From 101f538c2f4fe524e0b610a417e09ed7e51363eb Mon Sep 17 00:00:00 2001 From: bernardhanna Date: Wed, 28 Aug 2024 10:01:07 +0100 Subject: [PATCH 1/6] Updated containers.scss and youtube.blade.php with cookie consent on youtube changes --- .../assets/sass/components/containers.scss | 65 +++++++++++ resources/views/static/youtube.blade.php | 104 ++++++++++++++++-- 2 files changed, 161 insertions(+), 8 deletions(-) diff --git a/resources/assets/sass/components/containers.scss b/resources/assets/sass/components/containers.scss index 790969019..39b5cfe26 100644 --- a/resources/assets/sass/components/containers.scss +++ b/resources/assets/sass/components/containers.scss @@ -219,6 +219,71 @@ flex-direction: row; } } + +.codeweek-youtube-container { + width: 100%; + border: none; + height: 500px; + margin: auto; + background-color: #000; // Black background as a placeholder + position: relative; + overflow: hidden; + + .background { + position: absolute; + top: 0; + left: 0; + width: 100%; + height: 100%; + background: black; + color: white; + display: none; + align-items: center; + justify-content: center; + text-align: center; + + .container { + .content { + max-width: 90%; + } + } + + .info { + width: 90%; + margin: auto; + + .button { + button { + background-color: #40B5D1; + color: white; + border: none; + padding: 10px 20px; + cursor: pointer; + font-size: 16px; + display: flex; + align-items: center; + justify-content: center; + margin: auto; + + &:hover { + background: #FE6824; + } + + svg { + margin-right: 0.5rem; + } + } + } + } + } + + .remember { + input { + margin-right: 0.5rem; + } + } +} + /* big landscape tablets, laptops, and desktops */ @media (min-width:1025px) { .codeweek-content-grid { diff --git a/resources/views/static/youtube.blade.php b/resources/views/static/youtube.blade.php index 49bfd6dd7..12a0fba3b 100644 --- a/resources/views/static/youtube.blade.php +++ b/resources/views/static/youtube.blade.php @@ -1,9 +1,97 @@ +
- @if(App::getLocale() == 'en') - - @else - - @endif -
\ No newline at end of file + @if(App::getLocale() == 'en') + + @else + + @endif + + +
+
+
+
+

This content is hosted by a third party. By showing the external content you accept the + terms and conditions of youtube.com.

+ +

+ + +

+ +

+ +

+
+
+
+
+ + From 503b74b7812cfa661887e7f73711b3a20dc71554 Mon Sep 17 00:00:00 2001 From: bernardhanna Date: Wed, 28 Aug 2024 10:04:03 +0100 Subject: [PATCH 2/6] Updated containers.scss and youtube.blade.php with recent changes --- .DS_Store | Bin 0 -> 10244 bytes .scribe/.filehashes | 4 + .scribe/auth.md | 3 + .scribe/endpoints.cache/00.yaml | 893 + .scribe/endpoints/00.yaml | 891 + .scribe/endpoints/custom.0.yaml | 53 + .scribe/intro.md | 13 + app/Http/Controllers/Auth/LoginController.php | 33 +- app/Http/Middleware/BypassAuthForLocal.php | 28 + auth.jsp | 0 composer.json | 1 + composer.lock | 1165 +- config/cache.php | 103 + config/queue.php | 86 + config/scribe.php | 270 + config/session.php | 197 + config/view.php | 33 + my-docs/.gitignore | 20 + my-docs/README.md | 41 + my-docs/babel.config.js | 3 + my-docs/blog/2019-05-28-first-blog-post.md | 12 + my-docs/blog/2019-05-29-long-blog-post.md | 44 + my-docs/blog/2021-08-01-mdx-blog-post.mdx | 24 + .../docusaurus-plushie-banner.jpeg | Bin 0 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YOU SHOULDN'T MODIFY OR DELETE THIS FILE. +# Scribe uses this file to know when you change something manually in your docs. +.scribe/intro.md=c01f16c622132cbe2797085dcd335e9f +.scribe/auth.md=9bee2b1ef8a238b2e58613fa636d5f39 \ No newline at end of file diff --git a/.scribe/auth.md b/.scribe/auth.md new file mode 100644 index 000000000..82903629d --- /dev/null +++ b/.scribe/auth.md @@ -0,0 +1,3 @@ +# Authenticating requests + +This API is not authenticated. diff --git a/.scribe/endpoints.cache/00.yaml b/.scribe/endpoints.cache/00.yaml new file mode 100644 index 000000000..cefc677dc --- /dev/null +++ b/.scribe/endpoints.cache/00.yaml @@ -0,0 +1,893 @@ +## Autogenerated by Scribe. DO NOT MODIFY. + +name: Endpoints +description: '' +endpoints: + - + httpMethods: + - GET + uri: api/user + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 401 + content: '{"message":"Unauthenticated."}' + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/events/geobox + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: + lat1: + name: lat1 + description: '' + required: true + example: 29866.432 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + long1: + name: long1 + description: '' + required: true + example: 5598.911475 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + lat2: + name: lat2 + description: '' + required: true + example: 118592024.77778 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + long2: + name: long2 + description: '' + required: true + example: 4.34 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + year: + name: year + description: '' + required: false + example: 3.977 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanBodyParameters: + lat1: 29866.432 + long1: 5598.911475 + lat2: 118592024.77778 + long2: 4.34 + year: 3.977 + fileParameters: [] + responses: + - + status: 500 + content: '{"error":"Area is too wide"}' + headers: + cache-control: 'no-cache, private' + content-type: application/json + x-ratelimit-limit: '60' + x-ratelimit-remaining: '59' + access-control-allow-origin: '*' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/events/germany + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: + year: + name: year + description: '' + required: true + example: 83498024.69623 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanBodyParameters: + year: 83498024.69623 + fileParameters: [] + responses: + - + status: 200 + content: '{"data":[]}' + headers: + cache-control: 'no-cache, private' + content-type: application/json + x-ratelimit-limit: '60' + x-ratelimit-remaining: '58' + access-control-allow-origin: '*' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: 'api/event-detail/{event_id}' + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: + event_id: + name: event_id + description: 'The ID of the event.' + required: true + example: 1 + type: integer + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanUrlParameters: + event_id: 1 + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 200 + content: '{"data":{"title":"Aut hic eveniet ut asperiores.","description":"Optio incidunt explicabo praesentium tempora. Tempore cupiditate aut perferendis dolorem voluptatum qui. Et modi laborum ex enim fugit iste. Neque dicta necessitatibus provident velit sit.","start_date":"2024-07-25 07:42:21","end_date":"2024-07-30 23:42:00","created_at":"2024-07-25T11:57:44.000000Z","updated_at":"2024-07-25T11:57:44.000000Z","picture":"https:\/\/s3-eu-west-1.amazonaws.com\/codeweek-dev\/events\/pictures\/event_default_picture.png","path":"\/view\/1\/exercitationem-saepe-dolores","geoposition":"53.908017,12.461312","location":"10628 Nelson Plaza Suite 668\nZanefurt, WY 19990-4509","activity_type":"offline","organizer":"Luettgen-Hermiston","organizer_type":"other","event_url":"http:\/\/carter.com\/","contact_person":"fcremin@gmail.com","language":"en","imported_from_german_feeds":false,"codeweek_for_all_participation_code":"B","themes":[],"audiences":[],"tags":[],"owner":{"id":1,"email":"bernard@matrixinternet.ie"}}}' + headers: + cache-control: 'no-cache, private' + content-type: application/json + x-ratelimit-limit: '60' + x-ratelimit-remaining: '57' + access-control-allow-origin: '*' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: 'api/users/{user}/avatar' + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: 'Store a new user avatar.' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: + user: + name: user + description: 'The user.' + required: true + example: 1 + type: integer + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanUrlParameters: + user: 1 + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: api/events/picture + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: 'Store a new user avatar.' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - DELETE + uri: api/users/avatar + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/event/list + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 200 + content: '[]' + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + set-cookie: 'XSRF-TOKEN=eyJpdiI6ImluQ0ZHcldqZFZ0OXJ5Z2xMNkQ5Unc9PSIsInZhbHVlIjoieVc0d1IyYnAxZk9aKzA5YTVsMGtLRHJkbE0rRzVEVnZ5ckFXWTRKR0tRV2Y1N0ZwVjQ4RFkwK0JFZmNaTytTN0dNRVB1SDdjbFprRVJnVU1vSGwwS1dIZHdmeFlWbElhREh4YnBjaHk1dUEwSWEyL1Y2bHo2cGJ6OGRpT1pybUUiLCJtYWMiOiJjOWEzM2VlODRiZWZhNWU5MzAxNjgyZjdiYTZlNjVjNGZhZDUxYmI3MzRiNWNjZWRhYTdmOGViNDdmMzU3YzNkIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6Im9BWTIzWW5zcVh2OHlnWmlKVDJCaFE9PSIsInZhbHVlIjoidDZWR1ZDUWVTRm80WnpSVUthY1RtYlBnbE5FS2kwaTJhQUpTSG0zNGN2TzJZWG1WbWtUQ21MYnFzbW54UnhMTWFsMGRiM09VOW9oTm5zcHQrRHlUNmlRb01UazlHMkJrMzhVeGlDQjFtR2cwYWY1cFFVVDE0akN5bXBjYSs0aisiLCJtYWMiOiJmM2FjOTVhMTMxNzIzNDhiYzQyY2Q3YmQwOTQxM2QzYjc0YTRmM2FjMjk2NTRkZDc1NjdmZjI2ZGMyNGVlZTZkIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/event/detail + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 500 + content: |- + { + "message": "Server Error" + } + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + set-cookie: 'XSRF-TOKEN=eyJpdiI6ImdlbDY3dmlEUkZLVk1pZTRadFVQUVE9PSIsInZhbHVlIjoicG16UHVtdXJaUTV4S2dBTW9LZFlMWURRZzBzbXFGR3NJUTZmZ3dXTnRsdXBRMWxBTzN3WG1WNnNFTVYwY0hSUFFhaStwdFpVei9iWnArcC9JM0YxakxMUllFQnAvVG8rYWkyRXJUTWJuWUVLYk5tbkgvcnhuM3JQaWRvOTNlUksiLCJtYWMiOiJlNDY4ZjEwMDJlMjNhYWU1YjQ0ZDczNzk5NWEwZDMxMTlkOGRiMTgxZDQwODZiMmM3YWQ4NWMyYWM4YTNlMzJjIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6IlFQVHVDY05DQ3RBNlN1Ri9TbisrVUE9PSIsInZhbHVlIjoiSjNycnQ3aHZyL1Bid0orY1VTbUJmN00wUlhvQU4zU1RLVjY3YVF4QzVQbmRUTzl2Vmg5VERjd2FMWkFER3NvWXhCVjAzU2VLcENZUlY4L1poQVdNUTEyd1I0TWdFL093UHI2TVFkL1h0dVQxOGZDWTJvM1JTNzNwc2ZaK2UwQVoiLCJtYWMiOiI4MGQ3ZmY0NGE1MDM2ZWNmMmMzOGY1MGJjYzAxMTM2ZGZmZjVmOGQ1YTMzMzRlOWI2NTlhYjlhMDRlYmMwZThkIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/event/closest + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 500 + content: |- + { + "message": "Server Error" + } + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + set-cookie: 'XSRF-TOKEN=eyJpdiI6IjFTM3l6RitSdUdPc0h3ak9NSnQ0WXc9PSIsInZhbHVlIjoiWDVPNVFlUWovVHBHbCswN0pQZDVZZkR5NzB0TVBjdGx3emJSWWwrOURHemM2a2Z2YktJVzdmQVB2QW5kZU1ERHpBYXZZbTVoejVUMGxIbkJVVE1IQWZOVG5jaUZ2RE52MDlSRVNmWjF2R0NnbjJ4Yis5UHl3SWQyR05NV29Vek4iLCJtYWMiOiJhNDZmMTczOWU4NDc5ZWM1ZWQ1ZjdmMDQ1YWM1ZGQ3YTA3NWQwM2E0MzMzMWE0YzQ0ZjMwMDE1ZDk5Y2VlNGQzIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6IlQ0T09McmVWUjdVc0RlSGE4VXdRM3c9PSIsInZhbHVlIjoicGtkWldjUGU4Wk9XZE1pUEZ2d0xJOUZWT1ZxcStXWjZyUU5QUUlDTHhqc0h0VTJEMi8yQi96dloydjlCZit5RkoyNzVNQi9HcldsSTJFejYrcGxweE1iYThUZVRhME9YUjNWUWRLWGlYNGdPbmFkMFBqZytuR0ZjMmNONWZQNVYiLCJtYWMiOiJkMTMzMGU0N2UwMWJkMTFmYzg4OTEyMTlhOTZjYjQyYWJmYjIzMzliOTEyMTg0ZDhkOTYxY2I4NGM2OGZhYjk5IiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: 'api/event/delete/{event_id}' + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: + event_id: + name: event_id + description: 'The ID of the event.' + required: true + example: 1 + type: integer + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanUrlParameters: + event_id: 1 + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/event/list/eeducation + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 200 + content: '[]' + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + set-cookie: 'XSRF-TOKEN=eyJpdiI6Iis5TWZVMTdFR3BWTGRQQzd5N004c2c9PSIsInZhbHVlIjoiL2VhaVYvS0kvUnljc1ZZcmE3eE1SQkVxdXRhSzYrYm5YNFNoM3FkT0VJalpOOGVaSTQrL3Q4T2pZRk9qQWdJOTcrWjBXdkloeW55b2dTUFFScHFURkJRSDFlK0U0Vmd3bFhkS001V2x1TnQ0Qi9KSm1LeURvRmpkbVN0RDlMSm8iLCJtYWMiOiI4OTI1YzkyYmM2NTEzNDM0ZmQ2ZmQxZDE4YmNhZjdmM2VkODI1MmVmYTZiYjEyZGRiNWE2NDFhZmQ1NGFlOTVjIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6ImVOU1RrcXpSVEY4dVVIeUpSOHFFcUE9PSIsInZhbHVlIjoiNms1NE1IREJyTngzZ001eTFYY004RThBYWdqd1A1eTdhV3pFbE95bGM0NGVBK25QazVqWXM5WW9qVm9mbm9pK2tnM3VKdFlSQWN4UFk4d2wrTFh3Q1pqQlF0TUtJQkI0UGRKVE52dmRkaDFYbm5OV2s4aVdINHJVOUJDcko3SHYiLCJtYWMiOiI5YTU4MjAyYTlhMzhjNmI0YzkxMGUxZDRhMWNkMjVlODUwZDNjMmIwZGMxNDE2N2ZlOTZjYzhiYmU4YzZlZWFlIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: 'api/event/report/{event_id}' + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: + event_id: + name: event_id + description: 'The ID of the event.' + required: true + example: 1 + type: integer + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanUrlParameters: + event_id: 1 + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: + participants_count: + name: participants_count + description: 'Must be at least 1.' + required: true + example: 4 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + average_participant_age: + name: average_participant_age + description: 'Must be at least 1.' + required: true + example: 90 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + percentage_of_females: + name: percentage_of_females + description: 'Must be between 0 and 100.' + required: true + example: 1 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + name_for_certificate: + name: name_for_certificate + description: 'Must match the regex /^[^ə]*$/u. Must not be greater than 40 characters.' + required: true + example: sghmayealoekuq + type: string + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanBodyParameters: + participants_count: 4 + average_participant_age: 90 + percentage_of_females: 1 + name_for_certificate: sghmayealoekuq + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: api/resource/level + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: 'Store a newly created resource in storage.' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: api/resource/item + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: 'Store a newly created resource in storage.' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: 'api/event/approve/{event_id}' + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: + event_id: + name: event_id + description: 'The ID of the event.' + required: true + example: 1 + type: integer + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanUrlParameters: + event_id: 1 + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: 'api/event/approveAll/{country}' + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: + country: + name: country + description: '' + required: true + example: odit + type: string + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanUrlParameters: + country: odit + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 401 + content: '{"message":"Unauthenticated."}' + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + set-cookie: 'XSRF-TOKEN=eyJpdiI6ImpSZGs1d3ZreTF2aVI4aTZQY1ZtbVE9PSIsInZhbHVlIjoiZ2JPdkhjWDNxVjZPTXlnMlhFTjBCOUN2OW95QThvOVJMRkR5bEwrR01yVmtyTE5nSEZ0Y3I0VXpnbzRMQTZXd3gvL29KcjdTTjBzUTBydzl1M1Mxc0o3WGZyRG5XOEZPejA4dkhDeXBXUHR2MkhHZ09LMG5XWDNFN3pNb3BydGwiLCJtYWMiOiJiYzVmOGIwYzc0OTc1NWQwNmNkZWUzMmZlMzhiNjg3NmE5MGRmMTRjM2RlNzYyZTI3MjBjYWJkNjFjNDlhZWE2IiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6InJSN0tud0dKK2ZrM1NKZjBOQzY5RWc9PSIsInZhbHVlIjoiSHdNMU9pOHhZeGl1NmJNSldPNkdGSU50TlE0Rm9rUTh6QjZhdndoSXUveWZTOGk5d2JFcVl4SmRVU1JvV24vZ01MU3U3SHlxVGlWMmNBejM0RXJNYUFQK0NRTjNCeVppckZBTlArdnMwejE3QUFQcE85MHdMMnllcU9hZXN3Z2ciLCJtYWMiOiIyNzRkMjU5YTMzZGU3MDEwNmVlMGUwNWI4MTQ4MDZmMTI1YjhhNjBjNDE1MjBkOGYyM2I2Y2EzZmJhOTE4N2YxIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: 'api/event/reject/{event_id}' + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: + event_id: + name: event_id + description: 'The ID of the event.' + required: true + example: 1 + type: integer + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanUrlParameters: + event_id: 1 + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/proxy/geocode + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 200 + content: '{"spatialReference":{"wkid":4326,"latestWkid":4326},"candidates":[]}' + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + set-cookie: 'XSRF-TOKEN=eyJpdiI6IlYwTjJDL2FaUTRsajZLOVRPUFllbmc9PSIsInZhbHVlIjoiS0dvUXJiNU95TmtueHZMblMrcC9pWERDOTUvdFM4S1RVNFpEZkFHZ09nUFdYamp0clJyNnRLTk4ySDZTSk9wc3kxcThvd0xJQTlPUnphZHBRQTMvU0FMZTRqbWJvYm9sM0pkTitWS0ljbk5qQWZsNFQycU9lTVkwZG1RVTBlM2UiLCJtYWMiOiI4ZDAzOWE3NGM5YjY2ZTZjMzM2NWM5NWVhNmIyZTA4NGNmNDk2YmIzNTBhYjkyZTM3YzkxOTFlOWJkMjU3YWY3IiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:15 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6ImRPNXZIbEpsa2Rkd253cnNKaVZBRnc9PSIsInZhbHVlIjoidDRLQ2dlOU5NeEtWa3NudDZYQk8zK0V0a2hwdSs4K0xoKzA3VFF4Uk1WcUp4bC94dm0randzeXh5NlFMMUM3emNoRUN0dVRzVGFCdjB0anpyOWFPY080ak1TaG5iYW1OK2xYdEl5bW10UVdKM0MxTnRCcWJsdXVPSCtOUXkvYmoiLCJtYWMiOiIzY2I5NGJjMzc3NzE0YTQ4MTMwYTlmZDg0YzUyODNlOWJjYThkZDNlMGQ4ZWZhM2FhMzU4NDlkNjkxZjA2Y2JmIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:15 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/proxy/suggest + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 200 + content: '{"error":{"code":400,"extendedCode":-2147024809,"message":"Invalid or missing input parameters.","details":[]}}' + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + set-cookie: 'XSRF-TOKEN=eyJpdiI6Imt6RUJmSGJ3NFVvMzZNSlQ1MkZlOVE9PSIsInZhbHVlIjoiZUNvWXNPblhKNWlvSmswRUFQY25rQnRJelpURW9FOUVRY01veEV1ejdYdnViSnhYMHhLRFZTYWJqZ2NJcWpZbFFqYldETGk5azg3QmUvWXkyV2JxcXNFUGdQSFhhZFFBUTU1TFdNL3BOdjltSjJEVkp0c2ZqNTlXM2xpQndMU08iLCJtYWMiOiI4ZGIzYjQxNTA4YzZmM2MyMGMzNzk0YTIwNDQ5NjhkOWU2OGVjYjc3Zjc4ZWI5YzcwN2MyMGQwODFkNjAyMGRiIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:16 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6ImV4blYzSTBOSHVMOUdBNHdIczRQZnc9PSIsInZhbHVlIjoiU2dzMXR3VndVN3F6TGc5Rmx0a0ZoQnFNanlJdEc4djBvQTBkOEp3bGlMRi9qL3lKdk52TDRpOEdwM25tbkdNT1pJUGZUNGhrWlhuN3hBOHlFeVVUN3gzblF0d25xMTVJOElXb0NwVXZIQis3L3NVMUpzQy9KYmthdEMzMFY3NGUiLCJtYWMiOiIzOTZiMzczNDk5ZTkxYjZkNGZlZGE1NmQ2ODhhMWM5MzE4N2MxNWVmM2QwMWVjNGY2ZjdmZDI4ZGQ4MGJlZWY1IiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:16 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] diff --git a/.scribe/endpoints/00.yaml b/.scribe/endpoints/00.yaml new file mode 100644 index 000000000..830cb57c8 --- /dev/null +++ b/.scribe/endpoints/00.yaml @@ -0,0 +1,891 @@ +name: Endpoints +description: '' +endpoints: + - + httpMethods: + - GET + uri: api/user + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 401 + content: '{"message":"Unauthenticated."}' + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/events/geobox + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: + lat1: + name: lat1 + description: '' + required: true + example: 29866.432 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + long1: + name: long1 + description: '' + required: true + example: 5598.911475 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + lat2: + name: lat2 + description: '' + required: true + example: 118592024.77778 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + long2: + name: long2 + description: '' + required: true + example: 4.34 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + year: + name: year + description: '' + required: false + example: 3.977 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanBodyParameters: + lat1: 29866.432 + long1: 5598.911475 + lat2: 118592024.77778 + long2: 4.34 + year: 3.977 + fileParameters: [] + responses: + - + status: 500 + content: '{"error":"Area is too wide"}' + headers: + cache-control: 'no-cache, private' + content-type: application/json + x-ratelimit-limit: '60' + x-ratelimit-remaining: '59' + access-control-allow-origin: '*' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/events/germany + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: + year: + name: year + description: '' + required: true + example: 83498024.69623 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanBodyParameters: + year: 83498024.69623 + fileParameters: [] + responses: + - + status: 200 + content: '{"data":[]}' + headers: + cache-control: 'no-cache, private' + content-type: application/json + x-ratelimit-limit: '60' + x-ratelimit-remaining: '58' + access-control-allow-origin: '*' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: 'api/event-detail/{event_id}' + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: + event_id: + name: event_id + description: 'The ID of the event.' + required: true + example: 1 + type: integer + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanUrlParameters: + event_id: 1 + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 200 + content: '{"data":{"title":"Aut hic eveniet ut asperiores.","description":"Optio incidunt explicabo praesentium tempora. Tempore cupiditate aut perferendis dolorem voluptatum qui. Et modi laborum ex enim fugit iste. Neque dicta necessitatibus provident velit sit.","start_date":"2024-07-25 07:42:21","end_date":"2024-07-30 23:42:00","created_at":"2024-07-25T11:57:44.000000Z","updated_at":"2024-07-25T11:57:44.000000Z","picture":"https:\/\/s3-eu-west-1.amazonaws.com\/codeweek-dev\/events\/pictures\/event_default_picture.png","path":"\/view\/1\/exercitationem-saepe-dolores","geoposition":"53.908017,12.461312","location":"10628 Nelson Plaza Suite 668\nZanefurt, WY 19990-4509","activity_type":"offline","organizer":"Luettgen-Hermiston","organizer_type":"other","event_url":"http:\/\/carter.com\/","contact_person":"fcremin@gmail.com","language":"en","imported_from_german_feeds":false,"codeweek_for_all_participation_code":"B","themes":[],"audiences":[],"tags":[],"owner":{"id":1,"email":"bernard@matrixinternet.ie"}}}' + headers: + cache-control: 'no-cache, private' + content-type: application/json + x-ratelimit-limit: '60' + x-ratelimit-remaining: '57' + access-control-allow-origin: '*' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: 'api/users/{user}/avatar' + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: 'Store a new user avatar.' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: + user: + name: user + description: 'The user.' + required: true + example: 1 + type: integer + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanUrlParameters: + user: 1 + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: api/events/picture + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: 'Store a new user avatar.' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - DELETE + uri: api/users/avatar + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/event/list + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 200 + content: '[]' + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + set-cookie: 'XSRF-TOKEN=eyJpdiI6ImluQ0ZHcldqZFZ0OXJ5Z2xMNkQ5Unc9PSIsInZhbHVlIjoieVc0d1IyYnAxZk9aKzA5YTVsMGtLRHJkbE0rRzVEVnZ5ckFXWTRKR0tRV2Y1N0ZwVjQ4RFkwK0JFZmNaTytTN0dNRVB1SDdjbFprRVJnVU1vSGwwS1dIZHdmeFlWbElhREh4YnBjaHk1dUEwSWEyL1Y2bHo2cGJ6OGRpT1pybUUiLCJtYWMiOiJjOWEzM2VlODRiZWZhNWU5MzAxNjgyZjdiYTZlNjVjNGZhZDUxYmI3MzRiNWNjZWRhYTdmOGViNDdmMzU3YzNkIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6Im9BWTIzWW5zcVh2OHlnWmlKVDJCaFE9PSIsInZhbHVlIjoidDZWR1ZDUWVTRm80WnpSVUthY1RtYlBnbE5FS2kwaTJhQUpTSG0zNGN2TzJZWG1WbWtUQ21MYnFzbW54UnhMTWFsMGRiM09VOW9oTm5zcHQrRHlUNmlRb01UazlHMkJrMzhVeGlDQjFtR2cwYWY1cFFVVDE0akN5bXBjYSs0aisiLCJtYWMiOiJmM2FjOTVhMTMxNzIzNDhiYzQyY2Q3YmQwOTQxM2QzYjc0YTRmM2FjMjk2NTRkZDc1NjdmZjI2ZGMyNGVlZTZkIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/event/detail + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 500 + content: |- + { + "message": "Server Error" + } + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + set-cookie: 'XSRF-TOKEN=eyJpdiI6ImdlbDY3dmlEUkZLVk1pZTRadFVQUVE9PSIsInZhbHVlIjoicG16UHVtdXJaUTV4S2dBTW9LZFlMWURRZzBzbXFGR3NJUTZmZ3dXTnRsdXBRMWxBTzN3WG1WNnNFTVYwY0hSUFFhaStwdFpVei9iWnArcC9JM0YxakxMUllFQnAvVG8rYWkyRXJUTWJuWUVLYk5tbkgvcnhuM3JQaWRvOTNlUksiLCJtYWMiOiJlNDY4ZjEwMDJlMjNhYWU1YjQ0ZDczNzk5NWEwZDMxMTlkOGRiMTgxZDQwODZiMmM3YWQ4NWMyYWM4YTNlMzJjIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6IlFQVHVDY05DQ3RBNlN1Ri9TbisrVUE9PSIsInZhbHVlIjoiSjNycnQ3aHZyL1Bid0orY1VTbUJmN00wUlhvQU4zU1RLVjY3YVF4QzVQbmRUTzl2Vmg5VERjd2FMWkFER3NvWXhCVjAzU2VLcENZUlY4L1poQVdNUTEyd1I0TWdFL093UHI2TVFkL1h0dVQxOGZDWTJvM1JTNzNwc2ZaK2UwQVoiLCJtYWMiOiI4MGQ3ZmY0NGE1MDM2ZWNmMmMzOGY1MGJjYzAxMTM2ZGZmZjVmOGQ1YTMzMzRlOWI2NTlhYjlhMDRlYmMwZThkIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/event/closest + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 500 + content: |- + { + "message": "Server Error" + } + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + set-cookie: 'XSRF-TOKEN=eyJpdiI6IjFTM3l6RitSdUdPc0h3ak9NSnQ0WXc9PSIsInZhbHVlIjoiWDVPNVFlUWovVHBHbCswN0pQZDVZZkR5NzB0TVBjdGx3emJSWWwrOURHemM2a2Z2YktJVzdmQVB2QW5kZU1ERHpBYXZZbTVoejVUMGxIbkJVVE1IQWZOVG5jaUZ2RE52MDlSRVNmWjF2R0NnbjJ4Yis5UHl3SWQyR05NV29Vek4iLCJtYWMiOiJhNDZmMTczOWU4NDc5ZWM1ZWQ1ZjdmMDQ1YWM1ZGQ3YTA3NWQwM2E0MzMzMWE0YzQ0ZjMwMDE1ZDk5Y2VlNGQzIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6IlQ0T09McmVWUjdVc0RlSGE4VXdRM3c9PSIsInZhbHVlIjoicGtkWldjUGU4Wk9XZE1pUEZ2d0xJOUZWT1ZxcStXWjZyUU5QUUlDTHhqc0h0VTJEMi8yQi96dloydjlCZit5RkoyNzVNQi9HcldsSTJFejYrcGxweE1iYThUZVRhME9YUjNWUWRLWGlYNGdPbmFkMFBqZytuR0ZjMmNONWZQNVYiLCJtYWMiOiJkMTMzMGU0N2UwMWJkMTFmYzg4OTEyMTlhOTZjYjQyYWJmYjIzMzliOTEyMTg0ZDhkOTYxY2I4NGM2OGZhYjk5IiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: 'api/event/delete/{event_id}' + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: + event_id: + name: event_id + description: 'The ID of the event.' + required: true + example: 1 + type: integer + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanUrlParameters: + event_id: 1 + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/event/list/eeducation + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 200 + content: '[]' + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + set-cookie: 'XSRF-TOKEN=eyJpdiI6Iis5TWZVMTdFR3BWTGRQQzd5N004c2c9PSIsInZhbHVlIjoiL2VhaVYvS0kvUnljc1ZZcmE3eE1SQkVxdXRhSzYrYm5YNFNoM3FkT0VJalpOOGVaSTQrL3Q4T2pZRk9qQWdJOTcrWjBXdkloeW55b2dTUFFScHFURkJRSDFlK0U0Vmd3bFhkS001V2x1TnQ0Qi9KSm1LeURvRmpkbVN0RDlMSm8iLCJtYWMiOiI4OTI1YzkyYmM2NTEzNDM0ZmQ2ZmQxZDE4YmNhZjdmM2VkODI1MmVmYTZiYjEyZGRiNWE2NDFhZmQ1NGFlOTVjIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6ImVOU1RrcXpSVEY4dVVIeUpSOHFFcUE9PSIsInZhbHVlIjoiNms1NE1IREJyTngzZ001eTFYY004RThBYWdqd1A1eTdhV3pFbE95bGM0NGVBK25QazVqWXM5WW9qVm9mbm9pK2tnM3VKdFlSQWN4UFk4d2wrTFh3Q1pqQlF0TUtJQkI0UGRKVE52dmRkaDFYbm5OV2s4aVdINHJVOUJDcko3SHYiLCJtYWMiOiI5YTU4MjAyYTlhMzhjNmI0YzkxMGUxZDRhMWNkMjVlODUwZDNjMmIwZGMxNDE2N2ZlOTZjYzhiYmU4YzZlZWFlIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: 'api/event/report/{event_id}' + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: + event_id: + name: event_id + description: 'The ID of the event.' + required: true + example: 1 + type: integer + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanUrlParameters: + event_id: 1 + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: + participants_count: + name: participants_count + description: 'Must be at least 1.' + required: true + example: 4 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + average_participant_age: + name: average_participant_age + description: 'Must be at least 1.' + required: true + example: 90 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + percentage_of_females: + name: percentage_of_females + description: 'Must be between 0 and 100.' + required: true + example: 1 + type: number + enumValues: [] + exampleWasSpecified: false + custom: [] + name_for_certificate: + name: name_for_certificate + description: 'Must match the regex /^[^ə]*$/u. Must not be greater than 40 characters.' + required: true + example: sghmayealoekuq + type: string + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanBodyParameters: + participants_count: 4 + average_participant_age: 90 + percentage_of_females: 1 + name_for_certificate: sghmayealoekuq + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: api/resource/level + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: 'Store a newly created resource in storage.' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: api/resource/item + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: 'Store a newly created resource in storage.' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: 'api/event/approve/{event_id}' + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: + event_id: + name: event_id + description: 'The ID of the event.' + required: true + example: 1 + type: integer + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanUrlParameters: + event_id: 1 + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: 'api/event/approveAll/{country}' + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: + country: + name: country + description: '' + required: true + example: odit + type: string + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanUrlParameters: + country: odit + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 401 + content: '{"message":"Unauthenticated."}' + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + set-cookie: 'XSRF-TOKEN=eyJpdiI6ImpSZGs1d3ZreTF2aVI4aTZQY1ZtbVE9PSIsInZhbHVlIjoiZ2JPdkhjWDNxVjZPTXlnMlhFTjBCOUN2OW95QThvOVJMRkR5bEwrR01yVmtyTE5nSEZ0Y3I0VXpnbzRMQTZXd3gvL29KcjdTTjBzUTBydzl1M1Mxc0o3WGZyRG5XOEZPejA4dkhDeXBXUHR2MkhHZ09LMG5XWDNFN3pNb3BydGwiLCJtYWMiOiJiYzVmOGIwYzc0OTc1NWQwNmNkZWUzMmZlMzhiNjg3NmE5MGRmMTRjM2RlNzYyZTI3MjBjYWJkNjFjNDlhZWE2IiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6InJSN0tud0dKK2ZrM1NKZjBOQzY5RWc9PSIsInZhbHVlIjoiSHdNMU9pOHhZeGl1NmJNSldPNkdGSU50TlE0Rm9rUTh6QjZhdndoSXUveWZTOGk5d2JFcVl4SmRVU1JvV24vZ01MU3U3SHlxVGlWMmNBejM0RXJNYUFQK0NRTjNCeVppckZBTlArdnMwejE3QUFQcE85MHdMMnllcU9hZXN3Z2ciLCJtYWMiOiIyNzRkMjU5YTMzZGU3MDEwNmVlMGUwNWI4MTQ4MDZmMTI1YjhhNjBjNDE1MjBkOGYyM2I2Y2EzZmJhOTE4N2YxIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - POST + uri: 'api/event/reject/{event_id}' + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: + event_id: + name: event_id + description: 'The ID of the event.' + required: true + example: 1 + type: integer + enumValues: [] + exampleWasSpecified: false + custom: [] + cleanUrlParameters: + event_id: 1 + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/proxy/geocode + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 200 + content: '{"spatialReference":{"wkid":4326,"latestWkid":4326},"candidates":[]}' + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + set-cookie: 'XSRF-TOKEN=eyJpdiI6IlYwTjJDL2FaUTRsajZLOVRPUFllbmc9PSIsInZhbHVlIjoiS0dvUXJiNU95TmtueHZMblMrcC9pWERDOTUvdFM4S1RVNFpEZkFHZ09nUFdYamp0clJyNnRLTk4ySDZTSk9wc3kxcThvd0xJQTlPUnphZHBRQTMvU0FMZTRqbWJvYm9sM0pkTitWS0ljbk5qQWZsNFQycU9lTVkwZG1RVTBlM2UiLCJtYWMiOiI4ZDAzOWE3NGM5YjY2ZTZjMzM2NWM5NWVhNmIyZTA4NGNmNDk2YmIzNTBhYjkyZTM3YzkxOTFlOWJkMjU3YWY3IiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:15 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6ImRPNXZIbEpsa2Rkd253cnNKaVZBRnc9PSIsInZhbHVlIjoidDRLQ2dlOU5NeEtWa3NudDZYQk8zK0V0a2hwdSs4K0xoKzA3VFF4Uk1WcUp4bC94dm0randzeXh5NlFMMUM3emNoRUN0dVRzVGFCdjB0anpyOWFPY080ak1TaG5iYW1OK2xYdEl5bW10UVdKM0MxTnRCcWJsdXVPSCtOUXkvYmoiLCJtYWMiOiIzY2I5NGJjMzc3NzE0YTQ4MTMwYTlmZDg0YzUyODNlOWJjYThkZDNlMGQ4ZWZhM2FhMzU4NDlkNjkxZjA2Y2JmIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:15 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] + - + httpMethods: + - GET + uri: api/proxy/suggest + metadata: + groupName: Endpoints + groupDescription: '' + subgroup: '' + subgroupDescription: '' + title: '' + description: '' + authenticated: false + custom: [] + headers: + Content-Type: application/json + Accept: application/json + urlParameters: [] + cleanUrlParameters: [] + queryParameters: [] + cleanQueryParameters: [] + bodyParameters: [] + cleanBodyParameters: [] + fileParameters: [] + responses: + - + status: 200 + content: '{"error":{"code":400,"extendedCode":-2147024809,"message":"Invalid or missing input parameters.","details":[]}}' + headers: + cache-control: 'no-cache, private' + content-type: application/json + access-control-allow-origin: '*' + set-cookie: 'XSRF-TOKEN=eyJpdiI6Imt6RUJmSGJ3NFVvMzZNSlQ1MkZlOVE9PSIsInZhbHVlIjoiZUNvWXNPblhKNWlvSmswRUFQY25rQnRJelpURW9FOUVRY01veEV1ejdYdnViSnhYMHhLRFZTYWJqZ2NJcWpZbFFqYldETGk5azg3QmUvWXkyV2JxcXNFUGdQSFhhZFFBUTU1TFdNL3BOdjltSjJEVkp0c2ZqNTlXM2xpQndMU08iLCJtYWMiOiI4ZGIzYjQxNTA4YzZmM2MyMGMzNzk0YTIwNDQ5NjhkOWU2OGVjYjc3Zjc4ZWI5YzcwN2MyMGQwODFkNjAyMGRiIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:16 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6ImV4blYzSTBOSHVMOUdBNHdIczRQZnc9PSIsInZhbHVlIjoiU2dzMXR3VndVN3F6TGc5Rmx0a0ZoQnFNanlJdEc4djBvQTBkOEp3bGlMRi9qL3lKdk52TDRpOEdwM25tbkdNT1pJUGZUNGhrWlhuN3hBOHlFeVVUN3gzblF0d25xMTVJOElXb0NwVXZIQis3L3NVMUpzQy9KYmthdEMzMFY3NGUiLCJtYWMiOiIzOTZiMzczNDk5ZTkxYjZkNGZlZGE1NmQ2ODhhMWM5MzE4N2MxNWVmM2QwMWVjNGY2ZjdmZDI4ZGQ4MGJlZWY1IiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:16 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax' + description: null + custom: [] + responseFields: [] + auth: [] + controller: null + method: null + route: null + custom: [] diff --git a/.scribe/endpoints/custom.0.yaml b/.scribe/endpoints/custom.0.yaml new file mode 100644 index 000000000..4b0235215 --- /dev/null +++ b/.scribe/endpoints/custom.0.yaml @@ -0,0 +1,53 @@ +# To include an endpoint that isn't a part of your Laravel app (or belongs to a vendor package), +# you can define it in a custom.*.yaml file, like this one. +# Each custom file should contain an array of endpoints. Here's an example: +# See https://scribe.knuckles.wtf/laravel/documenting/custom-endpoints#extra-sorting-groups-in-custom-endpoint-files for more options + +#- httpMethods: +# - POST +# uri: api/doSomething/{param} +# metadata: +# groupName: The group the endpoint belongs to. Can be a new group or an existing group. +# groupDescription: A description for the group. You don't need to set this for every endpoint; once is enough. +# subgroup: You can add a subgroup, too. +# title: Do something +# description: 'This endpoint allows you to do something.' +# authenticated: false +# headers: +# Content-Type: application/json +# Accept: application/json +# urlParameters: +# param: +# name: param +# description: A URL param for no reason. +# required: true +# example: 2 +# type: integer +# queryParameters: +# speed: +# name: speed +# description: How fast the thing should be done. Can be `slow` or `fast`. +# required: false +# example: fast +# type: string +# bodyParameters: +# something: +# name: something +# description: The things we should do. +# required: true +# example: +# - string 1 +# - string 2 +# type: 'string[]' +# responses: +# - status: 200 +# description: 'When the thing was done smoothly.' +# content: # Your response content can be an object, an array, a string or empty. +# { +# "hey": "ho ho ho" +# } +# responseFields: +# hey: +# name: hey +# description: Who knows? +# type: string # This is optional diff --git a/.scribe/intro.md b/.scribe/intro.md new file mode 100644 index 000000000..8d9a65a7d --- /dev/null +++ b/.scribe/intro.md @@ -0,0 +1,13 @@ +# Introduction + + + + + +This documentation aims to provide all the information you need to work with our API. + + + diff --git a/app/Http/Controllers/Auth/LoginController.php b/app/Http/Controllers/Auth/LoginController.php index f76536fab..43e7634c5 100644 --- a/app/Http/Controllers/Auth/LoginController.php +++ b/app/Http/Controllers/Auth/LoginController.php @@ -47,28 +47,39 @@ public function __construct() /** * Redirect the user to the GitHub authentication page. */ - public function redirectToProvider($provider): RedirectResponse - { +public function redirectToProvider($provider): RedirectResponse +{ + if (app()->environment('local')) { + // Automatically log in the first user for local environment + Auth::login(\App\User::first()); - return Socialite::driver($provider)->redirect(); + return redirect($this->redirectTo); // Redirect to the home page or dashboard } + return Socialite::driver($provider)->redirect(); +} + /** * Obtain the user information from GitHub. */ - public function handleProviderCallback($provider): RedirectResponse - { - $allowed_providers = ['twitter', 'github', 'google', 'facebook']; +public function handleProviderCallback($provider): RedirectResponse +{ + if (app()->environment('local')) { + return redirect($this->redirectTo); // Redirect without doing anything else + } - if (in_array($provider, $allowed_providers)) { - $socialUser = Socialite::driver($provider)->user(); + // Normal flow for other environments + $allowed_providers = ['twitter', 'github', 'google', 'facebook']; - $this->loginUser($provider, $socialUser); - } - return redirect()->intended('/'); + if (in_array($provider, $allowed_providers)) { + $socialUser = Socialite::driver($provider)->user(); + $this->loginUser($provider, $socialUser); } + return redirect()->intended($this->redirectTo); +} + /** * @return mixed */ diff --git a/app/Http/Middleware/BypassAuthForLocal.php b/app/Http/Middleware/BypassAuthForLocal.php new file mode 100644 index 000000000..abc58da8e --- /dev/null +++ b/app/Http/Middleware/BypassAuthForLocal.php @@ -0,0 +1,28 @@ +environment('local') && !Auth::check()) { + // Automatically log in the first user or any test user + Auth::login(User::first()); + } + + return $next($request); + } +} diff --git a/auth.jsp b/auth.jsp new file mode 100644 index 000000000..e69de29bb diff --git a/composer.json b/composer.json index df56df95c..4b2189e8b 100644 --- a/composer.json +++ b/composer.json @@ -16,6 +16,7 @@ "doctrine/dbal": "^3.5", "guzzlehttp/guzzle": "^7.2", "intervention/image": "^2.7", + "knuckleswtf/scribe": "^4.37", "laravel-lang/lang": "^12.18", "laravel/framework": "^11.5", "laravel/helpers": "^1.7", diff --git a/composer.lock b/composer.lock index 4260c3ab8..2d6d1233a 100644 --- a/composer.lock +++ b/composer.lock @@ -4,7 +4,7 @@ "Read more about it at https://getcomposer.org/doc/01-basic-usage.md#installing-dependencies", "This file is @generated automatically" ], - "content-hash": "96f75b451d61d07b646315b96f6ba12d", + "content-hash": "a801c9997d31e4c2384814b4051a42b9", "packages": [ { "name": "archtechx/enums", @@ -1647,6 +1647,56 @@ ], "time": "2023-10-06T06:47:41+00:00" }, + { + "name": "erusev/parsedown", + "version": "1.7.4", + "source": { + "type": "git", + "url": "https://github.com/erusev/parsedown.git", + "reference": "cb17b6477dfff935958ba01325f2e8a2bfa6dab3" + }, + "dist": { + "type": "zip", + "url": "https://api.github.com/repos/erusev/parsedown/zipball/cb17b6477dfff935958ba01325f2e8a2bfa6dab3", + "reference": "cb17b6477dfff935958ba01325f2e8a2bfa6dab3", + "shasum": "" + }, + "require": { + "ext-mbstring": "*", + "php": ">=5.3.0" + }, + "require-dev": { + "phpunit/phpunit": "^4.8.35" + }, + "type": "library", + "autoload": { + "psr-0": { + "Parsedown": "" + } + }, + "notification-url": "https://packagist.org/downloads/", + "license": [ + "MIT" + ], + "authors": [ + { + "name": "Emanuil Rusev", + "email": "hello@erusev.com", + "homepage": "http://erusev.com" + } + ], + "description": "Parser for Markdown.", + "homepage": "http://parsedown.org", + "keywords": [ + "markdown", + "parser" + ], + "support": { + "issues": "https://github.com/erusev/parsedown/issues", + "source": "https://github.com/erusev/parsedown/tree/1.7.x" + }, + "time": 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"laravel", - "laravel-zero", - "php", - "symfony" - ], - "support": { - "issues": "https://github.com/nunomaduro/collision/issues", - "source": "https://github.com/nunomaduro/collision" - }, - "funding": [ - { - "url": "https://www.paypal.com/paypalme/enunomaduro", - "type": "custom" - }, - { - "url": "https://github.com/nunomaduro", - "type": "github" - }, - { - "url": "https://www.patreon.com/nunomaduro", - "type": "patreon" - } - ], - "time": "2024-08-03T15:32:23+00:00" - }, { "name": "phar-io/manifest", "version": "2.0.4", @@ -13667,77 +14181,6 @@ ], "time": "2023-02-07T11:34:05+00:00" }, - { - "name": "symfony/yaml", - "version": "v7.1.1", - "source": { - "type": "git", - "url": "https://github.com/symfony/yaml.git", - "reference": "fa34c77015aa6720469db7003567b9f772492bf2" - }, - "dist": { - "type": "zip", - "url": "https://api.github.com/repos/symfony/yaml/zipball/fa34c77015aa6720469db7003567b9f772492bf2", - "reference": "fa34c77015aa6720469db7003567b9f772492bf2", - "shasum": "" 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You may even define multiple stores for the + | same cache driver to group types of items stored in your caches. + | + */ + + 'stores' => [ + + 'apc' => [ + 'driver' => 'apc', + ], + + 'array' => [ + 'driver' => 'array', + ], + + 'database' => [ + 'driver' => 'database', + 'table' => 'cache', + 'connection' => null, + ], + + 'file' => [ + 'driver' => 'file', + 'path' => storage_path('framework/cache/data'), + ], + + 'memcached' => [ + 'driver' => 'memcached', + 'persistent_id' => env('MEMCACHED_PERSISTENT_ID'), + 'sasl' => [ + env('MEMCACHED_USERNAME'), + env('MEMCACHED_PASSWORD'), + ], + 'options' => [ + // Memcached::OPT_CONNECT_TIMEOUT => 2000, + ], + 'servers' => [ + [ + 'host' => env('MEMCACHED_HOST', '127.0.0.1'), + 'port' => env('MEMCACHED_PORT', 11211), + 'weight' => 100, + ], + ], + ], + + 'redis' => [ + 'driver' => 'redis', + 'connection' => 'default', + ], + + 'dynamodb' => [ + 'driver' => 'dynamodb', + 'key' => env('AWS_ACCESS_KEY_ID'), + 'secret' => env('AWS_SECRET_ACCESS_KEY'), + 'region' => env('AWS_DEFAULT_REGION', 'us-east-1'), + 'table' => env('DYNAMODB_CACHE_TABLE', 'cache'), + 'endpoint' => env('DYNAMODB_ENDPOINT'), + ], + + ], + + /* + |-------------------------------------------------------------------------- + | Cache Key Prefix + |-------------------------------------------------------------------------- + | + | When utilizing a RAM based store such as APC or Memcached, there might + | be other applications utilizing the same cache. So, we'll specify a + | value to get prefixed to all our keys so we can avoid collisions. + | + */ + + 'prefix' => env('CACHE_PREFIX', Str::slug(env('APP_NAME', 'laravel'), '_') . '_cache_'), + +]; diff --git a/config/queue.php b/config/queue.php new file mode 100644 index 000000000..391304f36 --- /dev/null +++ b/config/queue.php @@ -0,0 +1,86 @@ + env('QUEUE_DRIVER', 'sync'), + + /* + |-------------------------------------------------------------------------- + | Queue Connections + |-------------------------------------------------------------------------- + | + | Here you may configure the connection information for each server that + | is used by your application. A default configuration has been added + | for each back-end shipped with Laravel. You are free to add more. + | + | Drivers: "sync", "database", "beanstalkd", "sqs", "redis", "null" + | + */ + + 'connections' => [ + + 'sync' => [ + 'driver' => 'sync', + ], + + 'database' => [ + 'driver' => 'database', + 'table' => 'jobs', + 'queue' => 'default', + 'retry_after' => 90, + ], + + 'beanstalkd' => [ + 'driver' => 'beanstalkd', + 'host' => 'localhost', + 'queue' => 'default', + 'retry_after' => 90, + ], + + 'sqs' => [ + 'driver' => 'sqs', + 'key' => env('SQS_KEY', 'your-public-key'), + 'secret' => env('SQS_SECRET', 'your-secret-key'), + 'prefix' => env('SQS_PREFIX', 'https://sqs.us-east-1.amazonaws.com/your-account-id'), + 'queue' => env('SQS_QUEUE', 'your-queue-name'), + 'region' => env('SQS_REGION', 'us-east-1'), + ], + + 'redis' => [ + 'driver' => 'redis', + 'connection' => 'default', + 'queue' => 'default', + 'retry_after' => 90, + 'block_for' => null, + ], + + ], + + /* + |-------------------------------------------------------------------------- + | Failed Queue Jobs + |-------------------------------------------------------------------------- + | + | These options configure the behavior of failed queue job logging so you + | can control which database and table are used to store the jobs that + | have failed. You may change them to any database / table you wish. + | + */ + + 'failed' => [ + 'database' => env('DB_CONNECTION', 'mysql'), + 'table' => 'failed_jobs', + ], + +]; diff --git a/config/scribe.php b/config/scribe.php new file mode 100644 index 000000000..66dbb8319 --- /dev/null +++ b/config/scribe.php @@ -0,0 +1,270 @@ + for the generated documentation. If this is empty, Scribe will infer it from config('app.name'). + 'title' => null, + + // A short description of your API. Will be included in the docs webpage, Postman collection and OpenAPI spec. + 'description' => '', + + // The base URL displayed in the docs. If this is empty, Scribe will use the value of config('app.url') at generation time. + // If you're using `laravel` type, you can set this to a dynamic string, like '{{ config("app.tenant_url") }}' to get a dynamic base URL. + 'base_url' => null, + + 'routes' => [ + [ + // Routes that match these conditions will be included in the docs + 'match' => [ + // Match only routes whose paths match this pattern (use * as a wildcard to match any characters). Example: 'users/*'. + 'prefixes' => ['api/*'], + + // Match only routes whose domains match this pattern (use * as a wildcard to match any characters). Example: 'api.*'. + 'domains' => ['*'], + + // [Dingo router only] Match only routes registered under this version. Wildcards are NOT supported. + 'versions' => ['v1'], + ], + + // Include these routes even if they did not match the rules above. + 'include' => [ + // 'users.index', 'POST /new', '/auth/*' + ], + + // Exclude these routes even if they matched the rules above. + 'exclude' => [ + // 'GET /health', 'admin.*' + ], + ], + ], + + // The type of documentation output to generate. + // - "static" will generate a static HTMl page in the /public/docs folder, + // - "laravel" will generate the documentation as a Blade view, so you can add routing and authentication. + // - "external_static" and "external_laravel" do the same as above, but generate a basic template, + // passing the OpenAPI spec as a URL, allowing you to easily use the docs with an external generator + 'type' => 'static', + + // See https://scribe.knuckles.wtf/laravel/reference/config#theme for supported options + 'theme' => 'default', + + 'static' => [ + // HTML documentation, assets and Postman collection will be generated to this folder. + // Source Markdown will still be in resources/docs. + 'output_path' => 'public/docs', + ], + + 'laravel' => [ + // Whether to automatically create a docs endpoint for you to view your generated docs. + // If this is false, you can still set up routing manually. + 'add_routes' => true, + + // URL path to use for the docs endpoint (if `add_routes` is true). + // By default, `/docs` opens the HTML page, `/docs.postman` opens the Postman collection, and `/docs.openapi` the OpenAPI spec. + 'docs_url' => '/docs', + + // Directory within `public` in which to store CSS and JS assets. + // By default, assets are stored in `public/vendor/scribe`. + // If set, assets will be stored in `public/{{assets_directory}}` + 'assets_directory' => null, + + // Middleware to attach to the docs endpoint (if `add_routes` is true). + 'middleware' => [], + ], + + 'external' => [ + 'html_attributes' => [] + ], + + 'try_it_out' => [ + // Add a Try It Out button to your endpoints so consumers can test endpoints right from their browser. + // Don't forget to enable CORS headers for your endpoints. + 'enabled' => true, + + // The base URL for the API tester to use (for example, you can set this to your staging URL). + // Leave as null to use the current app URL when generating (config("app.url")). + 'base_url' => null, + + // [Laravel Sanctum] Fetch a CSRF token before each request, and add it as an X-XSRF-TOKEN header. + 'use_csrf' => false, + + // The URL to fetch the CSRF token from (if `use_csrf` is true). + 'csrf_url' => '/sanctum/csrf-cookie', + ], + + // How is your API authenticated? This information will be used in the displayed docs, generated examples and response calls. + 'auth' => [ + // Set this to true if ANY endpoints in your API use authentication. + 'enabled' => false, + + // Set this to true if your API should be authenticated by default. If so, you must also set `enabled` (above) to true. + // You can then use @unauthenticated or @authenticated on individual endpoints to change their status from the default. + 'default' => false, + + // Where is the auth value meant to be sent in a request? + // Options: query, body, basic, bearer, header (for custom header) + 'in' => 'bearer', + + // The name of the auth parameter (eg token, key, apiKey) or header (eg Authorization, Api-Key). + 'name' => 'key', + + // The value of the parameter to be used by Scribe to authenticate response calls. + // This will NOT be included in the generated documentation. If empty, Scribe will use a random value. + 'use_value' => env('SCRIBE_AUTH_KEY'), + + // Placeholder your users will see for the auth parameter in the example requests. + // Set this to null if you want Scribe to use a random value as placeholder instead. + 'placeholder' => '{YOUR_AUTH_KEY}', + + // Any extra authentication-related info for your users. Markdown and HTML are supported. + 'extra_info' => 'You can retrieve your token by visiting your dashboard and clicking Generate API token.', + ], + + // Text to place in the "Introduction" section, right after the `description`. Markdown and HTML are supported. + 'intro_text' => <<As you scroll, you'll see code examples for working with the API in different programming languages in the dark area to the right (or as part of the content on mobile). +You can switch the language used with the tabs at the top right (or from the nav menu at the top left on mobile). +INTRO + , + + // Example requests for each endpoint will be shown in each of these languages. + // Supported options are: bash, javascript, php, python + // To add a language of your own, see https://scribe.knuckles.wtf/laravel/advanced/example-requests + 'example_languages' => [ + 'bash', + 'javascript', + ], + + // Generate a Postman collection (v2.1.0) in addition to HTML docs. + // For 'static' docs, the collection will be generated to public/docs/collection.json. + // For 'laravel' docs, it will be generated to storage/app/scribe/collection.json. + // Setting `laravel.add_routes` to true (above) will also add a route for the collection. + 'postman' => [ + 'enabled' => true, + + 'overrides' => [ + // 'info.version' => '2.0.0', + ], + ], + + // Generate an OpenAPI spec (v3.0.1) in addition to docs webpage. + // For 'static' docs, the collection will be generated to public/docs/openapi.yaml. + // For 'laravel' docs, it will be generated to storage/app/scribe/openapi.yaml. + // Setting `laravel.add_routes` to true (above) will also add a route for the spec. + 'openapi' => [ + 'enabled' => true, + + 'overrides' => [ + // 'info.version' => '2.0.0', + ], + ], + + 'groups' => [ + // Endpoints which don't have a @group will be placed in this default group. + 'default' => 'Endpoints', + + // By default, Scribe will sort groups alphabetically, and endpoints in the order their routes are defined. + // You can override this by listing the groups, subgroups and endpoints here in the order you want them. + // See https://scribe.knuckles.wtf/blog/laravel-v4#easier-sorting and https://scribe.knuckles.wtf/laravel/reference/config#order for details + 'order' => [], + ], + + // Custom logo path. This will be used as the value of the src attribute for the tag, + // so make sure it points to an accessible URL or path. Set to false to not use a logo. + // For example, if your logo is in public/img: + // - 'logo' => '../img/logo.png' // for `static` type (output folder is public/docs) + // - 'logo' => 'img/logo.png' // for `laravel` type + 'logo' => false, + + // Customize the "Last updated" value displayed in the docs by specifying tokens and formats. + // Examples: + // - {date:F j Y} => March 28, 2022 + // - {git:short} => Short hash of the last Git commit + // Available tokens are `{date:}` and `{git:}`. + // The format you pass to `date` will be passed to PHP's `date()` function. + // The format you pass to `git` can be either "short" or "long". + 'last_updated' => 'Last updated: {date:F j, Y}', + + 'examples' => [ + // Set this to any number (eg. 1234) to generate the same example values for parameters on each run, + 'faker_seed' => null, + + // With API resources and transformers, Scribe tries to generate example models to use in your API responses. + // By default, Scribe will try the model's factory, and if that fails, try fetching the first from the database. + // You can reorder or remove strategies here. + 'models_source' => ['factoryCreate', 'factoryMake', 'databaseFirst'], + ], + + // The strategies Scribe will use to extract information about your routes at each stage. + // If you create or install a custom strategy, add it here. + 'strategies' => [ + 'metadata' => [ + Strategies\Metadata\GetFromDocBlocks::class, + Strategies\Metadata\GetFromMetadataAttributes::class, + ], + 'urlParameters' => [ + Strategies\UrlParameters\GetFromLaravelAPI::class, + Strategies\UrlParameters\GetFromUrlParamAttribute::class, + Strategies\UrlParameters\GetFromUrlParamTag::class, + ], + 'queryParameters' => [ + Strategies\QueryParameters\GetFromFormRequest::class, + Strategies\QueryParameters\GetFromInlineValidator::class, + Strategies\QueryParameters\GetFromQueryParamAttribute::class, + Strategies\QueryParameters\GetFromQueryParamTag::class, + ], + 'headers' => [ + Strategies\Headers\GetFromHeaderAttribute::class, + Strategies\Headers\GetFromHeaderTag::class, + [ + 'override', + [ + 'Content-Type' => 'application/json', + 'Accept' => 'application/json', + ] + ] + ], + 'bodyParameters' => [ + Strategies\BodyParameters\GetFromFormRequest::class, + Strategies\BodyParameters\GetFromInlineValidator::class, + Strategies\BodyParameters\GetFromBodyParamAttribute::class, + Strategies\BodyParameters\GetFromBodyParamTag::class, + ], + 'responses' => [ + Strategies\Responses\UseResponseAttributes::class, + Strategies\Responses\UseTransformerTags::class, + Strategies\Responses\UseApiResourceTags::class, + Strategies\Responses\UseResponseTag::class, + Strategies\Responses\UseResponseFileTag::class, + [ + Strategies\Responses\ResponseCalls::class, + [ + 'only' => ['GET *'], + // Disable debug mode when generating response calls to avoid error stack traces in responses + 'config' => [ + 'app.debug' => false, + ], + ] + ] + ], + 'responseFields' => [ + Strategies\ResponseFields\GetFromResponseFieldAttribute::class, + Strategies\ResponseFields\GetFromResponseFieldTag::class, + ], + ], + + // For response calls, API resource responses and transformer responses, + // Scribe will try to start database transactions, so no changes are persisted to your database. + // Tell Scribe which connections should be transacted here. If you only use one db connection, you can leave this as is. + 'database_connections_to_transact' => [config('database.default')], + + 'fractal' => [ + // If you are using a custom serializer with league/fractal, you can specify it here. + 'serializer' => null, + ], + + 'routeMatcher' => \Knuckles\Scribe\Matching\RouteMatcher::class, +]; diff --git a/config/session.php b/config/session.php new file mode 100644 index 000000000..e93248438 --- /dev/null +++ b/config/session.php @@ -0,0 +1,197 @@ + env('SESSION_DRIVER', 'file'), + + /* + |-------------------------------------------------------------------------- + | Session Lifetime + |-------------------------------------------------------------------------- + | + | Here you may specify the number of minutes that you wish the session + | to be allowed to remain idle before it expires. If you want them + | to immediately expire on the browser closing, set that option. + | + */ + + 'lifetime' => env('SESSION_LIFETIME', 120), + + 'expire_on_close' => false, + + /* + |-------------------------------------------------------------------------- + | Session Encryption + |-------------------------------------------------------------------------- + | + | This option allows you to easily specify that all of your session data + | should be encrypted before it is stored. All encryption will be run + | automatically by Laravel and you can use the Session like normal. + | + */ + + 'encrypt' => false, + + /* + |-------------------------------------------------------------------------- + | Session File Location + |-------------------------------------------------------------------------- + | + | When using the native session driver, we need a location where session + | files may be stored. A default has been set for you but a different + | location may be specified. This is only needed for file sessions. + | + */ + + 'files' => storage_path('framework/sessions'), + + /* + |-------------------------------------------------------------------------- + | Session Database Connection + |-------------------------------------------------------------------------- + | + | When using the "database" or "redis" session drivers, you may specify a + | connection that should be used to manage these sessions. This should + | correspond to a connection in your database configuration options. + | + */ + + 'connection' => null, + + /* + |-------------------------------------------------------------------------- + | Session Database Table + |-------------------------------------------------------------------------- + | + | When using the "database" session driver, you may specify the table we + | should use to manage the sessions. Of course, a sensible default is + | provided for you; however, you are free to change this as needed. + | + */ + + 'table' => 'sessions', + + /* + |-------------------------------------------------------------------------- + | Session Cache Store + |-------------------------------------------------------------------------- + | + | When using the "apc" or "memcached" session drivers, you may specify a + | cache store that should be used for these sessions. This value must + | correspond with one of the application's configured cache stores. + | + */ + + 'store' => null, + + /* + |-------------------------------------------------------------------------- + | Session Sweeping Lottery + |-------------------------------------------------------------------------- + | + | Some session drivers must manually sweep their storage location to get + | rid of old sessions from storage. Here are the chances that it will + | happen on a given request. By default, the odds are 2 out of 100. + | + */ + + 'lottery' => [2, 100], + + /* + |-------------------------------------------------------------------------- + | Session Cookie Name + |-------------------------------------------------------------------------- + | + | Here you may change the name of the cookie used to identify a session + | instance by ID. The name specified here will get used every time a + | new session cookie is created by the framework for every driver. + | + */ + + 'cookie' => env( + 'SESSION_COOKIE', + str_slug(env('APP_NAME', 'laravel'), '_').'_session' + ), + + /* + |-------------------------------------------------------------------------- + | Session Cookie Path + |-------------------------------------------------------------------------- + | + | The session cookie path determines the path for which the cookie will + | be regarded as available. Typically, this will be the root path of + | your application but you are free to change this when necessary. + | + */ + + 'path' => '/', + + /* + |-------------------------------------------------------------------------- + | Session Cookie Domain + |-------------------------------------------------------------------------- + | + | Here you may change the domain of the cookie used to identify a session + | in your application. This will determine which domains the cookie is + | available to in your application. A sensible default has been set. + | + */ + + 'domain' => env('SESSION_DOMAIN', null), + + /* + |-------------------------------------------------------------------------- + | HTTPS Only Cookies + |-------------------------------------------------------------------------- + | + | By setting this option to true, session cookies will only be sent back + | to the server if the browser has a HTTPS connection. This will keep + | the cookie from being sent to you if it can not be done securely. + | + */ + + 'secure' => env('SESSION_SECURE_COOKIE', null), + + /* + |-------------------------------------------------------------------------- + | HTTP Access Only + |-------------------------------------------------------------------------- + | + | Setting this value to true will prevent JavaScript from accessing the + | value of the cookie and the cookie will only be accessible through + | the HTTP protocol. You are free to modify this option if needed. + | + */ + + 'http_only' => true, + + /* + |-------------------------------------------------------------------------- + | Same-Site Cookies + |-------------------------------------------------------------------------- + | + | This option determines how your cookies behave when cross-site requests + | take place, and can be used to mitigate CSRF attacks. By default, we + | do not enable this as other CSRF protection services are in place. + | + | Supported: "lax", "strict" + | + */ + + 'same_site' => null, + +]; diff --git a/config/view.php b/config/view.php new file mode 100644 index 000000000..2acfd9cc9 --- /dev/null +++ b/config/view.php @@ -0,0 +1,33 @@ + [ + resource_path('views'), + ], + + /* + |-------------------------------------------------------------------------- + | Compiled View Path + |-------------------------------------------------------------------------- + | + | This option determines where all the compiled Blade templates will be + | stored for your application. Typically, this is within the storage + | directory. However, as usual, you are free to change this value. + | + */ + + 'compiled' => realpath(storage_path('framework/views')), + +]; diff --git a/my-docs/.gitignore b/my-docs/.gitignore new file mode 100644 index 000000000..b2d6de306 --- /dev/null +++ b/my-docs/.gitignore @@ -0,0 +1,20 @@ +# Dependencies +/node_modules + +# Production +/build + +# Generated files +.docusaurus +.cache-loader + +# Misc +.DS_Store +.env.local +.env.development.local +.env.test.local +.env.production.local + +npm-debug.log* +yarn-debug.log* +yarn-error.log* diff --git a/my-docs/README.md b/my-docs/README.md new file mode 100644 index 000000000..0c6c2c27b --- /dev/null +++ b/my-docs/README.md @@ -0,0 +1,41 @@ +# Website + +This website is built using [Docusaurus](https://docusaurus.io/), a modern static website generator. + +### Installation + +``` +$ yarn +``` + +### Local Development + +``` +$ yarn start +``` + +This command starts a local development server and opens up a browser window. Most changes are reflected live without having to restart the server. + +### Build + +``` +$ yarn build +``` + +This command generates static content into the `build` directory and can be served using any static contents hosting service. + +### Deployment + +Using SSH: + +``` +$ USE_SSH=true yarn deploy +``` + +Not using SSH: + +``` +$ GIT_USER= yarn deploy +``` + +If you are using GitHub pages for hosting, this command is a convenient way to build the website and push to the `gh-pages` branch. diff --git a/my-docs/babel.config.js b/my-docs/babel.config.js new file mode 100644 index 000000000..e00595dae --- /dev/null +++ b/my-docs/babel.config.js @@ -0,0 +1,3 @@ +module.exports = { + presets: [require.resolve('@docusaurus/core/lib/babel/preset')], +}; diff --git a/my-docs/blog/2019-05-28-first-blog-post.md b/my-docs/blog/2019-05-28-first-blog-post.md new file mode 100644 index 000000000..d3032efb3 --- /dev/null +++ b/my-docs/blog/2019-05-28-first-blog-post.md @@ -0,0 +1,12 @@ +--- +slug: first-blog-post +title: First Blog Post +authors: [slorber, yangshun] +tags: [hola, docusaurus] +--- + +Lorem ipsum dolor sit amet... + + + +...consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet diff --git a/my-docs/blog/2019-05-29-long-blog-post.md b/my-docs/blog/2019-05-29-long-blog-post.md new file mode 100644 index 000000000..eb4435de5 --- /dev/null +++ b/my-docs/blog/2019-05-29-long-blog-post.md @@ -0,0 +1,44 @@ +--- +slug: long-blog-post +title: Long Blog Post +authors: yangshun +tags: [hello, docusaurus] +--- + +This is the summary of a very long blog post, + +Use a `` comment to limit blog post size in the list view. + + + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet + +Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque elementum dignissim ultricies. Fusce rhoncus ipsum tempor eros aliquam consequat. Lorem ipsum dolor sit amet diff --git a/my-docs/blog/2021-08-01-mdx-blog-post.mdx b/my-docs/blog/2021-08-01-mdx-blog-post.mdx new file mode 100644 index 000000000..0c4b4a48b --- /dev/null +++ b/my-docs/blog/2021-08-01-mdx-blog-post.mdx @@ -0,0 +1,24 @@ +--- +slug: mdx-blog-post +title: MDX Blog Post +authors: [slorber] +tags: [docusaurus] +--- + +Blog posts support [Docusaurus Markdown features](https://docusaurus.io/docs/markdown-features), such as [MDX](https://mdxjs.com/). + +:::tip + +Use the power of React to create interactive blog posts. + +::: + +{/* truncate */} + +For example, use JSX to create an interactive button: + +```js + +``` + + diff --git a/my-docs/blog/2021-08-26-welcome/docusaurus-plushie-banner.jpeg b/my-docs/blog/2021-08-26-welcome/docusaurus-plushie-banner.jpeg new file mode 100644 index 0000000000000000000000000000000000000000..11bda0928456b12f8e53d0ba5709212a4058d449 GIT binary patch literal 96122 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+[Docusaurus blogging features](https://docusaurus.io/docs/blog) are powered by the [blog plugin](https://docusaurus.io/docs/api/plugins/@docusaurus/plugin-content-blog). + +Here are a few tips you might find useful. + + + +Simply add Markdown files (or folders) to the `blog` directory. + +Regular blog authors can be added to `authors.yml`. + +The blog post date can be extracted from filenames, such as: + +- `2019-05-30-welcome.md` +- `2019-05-30-welcome/index.md` + +A blog post folder can be convenient to co-locate blog post images: + +![Docusaurus Plushie](./docusaurus-plushie-banner.jpeg) + +The blog supports tags as well! + +**And if you don't want a blog**: just delete this directory, and use `blog: false` in your Docusaurus config. diff --git a/my-docs/blog/authors.yml b/my-docs/blog/authors.yml new file mode 100644 index 000000000..8bfa5c7c4 --- /dev/null +++ b/my-docs/blog/authors.yml @@ -0,0 +1,23 @@ +yangshun: + name: Yangshun Tay + title: Front End Engineer @ Facebook + url: https://github.com/yangshun + image_url: https://github.com/yangshun.png + page: true + socials: + x: yangshunz + github: yangshun + +slorber: + name: Sébastien Lorber + title: Docusaurus maintainer + url: https://sebastienlorber.com + image_url: https://github.com/slorber.png + page: + # customize the url of the author page at /blog/authors/ + permalink: '/all-sebastien-lorber-articles' + socials: + x: sebastienlorber + linkedin: sebastienlorber + github: slorber + newsletter: https://thisweekinreact.com diff --git a/my-docs/blog/tags.yml b/my-docs/blog/tags.yml new file mode 100644 index 000000000..bfaa778fb --- /dev/null +++ b/my-docs/blog/tags.yml @@ -0,0 +1,19 @@ +facebook: + label: Facebook + permalink: /facebook + description: Facebook tag description + +hello: + label: Hello + permalink: /hello + description: Hello tag description + +docusaurus: + label: Docusaurus + permalink: /docusaurus + description: Docusaurus tag description + +hola: + label: Hola + permalink: /hola + description: Hola tag description diff --git a/my-docs/docs/intro.md b/my-docs/docs/intro.md new file mode 100644 index 000000000..45e8604c8 --- /dev/null +++ b/my-docs/docs/intro.md @@ -0,0 +1,47 @@ +--- +sidebar_position: 1 +--- + +# Tutorial Intro + +Let's discover **Docusaurus in less than 5 minutes**. + +## Getting Started + +Get started by **creating a new site**. + +Or **try Docusaurus immediately** with **[docusaurus.new](https://docusaurus.new)**. + +### What you'll need + +- [Node.js](https://nodejs.org/en/download/) version 18.0 or above: + - When installing Node.js, you are recommended to check all checkboxes related to dependencies. + +## Generate a new site + +Generate a new Docusaurus site using the **classic template**. + +The classic template will automatically be added to your project after you run the command: + +```bash +npm init docusaurus@latest my-website classic +``` + +You can type this command into Command Prompt, Powershell, Terminal, or any other integrated terminal of your code editor. + +The command also installs all necessary dependencies you need to run Docusaurus. + +## Start your site + +Run the development server: + +```bash +cd my-website +npm run start +``` + +The `cd` command changes the directory you're working with. In order to work with your newly created Docusaurus site, you'll need to navigate the terminal there. + +The `npm run start` command builds your website locally and serves it through a development server, ready for you to view at http://localhost:3000/. + +Open `docs/intro.md` (this page) and edit some lines: the site **reloads automatically** and displays your changes. diff --git a/my-docs/docs/tutorial-basics/_category_.json b/my-docs/docs/tutorial-basics/_category_.json new file mode 100644 index 000000000..2e6db55b1 --- /dev/null +++ b/my-docs/docs/tutorial-basics/_category_.json @@ -0,0 +1,8 @@ +{ + "label": "Tutorial - Basics", + "position": 2, + "link": { + "type": "generated-index", + "description": "5 minutes to learn the most important Docusaurus concepts." + } +} diff --git a/my-docs/docs/tutorial-basics/congratulations.md b/my-docs/docs/tutorial-basics/congratulations.md new file mode 100644 index 000000000..04771a00b --- /dev/null +++ b/my-docs/docs/tutorial-basics/congratulations.md @@ -0,0 +1,23 @@ +--- +sidebar_position: 6 +--- + +# Congratulations! + +You have just learned the **basics of Docusaurus** and made some changes to the **initial template**. + +Docusaurus has **much more to offer**! + +Have **5 more minutes**? Take a look at **[versioning](../tutorial-extras/manage-docs-versions.md)** and **[i18n](../tutorial-extras/translate-your-site.md)**. + +Anything **unclear** or **buggy** in this tutorial? [Please report it!](https://github.com/facebook/docusaurus/discussions/4610) + +## What's next? + +- Read the [official documentation](https://docusaurus.io/) +- Modify your site configuration with [`docusaurus.config.js`](https://docusaurus.io/docs/api/docusaurus-config) +- Add navbar and footer items with [`themeConfig`](https://docusaurus.io/docs/api/themes/configuration) +- Add a custom [Design and Layout](https://docusaurus.io/docs/styling-layout) +- Add a [search bar](https://docusaurus.io/docs/search) +- Find inspirations in the [Docusaurus showcase](https://docusaurus.io/showcase) +- Get involved in the [Docusaurus Community](https://docusaurus.io/community/support) diff --git a/my-docs/docs/tutorial-basics/create-a-blog-post.md b/my-docs/docs/tutorial-basics/create-a-blog-post.md new file mode 100644 index 000000000..550ae17ee --- /dev/null +++ b/my-docs/docs/tutorial-basics/create-a-blog-post.md @@ -0,0 +1,34 @@ +--- +sidebar_position: 3 +--- + +# Create a Blog Post + +Docusaurus creates a **page for each blog post**, but also a **blog index page**, a **tag system**, an **RSS** feed... + +## Create your first Post + +Create a file at `blog/2021-02-28-greetings.md`: + +```md title="blog/2021-02-28-greetings.md" +--- +slug: greetings +title: Greetings! +authors: + - name: Joel Marcey + title: Co-creator of Docusaurus 1 + url: https://github.com/JoelMarcey + image_url: https://github.com/JoelMarcey.png + - name: Sébastien Lorber + title: Docusaurus maintainer + url: https://sebastienlorber.com + image_url: https://github.com/slorber.png +tags: [greetings] +--- + +Congratulations, you have made your first post! + +Feel free to play around and edit this post as much as you like. +``` + +A new blog post is now available at [http://localhost:3000/blog/greetings](http://localhost:3000/blog/greetings). diff --git a/my-docs/docs/tutorial-basics/create-a-document.md b/my-docs/docs/tutorial-basics/create-a-document.md new file mode 100644 index 000000000..c22fe2944 --- /dev/null +++ b/my-docs/docs/tutorial-basics/create-a-document.md @@ -0,0 +1,57 @@ +--- +sidebar_position: 2 +--- + +# Create a Document + +Documents are **groups of pages** connected through: + +- a **sidebar** +- **previous/next navigation** +- **versioning** + +## Create your first Doc + +Create a Markdown file at `docs/hello.md`: + +```md title="docs/hello.md" +# Hello + +This is my **first Docusaurus document**! +``` + +A new document is now available at [http://localhost:3000/docs/hello](http://localhost:3000/docs/hello). + +## Configure the Sidebar + +Docusaurus automatically **creates a sidebar** from the `docs` folder. + +Add metadata to customize the sidebar label and position: + +```md title="docs/hello.md" {1-4} +--- +sidebar_label: 'Hi!' +sidebar_position: 3 +--- + +# Hello + +This is my **first Docusaurus document**! +``` + +It is also possible to create your sidebar explicitly in `sidebars.js`: + +```js title="sidebars.js" +export default { + tutorialSidebar: [ + 'intro', + // highlight-next-line + 'hello', + { + type: 'category', + label: 'Tutorial', + items: ['tutorial-basics/create-a-document'], + }, + ], +}; +``` diff --git a/my-docs/docs/tutorial-basics/create-a-page.md b/my-docs/docs/tutorial-basics/create-a-page.md new file mode 100644 index 000000000..20e2ac300 --- /dev/null +++ b/my-docs/docs/tutorial-basics/create-a-page.md @@ -0,0 +1,43 @@ +--- +sidebar_position: 1 +--- + +# Create a Page + +Add **Markdown or React** files to `src/pages` to create a **standalone page**: + +- `src/pages/index.js` → `localhost:3000/` +- `src/pages/foo.md` → `localhost:3000/foo` +- `src/pages/foo/bar.js` → `localhost:3000/foo/bar` + +## Create your first React Page + +Create a file at `src/pages/my-react-page.js`: + +```jsx title="src/pages/my-react-page.js" +import React from 'react'; +import Layout from '@theme/Layout'; + +export default function MyReactPage() { + return ( + +

My React page

+

This is a React page

+
+ ); +} +``` + +A new page is now available at [http://localhost:3000/my-react-page](http://localhost:3000/my-react-page). + +## Create your first Markdown Page + +Create a file at `src/pages/my-markdown-page.md`: + +```mdx title="src/pages/my-markdown-page.md" +# My Markdown page + +This is a Markdown page +``` + +A new page is now available at [http://localhost:3000/my-markdown-page](http://localhost:3000/my-markdown-page). diff --git a/my-docs/docs/tutorial-basics/deploy-your-site.md b/my-docs/docs/tutorial-basics/deploy-your-site.md new file mode 100644 index 000000000..1c50ee063 --- /dev/null +++ b/my-docs/docs/tutorial-basics/deploy-your-site.md @@ -0,0 +1,31 @@ +--- +sidebar_position: 5 +--- + +# Deploy your site + +Docusaurus is a **static-site-generator** (also called **[Jamstack](https://jamstack.org/)**). + +It builds your site as simple **static HTML, JavaScript and CSS files**. + +## Build your site + +Build your site **for production**: + +```bash +npm run build +``` + +The static files are generated in the `build` folder. + +## Deploy your site + +Test your production build locally: + +```bash +npm run serve +``` + +The `build` folder is now served at [http://localhost:3000/](http://localhost:3000/). + +You can now deploy the `build` folder **almost anywhere** easily, **for free** or very small cost (read the **[Deployment Guide](https://docusaurus.io/docs/deployment)**). diff --git a/my-docs/docs/tutorial-basics/markdown-features.mdx b/my-docs/docs/tutorial-basics/markdown-features.mdx new file mode 100644 index 000000000..35e00825e --- /dev/null +++ b/my-docs/docs/tutorial-basics/markdown-features.mdx @@ -0,0 +1,152 @@ +--- +sidebar_position: 4 +--- + +# Markdown Features + +Docusaurus supports **[Markdown](https://daringfireball.net/projects/markdown/syntax)** and a few **additional features**. + +## Front Matter + +Markdown documents have metadata at the top called [Front Matter](https://jekyllrb.com/docs/front-matter/): + +```text title="my-doc.md" +// highlight-start +--- +id: my-doc-id +title: My document title +description: My document description +slug: /my-custom-url +--- +// highlight-end + +## Markdown heading + +Markdown text with [links](./hello.md) +``` + +## Links + +Regular Markdown links are supported, using url paths or relative file paths. + +```md +Let's see how to [Create a page](/create-a-page). +``` + +```md +Let's see how to [Create a page](./create-a-page.md). +``` + +**Result:** Let's see how to [Create a page](./create-a-page.md). + +## Images + +Regular Markdown images are supported. + +You can use absolute paths to reference images in the static directory (`static/img/docusaurus.png`): + +```md +![Docusaurus logo](/img/docusaurus.png) +``` + +![Docusaurus logo](/img/docusaurus.png) + +You can reference images relative to the current file as well. This is particularly useful to colocate images close to the Markdown files using them: + +```md +![Docusaurus logo](./img/docusaurus.png) +``` + +## Code Blocks + +Markdown code blocks are supported with Syntax highlighting. + +````md +```jsx title="src/components/HelloDocusaurus.js" +function HelloDocusaurus() { + return

Hello, Docusaurus!

; +} +``` +```` + +```jsx title="src/components/HelloDocusaurus.js" +function HelloDocusaurus() { + return

Hello, Docusaurus!

; +} +``` + +## Admonitions + +Docusaurus has a special syntax to create admonitions and callouts: + +```md +:::tip My tip + +Use this awesome feature option + +::: + +:::danger Take care + +This action is dangerous + +::: +``` + +:::tip My tip + +Use this awesome feature option + +::: + +:::danger Take care + +This action is dangerous + +::: + +## MDX and React Components + +[MDX](https://mdxjs.com/) can make your documentation more **interactive** and allows using any **React components inside Markdown**: + +```jsx +export const Highlight = ({children, color}) => ( + { + alert(`You clicked the color ${color} with label ${children}`) + }}> + {children} + +); + +This is Docusaurus green ! + +This is Facebook blue ! +``` + +export const Highlight = ({children, color}) => ( + { + alert(`You clicked the color ${color} with label ${children}`); + }}> + {children} + +); + +This is Docusaurus green ! + +This is Facebook blue ! diff --git a/my-docs/docs/tutorial-extras/_category_.json 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a/my-docs/docs/tutorial-extras/manage-docs-versions.md b/my-docs/docs/tutorial-extras/manage-docs-versions.md new file mode 100644 index 000000000..ccda0b907 --- /dev/null +++ b/my-docs/docs/tutorial-extras/manage-docs-versions.md @@ -0,0 +1,55 @@ +--- +sidebar_position: 1 +--- + +# Manage Docs Versions + +Docusaurus can manage multiple versions of your docs. + +## Create a docs version + +Release a version 1.0 of your project: + +```bash +npm run docusaurus docs:version 1.0 +``` + +The `docs` folder is copied into `versioned_docs/version-1.0` and `versions.json` is created. + +Your docs now have 2 versions: + +- `1.0` at `http://localhost:3000/docs/` for the version 1.0 docs +- `current` at `http://localhost:3000/docs/next/` for the **upcoming, unreleased docs** + +## Add a Version Dropdown + +To navigate seamlessly across versions, add a version dropdown. + +Modify the `docusaurus.config.js` file: + +```js title="docusaurus.config.js" +export default { + themeConfig: { + navbar: { + items: [ + // highlight-start + { + type: 'docsVersionDropdown', + }, + // highlight-end + ], + }, + }, +}; +``` + +The docs version dropdown appears in your navbar: + +![Docs Version Dropdown](./img/docsVersionDropdown.png) + +## Update an existing version + +It is possible to edit versioned docs in their respective folder: + +- `versioned_docs/version-1.0/hello.md` updates `http://localhost:3000/docs/hello` +- `docs/hello.md` updates `http://localhost:3000/docs/next/hello` diff --git a/my-docs/docs/tutorial-extras/translate-your-site.md b/my-docs/docs/tutorial-extras/translate-your-site.md new file mode 100644 index 000000000..b5a644abd --- /dev/null +++ b/my-docs/docs/tutorial-extras/translate-your-site.md @@ -0,0 +1,88 @@ +--- +sidebar_position: 2 +--- + +# Translate your site + +Let's translate `docs/intro.md` to French. + +## Configure i18n + +Modify `docusaurus.config.js` to add support for the `fr` locale: + +```js title="docusaurus.config.js" +export default { + i18n: { + defaultLocale: 'en', + locales: ['en', 'fr'], + }, +}; +``` + +## Translate a doc + +Copy the `docs/intro.md` file to the `i18n/fr` folder: + +```bash +mkdir -p i18n/fr/docusaurus-plugin-content-docs/current/ + +cp docs/intro.md i18n/fr/docusaurus-plugin-content-docs/current/intro.md +``` + +Translate `i18n/fr/docusaurus-plugin-content-docs/current/intro.md` in French. + +## Start your localized site + +Start your site on the French locale: + +```bash +npm run start -- --locale fr +``` + +Your localized site is accessible at [http://localhost:3000/fr/](http://localhost:3000/fr/) and the `Getting Started` page is translated. + +:::caution + +In development, you can only use one locale at a time. + +::: + +## Add a Locale Dropdown + +To navigate seamlessly across languages, add a locale dropdown. + +Modify the `docusaurus.config.js` file: + +```js title="docusaurus.config.js" +export default { + themeConfig: { + navbar: { + items: [ + // highlight-start + { + type: 'localeDropdown', + }, + // highlight-end + ], + }, + }, +}; +``` + +The locale dropdown now appears in your navbar: + +![Locale Dropdown](./img/localeDropdown.png) + +## Build your localized site + +Build your site for a specific locale: + +```bash +npm run build -- --locale fr +``` + +Or build your site to include all the locales at once: + +```bash +npm run build +``` diff --git a/my-docs/docusaurus.config.js b/my-docs/docusaurus.config.js new file mode 100644 index 000000000..f9fb1f3d0 --- /dev/null +++ b/my-docs/docusaurus.config.js @@ -0,0 +1,149 @@ +// @ts-check +// `@type` JSDoc annotations allow editor autocompletion and type checking +// (when paired with `@ts-check`). +// There are various equivalent ways to declare your Docusaurus config. +// See: https://docusaurus.io/docs/api/docusaurus-config + +import {themes as prismThemes} from 'prism-react-renderer'; + +/** @type {import('@docusaurus/types').Config} */ +const config = { + title: 'My Site', + tagline: 'Dinosaurs are cool', + favicon: 'img/favicon.ico', + + // Set the production url of your site here + url: 'https://your-docusaurus-site.example.com', + // Set the // pathname under which your site is served + // For GitHub pages deployment, it is often '//' + baseUrl: '/', + + // GitHub pages deployment config. + // If you aren't using GitHub pages, you don't need these. + organizationName: 'facebook', // Usually your GitHub org/user name. + projectName: 'docusaurus', // Usually your repo name. + + onBrokenLinks: 'throw', + onBrokenMarkdownLinks: 'warn', + + // Even if you don't use internationalization, you can use this field to set + // useful metadata like html lang. For example, if your site is Chinese, you + // may want to replace "en" with "zh-Hans". + i18n: { + defaultLocale: 'en', + locales: ['en'], + }, + + presets: [ + [ + 'classic', + /** @type {import('@docusaurus/preset-classic').Options} */ + ({ + docs: { + sidebarPath: './sidebars.js', + // Please change this to your repo. + // Remove this to remove the "edit this page" links. + editUrl: + 'https://github.com/facebook/docusaurus/tree/main/packages/create-docusaurus/templates/shared/', + }, + blog: { + showReadingTime: true, + feedOptions: { + type: ['rss', 'atom'], + xslt: true, + }, + // Please change this to your repo. + // Remove this to remove the "edit this page" links. + editUrl: + 'https://github.com/facebook/docusaurus/tree/main/packages/create-docusaurus/templates/shared/', + // Useful options to enforce blogging best practices + onInlineTags: 'warn', + onInlineAuthors: 'warn', + onUntruncatedBlogPosts: 'warn', + }, + theme: { + customCss: './src/css/custom.css', + }, + }), + ], + ], + + themeConfig: + /** @type {import('@docusaurus/preset-classic').ThemeConfig} */ + ({ + // Replace with your project's social card + image: 'img/docusaurus-social-card.jpg', + navbar: { + title: 'My Site', + logo: { + alt: 'My Site Logo', + src: 'img/logo.svg', + }, + items: [ + { + type: 'docSidebar', + sidebarId: 'tutorialSidebar', + position: 'left', + label: 'Tutorial', + }, + {to: '/blog', label: 'Blog', position: 'left'}, + { + href: 'https://github.com/facebook/docusaurus', + label: 'GitHub', + position: 'right', + }, + ], + }, + footer: { + style: 'dark', + links: [ + { + title: 'Docs', + items: [ + { + label: 'Tutorial', + to: '/docs/intro', + }, + ], + }, + { + title: 'Community', + items: [ + { + label: 'Stack Overflow', + href: 'https://stackoverflow.com/questions/tagged/docusaurus', + }, + { + label: 'Discord', + href: 'https://discordapp.com/invite/docusaurus', + }, + { + label: 'Twitter', + href: 'https://twitter.com/docusaurus', + }, + ], + }, + { + title: 'More', + items: [ + { + label: 'Blog', + to: '/blog', + }, + { + label: 'GitHub', + href: 'https://github.com/facebook/docusaurus', + }, + ], + }, + ], + copyright: `Copyright © ${new Date().getFullYear()} My Project, Inc. Built with Docusaurus.`, + }, + prism: { + theme: prismThemes.github, + darkTheme: prismThemes.dracula, + }, + }), +}; + +export default config; diff --git a/my-docs/package-lock.json b/my-docs/package-lock.json new file mode 100644 index 000000000..406065383 --- /dev/null +++ b/my-docs/package-lock.json @@ -0,0 +1,15833 @@ +{ + "name": "my-docs", + "version": "0.0.0", + "lockfileVersion": 3, + "requires": true, + "packages": { + "": { + "name": "my-docs", + "version": "0.0.0", + "dependencies": { + "@docusaurus/core": "3.5.2", + "@docusaurus/preset-classic": "3.5.2", + "@mdx-js/react": "^3.0.0", + "clsx": "^2.0.0", + "prism-react-renderer": "^2.3.0", + "react": "^18.0.0", + "react-dom": "^18.0.0" + }, + "devDependencies": { + "@docusaurus/module-type-aliases": "3.5.2", + "@docusaurus/types": "3.5.2" + }, + "engines": { + "node": ">=18.0" + } + }, + "node_modules/@algolia/autocomplete-core": { + "version": "1.9.3", + "resolved": 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"docusaurus clear", + "serve": "docusaurus serve", + "write-translations": "docusaurus write-translations", + "write-heading-ids": "docusaurus write-heading-ids" + }, + "dependencies": { + "@docusaurus/core": "3.5.2", + "@docusaurus/preset-classic": "3.5.2", + "@mdx-js/react": "^3.0.0", + "clsx": "^2.0.0", + "prism-react-renderer": "^2.3.0", + "react": "^18.0.0", + "react-dom": "^18.0.0" + }, + "devDependencies": { + "@docusaurus/module-type-aliases": "3.5.2", + "@docusaurus/types": "3.5.2" + }, + "browserslist": { + "production": [ + ">0.5%", + "not dead", + "not op_mini all" + ], + "development": [ + "last 3 chrome version", + "last 3 firefox version", + "last 5 safari version" + ] + }, + "engines": { + "node": ">=18.0" + } +} diff --git a/my-docs/sidebars.js b/my-docs/sidebars.js new file mode 100644 index 000000000..332758032 --- /dev/null +++ b/my-docs/sidebars.js @@ -0,0 +1,33 @@ +/** + * Creating a sidebar enables you to: + - create an ordered group of docs + - render a sidebar for each doc of that group + - provide next/previous navigation + + The sidebars can be generated from the filesystem, or explicitly defined here. + + Create as many sidebars as you want. + */ + +// @ts-check + +/** @type {import('@docusaurus/plugin-content-docs').SidebarsConfig} */ +const sidebars = { + // By default, Docusaurus generates a sidebar from the docs folder structure + tutorialSidebar: [{type: 'autogenerated', dirName: '.'}], + + // But you can create a sidebar manually + /* + tutorialSidebar: [ + 'intro', + 'hello', + { + type: 'category', + label: 'Tutorial', + items: ['tutorial-basics/create-a-document'], + }, + ], + */ +}; + +export default sidebars; diff --git a/my-docs/src/components/HomepageFeatures/index.js b/my-docs/src/components/HomepageFeatures/index.js new file mode 100644 index 000000000..acc762199 --- /dev/null +++ b/my-docs/src/components/HomepageFeatures/index.js @@ -0,0 +1,64 @@ +import clsx from 'clsx'; +import Heading from '@theme/Heading'; +import styles from './styles.module.css'; + +const FeatureList = [ + { + title: 'Easy to Use', + Svg: require('@site/static/img/undraw_docusaurus_mountain.svg').default, + description: ( + <> + Docusaurus was designed from the ground up to be easily installed and + used to get your website up and running quickly. + + ), + }, + { + title: 'Focus on What Matters', + Svg: require('@site/static/img/undraw_docusaurus_tree.svg').default, + description: ( + <> + Docusaurus lets you focus on your docs, and we'll do the chores. Go + ahead and move your docs into the docs directory. + + ), + }, + { + title: 'Powered by React', + Svg: require('@site/static/img/undraw_docusaurus_react.svg').default, + description: ( + <> + Extend or customize your website layout by reusing React. Docusaurus can + be extended while reusing the same header and footer. + + ), + }, +]; + +function Feature({Svg, title, description}) { + return ( +
+
+ +
+
+ {title} +

{description}

+
+
+ ); +} + +export default function HomepageFeatures() { + return ( +
+
+
+ {FeatureList.map((props, idx) => ( + + ))} +
+
+
+ ); +} diff --git a/my-docs/src/components/HomepageFeatures/styles.module.css b/my-docs/src/components/HomepageFeatures/styles.module.css new file mode 100644 index 000000000..b248eb2e5 --- /dev/null +++ b/my-docs/src/components/HomepageFeatures/styles.module.css @@ -0,0 +1,11 @@ +.features { + display: flex; + align-items: center; + padding: 2rem 0; + width: 100%; +} + +.featureSvg { + height: 200px; + width: 200px; +} diff --git a/my-docs/src/css/custom.css b/my-docs/src/css/custom.css new file mode 100644 index 000000000..2bc6a4cfd --- /dev/null +++ b/my-docs/src/css/custom.css @@ -0,0 +1,30 @@ +/** + * Any CSS included here will be global. The classic template + * bundles Infima by default. Infima is a CSS framework designed to + * work well for content-centric websites. + */ + +/* You can override the default Infima variables here. */ +:root { + --ifm-color-primary: #2e8555; + --ifm-color-primary-dark: #29784c; + --ifm-color-primary-darker: #277148; + --ifm-color-primary-darkest: #205d3b; + --ifm-color-primary-light: #33925d; + --ifm-color-primary-lighter: #359962; + --ifm-color-primary-lightest: #3cad6e; + --ifm-code-font-size: 95%; + --docusaurus-highlighted-code-line-bg: rgba(0, 0, 0, 0.1); +} + +/* For readability concerns, you should choose a lighter palette in dark mode. */ +[data-theme='dark'] { + --ifm-color-primary: #25c2a0; + --ifm-color-primary-dark: #21af90; + --ifm-color-primary-darker: #1fa588; + --ifm-color-primary-darkest: #1a8870; + --ifm-color-primary-light: #29d5b0; + --ifm-color-primary-lighter: #32d8b4; + --ifm-color-primary-lightest: #4fddbf; + --docusaurus-highlighted-code-line-bg: rgba(0, 0, 0, 0.3); +} diff --git a/my-docs/src/pages/index.js b/my-docs/src/pages/index.js new file mode 100644 index 000000000..a8c61f2ba --- /dev/null +++ b/my-docs/src/pages/index.js @@ -0,0 +1,43 @@ +import clsx from 'clsx'; +import Link from '@docusaurus/Link'; +import useDocusaurusContext from '@docusaurus/useDocusaurusContext'; +import Layout from '@theme/Layout'; +import HomepageFeatures from '@site/src/components/HomepageFeatures'; + +import Heading from '@theme/Heading'; +import styles from './index.module.css'; + +function HomepageHeader() { + const {siteConfig} = useDocusaurusContext(); + return ( +
+
+ + {siteConfig.title} + +

{siteConfig.tagline}

+
+ + Docusaurus Tutorial - 5min ⏱️ + +
+
+
+ ); +} + +export default function Home() { + const {siteConfig} = useDocusaurusContext(); + return ( + + +
+ +
+
+ ); +} diff --git a/my-docs/src/pages/index.module.css b/my-docs/src/pages/index.module.css new file mode 100644 index 000000000..9f71a5da7 --- /dev/null +++ b/my-docs/src/pages/index.module.css @@ -0,0 +1,23 @@ +/** + * CSS files with the .module.css suffix will be treated as CSS modules + * and scoped locally. + */ + +.heroBanner { + padding: 4rem 0; + text-align: center; + position: relative; + overflow: hidden; +} + +@media screen and (max-width: 996px) { + .heroBanner { + padding: 2rem; + } +} + +.buttons { + display: flex; + align-items: center; + justify-content: center; +} diff --git a/my-docs/src/pages/markdown-page.md b/my-docs/src/pages/markdown-page.md new file mode 100644 index 000000000..9756c5b66 --- /dev/null +++ b/my-docs/src/pages/markdown-page.md @@ -0,0 +1,7 @@ +--- +title: Markdown page example +--- + +# Markdown page example + +You don't need React to write simple standalone pages. diff --git a/my-docs/static/.nojekyll b/my-docs/static/.nojekyll new file mode 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diff --git a/public/build/assets/app-fNCE5DMw.css b/public/build/assets/app-fNCE5DMw.css old mode 100644 new mode 100755 diff --git a/public/build/assets/php_al-GIiSJVDj.js b/public/build/assets/php_al-GIiSJVDj.js deleted file mode 100644 index d470bd500..000000000 --- a/public/build/assets/php_al-GIiSJVDj.js +++ /dev/null @@ -1,156 +0,0 @@ -const e={"about.when-title":"Për vitin 2024, EU Code Week do të zhvillohet mes datave 14 dhe 27 tetor.","about.when-text":`

EU Code Week është një lëvizje në terren që feston aftësinë - krijuese, zgjidhjen e problemeve dhe bashkëpunimin përmes programimit dhe aktiviteteve - të tjera teknologjike. Ideja është që programimi të bëhet më - i dukshëm, për t’u treguar të rinjve, të rriturve dhe të - moshuarve se si të sjellin në jetë idetë nëpërmjet kodit, për - të zbuluar misterin e këtyre aftësive dhe për të bërë bashkë - njerëzit e motivuar që të mësojnë.

`,"about.codeweek_in_numbers-title":"Code Week në shifra","about.codeweek_in_numbers-text":`

Në vitin 2021, 4 milionë persona në më shumë se 80 vende në mbarë botën morën pjesë në EU Code Week.

-

Pjesëmarrësi mesatar ishte 11 vjeç dhe 49% e pjesëmarrësve në vitin 2021 ishin gra ose vajza. 88% e evenimenteve të EU Code Week u zhvilluan në shkolla, që tregon se përpjekjet për të përfshirë mësuesit gjatë fushatës së vitit 2021 kishin qenë të suksesshme.

-

Të gjithë janë të mirëpritur të organizojnë ose të marrin pjesë në një aktivitet. Thjesht zgjidhni një temë dhe audiencën e synuar dhe shtoni aktivitetin tuaj në harta

`,"about.run_by_volunteers-title":"Drejtuar nga vullnetarë","about.run_by_volunteers-text":`

EU Code Week drejtohet nga vullnetarë. Një ose disa ambasadorë - të Code Week koordinojnë nismën në vendet e tyre, por kushdo mund të - organizojë aktivitetin e vet dhe ta shtojë atë në hartën e codeweek.eu. -

`,"about.supported_by_commission-title":"Mbështetur nga Komisioni Evropian","about.supported_by_commission-text":`

EU Code Week u prezantua në vitin 2013 nga Young Advisors for the Digital Agenda Europe. - Komisioni Evropian mbështet EU Code Week, si pjesë e strategjisë së tij për - një Treg të Përbashkët - Dixhital. Në Planin - e masave të Edukimit Dixhital Komisioni veçanërisht inkurajon shkollat - që të bëhen pjesë e nismës.

`,"about.schools-title":"Shkollat","about.schools-text":`

Shkollat në çdo nivel dhe mësuesit e të gjitha lëndëve janë - veçanërisht të ftuar të marrin pjesë në EU Code Week, për t’u - dhënë mundësinë nxënësve të tyre të eksplorojnë aftësitë - krijuese dixhitale dhe kodimin. Mësoni më shumë rreth nismës dhe se si të - organizoni aktivitetin tuaj përmes faqes së uebit të dedikuar për mësuesit: - CodeWeek.eu/Schools

`,"about.why_coding-title":"Pse nevojitet kodimi?","about.why_coding-text":`

Është për Pian, e cila zgjodhi të studionte në fushën juridike, - ndonëse gjithmonë i ka pëlqyer matematika dhe të luajë me kompjuterët. - Është për Markun, i cili ka një ide për të pasur një rrjet - social më të mirë, por që nuk mund ta ndërtojë vetëm. Është - për Lizën, e cila ëndërron që të krijojë robotë sepse - prindërit nuk e lejojnë të mbajë mace.

- -

Është për ju që keni filluar që më parë të ndihmoni që - këto ëndrra të bëhen realitet.

- -

Në fakt, është për të gjithë ne. Për të ardhmen tonë. - Teknologjia po i jep formë jetës sonë, por ne po lejojmë që një - pakicë të vendosë se për çfarë ta përdorim atë. Ne - mund të bëjmë më shumë sesa thjesht të “ndajmë” - dhe të “pëlqejmë” gjërat në internet. Ne mund t’i - sjellim në jetë idetë tona të çmendura, të ndërtojmë - gjëra që u sjellin gëzim të tjerëve.

- -

Asnjëherë nuk ka qenë më e lehtë që të krijoni aplikacionin - tuaj, të ndërtoni robotin tuaj, ose pse jo, të shpikni makina që fluturojnë! - Nuk është një udhëtim i lehtë, por është një udhëtim - plot me sfida krijuese, një komunitet mbështetës dhe shumë argëtim. A - jeni gati të pranoni sfidën dhe të bëheni krijues?

- -

Kodimi ndihmon gjithashtu në zhvillimin e kompetencave të tilla si mendimi kompjuterik, - zgjidhja e problemeve, aftësia krijuese dhe puna në ekip, që janë aftësi - vërtet të mira për të gjitha fushat e jetës.

`,"about.why_coding-quote":`

Alessandro Bogliolo, koordinator i ekipit të vullnetarëve ambasadorë të EU - Code Week tha: -

-

“Në kohët e lashta kemi bërë shumë gjëra duke përdorur - gurin, hekurin, letrën dhe lapsin, të cilat kanë transformuar jetën tonë. - Tani ne jetojmë në një epokë të re ku bota jonë merr formë përmes - kodimit. Epokat e ndryshme kanë kërkesa të ndryshme për punë dhe aftësi. - Gjatë Code Week ne duam t’i japim çdo evropiani mundësinë të - zbulojë kodimin dhe të argëtohet me të. Le të mësojmë si të - kodojmë për t’i dhënë formë të ardhmes sonë”.

-
-

`,"about.join_codeweek-title":"Bëhuni pjesë e EU Code Week","about.join_codeweek-text":`

Bëhuni pjesë e EU Code Week duke organizuar një aktivitet - kodimi në qytetin tuaj, duke u bërë pjesë e Sfidës - Code Week 4 All dhe duke u lidhur me aktivitete nëpër komunitete dhe përtej - kufijve ose duke na ndihmuar të përhapim vizionin e Code si Ambasador - i EU Code Week për vendin tuaj!

`,"about.partners_and_sponsors":"Partnerët dhe sponsorët","ambassador.title":"Ambasadorët e EU Code Week","ambassador.your_current_country":"Vendi juaj aktual","ambassador.visit_the":"Vizitoni","ambassador.local_facebook_page":"faqja lokale e Facebook","ambassador.local_website":"Uebsajti lokal","ambassador.ambassadors":"Ambasadorët","ambassador.no_ambassadors":"Ende asnjë ambasador","ambassador.countries_with_ambassadors":"Vendet me ambasadorë","ambassador.why_dont_you_volunteer":"Pse të mos bëheni vullnetar?","auth.failed":"Këto kredenciale nuk përputhen me regjistrat tanë.","auth.throttle":"Shumë përpjekje për identifikim. Provoni sërish për :seconds sekonda.","base.languages.en":"Anglisht","base.languages.fr":"Frëngjisht","base.languages.bg":"Bullgarisht","base.languages.hr":"Kroatisht","base.languages.de":"Gjermanisht","base.languages.pl":"Polonisht","base.languages.cs":"Çekisht","base.languages.el":"Greqisht","base.languages.pt":"Portugalisht","base.languages.da":"Danisht","base.languages.hu":"Hungarisht","base.languages.ro":"Rumanisht","base.languages.nl":"Holandisht","base.languages.ga":"Irlandisht","base.languages.sk":"Sllovakisht","base.languages.it":"Italisht","base.languages.sl":"Sllovenisht","base.languages.et":"Estonisht","base.languages.lv":"Letonisht","base.languages.es":"Spanjisht","base.languages.fi":"Finlandisht","base.languages.lt":"Lituanisht","base.languages.se":"Suedisht","base.languages.sv":"Suedisht","base.languages.al":"Shqip","base.languages.ba":"Boshnjakisht","base.languages.mk":"Maqedonisht","base.languages.me":"Malazisht","base.languages.rs":"Serbisht","base.languages.mt":"Maltezisht","base.languages.tr":"Turqisht","base.resources_local_title":"Burimet e kodimit nga","base.days":"Ditë","base.hours":"Orë","base.minutes":"Minuta","base.seconds":"Sekonda","base.still_have_question":"Keni ende pyetje?","base.drop_us_a_line":"Thjesht na shkruani!","base.get_in_touch":"KONTAKTONI","base.footer_msg":"Një nismë në terren e organizuar nga vullnetarë dhe e mbështetur nga Komisioni Evropian.","base.email":"Email","base.display_email":"Shfaq emailin","base.first_name":"Emri","base.last_name":"Mbiemri","base.your_website":"Uebsajti","base.biography":"Biografia","base.update":"Përditëso","base.delete":"Fshi","base.choose a file":"Zgjidh një skedar","base.learning_bits":"Mësimet","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Sillni Code Week te studentët tuaj","base.or":"ose","base.newsletter":"","certificates.certificates_for":"Certifikatat për ","certificates.no_certificates":"Nuk ka ende asnjë certifikatë.","challenges-content.chatbot.title":"Krijoni një chatbot","challenges-content.chatbot.author":"Ekipi i EU Code Week","challenges-content.chatbot.purposes.0":"Kodoni gjëegjëza interaktive","challenges-content.chatbot.purposes.1":"Përdorni kodimin për të krijuar dialogë midis një chatbot dhe një përdoruesi","challenges-content.chatbot.description":"Kodoni një bisedë midis një chatbot dhe një përdoruesi që po përpiqet të zgjidhë një gjëegjëzë. Mundohuni të bëni një chatbot që mund të bisedojë si një njeri. Në vend të një gjëegjëze ju mund të krijoni një dialog midis një chatbot dhe një përdoruesi.","challenges-content.chatbot.instructions.0":"Mendoni për një gjëegjëzë","challenges-content.chatbot.instructions.1":"Identifikohuni","challenges-content.chatbot.instructions.2":"ose krijoni një llogari të re. (Kur krijoni një llogari të re kini parasysh që emrat e vërtetë nuk lejohen në Pencil Code për arsye privatësie.)","challenges-content.chatbot.instructions.3":"Klikoni Imagine (Imagjinoni) dhe Make your own (Bëni tuajën)","challenges-content.chatbot.instructions.4":"Përdorni blloqe ose modalitetin e bazuar në tekst për të shkruar gjëegjëzën tuaj","challenges-content.chatbot.instructions.5":"Përndryshe, mund të përdorni","challenges-content.chatbot.instructions.6":"këtë kod","challenges-content.chatbot.instructions.7":"dhe përshtateni atë me gjëegjëzën tuaj ose mund të zgjidhni Answering a riddle (Përgjigjja e një gjëegjëze) nga menyja dhe ta redaktoni","challenges-content.chatbot.example":"Shikoni këtë shembull gjëegjëze.","challenges-content.chatbot.more.0":"Ky kod është përshtatur nga aktiviteti i Pencil Code","challenges-content.chatbot.more.1":"Përgjigjja e gjëegjëzës","challenges-content.paper-circuit.title":"Dilni jashtë linje dhe kodoni: Krijoni një qark letre","challenges-content.paper-circuit.author":"Ekipi i EU Code Week","challenges-content.paper-circuit.purposes.0":"Përmirësoni kreativitetin","challenges-content.paper-circuit.purposes.1":"Zhvilloni aftësi për zgjidhjen e problemeve","challenges-content.paper-circuit.description.0":"Vizatoni një objekt sipas zgjedhjes suaj. Mund të jetë një qiell nate, një nuse pashke, një robot, një pemë Krishtlindjeje ose gjithçka që mund të mendoni. Mos ngurroni ta personalizoni projektin tuaj me pamjet e EU Code Week: mund të eksploroni","challenges-content.paper-circuit.description.1":"Seti i mjeteve të mësuesve të EU Code Week","challenges-content.paper-circuit.description.2":"dhe shkarkoni çdo logo ose pamje që dëshironi. Ju madje mund të krijoni një ftesë me qark letre në EU Code Week. Shtoni një mesazh motivues në qarkun tuaj për të inkurajuar mësuesit e tjerë të bashkohen me Code Week dhe/ose për të kontrolluar uebsajtin e dedikuar për shkollat.","challenges-content.paper-circuit.instructions.0":"Vizatoni një objekt dhe vendosni cilat pjesë do të ndriçohen (p.sh. yjet).","challenges-content.paper-circuit.instructions.1":"Bëni një vrimë përmes letrës me një laps dhe futni një adeziv LED në secilën pjesë të ndriçuar. ","challenges-content.paper-circuit.instructions.2":"Vizatoni një rreth ku do të vendosni baterinë e sheshtë.","challenges-content.paper-circuit.instructions.3":"Vizatoni një pjesë + dhe një - në anën tjetër të letrës. Sigurohuni që pjesa më e gjatë e adezivit të qarkut LED të jetë e lidhur me anën “+” të baterisë dhe pjesa më e shkurtër me anën “-” të baterisë.","challenges-content.paper-circuit.instructions.4":"Vendoseni shiritin e bakrit në shinat.","challenges-content.paper-circuit.instructions.5":"Krijoni një palosje në mënyrë që kur letra të mbulojë baterinë, drita LED të ndriçohet. Ju mund të përdorni një kapëse letre për të siguruar kontakt të mirë me shiritin e bakrit.","challenges-content.paper-circuit.instructions.6":"Bëni një fotografi të qarkut tuaj të letrës dhe shpërndajeni në Instagram, duke shpjeguar pse mendoni se ia vlen të merrni pjesë në këtë nismë. ","challenges-content.paper-circuit.example":"Shihni disa shembuj qarqesh letre","challenges-content.paper-circuit.materials.0":"letër ose karton","challenges-content.paper-circuit.materials.1":"shkumësa me ngjyra ose shënues","challenges-content.paper-circuit.materials.2":"bateri e sheshtë","challenges-content.paper-circuit.materials.3":"shirit bakri","challenges-content.paper-circuit.materials.4":"Ngjitëset e qarkut LED","challenges-content.paper-circuit.materials.5":"kapëse letre","challenges-content.dance.title":"Krijo një kërcim","challenges-content.dance.author":"Ekipi i EU Code Week","challenges-content.dance.purposes.0":"Për të mësuar konceptet bazë të kodimit","challenges-content.dance.purposes.1":"Për të mësuar se si të animoni personazhet","challenges-content.dance.description":"Në këtë sfidë ju do të krijoni një grup personazhesh që do të kërcejnë së bashku. Ju do të përdorni një bibliotekë të integruar mediatike për të zgjedhur personazhe dhe klipe muzikore ose mund të krijoni tuajën. Ju do t'i animoni personazhet që të kërcejnë dhe të flasin me njëri -tjetrin.","challenges-content.dance.instructions.0":"Identifikohuni","challenges-content.dance.instructions.1":"si mësues. Krijoni llogari nxënësish dhe ndajini ato me nxënësit tuaj. Përndryshe, ndani një kod të klasës dhe bëni që nxënësit tuaj të regjistrohen me adresën e emailit të shkollës. Nëse jeni nxënës, mund të bashkoheni si nxënës, por do t'ju kërkohet të jepni adresën e emailit të prindit tuaj në mënyrë që ata të mund të miratojnë llogarinë tuaj.","challenges-content.dance.instructions.2":"Klikoni","challenges-content.dance.instructions.3":"dhe jepini një titull","challenges-content.dance.instructions.4":"Shkoni te","challenges-content.dance.instructions.5":"për të shtuar një sfond duke klikuar mbi ikonën e ingranazhit. Zgjidhni një sfond nga Biblioteka mediatike (Media Library), ngarkoni imazhin tuaj ose madje mund të bëni një fotografi dhe ta ngarkoni. Zgjidhni një klip audio dhe shtojani atë skenës:","challenges-content.dance.instructions.6":"Klikoni te","challenges-content.dance.instructions.7":"butoni për të shtuar personazhe ose objekte që do t'i animoni në mënyrë që ata të mund të lëvizin, flasin dhe bashkëveprojnë me njëri -tjetrin. Shtoni dy ose tre personazhe sipas dëshirës suaj. Ju mund të vizatoni aktorët tuaj ose të modifikoni aktorët ekzistues. Shtojini veshje të ndryshme personazhit tuaj duke klikuar ikonën e lapsit.","challenges-content.dance.instructions.8":"Klikoni mbi secilin aktor dhe animojeni atë duke shtuar blloqet e mëposhtme","challenges-content.dance.instructions.9":"Shtoni një","challenges-content.dance.instructions.10":"bllok say","challenges-content.dance.instructions.11":"dhe lërini aktorët tuaj të flasin me njëri -tjetrin. Ndryshoni formën e flluskave të të folurit dhe fontin dhe madhësinë e tekstit tuaj","challenges-content.dance.example.0":"Shikoni","challenges-content.dance.example.1":"këtë shembull","challenges-content.dance.example.2":"të robotëve që kërcejnë. Ndihuni të lirë ta përdorni dhe ta përzieni atë.","challenges-content.compose-song.title":"Krijoni një kompozim muzikor","challenges-content.compose-song.author":"Ekipi i EU Code Week","challenges-content.compose-song.purposes.0":"Për të mësuar kodimin përmes muzikës","challenges-content.compose-song.purposes.1":"Për të dalluar zhanret dhe instrumentet muzikore","challenges-content.compose-song.purposes.2":"Për të kompozuar një këngë duke përzier klipet e zërit","challenges-content.compose-song.description":"Në këtë sfidë ju do të krijoni një kompozim muzikor duke përdorur një gjuhë programimi. Ju mund të përdorni klipet e integruar të zërit ose të regjistroni tuajin dhe t’i përzieni ato për të krijuar një kompozim muzikor. Ekzekutoni kodin tuaj në Digital Audio Workstation dhe dëgjoni muzikën që keni koduar. Luani me tinguj dhe efekte të ndryshme për të modifikuar muzikën tuaj.","challenges-content.compose-song.instructions.0":"Identifikohuni","challenges-content.compose-song.instructions.1":"Klikoni këtu për të bërë një skenar","challenges-content.compose-song.instructions.2":"Emërtoni skenarin tuaj dhe zgjidhni","challenges-content.compose-song.instructions.3":"si gjuhë programimi","challenges-content.compose-song.instructions.4":"Filloni të shkruani kodin tuaj midis rreshtave","challenges-content.compose-song.instructions.5":"dhe","challenges-content.compose-song.instructions.6":"dhe..","challenges-content.compose-song.instructions.7":"Shfletoni klipet muzikorë te","challenges-content.compose-song.instructions.8":"Biblioteka e tingujve","challenges-content.compose-song.instructions.9":"dhe zgjidhni zhanret e muzikës, artistët dhe instrumentet që ju pëlqejnë","challenges-content.compose-song.instructions.10":"Për të shtuar një klip zanor në këngën tuaj, shkruani","challenges-content.compose-song.instructions.11":"Midis kllapës duhet të jenë 4 parametrat e mëposhtëm, të ndarë me presje","challenges-content.compose-song.instructions.12":"Klipi zanor","challenges-content.compose-song.instructions.13":"Vendoseni kursorin midis kllapave, shkoni te Biblioteka e tingujve, zgjidhni një klip dhe ngjiteni atë duke klikuar në ikonën e ngjitjes blu","challenges-content.compose-song.instructions.14":"Numri i këngës","challenges-content.compose-song.instructions.15":"këngët ju ndihmojnë t’i organizoni tingujt tuaj sipas llojit të instrumentit (vokal, bas, bateri, tastierë etj.). Shtoni sa më shumë këngë (instrumente) që të doni. Këngët shfaqen si rreshta që kalojnë nëpër Digital Audio Workstation","challenges-content.compose-song.instructions.16":"Masa e fillimit","challenges-content.compose-song.instructions.17":"tregon kur tingulli juaj do të fillojë të luhet. Masat janë njësi të kohës muzikore. Një masë është 4 rrahje","challenges-content.compose-song.instructions.18":"Masa përfundimtare","challenges-content.compose-song.instructions.19":"tregon kur zëri juaj do të ndalojë së luajturi","challenges-content.compose-song.instructions.20":"Një linjë e tillë kodi do të duket kështu","challenges-content.compose-song.instructions.21":"Ju mund të shtoni efekte të ndryshme, të tilla si volumi për të rritur tingullin e kompozimit tuaj. Volumi varion nga -60,0 decibel në 12,0 decibel me 0,0 që është volumi origjinal.","challenges-content.compose-song.instructions.22":"Shkruani","challenges-content.compose-song.instructions.23":"Në kllapa, shkruani numrin e këngës, VOLUME, GAIN, nivelin e volumit, masën kur fillon, nivelin dhe masën kur mbaron","challenges-content.compose-song.instructions.24":"Ky është një shembull i një efekti të zbehur","challenges-content.compose-song.instructions.25":"dhe një efekt i zbehur","challenges-content.compose-song.example.0":"Dëgjoni","challenges-content.compose-song.example.1":"një shembull të një kënge të koduar me Earsketch","challenges-content.compose-song.example.2":"Mund ta importoni kodin dhe ta modifikoni","challenges-content.sensing-game.title":"Bëni një lojë video me sensorë","challenges-content.sensing-game.author":"Ekipi i EU Code Week","challenges-content.sensing-game.purposes.0":"Për të koduar objektet e animuara","challenges-content.sensing-game.purposes.1":"Për të zhvilluar të kuptuarit se si të kontrolloni animacionin dixhital me lëvizje fizike","challenges-content.sensing-game.purposes.2":"Për të kompozuar një këngë duke përzier klipet e zërit","challenges-content.sensing-game.description":"Në këtë sfidë ju do të krijoni një lojë të thjeshtë që përdor një videokamerë si sensor për të zbuluar lëvizjen, që do të thotë se ju do të jeni në gjendje të kontrolloni animacionin tuaj me lëvizje fizike. Në këtë lojë, detyra është të mblidhni sa më shumë flluska të EU Code Week në 30 sekonda. Në vend që të grumbulloni flluska, mund të krijoni një lojë në të cilën ju ndiqni një personazh ose plasni tullumbace me duart tuaja.","challenges-content.sensing-game.instructions.0":"Identifikohuni","challenges-content.sensing-game.instructions.1":"Klikoni","challenges-content.sensing-game.instructions.2":"Add an extension (Shtoni një shtesë)","challenges-content.sensing-game.instructions.3":"dhe zgjidhni","challenges-content.sensing-game.instructions.4":"Video Sensing","challenges-content.sensing-game.instructions.5":"Ajo do të zbulojë se sa shpejt po lëviz një objekt. Nëse numri është më i ulët, do të jetë më i ndjeshëm ndaj lëvizjes.","challenges-content.sensing-game.instructions.6":"Shtoni një personazh (sprite). Zgjidhni një tingull dhe shtojani atë personazhit tuaj. Nëse dëshironi, mund të shtoni","challenges-content.sensing-game.instructions.7":"Create a clone (Krijoni një klon)","challenges-content.sensing-game.instructions.8":"për të dublikuar personazhin tuaj.","challenges-content.sensing-game.instructions.9":"Krijoni dy ndryshore (variables): një për","challenges-content.sensing-game.instructions.10":"Rezultati","challenges-content.sensing-game.instructions.11":"dhe tjetra për","challenges-content.sensing-game.instructions.12":"Kohëmatësi","challenges-content.sensing-game.instructions.13":"dhe shtojini ato te personazhi. Vendosni Kohëmatësin në 30 dhe shtoni","challenges-content.sensing-game.instructions.14":"Change Kohëmatësi by -1 (Ndrysho Kohëmatësin me -1)","challenges-content.sensing-game.instructions.15":"Krijoni një personazh të ri","challenges-content.sensing-game.instructions.16":"Loja mbaroi","challenges-content.sensing-game.instructions.17":"për të përfunduar lojën. Ju gjithashtu mund të krijoni një personazh me titullin e lojës suaj, p.sh., Mblidhni të gjitha flluskat e EU Code Week.","challenges-content.sensing-game.example.0":"Luani një lojë me sensorë video Mblidhni të gjitha flluskat e EU Code Week. Ndihuni i lirë të rimiksoni","challenges-content.sensing-game.example.1":"këtë projekt","challenges-content.calming-leds.title":"LED-e qetësuese: krijoni një pajisje të thjeshtë me micro:bit","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 minuta","challenges-content.calming-leds.materials.0":"një pajisje micro:bit dhe paketë baterie (nëse është e disponueshme)","challenges-content.calming-leds.materials.1":"një laptop ose tablet me të cilin mund të vizitoni Microsoft MakeCode dhe Youtube","challenges-content.calming-leds.materials.2":"microbit.org për burimet e aktivitetit","challenges-content.calming-leds.description":"Nxënësit krijojnë një pajisje dixhitale duke përdorur LED-e që mund t'i ndihmojnë ata të rregullojnë frymëmarrjen dhe të ndihen më të qetë. Atyre do t'u kërkohet të shkruajnë një kod të thjeshtë, duke eksploruar animacione dhe sekuenca.","challenges-content.calming-leds.instructions.0":"Qëllimi është të krijoni një pajisje LED qetësuese që mund ta përdorni për të rregulluar frymëmarrjen tuaj. Kjo pajisje mund të krijohet në një bord fizik mikro:bit ose në imituesin në redaktorin MakeCode.","challenges-content.calming-leds.instructions.1":"Sfida mund të kryhet duke përdorur editorin MakeCode dhe duke shkruar një sekuencë të thjeshtë kodi siç tregohet në video/pamjen e ekranit.","challenges-content.calming-leds.instructions.2":"Për të zhvilluar sfidën, nxënësit mund të eksplorojnë animacione të ndryshme dhe të bëhen krijues me animacionin që do të donin të shihnin për t'i ndihmuar ata të ndiheshin të qetë ose të lumtur.","challenges-content.calming-leds.instructions.3":"Më shumë informacion dhe udhëzime video në","challenges-content.calming-leds.instructions.4":"këtë lidhje","challenges-content.calming-leds.example":"Vizitoni këtë faqe për udhëzime dhe video të sfidës së përfunduar plus si të kodoni","challenges-content.calming-leds.purposes.0":"Për të hartuar një produkt të thjeshtë dixhital me një qëllim të dobishëm","challenges-content.calming-leds.purposes.1":"Për të eksploruar sekuencat dhe animacionet dhe si funksionojnë ato","challenges-content.calming-leds.purposes.2":"Për të testuar dhe korrigjuar një kod të thjeshtë","challenges-content.calming-leds.purposes.3":"Për të përsëritur një dizajn duke i bërë animacionet më të shpejta ose më të ngadalta","challenges-content.computational-thinking-and-computational-fluency.title":"Mendimi kompjuterik dhe programimi kompjuterik me ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis - Ambasadori i EU Code Week Greqi","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Për t'u njohur me komandat dhe ndërfaqen e re.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Për të krijuar programe të thjeshta me komanda të thjeshta shkak-pasojë.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Për të kryer një korrigjim të thjeshtë përmes provës dhe gabimit.","challenges-content.computational-thinking-and-computational-fluency.description":"Në këtë sfidë fëmijët do të integrojnë konceptet e mendimit kompjuterik në projektet e tyre duke përdorur aplikacionin ScratchJr për t’i bërë historitë e tyre më tërheqëse, emocionuese dhe emocionale.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr nuk kërkon që fëmijët të dinë shkrim e këndim. Të gjitha udhëzimet dhe opsionet e menysë janë të identifikueshme përmes simboleve dhe ngjyrave. Sfida mund të përfundojë brenda klasës, laboratorit apo edhe në një hapësirë ​​të hapur pasi nuk kërkohet internet.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Fëmijët përdorin qytetin si sfond dhe përdorin blloqe kodimi për të bërë një makinë të lëvizë nëpër qytet.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Fëmijët mund të përdorin blloqe zanore dhe lëvizjeje dhe mund të fillojnë përsëri blloqe për t'i bërë personazhet të kërcejnë.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Fëmijët zgjedhin një sfond dhe një personazh dhe përdorin një bllok lëvizjeje për të bërë një makinë të lëvizë nëpër qytet Fëmijët mund të përdorin bllokun e shpejtësisë për të shpejtuar ose ngadalësuar një personazh.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Aplikacioni falas","challenges-content.computational-thinking-and-computational-fluency.materials.1":"punon me sisteme operative dhe lloje pajisjesh inteligjente të ndryshme","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Gjithashtu","challenges-content.computational-thinking-and-computational-fluency.materials.3":"uebsajti ofron shumë materiale edukative falas","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minuta","challenges-content.ai-hour-of-code.title":"Ora AI e Kodit","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Për të krijuar zgjidhje kodimi që përfshijnë sekuenca, ngjarje, cikle dhe kushtore","challenges-content.ai-hour-of-code.purposes.1":"Për të zbërthyer hapat e nevojshëm për të zgjidhur një problem në një sekuencë të saktë udhëzimesh","challenges-content.ai-hour-of-code.purposes.2":"Për të eksploruar konceptet e kodimit","challenges-content.ai-hour-of-code.description":"Një fshat kërcënohet nga zjarri dhe ka nevojë që ju të kodoni një zgjidhje! Njihuni me ndihmësin tuaj të kodimit, Agjenti Minecraft, pastaj programoni Agjentin për të naviguar nëpër pyll dhe për të mbledhur të dhëna. Këto të dhëna do të ndihmojnë Agjentin të parashikojë se ku do të ndodhin zjarret. Pastaj kodoni Agjentin për të ndihmuar në parandalimin e përhapjes së zjarrit, shpëtimin e fshatit dhe kthimin e jetës në pyll. Mësoni bazat e kodimit dhe eksploroni një shembull të botës reale të inteligjencës artificiale (AI).","challenges-content.ai-hour-of-code.instructions":"Shkarkoni planin mësimor këtu","challenges-content.ai-hour-of-code.materials.0":"Instaloni Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Pas instalimit të Minecraft Education Edition, sfida është në","challenges-content.ai-hour-of-code.materials.2":"këtë uebsajt","challenges-content.create-a-dance.title":"Krijoni një kërcim me Ode to Code!","challenges-content.create-a-dance.purposes":"Për të praktikuar kodimin në një mënyrë argëtuese dhe të ndiheni i lidhur me komunitetin e EU Code Week.","challenges-content.create-a-dance.description.0":"Krijoni një kërcim me Ode to Code! Përdorni","challenges-content.create-a-dance.description.1":"Tutorialin e Dance Party","challenges-content.create-a-dance.description.2":"për të koduar një kërcim për Ode to Code. Himni zyrtar i EU Code Week renditet si një përzgjedhje në Dance Party.","challenges-content.create-a-dance.instructions.0":"Udhëzimet shfaqen si video brenda","challenges-content.create-a-dance.instructions.1":"tutorialit","challenges-content.create-a-dance.instructions.2":"dhe gjithashtu shkruhen në krye të çdo niveli","challenges-content.create-a-dance.example":"Krijimet e nxënësve të zgjedhur mund të gjenden në faqen në vijim","challenges-content.create-a-dance.materials":"Tutoriali i Code.org","challenges-content.create-a-simulation.title":"Krijoni një simulim!","challenges-content.create-a-simulation.purposes.0":"Për të mësuar rreth simulimeve duke prezantuar ndryshoret e mëposhtme: krijimi i një turme, normat e rikuperimit, mbajtja e maskave dhe vaksinat.","challenges-content.create-a-simulation.purposes.1":"Për të aktivizuar njohuritë paraprake në lidhje me shpërthimet e viruseve në botën reale që do të zbatohen për një skenar fiktiv.","challenges-content.create-a-simulation.description":"Shkruani kod për të krijuar dhe drejtuar simulimin tuaj të shpërthimit të virusit në Monster Town. Mësoni të kodoni dhe bëni parashikime se çfarë do të ndodhë me fqinjët e Monster Town.","challenges-content.create-a-simulation.instructions.0":"Udhëzimet shfaqen si video brenda","challenges-content.create-a-simulation.instructions.1":"tutorialit","challenges-content.create-a-simulation.instructions.2":"dhe gjithashtu shkruhen në krye të çdo niveli","challenges-content.create-a-simulation.example":"Kur të keni mbaruar, mund ta ndani simulimin tuaj me të tjerët. Ndani mesazhin tuaj se çfarë mendoni se mund të bëjmë për të ndihmuar për t’i mbajtur të tjerët të shëndetshëm kur vjen një virus në qytet.","challenges-content.create-a-simulation.materials":"Tutoriali i Code.org","challenges-content.create-your-own-masterpiece.title":"Krijo kryeveprën tënde!","challenges-content.create-your-own-masterpiece.audience":"E pranueshme për të gjitha moshat","challenges-content.create-your-own-masterpiece.purpose":"Për të futur konceptet e shkencës kompjuterike në mënyrë vizuale dhe për të frymëzuar krijimtarinë","challenges-content.create-your-own-masterpiece.description":"Krijoni kryeveprën tuaj me artistin! Përdorni blloqe kodesh për ta bërë artistin tuaj të krijojë një vepër unike arti.","challenges-content.create-your-own-masterpiece.instructions":"Udhëzimet janë të shënuara në krye të çdo niveli","challenges-content.create-your-own-masterpiece.example":"Shembujt e artistëve mund të gjenden në këtë faqe nën vizatim","challenges-content.create-your-own-masterpiece.materials.0":"Niveli i parë i tutorialit mund të gjendet","challenges-content.create-your-own-masterpiece.materials.1":"KËTU","challenges-content.cs-first-unplugged-activities.title":"Aktivitetet e CS First Unplugged","challenges-content.cs-first-unplugged-activities.purposes.0":"Për të mbështetur nxënësit që mësojnë nga shtëpia","challenges-content.cs-first-unplugged-activities.purposes.1":"Për t’u dhënë të gjithëve një pushim nga ekranet e tyre","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged është një grup aktivitetesh që i prezantojnë nxënësit me konceptet e shkencës kompjuterike pa kompjuter. Ne e kemi projektuar këtë mësim për të demonstruar se shkenca kompjuterike është shumë më tepër sesa thjesht kod.","challenges-content.cs-first-unplugged-activities.instructions.0":"Do ta gjeni broshurën për të gjitha aktivitetet në gjuhën angleze në këtë","challenges-content.cs-first-unplugged-activities.instructions.1":"lidhje","challenges-content.cs-first-unplugged-activities.instructions.2":"si dhe Planin mësimor në anglisht në këtë","challenges-content.cs-first-unplugged-activities.instructions.3":"Aktivitetet në këtë mësim mund të kryhen individualisht dhe në çdo rend","challenges-content.cs-first-unplugged-activities.instructions.4":"Mësuesi mund të marrë një fotografi të procesit mësimor dhe ta ndajë atë në Instagram duke përdorur #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Përveç broshurës së aktiviteteve, disa aktivitete kërkojnë ose përfitojnë opsionalisht nga materiale shtesë.","challenges-content.cs-first-unplugged-activities.materials.1":"Numërues të vegjël (si fasulet e thata) për t’i përdorur në hartën Krijo rrjetin e një lagjeje.","challenges-content.cs-first-unplugged-activities.materials.2":"Gërshërë për të prerë rrotën e shifrës Dërgo një mesazh sekret.","challenges-content.cs-first-unplugged-activities.materials.3":"Karton dhe ngjitës për të siguruar fortësi shtesë për rrotën e shifrës Dërgo një mesazh sekret.","challenges-content.cs-first-unplugged-activities.materials.4":"Një pineskë, kruese dhëmbësh ose kapëse letre e drejtuar për të lidhur rrotën e shifrës Dërgo një mesazh sekret.","challenges-content.family-care.title":"Kujdesi për familjen","challenges-content.family-care.experience":"E hapur për të gjithë","challenges-content.family-care.duration":"5 deri në 10 orë","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Për të hulumtuar mbi çështjen ‘kujdesi për familjen’ me të cilin përballemi çdo ditë;","challenges-content.family-care.purposes.1":"Për t'i parë problemet si mundësi dhe për të gjeneruar zgjidhje krijuese;","challenges-content.family-care.purposes.2":"Për të përdorur kodin për të realizuar në mënyrë inovative zgjidhjet tuaja;","challenges-content.family-care.purposes.3":"Për të hartuar afishe dhe për t'i paraqitur zgjidhjet tuaja te të tjerët;","challenges-content.family-care.purposes.4":"Për të përdorur mediat sociale për të krijuar ndikime në projektet tuaja.","challenges-content.family-care.description.0":"Çfarë ju vjen në mendje kur flasim për shtëpinë? Një shtëpi e bukur? Një darkë e madhe e përgatitur nga prindërit? Një hapësirë ​​sekrete për veten tuaj? Një shtëpi e ngrohtë ushqen trupin dhe shpirtin tonë si një pikë karburanti. Mes zhurmës së jetës moderne, prindërit janë gjithmonë të zënë për punë. Kur shoqëroheni me miqtë, nuk mund t'i lini macet tuaja prapa. Por si të kujdeseni për shoqërinë tuaj kur jeni larg? Tema e sfidës është","challenges-content.family-care.description.1":"Kujdesi për familjen","challenges-content.family-care.description.2":"Bazuar në këtë temë, nxënësit inkurajohen të zhvillojnë një ide për të transmetuar dashurinë dhe kujdesin përmes kodimit dhe pajisjeve. Ja disa pyetje për të cilat mund të mendoni","challenges-content.family-care.description.3":"Sa anëtarë të familjes ka në shtëpinë tuaj? Kush janë ata? A keni hasur ndonjë problem kur qëndroni me ta? Çfarë lloji kujdesi kanë nevojë ata?","challenges-content.family-care.description.4":"A njihni dikë që i mungon kujdesi familjar më shumë se të tjerët në komunitetin tuaj? Si mund t'i ndihmoni ata?","challenges-content.family-care.instructions.0":"Rrahje mendimesh dhe kërkime mbi temën e kujdesit familjar","challenges-content.family-care.instructions.1":"Lista e çdo problemi","challenges-content.family-care.instructions.2":"Gjeneroni zgjidhje të mundshme","challenges-content.family-care.instructions.3":"Zgjidhni një zgjidhje","challenges-content.family-care.instructions.4":"Programoni dhe ndërtoni strukturën","challenges-content.family-care.instructions.5":"Dizajnoni një afishe për të paraqitur projektin tuaj","challenges-content.family-care.instructions.6":"Prezantojani atë mësuesve tuaj dhe anëtarëve të familjes","challenges-content.family-care.example.0":"Ju lutemi gjeni disa shembuj nga këtu","challenges-content.family-care.example.1":"dhe","challenges-content.family-care.materials.0":"Mjeti i kodimit:","challenges-content.family-care.materials.1":"ose shkarkoni","challenges-content.family-care.materials.2":"Versionin e kompjuterit","challenges-content.family-care.materials.3":"mBlock është një gjuhë programimi e bazuar në Scratch","challenges-content.family-care.materials.4":"Kjo sfidë është përshtatur edhe nga Konkursi MakeX Global Spark, një program dizajni krijues i bazuar në projekte për të rinjtë e moshës 6 deri në 13 vjeç.","challenges-content.family-care.materials.5":"Ekipi pjesëmarrës do të duhet të përqendrohet në temën specifike dhe të krijojë një zgjidhje përmes programimit të softuerit dhe ndërtimit të harduerit.","challenges-content.family-care.materials.6":"Nxënësit inkurajohen të përfundojnë sfidën në Codeweek dhe ta çojnë atë në nivelin ndërkombëtar për të komunikuar me nxënësit e tjerë dhe për të fituar çmime.","challenges-content.family-care.materials.7":"Për më shumë informacion, ju lutemi shikoni:","challenges-content.family-care.materials.8":"ose na kontaktoni në","challenges-content.virtual-flower-field.title":"Rritni fushën tuaj virtuale të luleve","challenges-content.virtual-flower-field.author":"Jadga Huegle - Njihuni me trajnerin e Code dhe pjesë e ekipit SAP Snap!","challenges-content.virtual-flower-field.duration":"30-60 minuta","challenges-content.virtual-flower-field.purposes.0":"Për të njohur programimin me një projekt të thjeshtë, por ekspresiv.","challenges-content.virtual-flower-field.purposes.1":"Për të mësuar se kodimi mund të jetë artistik dhe të çojë në rezultate të bukura.","challenges-content.virtual-flower-field.purposes.2":"Për ta bërë vjeshtën më të ndritshme me lule shumëngjyrëshe dhe EU Code Week.","challenges-content.virtual-flower-field.purposes.3":"Për të treguar diversitetin e luleve në Tokë.","challenges-content.virtual-flower-field.purposes.4":"Për të kontribuar në Qëllimet e Zhvillimit të Qëndrueshëm (SDG), veçanërisht SDG13 -Ndryshimi i Klimës duke krijuar evenimente kodimi që përmirësojnë edukimin mbi ndryshimet klimatike përmes ndërgjegjësimit mbi këtë temë.","challenges-content.virtual-flower-field.description":"Zhvilloni një program në Snap! i cili rritet një fushë lulesh virtuale me lloje të ndryshme lulesh dhe numër të ndryshëm petalesh.","challenges-content.virtual-flower-field.instructions.0":"Nëse keni nevojë për frymëzim se si të filloni me sfidën, shikoni","challenges-content.virtual-flower-field.instructions.1":"këtë video","challenges-content.virtual-flower-field.instructions.2":"ose përdorni","challenges-content.virtual-flower-field.instructions.3":"këtë dokument","challenges-content.virtual-flower-field.instructions.4":"për ta ndjekur","challenges-content.virtual-flower-field.instructions.5":"Sfida mund të kryhet duke programuar një fushë lulesh virtuale në Snap! (ose Scratch) dhe duke postuar një pamje ekrani ose fotografi të rezultatit në internet.","challenges-content.virtual-flower-field.instructions.6":"Fusha e luleve duhet të përmbajë lloje të ndryshme lulesh me numër të ndryshëm petalesh. Në mënyrë ideale, lulet janë të programuara, që do të thotë se ato janë ndërtuar duke vulosur dhe kthyer (ose vizatuar dhe kthyer) petale në mënyrë të përsëritur.","challenges-content.virtual-flower-field.instructions.7":"Postoni një imazh të kopshtit tuaj të luleve virtuale me #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Ne rekomandojmë përdorimin e","challenges-content.virtual-flower-field.materials.1":"megjithatë, projekti gjithashtu punon në","challenges-content.haunted-house.title":"Haunted House in Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Leiden University - Ramon Moorlag, I&I - CodeWeek NL","challenges-content.haunted-house.audience":"Mësuesit dhe edukatorët","challenges-content.haunted-house.duration":"1 orë ose 2 orë në varësi të njohurive paraprake","challenges-content.haunted-house.purposes.0":"Për të bërë një histori interaktive të Haunted House.","challenges-content.haunted-house.purposes.1":"Për të mësuar programimin me Hedy.","challenges-content.haunted-house.description":"Me Hedy, ju do të krijoni një histori të Haunted House me elementë ndërveprues. Sa herë që kodi ekzekutohet, do të krijohet një histori e re. Historia gjithashtu mund të lexohet me zë të lartë nga kompjuteri juaj dhe të ndahet në internet.","challenges-content.haunted-house.instructions.0":"Filloni me hapjen e një shfletuesi dhe shkoni te hedycode.com.","challenges-content.haunted-house.instructions.1":"Ndiqni udhëzimet për nivelet 1-4. Përdorni skedat ‘Level’ dhe ‘Haunted house.’","challenges-content.haunted-house.instructions.2":"Me ndihmën e këtyre niveleve, ne do të shkruajmë një histori interaktive të Haunted House.","challenges-content.haunted-house.instructions.3":"Për mësuesit, një plan mësimor Hedy mund të gjendet","challenges-content.haunted-house.instructions.4":"këtu","challenges-content.haunted-house.instructions.5":"Mund të gjeni një regjistrim të Felienne Hermans që prezanton Hedy në","challenges-content.haunted-house.instructions.6":"këtë lidhje","challenges-content.haunted-house.example":"Shembulli i Haunted House në nivelin","challenges-content.haunted-house.materials.0":"Hedy në","challenges-content.haunted-house.materials.1":"niveli 1 deri 4","challenges-content.inclusive-app-design.title":"Inclusive App Design","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minuta + aktivitete opsionale shtesë","challenges-content.inclusive-app-design.purposes.0":"Për të rrahur ide, planifikuar, prototipuar dhe ndarë një ide aplikacioni që të gjithë të mund ta kenë dhe ta kuptojnë.","challenges-content.inclusive-app-design.description":"Aplikacionet e shkëlqyera fillojnë me ide të shkëlqyera. Në këtë aktivitet, nxënësit do të vijnë me një ide aplikacioni mbi një temë për të cilën interesohen, pastaj do të zbulojnë se si të hartojnë aplikacione me përfshirjen dhe aksesueshmërinë në mendje.","challenges-content.inclusive-app-design.instructions.0":"Të gjitha udhëzimet do t'i gjeni në këtë lidhje","challenges-content.inclusive-app-design.instructions.1":"Me këtë plan mësimor njëorësh, mësuesit mund t'i udhëzojnë nxënësit të","challenges-content.inclusive-app-design.instructions.2":"Mësojnë rreth dizajnit të aplikacionit gjithëpërfshirës","challenges-content.inclusive-app-design.instructions.3":"Rrahin ide mbi tema për të cilat ata kujdesen për të gjetur një ide aplikacioni","challenges-content.inclusive-app-design.instructions.4":"Përshkruajnë idetë e tyre të aplikacionit dhe planifikojnë aktivitetet e përdoruesve","challenges-content.inclusive-app-design.instructions.5":"Prototipojnë një pjesë të aplikacionit të tyre në Keynote","challenges-content.inclusive-app-design.instructions.6":"Ndajnë demonstrimet e prototipeve të tyre dhe përshkruajnë sesi ata i mbështesin përdoruesit me prejardhje dhe aftësi të ndryshme","challenges-content.inclusive-app-design.materials.0":"Eksplorojnë Inclusive App Design Activity në Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Rekomandohet, por nuk kërkohet, Keynote në iPad ose Mac.","challenges-content.silly-eyes.title":"Sytë qesharakë","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 minuta","challenges-content.silly-eyes.purposes.0":"Për të bërë një projekt me ndërveprimin e përdoruesit.","challenges-content.silly-eyes.purposes.1":"Për të personalizuar një projekt me ngjyra dhe efekte grafike.","challenges-content.silly-eyes.purposes.2":"Për të mësuar rreth dizajnit në krijimin dixhital.","challenges-content.silly-eyes.description":"Në këtë projekt, ju do të dizajnoni dhe krijoni një personazh syri qesharak. Sytë e mëdhenj dhe qesharakë të personazhit do të ndjekin treguesin e mausit për të sjellë në jetë personazhin tuaj.","challenges-content.silly-eyes.instructions":"Ju lutemi hyni në përshkrimin e plotë të projektit këtu","challenges-content.silly-eyes.example":"Shikoni Gobo, Under the sea dhe Don't eat donut","challenges-content.train-ai-bot.title":"Trajnoni një bot AI!","challenges-content.train-ai-bot.purposes":"Për të mësuar rreth inteligjencës artificiale (AI), mësimit mekanik, të dhënave të trajnimit dhe paragjykimeve, ndërsa eksploroni çështje etike dhe sesi AI mund të përdoret për të adresuar problemet botërore.","challenges-content.train-ai-bot.description":"Trajnoni një bot AI me AI for Oceans. Në këtë aktivitet, ju do të programoni ose trajnoni AI (inteligjencën artificiale) për të identifikuar peshqit ose plehrat. Le të pastrojmë oqeanin!","challenges-content.train-ai-bot.instructions.0":"Udhëzimet shfaqen si video brenda tutorialit","challenges-content.train-ai-bot.instructions.1":"dhe gjithashtu shkruhen në krye të çdo niveli","challenges-content.train-ai-bot.materials.0":"Tutoriali mund të gjendet këtu","challenges-content.train-ai-bot.materials.1":"Ky tutorial është i disponueshëm në mbi 25 gjuhë","challenges-content.build-calliope.title":'Ndërtoni mininstruktorin tuaj të palestrës "Calliope"',"challenges-content.build-calliope.author":"Amazon Future Engineer | Tako dhe Kodo në bashkëpunim me. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Për të njohur përmes lojës sekuencat, animacionet, përsëritjet dhe variablat.","challenges-content.build-calliope.purposes.1":"Për të hartuar një tabelë strukturore.","challenges-content.build-calliope.purposes.2":"Për të testuar dhe korrigjuar kodin.","challenges-content.build-calliope.purposes.3":"Për të optimizuar një program me provë dhe gabim, duke kontrolluar dhe rregulluar përdorshmërinë.","challenges-content.build-calliope.duration":"20-30 minuta","challenges-content.build-calliope.description":"Pjesëmarrësit do të zhvillojnë një prototip të kontrolluar në mënyrë digjitale që përdor një LED shumëngjyrësh të ndezur për të riprodhuar një ushtrim palestre të paramenduar me 10 njësi.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (nëse disponohet)","challenges-content.build-calliope.materials.1":'Laptop ose tablet me të cilin mund të vizitoni https://makecode.calliope.cc ose https://calliope.cc dhe YouTube për të aksesuar burimet për aktivitetin.',"challenges-content.build-calliope.instructions.0":"Për të filluar, krijoni një plan dhe përcaktoni rendin e njësive të ushtrimeve. Duke përdorur planin, programoni LED RGB të Calliope mini për të shfaqur një nga 5 ngjyrat me ritmin e paracaktuar. Më pas krijoni një variabël për ritmin dhe përsëritjet e programit, duke përdorur konture.","challenges-content.build-calliope.instructions.1":"Mbani mend, nëse e keni zbatuar programin në një mënyrë që ju pëlqen, mund ta ndani edhe me ne në info@calliope.cc - ne jemi të ngazëllyer të shohim se çfarë mendoni për të! Meqë ra fjala, ne po dhurojmë 30 mini Calliope nga paraqitjet!","challenges-content.build-calliope.instructions.2":"Ndani kodin QR të projektit tuaj në Instagram, shtoni hashtagun #EUCodeWeekChallenge dhe përmendni @CodeWeekEU.","challenges-content.build-calliope.example.0":"Ndërsa jeni ulur në kompjuterin tuaj: mund të bëheni edhe sportiv.","challenges-content.build-calliope.example.1":"Krijoni një prototip palestre me Calliope mini, i cili gjithashtu mund të testohet në simulator. Sfida kryhet në redaktorin MakeCode, duke programuar një sekuencë të thjeshtë kodi (shih pamjen e ekranit).","challenges-content.build-calliope.example.2":"Zgjidhni 5 ngjyra të ndryshme dhe caktoni një ushtrim palestre për secilën prej tyre, p.sh. squat ose jumping jacks. Më pas ngjyrat mund të rreshtohen në çdo mënyrë dhe të trajnohen.","challenges-content.common.share":"Shpërnda lidhjen ose kodin QR të projektit tënd në Instagram ose Facebook, shto hashtagun #EUCodeWeekChallenge dhe përmend @CodeWeekEU.","challenges-content.common.audience.0":"Mësuesit dhe edukatorët","challenges-content.common.audience.1":"Nxënësit e shkollës fillore (6 deri në 12 vjeç)","challenges-content.common.audience.2":"Nxënësit e shkollës së mesme të ulët (12 deri në 16 vjeç)","challenges-content.common.audience.3":"Nxënësit e shkollës së mesme të lartë (16 deri në 18 vjeç)","challenges-content.code-a-dice.title":"Kodoni një zar për të hedhur","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Kodoni gjëegjëza interaktive","challenges-content.code-a-dice.purposes.1":"Të kodohet një simulim i një objekti që lëviz në mënyrë rastësore, i cili do të përdoret nëse objekti i vërtetë nuk është i disponueshëm","challenges-content.code-a-dice.description":"Në këtë sfidë do të kodohet një zar që do të rrotullohet në mënyrë rastësore kur të jepet komanda. Mund të zgjidhni çdo lloj zari me numrin e faqeve që preferohet, në mënyrë të ngjashme me ato që përdoren në lojëra me role dhe të shtohen edhe tinguj. ","challenges-content.code-a-dice.instructions.0":"Identifikohu në Scratch","challenges-content.code-a-dice.instructions.1":"Zgjidhni një sfond","challenges-content.code-a-dice.instructions.2":"Krijoni një tabelë që afishon (sprite) zare ose kërkoni një në internet dhe ngarkojeni në programin tuaj","challenges-content.code-a-dice.instructions.3":"Krijoni kostume në numër të barabartë me numrin e faqeve të zareve të zgjedhura, secila prej tyre tregon një numër të ndryshëm","challenges-content.code-a-dice.instructions.4":"Zgjidhni se si dëshironi të fillojnë të rrokullisen zaret (shtypni një tastë tastierë, klikoni në sprite, etj.) dhe shkruani kodin","challenges-content.code-a-dice.instructions.5":"Kodoni sprite për të ndryshuar në mënyrë të rastësishme kostumin në fund të listës","challenges-content.code-a-dice.instructions.6":"Shtoni efekte zanore","challenges-content.code-a-dice.example":"Hidhni një zar D-20","challenges-content.personal-trainer.title":" Trajner personal me mikro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Për të koduar mikro:bit në mënyrë që të përdorni panelin zile dhe LED","challenges-content.personal-trainer.purposes.1":"Për të krijuar një pajisje personale për të kontrolluar aktivitetin tuaj fizik","challenges-content.personal-trainer.purposes.2":"Për të koduar mikro:bit për të përmirësuar shëndetin tuaj përmes sportit","challenges-content.personal-trainer.description":"Kjo sfidë ju lejon të kodoni mikro:bit-in tuaj për të kontrolluar intervalin e përsëritjes së ushtrimeve fizike të kombinuara me atë të pushimit. Ju do të gjurmoni aktivitetin tuaj fizik në shkollë, në shtëpi ose në park.","challenges-content.personal-trainer.instructions.0":"Kur A+B, krijoni një kohëmatës 3 sekondësh me një tingull shënimi muzikor çdo sekondë dhe shfaqni fjalën GO!","challenges-content.personal-trainer.instructions.1":"Gjatë ushtrimit të parë, shfaqni një katror vezullues 2x2 për 20 sekonda. Pastaj lëshoni një tingull dhe mbajeni katrorin të fiksuar. Gjatë kohës së mbetur, një imazh tjetër vezullues duhet të shfaqet për 10 sekonda. Kur të mbarojë, lëshoni një tingull.","challenges-content.personal-trainer.instructions.2":"Pastaj përsëritni të njëjtin veprim por shfaqni një panel 3x3 për kohën e ushtrimit. Përsëritni këto veprime derisa të shfaqet paneli 5x5.","challenges-content.personal-trainer.duration":"30-40 minuta","challenges-content.create-a-spiral.title":"Krijoni një spirale","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Për të mësuar dhe për të praktikuar lakun dhe variablat.","challenges-content.create-a-spiral.purposes.1":"Për të rritur krijimtarinë në kodim.","challenges-content.create-a-spiral.description":"Në këtë sfidë do të shkruani një projekt me Scratch për të krijuar një spirale, duke përdorur blloqet e stilolapsit, një lak dhe një variabël.","challenges-content.create-a-spiral.instructions.0":"Blloqet e stilolapsit","challenges-content.create-a-spiral.instructions.1":"Krijoni një projekt të ri dhe quajeni Spiral.","challenges-content.create-a-spiral.instructions.2":'Klikoni në ikonën vjollcë "Shto zgjatim" në pjesën e poshtme të majtë të dritares',"challenges-content.create-a-spiral.instructions.3":"Zgjidhni' 'stilolaps' ': blloqet e stilolapsit tani janë në dispozicion për projektin tuaj!","challenges-content.create-a-spiral.instructions.4":"Për të filluar projektin tuaj, tërhiqni zvarrë dhe lëshoni bllokun' 'kur flamuri i gjelbër klikoi':","challenges-content.create-a-spiral.instructions.5":"Duhet të fillosh me një faqe bosh: brenda blloqeve të stilolapsit, shto bllokun' 'fshij të gjitha':","challenges-content.create-a-spiral.instructions.6":"Ju dëshironi të filloni vizatimin në qendër të skenës, që do të thotë se sprite juaj duhet të shkojë në qendër të skenës (0,0):","challenges-content.create-a-spiral.instructions.7":"Sprite juaj mund të lëvizë pa vizatuar, ose të lëvizë dhe të vizatojë:","challenges-content.create-a-spiral.instructions.8":"kur dëshironi që ajo të vizatohet, mund të përdorni bllokun e stilolapsit poshtë","challenges-content.create-a-spiral.instructions.9":"kur nuk e dëshironi këtë, mund të përdorni bllokun e stilolapsit lart","challenges-content.create-a-spiral.instructions.10":'Tani, dëshiron të vizatosh! Shtoni bllokun "stilolaps poshtë":',"challenges-content.create-a-spiral.instructions.11":"Gjashtëkëndëshi","challenges-content.create-a-spiral.instructions.12":"Shtoni blloqet e mëposhtme në projektin tuaj:","challenges-content.create-a-spiral.instructions.13":"Tani ke një të gjashtën e gjashtëkëndëshit tënd. Duhet ta përsërisni këtë sekuencë 6 herë:","challenges-content.create-a-spiral.instructions.14":"Spiralja","challenges-content.create-a-spiral.instructions.15":"Për të krijuar një spirale, do të duhet të shtoni 2 në gjatësinë e secilës anë tjetër.","challenges-content.create-a-spiral.instructions.16":"Për ta bërë këtë, do të përdorni një ndryshore.","challenges-content.create-a-spiral.instructions.17":"Në blloqet e ndryshueshme, klikoni mbi Krijo një variabël","challenges-content.create-a-spiral.instructions.18":"Emërtoni gjatësinë, pastaj klikoni OK:","challenges-content.create-a-spiral.instructions.19":"Spiralja do të rritet, do t’ju duhet të filloni nga e vogla: vendosni gjatësinë e parë në 10 dhe futeni këtë bllok para lakut.","challenges-content.create-a-spiral.instructions.20":'Vendosni variablin "length" në bllokun "move... steps"',"challenges-content.create-a-spiral.instructions.21":"Që spiralja të rritet, duhet gjithashtu që gjatësia të rritet në çdo lak: shtoni bllokun më poshtë në fund të lakut:","challenges-content.create-a-spiral.instructions.22":"Ky është projekti juaj aktual:","challenges-content.create-a-spiral.instructions.23":"Një spirale e bukur","challenges-content.create-a-spiral.instructions.24":'Ti vizatove një spirale! Që ajo të vazhdojë pa ndërprerje, zëvendësoni lakun "përsërit 6" me lakun "përgjithmonë":',"challenges-content.create-a-spiral.instructions.25":"Për të vizatuar një spirale shumëngjyrëshe, shtoni bllokun e mëposhtëm në lak:","challenges-content.create-a-spiral.instructions.26":"Kur filloni nga e para, sprite tërheq një vijë të padëshiruar. Për ta parandaluar, shtoni një bllok “pen up” në fillim të projektit.","challenges-content.create-a-spiral.instructions.27":"Ky është projekti juaj përfundimtar:","challenges-content.create-a-spiral.instructions.28":"Urime! Krijuat një spirale të bukur!","challenges-content.play-against-ai.title":"Krijoni dhe luaj me IA - loja Guri, Gërshërët, Letra","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"për të kuptuar se si funksionon cikli i mësimit të makinerisë.","challenges-content.play-against-ai.purposes.1":"për të ndërtuar një model të mësimit të makineri duke përdorur Makinerinë e Mësueshme","challenges-content.play-against-ai.purposes.2":"për t'u njohur me mjetin Pictoblox dhe të importoni modelin e krijuar në projekt","challenges-content.play-against-ai.purposes.3":"për të vendosur skenën dhe karakteret, për të krijuar dhe inicializuar variablat në Pictoblox","challenges-content.play-against-ai.purposes.4":"për të inicializuar lojën, për të identifikuar lëvizjet e lojtarit, për të programuar lëvizjet e rastësishme të IA","challenges-content.play-against-ai.purposes.5":"për të krijuar dhe testuar një lojë që përfshin inteligjencën artificiale si kundërshtar në një lojë Guri Letra, Gërshërët.","challenges-content.play-against-ai.description":"Ne do të krijojmë një model duke përdorur Makinën e Mësueshme nga imazhet duke përdorur tre klasa: Gur, gërshërë dhe letër. Modeli do të ngarkohet në Pictoblox dhe do të përdoret për të krijuar lojë të cilën mund ta luajmë me IA.","challenges-content.play-against-ai.duration":"90 minuta","challenges-content.play-against-ai.instructions.0":"Krijoni një projekt të ri imazhi në makinën e mësueshme me 3 klasa të quajtura Guri, Letra, Gërshërët. Për çdo kurs, regjistroni përmes kamerës të paktën 400 fotografi. Sigurohuni që të keni një sfond të qartë. Trajnoni dhe eksportoni modelin. Ngarkoni modelin dhe kopjoni lidhjen.","challenges-content.play-against-ai.instructions.1":"Krijoni një llogari falas në faqen në ueb të Pictoblox. Shtoni një Zgjatje të Mësimit të Makinerisë dhe ngarko një model. Vendosni skenën, variablat dhe spritet. Filloni lojën, identifikoni lëvizjet e lojtarit dhe lëvizjet e UA dhe kush fiton raundin.","challenges-content.play-against-ai.instructions.2":"Trajnoni të dhënat për lojën.","challenges-content.play-against-ai.instructions.3":"Testoni modelin.","challenges-content.play-against-ai.instructions.4":"Eksportoni modelin.","challenges-content.play-against-ai.instructions.5":"Shtoni zgjerimin e mësimit të makinës dhe ngarkoni modelin.","challenges-content.play-against-ai.instructions.6":"Vendosni skenën, variablat dhe Sprite.","challenges-content.play-against-ai.instructions.7":"Filloni lojën.","challenges-content.play-against-ai.instructions.8":"Identifikoni lëvizjet e lojtarit.","challenges-content.play-against-ai.instructions.9":"Caktoni lëvizje të rastësishme të IA.","challenges-content.play-against-ai.instructions.10":"Transmetoni lëvizje të rastësishme të IA.","challenges-content.play-against-ai.instructions.11":"Bëni tre blloqe. Kush e fiton raundin? ","challenges-content.play-against-ai.instructions.12":"Kontrolloni nëse lojtari fiton raundin.","challenges-content.play-against-ai.instructions.13":"Kontrolloni nëse IA fiton raundin.","challenges-content.play-against-ai.instructions.14":"Kontrolloni nëse raundi është barazim.","challenges-content.play-against-ai.instructions.15":"Blloqet e programit.","challenges-content.play-against-ai.instructions.16":"Sprite i Gurë, Letra, Gërshërë","challenges-content.air-drawing-with-AI.title":" Vizatim me ajër me IA","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"për të shkruar një program duke përdorur zgjerimin e zbulimit të trupit të njeriut për të njohur lëvizjen e gishtave para kamerës.","challenges-content.air-drawing-with-AI.purposes.1":"për të koduar me blloqe të thjeshta në disa rreshta kodi.","challenges-content.air-drawing-with-AI.purposes.2":"për të parë një shembull të përdorimit të UA","challenges-content.air-drawing-with-AI.description":"Krijimi i një programi që lejon përdoruesin të vizatojë në ajër me dorë (gishtin tregues) para kamerës dhe gjithçka që ata vizatojnë shfaqet automatikisht në skenën e Pictoblox.","challenges-content.air-drawing-with-AI.instructions.0":"Krijoni llogari në Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"ndiqni udhëzimet vizuale për:","challenges-content.air-drawing-with-AI.instructions.2":"shtoni shtesa për Human Body Detection dhe Pen;","challenges-content.air-drawing-with-AI.instructions.3":"vendosni skenën dhe shtoni sprite (Laps) dhe sprites shtesë për: Pen Down, Pen Up, Fshi të gjitha; ","challenges-content.air-drawing-with-AI.instructions.4":"shkruani një kod për Sprite Pencil për të ndjekur gishtin","challenges-content.air-drawing-with-AI.instructions.5":"shkruaj një kod për butonat: Pen Up, Pen Down dhe Fshi të gjitha dhe gjithashtu për Pen","challenges-content.air-drawing-with-AI.instructions.6":"Tani jeni vendosur të bëni vizatimet tuaja dhe të luani me ngjyra dhe madhësi të ndryshme të një stilolapsi.","challenges-content.air-drawing-with-AI.materials.0":"Laptop ose kompjuter me kamerë","challenges-content.air-drawing-with-AI.materials.1":"Versioni i fundit i PictoBlox i shkarkuar (i rekomanduar) ose në internet Pictoblox (falas)","challenges-content.air-drawing-with-AI.materials.2":"Llogaria Pictoblox (falas)","challenges-content.air-drawing-with-AI.materials.3":"Lidhje e mirë me internetin","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Për të mësuar konceptet themelore të mësimit të makinës dhe njohjes së tekstit.","challenges-content.emobot-kliki.purposes.1":"Për të kuptuar rolin e emocioneve në komunikim.","challenges-content.emobot-kliki.purposes.2":"Për të përdorur kodin për të krijuar dialogë midis chatbot dhe një përdoruesi.","challenges-content.emobot-kliki.purposes.3":"Për të kuptuar se si kompjuterët mund të njohin tonet emocionale përmes analizës së tekstit dhe të përgjigjen në përputhje me rrethanat.","challenges-content.emobot-kliki.description.0":"Krijoni një Bot Emocional në Scratch që mund të shfaqë fytyrë të lumtur për mesazhe pozitive (nëse i thua gjëra të këndshme), një fytyrë të zemëruar për mesazhe negative (nëse i thua gjëra të këqija) dhe fytyrë të hutuar nëse mesazhi është i paspecifikuar.","challenges-content.emobot-kliki.description.1":"Emobot Kliki ynë do të njohë komplimentet dhe fyerjet, kështu që ne do të shohim se si kompjuterët mund të trajnohen për të njohur tonin emocional.","challenges-content.emobot-kliki.instructions.0":"Për të filluar, programo një listë rregullash për atë që është e bukur ose e sjellshme dhe çfarë është e keqe ose e keqe.","challenges-content.emobot-kliki.instructions.1":"Hyr në https://machinelearningforkids.co.uk/ ose krijon një llogari të re.","challenges-content.emobot-kliki.instructions.2":"Bëni një model të ri të mësimit të makinerisë duke shtuar 3 etiketa të reja, së pari quajeni atë' 'bukur', kova e dytë e quajtur' 'keq' dhe opsionale nëse doni të njihni emrin tuaj, krijoni etiketën e tretë të quajtur 'emër'.","challenges-content.emobot-kliki.instructions.3":"Trajnoni modelin e ri të mësimit të makinës, testojeni dhe përdoreni për të bërë Emobot në Scratch.","challenges-content.emobot-kliki.instructions.4":"Lëshoni redaktorin e Scratch 3, fshini sprite e maces, futni 3 sprite të reja të përgatitura nga Microsoft Bing Image Creator (karikaturë e lumtur, e zemëruar dhe e pasigurt e kompjuterit) ose krijoni një sprite të ri duke klikuar në ikonën Paint dhe duke vizatuar tre kopje të kostumit për fytyrë të lumtur, të zemëruar dhe të pasigurt.","challenges-content.emobot-kliki.instructions.5":'Kliko skedën "Code" dhe shkruaj skenarin e mëposhtëm.',"challenges-content.emobot-kliki.example.0":"Ndani Emobot Kliki tuaj me miqtë tuaj dhe mësoni më shumë rreth IA dhe emocioneve!","challenges-content.emobot-kliki.example.1":"Në vend të një karikature kompjuterike mund të provosh diçka ndryshe, si një kafshë. Në vend të llojit dhe do të thotë që ju mund të trajnoni karakterin për të njohur lloje të tjera të mesazheve.","challenges-content.craft-magic.title":" Magjia artizanale me gjeste dore IA","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Të kultivojë aftësitë e kodimit midis nxënësve, duke i lejuar ata të përdorin komandat themelore.","challenges-content.craft-magic.purposes.1":"Të zhvillojë aftësitë e të menduarit algoritmik duke zbërthyer detyrat komplekse në hapa të menaxhueshëm.","challenges-content.craft-magic.purposes.2":"Të inkurajojë zgjidhjen kreative të problemeve në gjetjen e aplikimeve unike të gjesteve të duarve për vizatim dhe shkrim.","challenges-content.craft-magic.purposes.3":"Për të nxitur një kuptim të koncepteve të IA, veçanërisht mbi mënyrën se si IA u mundëson kompjuterëve të njohin dhe të interpretojnë gjestet e duarve.","challenges-content.craft-magic.purposes.4":"Të rrisë ndërgjegjësimin për rëndësinë e teknologjisë për individët me aftësi të kufizuara.","challenges-content.craft-magic.purposes.5":"Të promovojë zgjidhjen bashkëpunuese të problemeve dhe punën në grup midis studentëve ndërsa ata punojnë së bashku për të përmirësuar programet e tyre të gjesteve të duarve.","challenges-content.craft-magic.purposes.6":"Për të lidhur aftësitë e kodimit dhe të të menduarit kompjuterik me aplikacionet e botës reale, duke theksuar ndikimin kuptimplotë të teknologjisë në jetën e njerëzve dhe duke u përafruar me Objektivat e Zhvillimit të Qëndrueshëm (SDGs).","challenges-content.craft-magic.duration.0":"90 min për studentët 10-12","challenges-content.craft-magic.duration.1":"45 min për nxënësit 12-15","challenges-content.craft-magic.description":'Krijoni një program të bazuar në bllokun e gërvishtjeve duke përdorur zgjerimin IA "Human Body" (Trupi njerëzor) në mënyrë krijuese dhe tërheqëse për të vizatuar në një ekran pa qenë nevoja të përdoret një mi tradicional ose ekran me prekje.',"challenges-content.craft-magic.instructions.0":"Lidhuni me https://ai.thestempedia.com dhe krijoni një llogari për mësuesit dhe studentët.","challenges-content.craft-magic.instructions.1":"Importoni zgjerimet 'Human Body Detection', 'Pen', 'Text to Speech'.","challenges-content.craft-magic.instructions.2":"Shto sprite 'Lapsi' nga biblioteka dhe krijoni 7 sprite ('shkruaj', ’e qartë’, ‘e zezë’, ‘e kuqe’, ‘blu’, ‘jeshile’, ‘rozë’).","challenges-content.craft-magic.instructions.3":"Shkruani komanda për të kontrolluar se çfarë ndodh kur lapsat sprite prekin një nga spritet e tjera.","challenges-content.craft-magic.instructions.4":"Shkruani komanda për t' i mundësuar kamerës të njohë pozicionin e dorës dhe të lëvizë lapsin në koordinatat x dhe y të gishtit tuaj tregues.","challenges-content.craft-magic.instructions.5":"Ndryshoni kostumin në fund të rrotullës.","challenges-content.craft-magic.instructions.6":"Shtoni efekte zanore.","challenges-content.craft-magic.materials.0":"Platforma e programimit https://ai.thestempedia.com (falas)","challenges-content.craft-magic.materials.1":"llogaria e mësuesit (falas)","challenges-content.craft-magic.materials.2":"llogaria e studentit (falas)","challenges-content.craft-magic.materials.3":"Kompjuterë me kamera","challenges-content.craft-magic.materials.4":"Lidhja e internetit","challenges-content.circle-of-dots.title":"Një rreth pikash","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Për të shkruar kod për të vizatuar një vijë pikash.","challenges-content.circle-of-dots.purposes.1":"Të shkruash kod për të vizatuar një vijë vijash.","challenges-content.circle-of-dots.purposes.2":"Të shkruash kod për të vizatuar një rreth.","challenges-content.circle-of-dots.purposes.3":"Shkruani kodin për të vizatuar një rreth pikash (vija).","challenges-content.circle-of-dots.description":"Vizatoni një rreth nga pikat ose vijat.","challenges-content.circle-of-dots.duration":"40 minuta","challenges-content.circle-of-dots.instructions.0":"Ndërtimi i një blloku pikash.","challenges-content.circle-of-dots.instructions.1":"Ndërtimi i një blloku vizash.","challenges-content.circle-of-dots.instructions.2":"Ndërtimi i një rrethi nga pika.","challenges-content.circle-of-dots.instructions.3":"Ndërtimi i një rrethi nga viza.","challenges-content.coding-escape-room.title":"Krijoni një dhomë arratisjeje kodimi","challenges-content.coding-escape-room.author":"Stefania Altieri dhe Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Për të mësuar/mësuar dhe reflektuar rreth koncepteve të kodimit.","challenges-content.coding-escape-room.purposes.1":"Për të përdorur mjete të thjeshta kodimi.","challenges-content.coding-escape-room.purposes.2":"Të zhvillojë të menduarit kompjuterik dhe zgjidhjen e problemeve.","challenges-content.coding-escape-room.description.0":"Krijoni një përvojë të kodimit të arratisjes si kjo:","challenges-content.coding-escape-room.description.1":"Ju mund të përdorni formularin e Google, prezantimin e Google, çdo mjet për të krijuar një tregim të bazuar në kodim ;).","challenges-content.coding-escape-room.duration":"90 minuta","challenges-content.coding-escape-room.instructions":"Ju mund t' i ndani nxënësit tuaj në grupe të vogla, ata mund të luajnë dhe pastaj të krijojnë një sfidë tjetër me modelin: ","challenges-content.coding-escape-room.materials.0":"Çdo mjet mund të përdoret (platforma Google dhe Microsoft për të krijuar dhe ndarë dokumente, prezantime dhe fletë). Çdo ndërtim, mjet ose karakter kodimi i lidhur me TIK-un dhe kodimin.","challenges-content.coding-escape-room.example.0":"Disa karaktere që kishin një rol shumë të rëndësishëm në historinë e TIK-ut dhe konceptet themelore të kodimit dhe programimit, prezantohen duke luajtur. Kjo është mënyra më e mirë për të mësuar dhe për të marrë pjesë në mënyrë aktive. Kjo lojë mund të luhet në ekipe ose individualisht, si një sfidë ose një garë. Studentët pastaj mund të krijojnë diçka të ngjashme dhe të zhvillojnë kompetenca të tilla si kreativiteti dhe aftësitë e kodimit.","challenges-content.coding-escape-room.example.1":"Ky është një burim shumë praktik për t'u ripërdorur dhe për t'u rikrijuar lehtësisht. Formularët e Google janë një nga mjetet e mundshme. Ju gjithashtu mund të përdorni Google slides, Genial.ly ose Emaze ose ndonjë mjet tjetër për të krijuar histori udhëkryq dhe aventurat tuaja.","challenges-content.coding-escape-room.example.2":"Sfida e arratisjes ndahet në seanca. Nëse mendon se mund të vazhdosh. Nxënësit duhet të krijojnë kuizet e kodimit.","challenges-content.let-the-snake-run.title":"Lëre gjarprin të vrapojë","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Për të koduar lëvizjen e gjarprit në mikro:bit.","challenges-content.let-the-snake-run.purposes.1":"Për të vendosur vendosjen dhe kohën e duhur për animacionin e nyjes.","challenges-content.let-the-snake-run.description":"Studentët duhet të shkruajnë kode për të lëvizur gjarprin përmes mikro:bit pranë njëri-tjetrit. Duhet të bëhet në një mënyrë që të duket sikur gjarpri po shkon nga një mikro:bit në tjetrin.","challenges-content.let-the-snake-run.duration":"30 minuta","challenges-content.let-the-snake-run.instructions.0":"Hartoni një pistë që kalon nëpër disa mikro:bit pranë njëri-tjetrit (p.sh., duke formuar një katror 2x2).","challenges-content.let-the-snake-run.instructions.1":"Shkruaj kode ndërsa një gjarpër lëviz përgjatë një piste.","challenges-content.let-the-snake-run.instructions.2":"Punoni në pajisjen tuaj, pastaj bashkojini dhe ekzekutoni kodin.","challenges-content.let-the-snake-run.instructions.3":"Konsideroni kohën dhe vendosjen: Nëse gjarpri del nga një mikro:bit, ai do të shfaqet në mikro:bit tjetër.","challenges-content.let-the-snake-run.instructions.4":"Sfidat e mëtejshme: Me micro:bit v2, luani muzikë derisa gjarpri të largohet nga pajisja juaj.","challenges-content.let-the-snake-run.instructions.5":"Dizajnoni gjarprin duke ndryshuar shkëlqimin e LED-ve.","challenges-content.let-the-snake-run.instructions.6":"Provo më gjatë ose me më shumë gjarpërinj.","challenges-content.let-the-snake-run.example.0":"Ky është një shembull për një gjarpër të gjatë 6 piksel me 4 mikro:bit që formojnë një katror 2x2: ","challenges-content.let-the-snake-run.example.1":"Kodimi i mikro:bit fillestar (mësuesi mund ta bëjë atë)","challenges-content.let-the-snake-run.example.2":"Të gjitha kodet iniciohen nga ky mikro:bit, i cili dërgon një sinjal radio në mikro:bit të tjerë kur shtypet butoni A.","challenges-content.let-the-snake-run.example.3":"Kodimi i lëvizjes së gjarprit","challenges-content.let-the-snake-run.example.4":"Çdo mikro:bit duhet të jetë në të njëjtin grup radioje me mikro:bitin fillestar.","challenges-content.let-the-snake-run.example.5":"Alanimacionet fillojnë kur merret sinjali i radios.","challenges-content.let-the-snake-run.example.6":"Animacioni i mikrobitit të parë është menjëherë i dukshëm, të tjerët presin derisa gjarpri të arrijë atje.","challenges-content.let-the-snake-run.example.7":"Koha midis dy fazave përcakton shpejtësinë e gjarprit.","challenges-content.let-the-snake-run.materials.0":"mikro:bit (për çdo nxënës nëse është e mundur)","challenges-content.let-the-snake-run.materials.1":"laptop ose kompjuter për makecode.microbit.org editor","challenges-content.illustrate-a-joke.title":"Ilustro një shaka me bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Për të hartuar një lojë të vogël ku përdoruesi gjen përgjigjen e një pyetjeje me shaka.","challenges-content.illustrate-a-joke.description":"Nxënësit hartojnë një lojë ku përdoruesi gjen përgjigjen e një pyetjeje me shaka kur figura godet një objekt në fushën e lojës. Nxënësit përdorin tiparet themelore të bitsy për të përfunduar sfidën.","challenges-content.illustrate-a-joke.instructions.0":"Mendo për një pyetje me shaka. Shko te bitsy dhe fillo një projekt të ri. Do t'ju nevojitet:","challenges-content.illustrate-a-joke.instructions.1":"një avatar - sprite që mund të lëvizësh","challenges-content.illustrate-a-joke.instructions.2":"Një mace e bardhë në një sfond të purpurt","challenges-content.illustrate-a-joke.instructions.3":"Përshkrimi gjenerohet automatikisht","challenges-content.illustrate-a-joke.instructions.4":"një objekt tek i cili duhet të shkojë avatari yt","challenges-content.illustrate-a-joke.instructions.5":"një dhomë - sfondi i programit tënd","challenges-content.illustrate-a-joke.instructions.6":"dy mesazhe: një pyetje dhe një përgjigje","challenges-content.illustrate-a-joke.instructions.7":"Loja e përfunduar mund të shkarkohet si një skedar html.","challenges-content.illustrate-a-joke.example":"Në këtë faqe interneti shihni një shembull të një shakaje dhe ka një lidhje me një tabelë dixhitale:","challenges-content.illustrate-a-joke.materials":"bitsy runs in a browser","challenges-content.app-that-counts-in-several-languages.title":"Aplikacion që vlen në disa gjuhë","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Për të mësuar se si të krijoni një aplikacion të thjeshtë.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Të mësojmë të programojmë përmes blloqeve.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Për të mësuar se si të shtoni Etiketat, butonat, imazhet, sensorët dhe mediat.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Për të mësuar se si të organizoni elemente në ekranin e një aplikacioni.","challenges-content.app-that-counts-in-several-languages.description":"Aplikacioni ju lejon të numëroni në shumë gjuhë me shtypjen e një butoni. Sa herë që përdoruesi tund telefonin inteligjent, numri kthehet në zero. Sfida është të shtosh një gjuhë tjetër.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Për të përfunduar sfidën, duhet të përcaktoni gjuhën tjetër në të cilën dëshironi që aplikacioni të llogaritet.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Pastaj duhet të shkarkoni nga interneti (p.sh. nga Pixabay ose Unsplash) flamurin e atij vendi dhe ta ngarkoni atë në platformën e shpikësit të APLIKACIONIT MIT përmes elementit të quajtur flamur, në pronën e figurës.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Më pas duhet të mësosh se si të shkruash emrin e vendit në anglisht dhe si të thuash largohu dhe më shtyp në gjuhën e atij vendi.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Së fundi, duhet të shtoni blloqet e nevojshme që aplikacioni të funksionojë në gjuhën e re.","challenges-content.app-that-counts-in-several-languages.materials.0":"Për të zhvilluar një aplikacion ju duhet një kompjuter ose një laptop me qasje në internet.","challenges-content.app-that-counts-in-several-languages.materials.1":"Krijoni një llogari në platformën e APLIKACIONIT MIT Inventor, të arritshme përmes https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Është gjithashtu e nevojshme të instalohet aplikacioni MIT AI2 Companion në smartphone në mënyrë që të testohet aplikacioni i zhvilluar.","challenges-content.coding-with-art-through-storytelling.title":"Kodimi me artin përmes Storytelling","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara dhe Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Të kultivojë aftësitë e vëzhgimit, interpretimit dhe marrjes në pyetje përmes angazhimit me artin.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Të jemi krijues dhe të bashkëpunojmë me të tjerët për një qëllim të përbashkët","challenges-content.coding-with-art-through-storytelling.purposes.2":"Për të krijuar një algoritëm në mënyrë që të ritregojë historinë.","challenges-content.coding-with-art-through-storytelling.description":"Në këtë sfidë studentët do të frymëzohen nga një vepër arti, do të krijojnë një histori dhe do ta ilustrojnë atë. Pastaj ata do të përpiqen të ritregojnë historinë duke përdorur një komplet robotik të programueshëm/ose si një aktivitet i shkëputur.","challenges-content.coding-with-art-through-storytelling.materials.0":"Ky aktivitet mund të zbatohet si një aktivitet i shkëputur ose duke përdorur një robot edukativ të programueshëm siç është roboti beebot/bluebot/mouse.","challenges-content.coding-with-art-through-storytelling.materials.1":"kartat e shigjetave të beebotit ose kartat e shigjetave për aktivitetin e shkyçur","challenges-content.coding-with-art-through-storytelling.materials.2":"Në greqisht.","challenges-content.coding-with-art-through-storytelling.materials.3":"Në mënyrë që të mësoni më shumë për Projektin Zero\\ 's Thinking Routine Toolbox që mund të vizitoni","challenges-content.coding-with-art-through-storytelling.example.0":"Mësuesi punon me nxënësit për të modeluar një algoritëm me kartat që do të japin udhëzime për Bee-Bot ose robot tjetër për të arritur në ngjarjen e parë të tregimit në tapet. Nxënësit punojnë në ekipe prej 3-4 personash për të hartuar një algoritëm që roboti të kalojë në sekuencën tjetër. Nxënësit testojnë algoritmet e tyre në tapetin dhe ndreqjen e gabimeve në klasë, sipas nevojës.","challenges-content.coding-with-art-through-storytelling.example.1":"Ata vazhdojnë të kalojnë nëpër sa më shumë ngjarje historish që munden","challenges-content.coding-with-art-through-storytelling.example.2":"Ky aktivitet mund të zbatohet edhe si një aktivitet i shkyçur.","challenges-content.coding-with-art-through-storytelling.example.3":"Një fëmijë është roboti - një fëmijë tjetër programuesi. Programuesi krijon një rrugë algoritmike duke përdorur kartat me shigjeta në mënyrë që të ndihmojë robotin të lëvizë nga një imazh në tjetrin dhe të ritregojë historinë. Sa herë që roboti është në një imazh, i kërkohet të tregojë një pjesë të historisë.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Mësuesi u kërkon nxënësve të vëzhgojnë një pikturë/fotografi.","challenges-content.coding-with-art-through-storytelling.instructions.1":'Ata përdorin rutinën e të menduarit "Fillimi, Mesi, Fundi" (Projekti Zero i Shkollës së Harvardit) për të krijuar një histori.',"challenges-content.coding-with-art-through-storytelling.instructions.2":'Mësuesi i pyet ata "Nëse kjo vepër arti është fillimi/mesi/fundi i një historie, çfarë mund të ndodhë më pas/para/në fund?',"challenges-content.coding-with-art-through-storytelling.instructions.3":"Nxënësit ilustrojnë ngjarjet e tregimit.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Nxënësit kujtojnë historinë dhe i vendosin ngjarjet në rrjet. Duke përdorur karta me shigjeta, ato krijojnë një algoritëm që ndihmon beebot-in të ritregojë historinë.","challenges-content.coding-with-legoboost.title":"Kodimi dhe programimi me LegoBoost - Extension Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"të ndërtohen modele duke përdorur LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"të zhvillohen aftësitë e programimit në Scratch.","challenges-content.coding-with-legoboost.purposes.2":"të programohen robotë duke përdorur komanda nga të thjeshta në komplekse.","challenges-content.coding-with-legoboost.description":"Në këtë sfidë, studentët do të përdorin zgjatimin Scratch-LegoBoost dhe do të shkruajnë kode në aplikacion për robotët për të ecur përpara, prapa, për të shmangur pengesat dhe komandat zanore.","challenges-content.coding-with-legoboost.duration":"120 minuta","challenges-content.coding-with-legoboost.instructions.0":"Hyni në aplikacionin Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Hapni Scratch Link dhe aktivizoni Bluetooth në laptop.","challenges-content.coding-with-legoboost.instructions.2":"Klikoni Shto një zgjatim nga Scratch dhe zgjidhni LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Shtoni një fotografi për Javën e Kodimit të BE-së.","challenges-content.coding-with-legoboost.instructions.4":"Ndizni dy motorët AB në ON dhe kur ndeshni një pengesë të kuqe, fikeni në OFF.","challenges-content.coding-with-legoboost.instructions.5":"Në motorin me ngjyrë jeshile, A është i ndezur, në motorin me ngjyrë të zezë, B është i ndezur.","challenges-content.coding-with-legoboost.instructions.6":"Pengesat e gjelbra, të kuqe dhe të zeza do të vendosen në një rrugë.","challenges-content.coding-with-legoboost.instructions.7":"Shtoni komanda për lëvizjen dhe kthesat nga shigjetat dhe teksti në të folur kur hasni një pengesë.","challenges-content.coding-with-legoboost.instructions.8":"Testoje!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1DwBBkXL-6Wd1lC8wIAMHg_639doWpAwX","challenges.title":"SFIDAT E EU CODE WEEK","challenges.date":"9-24 tetor 2021","challenges.common.target-audience":"Audienca e synuar","challenges.common.pre-primary":"Nxënësit parashkollorë","challenges.common.experience":"Eksperienca","challenges.common.duration":"Kohëzgjatja","challenges.common.materials":"Materialet e rekomanduara","challenges.common.purpose":"Qëllimi","challenges.common.description":"Përshkrimi","challenges.common.instructions":"Udhëzime","challenges.common.example":"Shembull","challenges.common.written-by.0":"Kjo sfidë është shkruar nga","challenges.common.written-by.1":"dhe është pjesë e","challenges.common.teachers":"Mësuesit","challenges.common.students":"Nxënësit","challenges.common.beginner":"Fillestar","challenges.common.intermediate":"Mesatar","challenges.common.advanced":"I përparuar","challenges.common.1-hour":"1 orë","challenges.main.0":"Gjatë EU Code Week, 9-24 tetor 2021, ju ftojmë të zhvilloni një ose më shumë sfida të EU Code Week.","challenges.main.1":"Cilat janë sfidat e EU Code Week?","challenges.main.2":"Sfidat e EU Code Week janë aktivitete që mund t’i bëni vetë, në klasë, me kolegë ose miq. Do të donit të merrnit pjesë në Code Week, por nuk keni vërtet një ide se çfarë të organizoni? Mos shikoni më tej! Ne kemi hartuar së bashku me partnerët e EU Code Week një përzgjedhje sfidash të lehta për t’u realizuar, që përfshijnë shembuj konkretë se si ta përdorni në një klasë ose grup. Ekzistojnë gjithashtu udhëzime se si të kryeni sfidat, por ju mund t’i përshtatni ato në mënyrë që t’u përshtaten nevojave, interesave dhe moshës së pjesëmarrësve tuaj. Ju mund të përdorni çdo mjet dhe teknologji që ju pëlqen, por ne rekomandojmë materiale me burim të hapur.","challenges.main.3":"Zgjidhni një ose disa sfida, përshtateni me grupin tuaj ose klasën tuaj dhe ndajini rezultatet në Instagram për të inkurajuar edhe më shumë kolegë dhe miq për t’u angazhuar në argëtimin e Code Week!","challenges.main.4":"Klikoni mbi sfidën për të mësuar më shumë rreth saj:","challenges.main.5":"Kush mund të bashkohet?","challenges.main.6":"Të gjithë (shkollat, mësuesit, bibliotekat, klubet e kodimit, bizneset, autoritetet publike) janë të ftuar të festojnë EU Code Week 2021 duke zhvilluar një #EUCodeWeekChallenge.","challenges.main.7":"Si të merrni pjesë në Sfidën e EU Code Week 2021?","challenges.main.8":"Zgjidhni një sfidë që dëshironi të kryeni.","challenges.main.9":"Bashkojini pjesëmarrësit tuaj në dyshe ose grupe. Puna në ekip dhe bashkëpunimi janë çelësi për kryerjen me sukses të një sfide nëse e organizoni aktivitetin tuaj personalisht ose në internet si një aktivitet bashkëpunues kombëtar ose ndërkombëtar.","challenges.main.10":"Shpërndajeni sfidën tuaj","challenges.main.11":"Dëshironi të fitoni disa shpërblime me Code Week? Nëse po, atëherë lëreni punën tuaj të bëhet virale!","challenges.main.12":"Pasi të keni përfunduar sfidën, shpërndajeni atë në Instagram.","challenges.main.13":"Fituesit do të zgjidhen çdo ditë gjatë Code Week midis 9 - 24 tetor dhe do të shpallen në kanalin tonë në Instagram, kështu që mos harroni të kontrolloni njoftimet tuaja rregullisht.","challenges.share.0":"Si t'i shpërndani sfidat tuaja në Instagram?","challenges.share.1":"Prekni butonin Edit profile (Modifiko profilin)","challenges.share.2":"Shtoni lidhjen e punës tuaj në fushën Website (Uebsajti) dhe ruajeni","challenges.share.3":"Krijoni një postim të ri","challenges.share.4":"Shtoni një pamje të ekranit të punës tuaj","challenges.share.5":"Shkruani një përshkrim tërheqës","challenges.share.6":"Sigurohuni që të specifikoni ‘Link in Bio’ (Lidhja te përshkrimi)","challenges.share.7":"Shtoni #EUCodeWeekChallenge","challenges.share.8":"Përmendni dhe etiketoni @CodeWeekEU","challenges.share.9":"Preferoni t’i ndani sfidat tuaja në Facebook?","challenges.share.10":"EU Code Week do të vendosin një postim të ri të Sfidës në faqen e tyre në","challenges.share.11":"Facebook","challenges.share.12":"çdo ditë dhe do të zgjedhin fituesin për çmimin nga komentet nën postim.","challenges.share.13":"Si funksionon?","challenges.share.14":"Thjesht komentoni postimin me lidhjen e punës suaj.","challenges.share-box.0":"Ndani lidhjen te puna juaj në","challenges.share-box.1":"Instagram Bio","challenges.share-box.2":"trokitni mbi butonin","challenges.share-box.3":"Edit Profile (Modifiko profilin)","challenges.share-box.4":"në Instagram dhe shtoni lidhjen e punës suaj në fushën Website (Uebsajti). Pas kësaj, krijoni një postim të ri, shtoni një pamje të ekranit të punës tuaj, shkruani ","challenges.share-box.5":"Link in Bio (Lidhja te përshkrimi)","challenges.share-box.6":"shtoni hashtagun #EUCodeWeekChallenge dhe përmendni @CodeWeekEU","challenges.share-box.7":"Preferoni t’i ndani sfidat tuaja në","challenges.share-box.8":"EU Code Week do të vendosë","challenges.share-box.9":"një postim Sfide të re në","challenges.share-box.10":"faqen në Facebook","challenges.share-box.11":"Atëherë ju duhet thjesht të komentoni postimin me lidhjen e punës suaj","challenges.share-box.12":"Fituesit do të zgjidhen dhe do t’u ofrohen shpërblime të Code Week çdo ditë gjatë Code Week midis 9 - 24 tetor dhe do të shpallen në kanalet tona në Instagram dhe Facebook, kështu që mos harroni të kontrolloni njoftimet tuaja rregullisht.","challenges.take-part.0":"Pse të merrni pjesë në një sfidë të EU Code Week?","challenges.take-part.1":"Për t’u angazhuar në zgjidhjen e problemeve dhe aktivitetet e kodimit.","challenges.take-part.2":"Për të punuar së bashku me bashkëmoshatarët.","challenges.take-part.3":"Për të përhapur mesazhin mbi rëndësinë e kodimit.","challenges.download.0":"Klikoni","challenges.download.1":"këtu","challenges.download.2":"për ta shkarkuar këtë sfidë si një dokument Word","challenges.bingo.0":"Plotësoni të gjitha Sfidat","challenges.bingo.1":"Sfida përfundoi? Shtypni","challenges.bingo.2":"kartën bingo","challenges.bingo.3":"dhe shënoni flluskën e vogël të bardhë në të majtë lart","challenges.bingo.4":"Ndani Sfidën tuaj në mediat sociale dhe fitoni disa çmime fantastike të Code Week","challenges.bingo.5":"Thjesht ngarkoni një fotografi me radhën(t) e përfunduar(a), kolona ose edhe më mirë - të gjithë bingon - në","challenges.bingo.6":"Facebook, Instagram ose Twitter","challenges.bingo.7":"Sigurohuni që të përdorni","codeweek4all.title":"Sfida Code Week 4 All","codeweek4all.text":"Sfida Code Week 4 All ju inkurajon të lidhni aktivitetet tuaja me aktivitetet e tjera të organizuara nga miqtë, kolegët dhe të njohurit, dhe së bashku të fitoni Certifikatën e Përsosmërisë të Code Week.","codeweek4all.what.title":"Çfarë është kjo?","codeweek4all.what.content":`

Përveç paraqitjes së aktivitetit tuaj në hartën e EU Code Week, ju mund të angazhoni edhe të tjerë në rrjetin tuaj që të bëjnë të njëjtën gjë. Nëse ju dhe partnerët tuaj arrini një prej kufijve të mëposhtëm, ju të gjithë do të fitoni Certifikatën e Përsosmërisë së Code Week!

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Kriteret për të fituar Certifikatën e Përsosmërisë:

`,"codeweek4all.what.criteria1":"500 studentë pjesëmarrës","codeweek4all.what.criteria2":"10 aktivitete të lidhura (nga 10 organizatorë të ndryshëm)","codeweek4all.what.criteria3":"3 shtete të përfshira","codeweek4all.what.andor":"Dhe / ose","codeweek4all.howto.title":"Si të merrni pjesë?","codeweek4all.howto.time":"Sfida Code Week 4 All do të zgjasë deri në fund të vitit kalendarik. Certifikatat do të jepen në fillim të vitit të ardhshëm, në janar ose shkurt.","codeweek4all.howto.content":'Vizitoni faqen Shto aktivitet dhe plotësoni të dhënat e nevojshme të aktivitetit tuaj të kodimit.',"codeweek4all.howto.first_alliance.1":"Klikoni te “Dërgo”.","codeweek4all.howto.first_alliance.2":"Pasi aktiviteti juaj të jetë pranuar, do të merrni një email konfirmimi me kodin tuaj unik Code Week 4 All.","codeweek4all.howto.first_alliance.3":"Kopjojeni kodin dhe ndajeni me kolegët tuaj dhe të tjerët në rrjetin tuaj që po organizojnë gjithashtu një aktivitet kodimi. Përhapni fjalën për të inkurajuar të tjerët të marrin pjesë!","codeweek4all.howto.first_alliance.4":"Pas përfundimit të fushatës, të gjithë organizatorëve të aktivitetit do t’u kërkohet të raportojnë se sa pjesëmarrës kanë përfshirë. Nëse arrini kufirin me sukses, ju dhe kolegët tuaj që janë pjesë e rrjetit tuaj do të merrni Certifikatën e Përsosmërisë!","codeweek4all.howto.first_alliance.title":"Nëse jeni i pari ndër partnerët tuaj:","codeweek4all.howto.existing_alliance.1":"Ngjisni kodin që keni marrë nga nismëtari, personi i parë që ndërtoi partneritetin, në qelizën e fushës KODI I CODE WEEK 4 ALL.","codeweek4all.howto.existing_alliance.2":"Klikoni te “Dërgo”.","codeweek4all.howto.existing_alliance.3":"Përhapni fjalën (dhe kodin!) që më shumë organizatorë të bashkohen me aleancën tuaj.","codeweek4all.howto.existing_alliance.4":"Pas përfundimit të fushatës, të gjithë organizatorëve të aktivitetit do t’u kërkohet të raportojnë se sa pjesëmarrës kanë përfshirë. Nëse arrini kufirin me sukses, ju dhe kolegët tuaj që janë pjesë e rrjetit tuaj do të merrni Certifikatën e Përsosmërisë!","codeweek4all.howto.existing_alliance.title":"Nëse po bashkoheni me një partneritet ekzistues:","codeweek4all.why.1":"Për të përhapur mesazhin rreth rëndësisë së kodimit.","codeweek4all.why.2":"Për të parë një numër të madh studentësh të përfshirë.","codeweek4all.why.3":"Për të krijuar lidhje me organizatat dhe/ose shkollat në komunitetin tuaj ose në nivel ndërkombëtar.","codeweek4all.why.4":"Për të gjetur mbështetje nga organizatorë dhe mësues të tjerë.","codeweek4all.why.5":"Për të fituar një Certifikatë Përsosmërie.","codeweek4all.why.title":"Pse të bashkoheni me sfidën?","codeweek4all.superorganiser-title":"Certifikatë si Super-Organizator","codeweek4all.superorganiser":'Ju mund të fitoni gjithashtu një Certifikatë si Super-Organizator. Për ta bërë këtë, duhet të organizoni dhe të regjistroni të paktën 10 aktivitete të veçanta në shkollën ose organizatën tuaj, ose në internet.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Pyetje","coding-at-home.material.required":"Materialet e nevojshme","coding-at-home.material.chequered":"tabela me katrorë","coding-at-home.material.footprint":"pllakëza me imazhe të gjurmëve","coding-at-home.intro.title":"Hyrje në Coding@Home","coding-at-home.explorer.title":"Eksploruesi","coding-at-home.explorer.text":"Eksploruesi është aktiviteti i parë i Coding@Home. Zhvendoseni eksploruesin nëpër tabelë për të arritur objektivin pasi të përshkoni sa më shumë katrorë. ","coding-at-home.explorer.questions.content.1":"P1. Me pozicionet e fillimit dhe mbarimit të paraqitura në video, a është e mundur që eksploruesi të përshkojë të gjitha kutitë në tabelë?","coding-at-home.explorer.questions.content.2":"P2. Cilat pozicione fillimi dhe mbarimi e pengojnë eksploruesin të përshkojë numrin më të madh të kutive në tabelë?","coding-at-home.right-and-left.title":"Djathtas dhe majtas","coding-at-home.right-and-left.text":"Djathtas dhe e majtas është një lojë konkurruese dhe bashkëpunuese. Të dy ekipet bashkëpunojnë për të krijuar një rrugëtim drejt objektivit, ndërsa ata garojnë të përdorin sa më shumë të pllakëza që u janë caktuar: skuadra e verdhë përpiqet të futë sa më shumë kthesa në të majtë dhe skuadra e kuqe përpiqet të futë sa më shumë kthesa në të djathtë të jetë e mundur.","coding-at-home.right-and-left.questions.content.1":"P1. Me fillimin dhe mbarimin e vendosur si në lojën e parë në këtë video, a është e mundur që një nga dy skuadrat të fitojë?","coding-at-home.right-and-left.questions.content.2":"P2. Me fillimin dhe mbarimin e vendosur si në lojën e fituar nga Ana, a mund të ketë barazim?","coding-at-home.right-and-left.questions.content.3":"P3. A ka ndonjë vendosje fillimi dhe mbarimi që favorizon njërën nga dy skuadrat?","coding-at-home.right-and-left.questions.content.4":"P4. Duke pasur parasysh prirjen ndërmjet pozicioneve të fillimit dhe të mbarimit, a është e mundur të parashikoni sa do të jetë boshllëku midis ekipit fitues dhe humbës?","coding-at-home.keep-off-my-path.title":"Mos u fut në rrugën time","coding-at-home.keep-off-my-path.text":"Mos u fut në rrugën time është një lojë konkurruese me dy skuadra. Duke filluar nga skajet e kundërta të tabelës, të dy skuadrat ndërtojnë rrugë që pengojnë njëra-tjetrën. Fiton skuadra që parandalon tjetrin të zgjasë rrugën e tij.","coding-at-home.keep-off-my-path.questions.content.1":"P1. A ka ndonjë pikë fillestare që favorizon njërën nga dy skuadrat?","coding-at-home.keep-off-my-path.questions.content.2":"P2. A mund të ketë barazim?","coding-at-home.keep-off-my-path.questions.content.3":"P3. A ka avantazh lojtari që lëviz i pari?","coding-at-home.keep-off-my-path.questions.content.4":"P4. A ka ndonjë strategji të përkryer loje që lojtari i cili lëviz së pari mund të përdorë për t'u siguruar që të mos humbasë kurrë?","coding-at-home.tug-of-war.title":"Luftë tërheqjeje","coding-at-home.tug-of-war.text":"Luftë tërheqjeje është një lojë bashkëpunimi dhe konkurrimi. Duke u nisur nga qendra e fundit të tabelës, dy skuadra (e verdha dhe e kuqja) punojnë së bashku për të mbërritur në krye. Skuadra e verdhë përpiqet të mbërrijë kutitë në të majtë ndërsa skuadra e kuqe përpiqet të mbërrijë kutitë në të djathtë.","coding-at-home.tug-of-war.questions.content.1":"P1. A ka një strategji që gjithmonë rezulton në fitore?","coding-at-home.tug-of-war.questions.content.2":"P2. A ka avantazh lojtari që lëviz i pari?","coding-at-home.tug-of-war.questions.content.3":"P3. Nëse të dy lojtarët janë njëlloj të vëmendshëm, a përfundon loja gjithmonë barazim, pra në qendër?","coding-at-home.explorer-without-footprints.title":"Eksploruesi pa gjurmë","coding-at-home.explorer-without-footprints.text":"Eksploruesi shëtit rreth tabelës nga pika e fillimit deri në objektiv, duke u përpjekur të përshkojë të gjitha kutitë. Ndërsa eksploruesi ecën ai lë gjurmë me ngjyrë, të cilat lejojnë që roboti të ndjekë hapat duke interpretuar ngjyrat. Loja bëhet edhe më intriguese kur eksploruesi pastron gjurmët duke lënë vetëm ngjyrat.","coding-at-home.explorer-without-footprints.material":"si dhe shënjues (ose lapsa) të kuq, të verdhë dhe gri","coding-at-home.explorer-without-footprints.questions.content.1":"P1. Cili është ndryshimi midis tabelës plot gjurmë me ngjyra dhe asaj me ngjyra, por pa gjurmë?","coding-at-home.explorer-without-footprints.questions.content.2":"P2. Cila tabelë ofron më shumë liri të lëvizjes, duke mbajtur të njëjtat rregulla për kthesat siç tregohet nga ngjyra?","coding-at-home.explorer-without-footprints.questions.content.3":"P3. A ka rrugë të mundshme në tabelën me ngjyra, të cilat nuk janë të mundshme në tabelën me gjurmë me ngjyra?","coding-at-home.explorer-without-footprints.questions.content.4":"P4. A ka rrugë të mundshme në tabelën me gjurmë me ngjyra, të cilat nuk janë të mundshme në tabelën me ngjyra?","coding-at-home.walk-as-long-as-you-can.title":"Ec sa më gjatë që të mundesh","coding-at-home.walk-as-long-as-you-can.text":"Në këtë aktivitet sfida është të qëndrosh sa më gjatë që të mundesh në fushë duke përdorur ngjyrat në vend të gjurmëve të këmbëve. Aktiviteti vështirësohet kur rritet liria e lëvizjes","coding-at-home.walk-as-long-as-you-can.coloured-cards":"karta me ngjyra ose kolora të kuq, të verdhë dhe gri","coding-at-home.walk-as-long-as-you-can.questions.content.1":"Pyetja 1. Kur përplasen dy rrugët dhe bllokojnë njëra-tjetrën?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"Pyetja 2. Kjo lojë paraqitet si lojë me dy lojtarë. A është e mundur që të luajnë në të 3 ose 4 lojtarë? Si duhet t’i ndryshojmë rregullat?","coding-at-home.ada-charles-roby.title":"Ada, Çarlsi dhe Roby","coding-at-home.ada-charles-roby.text":"Historia e Ada Lovlejs dhe Çarls Babixh është interesante. Ata krijuan dhe programuan kompjuterë njëqind vjet përpara shpikjes së tyre reale","coding-at-home.ada-charles-roby.material":"plastelinë dhe një laps i shkurtër","coding-at-home.ada-charles-roby.questions.content.1":"Pyetja 1. Përpiqu të imagjinosh se roboti që ndërtove me plastelinë dhe laps është në gjendje të lëvizë në fushë për të arritur çdo pozicion dhe, nëse është e nevojshme, të gjejë rrugën e tij. Çfarë udhëzimesh do të përdorje për ta programuar?","coding-at-home.cody-and-roby.title":"Cody dhe Roby","coding-at-home.cody-and-roby.text":"Kjo është një lojë me role me programuesin, Cody, dhe robotin, Roby. Videoja prezanton kartat e CodyRoby, që do t’i përdorim nga tani e tutje për të përcaktuar lëvizjet në bord. Cody do t’i përdorë këto karta për t’i dhënë Roby udhëzime rreth mënyrës së lëvizjes në fushë","coding-at-home.cody-and-roby.material":"fushë me kuadrate me etiketa, karta udhëzimesh (majtas, djathtas, përpara) dhe çdo numërues që do të vendoset në fushë","coding-at-home.cody-and-roby.starter-kit":"Set fillestar i CodyRoby","coding-at-home.cody-and-roby.questions.content.1":"Pyetja 1. Ku mbërrin Roby nëse, duke u nisur nga pozicioni C2 me pamje nga jugu, ai kryen sekuencën e fundit të udhëzimeve të treguara në video?","coding-at-home.cody-and-roby.questions.content.2":"Pyetja 2. A mundet që lëvizjet që kryen Roby duke ekzekutuar sekuencën e fundit të udhëzimeve në video, të përshkruhen duke aplikuar udhëzimet e CodyFeet ose CodyColor në fushë?","coding-at-home.cody-and-roby.questions.content.3":"Pyetja 3. Tre llojet e udhëzimeve të prezantuara në video, të paraqitura me karta të gjelbra, të kuqe dhe të verdha, përbëjnë një set udhëzimesh që mund ta drejtojnë Roby-n kudo në fushë. A mund të krijosh një set udhëzimesh me më pak se 3 udhëzime për të bërë të njëjtën gjë?","coding-at-home.the-tourist.title":"Turisti","coding-at-home.the-tourist.text":"Me kartat CodyRoby, dy ekipet sfidojnë njëra-tjetrën për të gjetur, brenda një kohe sa më të shkurtër, sekuencën e udhëzimeve që do ta drejtojnë turistin drejt monumenteve që do të vizitojë në fushë","coding-at-home.the-tourist.material":"Kartat më të mëdha mund të jenë të dobishme për të luajtur në dysheme","coding-at-home.the-tourist.questions.content.1":"Pyetja 1. Çfarë sekuence udhëzimesh do ta drejtonin turistin drejt Statujës së Rafaelit në shembullin e parë të shfaqur në video?","coding-at-home.the-tourist.questions.content.2":"Pyetja 2. Çfarë sekuence udhëzimesh do ta drejtonin turistin drejt Torriçinit të Pallatit të Dukës në shembullin e dytë të shfaqur në video?","coding-at-home.the-tourist.questions.content.3":"Pyetja 3. A mund të mendosh një mënyrë argëtuese për të bërë ushtrime çdo herë që një prej dy ekipeve zgjedh një kartë për ta shtuar në program? Shpik një mënyrë duke rimenduar garën e shfaqur në video","coding-at-home.material2.chequered-with-labels":"fushë me katrorë me etiketa","coding-at-home.material2.cards":"24 letra “shko përpara”, 8 letra “kthehu majtas”, 8 letra “kthehu djathtas”","coding-at-home.material2.larger-cards":"rekomandohen letra më të mëdha për versionin e dyshemesë","coding-at-home.material2.video":"Videoja gjithashtu shpjegon se si të luash pa pasur tufë me letra","coding-at-home.material2.pieces-of-paper":"Nevojiten gjithashtu 24 copa letre për t’u vendosur mbi katrorët e shkelur më parë","coding-at-home.material2.card-alternative":"Si alternativë ndaj tufës së letrave të CodyRoby, mund të përdorësh ikonat e letrave të disponueshme këtu","coding-at-home.material2.small-drawings":"Mund të shtohen vizatime të vogla për të ndihmuar me tregimin e historisë. Ato që përdoren në video janë këtu","coding-at-home.material2.rest-of-cards":"Për të tjerat përdorim letrat e CodyRoby, CodyFeet ose CodyColour.","coding-at-home.catch-the-robot.title":"Kap robotin","coding-at-home.catch-the-robot.text":"“Kap robotin” është një lojë konkurruese tavoline ose dyshemeje. Lojtari që kap robotin e ekipit kundërshtar duke arritur katrorin e tij në fushë, fiton. Rastësia e letrave kërkon që të dyja ekipet të përshtatin vazhdimisht strategjitë e tyre.","coding-at-home.catch-the-robot.questions.content.1":"P1. Nëse ushtari rozë (Roby) është në katrorin qendror C3 me pamje nga veriu, dhe skuadra rozë ka 2 letra “shko përpara”, 2 letra “kthehu majtas” dhe 1 letër “kthehu djathtas”, në cilët katrorë mund të shkojë ai?","coding-at-home.the-snake.title":"Gjarpri","coding-at-home.the-snake.text":"Gjarpri është një lloj loje solo që luhet me letrat e CodyRoby. Objektivi i lojës është të drejtohet gjarpri nëpër të gjithë katrorët në fushë pa kafshuar bishtin.","coding-at-home.the-snake.questions.content.1":"P1. A ka ndonjë pikë nisjeje që e bën të pamundur të shkelen të gjithë katrorët pa kafshuar bishtin e gjarprit?","coding-at-home.storytelling.title":"Tregimi i historisë","coding-at-home.storytelling.text":"Tema e sotme është tregimi i historisë! Përdor udhëzimet e CodyRoby, gjurmët e këmbëve të CodyFeet, ose ngjyrat e CodyColour, për të drejtuar ushtarët nëpër fushë për të treguar një histori. Shpërndajini pjesët e ndryshme të historisë nëpër fushë.","coding-at-home.storytelling.questions.content.1":"P1. Cili është mjeti më i përdorshëm për të drejtuar Roby në tregimin e historisë?","coding-at-home.storytelling.questions.content.2":"P2. A mund t’i sistemosh pjesët e historisë që dëshiron të tregosh në fushë në pozicione që e bëjnë të pamundur arritjen e të gjithave me CodyFeet?","coding-at-home.two-snakes.title":"“Dy gjarpërinjtë”","coding-at-home.two-snakes.text":"Duke përdorur kartat e CodyRoby, dy gjarpërinj lëvizin rrotull tavolinës duke u përpjekur të bllokojnë lëvizjen e njëri-tjetrit. Rregulli bazë është shumë i thjeshtë: nuk mund të kthehesh në një kuadrat ku ka shkelur më parë një gjarpër. Fituesi është gjarpri që mund të lëvizë rrotull lirshëm më gjatë.","coding-at-home.two-snakes.material":"Kartat e CodyRoby, një fushë me kuadrate 5×5, dy ushtarë, dhe një copë letre që do të përdoret për të shënuar kutitë që janë shkelur tashmë.","coding-at-home.two-snakes.questions.content.1":"Q1. Në konfigurimin fillestar të treguar në video, nëse dy lojtarët nuk tërheqin kartat e verdha për t’u kthyer majtas, cilat karta duhet të shpresojnë të tërheqin?","coding-at-home.round-trip.title":"“Udhëtim vajtje-ardhje”","coding-at-home.round-trip.text":"Ekipet luajnë me radhë. I pari planifikon udhëtimin e vajtjes ndërsa i dyti duhet ta kthejë Roby përsëri në pikën e nisjes. Duket e lehtë, por nuk është, sidomos nëse e planifikon lëvizjen vetëm në mendje pa e lëvizur robotin Roby...","coding-at-home.round-trip.material":"Kartat e CodyRoby, një fushë me kuadrate 5×5, dy ushtarë, dhe një copë letre që do të përdoret për të shënuar kutitë që janë shkelur tashmë.","coding-at-home.round-trip.questions.content.1":"Q1. A është e mundur që programi që kthen robotin Roby përsëri në pikën e nisjes, të jetë më i shkurtër (pra, i përbërë nga më pak udhëzime) se ai i nisjes?","coding-at-home.meeting-point.title":"Pika e nisjes","coding-at-home.meeting-point.text":"Kësaj here ne planifikojmë lëvizjet tona përpara se të nisemi. Dy ekipet i vendosin kartat në tavolinë për të krijuar sekuencën e udhëzimeve që do të lëvizin robotët përkatës, por nuk lëviz asgjë derisa një prej lojtarëve të thotë “Fillo!”. Në atë pikë përfundon programimi dhe fillon veprimi. Lojtari që tha “Fillo!” fiton vetëm nëse dy robotët, secili duke ekzekutuar udhëzimet e ekipit, përfundon në të njëjtin kuadrat.","coding-at-home.meeting-point.material":"Kartat e CodyRoby, një fushë me kuadrate 5×5, dy ushtarë.","coding-at-home.meeting-point.questions.content.1":"Q1. Nëse mendon se është e mundur që dy robotë të mos takohen asnjëherë, shpikni rregulla loje që mbulojnë të gjitha situatat e mundshme.","coding-at-home.follow-the-music.title":"“Ndiq muzikën”","coding-at-home.follow-the-music.text":"Kur sekuencat e udhëzimeve të programimit përsëriten periodikisht, është njësoj si të kishin një ritëm. Nëse e shoqërojmë një tingull me secilin udhëzim, mund ta udhëzojmë robotin Roby me muzikë. Kjo është pikërisht ajo që do të bëjmë këtë herë. Do të krijoj një program për ty duke përdorur tinguj të ndryshëm që përfaqësojnë udhëzime të ndryshme, dhe do ta lëvizësh robotin Roby nëpër fushë duke ndjekur këto udhëzime të bazuara te tingujt.","coding-at-home.follow-the-music.material":"Përveç kartave të CodyRoby, fushës me kuadrate dhe ushtarëve, na duhen tre tinguj të ndryshëm. Unë përdora tri gota të mbushura me sasi të ndryshme uji, po ti çfarë do të përdorësh?","coding-at-home.follow-the-music.questions.content.1":"Q1. Provo të ndjekësh videon dhe orientohu nga tingujt që prodhojnë gotat, pa parë te kartat. A mund t’i dallosh dhe ekzekutosh udhëzimet e krijuara nga tingujt?","coding-at-home.follow-the-music.questions.content.2":"Q2. Zgjidh tre tinguj për t’i shoqëruar me tre udhëzime bazë. Krijo një sekuencë tingujsh që mund ta përsërisje pafundësisht pa e nxjerrë asnjëherë robotin Roby jashtë fushës...","coding-at-home.follow-the-music.colour-everything.title":"Ngjyros gjithçka","coding-at-home.follow-the-music.colour-everything.text":"A mund t’i drejtojmë robotët rreth fushës në mënyrë të tillë që të bëjnë një vizatim me gjurmët e tyre? Në këtë aktivitet, ne luajmë me kodimin dhe artin me pikselë, që është formimi i imazheve në kuti në një fushë me kuadrate, si pikselët në një ekran.","coding-at-home.follow-the-music.colour-everything.material":"Kartat e CodyRoby, një fushë me kuadrate dhe një ushtar. Për të ngjyrosur kutitë përdorni copa letre për t’i vendosur në kuti, ose ngjyrosni kutitë me kolor.","coding-at-home.follow-the-music.colour-everything.questions.content.1":"A është e mundur që të vizatohen dy zemrat si në pjesën përfundimtare të videos duke udhëzuar robotin në të gjitha kutitë e nevojshme pa kaluar dy herë në një kuti?","coding-at-home.follow-the-music.codyplotter-and-codyprinter.title":"CodyPlotter dhe CodyPrinter","coding-at-home.follow-the-music.codyplotter-and-codyprinter.text":"Çfarë ndryshimi ka mes një “plotteri” dhe një “printeri”? Zbuloje këtë duke luajtur këtë aktivitet kodimi jashtë linje.","coding-at-home.follow-the-music.codyplotter-and-codyprinter.material":"përveç setit të CodyRoby, unë përdora një kolor të gjelbër dhe një robot të ri prej plasteline, por kjo është opsionale.","coding-at-home.follow-the-music.codyplotter-and-codyprinter.questions.content.1":"A mund të shpjegosh ndryshimin mes një “plotter” dhe një “printer”?","coding-at-home.follow-the-music.codyplotter-and-codyprinter.questions.content.2":"Çfarë dizajni do të prodhonte RobyPrinter duke lëvizur nëpër vijat në fushë, nëse do të ekzekutonte sekuencën e komandave të diktuara në fund të videos?","coding-at-home.follow-the-music.boring-pixels.title":"Pikselët e mërzitshëm!/Duke përdorur numrat","coding-at-home.follow-the-music.boring-pixels.text":"Duke i dhënë Roby udhëzime të formojë një figurë kuadrat pas kuadrati, piksel pas pikseli, ne zbulojmë se kur shumë kuadrate me radhë kanë të njëjtën ngjyrë, mund t’i përdorim numrat për ta bërë atë më interesante. Kompjuterët bëjnë të njëjtën gjë...","coding-at-home.follow-the-music.boring-pixels.material":"fletore me katrore ose fushë me kuadrate 5 × 5 e vizatuar në një fletë letre, kolor. Për të paraqitur kodin e vizatimit mund të përdorni stilolaps dhe letër.","coding-at-home.follow-the-music.boring-pixels.questions.content.1":"Provoni të bëni një dizajn me kuadrate dhe ta paraqisni atë me një kodim RLE. Madhësia e dizajnit është e barabartë me numrin e kuadrateve, por cila është madhësia e përfaqësimit të tij të RLE?","coding-at-home.follow-the-music.turning-code-into-pictures.title":"Kthejmë kodin në figura","coding-at-home.follow-the-music.turning-code-into-pictures.text.1":"Tani kemi parë se mund të krijojmë një kod që na lejon të vizatojmë një figurë. Kam menduar një vizatim dhe kam përdorur kodin për ta kthyer në shkronjat dhe numrat të cilat t’i kam dhënë. Ki parasysh shkronjat dhe numrat dhe përdor kodin për të rindërtuar vizatimin.","coding-at-home.follow-the-music.turning-code-into-pictures.text.2":"Ja imazhi që kisha menduar, bëje që të shfaqet në fletoren tënde dhe në fletoret e atyre që e dinë kodin!","coding-at-home.follow-the-music.turning-code-into-pictures.material":"letër (preferohet me katrore) dhe një stilolaps.","coding-at-home.follow-the-music.turning-code-into-pictures.questions.content.1":"Provo të dekodosh dhe vizatosh imazhet që përmenda në fund të videos.","coding-at-home.texts.1":"Coding@Home është një koleksion i videove të shkurtra, modeleve që i bëni vetë, gjëegjëzave, lojërave dhe sfidave të kodimit për përdorim të përditshëm në familje, si dhe në shkollë. Ju nuk duhet të keni njohuri të mëparshme ose pajisje elektronike për të kryer aktivitetet. Aktivitetet stimulojnë mendimin llogaritës dhe kultivojnë aftësitë e nxënësve, prindërve dhe mësuesve në shtëpi ose në shkollë.","coding-at-home.texts.2":`Seria Coding@Home e EU Code Week bazohet në iniciativës « Coding in famiglia» të Universitetit të Urbinos dhe Shoqatës CodeMOOCnet në bashkëpunim me Rai Cultura. Alessandro Bogliolo është Profesori i Sistemeve të Përpunimit të Informacionit në Universitetin e Urbinos, Ambasador i EU Code Week dhe koordinator i të gjithë ambasadorëve si dhe anëtar i Bordit Drejtues të Koalicionit të Aftësive Dixhitale dhe Punës. `,"coding-at-home.texts.3":'Nëse jeni të interesuar për aktivitete më të shkëputura ose aktivitete në gjuhë të ndryshme programimi, robotikë, mikro:bit etj., vizitoni EU Code Week “Mësimet” me video mësimore dhe plane mësimore për shkollat e ciklit fillor, të mesme të ulëta dhe të mesme. Shikoni gjithashtu faqen e burimeve të EU Code Week për nxënësit dhe mësuesit. ',"community.titles.0":"Komuniteti","community.titles.1":"Ambasadorët","community.titles.2":"Mësuesit drejtues","community.titles.3":"Koordinatorët e Edu","community.titles.4":"Vullnetarët për EU Code Week","community.intro.0":"EU Code Week ka sukses falë një komuniteti të gjerë vullnetarësh ndërkombëtarë. Në këtë faqe mund të takoni anëtarët që janë aktivë në vendin tuaj.","community.intro.1":"Baza e EU Code Week janë Ambasadorët, mësuesit drejtues dhe përfaqësuesit e ministrive të arsimit në BE dhe vendet e Ballkanit Perëndimor - “Koordinatorët Edu”.","community.intro.2":"Mësoni më shumë rreth komunitetit tuaj lokal duke zgjedhur vendin tuaj:","community.ambassadors":"Ambasadorët e EU Code Week janë pika kryesore e kontaktit për Code Week në secilin vit dhe ndihmojnë të përhapin vizionin e Code Week në nivel lokal. Ambasadorët lidhin njerëzit, kompanitë dhe komunitetet e interesuara për të mbështetur EU Code Week. Ata i inkurajojnë organizatorët të regjistrojnë aktivitetet e kodimit në hartën e Code Week dhe të promovojnë pjesëmarrjen e përgjithshme në EU Code Week. Ambasadorët gjithashtu shqyrtojnë dhe miratojnë aktivitetet në vendin e tyre. Ambasadorët gjithashtu punojnë me kolegët e tyre në vendet e tjera dhe takohen rregullisht për të diskutuar se si të zhvillojnë më tej iniciativën.","community.leading-teachers":"Mësuesit drejtues janë një komunitet aktiv me më shumë se 450 arsimtarë nga e gjithë Evropa. Ato ndihmojnë në lidhjen e shkollave, mësuesve dhe nxënësve të interesuar të marrin pjesë në Code Week dhe i inkurajojnë ata të organizojnë aktivitete dhe t'i regjistrojnë ato në hartën e Code Week. Mësuesit drejtues zhvillojnë uebinarë për zhvillim profesional në gjuhën e tyre dhe janë një pikë referimi për mësuesit e tjerë në vend, por edhe në Evropë. Ata gjithashtu promovojnë iniciativën në nivel lokal.","community.cta":"Nëse jeni mësues, mund të gjeni pranë jush mësues drejtues për t’u lidhur në hartë.","community.edu":"Koordinatorët Edu të EU Code Week janë korrespondentë në Ministritë e Arsimit ose autoritete dhe organizata të tjera arsimore që marrin pjesë në EU Code Week. Koordinatorët e Edu forcojnë bazat e nismës duke mbështetur mësuesit dhe shkollat ​​në të gjithë vendin. Kjo përfshin komunikimin me shkollat ​​që tashmë marrin pjesë në EU Code Week për të mësuar në lidhje me praktikat e tyre më të mira dhe për të ndarë përvojën. Koordinatorët Edu gjithashtu mbështesin shkollat ​​që duan të marrin pjesë në iniciativë, duke ofruar burime të disponueshme, materiale mësimore dhe mundësi brenda komunitetit.","community.volunteer.0":"Nuk është nevoja të merrni një rol zyrtar në komunitetin e EU Code Week për të qenë pjesë e lëvizjes. Gjithkush mund të organizojë aktivitete për të mësuar dhe frymëzuar njerëzit të kodojnë, të bëjnë robotikë, të modifikojnë harduerë, të printojnë në 3D etj. dhe të vendosin aktivitetin e tyre","community.volunteer.1":"në hartë.","community.volunteer.2":"Megjithatë, në qoftë se doni të kontribuoni në mënyrë vullnetare me kohën tuaj për të promovuar kodimin dhe besoni në","community.volunteer.3":"vizionin","community.volunteer.4":"dhe","community.volunteer.5":"vlerat","community.volunteer.6":"e EU Code Week, ju mund të bëheni mësues drejtues apo ambasador.","community.volunteer.7":"Nëse jeni një arsimtar i apasionuar pas mësimdhënies dhe mësimit të kodimit, po aq sa jemi edhe ne, mund të mësoni më shumë rreth rolit dhe përfitimeve të mësuesve drejtues","community.volunteer.8":"këtu","community.volunteer.9":"Atëherë mund të aplikoni për t'u bërë një Mësues drejtues duke plotësuar këtë","community.volunteer.10":"formular aplikimi në internet.","community.volunteer.11":"Ju lutemi vini re se numri i mësuesve drejtues për çdo vend është fiks, që do të thotë se aplikimet janë të hapura vetëm për disa vende specifike në të njëjtën kohë","community.volunteer.12":"Nëse doni të promovoni kodimin në vendin tuaj, shikoni","community.volunteer.13":"përgjegjësitë e Ambasadorëve","community.volunteer.14":"dhe hidhini një vështrim të shpejtë listës së Ambasadorëve të EU Code Week","community.volunteer.15":"Nëse ka Ambasadorë në vendin tuaj, ju lutemi kontaktoni direkt me ta dhe shikoni se si mund ta mbështesni më mirë nismën. Nëse nuk ka një të tillë në vendin tuaj, mund të kontaktoni në info@codeweek.eu.","cookie_policy.title":"Politika e kukive","cookie_policy.what.title":"Çfarë janë kukit?","cookie_policy.what.text":"

Një kuki është një skedar i vogël me tekst që një faqe interneti ruan në kompjuterin ose pajisjen celulare tuaj kur vizitoni faqen.

","cookie_policy.what.first_party":"Kuki e palës së parë janë kuki të vendosura nga faqja e internetit që po vizitoni. Vetëm ajo faqe interneti mund t'i lexojë ato. Për më tepër, një faqe interneti mund të përdorë shërbime të jashtme, të cilat gjithashtu vendosin kukit e tyre, të njohura si kuki të palëve të treta.","cookie_policy.what.persistent_cookies":"Kuki këmbëngulëse janë kuki të ruajtura në kompjuterin tuaj dhe që nuk fshihen automatikisht kur mbyllni shfletuesin tuaj, ndryshe nga një kuki seance, e cila fshihet kur mbyllni shfletuesin.","cookie_policy.what.items":`

Herën e parë që vizitoni faqen e internetit të Codeweek, do t'ju kërkohet të pranoni ose refuzoni kukit.

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Qëllimi është të lejohet faqja të mbajë mend preferencat tuaja (siç janë emri i përdoruesit, gjuha, etj.) për një periudhë kohore të caktuar.

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Në atë mënyrë, nuk do t’ju duhet ti rishkruani kur të kërkoni nëpër faqe gjatë të njëjtës vizitë.

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Kukit gjithashtu mund të përdoren për të vendosur statistika anonimizuese në lidhje me përvojën e shfletimit në faqet tona.

`,"cookie_policy.how.title":"Si i përdorim kukit?","cookie_policy.how.text1":"

Codeweek përdor kryesisht “kuki të palës së parë”. Këto janë kuki të vendosura e kontrollohen nga ne dhe jo nga ndonjë organizatë e jashtme.

","cookie_policy.how.text2":"

Sidoqoftë, për të parë disa nga faqet tona, do t'ju duhet të pranoni kuki nga organizata të jashtme.

","cookie_policy.how.3types.1":"të ruajtur preferencat e vizitorëve të dyqaneve","cookie_policy.how.3types.2":"t’i bërë funksionale faqet e internetit","cookie_policy.how.3types.3":"të mbledhur të dhëna analitike (në lidhje me sjelljen e përdoruesit)","cookie_policy.how.3types.title":"3 llojet e kukive të palës së parë që ne përdorim janë për:","cookie_policy.how.table.name":"Emri","cookie_policy.how.table.service":"Shërbimi","cookie_policy.how.table.purpose":"Qëllimi","cookie_policy.how.table.type_duration":"Lloji dhe kohëzgjatja e kukive","cookie_policy.how.visitor_preferences.title":"Preferencat e vizitorëve","cookie_policy.how.visitor_preferences.text":"Këto vendosen nga ne dhe vetëm ne mund t'i lexojmë ato. Ato kujtojnë:","cookie_policy.how.visitor_preferences.item":"nëse keni pranuar (ose refuzuar) politikën e kukive të kësaj faqeje","cookie_policy.how.visitor_preferences.table.1.service":"Paketa e pëlqimit të kukive","cookie_policy.how.visitor_preferences.table.1.purpose":"Ruan preferencat tuaja të kukive (kështu që nuk pyeteni përsëri)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Kukit e seancës së palës së parë fshihen pasi mbyllni shfletuesin","cookie_policy.how.operational_cookies.title":"Kuki operative","cookie_policy.how.operational_cookies.text":"

Ka disa kuki që duhet t'i përfshijmë në mënyrë që disa faqe interneti të funksionojnë. Për këtë arsye, ato nuk kërkojnë pëlqimin tuaj. Veçanërisht:

","cookie_policy.how.operational_cookies.item":"Kuki teknike të kërkuara nga disa sisteme TI","cookie_policy.how.technical_cookies.title":"Kuki teknike","cookie_policy.how.technical_cookies.table.1.purpose":"E ruan seancën të sigurt për ju, gjatë vizitës suaj.","cookie_policy.how.technical_cookies.table.1.type_duration":"Kukit e seancës së palës së parë fshihen pasi mbyllni shfletuesin","cookie_policy.how.technical_cookies.table.2.purpose":"E ruan seancën të sigurt për ju për kohë më të gjatë duke mos lejuar të humbni seancën me mbylljen e shfletuesit.","cookie_policy.how.technical_cookies.table.2.type_duration":"Kuki këmbëngulëse të palës së parë, 60 muaj","cookie_policy.how.technical_cookies.table.3.purpose":"Ruan gjuhën e preferuar të përdoruesit","cookie_policy.how.technical_cookies.table.3.type_duration":"Kukit e seancës së palës së parë fshihen pasi mbyllni shfletuesin","cookie_policy.how.analytics_cookies.title":"Kuki analitike","cookie_policy.how.analytics_cookies.items":`

Ne i përdorim këto vetëm për kërkime të brendshme se si mund të përmirësojmë shërbimin që u ofrojmë të gjithë përdoruesve tanë.

-

Kukit vetëm vlerësojnë se si bashkëveproni me faqen tonë të internetit - si përdorues anonim (të dhënat e mbledhura nga to nuk ju identifikojnë personalisht).

-

Gjithashtu, këto të dhëna nuk ndahen me asnjë palë të tretë ose nuk përdoren për ndonjë qëllim tjetër. Statistika të anonimizuara mund të shpërndahen me kontraktorët që punojnë në projekte të komunikimit në bazë të marrëveshjes kontraktuale me Komisionin.

-

Sidoqoftë, ju jeni të lirë t’i refuzoni këto lloje të kukive - qoftë përmes banderolës së kukive që shihni në faqen e parë që vizitoni ose duke vizituar këtë faqe të dedikuar.

`,"cookie_policy.how.analytics_cookies.table.1.service":"Shërbim analitik interneti, bazuar në softuerin me burim të hapur Matomo","cookie_policy.how.analytics_cookies.table.1.purpose":"Njeh vizitorët e faqes së internetit (në mënyrë anonime - nuk mblidhet informacion personal nga përdoruesi).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Kuki këmbëngulëse e palës së parë, 20 ditë","cookie_policy.how.analytics_cookies.table.2.service":"Shërbim analitik interneti, bazuar në softuerin me burim të hapur Matomo","cookie_policy.how.analytics_cookies.table.2.purpose":"Identifikon faqet e shikuara nga i njëjti përdorues gjatë së njëjtës vizitë. (në mënyrë anonime - nuk mblidhet informacion personal nga përdoruesi).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Kuki këmbëngulëse e palës së parë, 30 minuta","cookie_policy.third-party.title":"Kuki e palëve të treta","cookie_policy.third-party.items.1":`

Disa nga faqet tona shfaqin përmbajtje nga ofrues të jashtëm, p.sh. YouTube, Facebook dhe Twitter.

- -

Për të parë këtë përmbajtje të palëve të treta, së pari duhet të pranoni termat dhe kushtet e tyre specifike. Kjo përfshin politikat e tyre të kukive, të cilat nuk i kontrollojmë ne.

- -

Por nëse nuk e shihni këtë përmbajtje, asnjë kuki e palëve të treta nuk është instaluar në pajisjen tuaj.

Ofruesit e palëve të treta në Codeweek
    `,"cookie_policy.third-party.items.2":"Këto shërbime të palëve të treta janë jashtë kontrollit të faqes së internetit Codeweek. Ofruesit munden, në çdo kohë, të ndryshojnë kushtet e tyre të shërbimit, qëllimin dhe përdorimin e kukive etj.","cookie_policy.how-manage.title":"Si mund të menaxhoni kukit?","cookie_policy.how-manage.items":`

    Ju mundeni të menaxhoni/fshini kukit sipas dëshirës - për detaje, shikoni aboutcookies.org.

    Heqja e kukive nga pajisja juaj

    - -

    Ju mund të fshini të gjitha kukit që ndodhen tashmë në pajisjen tuaj duke pastruar historinë e shfletimit të shfletuesit tuaj. Kjo gjë heq të gjitha kukit nga të gjitha faqet e internetit që keni vizituar.

    - -

    Duhet të jini të vetëdijshëm se mund të humbni disa informacione të ruajtura (p.sh. detajet e ruajtura të identifikimit, preferencat e faqes).

    Menaxhimi i kukive specifike të faqes

    Për një kontroll më të detajuar të kukive specifike të faqes, kontrolloni cilësimet dhe privatësinë e kukive në shfletuesin tuaj të preferuar

    Kuki bllokuese

    Ju mund të caktoni shfletuesit më modernë që të parandalojnë vendosjen e kukive në pajisjen tuaj, por atëherë do t'ju duhet të rregulloni manualisht disa preferenca çdo herë që vizitoni një sajt/faqe. Dhe disa shërbime e funksionalitete mund të mos funksionojnë siç duhet (p.sh. identifikimi në profil).

    Menaxhimi i kukive tona analitike

    Ju mund të menaxhoni preferencat tuaja në lidhje me kukit nga Analitika jonë në faqen e dedikuar.

    `,"copyright.title":"Shënim mbi të drejtat e autorit","copyright.training.0":"Faqja zyrtare EU Code Week në mbështetje të shkollave të ciklit parauniversitar,","copyright.training.1":"është një shërbim i mbështetur nga Komisioni Evropian","copyright.licence.0":"Materiali i vënë në dispozicion në këtë faqe është i liçensuar nën","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en","copyright.licence.2":"Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) sipas termave në vijim","copyright.creative-commons":"Liçensimi nën Creative Commons nuk ndikon në vetvete në pronësinë e të drejtës së autorit","copyright.third-party":"Përmbajtja e faqeve të internetit të palëve të treta mbetet subjekt i kufizimeve të tyre lidhur me të drejtat e autorit; ju lutemi referojuni faqes së origjinës për më shumë informacion","countries.all":"Të gjitha shtetet","countries.Cloud":"Re kompjuterike","countries.Andorra":"Andorrë","countries.United Arab Emirates":"Emiratet e Bashkuara Arabe","countries.Afghanistan":"Afganistan","countries.Antigua and Barbuda":"Antigua dhe Barbuda","countries.Anguilla":"Anguilë","countries.Albania":"Shqipëri","countries.Armenia":"Armeni","countries.Netherlands Antilles":"Antilet Holandeze","countries.Angola":"Angolë","countries.Antarctica":"Antarktikë","countries.Argentina":"Argjentinë","countries.American Samoa":"Samoa Amerikane","countries.Austria":"Austri","countries.Australia":"Australi","countries.Aruba":"Arubë","countries.Aland Islands":"Ishujt Aland","countries.Azerbaijan":"Azerbajxhan","countries.Bosnia and Herzegovina":"Bosnjë e Hercegovinë","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladesh","countries.Belgium":"Belgjikë","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bullgari","countries.Bahrain":"Bahrejn","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Shën Bartolome","countries.Bermuda":"Bermuda","countries.Brunei":"Brunei","countries.Bolivia":"Bolivia","countries.Bonaire, Saint Eustatius and Saba ":"Boner, Shën Eustatius dhe Saba ","countries.Brazil":"Brazil","countries.Bahamas":"Bahame","countries.Bhutan":"Butan","countries.Bouvet Island":"Ishulli Buvet","countries.Botswana":"Botsvana","countries.Belarus":"Bjellorusi","countries.Belize":"Belizë","countries.Canada":"Kanada","countries.Cocos Islands":"Ishujt Kokos","countries.Democratic Republic of the Congo":"Republika Demokratike e Kongos","countries.Central African Republic":"Republika e Afrikës Qendrore","countries.Republic of the Congo":"Republika e Kongos","countries.Switzerland":"Zvicër","countries.Ivory Coast":"Bregu i Fildishtë","countries.Cook Islands":"Ishujt Kuk","countries.Chile":"Kili","countries.Cameroon":"Kamerun","countries.China":"Kinë","countries.Colombia":"Kolumbi","countries.Costa Rica":"Kosta-Rikë","countries.Serbia and Montenegro":"Serbi dhe Mal i Zi","countries.Cuba":"Kubë","countries.Cape Verde":"Kepi i Gjelbër","countries.Curacao":"Kurasao","countries.Christmas Island":"Ishulli i Krishtlindjes","countries.Cyprus":"Qipro","countries.Czech Republic":"Republika Çeke","countries.Germany":"Gjermani","countries.Djibouti":"Xhibuti","countries.Denmark":"Danimarkë","countries.Dominica":"Dominikë","countries.Dominican Republic":"Republika Dominikane","countries.Algeria":"Algjeria","countries.Ecuador":"Ekuador","countries.Estonia":"Estoni","countries.Egypt":"Egjipt","countries.Western Sahara":"Sahara Perëndimore","countries.Eritrea":"Eritre","countries.Spain":"Spanjë","countries.Ethiopia":"Etiopi","countries.Finland":"Finlandë","countries.Fiji":"Fixhi","countries.Falkland Islands":"Ishujt Falkland","countries.Micronesia":"Mikronezi","countries.Faroe Islands":"Ishujt Faroe","countries.France":"Francë","countries.Gabon":"Gabon","countries.United Kingdom":"Mbretëri e Bashkuar","countries.Grenada":"Grenadë","countries.Georgia":"Gjeorgji","countries.French Guiana":"Guajana Franceze","countries.Guernsey":"Guernsej","countries.Ghana":"Gana","countries.Gibraltar":"Gjibraltar","countries.Greenland":"Groenlandë","countries.Gambia":"Gambia","countries.Guinea":"Guine","countries.Guadeloupe":"Guadalupë","countries.Equatorial Guinea":"Guinea Ekuatoriale","countries.Greece":"Greqi","countries.South Georgia and the South Sandwich Islands":"Ishujt e Xhorxhias së Jugut dhe Ishujt Sanduiç të Jugut","countries.Guatemala":"Guatemalë","countries.Guam":"Guam","countries.Guinea-Bissau":"Guine Bisau","countries.Guyana":"Guajanë","countries.Hong Kong":"Hong-Kong","countries.Heard Island and McDonald Islands":"Ishujt Herd dhe Mekdonald","countries.Honduras":"Hondurasi","countries.Croatia":"Kroaci","countries.Haiti":"Haiti","countries.Hungary":"Hungari","countries.Indonesia":"Indonezi","countries.Ireland":"Irlandë","countries.Israel":"Izrael","countries.Isle of Man":"Ishulli i Manit","countries.India":"India","countries.British Indian Ocean Territory":"Territori Britanik në Oqeanin Indian","countries.Iraq":"Irak","countries.Iran":"Iran","countries.Iceland":"Islandë","countries.Italy":"Itali","countries.Jersey":"Xhersi","countries.Jamaica":"Xhamajkë","countries.Jordan":"Jordani","countries.Japan":"Japoni","countries.Kenya":"Kenia","countries.Kyrgyzstan":"Kirgistan","countries.Cambodia":"Kamboxhia","countries.Kiribati":"Kiribati","countries.Comoros":"Komore","countries.Saint Kitts and Nevis":"Shën Kits dhe Nevis","countries.North Korea":"Kore e Veriut","countries.South Korea":"Kore e Jugut","countries.Kuwait":"Kuvajt","countries.Cayman Islands":"Ishujt Kajman","countries.Kazakhstan":"Kazakistan","countries.Laos":"Laos","countries.Lebanon":"Liban","countries.Saint Lucia":"Shën Lucia","countries.Liechtenstein":"Lihtenshtejn","countries.Sri Lanka":"Sri Lankë","countries.Liberia":"Liberi","countries.Lesotho":"Lezoto","countries.Lithuania":"Lituani","countries.Luxembourg":"Luksemburg","countries.Latvia":"Letoni","countries.Libya":"Libi","countries.Morocco":"Marok","countries.Monaco":"Monako","countries.Moldova":"Moldavi","countries.Montenegro":"Mal i Zi","countries.Saint Martin":"Shën Martin","countries.Madagascar":"Madagaskar","countries.Marshall Islands":"Ishujt Marshall","countries.Macedonia":"Maqedonia e Veriut","countries.Mali":"Mali","countries.Myanmar":"Mianmari","countries.Mongolia":"Mongoli","countries.Macao":"Makao","countries.Northern Mariana Islands":"Ishujt e Marianës Veriore","countries.Martinique":"Martinikë","countries.Mauritania":"Mauritani","countries.Montserrat":"Montserrati","countries.Malta":"Maltë","countries.Mauritius":"Mauricius","countries.Maldives":"Maldive","countries.Malawi":"Malavi","countries.Mexico":"Meksikë","countries.Malaysia":"Malajzi","countries.Mozambique":"Mozambik","countries.Namibia":"Namibi","countries.New Caledonia":"Kaledoni e Re","countries.Niger":"Niger","countries.Norfolk Island":"Ishulli Norfolk","countries.Nigeria":"Nigeri","countries.Nicaragua":"Nikaragua","countries.Netherlands":"Holandë","countries.Norway":"Norvegji","countries.Nepal":"Nepali","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Zelandë e Re","countries.Oman":"Oman","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Polinezi Franceze","countries.Papua New Guinea":"Guine e Re Papua","countries.Philippines":"Filipine","countries.Pakistan":"Pakistan","countries.Poland":"Poloni","countries.Saint Pierre and Miquelon":"Shën Pier dhe Mikelon","countries.Pitcairn":"Pitkern","countries.Puerto Rico":"Porto Riko","countries.Palestine":"Palestine","countries.Portugal":"Portugali","countries.Palau":"Palau","countries.Paraguay":"Paraguai ","countries.Qatar":"Katar","countries.Reunion":"Reunion","countries.Romania":"Rumani","countries.Serbia":"Serbi","countries.Russia":"Rusi","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Arabi Saudite","countries.Solomon Islands":"Ishujt Solomon","countries.Seychelles":"Sejshelle","countries.Sudan":"Sudan","countries.Sweden":"Suedi","countries.Singapore":"Singapor","countries.Saint Helena":"Shën Helenë","countries.Slovenia":"Slloveni","countries.Svalbard and Jan Mayen":"Svalbard dhe Jan Majen","countries.Slovakia":"Sllovaki","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegali","countries.Somalia":"Somali","countries.Suriname":"Surinami","countries.South Sudan":"Sudan i Jugut","countries.Sao Tome and Principe":"Sao Tome e Principe","countries.El Salvador":"Salvador","countries.Sint Maarten":"Shën Maarten","countries.Syria":"Siri","countries.Swaziland":"Svaziland","countries.Turks and Caicos Islands":"Ishujt Turks dhe Kaikos","countries.Chad":"Çad","countries.French Southern Territories":"Territoret Jugore Franceze","countries.Togo":"Togo","countries.Thailand":"Tajlandë","countries.Tajikistan":"Taxhikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Timori Lindor","countries.Turkmenistan":"Turkmenistan","countries.Tunisia":"Tunizi","countries.Tonga":"Tonga","countries.Turkey":"Turqi","countries.Trinidad and Tobago":"Trinidad dhe Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Tajvani","countries.Tanzania":"Tanzani","countries.Ukraine":"Ukrainë","countries.Uganda":"Ugandë","countries.United States Minor Outlying Islands":"Ishujt e Vegjël Periferikë të Shteteve të Bashkuara","countries.United States":"Shtetet e Bashkuara","countries.Uruguay":"Uruguai","countries.Uzbekistan":"Uzbekistan","countries.Vatican":"Vatikan","countries.Saint Vincent and the Grenadines":"Shën Vincent dhe Grenadine","countries.Venezuela":"Venezuelë","countries.British Virgin Islands":"Ishujt Virgjinë Britanikë","countries.U.S. Virgin Islands":"Ishujt Virgjinë të SHBA-së","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Uollis dhe Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovë","countries.Yemen":"Jemen","countries.Mayotte":"Majotë","countries.South Africa":"Afrikë e Jugut","countries.Zambia":"Zambia","countries.Zimbabwe":"Zimbabve","cw2020.common.resources":"Burimet që do t’ju nevojiten","cw2020.common.soundtrack":"Kolona zanore e Code Week","cw2020.common.moves":"Lëvizjet","cw2020.common.dance-example":"Një shembull i kërcimit të Code Week","cw2020.common.organizer-guide":"Udhëzuesi i organizatorit","cw2020.title.0":"EU Code Week","cw2020.title.1":"Edicioni 2020","cw2020.intro":"Këtë vit, festojmë kodimin nga 10 deri në 25 tetor 2020! Për shkak të situatës aktuale shëndetësore, do të sjellim më shumë aktivitete të Code Week në internet këtë vit. Do të prezantojmë aktivitete të reja argëtuese dhe përfshirëse në të cilat mund të bashkoheni në distancë në shtëpi ose në shkollë","cw2020.online-activities.title":"Aktivitetet e veçuara të hapura në internet","cw2020.online-activities.subtitle.0":"Për ta bërë më të thjeshtë pjesëmarrjen në aktivitetet e Code Week në distancë, po prezantojmë një","cw2020.online-activities.subtitle.1":"kalendar","cw2020.online-activities.subtitle.2":"të aktiviteteve të veçuara në internet","cw2020.online-activities.section1.title":"Çfarë janë aktivitetet në internet?","cw2020.online-activities.section1.content":"Aktivitete në internet mund të jenë të gjitha aktivitetet që normalisht do t’i shtonit ose regjistronit në uebsajtin e Code Week – i vetmi ndryshim është se ato do të zhvillohen në internet. Ideja është që njerëzit ta kenë të lehtë pjesëmarrjen në sesionet dhe seminaret e kodimit krejtësisht në internet pa rrezikuar shëndetin e tyre","cw2020.online-activities.section2.title":"Aktivitetet e veçuara të hapura","cw2020.online-activities.section2.content":"Nëse dëshironi, mund t’i bëni aktivitetet tuaja në internet të disponueshme për këdo. Persona nga e gjithë bota do të jenë në gjendje të marrin pjesë në aktivitete të hapura në internet, qoftë në anglisht ose në gjuhën e tyre vendase. Ne do të zgjedhim aktivitetet më emocionuese në internet që janë të hapura për të gjithë dhe do t’i veçojmë ato në kalendarin e evenimenteve në uebsajtin tonë","cw2020.online-activities.section3.title":"Çfarë do të thotë kjo për pjesëmarrësit","cw2020.online-activities.section3.content.0":"Çdo ditë të Code Week, do të jeni në gjendje të shfletoni","cw2020.online-activities.section3.content.1":"kalendarin","cw2020.online-activities.section3.content.2":"dhe të merrni pjesë në aktivitetet që ju interesojnë më shumë. Temat e atyre evenimenteve të veçuara nga seminarët rreth robotikës, kurset e mësimit në internet, uebinarët deri te tutorialët e kodimit e shumë më tepër. Pra, mund të zgjidhni","cw2020.dance.title":"Code Week Dance","cw2020.dance.subtitle":"Kush tha se programuesit nuk dinë të kërcejnë? Për të festuar edicionin e vitit 2020 të Code Week, po prezantojmë një aktivitet të ri - sfidën #EUCodeWeekDance","cw2020.dance.section1.title":"Kush mund të bashkohet?","cw2020.dance.section1.content.0":"Të gjithë nga shkollat, mësuesit, bibliotekat deri te klubet e kodimit, bizneset dhe autoritetet publike janë të ftuar të festojnë EU Code Week 2020 duke organizuar një aktivitetet #EUCodeWeekDance dhe duke e shtuar në","cw2020.dance.section1.content.1":"hartën e Code Week","cw2020.dance.section2.title":"Si të merrni pjesë?","cw2020.dance.section2.content":"Zgjidhni nga pesë lloje aktivitetesh ose sillni idetë tuaja. Pavarësisht se çfarë aktiviteti zgjidhni, mos harroni ta shtoni në hartën tonë","cw2020.dance.activity1.title":"Programoni një shok ose prind, nuk nevojitet kompjuteri","cw2020.dance.activity1.subtitle":"Kodimi ju lejon t’i jepni komanda një pajisjeje elektronike. Por, teknikisht nuk ju nevojitet një kompjuter që të kodoni. Në vend të kësaj, merrni një partner – mund të jetë një shok klase, një shok, një prind ose edhe një mësues, dhe jepuni udhëzime se si të kryejnë #EUCodeWeekDance, që ata duhet ta ndjekin saktësisht","cw2020.dance.activity1.resources.0":"Një udhëzues nga Code.org për të organizuar Dance Party jashtë linje","cw2020.dance.activity1.resources.1":"Një mësim rreth mënyrës së programimit të robotit tuaj njeri","cw2020.dance.activity2.title":"Programimi vizual","cw2020.dance.activity2.subtitle":"Kodoni Code Week Dance në Scratch. Përdorni personazhet e Code Week ose krijoni tuajat në Scratch dhe programojini ato të bëjnë #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Një shembull i një projekti Scratch të #EUCodeWeekDance","cw2020.dance.activity2.resources.1":"Personazhet e Code Week","cw2020.dance.activity2.resources.2":"Një udhëzues nga Code.org rreth mënyrës së animimit të një personazhi","cw2020.dance.activity2.resources.3":"Një udhëzues nga Code.org për të organizuar Dance Party","cw2020.dance.activity2.resources.4":"Ndani projektin tuaj me ne në këtë Scratch Studio.","cw2020.dance.activity3.title":"Programim me bazë teksti","cw2020.dance.activity3.subtitle":"Prodhoni temën e #EUCodeWeekDance me Python ose JavaScript, duke përdorur platforma krijimi muzike me bazë kodi si EarSketch ose Sonic Pi","cw2020.dance.activity3.resources.0":"Një tutorial rreth mënyrës së prodhimit të muzikës me EarSketch","cw2020.dance.activity3.resources.1":"Një tutorial rreth mënyrës së krijimit të muzikës me Sonic Pi","cw2020.dance.activity4.title":"Robotika","cw2020.dance.activity4.subtitle":"Programojeni robotin tuaj të ndjekë udhëzimet tuaja dhe të kryejë Code Week Dance","cw2020.dance.activity4.resources.0":"Një tutorial rreth programimit të robotëve","cw2020.dance.activity5.title":"Sfida e kërcimit live","cw2020.dance.activity5.subtitle":"Regjistroni një video të vetes suaj, ekipit tuaj ose robotit tuaj duke kryer #EUCodeWeekDance, ndajeni në Instagram dhe provoni ta bëni videon virale dhe të fitoni disa shpërblime nga Code Week! Jeni i interesuar? Ndiqni këta hapa:","cw2020.dance.activity5.resources.0":"Regjistrojeni videon duke përdorur Instagram Stories","cw2020.dance.activity5.resources.1":"Ndiqni","cw2020.dance.activity5.resources.2":"@CodeWeekEU në Instagram","cw2020.dance.activity5.resources.3":"Përmendni @CodeWeekEU në Story me kërcimin dhe sigurohuni të përdorni hashtagun #EUCodeWeekDance","cw2020.dance.outro.0":"Fituesit do të zgjidhen çdo ditë dhe do të prezantohen në kanalin tonë të Instagram përmes Stories, prandaj mos harroni njoftimet tuaja rregullisht, sot mund të jetë dita juaj me fat","cw2020.dance.outro.1":"#EUCodeWeekDance bazohet në","cw2020.dance.outro.2":"Ode to Code","cw2020.dance.outro.3":"kompozuar nga Brendan Paolini dhe kërcimi i zhvilluar nga Bianca Maria Berardi në vitin 2015, nga ideja e Alessandro Bogliolo, Profesor i Sistemeve Kompjuterike pranë Universitetit të Urbinos","cw2020.treasure-hunt.title":"Code Week Treasure Hunt","cw2020.treasure-hunt.subtitle.0":"Kjo është një lojë në Telegram që është mjaft e thjeshtë për fillestarët, por edhe sfiduese për t’i mbajtur të angazhuar edhe pjesëmarrësit me përvojë","cw2020.treasure-hunt.subtitle.1":"Code Week Treasure Hunt","cw2020.treasure-hunt.subtitle.2":"është loja më e mirë e luajtur në kompjuter me telefonin celular në dorë. Loja do t’ju kërkojë të zgjidhni sfidat e kodimit dhe do t’ju udhëzojë përmes historisë së kodimit, shkencës kompjuterike dhe teknologjisë në Evropë","cw2020.treasure-hunt.section.title":"Që të filloni të luani, ju nevojitet të","cw2020.treasure-hunt.section.content.0":"Shkarkoni aplikacionin Telegram. Është i disponueshëm për","cw2020.treasure-hunt.section.content.1":"Desktop","cw2020.treasure-hunt.section.content.2":"Lojën mund ta luani në kompjuter, në laptop ose në smartfon. Rekomandojmë që ta luani në kompjuter në mënyrë që të merrni udhëzimet dhe të zgjidhni sfidat e kodimit në aplikacionin Telegram në telefon","cw2020.treasure-hunt.section.content.3":"Për të luajtur lojën","cw2020.treasure-hunt.section.content.4":"hapni lojën","cw2020.treasure-hunt.section.content.5":"dhe skanoni kodin QR që do t’ju çojë juve tek aplikacioni Telegram dhe do t’ju japë setin e parë të udhëzimeve","cw2020.treasure-hunt.section.content.6":"Për të fituar, duhet të zgjidhni 10 sfida kodimi dhe të gjeni 10 vendndodhje në hartën e Evropës që lidhen me lindjen e kodimit dhe teknologjisë","cw2020.treasure-hunt.section.content.7":"Pasi të përfundoni lojën, ndajeni rezultatin tuaj me miqtë duke përdorur #EUCodeWeek dhe sfidojini të luajnë dhe të mësojnë edhe ata rreth historisë së kodimit. Le të shohim kush arrin të ketë pikët më të larta","cw2020.treasure-hunt.section.content.8":"Code Week Treasure Hunt është versioni virtual i vitit i lojës origjinale EU Code Week Treasure Hunt që u zhvillua fillimisht nga Alessandro Bogliolo, Profesor i Sistemeve Kompjuterike pranë Universitetit të Urbinos. Për të mësuar më shumë rreth lojës së tij origjinale, vizitoni","cw2020.treasure-hunt.section.content.9":"blogun tonë","cw2020.kick-off.title":"Evenimenti prezantues: 8 tetor 2020","cw2020.kick-off.content.0":"Prezantimi i Code Week 2020 do të zhvillohet më 8 tetor, në orën 5 PM me orën e Berlinit/Brukselit/Parisit. Evenimenti do të transmetohet në Facebook Live, Instagram TV dhe YouTube Live","cw2020.kick-off.content.1":"Pjesëmarrësit tanë përfshijnë folës të ftuar","cw2020.kick-off.content.2":"Komisioneri i BE-së për Tregun e Brendshëm","cw2020.kick-off.content.3":"Komisioneri i BE-së për Inovacionin, Kërkimet, Kulturën, Arsimin dhe Rininë","cw2020.kick-off.content.4":"Krijuesi i Scratch dhe i Studimeve Mësimore pranë MIT Media Lab","cw2020.kick-off.content.5":"autor dhe ilustrues i Hello Ruby","cw2020.kick-off.content.6":"dhe","cw2020.kick-off.content.7":"Presidenti i organizatës jofitimprurëse franceze E-MMA që promovon diversitetin gjinor në teknologji","cw2020.kick-off.content.8":"Dhe nëse kjo nuk do të mjaftonte, ekipi i Code Week do të prezantojë gjithashtu veçoritë, burimet dhe sfidat e reja të uebsajtit","cw2020.kick-off.content.9":"Profesori i Sistemeve Kompjuterike pranë Universitetit të Urbinos dhe koordinator i","cw2020.kick-off.content.10":"Ambasadorëve të Code Week","cw2020.kick-off.content.11":"do t’ju tregojë më shumë rreth lojës virtuale Code Week Treasure Hunt","cw2020.kick-off.content.12":"Dhe xxx do t’ju japë informacione rreth sfidës së re #EUCodeWeekDance","cw2020.kick-off.content.13":"Ne do të lidhemi gjithashtu me shkolla dhe nxënës nga mbarë Evropa që do të ndajnë historitë e tyre të kodimit dhe do të shkëmbejnë ide me folësit e ftuar","cw2020.kick-off.content.14":"Ju do të keni gjithashtu mundësinë të ndani mendimet tuaja, idetë dhe të bëni pyetje. Gjithçka që ju nevojitet të bëni është të sintonizoheni në transmetimin tonë live në","cw2020.kick-off.content.15":"ose","cw2020.kick-off.content.16":"në 8 tetor 2020 në orën 17:00-18:30 CET dhe të komentoni ose të dërgoni tweet me hashtagun #EUCodeWeek","cw2020.get-involved.title":"Si të përfshiheni","cw2020.get-involved.subtitle":"Mezi prisni të kodoni? Nëse doni të bashkoheni me Komunitetin e EU Code Week, por nuk dini ku të filloni, shikoni këto burime që do t’ju ndihmojnë të filloni, në kohë për festimin tonë vjetor në tetor","cw2020.get-involved.content.0":"Si të filloni me Code Week","cw2020.get-involved.content.1":"Si të shtoni një aktivitet të Code Week","cw2020.get-involved.content.2":"Mësimet","cw2020.get-involved.content.3":"Kursi masiv i hapur në internet Deep Dive","cw2020.get-involved.content.4":"Seria e Coding@Home","edit.title":"Modifikoni evenimentin tuaj të #EUCodeWeek","edit.required_fields":"Fushat e detyrueshme janë të shënuara me yll *. Mos ngurroni të shtoni listën e evenimentit në gjuhën tuaj lokale.","edit.description":"Përshkrimi","edit.audience":"Audienca","edit.theme":"Tema","edit.location":"Vendndodhja","edit.website":"Uebsajti","edit.contact":"Kontakti","edit.tags":"Etiketat","edit.image":"Imazhi","edit.help":"Imazheve më të mëdha do t’u ndryshohen përmasat në 256 x 512 pikselë. Madhësia maksimale e ngarkimit është 256 x 1024.","edit.aspect":"Cilin aspekt të kodimit do të mbulojë evenimenti juaj?","edit.address":"Shkruani një adresë ose klikoni në hartën më poshtë për të vendosur një vendndodhje.","edit.privacy_disclaimer.header":"Informacioni juaj i kontaktit","edit.privacy_disclaimer.text_1":"Ky informacion do të jetë i dukshëm vetëm për ","edit.privacy_disclaimer.link_1":"Ambasadorët e EU Code Week","edit.privacy_disclaimer.text_2":` dhe organizatorët e Code Week - të cilët do të kontrollojnë - evenimentin tuaj përpara se ai të shfaqet në hartë dhe mund t’ju kontaktojnë nëse - nevojiten modifikime ose - për anketime për qëllime statistikore pas evenimentit.`,"edit.privacy_disclaimer.contact_email":"Emaili i kontaktit","edit.edit":"Modifikoni evenimentin","event.main_title":"Shtoni evenimentin tuaj të #EUCodeWeek","event.button":"Shtoni eveniment","event.howto":"Si ta organizoni evenimentin tuaj","event.required":"Fushat e detyrueshme janë të shënuara me yll *. Mos ngurroni të shtoni listën e evenimentit në gjuhën tuaj lokale.","event.audience_title":"Audienca","event.theme_title":"Tema","event.scoreboard_by_country":"Tabela e rezultateve","event.get_involved":"Angazhohuni","event.organize_or_support_events":"Organizoni ose mbështetni evenimentet në qytetin tuaj","event.or_contact_your":"ose kontaktoni me","event.eu_code_week_ambassadors":"Ambasadorët e EU Code Week","event.show_events_for":"Shfaqni evenimentet për ","event.who":"Për kë është evenimenti?","event.tags":"Etiketat","event.image":"Imazhi","event.start.label":"Data e fillimit","event.start.placeholder":"Kur fillon aktiviteti?","event.end.label":"Data e përfundimit","event.end.placeholder":"Kur përfundon aktiviteti?","event.organizer.label":"Emri i organizatës","event.organizer.placeholder":"Organizata në të cilën punoni ose jeni vullnetar","event.website.label":"Uebsajti i organizatorit","event.website.placeholder":"A keni një uebsajt me më shumë informacion?","event.description.label":"Përshkrimi","event.description.placeholder":"Përshkruani shkurtimisht aktivitetin e planifikuar.","event.contact.label":"Emaili i kontaktit","event.contact.placeholder":"Ky email do të përdoret për korrespondencën e rëndësishme nga EU Code Week","event.contact.explanation":`Emaili juaj i kontaktit do të jetë i dukshëm vetëm për -Ambasadorët e EU Code Week dhe organizatorët e Code Week të cilët do të kontrollojnë evenimentin tuaj përpara se ai të shfaqet në hartë dhe mund t’ju kontaktojnë nëse nevojiten modifikime ose për anketime për qëllime statistikore pas evenimentit.`,"event.public.label":"Emaili publik","event.public.placeholder":"Dëshironi të shfaqni një email kontakti?","event.title.label":"Titulli i aktivitetit","event.title.placeholder":"Si quhet aktiviteti?","event.address.label":"Adresa","event.address.placeholder":"Ku do të zhvillohet aktiviteti?","event.organizertype.label":"Lloji i aktivitetit","event.organizertype.placeholder":"Zgjidhni llojin e organizatorit","event.organizertype.school":"Shkollë","event.organizertype.library":"Bibliotekë","event.organizertype.non profit":"Organizatë jofitimprurëse","event.organizertype.private business":"Biznes privat","event.organizertype.other":"Tjetër","event.audience.Pre-school children":"Fëmijë parashkollorë","event.audience.Elementary school students":"Nxënës të shkollës fillore","event.audience.High school students":"Nxënës të shkollës së mesme","event.audience.Graduate students":"Studentë të padiplomuar ende","event.audience.Post graduate students":"Studentë të diplomuar","event.audience.Employed adults":"Të rritur të punësuar","event.audience.Unemployed adults":"Të rritur të papunësuar","event.audience.Other (see description)":"Tjetër (shihni përshkrimin)","event.audience.Teachers":"Mësues","event.theme.Basic programming concepts":"Konceptet bazë të programimit","event.theme.Web development":"Zhvillimi i uebi","event.theme.Mobile app development":"Zhvillimi i aplikacioneve për celular","event.theme.Software development":"Zhvillimi i softuerëve","event.theme.Data manipulation and visualisation":"Përpunimi dhe vizualizimi i të dhënave","event.theme.Robotics":"Robotika","event.theme.Hardware":"Harduerët","event.theme.Other":"Tjetër","event.theme.Unplugged activities":"Aktivitete jashtë linje","event.theme.Playful coding activities":"Aktivitete kodimi me lojëra","event.theme.Art and creativity":"Arti dhe aftësia krijuese","event.theme.Visual/Block programming":"Programimi vizual/në bllok","event.theme.Game design":"Dizajni i lojërave","event.theme.Internet of things and wearable computing":"Kompjuterizimi i Internet of Things dhe pajisjeve Wear","event.theme.3D printing":"Printimi 3D","event.theme.Augmented reality":"Realiteti i përmirësuar","event.theme.Artificial intelligence":"Inteligjenca artificiale","event.theme.Motivation and awareness raising":"Motivimi dhe rritja e ndërgjegjësimit","event.theme.Promoting diversity":"Promovimi i diversitetit","event.codeweek_for_all_participation_code.title":"KODI I CODE WEEK 4 ALL","event.codeweek_for_all_participation_code.explanation":"Nëse keni marrë një kod të Code Week 4 all nga një koleg i shkollës apo një mik, ngjiteni këtu, ndryshe lëreni bosh. Më shumë informacion rreth Code Week 4 All disponohet","event.codeweek_for_all_participation_code.link":"këtu","event.thanks_page.title":"Faleminderit që shtuat evenimentin tuaj!","event.thanks_page.phrase1":"Një prej ambasadorëve tanë lokalë tani do të shqyrtojë evenimentin tuaj","event.thanks_page.phrase2":"dhe do të sigurohet që gjithçka të duket në rregull.","event.thanks_page.phrase3":"Nëse keni pyetje, kontaktoni me një prej","event.thanks_page.phrase4":"ambasadorëve kombëtarë","event.thanks_page.phrase5":"ose na dërgoni një","event.thanks_page.phrase6":"email","event.thanks_page.phrase7":"Ju mund ta ndani kodin e Codeweek for all me persona të tjerë:","event.activitytype.label":"Tipi i Aktivitetit","event.activitytype.placeholder":"","event.activitytype.open-online":"Aktivitet i hapur online","event.activitytype.invite-online":"Aktivitet online me ftesë","event.activitytype.open-in-person":"Aktivitet i hapur me prani fizike","event.activitytype.invite-in-person":"Aktivitet me ftesë për prani fizike","event.privacy":"Kam lexuar dhe pranuar termet e politikës së privatësisë, të përshkruara në këtë dokument.","event.country":"Shteti","event.loading":"Po ngarkohet...","event.add_activity":"Shto aktivitet","event.edit_activity":"Modifiko aktivitetin","event.update_activity":"Përditëso aktivitetin","event.delete_activity":"Fshi aktivitetin","event.total_pending_events":"Totali i evenimenteve në pritje:","event.no_pending_events":"Nuk u gjetën evenimente në pritje për","event.all_countries":"Të gjitha shtetet","event.current_status":"Statusi aktual","event.actions":"Veprimet","event.certificate_ready":"Certifikata juaj e Code Week është gati. Mos ngurroni ta shkarkoni ose ta ndani direkt.","event.view_your_certificate":"Shikoni këtu certifikatën","event.reported":"RAPORTUAR","event.submit_event_and_report":"Dërgoni një raportim për këtë eveniment dhe kërkoni certifikatën tuaj të Code Week.","event.report_and_claim":"Raportoni evenimentin dhe kërkoni certifikatën","eventdetails.organised_by":"Organizuar nga: ","eventdetails.contact_email":"Emaili i kontaktit: ","eventdetails.happening_at":"Zhvillohet në: ","eventdetails.from":"Nga ","eventdetails.to":" në ","eventdetails.description":"Përshkrimi: ","eventdetails.more_info":"Më shumë informacion: ","eventdetails.audience":"Ky eveniment është për: ","eventdetails.themes":"Temat kryesore: ","eventdetails.tags":"Etiketat: ","eventdetails.share":"Ndajeni ngjarjen: ","eventdetails.email.tooltip":"Klikoni për t’ia dërguar me email një shoku","eventdetails.email.subject":"Shikoni këtë eveniment fantastik kodimi","eventdetails.email.body_1":"Si je? Shiko pak këtë evenimentin ","eventdetails.email.body_2":"në ","eventdetails.edit":"Modifikoni evenimentin","eventdetails.note":"SHËNIM: ","eventdetails.pending_warning":"Ky eveniment është ende duke u shqyrtuar nga ","eventdetails.pending_link":"moderatorët","eventdetails.nearby_upcoming_events":"Evenimentet e ardhshme në afërsi:","eventreports.reports_by":"Evenimentet në pritje për raportim nga ","eventreports.no_reports":"Nuk ka ende evenimente për t’u raportuar.","eventreports.report":`Evenimentet e listuara më poshtë kanë nisur ose kanë përfunduar tashmë. Plotësoni disa shifra për - qëllime statistikore për evenimentin dhe kërkoni certifikatën tuaj të pjesëmarrjes në Code Week. Do të - merrni një certifikatë për çdo eveniment.`,"guide.title":"Udhëzues","guide.organise_activity":"Organizimi i aktivitetit tuaj me #EUCodeWeek","guide.register_activity":"Regjistroni këtu aktivitetin tuaj","guide.what.title":"Çfarë është EU Code Week?","guide.what.content":'

    EU Code Week është një lëvizje në terren e organizuar nga vullnetarë dhe e mbështetur nga Komisioni Evropian. Kushdo - shkollat, mësuesit, bibliotekat, klubet e kodimit, bizneset, autoritetet publike - mund të organizojë një aktivitet të #EUCodeWeek dhe ta shtojë atë në hartën e codeweek.eu.

    ',"guide.what_you_need_organise.title":"Çfarë ju nevojitet për të organizuar një aktivitet?","guide.what_you_need_organise.items.1":"Një grup personash që janë të gatshëm të mësojnë. Për shembull, miqtë tuaj, fëmijë, adoleshentë, të rritur, kolegë, shokë, prindër ose gjyshër. Mos harroni, edhe dy persona përbëjnë një grup!","guide.what_you_need_organise.items.2":"Mësuesit ose trajnuesit që janë të familjarizuar me aktivitetin e kodimit, dhe si të mësojnë dhe frymëzojnë të tjerët. Numri varet nga lloji dhe madhësia e evenimentit.","guide.what_you_need_organise.items.3":"Një vend për të mësuar. Klasat, bibliotekat, sallat e konferencave dhe hapësirat e ndryshme publike, të gjitha këto përbëjnë një vend të shkëlqyer evenimentesh.","guide.what_you_need_organise.items.4":"Kompjuterët dhe lidhja me internetin. Në varësi të grupit të synuar, mund t’u kërkoni pjesëmarrësve të sjellin laptopët e tyre.","guide.what_you_need_organise.items.5":'Kodimi jashtë linje. Në fakt, nuk është nevoja të keni kompjuterë dhe internet për të mësuar mendimin kompjuterik. Hidhini një sy Mësimit jashtë linje për të filluar.',"guide.what_you_need_organise.items.6":`Materialet mësimore. Tregojuni pjesëmarrësve se sa argëtuese mund të jetë kur krijojnë diçka vetë. Kontrolloni faqen e burimeve dhe mësimet tona me tutorialët me video dhe planet mësimore, dhe rregullojini ato sipas nevojave të grupit tuaj.`,"guide.what_you_need_organise.items.7":`Regjistroni pjesëmarrësit. Nëse keni hapësirë të kufizuar të disponueshme, ju mund të përdorni mjetet në linjë siç janë formularët e Google dhe Eventbrite për të regjistruar pjesëmarrësit.`,"guide.what_you_need_organise.items.8":'Mos harroni të shtoni aktivitetin tuajhartën e Code Week!',"guide.how_to.title":"Si ta organizoni aktivitetin tuaj?","guide.how_to.items.1":"Formati i evenimentit të kodimit varet prej jush, por rekomandojmë që të përfshini një kohë praktike, ku pjesëmarrësit të mund të krijojnë vetë ose të provojnë të riparojnë një harduer.","guide.how_to.items.2":'Përdorni mjetet dhe teknologjitë e duhura për grupin tuaj të synuar. Rekomandojmë që të përdorni materiale “open source” që disponohen falas.',"guide.how_to.items.3":"Inkurajojini pjesëmarrësit në fund të evenimentit t’i tregojnë dhe t’i prezantojnë njëri-tjetrit se çfarë kanë krijuar.","guide.how_to.items.4":`Përhapni lajmin! Promovoni dhe ndani çfarë bëtë gjatë aktivitetit tuaj në mediat sociale duke përdorur hashtagun #EUCodeWeek. Gjithashtu mund të ndani në Grupin e mësuesve të EU Code Week dhe në Twitter (@CodeWeekEU). Flisni me miqtë tuaj, kolegët mësues, shtypin vendas, bëni një njoftim për shtyp.`,"guide.how_to.items.5":'Mos harroni të shtoni aktivitetin tuajhartën e Code Week!',"guide.material.title":"Materialet promocionale","guide.material.text":'

    Shikoni blogun tonë për informacionin më të fundit dhe mos ngurroni të përshtatni sipas nevojave tuaja njoftimin më të fundit për shtyp, ose krijoni një vetë:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Në përgatitje për të festuar EU Code Week 2019 (i disponueshëm në 29 gjuhë)',"guide.toolkits.title":"Shkarkoni setet e mëposhtme të mjeteve për t’ju ndihmuar të filloni:","guide.toolkits.communication_toolkit":"Seti i mjeteve të komunikimit","guide.toolkits.teachers_toolkit":"Seti i mjeteve të mësuesve","guide.questions.title":"Pyetje?","guide.questions.content":'

    Nëse keni pyetje rreth organizimit dhe promovimit të evenimentit tuaj të #EUCodeWeek, kontaktoni me një prej ambasadorëve të EU Code Week nga vendi juaj.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Jepuni jetë ideve tuaja!","hackathons.sections.1.title":"6 hakatona, 6 sfida","hackathons.sections.1.content.1":"A jeton në Greqi, Letoni, Irlandë, Itali, Rumani ose Slloveni? A je kreativ, ambicioz dhe i interesuar në të ardhmen e teknologjisë? Tani është mundësia jote! Regjistrohu në hakatonën e Javës së Kodit të BE-së dhe zhvillo një zgjidhje novatore, që do të të bëjë të jesh në ballë të revolucionit teknologjik!","hackathons.sections.1.content.2":"Në vitin 2021, EU Code Week (Java e Kodit e BE-së) sjell gjashtë hakatona të jashtëzakonshme dhe fton studentët 15-19 vjeçarë, në shkollat e mesme, që të formojnë skuadra dhe të përdorin aftësitë e tyre në kodim për të zgjidhur një sfidë lokale. Pas 24 orësh hakimi, secila skuadër do t’i paraqesë idetë e saj një paneli ekspertësh, të cilët do të zgjedhin 10 skuadrat finaliste. Të gjitha skuadrat do të kenë të njëjtën sasi kohe, të njëjtat burime dhe të njëjtën qasje te mësuesit dhe ekspertiza, por vetëm 10 do të kenë mundësinë të vazhdojnë në raundin tjetër, të zhvillojnë prototipin e tyre, të marrin stërvitje eksperte dhe të marrin pjesë në hakatonën finale në vjeshtë. Këtu skuadrat do të luftojnë për të vendosur se cilët do të fitojnë mjetet e mira IT dhe për mundësinë që të stërviten për të zhvilluar më tej prototipin e tyre.","hackathons.sections.2.title":"Si mund të marr pjesë?","hackathons.sections.2.content.1":"Zgjidh hakatonën në vendin tënd dhe ndiq disa hapa të thjeshtë për t’u regjistruar. Mund të marrësh pjesë vetëm ose si pjesë e një skuadre me gjashtë veta. Nëse merr pjesë bashkë me miqtë ose shokët a shoqet e klasës, mos harro të tregosh emrin e skuadrës kur të regjistrohesh. Secila hakatonë do ta hapë regjistrimin veçmas, ndaj ndiq hakatonën në vendin tënd!","hackathons.sections.3.title":"Kush janë organizatorët?","hackathons.sections.3.content.1":"Hakatonat e EU Code Week organizohen bashkërisht nga Komisioni Evropian dhe ","hackathons.sections.3.content.2":"Ambasadorët lokalë të EU Code Week","hackathons.sections.3.content.3":" dhe financohen nga Parlamenti Evropian. Qëllimi është që të tregohet se si zgjidhjet konkrete vijnë në jetë me ndihmën e kreativitetit të njerëzve, entuziazmit, ideve të freskëta dhe aftësive në kodim.","hackathons.sections.4.title":"Si janë hakatonat?","hackathons.sections.4.content.1":"EU Code Week hackathon është një udhëtim që nis me një hakatonë online 24 orëshe. Profesorët e stërvitur do t’i stërvitin skuadrat dhe do të ketë seminare, ku pjesëmarrësve do t’u ofrohet mundësia të mësojnë aftësi të reja dhe të argëtohen. Gjithashtu hakatona është një mundësi e shkëlqyer që pjesëmarrësit të lidhen dhe të shoqërohen me njerëz në sektorin teknologjik evropian. Në fund të hakatonës, secila skuadër do t’ia paraqesë zgjidhjen një jurie eksperte. ","hackathons.sections.4.content.2":"Dhjetë skuadrat më të mira do të vazhdojnë udhëtimin e hakatonës dhe do të stërviten gjatë verës. Më pas fituesit do të marrin pjesë në hakatonën kombëtare 12-orëshe ballë për ballë në shtator ose tetor (e cila do të bëhet online, nëse situata e shëndetit publik nuk e lejon që të bëhet një takim fizik).","hackathons.sections.5.title":"Unë nuk di të kodoj, çfarë mund të bëj?","hackathons.sections.5.content.1":"Paralelisht me hakatonën, do të ketë seminare për fillestarët në kodim, modifikimin e harduerëve, robotikën e kështu me radhë që pjesëmarrësit të mësojnë bazat e mendimit kompjuterik dhe kodimit. Shikoni më shumë informacione se si të regjistroheni në faqen tuaj lokale.","hackathons.sections.6.title":"Partnerët","hackathons.sections.7.title":"Bashkohu me argëtimin!","hackathons.cities.1.city":"","hackathons.cities.1.country":"Rumani","hackathons.cities.1.date":"25-26 shtator 2021","hackathons.cities.2.city":"","hackathons.cities.2.country":"Irlandë","hackathons.cities.2.date":"23-24 shtator 2021","hackathons.cities.3.city":"","hackathons.cities.3.country":"Itali","hackathons.cities.3.date":"24-25 shtator 2021","hackathons.cities.4.city":"","hackathons.cities.4.country":"Greqi","hackathons.cities.4.date":"9 tetor 2021","hackathons.cities.5.city":"","hackathons.cities.5.country":"Slloveni","hackathons.cities.5.date":"18-19 shtator 2021","hackathons.cities.6.city":"","hackathons.cities.6.country":"Letoni","hackathons.cities.6.date":"1 tetor 2021","hackathons.final.1":"Finalja në","hackathons.final.2":"shtator/tetor 2021","home.about":`EU Code Week është një nismë në terren që synon të sjellë - kodimin dhe “alfabetizmin” dixhital te të gjithë në një mënyrë - argëtuese dhe angazhuese.`,"home.when":"14-27 tetor 2024","home.when_text":`Mësimi i kodimit na ndihmon të kuptojmë logjikisht botën rrotull nesh që - ndryshon shpejt, të zgjerojmë të kuptuarin tonë rreth mënyrës - se si funksionon teknologjia, si dhe të zhvillojmë aftësi dhe kapacitete për - të eksploruar ide të reja dhe për të sjellë inovacion.`,"home.school_banner_title":"Përfshihu!","home.school_banner_text":"Jeni mësues?","home.school_banner_text2":"Klikoni këtu për të mësuar si të përfshiheni!","home.organize_activity_title":"Organizoni ose merrni pjesë në një aktivitet","home.organize_activity_text":'Të gjithë janë të mirëpritur të organizojnë ose të marrin pjesë në \u2028një aktivitet. Thjesht zgjidhni një temë dhe audiencën e synuar dhe shtoni aktivitetin tuajhartë ose shfletoni për evenimente në zonën tuaj.',"home.get_started_title":"Hapat e parë","home.get_started_text":'Nuk jeni i sigurt se si të filloni? Hidhini një sy faqes së udhëzimeve dhe shkarkoni setet e mjeteve për organizatorët për t’u përgatitur dhe përhapni fjalën.',"home.access_resources_title":"Aksesoni burime dhe trajnime","home.access_resources_text":'Nëse nuk jeni i sigurt si të organizoni një aktivitet, vizitoni faqen e burimeve të mësimdhënies dhe materialet për trajnimin për mësimet për plane mësimore të përshtatura.',"locations.title":"Vendet e aktivitetit","locations.description.0":"Për aktivitetin tuaj të radhës, përzgjidhni një vend nga lista më poshtë OSE regjistroni një vend të ri te","locations.description.1":"krijimi i aktivitetit","login.login":"Identifikimi","login.register":"Regjistrohuni","login.github":"Identifikohuni me Github","login.twitter":"Identifikohuni me Twitter","login.facebook":"Identifikohuni me Facebook","login.google":"Identifikohuni me Google","login.azure":"Identifikohuni me Azure","login.email":"Email","login.password":"Fjalëkalimi","login.remember":"Më kujto","login.forgotten_password":"Ke harruar fjalëkalimin?","login.no_account":"Nuk ke llogari?","login.signup":"Regjistrohu","login.reset":"Rivendos fjalëkalimin","login.send_password":"Dërgo lidhjen e rivendosjes së fjalëkalimit","login.confirm_password":"Konfirmo fjalëkalimin","login.name":"emër","menu.learn":"Mëso","menu.teach":"Jep mësim","menu.training":"Formimi","menu.toolkits":"Prezantime dhe mjete","menu.why":"Pse","menu.home":"Kreu","menu.events":"Aktivitete","menu.ambassadors":"Ambasadorët","menu.resources":"Burimet","menu.schools":"Shkollat","menu.about":"Informacion","menu.blog":"Blog","menu.news":"Lajme","menu.search":"Shkruani dhe shtypni Enter...","menu.map":"Harta","menu.add_event":"Shtoni eveniment","menu.search_event":"Kërko te evenimentet","menu.hello":"Përshëndetje","menu.profile":"Profili","menu.pending":"Evenimentet në pritje","menu.your_events":"Aktivitetet e mia","menu.your_certificates":"Certifikatat e mia","menu.report":"Raporti i aktiviteteve të mia","menu.volunteers":"Vullnetarët","menu.logout":"Dilni","menu.signin":"Identifikohuni","menu.privacy":"Privatësia","menu.participation":"Certifikata e pjesëmarrjes","menu.values":"Vlerat tona","menu.featured_activities":"Aktivitete tё evidentuara","menu.codeweek2020":"Edicioni 2020","mooc.free-online-courses":"Kurse falas në internet","mooc.intro":"EU Code Week ofron mundësi të zhvillimit profesional në formën e kurseve në internet. Qëllimi është të mbështesim mësuesit në klasë të sjelljes së kodimit dhe mendimit llogaritës.","mooc.icebreaker.title":"Kursi prezantues “Icebreaker”","mooc.icebreaker.text.0":"EU Code Week ofron mundësi të zhvillimit profesional në formën e kurseve në internet. Qëllimi është të mbështesim mësuesit në klasë të sjelljes së kodimit dhe mendimit llogaritës.","mooc.icebreaker.text.1":"Kursi Icebreaker në EU Code Week","mooc.icebreaker.text.2":"është një kurs pesë-orësh në anglisht që synon të ndiqet nga gjithë të interesuarit në bazat e kodifikimit dhe mendimin llogaritës. Pjesëmarrësit mësojnë se si të frymëzojnë kuriozitet dhe një frymë inovative tek të rinjtë, ndërsa i fuqizojnë të bëhen krijues dixhital. Kursi ndihmon pjesëmarrësit të zbulojnë përfitimet dhe rëndësinë e mendimit llogaritës dhe kodimit në jetën tonë të përditshme. Gjithashtu ofron ide, materiale trajnimi falas dhe burime për të organizuar aktivitete argëtuese dhe edukative për fëmijët, në çdo kohë, kudo - veçanërisht gjatë Code Week.","mooc.icebreaker.text.3":"Ju nuk keni nevojë për përvojë ose njohuri të mëparshme në kodim për të marrë pjesë në këtë kurs, thjesht një mendje kureshtare.","mooc.icebreaker.registration.0":"Regjistrimet janë të hapura","mooc.icebreaker.registration.1":"këtu për kursin që zhvillohet midis 16 shtator dhe 30 tetor 2020. Ju lutemi vini re se ju duhet të krijoni një llogari në European Schoolnet Academy për t'u regjistruar. ","mooc.icebreaker.check-out":"Shikoni botimin 2019","mooc.deep-dive.title":'Kursi i thelluar i "Deep Dive"',"mooc.deep-dive.text.0":"Kursi në internet Deep Dive nga EU Code Week është një kurs njëzet e pesë orësh në anglisht që u ofron mësuesve mundësinë të njihen me parimet e lidhura me kodimin dhe të fitojnë njohuri dhe besim për të organizuar veprimtari të lehta dhe argëtuese, ndërvepruese të kodimit me studentët e tyre. Mësuesit zbulojnë ","mooc.deep-dive.text.1":"burimet","mooc.deep-dive.text.2":"falas të EU Code Week dhe materiale trajnimi të disponueshme në 29 gjuhë dhe aspekte të veçanta të kodimit, të tilla si mendimin llogaritës, aktivitete të shkëputura dhe mundësi të pafundme të robotikës, modifikimin dhe bërjen, gjuhët e programimit vizual, krijimin e aplikacioneve dhe shumë më tepër.","mooc.deep-dive.course-link":"Shikoni kursin “Deep dive” 2019","mooc.social-media.0":"Ndiqni","mooc.social-media.1":"EU Code Week në mediat sociale","mooc.social-media.2":"për të zbuluar se kur do të fillojë kursi tjetër","myevents.created_by":"Të gjitha evenimentet e krijuara nga ","myevents.no_events.first_call_to_action":"Nuk keni shtuar ende asnjë eveniment. Pse nuk ","myevents.no_events.first_link":"shtoni një tani","myevents.no_events.second_call_to_action":"ose lexoni ","myevents.no_events.second_link":"udhëzuesin për organizatorët","myevents.view":"Shikoni","myevents.status.APPROVED":"MIRATUAR","myevents.status.REJECTED":"REFUZUAR","myevents.status.PENDING":"NË PRITJE","myevents.status.REPORTED":"RAPORTUAR","pagination.previous":"Prapa","pagination.next":"Përpara","participation.title":"Krijoni certifikatat e pjesëmarrjes për klasën tuaj","participation.phrase1":"Plotësoni formularin me emrat e nxënësve tuaj të ndarë me presje dhe do të merrni certifikata individuale pjesëmarrjeje","participation.names.label":"Emrat për certifikatën","participation.names.help":"Përdorni një presje mes emrit të secilit pjesëmarrës","participation.event_name.label":"Emri i aktivitetit","participation.event_name.help":"Emri i aktivitetit tuaj që do të printohet në certifikatë","participation.event_date.label":"Data e aktivitetit","participation.event_date.help":"Data e aktivitetit tuaj që do të printohet në certifikatë","participation.submit":"Krijo certifikatat","participation.thanks_page.title":"Certifikatat tuaja u krijuan!","participation.thanks_page.phrase1":"Klikoni mbi këtë lidhje për të shkarkuar skedarin ZIP me të gjitha certifikatat","passwords.password":"Fjalëkalimet duhet të jenë të paktën me gjashtë karaktere dhe të përputhen me konfirmimin.","passwords.reset":"Fjalëkalimi është rivendosur!","passwords.sent":"Kemi dërguar lidhjen e rivendosjes së fjalëkalimit!","passwords.token":"Kjo shenjë për rivendosjen e fjalëkalimit është e pavlefshme.","passwords.user":"Nuk mund të gjejmë një përdorues me atë adresë emaili.","privacy-statement-contact.subtitle":"Kjo deklaratë e privatësisë ofron informacion lidhur me përpunimin dhe mbrojtjen e të dhënave tuaja personale.","privacy-statement-contact.processing-operation.0":"Operacioni i përpunimit","privacy-statement-contact.processing-operation.1":"menaxhimi i Ambasadorëve të Javës Evropiane të Kodimit dhe Mësuesve kryesorë dhe regjistrimi i aktiviteteve në faqen e internetit","privacy-statement-contact.data-processors.0":" Përpunuesit e të dhënave","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. dhe EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Informacionet lidhur me përpunimin e të dhënave personale për menaxhimin e Ambasadorëve të Javës Evropiane të Kodimit dhe Mësuesve kryesorë dhe me regjistrimin e aktiviteteve në faqen e internetit.","privacy-statement-contact.3-legal_process.0":`Ligjshmëria e operacionit të përpunimit: Njësia G.2 mbledh, ruan dhe publikon të dhënat tuaja personale, sepse ju keni dhënë pëlqimin tuaj të qartë duke shënuar një kuti kur jeni regjistruar për t'u bërë Ambasador i Javës Evropiane të Kodimit ose Mësues Kryesor ose kur keni aplikuar për të regjistruar një ngjarje në Java Evropiane e Kodimit.`,"privacy-statement-contact.4-collect_data.0":"Të dhënat personaletë detyrueshme të mbledhura përAmbasadorët dhe Mësuesit Kryesorëjanë:","privacy-statement-contact.4-collect_data.1":"Emri","privacy-statement-contact.4-collect_data.2":"Adresa e postës elektronike","privacy-statement-contact.4-collect_data.3":"Fjalëkalimi","privacy-statement-contact.4-collect_data.4":"Fotografia","privacy-statement-contact.4-collect_data.5":"Biografia","privacy-statement-contact.4-collect_data.6":"Titulli","privacy-statement-contact.4-collect_data.7":"Fusha e ekspertizës për Mësuesit Kryesorë ","privacy-statement-contact.4-collect_data.8":"Kur regjistroni një aktivitet, të dhënat personale të detyrueshmetë mbledhura janë:","privacy-statement-contact.4-collect_data.9":"Emri i organizatës","privacy-statement-contact.4-collect_data.10":"Lloji i organizimit","privacy-statement-contact.4-collect_data.11":"Adresa e postës elektronike të kontaktit","privacy-statement-contact.4-collect_data.12":"Sigurimi i këtyre të dhënave është i detyrueshëm për të qenë Ambasador i Javës Evropiane të Kodimit, Mësues kryesor ose për të regjistruar një aktivitet në faqen e internetit Java Evropiane e Kodimit.","privacy-statement-contact.4-collect_data.13":"Përveç kësaj,Ambasadorët dhe Mësuesit kryesorëmund të sigurojnë vullnetarisht të dhënat e mëposhtme personale:","privacy-statement-contact.4-collect_data.14":"Llogaritë e mediave sociale","privacy-statement-contact.4-collect_data.15":"Organizatorët e aktivitetitmund të sigurojnë vullnetarisht të dhënat e mëposhtme:","privacy-statement-contact.4-collect_data.16":"Adresa publike e postës elektronike të kontaktit","privacy-statement-contact.4-collect_data.17":"Faqja ueb e organizatorit","privacy-statement-contact.4-collect_data.18":"Code Week for All Code","privacy-statement-contact.4-collect_data.19":"Për organizatorët e aktivitetit, ju lutemi të keni parasysh se Ambasadori përkatës për vendin tuaj ose Njësia G.2 mund të përdorë të dhënat personale që keni dhënë për të regjistruar një aktivitet me qëllim për t'ju kontaktuar në lidhje me aktivitetin e përmendur.","privacy-statement-contact.4-collect_data.20":"Ju keni siguruar të dhënat tuaja personale në","privacy-statement-contact.4-collect_data.21":"faqen e autentifikimitJava Evropiane e Kodimit","privacy-statement-contact.4-collect_data.22":"dhe në","privacy-statement-contact.4-collect_data.23":"faqja e regjistrimit të aktivitetit.","privacy-statement-contact.5-how_long.0":"Të gjitha të dhënat personale do të fshihen nga bazat e të dhënave në qoftë se tërhiqeni nga iniciativa ose 5 vjet pas përfundimit të saj.","privacy-statement-contact.6-protect_data.0":'Të gjitha të dhënat personale në format elektronik (e-mailet, dokumentet, bazat e të dhënave, grupet e ngarkuara të të dhënave etj.) ruhen në serverët e Komisionit Evropian ose të kontraktuesve të tij. Të gjitha operacionet e përpunimit kryhen në pajtim meVendimin e Komisionit (BE, Euratom) 2017/46, të 10 janarit 2017, për sigurinë e sistemeve të komunikimit dhe informacionit në Komisionin Evropian.',"privacy-statement-contact.6-protect_data.1":'Kontraktuesit e Komisionit janë të detyruar nga një klauzolë specifike kontraktuale për çdo operacion të përpunimit të të dhënave tuaja në emër të Komisionit, si edhe nga detyrimet e konfidencialitetit që rrjedhin nga transpozimi i Rregullores së Përgjithshme të Mbrojtjes së të Dhënave në Shtetet Anëtare të BE-së (‘GDPR’Rregullorja (BE) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Për të mbrojtur të dhënat tuaja personale, Komisioni ka vendosur një numër masash teknike dhe organizative. Masat teknike përfshijnë veprime të përshtatshme për të adresuar sigurinë në internet, rrezikun e humbjes së të dhënave, ndryshimin e paautorizuar ose qasjen në të dhënat, duke marrë parasysh rrezikun që e paraqet përpunimi dhe natyrën e të dhënave personale që përpunohen. Masat organizative përfshijnë kufizimin e qasjes në të dhënat personale vetëm për personat e autorizuar, të cilët kanë një nevojë legjitime për t'i ditur për qëllimet e këtij operacioni përpunimi.","privacy-statement-contact.7-access_data.0":'Të gjitha të dhënat personale të ofruara nga ju mund të aksesohen nga stafi i Komisionit sipas parimit "duhet të di". Për më tepër, qasja në të dhënat tuaja personale i ofrohet kontraktuesit tonë në bazë të parimit "duhet të di".',"privacy-statement-contact.7-access_data.1":'Me qëllim për të rritur dukshmërinë e Ambasadorëve të Javës Evropiane të Kodimit, Mësuesve kryesorë’ ose aktiviteteve të regjistruara’ , të gjitha të dhënat tuaja personale do të publikohen në faqen e mëposhtme.',"privacy-statement-contact.7-access_data.2":"Përveç kësaj, Njësia G.2 mund të ndajë detajet tuaja të kontaktit me çdo anëtar të publikut ose palëve të interesuara që duhet t'ju kontaktojë lidhur me Javën Evropiane të Kodimit. Për organizatorët e aktivitetit, ju lutemi të keni parasysh se Ambasadori përkatës për vendin tuaj ose Njësia G.2 mund të përdorë të dhënat personale që keni dhënë për të regjistruar një aktivitet me qëllim për t'ju kontaktuar në lidhje me aktivitetin e përmendur.","privacy-statement-contact.8-rights.0":"Ju keni pranuar t'i jepni të dhënat tuaja personale Njësisë G.2 për këtë operacion përpunimi. Ju mund të tërhiqni pëlqimin tuaj në çdo kohë duke njoftuar Njësinë G.2 në CNECT-G2@ec.europa.eu. Tërheqja nuk do të ndikojë në ligjshmërinë e përpunimit të kryer para se të keni tërhequr pëlqimin.","privacy-statement-contact.10-detailed-info.0":"Ky operacion specifik i përpunimit është përfshirë në regjistrin publik të DPO-së me referencën e mëposhtme të trashëguar të njoftimit: DPR-EC-02631 Menaxhimi i pikave të kontaktit për politikat, programet dhe projektet DG CONNECT.","privacy-statement.title":"MBROJTJA E TË DHËNAVE TUAJA PERSONALE","privacy-statement.processing-operation.0":"Operacioni i përpunimit","privacy-statement.processing-operation.1":"Përpunimi i të dhënave personale në codeweek.eu, duke përfshirë adresat IP, nga vizitorët e faqeve të internetit në dispozicion të publikut.","privacy-statement.data-controller.0":"Kontrolluesi i të dhënave","privacy-statement.data-controller.1":"Komisioni Evropian, Drejtoria e Përgjithshme për Rrjetet e Komunikimit, Përmbajtjen dhe Teknologjinë, Njësia G.2.","privacy-statement.record-reference":"Referenca e regjistrit","privacy-statement.table-of-contents":"Tabela e përmbajtjes","privacy-statement.1-intro.title":"Hyrje","privacy-statement.1-intro.items.1":'Komisioni Evropian (në vijim ‘Komisioni’) është i angazhuar për të mbrojtur të dhënat tuaja personale dhe për të respektuar privatësinë tuaj. Komisioni mbledh dhe përpunon më tej të dhënat personale në pajtim me Rregullorja (BE) 2018/1725 e Parlamentit Evropian dhe e Këshillit, e datës 23 tetor 2018, mbi mbrojtjen e personave fizikë në lidhje me përpunimin e të dhënave personale nga institucionet, organet, zyrat dhe agjencitë e Bashkimit dhe mbi lëvizjen e lirë të këtyre të dhënave (duke shfuqizuar Rregulloren (KE) Nr. 45/2001). ',"privacy-statement.1-intro.items.2":"Kjo deklaratë e privatësisë shpjegon arsyen e përpunimit të të dhënave tuaja personale, mënyrën se si ne mbledhim, trajtojmë dhe sigurojmë mbrojtjen e të gjitha të dhënave personale të dhëna, si përdoret ky informacion dhe cilat janë të drejtat tuaja në lidhje me të dhënat tuaja personale. Gjithashtu specifikon detajet e kontaktit të Kontrolluesi përgjegjës për të dhënat, me të cilin ju mund të ushtroni të drejtat tuaja, Zyrtari i Mbrojtjes së të Dhënave dhe Mbikëqyrësit Evropian për Mbrojtjen e të Dhënave.","privacy-statement.1-intro.items.3.0":"Informacionet lidhur me operacionin e përpunimit","privacy-statement.1-intro.items.3.1":"Përpunimi i të dhënave në codeweek.eu","privacy-statement.1-intro.items.3.2":"që është kryer nga Komisioni, paraqitet më poshtë.","privacy-statement.2-pse.title":"Pse dhe si i përpunojmë të dhënat tuaja personale?","privacy-statement.2-pse.items.0":"Qëllimi i operacionit të përpunimit","privacy-statement.2-pse.items.1":"Drejtoria e Përgjithshme për Rrjetet e Komunikimit, Përmbajtjen dhe Teknologjinë e Komisionit ofron një numër faqesh të jashtme interneti. Organizimi teknik mbledh dhe përdor informacionin tuaj personal me qëllim për të ofruar faqet e internetit që ndodhen fizikisht jashtë infrastrukturës së hostimit të kontrolluar nga Komisioni.","privacy-statement.2-pse.items.2":"Të dhënat tuaja personale nuk do të përdoren për një vendimmarrje të automatizuar, duke përfshirë profilizimin.","privacy-statement.3-legal_process.title":"Në çfarë baze ligjore i përpunojmë të dhënat tuaja personale?","privacy-statement.3-legal_process.items.0":"Ne përpunojmë të dhënat tuaja personale për disa arsye:","privacy-statement.3-legal_process.items.1":'Neni 5(1)(a) i Rregullores (BE) 2018/1725: ky përpunim ështëi nevojshëm për kryerjen e një detyretë kryer në interesin publik ose në ushtrimin e autoritetit zyrtar që i përket institucionit ose organit të Bashkimit.',"privacy-statement.3-legal_process.items.2":"Në të vërtetë, informimi i publikut të gjerë është një detyrë që rezulton nga prerogativat e vetë Komisionit Evropian në nivel institucional, ashtu siç parashikohet në nenin 58(2) (d) të Rregullores (BE, Euratom) 2018/1046 e Parlamentit Evropian dhe e Këshillit, e datës 18 korrikut 2018 për rregullat financiare të zbatueshme për buxhetin e përgjithshëm të Bashkimit  (GZ L 193, 30.7.2018, f. 1). Ne sigurojmë që të zbatohen masa mbrojtëse të përshtatshme dhe specifike për përpunimin e të dhënave personale, në pajtim me legjislacionin në fuqi për mbrojtjen e të dhënave.","privacy-statement.3-legal_process.items.3":'Neni 5(1)(d) i Rregullores (BE) 2018/1725:për aktivitetet e përpunimit që përfshijnë cookie dhe autentifikim,pëlqimi juajështë i domosdoshëm. Në përputhje me Nenin 3(15) dhe Nenin 7 të Rregullores (BE) 2018/1725, pëlqimi duhet të jepet lirisht dhe të jetë specifik, i informuar dhe i qartë.',"privacy-statement.3-legal_process.items.4":"Ne kemi marrë pëlqimin tuaj drejt nga ju. Ju mund ta keni shprehur me një email, të dorëzuar përmes formularit të regjistrimit elektronik, ose në ndonjë formë tjetër me shkrim.","privacy-statement.4-collect_data.title":"Cilat të dhëna personale mbledhim dhe përpunojmë më tej?","privacy-statement.4-collect_data.items.0":"Me qëllim përtë kryer këtë operacion përpunimi, Njësia G.2 mbledh kategoritë e mëposhtme të të dhënave personale:","privacy-statement.4-collect_data.items.1":"Adresa e protokollit të internetit (adresa IP) ose ID-ja e pajisjes që përdoret për të hyrë në faqen e internetit.","privacy-statement.4-collect_data.items.2":"Pa këtë përpunim ju nuk do të jeni në mundësi të vendosni një lidhje teknike midis pajisjeve tuaja dhe infrastrukturës së serverit dhe për këtë arsye nuk do të jeni në mundësi të hyni në faqen tonë të internetit.","privacy-statement.4-collect_data.items.3":"Me qëllim për të siguruar që ju të autentifikoheni në këtë faqe interneti, Njësia G.2 mbledh kategoritë e mëposhtme të të dhënave personale:","privacy-statement.4-collect_data.items.4":"Adresa e postës elektronike","privacy-statement.4-collect_data.items.5":"Fjalëkalimi; ose","privacy-statement.4-collect_data.items.6":"Autentifikimi për mediat sociale.","privacy-statement.5-how_long.title":"Për sa kohë i mbajmë të dhënat tuaja personale?","privacy-statement.5-how_long.items.0":"Njësia G.2 mban të dhënat tuaja personale vetëm për kohën e nevojshme për të përmbushur qëllimin e mbledhjes ose përpunimit të tyre të mëtejshëm, përkatësisht për kohëzgjatjen e seancës së shfletimit. Për më tepër, adresat IP mund të ruhen për një vit në skedarët e regjistrit të shërbimeve për arsye sigurie. Sa i përket mjetit analitik, adresa IP dhe ID-ja e pajisjes (p.sh. numri IMEI dhe adresa WIFI MAC) fshihen menjëherë pas shkëputjes.","privacy-statement.6-protect_data.title":"Si i mbrojmë të dhënat tuaja personale?","privacy-statement.6-protect_data.items.0":"Të gjitha të dhënat personale në format elektronik (e-mailet, dokumentet, bazat e të dhënave, grupet e ngarkuara të të dhënave etj.) ruhen në serverët e Komisionit Evropian. Të gjitha operacionet e përpunimit kryhen në pajtim me","privacy-statement.6-protect_data.items.1":"Vendimin e Komisionit (BE, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":", të datës 10 janar 2017, për sigurinë e sistemeve të komunikimit dhe informacionit në Komisionin Evropian.","privacy-statement.6-protect_data.items.3":"Për të mbrojtur të dhënat tuaja personale, Komisioni ka vendosur një numër masash teknike dhe organizative. Masat teknike përfshijnë veprime të përshtatshme për të adresuar sigurinë në internet, rrezikun e humbjes së të dhënave, ndryshimin e paautorizuar ose qasjen në të dhënat, duke marrë parasysh rrezikun që e paraqet përpunimi dhe natyrën e të dhënave personale që përpunohen. Masat organizative përfshijnë kufizimin e qasjes në të dhënat personale vetëm për personat e autorizuar, të cilët kanë një nevojë legjitime për t'i ditur për qëllimet e këtij operacioni përpunimi.","privacy-statement.7-access_data.title":"Kush ka qasje në të dhënat tuaja personale dhe kujt do t'i zbulohen?","privacy-statement.7-access_data.items.0":`Qasja në të dhënat tuaja personale i ofrohet stafit të Komisionit përgjegjës për kryerjen e këtij operacioni përpunimi dhe personelit të autorizuar sipas parimit "duhet të di". Ky personel do t'u përmbahet marrëveshjeve të konfidencialitetit të përcaktuara me ligj, si edhe marrëveshjeve shtesë, kur është e nevojshme.`,"privacy-statement.7-access_data.items.1":`Për më tepër, qasja në të dhënat tuaja personale mund t'u ofrohet kontraktuesve të jashtëm që punojnë në emër dhe sipas marrëveshjes kontraktuale me shërbimin e Komisionit që është pronari i faqeve të internetit dhe që është i angazhuar në krijimin, mirëmbajtjen, menaxhimin dhe arkivimin e faqeve të internetit sipas parimit "duhet të di".`,"privacy-statement.7-access_data.items.2":"Informacioni që ne mbledhim nuk do t'i jepet asnjë pale të tretë, me përjashtim të qëllimeve për të cilat mund të kërkohet me ligji që ne ta bëjmë këtë.","privacy-statement.8-rights.title":"Cilat janë të drejtat tuaja dhe si mund t'i ushtroni? ","privacy-statement.8-rights.items.0":"Ju keni të drejta specifike si ‘subjekt i të dhënave’ sipas Kapitullit III (nenet 14-25) të Rregullores (BE) 2018/1725, në veçanti të drejtën për të hyrë, korrigjuar ose fshirë të dhënat tuaja personale dhe të drejtën për të kufizuar përpunimin e të dhënave tuaja personale. Kur është e aplikueshme, ju keni gjithashtu të drejtën për të kundërshtuar përpunimin, si edhe të drejtën e portabilitetit të të dhënave.","privacy-statement.8-rights.items.1":"Ju keni të drejtë për të kundërshtuar përpunimin e të dhënave tuaja personale, i cili kryhet në mënyrë të ligjshme në pajtim me nenin 5(1)(a).","privacy-statement.8-rights.items.2":"Ju keni pranuar të jepni të dhënat tuaja personale për këtë operacion përpunimi. Ju mund të tërhiqni pëlqimin tuaj në çdo kohë duke njoftuar Njësinë G.2. Tërheqja nuk do të ndikojë në ligjshmërinë e përpunimit të kryer para se të tërhiqni pëlqimin tuaj.","privacy-statement.8-rights.items.3":"Ju mund të ushtroni të drejtat tuaja duke kontaktuar Kontrolluesin e të Dhënave, ose në rast konflikti Zyrtarin e Mbrojtjes së të Dhënave. Nëse është e nevojshme, ju mund t'i drejtoheni edhe Mbikëqyrësit Evropian për Mbrojtjen e të Dhënave. Informacioni i tyre i kontaktit jepet nën Titullin 9 më poshtë.","privacy-statement.8-rights.items.4":"Nëse dëshironi të ushtroni të drejtat tuaja në kontekstin e një ose disa operacioneve specifike të përpunimit, ju lutemi që t'i përshkruani (duke përfshirë Referencën e tyre të regjistrit, ashtu siç specifikohet në kreun 10 më poshtë) në kërkesën tuaj.","privacy-statement.9-contact.title":"Informacioni i kontaktit","privacy-statement.9-contact.data-controller.title":"Kontrolluesi i të dhënave","privacy-statement.9-contact.data-controller.text":"Nëse dëshironi të ushtroni të drejtat tuaja në pajtim me Rregulloren (BE) 2018/1725, ose keni komente, pyetje ose shqetësime, ose nëse dëshironi të dërgoni një ankesë në lidhje me mbledhjen dhe përdorimin e të dhënave tuaja personale, ju lutemi të mos ngurroni të kontaktoni Kontrolluesin e të dhënave, Njësinë G.2, Komisionin Evropian, në","privacy-statement.9-contact.data-protection-officer.title":"Zyrtari për Mbrojtjen e të Dhënave (DPO) i Komisionit","privacy-statement.9-contact.data-protection-officer.teksti":"Ju mund të kontaktoni Zyrtarin e Mbrojtjes së të Dhënave(DATA-PROTECTION-OFFICER@ec.europa.eu) lidhur me çështjet që kanë të bëjnë me përpunimin e të dhënave tuaja personale sipas Rregullores (BE) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Mbikëqyrësi Evropian për Mbrojtjen e të Dhënave (EDPS)","privacy-statement.9-contact.european-data-protection.teksti":'Ju keni të drejtë të bëni rekurs (dmth. ju mund të paraqisni një ankesë) te Mbikëqyrësi Evropian për Mbrojtjen e të Dhënave (edps@edps.europa.eu) nëse konsideroni se të drejtat tuaja sipas Rregullores (BE) 2018/1725 janë shkelur si pasojë e përpunimit të të dhënave tuaja personale nga Kontrolluesi i të Dhënave.',"privacy-statement.10-detailed-info.title":"Ku mund të gjeni informacion më të hollësishëm?","privacy-statement.10-detailed-info.items.0":'Zyrtari për Mbrojtjen e të Dhënave i Komisionit (DPO) publikon regjistrin e të gjitha operacioneve të përpunimit të të dhënave personale nga ana e Komisionit, të cilat janë dokumentuar dhe njoftuar atij. Ju mund të hyni në regjistrin përmes lidhjes së mëposhtme: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Ky operacion specifik i përpunimit është përfshirë në regjistrin publik të DPO-së’ me referencën e mëposhtme të regjistrit: DPR-EC-09706.1.","privacy.title":"MBROJTJA E TË DHËNAVE TUAJA PERSONALE","privacy.1-intro.title":"1. Prezantimi","privacy.1-intro.items.1":"

    Komisioni Evropian (më tej “Komisioni”) është i përkushtuar të mbrojë të dhënat tuaja personale dhe të respektojë privatësinë tuaj. Komisioni mbledh dhe përpunon më tej të dhënat personale në përputhje me Rregulloren (BE) 2018/1725 të Parlamentit Evropian dhe Këshillit të 23 tetorit 2018 për mbrojtjen e personave fizikë në lidhje me përpunimin e të dhënave personale nga institucionet, organet, zyrat dhe agjencitë e Bashkimit dhe mbi lëvizjen e lirë të këtyre të dhënave (Rregullorja shfuqizuese (KE) Nr. 45/2001).

    ","privacy.1-intro.items.2":"

    Kjo deklaratë e privatësisë shpjegon arsyen e mbledhjes dhe përpunimit, mënyrën e mbledhjes, trajtimit dhe sigurimit të mbrojtjes së të gjitha të dhënave personale të paraqitura, mënyrën e përdorimit të këtij informacioni dhe cilat të drejta mund të ushtroni në lidhje me të dhënat tuaja personale (e drejta për t’i parë, korrigjuar, bllokuar etj). Ajo gjithashtu specifikon detajet e kontaktit të Kontrolluesit përgjegjës të të Dhënave me të cilin mund të ushtroni të drejtat tuaja, Zyrtarin për Mbrojtjen e të Dhënave dhe Mbikëqyrësin Evropian për Mbrojtjen e të Dhënave.

    ","privacy.1-intro.items.3":"

    Kjo deklaratë e privatësisë ka të bëjë me mbledhjen dhe publikimin e të dhënave personale në faqen e internetit Codeweek.eu të arritshme publikisht, të personave që shërbejnë si pika kontakti për aktivitetet e EU Code Week (ambasadorët e Code Week, Koordinatorët e Ministrisë së Arsimit, mësuesit kryesorë, si dhe organizatorët e veprimtarive dhe ngjarjeve).

    ","privacy.2-why.title":"2. Pse i përpunojmë të dhënat tuaja?","privacy.2-why.items.1":"

    Komisioni Evropian mbledh dhe boton informacionin tuaj personal për të lehtësuar identifikimin e pikave të kontaktit nga palët e interesuara ose qytetarët e interesuar. Ofrimi i personave realë si pika kontakti është mënyra më e mirë dhe më efikase për të siguruar që personat e interesuar të kontaktojnë me shërbimet e Komisionit.

    ","privacy.2-why.items.2":"

    Të dhënat tuaja personale nuk do të përdoren për ndonjë vendimmarrje të automatizuar, përfshirë profilizimin.

    ","privacy.3-legal_process.title":"3. Mbi çfarë baze(a) ligjore i përpunojmë të dhënat tuaja personale","privacy.3-legal_process.items.1":"

    Operacionet e përpunimit të të dhënave personale për publikimin e pikave të kontaktit janë të ligjshme sipas nenit 5(1)(d) të Rregullores (BE) 2018/1725 sepse ju dhatë pëlqimin tuaj për përpunimin e të dhënave tuaja personale përmes një formulari në internet ose kur ju ratë dakord që ne të përdorim emailin dhe emrin e përdoruesit nëse regjistroheni me një rrjet social.

    ","privacy.4-collect_data.title":"4. Cilat të dhëna personale mbledhim dhe përpunojmë më tej?","privacy.4-collect_data.items.1":"

    Të dhënat personale të mbledhura janë informacione që e bëjnë identifikimin tuaj si pikë kontakti më të lehtë dhe rrisin shikueshmërinë tuaj për publikun, përkatësisht: titullin, emrin, mbiemrin, pozicionin, adresat zyrtare të postës elektronike dhe postare, numrin e telefonit, fotografinë, llogarinë e medias sociale, biografinë.

    ","privacy.4-collect_data.items.2":"

    Ju i keni dhënë këto të dhëna personale mbi baza vullnetare, duke plotësuar formularin e aplikimit.

    ","privacy.4-collect_data.items.3":"

    Sigurimi i të dhënave personale të caktuara është i detyrueshëm për publikimin e aktiviteteve dhe/ose informacionit të kontaktit në faqen e internetit codeweek.eu. Nëse nuk jepni të dhënat tuaja personale, aktiviteti juaj nuk do të publikohet dhe/ose nuk do të mund të merrni pjesë në rrjetet e lartpërmendura.

    ","privacy.4-collect_data.items.4":"

    Ju siguroni të gjitha të dhënat e tjera personale mbi baza vullnetare.

    ","privacy.4-collect_data.items.5":"Kur ju regjistroheni në buletinin tonë informativ, adresa juaj e email-it shtohet në listën përkatëse të kontakteve të EU Code Week, e cila menaxhohet nga Mailerlite.com. Ju lutem lexoni politikën e privatësisë së Mailerlite:https://www.mailerlite.com/legal/privacy-policy. Ju mund të zgjidhni të përjashtoheni nga lista e kontakteve që marrin këtë buletin informativ në cdo kohë, duke klikuar mbi opsionin “unsubscribe” në emailet qëju merrni nga ne ose duke na dërguar një email me subjektin “Unsubscribe” në adresën info@codeweek.eu","privacy.5-how_long.title":"5. Për sa kohë i mbajmë të dhënat tuaja personale?","privacy.5-how_long.items.1":"

    Komisioni mban të dhënat tuaja personale vetëm për kohën e nevojshme për të përmbushur qëllimin e mbledhjes ose përpunimit të mëtejshëm të përshkruar në pikën 2, përkatësisht për aq kohë sa ju shërbeni si një pikë kontakti.

    ","privacy.5-how_long.items.2":"

    Të dhënat tuaja personale hiqen nga faqja e internetit me qasje publike menjëherë pasi të keni ndërprerë funksionin e pikës së kontaktit nëse nuk keni dhënë pëlqimin tuaj për ta përfshirë në bazën e të dhënave për aktivitete të ardhshme.

    ","privacy.6-protect_data.title":"6. Si i mbrojmë dhe ruajmë të dhënat tuaja personale?","privacy.6-protect_data.items.1":"

    Të gjitha të dhënat personale në format elektronik (postë elektronike, dokumente, baza e të dhënave, grupe të dhënash të ngarkuara, etj) ruhen, ose në serverët e Komisionit Evropian, ose të kontraktuesit të tij. Të gjitha operacionet e përpunimit kryhen në bazë të Vendimit të Komisionit (BE, Euratom) 2017/46 të 10 janarit 2017 për sigurinë e sistemeve të komunikimit dhe informacionit në Komisionin Evropian.

    ","privacy.6-protect_data.items.2":"

    Kontraktuesit e Komisionit janë të detyruar nga një klauzolë specifike kontraktuale për çdo operacion të përpunimit të të dhënave tuaja në emër të Komisionit dhe nga detyrimet e konfidencialitetit që rrjedhin nga transpozimi i Rregullores së Përgjithshme të Mbrojtjes së të Dhënave në Shtetet Anëtare të BE-së (Rregullorja “GDPR” (BE) 2016/679).

    ","privacy.6-protect_data.items.3":"

    Për të mbrojtur të dhënat tuaja personale, Komisioni ka ngritur një numër masash teknike dhe organizative. Masat teknike përfshijnë veprime të përshtatshme për të trajtuar sigurinë në internet, rrezikun e humbjes së të dhënave, ndryshimin e të dhënave ose hyrjen e paautorizuar, duke marrë parasysh rrezikun e paraqitur nga përpunimi dhe natyrën e të dhënave personale që përpunohen. Masat organizative përfshijnë kufizimin e qasjes në të dhënat personale vetëm nga personat e autorizuar me një nevojë të ligjshme për të ditur për qëllimet e këtij operacioni përpunimi.

    ","privacy.7-access_data.title":"7. Kush ka qasje në të dhënat tuaja dhe kujt i zbulohen?","privacy.7-access_data.items.1":"

    Qasja në të dhënat tuaja personale i ofrohet stafit të Komisionit përgjegjës për kryerjen e këtij operacioni përpunimi dhe personelit të autorizuar sipas parimit “nevojë për të ditur”. Ky personel i përmbahet marrëveshjeve ligjore dhe kur kërkohet, marrëveshjeve konfidenciale shtesë.

    ","privacy.7-access_data.items.2":"

    Konkretisht, të gjitha të dhënat personale të paraqitura nga ju mund të arrihen nga administratorët e faqeve të internetit (stafi i Komisionit), si dhe nga personeli tjetër i Komisionit sipas nevojës për të ditur.. Për më tepër, informacioni personal juaj dhe informacioni për ngjarjet do të ndahen me anëtarët e ambasadorëve të EU Code Week dhe rrjetet e koordinatorëve arsimorë për organizimin e aktiviteteve lokale ose ndjekjen e tyre.

    ","privacy.7-access_data.items.3":"

    Me qëllim të rritjes së shikueshmërisë së pikave të kontaktit, të dhënat tuaja personale publikohen pa kufizime të qasjes në faqen publike të internetit: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Në lidhje me transferimin e të dhënave te palë të treta

    ","privacy.7-access_data.items.5":"

    Informacioni që mbledhim nuk i jepet asnjë pale të tretë, përveç deri në masën dhe për qëllimin që mund të na kërkohet sipas ligjit.

    ","privacy.8-rights.title":"8. Cilat janë të drejtat tuaja dhe si mund t’i ushtroni ato?","privacy.8-rights.items.1":"

    Ju keni të drejta specifike si “subjekt i të dhënave” sipas Kapitullit III (Nenet 14-25) të Rregullores (BE) 2018/1725, në veçanti të drejtën për të hyrë, korrigjuar ose fshirë të dhënat tuaja personale dhe të drejtën për të kufizuar përpunimin e të dhëna tuaja personale. Kur është e zbatueshme, ju gjithashtu keni të drejtë të kundërshtoni përpunimin ose të drejtën e bartjes së të dhënave.

    ","privacy.8-rights.items.2":"

    Ju jeni pajtuar që të na i jepni neve të dhënat tuaja personale për operacionin aktual të përpunimit dhe mund ta tërhiqni pëlqimin tuaj në çdo kohë duke njoftuar Kontrolluesin e të Dhënave. Tërheqja nuk do të ndikojë në ligjshmërinë e përpunimit të bërë para se të tërhiqni pëlqimin.

    ","privacy.8-rights.items.3":"

    Ju mund të ushtroni të drejtat tuaja duke kontaktuar Kontrolluesin e të Dhënave ose në rast konflikti Zyrtarin për Mbrojtjen e të Dhënave. Nëse është e nevojshme, mund t’i drejtoheni edhe Mbikëqyrësit Evropian për Mbrojtjen e të Dhënave. Informacioni i tyre i kontaktit jepet në Kapitullin 9 më poshtë.

    ","privacy.9-contact.title":"9. Informacioni i kontaktit","privacy.9-contact.data-controller.title":"Kontrolluesi i të Dhënave","privacy.9-contact.data-controller.text":"

    Nëse dëshironi të ushtroni të drejtat tuaja sipas Rregullores (BE) 2018/1725 ose nëse keni komente, pyetje apo shqetësime ose nëse dëshironi të paraqisni një ankesë në lidhje me mbledhjen dhe përdorimin e të dhënave tuaja personale, ju lutemi mos ngurroni të kontaktoni Kontrolluesin e të Dhënave,

    ","privacy.9-contact.data-controller.address":"Directorate-General for Communications Networks, Content and Technology Unit G2
    Building BU25
    B-1049 Brussels
    ","privacy.9-contact.data-controller.email":"Email: ","privacy.9-contact.data-protection-officer.title":"-Zyrtari për Mbrojtjen e të Dhënave (DPO) i Komisionit","privacy.9-contact.data-protection-officer.text":'

    Ju mund të kontaktoni Zyrtarin për Mbrojtjen e të Dhënave (DATA-PROTECTION-OFFICER@ec.europa.eu) në lidhje me çështjet e përpunimit të të dhënave tuaja personale sipas Rregullores (BE) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"-Mbikëqyrësi Evropian për Mbrojtjen e të Dhënave (EDPS)","privacy.9-contact.european-data-protection.text":'

    Ju keni të drejtë të bëni rekurs (p.sh. mund të paraqisni një ankesë) te Mbikëqyrësi Evropian për Mbrojtjen e të Dhënave (edps@edps.europa.eu) nëse konsideroni se të drejtat tuaja sipas Rregullores (BE) 2018/1725 janë shkelur si rezultat i përpunimit të të dhënave tuaja personale nga Kontrolluesi i të Dhënave.

    ',"remote-teaching.remote-teaching":"mësimi në distancë","remote-teaching.intro.title":"Code Week dhe mësimi në distancë","remote-teaching.intro.text":"Arsimi në distancë mund të jetë mjaft sfidues për mësuesit dhe nxënësit dhe ka shumë pengesa për t’u kapërcyer. Sidoqoftë, mësimi i kodimit, të menduarit kompjuterik - madje edhe i robotikës - nuk ka pse të ndalet meqë nxënësit tuaj janë në shtëpi. Këtu janë disa këshilla dhe burime që shpresojmë t'ju ndihmojnë.","remote-teaching.intro.points.1":"Coding@Home: ky është një koleksion me video të shkurtra, materiale të bëra vetë, enigma, lojëra dhe sfida kodimi për përdorim të përditshëm në familje, si dhe në shkollë.","remote-teaching.intro.points.2.0":"Kodimi jashtë linje","remote-teaching.intro.points.2.1":"këtu do të gjeni aktivitete të ndryshme që mund t'i bëni me lehtësi në shtëpi për të mësuar ose për t’u mësuar të tjerëve kodimin me materiale të përditshme.","remote-teaching.intro.points.3.0":"Mësimet","remote-teaching.intro.points.3.1":"këtu do të gjeni “Mësimet” ose tutorialët për Zhvillimin e qëndrueshëm dhe Inteligjencën Artificiale të cilat përfshijnë seksione të mësimdhënies në distancë në Planet e tyre mësimore.","remote-teaching.intro.points.4.0":"Depoja e burimeve","remote-teaching.intro.points.4.1":"shumë prej burimeve në depo mund të përdoren gjithashtu në skenarët e mësimdhënies në distancë. Mund të gjeni burime për të dhënë mësim për kodimin, ose për të mësuar për kodimin.","remote-teaching.intro.points.5.0":"Uebinarët e kodimit nga shtëpia","remote-teaching.intro.points.5.1":"a e dini se Code Week organizoi disa uebinarë se si të mësoni dhe jepni mësim për kodimin nga shtëpia? Shikojini ato!","remote-teaching.tips.title":"7 këshilla për të mësuar kodimin nga distanca","remote-teaching.tips.points.1.0":"Familjarizohuni me konceptet, gjuhën e programimit dhe softuerët","remote-teaching.tips.points.1.1":"ndërsa nxënësit mund të mësojnë kodimin dhe programimin në mënyrë gjysmë-autonome duke mësuar nga gabimet e bëra, ju duhet t’i udhëzoni dhe t'i ndihmoni ata të gjejnë gabimet në sintaksën e tyre. Tregohuni i gatshëm të ndryshoni dhe përshtateni nëse një mjet dixhital ose një gjuhë programimi nuk sjell rezultatet mësimore që keni pritur.","remote-teaching.tips.points.2.0":"Fuqizoni nxënësit","remote-teaching.tips.points.2.1":"ndihmojini nxënësit të arrijnë potencialin e tyre të plotë duke ofruar mësime motivuese dhe kuptimplota. Lërini të eksplorojnë aftësitë dhe kreativitetin e tyre duke i lejuar ata t’i zgjedhin vetë projektet dhe rezultatet e tyre. Përveç kësaj, ju rekomandojmë që të jeni realist dhe të vendosni qëllime të arritshme nga nxënësit tuaj.","remote-teaching.tips.points.3.0":"Inkurajoni nxënësit të punojnë në grupe","remote-teaching.tips.points.3.1":`kodimi në grupe nuk është vetëm më argëtues, por gjithashtu do t’i ndihmonte nxënësit të realizojnë projekte më komplekse dhe krijuese. Për më tepër, të mësuarit në distancë mund të jetë izolues për disa nxënës, dhe puna në grup mund ta parandalojë këtë. Për shembull, ju mund të krijoni dhoma takimesh në internet që nxënësit tuaj të mblidhen në grupe, ose mund të krijoni një vlerësim mes nxënësve duke i ftuar nxënësit të japin dhe të marrin komente konstruktive për projektet e njëri-tjetrit. -`,"remote-teaching.tips.points.4.0":"Eksploroni softuerët e hapur dhe platformat falas në internet për të mësuar se si të kodoni","remote-teaching.tips.points.4.1":"ka shumë burime me cilësi të mirë për të mësuar dhe dhënë mësim për kodimin, të cilat janë të avancuara, por janë sërish të lehta për t’u përdorur. Këto janë mjete falas të cilat mund t'i lini nxënësit tuaj t’i përdorin pa pasur nevojë të blini licenca ose të shkarkoni softuerë. Shumicën e tyre mund t'i gjeni në Depon e Code Week p.sh., Scratch, App Inventor, Code.org, EarSketch, Sonic Pi etj. Siç kemi parë me Mësimet e Code Week, ju mund t’i aplikoni këto mjete për çdo temë!","remote-teaching.tips.points.5.0":"Mbajeni aktivitetin tërheqës","remote-teaching.tips.points.5.1":"hapat tuaj të parë në kodim duhet të jenë tërheqës dhe argëtues, dhe megjithëse mund të mos keni mundësinë për ta ndarë këtë kënaqësi personalisht këtë herë, ka mënyra për të luajtur dhe për t’u argëtuar së bashku! Për shembull, ju mund të propozoni që nxënësit tuaj të bëjnë një pushim nga mësimi për t’u lidhur dhe për të luajtur së bashku CodyColor, një lojë edukative me shumë lojtarë e krijuar për të mësuar të menduarit kompjuterik gjatë lojës.","remote-teaching.tips.points.6.0":"Simuloni bashkëveprimin real në klasë","remote-teaching.tips.points.6.1":"teknologjia na lejon të kopjojmë të paktën pjesërisht, llojin e ndërveprimit që do të ndodhte në klasë. Ju mund t’i inkurajoni nxënësit tuaj të ndezin kamerat në kohë të caktuara, të ngrenë duart virtualisht, të bëjnë pyetje personalisht ose në bisedë, t’u përgjigjen sondazheve dixhitale dhe kuizeve etj. Disa mjete dixhitale falas që mund të përdorni për këtë qëllim janë Zoom, Microsoft Teams, GoToMeeting ose Jitsi për sesionet live të klasës dhe Kahoot, Mentimeter ose Google Forms për kuize dhe bashkëveprim në klasë. Kjo do t’i ndihmonte nxënësit të ndiheshin sikur janë në klasë dhe të ndiheshin të lidhur me shokët e tyre.","remote-teaching.tips.points.7.0":"Siguroni disponueshmërinë dhe përballueshmërinë e materialeve","remote-teaching.tips.points.7.1":"sigurohuni që orët tuaja të kodimit të jenë realiste dhe gjithëpërfshirëse, duke u siguruar që materialet e kërkuara të jenë të lehta për t’u gjendur në çdo familje, ose që të gjithë nxënësit t’i arrijnë ato ose që ju të siguroni përshtatje për ata që mund të mos i arrijnë. Për shembull, aktivitetet e kodimit jashtë linje kërkojnë materiale të pakushtueshme si gërshërë, letër ose marker. Kur punoni me ushtrime të kodimit në internet, sigurohuni që të gjithë nxënësit të kenë akses në shtëpi në një tablet ose kompjuter dhe një lidhje të mirë me internetin.","remote-teaching.tips.conclusion":"Si e mësoni dhe jepni mësim për kodimin dhe programimin në mjedise të mësimit në distancë? A keni ndonjë këshillë për profesionistët e tjerë të arsimit? Shtoni një koment në forumin më poshtë!","report.title":"Raportoni evenimentin tuaj të #EUCodeWeek","report.event_title":"Titulli i evenimentit","report.number_required":"Jepni një përllogaritje të përafërt, edhe nëse nuk keni të dhëna të sakta.","report.phrase1":"Këtë formular mund ta plotësoni vetëm një herë! Kontrolloni me kujdes të dhënat tuaja. Nëse bëni një gabim, ","report.phrase2":"Pasi të dorëzoni raportin, do t’ju lëshohet automatikisht një certifikatë e personalizuar për pjesëmarrjen në Code Week dhe do t’ju vihet në dispozicion për ta shkarkuar ose ndarë. Një shembull të certifikatës mund ta shikoni këtu.","report.phrase3":"Fushat e detyrueshme janë të shënuara me yll *.","report.phrase4":"Këtë formular mund ta plotësoni vetëm një herë! Kontrolloni me kujdes të dhënat tuaja. Nëse bëni një gabim,","report.contactus":"na kontaktoni","report.participants_count.label":"Numri i pjesëmarrësve","report.average_participant_age.label":"Mosha mesatare e pjesëmarrësve","report.percentage_of_females.label":"Përqindja e femrave","report.codeweek_for_all_participation_code.label":"Kodi i Codeweek for all","report.codeweek_for_all_participation_code.help":"Mund ta shkruani këtu kodin e sfidës së Codeweek4All, nëse keni një të tillë. Nëse nuk merrni pjesë, thjesht shpërfilleni këtë fushë.","report.name_for_certificate.label":"Emri për certifikatën","report.name_for_certificate.help":"Ndryshojeni këtë me emrin e organizatorit të evenimentit që do t’i lëshohet certifikatë pjesëmarrjeje e Code Week. Përdorni vetëm shkronjat e formatit ASCII (latine). Shkronjat me theks, shtesa apo të ngjashme nuk mbështeten.","report.submit":"Dërgoni raportin e evenimentit","report.thanks_page.title":"Faleminderit që raportuat evenimentin tuaj!","report.thanks_page.certificate_ready":"Certifikata juaj është gati.","report.thanks_page.download_button":"Klikoni këtu për ta shkarkuar.","report.thanks_page.back_events":"Kthehuni tek evenimenti","resources.search_resources":"Kërko burimet","resources.types":"Llojet","resources.levels":"Nivelet","resources.programming_languages":"Gjuhët e programimit","resources.categories":"Kategoritë","resources.Languages":"Gjuhët","resources.Subjects":"Subjektet","resources.share":"Ndaj","resources.communication_toolkit":"Seti i mjeteve të komunikimit","resources.teachers_toolkit":"Seti i mjeteve të mësuesve","resources.leaflet":"Fletëpalosja","resources.how_to_organise_an_activity":"Si ta organizoni aktivitetin?","resources.resources.languages.Russian":"Rusisht","resources.resources.languages.Norwegian":"Norvegjisht","resources.resources.languages.Mandarin":"Mandarin","resources.resources.languages.Japanese":"Japonisht","resources.resources.languages.All targeted languages":"Të gjitha gjuhët e synuara","resources.resources.levels.Beginner":"Fillestar","resources.resources.levels.Intermediate":"Mesatar","resources.resources.levels.Advanced":"I përparuar","resources.resources.levels.Pre-primary education":"Cikli parashkollor","resources.resources.levels.Primary school (5-12)":"Cikli fillor (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Ciklit i mesëm i ulët (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Cikli i mesëm (16-18)","resources.resources.levels.Higher Education":"Cikli i lartë","resources.resources.levels.Other":"Tjetër","resources.resources.subjects.Art":"Art","resources.resources.subjects.Biology":"Biologji","resources.resources.subjects.Chemistry":"Kimi","resources.resources.subjects.Computer Science":"Shkenca kompjuterike","resources.resources.subjects.Culture":"Kulturë","resources.resources.subjects.Economics":"Ekonomik","resources.resources.subjects.Foreign Languages":"Gjuhët e huaja","resources.resources.subjects.Geography":"Gjeografi","resources.resources.subjects.Geology":"Gjeologji","resources.resources.subjects.History":"Histori","resources.resources.subjects.Language and Literature":"Gjuhë-letërsi","resources.resources.subjects.Mathematics":"Matematikë","resources.resources.subjects.Natural Sciences":"Shkencat e natyrës","resources.resources.subjects.Physical Education":"Edukim fizik","resources.resources.subjects.Physics":"Fizikë","resources.resources.subjects.Coding":"Kodimi","resources.resources.subjects.Special Education Needs":"Nevoja të veçanta arsimore","resources.resources.subjects.Other":"Tjetër","resources.resources.types.Tutorial":"Udhëzues","resources.resources.types.Website":"Uebsajti","resources.resources.types.Online Course":"Kursi në internet","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Aplikacion","resources.resources.types.Game":"Lojë","resources.resources.types.Graphic Material":"Material grafik","resources.resources.types.Presentation":"Prezantim","resources.resources.types.Toolkit":"Seti i mjeteve","resources.resources.types.Other":"Tjetër","resources.resources.types.Lesson Plan":"Plani mësimor","resources.resources.types.Guide":"Udhëzues","resources.resources.categories.Coding":"Kodimi","resources.resources.categories.Programming":"Programimi","resources.resources.categories.Computational Thinking":"Mendimi kompjuterik","resources.resources.categories.Robotics":"Robotika","resources.resources.categories.Making":"Krijimi","resources.resources.categories.Tinkering":"Modifikimi","resources.resources.categories.Unplugged Activities":"Aktivitetet jashtë linje","resources.resources.categories.Other":"Tjetër","school.name":"Emri i shkollës","school.location":"Vendndodhja e shkollës","school.description":"Përshkrimi i shkollës","school.school":"Shkollë","school.add":"Shto","school.list":"Listo","school.required.name":"Emri i shkollës është i detyrueshëm","school.required.location":"Emri i vendndodhjes është i detyrueshëm","schools.1.title1":"Pse duhet të sillni kodimin në klasën tuaj?","schools.1.title2":"Si mund të përfitojnë studentët tuaj nga kodimi? Çfarë përfitimesh kam unë si mësues?","schools.1.content.0":"Ne besojmë se aftësitë bazë të gjithëve në një epokë dixhitale përfshijnë një kuptim të kodimit dhe të zhvillimit të kompetencave kyçe që lidhen me mendimin kompjuterik, si p.sh. zgjidhjen e problemeve, bashkëpunimin dhe aftësitë analitike.","schools.1.content.1":"Duke mësuar si të kodojnë, do t’u japë mundësi studentëve tuaj të jenë në pararojë të shoqërisë dixhitale kompetente, ta kuptojnë më mirë botën që i rrethon dhe të kenë më shumë shanse për të pasur sukses në jetën e tyre personale dhe profesionale.","schools.1.content.2":"Code Week u ofron të gjithë studentëve mundësinë që të bëjnë hapat e tyre të parë si krijues dixhitalë, duke u dhënë shkollave dhe mësuesve mundësi falas për zhvillim profesional, materiale mësimore, sfida ndërkombëtare dhe mundësi për të shkëmbyer.","schools.1.button.label":"Dëshironi që të filloni menjëherë? Regjistrohuni këtu!","schools.2.title1":"Jeni gati për t’u përfshirë?","schools.2.title2":"Organizoni një mësim, një sesion trajnimi ose një eveniment, dhe vendoseni në hartë.","schools.2.content.0":"Qoftë kur keni njohuri rreth kodimit ose programimit, ju mund të organizoni me lehtësi një mësim në klasën tuaj, një ditë të hapur ose një eveniment në shkollën tuaj. Thjesht gjeni një datë dhe regjistroni aktivitetin tuaj në hartën më poshtë. Nëse mendoni se ju nevojitet mbështetje për të përgatitur një mësim me kodim, kapërceni te seksioni tjetër.","schools.2.content.1":"Hidhuni një sy disa shembujve të aktiviteteve që po organizohen duke shfletuar hartën poshtë dhe shtoni aktivitetet tuaja për t’u bashkuar me mijëra edukatorë të tjerë në mbarë Evropën e më tej: ","schools.2.button.label":"Jeni gati ta provoni? Shtoni një aktivitet!","schools.3.title1":"Jeni fillestar në kodim? Mos u shqetësoni","schools.3.title2":"Mjetet tona ju ndihmojnë të njiheni me kodimin përpara se t’ua sillni studentëve tuaj","schools.3.content.0":"Nëse jeni i interesuar të sillni kodimin në klasën tuaj, por nuk dini se ku të filloni, mos u shqetësoni! Një ekip ndërkombëtar mësuesish dhe ekspertësh kanë zhvilluar një set modulesh të shkurtra trajnimi në linjë për t’ju ndihmuar që të filloni.","schools.3.content.1":"Nuk nevojitet përvojë e mëparshme në kodim për të ndjekur mësimet tona!","schools.3.button.label":"Aksesoni modulet e trajnimit","schools.4.title1":"Po kërkoni një sfidë më shumë?","schools.4.title2":"Ndërtoni një rrjet me aktivitete, përfshini sa më shumë studentë që të jetë e mundur, dhe fitoni Certifikatën e Përsosmërisë","schools.4.content.0":"Code Week 4 All ju sfidon të bashkoni forcat me mësuesit ose shkollat e tjera dhe të merrni pjesë në një komunitet ndërkombëtar me njerëz që mendojnë në mënyrë të ngjashme duke u dhënë studentëve mundësinë që të ndërmarrin hapat e parë në kodim. Ndërtoni një aleancë që përfshin më shumë se 500 studentë dhe do të fitoni Certifikatën e Përsosmërisë.","schools.4.button.label":"Mësoni më shumë rreth sfidës Code Week 4 All","schools.title":"Shkollat: sjellin Code Week te studentët tuaj","scoreboard.title":"Cilat shtete po gumëzhijnë nga aktivitetet e kodimit?","scoreboard.paragraph":"Rezultatet renditen sipas numrit të evenimenteve të kodimit të listuara sipas popullatës, prandaj mos u çudisni nëse shikoni disa nga vendet më të vogla që ndodhen më lart në listë!","scoreboard.parcipating_with":"merr pjesë me","scoreboard.events":"evenimentet","search.audience_title":"Audienca","search.theme_title":"Tema","search.placeholder":"Kërkoni për emrin ose etiketën e evenimentit","search.submit":"Kërkoni","search.label_country":"Zgjidh shtetin","search.last_year_events.label":"Përfshini evenimentet e viteve të fundit","search.last_year_events.yes":"Po","search.last_year_events.no":"Jo","search.search_counter":"përputh kriteret e kërkimit","search.event":"evenimenti","search.events":"evenimentet","search.year":"vit","search.audiences":"Audiencat","search.themes":"Temat ","search.countries":"Shtetet","search.search_placeholder":"Kërko sipas titullit ose përshkrimit","snippets.featured-activities":"Këtu janë aktivitetet e ardhshme të veçuara të EU Code Week që mirëpresin pjesëmarrësit në internet. Ju mund të filtroni sipas gjuhës dhe muajit dhe, duke klikuar te “pamja” do të keni akses në të gjitha detajet mbi aktivitetin dhe kontaktet e organizatorëve. Shijoje!","snippets.learn":"Kodimi dhe programimi janë kompetenca kyçe që gjithnjë e më shumë kërkohen në çdo fushë dhe EU Code Week dëshiron t'ju mbështesë në mësimin tuaj! Shfletoni depon tonë dhe gjeni burimin perfekt për të filluar ose për të vazhduar udhëtimin tuaj të kodimit. Të gjitha këto burime janë falas. Mos harroni se mund ta filtroni kërkimin tuaj sipas llojit të burimit, nivelit të aftësive, gjuhës së programimit, kategorisë dhe gjuhës.","snippets.teach":"Kodimi dhe programimi janë kompetenca kryesore të cilat do të hapin mundësi të reja për nxënësit dhe fëmijët tuaj. A doni të mësoni kodim në shtëpi, në klasë ose në klubin e kodimit? Shfletoni depon tonë për të gjetur burimin më të përshtatshëm për të sjellë kodimin dhe programimin në praktikën tuaj të mësimdhënies. Të gjitha këto burime janë falas. Mos harroni se mund ta filtroni kërkimin tuaj sipas llojit të burimit, nivelit të aftësive, gjuhës së programimit, subjektit, kategorisë dhe gjuhës.","snippets.toolkits.0":"Në këtë pjesë do të gjeni materiale të cilat do t'ju ndihmojnë të organizoni aktivitetin tuaj të EU Code Week dhe të promovoni iniciativën me komunitetin tuaj.","snippets.toolkits.1":"Seti i mjeteve të komunikimit","snippets.toolkits.2":"gjeni këtu logot zyrtare të EU Code Week, distinktivin, fletushkën, posterin, shabllonet në PowerPoint dhe Word, shembuj të postimeve në media sociale dhe ilustrime.","snippets.toolkits.3":"Seti i mjeteve të mësuesve","snippets.toolkits.4":"gjeni këtu logot zyrtare të EU Code Week, distinktivin, shabllonin e certifikatës së pjesëmarrjes për nxënësit tuaj, një prezantim hyrës rreth EU Code Week dhe materialin e medias sociale.","snippets.toolkits.5":"Fletëpalosja zyrtare e EU Code Week","snippets.about.goal":"Objektivi është të ndihmohen më shumë të rinj për të përvetësuar bazat e kodimit dhe mendimit kompjuterik.","snippets.guide.tutorials.1":"Shikoni","snippets.guide.tutorials.2":"tutorialët dhe trajnimet tona","snippets.guide.tutorials.3":"të disponueshme në 29 gjuhë për t’u përgatitur për organizimin e aktiviteteve ku të rinjtë mësojnë kodimin dhe mendimin kompjuterik.","snippets.dance.menu":"“Sfida e kërcimit”","snippets.dance.subtitle":"Kush tha se programuesit nuk dinë të kërcejnë? Do t’ju vërtetojmë të kundërtën me sfidën e #EUCodeWeekDance.","snippets.dance.content":"Të gjithë nga shkollat, mësuesit, bibliotekat deri te klubet e kodimit, bizneset dhe autoritetet publike janë të ftuar të festojnë EU Code Week duke organizuar një aktivitetet #EUCodeWeekDance dhe duke e shtuar në hartën e Code Week.","snippets.treasure-hunt.menu":"“Gjuetia e thesareve”","snippets.treasure-hunt.subtitle":"Kjo është një lojë në Telegram","snippets.videos.1":"Shikoni videot e Ambasadorëve të EU Code Week rreth vlerave tona","snippets.videos.2":"Shikoni Katja Osljak, Ambasadoren për Slloveninë, për të mësuar pse Code Week është e pavarur","snippets.videos.3":"Shikoni Laurent Touché, Ambasadorin për Francën, për të mësuar pse Code Week është për të gjithë","snippets.videos.4":"Shikoni Fatma Bouaziz, Ambasadoren për Tunizinë, për të mësuar pse Code Week është “glokale”","snippets.videos.5":"Shikoni Linda Sinka, Ambasadoren për Letoninë, se pse Code Week nxit bashkëpunimin","snippets.videos.6":"Shikoni Alessandro Bogliolo, Ambasadorin për Italinë, për të mësuar pse Code Week është jofitimprurëse","snippets.videos.7":"Shikoni Marjana Priftin, Ambasadoren për Shqipërinë, për të mësuar pse Code Week inkurajon inovacionin dhe kreativitetin","snippets.videos.8":"Shikoni Cristiana Lucaci, Ambasadoren për Rumaninë, për të mësuar pse Code Week është mirënjohëse për komunitetin e vet","training.learning_bits":"Mësimet e Code Week","training.title":"Materiale trajnimi falas dhe kurse nëpërmjet internetit","training.text":`

    Po mendoni të merrni pjesë në EU Code Week, por nuk dini se ku të filloni?

    -

    1. Mësimet

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    Këtu mund të gjeni falas materiale trajnimi dhe burime që do t’ju ndihmojnë të filloni dhe të planifikoni mësimin tuaj novator të radhës.

    - -

    Nuk nevojitet përvojë e mëparshme me kodim ose programim, dhe secili modul kërkon vetëm rreth 15 minuta që të plotësohet. Modulet ju prezantojnë konceptet kyçe që lidhen me kodimin dhe aktivitetet e mendimit kompjuterik. Gjithashtu, modulet ju japin sugjerime dhe këshilla praktike se si të integroni konceptet tuaja në klasë.

    `,"training.text_2":`

    Tani që keni përfunduar një ose më shumë nga Mësimet e Code Week, shpresojmë që të ndiheni aq komodë sa të sillni në klasën tuaj pak kreativitet dixhital dhe të regjistroni aktivitetin tuaj në hartën e Code Week!

    - -

    Ju mund të organizoni me lehtësi një mësim në klasën tuaj, një ditë të hapur ose një eveniment në shkollën tuaj. Thjesht gjeni një datë dhe regjistroni aktivitetin tuaj në hartën e Code Week. Secili organizator aktiviteti do të marrë një certifikatë pjesëmarrjeje për përpjekjet e veta.

    - -

    Nëse doni të lidheni me një grup mësuesish entuziastë, bëhuni pjesë e Grupit të EU Code Week në Facebook për mësuesit! Për të marrë një hap më tej dhe për të bashkëpunuar me shkollat e tjera në vendin tuaj ose përtej kufijve, bëhuni pjesë e Sfidës Code Week 4 All.

    `,"training.lessons.1.title":"Kodimi pa teknologjinë dixhitale (jashtë linje)","training.lessons.1.author":"Nga Alessandro Bogliolo","training.lessons.1.text":`

    Kodimi është gjuha e gjërave, që na lejon të shkruajmë programe për t’u dhënë funksione dhjetëra miliardë objekteve të programueshme rrotull nesh. Kodimi është mënyra më e shpejtë për t’i bërë realitet idetë tona dhe mënyra më efikase për të zhvilluar aftësi të mendimit kompjuterik. Por, teknologjia nuk është e domosdoshme për të zhvilluar mendimin kompjuterik. Në fakt, janë aftësitë tona të mendimit kompjuterik që janë të domosdoshme për ta bërë teknologjinë që të funksionojë.

    - -

    Në këtë video, Alessandro Bogliolo, profesor i sistemeve kompjuterike në Itali dhe koordinator i EU Code Week, do të prezantojë aktivitete të kodimit jashtë linje që mund të praktikohen pa pajisje elektronike. Qëllimi kryesor i aktiviteteve jashtë linje është ulja e barrierave të aksesit për të sjellë kodimin në çdo shkollë, pavarësisht nga financimet dhe pajisjet.

    - -

    Aktivitetet e kodimit jashtë linje shpalosin aspektet kompjuterike të botës fizike rreth nesh.

    `,"training.lessons.1.activities.1":"Aktiviteti 1 – CodyRoby për ciklin e ulët fillor","training.lessons.1.activities.2":"Aktiviteti 2 – CodyRoby për ciklin e mesëm të ulët","training.lessons.1.activities.3":"Aktiviteti 3 – CodyRoby për shkollën e mesme","training.lessons.2.title":"Mendimi kompjuterik dhe zgjidhja e problemeve","training.lessons.2.author":"Nga Miles Berry","training.lessons.2.text":`

    Mendimi kompjuterik (CT) përshkruan një shikim të problemeve dhe sistemeve në mënyrë të tillë që të përdorim një kompjuter që të na ndihmojë t’i zgjidhim ose t’i kuptojmë ato. Mendimi kompjuterik është jo vetëm thelbësor për zhvillimin e programeve kompjuterike, por mund të përdoret edhe për të mbështetur zgjidhjen e problemeve nëpër të gjitha disiplinat.

    - -

    Ju mund t’u mësoni CT nxënësve tuaj duke u kërkuar të zbërthejnë probleme komplekse në probleme më të vogla, (zbërthim), të dallojnë motive (dallim i motiveve), të identifikojnë detaje të rëndësishme për zgjidhjen e një problemi (abstragim); ose duke përcaktuar rregullat ose udhëzimet që do të ndiqen për të arritur një rezultat të dëshiruar (hartimi i algoritmeve). CT mund të mësohet në disiplina të ndryshme, për shembull në matematikë (gjeni rregullat për faktorizimin e polinomialëve të nivelit të dytë), literaturë (zbërthimi i analizës së një poeme në analizën e metrikës, rimës dhe strukturës), gjuhësi (gjeni motivet në shkronjat fundore të një foljeje që ndikojnë te shqiptimi i saj me ndryshimin e kohës së saj) dhe shumë të tjera.

    - -

    Në këtë video, Miles Berry, Kryelektor në Universitetin e Roehampton School of Education në Guildford (Mbretëria e Bashkuar), do të prezantojë konceptin e mendimit kompjuterik dhe mënyrat e ndryshme se si një mësues mund ta integrojë atë në klasë me lojëra të thjeshta.

    `,"training.lessons.2.activities.1":"Aktiviteti 1 – Zhvillimi i arsyetimit matematik për ciklin e ulët fillor","training.lessons.2.activities.2":"Aktiviteti 2 – Njohja me algoritmet për ciklin e mesëm të ulët","training.lessons.2.activities.3":"Aktiviteti 3 – Algoritmet për shkollën e mesme","training.lessons.3.title":"Programimi vizual – prezantimi në Scratch","training.lessons.3.author":"Nga Margo Tinawi","training.lessons.3.text":`

    Programimi vizual lejon njerëzit të përshkruajnë proceset duke përdorur ilustrimet ose grafikët. Zakonisht ne flasim për programimin vizual si e kundërta e programimit me tekst. Programet vizuale të programimit (VPL) janë të përshtatura veçanërisht për të prezantuar mendimin algoritmik te fëmijët (dhe madje të rriturit). Me VPL-të, ka më pak për të lexuar dhe nuk ka sintaksë për të implementuar.

    - -

    Në këtë video, Margo Tinawi, Mësues i Zhvillimit të Uebit pranë Le Wagon dhe bashkëthemelues i Techies Lab asbl (Belgjikë), do t’ju ndihmojë të zbuloni Scratch, një prej VPL-ve më të njohura në mbarë botën. Scratch është zhvilluar nga MIT në vitin 2002, dhe që prej asaj kohe rreth tij është krijuar një komunitet i madh, ku mund të gjeni miliona projekte për t’i kopjuar me nxënësit dhe tutoriale të panumërta në shumë gjuhë.

    - -

    Nuk është nevoja të keni përvojë kodimi për të përdorur Scratch, dhe mund ta përdorni atë në të gjitha lëndët e ndryshme! Për shembull, duke përdorur Scratch si mjet dixhital për të treguar histori, nxënësit mund të krijojnë histori, mund të ilustrojnë një problem matematikor ose mund të luajnë një konkurs artistik për të mësuar rreth trashëgimisë kulturore, duke mësuar njëkohësisht kodimin dhe mendimin kompjuterik, dhe ç’është më e rëndësishme, duke u argëtuar.

    - -

    Scratch është një mjet falas, shumë intuitiv dhe motivues për nxënësit tuaj. Hidhini një sy videos së Margos për të mësuar se si të filloni.

    `,"training.lessons.3.activities.1":"Aktiviteti 1 – Scratch Basic për ciklin e ulët fillor","training.lessons.3.activities.2":"Aktiviteti 2 – Scratch Basic për ciklin e mesëm të ulët","training.lessons.3.activities.3":"Aktiviteti 3 – Scratch Basic për shkollën e mesme","training.lessons.4.title":"Krijimi i lojërave edukative me Scratch","training.lessons.4.author":"Nga Jesús Moreno León","training.lessons.4.text":`

    Mendimi kritik, këmbëngulja, zgjidhja e problemeve, mendimi kompjuterik dhe kreativiteti janë vetëm disa prej aftësive kyçe që u nevojiten nxënësve tuaj për të pasur sukses në shekullin XXI, dhe kodimi mund t’ju ndihmojë t’i arrini këto në mënyrë argëtuese dhe motivuese.

    - -

    Nocionet algoritmike të kontrollit të fluksit duke përdorur sekuencat e udhëzimeve dhe ciklet, paraqitja e të dhënave duke përdorur ndryshoret dhe listat ose sinkronizimi i proceseve, mund të tingëllojnë si koncepte të komplikuara, por në këtë video do të shikoni se ato janë më të lehta për t’u mësuar sesa mendoni.

    - -

    Në këtë video, Jesús Moreno León, mësues i Shkencave Kompjuterike dhe studiues nga Spanja, do të shpjegojë se si mund të zhvilloni këto aftësi dhe të tjera si ato te nxënësit tuaj ndërkohë që argëtoheni. Si mund të bëhet kjo? Duke krijuar një lojë me pyetje dhe përgjigje në Scratch, gjuha më e njohur e programimit e përdorur në shkolla në mbarë botën. Scratch jo vetëm përmirëson mendimin kompjuterik, por edhe lejon prezantimin e elementeve të konceptit të lojës në klasë për t’i mbajtur nxënësit të motivuar ndërkohë që mësojnë dhe argëtohen.

    - -

    Hidhini një sy videos për të mësuar se si të filloni:

    `,"training.lessons.4.activities.1":"Aktiviteti 1 - Lojë me pyetje dhe përgjigje me Scratch për ciklin e ulët fillor","training.lessons.4.activities.2":"Aktiviteti 2 - Lojë me pyetje dhe përgjigje me Scratch për ciklin e mesëm të ulët","training.lessons.4.activities.3":"Aktiviteti 3 - Lojë me pyetje dhe përgjigje me Scratch për shkollën e mesme","training.lessons.5.title":"Krijimi, robotika dhe riparimet në klasë","training.lessons.5.author":"Nga Tullia Urschitz","training.lessons.5.text":`

    Integrimi i kodimit, riparimeve, robotikës dhe mikroelektronikës si mjete mësimi dhe mësimdhënieje, në programin e shkollës janë elemente kyçe në arsimin e shekullit XXI.

    - -

    Përdorimi i riparimeve dhe robotikës në shkolla ka avantazhe të shumta për nxënësit, sepse i ndihmon të zhvillojnë kompetenca kyçe si p.sh. zgjidhjen e problemeve, punën në ekip dhe bashkëpunimin. Ajo gjithashtu nxit kreativitetin dhe vetëbesimin e nxënësve dhe i ndihmon ata të zhvillojnë këmbënguljen dhe vendosmërinë kur përballen me sfida. Robotika është gjithashtu një fushë që promovon gjithëpërfshirjen, sepse është lehtësisht e aksesueshme për një gamë të gjerë nxënësish me talente dhe aftësi të ndryshme (si djem, edhe vajza) dhe influencon në mënyrë pozitive te nxënësit në spektrin e autizmit.

    - -

    Hidhini një sy kësaj videoje ku Tullia Urschitz, ambasadore italiane e Scientix dhe mësuese e STEM në Sant’Ambrogio Di Valpolicella, Itali, do t’ju japë disa shembuj praktikë rreth mënyrës se si mësuesit mund të integrojnë riparimet dhe robotikën në klasë, duke i transformuar kështu nxënësit pasivë në krijues entuziastë.

    `,"training.lessons.5.activities.1":"Aktiviteti 1 - Si të krijoni një dorë mekanike prej kartoni në ciklin e ulët fillor","training.lessons.5.activities.2":"Aktiviteti 2 - Si të krijoni një dorë mekanike prej kartoni në ciklin e mesëm të ulët","training.lessons.5.activities.3":"Aktiviteti 3 - Si të krijoni një dorë mekanike prej kartoni në shkollën e mesme","training.lessons.6.title":"App Inventor dhe zhvillimi i aplikacioneve","training.lessons.6.author":"Nga Rosanna Kurrer","training.lessons.6.text":`

    Hidhini një sy kësaj videoje ku Rosanna Kurrer, (Themeluese e CyberWayFinder) shpjegon se çfarë është App Inventor, shpjegon avantazhet e zhvillimit të aplikacioneve në klasë dhe jep disa shembuj se si mësuesit mund të integrojnë App Inventor në klasë, të transformojnë nxënësit pasivë në krijues entuziastë lojërash.

    -

    Të gjithë ne i përdorim aplikacionet sepse ato janë një mënyrë praktike dhe e shpejtë për të koordinuar aktivitetet tona. Ato përdoren gjithnjë e më shumë në arsim sepse lejojnë mësimin e personalizuar dhe u japin mundësi përdoruesve të mësojnë informacione, prandaj pse të mos u jepni mundësinë nxënësve tuaj të ndërtojnë një aplikacion arsimor për të tjerët?

    `,"training.lessons.6.activities.1":"Aktiviteti 1 – Titulli, për ciklin e ulët fillor","training.lessons.6.activities.2":"Aktiviteti 2 – Titulli, për ciklin e mesëm të ulët","training.lessons.6.activities.3":"Aktiviteti 3 – Titulli, për shkollën e mesme","training.lessons.7.title":"Modifikimi dhe krijimi","training.lessons.7.author":"Nga Diogo da Silva","training.lessons.7.text":`

    Puna dhe vendet e punës po ndryshojnë dhe arsimi po ndjek hapat e tyre. Kur i përgatisim nxënësit për karrierat e shekullit të 21të, bëhen të rëndësishme aftësitë e reja si modifikim, krijimi dhe “hacking”, sepse ato ngushtojnë hendekun mes shkollës dhe realitetit. Duke e transformuar klasën në një mjedis bashkëpunues që fokusohet te zgjidhja e problemeve, nxënësit janë në gjendje të përfshihen dhe të lulëzojnë. Këto aktivitete nxisin diskutimin, duke lejuar që klasa të bëhet një qendër komunikimi, ku çdo kontribut është i rëndësishëm.

    -

    Hidhini një sy videos së mëposhtme, ku mësuesi portugez i lëndëve SHTIM, Diogo da Silva, një anëtar i Escola Global, ju çon hap pas hapi përmes zhvillimit të një mësimi që i nxit nxënësit ta gjejnë zgjidhjen duke modifikuar, krijuar dhe bërë “hacking”.

    `,"training.lessons.7.activities.1":"Aktiviteti 1 – Titulli, për ciklin e ulët fillor","training.lessons.7.activities.2":"Aktiviteti 2 – Titulli, për ciklin e mesëm të ulët","training.lessons.7.activities.3":"Aktiviteti 3 – Titulli, për shkollën e mesme","training.lessons.8.title":"Kodimi për të gjitha lëndët","training.lessons.8.author":"Nga M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Kur mendoni për kodimin në klasë, imazhi i parë që vjen në mendje janë kompjuterët, teknologjia, matematika ose shkenca. Por, duke qenë se nxënësit kanë një numër interesash dhe lëndësh, pse të mos e përdorim këtë në favorin tonë dhe ta implementojmë kodimin në të gjithë kurrikulën?

    -

    Integrimi i kodimit në klasë ka shumë përfitime, sepse i ndihmon nxënësit të zhvillojnë aftësitë e tyre në mendimin e tyre kritik dhe zgjidhjen e problemeve, të bëhen përdorues aktivë dhe të drejtojnë procesin e tyre të të mësuarit, që është thelbësor në shkolla. Megjithatë, gjëja më e rëndësishme është se nxënësit tuaj do të mësojnë ndërkohë që argëtohen!

    -

    Gjuhësia, muzika ose SHTIM (shkenca, teknologjia, inxhinieria dhe matematika) janë vetëm disa prej lëndëve që mësuesit mund të kodojnë për shkencëtarët, muzikantët dhe artistët e ardhshëm, praktikisht për këdo! Të gjithë mësuesit mund të integrojnë kodimin dhe mendimin kompjuterik në klasë. Përdorimi i një mësimi të metodës CLIL për të shpjeguar një algoritëm të jetës së përditshme, krijimi i një leve amatore për të mësuar rreth shkencës ose përdorimi i robotëve edukativë për të nxitur motivimin në matematikë, janë disa shembuj të aktiviteteve që mund të bëni në klasë.

    -

    Shikoni videon më poshtë për të parë se si mësuesit e muzikës, shkencës ose gjuhëve mund të integrojnë me lehtësi kodimin ose mendimin kompjuterik në klasë, megjithëse mund të mos keni përvojë të mëparshme.

    `,"training.lessons.8.activities.1":"Aktiviteti 1 Robotika dhe përfshirja për shkollën fillore në lëndët e SHTIM","training.lessons.8.activities.2":"Aktiviteti 2 Muzika është kodim","training.lessons.8.activities.3":"Aktiviteti 3 Modifikimi dhe kodimi me Makey Makey","training.lessons.8.activities.4":"Aktiviteti 4 Një algoritëm i jetës së përditshme për një mësim të metodës CLIL","training.lessons.9.title":"Krijimi i një pajisjeje automatike me micro:bit","training.lessons.9.author":"nga Pauline Maas","training.lessons.9.text":`

    - Përdorimi i një micro: bit, kompjuterin e xhepit me programim të lehtë, mund të jetë mënyrë argëtuese dhe e lehtë për të bërë krijime interesante, nga robotët te veglat muzikore me nxënësit tuaj, duke i mësuar në të njëjtën kohë si të kodojnë. Është e thjeshtë dhe e lehtë për t’u përdorur edhe për programuesit më të vegjël, ndërsa në të njëjtën kohë ka fuqi të mjaftueshme edhe për nxënësit e përparuar. Atë mund ta përfshini në një shumëllojshmëri mësimesh nga historia te matematika, dhe madje edhe shkenca. Mundësitë janë të pafundme. Micro: bit është një mënyrë tërheqëse dhe ekonomike për t’u mësuar nxënësve rreth kodimit duke u ngulitur aftësi themelore si p.sh. mendimi kritik, zgjidhja e problemeve, dhe krijueshmëria. -

    -

    -Në këtë video, Pauline Maas, mësuese e shkencave kompjuterike pranë Koninklijke Visio, do të prezantojë micro:bit dhe do të japë disa shembuj praktikë se si mësuesit mund ta integrojnë atë në klasë, duke i transformuar nxënësit pasivë në krijues entuziastë. -

    `,"training.lessons.9.activities.1":"Kodi mors me micro: bit, për shkollën fillore","training.lessons.9.activities.2":"Sfidë arratisjeje me micro: bit, për ciklin e mesëm të ulët","training.lessons.9.activities.3":"Krijimi i një pajisjeje të automatizuar, për shkollën e mesme","training.lessons.10.title":"Kodimi krijues me Python","training.lessons.10.author":"nga Ivana Vezjak","training.lessons.10.text":`

    -Lëvizja nga programimi vizual te ai me tekst është një rrjedhë natyrale në kodim. Ndërkohë që programimi vizual është shpesh i shkëlqyer për fillestarët, pas pak, nxënësit mund të kërkojnë një sfidë të re. Programimi me tekst është hapi i radhës për këdo që dëshiron të përfshihet më tej në programim dhe mendimin kompjuterik. -

    -

    -Në këtë video, Ivana Vezjak ju prezanton me sintaksën bazë të Python. Python është një prej gjuhëve më të njohura të programimit sot, e përdorur në shumë fusha si shkenca e të dhënave, AI, mësimi mekanik, zhvillimi i uebit etj. Ndërsa Python është një gjuhë programimi e fuqishme e përdorur nga programues me përvojë, ajo mund të përdoret edhe nga ata që nuk kanë përvojë me kodimin, për shkak të thjeshtësisë dhe sintaksës së qartë. -

    -

    -Me Python, nxënësit mund të krijojnë kuize rreth ngjarjeve historike, të zgjidhin probleme matematikore dhe të bëjnë simulime fizike, të krijojnë lojëra, të ndërtojnë uebsajte, të kryejnë analizime të dhënash për projekte shkencore e më shumë. Python ka një bibliotekë të pasur dhe të gjerë standarde, një komunitet të madh dhe një numër të madh tutorialësh dhe projektesh të disponueshme në internet, që mund të përdoren për mësimdhënie, mësim dhe praktikim. Duke koduar në Python, duke analizuar programe dhe duke rregulluar defekte në kod, nxënësit mësojnë kreativitetin dhe mësojnë se si të jenë konsistentë, këmbëngulës dhe të duruar. Ata mësojnë mendimin analitik dhe aftësitë e tyre për zgjidhjen e problemeve duke i zbërthyer problemet komplekse në komponentë më të vegjël. Këto kompetenca do t’i ndihmojnë ata në mënyrën e trajtimit të problemeve dhe në çdo fushë tjetër të jetës së tyre. -

    `,"training.lessons.10.activities.1":"“Kuizi im i parë”, për ciklin e ulët fillor","training.lessons.10.activities.2":"“Hangman”, për ciklin e mesëm të ulët","training.lessons.10.activities.3":"“Gjeni flamurin!”, për shkollën e mesme","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"• Biblioteka standarde e Python","training.lessons.10.links.1.description":"Koleksion me kode dhe module të ndërtuara paraprakisht (p.sh. moduli “turtle”, moduli “math” etj.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Videolojë edukative për të mësuar konceptet e programimit.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"Projektet CodeClub","training.lessons.10.links.3.description":"Nga fillestarët deri te të përparuarit, projekte programimi hap pas hapi për fëmijët.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Shpikni lojërat tuaja kompjuterike me Python","training.lessons.10.links.4.description":"Libër që do t’ju mësojë të programoni lojërat tuaja kompjuterike me Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Komunitet arsimor ku nxënësit dhe mësuesit mund të stërviten vetë përmes një serie sfidash.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Koleksion me mësime prezantuese Python (si me tekst ashtu edhe me blloqet) duke përdorur Trinkets interaktive.","training.lessons.10.links.title":"Burime të tjera të lidhura","training.lessons.11.title":"Kodimi për përfshirje","training.lessons.11.author":"nga ekipi i Code Week","training.lessons.11.text":`

    - Kodimi në klasën tuaj mund të jetë sfidë, sidomos nëse keni nxënës me aftësi të kufizuara në klasë. Por është e rëndësishme që të mos harroni se kushdo, pavarësisht aftësive të tyre, mund të mësojë të kodojë. Fëmijët me nevoja të veçanta mund të përfitojnë shumë nga aspektet e mësimdhënies të kodimit, sepse u mëson nxënësve aftësi të rëndësishme të jetës, siç është zgjidhja e problemeve, organizimi dhe pavarësia. Kodimi mund të përmirësojë gjithashtu aftësitë sociale dhe ndërpersonale përmes bashkëpunimit dhe punës në ekip, aftësi me të cilat shumë fëmijë me aftësi të kufizuara kanë vështirësi. Ç’është më e rëndësishme, nxënësit argëtohen ndërkohë që mësojnë së bashku me bashkëmoshatarët. -

    -Në këtë video, ekipi i Code Week do t’ju tregojë disa aktivitete praktike, të thjeshta dhe argëtuese të përshtatura në veçanti për nxënës me vështirësi në shikim, sindromën Down dhe nxënës në spektrin e autizimit, që mësuesit mund t’i sjellin me lehtësi në klasën e tyre. -

    `,"training.lessons.11.activities.1":"Forma e vezëve, jashtë linje","training.lessons.11.activities.2":"Një mi shumë inteligjent","training.lessons.11.activities.3":"Një yll që krijon yje","training.lessons.12.title":"Kodimi për synimet për zhvillim të qëndrueshëm","training.lessons.12.author":"nga Francisco Javier Masero, Cristina Nicolaita dhe Erviola Konomi","training.lessons.12.text.1":"Shkollimi i zakonshëm u jep studentëve pak mundësi për të kuptuar dhe për të zgjidhur problemet e vërteta, si ndryshimi botëror i klimës, barazia gjinore, uria, varfëria, shëndeti i mirë dhe mirëqenia.","training.lessons.12.text.2":"Sustainable Development Goals (SDG-të) ose synimet për zhvillim të qëndrueshëm janë qendra e axhendës së vitit 2030 për zhvillimin e qëndrueshëm, e cila është adoptuar nga të gjitha shtetet anëtare të Bashkimit Evropian si rrugë për të arritur paqe dhe mbarësi në planet, duke nxitur zhvillimin global.. Mësuesit mund t’i përdorin SDG-të në klasë si mjet që studentët të zhvillojnë të menduarit e tyre kritik, por edhe për t’i ndihmuar të gjejnë identitetin dhe qëllimin e tyre. Kombinimi i elementëve bazë të kodimit dhe mendimit kompjuterik me SDG-të do të bëjë që studentët tuaj të kenë më tepër besim te vetja dhe do t’i ndihmojë të zhvillojnë kreativitetin, shpirtin sipërmarrës, aftësitë e zgjidhjes së problemeve ose të komunikimit..","training.lessons.12.text.3":"Në aktivitetet e mëposhtme, studentët do të aplikojnë parimet Scratch, kodimi ASCII dhe kodimin “unplugged” në temat e me rëndësi botërore dhe sociale sot. Mësuesit do të rritin ndërgjegjësimin në lidhje me synimet për zhvillim të qëndrueshëm ndërkohë që do t’i ndihmojnë të zhvillojnë empati, të jenë qytetarë aktivë dhe të fitojnë aftësi sociale në një mënyrë argëtuese dhe përfshirëse.","training.lessons.12.text.4":"Secili prej këtyre planeve mësimore fokusohet në një SDG:","training.lessons.12.text.5":"Synimi për zhvillim të qëndrueshëm 3: Siguro jetë të shëndetshme dhe nxit mirëqenien për të gjitha moshat","training.lessons.12.text.6":"Synimi për zhvillim të qëndrueshëm 5: Arri barazinë gjinore dhe jepu të drejta të gjitha grave dhe vajzave","training.lessons.12.text.7":"Synimi për zhvillim të qëndrueshëm 13: Merr me urgjencë masa për të luftuar ndryshimin e klimës dhe ndikimet e tij","training.lessons.12.activities.1":"Projekti Karateka: Të mësosh karate nëpërmjet programimit për Shkollën Kryesore, dhe për Shkollën Dytësore të Ulët dhe të Lartë","training.lessons.12.activities.2":"Synimet për zhvillimin e qëndrueshëm dhe kodimi për ndryshimin e klimës, për Shkollën Kryesore","training.lessons.12.activities.3":"Kodimi për barazinë gjinore, për Shkollën Dytësore të Lartë","training.lessons.13.title":"Hyrje për inteligjencën artificiale në klasë","training.lessons.13.author":"nga Artur Coelho dhe Marjana Prifti Skenduli","training.lessons.13.text.1":"Artificial Intelligence (AI), ose inteligjenca artificiale, ndikon në shumë fusha të jetës së përditshme: ajo korrigjon automatikisht tekstin që shkruani në telefon, zgjedh që luan aplikacioni juaj i preferuar i muzikës, dhe mban mend fjalëkalimet tuaja kur i harroni. AI i referohet një kombinimi të mësimit të makinerive, robotikës dhe algoritmeve, dhe gjen zbatim në të gjitha fushat: nga shkencat kompjuterike deri te prodhimi, dhe nga mjekësia deri te moda. Prandaj, ka një vend të pakundërshtueshëm në jetën dhe në shoqërinë tonë, dhe luanë një rol të rëndësishëm në zhvillimin e shkencës. Ashtu si me fenomene të tjera të rëndësishme të jetës sonë, studentët do të nxjerrin dobi duke mësuar rreth saj. Por si të japim mësim në lidhje me diçka kaq të ndërlikuar, siç është AI?","training.lessons.13.text.2":"Kjo pjesë mësimore do t’ju ndihmojë që t’u shpjegoni studentëve çfarë është AI dhe çfarë roli luan ajo në jetën e studentëve. Këto aktivitete janë përgatitur për jo-ekspertët që ta kuptojnë me lehtësi përmbajtjen dhe të jenë në gjendje t’i ndajnë me efektshmëri shprehjet komplekse në ide që kuptohen me lehtësi. Me këto plane mësimore mund t’i ndihmoni studentët të mësojnë cilat janë përdorimet e AI-së, si dhe disa mekanizma që fshihen pas saj. Këto aktivitete janë përgatitur që studentët të zhvillojnë aftësitë e tyre për mendimin analitik dhe kritik: për shembull, në aktivitetin e Marjanës, studentët zhvillojnë një strukturë klasifikimi. Gjithashtu, këto aktivitete do t’i ndihmojnë studentët të kuptojnë aplikimet e ndryshme të AI-së: në aktivitetin e Arturit, ata do të mësojnë cila është lidhja mes AI-së dhe Artit, dhe si mund të përdoret AI për të përmirësuar shprehinë vizuale. Me këto aktivitete, studentët do të reflektojnë gjithashtu lidhur me rreziqet e AI-së dhe ndikimin që ajo ka.","training.lessons.13.activities.1":"Human-AI- Art, për Shkollën Kryesore","training.lessons.13.activities.2":"T’i mësosh makineritë të klasifikojnë: Hyrje për mësimin e mbikëqyrur të makinerive, për Shkollën Dytësore të Ulët","training.lessons.13.activities.3":"T’i mësosh makineritë të klasifikojnë: Hyrje për mësimin e mbikëqyrur të makinerive, për Shkollën Dytësore të Lartë","training.lessons.14.title":"Mësimi në epokën e makinerive inteligjent","training.lessons.14.author":"nga Adil Tugyan, Georgia Lascaris dhe Marco Neves","training.lessons.14.text.1":"Përparimi i AI në vitet e fundit ka qenë mahnitës falë përparimeve të shpejta në fuqinë kompjuterike dhe në disponueshmërinë e sasive të mëdha të të dhënave. Kjo ka sjellë investime të konsiderueshme në studimet për AI dhe zgjerim të shpejtë të industrisë AI, duke e bërë AI një revolucion të madh teknologjik të kohës sonë. AI gjendet kudo rreth nesh. Është bërë pjesë e rutinës sonë të përditshme, ka shumë saqë shpesh nuk e shohim fare si AI: përdorim rekomandimet online, njohjen e fytyrës, sistemet e sigurisë dhe asistentët me zë pothuajse çdo ditë. Ç'të themi për arsimin?","training.lessons.14.text.2":"AI ka potencial të jashtëzakonshëm për të mundësuar mënyra të reja mësimore dhe për të ndihmuar që studentët të mësojnë. Ky bit mësimor do t'ju ndihmojë të integroni aktivitetet origjinale AI në mësimdhënien tuaj dhe do t'ju ndihmojë t'i përgatitni studentët për jetën dhe karrierën në një botë që ka marrë formë prej AI. Këto aktivitete janë krijuar që studentët të zhvillojnë kureshtjen e tyre dhe aftësitë e tyre për zgjidhjen e problemeve: për shembull, në aktivitetin e Adilit, studentët mësojnë për algoritmet dhe rrjetet neurale, dhe nxiten që të krijojnë rrjetin e tyre neural për të vizualizuar një tru AI. Georgia do t'i ndihmojë studentët për zhvillimin hap pas hapi të një chatbot-i. Studentët do të ndërtojnë chatbot-in e tyre, do të përgatitin datasete me pyetje dhe përgjigje dhe do ta stërvitin që t'u përgjigjet pyetjeve rreth Covid-19. Në aktivitetin e Marco, studentët do të eksplorojnë dobitë dhe sfidat që sjellin makineritë inteligjente në jetën e përditshme dhe në punë. Cilat janë rreziqet e AI, që duhet t'i marrim parasysh? Çfarë ndikimesh do të ketë AI në të ardhmen e punës? Cilat punë do t'u jepen atyre kur të hyjnë në tregun e punës në të ardhmen?","training.lessons.14.activities.1":"AI dhe rrjetet neurale, për shkollën fillore","training.lessons.14.activities.2":"Chatbot-i im për Covid-19, për shkollën fillore të ciklit të lartë","training.lessons.14.activities.3":'Jeta në epokën e "makinerive inteligjente": Sfidat dhe mundësitë, për shkollën fillore të ciklit të lartë',"training.lessons.14.activities.title":"Në planet mësimore të mëposhtme, studentët do të mësojnë për makineritë inteligjente në mënyrë argëtuese dhe përfshirëse.","training.lessons.15.title":"Analizimi i njohurive për mediat","training.lessons.15.author":"nga Marijana Smolčec, Tea Horvatić dhe Sanja Božinović","training.lessons.15.text.0":"Edukimi për njohuritë për mediat nuk ka qenë kurrë kaq i rëndësishëm për studentët e ditëve të sotme. Studentët e të gjitha moshave duhet të fitojnë aftësi, njohuri dhe qëndrime përkatëse që të jenë në gjendje të lundrojnë në botën e pasur me media. Aftësitë në njohuritë për mediat do t'i ndihmojnë të përdorin materiale të besueshme online dhe të dallojnë burimet e informacioneve të rreme. Ata do të kuptojnë si të kontrollojnë faktet e informacioneve që gjejnë online dhe si ta interpretojnë në mënyrë kritike. Ata do të rritin ndërgjegjësimin për përdorimin e duhur të punës kreative dhe do të aplikojnë çka kanë mësuar kur krijojnë materialet e tyre kreative.","training.lessons.15.text.1":"Ky bit mësimor do t'ju japë mundësi të implementoni strategji dhe teknika të ndryshme për t'u dhënë mundësi studentëve të bëhen të aftë në njohjen e medias. Në aktivitetin e Marjanës, studentët mësojnë si të përdorin materialet në internet në mënyrë të sigurt dhe të përgjegjshme. Atyre u tregohen lloje të ndryshme të licencave, dhe më pas zhvillojnë një aplikacion të ngjashëm për ta demonstruar si ta ndajnë si duhet punën e tyre kreative. Në aktivitetin e Teas, studentët nisin kërkimin për të mësuar rreth karremave të klikimit. Me anë të detyrave angazhuese, studentët eksplorojnë strategji për të identifikuar dhe zbuluar karremat e klikimit dhe për të mësuar si t'i shmangin ato. Sanja u jep mundësi studentëve të eksplorojnë dhe të analizojnë në mënyrë kritike, të vlerësojnë materialet në internet, si dhe të kontrollojnë përkatësinë, saktësinë, origjinën dhe qëllimin e tyre. Ata mësojnë si të gjejnë burime të besueshme online dhe si të dallojnë informacionet e rreme online.","training.lessons.15.text.2":"Në planet mësimore të mëposhtme, do të gjeni aktivitete frymëzuese dhe angazhuese për të rritur aftësitë e studentëve në njohjen e medias:","training.lessons.15.activities.1":"A është falas nëse gjendet në internet?","training.lessons.15.activities.2":"Të klikosh apo të mos klikosh","training.lessons.15.activities.3":"Kontrollimi i fakteve","training.lessons.16.title":"TREGIMI I HISTORIVE ME HEDY","training.lessons.16.author":"nga Felienne Hermans","training.lessons.16.text.0":"A kanë mësuar nxënësit tuaj tashmë një gjuhë vizuale programimi, por nuk ndihen ende gati të shkojnë më thellë në një gjuhë programimi me bazë teksti? Atëherë kjo pjesë mësimore është pikërisht për ju dhe nxënësit tuaj sepse do t’i ndihmojë ata të kapërcejnë hendekun midis një gjuhe vizuale programimi dhe një të bazuar në tekst. Mësimi Tregimi i historive me Hedy përbëhet nga tre plane mësimore që përdorin Hedy – një gjuhë graduale programimi për t’u mësuar fëmijëve programimin.","training.lessons.16.text.1":"Hedy është krijuar për fëmijët që duan të fillojnë me gjuhët tekstuale të programimit, por për të cilët fillimi me Python mund të jetë ende shumë kompleks. Gjuhët graduale përdorin nivele të ndryshme gjuhësore, ku çdo nivel shton koncepte të reja dhe kompleksitet sintaksor. Në fund të sekuencës së nivelit të Hedy, nxënësit zotërojnë një nëngrup të Python të vlefshëm nga ana sintaksore.","training.lessons.16.text.2":"Në këtë mësim do të gjeni aktivitete frymëzuese dhe tërheqëse për t’i ndihmuar nxënësit tuaj të përdorin në mënyrë efikase gjuhët e programimit të bazuara në tekst. Duke krijuar historitë e veta interaktive, ata gradualisht do të mësojnë programimin, pa pasur nevojë ta mësojnë gjithçka menjëherë. Në planin mësimor për shkollën fillore, nxënësit njihen me konceptet bazë të programimit. Plani mësimor për ciklin e mesëm të ulët prezanton koncepte të mëtejshme programimi, ndërsa plani mësimor për ciklin e mesëm të lartë u mundëson nxënësve të programojnë histori dhe aktivitete më komplekse.","training.lessons.16.text.3":"Shikoni historinë interaktive më poshtë për të parë se si lexuesit mund të marrin pjesë në histori dhe se si ajo nxit angazhimin e tyre aktiv.","training.lessons.16.activities.1":"Krijoni historinë tuaj interaktive me Hedy për nxënësit e shkollës fillore","training.lessons.16.activities.2":"Krijoni historinë tuaj interaktive me Hedy për nxënësit e ciklit të mesëm të ulët","training.lessons.16.activities.3":"Krijoni historinë tuaj interaktive me Hedy për nxënësit e ciklit të mesëm","training.lessons.17.title":"Ndieni kodin","training.lessons.17.author":"nga Alenka Miljević ","training.lessons.17.text.0":"Mirëqenia sociale dhe emocionale është aftësia për të qenë rezistent, për të ditur si të menaxhoni emocionet tuaja dhe si t’u përgjigjeni emocioneve të të tjerëve, të zhvilloni marrëdhënie domethënëse me të tjerët, të gjeneroni emocione që çojnë në ndjesi të mira dhe dhe të krijoni rrjetin tuaj të mbështetjes emocionale. Aftësitë sociale dhe emocionale që të rinjtë mësojnë në shkollë i ndihmojnë ata të krijojnë rezistencë dhe të krijojnë mënyrën se si ata do të menaxhojnë shëndetin e tyre fizik dhe mendor gjatë gjithë jetës së tyre. (Këshilli i Evropës)","training.lessons.17.text.1":"Mësimi Ndieni kodin do t’ju japë mundësinë të nxisni mirëqenien sociale dhe emocionale të nxënësve tuaj duke njohur, shpjeguar, kuptuar dhe duke iu përgjigjur ndjenjave dhe emocioneve pozitive dhe negative për të ndërtuar empati dhe rezistencë. Në këtë mësim do të gjeni aktivitete frymëzuese dhe tërheqëse për t’i ndihmuar nxënësit tuaj të zhvillojnë aftësi për t’u përballur me emocionet e ndryshme përmes kodimit. Nxënësit tuaj do të mësojnë se si të shprehin ndjenjat e tyre dhe se si të reagojnë ndaj emocioneve të bashkëmoshatarëve të tyre me ndihmën e një roboti Bee-bot.","training.lessons.17.text.2":"Mësimi Ndieni kodin përbëhet nga tri plane mësimore që përdorin një robot edukativ për të krijuar aktivitete që i inkurajojnë nxënësit të bisedojnë rreth emocioneve dhe të zhvillojnë empati. Në planin mësimor për shkollën fillore, nxënësit e programojnë Bee-botin që të bisedojë rreth emocioneve të tilla si trishtimi, lumturia, frika dhe zemërimi dhe zbulojnë arsyet pse ata dhe bashkëmoshatarët e tyre i ndiejnë këto emocione. Plani mësimor për ciklin e mesëm të ulët i inkurajon nxënësit që të programojnë një Bee-bot, të njohin ndjenjat e tyre dhe të bashkëmoshatarëve të tyre, të kuptojnë se çfarë i ka shkaktuar ata dhe se si të reagojnë ndaj tyre. Plani mësimor për ciklin e mesëm të lartë u jep mundësinë nxënësve të nagivojnë një Bee-bot dhe të krijojnë histori rreth ndjenjave, rezistencës dhe empatisë.","training.lessons.17.text.3":"Nëse nuk keni në klasën tuaj një robot edukativ, ky Mësim do t’ju japë ide për aktivitete jashtë linje që nxisin zhvillimin e aftësive sociale dhe emocionale. Përmbajtja interaktive më poshtë jep një përmbledhje të aktiviteteve që mund të bëni në klasën tuaj:","training.lessons.17.activities.1":"Kodoni - Ndieni - Mësoni për nxënësit e shkollës fillore","training.lessons.17.activities.2":"Zemra ime nuk është prej guri për nxënësit e ciklit të mesëm të ulët","training.lessons.17.activities.3":"Më kodoni sipas emocioneve për nxënësit e ciklit të mesëm të lartë","training.lessons.18.title":"Uji SOS","training.lessons.18.author":"nga Francisco Delgado Cecilia","training.lessons.18.text.0":"Uji SOS është një përgjigje ndaj nevojës për të adresuar problemin e ndotjes së ujit. Pavarësisht përpjekjeve të bëra gjatë viteve të fundit, në mbarë botën ekzistojnë ende 2 miliardë njerëz që nuk kanë qasje në burime të sigurta të ujit të pijshëm. Kjo do të thotë se arritja e Objektivit të Zhvillimit të Qëndrueshëm (SDG) 6 i Axhendës 2030, sipas të cilit të gjithë njerëzit duhet të kenë qasje në ujë dhe kanalizime të menaxhuara në mënyrë të sigurt deri në vitin 2030, është ende larg. E njëjta gjë vlen edhe për objektivin SDG 14 për jetën nënujore, sipas të cilit synohet përdorimi në mënyrë të qëndrueshme i oqeaneve, deteve dhe burimeve detare për zhvillim të qëndrueshëm.","training.lessons.18.text.1":"Ky Bit Mësimor përqendrohet në çështjen përkatëse dhe aktuale të matjes së cilësisë së ujit dhe ndotësve të rinj që sfidojnë cilësinë e ujit. Nxënësit do të kenë mundësinë të hetojnë dhe të kërkojnë zgjidhje për problemet reale që lidhen me ujin dhe mjedisin, gjë që do t'u japë atyre mundësinë që zhvillojnë aftësi të ndryshme si hulumtimi, mendimi kritik dhe zgjidhja e problemeve.","training.lessons.18.text.2":"Planet e mësimit përfshijnë aktivitete praktike dhe krijuese, si programimi në Scratch, fillimi i të mësuarit me Machine Learning (Makinerinë e të mësuarit) dhe inteligjencë artificiale me Learning Machine Learning (Të mësuarit përmes makinerisë së të mësuarit), si dhe ndërtimin e automjeteve të drejtuara me grupe Lego për marrjen e mostrave të ujit dhe analizimin e pH-it të ujit. Këto aktivitete do t'u japin studentëve mundësinë që të vënë në praktikë aftësitë dhe njohuritë e tyre në një mjedis interaktiv dhe të gjallë, me synimin për të rritur motivimin dhe interesin e tyre për projektin.","training.lessons.18.text.3":"Për vënien në zbatim të këtij Bit-i Mësimor propozohet të zhvillohen tre aktivitetet në klasë për të përfunduar të gjithë projektin dhe për të marrë një proces mësimi më kuptimplotë dhe motivues. Megjithatë, çdo aktivitet mund të kryhet veçmas.","training.lessons.18.activities.1":"Uji SOS me Scratch","training.lessons.18.activities.2":"Uji SOS me Makineri të të mësuarit","training.lessons.18.activities.3":"Uji SOS me Robotikë","training.download_video_script":"Shkarko tekstin e videos","training.ready_to_share":"Jeni gati të ndani atë që keni mësuar me nxënësit tuaj?","training.choose_lessons":"Zgjidhni një prej planeve mësimore më poshtë dhe organizoni një aktivitet me nxënësit tuaj.","training.footer.title":"Mos harroni të shtoni aktivitetin tuaj në hartën e Code Week!","training.footer.text":`

    Ju mund të organizoni me lehtësi një mësim në klasën tuaj, një ditë të hapur ose një eveniment në shkollën tuaj. Thjesht gjeni një datë dhe regjistroni aktivitetin tuaj në hartën e Code Week. Secili organizator aktiviteti do të marrë një certifikatë pjesëmarrjeje për përpjekjet e veta.

    - -

    Nëse doni të lidheni me një grup mësuesish entuziastë, bëhuni pjesë e Grupit të EU Code Week në Facebook për mësuesit! Për të marrë një hap më tej dhe për të bashkëpunuar me shkollat e tjera në vendin tuaj ose përtej kufijve, bëhuni pjesë e Sfidës Code Week 4 All.

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pavlefshëm.","validation.custom.attribute-name.rule-name":"mesazh i personalizuar","values.1.title":"EU Code Week është e pavarur","values.1.content":"EU Code Week është një komunitet i drejtuar nga vullnetarët. Ne nuk veprojmë për interes ekonomik. Ne i respektojmë dhe vlerësojmë idetë, besimet dhe kulturat e njerëzve të tjerë. Ne marrim pjesë në EU Code Week sepse besojmë në rëndësinë e asaj që po bëjmë. Kjo është forca jonë. Ne duam të bëjmë të arritshëm për të gjithë mendimin llogaritës, kodimin, programimin, shkencën kompjuterike, robotikën, ndërhyrjet e pajisjeve kompjuterike dhe dixhitale në përgjithësi.","values.2.title":"EU Code Week është për të gjithë","values.2.content":"Kushdo mund të organizojë aktivitete të EU Code Week. Ne e kuptojmë se është thelbësore që ngjarjet e EU Code Week të organizohen për të gjithë, pavarësisht nga mosha, ngjyra, gjinia, prejardhja kulturore ose aftësitë intelektuale. Aktivitetet mund të jenë një pikë hyrëse për të ngjallur interes dhe kuriozitet ose për të ndihmuar në zhvillimin e aftësive edhe më tej. Barazia, respekti, liria dhe gjithëpërfshirja janë parimet tona. Ne dëshirojmë që të gjithë pjesëmarrësit të provojnë dhe krijojnë me teknologji në një mënyrë argëtuese.","values.3.title":"EU Code Week është glokale","values.3.content.1":"EU Code Week synon t’ju afrojë pavarësisht nëse jetoni në një qytet të madh, kryeqytet ose fshat të largët. Ne i kushtojmë vëmendje të veçantë mbështetjes së organizatorëve lokalë me","values.3.content.2":"materiale","values.3.content.3":"në gjuhën e tyre dhe të përmbushim nevojat e tyre.","values.3.content.4":"Harta EU Code Week","values.3.content.5":"është mjeti kyç ku çdo aktivitet regjistrohet dhe ka një vendndodhje të saktë. Në të njëjtën kohë, EU Code Week është globale dhe mirëpret njerëz nga e gjithë bota në komunitetin e saj. Ne jemi “glokalë”.","values.4.title":"EU Code Week ka të bëjë me bashkëpunimin","values.4.content.1":"Anëtarët e komunitetit të EU Code Week bashkëveprojnë, shkëmbejnë informacione, mësojnë nga njëri-tjetri dhe ndërtojnë njohuri së bashku. Ne jemi të ndërlidhur dhe mbështesim njëri-tjetrin. Ne ndajmë burime, ide dhe praktikat më të mira. Ne inkurajojmë partneritetet dhe shkëmbimin e njohurive.","values.4.content.2":"Sfida EU Code Week 4 All","values.4.content.3":"synon të ndërtojë ura ndërmjet kufijve dhe komuniteteve. Ndihmon në përhapjen e energjisë pozitive dhe lidh njerëzit që mund të mësojnë nga njëri-tjetri.","values.5.title":"EU Code Week është jofitimprurëse","values.5.content.1":"Të gjitha aktivitetet e EU Code Week janë jofitimprurëse. Të gjitha","values.5.content.2":"burimet","values.5.content.3":"në faqen në internet të EU Code Week janë falas. Të gjitha trajnimet e EU Code Week dhe kurset në internet janë falas.","values.6.title":"EU Code Week inkurajon krijimtarinë dhe risitë","values.6.content":"EU Code Week inkurajon krijimtarinë, risitë dhe të mendimin përparimtar. Ne jemi të hapur dhe falënderues për të pranuar reagime dhe kritika në mënyrë që të mund të marrim vendime të informuara dhe të zhvillojmë EU Code Week. Edhe dështimet do të na bëjnë të rritemi, si individë dhe si komunitet.","values.7.title":"EU Code Week është mirënjohës për komunitetin e saj","values.7.content":"Ne jemi mirënjohës për mbështetjen e mësuesve, trajnerëve dhe organizatorëve të tjerë të veprimtarisë, studentëve, prindërve, klubeve të kodimit dhe të gjithë partnerëve me të cilët punojmë. Të gjithë ndajmë të njëjtin qëllim. Ne duam të sjellim mendimin llogaritës, kodimin, shkencën kompjuterike dhe aftësitë dixhitale në përgjithësi te sa më shumë njerëz.","values.title":"Deklarata e vlerave të EU Code Week","values.description.1.1":"EU Code Week është një lëvizje e organizuar nga vullnetarë – ","values.description.1.2":"ambasadorë","values.description.1.3":", mësues drejtues dhe entuziastë të kodimit në mbarë botën. Mbështetet nga","values.description.1.4":"Komisioni Evropian","values.description.1.5":"dhe ministritë e arsimit në Bashkimin Evropian dhe vendet e Ballkanit Perëndimor.","values.description.2":"Në zemër të EU Code Week është komuniteti i organizatorëve vullnetarë të aktiviteteve që janë mësues, mentorë, klube kodimi, biblioteka, kompani private, prindër dhe organizata joqeveritare. Ne i kushtojmë kohën, energjinë dhe aftësitë tona për të sjellë mendimin llogaritës, kodimin, robotikën, ndërhyrjen në pajisje kompjuterike, shkenca kompjuterike dhe aftësitë dixhitale te sa më shumë njerëz në Evropë dhe në mbarë botën.","values.description.3":"EU Code Week është gjithashtu miliona pjesëmarrës të saj, të cilët janë njerëz të të gjitha gjinive, moshave, prejardhjeve, kulturave dhe aftësive nga e gjithë bota.","values.description.4":"Jemi krenarë që jemi EU Code Week. Këto janë vlerat tona. Ato drejtojnë punën dhe vendimet tona në çdo kohë.","why-coding.titles.0":"Pse nevojitet kodimi?","why-coding.titles.1":"Bëhet fjalë për sjelljen e ideve në jetë","why-coding.titles.2":"Është gjithashtu edhe për zhvillimin e kompetencave kyçe","why-coding.titles.3":"Së fundmi, ka të bëjë me formimin e së ardhmes sonë","why-coding.texts.0":"Është për Pian, e cila zgjodhi të studionte në fushën juridike, ndonëse gjithmonë i ka pëlqyer matematika dhe të luajë me kompjuterët. Është për Markun, që kishte idenë për një rrjet më të mirë social, por nuk di si ta ndërtojë vetëm. Është për Lizën, që ëndërron që të krijojë robotë sepse prindërit nuk e lejojnë të mbajë mace. Dhe është për ju që keni filluar që më parë të ndihmoni që këto ëndrra të bëhen realitet.","why-coding.texts.1":"Në të vërtetë, kodimi ka të bëjë me të gjithë ne dhe mënyrën se si i japim formë jetës dhe të ardhmes. Ne mund të bëjmë më shumë sesa thjesht të “ndajmë” dhe të “pëlqejmë” postimet në internet. Ne mund t’i sjellim në jetë idetë tona, të ndërtojmë gjëra që u sjellin gëzim të tjerëve.","why-coding.texts.2":"Asnjëherë nuk ka qenë më e lehtë të zhvilloni një aplikacion, të ndërtoni robotin tuaj ose kush e di - madje edhe të shpikni makinën fluturuese! Nuk është një udhëtim i lehtë, por është një udhëtim plot me sfida krijuese, shumë argëtim dhe një komunitet mbështetës. A jeni gati të pranoni sfidën dhe të bëheni krijues dixhital?","why-coding.texts.3":"Gjuhët e programimit janë si çdo gjuhë tjetër. Vetëm se në këtë rast, fëmijët nuk mësojnë të shprehen dhe të komunikojnë me njerëzit e tjerë. Në vend të kësaj, ata mësojnë se si të komunikojnë me teknologjinë. Teknologjinë që është rreth nesh - në smartfonë, kompjuterë, automjete, kudo!","why-coding.texts.4":"Por kuptimi dhe komunikimi me kompjuterët është vetëm një pjesë e tij. Kodimi ndihmon gjithashtu në zhvillimin e kompetencave multidisiplinore të tilla si mendimi kompjuterik, zgjidhja e problemeve, aftësia krijuese dhe puna në ekip, që janë aftësi të shkëlqyera për të gjitha fushat e jetës. Aftësia për të zgjidhur problemet, për të përballuar dështimin dhe për të provuar përsëri, ose për të bashkëpunuar me të tjerët, janë karakteristika të kërkuara në shumë fusha.","why-coding.texts.5":"Një shekull më parë, gjuhët e programimit as që ekzistonin. Sot, kodi është rreth nesh dhe pothuajse gjithçka mund të programohet - madje edhe këpucët ose kutitë e drithërave! Atëherë, pse t’i lini të tjerët të formojnë të ardhmen tonë kur ne mund të bëhemi krijues dhe mund të realizojmë vizionet dhe idetë tona? Mbi të gjitha, kufiri i vetëm është imagjinata jonë.","why-coding.texts.6":"Alessandro Bogliolo, koordinator i ekipit të ambasadorëve vullnetarë të EU Code Week tha:","why-coding.texts.7":"Në fund të fundit, programimi është një aftësi që kërkohet në pothuajse çdo industri - jo vetëm në teknologji, por edhe në financë, shëndetësi, shkencë, madje edhe dizajn apo bujqësi, dhe kërkesa sa vjen e rritet. Fëmijët që dinë të kodojnë, dhe që kuptojnë se si funksionon teknologjia, kanë një përparësi të caktuar, pavarësisht se cilën rrugë karriere ata zgjedhin përfundimisht.","why-coding.texts.8":"Ndiheni i frymëzuar?","why-coding.texts.9":"Bëhuni pjesë e EU Code Week!","why-coding.texts.10":"Keni nevojë për më shumë materiale për të menduar?","why-coding.texts.11":"Vizitoni blogun tonë për më shumë."};export{e as default}; diff --git a/public/build/assets/php_ba-BX0jHx_2.js b/public/build/assets/php_ba-BX0jHx_2.js deleted file mode 100644 index fd582b8d3..000000000 --- a/public/build/assets/php_ba-BX0jHx_2.js +++ /dev/null @@ -1,99 +0,0 @@ -const a={"about.when-title":"Tokom 2024, Sedmica kodiranja EU će se odvijati od 14. do 27. oktobra.","about.when-text":"

    Sedmica kodirnja EU je pokret širokih masa u kom se slavi kreativnost, rješavanje problema i saradnja putem programiranja i drugih tehnoloških aktivnosti. Zamisao je da se programiranje načini vidljivijim, da se mladima, odraslima i starijima pokaže kako kodiranjem mogu svoje ideje sprovesti u realnost, da se te vještine demistificiraju i da se okupe oni koji su motivirani za učenje.

    ","about.codeweek_in_numbers-title":"Sedmica kodiranja u ciframa","about.codeweek_in_numbers-text":`

    U Sedmici kodiranja EU 2021. učestvovalo je 4 miliona ljudi iz preko 80 zemalja širom svijeta.

    -

    Prosječni učesnik imao je 11 godina, a 49% učesnika u 2021. bili su žene ili djevojčice. 88% događaja vezanih za Sedmicu kodiranja EU dešavalo se u školama, što pokazuje da su napori na jačanju nastavnika tokom kampanje 2021. bili uspješni.

    -

    Të gjithë janë të mirëpritur të organizojnë ose të marrin pjesë në një aktivitet. Thjesht zgjidhni një temë dhe audiencën e synuar dhe shtoni aktivitetin tuaj në harta.

    `,"about.run_by_volunteers-title":"Vode je volonteri","about.run_by_volunteers-text":'

    Sedmicu kodiranja EU vode volonteri. Jedan, ili nekoliko ambasadora Sedmice kodiranja koordinira tu inicijativu u svojiim zemljama, ali svako može organizirati svoju vlastitu aktivnosti i dodavati i svoj doprinos na mapi codeweek.eu.

    ',"about.supported_by_commission-title":"Podržava je Evropska komisija","about.supported_by_commission-text":'

    Sedmicu kodiranja EU su 2013. pokrenuli Mladi savjetnici za digitalnu agendu Evrope. Evropska komisija podržava Sedmicu kodiranja EU u sklopu svoje strategije za Digitalno jedinstveno tržište, U okviru Akcionog plana za digitalnu edukaciju Komisija posebno podstiče škole da se pridruže toj inicijativi.

    ',"about.schools-title":"Škole","about.schools-text":'

    Škole na svim nivoima i nastavnici svih predmeta se posebno pozivaju na učešće u Sedmici kodiranja EU, kako bi svojim učenicima pružili mogućnost da istražuju digitalnu kreativnost i kodiranje. Saznajte nešto više o toj inicijativi i o tome kako organizirati svoju aktivnostu putem mrežne stranice posvećene nastavnicima: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Zašto kodiranje?","about.why_coding-text":`

    Radi se o Pii, koja je mislila da mora studirati pravo, iako je uvijek uživala u matematici i igranju s kompjuterima. Radi se o Marku, koji ima zamisao o jednoj boljoj društvenoj mreži, ali je ne može izgraditi sam. Radi se o Alice, koja sanja o tome da pravi robote jer joj roditelji ne dozvoljavaju da ima mačku.

    - -

    Radi se o onima od vas koji već pomažu u ostvarivanju tih snova.

    - -

    U stvari, radi se o svima nama. O našoj budućnosti. Tehnologija oblikuje naše živote, ali dopuštamo manjini da odučuje o tome za šta i kako je koristimo. Možemo mi i bolje, a ne samo da dijelimo i lajkujemo stvari. Možemo stvarno realizirati svoje lude ideje, graditi stvari koje će obradovati druge.

    - -

    Nikad nije bilo lakše napraviti svoju vlastitu aplikaciju, sagraditi svog vlastitog robota ili izmisliti leteće automobile, zašto ne! To nije lagano putovanje, ali jest putovanje puno kreativnih izazova, zajednice koja pruža potporu i jako je zabavno. Jeste li spremni prihvatiti izazov i postati stvoritelj?

    - -

    Kodiranje također doprinosi razvijanju sposobnosti poput računarskog razmišljanja, rješavanja problema, kreativnosti i timskog rada - što su stvarno dobre vještine za sva životna usmjerenja.

    `,"about.why_coding-quote":`

    Aleksandro Bogliolo, koordinator tima Sedmice kodiranja EU od ambasadora volontera, izjavio je:

    -

    'Od samog početka mi smo uradili mnogo stvari sa kamenom, željezom, papirom i olovkama da smo transformisali svoje živote. Sad živimo u drugom dobu gdje je naš svijet oblikovan u kodiranju. Različita doba imaju različite zahtjeve u smislu poslova i vještina. Tokom Sedmice kodiranja mi želimo svakom Evropljaninu dati šansu da otkrije kodiranje i da se njime zabavi. Naučimo kodirati kako bismo oblikovali svoju budućnost.'

    -
    -

    `,"about.join_codeweek-title":"Pridružite se Sedmici kodiranja EU","about.join_codeweek-text":'

    Pridružite se Sedmici kodiranja EU tako što ćete organizirati aktivnosti kodiranja u svom gradu, pridružiti se Izazovu Sedmice kodiranja za sve i povezivati aktivnosti kroz zajednice i preko granica, ili nam pomoći da proširujemo viziju Sedmice kodiranja kao ambasador Sedmice kodiranja EU za svoju zemlju!

    ',"about.partners_and_sponsors":"Partneri i sponzori","ambassador.title":"Ambasadori Sedmice kodiranja EU","ambassador.your_current_country":"Vaša trenutna zemlja","ambassador.visit_the":"Posjetite","ambassador.local_facebook_page":"lokalnu Facebook stranicu","ambassador.local_website":"Lokalni vebsajt","ambassador.ambassadors":"Ambasadori","ambassador.no_ambassadors":"Još uvijek nema ambasadora","ambassador.countries_with_ambassadors":"Zemlje sa ambasadorima","ambassador.why_dont_you_volunteer":"Zašto se ne biste prijavili?","auth.failed":"Ovi podaci za potvrdu identiteta ne odgovaraju našoj evidenciji.","auth.throttle":"Previše pokušaja prijavljivanja. Molimo pokušajte ponovo za :seconds sekundi.","base.languages.en":"Engleski","base.languages.fr":"Francuski","base.languages.bg":"Bugarski","base.languages.hr":"Hrvatski","base.languages.de":"Njemački","base.languages.pl":"Poljski","base.languages.cs":"Češki","base.languages.el":"Grčki","base.languages.pt":"Portugalski","base.languages.da":"Danski","base.languages.hu":"Mađarski","base.languages.ro":"Rumunski","base.languages.nl":"Holandski","base.languages.ga":"Irski","base.languages.sk":"Slovački","base.languages.it":"Italijanski","base.languages.sl":"Slovenski","base.languages.et":"Estonski","base.languages.lv":"Latvijski","base.languages.es":"Španski","base.languages.fi":"Finski","base.languages.lt":"Litvanski","base.languages.se":"Švedski","base.languages.sv":"Švedski","base.languages.al":"albanski","base.languages.ba":"bosanski","base.languages.mk":"makedonski","base.languages.me":"crnogorski","base.languages.rs":"srpski","base.languages.mt":"Malteški","base.languages.tr":"Turski","base.resources_local_title":"Resursi za kodiranje od","base.days":"Dani","base.hours":"Sati","base.minutes":"Minute","base.seconds":"Sekunde","base.still_have_question":"Još uvijek imate pitanja?","base.drop_us_a_line":"Samo nam se javite!","base.get_in_touch":"STUPITE U KONTAKT","base.footer_msg":"Inicijativa na nivou širokih masa koju vode volonteri i koju podržava Evropska komisija.","base.email":"E-pošta","base.display_email":"Prikazati e-poštu","base.first_name":"Lično ime","base.last_name":"Prezime","base.your_website":"Vaš vebsajt","base.biography":"Biografija","base.update":"Ažurirajte","base.delete":"Pobrišite","base.choose a file":"Odaberite datoteku","base.learning_bits":"Učenje korak po korak","base.codeweek":"Sedmica kodiranja","base.bring_codeweek_to_your_students":"Približite Sedmicu kodiranja svojim učenicima","base.or":"ili","base.newsletter":"Novosti","certificates.certificates_for":"Certifikati za ","certificates.no_certificates":"Još uvijek nema certifikata.","challenges-content.chatbot.title":"Napravite bota za čavrljanje","challenges-content.chatbot.author":"Tim Sedmice kodiranja EU","challenges-content.chatbot.purposes.0":"Kodirajte interaktivne zagonetke","challenges-content.chatbot.purposes.1":"Pomoću koda kreirajte dijaloge između bota za čavrljanje i korisnika","challenges-content.chatbot.description":"Kodirajte razgovor između bota za čavrljanje i korisnika koji pokušava riješiti zagonetku. Pokušajte napraviti bota za čavrljanje koji može čavrljati kao osoba. Umjesto zagonetke možete kreirati dijalog između bota za čavrljanje i korisnika.","challenges-content.chatbot.instructions.0":"Smislite zagonetku","challenges-content.chatbot.instructions.1":"Prijavite se u","challenges-content.chatbot.instructions.2":"ili kreirajte novi račun. (Kod kreiranja novog računa imajte na umu da na Pencil Code nisu dozvoljena stvarna imena iz razloga privatnosti.)","challenges-content.chatbot.instructions.3":"Kliknite na Imagine (Zamisliti) i Make your own (Načiniti svoje vlastito)","challenges-content.chatbot.instructions.4":"Koristite kocke ili tekstualni režim za zapisivanje svoje zagonetke","challenges-content.chatbot.instructions.5":"Alternativno možete koristiti","challenges-content.chatbot.instructions.6":"ovaj kod","challenges-content.chatbot.instructions.7":"i prilagoditi ga svojoj zagoneci, ili možete odabrati Answering a riddle (Odgovoriti na zagonetku) iz menija i to urediti","challenges-content.chatbot.example":"Pogledajte ovaj primjer zagonetke.","challenges-content.chatbot.more.0":"Ovaj kod je adaptiran iz aktivnosti Pencil Code","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Budite oflajn i kodirajte: Napravite krug od papira","challenges-content.paper-circuit.author":"Tim Sedmice kodiranja EU","challenges-content.paper-circuit.purposes.0":"Unaprijedite kreativnost","challenges-content.paper-circuit.purposes.1":"Razvijte vještine rješavanja zadataka","challenges-content.paper-circuit.description.0":"Nacrtajte predmet po svom izboru. To može biti noćno nebo, bubamara, robot, božićno drvce ili bilo šta čega se možete sjetiti. Slobodno personalizujte svoj projekt sa vizuelnim materijalima Sedmice kodiranja EU: možete istražiti","challenges-content.paper-circuit.description.1":"komplet alata za nastavnike Sedmice kodiranja EU","challenges-content.paper-circuit.description.2":"te preuzeti bilo koji logotip ili vizuelni materijal koji želite. Možete čak i napraviti krug od papira kao pozivnicu na Sedmicu kodiranja EU. Dodajte na svoj krug motivacionu poruku kako biste ohrabrili druge nastavnike da se pridruže Sedmici kodiranja i/ili da pogledaju vebsajt posvećen školama.","challenges-content.paper-circuit.instructions.0":"Nacrtajte predmet i odlučite koji će dijelovi biti osvijetljeni (recimo, zvijezde).","challenges-content.paper-circuit.instructions.1":"Probušite olovkom rupu kroz taj papir i umetnite LED naljepnicu u svaki osvijetljeni dio. ","challenges-content.paper-circuit.instructions.2":"Nacrtajte krug tamo gdje želite postaviti dugmastu bateriju.","challenges-content.paper-circuit.instructions.3":"Nacrtajte traku + i-s druge strane papira. Pobrinite se da duža nožica strujne LED naljepnice bude povezana na stranu baterije “+”, a kraća na stranu baterije “-”.","challenges-content.paper-circuit.instructions.4":"Postavite bakrenu ljepljivu traku na te trake.","challenges-content.paper-circuit.instructions.5":"Presavijte papir tako da LED bude osvijetljen kada papir prekrije bateriju. Možete koristiti spajalicu za papir da biste osigurali dobar kontakt sa bakrenom trakom.","challenges-content.paper-circuit.instructions.6":"Uslikajte svoj krug od papira i podijelite ga na Instagramu, gdje ćete objasniti zašto smatrate da je vrijedno učestvovati u ovoj inicijativi. ","challenges-content.paper-circuit.example":"Pogledajte neke primjere krugova od papira","challenges-content.paper-circuit.materials.0":"papir na kartonu","challenges-content.paper-circuit.materials.1":"bojice ili flomasteri","challenges-content.paper-circuit.materials.2":"dugmasta baterija","challenges-content.paper-circuit.materials.3":"bakrena traka","challenges-content.paper-circuit.materials.4":"strujne LED naljepnice","challenges-content.paper-circuit.materials.5":"spajalica za papir","challenges-content.dance.title":"Kreirajte ples","challenges-content.dance.author":"Tim Sedmice kodiranja EU","challenges-content.dance.purposes.0":"Da se nauče osnovni koncepti kodiranja","challenges-content.dance.purposes.1":"Da se nauči kako se animiraju likovi","challenges-content.dance.description":"U ovom izazovu ćete kreirati niz likova koji će zajedno plesati. Koristit ćete ugrađenu medijsku biblioteku za odabir likova i muzičkih isječaka, ili možete napraviti svoje vlastite. Animirat ćete likove da plešu i da međusobno razgovaraju.","challenges-content.dance.instructions.0":"Prijavite se u","challenges-content.dance.instructions.1":"kao nastavnik. Kreirajte učeničke račune i podijelite ih sa svojim učenicima. Alternativno, podijelite razredni kod i neka se vaši učenici registruju sa svojom školskom adresom e-pošte. Ako ste učenik, možete se pridružiti kao učenik, ali ćete biti zamoljeni da date adrese e-pošte svojih roditelja tako da oni mogu odobriti vaš račun.","challenges-content.dance.instructions.2":"Kliknite","challenges-content.dance.instructions.3":"i dajte mu naslov","challenges-content.dance.instructions.4":"Idite na","challenges-content.dance.instructions.5":"da biste dodali pozadinu klikom na ikonu zupčanika. Odaberite pozadinu iz Medijske biblioteke (Media Library), učitajte svoju vlastitu sliku ili možete čak i uzeti neku sliku i učitati je. Odaberite audio isječak i dodajte ga na pozornicu (stage):","challenges-content.dance.instructions.6":"Kliknite dugme","challenges-content.dance.instructions.7":"da dodate likove ili predmete koje ćete animirati, tako da se oni mogu kretati, razgovarati i vršiti međusobnu interakciju. Dodajte dva ili tri lika po svom izboru. Možete nacrtati svoje vlastite glumce ili modifikovati postojeće. Dodajte različite kostime svom liku klikom na ikonicu olovke.","challenges-content.dance.instructions.8":"Kliknite na svakog glumca i animirajte ga dodajući sljedeće kocke","challenges-content.dance.instructions.9":"Dodajte kocku","challenges-content.dance.instructions.10":"say (reći)","challenges-content.dance.instructions.11":"i neka vaši glumci međusobno razgovaraju. Izmijenite oblik govornih oblačića i font i veličinu svog teksta","challenges-content.dance.example.0":"Pogledajte","challenges-content.dance.example.1":"ovaj primjer","challenges-content.dance.example.2":"robota koji plešu. Slobodno ga upotrijebite i remiksujte.","challenges-content.compose-song.title":"Načinite muzičku kompoziciju","challenges-content.compose-song.author":"Tim Sedmice kodiranja EU","challenges-content.compose-song.purposes.0":"Da se uči kodiranje kroz muziku","challenges-content.compose-song.purposes.1":"Da se razlikuju muzički žanrovi i instrumenti","challenges-content.compose-song.purposes.2":"Da se komponuje pjesma miksanjem zvučnih isječaka","challenges-content.compose-song.description":"U ovom izazovu ćete kreirati muzičku kompoziciju upotrebom programskog jezika. Možete koristiti ugrađene zvučne isječke ili snimiti svoje i miksati ih da bi kreirali muzičku kompoziciju. Pustite svoj kod u Digitalnoj audio radnoj stanici i poslušajte muziku koju ste kodirali. Reproducirajte različite zvuke i efekte u cilju modifikacije svog muzičkog komada.","challenges-content.compose-song.instructions.0":"Prijavite se u","challenges-content.compose-song.instructions.1":"Kliknite ovdje da napravite skriptu","challenges-content.compose-song.instructions.2":"Dajte naziv svojoj skripti i odaberite","challenges-content.compose-song.instructions.3":"kao programski jezik","challenges-content.compose-song.instructions.4":"Počnite pisati svoj kod između","challenges-content.compose-song.instructions.5":"i","challenges-content.compose-song.instructions.6":"redova","challenges-content.compose-song.instructions.7":"Pregledajte muzičke isječke u","challenges-content.compose-song.instructions.8":"Sound Library (Zvučnoj biblioteci)","challenges-content.compose-song.instructions.9":"i odaberite muzičke žanrove, umjetnike i instrumente koji vam se sviđaju","challenges-content.compose-song.instructions.10":"Da biste dodali zvučni isječak na svoju pjesmu, ukucajte","challenges-content.compose-song.instructions.11":"Između zagrada trebala bi biti sljedeća 4 parametra, razdvojena zarezima","challenges-content.compose-song.instructions.12":"Sound clip (Zvučni isječak)","challenges-content.compose-song.instructions.13":"Postavite svoj kursor između zagrada, idite na Sound Library (Zvučna biblioteka), odaberite isječak i zalijepite ga klikom na plavu ikonicu za lijepljenje","challenges-content.compose-song.instructions.14":"Track number (Broj trake)","challenges-content.compose-song.instructions.15":"trake vam pomažu da organizujete svoje zvuke po tipu instrumenta (vokali, bas, bubnjevi, klavijature, itd). Dodajte koliko god traka (instrumenata) želite. Trake su prikazane kao redovi koji teku preko Digitalne audio radne stanice","challenges-content.compose-song.instructions.16":"Start measure (Počnite mjere)","challenges-content.compose-song.instructions.17":"ukazuje na to kada će vaš zvuk početi da se reproducira. Mjere su muzičke vremenske jedinice. Jedna mjera je 4 takta","challenges-content.compose-song.instructions.18":"End measure (Prekinite mjere)","challenges-content.compose-song.instructions.19":"ukazuje na to kada će vaš zvuk prestati da se reproducira","challenges-content.compose-song.instructions.20":"Takav red koda će izgledati ovako","challenges-content.compose-song.instructions.21":"Možete dodati različite efekte, poput glasnosti, da biste poboljšali zvuk svoje kompozicije. Glasnost je u rasponu od -60,0 decibela do 12,0 decibela, gdje je 0,0 originalna glasnost.","challenges-content.compose-song.instructions.22":"Ukucajte","challenges-content.compose-song.instructions.23":"U zagradama, napišite broj trake, VOLUME, GAIN, nivo glasnosti, mjeru kada počne, nivo i mjeru kad se završi","challenges-content.compose-song.instructions.24":"Ovo je primjer postepenog pojačavanja","challenges-content.compose-song.instructions.25":"i postepenog smanjenja glasnosti","challenges-content.compose-song.example.0":"Poslušajte","challenges-content.compose-song.example.1":"primjer pjesme kodirane programom Earsketch","challenges-content.compose-song.example.2":"Možete importovati kod i urediti ga","challenges-content.sensing-game.title":"Načinite video igru sa senzorom","challenges-content.sensing-game.author":"Tim Sedmice kodiranja EU","challenges-content.sensing-game.purposes.0":"Da se kodiraju animirani predmeti","challenges-content.sensing-game.purposes.1":"Da se razvije razumijevanje kako kontrolisati digitalnu animaciju sa fizičkim pokretom","challenges-content.sensing-game.purposes.2":"Da se komponuje pjesma miksanjem zvučnih isječaka","challenges-content.sensing-game.description":"U ovom izazovu ćete kreirati jednostavnu igru kod koje se koristi video kamera kao senzor za detekciju kretanja, što znači da ćete biti u mogućnosti kontrolisati svoju animaciju sa fizičkim kretanjem. U ovoj igri, zadatak je prikupiti što više balončića Sedmice kodiranja EU u 30 sekundi. Umjesto prikupljanja balončića, možete kreirati igru u kojoj lovite lika ili pucate balone svojim rukama.","challenges-content.sensing-game.instructions.0":"Prijavite se u","challenges-content.sensing-game.instructions.1":"Kliknite","challenges-content.sensing-game.instructions.2":"Add an extension (Dodajte ekstenziju)","challenges-content.sensing-game.instructions.3":"i odaberite","challenges-content.sensing-game.instructions.4":"Video Sensing (Video sa senzorom)","challenges-content.sensing-game.instructions.5":"Time će se detektovati koliko brzo se neki predmet kreće. Ako je broj niži, on će biti osjetljiviji na kretanje.","challenges-content.sensing-game.instructions.6":"Dodajte vilenjaka (sprite). Odaberite zvuk i dodajte ga svom vilenjaku. Ako želite, možete dodati","challenges-content.sensing-game.instructions.7":"Create a clone (Kreirajte klona)","challenges-content.sensing-game.instructions.8":"koji će biti kopija vašeg vilenjaka.","challenges-content.sensing-game.instructions.9":"Kreirajte dvije varijable: jednu za","challenges-content.sensing-game.instructions.10":"Score (Rezultat)","challenges-content.sensing-game.instructions.11":"a drugu za","challenges-content.sensing-game.instructions.12":"Timer (Mjerač vremena)","challenges-content.sensing-game.instructions.13":"i dodajte ih vilenjaku. Postavite Mjerač vremena na 30 i dodajte","challenges-content.sensing-game.instructions.14":"Change Timer by -1 (Promijenite Mjerač vremena za -1)","challenges-content.sensing-game.instructions.15":"Create a new sprite (Kreirajte novog vilenjaka)","challenges-content.sensing-game.instructions.16":"Game Over (Igra gotova)","challenges-content.sensing-game.instructions.17":"da završite igru. Isto tako možete kreirati vilenjaka s naslovom svoje igre, na primjer, Prikupiti sve balončiće Sedmice kodiranja EU.","challenges-content.sensing-game.example.0":"Reproducirajte video igru sa senzorom Prikupiti sve balončiće Sedmice kodiranja EU. Slobodno remiksajte","challenges-content.sensing-game.example.1":"ovaj projekt","challenges-content.calming-leds.title":"Smirujuća svjetla LED: kreirajte jednostavan uređaj sa micro:bit-om","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 minuta","challenges-content.calming-leds.materials.0":"uređaj micro:bit i paket baterija (ako je na raspolaganju)","challenges-content.calming-leds.materials.1":"laptop ili tablet s kojim možete posjetiti Microsoft MakeCode i Youtube","challenges-content.calming-leds.materials.2":"microbit.org za resurse za aktivnost","challenges-content.calming-leds.description":"Učenici kreiraju digitalni uređaj uz pomoć svjetala LED koji im može pomoći da regulišu svoje disanje i da se osjećaju mirnije. Od njih će se zatražiti da napišu jednostavni kod, istražuju animacije i sekvence.","challenges-content.calming-leds.instructions.0":"Cilj je kreirati radni uređaj LED za smirivanje koji možete koristiti za regulisanje svog disanja. Taj uređaj se može kreirati na fizičkoj ploči micro:bita ili na simulatoru u uređivačkom programu MakeCode.","challenges-content.calming-leds.instructions.1":"Izazov se može obaviti upotrebom uređivačkog programa MakeCode i pisanjem jednostavne sekvence koda kako je prikazano u videu/na snimku ekrana.","challenges-content.calming-leds.instructions.2":"Da bi razvili izazov, učenici mogu istraživati različite animacije i postati kreativni s animacijom koju bi voljeli vidjeti a koja bi im pomogla da se osjećaju mirno ili sretno.","challenges-content.calming-leds.instructions.3":"Više informacija i video uputstava na","challenges-content.calming-leds.instructions.4":"ovom linku","challenges-content.calming-leds.example":"Posjetite ovu stranicu za uputstva i video-snimke obavljenog izazova plus kako kodirati","challenges-content.calming-leds.purposes.0":"Da se osmisli jednostavni digitalni artefakt sa korisnom svrhom","challenges-content.calming-leds.purposes.1":"Da se istražuju sekvence i animacije i kako one funkcionišu","challenges-content.calming-leds.purposes.2":"Da se testiraju i uklanjaju greške u jednostavnom kodu","challenges-content.calming-leds.purposes.3":"Da se ponavlja dizajn tako što će se animacije ubrzavati ili usporavati","challenges-content.computational-thinking-and-computational-fluency.title":"Kompjutersko razmišljanje i tečnost sa kompjuterima sa programom ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – Grčki ambasador Sedmice kodiranja EU","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Da se upozna sa novim komandama i interfejsom.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Da se kreiraju jednostavni programi s jednostavnim uzročno-posljedičnim komandama.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Da se obavlja jednostavno uklanjanje grešaka putem principa probe i greške.","challenges-content.computational-thinking-and-computational-fluency.description":"U ovom izazovu djeca će integrirati CT koncepte u svoje projekte uz pomoć aplikacije ScratchJr i praviti svoje priče zanimljivijima, uzbudljivijima i emotivnima.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr ne zahtijeva da djeca budu pismena. Sva uputstva i opcije na meniju se mogu identifikovati putem simbola i boja. Izazov se može obaviti u razredu, laboratoriji ili čak na otvorenom, jer nije neophodan internet.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Djeca koriste grad kao pozadinu i koriste kocke za kodiranje da načine tako da automobil vozi po gradu.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Djeca mogu koristiti kocke za zvuk i kretanje i opet pokrenuti kocke da bi načinila tako da likovi plešu.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Djeca izabiru pozadinu i lik i koriste kocku za kretanje da bi načinila tako da automobil vozi po gradu. Djeca mogu koristiti kocku za brzinu da bi ubrzala ili usporila lik.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Besplatna aplikacija","challenges-content.computational-thinking-and-computational-fluency.materials.1":"radi na različitim operativnim sistemima i vrstama pametnih uređaja","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Isto tako,","challenges-content.computational-thinking-and-computational-fluency.materials.3":"vebsajt nudi mnogo besplatnog edukativnog materijala","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minuta","challenges-content.ai-hour-of-code.title":"AI sat Kodiranja","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Da se kreiraju kodna rješenja koja uključuju sekvence, događaje, petlje i uslovnosti","challenges-content.ai-hour-of-code.purposes.1":"Da se razlože koraci potrebni za rješavanje zadatka u preciznu sekvencu uputstava","challenges-content.ai-hour-of-code.purposes.2":"Da se istraže koncepti kodiranja","challenges-content.ai-hour-of-code.description":"Selu prijeti požar i vi trebate da mu kodirate rješenje! Upoznajte svog pomagača za kodiranje, Minecraft agenta, a zatim Agenta za snalaženje kroz šumu i prikupite podatke. Ovi podaci će pomoći Agentu da predvidi gdje će doći do požara. Zatim kodirajte Agenta da pomogne s prevencijom širenja požara, spašavanjem sela i vraćanjem života u šumu. Naučite osnove kodiranje i istražite primjer u realnom svijetu vještačke inteligencije (AI).","challenges-content.ai-hour-of-code.instructions":"Preuzmite nastavni plan ovdje","challenges-content.ai-hour-of-code.materials.0":"Instalirajte Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Nakon instalacije Minecraft Edukativne edicije, izazov je na","challenges-content.ai-hour-of-code.materials.2":"ovom vebsajtu","challenges-content.create-a-dance.title":"Kreirajte ples sa Odom kodiranju!","challenges-content.create-a-dance.purposes":"Da biste vježbali kodiranje na zabavan način i osjetili se povezani sa zajednicom Sedmice kodiranja EU.","challenges-content.create-a-dance.description.0":"Kreirajte ples sa Odom kodiranju (Ode to code)!' Koristite","challenges-content.create-a-dance.description.1":"vodič za Plesnu zabavu","challenges-content.create-a-dance.description.2":"za kodiranje plesa na Ode to code!' Službena himna Sedmice kodiranja EU navedena je kao izbor u Plesnoj zabavi.","challenges-content.create-a-dance.instructions.0":"Uputstva su prikazana kao video-snimci u okviru","challenges-content.create-a-dance.instructions.1":"vodiča","challenges-content.create-a-dance.instructions.2":"a i zapisana su na vrhu svakog nivoa","challenges-content.create-a-dance.example":"Istaknute učeničke kreacije mogu se pronaći na sljedećoj stranici","challenges-content.create-a-dance.materials":"Vodič Code.org","challenges-content.create-a-simulation.title":"Kreirajte simulaciju!","challenges-content.create-a-simulation.purposes.0":"Da se uči o simulacijama uz uvođenje sljedećih varijabli: stvaranje gužve, stope oporavka, nošenje maski i vakcine.","challenges-content.create-a-simulation.purposes.1":"Da se aktivira prethodno znanje o izbijanjima virusa u stvarnom svijetu koje će se primijeniti na fiktivni scenarij.","challenges-content.create-a-simulation.description":"Napišite kod za kreiranje i vođenje svoje vlastite simulacije izbijanja virusa u Monster Town-u (Monstrum-gradu). Naučite da kodirate i napravite predviđanja o tome šta će se desiti susjedima Monstrum-grada.","challenges-content.create-a-simulation.instructions.0":"Uputstva su prikazana kao video-snimci u okviru","challenges-content.create-a-simulation.instructions.1":"vodiča","challenges-content.create-a-simulation.instructions.2":"a i zapisana su na vrhu svakog nivoa","challenges-content.create-a-simulation.example":"Kad završite, možete podijeliti svoju simulaciju sa drugima. Podijelite svoju poruku o tome šta mislite da mi možemo uraditi da pomognemo drugima da ostanu zdravi kad virus dođe u grad.","challenges-content.create-a-simulation.materials":"Vodič Code.org","challenges-content.create-your-own-masterpiece.title":"Kreirajte svoje vlastito remek-djelo!","challenges-content.create-your-own-masterpiece.audience":"Prihvatljivo za sve dobne skupine","challenges-content.create-your-own-masterpiece.purpose":"Da se predstave koncepti kompjuterskih nauka na vizuelni način i inspiriše kreativnost","challenges-content.create-your-own-masterpiece.description":"Kreirajte svoje vlastito remek-djelo sa umjetnikom! Uz pomoć kocki za kodiranje načinite da vaš umjetnik kreira jedinstveno umjetničko djelo.","challenges-content.create-your-own-masterpiece.instructions":"Uputstva su navedena na vrhu svakog nivoa","challenges-content.create-your-own-masterpiece.example":"Primjeri umjetnika mogu se pronaći na ovoj stranici pod crtežima (Crtanje)","challenges-content.create-your-own-masterpiece.materials.0":"Prvi nivo vodiča može se pronaći","challenges-content.create-your-own-masterpiece.materials.1":"OVDJE","challenges-content.cs-first-unplugged-activities.title":"Aktivnosti CS First Unplugged","challenges-content.cs-first-unplugged-activities.purposes.0":"Za podršku učenicima koji uče od kuće","challenges-content.cs-first-unplugged-activities.purposes.1":"Da se svako malo odmori od svog ekrana","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged je set aktivnosti kojima se učenicima predstavljaju koncepti CS-a bez kompjutera. Mi smo osmislili ovu lekciju da bismo pokazali da kompjuterske nauke (CS) nisu samo puko kodiranje.","challenges-content.cs-first-unplugged-activities.instructions.0":"Pronaći ćete brošuru za sve aktivnosti na engleskom jeziku na ovom","challenges-content.cs-first-unplugged-activities.instructions.1":"linku","challenges-content.cs-first-unplugged-activities.instructions.2":"kao i Nastavni plan na engleskom na ovom","challenges-content.cs-first-unplugged-activities.instructions.3":"Aktivnosti u ovoj lekciji mogu se obavljati pojedinačno i bilo kojim redoslijedom","challenges-content.cs-first-unplugged-activities.instructions.4":"Nastavnik može snimiti sliku procesa učenja i podijeliti je na Instagramu uz pomoć #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Pored knjižice sa aktivnostima, za neke aktivnosti su potrebni dodatni materijali, ili oni mogu biti za njih korisni.","challenges-content.cs-first-unplugged-activities.materials.1":"Mali brojači (poput suhog graha) za upotrebu na mapi Poveži naselje.","challenges-content.cs-first-unplugged-activities.materials.2":"Makaze za izrezivanje brojčanog točka Pošalji tajnu poruku.","challenges-content.cs-first-unplugged-activities.materials.3":"Karton i ljepilo da se da dodatna čvrstoća brojčanom točku Pošalji tajnu poruku.","challenges-content.cs-first-unplugged-activities.materials.4":"Čioda, čačkalica ili ispravljena spajalica za papir za povezivanje brojčanog točka Pošalji tajnu poruku.","challenges-content.family-care.title":"Porodična briga","challenges-content.family-care.experience":"Otvoreno za sve","challenges-content.family-care.duration":"5 do 10 sati","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Da se istraži pitanje 'porodične brige' s kojim se svakodnevno suočavamo;","challenges-content.family-care.purposes.1":"Da se uvide problemi i mogućnosti i stvore kreativna rješenja;","challenges-content.family-care.purposes.2":"Da se kodiranje koristi inovativno u cilju realizacije vaših rješenja;","challenges-content.family-care.purposes.3":"Da se osmišljavaju posteri i predstavljaju vaša rješenja drugima;","challenges-content.family-care.purposes.4":"Da se koriste društveni mediji radi stvaranja utjecaja vaših projekata.","challenges-content.family-care.description.0":'Šta vam pada na pamet kad kažemo riječ "kuća"? Lijepa kuća? Velika večera koju su pripremili roditelji? Tajni prostor za vas? Topli dom ponovo puni naša tijela i duh kao benzinska pumpa. Usred gužve i trke modernog života, roditelji su uvijek zauzeti poslom. Kad se družite s prijateljima, ne možete ostaviti svoje mace same. Ali kako paziti svoje društvo kad ste odvojeni? Tema izazova je',"challenges-content.family-care.description.1":"Porodična briga","challenges-content.family-care.description.2":"Na osnovu ove teme, učenici se ohrabruju da se razvije ideja o prenošenju ljubavi i brige putem kodiranja i hardvera. Evo nekoliko pitanja za vaše razmišljanje","challenges-content.family-care.description.3":"Koliko članova porodice ima u vašoj kući? Ko su oni? Da li ste naišli na neke probleme boraveći sa njima? Kakva im je briga potrebna?","challenges-content.family-care.description.4":"Da li znate nekoga kome nedostaje porodična briga više nego drugima u vašoj zajednici? Kako mu možete pomoći?","challenges-content.family-care.instructions.0":"Iznesite ideje i istražite temu porodične brige","challenges-content.family-care.instructions.1":"Lista eventualnih problema","challenges-content.family-care.instructions.2":"Stvorite moguća rješenja","challenges-content.family-care.instructions.3":"Odberite rješenje","challenges-content.family-care.instructions.4":"Programirajte i izgradite strukturu","challenges-content.family-care.instructions.5":"Osmislite poster za prikaz vašeg projekta","challenges-content.family-care.instructions.6":"Predstavite ga svojim nastavnicima i članovima porodice","challenges-content.family-care.example.0":"Pronađite primjere odavde","challenges-content.family-care.example.1":"i","challenges-content.family-care.materials.0":"Alat za kodiranje:","challenges-content.family-care.materials.1":"ili preuzmite","challenges-content.family-care.materials.2":"verziju za PC","challenges-content.family-care.materials.3":"mBlock je programski jezik utemeljen na programu Scratch","challenges-content.family-care.materials.4":"Ovaj izazov je također adaptiran od MakeX Global Spark Competition (Globalnog takmičenja iskri Makex), projektnog programa kreativnog dizajna za mlade od 6 do 13 godina.","challenges-content.family-care.materials.5":"Učesnički tim će se trebati usmjeriti na konkretnu temu i osmisliti rješenje putem softverskog programiranja i hardverske konstrukcije.","challenges-content.family-care.materials.6":"Učenici se podstiču da obave izazov u Sedmici kodiranja i da ga prevedu na međunarodni nivo te da komuniciraju sa drugim učenicima i osvajaju nagrade.","challenges-content.family-care.materials.7":"Za više informacija, pogledajte:","challenges-content.family-care.materials.8":"ili nas kontaktirajte na","challenges-content.virtual-flower-field.title":"Uzgojite svoje virtuelno polje cvijeća","challenges-content.virtual-flower-field.author":"Jadga Huegle-učitelj za program Meet and Code coach i dio tima SAP Snap!","challenges-content.virtual-flower-field.duration":"30-60 minuta","challenges-content.virtual-flower-field.purposes.0":"Da se upozna programiranje jednostavnim ali ekspresivnim projektom.","challenges-content.virtual-flower-field.purposes.1":"Da se nauči da kodiranje može biti umjetnost i dovesti do prekrasnih rezultata.","challenges-content.virtual-flower-field.purposes.2":"Da jesen bude svjetlija sa šarenim cvijećem i Sedmicom kodiranja EU.","challenges-content.virtual-flower-field.purposes.3":"Da se pokaže raznolikost cvijeća na Zemlji.","challenges-content.virtual-flower-field.purposes.4":"Da se da doprinos Ciljevima održivog razvoja (SDG), posebno cilju SDG13-Klimatske promjene, kreiranjem događaja vezanih za kodiranje kojima se unaprjeđuje edukacija po pitanju klimatskih promjena podizanjem svijesti o toj temi.","challenges-content.virtual-flower-field.description":"Da se razvije program u Snap!-u kojim se gaji virtuelno polje s cvijećem sa različitim vrstama cvijeća i različitim brojem latica.","challenges-content.virtual-flower-field.instructions.0":"Ako vam je potrebna inspiracija za to kako da otpočnete sa izazovom, pogledajte","challenges-content.virtual-flower-field.instructions.1":"ovaj video","challenges-content.virtual-flower-field.instructions.2":"ili upotrijebite","challenges-content.virtual-flower-field.instructions.3":"ovaj dokument","challenges-content.virtual-flower-field.instructions.4":"koji ide uz to","challenges-content.virtual-flower-field.instructions.5":"Izazov se može obaviti programiranjem virtuelnog polja cvijeća u Snap!-u (ili Scratch-u) i objavljivanjem snimka ekrana ili fotografije rezultata onlajn.","challenges-content.virtual-flower-field.instructions.6":"Polje cvijeća trebalo bi sadržavati različite vrste cvijeća sa različitim brojem latica. Idealno govoreći, cvjetovi su programirani, što znači da se konstruišu štampanjem i okretanjem (ili crtanjem i okretanjem) latica ponovo i ponovo.","challenges-content.virtual-flower-field.instructions.7":"Objavite sliku svog virtuelnog vrta sa cvijećem sa #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Mi preporučujemo da se upotrijebi","challenges-content.virtual-flower-field.materials.1":"ali projekt radi i u","challenges-content.haunted-house.title":"Kuća duhova u programu Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Univerzitet u Leidenu-Ramon Moorlag, I&I-Sedmica kodiranja NL","challenges-content.haunted-house.audience":"Nastavnici i edukatori","challenges-content.haunted-house.duration":"1 sat ili 2 sata zavisno od prethodnog znanja","challenges-content.haunted-house.purposes.0":"Da se napravi interaktivna priča o Kući duhova.","challenges-content.haunted-house.purposes.1":"Da se nauči programiranje sa programom Hedy.","challenges-content.haunted-house.description":"Sa programom Hedy, vi ćete kreirati priču o Kući duhova sa interaktivnim elementima. Svaki put kad se pusti kod, kreirat će se nova priča. Isto tako, vaš kompjuter može naglas čitati priču, a ona se može i podijeliti onlajn.","challenges-content.haunted-house.instructions.0":"Počnite s otvaranjem preglednika i idite na hedycode.com.","challenges-content.haunted-house.instructions.1":"Slijedite uputstva za nivoe 1-4. Koristite jezičke ‘Level (Nivo)’ i ‘Haunted house (Kuća duhova).’","challenges-content.haunted-house.instructions.2":"Uz pomoć tih nivoa, mi ćemo napisati interaktivnu priču o kući duhova.","challenges-content.haunted-house.instructions.3":"Nastavnici, nastavni plan za program Hedy se može pronaći","challenges-content.haunted-house.instructions.4":"ovdje","challenges-content.haunted-house.instructions.5":"Možete pronaći snimak Felienne Hermans kako predstavlja Hedy na","challenges-content.haunted-house.instructions.6":"ovom linku","challenges-content.haunted-house.example":"Primjer Kuće duhova na nivou","challenges-content.haunted-house.materials.0":"Hedy na","challenges-content.haunted-house.materials.1":"nivou 1 do 4","challenges-content.inclusive-app-design.title":"Inkluzivni dizajn aplikacije","challenges-content.inclusive-app-design.author":"Apple Education (Apple Edukacija)","challenges-content.inclusive-app-design.duration":"60 minuta + opcione dodatne aktivnosti","challenges-content.inclusive-app-design.purposes.0":"Da se iznesu ideje, isplanira, napravi prototip i podijeli ideja za aplikaciju kojoj bi svako mogao pristupiti i razumjeti je.","challenges-content.inclusive-app-design.description":"Odlične aplikacije s odličnim idejama. U ovoj aktivnosti, učenici će iznijeti ideju za aplikaciju na temu koja im je bitna, a onda otkriti kako dizajnirati aplikacije uz vođenje računa o inkluziji i pristupačnosti.","challenges-content.inclusive-app-design.instructions.0":"Pronaći ćete sve instrukcije na ovom linku","challenges-content.inclusive-app-design.instructions.1":"Uz ovaj nastavni plan od jedne lekcije, edukatori mogu usmjeriti učenike da","challenges-content.inclusive-app-design.instructions.2":"Saznaju nešto o dizajniranju inkluzivne aplikacije","challenges-content.inclusive-app-design.instructions.3":"Iznesu ideje koje su im bitne da bi se pronašla ideja za aplikaciju","challenges-content.inclusive-app-design.instructions.4":"Iznesu svoje ideje za aplikaciju i planirati korisničke aktivnosti","challenges-content.inclusive-app-design.instructions.5":"Naprave prototip jednog dijela svoje aplikacije u programu Keynote","challenges-content.inclusive-app-design.instructions.6":"Podijele demo-snimke svojih prototipova i opisati kako oni podržavaju korisnike sa raznolikim porijeklom i sposobnostima","challenges-content.inclusive-app-design.materials.0":"Istraže Inclusive App Design Activity (aktivnost dizajniranja inkluzivne aplikacije) u Apple Teacher Learning Center (Centru za podučavanje nastavnika Apple)","challenges-content.inclusive-app-design.materials.1":"Preporučuje se Keynote na iPad-u ili Mac-u, ali nije obavezan.","challenges-content.silly-eyes.title":"Smiješne oči","challenges-content.silly-eyes.author":"Raspberry Pi Foundation (Fondacija Raspberry Pi)","challenges-content.silly-eyes.duration":"25 minuta","challenges-content.silly-eyes.purposes.0":"Da se napravi projekt uz interakciju korisnika.","challenges-content.silly-eyes.purposes.1":"Da se personalizuje projekt uz efekte boja i grafike.","challenges-content.silly-eyes.purposes.2":"Da se nauči nešto o dizajnu u digitalnom kreiranju.","challenges-content.silly-eyes.description":"U ovom projektu, vi ćete dizajnirati i kreirati lika sa smiješnim očima. Velike, smiješne oči lika će slijediti strelicu miša i oživjeti vašeg lika.","challenges-content.silly-eyes.instructions":"Pristupite punom opisu projekta ovdje","challenges-content.silly-eyes.example":"Pogledajte Gobo, Under the sea (Pod morem) i Don't eat donut (Ne jedite krofnu)","challenges-content.train-ai-bot.title":"Obučite AI bota!","challenges-content.train-ai-bot.purposes":"Kako biste nešto saznali o vještačkoj inteligenciji (AI), mašinskom učenju, obuci podataka i uticaju, uz istraživanje etičkih pitanja i toga kako se AI može koristiti za rješavanje svjetskih problema.","challenges-content.train-ai-bot.description":"Obučite AI bota sa AI for Oceans (AI za okeane). U ovoj aktivnosti, vi ćete programirati ili obučavati AI (vještačku inteligenciju) za identifikaciju riba ili smeća. Hajde da očistimo okean!","challenges-content.train-ai-bot.instructions.0":"Uputstva su prikazana kao video-snimci u vodiču","challenges-content.train-ai-bot.instructions.1":"a i zapisana su na vrhu svakog nivoa","challenges-content.train-ai-bot.materials.0":"Vodič se može pronaći ovdje","challenges-content.train-ai-bot.materials.1":"Ovaj vodič dostupan je na više od 25 jezika","challenges-content.build-calliope.title":"Napravite vlasititi Calliope mini fitness trener","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Za razigrano upoznavanje sekvenci, animacija, ponavljanja i promenljivih.","challenges-content.build-calliope.purposes.1":"Da dizajniramo dijagram strukture.","challenges-content.build-calliope.purposes.2":"Da testiramo i otklanjamo greške u kodu .","challenges-content.build-calliope.purposes.3":"Za optimizaciju programa metodom pokušaja i grešaka, provjerom i podešavanjem upotrebljivosti.","challenges-content.build-calliope.duration":"20-30 minuta","challenges-content.build-calliope.description":"Učesnici će razviti digitalno kontrolisan prototip koji koristi šarene svijetleće LED diode da reprodukuje unaprijed zamišljenu fitnes vježbu od 10 jedinica.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (ukoliko je dostupan)","challenges-content.build-calliope.materials.1":'Laptop ili tablet pomoću koga možete posjetiti https://makecode.calliope.cc or https://calliope.cc i YouTube kako biste pristupili materijalima potrebnim za realizovanje aktivnosti.',"challenges-content.build-calliope.instructions.0":"Kako biste započeli, napravite plan i odredite redoslijed jedinica za vježbu. Koristeći raspored, programirajte RGB LED na Calliope mini tako da prikazuje jednu od 5 boja unaprijed definisanim tempom. Zatim kreirajte promjenljivu za tempo i programska ponavljanja koristeći petlje.","challenges-content.build-calliope.instructions.1":"Zapamtite, ako ste implementirali program na način koji vam se dopada, možete ga podijeliti i sa nama na info@calliope.cc-uzbuđeni smo da vidimo šta mislite o tome! Usput, poklanjamo 30 Calliope mini među podnesenim zahtjevima!","challenges-content.build-calliope.instructions.2":"Podijelite QR kod vašeg projekta na Instagramu, dodajte hashtag #EUCodeWeekChallenge i tagujte/pomenite @CodeWeekEU.","challenges-content.build-calliope.example.0":"I vi možete da se bavite sportom dok sjedite za računarom.","challenges-content.build-calliope.example.1":"Napravite fitnes prototip sa Calliope mini koji se takođe može testirati u simulatoru. Izazov se obavlja u uređivaču, MakeCode programiranjem jednostavne sekvence koda (pogledajte screenshot).","challenges-content.build-calliope.example.2":"Izaberite 5 različitih boja i dodijelite fitnes vejžbu svakoj od njih, npr. čučnjevi ili skokovi. Tada se boje mogu poredati bilo kojim redosledom i trenirati.","challenges-content.common.share":"Dijelite vezu ili QR kôd vašeg projekta na Instagramu ili Facebooku, dodajte heštag #EUCodeWeekChallenge i navedite @CodeWeekEU.","challenges-content.common.audience.0":"Nastavnici i predavači","challenges-content.common.audience.1":"Učenici osnovne škole (od 6 do 12 godina)","challenges-content.common.audience.2":"Učenici nižih razreda srednje škole (od 12 do 16 godina)","challenges-content.common.audience.3":"Učenici viših razreda srednje škole (od 16 do 18 godina)","challenges-content.code-a-dice.title":"Programirajte bacanje kockice","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Programirajte interaktivne zagonetke","challenges-content.code-a-dice.purposes.1":"Da biste programirali simulaciju nasumično pokretnog objekta koji će se koristiti ako pravi objekat nije dostupan","challenges-content.code-a-dice.description":"U ovom izazovu programiraćete kockicu za nasumično bacanje na vašu naredbu. Možete odabrati bilo koju vrstu kockice s brojem lica koji želite, kao one koje se koriste u igrama uloga, i da dodati zvukove.","challenges-content.code-a-dice.instructions.0":"Prijavite se na Scratch","challenges-content.code-a-dice.instructions.1":"Odaberite pozadinu","challenges-content.code-a-dice.instructions.2":"Kreirajte svoj oblik kockice ili ga potražite na mreži i prenesite ga u svoj program","challenges-content.code-a-dice.instructions.3":"Kreirajte onoliko kostima za oblik koliko je lica odabrane kockice, pri čemu svaki od njih pokazuje drugačiji broj","challenges-content.code-a-dice.instructions.4":"Izaberite kako želite da se kockica počne bacati (pritiskom na dugme na tastaturi, klikom na oblik itd.) i napišite program","challenges-content.code-a-dice.instructions.5":"Programirajte oblik da nasumično promijeni kostim na kraju bacanja","challenges-content.code-a-dice.instructions.6":"Dodajte zvučne efekte","challenges-content.code-a-dice.example":"Bacite kockicu D-20","challenges-content.personal-trainer.title":"Lični trener sa micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Da programirate micro:bit za korišćenje zujalice i LED panela","challenges-content.personal-trainer.purposes.1":"Da kreirate lični uređaj da kontrolišete svoje fizičke aktivnosti","challenges-content.personal-trainer.purposes.2":"Da programirate micro:bit da poboljšate svoje zdravlje kroz sport","challenges-content.personal-trainer.description":"Ovaj izazov vam omogućava da programirate svoj micro:bit da kontrolišete vrijeme ponavljanja fizičkih vježbi u kombinaciji sa vremenom odmora. Pratićete svoju fizičku aktivnost u školi, kod kuće ili u parku.","challenges-content.personal-trainer.instructions.0":"Kada je A+B, kreirajte mjerač odbrojavanja vremena od 3 sekunde sa muzičkom notom svake sekunde i prikažite riječ GO!","challenges-content.personal-trainer.instructions.1":"Tokom prve vježbe prikazujte 20 sekundi trepereći kvadrat veličine 2x2. Zatim pustite zvuk i držite kvadrat fiksnim. Tokom preostalog vremena, druga trepereća slika mora biti prikazana 10 sekundi. Kada završi, pustite zvuk.","challenges-content.personal-trainer.instructions.2":"Zatim ponovite istu radnju, ali prikažite 3x3 panel za vrijeme vježbanja. Ponavljajte ove radnje dok se ne prikaže panel 5x5.","challenges-content.personal-trainer.duration":"30-40 minuta","challenges-content.create-a-spiral.title":"Kreirajte spiralu","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Da naučite i vježbate petlje i varijable.","challenges-content.create-a-spiral.purposes.1":"Da pojačate kreativnost u programiranju.","challenges-content.create-a-spiral.description":"U ovom izazovu napisaćete projekat sa Scratch-om za kreiranje spirale, koristeći blokove olovke, petlju i varijablu.","challenges-content.create-a-spiral.instructions.0":"Blokovi olovke","challenges-content.create-a-spiral.instructions.1":"Kreirajte novi projekat i nazovite ga Spirala.","challenges-content.create-a-spiral.instructions.2":"Kliknite na ljubičastu ikonu „Dodaj ekstenziju“ na donjoj lijevoj strani prozora","challenges-content.create-a-spiral.instructions.3":"Odaberite „olovku”: blokovi olovke su sada dostupni za vaš projekat!","challenges-content.create-a-spiral.instructions.4":"Da započnete svoj projekat, prevucite i pustite blok „kada se klikne na zelenu zastavicu”:","challenges-content.create-a-spiral.instructions.5":"Morate počneti sa praznom stranicom: unutar blokova olovke dodajte blok „izbriši sve”:","challenges-content.create-a-spiral.instructions.6":"Želite početi da crtate u centru pozornice, što znači da vaš oblik mora ići u centar pozornice (0,0):","challenges-content.create-a-spiral.instructions.7":"Vaš oblik se može kretati bez crtanja ili se kretati i crtati:","challenges-content.create-a-spiral.instructions.8":"kada želite crtati, možete koristiti blok olovke","challenges-content.create-a-spiral.instructions.9":"kada to ne želite, možete koristiti blok za podizanje olovke","challenges-content.create-a-spiral.instructions.10":"Sada želite crtati! Dodajte blok „spusti olovku”:","challenges-content.create-a-spiral.instructions.11":"Heksagon","challenges-content.create-a-spiral.instructions.12":"Dodajte blokove ispod svom projektu:","challenges-content.create-a-spiral.instructions.13":"Sada imate šestinu svog heksagona. Morate ponoviti ovaj niz 6 puta:","challenges-content.create-a-spiral.instructions.14":"Spirala","challenges-content.create-a-spiral.instructions.15":"Da kreirate spiralu biće vam potrebno da dodate 2 na dužinu svake stranice.","challenges-content.create-a-spiral.instructions.16":"Da biste to uradili, koristićete varijablu.","challenges-content.create-a-spiral.instructions.17":"U bloku varijabli kliknite na Napravi varijablu","challenges-content.create-a-spiral.instructions.18":"Unesite dužinu, a zatim kliknite na OK:","challenges-content.create-a-spiral.instructions.19":"Spirala će rasti, moraćete početi sa malom: postavite prvu dužinu na 10 i umetnite ovaj blok prije petlje.","challenges-content.create-a-spiral.instructions.20":"Umetnite varijablu „dužina” u blok „kreći se… Koraci”","challenges-content.create-a-spiral.instructions.21":"Da bi spirala rasla, potrebno je i da dužina raste u svakoj petlji: dodajte blok ispod na kraju petlje:","challenges-content.create-a-spiral.instructions.22":"Evo ga vaš trenutni projekat:","challenges-content.create-a-spiral.instructions.23":"Prelijepa spirala ","challenges-content.create-a-spiral.instructions.24":"Nacrtali ste spiralu! Da bi se to nastavilo i dalje, zamijenite petlju „ponovi 6” petljom „zauvijek”:","challenges-content.create-a-spiral.instructions.25":"Da nacrtate šarenu spiralu, dodajte sljedeći blok u petlju:","challenges-content.create-a-spiral.instructions.26":"Kada počnete ispočetka, oblik povlači neželjenu liniju. Da biste to spriječili, dodajte blok „podigni olovku” na početku projekta.","challenges-content.create-a-spiral.instructions.27":"Evo ga vaš konačni projekat:","challenges-content.create-a-spiral.instructions.28":"Čestitamo! Kreirali ste divnu spiralu!","challenges-content.play-against-ai.title":"Kreirajte i igrajte protiv VI - Kamen, papir, makaze","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"da biste razumjeli kako ciklus mašinskog učenja funkcioniše.","challenges-content.play-against-ai.purposes.1":"za izgradnju modela mašinskog učenja koristeći Teachable Machine","challenges-content.play-against-ai.purposes.2":"da se upoznate sa Pictoblox alatkom i uvezete kreirani model u projekat","challenges-content.play-against-ai.purposes.3":"da postavite pozornicu i likove, kreirate i inicijalizirate varijable u Pictoblox alatu","challenges-content.play-against-ai.purposes.4":"da pokrente igru, identifikujete pokrete igrača, programirate nasumične pokrete VI","challenges-content.play-against-ai.purposes.5":"da kreirate i testirate igru koja uključuje vještačku inteligenciju kao protivnika u igri kamen, papir, makaze.","challenges-content.play-against-ai.description":"Napravićemo model koristeći Teachable Machine od slika primjenjujući tri klase: Kamen, Papir i Makaze. Model će se učitati u alat Pictoblox i koristiti za kreiranje igre koju možemo igrati protiv VI.","challenges-content.play-against-ai.duration":"90 minuta","challenges-content.play-against-ai.instructions.0":"Kreirajte novi slikovni projekat na Teachable mašini sa 3 klase pod nazivom Kamen, Papir i Makaze. Za svaku klasu, napravite najmanje 400 slika kamerom. Vodite računa da slike imaju jasnu pozadinu. Obučite i izvezite model. Otpremite model i kopirajte vezu.","challenges-content.play-against-ai.instructions.1":"Kreirajte besplatni nalog na Pictoblox stranici. Dodajte ekstenziju za mašinsko učenje i otpremite model. Postavite pozornicu, varijable i oblike. Pokrenite igru, identifikujte poteze igrača i poteze VI i ko pobjeđuje u rundi.","challenges-content.play-against-ai.instructions.2":"Vježbajte podatke za igru.","challenges-content.play-against-ai.instructions.3":"Testirajte model.","challenges-content.play-against-ai.instructions.4":"Izvezite model.","challenges-content.play-against-ai.instructions.5":"Dodajte ekstenziju za mašinsko učenje i učitajte model.","challenges-content.play-against-ai.instructions.6":"Postavite pozornicu, varijable i oblik.","challenges-content.play-against-ai.instructions.7":"Pokrenite igru.","challenges-content.play-against-ai.instructions.8":"Prepoznajte poteze igrača.","challenges-content.play-against-ai.instructions.9":"Postavite nasumične VI poteze.","challenges-content.play-against-ai.instructions.10":"Prenosite nasumične VI poteze.","challenges-content.play-against-ai.instructions.11":"Napravite tri bloka. Ko je pobijedio u rundi? ","challenges-content.play-against-ai.instructions.12":"Provjerite da li je igrač pobijedio u rundi.","challenges-content.play-against-ai.instructions.13":"Provjerite da li je VI pobijedio u rundi.","challenges-content.play-against-ai.instructions.14":"Provjerite da li je runda završila neriješeno.","challenges-content.play-against-ai.instructions.15":"Blokovi programa.","challenges-content.play-against-ai.instructions.16":"Oblik Kamen, papir, makaze","challenges-content.air-drawing-with-AI.title":"Crtanje u vazduhu uz pomoć VI","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"da napišete program koristeći ektenziju za detekciju ljudskog tijela za prepoznavanje pokreta prstiju ispred kamere.","challenges-content.air-drawing-with-AI.purposes.1":"da kodirate jednostavnim blokovima u nekoliko redova koda.","challenges-content.air-drawing-with-AI.purposes.2":"da vidite primjer koristeći VI","challenges-content.air-drawing-with-AI.description":"Kreiranje programa koji omogućava korisniku da crta u vadzuhu rukom (kažiprstom) ispred kamere i sve što crta automatski se prikazuje na Pictoblox pozornici.","challenges-content.air-drawing-with-AI.instructions.0":"Kreirajte nalog Pictoblox stranici","challenges-content.air-drawing-with-AI.instructions.1":"pratite vizuelna uputstva da:","challenges-content.air-drawing-with-AI.instructions.2":"dodate ekstenziju za detekciju ljudskog tijela i olovku;","challenges-content.air-drawing-with-AI.instructions.3":"postavite pozornicu i da dodate oblik (Olovka) i dodatne oblike za: Spuštanje olovke, Podizanje olovke, Izbriši sve; ","challenges-content.air-drawing-with-AI.instructions.4":"napišete kôd za oblik Olovke da ona prati prst","challenges-content.air-drawing-with-AI.instructions.5":"napišete kôd za dugmad: Podizanje olovke, Spuštanje olovke i Izbriši sve, kao i za Olovku","challenges-content.air-drawing-with-AI.instructions.6":"Sada ste spremni da napravite svoje crteže i igrate se različitim bojama i veličinama olovke.","challenges-content.air-drawing-with-AI.materials.0":"Laptop ili računar s kamerom","challenges-content.air-drawing-with-AI.materials.1":"Najnovija verzija PictoBlox preuzeta (preporučeno) ili Pictoblox na mreži (besplatno)","challenges-content.air-drawing-with-AI.materials.2":"Pictoblox nalog (besplatno)","challenges-content.air-drawing-with-AI.materials.3":"Dobra internet veza","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Da naučite osnovne koncepte mašinskog učenja i prepoznavanja teksta.","challenges-content.emobot-kliki.purposes.1":"Da razumijete ulogu emocija u komunikaciji.","challenges-content.emobot-kliki.purposes.2":"Da koristite kôd da kreirate dijaloge između bota za ćaskanje i korisnika.","challenges-content.emobot-kliki.purposes.3":"Da razumijete kako računari prepoznaju emocijalne tonove kroz analizu teksta i kako odgovaraju u skladu sa tim.","challenges-content.emobot-kliki.description.0":"Kreirajte bot za emocije u Scratch koji mogu prikazati srećno lice za pozitivne poruke (ako im kažete lijepe stvari), ljuto lice za negativne poruke (ako im kažete podle stvari) i zbunjeno lice ako poruka nije jasna.","challenges-content.emobot-kliki.description.1":"Naš Emobot Kliki prepoznaće komplimente i uvrede tako da ćemo vidjeti kako računari mogu biti obučeni da prepoznaju emocionalne tonove.","challenges-content.emobot-kliki.instructions.0":"Da biste započeli, programirajte listu pravila za lijepo ili pristojno i za ružno ili podlo.","challenges-content.emobot-kliki.instructions.1":"Prijavite se na https://machinelearningforkids.co.uk/ ili kreirajte novi nalog.","challenges-content.emobot-kliki.instructions.2":"Napravite novi model za mašinsko učenje dodajući 3 nove oznake, nazovite prvu „lijepo”, drugu „ružno” i opciono, ako želite da prepoznate svoje ime, kreirajte treću oznaku nazvanu „ime”.","challenges-content.emobot-kliki.instructions.3":"Vježbajte novi model za mašinsko učenje, testirajte ga i koristite ga da napravite Emobot u Scratch.","challenges-content.emobot-kliki.instructions.4":"Pokrenite uređivač Scratch 3, izbrišite oblik mačke, umetnite 3 nova oblika koje je napravio Microsoft Bing Image Creator računarski crtež srećan, ljut i zbunjen) ili kreirajte novi oblik klikom na ikonu Crtaj crtanjem tri kopije kostima za srećno, ljuto i zbunjeno lice.","challenges-content.emobot-kliki.instructions.5":"Kliknite na karticu „Programiraj” i unesite sljedeću skriptu.","challenges-content.emobot-kliki.example.0":"Podijelite svoj Emobot Kliki sa vašim prijateljima i naučite više o VI i emocijama!","challenges-content.emobot-kliki.example.1":"Umjesto računarskog crteža, možete pokušati nešto drugačije, poput životinje. Umjesto lijepog i podlog, možete obučiti lik da prepoznaje različite vrste poruka.","challenges-content.craft-magic.title":"Kreirajte magiju s VI pokretima ruku","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Da njegujete vještine programiranja među učenicima, omogućavajući im da koriste osnovne naredbe.","challenges-content.craft-magic.purposes.1":"Da razvijete vještine algoritamskog razmišljanja razbijanjem složenih zadataka na korake kojima se može upravljati.","challenges-content.craft-magic.purposes.2":"Da podstaknete kreativno rješavanje problema u pronalaženju jedinstvenih primjena pokreta ruku za crtanje i pisanje.","challenges-content.craft-magic.purposes.3":"Da podstičete razumijevanje koncepata VI, posebno kako VI omogućava računarima da prepoznaju i tumače pokrete ruku.","challenges-content.craft-magic.purposes.4":"Da podignete svijest o značaju tehnologije za osobe s invaliditetom.","challenges-content.craft-magic.purposes.5":"Da promovišete zajedničko rješavanje problema i timski rad među učenicima dok zajedno rade na poboljšanju programa pokreta ruku.","challenges-content.craft-magic.purposes.6":"Da povežete vještine programiranja i računskog razmišljanja s primjenama u stvarnom svijetu, naglašavajući značajan uticaj tehnologije na živote ljudi i usklađivanje s ciljevima održivog razvoja (SDG - eng. Sustainable Development Goals).","challenges-content.craft-magic.duration.0":"90 minuta za učenike 10-12","challenges-content.craft-magic.duration.1":"45 minuta za učenike 12-15","challenges-content.craft-magic.description":"Kreirajte program zasnovan na blokovima Scratch koristeći ekstenziju VI „Ljudsko tijelo” na kreativan i privlačan način, kako biste crtali na ekranu bez potrebe za tradicionalnim mišem ili ekranom osjetljivim na dodir.","challenges-content.craft-magic.instructions.0":"Povežite se na https://ai.thestempedia.com i kreirajte naloge za nastavnike i učenike.","challenges-content.craft-magic.instructions.1":"Uvezite ekstenzije „Detekcija ljudskog tijela“, „Olovka“ „Tekst u govor“.","challenges-content.craft-magic.instructions.2":"Dodajte oblik „Olovka“ iz biblioteke i kreirajte 7 oblika („piši“, „izbriši“, „crno“, „crveno“, „plavo“, „zeleno“, „ružičasto“).","challenges-content.craft-magic.instructions.3":"Napišite naredbe da provjerite šta se dešava kada oblik „olovka“ dodirne jedan od drugih oblika.","challenges-content.craft-magic.instructions.4":"Napišite naredbe kako biste omogućili kameri da prepozna pozu ruke i pomjerite olovku na x i y koordinate vašeg kažiprsta.","challenges-content.craft-magic.instructions.5":"Promijenite kostim na kraju bacanja.","challenges-content.craft-magic.instructions.6":"Dodajte zvučne efekte.","challenges-content.craft-magic.materials.0":"Platforma za programiranje https://ai.thestempedia.com (besplatno)","challenges-content.craft-magic.materials.1":"nalog za nastavnika (besplatno)","challenges-content.craft-magic.materials.2":"nalog za učenika (besplatno)","challenges-content.craft-magic.materials.3":"Računari s kamerom","challenges-content.craft-magic.materials.4":"Internet veza","challenges-content.circle-of-dots.title":"Krug napravljen od tačaka","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Da napišete kôd za crtanje linije tačaka.","challenges-content.circle-of-dots.purposes.1":"Da napišete kôd za crtanje linije crtica.","challenges-content.circle-of-dots.purposes.2":"Da napišete kôd za crtanje kruga.","challenges-content.circle-of-dots.purposes.3":"Napišite kôd za crtanje kruga napravljenog od tačaka (crtica).","challenges-content.circle-of-dots.description":"Nacrtajte krug od tačaka ili crtica.","challenges-content.circle-of-dots.duration":"40 minuta","challenges-content.circle-of-dots.instructions.0":"Izgradnja bloka od tačaka.","challenges-content.circle-of-dots.instructions.1":"Izgradnja bloka od crtica.","challenges-content.circle-of-dots.instructions.2":"Kontstrukcija kruga od tačaka.","challenges-content.circle-of-dots.instructions.3":"Konstrukcija kruga od crtica.","challenges-content.coding-escape-room.title":"Kreiranje programirane sobe za bjekstvo","challenges-content.coding-escape-room.author":"Stefanija Altijeri i Eliza Baragini","challenges-content.coding-escape-room.purposes.0":"Da obučite/naučite i razmišljate o konceptima programiranja.","challenges-content.coding-escape-room.purposes.1":"Da koristite jednostavne alatke za programiranje.","challenges-content.coding-escape-room.purposes.2":"Da razvijete računarsko razmišljanje i rješavanje problema.","challenges-content.coding-escape-room.description.0":"Kreirajte iskustvo programiranja bjekstva poput ovog:","challenges-content.coding-escape-room.description.1":"Možete koristiti Google obrazac, genially, Google prezentaciju, bilo koju alatku da kreirate priču zasnovanu na programiranju ;).","challenges-content.coding-escape-room.duration":"90 minuta","challenges-content.coding-escape-room.instructions":"Možete podijeliti svoje učenike u male grupe, oni se mogu igrati, a zatim kreirati još jedan izazov sa šablonom: ","challenges-content.coding-escape-room.materials.0":"Može se koristi bilo koja alatka (Google i Microsoft platforme za kreiranje i dijeljenje dokumenata, prezentacija i listova). Bilo koja konstrukcija programiranja, alatka ili lik povezani s ICT-om i programiranjem.","challenges-content.coding-escape-room.example.0":"Neki likovi koji su imali veoma važnu ulogu u istoriji ICT i osnovnim konceptima kodiranja i programiranja, upoznaju se igranjem. Ovo je najbolji način za učenje i aktivno učešće. Ova igra se može igrati u timu ili pojedinačno, kao izazov ili takmičenje. Učenici tada mogu kreirati nešto slično i razvijati kompetencije, kao što su kreativnost i vještine programiranja.","challenges-content.coding-escape-room.example.1":"Ovo je vrlo praktičan resurs koji se može ponovo koristiti i lako ponovo kreirati. Google obrasci su jedan od mogućih alatki. Takođe možete koristiti Google slajdove, Genial.ly ili Emaze ili bilo koju drugu alatku da kreirate priče o raskrsnicama i svoje avanture.","challenges-content.coding-escape-room.example.2":"Izazov bjekstva podijeljen je u sesije. Ako pogodite, možete nastaviti. Učenici moraju kreirati kvizove programiranja.","challenges-content.let-the-snake-run.title":"Neka zmija bježi","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Da programiraju kretanje zmije na svom micro:bit.","challenges-content.let-the-snake-run.purposes.1":"Da postave tačno mjesto i vrijeme za zajedničku animaciju.","challenges-content.let-the-snake-run.description":"Učenici moraju napisati kodove za navigaciju zmije kroz micro:bit jedan pored drugog. To mora biti urađeno na način da izgleda kao da zmija bježi od jednog micro:bita do drugog.","challenges-content.let-the-snake-run.duration":"30 minuta","challenges-content.let-the-snake-run.instructions.0":"Dizajnirajte stazu koja prolazi kroz nekoliko micro:bitova jedan pored drugog (npr. formirajući kvadrat 2x2).","challenges-content.let-the-snake-run.instructions.1":"Napišite kodove dok se zmija kreće duž staze.","challenges-content.let-the-snake-run.instructions.2":"Radite na vlastitom uređaju, a zatim ih spojite i pokrenite program.","challenges-content.let-the-snake-run.instructions.3":"Uzmite u obzir vrijeme i položaj: Ako zmija izađe iz jednog micro:bita, pojaviće se na sljedećem micro:bitu.","challenges-content.let-the-snake-run.instructions.4":"Daljnji izazovi: Uz micro:bit v2, puštajte muziku dok zmija ne napusti vaš uređaj.","challenges-content.let-the-snake-run.instructions.5":"Dizajnirajte zmiju promjenom svjetline LED dioda.","challenges-content.let-the-snake-run.instructions.6":"Pokušajte s dužim zmijama, ili s više zmija.","challenges-content.let-the-snake-run.example.0":"Ovo je primjer za zmiju dugu 6 piksela sa 4 micro:bita koji formiraju kvadrat 2x2: ","challenges-content.let-the-snake-run.example.1":"Programiranje početnog micro:bita (to može nastavnik uraditi)","challenges-content.let-the-snake-run.example.2":"Sve kodove pokreće ovaj micro:bit, koji šalje radio signal drugim micro:bitovima kada se pritisne dugme A.","challenges-content.let-the-snake-run.example.3":"Programiranje pokreta zmije","challenges-content.let-the-snake-run.example.4":"Svaki micro:bit mora biti u istoj radio-grupi kao i početni micro:bit.","challenges-content.let-the-snake-run.example.5":"Sve animacije počinju kada se primi radio-signal.","challenges-content.let-the-snake-run.example.6":"Animacija prvog micro:bita je odmah vidljiva, ostali čekaju dok zmija ne stigne tamo.","challenges-content.let-the-snake-run.example.7":"Vrijeme između dvije faze određuje brzinu zmije.","challenges-content.let-the-snake-run.materials.0":"micro:bitovi (za svakog učenika ako je moguće)","challenges-content.let-the-snake-run.materials.1":"laptop ili računar za makecode.microbit.org uređivač","challenges-content.illustrate-a-joke.title":"Ilustrujte vic s bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Da dizajnirate malu igru u kojoj korisik pronalazi odgovor na pitanje vica.","challenges-content.illustrate-a-joke.description":"Učenici smišljavaju igru u kojoj korisnik pronalazi odgovor na pitanje vica kada figura udari u predmet na igralištu. Učenici koriste osnovne bitsy funkcije da završe izazov.","challenges-content.illustrate-a-joke.instructions.0":"Smislite pitanje vica. Idite na bitsy i počnite novi projekat. Potrebni su vam:","challenges-content.illustrate-a-joke.instructions.1":"avatar - oblik koji se može kretati","challenges-content.illustrate-a-joke.instructions.2":"Bijela mačka na ljubičastoj pozadini","challenges-content.illustrate-a-joke.instructions.3":"Opis se automatski generiše","challenges-content.illustrate-a-joke.instructions.4":"predmet do kog vaš avatar mora ići","challenges-content.illustrate-a-joke.instructions.5":"soba - pozadina vašeg programa","challenges-content.illustrate-a-joke.instructions.6":"dvije poruke: pitanje i odgovor","challenges-content.illustrate-a-joke.instructions.7":"Završena igra se može preuzeti kao html datoteka.","challenges-content.illustrate-a-joke.example":"Na ovoj internet stranici vidite primjer vica i postoji veza do digitalne table:","challenges-content.illustrate-a-joke.materials":"bitsy se pokreće u pregledaču","challenges-content.app-that-counts-in-several-languages.title":"Aplikacija koja broji na nekoliko jezika","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Da naučite kako da kreirate jednostavnu aplikaciju.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Da naučite da programirate kroz blokove.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Da naučite kako da dodajete oznake, dugmad, slike, senzore i medije.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Da naučite kako da organizujete elemente na ekranu aplikacije.","challenges-content.app-that-counts-in-several-languages.description":"Aplikacija vam omogućava da brojite na više jezika pritiskom na dugme. Kad god korisnik protrese pametni telefon, broj se vraća na nulu. Izazov je da dodate još jedan jezik.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Da biste završili izazov, morate definisati drugi jezik na kojem želite da aplikacija broji.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Zatim morate preuzeti zastavu te zemlje sa interneta (npr. sa Pixabay ili Unsplash) i učitati je na platformu MIT APP Inventor preko elementa koji se zove zastava, u svojstvu Slike.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Zatim bi trebalo da saznate kako se piše ime države na engleskom i kako se kaže ostavi i pritisni me na jeziku te zemlje.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Na kraju, morate da dodate potrebne blokove kako bi aplikacija radila na novom jeziku.","challenges-content.app-that-counts-in-several-languages.materials.0":"Za razvoj aplikacije potreban vam je računar ili laptop s pristupom internetu.","challenges-content.app-that-counts-in-several-languages.materials.1":"Kreirajte nalog na MIT APP Inventor platformi, može se pristupiti putem https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Takođe je potrebno da instalirate aplikaciju MIT AI2 Companion na pametni telefon kako biste testirali razvijenu aplikaciju.","challenges-content.coding-with-art-through-storytelling.title":"Programiranje je umjetnost kroz pripovjedanje","challenges-content.coding-with-art-through-storytelling.author":"Marija Capara i Anti Arkuli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Da njegujete vještine zapažanja, tumačenja i ispitivanja kroz bavljenje umjetnošću.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Da budete kreativni i sarađujete s drugima zbog zajedničkog cilja","challenges-content.coding-with-art-through-storytelling.purposes.2":"Da kreirate algoritam kako biste ponovo ispričali priču.","challenges-content.coding-with-art-through-storytelling.description":"U ovom izazovu će učenici biti inspirisani umjetničkim djelom, kreirati priču i ilustrovati je. Zatim će pokušati da ponovo ispričaju priču korišćenjem programabilnog robotskog kompleta/ili kao aktivnost bez struje.","challenges-content.coding-with-art-through-storytelling.materials.0":"Ova aktivnost se mož implementirati kao aktivnost bez struje ili korišćenjem obrazovnog programabilnog robota, kao što je beebot/bluebot/mouse robot.","challenges-content.coding-with-art-through-storytelling.materials.1":"kartice beebot strelica ili kartice strelica za aktivnost bez struje","challenges-content.coding-with-art-through-storytelling.materials.2":"na grčkom","challenges-content.coding-with-art-through-storytelling.materials.3":"Da biste saznali više o alatkama za rutinsko razmišljanje Project Zero, možeteposjetiti","challenges-content.coding-with-art-through-storytelling.example.0":"Nastavnik radi s učenicima na modeliranju da dizajniraju algoritam s karticama koje će dati uputstva Bee-Botu ili drugom robotu da dođe do prvog događaja priče na prostirci. Učenici rade u timovima od 3-4 osobe da dizajniraju algoritam za prelazak robota na sljedeći niz. Učenici testiraju svoje algoritme na prostirci za razred i po potrebi otklanjaju greške.","challenges-content.coding-with-art-through-storytelling.example.1":"Oni nastavljaju da se kreću kroz onoliko događaja koliko mogu","challenges-content.coding-with-art-through-storytelling.example.2":"Ova aktivnost se može implementirati i kao aktivnost bez struje.","challenges-content.coding-with-art-through-storytelling.example.3":"Jedno dijete je robot, drugo dijete programer. Programer kreira algoritamsku putanju koristeći kartice sa strelicama kako bi pomogao robotu da prelazi s jedne slike na drugu i ponovo ispriča priču. Svaki put kada se robot nađe na slici, od njega se traži da ispriča dio priče.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Nastavnik traži od učenika da posmatraju sliku/fotografiju.","challenges-content.coding-with-art-through-storytelling.instructions.1":"Oni koriste rutinu razmišljanja „Početak, sredina, kraj“ (Projekat Zero Škole Harvard) kako bi stvorili priču.","challenges-content.coding-with-art-through-storytelling.instructions.2":"Nastavnik ih pita: „Ako je ovo umjetničko djelo početak/sredina/kraj priče, šta bi moglo da se dogodi sljedeće/prije/na kraju?“","challenges-content.coding-with-art-through-storytelling.instructions.3":"Učenici ilustruju događaje iz priče.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Učenici se prisjećaju priče i stavljaju događaje u mrežu. Koristeći kartice sa strelicama, kreiraju algoritam koji pomaže beebotu da ponovo ispriča priču.","challenges-content.coding-with-legoboost.title":"Kodiranje i programiranje s LegoBoost - Scratch ekstenzija","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"da izgradite modele koristeći LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"da razvijete vještine programiranja u Scratch-u.","challenges-content.coding-with-legoboost.purposes.2":"da programirate robote koristeći naredbe od jednostavnih do kompleksnih.","challenges-content.coding-with-legoboost.description":"U ovom izazovu, učenici će koristiti ekstenziju Scratch-LegoBoost i da unoseunijeti kodove u aplikaciju za robote za kretanje unaprijed, unazad, izbjegavanje prepreka i glasovne naredbe.","challenges-content.coding-with-legoboost.duration":"120 minuta","challenges-content.coding-with-legoboost.instructions.0":"Prijavite se na aplikaciju Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Pokrenite Scratch vezu i aktivirajte Bluetooth funkciju na laptopu.","challenges-content.coding-with-legoboost.instructions.2":"Kliknite na Dodaj ekstenziju sa Scratch i odaberite LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Dodajte sliku o Evropskoj nedjelji programiranja.","challenges-content.coding-with-legoboost.instructions.4":"Uključite dva AB motora, i kada se sretne crvena prepreka, isključite ih.","challenges-content.coding-with-legoboost.instructions.5":"U zelenoj boji motor A je uključen, u crnoj boji motor B uključen.","challenges-content.coding-with-legoboost.instructions.6":"Na ruti će biti postavljene zelene, crvene i crne prepreke.","challenges-content.coding-with-legoboost.instructions.7":"Dodajte naredbe za kretanje i skretanje sa strelica i pretvaranje teksta u govor kada naiđete na prepreku.","challenges-content.coding-with-legoboost.instructions.8":"Testirajte ga!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1sYz_Jm-7eAmw_TbrxvNEbg4zfvp8sAf-","challenges.title":"IZAZOVI SEDMICE KODIRANJA EU","challenges.date":"9-24. oktobar 2021.","challenges.common.target-audience":"Ciljana publika","challenges.common.pre-primary":"Učenici predškolskog obrazovanja","challenges.common.experience":"Iskustvo","challenges.common.duration":"Trajanje","challenges.common.materials":"Preporučeni materijali","challenges.common.purpose":"Svrha","challenges.common.description":"Opis","challenges.common.instructions":"Uputstva","challenges.common.example":"Primjer","challenges.common.written-by.0":"Ovaj izazov napisan je od strane","challenges.common.written-by.1":"i on predstavlja dio","challenges.common.teachers":"Nastavnici","challenges.common.students":"Učenici","challenges.common.beginner":"Početni nivo","challenges.common.intermediate":"Srednji nivo","challenges.common.advanced":"Napredni nivo","challenges.common.1-hour":"1 sat","challenges.main.0":"Tokom Sedmice kodiranja EU, 9-24. oktobra 2021, mi vas pozivamo da uradite jedan ili više izazova Sedmice kodiranja EU.","challenges.main.1":"Šta su Izazovi Sedmice kodiranja EU?","challenges.main.2":"Izazovi Sedmice kodiranja EU su aktivnosti koje možete raditi sami, u razredu, sa kolegama ili prijateljima. Da li biste htjeli učestvovati u Sedmici kodiranja, ali nemate stvarnu ideju o tome šta organizirati? Ne tražite dalje! Mi smo zajedno s partnerima Sedmice kodiranja osmislili izbor izazova lakih za uraditi, koji uključuju konkretne primjere kako to koristiti u razredu ili grupi. Postoje i smjernice o tome kako obavljati izazove, ali vi njih možete prilagoditi tako da odgovaraju potrebama, interesima i starosnoj dobi vaših učesnika. Možete koristiti koje god alate i tehnologije želite, ali mi preporučujemo resurse iz otvorenih izvora.","challenges.main.3":"Odaberite jedan od nekoliko izazova, prilagodite ga svojoj grupi ili svom razredu i podijelite rezultate na Instagramu kako biste ohrabrili još kolega i prijatelja da se angažuju u zabavi za Sedmicu kodiranja!","challenges.main.4":"Kliknite na izazov da biste otkrili više o njemu:","challenges.main.5":"Ko se može pridružiti?","challenges.main.6":"Svako (škole, nastavnici, klubovi za kodiranje, poduzeća, javni organi vlasti) je pozvan da proslavi Sedmicu kodiranja EU 2021. obavljanjem #EUCodeWeekChallenge.","challenges.main.7":"Kako učestvovati u Izazovu Sedmice kodiranja EU 2021?","challenges.main.8":"Odaberite izazov koji biste htjeli obaviti.","challenges.main.9":"Raspodijelite svoje učesnike u parove ili grupe. Timski rad i suradnja su ključ za uspješno obavljanje izazova, bilo da organizirate svoju aktivnost lično ili onlajn, kao nacionalnu ili međunarodnu aktivnost međusobne suradnje.","challenges.main.10":"Podijelite svoj izazov","challenges.main.11":"Da li biste htjeli osvojiti nekih stvarčica u okviru Sedmice kodiranja? Ako želite, onda neka vaš posao krene viralno!","challenges.main.12":"Nakon što obavite izazov, podijelite ga na Instagramu.","challenges.main.13":"Pobjednici će se birati svakog dana tokom Sedmice kodiranja u periodu 9-24. oktobra i bit će objavljivani na našem Instagram kanalu, tako da ne zaboravite redovno provjeravati svoje obavijesti.","challenges.share.0":"Kako da podijelite svoj(e) izazov(e) na Instagramu?","challenges.share.1":"Dodirnite prstom dugme za Uređivanje profila","challenges.share.2":"Dodajte link ka svom radu u polju Vebsajt i spasite","challenges.share.3":"Kreirajte novu objavu","challenges.share.4":"Dodajte snimak ekrana vašeg rada","challenges.share.5":"Napišite zanimljiv opis","challenges.share.6":"Pobrinite se da precizirate ‘Link u Bio’","challenges.share.7":"Dodajte #EUCodeWeekChallenge","challenges.share.8":"Spomenite i označite @CodeWeekEU","challenges.share.9":"Više volite da dijelite svoj(e) izazov(e) na Facebooku?","challenges.share.10":"Sedmica kodiranja EU će svaki dan zakačiti novu objavu sa Izazovom na svojoj","challenges.share.11":"Facebook stranici","challenges.share.12":"i odabirat će pobjednika za nagradu iz komentara ispod objave.","challenges.share.13":"Kako to funkcionira?","challenges.share.14":"Samo stavite komentar na objavu sa linkom prema svom radu.","challenges.share-box.0":"Podijelite link prema svom radu u svojoj","challenges.share-box.1":"Instagram Bio","challenges.share-box.2":"dodirnite prstom","challenges.share-box.3":"dugme Urediti Profil","challenges.share-box.4":"na svom Instagramu i dodajte link prema svom radu u polju Vebsajt. Nakon toga kreirajte novu objavu, dodajte snimak ekrana svog rada, napišite ","challenges.share-box.5":"Link u Bio","challenges.share-box.6":"dodajte hešteg #EUCodeWeekChallenge i spomenite @CodeWeekEU","challenges.share-box.7":"Više volite da dijelite svoj(e) izazov(e) na","challenges.share-box.8":"Sedmica kodiranja EU će zakačiti","challenges.share-box.9":"novi Izazov na svoju","challenges.share-box.10":"Facebook stranicu","challenges.share-box.11":"Potom trebate samo komentirati na objavu s linkom prema svom radu","challenges.share-box.12":"Pobjednici će se birati i nudit će im se nagradne stvarčice u okviru Sedmice kodiranja svakog dana tokom Sedmice kodiranja u periodu 9-24. oktobra i bit će objavljivani na našem Instagram i Facebook kanalu, tako da ne zaboravite redovno provjeravati svoje obavijesti","challenges.take-part.0":"Zašto učestvovati u izazovu Sedmice kodiranja EU?","challenges.take-part.1":"Da biste se bavili aktivnostima rješavanja zadataka i kodiranja.","challenges.take-part.2":"Da biste radili zajedno s kolegama.","challenges.take-part.3":"Da biste proširili poruku o važnosti kodiranja.","challenges.download.0":"Kliknite","challenges.download.1":"ovdje","challenges.download.2":"za preuzimanje ovog izazova kao dokumenta u Wordu","challenges.bingo.0":"Obavite sve Izazove","challenges.bingo.1":"Izazov obavljen? Odštampajte","challenges.bingo.2":"bingo karticu","challenges.bingo.3":"i označite mali bijeli balončić gore lijevo","challenges.bingo.4":"Podijelite svoj Izazov na društvenim medijima i osvojite neke krasne nagrade Sedmice kodiranja","challenges.bingo.5":"Samo učitajte sliku sa popunjenim retkom/recima, stupcem/stupcima, ili još bolje - cijeli bingo - na","challenges.bingo.6":"Facebook, Instagram ili Twitter","challenges.bingo.7":"Pobrinite se da koristite","codeweek4all.title":"Izazov Sedmice kodiranja za sve","codeweek4all.text":"Izazov Sedmice kodiranja za sve podstiče vas da povezujete svoje aktivnosti s drugima koje organiziraju vaši prijatelji, kolege i poznanici, te da zajednički osvojite Certifikat odličnosti Sedmice kodiranja.","codeweek4all.what.title":"Šta je to?","codeweek4all.what.content":`

    Pored toga što ćete podnijeti svoju aktivnost za mapu Sedmice kodiranja EU, možete angažirati i druge u svojoj mreži da učine to isto. Ako vi i vaš savez dostignete jedan od sljedećih pragova, svi ćete osvojiti Certifikat odličnosti Sedmice kodiranja!

    -

    Kriteriji za osvajanje Certifikata odličnosti:

    `,"codeweek4all.what.criteria1":"Učestvovalo 500 polaznika","codeweek4all.what.criteria2":"10 povezanih aktivnosti (10 različitih organizatora )","codeweek4all.what.criteria3":"3 angažirane zemlje","codeweek4all.what.andor":"I / ili","codeweek4all.howto.title":"Kako učestvovati?","codeweek4all.howto.time":"Izazov Sedmica kodiranja za sve (Code Week 4 All) traje do kraja kalendarske godine. Certifikati će biti izdati početkom naredne godine u januaru ili februaru.","codeweek4all.howto.content":'Posjetite stranicu Dodajte aktivnost i popunite neophodne detalje o svojoj aktivnosti kodiranja.',"codeweek4all.howto.first_alliance.1":"Kliknite na Podnesi.","codeweek4all.howto.first_alliance.2":"Kada se vaša aktivnost prihvati, vi ćete dobiti e-poštu s potvrdom sa svojim jedinstvenim kodom Sedmice kodiranja za sve (Code Week 4 All).","codeweek4all.howto.first_alliance.3":"Kopirajte taj kod i podijelite ga sa svojim kolegama i drugima u svojoj mreži koji također organiziraju aktivnost kodiranja. Proširite riječ kako biste podstakli i druge na učešće!","codeweek4all.howto.first_alliance.4":"Nakon kraja kampanje, svi organizatori aktivnosti će biti zamoljeni da pošalju natrag izvještaj o tome koliko su učesnika angažirali. Ako ste bili uspješni u dosezanju praga, vi i vaše kolege koji ste bili dio vaše mreže dobiti ćete Certifikat odličnosti!","codeweek4all.howto.first_alliance.title":"Ako ste vi prvi u svom savezu:","codeweek4all.howto.existing_alliance.1":"Zalijepite kod propusnice koji ste dobili od pokretača, prvog koji je izgradio savez, u ćeliju polja za KOD SEDMICE KODIRANJA ZA SVE (CODE WEEK 4 ALL).","codeweek4all.howto.existing_alliance.2":"Kliknite na Podnesi.","codeweek4all.howto.existing_alliance.3":"Proširite riječ (i kod!) kako biste u svoj savez privukli što više organizatora.","codeweek4all.howto.existing_alliance.4":"Nakon kraja kampanje, svi organizatori aktivnosti će biti zamoljeni da pošalju izvještaj o tome koliko su učesnika angažirali. Ako ste bili uspješni u dosezanju praga, vi i vaše kolege koji ste bili dio vaše mreže dobiti ćete Certifikat odličnosti!","codeweek4all.howto.existing_alliance.title":"Ako se pridružujete postojećem savezu:","codeweek4all.why.1":"Da bi se proširila poruka o važnosti kodiranja.","codeweek4all.why.2":"Da bi se vidjelo kako učestvuje velik broj polaznika.","codeweek4all.why.3":"Da bi se gradile veze s organizacijama i/ili školama u vašoj zajednici ili na međunarodnom nivou.","codeweek4all.why.4":"Da bi se pronašla podrška od drugih organizatora i nastavnika.","codeweek4all.why.5":"Da bi se osvojio Certifikat odličnosti.","codeweek4all.why.title":"Zašto se pridružiti ovom izazovu?","codeweek4all.superorganiser-title":"Sertifikat super organizatora","codeweek4all.superorganiser":'Takođe možete da dobijete Sertifikat super organizatora. Da biste ga dobili, potrebno je da organizujete i registrujete najmanje 10 zasebnih aktivnosti u vašoj školi, organizaciji ili na mreži.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Pitanja","coding-at-home.material.required":"Potrebni materijal","coding-at-home.material.chequered":"šahovska ploča","coding-at-home.material.footprint":"pločice sa slikama otiska stopala","coding-at-home.intro.title":"Uvod u Coding@Home","coding-at-home.explorer.title":"Istraživač","coding-at-home.explorer.text":"Istraživač je prva aktivnost u Coding@Home. Pomjerajte istraživača preko ploče da dosegnete metu nakon što posjetite što je moguće više kvadratića. ","coding-at-home.explorer.questions.content.1":"P1. Sa polaznim i završnim pozicijama prikazanim u video snimku, da li je moguće da istraživač posjeti sva polja na ploči?","coding-at-home.explorer.questions.content.2":"P2. Koje polazne i završne pozicije spriječavaju istraživača da posjeti najveći broj polja na ploči?","coding-at-home.right-and-left.title":"Desno i lijevo","coding-at-home.right-and-left.text":"Desno i lijevo je takmičarska igra saradnje. Dva tima sarađuju da kreiraju putanju prema meti, dok se takmiče da upotrijebe što je moguće više polja koja sui ma dodijeljena: žuti tim pokušava da ubaci što je moguće više skretanja ulijevo a crveni tim pokušava da ubaci što je moguće više skretanja udesno.","coding-at-home.right-and-left.questions.content.1":"P1. Sa početkom i ciljem postavljenim kao u prvom meču u ovom video snimku, da li je moguće da jedan od ova dva tima pobjedi?","coding-at-home.right-and-left.questions.content.2":"P2. Sa početkom i ciljem postavljenim kao u igri u kojoj je pobijedila Ana, može li biti neriješen rezultat?","coding-at-home.right-and-left.questions.content.3":"P3. Postoje li početne i završne postavke koje više odgovaraju jednom od timova?","coding-at-home.right-and-left.questions.content.4":"P4. Uzimajući u obzir raspored između početnih i završnih pozicija, da li je moguće predvidjeti koliki će biti razmak između tima koji pobjeđuje i tima koji gubi?","coding-at-home.keep-off-my-path.title":"Drži se dalje od mog puta","coding-at-home.keep-off-my-path.text":"Drži se dalje od mog puta je takmičarska igra s dvije ekipe. Polazeći od suprotnih krajeva table, dvije ekipe grade staze koje se ometaju. Pobjeđuje ekipa koji spriječi protivničku ekipu da produži svoj put.","coding-at-home.keep-off-my-path.questions.content.1":"Q1. Postoje li polazišta koja favoriziraju jednu od dvije ekipe?","coding-at-home.keep-off-my-path.questions.content.2":"Q2. Može li rezultat biti neriješen?","coding-at-home.keep-off-my-path.questions.content.3":"Q3. Da li igrač koji prvi igra ima prednost?","coding-at-home.keep-off-my-path.questions.content.4":"Q4. Postoji li nepobjediva strategija igre koju igrač koji krene prvi može usvojiti kako bi bio siguran da nikad neće izgubiti?","coding-at-home.tug-of-war.title":"Potezanje konopca","coding-at-home.tug-of-war.text":"Potezanje konopca je kolaborativna i takmičarska igra. Počevši od srednjeg donjeg dijela table, dvije ekipe (žuta i crvena) rade zajedno kako bi došli do vrha. Žuta ekipa pokušava doći do polja s lijeve strane dok crvena ekipa pokušava doći do polja s desne strane.","coding-at-home.tug-of-war.questions.content.1":"Q1. Postoji li strategija koja će uvijek rezultirati pobjedom?","coding-at-home.tug-of-war.questions.content.2":"Q2. Da li igrač koji prvi igra ima prednost?","coding-at-home.tug-of-war.questions.content.3":"Q3. Ako su oba igrača jednako pažljiva, da li igra uvijek završava neriješeno, tj. u sredini?","coding-at-home.explorer-without-footprints.title":"Istraživač bez tragova","coding-at-home.explorer-without-footprints.text":"Istraživač se kreće po tabli od početne tačke do cilja, pokušavajući posjetiti sva polja. Dok se istraživač kreće, on ostavlja obojene tragove koji omogućuju robotu da slijedi korake interpretirajući boje. Igra postaje još intrigantnija kada istraživač ukloni otiske stopala ostavljajući samo boje.","coding-at-home.explorer-without-footprints.material":"kao i crveni, žuti i sivi marker (ili olovka)","coding-at-home.explorer-without-footprints.questions.content.1":"P1. Koja je razlika između table pune obojenih tragova i one s bojama, ali bez tragova?","coding-at-home.explorer-without-footprints.questions.content.2":"P2. Koja tabla nudi više slobode kretanja, pridržavajući se istih pravila za skretanje kako je naznačeno bojom?","coding-at-home.explorer-without-footprints.questions.content.3":"P3. Postoje li staze na tabli s bojama, koje nisu moguće na tabli s obojenim tragovima?","coding-at-home.explorer-without-footprints.questions.content.4":"P4. Postoje li staze na tabli s obojenim tragovima, koje nisu moguće na tabli samo s bojama?","coding-at-home.walk-as-long-as-you-can.title":"Hodaj dok god možeš","coding-at-home.walk-as-long-as-you-can.text":"U ovoj aktivnosti izazov je ostati što duže na ploči koristeći boje umjesto tragova. Aktivnost postaje teža kada se povećava sloboda kretanja","coding-at-home.walk-as-long-as-you-can.coloured-cards":"obojene kartice, ili crvene, žute i sive oznake","coding-at-home.walk-as-long-as-you-can.questions.content.1":"P1. Kada se dva puta sudaraju i blokiraju jedan drugog?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"P2. Ova igra je predstavljena kao igra za dva igrača? Da li je moguće igrati sa 3 ili 4 igrača? Da li trebamo mijenjati pravila?","coding-at-home.ada-charles-roby.title":"Ada, Charles i Roby","coding-at-home.ada-charles-roby.text":"Priča o Adi Lovelace i Charlesu Babbageu je zanimljiva. Oni su osmislili i programirali kompjutere stotinu godina prije nego što su zapravo izumljeni","coding-at-home.ada-charles-roby.material":"glina za modeliranje i kratka olovka","coding-at-home.ada-charles-roby.questions.content.1":"P1. Pokušajte zamisliti da je robot kojeg ste napravili glinom za modeliranje i olovkom u stanju da se kreće po ploči kako bi dostigao bilo koji položaj i, ako treba, pronašao svoj put. Koja uputstva biste koristili za programiranje?","coding-at-home.cody-and-roby.title":"Cody i Roby","coding-at-home.cody-and-roby.text":"Ovo je igra uloga s programerom Codyjem i robotom Robyjem. Video predstavlja kartice CodyRobyja koje ćemo od sada koristiti za određivanje pokreta na ploči. Cody će koristiti ove kartice kako bi dao Robyju uputstva kako se kretati po ploči","coding-at-home.cody-and-roby.material":"ploča sa naljepnicama, kartice sa uputstvima (lijevo, desno, pravo) i bilo kakvi brojači da se postave na ploču","coding-at-home.cody-and-roby.starter-kit":"CodyRoby početni komplet","coding-at-home.cody-and-roby.questions.content.1":"P1. Gdje stiže Roby ako, počevši od položaja C2 prema jugu, izvrši posljednji niz uputstava prikazanih u videu?","coding-at-home.cody-and-roby.questions.content.2":"P2. Mogu li se pokreti koje Roby provodi izvodeći posljednji niz uputstava prikazanih u videu opisati primjenom na ploči uputstava iz Cody Stopala ili Cody Boja?","coding-at-home.cody-and-roby.questions.content.3":"P3. Tri vrste uputstava prezentiranih u videu, predstavljenih zelenim, crvenim i žutim karticama, predstavljaju skup uputstava koji mogu odvesti Robyja bilo gdje na ploči. Možete li smisliti skup uputstava sa manje od tri uputstva kako učiniti to isto?","coding-at-home.the-tourist.title":"Turista","coding-at-home.the-tourist.text":"Sa CodyRoby karticama, dva tima se međusobno izazivaju da pronađu, u najkraćem mogućem roku, niz uputstava koje će turistu uputiti do spomenika koji želi posjetiti na ploči.","coding-at-home.the-tourist.material":"Veće kartice mogu biti korisne za igranje na podu","coding-at-home.the-tourist.questions.content.1":"P1. Koji niz uputstava bi vodio turistu do statue Rafaela u prvom primjeru prikazanom u videu?","coding-at-home.the-tourist.questions.content.2":"P2. Koji niz uputstava bi vodio turistu do Torricinija iz Vojvodske palače u drugom primjeru prikazanom u videu?","coding-at-home.the-tourist.questions.content.3":"P3. Možete li smisliti zabavan način vježbanja svaki put kada neki od dva tima odabere karticu koju će dodati programu? Smislite način ponovnim promišljanjem štafetne utrke prikazane u videu","coding-at-home.two-snakes.title":"Dvije zmije","coding-at-home.two-snakes.text":"Koristeći CodyRoby karte, dvije zmije se kreću po ploči pokušavajući da jedna drugoj ometaju kretanje. Osnovno pravilo je jednostavno: ne možete se vratiti na polje koje je zmija već posjetila. Pobjednik je zmija koja se bude mogla najduže kretati slobodno.","coding-at-home.two-snakes.material":"CodyRoby karte, ploča s poljima 5 × 5, dva piona i komadići papira za obilježavanje već posjećenih polja.","coding-at-home.two-snakes.questions.content.1":"P1. U početnoj postavci prikazanoj u videozapisu, ako dva igrača ne povuku žute karte za okretanje lijevo, koje karte bi mogli povući?","coding-at-home.round-trip.title":"Povratno putovanje","coding-at-home.round-trip.text":"Timovi igraju naizmjenično. Prvi tim planira odlazno putovanje, dok drugi tim mora vratiti Robyja nazad na početnu tačku. Izgleda lako, ali nije, posebno ako kretanje planirate samo u mislima, bez stvarnog pomjeranja Robyja...","coding-at-home.round-trip.material":"CodyRoby karte, ploča s poljima 5 × 5, dva piona i komadići papira za obilježavanje već posjećenih polja.","coding-at-home.round-trip.questions.content.1":"P1. Da li je moguće da program koji Robyja vraća nazad na početnu tačku bude kraći (tj. da sadrži manje uputa) od odlaznog putovanja?","coding-at-home.meeting-point.title":"Tačka susreta","coding-at-home.meeting-point.text":'Ovaj put planiramo naše poteze prije nego što započnemo. Dva tima stavljaju karte na stol kako bi kreirale redoslijed uputa kojima će pomjerati svoje robote, ali nema pomjeranja dok jedan od igrača ne kaže "Start!". U tom trenutku programiranje završava i započinje radnja. Igrač koji bi rekao "Start!" pobjeđuje samo ako dva robota, svaki izvršavajući upute svog tima, završe na istom polju.',"coding-at-home.meeting-point.material":"CodyRoby karte, ploča s poljima 5 × 5, dva piona.","coding-at-home.meeting-point.questions.content.1":"P1. Ako mislite da je moguće da se dva robota nikada ne sretnu, izmislite pravila igre koja pokrivaju sve moguće situacije.","coding-at-home.follow-the-music.title":"Prati muziku","coding-at-home.follow-the-music.text":"Kada se nizovi programskih uputa periodično ponavljaju, to je kao da imaju ritam. Ako svakoj uputi pridružimo zvuk, možemo Robyja usmjeravati muzikom. Upravo ćemo to učiniti ovaj put. Napravit ću za vas program koji koristi različite zvukove za predstavljanje različitih uputa, a vi ćete Robyja pomjerati po ploči slijedeći ove zvučne upute.","coding-at-home.follow-the-music.material":"pored CodyRoby karata, ploče i piona, trebamo proizvesti tri različita zvuka. Koristio sam tri čaše napunjene različitim količinama vode, a šta ćete vi koristiti?","coding-at-home.follow-the-music.questions.content.1":"P1. Pokušajte da pratite video i da se vodite zvukovima koje proizvode čaše, ne gledajući karte. Možete li prepoznati i izvršiti upute koje proizvode zvukovi?","coding-at-home.follow-the-music.questions.content.2":"P2. Odaberite tri zvuka koja ćete povezati s tri osnovne upute. Smislite niz zvukova koje biste mogli beskrajno ponavljati, a da Robyja nikada ne odvedete s ploče...","coding-at-home.material2.chequered-with-labels":"ploča sa oznakama","coding-at-home.material2.cards":'24 karte "Idi naprijed", 8 karata "Okreni se lijevo" i 8 karata "Okreni se desno"',"coding-at-home.material2.larger-cards":"Veće karte se preporučuju za verziju igre na podu","coding-at-home.material2.video":"Ovaj video također objašnjava kako se može igrati bez špila karata","coding-at-home.material2.pieces-of-paper":"Također su potrebna 24 komada papira za postavljanje na polja koja su već pređena","coding-at-home.material2.card-alternative":"Kao alternativu CodyRoby kartama, možete koristiti ikonice karata koje su dostupne ovdje","coding-at-home.material2.small-drawings":"Dodatak mogu biti mali crteži koji će pomoći u pričanju priče. Oni koji su korišteni u videu se nalaze ovdje","coding-at-home.material2.rest-of-cards":"Za ostatak koristimo karte od CodyRoby, CodyFeet ili CodyColour.","coding-at-home.catch-the-robot.title":"Uhvati robota","coding-at-home.catch-the-robot.text":"Uhvati robota je takmičarska igra koja se igra na stolu ili na podu. Pobjeđuje onaj igrač koji uhvati robota iz protivničkog tima tako što stigne do njegovog polja na ploči. Nasumičnost karata za igranje zahtijeva od oba tima konstantno prilagođavanje njihovih strategija.","coding-at-home.catch-the-robot.questions.content.1":'P1 Ako se ružičasti pješak (Roby) nalazi na centralnom polju C3 usmjeren prema Sjeveru, a ružičasti tim ima 2 karte "Idi naprijed", 2 karte "Okreni se lijevo" i 1 kartu "Okreni se desno", na koja polja se može pomjeriti?',"coding-at-home.the-snake.title":"Zmija","coding-at-home.the-snake.text":"Zmija je vrsta pasijans igre koja se igra s CodyRoby kartama. Cilj igre je provesti zmiju kroz sva polja na ploči, a da pri tome ne ugrize svoj rep.","coding-at-home.the-snake.questions.content.1":"P1 Postoje li neke polazne tačke s kojih je nemoguće posjetiti sva polja, a pri tome ne ugristi rep zmije?","coding-at-home.storytelling.title":"Pričanje priča","coding-at-home.storytelling.text":"Današnja tema je pričanje priča! Koristi uputstva od CodyRoby, otiske stopala od CodyFeet ili boje od CodyColour za vođenje pješaka preko ploče i pričanje priče. Razbacaj različite dijelove priče po cijeloj ploči.","coding-at-home.storytelling.questions.content.1":"P1 Koje sredstvo je najsvestranije za vođenje Robyja u pričanju priče?","coding-at-home.storytelling.questions.content.2":"P2 Možete li postaviti dijelove priče koju želite ispričati na ploči na pozicijama s kojih je nemoguće pokupiti sve dijelove s CodyFeet?","coding-at-home.colour-everything.title":"Oboji sve","coding-at-home.colour-everything.text":"Možemo li voditi robote na takav način da oni crtaju svojim tragovima? U ovoj aktivnosti, igramo se kodiranjem i pikselima, koji oblikuju slike bojanjem u kutijama na četvrtastoj ploči, poput piksela na ekranu. ","coding-at-home.colour-everything.material":"CodyRoby karte, četvrtasta ploča i pijun. Za bojanje u kutijama koristite komade papira koje ćete postaviti na kutije ili ih obojite markerima. ","coding-at-home.colour-everything.questions.content.1":"Da li je moguće nacrtati dva srca kao u završnom dijelu videa vođenjem robota na svim potrebnim kutijama, a da ne prođete dva puta preko kutije?","coding-at-home.codyplotter-and-codyprinter.title":"CodyCrtač i CodyŠtampač","coding-at-home.codyplotter-and-codyprinter.text":"Koja je razlika između crtača i štampača? Saznajte to igrajući ovu isključenu aktivnost kodiranja.","coding-at-home.codyplotter-and-codyprinter.material":"pored CodyRoby kompleta, koristio sam zeleni marker i novog robota za oblikovanje gline, ali ovo nije obavezno.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Da li možete objasniti razliku između crtača i štampača?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Kakav bi dizajn RobyŠtampač stvorio krećući se duž linija na ploči, ako izvršava slijed naredbi diktiranih na kraju videozapisa?","coding-at-home.boring-pixels.title":"Dosadni Pikseli!/Upotreba brojeva","coding-at-home.boring-pixels.text":"Davanjem uputa Roby-ju za formiranje slike kvadrat po kvadrat, piksel po piksel, otkrivamo da mnogi kvadrati u nizu imaju istu boju, možemo koristiti brojeve kako bi bilo zanimljivije. Računari rade isto...","coding-at-home.boring-pixels.material":"kvadratna bilježnica, ili kvadratna ploča 5 x 5, flomaster. Za predstavljanje koda crteža možete koristiti olovku i papir.","coding-at-home.boring-pixels.questions.content.1":"Pokušajte napraviti kvadratni dizajn i predstaviti ga RLE kodiranjem. Veličina dizajna je jednaka broju kvadrata, ali koja je veličina njegove RLE reprezentacije?","coding-at-home.turning-code-into-pictures.title":"Pretvaranje koda u slike","coding-at-home.turning-code-into-pictures.text.1":"Sada smo vidjeli da možemo stvoriti kod koji nam omogućuje crtanje slike. Zamislio sam crtež i upotrijebio kod za njegovo pretvaranje slova u brojeve, koje sam Vam dao. Zabilježite slova i brojeve i upotrijebite kod za rekonstrukciju crteža.","coding-at-home.turning-code-into-pictures.text.2":"Ovo je slika na koju sam mislio, neka se pojavi na Vašoj bilježnici i na bilježnicama svih onih koji znaju kod!","coding-at-home.turning-code-into-pictures.material":"papir (po mogućnosti kvadratni) i olovka.","coding-at-home.turning-code-into-pictures.questions.content.1":"Pokušajte dekodirati i nacrtati slike koje spominjem na kraju videozapisa.","coding-at-home.texts.1":'"Coding@Home" su kratki video snimci sa uradi sam materijalima, slagalicama, zanimljivim igrama i izazovima kodiranja za svakodnevnu upotrebu u kući kao i u školi. Nije vam potrebno nikakvo predznanje u kodiranju niti su vam potrebni blo kakvi elektronski uređaji da bi uradili aktivnosti. Aktivnosti će podstaknuti računarsko razmišljanje i njegovati vještine učenika, roditelja i učitelja u kući ili u školi.',"coding-at-home.texts.2":'Serija Coding@Home EU Sedmice Kodiranja se zasniva na "Coding in famiglia” inicijativi Urbino Univerziteta i CodeMOCCnet Udruženja u saradnji sa RAI Cultura. Aktivnosti predstavlja Alessandro Bogliolo profesor Informacionih Procesnih Sistema na Urbino Univerzitetu, Italijanski ambasador EU Sedmice Kodiranja i koordinator svim ambasadorima kao i članovima Upravnog odbora Digital Skills and Jobs Koalicije.',"coding-at-home.texts.3":'Ako vas interesuje više o unplugged aktivnostima, ili aktivnostima u različitim programskim jezicima, robotici, micro:bit, itd., pogledajte EU Sedmica Kodiranja "Learning Bits” sa video vježbama i planovim lekcija za osnovne i srednje škole. Takođe pogledajte stranicu sa resursima EU Sedmice Kodiranja za učenike i učitelje. ',"community.titles.0":"Zajednica","community.titles.1":"Ambasadori","community.titles.2":"Vodeći nastavnici","community.titles.3":"Edu koordinatori","community.titles.4":"Volonteri u Evropskoj sedmici kodiranja","community.intro.0":"Evropska sedmica kodiranja napreduje zahvaljujući širokoj, međunarodnoj zajednici volontera. Na ovoj stranici možete upoznati članove koji su aktivni u vašoj zemlji.","community.intro.1":'Okosnica Evropske sedmice kodiranja su ambasadori, vodeći nastavnici i predstavnici ministarstava obrazovanja u EU i zemljama Zapadnog Balkana - "Edu koordinatori".',"community.intro.2":"Saznajte više o svojoj lokalnoj zajednici odabirom svoje zemlje:","community.ambassadors":"Ambasadori Evropske sedmice kodiranja su glavne kontakt osobe za Sedmicu kodiranja u svakoj zemlji i pomažu u širenju vizije Sedmice kodiranja na lokalnom nivou. Ambasadori povezuju ljude, kompanije i zajednice zainteresovane za podršku Evropskoj sedmici kodiranja. Oni ohrabruju organizatore da registruju aktivnosti kodiranja na mapi Sedmice kodiranja i promoviraju sveukupno učešće u Evropskoj sedmici kodiranja. Ambasadori takođe pregledaju i odobravaju aktivnosti u svojoj zemlji. Ambasadori takođe rade sa svojim kolegama u drugim zemljama i redovno se sastaju kako bi razgovarali o tome kako dalje razvijati inicijativu.","community.leading-teachers":" Vodeći nastavnici su aktivna zajednica od više od 450 edukatora iz cijele Evrope. Oni pomažu u povezivanju škola, nastavnika i učenika zainteresovanih za učestvovanje u Sedmici kodiranja i ohrabruju ih da organizuju aktivnosti i registruju ih na mapi Sedmice kodiranja. Vodeći nastavnici održavaju webinare za profesionalni razvoj na svom jeziku i referentna su tačka za druge nastavnike u zemlji, ali i u Evropi. Oni također promovišu inicijativu lokalno.","community.cta":" Ako ste učitelj, na karti možete pronaći vodeće učitelje u svojoj blizini za povezivanje.","community.edu":"Edu koordinatori Evropske sedmice kodiranja su saradnici u ministarstvima obrazovanja ili drugim obrazovnim institucijama i organizacijama koji učestvuju u Evropskoj sedmici kodiranja. Edu koordinatori ojačavaju temelje inicijative podržavajući nastavnike i škole širom zemlje. To uključuje komunikaciju sa školama koje već učestvuju u Evropskoj sedmici kodiranja, radi upoznavanja sa njihovim najboljim praksama i razmjene iskustava Edu koordinatori također podržavaju škole koje žele učestvovati u inicijativi, pružajući dostupne resurse, materijal za učenje i prilike koje se pružaju u zajednici.","community.volunteer.0":"Ne morate preuzeti službenu ulogu u zajednici Evropske sedmice kodiranja da biste bili dio pokreta. Svako može organizovati aktivnosti kako bi podučio i inspirisao ljude da kodiraju, rade robotiku, sastavljaju hardver, 3D printere itd. i da zakače svoje aktivnosti","community.volunteer.1":"na mapu.","community.volunteer.2":"Međutim, ako želite dobrovoljno odvojiti vrijeme za promociju kodiranja i vjerovati u","community.volunteer.3":"viziju","community.volunteer.4":"i","community.volunteer.5":"vrijednosti","community.volunteer.6":"Evropske sedmice kodiranja, potencijalno biste mogli postati vodeći učitelj ili ambasador.","community.volunteer.7":"Ako ste nastavnik koji je zaljubljen u podučavanje i uči kako kodirati onoliko koliko i mi, možete saznati više o ulozi i prednostima vodećih učitelja.","community.volunteer.8":"ovdje","community.volunteer.9":"Zatim se možete prijaviti za vodećeg nastavnika popunjavanjem ovog","community.volunteer.10":"online obrasca za prijavu.","community.volunteer.11":"Imajte na umu da je broj vodećih nastavnika po zemlji ograničen što znači da su prijave u ovom trenutku otvorene samo za neke određene zemlje","community.volunteer.12":"Ako želite promovirati kodiranje u svojoj zemlji, provjerite","community.volunteer.13":"odgovornosti ambasadora","community.volunteer.14":"i na brzinu pogledajte spisak ambasadora Evropske sedmice kodiranja","community.volunteer.15":"Ako u vašoj zemlji postoje ambasadori, kontaktirajte ih direktno i pogledajte kako možete najbolje podržati inicijativu. Ako u vašoj zemlji nema nikoga, možete se obratiti na info@codeweek.eu.","cookie_policy.title":"Politika kolačića","cookie_policy.what.title":"Šta su kolačići?","cookie_policy.what.text":"

    Kolačić je mala tekstualna datoteka koju internet stranica pohrani na vašem računaru ili mobilnom uređaju kad posjetite tu stranicu.

    ","cookie_policy.what.first_party":"Kolačići prvog lica su kolačići koje postavlja internet stranica koju posjećujete. Samo ta internet stranica može da ih čita. Pored toga, internet stranica može potencijalno koristiti i eksterne usluge, koje također postavljaju svoje vlastite kolačiće, poznate kao kolačići trećih lica.","cookie_policy.what.persistent_cookies":"Ustrajni kolačići su kolačići spašeni na vašem računaru koji se ne brišu automatski kada napustite svoj preglednik, za razliku od kolačića po sesiji, koji se briše kad napustite svoj preglednik.","cookie_policy.what.items":`

    Prvi put kad posjetite internet stranicu Sedmice kodiranja, bićete pozvani da prihvatite ili odbacite kolačiće.

    - -

    Svrha je da se omogući stranici da zapamti vaše preference (poput korisničkog imena, jezika, itd) u određenom vremenskom periodu.

    - -

    Na taj način ne morate ih ponovo unositi kad pretražujete po internet stranici tokom iste posjete.

    - -

    Kolačići se mogu koristiti i za uspostavljane anonimizirane statistike o iskustvu pretraživanja na našim stranicama.

    `,"cookie_policy.how.title":"Kako koristimo kolačiće?","cookie_policy.how.text1":'

    Sedmica kodiranja uglavnom koristi "kolačiće prvog lica". To su kolačići koje mi postavljamo i kontroliramo, a ne neka eksterna organizacija.

    ',"cookie_policy.how.text2":"

    Međutim, da biste pogledali neke od naših stranica, morat ćete prihvatiti kolačiće eksternih organizacija.

    ","cookie_policy.how.3types.1":"pohranjivanje preferenci posjetilaca","cookie_policy.how.3types.2":"operativnost naših internet stranica","cookie_policy.how.3types.3":"prikupljanje analitičkih podataka (o ponašanju korisnika)","cookie_policy.how.3types.title":"Ova 3 tipa kolačića prvog lica koja koristimo imaju sljedeće svrhe:","cookie_policy.how.table.name":"Naziv","cookie_policy.how.table.service":"Usluga","cookie_policy.how.table.purpose":"Svrha","cookie_policy.how.table.type_duration":"Tip i trajnost kolačića","cookie_policy.how.visitor_preferences.title":"Preference posjetilaca","cookie_policy.how.visitor_preferences.text":"

    Njih postavljamo mi i samo mi ih možemo čitati. One pamte:

    ","cookie_policy.how.visitor_preferences.item":"da li ste se složili sa politikom kolačića ove stranice (ili ste je odbili)","cookie_policy.how.visitor_preferences.table.1.service":"Paket za saglasnost sa kolačićima","cookie_policy.how.visitor_preferences.table.1.purpose":"Pohranjuje vaše preference u vezi sa kolačićima (tako da vam se to pitanje ne postavlja ponovo)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Kolačići prvog lica za sesiju brišu se nakon što napustite preglednik","cookie_policy.how.operational_cookies.title":"Operativni kolačići","cookie_policy.how.operational_cookies.text":"

    Postoje neki kolačići koje moramo uključiti kako bi određene internet stranice mogle funkcionirati. Iz tog razloga oni ne zahtijevaju vašu saglasnost. Posebno:

    ","cookie_policy.how.operational_cookies.item":"tehnički kolačići koji su potrebni za određene IT sisteme","cookie_policy.how.technical_cookies.title":"Tehnički kolačići","cookie_policy.how.technical_cookies.table.1.purpose":"Održava sigurnost sesije tokom vaše posjete.","cookie_policy.how.technical_cookies.table.1.type_duration":"Kolačić prvog lica za sesiju, briše se nakon što napustite preglednik","cookie_policy.how.technical_cookies.table.2.purpose":"Održava sigurnost sesije duže vrijeme i sprječava gubljenje sesije pri zatvaranju preglednika.","cookie_policy.how.technical_cookies.table.2.type_duration":"Ustrajni kolačić prvog lica, 60 mjeseci","cookie_policy.how.technical_cookies.table.3.purpose":"Pohranjuje preferirani jezik korisnika","cookie_policy.how.technical_cookies.table.3.type_duration":"Kolačić prvog lica za sesiju, briše se nakon što napustite preglednik","cookie_policy.how.analytics_cookies.title":"Analitički kolačići","cookie_policy.how.analytics_cookies.items":`

    Koristimo ih isključivo za interna istraživanja o tome kako možemo unaprijediti uslugu koju pružamo svim svojim korisnicima.

    - -

    Kolačićima se jednostavno ocjenjuje način interakcije sa našom internet stranicom - kao anonimni korisnik (prikupljenim podacima se ne identificirate vi osobno).

    - -

    Isto tako, ti podaci se ne dijele ni sa kojim trećim licem niti se koriste ni za kakvu drugu svrhu. Anonimizirana statistika se može podijeliti s ugovornim izvođačima koji rade na projektima komunikacije u okviru ugovornih aranžmana sa Komisijom.

    - -

    Međutim, vi imate mogućnost da odbijete ovaj tip kolačića - bilo putem zastavice za kolačiće koju ćete vidjeti na prvoj stranici koju posjetite, ili ako posjetite ovu posvećenu stranicu..

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Usluga mrežne analitike zasnovana na open source softveru Matomo","cookie_policy.how.analytics_cookies.table.1.purpose":"Prepoznaje posjetioce internet stranice (anonimno - o korisniku se ne prikupljaju nikakve osobne informacije).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Ustrajni kolačić prvog lica, 20 mjeseci","cookie_policy.how.analytics_cookies.table.2.service":"Usluga mrežne analitike zasnovana na open source softveru Matomo","cookie_policy.how.analytics_cookies.table.2.purpose":"Identificira stranice koje je posjetio isti korisnik tokom iste posjete. (anonimno - o korisniku se ne prikupljaju nikakve osobne informacije).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Ustrajni kolačić prvog lica, 30 mjeseci","cookie_policy.third-party.title":"Kolačići trećih lica","cookie_policy.third-party.items.1":`

    Neke od naših stranica prikazuju sadržaj eksternih pružaoca usluga, npr. YouTube, Facebook ili Twitter.

    - -

    Da biste pogledali taj sadržaj trećih lica, prvo morate prihvatiti njihove posebne uvjete i odredbe. To uključuje i njihove politike kolačića, nad kojima mi nemamo kontrolu.

    - -

    Ali ako ne budete vidjeli taj sadržaj, na vašem uređaju nema instaliranih kolačića trećih lica.

    Treća lica kao pružaoci usluga na Sedmici kodiranja`,"cookie_policy.third-party.items.2":"Ove usluge trećih lica van su kontrole internet stranice Sedmice kodiranja. Pružaoci usluga mogu u svako vrijeme mijenjati svoje uvjete za pružanje usluge, svrhu i upotrebu kolačića, itd.","cookie_policy.how-manage.title":"Kako možete upravljati kolačićima?","cookie_policy.how-manage.items":`

    Možete upravljati/brisati kolačiće kako vi želite - za detaljnije informacije pogledajte aboutcookies.org.

    Uklanjanje kolačiće sa vašeg uređaja

    - -

    Možete izbrisati sve kolačiće koji su već na vašem uređaju čišćenjem historijata pretrage u svom pregledniku. Time će se ukloniti svi kolačići sa svih internet stranica koje ste posjetili.

    - -

    Ipak, imajte u vidu da možete iugubiti neke spašene informacije (npr. spašene podatke za prijavu, preference za stranicu).

    Upravljanje kolačićima koji su specifični za određenu stranicu

    Za više detalja o tome kako vršiti kontrolu nad kolačićima koji su specifični za određenu stranicu, pogledajte postavke za privatnost i kolačiće u svom preferiranom pregledniku

    Blokiranje kolačića

    Možete postaviti najmodernije preglednike kako biste spriječili postavljanje ikakvih kolačića na svoj uređaj, ali onda ćete možda morati ručno podešavati neke preference svaki put kad budete posjećivali sajt/stranicu. A neke usluge i funkcije možda uopšte neće pravilno raditi (npr. prijavljivanje na profile).

    Upravljanje našim analitičkim kolačićima

    Možete upravljati svojim preferencama po pitanju kolačića sa naše Analitike na posvećenoj stranici.

    `,"copyright.title":"Napomena o autorskim pravima","copyright.training.0":"The EU Code Week - Evropska sedmica kodiranja web stranica za škole","copyright.training.1":"je servis podržan od strane Evropske komisije","copyright.licence.0":"Osim ako nije drugačije naglašeno, sadržaj koji se nalazi na ovoj web stranici je pod","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en","copyright.licence.2":"Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) licencom","copyright.creative-commons":"Licenca Creative Commons ne utiče na vlasništvo i autorska prava sadržaja","copyright.third-party":"Sadržaj preuzet iz trećih izvora i web stranica je subjekt njihovih vlastitih autorskih prava; molimo Vas da sve preuzete materijale referencirate prema njihovoj orginalnoj web stranici i autoru","countries.all":"Sve zemlje","countries.Cloud":"Oblak","countries.Andorra":"Andora","countries.United Arab Emirates":"Ujedinjeni Arapski Emirati","countries.Afghanistan":"Afganistan","countries.Antigua and Barbuda":"Antigva i Barbuda","countries.Anguilla":"Angila","countries.Albania":"Albanija","countries.Armenia":"Armenija","countries.Netherlands Antilles":"Holandski Antili","countries.Angola":"Angola","countries.Antarctica":"Antarktik","countries.Argentina":"Argentina","countries.American Samoa":"Američka Samoa","countries.Austria":"Austrija","countries.Australia":"Australija","countries.Aruba":"Aruba","countries.Aland Islands":"Ostrva Aland","countries.Azerbaijan":"Azerbejdžan","countries.Bosnia and Herzegovina":"Bosna i Hercegovina","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladeš","countries.Belgium":"Belgija","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bugarska","countries.Bahrain":"Bahrein","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Sv. Bartolomej","countries.Bermuda":"Bermudi","countries.Brunei":"Bruneji","countries.Bolivia":"Bolivija","countries.Bonaire, Saint Eustatius and Saba ":"Boner, Sv. Eustatije i Saba ","countries.Brazil":"Brazil","countries.Bahamas":"Bahami","countries.Bhutan":"Butan","countries.Bouvet Island":"Ostrva Buve","countries.Botswana":"Bocvana","countries.Belarus":"Bjelorusija","countries.Belize":"Belize","countries.Canada":"Kanada","countries.Cocos Islands":"Kokosova Ostrva","countries.Democratic Republic of the Congo":"Demokratska Republika Kongo","countries.Central African Republic":"Centralnoafrička Republika","countries.Republic of the Congo":"Republika Kongo","countries.Switzerland":"Švicarska","countries.Ivory Coast":"Obala Slonovače","countries.Cook Islands":"Ostrva Kuk","countries.Chile":"Čile","countries.Cameroon":"Kamerun","countries.China":"Kina","countries.Colombia":"Kolumbija","countries.Costa Rica":"Kostarika","countries.Serbia and Montenegro":"Srbija i Crna Gora","countries.Cuba":"Kuba","countries.Cape Verde":"Kejp Verde","countries.Curacao":"Kurakao","countries.Christmas Island":"Božićna Ostrva","countries.Cyprus":"Kipar","countries.Czech Republic":"Češka Republika","countries.Germany":"Njemačka","countries.Djibouti":"Džibuti","countries.Denmark":"Danska","countries.Dominica":"Dominika","countries.Dominican Republic":"Dominikanska Republika","countries.Algeria":"Alžir","countries.Ecuador":"Ekvador","countries.Estonia":"Estonija","countries.Egypt":"Egipat","countries.Western Sahara":"Zapadna Sahara","countries.Eritrea":"Eritreja","countries.Spain":"Španija","countries.Ethiopia":"Etiopija","countries.Finland":"Finska","countries.Fiji":"Fidži","countries.Falkland Islands":"Foklandska Ostrva","countries.Micronesia":"Mikronezija","countries.Faroe Islands":"Ostrva Faro","countries.France":"Francuska","countries.Gabon":"Gabon","countries.United Kingdom":"Ujedinjeno Kraljevstvo","countries.Grenada":"Grenada","countries.Georgia":"Gruzija","countries.French Guiana":"Francuska Gijana","countries.Guernsey":"Gernzi","countries.Ghana":"Gana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Grenland","countries.Gambia":"Gambija","countries.Guinea":"Gvineja","countries.Guadeloupe":"Gvadalupe","countries.Equatorial Guinea":"Ekvatorijalna Gvineja","countries.Greece":"Grčka","countries.South Georgia and the South Sandwich Islands":"Južna Džordžija i Južna Sendvičska Ostrva","countries.Guatemala":"Gvatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Gvineja Bisao","countries.Guyana":"Gijana","countries.Hong Kong":"Hong Kong","countries.Heard Island and McDonald Islands":"Ostrvo Herd i Ostrva Mekdonald","countries.Honduras":"Honduras","countries.Croatia":"Hrvatska","countries.Haiti":"Haiti","countries.Hungary":"Mađarska","countries.Indonesia":"Indonezija","countries.Ireland":"Irska","countries.Israel":"Izrael","countries.Isle of Man":"Ostrvo Man","countries.India":"Indija","countries.British Indian Ocean Territory":"Teritorija Britanskog Indijskog okeana","countries.Iraq":"Irak","countries.Iran":"Iran","countries.Iceland":"Island","countries.Italy":"Italija","countries.Jersey":"Džerzi","countries.Jamaica":"Jamajka","countries.Jordan":"Jordan","countries.Japan":"Japan","countries.Kenya":"Kenija","countries.Kyrgyzstan":"Kirgistan","countries.Cambodia":"Kambodža","countries.Kiribati":"Kiribati","countries.Comoros":"Komori","countries.Saint Kitts and Nevis":"Sent Kits i Nevis","countries.North Korea":"Sjeverna Koreja","countries.South Korea":"Južna Koreja","countries.Kuwait":"Kuvajt","countries.Cayman Islands":"Kajmanska Ostrva","countries.Kazakhstan":"Kazahstan","countries.Laos":"Laos","countries.Lebanon":"Liban","countries.Saint Lucia":"Sent Lusija","countries.Liechtenstein":"Lihtenštajn","countries.Sri Lanka":"Šri Lanka","countries.Liberia":"Liberija","countries.Lesotho":"Lesoto","countries.Lithuania":"Litvanija","countries.Luxembourg":"Luksemburg","countries.Latvia":"Latvija","countries.Libya":"Libija","countries.Morocco":"Maroko","countries.Monaco":"Monako","countries.Moldova":"Moldavija","countries.Montenegro":"Crna Gora","countries.Saint Martin":"Sv. Martin","countries.Madagascar":"Madagaskar","countries.Marshall Islands":"Maršalova Ostrva","countries.Macedonia":"Sjeverna Makedonija","countries.Mali":"Mali","countries.Myanmar":"Mijanmar","countries.Mongolia":"Mongolija","countries.Macao":"Makao","countries.Northern Mariana Islands":"Sjeverna Marijanska Ostrva","countries.Martinique":"Martinik","countries.Mauritania":"Mauritanija","countries.Montserrat":"Monserat","countries.Malta":"Malta","countries.Mauritius":"Mauricijus","countries.Maldives":"Maldivi","countries.Malawi":"Malavi","countries.Mexico":"Meksiko","countries.Malaysia":"Malezija","countries.Mozambique":"Mozambik","countries.Namibia":"Namibija","countries.New Caledonia":"Nova Kaledonija","countries.Niger":"Niger","countries.Norfolk Island":"Ostrvo Norfolk","countries.Nigeria":"Nigerija","countries.Nicaragua":"Nikaragva","countries.Netherlands":"Holandija","countries.Norway":"Norveška","countries.Nepal":"Nepal","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Novi Zeland","countries.Oman":"Oman","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Francuska Polinezija","countries.Papua New Guinea":"Papua Nova Gvineja","countries.Philippines":"Filipini","countries.Pakistan":"Pakistan","countries.Poland":"Poljska","countries.Saint Pierre and Miquelon":"Sv. Pjer i Mikelon","countries.Pitcairn":"Pitkern","countries.Puerto Rico":"Portoriko","countries.Palestine":"Palestina","countries.Portugal":"Portugal","countries.Palau":"Palau","countries.Paraguay":"Paragvaj","countries.Qatar":"Katar","countries.Reunion":"Reunion","countries.Romania":"Rumunija","countries.Serbia":"Srbija","countries.Russia":"Rusija","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Saudijska Arabija","countries.Solomon Islands":"Solomonska Ostrva","countries.Seychelles":"Sejšeli","countries.Sudan":"Sudan","countries.Sweden":"Švedska","countries.Singapore":"Singapur","countries.Saint Helena":"Sv. Helena","countries.Slovenia":"Slovenija","countries.Svalbard and Jan Mayen":"Svalbard i Jan Majen","countries.Slovakia":"Slovačka","countries.Sierra Leone":"Sijera Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somalija","countries.Suriname":"Surinam","countries.South Sudan":"Južni Sudan","countries.Sao Tome and Principe":"Sao Tome i Principe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Sv. Marten","countries.Syria":"Sirija","countries.Swaziland":"Svazilend","countries.Turks and Caicos Islands":"Ostrva Turks i Kaikos","countries.Chad":"Čad","countries.French Southern Territories":"Francuske Južne Teritorije","countries.Togo":"Togo","countries.Thailand":"Tajland","countries.Tajikistan":"Tadžikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Istočni Timor","countries.Turkmenistan":"Turkmenistan","countries.Tunisia":"Tunis","countries.Tonga":"Tonga","countries.Turkey":"Turska","countries.Trinidad and Tobago":"Trinidad i Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Tajvan","countries.Tanzania":"Tanzanija","countries.Ukraine":"Ukrajina","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Manja vanjska ostrva Sjedinjenih Država","countries.United States":"Sjedinjene Države","countries.Uruguay":"Urugvaj","countries.Uzbekistan":"Uzbekistan","countries.Vatican":"Vatikan","countries.Saint Vincent and the Grenadines":"Sv. Vinsent i Grenadini","countries.Venezuela":"Venecuela","countries.British Virgin Islands":"Britanska Djevičanska Ostrva","countries.U.S. Virgin Islands":"Američka Djevičanska Ostrva","countries.Vietnam":"Vijetnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Valis i Fortuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Jemen","countries.Mayotte":"Majote","countries.South Africa":"Južna Afrika","countries.Zambia":"Zambija","countries.Zimbabwe":"Zimbabve","cw2020.common.resources":"Resursi koji će vam trebati","cw2020.common.soundtrack":"Melodija Sedmice kodiranja","cw2020.common.moves":"Pokreti","cw2020.common.dance-example":"Primjer plesa Sedmice kodiranja","cw2020.common.organizer-guide":"Vodič organizatora","cw2020.title.0":"EU Code Week","cw2020.title.1":"Izdanje 2020","cw2020.intro":"Ove godine obilježavamo kodiranje od 10. do 15. oktobra 2020! Uslijed trenutne zdravstvene situacije, ove godine ćemo pokrenuti više aktivnosti Sedmice kodiranja online. Pokrenut ćemo nove zabavne i zanimljive aktivnosti kojima se možete pridružiti na daljinu kod kuće ili u školi","cw2020.online-activities.title":"Istaknute otvorene mrežne aktivnosti ","cw2020.online-activities.subtitle.0":"Kako bismo olakšali daljinsko sudjelovanje u aktivnostima Sedmice kodiranja, pokrećemo","cw2020.online-activities.subtitle.1":"kalendar","cw2020.online-activities.subtitle.2":"istaknutih mrežnih aktivnosti","cw2020.online-activities.section1.title":"Šta je mrežna aktivnost?","cw2020.online-activities.section1.content":"Mrežne aktivnosti mogu biti bilo koje aktivnosti koje biste obično dodali ili registrirali na internetskoj stranici Sedmice kodiranja - jedina je razlika u tome što će se odvijati na mreži. Ideja je olakšati ljudima da sudjeluju u kodiranju i radionicama koje su u potpunosti na mreži, bez da riskiraju svoje zdravlje","cw2020.online-activities.section2.title":"Istaknute otvorene aktivnosti","cw2020.online-activities.section2.content":"Ukoliko želite, svoje mrežne aktivnosti možete učiniti dostupnima svima. Ljudi iz cijelog svijeta moći će sudjelovati u otvorenim mrežnim aktivnostima, bilo na engleskom ili na lokalnom jeziku. Odabrat ćemo najuzbudljivije mrežne aktivnosti koje su otvorene za sve i predstaviti ih u kalendaru događaja na našoj internetskoj stranici","cw2020.online-activities.section3.title":"Šta to znači za sudionike","cw2020.online-activities.section3.content.0":"Svakog dana Sedmice kodiranja moći ćete pregledavati","cw2020.online-activities.section3.content.1":"kalendar","cw2020.online-activities.section3.content.2":"i sudjelovati u aktivnostima koje vas najviše zanimaju. Teme ovih istaknutih događaja razlikuju se od radionica o robotici, tečajeva e-učenja, webinara, uputstava za kodiranje i još mnogo toga. Pa, odaberite","cw2020.dance.title":"Ples Sedmice kodiranja","cw2020.dance.subtitle":"Ko je rekao da programeri ne mogu plesati? Kako bismo proslavili izdanje Sedmice kodiranja za 2020. godinu, pokrećemo novu aktivnost - izazov #Ples Sedmice kodiranja","cw2020.dance.section1.title":"Ko se može pridružiti?","cw2020.dance.section1.content.0":"Pozivaju se svi, od škola, nastavnika, biblioteka do programerskih klubova, preduzeća i javnih vlasti da proslave Sedmicu kodiranja EU 2020 organiziranjem aktivnosti #Plesa Sedmice kodiranja i dodavanjem je u","cw2020.dance.section1.content.1":"mapu Sedmice kodiranja","cw2020.dance.section2.title":"Kako sudjelovati?","cw2020.dance.section2.content":"Izaberite između pet vrsta aktivnosti ili smislite svoje. Bez obzira koju aktivnost odabrali, ne zaboravite je dodati na našu mapu","cw2020.dance.activity1.title":"Programirajte prijatelja ili roditelja - računar nije potreban","cw2020.dance.activity1.subtitle":"Programiranje vam omogućuje davanje naredbi elektroničkom uređaju. Ali tehnički vam nije potrebno računalo da biste mogli programirati. Umjesto toga nađite partnera - to može biti vaš školski kolega, prijatelj, roditelj ili čak učitelj, i dajte mu upute kako da izvede #Ples Sedmice kodiranja” kojeg treba precizno slijediti","cw2020.dance.activity1.resources.0":"Vodič Code.org za organizaciju vaše isklopljene plesne zabave","cw2020.dance.activity1.resources.1":"Dio učenja o tome kako programirati svog čovjeka-robota","cw2020.dance.activity2.title":"Vizualno programiranje","cw2020.dance.activity2.subtitle":"Kodirajte svoj ples Sedmice kodiranja u Scratchu. Koristite znakove Sedmice kodiranja ili ih izradite u programu Scratch da napravite #Ples Sedmice kodiranja.","cw2020.dance.activity2.resources.0":"Primjer Plesnog projekta kodiranjem sa Scratch-om u #Sedmici kodiranja","cw2020.dance.activity2.resources.1":"Likovi Sedmice kodiranja","cw2020.dance.activity2.resources.2":"Upute Code.org o tome kako animirati lik","cw2020.dance.activity2.resources.3":"Upute Code.org kako organizirati vašu Plesnu zabavu","cw2020.dance.activity2.resources.4":"Podijelite sa nama vaš projekt u tom Scratch studiju","cw2020.dance.activity3.title":"Programiranje zasnovano na tekstu","cw2020.dance.activity3.subtitle":"Napravite temu #Ples Sedmice kodiranja pomoću Pythona ili JavaScript-a, koristeći platforme za stvaranje muzike zasnovane na kodu poput EarSketch ili Sonic Pi","cw2020.dance.activity3.resources.0":"Vodič o tome kako stvarati muziku pomoću EarSketch-a","cw2020.dance.activity3.resources.1":"Vodič o tome kako stvarati muziku sa Sonic Pi-om","cw2020.dance.activity4.title":"Robotika","cw2020.dance.activity4.subtitle":"Programirajte svog robota da slijedi vaše upute i izvodi ples Sedmice kodiranja","cw2020.dance.activity4.resources.0":"Vodič za programiranje robota","cw2020.dance.activity5.title":"Plesni izazov uživo","cw2020.dance.activity5.subtitle":"Snimite video kako vi, vaš tim ili vaš robot izvodi #Ples Sedmice kodiranja, podijelite ga na Instagramu i probajte da postanete viralni te osvojite neke dobrobiti iz Sedmice kodiranja! Zainteresirani? Slijedite ove korake:","cw2020.dance.activity5.resources.0":"Snimite video koristeći Instagram Stories","cw2020.dance.activity5.resources.1":"Zapratite","cw2020.dance.activity5.resources.2":"@CodeWeekEU na Instagramu","cw2020.dance.activity5.resources.3":"U svom Story-ju sa plesom spomenite @CodeWeekEU i upotrijebite hashtag #EUCodeWeekDance","cw2020.dance.outro.0":"Pobjednici će se birati svaki dan i objavljivati na našem Instagram kanalu putem Story-ja, pa ne zaboravite redovito provjeravati svoje obavijesti, možda baš danas budete imali sreće","cw2020.dance.outro.1":"Oda kodiranju","cw2020.dance.outro.2":"koju je komponovao Brendan Paolini, a ples razvila Bianca Maria Berardi 2015. godine prema ideji Alessandra Bogliola, profesora računarskih sistema na Univerzitetu u Urbinu","cw2020.treasure-hunt.title":"Potraga za blagom u Sedmici kodiranja","cw2020.treasure-hunt.subtitle.0":"Ovo je igra na Telegramu koja je dovoljno jednostavna za početnike, ali i izazovna da iskusne sudionike drži na nogama","cw2020.treasure-hunt.subtitle.1":"Potraga za blagom u Sedmici kodiranja","cw2020.treasure-hunt.subtitle.2":"je igra koju je najbolje igrati na računaru s mobilnim telefonom u ruci. Igra će od vas tražiti da riješite izazove kodiranja i voditi vas kroz istoriju kodiranja, informatike i tehnologije u Evropi","cw2020.treasure-hunt.section.title":"Kako biste započeli igru, morate","cw2020.treasure-hunt.section.content.0":"Preuzeti aplikaciju Telegram. To je dostupno za","cw2020.treasure-hunt.section.content.1":"Desktop računar","cw2020.treasure-hunt.section.content.2":"Igru možete igrati na računaru, laptopu ili na pametnom telefonu. Preporučujemo da je pokrenete na računaru kako biste mogli dobiti upute i riješiti izazove u aplikaciji Telegram na telefonu","cw2020.treasure-hunt.section.content.3":"Kako biste zaigrali igru","cw2020.treasure-hunt.section.content.4":"najprije otvorite igru","cw2020.treasure-hunt.section.content.5":"i skenirajte QR kod koji će vas odvesti na aplikaciju Telegram sa prvim dijelom uputstava","cw2020.treasure-hunt.section.content.6":"Kako biste pobijedili, morate riješiti 10 izazova kodiranja i pronaći 10 lokacija na mapi Evrope koje su povezane s porastom kodiranja i tehnologije","cw2020.treasure-hunt.section.content.7":"Nakon što završite igru, podijelite svoj rezultat s prijateljima koristeći #EUCodeWeek i izazovite ih da se igraju i nauče o istoriji kodiranja. Pogledajmo ko postiže najbolje rezultate","cw2020.treasure-hunt.section.content.8":"Potraga za blagom u Sedmici kodiranja je virtualna verzija originalne EU Potrage za blagom. godinu koju je prvi razvio Alessandro Bogliolo, profesor računarskih sistema sa Univerziteta u Urbinu. Da biste saznali više o njegovoj originalnoj igri, posjetite naš","cw2020.treasure-hunt.section.content.9":"blog","cw2020.kick-off.title":"Početni događaj: 8. oktobra 2020","cw2020.kick-off.content.0":"Virtualni početak Sedmice kodiranja 2020 održat će se 8. oktobra u 17:00 po berlinskom / briselskom / pariškom vremenu. Događaj će se prenositi uživo na Facebook Live, Instagram TV-u i YouTube Live","cw2020.kick-off.content.1":"Naša zanimljiva postava uključuje gostujuće govornike","cw2020.kick-off.content.2":"Komesar EU za unutrašnje tržište","cw2020.kick-off.content.3":"Komesar EU za inovacije, istraživanje, kulturu, obrazovanje i mlade","cw2020.kick-off.content.4":"Tvorac Scratch-a i profesor istraživanja učenja (Learning Research) u MIT Media Lab","cw2020.kick-off.content.5":"autor i ilustrator Hello Ruby-ja","cw2020.kick-off.content.6":"i","cw2020.kick-off.content.7":"Predsjednik francuske neprofitne organizacije E-MMA koja promovira rodnu raznolikost u tehnologiji","cw2020.kick-off.content.8":"Ako sve to još nije dovoljno, tim Sedmice kodiranja također će predstaviti nove značajke web stranica, resurse i izazove","cw2020.kick-off.content.9":"Profesor računarskih sistema na Univerzitetu u Urbinu i koordinator","cw2020.kick-off.content.10":"Ambasadora Sedmice kodiranja","cw2020.kick-off.content.11":"reći će vam više o virtualnoj potrazi za blagom u Sedmici kodiranja","cw2020.kick-off.content.12":"A xxx će vas upoznati novostima u novom izazovu #Plesa Sedmice kodiranja","cw2020.kick-off.content.13":"Također ćemo se povezati sa školama i učenicima iz cijele Europe koji će dijeliti svoje priče o kodiranju i razmjenjivati ideje sa gostujućim govornicima","cw2020.kick-off.content.14":"Imati ćete također priliku podijeliti svoja razmišljanja i ideje te postaviti svoja pitanja. Sve što trebate je uključiti se u naš prijenos uživo","cw2020.kick-off.content.15":"ili","cw2020.kick-off.content.16":"8. oktobra 2020 u 17:00-18.30 CET i komentirajte ili objavite tweet sa #EUCodeWeek hashtag-om","cw2020.get-involved.title":"Kako se uključiti","cw2020.get-involved.subtitle":"Jedva čekate da započnete s kodiranjem? Ako biste se željeli pridružiti krugu EU Sedmice kodiranja, a ne znate odakle započeti, pogledajte ove resurse koji će vam pomoći da započnete - baš na vrijeme za našu godišnju proslavu u oktobru","cw2020.get-involved.content.0":"Početak rada Sedmicom kodiranja","cw2020.get-involved.content.1":"Kako dodati aktivnost Sedmice kodiranja","cw2020.get-involved.content.2":"Nastavni zalogajčići","cw2020.get-involved.content.3":"Produbljen otvoren masivan online tečaj","cw2020.get-involved.content.4":"Coding@Home series","edit.title":"Uredite svoj događaj #EUCodeWeek","edit.required_fields":"Obavezna polja označena su * zvjezdicom. Slobodno dodajte listu događaja na svom lokalnom jeziku.","edit.description":"Opis","edit.audience":"Publika","edit.theme":"Tema","edit.location":"Lokacija","edit.website":"Vebsajt","edit.contact":"Kontakt","edit.tags":"Oznake","edit.image":"Slika","edit.help":"Veće slike biti će preuređene na veličinu od 256 x 512 piksela. Maksimalna veličina učitavanja je 256 x 1024.","edit.aspect":"Koji aspekt kodiranja će pokrivati vaš događaj?","edit.address":"Ukucajte adresu ili kliknite na donju mapu kako biste postavili lokaciju.","edit.privacy_disclaimer.header":"Vaše kontakt informacije","edit.privacy_disclaimer.text_1":"Ove informacije će biti vidljive samo ","edit.privacy_disclaimer.link_1":"Ambasadorima Sedmice kodiranja EU","edit.privacy_disclaimer.text_2":` i organizatorima - Sedmice kodiranja, koji - će provjeriti vaš događaj prije nego što se on pojavi na mapi i mogu vas kontaktirati ako su uređivanja - neophodna ili - u cilju vođenja anketa za statističke svrhe nakon događaja.`,"edit.privacy_disclaimer.contact_email":"Vaša kontakt e-pošta","edit.edit":"Uredite događaj","event.main_title":"Dodajte svoj događaj #EUCodeWeek","event.button":"Dodajte Događaj","event.howto":"Kako organizirati svoj vlastiti događaj","event.required":"Obavezna polja označena su * zvjezdicom. Slobodno dodajte listu događaja na svom lokalnom jeziku.","event.audience_title":"Publika","event.theme_title":"Tema","event.scoreboard_by_country":"Tabela","event.get_involved":"Angažirajte se","event.organize_or_support_events":"Organizirajte ili podržite događaje u svom gradu","event.or_contact_your":"ili kontaktirajte svoje","event.eu_code_week_ambassadors":"Ambasadore Sedmice kodiranja EU","event.show_events_for":"Prikažite događaje za ","event.who":"Za koga je događaj?","event.tags":"Oznake","event.image":"Slika","event.start.label":"Početni datum","event.start.placeholder":"Kada aktivnost počinje?","event.end.label":"Krajnji datum","event.end.placeholder":"Kad se aktivnost završava?","event.organizer.label":"Naziv organizacije","event.organizer.placeholder":"Organizacija u kojoj radite ili za koju volontirate","event.website.label":"Vebsajt organizatora","event.website.placeholder":"Imate li vi vebsajt sa više informacija?","event.description.label":"Opis","event.description.placeholder":"Ukratko opišite planiranu aktivnost.","event.contact.label":"Kontakt e-pošta","event.contact.placeholder":"Ova e-pošta će se koristiti za važnu korespondenciju u vezi Sedmice kodiranja EU","event.contact.explanation":"Vaša kontakt e-pošta će biti vidljiva samo ambasadorima Sedmice kodiranja EU i organizatorima Sedmice kodiranja, koji će provjeriti vaš događaj prije nego što se on pojavi na mapi i mogu vas kontaktirati ako su neophodna uređivanja ili u cilju vođenja anketa za statističke svrhe nakon događaja.","event.public.label":"Javna e-pošta","event.public.placeholder":"Da li biste voljeli prikazati kontakt e-poštu?","event.title.label":"Naziv aktivnosti","event.title.placeholder":"Koji je naziv aktivnosti?","event.address.label":"Adresa","event.address.placeholder":"Gdje će se aktivnost održavati?","event.organizertype.label":"Vrsta organizacije","event.organizertype.placeholder":"Odaberite vrstu organizatora","event.organizertype.school":"Škola","event.organizertype.library":"Biblioteka","event.organizertype.non profit":"Neprofitna organizacija","event.organizertype.private business":"Privatna djelatnost","event.organizertype.other":"Ostalo","event.audience.Pre-school children":"Predškolska djeca","event.audience.Elementary school students":"Učenici osnovnih škola","event.audience.High school students":"Učenici srednjih škola","event.audience.Graduate students":"Diplomirani studenti","event.audience.Post graduate students":"Studenti postdiplomci","event.audience.Employed adults":"Zaposleni odrasli","event.audience.Unemployed adults":"Nezaposleni odrasli","event.audience.Other (see description)":"Ostalo (vidi opis)","event.audience.Teachers":"Nastavnici","event.theme.Basic programming concepts":"Osnovni koncepti programiranja","event.theme.Web development":"Mrežni razvoj","event.theme.Mobile app development":"Razvoj mobilnih aplikacija","event.theme.Software development":"Razvoj softvera","event.theme.Data manipulation and visualisation":"Rukovanje podacima i njihova vizuelizacija","event.theme.Robotics":"Robotika","event.theme.Hardware":"Hardver","event.theme.Other":"Ostalo","event.theme.Unplugged activities":"Oflajn aktivnosti","event.theme.Playful coding activities":"Zabavne aktivnosti kodiranja","event.theme.Art and creativity":"Umjetnost i kreativnost","event.theme.Visual/Block programming":"Vizuelno/Blok programiranje","event.theme.Game design":"Dizajniranje uz igru","event.theme.Internet of things and wearable computing":"Internet stvari i nosivo računarstvo","event.theme.3D printing":"3D štampanje","event.theme.Augmented reality":"Uvećana realnost","event.theme.Artificial intelligence":"Vještačka inteligencija","event.theme.Motivation and awareness raising":"Motivacija i podizanje svijesti","event.theme.Promoting diversity":"Promoviranje različitosti","event.codeweek_for_all_participation_code.title":"KOD SEDMICE KODIRANJA ZA SVE","event.codeweek_for_all_participation_code.explanation":"Ako ste dobili kod Sedmice kodiranja za sve od školskog kolege ili prijatelja, zalijepite ga ovdje, inače ostavite prazno. Više informacija o Sedmici kodiranja za sve se može naći","event.codeweek_for_all_participation_code.link":"ovdje","event.thanks_page.title":"Hvala što ste dodali svoj događaj!","event.thanks_page.phrase1":"Jedan od naših lokalnih ambasadora će sad pregledati vaš događaj","event.thanks_page.phrase2":"i pobrinuti se da sve izgleda uredu.","event.thanks_page.phrase3":"Ako imate nekih pitanja, stupite u kontakt s našim","event.thanks_page.phrase4":"nacionalnim ambasadorima","event.thanks_page.phrase5":"ili nam pošaljite","event.thanks_page.phrase6":"e-poštu","event.thanks_page.phrase7":"Možete podijeliti svoj kod Sedmice kodiranja za sve s drugima.","event.activitytype.label":"Tip aktivnosti","event.activitytype.placeholder":"","event.activitytype.open-online":"Online aktivnost slobodnog učešća","event.activitytype.invite-online":"Online aktivnost po pozivu","event.activitytype.open-in-person":"Aktivnost slobodnog učešća","event.activitytype.invite-in-person":"Aktivnost po pozivu","event.privacy":"Pročitao-la sam i slažem se sa uslovima politike privatnosti opisanih u ovom dokumentu.","event.country":"Zemlja","event.loading":"Učitavanje...","event.add_activity":"Dodajte aktivnost","event.edit_activity":"Uredite aktivnost","event.update_activity":"Ažurirajte aktivnost","event.delete_activity":"Pobrišite aktivnost","event.total_pending_events":"Ukupno događaja na čekanju:","event.no_pending_events":"Nema pronađenih događaja na čekanju za","event.all_countries":"Sve zemlje","event.current_status":"Aktuelni status","event.actions":"Akcije","event.certificate_ready":"Vaš certifikat Sedmice kodiranja je spreman. Slobodno ga preuzmite ili ga direktno podijelite.","event.view_your_certificate":"Pogledajte svoj certifikat ovdje","event.submit_event_and_report":"Podnesite prijavu za ovaj događaj i preuzmite svoj certifikat Sedmice kodiranja.","event.report_and_claim":"Prijavite događaj i preuzmite certifikat","eventdetails.organised_by":"Organizirao: ","eventdetails.contact_email":"Kontakt e-pošta: ","eventdetails.happening_at":"Dešava se u: ","eventdetails.from":"Od ","eventdetails.to":" do ","eventdetails.description":"Opis: ","eventdetails.more_info":"Više informacija: ","eventdetails.audience":"Ovaj događaj je za: ","eventdetails.themes":"Glavne teme: ","eventdetails.tags":"Oznake: ","eventdetails.share":"Podijelite događaj: ","eventdetails.email.tooltip":"Kliknite da ovo pošaljete e-poštom prijatelju","eventdetails.email.subject":"Pogledajte ovaj odlični događaj kodiranja","eventdetails.email.body_1":"Zdravo, pogledajte ","eventdetails.email.body_2":"događaj u ","eventdetails.edit":"Uredite događaj","eventdetails.note":"NAPOMENA: ","eventdetails.pending_warning":"Ovaj događaj još uvijek pregledaju ","eventdetails.pending_link":"moderatori","eventdetails.nearby_upcoming_events":"Obližnji skorašnji događaji:","eventreports.reports_by":"O događajima treba izvijestiti ","eventreports.no_reports":"Nema još događaja o kojima treba izvještavati.","eventreports.report":`Dolje navedeni događaji su otpočeli ili skoro završeni. Popunite par brojeva za - statističke svrhe za događaj i preuzmite svoj učesnički certifikat Sedmice kodiranja. Vi - ćete dobiti jedan certifikat po događaju.`,"guide.title":"Smjernice","guide.organise_activity":"Organizirajte svoju vlastitu aktivnost u okviru Sedmice kodiranja #EUCodeWeek","guide.register_activity":"Registrirajte svoju aktivnost ovdje","guide.what.title":"Šta je Sedmica kodiranja EU?","guide.what.content":'

    Sedmica kodiranja EU je pokret na nivou širokih masa koji vode volonteri i koji podržava Evropska komisija. Svi -- škole, nastavnici, biblioteke, klubovi za kodiranje, kompanije, javni organi vlasti -- mogu organizirati aktivnost Sedmice kodiranja (#EUCodeWeek) i dodati ga na mapu codeweek.eu.

    ',"guide.what_you_need_organise.title":"Šta vam treba da biste organizirali aktivnost?","guide.what_you_need_organise.items.1":"Grupa ljudi voljna da uči. Na primjer, vaši prijatelji, djeca, tinejdžeri, odrasli kolege, roditelji ili bake i djede. Zapamtite, dvoje već predstavlja grupu!","guide.what_you_need_organise.items.2":"Nastavnici ili treneri koji poznaju aktivnost kodiranja i kako podučavati i inspirirati druge. Broj zavisi od vrste i veličine događanja.","guide.what_you_need_organise.items.3":"Mjesto gdje se uči. Učionice, biblioteke, konferencijske sale i različiti javni prostori - sve su to odlične lokacije za događanja.","guide.what_you_need_organise.items.4":"Kompjutere i internet konekciju. Zavisno od svoje ciljne grupe, možete zamoliti učesnike da ponesu svoje vlastite laptope.","guide.what_you_need_organise.items.5":'Oflajn kodiranje. Da biste naučili računarski razmišljati, u stvari vam i ne trebaju kompjuteri i internet konekcija. Pogledajte naš Dio za oflajn učenje za početak.',"guide.what_you_need_organise.items.6":`Materijale za učenje. Pokažite učesnicima kako može biti zabavno kad čovjek sam kreira nešto svoje. Pregledajte našu stranicu sa resursima i dijelovima za učenje sa video uputstvima i planovima lekcija te ih prilagodite prema potrebama svoje grupe.`,"guide.what_you_need_organise.items.7":`Registrirajte učesnike. Ako imate na raspolaganju ograničen prostor, možete koristiti online alate poput Google forms i Eventbrite u cilju registracije učesnika.`,"guide.what_you_need_organise.items.8":'Zapamtite da zakačite svoj događaj na mapi Sedmice kodiranja!',"guide.how_to.title":"Kako da organizirate svoju aktivnost?","guide.how_to.items.1":"Oblik vašeg događaja kodiranja zavisi od vas, ali mi preporučujemo da uključite praktične, priručne periode, gdje će učesnici moći kreirati svoje vlastite sadržaje i/ili se igrati sa hardverom.","guide.how_to.items.2":'Koristite alate i tehnologije koji odgovaraju vašoj ciljnoj grupi. Mi preporučujemo da se koriste besplatno raspoloživi materijali iz otvorenih izvora.',"guide.how_to.items.3":"Podstaknite učesnike da pokažu i predstave ono što su kreirali na kraju vašeg dešavanja.","guide.how_to.items.4":`Proširite vijesti! Promovirajte i dijelite ono što ste radili tokom svoje aktivnosti na društvenim medijima uz pomoć heštega #EUCodeWeek. Isto tako možete dijeliti na Nastavničkoj grupi Sedmice kodiranja EU i na Twitteru (@CodeWeekEU). Razgovarajte sa svojim prijateljima, kolegama nastavnicima, sa lokalnom štampom, napravite saopćenje za štampu.`,"guide.how_to.items.5":'Ne zaboravite dodati svoju aktivnost na mapu Sedmice kodiranja!',"guide.material.title":"Promotivni materijali","guide.material.text":'

    Pregledajte naš blog, gdje ćete pronaći najnovije informacije, i slobodno prilagodite najnovije saopćenje za štampu svojim potrebama, ili napravite svoje vlastito:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Pripreme za obilježavanje Sedmice kodiranja EU 2019 (raspoložive na 29 jezika)',"guide.toolkits.title":"Preuzmite sljedeće pakete s alatima koji će vam pomoći na samom početku:","guide.toolkits.communication_toolkit":"Paket s alatima za komunikaciju","guide.toolkits.teachers_toolkit":"Paket s alatima za nastavnike","guide.questions.title":"Pitanja?","guide.questions.content":'

    Ako imate pitanja o organizaciji i promoviranju svog dešavanja u okviru Sedmice kodiranja (#EUCodeWeek), stupite u kontakt s jednim od Ambasadora Sedmice kodiranja EU iz svoje zemlje.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"oživotvorite svoje ideje!","hackathons.sections.1.title":"6 hakatona, 6 izazova","hackathons.sections.1.content.1":"Da li živite u Grčkoj, Latviji, Irskoj, Italiji, Rumuniji ili Sloveniji? Jeste li kreativni, ambiciozni i zainteresirani za budućnost u tehnologiji? Sada je Vaša šansa! Pridružite se jednoj od sedmica programiranja EU hakerskog maratona i razvijte inovativno rješenje koje će vas postaviti u prvi plan tehnološke revolucije!","hackathons.sections.1.content.2":"U 2021, EU Code Week (sedmica programiranja EU) donosi šest izvanrednih hakerskih maratona i poziva učenike starosne dobi od 15 do 19 godina, u višim razredima srednje škole, da formiraju timove i koriste svoje vještine kodiranja da riješe lokalni izazov. Nakon 24 sata hakiranja, svaki tim će izložiti svoje ideje panelu stručnjaka koji će odabrati 10 timova finalista. Svi timovi će imati istu količinu vremena, resursa i pristup mentorima i stručnjacima kako bi dovršili izazov, ali samo će 10 dobiti priliku da nastavi u sljedećem krugu, razvije svoj prototip, dobije stručnu obuku i da učestvuje u finalnom hakerskom maratonu na jesen. Ovdje će se timovi boriti za odluku ko će dobiti super IT opremu i priliku za mentorisanje i obuku za dalji razvoj njihovog prototipa.","hackathons.sections.2.title":"Kako mogu učestvovati?","hackathons.sections.2.content.1":"Odaberite hakerski maraton u svojoj zemlji i slijedite par jednostavnih koraka da se registrujete. Možete se pridružiti kao pojedinac ili kao tim od šest osoba. Ako se pridružite s prijateljima ili kolegicama i kolegama iz razreda, ne zaboravite naznačiti ime svog tima kada se registrujete. Svaki hakerski maraton će otvoriti posebno svoju registraciju, pa slijedite hakerski maraton u svojoj zemlji!","hackathons.sections.3.title":"Ko su organizatori?","hackathons.sections.3.content.1":"Hakatone Sedmice kodiranja EU zajednički organiziraju Evropska komisija i lokalni ","hackathons.sections.3.content.2":"ambasadori Sedmice kodiranja EU","hackathons.sections.3.content.3":" a njih finansira evropski parlament. Cilj je pokazati kako se oživotvoruju konkretna rješenja uz pomoć kreativnosti mladih, njihovog entuzijazma, svježih ideja i znanja iz kodiranja.","hackathons.sections.4.title":"Kako izgleda hakaton?","hackathons.sections.4.content.1":"EU Code Week hackathon je putovanje koje počinje s online 24-satnim hakerskim maratonom. Iskusni mentori će voditi timove i tu će biti radionice koje osiguravaju prilike učesnicima da nauče nove vještine i da se zabave. Hakerski maraton je također odlična prilika da se učesnici umrežavaju i druže s ljudima u Evropskom tehničkom sektoru. Na kraju hakerskog maratona svaki tim će izložiti svoje rješenje stručnom žiriju. ","hackathons.sections.4.content.2":"Deset najboljih timova će nastaviti s putovanjem na hakerskom maratonu i dobit će obuku i mentorstvo tokom ljeta. Pobjednici će zatim učestvovati u finalnom 12-satnom, licem u lice, nacionalnom hakerskom maratonu u septembru ili oktobru (koji će se održati online, ako situacija s javnim zdravljem ne bude dozvoljavala fizičke susrete).","hackathons.sections.5.title":"Ne znam kodirati - šta mogu da uradim?","hackathons.sections.5.content.1":"Paralelno sa hakatonom, organizirati će se radionice za početnike iz kodiranja, gdje će se doticati tema kao što su hardver, robotika i slično, kako bi učesnici mogli naučiti osnove računarskog načina razmišljanja i kodiranja. Pogledajte dodatne informacije o tome kako se registrirati na svojoj lokalnoj stranici.","hackathons.sections.6.title":"Partneri","hackathons.sections.7.title":"Pridružite se zabavi!","hackathons.cities.1.city":"","hackathons.cities.1.country":"Rumunija","hackathons.cities.1.date":"od 25. do 26. septembar 2021","hackathons.cities.2.city":"","hackathons.cities.2.country":"Irska","hackathons.cities.2.date":"od 23. do 24. septembar 2021","hackathons.cities.3.city":"","hackathons.cities.3.country":"Italija","hackathons.cities.3.date":"od 24. do 25. septembar 2021","hackathons.cities.4.city":"","hackathons.cities.4.country":"Grčka","hackathons.cities.4.date":"9 oktobar 2021","hackathons.cities.5.city":"","hackathons.cities.5.country":"Slovenija","hackathons.cities.5.date":"od 18. do 19. septembar 2021","hackathons.cities.6.city":"","hackathons.cities.6.country":"Latvija","hackathons.cities.6.date":"1 oktobar 2021","hackathons.final.1":"Finale","hackathons.final.2":"Septembar/oktobar 2021.","home.about":"Sedmica kodiranja EU je inicijativa širokih masa koja ima za cilj dovesti kodiranje i digitalnu pismenost do svih na zabavan i aktivan način.","home.when":"14.-27. oktobar 2024.","home.when_text":"Učenje kodiranja pomaže nam da shvatimo svijet oko nas koji doživljava brze promjene, da proširimo svoje shvatanje kako funkcionira tehnologija te da razvijemo vještine i kapacitete u cilju istraživanja novih ideja i inoviranja.","home.school_banner_title":"Angažirajte se!","home.school_banner_text":"Jeste li vi nastavnik?","home.school_banner_text2":"Kliknite ovdje i saznajte kako da se angažirate!","home.organize_activity_title":"Organizirajte aktivnost ili joj se pridružite","home.organize_activity_text":'Svi su dobrodošli da organiziraju \u2028aktivnost ili da joj se pridruže. Samo odaberite temu i ciljanu publiku i dodajte svoju aktivnost na mapu, ili pregledajte ima li događaja u vašoj oblasti.',"home.get_started_title":"Kako započeti","home.get_started_text":'Niste sigurni kako započeti? Pogledajte stranicu kako se to radi, i preuzmite naše pakete s alatima za organizatore kako biste se pripremili i raširili riječ.',"home.access_resources_title":"Kako pristupiti resursima i obuci","home.access_resources_text":'Ako niste sigurni kako organizirati aktivnost, posjetite našu stranicu s nastavnim materijalima i materijalima za učenje korak po korak radi usmjeravanja i prilagođavanja nastavnih planova.',"locations.title":"Lokacije aktivnosti","locations.description.0":"Za vašu narednu aktivnost, odaberite lokaciju za donje liste ILI registrirajte novu lokaciju u","locations.description.1":"kreiranju aktivnosti","login.login":"Prijavite se","login.register":"Registrirajte se","login.github":"Upišite se na Github","login.twitter":"Upišite se na Twitter","login.facebook":"Upišite se na Facebook","login.google":"Upišite se na Google","login.azure":"Upišite se na Azure","login.email":"E-pošta","login.password":"Lozinka","login.remember":"Zapamtite me","login.forgotten_password":"Zaboravili ste svoju lozinku?","login.no_account":"Nemate račun?","login.signup":"Prijavite se","login.reset":"Resetirajte svoju lozinku","login.send_password":"Poslati link za resetiranje lozinke","login.confirm_password":"Potvrdite lozinku","login.name":"ime","menu.learn":"Za učenike","menu.teach":"Za profesore","menu.training":"Trening","menu.toolkits":"Prezentacije i alati","menu.why":"ZAŠTO","menu.home":"Početna stranica","menu.events":"Aktivnosti","menu.ambassadors":"Ambasadori","menu.resources":"Resursi","menu.schools":"Škole","menu.about":"O","menu.blog":"Blog","menu.news":"Novosti","menu.search":"Ukucajte i pritisnite Enter...","menu.map":"Mapa","menu.add_event":"Dodajte događaj","menu.search_event":"Pretražite Događaje","menu.hello":"Zdravo","menu.profile":"Profil","menu.pending":"Tekući događaji","menu.your_events":"Moji događaji","menu.your_certificates":"Moji certifikati","menu.report":"Izvijestite o svojim događajima","menu.volunteers":"Volonteri","menu.logout":"Odjavite se","menu.signin":"Upišite se","menu.privacy":"Privatnost","menu.participation":"Certifikat za učesnike","menu.values":"Naše vrijednosti","menu.featured_activities":"Istaknute aktivnosti","menu.codeweek2020":"Izdanje 2020","mooc.free-online-courses":"Besplatni onlajn kursevi","mooc.intro":"EU Sedmica Kodiranja nudi priliku za profesionalni razvoj u obliku onlajn kurseva. Cilj je da se podrže učitelji koji će da donesu kodiranje i računarsko razmišljanje u učionicu.","mooc.icebreaker.title":"Uvodni kurs za “probijanje leda”","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"Kurs za probijanje leda EU Sedmice Kodiranja","mooc.icebreaker.text.2":"je petosatni kurs na engleskom jeziku koji za metu ima bilo koga ko je zainteresovan za osnove kodiranja i računarsko razmišljanje. Učesnici uče kako da inspirišu znatiželju i inovativni duh kod mladih ljudi, dok ih oni ohrabruju da postanu digitalni stvaraoci. Kurs pomaže učesnicima da otkriju dobrobiti i relevantnost računarskog razmišljanja i kodiranja u našim svakodnevnim životima. Takođe nudi ideje, besplatan materijal za obuku i resurse za organizovanje zabavnih i obrazovnih aktivnosti za djecu, bilo kad, bilo gdje – naročito za vrijeme Sedmice Kodiranja.","mooc.icebreaker.text.3":"Nije vam potrebno prethodno iskustvo ili znanje kodiranja da bi ste učestvovali na ovom kursu, samo znatiželjan um. ","mooc.icebreaker.registration.0":"Registracije su otvorene","mooc.icebreaker.registration.1":"ovdje za kurseve koji se organizuju između 16. septembra i 30. oktobra 2020. godine. Molimo obratite pažnju da morate da kreirate račun na stranici European Schoolnet Academy da bi se registrovali. ","mooc.icebreaker.check-out":"Provjerite izdanje iz 2019","mooc.deep-dive.title":"Detaljni “Duboli zaron” kurs","mooc.deep-dive.text.0":"Duboki zaron onlajn kurs EU Sedmice Kodiranja je dvadesetpeto-časovni kurs na engleskom jeziku koji nudi priliku učiteljima da se upoznaju sa principima koji se tiču kodiranja i steknu znanje i sigurnost da organizuju lagane i zabavne, interkaktivne aktivnosti kodiranja sa njihovim učenicima. Učitelji otkrivaju besplatne","mooc.deep-dive.text.1":"resurse","mooc.deep-dive.text.2":"EU Sedmice Kodiranja i materijale za obuku na 29 jezika, i poseban aspekt kodiranja, kao što je računarsko razmišljanje, unplugged aktivnosti, i beskrajne mogućnosti robotike, sastavljanja i pravljenja, vizuelnih računarskih programa, kreiranja aplikacija i još mnogo toga. ","mooc.deep-dive.course-link":"Provjerite “Duboki zaron” kurs iz 2019","mooc.social-media.0":"Pratite","mooc.social-media.1":"EU Sedmicu Kodiranja na društvenim mržama","mooc.social-media.2":"da bi ste saznali kada će početi sljedeći kurs","myevents.created_by":"Svi događaji kreirani od strane ","myevents.no_events.first_call_to_action":"Niste još dodali nijedan događaj. Zašto ne biste ","myevents.no_events.first_link":"dodajte jedan sada","myevents.no_events.second_call_to_action":"ili pročitajte naš ","myevents.no_events.second_link":"vodič za organizatore","myevents.view":"Pogledajte","myevents.status.APPROVED":"ODOBRENO","myevents.status.REJECTED":"ODBIJENO","myevents.status.PENDING":"TEKUĆE","myevents.status.REPORTED":"PRIJAVLJENO","pagination.previous":"Prethodna","pagination.next":"Naredna","participation.title":"Generirajte certifikate za učesnike za vaš razred","participation.phrase1":"Popunite formular imenima vaših učenika razdvojenim zarezom i dobit ćete pojedinačne certifikate za učesnike","participation.names.label":"Imena za certifikat","participation.names.help":"Stavite zarez između imena svakog od učesnika","participation.event_name.label":"Naziv aktivnosti","participation.event_name.help":"Naziv vaše aktivnosti koji treba odštampati na certifikatu","participation.event_date.label":"Datum aktivnosti","participation.event_date.help":"Datum vaše aktivnosti koji treba odštampati na certifikatu","participation.submit":"Generirajte certifikate","participation.thanks_page.title":"Vaš certifikat je sad generiran!","participation.thanks_page.phrase1":"Kliknite na ovaj link za preuzimanje zip datoteke sa svim certifikatima","passwords.password":"Lozinke moraju imati najmanje šest karaktera i odgovarati potvrdi.","passwords.reset":"Vaša lozinka ponovo je postavljena!","passwords.sent":"Mi smo vam poslali link za ponovno postavljanje lozinke!","passwords.token":"Ovaj žeton za ponovno postavljanje lozinke ne vrijedi.","passwords.user":"Ne možemo pronaći korisnika s tom adresom e-pošte.","privacy-statement-contact.subtitle":"Ova izjava o privatnosti pruža informacije o obradi i zaštiti vaših ličnih podataka.","privacy-statement-contact.processing-operation.0":"Postupak obrade","privacy-statement-contact.processing-operation.1":"upravljanje ambasadorima sedmice kodiranja (Code Week), vodećim nastavnicima i registracijom aktivnosti na web-stranici","privacy-statement-contact.data-processors.0":"Obrađivači podataka","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. i EUN Partnerstvo AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Informacije u vezi s obradom ličnih podataka za upravljanje Code Week ambasadorima, vodećim nastavnicima i registraciju aktivnosti na web stranici.","privacy-statement-contact.3-legal_process.0":'Zakonitost postupka obrade: Jedinica G.2 prikuplja, pohranjuje i objavljuje vaše lične podatke, jer ste dali svoju izričitu saglasnost označavanjem polja kada ste se prijavili da postanete ambasador sedmice kodiranja (Code Week), vodeći nastavnik ili kada ste se prijavili za registraciju događaja na Evropska sedmica kodiranja (EU Code Week).',"privacy-statement-contact.4-collect_data.0":" obavezni lični podaci prikupljeni za ambasadore i vodeće nastavnike su:","privacy-statement-contact.4-collect_data.1":"Ime","privacy-statement-contact.4-collect_data.2":"Adresa e-pošte","privacy-statement-contact.4-collect_data.3":"Lozinka","privacy-statement-contact.4-collect_data.4":"Slika","privacy-statement-contact.4-collect_data.5":"Biografija","privacy-statement-contact.4-collect_data.6":"Titula","privacy-statement-contact.4-collect_data.7":"Područje stručnosti za vodeće nastavnike.","privacy-statement-contact.4-collect_data.8":"Kada registrujete aktivnost, obavezni lični podaci prikupljeni su:","privacy-statement-contact.4-collect_data.9":"Ime organizacije","privacy-statement-contact.4-collect_data.10":"Tip organizacije","privacy-statement-contact.4-collect_data.11":"Kontakt adresa e-pošte","privacy-statement-contact.4-collect_data.12":"Davanje ovih podataka je obavezno da se bude ambasador sedmice kodiranja (Code Week), vodeći nastavnik ili da se registruje aktivnost na web-stranici sedmice kodiranja (Code Week).","privacy-statement-contact.4-collect_data.13":"Pored toga, ambasadori i vodeći nastavnici mogu dobrovoljno pružiti sljedeće lične podatke:","privacy-statement-contact.4-collect_data.14":"Profile na društvenim mrežama","privacy-statement-contact.4-collect_data.15":"Organizatori aktivnosti mogu dobrovoljno dostaviti slijedece podatke:","privacy-statement-contact.4-collect_data.16":"Javni kontakt adrese e-pošte","privacy-statement-contact.4-collect_data.17":"Web-stranica organizatora","privacy-statement-contact.4-collect_data.18":"Sedmica kodiranja za sve (Code Week for All Code)","privacy-statement-contact.4-collect_data.19":"Za organizatore aktivnosti, imajte na umu da relevantni ambasador za vašu zemlju ili jedinicu G.2 može koristiti lične podatke koje ste pružili za registraciju aktivnosti kako bi vas kontaktirali u vezi sa navedenom aktivnošću.","privacy-statement-contact.4-collect_data.20":"Vaše lične podatke ste dostavili na","privacy-statement-contact.4-collect_data.21":"Stranicu za prijavu na web stranicu sedmice kodiranja (Code Week)","privacy-statement-contact.4-collect_data.22":"i na","privacy-statement-contact.4-collect_data.23":"stranici za registracije aktivnosti.","privacy-statement-contact.5-how_long.0":"Svi lični podaci biće izbrisani iz baza podataka ako se povučete iz inicijative ili 5 godina nakon završetka inicijative.","privacy-statement-contact.6-protect_data.0":'Svi lični podaci u elektronskom formatu (e-mailovi, dokumenti, baze podataka, prikačeni setovi podataka itd.) pohranjuju se ili na serverima Evropske komisije ili njenih kontraktora. Svi postupci obrade obavljaju se u skladu sa Odluka Komisije (EU, Euratom) 2017/46, iz 10 januara 2017., o sigurnosti komunikacijskih i informacijskih sistema u Evropskoj komisiji.',"privacy-statement-contact.6-protect_data.1":'Kontraktori Komisije obavezani su posebnom ugovornom klauzulom za sve operacije obrade vaših podataka u ime Komisije i obavezama povjerljivosti koje proizlaze iz prenošenja Opće uredbe o zaštiti podataka u državama članicama EU (‘GDPR’ Uredbom (EU) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Kako bi zaštitila vaše lične podatke, Komisija je uspostavila niz tehničkih i organizacijskih mjera. Tehničke mjere uključuju odgovarajuće akcije za rješavanje sigurnosti na mreži, rizike od gubitka podataka, izmjene podataka ili neovlaštenog pristupa, uzimajući u obzir rizik koji predstavlja obrada i prirodu osobnih podataka koji se obrađuju.. Organizacijske mere uključuju ograničavanje pristupa ličnim podacima isključivo ovlaštenim osobama koje imaju legitimnu potrebu da znaju za svrhe ove operacije obrade.","privacy-statement-contact.7-access_data.0":"Svi lični podaci koje ste dostavili mogu biti dostupni osoblju Komisije na osnovu „potrebno je znati“. Pored toga, pristup vašim ličnim podacima pruža se našem kontraktoru na osnovu „potrebno je znati“.","privacy-statement-contact.7-access_data.1":'U svrhu povećanja vidljivosti ambasadora sedmice kodiranja (Code Week), vodećih nastavnika ili registriranih aktivnosti, svi vaši lični podaci objavljuju se na sledećoj web-stranici.',"privacy-statement-contact.7-access_data.2":"Osim toga, Unit G.2 može podijeliti vaše podatke za kontakt sa bilo kojim članom javnosti ili sudionicima koji bi trebali vas kontaktirati u vezi sedmice kodiranja (Code Week). Za organizatore aktivnosti, imajte u vidu da relevantni ambasador za vašu zemlju ili jedinicu G.2 može koristiti lične podatke koje ste pružili pri registraciji aktivnosti kako bi vas kontaktirali u vezi sa navedenom aktivnošću.","privacy-statement-contact.8-rights.0":"Dali ste saglasnost da svoje lične podatke date Jedinici G.2 za sadašnji postupak obrade. Svoj pristanak možete povući u bilo koje vrijeme tako što ćete obavijestiti Jedinicu G.2 na adresi CNECT-G2@ec.europa.eu. Povlačenje neće uticati na zakonitost obrade koja je obavljena prije nego što ste povukli pristanak.","privacy-statement-contact.10-detailed-info.0":"Ova specifična operacija obrade je uključena u javni registar službenika za zaštitu podataka sa sljedećim referentnim upisom za obilježavanje: DPR-EC-02631 Upravljanje tačkama za kontakt za DG CONNECT politike, programe i projekte.","privacy-statement.title":"ZAŠTITA VAŠIH LIČNIH PODATAKA","privacy-statement.processing-operation.0":"Postupak obrade","privacy-statement.processing-operation.1":"Obrada ličnih podataka na codeweek.eu, uključujući IP adrese, od strane posjetitelja javno dostupnih web-stranica.","privacy-statement.data-controller.0":"Kontrolor podataka","privacy-statement.data-controller.1":"Evropska komisija, Generalni direktorat za komunikacijske mreže, sadržaj i tehnologiju, jedinica G.2.","privacy-statement.record-reference":"Referenca zapisa","privacy-statement.table-of-contents":"Sadržaj","privacy-statement.1-intro.title":"Uvod","privacy-statement.1-intro.items.1":'Evropska komisija (dalje u tekstu "Komisija"), je predana zaštiti vaših ličnih podataka i poštovanju vaše privatnosti. Komisija prikuplja i dalje obrađuje lične podatke u skladu sa Uredbom (EU) 2018/1725 Evropskog parlamenta i Vijeća, od 23. oktobra 2018. godine, o zaštiti pojedinaca u pogledu obrade ličnih podataka od strane institucija, tijela, ureda i agencija Unije i o slobodnom kretanju takvih podataka (stavljanju izvan snage Uredbe (EC) n° 45/2001).',"privacy-statement.1-intro.items.2":"Ova izjava o privatnosti objašnjava razlog obrade vaših ličnih podataka, način na koji prikupljamo, rukujemo i osiguravamo zaštitu svih ličnih podataka koji se pružaju, kako se te informacije koriste i koja prava imate u odnosu na vaše lične podatke. Navodi i kontakt detalje odgovornog kontrolora podataka sa kojim možete ostvariti svoja prava, službenika za zaštitu podataka i Evropskog nadzornika za zaštitu podataka.","privacy-statement.1-intro.items.3.0":"Informacije u vezi sa postupkom obrade","privacy-statement.1-intro.items.3.1":"Obrada podataka na codeweek.eu","privacy-statement.1-intro.items.3.2":"poduzeti od strani Komisije predstavljena je u nastavku.","privacy-statement.2-why.title":"Zašto i kako obrađujemo vaše lične podatke?","privacy-statement.2-why.items.0":"Svrha postupka obrade","privacy-statement.2-why.items.1":"Generalni direktorat Komisije za komunikacijske mreže, sadržaj i tehnologiju nudi veliki broj vanjskih internet stranica. Tehničko podešavanje prikuplja i koristi vaše lične podatke kako bi moglo da ih pruži web-stranicama koje se fizički nalaze izvan infrastrukture smještaja na serveru pod kontrolom Komisije.","privacy-statement.2-why.items.2":"Vaši lični podaci neće biti korišteni za automatsko donošenje odluka uključujući profiliranje.","privacy-statement.3-legal_process.title":"Na bazi kojih pravnih osnova obrađujemo vaše lične podatke?","privacy-statement.3-legal_process.items.0":"Vaše lične podatke obrađujemo po nekoliko osnova:","privacy-statement.3-legal_process.items.1":'Članak 5(1)(a) iz Uredbe (EU) 2018/1725: ovaj postupak je neophodan za obavljanje zadatka koji se provodi u javnom interesu ili u vršenju službenih ovlaštenja koja su povjerena instituciji ili tijelu Unije.',"privacy-statement.3-legal_process.items.2":"Zaista, informisanje široke javnosti je zadatak koji proizlazi iz vlastitih prerogativa Evropske komisije na institucionalnom nivou, kako je predviđeno u članu 58(2) (d) Uredbe (EU, Euratom) 2018/1046, Evropskog Parlamenta i Vijeća od 18. jula 2018. godine o finansijskim pravilima koja se primjenjuju na opšti budžet Unije (OJ L 193, 30.7.2018, p. 1). Osiguravamo da se primjenjuju odgovarajuće i posebne zaštitne mjere za obradu ličnih podataka, u skladu sa primjenjivim zakonodavstvom o zaštiti podataka.","privacy-statement.3-legal_process.items.3":'Članak 5(1)(d) Uredbe (EU) 2018/1725:: za aktivnosti obrade koje se sastoje od kolačića i provjere autentičnosti, vaš pristanak je neophodan. U skladu s člankom 3(15) i člankom 7 Uredbe (EU) 2018/1725, pristanak se mora slobodno dati, specifičan, informiran i nedvosmislen.',"privacy-statement.3-legal_process.items.4":"Dobili smo vaš pristanak direktno od vas. Možda ste to izrazili e-poštom, dostavili putem obrasca za e-registraciju ili u bilo kojem drugom pisanom obliku.","privacy-statement.4-collect_data.title":"Koje lične podatke prikupljamo i dalje obrađujemo?","privacy-statement.4-collect_data.items.0":"Da bi izvršila ovaj postupak obrade, jedinica G.2 prikuplja sljedeće kategorije ličnih podataka:","privacy-statement.4-collect_data.items.1":"Adresa internetskog protokola (IP adresa) ili identifikacijski broj uređaja koji se koristi za pristup web-stranici.","privacy-statement.4-collect_data.items.2":"Bez ove obrade nećete moći uspostaviti tehničku vezu između vaših uređaja i infrastrukture servera i stoga nećete moći pristupiti našoj web-stranici.","privacy-statement.4-collect_data.items.3":"Da biste se potvrdili na ovoj web-stranici, jedinica G.2 prikuplja sljedeće kategorije ličnih podataka:","privacy-statement.4-collect_data.items.4":"Adresa e-pošte","privacy-statement.4-collect_data.items.5":"Lozinka; ili","privacy-statement.4-collect_data.items.6":"Potvrda na društvenim mrežama.","privacy-statement.5-how_long.title":"Koliko dugo zadržavamo vaše lične podatke?","privacy-statement.5-how_long.items.0":"Jedinica G.2 zadržava vaše lične podatke samo za vrijeme potrebno za ispunjavanje svrhe prikupljanja ili daljnje obrade, naime u trajanju sesije pregledavanja. Pored toga, IP adrese se mogu pohraniti za godinu dana u datotekama dnevnika usluga iz sigurnosnih razloga. Što se tiče alata za analitiku, IP adresa i identifikacijski broj uređaja ( npr. IMEI broj i WIFI MAC adresa) odmah se brišu na isključenju.","privacy-statement.6-protect_data.title":"Kako štitimo i čuvamo vaše lične podatke?","privacy-statement.6-protect_data.items.0":"Svi lični podaci u elektronskom formatu (e-pošte, dokumenti, baze podataka, učitani paketi podataka, itd.) pohranjuju se na serverima Evropske komisije. Sve operacije obrade se provode u skladu sa","privacy-statement.6-protect_data.items.1":"Odlukom Komisije (EU, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":", od 10 januara 2017., o sigurnosti komunikacijskih i informacijskih sistema u Evropskoj komisiji.","privacy-statement.6-protect_data.items.3":"U cilju zaštite vaših ličnih podataka, Komisija je poduzela niz tehničkih i organizacionih mjera. Tehničke mjere uključuju odgovarajuće radnje za rješavanje online sigurnosti, rizika od gubitka podataka, izmjene podataka ili neovlaštenog pristupa, uzimajući u obzir rizik koji predstavlja obrada i priroda ličnih podataka koji se obrađuju. Organizacione mjere uključuju ograničavanje pristupa ličnim podacima isključivo ovlaštenim osobama koje imaju legitimnu potrebu da znaju za potrebe ove operacije obrade.","privacy-statement.7-access_data.title":"Ko ima pristup vašim ličnim podacima i kome se oni otkrivaju?","privacy-statement.7-access_data.items.0":"Pristup vašim ličnim podacima omogućen je osoblju Komisije odgovornom za provođenje ove operacije obrade i ovlaštenom osoblju prema principu „potrebno je znati“. Takvo osoblje se pridržava statutarnih, i kada je potrebno, dodatnih ugovora o povjerljivosti","privacy-statement.7-access_data.items.1":"Nadalje, pristup vašim ličnim podacima može se omogućiti vanjskim izvođačima koji rade u ime i po ugovoru sa službom Komisije koja posjeduje web-stranice i bavi se kreiranjem, održavanjem, upravljanjem i arhiviranjem web stranica prema principu „potrebno je znati“.","privacy-statement.7-access_data.items.2":"Informacije koje prikupljamo neće se dati bilo kojoj trećoj strani, osim u mjeri i u svrhu zbog koje možemo biti obavezni da to učinimo zbog zakona.","privacy-statement.8-rights.title":"Koja su vaša prava i kako ih možete ostvariti?","privacy-statement.8-rights.items.0":'Imate posebna prava kao "ispitanik" u poglavlju III (članci 14-25) Uredbe (EU) 2018/1725, posebno u pravu na pristup, ispravak ili brisanje vaših ličnih podataka i pravu na ograničavanje obrade vaših ličnih podataka. Gdje je primjenjivo, također imate pravo prigovora na obradu ili pravo na prenosivost podataka.',"privacy-statement.8-rights.items.1":"Imate pravo prigovora na obradu vaših ličnih podataka, koja se zakonito provodi u skladu sa člankom 5(1)(a).","privacy-statement.8-rights.items.2":"Pristali ste da date svoje lične podatke za sadašnji postupak obrade. Možete povući svoju saglasnost u bilo koje vrijeme tako što ćete obavijestiti jedinicu G.2. Povlačenje neće utjecati na zakonitost obrade izvršene prije nego što ste povukli svoju saglasnost.","privacy-statement.8-rights.items.3":"Možete ostvariti svoja prava kontaktirajući kontrolora podataka ili, u slučaju sukoba, službenika za zaštitu podataka.. Ako je potrebno, možete se obratiti i Evropskom nadzorniku za zaštitu podataka. Njihove kontakt informacije navedene su u poglavlju 9 u nastavku.","privacy-statement.8-rights.items.4":"Ako želite da ostvarite svoja prava u kontekstu jedne ili više specifičnih postupaka obrade, molimo vas da u vašem zahtjevu navedete njihov opis (tj. njihove reference za evidenciju kao što je navedeno u poglavlju 10 u nastavku).","privacy-statement.9-contact.title":"Kontakt informacije","privacy-statement.9-contact.data-controller.title":"Kontrolor podataka","privacy-statement.9-contact.data-controller.text":"Ako želite da ostvarite svoja prava u skladu sa Uredbom (EU) 2018/1725, ili ako imate komentare, pitanja ili zabrinutosti, ili ako želite da podnesete pritužbu u vezi sa prikupljanjem i upotrebom vaših ličnih podataka, slobodno kontaktirajte kontrolora podataka, jedinicu G.2, Evropsku komisiju, na","privacy-statement.9-contact.data-protection-officer.title":"Službenik za zaštitu podataka (DPO) Komisije","privacy-statement.9-contact.data-protection-officer.text":"Možete da kontaktirate službenika za zaštitu podataka (DATA-PROTECTION-OFFICER@ec.europa.eu) u vezi sa pitanjima povezanim sa obradom vaših ličnih podataka u skladu sa Uredbom (EU) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Evropski nadzornik za zaštitu podataka (EDPS)","privacy-statement.9-contact.european-data-protection.text":'Imate pravo na žalbu (tj. možete podnijeti žalbu) Evropskom nadzorniku za zaštitu podataka (edps@edps.europa.eu) ako smatrate da su vaša prava iz Uredbe (EU) 2018/1725 povrijeđena kao rezultat obrade vaših ličnih podataka od strane voditelja obrade podataka.\u2028',"privacy-statement.10-detailed-info.title":"Gdje pronaći detaljnije informacije","privacy-statement.10-detailed-info.items.0":'Službenik komisije za zaštitu podataka (DPO) objavljuje registar svih postupaka obrade ličnih podataka od strane Komisije, koji su mu dokumentirani i kojima je obaviješten lično. Registru možete pristupiti putem sljedeće veze: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Ovaj posebni postupak obrade je uključen u javni registar DPO-a sa sljedećom referencom za zapis: DPR-EC-09706.1.","privacy.title":"ZAŠTITA VAŠIH OSOBNIH PODATAKA","privacy.1-intro.title":"1. Uvod","privacy.1-intro.items.1":"

    Evropska komisija (u daljem tekstu: Komisija) opredijeljena je za zaštitu vaših osobnih podataka i za poštovanje vaše privatnosti. Komisija prikuplja i dalje obrađuje osobne podatke u skladu sa Uredbom (EU) 2018/1725 Evropskog parlamenta i Vijeća od 23. oktobra 2018. o zaštiti fizičkih lica u pogledu obrade osobnih podataka od strane institucija, tijela, ureda i agencija Unije i o slobodnom kretanju takvih podataka (čime se poništava Uredba (EC) br. 45/2001).

    ","privacy.1-intro.items.2":"

    U ovoj izjavi o privatnosti pojašnjava se razlog za prikupljanje i obradu, način na koji mi prikupljamo i obrađujemo sve dostavljene osobne podatke, te osiguravamo njihovu zaštitu, kako se te informacije koriste i koja prava vi eventualno vršite u odnosu na svoje osobne podatke (pravo pristupa, korekcije, blokiranja, itd), Njome se također preciziraju pojedinosti o odgovornom kontroloru podataka s kojim možete vršiti svoja prava, referentu za zaštitu podataka i evropskom nadzorniku za zaštitu podataka.

    ","privacy.1-intro.items.3":"

    Ova izjava o privatnosti tiče se prikupljanja i objavljivanja osobnih podataka na javno pristupačnoj internet stranici Codeweek.eu o licima koja služe kao tačke kontakta za aktivnosti u okviru Sedmice kodiranja EU (ambasadori Sedmice kodiranja, koordinatori u ministarstvima obrazovanja, vodeći nastavnici, kao i organizatori aktivnosti i dešavanja).

    ","privacy.2-why.title":"2. Zašto mi obrađujemo vaše podatke?","privacy.2-why.items.1":"

    Evropska komisija prikuplja i objavljuje vaše osobne informacije kako bi olakšala interesnim stranama ili zainteresiranim građanima identificiranje tački kontakta. Nuđenje stvarnih osoba kao tački kontakta je najbolji i najefikasniji način da se osigura da zainteresirana lica stupe u kontakt sa službama Komisije.

    ","privacy.2-why.items.2":"

    Vaši osobni podaci neće se koristiti ni za kakvo automatizirano odlučivanje, uključujući profiliranje.

    ","privacy.3-legal_process.title":"3. Na kom pravnom temelju (temeljima) obrađujemo vaše osobne podatke","privacy.3-legal_process.items.1":"

    Operacije obrade na osobnim podacima za objavljivanje tački kontakta zakonite su po članu 5(1)(d) Uredbe (EU) 2018/1725, jer ste vi dali pristanak na obradu svojih osobnih podataka putem internet formulara ili kada ste se složili da mi koristimo vašu e-poštu i korisničko ime ako ste se prijavljivali putem društvene mreže.

    ","privacy.4-collect_data.title":"4. Koje osobne podatke prikupljamo i dalje obrađujemo?","privacy.4-collect_data.items.1":"

    Osobni podaci koji se prikupljaju su informacije kojima se vaša identifikacija kao tačke kontakta olakšava i kojima se povećava vaša vidljivost za javnost, naime: naslov, ime, prezime, pozicija, profesionalna poštanska adresa i adresa e-pošte, telefonski broj, slika, račun društvenih medija, biografija.

    ","privacy.4-collect_data.items.2":"

    Vi ste dali te osobne podatke na dobrovoljnoj osnovi popunjavanjem prijavnog formulara.

    ","privacy.4-collect_data.items.3":"

    Davanje određenih osobnih podataka obavezno je za objavljivanje aktivnosti i/ili kontakt informacija na internet stranici codeweek.eu. Ako ne budete dali svoje osobne podatke, vaša aktivnost neće biti objavljena i/ili vi nećete moći učestvovati u gore navedenim mrežama.

    ","privacy.4-collect_data.items.4":"

    Sve ostale osobne podatke dajete na dobrovoljnoj osnovi.

    ","privacy.4-collect_data.items.5":'Kada se pretplatite an naše Novosti, Vaša e-mail adresa biće dodata na mailing listu, kojom upravlja Mailerlite.com. Molimo Vas da pročitate Mailerlite politiku privatnosti: https://www.mailerlite.com/legal/privacy-policy. U svakom trenutku možete se odjaviti sa pretplate korištenjem opcije "unsubscribe" u svakom pojedinalnom e-mailu koji dobijete od nas ili nas možete kontaktirati direktno na e-mail info@codeweek.eu uz obavezno Unsubscribe u naslovu e-maila.',"privacy.5-how_long.title":"5. Koliko dugo držimo vaše osobne podatke?","privacy.5-how_long.items.1":"

    Komisija drži vaše osobne podatke samo onoliko dugo koliko je neophodno u svrhu prikupljanja ili daljnje obrade što je opisano u tački 2, naime onoliko dugo koliko vi služite kao tačka kontakta.

    ","privacy.5-how_long.items.2":"

    Vaši osobni podaci će biti uklonjeni sa javno dostupne internet stranice čim vi prestanete biti na svojoj funkciji tačke kontakta, osim ako niste dali pristanak da budete uključeni u bazu podataka za buduće aktivnosti.

    ","privacy.6-protect_data.title":"6. Kako mi štitimo i čuvamo vaše osobne podatke?","privacy.6-protect_data.items.1":"

    Svi osobni podaci u elektronskom obliku (e-pošta, dokumenti, baze podataka, učitane serije podataka, itd.) pohranjuju se na servere Evropske komisije ili njenog ugovornog izvođača. Sve operacije obrade vrše se u skladu sa Odlukom Komisije (EU, Euratom) 2017/46 od 10. januara 2017. o sigurnosti komunikacijskih i informacijskih sistema u Evropskoj komisiji.

    ","privacy.6-protect_data.items.2":'

    Ugovorni izvođači Komisije obavezani su posebnom ugovornom klauzulom po pitanju svih evenualnih operacija obrade vaših podataka u ime Komisije, te obavezama povjerljivosti koje proističu iz transpozicije Opšte uredbe o zaštiti podataka u državama članicama EU (Uredba "GDPR" (EU) 2016/679).

    ',"privacy.6-protect_data.items.3":"

    U cilju zaštite vaših osobnih podataka, Komisija je uspostavila niz tehničkih i organizacionih mjera. Tehničke mjere uključuju odgovarajuće akcije u cilju rada na rješavanju online sigurnosti, rizika od gubljenja podataka, mijenjanja podataka ili neovlaštenog pristupa, uzimajući u obzir rizik koji je posljedica obrade i prirodu osobnih podataka koji se obrađuju. Organizacione mjere uključuju ograničavanje pristupa osobnim podacima samo na ovlaštena lica sa legitimnom potrebom da znaju koja je svrha ove operacije obrade.

    ","privacy.7-access_data.title":"7. Ko ima pristup vašim podacima i kome se oni otkrivaju?","privacy.7-access_data.items.1":'

    Pristup vašim osobnim podacima je omogućen osoblju Komisije nadležnom za vršenje ove operacije obrade i ovlaštenom osoblju u skladu sa principom "potrebe za saznanjem". To osoblje pridržava se zakonskih, a po potrebi i dodatnih ugovora o povjerljivosti.

    ',"privacy.7-access_data.items.2":"

    Konkretno, svim osobnim podacima koje dostavite mogu pristupiti administratori internet stranica (osoblje Komisije), kao i drugo osoblje Komisije na temelju potrebe za saznanjem.. Osim toga, vaše osobne informacije i informacije o dešavanjima će se podijeliti sa članovima mreža ambasadora i obrazovnih koordinatora Sedmice kodiranja EU za organizaciju lokalnih aktivnosti ili naknadni rad na njima.

    ","privacy.7-access_data.items.3":"

    U svrhu povećanja vidljivosti tački kontakta, vaši osobni podaci se objavljuju bez ikakvog ograničenja pristupa na javnoj internet stranici: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Pitanje prijenosa podataka trećim licima

    ","privacy.7-access_data.items.5":"

    Informacije koje mi prikupljamo neće se davati nijednom trećem licu, osim u onom obimu i u svrhu za koju to budemo po zakonu obavezni uraditi.

    ","privacy.8-rights.title":"8. Kakva su vaša prava i kako ih možete vršiti?","privacy.8-rights.items.1":'

    Vi imate posebna prava kao "subjekt podataka" po Poglavlju III (članovi 14-25) Uredbe (EU) 2018/1725, a posebno pravo na pristup, korekciju ili brisanje svojih osobnih podataka, te pravo na ograničavanje obrade svojih osobnih podataka. Gdje je to relevatno, imate i pravo na ulaganje prigovora na obradu ili pravo na prenosivost podataka.

    ',"privacy.8-rights.items.2":"

    Vi ste pristali na dostavljanje svojih osobnih podataka za postojeću operaciju obrade i možete u svako vrijeme povući svoj pristanak dostavom obavijesti kontroloru podataka. Povlačenjem se neće utjecati na zakonitost obrade koja je izvršena prije nego što ste vi povukli pristanak.

    ","privacy.8-rights.items.3":"

    Vi možete vršiti svoja prava tako što ćete kontaktirati kontrolora podataka, ili u slučaju sukoba, referenta za zaštitu podataka. U slučaju da je to neophodno, možete se obratiti i evropskom nadzorniku za zaštitu podataka. Njihove kontakt informacije date su pod Naslovom 9. u nastavku.

    ","privacy.9-contact.title":"9. Kontakt informacije","privacy.9-contact.data-controller.title":"-Kontrolor podataka","privacy.9-contact.data-controller.text":"

    Ako želite vršiti svoja prava po Uredbi (EU) 2018/1725, ili ako imate komentare, pitanja ili molbe, ili ako biste htjeli podnijeti pritužbu po pitanju prikupljanja i upotrebe svojih osobnih podataka, slobodno se obratite kontroloru podataka,

    ","privacy.9-contact.data-controller.address":"Jedinica Generalne direkcije za komunikacijske mreže, sadržaj i tehnologiju G2
    Zgrada BU25
    B-1049 Brisel
    ","privacy.9-contact.data-controller.email":"E-pošta: ","privacy.9-contact.data-protection-officer.title":"- Referent za zaštitu podataka (DPO) Komisije","privacy.9-contact.data-protection-officer.text":'

    Možete kontaktirati referenta za zaštitu podataka (DATA-PROTECTION-OFFICER@ec.europa.eu) u vezi pitanja vezanih za obradu vaših osobnih podataka po Uredbi (EU) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"-Evropski nadzornik za zaštitu podataka (EDPS)","privacy.9-contact.european-data-protection.text":'

    Imate pravo na pravni lijek (tj. možete uložiti pritužbu) evropskom nadzorniku za zaštitu podataka (edps@edps.europa.eu) ako smatrate da su vaša prava po Uredbi (EU) 2018/1725 narušena kao rezultat obrade vaših osobnih podataka od strane kontrolora podataka.

    ',"remote-teaching.remote-teaching":"Nastava na daljinu","remote-teaching.intro.title":"Sedmica kodiranja i nastava na daljinu","remote-teaching.intro.text":" Učenje na daljinu može biti pravi izazov za nastavnike i učenike, a mnogo je prepreka koje treba savladati. Međutim, podučavanje kodiranja, računarskog razmišljanja - čak ni robotike - ne mora se zaustaviti, jer su vaši učenici kod kuće. Evo nekoliko savjeta i resursa za koje se nadamo da vam mogu pomoći.","remote-teaching.intro.points.1":"ovo je kolekcija kratkih videozapisa, uradi sam materijala, zagonetki, igara i izazova za kodiranje, za svakodnevnu upotrebu u porodici, kao i u školi.","remote-teaching.intro.points.2.0":"Kodiranje bez kompjutera","remote-teaching.intro.points.2.1":"ovdje ćete pronaći različite aktivnosti koje lako možete raditi kod kuće da biste učili ili podučavali kodiranje sa svakodnevnim materijalima.","remote-teaching.intro.points.3.0":'Bitovi za učenje: ovdje ćete pronaći "Bitove za učenje" ili vodiče o Održivom razvoju i Umjetnoj inteligenciji koji uključuju dijelove nastave na daljinu u svoje planove lekcija.',"remote-teaching.intro.points.4.0":"Skladište resursa: mnogi resursi u skladištu se mogu koristiti i u scenarijima nastave na daljinu. Možete pronaći resurse za podučavanje kodiranja ili za učenje kodiranja.","remote-teaching.intro.points.5.0":"Webinari Kodiranje od kuće","remote-teaching.intro.points.5.1":"da li ste znali da je Sedmica kodiranja organizirala nekoliko webinara o tome kako učiti i podučavati kodiranje od kuće? Pogledajte ih!","remote-teaching.tips.title":"7 savjeta za podučavanje kodiranja na daljinu","remote-teaching.tips.points.1.0":"Upoznajte se s konceptima, programskim jezikom i softverom","remote-teaching.tips.points.1.1":"dok studenti mogu samostalno učiti kodiranje i programiranje metodom pokušaja i pogrešaka, moraćete ih voditi i pomoći im da pronađu greške u njihovoj sintaksi. Budite spremni na promjene i prilagodbe ako digitalni alat ili programski jezik ne daju rezultate učenja koje ste očekivali.","remote-teaching.tips.points.2.0":"Osnažite studente","remote-teaching.tips.points.2.1":"pomozite svojim studentima da ostvare svoj puni potencijal pružajući motivirajuće i sadržajne lekcije. Pustite ih da istražuju svoje vještine i kreativnost tako što ćete im omogućiti da sami biraju svoje projekte i rezultate. Pored toga, preporučujemo vam da budete realni i da postavite ciljeve koje vaši studenti mogu postići.","remote-teaching.tips.points.3.0":"Ohrabrite studente za rad u grupama","remote-teaching.tips.points.3.1":"kodiranje u grupama ne samo da je zabavnije, već će studentima pomoći u dostizanju složenijih i kreativnijih projekata. Nadalje, učenje na daljinu može biti izolirajuće za neke studente, a grupni rad to može spriječiti. Na primjer, možete napraviti online prostorije za sastanke za svoje studente koji će se okupljati u grupama, ili možete uspostaviti procjenu kolega, pozivanjem studenata da daju i primaju konstruktivne povratne informacije o međusobnim projektima.","remote-teaching.tips.points.4.0":"Istražite otvoreni softver i besplatne online platforme za učenje kodiranja","remote-teaching.tips.points.4.1":"postoji mnogo kvalitetnih resursa za učenje i podučavanje kodiranja, koji su napredni, a opet jednostavni za upotrebu. Ovo su besplatni alati koje možete dati svojim studentima da koriste, bez kupovine licenci ili preuzimanja softvera. Većinu njih možete pronaći u Skladištu Sedmice kodiranja, npr. Scratch, App Inventor, Code.org, EarSketch, Sonic Pi, i tako dalje. Kao što smo vidjeli kod Bitova za učenje Sedmice kodiranja, ove alate možete primijeniti na bilo koji predmet!","remote-teaching.tips.points.5.0":"Neka bude razigrano","remote-teaching.tips.points.5.1":"vaši prvi koraci u kodiranju trebali bi biti zanimljivi i zabavni, a iako ovaj put možda nećete imati priliku da lično podijelite ovo uživanje, postoje načini da se zajedno igrate i zabavljate! Na primjer, možete predložiti svojim učenicima da naprave pauzu od lekcije kako bi se povezali i zajedno igrali CodyColor, edukativnu igru za više igrača dizajniranu za učenje računarskog razmišljanja tokom igranja.","remote-teaching.tips.points.6.0":"Simulirajte stvarnu interakciju u učionici","remote-teaching.tips.points.6.1":"tehnologija nam omogućava da barem djelimično ponovimo vrstu interakcije koja bi se odvijala u učionici. Možete ohrabriti svoje studente da u određeno vrijeme uključe svoje kamere, virtualno podignu ruke, postavljaju pitanja lično ili u chatu, odgovaraju na digitalne ankete i kvizove itd. Neki besplatni digitalni alati koje biste mogli koristiti u tu svrhu su Zoom, Microsoft Teams, GoToMeeting ili Jitsi za sesije učionica uživo i Kahoot, Mentimeter ili Google Forms za kvizove i interakciju u učionici. Ove će pomoći studentima da se osjećaju kao da su na nastavi i da se osjećaju povezani sa svojim kolegama.","remote-teaching.tips.points.7.0":"Osigurajte da materijali budu dostupni i na raspolaganju","remote-teaching.tips.points.7.1":"pobrinite se da su vaše lekcije kodiranja realne i inkluzivne, tako što ćete osigurati da je tražene materijale lako pronaći u bilo kojem domaćinstvu, te ili da ih svi učenici mogu ispuniti ili da omogućite prilagodbe onima koji to možda ne mogu. Na primjer, za aktivnosti kodiranja bez kompjutera potrebni su jeftini materijali, poput makaza, papira ili markera. Kada radite na online vježbama kodiranja, pobrinite se da svi učenici imaju kod kuće pristup tabletu ili kompjuteru, te pouzdanu internet konekciju.","remote-teaching.tips.conclusion":"kako vi učite i podučavate kodiranje i programiranje u uslovima nastave na daljinu? Imate li neke savjete za ostale profesionalce u edukaciji? Ostavite komentar na forumu ispod!","report.title":"Izvijestite o svom događaju #EUCodeWeek","report.event_title":"Naziv događaja","report.number_required":"Obezbijedite grubu procjenu, čak i ako nemate tačne podatke.","report.phrase1":"Možete popuniti ovaj formular samo jednom! Pažljivo provjerite svoje podatke. Ako napravite grešku, ","report.phrase2":"Nakon podnošenja izvještaja, personalizirani certifikat za učešće u Sedmici kodiranja bit će izdat automatski i postat će vam dostupan za učitavanje ili dijeljenje. Možete vidjeti primjerak certifikata ovdje.","report.phrase3":"Obavezna polja označena su * zvjezdicom.","report.phrase4":"Možete popuniti ovaj formular samo jednom! Pažljivo provjerite svoje podatke. Ako napravite grešku,","report.contactus":"kontaktirajte nas","report.participants_count.label":"Broj učesnika","report.average_participant_age.label":"Prosječna starosna dob učesnika","report.percentage_of_females.label":"Postoci ženskih učesnika","report.codeweek_for_all_participation_code.label":"Kod za učešće u Sedmici kodiranja za sve","report.codeweek_for_all_participation_code.help":"Ovdje možete staviti svoj kod izazova Sedmice kodiranja za sve, ako ga imate. Ako ne učestvujete, samo zanemarite ovo polje.","report.name_for_certificate.label":"Naziv za certifikat","report.name_for_certificate.help":"Izmijenite ovo u naziv organizatora događaja koji će izdavati certifikat za učešće u Sedmici kodiranja. Koristite samo slova ASCII (latinica). Slova sa akcentima, preglasima i slično nisu podržana.","report.submit":"Podnesite Izvještaj o događaju","report.thanks_page.title":"Hvala što ste izvijestili o svom događaju!","report.thanks_page.certificate_ready":"Vaš certifikat je spreman.","report.thanks_page.download_button":"Kliknite ovdje i preuzmite ga.","report.thanks_page.back_events":"Vratite se na svoj događaj","resources.search_resources":"Pretražite resurse","resources.types":"Vrste","resources.levels":"Nivoi","resources.programming_languages":"Programski jezici","resources.categories":"Kategorije","resources.Languages":"Jezici","resources.Subjects":"Predmeti","resources.share":"Podijelite","resources.communication_toolkit":"Paket s alatima za komunikaciju","resources.teachers_toolkit":"Paket s alatima za nastavnike","resources.leaflet":"Letak","resources.how_to_organise_an_activity":"Kako organizirati aktivnost?","resources.resources.languages.Russian":"Ruski","resources.resources.languages.Norwegian":"Norveški","resources.resources.languages.Mandarin":"Mandarinski","resources.resources.languages.Japanese":"Japanski","resources.resources.languages.All targeted languages":"Svi ciljani jezici","resources.resources.levels.Beginner":"Početni nivo","resources.resources.levels.Intermediate":"Srednji nivo","resources.resources.levels.Advanced":"Napredni nivo","resources.resources.levels.Pre-primary education":"Predškolsko obrazovanje","resources.resources.levels.Primary school (5-12)":"Osnovna škola (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Niža srednja škola (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Viša srednja škola (16-18)","resources.resources.levels.Higher Education":"Visoko obrazovanje","resources.resources.levels.Other":"Ostalo","resources.resources.subjects.Art":"Umjetnost","resources.resources.subjects.Biology":"Biologija","resources.resources.subjects.Chemistry":"Hemija","resources.resources.subjects.Computer Science":"Kompjuterske nauke","resources.resources.subjects.Culture":"Kultura","resources.resources.subjects.Economics":"Ekonomika","resources.resources.subjects.Foreign Languages":"Strani jezici","resources.resources.subjects.Geography":"Geografija","resources.resources.subjects.Geology":"Geologija","resources.resources.subjects.History":"Historija","resources.resources.subjects.Language and Literature":"Jezik i književnost","resources.resources.subjects.Mathematics":"Matematika","resources.resources.subjects.Natural Sciences":"Prirodne nauke","resources.resources.subjects.Physical Education":"Tjelesno obrazovanje","resources.resources.subjects.Physics":"Fizika","resources.resources.subjects.Coding":"Kodiranje","resources.resources.subjects.Special Education Needs":"Obrazovanje za specijalne potrebe","resources.resources.subjects.Other":"Ostalo","resources.resources.types.Tutorial":"Vodič","resources.resources.types.Website":"Vebsajt","resources.resources.types.Online Course":"Onlajn kurs","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Aplikacija","resources.resources.types.Game":"Igra","resources.resources.types.Graphic Material":"Grafički materijal","resources.resources.types.Presentation":"Prezentacija","resources.resources.types.Toolkit":"Paket s alatima","resources.resources.types.Other":"Ostalo","resources.resources.types.Lesson Plan":"Nastavni plan","resources.resources.types.Guide":"Smjernice","resources.resources.categories.Coding":"Kodiranje","resources.resources.categories.Programming":"Programiranje","resources.resources.categories.Computational Thinking":"Računarsko razmišljanje","resources.resources.categories.Robotics":"Robotika","resources.resources.categories.Making":"Modeliranje","resources.resources.categories.Tinkering":"Eksperimentiranje","resources.resources.categories.Unplugged Activities":"Oflajn aktivnosti","resources.resources.categories.Other":"Ostalo","school.name":"Naziv škole","school.location":"Lokacija škole","school.description":"Opis škole","school.school":"Škola","school.add":"Dodajte","school.list":"Lista","school.required.name":"Naziv škole je obavezan","school.required.location":"Lokacija škole je obavezna","schools.1.title1":"Zašto trebate dovesti kodiranje u svoju učionicu?","schools.1.title2":"Kako vaši učenici mogu imati koristi od kodiranja? Šta tu ima za vas kao nastavnika?","schools.1.content.0":"Mi smatramo da bilo čija osnovna pismenost u digitalnom dobu mora uključivati razumijevanje kodiranja i razvoj osnovnih sposobnosti vezanih za računarsko razmišljanje, poput rješavanja problema, suradnje i analitičkih vještina.","schools.1.content.1":"Naučiti kako se kodira može vaše učenike ojačati tako da budu na prednjoj crti digitalno osviještenog društva, da imaju bolje shvaćanje svijeta koji ih okružuje i da dobiju bolje prilike za uspjeh u svom osobnom i profesionalnom životu.","schools.1.content.2":"Sedmica kodiranja svim učenicima nudi mogućnost da naprave svoje prve korake kao digitalni kreatori, pružanjem školama i nastavnicima besplatnih prilika za profesionalno usavršavanje, nastavnih materijala, međunarodnih izazova i prilika za razmjenu.","schools.1.button.label":"Želite li otpočeti odmah sad? Upišite se ovdje!","schools.2.title1":"Spremni da se angažirate?","schools.2.title2":"Organizirajte lekciju, sesiju obuke, ili događaj, i zakačite ga na mapu.","schools.2.content.0":"Bilo da imate znanja iz kodiranja ili programiranja ili nemate, možete lako organizirati lekciju u svojoj učionici, otvoreni dan ili događaj u vašoj školi. Samo pronađite datum i registrirajte svoju aktivnost na donjoj mapi. Ako smatrate da vam treba podrška sa pripremom lekcije iz kodiranja, pređite na naredni odjeljak.","schools.2.content.1":"Pogledajte neke primjere aktivnosti koje se organiziraju pregledom donje mape i dodajte vaše vlastite da biste se pridružili tisućama kolega edukatora širom Europe i dalje: ","schools.2.button.label":"Spremni ste probati? Dodajte aktivnost!","schools.3.title1":"Novi u kodiranju? Bez brige","schools.3.title2":"Naši alati pomažu u vašem uvođenju u kodiranje prije nego što ga iznesete pred učenike","schools.3.content.0":"Ako ste zainteresirani da uvedete kodiranje u svoju učionicu ali ne znate gdje početi, ne brinite! Međunarodni tim nastavnika i eksperata razvija set kratkih onlajn modula za obuku kako bi vam se pomoglo u otpočinjanju.","schools.3.content.1":"Za slijeđenje naših segmenata učenja nije potrebno nikakvo prethodno iskustvo","schools.3.button.label":"Pristupite modulima za obuku","schools.4.title1":"Tražite dodatni izazov?","schools.4.title2":"Izgradite mrežu aktivnosti, angažirajte što je više učenika moguće i steknite Certifikat odličnosti","schools.4.content.0":"Sedmica kodiranja za sve izaziva vas da udružite snage s drugim nastavnicima ili školama i da učestvujete u međunarodnoj zajednici slično orijentiranih ljudi kako biste učeniku dali priliku da načini svoje prve korake u kodiranju. Izgradite savez u kom se angažira preko 500 učenika i dobit ćete Certifikat odličnosti.","schools.4.button.label":"Naučite nešto više o izazovu Sedmice kodiranja za sve","schools.title":"Škole: približite Sedmicu kodiranja svojim učenicima","scoreboard.title":"Koje zemlje su prepune aktivnostima kodiranja?","scoreboard.paragraph":"Tabela s rezultatima je sortirana po broju navedenih događaja kodiranja po broju stanovnika, tako da se ne iznenadite što su neke od manjih zemalja visočije na listi!","scoreboard.parcipating_with":"učestvuje sa","scoreboard.events":"događaji","search.audience_title":"Publika","search.theme_title":"Tema","search.placeholder":"Pretražite naziv ili oznaku događaja","search.submit":"Pretraga","search.label_country":"Odaberite zemlju","search.last_year_events.label":"Uključite prošlogodišnja događanja","search.last_year_events.yes":"Da","search.last_year_events.no":"Ne","search.search_counter":"uskladite svoje kriterije pretrage","search.event":"događaj","search.events":"događaji","search.year":"godina","search.audiences":"Ciljane skupine","search.themes":"Teme","search.countries":"Države","search.search_placeholder":"Pretraživanje po naslovu  ili opisu","snippets.featured-activities":'Evo predstojećih aktivnosti koje su predstavljene na Evropskoj sedmici kodiranja, a koje pozdravljaju online učesnike. Možete filtrirati prema jeziku i mjesecu, a klikom na "prikaz" pristupićete svim detaljima o aktivnostima i kontaktima organizatora.. Uživajte!',"snippets.learn":"Kodiranje i programiranje su ključne kompetencije koje se sve više traže u svakom polju, a Evropska sedmica kodiranja vas želi podržati u učenju! Pregledajte naše skladište i pronađite savršen resurs za početak ili nastavak vašeg kodiranja. Svi ovi resursi su besplatni. Nemojte zaboraviti da svoju pretragu možete filtrirati prema vrsti resursa, nivou vještina, programskom jeziku, kategoriji i jeziku.","snippets.teach":"Kodiranje i programiranje su ključne kompetencije koje će otvoriti nove mogućnosti vašim studentima i djeci. Da li želite podučavati kodiranje kod kuće, u učionici ili klubu za kodiranje? Pregledajte naše skladište kako biste pronašli najprikladniji resurs za uvođenje kodiranja i programiranja u vašu nastavnu praksu. Svi ovi resursi su besplatni. Ne zaboravite da svoju pretragu možete filtrirati prema vrsti resursa, nivou vještina, programskom jeziku, temi, kategoriji i jeziku.","snippets.toolkits.0":"U ovom odjeljku ćete pronaći materijal koji će vam pomoći da organizujete svoje aktivnosti u Evropskoj sedmici kodiranja i promovišete inicijativu u svojoj zajednici.","snippets.toolkits.1":"Komunikacijski alati","snippets.toolkits.2":"ovdje možete pronaći službene logotipe Evropske sedmice kodiranja, značku, letak, plakat, PowerPoint i Word predloške, primjere objava na društvenim mrežama i ilustracije.","snippets.toolkits.3":"Alati za nastavnike","snippets.toolkits.4":"ovdje možete pronaći službene logotipe Evropske sedmice kodiranja, značku, obrazac potvrde o učestvovanju za vaše učenike, uvodnu prezentaciju o Evropskoj sedmici kodiranja i materijal za društvene mreže.","snippets.toolkits.5":"Službeni letak Evropske sedmice kodiranja","snippets.about.goal":"Cilj je pomoći većem broju mladih ljudi da savladaju osnove kodiranja i računarskog razmišljanja.","snippets.guide.tutorials.1":"Provjerite naše","snippets.guide.tutorials.2":"vodiče i obuke","snippets.guide.tutorials.3":"dostupne na 29 jezika kako biste se pripremili za organiziranje aktivnosti u kojima će mladi ljudi učiti o kodiranju i računarskom razmišljanju.","snippets.dance.menu":"Plesni izazov","snippets.dance.subtitle":"Ko je rekao da programeri ne znaju plesati? Dokazat ćemo suprotno izazovom #EUCodeWeekDance.","snippets.dance.content":"Pozivamo sve škole, nastavnike, biblioteke, klubove kodiranja, preduzeća i javne institucije da proslave EU Code Week (Evropsku sedmicu kodiranja) tako što će organizirati aktivnost #EUCodeWeekDance i dodati je na kartu Sedmice kodiranja.","snippets.treasure-hunt.menu":"Potraga za blagom","snippets.treasure-hunt.subtitle":"Ovo je igra na Telegramu","snippets.videos.1":"Pogledajte videozapise ambasadora Evropske sedmice kodiranja o našim vrijednostima","snippets.videos.2":"Pogledajte videozapis u kojem Katja Ošljak, ambasadorka Slovenije govori o tome zašto je Sedmica kodiranja nezavisna","snippets.videos.3":"Pogledajte videozapis u kojem Laurent Touché, ambasadorka Francuske govori o tome zašto je Sedmica kodiranja namijenjena svakome","snippets.videos.4":"Pogledajte videozapis u kojem Fatma Bouaziz, ambasadorka Tunisa govori o tome zašto je Sedmica kodiranja glokalna","snippets.videos.5":"Pogledajte videozapis u kojem Linda Sinka, ambasadorka Latvije govori o tome zašto Sedmica kodiranja govori o saradnji","snippets.videos.6":"Pogledajte videozapis u kojem Alessandro Bogliolo, ambasador Italije govori o tome zašto je Sedmica kodiranja neprofitna","snippets.videos.7":"Pogledajte videozapis u kojem Marjana Prifti, ambasadorka Albanije govori o tome zašto Sedmica kodiranja potiče inovativnost i kreativnost","snippets.videos.8":"Pogledajte videozapis u kojem Cristiana Lucaci, ambasadorka Rumunije govori o tome zašto je Sedmica kodiranja zahvalna svojoj zajednici","training.learning_bits":"Male lekcije o Sedmici kodiranja","training.title":"Besplatni materijali za obuku i onlajn kurseve","training.text":`

    Ovdje možete pronaći besplatne materijale i resurse za obuku koji će vam pomoći da otpočnete i planirate svoju narednu inovativnu lekciju.

    -

    1. Male lekcije

    -

    Nije potrebno nikakvo prethodno iskustvo u kodiranju ili programiranju i svaki modul traje tek oko 15 minuta. Ti moduli uvode vas u ključne koncepte vezane za kodiranje i aktivnosti računarskog razmišljanja. Pored toga, ti moduli pružaju vam i praktične savjete o tome kako integrirati te koncepte u svojoj učionici.

    `,"training.text_2":`

    Sad kad ste završili jednu ili više lekcija iz Sedmice kodiranja, nadamo se da ćete se osjećati dovoljno lagodno da možete uvesti nešto od digitalne kreativnosti i u svoju učionicu i označiti svoju aktivnost na Mapu Sedmice kodiranja!

    - -

    Možete lako organizirati lekciju u svojoj učionici, otvoreni dan ili događaj u vašoj školi. Samo pronađite datum i registrirajte svoju aktivnost na mapi Sedmice kodiranja. Svaki organizator aktivnosti dobit će certifikat o učešću za svoj trud.

    - -

    Ako se želite povezati s međunarodnom grupom entuzijastičnih nastavnika, pridružite se Facebook grupi Sedmice kodiranja EU za nastavnike! Poduzmite dodatni korak i sarađujte sa drugim školama u svojoj zemlji ili preko granica - pridružite se Izazovu Sedmice kodiranja za sve.

    `,"training.lessons.1.title":"Kodiranje bez digitalne tehnologije (oflajn)","training.lessons.1.author":"Autor Aleksandro Bogliolo","training.lessons.1.text":`

    Kodiranje je jezik stvari, koji vam omogućava da pišete programe i dajete nove funkcionalnosti desetinama milijardi predmeta oko nas koji se mogu programirati. Kodiranje je najbrži način da se naše ideje pretvore u stvarnost i najdjelotvorniji put za razvijanje sposobnosti računarskog razmišljanja. Međutim, tehnologija nije strogo obavezna razvijati računarsko razmišljanje. Prije će biti da su naše vještine računarskog razmišljanja od presudne važnosti kako bi funkcionirala sama tehnologija.

    - -

    U ovom videu, Aleksandro Bogliolo, profesor kompjuterskih sistema u Italiji i koordinator Evropske sedmice kodiranja, uvest će aktivnosti kodiranja oflajn koje se mogu praktikovati bez ikakvih elektronskih uređaja. Glavna svrha aktivnosti oflajn je da se smanje barijere pristupačnosti i da se kodiranje uvede u svaku školu, bez obzira na raspoloživa sredstva i opremu.

    - -

    Aktivnosti kodiranja oflajn otkrivaju računarske aspekte fizičkog svijeta oko nas.

    `,"training.lessons.1.activities.1":"Aktivnost 1 - CodyRoby za osnovnu školu","training.lessons.1.activities.2":"Aktivnost 2 - CodyRoby za niže razrede srednje škole","training.lessons.1.activities.3":"Aktivnost 3 - CodyRoby za srednju školu","training.lessons.2.title":"Računarsko razmišljanje i rješavanje problema","training.lessons.2.author":"Autor Miles Berry","training.lessons.2.text":`

    Računarsko razmišljanje (RR) opisuje način gledanja na probleme i sisteme tako da se može koristiti računar kako bi nam pomogao da ih riješimo ili shvatimo. Računarsko razmišljanje nije od osnovne važnosti samo za razvijanje kompjuterskih programa, nego se može koristiti i kao podrška u rješavanju problema u svim disciplinama.

    - -

    Vi možete svoje učenike podučavati iz oblasti RR tako što ćete ih navesti da razlože kompleksne probleme na manje (rastavljanje), da prepoznaju obrasce (prepoznavanje obrazaca), da identificiraju relevantne detalje za rješavanje datog problema (apstrakcija), ili da uspostavljaju pravila ili instrukcije koje treba slijediti kako bi se postigao željeni ishod (dizajniranje algoritama). RR se može podučavati po različitim disciplinama, na primjer u matematici (shvaćanje pravila za množenje polinoma drugog reda), književnosti (razlaganje analize pjesme u analizu metra, rime i strukture), jezicima (pronalaženje obrazaca sa krajnjim slovima glagola koja utiču na pisanje u promjeni glagolskih vremena), i u mnogim drugim oblastima.

    - -

    U ovom videu. Miles Berry, glavni predavač na Univerzitetu Roehampton - Škola za edukaciju u Guilfordu (Ujedinjeno Kraljevstvo), uvodi koncept računarskog razmišljanja i različite načine na koje ga nastavnik može integrirati u učionici sa jednostavnim igrama.

    `,"training.lessons.2.activities.1":"Aktivnost 1 - Razvijanje matematičkog načina razmišljanja za osnovnu školu","training.lessons.2.activities.2":"Aktivnost 2 - Upoznavanje s algoritmima za niže razrede srednje škole","training.lessons.2.activities.3":"Aktivnost 3 - Algoritmi za više razrede srednje škole","training.lessons.3.title":"Vizuelno programiranje - uvod u Scratch","training.lessons.3.author":"Autor Margo Tinawi","training.lessons.3.text":`

    Vizuelno programiranje omogućuje ljudima da opisuju procese uz pomoć ilustracija ili grafika. Obično govorimo o vizuelnom programiranju za razliku od tekstualno zasnovanog programiranja. Jezici za vizuelno programiranje (JVP) su posebno dobro prilagođeni u cilju uvođenja algoritamskog razmišljanja za djecu (pa čak i odrasle). Sa JVP, ima manje za čitati i nema nikakve sintakse koju treba realizirati.

    - -

    U ovom videu, Margo Tinawi, nastavnik za mrežni razvoj u Le Wagon i suosnivač Technies Lab asbl (Belgija), pomoći će vam da otkrijete Scratch, jedan od najpopularnijih JVP koji se koristi širom svijeta. Scratch je izradio MIT 2002. godine i od tada je oko njega stvorena velika zajednica, gdje možete pronaći milione projekata za repliciranje sa svojim učenicima i bezbrojna uputstva na nekoliko jezika.

    - -

    Ne trebate imati nikakvo iskustvo u kodiranju za upotrebu Scratcha, a možete ga koristiti u svim različitim predmetima! Na primjer, Scratch se može koristiti kao digitalni alat za pripovijedanje, učenici mogu kreirati priče, ilustrirati matematički zadatak ili učestvovati u umjetničkom natjecanju gdje se uči o kulturnom naslijeđu, a istovremeno učiti kodiranje i računarsko razmišljanje, a što je najvažnije, da im bude i zabavno.

    - -

    Scratch je besplatan alat, vrlo intuitivan i motivirajući za vaše učenike. Pogledajte video koji je napravila Margo i saznajte kako da otpočnete.

    `,"training.lessons.3.activities.1":"Aktivnost 1 - Scratch Basic za osnovnu školu","training.lessons.3.activities.2":"Aktivnost 2 - Scratch Basic za niže razrede srednje škole","training.lessons.3.activities.3":"Aktivnost 3 - Scratch Basic za srednju školu","training.lessons.4.title":"Kreativne edukativne igre sa Scratchom","training.lessons.4.author":"Autor Jesus Moreno Leon","training.lessons.4.text":`

    Kritičko razmišljanje, upornost, rješavanje problema, računarsko razmišljanje i kreativnost samo su neke od vještina koje su potrebne vašim učenicima za uspjeh u 21. stoljeću, a kodiranje vam može pomoći da to postignete na zabavan i motivirajući način.

    - -

    Algoritamski pojmovi kontrole toka uz pomoć nizova instrukcija i petlji, predstavljanje podataka uz pomoć varijabli i popisa, ili sinhronizacija procesa mogu zvučati kao komplicirani koncepti, ali u ovom videu ćete utvrditi da je njih naučiti lakše nego što mislite.

    - -

    U ovom videu, Jesus Moreno Leon, nastavnik računarskih nauka i istraživač u tom polju iz Španije, pojasnit će kako možete razviti ove i druge vještine kod svojih učenika, a da vam pritom bude i zabavno. Kako se to može uraditi? Kreiranjem igre pitanja i odgovora u Scratchu, najpopularnijem programskom jeziku koji se koristi u školama širom svijeta. Scratch ne samo da jača računarsko razmišljanje, nego i omogućava uvođenje elemenata igre u učionicu, tako da vaši učenici budu motivirani dok uče i zabavljaju se.

    - -

    Pogledajte video i saznajte kako da otpočnete.

    `,"training.lessons.4.activities.1":"Aktivnost 1 - Igra pitanja i odgovora sa Scratchom za osnovnu školu","training.lessons.4.activities.2":"Aktivnost 2 - Igra pitanja i odgovora sa Scratchom za niže razrede srednje škole","training.lessons.4.activities.3":"Aktivnost 3 - Igra pitanja i odgovora sa Scratchom za srednju školu","training.lessons.5.title":"Stvaranje, robotika i praktični rad u učionici","training.lessons.5.author":"Autor Tullia Urschitz","training.lessons.5.text":`

    Integracija kodiranja, praktičnog rada, robotike i mikroelektronike kao nastavnih i alata za učenje u nastavnom planu i programu je ključ u obrazovanju 21. stoljeća.

    - -

    Upotreba praktičnog rada i robotike u školama ima mnogo prednosti za učenike, jer doprinosi razvijanju ključnih sposobnosti poput rješavanja problema, timskog rada i međusobne saradnje. Ona također podstiče kreativnost i samouvjerenost učenika i može učenicima pomoći u razvijanju ustrajnosti i odlučnosti pri suočavanju s izazovima. Robotika je također oblast gdje se promovira inkluzivnost, jer je ona lako pristupačna širokoj lepezi učenika sa različitim talentima i vještinama (i dječacima i djevojčicama) i pozitivno utiče na učenike u spektru autizma.

    - -

    Pogledajte ovaj video gdje Tullia Urschitz, Italijanska ambasadorka Scientixa i nastavnica STEM-a u Sant Ambrogio di Valoplicella, Italija, daje neke praktične primjere toga kako nastavnici mogu integrirati praktični rad i robotiku u učionici, čime će transformirati pasivne učenike u entuzijastične kreatore.

    `,"training.lessons.5.activities.1":"Aktivnost 1 - Kako načiniti mehaničku ruku od tvrdog kartona u osnovnoj školi","training.lessons.5.activities.2":"Aktivnost 2 - Kako načiniti mehaničku ili robotičku ruku u nižim razredima osnovne škole","training.lessons.5.activities.3":"Aktivnost 3 - Kako načiniti mehaničku ili robotičku ruku u višim razredima srednje škole","training.lessons.6.title":"Aplikacija Inventor (Izumitelj) i Aplikacija Development (Razvoj)","training.lessons.6.author":"Autorica: Rosanna Kurrer","training.lessons.6.text":`

    Pogledajte video u kojem Rosanna Kurrer, (osnivačica CyberWayFinder-a) objašnjava šta je aplikacija Inventor, predstavlja prednosti aplikacije ‘Razvoj’ u učionici i daje neke praktične primjere kako nastavnici mogu integrisati aplikaciju ‘Inventor’ u učionici, čime će transformisati pasivne učenike u entuzijastične kreatore igara.

    -

    Svi mi koristimo aplikacije jer je to prikladan i brz način usklađivanja aktivnosti. One se sve više koriste u obrazovanju jer omogućavaju personalizirano učenje i korisnicima pomažu da dođu do informacija, pa zašto onda ne podstaći učenike da naprave obrazovnu aplikaciju za druge?

    `,"training.lessons.6.activities.1":"Aktivnost 1 – Naslov, za osnovnu školu","training.lessons.6.activities.2":"Aktivnost 2 – Naslov, za niže razrede srednje škole","training.lessons.6.activities.3":"Aktivnost 3 – Naslov, za više razrede srednje škole","training.lessons.7.title":"Praktične vježbe i stvaranje","training.lessons.7.author":"Autor: Diogo da Silva","training.lessons.7.text":`

    Poslovi i radna mjesta se mijenjaju, a obrazovanje ide s njima u korak. U pripremanju učenika za karijere 21. stoljeća, nove vještine kao što su praktične vježbe, stvaranje i hakiranje postaju od bitnog značenja jer smanjuju jaz između škole i stvarnosti. Kada se učionica odiše timskim duhom koje je usmjereno u rješavanje problema, učenici mogu da se angažuju i uživaju. Ove aktivnosti promovišu diskusiju i na taj način omogućavaju da učionica postane središte za komunikaciju u kojem je svaki doprinos važan.

    -

    Pogledajte video ispod u kojem vas portugalski učitelj STEAM predmeta (engl.: science, technology, engineering, the arts & mathematics) Diogo da Silva, član škole Escola Global, vodi korak po korak kroz nastavu u kojoj vaši učenici rade praktičke vježbe, stvaraju i hakuju svoj put do rješenja.

    `,"training.lessons.7.activities.1":"Aktivnost 1 – Naslov, za osnovnu školu","training.lessons.7.activities.2":"Aktivnost 2 – Naslov, za niže razrede srednje škole","training.lessons.7.activities.3":"Aktivnost 3 – Naslov, za više razrede srednje škole","training.lessons.8.title":"Kodiranje u svim predmetima","training.lessons.8.author":"Autor: M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Kada pomislimo na kodiranje u učionici, prvo što nam pada na pamet su kompjuteri, tehnologija, matematika ili nauka. Međutim, obzirom na to da učenici imaju različite interese i predmete, zašto to ne bismo iskoristili da praktikujemo kodiranje kroz cjelokupni nastavni plan i program?

    -

    Integracija kodiranja u učionici ima mnogo prednosti, jer učenicima pomaže da razvijaju kritično mišljenje i vještine rješavanja problema, da postanu aktivni korisnici i imaju sopstveni proces učenja koji je u školi od bitnog značaja. Ipak, najvažnije je da učenici uživaju dok uče!

    -

    Jezici, muzika ili predmeti prirodnog smjera (STEM - science, technology, engineering & math) samo su neki od predmeta gdje nastavnici mogu primjeniti kodiranje za buduće naučnike, muzičare, umjetnike, zapravo bilo koga! Svi nastavnici mogu u nastavu uključiti kodiranje i kompjutersko razmišljanje. Koristeći CLIL metodu (podučavanje sadržaja u raznim predmetima na stranom jeziku) za objašnjenje algoritma svakodnevnog života, kreirajući džojstik za učenje o nauci ili korištenje obrazovnih robota da bi povećali motivaciju u matematici, samo su neki od primjera mogućih aktivnosti u učionici.

    -

    U videu ispod pogledajte kako nastavnici muzike, nauke ili jezika mogu lako integrisati kodiranje i kompjutersko razmišljanje u učionici čak i bez prethodnog iskustva.

    `,"training.lessons.8.activities.1":"Aktivnost 1 Robotika i uključivanje njenih osnova u predmete prirodnog smjera","training.lessons.8.activities.2":"Aktivnost 2 Muzika je kodiranje","training.lessons.8.activities.3":"Aktivnost 3 Praktične vježbe i kodiranje sa Makey Makey-om","training.lessons.8.activities.4":"Aktivnost 4 Algoritam svakodnevnog života za nastavu korištenjem stranog jezika","training.lessons.9.title":"Kako napraviti automat sa mikro:bitom","training.lessons.9.author":"Autorica Pauline Maas","training.lessons.9.text":`

    - Upotreba Micro: bita, lako programabilnog kompjutera veličine džepa, zna biti zabavan i lak način za pravljenje zanimljivih kreacija, od robota do muzičkih instrumenata sa vašim učenicima, dok ih u isto vrijeme podučavate kako kodirati. On je jednostavan i lak za upotrebu čak i najmlađim programerima, dok je istovremeno dovoljno jak za naprednije učenike. Njega možete inkorporirati u raznolike časove, od historije do matematike, pa čak i naučne predmete. Mogućnosti su beskrajne. Micro:bit je atraktivan i jeftin način da učenici nauče kodirati, uz usađivanje presudnih vještina poput računarskog razmišljanja, rješavanja problema i kreativnosti. -

    -

    - U ovom videu, Pauline Maas, nastavnica kompjuterskih nauka iz Koninlijke Visio, predstavit će Micro: bit i dati par praktičnih primjera kako ga nastavnici mogu integrirati u učionici, te pretvoriti pasivne učenike u kreatore entuzijaste. -

    `,"training.lessons.9.activities.1":"Morzeov kod sa mikro: bitom, za osnovnu školu","training.lessons.9.activities.2":"Soba za bijeg sa mikro: bitom, za niže razrede srednje škole","training.lessons.9.activities.3":"Pravljenje automata, za više razrede srednje škole","training.lessons.10.title":"Kreativno kodiranje sa Pythonom","training.lessons.10.author":"Autorica Ivana Vezjak","training.lessons.10.text":`

    -Pomak od vizualnog prema tekstualnom programiranju prirodan je tok u kodiranju. Dok je vizualno programiranje često odlično za početnike, nakon nekog vremena, učenici mogu poželjeti neki novi izazov. Tekstualno programiranje naredni je korak za svakog ko želi uroniti dalje u programiranje i računarsko razmišljanje. -

    -

    - U ovom videu, Ivana Vezjak uvodi vas u osnovnu sintaksu Pythona. Python je jedan od najpopularnijih programskih jezika današnjice, koji se koristi u mnogim poljima, poput podatkovnih nauka, vještačke inteligencije, mašinskog učenja, mrežnog razvoja i slično. Iako je Python moćan programski jezik koji koriste iskusni programeri, njega mogu koristiti čak i oni bez ikakvog iskustva u kodiranju, zbog njegove jednostavnosti i jasne sintakse. -

    -

    -Sa Pythonom, učenici mogu kreirati kvizove o historijskim događanjima, rješavati matematičke probleme i praviti fizičke simulacije, kreirati igre, graditi vebsajtove, obavljati analizu podataka za naučne projekte i još mnogo više. Python ima bogatu i obimnu standardnu biblioteku, veliku zajednicu i veliki broj priručnika i projekata dostupnih online, koji se mogu koristiti za podučavanje, učenje i vježbanje. Kodiranjem u Pythonu, analizom programa i popravljanjem grešaka, učenici razvijaju kreativnost i uče kako biti dosljedni, uporni i strpljivi. Oni uče analitičko razmišljanje i stiču vještine rješavanja problema razlaganjem kompleksnih problema u manje komponente. Te sposobnosti pomoći će im kako da pristupe problemima u svakom drugom domenu života. -

    `,"training.lessons.10.activities.1":"Moj prvi kviz, za osnovnu školu","training.lessons.10.activities.2":"Igra vješanja, za niže razrede srednje škole","training.lessons.10.activities.3":"Pogodi zastavu!, za više razrede srednje škole","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Python Standard Library","training.lessons.10.links.1.description":"Zbirka unaprijed izgrađenih kodova i modula (npr. modul kornjače, matematički model, itd).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Obrazovna video igra za učenje programskih koncepata.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"CodeClub projekti","training.lessons.10.links.3.description":"Od početnika do naprednih polaznika, projekti programiranja korak po korak za djecu.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Osmislite svoje vlastite kompjuterske igre sa Pythonom","training.lessons.10.links.4.description":"Knjiga koja će vas naučiti kako da programirate svoje vlastite kompjuterske igre sa Pythonom.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Obrazovna zajednica gdje se učenici i nastavnici mogu sami obučavati kroz niz izazova.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Zbirka uvodnih lekcija za Python (i tekstualnih i blokovskih) uz pomoć interaktivnih Trinketa.","training.lessons.10.links.title":"Drugi povezani resursi","training.lessons.11.title":"Kodiranje za inkluziju","training.lessons.11.author":"od tima Sedmice kodiranja","training.lessons.11.text":`

    - Uvođenje kodiranja u razred zna predstavljati izazov, posebno ako u razredu imate učenika s određenim invaliditetom. Međutim, važno je zapamtiti da svako, kakve god sposobnosti da ima, može naučiti kako se kodira. Djeca s posebnim potrebama mogu imati velike koristi od obrazovnih aspekata kodiranja, jer ono učenike uči važnim životnim vještinama poput rješavanja problema, organizacije i nezavisnosti. Kodiranjem se isto tako mogu unaprijediti međupersonalne vještine i društvene vještine, kroz suradnju i timski rad, s kojim vještinama se muče mnoga djeca s invaliditetom. Što je najvažnije, učenici se zabavljaju dok uče uz svoje vršnjake. -

    -U ovom videu, tim Sedmice kodiranja će vam pokazati neke praktične, lake i zabavne aktivnosti kodiranja posebno prilagođene slabovidnim učenicima, onima s Downovim sindromom i učenicima u autističnom spektru, a koje nastavnici mogu lako unijeti u razred. -

    `,"training.lessons.11.activities.1":'Karton od jaja "Unplugged"',"training.lessons.11.activities.2":"Vrlo pametan miš ","training.lessons.11.activities.3":"Zvijezda koja pravi zvijezde ","training.lessons.12.title":"Kodiranje za ciljeve održivog razvoja","training.lessons.12.author":"napisali Francisco Javier Masero, Cristina Nicolaita i Erviola Konomi","training.lessons.12.text.1":"Tradicionalno obrazovanje pruža učenicima malo prilika za razumijevanje i rješavanje problema iz stvarnog svijeta kao što su globalne klimatske promjene, ravnopravnost polova, glad, siromaštvo ili dobro zdravlje i dobrobit.","training.lessons.12.text.2":"Ciljevi održivog razvoja (SDG) su srž Agende za održivi razvoj do 2030. godine, koju su sve države članice Ujedinjenih nacija usvojile kao putokaz za postizanje mira i prosperiteta na planeti, podstičući globalni razvoj. Nastavnici mogu koristiti SDG-ove u učionici kao alat za razvijanje ključnog mišljenja učenika, ali i kao pomoć u pronalaženju identiteta i svrhe. Kombinacija osnovnih elemenata kodiranja i računskog razmišljanja sa SDG-ovima povećaće samopouzdanje vaših učenika, a vi ćete im pomoći da razviju svoju kreativnost, preduzetnički duh, vještine rješavanja problema ili komunikacijske vještine.","training.lessons.12.text.3":'U dolje datim aktivnostima učenici će primijeniti principe Scratch, ASCII kodiranja i "unplugged" kodiranja na teme od globalne i društvene važnosti danas. Nastavnici će podizati svijest o ciljevima održivog razvoja, pomažući im da na zabavan i zanimljiv način razviju empatiju, aktivno građanstvo i prosocijalne vještine.',"training.lessons.12.text.4":"Ovi se planovi lekcija fokusiraju na svaki od SDG-ova:","training.lessons.12.text.5":"Cilj održivog razvoja 3: Osigurati zdrav život i promovisati dobrobit svih u svim dobnim grupama","training.lessons.12.text.6":"Cilj održivog razvoja 5: Postići rodnu ravnopravnost i osnažiti sve žene i djevojke","training.lessons.12.text.7":"Cilj održivog razvoja 13: Preduzeti hitne mjere u borbi protiv klimatskih promjena i njihovih uticaja","training.lessons.12.activities.1":"Karateka projekat: Učenje karatea kroz programiranje, za osnovnu, nižu i višu srednju školu","training.lessons.12.activities.2":"Ciljevi održivog razvoja i kodiranje za klimatske promjene, za osnovnu školu","training.lessons.12.activities.3":"Kodiranje za ravnopravnost polova, za srednju školu","training.lessons.13.title":"Uvod u vještačku inteligenciju u učionici","training.lessons.13.author":"autori Artur Coelho i Marjana Prifti Skenduli","training.lessons.13.text.1":"Vještačka inteligencija (AI) utiče na mnoga područja svakodnevnog života: automatski ispravlja tekst koji pišete na telefonu, bira muziku koju vaša omiljena muzička aplikacija pušta i pamti vaše lozinke kad ste ih zaboravili. AI se odnosi na kombinaciju mašinskog učenja, robotike i algoritama, sa aplikacijama u svim poljima: od informatike do proizvodnje i od medicine do mode. Stoga ima neosporno mjesto u našim životima i našim društvima i igra ključnu ulogu u razvoju nauke. I kao i svaki drugi važan fenomen u našem životu, i učenici će imati koristi od učenja o njemu. Ali kako podučavati o tako složenoj stvari kao što je AI?","training.lessons.13.text.2":"Ovaj dio učenja pomoći će vam da objasnite učenicima što je AI i koju ulogu on ima u životu učenika. Te su aktivnosti namijenjene nestručnjacima da lako razumiju sadržaj i da složene pojmove mogu efikasno razbiti na lako razumljive ideje. Ovim planovima lekcija možete pomoći učenicima da nauče koristi AI i neke od mehanizama koji stoje iza njega. Te su aktivnosti namijenjene učenicima da razviju svoje vještine analitičkog i ključnog mišljenja: na primjer, u Marjaninoj aktivnosti učenici razvijaju klasifikacijski cjevovod. Te će aktivnosti takođe pomoći učenicima da razumiju različite primjene vještačke inteligencije: u Arturovoj aktivnosti naučiće o vezi između vještačke inteligencije i umjetnosti i kako se vještačka inteligencija može koristiti za poboljšanje vizuelnog izražavanja. Ovim aktivnostima učenici će takođe razmišljati o opasnostima vještačke inteligencije i njihovom uticaju.","training.lessons.13.activities.1":"Umjetnost čovjek - vještačka inteligencija, osnovna škola","training.lessons.13.activities.2":"Učenje mašina da klasifikuju: Uvod u nadzirano mašinsko učenje, za niže srednje škole","training.lessons.13.activities.3":"Učenje mašina da klasifikuju: Uvod u nadzirano mašinsko učenje, za više srednje škole","training.lessons.14.title":"Učenje u doba inteligentnih mašina","training.lessons.14.author":"Adil Tugyan, Georgia Lascaris i Marco Neves","training.lessons.14.text.1":"Napredak umjetne inteligencije posljednjih godina je impresivan zahvaljujući brzom napretku u računarskoj snazi i dostupnosti velike količine podataka. To je dovelo do značajnih ulaganja u istraživanje umjetne inteligencije i brzog širenja industrije umjetne inteligencije, čineći je velikom tehnološkom revolucijom našeg doba. Umjetna inteligencija je svuda oko nas. Postala je dio naše svakodnevne rutine, toliko da ponekad i ne razmišljamo o njoj kao o umjetnoj inteligenciji: gotovo svakodnevno koristimo preporuke na mreži, prepoznavanje lica, sigurnosne sisteme i glasovne asistente. Ali šta je sa obrazovanjem? ","training.lessons.14.text.2":"Umjetna inteligencija ima ogroman potencijal da omogući nove načine vođenja nastave i učenja i da poboljša učenje učenika. Ovaj dio o učenju će vam pomoći da integrirate autentične aktivnosti umjetne inteligencije u svoju nastavu i pomoći će vam da pripremite svoje učenike za život i karijeru u svijetu koji je oblikovala umjetna inteligencija. Ove aktivnosti su dizajnirane za razvijanje znatiželje, vještina rješavanja problema i kreativnosti kod učenika: na primjer, kroz Adilovu aktivnost, učenici uče o algoritmima i neuronskim mrežama i potiču se da kreiraju vlastitu neuronsku mrežu kako bi vizualizirali mozak umjetne inteligencije. Georgia će vaše učenike voditi u razvoju bota za ćaskanje korak-po-korak. Učenici će napraviti svoj bot za ćaskanje, pripremiti skupove podataka sa pitanjima i odgovorima i obučiti ga da može odgovarati na pitanja o Covid-19. Uz Marcovu aktivnost, učenici će istražiti prednosti i izazove inteligentnih mašina u svakodnevnom životu i radu. Koji su rizici umjetne inteligencije koje moramo uzeti u obzir? Kakve uticaje će umjetna inteligencija imati na budućnost rada? Koji poslovi će im se ponuditi kada u budućnosti uđu na tržište rada?","training.lessons.14.activities.1":"Umjetna inteligencija i njene neuronske mreže, za osnovnu školu","training.lessons.14.activities.2":"Moij Covid-19 bot za ćaskanje, za nižu srednju školu","training.lessons.14.activities.3":"Život u doba inteligentnih mašina: Izazovi i mogućnosti za srednju školu","training.lessons.14.activities.title":"U planovima lekcija ispod, učenici će na zabavan i zanimljiv način naučiti o inteligentnim mašinama.","training.lessons.15.title":"Rudarska medijska pismenost","training.lessons.15.author":"autorice Marijana Smolčec, Tea Horvatić i Sanja Božinović","training.lessons.15.text.0":"Obrazovanje za medijsku pismenost nikada nije bilo važnije za današnje učenike. Učenici svih grupa uzrasta trebaju steći relevantne vještine, znanja i stavove kako bi se mogli snalaziti u našem svijetu bogatom medijima. Vještine medijske pismenosti pomoći će im da koriste vjerodostojne mrežne sadržaje i prepoznaju zavaravajuće izvore informacija. Razumjeće kako provjeriti činjenice informacije koje pronađu na mreži i kako ih kritički protumačiti. Oni će podići svoju svijest o pravilnom korištenju kreativnog rada i primijenit će svoje učenje prilikom kreiranja vlastitih kreativnih sadržaja","training.lessons.15.text.1":"Ovaj dio programa za učenje omogućiće vam primjenu različitih strategija i tehnika kako biste osnažili svoje učenike da postanu medijski pismeni. U Marijaninoj aktivnosti učenici uče kako sigurno i odgovorno koristiti web sadržaje. Upoznali su se sa različitim vrstama licenci i razvili su jednostavnu aplikaciju koja pokazuje kako pravilno dijeliti kreativne radove. U Teinoj aktivnosti učenici započinju zadatak za učenje o mamcima za klik. Putem zanimljivih zadataka učenici istražuju strategije za prepoznavanje i otkrivanje mamaca za klik i uče kako ih izbjeći. Sanja omogućuje učenicima da istražuju i kritički analiziraju i procjenjuju web sadržaj, njegovu relevantnost, tačnost, porijeklo i svrhu. Uče kako pronaći pouzdane izvore i kako prepoznati lažne podatke na internetu.","training.lessons.15.text.2":"U planovima lekcija ispod pronaći ćete nadahnjujuće i zanimljive aktivnosti za poboljšanje vještina medijske pismenosti učenika:","training.lessons.15.activities.1":"Je li besplatno ako je na internetu?","training.lessons.15.activities.2":"Kliknuti ili ne kliknuti","training.lessons.15.activities.3":"Provjera činjenica","training.lessons.16.title":"PRIPOVIJEDANJE SA HEDY","training.lessons.16.author":"Autorica: Felienne Hermans","training.lessons.16.text.0":"Jesu li vaši učenici već usvojili neki vizuelni programski jezik, ali se ne osjećaju spremni da prokopaju dublje u neki tekstualni programski jezik? Onda je ovaj segment učenja upravo za vas i vaše učenike, jer će im on pomoći da premoste jaz između vizuelnog i tekstualnog programskog jezika. Segment učenja Pripovijedanje sa Hedy sastoji se od tri nastavna plana koji koriste Hedy – postepeni programski jezik kojim se djeca uče programiranju.","training.lessons.16.text.1":"Hedy za cilj ima djecu koja žele otpočeti sa tekstualnim programskim jezicima, ali za koju bi početak sa programom Python ipak bio prekompleksan. Postepeni jezici koriste različite jezičke nivoe, gdje kod svakog nivoa dodaju novi koncepti i sintaksička kompleksnost. Na kraju sekvence na nivou Hedy, učenici usvoje podskup sintakstički važećeg programa Python.","training.lessons.16.text.2":"U ovom segmentu učenja naći ćete inspirativne i zanimljive aktivnosti koje će vašim učenicima pomoći u efikasnom korištenju tekstualnih programskih jezika. Kreiranjem svojih interaktivnih priča, oni će postepeno učiti programiranje, a da ne moraju naučiti sve odjednom. U nastavnom planu za osnovne škole, učenici se uvode u osnovne koncepte programiranja. Nastavni plan za nižu srednju školu uvodi daljnje programske koncepte, dok nastavni plan za višu srednu školu omogućuje učenicima da programiraju kompleksnije priče i aktivnosti.","training.lessons.16.text.3":"Pogledajte dolje našu interaktivnu priču da vidite kako čitaoci mogu učestvovati u priči i kako ona potiče njihov aktivni angažman.","training.lessons.16.activities.1":"Napravite svoju vlastitu interaktivnu priču s Hedy za učenike osnovnih škola","training.lessons.16.activities.2":"Napravite svoju vlastitu interaktivnu priču s Hedy za učenike nižih srednjih škola","training.lessons.16.activities.3":"Napravite svoju vlastitu interaktivnu priču s Hedy za učenike viših škola","training.lessons.17.title":"Osjetite kod","training.lessons.17.author":"Autorica: Alenka Miljević ","training.lessons.17.text.0":"Socijalna i emocionalna dobrobit je sposobnost da se bude otporan, da se zna kako upravljati emocijama i reagovati na emocije drugih ljudi, razvijati smislene odnose s drugima, stvarati emocije koje vode do dobrih osjećanja i kreirati svoju vlastitu mrežu emocionalne podrške. Socijalne i emocionalne vještine koje mladi nauče u školi pomažu im u izgradnji otpornosti i uspostavljaju obrazac za način na koji će oni upravljati svojim fizičkim i mentalnim zdravljem cijelog života. (Vijeće Evrope)","training.lessons.17.text.1":"Segment učenja Osjetite kod omogućit će vam da potičete socijalnu i emocionalnu dobrobit svojih učenika spoznavanjem, pojašnjavanjem, razumijevanjem i reagovanjem na pozitivne i negativne osjećaje i emocije u cilju izgradnje suosjećanja i otpornosti. U ovom segmentu učenja naći ćete inspirativne i zanimljive aktivnosti koje će vašim učenicima pomoći u izlaženju na kraj s različitim emocijama putem kodiranja. Vaši učenici će naučiti kako da izraze svoje osjećaje i kako da reaguju na emocije svojih vršnjaka uz pomoć robota Bee bot.","training.lessons.17.text.2":"Segment učenja Osjetite kod sastoji se od tri nastavna plana kod kojih se koristi edukativni robot Bee-bot u cilju kreiranja aktivnosti kojima se učenici ohrabruju da govore o emocijama i razvijaju suosjećajnost. U nastavnom planu za osnovnu školu, učenici programiraju Bee bota da govori o emocijama poput tuge, sreće, straha i ljutnje, te otkrivaju razloge zašto oni i njihovi vršnjaci osjećaju te emocije. U nastavnom planu za nižu srednju školu učenici se ohrabruju da programiraju Bee bota, prepoznaju svoja vlastita i osjećanja svojih vršnjaka, shvate šta ih je izazvalo i kako da reaguju na njih. Nastavnim planom za višu srednju školu učenicima se omogućava da vrše navigaciju sa Bee botom i izmišljaju priče o osjećajima, otpornosti i suosjećajnosti.","training.lessons.17.text.3":"Ako nemate edukativnog robota u učionici, ovaj segment učenja će vam pružiti ideje za aktivnosti van interneta kojima se potiče razvoj socijalnih i emocionalnih vještina. U donjem interaktivnom segmentu daje se kraći pregled aktivnosti koje možete raditi u učionici:","training.lessons.17.activities.1":"Kodirajte - osjetite - učite za učenike osnovnih škola","training.lessons.17.activities.2":"Moje srce nije od kamena za učenike nižih srednjih škola","training.lessons.17.activities.3":"Oraspoložite me kodiranjem za učenike viših srednjih škola","training.lessons.18.title":"SOS Water","training.lessons.18.author":"Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS Water je odgovor potrebi da se adresira problem zagađivanja vode. I pored napora uloženih posljednjih godina, još ima dvije milijarde ljudi u svijetu koji nemaju pristup sigurnoj vodi za piće. Ovo znači da Cilj održivog razvoja (SDG) 6 iz agende 2030., koji navodi da svi ljudi trebaju imati pristup do sigurno dovedene vode i sanitarnih uslova do 2030., je daleko od svog ispunjenja. Isto važi za SDG 14, podvodni život, koji ima za cilj da zaštiti i koristi održivost za okeane, mora i morske resurse za održivi razvoj.","training.lessons.18.text.1":"Ovaj dio za učenje fokusira se na relevantni i aktuelni problem mjerenja kvaliteta vode i novih zagađivača koji dovode u pitanje kvalitet vode. Učenici će imati mogućnost da istražuju i traže rješenja za realne probleme povezane s vodom i životnom sredinom, koja će im omogućiti da razviju vještine kao što je istraživanje, kritičko razmišljanje i rješavanje problema.","training.lessons.18.text.2":"Nastavni planovi uključuju praktične i kreativne aktivnosti, kao što je programiranje u programu Scratch, inicijacija mašinskog učenja i vještačke inteligencije s učenjem mašinskog učenja i građenjem vođenih vozila s Lego setovima za uzimanje uzoraka vode i pH analizu vode. Ove će aktivnosti omogućiti učenicima da iskoriste svoje vještine i znanje u praksi u interaktivnom i razigranom okruženju što će povećati njihovu motivaciju i interes za projekt.","training.lessons.18.text.3":"Za implementaciju ovog dijela učenja predlaže se da se razviju tri aktivnosti na času, da bi se završio čitav projekt i da bi se dobio značajniji i motivirajući proces učenja. Ipak, svaka se aktivnost može obaviti u izolaciji.","training.lessons.18.activities.1":"SOS Water s programom Scratch","training.lessons.18.activities.2":"SOS Water s mašinskim učenjem","training.lessons.18.activities.3":"SOS Water s robotikom","training.download_video_script":"Preuzmite video skriptu","training.ready_to_share":"Spremni ste da podijelite ono što ste naučili sa svojim učenicima?","training.choose_lessons":"Odaberite jedan od planova lekcija u donjem tekstu i organizirajte aktivnost sa svojim učenicima.","training.footer.title":"Ne zaboravite dodati svoje događanje na mapu Sedmice kodiranja!","training.footer.text":`

    Možete lako organizirati lekciju u svojoj učionici, otvoreni dan ili događaj u vašoj školi. Samo pronađite datum i registrirajte svoju aktivnost na mapi Sedmice kodiranja. Svaki organizator aktivnosti dobit će certifikat o učešću za svoj trud.

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    Ako se želite povezati s međunarodnom grupom entuzijastičnih nastavnika, pridružite se Facebook grupi Sedmice kodiranja EU za nastavnike! Poduzmite dodatni korak i sarađujte sa drugim školama u svojoj zemlji ili preko granica - pridružite se Izazovu Sedmice kodiranja za sve.

    `,"validation.accepted":":attribute mora biti prihvaćen.","validation.active_url":":attribute nije važeći URL.","validation.after":":attribute mora biti datum nakon :date.","validation.after_or_equal":":attribute mora biti datum nakon ili isti kao :date.","validation.alpha":":attribute smije sadržavati samo slova.","validation.alpha_dash":":attribute smije sadržavati samo slova, brojeve i crte.","validation.alpha_num":":attribute smije sadržavati samo slova i brojeve.","validation.array":":attribute mora biti niz.","validation.before":":attribute mora biti datum prije :date.","validation.before_or_equal":":attribute mora biti datum prije ili isti kao :date.","validation.between.numeric":":attribute mora biti između :min i :max.","validation.between.file":":attribute mora biti između :min i :max kilobajta.","validation.between.string":":attribute mora biti između :min i :max karaktera.","validation.between.array":":attribute mora imati između :min i :max stavki.","validation.boolean":":attribute polje mora biti tačno ili pogrešno.","validation.confirmed":":attribute potvrda ne odgovara.","validation.date":":attribute nije važeći datum.","validation.date_format":":attribute ne odgovara formatu :format.","validation.different":":attribute i :other moraju se razlikovati.","validation.digits":":attribute moraju biti :digits cifre.","validation.digits_between":":attribute mora biti između :min i :max cifara.","validation.dimensions":":attribute ima nevažeće dimenzije slika.","validation.distinct":":attribute polje ima dvostruku vrijednost.","validation.email":":attribute mora biti važeća adresa e-pošte.","validation.exists":"Odabrani :attribute je nevažeći.","validation.file":":attribute mora biti datoteka.","validation.filled":":attribute polje mora imati vrijednost.","validation.image":":attribute mora biti slika.","validation.in":"Odabrani :attribute je nevažeći.","validation.in_array":":attribute polje ne postoji u :other.","validation.integer":":attribute mora biti cijeli broj.","validation.ip":":attribute mora biti važeća IP adresa.","validation.ipv4":":attribute mora biti važeća IPv4 adresa.","validation.ipv6":":attribute mora biti važeća IPv6 adresa.","validation.json":":attribute mora biti važeći JSON niz znakova.","validation.max.numeric":":attribute ne smije biti veći od :max.","validation.max.file":":attribute ne smije biti veći od :max kilobajta.","validation.max.string":":attribute ne smije biti veći od :max karaktera.","validation.max.array":":attribute ne smije imati više od :max stavki.","validation.mimes":":attribute mora biti datoteka tipa: :values.","validation.mimetypes":":attribute mora biti datoteka tipa: :values.","validation.min.numeric":":attribute mora biti najmanje :min.","validation.min.file":":attribute mora biti najmanje :min kilobajta.","validation.min.string":":attribute mora biti najmanje :min karaktera.","validation.min.array":":attribute mora imati najmanje :min stavki.","validation.not_in":"Odabrani :attribute je nevažeći.","validation.not_regex":":attribute format je nevažeći.","validation.numeric":":attribute mora biti broj.","validation.present":":attribute polje mora biti prisutno.","validation.regex":":attribute format je nevažeći.","validation.required":":attribute polje je obavezno.","validation.required_if":":attribute polje je obavezno kad je :other :value.","validation.required_unless":":attribute polje je obavezno osim ako :other nije u :values.","validation.required_with":":attribute polje je obavezno kada je :values prisutno.","validation.required_with_all":":attribute polje je obavezno kada je :values prisutno.","validation.required_without":":attribute je obavezno kada :values nije prisutno.","validation.required_without_all":":attribute je obavezno kada nijedna od :values nije prisutna.","validation.same":":attribute i :other moraju odgovarati.","validation.size.numeric":":attribute mora biti :size.","validation.size.file":":attribute mora biti :size kilobajta.","validation.size.string":":attribute mora biti :size karaktera.","validation.size.array":":attribute mora sadržavati :size stavki.","validation.string":":attribute mora biti niz znakova.","validation.timezone":":attribute mora biti važeća zona.","validation.unique":":attribute je već uzet.","validation.uploaded":":attribute se nije uspio učitati.","validation.url":":attribute format je nevažeći.","validation.custom.attribute-name.rule-name":"standardna-poruka","values.1.title":"EU Sedmica Kodiranja je nezavisna","values.1.content":"EU Sedmica Kodiranja je zajednica koju vode volonteri. Mi ovo ne radimo zbog ekonomskog interesa. Mi poštujemo i cijenimo ideje, uvjerenja i kulture drugih ljudi. Mi učestvjemo u EU Sedmici Kodiranja,zato što vjerujemo u važnost onoga što mi radimo. To je naša snaga. Želimo da računarsko razmišljanje, kodiranje, programiranje, računarske nauke, robotiku, sastavljanje hardvera i digitalne vještine uopšte učinimo dostupnim svima.","values.2.title":"EU Sedmica Kodiranja je za svakoga","values.2.content":"Svako može organizovati aktivnosti EU Sedmice Kodiranja. Mi razumijemo da je od ključnog značaja za dešavanja EU Sedmice Kodiranja da bude organizovana za svakoga bez obzira na njihovu dob, boju, rodnu skupinu, kulturno porijeklo ili intelektualne sposobnosti. Aktivnosti mogu biti tačka ulaska koje će podstaknuti interes i znatiželju ili pomoći da se još više razviju vještine. Jednakost, poštovanje, sloboda i uključenost su naši principi. Mi želimo da svi učesnici steknu iskustvo i na zabavan način kreiraju sa tehnologijom. ","values.3.title":"EU Sedmica Kodiranja je glokalna","values.3.content.1":"EU Sedmica Kodiranja ima ambiciju da dopre do vas bez obzira da li živite u velikom gradu, regionalnom centru, ili udaljenom selu. Mi posvećujemo posebnu pažnju podršci lokalnih organizatora sa","values.3.content.2":"materijalima","values.3.content.3":"na njihovom jeziku i prilagođenim njihovim potrebama.","values.3.content.4":"Mapa EU Sedmice Kodiranja","values.3.content.5":"je ključni alat u kojem se sve aktivnosti registruju i imaju preciznu lokaciju. U isto vrijeme, EU Sedmica Kodiranja je globalna i želi dobrodošlicu u svoju zajednicu ljudima širom svijeta. Mi smo “glokalni”.","values.4.title":"EU Sedmica Kodiranja govori o saradnji","values.4.content.1":"Članovi EU Sedmice Kodiranja međusobno komuniciraju, razmjenjuju informacije, uče jedni od drugih i zajedno grade znanje. Mi smo povezani i pružamo podršku jedni drugima. Mi dijelimo resurse, ideje i najbolje prakse. Mi podstičemo partnerstvo i dijeljenje znanja.","values.4.content.2":"Izazov za sve EU Sedmice Kodiranja","values.4.content.3":"ima za cilj da gradi mostove preko granica i zajednica. Pomaže da se proširi pozitivna energija i povežu ljudi koji mogu da uče jedni od drugih.","values.5.title":"EU Sedmica Kodiranja je neprofitabilna","values.5.content.1":"Sve aktivnsti Sedmice Kodiranja su neprofitabilne. Svi","values.5.content.2":"resursi","values.5.content.3":"na websajtu EU Sedmice Kodiranja su besplatni. Sve obuke i onlajn kursevi EU Sedmice Kodiranja su besplatni.","values.6.title":"EU Sedmica Kodiranja podstiče kreativnost i inovacije","values.6.content":"EU Sedmica Kodiranja podstiče kreativnost, inovacije i razmišljanje prema budućnosti. Mi smo otvoreni i zahvaljujemo se za povratne informacije i kritike tako da možemo donijeti odluke zasnovane na informacijama i razviti EU Sedmicu Kodiranja. Čak će i greške učiniti da se razvijamo, kao pojedinci, i kao zajednica.","values.7.title":"EU Sedmica Kodiranja je zahvalna svojoj zajednici","values.7.content":"Zahvaljujemo se za podršku učiteljima, trenerima i drugim organizatorima aktivnosti, učenicima, roditeljima, klubovima za kodiranje i svim partnerima sa kojima radimo. Svi mi dijelimo isti cilj. Želimo da omogućimo računarsko razmišljanje, kodiranje, računarske nauke i digitalne vještine uopšte, što je moguće većem broju ljudi.","values.title":"Izjava vrijednosti EU Sedmice Kodiranja","values.description.1.1":"EU Sedmica Kodiranja je pokret koji vode volonteri –","values.description.1.2":"ambasadori","values.description.1.3":", vodeći učitelji i entuzijasti kodiranja širom svijeta. Sedmica je podržana od strane","values.description.1.4":"Evropske Komisije","values.description.1.5":"i ministarstava obrazovanja u Evropskoj Uniji i zemljama zapadnog Balkana.","values.description.2":"U središtu EU Sedmice Kodiranja je zajednica organizatora dobrovoljnih aktivnosti koja je sastavljena od učitelja, mentora, klubova za kodiranje, biblioteka, privatnih kompanija, roditelja i nevladinih organizacija. Mi posvećujemo naše vrijeme, energiju i vještine da omogućimo računarsko razmišljanje, kodiranje, robotiku, sastavljanje hardvera, računarske nauke i digitalne vještine uopšte što je moguće većem broju ljudi u Evropi i širom svijeta.","values.description.3":"EU Sedmica Kodiranja takođe čine i milioni učesnika, ljudi koji su svih rodnih skupina, dobi, porijekla, kultura i vještina iz cijelog svijeta. ","values.description.4":"Mi smo ponosni što smo EU Sedmica Kodiranja. Ovo su naše vrijednosti. One stalno vode naš rad i naše odluke.","why-coding.titles.0":"Zašto kodiranje?","why-coding.titles.1":"Radi se o oživljavanju ideja","why-coding.titles.2":"Radi se i o razvoju ključnih kompetencija","why-coding.titles.3":"Radi se o oživljavanju ideja","why-coding.texts.0":"Riječ je o Piji, koja je osjećala kao da mora studirati pravo, iako je uvijek uživala u matematici i igranju sa kompjuterima. Riječ je o Marku, koji ima ideju za bolju društvenu mrežu, ali ne zna kako da je sam napravi. Riječ je o Alice, koja sanja da napravi robota, jer joj roditelji ne dopuštaju da ima mačku. I o onima od vas koji već pomažete da se ti snovi ostvare.","why-coding.texts.1":"Zapravo, radi se o svima nama i o tome kako oblikujemo svoj život i svoju budućnost. Možemo i bolje od pukog dijeljenja i lajkanja postova. Možemo oživjeti svoje ideje, napraviti stvari koje će drugima donijeti radost.","why-coding.texts.2":"Nikada nije bilo lakše razviti aplikaciju, napraviti vlastitog robota ili ko zna - čak izmisliti leteći automobil! To nije udobno putovanje, ali je putovanje puno kreativnih izazova, velikih količina zabave i podrške zajednice koja stoji iza vas. Jeste li spremni da prihvatite izazov i postanete digitalni stvaralac?","why-coding.texts.3":"Programski jezici su poput bilo kojeg drugog jezika. Samo u ovom slučaju, djeca ne uče da se izražavaju i komuniciraju sa drugim ljudima. Umjesto toga, oni razumiju kako komunicirati s tehnologijom. Tehnologija koja je svuda oko nas - u našim pametnim telefonima, kompjuterima, vozilima, svuda!","why-coding.texts.4":"Ali razumijevanje i komunikacija sa kompjuterima je samo dio toga. Kodiranje također pomaže u razvoju multidisciplinarnih kompetencija, kao što su računarsko razmišljanje, rješavanje problema, kreativnost i timski rad - izvrsne vještine za sva zanimanja. Sposobnost rješavanja problema, suočavanja sa neuspjehom i ponovnog pokušavanja ili saradnje sa drugima, osobine su koje se traže u mnogim poljima.","why-coding.texts.5":"Prije jednog vijeka programski jezici nisu ni postojali. Danas je kodiranje svuda oko nas i gotovo sve se može programirati - čak i cipele ili kutije sa žitaricama! Pa zašto onda dopustiti drugima da oblikuju našu budućnost, kada mi možemo postati tvorci i kada možemo ostvariti svoje vizije i ideje? Napokon, jedino ograničenje je naša mašta","why-coding.texts.6":"Alessandro Bogliolo, koordinator tima dobrovoljnih ambasadora Evropske sedmice kodiranja, rekao je:","why-coding.texts.7":"Od početka vremena radili smo mnoge stvari, koristeći kamen, željezo, papir i olovku, koje su promijenile naš život. Sada živimo u drugoj eri u kojoj je naš svijet oblikovan u kodu. Različite ere imaju različite poslove i potrebe za vještinama. Tokom Sedmice kodiranja želimo svakom Evropljanu pružiti priliku da otkrije kodiranje i zabavi se s njim. Naučimo kodiranje da oblikujemo našu budućnost","why-coding.texts.8":"Na kraju, programiranje je tražena vještina u gotovo bilo kojoj industriji - ne samo u tehnologiji, već i u finansijama, zdravstvu, nauci, čak i dizajnu ili poljoprivredi, a potražnja samo raste. Djeca koja znaju kodirati, koja razumiju kako funkcioniše tehnologija, imaju određenu prednost, bez obzira na to koji put karijere na kraju odaberu.","why-coding.texts.9":"Osjećate se nadahnuto?","why-coding.texts.10":"Pridružite se Evropskoj sedmici kodiranja!","why-coding.texts.11":"Treba vam više hrane za razmišljanje?","why-coding.texts.12":"Posjetite naš blog za više informacija."};export{a as default}; diff --git a/public/build/assets/php_bg-CmgLlBcI.js b/public/build/assets/php_bg-CmgLlBcI.js deleted file mode 100644 index 39412f228..000000000 --- a/public/build/assets/php_bg-CmgLlBcI.js +++ /dev/null @@ -1,105 +0,0 @@ -const e={"about.when-title":"През 2024 г. Европейската седмица на програмирането ще се проведе между 14 и 27 октомври.","about.when-text":"

    Европейската седмица на програмирането е движение на равнище граждани, което популяризира креативността, решаването на проблеми и сътрудничеството чрез програмиране и други технически дейности. Идеята е да се популяризира програмирането, да се покаже на младите и старите хора как идеите оживяват с помощта на програмирането, тези умения да станат по-ясни и разбираеми и да се съберат на едно място мотивирани хора, които искат да учат.

    ","about.codeweek_in_numbers-title":"Седмицата на програмирането в цифри","about.codeweek_in_numbers-text":`

    През 2021 г. 4 млн. души в над 80 държави по целия свят взеха участие в Европейската седмица на програмирането.

    -

    Средната възраст на участниците беше 11 години, а 49 % от участниците през 2021 г. бяха жени или момичета. 88 % от събитията в Европейската седмица на програмирането се проведоха в училища, което показва, че усилията да се подготвят учители през кампанията от 2021 г. са били успешни.

    -

    Всеки е добре дошъл да организира или да се присъедини към събитие. Просто изберете тема и целева аудитория, и добавете своето събитие! на на картата.

    `,"about.run_by_volunteers-title":"Организира се от доброволци","about.run_by_volunteers-text":'

    Европейската седмица на програмирането се ръководи от доброволци. Един или няколко посланици на Седмицата на програмирането координират инициативата в своята страна, но всеки може да организира собствено събитие и да го добави на картата на codeweek.eu.

    ',"about.supported_by_commission-title":"Подпомага се от Европейската комисия","about.supported_by_commission-text":'

    Инициативата беше стартирана през 2013 г. от експертната група на младите съветници към Програмата в областта на цифровите технологии за Европа. Европейската комисия подпомага Европейската седмица на програмирането като част от своята стратегия за единен цифров пазар. В Плана за действие за цифрово образование Комисията насърчава специално училищата да се присъединят към инициативата.

    ',"about.schools-title":"Училища","about.schools-text":'

    За участие в Европейската седмица на програмирането са поканени специално училища и учители от всички образователни степени, за да дадат възможност на своите ученици да се запознаят с цифровата креативност и с програмирането. Научете повече за инициативата и как да организирате своето събитие чрез уеб страницата, предназначена за учители: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Защо програмиране?","about.why_coding-text":`

    Заради Пиа, която мислеше, че трябва да учи право, макар че винаги е харесвала математиката и работата с компютри. Заради Марк, който има идея за по-добра социална мрежа, но не може да я създаде сам. Заради Алис, която мечтае да създава роботи, защото нейните родители не ѝ позволяват да си има котка.

    - -

    Всичко е заради онези от вас, които вече помагат тези мечти да се превърнат в реалност.

    - -

    Всъщност е заради всички нас. Нашето бъдеще. Технологиите предопределят живота ни, но ние позволяваме на малка група хора да решават за какво и как да ги използваме. Можем да правим по-добри неща, не само да споделяме и харесваме разни неща. Можем да превърнем налудничавите си идеи в реалност, да създадем неща, които ще донесат радост на другите.

    - -

    Никога не е било по-лесно да създадеш свое собствено приложение, да си конструираш робот или да изобретиш летящи автомобили, защо не! Пътят не е лесен, но това е път, изпълнен с творчески предизвикателства, подкрепяща общност и изобилие от забавления. Готови ли сте да приемете предизвикателството и да станете творец?

    - -

    Програмирането помага също така за развиването на умения като изчислително мислене, решаване на проблеми, креативност и работа в екип — наистина добри умения за всички сфери на живота.

    `,"about.why_coding-quote":`

    Алесандро Болиоло, координатор на екипа от посланици на Европейската седмица на програмирането, заяви:

    -

    „Още от древността сме правили много неща с помощта на камък, желязо, хартия и молив, които са преобразили живота ни. Сега живеем в различна епоха, в която светът ни е кодиран. Различните епохи имат различни изисквания за работните места и уменията. По време на Седмицата на програмирането искаме да дадем възможност на всеки европеец да научи за програмирането и да се забавлява с него. Нека се научим да програмираме, за да сътворим бъдещето си“.

    -
    -

    `,"about.join_codeweek-title":"Присъединете се към Европейската седмица на програмирането:","about.join_codeweek-text":'

    Присъединете се към Европейската седмица на програмирането, като организирате събитие за програмиране във вашия град, се присъедините към предизвикателството Code Week 4 All и свържете събития, пресичащи общности и граници, или като ни помогнете да разпространим визията на Седмицата на програмирането като посланик на Европейската седмица на програмирането за вашата страна!

    ',"about.partners_and_sponsors":"Партньори и спонсори","ambassador.title":"Посланици на Европейската седмица на програмирането","ambassador.your_current_country":"Вашата настояща държава","ambassador.visit_the":"Посетете","ambassador.local_facebook_page":"местната страница във Facebook","ambassador.local_website":"Местен уебсайт","ambassador.ambassadors":"Посланици","ambassador.no_ambassadors":"Все още няма посланици","ambassador.countries_with_ambassadors":"Държави с посланици","ambassador.why_dont_you_volunteer":"Защо не станете доброволец?","auth.failed":"Тези идентификационни данни не съответстват на записите ни.","auth.throttle":"Твърде много опити за влизане. Моля, опитайте отново след :seconds секунди.","base.languages.en":"английски","base.languages.fr":"френски","base.languages.bg":"български","base.languages.mt":"малтийски","base.languages.hr":"хърватски","base.languages.de":"немски","base.languages.pl":"полски","base.languages.cs":"чешки","base.languages.el":"гръцки","base.languages.pt":"португалски","base.languages.da":"датски","base.languages.hu":"унгарски","base.languages.ro":"румънски","base.languages.nl":"холандски","base.languages.ga":"ирландски","base.languages.sk":"словашки","base.languages.it":"италиански","base.languages.sl":"словенски","base.languages.et":"естонски","base.languages.lv":"латвийски","base.languages.es":"испански","base.languages.fi":"фински","base.languages.lt":"литовски","base.languages.sv":"шведски","base.languages.se":"шведски","base.languages.al":"албански","base.languages.ba":"босненски","base.languages.mk":"македонски","base.languages.me":"черногорски","base.languages.rs":"сръбски","base.languages.tr":"Турски","base.resources_local_title":"Ресурси за програмиране от","base.days":"Дни","base.hours":"Часове","base.minutes":"Минути","base.seconds":"Секунди","base.still_have_question":"Все още имате въпрос?","base.drop_us_a_line":"Просто ни драснете няколко реда!","base.get_in_touch":"СВЪРЖЕТЕ СЕ С НАС","base.footer_msg":"Инициатива на равнище граждани, ръководена от доброволци и подкрепяна от Европейската комисия.","base.email":"Имейл","base.display_email":"Показване на имейла","base.first_name":"Лично име","base.last_name":"Фамилно име","base.your_website":"Вашият уебсайт","base.biography":"Биография","base.update":"Актуализиране","base.delete":"Изтриване","base.choose a file":"Изберете файл","base.learning_bits":"Учене и обучение","base.codeweek":"Седмицата на програмирането","base.bring_codeweek_to_your_students":"Представете Седмицата на програмирането на своите ученици","base.or":"или","base.newsletter":"Бюлетин","certificates.certificates_for":"Сертификати за ","certificates.no_certificates":"Все още няма сертификати.","challenges-content.chatbot.title":"Направете чатбот","challenges-content.chatbot.author":"Екип на Европейската седмица на програмирането","challenges-content.chatbot.purposes.0":"Кодирайте интерактивни загадки","challenges-content.chatbot.purposes.1":"Използвайте код, за да създадете диалози между чатбот и потребител","challenges-content.chatbot.description":"Кодирайте разговор между чатбот и потребител, който се опитва да реши загадка. Опитайте се да създадете чатбот, който чати като човек. Вместо загадка, може да създадете диалог между чатбот и потребител.","challenges-content.chatbot.instructions.0":"Помислете за някаква загадка","challenges-content.chatbot.instructions.1":"Влезте в","challenges-content.chatbot.instructions.2":"или създайте нов профил. (Когато създавате нов профил, имайте предвид, че поради изискванията за поверителност в Pencil Code не се разрешава използването на истинските имена.)","challenges-content.chatbot.instructions.3":"Кликнете върху Imagine (Представете си) и Make your own (Направете ваше собствено)","challenges-content.chatbot.instructions.4":"Използвайте блокове или текстов режим, за да напишете своята загадка","challenges-content.chatbot.instructions.5":"Може да използвате и","challenges-content.chatbot.instructions.6":"този код","challenges-content.chatbot.instructions.7":"и да го адаптирате към вашата загадка или да изберете Answering a riddle (Отговор на загадка) от менюто и да редактирате","challenges-content.chatbot.example":"Разгледайте този пример за загадка.","challenges-content.chatbot.more.0":"Този код е адаптиран от дейност в Pencil Code","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Отдалечете се от компютъра и кодирайте: Направете хартиена електрическа верига","challenges-content.paper-circuit.author":"Екип на Европейската седмица на програмирането","challenges-content.paper-circuit.purposes.0":"Засилване на креативността","challenges-content.paper-circuit.purposes.1":"Развиване на умения за решаване на проблеми","challenges-content.paper-circuit.description.0":"Нарисувайте предмет по ваш избор. Може да нарисувате нощното небе, калинка, робот, коледно дърво или каквото пожелаете. Не се колебайте да персонализирате своя проект с визуалните елементи на Европейската седмица на програмирането: може да разгледате","challenges-content.paper-circuit.description.1":"Набор от инструменти за учители в Европейската седмица на програмирането","challenges-content.paper-circuit.description.2":"и да свалите всяко едно лого или визуален елемент, които желаете. Дори може да направите покана за Европейската седмица на програмирането от хартиена електрическа верига. Към вашата верига добавете и мотивиращо съобщение, за да окуражите и други учители да се присъединят към Седмицата на програмирането и/или да разгледат уебсайта, специално създаден за училищата.","challenges-content.paper-circuit.instructions.0":"Начертайте обект и решете кои части ще бъдат осветени (напр. звездите).","challenges-content.paper-circuit.instructions.1":"Направете дупка в хартията с молив и поставете LED стикер във всяка част, която трябва да бъде осветена. ","challenges-content.paper-circuit.instructions.2":"Нарисувайте кръг, в който ще поставите плоска кръгла батерия.","challenges-content.paper-circuit.instructions.3":"Начертайте + и - от другата страна на хартията. Уверете се, че по-дългата част на LED стикера е свързана към страната „+“ на батерията, а по-късата – към страната „-“.","challenges-content.paper-circuit.instructions.4":"Положете медната лента върху успоредните линии.","challenges-content.paper-circuit.instructions.5":"Направете сгъвка така, че когато хартията покрие батерията, LED стикерът да свети. Може да използвате кламер, за да осигурите добър контакт с медната лента.","challenges-content.paper-circuit.instructions.6":"Снимайте своята хартиена електрическа верига и я споделете в Instagram, като обясните защо смятате, че си струва да сте част от тази инициатива. ","challenges-content.paper-circuit.example":"Вижте някои примери за хартиени електрически вериги","challenges-content.paper-circuit.materials.0":"хартия или картон","challenges-content.paper-circuit.materials.1":"пастели или маркер","challenges-content.paper-circuit.materials.2":"плоска кръгла батерия","challenges-content.paper-circuit.materials.3":"медна лента","challenges-content.paper-circuit.materials.4":"LED стикери за ел. верига","challenges-content.paper-circuit.materials.5":"кламер","challenges-content.dance.title":"Създайте танц","challenges-content.dance.author":"Екип на Европейската седмица на програмирането","challenges-content.dance.purposes.0":"За да научите основни понятия в кодирането","challenges-content.dance.purposes.1":"За да научите как да анимирате героите","challenges-content.dance.description":"В това предизвикателство вие ще създадете няколко героя, които ще танцуват заедно. Ще използвате вградена медийна библиотека, за да изберете герои и музикални клипове, но също така може да създадете свои собствени. Вие ще анимирате героите, за да танцуват и да говорят помежду си.","challenges-content.dance.instructions.0":"Влезте в","challenges-content.dance.instructions.1":"като учител. Създайте ученически профили и ги споделете със своите ученици. Друга възможност е да споделите код на класа и вашите ученици да се регистрират с имейл адреса на училището си. Ако сте ученик, може да се присъедините като ученик, но ще трябва да предоставите имейл адреса на родител, за да може вашият родител да одобри вашия профил.","challenges-content.dance.instructions.2":"Кликнете","challenges-content.dance.instructions.3":"и сложете име","challenges-content.dance.instructions.4":"Отидете на","challenges-content.dance.instructions.5":"за да добавите фон, като кликнете върху иконата на зъбно колело. Изберете фон от Media Library (медийната библиотека), качете свое изображение, като дори може да направите снимка и да я качите. Изберете аудиоклип и го добавете на сцената (stage):","challenges-content.dance.instructions.6":"Кликнете върху бутона","challenges-content.dance.instructions.7":"за да добавите герои или предмети, които ще анимирате, така че те да могат да се движат, да говорят или да си взаимодействат помежду си. Добавете два или три героя по ваш избор. Може да нарисувате свои собствени герои или да промените съществуващите. Добавете различни костюми към вашия герой, като кликнете върху иконата с молив.","challenges-content.dance.instructions.8":"Кликнете върху всеки герой и го анимирайте, като добавите следните блокове","challenges-content.dance.instructions.9":"Добави","challenges-content.dance.instructions.10":"say block","challenges-content.dance.instructions.11":"(кажи блок) и така героите ще си говорят помежду си. Променете формата на „балончетата“ за реч, както и шрифта и размера на текста","challenges-content.dance.example.0":"Разгледайте","challenges-content.dance.example.1":"този пример","challenges-content.dance.example.2":"на танцуващи роботи. Може да го използвате и отново да го смесите.","challenges-content.compose-song.title":"Направете музикална композиция","challenges-content.compose-song.author":"Екип на Европейската седмица на програмирането","challenges-content.compose-song.purposes.0":"Да се научи програмиране чрез музика","challenges-content.compose-song.purposes.1":"Да се разграничават музикалните жанрове и инструменти","challenges-content.compose-song.purposes.2":"Да се композира песен чрез смесване на звукови клипове","challenges-content.compose-song.description":"В това предизвикателство ще създадете музикална композиция, като използвате език за програмиране. Може да използвате вградени звукови клипове или да записвате свои собствени и да ги смесвате, за да създадете музикална композиция. Пуснете своя код в цифровата аудио станция (Digital Audio Workstation, DAW) и слушайте музиката, която сте кодирали. Слушайте заедно с различни звуци и ефекти, за да промените музиката.","challenges-content.compose-song.instructions.0":"Влезте в","challenges-content.compose-song.instructions.1":"Кликнете тук, за да направите скрипт","challenges-content.compose-song.instructions.2":"Дайте име на скрипта си и изберете","challenges-content.compose-song.instructions.3":"като език за програмиране","challenges-content.compose-song.instructions.4":"Започнете да пишете своя код между","challenges-content.compose-song.instructions.5":"и","challenges-content.compose-song.instructions.6":"линии","challenges-content.compose-song.instructions.7":"Разгледайте музикалните клипове в","challenges-content.compose-song.instructions.8":"Sound Library","challenges-content.compose-song.instructions.9":"(Звуковата библиотека) и изберете музикалните жанрове, изпълнителите и инструментите, които харесвате","challenges-content.compose-song.instructions.10":"За да добавите звуков клип към песента, въведете","challenges-content.compose-song.instructions.11":"Между скобите трябва да има следните 4 параметъра, разделени със запетаи","challenges-content.compose-song.instructions.12":"Sound clip (Звуков клип)","challenges-content.compose-song.instructions.13":"Поставете курсора между скобите, отидете на Звуковата библиотека, изберете клип и го поставете, като кликнете върху синята икона за поставяне","challenges-content.compose-song.instructions.14":"Track number (Номер на запис)","challenges-content.compose-song.instructions.15":"записите ви помагат да организирате различните звуци по вид на инструмента (вокал, бас, барабани, клавирни и др.). Добавете толкова записи (инструменти), колкото желаете. Записите се показват като редове, които преминават през цифровата аудио станция (DAW)","challenges-content.compose-song.instructions.16":"Start measure (Започнете такт)","challenges-content.compose-song.instructions.17":"показва кога вашият запис ще започне да се възпроизвежда. Тактовете са музикални времеви единици. Един такт е 4 удара","challenges-content.compose-song.instructions.18":"End measure (Край на такт)","challenges-content.compose-song.instructions.19":"показва кога вашият запис ще спре да се възпроизвежда","challenges-content.compose-song.instructions.20":"Такъв ред на кода ще изглежда така","challenges-content.compose-song.instructions.21":"Можете да добавите различни ефекти, като сила на звука, за да подобрите звука на вашата композиция. Силата на звука варира от -60,0 децибела до 12,0 децибела, като 0,0 е първоначалната сила на звука.","challenges-content.compose-song.instructions.22":"Въведете","challenges-content.compose-song.instructions.23":"В скобите напишете номера на записа, VOLUME, GAIN, ниво на силата на звука, такта, при който започва, нивото и такта, когато свършва","challenges-content.compose-song.instructions.24":"Това е пример за ефект на плавно увеличаване","challenges-content.compose-song.instructions.25":"и за ефект на плавно затихване","challenges-content.compose-song.example.0":"Слушайте","challenges-content.compose-song.example.1":"пример за песен, програмирана с Earsketch","challenges-content.compose-song.example.2":"Може да импортирате кода и да го редактирате","challenges-content.sensing-game.title":"Направете видео сензорна игра","challenges-content.sensing-game.author":"Екип на Европейската седмица на програмирането","challenges-content.sensing-game.purposes.0":"Да програмирате анимирани предмети","challenges-content.sensing-game.purposes.1":"Да разберете как да контролирате цифровата анимация с физическо движение","challenges-content.sensing-game.purposes.2":"Да композирате песен чрез смесване на звукови клипове","challenges-content.sensing-game.description":"В това предизвикателство ще създадете лесна игра, която използва видеокамера като сензор за засичане на движение, което означава, че ще можете да контролирате анимацията си с физическо движение. В тази игра задачата е в рамките на 30 секунди да съберете колкото се може повече балончета на Европейската седмица на програмирането. Вместо да събирате балончета, може да създадете игра, в която преследвате някой герой или спуквате балони с ръце.","challenges-content.sensing-game.instructions.0":"Влезте в","challenges-content.sensing-game.instructions.1":"Кликнете","challenges-content.sensing-game.instructions.2":"Добавяне на разширение","challenges-content.sensing-game.instructions.3":"и изберете","challenges-content.sensing-game.instructions.4":"Видео Усет","challenges-content.sensing-game.instructions.5":"С него ще се засече колко бързо се движи даден предмет. Ако числото е по-малко, той по-лесно ще се поддава на движение.","challenges-content.sensing-game.instructions.6":"Добавете спрайт. Изберете звук и го добавете към вашия спрайт. Ако желаете, може да добавите","challenges-content.sensing-game.instructions.7":"Създай клонинг","challenges-content.sensing-game.instructions.8":"за да дублирате своя спрайт.","challenges-content.sensing-game.instructions.9":"Създайте две променливи: една за","challenges-content.sensing-game.instructions.10":"Резултат","challenges-content.sensing-game.instructions.11":"и другата за","challenges-content.sensing-game.instructions.12":"Таймер","challenges-content.sensing-game.instructions.13":"и ги добавете към спрайта. Настройте таймера на 30 и добавете","challenges-content.sensing-game.instructions.14":"Промени таймер с -1","challenges-content.sensing-game.instructions.15":"Създайте нов спрайт","challenges-content.sensing-game.instructions.16":"Край на играта","challenges-content.sensing-game.instructions.17":"за да приключите играта. Може също така да създадете спрайт с името на вашата игра, напр. Collect all EU Code Week bubbles (Събери всички балончета на Европейската седмица на програмирането).","challenges-content.sensing-game.example.0":"Играй видео сензорна игра Collect all EU Code Week Bubbles (Събери всички балончета на Европейската седмица на програмирането). Ако желаете, можете да смесите отново","challenges-content.sensing-game.example.1":"този проект","challenges-content.calming-leds.title":"Успокояващи LED диоди: създайте просто устройство с micro:bit","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 минути","challenges-content.calming-leds.materials.0":"micro:bit устройство и батерия (ако са налични)","challenges-content.calming-leds.materials.1":"лаптоп или таблет, с които да посетите Microsoft MakeCode и Youtube","challenges-content.calming-leds.materials.2":"microbit.org за ресурси за тази дейност","challenges-content.calming-leds.description":"Учениците създават цифрово устройство с помощта на LED диоди, които могат да им помогнат да регулират дишането си и да се чувстват по-спокойни. Те ще бъдат помолени да напишат прост код, като експериментират с анимации и последователности.","challenges-content.calming-leds.instructions.0":"Целта е да се създаде работещо успокояващо устройство с LED, което да използваш за регулиране на дишането. Това устройство може да бъде създадено върху физическа micro:bit платка или върху симулатора в редактора на MakeCode.","challenges-content.calming-leds.instructions.1":"Това предизвикателство може да бъде изпълнено с помощта на редактора на MakeCode и с написването на проста кодова последователност, както е показано във видеото/на екранната снимка.","challenges-content.calming-leds.instructions.2":"За да създадат предизвикателството, учениците могат да експериментират с различни анимации и да проявят творчество с анимацията, която биха искали да видят, за да им помогне да се почувстват спокойни или щастливи.","challenges-content.calming-leds.instructions.3":"За допълнителна информация и видео инструкции, вижте","challenges-content.calming-leds.instructions.4":"тази връзка","challenges-content.calming-leds.example":"Посетете тази страница за инструкции и видеоклипове на изпълненото предизвикателство плюс как да кодирате","challenges-content.calming-leds.purposes.0":"Да проектирате прост цифров програмен компонент с полезна цел","challenges-content.calming-leds.purposes.1":"Да експериментирате с различни последователности и анимации и начина, по който работят те","challenges-content.calming-leds.purposes.2":"Да тествате и дебъгвате прост код","challenges-content.calming-leds.purposes.3":"Да повтаряте дизайн, като правите анимациите по-бързи или по-бавни","challenges-content.computational-thinking-and-computational-fluency.title":"Изчислително мислене (ИМ) и изчислителна точност и ефикасност със ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Стаматис Пападакис – посланик на Гърция в Европейската седмица на програмирането","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Да се запознаете с нови команди и интерфейс.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Да създавате прости програми с прости причинно-следствени команди.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Да изпълнявате прост дебъгинг чрез метода на опита и грешката.","challenges-content.computational-thinking-and-computational-fluency.description":"В това предизвикателство децата ще интегрират понятието за ИМ в своите проекти с помощта на приложението ScratchJr, за да направят своите истории по-интересни, вълнуващи и емоционални.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"За да използват ScratchJr, децата не трябва да са грамотни. Всички инструкции и опции на менюто се разбират чрез символи и цветове. Предизвикателството може да бъде изпълнено в класната стая, лабораторията или дори на открито, тъй като не е необходим интернет.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Децата използват града като фон и използват кодиращи блокове, за да накарат една кола да пътува из града.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Децата могат да използват блокове за звук и движение, както и блокове за ново начало, за да накарат героите да танцуват.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Децата избират фон и герой и използват блок за движение, за да накарат една кола да се движи из града Децата могат да използват блока за скорост, за да ускоряват или забавят даден герой.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Безплатното приложение","challenges-content.computational-thinking-and-computational-fluency.materials.1":"работи на различни операционни системи и видове смарт устройства","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Също и уебсайтът","challenges-content.computational-thinking-and-computational-fluency.materials.3":"предлага множество безплатни образователни материали","challenges-content.computational-thinking-and-computational-fluency.duration":"90 минути","challenges-content.ai-hour-of-code.title":"Часът на AI в програмирането","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Да създавате решения за кодиране, които включват последователности, събития, цикли и условни конструкции","challenges-content.ai-hour-of-code.purposes.1":"Да декомпозирате стъпките, необходими за решаване на проблем, в точна последователност от инструкции","challenges-content.ai-hour-of-code.purposes.2":"Да разучите понятия в кодирането","challenges-content.ai-hour-of-code.description":"Едно село е застрашено от пожар и се нуждае от вас, за да кодирате решение! Запознайте се с вашия помощник в програмирането – агентът в Minecraft, след това програмирайте агента така, че да се движи през гората и да събира данни. Тези данни ще помогнат на агента да направи прогноза къде могат да възникнат пожари. След това програмирайте агента така, че да предотврати разпространението на пожара, да спаси селото и да върне животните обратно в гората. Научете основите на програмирането и разучете реалния пример за изкуствен интелект (AI).","challenges-content.ai-hour-of-code.instructions":"Свалете плана на урока тук","challenges-content.ai-hour-of-code.materials.0":"Инсталиране на Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"След като инсталирате Minecraft Education Edition, предизвикателството е прието","challenges-content.ai-hour-of-code.materials.2":"този уебсайт","challenges-content.create-a-dance.title":"Създайте танц с помощта на Ode to Code!","challenges-content.create-a-dance.purposes":"Да се упражнявате в програмиране по забавен начин и да се чувствате свързани с общността на Европейската седмица на програмирането.","challenges-content.create-a-dance.description.0":"Създайте танц с помощта на Ode to Code! Използвайте","challenges-content.create-a-dance.description.1":"ръководството на Dance Party","challenges-content.create-a-dance.description.2":"за да програмирате танц към Ode to Code. Официалният химн на Европейската седмица на програмирането е включен в списъка на Dance Party.","challenges-content.create-a-dance.instructions.0":"Инструкциите се показват като видеоклипове в","challenges-content.create-a-dance.instructions.1":"ръководството","challenges-content.create-a-dance.instructions.2":"както и са написани най-отгоре на всяко ниво","challenges-content.create-a-dance.example":"Избраните ученически творения могат да бъдат намерени на следната страница","challenges-content.create-a-dance.materials":"Ръководството на Code.org","challenges-content.create-a-simulation.title":"Създай симулация!","challenges-content.create-a-simulation.purposes.0":"Да научите за симулациите, като въведете следните променливи: създаване на тълпа, процент на оздравяване, носене на маски и ваксини.","challenges-content.create-a-simulation.purposes.1":"Да активирате предишни познания за огнища на вируси в реалния свят, които да бъдат използвани в измислен сценарий.","challenges-content.create-a-simulation.description":"Напишете код, за да създадете и стартирате своя собствена симулация на възникването на огнище на вируса в Monster Town. Научете се да програмирате и да правите прогнози какво ще се случи със съседите на Monster Town.","challenges-content.create-a-simulation.instructions.0":"Инструкциите се показват като видеоклипове в","challenges-content.create-a-simulation.instructions.1":"ръководството","challenges-content.create-a-simulation.instructions.2":"както и са написани най-отгоре на всяко ниво","challenges-content.create-a-simulation.example":"Когато станете готови, може да споделите своята симулация с останалите. Споделете вашето послание за това, което смятате, че можем да направим, за да опазим здравето на другите хора, когато в града се появи вирус.","challenges-content.create-a-simulation.materials":"Ръководството на Code.org","challenges-content.create-your-own-masterpiece.title":"Създайте свой собствен шедьовър!","challenges-content.create-your-own-masterpiece.audience":"Подходящо за всички възрасти","challenges-content.create-your-own-masterpiece.purpose":"Да въведете понятия от компютърните науки по визуален начин и да стимулирате творчеството","challenges-content.create-your-own-masterpiece.description":"Създайте свой собствен шедьовър с помощта на художник! Използвайте блокове за кодиране, за да накарате вашия художник да създаде уникално произведение на изкуството.","challenges-content.create-your-own-masterpiece.instructions":"Инструкциите са показани най-отгоре на всяко ниво","challenges-content.create-your-own-masterpiece.example":"Примери за художници могат да бъдат намерени на тази страница под рисунка","challenges-content.create-your-own-masterpiece.materials.0":"Можете да откриете първото ниво от ръководството","challenges-content.create-your-own-masterpiece.materials.1":"ТУК","challenges-content.cs-first-unplugged-activities.title":"Дейности CS First Unplugged","challenges-content.cs-first-unplugged-activities.purposes.0":"Подкрепа на ученици, които учат от вкъщи","challenges-content.cs-first-unplugged-activities.purposes.1":"Почивка от екраните за всички","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged е набор от дейности, които запознават учениците с понятията в компютърните науки без участието на компютър. Ние създадохме този урок, за да покажем, че компютърните науки са много повече от код.","challenges-content.cs-first-unplugged-activities.instructions.0":"Брошурата за всички дейности на английски език ще намерите в следната","challenges-content.cs-first-unplugged-activities.instructions.1":"връзка","challenges-content.cs-first-unplugged-activities.instructions.2":"както и плана на урока на английски език тук","challenges-content.cs-first-unplugged-activities.instructions.3":"Дейностите в този урок могат да се изпълняват индивидуално и в произволен ред","challenges-content.cs-first-unplugged-activities.instructions.4":"Учителят може да направи снимка на учебния процес и да я сподели в Instagram, като използва #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"В допълнение към брошурата с дейностите за някои дейности са необходими допълнителни материали или те могат да се използват по избор.","challenges-content.cs-first-unplugged-activities.materials.1":"Малки маркери за броене (като зрънца боб), които да се ползват в картата за „Изграждане на мрежа в квартала“.","challenges-content.cs-first-unplugged-activities.materials.2":"Ножици, с които да се изреже шифровъчният кръг за „Изпращане на тайно съобщение“.","challenges-content.cs-first-unplugged-activities.materials.3":"Картон и лепило за допълнително подсилване на шифровъчния кръг за „Изпращане на тайно съобщение“.","challenges-content.cs-first-unplugged-activities.materials.4":"Кабърче, клечка за зъби или изправен кламер за съединяване на шифровъчния кръг за „Изпращане на тайно съобщение“.","challenges-content.family-care.title":"Грижи за семейството","challenges-content.family-care.experience":"Отворена за всички","challenges-content.family-care.duration":"5 до 10 часа","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Да се проучи въпросът за грижите за семейството, които извършваме всеки ден;","challenges-content.family-care.purposes.1":"Да започнете да гледате на проблемите като на възможности и да създавате идейни решения;","challenges-content.family-care.purposes.2":"Да използвате код за иновативно реализиране на вашите решения;","challenges-content.family-care.purposes.3":"Да създавате постери и да представяте своите решения на останалите;","challenges-content.family-care.purposes.4":"Да използвате социалните медии за разпространяване на влиянието на вашите проекти.","challenges-content.family-care.description.0":"За какво се сещате, когато говорим за дома? Хубава къща? Голяма вечеря, приготвена от родителите? Да имате тайно място за себе си? Топлият дом зарежда телата и духа ни като истинска бензиностанция. В суматохата на съвременния живот родителите винаги са заети с работа. Когато излизате с приятели, не можете да оставите котенцата си сами. Но как да се грижите за тях, когато сте далече? Темата на предизвикателството е","challenges-content.family-care.description.1":"Грижи за семейството","challenges-content.family-care.description.2":"С използването на тази тема като база учениците се поощряват да мислят за предаването на любов и грижи чрез кодиране и хардуер. Ето и няколко въпроса, върху които да помислите","challenges-content.family-care.description.3":"Във вашия дом колко членове на семейството има? Кои са те? Срещали ли сте някакви проблеми в живота заедно? Какви грижи са им необходими?","challenges-content.family-care.description.4":"Познавате ли някой, който получава по-малко грижи от други във вашата общност? По какъв начин можете да им помогнете?","challenges-content.family-care.instructions.0":"Обсъдете и проучете темата за грижите в семейството","challenges-content.family-care.instructions.1":"Направете списък с проблемите","challenges-content.family-care.instructions.2":"Генерирайте възможни решения","challenges-content.family-care.instructions.3":"Изберете решение","challenges-content.family-care.instructions.4":"Програмирайте и изградете структурата","challenges-content.family-care.instructions.5":"Направете дизайн на плакат, за да оформите вашия проект","challenges-content.family-care.instructions.6":"Представете го на вашите учители и на семейството","challenges-content.family-care.example.0":"Може да разгледате някои примери тук","challenges-content.family-care.example.1":"и","challenges-content.family-care.materials.0":"Инструмент за кодиране:","challenges-content.family-care.materials.1":"или да свалите","challenges-content.family-care.materials.2":"компютърната версия","challenges-content.family-care.materials.3":"mBlock е език за програмиране, базиран на Scratch","challenges-content.family-care.materials.4":"Това състезание е адаптирано и от състезанието MakeX Global Spark, проектна програма за творческо проектиране за младежи на възраст от 6 до 13 години.","challenges-content.family-care.materials.5":"Участващият екип ще трябва да се съсредоточи върху конкретната тема и да измисли решение чрез софтуерно програмиране и изграждане на хардуер.","challenges-content.family-care.materials.6":"Учениците се насърчават да завършат предизвикателството в рамките на Седмицата на програмирането и да го изведат на международно ниво, където да общуват с други ученици и да печелят награди.","challenges-content.family-care.materials.7":"За допълнителна информация, разгледайте тук:","challenges-content.family-care.materials.8":"или се свържете с нас на","challenges-content.virtual-flower-field.title":"Отгледайте свое виртуално поле с цветя","challenges-content.virtual-flower-field.author":"Йадга Хуегле – инструктор „Meet and Code“, част от екипа на SAP Snap!","challenges-content.virtual-flower-field.duration":"30 – 60 минути","challenges-content.virtual-flower-field.purposes.0":"Да се запознаете с програмирането с помощта на лесен, но изразителен проект.","challenges-content.virtual-flower-field.purposes.1":"Да разберете, че с програмирането може да се твори и да се постигнат красиви резултати.","challenges-content.virtual-flower-field.purposes.2":"Да направите есента по-ярка с красиви цветя и с Европейската седмица на програмирането.","challenges-content.virtual-flower-field.purposes.3":"Да покажете колко разнообразни са цветята на Земята.","challenges-content.virtual-flower-field.purposes.4":"Да дадете своя принос към целите за устойчиво развитие, и по-специално към цел 13 – „Борба с климатичните промени“, като създавате събития, посветени на програмирането, с които се подобрява обучението по въпросите на изменението на климата чрез повишаване на осведомеността по темата.","challenges-content.virtual-flower-field.description":"Създайте програма в Snap!, с която се развива виртуално поле с различни видове цветя, които имат различен брой венчелистчета.","challenges-content.virtual-flower-field.instructions.0":"Ако имате нужда от вдъхновение преди да започнете с предизвикателството, гледайте","challenges-content.virtual-flower-field.instructions.1":"това видео","challenges-content.virtual-flower-field.instructions.2":"или използвайте","challenges-content.virtual-flower-field.instructions.3":"този документ","challenges-content.virtual-flower-field.instructions.4":"за да проследявате","challenges-content.virtual-flower-field.instructions.5":"Предизвикателството може да бъде изпълнено чрез програмиране на виртуално поле с цветя в Snap! (или Scratch) и публикуване на екранна снимка или снимка на резултата онлайн.","challenges-content.virtual-flower-field.instructions.6":"Полето с цветя трябва да съдържа различни видове цветя с различен брой венчелистчета. В идеалния случай цветята са програмирани, което означава, че са конструирани чрез многократно щамповане и завъртане (или рисуване и завъртане) на венчелистчетата.","challenges-content.virtual-flower-field.instructions.7":"Публикувайте изображение на вашата виртуална цветна градина с #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Препоръчваме ви да използвате","challenges-content.virtual-flower-field.materials.1":"проектът обаче работи и в","challenges-content.haunted-house.title":"Обитавана от духове къща в Hedy","challenges-content.haunted-house.author":"Фелиен Ерман, Лайденски университет – Рамон Моорлаг, I&I – Седмица на програмирането, Нидерландия","challenges-content.haunted-house.audience":"Учители и преподаватели","challenges-content.haunted-house.duration":"От 1 до 2 часа, в зависимост от знанията до момента","challenges-content.haunted-house.purposes.0":"Да се направи интерактивна история за обитавана от духове къща.","challenges-content.haunted-house.purposes.1":"Да се научите да програмирате с Hedy.","challenges-content.haunted-house.description":"С Hedy ще създадете история за къща, обитавана от духове, с интерактивни елементи. Всеки път, когато кодът се изпълнява, ще се създава нова история. Историята може да бъде прочетена на глас от вашия компютър и споделена онлайн.","challenges-content.haunted-house.instructions.0":"Започнете като отворите браузъра и отидете на hedycode.com.","challenges-content.haunted-house.instructions.1":"Следвайте инструкциите за нива 1–4. Използвайте разделите ‘Level (Ниво)’ и ‘Haunted house (Обитавана от духове къща).’","challenges-content.haunted-house.instructions.2":"С помощта на тези нива ще напишем интерактивна история за обитавана от духове къща.","challenges-content.haunted-house.instructions.3":"Учители, плана на урока за Hedy може да намерите","challenges-content.haunted-house.instructions.4":"тук","challenges-content.haunted-house.instructions.5":"Може да намерите запис на презентацията на Hedy от Фелиен Ерман на","challenges-content.haunted-house.instructions.6":"тази връзка","challenges-content.haunted-house.example":"Пример за къща, обитавана от духове, на ниво","challenges-content.haunted-house.materials.0":"Hedy на","challenges-content.haunted-house.materials.1":"ниво 1 до 4","challenges-content.inclusive-app-design.title":"Проектиране на приобщаващо приложение","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 минути + незадължителни допълнителни дейности","challenges-content.inclusive-app-design.purposes.0":"Да се измисли и планира, да се направи прототип и да се сподели идея за приложение, до което всеки може да получи достъп и да разбере.","challenges-content.inclusive-app-design.description":"Великите приложения започват с велики идеи. В тази дейност учениците ще измислят идея за приложение по тема, която ги интересува, след което ще разберат как да проектират приложения, с мисъл за приобщаването и достъпността.","challenges-content.inclusive-app-design.instructions.0":"Всички инструкции ще намерите на тази връзка","challenges-content.inclusive-app-design.instructions.1":"С този едночасов план на урока преподавателите могат да насочат учениците към","challenges-content.inclusive-app-design.instructions.2":"Научете повече за приобщаващото проектиране на приложения","challenges-content.inclusive-app-design.instructions.3":"Обсъдете теми, които ги интересуват, за да намерите идея за приложение","challenges-content.inclusive-app-design.instructions.4":"Нахвърлете техните идеи за приложения и планирайте дейностите на потребителя","challenges-content.inclusive-app-design.instructions.5":"Направете прототип на една част на тяхното приложение в Keynote","challenges-content.inclusive-app-design.instructions.6":"Споделете демо версиите на техните прототипи и опишете по какъв начин те оказват подкрепа на потребители с различен произход и възможности","challenges-content.inclusive-app-design.materials.0":"Разгледайте дейността за проектиране на приобщаващо приложение (Inclusive App Design Activity) в Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Препоръчва се Keynote на iPad или Mac, но не е задължително.","challenges-content.silly-eyes.title":"Смешни очи","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 минути","challenges-content.silly-eyes.purposes.0":"Да направите проект с взаимодействие с потребителя.","challenges-content.silly-eyes.purposes.1":"Да персонализирате проект с цветни и графични ефекти.","challenges-content.silly-eyes.purposes.2":"Да научите за дизайна с цифрови средства.","challenges-content.silly-eyes.description":"В този проект ще проектирате и създадете герой със смешни очи. Огромните, смешни очи на героя ще следват показалеца на мишката, за да дадат живот на вашия герой.","challenges-content.silly-eyes.instructions":"За пълно описание на проекта, вижте тук","challenges-content.silly-eyes.example":"Разгледайте Gobo, Under the sea и Don't eat donut","challenges-content.train-ai-bot.title":"Обучете AI бот!","challenges-content.train-ai-bot.purposes":"Да научите за изкуствения интелект (AI), машинното самообучение, данните от обученията и отклоненията, докато изследвате етични въпроси и как AI може да се използва за справяне със световните проблеми.","challenges-content.train-ai-bot.description":"Обучете AI бот с AI for Oceans (AI за океани). В тази дейност ще програмирате или обучите AI (изкуствен интелект) да разпознава риба или боклук. Нека да изчистим океана!","challenges-content.train-ai-bot.instructions.0":"Инструкциите се показват като видео в ръководството","challenges-content.train-ai-bot.instructions.1":"както и са написани най-отгоре на всяко ниво","challenges-content.train-ai-bot.materials.0":"Ръководството можете да намерите тук","challenges-content.train-ai-bot.materials.1":"Ръководството е преведено на над 25 езика","challenges-content.build-calliope.title":"Направете сами собствен Calliope mini фитнес инструктор","challenges-content.build-calliope.author":"Amazon Future Engineer | Запознайте се и програмирайте представят. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"За да усвоите по един забавен начин поредици, анимации, повторения и променливи.","challenges-content.build-calliope.purposes.1":"Да създадете структурна схема.","challenges-content.build-calliope.purposes.2":"Да тествате и изчистите от бъгове кода.","challenges-content.build-calliope.purposes.3":"Да оптимизирате програмата си посредством опити и грешки, проверявайки и подобрявайки приложението.","challenges-content.build-calliope.duration":"20-30 минути","challenges-content.build-calliope.description":"Участниците ще разработят прототип с цифрово управление, който използва цветен светещ светодиод, за да възпроизведе предварително замислено фитнес упражнение от 10 части.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (ако е налично)","challenges-content.build-calliope.materials.1":'Лаптоп или таблет, с който да посетите https://makecode.calliope.cc или https://calliope.cc и YouTube за достъп до ресурси за дейността.',"challenges-content.build-calliope.instructions.0":"За да започнете, създайте план и определете реда на упражненията. Като използвате плана, програмирайте RGB светодиода на Calliope mini да показва един от 5 цвята при предварително зададено темпо. След това създайте променлива за темпото и програмирайте повторенията, като използвате цикли.","challenges-content.build-calliope.instructions.1":"Не забравяйте, че ако сте приложили програмата по интересен и забавен начин и резултатът ви харесва, можете да го споделите и с нас на info@calliope.cc - с нетърпение очакваме да видим какво сте направили! Между другото, на тридесет от вас, които са ни изпратили своите предложения ще раздадем 30 Calliope minis!","challenges-content.build-calliope.instructions.2":"Споделете QR кода на проекта си в Instagram, добавете хаштага #EUCodeWeekChallenge и споменете @CodeWeekEU.","challenges-content.build-calliope.example.0":"Докато седите пред компютъра си: можете да спортувате.","challenges-content.build-calliope.example.1":"Създайте фитнес прототип с Calliope mini, който може да бъде тестван и в симулатора. Упражнението се извършва с редактора MakeCode чрез програмиране на проста последователност от кодове (вижте скрийншота).","challenges-content.build-calliope.example.2":"Изберете 5 различни цвята и задайте фитнес упражнение за всеки от тях, например клякане или отскачане. След това цветовете могат да се подредят в произволен ред и да се създаде тренировка.","challenges-content.common.share":"Споделете връзката или QR кода на проекта си в Instagram или Facebook, добавете хаштага #EUCodeWeekChallenge и споменете @CodeWeekEU.","challenges-content.common.audience.0":"Учители и преподаватели","challenges-content.common.audience.1":"Ученици от начални училища (от 6 до 12 години)","challenges-content.common.audience.2":"Ученици от първи гимназиален етап на средното образование (от 12 до 16 години)","challenges-content.common.audience.3":"Ученици от втори гимназиален етап на средното образование (от 16 до 18 години)","challenges-content.code-a-dice.title":"Програмиране на зар за хвърляне","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Програмиране на интерактивни загадки","challenges-content.code-a-dice.purposes.1":"Да се програмира симулация на случайно движещ се обект, която да се използва, ако реалният обект не е наличен","challenges-content.code-a-dice.description":"В това предизвикателство ще програмирате зар, който ще се хвърля на случаен принцип по ваша команда. Можете да изберете всякакъв вид зарове с желания от вас брой лица, каквито се използват в ролевите игри, и да добавите звуци.","challenges-content.code-a-dice.instructions.0":"Влезте в Scratch","challenges-content.code-a-dice.instructions.1":"Изберете backdrop","challenges-content.code-a-dice.instructions.2":"Създайте свой спрайт на зарове или потърсете такъв в интернет и го качете в програмата си","challenges-content.code-a-dice.instructions.3":"Създайте толкова костюма за спрайта, колкото е броят на лицата на избрания зар, като всеки от тях показва различно число","challenges-content.code-a-dice.instructions.4":"Изберете начина, по който искате заровете да започнат да се хвърлят (натискане на клавиш от клавиатурата, кликване върху спрайта и т.н.), и напишете кода","challenges-content.code-a-dice.instructions.5":"Програмирайте спрайта да сменя костюма си на случаен принцип в края на хвърлянето","challenges-content.code-a-dice.instructions.6":"Добавете звукови ефекти","challenges-content.code-a-dice.example":"Хвърлете зар D-20","challenges-content.personal-trainer.title":"Личен треньор с микро:бит","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Кодиране на микро:бит, за да използвате зумера и светодиодния панел","challenges-content.personal-trainer.purposes.1":"Създаване на лично устройство за контрол на физическата ви активност","challenges-content.personal-trainer.purposes.2":"Кодиране на микро:бит, за да подобрите здравето си чрез спорт","challenges-content.personal-trainer.description":"Това предизвикателство ви позволява да кодирате своя микро:бит, за да контролирате времето за повторение на физическите упражнения в комбинация с времето за почивка. Ще следите физическата си активност в училище, вкъщи или в парка.","challenges-content.personal-trainer.instructions.0":"При A+B, създайте 3-секунден таймер за обратно отброяване със звук от музикална нота на всяка секунда и покажете думата GO!","challenges-content.personal-trainer.instructions.1":"По време на първото упражнение покажете мигащ квадрат 2х2 в продължение на 20 секунди. След това пуснете звук и задръжте квадрата неподвижен. През оставащото време трябва да се покаже друго мигащо изображение за 10 секунди. Когато приключи, възпроизведете звук.","challenges-content.personal-trainer.instructions.2":"След това повторете същото действие, но покажете панел 3х3 за времето на упражнението. Повтаряйте тези действия, докато се покаже панелът 5x5.","challenges-content.personal-trainer.duration":"30 — 40 минути","challenges-content.create-a-spiral.title":"Създайте спирала","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Учене и практикуване на цикли и променливи.","challenges-content.create-a-spiral.purposes.1":"Повишаване на креативността при програмиране.","challenges-content.create-a-spiral.description":"В това предизвикателство ще напишете проект със Scratch за създаване на спирала, като използвате блоковете за писане, цикъл и променлива.","challenges-content.create-a-spiral.instructions.0":"Блоковете за писане","challenges-content.create-a-spiral.instructions.1":"Създайте нов проект и го наречете Spiral.","challenges-content.create-a-spiral.instructions.2":"Кликнете върху лилавата икона „Добавяне на разширение“ в долния ляв ъгъл на прозореца","challenges-content.create-a-spiral.instructions.3":"Изберете „писалка“: блоковете за писане вече са налични за вашия проект!","challenges-content.create-a-spiral.instructions.4":"За да стартирате проекта си, плъзнете и пуснете блока „при кликване върху зеления флаг“:","challenges-content.create-a-spiral.instructions.5":"Трябва да започнете с празна страница: в рамките на блоковете за писане добавете блока „изтрий всичко“:","challenges-content.create-a-spiral.instructions.6":"Искате да започнете да рисувате в центъра на сцената, което означава, че вашият спрайт трябва да отиде в центъра на сцената (0,0):","challenges-content.create-a-spiral.instructions.7":"Вашият спрайт може да се движи, без да рисува, или да се движи и да рисува:","challenges-content.create-a-spiral.instructions.8":"когато искате да рисува, можете да използвате блока с писалка надолу","challenges-content.create-a-spiral.instructions.9":"когато не искате да рисува, можете да използвате блока с писалка нагоре","challenges-content.create-a-spiral.instructions.10":"Сега искате да рисува! Добавете блока „писалка надолу“:","challenges-content.create-a-spiral.instructions.11":"Шестоъгълникът","challenges-content.create-a-spiral.instructions.12":"Добавете блоковете по-долу към вашия проект:","challenges-content.create-a-spiral.instructions.13":"Сега разполагате с една шеста от вашия шестоъгълник. Трябва да повторите тази последователност 6 пъти:","challenges-content.create-a-spiral.instructions.14":"Спиралата","challenges-content.create-a-spiral.instructions.15":"За да създадете спирала, трябва да добавите 2 към дължината на всяка следваща страна.","challenges-content.create-a-spiral.instructions.16":"За да направите това, ще използвате променлива.","challenges-content.create-a-spiral.instructions.17":"В блоковете с променливи кликнете върху Създаване на променлива","challenges-content.create-a-spiral.instructions.18":"Наречете я дължина, след което кликнете върху OK:","challenges-content.create-a-spiral.instructions.19":"Спиралата ще се разраства, ще трябва да започнете с малко: задайте първата дължина на 10 и поставете този блок преди цикъла.","challenges-content.create-a-spiral.instructions.20":"Вмъкнете променливата „дължина“ в блока „преместване с/със...стъпки","challenges-content.create-a-spiral.instructions.21":"За да расте спиралата, трябва да се увеличава и дължината във всеки цикъл: добавете блока по-долу в края на цикъла:","challenges-content.create-a-spiral.instructions.22":"Това е текущият ви проект:","challenges-content.create-a-spiral.instructions.23":"Красива спирала","challenges-content.create-a-spiral.instructions.24":"Начертахте спирала! За да продължи непрекъснато, заменете цикъла „повтори 6“ с цикъла „непрекъснато“:","challenges-content.create-a-spiral.instructions.25":"За да начертаете цветна спирала, добавете следния блок в цикъла:","challenges-content.create-a-spiral.instructions.26":"Когато започнете отначало, спрайтът рисува нежелана линия. За да го предотвратите, добавете блок „писалка нагоре“ в началото на проекта.","challenges-content.create-a-spiral.instructions.27":"Това е вашият краен проект:","challenges-content.create-a-spiral.instructions.28":"Поздравления! Създадохте прекрасна спирала!","challenges-content.play-against-ai.title":"Създайте и играйте срещу ИИ — Играта „Камък, ножица, хартия","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"за да разберете как работи цикълът на машинното обучение.","challenges-content.play-against-ai.purposes.1":"за да създадете модел за машинно обучение с помощта на Teachable Machine","challenges-content.play-against-ai.purposes.2":"за да се запознаете с инструмента Pictoblox и да импортирате създадения модел в проекта","challenges-content.play-against-ai.purposes.3":"за да зададете сцената и героите, да създадете и инициализирате променливи в Pictoblox","challenges-content.play-against-ai.purposes.4":"за да инициализирате играта, да определите движенията на играчите, да програмирате случайни движения с ИИ","challenges-content.play-against-ai.purposes.5":"за да създадете и тествате игра, която включва изкуствен интелект като опонент в играта „Камък, ножица, хартия","challenges-content.play-against-ai.description":"Ще създадем модел с помощта на Teachable Machine от изображения, използващи три класа: Камък, ножица, хартия. Моделът ще бъде зареден в Pictoblox и използван за създаване на игра, която можем да играем срещу ИИ.","challenges-content.play-against-ai.duration":"90 минути","challenges-content.play-against-ai.instructions.0":"Създаване на нов проект за изображения в Teachable machine с 3 класа, наречени Камък, Хартия и Ножица. За всеки клас заснемете с фотоапарат поне 400 снимки. Уверете се, че разполагате с ясен фон. Обучете и експортирайте модела. Качете модела и копирайте връзката.","challenges-content.play-against-ai.instructions.1":"Създайте безплатен акаунт в сайта на Pictoblox. Добавете разширение за машинно обучение и качете модел. Задайте сцената, променливите и спрайтовете. Инициирайте играта, определете ходовете на играчите и ходовете на изкуствения интелект, както и кой печели кръга.","challenges-content.play-against-ai.instructions.2":"Обучете данните за играта.","challenges-content.play-against-ai.instructions.3":"Тестване на модела.","challenges-content.play-against-ai.instructions.4":"Експортиране на модела.","challenges-content.play-against-ai.instructions.5":"Добавяне на разширение за машинно обучение и зареждане на модела.","challenges-content.play-against-ai.instructions.6":"Задайте сцената, променливите и спрайтовете.","challenges-content.play-against-ai.instructions.7":"Инициирайте играта.","challenges-content.play-against-ai.instructions.8":"Определете движенията на играча.","challenges-content.play-against-ai.instructions.9":"Задайте случайни движения на изкуствения интелект.","challenges-content.play-against-ai.instructions.10":"Излъчвайте случайни движения на изкуствения интелект.","challenges-content.play-against-ai.instructions.11":"Направете три блока. Кой печели кръга?","challenges-content.play-against-ai.instructions.12":"Проверете дали играчът печели кръга.","challenges-content.play-against-ai.instructions.13":"Проверете дали ИИ печели кръга.","challenges-content.play-against-ai.instructions.14":"Проверете дали кръгът е равен.","challenges-content.play-against-ai.instructions.15":"Програмни блокове.","challenges-content.play-against-ai.instructions.16":"Спрайт Камък, ножица, хартия","challenges-content.air-drawing-with-AI.title":"Рисуване във въздуха с ИИ","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"да напишете програма, използваща разширението за разпознаване на човешко тяло, за разпознаване на движението на пръстите пред камерата.","challenges-content.air-drawing-with-AI.purposes.1":"да програмирате с прости блокове в няколко реда код.","challenges-content.air-drawing-with-AI.purposes.2":"да видите пример за използване на изкуствен интелект","challenges-content.air-drawing-with-AI.description":"Създаване на програма, която позволява на потребителя да рисува във въздуха с ръка (показалец) пред камерата и всичко, което нарисува, се показва автоматично на сцената на Pictoblox.","challenges-content.air-drawing-with-AI.instructions.0":"Създайте акаунт в Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"следвайте визуалните инструкции, за да:","challenges-content.air-drawing-with-AI.instructions.2":"добавите разширенията Разпознаване на човешко тяло и Писалка;","challenges-content.air-drawing-with-AI.instructions.3":"задавате сцената и добавяте спрайт (Молив) и допълнителни спрайтове за: Писалка надолу, Писалка нагоре, Изтрий всичко; ","challenges-content.air-drawing-with-AI.instructions.4":"напишете код за спрайт Молив, който да следва пръста","challenges-content.air-drawing-with-AI.instructions.5":"напишете код за бутоните: Писалка надолу, Писалка нагоре, Изтрий всичко, както и за Писалка","challenges-content.air-drawing-with-AI.instructions.6":"Сега можете да правите свои собствени рисунки и да експериментирате с различни цветове и размери на писалката.","challenges-content.air-drawing-with-AI.materials.0":"Лаптоп или компютър с камера","challenges-content.air-drawing-with-AI.materials.1":"Изтеглена последна версия на PictoBlox (препоръчително) или онлайн Pictoblox (безплатно)","challenges-content.air-drawing-with-AI.materials.2":"Акаунт в Pictoblox (безплатен)","challenges-content.air-drawing-with-AI.materials.3":"Добра интернет връзка","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Да се запознаете с основните концепции за машинно обучение и разпознаване на текст.","challenges-content.emobot-kliki.purposes.1":"Да разберете ролята на емоциите в комуникациите.","challenges-content.emobot-kliki.purposes.2":"Да използвате код, за да създадете диалози между чатбот и потребител.","challenges-content.emobot-kliki.purposes.3":"Да разберете как компютрите могат да разпознават емоционални тонове чрез анализ на текст и да реагират по подходящ начин.","challenges-content.emobot-kliki.description.0":"Създайте емоционален бот на Scratch, който може да показва щастлива физиономия за положителни съобщения (ако му кажете хубави неща), ядосана физиономия за отрицателни съобщения (ако му кажете лоши неща) и объркана физиономия, ако съобщението не е определено.","challenges-content.emobot-kliki.description.1":"Нашият Emobot Kliki ще разпознава комплименти и обиди, така че ще видим как компютрите могат да бъдат обучени да разпознават емоционалния тон.","challenges-content.emobot-kliki.instructions.0":"За да започнете, съставете списък с правила за това кое е хубаво или добро и кое е лошо или подло.","challenges-content.emobot-kliki.instructions.1":"Влезте в https://machinelearningforkids.co.uk/ или създайте нов профил.","challenges-content.emobot-kliki.instructions.2":"„Направете нов модел за машинно обучение, като добавите 3 нови етикета, първият наречен „хубав“, вторият, наречена „лош“ и по желание, ако искате да разпознаете името си, създайте трети етикет, наречен „име“.","challenges-content.emobot-kliki.instructions.3":"Обучете новия модел за машинно обучение, тествайте го и го използвайте, за да създадете Emobot в Scratch.","challenges-content.emobot-kliki.instructions.4":"Стартирайте редактора на Scratch 3, изтрийте котешкия спрайт, поставете 3 нови спрайта, направени с Microsoft Bing Image Creator (щастлива, ядосана и несигурна компютърна анимация), или създайте нов спрайт, като кликнете върху иконата Paint (Рисуване), като нарисувате три копия на костюма за щастливо, ядосано и несигурно лице.","challenges-content.emobot-kliki.instructions.5":"Кликнете върху раздела „Код“ и въведете следния скрипт.","challenges-content.emobot-kliki.example.0":"Споделете своя Emobot Kliki с приятелите си и научете повече за изкуствения интелект и емоциите!","challenges-content.emobot-kliki.example.1":"Вместо компютърна анимация можете да опитате нещо различно, например животно. Вместо любезни и злобни, можете да обучите героя да разпознава други видове съобщения.","challenges-content.craft-magic.title":"Изработване на магия с жестове с ръце, с ИИ","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Развиване на умения за програмиране сред учениците, като им се позволи да използват основни команди.","challenges-content.craft-magic.purposes.1":"Развиване на умения за алгоритмично мислене чрез разбиване на сложни задачи на управляеми стъпки.","challenges-content.craft-magic.purposes.2":"Насърчаване на творческото решаване на проблеми при намирането на уникални приложения на жестовете на ръцете за рисуване и писане.","challenges-content.craft-magic.purposes.3":"Насърчаване на разбирането на концепциите за изкуствен интелект, по-специално как изкуственият интелект позволява на компютрите да разпознават и тълкуват жестове с ръце.","challenges-content.craft-magic.purposes.4":"Повишаване на осведомеността относно значението на технологиите за хората с увреждания.","challenges-content.craft-magic.purposes.5":"Насърчаване на съвместното решаване на проблеми и работата в екип сред учениците, които работят заедно, за да подобрят своите програми за жестове с ръце.","challenges-content.craft-magic.purposes.6":"Свързване на уменията за програмиране и изчислително мислене с реални приложения, като се наблегне на значимото въздействие на технологиите върху живота на хората и се постигне съответствие с Целите за устойчиво развитие (ЦУР).","challenges-content.craft-magic.duration.0":"90 минути за ученици от 10 до 12 години","challenges-content.craft-magic.duration.1":"45 минути за ученици от 12 до 15 години","challenges-content.craft-magic.description":"Създаване на програма в Scratch, базирана на блокове, с помощта на разширението ИИ „Човешко тяло“ по творчески и увлекателен начин, за да се рисува на екрана, без да е необходима традиционна мишка или сензорен екран.","challenges-content.craft-magic.instructions.0":"Свържете се с https://ai.thestempedia.com и създайте профили за учители и ученици.","challenges-content.craft-magic.instructions.1":"Импортирайте разширенията „Разпознаване на човешко тяло“, „Писалка“, „Преобразуване на текст в реч“.","challenges-content.craft-magic.instructions.2":"Добавете спрайта „Молив“ от библиотеката и създайте 7 спрайта („писане“, „прозрачно“, „черно“, „червено“, „синьо“, „зелено“, „розово“).","challenges-content.craft-magic.instructions.3":"Напишете команди, за да проверите какво се случва, когато спрайтът „молив“ докосне някой от другите спрайтове.","challenges-content.craft-magic.instructions.4":"Напишете команди, за да може камерата да разпознае позата на ръката и да премести молива до координатите x и y на показалеца ви.","challenges-content.craft-magic.instructions.5":"„Сменете костюма в края на хвърлянето . ","challenges-content.craft-magic.instructions.6":"Добавете звукови ефекти . ","challenges-content.craft-magic.materials.0":"Платформа за програмиране https://ai.thestempedia.com (безплатна)","challenges-content.craft-magic.materials.1":"учителски профил (безплатен)","challenges-content.craft-magic.materials.2":"профил на ученик (безплатен)","challenges-content.craft-magic.materials.3":"Компютри с камера","challenges-content.craft-magic.materials.4":"Интернет връзка","challenges-content.circle-of-dots.title":"Кръг от точки","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Написване на код за изчертаване на линия от точки.","challenges-content.circle-of-dots.purposes.1":"Написване на код за рисуване на линия от тирета.","challenges-content.circle-of-dots.purposes.2":"Написване на код за рисуване на кръг.","challenges-content.circle-of-dots.purposes.3":"Написване на код за рисуване на кръг от точки (тирета).","challenges-content.circle-of-dots.description":"Рисуване на кръг от точки или тирета.","challenges-content.circle-of-dots.duration":"40 минути","challenges-content.circle-of-dots.instructions.0":"Създаване на блок с точки.","challenges-content.circle-of-dots.instructions.1":"Създаване на блок с тирета.","challenges-content.circle-of-dots.instructions.2":"Конструиране на кръг от точка.","challenges-content.circle-of-dots.instructions.3":"Конструиране на кръг от тире.","challenges-content.coding-escape-room.title":"Създаване на стая за бягство с програмиране","challenges-content.coding-escape-room.author":"Стефания Алтиери и Елиза Барагини","challenges-content.coding-escape-room.purposes.0":"Преподаване/обучаване и разсъждаване върху концепциите за кодиране.","challenges-content.coding-escape-room.purposes.1":"Използване на лесни инструменти за кодиране.","challenges-content.coding-escape-room.purposes.2":"Развиване на изчислително мислене и решаване на проблеми.","challenges-content.coding-escape-room.description.0":"Създаване на опит за кодиране на бягство като този:","challenges-content.coding-escape-room.description.1":"Можете да използвате формуляр на Google, genially, презентация на Google, всеки инструмент за създаване на разказ на базата на програмиране;).","challenges-content.coding-escape-room.duration":"90 минути","challenges-content.coding-escape-room.instructions":"Можете да разделите учениците си на малки групи, те да играят и след това да създадат друго предизвикателство с шаблона.: ","challenges-content.coding-escape-room.materials.0":"Може да се използва всеки инструмент (платформата на Google и Microsoft) за създаване и споделяне на документи, презентации и листове). Всяка конструкция за програмиране, инструмент или характер, свързан с ИКТ и програмирането.","challenges-content.coding-escape-room.example.0":`Някои герои, които са имали много важна роля в историята на информационните и комуникационните технологии (ИКТ) и основните понятия за кодиране и програмиране, са въведени чрез игра. Това е най-добрият начин за учене и активно участие. Тази игра може да се играе отборно или индивидуално, като предизвикателство или състезание. След това учениците могат да създадат нещо подобно и да развият умения като креативност и умения за кодиране.“, - „Това е много практичен ресурс, който може да се използва многократно и да се създава лесно отново. Формулярите на Google са един от възможните инструменти. Можете също така да използвате слайдове на Google, Genial.ly, Emaze или друг инструмент, за да създавате истории за кръстопътища и собствени приключения.`,"challenges-content.coding-escape-room.example.1":"Предизвикателството за бягство е разделено на сесии. Ако познаете, можете да продължите. Учениците трябва да създадат тестовете за програмиране.","challenges-content.let-the-snake-run.title":"Оставете змията да бяга","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Да програмират движението на змията на собствения си микро:бит.","challenges-content.let-the-snake-run.purposes.1":"Да задават правилното разположение и време за съвместната анимация.","challenges-content.let-the-snake-run.description":"Учениците трябва да напишат кодове за придвижване на змията чрез микро:битс един до друг. Трябва да се направи така, че да изглежда, че змията бяга от единия микро:бит към другия.","challenges-content.let-the-snake-run.duration":"30 минути","challenges-content.let-the-snake-run.instructions.0":"Проектирайте писта, която преминава през няколко микро:бита един до друг (напр., образувайки квадрат 2х2).","challenges-content.let-the-snake-run.instructions.1":"Пишете кодове, докато змията се движи по писта.","challenges-content.let-the-snake-run.instructions.2":"Работете върху собственото си устройство, след това ги съберете и стартирайте кода.","challenges-content.let-the-snake-run.instructions.3":"Обмислете времето и разположението: Ако змията излезе от един микро:бит, тя ще се появи на следващия микро:бит.","challenges-content.let-the-snake-run.instructions.4":"Допълнителни предизвикателства: С micro:bit v2 възпроизвеждате музика, докато змията не напусне устройството ви.","challenges-content.let-the-snake-run.instructions.5":"Проектирайте змията, като променяте яркостта на светодиодите.","challenges-content.let-the-snake-run.instructions.6":"Опитайте с по-дълги или повече змии.","challenges-content.let-the-snake-run.example.0":"Това е пример за змия с дължина 6 пиксела и 4 микро:бита, които образуват квадрат 2х2: ","challenges-content.let-the-snake-run.example.1":"Кодиране на началния микро:бит (учителят може да го направи)","challenges-content.let-the-snake-run.example.2":"Всички кодове се инициират от този микро:бит, който изпраща радиосигнал до други микро:битове при натискане на бутона A.","challenges-content.let-the-snake-run.example.3":"Програмиране на движението на змията","challenges-content.let-the-snake-run.example.4":"Всеки микро:бит трябва да е в същата радиогрупа като началния микро:бит.","challenges-content.let-the-snake-run.example.5":"Всички анимации започват, когато се получи радиосигнал.","challenges-content.let-the-snake-run.example.6":"Анимацията на първия микробит се вижда веднага, останалите изчакват, докато змията стигне до него.","challenges-content.let-the-snake-run.example.7":"Времето между двете фази определя скоростта на змията.","challenges-content.let-the-snake-run.materials.0":"микро:битове (по възможност за всеки ученик)","challenges-content.let-the-snake-run.materials.1":"лаптоп или компютър за редактор на makecode.microbit.org","challenges-content.illustrate-a-joke.title":"Илюстрирайте шега с bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Създаване на малка игра, в която потребителят намира отговора на шеговит въпрос.","challenges-content.illustrate-a-joke.description":"Учениците разработват игра, в която потребителят намира отговор на шеговит въпрос, когато фигурата се удари в обект на игралното поле. Учениците използват основните функции на Bitsy, за да изпълнят предизвикателството.","challenges-content.illustrate-a-joke.instructions.0":"Помислете за шеговит въпрос. Отидете в Bitsy и започнете нов проект. Ще имате нужда от:","challenges-content.illustrate-a-joke.instructions.1":"аватар — спрайт, който можете да движите","challenges-content.illustrate-a-joke.instructions.2":"Бяла котка на лилав фон","challenges-content.illustrate-a-joke.instructions.3":"Автоматично генерирано описание","challenges-content.illustrate-a-joke.instructions.4":"обект, до който вашият аватар трябва да отиде","challenges-content.illustrate-a-joke.instructions.5":"стая — фонът на вашата програма","challenges-content.illustrate-a-joke.instructions.6":"две съобщения: въпрос и отговор","challenges-content.illustrate-a-joke.instructions.7":"Готовата игра може да бъде изтеглена като html файл.","challenges-content.illustrate-a-joke.example":"В този уебсайт можете да видите пример за шега и има връзка към цифрова бяла дъска:","challenges-content.illustrate-a-joke.materials":"bitsy работи в браузър","challenges-content.app-that-counts-in-several-languages.title":"Приложение, което брои на няколко езика","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Да се научите как да създадете просто приложение.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Да се научите да програмирате чрез блокове.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Да се научите как да добавяте етикети, бутони, изображения, сензори и медии.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Да научите как да организирате елементите в екрана на приложението.","challenges-content.app-that-counts-in-several-languages.description":"Приложението ви позволява да броите на няколко езика с едно натискане на бутон. Всеки път, когато потребителят разклати смартфона, броят се връща на нула. Предизвикателството е да се добави още един език.","challenges-content.app-that-counts-in-several-languages.instructions.0":"За да изпълните предизвикателството, трябва да определите другия език, на който искате приложението да брои.","challenges-content.app-that-counts-in-several-languages.instructions.1":"След това трябва да изтеглите от интернет (например от Pixabay или Unsplash) знамето на тази държава и да го качите в платформата MIT APP Inventor чрез елемента, наречен флаг, в свойството Picture.","challenges-content.app-that-counts-in-several-languages.instructions.2":"След това трябва да разберете как се изписва името на държавата на английски език и как се казва „leave (остави)“ и „press me (натисни ме)“ на езика на тази държава.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Накрая трябва да добавите необходимите блокове, за да може приложението да работи на новия език . ","challenges-content.app-that-counts-in-several-languages.materials.0":"За да разработите приложение, ви е необходим компютър или лаптоп с достъп до интернет . ","challenges-content.app-that-counts-in-several-languages.materials.1":"Създайте акаунт в платформата MIT APP Inventor, достъпна чрез https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Необходимо е също така да се инсталира приложението MIT AI2 Companion на смартфона, за да се тества разработеното приложение.","challenges-content.coding-with-art-through-storytelling.title":"Програмиране с изкуство чрез разказване на истории","challenges-content.coding-with-art-through-storytelling.author":"Мария Цапара и Антъни Аркули","challenges-content.coding-with-art-through-storytelling.purposes.0":"Възпитаване на умения за наблюдение, тълкуване и задаване на въпроси чрез занимания с изкуство.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Креативност и сътрудничество с други хора за постигане на обща цел","challenges-content.coding-with-art-through-storytelling.purposes.2":"Създаване на алгоритъм за повторно разказване на историята.","challenges-content.coding-with-art-through-storytelling.description":"В това предизвикателство учениците ще се вдъхновят от произведение на изкуството, ще създадат история и ще я илюстрират. След това те ще се опитат да преразкажат историята с помощта на програмируем роботизиран комплект/или като самостоятелна дейност.","challenges-content.coding-with-art-through-storytelling.materials.0":"Тази дейност може да бъде осъществена като самостоятелна дейност или чрез използване на образователен програмируем робот, напр. beebot/bluebot/mouse robot.","challenges-content.coding-with-art-through-storytelling.materials.1":"карти със стрелки на Beebot или карти със стрелки за самостоятелната дейност","challenges-content.coding-with-art-through-storytelling.materials.2":"на гръцки език","challenges-content.coding-with-art-through-storytelling.materials.3":"За да научите повече за Thinking Routine Toolbox на Project Zero\\, можете да посетите","challenges-content.coding-with-art-through-storytelling.example.0":"Учителят работи с учениците, за да моделира как да се създаде алгоритъм с картите, който ще даде инструкции на Bee-Bot или друг робот да стигне до първото събитие от историята на подложката. Учениците работят в екипи от по 3—4 души, за да разработят алгоритъм, по който роботът да премине към следващата последователност. Учениците изпробват своите алгоритми на подложката на класа и при необходимост ги дебъгват.","challenges-content.coding-with-art-through-storytelling.example.1":"Те продължават да преминават през колкото се може повече събития от историята.","challenges-content.coding-with-art-through-storytelling.example.2":"Тази дейност може да бъде осъществена и като самостоятелна дейност.","challenges-content.coding-with-art-through-storytelling.example.3":"Едното дете е роботът, а другото — програмистът. Програмистът създава алгоритмичен път с помощта на картите със стрелки, за да помогне на робота да се придвижва от едно изображение към друго и да преразказва историята. Всеки път, когато роботът е в изображение, той е помолен да разкаже част от историята.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Учителят моли учениците да наблюдават картина/снимка.","challenges-content.coding-with-art-through-storytelling.instructions.1":"За да създадат история, те използват мисловната процедура „Начало, среда, край“ (Project Zero на Harvard School).","challenges-content.coding-with-art-through-storytelling.instructions.2":"Учителят ги пита: „Ако това произведение на изкуството е началото/средата/краят на една история, какво може да се случи след това/преди това/в края?","challenges-content.coding-with-art-through-storytelling.instructions.3":"Учениците илюстрират събитията от историята.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Учениците си припомнят историята и поставят събитията в таблицата. Използвайки карти със стрелки, те създават алгоритъм, който помага на Beebot да преразкаже историята.","challenges-content.coding-with-legoboost.title":"Кодиране и програмиране с LegoBoost — разширение за Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"да създавате модели с помощта на LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"да развивате умения за програмиране в Scratch.","challenges-content.coding-with-legoboost.purposes.2":"да програмирате роботи, използвайки команди от прости до сложни.","challenges-content.coding-with-legoboost.description":"В това предизвикателство учениците ще използват разширението Scratch-LegoBoost и ще въвеждат кодове в приложението, за да могат роботите да се движат напред, назад, да избягват препятствия и да изпълняват гласови команди.","challenges-content.coding-with-legoboost.duration":"120 минути","challenges-content.coding-with-legoboost.instructions.0":"Влезте в приложението Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Стартирайте Scratch Link и активирайте Bluetooth на лаптопа.","challenges-content.coding-with-legoboost.instructions.2":"Кликнете върху Добавяне на разширение от Scratch и изберете LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Добавете снимка за Европейската седмица на програмирането.","challenges-content.coding-with-legoboost.instructions.4":"Настройте двата мотора AB на ON (ВКЛ.), а при среща с червено препятствие – на OFF (ИЗКЛ.).","challenges-content.coding-with-legoboost.instructions.5":"При зеления цвят двигателят A е включен, а при черния цвят — двигателят B е включен.","challenges-content.coding-with-legoboost.instructions.6":"По маршрута ще бъдат поставени зелени, червени и черни препятствия . ","challenges-content.coding-with-legoboost.instructions.7":"Добавяне на команди за движение и завои от стрелките и преобразуване на текст в реч при среща с препятствие . ","challenges-content.coding-with-legoboost.instructions.8":"Изпробвайте го!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1RN1DO5YzyP4BRDdjuPzsFWctYAzbDKVu","challenges.title":"ПРЕДИЗВИКАТЕЛСТВА НА ЕВРОПЕЙСКАТА СЕДМИЦА НА ПРОГРАМИРАНЕТО","challenges.date":"9—24 октомври 2021 г.","challenges.common.target-audience":"Целева аудитория","challenges.common.pre-primary":"Деца в предучилищна възраст","challenges.common.experience":"Опит","challenges.common.duration":"Продължителност","challenges.common.materials":"Препоръчителни материали","challenges.common.purpose":"Цел","challenges.common.description":"Описание","challenges.common.instructions":"Инструкции","challenges.common.example":"Пример","challenges.common.written-by.0":"Това предизвикателство е написано от","challenges.common.written-by.1":"и е част от","challenges.common.teachers":"Учители","challenges.common.students":"Ученици","challenges.common.beginner":"Начинаещ","challenges.common.intermediate":"Средно ниво","challenges.common.advanced":"Напреднали","challenges.common.1-hour":"1 час","challenges.main.0":"По време на Европейската седмица на програмирането, 9—24 октомври 2021 г., ние ви приканваме да изпълните едно или повече от предизвикателствата на Европейската седмица на програмирането.","challenges.main.1":"Какви са предизвикателствата на Европейската седмица на програмирането за?","challenges.main.2":"Предизвикателствата на Европейската седмица на програмирането са дейности, които можете да вършите сами, в класната стая, с колегите или приятелите си. Искате да участвате в Европейската седмица на програмирането, но нямате никаква идея какво да организирате? Не е нужно да търсите повече! Заедно с партньорите на Седмицата на програмирането ние създадохме редица лесни предизвикателства, които включват конкретни примери за това как да го използвате в класна стая или в група. Има и насоки за изпълнение на предизвикателствата, но можете да ги адаптирате така, че да отговарят на нуждите, интересите и възрастта на вашите участници. Може да използвате всякакви инструменти и технологии, каквито харесвате, но ние препоръчваме ресурси с отворен код.","challenges.main.3":"Изберете едно или няколко предизвикателства, адаптирайте го към вашата група или класна стая и споделете резултатите в Instagram, за да насърчите още повече колеги и приятели да се включат в забавленията на Седмицата на програмирането!","challenges.main.4":"Щракнете върху предизвикателството, за да разберете повече за него:","challenges.main.5":"Кой може да се присъедини?","challenges.main.6":"Всички (училища, учители, библиотеки, клубове по програмиране, предприятия, публични органи) са поканени да отбележат Европейската седмица на програмирането за 2021 г., като изпълнят #EUCodeWeekChallenge.","challenges.main.7":"Как да станете част от Европейската седмица на програмирането за 2021 г.?","challenges.main.8":"Изберете предизвикателство, което желаете да изпълните.","challenges.main.9":"Обединете участниците си по двойки или групи. Работата в екип и сътрудничеството са от ключово значение за успешното изпълнение на предизвикателство, независимо дали организирате вашата дейност лично, или онлайн като национална или международна дейност за сътрудничество.","challenges.main.10":"Споделете вашето предизвикателство","challenges.main.11":"Искате ли да спечелите награди от Седмицата на програмирането? Ако отговорът ви е „да“, тогава нека работата ви да стане видима!","challenges.main.12":"След като завършите предизвикателството, споделете го в Instagram.","challenges.main.13":"Победителите ще бъдат определяни всеки ден по време на Седмицата на програмирането между 9 и 24 октомври и ще бъдат обявявани в канала ни в Instagram, затова редовно проверявайте своите известия.","challenges.share.0":"Как да споделите своето предизвикателство в Instagram?","challenges.share.1":"Докоснете бутона „Edit profile“ („Редакция на профил“)","challenges.share.2":"Добавете връзката към вашата работа в полето „Уебсайт“ и запазете","challenges.share.3":"Създайте нов пост","challenges.share.4":"Добавете екранна снимка на вашата работа","challenges.share.5":"Напишете интересно описание","challenges.share.6":"Не забравяйте да посочите ‘Link in Bio’","challenges.share.7":"Добавете #EUCodeWeekChallenge","challenges.share.8":"Споменете и тагнете @CodeWeekEU","challenges.share.9":"Когато предпочитате да споделите предизвикателството си във Facebook.","challenges.share.10":"Европейската седмица на програмирането ще закрепя нов пост за предизвикателство най-отгоре на своята страница във","challenges.share.11":"Facebook","challenges.share.12":"всеки ден и ще избере победител за наградата от коментарите под този пост.","challenges.share.13":"Как става това?","challenges.share.14":"Просто оставете коментар под поста с връзка към вашата работа.","challenges.share-box.0":"Споделете връзката към вашата работа във вашия","challenges.share-box.1":"Instagram Bio","challenges.share-box.2":"Докоснете бутона","challenges.share-box.3":"Edit Profile","challenges.share-box.4":"във вашия Instagram и добавете връзката към вашата работа в полето „Уебсайт“. След това трябва да създадете нов пост, да добавите екранна снимка на вашата работа, да напишете ","challenges.share-box.5":"Link in Bio","challenges.share-box.6":"да добавите хаштага #EUCodeWeekChallenge и да споменете @CodeWeekEU","challenges.share-box.7":"Когато предпочитате да споделите предизвикателството си във","challenges.share-box.8":"Европейската седмица на програмирането ще закрепя","challenges.share-box.9":"нов пост за предизвикателство най-отгоре на своята","challenges.share-box.10":"страница във Facebook","challenges.share-box.11":"След това просто трябва да оставите коментар под поста с връзката към вашата работа","challenges.share-box.12":"Победителите ще бъдат определяни и ще им се предлагат награди от Седмицата на програмирането всеки ден от Седмицата на програмирането между 9 и 24 октомври, и ще бъдат обявявани в канала ни в Instagram и във Facebook, затова редовно проверявайте своите известия.","challenges.take-part.0":"Защо да участвате в предизвикателство по време на Европейската седмица на програмирането?","challenges.take-part.1":"За да участвате в дейности, свързани с решаване на задачи и кодиране.","challenges.take-part.2":"За да работите заедно със свои връстници.","challenges.take-part.3":"За да разпространите съобщението за важността на програмирането.","challenges.download.0":"Кликнете","challenges.download.1":"тук","challenges.download.2":"за да свалите това предизвикателство като документ в word","challenges.bingo.0":"Завършете всички предизвикателства","challenges.bingo.1":"Завършено ли е предизвикателството? Печат","challenges.bingo.2":"картата за бинго","challenges.bingo.3":"и маркирайте малкото бяло балонче горе вляво","challenges.bingo.4":"Споделете своето предизвикателство в социалните медии и спечелете интересни награди от Седмицата на програмирането","challenges.bingo.5":"Просто качете снимка с попълнени редове, колони или още по - добре – цялото бинго, във","challenges.bingo.6":"Facebook, Instagram или Twitter","challenges.bingo.7":"Не забравяйте да използвате","codeweek4all.title":"Предизвикателството Code Week 4 All","codeweek4all.text":"Предизвикателството Code Week 4 All ви насърчава да свържете вашите събития с тези, организирани от приятели, колеги и познати, и заедно да спечелите сертификат за отлични постижения от Седмицата на програмирането.","codeweek4all.what.title":"Какво всъщност е това?","codeweek4all.what.content":`

    Освен да отбележите събитието си на картата на Европейската седмица на програмирането, можете и да ангажирате други хора в мрежата си, които да направят същото. Ако вие и вашият съюз достигнете един от следните прагове, всички вие ще спечелите сертификат за отлични постижения от Седмицата на програмирането!

    -

    Критерии за получаване на сертификат за отлични постижения:

    `,"codeweek4all.what.criteria1":"да участват 500 ученици","codeweek4all.what.criteria2":"10 свързани активности (10 различни организатори)","codeweek4all.what.criteria3":"3 включени държави","codeweek4all.what.andor":"И/или","codeweek4all.howto.title":"Как да участвате?","codeweek4all.howto.time":"Предизвикателството Code Week 4 All продължава до края на календарната година. Сертификатите ще бъдат издадени в началото на следващата година (през януари или февруари).","codeweek4all.howto.content":'Посетете страницата Добавяне на събитие и попълнете необходимите данни за вашето събитие по програмиране.',"codeweek4all.howto.first_alliance.1":"Щракнете върху „Изпращане“.","codeweek4all.howto.first_alliance.2":"След като събитието ви бъде прието, ще получите имейл за потвърждение с вашия уникален код за Code Week 4 All.","codeweek4all.howto.first_alliance.3":"Копирайте кода и го споделете с ваши колеги и други хора от вашата мрежа, които също организират събитие, свързано с програмирането. Разпространете информацията, за да насърчите и други хора да вземат участие!","codeweek4all.howto.first_alliance.4":"След края на кампанията всички организатори на събития ще бъдат помолени да докладват броя на участниците, които са убедили да се включат в събитията. Ако сте успели да достигнете прага, вие и вашите колеги, които са били част от вашата мрежа, ще получите сертификат за отлични постижения!","codeweek4all.howto.first_alliance.title":"Ако сте първият от вашия съюз:","codeweek4all.howto.existing_alliance.1":"Копирайте паролата, която сте получили от инициатора (т.е. създателя на съюза), в полето КОД ЗА CODE WEEK 4 ALL.","codeweek4all.howto.existing_alliance.2":"Щракнете върху „Изпращане“.","codeweek4all.howto.existing_alliance.3":"Разпространете информацията (и кода!), за да приемете повече организатори във вашия съюз.","codeweek4all.howto.existing_alliance.4":"След края на кампанията всички организатори на събития ще бъдат помолени да докладват броя на участниците, които са убедили да се включат в събитията. Ако сте успели да достигнете прага, вие и вашите колеги, които са били част от вашата мрежа, ще получите сертификат за отлични постижения!","codeweek4all.howto.existing_alliance.title":"Ако се присъединявате към съществуващ съюз:","codeweek4all.why.1":"За да разпространите съобщението за важността на програмирането.","codeweek4all.why.2":"За да видите как се включват голям брой ученици.","codeweek4all.why.3":"За да изградите връзки с организации и/или училища във вашата общност или в международен план.","codeweek4all.why.4":"За да намерите подкрепа от други организатори и учители.","codeweek4all.why.5":"За да спечелите сертификат за отлични постижения.","codeweek4all.why.title":"Защо да се присъедините към предизвикателството?","codeweek4all.superorganiser-title":"Сертификат за супер организатор","codeweek4all.superorganiser":'Също така можете да спечелите Сертификат за супер организатор. За тази цел е необходимо да организирате и регистрирате най-малко 10 отделни събития в рамките на вашето училище или организация, или онлайн.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Въпроси","coding-at-home.material.required":"Необходими материали","coding-at-home.material.chequered":"дъска на квадратчета","coding-at-home.material.footprint":"плочки с картинки на стъпки","coding-at-home.intro.title":"Представяне на Coding@Home","coding-at-home.explorer.title":"Изследователят","coding-at-home.explorer.text":"„Изследователят“ е първото занимание от Coding@Home. Местете изследователя по дъската, за да достигнете целта, като преминете през възможно най-много полета. ","coding-at-home.explorer.questions.content.1":"В1. Възможно ли е изследователят да посети всички полета на дъската с показаните във видеото начална и крайна позиция?","coding-at-home.explorer.questions.content.2":"В2. Кои начални и крайни позиции не позволяват на изследователя да посети най-големия възможен брой полета на дъската?","coding-at-home.right-and-left.title":"Дясно и ляво","coding-at-home.right-and-left.text":"„Дясно и ляво“ е игра за състезание и съдействие. Два отбора си сътрудничат, за да направят път към целта, като същевременно се състезават помежду си да използват възможно най-много от приписаните им плочки: жълтият отбор се опитва да постави възможно най-много завои наляво, а червеният отбор се опитва да постави възможно най-много завои надясно.","coding-at-home.right-and-left.questions.content.1":"В1. Със старт и финал, подредени като на първия вариант в този видеоклип, възможно ли е един от двата отбора да спечели?","coding-at-home.right-and-left.questions.content.2":"В2. Със старт и финал, подредени като в играта, спечелена от Анна, може ли да има равенство?","coding-at-home.right-and-left.questions.content.3":"В3. Има ли подредби за старт и финал, които дават предимство на някой от двата отбора?","coding-at-home.right-and-left.questions.content.4":"В4. Като се има предвид разпределението между стартовата и финалната позиция, възможно ли е да се предвиди каква ще бъде разликата между печелившия и загубилия отбор?","coding-at-home.keep-off-my-path.title":"Пази се от пътя ми","coding-at-home.keep-off-my-path.text":"„Пази се от пътя ми“ е състезателна игра с два отбора. Отборите започват от срещуположните краища на дъската и строят пътеки, които си пречат една на друга. Отборът, който попречи на другия отбор да продължи пътеката си, печели.","coding-at-home.keep-off-my-path.questions.content.1":"В1. Има ли стартови точки, които дават предимство на някой от двата отбора?","coding-at-home.keep-off-my-path.questions.content.2":"В2. Възможно ли е да се постигне равен резултат?","coding-at-home.keep-off-my-path.questions.content.3":"В3. Има ли предимство играчът, който започне пръв?","coding-at-home.keep-off-my-path.questions.content.4":"В4. Има ли сигурна стратегия за игра, с която играчът, който започне пръв, може да си гарантира, че няма как да загуби?","coding-at-home.tug-of-war.title":"Теглене на въже","coding-at-home.tug-of-war.text":"„Теглене на въже“ е игра за сътрудничество и състезание. Два отбора (жълт и червен) започват от най-долната част на дъската и си сътрудничат да достигнат най-горната част. Жълтият отбор се опитва да достигне полетата вляво, а червеният отбор се опитва да достигне полетата вдясно.","coding-at-home.tug-of-war.questions.content.1":"В1. Има ли стратегия, която винаги да води до победа?","coding-at-home.tug-of-war.questions.content.2":"В2. Има ли предимство играчът, който започне пръв?","coding-at-home.tug-of-war.questions.content.3":"В3. Ако и двамата играчи внимават еднакво много, играта винаги ли завършва наравно, тоест в средата?","coding-at-home.explorer-without-footprints.title":"Изследовател без стъпки","coding-at-home.explorer-without-footprints.text":"Изследователят ходи по дъската от стартовата точка към целта, като се опитва да мине през всички полета. Докато ходи, изследователят оставя цветни стъпки, които позволяват на робота да последва пътя му, като тълкува цветовете. Играта става още по-интересна, когато изследователят изчисти стъпките и остави само цветовете.","coding-at-home.explorer-without-footprints.material":"както и червен, жълт и сив маркер (или молив)","coding-at-home.explorer-without-footprints.questions.content.1":"В1. Каква е разликата между дъската, пълна с цветни стъпки и дъската с цветове, но без стъпки?","coding-at-home.explorer-without-footprints.questions.content.2":"В2. Коя дъска предлага по-голяма свобода на движение, като се спазват същите правилата за завиване, посочени от цветовете?","coding-at-home.explorer-without-footprints.questions.content.3":"В3. Има ли възможни пътеки на дъската само с цветове, които не са възможни на дъската с цветни стъпки?","coding-at-home.explorer-without-footprints.questions.content.4":"В4. Има ли възможни пътеки на дъската с цветни стъпки, които не са възможни на дъската само с цветове?","coding-at-home.walk-as-long-as-you-can.title":"Продължавай да вървиш, колкото може по-дълго","coding-at-home.walk-as-long-as-you-can.text":"При тази дейност предизвикателството е да се остане на дъската възможно най-дълго време, като се използват цветове, вместо отпечатъци на стъпала. Дейността става по-трудна с увеличаването на свободата на движение","coding-at-home.walk-as-long-as-you-can.coloured-cards":"цветни карти или червен, жълт и сив флумастер","coding-at-home.walk-as-long-as-you-can.questions.content.1":"В1. В какъв случай двете пътеки се засичат и блокират една друга?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"В2. Тази игра е представена ли е като игра за двама играчи? Възможно ли е да играят 3-ма или 4-ма играчи? Трябва ли да променяме правилата?","coding-at-home.ada-charles-roby.title":"Ада, Чарлз и Роби","coding-at-home.ada-charles-roby.text":"Историята на Ада Лъвлейс и Чарлз Бабидж е много интересна. Те са измислили и програмирали компютри сто години преди всъщност те да бъдат изобретени","coding-at-home.ada-charles-roby.material":"пластелин и малък молив","coding-at-home.ada-charles-roby.questions.content.1":"В1. Опитайте се да си представите, че роботът, който сте направили от пластелин и молив, може да се придвижва по дъската, за да стигне до всяко едно поле и ако е необходимо, да маркира пътя си. Какви инструкции бихте използвали, за да го програмирате?","coding-at-home.cody-and-roby.title":"Коди и Роби","coding-at-home.cody-and-roby.text":"Това е ролева игра с програмиста Коди и робота Роби. Видеоклипът въвежда картите Коди-Роби, които ще използваме за определяне на движението по дъската. Коди ще използва тези карти, за да даде на Роби инструкции как да се движи по дъската","coding-at-home.cody-and-roby.material":"дъска, разделена на квадратни полета, карти с инструкции (ляво, дясно, направо), както и жетони за поставяне на дъската","coding-at-home.cody-and-roby.starter-kit":"Начален комплект Коди-Роби","coding-at-home.cody-and-roby.questions.content.1":"В1. До кое поле на дъската ще стигне Роби, ако тръгне от поле C2, обърнат на юг, и изпълни последната последователност от инструкции, показана във видеоклипа?","coding-at-home.cody-and-roby.questions.content.2":"В2. Могат ли движенията, които извършва Роби, изпълнявайки последната последователност от инструкции, показана във видеоклипа, да бъдат описани чрез прилагане на дъската на инструкциите Коди-Стъпала или Коди-Цвят?","coding-at-home.cody-and-roby.questions.content.3":"В3. Трите вида показани във видеоклипа инструкции, които са представени от зелените, червените и жълтите карти, представляват комплект инструкции, които могат да осигурят придвижване на Роби до всяко едно поле от дъската. Може ли същото да бъде постигнато с комплект инструкции, съдържащ по-малко от 3 броя инструкции?","coding-at-home.the-tourist.title":"Туристът","coding-at-home.the-tourist.text":"С картите Коди-Роби два отбора играчи се съревновават да намерят във възможно най-кратко време последователността от инструкции, която ще доведе туриста до паметниците на културата на дъската, които туристът желае да посети","coding-at-home.the-tourist.material":"По-големите карти могат да са полезни за игра на пода","coding-at-home.the-tourist.questions.content.1":"В1. Каква последователност от инструкции ще доведе туриста до статуята на Рафаело в първия пример от видеоклипа?","coding-at-home.the-tourist.questions.content.2":"В2. Каква последователност от инструкции ще доведе туриста до кулите на двореца на Дожите във втория пример от видеоклипа?","coding-at-home.the-tourist.questions.content.3":"В3. Можете ли да измислите нещо забавно като физическо упражнение, което да се прави всеки път, когато един от двата отбора избира карта, за да я добави към програмата? Почерпете идеи от щафетната игра, показана във видеоклипа","coding-at-home.material2.chequered-with-labels":"игрална дъска на квадрати и с обозначения","coding-at-home.material2.cards":"24 карти за „ход напред“, 8за „обърни се наляво“ и 8за „обърни се надясно“","coding-at-home.material2.larger-cards":"За варианта, в който се играе на пода, се препоръчват по-големи карти","coding-at-home.material2.video":"Във видеоклипа е обяснено как се играе без тестето карти","coding-at-home.material2.pieces-of-paper":"Необходими са също така 24 листчета, които да се поставят на полетата, през които вече е преминато","coding-at-home.material2.card-alternative":"Друг вариант вместо тестето CodyRoby е да използвате картите, публикувани тук","coding-at-home.material2.small-drawings":"Бихте могли да добавите малки картинки за по-лесно разказване на историята. Картинките, използвани във видеоклипа са публикувани тук","coding-at-home.material2.rest-of-cards":"За останалото използваме картите CodyRoby, CodyFeet или CodyColour.","coding-at-home.catch-the-robot.title":"„Хвани робота“","coding-at-home.catch-the-robot.text":"„Хвани робота“ е състезателна игра за маса или за пода. Победител е играчът, който залови робота на противниковия отбор, като достигне до неговото поле на игралната дъска. Заради случайния характер при разпределението на картите и двата отбора трябва непрекъснато да променят стратегиите си.","coding-at-home.catch-the-robot.questions.content.1":"В1. Ако розовата фигурка (Roby) е на централното поле C3 с лице на север и розовият отбор има 2 карти „ход напред“, 2 карти „обърни се наляво“ и 1 „обърни се надясно“, до кои полета може да се придвижи?","coding-at-home.the-snake.title":"„Змията“","coding-at-home.the-snake.text":"„Змията“ е вид игра с един участник, която се играе с карти CodyRoby. Целта на играта е змията да бъде преведена през всички полета на дъската, без да захапе опашката си.","coding-at-home.the-snake.questions.content.1":"В1. Има ли начални позиции, при които е невъзможно да се премине през всички полета, без да се захапе опашката?","coding-at-home.storytelling.title":"Разказване на истории","coding-at-home.storytelling.text":"Днешната тема е разказване на истории! Използвайте инструкциите от CodyRoby, стъпките от CodyFeet или цветовете от CodyColour, за да преведете фигурките по игралната дъска и да разкажете историята. Подредете различни части от историята на различни места по дъската.","coding-at-home.storytelling.questions.content.1":"В1. Кой е най-гъвкавият инструмент за насочване на Roby, за да разкаже историята?","coding-at-home.storytelling.questions.content.2":"В2. Можете ли да поставите частите на вашата история на места по игралната дъска, за които е невъзможно да бъдат достигнати всички с помощта на CodyFeet?","coding-at-home.two-snakes.title":"Двете змии","coding-at-home.two-snakes.text":"Като се използват картите CodyRoby, две змии се придвижват по дъската и всяка се опитва да блокира движението на другата. Основното правило е много просто — не можете да се върнете на поле, през което вече е минала змия. Играта печели змията, която успее най-дълго да се придвижва свободно.","coding-at-home.two-snakes.material":"Карти CodyRoby, игрална дъска с 5х5 полета, две фигури и листчета хартия, които ще се използват за отбелязване на полетата, през които вече е минала фигура.","coding-at-home.two-snakes.questions.content.1":"В1. При началното разположение на фигурите, показано във видеоклипа, ако двамата играчи не изтеглят жълти карти за обръщане наляво, какви други карти трябва да се надяват да изтеглят?","coding-at-home.round-trip.title":"Отиване и връщане","coding-at-home.round-trip.text":"Отборите се редуват. Първият отбор трябва да определи пътя за отиване, а вторият трябва да върне Роби върху началното поле. Изглежда лесно, но не е, особено ако планирате ходовете наум, без да местите Роби...","coding-at-home.round-trip.material":"Карти CodyRoby, игрална дъска с 5х5 полета, две фигури и листчета хартия, които ще се използват за отбелязване на полетата, през които вече е минала фигура.","coding-at-home.round-trip.questions.content.1":"В1. Възможно ли е програмата за връщане на Роби върху началното поле да е по-кратка (т.е. да се състои от по-малко инструкции), отколкото програмата за отиване?","coding-at-home.meeting-point.title":"Мястото на срещата","coding-at-home.meeting-point.text":"Този път планираме ходовете си, преди да започнем. Двата отбора поставят карти на масата, за да създадат поредица от инструкции за придвижване на роботите си, но нищо не се мести, преди някой от играчите да каже „Старт!“. В този момент програмирането спира и започва придвижването. Играчът, който е казал „Старт!“, печели само ако двата робота, всеки изпълнявайки инструкциите на своя отбор, накрая се озоват на едно и също поле.","coding-at-home.meeting-point.material":"Карти CodyRoby, игрална дъска с 5х5 полета, две фигури.","coding-at-home.meeting-point.questions.content.1":"В1. Ако смятате, че е възможно двата робота никога да не се срещнат, измислете правила, които обхващат всички възможни ситуации в играта.","coding-at-home.follow-the-music.title":"Следвайте музиката","coding-at-home.follow-the-music.text":"Когато поредица от програмни инструкции се повтаря периодично, се получава нещо като ритъм. Ако свържем звук с всяка инструкция, можем да направляваме Роби с музика. Точно това ще направим сега. Ще създам програма, като използвам различни звуци, за да представя различните инструкции, а вие ще местите Роби по дъската, като следвате тези звукови инструкции.","coding-at-home.follow-the-music.material":"Освен картите CodyRoby, игралната дъска и фигурата, трябва да можем да издаваме три различни звука. Аз използвах три чаши, пълни с различно количество вода. А вие какво ще използвате?","coding-at-home.follow-the-music.questions.content.1":"В1. Опитайте да следвате видеоклипа и да се ръководите от звуците, които издават чашите, без да гледате картите. Можете ли да разпознаете и да изпълните инструкциите, предадени чрез звуци?","coding-at-home.follow-the-music.questions.content.2":"В2. Изберете три звука, които да свържете с три основни инструкции. Измислете поредица от инструкции, която можете да повтаряте до безкрай, без Роби да излиза извън дъската...","coding-at-home.colour-everything.title":"Оцвети всичко","coding-at-home.colour-everything.text":"Можем ли да движим роботите по дъската по такъв начин, че да рисуват със следите си? Тази игра включва програмиране и пикселно изкуство — създаваме изображения, като оцветяваме полетата на игралната дъска подобно на пиксели на екран.","coding-at-home.colour-everything.material":"карти CodyRoby, игрална дъска и фигурка. За да оцветите полетата, поставяйте листчета хартия върху тях или използвайте маркери.","coding-at-home.colour-everything.questions.content.1":"Възможно ли е двете сърца, показани в края на видеоклипа, да бъдат нарисувани, като роботът мине само веднъж през всяко от необходимите полета?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter и CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Каква е разликата между плотер и принтер? Научете от това занимание по безкомпютърно програмиране.","coding-at-home.codyplotter-and-codyprinter.material":"освен комплекта CodyRoby използвах зелен маркер и нов робот от пластилин, но това не е задължително.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Можете ли да обясните каква е разликата между плотер и принтер?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Какво изображение ще се получи, ако Роби Принтер премине по редовете на дъската, като изпълни поредицата от команди, продиктувана в края на видеоклипа?","coding-at-home.boring-pixels.title":"Скучни пиксели!/Използване на числа","coding-at-home.boring-pixels.text":"Като даваме на Роби инструкции да нарисува картина поле по поле, пиксел по пиксел, откриваме, че когато много полета от един ред имат един и същ цвят, можем да използваме числа, за да направим нещата по-интересни. Компютрите правят същото...","coding-at-home.boring-pixels.material":"тетрадка с карирани листове или игрална дъска с 5х5 полета, направена от хартия, флумастер. За да представите кода на рисунката, можете да използвате химикалка и хартия.","coding-at-home.boring-pixels.questions.content.1":"Опитайте да нарисувате изображение от квадратчета и да го представите чрез кодиране по дължина (RLE). Размерът на изображението е равен на броя на квадратчетата, но какъв е размерът, когато използваме RLE?","coding-at-home.turning-code-into-pictures.title":"Превръщане на код в рисунки","coding-at-home.turning-code-into-pictures.text.1":"Вече видяхме, че можем да създадем код, за да нарисуваме нещо. Измислих рисунка и съставих код, за да я превърна в поредица от букви и цифри. Използвайте буквите и цифрите, за да възстановите рисунката.","coding-at-home.turning-code-into-pictures.text.2":"Ето рисунката, която измислих. Нарисувайте я във вашата тетрадка!","coding-at-home.turning-code-into-pictures.material":"лист хартия (за предпочитане кариран) и химикалка.","coding-at-home.turning-code-into-pictures.questions.content.1":"Опитайте да декодирате и нарисувате изображенията, за които говоря в края на видеоклипа.","coding-at-home.texts.1":"„Coding@Home“ представляват кратки видеоклипове със самоучители, задачи, интересни игри и предизвикателства за програмиране, които могат да се използват ежедневно както в семейството, така и на училище. Не са ви необходими предварителни познания по програмиране и не ви трябват никакви електронни устройства, за да извършвате дейностите Заниманията стимулират изчислителното мислене и култивират уменията на ученици, родители и учители у дома и в училище.","coding-at-home.texts.2":'Поредицата Coding@Home на Европейската седмица на програмирането надгражда инициативата “Coding in famiglia” на Урбинския университет и Асоциацията CodeMOOCnet в сътрудничество с Rai Cultura. Дейностите се представят от Алесандро Болиоло, преподавател по компютърни системи в Урбинския университет, посланик на Италия за Европейската седмица на програмирането и координатор на всички посланици, както и член на Управителния съвет на Коалицията за цифрови умения и работа. ',"coding-at-home.texts.3":'Ако ви интересуват още занимания без компютър или пък на различни езици за програмиране, занимания в областта на роботиката, micro:bit и др., вижте „Учебни модули“ на Европейската седмица на програмирането с видео самоучители и планове с уроци за начално и различните класове на средното училище. Също така погледнете страницата на Европейската седмица на програмирането с ресурси за учащи и учители. ',"community.titles.0":"Общност","community.titles.1":"Посланици","community.titles.2":"Водещи учители","community.titles.3":"Образователни координатори","community.titles.4":"Участвайте като доброволец в Европейската седмица на програмирането","community.intro.0":"Европейската седмица на програмирането процъфтява благодарение на широка международна общност от доброволци. На тази страница можете да се запознаете с членовете, които извършват дейност във вашата страна.","community.intro.1":"В основата на Европейската седмица на програмирането са посланиците, водещите учители и представителите на министерствата на образованието на държавите от ЕС и от Западните Балкани — „образователните координатори“.","community.intro.2":"Научете повече за вашата местна общност, като изберете вашата държава:","community.ambassadors":"Посланиците на Европейската седмица на програмирането са основните лица за контакт във връзка със Седмицата на програмирането във всяка страна и помагат за разпространението на нейната визия на местно равнище. Посланиците свързват хора, предприятия и общности, които искат да подкрепят Европейската седмица на програмирането. Те насърчават организаторите да регистрират своите дейности по програмиране на картата на Седмицата на програмирането и поощряват цялостното участие в Европейската седмица на програмирането. Освен това посланиците преглеждат и одобряват дейностите в своята страна. Също така те работят със своите колеги в други държави и се срещат редовно, за да обсъждат по-нататъшното развитие на инициативата.","community.leading-teachers":"Водещите учители са активна общност от над 450 преподаватели от цяла Европа. Те помагат на училищата, учителите и учениците, които се интересуват от участие в Седмицата на програмирането, да осъществяват контакти помежду си и ги насърчават да организират дейности и да ги регистрират на картата на Седмицата на програмирането. Водещите учители провеждат уебинари за професионално развитие на своя език и са източник на знания за другите учители както в съответната страна, така и в Европа. Те също така популяризират инициативата на местно равнище.","community.cta":"Ако сте учител, можете да намерите на картата водещи учители близо до вас.","community.edu":"Образователните координатори на Европейската седмица на програмирането са кореспонденти в министерствата на образованието или други участващи образователни органи и организации. Образователните координатори укрепват основите на инициативата, като подкрепят учителите и училищата в своята страна. Това включва комуникация с училищата, които вече участват в Европейската седмица на програмирането, с цел запознаване с техните добри практики и обмен на опит. Образователните координатори също така подкрепят училищата, които желаят да участват в инициативата, като им предоставят ресурси, учебни материали и възможности в рамките на общността.","community.volunteer.0":"Не е необходимо да изпълнявате официална функция в общността на Европейската седмица на програмирането, за да бъдете част от движението. Всеки може да организира дейности, за да учи и вдъхновява хората да програмират, да създават роботи, да се занимават с хардуер, да използват триизмерен печат и т.н., и да ги отбележи","community.volunteer.1":"на картата","community.volunteer.2":"Ако обаче искате да отделите част от времето си, за да популяризирате програмирането, и вярвате във","community.volunteer.3":"Визията","community.volunteer.4":"и","community.volunteer.5":"стойности","community.volunteer.6":"ценностите на Европейската седмица на програмирането, бихте могли да станете водещ учител или посланик.","community.volunteer.7":"Ако сте преподавател и обичате да обучавате и учите как се програмира толкова, колкото и ние, прочетете за ролята и дейностите на водещите учители","community.volunteer.8":"тук","community.volunteer.9":"След това можете да кандидатствате да станете водещ учител като попълните този","community.volunteer.10":"онлайн формуляр за кандидатстване","community.volunteer.11":"Моля, имайте предвид, че броят на водещите учители по държави е фиксиран. Затова в даден момент е възможно да се кандидатства само за определени държави.","community.volunteer.12":"Ако искате да популяризирате програмирането във вашата страна, вижте","community.volunteer.13":"какви са отговорностите на посланиците","community.volunteer.14":"и разгледайте списъка с посланиците на Европейската седмица на програмирането.","community.volunteer.15":"Ако във вашата страна има посланици, моля, свържете се директно с тях, за да разберете как най-добре можете да подкрепите инициативата. Ако във вашата страна няма посланик, можете да пишете на следния адрес","cookie.cookies":"Бисквитки","cookie.uses_cookies":"Този сайт използва бисквитки, за да ви улесни при търсене","cookie.find_out_more_on":"Научете повече за това ","cookie.how_we_use":"как използваме бисквитките и как можете да промените настройките си","cookie.accept":"Приемам бисквитки","cookie.refuse":"Не приемам бисквитки","cookie_policy.title":"Политика за използване на бисквитки","cookie_policy.what.title":"Какво представляват бисквитките?","cookie_policy.what.text":"

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    По този начин няма да е необходимо да ги въвеждате отново, когато разглеждате уебсайта по време на същото посещение.

    - -

    Бисквитките могат да се използват и за създаване на анонимизирани статистически данни за разглеждането на нашите уебсайтове.

    -

    `,"cookie_policy.how.title":"По какъв начин използваме бисквитки?","cookie_policy.how.text1":"

    Седмицата на програмирането използва предимно „бисквитки на първа страна“. Това са бисквитки, които са зададени и контролирани от нас, а не от външна организация.

    ","cookie_policy.how.text2":"

    За да видите някои от нашите страници обаче, ще трябва да приемете бисквитки от външни организации.

    ","cookie_policy.how.3types.1":"съхраняване предпочитанията на посетителите","cookie_policy.how.3types.2":"да бъдат нашите уебсайтове оперативни","cookie_policy.how.3types.3":"събиране на аналитични данни (за поведението на потребителя).","cookie_policy.how.3types.title":"Трите вида „бисквитки“ на първа страна, които използваме, са за:","cookie_policy.how.table.name":"Име","cookie_policy.how.table.service":"Услуга","cookie_policy.how.table.purpose":"Цел","cookie_policy.how.table.type_duration":"Вид на бисквитката и продължителност","cookie_policy.how.visitor_preferences.title":"Предпочитания на потребителя","cookie_policy.how.visitor_preferences.text":"

    Те са зададени от нас и само ние можем да ги прочетем. Те запаметяват:

    ","cookie_policy.how.visitor_preferences.item":"дали сте се съгласили (или сте отказали) с политиката за бисквитки на този сайт","cookie_policy.how.visitor_preferences.table.1.service":"Инструмент за бисквитки за съгласие","cookie_policy.how.visitor_preferences.table.1.purpose":"Съхранява вашите предпочитания за бисквитки (така че да не бъдете питани отново)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Бисквитка на първа страна, изтрива се, след като затворите браузъра си","cookie_policy.how.operational_cookies.title":"Оперативни бисквитки","cookie_policy.how.operational_cookies.text":"

    Има някои видове бисквитки, които трябва да включим, за да функционират определени уеб страници. Поради тази причина те не изискват вашето съгласие. По-конкретно:

    ","cookie_policy.how.operational_cookies.item":"технически бисквитки, изисквани от определени ИТ системи","cookie_policy.how.technical_cookies.title":"Технически бисквитки","cookie_policy.how.technical_cookies.table.1.purpose":"Поддържане на сигурна сесия за вас по време на посещението ви.","cookie_policy.how.technical_cookies.table.1.type_duration":"Бисквитка на първа страна, изтрива се, след като затворите браузъра си","cookie_policy.how.technical_cookies.table.2.purpose":"Поддържане на сигурна сесия за вас по-дълго време, предотвратявайки загубата на сесията при затваряне на браузъра.","cookie_policy.how.technical_cookies.table.2.type_duration":"Постоянна бисквитка на първа страна, 60 месеца","cookie_policy.how.technical_cookies.table.3.purpose":"Съхранява предпочитания език на потребителя","cookie_policy.how.technical_cookies.table.3.type_duration":"Бисквитка на първа страна, изтрива се, след като затворите браузъра си","cookie_policy.how.analytics_cookies.title":"Бисквитки за анализ","cookie_policy.how.analytics_cookies.items":`

    Използваме тези бисквитки само за вътрешно проучване с цел подобряване на услугата, която предоставяме за всички наши потребители.

    - -

    Бисквитките просто оценяват как си взаимодействате с нашия уебсайт – като анонимен потребител (събраните данни не ви идентифицират лично).

    - -

    Също така тези данни не се споделят с трети страни и не се използват за други цели. Анонимизираните статистически данни могат да бъдат споделени с изпълнители, работещи по комуникационни проекти съгласно договорно споразумение с Комисията.

    - -

    Можете обаче да откажете тези видове бисквитки – или чрез банера на бисквитките, който ще видите на първата посетена от вас страница, или като посетите тази специална страница..

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Услуга за уеб анализ, базирана на софтуера с отворен код Matomo","cookie_policy.how.analytics_cookies.table.1.purpose":"Разпознава посетителите на уебсайтове (анонимно – не се събира лична информация за потребителя).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Постоянна бисквитка на първа страна, 20 дни","cookie_policy.how.analytics_cookies.table.2.service":"Услуга за уеб анализ, базирана на софтуера с отворен код Matomo","cookie_policy.how.analytics_cookies.table.2.purpose":"Идентифицира страниците, разгледани от същия потребител по време на едно и също посещение. (анонимно – не се събира лична информация за потребителя).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Постоянна бисквитка на първа страна, 30 минути","cookie_policy.third-party.title":"Бисквитки на трета страна","cookie_policy.third-party.items.1":`

    Някои от нашите страници показват съдържание от външни доставчици, напр. YouTube, Facebook и Twitter.

    - -

    За да видите това съдържание на трети страни, първо трябва да приемете техните конкретни условия. Това включва техните политики за използване на бисквитки, над които нямаме контрол.

    - -

    Но ако не разглеждате това съдържание, на вашето устройство няма да се инсталират бисквитки на трети страни.

    Доставчици – трети страни на Седмицата на програмирането`,"cookie_policy.third-party.items.2":"Тези услуги на трети страни са извън контрола на уебсайта на Седмицата на програмирането. Доставчиците могат по всяко време да променят условията си на ползване, целта и употребата на бисквитки и т.н.","cookie_policy.how-manage.title":"Как можете да управлявате бисквитките?","cookie_policy.how-manage.items":`

    Можете да управлявате/изтривате бисквитки по ваше желание – за подробности, разгледайте aboutcookies.org.

    Премахване на бисквитки от вашето устройство

    - -

    Можете да изтриете всички бисквитки, които вече се намират на вашето устройство, като изчистите историята на сърфиране на вашия браузър. Това ще премахне всички бисквитки от всички посетени от вас уебсайтове.

    - -

    Имайте предвид обаче, че може да загубите и запазена информация (напр. запазени данни за вход, предпочитания за уебсайт).

    Управление на специфични за уебсайта бисквитки

    За по-обстоен контрол върху специфичните за уебсайта бисквитки, проверете настройките за поверителност и за бисквитки в предпочитания от вас браузър

    Блокиране на бисквитки

    Можете да настроите повечето съвременни браузъри по начин, който предотвратява поставянето на бисквитки на вашето устройство, но след това може да се наложи ръчно да променяте някои предпочитания всеки път, когато посещавате даден уебсайт/страница. Възможно е също така някои услуги и функционалности да не работят правилно (напр. влизане в профил).

    Управление на нашите бисквитки за анализи

    Можете да управлявате вашите предпочитания относно бисквитките от нашия анализ в специалната страница.

    `,"copyright.title":"Известие за авторски права","copyright.training.0":"Уебсайтът на EU Code Week за училищата","copyright.training.1":"е услуга, поддържана от Европейската комисия","copyright.licence.0":"С изключение на случаите, когато е посочено друго, съдържанието, предоставено на този сайт, е лицензирано съгласно лиценз","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en","copyright.licence.2":"Creative Commons Attribution-NonCom Commercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)","copyright.creative-commons":"Лицензирането по лицензи на Creative Commons само по себе си не засяга собствеността върху авторските права","copyright.third-party":"Съдържанието от уебсайтове на трети страни е обект на техните собствени ограничения за авторски права; моля, вижте сайта за повече информация","countries.all":"Всички държави","countries.Cloud":"Облак","countries.Andorra":"Андора","countries.United Arab Emirates":"Обединени арабски емирства","countries.Afghanistan":"Aфганистан","countries.Antigua and Barbuda":"Антигуа и Барбуда","countries.Anguilla":"Ангила","countries.Albania":"Албания","countries.Armenia":"Армения","countries.Netherlands Antilles":"Нидерландски Антили","countries.Angola":"Ангола","countries.Antarctica":"Антарктика","countries.Argentina":"Аржентина","countries.American Samoa":"Американска Самоа","countries.Austria":"Австрия","countries.Australia":"Австралия","countries.Aruba":"Аруба","countries.Aland Islands":"Оландски острови","countries.Azerbaijan":"Азербайджан","countries.Bosnia and Herzegovina":"Босна и Херцеговина","countries.Barbados":"Барбадос","countries.Bangladesh":"Бангладеш","countries.Belgium":"Белгия","countries.Burkina Faso":"Буркина Фасо","countries.Bulgaria":"България","countries.Bahrain":"Бахрейн","countries.Burundi":"Бурунди","countries.Benin":"Бенин","countries.Saint Barthelemy":"Сен Бартелми","countries.Bermuda":"Бермудски острови","countries.Brunei":"Бруней","countries.Bolivia":"Боливия","countries.Bonaire, Saint Eustatius and Saba ":"Бонер, Синт Еустациус и Саба ","countries.Brazil":"Бразилия","countries.Bahamas":"Бахамски острови","countries.Bhutan":"Бутан","countries.Bouvet Island":"Буве","countries.Botswana":"Ботсуана","countries.Belarus":"Беларус","countries.Belize":"Белиз","countries.Canada":"Канада","countries.Cocos Islands":"Кокосови острови","countries.Democratic Republic of the Congo":"Демократична република Конго","countries.Central African Republic":"Централноафриканска република","countries.Republic of the Congo":"Република Конго","countries.Switzerland":"Швейцария","countries.Ivory Coast":"Кот д'Ивоар","countries.Cook Islands":"Острови Кук","countries.Chile":"Чили","countries.Cameroon":"Камерун","countries.China":"Китай","countries.Colombia":"Колумбия","countries.Costa Rica":"Коста Рика","countries.Serbia and Montenegro":"Сърбия и Черна гора","countries.Cuba":"Куба","countries.Cape Verde":"Кабо Верде","countries.Curacao":"Кюрасао","countries.Christmas Island":"Остров Рождество","countries.Cyprus":"Кипър","countries.Czech Republic":"Чешка република","countries.Germany":"Германия","countries.Djibouti":"Джибути","countries.Denmark":"Дания","countries.Dominica":"Доминика","countries.Dominican Republic":"Доминиканска република","countries.Algeria":"Алжир","countries.Ecuador":"Еквадор","countries.Estonia":"Естония","countries.Egypt":"Египет","countries.Western Sahara":"Западна Сахара","countries.Eritrea":"Еритрея","countries.Spain":"Испания","countries.Ethiopia":"Етиопия","countries.Finland":"Финландия","countries.Fiji":"Фиджи","countries.Falkland Islands":"Фолкландски острови","countries.Micronesia":"Микронезия","countries.Faroe Islands":"Фарьорски острови","countries.France":"Франция","countries.Gabon":"Габон","countries.United Kingdom":"Обединено кралство","countries.Grenada":"Гренада","countries.Georgia":"Грузия","countries.French Guiana":"Френска Гвиана","countries.Guernsey":"Гърнзи","countries.Ghana":"Гана","countries.Gibraltar":"Гибралтар","countries.Greenland":"Гренландия","countries.Gambia":"Гамбия","countries.Guinea":"Гвинея","countries.Guadeloupe":"Гваделупа","countries.Equatorial Guinea":"Екваториална Гвинея","countries.Greece":"Гърция","countries.South Georgia and the South Sandwich Islands":"Южна Джорджия и Южни Сандвичеви острови","countries.Guatemala":"Гватемала","countries.Guam":"Гуам","countries.Guinea-Bissau":"Гвинея Бисау","countries.Guyana":"Гвиана","countries.Hong Kong":"Хонконг","countries.Heard Island and McDonald Islands":"Хърд и Макдоналд","countries.Honduras":"Хондурас","countries.Croatia":"Хърватия","countries.Haiti":"Хаити","countries.Hungary":"Унгария","countries.Indonesia":"Индонезия","countries.Ireland":"Ирландия","countries.Israel":"Израел","countries.Isle of Man":"Остров Ман","countries.India":"Индия","countries.British Indian Ocean Territory":"Британски територии в Индийския океан","countries.Iraq":"Ирак","countries.Iran":"Иран","countries.Iceland":"Исландия","countries.Italy":"Италия","countries.Jersey":"Джърси","countries.Jamaica":"Ямайка","countries.Jordan":"Йордания","countries.Japan":"Япония","countries.Kenya":"Кения","countries.Kyrgyzstan":"Киргизстан","countries.Cambodia":"Камбоджа","countries.Kiribati":"Кирибати","countries.Comoros":"Коморски острови","countries.Saint Kitts and Nevis":"Сейнт Китс и Невис","countries.North Korea":"Северна Корея","countries.South Korea":"Южна Корея","countries.Kuwait":"Кувейт","countries.Cayman Islands":"Кайманови острови","countries.Kazakhstan":"Казахстан","countries.Laos":"Лаос","countries.Lebanon":"Ливан","countries.Saint Lucia":"Сейнт Лусия","countries.Liechtenstein":"Лихтенщайн","countries.Sri Lanka":"Шри Ланка","countries.Liberia":"Либерия","countries.Lesotho":"Лесото","countries.Lithuania":"Литва","countries.Luxembourg":"Люксембург","countries.Latvia":"Латвия","countries.Libya":"Либия","countries.Morocco":"Мароко","countries.Monaco":"Монако","countries.Moldova":"Молдова","countries.Montenegro":"Черна гора","countries.Saint Martin":"Сен Мартен","countries.Madagascar":"Мадагаскар","countries.Marshall Islands":"Маршалови острови","countries.Macedonia":"Северна Македония","countries.Mali":"Мали","countries.Myanmar":"Мианмар","countries.Mongolia":"Монголия","countries.Macao":"Макао","countries.Northern Mariana Islands":"Северни Мариански острови","countries.Martinique":"Мартиника","countries.Mauritania":"Мавритания","countries.Montserrat":"Монсерат","countries.Malta":"Малта","countries.Mauritius":"Мавриций","countries.Maldives":"Малдиви","countries.Malawi":"Малави","countries.Mexico":"Мексико","countries.Malaysia":"Малайзия","countries.Mozambique":"Мозамбик","countries.Namibia":"Намибия","countries.New Caledonia":"Нова Каледония","countries.Niger":"Нигер","countries.Norfolk Island":"Остров Норфолк","countries.Nigeria":"Нигерия","countries.Nicaragua":"Никарагуа","countries.Netherlands":"Нидерландия","countries.Norway":"Норвегия","countries.Nepal":"Непал","countries.Nauru":"Науру","countries.Niue":"Ниуе","countries.New Zealand":"Нова Зеландия","countries.Oman":"Оман","countries.Panama":"Панама","countries.Peru":"Перу","countries.French Polynesia":"Френска Полинезия","countries.Papua New Guinea":"Папуа-Нова Гвинея","countries.Philippines":"Филипини","countries.Pakistan":"Пакистан","countries.Poland":"Полша","countries.Saint Pierre and Miquelon":"Сен Пиер и Микелон","countries.Pitcairn":"Питкерн","countries.Puerto Rico":"Пуерто Рико","countries.Palestine":"Палестина","countries.Portugal":"Португалия","countries.Palau":"Палау","countries.Paraguay":"Парагвай","countries.Qatar":"Катар ","countries.Reunion":"Реюнион","countries.Romania":"Румъния","countries.Serbia":"Сърбия","countries.Russia":"Русия","countries.Rwanda":"Руанда","countries.Saudi Arabia":"Саудитска Арабия","countries.Solomon Islands":"Соломонови острови","countries.Seychelles":"Сейшелски острови","countries.Sudan":"Судан","countries.Sweden":"Швеция","countries.Singapore":"Сингапур","countries.Saint Helena":"Света Елена","countries.Slovenia":"Словения","countries.Svalbard and Jan Mayen":"Свалбард и Ян Майен","countries.Slovakia":"Словакия","countries.Sierra Leone":"Сиера Леоне","countries.San Marino":"Сан Марино","countries.Senegal":"Сенегал","countries.Somalia":"Сомалия","countries.Suriname":"Суринам","countries.South Sudan":"Южен Судан","countries.Sao Tome and Principe":"Сао Томе и Принсипи","countries.El Salvador":"Ел Салвадор","countries.Sint Maarten":"Синт Мартен","countries.Syria":"Сирия","countries.Swaziland":"Свазиленд","countries.Turks and Caicos Islands":"Търкс и Кайкос","countries.Chad":"Чад","countries.French Southern Territories":"Френски южни територии","countries.Togo":"Того","countries.Thailand":"Тайланд","countries.Tajikistan":"Таджикистан","countries.Tokelau":"Токелау","countries.East Timor":"Източен Тимор","countries.Turkmenistan":"Туркменистан","countries.Tunisia":"Тунис","countries.Tonga":"Тонга","countries.Turkey":"Турция","countries.Trinidad and Tobago":"Тринидад и Тобаго","countries.Tuvalu":"Тувалу","countries.Taiwan":"Тайван","countries.Tanzania":"Танзания","countries.Ukraine":"Украйна","countries.Uganda":"Уганда","countries.United States Minor Outlying Islands":"Малки отдалечени острови на САЩ","countries.United States":"Съединени американски щати","countries.Uruguay":"Уругвай","countries.Uzbekistan":"Узбекистан","countries.Vatican":"Ватикана","countries.Saint Vincent and the Grenadines":"Сейнт Винсънт и Гренадини","countries.Venezuela":"Венецуела","countries.British Virgin Islands":"Британски Вирджински острови","countries.U.S. Virgin Islands":"Американски Вирджински острови","countries.Vietnam":"Виетнам","countries.Vanuatu":"Вануату","countries.Wallis and Futuna":"Уолис и Футуна","countries.Samoa":"Самоа","countries.Kosovo":"Косово","countries.Yemen":"Йемен","countries.Mayotte":"Майот","countries.South Africa":"Южна Африка","countries.Zambia":"Замбия","countries.Zimbabwe":"Зимбабве","cw2020.common.resources":"Ресурси, от които ще имате нужда","cw2020.common.soundtrack":"Музиката за седмицата на програмирането","cw2020.common.moves":"Движенията","cw2020.common.dance-example":"Пример от танца на седмицата на програмирането","cw2020.common.organizer-guide":"Ръководство на организатора","cw2020.title.0":"EU Code Week","cw2020.title.1":"Издание 2020 г.","cw2020.intro":"През настоящата 2020 година отбелязваме празника на програмирането от 10 до 25 октомври! Поради сегашната здравна обстановка тази година в рамките на седмицата на програмирането ще има повече занимания онлайн. Ще осигурим нови забавни и занимателни дейности, към които можете да се присъедините у дома си или в училище","cw2020.online-activities.title":"Предлагани открити занимания онлайн","cw2020.online-activities.subtitle.0":"За да улесним участието Ви в заниманията в рамките на седмицата на програмирането от разстояние, предвиждаме","cw2020.online-activities.subtitle.1":"календар","cw2020.online-activities.subtitle.2":"на предлаганите открити занимания онлайн.","cw2020.online-activities.section1.title":"Какво означава „занимание онлайн“?","cw2020.online-activities.section1.content":"Занимание онлайн (т.е. в режим в линия) може да бъде всяко занимание, за което обикновено можете да се запишете на уебсайта на седмицата на програмирането – единствената разлика е в това, че то ще се проведе онлайн. Целта е хората да могат по-лесно да участват в занятията и работилниците по програмиране изцяло онлайн, без да излагат на риск здравето си","cw2020.online-activities.section2.title":"Предлагани открити занимания","cw2020.online-activities.section2.content":"Ако желаете, можете да направите своите занимания онлайн достъпни за всички. Хора от целия свят ще могат да се включат в откритите занимания онлайн – на английски език или на местния език. Ще изберем най-вълнуващите занимания онлайн, които са открити за всички, и ще ги обявим в календара на събитията на нашия уебсайт.","cw2020.online-activities.section3.title":"Какво означава това за участниците?","cw2020.online-activities.section3.content.0":"Всеки ден от седмицата на програмирането ще можете да преглеждате","cw2020.online-activities.section3.content.1":"календара","cw2020.online-activities.section3.content.2":"и да участвате в най-интересните за Вас занимания. Тези събития са най-различни – работилници по роботика, курсове за електронно обучение, семинари в интернет, уроци по програмиране и много други. Изборът е ваш.","cw2020.dance.title":"Танц на седмицата на програмирането","cw2020.dance.subtitle":"Кой е казал, че програмистите не могат да танцуват? За да отбележим изданието на седмицата на програмирането за 2020 г., започваме ново занимание – предизвикателството „танц на седмицата на програмирането“ (#EUCodeWeekDance)","cw2020.dance.section1.title":"Кой може да участва?","cw2020.dance.section1.content.0":"Каним всички – училища, учители, библиотеки, клубове по програмиране, предприятия и обществени власти – да отбележат седмицата на програмирането за 2020 г., като организират занимание по предизвикателството „танц на седмицата на програмирането“ (#EUCodeWeekDance) и го добавят към","cw2020.dance.section1.content.1":"картата на седмицата на програмирането.","cw2020.dance.section2.title":"Как се участва?","cw2020.dance.section2.content":"Изберете измежду петте вида занимания или предложете свое собствено занимание. Независимо кое занимание ще изберете, не забравяйте да го добавите към картата си.","cw2020.dance.activity1.title":"Програмирайте приятел или родител – нямате нужда от компютър","cw2020.dance.activity1.subtitle":"Чрез програмирането се осигурява възможност за подаване на команди към електронно устройство. Технически погледнато обаче, за програмирането нямате непременно нужда от компютър. Вместо това вземете един партньор – съученик, приятел, родител или дори учител – и им давайте указания как да изпълнят „танца на седмицата на програмирането“ (#EUCodeWeekDance), които те трябва точно да следват.","cw2020.dance.activity1.resources.0":"Ръководство от Code.org за организирането на Вашата танцувална забава извън мрежата","cw2020.dance.activity1.resources.1":"Кратък урок за програмиране на Вашия човекоробот","cw2020.dance.activity2.title":"Визуално програмиране","cw2020.dance.activity2.subtitle":"Програмирайте своя танц за седмицата на програмирането в Scratch. Използвайте героите на седмицата на програмирането или създайте свои герои в Scratch и ги програмирайте да изпълнят танца на седмицата на програмирането (#EUCodeWeekDance).","cw2020.dance.activity2.resources.0":"Пример за проект по Scratch за танца на седмицата на програмирането (#EUCodeWeekDance)","cw2020.dance.activity2.resources.1":"Героите на седмицата на програмирането","cw2020.dance.activity2.resources.2":"Ръководство от Code.org за оживяването на герой","cw2020.dance.activity2.resources.3":"Ръководство от Code.org за организирането на танцувалната Ви забава","cw2020.dance.activity2.resources.4":"Споделете проекта си с нас в това студио по Scratch.","cw2020.dance.activity3.title":"Програмиране въз основа на текст","cw2020.dance.activity3.subtitle":"Сътворете темата на танца на седмицата на програмирането (#EUCodeWeekDance) с Python или JavaScript, използвайки платформи за създаване на музика чрез програмиране като EarSketch или Sonic Pi.","cw2020.dance.activity3.resources.0":"Урок по създаване на музика с EarSketch","cw2020.dance.activity3.resources.1":"Урок по създаване на музика със Sonic Pi","cw2020.dance.activity4.title":"Роботика","cw2020.dance.activity4.subtitle":"Програмирайте робота си, така че да изпълнява заповедите Ви и да изпълни танца на седмицата на програмирането","cw2020.dance.activity4.resources.0":"Урок по програмиране на роботи","cw2020.dance.activity5.title":"Предизвикателство: танц на живо","cw2020.dance.activity5.subtitle":"Направете видеозапис, на който Вие, Вашият отбор или Вашият робот изпълнява танца на седмицата на програмирането (#EUCodeWeekDance) и го споделете в Instagram. Записът Ви може да достигне огромен брой ползватели, а Вие може да спечелите подаръци от седмицата на програмирането! Заинтригувахте ли се? Следвайте тези стъпки:","cw2020.dance.activity5.resources.0":"Направете видеозаписа с Instagram Stories","cw2020.dance.activity5.resources.1":"Следвайте","cw2020.dance.activity5.resources.2":"@CodeWeekEU в Instagram","cw2020.dance.activity5.resources.3":"Споменете @CodeWeekEU в своя разказ за танца и използвайте хаштага #EUCodeWeekDance.","cw2020.dance.outro.0":"Победителите ще бъдат избирани всеки ден и ще бъдат обявявани в нашия канал в Instagram чрез Stories, така че не забравяйте редовно да проверявате известията си, може днес да имате късмет.","cw2020.dance.outro.1":"Танцът на седмицата на програмирането (#EUCodeWeekDance) се основава на","cw2020.dance.outro.2":"Ode to Code („Ода за програмирането“)","cw2020.dance.outro.3":"композирана от Брендан Паолини, и танца, създаден от Бианка Мария Берарди през 2015 г., по идея на Алесандро Болиоло – преподавател по компютърни системи в Урбинския университет.","cw2020.treasure-hunt.title":"Търсене на съкровището през седмицата на програмирането","cw2020.treasure-hunt.subtitle.0":"Това е игра в Telegram, която е сравнително лесна за начинаещите и същевременно е достатъчно предизвикателна за опитните участници.","cw2020.treasure-hunt.subtitle.1":"Търсенето на съкровището през седмицата на програмирането","cw2020.treasure-hunt.subtitle.2":"е игра, която най-добре се играе на компютър с мобилен телефон в ръка. В играта трябва да решавате задачи по програмиране и да преминете през историята на програмирането, компютърните науки и технологията в Европа.","cw2020.treasure-hunt.section.title":"За да започнете играта, трябва да","cw2020.treasure-hunt.section.content.0":"свалите приложението Telegram. То е на разположение за","cw2020.treasure-hunt.section.content.1":"настолни компютри.","cw2020.treasure-hunt.section.content.2":"Можете да играете на настолен или преносим компютър или на смартфон. Препоръчваме да играете на компютър, за да можете да получавате указанията и да решавате задачите по програмиране в приложението Telegram на телефона си.","cw2020.treasure-hunt.section.content.3":"За да играете,","cw2020.treasure-hunt.section.content.4":"отворете играта","cw2020.treasure-hunt.section.content.5":"и сканирайте кода за бърза реакция (QR), който ще Ви отведе до приложението Telegram и ще Ви даде първия набор от указания.","cw2020.treasure-hunt.section.content.6":"За да спечелите, трябва да решите 10 задачи по програмиране и да намерите 10 места на картата на Европа, които са свързани с възникването на програмирането и технологията.","cw2020.treasure-hunt.section.content.7":"След приключване на играта споделете своя резултат с приятелите си, използвайки #EUCodeWeek, и ги предизвикайте също да играят и научат за историята на програмирането. Да видим кой ще получи най-високите резултати!","cw2020.treasure-hunt.section.content.8":"Търсенето на съкровището през седмицата на програмирането е виртуалната версия за оригиналната игра със същото название, разработена за първи път от Алесандро Болиоло – преподавател по компютърни системи в Урбинския университет. За да научите повече за неговата оригинална игра, посетете нашия","cw2020.treasure-hunt.section.content.9":"блог.","cw2020.kick-off.title":"Откриване: 8 октомври 2020 г.","cw2020.kick-off.content.0":"Виртуалното откриване на седмицата на програмирането за 2020 г. ще се проведе на 8 октомври в 17 ч. берлинско/брюкселско/парижко време. Събитието ще бъде предавано на живо във Facebook Live, Instagram TV и YouTube Live.","cw2020.kick-off.content.1":"В нашия вълнуващ списък има гостуващи оратори:","cw2020.kick-off.content.2":"комисар на ЕС по въпросите на вътрешния пазар,","cw2020.kick-off.content.3":"комисар на ЕС по въпросите на иновациите, научните изследвания, културата, образованието и младежта,","cw2020.kick-off.content.4":"създател на Scratch и преподавател по научни изследвания за обучението в MIT Media Lab,","cw2020.kick-off.content.5":"автор и илюстратор на Hello Ruby","cw2020.kick-off.content.6":"както и","cw2020.kick-off.content.7":"председател на E-MMA – френска организация с нестопанска цел, която популяризира половото разнообразие в технологичната област.","cw2020.kick-off.content.8":"И сякаш това не е достатъчно, екипът на седмицата на програмирането ще покаже новости във връзка с уебсайтове, ресурси и предизвикателства.","cw2020.kick-off.content.9":"Преподавател по компютърни системи в Урбинския университет и координатор на","cw2020.kick-off.content.10":"посланиците на седмицата на програмирането","cw2020.kick-off.content.11":"ще Ви разкаже още за виртуалното търсене на съкровището през седмицата на програмирането.","cw2020.kick-off.content.12":"А xxx ще Ви държи нащрек с новото предизвикателство „танц на седмицата на програмирането“(#EUCodeWeekDance).","cw2020.kick-off.content.13":"Членовете на общността на европейската седмица на програмирането ще въведат нови местни и световни занимания, или както обичаме да ги наричаме – „местно-световни“ занимания. Освен това ще се свързваме с училища и ученици от цяла Европа, които ще разказват за своя опит в програмирането и ще обменят идеи с гостуващите оратори.","cw2020.kick-off.content.14":"Ще имате възможност също така да споделите мислите и идеите си и да зададете въпросите си. Нужно е само да проследите предаването ни на живо във","cw2020.kick-off.content.15":"или","cw2020.kick-off.content.16":"на 8 октомври 2020 г. от 17:00 до 18.30 ч. централноевропейско време и да дадете отзивите си в социалните мрежи с хаштага #EUCodeWeek.","cw2020.get-involved.title":"Как да се включите?","cw2020.get-involved.subtitle":"Нямате търпение да започнете да програмирате? Ако искате да се присъедините към общността на европейската седмица на програмирането, но не знаете откъде да започнете, вижте тези материали, които ще Ви помогнат се ориентирате тъкмо навреме за годишния ни празник през октомври.","cw2020.get-involved.content.0":"Първи стъпки за седмицата на програмирането","cw2020.get-involved.content.1":"Как да добавим занимание от седмицата на програмирането","cw2020.get-involved.content.2":"Уроци","cw2020.get-involved.content.3":"Подробен и широкообхватен открит онлайн курс (Deep Dive)","cw2020.get-involved.content.4":"Coding@Home series","edit.title":"Редактиране на вашето #EUCodeWeek събитие","edit.required_fields":"Задължителните полета са маркирани със звездичка *. Чувствайте се свободни да добавите обява за събитието на вашия местен език.","edit.description":"Описание","edit.audience":"Аудитория","edit.theme":"Тема","edit.location":"Място","edit.website":"Уебсайт","edit.contact":"Контакт","edit.tags":"Етикети","edit.image":"Изображение","edit.help":"Размерите на по-големите изображения ще бъдат намалени до 256 x 512 пиксела. Максималният размер за качване е 256 x 1024.","edit.aspect":"Кой аспект от програмирането ще обхваща събитието ви?","edit.address":"Въведете адрес или щракнете върху картата по-долу, за да зададете място.","edit.privacy_disclaimer.header":"Вашата информация за контакт","edit.privacy_disclaimer.text_1":"Тази информация ще бъде видима само за ","edit.privacy_disclaimer.link_1":"посланиците на Европейската седмица на програмирането","edit.privacy_disclaimer.text_2":` и за организаторите на - Седмицата на програмирането, които - ще проверят събитието ви, преди да се появи на картата, и може да се свържат с вас, ако е необходимо - редактиране или - за администриране на проучванията за статистически цели след провеждане на събитието.`,"edit.privacy_disclaimer.contact_email":"Вашият имейл за контакт","edit.edit":"Редактиране на събитие","event.main_title":"Добавяне на вашето #EUCodeWeek събитие","event.button":"Добавяне на събитие","event.howto":"Как да организирате ваше собствено събитие","event.required":"Задължителните полета са маркирани със звездичка *. Чувствайте се свободни да добавите обява за събитието на вашия местен език.","event.audience_title":"Аудитория","event.theme_title":"Тема","event.scoreboard_by_country":"Табло","event.get_involved":"Включете се","event.organize_or_support_events":"Организирайте или подкрепете събития във вашия град","event.or_contact_your":"или се свържете с вашите","event.eu_code_week_ambassadors":"посланици на Европейската седмица на програмирането","event.show_events_for":"Показване на събития за ","event.who":"За кого е предназначено събитието?","event.tags":"Етикети","event.image":"Изображение","event.start.label":"Начална дата","event.start.placeholder":"Кога започва събитието?","event.end.label":"Крайна дата","event.end.placeholder":"Кога свършва събитието?","event.organizer.label":"Име на организацията","event.organizer.placeholder":"Организация, в която работите или сте доброволец","event.website.label":"Уебсайт на организатора","event.website.placeholder":"Имате ли уебсайт с повече информация?","event.description.label":"Описание","event.description.placeholder":"Опишете накратко планираното събитие.","event.contact.label":"Имейл за контакт","event.contact.placeholder":"Този имейл ще бъде използван за важна кореспонденция относно Европейската седмица на програмирането","event.contact.explanation":"Вашият имейл за контакт ще бъде видим само за посланици на Европейската седмица на програмирането и за организаторите на Седмицата на програмирането, които ще проверят събитието ви, преди да се появи на картата, и може да се свържат с вас, ако е необходимо редактиране или за администриране на проучванията за статистически цели след провеждане на събитието.","event.public.label":"Публичен имейл","event.public.placeholder":"Искате ли да се показва имейл за контакт?","event.title.label":"Име на събитието","event.title.placeholder":"Какво е името на събитието?","event.address.label":"Адрес","event.address.placeholder":"Къде ще се проведе събитието?","event.organizertype.label":"Тип организация","event.organizertype.placeholder":"Изберете типа на организатора","event.organizertype.school":"Училище","event.organizertype.library":"Библиотека","event.organizertype.non profit":"Организация с нестопанска цел","event.organizertype.private business":"Частно дружество","event.organizertype.other":"Друго","event.audience.Pre-school children":"Деца в предучилищна възраст","event.audience.Elementary school students":"Ученици в началното училище","event.audience.High school students":"Ученици в гимназията","event.audience.Graduate students":"Завършили студенти","event.audience.Post graduate students":"Докторанти","event.audience.Employed adults":"Заети възрастни","event.audience.Unemployed adults":"Безработни възрастни","event.audience.Other (see description)":"Други (вж. описанието)","event.audience.Teachers":"Учители","event.theme.Basic programming concepts":"Основни понятия за програмирането","event.theme.Web development":"Уеб програмиране","event.theme.Mobile app development":"Разработване на мобилни приложения","event.theme.Software development":"Разработване на софтуер","event.theme.Data manipulation and visualisation":"Манипулиране и визуализиране на данни","event.theme.Robotics":"Роботика","event.theme.Hardware":"Хардуер","event.theme.Other":"Друго","event.theme.Unplugged activities":"Дейности на живо","event.theme.Playful coding activities":"Забавни дейности по програмиране","event.theme.Art and creativity":"Изкуство и творчество","event.theme.Visual/Block programming":"Визуално/Блоково програмиране","event.theme.Game design":"Дизайн на игри","event.theme.Internet of things and wearable computing":"Интернет на нещата и преносими компютри","event.theme.3D printing":"3D печат","event.theme.Augmented reality":"Разширена реалност","event.theme.Artificial intelligence":"Изкуствен интелект","event.theme.Motivation and awareness raising":"Повишаване на мотивацията и осведомеността","event.theme.Promoting diversity":"Насърчаване на разнообразието","event.codeweek_for_all_participation_code.title":"КОД ЗА CODE WEEK 4 ALL","event.codeweek_for_all_participation_code.explanation":"Ако сте получили код за Code Week 4 all от колега от училище или от приятел, поставете го тук, в противен случай оставете полето празно. Допълнителна информация за Code Week 4 All е налична","event.codeweek_for_all_participation_code.link":"тук","event.thanks_page.title":"Благодарим ви, че добавихте събитието си!","event.thanks_page.phrase1":"Един от нашите местни посланици сега ще прегледа събитието ви","event.thanks_page.phrase2":"и ще се увери, че всичко изглежда добре.","event.thanks_page.phrase3":"Ако имате някакви въпроси, свържете се с някой от нашите","event.thanks_page.phrase4":"национални посланици","event.thanks_page.phrase5":"или ни изпратете","event.thanks_page.phrase6":"имейл","event.thanks_page.phrase7":"Можете да споделите вашия код за Codeweek for all с други хора:","event.activitytype.label":"Тип мероприятие","event.activitytype.placeholder":"","event.activitytype.open-online":"Онлайн мероприятие с отворен достъп","event.activitytype.invite-online":"Онлайн мероприятие с ограничен достъп","event.activitytype.open-in-person":"Мероприятие с отворен достъп","event.activitytype.invite-in-person":"Мероприятие с ограничен достъп","event.privacy":"Прочетох и се съгласих с условията и политиката за поверителност, описани в този документ.","event.country":"Държава","event.loading":"Зарежда се...","event.add_activity":"Добавете събитие","event.edit_activity":"Редактирайте събитие","event.update_activity":"Актуализирайте събитие","event.delete_activity":"Изтрийте събитие","event.total_pending_events":"Общо чакащи събития:","event.no_pending_events":"Няма намерени чакащи събития за","event.all_countries":"Всички държави","event.current_status":"Текущо състояние","event.actions":"Действия","event.certificate_ready":"Вашият сертификат за Седмицата на програмирането е готов. Можете да го изтеглите или да го споделите директно.","event.view_your_certificate":"Вижте своя сертификат тук","event.submit_event_and_report":"Подайте доклад за това събитие и заявете своя сертификат за Седмицата на програмирането.","event.report_and_claim":"Докладвайте събитие и заявете сертификат","eventdetails.organised_by":"Организирано от: ","eventdetails.contact_email":"Имейл за контакт: ","eventdetails.happening_at":"Дата на провеждане: ","eventdetails.from":"От ","eventdetails.to":" до ","eventdetails.description":"Описание: ","eventdetails.more_info":"Допълнителна информация: ","eventdetails.audience":"Това събитие е за: ","eventdetails.themes":"Основни теми: ","eventdetails.tags":"Етикети: ","eventdetails.share":"Споделяне на събитието: ","eventdetails.email.tooltip":"Щракнете, за да го изпратите на приятел","eventdetails.email.subject":"Вижте това страхотно събитие по програмиране","eventdetails.email.body_1":"Здравейте! Проверете за ","eventdetails.email.body_2":"събитие на ","eventdetails.edit":"Редактиране на събитие","eventdetails.note":"ЗАБЕЛЕЖКА: ","eventdetails.pending_warning":"Това събитие все още се преглежда от ","eventdetails.pending_link":"модераторите","eventdetails.nearby_upcoming_events":"Предстоящи събития в близост:","eventreports.reports_by":"Събития, за които се очакват доклади от ","eventreports.no_reports":"Все още няма събития, за които да се докладва.","eventreports.report":`Изброените по-долу събития са започнали или вече са приключили. Попълнете няколко цифри за - статистически цели относно събитието и заявете вашия сертификат за участие в Седмицата на програмирането. Ще - получите един сертификат за събитие.`,"guide.title":"Ръководство","guide.organise_activity":"Организирайте ваше събитие с #EUCodeWeek","guide.register_activity":"Регистрирайте събитието си тук","guide.what.title":"Какво представлява Европейската седмица на програмирането?","guide.what.content":'

    Европейската седмица на програмирането е инициатива на равнище граждани, ръководена от доброволци и подкрепяна от Европейската комисия. Всеки — училища, учители, библиотеки, клубове за програмиране, предприятия, публични органи — може да организира събитие #EUCodeWeek и да го добави към картата codeweek.eu.

    ',"guide.what_you_need_organise.title":"Какво ви е нужно, за да организирате събитие?","guide.what_you_need_organise.items.1":"Група хора, които желаят да учат. Например вашите приятели, деца, тинейджъри, възрастни колеги, родители или баби и дядовци. Запомнете, че двама вече са група!","guide.what_you_need_organise.items.2":"Учители или преподаватели, които са запознати със събитието по програмиране и знаят как да преподават и да вдъхновяват хора. Броят зависи от вида и мащаба на събитието.","guide.what_you_need_organise.items.3":"Място на обучението. Класни стаи, библиотеки, конферентни зали и различни публични пространства са идеални за провеждане на подобни събития.","guide.what_you_need_organise.items.4":"Компютри и интернет връзка. В зависимост от вашата целева група, можете да помолите участниците да донесат своите собствени лаптопи.","guide.what_you_need_organise.items.5":'Програмиране на живо. Всъщност не са ви нужни компютри и интернет връзка, за да се учите на изчислително мислене. Разгледайте нашия Модул за обучение на живо, за да започнете.',"guide.what_you_need_organise.items.6":`Материали за обучението. Покажете на участниците колко може да е забавно да създадат нещо сами. Разгледайте нашата страница с ресурси и учебни модули с видео уроци и планове на уроци и ги приспособете към нуждите на вашата група.`,"guide.what_you_need_organise.items.7":`Регистриране на участници. Ако местата ви са ограничени, можете да използвате онлайн инструменти от рода на Google forms и Eventbrite за регистриране на участници.`,"guide.what_you_need_organise.items.8":'Не забравяйте да поставите събитието си на картата на Седмицата на програмирането!',"guide.how_to.title":"Как да организирате събитието си?","guide.how_to.items.1":"Форматът на вашето събитие, свързано с програмиране, зависи от вас, но ние препоръчваме да включите практическа част, по време на която участниците могат да творят самостоятелно и/или да се упражняват с някакъв хардуер.","guide.how_to.items.2":'Използвайте инструменти и технологии, които са подходящи за вашата целева група. Препоръчваме ви да използвате свободно достъпен материал с отворен код.',"guide.how_to.items.3":"Насърчете участниците да покажат и представят какво са създали един на друг в края на събитието.","guide.how_to.items.4":`Разпространете новината! Популяризирайте и споделете в социалните медии това, което сте направили по време на събитието, като използвате хаштага #EUCodeWeek. Също така можете да споделите в групата на учителите за Европейската седмица на програмирането и в Twitter (@CodeWeekEU). Говорете пред приятелите си, пред колеги преподаватели, пред местната преса, направете съобщение за пресата.`,"guide.how_to.items.5":'Не забравяйте да добавите събитието си на картата на Седмицата на програмирането!',"guide.material.title":"Рекламни материали","guide.material.text":'

    Разгледайте нашия блог за последните новини и не се колебайте да адаптирате последното прессъобщение към вашите нужди или да създадете свой собствен блог:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Подготовка за отбелязването на Европейската седмица на програмирането 2019 г. (предлага се на 29 езика)',"guide.toolkits.title":"Изтеглете следните набори от инструменти, които ще ви помогнат да започнете:","guide.toolkits.communication_toolkit":"Комуникационен набор от инструменти","guide.toolkits.teachers_toolkit":"Набор от инструменти за учители","guide.questions.title":"Въпроси?","guide.questions.content":'

    Ако имате въпроси относно организирането и популяризирането на вашето събитие #EUCodeWeek, се свържете с един от посланиците на Европейската седмица на програмирането от вашата държава.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Вдъхнете живот на вашите идеи!","hackathons.sections.1.title":"6 хакатона, 6 предизвикателства","hackathons.sections.1.content.1":"Живееш в Гърция, Латвия, Ирландия, Италия, Румъния или Словения? Притежаваш креативно мислене, амбициозна личност си и се интересуваш от бъдещето на технологиите? Сега имаш страхотен шанс! Включи се в някой от хакатоните от Европейската седмица на програмирането и създай иновативно решение, с което да поведеш технологичната революция!","hackathons.sections.1.content.2":"През 2021 г. в рамките на EU Code Week (Европейската седмица на програмирането) се организират шест невероятни хакатона. Каним учениците на възраст 15—19 години от горните гимназиални класове да се обединят в екипи и да приложат уменията си по програмиране, за да решат избран от тях местен проблем. След 24-часово „хакване“ всеки от отборите ще представи идеите си пред жури от експерти, което ще избере 10-те отбора финалисти. Всички отбори ще разполагат с еднакво време, ресурси и достъп до ментори и експерти за решаване на предизвикателството, но само 10 от тях ще получат възможността да продължат в следващия кръг, да изградят свой прототип, да получат обучение от експерти и да участват във финалния хакатон през есента. Тогава битката на финалистите ще реши кой ще спечели страхотно IT оборудване и възможността за менторска помощ и обучение на отбора за доразвиване на прототипа.","hackathons.sections.2.title":"Как мога да участвам?","hackathons.sections.2.content.1":"Избери хакатона за твоята страна и се регистрирай в няколко лесни стъпки. Можеш да се включиш самостоятелно или в отбор от шест души. Ако участваш с приятели и съученици, при регистрацията не пропускай да посочиш името на вашия отбор. За всеки от хакатоните регистрацията стартира отделно, затова не забравяй да следиш хакатона за своята страна!","hackathons.sections.3.title":"Кои са организаторите?","hackathons.sections.3.content.1":"Хакатоните в рамките на Европейската седмица на програмирането се организират съвместно от Европейската комисия и местните ","hackathons.sections.3.content.2":"посланици на Европейската седмица на програмирането","hackathons.sections.3.content.3":", като те се финансират от Европейския парламент. Целта е да се покаже как се създават конкретни решения с помощта на творческия талант, ентусиазъм, свежи идеи и умения по програмиране на младите хора.","hackathons.sections.4.title":"Какво представлява хакатонът?","hackathons.sections.4.content.1":"EU Code Week Hackathon е цяло пътешествие, което започва с 24-часов онлайн хакатон. Отборите ще ползват подкрепата на опитни ментори; ще бъдат организирани и работилници, на които участниците не само ще могат да усвояват нови умения, но и да се позабавляват. Хакатонът също така представлява прекрасна възможност за участниците да общуват онлайн и да се запознаят с хора от технологичния сектор в Европа. В края на хакатона всеки отбор ще представи своето решение на жури от експерти. ","hackathons.sections.4.content.2":"Десетте най-добри отбора ще продължат своето хакатонско пътешествие с обучения и менторска подкрепа през лятото. След това победителите ще участват във финалното събитие — 12-часовия национален хакатон през септември или октомври (който е предвиден да се проведе присъствено, но ако това е невъзможно поради извънредната обстановка, ще се реализира онлайн).","hackathons.sections.5.title":"Не мога да програмирам – какво мога да направя?","hackathons.sections.5.content.1":"Наред с хакатоните ще има практически сесии за участници, които са начинаещи в програмирането, работата с хардуер, роботиката и т.н., за да научат някои основни принципи на изчислителното мислене и програмирането. Повече информация относно регистрацията можете да откриете на страницата за вашата държава.","hackathons.sections.6.title":"Партньори","hackathons.sections.7.title":"Включи се в забавлението!","hackathons.cities.1.city":"","hackathons.cities.1.country":"Румъния","hackathons.cities.1.date":"25-26 септември 2021 г.","hackathons.cities.2.city":"","hackathons.cities.2.country":"Ирландия","hackathons.cities.2.date":"23-24 септември 2021 г.","hackathons.cities.3.city":"","hackathons.cities.3.country":"Италия","hackathons.cities.3.date":"24-25 септември 2021 г.","hackathons.cities.4.city":"","hackathons.cities.4.country":"Гърция","hackathons.cities.4.date":"9 октомври 2021 г.","hackathons.cities.5.city":"","hackathons.cities.5.country":"Словения","hackathons.cities.5.date":"18-19 септември 2021 г.","hackathons.cities.6.city":"","hackathons.cities.6.country":"Латвия","hackathons.cities.6.date":"1 октомври 2021 г.","hackathons.final.1":"Финал","hackathons.final.2":"септември/октомври 2021 г.","home.about":"Европейската седмица на програмирането е инициатива, насочена към гражданите, която има за цел да представи програмирането и цифровата грамотност на всички по забавен и развлекателен начин.","home.when":"14-27 октомври 2024 г.","home.when_text":"Усвояването на програмирането ни помага да разбираме бързо променящия се заобикалящ ни свят, да научим повече за начина на работа на технологиите и да развиваме умения и възможности, за да проучваме нови идеи и да създаваме иновации.","home.school_banner_title":"Вземете участие!","home.school_banner_text":"Вие сте учител?","home.school_banner_text2":"Щракнете тук, за да разберете как да се включите!","home.organize_activity_title":"Организирайте или се присъединете към събитие","home.organize_activity_text":'Всеки е добре дошъл да организира или да се присъедини \u2028към събитие. Просто изберете тема и целева аудитория и добавете своето събитие към картата, или потърсете събитие във вашия регион.',"home.get_started_title":"Начални стъпки","home.get_started_text":'Не сте сигурни как да започнете? Разгледайте страницата Как да и изтеглете нашите набори от инструменти за организатори, за да се подготвите и да разпространите информацията.',"home.access_resources_title":"Достъп до ресурси и обучение","home.access_resources_text":'Ако не сте сигурни как да организирате събитие, посетете нашата страница с преподавателски ресурси и материали за учене и обучение за насоки и специални планове на уроци.',"locations.title":"Места на провеждане на събитията","locations.description.0":"За вашето следващо събитие изберете място от списъка по-долу ИЛИ регистрирайте ново място в","locations.description.1":"създаване на събитие","login.login":"Вход","login.register":"Регистриране","login.github":"Влизане с Github","login.twitter":"Влизане с Twitter","login.facebook":"Влизане с Facebook","login.google":"Влизане с Google","login.azure":"Влизане с Azure","login.email":"Имейл","login.password":"Парола","login.remember":"Запомни ме","login.forgotten_password":"Забравена парола?","login.no_account":"Нямате акаунт?","login.signup":"Регистрирайте се","login.reset":"Нулирайте своята парола","login.send_password":"Изпращане на връзка за нулиране на парола","login.confirm_password":"Потвърдете паролата","login.name":"име","menu.learn":"Учи","menu.teach":"Преподавай","menu.training":"Обучение","menu.toolkits":"Презентации и инструменти","menu.why":"ЗАЩО","menu.home":"Начало","menu.events":"Дейности","menu.ambassadors":"Посланици","menu.resources":"Ресурси","menu.schools":"Училища","menu.about":"Относно","menu.blog":"блог","menu.news":"Новини","menu.search":"Въведете и натиснете Enter...","menu.map":"Карта","menu.add_event":"Добавяне на събитие","menu.search_event":"Търсене на събития","menu.hello":"Здравейте","menu.profile":"Профил","menu.pending":"Чакащи събития","menu.your_events":"Моите дейности","menu.your_certificates":"Моите сертификати","menu.report":"Докладвай моите дейности","menu.volunteers":"Доброволци","menu.logout":"Изход","menu.signin":"Влизане","menu.privacy":"Поверителност","menu.participation":"Сертификат за участие","menu.values":"Нашите ценности","menu.featured_activities":"Подбрани събития ","menu.codeweek2020":"Издание 2020","mooc.free-online-courses":"Безплатни онлайн курсове","mooc.intro":"Европейската седмица на програмирането предлага възможности за професионално развитие под формата на онлайн курсове. Целта е да се подкрепят учителите при въвеждането на програмирането и изчислителното мислене в класната стая.","mooc.icebreaker.title":"Уводният курс „Icebreaker“","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"Курсът „Icebreaker“ от Европейската седмица на програмирането","mooc.icebreaker.text.2":"е петчасов курс на английски език, насочен към всеки, който се интересува от основите на програмирането и изчислителното мислене. Участниците научават как да вдъхновяват любознателността и иновативния дух на младите хора и да им дават възможността и способностите да станат дигитални творци. Курсът помага на участниците да открият ползите и значението на изчислителното мислене и програмирането в нашето ежедневие. Той също така предлага идеи, безплатни учебни материали и ресурси за организиране на забавни и образователни занимания за деца по всяко време и навсякъде – особено през Европейската седмица на програмирането.","mooc.icebreaker.text.3":"За участие в този курс не са ви необходими никакъв предходен опит или знания по програмиране, а само любознателна нагласа.","mooc.icebreaker.registration.0":"Регистрацията е отворена","mooc.icebreaker.registration.1":"тук за курса, който се провежда между 16 септември и 30 октомври 2020 г. Моля, имайте предвид, че трябва да си създадете акаунт в European Schoolnet Academy, за да се регистрирате. ","mooc.icebreaker.check-out":"Вижте изданието от 2019 г","mooc.deep-dive.title":"Задълбоченият курс „Deep Dive“","mooc.deep-dive.text.0":"Онлайн курсът от Европейската седмица на програмирането „Deep Dive“ е 25-часов курс на английски език, който дава възможност на преподавателите да се запознаят с принципите в областта на програмирането и да придобият знанията и самочувствието, необходими за организиране на лесни и забавни интерактивни занимания по програмиране за своите ученици. 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S.A. и EUN Partnership AISBL (Европейска училищна мрежа), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Информация, свързана с обработването на лични данни за целите на управлението на посланиците, водещите лектори и регистрацията на дейности за Европейската седмица на програмирането на уебсайта.","privacy-statement-contact.3-legal_process.0":'Законосъобразност на операцията по обработване: Отдел G.2 събира, съхранява и публикува Вашите лични данни, тъй като сте дали изричното си съгласие чрез отбелязване с отметка в поле по време на регистрацията си за посланик или водещ лектор, или при кандидатстване за регистрация на събитие в Европейската седмица на програмирането.',"privacy-statement-contact.4-collect_data.0":"Задължително събираните лични данни на посланиците и водещите лектори са следните:","privacy-statement-contact.4-collect_data.1":"Име","privacy-statement-contact.4-collect_data.2":"Адрес на електронна поща","privacy-statement-contact.4-collect_data.3":"Парола","privacy-statement-contact.4-collect_data.4":"Изображение","privacy-statement-contact.4-collect_data.5":"Биография","privacy-statement-contact.4-collect_data.6":"Длъжност","privacy-statement-contact.4-collect_data.7":"Сфера на компетентност на водещия лектор.","privacy-statement-contact.4-collect_data.8":"Когато регистрирате дейност, задължително събираните лични данни са следните:","privacy-statement-contact.4-collect_data.9":"Наименование на организацията","privacy-statement-contact.4-collect_data.10":"Вид на организацията","privacy-statement-contact.4-collect_data.11":"Имейл адрес за връзка","privacy-statement-contact.4-collect_data.12":"Предоставянето на тези данни е задължително, за да бъдете посланик или водещ лектор, или ако искате да регистрирате дейност за Европейската седмица на програмирането на уебсайта.","privacy-statement-contact.4-collect_data.13":"Освен това посланиците и водещите лектори могат доброволно да предоставят следните лични данни:","privacy-statement-contact.4-collect_data.14":"Профили в социалните медии","privacy-statement-contact.4-collect_data.15":"Организаторите на дейности могат доброволно да предоставят следните данни:","privacy-statement-contact.4-collect_data.16":"Публичен имейл адрес за връзка","privacy-statement-contact.4-collect_data.17":"Уебсайт на организатора","privacy-statement-contact.4-collect_data.18":"Седмица на програмирането за всички езици","privacy-statement-contact.4-collect_data.19":"За организаторите на събития, имайте предвид, че съответният посланик за Вашата държава или отдел G.2 могат да използват личните данни, които сте предоставили при регистрацията на дейност, за да се свържат с Вас относно въпросната дейност","privacy-statement-contact.4-collect_data.20":"Вие предоставихте вашите лични данни на","privacy-statement-contact.4-collect_data.21":"страницата за вход в уебсайта на Европейската седмица на програмирането","privacy-statement-contact.4-collect_data.22":"и на","privacy-statement-contact.4-collect_data.23":"страницата за регистрация на дейност.","privacy-statement-contact.5-how_long.0":"Всички лични данни ще бъдат заличени от базите данни, ако се оттеглите от инициативата, или 5 години след края на инициативата.","privacy-statement-contact.6-protect_data.0":'Всички лични данни в електронен формат (електронни съобщения, документи, бази данни, качени партиди данни и т.н.) се съхраняват на сървърите на Европейската комисия или на сървърите на нейните изпълнители на договори. Всички операции по обработване се извършват в съответствие с Решение (ЕС, Евратом) 2017/46, от 10 януари 2017 г. относно сигурността на комуникационните и информационните системи в Европейската комисия.',"privacy-statement-contact.6-protect_data.1":'Изпълнителите на договори на Комисията са обвързани от конкретна договорна клауза за всички операции по обработване на Вашите данни от името на Комисията и от задълженията за поверителност, произтичащи от прилагането на Общия регламент относно защитата на данните в държавите — членки на ЕС (ОРЗД — Регламент (ЕС) 2016/679).',"privacy-statement-contact.6-protect_data.2":"За да защити вашите лични данни, Комисията е въвела редица технически и организационни мерки. Техническите мерки включват подходящи действия по отношение на сигурността онлайн и риска от загуба на данни, от промяна на данните или от неразрешен достъп, като се вземат предвид свързаният с обработването риск и естеството на обработваните лични данни. Организационните мерки включват предоставяне на достъп до личните данни единствено на оправомощени лица със законна необходимост да бъдат осведомени за целите на операцията по обработване.","privacy-statement-contact.7-access_data.0":"Всички предоставени от Вас лични данни са достъпни за служителите на Комисията въз основа на принципа „необходимост да се знае“. Освен това достъп до Вашите лични данни се предоставя и на нашите изпълнители на договори въз основа на принципа „необходимост да се знае“.","privacy-statement-contact.7-access_data.1":'С цел популяризация на посланика, водещия лектор или регистрираните дейности всички ваши лични данни са публикувани на следния уебсайт.',"privacy-statement-contact.7-access_data.2":"Освен това отдел G.2 може да споделя Вашите данни за контакт с всеки представител на обществеността или заинтересовано лице, което би пожелало да се свърже с Вас във връзка с Европейската седмица на програмирането. За организаторите на събития, имайте предвид, че съответният посланик за Вашата държава или отдел G.2 могат да използват личните данни, които сте предоставили при регистрацията на дейност, за да се свържат с Вас относно въпросната дейност.","privacy-statement-contact.8-rights.0":"Вие сте се съгласили да предоставите личните си данни на отдел G.2 за настоящата операция по обработване. Можете да оттеглите съгласието си по всяко време, като уведомите отдел G.2 на адрес CNECT-G2@ec.europa.eu. Оттеглянето не засяга законосъобразността на обработването, извършено преди да сте оттеглили съгласието си.","privacy-statement-contact.10-detailed-info.0":"Тази конкретна операция по обработване е включена в публичния регистър на длъжностното лице по защита на данните под следния референтен номер на уведомление: DPR-EC-02631 Управление на звената за контакт за политиките, програмите и проектите на ГД „Съобщителни мрежи, съдържание и технологии“.","privacy-statement.title":"ЗАЩИТА НА ЛИЧНИТЕ ВИ ДАННИ","privacy-statement.processing-operation.0":"Операция по обработване","privacy-statement.processing-operation.1":"Обработване на лични данни в codeweek.eu, включително IP адреси, на посетителите на публично достъпните уебсайтове.","privacy-statement.data-controller.0":"Администратор на лични данни","privacy-statement.data-controller.1":"Генерална дирекция „Съобщителни мрежи, съдържание и технологии“ на Европейската комисия, отдел G.2.","privacy-statement.record-reference":"Номер на записа","privacy-statement.table-of-contents":"Съдържание","privacy-statement.1-intro.title":"Въведение","privacy-statement.1-intro.items.1":'Европейската комисия (наричана по-нататък „Комисията“) е поела ангажимент да защитава личните Ви данни и да зачита неприкосновеността на личния Ви живот. Комисията събира и впоследствие обработва лични данни в съответствие с Регламент (ЕС) 2018/1725 на Европейския парламент и на Съвета от 23 октомври 2018 г. относно защитата на физическите лица във връзка с обработването на лични данни от институциите, органите, службите и агенциите на Съюза и относно свободното движение на такива данни и за отмяна на Регламент (ЕО) № 45/2001.',"privacy-statement.1-intro.items.2":"Настоящата декларация за поверителност съдържа обяснение за причината за обработването на личните Ви данни, за начина, по който събираме, обработваме и осигуряваме защитата на всички предоставени лични данни, за това как се използва информацията и какви са правата Ви във връзка с личните Ви данни. В нея са посочени и координатите за връзка с отговорния администратор на лични данни, пред когото можете да упражните правата си, с длъжностното лице за защита на данните и с Европейския надзорен орган по защита на данните.","privacy-statement.1-intro.items.3.0":"Информацията, свързана с дейността по обработване на данни","privacy-statement.1-intro.items.3.1":"Обработването на лични данни в codeweek.eu,","privacy-statement.1-intro.items.3.2":"извършвано от Комисията, е описано по-долу.","privacy-statement.2-why.title":"Защо и как обработваме личните Ви данни?","privacy-statement.2-why.items.0":"Цел на операцията по обработване","privacy-statement.2-why.items.1":"Генерална дирекция „Съобщителни мрежи, съдържание и технологии“ на Европейската комисия предлага редица външни уебсайтове. Техническите настройки събират и използват Вашата лична информация, за да могат да се предоставят тези уебсайтове, които физически са разположени извън контролираната от Комисията хостинг инфраструктура.","privacy-statement.2-why.items.2":"Личните Ви данни няма да бъдат използвани за автоматизирано вземане на решения, включително профилиране.","privacy-statement.3-legal_process.title":"На какво(и) правно(и) основание(я) обработваме личните Ви данни?","privacy-statement.3-legal_process.items.0":"Обработваме личните Ви данни на няколко основания:","privacy-statement.3-legal_process.items.1":'Член 5, параграф 1, буква а) от Регламент (ЕС) 2018/1725: това обработване е необходимо за изпълнението на задача от обществен интерес или при упражняването на официално правомощие, което е предоставено на институцията или органа на Съюза.',"privacy-statement.3-legal_process.items.2":"Всъщност информирането на широката общественост е задача, произтичаща от собствените правомощия на Европейската комисия на институционално равнище, както е предвидено в член 58, параграф 2, буква г) от Регламент (ЕС, Евратом) 2018/1046 на Европейския парламент и на Съвета от 18 юли 2018 г. за финансовите правила, приложими за общия бюджет на Съюза (ОВ L 193, 30.7.2018 г., стр. 1). Гарантираме, че за обработването на лични данни се прилагат адекватни и конкретни предпазни мерки в съответствие с приложимото законодателство за защита на данните.","privacy-statement.3-legal_process.items.3":'Член 5, параграф 1, буква г) от Регламент (ЕС) 2018/1725: за дейностите по обработване, състоящи се в „бисквитки“ и удостоверяване, е необходимо Вашето съгласие. В съответствие с член 3, точка 15 и член 7 от Регламент (ЕС) 2018/1725 съгласието трябва да бъде свободно изразено, конкретно, информирано и недвусмислено.',"privacy-statement.3-legal_process.items.4":"Получили сме съгласието Ви директно от Вас. Може да сте го изразили чрез електронна поща, подаване на формуляр за електронна регистрация или в друга писмена форма.","privacy-statement.4-collect_data.title":"Какви лични данни събираме и впоследствие обработваме?","privacy-statement.4-collect_data.items.0":"За да извърши тази операция по обработване, отдел G.2 събира следните категории лични данни:","privacy-statement.4-collect_data.items.1":"Адрес по интернет протокол (IP адрес) или идентификационен номер на устройството, използвано за достъп до уебсайта.","privacy-statement.4-collect_data.items.2":"Без това обработване няма да можете да установите техническа връзка между Вашите устройства и сървърната инфраструктура и следователно няма да можете да получите достъп до нашия уебсайт.","privacy-statement.4-collect_data.items.3":"За да може самоличността Ви да бъде удостоверена на този уебсайт, отдел G.2 събира следните категории лични данни:","privacy-statement.4-collect_data.items.4":"Електронна поща","privacy-statement.4-collect_data.items.5":"Парола; или","privacy-statement.4-collect_data.items.6":"Удостоверяване чрез социални медии.","privacy-statement.5-how_long.title":"Колко време съхраняваме личните Ви данни?","privacy-statement.5-how_long.items.0":"Отдел G.2 съхранява личните Ви данни само за времето, което е необходимо за изпълнение на целите на събирането или последващата обработка, а именно времето на сесията на сърфиране. Освен това IP адресите могат да бъдат запазени за една година в регистрационните файлове на службите от съображения за сигурност. Що се отнася до аналитичните инструменти, IP адресът и идентификационният номер на устройството (напр. IMEI номер и WIFI MAC адрес) се изтриват незабавно при прекъсване на връзката.","privacy-statement.6-protect_data.title":"Как опазваме и съхраняваме личните Ви данни?","privacy-statement.6-protect_data.items.0":"Всички лични данни в електронен формат (електронни писма, документи, бази данни, качени групи от данни и т.н.) се съхраняват на сървърите на Европейската комисия. Всички операции по обработване се извършват съгласно","privacy-statement.6-protect_data.items.1":"Решение (ЕС, Евратом) 2017/46 на Комисията","privacy-statement.6-protect_data.items.2":", от 10 януари 2017 г. относно сигурността на комуникационните и информационните системи в Европейската комисия.","privacy-statement.6-protect_data.items.3":"За да защити личните Ви данни, Комисията е въвела някои технически и организационни мерки. Техническите мерки включват подходящи действия по отношение на сигурността онлайн и риска от загуба на данни, от промяна на данните или от неразрешен достъп, като се вземат предвид свързаният с обработването риск и естеството на обработваните лични данни. Организационните мерки включват предоставяне на достъп до личните данни единствено на оправомощени лица със законна необходимост да бъдат осведомени за целите на операцията по обработване.","privacy-statement.7-access_data.title":"Кой има достъп до личните Ви данни и на кого се предоставят те?","privacy-statement.7-access_data.items.0":"Достъп до личните Ви данни се предоставя на служителите на Комисията, които отговарят за извършването на тази операция по обработване, както и на упълномощени служители в съответствие с принципа „необходимост да се знае“. Тези служители работят при спазване на законоустановените изисквания, а при необходимост — и на допълнителни споразумения за поверителност.","privacy-statement.7-access_data.items.1":"Освен това достъп до личните Ви данни може да се предоставя на външни изпълнители, които работят от името на и по силата на договорно споразумение със службата на Комисията, на която са уебсайтовете, и които се занимават със създаването, поддръжката, управлението и архивирането на уебсайтове, в съответствие с принципа „необходимост да се знае“.","privacy-statement.7-access_data.items.2":"Информацията, която събираме, няма да бъде предоставяна на трети страни, освен в степента и за целта, за която законът може да изисква това от нас.","privacy-statement.8-rights.title":"Какви са правата Ви и как можете да ги упражните?","privacy-statement.8-rights.items.0":"Като „субект на данните“ Вие разполагате с конкретни права съгласно глава III (членове 14—25) от Регламент (ЕС) 2018/1725, по-специално с правото на достъп до Вашите лични данни, правото на коригиране или изтриване на тези данни, както и правото на ограничаване на обработването на Вашите лични данни. Когато е приложимо, имате също право да възразите срещу обработването, както и право на преносимост на данните.","privacy-statement.8-rights.items.1":"Имате право да възразите срещу обработване на личните Ви данни, което се извършва законосъобразно съгласно член 5, параграф 1, буква а).","privacy-statement.8-rights.items.2":"Вие сте се съгласили да предоставите личните си данни за настоящата операция по обработване. Можете да оттеглите съгласието си по всяко време, като уведомите отдел G.2. Оттеглянето на Вашето съгласие няма да засегне законосъобразността на извършеното преди това обработване.","privacy-statement.8-rights.items.3":"Можете да упражните правата си, като се свържете с администратора на лични данни, а в случай на конфликт — с длъжностното лице за защита на данните. При необходимост можете да се обърнете и към Европейския надзорен орган по защита на данните. Координатите за връзка с тях са дадени в точка 9 по-долу.","privacy-statement.8-rights.items.4":"Ако желаете да упражните правата си в контекста на една или няколко конкретни операции по обработване, посочете в искането си тяхното описание (т.е. техните референтни номера в съответствие с посоченото в точка 10 по-долу).","privacy-statement.9-contact.title":"Информация за връзка","privacy-statement.9-contact.data-controller.title":"Администратор на лични данни","privacy-statement.9-contact.data-controller.text":"Ако желаете да упражните правата си съгласно Регламент (ЕС) 2018/1725, ако имате коментари, въпроси или опасения или ако желаете да подадете жалба относно събирането и използването на личните Ви данни, моля, не се колебайте да се свържете с администратора на лични данни, отдел G.2, Европейска комисия, на адрес","privacy-statement.9-contact.data-protection-officer.title":"Длъжностно лице по защита на данните (ДЛЗД) на Комисията","privacy-statement.9-contact.data-protection-officer.text":"Можете да се свържете с длъжностното лице по защита на данните (DATA-PROTECTION-OFFICER@ec.europa.eu) по въпроси, свързани с обработването на личните Ви данни съгласно Регламент (ЕС) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Европейски надзорен орган по защита на данните (ЕНОЗД)","privacy-statement.9-contact.european-data-protection.text":'Имате право на обжалване (т.е. можете да подадете жалба) пред Европейския надзорен орган по защита на данните, (edps@edps.europa.eu) ако считате, че правата Ви съгласно Регламент (ЕС) 2018/1725 са били нарушени в резултат на обработването на личните Ви данни от администратора на лични данни.',"privacy-statement.10-detailed-info.title":"Къде може да намерите по-подробна информация?","privacy-statement.10-detailed-info.items.0":'Длъжностното лице за защита на данните (ДЛЗД) на Комисията публикува регистър на всички операции по обработване на лични данни от страна на Комисията, които са документирани и за които ДЛЗД е уведомено. За достъп до регистъра използвайте следния адрес: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Тази конкретна операция по обработване е включена в публичния регистър на длъжностното лице по защита на данните под следния референтен номер: DPR-EC-09706.1.","privacy.title":"","privacy.1-intro.title":"1. Въведение","privacy.1-intro.items.1":"

    Европейската комисия (наричана по-долу „Комисията“) е ангажирана да защитава личните ви данни и да зачита вашата поверителност. Комисията събира и допълнително обработва лични данни съгласно Регламент (ЕС) 2018/1725 на Европейския парламент и на Съвета от 23 октомври 2018 г. относно защитата на физическите лица във връзка с обработването на лични данни от институциите, органите, службите и агенциите на Съюза и относно свободното движение на такива данни (отменящ Регламент (ЕО) № 45/2001).

    ","privacy.1-intro.items.2":"

    Настоящата декларация за поверителност обяснява причината за събирането и обработването, начина, по който събираме, обработваме и гарантираме защитата на всички предоставени лични данни, как се използва тази информация и какви права можете да упражнявате във връзка с личните ви данни (правото на достъп, коригиране, блокиране и т.н.). Тя също така посочва данните за връзка на отговорния администратор на данни, с когото можете да упражните правата си, длъжностното лице по защита на данните и Европейския надзорен орган по защита на данните.

    ","privacy.1-intro.items.3":"

    Тази декларация за поверителност се отнася до събирането и публикуването на лични данни на публично достъпния уебсайт Codeweek.eu на лица, които служат като звена за контакт за дейностите в рамките на Европейската седмица на програмирането (посланици на Седмицата на програмирането, координатори на Министерството на образованието, водещи учители, както и организатори на дейности и събития).

    ","privacy.2-why.title":"2. Защо обработваме вашите данни?","privacy.2-why.items.1":"

    Европейската комисия събира и публикува вашата лична информация, за да улесни идентифицирането на звената за контакт от заинтересовани страни или заинтересовани граждани. Предлагането на реални лица като звена за контакт е най-добрият и най-ефективният начин да се гарантира, че заинтересованите лица могат да се свържат със службите на Комисията.

    ","privacy.2-why.items.2":"

    Вашите лични данни няма да бъдат използвани за автоматизирано вземане на решения, нито за профилиране.

    ","privacy.3-legal_process.title":"3. На какво(-и) правно(-и) основание(-я) обработваме личните ви данни","privacy.3-legal_process.items.1":"

    Операциите по обработване на лични данни за публикуване на звената за контакт са законни съгласно член 5, параграф 1, буква г) от Регламент (ЕС) 2018/1725, защото сте дали съгласието си за обработването на личните ви данни чрез онлайн формуляр или когато сте се съгласили да използваме имейла и потребителското ви име, в случай че сте се регистрирали в социална мрежа.

    ","privacy.4-collect_data.title":"4. Какви лични данни събираме и обработваме допълнително?","privacy.4-collect_data.items.1":"

    Събраните лични данни представляват информация, която улеснява вашето идентифициране като звено за контакт и увеличава видимостта ви за обществеността, а именно: официално обръщение, име, фамилия, длъжност, служебен пощенски адрес и имейл, телефонен номер, снимка, акаунт в социалните медии, биография.

    ","privacy.4-collect_data.items.2":"

    Вие предоставихте тези лични данни доброволно, като попълнихте формуляра за кандидатстване.

    ","privacy.4-collect_data.items.3":"

    Предоставянето на определени лични данни е задължително за публикуване на дейности и/или информация за връзка на уебсайта codeweek.eu. В случай че не предоставите личните си данни, вашата дейност няма да бъде публикувана и/или няма да имате възможност да участвате в гореспоменатите мрежи.

    ","privacy.4-collect_data.items.4":"

    Всички други лични данни предоставяте доброволно.

    ","privacy.4-collect_data.items.5":"Когато се абонирате за нашия бюлетин, вашият имейл адрес се добавя към списъка с получатели на бюлетина на EU Code Week, който се управлява от Mailerlite.com. Моля, прочетете политиката за поверителност на Mailerlite: https://www.mailerlite.com/legal/privacy-policy. Можете да се откажете от бюлетина по всяко време, като използвате връзката „Unsubscribe“ в имейлите, които получавате от нас, или можете да ни изпратите имейл на info@codeweek.eu с „Unsubscribe“ в темата.","privacy.5-how_long.title":"5. Колко дълго съхраняваме личните ви данни?","privacy.5-how_long.items.1":"

    Комисията съхранява личните ви данни само за периода, който е необходим за изпълнение на целта на събиране или по-нататъшно обработване, описана в точка 2, а именно дотогава, докато вие служите като звено за контакт.

    ","privacy.5-how_long.items.2":"

    Личните ви данни ще бъдат премахнати от публично достъпния уебсайт веднага щом прекратите функцията си на звено за контакт, освен ако не сте дали съгласието си за включване в базата данни за бъдещи дейности.

    ","privacy.6-protect_data.title":"6. Как защитаваме и гарантираме неприкосновеността на личните ви данни?","privacy.6-protect_data.items.1":"

    Всички лични данни в електронен формат (имейли, документи, бази данни, качени партиди данни и т.н.) се съхраняват или на сървърите на Европейската комисия, или на нейния изпълнител. Всички операции по обработване се извършват в съответствие с Решение (ЕС, Евратом) 2017/46 на Комисията от 10 януари 2017 г. относно сигурността на комуникационните и информационните системи в Европейската комисия.

    ","privacy.6-protect_data.items.2":"

    Изпълнителите на Комисията са обвързани със специална договорна клауза относно операциите по обработване на вашите данни от името на Комисията и със задълженията за поверителност, произтичащи от транспонирането на Общия регламент за защита на данните в държавите – членки на ЕС (Регламент (ЕС) 2016/679, „ОРЗД“).

    ","privacy.6-protect_data.items.3":"

    За да защити личните ви данни, Комисията е разработила и въвела редица технически и организационни мерки. Техническите мерки включват подходящи действия за справяне със сигурността онлайн, риска от загуба на данни, промяната на данни или непозволения достъп, като се вземат предвид рискът, свързан с обработването, и естеството на обработваните лични данни. Организационните мерки включват ограничаване на достъпа до личните данни единствено до упълномощени лица, които имат основателна необходимост да са запознати с целите на операцията по обработване.

    ","privacy.7-access_data.title":"7. Кой има достъп до вашите данни и на кого се разкриват?","privacy.7-access_data.items.1":"

    Достъп до личните ви данни се предоставя на служителите на Комисията, отговорни за извършването на тази операция по обработване, и на упълномощени служители съгласно принципа „необходимост да се знае“. Такива служители спазват законовите и при необходимост допълнителните споразумения за поверителност.

    ","privacy.7-access_data.items.2":"

    По-конкретно, достъп до всички лични данни, които сте предоставили, могат да имат администраторите на уебсайтове (служители на Комисията), както и други служители на Комисията съгласно принципа „необходимост да се знае“.. Освен това личната ви информация и информацията за събитията ще бъдат споделяни с членове на мрежите на посланиците на Европейската седмица на програмирането и на образователните координатори за организиране на дейности на местно ниво или за последващи действия.

    ","privacy.7-access_data.items.3":"

    За да се увеличи видимостта на звената за контакт, вашите лични данни се публикуват на публичния уебсайт: https://codeweek.eu без ограничения за достъп.

    ","privacy.7-access_data.items.4":"

    Относно предаването на данни на трети страни

    ","privacy.7-access_data.items.5":"

    Информацията, която събираме, няма да бъде предоставяна на трета страна, освен до степента и за целта, която може да бъде изискана от нас по закон.

    ","privacy.8-rights.title":"8. Какви са вашите права и как можете да ги упражните?","privacy.8-rights.items.1":"

    Имате конкретни права в качеството си на „субект на данни“, съгласно глава III (членове 14–25) от Регламент (ЕС) 2018/1725, по-специално правото на достъп, коригиране или изтриване на личните ви данни и правото да ограничите обработването на личните ви данни. Когато е приложимо, вие също имате право да възразите срещу обработването или право на преносимост на данните.

    ","privacy.8-rights.items.2":"

    Вие се съгласихте да ни предоставите личните си данни за настоящата операция по обработване и можете да оттеглите съгласието си по всяко време, като уведомите администратора на данни. Оттеглянето няма да окаже влияние върху законността на обработването, извършено преди да сте оттеглили съгласието.

    ","privacy.8-rights.items.3":"

    Можете да упражните правата си, като се свържете с администратора на данни, а в случай на конфликт – с длъжностното лице по защита на данните. Ако е необходимо, можете да се обърнете и към Европейския надзорен орган по защита на данните. Техните данни за връзка са дадени в раздел 9 по-долу.

    ","privacy.9-contact.title":"9. Информация за връзка","privacy.9-contact.data-controller.title":"– Администратор на данни","privacy.9-contact.data-controller.text":"

    В случай че желаете да упражните правата си съгласно Регламент (ЕС) 2018/1725 или ако имате коментари, въпроси или притеснения, или ако желаете да подадете жалба относно събирането и използването на личните ви данни, моля, не се колебайте да се свържете с администратора на данни,

    ","privacy.9-contact.data-controller.address":"ГД „Съобщителни мрежи, съдържание и технологии“, Отдел G2
    Сграда BU25
    B-1049 Брюксел
    ","privacy.9-contact.data-controller.email":"Имейл ","privacy.9-contact.data-protection-officer.title":"– Длъжностно лице от Комисията по защита на данните","privacy.9-contact.data-protection-officer.text":'

    Можете да се свържете с длъжностното лице по защита на данните (DATA-PROTECTION-OFFICER@ec.europa.eu) по отношение на въпроси, свързани с обработването на личните ви данни съгласно Регламент (ЕС) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"– Европейски надзорен орган по защита на данните","privacy.9-contact.european-data-protection.text":'

    Имате право да се обръщате (т.е. можете да подадете жалба) към Европейския надзорен орган по защита на данните (edps@edps.europa.eu), ако смятате, че правата ви съгласно Регламент (ЕС) 2018/1725 са нарушени при обработването на личните ви данни от страна на администратора на данни.

    ',"remote-teaching.remote-teaching":"дистанционното обучение","remote-teaching.intro.title":"Седмицата на програмирането и дистанционното обучение","remote-teaching.intro.text":"Дистанционното обучение може да бъде голямо предизвикателство за учителите и учащите и има много пречки, които трябва да бъдат преодолени. Въпреки това не е необходимо преподаването на програмиране, изчислително мислене или дори роботика да спира, защото учениците ви са у дома. Ето някои съвети и ресурси, които се надяваме, че ще ви бъдат полезни.","remote-teaching.intro.points.1":"това е колекция от кратки видеоклипове, материали тип „направи си сам“, пъзели, игри и задачи за програмиране, които можете да използвате всеки ден както у дома, така и в училище.","remote-teaching.intro.points.2.0":"Програмиране без компютър","remote-teaching.intro.points.2.1":"тук ще намерите различни занятия, които лесно можете да правите у дома, за да учите или да преподавате програмиране с материали от ежедневието.","remote-teaching.intro.points.3.0":"Уроци","remote-teaching.intro.points.3.1":"тук ще намерите уроци за устойчивото развитие и изкуствения интелект, които включват раздели за дистанционно обучение в своите учебни планове.","remote-teaching.intro.points.4.0":"Хранилище на ресурси","remote-teaching.intro.points.4.1":"много от ресурсите в хранилището могат да се използват и при дистанционно обучение. Ще намерите ресурси за преподаване или изучаване на програмиране.","remote-teaching.intro.points.5.0":"Уебинари за програмиране от вкъщи","remote-teaching.intro.points.5.1":"знаете ли, че в рамките на Седмицата на програмирането бяха организирани няколко уебинара за това как да изучавате и преподавате програмиране от вкъщи? Вижте ги!","remote-teaching.tips.title":"7 съвета за дистанционно преподаване на програмиране","remote-teaching.tips.points.1.0":"Запознайте се с понятията, езика за програмиране и софтуера","remote-teaching.tips.points.1.1":"въпреки че учениците могат да се учат да програмират отчасти самостоятелно по метода на пробата и грешката, ще трябва да ги насочвате и да им помагате да откриват своите синтактични грешки. Бъдете готови да правите промени и да адаптирате занятията, ако даден цифров инструмент или програмен език не води до очакваните резултати от обучението.","remote-teaching.tips.points.2.0":"Предоставяйте възможности на учениците","remote-teaching.tips.points.2.1":"помогнете на учениците си да реализират пълния си потенциал, като провеждате мотивиращи и съдържателни уроци. Давайте им възможност да тестват своите умения и творчески способности, като им позволявате да избират проекти, в които да участват, и резултати, които да постигнат. Освен това ви препоръчваме да бъдете реалисти и да определяте цели, които могат да бъдат постигнати от вашите ученици..","remote-teaching.tips.points.3.0":"Насърчавайте учениците да работят в групи","remote-teaching.tips.points.3.1":`програмирането в група е не само по-забавно, но и ще помогне на учениците да осъществяват по-сложни и творчески проекти. Освен това дистанционното обучение може да доведе до чувство на самота сред някои ученици, а груповата работа може да предотврати това. Например можете да създадете онлайн стаи за срещи, в които учениците да се събират по групи, или да поканите учениците да оценяват взаимно проектите си и така да дават и получават конструктивна обратна информация. -`,"remote-teaching.tips.points.4.0":"Проучете възможностите за изучаване на програмиране, предоставяни от софтуер с отворен код и безплатни онлайн платформи:","remote-teaching.tips.points.4.1":"има множество качествени ресурси за изучаване и преподаване на програмиране, които са на високо равнище, но същевременно са лесни за ползване. Това са безплатни инструменти, които вашите ученици могат да използват, без да е необходимо заплащането на лицензи или изтеглянето на софтуер. Ще намерите голяма част от тях в хранилището на Седмицата на програмирането, например Scratch, App Inventor, Code.org, EarSketch, Sonic Pi и други. Както видяхме с уроците на Седмицата на програмирането, можете да използвате тези инструменти за работа по всякакви теми!","remote-teaching.tips.points.5.0":"Направете го забавно","remote-teaching.tips.points.5.1":"първите стъпки в програмирането трябва да са интересни и забавни. Въпреки че този път това приятно преживяване няма да бъде на живо с останалите, има и други начини за съвместни игри и забавления! Например можете да предложите на учениците да си починат от уроците, като играят заедно CodyColor — образователна игра за развитие на изчислително мислене, в която могат да участват много играчи.","remote-teaching.tips.points.6.0":"Симулирайте реално взаимодействие в класната стая","remote-teaching.tips.points.6.1":"технологиите ни позволяват да възпроизведем поне частично взаимодействието, което протича в класната стая. Можете да насърчите учениците си да включват камерите си в определени моменти, да вдигат ръце виртуално, да задават въпроси лично или в чата, да участват в цифрови анкети и тестове и т.н. Ето някои цифрови инструменти, които можете да използвате за целта — Zoom, Microsoft Teams, GoToMeeting или Jitsi за учебни часове на живо и Kahoot, Mentimeter или Google Forms за анкети и взаимодействие в класната стая. Това ще помогне на учениците да се чувстват все едно са в клас и да усещат, че са свързани със своите връстници.","remote-teaching.tips.points.7.0":"Погрижете се материалите да са достъпни","remote-teaching.tips.points.7.1":"направете уроците си по програмиране реалистични и приобщаващи, като се уверите, че необходимите материали могат лесно да бъдат намерени във всяко домакинство и че всички ученици могат да си ги набавят или че сте в състояние да адаптирате уроците за тези, които не могат. Например за заниманията по безкомпютърно програмиране са необходими евтини материали, като ножици, хартия или маркери. Когато използвате онлайн занятия по програмиране, уверете се, че всички ученици имат достъп у дома до таблет или компютър и надеждна интернет връзка.","remote-teaching.tips.conclusion":"Как изучавате и преподавате програмиране от разстояние? Имате ли други съвети за работещите в сферата на образованието? Добавете коментар във форума по-долу!","report.title":"Докладване на вашето #EUCodeWeek събитие","report.event_title":"Заглавие на събитието","report.number_required":"Моля, направете груба оценка, дори да не разполагате с точни данни.","report.phrase1":"Можете да попълните този формуляр само веднъж! Моля, проверете данните си внимателно. Ако допуснете грешка, ","report.phrase2":"След изпращане на доклада автоматично ще се издаде персонален сертификат за участие в Седмицата на програмирането и ще можете да го изтеглите или споделите. Можете да видите примерен сертификат тук.","report.phrase3":"Задължителните полета са маркирани със звездичка *.","report.phrase4":"Можете да попълните този формуляр само веднъж! Моля, проверете данните си внимателно. Ако допуснете грешка,","report.contactus":"свържете се с нас","report.participants_count.label":"Брой участници","report.average_participant_age.label":"Средна възраст на участниците","report.percentage_of_females.label":"Процент жени","report.codeweek_for_all_participation_code.label":"Код за участие за Codeweek for all","report.codeweek_for_all_participation_code.help":"Тук можете да въведете вашия код за предизвикателство за Codeweek4All, ако имате такъв. Ако няма да участвате, игнорирайте това поле.","report.name_for_certificate.label":"Име за сертификата","report.name_for_certificate.help":"Променете това име с името на организатора на събитието, на когото ще бъде издаден сертификат за участие в Седмицата на програмирането. Моля, използвайте само ASCII букви (на латиница). Букви с ударения, умлаути и други подобни не се поддържат.","report.submit":"Изпращане на доклад за събитие","report.thanks_page.title":"Благодарим ви, че ни докладвахте за вашето събитие!","report.thanks_page.certificate_ready":"Сертификатът ви е готов.","report.thanks_page.download_button":"Щракнете, за да го изтеглите.","report.thanks_page.back_events":"Назад към събитието","resources.search_resources":"Потърсете ресурси","resources.types":"Типове","resources.levels":"Нива","resources.programming_languages":"Езици за програмиране","resources.categories":"Категории","resources.Languages":"Езици","resources.Subjects":"учебни предмети","resources.share":"Споделете","resources.communication_toolkit":"Комуникационен набор от инструменти","resources.teachers_toolkit":"Набор от инструменти за учители","resources.leaflet":"Брошура","resources.how_to_organise_an_activity":"Как да организирате събитие?","resources.resources.languages.Russian":"Руски","resources.resources.languages.Norwegian":"Норвежки","resources.resources.languages.Mandarin":"Мандарин","resources.resources.languages.Japanese":"Японски","resources.resources.languages.All targeted languages":"Всички целеви езици","resources.resources.levels.Beginner":"Начинаещ","resources.resources.levels.Intermediate":"Междинно ниво","resources.resources.levels.Advanced":"Напреднал","resources.resources.levels.Pre-primary education":"Начално образование","resources.resources.levels.Primary school (5-12)":"Начално училище (5 – 12)","resources.resources.levels.Lower secondary school (12-16)":"Среден курс (долна степен) на обучение (12 – 16)","resources.resources.levels.Upper secondary school (16-18)":"Среден курс (горна степен) на обучение (16 – 18)","resources.resources.levels.Higher Education":"Висше образование","resources.resources.levels.Other":"Друго","resources.resources.subjects.Art":"Изкуство","resources.resources.subjects.Biology":"Биология","resources.resources.subjects.Chemistry":"Химия","resources.resources.subjects.Computer Science":"Компютърни науки","resources.resources.subjects.Culture":"Култура","resources.resources.subjects.Economics":"Икономика","resources.resources.subjects.Foreign Languages":"Чужди езици","resources.resources.subjects.Geography":"География","resources.resources.subjects.Geology":"Геология","resources.resources.subjects.History":"История","resources.resources.subjects.Language and Literature":"Език и литература","resources.resources.subjects.Mathematics":"Математика","resources.resources.subjects.Natural Sciences":"Естествени науки","resources.resources.subjects.Physical Education":"Физическо образование","resources.resources.subjects.Physics":"Физика","resources.resources.subjects.Coding":"Кодиране","resources.resources.subjects.Special Education Needs":"Специални образователни потребности","resources.resources.subjects.Other":"Друго","resources.resources.types.Tutorial":"Самоучител","resources.resources.types.Website":"Уебсайт","resources.resources.types.Online Course":"Онлайн курс","resources.resources.types.Video":"Видео","resources.resources.types.Audio":"Аудио","resources.resources.types.Application":"Приложение","resources.resources.types.Game":"Игра","resources.resources.types.Graphic Material":"Графичен материал","resources.resources.types.Presentation":"Презентация","resources.resources.types.Toolkit":"Набор с инструменти","resources.resources.types.Other":"Друго","resources.resources.types.Lesson Plan":"План на урок","resources.resources.types.Guide":"Ръководство","resources.resources.categories.Coding":"Кодиране","resources.resources.categories.Programming":"Програмиране","resources.resources.categories.Computational Thinking":"Изчислително мислене","resources.resources.categories.Robotics":"Роботика","resources.resources.categories.Making":"Занимания по роботика","resources.resources.categories.Tinkering":"Ремонтни дейности","resources.resources.categories.Unplugged Activities":"Отключени дейности","resources.resources.categories.Other":"Друго","school.name":"Име на училището","school.location":"Местоположение на училището","school.description":"Описание на училището","school.school":"Училище","school.add":"Добавяне","school.list":"Списък","school.required.name":"Името на училището е задължително","school.required.location":"Местоположението на училището е задължително","schools.1.title1":"Защо трябва да представите програмирането във вашата класна стая?","schools.1.title2":"Каква е ползата за вашите ученици от програмирането? Каква е ползата за вас като учител?","schools.1.content.0":"Ние вярваме, че основната грамотност на който и да е човек в цифровия век трябва да включва познаване на програмирането и развитие на ключови умения, свързани с компютърното мислене, като например решаване на проблеми, сътрудничество и аналитични умения.","schools.1.content.1":"Обучението по програмиране може да осигури възможност на вашите ученици да заемат водеща позиция в едно цифрово компетентно общество, да развият едно по-добро възприемане на света, който ги заобикаля, и да получат по-добри шансове за успех в личния и професионалния си живот.","schools.1.content.2":"Седмицата на програмирането предлага на всички ученици възможността да направят първите си стъпки като цифрови творци, като предоставя на училищата и учителите безплатни възможности за професионално развитие, учебни материали, международни предизвикателства и възможност за обмяна на опит.","schools.1.button.label":"Искате да започнете веднага? Регистрирайте се тук!","schools.2.title1":"Готови ли сте да се включите?","schools.2.title2":"Организирайте урок, обучителна сесия или събитие и го обозначете на картата.","schools.2.content.0":"Независимо от това дали имате или не някакви знания по програмиране, лесно можете да организирате урок във вашата класна стая, ден на отворените врати или събитие във вашето училище. Просто изберете дата и регистрирайте вашето събитие на картата по-долу. Ако смятате, че имате нужда от помощ за подготовката на урок по програмиране, преминете към следващия раздел.","schools.2.content.1":"Вижте някои примери за събития, които се организират, като разгледате картата по-долу и добавете вашето собствено, за да се присъедините към колеги предподаватели от цяла Европа и извън нейните предели: ","schools.2.button.label":"Готови ли сте да опитате? Добавете събитие!","schools.3.title1":"Програмирането за вас е нещо ново? Не се тревожете","schools.3.title2":"Нашите инструменти ще ви въведат в програмирането, преди да го представите на вашите ученици","schools.3.content.0":"Ако се интересувате от представянето на програмирането в класната стая, но не знаете откъде да започнете, не се притеснявайте! Международен екип от преподаватели и експерти разработва набор от кратки онлайн модули за обучение, които ще ви помогнат да започнете.","schools.3.content.1":"Не е необходимо да имате предишен опит в областта на програмирането, за да следвате нашите учебни модули!","schools.3.button.label":"Достъп до модулите за обучение","schools.4.title1":"Търсите допълнително предизвикателство?","schools.4.title2":"Създайте мрежа от събития, ангажирайте възможно най-много ученици и спечелете сертификата за отлични постижения","schools.4.content.0":"Code Week 4 All ви предизвиква да обедините усилията си с други учители или училища и да участвате в една международна общност от съмишленици, която дава възможност на учениците да направят първите си стъпки в програмирането. Създайте съюз, в който участват над 500 ученици, и ще получите сертификат за отлични постижения.","schools.4.button.label":"Научете повече за предизвикателството на Code Week 4 All","schools.title":"Училища: представете Седмицата на програмирането на вашите ученици","scoreboard.title":"В кои страни кипи дейност с кодиране?","scoreboard.paragraph":"Данните на таблото са подредени по броя на изброените събития по програмиране на глава от населението, така че не се изненадвайте, ако видите някоя от по-малките държави по-нагоре в списъка!","scoreboard.parcipating_with":"участва със","scoreboard.events":"събития","search.audience_title":"Аудитория","search.theme_title":"Тема","search.placeholder":"Търсене на събитие или етикет","search.submit":"Търсене","search.label_country":"Избор на държава","search.last_year_events.label":"Включване на събития от последните години","search.last_year_events.yes":"Да","search.last_year_events.no":"Не","search.search_counter":"съвпада с вашите критерии за търсене","search.event":"събитие","search.events":"събития","search.year":"година","search.audiences":"Публики","search.themes":"Тема","search.countries":"Държави","search.search_placeholder":"Търси по име или описание","snippets.featured-activities":"Вижте предстоящите дейности в рамките на Европейската седмица на програмирането, в които може да се участва онлайн. Можете да филтрирате по език и месец. Като щракнете върху „Преглед“ ще видите всички подробности за съответната дейност и координатите за връзка с организаторите. Приятни занимания!","snippets.learn":"Програмирането е ключово умение, което все по-често се изисква във всяка област, затова целта на Европейската седмица на програмирането е да ви помогне да се научите да програмирате! Разгледайте нашето хранилище и открийте подходящия ресурс, за да започнете или продължите пътешествието си в света на програмирането. Всички тези ресурси са безплатни. Не забравяйте, че можете да филтрирате търсенето по вид ресурс, ниво на умения, език за програмиране, категория и език.","snippets.teach":"Програмирането е ключово умение, което ще разкрие нови възможности пред вашите ученици и деца. Искате да преподавате програмиране вкъщи, в класната стая или в клуб по програмиране? Разгледайте нашето хранилище, за да намерите най-подходящия ресурс за включване на програмирането във вашата преподавателска практика. Всички тези ресурси са безплатни. Не забравяйте, че можете да филтрирате търсенето по вид ресурс, ниво на умения, език за програмиране, тема, категория и език.","snippets.toolkits.0":"В този раздел ще намерите материали, които ще ви помогнат да организирате вашата дейност в рамките на Европейската седмица на програмирането и да популяризирате инициативата във вашата общност.","snippets.toolkits.1":"Комуникационни материали","snippets.toolkits.2":"официалните лога на Европейската седмица на програмирането, значка, листовка, плакат, PowerPoint и Word образци, примери за публикации в социалните медии, илюстрации","snippets.toolkits.3":"Материали за учителите","snippets.toolkits.4":"официалните лога на Европейската седмица на програмирането, значка, образец на сертификат за участие за вашите ученици, презентация за Европейската седмица на програмирането и материали за социалните медии","snippets.toolkits.5":"Официална брошура на Европейската седмица на програмирането","snippets.about.goal":"Целта е да се помогне на повече млади хора да усвоят основите на програмирането и изчислителното мислене.","snippets.guide.tutorials.1":"Използвайте нашите","snippets.guide.tutorials.2":"уроци и обучения","snippets.guide.tutorials.3":", достъпни на 29 езика, за да организирате дейности, при които младите хора се учат на програмиране и изчислително мислене.","snippets.dance.menu":"Танцово предизвикателство","snippets.dance.subtitle":'Кой казва, че програмистите не могат да танцуват? Ще докажем обратното с предизвикателството "танц на седмицата на програмирането" (#EUCodeWeekDance).',"snippets.dance.content":'Каним всички – училища, учители, библиотеки, клубове по програмиране, предприятия и публични органи – да отбележат седмицата на програмирането, като организират занимание във връзка с предизвикателството "танц на седмицата на програмирането" (#EUCodeWeekDance) и го добавят към картата на седмицата на програмирането.',"snippets.treasure-hunt.menu":"Търсене на съкровище","snippets.treasure-hunt.subtitle":"Това е игра в Telegram","snippets.videos.1":"Гледайте посветените на нашите ценности видеоклипове на посланиците на Европейската седмица на програмирането","snippets.videos.2":"Гледайте Катя Ошляк, посланик за Словения — Защо Седмицата на програмирането е независима","snippets.videos.3":"Гледайте Лоран Туше, посланик за Франция — Защо Седмицата на програмирането е за всички","snippets.videos.4":"Гледайте Фатма Буазиз, посланик за Тунис — Защо седмицата на програмирането е глокална","snippets.videos.5":"Гледайте Линда Синка, посланик за Латвия — Защо сътрудничеството е важно за Седмицата на програмирането","snippets.videos.6":"Гледайте Алесандро Больоло, посланик за Италия — Защо Седмицата на програмирането е с нестопанска цел","snippets.videos.7":"Гледайте Маряна Прифти, посланик за Албания — Защо Седмицата на програмирането насърчава новаторството и творчеството","snippets.videos.8":"Гледайте Кристиана Лукачи, посланик за Румъния — Признателност към общността на Седмицата на програмирането","training.learning_bits":"Учебни модули на Седмицата на програмирането","training.title":"Безплатни учебни материали и онлайн курсове","training.text":`

    Тук можете да намерите безплатни материали и ресурси за обучение, които ще ви помогнат да започнете и да планирате следващия си иновативен урок.

    -

    1. Учебни модули

    -

    Не е необходим предишен опит в сферата на програмирането, а завършването на всеки модул отнема само около 15 минути. Модулите ви представят ключови концепции, свързани с дейности по програмиране и изчислително мислене. Освен това те ви дават практически съвети и идеи как да интегрирате концепциите в клас.

    `,"training.text_2":`

    Сега, след като завършихте един или няколко учебни модули на Седмицата на програмирането се надяваме да сте достатъчно уверени да внесете известна цифрова креативност в клас и да регистрирате събитие на картата на Седмицата на програмирането!

    - -

    Лесно можете да организирате урок в клас, ден на отворените врати или събитие в училище. Просто изберете дата и регистрирайте вашето събитие на картата на Седмицата на програмирането. Всеки организатор на събитие ще получи сертификат за участие като награда за положените усилия.

    - -

    Ако желаете да се свържете с международна група от учители ентусиасти, се присъединете към групата за учители във Фейсбук на Европейската седмица на програмирането! За да направите още една стъпка напред и да започнете сътрудничество с други училища във вашата страна или в чужбина — се присъединете към предизвикателството на Code Week 4 All.

    `,"training.lessons.1.title":"Програмиране без цифрова технология (на живо)","training.lessons.1.author":"от Алесандро Болиоло","training.lessons.1.text":`

    Програмирането е езикът на нещата, който ни позволява да пишем програми, с които да създаваме нови функции на десетките милиарди програмируеми предмети около нас. Програмирането е най-бързия начин да превърнем идеите си в реалност и най-ефективния начин да развием способности за изчислително мислене. Технологията обаче не е строго необходима за развиването на изчислително мислене. По-скоро нашите умения за изчислително мислене са особено важни, за да може технологиите да заработят.

    - -

    В този видеоматериал, Алесандро Болиоло, преподавател по компютърни системи в Италия и координатор на Европейската седмица на програмирането, ще представи дейности за програмиране на живо, които могат да се практикуват без електронно устройство. Основната цел на дейностите на живо е да намалят пречките за достъп до програмирането във всяко едно училище, независимо от финансирането и оборудването.

    - -

    Дейностите по програмиране на живо разкриват изчислителните аспекти на физическия свят около нас.

    `,"training.lessons.1.activities.1":"Дейност 1 — CodyRoby за основен курс на обучение","training.lessons.1.activities.2":"Дейност 2 — CodyRoby за среден курс (долна степен) на обучение","training.lessons.1.activities.3":"Дейност 3 — CodyRoby за среден курс на обучение","training.lessons.2.title":"Изчислително мислене и решаване на проблеми","training.lessons.2.author":"от Майлс Бери","training.lessons.2.text":`

    Изчислителното мислене (ИМ) описва начин за разглеждане на проблеми и системи, при който може да се използва компютър, за да ги решим или разберем. Изчислителното мислене не само е особено важно за разработването на компютърни програми, но може също така да се използва за подпомагане на решаването на проблеми във всички дисциплини.

    - -

    Можете да преподавате ИМ на своите ученици, като ги насърчавате да разчленяват комплексни проблеми на по-малки, (разлагане), да разпознават модели (разпознаване на модели), да идентифицират съответните детайли за решаване на проблеми (абстракция); или да определяте правила или инструкции, които да се следват за постигането на желан резултат (дизайн на алгоритъм). ИМ може да се преподава по различни дисциплини, например по математика (определете правилата за факторинг на полиноми от 2-ра степен), литература (да разделят анализа на дадено стихотворение на анализ на метриката, римата и структурата), езици (намиране на модели в крайните букви на даден глагол, които засягат неговото изписване при промяна на граматическото време) и много други.

    - -

    В този видеоматериал, Майлс Бери, главен лектор във Факултета по педагогика към Университета Роухемптън в Гилдфорд (Обединено кралство), ще представи концепцията за изчислително мислене и различните начини, по които един учител може да го интегрира в клас с лесни игри.

    `,"training.lessons.2.activities.1":"Дейност 1 — Развиване на математическо аргументиране за основен курс на обучение","training.lessons.2.activities.2":"Дейност 2 — Запознаване с алгоритми за среден курс (долна степен) на обучение","training.lessons.2.activities.3":"Дейност 3 — Алгоритми за среден курс (горна степен) на обучение","training.lessons.3.title":"Визуално програмиране — Въведение в Scratch","training.lessons.3.author":"от Марго Тинауи","training.lessons.3.text":`

    Визуалното програмиране позволява на хората да описват процеси, като използват илюстрации или графики. Обикновено ние противопоставяме визуалното програмиране на програмирането, базирано на текст. Езиците за визуално програмиране (VPL) са особено добре адаптирани за представяне на алгоритмично мислене сред децата (и дори сред възрастните). С VPL има по-малко неща за четене и не се използва синтаксис.

    - -

    В този видеоматериал, Марго Тинауи, учител по уеб разработване в Le Wagon и съосновател на Techies Lab asbl (Белгия), ще ви помогне да откриете Scratch, един от най-популярните VPL, използвани в целия свят. Scratch беше разработен от MIT през 2002 г., и оттогава насам около него се сформира голяма общност, където можете да откриете милиони проекти, които да копирате със своите ученици, и многобройни ръководства за обучение на няколко езика.

    - -

    За да използвате Scratch, не е необходимо да имате опит в програмирането, и можете да го използвате с всички различни теми! Например можете да използвате Scratch като цифров разказвач на приказки, учениците могат да съчиняват приказки, да илюстрирате задача по математика или да проведете творчески конкурс, за да научите повече за културното наследство, докато усвоявате програмиране и изчислително мислене, и най-важното да се забавлявате.

    - -

    Scratch е безплатен инструмент, много интуитивен и мотивиращ за вашите ученици. Гледайте видеото на Марго, за да разберете как да започнете:

    -`,"training.lessons.3.activities.1":"Дейност 1 — Основи на Scratch за основен курс на обучение","training.lessons.3.activities.2":"Дейност 2 — Основи на Scratch за среден курс (долна степен) на обучение","training.lessons.3.activities.3":"Дейност 3 — Основи на Scratch за среден курс на обучение","training.lessons.4.title":"Създаване на образователни игри със Scratch","training.lessons.4.author":"от Хесус Морено Леон","training.lessons.4.text":`

    Критично мислене, упоритост, решаване на проблеми, изчислително мислене и креативност са само някои от ключовите умения, от които учениците ви се нуждаят, за да успеят в 21-ви век, а програмирането може да ви помогне да ги развиете по забавен и мотивиращ начин.

    - -

    Алгоритмичните понятия за управление на потока на подаване на данни чрез използване на последователности от инструкции и цикли, или синхронизирането на процеси могат да звучат като сложни концепции, но в това видео ще видите, че се научават по-лесно, отколкото сте очаквали.

    - -

    В този видеоматериал, Хесус Морено Леон, учител по компютърни науки и изследовател от Испания, ще обясни как можете да развиете тези и други умения в учениците си по забавен начин. Как може да стане това? Като създадете игра с въпроси и отговори в Scratch, най-популярния език за програмиране, използван в училищата в целия свят. Scratch не само подпомага изчислителното мислене, но също така позволява въвеждането на игрови елементи в клас, за да поддържа мотивацията на учениците ви, докато учат и се забавляват.

    - -

    Гледайте видеото, за да разберете как да започнете:

    `,"training.lessons.4.activities.1":"Дейност 1 — Игра с въпроси и отговори със Scratch за основен курс на обучение","training.lessons.4.activities.2":"Дейност 2 — Игра с въпроси и отговори със Scratch за среден курс (долна степен) на обучение","training.lessons.4.activities.3":"Дейност 3 — Игра с въпроси и отговори със Scratch за среден курс на обучение","training.lessons.5.title":"Занимания по роботика и ремонтни дейности в клас","training.lessons.5.author":"от Тулиа Уршиц","training.lessons.5.text":`

    Интегрирането в учебните програми на програмирането, ремонтните дейности, роботиката и микроелектрониката като инструменти за преподаване и учене е ключово за образованието през 21-ви век.

    - -

    Заниманията по ремонтни дейности и роботика в училище носят много ползи за учениците, тъй като помагат за развиването на ключови компетенции, като решаване на проблеми, работа в екип и сътрудничество. Освен това те насърчават творческото мислене и увереността на учениците, и могат да помогнат на учениците да станат по-настоятелни и решителни, когато са изправени пред предизвикателства. Роботиката също така е област, която насърчава приобщаването, тъй като е лесно достъпна за широк набор от ученици с различни таланти и умения (както момчета, така и момичета) и повлиява положително на учениците от аутистичния спектър.

    - -

    Изгледайте този видеоматериал, в който Тулиа Уршиц, посланик на Scientix Италия и учител, който използва методите на науката, технологиите, инженерството и математиката (STEM) в Сант'Амбро̀джо ди Валполичѐла, Италия, ще даде практически примери за това как учителите могат да интегрират ремонтните дейности и роботиката при работа в клас и по този начин да превърнат пасивните ученици в ентусиазирани създатели.

    -`,"training.lessons.5.activities.1":"Дейност 1 — Как да изработим механична ръка от талашит за основен курс на обучение","training.lessons.5.activities.2":"Дейност 2 — Как да изработим механична или роботизирана ръка за среден курс (долна степен) на обучение","training.lessons.5.activities.3":"Дейност 3 — Как да изработим механична или роботизирана ръка за среден курс (горна степен) на обучение","training.lessons.6.title":"App Inventor и разработването на приложения","training.lessons.6.author":"от Розана Кърър","training.lessons.6.text":`

    Вижте видеоклипа, в който Розана Кърър (основател на CyberWayFinder) обяснява какво представлява App Inventor, описва предимствата от разработването на приложения в клас и дава нагледни примери как учителите могат да интегрират App Inventor в клас и да превърнат пасивните ученици в ентусиазирани изобретатели на игри.

    -

    Всички ние използваме приложения, защото те осигуряват удобен и бърз начин за координиране на нашите дейности. Освен това приложенията все по-често се използват в образованието, тъй като дават възможност за персонализирано учене и достъп до информация, така че защо да не дадете възможност на вашите ученици да разработят образователно приложение за другите?

    `,"training.lessons.6.activities.1":"Дейност 1 – Title, for Primary School","training.lessons.6.activities.2":"Дейност 2 – Title, for Lower Secondary School","training.lessons.6.activities.3":"Дейност 3 – Title, for Upper Secondary School","training.lessons.7.title":"Майсторене и създаване","training.lessons.7.author":"от Диого да Силва","training.lessons.7.text":`

    Работата и работните места се променят и образованието върви по техните стъпки. Когато подготвяме учениците за кариера през 21-и век, новите умения като майсторене, създаване на неща и хакерство са от съществено значение, тъй като смаляват дистанцията между училището и реалността. Когато превърнем класната стая в среда за сътрудничество с акцент върху решаването на проблеми, учениците имат възможност да се ангажират с дейностите и да се развиват. Дейностите стимулират дискусиите и така класната стая се превръща в място за комуникация, където всеки принос е важен.

    -

    Вижте видеоклипа по-долу, в който учителят по наука, технологии, инженерство и математика (НТИМ) от Португалия Диого да Силва, член на Escola Global, обяснява подробно как да разработите урок, в който вашите ученици да майсторят, създават и хакерстват, за да намерят решение.

    `,"training.lessons.7.activities.1":"Дейност 1 – Title, for Primary School","training.lessons.7.activities.2":"Дейност 2 – Title, for Lower Secondary School","training.lessons.7.activities.3":"Дейност 3 – Title, for Upper Secondary School","training.lessons.8.title":"Програмиране за всички предмети","training.lessons.8.author":"От М. Изабел Бланко, М. Консепсион Фернандес, Елисабета Нани, Дебора Кармела Ниутта, Стефания Алтиери","training.lessons.8.text":`

    Когато мислим за програмиране в клас, първото нещо, което си представяме, са компютри, технологии, математика или наука. Въпреки това, като се има предвид, че учениците имат редица интереси и предмети, защо да не използваме програмирането за всички предмети в учебната програма?

    -

    Въвеждането на програмирането в клас има много предимства, тъй като помага на учениците да развиват своето критично мислене и уменията си за решаване на проблеми, да се превърнат в активни потребители и да ръководят собствения си процес на обучение, което е от съществено значение в училищата. Най-важното обаче е, че учениците ви ще учат, докато се забавляват!

    -

    Езици, музика или наука, технологии, инженерство и математика (НТИМ) са само някои от предметите, за които учителите могат да използват програмирането, за да възпитат бъдещи учени, музиканти, художници и всеки друг! Всички учители могат да интегрират програмирането и изчислителното мислене в класната стая. Използването на ИУПЧЕ урок за обяснение на обикновен алгоритъм, създаването на джойстик от филц в час по наука или използването на роботи за повишаване на мотивацията по математика са примери за дейности, които можете да извършвате в класната стая.

    -

    Вижте видеоматериала по-долу, за да научите как учителите по музика, наука или езици могат лесно да интегрират програмирането и изчислителното мислене в клас, дори ако нямат предишен опит.

    `,"training.lessons.8.activities.1":"Дейност 1 Роботика и приобщаване на ученици в началния курс в областта на науката, технологиите, инженерството и математиката","training.lessons.8.activities.2":"Дейност 2 Музиката е програмиране","training.lessons.8.activities.3":"Дейност 3 Майсторене и програмиране с помощта на Makey Makey","training.lessons.8.activities.4":"Дейност 4 Обикновен алгоритъм за ИУПЧЕ урок","training.lessons.9.title":"Изработване на автомат с micro:bit","training.lessons.9.author":"от Полин Маас","training.lessons.9.text":`

    - Използването на Micro:bit, лесно програмируемият компютър с джобни размери, може да бъде забавен и лесен начин за изработване на интересни творения — от роботи до музикални инструменти — с вашите ученици, като в същото време ги учите как да създават програми. Той е прост и лесен за използване дори от най-малките програмисти, като в същото време е достатъчно мощен и за по-напредналите ученици. Можете да го използвате за различни уроци — от история до математика и дори научни дисциплини. Възможностите са безкрайни. Micro:bit е ангажиращ и евтин начин да научите учениците на програмиране, докато формирате основните умения, като изчислително мислене, решаване на проблеми и креативност. -

    -

    -В този видеоклип Полин Маас, учител по компютърни науки в Koninklijke Visio, ще представи Micro:bit и няколко практически примера за това как учителите могат да го интегрират в класната стая, превръщайки неактивните ученици в ентусиазирани творци. -

    `,"training.lessons.9.activities.1":"Морзов код с micro:bit за ученици в основен курс на обучение","training.lessons.9.activities.2":"Стая на загадките с micro:bit за среден курс (долна степен) на обучение","training.lessons.9.activities.3":"Изработване на автомат за среден курс (горна степен) на обучение","training.lessons.10.title":"Креативно програмиране с Python","training.lessons.10.author":"от Ивана Везджак","training.lessons.10.text":`

    -Преминаването от визуално към текстово-базирано програмиране е естествено в курса на обучение по програмиране. Макар че визуалното програмиране често е чудесно за начинаещите, след известно време учениците могат да потърсят ново предизвикателство. Текстово-базираното програмиране е следващата стъпка за всеки, който иска да напредне в програмирането и в изчислителното мислене. -

    -

    -В този видеоклип Ивана Везджак ви въвежда в основния синтаксис на Python. Днес Python е един от най-популярните езици за програмиране, използван в много области като науката за данните, изкуствения интелект (AI), машинното обучение, уеб разработки и др. Макар че Python е мощен език за програмиране, използван от опитни програмисти, той може да се използва дори и от тези, които нямат никакъв опит в програмирането, поради неговата простота и ясен синтаксис. - -

    -

    -С Python учениците могат да създават викторини за исторически събития, да решават математически задачи и да правят физически симулации, да създават игри, уебсайтове и да извършват анализ на данни за научни проекти, както и много други. Python има богата и обширна стандартна библиотека, голяма общност и голям брой уроци и проекти, достъпни онлайн, които могат да се използват за обучение, учене и упражняване. Чрез програмирането с Python, анализирането на програми и отстраняването на програмни грешки, учениците развиват своята креативност и се научават как да бъдат последователни, упорити и търпеливи. Те усвояват умения за аналитично мислене и за решаване на задачи чрез разбиване на дадена сложна задача на по-малки подзадачи. Тези компетенции ще им помогнат за това как да подхождат към проблемите във всяка друга област от живота. -

    `,"training.lessons.10.activities.1":"Моята първа викторина за основен курс на обучение","training.lessons.10.activities.2":"Бесеница (Hangman) за среден курс (долна степен) на обучение","training.lessons.10.activities.3":"Познай знамето! за среден курс (горна степен) на обучение","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Стандартна библиотека на Python","training.lessons.10.links.1.description":"Колекция от предварително изградени кодове и модули (напр. модул turtle, модул math и т.н.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Образователна видео игра за изучаване на концепциите за програмиране.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"Проекти с CodeClub","training.lessons.10.links.3.description":"От начинаещи до напреднали, проекти по програмиране стъпка по стъпка за деца.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Измислете ваши собствени компютърни игри с Python (Invent your own computer games with Python)","training.lessons.10.links.4.description":"Книга, която ще ви научи как да програмирате ваши собствени компютърни игри с Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Образователна общност, където учениците и учителите могат да се обучават чрез редица предизвикателства.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"• Един час с Python (Hour of Python)","training.lessons.10.links.6.description":"Колекция уводни уроци в програмния език Python (както за текстово-базирано, така и за блоково програмиране), която използва интерактивната среда Trinkets.","training.lessons.10.links.title":"","training.lessons.11.title":"Програмиране за приобщаване","training.lessons.11.author":"от екипа на Седмицата на програмирането","training.lessons.11.text":`

    - Въвеждането на програмирането в клас може да бъде предизвикателство, особено ако имате ученици с определени увреждания в класа си. Но е важно да запомните, че всеки, независимо от способностите си, може да се научи как да програмира. Децата със специални потребности могат да се възползват значително от изучаването на аспектите на програмирането, защото то учи учениците на важни житейски умения, като решаване на проблеми, организиране и независимост. Програмирането може също да подобри междуличностните умения и социалните умения чрез сътрудничество и работа в екип, умения, с които много деца с увреждания имат затруднения. Най-важното е, че учениците се забавляват, докато учат заедно с връстниците си. -

    -В този видеоклип екипът на Седмицата на програмирането ще ви покаже някои практични, лесни и забавни дейности по програмиране, специално пригодени за ученици със зрителни увреждания, със синдром на Даун и за ученици от аутистичния спектър, които учителите лесно могат да въведат в клас. -

    `,"training.lessons.11.activities.1":"Кора за яйца ънплъгд (Egg carton Unplugged)","training.lessons.11.activities.2":"Много интелигентна мишка (A very smart mouse) ","training.lessons.11.activities.3":"Дейност 3 — Звезда създава звезди (A star making stars) ","training.lessons.12.title":"Програмиране за целите за устойчиво развитие","training.lessons.12.author":"от Франсиско Хавиер Масеро, Кристина Николаита и Ервиола Кономи","training.lessons.12.text.1":"Традиционното образование предоставя на учениците малко възможности да разбират и решават реални проблеми в света, като например свързаните с глобалните климатични промени, равенството между половете, глада, бедността или доброто здраве и благополучие.","training.lessons.12.text.2":"Целите за устойчиво развитие (ЦУР) са в основата на Програмата за устойчиво развитие до 2030 г., приета от всички държави-членки на ООН като пътна карта за постигане на мир и просперитет на планетата с насърчаване на глобалното развитие. Учителите могат да използват ЦУР в класната стая като инструмент за развиване на критичното мислене на учениците, а също така и като помагало за откриване на тяхната идентичност и цел. Комбинирането на основни елементи на програмирането и изчислителното мислене с ЦУР ще повиши увереността на вашите ученици и ще им помогне да развият своя творчески, предприемачески дух и уменията си за комуникация и решаване на проблеми.","training.lessons.12.text.3":"В дейностите по-долу студентите ще прилагат принципите Scratch, програмиране с ASCII и програмиране без компютър към теми от глобално и социално значение в наши дни. Учителите ще повишават осведомеността за целите на устойчивото развитие, като същевременно помагат на учениците да развият емпатия, активна гражданска позиция и про-социални умения по забавен и ангажиращ начин.","training.lessons.12.text.4":"Всеки от тези учебни планове се съсредоточава върху конкретна ЦУР:","training.lessons.12.text.5":"Цел за устойчиво развитие 3: Осигуряване на здравословен живот и насърчаване на благосъстоянието на всички и във всички възрасти","training.lessons.12.text.6":"Цел за устойчиво развитие 5: Постигане на равенство между половете и осигуряване на възможности на всички жени и момичета","training.lessons.12.text.7":"Цел за устойчиво развитие 13: Предприемане на спешни действия за борба с климатичните промени и тяхното въздействие","training.lessons.12.activities.1":"Проект „Каратека“: Опознаване на карате чрез програмиране за начално и средно образователни училища","training.lessons.12.activities.2":"Цели за устойчиво развитие и програмиране за климатичните промени за началното училище","training.lessons.12.activities.3":"Програмиране за равенство между половете за средно образователни училища","training.lessons.13.title":"Въведение в изкуствения интелект в класната стая","training.lessons.13.author":"от Артур Коелю и Маряна Прифти Скендули","training.lessons.13.text.1":"Изкуственият интелект (AI) има въздействие върху много области от ежедневието: той автоматично коригира текста, който въвеждате на телефона, избира музиката, която любимото ви музикално приложение пуска, и помни вашите пароли, когато ги забравите. AI се отнася до комбинация от машинно самообучение, роботика и алгоритми с приложения във всички области: от компютърните науки до производството и от медицината до модата. Именно затова той има неоспоримо място в живота и в нашите общества и играе ключова роля в развитието на науката. Като с всички други важни явления в живота ни, учениците ще имат полза, ако учат повече за него. Но как се преподава за такова сложно нещо като AI?","training.lessons.13.text.2":"Тази учебна част ще ви помогне да обясните на учениците какво е AI и каква роля играе в техния живот. Тези занимания са предназначени за неспециалисти, за да разберат лесно съдържанието и да могат ефективно да раздробят сложните термини на лесно разбираеми идеи. С тези планове за уроци можете да помогнете на учениците да научат приложенията на AI и някои от механизмите, които стоят зад него. Заниманията са предназначени да помагат на учениците да развият своите умения за аналитично и критично мислене: например, в дейността на Маряна студентите разработват процес за класифициране. Тези занимания също така ще помогнат на учениците да разберат разнообразните приложения на AI: в заниманието на Артур ще научат за връзката между AI и изкуството и как AI може да се използва за обогатяване на визуалното изразяване. С тези занимания учениците също така ще помислят за опасностите от AI и тяхното въздействие.","training.lessons.13.activities.1":"Човек-AI-изкуство, за основно училище","training.lessons.13.activities.2":"Обучаване на машините да класифицират: Въведение в контролираното машинно самообучение за първата част на средното образование","training.lessons.13.activities.3":"Обучаване на машините да класифицират: Въведение в контролираното машинно обучение за втората част на средното образование","training.lessons.14.title":"Учене в ерата на интелигентните машини","training.lessons.14.author":"от Адил Тугиан, Георгия Ласкарис и Марко Невес","training.lessons.14.text.1":"Напредъкът на ИИ през последните години е впечатляващ, благодарение на бързия напредък в изчислителните мощности и наличието на големи количества данни. Това доведе до значителни инвестиции в изследвания на ИИ и бързо разширяване на индустрията, свързана с ИИ, което превръща ИИ в голямата технологична революция на нашето време. ИИ е навсякъде около нас. Той се превърна в част от нашето ежедневие, до степен, че понякога не мислим за него като за ИИ: използваме онлайн препоръки, разпознаване на лица, системи за сигурност и гласови асистенти почти всеки ден. Но какво става с образованието? ","training.lessons.14.text.2":"ИИ има огромен потенциал да даде възможност за нови начини на преподаване и учене и да подобри обучението на учениците. Този урок ще ви помогне да включите реални дейности, свързани с ИИ, във вашето преподаване и ще ви помогне да подготвите учениците си за живот и кариера в един свят, оформен от ИИ. Тези дейности са предназначени за учениците, за да развият те своето любопитство, умения за решаване на проблеми и творчество: например в занятието на Адил учениците научават за алгоритмите и невронните мрежи и се насърчават да създадат своя собствена невронна мрежа, за да визуализират „мозъка“ на ИИ. Георгия ще насочва учениците ви стъпка по стъпка за разработване на чатбот. Учениците ще конфигурират свой собствен чатбот, ще подготвят набори от въпроси и отговори и ще го обучат да може да отговаря на въпроси за Covid-19. В дейността на Марко учениците ще проучат ползите и предизвикателствата на интелигентните машини в ежедневието и в работна среда. Какви са рисковете при ИИ, които трябва да разгледаме? Какви въздействия ще има ИИ върху бъдещето на работната заетост? Какви работни места ще им бъдат предложени, когато след време излязат на пазара на труда?","training.lessons.14.activities.1":"ИИ и неговите невронни мрежи, за начално училище","training.lessons.14.activities.2":"Моят чатбот за Covid-19 – за ученици на възраст около 11-14 г.","training.lessons.14.activities.3":"Живот в ерата на „Интелигентните машини“: Предизвикателства и възможности за ученици на възраст около 14-16 години","training.lessons.14.activities.title":"В учебните планове по-долу учениците ще научат повече за интелигентните машини по забавен и увлекателен начин.","training.lessons.15.title":"Разработване на медийна грамотност","training.lessons.15.author":"от Марияна Смолчец, Теа Хорватич и Саня Божинович","training.lessons.15.text.0":" Образованието по медийна грамотност никога не е било по-важно за днешните ученици. Учениците от всички възрасти трябва да придобият съответните умения, знания и нагласи, за да могат да се ориентират в нашия богат на медии свят. Уменията за медийна грамотност ще им помогнат да използват достоверно онлайн съдържание и да разпознават подвеждащите източници на информация. Те ще разберат как да проверяват фактите в информацията, която намират онлайн, и да я интерпретират критично. Те ще повишат осведомеността си за правилното използване на обекти на творчество и ще прилагат наученото при създаването на собствено творческо съдържание.","training.lessons.15.text.1":"Този учебен материал ще ви даде възможност да приложите различни стратегии и техники, за да дадете възможност на учениците си да придобият медийна грамотност. В заниманието на Марияна учениците се учат как да използват уеб съдържание безопасно и отговорно. Те се запознават с различните видове лицензи и разработват просто приложение, за да демонстрират как правилно да споделят творческа работа. В дейността на Tea учениците се впускат в търсене на информация за кликбейта. Чрез увлекателни задачи учениците проучват стратегии за идентифициране и разкриване на кликбейтове и научават как да ги избягват. Саня позволява на учениците да изследват и критично да анализират и оценяват уеб съдържание, неговата уместност, точност, произход и цел. Те научават как да намират надеждни източници онлайн и как да разпознават невярна онлайн информация.","training.lessons.15.text.2":" В плановете за уроци по-долу ще намерите вдъхновяващи и ангажиращи дейности за подобряване на медийната грамотност на учениците:","training.lessons.15.activities.1":"Безплатно ли е, ако е в интернет?","training.lessons.15.activities.2":"Да кликнеш или не","training.lessons.15.activities.3":"Проверка на фактите","training.lessons.16.title":"РАЗКАЗВАНЕ НА ИСТОРИИ С HEDY","training.lessons.16.author":"От Фелиен Ерман","training.lessons.16.text.0":"Възможно ли е учениците ви вече да са усвоили визуален език за програмиране, но да не се чувстват готови да навлязат по-надълбоко в текстов език за програмиране? Тогава това учебно съдържание е точно за вас и вашите ученици, защото ще им помогне да преодолеят пропастта между визуален и текстов език за програмиране. Учебното съдържание Разказване на истории с Hedy включва три плана за уроци, които използват Hedy — „надграждащ“ език за програмиране, с който се преподава програмиране на деца.","training.lessons.16.text.1":"Hedy е предназначен за деца, които искат да започнат работа с текстови езици за програмиране, но за които Python може да се окаже твърде сложен за начало. Надграждащите езици използват различни езикови нива, като всяко ниво добавя нови понятия и синтактична сложност. След усвояване на всички нива на Hedy учениците овладяват подмножество от синтактично валиден Python.","training.lessons.16.text.2":"В това учебно съдържание ще намерите вдъхновяващи и увлекателни дейности, които ще помогнат на учениците ви да използват ефективно текстови езици за програмиране. Създавайки свои собствени интерактивни истории, те постепенно ще усвоят програмирането, без да се налага да учат всичко наведнъж. В плана на урока за начално училище учениците се запознават с основните понятия за програмиране. Планът на урока за долен курс на средно образование въвежда допълнителни концепции за програмиране, докато планът на урока за горен курс на средно образование дава възможност на учениците да програмират по-сложни истории и дейности.","training.lessons.16.text.3":"Вижте интерактивната история по-долу, за да разберете как читателите могат да участват в историята и как тя ги насърчава да участват активно.","training.lessons.16.activities.1":"Създайте своя собствена интерактивна история с Hedy за ученици от началното училище","training.lessons.16.activities.2":"Създайте своя собствена интерактивна история с Hedy за ученици от долен курс на средно образование","training.lessons.16.activities.3":"Създайте своя собствена интерактивна история с Hedy за ученици от горен курс на средно образование","training.lessons.17.title":"Усетете програмирането","training.lessons.17.author":"от Аленка Милйевич ","training.lessons.17.text.0":"Социалното и емоционалното благополучие е способността да бъдеш устойчив, да знаеш как да управляваш емоциите си и да реагираш на емоциите на другите хора, да развиваш сериозни взаимоотношения с другите, да подхранваш емоции, които водят до добри чувства, и да създаваш собствена мрежа за емоционална подкрепа. Социалните и емоционалните умения, които младите хора усвояват в училище, им помагат да изградят устойчивост и определят начина, по който ще се грижат за физическото и психическото си здраве през целия си живот. (Съвет на Европа)","training.lessons.17.text.1":"Учебното съдържание „Усетете програмирането“ ще ви даде възможност да насърчите социалното и емоционалното благополучие на учениците си, като разпознават, обясняват, разбират и реагират на положителни и отрицателни чувства и емоции, за да изградят емпатия и устойчивост. В това учебно съдържание ще намерите вдъхновяващи и увлекателни дейности, които ще помогнат на учениците ви да развият умения за справяне с различни емоции чрез програмиране. Вашите ученици ще се научат как да изразяват чувствата си и как да реагират на емоциите на връстниците си с помощта на робота Bee-Bot.","training.lessons.17.text.2":"Учебното съдържание „Усетете програмирането“ включва три плана на уроци, в които се използва образователният робот Bee-Bot за създаване на дейности, които насърчават учениците да говорят за емоциите и да развиват емпатия. В плана на урока за началното училище учениците програмират Bee-Bot, за да говорят за емоции като тъга, щастие, страх и гняв и да открият причините, поради които те и техните връстници изпитват тези емоции. Планът на урока за прогимназиалния етап на основното образование насърчава учениците да програмират Bee-Bot, да разпознават своите чувства и тези на връстниците си, да разбират какво ги предизвиква и как да реагират на тях. Планът на урока за гимназиалния етап дава възможност на учениците да навигират Bee-Bot и да измислят истории за чувствата, устойчивостта и съпричастността.","training.lessons.17.text.3":"Ако нямате образователен робот в класната стая, този учебен материал ще ви даде идеи за дейности на живо, които насърчават развитието на социални и емоционални умения. Интерактивното приложение по-долу прави кратък преглед на дейностите, които можете да провеждате в класната стая:","training.lessons.17.activities.1":"Програмирайте — Усетете — Учете за ученици от началното училище","training.lessons.17.activities.2":"Сърцето ми не е от камък за ученици от прогимназиалния етап на основното образование","training.lessons.17.activities.3":"Програмирай ме за това настроение за ученици от гимназиалния етап на обучение","training.lessons.18.title":"SOS вода","training.lessons.18.author":"от Франсиско Делгадо Сесилия","training.lessons.18.text.0":"„SOS вода“ е отговор на необходимостта от решаване на проблема със замърсяването на водата. Въпреки усилията, положени през последните години, все още 2 милиарда души по света нямат достъп до безопасна питейна вода. Това означава, че цел за устойчиво развитие (ЦУР) 6 на Програмата до 2030 г., според която до 2030 г. всички хора трябва да имат достъп до безопасно управлявана вода и канализация, далеч не е постигната. Същото важи и за ЦУР 14 „Живот под водата“, чиято цел е опазването и устойчивото използване на океаните, моретата и морските ресурси за устойчиво развитие.","training.lessons.18.text.1":"Това учебно съдържание е посветено на важния и актуален въпрос за измерването на качеството на водата и на новите замърсители, които са предизвикателство за качеството на водата. Учениците ще имат възможност да изследват и да търсят решения на реални проблеми, свързани с водата и околната среда, което ще им позволи да развият умения, като например проучване, критично мислене и разрешаване на проблеми.","training.lessons.18.text.2":"Плановете на уроците включват практически и творчески дейности, като програмиране на Scratch, запознаване с машинното самообучение и изкуствения интелект с Изучаване на машинното самообучение и изграждане на управляеми превозни средства с комплекти Lego за вземане на проби от вода и анализиране на pH на водата. Тези дейности ще позволят на учениците да приложат на практика своите умения и знания в интерактивна и забавна среда, което ще повиши тяхната мотивация и интерес към проекта.","training.lessons.18.text.3":"За изпълнението на това учебно съдържание се предлага да се разработят трите дейности в клас, за да се завърши целият проект и да се постигне по-смислен и мотивиращ учебен процес. Все пак всяка дейност може да се извършва и самостоятелно.","training.lessons.18.activities.1":"„SOS вода“ със Scratch","training.lessons.18.activities.2":"„SOS вода“ с машинно самообучение","training.lessons.18.activities.3":"„SOS вода“ с роботика","training.download_video_script":"Изтеглете видео скрипта","training.ready_to_share":"Готови ли сте да споделите какво сте научили с учениците си?","training.choose_lessons":"Изберете един от плановете на уроци по-долу и организирайте дейност с учениците си.","training.footer.title":"Не забравяйте да добавите събитието си на картата на Седмицата на програмирането!","training.footer.text":`

    Лесно можете да организирате урок в клас, ден на отворените врати или събитие в училище. Просто изберете дата и регистрирайте вашето събитие на картата на Седмицата на програмирането. Всеки организатор на събитие ще получи сертификат за участие като награда за положените усилия.

    - -

    Ако желаете да се свържете с международна група от учители ентусиасти, се присъединете към групата за учители във Фейсбук на Европейската седмица на програмирането! За да направите още една стъпка напред и да започнете сътрудничество с други училища във вашата страна или в чужбина — се присъединете към предизвикателството на Code Week 4 All.

    `,"validation.accepted":":attribute трябва да се приеме.","validation.active_url":":attribute не е валиден URL.","validation.after":":attribute трябва да е дата след :date.","validation.after_or_equal":":attribute трябва да е дата след или същата като :date.","validation.alpha":":attribute може да съдържа само букви.","validation.alpha_dash":":attribute може да съдържа само букви, цифри и тирета.","validation.alpha_num":":attribute може да съдържа само букви и цифри.","validation.array":":attribute трябва да е масив.","validation.before":":attribute трябва да е дата преди :date.","validation.before_or_equal":":attribute трябва да е дата преди или същата като :date.","validation.between.numeric":":attribute трябва да е в интервала от :min до :max.","validation.between.file":":attribute трябва да е в интервала от :min до :max килобайта.","validation.between.string":":attribute трябва да е в знаковия интервала от :min до :max.","validation.between.array":":attribute трябва да има от :min до :max точки.","validation.boolean":"Полето на :attribute трябва да е вярно или невярно.","validation.confirmed":"Потвърждението на :attribute не съвпада.","validation.date":":attribute не е валидна дата","validation.date_format":":attribute не съвпада с формата :format.","validation.different":":attribute и :other трябва да са различни.","validation.digits":":attribute трябва да има :digits цифри.","validation.digits_between":":attribute трябва да има цифри в интервала от :min до :max.","validation.dimensions":":attribute има невалидни размери на изображението.","validation.distinct":"Полето на :attribute има дублираща се стойност.","validation.email":":attribute трябва да е валиден имейл адрес.","validation.exists":"Избраната стойност на :attribute е невалидна.","validation.file":":attribute трябва да е файл.","validation.filled":"В полето на :attribute трябва да има стойност.","validation.image":":attribute трябва да е изображение.","validation.in":"Избраната стойност на :attribute е невалидна.","validation.in_array":"Полето :attribute не съществува в :other.","validation.integer":":attribute трябва да е цяло число.","validation.ip":":attribute трябва да е валиден IP адрес.","validation.ipv4":":attribute трябва да е валиден IPv4 адрес.","validation.ipv6":":attribute трябва да е валиден IPv6 адрес.","validation.json":":attribute трябва да е валиден JSON низ.","validation.max.numeric":"Стойността на :attribute не може да е по-голяма от :max.","validation.max.file":"Стойността на :attribute не може да е по-голяма от :max килобайта.","validation.max.string":"Стойността на :attribute не може да е по-голяма от :max знака.","validation.max.array":":attribute не може да има повече от :max точки.","validation.mimes":":attribute трябва да е файл от тип: :values.","validation.mimetypes":":attribute трябва да е файл от тип: :values.","validation.min.numeric":":attribute трябва да е най-малко :min.","validation.min.file":":attribute трябва да е най-малко :min килобайта.","validation.min.string":":attribute трябва да има най-малко :min знака.","validation.min.array":":attribute трябва да има най-малко :min точки.","validation.not_in":"Избраната стойност на :attribute е невалидна.","validation.not_regex":"Форматът на :attribute е невалиден.","validation.numeric":":attribute трябва да е число.","validation.present":"Полето на :attribute трябва да присъства.","validation.regex":"Форматът на :attribute е невалиден.","validation.required":"Полето на :attribute е задължително.","validation.required_if":"Полето на :attribute е задължително, когато :other е :value.","validation.required_unless":"Полето на :attribute е задължително, освен ако :other е в :values.","validation.required_with":"Полето на :attribute е задължително, когато :values присъства.","validation.required_with_all":"Полето на :attribute е задължително, когато :values присъства.","validation.required_without":"Полето на :attribute е задължително, когато :values не присъства.","validation.required_without_all":"Полето на :attribute е задължително, когато не присъстват :values.","validation.same":":attribute и :other трябва да съвпадат.","validation.size.numeric":":attribute трябва да е :size.","validation.size.file":":attribute трябва да е :size килобайта.","validation.size.string":":attribute трябва да е :size знака.","validation.size.array":":attribute трябва да съдържа :size точки.","validation.string":":attribute трябва да е низ.","validation.timezone":":attribute трябва да е валидна зона.","validation.unique":":attribute вече се използва.","validation.uploaded":"Неуспешно качване на :attribute.","validation.url":"Форматът на :attribute е невалиден.","validation.custom.attribute-name.rule-name":"съобщение по избор","values.1.title":"Европейската седмица на програмирането е независима","values.1.content":"Европейската седмица на програмирането е общност, задвижвана от доброволци. Ние не действаме от икономически интереси. Ние уважаваме и ценим идеите, убежденията и културите на другите хора. Ние участваме в Европейската седмица на програмирането, защото вярваме във важността на това, което правим. Именно това е нашата сила. Ние искаме да направим изчислителното мислене, програмирането, компютърните науки, роботиката, заиграването с хардуер и цифровите умения широко достъпни за всички.","values.2.title":"Европейската седмица на програмирането е за всички","values.2.content":"Всеки може да организира дейности за Европейската седмица на програмирането. Разбираме, че е от съществено значение проявите в рамките на Европейската седмица на програмирането да бъдат организирани за всички, независимо от тяхната възраст, цвят, пол, културен произход или интелектуални способности. Дейностите могат да послужат като входна точка, която да стимулира интереса и любознателността, или пък да помогнат за по-нататъшното развитие на умения. Нашите принципи са равенството, уважението, свободата и приобщаването. Искаме всички участници да се докоснат до технологиите и да ги използват за творчество по един забавен начин.","values.3.title":"Европейската седмица на програмирането е и глобална, и локална","values.3.content.1":"Европейската седмица на програмирането има амбицията да достигне до вас, без значение дали живеете в голям град, регионален център или отдалечено село. Ние отделяме особено внимание на подкрепата за местни организатори с","values.3.content.2":"материали","values.3.content.3":"на техния език, отговарящи на техните нужди.","values.3.content.4":"Картата на Европейската седмица на програмирането","values.3.content.5":"е ключовият инструмент, в който се регистрират всяка дейност и нейното точно местоположение. Същевременно Европейската седмица на програмирането е глобална и приветства хора от цял свят в своята общност. Ние сме „глокални“.","values.4.title":"Европейската седмица на програмирането насърчава съдействието","values.4.content.1":"Членовете на общността на Европейската седмица на програмирането си взаимодействат, обменят информация, учат се едни от други и съвместно градят знанията си. Ние сме свързани и се подкрепяме едни други. Споделяме ресурси, идеи и добри практики. Насърчаваме партньорствата и споделянето на знания.","values.4.content.2":" Предизвикателството „Европейска седмица на програмирането за всички“","values.4.content.3":"цели да изгражда мостове през граници и между различни общности. То подпомага разпространението на положителна енергия и свързва хората, които могат да се учат едни от други.","values.5.title":"Европейската седмица на програмирането не търси печалба","values.5.content.1":"Всички дейности от Седмицата на програмирането са с нестопанска цел. Всички","values.5.content.2":"ресурси","values.5.content.3":"на уебсайта на Европейската седмица на програмирането са безплатни. Всички обучителни и онлайн курсове в рамките на Европейската седмица на програмирането са безплатни.","values.6.title":"Европейската седмица на програмирането насърчава креативността и иновациите","values.6.content":"Европейската седмица на програмирането насърчава креативността, иновациите и далновидното мислене. Ние сме отворени към и благодарни за всяка обратна връзка и критика, за да можем да взимаме осведомени решения и да развиваме Европейската седмица на програмирането. Дори неуспехите ни помагат да растем – и като личности, и като общност.","values.7.title":"Европейската седмица на програмирането е благодарна на своята общност","values.7.content":"Благодарни сме за подкрепата на преподаватели, треньори и други организатори на дейности, на учащи, родители, клубове за програмиране и на всички партньори, с които работим. Всички ние споделяме обща цел. Искаме да направим изчислителното мислене, програмирането, компютърните науки и цифровите умения широко достъпни за колкото се може по-голям брой хора.","values.title":"Декларация на ценностите на Европейската седмица на програмирането","values.description.1.1":"Европейската седмица на програмирането инициатива, задвижвана от доброволци –","values.description.1.2":"посланици","values.description.1.3":" водещи преподаватели и ентусиасти на тема „програмиране“ от цял свят. Тя се подкрепя от","values.description.1.4":"Европейската комисия","values.description.1.5":"и министерства на образованието в Европейския съюз и страните от Западните Балкани.","values.description.2":"В ядрото на Европейската седмица на програмирането е общността от организатори на дейности на доброволни начала, които са преподаватели, ментори, клубове за програмиране, библиотеки, частни фирми, родители и неправителствени организации. Ние посвещаваме своите време, енергия и усилия, за да направим изчислителното мислене, програмирането, роботиката, заиграването с хардуер, компютърните науки и цифровите умения широко достъпни за колкото се може повече хора в Европа и по света.","values.description.3":"Европейската седмица на програмирането също така се представлява от своите милиони участници, които са хора на всякаква възраст, с всякакъв произход, култура и умения от цял свят.","values.description.4":"Гордеем се, че ние сме Европейската седмица на програмирането. Това са нашите ценности. Те винаги ръководят нашата работа и решения.","why-coding.titles.0":"Защо програмиране?","why-coding.titles.1":"Защото дава възможност за реализиране на идеи","why-coding.titles.2":"Защото помага за развитие на ключови умения","why-coding.titles.3":"Защото става въпрос за оформяне на нашето бъдеще","why-coding.texts.0":"Заради Пиа, която се чувстваше задължена да учи право, макар че винаги е харесвала математиката и работата с компютри. Заради Марк, който има идея за по-добра социална мрежа, но не знае как да я осъществи сам. Заради Алис, която мечтае да създава роботи, защото нейните родители не ѝ позволяват да си има котка. И заради онези от вас, които вече помагат тези мечти да се превърнат в реалност.","why-coding.texts.1":"Всъщност заради всички нас и начина, по който оформяме живота и бъдещето си. Можем да правим много повече от това да споделяме и харесваме публикации. Можем да вдъхваме живот на нашите идеи, да създаваме неща, които носят радост на другите.","why-coding.texts.2":"Никога не е било по-лесно да се разработи приложение, да се създаде робот или, кой знае, може би дори да се изобрети летяща кола! Пътят не е лесен, но е изпълнен с творчески предизвикателства и изобилие от забавления в компанията на една отзивчива общност. Готови ли сте да приемете предизвикателството и да станете цифрови създатели?","why-coding.texts.3":"Езиците за програмиране са като всеки друг език. Само че в този случай децата не се учат да се изразяват и да общуват с други хора. Вместо това те разбират как да общуват с технологиите. Технологиите, които са навсякъде около нас — в нашите смартфони, компютри, автомобили, навсякъде!","why-coding.texts.4":"Разбирането и общуването с компютрите е само една част. Програмирането помага и за развитието на мултидисциплинарни компетентности, като например изчислително мислене, решаване на проблеми, творчество и работа в екип — отлични умения за всички сфери на живота. В много области се търсят хора, които могат да решават проблеми, да се справят с неуспехите и да опитват отново, както и да си сътрудничат с другите.","why-coding.texts.5":"Преди един век езиците за програмиране дори не са съществували. Днес програмният код е навсякъде около нас и почти всичко може да бъде програмирано — дори обувки или кутии с овесени ядки! Защо да оставяме другите да оформят нашето бъдеще, след като можем да станем създатели и да реализираме нашите визии и идеи? В крайна сметка единствената граница е нашето въображение.","why-coding.texts.6":"Алесандро Больоло, ръководител на екипа от посланици доброволци за Европейската седмица на програмирането, сподели:","why-coding.texts.7":"Човек винаги е използвал материалите около себе си, за да преобрази своя живот — камък, желязо, хартия и молив. Сега живеем в различна епоха, в която светът се оформя чрез програмен код. През различните епохи има различни изисквания по отношение на работните места и уменията. По време на Седмицата на програмирането искаме да дадем на всички европейци възможност да се запознаят с програмирането и да се забавляват с него. Да се научим да програмираме, за да можем да оформяме бъдещето си","why-coding.texts.8":"В крайна сметка програмирането е търсено умение в почти всеки сектор — не само в областта на технологиите, но и в областта на финансите, здравеопазването, науката, дори дизайна и селското стопанство, и търсенето нараства все повече и повече. Децата, които могат да програмират, които разбират как функционират технологиите, имат определено предимство, независимо от това какъв професионален път ще изберат.","why-coding.texts.9":"Убедихме ли ви?","why-coding.texts.10":"Участвайте в Европейската седмица на програмирането!","why-coding.texts.11":"Имате нужда от повече храна за размисъл?","why-coding.texts.12":"Посетете нашия блог"};export{e as default}; diff --git a/public/build/assets/php_cs-dHgNtIcv.js b/public/build/assets/php_cs-dHgNtIcv.js deleted file mode 100644 index a173578cb..000000000 --- a/public/build/assets/php_cs-dHgNtIcv.js +++ /dev/null @@ -1,100 +0,0 @@ -const e={"about.when-title":"V roce 2024 proběhne Evropský týden programování od 14. do 27. října.","about.when-text":"

    Evropský týden programování je projekt, který propaguje kreativitu, řešení problémů a spolupráci pomocí programování a jiných technických aktivit. Cílem je programování zviditelnit – ukázat mladým lidem, dospělým i seniorům, jak je díky programování možné realizovat myšlenky. Chceme tyto dovednosti zbavit roušky tajemství a spojit motivované lidi, aby se učili.

    ","about.codeweek_in_numbers-title":"Týden programování v číslech","about.codeweek_in_numbers-text":`

    V roce 2021 se Evropského týdne programování zúčastnilo 4 milionu lidí ve více než 80 zemích celého světa.

    -

    Průměrnému účastníkovi bylo 11 let, 49 % účastníků ročníku 2021 byly ženy nebo dívky. 88 % akcí Evropského týdne programování se konalo ve školách, což ukazuje, že snahy o větší zapojení učitelů do ročníku 2021 byly úspěšné.

    -

    Zveme každého, aby zorganizoval akci nebo se k ní připojil. Stačí si vybrat námět a cílovou skupinu a přidat svou akci do mapy.

    `,"about.run_by_volunteers-title":"Organizováno dobrovolníky","about.run_by_volunteers-text":'

    Evropský týden programování organizují dobrovolníci. Jeden nebo několik ambasadorů týdne programování koordinuje tuto iniciativu ve své zemi, ale vlastní akci může zorganizovat každý a přidat ji na mapu na stránkách codeweek.eu.

    ',"about.supported_by_commission-title":"Projekt má podporu Evropské komise","about.supported_by_commission-text":'

    Evropský týden programování zahájili v roce 2013 mladí poradci pro evropskou digitální agendu. Evropská komise podporuje Evropský týden programování jako součást své strategie digitálního jednotného trhu. V rámci Akčního plánu digitálního vzdělávání komise povzbuzuje zvláště školy, aby se k této iniciativě připojily.

    ',"about.schools-title":"Školy","about.schools-text":'

    Školy všech stupňů a učitelé bez ohledu na to, které předměty vyučují, jsou zvláště zváni, aby se Evropského týdne programování zúčastnili a dali tak svým žákům příležitost prozkoumat digitální kreativitu a programování. Více informací o iniciativě a o tom, jak svou akci zorganizovat, najdete na webové stránce pro učitele: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Proč programování?","about.why_coding-text":`

    Příkladem je Pia, která měla pocit, že musí studovat práva, i když ji vždycky bavila matematika a počítače. Příkladem je Mark, který vymyslel lepší sociální síť, ale nedokáže ji sám vytvořit. Příkladem je Alice, která sní o tom, že bude vyrábět roboty, protože jí rodiče nechtějí dovolit, aby měla kočku.

    - -

    Příkladem jste vy všichni, kteří se už snažíte o to, aby se takové sny staly skutečností.

    - -

    Takže se to vlastně týká nás všech. Jde o naši budoucnost. Technologie formují naši budoucnost, ale my necháváme jen několik jednotlivců, aby rozhodovali, co a jak budeme používat. Můžeme dělat víc, než jen něco sdílet a lajkovat. Svoje bláznivé nápady můžeme přivést k životu a vytvářet věci, které druhým přinesou radost.

    - -

    Nikdy nebylo snadnější vytvořit svou vlastní appku, sestavit svého vlastního robota, nebo dokonce vymyslet létající auto. Takže do toho! Cesta nebude snadná, ale je plná tvořivých výzev, ochotných podporovatelů a spousty legrace. Jste ochotní přijmout tuto výzvu a stát se tvůrcem?

    - -

    Programování také pomáhá rozvíjet dovednosti, jako je informatické myšlení, řešení problémů, kreativita a týmová spolupráce – a to jsou dovednosti užitečné pro všechny oblasti života.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, koordinátor týmu dobrovolníků Evropského týdne programování, řekl:

    -

    „Během dlouhých věků jsme mnoho věcí, které změnily náš život, dokázali udělat pomocí kamene, železa, papíru a pera. Dnes žijeme v odlišné době – náš svět je formován programováním. Různé éry mají různé požadavky na pracovní odbornosti a dovednosti. Během Týdne programování chceme dát každému Evropanovi příležitost objevit programování a oblíbit si ho. Naučme se programovat a utvářejme svou budoucnost.“

    -
    -

    `,"about.join_codeweek-title":"Zapojte se do Evropského týdne programování","about.join_codeweek-text":'

    Zapojte se do Evropského týdne programování tak, že ve svém městě zorganizujte programovací akci, zapojíte se do soutěže Code Week 4 All a souvisejících akcí napříč komunitami a hranicemi nebo nám pomozte šířit vizi Týdne programování jako ambasador Evropského týdne programování ve své zemi!

    ',"about.partners_and_sponsors":"Partneři a sponzoři","ambassador.title":"Ambasadoři Evropského týdne programování","ambassador.your_current_country":"Vaše současná země","ambassador.visit_the":"Navštivte","ambassador.local_facebook_page":"místní facebookovou stránku","ambassador.local_website":"Místní webové stránky","ambassador.ambassadors":"Ambasadoři","ambassador.no_ambassadors":"Žádní ambasadoři zatím nejsou","ambassador.countries_with_ambassadors":"Země s ambasadory","ambassador.why_dont_you_volunteer":"Proč se nepřihlásit?","auth.failed":"Tyto přihlašovací údaje se neshodují s našimi záznamy.","auth.throttle":"Příliš mnoho pokusů o přihlášení. Zkuste to prosím znovu za :seconds sekund.","base.languages.en":"Angličtina","base.languages.fr":"Francouzština","base.languages.bg":"Bulharština","base.languages.hr":"Chorvatština","base.languages.de":"Němčina","base.languages.pl":"Polština","base.languages.cs":"Čeština","base.languages.el":"Řečtina","base.languages.pt":"Portugalština","base.languages.da":"Dánština","base.languages.hu":"Maďarština","base.languages.ro":"Rumunština","base.languages.nl":"Nizozemština","base.languages.ga":"Irština","base.languages.sk":"Slovenština","base.languages.it":"Italština","base.languages.sl":"Slovinština","base.languages.et":"Estonština","base.languages.lv":"Lotyština","base.languages.es":"Španělština","base.languages.fi":"Finština","base.languages.lt":"Litevština","base.languages.se":"Švédština","base.languages.sv":"Švédština","base.languages.al":"Albánština","base.languages.ba":"Bosenština","base.languages.mk":"Makedonština","base.languages.me":"Černohorština","base.languages.rs":"Srbština","base.languages.mt":"Maltština","base.languages.tr":"Turečtina","base.resources_local_title":"Programovací zdroje od","base.days":"Dny","base.hours":"Hodiny","base.minutes":"Minuty","base.seconds":"Sekundy","base.still_have_question":"Máte další otázky?","base.drop_us_a_line":"Klidně nám napište.","base.get_in_touch":"KONTAKTUJTE NÁS","base.footer_msg":"Evropský týden programování je projekt, který spatřil světlo světa díky nadšení dobrovolníků a který podporuje Evropská komise.","base.email":"E-mail","base.display_email":"Zobrazit e-mail","base.first_name":"Jméno","base.last_name":"Příjmení","base.your_website":"Váš web","base.biography":"Biografie","base.update":"Aktualizovat","base.delete":"Smazat","base.choose a file":"Vyberte soubor","base.learning_bits":"Školicí materiály","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Přibližte Týden programování svým studentům","base.or":"nebo","base.newsletter":"Newsletter","certificates.certificates_for":"Certifikáty pro ","certificates.no_certificates":"Žádné certifikáty zatím nejsou.","challenges-content.chatbot.title":"Vytvořte chatbota","challenges-content.chatbot.author":"Tým Evropského týdne programování","challenges-content.chatbot.purposes.0":"Naprogramujte interaktivní hádanky","challenges-content.chatbot.purposes.1":"Za využití kódu vytvořte dialogy mezi chatbotem a uživatelem","challenges-content.chatbot.description":"Naprogramujte konverzaci mezi chatbotem a uživatelem, který se snaží vyřešit hádanku. Zkuste vytvořit chatbota, který dokáže komunikovat jako člověk. Namísto hádanky můžete vytvořit dialog mezi chatbotem a uživatelem.","challenges-content.chatbot.instructions.0":"Vymyslete hádanku","challenges-content.chatbot.instructions.1":"Přihlaste se ke svému účtu na","challenges-content.chatbot.instructions.2":"nebo si vytvořte nový. (Při vytváření nového účtu mějte na vědomí, že z důvodu ochrany soukromí nástroj Pencil Code nedovoluje používat skutečná jména.)","challenges-content.chatbot.instructions.3":"Klikněte na Imagine (Představte si) a Make your own (Vymyslete vlastní hádanku)","challenges-content.chatbot.instructions.4":"Pomocí bloků nebo v textovém režimu napište svou hádanku","challenges-content.chatbot.instructions.5":"Případně můžete použít","challenges-content.chatbot.instructions.6":"tento kód","challenges-content.chatbot.instructions.7":"a přizpůsobit ho pro svou hádanku, nebo z nabídky zvolit možnost Answering a riddle (Odpověď na hádanku) a upravit ji","challenges-content.chatbot.example":"Podívejte se na tento příklad hádanky.","challenges-content.chatbot.more.0":"Tento kód byl upraven z aktivity v Pencil Code","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Odvaž se a kóduj: Vytvoř papírový obvod","challenges-content.paper-circuit.author":"Tým Evropského týdne programování","challenges-content.paper-circuit.purposes.0":"Probuďte svou kreativitu","challenges-content.paper-circuit.purposes.1":"Rozviňte dovednosti řešení problémů","challenges-content.paper-circuit.description.0":"Nakreslete libovolný objekt. Může to být noční obloha, beruška, robot, vánoční stromek nebo cokoli vás napadne. Projekt si můžete přizpůsobit s vizuálními materiály Evropského týdne programování: prozkoumejte","challenges-content.paper-circuit.description.1":"materiály pro učitele","challenges-content.paper-circuit.description.2":"a stáhněte si jakékoli logo nebo vizuál. Můžete vytvořit třeba papírový obvod s pozvánkou k účasti na Evropském týdnu programování. Přidejte do svého obvodu nějaký vzkaz, který ostatní učitele namotivuje k účasti na Evropském týdnu programování a/nebo k návštěvě webové stránky určené pro školy.","challenges-content.paper-circuit.instructions.0":"Nakreslete objekt a rozhodněte se, které jeho části budou svítit (např. hvězdy).","challenges-content.paper-circuit.instructions.1":"Pomocí tužky udělejte do papíru díru a do každé osvícené části vložte LED nálepku. ","challenges-content.paper-circuit.instructions.2":"Nakreslete kruh, ve kterém bude umístěna knoflíková baterie.","challenges-content.paper-circuit.instructions.3":"Na druhou stranu papíru nakreslete dráhy + a -. Delší dráhu obvodu LED nálepky připojte k „+“ pólu baterie a kratší k „-“ pólu baterie.","challenges-content.paper-circuit.instructions.4":"Na dráhy položte měděnou pásku.","challenges-content.paper-circuit.instructions.5":"Vytvořte sklad tak, aby LED svítila, když papír překryje baterii. Pro zajištění dobrého kontaktu s měděnou páskou můžete použít kancelářskou sponku.","challenges-content.paper-circuit.instructions.6":"Pořiďte fotku svého papírového obvodu a sdílejte ho na Instagramu. Nezapomeňte vysvětlit, proč si myslíte, že účast v této iniciativě stojí za to. ","challenges-content.paper-circuit.example":"Tady je pár příkladů papírových obvodů","challenges-content.paper-circuit.materials.0":"papír nebo lepenka","challenges-content.paper-circuit.materials.1":"pastelky nebo fixa","challenges-content.paper-circuit.materials.2":"knoflíková baterie","challenges-content.paper-circuit.materials.3":"měděná páska","challenges-content.paper-circuit.materials.4":"LED nálepky","challenges-content.paper-circuit.materials.5":"kancelářská sponka","challenges-content.dance.title":"Vytvořte tanec","challenges-content.dance.author":"Tým Evropského týdne programování","challenges-content.dance.purposes.0":"Naučíte se základní koncepty programování","challenges-content.dance.purposes.1":"Naučíte se rozpohybovat postavy","challenges-content.dance.description":"V této výzvě vytvoříte skupinu postav, které spolu budou tančit. K výběru postav a hudebních klipů můžete použít zabudovanou mediatéku, nebo můžete vytvořit své vlastní postavy a klipy. Postavy naprogramujete tak, aby spolu tančily a mluvily.","challenges-content.dance.instructions.0":"Přihlaste se na","challenges-content.dance.instructions.1":"jako učitel. Vytvořte studentské účty a sdílejte je se svými studenty. Případně sdílejte kód pro třídu a nechte studenty se zaregistrovat pomocí jejich školní e-mailové adresy. Pokud jsi student, můžeš se zapojit jako student, ale bude třeba uvést e-mailovou adresu jednoho z tvých rodičů, aby tvůj účet mohl schválit.","challenges-content.dance.instructions.2":"Klikněte na","challenges-content.dance.instructions.3":"a zvolte název","challenges-content.dance.instructions.4":"Přejděte na","challenges-content.dance.instructions.5":"a kliknutím na ikonu ozubeného kola přidejte pozadí. Vyberte z mediatéky pozadí (Media Library), nahrajte svůj vlastní obrázek nebo můžete taky nahrát fotku, kterou jste sami pořídili. Vyberte audioklip a přidejte ho do rozhraní stage (pódium):","challenges-content.dance.instructions.6":"Kliknutím na","challenges-content.dance.instructions.7":"tlačítko přidáte postavy nebo objekty, které budete animovat tak, aby se pohybovaly, mluvily spolu a reagovaly na sebe. Přidejte dvě nebo tři libovolné postavy. Můžete nakreslit své vlastní postavy nebo upravit některé stávající. Kliknutím na ikonu tužky můžete na postavě vyzkoušet různé kostýmy.","challenges-content.dance.instructions.8":"Klikněte na každou postavu a oživte ji přidáním následujících bloků","challenges-content.dance.instructions.9":"Přidejte","challenges-content.dance.instructions.10":"blok řeči „say”","challenges-content.dance.instructions.11":"a nechte spolu postavy mluvit. Změňte tvar bublin, písmo a jeho velikost","challenges-content.dance.example.0":"Prohlédněte si","challenges-content.dance.example.1":"tento příklad","challenges-content.dance.example.2":"tančících robotů. Klidně ho použijte a upravte podle svých představ.","challenges-content.compose-song.title":"Vytvořte hudební kompozici","challenges-content.compose-song.author":"Tým Evropského týdne programování","challenges-content.compose-song.purposes.0":"Naučíte se programovat pomocí hudby","challenges-content.compose-song.purposes.1":"Naučíte se rozlišovat hudební žánry a nástroje","challenges-content.compose-song.purposes.2":"Složíte skladbu smícháním různých zvukových klipů","challenges-content.compose-song.description":"V této výzvě vytvoříte hudební kompozici pomocí programovacího jazyka. Můžete použít předpřipravené zvukové klipy nebo nahrát své vlastní a jejich smícháním vytvořit hudební kompozici. Spusťte svůj kód v Digital Audio Workstation a poslechněte si hudbu, kterou jste naprogramovali. Pomocí různých zvuků a efektů můžete svou skladbu dále upravit.","challenges-content.compose-song.instructions.0":"Přihlaste se na","challenges-content.compose-song.instructions.1":"Kliknutím sem vytvořte skript","challenges-content.compose-song.instructions.2":"Pojmenujte svůj skript a vyberte","challenges-content.compose-song.instructions.3":"jako programovací jazyk","challenges-content.compose-song.instructions.4":"Začněte psát svůj kód mezi","challenges-content.compose-song.instructions.5":"a","challenges-content.compose-song.instructions.6":"řádky","challenges-content.compose-song.instructions.7":"Prozkoumejte hudební klipy v","challenges-content.compose-song.instructions.8":"audiotéce","challenges-content.compose-song.instructions.9":"a vyberte si hudební žánry, umělce a nástroje, které se vám líbí","challenges-content.compose-song.instructions.10":"Pokud chcete do své skladby přidat zvukový klip, vepište","challenges-content.compose-song.instructions.11":"Mezi závorkami by měly být následující 4 parametry oddělené čárkami","challenges-content.compose-song.instructions.12":"Zvukový klip","challenges-content.compose-song.instructions.13":"Umístěte kurzor mezi závorky, přejděte do audiotéce, zvolte klip a vložte ho klepnutím na modrou ikonu pro vložení","challenges-content.compose-song.instructions.14":"Číslo stopy","challenges-content.compose-song.instructions.15":"Stopy vám pomohou zorganizovat zvuky podle typu nástroje (vokály, baskytara, bubny, klávesy atd.). Přidejte kolik stop (nástrojů) chcete. Stopy jsou v Digital Audio Workstation zobrazeny jako řádky","challenges-content.compose-song.instructions.16":"Začátek počítání","challenges-content.compose-song.instructions.17":"indikuje, kdy se zvuk začne přehrávat. Doby jsou hudební jednotky času. Jedna doba jsou 4 údery","challenges-content.compose-song.instructions.18":"Konec počítání","challenges-content.compose-song.instructions.19":"indikuje, kdy se zvuk přestane přehrávat","challenges-content.compose-song.instructions.20":"Takový řádek kódu bude vypadat takhle","challenges-content.compose-song.instructions.21":"Můžete přidat různé efekty, třeba zvýšení hlasitosti některých zvuků kompozice. Rozpětí hlasitosti se pohybuje od -60,0 decibelů do 12,0 decibelů, kdy 0,0 je původní hlasitost.","challenges-content.compose-song.instructions.22":"Napište","challenges-content.compose-song.instructions.23":"Do závorek vepište číslo stopy, VOLUME, GAIN, úroveň hlasitosti, začátek počítání a konec počítání","challenges-content.compose-song.instructions.24":"Toto je příklad efektu postupného zesílení","challenges-content.compose-song.instructions.25":"a efektu postupného zeslabení","challenges-content.compose-song.example.0":"Poslechněte si","challenges-content.compose-song.example.1":"příklad skladby naprogramované pomocí Earsketch","challenges-content.compose-song.example.2":"Kód si můžete naimportovat a upravit si ho podle sebe","challenges-content.sensing-game.title":"Vytvořte videohru se snímači pohybu","challenges-content.sensing-game.author":"Tým Evropského týdne programování","challenges-content.sensing-game.purposes.0":"Naučíte se programovat animované objekty","challenges-content.sensing-game.purposes.1":"Porozumíte tomu, jak ovládat digitální animace fyzickým pohybem","challenges-content.sensing-game.purposes.2":"Složíte skladbu smícháním různých zvukových klipů","challenges-content.sensing-game.description":"V této výzvě vytvoříte jednoduchou hru, která využívá videokameru jako snímač pohybu, což znamená, že svou animaci budete moct ovládat fyzickým pohybem. Úkolem v této hře je za 30 sekund posbírat co nejvíce bublin s logem Evropského týdne programování. Namísto chytání bublin můžete vytvořit hru, ve které budete pronásledovat postavu nebo rukama propichovat balónky.","challenges-content.sensing-game.instructions.0":"Přihlaste se na","challenges-content.sensing-game.instructions.1":"Klikněte na","challenges-content.sensing-game.instructions.2":"Přidejte rozšíření","challenges-content.sensing-game.instructions.3":"a vyberte","challenges-content.sensing-game.instructions.4":"Vnímání videa","challenges-content.sensing-game.instructions.5":"Snímač bude detekovat, jak rychle se objekt pohybuje. Čím nižší číslo, tím vyšší citlivost na pohyb.","challenges-content.sensing-game.instructions.6":"Přidejte postavu. Vyberte zvuk a přidejte ho k postavě. Pokud chcete, můžete kliknout na","challenges-content.sensing-game.instructions.7":"Klonuj","challenges-content.sensing-game.instructions.8":"a postavu duplikovat.","challenges-content.sensing-game.instructions.9":"Vytvořte dvě proměnné: jednu pro","challenges-content.sensing-game.instructions.10":"Skóre","challenges-content.sensing-game.instructions.11":"a druhou pro","challenges-content.sensing-game.instructions.12":"Stopky","challenges-content.sensing-game.instructions.13":"a přidejte je k postavě. Nastavte stopky na 30 a","challenges-content.sensing-game.instructions.14":"změň stopky o -1","challenges-content.sensing-game.instructions.15":"Vytvořit novou postavu","challenges-content.sensing-game.instructions.16":"Konec hry","challenges-content.sensing-game.instructions.17":"pro dokončení hry. Můžete také vytvořit postavu s názvem vaší hry, např. Posbírej všechny bubliny s logem Evropského týdne programování.","challenges-content.sensing-game.example.0":"Zahrajte si hru Posbírej všechny bubliny s logem Evropského týdne programování. Klidně si upravte","challenges-content.sensing-game.example.1":"tento projekt podle sebe","challenges-content.calming-leds.title":"Uklidňující LEDky: vytvořte jednoduché zařízení s micro:bitem","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 minut","challenges-content.calming-leds.materials.0":"zařízení micro:bit a baterie (máte-li je k dispozici)","challenges-content.calming-leds.materials.1":"laptop nebo tablet s přístupem na Microsoft MakeCode a Youtube","challenges-content.calming-leds.materials.2":"stránka microbit.org se zdroji aktivit","challenges-content.calming-leds.description":"Studenti vytvoří digitální zařízení využívající LED, které jim pomůže regulovat dýchání a cítit se tak uvolněnější. Studenti budou požádáni o napsání jednoduchého kódu, při kterém prozkoumají animace a sekvence.","challenges-content.calming-leds.instructions.0":"Cílem je vytvořit fungující zklidňující LED zařízení, které pomáhá s regulací dýchání. Toto zařízení lze vytvořit na skutečné micro:bit desce nebo v simulátoru v editoru MakeCode.","challenges-content.calming-leds.instructions.1":"Výzvu lze splnit pomocí editoru MakeCode a napsáním jednoduché sekvence kódu znázorněné ve videu / na snímku obrazovky.","challenges-content.calming-leds.instructions.2":"Během výzvy studenti prozkoumají různé animace a vytvoří kreativní animaci, která je rozveselí nebo jim pomůže se uvolnit.","challenges-content.calming-leds.instructions.3":"Další informace a videopokyny jsou dostupné","challenges-content.calming-leds.instructions.4":"pod tímto odkazem","challenges-content.calming-leds.example":"Navštivte tuto stránku, kde najdete pokyny a videa k dokončené výzvě a návod ke kódování","challenges-content.calming-leds.purposes.0":"Studenti navrhnou jednoduchý digitální artefakt s užitečným účelem","challenges-content.calming-leds.purposes.1":"Studenti prozkoumají sekvence a animace a způsob jejich fungování","challenges-content.calming-leds.purposes.2":"Studenti otestují jednoduchý kód a odstraní z něj chyby","challenges-content.calming-leds.purposes.3":"Studenti si vyzkoušejí zrychlování a zpomalování animací","challenges-content.computational-thinking-and-computational-fluency.title":"Výpočetní myšlení a výpočetní gramotnost se ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – řecký ambasador Evropského týdne programování","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Účastníci se seznámí s novými příkazy a rozhraním.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Účastníci výzvy vytvoří jednoduché programy s jednoduchými příkazy příčiny a následku.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Pomocí pokusu a omylu účastníci odstraní chyby.","challenges-content.computational-thinking-and-computational-fluency.description":"V této výzvě děti do svých projektů začlení koncepty výpočetního myšlení pomocí aplikace ScratchJr a jejich příběhy tak budou poutavé, napínavé a plné emocí.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"Pro účely použití aplikace ScratchJr děti nemusí umět číst. Všechny pokyny a možnosti nabídek se rozlišují pomocí symbolů a barev. Výzvě se můžete věnovat ve třídě, v laboratoři, ale třeba i venku, jelikož není vyžadováno připojení k internetu.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Děti jako pozadí použijí město a pomocí bloků kódu do města vloží auto, které po něm bude jezdit.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Děti mohou používat bloky zvuků, pohybů a nového začátku, které postavy roztančí.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Děti si vyberou pozadí a postavu a použijí blok pohybu, na základě kterého se bude auto pohybovat po městě. Pohyb postavy mohou děti zrychlit nebo zpomalit pomocí bloku rychlosti.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Bezplatná aplikace","challenges-content.computational-thinking-and-computational-fluency.materials.1":"funguje na různých typech chytrých zařízení a pod různými operačními systémy","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Také na webové stránce","challenges-content.computational-thinking-and-computational-fluency.materials.3":"najdete další bezplatné vzdělávací materiály","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minut","challenges-content.ai-hour-of-code.title":"Hodina kódování umělé inteligence","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Účastníci vytvoří programátorská řešení zahrnující sekvence, události, smyčky a podmínky","challenges-content.ai-hour-of-code.purposes.1":"Účastníci rozpracují kroky potřebné k vyřešení problému do přesné sekvence pokynů","challenges-content.ai-hour-of-code.purposes.2":"Účastníci prozkoumají koncepty programování","challenges-content.ai-hour-of-code.description":"Vesnice je ohrožena požárem a potřebuje, abyste naprogramovali řešení této nenadálé situace! Setkejte se se svým pomocníkem, Minecraft Agentem, a pak Agenta naprogramujte tak, aby prozkoumal les a posbíral údaje. Tyto údaje Agentovi pomohou vytvořit předpověď, kde dojde k požáru. Poté Agenta naprogramujte tak, aby pomohl zabránit rozšíření požáru, zachránil vesnici a vrátil do lesa život. Naučte se základy programování a prozkoumejte fungování umělé inteligence v reálných podmínkách.","challenges-content.ai-hour-of-code.instructions":"Učební plán si můžete stáhnout tady","challenges-content.ai-hour-of-code.materials.0":"Nainstalujte Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Po nainstalování Minecraft Education Edition výzvu najdete na","challenges-content.ai-hour-of-code.materials.2":"této webové stránce","challenges-content.create-a-dance.title":"Vytvořte tanec na píseň Ode to Code!","challenges-content.create-a-dance.purposes":"Zábavným způsobem si procvičíte programování a propojíte se s komunitou spojenou s Evropským týdnem programování.","challenges-content.create-a-dance.description.0":"Vytvořte tanec na píseň Ode to Code! Použijte","challenges-content.create-a-dance.description.1":"návod k programu Taneční večírek","challenges-content.create-a-dance.description.2":"a naprogramujte tanec na píseň Ode to Code. Oficiální hymna Evropského týdne programování je uvedena ve výběru v programu Taneční večírek.","challenges-content.create-a-dance.instructions.0":"Pokyny jsou uvedeny ve videích","challenges-content.create-a-dance.instructions.1":"v návodu","challenges-content.create-a-dance.instructions.2":"a také v každé úrovni","challenges-content.create-a-dance.example":"Vybrané výtvory studentů budou uvedeny na následující stránce","challenges-content.create-a-dance.materials":"Návod Code.org","challenges-content.create-a-simulation.title":"Vytvořte simulaci!","challenges-content.create-a-simulation.purposes.0":"Naučíte se něco o simulacích a budete přitom uplatňovat následující proměnné: vytvoření davu, uzdravování, nošení roušek a očkování.","challenges-content.create-a-simulation.purposes.1":"Uplatníte předchozí znalosti o šíření virů ve skutečném světě, které aplikujete na fiktivní scénář.","challenges-content.create-a-simulation.description":"Pomocí kódu vytvořte a spusťte vlastní simulaci šíření viru ve Městě příšer. Naučte se kódovat a vytvářet předpovědi, co se stane se sousedy ve Městě příšer.","challenges-content.create-a-simulation.instructions.0":"Pokyny jsou uvedeny ve videích","challenges-content.create-a-simulation.instructions.1":"v návodu","challenges-content.create-a-simulation.instructions.2":"a také v každé úrovni","challenges-content.create-a-simulation.example":"Po jejím dokončení se o svou simulaci můžete podělit s ostatními. Podělte se o svůj názor, co podle vás můžeme dělat, abychom při příchodu viru do města ostatním pomohli zůstat zdraví.","challenges-content.create-a-simulation.materials":"Návod Code.org","challenges-content.create-your-own-masterpiece.title":"Vytvořte své vlastní veledílo!","challenges-content.create-your-own-masterpiece.audience":"Pro všechny věkové skupiny","challenges-content.create-your-own-masterpiece.purpose":"Vizuálním způsobem, který probudí vaši tvořivost, se seznámíte s koncepty počítačové vědy","challenges-content.create-your-own-masterpiece.description":"Vytvořte své vlastní umělecké dílo! Pomocí bloků kódu nechte umělce vytvořit jedinečné umělecké dílo.","challenges-content.create-your-own-masterpiece.instructions":"Pokyny jsou uvedeny v každé úrovni","challenges-content.create-your-own-masterpiece.example":"Příklady uměleckých děl najdete na této stránce v sekci kreslení","challenges-content.create-your-own-masterpiece.materials.0":"První úroveň návodu najdete","challenges-content.create-your-own-masterpiece.materials.1":"TADY","challenges-content.cs-first-unplugged-activities.title":"Aktivity CS First Unplugged","challenges-content.cs-first-unplugged-activities.purposes.0":"Podpora studentů, kteří se vzdělávají z domova","challenges-content.cs-first-unplugged-activities.purposes.1":"Pauza od času před obrazovkou","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged je sada aktivit, která studenty seznámí s koncepty počítačové vědy bez použití počítače. Tuto lekci jsme navrhli tak, abychom studentům ukázali, že počítačová věda je mnohem víc než jen programování.","challenges-content.cs-first-unplugged-activities.instructions.0":"Anglickou brožuru ke všem aktivitám najdete pod tímto","challenges-content.cs-first-unplugged-activities.instructions.1":"odkazem","challenges-content.cs-first-unplugged-activities.instructions.2":"a učební plán v angličtině pod tímto","challenges-content.cs-first-unplugged-activities.instructions.3":"Aktivity v této lekci lze provádět jednotlivě a v jakémkoli pořadí","challenges-content.cs-first-unplugged-activities.instructions.4":"Učitel může během výuky pořídit fotky a sdílet je na Instagramu s hashtagem #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Kromě brožury s aktivitami jsou pro některé aktivity vyžadovány nebo doporučovány další materiály.","challenges-content.cs-first-unplugged-activities.materials.1":"Malá počítadla (např. fazole) pro použití na mapě propojení sousedství.","challenges-content.cs-first-unplugged-activities.materials.2":"Nůžky pro vystřihnutí šifrovacího kola pro odeslání tajné zprávy.","challenges-content.cs-first-unplugged-activities.materials.3":"Lepenka a lepidlo na vyztužení šifrovacího kola pro odeslání tajné zprávy.","challenges-content.cs-first-unplugged-activities.materials.4":"Svorka, párátko nebo narovnaná kancelářská sponka ke spojení šifrovacího kola pro odeslání tajné zprávy.","challenges-content.family-care.title":"Rodinná péče","challenges-content.family-care.experience":"Pro všechny","challenges-content.family-care.duration":"5 až 10 hodin","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Hlubší porozumění „rodinné péči“, se kterou se setkáváme každý den;","challenges-content.family-care.purposes.1":"Nahlížení na problémy jako na příležitosti a vytváření kreativních řešení;","challenges-content.family-care.purposes.2":"Využití kódu k inovativním řešením;","challenges-content.family-care.purposes.3":"Navržení plakátů a prezentace řešení ostatním;","challenges-content.family-care.purposes.4":"Využití sociálních médií k zesílení vlivu projektů.","challenges-content.family-care.description.0":"Co vás napadne, když se řekne domov? Hezký dům? Velká večeře připravená rodiči? Tajné místo, kam se můžete schovat? Teplý domov doplňuje energii pro naše tělo a ducha jako čerpací stanice naplní prázdnou nádrž autu. Ve všem tom shonu moderního života toho rodiče stále mají hodně na práci. Když jdete ven s přáteli, nemůžete své mrňouse nechat pozadu. Ale jak se o ně postarat, když nejste spolu? Tématem této výzvy je","challenges-content.family-care.description.1":"Rodinná péče","challenges-content.family-care.description.2":"Na základě tohoto tématu mají studenti za úkol přijít na to, jak předat svou lásku a péči skrze programování a hardware. Tady je několik otázek k zamyšlení","challenges-content.family-care.description.3":"Kolik členů rodiny bydlí u vás doma? Kdo to je? Setkali jste se někdy s nějakými problémy při společném bydlení? Jakou péči potřebují?","challenges-content.family-care.description.4":"Znáte ve svém okolí někoho, komu rodinná péče chybí víc než jiným? Jak jim můžete pomoct?","challenges-content.family-care.instructions.0":"Zamyslete se na téma rodinné péče","challenges-content.family-care.instructions.1":"Napište si seznam problémů","challenges-content.family-care.instructions.2":"Napište si seznam možných řešení","challenges-content.family-care.instructions.3":"Zvolte řešení","challenges-content.family-care.instructions.4":"Vytvořte a naprogramujte strukturu","challenges-content.family-care.instructions.5":"Navrhněte ke svému projektu plakát","challenges-content.family-care.instructions.6":"Představte projekt učitelům a rodinným příslušníkům","challenges-content.family-care.example.0":"Pár příkladů najdete tady","challenges-content.family-care.example.1":"a","challenges-content.family-care.materials.0":"Programovací nástroj:","challenges-content.family-care.materials.1":"nebo si stáhněte","challenges-content.family-care.materials.2":"verzi pro PC","challenges-content.family-care.materials.3":"mBlock je programovací jazyk založený na Scratch","challenges-content.family-care.materials.4":"Tato výzva vychází z MakeX Global Spark Competition, programu pro kreativní navrhování projektů pro děti od 6 do 13 let.","challenges-content.family-care.materials.5":"Účastnící se tým se musí zaměřit na konkrétní téma a pomocí naprogramování softwaru a navržení konstrukce hardwaru navrhnout řešení.","challenges-content.family-care.materials.6":"Studenti mohou tuto výzvu přijmout během Evropského týdne programování, své řešení pak komunikovat ostatním studentům na mezinárodní úrovni a vyhrát zajímavé ceny.","challenges-content.family-care.materials.7":"Další informace najdete na:","challenges-content.family-care.materials.8":"nebo nás kontaktujte na adrese","challenges-content.virtual-flower-field.title":"Vypěstujte virtuální květinové pole","challenges-content.virtual-flower-field.author":"Jadga Huegle – koučka Meet and Code a členka týmu SAP Snap!","challenges-content.virtual-flower-field.duration":"30–60 minut","challenges-content.virtual-flower-field.purposes.0":"Seznámíte se s programováním v rámci jednoduchého, ale působivého projektu.","challenges-content.virtual-flower-field.purposes.1":"Zjistíte, že programování může být umění a vést k překrásným výsledkům.","challenges-content.virtual-flower-field.purposes.2":"Zamračený podzim rozzáříte barevnými květinami a logem Evropského týdne programování.","challenges-content.virtual-flower-field.purposes.3":"Poznáte rozmanitost květin na Zemi.","challenges-content.virtual-flower-field.purposes.4":"Přispějete k naplnění cílů udržitelného rozvoje, zejména cíle SDG13 – Klimatická změna, a to díky uspořádání programátorských aktivit, které zvyšují povědomí o tématu klimatické změny.","challenges-content.virtual-flower-field.description":"Vytvořte v aplikaci Snap! program, se kterým vypěstujete virtuální pole plné různých typů květin s různými počty okvětních lístků.","challenges-content.virtual-flower-field.instructions.0":"Pokud potřebujete inspiraci, jak začít, podívejte se na","challenges-content.virtual-flower-field.instructions.1":"toto video","challenges-content.virtual-flower-field.instructions.2":"nebo použijte","challenges-content.virtual-flower-field.instructions.3":"tento dokument","challenges-content.virtual-flower-field.instructions.4":"a postupujte podle něj","challenges-content.virtual-flower-field.instructions.5":"Tato výzva obnáší naprogramování virtuálního květinového pole v aplikaci Snap! (nebo Scratch) a sdílení snímku obrazovky s výsledkem online.","challenges-content.virtual-flower-field.instructions.6":"Květinové pole by mělo obsahovat různé typy květin s různými počty okvětních lístků. V ideálním případě budou květiny naprogramované, což znamená, že budou vytvořeny opakovaným razítkováním a otáčením (nebo kreslením a otáčením) okvětních lístků.","challenges-content.virtual-flower-field.instructions.7":"Zveřejněte obrázek své virtuální květinové zahrady s hashtagem #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Doporučujeme použít","challenges-content.virtual-flower-field.materials.1":"projekt ale bude fungovat i v programu","challenges-content.haunted-house.title":"Strašidelný dům v Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Leiden University – Ramon Moorlag, I&I – CodeWeek NL","challenges-content.haunted-house.audience":"Učitelé","challenges-content.haunted-house.duration":"1 nebo 2 hodiny v závislosti na předchozích znalostech","challenges-content.haunted-house.purposes.0":"Vytvoříte interaktivní příběh o strašidelném domě.","challenges-content.haunted-house.purposes.1":"Naučíte se programovat s Hedy.","challenges-content.haunted-house.description":"S Hedy vytvoříte příběh strašidelného domu s interaktivními prvky. Při každém spuštění kódu bude vytvořen nový příběh. Příběh může také počítač číst nahlas a můžete jej rovněž sdílet online.","challenges-content.haunted-house.instructions.0":"Otevřete prohlížeč a přejděte na stránku hedycode.com.","challenges-content.haunted-house.instructions.1":"Postupujte podle pokynů pro úroveň 1–4. Použijte karty „Úroveň“ a „Haunted house“ (Strašidelný dům). ","challenges-content.haunted-house.instructions.2":"Pomocí těchto úrovní napište interaktivní příběh strašidelného domu.","challenges-content.haunted-house.instructions.3":"Učitelé, učební plán pro Hedy najdete","challenges-content.haunted-house.instructions.4":"tady","challenges-content.haunted-house.instructions.5":"Záznam, na kterém Felienne Hermans prezentuje Hedy, najdete","challenges-content.haunted-house.instructions.6":"pod tímto odkazem","challenges-content.haunted-house.example":"Příklad strašidelného domu na úrovni","challenges-content.haunted-house.materials.0":"Hedy na","challenges-content.haunted-house.materials.1":"úrovni 1 až 4","challenges-content.inclusive-app-design.title":"Návrh inkluzivní aplikace","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minut + volitelné navazující aktivity","challenges-content.inclusive-app-design.purposes.0":"Vymyslíte, navrhnete, vyzkoušíte a nasdílíte nápad na aplikaci, kterou bude chápat a moct používat úplně každý.","challenges-content.inclusive-app-design.description":"Skvělé aplikace začínají skvělým nápadem. V této aktivitě studenti přijdou s nápadem na aplikaci na téma, které je jim blízké, a poté prozkoumají, jak aplikaci navrhnout s ohledem na inkluzi a její přístupnost pro každého.","challenges-content.inclusive-app-design.instructions.0":"Všechny pokyny najdete pod tímto odkazem","challenges-content.inclusive-app-design.instructions.1":"S tímto jednohodinovým učebním plánem mohou učitelé se studenty","challenges-content.inclusive-app-design.instructions.2":"zjistit více o navrhování inkluzivních aplikací","challenges-content.inclusive-app-design.instructions.3":"projít témata, která studenty zajímají, a přijít tak s nápadem na aplikaci","challenges-content.inclusive-app-design.instructions.4":"utřídit nápady na aplikaci a rozvrhnout aktivity pro uživatele","challenges-content.inclusive-app-design.instructions.5":"navrhnout prototyp jedné části aplikace v Keynote","challenges-content.inclusive-app-design.instructions.6":"sdílet demoverze svých prototypů a popsat, jak podporují uživatele s různými schopnostmi","challenges-content.inclusive-app-design.materials.0":"Prozkoumejte záložku Inclusive App Design Activity na stránce Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Doporučuje se Keynote na iPadu nebo Macu, ale není nezbytný.","challenges-content.silly-eyes.title":"Ztřeštěné oči","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 minut","challenges-content.silly-eyes.purposes.0":"Vytvoříte projekt zahrnující interakci uživatele.","challenges-content.silly-eyes.purposes.1":"Projekt si přizpůsobíte pomocí barev a grafických efektů","challenges-content.silly-eyes.purposes.2":"Dozvíte se více o digitálním designu.","challenges-content.silly-eyes.description":"V tomto projektu navrhnete a vytvoříte postavu se ztřeštěnýma očima. Velké, ztřeštěné oči postavy budou sledovat kurzor myši a postavu tak přivedou k životu.","challenges-content.silly-eyes.instructions":"Úplný popis projektu najdete tady","challenges-content.silly-eyes.example":"Podívejte se na projekty Gobo, Under the sea (Pod mořskou hladinou) a Don't eat donut (Nejez tu koblihu)","challenges-content.train-ai-bot.title":"Vytrénujte AI bota!","challenges-content.train-ai-bot.purposes":"Zjistěte více o umělé inteligenci (AI), strojovém učení, trénovacích datech a zaujatosti a prozkoumejte etické otázky a možnosti využití umělé inteligence k řešení problémů našeho světa.","challenges-content.train-ai-bot.description":"Vytrénujte AI bota díky využití „Umělé inteligence pro oceány“. V této aktivitě naprogramujete nebo vytrénujete umělou inteligenci, jejímž úkolem bude odlišit ryby od odpadků. Vyčistěme oceány!","challenges-content.train-ai-bot.instructions.0":"Pokyny jsou uvedeny ve videích v návodu","challenges-content.train-ai-bot.instructions.1":"a také v každé úrovni","challenges-content.train-ai-bot.materials.0":"Návod najdete tady","challenges-content.train-ai-bot.materials.1":"Tento návod je dostupný ve více než 25 jazycích","challenges-content.build-calliope.title":"Sestavte si vlastní mini fitness trenažér Calliope","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Hravé poznávání sekvencí, animací, opakování a proměnných.","challenges-content.build-calliope.purposes.1":"Návrh strukturního diagramu.","challenges-content.build-calliope.purposes.2":"Testování a ladění kódu.","challenges-content.build-calliope.purposes.3":"Optimalizace programu metodou pokusů a omylů, kontrola a úprava použitelnosti.","challenges-content.build-calliope.duration":"20-30 minut","challenges-content.build-calliope.description":"Účastníci vyvinou digitálně řízený prototyp, který pomocí barevné svítící LED diody reprodukuje předem vymyšlené cvičení o 10 jednotkách.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (je-li k dispozici)","challenges-content.build-calliope.materials.1":'Notebook nebo tablet, se kterým můžete navštívit https://makecode.calliope.cc nebo https://calliope.cc a YouTube pro přístup ke zdrojům pro tyto aktivity.',"challenges-content.build-calliope.instructions.0":"Chcete-li začít, vytvořte si plán a určete pořadí cvičebních jednotek. Pomocí plánu naprogramujte LED diodu RGB zařízení Calliope mini tak, aby v předem stanoveném tempu zobrazovala jednu z 5 barev. Poté vytvořte proměnnou pro tempo a naprogramujte opakování pomocí smyček.","challenges-content.build-calliope.instructions.1":"Nezapomeňte, že pokud jste program zavedli způsobem, který se vám líbí, můžete se o něj podělit i s námi na info@calliope.cc-jsme zvědaví, jak ho využijete! Mimochodem, mezi přihlášenými rozdáváme 30 miniatur Calliope!","challenges-content.build-calliope.instructions.2":"Sdílejte QR kód svého projektu na Instagramu, přidejte hashtag #EUCodeWeekChallenge a uveďte @CodeWeekEU.","challenges-content.build-calliope.example.0":"Zatímco sedíte u počítače: můžete si také zasportovat.","challenges-content.build-calliope.example.1":"Vytvoření fitness prototypu pomocí Calliope mini, který lze také otestovat v simulátoru. Úkol se provádí v editoru MakeCode naprogramováním jednoduché sekvence kódu (viz obrázek obrazovky).","challenges-content.build-calliope.example.2":"Vyberte si 5 různých barev a ke každé z nich přiřaďte fitness cvičení, např. dřepy nebo poskoky. Pak lze barvy seřadit v libovolném pořadí a trénovat je.","challenges-content.common.share":"Sdílejte odkaz nebo QR kód svého projektu na Instagramu nebo Facebooku, přidejte hashtag #EUCodeWeekChallenge a zmiňte @CodeWeekEU.","challenges-content.common.audience.0":"Učitelé a pedagogové","challenges-content.common.audience.1":"Žáci prvního stupně základní školy (6 až 12 let)","challenges-content.common.audience.2":"Žáci nižších ročníků střední školy (12 až 16 let)","challenges-content.common.audience.3":"Žáci vyšších ročníků střední školy (16 až 18 let)","challenges-content.code-a-dice.title":"Naprogramujte kostku, aby se otáčela","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Naprogramujte interaktivní hádanky","challenges-content.code-a-dice.purposes.1":"Naprogramovat simulaci náhodně se pohybujícího objektu, která se použije, pokud skutečný objekt není k dispozici","challenges-content.code-a-dice.description":"V této výzvě naprogramujete kostku tak, aby se náhodně otáčela na váš povel. Můžete vybrat libovolný typ kostky s libovolným počtem stran, jako jsou kostky používané v hrách s rolemi, a taky můžete přidat zvuky.","challenges-content.code-a-dice.instructions.0":"Přihlaste se do platformy Scratch","challenges-content.code-a-dice.instructions.1":"Vyberte pozadí","challenges-content.code-a-dice.instructions.2":"Vytvořte si postavu (sprite) kostky nebo vyhledejte nějakou na webu a nahrajte ji do svého programu","challenges-content.code-a-dice.instructions.3":"Vytvořte pro postavu tolik kostýmů, kolik stran má zvolená kostka, přičemž každý bude zobrazovat jiné číslo","challenges-content.code-a-dice.instructions.4":"Zvolte si, jak se má kostka začít otáčet (stisknutím klávesy na klávesnici, kliknutím na postavu atd.) a napište kód","challenges-content.code-a-dice.instructions.5":"Naprogramujte postavu tak, aby na konci otočení náhodně měnila kostým","challenges-content.code-a-dice.instructions.6":"Přidejte zvukové efekty","challenges-content.code-a-dice.example":"Hod kostkou D20","challenges-content.personal-trainer.title":"Osobní trenér s micro:bitem","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Naprogramovat micro:bit s cílem využít bzučák a LED panel","challenges-content.personal-trainer.purposes.1":"Vytvořit osobní zařízení ke kontrole fyzické aktivity","challenges-content.personal-trainer.purposes.2":"Naprogramovat micro:bit ke zlepšení zdravotního stavu prostřednictvím sportu","challenges-content.personal-trainer.description":"Tato výzva vám umožňuje naprogramovat micro:bit s cílem řídit počet opakování fyzických cvičení v kombinaci s dobou odpočinku. Svoji fyzickou aktivitu budete sledovat ve škole, doma nebo v parku.","challenges-content.personal-trainer.instructions.0":"Při kombinaci A+B vytvořte třísekundový časovač s odpočítáváním se zvukem hudební noty každou sekundu a zobrazte slovo BĚŽ!","challenges-content.personal-trainer.instructions.1":"Během prvního cvičení zobrazte blikající čtverec 2x2 po dobu 20 sekund. Pak přehrajte zvuk a nechte čtverec na místě. Během zbývající doby se musí po dobu 10 sekund zobrazovat jiný blikající obrázek. Poté přehrajte zvuk.","challenges-content.personal-trainer.instructions.2":"Poté zopakujte stejnou akci, ale zobrazte panel 3x3 pro dobu cvičení. Tyto akce opakujte, dokud se nezobrazí panel 5x5.","challenges-content.personal-trainer.duration":"30–40 minut","challenges-content.create-a-spiral.title":"Vytvořte spirálu","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Naučit se a procvičovat smyčky a proměnné.","challenges-content.create-a-spiral.purposes.1":"Zlepšit kreativitu v programování.","challenges-content.create-a-spiral.description":"V rámci této výzvy napíšete projekt pomocí platformy Scratch, abyste vytvořili spirálu, s využitím bloků per, smyčku a proměnnou.","challenges-content.create-a-spiral.instructions.0":"Bloky per","challenges-content.create-a-spiral.instructions.1":"Vytvořte nový projekt a pojmenujte jej jako Spirála.","challenges-content.create-a-spiral.instructions.2":"Klikněte na fialovou ikonu „Přidej rozšíření“ v levém dolním rohu okna.","challenges-content.create-a-spiral.instructions.3":"Vyberte „Pero“ a poté budete mít v projektu k dispozici bloky per.","challenges-content.create-a-spiral.instructions.4":"K zahájení projektu přetáhněte blok „po kliknutí na zelenou vlajku':","challenges-content.create-a-spiral.instructions.5":"Je potřeba začít s prázdnou stránkou: v rámci bloků per přidejte blok „smaž“:","challenges-content.create-a-spiral.instructions.6":"Chcete začít kreslit ve středu scény, což znamená, že vaše postava musí jít do středu scény(0, 0):","challenges-content.create-a-spiral.instructions.7":"Vaše postava se může pohybovat bez kreslení, nebo ji můžete přesunout a nakreslit:","challenges-content.create-a-spiral.instructions.8":"pokud chcete kreslit, použijte blok „pero zapni“","challenges-content.create-a-spiral.instructions.9":"pokud to nechcete, použijte blok „pero vypni“","challenges-content.create-a-spiral.instructions.10":"Teď chcete kreslit . Přidejte blok „pero zapni“:","challenges-content.create-a-spiral.instructions.11":"Šestiúhelník","challenges-content.create-a-spiral.instructions.12":"Přidejte níže uvedené bloky ke svému projektu:","challenges-content.create-a-spiral.instructions.13":"Teď máte jednu šestinu šestiúhelníku . Tuto sekvenci je potřeba zopakovat šestkrát:","challenges-content.create-a-spiral.instructions.14":"Spirála","challenges-content.create-a-spiral.instructions.15":"K vytvoření spirály je potřeba přidat 2 k délce každé další strany . ","challenges-content.create-a-spiral.instructions.16":"K tomu je nutné použít < strong>proměnnou . ","challenges-content.create-a-spiral.instructions.17":"V blocích s proměnnými klikněte na Vytvoř proměnnou","challenges-content.create-a-spiral.instructions.18":"Pojmenujte ji jako „délka“ a klikněte na OK:","challenges-content.create-a-spiral.instructions.19":"Spirála bude růst a je potřeba začít po malých krůčcích: první délku nastavte na 10 a tento blok vložte před smyčkou . ","challenges-content.create-a-spiral.instructions.20":"Proměnnou „délka“ vložte do bloku „dopředu o … kroků“","challenges-content.create-a-spiral.instructions.21":"Aby se spirála zvětšovala, je potřeba zvětšovat délku v každé smyčce: přidejte níže uvedený blok na konec smyčky:","challenges-content.create-a-spiral.instructions.22":"Tady je váš současný projekt:","challenges-content.create-a-spiral.instructions.23":"Krásná spirála","challenges-content.create-a-spiral.instructions.24":"Nakreslili jste spirálu! 'Aby pokračovala dál a dál, nahraďte smyčku „opakuj 6krát“ smyčkou „opakuj stále“:","challenges-content.create-a-spiral.instructions.25":"Pokud chcete nakreslit barevnou spirálu, přidejte do smyčky tento blok:","challenges-content.create-a-spiral.instructions.26":"Když začnete znovu, nakreslí postava nechtěnou linii . Abyste tomu zabránili, přidejte na začátku projektu blok „pero vypni“ . ","challenges-content.create-a-spiral.instructions.27":"Tady je váš konečný projekt:","challenges-content.create-a-spiral.instructions.28":"Blahopřejeme!Vytvořili jste úžasnou spirálu!","challenges-content.play-against-ai.title":"Tvořte a hrajte proti AI – hru kámen, nůžky, papír","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"porozumět tomu, jak funguje cyklus strojového učení","challenges-content.play-against-ai.purposes.1":"vytvořit model strojového učení s využitím nástroje „Teachable Machine“","challenges-content.play-against-ai.purposes.2":"seznámit se s nástrojem PictoBlox a importovat vytvořený model do projektu","challenges-content.play-against-ai.purposes.3":"vytvořit scénu a postavy, vytvořit a spustit proměnné v nástroji PictoBlox","challenges-content.play-against-ai.purposes.4":"zahájit hru, určit pohyby hráčů, naprogramovat náhodné pohyby AI","challenges-content.play-against-ai.purposes.5":"vytvořit a otestovat hru, která ve hře Kámen, nůžky, papír zahrnuje umělou inteligenci jako soupeře.","challenges-content.play-against-ai.description":"Vytvoříme model pomocí nástroje Teachable Machine z obrázků s využitím tří tříd: Kámen, Nůžky a Papír. Model se nahraje do nástroje PictoBlox a použije k vytvoření hry, kterou můžeme hrát proti AI.","challenges-content.play-against-ai.duration":"90 minut","challenges-content.play-against-ai.instructions.0":"Vytvořte v nástroji Teachable Machine nový obrázkový projekt se třemi třídami se jmény Kámen, Papír a Nůžky. Pro každou třídu pořiďte foťákem alespoň 400 obrázků. Ujistěte se, že pozadí je čisté. Model vytrénujte a exportujte. Model nahrajte a zkopírujte odkaz.","challenges-content.play-against-ai.instructions.1":"Vytvořte si na webu PictoBlox bezplatný účet. Přidejte rozšíření strojového učení a model nahrajte. Vytvořte scénu, proměnné a postavy. Zahajte hru, určete pohyby hráčů a pohyby AI a také to, kdo vyhraje kolo.","challenges-content.play-against-ai.instructions.2":"Trénujte data pro hru.","challenges-content.play-against-ai.instructions.3":"Otestujte model.","challenges-content.play-against-ai.instructions.4":"Exportujte model.","challenges-content.play-against-ai.instructions.5":"Přidejte rozšíření strojového učení a model nahrajte.","challenges-content.play-against-ai.instructions.6":"Vytvořte scénu, proměnné a postavu.","challenges-content.play-against-ai.instructions.7":"Zahajte hru.","challenges-content.play-against-ai.instructions.8":"Určete pohyby hráče.","challenges-content.play-against-ai.instructions.9":"Nastavte náhodné pohyby AI.","challenges-content.play-against-ai.instructions.10":"Vysílejte náhodné pohyby AI.","challenges-content.play-against-ai.instructions.11":"Vytvořte tři bloky. Kdo vyhraje kolo?","challenges-content.play-against-ai.instructions.12":"Ověřte, zda hráč vyhraje kolo.","challenges-content.play-against-ai.instructions.13":"Ověřte, zda AI vyhraje kolo.","challenges-content.play-against-ai.instructions.14":"Ověřte, zda kolo skončí remízou.","challenges-content.play-against-ai.instructions.15":"Bloky programu.","challenges-content.play-against-ai.instructions.16":"Postava hry Kámen, nůžky, papír","challenges-content.air-drawing-with-AI.title":"Kreslení do vzduchu s AI","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"napsat program s využitím rozšíření pro detekci lidského těla, které rozezná pohyby prstů před kamerou.","challenges-content.air-drawing-with-AI.purposes.1":"programovat jednoduché bloky v několika řádcích kódu.","challenges-content.air-drawing-with-AI.purposes.2":"vidět příklad využití AI","challenges-content.air-drawing-with-AI.description":"Tvorba programu, který uživateli umožní kreslit rukou (ukazováčkem) do vzduchu před kamerou a který vše, co je takto nakresleno, automaticky zobrazí na scéně v nástroji PictoBlox.","challenges-content.air-drawing-with-AI.instructions.0":"Vytvořte si účet v nástroji PictoBlox","challenges-content.air-drawing-with-AI.instructions.1":"postupujte podle instrukcí a:","challenges-content.air-drawing-with-AI.instructions.2":"přidejte rozšíření pro detekci lidského těla (Human Body Detection) a Pero;","challenges-content.air-drawing-with-AI.instructions.3":"vytvořte scénu a přidejte postavu (Pencil) a další postavy pro funkce: pero zapni, pero vypni, smaž;","challenges-content.air-drawing-with-AI.instructions.4":"napište pro postavu Pencil kód tak, aby sledovala prst","challenges-content.air-drawing-with-AI.instructions.5":"napište kód pro tlačítka: pero vypni, pero zapni, smaž a také pro pero","challenges-content.air-drawing-with-AI.instructions.6":"Teď můžete vytvořit vlastní kresby a hrát si s různými barvami a velikostmi pera.","challenges-content.air-drawing-with-AI.materials.0":"Notebook nebo počítač s kamerou","challenges-content.air-drawing-with-AI.materials.1":"Stažená (doporučeno) nejnovější verze nástroje PictoBlox nebo online verze nástroje PictoBlox (bezplatná)","challenges-content.air-drawing-with-AI.materials.2":"Účet v nástroji PictoBlox (bezplatný)","challenges-content.air-drawing-with-AI.materials.3":"Dobré internetové připojení","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Naučit se základní koncepty strojového učení a rozpoznávání textu.","challenges-content.emobot-kliki.purposes.1":"Porozumět roli emocí v komunikaci.","challenges-content.emobot-kliki.purposes.2":"Využít kód k vytvoření dialogů mezi chatbotem a uživatelem.","challenges-content.emobot-kliki.purposes.3":"Porozumět tomu, jak počítače mohou rozpoznat emocionální naladění prostřednictvím textové analýzy a podle toho reagovat.","challenges-content.emobot-kliki.description.0":"Vytvořte v nástroji Scratch emočního bota, který v reakci na pozitivní sdělení zobrazí šťastný výraz (když mu řeknete něco pěkného), v reakci na negativní sdělení naštvaný výraz (pokud mu řeknete něco neslušného) a zmatený výraz v případě nespecifikovaného sdělení.","challenges-content.emobot-kliki.description.1":"Náš emobot Kliki rozpozná lichotky a urážky, takže poznáme, jak je možné počítače trénovat tak, aby rozpoznaly emoční tón.","challenges-content.emobot-kliki.instructions.0":"Na začátku naprogramujte seznam pravidel ohledně toho, co je milé a pozitivní a co je špatné nebo neslušné.","challenges-content.emobot-kliki.instructions.1":"Přihlaste se na webu https://machinelearningforkids.co.uk/ nebo si vytvořte nový účet.","challenges-content.emobot-kliki.instructions.2":"Vytvořte nový model strojového učení přidáním tří nových štítků, přičemž první se bude jmenovat „milé“, druhý „špatné“ a nepovinný třetí štítek „jméno“, pokud chcete rozpoznat své jméno.","challenges-content.emobot-kliki.instructions.3":"Vytrénujte nový model strojového učení, otestujte jej a použijte jej k vytvoření emobota ve Scratchi.","challenges-content.emobot-kliki.instructions.4":"Spusťte editor Scratch 3, smažte postavu kočky, vložte tři nové postavy vytvořené nástrojem Bing Image Creater od Microsoftu (šťastný, veselý a nejistý počítač) nebo vytvořte novou postavu kliknutím na ikonu kreslení nebo přetažením tří kopií kostýmu pro šťastnou, naštvanou a nejistou tvář.","challenges-content.emobot-kliki.instructions.5":"Klikněte na kartu Kód a vložte následující skript.","challenges-content.emobot-kliki.instructions.6.example.0":"Sdílejte emobota Kliki s příteli a získejte další informace o AI a emocích.","challenges-content.emobot-kliki.instructions.6.example.1":"Namísto obrázku počítače můžete použít něco jiného, například zvíře. Postavu můžete vytrénovat tak, aby namísto milých a neslušných sdělení rozpoznala jiné typy sdělení.","challenges-content.craft-magic.title":"Kouzlo s pomocí gest rukou AI","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Rozvíjet programovací dovednosti studentů, které jim umožní používat základní příkazy.","challenges-content.craft-magic.purposes.1":"Rozvinout dovednosti algoritmického myšlení rozdělením komplexních úkolů do zvládnutelných kroků.","challenges-content.craft-magic.purposes.2":"Podpořit kreativní řešení problémů při hledání jedinečného využití gest rukou pro kreslení a psaní.","challenges-content.craft-magic.purposes.3":"Podpořit porozumění konceptům AI, zejména toho, jak AI umožňuje počítačům rozpoznávat a interpretovat gesta rukou.","challenges-content.craft-magic.purposes.4":"Zvýšit povědomí o významu technologie pro osoby se zdravotním postižením.","challenges-content.craft-magic.purposes.5":"Prosazovat společné řešení problémů a týmovou práci studentů při společné činnosti na zlepšování programů, které se zaměřují na gesta rukou.","challenges-content.craft-magic.purposes.6":"Propojit programovací dovednosti a informatické myšlení s využitím v reálném světě s důrazem na smysluplný dopad technologií na životy lidí a soulad s cíli udržitelného rozvoje.","challenges-content.craft-magic.duration.0":"90 minut pro studenty ve věku 10–12 let","challenges-content.craft-magic.duration.1":"45 minut pro studenty ve věku 12–15 let","challenges-content.craft-magic.description":"Vytvořte program založený na blocích ve Scratchi s kreativním a zábavným využitím rozšíření „Lidské tělo“ (Human Body) umělé inteligence tak, aby bylo možné kreslit na obrazovce bez potřeby tradiční myši nebo dotykové obrazovky.","challenges-content.craft-magic.instructions.0":"Na stránce https://ai.thestempedia.com vytvořte učitelský a studentský účet.","challenges-content.craft-magic.instructions.1":"Importujte rozšíření 'Detekce lidského těla' (Human Body Detection), 'Pero' a 'Text na hlas'.","challenges-content.craft-magic.instructions.2":"Přidejte z knihovny postavu 'Pencil' a vytvořte sedm postav (psát, smazat, černá, červená, modrá, zelená, růžová).","challenges-content.craft-magic.instructions.3":"Napište příkazy tak, abyste viděli, co se stane, když se postava tužky dotkne ostatních postav.","challenges-content.craft-magic.instructions.4":"Napište příkazy, které kameře umožní rozpoznat pozici ruky a přesunout tužku na souřadnice x a y vašeho ukazováčku.","challenges-content.craft-magic.instructions.5":"Na konci otočení změňte kostým.","challenges-content.craft-magic.instructions.6":"Přidejte zvukové efekty.","challenges-content.craft-magic.materials.0":"Programovací platforma https://ai.thestempedia.com (bezplatná)","challenges-content.craft-magic.materials.1":"učitelský účet (bezplatný)","challenges-content.craft-magic.materials.2":"studentský účet (bezplatný)","challenges-content.craft-magic.materials.3":"Počítače s kamerou","challenges-content.craft-magic.materials.4":"Internetové připojení","challenges-content.circle-of-dots.title":"Kruh z teček","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Napsat kód k nakreslení linie bodů.","challenges-content.circle-of-dots.purposes.1":"Napsat kód k nakreslení linie pomlček.","challenges-content.circle-of-dots.purposes.2":"Napsat kód k nakreslení kruhu.","challenges-content.circle-of-dots.purposes.3":"Napsat kód k nakreslení kruhu z teček (pomlček).","challenges-content.circle-of-dots.description":"Nakreslit kruh z teček nebo pomlček.","challenges-content.circle-of-dots.duration":"40 minut","challenges-content.circle-of-dots.instructions.0":"Vytvoření bloku z teček.","challenges-content.circle-of-dots.instructions.1":"Vytvoření bloku z pomlček.","challenges-content.circle-of-dots.instructions.2":"Tvorba kruhu z teček.","challenges-content.circle-of-dots.instructions.3":"Tvorba kruhu z pomlček.","challenges-content.coding-escape-room.title":"Vytvoření kódovací únikové místnosti","challenges-content.coding-escape-room.author":"Stefania Altieri a Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Vyučovat / učit se o konceptech programování a přemýšlet o nich . ","challenges-content.coding-escape-room.purposes.1":"Používat jednoduché programovací nástroje . ","challenges-content.coding-escape-room.purposes.2":"Rozvíjet informatické myšlení a řešení problémů . ","challenges-content.coding-escape-room.description.0":"Vytvořte kódovací únikový zážitek takto:","challenges-content.coding-escape-room.description.1":"Můžete použít formulář Google, platformu Genially, prezentaci Google, jakýkoliv nástroj k vytvoření příběhu na základě programování . ","challenges-content.coding-escape-room.duration":"90 minut","challenges-content.coding-escape-room.instructions":"Studenty můžete rozdělit do malých skupin, aby si mohli hrát a pak vytvořit další výzvu pomocí šablony:","challenges-content.coding-escape-room.materials.0":"Lze použít jakýkoliv nástroj(platformu Google nebo Microsoft ke tvorbě a sdílení dokumentů, prezentací a tabulek). Jakýkoliv programovací koncept, nástroj nebo postava spojené s IKT a programováním . ","challenges-content.coding-escape-room.example.0":"Některé postavy, které měly v historii IKT významnou roli, a základní koncepty kódování a programování jsou představeny pomocí hry . To je nejlepší způsob, jak se něco naučit a aktivně se účastnit . Tuto hru je možné hrát v týmech nebo individuálně, a to jako výzvu nebo soutěž . Studenti pak mohou vytvořit něco podobného a rozvíjet dovednosti, jako jsou kreativita a programovací dovednosti . ","challenges-content.coding-escape-room.example.1":"Jedná se o velmi praktický zdroj, který lze opakovaně používat a jednoduše znovu vytvořit . Jedním z možných nástrojů jsou Google Forms . K vytváření příběhů a vlastních dobrodružství můžete také použít Google Slides, Genial . ly, Emaze nebo jakýkoliv jiný nástroj . ","challenges-content.coding-escape-room.example.2":"Úniková výzva je rozdělená do relací . Když uhodnete, můžete jít dál . Studenti musí vytvořit programovací kvízy . ","challenges-content.let-the-snake-run.title":"Ať se had plazí","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Naprogramovat pohyb hada ve vlastním micro:bitu . ","challenges-content.let-the-snake-run.purposes.1":"Nastavit správné umístění a načasování pro společnou animaci . ","challenges-content.let-the-snake-run.description":"Studenti musí napsat kódy tak, aby hada navigovali přes micro:bity vedle sebe . Je potřeba to udělat tak, aby to vypadalo, že se had pohybuje od jednoho micro:bitu ke druhému . ","challenges-content.let-the-snake-run.duration":"30 minut","challenges-content.let-the-snake-run.instructions.0":"Navrhnout dráhu, která vede přes několik micro:bitů vedle sebe(např . vytvoření čtverce 2x2).","challenges-content.let-the-snake-run.instructions.1":"Pište kódy při pohybu hada po dráze . ","challenges-content.let-the-snake-run.instructions.2":"Pracujte na vlastním zařízení, pak kódy spojte a výsledný kód spusťte . ","challenges-content.let-the-snake-run.instructions.3":"Uvažujte nad načasováním a umístěním: když had vyjde z jednoho micro:bitu, objeví se v dalším micro:bitu . ","challenges-content.let-the-snake-run.instructions.4":"Další výzvy: V micro:bitu v2 přehrávejte hudbu, dokud had neopustí vaše zařízení . ","challenges-content.let-the-snake-run.instructions.5":"Hada navrhněte změnou jasu LED světel . ","challenges-content.let-the-snake-run.instructions.6":"Zkuste vytvořit delšího hada, nebo více hadů . ","challenges-content.let-the-snake-run.example.0":"Toto je příklad 6pixelového dlouhého hada se čtyřmi micro:bity, které tvoří čtverec 2x2:","challenges-content.let-the-snake-run.example.1":"Programování počátečního micro:bitu(to může udělat učitel)","challenges-content.let-the-snake-run.example.2":"Všechny kódy jsou zahájeny tímto micro:bitem, který pošle rádiový signál ostatním micro:bitům, jakmile se stiskne tlačítko A . ","challenges-content.let-the-snake-run.example.3":"Programování pohybu hada","challenges-content.let-the-snake-run.example.4":"Každý micro:bit musí být ve stejné rádiové skupině jako počáteční micro:bit . ","challenges-content.let-the-snake-run.example.5":"Všechny animace začnou po přijetí rádiového signálu . ","challenges-content.let-the-snake-run.example.6":"Animace prvního micro:bitu je ihned viditelná, ostatní čekají, až se tam had dostane . ","challenges-content.let-the-snake-run.example.7":"Čas mezi dvěma fázemi určuje rychlost hada . ","challenges-content.let-the-snake-run.materials.0":"micro:bity(pokud možno pro každého studenta)","challenges-content.let-the-snake-run.materials.1":"notebook nebo počítač pro editor makecode . microbit . org","challenges-content.illustrate-a-joke.title":"Ilustrace vtipu pomocí bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Navrhnout malou hru, kde uživatel najde odpověď na vtipnou otázku . ","challenges-content.illustrate-a-joke.description":"Studenti navrhnou hru, v níž uživatel najde odpověď na vtipnou otázku, když postava vrazí do předmětu na hrací ploše . K dokončení výzvy používají studenti základní funkce editoru bitsy . ","challenges-content.illustrate-a-joke.instructions.0":"Vymyslete vtipnou otázku . Jděte na bitsy a vytvořte nový projekt . Budete potřebovat:","challenges-content.illustrate-a-joke.instructions.1":"avatar – postavu, kterou můžete pohybovat","challenges-content.illustrate-a-joke.instructions.2":"Bílá kočka na fialovém pozadí","challenges-content.illustrate-a-joke.instructions.3":"Automaticky generovaný popis","challenges-content.illustrate-a-joke.instructions.4":"předmět, ke kterému váš avatar půjde","challenges-content.illustrate-a-joke.instructions.5":"místnost – pozadí vašeho programu","challenges-content.illustrate-a-joke.instructions.6":"dvě sdělení: otázku a odpověď","challenges-content.illustrate-a-joke.instructions.7":"Dokončenou hru je možné stáhnout ve formátu html . ","challenges-content.illustrate-a-joke.example":"Na této stránce se můžete podívat na příklad vtipu a najdete tu odkaz na digitální tabuli:","challenges-content.illustrate-a-joke.materials":"bitsy funguje v prohlížeči","challenges-content.app-that-counts-in-several-languages.title":"Aplikace, která počítá v několika jazycích","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Naučit se vytvářet jednoduché aplikace . ","challenges-content.app-that-counts-in-several-languages.purposes.1":"Naučit se programovat prostřednictvím bloků . ","challenges-content.app-that-counts-in-several-languages.purposes.2":"Naučit se přidávat štítky, tlačítka, obrázky, snímače a média . ","challenges-content.app-that-counts-in-several-languages.purposes.3":"Naučit se uspořádat prvky na obrazovce aplikace . ","challenges-content.app-that-counts-in-several-languages.description":"Aplikace umožňuje počítat v několika jazycích po stisknutí tlačítka . Jakmile uživatel zatřese chytrým telefonem, počet se znovu vynuluje . Výzvou je přidat další jazyk . ","challenges-content.app-that-counts-in-several-languages.instructions.0":"K dokončení výzvy je potřeba stanovit další jazyk, ve kterém má aplikace počítat . ","challenges-content.app-that-counts-in-several-languages.instructions.1":"Poté je potřeba stáhnout z internetu(např . z webu Pixabay nebo Unsplash) vlajku dané země a nahrát ji na platformu MIT APP Inventor prostřednictvím prvku s názvem „vlajka“(flag) ve vlastnostech obrázku . ","challenges-content.app-that-counts-in-several-languages.instructions.2":"Pak byste měli zjistit, jak se v češtině píše název dané země a jak v jazyce té země říct „opustit a stisknout“ . ","challenges-content.app-that-counts-in-several-languages.instructions.3":"Nakonec je potřeba přidat nezbytné bloky pro aplikaci, aby fungovala v novém jazyce . ","challenges-content.app-that-counts-in-several-languages.materials.0":"K vytvoření aplikace budete potřebovat počítač nebo notebook s přístupem na internet . ","challenges-content.app-that-counts-in-several-languages.materials.1":"Vytvořte si na platformě MIT APP Inventor na stránce https://ai2.appinventor.mit.edu účet.","challenges-content.app-that-counts-in-several-languages.materials.2":"Také je nezbytné nainstalovat si na chytrém telefonu aplikaci MIT AI2 Companion, aby bylo možné vytvořenou aplikaci otestovat.","challenges-content.coding-with-art-through-storytelling.title":"Programování s uměním prostřednictvím příběhu","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara a Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Rozvíjet dovednosti pozorování, interpretace a dotazování prostřednictvím interakce s uměním.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Být kreativní a spolupracovat s ostatními na společném cíli.","challenges-content.coding-with-art-through-storytelling.purposes.2":"Vytvořit algoritmus za účelem převyprávění příběhu.","challenges-content.coding-with-art-through-storytelling.description":"V rámci této výzvy budou studenti inspirováni uměleckým dílem, budou vyprávět a ilustrovat příběh. Poté se pokusí příběh převyprávět pomocí programovatelné robotické sady nebo jako odpojenou aktivitu.","challenges-content.coding-with-art-through-storytelling.materials.0":"Tuto aktivitu je možné provést jako odpojenou aktivitu nebo s využitím výukového programovatelného robota, jako je Bee-Bot / Blue-Bot / robotická myš.","challenges-content.coding-with-art-through-storytelling.materials.1":"karty se šipkami pro Bee-Bota nebo karty se šipkami pro odpojenou aktivitu","challenges-content.coding-with-art-through-storytelling.materials.2":"v řečtině","challenges-content.coding-with-art-through-storytelling.materials.3":"Další informace o souboru nástrojů pro myšlenkové postupy v rámci projektu Project Zero najdete zde:","challenges-content.coding-with-art-through-storytelling.example.0":"Učitel se studenty modeluje, jak pomocí karet navrhnout algoritmus, který Bee-Botovi nebo jinému robotovi poskytne pokyny, jak se dostat k první události příběhu na podložce. Studenti pracují v týmech o třech až čtyřech osobách na algoritmu, který robota přesune do další sekvence. Studenti testují své algoritmy na třídní podložce a v případě potřeby opravují chyby.","challenges-content.coding-with-art-through-storytelling.example.1":"Nadále se pohybují přes tolik událostí příběhu, přes kolik to jen jde.","challenges-content.coding-with-art-through-storytelling.example.2":"Tuto aktivitu je možné provést také jako odpojenou aktivitu.","challenges-content.coding-with-art-through-storytelling.example.3":"Jedno dítě je robot a druhé dítě je programátor. Programátor vytvoří algoritmickou cestu pomocí karet se šipkami, aby se robot mohl přesouvat z jednoho obrázku do druhého a převyprávět příběh. Pokaždé, kdy je robot v určitém obrázku, je vyzván, ať převypráví část příběhu.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Učitel požádá studenty, aby pozorovali obraz/fotku.","challenges-content.coding-with-art-through-storytelling.instructions.1":"K vytvoření příběhu použijí myšlenkový postup „Začátek, prostředek, konec“ (Project Zero harvardské školy).","challenges-content.coding-with-art-through-storytelling.instructions.2":"Učitel se zeptá: „Pokud je toto umělecké dílo začátkem/prostředkem/koncem příběhu, co se může stát potom / předtím / na konci?","challenges-content.coding-with-art-through-storytelling.instructions.3":"Studenti ilustrují události příběhu.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Studenti si vybaví příběh a události seskupí do mřížky. Pomocí karet se šipkami vytvoří algoritmus, který Bee-Botovi pomůže příběh převyprávět.","challenges-content.coding-with-legoboost.title":"Kódování a programování s LegoBoost – rozšířením ve Scratchi","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"vytvářet modely s využitím funkce LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"rozvíjet programovací dovednosti ve Scratchi.","challenges-content.coding-with-legoboost.purposes.2":"programovat roboty s využitím jednoduchých až komplexních příkazů.","challenges-content.coding-with-legoboost.description":"V rámci této výzvy studenti využijí rozšíření LegoBoost ve Scratchi a do aplikace zadají kódy, díky kterým se robot bude přesouvat dopředu a dozadu a vyhýbat překážkám, a hlasové příkazy.","challenges-content.coding-with-legoboost.duration":"120 minut","challenges-content.coding-with-legoboost.instructions.0":"Přihlaste se do aplikace Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Otevřete Scratch a aktivujte si na notebooku Bluetooth.","challenges-content.coding-with-legoboost.instructions.2":"Klikněte ve Scratchi na Přidej rozšíření a vyberte LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Vložte obrázek o Evropském týdnu programování.","challenges-content.coding-with-legoboost.instructions.4":"Zapněte oba motory (AB) a při setkání s červenou překážkou je vypněte.","challenges-content.coding-with-legoboost.instructions.5":"Zeleně zbarvený motor A je zapnutý, černě zbarvený motor B je zapnutý.","challenges-content.coding-with-legoboost.instructions.6":"Na trasu se přidá zelená, červená a černá překážka.","challenges-content.coding-with-legoboost.instructions.7":"Přidejte příkazy ze šipek a funkce „text na hlas“ pro pohyby a zatáčky při setkání s překážkou.","challenges-content.coding-with-legoboost.instructions.8":"Vše otestujte!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1dgqUupRAv69sIJLXmUNm7z4nJql7C1oD","challenges.title":"VÝZVY PRO EVROPSKÝ TÝDEN PROGRAMOVÁNÍ","challenges.date":"9.–24. října 2021","challenges.common.target-audience":"Cílová skupina","challenges.common.pre-primary":"Žáci předškolního vzdělávání","challenges.common.experience":"Zkušenost","challenges.common.duration":"Doba trvání","challenges.common.materials":"Doporučené materiály","challenges.common.purpose":"Účel","challenges.common.description":"Popis","challenges.common.instructions":"Pokyny","challenges.common.example":"Příklad","challenges.common.written-by.0":"Tuto výzvu vytvořil/a","challenges.common.written-by.1":"a je součástí","challenges.common.teachers":"Učitelé","challenges.common.students":"Studenti","challenges.common.beginner":"Začátečník","challenges.common.intermediate":"Mírně pokročilý","challenges.common.advanced":"Pokročilý","challenges.common.1-hour":"1 hodina","challenges.main.0":"Během Evropského týdne programování, který bude probíhat od 9. do 24. října 2021, vás zveme ke splnění jedné nebo více výzev Evropského týdne programování.","challenges.main.1":"Co jsou to výzvy Evropského týdne programování ?","challenges.main.2":"Výzvy Evropského týdne programování jsou aktivity, kterým se můžete věnovat sami, ve třídě, s kolegy nebo s přáteli. Chcete se zúčastnit Evropského týdne programování, ale nemáte žádný nápad, co uspořádat? Tím se vůbec netrapte! Společně s partnery Evropského týdne programování jsme připravili výběr snadno organizovatelných výzev, které zahrnují konkrétní příklady, jak je využít ve třídě nebo ve skupině. K dispozici jsou také vodítka, jak výzvy splnit, ale výzvy si můžete libovolně přizpůsobit tak, aby vyhovovaly potřebám, zájmům a věku účastníků. Můžete využít jakékoli nástroje a technologie, doporučujeme nicméně využít otevřené zdroje.","challenges.main.3":"Vyberte si jednu nebo několik výzev, přizpůsobte ji nebo je pro svou skupinu nebo třídu, a podělte se o výsledky na Instagramu a povzbuďte tak další kolegy a přátele k účasti na zábavném Evropském týdnu programování!","challenges.main.4":"Klikněte na výzvu a zjistěte o ní více:","challenges.main.5":"Kdo se může zúčastnit?","challenges.main.6":"K účasti v Evropském týdnu programování 2021 a přijetí výzvy #EUCodeWeekChallenge je zván úplně každý (školy, učitelé, knihovny, programátorské kroužky a kluby, podniky, orgány veřejné správy).","challenges.main.7":"Jak se zúčastnit výzvy Evropského týdne programování 2021?","challenges.main.8":"Zvolte výzvu, kterou chcete přijmout.","challenges.main.9":"Rozdělte účastníky do dvojic nebo větších skupin. Ať už výzvu organizujete jako aktivitu s osobní účastí nebo online či jako národní či mezinárodní, týmová práce a spolupráce jsou pro její úspěšné zvládnutí klíčové.","challenges.main.10":"Sdílejte svou výzvu","challenges.main.11":"Chtěli byste během Evropského týdne programování něco hezkého vyhrát? Pokud ano, udělejte svou výzvu virální!","challenges.main.12":"Po dokončení výzvy se o svůj úspěch podělte na Instagramu.","challenges.main.13":"Výherci budou vybráni každý den během trvání Evropského týdne programování od 9. do 24. října a budou vyhlašováni na našem Instagramu, tak nezapomeňte pravidelně sledovat notifikace.","challenges.share.0":"Jak můžu své výzvy sdílet na Instagramu?","challenges.share.1":"Klepněte na tlačítko Upravit profil","challenges.share.2":"V poli Web přidejte odkaz na svou práci a změnu uložte","challenges.share.3":"Vytvořte nový příspěvek","challenges.share.4":"Přidejte screenshot své práce","challenges.share.5":"Napište poutavý popis","challenges.share.6":"Nezapomeňte uvést informaci „Odkaz v Bio“","challenges.share.7":"Přidejte hashtag #EUCodeWeekChallenge","challenges.share.8":"Zmiňte a označte @CodeWeekEU","challenges.share.9":"Chcete svou výzvu sdílet na Facebooku?","challenges.share.10":"Evropský týden programování na své stránce na","challenges.share.11":"Facebooku","challenges.share.12":"každý den připne nový příspěvek s výzvou a z komentářů pod příspěvkem vybere výherce.","challenges.share.13":"Jak to funguje?","challenges.share.14":"Jednoduše k příspěvku přidejte komentář s odkazem na vaši práci.","challenges.share-box.0":"Sdílejte odkaz na svou práci v","challenges.share-box.1":"Bio na svém Instagramu","challenges.share-box.2":"klepněte na Instagramu na tlačítko","challenges.share-box.3":"Upravit profil","challenges.share-box.4":"a do pole Web vložte odkaz na svou práci. Pak vytvořte nový příspěvek, přidejte screenshot své práce, připište","challenges.share-box.5":"odkaz v Bio","challenges.share-box.6":"přidejte hashtag #EUCodeWeekChallenge a zmiňte @CodeWeekEU","challenges.share-box.7":"Chcete svou výzvu raději sdílet na","challenges.share-box.8":"Evropský týden programování zveřejní","challenges.share-box.9":"příspěvek s novou výzvou na své","challenges.share-box.10":"stránce na Facebooku","challenges.share-box.11":"Vy pak jednoduše k příspěvku přidejte komentář s odkazem na vaši práci","challenges.share-box.12":"Výherci tematických výher budou vybráni každý den během trvání Evropského týdne programování od 9. do 24. října a budou vyhlašováni na našem Instagramu, tak nezapomeňte pravidelně sledovat notifikace.","challenges.take-part.0":"Proč se zúčastnit výzvy Evropského týdne programování?","challenges.take-part.1":"Můžete se zapojit do programátorských aktivit řešících určité problémy.","challenges.take-part.2":"Můžete spolupracovat s přáteli a kolegy.","challenges.take-part.3":"Můžete šířit poslání o důležitosti programování.","challenges.download.0":"Kliknutím","challenges.download.1":"sem","challenges.download.2":"si tuto výzvu stáhnete jako dokument ve formátu Word","challenges.bingo.0":"Zvládněte všechny výzvy","challenges.bingo.1":"Výzva splněna? Vytiskněte si","challenges.bingo.2":"kartu","challenges.bingo.3":"a označte malou bílou bublinu vlevo nahoře","challenges.bingo.4":"Sdílejte svou výzvu na sociálních sítích a vyhrajte cool tematické ceny Evropského týdne programování","challenges.bingo.5":"Jednoduše nahrajte fotku s vyplněnými řádky, sloupci, nebo celou kartou na","challenges.bingo.6":"Facebook, Instagram nebo Twitter","challenges.bingo.7":"Nezapomeňte použít","codeweek4all.title":"Soutěž Code Week 4 All","codeweek4all.text":"Soutěž Code Week 4 All vás povzbuzuje k tomu, abyste propojili své aktivity s aktivitami organizovanými přáteli, kolegy a známými a společně získali Certifikát o špičkové úrovni v rámci Týdne programování.","codeweek4all.what.title":"Oč se jedná?","codeweek4all.what.content":`

    Kromě přidání vaší aktivity na mapu Týdne programování můžete také zapojit ostatní ve své síti, aby udělali totéž. Pokud vy a vaše aliance dosáhnete na některou z následujících prahových hodnot, získáte Certifikát o špičkové úrovni v rámci Týdne programování!

    -

    Kritéria pro získání Certifikátu o špičkové úrovni:

    `,"codeweek4all.what.criteria1":"500 zapojených studentů","codeweek4all.what.criteria2":"10 propojených aktivit (10 různých organizátorů)","codeweek4all.what.criteria3":"3 zúčastněné země","codeweek4all.what.andor":"a / nebo","codeweek4all.howto.title":"Jak se zapojit?","codeweek4all.howto.time":"Soutěž Code Week 4 All trvá do konce kalendářního roku. Certifikáty budou vystaveny na začátku příštího roku v lednu nebo únoru.","codeweek4all.howto.content":'Navštivte stránku Přidat akci a vyplňte nezbytné podrobnosti o vaší programovací aktivitě.',"codeweek4all.howto.first_alliance.1":"Klikněte na Odeslat.","codeweek4all.howto.first_alliance.2":"Po přijetí vaší aktivity obdržíte e-mail s potvrzením a s jedinečným kódem pro soutěž Code Week 4 All.","codeweek4all.howto.first_alliance.3":"Kód si zkopírujte a předejte jej kolegům a dalším osobám ve vaší síti, kteří také organizují programovací akci. Informace dále šiřte, aby se zapojili i další!","codeweek4all.howto.first_alliance.4":"Na konci kampaně budou všichni organizátoři aktivit požádáni o zprávu o tom, kolik účastníků se jim podařilo zapojit. Pokud se vám podařilo dosáhnout prahové hodnoty, vy a vaši kolegové, kteří byli součástí vaší sítě, obdržíte Certifikát o špičkové úrovni!","codeweek4all.howto.first_alliance.title":"Pokud jste v alianci první:","codeweek4all.howto.existing_alliance.1":"Vložte heslo obdržené od iniciátora, který alianci vytvořil, do pole KÓD CODE WEEK 4 ALL.","codeweek4all.howto.existing_alliance.2":"Klikněte na Odeslat.","codeweek4all.howto.existing_alliance.3":"Dejte o akci vědět (a šiřte kód!), aby se do vaší aliance přidali další organizátoři.","codeweek4all.howto.existing_alliance.4":"Na konci kampaně budou všichni organizátoři aktivit požádáni o zprávu o tom, kolik účastníků se jim podařilo zapojit. Pokud se vám podařilo dosáhnout prahové hodnoty, vy a vaši kolegové, kteří byli součástí vaší sítě, obdržíte Certifikát o špičkové úrovni!","codeweek4all.howto.existing_alliance.title":"Pokud se chcete přidat ke stávající alianci:","codeweek4all.why.1":"Aby se šířilo sdělení o významu programování.","codeweek4all.why.2":"Aby se zapojil větší počet studentů.","codeweek4all.why.3":"Aby se vybudovaly vazby mezi organizátory a/nebo školami ve vaší obci nebo na mezinárodní úrovni.","codeweek4all.why.4":"Abyste získali podporu dalších organizátorů a učitelů.","codeweek4all.why.5":"Abyste získali Certifikát o špičkové úrovni.","codeweek4all.why.title":"Proč se do soutěže zapojit?","codeweek4all.superorganiser-title":"Certifikát superorganizátora","codeweek4all.superorganiser":'Můžete také získat certifikát superorganizátora. Pokud ho chcete získat, zorganizujte a zaregistrujte alespoň 10 samostatných aktivit, ať už ve škole, v organizaci nebo online.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Otázky","coding-at-home.material.required":"Potřebné materiály","coding-at-home.material.chequered":"herní plán s mřížkou","coding-at-home.material.footprint":"kartička s otiskem chodidla","coding-at-home.intro.title":"Úvod ke Coding@Home","coding-at-home.explorer.title":"Průzkumník","coding-at-home.explorer.text":"Průzkumník je první aktivitou série Coding@Home. Veďte průzkumníka po herním plánu tak, abyste po cestě k cíli navštívili co nejvíce polí. ","coding-at-home.explorer.questions.content.1":"O1. Je-li výchozí a konečná pozice dána, může průzkumník navštívit všechna pole na herním plánu?","coding-at-home.explorer.questions.content.2":"O2. Které výchozí a konečné pozice znemožňují průzkumníkovi navštívit maximální počet polí na herním plánu?","coding-at-home.right-and-left.title":"Doprava a doleva","coding-at-home.right-and-left.text":"Doprava a doleva je hra, ve které hráči soutěží a zároveň spolupracují. Dva týmy spolupracují na vytvoření cesty k cíli a každý z nich se snaží, aby bylo využito co nejvíce kartiček barvy, která mu byla přidělena: žlutý tým se snaží o položení co nejvíce odboček doleva a červený tým o položení co nejvíce odboček doprava.","coding-at-home.right-and-left.questions.content.1":"O1. Jsou-li začátek a konec stanoveny jako v první hře na videu, je možné, aby jeden z týmů vyhrál?","coding-at-home.right-and-left.questions.content.2":"O2. Jsou-li začátek a konec stanoveny jako ve hře, kterou vyhrála Anna, může být výsledkem remíza?","coding-at-home.right-and-left.questions.content.3":"O3. Existují uspořádání startovního bodu a cíle, která zvýhodňují jeden ze dvou týmů?","coding-at-home.right-and-left.questions.content.4":"O4. Je s ohledem na vzájemnou polohu startovního bodu a cíle možné předpovědět, jaký bude bodový rozdíl mezi vítězným a poraženým týmem?","coding-at-home.keep-off-my-path.title":"Jdi mi z cesty","coding-at-home.keep-off-my-path.text":"Jdi mi z cesty je hra, v níž soutěží dva týmy. Začínají na opačných koncích herního plánu a vytvářejí trasy, kterými se vzájemně blokují. Vyhrává tým, který druhému týmu znemožní prodloužení trasy.","coding-at-home.keep-off-my-path.questions.content.1":"O1. Existují startovní body, které zvýhodňují jeden ze dvou týmů?","coding-at-home.keep-off-my-path.questions.content.2":"O2. Může hra skončit remízou?","coding-at-home.keep-off-my-path.questions.content.3":"O3. Má hráč, který začíná, výhodu?","coding-at-home.keep-off-my-path.questions.content.4":"O4. Existuje neprůstřelná strategie, která začínajícímu hráči zajistí, že nikdy nemůže prohrát?","coding-at-home.tug-of-war.title":"Přetahovaná","coding-at-home.tug-of-war.text":"Přetahovaná je hra, která obnáší spolupráci i soutěžení. Začíná se ze středu spodního okraje herního plánu a týmy (žlutý a červený) se společně snaží propracovat k hornímu okraji. Žlutý tým chce dosáhnout polí vlevo nahoře, zatímco červený tým se snaží, aby trasa skončila vpravo nahoře.","coding-at-home.tug-of-war.questions.content.1":"O1. Existuje strategie, která vždy vede k vítězství?","coding-at-home.tug-of-war.questions.content.2":"O2. Má hráč, který začíná, výhodu?","coding-at-home.tug-of-war.questions.content.3":"O3. Pokud oba týmy hrají soustředěně, skončí hra vždy remízou, tj. uprostřed?","coding-at-home.explorer-without-footprints.title":"Průzkumník beze stop","coding-at-home.explorer-without-footprints.text":"Průzkumník chodí po herním plánu z výchozího bodu do cíle a snaží se vstoupit na všechna pole. Při chůzi nechává barevné otisky svých chodidel, takže robot může jít v jeho stopách na základě interpretace barev. Hra nabývá na zajímavosti, když průzkumník smaže stopy a ponechá pouze barvy.","coding-at-home.explorer-without-footprints.material":"a červené, žluté a šedé fixy (nebo tužky)","coding-at-home.explorer-without-footprints.questions.content.1":"O1. Jaký je rozdíl mezi herním plánem plným barevných stop a herním plánem s barvami, ale bez stop?","coding-at-home.explorer-without-footprints.questions.content.2":"O2. Který herní plán poskytuje větší svobodu pohybu, pokud nadále platí pravidla pro odbočování na základě barev?","coding-at-home.explorer-without-footprints.questions.content.3":"O3. Existují na herním plánu, na němž jsou pouze barvy, trasy, které na plánu s barevnými otisky chodidel nejsou možné?","coding-at-home.explorer-without-footprints.questions.content.4":"O4. Existují na herním plánu s barevnými otisky chodidel trasy, které na plánu s barvami nejsou možné?","coding-at-home.walk-as-long-as-you-can.title":"Jdi tak daleko, jak to jen jde","coding-at-home.walk-as-long-as-you-can.text":"Během této aktivity je důležité zůstat na desce tak dlouho, jak to jen jde. Místo stop se budou používat barvy. Aktivita se stane složitější, jakmile se rozšíří svoboda pohybu.","coding-at-home.walk-as-long-as-you-can.coloured-cards":"barevné kartičky nebo červené, žluté a zelené zvýrazňovače","coding-at-home.walk-as-long-as-you-can.questions.content.1":"1. otázka: Kdy se obě cesty zkříží a navzájem se zablokují?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"2. otázka: Hra je prezentována jako hra pro dva hráče. Je možné ji hrát se třemi nebo čtyřmi hráči? Musíme změnit pravidla?","coding-at-home.ada-charles-roby.title":"Ada, Charles a Roby","coding-at-home.ada-charles-roby.text":"Příběh Ady Lovelaceové a Charlese Babbageho je zajímavý. Vymysleli a programovali počítače sto let předtím, než byly ve skutečnosti vynalezeny.","coding-at-home.ada-charles-roby.material":"plastelína a krátká tužka","coding-at-home.ada-charles-roby.questions.content.1":"1. otázka: Představte si, že robot, kterého jste vytvořili pomocí plastelíny a tužky, se může pohybovat po desce tak, aby se dostal na jakoukoliv pozici a v případě potřeby mohl sledovat svou trasu. Jaké instrukce byste k naprogramování použili?","coding-at-home.cody-and-roby.title":"Cody a Roby","coding-at-home.cody-and-roby.text":"Tohle je hra s rolemi programátora Codyho a robota Robyho. Ve videu vám představíme karty CodyRoby, které odteď budeme používat k určení pohybů po desce. Cody karty použije, aby Robymu dal instrukce ohledně toho, jak se má na desce pohybovat.","coding-at-home.cody-and-roby.material":"šachovnice se štítky, karty s instrukcemi (vlevo, vpravo, rovně) a dílky, které se umístí na desku","coding-at-home.cody-and-roby.starter-kit":"startovací sada CodyRoby","coding-at-home.cody-and-roby.questions.content.1":"1. otázka: Kam se Roby dostane, pokud začne na pozici C2 čelem na jih a provede poslední sadu instrukcí z videa?","coding-at-home.cody-and-roby.questions.content.2":"2. otázka: Mohly by pohyby, které Roby provede podle poslední sady instrukcí z videa, být popsány prostřednictvím instrukcí v podobě stop CodyFeet nebo CodyColor na desce?","coding-at-home.cody-and-roby.questions.content.3":"3. otázka: Tři typy instrukcí z videa, které jsou reprezentovány prostřednictvím zelených, červených a žlutých kartiček, představují sadu instrukcí, pomocí nichž se Roby může dostat na jakékoliv místo na desce. Dokážete vymyslet sadu, která obsahuje méně než tři instrukce a zvládne to samé?","coding-at-home.the-tourist.title":"Turista","coding-at-home.the-tourist.text":"Dva týmy s kartami CodyRoby soupeří o to, aby v co nejkratším čase našly sadu instrukcí, která turistu dovede k památce, již chce na desce navštívit.","coding-at-home.the-tourist.material":"S většími kartami se dá hrát na podlaze.","coding-at-home.the-tourist.questions.content.1":"1. otázka: Jaká sada instrukcí by turistu v prvním příkladu z videa dovedla k soše Rafaela?","coding-at-home.the-tourist.questions.content.2":"2. otázka: Která sada instrukcí by turistu ve druhém příkladu z videa dovedla k věžím vévodského paláce?","coding-at-home.the-tourist.questions.content.3":"3. otázka: Napadne vás nějaký zábavný způsob, jak udělat nějaké cvičení pokaždé, když jeden z týmů zvolí kartu pro přidání do programu? Vymyslete způsob, jak upravit štafetový závod z videa.","coding-at-home.material2.chequered-with-labels":"čtverečkovaná hrací deska s popisky","coding-at-home.material2.cards":"24 karet pro pohyb vpřed, 8 karet pro otočení vlevo a 8 karet pro otočení vpravo","coding-at-home.material2.larger-cards":"Pro verzi hry na podlaze se doporučují větší karty","coding-at-home.material2.video":"Video také ukazuje, jak hrát bez karet","coding-at-home.material2.pieces-of-paper":"Také je potřeba 24 kousků papíru, které se umístí na již navštívená pole","coding-at-home.material2.card-alternative":"Jako alternativu k balíčku karet CodyRoby můžete použít ikony karet, které jsou dostupné zde","coding-at-home.material2.small-drawings":"Jako doplněk můžete použít malé kresby, které pomohou s vyprávěním příběhu. Ty, které jsme použili ve videu, najdete zde","coding-at-home.material2.rest-of-cards":"Pro zbytek používáme karty CodyRoby, CodyFeet nebo CodyColour.","coding-at-home.catch-the-robot.title":"Chyťte robota","coding-at-home.catch-the-robot.text":"Chyťte robota je soutěžní hra, kterou lze hrát na stole nebo podlaze. Vyhrává hráč, který zajme robota druhého týmu tak, že vstoupí na jeho pole na hrací desce. Náhodné pořadí herních karet vyžaduje, aby oba týmy neustále přizpůsobovaly svou strategii.","coding-at-home.catch-the-robot.questions.content.1":"O1. Pokud se růžová figurka (Roby) nachází na středním poli C3 čelem na sever a růžový tým má dvě karty pro pohyb vpřed, dvě karty pro otočení vlevo a jednu kartu pro otočení vpravo, na která pole může jít?","coding-at-home.the-snake.title":"Had","coding-at-home.the-snake.text":"Had je typ solitéru, který lze hrát s kartami CodyRoby. Cílem je provést hada přes všechna pole na hrací desce tak, aby se přitom nekousl do ocasu.","coding-at-home.the-snake.questions.content.1":"O1. Existují nějaká startovní místa, ze kterých není možné navštívit všechna pole tak, aby se had nekousl do ocasu?","coding-at-home.storytelling.title":"Vyprávění příběhu","coding-at-home.storytelling.text":"Dnešním tématem je vyprávění příběhu. S využitím povelů CodyRoby, stop CodyFeet nebo barev CodyColour veďte figurky po hrací desce tak, aby vyprávěly příběh. Na hrací desce rozmístěte různé části příběhu.","coding-at-home.storytelling.questions.content.1":"O1. Který nástroj je při vedení Robyho tak, aby vyprávěl příběh, nejvšestrannější?","coding-at-home.storytelling.questions.content.2":"O2. Dají se části příběhu, který chcete vyprávět, na hrací desce rozmístit tak, aby je nebylo možné všechny posbírat pomocí CodyFeet?","coding-at-home.two-snakes.title":"Dva hadi","coding-at-home.two-snakes.text":"Pomocí karet CodyRoby se po herní desce pohybují dva hadi a snaží se bránit si navzájem v pohybu. Základní pravidlo je úplně jednoduché: nemůžeš se vrátit na políčko, na kterém už had byl. Vyhrává had, který se dokáže nejdéle libovolně pohybovat.","coding-at-home.two-snakes.material":"Karty CodyRoby, hrací deska s 5 × 5 políčky, dvě figurky, a kousky papíru, kterými označíme již navštívená políčka.","coding-at-home.two-snakes.questions.content.1":"Otázka 1. Vraťme se k počátečnímu nastavení z videa. Pokud si hráči nevytáhnou žluté karty, se kterými můžou zahnout doleva, jaké jiné karty by bylo nejlepší si vytáhnout?","coding-at-home.round-trip.title":"Cesta tam a zpátky","coding-at-home.round-trip.text":"Týmy se střídají. První plánuje cestu tam, zatímco druhý musí přivést Robyho zpět do výchozího bodu. Zdá se, že je to snadné, ale není, zvláště pokud plánujete tahy v duchu, aniž byste Robym skutečně pohybovali...","coding-at-home.round-trip.material":"Karty CodyRoby, hrací deska s 5 × 5 políčky, dvě figurky a kousky papíru, kterými označíme již navštívená políčka.","coding-at-home.round-trip.questions.content.1":"Otázka 1. Je možné, aby program, který přivede Robyho zpět do výchozího bodu, byl kratší (tj. obsahoval méně pokynů) než ten pro cestu z výchozího bodu?","coding-at-home.meeting-point.title":"Setkání","coding-at-home.meeting-point.text":'Tentokrát si naplánujeme tahy dříve, než začneme. Oba týmy postupně pokládají karty na stůl a vytváří sekvenci pokynů, podle kterých budou přesouvat své roboty. Žádný robot se ale nepohne, dokud jeden z hráčů neřekne "start!". V tomto okamžiku přestávají programovat a začínají přesouvat roboty. Hráč, který řekl "start!" vyhraje, pouze pokud se oba roboti, každý provádějící pokyny svého týmu, sejdou na stejném políčku.',"coding-at-home.meeting-point.material":"Karty CodyRoby, hrací deska s 5 × 5 políčky, dvě figurky.","coding-at-home.meeting-point.questions.content.1":"Otázka 1. Pokud si myslíš, že je možné, aby se dva roboti nikdy nesetkali, vymysli pravidla hry, která zahrnou všechny možné situace.","coding-at-home.follow-the-music.title":"Jdi podle hudby","coding-at-home.follow-the-music.text":"Když se sekvence několika programovacích pokynů pravidelně opakuje, je to jako by měla svůj rytmus. Když ke každému pokynu přiřadíme určitý tón, můžeme Robyho vést pomocí hudby. A přesně to teď uděláme. Vytvořím pro tebe program složený z různých tónů, které představují jednotlivé pokyny, a ty budeš podle nich Robyho přesouvat po hrací desce.","coding-at-home.follow-the-music.material":"Kromě karet CodyRoby, hrací desky a figurky potřebujeme ještě vytvořit tři různé tóny. Já jsem použil tři sklenice naplněné do různé výšky vodou. Co použiješ ty?","coding-at-home.follow-the-music.questions.content.1":"Otázka 1. Snaž se sledovat video a nechat se vést tóny skleniček, a nedívej se přitom na karty. Rozeznáš tóny a dokážeš provést pokyny, které představují?","coding-at-home.follow-the-music.questions.content.2":"Otázka 2. Vyber si tři tóny, které přiřadíš ke třem základním pokynům. Seřaď za sebou několik tónů, které můžeš ve stejném pořadí znovu a znovu opakovat, aniž by se Roby dostal mimo hrací desku...","coding-at-home.colour-everything.title":"Všechno vybarvit","coding-at-home.colour-everything.text":"Co roboty nasměrovat po desce tak, aby cestou vytvořili obrazec? V rámci tohoto úkolu si budeme hrát s programováním a pixely. Budeme vytvářet obrazce vybarvováním políček, jako by to byly pixely na obrazovce.","coding-at-home.colour-everything.material":"Karty CodyRoby, čtverečkovaná hrací deska a figurka. K vybarvování políček budeme používat čtverečky papíru, které budeme na políčka pokládat. Nebo je můžete vybarvovat fixem.","coding-at-home.colour-everything.questions.content.1":"Dovedete nakreslit dvě srdce, jako v závěrečné části videa, nasměrováním robota na příslušná políčka, aniž by kterékoli vybarvil dvakrát?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter a CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Jaký je rozdíl mezi plotterem a tiskárnou? Odpověď najdete při této aktivitě bez počítače.","coding-at-home.codyplotter-and-codyprinter.material":"Kromě setu CodyRoby budeme používat zelený fix a nového robota z modelíny, ale nemusí být.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Dokážete vysvětlit rozdíl mezi plotterem a tiskárnou?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Co by RobyPrinter nakreslil, kdyby se po desce pohyboval podle posloupnosti příkazů na konci videa?","coding-at-home.boring-pixels.title":"Samé pixely!/Čísla","coding-at-home.boring-pixels.text":"Dáváme Robymu příkazy, aby postupně políčko po políčku, tedy pixel po pixelu, kreslil obrazec. V případech, kdy je třeba vybarvit řadu políček za sebou, si můžeme situaci usnadnit čísly. Počítače dělají totéž...","coding-at-home.boring-pixels.material":"čtverečkovaný blok nebo hrací deska 5×5 políček nakreslená na listu papíru, fix. Ke znázornění můžete použít fix a papír.","coding-at-home.boring-pixels.questions.content.1":"Zkuste vytvořit šachovnici kódováním RLE. Velikost obrazce se bude rovnat počtu políček, ale jak velká bude jeho podoba v RLE?","coding-at-home.turning-code-into-pictures.title":"Programujeme obrázky","coding-at-home.turning-code-into-pictures.text.1":"Ukázali jsme si, jak nakreslit respektive naprogramovat obrázek. Teď si představuju další obrázek. Programem jsem ho zakódoval do písmen a čísel, které máte k dispozici. Čísla a písmena si zaznamenejte a pomocí programu zjistěte, jaký obrazec jsem měl na mysli.","coding-at-home.turning-code-into-pictures.text.2":"Tady je obrázek, který jsem po vás chtěl. Podařilo se vám ho pomocí kódu nakreslit?","coding-at-home.turning-code-into-pictures.material":"papír (pokud možno čtverečkovaný) a fix.","coding-at-home.turning-code-into-pictures.questions.content.1":"Zkuste si dekódovat a nakreslit další obrazce, které uvádím na konci videa.","coding-at-home.texts.1":"Série Coding@Home představuje sbírku krátkých videí, návodů, hádanek, her a programovacích úkolů pro každodenní využití doma i ve škole. Veškeré aktivity můžete provádět bez předchozích znalostí či elektronických přístrojů. Aktivity stimulují výpočetní myšlení a rozvíjejí dovednosti žáků, rodičů i učitelů doma i ve škole. ","coding-at-home.texts.2":'Série Coding@Home projektu Evropský týden programování je založena na iniciativě “Coding in famiglia” , kterou připravily univerzita v Urbinu a asociace CodeMOOCnet ve spolupráci s italskou televizní stanicí Rai Cultura. Alessandro Bogliolo působí na univerzitě v Urbinu jako profesor systémů pro zpracování informací a je < a href = "/ambassadors?country_iso=IT" target = "_blank" > italským ambasadorem Evropského týdne programování a koordinátorem všech ambasadorů i členů správní rady Koalice pro digitální dovednosti a pracovní místa. ',"coding-at-home.texts.3":'Máte - li zájem o další aktivity bez počítače či aktivity v různých programovacích jazycích, robotiku, micro:bit apod., podívejte se na stránku Školicí materiály pro Evropský týden programování , kde najdete videonávody a programy lekcí pro první a druhý stupeň základních škol a střední školy. Seznamte se také se stránkou Evropského programovacího týdne pro studenty a učitele. ',"community.titles.0":"Komunita","community.titles.1":"Ambasadoři","community.titles.2":"Vedoucí učitelé","community.titles.3":"Koordinátoři","community.titles.4":"Dobrovolníci pro Evropský týden programování","community.intro.0":"Organizátoři Evropského týdne programování by chtěli poděkovat ohromné mezinárodní komunitě dobrovolníků. Na této stránce vám představujeme ty, kteří jsou aktivní ve vaší zemi.","community.intro.1":"Páteří Evropského týdne programování jsou ambasadoři, vedoucí učitelé a koordinátoři (Edu coordinators) čili zástupci ministerstev školství v EU a v zemích západního Balkánu.","community.intro.2":"Zvolte zemi – dozvíte se více o těch, kteří jsou do projektu zapojeni:","community.ambassadors":"Ambasadoři Evropského týdne programování jsou hlavními kontaktními osobami týdne programování v jednotlivých zemích a pomáhají šířit jeho vizi na místní úrovni. Ambasadoři pomáhají vytvářet síť jednotlivců, společností a komunit, které mají zájem o podporu Evropského týdne programování. Dohlížejí na to, aby se aktivity dostaly na mapu týdne programování, a propagují všeobecnou účast na Evropském týdnu programování. Ambasadoři také kontrolují a schvalují aktivity v dané zemi. Spolupracují i s kolegy z jiných zemí a pravidelně se scházejí, aby probrali další vývoj této iniciativy.","community.leading-teachers":"Vedoucí učitelé tvoří aktivní komunitu více než 450 pedagogů z celé Evropy. Pomáhají vytvářet síť škol, učitelů a studentů, kteří mají o účast na týdnu programování zájem, a vybízejí je k tomu, aby organizovali aktivity a zapisovali je na mapu týdne programování. Vedoucí učitelé pořádají webináře profesního rozvoje ve svém jazyce a jsou kontaktními osobami pro ostatní učitele v zemi i v Evropě. Kromě toho propagují tuto iniciativu na místní úrovni.","community.cta":"Učitelé mohou na mapě vyhledat vedoucí učitele z okolí.","community.edu":"Koordinátoři vzdělávání Evropského týdne vzdělávání jsou korespondenti na ministerstvech školství nebo v jiných vzdělávacích orgánech a organizacích, které se účastní Evropského týdne programování. Koordinátoři posilují základy této iniciativy tím, že poskytují podporu učitelům a školám v celé zemi. K tomu patří i komunikace se školami, které se Evropského týdne programování už účastní – cílem je dozvědět se o jejich osvědčených postupech a podělit se o zkušenosti. Koordinátoři též podporují školy, které se chtějí iniciativy zúčastnit, tím, že jim poskytují dostupné zdroje, školicí materiály a příležitosti v rámci komunity.","community.volunteer.0":"Abyste mohli být součástí dění, nemusíte mít v komunitě Evropského týdne programování žádnou oficiální roli. Aktivity, při nichž budete učit lidi programovat, vytvářet roboty, hrát si s hardwarem nebo 3D tiskárnou a budete k tomu inspirovat ostatní, může zorganizovat každý a svou aktivitu může přidat","community.volunteer.1":"na mapu.","community.volunteer.2":"Pokud chcete působit ve svém volném čase jako dobrovolník a propagovat programování a ztotožňujete se s","community.volunteer.3":"vizí","community.volunteer.4":"a","community.volunteer.5":"hodnotami","community.volunteer.6":"Evropského týdne programování, můžete se stát vedoucím učitelem nebo ambasadorem","community.volunteer.7":"Pokud jste pedagog, který s nadšením vyučuje i se učí jak programovat stejně jako my, najdete více informací o roli a přínosech vedoucích učitelů","community.volunteer.8":"zde","community.volunteer.9":"Pokud vás role vedoucího učitele zaujme a chtěli byste se jím stát, vyplňte prosím tuto","community.volunteer.10":"on-line přihlášku.","community.volunteer.11":"Upozorňujeme vás, že počet vedoucích učitelů v každé zemi je pevně stanovený, což znamená, že přihlášky jsou v určitou dobu k dispozici jen pro některé konkrétní země.","community.volunteer.12":"Pokud chcete ve vaší zemi propagovat programování pročtěte","community.volunteer.13":"si povinnosti ambasadorů","community.volunteer.14":"a podívejte se na seznam ambasadorů Evropského týdne programování","community.volunteer.15":"Pokud ve vaší zemi ambasadoři již fungují, spojte se přímo s nimi a společně se dohodněte, jak můžete iniciativu nejlépe podpořit vy. Pokud ve vaší zemi žádný ambasador zatím není, napište nám na e-mail info@codeweek.eu.","cookie.cookies":"Cookies","cookie.uses_cookies":"Tyto stránky využívají v zájmu kvalitnějších služeb cookies","cookie.find_out_more_on":"Pročtěte podrobnosti, ","cookie.how_we_use":"jak přesně cookies využíváme a jak můžete změnit příslušná nastavení","cookie.accept":"Povolit cookies","cookie.refuse":"Zakázat cookies","cookie_policy.title":"Zásady ochrany osobních údajů","cookie_policy.what.title":"Co jsou to soubory cookie?","cookie_policy.what.text":"

    Cookie je malý textový soubor, který je při vaší návštěvě webové stránky uložen do vašeho počítače nebo mobilního zařízení.

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    Při vaší první návštěvě webové stránky Codeweek budete vyzváni k přijetí nebo odmítnutí souborů cookie.

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    Za účelem prohlížení některých z našich stránek je však zapotřebí přijmout také soubory cookie pocházející od externích organizací.

    ","cookie_policy.how.3types.1":"uložení preferencí návštěvníka","cookie_policy.how.3types.2":"zajištění správného fungování našich webových stránek","cookie_policy.how.3types.3":"shromažďování analytických dat (o chování uživatele na webové stránce)","cookie_policy.how.3types.title":"3 typy souborů cookie první strany používáme za účelem:","cookie_policy.how.table.name":"Jméno","cookie_policy.how.table.service":"Služba","cookie_policy.how.table.purpose":"Účel","cookie_policy.how.table.type_duration":"Typ souboru cookie a jeho životnost","cookie_policy.how.visitor_preferences.title":"Preference návštěvníka","cookie_policy.how.visitor_preferences.text":"

    Soubory cookie ukládající preference návštěvníka nastavujeme my a pouze my je můžeme číst. Pamatují si:

    ","cookie_policy.how.visitor_preferences.item":"zda jste vyjádřili souhlas se zásadami používání souborů cookie na této stránce (nebo tyto zásady odmítli)","cookie_policy.how.visitor_preferences.table.1.service":"Sada souborů cookie souvisejících s udělením souhlasu","cookie_policy.how.visitor_preferences.table.1.purpose":"Ukládá vaše preference týkající se souborů cookie (takže už na ně nebudete dotazováni znovu)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Relační soubor cookie první strany, který se smaže po zavření prohlížeče","cookie_policy.how.operational_cookies.title":"Provozní soubory cookie","cookie_policy.how.operational_cookies.text":"

    Existují soubory cookie, které musíme zahrnout, abychom zajistili správné fungování určitých webových stránek. Z tohoto důvodu nevyžadujeme váš souhlas. Zejména se jedná o:

    ","cookie_policy.how.operational_cookies.item":"technické soubory cookie vyžadované určitými IT systémy","cookie_policy.how.technical_cookies.title":"Technické soubory cookie","cookie_policy.how.technical_cookies.table.1.purpose":"Zajištění zabezpečené relace během vaší návštěvy.","cookie_policy.how.technical_cookies.table.1.type_duration":"Relační soubor cookie první strany, který se smaže po zavření prohlížeče","cookie_policy.how.technical_cookies.table.2.purpose":"Zajištění zabezpečené relace v delším časovém horizontu bránící ztrátě relace při zavření prohlížeče.","cookie_policy.how.technical_cookies.table.2.type_duration":"Trvalý soubor cookie první strany, 60 měsíců","cookie_policy.how.technical_cookies.table.3.purpose":"Ukládá upřednostňovaný jazyk uživatele","cookie_policy.how.technical_cookies.table.3.type_duration":"Relační soubor cookie první strany, který se smaže po zavření prohlížeče","cookie_policy.how.analytics_cookies.title":"Analytické soubory cookie","cookie_policy.how.analytics_cookies.items":`

    Tyto soubory používáme čistě za účelem interního průzkumu toho, jak můžeme zlepšit službu poskytovanou všem našim uživatelům.

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    Tyto soubory cookie jednoduše posuzují, jak se – jako anonymní uživatel (shromažďovaná data neumožňují zjištění vaší totožnosti) – chováte na naší webové stránce.

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    Tyto údaje rovněž nesdílíme s žádnými třetími stranami a nepoužíváme je za žádným jiným účelem. Anonymizované statistky můžeme sdílet se smluvními partnery, kteří na základě smluvní dohody s Komisí pracují na komunikačních projektech.

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    Tyto typy souborů cookie však můžete odmítnout – buď na liště s oznámením o souborech cookie zobrazené na první stránce při vaší první návštěvě, nebo na této vyhrazené stránce..

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Služba analýzy webu opírající se o open source software Matomo","cookie_policy.how.analytics_cookies.table.1.purpose":"Rozpoznává návštěvníky webové stránky (anonymně – nejsou shromažďovány žádné osobní údaje uživatele).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Trvalý soubor cookie první strany, 20 dnů","cookie_policy.how.analytics_cookies.table.2.service":"Služba analýzy webu opírající se o open source software Matomo","cookie_policy.how.analytics_cookies.table.2.purpose":"Identifikace stránek navštívených stejným uživatelem během jedné návštěvy (anonymně – nejsou shromažďovány žádné osobní údaje uživatele).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Trvalý soubor cookie první strany, 30 minut","cookie_policy.third-party.title":"Soubory cookie třetích stran","cookie_policy.third-party.items.1":`

    Některé naše stránky zobrazují obsah od externích poskytovatelů, např. YouTube, Facebook a Twitter.

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    Pokud však tento obsah zobrazit nechcete, žádné soubory cookie třetích stran do vašeho zařízení instalovány nebudou.

    Třetí strany – poskytovatelé obsahu na stránce Codeweek`,"cookie_policy.third-party.items.2":"Tyto služby třetích stran jsou mimo kontrolu webové stránky Codeweek. Poskytovatelé mohou podmínky poskytování služby, účel a používání souborů cookie atd. kdykoli změnit.","cookie_policy.how-manage.title":"Jak můžete soubory cookie spravovat?","cookie_policy.how-manage.items":`

    Soubory cookie můžete spravovat/mazat dle libosti – podrobnosti najdete na stránce aboutcookies.org.

    Odstranění souborů cookie ze zařízení

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    Mějte však na vědomí, že tak můžete přijít i o některé uložené informace (např. uložené přihlašovací údaje, preference stránky).

    Správa souborů cookie vlastních pro konkrétní stránku

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    Blokování souborů cookie

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    Správa našich analytických souborů cookie

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    `,"copyright.title":"Informace o autorských právech","copyright.training.0":"Webové stránky Evropský týden programování pro školy","copyright.training.1":"jsou službou podporovanou Evropskou komisí","copyright.licence.0":"Pokud není uvedeno jinak, je obsah zpřístupněný na tomto webu licencován pod licencí","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.cs","copyright.licence.2":"Creative Commons typu Uveďte původ-Neužívejte dílo komerčně-Zachovejte licenci 4.0 Mezinárodní (CC BY-NC-SA 4.0)","copyright.creative-commons":"Licencování na základě licencí Creative Commons nemá samo o sobě vliv na vlastnictví autorských práv","copyright.third-party":"Obsah webových stránek třetích stran podléhá jejich vlastním omezením autorských práv; Další informace naleznete na stránce původu","countries.all":"Všechny země","countries.Cloud":"Cloud","countries.Andorra":"Andorra","countries.United Arab Emirates":"Spojené arabské emiráty","countries.Afghanistan":"Afghánistán","countries.Antigua and Barbuda":"Antigua a Barbuda","countries.Anguilla":"Anguilla","countries.Albania":"Albánie","countries.Armenia":"Arménie","countries.Netherlands Antilles":"Nizozemské Antily","countries.Angola":"Angola","countries.Antarctica":"Antarktida","countries.Argentina":"Argentina","countries.American Samoa":"Americká Samoa","countries.Austria":"Rakousko","countries.Australia":"Austrálie","countries.Aruba":"Aruba","countries.Aland Islands":"Alandské ostrovy","countries.Azerbaijan":"Ázerbájdžán","countries.Bosnia and Herzegovina":"Bosna a Hercegovina","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladéš","countries.Belgium":"Belgie","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bulharsko","countries.Bahrain":"Bahrajn","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Svatý Bartoloměj","countries.Bermuda":"Bermudy","countries.Brunei":"Brunej","countries.Bolivia":"Bolívie","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, Svatý Eustach a Saba ","countries.Brazil":"Brazílie","countries.Bahamas":"Bahamy","countries.Bhutan":"Bhútán","countries.Bouvet Island":"Bouvetův ostrov","countries.Botswana":"Botswana","countries.Belarus":"Bělorusko","countries.Belize":"Belize","countries.Canada":"Kanada","countries.Cocos Islands":"Kokosové ostrovy","countries.Democratic Republic of the Congo":"Konžská demokratická republika","countries.Central African Republic":"Středoafrická republika","countries.Republic of the Congo":"Konžská republika","countries.Switzerland":"Švýcarsko","countries.Ivory Coast":"Pobřeží slonoviny","countries.Cook Islands":"Cookovy ostrovy","countries.Chile":"Chile","countries.Cameroon":"Kamerun","countries.China":"Čína","countries.Colombia":"Kolumbie","countries.Costa Rica":"Kostarika","countries.Serbia and Montenegro":"Srbsko a Černá Hora","countries.Cuba":"Kuba","countries.Cape Verde":"Kapverdy","countries.Curacao":"Curacao","countries.Christmas Island":"Vánoční ostrov","countries.Cyprus":"Kypr","countries.Czech Republic":"Česká republika","countries.Germany":"Německo","countries.Djibouti":"Džibuti","countries.Denmark":"Dánsko","countries.Dominica":"Dominika","countries.Dominican Republic":"Dominikánská republika","countries.Algeria":"Alžírsko","countries.Ecuador":"Ekvádor","countries.Estonia":"Estonsko","countries.Egypt":"Egypt","countries.Western Sahara":"Západní Sahara","countries.Eritrea":"Eritrea","countries.Spain":"Španělsko","countries.Ethiopia":"Etiopie","countries.Finland":"Finsko","countries.Fiji":"Fidži","countries.Falkland Islands":"Falklandské ostrovy","countries.Micronesia":"Mikronésie","countries.Faroe Islands":"Faerské ostrovy","countries.France":"Francie","countries.Gabon":"Gabon","countries.United Kingdom":"Spojené království","countries.Grenada":"Grenada","countries.Georgia":"Gruzie","countries.French Guiana":"Francouzská Guyana","countries.Guernsey":"Guernsey","countries.Ghana":"Ghana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Grónsko","countries.Gambia":"Gambie","countries.Guinea":"Guinea","countries.Guadeloupe":"Guadeloupe","countries.Equatorial Guinea":"Rovníková Guinea","countries.Greece":"Řecko","countries.South Georgia and the South Sandwich Islands":"Jižní Georgie a Jižní Sandwichovy ostrovy","countries.Guatemala":"Guatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Guinea-Bissau","countries.Guyana":"Guyana","countries.Hong Kong":"Hongkong","countries.Heard Island and McDonald Islands":"Heardův ostrov a McDonaldovy ostrovy","countries.Honduras":"Honduras","countries.Croatia":"Chorvatsko","countries.Haiti":"Haiti","countries.Hungary":"Maďarsko","countries.Indonesia":"Indonésie","countries.Ireland":"Irsko","countries.Israel":"Izrael","countries.Isle of Man":"Ostrov Man","countries.India":"Indie","countries.British Indian Ocean Territory":"Britské území v Indickém oceánu","countries.Iraq":"Irák","countries.Iran":"Írán","countries.Iceland":"Island","countries.Italy":"Itálie","countries.Jersey":"Jersey","countries.Jamaica":"Jamajka","countries.Jordan":"Jordánsko","countries.Japan":"Japonsko","countries.Kenya":"Keňa","countries.Kyrgyzstan":"Kyrgyzstán","countries.Cambodia":"Kambodža","countries.Kiribati":"Kiribati","countries.Comoros":"Komory","countries.Saint Kitts and Nevis":"Sv. Kryštof a Nevis","countries.North Korea":"Severní Korea","countries.South Korea":"Jižní Korea","countries.Kuwait":"Kuvajt","countries.Cayman Islands":"Kajmanské ostrovy","countries.Kazakhstan":"Kazachstán","countries.Laos":"Laos","countries.Lebanon":"Libanon","countries.Saint Lucia":"Svatá Lucie","countries.Liechtenstein":"Lichtenštejnsko","countries.Sri Lanka":"Srí Lanka","countries.Liberia":"Libérie","countries.Lesotho":"Lesotho","countries.Lithuania":"Litva","countries.Luxembourg":"Lucembursko","countries.Latvia":"Lotyšsko","countries.Libya":"Libye","countries.Morocco":"Maroko","countries.Monaco":"Monako","countries.Moldova":"Moldavsko","countries.Montenegro":"Černá hora","countries.Saint Martin":"Saint Martin","countries.Madagascar":"Madagaskar","countries.Marshall Islands":"Marshallovy ostrovy","countries.Macedonia":"Severní Makedonie","countries.Mali":"Mali","countries.Myanmar":"Myanmar","countries.Mongolia":"Mongolsko","countries.Macao":"Macao","countries.Northern Mariana Islands":"Severní Mariany","countries.Martinique":"Martinik","countries.Mauritania":"Mauretánie","countries.Montserrat":"Montserrat","countries.Malta":"Malta","countries.Mauritius":"Mauricius","countries.Maldives":"Maledivy","countries.Malawi":"Malawi","countries.Mexico":"Mexiko","countries.Malaysia":"Malajsie","countries.Mozambique":"Mosambik","countries.Namibia":"Namibie","countries.New Caledonia":"Nová Kaledonie","countries.Niger":"Niger","countries.Norfolk Island":"Ostrov Norfolk","countries.Nigeria":"Nigérie","countries.Nicaragua":"Nikaragua","countries.Netherlands":"Nizozemsko","countries.Norway":"Norsko","countries.Nepal":"Nepál","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Nový Zéland","countries.Oman":"Omán","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Francouzská Polynésie","countries.Papua New Guinea":"Papua Nová Guinea","countries.Philippines":"Filipíny","countries.Pakistan":"Pákistán","countries.Poland":"Polsko","countries.Saint Pierre and Miquelon":"Saint Pierre a Miquelon","countries.Pitcairn":"Pitcairn","countries.Puerto Rico":"Portoriko","countries.Palestine":"Palestina","countries.Portugal":"Portugalsko","countries.Palau":"Palau","countries.Paraguay":"Paraguay","countries.Qatar":"Katar","countries.Reunion":"Réunion","countries.Romania":"Rumunsko","countries.Serbia":"Srbsko","countries.Russia":"Rusko","countries.Rwanda":"Rwanda","countries.Saudi Arabia":"Saúdská Arábie","countries.Solomon Islands":"Šalomounovy ostrovy","countries.Seychelles":"Seychely","countries.Sudan":"Súdán","countries.Sweden":"Švédsko","countries.Singapore":"Singapur","countries.Saint Helena":"Svatá Helena","countries.Slovenia":"Slovinsko","countries.Svalbard and Jan Mayen":"Špicberky a Jan Mayen","countries.Slovakia":"Slovensko","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somálsko","countries.Suriname":"Surinam","countries.South Sudan":"Jižní Súdán","countries.Sao Tome and Principe":"Svatý Tomáš a Princův ostrov","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Svatý Martin","countries.Syria":"Sýrie","countries.Swaziland":"Svazijsko","countries.Turks and Caicos Islands":"Ostrovy Turks a Caicos","countries.Chad":"Čad","countries.French Southern Territories":"Francouzská jižní území","countries.Togo":"Togo","countries.Thailand":"Thajsko","countries.Tajikistan":"Tádžikistán","countries.Tokelau":"Tokelau","countries.East Timor":"Východní Timor","countries.Turkmenistan":"Turkmenistán","countries.Tunisia":"Tunisko","countries.Tonga":"Tonga","countries.Turkey":"Turecko","countries.Trinidad and Tobago":"Trinidad a Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Tchaj-wan","countries.Tanzania":"Tanzanie","countries.Ukraine":"Ukrajina","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Americké menší zámořské ostrovy","countries.United States":"Spojené státy","countries.Uruguay":"Uruguay","countries.Uzbekistan":"Uzbekistán","countries.Vatican":"Vatikán","countries.Saint Vincent and the Grenadines":"Svatý Vincenc a Grenadiny","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Britské panenské ostrovy","countries.U.S. Virgin Islands":"Americké Panenské ostrovy","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis a Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Jemen","countries.Mayotte":"Mayotte","countries.South Africa":"Jižní Afrika","countries.Zambia":"Zambie","countries.Zimbabwe":"Zimbabwe","cw2020.common.resources":"Zdroje, které budete potřebovat","cw2020.common.soundtrack":"Soundtrack týdne programování","cw2020.common.moves":"Pohyby","cw2020.common.dance-example":"Příklad tance týdne programování","cw2020.common.organizer-guide":"příručka organizátora","cw2020.title.0":"EU Code Week","cw2020.title.1":"Ročník 2020","cw2020.intro":"Tento rok slavíme programování v týdnu od 10. do 25. října 2020! Vzhledem k současné zdravotní situaci bude letos více aktivit v rámci týdne programování probíhat online. Nabídneme vám nové zábavné a zajímavé aktivity, ke kterým se budete moci připojit z domova nebo ze školy","cw2020.online-activities.title":"Vybrané volně přístupné online aktivity","cw2020.online-activities.subtitle.0":"Aby bylo zapojení do aktivit týdne programování na dálku snazší, spouštíme","cw2020.online-activities.subtitle.1":"kalendář","cw2020.online-activities.subtitle.2":"vybraných online aktivit","cw2020.online-activities.section1.title":"Co je to online aktivita?","cw2020.online-activities.section1.content":"Online aktivita může být jakákoli aktivita, kterou byste normálně přidali nebo zaregistrovali na internetových stránkách týdne programování – jediný rozdíl je, že tentokrát bude probíhat online. Jde o to, aby se lidé mohli celých programovacích akcí a workshopů jednoduše zúčastnit online a neriskovat přitom své zdraví","cw2020.online-activities.section2.title":"Vybrané volně přístupné aktivity","cw2020.online-activities.section2.content":"Pokud chcete, můžete své online aktivity zpřístupnit každému. Volně přístupných online aktivit, buď v angličtině, nebo v místním jazyce, se budou moci zúčastnit lidé z celého světa. My z nich vybereme ty nejlepší a představíme je v kalendáři akcí na našich internetových stránkách","cw2020.online-activities.section3.title":"Co to znamená pro účastníky","cw2020.online-activities.section3.content.0":"Každý den v týdnu programování budete moci procházet","cw2020.online-activities.section3.content.1":"kalendář","cw2020.online-activities.section3.content.2":"a zúčastnit se aktivit, které vás nejvíce zaujmou. Vybrané akce pokrývají mnoho témat, od workshopů o robotice a e-learningových kurzů přes webináře až po hodiny programování a mnohem víc. Stačí si vybrat","cw2020.dance.title":"Tanec týdne programování","cw2020.dance.subtitle":"Kdo říká, že programátoři neumí tancovat? Na oslavu ročníku 2020 týdne programování vám přinášíme novou akci – výzvu #EUCodeWeekDance","cw2020.dance.section1.title":"Pro koho akce je?","cw2020.dance.section1.content.0":"Oslavit Evropský týden programování 2020 zorganizováním akce #EUCodeWeekDance může každý, od škol, učitelů a knihoven po programátorské kluby, podniky a veřejné orgány. Akci pak stačí přidat na","cw2020.dance.section1.content.1":"mapu týdne programování","cw2020.dance.section2.title":"Jak se zúčastnit?","cw2020.dance.section2.content":"Vyberte si z pěti typů aktivit nebo navrhněte svou vlastní. Ať už si vyberete kteroukoliv aktivitu, nezapomeňte ji přidat na mapu","cw2020.dance.activity1.title":"Naprogramujte své přátele nebo rodiče – počítač nepotřebujete","cw2020.dance.activity1.subtitle":"Pomocí programování můžete dávat příkazy elektronickému zařízení. Prakticky ale k programování počítač nepotřebujete. Vezměte si místo něj partnera – může to být spolužák, kamarád, rodič nebo třeba váš učitel – a dejte jim instrukce jak zatancovat #EUCodeWeekDance, kterými se musí přesně řídit","cw2020.dance.activity1.resources.0":"Příručka Code.org jak zorganizovat Dance Party unplugged","cw2020.dance.activity1.resources.1":"Školicí materiál o programování lidí-robotů","cw2020.dance.activity2.title":"Vizuální programování","cw2020.dance.activity2.subtitle":"Naprogramujte si tanec na týden programování ve Scratchi. Použijte postavičky týdne programování nebo si ve Scratchi vytvořte vlastní a naprogramujte je tak, aby tancovaly #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Příklad projektu #EUCodeWeekDance ve Scratchi","cw2020.dance.activity2.resources.1":"Postavičky týdne programování","cw2020.dance.activity2.resources.2":"Příručka Code.org, jak animovat postavičky","cw2020.dance.activity2.resources.3":"Příručka Code.org, jak zorganizovat taneční party","cw2020.dance.activity2.resources.4":"Sdílej s námi svůj projekt v tomto Scratch Studiu.","cw2020.dance.activity3.title":"Textové programování","cw2020.dance.activity3.subtitle":"Vytvořte znělku #EUCodeWeekDance v jazyce Python nebo JavaScript na hudební programovací platformě jako EarSketch nebo Sonic Pi","cw2020.dance.activity3.resources.0":"Návod na skládání hudby s EarSketch","cw2020.dance.activity3.resources.1":"Návod na skládání hudby se Sonic Pi","cw2020.dance.activity4.title":"Robotika","cw2020.dance.activity4.subtitle":"Naprogramujte svého robota, aby podle vašich instrukcí zatancoval tanec týdne programování","cw2020.dance.activity4.resources.0":"Návod na programování robotů","cw2020.dance.activity5.title":"Taneční výzva živě","cw2020.dance.activity5.subtitle":"Natočte video, jak vy, váš tým nebo robot tancujete #EUCodeWeekDance, sdílejte ho na Instagramu a zkuste z něj udělat virál a vyhrát některou z našich odměn! Chcete se zapojit? Tady je postup:","cw2020.dance.activity5.resources.0":"Natočte video v Instagram Stories","cw2020.dance.activity5.resources.1":"Sledujte","cw2020.dance.activity5.resources.2":"@CodeWeekEU na Instagramu","cw2020.dance.activity5.resources.3":"Zmiňte @CodeWeekEU v příběhu se svým tancem a nezapomeňte na hashtag #EUCodeWeekDance","cw2020.dance.outro.0":"Každý den vybereme vítěze a vyhlásíme je na našem instagramovém kanálu ve Stories, takže nezapomeňte pravidelně sledovat upozornění, třeba právě vy budete mít štěstí","cw2020.dance.outro.1":"Akce #EUCodeWeekDance vznikla ze skladby","cw2020.dance.outro.2":"Óda na kód","cw2020.dance.outro.3":"kterou složil Brendan Paolini, a tance, který v roce 2015 předvedla Bianca Maria Berardi. U jejich zrodu stál nápad Alessandra Bogliola, který vyučuje počítačové systémy na univerzitě v Urbinu","cw2020.treasure-hunt.title":"Honba za pokladem v rámci týdne programování","cw2020.treasure-hunt.subtitle.0":"To je hra na Telegramu si můžete zahrát hru, která je dost jednoduchá, aby ji zvládl i začátečník, ale ne zas tolik, aby neudržela ve střehu i zkušeného hráče","cw2020.treasure-hunt.subtitle.1.title":"Honbu za pokladem týdne programování","cw2020.treasure-hunt.subtitle.2":"si nejlépe zahrajete na počítači s mobilním telefonem v ruce. Hra spočívá v řešení různých programovacích úkolů a přitom vás provede historií programování, počítačových věd a technologií v Evropě","cw2020.treasure-hunt.section.title":"Ke hře budete potřebovat","cw2020.treasure-hunt.section.content.0":"Stáhnout si aplikaci Telegram, dostupnou pro","cw2020.treasure-hunt.section.content.1":"desktop","cw2020.treasure-hunt.section.content.2":"Hru můžete hrát buď na počítači či laptopu, nebo na chytrém telefonu. Doporučujeme hrát ji na počítači, abyste mohli dostávat instrukce a řešit programovací úlohy v aplikaci Telegram na svém telefonu","cw2020.treasure-hunt.section.content.3":"Začněte hrát –","cw2020.treasure-hunt.section.content.4":"otevřete hru","cw2020.treasure-hunt.section.content.5":"a naskenujte QR kód, který vás přesměruje do Telegramu a zadá vám první instrukce","cw2020.treasure-hunt.section.content.6":"Vyhráváte, pokud vyřešíte 10 programovacích úkolů a na mapě Evropy najdete 10 míst spojených se vzestupem programování a technologií","cw2020.treasure-hunt.section.content.7":"Jakmile hru dohrajete, sdílejte své skóre s přáteli s hashtagem #EUCodeWeek a vyzvěte je, aby si také zahráli a dozvěděli se něco o historii programování. Uvidíme, kdo získá nejvíc bodů","cw2020.treasure-hunt.section.content.8":"Honba za pokladem týdne programování je letošní virtuální verze původní honby za pokladem v rámci Evropského týdne programování, kterou vyvinul Alessandro Bogliolo, profesor počítačových věd na univerzitě v Urbinu. Chcete-li se o jeho původní hře dozvědět více, podívejte se na náš","cw2020.treasure-hunt.section.content.9":"blog","cw2020.kick-off.title":"Zahajovací akce: 8. října 2020","cw2020.kick-off.content.0":"Evropský týden programování 2020 bude virtuálně zahájen 8. října v 17 hodin středoevropského času. Akci budeme streamovat na Facebook Live, Instagram TV a YouTube Live","cw2020.kick-off.content.1":"Mezi našimi skvělými hosty budou","cw2020.kick-off.content.2":"evropský komisař pro vnitřní trh","cw2020.kick-off.content.3":"evropská komisařka pro inovace, výzkum, kulturu, vzdělávání a mládež","cw2020.kick-off.content.4":"autor programovacího jazyka Scratch a profesor MIT Media Lab, který se věnuje výzkumu vzdělávání","cw2020.kick-off.content.5":"autorka a ilustrátorka Hello Ruby","cw2020.kick-off.content.6":"a","cw2020.kick-off.content.7":"předsedkyně francouzské neziskové organizace E-MMA prosazující genderovou rozmanitost ve světě technologií","cw2020.kick-off.content.8":"A kdyby vám to nestačilo, náš tým také představí nové vlastnosti našich internetových stránek, zdroje a úkoly","cw2020.kick-off.content.9":"profesor počítačových věd na univerzitě v Urbinu a koordinátor","cw2020.kick-off.content.10":"ambasadorů týdne programování","cw2020.kick-off.content.11":"vám poví víc o virtuální Honbě za pokladem","cw2020.kick-off.content.12":"A xxx vám řekne o nové výzvě #EUCodeWeekDance","cw2020.kick-off.content.13":"Členové komunity Evropského týdne programování představí nové lokální i globální neboli, jak jim rádi říkáme my, „glokální“ aktivity. Spojíme se také se školami a studenty z celé Evropy, kteří se s námi podělí o své příběhy s programováním a povedou diskuzi s našimi hosty","cw2020.kick-off.content.14":"Dostanete také příležitost podělit se o vlastní myšlenky a nápady a klást dotazy. Stačí se připojit k našemu živému vysílání na","cw2020.kick-off.content.15":"nebo","cw2020.kick-off.content.16":"8. října 2020 v 17:00–18:30 SEČ a přidávat komentáře nebo tweety s hashtagem #EUCodeWeek","cw2020.get-involved.title":"Jak se zapojit","cw2020.get-involved.subtitle":"Nemůžete se dočkat, až s programováním začnete? Pokud se chcete zapojit do komunity Evropského týdne programování, ale nevíte kde začít, prohlédněte si naše materiály, které vám ukáží, jak na to, právě včas před začátkem naší každoroční říjnové oslavy","cw2020.get-involved.content.0":"Začínáme s týdnem programování","cw2020.get-involved.content.1":"Jak přidat aktivitu týdne programování","cw2020.get-involved.content.2":"Školicí materiály","cw2020.get-involved.content.3":"Hromadný otevřený online kurz Deep Dive","cw2020.get-involved.content.4":"Série Coding@Home","edit.title":"Upravit svou #EUCodeWeek akci","edit.required_fields":"Povinná pole jsou označená * hvězdičkou. Bez obav přidejte seznam akcí ve svém jazyce.","edit.description":"Popis","edit.audience":"Účast","edit.theme":"Téma","edit.location":"Místo","edit.website":"Webové stránky","edit.contact":"Kontakt","edit.tags":"Tagy","edit.image":"Obrázek","edit.help":"Větší obrázky budou zmenšeny na 256 x 512 pixelů. Maximální velikost je 256 x 1024.","edit.aspect":"Kterého aspektu programování se vaše akce bude týkat?","edit.address":"Zadejte adresu nebo zadejte pozici kliknutím na níže uvedenou mapu.","edit.privacy_disclaimer.header":"Vaše kontaktní informace","edit.privacy_disclaimer.text_1":"Tyto informace budou viditelné pouze pro ","edit.privacy_disclaimer.link_1":"Ambasadory Evropského týdne programování","edit.privacy_disclaimer.text_2":` a organizátory - Týdne programování, kteří - vaši akci zkontrolují, než se objeví na mapě, a možná vás zkontaktují, pokud jsou nezbytné - nějaké úpravy, nebo - se na vás obrátí po akci kvůli administrativnímu průzkumu pro statistické účely.`,"edit.privacy_disclaimer.contact_email":"Váš kontaktní email","edit.edit":"Upravit akci","event.main_title":"Přidat #EUCodeWeek akci","event.button":"Přidat akci","event.howto":"Jak svou akci zorganizovat","event.required":"Povinná pole jsou označená * hvězdičkou Bez obav přidejte seznam akcí ve svém jazyce.","event.audience_title":"Účast","event.theme_title":"Téma","event.scoreboard_by_country":"Srovnání","event.get_involved":"Zapojte se","event.organize_or_support_events":"Zorganizujte nebo podporujte akce ve svém městě","event.or_contact_your":"nebo kontaktujte své","event.eu_code_week_ambassadors":"ambasadory Evropského týdne programování","event.show_events_for":"Zobrazit akce pro ","event.who":"Pro koho tato akce je?","event.tags":"Tagy","event.image":"Obrázek","event.start.label":"Datum zahájení","event.start.placeholder":"Kdy bude tato akce zahájena?","event.end.label":"Datum ukončení","event.end.placeholder":"Kdy bude tato akce ukončena?","event.organizer.label":"Název organizace","event.organizer.placeholder":"Organizace, pro kterou pracujete jako zaměstnanec nebo dobrovolník","event.website.label":"Webové stránky organizátora","event.website.placeholder":"Máte webové stránky s dalšími informacemi?","event.description.label":"Popis","event.description.placeholder":"Stručně popište plánovanou akci.","event.contact.label":"Kontaktní e-mail","event.contact.placeholder":"Tento e-mail bude používán pro důležitou korespondenci týkající se Evropského týdne programování","event.contact.explanation":"Váš kontaktní e-mail bude viditelný pouze pro ambasadory Evropského týdne programování a organizátory Týdne programování, kteří vaši akci zkontrolují, než se objeví na mapě, a možná vás zkontaktují, pokud jsou nezbytné nějaké úpravy, nebo se na vás obrátí po akci kvůli administrativnímu průzkumu pro statistické účely.","event.public.label":"Veřejný e-mail","event.public.placeholder":"Chcete zobrazit kontaktní e-mail?","event.title.label":"Název akce","event.title.placeholder":"Jaký je název akce?","event.address.label":"Adresa","event.address.placeholder":"Kde akce proběhne?","event.organizertype.label":"Typ organizace","event.organizertype.placeholder":"Vyberte typ organizace","event.organizertype.school":"Škola","event.organizertype.library":"Knihovna","event.organizertype.non profit":"Nezisková organizace","event.organizertype.private business":"Soukromá firma","event.organizertype.other":"Jiné","event.audience.Pre-school children":"Děti předškolního věku","event.audience.Elementary school students":"Žáci základní školy","event.audience.High school students":"Studenti střední školy","event.audience.Graduate students":"Studenti s maturitou","event.audience.Post graduate students":"Studenti vyšších a vysokých škol","event.audience.Employed adults":"Zaměstnaní dospělí","event.audience.Unemployed adults":"Nezaměstnaní dospělí","event.audience.Other (see description)":"Jiné (viz popis)","event.audience.Teachers":"Učitelé","event.theme.Basic programming concepts":"Základní koncepty programování","event.theme.Web development":"Vývoj webu","event.theme.Mobile app development":"Vývoj mobilních aplikací","event.theme.Software development":"Vývoj softwaru","event.theme.Data manipulation and visualisation":"Manipulace s daty a vizualizace","event.theme.Robotics":"Robotika","event.theme.Hardware":"Hardware","event.theme.Other":"Jiné","event.theme.Unplugged activities":"Unplugged akce","event.theme.Playful coding activities":"Zábavné programovací akce","event.theme.Art and creativity":"Umění a kreativita","event.theme.Visual/Block programming":"Vizuální/blokové programování","event.theme.Game design":"Design her","event.theme.Internet of things and wearable computing":"Internet věcí a wearable computing","event.theme.3D printing":"3D tisk","event.theme.Augmented reality":"Rozšířená realita","event.theme.Artificial intelligence":"Umělá inteligence","event.theme.Motivation and awareness raising":"Motivace a zvyšování povědomí","event.theme.Promoting diversity":"Podpora rozmanitosti","event.codeweek_for_all_participation_code.title":"KÓD CODE WEEK 4 ALL","event.codeweek_for_all_participation_code.explanation":"Pokud jste obdrželi kód Code Week 4 all od spolužáka nebo kamaráda, vložte ho zde; jinak nechte místo prázdné. Více informací o Code Week 4 all najdete","event.codeweek_for_all_participation_code.link":"zde","event.thanks_page.title":"Děkujeme, že jste přidali svou akci!","event.thanks_page.phrase1":"Jeden z našich místních ambasadorů teď vaši akci zkontroluje","event.thanks_page.phrase2":"a ujistí se, že je všechno v pořádku.","event.thanks_page.phrase3":"Pokud máte nějaké otázky, kontaktujte jednoho z našich","event.thanks_page.phrase4":"národních ambasadorů","event.thanks_page.phrase5":"nebo nám pošlete","event.thanks_page.phrase6":"e-mail","event.thanks_page.phrase7":"Svůj kód Codeweek for all můžete sdílet s dalšími lidmi:","event.activitytype.label":"Typ Aktivity","event.activitytype.placeholder":"","event.activitytype.open-online":"Veřejná online aktivita","event.activitytype.invite-online":"Privátní online aktivita","event.activitytype.open-in-person":"Veřejná osobní aktivita","event.activitytype.invite-in-person":"Privátní osobní aktivita","event.privacy":"Přečetl (a) jsem si zásady ochrany osobních údajů popsané v tomto dokumentu a souhlasím s nimi.","event.country":"Země","event.loading":"Načítání...","event.add_activity":"Přidat akci","event.edit_activity":"Upravit akci","event.update_activity":"Aktualizovat akci","event.delete_activity":"Smazat akci","event.total_pending_events":"Čekající akce celkem:","event.no_pending_events":"Nenalezeny žádné čekající akce pro","event.all_countries":"Všechny země","event.current_status":"Aktuální stav","event.actions":"Akce","event.certificate_ready":"Váš certifikát za Týden programování je připraven. Můžete si ho stáhnout nebo ho rovnou sdílet.","event.view_your_certificate":"Certifikát můžete zobrazit zde","event.submit_event_and_report":"Pošlete hlášení o této akci a požádejte o certifikát k Týdnu programování.","event.report_and_claim":"Poslat hlášení a požádat o certifikát","eventdetails.organised_by":"Organizuje: ","eventdetails.contact_email":"Kontaktní e-mail: ","eventdetails.happening_at":"Koná se v: ","eventdetails.from":"Od ","eventdetails.to":" do ","eventdetails.description":"Popis: ","eventdetails.more_info":"Další informace: ","eventdetails.audience":"Tato akce je určená: ","eventdetails.themes":"Hlavní témata: ","eventdetails.tags":"Tagy: ","eventdetails.share":"Sdílejte akci: ","eventdetails.email.tooltip":"Kliknutím odešlete kamarádovi","eventdetails.email.subject":"Podívejte se na tuhle skvělou programovací akci","eventdetails.email.body_1":"Ahoj, mrkni na ","eventdetails.email.body_2":"akci v ","eventdetails.edit":"Upravit akci","eventdetails.note":"POZNÁMKA: ","eventdetails.pending_warning":"Tuto akci ještě kontrolují ","eventdetails.pending_link":"moderátoři","eventdetails.nearby_upcoming_events":"Další akce v okolí:","eventreports.reports_by":"Akce čekající na zprávu do ","eventreports.no_reports":"Žádné akce, o kterých by se měla podat zpráva, ještě nejsou.","eventreports.report":`Akce uvedené níže už začaly nebo skončily. Uveďte několik čísel o akci - pro statistické účely a vyžádejte si svůj certifikát o účasti na Týdnu programování. Dostanete - jeden certifikát za akci.`,"guide.title":"Průvodce","guide.organise_activity":"Zorganizujte vlastní aktivitu v rámci #EUCodeWeek","guide.register_activity":"Zaregistrujte svou aktivitu zde","guide.what.title":"Co je Evropský týden programování?","guide.what.content":'

    Evropský týden programování je projekt, který spatřil světlo světa díky nadšení dobrovolníků a který podporuje Evropská komise. Kdokoli – školy, učitelé, knihovny, kluby programování, podniky, veřejné orgány – může zorganizovat aktivitu #EUCodeWeek a přidat ji na mapu na stránkách codeweek.eu.

    ',"guide.what_you_need_organise.title":"Co potřebujete ke zorganizování aktivity?","guide.what_you_need_organise.items.1":"Skupinu lidí, kteří jsou ochotní se učit. Můžou to být třeba vaši kamarádi, děti, mládež, kolegové z práce, rodiče nebo prarodiče. A pamatujte na to, že skupinu už tvoří dva.","guide.what_you_need_organise.items.2":"Učitele nebo školitele, kteří znají programování a vědí, jak vyučovat a inspirovat ostatní. Jejich počet závisí na druhu a velikosti akce.","guide.what_you_need_organise.items.3":"Místo, kde akce proběhne. Ideálním místem jsou třídy, knihovny, konferenční sály i různé veřejné prostory.","guide.what_you_need_organise.items.4":"Počítače a internetové připojení. V závislosti na cílové skupině můžete účastníky požádat, aby si každý přinesl vlastní notebook.","guide.what_you_need_organise.items.5":'Unplugged programování. K tomu, aby se člověk naučil informatické myšlení, vlastně nepotřebuje počítač ani internetové připojení. Podívejte se pro začátek na Školicí materiály o unplugged programování.',"guide.what_you_need_organise.items.6":`Studijní materiály. Ukažte účastníkům, jak zábavné je vytvořit něco vlastního. Podívejte se na naši stránku o zdrojích a školicí materiály s video kurzy a školicími plány a upravte si je podle potřeb vaší skupiny.`,"guide.what_you_need_organise.items.7":`Registrace účastníků. Pokud máte k dispozici omezený prostor, můžete používat nástroje online, jako jsou formuláře Google a Eventbrite k registraci účastníků.`,"guide.what_you_need_organise.items.8":'Nezapomeňte přidat svou akci na mapu Týdne programování!',"guide.how_to.title":"Jak svou aktivitu zorganizovat?","guide.how_to.items.1":"Jaký formát bude vaše programovací akce mít, je na to vás. Doporučujeme ale, abyste do ní zařadil/a nějakou praktickou část, ve které si účastníci budou moci vytvořit něco vlastního a/nebo si pohrát s nějakým hardwarem.","guide.how_to.items.2":'Využijte nástroje a technologie vhodné pro vaši cílovou skupinu. Doporučujeme používat volně dostupné open source materiály.',"guide.how_to.items.3":"Na konci akce vybídněte účastníky, aby ukázali a předvedli, co se jim podařilo vytvořit.","guide.how_to.items.4":`Nenechte si to pro sebe! Propagujte a sdílejte, co jste dělali během své aktivity, na sociálních sítích s použitím hashtagu #EUCodeWeek. Sdílet lze také na skupině učitelů Evropského týdne programování a na Twitteru (@CodeWeekEU). Řekněte o tom přátelům, kolegům pedagogům, místním médiím a připravte tiskovou zprávu.`,"guide.how_to.items.5":'Nezapomeňte přidat svou aktivitu na mapu Týdne programování!',"guide.material.title":"Propagační materiály","guide.material.text":'

    Nejnovější informace můžete hledat na našem blogu a neváhejte upravit poslední tiskové zprávy podle svých potřeb nebo si vytvořte vlastní:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Přípravy na oslavu Evropského týdne programování 2019 (k dispozici v 29 jazycích)',"guide.toolkits.title":"Stáhněte si následující nástroje, které vám pomohou do začátku:","guide.toolkits.communication_toolkit":"Komunikační nástroje","guide.toolkits.teachers_toolkit":"Nástroje pro učitele","guide.questions.title":"Otázky?","guide.questions.content":'

    Pokud máte otázky k organizování a propagaci své #EUCodeWeek akce, obraťte se na ambasadory Evropského týdne programování ve své zemi.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Přiveďte své nápady k životu!","hackathons.sections.1.title":"6 hackathonů, 6 výzev","hackathons.sections.1.content.1":"Žiješ v Řecku, Lotyšsku, Irsku, Itálii, Rumunsku nebo Slovinsku? Jsi kreativní, máš ambice a zajímáš se o budoucnost technologií? Teď máš šanci! Zúčastni se jednoho z hackathonů během Evropského týdne programování a navrhni inovativní řešení, které tě katapultuje do popředí technologické revoluce!","hackathons.sections.1.content.2":"V roce 2021 proběhne v rámci EU Code Week (Evropského týdne programování) šest mimořádných hackathonů pro studenty středních škol ve věku 15–19 let, kteří utvoří týmy a využijí své programátorské dovednosti k řešení místní výzvy. Po 24 hodinách programování bude každý tým prezentovat své nápady odborné komisi, která vybere 10 týmů do finále. Všechny týmy budou mít k dispozici stejnou dobu, zdroje a přístup k odborným poradcům a znalostem ke splnění výzvy. Pouze 10 z nich však postoupí do dalšího kola, vyvine prototyp, získá odborné vedení a na podzim se zúčastní finálního hackathonu. Během něj si to týmy rozdají o to, kdo vyhraje parádní IT vybavení a získá možnost koučování a odborného vedení při dalším vývoji prototypu.","hackathons.sections.2.title":"Jak se zúčastním?","hackathons.sections.2.content.1":"Vyber si hackathon ve své zemi a zaregistruj se v několika jednoduchých krocích. Můžeš se zúčastnit jako jednotlivec nebo jako tým šesti lidí. Pokud se plánuješ zúčastnit s přáteli nebo spolužáky, nezapomeň během registrace uvést jméno svého týmu. Každý hackathon má samostatnou registraci, tak sleduj hackathon ve své zemi!","hackathons.sections.3.title":"Kdo jsou pořadatelé?","hackathons.sections.3.content.1":"Hackathony Evropského týdne programování jsou spolupořádány Evropskou komisí a místními ","hackathons.sections.3.content.2":"ambasadory Evropského týdne programování","hackathons.sections.3.content.3":" a jsou financovány Evropským parlamentem. Jejich cílem je ukázat, jak konkrétní řešení přicházejí k životu za pomoci kreativity, nadšení, neotřelých nápadů a programovacích dovedností mladých lidí.","hackathons.sections.4.title":"Jak takový hackathon vypadá?","hackathons.sections.4.content.1":"EU Code Week Hackathon představuje cestu, která začíná 24hodinovým online hackathonem. Zkušení mentoři budou koučovat týmy a také budou probíhat semináře, na nichž budou mít účastníci příležitost naučit se něco nového a pobavit se. Hackathon je také skvělou příležitostí, aby se účastníci navzájem poznali a navázali kontakty s lidmi z evropského technologického sektoru. Na konci hackathonu představí každý tým své řešení odborné komisi. ","hackathons.sections.4.content.2":"Deset nejlepších týmů bude pokračovat v cestě hackathonem a absolvuje během léta školení a odborné vedení. Vítězové se poté v září nebo říjnu zúčastní 12hodinového přímého národního hackathonu (který se odehraje online, pokud epidemiologická situace neumožní fyzickou účast).","hackathons.sections.5.title":"Neumím programovat – co mohu dělat?","hackathons.sections.5.content.1":"Souběžně s hackathonem budou probíhat semináře pro začátečníky na témata jako programování, práce s hardwarem, robotika atd., které účastníky seznámí se základy výpočetní techniky a programování. Další informace o možnostech registrace najdete na místní stránce.","hackathons.sections.6.title":"Partneři","hackathons.sections.7.title":"Připoj se k zábavě!","hackathons.cities.1.city":"","hackathons.cities.1.country":"Rumunsko","hackathons.cities.1.date":"25.-26. září 2021","hackathons.cities.2.city":"","hackathons.cities.2.country":"Irsko","hackathons.cities.2.date":"23.-24. září 2021","hackathons.cities.3.city":"","hackathons.cities.3.country":"Itálie","hackathons.cities.3.date":"24.-25. září 2021","hackathons.cities.4.city":"","hackathons.cities.4.country":"Řecko","hackathons.cities.4.date":"9. říjnu 2021","hackathons.cities.5.city":"","hackathons.cities.5.country":"Slovinsko","hackathons.cities.5.date":"18.-19. září 2021","hackathons.cities.6.city":"","hackathons.cities.6.country":"Lotyšsko","hackathons.cities.6.date":"1. říjnu 2021","hackathons.final.1":"Finále v","hackathons.final.2":"září/říjnu 2021","home.about":"Evropský týden programování je iniciativa, jejímž cílem je zábavným a aktivním způsobem přiblížit programování a digitální gramotnost každému člověku.","home.when":"14.-27. října 2024","home.when_text":"Naučit se programovat nám pomáhá chápat rychle se měnící svět kolem nás, lépe rozumět tomu, jak fungují technologie, rozvíjet dovednosti a schopnosti potřebné ke zkoumání nových myšlenek a inovovat.","home.school_banner_title":"Zapojte se!","home.school_banner_text":"Jste učitel?","home.school_banner_text2":"Klikněte zde, abyste se dozvěděl/a, jak se zapojit!","home.organize_activity_title":"Zorganizujte akci nebo se k nějaké připojte","home.organize_activity_text":'Zveme každého, aby zorganizoval \u2028akci nebo se k nějaké připojil. Vyberte téma a cílovou skupinu a pak přidejte svou akci na mapu nebo prozkoumejte události ve vaší oblasti.',"home.get_started_title":"Začínáme","home.get_started_text":'Nevíte, jak začít? Podívejte se na stránku Jak na to a stáhněte si naše nástroje pro organizátory, které vám pomohou s přípravou a propagací.',"home.access_resources_title":"Přístup ke zdrojům a školením","home.access_resources_text":'Pokud si nejste jisti tím, jak zorganizovat akci, navštivte naši stránku se vzdělávacími materiály a školicími materiály, které vám pomohou sestavit učební plány na míru.',"locations.title":"Místa konání aktivit","locations.description.0":"U své následující aktivity vyberte místo konání z rozevíracího seznamu níže NEBO zaregistrujte nové místo konání v oddílu","locations.description.1":"vytvoření aktivity","login.login":"Přihlášení","login.register":"Registrace","login.github":"Přihlaste se přes Github","login.twitter":"Přihlaste se přes Twitter","login.facebook":"Přihlaste se přes Facebook","login.google":"Přihlaste se přes Google","login.azure":"Přihlaste se přes Azure","login.email":"E-mail","login.password":"Heslo","login.remember":"Pamatovat si mě","login.forgotten_password":"Zapomněli jste heslo?","login.no_account":"Nemáte účet?","login.signup":"Zaregistrujte se","login.reset":"Obnovte své heslo","login.send_password":"Odeslat odkaz na resetování hesla","login.confirm_password":"Potvrdit heslo","login.name":"název","menu.learn":"Pro studenty","menu.teach":"Pro učitele","menu.training":"Trénink","menu.toolkits":"Prezentace a sady nástrojů","menu.why":"PROČ","menu.home":"Domů","menu.events":"Aktivity","menu.ambassadors":"Ambasadoři","menu.resources":"Zdroje","menu.schools":"Školy","menu.about":"O týdnu programování","menu.blog":"Blog","menu.news":"Novinky","menu.search":"Pište a stiskněte Enter...","menu.map":"Mapa","menu.add_event":"Přidat akci","menu.search_event":"Hledat akce","menu.hello":"Ahoj","menu.profile":"Profil","menu.pending":"Čekající akce","menu.your_events":"Moje akce","menu.your_certificates":"Moje certifikáty","menu.report":"Potvrdit moje akce","menu.volunteers":"Dobrovolníci","menu.logout":"Odhlásit se","menu.signin":"Přihlásit se","menu.privacy":"Ochrana osobních údajů","menu.participation":"Účastnický certifikát","menu.values":"Naše hodnoty","menu.featured_activities":"Vybrané aktivity","menu.codeweek2020":"Ročník 2020","mooc.free-online-courses":"Bezplatné internetové kurzy","mooc.intro":"Evropský týden programování nabízí příležitosti pro profesní rozvoj v podobě internetových kurzů. Smyslem je pomoci učitelům se začleněním programování a výpočetního myšlení do výuky.","mooc.icebreaker.title":"Úvodní kurz „k prolomení ledů“","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"Kurz „k prolomení ledů“","mooc.icebreaker.text.2":" je pětihodinový kurz v angličtině, který je určen pro všechny, kdo mají zájem o základy programování a výpočetního myšlení. Účastníci se naučí, jak u mladých lidí podnítit zvídavost a inovativního ducha a dát jim do rukou nástroje k tomu, aby se v digitálním prostředí chovali tvořivě. Seznámí se také s výhodami a důležitostí výpočetního myšlení a programování v každodenním životě. Kurz taktéž nabízí nápady, bezplatné školicí materiály a zdroje k organizaci zábavných vzdělávacích aktivit pro děti, a to kdykoli a kdekoli – zejména však během Týdne programování.","mooc.icebreaker.text.3":"K účasti na kurzu nepotřebujete žádné předchozí zkušenosti či znalosti programování. Stačí zvídavá mysl. ","mooc.icebreaker.registration.0":"Zde probíhá registrace","mooc.icebreaker.registration.1":"pro kurz, který poběží od 16. září a 30. října 2020. Upozorňujeme, že k registraci potřebujete účet v projektu European Schoolnet Academy. ","mooc.icebreaker.check-out":"Podívejte se na verzi z roku 2019","mooc.deep-dive.title":"Hloubkový kurz","mooc.deep-dive.text.0":"Hloubkový internetový kurz v rámci týdne programování je 25hodinový kurz v angličtině, který učitelům nabízí příležitost seznámit se s principy programování a získat znalosti a sebedůvěru, které jsou potřebné k organizaci snadných, zábavných interaktivních programovacích aktivit pro žáky a studenty. Učitelé se seznámí s bezplatnými","mooc.deep-dive.text.1":"zdroji","mooc.deep-dive.text.2":"a školicími materiály Evropského týdne programování, které jsou k dispozici ve 29 jazycích, a s jednotlivými aspekty programování, jako jsou výpočetní myšlení, aktivity bez počítače a nekonečné možnosti robotiky, experimentování a vytváření, vizuální programovací jazyky či tvorba aplikací.","mooc.deep-dive.course-link":"Podívejte se na verzi hloubkového kurzu z roku 2019","mooc.social-media.0":"Sledujte","mooc.social-media.1":"Evropský týden na programování na sociálních médiích","mooc.social-media.2":", aby vám neunikl začátek příštího kurzu","myevents.created_by":"Všechny události vytvořené ","myevents.no_events.first_call_to_action":"Ještě jste nepřidal/a žádnou událost. Můžete to udělat ","myevents.no_events.first_link":"právě teď","myevents.no_events.second_call_to_action":"nebo si přečtěte našeho ","myevents.no_events.second_link":"průvodce pro organizátory","myevents.view":"Zobrazit","myevents.status.APPROVED":"SCHVÁLENO","myevents.status.REJECTED":"ZAMÍTNUTO","myevents.status.PENDING":"ČEKÁ","myevents.status.REPORTED":"OHLÁŠENO","pagination.previous":"Předchozí","pagination.next":"Další","participation.title":"Vygenerujte účastnické certifikáty pro svou třídu","participation.phrase1":"Vyplňte formulář jmény vašich studentů oddělenými čárkou a obdržíte individuální účastnické certifikáty","participation.names.label":"Jména pro certifikát","participation.names.help":"Jména účastníků oddělte čárkou","participation.event_name.label":"Název akce","participation.event_name.help":"Název vaší aktivity tak, jak má být vytištěn na certifikátu","participation.event_date.label":"Datum aktivity","participation.event_date.help":"Datum vaší aktivity tak, jak má být vytištěno na certifikátu","participation.submit":"Vygenerovat certifikáty","participation.thanks_page.title":"Vaše certifikáty byly vygenerovány!","participation.thanks_page.phrase1":"Kliknutím na tento odkaz stáhnete soubor zip obsahující všechny certifikáty","passwords.password":"Heslo musí mít alespoň šest znaků a musí odpovídat potvrzení.","passwords.reset":"Vaše heslo bylo resetováno!","passwords.sent":"Na váš e-mail jsme poslali odkaz pro vytvoření nového hesla!","passwords.token":"Tento token pro vytvoření nového hesla není platný.","passwords.user":"Nemůžeme najít uživatele s touto e-mailovou adresou.","privacy-statement-contact.subtitle":"V tomto prohlášení o ochraně soukromí jsou obsaženy informace ohledně zpracování a ochrany vašich osobních údajů.","privacy-statement-contact.processing-operation.0":"Operace zpracování","privacy-statement-contact.processing-operation.1":"správa ambasadorů Týdne programování, vedoucích učitelů a registrací aktivit na těchto internetových stránkách","privacy-statement-contact.data-processors.0":"Zpracovatelé údajů","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. a EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Informace týkající se zpracování osobních údajů pro účely správy ambasadorů Týdne programování, vedoucích učitelů a registrací aktivit na těchto internetových stránkách.","privacy-statement-contact.3-legal_process.0":'Zákonnost operace zpracování údajů: oddělení G.2 shromažďuje, ukládá a zveřejňuje vaše osobní údaje, protože jste zaškrtnutím políčka udělili výslovný souhlas, když jste se registrovali jako ambasador Týdne programování nebo vedoucí učitel nebo když jste registrovali akci v rámci Evropského týdne programování.',"privacy-statement-contact.4-collect_data.0":"Povinně shromažďované osobní údaje ambasadorů a vedoucích učitelů jsou:","privacy-statement-contact.4-collect_data.1":"jméno","privacy-statement-contact.4-collect_data.2":"e-mailová adresa","privacy-statement-contact.4-collect_data.3":"heslo","privacy-statement-contact.4-collect_data.4":"fotografie","privacy-statement-contact.4-collect_data.5":"životopis","privacy-statement-contact.4-collect_data.6":"titul","privacy-statement-contact.4-collect_data.7":"u vedoucích učitelů odbornost.","privacy-statement-contact.4-collect_data.8":"Když registrujete aktivitu, povinně shromažďované osobní údaje jsou:","privacy-statement-contact.4-collect_data.9":"název organizace","privacy-statement-contact.4-collect_data.10":"druh organizace","privacy-statement-contact.4-collect_data.11":"kontaktní e-mailová adresa","privacy-statement-contact.4-collect_data.12":"Poskytnutí těchto údajů je povinné, pokud chcete být ambasadorem Týdne programování či vedoucím učitelem, a pro registraci aktivity na internetových stránkách Týdne programování.","privacy-statement-contact.4-collect_data.13":"Ambasadoři a vedoucí učitelé mohou navíc dobrovolně poskytnout tyto osobní údaje:","privacy-statement-contact.4-collect_data.14":"účty na sociálních médiích","privacy-statement-contact.4-collect_data.15":"Organizátoři aktivit mohou dobrovolně poskytnout tyto údaje:","privacy-statement-contact.4-collect_data.16":"veřejnou kontaktní e-mailovou adresu","privacy-statement-contact.4-collect_data.17":"internetové stránky organizátora","privacy-statement-contact.4-collect_data.18":"kód pro soutěž Code Week for All","privacy-statement-contact.4-collect_data.19":"Pokud jste organizátorem aktivity, vezměte prosím na vědomí, že příslušný ambasador ve vaší zemi nebo oddělení G.2 mohou použít osobní údaje, které jste poskytli při registraci aktivity, k tomu, aby vás v souvislosti s touto aktivitou kontaktovali.","privacy-statement-contact.4-collect_data.20":"Své osobní údaje jste poskytli na","privacy-statement-contact.4-collect_data.21":"přihlašovací stránce Týdne programování","privacy-statement-contact.4-collect_data.22":"a na","privacy-statement-contact.4-collect_data.23":"stránce pro registraci aktivit.","privacy-statement-contact.5-how_long.0":"Všechny osobní údaje budou z databází vymazány, pokud z iniciativy vystoupíte, nebo 5 let po jejím ukončení.","privacy-statement-contact.6-protect_data.0":'Všechny osobní údaje v elektronické podobě (e-mailové zprávy, dokumenty, databáze, nahrané soubory dat atd.) jsou uloženy na serverech Evropské komise nebo jejích smluvních dodavatelů. Veškeré operace zpracování se řídí rozhodnutím Komise (EU, Euratom) 2017/46 ze dne 10. ledna 2017 o bezpečnosti komunikačních a informačních systémů v Evropské komisi.',"privacy-statement-contact.6-protect_data.1":'Smluvní dodavatelé Komise jsou vázáni zvláštním smluvním ustanovením o zpracovávání vašich údajů jménem Komise a povinnostmi týkajícími se důvěrnosti, jež vyplývají z provedení obecného nařízení o ochraně osobních údajů („GDPR“ – nařízení (EU) 2016/679) do vnitrostátních předpisů členských států EU.',"privacy-statement-contact.6-protect_data.2":"Za účelem ochrany vašich osobních údajů zavedla Komise řadu technických a organizačních opatření. Technická opatření zahrnují náležité kroky k zajištění bezpečnosti na internetu a ochrany před ztrátou údajů, jejich pozměněním nebo neoprávněným přístupem k nim, přičemž se přihlíží k riziku spojenému se zpracováním údajů a k povaze zpracovávaných osobních údajů. Organizační opatření zahrnují omezení přístupu k osobním údajům výlučně na oprávněné osoby, jež mají legitimní důvod se s nimi seznámit pro účely této operace zpracování.","privacy-statement-contact.7-access_data.0":"K veškerým osobním údajům, které nám poskytnete, mohou zaměstnanci Komise přistupovat na základě zásady „vědět jen to nejnutnější“. Přístup k vašim osobním údajům je kromě toho na základě zásady „vědět jen to nejnutnější“ poskytnut našemu smluvnímu dodavateli.","privacy-statement-contact.7-access_data.1":'V zájmu zviditelnění ambasadora Týdne programování, vedoucích učitelů nebo registrovaných aktivit jsou všechny vaše osobní údaje zveřejněny na této stránce.',"privacy-statement-contact.7-access_data.2":"Oddělení G.2 může navíc sdílet vaše kontaktní údaje s osobami z řad veřejnosti nebo zúčastněných stran, které vás potřebují kontaktovat v souvislosti s Týdnem programování. Pokud jste organizátorem aktivity, vezměte prosím na vědomí, že příslušný ambasador ve vaší zemi nebo oddělení G.2 mohou použít osobní údaje, které jste poskytli při registraci aktivity, k tomu, aby vás v souvislosti s touto aktivitou kontaktovali.","privacy-statement-contact.8-rights.0":"S poskytnutím svých osobních údajů oddělení G.2 k této operaci zpracování údajů jste udělili souhlas. Svůj souhlas můžete kdykoli odvolat tak, že to oznámíte oddělení G.2 na adresu CNECT-G2@ec.europa.eu. Odvolání souhlasu nijak neovlivní zákonnost zpracování provedeného předtím, než jste souhlas odvolali.","privacy-statement-contact.10-detailed-info.0":"Tato konkrétní operace zpracování údajů byla zanesena do veřejného rejstříku pověřence pro ochranu osobních údajů pod tímto referenčním číslem: DPR-EC-02631 Správa kontaktů pro politiky, programy a projekty GŘ CNECT.","privacy-statement.title":"OCHRANA OSOBNÍCH ÚDAJŮ","privacy-statement.processing-operation.0":"Operace zpracování","privacy-statement.processing-operation.1":"Zpracování osobních údajů, včetně IP adres, návštěvníků veřejně přístupných internetových stránek codeweek.eu.","privacy-statement.data-controller.0":"Správce údajů","privacy-statement.data-controller.1":"Evropská komise, Generální ředitelství pro komunikační sítě, obsah a technologie, oddělení G.2.","privacy-statement.record-reference":"Referenční číslo","privacy-statement.table-of-contents":"Obsah","privacy-statement.1-intro.title":"Úvod","privacy-statement.1-intro.items.1":`Evropská komise (dále jen 'Komise') se zavázala chránit vaše osobní údaje a respektovat vaše soukromí. Komise shromažďuje a dále zpracovává osobní údaje podle nařízení Evropského parlamentu a Rady (EU) 2018/1725 ze dne 23. října 2018 o ochraně fyzických osob v souvislosti se zpracováním osobních údajů orgány, institucemi a jinými subjekty Unie a o volném pohybu těchto údajů (jímž bylo zrušeno nařízení (ES) č. 45/2001).`,"privacy-statement.1-intro.items.2":"Toto prohlášení o ochraně osobních údajů vysvětluje, z jakých důvodů Komise vaše osobní údaje zpracovává, jakým způsobem je shromažďuje, jak s nimi nakládá a jak zajišťuje ochranu všech poskytnutých osobních údajů, dále jak se tyto informace používají a jaká práva ve vztahu ke svým osobním údajům máte. Obsahuje také kontakt na odpovědného správce údajů, u kterého můžete svá práva uplatnit, na pověřence pro ochranu osobních údajů a na evropského inspektora ochrany údajů.","privacy-statement.1-intro.items.3.0":"Informace týkající se operace zpracování","privacy-statement.1-intro.items.3.1":"Zpracování osobních údajů na stránkách codeweek.eu,","privacy-statement.1-intro.items.3.2":"které provádí Komise, je popsáno níže.","privacy-statement.2-why.title":"Proč a jak vaše osobní údaje zpracováváme?","privacy-statement.2-why.items.0":"Účel operace zpracování údajů","privacy-statement.2-why.items.1":"Generální ředitelství Komise pro komunikační sítě, obsah a technologie nabízí řadu externích internetových stránek. Technické řešení shromažďuje a využívá vaše osobní údaje k tomu, aby mohlo poskytovat internetové stránky, které se fyzicky nacházejí mimo hostingovou infrastrukturu kontrolovanou Komisí.","privacy-statement.2-why.items.2":"Vaše osobní údaje nebudou využity k automatizovanému rozhodování, tedy ani k profilování.","privacy-statement.3-legal_process.title":"Na jakých právních základech vaše osobní údaje zpracováváme?","privacy-statement.3-legal_process.items.0":"Vaše osobní údaje zpracováváme z několika důvodů:","privacy-statement.3-legal_process.items.1":'Ustanovení čl. 5 odst. 1 písm. a) nařízení (EU) 2018/1725: toto zpracování je nezbytné pro splnění úkolu prováděného ve veřejném zájmu nebo při výkonu veřejné moci, kterým je orgán nebo subjekt Unie pověřen.',"privacy-statement.3-legal_process.items.2":"Informování široké veřejnosti je úkolem vyplývajícím z výsad Evropské komise na institucionální úrovni, jak je stanoveno v čl. 58 odst. 2 písm. d) nařízení Evropského parlamentu a Rady (EU, Euratom) 2018/1046 ze dne 18. července 2018, kterým se stanoví finanční pravidla pro souhrnný rozpočet Unie (Úř. věst. L 193, 30.7.2018, s. 1). Zajišťujeme, aby byly při zpracování osobních údajů přijaty odpovídající a specifické záruky v souladu s platnými právními předpisy o ochraně údajů.","privacy-statement.3-legal_process.items.3":'Ustanovení čl. 5 odst. 1 písm. d) nařízení (EU) 2018/1725: ke zpracování s využitím souborů cookie a za účelem autentizace je nezbytný váš souhlas. V souladu s čl. 3 bodem 15 a článkem 7 nařízení (EU) 2018/1725 musí být souhlas svobodný, konkrétní, informovaný a jednoznačný.',"privacy-statement.3-legal_process.items.4":"Souhlas jsme obdrželi přímo od vás – e-mailem, prostřednictvím elektronického registračního formuláře nebo v jiné písemné formě.","privacy-statement.4-collect_data.title":"Které osobní údaje shromažďujeme a dále zpracováváme?","privacy-statement.4-collect_data.items.0":"K provádění této operace zpracování shromažďuje oddělení G.2 tyto kategorie osobních údajů:","privacy-statement.4-collect_data.items.1":"IP adresu nebo identifikátor zařízení použitého k přístupu k těmto internetovým stránkám.","privacy-statement.4-collect_data.items.2":"Bez tohoto zpracování není možné navázat technické spojení mezi vaším zařízením a serverovou infrastrukturou, a proto byste si nemohli prohlížet naše internetové stránky.","privacy-statement.4-collect_data.items.3":"K tomu, abyste se mohli na těchto stránkách autentizovat, shromažďuje oddělení G.2 tyto kategorie osobních údajů:","privacy-statement.4-collect_data.items.4":"e-mailovou adresu","privacy-statement.4-collect_data.items.5":"heslo, nebo","privacy-statement.4-collect_data.items.6":"autentizaci pomocí sociálních médií.","privacy-statement.5-how_long.title":"Jak dlouho vaše osobní údaje uchováváme?","privacy-statement.5-how_long.items.0":"Oddělení G.2 uchovává vaše osobní údaje pouze po dobu nezbytnou ke splnění účelu shromažďování nebo dalšího zpracování, konkrétně po dobu prohlížení stránek. IP adresy mohou být navíc z bezpečnostních důvodů uloženy po dobu jednoho roku v protokolových souborech útvarů. Pokud jde o analytický nástroj, IP adresa a identifikátor zařízení (např. číslo IMEI a adresa WIFI MAC) se vymažou ihned při odpojení.","privacy-statement.6-protect_data.title":"Jak je zajištěna ochrana a zabezpečení vašich osobních údajů?","privacy-statement.6-protect_data.items.0":"Všechny osobní údaje v elektronickém formátu (e-maily, dokumenty, databáze, nahrané soubory dat atd.) jsou uloženy na serverech Evropské komise. Veškeré operace zpracování se řídí","privacy-statement.6-protect_data.items.1":"rozhodnutím Komise (EU, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":"ze dne 10. ledna 2017 o bezpečnosti komunikačních a informačních systémů v Evropské komisi.","privacy-statement.6-protect_data.items.3":"Za účelem ochrany vašich osobních údajů zavedla Komise řadu technických a organizačních opatření. Technická opatření zahrnují náležité kroky k zajištění bezpečnosti na internetu a ochrany před ztrátou údajů, jejich pozměněním nebo neoprávněným přístupem k nim, přičemž se přihlíží k riziku spojenému se zpracováním údajů a k povaze zpracovávaných osobních údajů. Organizační opatření zahrnují omezení přístupu k osobním údajům výlučně na oprávněné osoby, jež mají legitimní důvod se s nimi seznámit pro účely této operace zpracování.","privacy-statement.7-access_data.title":"Kdo má k vašim osobním údajům přístup a komu jsou dále poskytovány?","privacy-statement.7-access_data.items.0":"Přístup k vašim osobním údajům se poskytuje zaměstnancům Komise, kteří odpovídají za provedení této operace zpracování, a oprávněným zaměstnancům podle zásady „vědět jen to nejnutnější“. Tito zaměstnanci jsou vázáni zákonnými požadavky a v případě potřeby také dalšími dohodami o zachování důvěrnosti.","privacy-statement.7-access_data.items.1":"Kromě toho lze přístup k vašim osobním údajům poskytnout podle zásady „vědět jen to nejnutnější“ externím dodavatelům, kteří pracují jménem útvaru Komise, jenž internetové stránky vlastní, a na základě smluvní dohody s tímto útvarem a kteří se podílejí na vytváření, údržbě, správě a archivaci internetových stránek.","privacy-statement.7-access_data.items.2":"Informace, které shromažďujeme, nebudou poskytnuty žádné třetí straně, s výjimkou případů a pro účely, kdy nám tuto povinnost ukládá zákon.","privacy-statement.8-rights.title":"Jaká máte práva a jak je můžete uplatnit?","privacy-statement.8-rights.items.0":"Jako tzv. subjekt údajů máte podle kapitoly III (články 14 až 25) nařízení (EU) 2018/1725 zvláštní práva, zejména právo na přístup ke svým osobním údajům a na jejich opravu nebo vymazání a právo na omezení jejich zpracování. V příslušných případech máte rovněž právo vznést námitku proti zpracování nebo právo na přenositelnost údajů.","privacy-statement.8-rights.items.1":"Proti zpracování vašich osobních údajů, které se provádí zákonným způsobem podle čl. 5 odst. 1 písm. a), máte právo vznést námitku.","privacy-statement.8-rights.items.2":"S poskytnutím svých osobních údajů pro tuto operaci zpracování jste udělili souhlas. Svůj souhlas můžete kdykoli odvolat tak, že to oznámíte oddělení G.2. Odvolání souhlasu nijak neovlivní zákonnost zpracování provedeného předtím, než jste souhlas odvolali.","privacy-statement.8-rights.items.3":"Svá práva můžete uplatnit tak, že se obrátíte na správce údajů nebo v případě sporu na pověřence pro ochranu osobních údajů. V případě potřeby se můžete obrátit i na evropského inspektora ochrany údajů. Jejich kontaktní údaje jsou uvedeny v bodě 9 níže.","privacy-statement.8-rights.items.4":"Pokud chcete uplatnit svá práva v souvislosti s jednou nebo více konkrétními operacemi zpracování, ve své žádosti tyto operace popište (tj. uveďte referenční číslo/čísla, viz bod 10 níže).","privacy-statement.9-contact.title":"Kontaktní údaje","privacy-statement.9-contact.data-controller.title":"Správce údajů","privacy-statement.9-contact.data-controller.text":"Chcete-li uplatnit svá práva podle nařízení (EU) 2018/1725, máte-li připomínky, otázky či pochybnosti nebo chcete-li podat stížnost ohledně shromažďování a používání vašich osobních údajů, můžete se obrátit na správce údajů, oddělení G.2, Evropská komise, na adrese","privacy-statement.9-contact.data-protection-officer.title":"Pověřenec Evropské komise pro ochranu osobních údajů","privacy-statement.9-contact.data-protection-officer.text":"V souvislosti se zpracováním vašich osobních údajů podle nařízení (EU) 2018/1725 se můžete obrátit na pověřence pro ochranu osobních údajů (DATA-PROTECTION-OFFICER@ec.europa.eu).","privacy-statement.9-contact.european-data-protection.title":"Evropský inspektor ochrany údajů","privacy-statement.9-contact.european-data-protection.text":'Pokud se domníváte, že v důsledku zpracování vašich osobních údajů správcem údajů došlo k porušení vašich práv podle nařízení (EU) 2018/1725, máte právo podat stížnost u evropského inspektora ochrany údajů (edps@edps.europa.eu).',"privacy-statement.10-detailed-info.title":"Kde jsou k dispozici bližší informace?","privacy-statement.10-detailed-info.items.0":'Pověřenec Evropské komise pro ochranu osobních údajů zveřejňuje rejstřík všech operací zpracování osobních údajů Komisí, jež byly zdokumentovány a byly mu oznámeny. Rejstřík je k dispozici na této adrese: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Tato konkrétní operace zpracování údajů byla zanesena do veřejného rejstříku pověřence pro ochranu osobních údajů pod tímto referenčním číslem: DPR-EC-09706.1.","privacy.title":"OCHRANA VAŠICH OSOBNÍCH ÚDAJŮ","privacy.1-intro.title":"1. Úvod","privacy.1-intro.items.1":"

    Evropská komise (dále jen „Komise“) se zavazuje chránit vaše osobní údaje a respektovat vaše soukromí. Komise osobní údaje shromažďuje a dále zpracovává v souladu s nařízením Evropského parlamentu a Rady (EU) 2018/1725 ze dne 23. října 2018 o ochraně fyzických osob v souvislosti se zpracováním osobních údajů orgány, institucemi a jinými subjekty Unie a o volném pohybu těchto údajů (a o zrušení nařízení (ES) č. 45/2001).

    ","privacy.1-intro.items.2":"

    Toto prohlášení o ochraně osobních údajů vysvětluje důvod pro shromažďování a zpracování osobních údajů, způsob, jakým osobní údaje shromažďujeme, jak s nimi nakládáme a jakým způsobem zajišťujeme jejich ochranu, jak vaše osobní údaje používáme a jaká máte v souvislosti s vašimi osobními údaji práva (právo na přístup, opravu, zamezení zpracování atd.). Prohlášení rovněž obsahuje kontaktní údaje na odpovědného správce údajů, u něhož můžete vykonat svá práva, na pověřence pro ochranu osobních a na evropského inspektora ochrany údajů.

    ","privacy.1-intro.items.3":"

    Toto prohlášení o ochraně osobních údajů se týká shromažďování a zveřejňování osobních údajů osob, které slouží jako kontaktní osoby v souvislosti s aktivitami Evropského týdne programování (ambasadoři Evropského týdne programování, koordinátoři ministerstev školství, vedoucí učitelé a organizátoři aktivit a událostí) na veřejně přístupné webové stránce Codeweek.eu.

    ","privacy.2-why.title":"2. Proč vaše údaje zpracováváme?","privacy.2-why.items.1":"

    Evropská komise vaše osobní údaje shromažďuje a zpracovává za účelem usnadnění identifikace kontaktních osob zúčastněnými účastníky nebo občany. Skutečné kontaktní osoby jsou nejlepším a nejefektivnějším způsobem jak zajistit, aby se zainteresovaní lidé dostali do kontaktu se službami Komise.

    ","privacy.2-why.items.2":"

    Vaše osobní údaje nebudou použity pro jakékoli automatizované rozhodování včetně profilování.

    ","privacy.3-legal_process.title":"3. Na jakém právním základě / jakých právních základech zpracováváme vaše osobní údaje","privacy.3-legal_process.items.1":"

    Úkony zpracování osobních údajů za účelem zveřejnění kontaktních údajů jsou zákonné v souladu s čl. 5, odst. 1, písm. d) nařízení (EU) 2018/1725, jelikož jste skrze webový formulář nebo při udělení souhlasu s použitím vašeho e-mailu a uživatelského jména při registraci pomocí sociální sítě udělili souhlas se zpracováním vašich osobních údajů.

    ","privacy.4-collect_data.title":"4. Jaké osobní údaje shromažďujeme a dále zpracováváme?","privacy.4-collect_data.items.1":"

    Shromážděné osobní údaje jsou informace, které usnadňují vaši identifikaci jakožto kontaktní osoby, a zvyšují vaši viditelnost pro veřejnost, jmenovitě: oslovení, jméno, příjmení, pozice, pracovní poštovní a e-mailová adresa, telefonní číslo, fotografie, účet na sociálních sítích, krátká biografie.

    ","privacy.4-collect_data.items.2":"

    Tyto osobní údaje jste poskytli dobrovolně vyplněním přihlášky.

    ","privacy.4-collect_data.items.3":"

    Poskytnutí určitých osobních údajů je povinné pro zveřejnění aktivit a/nebo kontaktních informací na webové stránce codeweek.eu. Pokud své osobní údaje neposkytnete, vaše aktivita nebude zveřejněna a/nebo nebudete schopni zapojit se do výše uvedených sítí.

    ","privacy.4-collect_data.items.4":"

    Veškeré ostatní osobní údaje poskytujete dobrovolně.

    ","privacy.4-collect_data.items.5":"Když se přihlásíte k odběru newsletteru, vaše e-mailová adresa je přidána do Code Week EU newsletter mailing listu, který spravuje Mailerlite.com. Přečtěte si prosím zásady ochrany osobních údajů Mailerlite: https://www.mailerlite.com/legal/privacy-policy. Z odběru newsletteru se můžete kdykoli odhlásit pomocí odkazu „odhlásit“ v e-mailech, které od nás obdržíte, nebo nám můžete poslat e-mail na adresu info@codeweek.eu s textem „Unsubscribe“ v předmětu.","privacy.5-how_long.title":"5. Jak dlouho vaše osobní údaje uchováváme?","privacy.5-how_long.items.1":"

    Komise vaše osobní údaje uchovává pouze po dobu nutnou k naplnění účelu jejich shromáždění nebo dalšího zpracování popsaného v bodu 2, tedy po dobu, po kterou budete působit jako kontaktní osoba.

    ","privacy.5-how_long.items.2":"

    Pokud neposkytnete souhlas se zařazením do databáze pro budoucí aktivity, vaše osobní údaje budou z veřejně dostupné webové stránky odstraněny, jakmile přestanete působit ve funkci kontaktní osoby.

    ","privacy.6-protect_data.title":"6. Jak vaše osobní údaje chráníme?","privacy.6-protect_data.items.1":"

    Veškeré osobní údaje v elektronickém formátu (e-maily, dokumenty, databáze, nahrané datové dávky atd.) jsou ukládány buď na serverech Evropské komise, nebo na serverech jejího smluvního dodavatele. Veškeré úkony zpracování osobních údajů jsou prováděny v souladu s rozhodnutím Komise (EU, Euratom) 2017/46 ze dne 10. ledna 2017 o bezpečnosti komunikačních a informačních systémů v Evropské komisi.

    ","privacy.6-protect_data.items.2":"

    Smluvní dodavatelé Komise jsou vázáni specifickou smluvní doložkou o zpracování vašich osobních údajů jménem Komise a závazky o zachování důvěrnosti vyplývajícími z transpozice obecného nařízení o ochraně osobních údajů (nařízení (EU) 2016/679, „GDPR“) do právních předpisů členských států EU.

    ","privacy.6-protect_data.items.3":"

    Za účelem ochrany vašich osobních údajů Komise zavedla řadu technických a organizačních opatření. Technická opatření zahrnují náležité kroky k řešení online zabezpečení, rizika ztráty údajů, pozměnění údajů nebo neoprávněného přístupu k údajům a berou v potaz rizika spojená se zpracováním a povahou zpracovávaných osobních údajů. Organizační opatření zahrnují omezení přístupu k osobním údajům pouze pro oprávněné osoby s oprávněnou potřebou tyto údaje znát za účelem jejich zpracování.

    ","privacy.7-access_data.title":"7. Kdo má přístup k vašim údajům a komu jsou poskytovány?","privacy.7-access_data.items.1":"

    Přístup k vašim osobním údajům je poskytnut pracovníkům Komise odpovědným za provádění úkonů zpracování a dalším oprávněným pracovníkům na základě jejich potřeby tyto údaje znát. Tito pracovníci jsou vázáni právními předpisy a v případě potřeby také doplňujícími dohodami o zachování důvěrnosti.

    ","privacy.7-access_data.items.2":"

    Ke všem vámi poskytnutým osobním údajům mají přístup správci webových stránek Komise (pracovníci Komise) a další pracovníci Komise, kteří je potřebují znát.. Vaše osobní údaje a informace o akci budou za účelem organizace místních aktivit poskytnuty členům sítí ambasadorů a koordinátorů Evropského týdne programování.

    ","privacy.7-access_data.items.3":"

    Za účelem zvýšení viditelnosti kontaktních osob budou vaše osobní údaje bez jakéhokoli omezení přístupnosti zveřejněny na webové stránce: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    K přenosu údajů třetím stranám

    ","privacy.7-access_data.items.5":"

    Údaje, které shromažďujeme, nebudou poskytnuty jakékoli třetí straně, vyjma případů, kdy jsme tak povinni učinit ze zákona.

    ","privacy.8-rights.title":"8. Jaká jsou vaše práva a jak je můžete vykonat?","privacy.8-rights.items.1":"

    Jakožto „subjekt údajů“ máte v souladu s kapitolou 3 (články 14–25) nařízení (EU) 2018/1725 specifická práva, konkrétně právo na přístup k vašim osobním údajům, právo na jejich opravu a právo na omezení jejich zpracování. V příslušných případech máte také právo vznést námitku vůči zpracování vašich osobních údajů nebo právo na jejich přenositelnost.

    ","privacy.8-rights.items.2":"

    Souhlasili jste s poskytnutím svých osobních údajů za popsaným účelem jejich zpracování. Tento souhlas můžete kdykoli odvolat prostřednictvím oznámení zaslaného správci údajů. Odvolání souhlasu nebude mít vliv na zákonnost zpracování provedeného před odvoláním souhlasu.

    ","privacy.8-rights.items.3":"

    Svá práva můžete nárokovat kontaktováním správce údajů, v případě sporu pak u pověřence pro ochranu osobních údajů. V případě potřeby můžete rovněž kontaktovat evropského inspektora ochrany údajů. Jejich kontaktní informace jsou uvedeny v oddílu 9 níže.

    ","privacy.8-rights.items.4":"

    Pokud chcete využít svých práv vyplývajících z nařízení (EU) 2018/1725, pokud máte poznámky, otázky nebo obavy nebo pokud chcete zaslat stížnost týkající se shromažďování a používání vašich osobních údajů, kontaktujte správce údajů na adrese

    ","privacy.8-rights.items.5":'

    Pověřence pro ochranu osobních údajů (DATA-PROTECTION-OFFICER@ec.europa.eu) můžete kontaktovat s otázkami související se zpracováním vašich osobních údajů v souladu s nařízením (EU) 2018/1725.

    ',"privacy.8-rights.items.6":'

    Pokud máte za to, že byla v souvislosti se zpracováním vašich osobních údajů ze strany správce údajů porušena vaše práva vyplývající z nařízení (EU) 2018/1725, máte právo podat stížnost evropskému inspektorovi ochrany údajů (edps@edps.europa.eu).

    ',"privacy.9-contact.title":"9. Kontaktní informace","privacy.9-contact.data-controller.title":"-Správce údajů","privacy.9-contact.data-controller.text":"

    Pokud chcete využít svých práv vyplývajících z nařízení (EU) 2018/1725, pokud máte poznámky, otázky nebo obavy nebo pokud chcete zaslat stížnost týkající se shromažďování a používání vašich osobních údajů, kontaktujte správce údajů na adrese

    ","privacy.9-contact.data-controller.address":"Directorate-General for Communications Networks, Content and Technology Unit G2
    Building BU25
    B-1049 Brussels
    ","privacy.9-contact.data-controller.email":"E-mail: ","privacy.9-contact.data-protection-officer.title":"-Pověřenec Komise pro ochranu osobních údajů","privacy.9-contact.data-protection-officer.text":'

    Pověřence pro ochranu osobních údajů (DATA-PROTECTION-OFFICER@ec.europa.eu) můžete kontaktovat s otázkami související se zpracováním vašich osobních údajů v souladu s nařízením (EU) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"-Evropský inspektor ochrany údajů","privacy.9-contact.european-data-protection.text":'

    Pokud máte za to, že byla v souvislosti se zpracováním vašich osobních údajů ze strany správce údajů porušena vaše práva vyplývající z nařízení (EU) 2018/1725, máte právo podat stížnost evropskému inspektorovi ochrany údajů (edps@edps.europa.eu).

    ',"remote-teaching.remote-teaching":"Distanční výuka","remote-teaching.intro.title":"Týden programování a distanční výuka","remote-teaching.intro.text":"Distanční vzdělávání může pro učitele i žáky představovat docela velkou výzvu a je zapotřebí při něm překonávat mnoho překážek. Výuka programování, informatického myšlení – dokonce i robotiky – se ale nemusí zastavit jen kvůli tomu, že se studenti učí doma. Zde vám představíme několik tipů a zdrojů, které vám, jak doufáme, pomohou.","remote-teaching.intro.points.1":"jedná se o sbírku krátkých videí, návodů, hádanek, her a programovacích úkolů pro každodenní využití doma i ve škole.","remote-teaching.intro.points.2.0":"Programování bez připojení","remote-teaching.intro.points.2.1":"zde najdete různé aktivity, které můžete snadno dělat doma, a výuka programování tak může probíhat pomocí každodenních materiálů.","remote-teaching.intro.points.3.0":"Školicí materiály","remote-teaching.intro.points.3.1":"zde najdete školicí materiály nebo návody o udržitelném rozvoji a umělé inteligenci, které ve svých učebních plánech obsahují oddíly pro distanční výuku.","remote-teaching.intro.points.4.0":"Úložiště zdrojů","remote-teaching.intro.points.4.1":"řadu zdrojů z úložiště lze použít i ve scénářích distanční výuky. Najdete zde zdroje k výuce i ke studiu programování.","remote-teaching.intro.points.5.0":"Webináře o programování z domova:","remote-teaching.intro.points.5.1":"věděli jste, že v rámci týdne programování organizujeme i několik webinářů o tom, jak studovat a učit programování z domova? Vyzkoušejte je!","remote-teaching.tips.title":"Sedm tipů, jak učit programování distančně","remote-teaching.tips.points.1.0":"Seznamte se s pojmy, programovacím jazykem a softwarem","remote-teaching.tips.points.1.1":"i když se studenti mohou učit programovat napůl sami metodou pokusu a omylu, budete je muset navádět a pomáhat jim najít v jejich syntaxi chyby. Buďte připraveni provádět změny a úpravy, pokud digitální nástroj nebo programovací jazyk nepřináší studijní výsledky, které jste očekávali.","remote-teaching.tips.points.2.0":"Povzbuzujte studenty","remote-teaching.tips.points.2.1":"pomozte studentům dosáhnout jejich plného potenciálu tím, že je budete motivovat a vaše hodiny budou mít smysl. Nechte je, aby zkoušeli své dovednosti a kreativitu tím, že si vyberou své vlastní projekty a výstupy. Kromě toho vám doporučujeme, abyste byli realističtí a dávali jim dosažitelné cíle.","remote-teaching.tips.points.3.0":"Vybízejte studenty k práci ve skupinách","remote-teaching.tips.points.3.1":`programování ve skupině neznamená jen víc zábavy, ale studentům by mohlo pomoci při realizaci složitějších a kreativnějších projektů. Navíc distanční výuka může některé studenty izolovat a skupinová práce tomu může předcházet. Při online výuce byste například mohli vytvořit místnosti, v nichž se sejde několik studentů, nebo byste mohli zavést vzájemné hodnocení, při němž studenti mohou v souvislosti se svými projekty dávat a přijímat konstruktivní zpětnou vazbu. -`,"remote-teaching.tips.points.4.0":"Prozkoumejte pro výuku programování otevřený software a bezplatné online platformy","remote-teaching.tips.points.4.1":"k učení a výuce programování je k dispozici mnoho kvalitních zdrojů, které jsou sice pokročilé, ale přesto je jejich využití snadné. Jedná se o bezplatné nástroje, které vaši studenti mohou používat, aniž by si museli koupit licenci nebo stáhnout software. Většinu z nich najdete v úložišti týdne programování, např. Scratch, App Inventor, Code.org, EarSketch, Sonic Pi atd. Jak jsme viděli u školicích materiálů týdne programování, tyto nástroje můžete použít v kterémkoli předmětu!","remote-teaching.tips.points.5.0":"Hrajte si","remote-teaching.tips.points.5.1":"vaše první kroky při programování by měli studenty zaujmout a pobavit, a i když možná tentokrát nemáte šanci sdílet tuto radost osobně, existují způsoby, jak se pobavit společně! Například můžete svým studentům navrhnout, že si uděláte přestávku a společně si zahrajete CodyColor, což je vzdělávací hra pro více hráčů, během níž se studenti budou učit myslet informaticky.","remote-teaching.tips.points.6.0":"Simulujte reálnou interakci ve třídě","remote-teaching.tips.points.6.1":"technologie nám umožňují aspoň částečně napodobit ten druh interakce, který by se odehrával ve třídě. Studenty můžete vyzvat, aby si třeba v určitou chvíli zapnuli kamery, virtuálně se hlásili, kladli otázky osobně nebo v chatu, odpovídali na digitální ankety či vyplňovali kvízy atd.. Pro tento účel můžete využívat některé bezplatné digitální nástroje, např. Zoom, Microsoft Teams, GoToMeeting nebo Jitsi pro on-line lekce a Kahoot, Mentimeter či Google Forms pro kvízy a třídní interakci. Díky tomu se studenti budou cítit jako ve třídě a ve spojení se spolužáky.","remote-teaching.tips.points.7.0":"Zajistěte, aby pomůcky byly fyzicky i cenově dostupné","remote-teaching.tips.points.7.1":"vaše hodiny programování by měly být realistické a měly by zapojovat všechny studenty. Toho dosáhnete pomocí pomůcek, které se bez problémů najdou v kterékoli domácnosti a k nimž se buď dostanou všichni studenti, nebo které těm studentům, kteří je případně nebudou mít, poskytnete v upravené podobě. Například k programování bez připojení potřebujete levné pomůcky, jako jsou nůžky, papír nebo značkovače. Při procvičování programování on-line se ujistěte, že všichni studenti mají doma přístup k tabletu nebo počítači a spolehlivé připojení k internetu.","remote-teaching.tips.conclusion":"Jak se učíte programovat a jak programování vyučujete při distanční výuce? Máte nějaké tipy pro ostatní pedagogy? Zapojte se vlastním komentářem v našem fóra níže!","report.title":"Podejte zprávu o své #EUCodeWeek akci","report.event_title":"Název akce","report.number_required":"Pokud nemáte přesné údaje, uveďte prosím alespoň přibližný odhad.","report.phrase1":"Tento formulář můžete vyplnit pouze jednou! Údaje prosím pečlivě zkontrolujte. Pokud uděláte chybu, ","report.phrase2":"Po odeslání zprávy vám bude automaticky vydán osobní certifikát za účast na Týdnu programování, který si budete moci stáhnout nebo sdílet. Příklad certifikátu si můžete prohlédnout zde.","report.phrase3":"Povinná pole jsou označená * hvězdičkou.","report.phrase4":"Tento formulář můžete vyplnit pouze jednou! Údaje prosím pečlivě zkontrolujte. Pokud uděláte chybu,","report.contactus":"kontaktujte nás","report.participants_count.label":"Počet účastníků","report.average_participant_age.label":"Průměrný věk účastníků","report.percentage_of_females.label":"Procento žen","report.codeweek_for_all_participation_code.label":"Kód Codeweek for all","report.codeweek_for_all_participation_code.help":"Pokud jste dostali kód Codeweek4All, můžete ho vložit zde. Pokud se neúčastníte, můžete toto pole ignorovat.","report.name_for_certificate.label":"Jméno pro certifikát","report.name_for_certificate.help":"Změňte to na jméno organizátora akce, pro kterého bude vydán certifikát za účast na Týdnu programování. Používejte prosím pouze ASCII písmena (latinku). Písmena s diakritikou nejsou podporována.","report.submit":"Odeslat zprávu o akci","report.thanks_page.title":"Děkujeme, že jste o své akci podali zprávu!","report.thanks_page.certificate_ready":"Váš certifikát je připraven.","report.thanks_page.download_button":"Stáhněte si ho kliknutím zde.","report.thanks_page.back_events":"Vraťte se na svou akci","resources.search_resources":"Prohledat materiály","resources.types":"Typy","resources.levels":"Úrovně","resources.programming_languages":"Programovací jazyky","resources.categories":"Kategorie","resources.Languages":"Jazyky","resources.Subjects":"Předměty","resources.share":"Sdílet","resources.communication_toolkit":"Komunikační nástroje","resources.teachers_toolkit":"Nástroje pro učitele","resources.leaflet":"Leták","resources.how_to_organise_an_activity":"Jak zorganizovat aktivitu?","resources.resources.languages.Russian":"Ruština","resources.resources.languages.Norwegian":"Norština","resources.resources.languages.Mandarin":"Čínština","resources.resources.languages.Japanese":"Japonština","resources.resources.languages.All targeted languages":"Všechny cílové jazyky","resources.resources.levels.Beginner":"Začátečník","resources.resources.levels.Intermediate":"Mírně pokročilý","resources.resources.levels.Advanced":"Pokročilý","resources.resources.levels.Pre-primary education":"Předškolní vzdělávání","resources.resources.levels.Primary school (5-12)":"Základní škola (5–12)","resources.resources.levels.Lower secondary school (12-16)":"Nižší ročníky střední školy (12–16)","resources.resources.levels.Upper secondary school (16-18)":"Vyšší ročníky střední školy (16–18)","resources.resources.levels.Higher Education":"Vyšší vzdělání","resources.resources.levels.Other":"Jiné","resources.resources.subjects.Art":"Umění","resources.resources.subjects.Biology":"Biologie","resources.resources.subjects.Chemistry":"Chemie","resources.resources.subjects.Computer Science":"Počítačová věda","resources.resources.subjects.Culture":"Kultura","resources.resources.subjects.Economics":"Ekonomie","resources.resources.subjects.Foreign Languages":"Cizí jazyky","resources.resources.subjects.Geography":"Geografie","resources.resources.subjects.Geology":"Geologie","resources.resources.subjects.History":"Dějepis","resources.resources.subjects.Language and Literature":"Jazyk a literatura","resources.resources.subjects.Mathematics":"Matematika","resources.resources.subjects.Natural Sciences":"Přírodní vědy","resources.resources.subjects.Physical Education":"Tělesná výchova","resources.resources.subjects.Physics":"Fyzika","resources.resources.subjects.Coding":"Kódování","resources.resources.subjects.Special Education Needs":"Zvláštní vzdělávací potřeby","resources.resources.subjects.Other":"Jiné","resources.resources.types.Tutorial":"Tutoriál","resources.resources.types.Website":"Webové stránky","resources.resources.types.Online Course":"Online kurz","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Aplikace","resources.resources.types.Game":"Hra","resources.resources.types.Graphic Material":"Grafika","resources.resources.types.Presentation":"Prezentace","resources.resources.types.Toolkit":"Sada nástrojů","resources.resources.types.Other":"Jiné","resources.resources.types.Lesson Plan":"Učební plán","resources.resources.types.Guide":"Průvodce","resources.resources.categories.Coding":"Kódování","resources.resources.categories.Programming":"Programování","resources.resources.categories.Computational Thinking":"Výpočetní techniky","resources.resources.categories.Robotics":"Robotika","resources.resources.categories.Making":"Výroba","resources.resources.categories.Tinkering":"Oprava","resources.resources.categories.Unplugged Activities":"Unplugged akce","resources.resources.categories.Other":"Jiné","school.name":"Název školy","school.location":"Adresa školy","school.description":"Popis školy","school.school":"Škola","school.add":"Přidat","school.list":"Seznam","school.required.name":"Je nutné zadat název školy","school.required.location":"Je nutné zadat adresu školy","schools.1.title1":"Proč byste měli seznámit své žáky s programováním?","schools.1.title2":"Jak může programování prospět vašim žákům? Co může přinést vám, učitelům?","schools.1.content.0":"Jsme přesvědčeni, že k základním znalostem každého člověka v digitálním věku musí patřit i to, že rozumí programování a že rozvíjí základní dovednosti související s informatickým myšlením, jako je řešení problémů, spolupráce a analytické schopnosti.","schools.1.content.1":"Naučit se programovat může vybavit vaše studenty, aby stáli v čele digitálně schopné společnosti, lépe chápali svět, který je obklopuje, a měli lepší příležitosti uspět v osobním i profesním životě.","schools.1.content.2":"Týden programování nabízí všem studentům možnost udělat první kroky jako digitální tvůrci. Nabízí totiž školám a učitelům bezplatné příležitosti k profesnímu rozvoji, přístup k vzdělávacím materiálům, mezinárodním soutěžím a k výměně zkušeností.","schools.1.button.label":"Chcete začít hned teď? Tak se zde zaregistrujte!","schools.2.title1":"Chcete se zapojit?","schools.2.title2":"Zorganizujte lekci, školení nebo akci a dejte ji na mapu.","schools.2.content.0":"Ať už o programování něco víte nebo ne, můžete snadno zorganizovat lekci ve své třídě, den otevřených dveří nebo akci ve své škole. Stačí si vybrat datum a zaregistrovat svou akci na níže uvedené mapě. Pokud máte pocit, že s přípravou lekce potřebujete pomoc, přejděte na další sekci.","schools.2.content.1":"Projděte si níže uvedenou mapu a podívejte se na několik příkladů akcí, které se právě organizují. Přidejte svou vlastní akci a připojte k tisícům dalších instruktorů po celé Evropě i jinde:","schools.2.button.label":"Jste připraveni jít do toho? Přidejte akci!","schools.3.title1":"Nevíte nic o programování? Nevadí","schools.3.title2":"Naše nástroje vám pomohou seznámit se s programováním, ještě než ho představíte svým studentům","schools.3.content.0":"Pokud chcete představit programování své třídě, ale nevíte, kde začít, buďte bez obav! Mezinárodní tým učitelů a odborníků sestavil sadu krátkých webových školicích modulů, které vám do začátku pomohou.","schools.3.content.1":"K tomu, abyste se drželi našich školicích materiálů, nepotřebujete mít žádné předchozí zkušenosti s programováním!","schools.3.button.label":"Podívejte se na naše školicí moduly","schools.4.title1":"Hledáte něco náročnějšího?","schools.4.title2":"Vytvořte síť akcí, zapojte co nejvíc studentů a získejte Certifikát o špičkové úrovni","schools.4.content.0":"Code Week 4 All je příležitost poměřit síly s jinými učiteli nebo školami a zapojit se do mezinárodní komunity podobně smýšlejících lidí, kteří studentům dávají příležitost udělat první krůčky v programování. Vytvořte alianci více než 500 studentů a získáte Certifikát o špičkové úrovni.","schools.4.button.label":"Získejte více informací o soutěži Code Week 4 All","schools.title":"Školy: Přibližte Týden programování svým studentům.","scoreboard.title":"Ve kterých zemích probíhá nejvíc programovacích akcí?","scoreboard.paragraph":"Srovnávací přehled uvádí země podle počtu programovacích akcí na počet obyvatel. Nedivte se proto, že některé menší země jsou v žebříčku výše.","scoreboard.parcipating_with":"se podílí","scoreboard.events":"akcemi","search.audience_title":"Účast","search.theme_title":"Téma","search.placeholder":"Hledat název akce nebo tag","search.submit":"Hledat","search.label_country":"Vyberte zemi","search.last_year_events.label":"Zahrnout akce v minulých letech","search.last_year_events.yes":"Ano","search.last_year_events.no":"Ne","search.search_counter":"odpovídá vašim vyhledávacím kritériím","search.event":"akce","search.events":"akcí","search.year":"rok","search.audiences":"Publikum","search.themes":"Témata","search.countries":"Země","search.search_placeholder":"Hledej podle nadpisu nebo popisu","snippets.featured-activities":"Představujeme vám hlavní aktivity nadcházejícího Evropského týdne programování, který proběhne on-line. Můžete je filtrovat podle jazyka a měsíce konání. Kliknutím na „Zobrazit“ si zobrazíte všechny podrobnosti o dané aktivitě a kontakt na organizátory. Příjemnou zábavu!","snippets.learn":"Programování je klíčovou kompetencí, která je v každé oblasti stále víc žádána. A právě Evropský týden programování vás chce při studiu podpořit! Projděte si naše úložiště a najděte si optimální zdroj pro začátek nebo pro pokračování v cestě programováním. Všechny tyto zdroje jsou zdarma. Filtr vyhledávání si můžete nastavit podle typu zdroje, úrovně dovedností, programovacího jazyka, kategorie a jazyka.","snippets.teach":"Programování je klíčová kompetence, která vašim studentům a dětem otevře nové možnosti. Chcete učit programování doma, ve škole nebo v programátorském klubu? Projděte si naši nabídku a najděte si zdroj, který vás zaujme. Všechny tyto zdroje jsou zdarma. Filtr vyhledávání si můžete nastavit podle typu zdroje, úrovně dovedností, programovacího jazyka, tématu, kategorie a jazyka.","snippets.toolkits.0":"V tomto oddíle najdete materiál, který vám pomůže zorganizovat aktivitu v rámci Evropského týdne programování a propagovat tuto iniciativu ve vašem okolí.","snippets.toolkits.1":"Komunikační materiály","snippets.toolkits.2":"zde najdete oficiální loga Evropského týdne programování, odznak, leták, plakát, šablony pro PowerPoint a Word, příklady příspěvků na sociálních médiích a ilustrace.","snippets.toolkits.3":"Materiály pro učitele","snippets.toolkits.4":"zde najdete oficiální loga Evropského týdne programování, odznak, šablonu osvědčení o účasti pro vaše studenty, úvodní prezentaci o Evropském týdnu programování a materiál pro sociální média.","snippets.toolkits.5":"Oficiální leták Evropského týdne programování","snippets.about.goal":"Naším cílem je více pomoci mladým lidem zvládnout základy programování a informatického myšlení.","snippets.guide.tutorials.1":"Podívejte se na naše","snippets.guide.tutorials.2":"výukové programy a cvičení","snippets.guide.tutorials.3":"které jsou dispozici ve 29 jazycích a pomohou vám připravit aktivity, při kterých se mladí budou učit programovat a myslet jako informatici.","snippets.dance.menu":"Taneční výzva","snippets.dance.subtitle":"Kdo říká, že programátoři neumí tancovat? Dokážeme pravý opak s taneční výzvou #EUCodeWeekDance.","snippets.dance.content":"Oslavit Evropský týden programování tím, že zorganizuje akci #EUCodeWeekDance, může každý, od škol, učitelů a knihoven až po kroužky programování, podniky a veřejné orgány. Akci pak stačí přidat na mapu týdne programování.","snippets.treasure-hunt.menu":"Hledání pokladu","snippets.treasure-hunt.subtitle":"To je hra na Telegramu","snippets.videos.1":"Podívejte se na videa ambasadorů Evropského týdne programování, která ukazují, jaké jsou naše hodnoty","snippets.videos.2":"Slovinská ambasadorka Katja Osljak – Proč je týden programování nezávislý ","snippets.videos.3":"Francouzský ambasador Laurent Touché – Proč je týden programování pro všechny","snippets.videos.4":"Tuniská ambasadorka Fatma Bouaziz – Proč je týden programování globální i lokální zároveň","snippets.videos.5":"Lotyšská ambasadorka Linda Sinka – Proč je týden programování o spolupráci","snippets.videos.6":"Italský ambasador Alessandro Bogliolo – Proč je týden programování neziskový","snippets.videos.7":"Albánská ambasadorka Marjana Prifti – Proč týden programování podporuje inovace a kreativitu","snippets.videos.8":"Rumunská ambasadorka Cristiana Lucaci – Proč je týden programování vděčný své komunitě","training.learning_bits":"Školicí materiály pro Týden programování","training.title":"Bezplatné školicí materiály a internetové kurzy","training.text":`

    Zde najdete bezplatné školicí materiály a zdroje, které vám pomohou začít a naplánovat svou inovativní lekci.

    -

    1. Školicí materiály

    -

    Nejsou zapotřebí žádné předchozí zkušenosti s programováním a kódováním a dokončení každého modulu zabere jen něco kolem 15 minut. V modulech se seznámíte se základními koncepty, které souvisejí s programováním a aktivitami informatického myšlení. Kromě toho v modulech najdete praktické tipy a rady, jak koncepty začlenit ve své třídě.

    `,"training.text_2":`

    Když jste teď prošli jeden nebo více školicích materiálů pro Týden programování, doufáme, že jste získali důvěru představit něco z digitální kreativity ve své třídě a přidáte svou akci na mapu na stránkách Týdne programování!

    - -

    Můžete snadno zorganizovat lekci ve své třídě, den otevřených dveří nebo akci ve své škole. Stačí si vybrat datum a zaregistrovat svou akci na mapu na stránkách Týdne programování. Za svou snahu každý organizátor akce dostane certifikát o účasti.

    - -

    Pokud byste se chtěli spojit s mezinárodní skupinou nadšených učitelů, připojte se na Facebooku ke skupině Evropského týdne programování pro učitele! Pokud chcete udělat další krok a spolupracovat s dalšími školami ve vaší zemi nebo v zahraničí, zapojte se do soutěže Code Week 4 All.

    `,"training.lessons.1.title":"Programování bez digitální technologie (unplugged)","training.lessons.1.author":"Alessandro Bogliolo","training.lessons.1.text":`

    Programování je jazyk věcí, díky kterému můžeme psát programy, abychom přiřadili nové funkce desítkám miliard programovatelných objektů kolem nás. Programování je nejrychlejší způsob, jak realizovat své nápady a tím nejúčinnějším způsobem rozvíjet schopnost informatického myšlení. K rozvoji informatického myšlení však není nezbytně nutná technologie. Je to spíše tak, že aby technologie fungovala, je nezbytné mít schopnost informatického myšlení.

    - -

    Alessandro Bogliolo z Itálie, profesor počítačových systémů a koordinátor Evropského týdne programování, v následujícím videu představí unplugged programovací aktivity, které je možné provádět bez jakéhokoli elektronického zařízení. Hlavním účelem unplugged aktivit je snížit přístupové bariéry, aby se programování mohlo dostat do každé školy, bez ohledu na její finanční možnosti a vybavení.

    - -

    Unplugged programovací aktivity odhalují informatické aspekty fyzikálního světa kolem nás.

    `,"training.lessons.1.activities.1":"Aktivita 1 – CodyRoby pro základní školu","training.lessons.1.activities.2":"Aktivita 2 – CodyRoby pro nižší střední školu","training.lessons.1.activities.3":"Aktivita 3 – CodyRoby pro střední školu","training.lessons.2.title":"Informatické myšlení a řešení problémů","training.lessons.2.author":"Miles Berry","training.lessons.2.text":`

    Informatické myšlení (IM) označuje způsob přístupu k problémům a systémům tak, aby počítač bylo možné využít k jejich řešení nebo pochopení. Informatické myšlení je nejen nezbytné k tvorbě počítačových programů, ale může být využito při řešení problémů napříč všemi disciplínami.

    - -

    IM můžete žáky učit tak, že je naučíte rozdělit komplexní problémy na menší (dekompozice), rozeznat vzory (rozeznávání vzorů), identifikovat podstatné detaily (abstrakce) nebo stanovit pravidla či instrukce, aby se dosáhlo žádoucího výsledku (tvorba algoritmů). IM je možné učit napříč disciplínami, například v matematice (zjistit pravidla faktorizace polynomů druhého řádu), v literatuře (při rozboru básně provést rozbor rytmu, rýmu a stavby), v jazycích (najít vzory v posledních písmenech slovesa, které ovlivňují jeho pravopis při skloňování) a podobně.

    - -

    Miles Berry, hlavní lektor University of Roehampton School of Education v Guildfordu (Velká Británie), představí koncept informatického myšlení a různé způsoby, jak ho učitel může zařadit do jednoduchých her ve třídě.

    `,"training.lessons.2.activities.1":"Aktivita 1 – Rozvoj matematického uvažování pro základní školu","training.lessons.2.activities.2":"Aktivita 2 – Seznámení se s algoritmy pro nižší střední školu","training.lessons.2.activities.3":"Aktivita 3 – Algoritmy pro vyšší střední školu","training.lessons.3.title":"Vizuální programování – úvod k jazyku Scratch","training.lessons.3.author":"Margo Tinawi","training.lessons.3.text":`

    Vizuální programování lidem umožňuje popsat procesy pomocí ilustrací nebo grafiky. O vizuálním programování obvykle mluvíme jako o opaku textového programování. Vizuální programovací jazyky (VPL) jsou zvlášť dobře přizpůsobené k tomu, aby seznámily děti (ale i dospělé) s algoritmickým myšlením. U VPL je toho málo ke čtení a neřeší se syntaxe.

    - -

    Margo Tinawi, učitelka vývoje webu v Le Wagon a spoluzakladatelka Techies Lab asbl (Belgie), vám pomůže objevit Scratch, jeden z nejoblíbenějších VPL, který se používá po celém světě. Scratch vyvinula MIT v roce 2002 a od té doby kolem něj vznikla velká komunita. Objevíte v ní miliony projektů, které můžete vyzkoušet se svými žáky, a najdete také bezpočet výukových programů v několika jazycích.

    - -

    K používání jazyka Scratch nemusíte mít žádné zkušenosti s programováním a můžete ho využít v mnoha různých kontextech. Scratch můžete například využít jako digitální nástroj k vytváření příběhů, ke znázornění matematického problému nebo k umělecké soutěži zaměřené na kulturní dědictví – při tom všem se budete učit programovat, rozvíjet informatické myšlení a především si užijete hodně zábavy.

    - -

    Scratch je bezplatný intuitivní nástroj, který bude pro vaše žáky velmi podnětný. Podívejte se na video, ve kterém vám Margo vysvětlí, jak začít.

    `,"training.lessons.3.activities.1":"Aktivita 1 – Základy jazyka Scratch pro základní školu","training.lessons.3.activities.2":"Aktivita 2 – Základy jazyka Scratch pro nižší střední školu","training.lessons.3.activities.3":"Aktivita 3 – Základy jazyka Scratch pro střední školu","training.lessons.4.title":"Tvorba vzdělávacích her v jazyce Scratch","training.lessons.4.author":"Jesús Moreno León","training.lessons.4.text":`

    Kritické myšlení, vytrvalost, řešení problémů, informatické myšlení a kreativita jsou jen některé z klíčových dovedností, které vaši žáci potřebují, aby ve 21. století byli úspěšní. Programování může pomoci, aby takové vlastnosti získali, a to zábavným a motivujícím způsobem.

    - -

    Algoritmické pojmy řízení toku za použití sekvencí pokynů a smyček, datová reprezentace používající proměnné a seznamy nebo synchronizace procesů mohou znít jako složité koncepty, ale díky tomuto videu zjistíte, že se je můžete naučit snadněji, než si myslíte.

    - -

    Jesús Moreno León, učitel informatiky a výzkumný pracovník ze Španělska, vysvětlí, jak tyto a další dovednosti můžete zábavným způsobem rozvíjet u svých žáků. Jak na to? Vytvořením hry s otázkami a odpověďmi v jazyce Scratch, nejoblíbenějším programovacím jazyce používaném ve školách po celém světě. Scratch nejen pomáhá rozvíjet informatické myšlení, ale také umožňuje představení herních prvků ve třídě, takže žáci budou mít motivaci se učit a bude je to bavit.

    - -

    Podívejte se na video, ve kterém se dozvíte, jak začít.

    `,"training.lessons.4.activities.1":"Aktivita 1 - Hra s otázkami a odpověďmi pro základní školu","training.lessons.4.activities.2":"Aktivita 2 - Hra s otázkami a odpověďmi pro nižší střední školu","training.lessons.4.activities.3":"Aktivita 3 - Hra s otázkami a odpověďmi pro střední školu","training.lessons.5.title":"Výroba, robotika a vylepšování ve třídě","training.lessons.5.author":"Tullia Urschitz","training.lessons.5.text":`

    Integrace programování, vylepšování, robotiky a mikroelektroniky jako výukových nástrojů do školních osnov je zásadním prvkem vzdělávání ve 21. století.

    - -

    Vylepšování a robotika ve školách přináší žákům velký užitek, protože to pomáhá rozvíjet klíčové dovednosti, jako je řešení problémů a týmová spolupráce. Podněcuje to také kreativitu a sebedůvěru žáků a může jim to pomáhat, aby rozvíjeli vytrvalost a odhodlání, když se setkávají s náročnými situacemi. Robotika je také oblast, která podporuje inkluzi, protože je snadno dostupná širokému spektru žáků s různým nadáním a dovednostmi (chlapcům i dívkám) a má pozitivní vliv na žáky s poruchami autistického spektra.

    - -

    Tullia Urschitz, ambasadorka Italian Scientix a učitelka STEM v Sant’Ambrogio Di Valpolicella v Itálii, vám v následujícím videu ukáže praktické příklady toho, jak učitelé mohou do vyučování začlenit vylepšování a robotiku, a díky tomu udělat z pasivních žáků nadšené konstruktéry.

    `,"training.lessons.5.activities.1":"Aktivita 1 - Jak z dřevovláknité desky vyrobit mechanickou ruku pro základní školu","training.lessons.5.activities.2":"Aktivita 2 - Jak vyrobit mechanickou nebo robotickou ruku pro nižší střední školu","training.lessons.5.activities.3":"Aktivita 3 - Jak vyrobit mechanickou nebo robotickou ruku pro vyšší střední školu","training.lessons.6.title":"Prostředí App Inventor a vývoj aplikací","training.lessons.6.author":"Autorka: Rosanna Kurrer","training.lessons.6.text":`

    Podívejte se na následující video, kde Rosanna Kurrer (zakladatelka společnosti CyberWayFinder) vysvětluje, co je to prostředí App Inventor, objasňuje přínosy vývoje aplikací při výuce a uvádí několik praktických příkladů, jak mohou učitelé prostředí App Inventor využít ve výuce a proměnit pasivní studenty v nadšené vývojáře her.

    -

    Aplikace dnes používáme všichni, protože nám umožňují pohodlnou a rychlou koordinaci činností. Stále častěji nacházejí uplatnění také ve vzdělávacím procesu, neboť umožňují přizpůsobit učení každému uživateli přesně na míru a usnadňují také získávání informací. Co kdybychom tedy studenty naučili vytvořit vzdělávací aplikaci pro ostatní?

    `,"training.lessons.6.activities.1":"Aktivita 1 – název, pro první stupeň základních škol","training.lessons.6.activities.2":"Aktivita 2 – název, pro druhý stupeň základních škol","training.lessons.6.activities.3":"Aktivita 3 – název, pro střední školy","training.lessons.7.title":"Pokusy a vyrábění předmětů","training.lessons.7.author":"Autor: Diogo da Silva","training.lessons.7.text":`

    Náplň práce a pracoviště se mění a podle toho se mění i vzdělávání. Při přípravě studentů na kariéru v 21. století se dnes už neobejdeme bez nových dovedností, jako je například pokusy, vyrábění a tvořivé programování, protože stírají rozdíl mezi školou a praxí. Když ve třídě vytvoříme prostředí spolupráce zaměřené na řešení problémů, umožníme tím studentům aktivně se zapojit a úspěšně se rozvíjet. Vítanou součástí těchto aktivit je diskuse – třída se tak stává centrem komunikace, kde každý může něčím přispět ke zdaru společné věci.

    -

    Podívejte se na video, kde vás Diogo da Silva, portugalský učitel předmětů STEAM (propojení přírodovědy, technologických a technických oborů, matematiky a výtvarné výchovy) a člen Escola Global krok za krokem provede přípravou na hodinu, na které se vaši studenti naučí řešit problémy pomocí pokusů, výroby předmětů a tvořivého programování.

    `,"training.lessons.7.activities.1":"Aktivita 1 – název, pro první stupeň základních škol","training.lessons.7.activities.2":"Aktivita 2 – název, pro druhý stupeň základních škol","training.lessons.7.activities.3":"Aktivita 3 – název, pro střední školy","training.lessons.8.title":"Programování ve všech vyučovacích předmětech","training.lessons.8.author":"Autor: M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Když se řekne „programování ve škole“, ze všeho nejdřív se nám vybaví hodina informatiky, technologie, matematiky nebo přírodovědy. Jenže žáci a studenti mají přece i celou řadu dalších zájmů a ve škole jsou taky jiné předměty. Co kdybychom toho zkusili využít a zavedli programování napříč celou učební osnovou?

    -

    Zařazení programování do výuky má celou řadu výhod, protože pomáhá studentům rozvíjet kritické myšlení a schopnost řešit problémy. Stávají se tak aktivními uživateli, kteří si proces vlastního učení řídí sami, což má při školním vzdělávání zcela zásadní význam. Ze všeho nejdůležitější ale je, že studenty začně učení více bavit!

    -

    Učitelé mohou využít programování například v hodinách jazyků, hudební výchovy nebo předmětů STEM (přírodověda, technologické a technické obory a matematika) při přípravě budoucích vědců, hudebníků nebo umělců – zkrátka úplně každého! Programování a informatické myšlení může do výuky začlenit každý učitel. Hodina CLIL (integrovaná výuka předmětu a cizího jazyka) se například dá využít k tomu, abyste žákům objasnili algoritmus některé z každodenních činností; nebo si žáci mohou vyrobit joystick a přitom se dovědět něco o přírodních vědách; pomocí výukových robotů lze dosáhnout větší motivace žáků v matematice. A to je jen příklad toho, co všechno můžete při svých hodinách podniknout.

    -

    V následujícím videu si ukážeme, jak snadno může učitel hudební výchovy, přírodovědy nebo jazyků ve svých hodinách využít programování a informatické myšlení, a to i v případě, že s tím nemá žádné předchozí zkušenosti.

    `,"training.lessons.8.activities.1":"Aktivita 1 Robotika a inkluze pro nižší stupeň základních škol v hodinách STEM","training.lessons.8.activities.2":"Aktivita 2 Programování v hudbě","training.lessons.8.activities.3":"Aktivita 3 Pokusy a programování se sadou Makey Makey","training.lessons.8.activities.4":"Aktivita 4 Algoritmus každodenní činnosti v hodině CLIL","training.lessons.9.title":"Stavba automatu s micro:bitem","training.lessons.9.author":"Autorka: Pauline Maas","training.lessons.9.text":`

    - Použití micro:bitu, programovatelného kapesního počítače, může být zábavným a snadným způsobem, jak se studenty vytvořit zajímavé výtvory, od robotů po hudební nástroje, a zároveň je naučit programovat. Je to snadné i pro ty nejmladší programátory, a zároveň dostatečně mocné pro pokročilejší studenty. Micro:bit je možné začlenit do řady předmětů, od dějepisu po matematiku, a dokonce do přírodních věd. Možnosti jsou nekonečné. Micro:bit je motivující a nenákladný způsob, jak studenty naučit programovat a podpořit rozvoj zásadních dovedností, jako je matematické myšlení, řešení problémů a kreativita. -

    -

    - V tomto videu vám Pauline Maas, učitelka informatiky v Koninklijke Visio, představí micro:bit a poskytne několik praktických příkladů, jak jej mohou učitelé využít ve třídě a přeměnit pasivní studenty na zapálené tvůrce. -

    `,"training.lessons.9.activities.1":"Morseův kód s micro:bitem, pro základní školy","training.lessons.9.activities.2":"Úniková hra s micro:bitem, pro nižší ročníky středních škol","training.lessons.9.activities.3":"Stavba automatu, pro vyšší ročníky středních škol","training.lessons.10.title":"Kreativní programování s Pythonem","training.lessons.10.author":"Autorka: Ivana Vezjak","training.lessons.10.text":`

    -Posun od vizuálního k textovému programování je v programování přirozený vývoj. Zatímco vizuální programování je často skvělé pro začátečníky, studenti mohou toužit po nové výzvě. Textové programování je dalším krokem pro kohokoli, kdo se chce do programování a matematického myšlení ponořit ještě hlouběji. -

    -

    -V tomto videu vám Ivana Vezjak představí základní syntax Pythonu. Python je jedním z nejpopulárnějších programovacích jazyků dneška a používá se v mnoha oblastech, jako je datová věda, umělá inteligence, strojové učení, vývoj webu atd. Ačkoli je Python mocný programovací jazyk používaný zkušenými programátory, díky jeho jednoduchosti a srozumitelné syntaxi ho mohou používat i ti, kteří žádnou předchozí zkušenost s programováním nemají. -

    -

    -V Pythonu mohou studenti vytvářet kvízy o historických událostech, řešit matematické problémy, vytvářet fyzikální simulace, tvořit hry, stavět webové stránky, provádět datové analýzy ve vědeckých projektech a mnoho dalšího. Python má bohatou a rozsáhlou standardní knihovnu, velkou komunitu a řadu návodů a projektů dostupných online, které lze využít při učení a procvičování. Programováním v Pythonu, analyzováním programů a opravováním chyb studenti rozvíjejí svou kreativitu a učí se důslednosti, vytrvalosti a trpělivosti. Rozložením složitých problémů na menší součásti se naučí kritickému myšlení a řešení problémů. Tyto kompetence jim pomohou zaujímat správný přístup k řešení problémů v každé oblasti jejich života. -

    `,"training.lessons.10.activities.1":"Můj první kvíz, pro základní školy","training.lessons.10.activities.2":"Šibenice, pro nižší ročníky středních škol","training.lessons.10.activities.3":"Uhodni vlajku!, pro vyšší ročníky středních škol","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"• Standardní knihovna Pythonu","training.lessons.10.links.1.description":"Sbírka předem sestavených kódů a modulů (např. želví modul, matematický modul atd.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Vzdělávací videohra, která učí koncepty programování.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/cs-CZ/codeclub","training.lessons.10.links.3.title":"Projekty CodeClub","training.lessons.10.links.3.description":"Programovací projekty pro děti krok za krokem, od začátečníků po pokročilé.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Invent your own computer games with Python","training.lessons.10.links.4.description":"Kniha, která vás naučí, jak v Pythonu naprogramovat své vlastní počítačové hry.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Vzdělávací komunita, ve které se studenti a učitelé mohou zdokonalovat prostřednictvím řady výzev.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Sbírka lekcí úvodu do Pythonu (textové a blokové), používajících interaktivní rozhraní Trinket.","training.lessons.10.links.title":"Další související zdroje","training.lessons.11.title":"Programování pomáhá se začleněním do kolektivu","training.lessons.11.author":"od týmu Týdne programování","training.lessons.11.text":`

    - Zavést ve vaší třídě programování nemusí být snadné, zvlášť když v ní máte studenty s určitým postižením. Je ale důležité nezapomínat, že naučit se programovat může každý, bez ohledu na jeho schopnosti, Dětem se zvláštními potřebami může programování hodně dát, protože je učí důležitým životním dovednostem, jako je řešení problémů, organizace a nezávislost. Programování může také prostřednictvím spolupráce a týmové práce zlepšit mezilidské a sociální dovednosti, se kterými mnoho dětí se zdravotním postižením bojuje. A co je nejdůležitější, když se studenti učí společně se svými vrstevníky, užijí si při tom spoustu legrace. -

    - V tomto videu vám tým Týdne programování představí několik praktických, snadných a zábavných programovacích aktivit speciálně přizpůsobených pro studenty se zrakovým postižením, Downovým syndromem a studenty s poruchou autistického spektra, které mohou učitelé snadno začlenit do výuky. -

    `,"training.lessons.11.activities.1":"Karton od vajec unplugged","training.lessons.11.activities.2":"Velmi chytrá myš","training.lessons.11.activities.3":"Hvězda vyrábí hvězdy","training.lessons.12.title":"Programování ve službách udržitelného rozvoje","training.lessons.12.author":"autoři: Francisco Javier Masero, Cristina Nicolaita a Erviola Konomi","training.lessons.12.text.1":"Tradiční vzdělání poskytuje studentům jen málo příležitostí pochopit a řešit reálné světové problémy jako globální změna klimatu, rovnost pohlaví, hlad, chudoba či dobré zdraví a pohoda.","training.lessons.12.text.2":"Cíle udržitelného rozvoje (SDG) jsou jádrem Agendy 2030 pro udržitelný rozvoj, kterou všechny členské státy OSN přijaly jako harmonogram na cestě k míru a prosperitě na naší planetě, a podporují globální rozvoj. Učitelé mohou SDG využívat při výuce jako nástroj pro rozvíjení kritického myšlení a také k tomu, aby studentům pomohli najít identitu a smysluplné aktivity. Kombinace základních prvků programování a výpočetního myšlení s cíli udržitelného rozvoje podnítí sebedůvěru žáků a studentů a pomůže jim s rozvojem kreativity, podnikavosti, schopnosti řešit problémy a komunikačních dovedností.","training.lessons.12.text.3":"V níže uvedených aktivitách aplikují žáci a studenti zásady Scratch, programování ASCII a programování bez počítače na relevantní globální a sociální témata dneška. Učitelé budou zvyšovat povědomí o cílech udržitelného rozvoje a zábavným způsobem pomáhat žákům a studentům s rozvíjením empatie, aktivního občanství a sociálních dovedností.","training.lessons.12.text.4":"Každá z těchto lekcí se zaměří na jeden SDG:","training.lessons.12.text.5":"Cíl udržitelného rozvoje 3: Zajistit zdravý život a zvyšovat jeho kvalitu pro všechny v jakémkoli věku","training.lessons.12.text.6":"Cíl udržitelného rozvoje 5: Dosáhnout genderové rovnosti a posílit postavení všech žen a dívek","training.lessons.12.text.7":"Cíl udržitelného rozvoje 13: Přijmout bezodkladná opatření na boj se změnou klimatu a zvládání jejích dopadů","training.lessons.12.activities.1":"Projekt Karateka: Seznámení se s karate prostřednictvím programování pro základní a střední školy","training.lessons.12.activities.2":"Cíle udržitelného rozvoje a programování pro změnu klimatu, pro první stupeň základních škol","training.lessons.12.activities.3":"Programování pro genderovou rovnost, pro střední školy","training.lessons.13.title":"Úvod do umělé inteligence ve třídě","training.lessons.13.author":"Artur Coelho a Marjana Prifti Skenduli","training.lessons.13.text.1":"Umělá inteligence (AI) má dopad na řadu oblastí každodenního života: opravuje texty, které píšete na telefonu, vybírá hudbu, kterou přehrává váš oblíbený program, a pamatuje si hesla, která jste zapomněli. AI představuje kombinaci strojového učení, robotiky a algoritmů s aplikacemi ve všech oblastech od kybernetiky po výrobu a od medicíny pro módu. Má tedy nezaměnitelné místo v našich životech a společnostech a hraje klíčovou roli v rozvoji vědy. Studentům rozhodně prospěje, pokud se s ní seznámí blíže. Jak jim ale zprostředkovat něco tak složitého jako AI?","training.lessons.13.text.2":"Tato část vám pomůže vysvětlit studentům, co je AI a jakou roli hraje v jejich životech. Tyto aktivity jsou koncipovány tak, aby je snadno pochopili laici a aby dokázali složité koncepty efektivně přeměnit ve snadno srozumitelné myšlenky. Pomocí těchto učebních plánů můžete studenty seznámit s využitím AI a některými mechanismy, o které se opírá. Tyto aktivity mají za cíl, aby si studenti rozvinuli analytické dovednosti a kritické myšlení. Kupříkladu v Marjanině aktivitě budou mít za úkol vybudovat klasifikační model. Aktivity rovněž studentům pomohou pochopit různé aplikace AI: v Arturově aktivitě se jim ozřejmí vazba mezi AI a uměním a uvidí, jak lze pomocí AI vylepšit vizuální vyjadřování. Při práci na aktivitách se studenti zamyslí i nad nebezpečími a dopady AI.","training.lessons.13.activities.1":"Umění v souhře lidí aAI, pro první stupeň základních škol","training.lessons.13.activities.2":"Jak naučit stroje klasifikaci: Úvod do řízeného strojového učení, pro druhý stupeň základních škol","training.lessons.13.activities.3":"Jak naučit stroje klasifikaci: Úvod do řízeného strojového učení, pro střední školy","training.lessons.14.title":"Učení v éře inteligentních strojů","training.lessons.14.author":"Autoři: Adil Tugyan, Georgia Lascaris a Marco Neves","training.lessons.14.text.1":"Umělá inteligence (AI) v posledních letech zaznamenala úctyhodný pokrok díky rychlému zvyšování výpočetní síly a dostupnosti velkého objemu dat. To vedlo k výraznému růstu investic do výzkumu AI a k rychlému rozšíření tohoto oboru, takže nyní je AI klíčovou technologickou revolucí naší doby. AI je všude kolem nás. Stala se součástí našeho běžného dne, takže už ji ani nevnímáme: internetová doporučení, rozpoznávání obličejů, bezpečnostní systémy a hlasové asistenty používáme takřka každý den. Ale co vzdělávání? ","training.lessons.14.text.2":"AI má velký potenciál umožnit nové způsoby výuky a podpořit proces učení. Tento školicí materiál vám pomůže integrovat autentické aktivity AI do výuky a připravit žáky a studenty na život a kariéru ve světě, jehož podobu utváří AI. Tyto aktivity byly navrženy tak, aby podněcovaly zvídavost, řešení problémů a kreativitu. Třeba v Adilově aktivitě se studenti seznámí s algoritmy a neuronovými sítěmi a budou si moci vytvořit vlastní neoronovou síť s cílem zobrazit mozek založený na AI. Georgia vaše žáky krok za krokem provede vývojem chatbotu. Žáci si vybudují vlastního chatbota, připraví datové sady otázek a odpovědí a vytrénují jej, aby dokázal odpovídat na otázky o covidu-19. V Marcově aktivitě se studenti podívají na přínosy a problémy inteligentních strojů v každodenním životě a práci. Která rizika AI musíme zvážit? Jaké dopady bude AI mít na budoucnost práce? Jaké pracovní pozice budou studentům k dispozici, jakmile se dostanou na trh práce?","training.lessons.14.activities.1":"AI a její neuronové sítě, pro 1. stupeň ZŠ","training.lessons.14.activities.2":"Můj covidový chatbot, pro 2. stupeň ZŠ","training.lessons.14.activities.3":"Život v éře chytrých strojů: výzva a příležitosti, pro střední školy","training.lessons.14.activities.title":"V níže uvedených učebních plánech se studenti zábavným způsobem seznámí s inteligentními stroji.","training.lessons.15.title":"Získávání mediální gramotnosti","training.lessons.15.author":"od Marijana Smolčec, Tea Horvatić a Sanja Božinović","training.lessons.15.text.0":"Výuka mediální gramotnosti nikdy předtím nebyla pro dnešní studenty tak důležitá. Studenti všech věkových skupin potřebují získat odpovídající dovednosti, vědomosti a postoje, aby byli schopni se orientovat v našem světě bohatém na média. Dovednosti v oblasti mediální gramotnosti jim pomohou používat důvěryhodný online obsah a rozpoznat zavádějící zdroje informací. Pochopí, jak ověřit fakta u informací, které najdou online, a jak je kriticky interpretovat. Zvýší své povědomí o správném využívání tvůrčí práce a uplatní své učení při vytváření vlastního tvůrčího obsahu.","training.lessons.15.text.1":"Tento výukový bit vám umožní implementovat různé strategie a techniky, které vaše studenty podpoří na cestě stát se mediálně gramotnými. Při aktivitě od Marijany se studenti naučí, jak používat bezpečně a zodpovědně webový obsah. Jsou jim představeny různé druhy licencí a vyvíjejí jednoduchou aplikaci, aby předvedli, jak správně sdílet tvůrčí práci. Při aktivitě od Tey se studenti chopí úkolu dozvědět se o clickbaitech. Prostřednictvím poutavých úkolů studenti zkoumají strategie, jak identifikovat a odhalit clickbaity a učí se jim vyhnout. Sanja umožňuje studentům prozkoumat a kriticky analyzovat a vyhodnotit webový obsah, jeho relevanci, přesnost, původ a účel. Studenti se učí, jak nalézt spolehlivé zdroje online a jak rozeznat špatné informace online.","training.lessons.15.text.2":"V níže uvedených plánech lekcí najdete inspirativní a poutavé aktivity ke zlepšení dovedností studentů v oblasti mediální gramotnosti:","training.lessons.15.activities.1":"Je to zdarma, pokud je to na Internetu?","training.lessons.15.activities.2":"Kliknout nebo nekliknout","training.lessons.15.activities.3":"Ověřování faktů","training.lessons.16.title":"VYPRÁVĚNÍ PŘÍBĚHŮ S HEDY","training.lessons.16.author":"od Felienne Hermans","training.lessons.16.text.0":"Zvládli již vaši žáci vizuální programovací jazyk, ale necítí se být připraveni proniknout hlouběji do textového programovacího jazyka? Pak je tento školicí materiál určen právě vám a vašim žákům, protože jim pomůže překlenout mezeru mezi vizuálním a textovým programovacím jazykem. Školicí materiál Vyprávění příběhů s Hedy sestává ze tří učebních plánů, které využívají jazyk Hedy – stupňovitý programovací jazyk, který si klade za cíl naučit děti programovat.","training.lessons.16.text.1":"Jazyk Hedy je určen dětem, které chtějí začít s textovými programovacími jazyky, ale pro něž by bylo začínat s jazykem Python pravděpodobně stále ještě příliš složité. Stupňovité jazyky používají různé jazykové úrovně, přičemž každá úroveň přidává nové koncepty a syntaktickou složitost. Na konci sekvence úrovní jazyka Hedy žáci ovládají podmnožinu syntakticky platného jazyka Python.","training.lessons.16.text.2":"V tomto školicím materiálu najdete inspirativní a zajímavé aktivity, které vašim studentům pomohou efektivně využívat textové programovací jazyky. Vytvářením vlastních interaktivních příběhů se postupně naučí programovat, aniž by se museli učit vše najednou. V učebním plánu pro základní školu jsou žákům představeny základní koncepty programování. Učební plán pro žáky druhého stupně základních škol představuje další programovací koncepty a učební plán pro žáky středních škol umožňuje žákům programovat komplexnější příběhy a aktivity.","training.lessons.16.text.3":"Podívejte se na interaktivní příběh níže a zjistěte, jak se mohou čtenáři na příběhu podílet a jak podporuje jejich aktivní zapojení.","training.lessons.16.activities.1":"Vytvořte svůj vlastní interaktivní příběh s Hedy pro žáky základních škol","training.lessons.16.activities.2":"Vytvořte svůj vlastní interaktivní příběh s Hedy pro žáky druhého stupně základních škol","training.lessons.16.activities.3":"Vytvořte svůj vlastní interaktivní příběh s Hedy pro žáky středních škol","training.lessons.17.title":"Programováním k emocím","training.lessons.17.author":"od Alenky Miljević","training.lessons.17.text.0":"Sociální a emoční pohoda představuje schopnost být odolní, umět zvládat své emoce a reagovat na emoce druhých lidí, rozvíjet smysluplné vztahy s ostatními, schopnost vyvolávat emoce, které vedou k dobrým pocitům, a vytvářet vlastní síť emoční podpory. Sociální a emocionální dovednosti, které si mladí lidé osvojují již ve škole, jim pomáhají budovat odolnost a vytvářejí vzor, podle kterého se budou po celý život starat o své fyzické i duševní zdraví. (Rada Evropy)","training.lessons.17.text.1":"Školicí materiál Programováním k emocím vám umožní podpořit sociální a emoční pohodu vašich žáků, neboť se naučí rozpoznávat, vysvětlovat a pochopit pozitivní i negativní pocity a emoce a reagovat na ně, a rozvíjejí tak svou empatii i odolnost. V tomto školicím materiálu najdete inspirativní a zajímavé aktivity, které vašim studentům pomohou prostřednictvím kódování zlepšit jejich dovednosti týkající se zvládání různých emocí. Vaši žáci se naučí vyjadřovat své pocity a reagovat na emoce svých vrstevníků za pomoci robotické hračky Bee-Bot.","training.lessons.17.text.2":"Školicí materiál Programováním k emocím sestává ze tří učebních plánů, které využívají vzdělávacího robota Bee-Bot k vytváření aktivit, jejichž cílem je podpořit žáky, aby mluvili o emocích a rozvíjeli empatii. V učebním plánu pro první stupeň základní školy žáci programují robota Bee-Bot a mluví o emocích, jako je smutek, štěstí, strach a hněv. Dále také objevují důvody, proč tyto emoce oni i jejich vrstevníci pociťují. Učební plán pro nižší ročníky středních škol vede žáky k tomu, aby naprogramovali robota Bee-Bot, byli schopni rozpoznat pocity své i svých vrstevníků, pochopili, co je způsobilo, a jak na ně reagovat. Učební plán pro vyšší ročníky středních škol umožňuje žákům navigovat robota Bee-Bot a vymýšlet příběhy o pocitech, odolnosti a empatii.","training.lessons.17.text.3":"Pokud ve své třídě nemáte k dispozici vzdělávacího robota, poskytne vám tento školící materiál nápady i na aktivity podporující rozvoj sociálních a emočních dovedností, které tuto pomůcku nevyužívají (tzv. „unplugged“). Interaktivní tabulka níže poskytuje stručný přehled aktivit, které můžete ve své třídě uskutečnit:","training.lessons.17.activities.1":"Kódovat – Vnímat své pocity – Učit se pro žáky prvního stupně základní školy","training.lessons.17.activities.2":"Moje srdce není z kamene pro nižší ročníky střední školy","training.lessons.17.activities.3":"Zakódujte mě do nálady pro vyšší ročníky střední školy","training.lessons.18.title":"SOS voda","training.lessons.18.author":"Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS voda je reakcí na potřebu řešit problém znečištění vody. Navzdory úsilí, které bylo v posledních letech vynaloženo, 2 miliardy lidí na světě stále nemají přístup k nezávadné pitné vodě. To znamená, že zdaleka není splněn 6. cíl udržitelného rozvoje (SDG) Agendy 2030, který stanoví, že všichni lidé by měli mít do roku 2030 přístup k bezpečně spravované vodě a sanitačním zařízením. Totéž platí pro 14. cíl udržitelného rozvoje „Život ve vodě“, jehož cílem je chránit a udržitelně využívat oceány, moře a mořské zdroje pro zajištění udržitelného rozvoje.","training.lessons.18.text.1":"Tento školicí materiál se zaměřuje na důležitou a aktuální problematiku měření kvality vody a na nové znečišťující látky, které kvalitu vody ohrožují. Studenti budou mít příležitost zkoumat a hledat řešení skutečných problémů týkajících se vody a životního prostředí, což jim umožní rozvíjet dovednosti, jako je výzkum, kritické myšlení a řešení problémů.","training.lessons.18.text.2":"Plány výuky zahrnují praktické a tvůrčí činnosti, jako je programování v jazyce Scratch, zasvěcení do strojového učení a umělé inteligence pomocí Learning Machine Learning a stavba řízených vozidel se stavebnicemi Lego pro odběr vzorků vody a analýzu pH vody. Tyto aktivity umožní studentům uplatnit své dovednosti a znalosti v praxi v interaktivním a hravém prostředí, což zvýší jejich motivaci a zájem o projekt.","training.lessons.18.text.3":"Pro realizaci tohoto školicího materiálu navrhujeme vypracovat ve třídě tři aktivity, dokončit celý projekt a získat smysluplnější a motivující proces učení. Každou činnost však lze provádět samostatně.","training.lessons.18.activities.1":"SOS voda s jazykem Scratch","training.lessons.18.activities.2":"SOS voda se strojovým učením","training.lessons.18.activities.3":"SOS voda s robotikou","training.download_video_script":"Stáhnout scénář videa","training.ready_to_share":"Jste připraveni podělit se s žáky o to, co jste se dozvěděli?","training.choose_lessons":"Vyberte si jeden z níže uvedených výukových plánů a zorganizujte akci se svými žáky.","training.footer.title":">Nezapomeňte přidat svou akci na mapu na stránkách Týdne programování!","training.footer.text":`

    Můžete snadno zorganizovat lekci ve své třídě, den otevřených dveří nebo akci ve své škole. Stačí si vybrat datum a zaregistrovat svou akci na mapu na stránkách Týdne programování. Za svou snahu každý organizátor akce dostane certifikát o účasti.

    - -

    Pokud byste se chtěli spojit s mezinárodní skupinou nadšených učitelů, připojte se na Facebooku ke skupině Evropského týdne programování pro učitele! Pokud chcete udělat další krok a spolupracovat s dalšími školami ve vaší zemi nebo v zahraničí, zapojte se do soutěže Code Week 4 All.

    `,"validation.accepted":":attribute musí být přijat.","validation.active_url":":attribute není platná URL.","validation.after":":attribute musí být datum po :date.","validation.after_or_equal":":attribute musí být datum po nebo stejné jako :date.","validation.alpha":":attribute může obsahovat pouze písmena.","validation.alpha_dash":":attribute může obsahovat pouze písmena, čísla a pomlčky.","validation.alpha_num":":attribute může obsahovat pouze písmena a čísla.","validation.array":":attribute musí být pole.","validation.before":":attribute musí být datum před :date.","validation.before_or_equal":":attribute musí být datum před nebo stejné jako :date.","validation.between.numeric":":attribute musí být mezi :min a :max.","validation.between.file":":attribute musí být mezi :min a :max kilobyty.","validation.between.string":":attribute musí být mezi :min a :max znaky.","validation.between.array":":attribute musí být mezi :min a :max položkami.","validation.boolean":"Pole :attribute musí být true nebo false.","validation.confirmed":"Potvrzení :attribute neodpovídá.","validation.date":":attribute není platné datum.","validation.date_format":":attribute neodpovídá formátu :format.","validation.different":":attribute a :other se musí lišit.","validation.digits":":attribute musí být :digits číslic.","validation.digits_between":":attribute musí být mezi :min a :max číslic.","validation.dimensions":":attribute má neplatné rozměry obrázku.","validation.distinct":"Pole :attribute má duplicitní hodnotu.","validation.email":":attribute musí být platná emailová adresa.","validation.exists":"Vybraný :attribute je neplatný.","validation.file":":attribute musí být soubor.","validation.filled":"Pole :attribute musí být hodnota.","validation.image":":attribute musí být obrázek.","validation.in":"Vybraný :attribute je neplatný.","validation.in_array":"Pole :attribute neexistuje v :other.","validation.integer":":attribute musí být integer.","validation.ip":":attribute musí být platná IP adresa.","validation.ipv4":":attribute musí být platná IPv4 adresa.","validation.ipv6":":attribute musí být platná IPv6 adresa.","validation.json":":attribute musí být platný řetězec JSON.","validation.max.numeric":":attribute nemůže být větší než :max.","validation.max.file":":attribute nemůže být větší než :max kilobytů.","validation.max.string":":attribute nemůže být větší než :max znaků.","validation.max.array":":attribute nemůže být větší než :max položek.","validation.mimes":":attribute musí být soubor typu: :values.","validation.mimetypes":":attribute musí být soubor typu: :values.","validation.min.numeric":":attribute musí být nejméně :min.","validation.min.file":":attribute musí být nejméně :min kilobytů.","validation.min.string":":attribute musí mít nejméně :min znaků.","validation.min.array":":attribute musí mít nejméně :min položek.","validation.not_in":"Vybraný :attribute je neplatný.","validation.not_regex":"Formát :attribute je neplatný.","validation.numeric":":attribute musí být číslo.","validation.present":"Pole :attribute musí být přítomné.","validation.regex":"Formát :attribute je neplatný.","validation.required":"Pole :attribute je vyžadováno.","validation.required_if":"Pole :attribute je vyžadováno, když :other je :value.","validation.required_unless":"Pole :attribute je vyžadováno, pokud :other není v :values.","validation.required_with":"Pole :attribute je vyžadováno, když :values je přítomná.","validation.required_with_all":"Pole :attribute je vyžadováno, když :values je přítomná.","validation.required_without":"Pole :attribute je vyžadováno, když :values není přítomná.","validation.required_without_all":"Pole :attribute je vyžadováno, když žádná z :values není přítomná.","validation.same":":attribute a :other musí být shodné.","validation.size.numeric":":attribute musí být :size.","validation.size.file":":attribute musí být :size kilobytů.","validation.size.string":":attribute musí být :size znaků.","validation.size.array":":attribute musí obsahovat :size položek.","validation.string":":attribute musí být řetězec.","validation.timezone":":attribute musí být platná zóna","validation.unique":":attribute je již obsazen.","validation.uploaded":":attribute se nepodařilo nahrát.","validation.url":"Formát :attribute je neplatný.","validation.custom.attribute-name.rule-name":"vlastní zpráva","values.1.title":"Evropský týden programování je nezávislý","values.1.content":"Evropský týden programování je komunita založená na práci dobrovolníků. Nejednáme z ekonomického zájmu. Respektujeme a oceňujeme myšlení, přesvědčení a kulturu jiných lidí. Evropského týdne programování se účastníme, jelikož věříme v důležitost této iniciativy. To je naše silná stránka. Chceme všem zpřístupnit výpočetní myšlení, programování, kybernetiku, robotiku, experimenty s hardwarem a digitální dovednosti obecně.","values.2.title":"Evropský týden programování je pro každého","values.2.content":"Aktivity Evropského týdne programování může organizovat každý. Jsme si vědomi toho, jak je důležité, aby se na organizaci projektu mohl podílet kdokoli bez ohledu na věk, barvu pleti, pohlaví, kulturní zázemí či intelektuální možnosti. Tyto aktivity mohou podnítit zájem a zvědavost či přispět k dalšími rozvoji dovedností. Zakládáme si na rovnosti, respektu, svobodě a inkluzivitě. Chceme, aby se všichni účastníci při používání technologií a vlastní tvorbě bavili.","values.3.title":"Evropský týden programování je glokální","values.3.content.1":"Evropský týden programování má ambici oslovit nás bez ohledu na to, zda žijete ve velkoměstě, regionálním centru či odlehlé vesnici. Velice si zakládáme na tom, abychom organizátorům na místní úrovni poskytovali","values.3.content.2":"materiály","values.3.content.3":"v jejich jazyce a tak, aby odpovídaly jejich potřebám.","values.3.content.4":"Mapa Evropského týdne programování","values.3.content.5":"je klíčový nástroj, který se používá k záznamu přesné polohy všech aktivit. Evropský týden programování je zároveň globální a jeho komunita ve svých řadách vítá lidi z celého světa. Jsme „glokální“.","values.4.title":"Evropský týden programování se opírá o spolupráci","values.4.content.1":"Členové komunity Evropského týdne programování spolu komunikují, vyměňují si informace, učí se od sebe navzájem a společně vytvářejí znalosti. Jsme propojení a navzájem se podporujeme. Sdílíme zdroje, nápady a osvědčené postupy. Podněcujeme vznik partnerství a sdílení znalostí.","values.4.content.2":"Soutěž Code Week 4 All","values.4.content.3":"si klade za cíl stavět mosty přes hranice a mezi komunitami. Pomáhá šířit pozitivní energii a propojuje lidi, kteří se mohou učit od sebe navzájem.","values.5.title":"Evropský týden programování je neziskový","values.5.content.1":"Veškeré aktivity týdne programování jsou neziskové. Veškeré","values.5.content.2":"zdroje","values.5.content.3":"na stránce Evropského týdne programování jsou bezplatné. Veškeré školicí materiály a internetové kurzy Evropského týdne programování jsou bezplatné.","values.6.title":"Evropský týden programování podněcuje kreativitu a inovace","values.6.content":"Evropský týden programování podněcuje kreativitu, inovace a myšlení orientované do budoucna. S potěšením a otevřeně přijímáme zpětnou vazbu a kritiku, abychom se mohli kvalifikovaně rozhodovat a informovat komunitu Evropského týdne programování. Rosteme i díky neúspěchům – jako jednotlivci i jako komunita.","values.7.title":"Evropský týden programování je zavázán své komunitě","values.7.content":"Jsme vděční za podporu učitelů, koučů a dalších organizátorů aktivit, studentů, rodičů, programovacích klubů a všech partnerů, s nimiž spolupracujeme. Sdílíme stejný cíl. Chceme co nejvíce lidí seznámit s výpočetním myšlením, programováním, robotikou a digitálními dovednostmi obecně.","values.title":"Evropský týden programování – hodnotové prohlášení","values.description.1.1":"Evropský týden programování je hnutí založené na práci dobrovolníků –","values.description.1.2":"ambasadorů","values.description.1.3":", předních učitelů a nadšenců do programování z celého světa. Podporuje jej","values.description.1.4":"Evropská komise","values.description.1.5":"a ministerstva školství členských států Evropské unie a zemí západního Balkánu.","values.description.2":"Pilířem Evropského týdne programování je komunita dobrovolných organizátorů aktivit, kteří se rekrutují z řad učitelů, mentorů, rodičů, členů programovacích klubů, pracovníků knihoven, soukromých společností a nevládních organizací. Věnujeme čas, energii a dovednosti tomu, aby se co nejvíce lidí v Evropě a na celém světě seznámilo s výpočetním myšlením, programováním, robotikou, experimenty s hardwarem, kybernetikou a digitálními dovednostmi obecně.","values.description.3":"Evropský týden programování zahrnuje miliony účastníků různého pohlaví, věku, původu, z různých kultur a s různými dovednostmi.","values.description.4":"Jsme hrdí na to, že jsme součástí Evropského týdne programování. Toto jsou naše hodnoty, jimiž se vždy řídí naše práce a rozhodování.","why-coding.titles.0":"Proč programování?","why-coding.titles.1":"Příležitost k uskutečnění nápadů – i těch vašich!","why-coding.titles.2":"Programování je i o rozvoji klíčových dovedností","why-coding.titles.3":"A konečně, je to i vytváření naší budoucnosti","why-coding.texts.0":"Třeba Pia – měla pocit, že musí jít studovat práva, i když ji vždycky bavila matematika a počítače. Nebo Mark – má nápad, jak vylepšit sociální síť, ale nedokáže ji sám vytvořit. Alici zas rodiče nechtějí dovolit, aby měla kočku. Tak jí napadlo, že si vyrobí robota. A podobných snů, které čekají na své uskutečnění, má určitě spousta z vás.","why-coding.texts.1":"Programování se tak vlastně může týkat nás všech – našich životů i naší budoucnosti. Na počítači lze dělat mnohem víc než jen sdílet a lajkovat příspěvky. Nebojte se své nápady převádět do praxe a vytvářet věci, které mohou být k užitku nebo pro radost ostatním.","why-coding.texts.2":"Nikdy nebylo snadnější vytvořit appku, sestavit svého vlastního robota, nebo kdo ví – dokonce vymyslet létající auto! Jasně, že to není úplně snadné. Čekají na vás výzvy, ale i zajímaví a kreativní lidé, kteří vás podpoří, a spousta legrace. Máte chuť přijmout tuto výzvu a začít tvořit v digitálním světě?","why-coding.texts.3":"Programovací jazyky jsou skoro jako kterýkoli jiný jazyk. Jen s tím rozdílem, že se neučíte komunikovat s lidmi. Místo toho se snažíte pochopit, jak komunikovat s technologiemi. Technologie jsou všude kolem nás – v našich chytrých telefonech, počítačích, autech, prostě všude!","why-coding.texts.4":"Pochopit jazyk a principy fungování počítačů je jen částí toho všeho. Programování také pomáhá rozvíjet dovednosti v mnoha oblastech, jako je informatické myšlení, řešení problémů, kreativita a týmová spolupráce – a to jsou velmi užitečné dovednosti pro všechny oblasti života. Schopnost řešit problémy, vypořádat se s neúspěchem a zkusit to znovu nebo spolupracovat s ostatními, to jsou vlastnosti žádané v mnoha oborech.","why-coding.texts.5":"Před sto lety programovací jazyky ani neexistovaly. Dnes je programování všude kolem nás a skoro všechno lze naprogramovat – dokonce i boty nebo krabice s cereáliemi! Tak proč bychom měli nechat tvořit naši budoucnost druhé, když se tvůrci můžeme stát sami a můžeme realizovat své vize a nápady? Koneckonců, jediným omezením je naše představivost.","why-coding.texts.6":"Alessandro Bogliolo, koordinátor týmu ambasadorů – dobrovolníků, kteří Evropský týden programování organizují, k tomu poznamenal","why-coding.texts.7":"„Během dlouhých věků jsme si vystačili s kamenem, železem, papírem a perem, které i tak změnily naší historii. Naše současnost je jiná – svět nyní mění programování. Různá období v historii měla různé požadavky na pracovní odbornosti a dovednosti. Během Týdne programování chceme dát každému Evropanovi příležitost objevit programování a oblíbit si ho. Nebojme se programování – utvářejme naši budoucnost.“","why-coding.texts.8":"Programování je požadovaná dovednost v téměř každém odvětví – nejen v technologiích, ale i ve finančnictví, zdravotnictví, vědě, dokonce i v designu či zemědělství, a poptávka po něm neustále roste. Žáci, kteří umějí programovat, které rozumí tomu, jak technologie fungují, mají jednoznačně výhodu bez ohledu na to, na jakou dráhu se nakonec vydají","why-coding.texts.9":"Inspirovali jsme vás?","why-coding.texts.10":"Zapojte se do Evropského týdne programování!","why-coding.texts.11":"Potřebujete další namotivaci?","why-coding.texts.12":"Navštivte náš blog."};export{e as default}; diff --git a/public/build/assets/php_da-nBrFg3vW.js b/public/build/assets/php_da-nBrFg3vW.js deleted file mode 100644 index a550decf3..000000000 --- a/public/build/assets/php_da-nBrFg3vW.js +++ /dev/null @@ -1,95 +0,0 @@ -const e={"about.when-title":"EU’s kodeuge 2024 finder sted mellem den 14. og 27. oktober.","about.when-text":"

    EU’s kodeuge er en græsrodsbevægelse, der fejrer kreativitet, problemløsning og samarbejde gennem programmering og andre tekniske aktiviteter. Idéen er at gøre programmering mere synligt for at vise unge, voksne og ældre, hvordan man fører sine idéer ud i livet med kode, at afmystificere disse færdigheder og at samle motiverede mennesker i et læringsmiljø.

    ","about.codeweek_in_numbers-title":"Kodeugen i tal","about.codeweek_in_numbers-text":`

    I 2021 deltog 4 millioner mennesker i over 80 lande på tværs af kloden i EU’s kodeuge.

    -

    Gennemsnitsdeltageren var 11 år, og 49 % af deltagerne i 2021 var kvinder eller piger. 88 % af arrangementerne i EU’s kodeuge foregik på skoler, og det viser, at indsatsen med at styrke lærerne i 2021-kampagnen har virket.

    -

    Alle er velkomne til at afholde eller deltage i en aktivitet. Du skal bare vælge et emne og en målgruppe og tilføje din aktivitetkortet.

    `,"about.run_by_volunteers-title":"Drevet af frivillige","about.run_by_volunteers-text":'

    EU’s kodeuge drives af frivillige. En eller flere ambassadører for kodeugen koordinerer initiativet i deres land, men alle kan afholde deres egne aktiviteter og sætte dem på kortet på codeweek.eu.

    ',"about.supported_by_commission-title":"Støttet af Europa-Kommissionen","about.supported_by_commission-text":'

    EU’s kodeuge blev startet i 2013 af Young Advisors for den digitale dagsorden for Europa. Europa-Kommissionen støtter EU’s kodeuge som en del af strategien for et digitalt indre marked. I handlingsplanen for digital uddannelse opfordrer Kommissionen især skoler til at deltage i initiativet.

    ',"about.schools-title":"Skoler","about.schools-text":'

    Skoler på alle niveauer og lærere uanset fag er særligt velkomne til at deltage i EU’s kodeuge, så de kan give deres elever mulighed for at udforske digital kreativitet og kodning. Lær mere om initiativet og om, hvordan du afholder en aktivitet, på websiden for lærere: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Hvorfor skal man kode?","about.why_coding-text":`

    Det handler om Pia, som følte, at hun skulle læse jura, også selvom hun altid havde været interesseret i matematik og at lege med computere. Det handler om Mark, som har en idé til et bedre socialt netværk, men ikke selv kan bygge det. Det handler om Alice, som drømmer om at bygge robotter, fordi hun ikke må få en kat for sine forældre.

    - -

    Det handler om dem af jer, der allerede er med til at gøre disse drømme til virkelighed.

    - -

    Faktisk handler det om os alle sammen. Vores fremtid. Teknologi former vores liv, men vi lader et mindretal bestemme, hvad vi bruger det til og hvordan. Vi kan gøre mere end bare at dele og give likes. Vi kan føre vores skøre idéer ud i livet og bygge ting, som vil gøre andre glade.

    - -

    Det har aldrig været lettere at lave sin egen app, bygge sin egen robot eller opfinde flyvende biler – hvorfor ikke! Det er ikke en let rejse, men det er en rejse fuld af kreative udfordringer, et støttende fællesskab og masser af sjov. Er du klar til at tage udfordringen op og blive en skaber?

    - -

    Kodning er også med til at udvikle kompetencer som for eksempel datalogisk tænkning, problemløsning, kreativitet og teamwork – virkelig nyttige færdigheder uanset hvilken vej i livet man vælger.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, koordinator for EU’s kodeuges team af frivillige ambassadører, sagde:

    -

    »Fra tidernes morgen har vi gjort mange ting med sten, jern, papir og blyant, som har forandret vores liv. Nu lever vi i en anden tidsalder, hvor vores verden formes i kode. Forskellige tidsaldre har forskellige job og krav til færdigheder. I kodeugen vil vi give europæerne mulighed for at opdage kodning og lege med det. Vi skal lære at kode, så vi kan forme vores fremtid«.

    -
    -

    `,"about.join_codeweek-title":"Vær med i EU’s kodeuge","about.join_codeweek-text":'

    Vær med i EU’s kodeuge ved at afholde en kodeaktivitet i din by og deltage i Code Week 4 All-udfordringen og andre aktiviteter på tværs af lokalsamfund og grænser, eller hjælp os med at udbrede budskabet om kodeugen som ambassadør for EU’s kodeuge i dit land!

    ',"about.partners_and_sponsors":"Partnere og sponsorer","ambassador.title":"Ambassadører for EU’s kodeuge","ambassador.your_current_country":"Dit nuværende land","ambassador.visit_the":"Besøg","ambassador.local_facebook_page":"den lokale Facebook-side","ambassador.local_website":"det lokale websted","ambassador.ambassadors":"Ambassadører","ambassador.no_ambassadors":"Endnu ingen ambassadører","ambassador.countries_with_ambassadors":"Lande med ambassadører","ambassador.why_dont_you_volunteer":"Vil du være frivillig?","auth.failed":"Disse loginoplysninger matcher ikke vores oplysninger.","auth.throttle":"For mange loginforsøg. Prøv igen om :seconds sekunder.","base.languages.en":"Engelsk","base.languages.fr":"Fransk","base.languages.bg":"Bulgarsk","base.languages.hr":"Kroatisk","base.languages.de":"Tysk","base.languages.pl":"Polsk","base.languages.cs":"Tjekkisk","base.languages.el":"Græsk","base.languages.pt":"Portugisisk","base.languages.da":"Dansk","base.languages.hu":"Ungarsk","base.languages.ro":"Rumænsk","base.languages.nl":"Nederlandsk","base.languages.ga":"Irsk","base.languages.sk":"Slovakisk","base.languages.it":"Italiensk","base.languages.sl":"Slovensk","base.languages.et":"Estisk","base.languages.lv":"Lettisk","base.languages.es":"Spansk","base.languages.fi":"Finsk","base.languages.lt":"Litauisk","base.languages.se":"Svensk","base.languages.sv":"Svensk","base.languages.al":"Albansk","base.languages.ba":"Bosnisk","base.languages.mk":"Makedonsk","base.languages.me":"Montenegrinsk","base.languages.rs":"Serbisk","base.languages.mt":"Maltesisk","base.languages.tr":"Tyrkisk","base.resources_local_title":"Kodningsressourcer fra","base.days":"Dage","base.hours":"Timer","base.minutes":"Minutter","base.seconds":"Sekunder","base.still_have_question":"Har du stadig spørgsmål?","base.drop_us_a_line":"Send os et par ord!","base.get_in_touch":"TAG KONTAKT","base.footer_msg":"En græsrodsbevægelse, der drives af frivillige og støttes af Europa-Kommissionen.","base.email":"E-mail","base.display_email":"Vis e-mail","base.first_name":"Fornavn","base.last_name":"Efternavn","base.your_website":"Dit websted","base.biography":"Biografi","base.update":"Opdater","base.delete":"Slet","base.choose a file":"Vælg en fil","base.learning_bits":"Undervisningsbidder","base.codeweek":"Kodeuge","base.bring_codeweek_to_your_students":"Lad kodeugen komme til jeres elever","base.or":"eller","base.newsletter":"Nyhedsbrev","certificates.certificates_for":"Certifikater for ","certificates.no_certificates":"Der er endnu ingen certifikater.","challenges-content.chatbot.title":"Lav en chatbot","challenges-content.chatbot.author":"Holdet bag EU's kodeuge","challenges-content.chatbot.purposes.0":"At kode interaktive gåder","challenges-content.chatbot.purposes.1":"At bruge kode til at lave dialoger mellem en chatbot og en bruger","challenges-content.chatbot.description":"Kod en samtale mellem en chatbot og en bruger, som forsøger at løse en gåde. Prøv at lave en chatbot, der kan chatte som et menneske. I stedet for en gåde kan du lave en dialog mellem en chatbot og en bruger.","challenges-content.chatbot.instructions.0":"Tænk på en gåde","challenges-content.chatbot.instructions.1":"Log ind på","challenges-content.chatbot.instructions.2":"eller opret en ny konto. (Når du opretter en ny konto, så husk, at du ikke må bruge rigtige personers navne på Pencil Code af hensyn til privatlivets fred).","challenges-content.chatbot.instructions.3":"Klik på Imagine (Fantasi) og Make your own (Lav din egen)","challenges-content.chatbot.instructions.4":"Brug blokke eller tekstbaseret tilstand til at skrive din gåde","challenges-content.chatbot.instructions.5":"Alternativt kan du bruge","challenges-content.chatbot.instructions.6":"denne kode","challenges-content.chatbot.instructions.7":"og tilpasse den til din gåde, eller du kan vælge Answering a Riddle (Løs en gåde) i menuen og redigere den","challenges-content.chatbot.example":"Se dette eksempel på en gåde.","challenges-content.chatbot.more.0":"Denne kode er blevet tilpasset fra en Pencil Code-aktivitet","challenges-content.chatbot.more.1":"Answering the Riddle (Løs gåden)","challenges-content.paper-circuit.title":"Træk stikket ud og kod: Lav et papirkredsløb","challenges-content.paper-circuit.author":"Holdet bag EU's kodeuge","challenges-content.paper-circuit.purposes.0":"At styrke kreativiteten","challenges-content.paper-circuit.purposes.1":"At blive bedre til problemløsning","challenges-content.paper-circuit.description.0":"Tegn en ting, du selv bestemmer. Det kan være en nattehimmel, en mariehøne, en robot, et juletræ eller noget helt andet. Du er velkommen til at skræddersy dit projekt med visuelle elementer fra EU's kodeuge: Du kan udforske","challenges-content.paper-circuit.description.1":"EU's kodeuges pakke til lærere","challenges-content.paper-circuit.description.2":"og download de logoer og visuelle elementer, du vil bruge. Du kan endda lave en papirkredsløbsinvitation til EU's kodeuge. Skriv en motiverende meddelelse i dit kredsløb for at opfordre andre lærere til at deltage i kodeugen og/eller tjekke webstedet, der er rettet mod skoler.","challenges-content.paper-circuit.instructions.0":"Tegn en ting, og beslut, hvilke dele der skal lyse (f.eks. stjerner).","challenges-content.paper-circuit.instructions.1":"Lav huller i papiret med en blyant, og stik et LED-klistermærke ned i hver del, der skal lyse. ","challenges-content.paper-circuit.instructions.2":"Tegn en cirkel, der hvor du vil anbringe knapcellebatteriet.","challenges-content.paper-circuit.instructions.3":'Tegn et plus (+)- og minus (-)-spor på den anden siden af papiret. Sørg for, at det længste ben af klistermærket med LED-kredsløbet er forbundet til batteriets "+"-side og det korteste ben til batteriets "-"-side.',"challenges-content.paper-circuit.instructions.4":"Læg kobbertapen på sporene.","challenges-content.paper-circuit.instructions.5":"Lav en fold, så LED'en lyser, når papiret dækker batteriet. Du kan bruge en papirklips til at sikre god kontakt med kobbertapen.","challenges-content.paper-circuit.instructions.6":"Tag et billede af papirkredsløbet, del det på Instagram, og forklar, hvorfor du synes, at andre skal deltage i dette initiativ. ","challenges-content.paper-circuit.example":"Se nogle eksempler på papirkredsløb","challenges-content.paper-circuit.materials.0":"papir eller karton","challenges-content.paper-circuit.materials.1":"farveblyanter eller tuscher","challenges-content.paper-circuit.materials.2":"knapcellebatteri","challenges-content.paper-circuit.materials.3":"kobbertape","challenges-content.paper-circuit.materials.4":"klistermærker med LED-kredsløb","challenges-content.paper-circuit.materials.5":"papirklips","challenges-content.dance.title":"Lav en dans","challenges-content.dance.author":"Holdet bag EU's kodeuge","challenges-content.dance.purposes.0":"At lære basale kodekoncepter","challenges-content.dance.purposes.1":"At lære at animere figurer","challenges-content.dance.description":"I denne udfordring skal du skabe et sæt figurer, som skal danse sammen. Du kan bruge et indbygget mediebibliotek til at vælge figurer og musikklip, eller du kan lave dine egne. Du skal animere figurerne, så de danser og snakker sammen.","challenges-content.dance.instructions.0":"Log ind på","challenges-content.dance.instructions.1":"som lærer. Opret elevkonti, og del dem med eleverne. Du kan også dele en klassekode og få eleverne til at registrere sig med deres e-mailadresse fra skolen. Hvis du er en elev, kan du tilmelde dig som elev, men du vil blive bedt om at oplyse dine forældres e-mailadresse, så de kan godkende din konto.","challenges-content.dance.instructions.2":"Klik på","challenges-content.dance.instructions.3":"og skriv en overskrift","challenges-content.dance.instructions.4":"Gå til","challenges-content.dance.instructions.5":"for at tilføje en baggrund ved at klikke på tandhjulsikonet. Vælg en baggrund i Media Library (Mediebibliotek), eller upload dit eget billede, som kan være et, du selv har taget. Vælg et lydklip, og tilføj det til trinnet:","challenges-content.dance.instructions.6":"Klik på knappen","challenges-content.dance.instructions.7":"for at tilføje figurer eller genstande, som du vil animere, så de kan bevæge sig, tale og lave noget sammen. Tilføj to eller tre figurer, som du selv vælger. Du kan tegne dine egne aktører eller tilpasse de eksisterende. Giv figurerne forskellige kostumer ved at klikke på blyantsikonet.","challenges-content.dance.instructions.8":"Klik på hver aktør, og animer den ved at tilføje de følgende blokke","challenges-content.dance.instructions.9":"Tilføj en","challenges-content.dance.instructions.10":"taleblok","challenges-content.dance.instructions.11":"og få aktørerne til at tale sammen. Giv taleboblerne ny form, og skift tekstens skrifttype og -størrelse","challenges-content.dance.example.0":"Prøv at se","challenges-content.dance.example.1":"dette eksempel","challenges-content.dance.example.2":"på dansende robotter. Du er velkommen til at bruge det og lave et remix.","challenges-content.compose-song.title":"Lav en musicalmelodi","challenges-content.compose-song.author":"Holdet bag EU's kodeuge","challenges-content.compose-song.purposes.0":"At lære at kode gennem musik","challenges-content.compose-song.purposes.1":"At kunne skelne mellem musikgenrer og instrumenter","challenges-content.compose-song.purposes.2":"At lave en sang ved at mixe lydklip","challenges-content.compose-song.description":"I denne udfordring skal du lave en musicalmelodi ved hjælp af et programmeringssprog. Du kan bruge indbyggede lydklip eller optage dit eget og mixe dem for at lave en musicalmelodi. Kør din kode i Digital Audio Workstation (Digital lydarbejdsstation), og lyt til den musik, du har kodet. Leg med forskellige lyde og effekter for at ændre dit musikstykke.","challenges-content.compose-song.instructions.0":"Log ind på","challenges-content.compose-song.instructions.1":"Klik her for at lave et script","challenges-content.compose-song.instructions.2":"Giv dit script et navn, og vælg","challenges-content.compose-song.instructions.3":"som programmeringssprog","challenges-content.compose-song.instructions.4":"Skriv din kode mellem linjerne","challenges-content.compose-song.instructions.5":"og","challenges-content.compose-song.instructions.6":"","challenges-content.compose-song.instructions.7":"Gennemse musikklippene i","challenges-content.compose-song.instructions.8":"Sound Library (Lydbibliotek).","challenges-content.compose-song.instructions.9":"og vælg de musikgenrer, kunstnere og instrumenter, du vil bruge","challenges-content.compose-song.instructions.10":"For at tilføje et lydklip til din sang skal du skrive","challenges-content.compose-song.instructions.11":"Mellem parenteserne skal der være følgende 4 parametre, adskilt af kommaer","challenges-content.compose-song.instructions.12":"Lydklip","challenges-content.compose-song.instructions.13":'Anbring markøren mellem parenteserne, gå til Sound Library (Lydbibliotek), vælg et klip, og sæt det ind ved at klikke på det blå "sæt ind"-ikon',"challenges-content.compose-song.instructions.14":"Spor-nummer","challenges-content.compose-song.instructions.15":"Spor hjælper dig med at organisere dine lyde efter instrumenttype (vokal, bas, trommer, keyboard osv.). Tilføj så mange spor (instrumenter), du vil. Spor vises som rækker, der løber på tværs af Digital Audio Workstation (Digital lydarbejdsstation","challenges-content.compose-song.instructions.16":"Start-takt","challenges-content.compose-song.instructions.17":"angiver, hvornår afspilningen af din lyd begynder. Takter er tidsenheder i musik. En takt er 4 slag","challenges-content.compose-song.instructions.18":"Slut-takt","challenges-content.compose-song.instructions.19":"angiver, hvornår afspilningen af din lyd stopper","challenges-content.compose-song.instructions.20":"Sådan en linje kode ser sådan her ud","challenges-content.compose-song.instructions.21":"Du kan tilføje forskellige effekter, som f.eks. volumen for at forstærke lyden af din komposition. Volumen går fra -60,0 decibel til 12,0 decibel, hvor 0,0 er den oprindelige volumen.","challenges-content.compose-song.instructions.22":"Skriv","challenges-content.compose-song.instructions.23":"I parentesen skal du angive spor-nummeret, VOLUME, GAIN, volumenniveau, den takt, hvor du vil starte, og det niveau og den takt, hvor du vil slutte","challenges-content.compose-song.instructions.24":"Dette er et eksempel på en fade-ind-effekt","challenges-content.compose-song.instructions.25":"og en fade-ud-effekt","challenges-content.compose-song.example.0":"Lyt til","challenges-content.compose-song.example.1":"et eksempel på en sang, der er kodet med Earsketch","challenges-content.compose-song.example.2":"Du kan importere koden og redigere den","challenges-content.sensing-game.title":"Lav et videosansespil","challenges-content.sensing-game.author":"Holdet bag EU's kodeuge","challenges-content.sensing-game.purposes.0":"At kode animerede objekter","challenges-content.sensing-game.purposes.1":"At få en bedre forståelse af, hvordan man styrer digital animation med fysisk bevægelse","challenges-content.sensing-game.purposes.2":"At lave en sang ved at mixe lydklip","challenges-content.sensing-game.description":"I denne udfordring skal du lave et simpelt spil, der bruger et videokamera som sensor til at registrere bevægelse, dvs. at du vil være i stand til at styre animationen med fysisk bevægelse. I dette spil er opgaven at indsamle så mange EU-kodeuge-bobler som muligt på 30 sekunder. I stedet for at indsamle bobler kan du lave et spil, hvor du jager en figur eller sprænger balloner med dine hænder.","challenges-content.sensing-game.instructions.0":"Log ind på","challenges-content.sensing-game.instructions.1":"Klik på","challenges-content.sensing-game.instructions.2":"Tilføj udvidelse","challenges-content.sensing-game.instructions.3":"og vælg","challenges-content.sensing-game.instructions.4":"Video Registrering","challenges-content.sensing-game.instructions.5":"Den vil registrere, hvor hurtigt et objekt bevæger sig. Hvis tallet er lavt, er den mere følsom over for bevægelse.","challenges-content.sensing-game.instructions.6":"Tilføj en sprite. Vælg en lyd, og tilføj den til din sprite. Hvis du vil, kan du tilføje","challenges-content.sensing-game.instructions.7":"Opret en klon","challenges-content.sensing-game.instructions.8":"for at duplikere din sprite.","challenges-content.sensing-game.instructions.9":"Lav to variabler: en til","challenges-content.sensing-game.instructions.10":"Score","challenges-content.sensing-game.instructions.11":"og en anden til","challenges-content.sensing-game.instructions.12":"Stopur","challenges-content.sensing-game.instructions.13":"(Timer) og tilføj dem til din sprite. Sæt timeren til 30, og tilføj","challenges-content.sensing-game.instructions.14":"Ændre Stopur med -1","challenges-content.sensing-game.instructions.15":"Lav en ny sprite","challenges-content.sensing-game.instructions.16":"Game Over","challenges-content.sensing-game.instructions.17":"for at afslutte spillet. Du kan også lave en sprite med titlen på dit spil, f.eks. Saml alle EU-kodeuge-boblerne.","challenges-content.sensing-game.example.0":"Spil videosansespillet Saml alle EU-kodeuge-boblerne. Du er velkommen til at remixe","challenges-content.sensing-game.example.1":"dette projekt","challenges-content.calming-leds.title":"Beroligende LED'er: lav en simpel dims med micro:bit","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 minutter","challenges-content.calming-leds.materials.0":"en micro:bit-dims og (eventuelt) en batteripakke","challenges-content.calming-leds.materials.1":"en bærbar computer eller tablet, som du kan bruge til at gå ind på Microsoft MakeCode og YouTube","challenges-content.calming-leds.materials.2":"microbit.org for ressourcer til aktiviteten","challenges-content.calming-leds.description":"Eleverne skal lave en digital dims ved hjælp af LED'er, der kan hjælpe dem med at regulere deres vejrtrækning og føle sig roligere. De bliver bedt om at skrive simpel kode og udforske animationer og sekvenser.","challenges-content.calming-leds.instructions.0":"Målet er at lave en beroligende LED-dims, der virker, og som man kan bruge til at regulere sin vejrtrækning. Dimsen kan laves på en fysisk micro:bit-plade eller på simulatoren i MakeCode-editoren.","challenges-content.calming-leds.instructions.1":"Udfordringen kan gennemføres med MakeCode-editoren og ved at skrive en simpel kodesekvens, som vist i videoen/på screenshottet.","challenges-content.calming-leds.instructions.2":"For at udvide udfordringen kan eleverne udforske forskellige animationer og bruge deres kreativitet til de animationer, de synes bedst kan hjælpe dem med at falde til ro eller live op.","challenges-content.calming-leds.instructions.3":"Der er flere oplysninger og videoinstruktioner på","challenges-content.calming-leds.instructions.4":"dette link","challenges-content.calming-leds.example":"På denne side er der instruktioner og videoer af den gennemførte udfordring og oplysninger om, hvordan man koder","challenges-content.calming-leds.purposes.0":"At designe en simpel digital genstand med et nyttigt formål","challenges-content.calming-leds.purposes.1":"At udforske sekvenser og animationer og hvordan de virker","challenges-content.calming-leds.purposes.2":"At teste og finde fejl i (debugge) simpel kode","challenges-content.calming-leds.purposes.3":"At lave flere gennemløb af et design ved at gøre animationerne hurtigere eller langsommere","challenges-content.computational-thinking-and-computational-fluency.title":"Datalogisk tænkning og datalogiske færdigheder med ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – Ambassadør for EU's kodeuge i Grækenland","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"At lære nye kommandoer og grænseflader godt at kende.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"At skabe simple programmer med simple årsag-og-virkning-kommandoer.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"At udføre simpel debugging ved at prøve sig frem.","challenges-content.computational-thinking-and-computational-fluency.description":"I denne udfordring skal børn indarbejde koncepter fra datalogisk tænkning i deres projekter ved at bruge ScratchJr-appen til at gøre deres historier mere fængende, spændende og følelsesladede.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"Med ScratchJr behøver børn ikke at kunne læse og skrive. Alle instruktioner og menuindstillinger kan findes ved hjælp af symboler og farver. Udfordringen kan gennemføres i klasseværelset, faglokalet eller endda udendørs, da der ikke er behov for internet.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Børnene bruger en by som baggrund og kodeblokke til at få en bil til at køre gennem byen.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Børnene kan bruge lyd- og bevægelsesblokke og start forfra-blokke til at få figurer til at danse.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Børnene vælger en baggrund og en figur og bruger en bevægelsesblok til at få en bil til at køre gennem byen. Børnene kan bruge hastighedsblokken til at få en figur til at bevæge sig hurtigere eller langsommere.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Den gratis app","challenges-content.computational-thinking-and-computational-fluency.materials.1":"fungerer på forskellige operativsystemer og typer af smart-enheder","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Desuden tilbyder webstedet","challenges-content.computational-thinking-and-computational-fluency.materials.3":"masser af gratis uddannelsesmateriale","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minutter","challenges-content.ai-hour-of-code.title":"AI-time med kode","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"At lave kode, der omfatter sekvenser, hændelser, loops og betingelser","challenges-content.ai-hour-of-code.purposes.1":"At nedbryde de trin, der skal til for at løse et problem, til en nøjagtig sekvens af instruktioner","challenges-content.ai-hour-of-code.purposes.2":"At udforske kodekoncepter","challenges-content.ai-hour-of-code.description":"En landsby er truet af brand og har brug for, at du koder en løsning! Hils på din kodehjælper, Minecraft-agenten (Minecraft Agent), og programmér så agenten til at navigere rundt i skoven og indsamle data. Disse data vil hjælpe agenten med at forudsige, hvor brandene vil opstå. Kod dernæst agenten til at hjælpe med at forhindre, at branden spreder sig, redde landsbyen og gøre skoven sikker for dyrelivet igen. Lær de grundlæggende elementer ved at kode, og udforsk et eksempel på kunstig intelligens (AI) fra den virkelige verden.","challenges-content.ai-hour-of-code.instructions":"Download læreplanen her","challenges-content.ai-hour-of-code.materials.0":"Installér Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Når Minecraft Education Edition er installeret, kan du finde udfordringen på","challenges-content.ai-hour-of-code.materials.2":"dette websted","challenges-content.create-a-dance.title":"Lav en dans med Ode to Code!","challenges-content.create-a-dance.purposes":"At øve sig i at kode på en sjov måde og føle sig som en del af fællesskabet i EU's kodeuge.","challenges-content.create-a-dance.description.0":"Lav en dans med Ode to Code! Brug","challenges-content.create-a-dance.description.1":"Dance Party-vejledningen","challenges-content.create-a-dance.description.2":"til at kode en dans til Ode to Code. Den officielle hymne til EU's kodeuge er en af valgmulighederne i Dance Party (dansefest).","challenges-content.create-a-dance.instructions.0":"Instruktioner er vist som videoer i","challenges-content.create-a-dance.instructions.1":"vejledningen","challenges-content.create-a-dance.instructions.2":"og desuden skrevet øverst på hvert niveau","challenges-content.create-a-dance.example":"Du kan finde udvalgte elevkreationer her:","challenges-content.create-a-dance.materials":"Code.org-vejledningen","challenges-content.create-a-simulation.title":"Lav en simulering!","challenges-content.create-a-simulation.purposes.0":"At lære om simuleringer og samtidig introducere disse variabler: at skabe en mængde, helbredelsesrater, at gå med maske og vacciner.","challenges-content.create-a-simulation.purposes.1":"At aktivere forudgående kendskab til virusudbrud i den virkelige verden, som kan bruges i et fiktivt scenarie.","challenges-content.create-a-simulation.description":"Skriv kode for at lave og køre din egen simulering af et virusudbrud i Monster Town. Lær at kode og at forudsige, hvad der vil ske med indbyggerne i Monster Town.","challenges-content.create-a-simulation.instructions.0":"Instruktioner er vist som videoer i","challenges-content.create-a-simulation.instructions.1":"vejledningen","challenges-content.create-a-simulation.instructions.2":"og desuden skrevet øverst på hvert niveau","challenges-content.create-a-simulation.example":"Når du er færdig, kan du dele din simulering med andre. Del dit budskab om, hvad du mener, vi kan gøre for at hjælpe andre med ikke at blive syge, når virus kommer til byen.","challenges-content.create-a-simulation.materials":"Code.org-vejledningen","challenges-content.create-your-own-masterpiece.title":"Lav dit eget mesterværk!","challenges-content.create-your-own-masterpiece.audience":"Kan bruges til alle aldre","challenges-content.create-your-own-masterpiece.purpose":"At introducere begreber inden for datalogi på en visuel måde og anspore til kreativitet","challenges-content.create-your-own-masterpiece.description":"Lav dit eget mesterværk med artist! Brug kodeblokke til at få artist til at lave et enestående kunstværk.","challenges-content.create-your-own-masterpiece.instructions":"Der er instruktioner øverst på hvert niveau","challenges-content.create-your-own-masterpiece.example":"Der er eksempler fra artist på denne side under Drawing (tegning)","challenges-content.create-your-own-masterpiece.materials.0":"Du kan finde vejledningens første niveau","challenges-content.create-your-own-masterpiece.materials.1":"HER","challenges-content.cs-first-unplugged-activities.title":"CS First Unplugged-aktiviteter","challenges-content.cs-first-unplugged-activities.purposes.0":"At støtte elever, der lærer hjemmefra","challenges-content.cs-first-unplugged-activities.purposes.1":"At give alle en pause skærmen","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged er et sæt aktiviteter, der præsenterer elever for koncepter inden for datalogisk tænkning uden en computer. Vi har designet denne lektion for at vise, at datalogi er mere end blot kode.","challenges-content.cs-first-unplugged-activities.instructions.0":"Du kan finde en brochure med alle aktiviteter på engelsk på dette","challenges-content.cs-first-unplugged-activities.instructions.1":"link","challenges-content.cs-first-unplugged-activities.instructions.2":"og en læreplan på engelsk på dette","challenges-content.cs-first-unplugged-activities.instructions.3":"Aktiviteterne i denne lektion kan gennemføres individuelt og i vilkårlig rækkefølge","challenges-content.cs-first-unplugged-activities.instructions.4":"Læreren kan tage billeder af læringsprocessen og dele dem på Instagram med #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Udover brochuren med aktiviteter er der ved nogle aktiviteter behov for, eller det kan være en fordel med, supplerende materialer.","challenges-content.cs-first-unplugged-activities.materials.1":"Små tælleenheder (såsom tørrede bønner) til at bruge på Network a Neighborhood-kortet (Lav området til et netværk).","challenges-content.cs-first-unplugged-activities.materials.2":"Sakse til at klippe krypteringshjulet ud i Send a Secret Message (Send en hemmelig meddelelse).","challenges-content.cs-first-unplugged-activities.materials.3":"Karton og lim til at afstive krypteringshjulet i Send a Secret Message (Send en hemmelig meddelelse).","challenges-content.cs-first-unplugged-activities.materials.4":"En tegnestift, en tandstik eller en papirklips, der er rettet ud, til at lave krypteringshjulet i Send a Secret Message (Send en hemmelig meddelelse).","challenges-content.family-care.title":"Familieomsorg","challenges-content.family-care.experience":"Egnet til alle","challenges-content.family-care.duration":"5 til 10 timer","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":'At udforske emnet "familieomsorg", som vi møder til hverdag',"challenges-content.family-care.purposes.1":"At se problemer som muligheder og skabe kreative løsninger","challenges-content.family-care.purposes.2":"At bruge kode til at omsætte sine løsninger til virkelighed på nye måder","challenges-content.family-care.purposes.3":"At designe plakater og fremlægge sine løsninger for andre","challenges-content.family-care.purposes.4":"At bruge sociale medier til at give sine projekter gennemslagskraft.","challenges-content.family-care.description.0":"Hvad kommer du til at tænke på, når vi taler om hjem? Et dejligt hus? En stor middag, som dine forældre har tilberedt? Et hemmeligt sted til dig selv? Et varmt hjem giver nyt brændstof til krop og sind, ligesom en benzintank. Midt i det moderne livs travlhed har forældre altid travlt med at arbejde. Når du hænger ud med vennerne, kan du ikke lade dine killinger være alene. Men hvordan skal du holde øje med dem, når du ikke er der? Temaet for udfordringen er","challenges-content.family-care.description.1":"Familieomsorg","challenges-content.family-care.description.2":"Med udgangspunkt i dette tema opfordres eleverne til at udvikle en idé til at give kærlighed og omsorg gennem kode og hardware. Her er nogle spørgsmål, du kan tænke over","challenges-content.family-care.description.3":"Hvor mange familiemedlemmer er I hjemme hos dig? Hvem er de? Er du stødt på problemer ved at bo sammen med dem? Hvilken form for omsorg har de brug for?","challenges-content.family-care.description.4":"Kender du nogen, som mangler familieomsorg mere end andre i dit lokalsamfund? Hvordan kan du hjælpe dem?","challenges-content.family-care.instructions.0":"Brainstorm og udforsk emnet familieomsorg","challenges-content.family-care.instructions.1":"Skriv alle problemer ned","challenges-content.family-care.instructions.2":"Find mulige løsninger","challenges-content.family-care.instructions.3":"Vælg en løsning","challenges-content.family-care.instructions.4":"Programmér og opbyg strukturen","challenges-content.family-care.instructions.5":"Design en plakat til at præsentere dit projekt","challenges-content.family-care.instructions.6":"Fremlæg den for dine lærere og familiemedlemmer","challenges-content.family-care.example.0":"Du kan se nogle eksempler her","challenges-content.family-care.example.1":"og","challenges-content.family-care.materials.0":"Kodeværktøj:","challenges-content.family-care.materials.1":"eller download","challenges-content.family-care.materials.2":"PC-versionen","challenges-content.family-care.materials.3":"mBlock er et programmeringssprog baseret på Scratch","challenges-content.family-care.materials.4":"Denne udfordring er også tilpasset fra MakeX Global Spark Competition, et projektbaseret program til kreativt design for unge i alderen 6 til 13.","challenges-content.family-care.materials.5":"Det deltagende hold skal koncentrere sig om det konkrete tema og lave en løsning ved hjælp af softwareprogrammering og opbygning af hardware.","challenges-content.family-care.materials.6":"Eleverne opfordres til at gennemføre udfordringen i kodeugen og gå videre til det internationale niveau for at kommunikere med andre elever og vinde priser.","challenges-content.family-care.materials.7":"Du kan finde flere oplysninger på:","challenges-content.family-care.materials.8":"eller ved at kontakte os på","challenges-content.virtual-flower-field.title":"Lad dit virtuelle blomsterbed vokse","challenges-content.virtual-flower-field.author":"Jadga Huegle, Meet and Code-coach og medlem af SAP Snap!-teamet","challenges-content.virtual-flower-field.duration":"30-60 minutter","challenges-content.virtual-flower-field.purposes.0":"At lære programmering med et simpelt og alligevel udtryksfuldt projekt.","challenges-content.virtual-flower-field.purposes.1":"At lære, at det at kode kan være kunstnerisk og føre til smukke resultater.","challenges-content.virtual-flower-field.purposes.2":"At gøre efteråret lysere med farverige blomster og EU's kodeuge.","challenges-content.virtual-flower-field.purposes.3":"At vise jordens mangfoldighed af blomster.","challenges-content.virtual-flower-field.purposes.4":"At bidrage til verdensmålene for bæredygtig udvikling (SDG'erne), især SDG13 – klimaindsats – ved at lave kodearrangementer, der forbedrer undervisningen i klimaforandringer ved at øge opmærksomheden på emnet.","challenges-content.virtual-flower-field.description":"Udvikl et program i Snap!, som dyrker et virtuelt blomsterbed med forskellige typer blomster og forskellige antal blomsterblade.","challenges-content.virtual-flower-field.instructions.0":"Hvis du har brug for inspiration til, hvordan du kommer i gang med udfordringen, så tjek","challenges-content.virtual-flower-field.instructions.1":"denne video","challenges-content.virtual-flower-field.instructions.2":"eller brug","challenges-content.virtual-flower-field.instructions.3":"dette dokument","challenges-content.virtual-flower-field.instructions.4":"til at følge med","challenges-content.virtual-flower-field.instructions.5":"Udfordringen kan gennemføres ved at programmere et virtuelt blomsterbed i Snap!(eller Scratch) og poste et skærmbillede eller et billede af resultatet online. ","challenges-content.virtual-flower-field.instructions.6":"Blomsterbedet bør omfatte forskellige typer blomster med forskellige antal blomsterblade. Blomsterne skal helst være programmerede, dvs. at de er lavet ved gentagende gange at stemple og dreje(eller tegne og dreje) blomsterbladene. ","challenges-content.virtual-flower-field.instructions.7":"Post et billede af din virtuelle blomsterhave med #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Vi anbefaler, at du bruger","challenges-content.virtual-flower-field.materials.1":"men projektet fungerer dog også i","challenges-content.haunted-house.title":"Spøgelseshus i Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Leiden universitet – Ramon Moorlag, I&I – CodeWeek NL","challenges-content.haunted-house.audience":"Lærere og undervisere","challenges-content.haunted-house.duration":"1 eller 2 timer afhængigt af forudgående kendskab","challenges-content.haunted-house.purposes.0":"At lave en interaktiv historie om et spøgelseshus.","challenges-content.haunted-house.purposes.1":"At lære programmering med Hedy.","challenges-content.haunted-house.description":"Med Hedy kan du lave en historie om et spøgelseshus med interaktive elementer. Hver gang koden køres, bliver der lavet en ny historie. Historien kan også læses højt af computeren og deles online.","challenges-content.haunted-house.instructions.0":"Begynd med at åbne en browser, og gå ind på hedycode.com.","challenges-content.haunted-house.instructions.1":"Følg instruktionerne for niveau 1-4. Brug fanebladene 'Level' (Niveau) og 'Haunted house' (Spøgelseshus).","challenges-content.haunted-house.instructions.2":"Vi bruger disse niveauer til at skrive en interaktiv historie om spøgelseshuset. ","challenges-content.haunted-house.instructions.3":"Lærerne kan finde en læreplan for Hedy","challenges-content.haunted-house.instructions.4":"her","challenges-content.haunted-house.instructions.5":"Du kan finde en optagelse af Felienne Hermans, der præsenterer Hedy, på","challenges-content.haunted-house.instructions.6":"dette link","challenges-content.haunted-house.example":"Eksempel på spøgelseshus på niveau","challenges-content.haunted-house.materials.0":"Hedy på","challenges-content.haunted-house.materials.1":"niveau 1 til 4","challenges-content.inclusive-app-design.title":"Inklusivt appdesign","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minutter + valgfrie ekstraaktiviteter","challenges-content.inclusive-app-design.purposes.0":"At brainstorme, planlægge, udvikle en prototype og dele en idé til en app, som alle kan tilgå og forstå. ","challenges-content.inclusive-app-design.description":"Gode apps begynder med gode idéer. I denne aktivitet skal eleverne komme på en idé til en app om et emne, de er optaget af, og dernæst finde ud af, hvordan de designer apps med øje for inklusion og tilgængelighed. ","challenges-content.inclusive-app-design.instructions.0":"Du kan finde alle instruktioner på dette link","challenges-content.inclusive-app-design.instructions.1":"Med denne læreplan til en time kan underviserne vejlede eleverne i at","challenges-content.inclusive-app-design.instructions.2":"lære om inklusivt appdesign","challenges-content.inclusive-app-design.instructions.3":"brainstorme emner, der optager dem, for at finde en idé til en app","challenges-content.inclusive-app-design.instructions.4":"beskrive deres idéer og planlægge brugeraktiviteter","challenges-content.inclusive-app-design.instructions.5":"udarbejde en prototype af en del af appen i Keynote","challenges-content.inclusive-app-design.instructions.6":"dele demoer af deres prototyper og beskrive, hvordan de støtter brugere med forskellige baggrunde og evner","challenges-content.inclusive-app-design.materials.0":"udforske Inclusive App Design Activity i Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Keynote på iPad eller Mac is anbefales, men er ikke et krav. ","challenges-content.silly-eyes.title":"Fjollede øjne","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 minutter","challenges-content.silly-eyes.purposes.0":"At lave et projekt med brugerinddragelse. ","challenges-content.silly-eyes.purposes.1":"At gøre et projekt personligt med farver og grafiske effekter. ","challenges-content.silly-eyes.purposes.2":"At lære om design i digital fremstilling. ","challenges-content.silly-eyes.description":"I dette projekt lærer du at designe og lave en figur med fjollede øjne. Figurens store, fjollede øjne følger musemarkøren, så figuren kommer til live. ","challenges-content.silly-eyes.instructions":"Der er adgang til hele projektbeskrivelsen her","challenges-content.silly-eyes.example":"Tjek Gobo, Under the sea(Under vandet) og Don't eat donut (Spis ikke donut)","challenges-content.train-ai-bot.title":"Træn en AI-bot!","challenges-content.train-ai-bot.purposes":"At lære om kunstig intelligens (AI), maskinlæring, træning af data og bias og samtidig undersøge etiske spørgsmål samt hvordan AI kan bruges til at løse verdens problemer.","challenges-content.train-ai-bot.description":"Træn en AI-bot med AI for Oceans (AI til have). I denne aktivitet skal du programmere eller træne AI (kunstig intelligens) til at identificere fisk eller affald. Lad os rense havet!","challenges-content.train-ai-bot.instructions.0":"Instruktioner er vist som videoer i vejledningen","challenges-content.train-ai-bot.instructions.1":"og desuden skrevet øverst på hvert niveau","challenges-content.train-ai-bot.materials.0":"Vejledningen findes her","challenges-content.train-ai-bot.materials.1":"Denne vejledning findes på over 25 sprog","challenges-content.build-calliope.title":"Byg din egen Calliope minifitnessinstruktør","challenges-content.build-calliope.author":"Amazon Future Engineer | Mød og kod med Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Kendskab til sekvenser, animationer, gentagelser og variabler under leg.","challenges-content.build-calliope.purposes.1":"Design af et strukturdiagram.","challenges-content.build-calliope.purposes.2":"Test og fejlfinding (debugging) af kode.","challenges-content.build-calliope.purposes.3":"Optimering af et program ved at prøve sig frem, kontrollere og tilpasse anvendeligheden.","challenges-content.build-calliope.duration":"20-30 minutter","challenges-content.build-calliope.description":"Deltagerne udvikler en digitalt styret prototype, som bruger en farvet lysdiode til at vise en af 10 på forhånd udvalgte fitnessøvelser.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (hvis tilgængelig)","challenges-content.build-calliope.materials.1":'Bærbar computer eller tablet, som kan bruges til at gå til https://makecode.calliope.cc eller https://calliope.cc og YouTube for at finde ressourcer til aktiviteten.',"challenges-content.build-calliope.instructions.0":"Start med at lave en plan og fastlægge rækkefølgen af øvelser. Brug skemaet til at programmere Calliope minis RGB-lysdiode til at vise en af de 5 farver med den fastsatte rytme. Opret så variablen for rytmen, og programmer gentagelser med loops.","challenges-content.build-calliope.instructions.1":"Husk, at hvis I har lavet et program, I er godt tilfredse med, må I meget gerne dele det med os på info@calliope.cc – vi glæder os til at se, hvad I finder på! Og forresten – vi forærer 30 Calliope minier til nogle af dem, der sender deres kode ind!","challenges-content.build-calliope.instructions.2":"Del QR-koden til dit projekt på Instagram, brug hashtagget #EUCodeWeekChallenge, og nævn @CodeWeekEU.","challenges-content.build-calliope.example.0":"Mens man sidder ved computeren – kan man også være aktiv.","challenges-content.build-calliope.example.1":"Lav en fitnessprototype med Calliope mini, som også kan testes i simulatoren. Udfordringen foregår i MakeCode-editoren ved at programmere en simpel kodesekvens (se screenshottet).","challenges-content.build-calliope.example.2":"Vælg 5 forskellige farver, og tildel en fitnessøvelse til hver af dem, for eksempel squat eller sprællemænd. Derefter kan farverne arrangeres i den ønskede rækkefølge, og så er træningsprogrammet klar.","challenges-content.common.share":"Del linket eller QR-koden til dit projekt på Instagram eller Facebook, tilføj hashtagget #EUCodeWeekChallenge og nævn @CodeWeekEU.","challenges-content.common.audience.0":"Lærere og undervisere","challenges-content.common.audience.1":"Elever i indskolingen/på mellemtrinnet (6 til 12 år)","challenges-content.common.audience.2":"Elever i udskolingen (12 til 16 år)","challenges-content.common.audience.3":"Elever på ungdomsuddannelser (16 til 18 år)","challenges-content.code-a-dice.title":"Kod en terning, der kan kastes","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Kod interaktive gåder","challenges-content.code-a-dice.purposes.1":"At kode en simulering af en genstand, der bevæger sig tilfældigt, som kan bruges, hvis den rigtige genstand ikke er til rådighed","challenges-content.code-a-dice.description":"I denne udfordring skal du kode en terning, som lander tilfældigt, når du kaster den med en kommando. Du kan vælge en hvilken som helst type terning med så mange sider, du vil, som for eksempel dem, man bruger i rollespil. Du kan også tilføje lyde. ","challenges-content.code-a-dice.instructions.0":"Log ind på Scratch","challenges-content.code-a-dice.instructions.1":"Vælg en baggrund","challenges-content.code-a-dice.instructions.2":"Skab din terninge-sprite, eller søg efter en på nettet, og upload den til dit program","challenges-content.code-a-dice.instructions.3":"Skab så mange kostumer til din sprite som det antal sider, du har valgt, og som alle viser et forskelligt tal","challenges-content.code-a-dice.instructions.4":"Vælg, hvad der skal kaste terningen (et tryk på en tast på tastaturet, et klik på spriten osv.), og skriv koden","challenges-content.code-a-dice.instructions.5":"Kod spriten til at skifte til et tilfældigt kostume, når terningen er kastet","challenges-content.code-a-dice.instructions.6":"Tilføj lydeffekter","challenges-content.code-a-dice.example":"Kast en 20-sidet terning","challenges-content.personal-trainer.title":"Personlig træner med micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"At kode en micro:bit, så den bruger summeren og LED-panelet","challenges-content.personal-trainer.purposes.1":"At skabe en personlig enhed, der kan dirigere din fysiske aktivitet","challenges-content.personal-trainer.purposes.2":"At kode micro:bit til at gøre dig sundere gennem sport","challenges-content.personal-trainer.description":"Denne udfordring lader dig kode din micro:bit til at dirigere, hvor mange gange du skal gentage fysiske øvelser, og hvor lang tid du skal hvile. Du skal spore din fysiske aktivitet i skolen, derhjemme eller i parken.","challenges-content.personal-trainer.instructions.0":"Når A+B, skabes en 3-sekunders nedtællingstimer med en tone, der lyder hvert sekund, og en visning af ordet START!","challenges-content.personal-trainer.instructions.1":"I løbet af den første øvelse skal du vise en blinkende 2x2-firkant i 20 sekunder. Derefter skal du afspille en lyd og holde firkanten fikseret. I resten af tiden skal du vise et andet blinkende billede i 10 sekunder. Afspil en lyd, når programmet er færdigt.","challenges-content.personal-trainer.instructions.2":"Gentag derefter den samme handling, men vis et 3x3-panel i øvelsestiden. Gentag disse handlinger, indtil 5x5-panelet vises.","challenges-content.personal-trainer.duration":"30-40 minutter","challenges-content.create-a-spiral.title":"Skab en spiral","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"At lære om og øve sig i loops og variabler.","challenges-content.create-a-spiral.purposes.1":"At styrke kreativitet i kodning.","challenges-content.create-a-spiral.description":"I denne udfordring skal du skrive et projekt med Scratch for at skabe en spiral ved hjælp af pen-blokke, et loop og en variabel.","challenges-content.create-a-spiral.instructions.0":"Pen-blokkene","challenges-content.create-a-spiral.instructions.1":"Opret et nyt projekt, og kald det Spiral.","challenges-content.create-a-spiral.instructions.2":"Klik på det lilla ikon “Add extension” (Tilføj udvidelse) nederst til venstre i vinduet","challenges-content.create-a-spiral.instructions.3":"Vælg “pen”: Pen-blokkene er nu tilgængelige i dit projekt!","challenges-content.create-a-spiral.instructions.4":"Start projektet ved at trække og slippe blokken “when green flag clicked” (når der klikkes på det grønne flag):","challenges-content.create-a-spiral.instructions.5":"Du skal starte med en tom side og tilføje blokken “erase all” (slet alt) i pen-blokkene:","challenges-content.create-a-spiral.instructions.6":"Du skal begynde at tegne i midten af scenen, og det betyder, at din sprite skal være i midten af scenen (0,0):","challenges-content.create-a-spiral.instructions.7":"Din sprite kan bevæge sig uden at tegne eller bevæge sig og tegne:","challenges-content.create-a-spiral.instructions.8":"Når den skal tegne, kan du bruge blokken pen down (pen nede)","challenges-content.create-a-spiral.instructions.9":"Når den ikke skal tegne, kan du bruge blokken pen up (pen oppe)","challenges-content.create-a-spiral.instructions.10":"Nu skal du tegne! Tilføj blokken “pen down” (pen nede):","challenges-content.create-a-spiral.instructions.11":"Sekskanten","challenges-content.create-a-spiral.instructions.12":"Tilføj nedenstående blokke til dit projekt:","challenges-content.create-a-spiral.instructions.13":"Du har nu en sjettedel af din sekskant. Du skal gentage denne sekvens 6 gange:","challenges-content.create-a-spiral.instructions.14":"Spiralen","challenges-content.create-a-spiral.instructions.15":"For at skabe en spiral skal du tilføje 2 til længden, hver gang du tegner en næste side.","challenges-content.create-a-spiral.instructions.16":"Det gør du med en variabel.","challenges-content.create-a-spiral.instructions.17":"Klik på Make a Variable (Lav en variabel) i variabel-blokkene","challenges-content.create-a-spiral.instructions.18":"Giv den navnet Længde, og klik på OK:","challenges-content.create-a-spiral.instructions.19":"Spiralen skal vokse, og du skal starte småt: Indstil den første længde til 10, og indsæt denne blok før loopet.","challenges-content.create-a-spiral.instructions.20":"Indsæt variablen “længde” i blokken “move … steps” (flyt ... trin)","challenges-content.create-a-spiral.instructions.21":"For at få spiralen til at vokse skal du også have længden til at vokse i hvert loop: Tilføj blokken nedenfor i slutningen af loopet:","challenges-content.create-a-spiral.instructions.22":"Her er dit nuværende projekt:","challenges-content.create-a-spiral.instructions.23":"En flot spiral ","challenges-content.create-a-spiral.instructions.24":"Du tegnede en spiral! Hvis den skal fortsætte i det uendelige, skal du udskifte loopet “repeat 6” (gentag 6) med loopet “forever” (for evigt):","challenges-content.create-a-spiral.instructions.25":"For at tegne en farverig spiral skal du tilføje følgende blok i loopet:","challenges-content.create-a-spiral.instructions.26":"Når du starter forfra, tegner spriten en uønsket streg. For at undgå dette skal du tilføje “pen up”-blokken i begyndelsen af projektet.","challenges-content.create-a-spiral.instructions.27":"Her er dit færdige projekt:","challenges-content.create-a-spiral.instructions.28":"Tillykke! Du har tegnet en flot spiral!","challenges-content.play-against-ai.title":"Skab et sten, saks, papir-spil, og spil mod AI","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"at forstå, hvordan maskinlæringscyklussen virker.","challenges-content.play-against-ai.purposes.1":"at bygge en maskinlæringsmodel med Teachable Machine","challenges-content.play-against-ai.purposes.2":"at lære PictoBlox-værktøjet at kende og at importere den model, du har skabt, i projektet","challenges-content.play-against-ai.purposes.3":"at indstille scenen og figurerne samt at skabe og initialisere variabler i PictoBlox","challenges-content.play-against-ai.purposes.4":"at initialisere spillet, at identificere en spillers træk og at programmere tilfældige AI-træk","challenges-content.play-against-ai.purposes.5":"at skabe og teste et spil, der gør brug af kunstig intelligens som en modspiller i et spil sten, saks, papir.","challenges-content.play-against-ai.description":"Vi vil skabe en model med Teachable Machine ud fra billeder med tre klasser: Sten, saks, papir. Modellen indlæses i PictoBlox og bruges til at skabe et spil, som vi kan spille med AI som modspiller.","challenges-content.play-against-ai.duration":"90 minutter","challenges-content.play-against-ai.instructions.0":"Opret et nyt billedprojekt i Teachable Machine med 3 klasser ved navn Sten, Saks og Papir. Optag mindst 400 billeder med kameraet for hver klasse. Sørg for, at der ikke er noget i baggrunden. Træn og eksportér modellen. Upload modellen, og kopiér linket.","challenges-content.play-against-ai.instructions.1":"Opret en gratis konto på PictoBlox-webstedet. Tilføj en maskinlæringsudvidelse, og upload en model. Indstil scenen, variablerne og spriterne. Initialiser spillet, identificer spillernes træk og AI's træk samt vinderen af runden . ","challenges-content.play-against-ai.instructions.2":"Træn dataene til spillet . ","challenges-content.play-against-ai.instructions.3":"Test modellen . ","challenges-content.play-against-ai.instructions.4":"Eksportér modellen . ","challenges-content.play-against-ai.instructions.5":"Tilføj maskinlæringsudvidelsen, og indlæs modellen . ","challenges-content.play-against-ai.instructions.6":"Indstil scenen, variablerne og spriten . ","challenges-content.play-against-ai.instructions.7":"Initialiser spillet . ","challenges-content.play-against-ai.instructions.8":"Identificer spillerens træk . ","challenges-content.play-against-ai.instructions.9":"Indstil tilfældige AI-træk . ","challenges-content.play-against-ai.instructions.10":"Broadcast tilfældige AI-træk . ","challenges-content.play-against-ai.instructions.11":"Lav tre blokke . Hvem vinder runden ? ","challenges-content.play-against-ai.instructions.12":"Kontrollér, om spilleren vinder runden . ","challenges-content.play-against-ai.instructions.13":"Kontrollér, om AI vinder runden . ","challenges-content.play-against-ai.instructions.14":"Kontrollér, om runden er uafgjort . ","challenges-content.play-against-ai.instructions.15":"Programmér blokkene . ","challenges-content.play-against-ai.instructions.16":"Sten, saks, papir-sprite","challenges-content.air-drawing-with-AI.title":"Luft-tegning med AI","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"at skrive et program med udvidelsen Human Body Detection(Registrering af menneskekroppen), som kan genkende fingre, der bevæger sig foran kameraet . ","challenges-content.air-drawing-with-AI.purposes.1":"at kode et par linjers kode med enkle blokke . ","challenges-content.air-drawing-with-AI.purposes.2":"at se et eksempel på brug af AI","challenges-content.air-drawing-with-AI.description":"Skabelse af et program, der lader brugeren tegne i luften med hånden(pegefingeren) foran kameraet, hvor alt, der tegnes, automatisk vises på scenen i PictoBlox . ","challenges-content.air-drawing-with-AI.instructions.0":"Opret en konto på PictoBlox","challenges-content.air-drawing-with-AI.instructions.1":"følg de visuelle instruktioner for at gøre følgende:","challenges-content.air-drawing-with-AI.instructions.2":"tilføj udvidelserne Human Body Detection(Registrering af menneskekroppen) og Pen","challenges-content.air-drawing-with-AI.instructions.3":"indstil scenen, og tilføj en sprite(Pencil(Blyant)) og ekstra sprites til: Pen Down(Pen ned), Pen Up(Pen op), Delete all(Slet alt)","challenges-content.air-drawing-with-AI.instructions.4":"skriv kode for at få spriten Pencil(Blyant) til at følge fingeren","challenges-content.air-drawing-with-AI.instructions.5":"skriv kode til knapperne: Pen Up(Pen op), Pen Down(Pen ned) og Delete all(Slet alt) samt til Pen","challenges-content.air-drawing-with-AI.instructions.6":"Nu er du klar til at lave dine egne tegninger og lege med at give pennen forskellige farver og størrelser . ","challenges-content.air-drawing-with-AI.materials.0":"En bærbar computer eller en computer med et kamera","challenges-content.air-drawing-with-AI.materials.1":"Den nyeste version af PictoBlox downloadet(anbefales) eller PictoBlox online(gratis)","challenges-content.air-drawing-with-AI.materials.2":"En PictoBlox-konto(gratis)","challenges-content.air-drawing-with-AI.materials.3":"En god internetforbindelse","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"At lære grundlæggende koncepter for maskinlæring og tekstgenkendelse . ","challenges-content.emobot-kliki.purposes.1":"At forstå den rolle, som følelser spiller i kommunikation . ","challenges-content.emobot-kliki.purposes.2":"At bruge kode til at skabe dialoger mellem en chatbot og en bruger . ","challenges-content.emobot-kliki.purposes.3":"At forstå, hvordan computere kan genkende emotionelle overtoner gennem tekstanalyse og svare derefter . ","challenges-content.emobot-kliki.description.0":"Lav en emotionel bot i Scratch, der kan vise en glad smiley ved positive beskeder(hvis du siger noget pænt til den), en vred smiley ved negative beskeder(hvis du siger noget tarveligt til den), og en forvirret smiley, hvis beskeden er hverken eller . ","challenges-content.emobot-kliki.description.1":"Vores Emobot Kliki vil genkende komplimenter og fornærmelser, så vi kan se, hvordan computere kan trænes til at genkende emotionelle overtoner . ","challenges-content.emobot-kliki.instructions.0":"Kom i gang ved at programmere en liste over regler for, hvad der er pænt eller sødt, og hvad der er skidt eller tarveligt . ","challenges-content.emobot-kliki.instructions.1":"Log ind på https://machinelearningforkids.co.uk/, eller opret en ny konto.","challenges-content.emobot-kliki.instructions.2":"Lav en ny maskinlæringsmodel ved at tilføje 3 nye labels. Kald den første “pænt”, den anden “skidt” og tredje – hvis den skal kunne genkende dit navn – “navn”.","challenges-content.emobot-kliki.instructions.3":"Træn den nye maskinlæringsmodel, test den, og brug den til at lave en Emobot i Scratch.","challenges-content.emobot-kliki.instructions.4":"Start Scratch 3-editoren, slet kat-spriten, indsæt 3 nye sprites lavet med Microsoft Bing Image Creator (en glad, en vred og en ikke sikker computertegneseriefigur), eller skab en ny sprite ved at klikke på Paint-ikonet og tegne tre udgaver af kostumet for den glade, den vrede og den ikke sikre smiley.","challenges-content.emobot-kliki.instructions.5":"Klik på fanen “Code” (Kode), og indtast nedenstående script.","challenges-content.emobot-kliki.example.0":"Del din Emobot Kliki med dine venner, og lær mere om AI og følelser!","challenges-content.emobot-kliki.example.1":"I stedet for en computertegneseriefigur kan du prøve noget andet, som for eksempel et dyr. I stedet for pænt og tarveligt kan du træne figuren til at genkende andre typer beskeder.","challenges-content.craft-magic.title":"Skab magi med AI-håndtegn","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"At opøve kodefærdigheder hos eleverne, så de kan bruge grundlæggende kommandoer.","challenges-content.craft-magic.purposes.1":"At udvikle færdigheder i algoritme-tænkning ved at nedbryde komplekse opgaver i overskuelige trin.","challenges-content.craft-magic.purposes.2":"At fremme kreativ problemløsning ved at finde på entydige håndtegn til at tegne og skrive med.","challenges-content.craft-magic.purposes.3":"At fremme forståelsen af AI-koncepter, især hvordan AI sætter computerne i stand til at genkende og fortolke håndtegn.","challenges-content.craft-magic.purposes.4":"At skabe opmærksomhed om betydningen af teknologi for personer med handicap.","challenges-content.craft-magic.purposes.5":"At fremme fælles problemløsning og teamwork blandt eleverne ved at lade dem samarbejde for at prøve at forbedre deres håndtegnsprogrammer.","challenges-content.craft-magic.purposes.6":"At skabe en forbindelse mellem færdigheder inden for kodning og datalogisk tænkning og anvendelsesområder i den virkelige verden, med vægt på teknologiens betydning for folks liv og i overensstemmelse med verdensmålene for bæredygtig udvikling (SDG).","challenges-content.craft-magic.duration.0":"90 minutter for elever i alderen 10-12 år","challenges-content.craft-magic.duration.1":"45 minutter for elever i alderen 12-15 år","challenges-content.craft-magic.description":"Lav et blokbaseret program i Scratch med AI-udvidelsen “Human Body Detection” (Registrering af menneskekroppen) på en kreativ og fængende måde, hvor man kan tegne på en skærm uden at bruge en almindelig mus eller touchskærm.","challenges-content.craft-magic.instructions.0":"Gå ind på https://ai.thestempedia.com, og opret konti til læreren og eleverne.","challenges-content.craft-magic.instructions.1":"Importér udvidelserne ‘Human Body Detection’,’ Pen’,’ Text to Speech’ (Registrering af menneskekroppen, Pen og Tekst til tale).","challenges-content.craft-magic.instructions.2":"Tilføj spriten ‘Pencil’ (Blyant) fra biblioteket, og opret 7 sprites (‘skriv’, ‘ryd’, ‘sort’, ‘rød’, ‘blå’, ‘grøn’, ‘lyserød’).","challenges-content.craft-magic.instructions.3":"Skriv kommandoer, som kontrollerer, hvad der sker, når spriten ‘Pencil’ (Blyant) rører ved en af de andre sprites.","challenges-content.craft-magic.instructions.4":"Skriv kommandoer, som lader kameraet genkende håndtegn og flytte blyanten til din pegefingers x- og y-koordinater.","challenges-content.craft-magic.instructions.5":"Skift kostume ved slutningen af turen.","challenges-content.craft-magic.instructions.6":"Tilføj lydeffekter.","challenges-content.craft-magic.materials.0":"Programmeringsplatform https://ai.thestempedia.com (gratis)","challenges-content.craft-magic.materials.1":"lærerkonto (gratis)","challenges-content.craft-magic.materials.2":"elevkonto (gratis","challenges-content.craft-magic.materials.3":"Computere med kamera","challenges-content.craft-magic.materials.4":"Internetforbindelse","challenges-content.circle-of-dots.title":"En cirkel af prikker","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"At skrive kode, der tegner en linje med punkter.","challenges-content.circle-of-dots.purposes.1":"At skrive kode, der tegner en linje med streger.","challenges-content.circle-of-dots.purposes.2":"At skrive kode, der tegner en cirkel.","challenges-content.circle-of-dots.purposes.3":"At skrive kode, der tegner en cirkel med prikker (streger).","challenges-content.circle-of-dots.description":"Tegn en cirkel af prikker eller streger.","challenges-content.circle-of-dots.duration":"40 minutter","challenges-content.circle-of-dots.instructions.0":"Byg en prik-blok.","challenges-content.circle-of-dots.instructions.1":"Byg en streg-blok.","challenges-content.circle-of-dots.instructions.2":"Lav en cirkel af prikker.","challenges-content.circle-of-dots.instructions.3":"Lav en cirkel af streger.","challenges-content.coding-escape-room.title":"Lav et kode-escaperoom","challenges-content.coding-escape-room.author":"Stefania Altieri og Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"At lære om og tænke over kodekoncepter.","challenges-content.coding-escape-room.purposes.1":"At bruge enkle kodeværktøjer.","challenges-content.coding-escape-room.purposes.2":"At udvikle datalogisk tænkning og problemløsning.","challenges-content.coding-escape-room.description.0":"Lav en escape-kodningsoplevelse som denne:","challenges-content.coding-escape-room.description.1":"Du kan bruge Google-formularer, Genially, Google-præsentationer eller et hvilket som helst andet værktøj til at fortælle en historie baseret på kodning ;).","challenges-content.coding-escape-room.duration":"90 minutter","challenges-content.coding-escape-room.instructions":"Du kan inddele eleverne i små grupper, hvor de kan spille og derefter lave en ny udfordring med skabelonen: ","challenges-content.coding-escape-room.materials.0":"Et hvilket som helst værktøj kan bruges (Google- og Microsoft-platformene til at oprette og dele dokumenter, præsentationer og ark). Alle former for kodningsbegreber, værktøjer og personer, der har forbindelse til IKT og kodning.","challenges-content.coding-escape-room.example.0":"Nogle af de personer, der har spillet en meget vigtig rolle for IKT's historie, samt de grundlæggende begreber inden for kodning og programmering introduceres gennem leg . Det er den bedste måde at lære og deltage aktivt på . Dette spil kan spilles i hold eller enkeltvis, som en udfordring eller en konkurrence . Eleverne kan derefter skabe noget lignende og udvikle færdigheder inden for f . eks . kreativitet og kodning . ","challenges-content.coding-escape-room.example.1":"Det er en meget praktisk ressource, der kan genbruges og nemt genskabes . Google-formularer er et muligt værktøj . I kan også bruge Google Slides, Genial . ly eller Emaze eller et hvilket som helst andet værktøj til at skabe historier, der krydser hinanden, og jeres egne eventyr . ","challenges-content.coding-escape-room.example.2":"Escape-udfordringen er inddelt i sessioner . Hvis man gætter rigtigt, kan man fortsætte . Eleverne skal lave kodningsquizzerne . ","challenges-content.let-the-snake-run.title":"Lad slangen løbe","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"At kode slangens bevægelser på elevernes egne micro:bit . ","challenges-content.let-the-snake-run.purposes.1":"At indstille den korrekte placering og timing, så animationen hænger sammen . ","challenges-content.let-the-snake-run.description":"Eleverne skal skrive kode for at lade slangen navigere gennem micro:bits ved siden af hinanden . Det skal gøres på en måde, så det ser ud, som om slangen løber fra den ene micro:bit til den næste . ","challenges-content.let-the-snake-run.duration":"30 minutter","challenges-content.let-the-snake-run.instructions.0":"Design en bane, der går gennem flere micro:bits ved siden af hinanden(f . eks . i en 2x2-firkant).","challenges-content.let-the-snake-run.instructions.1":"Skriv mere kode, efterhånden som slangen bevæger sig langs banen . ","challenges-content.let-the-snake-run.instructions.2":"Arbejd på jeres egne enheder, og sæt dem så sammen og kør koden . ","challenges-content.let-the-snake-run.instructions.3":"Tænk over timing og placering: Hvis slangen går ud af den ene micro:bit, vises den på den næste micro:bit . ","challenges-content.let-the-snake-run.instructions.4":"Ekstraudfordringer: Med micro:bit v2: afspil musik, indtil slangen forlader din enhed . ","challenges-content.let-the-snake-run.instructions.5":"Design slangen ved at ændre LED'ernes lysstyrke.","challenges-content.let-the-snake-run.instructions.6":"Prøv at gøre slangen længere eller at have flere slanger.","challenges-content.let-the-snake-run.example.0":"Dette er et eksempel på en slange med en længde på 6 pixel og 4 micro:bits i en 2x2-firkant: ","challenges-content.let-the-snake-run.example.1":"Kodning af den første micro:bit (det kan læreren gøre)","challenges-content.let-the-snake-run.example.2":"Alle koder initieres af denne micro:bit, som sender et radiosignal til de andre micro:bits, når der trykkes på A-knappen.","challenges-content.let-the-snake-run.example.3":"Kodning af slangens bevægelser","challenges-content.let-the-snake-run.example.4":"Alle micro:bits skal være i den samme radiogruppe som start-micro:bitten.","challenges-content.let-the-snake-run.example.5":"Alle animationer starter, når radiosignalet modtages.","challenges-content.let-the-snake-run.example.6":"Animationen på den første micro:bit vises med det samme, og de andre venter, indtil slangen når til dem.","challenges-content.let-the-snake-run.example.7":"Tiden mellem de to faser bestemmer slangens fart.","challenges-content.let-the-snake-run.materials.0":"micro:bits (en pr. elev, hvis det er muligt)","challenges-content.let-the-snake-run.materials.1":"bærbar eller stationær computer til makecode.microbit.org-editoren","challenges-content.illustrate-a-joke.title":"Illustrer en vittighed med bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"At designe et lille spil, hvor brugeren finder svaret på et spørgsmål i en vittighed.","challenges-content.illustrate-a-joke.description":"Eleverne designer et spil, hvor brugeren finder svaret på et spørgsmål i en vittighed, når figuren rammer en genstand på banen. Eleverne bruger grundlæggende funktioner i bitsy til at gennemføre udfordringen.","challenges-content.illustrate-a-joke.instructions.0":"Find på en vittighed med et spørgsmål. Gå til bitsy, og start et nyt projekt. I skal bruge følgende:","challenges-content.illustrate-a-joke.instructions.1":"en avatar – en sprite, som man kan flytte rundt","challenges-content.illustrate-a-joke.instructions.2":"en hvid kat på en lilla baggrund","challenges-content.illustrate-a-joke.instructions.3":"automatisk genereret beskrivelse","challenges-content.illustrate-a-joke.instructions.4":"en genstand, som avataren skal gå hen til","challenges-content.illustrate-a-joke.instructions.5":"et lokale – programmets baggrund","challenges-content.illustrate-a-joke.instructions.6":"to beskeder: et spørgsmål og et svar","challenges-content.illustrate-a-joke.instructions.7":"Det endelige spil kan downloades som en html-fil.","challenges-content.illustrate-a-joke.example":"På dette websted kan I se et eksempel på en vittighed, og der er et link til et digitalt whiteboard:","challenges-content.illustrate-a-joke.materials":"bitsy kører i en browser","challenges-content.app-that-counts-in-several-languages.title":"En app, der kan tælle på flere forskellige sprog","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"At lære, hvordan man laver en simpel app.","challenges-content.app-that-counts-in-several-languages.purposes.1":"At lære at programmere med blokke.","challenges-content.app-that-counts-in-several-languages.purposes.2":"At lære, hvordan man tilføjer labels, knapper, billeder, sensorer og medier.","challenges-content.app-that-counts-in-several-languages.purposes.3":"At lære, hvordan man ordner elementer på en app-skærm.","challenges-content.app-that-counts-in-several-languages.description":"Appen kan bruges til at tælle på flere forskellige sprog ved at trykke på en knap. Når brugeren ryster smartphonen, går tælleren tilbage til nul. Udfordringen er at tilføje endnu et sprog.","challenges-content.app-that-counts-in-several-languages.instructions.0":"For at gennemføre udfordringen skal man definere det andet sprog, som appen skal kunne tælle på.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Derefter skal man downloade det pågældende lands flag fra internettet (f.eks. fra Pixabay eller Unsplash) og uploade det til MIT APP Inventor-platformen via flag-elementet i egenskaben Picture (Billede).","challenges-content.app-that-counts-in-several-languages.instructions.2":'Derefter skal man finde ud af, hvordan landets navn staves på engelsk, og hvordan man siger "Afslut" og "Tryk på mig" på det pågældende lands sprog.',"challenges-content.app-that-counts-in-several-languages.instructions.3":"Til sidst skal man tilføje de nødvendige blokke, så appen virker på det nye sprog.","challenges-content.app-that-counts-in-several-languages.materials.0":"For at udvikle en app skal man bruge en bærbar eller stationær computer med internetadgang.","challenges-content.app-that-counts-in-several-languages.materials.1":"Opret en konto på MIT APP Inventor-platformen på https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Man skal også installere MIT AI2 Companion-appen på smartphonen, så man kan teste den udviklede applikation.","challenges-content.coding-with-art-through-storytelling.title":"Kodning med kunst gennem historiefortælling","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara og Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"At opøve færdigheder i at observere, fortolke og stille spørgsmål ved at bruge kunst.","challenges-content.coding-with-art-through-storytelling.purposes.1":"At være kreativ og samarbejde med andre om et fælles mål","challenges-content.coding-with-art-through-storytelling.purposes.2":"At lave en algoritme for at fortælle historien om igen.","challenges-content.coding-with-art-through-storytelling.description":"I denne udfordring vil eleverne blive inspireret af et kunstværk, skabe en historie og illustrere den. Derefter vil de forsøge at fortælle historien om igen ved at bruge et programmerbart robotsæt eller via en aktivitet uden brug af computer.","challenges-content.coding-with-art-through-storytelling.materials.0":"Denne aktivitet kan gennemføres uden brug af computer eller med en programmerbar robot til undervisningsbrug som f.eks. Bee-Bot/Blue-Bot/muserobot.","challenges-content.coding-with-art-through-storytelling.materials.1":"Bee-Bot pilekort eller pilekort til aktiviteten uden brug af computer","challenges-content.coding-with-art-through-storytelling.materials.2":"på græsk","challenges-content.coding-with-art-through-storytelling.materials.3":"Der er flere oplysninger om Project Zeros Thinking Routine Toolbox på","challenges-content.coding-with-art-through-storytelling.example.0":"Læreren arbejder med eleverne for at lave en model af, hvordan algoritmen skal designes med kortene, så den giver instruktioner til Bee-Bot eller en anden robot om at gå til den første hændelse i historien på måtten . Eleverne arbejder i grupper på 3-4 for at designe en algoritme, som lader robotten gå til den næste sekvens . Eleverne tester deres algoritmer på klassens måtte og fejlsøger, i det omfang det er nødvendigt . ","challenges-content.coding-with-art-through-storytelling.example.1":"De kan fortsætte med at bevæge sig gennem så mange hændelser i historien, som de kan","challenges-content.coding-with-art-through-storytelling.example.2":"Denne aktivitet kan også gennemføres uden brug af computer . ","challenges-content.coding-with-art-through-storytelling.example.3":"Et barn er robotten – et andet barn er programmøren . Programmøren laver en algoritmebane med pilekortene for at hjælpe robotten med at bevæge sig fra et billede til et andet og fortælle historien om igen . Hver gang robotten lander på et billede, skal den fortælle en del af historien . ","challenges-content.coding-with-art-through-storytelling.instructions.0":"Læreren beder eleverne om at kigge på et maleri eller et foto . ","challenges-content.coding-with-art-through-storytelling.instructions.1":'De bruger tænkningsrutinen "Begyndelse, midte, slutning" (Project Zero fra Harvard School) til at skabe en historie . ',"challenges-content.coding-with-art-through-storytelling.instructions.2":'Læreren spørger dem: "Hvis dette kunstværk er begyndelsen/midten/slutningen på en historie, hvad mon der så skete før eller sker bagefter eller til sidst?',"challenges-content.coding-with-art-through-storytelling.instructions.3":"Eleverne illustrerer hændelserne i historien.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Eleverne genfortæller historien og sætter hændelserne ind i skemaet. De laver en algoritme med pilekortene, som hjælper Bee-Bot med at fortælle historien om igen.","challenges-content.coding-with-legoboost.title":"Kodning og programmering med LegoBoost – Scratch-udvidelse","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"at bygge modeller med LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"at udvikle færdigheder i programmering i Scratch.","challenges-content.coding-with-legoboost.purposes.2":"at programmere robotter vha. enkle til komplekse kommandoer.","challenges-content.coding-with-legoboost.description":"I denne udfordring vil eleverne bruge Scratch-LegoBoost-udvidelsen og indtaste kode i applikationen for at få robotten til at bevæge sig fremad og baglæns, undgå forhindringer og reagere på stemmekommandoer.","challenges-content.coding-with-legoboost.duration":"120 minutter","challenges-content.coding-with-legoboost.instructions.0":"Log ind på Scratch.mit.edu-applikationen.","challenges-content.coding-with-legoboost.instructions.1":"Start Scratch Link, og aktivér Bluetooth på den bærbare computer.","challenges-content.coding-with-legoboost.instructions.2":"Klik på Add an Extension (Tilføj en udvidelse) i Scratch, og vælg LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Tilføj et billede om EU’s kodeuge.","challenges-content.coding-with-legoboost.instructions.4":"Indstil de to AB-motorer til at være tændte og til at slukke, når de møder en rød forhindring.","challenges-content.coding-with-legoboost.instructions.5":"I den grønne farve indstilles motor A til at være tændt, og i den sorte farve er det motor B.","challenges-content.coding-with-legoboost.instructions.6":"Læg grønne, røde og sorte forhindringer på en bane.","challenges-content.coding-with-legoboost.instructions.7":"Tilføj kommandoer og sving vha. pile og tekst-til-tale, når der mødes en forhindring.","challenges-content.coding-with-legoboost.instructions.8":"Test det!","challenges.title":"EU'S KODEUGES UDFORDRINGER","challenges.date":"Den 9.-24. oktober 2021","challenges.common.target-audience":"Målgruppe","challenges.common.pre-primary":"Førskoleelever","challenges.common.experience":"Erfaring","challenges.common.duration":"Varighed","challenges.common.materials":"Anbefalede materialer","challenges.common.purpose":"Formål","challenges.common.description":"Beskrivelse","challenges.common.instructions":"Instruktioner","challenges.common.example":"Eksempel","challenges.common.written-by.0":"Denne udfordring er skrevet af","challenges.common.written-by.1":"og indgår i","challenges.common.teachers":"Lærere","challenges.common.students":"Elever","challenges.common.beginner":"Begyndere","challenges.common.intermediate":"Øvede","challenges.common.advanced":"Viderekomne","challenges.common.1-hour":"1 time","challenges.main.0":"I løbet af EU's kodeuge, den 9.-24. oktober 2021, opfordrer vi dig til at gennemføre en eller flere af udfordringerne i EU's kodeuge.","challenges.main.1":"Hvilke udfordringer er der i EU's kodeuge?","challenges.main.2":"Udfordringerne i EU's kodeuge er aktiviteter, som du kan lave selv, i klassen, med kolleger eller med venner. Du vil gerne deltage i EU's kodeuge, men ved ikke rigtig, hvad du skal arrangere? Den klarer vi! Sammen med kodeugens partnere har vi lavet et udvalg af udfordringer, der er nemme at lave, og som indeholder konkrete eksempler på, hvordan de kan bruges i en klasse eller en gruppe. Der er også vejledninger i at gennemføre udfordringerne, som kan tilpasses, så de passer til dine deltageres behov, interesser og alder. Du kan bruge de værktøjer og teknologier, du bedst kan lide. Vi anbefaler dog open-source-ressourcer.","challenges.main.3":"Vælg en eller flere udfordringer, tilpas den eller dem til gruppen eller klassen, og del resultaterne på Instagram for at opfordre endnu flere kolleger og venner til at deltage i kodeugens sjov!","challenges.main.4":"Klik på udfordringen for at få mere at vide om den:","challenges.main.5":"Hvem kan deltage?","challenges.main.6":"Alle (skoler, lærere, biblioteker, kodeklubber, virksomheder, offentlige myndigheder) er inviteret til at fejre EU's kodeuge 2021 ved at gennemføre en #EUCodeWeekChallenge.","challenges.main.7":"Hvordan kan jeg deltage i en udfordring i EU's kodeuge 2021?","challenges.main.8":"Vælg en udfordring, du gerne vil gennemføre.","challenges.main.9":"Inddel deltagerne i par eller grupper. Gruppearbejde og samarbejde er nøglen til en vellykket gennemførelse af en udfordring, uanset om du afholder aktiviteten personligt eller online som en national eller international samarbejdsaktivitet.","challenges.main.10":"Del din udfordring","challenges.main.11":"Vil du gerne vinde nogle af kodeugens godter? Hvis svaret er ja, så lad dit arbejde gå viralt!","challenges.main.12":"Når du har gennemført udfordringen, så del den på Instagram.","challenges.main.13":"Der bliver udpeget vindere hver dag i løbet af kodeugen den 9.-24. oktober, og de bliver offentliggjort på vores Instagram-kanal, så husk at tjekke dine notifikationer regelmæssigt.","challenges.share.0":"Hvordan deler jeg min udfordring/mine udfordringer på Instagram?","challenges.share.1":"Tryk på knappen Edit Profile (Rediger profil)","challenges.share.2":"Tilføj linket til dit arbejde i feltet Website, og gem","challenges.share.3":"Opret et nyt indlæg","challenges.share.4":"Tilføj et screenshot af dit arbejde","challenges.share.5":"Skriv en fængende beskrivelse","challenges.share.6":"Sørg for at angive 'Link i bio'","challenges.share.7":"Tilføj #EUCodeWeekChallenge","challenges.share.8":"Nævn og tag @CodeWeekEU","challenges.share.9":"Vil du hellere dele din udfordring/dine udfordringer på Facebook?","challenges.share.10":"EU's kodeuge vil hver dag skrive et nyt opslag om udfordringer på sin","challenges.share.11":"Facebook-side","challenges.share.12":"og udpege vinderen af præmien blandt kommentarerne under opslaget.","challenges.share.13":"Hvordan fungerer det?","challenges.share.14":"Du skal bare kommentere på opslaget med linket til dit arbejde.","challenges.share-box.0":"Del linket til dit arbejde i din","challenges.share-box.1":"Instagram-bio","challenges.share-box.2":"tryk på knappen","challenges.share-box.3":"Edit Profile (Rediger profil)","challenges.share-box.4":"på din Instagram, og tilføj linket til dit arbejde i feltet Website. Opret dernæst et nyt indlæg, tilføj et screenshot af dit arbejde, skriv ","challenges.share-box.5":"Link i bio","challenges.share-box.6":"tilføj hashtagget #EUCodeWeekChallenge, og nævn @CodeWeekEU","challenges.share-box.7":"Vil du hellere dele din udfordring/dine udfordringer på","challenges.share-box.8":"EU's kodeuge vil skrive","challenges.share-box.9":"et nyt opslag om udfordringer på sin","challenges.share-box.10":"Facebook-side","challenges.share-box.11":"Dernæst skal du bare kommentere på opslaget med linket til dit arbejde","challenges.share-box.12":"Vinderne udpeges og tilbydes kodeuge-godter hver dag i løbet af kodeugen den 9.-24. oktober, og de bliver offentliggjort på vores Instagram- og Facebook-kanaler, så husk at tjekke dine notifikationer regelmæssigt.","challenges.take-part.0":"Hvorfor skal jeg deltage i en udfordring under EU's kodeuge?","challenges.take-part.1":"For at deltage i aktiviteter vedrørende problemløsning og kodning.","challenges.take-part.2":"For at arbejde sammen med ligesindede.","challenges.take-part.3":"For at sprede budskabet om vigtigheden af at kode.","challenges.download.0":"Klik","challenges.download.1":"her","challenges.download.2":"for at downloade denne udfordring som et Word-dokument","challenges.bingo.0":"Gennemfør alle udfordringerne","challenges.bingo.1":"Er udfordringen gennemført? Udskriv","challenges.bingo.2":"bingopladen,","challenges.bingo.3":"og sæt et mærke i den lille hvide boble øverst til venstre","challenges.bingo.4":"Del din udfordring på sociale medier, og vind fede kodeugepræmier","challenges.bingo.5":"Du skal bare uploade et billede med den eller de udfyldte rækker, kolonner eller endnu bedre – hele bingopladen – til","challenges.bingo.6":"Facebook, Instagram eller Twitter","challenges.bingo.7":"Sørg for at bruge","codeweek4all.title":"Code Week 4 All-udfordringen","codeweek4all.text":"Code Week 4 All-udfordringen opfordrer dig til at linke alle dine aktiviteter til dem, som dine venner, kolleger og bekendte arrangerer, så I sammen kan få kodeugens kvalitetscertifikat.","codeweek4all.what.title":"Hvad er det?","codeweek4all.what.content":`

    Udover at vise din egen aktivitet på EU’s kodeuges kort kan du også være med til at sikre, at andre i dit netværk gør det samme. Hvis du og din alliance når en af følgende milepæle, får I alle kodeugens kvalitetscertifikat!

    -

    Kriterier for at få kvalitetscertifikatet:

    `,"codeweek4all.what.criteria1":"500 deltagende elever","codeweek4all.what.criteria2":"10 linkede aktiviteter (af 10 forskellige organisatorer)","codeweek4all.what.criteria3":"3 involverede lande","codeweek4all.what.andor":"og/eller","codeweek4all.howto.title":"Hvordan deltager jeg?","codeweek4all.howto.time":"Code Week 4 All-udfordringen varer indtil udgangen af kalenderåret. Certifikater udstedes i begyndelsen af det følgende år i januar eller februar.","codeweek4all.howto.content":'Gå ind på siden Tilføj en aktivitet, og udfyld oplysningerne om din kodeaktivitet.',"codeweek4all.howto.first_alliance.1":"Indsend din aktivitet.","codeweek4all.howto.first_alliance.2":"Når din aktivitet er blevet accepteret, får du en bekræftelses-e-mail med din unikke Code Week 4 All-kode.","codeweek4all.howto.first_alliance.3":"Kopier koden, og del den med dine kolleger og andre i dit netværk, som også arrangerer kodeaktiviteter. Spred budskabet, og få andre til at deltage!","codeweek4all.howto.first_alliance.4":"Når kampagnen er slut, vil alle, der har arrangeret aktiviteter, blive bedt om at indberette, hvor mange deltagere de har involveret. Hvis I når en milepæl, får du og dine kolleger i netværket kvalitetscertifikatet!","codeweek4all.howto.first_alliance.title":"Hvis du er den første i din alliance:","codeweek4all.howto.existing_alliance.1":"Indsæt den kode, du har fået af den første person i alliancen, i feltet CODE WEEK 4 ALL-KODE.","codeweek4all.howto.existing_alliance.2":"Indsend aktiviteten.","codeweek4all.howto.existing_alliance.3":"Spred budskabet (og koden!) for at få flere arrangører til at deltage i jeres alliance.","codeweek4all.howto.existing_alliance.4":"Når kampagnen er slut, vil alle, der har arrangeret aktiviteter, blive bedt om at indberette, hvor mange deltagere de har involveret. Hvis I når en milepæl, får du og dine kolleger i netværket kvalitetscertifikatet!","codeweek4all.howto.existing_alliance.title":"Hvis du tilslutter dig en eksisterende alliance:","codeweek4all.why.1":"For at sprede budskabet om vigtigheden ved at kode.","codeweek4all.why.2":"For at få flere elever involveret.","codeweek4all.why.3":"For at opbygge forbindelser til organisationer og/eller skoler i lokalsamfundet eller internationalt.","codeweek4all.why.4":"For at få støtte fra andre arrangører og undervisere.","codeweek4all.why.5":"For at få et kvalitetscertifikat.","codeweek4all.why.title":"Hvorfor skal jeg være med i udfordringen?","codeweek4all.superorganiser-title":"Superarrangør-certifikat","codeweek4all.superorganiser":'Du kan også gøre dig fortjent til et superarrangør-certifikat. For at gøre det skal du arrangere og tilføje mindst 10 særskilte aktiviteter på din skole, i din organisation eller online.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Spørgsmål","coding-at-home.material.required":"Nødvendige materialer","coding-at-home.material.chequered":"skakternet spilleplade","coding-at-home.material.footprint":"brikker med billede af et fodaftryk","coding-at-home.intro.title":"Introduktion til Coding@Home","coding-at-home.explorer.title":"The Explorer","coding-at-home.explorer.text":"The explorer er den første Coding@Home aktivitet. Flyt exploreren rundt på spillepladen for at nå slutmålet, efter at have besøgt så mange felter som muligt. ","coding-at-home.explorer.questions.content.1":"Sp. 1 Med de start- og slutpositioner der vises i videoen, er det da muligt for exploreren at besøge alle felterne på spillepladen?","coding-at-home.explorer.questions.content.2":"Sp. 2 Hvilke og start- og slutpositioner forhindrer exploreren i at besøge det størst mulige antal felter på spillepladen?","coding-at-home.right-and-left.title":"Højre og venstre (Right and Left)","coding-at-home.right-and-left.text":"Højre og venstre er et konkurrence- og samarbejdsspil. De to hold skal samarbejde om at lave en rute henimod målpunktet samtidig med at de konkurrerer om at bruge så mange som muligt af de tildelte brikker: det gule hold skal prøve at lave så mange drejninger til venstre og det røde hold så mange drejninger til højre som muligt.","coding-at-home.right-and-left.questions.content.1":"Sp. 1 Med en start- og slutopstilling som i det første spil i denne video, er det da muligt for et af de to hold at vinde?","coding-at-home.right-and-left.questions.content.2":"Sp. 2 Med en start- og slutopstilling som i det spil, som Anna vandt, kunne der da være uafgjort?","coding-at-home.right-and-left.questions.content.3":"Sp. 3 Er der nogen start- og slutopstillinger, der tilgodeser det ene af de to hold?","coding-at-home.right-and-left.questions.content.4":"Sp. 4 I betragtning af placeringen af start- og slutpositioner, er det da muligt at forudsige forskellen mellem det vindende og det tabende hold?","coding-at-home.keep-off-my-path.title":"Keep off my path (Af banen!)","coding-at-home.keep-off-my-path.text":"’Keep off my path’ er et konkurrencespil med to hold. De to hold starter i hver sin ende, hvor de hver især danner ruter, der hindrer hinandens fremmarch. Det hold der kan forhindre det andet hold i at komme videre, vinder.","coding-at-home.keep-off-my-path.questions.content.1":"Sp. 1 Er der startopstillinger, der tilgodeser det ene af de to hold?","coding-at-home.keep-off-my-path.questions.content.2":"Sp. 2 Kan resultatet ende uafgjort?","coding-at-home.keep-off-my-path.questions.content.3":"Sp. 3 Har spilleren, der starter, en fordel?","coding-at-home.keep-off-my-path.questions.content.4":"Sp. 4 Findes der en perfekt spilstrategi, som den spiller, der starter, kan tage for at sikre sig, at han/hun aldrig vil tabe?","coding-at-home.tug-of-war.title":"Tug of war (tovtrækning)","coding-at-home.tug-of-war.text":"Tug of war er både et konkurrence- og et samarbejdsspil. Med udgangspunkt nederst i midten af spillepladen samarbejder de to hold (gul og rød) om at nå toppen. Det gule hold prøver at nå felterne til venstre, mens det røde hold prøver at nå felterne til højre.","coding-at-home.tug-of-war.questions.content.1":"Sp. 1 Er der en strategi, der altid vil resultere i sejr?","coding-at-home.tug-of-war.questions.content.2":"Sp. 2 Har spilleren, der starter, en fordel?","coding-at-home.tug-of-war.questions.content.3":"Sp. 3 Hvis de to spillere er lige opmærksomme, vil spillet så ende uafgjort, dvs midt på pladen?","coding-at-home.explorer-without-footprints.title":"Exploreren uden fodaftryk","coding-at-home.explorer-without-footprints.text":"Exploreren bevæger sig rundt på spillepladen fra start- til slutpunkt, mens han forsøger at komme rundt til alle felter. Når exploreren bevæger sig rundt efterlader han fodaftryk, der gør det muligt for robotten at følge i hans fodspor ved at oversætte farverne. Spillet bliver endnu mere spændende, når exploreren fjerner fodsporene og kun efterlade sig farverne.","coding-at-home.explorer-without-footprints.material":"samt tuschpenne (eller blyanter) i rød, gul og grå","coding-at-home.explorer-without-footprints.questions.content.1":"Sp. 1 Hvad er forskellen på en spilleplade fuld af fodaftryk i forskellige farver, og en spilleplade med de forskellige farver men uden fodaftryk?","coding-at-home.explorer-without-footprints.questions.content.2":"Sp. 2 Underlagt de samme regler for drejning som farverne indikerer, hvilken spilleplade giver så mest bevægelsesfrihed?","coding-at-home.explorer-without-footprints.questions.content.3":"Sp. 3 Er der ruter med farver, som ikke kan laves med fodaftrykkene?","coding-at-home.explorer-without-footprints.questions.content.4":"Sp. 4 Er der ruter med fodaftryk, som ikke kan laves med farverne?","coding-at-home.walk-as-long-as-you-can.title":"Gå, så langt du kan","coding-at-home.walk-as-long-as-you-can.text":"I denne aktivitet er udfordringen at blive længst muligt på spillepladen ved at bruge farver i stedet for fodtrin. Aktiviteten bliver sværere, når bevægefriheden stiger","coding-at-home.walk-as-long-as-you-can.coloured-cards":"farvede kort eller røde, gule og grå tuscher","coding-at-home.walk-as-long-as-you-can.questions.content.1":"SP1. Hvornår mødes og blokerer to baner hinanden?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"SP2. Dette spil præsenteres som et spil for to spillere. Er det muligt at spille det med 3 eller 4 spillere? Skal vi ændre reglerne?","coding-at-home.ada-charles-roby.title":"Ada, Charles og Roby","coding-at-home.ada-charles-roby.text":"Historien om Ada Lovelace og Charles Babbage er interessant. De udtænkte og programmerede computere, hundrede år før computere faktisk blev opfundet","coding-at-home.ada-charles-roby.material":"modellervoks og en kort blyant","coding-at-home.ada-charles-roby.questions.content.1":"SP1. Forestil dig, at den robot, du har bygget med modellervoks og en blyant, kan bevæge sig på spillepladen og gå til en vilkårlig position, og at man om nødvendigt kan følge dens bane. Hvilke kommandoer ville du bruge til at programmere den?","coding-at-home.cody-and-roby.title":"Cody og Roby","coding-at-home.cody-and-roby.text":"Dette er et rollespil med programmøren Cody og robotten Roby. Videoen introducerer CodyRoby-kortene, som vi fra nu af vil bruge til at bestemme træk på spillepladen. Cody vil bruge kortene til at give Roby kommandoer om, hvordan han skal bevæge sig på spillepladen.","coding-at-home.cody-and-roby.material":"skakternet spilleplade med betegnelser, kommandokort (venstre, højre, ligeud) samt eventuelle tællere, der skal placeres på spillepladen","coding-at-home.cody-and-roby.starter-kit":"CodyRoby-startsæt","coding-at-home.cody-and-roby.questions.content.1":"SP1. Hvor ender Roby, hvis han starter fra position C2, vendt mod syd, og udfører den sidste sekvens af kommandoer, der vises i videoen?","coding-at-home.cody-and-roby.questions.content.2":"SP2. Kan de bevægelser, som Roby udfører ved hjælp af den sidste sekvens af kommandoer i videoen, beskrives ved at anvende kommandoerne for CodyFeet eller CodyColor på spillepladen?","coding-at-home.cody-and-roby.questions.content.3":"SP3. De tre typer af kommandoer, der introduceres i videoen og repræsenteres af de grønne, røde og gule kort, udgør et kommandosæt, der kan flytte Roby til et hvilket som helst sted på spillepladen. Kan du finde på et kommandosæt med færre end tre kommandoer, der kan gøre det samme?","coding-at-home.the-tourist.title":"Turisten","coding-at-home.the-tourist.text":"To hold skal ved hjælp af CodyRoby-kortene spille mod hinanden for på kortest mulig tid at finde den sekvens af kommandoer, der kan føre turisten til de monumenter, som vedkommende gerne vil se på spillepladen","coding-at-home.the-tourist.material":"Store kort kan være nyttige, hvis der skal spilles på gulvet","coding-at-home.the-tourist.questions.content.1":"SP1. Hvilken sekvens af kommandoer vil føre turisten til statuen af Raphael i det første eksempel, der vises i videoen?","coding-at-home.the-tourist.questions.content.2":"SP2. Hvilken sekvens af kommandoer vil føre turisten til hertugpaladset Torricini i det andet eksempel, der vises i videoen?","coding-at-home.the-tourist.questions.content.3":"SP3. Kan du finde på en sjov måde at lave motion på, hver gang et af de to hold vælger et kort, der skal tilføjes til programmet? Find på noget ved at gentænke det stafetløb, der vises i videoen","coding-at-home.two-snakes.title":"De to slanger","coding-at-home.two-snakes.text":"Brug CodyRoby-kortene til at få to slanger til at bevæge sig rundt på brættet i forsøg på at hindre hinandens bevægelser. Grundreglen er meget enkel: du kan ikke vende tilbage til et felt, der allerede har været en slange på. Vinderen er den slange, der kan bevæge sig frit omkring i længst tid.","coding-at-home.two-snakes.material":"CodyRoby-kort, en 5 × 5 spilleplade, to brikker samt papirstykker, der skal bruges til at markere de felter, en slange allerede har været på.","coding-at-home.two-snakes.questions.content.1":"SP1. I den første konfiguration, der vises i videoen: Hvis de to spillere ikke trækker gule kort for at dreje til venstre, hvilke kort bør de så håbe på at trække?","coding-at-home.round-trip.title":"Rundrejse","coding-at-home.round-trip.text":"Holdene trækker efter tur. Det første hold programmerer udrejsen, mens det andet skal bringe Roby tilbage til startpunktet. Det virker nemt, men det er det ikke, især hvis man kun planlægger trækkene i tankerne uden faktisk at flytte Roby...","coding-at-home.round-trip.material":"CodyRoby-kort, en 5 × 5 spilleplade, to brikker samt papirstykker, der skal bruges til at markere de felter, en slange allerede har været på.","coding-at-home.round-trip.questions.content.1":"SP1. Er det muligt, at det program, der bringer Roby tilbage til startpunktet, kan være kortere (dvs. sammensat af færre kommandoer) end programmet for udrejsen?","coding-at-home.meeting-point.title":"Mødestedet","coding-at-home.meeting-point.text":'Denne gang planlægger vi vores træk, før vi starter. De to hold placerer kort på bordet for at skabe en sekvens af kommandoer, der skal flytte deres respektive robotter, men ingen foretager nogen træk, før en af spillerne siger "Start!". Derefter stopper programmeringen, og holdene begynder at udføre deres træk. Den spiller, som sagde "Start!", vinder kun, hvis de to robotter, som hver udfører deres holds kommandoer, ender på det samme felt.',"coding-at-home.meeting-point.material":"CodyRoby-kort, en 5 × 5 spilleplade, to brikker.","coding-at-home.meeting-point.questions.content.1":"SP1. Hvis du mener, det er muligt for de to robotter aldrig at mødes, skal du udvikle spilleregler, der dækker alle mulige situationer.","coding-at-home.follow-the-music.title":"Følg musikken","coding-at-home.follow-the-music.text":"Når sekvenser af programmeringskommandoer gentager sig selv periodisk, lyder det, som om de har en rytme. Hvis vi forbinder en lyd med hver kommando, kan vi styre Roby ved hjælp af musik. Det er netop, hvad vi skal gøre denne gang. Jeg laver et program for jer med forskellige lyde, der repræsenterer forskellige kommandoer, og I skal flytte Roby på spillepladen ved at følge disse lydbaserede kommandoer.","coding-at-home.follow-the-music.material":"Ud over CodyRoby-kortene, spillepladen og en brik skal vi lave tre forskellige lyde. Jeg brugte tre glas, der indeholdt forskellige mængder vand. Hvad vil du bruge?","coding-at-home.follow-the-music.questions.content.1":"SP1. Prøv at følge videoen og lade dig styre af de lyde, som glassene laver, uden at kigge på kortene. Kan du genkende og udføre de kommandoer, som lydene laver?","coding-at-home.follow-the-music.questions.content.2":"SP2. Vælg tre lyde, som du kan forbinde med de tre grundlæggende kommandoer. Lav en sekvens af lyde, som du kan gentage i det uendelige uden at føre Roby ud af spillepladen...","coding-at-home.material2.chequered-with-labels":'Bræt med felter og etiketter 24 "gå fremad"-kort',"coding-at-home.material2.cards":'8 "drej til venstre"-kort og 8 "drej til højre"-kort',"coding-at-home.material2.larger-cards":"Vi anbefaler større kort til gulvudgaven","coding-at-home.material2.video":"Denne video forklarer også, hvordan du spiller uden kortbunken","coding-at-home.material2.pieces-of-paper":"Du skal bruge 24 stykker papir til at lægge på de felter, der allerede er besøgt","coding-at-home.material2.card-alternative":"Som alternativ til bunken af CodyRoby-kort kan du bruge de kort, der er tilgængelige her","coding-at-home.material2.small-drawings":"En tilføjelse kunne være små tegninger, der hjælper med at fortælle historien. Du finder dem, der bruges i videoen, her","coding-at-home.material2.rest-of-cards":"Til resten bruger vi kortene til CodyRoby, CodyFeet eller CodyColour.","coding-at-home.catch-the-robot.title":"Catch the robot","coding-at-home.catch-the-robot.text":"Catch the robot er et konkurrencespil, der kan spilles på bord eller gulv. Den spiller, der fanger modstanderholdets robot ved at nå dens felt på brættet, vinder. Spillekortenes vilkårlighed betyder, at begge hold løbende må justere deres strategier.","coding-at-home.catch-the-robot.questions.content.1":'Spørgsmål 1: Hvis den lyserøde brik (Roby) er på det midterste felt C3 og vender mod nord, og det lyserøde hold har 2 "gå fremad"-kort, 2 "drej til venstre"-kort og 1 "drej til højre"-kort, hvilke felter kan den så gå til?',"coding-at-home.the-snake.title":"The snake","coding-at-home.the-snake.text":"The snake er en form for solitaire, der spilles med CodyRoby-kort. Spillets mål er at styre slangen gennem alle felterne på brættet, uden at den bider i sin egen hale.","coding-at-home.the-snake.questions.content.1":"Spørgsmål 1: Er der nogen startpunkter, der gør det umuligt at besøge alle felterne, uden at slangen bider sig selv i halen?","coding-at-home.storytelling.title":"Historiefortælling","coding-at-home.storytelling.text":"Dagens emne er historiefortælling! Brug instruktionerne til CodyRoby, fodaftrykkene til CodyFeet eller farverne til CodyColour til at styre brikkerne rundt på brættet og fortælle en historie. Placer forskellige dele af historien rundt omkring på brættet.","coding-at-home.storytelling.questions.content.1":"Spørgsmål 1: Hvilket værktøj er det mest alsidige til at styre Roby til at fortælle en historie?","coding-at-home.storytelling.questions.content.2":"Spørgsmål 2: Kan du arrangere de dele af historien, du vil fortælle, på brættet i positioner, der gør det umuligt at hente dem alle sammen med CodyFeet?","coding-at-home.colour-everything.title":"Farvelæg alt","coding-at-home.colour-everything.text":"Kan vi styre robotterne rundt på brættet på en sådan måde, at de laver en tegning med deres spor? I denne aktivitet leger vi med kodning og pixelkunst, som går ud på at skabe billeder ved at farvelægge felterne på et ternet bræt, som pixel på en skærm.","coding-at-home.colour-everything.material":"CodyRoby-kort, et ternet bræt og en brik. Anbring papirstykker på felterne, eller farvelæg dem med tuscher.","coding-at-home.colour-everything.questions.content.1":"Er det muligt at tegne de to hjerter som i videoens sidste del ved at styre robotten gennem alle de nødvendige felter uden nogensinde at passere et felt to gange?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter og CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Hvad er forskellen på en plotter og en printer? Få svaret ved at spille dette kodningspil uden brug af computer.","coding-at-home.codyplotter-and-codyprinter.material":"ud over CodyRoby-sættet brugte jeg en grøn tusch og en ny robot i modellervoks, men det er valgfrit.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Kan du forklare forskellen på en plotter og en printer?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Hvilket design ville RobyPrinter skabe ved at bevæge sig langs linjerne på brættet, hvis den udførte den sekvens af instrukser, som den modtog i slutningen af videoen?","coding-at-home.boring-pixels.title":"Kedelige pixel!/Brug af tal","coding-at-home.boring-pixels.text":"Ved at give Roby instrukser til at danne et billede felt for felt, pixel for pixel, opdager vi, at når mange felter i en række har samme farve, kan vi gøre det mere spændende ved at bruge tal. Det gør computere...","coding-at-home.boring-pixels.material":"en notesblok med ternet papir eller et 5 x 5 ternet bræt på et stykke papir og en filtpen. Du kan bruge pen og papir til at gengive koden bag tegningen.","coding-at-home.boring-pixels.questions.content.1":"Prøv at lave et ternet design og gengive det med RLE-kodning. Designets størrelse er lig med antallet af felter, men hvilken størrelse har dets RLE-gengivelse?","coding-at-home.turning-code-into-pictures.title":"Sådan bruger vi kodning til at skabe billeder","coding-at-home.turning-code-into-pictures.text.1":"Vi har nu set, hvordan vi kan skrive en kode, som vi kan bruge til at skabe et billede. Jeg har tænkt på en tegning og brugt kode til at omdanne den til bogstaver og tal, som jeg har givet dig. Notér dig bogstaverne og tallene og brug koden til at genskabe tegningen.","coding-at-home.turning-code-into-pictures.text.2":"Her er det billede, som jeg tænkte på – bring det frem det på din notesblok og på notesblokkene hos alle dem, der kender koden!","coding-at-home.turning-code-into-pictures.material":"papir (helst ternet) og en pen.","coding-at-home.turning-code-into-pictures.questions.content.1":"Prøv at afkode og tegne de billeder, som jeg nævner i slutningen af videoen.","coding-at-home.texts.1":"Coding@Home er en samling af korte videoer, gør-det-selv-materialer, opgaveløsningsspil og andre spændende spil samt kodningsudfordringer til daglig brug i familien og i skolen. Man behøver hverken forudgående viden om emnet eller adgang til en elektronisk enhed for at kunne udføre de forskellige aktiviteter. Aktiviteterne stimulerer computerorienteret tænkning og fremmer elevernes/de studerendes, forældrenes og undervisernes kompetencer i hjemmet og i skolen.","coding-at-home.texts.2":'EU’s Coding@Home-serie er baseret på “Coding in famiglia” initiativet fra Urbino Universitet og CodeMOOCnet i samarbejde med Rai Cultura. Aktiviteterne præsenteres af Alessandro Bogliolo, der er professor i databehandlingssystemer ved universitetet i Urbino, Italiensk EU Code Week-ambassadør og koordinator for ambassadørerne samt medlem af bestyrelsen for the Digital Skills and Jobs Coalition. ',"coding-at-home.texts.3":`Hvis du er interesseret i flere offline-aktiviteter eller aktiviteter på forskellige programmeringssprog, robotteknologi, micro :bit osv, er du velkommen til at tjekke “Undervisningsbidder til EU's kodeuge”, hvor du kan finde video-tutorials og undervisningsplaner for alle undervisningstrin fra grundskole til og med gymnasieniveau. Du kan også tjekke ressource-siden for henholdsvis elever/studerende og lærere. `,"community.titles.0":"Community","community.titles.1":"Ambassadører","community.titles.2":"Leading teachers","community.titles.3":"Edu-koordinatorer","community.titles.4":"Frivillig for EU's kodeuge","community.intro.0":"EU's kodeuge er en succes takket være et stort internationalt community af frivillige. På denne side kan du møde de medlemmer, der er aktive i dit land.","community.intro.1":"ygraden i EU's kodeuge er ambassadørerne, Leading teachers og repræsentanter for undervisningsministerierne i EU og landene på Vestbalkan – Edu-koordinatorerne ","community.intro.2":"Læs mere om dit lokalsamfund ved at vælge dit land","community.ambassadors":"Ambassadørerne for EU's kodeuge er det vigtigste kontaktpunkt for kodeugen i de enkelte lande, og de hjælper med at udbrede visionen om kodeugen lokalt. Ambassadørerne forbinder mennesker, virksomheder og lokalsamfund, der er interesserede i at støtte EU's kodeuge. De tilskynder arrangørerne til at registrere kodeaktiviteter på kodeugekortet og fremmer den overordnede deltagelse i EU's kodeuge. Ambassadørerne gennemgår og godkender også aktiviteter i deres land. Ambassadørerne samarbejder også med deres kollegaer i andre lande og mødes regelmæssigt for at drøfte den videre udvikling af initiativet.","community.leading-teachers":"Leading teachers er et aktivt community bestående af mere end 450 undervisere fra hele Europa. De hjælper med at forbinde skoler, lærere og elever, der er interesserede i at deltage i kodeugen, og tilskynder dem til at arrangere aktiviteter og registrere dem på kodeugekortet. Leading teachers afholder webinarer til faglig udvikling på deres eget sprog og er et referencepunkt for andre lærere både i landet, men også i Europa. De fremmer også initiativet lokalt.","community.cta":"Hvis du er lærer, kan du på kortet finde Leading teachers i nærheden af dig, som du kan oprette forbindelse til.","community.edu":"EU's kodeuges Edu-koordinatorer er kontaktpersoner i undervisningsministerierne eller andre undervisningsmyndigheder og organisationer, der deltager i EU's kodeuge. Edu-koordinatorer styrker initiativets grundlag ved at støtte lærere og skoler i hele landet. Dette omfatter kommunikation med skoler, der allerede deltager i EU's kodeuge, med henblik på at få viden om deres bedste praksis og udveksle erfaringer. Edu-koordinatorer støtter også skoler, der ønsker at deltage i initiativet, ved at stille ressourcer, undervisningsmateriale og muligheder til rådighed for dem.","community.volunteer.0":"Du behøver ikke at påtage dig en officiel rolle i EU's kodeuge-community for at være en del af bevægelsen. Alle kan arrangere aktiviteter for at undervise og inspirere folk til at kode, lave robotteknologi, rode med hardware, 3D-printe osv. og sætte deres aktivitet","community.volunteer.1":"på kortet.","community.volunteer.2":"Men hvis du ønsker at være frivillig og fremme kodning og tror på EU's kodeuges","community.volunteer.3":"vision","community.volunteer.4":"og","community.volunteer.5":"værdier","community.volunteer.6":"kan du måske blive en Leading teacher eller ambassadør.","community.volunteer.7":"Hvis du er underviser og lige så passioneret omkring undervisning og læring om kodning, som vi er, kan du læse mere om rollen og fordelene ved Leading teachers","community.volunteer.8":"her","community.volunteer.9":"Derefter kan du ansøge om at blive Leading teacher ved at udfylde dette","community.volunteer.10":"onlineansøgningsskema.","community.volunteer.11":"Bemærk venligst, at antallet af Leading teachers pr. land ligger fast, hvilket betyder, at ansøgningen kun er åben for enkelte lande ad gangen.","community.volunteer.12":"Hvis du vil fremme kodning i dit land, kan du læse om","community.volunteer.13":"ambassadørernes ansvarsområder","community.volunteer.14":"og kaste et hurtigt blik på listen over ambassadører for EU's kodeuge","community.volunteer.15":"Hvis der er ambassadører i dit land, kan du kontakte dem direkte og høre, hvordan du bedst kan støtte initiativet. 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    `,"copyright.title":"Copyright meddelelse","copyright.training.0":"EU's Code Week-websted for skoler","copyright.training.1":"er en tjeneste, der støttes af Europa-Kommissionen","copyright.licence.0":"Medmindre andet er angivet, er indhold, der er gjort tilgængeligt på dette websted, licenseret under en","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.da","copyright.licence.2":"Kreditering-Ikkekommerciel-Deling på samme vilkår 4.0 International licens (CC BY-NC-SA 4.0)","copyright.creative-commons":"Licenser under Creative Commons-licenser påvirker ikke i sig selv ejerskabet af ophavsretten","copyright.third-party":"Indhold fra tredjepartswebsteder er underlagt deres egne ophavsretlige begrænsninger; se oprindelsesstedet for mere information","countries.all":"Alle lande","countries.Cloud":"Skyen","countries.Andorra":"Andorra","countries.United Arab Emirates":"De Forenede Arabiske Emirater","countries.Afghanistan":"Afghanistan","countries.Antigua and Barbuda":"Antigua og Barbuda","countries.Anguilla":"Anguilla","countries.Albania":"Albanien","countries.Armenia":"Armenien","countries.Netherlands Antilles":"De Nederlandske Antiller","countries.Angola":"Angola","countries.Antarctica":"Antarktis","countries.Argentina":"Argentina","countries.American Samoa":"Amerikansk Samoa","countries.Austria":"Østrig","countries.Australia":"Australien","countries.Aruba":"Aruba","countries.Aland Islands":"Ålandsøerne","countries.Azerbaijan":"Aserbajdsjan","countries.Bosnia and Herzegovina":"Bosnien-Hercegovina","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladesh","countries.Belgium":"Belgien","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bulgarien","countries.Bahrain":"Bahrain","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Saint-Barthélemy","countries.Bermuda":"Bermuda","countries.Brunei":"Brunei","countries.Bolivia":"Bolivia","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, Saint Eustatius og Saba ","countries.Brazil":"Brasilien","countries.Bahamas":"Bahamas","countries.Bhutan":"Bhutan","countries.Bouvet Island":"Bouvetøen","countries.Botswana":"Botswana","countries.Belarus":"Hviderusland","countries.Belize":"Belize","countries.Canada":"Canada","countries.Cocos Islands":"Cocosøerne","countries.Democratic Republic of the Congo":"Den Demokratiske Republik Congo","countries.Central African Republic":"Den Centralafrikanske Republik","countries.Republic of the Congo":"Republikken Congo","countries.Switzerland":"Schweiz","countries.Ivory Coast":"Elfenbenskysten","countries.Cook Islands":"Cookøerne","countries.Chile":"Chile","countries.Cameroon":"Cameroun","countries.China":"Kina","countries.Colombia":"Colombia","countries.Costa Rica":"Costa Rica","countries.Serbia and Montenegro":"Serbien og Montenegro","countries.Cuba":"Cuba","countries.Cape Verde":"Kap Verde","countries.Curacao":"Curaçao","countries.Christmas Island":"Christmas 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Lanka","countries.Liberia":"Liberia","countries.Lesotho":"Lesotho","countries.Lithuania":"Litauen","countries.Luxembourg":"Luxembourg","countries.Latvia":"Letland","countries.Libya":"Libyen","countries.Morocco":"Marokko","countries.Monaco":"Monaco","countries.Moldova":"Moldova","countries.Montenegro":"Montenegro","countries.Saint Martin":"Saint-Martin","countries.Madagascar":"Madagaskar","countries.Marshall Islands":"Marshalløerne","countries.Macedonia":"Nordmakedonien","countries.Mali":"Mali","countries.Myanmar":"Myanmar","countries.Mongolia":"Mongoliet","countries.Macao":"Macao","countries.Northern Mariana 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Guinea","countries.Philippines":"Filippinerne","countries.Pakistan":"Pakistan","countries.Poland":"Polen","countries.Saint Pierre and Miquelon":"Saint Pierre og Miquelon","countries.Pitcairn":"Pitcairn","countries.Puerto Rico":"Puerto Rico","countries.Palestine":"Palæstina","countries.Portugal":"Portugal","countries.Palau":"Palau","countries.Paraguay":"Paraguay","countries.Qatar":"Qatar","countries.Reunion":"Réunion","countries.Romania":"Rumænien","countries.Serbia":"Serbien","countries.Russia":"Rusland","countries.Rwanda":"Rwanda","countries.Saudi Arabia":"Saudi-Arabien","countries.Solomon Islands":"Salomonøerne","countries.Seychelles":"Seychellerne","countries.Sudan":"Sudan","countries.Sweden":"Sverige","countries.Singapore":"Singapore","countries.Saint Helena":"Sankt Helene","countries.Slovenia":"Slovenien","countries.Svalbard and Jan Mayen":"Svalbard og Jan Mayen","countries.Slovakia":"Slovakiet","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somalia","countries.Suriname":"Surinam","countries.South Sudan":"Sydsudan","countries.Sao Tome and Principe":"São Tomé og Príncipe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Sint-Maarten","countries.Syria":"Syrien","countries.Swaziland":"Swaziland","countries.Turks and Caicos Islands":"Turks- og Caicosøerne","countries.Chad":"Tchad","countries.French Southern Territories":"De Franske Besiddelser i Det Sydlige Indiske Ocean og Antarktis","countries.Togo":"Togo","countries.Thailand":"Thailand","countries.Tajikistan":"Tadsjikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Østtimor","countries.Turkmenistan":"Turkmenistan","countries.Tunisia":"Tunesien","countries.Tonga":"Tonga","countries.Turkey":"Tyrkiet","countries.Trinidad and Tobago":"Trinidad og Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Taiwan","countries.Tanzania":"Tanzania","countries.Ukraine":"Ukraine","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"De Forenede Staters Mindre Øbesiddelser","countries.United States":"USA","countries.Uruguay":"Uruguay","countries.Uzbekistan":"Usbekistan","countries.Vatican":"Vatikanstaten","countries.Saint Vincent and the Grenadines":"Saint Vincent og Grenadinerne","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"De Britiske Jomfruøer","countries.U.S. Virgin Islands":"De Amerikanske Jomfruøer","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis og Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Yemen","countries.Mayotte":"Mayotte","countries.South Africa":"Sydafrika","countries.Zambia":"Zambia","countries.Zimbabwe":"Zimbabwe","cw2020.common.resources":"Det skal du bruge","cw2020.common.soundtrack":"programmeringsugens soundtrack","cw2020.common.moves":"bevægelserne","cw2020.common.dance-example":"Et eksempel på programmeringsugedansen","cw2020.common.organizer-guide":"Arrangørguide","cw2020.title.0":"EU Code Week","cw2020.title.1":"2020-udgave","cw2020.intro":"I år fejrer vi programmering fra den 10. til den 25. oktober 2020! På grund af den aktuelle sundhedssituation vil vi i år gennemføre flere programmeringsugeaktiviteter online. Vi vil lancere nye sjove og spændende aktiviteter, som du kan deltage i på afstand hjemmefra eller fra skolen","cw2020.online-activities.title":"Udvalgte åbne onlineaktiviteter","cw2020.online-activities.subtitle.0":"For at gøre det lettere at deltage i programmeringsugeaktiviteterne på afstand lancerer vi en","cw2020.online-activities.subtitle.1":"kalender","cw2020.online-activities.subtitle.2":"med udvalgte onlineaktiviteter","cw2020.online-activities.section1.title":"Hvad er en onlineaktivitet?","cw2020.online-activities.section1.content":"Onlineaktiviteter kan være en hvilken som helst aktivitet, som du normalt ville tilføje eller registrere på programmeringsugens websted - den eneste forskel er, at den vil finde sted online. Idéen er at gøre det nemt for folk at deltage i rene onlinemøder og -workshopper om programmering uden helbredsrisici","cw2020.online-activities.section2.title":"Udvalgte åbne aktiviteter","cw2020.online-activities.section2.content":"Hvis du vil, kan du gøre dine onlineaktiviteter tilgængelige for alle. Folk fra hele verden vil kunne deltage i åbne onlineaktiviteter, enten på engelsk eller på det lokale sprog. Vi udvælger de mest spændende onlineaktiviteter, der er åbne for alle, og fremhæver dem i en kalender over arrangementer på vores websted","cw2020.online-activities.section3.title":"Hvad dette betyder for deltagerne","cw2020.online-activities.section3.content.0":"Hver dag i programmeringsugen kan du slå op i","cw2020.online-activities.section3.content.1":"kalenderen","cw2020.online-activities.section3.content.2":"og deltage i de aktiviteter, som interesserer dig mest. Emnerne for disse fremhævede arrangementer varierer fra workshopper om robotteknologi, e-læringskurser og webinarer til vejledning i kodning og meget mere. Så vælg, hvad du vil","cw2020.dance.title":"Programmeringsugedans","cw2020.dance.subtitle":"Hvem har sagt, at programmører ikke kan danse? For at fejre 2020-udgaven af programmeringsugen lancerer vi en ny aktivitet — #EUCodeWeekdance-udfordringen","cw2020.dance.section1.title":"Hvem kan være med?","cw2020.dance.section1.content.0":"Alle fra skoler, lærere og biblioteker til programmeringsklubber, virksomheder og offentlige myndigheder opfordres til at fejre EU's programmeringsuge 2020 ved at tilrettelægge en #EUCodeWeekdance-aktivitet og føje den til","cw2020.dance.section1.content.1":"programmeringsugekortet","cw2020.dance.section2.title":"Hvad skal man gøre for at deltage?","cw2020.dance.section2.content":"Vælg mellem fem typer aktiviteter eller find på din egen. Uanset hvilken aktivitet du vælger, skal du huske at føje den til vores kort","cw2020.dance.activity1.title":"Programmer en ven eller en forælder — der er ikke behov for en computer","cw2020.dance.activity1.subtitle":"Programmering giver dig mulighed for at udstede kommandoer til en elektronisk enhed. Men teknisk set har du ikke brug for en computer for at kunne programmere. I stedet kan du tage fat i en partner — det kan være din klassekammerat, en ven, en forælder eller endda en lærer og forklare, hvordan #EUCodeWeekDani skal udføres, og de skal så følge dine instrukser nøje","cw2020.dance.activity1.resources.0":"En vejledning fra Code.org i tilrettelæggelse af din dansefest uden computer","cw2020.dance.activity1.resources.1":"Læringsmateriale om, hvordan du kan programmere din menneske-robot","cw2020.dance.activity2.title":"Visuel programmering","cw2020.dance.activity2.subtitle":"Programmer din kodeugedans med Scratch. Brug kodeugekaraktererne eller lav dine egne i Scratch og programmer dem til at udføre #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Eksempel på et #EUCodeWeekDance-projekt i Scratch","cw2020.dance.activity2.resources.1":"Kodeugekaraktererne","cw2020.dance.activity2.resources.2":"En vejledning fra Code.org i, hvordan man giver en karakter liv","cw2020.dance.activity2.resources.3":"En vejledning fra Code.org i tilrettelæggelse af din dansefest","cw2020.dance.activity2.resources.4":"Del dit projekt med os i dette Scratch Studio.","cw2020.dance.activity3.title":"Textbaseret programmering","cw2020.dance.activity3.subtitle":"Skab #EUCodeWeekDance-temaet med Python eller JavaScript ved hjælp af kodebaserede platforme til musikskabelse såsom Earsketch eller Sonic Pi","cw2020.dance.activity3.resources.0":"En vejledning i, hvordan man skaber musik med EarSketch","cw2020.dance.activity3.resources.1":"En vejledning i, hvordan man skaber musik med Sonic Pi","cw2020.dance.activity4.title":"Robotteknologi","cw2020.dance.activity4.subtitle":"Programmer din robot til at følge dine instrukser og udføre programmeringsugedansen","cw2020.dance.activity4.resources.0":"En vejledning i programmering af robotter","cw2020.dance.activity5.title":"Live-danseudfordring","cw2020.dance.activity5.subtitle":"Optag en video af dig selv, dit hold eller din robot under #EUCodeWeekDance, del den på Instagram og oplev, hvad det vil sige at gå viralt, og vind programmeringsuge-goodies! Interesseret? Følg disse trin:","cw2020.dance.activity5.resources.0":"Optag videoen med Instagram Stories","cw2020.dance.activity5.resources.1":"Følg","cw2020.dance.activity5.resources.2":"@CodeWeekEU på Instagram","cw2020.dance.activity5.resources.3":"Nævn @CodeWeekEU i din story med dansen og husk at bruge hashtagget #EUCodeWeekDance","cw2020.dance.outro.0":"Vinderne vil blive valgt hver dag og meddelt på vores Instagram-kanal via Stories, så husk jævnligt at tjekke dine notifikationer, for det kunne være dig, der er heldig i dag","cw2020.dance.outro.1":"#EUCodeWeekDance er baseret på","cw2020.dance.outro.2":"Ode to Code","cw2020.dance.outro.3":"komponeret af Brendan Paolini, og dansen er skabt af Bianca Maria Berardi i 2015, efter en ide af Alessandro Bogliolo, professor i computersystemer ved universitetet i Urbino","cw2020.treasure-hunt.title":"Programmeringsuge-skattejagt","cw2020.treasure-hunt.subtitle.0":"Dette er et spil på Telegram, der er enkelt nok til at kunne spilles af begyndere, men samtidig udfordrende nok for erfarne deltagere","cw2020.treasure-hunt.subtitle.1":"Programmeringsuge-skattejagten","cw2020.treasure-hunt.subtitle.2":"spilles bedst på din PC med en mobiltelefon i hånden. I spillet vil du blive bedt om at løse programmeringsudfordringer, og du vil blive guidet gennem programmeringens og computervidenskabens og -teknologiens historie i Europa","cw2020.treasure-hunt.section.title":"For at begynde spillet skal du","cw2020.treasure-hunt.section.content.0":"Downloade Telegram-app\\'en. Den findes til","cw2020.treasure-hunt.section.content.1":"desktopcomputer","cw2020.treasure-hunt.section.content.2":"Du kan spille spillet enten på din PC eller bærbare eller på din smartphone. Vi anbefaler, at du spiller den på din computer, så du kan få instrukserne og løse programmeringsudfordringerne på Telegram-app'en på din telefon","cw2020.treasure-hunt.section.content.3":"For at spille spillet skal du","cw2020.treasure-hunt.section.content.4":"åbne spillet","cw2020.treasure-hunt.section.content.5":"og scanne QR-koden, som vil føre dig til Telegram-app'en og give dig det første sæt instrukser","cw2020.treasure-hunt.section.content.6":"For at vinde skal du løse 10 programmeringsudfordringer og finde 10 placeringer på Europa-kortet, som spiller en rolle i programmeringens og teknologiens fremkomst","cw2020.treasure-hunt.section.content.7":"Når du har gennemført spillet, kan du dele din score med dine venner ved hjælp af #EUCodeWeek og udfordre dem til at spille og lære om programmeringens historie. Lad os se, hvem der får de højeste scorer","cw2020.treasure-hunt.section.content.8":"Programmeringsuge-skattejagten er den virtuelle af den originale EU-programmeringsuge-skattejagt, som oprindeligt blev udviklet af Alessandro Bogliolo, professor i computersystemer ved universitetet i Urbino. For at lære mere om hans oprindelige spil, kan du læse vores","cw2020.treasure-hunt.section.content.9":"blog","cw2020.kick-off.title":"Kick-off-arrangement: 8. oktober 2020","cw2020.kick-off.content.0":"Det virtuelle kick-off for programmeringsugen 2020 vil finde sted den 8. oktober kl. 17 (Berlin-/Bruxelles-/Paris-tid). Begivenheden vil blive streamet på Facebook Live, Instagram TV og YouTube Live","cw2020.kick-off.content.1":"På vores spændende liste over indbudte er der gæstetalere","cw2020.kick-off.content.2":"EU-kommissær med ansvar for det indre marked","cw2020.kick-off.content.3":"EU-Kommissær med ansvar for innovation, forskning, kultur, uddannelse og unge","cw2020.kick-off.content.4":"skaberen af Scratch og professor ved Learning Research ved MIT Media Lab","cw2020.kick-off.content.5":"forfatter og illustrator af Hello Ruby","cw2020.kick-off.content.6":"og","cw2020.kick-off.content.7":"formand for E-MMA, en fransk nonprofitorganisation, der fremmer kønsdiversitet inden for teknologi","cw2020.kick-off.content.8":"Og som om dette ikke var nok, vil holdet bag programmeringsugen også vise nye webstedsfunktioner, ressourcer og udfordringer frem","cw2020.kick-off.content.9":"Professor i computersystemer ved universitetet i Urbino og koordinator for","cw2020.kick-off.content.10":"programmeringsugens ambassadører","cw2020.kick-off.content.11":"vil fortælle dig mere om programmeringsugens virtuelle skattejagt","cw2020.kick-off.content.12":"Og xxx fortæller det nyeste om den nye #EUCodeWeekDance-udfordring","cw2020.kick-off.content.13":"Vi vil også koble op til skoler og studerende fra hele Europa, som vil dele deres programmeringshistorier og udveksle ideer med gæstetalerne","cw2020.kick-off.content.14":"Du vil også få mulighed for at dele dine tanker og ideer og stille dine spørgsmål. Du skal blot stille ind på vores live stream på","cw2020.kick-off.content.15":"eller","cw2020.kick-off.content.16":"den 8. oktober 2020, kl. 17:00-18.30 CET og kommentere eller tweete med hashtagget #EUCodeWeek","cw2020.get-involved.title":"Sådan kommer du i gang","cw2020.get-involved.subtitle":"Kan du ikke vente med at komme i gang med at programmere? Hvis du kunne tænke dig at blive en del af EU-programmeringsuge-community'et, men ikke ved, hvor du skal starte, så kast et blik på disse ressourcer, der vil hjælpe dig i gang, lige præcis i tide inden vores årlige fejring i oktober","cw2020.get-involved.content.0":"Sådan kommer du i gang med programmeringsugen","cw2020.get-involved.content.1":"Sådan tilføjer du en programmeringsugeaktivitet","cw2020.get-involved.content.2":"Læringsmateriale","cw2020.get-involved.content.3":"Deep Dive massive open online course","cw2020.get-involved.content.4":"Coding@Home series","edit.title":"Rediger dit #EUCodeWeek-arrangement","edit.required_fields":"Obligatoriske felter er markeret med en stjerne *. Du må gerne tilføje arrangementet på dit lokale sprog.","edit.description":"Beskrivelse","edit.audience":"Målgruppe","edit.theme":"Tema","edit.location":"Sted","edit.website":"Websted","edit.contact":"Kontakt","edit.tags":"Tags","edit.image":"Billede","edit.help":"Større billeder skaleres til 256 x 512 pixel. Den maksimale uploadstørrelse er 256 x 1024.","edit.aspect":"Hvilke aspekter af kodning dækker dit arrangement?","edit.address":"Indtast en adresse eller klik på kortet nedenfor for at angive stedet.","edit.privacy_disclaimer.header":"Dine kontaktoplysninger","edit.privacy_disclaimer.text_1":"Disse oplysninger vises kun for ","edit.privacy_disclaimer.link_1":"ambassadører for EU’s kodeuge","edit.privacy_disclaimer.text_2":" og kodeugearrangører, som tjekker dit arrangement, inden det vises på kortet. De vil kontakte dig, hvis der er noget, du skal redigere, eller i forbindelse med spørgeskemaer til statistik efter arrangementet.","edit.privacy_disclaimer.contact_email":"Din kontakt-e-mailadresse","edit.edit":"Rediger arrangement","event.main_title":"Tilføj dit #EUCodeWeek-arrangement","event.button":"Tilføj arrangement","event.howto":"Sådan afholder man sit eget arrangement","event.required":"Obligatoriske felter er markeret med en stjerne *. Du må gerne tilføje arrangementet på dit lokale sprog.","event.audience_title":"Målgruppe","event.theme_title":"Tema","event.scoreboard_by_country":"Resultattavle","event.get_involved":"Vær med","event.organize_or_support_events":"Afhold eller støt arrangementer i din by","event.or_contact_your":"eller kontakt dine","event.eu_code_week_ambassadors":"ambassadører for EU’s kodeuge","event.show_events_for":"Vis arrangementer for ","event.who":"Hvem henvender arrangementet sig til?","event.tags":"Tags","event.image":"Billede","event.start.label":"Startdato","event.start.placeholder":"Hvornår starter aktiviteten?","event.end.label":"Slutdato","event.end.placeholder":"Hvornår slutter aktiviteten?","event.organizer.label":"Organisationens navn","event.organizer.placeholder":"Den organisation, du arbejder eller er frivillig for","event.website.label":"Arrangørens websted","event.website.placeholder":"Har du et websted med flere oplysninger?","event.description.label":"Beskrivelse","event.description.placeholder":"Beskriv den planlagte aktivitet kort.","event.contact.label":"Kontakt-e-mailadresse","event.contact.placeholder":"Denne e-mailadresse vil blive brugt til vigtig korrespondance i forbindelse med EU’s kodeuge","event.contact.explanation":"Din kontakt-e-mailadresse kan kun ses af ambassadørerne for EU’s kodeuge, som gennemgår dit arrangement, inden det vises på kortet, og de tager kontakt til dig, hvis der er noget, du skal redigere, eller i forbindelse med spørgeskemaer til statistik efter arrangementer.","event.public.label":"Offentlig e-mailadresse","event.public.placeholder":"Skal din kontakt-e-mailadresse vises?","event.title.label":"Aktivitetens titel","event.title.placeholder":"Hvad er navnet på aktiviteten?","event.address.label":"Adresse","event.address.placeholder":"Hvor finder aktiviteten sted?","event.organizertype.label":"Type af organisation","event.organizertype.placeholder":"Vælg typen af arrangør","event.organizertype.school":"Skole","event.organizertype.library":"Bibliotek","event.organizertype.non profit":"Nonprofitorganisation","event.organizertype.private business":"Privat virksomhed","event.organizertype.other":"Andet","event.audience.Pre-school children":"Børnehavebørn","event.audience.Elementary school students":"Grundskolebørn","event.audience.High school students":"Elever på ungdomsuddannelser","event.audience.Graduate students":"Studerende på videregående uddannelser","event.audience.Post graduate students":"Ph.d.-studerende","event.audience.Employed adults":"Voksne i arbejde","event.audience.Unemployed adults":"Voksne arbejdssøgende","event.audience.Other (see description)":"Andre (se beskrivelse)","event.audience.Teachers":"Lærere","event.theme.Basic programming concepts":"Grundlæggende programmeringskoncepter","event.theme.Web development":"Udvikling til web","event.theme.Mobile app development":"Udvikling af mobilapps","event.theme.Software development":"Udvikling af software","event.theme.Data manipulation and visualisation":"Manipulation og visualisering af data","event.theme.Robotics":"Robotteknik","event.theme.Hardware":"Hardware","event.theme.Other":"Andet","event.theme.Unplugged activities":"Aktiviteter uden brug af computer","event.theme.Playful coding activities":"Kodeaktiviteter med leg","event.theme.Art and creativity":"Kunst og kreativitet","event.theme.Visual/Block programming":"Visuel programmering/programmering med blokke","event.theme.Game design":"Spildesign","event.theme.Internet of things and wearable computing":"Tingenes internet og wearables","event.theme.3D printing":"3D-print","event.theme.Augmented reality":"Udvidet virkelighed","event.theme.Artificial intelligence":"Kunstig intelligens","event.theme.Motivation and awareness raising":"Motivation og oplysning","event.theme.Promoting diversity":"Fremme af forskellighed","event.codeweek_for_all_participation_code.title":"CODE WEEK 4 ALL-KODE","event.codeweek_for_all_participation_code.explanation":"Hvis du har fået en Code Week 4 all-kode fra en kollega eller ven, kan du indtaste den her. Ellers skal feltet være tomt. Der er flere oplysninger om Code Week 4 All","event.codeweek_for_all_participation_code.link":"her","event.thanks_page.title":"Tak, fordi du tilføjede dit arrangement!","event.thanks_page.phrase1":"En af vores lokale ambassadører vil nu tjekke dit arrangement","event.thanks_page.phrase2":"og sikre, at alt er, som det skal være.","event.thanks_page.phrase3":"Hvis du har spørgsmål, kan du kontakte en af vores","event.thanks_page.phrase4":"nationale ambassadører","event.thanks_page.phrase5":"eller sende os en","event.thanks_page.phrase6":"e-mail","event.thanks_page.phrase7":"Du kan dele din Codeweek for all-kode med andre:","event.activitytype.label":"Aktivitetstype","event.activitytype.placeholder":"","event.activitytype.open-online":"Åben online aktivitet","event.activitytype.invite-online":"Online aktivitet for inviterede","event.activitytype.open-in-person":"Åben personlig aktivitet","event.activitytype.invite-in-person":"Personlig aktivitet for inviterede","event.privacy":"Jeg har læst og accepteret de retningslinjer for beskyttelse af personlige oplysninger, der er beskrevet i dette dokument.","event.country":"Land","event.loading":"Indlæser...","event.add_activity":"Tilføj aktivitet","event.edit_activity":"Rediger aktivitet","event.update_activity":"Opdater aktivitet","event.delete_activity":"Slet aktivitet","event.total_pending_events":"Antal ventende arrangementer i alt:","event.no_pending_events":"Ingen ventende arrangementer fundet for","event.all_countries":"Alle lande","event.current_status":"Aktuel status","event.actions":"Handlinger","event.certificate_ready":"Dit kodeuge-certifikatet er klar. Download det, eller del det direkte.","event.view_your_certificate":"Se dit certifikat her","event.submit_event_and_report":"Indsend en rapport for dette arrangement, og få dit kodeuge-certifikat.","event.report_and_claim":"Rapporter et arrangement, og få dit certifikat","eventdetails.organised_by":"Afholdes af: ","eventdetails.contact_email":"Kontakt-e-mailadresse: ","eventdetails.happening_at":"Foregår på: ","eventdetails.from":"Fra ","eventdetails.to":" til ","eventdetails.description":"Beskrivelse: ","eventdetails.more_info":"Flere oplysninger: ","eventdetails.audience":"Dette arrangement er for: ","eventdetails.themes":"Hovedtemaer: ","eventdetails.tags":"Tags: ","eventdetails.share":"Del arrangementet: ","eventdetails.email.tooltip":"Klik for at sende en e-mail om dette til en ven","eventdetails.email.subject":"Se dette spændende kodearrangement","eventdetails.email.body_1":"Hej, prøv at se arrangementet ","eventdetails.email.body_2":"på ","eventdetails.edit":"Rediger arrangement","eventdetails.note":"BEMÆRK: ","eventdetails.pending_warning":"Dette arrangement er stadig ved at blive gennemgået af ","eventdetails.pending_link":"moderatorer","eventdetails.nearby_upcoming_events":"Kommende arrangementer i nærheden:","eventreports.reports_by":"Arrangementer, der skal rapporteres om, efter ","eventreports.no_reports":"Der er endnu ingen arrangementer, der skal rapporteres for.","eventreports.report":"Arrangementerne nedenfor er startet eller allerede afsluttet. Udfyld et par tal af hensyn til statistikkerne for arrangementet, og få dit certifikat for deltagelse i kodeugen. Du får ét certifikat pr. arrangement.","guide.title":"Guide","guide.organise_activity":"Afhold din egen aktivitet med #EUCodeWeek","guide.register_activity":"Registrer din aktivitet her","guide.what.title":"Hvad er EU’s kodeuge?","guide.what.content":'

    EU’s kodeuge er en græsrodsbevægelse, der drives af frivillige og støttes af Europa-Kommissionen. Alle – skoler, lærere, biblioteker, kodeklubber, virksomheder, offentlige myndigheder – kan afholde en #EUCodeWeek aktivitet og tilføje den på kortet på codeweek.eu.

    ',"guide.what_you_need_organise.title":"Hvad skal jeg bruge for at afholde en aktivitet?","guide.what_you_need_organise.items.1":"En gruppe, der gerne vil lære. Det kan for eksempel være venner, børn, unge, voksne, kolleger, forældre eller bedsteforældre. Husk, at der kun skal to til at danne en gruppe!","guide.what_you_need_organise.items.2":"Lærere eller undervisere, som kan kode og ved, hvordan man lærer fra sig og inspirerer andre. Antallet afhænger af arrangementets type og størrelse.","guide.what_you_need_organise.items.3":"Et sted at lære. Klasseværelser, biblioteker, mødelokaler og forskellige offentlige rum er alle egnede steder.","guide.what_you_need_organise.items.4":"Computere og forbindelse til internettet. Afhængigt af målgruppen kan du eventuelt bede deltagerne om selv at medbringe en bærbar computer.","guide.what_you_need_organise.items.5":'Kodning uden computer. Man behøver faktisk ikke en computer og en internetforbindelse for at lære at tænke som en computer. Du kan finde inspiration i vores sektion om læring uden computer for at komme i gang.',"guide.what_you_need_organise.items.6":`Undervisningsmaterialer. Vis deltagerne, hvor sjovt det kan være at kreere sine egne værker. Se vores ressourceside og undervisningsbidder, hvor der er videovejledninger og læreplaner, som du kan tilpasse efter gruppens behov.`,"guide.what_you_need_organise.items.7":`Få deltagerne til at tilmelde sig. Hvis der er begrænset plads, kan du bruge onlineværktøjer som for eksempel Google Forms og Eventbrite til deltagertilmelding.`,"guide.what_you_need_organise.items.8":'Husk af tilføje din aktivitetkodeugekortet!',"guide.how_to.title":"Hvordan skal aktiviteten afholdes?","guide.how_to.items.1":"Kodearrangementets format er op til dig, men vi anbefaler, at du sætter tid af til praktiske øvelser, hvor deltagerne selv kan prøve at kode eller nørkle med hardware.","guide.how_to.items.2":'Brug værktøjer og teknologier, der passer til målgruppen. Vi anbefaler at bruge gratis open source-materiale.',"guide.how_to.items.3":"Bed deltagerne om at fremlægge deres kreationer for hinanden, når arrangementet er ved at være slut.","guide.how_to.items.4":`Spred budskabet! Brug #EUCodeWeek på de sociale medier til at fortælle andre om aktiviteten, og hvad I har lavet. Du kan også fortælle om den i EU’s kodeuges gruppe for lærere og på Twitter (@CodeWeekEU). Tal med dine venner, andre undervisere og den lokale presse, og skriv en pressemeddelelse.`,"guide.how_to.items.5":'Glem ikke at tilføje din aktivitetkodeugekortet!',"guide.material.title":"Reklamemateriale","guide.material.text":'

    Vores blog indeholder seneste nyt, og du må gerne bruge den nyeste pressemeddelelse som skabelon – eller du kan skrive din egen:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Forberedelser til afholdelse af EU’s kodeuge 2019 (på 29 sprog)',"guide.toolkits.title":"Download disse pakker for at komme i gang:","guide.toolkits.communication_toolkit":"Kommunikationspakke","guide.toolkits.teachers_toolkit":"Lærerpakke","guide.questions.title":"Spørgsmål?","guide.questions.content":'Hvis du har spørgsmål om at afholde og promovere dit #EUCodeWeek arrangement, kan du kontakte en af ambassadørerne for EU’s kodeuge i dit land.',"hackathons.title":"EU’s kodeuges hackatons","hackathons.subtitle":"Før dine idéer ud i livet!","hackathons.sections.1.title":"6 hackatons, 6 udfordringer","hackathons.sections.1.content.1":"Bor du i Grækenland, Letland, Irland, Italien, Rumænien eller Slovenien? Er du kreativ, ambitiøs og interesseret i fremtidens teknologier? Det er nu, du har chancen! Vær med i en af hackatonerne i EU's kodeuge, og opfind en innovativ løsning, som kan bringe dig frem i forreste linje i den teknologiske revolution!","hackathons.sections.1.content.2":"I 2021 er der ikke færre end seks fantastiske hackatons i EU's kodeuge, og det er de 15 19-årige elever på ungdomsuddannelserne, der indbydes til at danne hold og bruge deres kodefærdigheder til at løse en lokal udfordring. Når hvert hold har hacket i et døgn, præsenterer de deres idéer for et ekspertpanel, som vælger 10 finalister blandt holdene. Alle holdene får den samme tidsfrist, de samme ressourcer og den samme adgang til mentorer og eksperter til at gennemføre udfordringen, men kun 10 får chancen for at fortsætte til næste runde, udvikle deres prototype, få coaching fra eksperterne og deltage i hackatonfinalen til efteråret. Her skal holdene kæmpe om førstepladsen, det seje IT-udstyr og chancen for at få mentoring og coaching til at videreudvikle deres prototype.","hackathons.sections.2.title":"Hvordan deltager jeg?","hackathons.sections.2.content.1":"Vælg din nationale hackaton, og gennemfør registreringen. Du kan deltage som enkeltperson eller som et hold med seks personer. Hvis du tilmelder dig sammen med dine venner eller klassekammerater, skal du huske at oplyse holdnavn, når du registrerer deltagelsen. Hvert hackaton åbner for sin egen registrering af deltagere, så hold øje med din nationale hackaton!","hackathons.sections.3.title":"Hvem er arrangørerne?","hackathons.sections.3.content.1":"EU’s kodeuges hackatons arrangeres i fællesskab af Europa-Kommissionen og lokale ","hackathons.sections.3.content.2":"ambassadører for EU’s kodeuge","hackathons.sections.3.content.3":", og de finansieres af Europa-Parlamentet. Målet er at vise, hvordan man fører konkrete løsninger ud i livet med unge menneskers kreativitet, entusiasme, nye idéer og kodeevner.","hackathons.sections.4.title":"Hvordan ser et hackaton ud?","hackathons.sections.4.content.1":"EU's kodeuge-hackaton starter med en 24-timers onlinehackaton. Holdene får erfarne mentorer, og der bliver afholdt workshopper, hvor deltagerne får mulighed for at tilegne sig nye færdigheder og have det sjovt. Hackatonen er også en fremragende anledning til at netværke og møde andre deltagere fra den europæiske teknologisektor. Når hackatonen er slut, præsenterer de enkelte hold deres løsning for et ekspertpanel.","hackathons.sections.4.content.2":"De 10 bedste hold fortsætter hackatonforløbet og får undervisning og mentoring i løbet af sommeren. Vinderne deltager herefter i den nationale hackatonfinale, som varer 12 timer – ansigt til ansigt – i september eller oktober (dvs. online, hvis sundhedskrisen kræver, at vi stadig ikke må mødes fysisk).","hackathons.sections.5.title":"Jeg ved ikke, hvordan man koder – hvad kan jeg gøre?","hackathons.sections.5.content.1":"Parallelt med de seks hackatons vil der være workshops for dem, der aldrig har kodet, nørkleri med hardware, robotteknologi og så videre, så deltagerne kan lære nogle af de grundlæggende aspekter af datalogisk tænkning og kodning. Der er flere oplysninger om tilmelding på de lokale sider.","hackathons.sections.6.title":"Partnere","hackathons.sections.7.title":"Du skal da være med!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Rumænien","hackathons.cities.1.date":"25.-26. september 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Irland","hackathons.cities.2.date":"23.-24. september 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Italien","hackathons.cities.3.date":"24.-25. september 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Grækenland","hackathons.cities.4.date":"9. oktober 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Slovenien","hackathons.cities.5.date":"18.-19. september 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Letland","hackathons.cities.6.date":"1. oktober 2021","hackathons.final.1":"Finale i","hackathons.final.2":"september/oktober 2021","home.about":"EU’s kodeuge er et græsrodsinitiativ, som har til formål at gøre kodning og digitale færdigheder tilgængelige for alle på en sjov og medrivende måde.","home.when":"14.-27. oktober 2024","home.when_text":"At lære at kode hjælper os med at finde mening i den hastigt skiftende verden omkring os, udvide vores forståelse af hvordan teknologi virker og udvikle evner og færdigheder, så vi kan udforske nye idéer og skabe nyt.","home.school_banner_title":"Vær med!","home.school_banner_text":"Er du lærer?","home.school_banner_text2":"Klik her for at se, hvordan du kan være med!","home.organize_activity_title":"Afhold eller deltag i en aktivitet","home.organize_activity_text":'Alle er velkomne til at afholde eller deltage i \u2028en aktivitet. Du skal bare vælge et emne og en målgruppe og tilføje din aktivitet til kortet eller søge efter arrangementer i dit område.',"home.get_started_title":"Kom i gang","home.get_started_text":'Er du i tvivl om, hvordan du kommer i gang? Tag et kig på vores vejledningsside, og hent vores pakke for arrangører, så du kan blive klar til at sprede budskabet.',"home.access_resources_title":"Få adgang til ressourcer og undervisning","home.access_resources_text":'Hvis du er i tvivl om, hvordan du afholder en aktivitet, kan du gå ind på vores side med undervisningsressourcer og undervisningsbidder og undervisningsmateriale, hvor du kan finde vejledning og skræddersyede læreplaner.',"locations.title":"Lokaliteter til aktiviteter","locations.description.0":"Brug listen til at vælge det sted, hvor din næste aktivitet afholdes, ELLER registrer et nyt sted, når du","locations.description.1":"opretter din aktivitet","login.login":"Login","login.register":"Registrer","login.github":"Log ind med Github","login.twitter":"Log ind med Twitter","login.facebook":"Log ind med Facebook","login.google":"Log ind med Google","login.azure":"Log ind med Azure","login.email":"E-mail","login.password":"Adgangskode","login.remember":"Husk mig","login.forgotten_password":"Har du glemt din adgangskode?","login.no_account":"Har du ikke en konto?","login.signup":"Tilmeld dig","login.reset":"Nulstil din adgangskode","login.send_password":"Send link til nulstilling af adgangskode","login.confirm_password":"Bekræft adgangskode","login.name":"navn","menu.learn":"Læring","menu.teach":"Undervisning","menu.training":"Træning","menu.toolkits":"Præsentationer og værktøjssæt","menu.why":"HVORFOR","menu.home":"Startside","menu.events":"Aktiviteter","menu.ambassadors":"Ambassadører","menu.resources":"Ressourcer","menu.schools":"Skoler","menu.about":"Om","menu.blog":"Blog","menu.news":"Nyheder","menu.search":"Indtast, og tryk på Enter...","menu.map":"Kort","menu.add_event":"Tilføj arrangement","menu.search_event":"Søg efter arrangement","menu.hello":"Hej","menu.profile":"Profil","menu.pending":"Ventende arrangementer","menu.your_events":"Mine aktiviteter","menu.your_certificates":"Mine certifikater","menu.report":"Rapporter mine aktiviteter","menu.volunteers":"Frivillige","menu.logout":"Log ud","menu.signin":"Log ind","menu.privacy":"Beskyttelse af personoplysninger","menu.participation":"Deltagerbevis","menu.values":"Vores værdier","menu.featured_activities":"Fremhævede aktiviteter","menu.codeweek2020":"2020 udgaven","mooc.free-online-courses":"Gratis onlinekurser","mooc.intro":"EU’s kodeuge leverer professionelle udviklingsmuligheder i form af onlinekurser. Målet er at hjælpe lærere med at bringe kodning og datalogisk tænkning ind i klasseværelset.","mooc.icebreaker.title":'Det indledende “Icebreaker "-kursus',"mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"Kodeugens Icebreaker-kursus","mooc.icebreaker.text.2":"er et femtimers kursus på engelsk for alle, der er interesseret i at lære de grundlæggende elementer indenfor kodning og datalogisk tænkning. Deltagerne lærer, hvordan de kan inspirere børn og unge til at være nysgerrige og innovative, og samtidigt sætte dem i stand til at blive digitale opfindere. Kurset hjælper deltagerne til at opdage fordelene ved og relevansen af datalogisk tænkning og kodning i hverdagen. Kurset indeholder også gode idéer, gratis undervisningsmaterialer og andre ressourcer der gør det muligt at arrangere sjove og pædagogiske aktiviteter for børn, hvorsomhelst og nårsomhelst - især i løbet af kodeugen.","mooc.icebreaker.text.3":"Deltagelse i kurset kræver hverken tidligere erfaring eller viden indenfor kodning, kun et åbent og nysgerrigt sind.","mooc.icebreaker.registration.0":"Der er åbent for tilmeldinger","mooc.icebreaker.registration.1":"her til kurset, der løber fra den 16. september og 30. oktober 2020. For at kunne tilmelde dig, er du nødt til at oprette en konto hos the European Schoolnet Academy. ","mooc.icebreaker.check-out":"Tjek 2019-udgaven","mooc.deep-dive.title":"Det dybtgående “Deep Dive” -kursus","mooc.deep-dive.text.0":"Kodeugens Deep Dive-onlinekursus er et 24 timers kursus på engelsk, hvor lærerne får mulighed for at lære kodningsrelaterede principper og få viden og tro på egen kunnen med hensyn til at arrangere sjove og interaktive kodningsaktiviteter for og med deres elever. Lærerne kan udforske kodeugens gratis","mooc.deep-dive.text.1":"ressourcer","mooc.deep-dive.text.2":"og undervisningsmaterialer, der stilles til rådighed på 29 forskellige sprog, samt særlige aspekter indenfor kodning, fx datalogisk tænkning, offline aktiviteter og endeløse muligheder indenfor robotteknologi, tilpasning og fremstilling, visuel programmeringssprog, app-udvikling og meget mere.","mooc.deep-dive.course-link":"Tjek “Deep dive”-kurset fra 2019","mooc.social-media.0":"Følg","mooc.social-media.1":"EU's kodeuge på de sociale medier","mooc.social-media.2":"og se, hvornår det næste kursus starter","myevents.created_by":"Alle arrangementer oprettet af ","myevents.no_events.first_call_to_action":"Du har ikke tilfojet arrangementer endnu. Hvorfor ikke ","myevents.no_events.first_link":"tilfoje et nu","myevents.no_events.second_call_to_action":"eller læs vores ","myevents.no_events.second_link":"vejledning til arrangører","myevents.view":"Vis","myevents.status.APPROVED":"GODKENDT","myevents.status.REJECTED":"AFVIST","myevents.status.PENDING":"VENTER","myevents.status.reported":"RAPPORTERET","pagination.previous":"Forrige","pagination.next":"Næste","participation.title":"Generer deltagerbeviser til din klasse","participation.phrase1":"Udfyld formularen med navnene på dine elever adskilt med komma, så modtager du individuelle deltagerbeviser","participation.names.label":"Navne til deltagerbeviser","participation.names.help":"Adskil deltagernes navne med komma","participation.event_name.label":"Aktivitetens navn","participation.event_name.help":"Navnet på din aktivitet, som skal stå på deltagerbeviset","participation.event_date.label":"Aktivitetens dato","participation.event_date.help":"Datoen for din aktivitet, som skal stå på deltagerbeviset","participation.submit":"Generer deltagerbeviser","participation.thanks_page.title":"Dine deltagerbeviser er blevet genereret!","participation.thanks_page.phrase1":"Klik på dette link for at downloade zip-filen med alle deltagerbeviserne","passwords.password":"Adgangskoder skal være på mindst seks tegn og matche bekræftelsesadgangskoden.","passwords.reset":"Din adgangskode er blevet nulstillet!","passwords.sent":"Vi har sendt en e-mail med link til at nulstille adgangskoden!","passwords.token":"Denne adgangskodetoken er ugyldig.","passwords.user":"Vi kan ikke finde en bruger med den pågældende e-mailadresse.","privacy-statement-contact.subtitle":"Denne databeskyttelseserklæring indeholder oplysninger om, hvordan dine personoplysninger behandles og beskyttes.","privacy-statement-contact.processing-operation.0":"Databehandling","privacy-statement-contact.processing-operation.1":"forvaltning af Code Week Ambassadors, Leading Teachers og registrering af aktiviteter på webstedet","privacy-statement-contact.data-processors.0":"Databehandlere","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. og EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Oplysninger om behandling af personoplysninger til forvaltning af Code Week Ambassadors, Leading Teachers og registrering af aktiviteter på webstedet.","privacy-statement-contact.3-legal_process.0":'Behandlingens lovlighed: Kontor G.2 indsamler, lagrer og offentliggør dine personoplysninger, fordi du har givet dit udtrykkelige samtykke ved at sætte kryds i et felt, da du tilmeldte dig som Code Week Ambassador eller Leading Teacher, eller da du ansøgte om at registrere et arrangement på EU Code Week.',"privacy-statement-contact.4-collect_data.0":"De obligatoriske personoplysninger, der indsamles for Ambassadors og Leading Teachers er:","privacy-statement-contact.4-collect_data.1":"navn","privacy-statement-contact.4-collect_data.2":"e-mailadresse","privacy-statement-contact.4-collect_data.3":"adgangskode","privacy-statement-contact.4-collect_data.4":"foto","privacy-statement-contact.4-collect_data.5":"biografi","privacy-statement-contact.4-collect_data.6":"stillingsbetegnelse","privacy-statement-contact.4-collect_data.7":"ekspertiseområde for Leading Teachers.","privacy-statement-contact.4-collect_data.8":"Når du registrerer en aktivitet, indsamles der følgende obligatoriske personoplysninger:","privacy-statement-contact.4-collect_data.9":"organisationens navn","privacy-statement-contact.4-collect_data.10":"organisationens type","privacy-statement-contact.4-collect_data.11":"kontakt-e-mailadresse","privacy-statement-contact.4-collect_data.12":"Levering af disse data er obligatorisk for at være Code Week Ambassador, Leading Teacher eller registrere en aktivitet på Code Week-webstedet.","privacy-statement-contact.4-collect_data.13":"Ambassadors og Leading Teachers kan desuden frivilligt give følgende personoplysninger:","privacy-statement-contact.4-collect_data.14":"konti på sociale medier","privacy-statement-contact.4-collect_data.15":"Arrangører af aktiviteter kan desuden frivilligt give følgende oplysninger:","privacy-statement-contact.4-collect_data.16":"kontakt-e-mailadresse","privacy-statement-contact.4-collect_data.17":"Arrangørens websted","privacy-statement-contact.4-collect_data.18":"Code Week for All Code","privacy-statement-contact.4-collect_data.19":"Er du aktivitetsarrangører, bedes du være opmærksom på, at den relevante ambassadør for dit land eller kontor G.2 kan bruge de personoplysninger, du har givet i forbindelse med registreringen af en aktivitet til at kontakte dig i forbindelse med den pågældende aktivitet.","privacy-statement-contact.4-collect_data.20":"Du har givet dine personoplysninger på","privacy-statement-contact.4-collect_data.21":"Code Week-webstedets loginside","privacy-statement-contact.4-collect_data.22":"og på","privacy-statement-contact.4-collect_data.23":"siden for registrering af aktiviteter.","privacy-statement-contact.5-how_long.0":"Alle personoplysninger slettes fra databaserne, hvis du trækker dig tilbage fra initiativet eller 5 år efter initiativets ophør.","privacy-statement-contact.6-protect_data.0":'Alle personoplysninger i elektronisk format (e-mails, dokumenter, databaser, uploadede datasamlinger osv.) opbevares på Kommissionens eller dennes kontrahenters servere. Al databehandling foregår i overensstemmelse med Kommissionens afgørelse (EU, Euratom) 2017/46 af 10. januar 2017 om kommunikations- og informationssystemernes sikkerhed i Europa-Kommissionen.',"privacy-statement-contact.6-protect_data.1":`Kommissionens kontrahenter er bundet af en specifik kontraktbestemmelse ved enhver form for behandling af dine personoplysninger på Kommissionens vegne og af den tavshedspligt, der udspringer af gennemførelsen af den generelle forordning om databeskyttelse ("GDPR" — forordning (EU) 2016/679) i national ret i EU's medlemslande.`,"privacy-statement-contact.6-protect_data.2":"For at beskytte dine personoplysninger har Kommissionen truffet en række tekniske og organisatoriske foranstaltninger. De tekniske foranstaltninger omfatter passende tiltag til at håndtere onlinesikkerhed, risiko for datatab, ændring af data eller uautoriseret adgang under hensyntagen til den risiko, der er forbundet med behandlingen, og arten af de personoplysninger, der behandles. De organisatoriske foranstaltninger omfatter begrænsning af adgangen til personoplysninger til kun at omfatte autoriserede personer med et legitimt behov for at kende formålet med databehandlingen.","privacy-statement-contact.7-access_data.0":'Alle dine personoplysninger kan tilgås af Kommissionens personale efter "need to know"-princippet. Desuden gives vores kontrahent adgang til dine personoplysninger efter "need to know" -princippet.',"privacy-statement-contact.7-access_data.1":'Med henblik på at øge synligheden af Code Week Ambassadors, Leading Teachers og de registrerede aktiviteter offentliggøres alle dine personoplysninger på Code Week-webstedet.',"privacy-statement-contact.7-access_data.2":"Desuden kan kontor G.2 dele dine kontaktoplysninger med alle medlemmer af offentligheden eller interessenter, der har brug for at kontakte dig i forbindelse med Code Week. Er du aktivitetsarrangører, bedes du være opmærksom på, at den relevante ambassadør for dit land eller kontor G.2 kan bruge de personoplysninger, du har givet i forbindelse med registreringen af en aktivitet til at kontakte dig i forbindelse med den pågældende aktivitet.","privacy-statement-contact.8-rights.0":"Du har indvilliget i at give kontor G.2 dine personoplysninger med henblik på den pågældende behandlingsaktivitet. Du kan når som helst trække dit samtykke tilbage ved at underrette Kontor G.2 på CNECT-G2@ec.europa.eu. Tilbagetrækningen vil ikke påvirke lovligheden af den behandling, der er foretaget, før du trækker dit samtykke tilbage.","privacy-statement-contact.10-detailed-info.0":"Behandlingen af personoplysninger er opført i den databeskyttelsesansvarliges register under følgende referencenummer: DPR-EC-02631 Forvaltning af kontakter for GD CONNECT's politikker, programmer og projekter .","privacy-statement.title":"BESKYTTELSE AF DINE PERSONOPLYSNINGER","privacy-statement.processing-operation.0":"Databehandling","privacy-statement.processing-operation.1":"Behandling af personoplysninger på codeweek.eu, herunder IP-adresser, for besøgende på de offentligt tilgængelige websteder","privacy-statement.data-controller.0":"Dataansvarlig","privacy-statement.data-controller.1":"Europa-Kommissionen, Generaldirektoratet for Kommunikationsnet, Indhold og Teknologi, Kontor G.2.","privacy-statement.record-reference":"Referencenummer","privacy-statement.table-of-contents":"Indholdsfortegnelse","privacy-statement.1-intro.title":"Indledning","privacy-statement.1-intro.items.1":'Europa-Kommissionen (i det følgende benævnt "Kommissionen") er forpligtet til at beskytte dine personoplysninger og sikre din ret til privatlivets fred. Kommissionen indsamler og behandler personoplysninger i overensstemmelse med Europa-Parlamentets og Rådets forordning (EU) 2018/1725 af 23. oktober 2018 om beskyttelse af fysiske personer i forbindelse med behandling af personoplysninger i Unionens institutioner, organer, kontorer og agenturer og om fri udveksling af sådanne oplysninger og om ophævelse af forordning (EF) nr. 45/2001.',"privacy-statement.1-intro.items.2":"I denne databeskyttelseserklæring kan du læse, hvorfor vi behandler dine personoplysninger, hvordan vi indsamler, håndterer og beskytter alle de personoplysninger, du giver os, hvordan vi bruger oplysningerne, og hvilke rettigheder du har i forbindelse med dine personoplysninger. Den indeholder også en præcisering af kontaktoplysningerne for den registeransvarlige, som du kan gøre dine rettigheder gældende over for, den databeskyttelsesansvarlige og Den Europæiske Tilsynsførende for Databeskyttelse.","privacy-statement.1-intro.items.3.0":"Information i forbindelse med den","privacy-statement.1-intro.items.3.1":"databehandling på codeweek.eu,","privacy-statement.1-intro.items.3.2":"som Kommissionen foretager beskrives nedenfor.","privacy-statement.2-why.title":"Hvorfor og hvordan behandler vi dine personoplysninger?","privacy-statement.2-why.items.0":"Formålet med behandlingen","privacy-statement.2-why.items.1":"Kommissionens Generaldirektorat for Kommunikationsnet, Indhold og Teknologi har en række eksterne websteder. Den tekniske indsamling og brug af dine personoplysninger er nødvendig for at du kan tilgå webstederne, der fysisk befinder sig uden for den af Kommissionen kontrollerede infrastruktur.","privacy-statement.2-why.items.2":"Dine personoplysninger vil ikke blive brugt til automatiseret beslutningstagning, herunder profilering.","privacy-statement.3-legal_process.title":"På hvilket retsgrundlag behandler vi dine personoplysninger?","privacy-statement.3-legal_process.items.0":"Vi behandler dine personoplysninger af flere grunde:","privacy-statement.3-legal_process.items.1":'jf. artikel 5, stk. 1, litra a) i forordning (EU) 2018/1725: behandlingen er nødvendig af hensyn til udførelse af en opgave, der udføres i samfundets interesse, eller som henhører under offentlig myndighedsudøvelse, som den eller det pågældende af Unionens institutioner eller organer har fået pålagt.',"privacy-statement.3-legal_process.items.2":"Oplysning af den brede offentlighed er en opgave, der følger af Europa-Kommissionens egne prærogativer på det institutionelle plan, jf. artikel 58, stk. 2, litra d), i Europa-Parlamentets og Rådets forordning (EU, Euratom) 2018/1046 af 18. juli 2018 om de finansielle regler vedrørende Unionens almindelige budget (EUT L 193 af 30.7.2018, s. 1). Vi sikrer passende og præcise garantier i forbindelse med behandling af personoplysninger i overensstemmelse med den gældende databeskyttelseslovgivning","privacy-statement.3-legal_process.items.3":'jf. artikel 5, stk. 1, litra d), i forordning (EU) 2018/1725: I forbindelse med behandlingsaktiviteter i form af cookies og autentifikation er dit samtykke nødvendigt. I overensstemmelse med artikel 3, nr. 15), og artikel 7 i forordning (EU) 2018/1725 skal samtykket være frivilligt, specifikt, informeret og utvetydigt.',"privacy-statement.3-legal_process.items.4":"Vi har fået dit samtykke direkte fra dig. Du kan have udtrykt dette pr. e-mail, sendt via en e-registreringsformular eller i en anden skriftlig form.","privacy-statement.4-collect_data.title":"Hvilke personoplysninger indsamler og behandler vi?","privacy-statement.4-collect_data.items.0":"For at kunne foretage denne behandlingsaktivitet indsamler kontor G.2 følgende kategorier af personoplysninger:","privacy-statement.4-collect_data.items.1":"IP-adresse eller enheds-ID på den enhed, der bruges til at tilgå webstedet.","privacy-statement.4-collect_data.items.2":"Uden denne behandling vil du ikke kunne etablere en teknisk forbindelse mellem dine enheder og serverinfrastrukturen og vil derfor ikke kunne få adgang til vores websted.","privacy-statement.4-collect_data.items.3":"For at du kan få adgang til dette websted indsamler kontor G.2 følgende kategorier af personoplysninger:","privacy-statement.4-collect_data.items.4":"e-mail-adresse","privacy-statement.4-collect_data.items.5":"adgangskode eller","privacy-statement.4-collect_data.items.6":"autentifikation via sociale medier.","privacy-statement.5-how_long.title":"Hvor længe opbevares dine personoplysninger?","privacy-statement.5-how_long.items.0":"Kontor G.2 opbevarer kun personoplysningerne, så længe det er nødvendigt for at opfylde formålet med indsamlingen eller viderebehandlingen af dem, dvs. så længe browsersessionen varer. Desuden kan IP-adresser af sikkerhedshensyn gemmes i et år i webstedets logfiler. Med hensyn til analyseværktøjet slettes IP-adressen og enhedens ID (f.eks. IMEI-nummer og WIFI MAC-adresse) straks ved frakobling.","privacy-statement.6-protect_data.title":"Hvordan beskytter og sikrer vi dine personoplysninger?","privacy-statement.6-protect_data.items.0":"Alle personoplysninger i elektronisk format (e-mails, dokumenter, databaser, uploadede datasæt osv.) opbevares på Europa-Kommissionens servere. Alle behandlinger udføres i henhold til","privacy-statement.6-protect_data.items.1":"Kommissionens afgørelse (EU, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":"af 10. Januar 2017 om kommunikations- og informationssystemernes sikkerhed i Europa-Kommissionen.","privacy-statement.6-protect_data.items.3":"For at beskytte dine personoplysninger har Kommissionen truffet en række tekniske og organisatoriske foranstaltninger. De tekniske foranstaltninger omfatter passende tiltag til at håndtere onlinesikkerhed, risiko for datatab, ændring af data eller uautoriseret adgang under hensyntagen til den risiko, der er forbundet med behandlingen, og arten af de personoplysninger, der behandles. De organisatoriske foranstaltninger omfatter begrænsning af adgangen til personoplysninger til kun at omfatte autoriserede personer med et legitimt behov for at kende formålet med databehandlingen.","privacy-statement.7-access_data.title":"Hvem har adgang til dine personoplysninger, og hvem videregives de til?","privacy-statement.7-access_data.items.0":'Kun Kommissionens personale med ansvar for behandling af oplysningerne og andet autoriseret personale har adgang til dine personoplysninger efter "need to know"-princippet. Dette personale er bundet af vedtægtsmæssige og, om nødvendigt, yderligere aftaler om tavshedspligt.',"privacy-statement.7-access_data.items.1":'Endvidere kan dine personoplysninger videregives til eksterne kontrahenter efter "need to know"-princippet, når disse arbejder med oprettelse, vedligeholdelse, forvaltning og arkivering af websteder på vegne af og under kontrakt med den tjenestegren i Kommissionen, der ejer webstederne.',"privacy-statement.7-access_data.items.2":"De oplysninger, vi indsamler, videregives kun til tredjemand i det omfang og til de formål, loven kræver.","privacy-statement.8-rights.title":"Hvilke rettigheder har du, og hvordan gør du brug af dem?","privacy-statement.8-rights.items.0":"Du har særlige rettigheder som registreret i henhold til kapitel III (artikel 14-25) i forordning (EU) 2018/1725, nærmere bestemt retten til at få indsigt i, berigtiget og slettet dine personoplysninger og retten til at begrænse behandlingen af dine personoplysninger. Hvis det er relevant, har du også ret til at gøre indsigelse mod databehandlingen og ret til dataportabilitet.","privacy-statement.8-rights.items.1":"Du har ret til at gøre indsigelse mod behandling af dine personoplysninger, som udføres lovligt efter artikel 5, stk. 1, litra a).","privacy-statement.8-rights.items.2":"Du har indvilliget i at give dine personoplysninger med henblik på den pågældende behandlingsaktivitet. Du kan når som helst trække dit samtykke tilbage ved at underrette Kontor G.2. Tilbagetrækningen vil ikke påvirke lovligheden af den behandling, der er foretaget, før du trak dit samtykke tilbage.","privacy-statement.8-rights.items.3":"Du kan gøre brug af dine rettigheder ved at kontakte den dataansvarlige eller i tilfælde af konflikt databeskyttelsesrådgiveren. Hvis det er nødvendigt, kan du også henvende dig til Den Europæiske Tilsynsførende for Databeskyttelse. Du kan finde kontaktoplysningerne under punkt 9 nedenfor.","privacy-statement.8-rights.items.4":"Hvis du ønsker at gøre brug af dine rettigheder i forbindelse med en eller flere konkrete behandlingsaktiviteter, bedes du beskrive dem (dvs. deres protokolreference eller ‑referencer som anført i punkt 10 nedenfor) i din anmodning.","privacy-statement.9-contact.title":"Kontaktoplysninger","privacy-statement.9-contact.data-controller.title":"Den dataansvarlige","privacy-statement.9-contact.data-controller.text":"Hvis du ønsker at gøre brug af dine rettigheder i henhold til forordning (EU) 2018/1725, hvis du har bemærkninger, spørgsmål eller betænkeligheder, eller hvis du ønsker at indgive en klage vedrørende indsamlingen og anvendelsen af dine personoplysninger, kan du henvende dig til den dataansvarlige, Kontor G.2 ved Europa-Kommissionen.","privacy-statement.9-contact.data-protection-officer.title":"Kommissionens databeskyttelsesrådgiver","privacy-statement.9-contact.data-protection-officer.text":`Du kan kontakte databeskyttelsesrådgiveren (edps@edps.europa.eu), hvis du mener, at dine rettigheder i henhold til forordning (EU) 2018/1725 er blevet krænket som følge af den dataansvarliges behandling af dine personoplysninger.',"privacy-statement.10-detailed-info.title":"Her finder du yderligere information","privacy-statement.10-detailed-info.items.0":'Kommissionens databeskyttelsesrådgiver fører en fortegnelse over alle Kommissionens behandlingsaktiviteter vedrørende personoplysninger, som er blevet dokumenteret og anmeldt til databeskyttelsesrådgiveren. Du kan få adgang til registret via følgende link: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Behandlingen af personoplysninger er opført i den databeskyttelsesansvarliges register under følgende referencenummer: DPR-EC-09706.1.","privacy.title":"BESKYTTELSE AF DINE PERSONOPLYSNINGER","privacy.1-intro.title":"1. Indledning","privacy.1-intro.items.1":'

    Det er vigtigt for Europa-Kommissionen (herefter "Kommissionen") at beskytte dine personoplysninger og respektere din ret til privatliv. Kommissionen indsamler og viderebehandler personoplysninger i henhold til Europa-Parlamentets og Rådets forordning (EU) 2018/1725 af 23. oktober 2018 om beskyttelse af fysiske personer i forbindelse med behandling af personoplysninger i Unionens institutioner, organer, kontorer og agenturer og om fri udveksling af sådanne oplysninger (som ophæver forordning (EF) nr. 45/2001).

    ',"privacy.1-intro.items.2":"

    Denne erklæring om beskyttelse af personoplysninger forklarer årsagerne til indsamlingen og behandlingen, den måde hvorpå vi indsamler, håndterer og sikrer beskyttelse af alle afgivne personoplysninger, hvordan disse oplysninger bruges samt de rettigheder, du kan udøve i forbindelse med dine personoplysninger (ret til indsigt, berigtigelse, blokering osv.). Den indeholder desuden kontaktoplysninger til den dataansvarlige, som du kan henvende dig til for at udøve dine rettigheder, databeskyttelsesrådgiveren og Den Europæiske Tilsynsførende for Databeskyttelse.

    ","privacy.1-intro.items.3":"

    Denne erklæring om beskyttelse af personoplysninger vedrører indsamling og offentliggørelse af personoplysninger på det offentligt tilgængelige websted Codeweek.eu, for personer, der fungerer som kontaktpunkter for EU's kodeugeaktiviteter (ambassadører for kodeugen, undervisningsministeriekoordinatorer, undervisningsvejledere samt personer, der afholder aktiviteter og arrangementer).

    ","privacy.2-why.title":"2. Hvorfor behandler vi dine data?","privacy.2-why.items.1":"

    Europa-Kommissionen indsamler og offentliggør dine personoplysninger for at gøre det lettere for interessenter eller interesserede borgere at identificere kontaktpunkter. At tilbyde rigtige personer som kontaktpunkter er den bedste og mest effektive måde at sikre, at interesserede kan komme i kontakt med Kommissionens tjenester.

    ","privacy.2-why.items.2":"

    Dine personoplysninger vil ikke blive anvendt til automatiske afgørelser, herunder profilering.

    ","privacy.3-legal_process.title":"3. Retsgrundlag for at behandle dine personoplysninger","privacy.3-legal_process.items.1":"

    Vores behandling af personoplysninger med henblik på offentliggørelse af kontaktpunkter er lovlig i henhold til artikel 5, stk. 1, litra d), i forordning (EU) 2018/1725, fordi du har givet samtykke til behandling af dine personoplysninger via en webformular, eller da du accepterede, at vi bruger din e-mailadresse og dit brugernavn, hvis du tilmeldte dig via et socialt netværk.

    ","privacy.4-collect_data.title":"4. Hvilke personoplysninger indsamler og viderebehandler vi?","privacy.4-collect_data.items.1":"

    De indsamlede personoplysninger er oplysninger, som gør det lettere at identificere dig som kontaktpunkt, og som øger din synlighed for offentligheden. Det drejer sig om: titel, fornavn, efternavn, stilling, arbejdsadresse (inklusive postnummer), telefonnummer, billede, konto på sociale medier og biografi.

    ","privacy.4-collect_data.items.2":"

    Du afgav disse oplysninger frivilligt, da du udfyldte ansøgningsformularen.

    ","privacy.4-collect_data.items.3":"

    Det er obligatorisk at afgive visse personoplysninger med henblik på at gøre det muligt at offentliggøre aktiviteter og/eller kontaktoplysninger på webstedet codeweek.eu. Hvis du ikke afgiver dine personoplysninger, kan din aktivitet ikke offentliggøres, og/eller du vil ikke kunne deltage i ovennævnte netværk.

    ","privacy.4-collect_data.items.4":"

    Du afgiver alle andre personoplysninger frivilligt.

    ","privacy.4-collect_data.items.5":`Når du abonnerer på vores nyhedsbrev, tilføjes din e-mailadresse til EU's programmeringsuges mailingliste, som forvaltes af Mailerlite.com. https://www.mailerlite.com/legal/privacy-policy. Du kan til enhver tid fravælge nyhedsbrevene ved at bruge linket "Unsubscribe\\" i de e-mails, du modtager fra os, eller du kan sende os en e-mail til info@codeweek.eu med \\"Unsubscribe\\" i emnefeltet.`,"privacy.5-how_long.title":"5. Hvor længe beholder vi dine personoplysninger?","privacy.5-how_long.items.1":"

    Kommissionen beholder kun dine personoplysninger så lang tid, det er nødvendigt for at opfylde formålet med indsamlingen eller viderebehandlingen som beskrevet i punkt 2, dvs. så længe du fungerer som kontaktpunkt.

    ","privacy.5-how_long.items.2":"

    Dine personoplysninger fjernes fra det offentligt tilgængelige websted, så snart du ikke længere fungerer som kontaktpunkt, medmindre du har givet tilladelse til, at vi beholder dine oplysninger i databasen med henblik på fremtidige aktiviteter.

    ","privacy.6-protect_data.title":"6. Hvordan beskytter og sikrer vi dine personoplysninger?","privacy.6-protect_data.items.1":"

    Alle personoplysninger i elektronisk format (e-mails, dokumenter, databaser, uploadede batcher af data osv.) gemmes enten på Europa-Kommissionens servere eller på en af dens underleverandørers servere. Al behandling udføres i henhold til Kommissionens afgørelse (EU, Euratom) 2017/46 af 10. januar 2017 om kommunikations- og informationssystemernes sikkerhed i Europa-Kommissionen.

    ","privacy.6-protect_data.items.2":'

    Kommissionens underleverandører er bundet af en specifik kontraktbestemmelse vedrørende al behandling af dine oplysninger på vegne af Kommissionen og af fortrolighedsforpligtelserne, der følger af gennemførelsen af den generelle forordning om databeskyttelse i EU's medlemsstater ("GDPR-forordningen", forordning (EU) 2016/679).

    ',"privacy.6-protect_data.items.3":"

    For at beskytte dine personoplysninger har Kommissionen indført en række tekniske og organisatoriske foranstaltninger. De tekniske foranstaltninger er blandt andet passende handlinger vedrørende internetsikkerhed, risiko for datatab, ændring af data eller uautoriseret adgang, under hensyntagen til den risiko, som behandlingen indebærer, og arten af de behandlede personoplysninger. Organisatoriske foranstaltninger er blandt andet begrænsning af adgangen til personoplysningerne alene til personer, som har et legitimt behov for at kende dem i forbindelse med formålet med behandlingen.

    ","privacy.7-access_data.title":"7. Hvem har adgang til dine oplysninger, og hvem videregives de til?","privacy.7-access_data.items.1":'

    Adgang til dine personoplysninger gives til det personale hos Kommissionen, der har ansvar for at udføre behandlingen, og til autoriseret personale ud fra princippet om "behov for at vide". Dette personale er bundet af lovpligtige, og hvor relevant andre, fortrolighedsaftaler.

    ',"privacy.7-access_data.items.2":'

    Nærmere bestemt kan alle dine afgivne personoplysninger tilgås af webstedernes administratorer (Kommissionens personale) samt andet personale hos Kommissionen, hvis disse har "behov for at vide".. Endvidere deles dine personoplysninger og oplysninger om arrangementer med medlemmer af netværkene af ambassadører for EU’s kodeuge og undervisningsministeriekoordinatorer med henblik på afholdelse af lokale aktiviteter eller opfølgning.

    ',"privacy.7-access_data.items.3":"

    For at gøre kontaktpunkterne mere synlige offentliggøres dine personoplysninger uden adgangsbegrænsning på det offentlige websted: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Vedrørende overførsel af oplysninger til tredjeparter

    ","privacy.7-access_data.items.5":"

    De oplysninger, vi indsamler, vil ikke blive videregivet til tredjepart, undtagen i det omfang det er lovpligtigt for os at gøre det.

    ","privacy.8-rights.title":"8. Hvad er dine rettigheder, og hvordan kan du udøve dem?","privacy.8-rights.items.1":'

    Du har særlige rettigheder som "registreret" i henhold til kapitel III (artikel 14-25) i forordning (EU) 2018/1725, især hvad angår ret til indsigt, berigtigelse eller sletning af dine personoplysninger samt ret til at begrænse behandling af dine personoplysninger. Hvor det måtte være relevant, har du også ret til at gøre indsigelse mod behandling eller ret til dataportabilitet.

    ',"privacy.8-rights.items.2":"

    Du har givet samtykke til, at vi må behandle dine personoplysninger, og du kan når som helst trække dit samtykke tilbage ved at give den dataansvarlige besked. Tilbagetrækningen berører ikke lovligheden af den behandling, der er udført, inden du trak dit samtykke tilbage.

    ","privacy.8-rights.items.3":"

    Du kan udøve dine rettigheder ved at kontakte den dataansvarlige. I tilfælde af en konflikt skal du kontakte databeskyttelsesrådgiveren. Om nødvendigt kan du også henvende dig til Den Europæiske Tilsynsførende for Databeskyttelse. Deres kontaktoplysninger findes i punkt 9 nedenfor.

    ","privacy.9-contact.title":"9. Kontaktoplysninger","privacy.9-contact.data-controller.title":"– Den dataansvarlige","privacy.9-contact.data-controller.text":"

    Hvis du vil udøve dine rettigheder i henhold til forordning (EU) 2018/1725, eller hvis du har kommentarer, spørgsmål eller bekymringer, eller hvis du vil indgive en klage vedrørende indsamling og brug af dine personoplysninger, er du velkommen til at kontakte den dataansvarlige:

    ","privacy.9-contact.data-controller.address":"Generaldirektoratet for Kommunikationsnet, Indhold og Teknologi Enhed G2
    Bygning BU25
    B-1049 Bruxelles
    ","privacy.9-contact.data-controller.email":"E-mail: ","privacy.9-contact.data-protection-officer.title":"– Kommissionens databeskyttelsesrådgiver","privacy.9-contact.data-protection-officer.text":'

    Du kan kontakte databeskyttelsesrådgiveren (DATA-PROTECTION-OFFICER@ec.europa.eu) vedrørende spørgsmål om behandling af dine personoplysninger i henhold til forordning (EU) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"– Den Europæiske Tilsynsførende for Databeskyttelse (EDPS)","privacy.9-contact.european-data-protection.text":'

    Du kan indgive en klage til Den Europæiske Tilsynsførende for Databeskyttelse (edps@edps.europa.eu), hvis du mener, at dine rettigheder i henhold til forordning (EU) 2018/1725 er blevet overtrådt som følge af den dataansvarliges behandling af dine personoplysninger.

    ',"remote-teaching.remote-teaching":"Fjernundervisning","remote-teaching.intro.title":"Kodeugen og fjernundervisning","remote-teaching.intro.text":"Fjernundervisning kan være en stor udfordring for lærere og elever, og der er mange forhindringer, som skal overvindes. Men undervisning i kodning og datamatisk tænkning – sågar robotteknologi – behøver ikke at gå i stå, bare fordi dine elever sidder derhjemme. Her er nogle tips og ressourcer, som vi håber kan hjælpe dig.","remote-teaching.intro.points.1":"Coding@Home: Dette er en samling af korte videoer, gør-det-selv-materialer, puslespil, spil og programmeringsudfordringer til daglig brug i familien og i skolen.","remote-teaching.intro.points.2.0":"Kodning unplugged","remote-teaching.intro.points.2.1":"Her finder du forskellige aktiviteter, du nemt kan lave derhjemme for at lære om eller undervise i programmering med ting fra hverdagen.","remote-teaching.intro.points.3.0":"Undervisningsbidder","remote-teaching.intro.points.3.1":'Her finder du "undervisningsbidder" eller tutorials om bæredygtig udvikling og kunstig intelligens, der omfatter fjernundervisningsafsnit i deres lektionsplaner.',"remote-teaching.intro.points.4.0":"Register over ressourcer","remote-teaching.intro.points.4.1":"Mange af ressourcerne i registret kan også anvendes til fjernundervisning. Du kan finde ressourcer til undervisning i kodning eller til at lære om kodning.","remote-teaching.intro.points.5.0":"Webinarer om kodning hjemmefra","remote-teaching.intro.points.5.1":"Vidste du, at der i forbindelse med EU's kodeuge arrangeres flere webinarer om, hvordan du lærer om og underviser i kodning hjemmefra? Tjek dem ud her!","remote-teaching.tips.title":"7 tips til fjernundervisning i kodning","remote-teaching.tips.points.1.0":"Bliv fortrolig med begreberne, programmeringssproget og softwaren","remote-teaching.tips.points.1.1":"Selvom eleverne selv til dels kan lære kodning og programmering ved at forsøge sig frem, skal du vejlede dem og hjælpe dem med at finde fejl i deres syntaks. Vær klar til at ændre og tilpasse, hvis et digitalt værktøj eller et programmeringssprog ikke giver de forventede læringsresultater.","remote-teaching.tips.points.2.0":"Styrk eleverne","remote-teaching.tips.points.2.1":"Hjælp dine elever med at nå deres fulde potentiale ved at give dem motiverende og meningsfulde erfaringer. Lad dem udforske deres færdigheder og kreativitet ved at lade dem vælge deres egne projekter og resultater. Derudover anbefaler vi, at du er realistisk og opstiller mål, som dine elever kan nå.","remote-teaching.tips.points.3.0":"Tilskynd eleverne til at arbejde i grupper","remote-teaching.tips.points.3.1":`Det er ikke kun sjovere at kode i grupper, det vil også hjælpe eleverne med at skabe mere komplekse og kreative projekter. Desuden kan fjernundervisning virke isolerende for nogle elever, og gruppearbejde kan modvirke dette. Du kan f.eks. oprette onlinemødelokaler, hvor dine elever kan mødes i grupper, eller du kan bruge peer-evalueringer og opfordre eleverne til at give og modtage konstruktiv feedback om hinandens projekter. -`,"remote-teaching.tips.points.4.0":"Udforsk fri software og gratis onlineplatforme om, hvordan man koder","remote-teaching.tips.points.4.1":"Der er mange gode ressourcer til at lære om og undervise i kodning, som både er avancerede og lette at bruge. Det er gratis værktøjer, som du kan lade dine elever bruge uden at skulle købe licenser eller downloade software. Du finder de fleste af dem i Code Week-registret, f.eks., Scratch, App Inventor, Code.org, EarSketch, Sonic Pi, osv. Som vi så i forbindelse med Code Weeks undervisningsbidder, kan du anvende disse værktøjer på alle emner!","remote-teaching.tips.points.5.0":"Husk at lege","remote-teaching.tips.points.5.1":"Dine første skridt ind i kodningens verden skal være medrivende og sjove, og selvom I måske ikke kan dele glæden fysisk for tiden, er der stadig andre måder at lege og have det sjovt på! Du kan f.eks. foreslå dine elever en pause fra lektionen, så de sammen kan spille CodyColor, et pædagogisk spil for flere spillere, der har til formål at lære om datamatisk tænkning, mens man leger.","remote-teaching.tips.points.6.0":"Simulerer virkelig interaktion i klasseværelset","remote-teaching.tips.points.6.1":"Teknologien giver os mulighed for i det mindste delvist at kopiere den form for interaktion, der ville finde sted i klasseværelset. Du kan opfordre dine elever til at tænde deres kameraer på givne tidspunkter, række hånden op virtuelt, stille spørgsmål personligt eller i chatten, svare på digitale meningsmålinger og quizzer osv. Nogle af de gratis digitale værktøjer er Zoom, Microsoft Teams, GoToMeeting eller Jitsi til liveundervisning og Kahoot, Mentimeter eller Google Forms til quizzer og klasseinteraktion. Det vil hjælpe eleverne med at føle, at de deltager i klasseundervisning og til at føle sig knyttet til deres kammerater.","remote-teaching.tips.points.7.0":"Sørg for, at materialerne er tilgængelige og til at betale","remote-teaching.tips.points.7.1":"Sørg for, at dine opgaver er realistiske og inkluderende ved at sikre, at de nødvendige materialer er lette at finde i ethvert hjem, og at enten alle elever kan klare dem, eller at du sørger for at tilpasse dem til dem, der måske ikke kan. F.eks. kræver unplugged kodningsaktiviteter billige materialer såsom saks, papir eller tuscher. Når du arbejder med onlinekodningsøvelser, skal du sørge for, at alle elever har adgang til en tablet eller computer i hjemmet samt en pålidelig internetforbindelse.","remote-teaching.tips.conclusion":"Hvordan lærer du om og underviser i kodning og programmering i fjernundervisningsmiljøer? Har du tips til andre undervisere? Tilføj en kommentar i forummet nedenfor!","report.title":"Rapportér dit #EUCodeWeek-arrangement","report.event_title":"Arrangementets titel","report.number_required":"Angiv et cirkatal, også selvom du ikke har nøjagtige data.","report.phrase1":"Du kan kun udfylde denne formular én gang! Kontrollér dine data omhyggeligt. Hvis du har lavet en fejl, ","report.phrase2":"Når du har indsendt rapporten, vil der blive udstedt et personligt certifikat for deltagelse i kodeugen, og du vil kunne downloade eller dele det. Du kan se et eksempel på certifikatet her.","report.phrase3":"Obligatoriske felter er markeret med en stjerne *.","report.phrase4":"Du kan kun udfylde denne formular én gang! Kontrollér dine data omhyggeligt. Hvis du har lavet en fejl,","report.contactus":"kontakt os","report.participants_count.label":"Deltagerantal","report.average_participant_age.label":"Deltagernes gennemsnitsalder","report.percentage_of_females.label":"Procentdel piger/kvinder","report.codeweek_for_all_participation_code.label":"Codeweek for all-deltagelseskode","report.codeweek_for_all_participation_code.help":"Du kan skrive din Codeweek4All-udfordringskode her, hvis du har en. Ignorer dette felt, hvis du ikke deltager.","report.name_for_certificate.label":"Navn til certifikatet","report.name_for_certificate.help":"Ret dette til navnet på den, der afholder arrangementet, som skal have certifikatet for deltagelse i kodeugen. Brug kun ASCII-bogstaver (latinske). Bogstaver med accenttegn, omlyd osv. er ikke tilladte.","report.submit":"Indsend rapport for arrangement","report.thanks_page.title":"Tak, fordi du rapporterede om dit arrangement!","report.thanks_page.certificate_ready":"Dit certifikat er klar.","report.thanks_page.download_button":"Klik her for at downloade det.","report.thanks_page.back_events":"Vend tilbage til dit arrangement","resources.search_resources":"Søg i ressourcer","resources.types":"Typer","resources.levels":"Niveauer","resources.programming_languages":"Programmeringssprog","resources.categories":"Kategorier","resources.Languages":"Sprog","resources.Subjects":"Emner","resources.share":"Del","resources.communication_toolkit":"Kommunikationspakke","resources.teachers_toolkit":"Pakke til lærere","resources.leaflet":"Brochure","resources.how_to_organise_an_activity":"Hvordan afholder jeg en aktivitet?","resources.resources.languages.Russian":"Russisk","resources.resources.languages.Norwegian":"Norsk","resources.resources.languages.Mandarin":"Mandarin","resources.resources.languages.Japanese":"Japansk","resources.resources.languages.All targeted languages":"Alle sprog","resources.resources.levels.Beginner":"Begynder","resources.resources.levels.Intermediate":"Øvet","resources.resources.levels.Advanced":"Avanceret","resources.resources.levels.Pre-primary education":"Førskoleuddannelse","resources.resources.levels.Primary school (5-12)":"Indskoling/mellemtrin (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Udskoling (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Ungdomsuddannelse (16-18)","resources.resources.levels.Higher Education":"Videregående uddannelse","resources.resources.levels.Other":"Andet","resources.resources.subjects.Art":"Kunst","resources.resources.subjects.Biology":"Biologi","resources.resources.subjects.Chemistry":"Kemi","resources.resources.subjects.Computer Science":"Datalogi","resources.resources.subjects.Culture":"Kultur","resources.resources.subjects.Economics":"Økonomi","resources.resources.subjects.Foreign Languages":"Fremmedsprog","resources.resources.subjects.Geography":"Geografi","resources.resources.subjects.Geology":"Geologi","resources.resources.subjects.History":"Historie","resources.resources.subjects.Language and Literature":"Sprog og litteratur","resources.resources.subjects.Mathematics":"Matematik","resources.resources.subjects.Natural Sciences":"Naturvidenskab","resources.resources.subjects.Physical Education":"Idræt","resources.resources.subjects.Physics":"Fysik","resources.resources.subjects.Coding":"Kodning","resources.resources.subjects.Special Education Needs":"Særlige uddannelsesbehov","resources.resources.subjects.Other":"Andet","resources.resources.types.Tutorial":"Vejledning","resources.resources.types.Website":"Websted","resources.resources.types.Online Course":"Onlinekursus","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Lyd","resources.resources.types.Application":"Applikation","resources.resources.types.Game":"Spil","resources.resources.types.Graphic Material":"Grafisk materiale","resources.resources.types.Presentation":"Præsentation","resources.resources.types.Toolkit":"Pakke","resources.resources.types.Other":"Andet","resources.resources.types.Lesson Plan":"Læreplan","resources.resources.types.Guide":"Guide","resources.resources.categories.Coding":"Kodning","resources.resources.categories.Programming":"Programmering","resources.resources.categories.Computational Thinking":"Datalogisk tænkning","resources.resources.categories.Robotics":"Robotteknik","resources.resources.categories.Making":"Byggeri","resources.resources.categories.Tinkering":"Nørkleri","resources.resources.categories.Unplugged Activities":"Aktiviteter uden brug af computer","resources.resources.categories.Other":"Andet","school.name":"Skolens navn","school.location":"Skolens placering","school.description":"Beskrivelse af skolen","school.school":"Skole","school.add":"Tilføj","school.list":"Oplist","school.required.name":"Skolens navn er obligatorisk","school.required.location":"Skolens placering er obligatorisk","schools.1.title1":"Hvorfor skal man indføre kodning i klasseværelset?","schools.1.title2":"Hvordan kan kodning være godt for dine elever? Hvad får du ud af det som lærer?","schools.1.content.0":"Vi mener, at alle menneskers grundlæggende færdigheder i en digital tidsalder skal omfatte en forståelse af kodning og udviklingen af væsentlige kompetencer i forbindelse med at tænke som en computer, som for eksempel problemløsning, samarbejde og analytiske færdigheder.","schools.1.content.1":"At lære at kode kan styrke dine elever, så de kan gå forrest i et samfund med digitale færdigheder, udvikle en bedre forståelse for den verden, vi lever i, og få bedre muligheder, både på det personlige plan og i arbejdslivet.","schools.1.content.2":"Kodeugen tilbyder alle elever muligheden for at tage de første skridt som digitale skabere ved at give skoler og lærere adgang til gratis professionelle udviklingsmuligheder, undervisningsmateriale, internationale udfordringer og muligheder for udveksling.","schools.1.button.label":"Vil du i gang med det samme? Tilmeld dig her!","schools.2.title1":"Er du klar til at være med?","schools.2.title2":"Afhold en lektion, en træningssession eller et arrangement, og tilføj det på kortet.","schools.2.content.0":"Uanset om du har kendskab til kodning og programmering eller ej, er det let at afholde en lektion i klasseværelset, en åbent hus-dag eller et arrangement på skolen. Du skal bare vælge en dato og registrere aktiviteten på kortet nedenfor. Hvis du mener, at du skal bruge hjælp til at forberede en kodelektion, skal du gå videre til næste afsnit.","schools.2.content.1":"Tag et kig på nogle eksempler på aktiviteter, der afholdes, ved at se på kortet nedenfor, og tilføj din egen aktivitet, så du kan blive en af de flere tusinde undervisere i Europa og resten af verden: ","schools.2.button.label":"Er du klar til at gå i gang? Tilføj en aktivitet!","schools.3.title1":"Er kodning nyt for dig? Bare rolig","schools.3.title2":"Vores værktøjer giver dig en introduktion til kodning, inden du videregiver det til dine elever","schools.3.content.0":"Hvis du er interesseret i at få kodning ind i klasseværelset, men ikke ved, hvor du skal begynde, så bare rolig! Et internationalt team af lærere og eksperter har udviklet en række korte træningsmoduler på internettet, som hjælper dig med at komme i gang.","schools.3.content.1":"Du behøver ikke at have erfaring med kodning for at følge vores små undervisningsmoduler!","schools.3.button.label":"Gå til undervisningsmodulerne","schools.4.title1":"Er du på udkig efter en ekstra udfordring?","schools.4.title2":"Opbyg et netværk af aktiviteter, aktivér så mange elever som muligt, og få et kvalitetscertifikat","schools.4.content.0":"Code Week 4 All udfordrer dig til at slå dig sammen med andre lærere eller skoler og deltage i et internationalt fællesskab af ligesindede, som giver eleverne mulighed for at tage deres første skridt inden for kodning. En alliance, der aktiverer over 500 elever, udløser et kvalitetscertifikat.","schools.4.button.label":"Lær mere om Code Week 4 All-udfordringen","schools.title":"Skoler: Lad kodeugen komme til jeres elever","scoreboard.title":"Hvilke lande summer af kodeaktivitet?","scoreboard.paragraph":"Resultattavlen er sorteret efter antallet af oplistede kodearrangementer i forhold til befolkningen, så bliv ikke overrasket over at se nogle af de mindre lande højt oppe på listen!","scoreboard.parcipating_with":"deltager med","scoreboard.events":"arrangementer","search.audience_title":"Målgruppe","search.theme_title":"Tema","search.placeholder":"Søg efter arrangementets navn eller tag","search.submit":"Søg","search.label_country":"Vælg land","search.last_year_events.label":"Medtag sidste års arrangementer","search.last_year_events.yes":"Ja","search.last_year_events.no":"Nej","search.search_counter":"matcher dine søgekriterier","search.event":"arrangement","search.events":"arrangementer","search.year":"år","search.audiences":"Målgrupper","search.themes":"Temaer","search.countries":"Lande","search.search_placeholder":"Søg efter titel eller beskrivelse","snippets.featured-activities":`Her finder du kommende aktiviteter i EU's kodeuge, der byder onlinedeltagere velkommen. Du kan filtrere efter sprog og måned, og ved at klikke på "vis\\" får du adgang til alle oplysninger om aktiviteten og arrangørernes kontaktoplysninger. God fornøjelse!`,"snippets.learn":"Kodning og programmering er nøglekompetencer, som i stigende grad efterspørges på alle områder, og EU's kodeuge vil støtte dig i din læring! Gennemse vores register, og find den perfekte ressource til at starte eller fortsætte din rejse med kodning. Alle ressourcerne er gratis. Husk, at du kan filtrere din søgning efter ressourcetype, færdighedsniveau, programmeringssprog, kategori og sprog.","snippets.teach":"Kodning og programmering er nøglekompetencer, som giver dine elever og børn nye muligheder. Vil du undervise i kodning derhjemme, i klasseværelset eller i kodeklubben? Søg efter den mest velegnede ressource i vores register til at gøre kodning og programmering til en del af din undervisning. Alle ressourcerne er gratis. Husk, at du kan filtrere din søgning efter ressourcetype, færdighedsniveau, programmeringssprog, emne, kategori og sprog.","snippets.toolkits.0":"I dette afsnit finder du materiale, der vil hjælpe dig med at tilrettelægge din EU-kodeugeaktivitet og promovere initiativet i dit community.","snippets.toolkits.1":"Værktøjssæt til kommunikation","snippets.toolkits.2":"Her finder du EU's kodeuges officielle logoer, badge, folder, plakater, PowerPoint- og Word-skabeloner, eksempler på opslag på sociale medier og illustrationer.","snippets.toolkits.3":"Værktøjssæt til lærere","snippets.toolkits.4":"Her finder du EU's kodeuges officielle logoer, badge, skabelon til deltagelsesbevis til dine elever, en introduktion om EU's kodeuge og materiale til de sociale medier.","snippets.toolkits.5":"Officiel brochure om EU's kodeuge.","snippets.about.goal":"Målet er at hjælpe flere unge med at beherske de grundlæggende principper for kodning og datamatisk tænkning.","snippets.guide.tutorials.1":"Se vores","snippets.guide.tutorials.2":"vejledninger og undervisning,","snippets.guide.tutorials.3":"som er tilgængelige på 29 sprog, for at blive klar til at tilrettelægge aktiviteter, hvor unge lærer om kodning og datamatisk tænkning.","snippets.dance.menu":"Danseudfordringen","snippets.dance.subtitle":"Hvem har sagt, at programmører ikke kan danse? Vi beviser, at det ikke er rigtigt, med #EUCodeWeekDance-udfordringen.","snippets.dance.content":"Alle lige fra skoler, lærere, biblioteker til programmeringsklubber, virksomheder og offentlige myndigheder opfordres til at fejre EU Code Week ved at organisere en #EUCodeWeekDance-aktivitet og tilføje den til Code Week-kortet.","snippets.treasure-hunt.menu":"Skattejagt","snippets.treasure-hunt.subtitle":"Dette er et spil på Telegram","snippets.videos.1":"Se videoer fra EU Code Week-ambassadører om vores værdier","snippets.videos.2":"Se Katja Osljak, ambassadør for Slovenien, fortælle om, hvorfor Code Week er uafhængig","snippets.videos.3":"Se Laurent Touché, ambassadør for Frankrig, fortælle om, hvorfor Code Week er for alle","snippets.videos.4":"Se Fatma Bouaziz, ambassadør for Tunesien, fortælle om, hvorfor Code Week er glokal","snippets.videos.5":"Se Linda Sinka, ambassadør for Letland, fortælle om, hvorfor Code Week handler om samarbejde","snippets.videos.6":"Se Alessandro Bogliolo, ambassadør for Italien, fortælle om, hvorfor Code Week er non-profit","snippets.videos.7":"Se Marjana Prifti, ambassadør for Albanien, fortælle om, hvorfor Code Week fremmer innovation og kreativitet","snippets.videos.8":"Se Cristiana Lucaci, ambassadør for Rumænien, fortælle om, hvorfor Code Week er taknemmelig for sit fællesskab","training.learning_bits":"Undervisningsbidder til kodeugen","training.title":"Gratis undervisningsmateriale og onlinekurser","training.text":`

    Her kan du finde gratis undervisningsmaterialer og ressourcer, som kan hjælpe dig med at komme i gang og planlægge din næste innovative lektion.

    -

    1. Undervisningsbidder til kodeugen

    -

    Der kræves ingen tidligere erfaring med programmering, og de enkelte moduler kan gennemføres på ca. 15 minutter. Modulerne introducerer dig til de vigtigste koncepter i forbindelse med kodning og datalogisk tænkning. Desuden giver modulerne praktiske tips og råd om, hvordan du kan integrere koncepterne i klasseværelset.

    `,"training.text_2":`

    Nu da du har gennemført en eller flere af undervisningsbidderne til kodeugen, håber vi, at du føler dig klædt på til at tage den digitale kreativitet med ind i klasseværelset, og at du tilføjer din aktivitet til kodeugekortet!

    - -

    Det er let at afholde en lektion i klasseværelset, en åbent hus-dag eller et arrangement på skolen. Du skal bare vælge en dato og registrere aktiviteten på kodeugekortet. Alle, der afholder en aktivitet, får et certifikat for deltagelse som tak for indsatsen.

    - -

    Hvis du gerne vil i kontakt med en international gruppe af engagerede lærere, kan du tilmelde dig EU’s kodeuges Facebookgruppe for lærere! Gå trinnet videre, og samarbejd med andre skoler i dit land eller andre lande – vær med i Code Week 4 All-udfordringen.

    `,"training.lessons.1.title":"Kodning uden digital teknologi (»unplugged«)","training.lessons.1.author":"Af Alessandro Bogliolo","training.lessons.1.text":`

    Kodning er tingenes sprog og giver os mulighed for at skrive programmer, der giver nye funktioner til de milliarder af programmerbare genstande, der omgiver os. Kodning er den hurtigste måde at gøre sine idéer til virkelighed og den mest effektive måde at lære datalogisk tænkning. Det er dog ikke strengt nødvendigt med teknologi, hvis man vil lære datalogisk tænkning. Man kan nærmere sige, at datalogisk tænkning er grundlaget for at få teknologien til at virke.

    - -

    I denne video introducerer Alessandro Bogliolo, professor i computersystemer i Italien og koordinator for den europæiske kodeuge, kodningsaktiviteter, som kan udføres uden elektroniske enheder. Hovedformålet med aktiviteter uden brug af computer er at gøre kodning mere tilgængeligt på alle skoler, uanset økonomi og udstyr.

    - -

    Kodningsaktiviteter uden brug af computer afslører de computerlignende aspekter i den verden, der omgiver os.

    `,"training.lessons.1.activities.1":"Aktivitet 1 – CodyRoby for indskolingen/mellemtrinnet","training.lessons.1.activities.2":"Aktivitet 2 – CodyRoby for udskolingen","training.lessons.1.activities.3":"Aktivitet 3 – CodyRoby for gymnasiale uddannelser","training.lessons.2.title":"Datalogisk tænkning og problemløsning","training.lessons.2.author":"Af Miles Berry","training.lessons.2.text":`

    Datalogisk tænkning (computational thinking) beskriver en måde at anskue problemer og systemer på, så en computer kan bruges til at hjælpe os med at løse eller forstå dem. Datalogisk tænkning er ikke kun afgørende for at udvikle computerprogrammer, men kan også bruges til at støtte problemløsning på tværs af fagområder.

    - -

    Du kan lære dine elever datalogisk tænkning ved at få dem til at opdele komplekse problemer i mindre dele (dekomponering), at genkende mønstre (mønstergenkendelse), at identificere de relevante oplysninger for at kunne løse et problem (abstraktion) eller at opstille regler eller instruktioner, der skal følges for at kunne opnå et bestemt resultat (algoritmedesign). Datalogisk tænkning kan læres på tværs af fag, for eksempel i matematik (udregn reglerne for at opløse andengradspolynomier), dansk (opdel analysen af et digt i analyse af metrik, rytme og struktur), sprog (find mønstre i endelsesbogstaver i verber, der påvirker stavningen, når tempusformen ændres) og mange flere.

    - -

    I denne video introducerer Miles Berry, lektor ved Roehampton School of Education i Guildford (Det Forenede Kongerige), konceptet datalogisk tænkning og de forskellige måder, hvorpå en lærer kan integrere det i klasseværelset med enkle spil.

    `,"training.lessons.2.activities.1":"Aktivitet 1 – Udvikling af matematisk tankegang for indskolingen/mellemtrinnet","training.lessons.2.activities.2":"Aktivitet 2 – Introduktion til algoritmer for udskolingen","training.lessons.2.activities.3":"Aktivitet 3 – Algoritmer for gymnasiale uddannelser","training.lessons.3.title":"Visuel programmering – Introduktion til Scratch","training.lessons.3.author":"Af Margo Tinawi","training.lessons.3.text":`

    Visuel programmering lader mennesker beskrive processer med illustrationer eller grafik. Vi taler normalt om visuel programmering som en modsætning til tekstbaseret programmering. Visuelle programmeringssprog er særligt velegnede til at introducere algoritmer til børn (og endda voksne). Med visuelle programmeringssprog er der mindre at læse og ingen syntaks at implementere.

    - -

    I denne video hjælper Margo Tinawi, lærer i webudvikling på Le Wagon og medstifter af Techies Lab asbl (Belgien), dig med at lære Scratch at kende. Det er et af de mest populære visuelle programmeringssprog, og det bruges over hele verden. Scratch blev udviklet af MIT i 2002, og sidenhen er der opstået et stort fællesskab omkring det, hvor du kan finde millioner af projekter, du kan replikere med dine elever, og utallige vejledninger på flere sprog.

    - -

    Du behøver ikke at have erfaring med kodning for at kunne bruge Scratch, og du kan bruge det i alle fag! Du kan for eksempel bruge Scratch som digitalt historiefortællingsredskab, illustrere et matematisk problem eller afholde en kunstkonkurrence for at lære om kulturarv, samtidig med at der undervises i kodning og datalogisk tænkning, og ikke mindst samtidig med at det er sjovt.

    - -

    Scratch er gratis, meget intuitivt og motiverende for dine elever. Tag et kig på Margos video for at lære, hvordan du kommer i gang.

    `,"training.lessons.3.activities.1":"Aktivitet 1 – Grundlæggende Scratch for indskolingen/mellemtrinnet","training.lessons.3.activities.2":"Aktivitet 2 – Grundlæggende Scratch for udskolingen","training.lessons.3.activities.3":"Aktivitet 3 – Grundlæggende Scratch for gymnasiale uddannelser","training.lessons.4.title":"Sådan laver du uddannelsesspil med Scratch","training.lessons.4.author":"Af Jesús Moreno León","training.lessons.4.text":`

    Kritisk tankegang, vedholdenhed, problemløsning, datalogisk tænkning og kreativitet er blot nogle af de vigtige kompetencer, som dine elever skal tilegne sig for at klare sig godt i det 21. århundrede, og kodning kan være med til at opnå dette på en sjov og motiverende måde.

    - -

    Algoritmiske notationer af flowkontrol ved hjælp af sekvenser af instruktioner og loops, datarepræsentation ved hjælp af variabler og lister eller synkronisering af processer kan lyde som komplicerede koncepter, men i denne video vil du finde ud af, at de er lettere at lære, end du tror.

    - -

    I denne video forklarer Jesús Moreno León, lærer og forsker i computervidenskab fra Spanien, hvordan du kan udvikle disse og andre færdigheder hos dine elever, mens I har det sjovt. Hvordan gør man det? Ved at lave et spil med spørgsmål og svar i Scratch, som er det mest populære programmeringssprog, der bruges i skoler over hele verden. Scratch forbedrer ikke alene datalogisk tænkning – det giver også mulighed for at introducere spilelementer i klasseværelset for at holde elevernes motivation oppe, mens de lærer og har det sjovt.

    - -

    Tag et kig på videoen for at lære, hvordan du kommer i gang:

    `,"training.lessons.4.activities.1":"Aktivitet 1 – Spil med spørgsmål og svar med Scratch til indskolingen/mellemtrinnet","training.lessons.4.activities.2":"Aktivitet 2 – Spil med spørgsmål og svar med Scratch til udskolingen","training.lessons.4.activities.3":"Aktivitet 3 – Spil med spørgsmål og svar med Scratch til gymnasiale uddannelser","training.lessons.5.title":"Robotteknologi og nørkleri i klasseværelset","training.lessons.5.author":"Af Tullia Urschitz","training.lessons.5.text":`

    Integrationen af kodning, nørkleri, robotteknologi og mikroelektronik som undervisningsredskaber i pensum er en vigtig del af uddannelsen i det 21. århundrede.

    - -

    Brug af nørkleri og robotteknologi i skolen har mange fordele for eleverne, da det hjælper med at udvikle vigtige færdigheder som for eksempel problemløsning, teamwork og samarbejde. Det styrker også elevernes kreativitet og selvtillid, og det kan være med til at lære eleverne vedholdenhed og beslutsomhed, når de møder udfordringer. Robotteknologi er også et område, der fremmer inklusion, da det er lettilgængeligt for mange forskellige elever med forskellige evner og færdigheder (såvel drenge som piger), og det har en positiv indvirkning på elever på autismespektret.

    - -

    Se denne video, hvor Tullia Urschitz, en italiensk Scientix-ambassadør og STEM-lærer i Sant’Ambrogio Di Valpolicella, Italien, giver nogle praktiske eksempler på, hvordan lærere kan integrere nørkleri og robotteknologi i klasseværelset og dermed forvandle passive elever til engagerede skabere.

    `,"training.lessons.5.activities.1":"Aktivitet 1 – Sådan laver man en mekanisk hånd i masonit for indskolingen/mellemtrinnet","training.lessons.5.activities.2":"Aktivitet 2 – Sådan laver man en mekanisk hånd eller en robothånd for udskolingen","training.lessons.5.activities.3":"Aktivitet 3 – Sådan laver man en mekanisk hånd eller en robothånd for gymnasiale uddannelser","training.lessons.6.title":"App Inventor og appudvikling","training.lessons.6.author":"Af Rosanna Kurrer","training.lessons.6.text":`

    Se denne video, hvor Rosanna Kurrer (stifter af CyberWayFinder) forklarer, hvad App Inventor er, gennemgår fordelene ved at anvende appudvikling i undervisningen og kommer med nogle praktiske eksempler på, hvordan lærere kan integrere App Inventor i undervisningen og gøre passive elever til entusiastiske spilproducenter.

    -

    Vi bruger alle applikationer, da de er en bekvem og hurtig måde at koordinere vores aktiviteter på. De bruges også i stigende grad på uddannelsesområdet, da de giver mulighed for personaliseret læring og giver brugerne mulighed for at få oplysninger, så hvorfor ikke lære dine elever at bygge en uddannelsesapp til andre?

    `,"training.lessons.6.activities.1":"Aktivitet 1 – Titel, for primærskolen","training.lessons.6.activities.2":"Aktivitet 2 – Titel, for det nedre trin i sekundærskolen","training.lessons.6.activities.3":"Aktivitet 3 – Titel, for det øvre trin i sekundærskolen","training.lessons.7.title":"Tinkering og making","training.lessons.7.author":"Af Diogo da Silva","training.lessons.7.text":`

    Vores job og arbejdspladser er under forandring, og det samme gælder på uddannelsesområdet. Som led i forberedelsen af eleverne til en karriere i det 21. århundrede er nye færdigheder såsom tinkering, making og hacking blevet af afgørende betydning, da de mindsker afstanden mellem skolen og virkeligheden. Ved at omdanne klasseværelset til et samarbejdsmiljø med fokus på problemløsning, får man engagerede elever, der trives. Disse aktiviteter fremmer diskussion, og klasseværelset bliver således et kommunikationsknudepunkt, hvor alle bidrag er vigtige.

    -

    Se nedenstående videoklip, hvor den portugisiske STEAM-lærer Diogo da Silva, der er medlem af Escola Global, trin for trin viser, hvordan man udvikler en lektion, hvor eleverne finder frem til en løsning gennem tinkering, making og hacking.

    `,"training.lessons.7.activities.1":"Aktivitet 1 – Titel, for primærskolen","training.lessons.7.activities.2":"Aktivitet 2 – Titel, for det nedre trin i sekundærskolen","training.lessons.7.activities.3":"Aktivitet 3 – Titel, for det øvre trin i sekundærskolen","training.lessons.8.title":"Programmering på alle fagområder","training.lessons.8.author":"Af M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Det første, der falder en ind, når man tænker på programmering i klasseværelset, er computere, teknologi, matematik eller naturvidenskab. Da elever har forskellige interesser og fag, hvorfor så ikke bruge dette til vores fordel og foretage programmering på tværs af alle læseplanerne?

    -

    Integrering af programmering i undervisningen har mange fordele, da det hjælper eleverne med at udvikle færdigheder såsom kritisk tænkning og problemløsning, blive aktive brugere og styre deres egen læringsproces, hvilket er afgørende i skolen. Det vigtigste er imidlertid, at eleverne lærer, mens de har det sjovt!

    -

    Sprog, musik eller STEM er blot nogle af de fag, hvor lærerne kan anvende programmering for fremtidige forskere, musikere, kunstnere og ja, alle andre! Alle lærere kan integrere programmering og computertænkning i undervisningen. Brug af en CLIL-lektion til at forklare en algoritme til dagligdags ting, fremstilling af et joystick i filt for at lære om naturfag eller brug af undervisningsrobotter for at øge motivationen inden for matematik er eksempler på mulige aktiviteter i klasseværelset.

    -

    Se videoen nedenfor for at lære, hvordan undervisere i musik, naturvidenskab og sprog let kan integrere programmering og computertænkning i undervisningen, selv om de ikke har tidligere erfaringer.

    `,"training.lessons.8.activities.1":"Aktivitet 1 – Robotteknik og inklusion for elever i primærskolen i STEM","training.lessons.8.activities.2":"Aktivitet 2 – Musik er programmering","training.lessons.8.activities.3":"Aktivitet 3 – Tinkering og programmering med Makey Makey","training.lessons.8.activities.4":"Aktivitet 4 – En algoritme til dagligdags ting til en CLIL-lektion","training.lessons.9.title":"Byg en automat med en micro:bit","training.lessons.9.author":"af Pauline Maas","training.lessons.9.text":`

    - Med en Micro:bit, som er en computer i lommestørrelse, der er nem at programmere, kan du og dine elever lave spændende kreationer på en sjov og let måde, lige fra robotter til musikinstrumenter, mens du lærer eleverne at kode. Den er enkel og let at bruge for selv de yngste programmører, mens den på samme tid er kraftig nok til elever på mere avancerede trin. Du kan indarbejde den i mange forskellige fag, lige fra historie til matematik og endda fysik. Mulighederne er uendelige. Micro:bit er en spændende og billig måde at lære eleverne om at kode og samtidig give dem vigtige færdigheder som for eksempel datalogisk tænkning, problemløsning og kreativitet. -

    -

    - Pauline Maas, som er lærer i datalogi ved Koninklijke Visio, præsenterer micro:bit i denne video og giver et par praktiske eksempler på, hvordan lærere kan indarbejde den i klasselokalet og gøre passive elever til entusiastiske skabere. -

    `,"training.lessons.9.activities.1":"Morsekode med micro:bit, for indskolingen/mellemtrinnet","training.lessons.9.activities.2":"Escape room med micro:bit, for udskolingen","training.lessons.9.activities.3":"Byg en automat, for ungdomsuddannelser","training.lessons.10.title":"Kreativ kodning med Python","training.lessons.10.author":"af Ivana Vezjak","training.lessons.10.text":`

    -At gå fra visuel til tekstbaseret programmering er en naturlig udvikling i kodning. Visuel programmering kan være glimrende til begyndere, men efter et stykke tid har eleverne ofte brug for en ny udfordring. Tekstbaseret programmering er næste skridt for alle, der vil dykke længere ned i programmering og datalogisk tænkning. -

    -

    -I denne video præsenterer Ivana Vezjak den grundlæggende syntaks i Python. Python er et af de mest populære programmeringssprog i dag, og det bruges på mange områder som for eksempel datavidenskab, kunstig intelligens, maskinlæring, webudvikling osv. Python er et effektivt programmeringssprog, som bruges af erfarne programmører, men det kan også bruges af folk uden erfaring med kodning overhovedet, da det er enkelt og har en tydelig syntaks. -

    -

    -Med Python kan eleverne lave quizzer om historiske begivenheder, løse matematikproblemer og lave fysiksimuleringer, lave spil, bygge websteder, analysere data til videnskabelige projekter og meget mere. Python har et fyldigt og omfattende standardbibliotek, et bredt fællesskab og et væld af vejledninger og projekter, som alle er tilgængelige på internettet, og de kan bruges til at undervise, lære og øve sig. Ved at kode i Python, analysere programmer og rette fejl udvikler eleverne deres kreativitet og lærer, hvordan man er konsekvent, vedholdende og tålmodig. De lærer analytisk tankegang og problemløsning ved at nedbryde komplekse problemer i mindre komponenter. Disse kompetencer vil hjælpe dem med deres tilgang til problemer på alle andre områder i livet. -

    `,"training.lessons.10.activities.1":"Min første quiz, for indskolingen/mellemtrinnet","training.lessons.10.activities.2":"Galgespil, for udskolingen","training.lessons.10.activities.3":"Gæt flaget!, for ungdomsuddannelser","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Python Standard Library","training.lessons.10.links.1.description":"En samling færdige kodestumper og moduler (f.eks. turtle-modul, matematikmodul osv.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Pædagogisk videospil til at lære programmeringskoncepter med.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/da-DK/codeclub","training.lessons.10.links.3.title":"CodeClub projects","training.lessons.10.links.3.description":"Trinvise programmeringsprojekter til børn, fra begyndere til avancerede brugere.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Invent your own computer games with Python","training.lessons.10.links.4.description":"En bog, hvor du kan lære at programmere dine egne computerspil med Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Et pædagogisk fællesskab, hvor elever og lærere kan øve sig via en række udfordringer.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"En samling begynderlektioner i Python (både tekstbaseret og med blokke) vha. det interaktive Trinket.","training.lessons.10.links.title":"Andre relaterede ressourcer","training.lessons.11.title":"Kodning med inklusion","training.lessons.11.author":"af Kodeuge-teamet","training.lessons.11.text":`

    - Det kan være en udfordring at bringe kodning ind i klasseværelset, især hvis du har elever med visse funktionsnedsættelser. Det er dog vigtigt at huske, at alle uanset evner kan lære at kode. Børn med særlige behov kan få stor gavn af at lære at kode, da det giver eleverne vigtige kompetencer som for eksempel problemløsning, organisering og uafhængighed. Kodning kan også forbedre sociale kompetencer gennem samarbejde og gruppearbejde – kompetencer, som er en udfordring for mange børn med funktionsnedsættelser. Det vigtigste er, at eleverne har det sjovt, mens de lærer sammen med deres kammerater. -

    -I denne video viser Kodeuge-teamet nogle praktiske, nemme og sjove kodeaktiviteter, der er tilpasset specielt til elever med Downs syndrom eller diagnoser på autismespektret eller synshæmmede elever, som lærerne let kan bringe ind i klasseværelset. -

    `,"training.lessons.11.activities.1":"Æggebakkelabyrint","training.lessons.11.activities.2":"En meget klog mus","training.lessons.11.activities.3":"Stjerner fra stjernen","training.lessons.12.title":"Klassificering for bæredygtige udviklingsmål","training.lessons.12.author":"af Francisco Javier Masero, Cristina Nicolaita og Erviola Konomi","training.lessons.12.text.1":"Traditionel uddannelse giver eleverne få muligheder for at forstå og løse problemer i den virkelige verden såsom globale klimaændringer, ligestilling mellem kønnene, sult, fattigdom eller godt helbred og velvære.","training.lessons.12.text.2":"Verdensmålene for bæredygtig udvikling (SDG) er kernen i 2030-agendaen for bæredygtig udvikling, vedtaget af alle FN's medlemslande som en køreplan for at opnå fred og velstand på planeten og tilskynde til global udvikling. Lærere kan bruge SDG'erne i klasseværelset som et redskab til eleverne til at udvikle deres evne til at tænke kritisk, men også til at hjælpe dem med at finde deres identitet og formål. Ved at kombinere grundlæggende elementer i kodning og databehandlet tænkning med SDG'erne vil det øge dine elevers selvtillid, og du vil hjælpe dem med at udvikle deres kreativitet, iværksætterånd, problemløsning eller kommunikationsevner.","training.lessons.12.text.3":"I nedenstående aktiviteter vil elever anvende principperne Scratch, ASCII-kodning og unplugged kodning på emner af global og social relevans i dag. Lærere vil øge bevidstheden om målene for bæredygtig udvikling, samtidigt med at de hjælper dem med at udvikle empati, aktivt medborgerskab og prosociale færdigheder på en sjov og engagerende måde.","training.lessons.12.text.4":"Disse lektionsplaner fokuserer hver på ét af SDG'erne:","training.lessons.12.text.5":"Verdensmål for bæredygtig udvikling, mål 3: Vi skal sikre et sundt liv for alle og fremme trivsel for alle aldersgrupper","training.lessons.12.text.6":"Verdensmål for bæredygtig udvikling, mål 5: Vi skal opnå ligestilling mellem kønnene og styrke kvinders og pigers rettigheder og muligheder","training.lessons.12.text.7":"Verdensmål for bæredygtig udvikling, mål 13: Vi skal handle hurtigt for at bekæmpe klimaforandringer og deres konsekvenser","training.lessons.12.activities.1":"Karateka-projekt: At kende karate gennem programmering, for folkeskolen og for børn og unge op til 18 år","training.lessons.12.activities.2":"Verdensmål for bæredygtig udvikling og klassificering for klimaændringer, for folkeskolen","training.lessons.12.activities.3":"Klassificering for ligestilling mellem kønnene, for børn og unge 14-18 år","training.lessons.13.title":"Introduktion to kunstig intelligens i klasseværelset","training.lessons.13.author":"af Artur Coelho og Marjana Prifti Skenduli","training.lessons.13.text.1":"Kunstig intelligens (AI) har indflydelse på mange områder i dagligdagen: Den korrigerer automatisk den tekst, du skriver på din telefon, vælger den musik, som din foretrukne musikapp spiller, og den husker dine adgangskoder, når du har glemt dem. AI refererer til en kombination af maskinlæring, robotteknik og algoritmer, med applikationer inden for alle områder: Fra datalogi til fremstilling og fra medicin til mode. Derfor har den en ubestridelig plads i vores liv og i vores samfund, og den spiller en vigtig rolle i videnskabens udvikling. Og som alle andre vigtige fænomener i vores liv vil elever drage fordel af at lære om den. Men hvordan skal man undervise i sådan en kompleks ting som AI?","training.lessons.13.text.2":"Denne læringsdel vil hjælpe dig med at forklare eleverne, hvad AI er, og hvilken rolle den spiller i elevernes liv. Disse aktiviteter er udviklet sådan, at ikke-eksperter nemt kan forstå indholdet og blive i stand til effektivt at nedbryde komplekse termer til letforståelige ideer. Med disse lektionsplaner kan du hjælpe eleverne med at lære om brugen af AI og nogle af mekanismerne bag den. Disse aktiviteter er udviklet sådan, at eleverne kan udvikle deres færdigheder i analytisk og kritisk tænkning: I Marjanas aktivitet udvikler eleverne for eksempel en klassifikationsudvikler. Disse aktiviteter hjælper også eleverne med at forstå de forskellige anvendelser af AI: I Arturs aktivitet lærer de om forbindelsen mellem AI og kunst, og hvordan AI kan bruges til at forbedre det visuelle udtryk. Med disse aktiviteter vil eleverne også reflektere over farerne ved AI og deres effekt.","training.lessons.13.activities.1":"Human AI-kunst, for folkeskolen","training.lessons.13.activities.2":"At lære maskiner at klassificere: Introduktion til superviseret maskinlæring, for elever i alderen 11-14 år","training.lessons.13.activities.3":"At lære maskiner at klassificere: Introduktion til superviseret maskinlæring, for elever i alderen 14-18 år","training.lessons.14.title":"Læring i en tidsalder med intelligente maskiner","training.lessons.14.author":"af Adil Tugyan, Georgia Lascaris og Marco Neves","training.lessons.14.text.1":"Udviklingen af AI i de senere år har været imponerende takket være hurtige fremskridt inden for computerkraft og tilgængeligheden af store mængder data. Dette har ført til betydelige investeringer i AI-forskning og en hurtig udvidelse af AI-branchen, hvilket gør AI til en stor teknologisk revolution i vor tid. AI er overalt omkring os. Det er blevet en del af vores daglige rutine, så meget, at vi nogle gange ikke tænker på det som AI: Vi bruger online-anbefalinger, ansigtsgenkendelse, sikkerhedssystemer og stemmeassistenter næsten hver dag. Men hvad med uddannelse?","training.lessons.14.text.2":"AI har et enormt potentiale til at skabe nye måder at undervise og lære på og forbedre elevernes læring. Denne læringsdel hjælper dig med at integrere autentiske AI-aktiviteter i din undervisning og hjælper dig med at forberede dine elever til livet og karrieren i en verden formet af AI. Disse aktiviteter er designet til, at eleverne kan udvikle deres nysgerrighed, problemløsning og kreativitet: I Adils aktivitet lærer eleverne for eksempel om algoritmer og neurale netværk, og de opfordres til at oprette deres eget neurale netværk for at visualisere en AI-hjerne. Georgia vil guide dine elever i en trinvis udvikling af en chatbot. Eleverne vil bygge deres egen chatbot, forberede datasæt med spørgsmål og svar og træne den, så den kan besvare spørgsmål om Covid-19. I Marcos aktivitet vil eleverne udforske fordelene og udfordringerne ved intelligente maskiner i hverdagen og i arbejdslivet. Hvad er de risici ved AI, som vi er nødt til at overveje? Hvilken indvirkning vil AI have på fremtidens arbejde? Hvilke job vil de kunne få, når de kommer ind på arbejdsmarkedet i fremtiden?","training.lessons.14.activities.1":"Kunstig intelligens (AI) og dets neurale netværk, til folkeskolen","training.lessons.14.activities.2":"Min Covid-19-chatbot, til ungdomsuddannelser","training.lessons.14.activities.3":'Et liv med "smart-maskiner": Udfordringer og muligheder, til ungdomsuddannelser',"training.lessons.14.activities.title":"I undervisningsplanerne nedenfor lærer eleverne om intelligente maskiner på en sjov og engagerende måde.","training.lessons.15.title":"Mining Mediekendskab","training.lessons.15.author":"af Marijana Smolčec, Tea Horvatić og SanjaBožinović","training.lessons.15.text.0":"Undervisning i mediekendskab har aldrig været vigtigere for nutidens elever. Elever i alle aldre har brug for at få relevante færdigheder, viden og holdninger for at kunne navigere i vores mediarige verden. Mediekendskab vil hjælpe dem med at bruge troværdigt onlineindhold og genkende vildledende informationskilder. De vil forstå, hvordan de tjekker oplysninger, de finder online, og fortolker dem kritisk. De vil øge deres bevidsthed om korrekt brug af kreativt værk og anvende deres læring, når de skaber deres eget kreative indhold.","training.lessons.15.text.1":"Denne indlærings-bit giver dig mulighed for at implementere forskellige strategier og teknikker for at give dine elever mulighed for at blive mere mediekyndige. I Marijanas aktivitet lærer eleverne, hvordan man bruger webindhold sikkert og ansvarligt. De introduceres til forskellige typer licenser, og de udvikler en simpel app til at demonstrere, hvordan man deler kreative værker korrekt. I Teas aktivitet tager eleverne på en rejse for at lære om clickbaits. Gennem engagerende opgaver undersøger eleverne strategier til at identificere og afdække clickbaits og lære at undgå dem. Sanja giver eleverne mulighed for at udforske og kritisk analysere og evaluere webindhold, dets relevans, nøjagtighed, oprindelse og formål. De lærer, hvordan man finder pålidelige kilder online, og hvordan man genkender falske onlineoplysninger.","training.lessons.15.text.2":"I lektionsplanerne nedenfor finder du inspirerende og engagerende aktiviteter til forbedring af elevernes mediekendskab:","training.lessons.15.activities.1":"Er det gratis, hvis det er på Internettet?","training.lessons.15.activities.2":"At klikke eller ikke klikke","training.lessons.15.activities.3":"Kontrol af fakta","training.lessons.16.title":"HISTORIEFORTÆLLING MED HEDY","training.lessons.16.author":"af Felienne Hermans","training.lessons.16.text.0":"Har dine elever allerede styr på et visuelt programmeringssprog, men føler sig endnu ikke klar til at dykke dybere ned i et tekstbaseret programmeringssprog? Så er denne undervisningsbid lige noget for dig og dine elever, da det vil hjælpe dem med at bygge bro mellem et visuelt og et tekstbaseret programmeringssprog. Undervisningsbidden Historiefortælling med Hedy består af tre læreplaner, som bruger Hedy – et gradueret programmeringssprog, der kan lære børn at programmere.","training.lessons.16.text.1":"Hedy er målrettet børn, som gerne vil komme i gang med tekstbaserede programmeringssprog, men for hvem det måske stadig er for komplekst at gå i gang med Python. Graduerede sprog bruger forskellige sprogniveauer, hvor hvert niveau tilføjer nye koncepter og syntaktisk kompleksitet. Når hver niveausekvens i Hedy er gennemført, har eleven lært en delmængde af syntaktisk gyldigt Python.","training.lessons.16.text.2":"I denne undervisningsbid finder du inspirerende og engagerende aktiviteter, som kan hjælpe dine elever med at bruge tekstbaserede programmeringssprog effektivt. Ved at skabe deres egne interaktive historier vil de gradvist lære at programmere, uden at skulle lære det hele på én gang. I læreplanen for mellemtrinnet introduceres eleverne for de grundlæggende koncepter ved programmering. Læreplanen for udskolingen introducerer flere programmeringskoncepter, og læreplanen for ungdomsuddannelser sætter eleverne i stand til at programmere mere komplekse historier og aktiviteter.","training.lessons.16.text.3":"Den interaktive historie nedenfor viser, hvordan læserne kan deltage i historien, og hvordan det fremmer deres aktive engagement.","training.lessons.16.activities.1":"Lav din egen interaktive historie med Hedy til elever på mellemtrinnet","training.lessons.16.activities.2":"Lav din egen interaktive historie med Hedy til elever i udskolingen","training.lessons.16.activities.3":"Lav din egen interaktive historie med Hedy til elever på ungdomsuddannelser","training.lessons.17.title":"Føl koden","training.lessons.17.author":"af Alenka Miljević","training.lessons.17.text.0":"Socialt og følelsesmæssigt velvære handler om at kunne stå imod, at vide, hvordan man skal håndtere sine følelser og reagere på andre menneskers følelser, at udvikle meningsfulde relationer til andre, at generere følelser der giver velbehag og at skabe sit eget følelsesmæssige støttenetværk. De sociale og følelsesmæssige kompetencer, som unge lærer i skolen, hjælper dem med at opbygge modstandsdygtighed og skabe et mønster for, hvordan de vil håndtere deres fysiske og mentale velvære igennem hele livet. (Europarådet)","training.lessons.17.text.1":"Undervisningsbidden Føl koden vil sætte dig i stand til at styrke elevernes sociale og følelsesmæssige velvære ved at anerkende, forklare, forstå og reagere på positive og negative følelser for at kunne opbygge empati og modstandskraft. I denne undervisningsbid finder du inspirerende og engagerende aktiviteter, som kan hjælpe dine elever med at udvikle kompetencer til at håndtere forskellige følelser gennem kodning. Eleverne lærer at udtrykke deres følelser og hvordan de kan reagere på deres klassekammeraters følelser ved hjælp af Bee-Bot-robotten.","training.lessons.17.text.2":"Undervisningsbidden Føl koden består af tre læreplaner, der bruger en Bee-Bot-undervisningsrobot til at lave aktiviteter, som tilskynder eleverne til at tale om følelser og udvikle empati. I læreplanen til indskolingen og mellemtrinnet programmerer eleverne en Bee-Bot for at tale om følelser såsom at være ked af det, glad, bange og vred og for at finde ud af, hvorfor de og deres klassekammerater har disse følelser. Læreplanen for udskolingen tilskynder eleverne til at programmere en Bee-Bot, anerkende deres egne og deres klassekammeraters følelser og forstå årsagen til dem og hvordan man kan reagere på dem. Læreplanen til elever på ungdomsuddannelser sætter eleverne i stand til at navigere en Bee-Bot og lave historier om følelser, modstandskraft og empati.","training.lessons.17.text.3":"Hvis du ikke har en undervisningsrobot i klasseværelset, giver denne undervisningsbid dig idéer til aktiviteter uden brug af computer, der vil styrke udviklingen af sociale og følelsesmæssige kompetencer. Den interaktive historie herunder giver en kort oversigt over de aktiviteter, I kan lave i klasseværelset:","training.lessons.17.activities.1":"Kod – Føl – Lær til elever i indskolingen og på mellemtrinnet","training.lessons.17.activities.2":"Mit hjerte er ikke lavet af sten til elever i udskolingen","training.lessons.17.activities.3":"Kod mig i stemning til elever på ungdomsuddannelser","training.lessons.18.title":"SOS vand","training.lessons.18.author":"af Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS vand er et svar på behovet for at tage fat på problemet med vandforurening. På trods af den indsats, der er iværksat gennem de seneste år, er der stadig 2 milliarder mennesker i verden, som ikke har adgang til rent drikkevand. Det betyder, at vi er langt fra at have nået verdensmål for bæredygtig udvikling (SDG) nr. 6 i dagsordenen for 2030, som fastsætter, at alle skal have adgang til rent vand og sanitet senest i 2030. Det samme gælder SDG 14, livet i havet, hvis mål er bæredygtig udvikling med bevaring og bæredygtig brug af havene og havressourcerne.","training.lessons.18.text.1":"Denne undervisningsbid fokuserer på det relevante og aktuelle emne måling af vandkvalitet og de nye forurenende stoffer, som ændrer vandkvaliteten. Eleverne vil få mulighed for at undersøge og finde løsninger på faktiske problemer vedrørende vand og miljøet, hvilket vil sætte dem i stand til at udvikle kompetencer inden for forarbejde, kritisk tænkning og problemløsning.","training.lessons.18.text.2":"Læreplanerne indeholder praktiske og kreative aktiviteter, som for eksempel programmering i Scratch, introduktion til maskinlæring og kunstig intelligens med Learning Machine Learning og konstruktion af styrede køretøjer med LEGO-sæt, som kan tage vandprøver og analysere vandets pH-værdi. Disse aktiviteter vil give eleverne mulighed for at omsætte deres kompetencer og viden til praksis i et interaktivt og legende miljø, hvilket vil øge motivationen og interessen for projektet.","training.lessons.18.text.3":"Ved afholdelse af denne undervisningsbid foreslår vi, at de tre aktiviteter foregår i klassen, så hele projektet gennemføres, og læringsprocessen bliver mere meningsfuld og motiverende. De enkelte aktiviteter kan dog afholdes hver for sig.","training.lessons.18.activities.1":"SOS vand med Scratch","training.lessons.18.activities.2":"SOS vand med maskinlæring","training.lessons.18.activities.3":"SOS vand med robotteknik","training.download_video_script":"Download videoscriptet","training.ready_to_share":"Er du klar til at dele det, du har lært, med dine elever?","training.choose_lessons":"Vælg en af læreplanerne nedenfor, og afhold en aktivitet med dine elever.","training.footer.title":"Glem ikke at tilføje din aktivitet på kodeugekortet!","training.footer.text":`

    Det er let at afholde en lektion i klasseværelset, en åbent hus-dag eller et arrangement på skolen. Du skal bare vælge en dato og registrere aktiviteten på kodeugekortet. Alle, der afholder en aktivitet, får et certifikat for deltagelse som tak for indsatsen.

    - -

    Hvis du gerne vil i kontakt med en international gruppe af engagerede lærere, kan du tilmelde dig EU’s kodeuges Facebookgruppe for lærere! Gå trinnet videre, og samarbejd med andre skoler i dit land eller andre lande – vær med i Code Week 4 All-udfordringen.

    `,"validation.accepted":":attribute skal accepteres.","validation.active_url":":attribute er ikke en gyldig URL.","validation.after":":attribute skal være en dato efter :date.","validation.after_or_equal":":attribute skal være en dato efter eller lig med :date.","validation.alpha":":attribute må kun indeholde bogstaver.","validation.alpha_dash":":attribute må kun indeholde bogstaver, tal og streger.","validation.alpha_num":":attribute må kun indeholde bogstaver og tal.","validation.array":":attribute skal være et område.","validation.before":":attribute skal være en dato før :date.","validation.before_or_equal":":attribute skal være en dato før eller lig med :date.","validation.between.numeric":":attribute skal være mellem :min og :max.","validation.between.file":":attribute skal være mellem :min og :max kilobyte.","validation.between.string":":attribute skal være mellem :min og :max tegn.","validation.between.array":":attribute skal have mellem :min og :max elementer.","validation.boolean":"Feltet :attribute skal være sandt eller falsk.","validation.confirmed":"Bekræftelsen af :attribute matcher ikke.","validation.date":":attribute er ikke en gyldig dato.","validation.date_format":":attribute matcher ikke formatet :format.","validation.different":":attribute og :other skal være forskellige.","validation.digits":":attribute skal være :digits cifre.","validation.digits_between":":attribute skal have mellem :min og :max cifre.","validation.dimensions":":attribute har ugyldige billeddimensioner.","validation.distinct":"Feltet :attribute har en duplikeret værdi.","validation.email":":attribute skal være en gyldig e-mailadresse.","validation.exists":"Den/det valgte :attribute er ugyldig(t).","validation.file":":attribute skal være en fil.","validation.filled":"Feltet :attribute skal have en værdi.","validation.image":":attribute skal være et billede.","validation.in":"Den/det valgte :attribute er ugyldig(t).","validation.in_array":"Feltet :attribute findes ikke i :other.","validation.integer":":attribute skal være et heltal.","validation.ip":":attribute skal være en gyldig IP-adresse.","validation.ipv4":":attribute skal være en gyldig IPv4-adresse.","validation.ipv6":":attribute skal være en gyldig IPv6-adresse.","validation.json":":attribute skal være en gyldig JSON-streng.","validation.max.numeric":":attribute må ikke være større end :max.","validation.max.file":":attribute må ikke være større end :max kilobyte.","validation.max.string":":attribute må ikke være på over :max tegn.","validation.max.array":":attribute må ikke have mere end :max elementer.","validation.mimes":":attribute skal være en fil af typen: :values.","validation.mimetypes":":attribute skal være en fil af typen: :values.","validation.min.numeric":":attribute skal være mindst :min.","validation.min.file":":attribute skal være mindst :min kilobyte.","validation.min.string":":attribute skal have mindst :min tegn.","validation.min.array":":attribute skal have mindst :min elementer.","validation.not_in":"Den/det valgte :attribute er ugyldig(t).","validation.not_regex":":attribute-formatet er ugyldigt.","validation.numeric":":attribute skal være et tal.","validation.present":"Feltet :attribute skal være til stede.","validation.regex":":attribute-formatet er ugyldigt.","validation.required":"Feltet :attribute er obligatorisk.","validation.required_if":"Feltet :attribute er obligatorisk, når :other er :value.","validation.required_unless":"Feltet :attribute er obligatorisk, medmindre :other er i :values.","validation.required_with":"Feltet :attribute er påkrævet, når :values er til stede.","validation.required_with_all":"Feltet :attribute er påkrævet, når :values er til stede.","validation.required_without":"Feltet :attribute er obligatorisk, når :values ikke er til stede.","validation.required_without_all":"Feltet :attribute er obligatorisk, når ingen af :values er til stede.","validation.same":":attribute og :other skal matche.","validation.size.numeric":":attribute skal være :size.","validation.size.file":":attribute skal være :size kilobyte.","validation.size.string":":attribute skal være på :size tegn.","validation.size.array":":attribute skal indeholde :size elementer.","validation.string":":attribute skal være en streng.","validation.timezone":":attribute skal være en gyldig zone.","validation.unique":":attribute er allerede taget.","validation.uploaded":":attribute blev ikke uploadet.","validation.url":":attribute-formatet er ugyldigt.","validation.custom.attribute-name.rule-name":"custom-message","values.1.title":"EU’s kodeuge er uafhængig","values.1.content":"EU's kodeuge drives af frivillige. Vi handler ikke ud fra økonomiske interesser. Vi respekterer og værdsætter andre menneskers idéer, overbevisninger og kulturer. Vi tager del i EU's kodeuge, fordi vi tror på vigtigheden af det vi gør. Det er vores styrke. Vi ønsker at gøre datalogisk tænkning, kodning, programmering, computervidenskab, robotteknologi, hardwaretilpasning og generelle digitale færdigheder tilgængelig for alle.","values.2.title":"EU’s kodeuge er for alle","values.2.content":"Alle kan tilrettelægge aktiviteter under EU's kodeuge. Vi erkender at det er essentielt at begivenhederne i EU’s kodeuge arrangeres for alle, uanset alder, farve, køn, kulturel baggrund eller intellektuelle evner. Aktiviteterne kan være en indgang til at skabe interesse og nysgerrighed eller en hjælp til at videreudvikle færdigheder. Vores principper er ligestilling, respekt, frihed og inklusion. Vi ønsker at alle deltagerne skal have det sjovt med at opleve og konstruere med teknologi.","values.3.title":"EU’s kodeuge er global","values.3.content.1":"Ambitionen med EU's kodeuge er at nå ud til alle, uanset om man bor i en storby, en regionshovedstad eller en fjerntliggende landsby. Vi lægger især vægt på at støtte vores lokale organisatorer med","values.3.content.2":"materialer","values.3.content.3":"på deres eget sprog og tilpasset deres behov.","values.3.content.4":"Kodeuge-kortet","values.3.content.5":"er et nøgleredskab, hvor aktiviteter registreres med nøjagtig placering. Samtidigt er kodeugen global og byder mennesker fra hele verden velkommen i fællesskabet. Vi er “glokale”.","values.4.title":"EU’s kodeuge handler om samarbejde","values.4.content.1":"Medlemmerne af kodeuge-fællesskabet interagerer, udveksler oplysninger, lærer af hinanden og opbygger viden sammen. Vi er forbundne og vi støtter hinanden. Vi deler ressourcer, idéer og ’best practice’. Vi opmuntrer til partnerskaber og vidensdeling.","values.4.content.2":"Kodeugens Udfordring for Alle (4 All challenge)","values.4.content.3":"sigter på at bygge bro henover grænser og lokalsamfund. Kodeugen hjælper med at sprede den positive energi og forbinde mennesker, der kan lære af hinanden.","values.5.title":"EU’s kodeuge er en non-profit bevægelse","values.5.content.1":"Ingen tjener penge på kodeugens aktiviteter. Samtlige","values.5.content.2":"ressourcer","values.5.content.3":"på kodeugens hjemmeside kan tilgås gratis. Kodeugens undervisning og onlinekurser er alt sammen gratis.","values.6.title":"EU's kodeuge fremmer kreativitet og innovation","values.6.content":"EU’s kodeuge fremmer kreativitet, innovation og visionær tænkning. For at vi videre kan træffe beslutninger på et informeret grundlag og videreudvikle EU's kodeuge, modtager vi meget gerne feedback og kritik. Selv vores fejltrin kan hjælpe os med at vokse, både som mennesker og som fællesskab.","values.7.title":"EU's kodeuge er taknemmelig for fællesskabet","values.7.content":"Vi er taknemmelige for støtten fra lærere, undervisere og andre arrangerer af aktiviteter, elever/studerende, forældre, kodeklubber og alle de partnere vi samarbejder med. Vi deler alle det samme mål. Vi ønsker at udbrede datalogisk tænkning, kodning, computervidenskab og digitale færdigheder til så mange muligt.","values.title":"EU Code Week - Værdierklæring","values.description.1.1":"EU’s kodeuge er en græsrodsbevægelse, der drives af frivillige –","values.description.1.2":"ambassadører","values.description.1.3":"lærere og kodningsentusiaster verden over. Bevægelsen støttes af","values.description.1.4":"Europa-Kommissionen","values.description.1.5":"og undervisningsministerier i den Europæiske Union og på Vestbalkan.","values.description.2":"Kernen i EU's kode er de frivillige aktivitetsarrangører, dvs lærere, mentorer, kodeklubber, biblioteker, private virksomheder, forældre samt ikke-statslige organisationer. Vi dedikerer vores tid, energi og evner til at udbrede datalogisk tænkning, kodning, robotteknologi, hardwaretilpasning, computervidenskab og digitale færdigheder i det hele taget til så mange som muligt i Europa og resten af verden.","values.description.3":"EU’s kodeuge er også millioner af deltagere; mennesker fra hele verden i alle aldre og af forskellige køn, baggrunde, kulturer og færdigheder.","values.description.4":"Vi er stolte over at være en del af EU’s kodeuge. Dette er vores værdier. Værdier der til alle tider er styrende for vores arbejde og de beslutninger vi træffer.","why-coding.titles.0":"Hvorfor kodning?","why-coding.titles.1":"Det handler om at vække idéer til live","why-coding.titles.2":"Det handler også om at udvikle nøglekompetencer","why-coding.titles.3":"I sidste ende handler det om at forme vores fremtid","why-coding.texts.0":"Det handler om Pia, der følte, at hun var nødt til at læse jura, selvom hun altid har elsket matematik og at lege med computere. Det handler om Mark, der har en idé til et bedre socialt netværk, men som ikke ved, hvordan han skal skabe sit eget. Det handler om Alice, som drømmer om at lave robotter, fordi hendes forældre ikke vil give hende lov til at få en kat. Og om de af jer, der allerede hjælper med at gøre disse drømme til virkelighed.","why-coding.texts.1":"Det handler faktisk om os alle, og om hvordan vi former vores liv og fremtid. Vi kan gøre det bedre end bare at dele og like opslag. Vi kan vække vores idéer til live og bygge ting, der er til glæde for andre.","why-coding.texts.2":"Det har aldrig været lettere at udvikle en app, bygge sin egen robot – eller måske endda at opfinde en flyvende bil! Det er ikke en nem rejse, men det er en rejse, der er fuld af kreative udfordringer og masser af sjov og har et støttende community i ryggen. Er du klar til at tage imod udfordringen og blive en digital skaber?","why-coding.texts.3":"Programmeringssprog er som alle andre sprog. Bortset fra, at her lærer børn ikke at udtrykke sig og kommunikere med andre. I stedet lærer de, hvordan man kommunikerer med teknologi. Teknologi, der er overalt omkring os – i vores smartphones, computere, biler, overalt!","why-coding.texts.4":"Men at forstå og kommunikere med computere er kun en del af det. Kodning hjælper os også med at udvikle tværfaglige kompetencer såsom datamatisk tænkning, problemløsning, kreativitet og teamwork – fremragende færdigheder, der er nyttige gennem hele livet. Evnen til at løse problemer, håndtere nederlag og prøve igen eller til at samarbejde med andre er i høj kurs inden for mange områder.","why-coding.texts.5":"For hundrede år siden fandtes programmeringssprog slet ikke. I dag er der kode overalt, og stort set alt kan programmeres – selv sko eller morgenmadsæsker! Så hvorfor lade andre forme vores fremtid, når vi selv kan blive skabere og realisere vores visioner og idéer? Det er trods alt kun vores fantasi, der sætter grænsen.","why-coding.texts.6":"Alessandro Bogliolo, koordinator for teamet af frivillige ambassadører for EU's kodeuge:","why-coding.texts.7":"Fra tidernes morgen har vi opnået mange ting med sten, jern, papir og blyant, som har ændret den måde vi lever på. Vi lever nu i en ny tidsalder, hvor vores verden formes af kode. Forskellige tidsaldre har forskellige jobs og behov for færdigheder. Med kodeugen ønsker vi at give alle europæere mulighed for at opdage kodning og have det sjovt med det. Lad os lære at kode og forme vores fremtid","why-coding.texts.8":"Programmering er en eftertragtet kompetence i næsten alle brancher – ikke kun inden for teknologi, men også inden for økonomi, sundhed, videnskab og selv design eller landbrug, og efterspørgslen bliver kun større. Børn, som ved, hvordan man koder, og forstår, hvordan teknologien fungerer, har en fordel, uanset hvilken karrierevej de senere vælger.","why-coding.texts.9":"Er du blevet inspireret?","why-coding.texts.10":"Deltag i EU's kodeuge!","why-coding.texts.11":"Har du brug for mere at tænke over?","why-coding.texts.12":"Besøg vores blog for at se mere."};export{e as default}; diff --git a/public/build/assets/php_de-CR3ONPu0.js b/public/build/assets/php_de-CR3ONPu0.js deleted file mode 100644 index 40e5acea7..000000000 --- a/public/build/assets/php_de-CR3ONPu0.js +++ /dev/null @@ -1,101 +0,0 @@ -const e={"about.when-title":"Die EU Code Week 2024 findet im Zeitraum vom 14. bis 27. Oktober statt.","about.when-text":"

    Die EU Code Week ist eine Breiteninitiative zur Feier von Kreativität, Problemlösung und Zusammenarbeit durch Programmierung und andere technische Aktivitäten. Dahinter steckt die Idee, das Programmieren bekannter zu machen, jungen Menschen, Erwachsenen und Älteren zu zeigen, wie sie mit dem Programmieren Ideen Wirklichkeit werden lassen, diese Kompetenzen begreifbar zu machen und motivierte Menschen beim Lernen zusammenzubringen.

    ","about.codeweek_in_numbers-title":"Code Week in Zahlen","about.codeweek_in_numbers-text":`

    Im Jahr 2021 nahmen 4 Millionen Menschen in über 80 Ländern weltweit an der EU Code Week teil.

    -

    Die Teilnehmenden waren im Durchschnitt 11 Jahre alt und 49 % der Teilnehmenden 2021 waren Frauen oder Mädchen. 88 % der Veranstaltungen im Rahmen der EU Code Week fanden in Schulen statt. Dies zeigt, dass die Maßnahmen zur Befähigung von Lehrkräften während der Kampagne 2021 erfolgreich gewesen sind.

    -

    Alle sind willkommen, eine Aktivität zu organisieren oder als Teilnehmende dabei zu sein. Wählen Sie einfach ein Thema und ein Zielpublikum und fügen Sie Ihre Aktivität auf der Karte hinzu

    `,"about.run_by_volunteers-title":"Von Freiwilligen veranstaltet","about.run_by_volunteers-text":'

    Die EU Code Week wird von Freiwilligen veranstaltet. Ein*e Code-Week-Botschafter*in oder mehrere koordinieren die Initiative in ihrem Land. Man kann jedoch eigene Aktivitäten ausrichten und diese in der Karte auf codeweek.eu hinzufügen.

    ',"about.supported_by_commission-title":"Unterstützt durch die Europäische Kommission","about.supported_by_commission-text":'

    Die EU Code Week wurde im Jahr 2013 von einer aus jungen Berater*innen bestehenden Expertengruppe, den Young Advisors for the Digital Agenda Europe, ins Leben gerufen. Die Europäische Kommission unterstützt die EU Code Week im Zuge Ihrer Strategie für einen digitalen Binnenmarkt, in dem Aktionsplan für digitale Bildung ermutigt die Kommission insbesondere Schulen zur Beteiligung an der Initiative.

    ',"about.schools-title":"Schulen","about.schools-text":'

    Vor allem Schülerinnen und Schüler aller Stufen und Lehrkräfte aller Fächer sind zur Teilnahme an der EU Code Week aufgerufen, damit Schüler die Möglichkeit zur Erforschung ihrer Fähigkeiten im Bereich der digitalen Kreativität und Programmierung haben. Auf der Webseite für Lehrkräfte erfahren Sie mehr über die Initiative und über die Ausrichtung Ihrer Aktivität: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Wozu Programmieren?","about.why_coding-text":`

    Wir denken an Pia, die immer meinte, sie müsse Jura studieren, obwohl sie stets die Mathematik liebte und gern am Computer spielte. Wir denken an Mark, der Ideen für ein besseres soziales Netzwerk hat, es aber nicht selbst programmieren kann. Wir denken an Alice, die davon träumt, Roboter zu entwickeln, weil ihre Eltern ihr nicht erlauben, eine Katze als Haustier zu halten.

    - -

    Es geht auch um alle, die bereits dabei helfen, solche Träume Realität werden zu lassen.

    - -

    Es geht um uns alle. Unsere Zukunft. Technologie prägt unser Leben, wir lassen aber eine Minderheit darüber entscheiden, in welcher Art und Weise und wofür wir sie nutzen. Wir können mehr, als bloß Inhalte zu teilen und auf „Gefällt mir“ zu klicken. Wir können unsere verrückten Ideen umsetzen und Gegenstände entwickeln, die anderen Menschen eine Freude machen.

    - -

    Es war noch nie einfacher, eine eigene App zu entwickeln, einen Roboter zu bauen oder, warum auch nicht, fliegende Fahrzeuge zu erfinden! Dieser Weg könnte vielleicht manchmal steinig sein, steckt aber bestimmt voller kreativer Herausforderungen, mit einer Gemeinschaft als Unterstützung und ganz viel Spaß. Sind Sie bereit, die Herausforderung anzunehmen und eine Macherin, ein Macher zu werden?

    - -

    Das Programmieren unterstützt auch die Entwicklung von Kompetenzen wie z. B. rechnergestütztes Denken, Problemlösung, Kreativität und Teamarbeit – wirklich gute Kompetenzen für jeden Lebenslauf.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, Koordinator des 90 Freiwillige umfassenden Teams der EU Code Week erklärt:

    -

    „Seit Anbeginn der Zeit haben wir zahlreiche Dinge mit Stein, Eisen, Papier und Stiften getan, die unser Leben verändert haben. Jetzt leben wir in einem neuen Zeitalter, in dem unsere Welt sich durch Einsen und Nullen ausdrücken lässt. Es gab seit jeher Bedarf an unterschiedlichen Arbeitsplätzen und Kompetenzen. Während der Code Week möchten wir versuchen, allen Menschen in Europa die Gelegenheit zu geben, das Programmieren für sich zu entdecken und dabei Spaß zu haben. Wir lernen Programmieren, um unsere Zukunft selbst zu gestalten.“

    -
    -

    `,"about.join_codeweek-title":"EU Code Week","about.join_codeweek-text":'

    Beteiligen Sie sich an der EU Code Week, indem Sie in Ihrer Stadt eine Programmiertätigkeit ausrichten, an der Code Week 4 All Challenge teilnehmen und Aktivitäten gemeinde- und grenzübergreifend vernetzen oder indem Sie uns dabei helfen, die Vision der Code Week als EU Code Week-Botschafter*in für Ihr Land zu verbreiten!

    ',"about.partners_and_sponsors":"Partner und Sponsoren","ambassador.title":"EU Code Week-Botschafter*innen","ambassador.your_current_country":"Ihr ausgewähltes Land","ambassador.visit_the":"Besuchen Sie die","ambassador.local_facebook_page":"deutsche Facebook-Seite","ambassador.local_website":"Deutsche Website","ambassador.ambassadors":"Botschafter*innen","ambassador.no_ambassadors":"Bisher keine Botschafter*innen","ambassador.countries_with_ambassadors":"Länder mit Botschafter*innen","ambassador.why_dont_you_volunteer":"Warum melden Sie sich nicht freiwillig?","auth.failed":"Diese Anmeldedaten entsprechen nicht unseren Aufzeichnungen.","auth.throttle":"Zu viele fehlgeschlagene Anmeldeversuche. Bitte versuchen Sie es in :seconds Sekunden erneut.","base.languages.en":"Englisch","base.languages.fr":"Französisch","base.languages.bg":"Bulgarisch","base.languages.hr":"Kroatisch","base.languages.de":"Deutsch","base.languages.pl":"Polnisch","base.languages.cs":"Tschechisch","base.languages.el":"Griechisch","base.languages.pt":"Portugiesisch","base.languages.da":"Dänisch","base.languages.hu":"Ungarisch","base.languages.ro":"Rumänisch","base.languages.nl":"Holländisch","base.languages.ga":"Irisch","base.languages.sk":"Slowakisch","base.languages.it":"Italienisch","base.languages.sl":"Slowenisch","base.languages.et":"Estnisch","base.languages.lv":"Lettisch","base.languages.es":"Spanisch","base.languages.fi":"Finnisch","base.languages.lt":"Litauisch","base.languages.se":"Schwedisch","base.languages.sv":"Schwedisch","base.languages.al":"Albanisch","base.languages.ba":"Bosnisch","base.languages.mk":"Mazedonisch","base.languages.me":"Montenegrinisch","base.languages.rs":"Serbisch","base.languages.mt":"Maltesisch","base.languages.tr":"Türkisch","base.resources_local_title":"Materialien zum Programmieren aus","base.days":"Tage","base.hours":"Stunden","base.minutes":"Minuten","base.seconds":"Sekunden","base.still_have_question":"Weitere Fragen?","base.drop_us_a_line":"Einfach schreiben!","base.get_in_touch":"TRETEN SIE MIT UNS IN KONTAKT","base.footer_msg":"Eine Breiteninitiative, die von Freiwilligen veranstaltet und von der Europäischen Kommission unterstützt wird.","base.email":"E-Mail-Adresse","base.display_email":"E-Mail-Adresse anzeigen","base.first_name":"Vorname","base.last_name":"Nachname","base.your_website":"Ihre Website","base.biography":"Biographie","base.update":"Aktualisieren","base.delete":"Löschen","base.choose a file":"Datei auswählen","base.learning_bits":"Lernhäppchen","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Bringen Sie Ihre Schülerinnen und Schüler zur Code Week","base.or":"oder","base.newsletter":"Newsletter","certificates.certificates_for":"Zertifikate für ","certificates.no_certificates":"Sie haben bisher noch keine Zertifikate.","challenges-content.chatbot.title":"Erstelle einen Chatbot","challenges-content.chatbot.author":"EU Code Week-Team","challenges-content.chatbot.purposes.0":"Programmiere interaktive Rätsel","challenges-content.chatbot.purposes.1":"Verwende Codes, um Dialoge zwischen einem Chatbot und einem Benutzer zu erstellen","challenges-content.chatbot.description":"Programmiere ein Gespräch zwischen einem Chatbot und einem Benutzer, der ein Rätsel lösen möchte. Versuche, einen Chatbot zu erstellen, der wie ein echter Mensch spricht. Du kannst statt eines Rätsels auch ein Gespräch zwischen einem Chatbot und einem Benutzer erstellen.","challenges-content.chatbot.instructions.0":"Denke dir ein Rätsel aus","challenges-content.chatbot.instructions.1":"Melde dich auf","challenges-content.chatbot.instructions.2":"an oder erstelle ein neues Konto. (Wenn du ein neues Konto erstellst, denke bitte daran, dass echte Namen auf Pencil Code aus Datenschutzgründen nicht erlaubt sind.)","challenges-content.chatbot.instructions.3":"Klicke auf „Imagine“ und „Make your own“ (Ausdenken und umsetzen)","challenges-content.chatbot.instructions.4":"Verwende den blockbasierten oder textbasierten Modus, um dein Rätsel zu programmieren","challenges-content.chatbot.instructions.5":"Alternativ kannst du auch","challenges-content.chatbot.instructions.6":"diesen Code","challenges-content.chatbot.instructions.7":"verwenden und an dein Rätsel anpassen oder die Menü-Option „Answering a riddle“ (Rätsel beantworten) auswählen und bearbeiten","challenges-content.chatbot.example":"Sieh dir dieses Beispielrätsel an.","challenges-content.chatbot.more.0":"Dieser Code basiert auf der Pencil Code-Aktivität","challenges-content.chatbot.more.1":"„Answering the Riddle“","challenges-content.paper-circuit.title":"Schnell geschaltet mit Code: Bastle einen Papierschaltkreis","challenges-content.paper-circuit.author":"EU Code Week-Team","challenges-content.paper-circuit.purposes.0":"Förderung der Kreativität","challenges-content.paper-circuit.purposes.1":"Entwicklung von lösungsorientiertem Denken","challenges-content.paper-circuit.description.0":"Zeichne ein Objekt deiner Wahl. Das kann ein Nachthimmel, ein Marienkäfer, ein Roboter, ein Weihnachtsbaum oder auch sonst alles sein, was dir einfällt. Du kannst dein Projekt gerne mit visuellen Elementen der EU Code Week personalisieren: schaue dir einfach das","challenges-content.paper-circuit.description.1":"EU Code Week Toolkit für Lehrkräfte","challenges-content.paper-circuit.description.2":"an und lade jedes Logo oder Bild herunter, das dir gefällt. Du kannst sogar eine Einladung zur EU Code Week mit einem Papierschaltkreis erstellen. Füge deinem Schaltkreis eine motivierende Botschaft hinzu, die andere Lehrkräfte zum Mitmachen bei der Code Week animiert und/oder auf die speziell für Schulen gestaltete Website neugierig macht.","challenges-content.paper-circuit.instructions.0":"Zeichne ein Objekt und entscheide, welche Teile beleuchtet werden sollen (z. B. Sterne).","challenges-content.paper-circuit.instructions.1":"Steche mit einem Bleistift ein Loch in das Papier und klebe einen LED-Sticker auf jeden Teil, der beleuchtet sein soll. ","challenges-content.paper-circuit.instructions.2":"Zeichne einen Kreis an die Stelle, an der die Knopfzelle sein soll.","challenges-content.paper-circuit.instructions.3":"Zeichne auf der Rückseite des Papiers eine „+“-Spur und eine „-“-Spur. Vergewissere dich, dass die längere Seite des LED-Schaltkreisstickers an den „+“-Pol der Batterie angeschlossen ist und die kürzere Seite an den „-“-Pol der Batterie.","challenges-content.paper-circuit.instructions.4":"Lege das Kupferband auf die Spuren.","challenges-content.paper-circuit.instructions.5":"Mache eine Falte, sodass die LED aufleuchtet, sobald das Papier die Batterie berührt. Um den Kontakt mit dem Kupferband zu verbessern, kannst du eine Büroklammer verwenden.","challenges-content.paper-circuit.instructions.6":"Fotografiere deinen Papierschaltkreis und teile ihn auf Instagram mit einer Erklärung, warum er ein würdiger Beitrag zu dieser Initiative ist. ","challenges-content.paper-circuit.example":"Sieh dir einige Beispielschaltkreise an","challenges-content.paper-circuit.materials.0":"Papier oder Karton","challenges-content.paper-circuit.materials.1":"Wachsstifte oder Filzstift","challenges-content.paper-circuit.materials.2":"Knopfbatterie","challenges-content.paper-circuit.materials.3":"Kupferband","challenges-content.paper-circuit.materials.4":"LED-Schaltkreissticker","challenges-content.paper-circuit.materials.5":"Büroklammer","challenges-content.dance.title":"Programmiere einen Tanz","challenges-content.dance.author":"EU Code Week-Team","challenges-content.dance.purposes.0":"Erlernen von Grundbegriffen des Programmierens","challenges-content.dance.purposes.1":"Erwerb von Fähigkeiten, um Figuren zu animieren","challenges-content.dance.description":"Bei dieser Challenge erstellst du mehrere Figuren, die zusammen tanzen werden. Du kannst deine Figuren und Musikclips aus einer Medienbibliothek auswählen oder selbst gestalten. Du wirst deine Figuren animieren, sodass sie miteinander tanzen und sprechen.","challenges-content.dance.instructions.0":"Melden Sie sich auf","challenges-content.dance.instructions.1":"als Lehrkraft an. Erstellen Sie Schülerkonten und teilen Sie diese mit Ihren Schüler*innen. Alternativ können Sie Ihren Schüler*innen auch einen Klassencode zur Verfügung stellen und sie bitten, sich mit ihrer Schul-E-Mail-Adresse zu registrieren. Wenn du selbst Schüler*in bist, kannst du als Schüler*in mitmachen, musst dann aber die E-Mail-Adresse eines Elternteils angeben, damit dieser dein Konto bestätigen kann.","challenges-content.dance.instructions.2":"Klicke auf","challenges-content.dance.instructions.3":"und gib ihm einen Namen","challenges-content.dance.instructions.4":"Gehe auf","challenges-content.dance.instructions.5":"und klicke auf das Zahnrad-Symbol, um einen Hintergrund hinzuzufügen. Wähle einen Hintergrund aus der Medienbibliothek (Media Library) aus, lade ein eigenes Bild hoch oder mache ein neues Foto und lade es hoch. Wähle einen Audioclip aus und füge ihn zur Bühne hinzu:","challenges-content.dance.instructions.6":"Klicke auf","challenges-content.dance.instructions.7":"- um Figuren oder Objekte hinzuzufügen, die sich durch deine Animation bewegen, unterhalten und miteinander interagieren werden. Füge zwei bis drei Figuren hinzu, die dir gefallen. Du kannst eigene Figuren zeichnen oder die vorhandenen Figuren ändern. Klicke auf das Bleistift-Symbol, um deine Figur mit verschiedenen Kostümen zu kleiden.","challenges-content.dance.instructions.8":"Klicke auf jede Figur und animiere sie, indem du folgende Blöcke hinzufügst","challenges-content.dance.instructions.9":"Füge einen","challenges-content.dance.instructions.10":"Sprechblock „say“","challenges-content.dance.instructions.11":"hinzu und lasse deine Figuren miteinander reden. Ändere die Form der Sprechblasen und die Schriftart und -größe für deinen Text","challenges-content.dance.example.0":"Sieh dir","challenges-content.dance.example.1":"dieses Beispiel","challenges-content.dance.example.2":"mit tanzenden Robotern an. Du kannst es gerne verwenden und nach deinem Geschmack ändern.","challenges-content.compose-song.title":"Komponiere ein Musikstück","challenges-content.compose-song.author":"EU Code Week-Team","challenges-content.compose-song.purposes.0":"Programmieren lernen durch Musik","challenges-content.compose-song.purposes.1":"Unterscheidung von Musikgenres und Instrumenten","challenges-content.compose-song.purposes.2":"Komposition eines Liedes durch Mischen von Audioclips","challenges-content.compose-song.description":"Bei dieser Challenge wirst du mithilfe einer Programmiersprache eine Musikkomposition erstellen. Du kannst die integrierten Audioclips verwenden oder selbst welche aufnehmen und abmischen, um deine Komposition zu erstellen. Führe deinen Code in der Digital Audio Workstation aus und höre dir die Musik an, die du programmiert hast. Experimentiere mit unterschiedlichen Klängen und Effekten, um deine Musik abzuwandeln.","challenges-content.compose-song.instructions.0":"Melde dich auf","challenges-content.compose-song.instructions.1":"Klicke hier, um ein Skript zu erstellen","challenges-content.compose-song.instructions.2":"Benenne dein Skript und wähle","challenges-content.compose-song.instructions.3":"als Programmiersprache aus","challenges-content.compose-song.instructions.4":"Schreibe deinen Code zwischen die Zeilen","challenges-content.compose-song.instructions.5":"und","challenges-content.compose-song.instructions.6":"","challenges-content.compose-song.instructions.7":"Durchsuche die Musikclips in der","challenges-content.compose-song.instructions.8":"Sound Library","challenges-content.compose-song.instructions.9":"und wähle die Musikgenres, Künstler*innen und Instrumente aus, die dir gefallen","challenges-content.compose-song.instructions.10":"Um einen Audioclip zu deinem Lied hinzufügen, benutze den Befehl","challenges-content.compose-song.instructions.11":"In der Klammer sollten, jeweils durch ein Komma getrennt, die folgenden vier Parameter stehen","challenges-content.compose-song.instructions.12":"Audioclip","challenges-content.compose-song.instructions.13":"Setze den Cursor zwischen die Klammern, rufe die Sound Library auf, wähle einen Clip aus und füge ihn ein, indem du auf das blaue Einfügen-Symbol klickst.","challenges-content.compose-song.instructions.14":"Tonspurnummer","challenges-content.compose-song.instructions.15":"Tonspuren erleichtern es dir, deine Klänge nach Instrument (Stimme, Bass, Schlagzeug, Keyboard usw.) zu organisieren. Füge so viele Tonspuren (Instrumente) hinzu, wie du willst. Die Tonspuren werden in der Digital Audio Workstation in Reihen dargestellt.","challenges-content.compose-song.instructions.16":"Anfangstakt","challenges-content.compose-song.instructions.17":"zeigt an, wann die Wiedergabe deines Klangs beginnt. Ein Takt ist eine musikalische Maßeinheit. Ein Takt hat vier Schläge","challenges-content.compose-song.instructions.18":"Schlusstakt","challenges-content.compose-song.instructions.19":"zeigt an, wann die Wiedergabe deines Klangs endet","challenges-content.compose-song.instructions.20":"Die entsprechende Codezeile sieht dann so aus","challenges-content.compose-song.instructions.21":"Du kannst verschiedene Effekte hinzufügen, z. B. mehr Lautstärke, damit deine Komposition besser klingt. Der Lautstärkebereich reicht von -60,0 Dezibel bis 12,0 Dezibel. Die Originallautstärke entspricht 0,0 Dezibel.","challenges-content.compose-song.instructions.22":"Schreibe","challenges-content.compose-song.instructions.23":"Schreibe in die Klammer die Tonspurnummer, VOLUME, GAIN, den Lautstärkepegel, die Nummer des ersten Taktes, die Lautstärke im Schlusstakt und die Nummer des Schlusstaktes","challenges-content.compose-song.instructions.24":"Hier ein Beispiel für einen Fade-in-Effekt","challenges-content.compose-song.instructions.25":"und einen Fade-out-Effekt","challenges-content.compose-song.example.0":"Hier ein","challenges-content.compose-song.example.1":"Beispiellied, das mit Earsketch programmiert wurde","challenges-content.compose-song.example.2":"Du kannst den Code importieren und bearbeiten","challenges-content.sensing-game.title":"Erstelle ein Videosensing-Spiel","challenges-content.sensing-game.author":"EU Code Week-Team","challenges-content.sensing-game.purposes.0":"Programmieren von animierten Objekten","challenges-content.sensing-game.purposes.1":"Verstehen lernen, wie sich digitale Animation durch Körperbewegungen steuern lässt","challenges-content.sensing-game.purposes.2":"Komposition eines Liedes durch Mischen von Audioclips","challenges-content.sensing-game.description":"Bei dieser Challenge erstellst du ein einfaches Spiel, das eine Videokamera als Sensor zur Bewegungserkennung nutzt, sodass du deine Animation durch Körperbewegungen steuern kannst. Die Aufgabe in diesem Spiel ist es, in 30 Sekunden so viele EU Code Week-Bläschen einzufangen wie möglich. Statt Bläschen einzufangen, kannst du auch ein Spiel erstellen, bei dem du einer Figur hinterherlaufen oder Ballons mit den Händen zum Platzen bringen musst.","challenges-content.sensing-game.instructions.0":"Melde dich auf","challenges-content.sensing-game.instructions.1":"Klicke auf","challenges-content.sensing-game.instructions.2":"Erweiterung hinzufügen","challenges-content.sensing-game.instructions.3":"und wähle","challenges-content.sensing-game.instructions.4":"Video-Erfassung","challenges-content.sensing-game.instructions.5":"Diese Funktion erkennt, wie schnell sich ein Objekt bewegt. Je niedriger die Zahl, desto empfindlicher ist die Reaktion auf Bewegungen.","challenges-content.sensing-game.instructions.6":"Füge ein Sprite (Figur) hinzu. Wähle einen Klang aus und füge ihn deinem Sprite hinzu. Wenn du möchtest, kannst du die Option","challenges-content.sensing-game.instructions.7":"erzeuge Klon von","challenges-content.sensing-game.instructions.8":"hinzufügen, um deinen Sprite zu duplizieren.","challenges-content.sensing-game.instructions.9":"Erstelle zwei Variablen: eine für den","challenges-content.sensing-game.instructions.10":"Score (Punktestand)","challenges-content.sensing-game.instructions.11":"und eine für den","challenges-content.sensing-game.instructions.12":"Stoppuhr","challenges-content.sensing-game.instructions.13":"und füge sie zum Sprite hinzu. Stelle den Stoppuhr auf 30 ein und schreibe dazu","challenges-content.sensing-game.instructions.14":"ändere Stoppuhr um -1","challenges-content.sensing-game.instructions.15":"Erstelle einen neuen Sprite","challenges-content.sensing-game.instructions.16":"Game Over (Spiel vorbei)","challenges-content.sensing-game.instructions.17":"- um das Spiel zu beenden. Du kannst auch einen Sprite mit dem Titel deines Spiels erstellen, z. B. „Sammle alle EU Code Week Bläschen“.","challenges-content.sensing-game.example.0":"Spiele das Videosensing-Spiel „Fange alle EU Code Week Bläschen ein“. Wenn du möchtest, basiere dein Spiel gerne auf","challenges-content.sensing-game.example.1":"diesem Projekt","challenges-content.calming-leds.title":"Beruhigende LED-Beleuchtung: Gestalte mit micro:bit ein einfaches Gerät","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 Minuten","challenges-content.calming-leds.materials.0":"micro:bit-Einheit und Akku (falls verfügbar)","challenges-content.calming-leds.materials.1":"ein Laptop oder Tablet, mit dem du Microsoft MakeCode und YouTube besuchen kannst","challenges-content.calming-leds.materials.2":"microbit.org zum Zugang zu den Ressourcen für die Aktivität","challenges-content.calming-leds.description":"Die Schüler*innen gestalten ein Digitalgerät mit LEDs, das ihnen dabei helfen kann, geregelter zu atmen und sich ruhiger zu fühlen. Sie sollen dafür einfache Codes schreiben, durch die sie mehr über Animationen und Sequenzen lernen.","challenges-content.calming-leds.instructions.0":"Ziel ist es, ein funktionsfähiges beruhigendes LED-Gerät zu gestalten, das dabei hilft, die Atmung zu regulieren. Dieses Gerät kann auf einer physischen micro:bit-Platine oder im Simulator im MakeCode-Editor erstellt werden.","challenges-content.calming-leds.instructions.1":"Die Challenge kann im MakeCode-Editor durch Programmierung einer einfachen Codesequenz durchgeführt werden (siehe Video/Screenshot).","challenges-content.calming-leds.instructions.2":"Um die Challenge weiterzuentwickeln, können die Schüler*innen mit verschiedenen Animationen experimentieren und sich kreative Animationen überlegen, die sie selbst gerne sehen würden, um sich ruhiger oder besser zu fühlen.","challenges-content.calming-leds.instructions.3":"Weitere Informationen und Videoanleitungen gibt es","challenges-content.calming-leds.instructions.4":"unter diesem Link","challenges-content.calming-leds.example":"Auf dieser Seite findest du Anleitungen und Videos zur umgesetzten Challenge und Informationen zur Programmierung dafür","challenges-content.calming-leds.purposes.0":"Gestaltung eines einfachen digitalen Objekts mit hilfreichem Zweck","challenges-content.calming-leds.purposes.1":"Spielerisches Kennenlernen von Sequenzen und Animationen und wie diese funktionieren","challenges-content.calming-leds.purposes.2":"Testen und Debuggen von einfachen Codes","challenges-content.calming-leds.purposes.3":"Iterieren eines Designs durch Beschleunigen oder Verlangsamen der Animationen","challenges-content.computational-thinking-and-computational-fluency.title":"Rechnerisches Denken und rechnerische Kompetenz mit ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – EU Code Week-Botschafter für Griechenland","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Kennenlernen neuer Befehle und einer neuen Benutzeroberfläche.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Erstellung von einfachen Programmen mit einfachen Ursache-Wirkungs-Befehlen.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Ausführung von einfachem Debugging durch das Prinzip Versuch und Irrtum.","challenges-content.computational-thinking-and-computational-fluency.description":"Bei dieser Herausforderung werden Kinder Konzepte des rechnerischen Denkens in ihre Projekte integrieren, indem sie mithilfe der ScratchJr-App ihre Geschichten interessanter, aufregender und emotionaler gestalten.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr eignet sich auch für Kinder, die noch nicht lesen und schreiben können. Alle Anweisungen und Menüpunkte sind anhand von Symbolen und Farben erkennbar. Die Challenge kann im Klassenzimmer, im Labor oder sogar im Freien durchgeführt werden, da kein Internet benötigt wird.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Die Kinder können die Stadt als Hintergrund benutzen und Codeblöcke verwenden, um ein Auto durch die Stadt fahren zu lassen.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Die Kinder können Klang- und Bewegungsblöcke sowie Wiederholungsblöcke verwenden, um die Figuren zum Tanzen zu bringen.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Die Kinder wählen einen Hintergrund und eine Figur aus und verwenden einen Bewegungsblock, um ein Auto durch die Stadt fahren zu lassen. Die Kinder können mithilfe des Tempoblocks die Bewegungen einer Figur schneller oder langsamer machen.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Die kostenlose App","challenges-content.computational-thinking-and-computational-fluency.materials.1":"funktioniert auf verschiedenen Betriebssystemen und verschiedenen intelligenten Geräten","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Die Website von","challenges-content.computational-thinking-and-computational-fluency.materials.3":"bietet zahlreiche kostenlose Lehrmaterialien","challenges-content.computational-thinking-and-computational-fluency.duration":"90 Minuten","challenges-content.ai-hour-of-code.title":"Abenteuer mit Code und KI","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Gestaltung von Programmierlösungen mit Sequenzen, Ereignissen, Schleifen und Fallunterscheidungen","challenges-content.ai-hour-of-code.purposes.1":"Aufschlüsselung der Schritte, die nötig sind, um ein Problem in einer konkreten Abfolge von Anweisungen zu lösen","challenges-content.ai-hour-of-code.purposes.2":"Kennenlernen von Grundbegriffen des Programmierens","challenges-content.ai-hour-of-code.description":"Ein Dorf wird von Bränden bedroht und braucht deine Hilfe beim Programmieren einer Lösung! Lerne deinen Programmierhelfer, den Minecraft-Agenten, kennen und programmiere den Agenten dann so, dass er sich durch den Wald bewegt und Informationen sammelt. Diese Informationen werden dem Agenten dabei helfen, vorherzusagen, wo es brennen wird. Programmiere den Agenten dann so, dass er die Brandausbreitung verhindert, das Dorf rettet und den Wald wieder aufleben lässt. Lerne die Grundlagen des Programmierens und entdecke ein realistisches Beispiel für künstliche Intelligenz (KI)!","challenges-content.ai-hour-of-code.instructions":"Lade den Lehrplan hier herunter","challenges-content.ai-hour-of-code.materials.0":"Installiere Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Nach der Installation von Minecraft Education Edition findest du die Challenge auf","challenges-content.ai-hour-of-code.materials.2":"dieser Website","challenges-content.create-a-dance.title":"Erfinde einen Tanz zur Ode to Code!","challenges-content.create-a-dance.purposes":"Unterhaltsames Üben des Programmierens und ein stärkeres Verbundenheitsgefühl mit der EU Code Week-Gemeinschaft","challenges-content.create-a-dance.description.0":"Erfinde einen Tanz zur Ode to Code! Verwende das","challenges-content.create-a-dance.description.1":"Dance Party-Tutorial","challenges-content.create-a-dance.description.2":"(Tanzparty), um einen Tanz zur Ode to Code zu programmieren. Die offizielle Hymne der EU Code Week ist in Dance Party als Auswahlpunkt aufgeführt.","challenges-content.create-a-dance.instructions.0":"Die Anweisungen sind","challenges-content.create-a-dance.instructions.1":"im Tutorial","challenges-content.create-a-dance.instructions.2":"als Videos zu sehen und werden außerdem oben am Anfang jedes Levels angezeigt","challenges-content.create-a-dance.example":"Ausgewählte Videokreationen von Schüler*innen findet ihr auf der folgenden Seite","challenges-content.create-a-dance.materials":"Code.org-Tutorial","challenges-content.create-a-simulation.title":"Programmiere eine Simulation!","challenges-content.create-a-simulation.purposes.0":"Erste Kenntnisse über Simulationen und Einführung neuer Variablen: Erstellen einer Gruppe von Figuren, Genesungsraten, Maskentragen und Impfstoffe.","challenges-content.create-a-simulation.purposes.1":"Anwendung von bestehendem Wissen über Virusausbrüche in der realen Welt auf ein fiktives Szenario.","challenges-content.create-a-simulation.description":"Programmiere eine eigene Simulation des Virusausbruchs in Monster Town und spiele sie ab. Lerne programmieren und vorherzusagen, was mit den Nachbarn von Monster Town passieren wird.","challenges-content.create-a-simulation.instructions.0":"Die Anweisungen sind","challenges-content.create-a-simulation.instructions.1":"im Tutorial","challenges-content.create-a-simulation.instructions.2":"als Videos zu sehen und werden außerdem oben am Anfang jedes Levels angezeigt","challenges-content.create-a-simulation.example":"Deine fertige Simulation kannst du dann mit anderen teilen. Teile anderen mit, was wir deiner Meinung nach tun können, um andere zu schützen, wenn ein Virus in der Stadt auftaucht.","challenges-content.create-a-simulation.materials":"Code.org-Tutorial","challenges-content.create-your-own-masterpiece.title":"Kreiere ein eigenes Meisterwerk!","challenges-content.create-your-own-masterpiece.audience":"Für alle Altersstufen geeignet","challenges-content.create-your-own-masterpiece.purpose":"Visuell orientierte Einführung von Konzepten der Informatik und Anregung zu mehr Kreativität","challenges-content.create-your-own-masterpiece.description":"Kreiere mit Artist dein eigenes Meisterwerk! Verwende Codeblöcke, um deinen Kunsthelfer ein einzigartiges Kunstwerk schaffen zu lassen.","challenges-content.create-your-own-masterpiece.instructions":"Die Anweisungen werden oben am Anfang jedes Levels angezeigt","challenges-content.create-your-own-masterpiece.example":"Artist-Beispielbilder findet ihr auf dieser Seite unter „Zeichnung“","challenges-content.create-your-own-masterpiece.materials.0":"Das erste Level des Tutorials findest du","challenges-content.create-your-own-masterpiece.materials.1":"HIER","challenges-content.cs-first-unplugged-activities.title":"CS First Unplugged-Aktivitäten","challenges-content.cs-first-unplugged-activities.purposes.0":"Unterstützung für Schüler*innen, die von zu Hause aus lernen","challenges-content.cs-first-unplugged-activities.purposes.1":"Abwechslung vom ständigen Starren auf den Bildschirm","challenges-content.cs-first-unplugged-activities.description":"Bei CS First Unplugged handelt es sich um eine Reihe von Aktivitäten, die Schüler*innen ohne Computer an Konzepte der Informatik heranführt. Mit diesem Kurs wollen wir zeigen, dass Informatik sehr viel mehr ist als nur Programmieren.","challenges-content.cs-first-unplugged-activities.instructions.0":"Die Broschüre zu allen Aktivitäten findest du in englischer Sprache unter diesem","challenges-content.cs-first-unplugged-activities.instructions.1":"Link","challenges-content.cs-first-unplugged-activities.instructions.2":"und den Lehrplan in englischer Sprache unter diesem","challenges-content.cs-first-unplugged-activities.instructions.3":"Die Aktivitäten in diesem Kurs können einzeln und in beliebiger Reihenfolge durchgeführt werden","challenges-content.cs-first-unplugged-activities.instructions.4":"Die Lehrkraft kann vom Lernprozess ein Foto machen und unter dem Hashtag #EUCodeWeekChallengeGoogle #GrowWithGoogle auf Instagram teilen","challenges-content.cs-first-unplugged-activities.materials.0":"Neben der Aktivitäten-Broschüre können bei manchen Aktivitäten weitere Materialien erforderlich oder nützlich sein.","challenges-content.cs-first-unplugged-activities.materials.1":"Kleine Zählelemente (wie getrocknete Bohnen) für die „Network a Neighborhood“-Karte.","challenges-content.cs-first-unplugged-activities.materials.2":"Eine Schere zum Ausschneiden der Chiffre-Scheibe zum Senden von Geheimnachrichten.","challenges-content.cs-first-unplugged-activities.materials.3":"Karton und Klebstoff, um die Chiffre-Scheibe zum Senden von Geheimnachrichten stabiler zu machen.","challenges-content.cs-first-unplugged-activities.materials.4":"Eine Reißzwecke, ein Zahnstocher oder eine aufgebogene Büroklammer als Verbindungsstück für die Chiffre-Scheibe zum Senden von Geheimnachrichten.","challenges-content.family-care.title":"Familiäre Fürsorge","challenges-content.family-care.experience":"Für alle geeignet","challenges-content.family-care.duration":"5 bis 10 Stunden","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Recherche zum Thema „Familiäre Fürsorge“ dem wir alltäglich begegnen;","challenges-content.family-care.purposes.1":"Betrachtung von Problemen als Chancen und Ausdenken von kreativen Lösungen;","challenges-content.family-care.purposes.2":"Innovativer Einsatz von Programmierkenntnissen zur innovativen Umsetzung eigener Lösungen;","challenges-content.family-care.purposes.3":"Entwurf von Postern und Vorstellen der eigenen Lösungen gegenüber anderen;","challenges-content.family-care.purposes.4":"Nutzung von sozialen Medien, um die Tragweite der Projekte zu verstärken.","challenges-content.family-care.description.0":"Was fällt dir bei dem Wort „Zuhause“ zuerst ein? Ein schönes Haus? Ein tolles Abendessen, das die Eltern gekocht haben? Ein geheimer Ort, den du nur für dich hast? Ein herzliches Zuhause ist für unseren Körper und Geist das, was die Tankstelle für ein Auto ist. Bei allem Alltagstrubel der heutigen Zeit sind die Eltern immer viel beschäftigt. Wenn du mit deinem Freundeskreis Zeit verbringst, kannst du deine Katzen nicht einfach im Stich lassen. Doch wie kümmert man sich um seine Gesellschaft, wenn man voneinander getrennt ist? Das Thema dieser Herausforderung lautet","challenges-content.family-care.description.1":"Familiäre Fürsorge","challenges-content.family-care.description.2":"Im Sinne dieses Themas sollen die Schüler*innen sich eine Idee ausdenken, um Liebe und Fürsorge durch den Einsatz von Programmierkenntnissen und Geräten an andere weiterzugeben. Du kannst dich an den folgenden Fragen orientieren","challenges-content.family-care.description.3":"Wie viele Familienmitglieder leben bei dir zu Hause? Wer sind diese Familienmitglieder? Hast du ab und zu Probleme beim Zusammenleben mit ihnen? Welche Art von Fürsorge brauchen sie?","challenges-content.family-care.description.4":"Kennst du jemanden, der weniger familiäre Fürsorge erfährt als andere in deiner Umgebung? Wie kannst du dieser Person helfen?","challenges-content.family-care.instructions.0":"Sammle Ideen und recherchiere zum Thema „Familiäre Fürsorge“","challenges-content.family-care.instructions.1":"Mache eine Liste von den Problemen","challenges-content.family-care.instructions.2":"Überlege dir mögliche Lösungen","challenges-content.family-care.instructions.3":"Wähle eine Lösung aus","challenges-content.family-care.instructions.4":"Programmiere und erweitere die Struktur","challenges-content.family-care.instructions.5":"Entwerfe ein Poster, das dein Projekt präsentiert","challenges-content.family-care.instructions.6":"Zeige es deinen Lehrkräften und deiner Familie","challenges-content.family-care.example.0":"Beispiele findest du hier","challenges-content.family-care.example.1":"und","challenges-content.family-care.materials.0":"Programmierwerkzeug:","challenges-content.family-care.materials.1":"oder Download der","challenges-content.family-care.materials.2":"PC-Version","challenges-content.family-care.materials.3":"mBlock ist eine Programmiersprache, die auf Scratch basiert","challenges-content.family-care.materials.4":"Diese Challenge basiert auf dem MakeX Global Spark-Wettbewerb, einem projektbasierten kreativen Designprogramm für junge Menschen im Alter von 6 bis 13 Jahren.","challenges-content.family-care.materials.5":"Das teilnehmende Team muss das vorgegebene Thema im Blick behalten und durch Softwareprogrammierung und Hardwareaufbau eine Lösung entwickeln.","challenges-content.family-care.materials.6":"Die Schüler*innen sollten die Challenge am besten in der Codeweek umsetzen und auf die internationale Ebene bringen, um mit anderen Schüler*innen zu kommunizieren und Preise zu gewinnen.","challenges-content.family-care.materials.7":"Für weitere Informationen besuche bitte:","challenges-content.family-care.materials.8":"oder kontaktiere uns unter","challenges-content.virtual-flower-field.title":"Lass dein virtuelles Blumenfeld wachsen","challenges-content.virtual-flower-field.author":"Jadga Huegle – „Meet and Code“-Lehrerin und Teil des Teams von SAP Snap!","challenges-content.virtual-flower-field.duration":"30-60 Minuten","challenges-content.virtual-flower-field.purposes.0":"Kennenlernen der Programmierwelt durch ein einfaches und doch ausdrucksstarkes Projekt.","challenges-content.virtual-flower-field.purposes.1":"Lernen, dass Programmieren auch kunstvoll sein kann und richtig schöne Ergebnisse hervorbringen kann.","challenges-content.virtual-flower-field.purposes.2":"Ein schönerer Herbst dank bunter Blumen und der EU Code Week.","challenges-content.virtual-flower-field.purposes.3":"Aufzeigen der großen Blumenvielfalt auf der Welt.","challenges-content.virtual-flower-field.purposes.4":"Ein Beitrag zu den Zielen für nachhaltige Entwicklung (Sustainable Development Goals, SDGs), insbesondere SDG13 – Klimawandel, durch Programmierveranstaltungen, die das Bewusstsein für den Klimawandel stärken und so eine bessere Aufklärung darüber ermöglichen.","challenges-content.virtual-flower-field.description":"Entwickle in Snap! ein Programm für ein virtuelles Blumenfeld, auf dem unterschiedliche Blumenarten mit unterschiedlich vielen Blütenblättern wachsen.","challenges-content.virtual-flower-field.instructions.0":"Wenn du noch Anregungen brauchst, um die Challenge ins Rollen zu bringen, sieh dir","challenges-content.virtual-flower-field.instructions.1":"dieses Video","challenges-content.virtual-flower-field.instructions.2":"an oder lese","challenges-content.virtual-flower-field.instructions.3":"dieses Dokument","challenges-content.virtual-flower-field.instructions.4":"- um die einzelnen Schritte kennenzulernen","challenges-content.virtual-flower-field.instructions.5":"Zur Umsetzung der Challenge musst du einfach nur ein virtuelles Blumenfeld in Snap! (oder Scratch) programmieren und eine Bildschirmkopie oder ein Foto vom Ergebnis online veröffentlichen.","challenges-content.virtual-flower-field.instructions.6":"Das Blumenfeld sollte verschiedene Blumenarten mit unterschiedlich vielen Blütenblättern enthalten. Idealerweise sollten die Blumen programmiert werden, d. h. dass sie durch wiederholtes Stempeln und Drehen (oder Zeichnen und Drehen) der Blütenblätter gebildet werden.","challenges-content.virtual-flower-field.instructions.7":"Poste ein Bild von deinem virtuellen Blumengarten mit dem Hashtag #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Wir empfehlen","challenges-content.virtual-flower-field.materials.1":"für das Projekt eignet sich aber auch","challenges-content.haunted-house.title":"Ein Spukhaus in Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Universität Leiden – Ramon Moorlag, I&I – CodeWeek NL","challenges-content.haunted-house.audience":"Lehrkräfte und Erzieher*innen","challenges-content.haunted-house.duration":"1-2 Stunden je nach Vorkenntnissen","challenges-content.haunted-house.purposes.0":"Entwicklung einer interaktiven Spukhaus-Geschichte.","challenges-content.haunted-house.purposes.1":"Programmierenlernen mit Hedy.","challenges-content.haunted-house.description":"Du wirst mit Hedy eine Spukhaus-Geschichte mit interaktiven Elementen entwickeln. Jedes Mal, wenn der Code ausgeführt wird, passiert eine neue Geschichte. Du kannst die Geschichte auch von deinem Computer vorlesen lassen und online teilen.","challenges-content.haunted-house.instructions.0":"Öffne als erstes ein Browserfenster und gehe zu hedycode.com.","challenges-content.haunted-house.instructions.1":"Folge den Anweisungen für Stufe 1-4. Klicke auf die Registerkarten ‘Stufe’ und ‘Haunted House.’","challenges-content.haunted-house.instructions.2":"Wir werden diese beiden Stufen verwenden, um eine interaktive Spukhaus-Geschichte zu schreiben.","challenges-content.haunted-house.instructions.3":"Einen Hedy-Lehrplan für Lehrkräfte gibt es","challenges-content.haunted-house.instructions.4":"hier","challenges-content.haunted-house.instructions.5":"Ein Präsentationsvideo von Felienne Hermans zum Thema Hedy findet ihr unter","challenges-content.haunted-house.instructions.6":"unter diesem Link","challenges-content.haunted-house.example":"Beispiel für ein Spukhaus in Stufe","challenges-content.haunted-house.materials.0":"Hedy auf","challenges-content.haunted-house.materials.1":"Stufe 1 bis 4","challenges-content.inclusive-app-design.title":"Inklusive App-Gestaltung","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 Minuten + optional zusätzliche Aktivitäten","challenges-content.inclusive-app-design.purposes.0":"Ideenfindung, Planung, Ausarbeitung und Teilen einer Idee für eine App, die alle nutzen und verstehen können.","challenges-content.inclusive-app-design.description":"Am Anfang jeder tollen App steht eine tolle Idee. Bei dieser Aktivität überlegen sich die Schüler*innen eine App-Idee zu einem Thema, das ihnen wichtig ist, und finden dann heraus, wie sie Apps mit Rücksicht auf Inklusion und Zugänglichkeit gestalten können.","challenges-content.inclusive-app-design.instructions.0":"Alle Anweisungen findet ihr unter diesem Link","challenges-content.inclusive-app-design.instructions.1":"Anhand dieses einstündigen Lehrplans können Lehrkräfte ihre Schüler*innen bei folgenden Aktivitäten anleiten","challenges-content.inclusive-app-design.instructions.2":"Mehr über inklusive App-Gestaltung erfahren","challenges-content.inclusive-app-design.instructions.3":"Ideen zu Themen sammeln, die ihnen am Herzen liegen, um sich eine App auszudenken","challenges-content.inclusive-app-design.instructions.4":"Ihre App-Ideen skizzieren und Benutzeraktivitäten planen","challenges-content.inclusive-app-design.instructions.5":"In Keynote einen Prototyp für einen Teil ihrer App erstellen","challenges-content.inclusive-app-design.instructions.6":"Ihre Prototypen vorzeigen und beschreiben, wie sie Benutzer*innen mit unterschiedlichem Hintergrund und verschiedenen Fähigkeiten unterstützen","challenges-content.inclusive-app-design.materials.0":"Probiert die Aktivität für inklusive App-Gestaltung im Apple Teacher Learning Center aus","challenges-content.inclusive-app-design.materials.1":"Keynote auf einem iPad oder Mac wird empfohlen, ist aber nicht erforderlich.","challenges-content.silly-eyes.title":"Alberne Augen","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 Minuten","challenges-content.silly-eyes.purposes.0":"Erstellung eines Projekts mit Benutzerinteraktion","challenges-content.silly-eyes.purposes.1":"Personalisierung eines Projekts mit Farb- und Grafikeffekten.","challenges-content.silly-eyes.purposes.2":"Erwerb von Kenntnissen über die Rolle des Designs im digitalen Gestalten.","challenges-content.silly-eyes.description":"Bei diesem Projekt wirst du eine Figur mit albernen Augen entwerfen und gestalten. Die großen, albernen Augen der Figur werden dem Mauszeiger folgen und deine Figur so zum Leben erwecken.","challenges-content.silly-eyes.instructions":"Die vollständige Projektbeschreibung steht hier zur Verfügung","challenges-content.silly-eyes.example":"Sieh dir die Beispiele „Gobo“, „Under the sea“ (Unter dem Meer) und „Don\\‘t eat donut“ (Nicht den Donut essen) an","challenges-content.train-ai-bot.title":"Trainiere einen KI-Roboter!","challenges-content.train-ai-bot.purposes":"Erwerb von Kenntnissen über künstliche Intelligenz (KI), maschinelles Lernen, Trainingsdaten und Vorurteile bei gleichzeitiger Auseinandersetzung mit ethischen Themen und der Frage, wie KI zur Lösung von Weltproblemen genutzt werden kann.","challenges-content.train-ai-bot.description":"Trainiere einen KI-Roboter mit „Ki für Ozeane“ (AI for Oceans). Bei dieser Aktivität wirst du KI (künstliche Intelligenz) so programmieren bzw. trainieren, dass sie Fische oder Abfall erkennen kann. Lass uns das Meer aufräumen!","challenges-content.train-ai-bot.instructions.0":"Die Anweisungen sind im Tutorial als Videos zu sehen","challenges-content.train-ai-bot.instructions.1":"als Videos zu sehen und werden außerdem oben am Anfang jedes Levels angezeigt","challenges-content.train-ai-bot.materials.0":"Das Tutorial ist hier zu finden","challenges-content.train-ai-bot.materials.1":"Dieses Tutorial steht in über 25 Sprachen zur Verfügung","challenges-content.build-calliope.title":"Bau Dir Deinen Calliope mini Fitnesstrainer","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Spielerisches Kennenlernen von Sequenzen, Animationen, Wiederholungen und Variablen.","challenges-content.build-calliope.purposes.1":"Gestaltung eines Struktogramms.","challenges-content.build-calliope.purposes.2":"Testen und Debuggen von Code.","challenges-content.build-calliope.purposes.3":"Optimierung eines Programmes durch Ausprobieren, Usability überprüfen und anpassen.","challenges-content.build-calliope.duration":"20-30 Minuten","challenges-content.build-calliope.description":"Die Teilnehmer entwickeln einen digital gesteuerten Prototypen, der mit Hilfe einer bunt leuchtenden LED eine vorab ausgedachte Fitnessübung mit 10 Einheiten wiedergibt.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (falls verfügbar)","challenges-content.build-calliope.materials.1":'Laptop oder Tablet, mit dem du https://makecode.calliope.cc oder https://calliope.cc und YouTube besuchen kannst zum Zugang zu den Ressourcen für die Aktivität.',"challenges-content.build-calliope.instructions.0":"Zuerst erstellst du einen Plan und legst die Reihenfolge der Übungseinheiten fest. Anhand des Programmablaufplans programmierst du die RGB-LED des Calliope mini so, dass sie im vorab definierten Tempo eine der 5 Farben anzeigt. Für das Tempo erstellst du eine Variable, und Wiederholungen programmierst du mit Hilfe von Schleifen.","challenges-content.build-calliope.instructions.1":"Denke daran, falls du das Programm so umgesetzt hast, dass es dir gefällt, kannst du es auch mit uns unter info@calliope.cc teilen - wir sind gespannt, was du daraus machst! Übrigens verlosen wir unter allen Einsendungen 30 Calliope minis!","challenges-content.build-calliope.instructions.2":"Teile den QR-Code deines Projekts auf Instagram, füge den Hashtag #EUCodeWeekChallenge hinzu und erwähne @CodeWeekEU..","challenges-content.build-calliope.example.0":"Nicht nur den ganzen Tag am Rechner sitzen: jetzt wird es sportlich.","challenges-content.build-calliope.example.1":"Du wählst 5 verschiedene Farben und ordnest diesen jeweils eine Fitnessübung, z.B. Kniebeuge oder Hampelmann, zu.  Anschließend werden die Farben in einer beliebigen Reihenfolge hintereinander gereiht und trainiert.","challenges-content.build-calliope.example.2":"Der Fitness-Prototyp kann mit dem Calliope mini erstellt, aber auch im Simulator ausprobiert werden. Die Challenge wird im MakeCode-Editor durch Programmierung einer einfachen Code Sequenz durchgeführt (siehe Screenshot).","challenges-content.common.share":"Teilen Sie den Link oder QR - Code Ihres Projekts auf Instagram oder Facebook, fügen Sie den Hashtag #EUCodeWeekChallenge ein und erwähnen Sie @CodeWeekEU.","challenges-content.common.audience.0":"Lehrkräfte und Erzieher * innen","challenges-content.common.audience.1":"Schüler * innen einer Grundschule(6 bis 12 Jahre)","challenges-content.common.audience.2":"Schüler * innen der Mittelstufe(12 bis 16 Jahre)","challenges-content.common.audience.3":"Schüler * innen der Oberstufe(16 bis 18 Jahre)","challenges-content.code-a-dice.title":"Programmiere einen Würfel","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Programmiere interaktive Rätsel","challenges-content.code-a-dice.purposes.1":"Programmieren einer Simulation eines sich zufällig bewegenden Objekts, das anstelle des echten Objekts verwendet wird","challenges-content.code-a-dice.description":"In dieser Challenge programmierst du einen Würfel, sodass er auf Befehl zufällig fällt . Du kannst jede Art Würfel mit unterschiedlich vielen Seiten auswählen, wie die Würfel für Rollenspiele, und auch Geräusche einfügen . ","challenges-content.code-a-dice.instructions.0":"Melde dich bei Scratch an","challenges-content.code-a-dice.instructions.1":"Wähle einen Hintergrund","challenges-content.code-a-dice.instructions.2":"Erstelle deinen Würfelanzeiger oder suche online und lade ihn in dein Programm hoch","challenges-content.code-a-dice.instructions.3":"Erstelle so viele Bilder wie die Würfel Seiten haben, sodass jede Seite eine andere Zahl anzeigt","challenges-content.code-a-dice.instructions.4":"Entscheide, wie die Würfel geworfen werden(über die Tastatur, per Klick auf den Würfel usw .) und schreibe den Code","challenges-content.code-a-dice.instructions.5":"Programmiere den Würfel so, dass er am Ende des Würfelns ein anderes Bild anzeigt","challenges-content.code-a-dice.instructions.6":"Füge Soundeffekte ein","challenges-content.code-a-dice.example":"Wirf einen 20er - Würfel","challenges-content.personal-trainer.title":"Personal Trainer mit micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"micro:bit programmieren, um den Buzzer und das LED - Panel zu verwenden","challenges-content.personal-trainer.purposes.1":"Erstellen eines persönlichen Geräts zur Überwachung der körperlichen Aktivität","challenges-content.personal-trainer.purposes.2":"micro:bit programmieren, um die Gesundheit durch Sport zu fördern","challenges-content.personal-trainer.description":"Bei dieser Challenge kannst du micro:bit so programmieren, dass es Wiederholungen von Sportübungen sowie Ruhezeiten aufzeichnet . Du kannst deine körperliche Aktivität in der Schule, zu Hause oder im Freien aufzeichnen . ","challenges-content.personal-trainer.instructions.0":"Wenn A + B, erstelle einen 3 - Sekunden - Countdown mit dem Geräusch einer Musiknote zu jeder Sekunde und zeige das Wort LOS an!","challenges-content.personal-trainer.instructions.1":"Zeige bei der ersten Übung für 20 Sekunden ein blinkendes 2x2 - Quadrat an . Spiele dann ein Geräusch ab und fixiere das Quadrat . Während der Restzeit muss für 10 Sekunden ein weiteres blinkendes Bild angezeigt werden . Spiele anschließend ein Geräusch ab . ","challenges-content.personal-trainer.instructions.2":"Wiederhole diese Aktion für die nächste Übungszeit mit einem 3x3 - Quadrat . Wiederhole diese Aktionen, bis ein 5x5 - Quadrat angezeigt wird . ","challenges-content.personal-trainer.duration":"30 - 40 Minuten","challenges-content.create-a-spiral.title":"Erschaffe eine Spirale","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Lernen und üben von Schleifen und Variablen . ","challenges-content.create-a-spiral.purposes.1":"Fördern der Kreativität beim Programmieren . ","challenges-content.create-a-spiral.description":"Bei dieser Challenge schreibst du mit Scratch ein Projekt, um eine Spirale zu erschaffen . Dabei verwendest du Stiftblöcke, eine Schleife und eine Variable . ","challenges-content.create-a-spiral.instructions.0":"Die Stiftblöcke","challenges-content.create-a-spiral.instructions.1":"Erstelle ein neues Projekt und nenne es Spirale . ","challenges-content.create-a-spiral.instructions.2":"Klicke auf die lila Schaltfläche ‚Erweiterung hinzufügen‘ unten links im Fenster","challenges-content.create-a-spiral.instructions.3":"Wähle ‚Stift‘: die Stiftblöcke sind jetzt für dein Projekt verfügbar!","challenges-content.create-a-spiral.instructions.4":"Um dein Projekt zu beginnen, ziehe den Block ‚wenn grüne Flagge angeklickt‘:","challenges-content.create-a-spiral.instructions.5":"Du musst mit einer leeren Seite beginnen: füge mit den Stiftblöcken den Block ‚alles löschen‘ hinzu:","challenges-content.create-a-spiral.instructions.6":"Du beginnst die Spirale in der Mitte der Fläche, dein Zeiger muss also in die Mitte(0, 0) bewegt werden:","challenges-content.create-a-spiral.instructions.7":"Du kannst den Zeiger bewegen, ohne zu zeichnen, oder beim Bewegen zeichnen:","challenges-content.create-a-spiral.instructions.8":"wenn du zeichnen möchtest, verwende den Block Stift runter","challenges-content.create-a-spiral.instructions.9":"wenn du nicht zeichnen möchtest, verwende den Block Stift hoch","challenges-content.create-a-spiral.instructions.10":"Jetzt möchtest du zeichnen!Füge den Block ‚Stift runter‘ hinzu:","challenges-content.create-a-spiral.instructions.11":"Das Hexagon","challenges-content.create-a-spiral.instructions.12":"Füge die folgenden Blöcke in dein Projekt ein:","challenges-content.create-a-spiral.instructions.13":"Du hast jetzt ein Sechstel deines Hexagons . Du musst diese Abfolge 6 - Mal wiederholen:","challenges-content.create-a-spiral.instructions.14":"Die Spirale","challenges-content.create-a-spiral.instructions.15":"Um eine Spirale zu erschaffen, musst du zur Länge der jeweils nächsten Seite 2 hinzufügen . ","challenges-content.create-a-spiral.instructions.16":"Dafür verwenden wir eine < strong>Variable . ","challenges-content.create-a-spiral.instructions.17":"Klicke bei den Variablenblöcken auf ‚Eine Variable erstellen‘","challenges-content.create-a-spiral.instructions.18":"Nenne sie Länge und klicke auf OK:","challenges-content.create-a-spiral.instructions.19":"Die Spirale wird wachsen, du musst also klein anfangen: Setze die erste Länge auf 10 fest und füge diesen Block vor der Schleife ein . ","challenges-content.create-a-spiral.instructions.20":"Füge die Variable ‚Länge‘ in den Block ‚Schritte ... bewegen‘ ein","challenges-content.create-a-spiral.instructions.21":"Damit die Spirale wächst, muss die Länge bei jeder Schleife größer werden: Füge den Block unten am Ende der Schleife ein:","challenges-content.create-a-spiral.instructions.22":"Hier ist dein aktuelles Projekt:","challenges-content.create-a-spiral.instructions.23":"Eine wunderschöne Spirale","challenges-content.create-a-spiral.instructions.24":"Du hast eine Spirale gezeichnet!Damit sie nie endet, ersetze die Schleife ‚wiederhole 6‘ mit der Schleife ‚unendlich‘:","challenges-content.create-a-spiral.instructions.25":"Für eine farbige Spirale füge den folgenden Block in die Schleife ein:","challenges-content.create-a-spiral.instructions.26":"Wenn du von vorn beginnst, zeichnet der Zeiger eine ungewollte Linie . Um das zu verhindern, füge den Block ‚Stift hoch‘ zu Beginn des Projekts ein . ","challenges-content.create-a-spiral.instructions.27":"Hier ist das fertige Projekt:","challenges-content.create-a-spiral.instructions.28":"Glückwunsch!Du hast eine wunderschöne Spirale geschaffen!","challenges-content.play-against-ai.title":"Erstelle und spiele gegen KI – Stein, Schere, Papier","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"Verstehen, wie der Zyklus des maschinellen Lernens funktioniert . ","challenges-content.play-against-ai.purposes.1":"Aufbauen eines Modells des maschinellen Lernens mit Teachable Machine","challenges-content.play-against-ai.purposes.2":"Kennenlernen von Pictoblox und importieren des erstellten Modells in das Projekt","challenges-content.play-against-ai.purposes.3":"Szene und Charaktere erschaffen, Variablen erschaffen und initialisieren in Pictoblox","challenges-content.play-against-ai.purposes.4":"Spiel beginnen, Spielerzüge erkennen, zufällige KI - Züge programmieren","challenges-content.play-against-ai.purposes.5":"ein Spiel erstellen und testen, bei dem der Gegner bei Stein, Schere, Papier künstliche Intelligenz ist . ","challenges-content.play-against-ai.description":"Wir werden mit Teachable Machine ein Modell aus Bildern aus drei Klassen erstellen: Stein, Schere, Papier . Das Modell wird in Pictoblox hochgeladen und für ein Spiel verwendet, das wir gegen eine KI spielen können . ","challenges-content.play-against-ai.duration":"90 Minuten","challenges-content.play-against-ai.instructions.0":"Erstelle in Teachable Machine ein neues Bildprojekt mit 3 Klassen namens Stein, Schere und Papier . Erfasse für jede Klasse mit der Kamera mindestens 400 Bilder . Sorge für einen freien Hintergrund . Trainiere und exportiere das Modell . Lade das Modell hoch und kopiere den Link . ","challenges-content.play-against-ai.instructions.1":"Erstelle auf der Pictoblox - Seite ein kostenfreies Konto . Füge eine Erweiterung für maschinelles Lernen hinzu und lade das Modell hoch . Erstelle die Szene, Variablen und Zeiger . Starte das Spiel, erkenne Spielerzüge und die der KI und bestimme, wer die Runde gewinnt . ","challenges-content.play-against-ai.instructions.2":"Trainiere die Daten für das Spiel . ","challenges-content.play-against-ai.instructions.3":"Teste das Modell . ","challenges-content.play-against-ai.instructions.4":"Exportiere das Modell . ","challenges-content.play-against-ai.instructions.5":"Füge die Erweiterung für maschinelles Lernen hinzu und lade das Modell . ","challenges-content.play-against-ai.instructions.6":"Erstelle die Szene, Variablen und Zeiger . ","challenges-content.play-against-ai.instructions.7":"Initialisiere das Spiel . ","challenges-content.play-against-ai.instructions.8":"Erkenne die Spielerzüge . ","challenges-content.play-against-ai.instructions.9":"Lege zufällige KI - Züge fest . ","challenges-content.play-against-ai.instructions.10":"Sende zufällige KI - Züge . ","challenges-content.play-against-ai.instructions.11":"Erstelle drei Blöcke . Wer gewinnt die Runde ? ","challenges-content.play-against-ai.instructions.12":"Prüfe, ob der Spieler die Runde gewinnt . ","challenges-content.play-against-ai.instructions.13":"Prüfe, ob die KI die Runde gewinnt . ","challenges-content.play-against-ai.instructions.14":"Prüfe, ob die Runde unentschieden ist . ","challenges-content.play-against-ai.instructions.15":"Programmiere Blöcke . ","challenges-content.play-against-ai.instructions.16":"Zeiger Schere, Stein, Papier","challenges-content.air-drawing-with-AI.title":"Luftzeichnen mit KI","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"Schreiben eines Programms mit der Erweiterung zur Erkennung des menschlichen Körpers, um die Bewegungen von Fingern vor der Kamera zu erkennen . ","challenges-content.air-drawing-with-AI.purposes.1":"programmieren mit einfachen Blöcken in wenigen Zeilen . ","challenges-content.air-drawing-with-AI.purposes.2":"Beispiel für die Verwendung von KI","challenges-content.air-drawing-with-AI.description":"Erstellung eines Programms, über das der Nutzende mit der Hand(Zeigefinger) vor der Kamera in der Luft zeichnen kann . Das Gezeichnete wird automatisch in Pictoblox angezeigt . ","challenges-content.air-drawing-with-AI.instructions.0":"Erstelle ein Konto auf Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"Folge den visuellen Anweisungen, um:","challenges-content.air-drawing-with-AI.instructions.2":"die Erweiterungen Erkennung des menschlichen Körpers und Stift einzufügen;","challenges-content.air-drawing-with-AI.instructions.3":"die Szene zu schaffen und einen Zeiger(Stift) sowie zusätzliche Zeiger zu erstellen für: Stift Runter, Stift Hoch, Alles Löschen; ","challenges-content.air-drawing-with-AI.instructions.4":"schreibe einen Code, damit der Stift dem Finger folgt","challenges-content.air-drawing-with-AI.instructions.5":"schreibe einen Code für die Schaltfläche: Stift Hoch, Stift Runter und Alles Löschen und auch für Stift","challenges-content.air-drawing-with-AI.instructions.6":"Jetzt kannst du eigene Zeichnungen erstellen und mit verschiedenen Farben und Stiftgrößen spielen . ","challenges-content.air-drawing-with-AI.materials.0":"Ein Laptop oder Computer mit Kamera","challenges-content.air-drawing-with-AI.materials.1":"Die neueste Version von PictoBlox heruntergeladen(empfohlen) oder Online - Pictoblox(kostenfrei)","challenges-content.air-drawing-with-AI.materials.2":"Pictoblox - Konto(kostenfrei)","challenges-content.air-drawing-with-AI.materials.3":"Gute Internetverbindung","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Lernen grundlegender Konzepte des maschinellen Lernens und der Texterkennung . ","challenges-content.emobot-kliki.purposes.1":"Verstehen der Rolle von Emotionen in Kommunikation . ","challenges-content.emobot-kliki.purposes.2":"Verwenden von Codes, um Dialoge zwischen Chatbot und Nutzenden zu erstellen . ","challenges-content.emobot-kliki.purposes.3":"Verstehen, wie Computer emotionale Untertöne durch Textanalyse erkennen und entsprechend antworten . ","challenges-content.emobot-kliki.description.0":"Erstelle in Scratch einen Emotional Bot, der ein glückliches Gesicht für gute Nachrichten anzeigt(wenn du ihm nette Dinge sagst), ein wütendes Gesicht für böse Nachrichten(wenn du ihm gemeine Dinge sagst) und ein verwirrtes Gesicht, wenn die Nachricht nicht klar ist . ","challenges-content.emobot-kliki.description.1":"Unser Emobot Kliki wird Komplimente und Beleidigungen erkennen . So erfahren wir, wie Computer trainiert werden können, einen emotionalen Unterton zu erkennen . ","challenges-content.emobot-kliki.instructions.0":"Programmiere zunächst eine Liste an Regeln, was nett oder freundlich ist und was böse oder gemein ist . ","challenges-content.emobot-kliki.instructions.1":"Melde dich bei https://machinelearningforkids.co.uk/ an oder erstelle ein neues Konto.","challenges-content.emobot-kliki.instructions.2":"Erstelle ein neues Modell des maschinellen Lernens mit 3 neuen Kategorien: Eine erste namens ‚nett‘, eine zweite namens ‚schlecht‘ und, sofern der Name erkannt werden soll, eine dritte namens ‚Name‘ . ","challenges-content.emobot-kliki.instructions.3":"Trainiere das neue Modell, teste es und verwende es, um in Scratch den Emobot zu erstellen . ","challenges-content.emobot-kliki.instructions.4":"Starte den Scratch 3 Editor, lösche den Katzenanzeiger, füge drei neue Zeiger aus dem Microsoft Bing Image Creator ein(Computer - Cartoons als glücklich, wütend und unsicher) oder erstelle einen neuen Zeiger, indem du auf die Schaltfläche ‚Zeichnen‘ klickst und drei Kopien der Bilder für glücklich, wütend und unsicher zeichnest . ","challenges-content.emobot-kliki.instructions.5":"Klicke auf den Reiter ‚Code‘ und gib das folgende Skript ein . ","challenges-content.emobot-kliki.example.0":"Teile deinen Emobot Kliki mit deinen Freund * innen und erfahre mehr über KI und Emotionen!","challenges-content.emobot-kliki.example.1":"Anstelle eines Computer - Cartoons kannst du auch etwas anderes probieren, zum Beispiel ein Tier . Statt nett und gemein kannst du das Modell auch trainieren, andere Arten von Nachrichten zu erkennen . ","challenges-content.craft-magic.title":"Handwerksmagie mit KI - Handgesten","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Kultivieren von Programmierkompetenzen der Schüler * innen, sodass sie grundlegende Befehle verwenden können . ","challenges-content.craft-magic.purposes.1":"Aneignen von algorithmischem Denken durch Aufbrechen komplexer Aufgaben in machbare Schritte . ","challenges-content.craft-magic.purposes.2":"Fördern kreativer Problemlösung durch einzigartige Anwendungen von Handgesten zum Zeichnen und Schreiben . ","challenges-content.craft-magic.purposes.3":"Aufbauen des Verständnisses von KI - Konzepten, insbesondere wie Computer mittels KI Handgesten erkennen und deuten können . ","challenges-content.craft-magic.purposes.4":"Sensibilisieren für die Bedeutung von Technologie für Personen mit Behinderungen . ","challenges-content.craft-magic.purposes.5":"Anregen von gemeinsamer Problemlösung und Teamarbeit zwischen Schüler * innen, die gemeinsam ihre Programme zu Handgesten verbessern . ","challenges-content.craft-magic.purposes.6":"Anwenden von Programmieren und rechnergestütztem Denken auf reale Probleme, wobei die Bedeutung von Technologie für den Alltag der Menschen betont wird und die Arbeit auf die Ziele für nachhaltige Entwicklung ausgerichtet wird . ","challenges-content.craft-magic.duration.0":"90 Minuten für Schüler * innen 10 - 12","challenges-content.craft-magic.duration.1":"45 Minuten für Schüler * innen 12 - 15","challenges-content.craft-magic.description":"Erstelle ein Programm mittels der Scratch - Blöcke, wobei die KI - Erweiterung ‚Menschlicher Körper‘ kreativ und spannend eingesetzt wird, um ohne Maus oder Touchscreen auf den Bildschirm zu zeichnen . ","challenges-content.craft-magic.instructions.0":"Verbinde dich mit https://ai.thestempedia.com und erstelle Konten für die Lehrkraft und Schüler*innen.","challenges-content.craft-magic.instructions.1":"Importiere die Erweiterungen ‚Erkennen des menschlichen Körpers‘, ‚Stift‘, ‚Text zu Sprache‘ . ","challenges-content.craft-magic.instructions.2":"Füge den Zeiger ‚Stift‘ aus der Datenbank ein und erstelle 7 Zeiger(‚schreiben‘, ‚löschen‘, ‚schwarz‘, ‚rot‘, ‚blau‘, ‚grün‘, ‚rosa‘) . ","challenges-content.craft-magic.instructions.3":"Schreibe Befehle, um zu prüfen, was passiert, wenn der Zeiger ‚Stift‘ einen der anderen Zeiger berührt . ","challenges-content.craft-magic.instructions.4":"Schreibe Befehle, damit die Kamera die Handposition erkennen kann, und bewege den Stift zu den x - und y - Koordinaten deines Zeigefingers . ","challenges-content.craft-magic.instructions.5":"Ändere die Anzeige für das Ende des Würfelns . ","challenges-content.craft-magic.instructions.6":"Füge Soundeffekte ein . ","challenges-content.craft-magic.materials.0":"Programmierplattform https://ai.thestempedia.com (kostenfrei)","challenges-content.craft-magic.materials.1":"Konto für Lehrkraft(kostenfrei)","challenges-content.craft-magic.materials.2":"Konto für Schüler * innen(kostenfrei)","challenges-content.craft-magic.materials.3":"Computer mit Kamera","challenges-content.craft-magic.materials.4":"Internetverbindung","challenges-content.circle-of-dots.title":"Ein Kreis aus Punkten","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Code schreiben, um eine Linie aus Punkten zu zeichnen . ","challenges-content.circle-of-dots.purposes.1":"Code schreiben, um eine Linie aus Strichen zu zeichnen . ","challenges-content.circle-of-dots.purposes.2":"Code schreiben, um einen Kreis zu zeichnen . ","challenges-content.circle-of-dots.purposes.3":"Code schreiben, um einen Kreis aus Punkten(Strichen) zu zeichnen . ","challenges-content.circle-of-dots.description":"Zeichne einen Kreis aus Punkten oder Strichen . ","challenges-content.circle-of-dots.duration":"40 Minuten","challenges-content.circle-of-dots.instructions.0":"Aufbau eines Punkteblocks . ","challenges-content.circle-of-dots.instructions.1":"Aufbau eines Strichblocks . ","challenges-content.circle-of-dots.instructions.2":"Konstruktion eines Kreises aus Punkten . ","challenges-content.circle-of-dots.instructions.3":"Konstruktion eines Kreises aus Strichen . ","challenges-content.coding-escape-room.title":"Erstelle einen Coding Escape Room","challenges-content.coding-escape-room.author":"Stefania Altieri und Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Lehren / Lernen und reflektieren von Programmierkonzepten . ","challenges-content.coding-escape-room.purposes.1":"Verwenden einfacher Programmierwerkzeuge . ","challenges-content.coding-escape-room.purposes.2":"Fördern von rechnergestütztem Denken und Problemlösen . ","challenges-content.coding-escape-room.description.0":"Erschaffe eine Escape Coding Erfahrung wie diese:","challenges-content.coding-escape-room.description.1":"Du kannst Google Formulare, Genially, Google Präsentationen oder ein anderes Tool zum Erstellen von erzählbasiertem Coding verwenden;).","challenges-content.coding-escape-room.duration":"90 Minuten","challenges-content.coding-escape-room.instructions":"Sie können Ihre Schüler * innen in Kleingruppen einteilen, sodass sie spielen und dann eine weitere Challenge erstellen können mit der Vorlage: ","challenges-content.coding-escape-room.materials.0":"Sie können jedes Tool verwenden(Google - und Microsoft - Plattform zum Erstellen und Teilen von Dokumenten, Präsentationen und Folien), sowie jegliches Programmierkonstrukt, Tool oder Persönlichkeiten mit Bezug auf IKT und Programmieren . ","challenges-content.coding-escape-room.example.0":"Einige Persönlichkeiten, die in der Geschichte der IKT und für die Grundkonzepte des Programmierens eine wichtige Rolle gespielt haben, werden beim Spielen vorgestellt . Das ist die beste Möglichkeit, zu lernen und sich aktiv zu beteiligen . Das Spiel kann in Teams oder allein gespielt werden, wie eine Challenge oder ein Wettbewerb . die Schüler * innen können dann eine ähnliche Version erstellen und Kompetenzen wie Kreativität und Programmierkenntnisse ausbauen . ","challenges-content.coding-escape-room.example.1":"Dies ist eine sehr praktische Ressource, die wiederholt verwendet und leicht nachgestellt werden kann . Google Formulare ist eines der möglichen Tools . Sie können auch Google Präsentationen, Genial . ly oder Emaze oder ein anderes Tool verwenden, um Entscheidungsgeschichte oder ein eigenes Abenteuer zu erstellen . ","challenges-content.coding-escape-room.example.2":"Das Spiel Coding Escape ist in Abschnitte eingeteilt . Bei Raten können Sie fortfahren . die Schüler * innen müssen die Programmierquizze erstellen . ","challenges-content.let-the-snake-run.title":"Lass die Schlange los","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Programmieren der Schlangenbewegung in ihrer eigenen micro:bit . ","challenges-content.let-the-snake-run.purposes.1":"Festlegen der richtigen Platzierung und zeitlichen Abfolge für die gemeinsame Animation . ","challenges-content.let-the-snake-run.description":"Die Schüler * innen müssen Codes schreiben, um die Schlange durch nebeneinander liegende micro:bits zu navigieren . Es soll so aussehen, als würde die Schlange von einem micro:bit zum nächsten eilen . ","challenges-content.let-the-snake-run.duration":"30 Minuten","challenges-content.let-the-snake-run.instructions.0":"Erstelle eine Strecke, die durch mehrere micro:bits nebeneinander verläuft(z .  B . als 2x2 - Quadrat).","challenges-content.let-the-snake-run.instructions.1":"Schreibe Codes, damit die Schlange der Strecke folgt . ","challenges-content.let-the-snake-run.instructions.2":"Arbeite auf deinem eigenen Gerät und füge sie dann zusammen, um den Code auszuführen . ","challenges-content.let-the-snake-run.instructions.3":"Beachte die Zeitplanung und Platzierung: Wenn die Schlange ein micro:bit verlässt, erscheint sie im nächsten . ","challenges-content.let-the-snake-run.instructions.4":'Weitere Challenges: "Spiele mit micro:bit v2 Musik ab, bis die Schlange dein Gerät verlässt . "',"challenges-content.let-the-snake-run.instructions.5":"Verändere die Schlange, indem du die Helligkeit der LED veränderst . ","challenges-content.let-the-snake-run.instructions.6":"Versucht es mit längeren oder mehr Schlangen . ","challenges-content.let-the-snake-run.example.0":"die ist ein Beispiel einer 6 Pixel langen Schlange mit 4 micro:bits in Form eines 2x2 - Quadrats: ","challenges-content.let-the-snake-run.example.1":"Programmieren des ersten micro:bit(dies kann die Lehrkraft erledigen)","challenges-content.let-the-snake-run.example.2":"Alle Codes werden durch diesen micro:bit gestartet, der ein Funksignal an die anderen micro:bits sendet, wenn A gedrückt wird . ","challenges-content.let-the-snake-run.example.3":"Programmieren der Schlangenbewegung","challenges-content.let-the-snake-run.example.4":"Alle micro:bit müssen in der gleichen Funkgruppe sein wie das erste . ","challenges-content.let-the-snake-run.example.5":"Alle Animationen beginnen, wenn das Funksignal eingeht . ","challenges-content.let-the-snake-run.example.6":"die Animation auf dem ersten micro:bit ist sofort sichtbar, die auf den anderen erst, wenn die Schlange dort eintrifft . ","challenges-content.let-the-snake-run.example.7":"die Zeit zwischen den Phasen bestimmt die Geschwindigkeit der Schlange . ","challenges-content.let-the-snake-run.materials.0":"micro:bits(möglichst für alle Schüler * innen)","challenges-content.let-the-snake-run.materials.1":"Laptop oder Computer für den Editor makecode . microbit . org","challenges-content.illustrate-a-joke.title":"Illustriere einen Witz mit Bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Erstellen eines kleinen Spiels, in dem die Nutzenden die Antwort auf eine Scherzfrage finden . ","challenges-content.illustrate-a-joke.description":"die Schüler * innen erstellen ein Spiel, in dem die Nutzenden die Antwort auf eine Scherzfrage finden, wenn die Figur ein Objekt auf dem Spielfeld trifft . die Schüler * innen verwenden grundlegende Funktionen von Bitsy, um die Challenge abzuschließen . ","challenges-content.illustrate-a-joke.instructions.0":"Denk dir eine Scherzfrage aus . Öffne Bitsy und starte ein neues Projekt . Du benötigst:","challenges-content.illustrate-a-joke.instructions.1":"einen Avatar, den du bewegen kannst","challenges-content.illustrate-a-joke.instructions.2":"Eine weiße Katze auf lila Hintergrund","challenges-content.illustrate-a-joke.instructions.3":"Beschreibung automatisch generiert","challenges-content.illustrate-a-joke.instructions.4":"ein Objekt, das dein Avatar erreichen muss","challenges-content.illustrate-a-joke.instructions.5":"einen Raum – den Hintergrund deines Programms","challenges-content.illustrate-a-joke.instructions.6":"zwei Nachrichten: eine Frage und eine Antwort","challenges-content.illustrate-a-joke.instructions.7":"Das fertige Spiel kann als html - Datei heruntergeladen werden . ","challenges-content.illustrate-a-joke.example":"Auf dieser Website findest du ein Beispiel eines Witzes und einen Link zu einem digitalen Whiteboard:","challenges-content.illustrate-a-joke.materials":"Bitsy läuft über einen Browser","challenges-content.app-that-counts-in-several-languages.title":"App, die in mehreren Sprachen zählt","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Lernen, eine einfache App zu erstellen . ","challenges-content.app-that-counts-in-several-languages.purposes.1":"Lernen, mit Blöcken zu programmieren . ","challenges-content.app-that-counts-in-several-languages.purposes.2":"Lernen, Labels, Schaltflächen, Bilder, Sensoren und Medien einzufügen . ","challenges-content.app-that-counts-in-several-languages.purposes.3":"Lernen, Elemente auf einem App - Bildschirm zu organisieren . ","challenges-content.app-that-counts-in-several-languages.description":"die App lässt dich in mehreren Sprachen auf Knopfdruck zählen . Wenn das Smartphone geschüttelt wird, wird die Zählung auf Null zurückgesetzt . die Challenge besteht darin, eine weitere Sprache hinzuzufügen . ","challenges-content.app-that-counts-in-several-languages.instructions.0":"Um die Challenge abzuschließen, musst du die andere Sprache festlegen, in der die App zählen soll . ","challenges-content.app-that-counts-in-several-languages.instructions.1":"Dann musst du die Flagge dieses Landes aus dem Internet(z .  B . Pixabay oder Unsplash) herunterladen und über das Element namens Flagge in den Bildeigenschaften in die Plattform MIT APP Inventor hochladen . ","challenges-content.app-that-counts-in-several-languages.instructions.2":"Dann solltest du herausfinden, wie der Name des Landes auf Englisch geschrieben wird und was ‚Verlassen‘ und ‚Drück mich‘ in der Landessprache heißt . ","challenges-content.app-that-counts-in-several-languages.instructions.3":"Zuletzt musst du die erforderlichen Blocks hinzufügen, damit die App in der neuen Sprache funktioniert . ","challenges-content.app-that-counts-in-several-languages.materials.0":"Um eine App zu erstellen, benötigst du einen Computer oder Laptop mit Internetzugang . ","challenges-content.app-that-counts-in-several-languages.materials.1":"Erstelle ein Konto auf der Plattform MIT APP Inventor, die du über https://ai2.appinventor.mit.edu erreichst","challenges-content.app-that-counts-in-several-languages.materials.2":"Außerdem musst du die App MIT AI2 Companion auf dem Smartphone installieren, um die entwickelte Anwendung zu testen . ","challenges-content.coding-with-art-through-storytelling.title":"Programmieren mit Kunst durch Erzählen","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara und Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Ausbauen von den Kompetenzen Beobachten, Interpretieren und Hinterfragen durch Beschäftigung mit Kunst . ","challenges-content.coding-with-art-through-storytelling.purposes.1":"Kreativ sein und mit anderen an einem gemeinsamen Ziel arbeiten","challenges-content.coding-with-art-through-storytelling.purposes.2":"Einen Algorithmus erstellen, um die Geschichte nachzuerzählen . ","challenges-content.coding-with-art-through-storytelling.description":"Bei dieser Challenge werden die Schüler * innen durch ein Kunstwerk inspiriert, schreiben eine Geschichte und illustrieren sie . Dann versuchen sie, die Geschichte nachzuerzählen, indem sie ein programmierbares Roboterkit verwenden, oder als Aktivität ohne Computer . ","challenges-content.coding-with-art-through-storytelling.materials.0":"Diese Aktivität kann ohne Computer durchgeführt werden oder mit einem programmierbaren Bildungsroboter wie Beebot / Bluebot / Mausroboter . ","challenges-content.coding-with-art-through-storytelling.materials.1":"Beebot - Pfeilkarten oder Pfeilkarten für Aktivitäten ohne Computer","challenges-content.coding-with-art-through-storytelling.materials.2":"auf Griechisch","challenges-content.coding-with-art-through-storytelling.materials.3":"Um mehr über die Toolbox Thinking Routine für das Project Zero zu erfahren, besuchen Sie","challenges-content.coding-with-art-through-storytelling.example.0":"Die Lehrkraft arbeitet mit den Schüler * innen, um vorzuführen, wie mit den Karten ein Algorithmus erstellt wird, der die Anweisungen für den Beebot oder anderen Roboter ausgibt, um zum ersten Ereignis der Geschichte auf der Karte zu gelangen . die Schüler * innen arbeitet in Gruppen mit 3 bis 4 Personen an einem Algorithmus, um den Roboter zum nächsten Abschnitt zu bewegen . die Schüler * innen testen ihren Algorithmus auf der Klassenkarte und entfernen Fehler, sofern notwendig . ","challenges-content.coding-with-art-through-storytelling.example.1":"Die bewegen sich zu so vielen Geschichtenereignissen wie sie können","challenges-content.coding-with-art-through-storytelling.example.2":"Diese Aktivität kann ohne Computer durchgeführt werden . ","challenges-content.coding-with-art-through-storytelling.example.3":"Ein Kind ist der Roboter – ein anderes programmiert . Letzteres erstellt mit den Pfeilkarten einen Algorithmuspfad, um dem Roboter zu helfen, von einem Bild zu einem anderen zu gelangen und die Geschichte nachzuerzählen . Wann immer der Roboter ein Bild erreicht, erzählt er einen Teil der Geschichte . ","challenges-content.coding-with-art-through-storytelling.instructions.0":"Die Lehrkraft fordert die Schüler * innen auf, ein Gemälde / Foto zu betrachten . ","challenges-content.coding-with-art-through-storytelling.instructions.1":"Anhand des Denkschemas ‚Anfang, Mitte, Ende‘(Project Zero der Harvard School) kreieren sie eine Geschichte . ","challenges-content.coding-with-art-through-storytelling.instructions.2":"Die Lehrkraft fragt: ‚Wenn dieses Kunstwerk der Anfang / die Mitte / das Ende einer Geschichte wäre, was könnte davor / danach / am Ende geschehen ? ‘","challenges-content.coding-with-art-through-storytelling.instructions.3":"Die Schüler * innen illustrieren die Ereignisse der Geschichte . ","challenges-content.coding-with-art-through-storytelling.instructions.4":"Die Schüler * innen ordnen die einzelnen Ereignisse in das Gitter ein . Mit Pfeilkarten erstellen sie einen Algorithmus, sodass der Beebot die Geschichte nacherzählt . ","challenges-content.coding-with-legoboost.title":"Coding und Programmieren mit der Scratch - Erweiterung LegoBoost","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"Modelle erstellen mit LegoBoost . ","challenges-content.coding-with-legoboost.purposes.1":"Programmierkenntnisse in Scratch erwerben . ","challenges-content.coding-with-legoboost.purposes.2":"mit einfachen bis komplexen Befehlen Roboter programmieren . ","challenges-content.coding-with-legoboost.description":"Bei dieser Challenge verwenden die Schüler * innen die Scratch - Erweiterung LegoBoost und geben Codes in die Anwendung ein, damit die Roboter sich vorwärts oder rückwärts bewegen, Hindernisse umgehen und auf Sprachbefehle reagieren . ","challenges-content.coding-with-legoboost.duration":"120 Minuten","challenges-content.coding-with-legoboost.instructions.0":"Melde dich bei der Anwendung Scratch . mit . edu an . ","challenges-content.coding-with-legoboost.instructions.1":"Starte die Scratch - Verbindung und aktiviere Bluetooth auf dem Laptop . ","challenges-content.coding-with-legoboost.instructions.2":"Klicke auf ‚Erweiterung aus Scratch hinzufügen‘ und wähle LegoBoost . ","challenges-content.coding-with-legoboost.instructions.3":"Füge ein Bild über die EU Code Week ein . ","challenges-content.coding-with-legoboost.instructions.4":"Stelle die zwei AB - Motoren auf AN, und vor einem roten Hindernis auf AUS . ","challenges-content.coding-with-legoboost.instructions.5":"Bei grüner Farbe ist Motor A auf AN, bei schwarzer Farbe ist Motor B auf AN . ","challenges-content.coding-with-legoboost.instructions.6":"Entlang der Route befinden sich grüne, rote und schwarze Hindernisse . ","challenges-content.coding-with-legoboost.instructions.7":"Füge Befehle für Bewegungen und Drehungen durch Pfeile sowie Sprachbefehle bei Hindernissen hinzu . ","challenges-content.coding-with-legoboost.instructions.8":"Teste es!","challenges.title":"EU CODE WEEK CHALLENGES","challenges.date":"9.-24. Oktober 2021","challenges.common.target-audience":"Zielpublikum","challenges.common.pre-primary":"Kinder im Vorschulalter","challenges.common.experience":"Erfahrung","challenges.common.duration":"Dauer","challenges.common.materials":"Empfohlenes Material","challenges.common.purpose":"Zweck","challenges.common.description":"Beschreibung","challenges.common.instructions":"Anweisungen","challenges.common.example":"Beispiel","challenges.common.written-by.0":"Diese Challenge stammt von","challenges.common.written-by.1":"und ist Teil der","challenges.common.teachers":"Lehrkräfte","challenges.common.students":"Schüler*innen","challenges.common.beginner":"Neulinge","challenges.common.intermediate":"Mittleres Niveau","challenges.common.advanced":"Fortgeschrittene","challenges.common.1-hour":"1 Stunde","challenges.main.0":"Wir laden euch ein, während der EU Code Week vom 9. bis zum 24. Oktober 2021 an einer oder mehreren EU Code Week Challenges teilzunehmen.","challenges.main.1":"Was sind die EU Code Week Challenges ?","challenges.main.2":"Die EU Code Week Challenges sind Aktivitäten, die ihr alleine, im Klassenzimmer, mit Mitschüler*innen oder dem Freundeskreis durchführen könnt. Ihr möchtet an der Code Week teilnehmen, wisst aber noch nicht genau, was dafür organisiert werden muss? Keine Sorge! Wir haben gemeinsam mit den Partnern der Code Week eine Reihe von einfach umsetzbaren Challenges gestaltet und mit Beispielen ergänzt, um zu zeigen, wie das Ganze im Klassenzimmer oder in Gruppen funktioniert. Es gibt außerdem einen Leitfaden, der erklärt, wie die Aufgaben durchgeführt werden. Er kann aber natürlich auch an die Anforderungen, Interessen und Altersgruppen der Teilnehmenden angepasst werden. Ihr könnt die Hilfsmittel und Technologien frei wählen. Wir empfehlen allerdings quelloffene Ressourcen.","challenges.main.3":"Einfach eine oder mehrere Aufgaben auswählen, an eure Gruppe oder Klasse anpassen und die Ergebnisse auf Instagram teilen, um noch mehr Kolleg*innen, Schüler*innen und den Freundeskreis zum Mitmachen bei der Code Week zu animieren!","challenges.main.4":"Klickt auf die Aufgabe, um mehr darüber zu erfahren:","challenges.main.5":"Wer kann mitmachen?","challenges.main.6":"Ob Schulen, Lehrkräfte, Bibliotheken, Programmierclubs, Unternehmen oder Behörden – alle sind eingeladen, anlässlich der EU Code Week 2021 an einer #EUCodeWeekChallenge teilzunehmen.","challenges.main.7":"Wie ist die Teilnahme an der EU Code Week Challenge 2021 möglich?","challenges.main.8":"Wählt die Challenge, an der ihr teilnehmen möchtet.","challenges.main.9":"Teilt die Teilnehmer*innen in Paare oder Gruppen auf. Ganz gleich, ob die Aktivität vor Ort oder online als nationale oder internationale Kollaboration durchgeführt wird: Teamarbeit und Zusammenarbeit sind das A und O für die erfolgreiche Umsetzung einer Challenge.","challenges.main.10":"Teilt eure Challenge","challenges.main.11":"Würdet ihr gerne tolle Code Week-Preise gewinnen? Dann macht eure Arbeit im Netz bekannt!","challenges.main.12":"Teilt eure umgesetzte Challenge auf Instagram.","challenges.main.13":"Die Gewinner werden während der Code Week vom 9. bis zum 24. Oktober täglich ausgewählt und auf unserem Instagram-Kanal bekannt gegeben. Also vergesst nicht, regelmäßig in eure Benachrichtigungen zu schauen.","challenges.share.0":"Wie könnt ihr eure Challenge(s) auf Instagram teilen?","challenges.share.1":"Auf „Profil bearbeiten“ tippen","challenges.share.2":"Den Link zu eurer Arbeit im Website-Feld einfügen und speichern","challenges.share.3":"Neuen Post erstellen","challenges.share.4":"Screenshot der Arbeit hinzufügen","challenges.share.5":"Interessante Beschreibung hinzufügen","challenges.share.6":"Den Hinweis „Link in der Bio“ hinzufügen","challenges.share.7":"#EUCodeWeekChallenge hinzufügen","challenges.share.8":"@CodeWeekEU erwähnen und taggen","challenges.share.9":"Ihr wollt eure Challenge(s) lieber auf Facebook teilen?","challenges.share.10":"Die EU Code Week veröffentlicht jeden Tag eine neue Challenge auf ihrer","challenges.share.11":"Facebook-Seite","challenges.share.12":"und wählt den Gewinnerbeitrag aus den Kommentaren unter dem Post aus.","challenges.share.13":"Wie funktioniert es?","challenges.share.14":"Den Link zu eurer Arbeit als Kommentar unter den Post schreiben.","challenges.share-box.0":"Teile den Link zu deiner Arbeit in deiner","challenges.share-box.1":"Instagram-Bio","challenges.share-box.2":"tippe in deinem Instagram-Konto auf","challenges.share-box.3":"Profil bearbeiten","challenges.share-box.4":"und füge den Link zu deiner Arbeit im Website-Feld hinzu. Erstelle nun einen neuen Post mit einem Screenshot deiner Arbeit, schreibe","challenges.share-box.5":"Link in der Bio","challenges.share-box.6":"füge den Hashtag #EUCodeWeekChallenge hinzu und erwähne @CodeWeekEU","challenges.share-box.7":"Du teilst deine Challenge(s) lieber auf","challenges.share-box.8":"Die EU Code Week postet","challenges.share-box.9":"eine neue Challenge auf ihrer","challenges.share-box.10":"Facebook-Seite","challenges.share-box.11":"Dann musst du den Link zu deiner Arbeit nur noch als Kommentar unter dem Post veröffentlichen","challenges.share-box.12":"Die Gewinnerbeiträge werden während der Code Week vom 9. bis zum 24. Oktober jeden Tag ausgewählt, mit Code Week-Geschenken belohnt und auf unserer Instagram- und Facebook-Seite bekannt gegeben. Also vergesst nicht, regelmäßig in eure Benachrichtigungen zu schauen.","challenges.take-part.0":"Warum solltet ihr an einer EU Code Week-Challenge teilnehmen?","challenges.take-part.1":"Um euch in lösungsorientiertem Denken und im Programmieren zu üben","challenges.take-part.2":"Um mit Gleichaltrigen zusammenzuarbeiten.","challenges.take-part.3":"Um die Nachricht zu verbreiten, wie wichtig das Programmieren ist.","challenges.download.0":"Klickt","challenges.download.1":"hier,","challenges.download.2":"um diese Challenge als Word-Dokument herunterzuladen","challenges.bingo.0":"Bei allen Challenges mitmachen","challenges.bingo.1":"Habt ihr eine Challenge abgeschlossen? Druckt","challenges.bingo.2":"die Bingokarte aus","challenges.bingo.3":"und setzt ein Häkchen in den kleinen weißen Kreis oben links","challenges.bingo.4":"Teilt eure Challenge in den sozialen Medien und gewinnt coole Code Week-Preise","challenges.bingo.5":"Postet einfach ein Bild mit allen ausgefüllten Zeilen und Spalten – oder am besten gleich die ganze Bingokarte – auf","challenges.bingo.6":"Facebook, Instagram oder Twitter","challenges.bingo.7":"Und vergesst nicht den Hashtag","codeweek4all.title":"Code Week 4 All Challenge","codeweek4all.text":"Ziel der Code Week 4 All Challenge ist es, dass Sie Ihre Aktivitäten mit anderen Aktivitäten vernetzen, die innerhalb ihres Freundes-, Kollegen- und Bekanntenkreises organisiert werden. Zusammen können Sie sich das Code Week-Exzellenzzertifikat verdienen.","codeweek4all.what.title":"Worum geht es?","codeweek4all.what.content":`

    Nachdem Sie Ihre Aktivität zur EU Code Week-Karte hinzugefügt haben, können Sie andere Personen in Ihrem Netzwerk dazu auffordern, das gleiche zu tun. Wenn Sie und Ihre Allianz eine der folgenden Meilensteine erreichen, verdienen Sie sich damit das Code Week-Exzellenzzertifikat!

    -

    Kriterien für die Verleihung eines Exzellenzzertifikats:

    `,"codeweek4all.what.criteria1":"500 Schüler haben teilgenommen","codeweek4all.what.criteria2":"10 vernetzte Aktivitäten (von 10 verschiedenen Organisatoren)","codeweek4all.what.criteria3":"3 Länder waren beteiligt","codeweek4all.what.andor":"und / oder","codeweek4all.howto.title":"Wie nimmt man teil?","codeweek4all.howto.time":"Die Code Week 4 All Challenge läuft bis Ende des Kalenderjahres. Die Zertifikate werden zu Beginn des nächsten Jahres im Januar oder Februar ausgestellt.","codeweek4all.howto.content":'Besuchen Sie die Seite Aktivität hinzufügen und machen Sie die erforderlichen Angaben für Ihre Programmieraktivität.',"codeweek4all.howto.first_alliance.1":"Klicken Sie auf „Absenden“.","codeweek4all.howto.first_alliance.2":"Sobald Ihre Aktivität angenommen wurde, erhalten Sie eine Bestätigungsmail mit Ihrem eindeutigen Code Week 4 All-Code.","codeweek4all.howto.first_alliance.3":"Kopieren Sie den Code und senden Sie ihn an Ihren Kollegenkreis sowie andere Organisator*innen einer Programmieraktivität in Ihrem Netzwerk. Rühren Sie die Werbetrommel, um andere für die Teilnahme zu gewinnen!","codeweek4all.howto.first_alliance.4":"Nach dem Ende der Kampagne wird jede Person, die eine Aktivität organisiert hat, darum gebeten werden, zu berichten, wie viele Teilnehmer bei ihr mitgemacht haben. Wenn es Ihnen gelungen ist, den Meilenstein zu erreichen, wird Ihnen und Ihrem Kollegenkreis, die Teil Ihres Netzwerkes waren, das Exzellenzzertifikat verliehen!","codeweek4all.howto.first_alliance.title":"Wenn Sie eine Allianz neu gründen:","codeweek4all.howto.existing_alliance.1":"Fügen Sie den Zugangscode, den Sie vom / von der Initiator*in erhalten haben, also der Person, die die Allianz gegründet hat, in das Feld für den Code Week 4 All-Code ein.","codeweek4all.howto.existing_alliance.2":"Klicken Sie auf „Absenden“.","codeweek4all.howto.existing_alliance.3":"Sagen Sie es weiter (auch den Code!), um mehr Organisator*innen zu gewinnen, die sich Ihrer Allianz anschließen.","codeweek4all.howto.existing_alliance.4":"Nach dem Ende der Kampagne wird jede Person, die eine Aktivität organisiert hat, darum gebeten werden, zu berichten, wie viele Teilnehmer bei ihr mitgemacht haben. Wenn es Ihnen gelungen ist, den Meilenstein zu erreichen, wird Ihnen und Ihrem Kollegenkreis, die Teil Ihres Netzwerkes waren, das Exzellenzzertifikat verliehen!","codeweek4all.howto.existing_alliance.title":"Wenn Sie einer bestehenden Allianz beitreten:","codeweek4all.why.1":"Um die Nachricht zu verbreiten, welch große Bedeutung das Programmieren hat.","codeweek4all.why.2":"Um mehr Schüler zur Teilnahme zu bewegen.","codeweek4all.why.3":"Um Kontakte zu Organisationen und / oder Schulen in Ihrer Gemeinde oder in internationalem Rahmen zu knüpfen.","codeweek4all.why.4":"Um Unterstützung durch andere Organisator*innen und Lehrkräfte zu finden.","codeweek4all.why.5":"Um sich ein Exzellenzzertifikat zu verdienen.","codeweek4all.why.title":"Warum bei der Challenge mitmachen?","codeweek4all.superorganiser-title":"Zertifikat als ‚Super Organiser‘","codeweek4all.superorganiser":'Sie können sich auch das Zertifikat als ‚Super Organiser‘ verdienen. Organisieren und registrieren Sie dafür mindestens 10 einzelne Aktivitäten an Ihrer Schule, in Ihrer Organisation oder online.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Fragen","coding-at-home.material.required":"Benötigtes Material","coding-at-home.material.chequered":"schachbrettartiges Spielfeld","coding-at-home.material.footprint":"Kärtchen mit Bildern von Fußabdrücken","coding-at-home.intro.title":"Was ist Coding@Home?","coding-at-home.explorer.title":"Der Entdecker","coding-at-home.explorer.text":"Der Entdecker ist die erste Coding@Home-Aktivität. Bewegen Sie den Entdecker über das Brett. Bis er das Ziel erreicht, soll der Entdecker so viele Felder wie möglich besucht haben.","coding-at-home.explorer.questions.content.1":"Frage 1: Kann der Entdecker mit den im Video gezeigten Start- und Zielpositionen alle Felder auf dem Brett besuchen?","coding-at-home.explorer.questions.content.2":"Frage 2: Welche Start- und Zielpositionen hindern den Entdecker daran, die größtmögliche Anzahl von Feldern auf dem Brett zu besuchen?","coding-at-home.right-and-left.title":"Rechts und links","coding-at-home.right-and-left.text":"Bei „Rechts und links“ treten die Teilnehmer gegenseitig an, müssen dafür aber zusammenarbeiten. Die Spieler teilen sich in zwei Teams auf, die jeweils einen Pfad in Richtung Ziel entwickeln. Dabei geht es darum, möglichst viele der ihnen zugewiesenen Felder zu nutzen: Das gelbe Team versucht, so oft wie möglich nach links abzubiegen, und das rote Team versucht, so oft wie möglich nach rechts abzubiegen.","coding-at-home.right-and-left.questions.content.1":"Frage 1: Betrachten Sie die Start- und Zielpositionen in der ersten Partie in diesem Video. Kann eins der beiden Teams gewinnen?","coding-at-home.right-and-left.questions.content.2":"Frage 2: Betrachten Sie die Start- und Zielpositionen in der Partie, die Anna gewonnen hat. Könnte es mit denen auch zu einem Unentschieden kommen?","coding-at-home.right-and-left.questions.content.3":"Frage 3: Gibt es Kombinationen aus Start- und Zielpositionen, die eins der beiden Teams begünstigen?","coding-at-home.right-and-left.questions.content.4":"Frage 4: Kann anhand der Anordnung zwischen den Start- und Zielpositionen vorausgesagt werden, wie groß der Abstand zwischen dem Gewinner- und Verlierer-Team sein wird?","coding-at-home.keep-off-my-path.title":"Aus dem Weg!","coding-at-home.keep-off-my-path.text":"„Aus dem Weg!“ ist ein kompetitives Spiel mit zwei Teams. Diese starten von den entgegengesetzten Seiten des Spielfelds und legen Wege an, wobei sie das gegnerische Team davon abhalten sollen, ihren Pfad fortzusetzen. Das Team, dem dies gelingt, gewinnt.","coding-at-home.keep-off-my-path.questions.content.1":"Frage 1: Gibt es Startpositionen, die einem der beiden Teams einen Vorteil verschaffen?","coding-at-home.keep-off-my-path.questions.content.2":"Frage 2: Kann es zu einem Unentschieden kommen?","coding-at-home.keep-off-my-path.questions.content.3":"Frage 3: Hat derjenige Spieler, der anfängt, einen Vorteil?","coding-at-home.keep-off-my-path.questions.content.4":"Frage 4: Gibt es eine Spielstrategie, die den Spieler, der anfängt, ganz sicher davor bewahrt, jemals zu verlieren?","coding-at-home.tug-of-war.title":"Tauziehen","coding-at-home.tug-of-war.text":"„Tauziehen“ ist ein kollaboratives und gleichzeitig kompetitives Spiel. Die Startposition ist das mittlere Kästchen in der untersten Reihe. Zwei Teams (gelb und rot) arbeiten zusammen, um an das obere Ende des Spielfelds zu gelangen. Dabei versucht das gelbe Team, die Kästchen auf der linken Seite zu erreichen, und das rote Team visiert die Kästchen auf der rechten Seite an.","coding-at-home.tug-of-war.questions.content.1":"Frage 1: Gibt es eine Strategie, die jedes Mal zum Sieg führt?","coding-at-home.tug-of-war.questions.content.2":"Frage 2: Hat der Spieler, der anfängt, einen Vorteil?","coding-at-home.tug-of-war.questions.content.3":"Frage 3: Wenn die beiden Spieler gleich gut aufpassen, endet das Spiel dann immer mit einem Unentschieden, also in der Mitte des Spielfelds?","coding-at-home.explorer-without-footprints.title":"Der Entdecker ohne Fußabdrücke","coding-at-home.explorer-without-footprints.text":"Der Entdecker wandelt auf dem Spielfeld umher, von einer Start- zu einer Zielposition zu gelangen und versucht dabei, alle Kästchen zu besuchen. Auf seinem Weg hinterlässt der Entdecker bunte Fußabdrücke. Diese geben wiederum dem Roboter klare Anweisungen, wohin er gehen soll. Das Spiel wird noch spannender, wenn der Entdecker keine Fußabdrücke, sondern nur die entsprechenden Farben hinterlässt.","coding-at-home.explorer-without-footprints.material":"sowie rote, gelbe und graue Filz- oder Buntstifte","coding-at-home.explorer-without-footprints.questions.content.1":"Frage 1: Worin besteht der Unterschied zwischen dem mit bunten Fußabdrücken bedeckten Spielfeld und dem bunten Spielfeld ohne Fußabdrücke?","coding-at-home.explorer-without-footprints.questions.content.2":"Frage 2: Welches Spielfeld gewährt eine größere Bewegungsfreiheit, wenn dieselben Regeln zum Abbiegen gelten, so wie sie durch die Farben angezeigt werden?","coding-at-home.explorer-without-footprints.questions.content.3":"Frage 3: Gibt es mögliche Pfade auf dem bunten Spielfeld, die auf dem Spielfeld mit den bunten Fußabdrücken nicht möglich sind?","coding-at-home.explorer-without-footprints.questions.content.4":"Frage 4: Gibt es mögliche Pfade auf dem Spielfeld mit den bunten Fußabdrücken, die auf dem bunten Spielfeld nicht möglich sind?","coding-at-home.walk-as-long-as-you-can.title":"Gehe solange du kannst","coding-at-home.walk-as-long-as-you-can.text":"Bei diesem Spiel liegt die Herausforderung darin, so lange wie möglich auf dem Spielbrett zu bleiben, indem man Farben anstelle von Fußabdrücken verwendet. Das Spiel wird schwieriger, wenn die Bewegungsfreiheit zunimmt","coding-at-home.walk-as-long-as-you-can.coloured-cards":"farbige Karten oder rote, gelbe und graue Filzstifte","coding-at-home.walk-as-long-as-you-can.questions.content.1":"F1. Wann treffen sich die beiden Wege und blockieren einander?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"F2. Dieses Spiel wird als Spiel für zwei Spieler vorgestellt. Ist es möglich, es mit 3 oder 4 Spielern zu spielen? Müssen wir die Regeln ändern?","coding-at-home.ada-charles-roby.title":"Ada, Charles und Roby","coding-at-home.ada-charles-roby.text":"Die Geschichte von Ada Lovelace und Charles Babbage ist sehr interessant. Sie konzipierten und programmierten Computer hundert Jahre, bevor sie tatsächlich erfunden wurden","coding-at-home.ada-charles-roby.material":"Knete und ein kurzer Bleistift","coding-at-home.ada-charles-roby.questions.content.1":"F1. Versucht euch vorzustellen, dass der Roboter, den ihr aus Knete und einem Bleistift gebastelt habt, in der Lage ist, sich auf dem Brett zu bewegen, um jede beliebige Stelle zu erreichen und, falls nötig, seinen Weg zurückverfolgen kann. Welche Befehle würdet ihr für seine Programmierung verwenden?","coding-at-home.cody-and-roby.title":"Cody und Roby","coding-at-home.cody-and-roby.text":"Dies ist ein Rollenspiel mit dem Programmierer Cody und dem Roboter Roby. Das Video stellt die Karten von CodyRoby vor, mit denen wir von nun an die Bewegungen auf dem Brett bestimmen werden. Cody wird diese Karten verwenden, um Roby Befehle zu geben, wie er sich auf dem Spielbrett zu bewegen hat","coding-at-home.cody-and-roby.material":"schachbrettartiges Spielbrett mit Beschriftungen, Befehlskarten (links, rechts, vorwärts) und auf dem Brett als Zähler zu platzierende Gegenstände","coding-at-home.cody-and-roby.starter-kit":"CodyRoby-Starter-Kit","coding-at-home.cody-and-roby.questions.content.1":"F1. Wo kommt Roby an, wenn er von der Position C2 in Richtung Süden startet und die letzte im Video gezeigte Befehlsfolge ausführt?","coding-at-home.cody-and-roby.questions.content.2":"F2. Könnten die Bewegungen, die Roby macht, indem er die letzte im Video gezeigte Befehlssequenz ausführt, beschrieben werden, indem man die Befehle von CodyFeet oder CodyColor auf das Spielbrett anwendet?","coding-at-home.cody-and-roby.questions.content.3":"F3. Die drei Arten von Befehlen, die im Video vorgestellt werden, dargestellt durch die grüne, rote und gelbe Karte, stellen einen Befehlssatz dar, mit dem Roby überall auf dem Spielbrett bewegt werden kann. Könnt ihr einen Befehlssatz mit weniger als 3 Befehlen schreiben, um dasselbe zu tun?","coding-at-home.the-tourist.title":"Der Tourist","coding-at-home.the-tourist.text":"Mit den CodyRoby-Karten fordern sich zwei Teams gegenseitig heraus, in kürzester Zeit die Befehlsfolge zu finden, die die Touristin zu den Denkmälern führt, die sie auf dem Spielbrett besichtigen möchte","coding-at-home.the-tourist.material":"Größere Karten können nützlich sein, um auf dem Fußboden zu spielen","coding-at-home.the-tourist.questions.content.1":"F1. Welcher Befehlssatz würde die Touristin im ersten Beispiel des Videos zur Statue von Raphael führen?","coding-at-home.the-tourist.questions.content.2":"F2. Welche Befehlssätze würden die Touristin im zweiten Beispiel des Videos zum Torricini des Herzogspalastes führen?","coding-at-home.the-tourist.questions.content.3":"F3. Fällt euch eine lustige Möglichkeit ein, wie man, wenn eines der beiden Teams eine Karte auswählt, jeweils eine Übung in das Programm einbauen könnte? Überlege es euch, indem ihr den im Video gezeigten Staffellauf neu überdenkt","coding-at-home.material2.chequered-with-labels":"Spielbrett mit Schachbrettmuster und Beschriftungen","coding-at-home.material2.cards":"24 Vorwärtskarten, 8 Links- und 8 Rechts-Karten","coding-at-home.material2.larger-cards":"Für die Bodenversion des Spiels sind größere Karten zu empfehlen","coding-at-home.material2.video":"In dem Video wird auch erläutert, wie man ohne den Kartenstapel spielen kann","coding-at-home.material2.pieces-of-paper":"Zudem werden 24 kleine Quadrate aus Papier benötigt, um sie auf den bereits besuchten Kästchen zu platzieren","coding-at-home.material2.card-alternative":"Alternativ zum CodyRoby-Kartenstapel könnt ihr die Kartensymbole hier herunterladen","coding-at-home.material2.small-drawings":"Mit zusätzlichen kleinen Zeichnungen kannst du die Geschichte anschaulicher erzählen. Die Zeichnungen, die im Video verwendet werden, findet ihr hier","coding-at-home.material2.rest-of-cards":"Für den Rest verwenden wir die Karten von CodyRoby, CodyFeet oder CodyColour.","coding-at-home.catch-the-robot.title":"Fang den Roboter","coding-at-home.catch-the-robot.text":"Fang den Roboter ist ein Spiel, das am Tisch und auf dem Boden gespielt werden kann. Es gewinnt der Spieler, der den Roboter des gegnerischen Teams fängt, indem er dessen Kästchen auf dem Spielbrett erreicht. Die Spielkarten sind durcheinander gemischt und daher müssen beide Teams ihre Strategien kontinuierlich anpassen.","coding-at-home.catch-the-robot.questions.content.1":"F1. Die rosa Spielfigur (Roby) befindet sich auf dem zentralen Quadrat C3 Richtung Norden und das rosa Team hat 2 Vorwärts-, 2 Links- und 1 Rechts-Karte(n). Auf welche Quadrate kann sich Roby nun bewegen?","coding-at-home.the-snake.title":"Die Schlange","coding-at-home.the-snake.text":"Die Schlange ist eine Art Solitärspiel, das mit CodyRoby-Karten gespielt wird. Ziel des Spiels ist es, die Schlange über alle Kästchen des Spielbretts zu führen, ohne dass sie sich in den Schwanz beißt.","coding-at-home.the-snake.questions.content.1":"F1. Gibt es Startpunkte, von denen es unmöglich ist, alle Quadrate zu erreichen, ohne dass sich die Schlange in den Schwanz beißt?","coding-at-home.storytelling.title":"Geschichten erzählen","coding-at-home.storytelling.text":"Das heutige Thema ist das Geschichten erzählen. Verwende die Befehle von CodyRoby, die Fußabdrücke von CodyFeet oder die Farben von CodyColour, um die Spielfiguren über das Spielbrett zu lenken und eine Geschichte zu erzählen. Verteile die verschiedenen Teile der Geschichte auf dem Spielbrett.","coding-at-home.storytelling.questions.content.1":"F1. Mit welchen Hilfsmitteln (CodyRoby, CodyFeet oder CodyColour) könnt ihr Roby beim Erzählen einer Geschichte am besten steuern?","coding-at-home.storytelling.questions.content.2":"F2. Könnt ihr die Teile eurer Geschichte auf dem Spielbrett so anordnen, dass es unmöglich ist, alle Teile mit CodyFeet zu erreichen?","coding-at-home.two-snakes.title":"Die zwei Schlangen","coding-at-home.two-snakes.text":"Mithilfe der CodyRoby-Karten wandern zwei Schlangen über das Spielbrett und versuchen, sich gegenseitig zu blockieren. Die Grundregel ist ganz einfach: Ihr könnt nicht auf ein Feld gehen, auf dem bereits eine Schlange war. Es gewinnt derjenige, der sich am längsten frei bewegen kann.","coding-at-home.two-snakes.material":"CodyRoby-Karten, ein kariertes Spielbrett mit 5 x 5 Feldern, zwei Figuren und Papierstücke, mit denen die bereits besuchten Felder markiert werden.","coding-at-home.two-snakes.questions.content.1":"F1. Wenn die zwei Spieler in der Ausgangssituation im Video keine gelben Karten ziehen, um sich nach links zu drehen, auf welche Karten sollten sie dann hoffen?","coding-at-home.round-trip.title":"Hin und wieder zurück","coding-at-home.round-trip.text":"Die Teams wechseln sich ab. Das erste Team plant den Hinweg, das zweite Team muss Roby zurück zu seinem Ausgangspunkt bringen. Klingt einfach, ist es aber nicht. Vor allem dann nicht, wenn ihr die Züge im Kopf plant, ohne Roby zu bewegen …","coding-at-home.round-trip.material":"CodyRoby-Karten, ein kariertes Spielbrett mit 5 x 5 Feldern, zwei Figuren und Papierstücke, mit denen die bereits besuchten Felder markiert werden.","coding-at-home.round-trip.questions.content.1":"F1. Ist es möglich, dass das Programm, das Roby zum Ausgangspunkt zurückbringt, kürzer ist (dass es also aus weniger Befehlen besteht) als das Programm für den Hinweg?","coding-at-home.meeting-point.title":"Treffpunkt","coding-at-home.meeting-point.text":"Dieses Mal planen wir unsere Züge, bevor es losgeht. Die beiden Teams legen Karten auf den Tisch, um eine Abfolge von Befehlen zu erstellen, die den Weg ihrer jeweiligen Roboter bestimmt. Aber keiner bewegt sich, bis einer der Spieler „Start!“ sagt. Dann wird nicht mehr programmiert und es heißt „Action“. Der Spieler, der „Start!“ gerufen hat, gewinnt nur, wenn die beiden Roboter, die die Befehle ihres Teams ausführen, auf demselben Feld landen.","coding-at-home.meeting-point.material":"CodyRoby-Karten, ein kariertes Spielbrett mit 5 x 5 Feldern, zwei Figuren.","coding-at-home.meeting-point.questions.content.1":"F1. Wenn ihr glaubt, dass es möglich ist, dass sich die beiden Roboter niemals treffen, könnt ihr Spielregeln erfinden, die alle möglichen Fälle abdecken.","coding-at-home.follow-the-music.title":"Folge der Musik","coding-at-home.follow-the-music.text":"Wenn Abfolgen von Programmbefehlen sich periodisch wiederholen, ist es, als hätten sie einen Rhythmus. Wenn wir jedem Befehl einen Klang zuordnen, können wir Roby mit Musik anleiten. Und genau das machen wir diesmal. Ich schreibe ein Programm für euch und verwende dabei verschiedene Klänge, die für verschiedene Befehle stehen. Und ihr bewegt Roby anhand dieser klangbasierten Befehle auf dem Brett.","coding-at-home.follow-the-music.material":"Zusätzlich zu den CodyRoby-Karten, dem karierten Spielbrett und der Figur, benötigen wir etwas, um drei verschiedene Klänge zu erzeugen. Ich habe drei Gläser mit unterschiedlich viel Wasser gefüllt. Was benutzt ihr?","coding-at-home.follow-the-music.questions.content.1":"F1. Versucht, dem Video zu folgen, und lasst euch von den Klängen führen, die die Gläser erzeugen, ohne dabei die Karten anzusehen. Erkennt ihr die Befehle, die hinter den Klängen stecken, und könnt sie ausführen?","coding-at-home.follow-the-music.questions.content.2":"F2. Wählt drei Klänge, die ihr den drei grundlegenden Befehlen zuordnet. Denkt euch eine Abfolge von Klängen aus, die ihr endlos wiederholen könntet, ohne Roby damit vom Spielbrett zu leiten.","coding-at-home.colour-everything.title":"Alles bunt machen","coding-at-home.colour-everything.text":"Schaffen wir es, Roboter so über das Spielfeld zu führen, dass sie mit ihren Spuren ein Bild zeichnen? Bei dieser Aktivität spielen wir Programmierer und machen Pixelkunst: Wir kolorieren Felder auf einem Spielfeld wie Pixel auf einem Bildschirm.","coding-at-home.colour-everything.material":"CodyRoby-Karten, ein Karo-Spielfeld und eine Spielfigur. Um die Felder einzufärben, legt buntes Papier drauf oder malt sie mit Filzstiften bunt.","coding-at-home.colour-everything.questions.content.1":"Ist es möglich, zwei Herzen zu zeichnen - wie am Ende des Videos - und dabei den Roboter so zu führen, dass er nicht zweimal auf das gleiche Feld kommt?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter und CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Wodurch unterscheiden sich Plotter und Drucker? Finde es heraus – mit unserem Programmierspiel.","coding-at-home.codyplotter-and-codyprinter.material":"Zusätzlich zum CodyRoby-Kit habe ich einen grünen Filzstift und einen neuen Knetgummi-Roboter benutzt, aber das muss nicht sein.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Kannst du erklären, wodurch sich Plotter und Drucker unterscheiden?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Welches Bild würde RobyPrinter hinterlassen, wenn er sich so über die Linien des Spielfelds bewegt, wie ihn die Kommandos am Ende des Videos führen?","coding-at-home.boring-pixels.title":"Langweilige Pixels mit Zahlen aufpeppen!","coding-at-home.boring-pixels.text":"Mit unseren Kommandos bringen wir Roby dazu, Kästchen für Kästchen, Pixel für Pixel Spuren zu hinterlassen, die ein Bild ergeben. Wenn viele Kästchen in derselben Reihe dieselbe Farbe haben, können wir sie mit Zahlen aufpeppen. Computer machen das auch so...","coding-at-home.boring-pixels.material":"kariertes Heft oder 5 × 5 Karo-Spielfeld auf Papier, Fineliner. Den Code der Zeichnung kannst du mit einem Stift auf Papier schreiben.","coding-at-home.boring-pixels.questions.content.1":"Versucht, ein Schachbrett-Muster zu zeichnen und es mit RLE-Kodierung darzustellen. Die Größe des Schachbrett-Musters entspricht der Anzahl der Kästchen – aber wie groß fällt die Darstellung mit RLE aus?","coding-at-home.turning-code-into-pictures.title":"Code in Bilder umwandeln","coding-at-home.turning-code-into-pictures.text.1":"Wir wissen jetzt, dass wir einen Code erstellen können, um ein Bild zu zeichnen. Ich habe mir eine Zeichnung ausgedacht und in Buchstaben und Zahlen codiert. Den Code habe ich euch gegeben. Notiert euch die Buchstaben und Zahlen und verwendet den Code, um die Zeichnung zu rekonstruieren.","coding-at-home.turning-code-into-pictures.text.2":"Dieses Bild hatte ich im Kopf. Bildet es nach – alle, die den Code kennen, können es rekonstruieren!","coding-at-home.turning-code-into-pictures.material":"Papier (möglichst kariert) und ein Stift.","coding-at-home.turning-code-into-pictures.questions.content.1":"Versucht, die Bilder am Ende des Videos zu dekodieren und zu zeichnen.","coding-at-home.texts.1":"Coding@Home bietet Ihnen eine Sammlung aus kurzen Videos, DIY-Materialien, Puzzles, Spielen und Kodierungs-Challenges, die ganz einfach zu Hause mit der Familie oder in der Schule genutzt/durchgeführt werden können. Für diese Aktivitäten brauchen Sie weder Vorkenntnisse noch elektronische Geräte. Die Aktivitäten stimulieren das rechnerische Denken und erweitern die Fähigkeiten von Schülern, Eltern und Lehrern, sowohl zu Hause als auch in der Schule.","coding-at-home.texts.2":'Die Coding@Home-Reihe im Rahmen der EU Code Week basiert auf der “Coding in famiglia”-Initiative der Universität Urbino und des Verbands CodeMOOCnet in Zusammenarbeit mit Rai Cultura. Alessandro Bogliolo ist Professor für informationsverarbeitende Systeme an der Universität Urbino, italienischer Botschafter der EU Code Week sowie der Koordinator aller Botschafter. Außerdem ist Bogliolo Verwaltungsratsmitglied der Koalition für digitale Kompetenzen und Arbeitsplätze. ',"coding-at-home.texts.3":'Wenn Sie Appetit auf noch mehr computerunabhängige Kodierungs-Aktivitäten oder Aktivitäten zu verschiedenen Programmiersprachen, Robotik, micro:bit etc. bekommen haben, besuchen Sie doch die Website mit den EU Code Week-Lernhäppchen. Diese bietet Ihnen Video-Anleitungen und Unterrichtspläne für Grund- und weiterführende Schulen. Auch die Ressourcen-Website der EU Code Week für Lernende und Lehrer kann Ihnen sicherlich weiterhelfen. ',"community.titles.0":"Community","community.titles.1":"Botschafter/innen","community.titles.2":"Leading teachers","community.titles.3":"Edu-Koordinatoren","community.titles.4":"Ehrenamtliche für die EU Code Week","community.intro.0":"Die EU Code Week floriert dank einer großen internationalen Community aus Ehrenamtlichen. Auf dieser Seite treffen Sie die Mitglieder, die in Ihrem Land aktiv sind.","community.intro.1":"Die tragende Säule der EU Code Week sind die Botschafter/innen, die „Leading Teachers“ sowie die Vertreter/innen der Bildungsministerien in der EU und den Westbalkanländern – die „Edu-Koordinatoren“ ","community.intro.2":"Erfahren Sie mehr über Ihre lokale Community, indem Sie Ihr Land auswählen:","community.ambassadors":"Die Botschafter/innen der EU Code Week sind in jedem Land die wichtigsten Ansprechpartner für die Code Week und verbreiten die Vision der Code Week vor Ort. Die Botschafter/innen verbinden Menschen, Unternehmen und Gemeinschaften, die die EU Code Week unterstützen möchten. Sie regen Organisatoren an, Programmieraktivitäten auf der Code Week-Karte einzutragen und werben allgemein für eine Teilnahme an der EU Code Week. Außerdem überprüfen und genehmigen sie Aktivitäten in ihrem Land. Sie arbeiten mit ihren Kolleg/innen in anderen Ländern zusammen und treffen sich regelmäßig, um darüber zu diskutieren, wie die Initiative weiterentwickelt werden kann.","community.leading-teachers":"Die „Leading Teachers“ sind eine aktive Community mit mehr als 450 Lehrkräften in ganz Europa. Sie bringen Schulen, Lehrkräfte und Schüler/innen zusammen, die sich an der Code Week beteiligen möchten, und motivieren sie, Aktivitäten zu organisieren und in der Code Week-Karte einzutragen. Die „Leading Teachers“ halten Webinare zur beruflichen Weiterentwicklung in ihrer Sprache und dienen als Anlaufstelle für andere Lehrkräfte im Land und in Europa. Außerdem fördern sie die Initiative vor Ort.","community.cta":"Als Lehrkraft finden Sie auf der Karte „Leading Teachers“ in Ihrer Nähe, mit denen Sie in Kontakt treten können.","community.edu":"Die Edu-Koordinatoren der EU Code Week sind Korrespondent/innen in den Bildungsministerien oder anderen Bildungsbehörden und Organisationen, die an der EU Code Week teilnehmen. Die Edu-Koordinatoren stärken das Fundament der Initiative, indem sie Lehrkräfte und Schulen landesweit unterstützen. Außerdem stehen sie in Kontakt mit Schulen, die bereits an der EU Code Week teilnehmen, um bewährte Verfahren zu ermitteln und Erfahrungen auszutauschen. Darüber hinaus unterstützen die Edu-Koordinatoren Schulen, die sich an der Initiative beteiligen möchten, indem sie innerhalb der Community verfügbare Ressourcen, Lernmaterialien und -angebote bereitstellen.","community.volunteer.0":"Sie müssen keine offizielle Rolle in der Community der EU Code Week übernehmen, um Teil der Bewegung zu sein. Jede/r kann Aktivitäten planen, die Menschen dazu inspirieren, sich mit Programmieren, Robotik, Hardware, 3-D-Druck usw. zu beschäftigen und Kenntnisse in diesen Bereichen zu erwerben. Und jede/r kann diese Aktivitäten vermerken","community.volunteer.1":"auf der Karte.","community.volunteer.2":"Wenn Sie sich ehrenamtlich für die Verbreitung von Programmierkenntnissen engagieren möchten und an die","community.volunteer.3":"Vision","community.volunteer.4":"und","community.volunteer.5":"die Werte","community.volunteer.6":"der EU Code Week glauben, könnten auch Sie „Leading Teacher“ oder Botschafter/in werden.","community.volunteer.7":"Wenn Sie sich als Lehrkraft genauso leidenschaftlich mit der Vermittlung und dem Erwerb von Programmierkenntnissen befassen wie wir, finden Sie weitere Informationen zur Rolle als Leading Teacher","community.volunteer.8":"hier","community.volunteer.9":"und den Vorteilen der „Leading Teachers“. Anschließend können Sie sich über dieses","community.volunteer.10":"Online-Bewerbungsformular bewerben.","community.volunteer.11":"Bitte beachten Sie, dass die Anzahl der „Leading Teachers“ pro Land festgelegt ist. Bewerbungen sind zu einem gegebenen Zeitpunkt also nur für bestimmte Länder möglich.","community.volunteer.12":"Wenn Sie sich in Ihrem Land für Programmierkenntnisse einsetzen möchten, sollten Sie sich","community.volunteer.13":"die Zuständigkeiten der Botschafter/innen","community.volunteer.14":"und die Liste der Botschafter/innen der EU Code Week ansehen","community.volunteer.15":"Wenn es in Ihrem Land Botschafter/innen gibt, wenden Sie sich bitte direkt an diese, um zu erfahren, wie Sie die Initiative am besten unterstützen können. 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    `,"copyright.title":"Copyright-Hinweis","copyright.training.0":"Die Website der EU Code Week für Schulen","copyright.training.1":"ist eine von der Europäischen Kommission unterstützte Dienstleistung","copyright.licence.0":"Sofern nicht anders angegeben, werden die auf dieser Website enthaltenen Inhalte unter einer","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.de","copyright.licence.2":"Creative Commons Namensnennung-Nicht kommerziell-Weitergabe unter gleichen Bedingungen 4.0 International (CC BY-NC-SA 4.0)-Lizenz zur Verfügung gestellt","copyright.creative-commons":"Die Lizenzierung unter Creative Commons-Lizenzen hat für sich genommen keinen Einfluss auf das Eigentum am Urheberrecht","copyright.third-party":"Inhalte von Websites Dritter unterliegen eigenen urheberrechtlichen Beschränkungen; weitere Informationen finden Sie auf der Ursprungsseite","countries.all":"Alle Länder","countries.Cloud":"Cloud","countries.Andorra":"Andorra","countries.United 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Königreich","countries.Grenada":"Grenada","countries.Georgia":"Georgien","countries.French Guiana":"Französisch-Guayana","countries.Guernsey":"Guernsey","countries.Ghana":"Ghana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Grönland","countries.Gambia":"Gambia","countries.Guinea":"Guinea","countries.Guadeloupe":"Guadeloupe","countries.Equatorial Guinea":"Äquatorialguinea","countries.Greece":"Griechenland","countries.South Georgia and the South Sandwich Islands":"Südgeorgien und die Südlichen Sandwichinseln","countries.Guatemala":"Guatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Guinea-Bissau","countries.Guyana":"Guyana","countries.Hong Kong":"Hongkong","countries.Heard Island and McDonald Islands":"Heard und McDonaldinseln","countries.Honduras":"Honduras","countries.Croatia":"Kroatien","countries.Haiti":"Haiti","countries.Hungary":"Ungarn","countries.Indonesia":"Indonesien","countries.Ireland":"Irland","countries.Israel":"Israel","countries.Isle of Man":"Isle of Man","countries.India":"Indien","countries.British Indian Ocean Territory":"Britisches Territorium im Indischen Ozean","countries.Iraq":"Irak","countries.Iran":"Iran","countries.Iceland":"Island","countries.Italy":"Italien","countries.Jersey":"Jersey","countries.Jamaica":"Jamaika","countries.Jordan":"Jordanien","countries.Japan":"Japan","countries.Kenya":"Kenia","countries.Kyrgyzstan":"Kirgisistan","countries.Cambodia":"Kambodscha","countries.Kiribati":"Kiribati","countries.Comoros":"Komoren","countries.Saint Kitts and Nevis":"St. Kitts und Nevis","countries.North Korea":"Nordkorea","countries.South Korea":"Südkorea","countries.Kuwait":"Kuwait","countries.Cayman Islands":"Kaimaninseln","countries.Kazakhstan":"Kasachstan","countries.Laos":"Laos","countries.Lebanon":"Libanon","countries.Saint Lucia":"St. Lucia","countries.Liechtenstein":"Liechtenstein","countries.Sri Lanka":"Sri 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Guinea":"Papua-Neuguinea","countries.Philippines":"Philippinen","countries.Pakistan":"Pakistan","countries.Poland":"Polen","countries.Saint Pierre and Miquelon":"St. Pierre und Miquelon","countries.Pitcairn":"Pitcairninseln","countries.Puerto Rico":"Puerto Rico","countries.Palestine":"Palästinensische Gebiete","countries.Portugal":"Portugal","countries.Palau":"Palau","countries.Paraguay":"Paraguay","countries.Qatar":"Katar","countries.Reunion":"Réunion","countries.Romania":"Rumänien","countries.Serbia":"Serbien","countries.Russia":"Russland","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Saudi-Arabien","countries.Solomon Islands":"Salomonen","countries.Seychelles":"Seychellen","countries.Sudan":"Sudan","countries.Sweden":"Schweden","countries.Singapore":"Singapur","countries.Saint Helena":"St. Helena","countries.Slovenia":"Slowenien","countries.Svalbard and Jan Mayen":"Svalbard und Jan Mayen","countries.Slovakia":"Slowakei","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somalia","countries.Suriname":"Suriname","countries.South Sudan":"Südsudan","countries.Sao Tome and Principe":"Săo Tomé und Príncipe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Sint Maarten","countries.Syria":"Syrien","countries.Swaziland":"Swasiland","countries.Turks and Caicos Islands":"Turks- und Caicosinseln","countries.Chad":"Tschad","countries.French Southern Territories":"Französische Süd- und Antarktisgebiete","countries.Togo":"Togo","countries.Thailand":"Thailand","countries.Tajikistan":"Tadschikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Osttimor","countries.Turkmenistan":"Turkmenistan","countries.Tunisia":"Tunesien","countries.Tonga":"Tonga","countries.Turkey":"Türkei","countries.Trinidad and Tobago":"Trinidad und Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Taiwan","countries.Tanzania":"Tansania","countries.Ukraine":"Ukraine","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Kleinere Amerikanische Überseeinseln","countries.United States":"Vereinigte Staaten","countries.Uruguay":"Uruguay","countries.Uzbekistan":"Usbekistan","countries.Vatican":"Vatikanstadt","countries.Saint Vincent and the Grenadines":"St. Vincent und die Grenadinen","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Britische Jungferninseln","countries.U.S. Virgin Islands":"Amerikanische Jungferninseln","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis und Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Jemen","countries.Mayotte":"Mayotte","countries.South Africa":"Südafrika","countries.Zambia":"Sambia","countries.Zimbabwe":"Simbabwe","cw2020.common.resources":"Benötigte Ressourcen","cw2020.common.soundtrack":"Der Code Week-Soundtrack","cw2020.common.moves":"Die Bewegungen","cw2020.common.dance-example":"Ein Beispiel des Code Week-Dance","cw2020.common.organizer-guide":"Leitfaden für Veranstalter","cw2020.title.0":"EU Code Week","cw2020.title.1":"Auflage 2020","cw2020.intro":"Dieses Jahr feiern wir wieder vom 10. bis 25. Oktober das Kodieren! Wegen der aktuellen Gesundheitslage veranstalten wir in diesem Jahr mehr Aktivitäten der Code Week online. Wir werden neue packende Aktionen starten, die Spaß machen und an denen Ihr von zu Hause oder von der Schule aus teilnehmen könnt","cw2020.online-activities.title":"Offene Online-Aktivitäten","cw2020.online-activities.subtitle.0":"Um die Teilnahme an den Aktivitäten der Code Week online zu erleichtern, erstellen wir einen","cw2020.online-activities.subtitle.1":"Kalender","cw2020.online-activities.subtitle.2":"unserer Online-Aktivitäten","cw2020.online-activities.section1.title":"Was ist eine Online-Aktivität?","cw2020.online-activities.section1.content":"Eine Online-Aktivität kann jede Aktivität sein, die normalerweise auf der Code Week-Website hinzugefügt oder registriert wird – der einzige Unterschied besteht darin, dass sie online stattfindet. Es geht darum, Kodiersitzungen und -workshops vollständig online zu ermöglichen, um gesundheitliche Risiken für alle zu vermeiden","cw2020.online-activities.section2.title":"Offene Aktivitäten","cw2020.online-activities.section2.content":"Wenn Ihr wollt, könnt Ihr allen den Zugang zu Euren Online-Aktivitäten ermöglichen. Offene Online-Aktivitäten sind für Teilnehmende aus der ganzen Welt gedacht, entweder auf Englisch oder in der jeweiligen Landessprache. Wir wählen die interessantesten Online-Aktivitäten aus, die für alle offen sind, und nehmen sie in einen Veranstaltungskalender auf unserer Website auf","cw2020.online-activities.section3.title":"Was heißt das für die Teilnehmenden?","cw2020.online-activities.section3.content.0":"An jedem Tag der Code Week könnt Ihr Euch im","cw2020.online-activities.section3.content.1":"Kalender","cw2020.online-activities.section3.content.2":"die Aktivitäten aussuchen, die Euch am meisten interessieren. Die Themen dieser Veranstaltungen reichen von Robotik-Workshops über E-Learning-Kurse und Webinare bis hin zu Kodierungs-Tutorials und vielem mehr. Sucht Euch das Beste aus","cw2020.dance.title":"Code Week-Dance","cw2020.dance.subtitle":"Wer sagt, Programmierer können nicht tanzen? Wir feiern die Auflage 2020 der Code Week mit einer #EUCodeWeekDance Challenge","cw2020.dance.section1.title":"Wer kann mitmachen?","cw2020.dance.section1.content.0":"Alle – von Schulen, Lehrkräften und Bibliotheken bis hin zu Kodierclubs, Unternehmen und Behörden – sind aufgerufen, die EU Code Week 2020 zu feiern, indem sie eine Aktivität im Rahmen des #EUCodeWeekDance organisieren und sie auf der","cw2020.dance.section1.content.1":"Code Week-Karte hinzufügen","cw2020.dance.section2.title":"Wie funktioniert die Teilnahme?","cw2020.dance.section2.content":"Wählen Sie unter fünf Arten von Aktivitäten oder ergänzen Sie Ihre eigene. Welche Aktivität Sie auch wählen, vergessen Sie nicht, sie auf unserer Karte hinzuzufügen","cw2020.dance.activity1.title":"Programmiere einen Freund, eine Freundin oder Deine Eltern – ohne Computer","cw2020.dance.activity1.subtitle":"Mit Kodierung könnt Ihr einem elektronischen Gerät Befehle erteilen. Aber eigentlich braucht Ihr überhaupt keinen Computer zum Kodieren. Stattdessen sucht Euch Partner aus – das kann eine Mitschülerin, ein Freund, ein Elternteil oder auch eine Lehrerin sein – und gebt ihnen Anweisungen zum #EUCodeWeekDance, die sie genau umsetzen müssen","cw2020.dance.activity1.resources.0":"Leitfaden von Code.org für Eure Dance Party Unplugged","cw2020.dance.activity1.resources.1":"Lernhäppchen zum Programmieren Eures menschlichen Roboters","cw2020.dance.activity2.title":"Visuelles Programmieren","cw2020.dance.activity2.subtitle":"Kodiert Euren Code Week-Dance in Scratch. Verwendet die Zeichen der Code Week oder erstellt Eure eigenen in Scratch und programmiert sie so, dass sie den #EUCodeWeekDance tanzen.","cw2020.dance.activity2.resources.0":"Beispiel für ein #EUCodeWeekDance-Projekt in Scratch","cw2020.dance.activity2.resources.1":"Die Code Week-Zeichen","cw2020.dance.activity2.resources.2":"Leitfaden von Code.org zur Animation eines Zeichens","cw2020.dance.activity2.resources.3":"Leitfaden von Code.org für Eure Dance Party","cw2020.dance.activity2.resources.4":"Teilt Euer Projekt mit uns in diesem Scratch-Studio","cw2020.dance.activity3.title":"Textbasiertes Programmieren","cw2020.dance.activity3.subtitle":"Produziert den #EUCodeWeekDance-Song mit Python oder JavaScript und mithilfe codebasierter Musikplattformen wie EarSketch oder Sonic Pi.","cw2020.dance.activity3.resources.0":"Tutorial zur Musikproduktion mit EarSketch","cw2020.dance.activity3.resources.1":"Tutorial zur Musikproduktion mit Sonic Pi","cw2020.dance.activity4.title":"Robotik","cw2020.dance.activity4.subtitle":"Programmiert Euren Roboter, damit er Euren Anweisungen folgt und den Code Week-Dance tanzt","cw2020.dance.activity4.resources.0":"Tutorial zum Programmieren von Robotern","cw2020.dance.activity5.title":"Live Dance Challenge","cw2020.dance.activity5.subtitle":"Nimm einen Film von Dir selbst, Deinem Team oder Deinem Roboter beim #EUCodeWeekDance auf, teile ihn auf Instagram und versuche, einen Hit zu landen und einen Code Week-Preis zu gewinnen! Interessiert? Dann mache es folgendermaßen:","cw2020.dance.activity5.resources.0":"Nimm den Film mit Instagram Stories auf.","cw2020.dance.activity5.resources.1":"Folge","cw2020.dance.activity5.resources.2":"@CodeWeekEU auf Instagram","cw2020.dance.activity5.resources.3":"Erwähne @CodeWeekEU in Deiner Story mit dem Tanz und achte darauf, den Hashtag #EUCodeWeekDance zu verwenden","cw2020.dance.outro.0":"Jeden Tag werden Gewinnerinnen und Gewinner ausgewählt und auf unserem Instagram-Kanal über Stories bekannt gegeben. Also vergesst nicht, regelmäßig in Euren Benachrichtigungen zu schauen, ob gerade Euer Glückstag ist.","cw2020.dance.outro.1":"Der #EUCodeWeekDance beruht auf der","cw2020.dance.outro.2":"Ode an den Code,","cw2020.dance.outro.3":"komponiert von Brendan Paolini, und dem Tanz, den Bianca Maria Berardi 2015 nach einer Idee von Alessandro Bogliolo, Professor für Computersysteme an der Universität Urbino, entwickelt hat","cw2020.treasure-hunt.title":"Code Week-Schatzsuche","cw2020.treasure-hunt.subtitle.0":"Ein Spiel auf Telegram, das einfach genug für Anfänger ist, aber auch für erfahrene Mitspielende immer noch eine Herausforderung darstellt","cw2020.treasure-hunt.subtitle.1":"Die Code Week-Schatzsuche","cw2020.treasure-hunt.subtitle.2":"wird am besten am PC und mit einem Smartphone in der Hand gespielt. Im Laufe des Spiels müsst Ihr Kodierungsaufgaben lösen, und das Spiel führt Euch durch die Geschichte der Kodierung, der Informatik und der Technologie in Europa","cw2020.treasure-hunt.section.title":"Um das Spiel zu spielen, müsst Ihr","cw2020.treasure-hunt.section.content.0":"die Telegram-App installieren, die es für","cw2020.treasure-hunt.section.content.1":"Desktop-PCs","cw2020.treasure-hunt.section.content.2":"gibt. Ihr könnt das Spiel entweder auf dem PC/Laptop oder auf dem Smartphone spielen. Am besten spielt Ihr es auf dem Computer, damit Ihr dort die Anweisungen erhaltet und dann die Kodierungsaufgaben in der Telegramm-App auf dem Smartphone lösen könnt","cw2020.treasure-hunt.section.content.3":"Um die Schatzsuche zu spielen,","cw2020.treasure-hunt.section.content.4":"öffnet das Spiel","cw2020.treasure-hunt.section.content.5":"und scannt den QR-Code, der Euch zur Telegramm-App bringt, sodass Ihr die ersten Anweisungen erhaltet","cw2020.treasure-hunt.section.content.6":"Um zu gewinnen, müsst Ihr 10 Kodierungsaufgaben lösen und 10 Orte auf einer Europakarte finden, die mit dem Aufstieg von Kodierung und Technologie zu tun haben","cw2020.treasure-hunt.section.content.7":"Danach könnt Ihr Euren Punktestand über #EUCodeWeek mit Euren Freunden und Freundinnen teilen und Sie herausfordern, das Spiel auch zu spielen und etwas über die Geschichte des Kodierens zu lernen. Wer schafft die besten Ergebnisse?","cw2020.treasure-hunt.section.content.8":"Die Code Week-Schatzsuche ist die virtuelle Version der ursprünglichen EU Code Week-Schatzsuche, die von Alessandro Bogliolo, Professor für Computersysteme an der Universität Urbino, entwickelt wurde. Mehr über sein Originalspiel erfahrt Ihr in unserem","cw2020.treasure-hunt.section.content.9":"Blog","cw2020.kick-off.title":"Auftaktveranstaltung: 8. Oktober 2020","cw2020.kick-off.content.0":"Die virtuelle Auftaktveranstaltung der Code Week 2020 findet am 8. Oktober um 17.00 mitteleuropäischer Zeit statt. Sie wird auf Facebook Live, Instagram TV und YouTube Live im Stream übertragen","cw2020.kick-off.content.1":"Wir haben interessante Gastrednerinnen und Gastredner:","cw2020.kick-off.content.2":"EU-Kommissar für den Binnenmarkt","cw2020.kick-off.content.3":"EU-Kommissarin für Innovation, Forschung, Kultur, Bildung und Jugend","cw2020.kick-off.content.4":"Entwickler von Scratch und Professor für Lernforschung am MIT Media Lab","cw2020.kick-off.content.5":"Autorin und Illustratorin von Hello Ruby","cw2020.kick-off.content.6":"und","cw2020.kick-off.content.7":"Präsidentin der französischen gemeinnützigen Organisation E-MMA, die sich für die Geschlechtervielfalt in der Technologie einsetzt","cw2020.kick-off.content.8":"Und das ist noch nicht alles: Das Team der Code Week zeigt außerdem neue Funktionen der Website, Ressourcen und Herausforderungen","cw2020.kick-off.content.9":"Der Professor für Computersysteme an der Universität Urbino und Koordinator der","cw2020.kick-off.content.10":"Botschafterinnen und Botschafter der Code Week","cw2020.kick-off.content.11":"wird Euch mehr über die virtuelle Code Week-Schatzsuche erzählen","cw2020.kick-off.content.12":"Und xxx wird Euch auf die neue #EUCodeWeekDance-Challenge einstimmen","cw2020.kick-off.content.13":"Wir werden uns auch mit Schulen und Schülerinnen und Schülern aus ganz Europa verbinden, die ihre Kodierungsgeschichten erzählen und mit den Gastrednern und Gastrednerinnen Ideen austauschen.","cw2020.kick-off.content.14":"Außerdem werdet Ihr Gelegenheit haben, Eure Gedanken und Ideen mitzuteilen und Fragen zu stellen. Alles, was Ihr tun müsst, ist unseren Live-Stream auf","cw2020.kick-off.content.15":"oder","cw2020.kick-off.content.16":"am 8. Oktober 2020 von 17:00-18.30 MEZ zu starten und mit dem Hashtag #EUCodeWeek zu kommentieren oder zu twittern","cw2020.get-involved.title":"Wie kann ich mitmachen?","cw2020.get-involved.subtitle":"Könnt Ihr es nicht erwarten, mit dem Kodieren anzufangen? Wenn Ihr Euch der EU Code Week-Gemeinschaft anschließen wollt, aber nicht so recht wisst, wo Ihr anfangen sollt, findet Ihr hier einige Informationen, die Euch dabei helfen – gerade rechtzeitig, bevor wir dieses Jahr im Oktober wieder die Code Week starten","cw2020.get-involved.content.0":"Einstieg in die Code Week","cw2020.get-involved.content.1":"Wie kann ich eine Aktivität der Code Week hinzufügen?","cw2020.get-involved.content.2":"Lernhäppchen","cw2020.get-involved.content.3":"Deep Dive – Offener Online-Kurs","cw2020.get-involved.content.4":"Reihe Coding@Home","edit.title":"#EUCodeWeek-Veranstaltung bearbeiten","edit.required_fields":"Pflichtfelder sind mit einem Stern * gekennzeichnet. Fügen Sie die Veranstaltung der Liste in Ihrer Sprache hinzu.","edit.description":"Beschreibung","edit.audience":"Zielgruppe","edit.theme":"Thema","edit.location":"Ort","edit.website":"Website","edit.contact":"Kontakt","edit.tags":"Tags","edit.image":"Bild","edit.help":"Größere Bilder werden auf 256 x 512 Pixel verkleinert. Die maximale Größe für den Upload beträgt 256 x 1024.","edit.aspect":"Welche Aspekte des Programmierens werden von der Veranstaltung abgedeckt?","edit.address":"Geben Sie eine Adresse ein oder klicken Sie in die Karte, um einen Ort einzustellen.","edit.privacy_disclaimer.header":"Ihre Kontaktdaten","edit.privacy_disclaimer.text_1":"Diese Daten sind nur sichtbar für ","edit.privacy_disclaimer.link_1":"EU Code Week-Botschafter*innen","edit.privacy_disclaimer.text_2":` und Code-Week-Veranstalter, - die - Ihre Veranstaltung überprüfen werden, bevor sie auf der Karte angezeigt wird und sich möglicherweise bei Ihnen melden, wenn Änderungen - erforderlich sind oder - Umfragen zu statistischen Zwecken nach der Veranstaltung durchgeführt werden müssen.`,"edit.privacy_disclaimer.contact_email":"Kontakt-E-Mail","edit.edit":"Veranstaltung bearbeiten","event.main_title":"#EUCodeWeek-Veranstaltung hinzufügen","event.button":"Veranstaltung hinzufügen","event.howto":"Ausrichtung einer eigenen Veranstaltung","event.required":"Pflichtfelder sind mit einem Stern * gekennzeichnet. Fügen Sie die Veranstaltung der Liste in Ihrer Sprache hinzu.","event.audience_title":"Zielgruppe","event.theme_title":"Thema","event.scoreboard_by_country":"Tabelle","event.get_involved":"Beteiligen Sie sich","event.organize_or_support_events":"Veranstaltungen in Ihrer Stadt ausrichten oder unterstützen","event.or_contact_your":"oder Ihre","event.eu_code_week_ambassadors":"EU Code Week-Botschafter*innen kontaktieren","event.show_events_for":"Veranstaltungen anzeigen für ","event.who":"Für wen ist diese Veranstaltung vorgesehen?","event.tags":"Tags","event.image":"Bild","event.start.label":"Startdatum","event.start.placeholder":"Wann beginnt diese Aktivität?","event.end.label":"Enddatum","event.end.placeholder":"Wann endet diese Aktivität?","event.organizer.label":"Name der Einrichtung","event.organizer.placeholder":"Einrichtung, für die Sie arbeiten oder als Freiwilliger tätig sind","event.website.label":"Website des Ausrichters","event.website.placeholder":"Kennen Sie eine Website mit zusätzlichen Informationen?","event.description.label":"Beschreibung","event.description.placeholder":"Beschreiben Sie kurz die geplante Aktivität.","event.contact.label":"Kontakt-E-Mail-Adresse","event.contact.placeholder":"Diese E-Mail-Adresse wird für wichtige Korrespondenz zur EU Code Week verwendet","event.contact.explanation":"Diese E-Mail-Adresse ist nur für EU Code Week-Botschafter*innen und Code Week-Veranstalter sichtbar, die Ihre Veranstaltung überprüfen werden, bevor sie auf der Karte angezeigt wird und sich möglicherweise bei Ihnen melden, wenn Änderungen erforderlich sind oder Umfragen zu statistischen Zwecken nach der Veranstaltung durchgeführt werden müssen.","event.public.label":"Öffentliche E-Mail-Adresse","event.public.placeholder":"Möchten Sie eine Kontakt-E-Mail-Adresse anzeigen lassen?","event.title.label":"Bezeichnung der Aktivität","event.title.placeholder":"Welche Bezeichnung hat diese Aktivität?","event.address.label":"Adresse","event.address.placeholder":"Wo findet die Aktivität statt?","event.organizertype.label":"Art der Einrichtung","event.organizertype.placeholder":"Art des Ausrichters auswählen","event.organizertype.school":"Schule","event.organizertype.library":"Bibliothek","event.organizertype.non profit":"Gemeinnützige Organisation","event.organizertype.private business":"Privates Unternehmen","event.organizertype.other":"Sonstige","event.audience.Pre-school children":"Vorschüler*innen","event.audience.Elementary school students":"Grundschüler*innen","event.audience.High school students":"Schüler*innen einer weiterführenden Schule","event.audience.Graduate students":"Hochschulabsolventen*innen","event.audience.Post graduate students":"Doktorand*innen","event.audience.Employed adults":"Berufstätige Erwachsene","event.audience.Unemployed adults":"Nicht berufstätige Erwachsene","event.audience.Other (see description)":"Sonstige (siehe Beschreibung)","event.audience.Teachers":"Lehrer","event.theme.Basic programming concepts":"Grundlagen des Programmierens","event.theme.Web development":"Web-Entwicklung","event.theme.Mobile app development":"App-Programmierung","event.theme.Software development":"Softwareentwicklung","event.theme.Data manipulation and visualisation":"Manipulation und Visualisierung von Daten","event.theme.Robotics":"Robotik","event.theme.Hardware":"Hardware","event.theme.Other":"Sonstige","event.theme.Unplugged activities":"Aktivitäten ohne Computer","event.theme.Playful coding activities":"Spielerische Programmiertätigkeiten","event.theme.Art and creativity":"Kunst und Kreativät","event.theme.Visual/Block programming":"Visuelle/Bausteinprogrammierung","event.theme.Game design":"Spieledesign","event.theme.Internet of things and wearable computing":"Internet der Dinge und Wearables","event.theme.3D printing":"3D-Druck","event.theme.Augmented reality":"Erweiterte Realität","event.theme.Artificial intelligence":"Künstliche Intelligenz","event.theme.Motivation and awareness raising":"Motivation und Sensibilisierung","event.theme.Promoting diversity":"Förderung der Diversität","event.codeweek_for_all_participation_code.title":"„CODE WEEK FÜR ALLE“-CODE","event.codeweek_for_all_participation_code.explanation":"Wenn Sie einen „Code Week 4 all“-Code von Mitschüler*innen oder aus dem Freundeskreis erhalten haben, kopieren Sie ihn hier hinein, sonst lassen Sie dieses Feld leer. Weiterführende Informationen zu Code Week 4 All sind","event.codeweek_for_all_participation_code.link":"hier verfügbar","event.thanks_page.title":"Vielen Dank fürs Hinzufügen Ihrer Veranstaltung!","event.thanks_page.phrase1":"Eine*r unserer lokalen Botschafter*innen prüft jetzt Ihre Veranstaltung","event.thanks_page.phrase2":"und stellt sicher, dass alles in Ordnung ist.","event.thanks_page.phrase3":"Kontaktieren Sie bei Fragen eine*n unserer","event.thanks_page.phrase4":"nationalen Botschafter*innen","event.thanks_page.phrase5":"oder senden Sie uns eine","event.thanks_page.phrase6":"E-Mail","event.thanks_page.phrase7":"Sie können Ihren „Code Week für alle“-Code mit anderen Menschen teilen:","event.activitytype.label":"Veranstaltungsart","event.activitytype.placeholder":"","event.activitytype.open-online":"Offene Onlineveranstaltung","event.activitytype.invite-online":"Onlineveranstaltung für geladene Gäste","event.activitytype.open-in-person":"Offene Veranstaltung","event.activitytype.invite-in-person":"Veranstaltung für geladene Gäste","event.privacy":"Ich habe die in diesem Dokument beschriebenen Datenschutzbestimmungen gelesen und bin damit einverstanden","event.country":"Land","event.loading":"Laden...","event.add_activity":"Aktivität hinzufügen","event.edit_activity":"Aktivität bearbeiten","event.update_activity":"Aktivität aktualisieren","event.delete_activity":"Aktivität löschen","event.total_pending_events":"Gesamtanzahl ausstehender Veranstaltungen:","event.no_pending_events":"Keine ausstehenden Veranstaltungen gefunden für","event.all_countries":"Alle Länder","event.current_status":"Aktueller Status","event.actions":"Maßnahmen","event.certificate_ready":"Ihr Code Week-Zertifikat ist verfügbar. Gerne können Sie es herunterladen oder direkt teilen.","event.view_your_certificate":"Ihr Zertifikat hier ansehen","event.submit_event_and_report":"Übermitteln Sie eine Meldung für diese Veranstaltung und fordern Sie Ihr Code Week-Zertifikat an.","event.report_and_claim":"Meldung für eine Veranstaltung übermitteln und Zertifikat anfordern","eventdetails.organised_by":"Ausgerichtet von: ","eventdetails.contact_email":"Kontakt-E-Mail-Adresse: ","eventdetails.happening_at":"findet statt bei: ","eventdetails.from":"Von ","eventdetails.to":" bis ","eventdetails.description":"Beschreibung: ","eventdetails.more_info":"Weiterführende Informationen: ","eventdetails.audience":"Diese Veranstaltung ist für: ","eventdetails.themes":"Hauptthemen: ","eventdetails.tags":"Tags: ","eventdetails.share":"Veranstaltung teilen: ","eventdetails.email.tooltip":"Hier klicken, um die Informationen per E-Mail an Freund*innen zu schicken","eventdetails.email.subject":"Sieh dir diese tolle Programmierveranstaltung an","eventdetails.email.body_1":"Hi, sieh dir das mal an ","eventdetails.email.body_2":"Veranstaltung am ","eventdetails.edit":"Veranstaltung bearbeiten","eventdetails.note":"HINWEIS: ","eventdetails.pending_warning":"Diese Veranstaltung wird noch durch ","eventdetails.pending_link":"Moderator*innen überprüft","eventdetails.nearby_upcoming_events":"Bevorstehende Veranstaltungen in der Nähe:","eventreports.reports_by":"Veranstaltungen, mit ausstehendem Bericht von ","eventreports.no_reports":"Es gibt noch keine zu meldende Veranstaltungen.","eventreports.report":`Die nachstehend aufgeführten Veranstaltungen haben begonnen oder sind bereits beendet. Füllen Sie ein paar Zahlen zu - statistischen Zwecken für die Veranstaltung aus und fordern Sie Ihr Teilnahmezertifikat für die Code Week an. Sie - erhalten ein Zertifikat pro Veranstaltung.`,"guide.title":"Leitfaden","guide.organise_activity":"Organisieren Sie Ihre eigene Aktivität bei der #EUCodeWeek","guide.register_activity":"Aktivität hier registrieren","guide.what.title":"Was ist die EU Code Week?","guide.what.content":'

    Die EU Code Week ist eine Breiteninitiative, die von Freiwilligen veranstaltet und von der Europäischen Kommission unterstützt wird. Alle – ob Schulen, Lehrkräfte, Bibliotheken, Programmierclubs, Unternehmen oder Behörden – können eine Aktivität während der #EUCodeWeek ausrichten und sind dazu aufgerufen, ihre Aktivität in der Karte auf codeweek.eu einzutragen.

    ',"guide.what_you_need_organise.title":"Was wird für die Organisation einer Aktivität benötigt?","guide.what_you_need_organise.items.1":"Eine lernwillige Gruppe. Dies können zum Beispiel der Freundeskreis, Kinder, Jugendliche, eine Gruppe erwachsener Arbeitskollegen, deren Freundeskreis, Eltern oder Großeltern sein. Denken Sie daran: zwei Menschen sind bereits eine Gruppe!","guide.what_you_need_organise.items.2":"Lehrkräfte oder Trainer*innen die sich mit dem Programmieren und Unterrichten auskennen und andere Menschen inspirieren können. Die Anzahl hängt von der Art und Größe der Veranstaltung ab.","guide.what_you_need_organise.items.3":"Ein Ort zum Lernen. Klassenzimmer, Bibliotheken, Konferenzräume und verschiedene öffentliche Orte können jeweils als großartiger Veranstaltungsort geeignet sein.","guide.what_you_need_organise.items.4":"Computer und Internetverbindungen. Je nach Zielgruppe könnten Sie Ihre Teilnehmer*innen darum bitten, eigene Laptops mitzubringen.","guide.what_you_need_organise.items.5":'Programmieren ohne Geräte. Sie benötigen eigentlich keine Computer und Internetverbindungen, um rechnergestütztes Denken zu erlernen. Schauen Sie sich unser Lernhäppchen für das Programmieren ohne Geräte an, um einen Zugang dazu zu finden.',"guide.what_you_need_organise.items.6":`Lernmaterialien. Zeigen Sie Ihren Teilnehmer*innen, wie viel Spaß es bringen kann, etwas selbst zu machen. Besuchen Sie die Seite mit unserer Materialliste und werfen Sie einen Blick auf unsere Lernhäppchen mit Video-Tutorials und Lehrplänen, passen Sie diese dann an die Bedürfnisse Ihrer Gruppe an.`,"guide.what_you_need_organise.items.7":`Teilnehmer*innen registrieren. Wenn nur begrenzter Raum zur Verfügung steht, können Sie Online-Hilfsmittel wie Google Formulare und Eventbrite für die Teilnehmeranmeldung nutzen.`,"guide.what_you_need_organise.items.8":'Denken Sie daran, Ihre Aktivität auf der Code Week-Karte zu markieren!',"guide.how_to.title":"Wie wird die Aktivität organisiert?","guide.how_to.items.1":"Der Rahmen der Programmierveranstaltung ist ganz Ihnen überlassen, wir empfehlen jedoch, ein wenig praxisbezogene Zeit vorzusehen, in der die Teilnehmenden selbst programmieren und / oder ein wenig mit Hardware tüfteln können.","guide.how_to.items.2":'Setzen Sie Tools und Technologien ein, die Ihrer Zielgruppe angemessen sind. Wir empfehlen, kostenlos verfügbares, quelloffenes Material zu verwenden.',"guide.how_to.items.3":"Ermutigen Sie die Teilnehmenden dazu, sich am Ende der Veranstaltung gegenseitig zu zeigen und vorzustellen, was sie erreicht haben.","guide.how_to.items.4":`Rühren Sie die Werbetrommel! Präsentieren Sie in den sozialen Medien, was Sie im Rahmen Ihrer Aktivität gemacht haben. Nutzen Sie dazu das Hashtag #EUCodeWeek. Sie können auch Beiträge in der EU Code Week-Gruppe für Lehrkräfte und bei Twitter (@CodeWeekEU) erstellen. Sprechen Sie mit Ihrem Freundeskreis, anderen Pädagog*innen und der lokalen Presse, geben Sie eine Pressemitteilung heraus.`,"guide.how_to.items.5":'Vergessen Sie nicht, Ihre Aktivität auf der Code Week-Karte hinzuzufügen!',"guide.material.title":"Werbematerial","guide.material.text":'

    Schauen Sie in unserem Blog vorbei, um aktuellste Informationen zu erhalten. Gerne können Sie die jüngste Pressemitteilung entsprechend Ihrer Bedürfnisse anpassen oder eine eigene erstellen:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Die EU Code Week 2019 steht bevor (in 29 Sprachen verfügbar)',"guide.toolkits.title":"Laden Sie die folgenden Toolkits herunter, um leichter einen Einstieg zu finden:","guide.toolkits.communication_toolkit":"Toolkit Kommunikation","guide.toolkits.teachers_toolkit":"Toolkit für Lehrkräfte","guide.questions.title":"Fragen?","guide.questions.content":'

    Kontaktieren Sie bei Fragen zur Ausrichtung und Bewerbung Ihrer Aktivität im Rahmen der #EUCodeWeek eine*n der EU Code-Week-Botschafter*innen in Ihrem Land.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Ideen zum Leben erwecken!","hackathons.sections.1.title":"6 Hackathons, 6 Herausforderungen","hackathons.sections.1.content.1":"Wohnst du in Griechenland, Lettland, Irland, Italien, Rumänien oder Slowenien? Bist du kreativ, ambitioniert und interessierst du dich für die Zukunft der Technologie? Jetzt ist deine Chance! Mache mit bei den Hackathons der EU Code Week und entwickle eine innovative Lösung, die dich an die Spitze der technologischen Revolution bringt!","hackathons.sections.1.content.2":"Die EU Code Week veranstaltet 2021 sechs außergewöhnliche Hackathons, aus deren Anlass Schülerinnen und Schüler der Sekundarstufe II im Alter von 15 bis 19 Jahren eingeladen sind, Teams zu bilden und ihre Programmierfähigkeiten zur Lösung einer lokalen Herausforderung unter Beweis zu stellen. Nach 24 Stunden Hacking wird jedes Team seine Ideen einer Expertenjury vorstellen, die die 10 Finalistenteams nominieren wird. Jedes Team hat gleich viel Zeit und Ressourcen sowie denselben Zugang zu Mentoren und Fachwissen, um eine vollständige Lösung für die Herausforderung zu bieten. Aber nur 10 von ihnen werden die Chance bekommen, in die nächste Runde vorzurücken, ihren Prototyp zu entwickeln, Experten-Coaching zu erhalten und an der Hackathon-Finalrunde im Herbst teilzunehmen. Dort werden die Teams gegeneinander antreten, um den Gewinner einer coolen IT-Ausrüstung unter sich auszumachen und Gelegenheit zu Mentoring und Coaching für die Weiterentwicklung ihres Prototyps zu bekommen.","hackathons.sections.2.title":"Wie können Sie teilnehmen?","hackathons.sections.2.content.1":"Wähle den Hackathon in deinem Land und melde dich in ein paar einfachen Schritten an. Du kannst allein oder im Team mit bis zu 6 Personen teilnehmen. Wenn du mit Freunden und Mitschülern teilnimmst, vergiss bei der Anmeldung nicht, den Namen deines Teams anzugeben. Jeder Hackathon organisiert seine Anmeldungen separat. Behalte also den Hackathon in deinem Land im Auge!","hackathons.sections.3.title":"Wer sind die Veranstalter?","hackathons.sections.3.content.1":"Die Hackathons der EU Code Week werden gemeinsam von der Europäischen Kommission und lokalen EU ","hackathons.sections.3.content.2":"Code Week-Botschafter*innen","hackathons.sections.3.content.3":" veranstaltet und sind durch das Europäische Parlament finanziert. Ziel ist es, zu zeigen, wie konkrete Lösungen mithilfe der Kreativität, Begeisterung, frischen Ideen und Programmierfähigkeiten junger Menschen zum Leben erweckt werden.","hackathons.sections.4.title":"Wie sieht ein Hackathon aus?","hackathons.sections.4.content.1":"Der Hackathon der EU Code Week beginnt als Reise mit einem 24-Stunden-Online-Hackathon. Die Teams werden von erfahrenen Mentoren gecoacht und es gibt Workshops, die Teilnehmenden die Möglichkeit bieten, mit Fun neue Fähigkeiten zu erlernen. Die Hackathons sind zudem eine ausgezeichnete Möglichkeit für Teilnehmende zum Netzwerken und um Kontakte mit Menschen im europäischen Technologiesektor zu knüpfen. Zum Abschluss des Hackathons stellt jedes Team seine Lösung einer Expertenjury vor.","hackathons.sections.4.content.2":"Die 10 besten Teams werden ihre Hackathon-Reise fortsetzen und während des Sommers Training und Mentoring erhalten. Die Gewinner werden dann am abschließenden 12-stündigen nationalen Face-to-Face-Hackathon im September oder Oktober teilnehmen (der online stattfindet, falls die sanitäre Lage kein physisches Treffen zulässt).","hackathons.sections.5.title":"Ich kenne mich mit dem Programmieren nicht aus – was kann ich tun?","hackathons.sections.5.content.1":"Parallel zu dem Hackathon gibt es Workshops für Programmierneulinge, bei denen die Teilnehmenden an Hardware, Robotern usw. tüfteln, um die Grundlagen des rechnergestützten Denkens und Programmierens zu lernen. Weitere Informationen über die Anmeldung auf Ihrer lokalen Seite.","hackathons.sections.6.title":"Partner","hackathons.sections.7.title":"Mitmachen und Spaß haben!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Rumänien","hackathons.cities.1.date":"25.-26. September 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Irland","hackathons.cities.2.date":"23.-24. September 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Italien","hackathons.cities.3.date":"24.-25. September 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Griechenland","hackathons.cities.4.date":"9. Oktober 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Slowenien","hackathons.cities.5.date":"18.-19. September 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Lettland","hackathons.cities.6.date":"1. Oktober 2021","hackathons.final.1":"Finale im","hackathons.final.2":"September/Oktober 2021","home.about":"Die EU Code Week ist eine Breiteninitiative, die der Bevölkerung das Programmieren und digitale Kompetenzen auf spaßige und ansprechende Weise näherbringen soll.","home.when":"14.-27. Oktober 2024","home.when_text":">Programmieren zu lernen, hilft uns, den Sinn der sich schnell verändernden Welt um uns herum zu verstehen, unser Verständnis für die Technologie zu erweitern und Kompetenzen und Fähigkeiten zu entwickeln, um neue Ideen und Innovationen umzusetzen.","home.school_banner_title":"Beteiligen Sie sich!","home.school_banner_text":"Sind Sie Lehrerin oder Lehrer?","home.school_banner_text2":"Klicken Sie hier, um herauszufinden, wie Sie sich beteiligen können!","home.organize_activity_title":"Organisieren Sie eine Aktivität oder seien Sie als Teilnehmende dabei","home.organize_activity_text":'Alle sind willkommen, \u2028eine Aktivität zu organisieren oder als Teilnehmende dabei zu sein. Wählen Sie einfach ein Thema und ein Zielpublikum und fügen Sie Ihre Aktivität auf der Karte hinzu oder suchen Sie nach Veranstaltungen in Ihrer Region.',"home.get_started_title":"Einfach loslegen","home.get_started_text":'Sie sind nicht sicher, wie das funktioniert? Werfen Sie einen Blick in die Kurzanleitung und laden Sie unsere Toolkits für Veranstalter herunter, diese sind bei der Vorbereitung und beim Rühren der Werbetrommel hilfreich.',"home.access_resources_title":"Zugriff auf die Materialien und Schulung","home.access_resources_text":'Wenn Sie nicht sicher sind, wie eine Aktivität organisiert wird, sehen Sie sich unsere Seite mit Lehrmaterialien und die Lernhäppchen an, dort finden Sie Unterstützung und maßgeschneiderte Lehrpläne.',"locations.title":"Aktivitätsstandorte","locations.description.0":"Wählen Sie für Ihre nächste Aktivität einen Standort aus der Liste ODER registrieren Sie einen neuen Standort über die","locations.description.1":"Aktivitätserstellung","login.login":"Anmelden","login.register":"Registrieren","login.github":"Mit Github anmelden","login.twitter":"Mit Twitter anmelden","login.facebook":"Mit Facebook anmelden","login.google":"Mit Google anmelden","login.azure":"Mit Azure anmelden","login.email":"E-Mail-Adresse","login.password":"Kennwort","login.remember":"Angemeldet bleiben","login.forgotten_password":"Kennwort vergessen?","login.no_account":"Noch kein Konto?","login.signup":"Registrieren","login.reset":"Kennwort zurücksetzen","login.send_password":"Link zum Zurücksetzen des Kennwortes versenden","login.confirm_password":"Kennwort bestätigen","login.name":"name","menu.learn":"Lernen","menu.teach":"Unterrichten","menu.training":"Lernmaterialien","menu.toolkits":"Präsentationen & Toolkits","menu.why":"WARUM","menu.home":"Startseite","menu.events":"Aktivitäten","menu.ambassadors":"Botschafter*innen","menu.resources":"Ressourcen","menu.schools":"Schulen","menu.about":"Über uns","menu.blog":"Blog","menu.news":"Neuigkeiten","menu.search":"Eingeben und Enter drücken ...","menu.map":"Karte","menu.add_event":"Veranstaltung hinzufügen","menu.search_event":"Veranstaltungen suchen","menu.hello":"Hallo","menu.profile":"Profil","menu.pending":"Ausstehende Veranstaltungen","menu.your_events":"Meine Aktivitäten","menu.your_certificates":"Meine Zertifikate","menu.report":"Aktivitäten melden","menu.volunteers":"Freiwillige","menu.logout":"Abmelden","menu.signin":"Anmelden","menu.privacy":"Datenschutz","menu.participation":"Teilnahmezertifikat","menu.values":"Unsere Werte","menu.featured_activities":"Hervorgehobene Aktivitäten","menu.codeweek2020":"Ausgabe 2020","mooc.free-online-courses":"Kostenlose Onlinekurse","mooc.intro":"Die EU Code Week bietet Möglichkeiten zur beruflichen Weiterbildung in der Form von Onlinekursen. Diese haben zum Ziel, Lehrern dabei zu helfen, ihre Schüler mit Kodierungs-Aktivitäten zu begeistern und ihnen rechnerisches Denken näherzubringen.","mooc.icebreaker.title":"Das Eis brechen: Der Einführungskurs zum Kennenlernen","mooc.icebreaker.text.0":"Der","mooc.icebreaker.text.1":"EU-Code-Week-Icebreaker-Kurs","mooc.icebreaker.text.2":"ist ein fünfstündiger Kurs auf Englisch. Er richtet sich an jeden, der an den Grundlagen des Kodierens und rechnerischen Denkens interessiert ist. Die Teilnehmer lernen, wie man Neugier bei jungen Menschen weckt und ihren Innovationsgeist fördert, sodass sich diese zu digitalen Schöpfern entwickeln können. Der Kurs hilft den Teilnehmern dabei, zu erkennen, welche Vorteile rechnerisches Denken und Kodieren bringen und wie relevant sie für unseren Alltag sind. Darüber hinaus liefert er Ideen sowie kostenlose Trainingsmaterialien und -ressourcen zum Organisieren von lustigen und lehrreichen Aktivitäten für Kinder. Diese können jederzeit und überall stattfinden – und natürlich besonders gut während der EU Code Week.","mooc.icebreaker.text.3":"Sie benötigen keine Erfahrung oder Vorkenntnisse im Kodieren, um an diesem Kurs teilzunehmen – Neugier und Wissbegierde reichen völlig aus!","mooc.icebreaker.registration.0":"Hier können Sie sich für den Kurs anmelden","mooc.icebreaker.registration.1":"; dieser kann zwischen dem 16. September und 30. Oktober 2020 absolviert werden. Für die Anmeldung brauchen Sie einen Account bei der European Schoolnet Academy.","mooc.icebreaker.check-out":"Hier finden Sie Informationen zum Kurs aus dem Jahr 2019","mooc.deep-dive.title":"Tief eintauchen: Der ausführliche Kurs mit noch mehr Inspirationen","mooc.deep-dive.text.0":"Der EU-Code-Week-Deep-Dive-Onlinekurs ist ein 25-stündiger Kurs auf Englisch, der Lehrern ermöglicht, sich mit den Prinzipien der Kodierung vertraut zu machen und ihnen das Wissen zu und das Selbstbewusstsein für das Organisieren von lustigen, einfachen und interaktiven Kodierungs-Aktivitäten mit ihren Schülern vermittelt. Die Lehrer entdecken dabei nicht nur die kostenlosen ","mooc.deep-dive.text.1":"Ressourcen","mooc.deep-dive.text.2":"und Trainingsmaterialien der EU Code Week, die in 29 Sprachen verfügbar sind, sondern auch bestimmte Aspekte des Kodierens wie rechnerisches Denken, Offline-Aktivitäten sowie die schier endlosen Möglichkeiten der Robotik, des Tüftelns und Kreierens, visueller Programmiersprachen, der App-Entwicklung und vieles mehr.","mooc.deep-dive.course-link":"Hier gibt es weitere Informationen zum 2019er Deep-Dive-Kurs","mooc.social-media.0":"Folgen Sie der","mooc.social-media.1":"EU Code Week in den sozialen Medien","mooc.social-media.2":"EU Code Week in den sozialen Medien, um herauszufinden, wann der nächste Kurz beginnt","myevents.created_by":"Alle erstellten Veranstaltungen von ","myevents.no_events.first_call_to_action":"Sie haben noch keine Veranstaltungen hinzugefügt. Warum fügen Sie nicht","myevents.no_events.first_link":"jetzt eine neue hinzu","myevents.no_events.second_call_to_action":"oder lesen unseren ","myevents.no_events.second_link":"Leitfaden für Veranstalter","myevents.view":"Ansehen","myevents.status.APPROVED":"GENEHMIGT","myevents.status.REJECTED":"ABGELEHNT","myevents.status.PENDING":"AUSSTEHEND","myevents.status.REPORTED":"MELDUNG ÜBERMITTELT","pagination.previous":"Zurück","pagination.next":"Weiter","participation.title":"Erstellen Sie Teilnahmezertifikate für Ihre Klasse","participation.phrase1":"Tragen Sie die Namen Ihrer Schülerinnen und Schüler durch Kommas getrennt in das Formular ein und Sie erhalten ein Teilnahmezertifikat für jede und jeden einzelne/n","participation.names.label":"Namen für das Zertifikat","participation.names.help":"Trennen Sie die Namen aller Teilnehmenden durch Kommas","participation.event_name.label":"Name der Aktivität","participation.event_name.help":"Der Name Ihrer Aktivität, wie er auf dem Zertifikat erscheinen soll","participation.event_date.label":"Datum der Aktivität","participation.event_date.help":"Das Datum Ihrer Aktivität, wie es auf dem Zertifikat erscheinen soll","participation.submit":"Zertifikate erstellen","participation.thanks_page.title":"Ihre Zertifikate wurden erstellt!","participation.thanks_page.phrase1":"Klicken Sie auf diesen Link um die ZIP-Datei, die alle Zertifikate enthält, herunterzuladen","passwords.password":"Kennwörter müssen mindestens sechs Zeichen haben und mit der Bestätigung übereinstimmen.","passwords.reset":"Ihr Kennwort wurde zurückgesetzt!","passwords.sent":"Wir haben Ihnen per E-Mail einen Link zum Zurücksetzen des Kennworts geschickt!","passwords.token":"Der Token zum Zurücksetzen des Kennworts ist ungültig.","passwords.user":"Wir finden keine*n Nutzer*in mit dieser E-Mail-Adresse.","privacy-statement-contact.subtitle":"Diese Datenschutzerklärung enthält Informationen über die Verarbeitung und den Schutz Ihrer personenbezogenen Daten.","privacy-statement-contact.processing-operation.0":"Verarbeitungsvorgang","privacy-statement-contact.processing-operation.1":"Verwaltung von Botschafter/innen der Code Week, Leading Teachers und Registrierung von Aktivitäten auf der Website","privacy-statement-contact.data-processors.0":"Auftragsverarbeiter","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. und EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Informationen im Zusammenhang mit der Verarbeitung personenbezogener Daten für die Verwaltung von Botschafter/innen der Code Week, Leading Teachers und Registrierung von Aktivitäten auf der Website.","privacy-statement-contact.3-legal_process.0":'Rechtmäßigkeit der Verarbeitung: Das Referat G.2 erhebt, speichert und veröffentlicht Ihre personenbezogenen Daten, weil Sie bei Ihrer Anmeldung als Botschafter/in der Code Week, Leading Teacher oder bei der Registrierung einer Veranstaltung auf EU Code Week durch Ankreuzen eines Kästchens Ihre ausdrückliche Zustimmung gegeben haben.',"privacy-statement-contact.4-collect_data.0":"Die obligatorischen personenbezogenen Daten, die für Botschafter/innen und Leading Teachers erhoben werden, sind:","privacy-statement-contact.4-collect_data.1":"Name","privacy-statement-contact.4-collect_data.2":"E-Mail-Adresse","privacy-statement-contact.4-collect_data.3":"Passwort","privacy-statement-contact.4-collect_data.4":"Bild","privacy-statement-contact.4-collect_data.5":"Biografische Angaben","privacy-statement-contact.4-collect_data.6":"Titel","privacy-statement-contact.4-collect_data.7":"Fachgebiet für Leading Teachers.","privacy-statement-contact.4-collect_data.8":"Wenn Sie eine Aktivität registrieren, werden folgende obligatorische personenbezogene Daten erhoben:","privacy-statement-contact.4-collect_data.9":"Name der Organisation","privacy-statement-contact.4-collect_data.10":"Art der Organisation","privacy-statement-contact.4-collect_data.11":"E-Mail-Adresse","privacy-statement-contact.4-collect_data.12":"Die Angabe dieser Daten ist obligatorisch, um Botschafter/in der Code Week oder Leading Teacher zu werden oder um eine Aktivität auf der „Code Week“-Website zu registrieren.","privacy-statement-contact.4-collect_data.13":"Darüber hinaus können Botschafter/innen und Leading Teachers freiwillig die folgenden personenbezogenen Daten angeben:","privacy-statement-contact.4-collect_data.14":"Nutzerkonten bei sozialen Medien","privacy-statement-contact.4-collect_data.15":"Organisatorinnen und Organisatoren von Aktivitäten können freiwillig folgende Daten angeben:","privacy-statement-contact.4-collect_data.16":"Öffentliche E-Mail-Adresse","privacy-statement-contact.4-collect_data.17":"Organisatoren-Website","privacy-statement-contact.4-collect_data.18":"Code für „Code Week for All“","privacy-statement-contact.4-collect_data.19":"Bitte beachten Sie als Organisator/in einer Aktivität, dass die personenbezogenen Daten, die Sie bei der Registrierung einer Aktivität angegeben haben, von der/dem für Ihr Land zuständigen Botschafter/in oder vom Referat G.2 verwendet werden können, um Sie im Hinblick auf diese Aktivität zu kontaktieren.","privacy-statement-contact.4-collect_data.20":"Sie haben Ihre personenbezogenen Daten auf der","privacy-statement-contact.4-collect_data.21":"Anmeldeseite der „Code Week“-Website","privacy-statement-contact.4-collect_data.22":"und auf der","privacy-statement-contact.4-collect_data.23":"Registrierungsseite für Aktivitäten angegeben.","privacy-statement-contact.5-how_long.0":"Wenn Sie sich von der Initiative zurückziehen oder ansonsten 5 Jahre nach Ende der Initiative werden alle personenbezogenen Daten aus den Datenbanken gelöscht.","privacy-statement-contact.6-protect_data.0":'Sämtliche personenbezogenen Daten in elektronischem Format (E-Mails, Dokumente, Datenbanken, hochgeladene Datensätze usw.) werden entweder auf den Servern der Europäischen Kommission oder auf Servern ihrer Auftragnehmer gespeichert. Alle Verarbeitungsvorgänge werden gemäß dem Beschluss (EU, Euratom) 2017/46 der Kommission vom 10. Januar 2017 über die Sicherheit von Kommunikations- und Informationssystemen in der Europäischen Kommission durchgeführt.',"privacy-statement-contact.6-protect_data.1":'Die Auftragnehmer der Kommission sind bei der Verarbeitung Ihrer personenbezogenen Daten im Namen der Kommission an eine spezifische Vertragsklausel und an die Geheimhaltungspflichten gebunden, die sich aus der Anwendung der Datenschutz-Grundverordnung („DSGVO“, Verordnung (EU) 2016/679) in den EU-Mitgliedstaaten ergeben.',"privacy-statement-contact.6-protect_data.2":"Zum Schutz Ihrer personenbezogenen Daten hat die Kommission eine Reihe technischer und organisatorischer Vorkehrungen getroffen. Bei den technischen Vorkehrungen handelt es sich unter anderem um geeignete Maßnahmen zur Wahrung der Sicherheit im Internet, zum Schutz vor Datenverlust und -änderung sowie zur Abwehr unberechtigten Zugangs, die dem mit der Verarbeitung verbundenen Risiko und der Art der verarbeiteten personenbezogenen Daten Rechnung tragen. Zu den organisatorischen Vorkehrungen gehört die Beschränkung des Zugangs zu personenbezogenen Daten auf befugte Personen, die ein berechtigtes Interesse daran haben, für die Zwecke dieses Verarbeitungsvorgangs Kenntnis davon zu erlangen.","privacy-statement-contact.7-access_data.0":"Zugang zu Ihren personenbezogenen Daten haben die für die Ausführung dieses Verarbeitungsvorgangs zuständigen Mitarbeiter der Kommission nach dem „Prinzip der erforderlichen Kenntnisnahme“. Darüber hinaus wird unserem Auftragnehmer der Zugang zu Ihren personenbezogenen Daten nach dem „Prinzip der erforderlichen Kenntnisnahme“ gewährt.","privacy-statement-contact.7-access_data.1":'Um die Sichtbarkeit der Botschafter/innen der Code Week, der Leading Teachers oder der registrierten Aktivitäten zu verbessern, werden Ihre personenbezogenen Daten auf der folgenden Website veröffentlicht.',"privacy-statement-contact.7-access_data.2":"Außerdem kann das Referat G.2 Ihre Kontaktdaten an alle Bürgerinnen und Bürger oder Interessenträger weitergeben, die Sie im Zusammenhang mit der Code Week kontaktieren möchten. Bitte beachten Sie als Organisator/in einer Aktivität, dass die personenbezogenen Daten, die Sie bei der Registrierung einer Aktivität angegeben haben, von der/dem für Ihr Land zuständigen Botschafter/in oder vom Referat G.2 verwendet werden können, um Sie im Hinblick auf diese Aktivität zu kontaktieren.","privacy-statement-contact.8-rights.0":"Sie haben der Verarbeitung Ihrer personenbezogenen Daten durch das Referat G.2 für die Zwecke dieses Verarbeitungsvorgangs zugestimmt. Sie können diese Zustimmung jederzeit widerrufen, indem Sie das Referat G.2 per E-Mail an CNECT-G2@ec.europa.eu darüber informieren. Die Rechtmäßigkeit der Verarbeitung Ihrer Daten vor Ihrem Widerruf bleibt hiervon unberührt.","privacy-statement-contact.10-detailed-info.0":"Dieser Verarbeitungsvorgang wurde unter folgendem Aktenzeichen in das öffentliche Register der/des Datenschutzbeauftragten aufgenommen: DPR-EC-02631 Verwaltung der Kontaktstellen für politische Maßnahmen, Programme und Projekte der GD CNECT.","privacy-statement.title":"SCHUTZ IHRER PERSONENBEZOGENEN DATEN","privacy-statement.processing-operation.0":"Verarbeitungsvorgang","privacy-statement.processing-operation.1":"Verarbeitung von personenbezogenen Daten einschließlich IP-Adressen von Besuchern der öffentlich zugänglichen Webseiten auf codeweek.eu.","privacy-statement.data-controller.0":"Datenverantwortliche/r","privacy-statement.data-controller.1":"Europäische Kommission, Generaldirektion Kommunikationsnetze, Inhalte und Technologien, Referat G.2.","privacy-statement.record-reference":"Aktenzeichen","privacy-statement.table-of-contents":"Inhalt","privacy-statement.1-intro.title":"Einleitung","privacy-statement.1-intro.items.1":'Die Europäische Kommission (im Folgenden „Kommission“) ist dem Schutz Ihrer personenbezogenen Daten und der Achtung Ihrer Privatsphäre verpflichtet. Die Erhebung und Verarbeitung personenbezogener Daten durch die Kommission geschieht im Einklang mit der Verordnung (EU) 2018/1725 des Europäischen Parlaments und des Rates vom 23. Oktober 2018 zum Schutz natürlicher Personen bei der Verarbeitung personenbezogener Daten durch die Organe, Einrichtungen und sonstigen Stellen der Union, zum freien Datenverkehr und zur Aufhebung der Verordnung (EG) Nr. 45/2001.',"privacy-statement.1-intro.items.2":"In dieser Datenschutzerklärung wird erläutert, zu welchem Zweck wir Ihre personenbezogenen Daten verarbeiten, wie wir alle uns bereitgestellten personenbezogenen Daten erfassen, handhaben und schützen, wie diese Informationen genutzt werden und welche Rechte Sie in Bezug auf Ihre personenbezogenen Daten haben. Die Erklärung enthält auch die Kontaktangaben der/des zuständigen Datenverantwortlichen, der/dem gegenüber Sie Ihre Rechte geltend machen können, der/des Datenschutzbeauftragten und des Europäischen Datenschutzbeauftragten.","privacy-statement.1-intro.items.3.0":"Nachstehend finden Sie Informationen in Bezug auf den Verarbeitungsvorgang","privacy-statement.1-intro.items.3.1":"Datenverarbeitung auf codeweek.eu","privacy-statement.1-intro.items.3.2":"durch die Kommission.","privacy-statement.2-why.title":"Warum und wie verarbeiten wir Ihre personenbezogenen Daten?","privacy-statement.2-why.items.0":"Zweck der Verarbeitung","privacy-statement.2-why.items.1":"Die Generaldirektion Kommunikationsnetze, Inhalte und Technologien der Kommission bietet Verlinkungen zu externen Websites. Um die Websites bereitstellen zu können, die sich physisch außerhalb der von der Kommission kontrollierten Hosting-Infrastruktur befinden, werden Ihre personenbezogenen Daten von technischen Einrichtungen erfasst und verwendet.","privacy-statement.2-why.items.2":"Ihre personenbezogenen Daten werden nicht für eine automatisierte Entscheidungsfindung und auch nicht für die Erstellung von Profilen (Profiling) verwendet.","privacy-statement.3-legal_process.title":"Auf welcher Rechtsgrundlage verarbeiten wir Ihre personenbezogenen Daten?","privacy-statement.3-legal_process.items.0":"Wir verarbeiten Ihre personenbezogenen Daten auf folgenden rechtlichen Grundlagen:","privacy-statement.3-legal_process.items.1":'Artikel 5 Absatz 1 Buchstabe a der Verordnung (EU) 2018/1725: Die Verarbeitung ist für die Wahrnehmung einer Aufgabe erforderlich, die im öffentlichen Interesse liegt oder in Ausübung öffentlicher Gewalt erfolgt, die dem Organ oder der Einrichtung der Union übertragen wurde.',"privacy-statement.3-legal_process.items.2":"Die Information der breiten Öffentlichkeit ist eine Aufgabe aufgrund der Verwaltungsautonomie der Kommission gemäß Artikel 58 Absatz 2 Buchstabe d der Verordnung (EU, Euratom) 2018/1046 des Europäischen Parlaments und des Rates vom 18. Juli 2018 über die Haushaltsordnung für den Gesamthaushaltsplan der Union (ABl. L 193 vom 30.7.2018, S. 1). Bei der Verarbeitung personenbezogener Daten sorgen wir im Einklang mit der geltenden Datenschutz-Gesetzgebung für angemessene und hinreichende Schutzvorkehrungen.","privacy-statement.3-legal_process.items.3":'Artikel 5 Absatz 1 Buchstabe d der Verordnung (EU) 2018/1725: Für die Verarbeitung von Cookies und für die Authentifizierung ist Ihre Einwilligung erforderlich. Gemäß Artikel 3 Nummer 15 und Artikel 7 der Verordnung (EU) 2018/1725 muss die Einwilligung freiwillig für den bestimmten Fall, in informierter Weise und unmissverständlich abgegeben werden.',"privacy-statement.3-legal_process.items.4":"Wir haben Ihre Einwilligung direkt von Ihnen eingeholt. Sie können sie per E-Mail, über ein elektronisches Anmeldeformular oder in anderer schriftlicher Form geäußert haben.","privacy-statement.4-collect_data.title":"Welche personenbezogenen Daten erheben und verarbeiten wir?","privacy-statement.4-collect_data.items.0":"Zur Durchführung dieses Verarbeitungsvorgangs erhebt das Referat G.2 folgende Kategorien von personenbezogenen Daten:","privacy-statement.4-collect_data.items.1":"Internet-Protokoll-Adresse (IP-Adresse) oder die Geräte-ID des Geräts, das für den Zugriff auf die Website verwendet wird.","privacy-statement.4-collect_data.items.2":"Ohne diese Verarbeitung können Sie keine technische Verbindung zwischen Ihren Geräten und der Serverinfrastruktur herstellen und können daher nicht auf unsere Website zugreifen.","privacy-statement.4-collect_data.items.3":"Damit Sie sich auf dieser Website authentifizieren können, erhebt das Referat G.2 folgende Kategorien von personenbezogenen Daten:","privacy-statement.4-collect_data.items.4":"E-Mail-Adresse,","privacy-statement.4-collect_data.items.5":"Passwort oder","privacy-statement.4-collect_data.items.6":"Authentifizierung für soziale Medien.","privacy-statement.5-how_long.title":"Wie lange bewahren wir Ihre personenbezogenen Daten auf?","privacy-statement.5-how_long.items.0":"Das Referat G.2 speichert Ihre personenbezogenen Daten nur so lange, wie es für den Zweck der Erhebung oder Weiterverarbeitung, d. h. für die Dauer der Sitzung, erforderlich ist. Darüber hinaus können IP-Adressen aus Sicherheitsgründen für ein Jahr in den Protokolldateien der Dienste gespeichert werden. Was das Analysetool betrifft, werden die IP-Adresse und die Geräte-ID (z. B. IMEI-Nummer und Wi-Fi-/MAC-Adresse) bei der Trennung der Verbindung sofort gelöscht.","privacy-statement.6-protect_data.title":"Wie schützen und sichern wir Ihre personenbezogenen Daten?","privacy-statement.6-protect_data.items.0":"Sämtliche personenbezogenen Daten in elektronischem Format (E-Mails, Dokumente, Datenbanken, hochgeladene Datensätze usw.) werden auf den Servern der Europäischen Kommission gespeichert. Alle Verarbeitungsvorgänge werden gemäß dem","privacy-statement.6-protect_data.items.1":"Beschluss (EU, Euratom) 2017/46 der Kommission","privacy-statement.6-protect_data.items.2":"vom 10. Januar 2017 über die Sicherheit von Kommunikations- und Informationssystemen in der Europäischen Kommission durchgeführt.","privacy-statement.6-protect_data.items.3":"Zum Schutz Ihrer personenbezogenen Daten hat die Kommission eine Reihe technischer und organisatorischer Vorkehrungen getroffen. Bei den technischen Vorkehrungen handelt es sich unter anderem um geeignete Maßnahmen zur Wahrung der Sicherheit im Internet, zum Schutz vor Datenverlust und -änderung sowie zur Abwehr unberechtigten Zugangs, die dem mit der Verarbeitung verbundenen Risiko und der Art der verarbeiteten personenbezogenen Daten Rechnung tragen. Zu den organisatorischen Vorkehrungen gehört die Beschränkung des Zugangs zu personenbezogenen Daten auf befugte Personen, die ein berechtigtes Interesse daran haben, für die Zwecke dieses Verarbeitungsvorgangs Kenntnis davon zu erlangen.","privacy-statement.7-access_data.title":"Wer kann auf Ihre personenbezogenen Daten zugreifen, und an wen werden sie weitergegeben?","privacy-statement.7-access_data.items.0":"Zugang zu Ihren personenbezogenen Daten erhalten nur für die Verarbeitung zuständige Bedienstete der Europäischen Kommission und nach dem „Prinzip der erforderlichen Kenntnisnahme“ befugte Mitarbeiter. Diese Personen sind an die im Statut vorgesehene Geheimhaltungspflicht sowie erforderlichenfalls an weitere Vertraulichkeitsvereinbarungen gebunden.","privacy-statement.7-access_data.items.1":"Darüber hinaus kann externen Auftragnehmern Zugang zu personenbezogenen Daten gewährt werden, die im Namen der und auf der Grundlage einer vertraglichen Vereinbarung mit der Dienststelle der Kommission, die für die Websites verantwortlich ist, tätig sind und nach dem „Prinzip der erforderlichen Kenntnisnahme“ an der Erstellung, Pflege, Verwaltung und Archivierung von Websites beteiligt sind.","privacy-statement.7-access_data.items.2":"Die Kommission gibt von ihr erhobene personenbezogene Daten nicht an Dritte weiter, sofern sie nicht in bestimmtem Umfang und für bestimmte Zwecke gesetzlich hierzu verpflichtet ist.","privacy-statement.8-rights.title":"Welche Rechte haben Sie, und wie können Sie diese ausüben?","privacy-statement.8-rights.items.0":"Als „betroffene Person“ gemäß Kapitel III (Artikel 14–25) der Verordnung (EU) 2018/1725 genießen Sie besondere Rechte, insbesondere das Recht auf Auskunft über Ihre personenbezogenen Daten sowie deren Berichtigung oder Löschung und das Recht auf Einschränkung der Verarbeitung Ihrer personenbezogenen Daten. Gegebenenfalls haben Sie auch das Recht auf Widerspruch gegen die Verarbeitung Ihrer personenbezogenen Daten oder das Recht auf Datenübertragbarkeit.","privacy-statement.8-rights.items.1":"Sie haben das Recht, der rechtmäßigen Verarbeitung Ihrer personenbezogenen Daten gemäß Artikel 5 Absatz 1 Buchstabe a zu widersprechen.","privacy-statement.8-rights.items.2":"Sie haben zugestimmt, Ihre personenbezogenen Daten für den vorliegenden Verarbeitungsvorgang zu übermitteln. Diese Einwilligung können Sie jederzeit durch eine entsprechende Mitteilung an das Referat G.2 widerrufen. Die Rechtmäßigkeit der Verarbeitung Ihrer Daten vor dem Widerruf bleibt davon unberührt.","privacy-statement.8-rights.items.3":"Sie können diese Rechte ausüben, indem Sie Kontakt mit der/dem Datenverantwortlichen oder, im Konfliktfall, mit der/dem Datenschutzbeauftragten aufnehmen. Wenn nötig, können Sie sich auch an den Europäischen Datenschutzbeauftragten wenden. Die entsprechenden Kontaktangaben finden Sie unter Nummer 9.","privacy-statement.8-rights.items.4":"Wenn Sie Ihre Rechte in Bezug auf bestimmte Verarbeitungsvorgänge geltend machen möchten, geben Sie dies in Ihrem Antrag bitte mit dem entsprechenden Aktenzeichen des Vorgangs (siehe Nummer 10) an.","privacy-statement.9-contact.title":"Kontaktinformationen","privacy-statement.9-contact.data-controller.title":"Die/Der Datenverantwortliche","privacy-statement.9-contact.data-controller.text":"Wenn Sie Ihre Rechte gemäß der Verordnung (EU) 2018/1725 ausüben, Kommentare, Fragen oder Bedenken mitteilen oder eine Beschwerde betreffend die Erhebung und Verwendung Ihrer personenbezogenen Daten vorbringen möchten, nehmen Sie bitte Kontakt mit der/dem Datenverantwortlichen, Referat G.2, Europäische Kommission, auf","privacy-statement.9-contact.data-protection-officer.title":"Der Datenschutzbeauftragte der Europäischen Kommission:","privacy-statement.9-contact.data-protection-officer.text":"Bei Fragen im Zusammenhang mit der Verarbeitung Ihrer personenbezogenen Daten gemäß der Verordnung (EU) 2018/1725 können Sie sich an den Datenschutzbeauftragten (DATA-PROTECTION-OFFICER@ec.europa.eu) wenden.","privacy-statement.9-contact.european-data-protection.title":"Der Europäische Datenschutzbeauftragte (EDSB).","privacy-statement.9-contact.european-data-protection.text":'Sie haben das Recht, Beschwerde beim Europäischen Datenschutzbeauftragten (edps@edps.europa.eu) einzulegen, wenn Sie der Ansicht sind, dass die Verarbeitung Ihrer personenbezogenen Daten durch die/den Datenverantwortliche/n zu einer Verletzung Ihrer Rechte gemäß der Verordnung (EU) 2018/1725 geführt hat.',"privacy-statement.10-detailed-info.title":"Wo finden Sie weiterführende Informationen?","privacy-statement.10-detailed-info.items.0":'Die/Der Datenschutzbeauftragte der Kommission führt ein Register sämtlicher mit der Verarbeitung personenbezogener Daten verbundener Vorgänge, die dokumentiert und ihr/ihm gemeldet wurden. Sie können das Register unter folgendem Link einsehen: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Dieser Verarbeitungsvorgang wurde unter folgendem Aktenzeichen in das öffentliche Register der/des Datenschutzbeauftragten aufgenommen: DPR-EC-09706.1.","privacy.title":"SCHUTZ IHRER PERSONENBEZOGENEN DATEN","privacy.1-intro.title":"1. Einführung","privacy.1-intro.items.1":"

    Die Europäische Kommission (nachstehend „die Kommission“ genannt) hat sich zum Schutz Ihrer personenbezogenen Daten und zur Achtung Ihrer Privatsphäre verpflichtet. Gemäß der Verordnung (EU) 2018/1725 des Europäischen Parlaments und des Rates vom 23 Oktober 2018 zum Schutz natürlicher Personen bei der Verarbeitung personenbezogener Daten durch die Organe, Einrichtungen und sonstigen Stellen der Union, zum freien Datenverkehr und zur Aufhebung der Verordnung (EG) Nr. 45/2001 erhebt die Kommission personenbezogene Daten und verarbeitet diese weiter.

    ","privacy.1-intro.items.2":"

    In dieser Datenschutzerklärung sind die Gründe für die Verarbeitung personenbezogener Daten sowie die Art und Weise, wie wir alle bereitgestellten personenbezogenen Daten erheben, handhaben und den Schutz dieser Daten gewährleisten, wie diese Informationen verwendet werden und welche Rechte (z. B. das Recht auf Zugriff, Berichtigung, Sperrung) Sie in Bezug auf Ihre personenbezogenen Daten haben, erläutert. Sie enthält darüber hinaus die Kontaktdaten für den Verantwortlichen, gegenüber dem Sie Ihre Rechte wahrnehmen können, den behördlichen Datenschutzbeauftragten und den Europäischen Datenschutzbeauftragten.

    ","privacy.1-intro.items.3":"

    Diese Datenschutzerklärung bezieht sich auf die Erhebung und Veröffentlichung personenbezogener Daten von Personen, die für Aktivitäten im Rahmen der EU Code Week als Kontaktstellen dienen (Code Week-Botschafter*innen, Koordinator*innen nationaler Bildungsministerien, führende Lehrkräfte, sowie Organisator*innen von Aktivitäten und Veranstaltungen) auf der öffentlich zugänglichen Website Codeweek.eu.

    ","privacy.2-why.title":"2. Warum werden Ihre Daten von uns verarbeitet?","privacy.2-why.items.1":"

    Die Europäische Kommission erhebt und veröffentlicht Ihre personenbezogenen Daten, um Interessengruppen oder interessierten Bürgerinnen und Bürgern die Ermittlung von Kontaktstellen zu erleichtern. Reale Personen als Kontaktstellen einzusetzen ist der beste und effizienteste Weg, um zu gewährleisten, dass interessierte Bürgerinnen und Bürger mit Dienststellen der Kommission in Verbindung treten können.

    ","privacy.2-why.items.2":"

    Ihre personenbezogenen Daten werden für keinerlei automatisierte Entscheidungsprozesse und nicht zur Profilerstellung verwendet.

    ","privacy.3-legal_process.title":"3. Auf welcher bzw. welchen Rechtsgrundlage(n) werden Ihre personenbezogenen Daten verarbeitet?","privacy.3-legal_process.items.1":"

    Die Vorgänge zur Verarbeitung personenbezogener Daten zwecks der Bekanntmachung von Kontaktstellen sind im Hinblick auf Artikel 5 Absatz 1 Buchstabe d der Verordnung (EU) 2018/1725 rechtmäßig, denn Sie haben Ihre Einwilligung zur Verarbeitung Ihrer personenbezogenen Daten über ein Online-Formular oder, falls Sie sich über ein soziales Netzwerk angemeldet haben, als Sie uns dazu ermächtigten, Ihre E-Mail-Adresse sowie Ihren Benutzernamen zu verwenden, gegeben.

    ","privacy.4-collect_data.title":"4. Welche personenbezogenen Daten werden von uns erhoben und weiterverarbeitet?","privacy.4-collect_data.items.1":"

    Bei den erhobenen personenbezogenen Daten handelt es sich um Informationen, die es erleichtern, Sie als Kontaktstelle zu erkennen und die Ihre Sichtbarkeit für die Öffentlichkeit erhöhen. Im Einzelnen sind das Titel, Vorname, Nachname, Position, geschäftliche Postanschrift und E-Mail-Adresse, Telefonnummer, Bild, Konto in sozialen Netzwerken, Biographie.

    ","privacy.4-collect_data.items.2":"

    Sie haben uns diese personenbezogenen Daten durch das Ausfüllen des Anmeldeformulars auf freiwilliger Basis übermittelt.

    ","privacy.4-collect_data.items.3":"

    Für die Veröffentlichung von Aktivitäten und/oder für die Angabe von Kontaktinformationen auf der Website codeweek.eu ist es unbedingt erforderlich, bestimmte personenbezogene Daten bereitzustellen. Wenn Sie Ihre personenbezogenen Daten nicht zur Verfügung stellen, wird Ihre Aktivität nicht veröffentlicht und/oder Sie können in den vorgenannten Netzwerken nicht mitwirken.

    ","privacy.4-collect_data.items.4":"

    Sämtliche übrigen personenbezogenen Daten geben Sie auf freiwilliger Basis an.

    ","privacy.4-collect_data.items.5":"Wenn Sie unseren Newsletter abonnieren, wird Ihre E-Mail-Adresse in die Mailingliste des Newsletters „EU Code Week“ aufgenommen, welche von Mailerlite.com verwaltet wird. Bitte lesen Sie die Datenschutzerklärung von Mailerlite: Https://www.mailerlite.com/legal/privacy-policy. Sie können den Newsletter jederzeit abbestellen, indem Sie in den E-Mails, die Sie von uns erhalten, den Link „Unsubscribe“ verwenden, oder Sie können uns unter info@codeweek.eu eine E-Mail mit „Unsubscribe“ in der Betreffzeile schicken.","privacy.5-how_long.title":"5. Wie lange bewahren wir Ihre personenbezogenen Daten auf?","privacy.5-how_long.items.1":"

    Die Kommission bewahrt Ihre personenbezogenen Daten nur so lange auf, wie es zur Erfüllung des Zwecks der Erhebung oder der weiteren Verarbeitung, wie unter Punkt 2 beschrieben, nötig ist, nämlich so lange, wie Sie als Kontaktstelle fungieren.

    ","privacy.5-how_long.items.2":"

    Ihre personenbezogenen Daten werden von der öffentlich zugänglichen Website gelöscht, sobald Sie Ihre Funktion als Kontaktstelle beenden, sofern Sie nicht Ihre Einwilligung gegeben haben, für künftige Aktivitäten in der Datenbank aufgeführt zu bleiben.

    ","privacy.6-protect_data.title":"6. Wie werden Ihre personenbezogenen Daten von uns geschützt und gesichert?","privacy.6-protect_data.items.1":"

    Alle personenbezogenen Daten, die in elektronischer Form vorliegen (E-Mails, Dokumente, Datenbanken, hochgeladene Datenmengen usw.) werden auf den Servern der Europäischen Kommission oder ihrer Auftragnehmer gespeichert. Alle Verarbeitungsvorgänge werden gemäß dem Beschluss (EU, Euratom) 2017/46 der Kommission vom 10. Januar 2017 über die Sicherheit von Kommunikations- und Informationssystemen in der Europäischen Kommission durchgeführt.

    ","privacy.6-protect_data.items.2":"

    Die Auftragnehmer der Kommission unterliegen hinsichtlich jeglicher mit Ihren Daten im Auftrag der Kommission unternommenen Verarbeitungsvorgänge einer speziellen Vertragsklausel und sind an Geheimhaltungsverpflichtungen gebunden, die sich aus der Umsetzung der Datenschutz-Grundverordnung („DSGVO“, Verordnung (EU) 2016/679) in den Mitgliedstaaten der EU ergeben.

    ","privacy.6-protect_data.items.3":"

    Um Ihre personenbezogenen Daten zu schützen, hat die Kommission eine Reihe technischer und organisatorischer Vorkehrungen getroffen. Unter Berücksichtigung der Risiken, die mit der Art der personenbezogenen Daten, die verarbeitet werden, sowie der Verarbeitung selbst einhergehen, umfassen die technischen Vorkehrungen angemessene Maßnahmen zur Gewährleistung der Online-Sicherheit sowie zur Verhinderung von Datenverlusten, Änderungen oder unberechtigten Zugriffen. Zu den organisatorischen Vorkehrungen zählen die ausschließliche Beschränkung des Zugriffs auf die personenbezogenen Daten auf Personen, bei denen ein berechtigter Anspruch auf Kenntnisnahme für den Zweck des Verarbeitungsvorgangs vorliegt.

    ","privacy.7-access_data.title":"7. Wer kann auf Ihre Daten zugreifen und an wen werden sie weitergegeben?","privacy.7-access_data.items.1":"

    Zugang zu Ihren personenbezogenen Daten erhalten Mitarbeiter der Kommission, die für die Ausführung des Verarbeitungsvorgangs verantwortlich sind, sowie befugte Mitarbeiter, die nach dem Grundsatz „Kenntnis nur, wenn nötig“ auf Ihre Daten zugreifen. Derartige Mitarbeiter befolgen gesetzliche Vertraulichkeitspflichten und, soweit erforderlich, zusätzliche Vertraulichkeitsvereinbarungen.

    ","privacy.7-access_data.items.2":"

    Konkret bedeutet das, dass sämtliche personenbezogenen Daten, die von Ihnen zur Verfügung gestellt wurden, von den Administratoren der Website (dabei handelt es sich um Mitarbeiter der Kommission), sowie von weiteren Mitarbeitern der Kommission, die diese Informationen benötigen, eingesehen werden können.. Darüber hinaus werden Ihre personenbezogenen Daten und die Informationen zu Ihrer Veranstaltung an Mitglieder der Netzwerke von EU Code Week-Botschafter*innen und pädagogischen Koordinator*innen für die Ausrichtung lokaler Aktivitäten oder künftiger Veranstaltungen weitergegeben.

    ","privacy.7-access_data.items.3":"

    Um die Sichtbarkeit der Kontaktstellen zu erhöhen, erscheinen Ihre personenbezogenen Daten ohne jegliche Zugriffsbeschränkung auf der öffentlichen Website https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Weitergabe von Daten an Dritte

    ","privacy.7-access_data.items.5":"

    Die von uns erhobenen Daten werden nicht an Dritte weitergegeben, es sei denn, dass wir rechtlich hierzu verpflichtet sind.

    ","privacy.8-rights.title":"8. Welche Rechte haben Sie und wie können Sie diese ausüben?","privacy.8-rights.items.1":"

    Als „betroffene Person“ haben Sie gemäß Kapitel III (Artikel 14-25) der Verordnung (EU) 2018/1725 bestimmte Rechte, insbesondere das Recht, auf Ihre personenbezogenen Daten zuzugreifen, diese zu berichtigen oder zu löschen sowie deren Verarbeitung einzuschränken. Gegebenenfalls haben sie ebenso das Recht, gegen die Verarbeitung Widerspruch einzulegen oder das Recht auf Datenübertragbarkeit.

    ","privacy.8-rights.items.2":"

    Sie haben eingewilligt, uns Ihre personenbezogenen Daten für den vorliegenden Verarbeitungsvorgang zur Verfügung zu stellen und Sie können diese Einwilligung jederzeit widerrufen, indem Sie den Verantwortlichen diesbezüglich in Kenntnis setzen. Ein solcher Widerruf beeinträchtigt nicht die Rechtmäßigkeit der Verarbeitungsschritte, die vor diesem Widerruf ausgeführt wurden.

    ","privacy.8-rights.items.3":"

    Wenn Sie Ihre Rechte ausüben möchten, kontaktieren Sie bitte den Verantwortlichen. In Konfliktfällen können Sie sich auch an den Datenschutzbeauftragten wenden. Falls erforderlich, können Sie auch mit dem Europäischen Datenschutzbeauftragten Verbindung aufnehmen. Die Kontaktinformationen hierfür finden Sie unter Punkt 9 weiter unten.

    ","privacy.9-contact.title":"9. Kontaktinformationen","privacy.9-contact.data-controller.title":"- Der Verantwortliche","privacy.9-contact.data-controller.text":"

    Falls Sie Ihre Rechte gemäß der Verordnung (EU) 2018/1725 ausüben möchten Anmerkungen, Fragen oder Bedenken haben oder eine Beschwerde bezüglich der Erhebung und Nutzung Ihrer personenbezogenen Daten einreichen möchten, können Sie den Verantwortlichen kontaktieren:

    ","privacy.9-contact.data-controller.address":"Generaldirektion Kommunikationsnetze, Inhalte und Technologien Einheit G2
    Gebäude BU25
    B-1049 Brüssel
    ","privacy.9-contact.data-controller.email":"E-Mail: ","privacy.9-contact.data-protection-officer.title":"- Der Datenschutzbeauftragte (DSB) der Kommission","privacy.9-contact.data-protection-officer.text":'

    Sie können den Datenschutzbeauftragten (DATA-PROTECTION-OFFICER@ec.europa.eu) in Bezug auf Sachverhalte im Zusammenhang mit der Verarbeitung Ihrer personenbezogenen Daten gemäß der Verordnung (EU) 2018/1725 kontaktieren.

    ',"privacy.9-contact.european-data-protection.title":"- Der Europäische Datenschutzbeauftragte (EDSB)","privacy.9-contact.european-data-protection.text":'

    Sie haben das Recht, sich an den Europäischen Datenschutzbeauftragten zu wenden und dort eine Beschwerde einzureichen (edps@edps.europa.eu), wenn Sie der Ansicht sind, dass Ihre Rechte gemäß der Verordnung (EU) 2018/1725 infolge der Verarbeitung Ihrer personenbezogenen Daten durch den Verantwortlichen verletzt wurden.

    ',"remote-teaching.remote-teaching":"Fernunterricht","remote-teaching.intro.title":"Code Week und Fernunterricht","remote-teaching.intro.text":"Fernunterricht kann für Lehrkräfte und Lernende eine große Herausforderung sein und es gibt viele Hürden zu meistern. Aber Sie müssen die Vermittlung von Programmierkenntnissen, computergestütztem Denken und sogar Robotik nicht auf Eis legen, nur weil Ihre Schüler/innen zu Hause bleiben. Hier finden Sie Tipps und Ressourcen, die Ihnen hoffentlich helfen.","remote-teaching.intro.points.1":"Coding@Home: Coding@Home bietet Ihnen eine Sammlung aus kurzen Videos, DIY-Materialien, Puzzles, Spielen und Kodierungs-Challenges, die ganz einfach zu Hause mit der Familie oder in der Schule genutzt/durchgeführt werden können.","remote-teaching.intro.points.2.0":"Analoges Programmieren","remote-teaching.intro.points.2.1":"Hier finden Sie verschiedene Aktivitäten, die sich einfach zu Hause umsetzen lassen, um Programmieren mit Alltagsgegenständen zu lernen oder zu unterrichten.","remote-teaching.intro.points.3.0":"Lernhäppchen","remote-teaching.intro.points.3.1":"Hier finden Sie „Lernhäppchen“ oder Schulungen zu nachhaltiger Entwicklung und künstlicher Intelligenz, deren Unterrichtspläne Inhalte für den Fernunterricht enthalten.","remote-teaching.intro.points.4.0":"Datenbank mit Ressourcen","remote-teaching.intro.points.4.1":"Viele der Ressourcen aus der Datenbank können auch im Fernunterricht eingesetzt werden. Hier finden Sie Ressourcen, um Programmierkenntnisse zu vermitteln oder zu erwerben.","remote-teaching.intro.points.5.0":"Coding from Home – Webinare","remote-teaching.intro.points.5.1":"Wussten Sie, dass die Code Week mehrere Webinare dazu erstellt hat, wie man von zu Hause aus Programmierkenntnisse erwerben oder vermitteln kann? Einfach ausprobieren!","remote-teaching.tips.title":"7 Tipps für die Vermittlung von Programmierkenntnissen aus der Ferne","remote-teaching.tips.points.1.0":"Machen Sie sich mit den Konzepten, der Programmiersprache und der Software vertraut","remote-teaching.tips.points.1.1":"Schüler/innen können das Programmieren durch Ausprobieren halbautonom erlernen. Hierfür benötigen sie jedoch Hilfestellung und Unterstützung beim Auffinden von Fehlern in der Syntax. Seien Sie für Änderungen und Anpassungen offen, wenn ein digitales Tool oder eine Programmiersprache nicht zu den erwarteten Lernergebnissen führt.","remote-teaching.tips.points.2.0":"Machen Sie Ihre Schüler/innen handlungsfähig","remote-teaching.tips.points.2.1":"Helfen Sie Ihren Schüler/innen dabei, ihr Potenzial voll auszuschöpfen, indem Sie motivierende und gehaltvolle Lehrveranstaltungen anbieten. Geben Sie ihnen Raum, ihre Fähigkeiten und Kreativität zu erkunden, indem Sie sie ihre eigenen Projekte und Outputs wählen lassen. Darüber hinaus empfehlen wir Ihnen, realistisch zu sein und Ziele zu stecken, die für Ihre Schüler/innen erreichbar sind.","remote-teaching.tips.points.3.0":"Ermutigen Sie die Schüler/innen zur Gruppenarbeit","remote-teaching.tips.points.3.1":`In der Gruppe macht Programmieren mehr Spaß und gemeinsam können komplexere und kreativere Projekte umgesetzt werden. Außerdem kann das Lernen aus der Ferne einige Schüler/innen isolieren. Gruppenarbeit hilft, dies zu verhindern. Sie können beispielsweise Onlineräume einrichten, in denen Ihre Schüler/innen in Gruppen zusammenkommen. Oder Sie laden Ihre Schüler/innen ein, konstruktives Feedback zu den Projekten der anderen zu geben und zum eigenen Projekt zu bekommen. -`,"remote-teaching.tips.points.4.0":"Einsatz von Open Software und kostenlosen Onlineplattformen beim Erwerb von Programmierkenntnissen","remote-teaching.tips.points.4.1":"Es gibt viele hochwertige Ressourcen, die dabei helfen, Programmierkenntnisse zu erwerben und zu vermitteln, die hoch entwickelt, aber dennoch leicht zu handhaben sind. Ihre Schüler/innen können diese kostenfreien Tools nutzen, ohne Lizenzen zu erwerben oder Software herunterzuladen. Die meisten davon finden Sie in der Code Week-Datenbank, z. B. Scratch, App Inventor, Code.org, EarSketch, Sonic Pi usw. Genau wie die Lernhäppchen der Code Week können Sie diese Tools für jedes Fach einsetzen!","remote-teaching.tips.points.5.0":"Halten Sie es spielerisch","remote-teaching.tips.points.5.1":"Die ersten Programmierschritte sollten motivieren und Spaß machen. Auch wenn Sie die Freude diesmal nicht persönlich teilen können, gibt es Möglichkeiten, gemeinsam zu spielen und Spaß zu haben! Beispielsweise können Sie den Unterricht unterbrechen, damit die Schüler/innen in den Austausch gehen und gemeinsam CodyColor spielen können. CodyColor ist ein Lernspiel im Multiplayer-Modus, das auf spielerische Weise computergestütztes Denken vermittelt.","remote-teaching.tips.points.6.0":"Reale Interaktion im Klassenzimmer simulieren","remote-teaching.tips.points.6.1":"Dank der Technologie können wir – zumindest teilweise – die Interaktion, die im Klassenzimmer stattfinden würde, nachbilden. Sie können Ihre Schüler/innen auffordern, zu bestimmten Zeitpunkten ihre Kameras anzuschalten, virtuell ihre Hand zu heben, persönlich oder über den Chat Fragen zu stellen, auf digitale Umfragen und Ratespiele zu antworten usw. Einige kostenfreie digitale Tools, die Sie für eine Live-Stunde nutzen können sind Zoom, Microsoft Teams, GoToMeeting oder Jitsi. Kahoot, Mentimeter oder Google Forms bieten sich für Ratespiele oder andere Interaktionen an. Dies hilft Ihren Schüler/innen dabei, sich wie im Klassenzimmer und miteinander verbunden zu fühlen.","remote-teaching.tips.points.7.0":"Verfügbarkeit und Erschwinglichkeit von Ressourcen sicherstellen","remote-teaching.tips.points.7.1":"Gestalten Sie Ihren Programmierunterricht realistisch und inklusiv, indem Sie Ressourcen einsetzen, die in jedem Haushalt leicht zu finden sind. Stellen Sie sicher, dass entweder alle Schüler/innen Zugriff auf diese Ressourcen haben, oder nehmen Sie Anpassungen für diejenigen vor, bei denen dies ggf. nicht der Fall ist. So sind beispielsweise analoge Programmierübungen mit kostengünstigen Materialien wie Schere, Papier oder Markern möglich. Sorgen Sie bei Online-Programmierübungen dafür, dass alle Schüler/innen zu Hause Zugang zu einem Tablet oder Computer und einer zuverlässigen Internetverbindung haben.","remote-teaching.tips.conclusion":"Wie erwerben und vermitteln Sie Programmierkenntnisse im Fernunterricht? Haben Sie Tipps für andere Lehrkräfte? Hinterlassen Sie im folgenden Forum einen Kommentar!","report.title":"#EUCodeWeek-Veranstaltung melden","report.event_title":"Titel der Veranstaltung","report.number_required":"Bitte geben Sie eine grobe Einschätzung ab, auch wenn Sie keine genauen Zahlen kennen.","report.phrase1":"Sie können dieses Formular nur einmal ausfüllen! Prüfen Sie Ihre Daten daher sorgfältig. Wenn Sie einen Fehler bemerken, ","report.phrase2":"nachdem Sie die Meldung übermittelt haben, wird automatisch ein persönliches Teilnahmezertifikat für die Code Week erstellt und steht Ihnen zum Herunterladen oder Teilen zur Verfügung. Sie können hier ein Beispielzertifikat sehen.","report.phrase3":"Pflichtfelder sind mit einem Stern * gekennzeichnet.","report.phrase4":"Sie können dieses Formular nur einmal ausfüllen! Prüfen Sie Ihre Daten daher sorgfältig. Wenn Sie einen Fehler bemerken,","report.contactus":"setzen Sie sich mit uns in Verbindung","report.participants_count.label":"Teilnehmerzählung","report.average_participant_age.label":"Durchschnittliches Alter der Teilnehmerinnen und Teilnehmer","report.percentage_of_females.label":"Frauenanteil","report.codeweek_for_all_participation_code.label":"„Code Week für alle“-Teilnehmercode","report.codeweek_for_all_participation_code.help":"Sie können hier Ihren „Code Week für alle“-Challenge-Code eingeben, wenn Sie einen haben. Wenn Sie nicht teilnehmen, ignorieren Sie dieses Feld einfach.","report.name_for_certificate.label":"Name für das Zertifikat","report.name_for_certificate.help":"In den Namen des Veranstalters ändern, dem während der Code Week ein Teilnahmezertifikat ausgestellt wird. Verwenden Sie ausschließlich ASCII-Buchstaben (Lateinisch). Buchstaben mit Akzenten, Umlauten und anderen Sonderzeichen werden nicht unterstützt.","report.submit":"Veranstaltungsbericht übermitteln","report.thanks_page.title":"Vielen Dank für den Bericht über Ihre Veranstaltung!","report.thanks_page.certificate_ready":"Ihr Zertifikat ist verfügbar.","report.thanks_page.download_button":"Zum Herunterladen hier klicken.","report.thanks_page.back_events":"Zurück zur Veranstaltung","resources.search_resources":"Ressourcen durchsuchen","resources.types":"Arten","resources.levels":"Level","resources.programming_languages":"Programmiersprachen","resources.categories":"Kategorien","resources.Languages":"Sprachen","resources.Subjects":"Themen","resources.share":"Teilen","resources.communication_toolkit":"Toolkit Kommunikation","resources.teachers_toolkit":"Toolkit für Lehrkräfte","resources.leaflet":"Faltblatt","resources.how_to_organise_an_activity":"Wie wird eine Aktivität organisiert?","resources.resources.languages.Russian":"Russisch","resources.resources.languages.Norwegian":"Norwegisch","resources.resources.languages.Mandarin":"Mandarin","resources.resources.languages.Japanese":"Japanisch","resources.resources.languages.All targeted languages":"Alle Zielsprachen","resources.resources.levels.Beginner":"Anfänger","resources.resources.levels.Intermediate":"Mittleres Niveau","resources.resources.levels.Advanced":"Fortgeschrittene","resources.resources.levels.Pre-primary education":"Vorschulerziehung","resources.resources.levels.Primary school (5-12)":"Grundschule (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Unterstufe einer weiterführenden Schule (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Oberstufe einer weiterführenden Schule (16-18)","resources.resources.levels.Higher Education":"Höhere Bildungseinrichtung","resources.resources.levels.Other":"Sonstige","resources.resources.subjects.Art":"Kunst","resources.resources.subjects.Biology":"Biologie","resources.resources.subjects.Chemistry":"Chemie","resources.resources.subjects.Computer Science":"Informatik","resources.resources.subjects.Culture":"Kultur","resources.resources.subjects.Economics":"Wirtschaft","resources.resources.subjects.Foreign Languages":"Fremdsprachen","resources.resources.subjects.Geography":"Geographie","resources.resources.subjects.Geology":"Geologie","resources.resources.subjects.History":"Geschichte","resources.resources.subjects.Language and Literature":"Sprache und Literatur","resources.resources.subjects.Mathematics":"Mathematik","resources.resources.subjects.Natural Sciences":"Naturwissenschaften","resources.resources.subjects.Physical Education":"Sportunterricht","resources.resources.subjects.Physics":"Physik","resources.resources.subjects.Coding":"Coding","resources.resources.subjects.Special Education Needs":"Sonderpädagogik","resources.resources.subjects.Other":"Sonstige","resources.resources.types.Tutorial":"Tutorial","resources.resources.types.Website":"Website","resources.resources.types.Online Course":"Online-Kurs","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Anmeldung","resources.resources.types.Game":"Spiel","resources.resources.types.Graphic Material":"Bildmaterial","resources.resources.types.Presentation":"Präsentation","resources.resources.types.Toolkit":"Toolkit","resources.resources.types.Other":"Sonstige","resources.resources.types.Lesson Plan":"Lehrplan","resources.resources.types.Guide":"Leitfaden","resources.resources.categories.Coding":"Coding","resources.resources.categories.Programming":"Programmierung","resources.resources.categories.Computational Thinking":"Rechnergestütztes Denken","resources.resources.categories.Robotics":"Robotik","resources.resources.categories.Making":"Praktische Arbeiten","resources.resources.categories.Tinkering":"Tüfteleien","resources.resources.categories.Unplugged Activities":"Aktivitäten ohne Computer","resources.resources.categories.Other":"Sonstige","school.name":"Name der Schule","school.location":"Standort der Schule","school.description":"Beschreibung der Schule","school.school":"Schule","school.add":"Hinzufügen","school.list":"Liste","school.required.name":"Name der Schule erforderlich","school.required.location":"Standort der Schule erforderlich","schools.1.title1":"Warum sollten Sie Programmieren in Ihr Klassenzimmer bringen?","schools.1.title2":"Welche Vorteile bringt das Programmieren Ihren Schülerinnen und Schülern? Was haben Sie als Lehrkraft davon?","schools.1.content.0":"Wir glauben, dass die grundlegenden Kompetenzen einer jeden Person im digitalen Zeitalter ein gewisses Verständnis für das Programmieren sowie die Entwicklung wesentlicher Kompetenzen im Zusammenhang mit dem rechnergestützten Denken wie Problemlösungsfähigkeit, Zusammenarbeit und analytische Fähigkeiten umfassen sollte.","schools.1.content.1":"Das Erlernen des Programmierens kann Ihre Schüler*innen dazu befähigen, an der Spitze einer digital kompetenten Gesellschaft zu stehen, ein besseres Verständnis für die Welt um sie herum zu entwickeln und bessere Chancen auf Erfolge in ihrem persönlichen und beruflichen Leben zu erhalten.","schools.1.content.2":"Die Code Week bietet allen Schüler*innen die Möglichkeit, ihre ersten Schritte als digitale Entwickler zu gehen, indem sie Schulen und Lehrkräften kostenlose professionelle Entwicklungsmöglichkeiten, Lehrmaterialien, internationale Herausforderungen und Chancen für den Austausch bieten.","schools.1.button.label":"Möchten Sie direkt beginnen? Hier registrieren!","schools.2.title1":"Bereit, sich zu beteiligen?","schools.2.title2":"Organisieren Sie eine Lehrstunde, eine Schulung oder eine Veranstaltung und markieren Sie sie auf der Karte.","schools.2.content.0":"Egal, ob Sie sich bereits mit dem Programmieren auskennen oder nicht, können Sie ganz einfach eine Lehrstunde in Ihrem Klassenzimmer, einen Tag der offenen Tür oder eine Veranstaltung an Ihrer Schule ausrichten. Überlegen Sie sich nur ein Datum und registrieren Sie Ihre Aktivität auf der nachstehenden Karte. Wenn Sie glauben, dass Sie Unterstützung bei der Vorbereitung einer Lehrstunde zum Programmieren benötigen, wechseln Sie zum nächsten Abschnitt.","schools.2.content.1":"Werfen Sie einen Blick auf einige Beispiele für Aktivitäten, die ausgerichtet werden, indem Sie die Karte unten ansehen und fügen Sie Ihre eigene hinzu, um sich tausenden Lehrerkolleg*innen in ganz Europa und darüber hinaus anzuschließen: ","schools.2.button.label":"Bereit, es zu versuchen? Fügen Sie eine Aktivität hinzu!","schools.3.title1":"Neuling im Programmieren? Keine Sorge","schools.3.title2":"Unsere Tools helfen Ihnen, sich ins Programmieren einzufinden, bevor Sie es Ihren Schülerinnen und Schülern beibringen","schools.3.content.0":"Wenn Sie Interesse haben, das Programmieren in Ihrem Klassenzimmer zu unterrichten, aber nicht wissen, wie Sie anfangen sollen, machen Sie sich keine Sorgen! Ein internationales Team aus Lehrkräften und Fachleuten hat eine Reihe kurzer Online-Trainingsmodule entwickelt, das Ihnen am Anfang hilft.","schools.3.content.1":"Es sind keine Vorkenntnisse des Programmieren nötig, um unseren Lernschritten zu folgen!","schools.3.button.label":"Zugang zu Schulungsmodulen","schools.4.title1":"Suchen Sie nach einer besonderen Herausforderung?","schools.4.title2":"Bauen Sie ein Netzwerk an Aktivitäten auf, motivieren Sie so viele Schüler*innen wie möglich und verdienen Sie sich ein Exzellenzzertifikat","schools.4.content.0":"Code Week für alle fordert Sie dazu auf, Ihre Kräfte mit anderen Lehrkräften oder Schulen zu bündeln und sich an einer internationalen Gemeinschaft Gleichgesinnter zu beteiligten, um Ihren Schüler*innen die Möglichkeit zu geben, ihre ersten Schritte im Programmieren zu gehen. Errichten Sie eine Allianz, die mehr als 500 Schülerinnen und Schüler motiviert, und Sie erhalten ein Exzellenzzertifikat.","schools.4.button.label":"Mehr über die Herausforderung Code Week für alle erfahren","schools.title":"Schulen: Bringen Sie Ihre Schülerinnen und Schüler zur Code Week","scoreboard.title":"In welchen Ländern wird am meisten programmiert?","scoreboard.paragraph":"Der Anzeiger ist nach der Anzahl der gelisteten Programmierveranstaltungen im Hinblick auf die Einwohnerzahl sortiert, seien Sie daher nicht überrascht, wenn Sie einige kleinere Länder oben in der Liste finden!","scoreboard.parcipating_with":"nimmt teil mit","scoreboard.events":"Veranstaltungen","search.audience_title":"Zielgruppe","search.theme_title":"Thema","search.placeholder":"Suche nach Titel oder Tag der Veranstaltung","search.submit":"Suche","search.label_country":"Land wählen","search.last_year_events.label":"Veranstaltungen der letzten Jahre einschließen","search.last_year_events.yes":"Ja","search.last_year_events.no":"Nein","search.search_counter":"Suchkriterien anpassen","search.event":"Veranstaltung","search.events":"Veranstaltungen","search.year":"Jahr","search.audiences":"Zielgruppen","search.themes":"Themenbereiche","search.countries":"Länder","search.search_placeholder":"Suche nach Titel oder Beschreibung","snippets.featured-activities":"Hier finden sich Veranstaltungen, bei denen Onlineteilnehmende willkommen sind. Du kannst nach Sprache und Monat filtern. Wenn du auf „Ansehen“ klickst, siehst du alle Infos zur Aktivität und die Kontaktdaten der Organisatoren. Viel Spaß!","snippets.learn":"Programmieren ist eine Schlüsselkompetenz, die in allen Bereichen immer mehr nachgefragt wird. Und die EU Code Week möchte dich beim Lernen unterstützen! Stöbere durch unsere Datenbank und finde die perfekte Ressource, um deine Programmierreise zu starten oder fortzusetzen. Alle Ressourcen sind kostenlos. Denk daran, dass du deine Suche nach Art der Ressource, Level, Programmiersprache, Kategorie und Sprache filtern kannst.","snippets.teach":"Programmieren ist eine Schlüsselkompetenz, die Ihren Schüler/innen und Kindern neue Möglichkeiten eröffnet. Sie wollen zu Hause, in der Schule oder im Programmierklub Programmieren unterrichten? Stöbern Sie durch unsere Datenbank, um geeignete Ressourcen zu finden, mit denen Sie das Programmieren in Ihre Unterrichtspraxis einbinden können. Alle Ressourcen sind kostenlos. Denken Sie daran, dass Sie Ihre Suche nach Art der Ressource, Level, Programmiersprache, Thema, Kategorie und Sprache filtern können.","snippets.toolkits.0":"In diesem Abschnitt finden Sie Ressourcen, die Ihnen dabei helfen, Ihre EU Code Week zu organisieren und in Ihrer Community bekannt zu machen.","snippets.toolkits.1":"Toolkit Kommunikation","snippets.toolkits.2":"Hier finden Sie offizielle Logos, ein Badge, Flyer, Poster, PowerPoint- und Word-Vorlagen, Beispiele für Posts in den sozialen Medien sowie Illustrationen zur Code Week.","snippets.toolkits.3":"Toolkit für Lehrkräfte","snippets.toolkits.4":"Hier finden Sie offizielle Logos, ein Badge, eine Vorlage für eine Teilnahmebescheinigung für Ihre Schüler/innen, eine einführende Präsentation zur EU Code Week und Ressourcen für die sozialen Medien.","snippets.toolkits.5":"Offizielles Faltblatt der EU Code Week","snippets.about.goal":"Das Ziel besteht darin, mehr jungen Menschen die Grundlagen des Programmierens und des computerorientierten Denkens beizubringen.","snippets.guide.tutorials.1":"Seht euch unsere","snippets.guide.tutorials.2":"Tutorials und Schulungen","snippets.guide.tutorials.3":"in 29 Sprachen an, um Inspiration für Aktivitäten zu erhalten, bei denen junge Menschen Programmieren und computerorientiertes Denken lernen.","snippets.dance.menu":"Dance Challenge","snippets.dance.subtitle":"Wer behauptet, dass Programmierer nicht tanzen können? Wir beweisen bei der #EUCodeWeekDance Challenge das Gegenteil.","snippets.dance.content":"Von Schulen über Lehrer und Bibliotheken bis hin zu Programmierklubs, Unternehmen und Behörden sind alle eingeladen, die EU Code Week zu feiern, eine #EUCodeWeekDance-Aktivität zu organisieren und sie auf der Code-Week-Karte einzutragen.","snippets.treasure-hunt.menu":"Schatzsuche","snippets.treasure-hunt.subtitle":"Ein Spiel auf Telegram","snippets.videos.1":"Videos der Botschafter der EU Code Week zu unseren Werten ansehen","snippets.videos.2":"Katja Osljak – Botschafterin für Slowenien – dazu, warum die Code Week unabhängig ist","snippets.videos.3":"Laurent Touché – Botschafter für Frankreich – dazu, warum die Code Week für alle da ist","snippets.videos.4":"Fatma Bouaziz – Botschafterin für Tunesien – dazu, warum die Code Week glokal ist","snippets.videos.5":"Linda Sinka – Botschafterin für Lettland – dazu, warum es bei der Code Week um Zusammenarbeit geht","snippets.videos.6":"Alessandro Bogliolo – Botschafter für Italien – dazu, warum die Code Week nicht gewinnorientiert ist","snippets.videos.7":"Marjana Prifti – Botschafterin für Albanien – dazu, warum die Code Week Innovation und Kreativität fördert","snippets.videos.8":"Cristiana Lucaci – Botschafterin für Rumänien – dazu, warum die Code Week ihrer Gemeinschaft dankbar ist","training.learning_bits":"Code Week-Lernhäppchen","training.title":"Kostenlose Trainingsmaterialien und Onlinekurse","training.text":`

    Hier finden Sie kostenloses Trainingsmaterial und -Ressourcen, die Ihnen beim Einstieg und bei der Planung Ihrer nächsten innovativen Unterrichtsstunde behilflich sind.

    -

    1. Lernhäppchen

    -

    Es ist keine vorherige Kodierungs- oder Programmiererfahrung erforderlich und das Abschließen eines Moduls dauert lediglich ca. 15 Minuten. Die Module stellen Ihnen wichtige Konzepte in Verbindung mit Aktivitäten in den Bereichen Programmieren und rechnergestütztes Denken vor. Darüber hinaus erhalten Sie über die Module praktische Tipps und Empfehlungen zur Integration der Konzepte in das Klassenzimmer.

    `,"training.text_2":`

    Da Sie mittlerweile eines oder mehrere der Code Week-Lernhäppchen abgeschlossen haben, hoffen wir, dass Sie sich jetzt sicher genug fühlen, um digitale Kreativität in Ihr Klassenzimmer zu bringen und Ihre Aktivität an die Code Week-Karte zu heften!

    - -

    Sie können ganz einfach eine Lehrstunde in Ihrem Klassenzimmer, einen Tag der offenen Tür oder eine Veranstaltung an Ihrer Schule ausrichten. Überlegen Sie sich nur ein Datum und registrieren Sie Ihre Aktivität auf der Code Week-Karte. Alle Organisatoren von Aktivitäten erhalten für ihre Beteiligung ein Teilnahmezertifikat.

    - -

    Treten Sie der EU Code Week Facebook-Gruppe für Lehrerinnen und Lehrer bei, falls Sie sich mit einer internationalen Gruppe von begeisterten Lehrerkräften vernetzen möchten! Nehmen Sie an der Code Week 4 All Challenge teil, wenn Sie noch einen Schritt weiter gehen und mit anderen Schulen in Ihrem Land oder im Ausland zusammenarbeiten möchten.

    `,"training.lessons.1.title":"Programmieren ohne digitale Technologie (ohne Computer)","training.lessons.1.author":"von Alessandro Bogliolo","training.lessons.1.text":`

    Das Programmieren ist die Sprache der Dinge, die es uns ermöglicht, Programme zu schreiben, um für die vielen Milliarden programmierbarer Objekte in unserer Umgebung neue Funktionen hinzuzufügen. Das Programmieren ist die schnellste Methode zur Verwirklichung unserer Ideen und die effektivste Methode zur Entwicklung von Fertigkeiten im rechnergestützten Denken. Doch die Technologie ist nicht zwingend auf die Entwicklung des rechnergestützten Denkens angewiesen. Unsere Fähigkeiten im rechnergestützten Denken sind von grundlegender Bedeutung, damit die Technologie funktioniert.

    - -

    In diesem Video stellt Ihnen Alessandro Bogliolo, Professor für Computersysteme in Italien und Koordinator der EU Code Week, Programmiertätigkeiten vor, die ohne irgend ein elektronisches Gerät geübt werden können. Das oberste Ziel von Aktivitäten ohne Computer ist die Senkung von Zugangshindernissen, um an jeder Schule – unabhängig von Finanzmitteln und Ausrüstung – das Programmieren einzuführen.

    - -

    Programmiertätigkeiten ohne Computer enthüllen die rechnerischen Aspekte unserer Umwelt.

    `,"training.lessons.1.activities.1":"Aktivität 1 – CodyRoby für die Grundschule","training.lessons.1.activities.2":"Aktivität 2 – CodyRoby für die Unterstufe einer weiterführenden Schule","training.lessons.1.activities.3":"Aktivität 3 – CodyRoby für eine weiterführende Schule","training.lessons.2.title":"Rechnergestütztes Denken und Problemlösung","training.lessons.2.author":"von Miles Berry","training.lessons.2.text":`

    Rechnergestütztes Denken bezeichnet eine Methode zur Betrachtung von Problemen und Systemen, für deren Lösung oder Verständnis ein Computer verwendet werden kann. Rechnergestütztes Denken ist nicht nur für die Entwicklung von Computerprogrammen essenziell, sondern kann auch disziplinenübergreifend zur Unterstützung der Problemlösung genutzt werden.

    - -

    Sie können Ihren Schülerinnen und Schülern rechnergestütztes Denken beibringen, indem Sie sie komplexe Probleme in kleinere Probleme zerlegen lassen (Dekomposition), um Muster zu erkennen (Mustererkennung), um die relevanten Details für die Problemlösung zu identifizieren (Abstraktion); oder indem Sie Regeln oder Befehle vorgeben, die zum Erreichen eines bestimmten Wunschergebnisses (Algorithmusdesign) befolgt werden sollen. Rechnergestütztes Denken kann in verschiedenen Disziplinen gelehrt werden, z. B. in der Mathematik (zur Erkennung der Regeln für die Faktorisierung von Polynomen zweiter Ordnung), in der Literatur (zur Aufschlüsselung von Gedichten für die Analyse von Metrik, Reim und Struktur), in der Linguistik (zur Erkennung von Mustern in den Endungen eines Verbs, die sich auf dessen Buchstabierung aufgrund einer Änderung der Zeitform auswirken) und in vielen anderen Bereichen.

    - -

    In diesem Video stellt Miles Berry, Studienleiter an der University of Roehampton School of Education in Guildford (Vereinigtes Königreich) das Konzept des rechnergestützten Denkens und die unterschiedlichen Möglichkeiten für Lehrkräfte zur Einbindung des Konzepts in das Klassenzimmer über einfache Spiele vor.

    `,"training.lessons.2.activities.1":"Aktivität 1 – Die Entwicklung mathematischer Schlussfolgerungen für die Grundschule","training.lessons.2.activities.2":"Aktivität 2 – Einführung in Algorithmen für die Unterstufe einer weiterführenden Schule","training.lessons.2.activities.3":"Aktivität 3 – Algorithmen für die Oberstufe einer weiterführenden Schule","training.lessons.3.title":"Visuelle Programmierung – Einführung in Scratch","training.lessons.3.author":"von Margo Tinawi","training.lessons.3.text":`

    Durch die visuelle Programmierung können Prozesse mithilfe von Illustrationen oder Grafiken beschrieben werden. Die visuelle Programmierung ist üblicherweise als Gegenstück zur textbasierten Programmierung zu betrachten. Visuelle Programmiersprachen sind besonders gut dafür geeignet, Kinder (und auch Erwachsene) in das algorithmische Denken einzuführen. Mit visuellen Programmiersprachen muss weniger gelesen und weniger Syntax implementiert werden.

    - -

    In diesem Video hilft Ihnen Margo Tinawi, Web Development Teacher bei Le Wagon und Mitbegründerin von Techies Lab asbl (Belgien) bei der Entdeckung von Scratch, eine der beliebtesten Programmiersprachen, die auf der ganzen Welt Verwendung findet. Scratch wurde im Jahr 2002 vom MIT entwickelt und seitdem ist eine große Community um die Programmiersprache entstanden, die zahlreiche Tutorials in mehreren Sprachen und Millionen von Projekten bietet, die Sie mit Ihren Schülerinnen und Schülern nachbilden können.

    - -

    Zur Verwendung von Scratch ist keine Programmiererfahrung erforderlich und Sie können die Programmiersprache für viele verschiedene Fächer verwenden. Durch die Verwendung von Scratch als digitales Storytelling-Tool können Schülerinnen und Schüler Geschichten entwerfen, ein Matheproblem veranschaulichen oder an einem Kunstwettbewerb teilnehmen, um etwas über das kulturelle Erbe zu erfahren und währenddessen Programmieren und rechnergestütztes Denken zu erlernen, und – was am wichtigsten ist – dabei auch noch Spaß zu haben.

    - -

    Scratch ist ein kostenloses Tool, sehr intuitiv und motivierend für Ihre Schüler. Schauen Sie sich das Video von Margo an, um zu erfahren, wie Sie loslegen können:

    `,"training.lessons.3.activities.1":"Aktivität 1 – Scratch Grundlagen für die Grundschule","training.lessons.3.activities.2":"Aktivität 2 – Scratch Grundlagen für die Unterstufe einer weiterführenden Schule","training.lessons.3.activities.3":"Aktivität 3 – Scratch Grundlagen für eine weiterführende Schule","training.lessons.4.title":"Lernspiele mit Scratch erstellen","training.lessons.4.author":"von Jesús Moreno León","training.lessons.4.text":`

    Kritisches Denken, Durchhaltevermögen, rechnergestütztes Denken und Kreativität sind nur ein paar der wichtigen Fähigkeiten, die Ihre Schülerinnen und Schüler brauchen, um im 21. Jahrhundert erfolgreich zu sein. Die Programmierung kann Ihnen dabei helfen, dies auf spielerische und motivierende Weise zu erreichen.

    - -

    Algorithmische Vorstellungen einer Durchflusssteuerung unter Verwendung von Befehlen und Schleifen, Datendarstellungen unter Verwendung von Variablen und Listen oder die Synchronisierung von Prozessen mögen sich wie komplizierte Konzepte anhören, doch in diesem Video erfahren Sie, dass diese leichter erlernt werden können, als Sie denken.

    - -

    In diesem Video erklärt Ihnen der spanische Informatiklehrer und Forscher Jesús Moreno León wie Sie Ihren Schülerinnen und Schülern diese und weitere Kompetenzen auf unterhaltsame Weise beibringen können. Wie geht das? Durch die Erstellung eines Frage- und Antwortspiels in Scratch, der beliebtesten Programmiersprache, die an Schulen weltweit verwendet wird. Scratch verbessert nicht nur das rechnergestützte Denken, sondern ermöglicht auch die Einführung spielerischer Elemente (Gamification) in das Klassenzimmer, damit Ihre Schüler motiviert bleiben, während sie etwas auf unterhaltsame Weise lernen.

    - -

    Schauen Sie sich das Video an, um zu erfahren, wie Sie loslegen können:

    `,"training.lessons.4.activities.1":"Aktivität 1 – Frage- und Antwortspiel mit Scratch für die Grundschule","training.lessons.4.activities.2":"Aktivität 2 – Frage- und Antwortspiel mit Scratch für die Unterstufe einer weiterführenden Schule","training.lessons.4.activities.3":"Aktivität 3 – Frage- und Antwortspiel mit Scratch für weiterführende Schulen","training.lessons.5.title":"Robotik und technische Tüfteleien in das Klassenzimmer integrieren","training.lessons.5.author":"von Tullia Urschitz","training.lessons.5.text":`

    Die Einbindung von Programmierung, technischen Tüfteleien, Robotik und Mikroelektronik als Instrumente für die Lehre und das Lernen in die Unterrichtspläne ist für die Bildung des 21. Jahrhunderts von entscheidender Bedeutung.

    - -

    Die Verwendung von technischen Tüfteleien und Robotik an Schulen hat zahlreiche Vorteile für Schülerinnen und Schüler, da dies die Entwicklung von Kompetenzen wie z. B. Problemlösung, Teamarbeit und Zusammenarbeit fördert. Dies steigert zudem die Kreativität und das Selbstvertrauen von Schülern und kann diese bei der Entwicklung von Durchhaltevermögen und Entschiedenheit unterstützen, wenn sie mit Herausforderungen konfrontiert sind. Die Robotik ist auch ein Gebiet, das Inklusivität fördert, da es ohne Weiteres einer Vielzahl von Schülern mit verschiedenen Fähigkeiten (sowohl Jungen als auch Mädchen) zugänglich ist und einen positiven Einfluss auf Schüler des autistischen Spektrums hat.

    - -

    Werfen Sie einen Blick auf dieses Video, in dem Ihnen Tullia Urschitz, italienische Scientix-Botschafterin und MINT-Lehrerin in Sant’Ambrogio Di Valpolicella, Italien, verschiedene praktische Beispiel gibt, wie Lehrkräfte technische Tüfteleien und Robotik in das Klassenzimmer integrieren können, um passive Schülerinnen und Schüler in begeisterte Macher zu verwandeln.

    `,"training.lessons.5.activities.1":"Aktivität 1 – Wie man eine mechanische Hand aus Pressspan für die Grundschule herstellt","training.lessons.5.activities.2":"Aktivität 2 – Wie man eine mechanische oder robotische Hand für die Unterstufe einer weiterführenden Schule herstellt","training.lessons.5.activities.3":"Aktivität 3 – Wie man eine mechanische oder robotische Hand für die Oberstufe einer weiterführenden Schule herstellt","training.lessons.6.title":"App Inventor und App-Entwicklung","training.lessons.6.author":"von Rosanna Kurrervon Rosanna Kurrer","training.lessons.6.text":`

    Schauen Sie sich dieses Video an, in dem Rosanna Kurrer (die Gründerin von CyberWayFinder) erklärt, was App Inventor ist, welche Vorteile die App-Entwicklung im Klassenzimmer bietet und in dem sie einige praktische Beispiele gibt, wie Lehrpersonen den App Inventor in den Unterricht integrieren können, um passive Schülerinnen und Schüler in begeisterte Spielemacher zu verwandeln.

    -

    Jeder von uns verwendet Apps, da wir so unsere Aktivitäten bequem und schnell koordinieren können. Sie werden auch immer häufiger im Bildungssektor eingesetzt, da sie einen individuell zugeschnittenen Unterricht ermöglichen und es den Nutzern erlauben, Informationen zu erfassen. Warum sollte man seine Schülerinnen und Schüler also nicht in die Lage versetzen, selbst eine App für Bildungszwecke für andere zu entwickeln?

    `,"training.lessons.6.activities.1":"Aktivität 1 - Titel, für die Grundschule","training.lessons.6.activities.2":"Aktivität 2 - Titel, für die Sekundarstufe I","training.lessons.6.activities.3":"Aktivität 3 - Titel, für die Sekundarstufe II","training.lessons.7.title":"Basteln und Bauen","training.lessons.7.author":"von Diogo da Silva","training.lessons.7.text":`

    Berufe und Arbeitsplätze befinden sich im Wandel und auch der Bildungsbereich ändert sich entsprechend. Bei der Vorbereitung der Schülerinnen und Schüler auf ihre berufliche Laufbahn im 21. Jahrhundert werden neue Fähigkeiten wie Tüfteln und Bauen aber auch das Hacking immer wichtiger, da sie die Kluft zwischen der Schule und der Welt draußen verringern. Durch die Verwandlung eines Klassenzimmers in einen Raum der Zusammenarbeit, in dem man sich auf die Problemlösung konzentriert, werden die Schüler und Schülerinnen in die Lage versetzt, sich selbst einzubringen und sich weiterzuentwickeln. Solche Aktivitäten regen die Diskussion an und sorgen dafür, dass das Klassenzimmer zu einem Kommunikationshub wird, in dem jeder Beitrag zählt.

    -

    Sehen Sie sich das Video unten an, in dem der portugiesische STEAM-Lehrer Diogo da Silva, ein Mitglied der Escola Global, Sie Schritt für Schritt durch die Entwicklung einer Unterrichtseinheit führt, in der Ihre SuS tüfteln, etwas bauen und hacken müssen, um eine Lösung zu finden.

    `,"training.lessons.7.activities.1":"Aktivität 1 - Titel, für die Grundschule","training.lessons.7.activities.2":"Aktivität 2 - Titel, für die Sekundarstufe I","training.lessons.7.activities.3":"Aktivität 3 - Titel, für die Sekundarstufe II","training.lessons.8.title":"Programmieren für alle Fächer","training.lessons.8.author":"Von M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Wenn man an Programmieren im Unterricht denkt, kommen einem zunächst Computer, Technologie, Mathematik oder Naturwissenschaften in den Sinn. Warum sollte man es sich aber nicht zunutze machen, dass Schülerinnen und Schüler ganz unterschiedliche Interessen und Fächer haben, und folglich das Programmieren im gesamten Lehrplan umsetzen?

    -

    Die Einbeziehung des Programmierens im Klassenzimmer hat viele Vorteile, da sie den Schülerinnen und Schülern hilft, ihr kritisches Denken und ihre Problemlösungsfähigkeiten zu entwickeln, aktive Nutzer zu werden und ihren eigenen Lernprozess zu steuern, was in Schulen unerlässlich ist. Das Wichtigste ist jedoch, dass Ihre Schülerinnen und Schüler Spaß am Lernen haben.

    -

    Sprachen, Musik oder MINT sind nur einige der Fächer, in denen Lehrkräfte das Programmieren für angehende Wissenschaftler, Musiker, Künstler, aber auch für alle anderen in den Unterricht einbinden können! Jede Lehrkraft kann Programmieren und rechnergestütztes Denken in den Unterricht integrieren. Die Verwendung einer CLIL-Stunde zur Erklärung eines Alltagsalgorithmus, das Herstellen eines Filz-Joysticks, um naturwissenschaftliche Kenntnisse zu vertiefen oder das Nutzen eines Bildungsroboters zur Motivationssteigerung im Mathematikunterricht sind nur einige Beispiele von Unterrichtseinheiten, die Sie in Ihrem Unterricht durchführen können.

    -

    Schauen Sie sich das Video unten an, um zu sehen, wie Lehrkräfte im Musik-, naturwissenschaftlichen oder Sprachunterricht auf einfache Weise das Programmieren und das informatische Denken in den Unterricht integrieren können, selbst wenn Sie keine einschlägige Erfahrung damit haben.

    `,"training.lessons.8.activities.1":"Aktivität 1 Robotik und Inklusion in der Grundschule in MINT-Fächern","training.lessons.8.activities.2":"Aktivität 2 Musik bedeutet Programmieren","training.lessons.8.activities.3":"Aktivität 3 Basteln und Programmieren mit Makey Makey","training.lessons.8.activities.4":"Aktivität 4 Ein Alltagsalgorithmus für eine CLIL-Stunde","training.lessons.9.title":"Basteln eines Automaten mit einem micro:bit","training.lessons.9.author":"von Pauline Maas","training.lessons.9.text":`

    - Als leicht programmierbarer, taschengroßer Computer bietet der micro:bit eine unterhaltsame und unkomplizierte Möglichkeit, um mit Schülerinnen und Schülern interessante Dinge vom Roboter bis zum Musikinstrument zu entwickeln und ihnen dabei zugleich Grundkenntnisse im Programmieren zu vermitteln. Er ist auch für die jüngsten Nachwuchsprogrammierer einfach und unkompliziert zu benutzen, zugleich aber so leistungsstark, dass er sich auch für fortgeschrittenere Schülerinnen und Schüler eignet. Sie können ihn in den verschiedensten Unterrichtsstunden verwenden – von Geschichte über Mathematik bis zu den wissenschaftlichen Fächern. Ihren Ideen sind keine Grenzen gesetzt. Mit dem micro:bit können Sie Ihren Schülerinnen und Schülern auf interessante und kostengünstige Weise mehr über das Thema Programmieren beibringen und dabei wichtige Fähigkeiten wie rechnerisches Denken, Problemlösung und Kreativität fördern. -

    -

    - In diesem Video wird Ihnen Pauline Maas, Informatiklehrerin bei Koninklijke Visio, den micro:bit vorstellen und an einigen Anwendungsbeispielen aus der Praxis zeigen, wie Lehrkräfte den micro:bit in den Unterricht integrieren und damit passive Schülerinnen und Schüler für die aktive Mitarbeit begeistern können. -

    `,"training.lessons.9.activities.1":"Morsecode mit dem micro:bit, für die Grundschule","training.lessons.9.activities.2":"Escape Room mit dem micro:bit, für die Unterstufe einer weiterführenden Schule","training.lessons.9.activities.3":"Basteln eines Automaten, für die Oberstufe einer weiterführenden Schule","training.lessons.10.title":"Kreatives Programmieren mit Python","training.lessons.10.author":"von Ivana Vezjak","training.lessons.10.text":`

    -Beim Schreiben von Codes geht man früher oder später ganz automatisch vom visuellen zum textbasierten Programmieren über. Visuelles Programmieren kann für Neulinge zwar eine tolle Sache sein, doch nach einer gewissen Zeit könnten sich Ihre Schülerinnen und Schüler vielleicht eine neue Herausforderung wünschen. Das textbasierte Programmieren wäre dann der nächste Schritt für Lernbegierige, die sich noch eingehender mit Programmierung und rechnerischem Denken befassen möchten. -

    -

    - In diesem Video stellt Ihnen Ivana Vezjak die grundlegende Syntax der Programmiersprache Python vor. Python ist eine der beliebtesten Programmiersprachen in der heutigen Welt und kommt in vielen unterschiedlichen Bereichen wie unter anderem Datenwissenschaft, künstlicher Intelligenz, maschinellem Lernen und Web-Entwicklung zum Einsatz. Obwohl Python eine leistungsfähige Programmiersprache ist, die von erfahrenen Programmiererinnen und Programmierern genutzt wird, eignet es sich dank seines schlichten Aufbaus und der klaren Syntax auch für Unerfahrene ohne Vorkenntnisse. -

    -

    -Mit Python können Ihre Schülerinnen und Schüler u. a. Ratespiele zu historischen Ereignissen erstellen, mathematische Probleme lösen und Physik-Simulationen erstellen, Spiele entwickeln, Websites erstellen, Datenanalysen für wissenschaftliche Projekte durchführen. Python verfügt über eine große und umfassende Standardbibliothek, eine große Gemeinschaft sowie zahlreiche online verfügbare Tutorials und Projekte, die zum Unterrichten, Lernen und Üben verwendet werden können. Durch das Programmieren in Python, das Analysieren von Programmen und die Behebung von Fehlern entwickeln die Schülerinnen und Schüler ihre Kreativität und lernen, wie man seine Arbeit mit Konstanz, Durchhaltevermögen und Geduld erledigt. Sie lernen analytisches Denken und erwerben Problemlösungsfähigkeiten, da sie komplexe Probleme in kleinere Teile zerlegen müssen. Diese Kompetenzen werden ihnen auch in allen anderen Bereichen ihres Lebens beim Umgang mit Problemen nützlich sein. -

    `,"training.lessons.10.activities.1":'"Mein erstes Quiz", für die Grundschule',"training.lessons.10.activities.2":'"Galgenmännchen", für die Unterstufe einer weiterführenden Schule',"training.lessons.10.activities.3":"Flaggenraten, für die Oberstufe einer weiterführenden Schule","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"• Python-Standardbibliothek","training.lessons.10.links.1.description":"Eine Sammlung bereits vorprogrammierter Codes und Module (z. B. Turtle-Modul, Mathematik-Modul usw.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Pädagogisches Videospiel zum Erlernen von Programmierungskonzepten","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/de-DE/codeclub","training.lessons.10.links.3.title":"CodeClub-Projekte","training.lessons.10.links.3.description":"Programmierprojekte für Kinder mit und ohne Vorkenntnisse.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Mit Python eigene Computerspiele erfinden","training.lessons.10.links.4.description":"Ein Buch, das Ihnen beibringt, wie man mit Python eigene Computerspiele programmieren kann.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Eine Bildungsgemeinschaft, die Schülerinnen, Schülern und Lehrkräften die Möglichkeit gibt, ihre Programmierfähigkeiten durch verschiedene Aufgaben zu üben.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Eine Sammlung verschiedener (text- und blockbasierter) Einführungskurse in Python, die interaktive Trinkets verwenden.","training.lessons.10.links.title":"Weitere relevante Quellen","training.lessons.11.title":"Programmieren für eine bessere Inklusion","training.lessons.11.author":"vom Code Week-Team","training.lessons.11.text":`

    - Programmiertätigkeiten in den eigenen Unterricht einzubauen, kann anspruchsvoll sein, insbesondere, wenn Sie Schülerinnen und Schüler mit bestimmten Behinderungen in Ihrer Klasse haben. Es ist aber wichtig, sich in Erinnerung zu rufen, dass jeder Mensch programmieren lernen kann, unabhängig von seinen Fähigkeiten. Kinder mit besonderen pädagogischen Bedürfnissen können stark von Lernaspekten des Programmierens profitieren, denn es vermittelt ihnen wichtige Lebenskompetenzen wie Problemlösefähigkeiten, Organisation und Unabhängigkeit. Durch Zusammenarbeit und Teamwork beim Programmieren können zudem zwischenmenschliche und soziale Fähigkeiten verbessert werden, die vielen Kindern mit Behinderungen schwerfallen. Was aber besonders wichtig ist: Sie haben Freude beim gemeinsamen Lernen mit ihren Altersgenossen. -

    - In diesem Video zeigt Ihnen das Code Week-Team einige praktische, einfache und unterhaltsame Programmiertätigkeiten, die speziell für Schülerinnen und Schüler mit Sehbehinderungen, Trisomie 21 und Autismus-Spektrum-Störungen angepasst wurden und die Lehrkräfte ganz einfach in ihren Unterricht einbauen können. -

    `,"training.lessons.11.activities.1":"Analoger Eierkarton","training.lessons.11.activities.2":"Eine sehr schlaue Maus","training.lessons.11.activities.3":"Ein Star stellt Sterne her","training.lessons.12.title":"Programmieren für die UN-Nachhaltigkeitsziele","training.lessons.12.author":"von Francisco Javier Masero, Cristina Nicolaita und Erviola Konomi","training.lessons.12.text.1":"Traditionelle Bildungsstrukturen bieten den Schülern nur wenige Möglichkeiten, tatsächlich bestehende Probleme wie den globalen Klimawandel, Geschlechtergleichheit, Hunger, Armut oder Gesundheit und Wohlergehen zu verstehen und diese zu lösen.","training.lessons.12.text.2":"Die Nachhaltigkeitsziele (Englisch: Sustainable Development Goals, kurz SDGs) sind das Herzstück der Agenda 2030 für nachhaltige Entwicklung, die alle Mitgliedstaaten der Vereinten Nationen (Englisch: United Nations, kurz UN) verabschiedet haben. Die Agenda ist ein Fahrplan für Frieden und Wohlstand auf der ganzen Welt und befördert die globale Entwicklung. Lehrer können die SDGs nutzen, um das kritische Denken ihrer Schüler zu unterstützen, aber auch, um ihnen dabei zu helfen, ihre Identität und ihren Lebenssinn zu finden. Grundlegende Elemente des Programmierens und des rechnergestützten Denkens mit den Nachhaltigkeitszielen zu kombinieren, wird das Selbstbewusstsein Ihrer Schüler erheblich verbessern und Sie werden ihnen dabei helfen, Kreativität, einen unternehmerischen Geist sowie problemlösende und kommunikative Fähigkeiten zu entwickeln.","training.lessons.12.text.3":"Bei den unten aufgeführten Aktivitäten werden die Schüler mit Scratch programmieren, nach ASCII kodieren und ganz ohne Computer arbeiten, und zwar zu Themen von aktueller globaler und sozialer Relevanz. Lehrer werden das Bewusstsein zu den UN-Nachhaltigkeitszielen schärfen und ihren Schülern dabei helfen, Empathie, aktive Bürgerschaft sowie prosoziale Fähigkeiten zu entwickeln – auf eine lustige und einnehmende Art und Weise.","training.lessons.12.text.4":"Die Unterrichtspläne konzentrieren sich auf je eins der SDGs:","training.lessons.12.text.5":"SDG 3: Ein gesundes Leben für alle Menschen jeden Alters gewährleisten und ihr Wohlergehen fördern","training.lessons.12.text.6":"SDG 5: Geschlechtergleichstellung erreichen und alle Frauen und Mädchen zur Selbstbestimmung befähigen","training.lessons.12.text.7":"SDG 13: Umgehend Maßnahmen zur Bekämpfung des Klimawandels und seiner Auswirkungen ergreifen","training.lessons.12.activities.1":"Karateka-Projekt: Karate durch Programmieren kennenlernen – für die Grundschule, Sekundarstufe I und Sekundarstufe II","training.lessons.12.activities.2":"UN-Nachhaltigkeitsziele und Programmieren für den Klimawandel – für die Grundschule","training.lessons.12.activities.3":"Programmieren für Geschlechtergleichheit – für die Sekundarstufe II","training.lessons.13.title":"Künstliche Intelligenz im Klassenzimmer: eine Einführung","training.lessons.13.author":"von Artur Coelho und Marjana Prifti Skenduli","training.lessons.13.text.1":"In unserem Alltag hat die Künstliche Intelligenz (KI) schon in viele Bereiche Einzug gehalten: Sie korrigiert automatisch die Nachrichten, die Sie auf Ihrem Smartphone verfassen, wählt die Musik aus, die Sie in Ihrer Lieblings-Musik-App hören und erinnert sich an Ihre Passwörter, wenn Sie diese vergessen haben. KI ist eine Kombination aus Maschinellem Lernen, Robotik und Algorithmen und wird in sämtlichen Bereichen angewendet: von der Informatik bis hin zur Fertigung, von der Medizin bis hin zur Mode. Somit ist KI schon jetzt nicht mehr aus unserem Leben und unseren Gesellschaften wegzudenken. Außerdem spielt sie eine entscheidende Rolle in der wissenschaftlichen Entwicklung. Wie bei jedem anderen wichtigen Phänomen unserer Zeit profitieren die Schüler davon, mehr darüber zu erfahren. Doch wie kann man ein so komplexes Thema wie KI vermitteln?","training.lessons.13.text.2":"Dieses Lernhäppchen hilft Ihnen dabei, Ihren Schülern zu erklären, was KI ist und welche Rolle sie in ihrem Leben spielt. Die Aktivitäten wurden für Laien entworfen, damit diese die Inhalte leicht verstehen sowie die komplexen Begriffe wirkungsvoll zu verständlichen Ideen herunterbrechen können. Mit diesen Unterrichtsplänen können Sie Ihren Schülern dabei helfen, die Anwendungsmöglichkeiten von KI sowie einige der zugrunde liegenden Mechanismen zu begreifen. Dabei sind die Aktivitäten so gestaltet, dass das analytische und kritische Denken weiterentwickelt wird; beispielsweise entwerfen die Schüler in der von Marjana Prifti Skenduli entwickelten Aktivität eine Klassifikationspipeline. Darüber hinaus helfen die Aktivitäten den Schülern dabei, die unterschiedlichen Anwendungsmöglichkeiten von KI zu verstehen; bei der Aktivität von Artur Coelho lernen sie die Verbindung zwischen KI und Kunst kennen und wie KI für die Verbesserung des visuelle Ausdrucks genutzt werden kann. Die Schüler werden in diesen Aktivitäten aber auch über die Gefahren der KI sowie deren potenziellen Auswirkungen reflektieren.","training.lessons.13.activities.1":"Menschliche und KI-Künstler, für die Grundschule","training.lessons.13.activities.2":"Maschinen das Klassifizieren beibringen: Einführung in das Überwachte Maschinelle Lernen, für die Sekundarstufe I ","training.lessons.13.activities.3":"Maschinen das Klassifizieren beibringen: Einführung in das Überwachte Maschinelle Lernen, für die Sekundarstufe II ","training.lessons.14.title":"Lernen im Zeitalter der intelligenten Maschinen","training.lessons.14.author":"von Adil Tugyan, Georgia Lascaris und Marco Neves","training.lessons.14.text.1":"Die Fortschritte der KI in den letzten Jahren waren dank der rasanten Entwicklung bei der Rechenleistung und der Verfügbarkeit großer Datenmengen beeindruckend. Dies hat zu erheblichen Investitionen in die KI-Forschung und einer rasanten Expansion der KI-Industrie geführt und KI zu einer bedeutenden technologischen Revolution unserer Zeit gemacht. KI umgibt uns überall. Sie ist Teil unserer täglichen Lebensabläufe geworden, und zwar in einem Maße, dass wir sie manchmal gar nicht als KI wahrnehmen: Wir nutzen Online-Empfehlungen, Gesichtserkennung, Sicherheitssysteme und Sprachassistenten fast jeden Tag. Doch wie steht es um die Bildung? ","training.lessons.14.text.2":"KI hat ein enormes Potenzial, neue Wege des Lehrens und Lernens zu erschließen und das Lernen der Schüler zu verbessern. Dieses Learning Bit unterstützt Sie bei der Integration authentischer KI-Übungen in Ihrem Unterricht und trägt dazu bei, dass Sie Ihre Schüler auf das Leben und die Karriere in einer von KI geprägten Welt vorbereiten. Diese Übungen wurden so konzipiert, dass die Schüler ihre Neugier, Problemlösungs- und Kreativitätsfähigkeiten entwickeln können: In Adils Übung lernen die Schüler beispielsweise etwas über Algorithmen und neuronale Netzwerke und werden dazu angeregt, ihr eigenes neuronales Netzwerk zu erstellen, um ein KI-Gehirn zu visualisieren. Georgia wird Ihre Schüler Schritt für Schritt zur Entwicklung eines Chatbots anleiten. Die Schüler entwickeln ihren eigenen Chatbot, bereiten Datensätze mit Fragen und Antworten vor und trainieren ihn so, dass er Fragen zu Covid-19 beantworten kann. In Marcos Übung werden die Schüler die Vorteile und Herausforderungen intelligenter Maschinen im Alltag und bei der Arbeit erkunden. Was sind die Risiken von KI, die wir berücksichtigen müssen? Welche Auswirkungen wird KI auf die Zukunft der Arbeit haben? Welche Jobs werden ihnen angeboten, wenn sie in Zukunft ins Berufsleben einsteigen?","training.lessons.14.activities.1":"KI und ihre neuronalen Netze, für die Grundschule","training.lessons.14.activities.2":"Mein Covid-19-Chatbot, für die Sekundarstufe I","training.lessons.14.activities.3":'Leben im Zeitalter von "intelligenten Maschinen”: Herausforderungen und Chancen, für die Sekundarstufe II',"training.lessons.14.activities.title":"In den folgenden Unterrichtseinheiten lernen die Schüler auf unterhaltsame und spannende Weise mehr über intelligente Maschinen.","training.lessons.15.title":" Bergbau-Medienkompetenz ","training.lessons.15.author":" von Marijana Smolčec, Tea Horvatić und Sanja Božinović ","training.lessons.15.text.0":"Für die Schüler von heute war die Vermittlung von Medienkompetenz noch nie so wichtig wie heute. Um sich in unserer medienreichen Umgebung zurechtzufinden, müssen Schüler aller Altersgruppen grundlegende Fähigkeiten, Kenntnisse und Einstellungen erwerben. Sie werden in der Lage sein, seriöse Webmaterialien zu nutzen und falsche Informationsquellen zu erkennen, wenn sie über Medienkompetenz verfügen. Sie werden in der Lage sein, Fakten zu überprüfen und Material, das sie online finden, kritisch zu bewerten. Sie werden sich des richtigen Umgangs mit kreativen Arbeiten bewusst und setzen das Gelernte in die Praxis um, indem sie ihr eigenes kreatives Material erstellen.","training.lessons.15.text.1":"Dieses Lernbit zeigt Ihnen, wie Sie eine Vielzahl von Ideen und Taktiken einsetzen können, um Ihren Schülern zu mehr Medienkompetenz zu verhelfen. In Marijanas Aktivität lernen die Schüler, wie sie Webinhalte sicher und ethisch korrekt nutzen können. Sie erfahren etwas über verschiedene Arten von Lizenzen und erstellen eine kleine App, um zu zeigen, wie man kreative Arbeit angemessen teilt. In der Aktivität von Tea lernen die Schüler etwas über Clickbaits. Anhand von unterhaltsamen Aufgaben lernen die Schüler Taktiken zur Identifizierung und Aufdeckung von Clickbaits und wie man sie vermeiden kann. Sanja befähigt die Schüler, Webmaterial zu untersuchen, kritisch zu bewerten und zu beurteilen, einschließlich seiner Relevanz, Genauigkeit, Quelle und seines Zwecks. Sie lernen, wie man vertrauenswürdige Webquellen entdeckt und wie man gefälschte Informationen erkennt.","training.lessons.15.text.2":"In den folgenden Unterrichtsideen finden Sie kreative und interessante Übungen, die den Schülern helfen, ihre Medienkompetenz zu verbessern:","training.lessons.15.activities.1":"Wenn es im Internet ist, ist es dann kostenlos?","training.lessons.15.activities.2":"Anklicken oder nicht klicken","training.lessons.15.activities.3":"Faktenüberprüfung","training.lessons.16.title":"GESCHICHTENERZÄHLEN MIT HEDY","training.lessons.16.author":"von Felienne Hermans","training.lessons.16.text.0":'Ihre Schülerinnen und Schüler beherrschen bereits eine visuelle Programmiersprache, fühlen sich aber noch nicht bereit dazu, tiefer in eine textbasierte Programmiersprache einzusteigen? Dann ist dieses Lernhäppchen genau das Richtige für Sie und Ihre Schüler*innen, denn es wird allen dabei helfen, die Lücke zwischen einer visuellen und einer textbasierten Programmiersprache zu schließen. Das Lernhäppchen Geschichtenerzählen mit Hedy besteht aus drei Unterrichtsplänen auf der Basis von Hedy, einer "mitwachsenden" Programmiersprache, mit der Kinder das Programmieren lernen können.',"training.lessons.16.text.1":"Hedy richtet sich an Kinder, die mit textuellen Programmiersprachen loslegen möchten, denen jedoch der Einstieg in die Programmiersprache Python vielleicht noch zu kompliziert ist. Bei mitwachsenden Sprachen gibt es verschiedene Sprachlevel, wobei in jedem Level neue Konzepte und syntaktische Komplexität hinzukommen. Haben die Schüler*innen alle Hedy-Level durchlaufen, beherrschen sie eine Teilmenge von syntaktisch gültigem Python.","training.lessons.16.text.2":"In diesem Lernhäppchen finden Sie anregende und begeisternde Aktivitäten, durch die Ihre Schüler*innen lernen, textbasierte Programmiersprachen effizient anzuwenden. Über das Erstellen ihrer eigenen interaktiven Geschichten lernen sie stufenweise das Programmieren, ohne sich alles auf einmal aneignen zu müssen. Im Unterrichtsplan für die Grundschule werden die Schüler*innen an die Grundbegriffe des Programmierens herangeführt. Im Unterrichtsplan für die Unterstufe einer weiterführenden Schule werden weitere Programmierkonzepte eingeführt, während im Unterrichtsplan für die Oberstufe einer weiterführenden Schule das Programmieren komplexerer Geschichten und Aktivitäten enthalten ist.","training.lessons.16.text.3":"Schauen Sie sich die interaktive Geschichte unten an. Dort sehen Sie, wie die Lesenden in die Geschichte einsteigen können und wie sie ihre aktive Beteiligung fördert.","training.lessons.16.activities.1":"Mit Hedy eine eigene interaktive Geschichte gestalten – für Grundschulkinder","training.lessons.16.activities.2":"Mit Hedy eine eigene interaktive Geschichte gestalten – für Schüler*innen der Unterstufe einer weiterführenden Schule","training.lessons.16.activities.3":"Mit Hedy eine eigene interaktive Geschichte gestalten – für Schüler*innen der Oberstufe einer weiterführenden Schule","training.lessons.17.title":"Programmieren trifft Gefühle","training.lessons.17.author":"von Alenka Miljević","training.lessons.17.text.0":"Soziales und emotionales Wohl umfasst die Fähigkeit, widerstandsfähig zu sein, mit den eigenen Emotionen umzugehen und auf die Emotionen anderer einzugehen, ernsthafte Beziehungen mit anderen aufzubauen, Emotionen zu schaffen, die gute Gefühle hervorrufen, und ein eigenes emotionales Unterstützungsnetzwerk aufzubauen. Die sozialen und emotionalen Kompetenzen, die junge Menschen in der Schule lernen, helfen ihnen beim Aufbau ihrer Resilienz und formen ihren lebenslangen Umgang mit ihrer körperlichen und psychischen Gesundheit. (Europarat)","training.lessons.17.text.1":"Mit dem Lernhäppchen Programmieren trifft Gefühle können Sie das soziale und emotionale Wohl ihrer Schüler*innen fördern, indem sie positive und negative Gefühle und Emotionen erkennen, erklären, verstehen und auf sie reagieren und so Empathie und Resilienz aufbauen. In diesem Lernhäppchen finden Sie anregende und begeisternde Aktivitäten, durch die Ihre Schüler*innen Kompetenzen entwickeln, um durch Programmieren mit verschiedenen Emotionen umzugehen. Ihre Schüler*innen werden mit Hilfe des Roboters Bee-Bot lernen, ihre Gefühle auszudrücken und auf die Gefühle ihrer Mitschüler*innen zu reagieren.","training.lessons.17.text.2":"Zu dem Lernhäppchen Programmieren trifft Gefühle gehören drei Lehrpläne mit dem Bildungsroboter Bee-Bot. Mit diesen können Sie Aktivitäten erarbeiten, um Ihre Schüler*innen anzuregen, über Gefühle zu sprechen und Empathie aufzubauen. Im Rahmen des Lehrplans für die Grundschule programmieren die Schüler*innen einen Bee-Bot, um über Gefühle wie Trauer, Freude, Angst und Wut zu sprechen und Gründe zu erkunden, warum sie und ihre Mitschüler*innen diese Gefühle verspüren. Im Rahmen des Lehrplans für die Mittelstufe können die Schüler*innen einen Bee-Bot programmieren, ihre eigenen Gefühle und die ihrer Mitschüler*innen erkennen, deren Ursache verstehen und lernen, mit ihnen umzugehen. Im Rahmen des Lehrplans für die Oberstufe können die Schüler*innen den Bee-Bot steuern und Geschichten über Gefühle, Resilienz und Empathie erschaffen.","training.lessons.17.text.3":"Wenn Ihnen kein Bildungsroboter zur Verfügung steht, liefert dieses Lernhäppchen Ideen für Aktivitäten ohne Computer, mit denen soziale und emotionale Kompetenzen gefördert werden können. Diese interaktive Geschichte bietet einen kleinen Überblick über die Aktivitäten für Ihren Unterricht:","training.lessons.17.activities.1":"Programmieren – Fühlen – Lernen für die Grundschule","training.lessons.17.activities.2":"Mein Herz ist nicht aus Stein für die Mittelstufe","training.lessons.17.activities.3":"Programmier mich in Stimmung für die Oberstufe","training.lessons.18.title":"SOS Wasser","training.lessons.18.author":"von Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS Wasser ist eine Antwort auf die Notwendigkeit, das Problem der Wasserverschmutzung anzugehen. Trotz der Anstrengungen der letzten Jahre haben immer noch 2 Milliarden Menschen auf der Welt keinen Zugang zu sauberem Trinkwasser. Das bedeutet, dass Ziel 6 der Agenda 2030 für nachhaltige Entwicklung, in dem festgehalten steht, dass alle Menschen einen Zugang zu einwandfreiem und bezahlbarem Trinkwasser und Sanitäreinrichtungen haben sollten, noch lange nicht erreicht ist. Dasselbe gilt für Ziel 14 zu Leben unter Wasser, das darauf abzielt, die Ozeane, Meere und Meeresressourcen im Sinne nachhaltiger Entwicklung zu erhalten und nachhaltig zu nutzen.","training.lessons.18.text.1":"Schwerpunkt dieses Lernhäppchens ist das relevante und aktuelle Thema der Wasserqualitätsmessung und der neuen Schadstoffe, die die Wasserqualität verschlechtern. Die Schülerinnen und Schüler erhalten die Möglichkeit, reale Probleme im Zusammenhang mit Wasser und Umwelt zu untersuchen und nach Lösungen zu suchen, wodurch sie Fähigkeiten wie Recherche, kritisches Denken und Problemlösung entwickeln können.","training.lessons.18.text.2":"Die Unterrichtspläne umfassen praktische und kreative Aktivitäten, wie z. B. Programmieren in Scratch, Einführung in maschinelles Lernen und künstliche Intelligenz mit Learning Machine Learning und den Bau von ferngesteuerten Fahrzeugen mit Lego-Sets für Wasserproben und pH-Analysen im Wasser. Durch diese Aktivitäten können Schülerinnen und Schüler ihre Fähigkeiten und ihr Wissen in einer interaktiven und spielerischen Umgebung in die Praxis umsetzen, wodurch sich ihre Motivation und ihr Interesse an dem Projekt steigern wird.","training.lessons.18.text.3":"Für die Umsetzung dieses Lernhäppchens wird vorgeschlagen, die drei Aktivitäten im Unterricht zu entwickeln, um das gesamte Projekt abzuschließen und einen sinnvolleren und motivierenderen Lernprozess zu erreichen. Dennoch kann jede Aktivität auch für sich genommen durchgeführt werden.","training.lessons.18.activities.1":"SOS Wasser mit Scratch","training.lessons.18.activities.2":"SOS Wasser mit maschinellem Lernen","training.lessons.18.activities.3":"SOS Wasser mit Robotik","training.download_video_script":"Das Video-Script herunterladen","training.ready_to_share":"Möchten Sie Ihre Erfahrungen mit Ihren Schülerinnen und Schülern teilen?","training.choose_lessons":"Wählen Sie einen der Unterrichtspläne unten aus und organisieren Sie mit Ihren Schülerinnen und Schülern eine Aktivität.","training.footer.title":"Vergessen Sie nicht, Ihre Aktivität auf der Code Week-Karte zu markieren!","training.footer.text":`

    Sie können ganz einfach eine Lehrstunde in Ihrem Klassenzimmer, einen Tag der offenen Tür oder eine Veranstaltung an Ihrer Schule ausrichten. Überlegen Sie sich nur ein Datum und registrieren Sie Ihre Aktivität in der Code Week-Karte. Alle Organisatoren von Aktivitäten erhalten für ihre Beteiligung ein Teilnahmezertifikat.

    - -

    Treten Sie der EU Code Week-Facebook-Gruppe für Lehrerinnen und Lehrer bei, falls Sie sich mit einer internationalen Gruppe von begeisterten Lehrkräften vernetzen möchten! Nehmen Sie an der Code Week 4 All Challenge teil, wenn Sie noch einen Schritt weiter gehen und mit anderen Schulen in Ihrem Land oder im Ausland zusammenarbeiten möchten.

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ungültig.","validation.custom.attribute-name.rule-name":"custom-message","values.1.title":"Die EU Code Week ist unabhängig","values.1.content":"Die EU Code Week ist eine von Freiwilligen geführte Gemeinschaft. Wir handeln nicht aus wirtschaftlichem Interesse heraus. Wir respektieren und wertschätzen die Ideen, den Glauben und die Kultur anderer Menschen. Wir nehmen an der EU Code Week teil, weil wir an die Wichtigkeit unseres Handelns glauben. Darin liegt unsere Kraft. Wir arbeiten daran, rechnerisches Denken, Kodieren, Programmieren, Informatik, Robotik, Tüftelei an Hardware und digitale Kenntnisse für jedermann zugänglich zu machen.","values.2.title":"Die EU Code Week ist für jeden zugänglich","values.2.content":"Jeder kann Aktivitäten im Rahmen der EU Code Week organisieren. Unserer Meinung nach ist es darüber hinaus wesentlich, dass Veranstaltungen der EU Code Week für alle Menschen organisiert werden, unabhängig von Alter, Hautfarbe, Geschlecht, kulturellem Hintergrund oder intellektuellen Fähigkeiten. Aktivitäten können als Einstieg in das Themengebiet fungieren und Interesse sowie Neugier entfachen, oder sie helfen dabei, bereits bestehende Kenntnisse weiterzuentwickeln. Gleichberechtigung, Respekt, Freiheit und Inklusivität sind unsere Prinzipien. Wir möchten, dass alle Teilnehmer Spaß daran haben, Technologie zu erleben und zu entwickeln.","values.3.title":"Die EU Code Week ist glokal","values.3.content.1":"Die EU Code Week möchte jeden erreichen, ganz gleich ob Sie in einer großen Stadt, einer Regionalhauptstadt oder einem abgelegenen Dorf leben. Wir achten besonders drauf, lokale Organisatoren mit","values.3.content.2":"Materialien","values.3.content.3":"in ihrer jeweiligen Sprache und für ihre jeweiligen Bedürfnisse zu unterstützen. Die","values.3.content.4":"EU-Code-Week-Karte","values.3.content.5":"ist hierbei ein entscheidendes Instrument; in sie werden sämtliche Aktivitäten mit dem Veranstaltungsort verzeichnet. Gleichzeitig ist die EU Code Week global und heißt Menschen aus der ganzen Welt in der Gemeinschaft willkommen. Wir sind „glokal“.","values.4.title":"Die EU Code Week ist kooperativ","values.4.content.1":"Mitglieder der EU-Code-Week-Gemeinschaft interagieren, tauschen Informationen aus, lernen voneinander und bauen gemeinsam Wissen auf. Wir sind miteinander verbunden und unterstützen uns gegenseitig. Wir teilen Ressourcen, Ideen und bewährte Methoden. Wir fördern Partnerschaften und den Wissensaustausch. ","values.4.content.2":"Die EU Code Week 4 All Challenge","values.4.content.3":"zielt darauf ab, Brücken Grenzen hinweg und zwischen den verschiedenen Gemeinschaften zu schlagen. Sie hilft dabei, positive Energie zu verbreiten und verbindet Menschen miteinander, sodass diese voneinander lernen können.","values.5.title":"Die EU Code Week ist gemeinnützig","values.5.content.1":"Alle Aktivitäten der EU Code Week sind gemeinnützig. Sämtliche ","values.5.content.2":"Ressourcen","values.5.content.3":"auf der Website der EU Code Week sind kostenlos verfügbar. Darüber hinaus sind alle Training- und Onlinekurse der EU Code Week kostenlos.","values.6.title":"Die EU Code Week fördert Kreativität und Innovation","values.6.content":"Die EU Code Week fördert Kreativität, Innovation und zukunftsorientiertes Denken. Wir sind offen und dankbar für Feedback und Kritik, sodass wir fundierte Entscheidungen treffen und die EU Code Week weiterentwickeln können – denn auch Fehler helfen uns beim Wachstum, auf individueller wie auf gemeinschaftlicher Ebene.","values.7.title":"Die EU Code Week ist ihrer Gemeinschaft dankbar","values.7.content":"Wir sind dankbar für die Unterstützung von Lehrern, Coaches und andere Aktivitätsorganisatoren, Studenten, Schülern, Kodierungs-Clubs sowie sämtlichen Partner, mit denen wir zusammenarbeiten. Wir alle haben dasselbe Ziel. Wir möchten so vielen Menschen wie möglich rechnerisches Denken, Kodieren, Informatik und digitale Kenntnissen zugänglich machen.","values.title":"Leitbild der EU Code Week","values.description.1.1":"Die EU Code Week ist eine von Freiwilligen –","values.description.1.2":"Botschaftern","values.description.1.3":", leitenden Lehrern und enthusiastischen Kodierern auf der ganzen Welt – getragene Bewegung. Sie wird von der","values.description.1.4":"Europäischen Kommission","values.description.1.5":"sowie Bildungsministerien in EU-Mitgliedstaaten und Ländern des westlichen Balkans unterstützt.","values.description.2":"Das Herzstück der EU Code Week ist die Gemeinschaft der freiwilligen Aktivitätsorganisatoren, unter ihnen Lehrer, Mentoren, Kodierungs-Clubs, Bibliotheken, Privatunternehmen, Eltern und Nichtregierungsorganisationen. Wir setzen unsere Zeit, Energie und unsere Fähigkeiten dazu ein, so vielen Menschen wie möglich die Bereiche rechnerisches Denken, Kodierung, Robotik, Tüftelei an Hardware, Informatik und digitale Kenntnisse näherzubringen – in Europa und auf der ganzen Welt. ","values.description.3":"Die EU Code Week besteht aber auch aus ihren Millionen Teilnehmern; diese Menschen ganz unterschiedlichen Geschlechts, Alters und Hintergrunds kommen aus den verschiedensten Kulturen auf der ganzen Welt und bringen ganz unterschiedliche Vorkenntnisse mit.","values.description.4":"Wir sind stolz darauf, ein Teil der EU Code Week zu sein. Dies ist unser Leitbild. Wir folgen diesen Werten in unserer Arbeit und in unseren Entscheidungen zu jeder Zeit.","why-coding.titles.0":"Programmieren – wozu?","why-coding.titles.1":"Es geht darum, Ideen zum Leben zu erwecken.","why-coding.titles.2":"Es geht auch darum, Schlüsselkompetenzen zu entwickeln.","why-coding.titles.3":"Schließlich geht es darum, unsere Zukunft zu gestalten.","why-coding.texts.0":"Es geht um Pia, die das Gefühl hatte, sie müsse Jura studieren, obwohl sie schon immer Freude an Mathe und Computern hatte. Es geht um Mark, der eine Idee für ein besseres soziales Netzwerk hat, aber nicht weiß, wie er es alleine bauen kann. Es geht um Alice, die davon träumt, Roboter zu bauen, weil ihre Eltern ihr keine Katze erlauben. Und es geht um diejenigen von euch, die diese Träume bereits wahr werden lassen.","why-coding.texts.1":"Eigentlich geht es um uns alle und darum, wie wir unser Leben und unsere Zukunft gestalten. Wir können mehr tun, als nur Inhalte zu teilen und zu liken. Wir können Ideen verwirklichen und Dinge erschaffen, die anderen Freude bereiten.","why-coding.texts.2":"Es war nie einfacher, eine App zu entwickeln, deinen eigenen Roboter zu bauen oder vielleicht sogar ein fliegendes Auto zu erfinden! Es ist keine bequeme Reise. Eher eine Reise voller kreativer Herausforderungen, die wahnsinnig viel Spaß macht und auf der dich eine solidarische Community begleitet. Bist du bereit, ein digitaler Macher oder eine digitale Schöpferin zu werden?","why-coding.texts.3":"Programmiersprachen sind wie jede andere Sprache. Nur dass Kinder in diesem Fall nicht lernen, sich auszudrücken und mit anderen zu kommunizieren. Vielmehr erfahren sie, wie man mit Technologie kommunizieren kann. Technologie, die uns ständig umgibt – in unseren Smartphones, Computern, Fahrzeugen, überall!","why-coding.texts.4":"Aber Computer zu verstehen und mit ihnen zu kommunizieren, ist nur ein Teil. Programmieren trägt auch zur Entwicklung multidisziplinärer Kompetenzen wie computergestütztem Denken, Problemlösung, Kreativität und Teamarbeit bei – alles hervorragende Fähigkeiten für jeden Lebensweg. Probleme lösen, mit Misserfolgen umgehen, trotzdem weitermachen und mit anderen zusammenarbeiten – das sind Kompetenzen, die in vielen Bereichen gesucht werden.","why-coding.texts.5":"Vor einem Jahrhundert gab es noch gar keine Programmiersprachen. Heute sind wir von Programmcode umgeben und so ziemlich alles kann programmiert werden – sogar Schuhe oder Müslipackungen! Warum lassen wir also andere unsere Zukunft gestalten, wenn wir doch selber zu Macher/innen werden und unsere Visionen und Ideen verwirklichen können? Der Fantasie sind dabei keine Grenzen gesetzt.","why-coding.texts.6":"Alessandro Bogliolo, Koordinator der ehrenamtlichen Botschafter/innen im Team der EU Code Week :","why-coding.texts.7":"Seit Urzeiten haben wir Stein, Eisen, Papier und Bleistift verwendet, um Dinge zu erschaffen, die unser Leben verändert haben. Heute leben wir in einer anderen Zeit, in der unsere Welt in Programmcode eingebettet ist. Unterschiedliche Epochen sind durch unterschiedliche Berufe und dafür benötigte Fertigkeiten gekennzeichnet. Während der Code Week wollen wir allen Europäer/innen die Möglichkeit geben, das Programmieren zu entdecken und Spaß daran zu finden. Lasst uns lernen zu programmieren, um unsere Zukunft zu gestalten!","why-coding.texts.8":"Programmierkenntnisse sind eine begehrte Kompetenz in fast jeder Branche – nicht nur in der Technologie, sondern auch in der Finanzwirtschaft, im Gesundheitswesen, der Wissenschaft und sogar im Design oder der Landwirtschaft. Und die Nachfrage wird immer größer. Kinder, die programmieren können und verstehen, wie Technologie funktioniert, haben einen gewissen Vorteil, ganz unabhängig davon, welchen beruflichen Weg sie letztendlich einschlagen.","why-coding.texts.9":"Fühlst du dich angesprochen?","why-coding.texts.10":"Mach mit bei der EU Code Week! ","why-coding.texts.11":"Noch mehr Denkanstöße gefällig? ","why-coding.texts.12":"Mehr Infos findest du in unserem Blog. "};export{e as default}; diff --git a/public/build/assets/php_el-_UXnLEKI.js b/public/build/assets/php_el-_UXnLEKI.js deleted file mode 100644 index 407e306c2..000000000 --- a/public/build/assets/php_el-_UXnLEKI.js +++ /dev/null @@ -1,101 +0,0 @@ -const e={"about.when-title":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού του 2024 θα πραγματοποιηθεί από τις 14 έως τις 27 Οκτωβρίου.","about.when-text":"

    Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού είναι ένα κίνημα βάσης που προωθεί τη δημιουργικότητα, την επίλυση προβλημάτων και τη συνεργασία μέσω του προγραμματισμού και άλλων δραστηριοτήτων του τομέα της τεχνολογίας. Η πρωτοβουλία στόχο έχει να προβληθεί ο προγραμματισμός, να παρουσιάσουμε στους νέους, στους ενήλικες και στα άτομα μεγαλύτερης ηλικίας πώς μπορείς να δώσεις πνοή στις ιδέες σου μέσω της συγγραφής κώδικα, να απομυθοποιηθούν οι σχετικές δεξιότητες και να έρθουν πιο κοντά ενδιαφερόμενα άτομα για να αυξήσουν τις γνώσεις τους.

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    -

    Ο μέσος όρος ηλικίας των συμμετεχόντων ήταν τα 11 έτη και το 49 % των συμμετεχόντων το 2021 ήταν γυναίκες ή κορίτσια.Το 88 % των εκδηλώσεων της Ευρωπαϊκής Εβδομάδας Προγραμματισμού πραγματοποιήθηκε σε σχολεία, που αποδεικνύει ότι οι προσπάθειες ενδυνάμωσης των δασκάλων κατά τη διάρκεια της εκστρατείας του 2021 στέφθηκαν με επιτυχία.

    -

    Ο καθένας μπορεί να διοργανώσει ή να συμμετέχει σε μια δραστηριότητα. Απλώς διάλεξε ένα θέμα και μια ομάδα-στόχο και πρόσθεσε τη δραστηριότητά σου στον χάρτη.

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    Την Ευρωπαϊκή Εβδομάδα Προγραμματισμού διαχειρίζονται εθελοντές. Ένας ή περισσότεροι Πρέσβεις της Εβδομάδας Προγραμματισμού συντονίζουν την πρωτοβουλία στις χώρες τους, όμως μπορεί ο καθένας να διοργανώσει τη δική του δραστηριότητα και να την προσθέσει στον χάρτη του ιστότοπου codeweek.eu.

    ',"about.supported_by_commission-title":"Με τη στήριξη της Ευρωπαϊκής Επιτροπής","about.supported_by_commission-text":'

    Η Ευρωπαϊκή Ευρωπαϊκή Εβδομάδα Προγραμματισμού ξεκίνησε το 2013 από τους νεαρούς συμβούλους για το ψηφιακό θεματολόγιο για την Ευρώπη. Η Ευρωπαϊκή Επιτροπή στηρίζει την Ευρωπαϊκή Εβδομάδα Προγραμματισμού, ως τμήμα της στρατηγικής της για μια ψηφιακή ενιαία αγορά. Στο σχέδιο δράσης για την ψηφιακή εκπαίδευση η Επιτροπή ενθαρρύνει ιδιαιτέρως τα σχολεία να συμμετάσχουν στην πρωτοβουλία.

    ',"about.schools-title":"Σχολεία","about.schools-text":'

    Τα σχολεία σε όλες τις βαθμίδες και οι δάσκαλοι όλων των ειδικοτήτων καλούνται με ιδιαίτερη έμφαση να συμμετάσχουν στην Ευρωπαϊκή Εβδομάδα Προγραμματισμού προκειμένου να δώσουν την ευκαιρία στους μαθητές τους να ανακαλύψουν τη χαρά της ψηφιακής δημιουργικότητας και του προγραμματισμού. Μάθετε περισσότερα για αυτήν την πρωτοβουλία και πώς να οργανώσετε τη δραστηριότητά σας μέσω της ειδικής ιστοσελίδας για τους δασκάλους: CodeWeek.eu/Σχολεία

    ',"about.why_coding-title":"Γιατί προγραμματισμός;","about.why_coding-text":`

    Για την Pia, που ένιωθε ότι έπρεπε να σπουδάσει νομικά, παρότι πάντα της άρεσαν τα μαθηματικά και να παίζει με τους υπολογιστές. Για τον Mark, που έχει στο μυαλό του ένα καλύτερο τρόπο κοινωνικής δικτύωσης, αλλά δεν μπορεί να το φτιάξει μόνος του. Για την Alice, που ονειρεύεται να κατασκευάσει ρομπότ, επειδή οι γονείς της δεν την αφήνουν να έχει γάτα.

    - -

    Για εκείνους που ήδη βοηθούν να γίνουν πραγματικότητα αυτά τα όνειρα.

    - -

    Στην πραγματικότητα, για όλους εμάς. Το μέλλον μας. Η τεχνολογία διαμορφώνει τις ζωές μας, όμως αφήνουμε μια μικρή μερίδα ανθρώπων να αποφασίσει για τι και πώς θα τη χρησιμοποιούμε. Μπορούμε να κάνουμε πολλά περισσότερα από το να κοινοποιούμε και να δηλώνουμε ότι μας αρέσουν ορισμένες δημοσιεύσεις. Μπορούμε να δώσουμε πνοή στις τρελές ιδέες μας, να δημιουργήσουμε πράγματα που προκαλούν χαρά στους άλλους.

    - -

    Ποτέ δεν ήταν ευκολότερο να δημιουργήσεις τη δική σου εφαρμογή, να φτιάξεις το δικό σου ρομπότ ή να επινοήσεις αυτοκίνητα που πετάνε, γιατί όχι! Το ταξίδι δεν είναι εύκολο, αλλά είναι ένα ταξίδι γεμάτο δημιουργικές προκλήσεις, περιλαμβάνει μια υποστηρικτική κοινότητα και πολύ διασκέδαση. Είστε έτοιμοι να αποδεχθείτε την πρόκληση και να γίνετε δημιουργός;

    - -

    Ο προγραμματισμός βοηθάει επίσης στην ανάπτυξη δεξιοτήτων όπως είναι η υπολογιστική σκέψη, η επίλυση προβλημάτων, η δημιουργικότητα και η ομαδική εργασία, δηλ. πραγματικά χρήσιμες δεξιότητες σε όλες τις ατραπούς της ζωής.

    `,"about.why_coding-quote":`

    Ο Alessandro Bogliolo, συντονιστής της ομάδας εθελοντών της Ευρωπαϊκής Εβδομάδας Προγραμματισμού, δήλωσε:

    -

    «Από καταβολής κόσμου κάναμε ένα σωρό πράγματα με την πέτρα, το σίδερο, το χαρτί και το μολύβι·που μεταμόρφωσαν τις ζωές μας. Τώρα ζούμε σε μιαν άλλη εποχή όπου ο κόσμος μας είναι πλασμένος με κώδικες. Διαφορετικές εποχές συνεπάγονται ζήτηση για διαφορετικές θέσεις εργασίας και δεξιότητες. Κατά τη διάρκεια της Εβδομάδας Προγραμματισμού θέλουμε να προσφέρουμε σε κάθε Ευρωπαίο την ευκαιρία να ανακαλύψει τη συγγραφή κώδικα και να διασκεδάσει με αυτήν. Ας μάθουμε, λοιπόν, πώς να συγγράφουμε κώδικες, για να διαμορφώσουμε το μέλλον μας».

    -
    -

    `,"about.join_codeweek-title":"Δηλώστε συμμετοχή στην Ευρωπαϊκή Εβδομάδα Προγραμματισμού","about.join_codeweek-text":'

    Δηλώστε συμμετοχή στην Ευρωπαϊκή Εβδομάδα Προγραμματισμού διοργανώνοντας μια δραστηριότητα προγραμματισμού στην πόλη σας, συμμετέχοντας στην πρόκληση Code Week 4 All και συνδέοντας δραστηριότητες πέρα από κοινότητες και σύνορα, ή βοηθώντας μας να διαδώσουμε το όραμα της Εβδομάδα Προγραμματισμού ως Πρέσβης της Ευρωπαϊκής Εβδομάδας Προγραμματισμού της χώρας σας!

    ',"about.partners_and_sponsors":"ΕΤΑΙΡΟΙ ΚΑΙ ΧΟΡΗΓΟΙ","ambassador.title":"ΠΡΕΣΒΕΙΣ ΤΗΣ ΕΥΡΩΠΑΪΚΗΣ ΕΒΔΟΜΑΔΑΣ ΠΡΟΓΡΑΜΜΑΤΙΣΜΟΥ","ambassador.your_current_country":"Η τρέχουσα χώρα σου","ambassador.visit_the":"Επισκεφθείτε την","ambassador.local_facebook_page":"τοπική σελίδα στο Facebook","ambassador.local_website":"Τοπικός δικτυακός τόπος","ambassador.ambassadors":"Πρέσβεις","ambassador.no_ambassadors":"Δεν υπάρχουν ακόμα πρέσβεις","ambassador.countries_with_ambassadors":"Χώρες με πρέσβεις","ambassador.why_dont_you_volunteer":"Γιατί δεν γίνεσαι εθελοντής;","auth.failed":"Αυτά τα διαπιστευτήρια δεν αντιστοιχούν στις εγγραφές μας.","auth.throttle":"Πάρα πολλές προσπάθειες σύνδεσης. Προσπαθήστε ξανά σε :seconds seconds.","base.languages.en":"ΑΓΓΛΙΚΑ","base.languages.fr":"ΓΑΛΛΙΚΑ","base.languages.bg":"ΒΟΥΛΓΑΡΙΚΑ","base.languages.mt":"ΜΑΛΤΕΖΙΚΑ","base.languages.hr":"ΚΡΟΑΤΙΚΑ","base.languages.de":"ΓΕΡΜΑΝΙΚΑ","base.languages.pl":"ΠΟΛΩΝΙΚΑ","base.languages.cs":"ΤΣΕΧΙΚΑ","base.languages.el":"ΕΛΛΗΝΙΚΑ","base.languages.pt":"ΠΟΡΤΟΓΑΛΙΚΑ","base.languages.da":"Δανικά","base.languages.hu":"ΟΥΓΓΡΙΚΑ","base.languages.ro":"ΡΟΥΜΑΝΙΚΑ","base.languages.nl":"ΟΛΛΑΝΔΙΚΑ","base.languages.ga":"ΙΡΛΑΝΔΙΚΑ","base.languages.sk":"ΣΛΟΒΑΚΙΚΑ","base.languages.it":"ΙΤΑΛΙΚΑ","base.languages.sl":"ΣΛΟΒΕΝΙΚΑ","base.languages.et":"ΕΣΘΟΝΙΚΑ","base.languages.lv":"ΛΕΤΟΝΙΚΑ","base.languages.es":"ΙΣΠΑΝΙΚΑ","base.languages.fi":"ΦΙΝΛΑΝΔΙΚΑ","base.languages.lt":"ΛΙΘΟΥΑΝΙΚΑ","base.languages.se":"ΣΟΥΗΔΙΚΑ","base.languages.sv":"ΣΟΥΗΔΙΚΑ","base.languages.al":"ΑΛΒΑΝΙΚΑ","base.languages.ba":"ΒΟΣΝΙΑΚΑ","base.languages.mk":"Μακεδονικά","base.languages.me":"ΜΑΥΡΟΒΟΥΝΙΑΚΑ","base.languages.rs":"ΣΕΡΒΙΚΑ","base.languages.tr":"Τουρκικά","base.resources_local_title":"Πόροι για τον προγραμματισμό από","base.days":"Ημέρες","base.hours":"Ώρες","base.minutes":"Λεπτά","base.seconds":"Δευτερόλεπτα","base.still_have_question":"Έχεις κι άλλη ερώτηση;","base.drop_us_a_line":"Απλώς γράψε μας!","base.get_in_touch":"ΕΠΙΚΟΙΝΩΝΙΑ","base.footer_msg":"Ένα κίνημα βάσης που το διαχειρίζονται εθελοντές και το υποστηρίζει η Ευρωπαϊκή Επιτροπή.","base.email":"Email","base.display_email":"Προβολή email","base.first_name":"Όνομα","base.last_name":"Επίθετο","base.your_website":"Ο ιστότοπός σου","base.biography":"Βιογραφία","base.update":"Ενημέρωση","base.delete":"Διαγραφή","base.choose a file":"Επιλέξτε αρχείο","base.learning_bits":"Εκπαιδευτικά προγράμματα","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Μίλησε στους μαθητές για την εβδομάδα προγραμματισμού","base.or":"ή","base.newsletter":"Ενημερωτικό Δελτίο","certificates.certificates_for":"Πιστοποιητικά για ","certificates.no_certificates":"Δεν υπάρχει ακόμα κανένα πιστοποιητικό.","challenges-content.chatbot.title":"Δημιούργησε ένα διαλογικό ρομπότ","challenges-content.chatbot.author":"Ομάδα Ευρωπαϊκής Εβδομάδας Προγραμματισμού","challenges-content.chatbot.purposes.0":"Διαδραστικοί γρίφοι προγραμματισμού","challenges-content.chatbot.purposes.1":"Χρησιμοποίησε τον προγραμματισμό για να δημιουργήσεις διαλόγους ανάμεσα σε ένα διαλογικό ρομπότ και έναν χρήστη","challenges-content.chatbot.description":"Προγραμμάτισε μια συζήτηση ανάμεσα σε ένα διαλογικό ρομπότ και έναν χρήστη ο οποίος προσπαθεί να λύσει έναν γρίφο. Προσπάθησε να φτιάξεις ένα διαλογικό ρομπότ το οποίο να μπορεί να συνομιλεί σαν άνθρωπος. Αντί για γρίφο μπορείς να δημιουργήσεις έναν διάλογο ανάμεσα σε ένα διαλογικό ρομπότ και έναν χρήστη.","challenges-content.chatbot.instructions.0":"Σκέψου έναν γρίφο","challenges-content.chatbot.instructions.1":"Συνδέσου στο","challenges-content.chatbot.instructions.2":"ή δημιούργησε νέο λογαριασμό. (Όταν δημιουργείς νέο λογαριασμό να έχεις κατά νου ότι τα πραγματικά ονόματα δεν επιτρέπονται στο Pencil Code για λόγους προστασίας προσωπικών δεδομένων.)","challenges-content.chatbot.instructions.3":"Πάτησε επάνω στο Imagine (Φαντάσου) και στο Make your own (Φτιάξε το δικό σου)","challenges-content.chatbot.instructions.4":"Χρησιμοποίησε μπλοκ ή τη λειτουργία που βασίζεται σε κείμενο, για να γράψεις τον γρίφο σου","challenges-content.chatbot.instructions.5":"Εναλλακτικά, μπορείς να χρησιμοποιήσεις","challenges-content.chatbot.instructions.6":"αυτόν τον κώδικα","challenges-content.chatbot.instructions.7":"και να τον προσαρμόσεις στον γρίφο σου ή μπορείς να επιλέξεις Answering a riddle (Απάντηση σε έναν γρίφο) από το μενού και να την επεξεργαστείς","challenges-content.chatbot.example":"Δες αυτό το παράδειγμα γρίφου.","challenges-content.chatbot.more.0":"Αυτός ο κώδικας έχει προσαρμοστεί από δραστηριότητα του Pencil Code","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Προγραμμάτισε αλλά χωρίς σύνδεση στο διαδίκτυο: Δημιούργησε κύκλωμα επάνω σε ένα χαρτί","challenges-content.paper-circuit.author":"Ομάδα Ευρωπαϊκής Εβδομάδας Προγραμματισμού","challenges-content.paper-circuit.purposes.0":"Ενίσχυση της δημιουργικότητας","challenges-content.paper-circuit.purposes.1":"ανάπτυξη δεξιοτήτων επίλυσης προβλημάτων","challenges-content.paper-circuit.description.0":"Σχεδίασε ένα αντικείμενο της επιλογής σου. Μπορεί να είναι ένας νυχτερινός ουρανός, μια πασχαλίτσα, ένα ρομπότ, ένα χριστουγεννιάτικο δέντρο ή οτιδήποτε βάλει ο νους σου. Μπορείς ελεύθερα να εξατομικεύσεις το έργο σου, με οπτικά βοηθήματα της Ευρωπαϊκής Εβδομάδας Προγραμματισμού: μπορείς να εξερευνήσεις την","challenges-content.paper-circuit.description.1":"εργαλειοθήκη εκπαιδευτικού της Ευρωπαϊκής Εβδομάδας Προγραμματισμού","challenges-content.paper-circuit.description.2":"και να κατεβάσεις όσα λογότυπα ή οπτικά βοηθήματα θέλεις. Μπορείς ακόμη να δημιουργήσεις μια πρόσκληση για την Ευρωπαϊκή Εβδομάδα Προγραμματισμού, χρησιμοποιώντας ένα κύκλωμα επάνω σε χαρτί. Πρόσθεσε ένα εμψυχωτικό μήνυμα στο κύκλωμά σου, ώστε να προτρέψεις άλλους εκπαιδευτικούς να συμμετάσχουν στην Εβδομάδα Προγραμματισμού και / ή να επισκεφτούν τον ειδικό ιστότοπο για τα σχολεία. ","challenges-content.paper-circuit.instructions.0":"Σχεδίασε ένα αντικείμενο και αποφάσισε ποια τμήματα θα φωτίζονται(π. χ. τα αστέρια).","challenges-content.paper-circuit.instructions.1":"Φτιάξε μια τρύπα στο χαρτί με ένα μολύβι και πέρασε ένα αυτοκόλλητο LED σε κάθε φωτισμένη πλευρά. ","challenges-content.paper-circuit.instructions.2":"Σχεδίασε ένα κύκλο όπου θα τοποθετήσεις την κουμπί-πλακέ μπαταρία. ","challenges-content.paper-circuit.instructions.3":"Σχεδίασε μια διαδρομή + και μια διαδρομή-στην άλλη μεριά του χαρτιού. Βεβαιώσου ότι το μακρύτερο πόδι του αυτοκόλλητου κυκλώματος LED συνδέεται στην πλευρά “ + ” της μπαταρίας, και το κοντύτερο στην πλευρά “-” της μπαταρίας. ","challenges-content.paper-circuit.instructions.4":"Άπλωσε την ταινία χαλκού στις διαδρομές. ","challenges-content.paper-circuit.instructions.5":"Διπλώστε το χαρτί με τέτοιον τρόπο ώστε, όταν το χαρτί καλύπτει την μπαταρία, να ανάβει το LED. Μπορείς να χρησιμοποιήσεις έναν συνδετήρα για να είναι σίγουρο ότι η επαφή με την ταινία χαλκού είναι καλή.","challenges-content.paper-circuit.instructions.6":"Βγάλε μια φωτογραφία του κυκλώματός σου επάνω στο χαρτί και κοινοποίησέ το στο Instagram, εξηγώντας γιατί θεωρείς ότι αξίζει τον κόπο να συμμετάσχεις σε αυτήν την πρωτοβουλία. ","challenges-content.paper-circuit.example":"Δες ορισμένα παραδείγματα κυκλωμάτων επάνω σε χαρτί","challenges-content.paper-circuit.materials.0":"χαρτί ή χαρτόνι","challenges-content.paper-circuit.materials.1":"κηρομπογιές ή μαρκαδόρος","challenges-content.paper-circuit.materials.2":"κουμπί-πλακέ μπαταρία","challenges-content.paper-circuit.materials.3":"ταινία χαλκού","challenges-content.paper-circuit.materials.4":"αυτοκόλλητα κυκλώματος LED","challenges-content.paper-circuit.materials.5":"συνδετήρας","challenges-content.dance.title":"Στήσε έναν χορό","challenges-content.dance.author":"Ομάδα Ευρωπαϊκής Εβδομάδας Προγραμματισμού","challenges-content.dance.purposes.0":"Για να μάθεις βασικές έννοιες προγραμματισμού","challenges-content.dance.purposes.1":"Για να μάθεις πώς να δίνεις ζωή σε χαρακτήρες","challenges-content.dance.description":"Σε αυτήν την πρόκληση, θα δημιουργήσεις μια παρέα ηρώων, οι οποίοι θα χορέψουν όλοι μαζί. Θα χρησιμοποιήσεις ενσωματωμένη βιβλιοθήκη πολυμέσων για να επιλέξεις τους χαρακτήρες και τα μουσικά κομμάτια ή μπορείς να δημιουργήσεις τα δικά σου. Θα δώσεις ζωή στους χαρακτήρες, κάνοντάς τους να χορεύουν και να μιλάνε μεταξύ τους. ","challenges-content.dance.instructions.0":"Συνδέσου στο","challenges-content.dance.instructions.1":"ως εκπαιδευτικός. Δημιούργησε λογαριασμούς μαθητών και στείλε τους στους μαθητές σου. Εναλλακτικά, στείλε έναν κωδικό τάξης και βάλε τους μαθητές σου να εγγραφούν με την ηλεκτρονική διεύθυνση του σχολείου τους. Αν είσαι μαθητής, μπορείς να συμμετάσχεις ως μαθητής, αλλά θα σου ζητηθεί να δώσεις την ηλεκτρονική διεύθυνση των γονιών σου, για να εγκρίνουν τον λογαριασμό σου. ","challenges-content.dance.instructions.2":"Πάτησε","challenges-content.dance.instructions.3":"και δώσε έναν τίτλο","challenges-content.dance.instructions.4":"Πήγαινε στο","challenges-content.dance.instructions.5":"για να προσθέσεις ένα υπόβαθρο, πατώντας το εικονίδιο με το γρανάζι. Επίλεξε ένα υπόβαθρο από τη βιβλιοθήκη πολυμέσων, ανέβασε τη δική σου εικόνα ή μπορείς, επίσης, να βγάλεις μια φωτογραφία και να την ανεβάσεις. Επίλεξε ένα μουσικό κομμάτι και πρόσθεσέ το στο σκηνικό:","challenges-content.dance.instructions.6":"Πάτησε το","challenges-content.dance.instructions.7":"κουμπί για να προσθέσεις χαρακτήρες ή αντικείμενα στα οποία θα δώσεις ζωή, κάνοντάς τα να κινούνται, να μιλάνε και να αλληλεπιδρούν μεταξύ τους. Πρόσθεσε δύο ή τρεις χαρακτήρες της επιλογής σου. Μπορείς να ζωγραφίσεις εσύ τους ηθοποιούς σου ή να τροποποιήσεις τους ήδη υπάρχοντες. Πρόσθεσε διαφορετικά ρούχα στον χαρακτήρα σου, πατώντας επάνω στο εικονίδιο με το μολύβι. ","challenges-content.dance.instructions.8":"Πάτησε επάνω σε κάθε χαρακτήρα και δώσε του ζωή, προσθέτοντας τα ακόλουθα μπλοκ","challenges-content.dance.instructions.9":"Πρόσθεσε ένα","challenges-content.dance.instructions.10":"say block(μπλοκ λόγου)","challenges-content.dance.instructions.11":"και βάλε τους ηθοποιούς σου να μιλάνε μεταξύ τους. Άλλαξε το σχήμα στις φούσκες ομιλίας καθώς και τη γραμματοσειρά και το μέγεθος του κειμένου σου","challenges-content.dance.example.0":"Πάρε ιδέες από","challenges-content.dance.example.1":"αυτό το παράδειγμα","challenges-content.dance.example.2":"ρομπότ που χορεύουν. Μπορείς ελεύθερα να το χρησιμοποιήσεις και να βασιστείς επάνω του για να φτιάξεις παραλλαγές του. ","challenges-content.compose-song.title":"Φτιάξε μια μουσική σύνθεση","challenges-content.compose-song.author":"Ευρωπαϊκή Εβδομάδα Προγραμματισμού","challenges-content.compose-song.purposes.0":"Να μάθεις προγραμματισμό μέσα από τη μουσική","challenges-content.compose-song.purposes.1":"Να ξεχωρίζεις είδη μουσικής και όργανα","challenges-content.compose-song.purposes.2":"Να συνθέσεις ένα τραγούδι, μιξάροντας μουσικά κομμάτια","challenges-content.compose-song.description":"Σε αυτήν την πρόκληση, θα φτιάξεις μια μουσική σύνθεση, χρησιμοποιώντας μια γλώσσα προγραμματισμού. Μπορείς να χρησιμοποιήσεις ενσωματωμένα ηχητικά κομμάτια ή να ηχογραφήσεις τα δικά σου και να τα μιξάρεις για να δημιουργήσεις μια μουσική σύνθεση. Εκτέλεσε τον κώδικά σου στον σταθμό επεξεργασίας ψηφιακού ήχου και άκουσε την μουσική που συνέγραψες σε κώδικα. Παίξε με τους διάφορους ήχους και τα διάφορα εφέ, προκειμένου να τροποποιήσεις το μουσικό κομμάτι σου. ","challenges-content.compose-song.instructions.0":"Συνδέσου στο","challenges-content.compose-song.instructions.1":"Πάτησε εδώ για να δημιουργήσεις ένα σενάριο","challenges-content.compose-song.instructions.2":"Ονόμασε το σενάριό σου και επίλεξε τη γλώσσα","challenges-content.compose-song.instructions.3":"ως γλώσσα προγραμματισμού","challenges-content.compose-song.instructions.4":"Άρχισε να συγγράφεις τον κώδικά σου ανάμεσα στο","challenges-content.compose-song.instructions.5":"και","challenges-content.compose-song.instructions.6":"γραμμές","challenges-content.compose-song.instructions.7":"Περιηγήσου στα μουσικά κομμάτια στη","challenges-content.compose-song.instructions.8":"βιβλιοθήκη ήχων","challenges-content.compose-song.instructions.9":"και επίλεξε τα μουσικά είδη, τους καλλιτέχνες και τα όργανα που σου αρέσουν","challenges-content.compose-song.instructions.10":"Για να προσθέσεις ένα μουσικό κομμάτι στο τραγούδι σου, πληκτρολόγησε","challenges-content.compose-song.instructions.11":"Ανάμεσα στις παρενθέσεις, θα πρέπει να υπάρχουν οι 4 ακόλουθες παράμετροι, χωρισμένα με κόμματα","challenges-content.compose-song.instructions.12":"Μουσικά κομμάτια(Sound clip)","challenges-content.compose-song.instructions.13":"Τοποθέτησε τον κέρσορά σου ανάμεσα στις παρενθέσεις, πήγαινε στη βιβλιοθήκη ήχων, επίλεξε ένα κομμάτι, και επικόλλησέ το, πατώντας επάνω στο μπλε εικονίδιο επικόλλησης","challenges-content.compose-song.instructions.14":"Αριθμός κομματιού(Track number)","challenges-content.compose-song.instructions.15":"οι αριθμοί κομματιών σε βοηθάνε να οργανώνεις τους ήχους σου ανά είδος οργάνου(φωνητικά, μπάσο, ντραμς, πλήκτρα, κ. λπ.). Πρόσθεσε όσους αριθμούς κομματιών(όργανα) θέλεις. Οι αριθμοί κομματιών εμφανίζονται ως σειρές που εκτείνονται σε όλο το μήκος του σταθμού επεξεργασίας ψηφιακού ήχου(Digital Audio Workstation)","challenges-content.compose-song.instructions.16":"Αρχή μέτρου(Start measure)","challenges-content.compose-song.instructions.17":"δείχνει πότε ο ήχος θα αρχίσει να παίζει. Τα μέτρα είναι μουσικές χρονικές μονάδες. Ένα μέτρο έχει 4 χτύπους","challenges-content.compose-song.instructions.18":"Τέλος μέτρου(End measure)","challenges-content.compose-song.instructions.19":"δείχνει πότε ο ήχος θα σταματήσει να παίζει","challenges-content.compose-song.instructions.20":"Μια τέτοια γραμμή κώδικα θα έχει αυτήν την ακόλουθη εμφάνιση","challenges-content.compose-song.instructions.21":"Μπορείς να προσθέσεις διάφορα εφέ, όπως ένταση για να ενισχύσεις τον ήχο της σύνθεσής σου. Η ένταση κυμαίνεται από-60,0 ντεσιμπέλ έως 12,0 ντεσιμπέλ, με το 0,0 να είναι η αρχική ένταση. ","challenges-content.compose-song.instructions.22":"Γράψε","challenges-content.compose-song.instructions.23":"Στην παρένθεση, γράψε τον αριθμό του κομματιού, VOLUME, GAIN, στάθμη έντασης, το μέτρο όπου ξεκινάει, τη στάθμη και το μέτρο όπου τελειώνει","challenges-content.compose-song.instructions.24":"Αυτό είναι ένα παράδειγμα ενός εφέ ομαλής εξασθένισης του ήχου(fade-in)","challenges-content.compose-song.instructions.25":"και ομαλής ενδυνάμωσης του ήχου(fade-out)","challenges-content.compose-song.example.0":"Άκουσε","challenges-content.compose-song.example.1":"ένα παράδειγμα τραγουδιού κωδικοποιημένου με Earsketch","challenges-content.compose-song.example.2":"Μπορείς να εισαγάγεις τον κώδικα και να τον επεξεργαστείς","challenges-content.sensing-game.title":"Φτιάξε ένα παιχνίδι με τους αισθητήρες της βιντεοκάμερας","challenges-content.sensing-game.author":"Ομάδα Ευρωπαϊκής Εβδομάδας Προγραμματισμού","challenges-content.sensing-game.purposes.0":"Για να προγραμματίζεις κινούμενα αντικείμενα","challenges-content.sensing-game.purposes.1":"Για αναπτύξεις την κατανόηση του τρόπου ελέγχου της ψηφιακής κίνησης με σωματικές κινήσεις","challenges-content.sensing-game.purposes.2":"Για να συνθέτεις ένα τραγούδι, μιξάροντας μουσικά κομμάτια","challenges-content.sensing-game.description":"Σε αυτήν την πρόκληση, θα δημιουργήσεις ένα απλό παιχνίδι το οποίο χρησιμοποιεί μια βιντεοκάμερα ως αισθητήρα για την ανίχνευση κίνησης, πράγμα που σημαίνει ότι θα μπορείς να ελέγχεις το κινούμενο αντικείμενό σου με σωματικές κινήσεις. Σε αυτό το παιχνίδι, η αποστολή είναι να συλλέξεις όσο το δυνατό περισσότερες φούσκες της Ευρωπαϊκής Εβδομάδας Προγραμματισμού σε 30 δευτερόλεπτα. Αντί να συλλέγεις φούσκες, μπορείς να δημιουργήσεις ένα παιχνίδι στο οποίο κυνηγάς έναν χαρακτήρα ή σκας μπαλόνια με τα χέρια σου. ","challenges-content.sensing-game.instructions.0":"Συνδέσου στο","challenges-content.sensing-game.instructions.1":"Πάτησε","challenges-content.sensing-game.instructions.2":"Πρόσθεσε επέκταση","challenges-content.sensing-game.instructions.3":"και επίλεξε","challenges-content.sensing-game.instructions.4":"Αισθητήρες της βιντεοκάμερας","challenges-content.sensing-game.instructions.5":"Θα ανιχνεύσει πόσο γρήγορα κινείται ένα αντικείμενο. Αν ο αριθμός είναι μικρότερος, θα είναι πιο ευαίσθητο στην κίνηση. ","challenges-content.sensing-game.instructions.6":"Πρόσθεσε μια μορφή. Επίλεξε έναν ήχο και πρόσθεσέ τον στη μορφή σου. Αν θέλεις, μπορείς να προσθέσεις","challenges-content.sensing-game.instructions.7":"Δημιούργησε κλώνο","challenges-content.sensing-game.instructions.8":"για να διπλασιάσεις τη μορφή σου. ","challenges-content.sensing-game.instructions.9":"Δημιούργησε δύο μεταβλητές: μία για","challenges-content.sensing-game.instructions.10":"Βαθμολογία","challenges-content.sensing-game.instructions.11":"και την άλλη για","challenges-content.sensing-game.instructions.12":"Χρονοδιακόπτη","challenges-content.sensing-game.instructions.13":"και πρόσθεσέ τα στη μορφή. Όρισε τον χρονοδιακόπτη σε 30 και πρόσθεσε","challenges-content.sensing-game.instructions.14":"Άλλαξε χρονοδιακόπτη κατά-1","challenges-content.sensing-game.instructions.15":"Δημιούργησε νέα μορφή","challenges-content.sensing-game.instructions.16":"Τέλος παιχνιδιού","challenges-content.sensing-game.instructions.17":"για να τελειώσει το παιχνίδι. Μπορείς επίσης να δημιουργήσεις μια μορφή με τον τίτλο του παιχνιδιού, π. χ., σύλλεξε όλες τις φούσκες της Ευρωπαϊκής Εβδομάδας Προγραμματισμού. ","challenges-content.sensing-game.example.0":"Παίξε ένα παιχνίδι με τους αισθητήρες της βιντεοκάμερας Σύλλεξε όλες τις φούσκες της Ευρωπαϊκής Εβδομάδας Προγραμματισμού. Μπορείς ελεύθερα να φτιάξεις παραλλαγές","challenges-content.sensing-game.example.1":"αυτού του έργου","challenges-content.calming-leds.title":"Ηρεμιστικά LED: δημιούργησε μια απλή διάταξη με το micro:bit","challenges-content.calming-leds.author":"Εκπαιδευτικό ίδρυμα Micro:bit","challenges-content.calming-leds.duration":"20 λεπτά","challenges-content.calming-leds.materials.0":"μια διάταξη micro:bit και ένα πακέτο μπαταριών(εφόσον διατίθεται)","challenges-content.calming-leds.materials.1":"ένας φορητός υπολογιστής ή ένα tablet με τα οποία να μπορείς να επισκεφτείς το Microsoft MakeCode και το Youtube","challenges-content.calming-leds.materials.2":"microbit. org για τους πόρους της δραστηριότητας","challenges-content.calming-leds.description":"Οι μαθητές δημιουργούν μια ψηφιακή διάταξη, χρησιμοποιώντας LED που μπορούν να τους βοηθήσουν να ελέγξουν την αναπνοή τους και να νιώσουν πιο ήρεμοι. Θα τους ζητηθεί να συγγράψουν έναν απλό κώδικα, διερευνώντας κινήσεις και αλληλουχίες. ","challenges-content.calming-leds.instructions.0":"Στόχος είναι να δημιουργήσουν μια διάταξη ηρεμιστικών LED, η οποία να λειτουργεί και την οποία θα μπορείτε να χρησιμοποιείτε για να ελέγχετε την αναπνοή σας. Αυτή η διάταξη μπορεί να δημιουργηθεί σε έναν πραγματικό πίνακα micro:bit ή στον προσομοιωτή τού προγράμματος επεξεργασίας MakeCode. ","challenges-content.calming-leds.instructions.1":"Η πρόκληση μπορεί να ολοκληρωθεί, χρησιμοποιώντας το πρόγραμμα επεξεργασίας MakeCode και συγγράφοντας μια απλή αλληλουχία κώδικα, όπως εμφανίζεται στο βίντεο / στιγμιότυπο οθόνης. ","challenges-content.calming-leds.instructions.2":"Για να αναπτύξουν την πρόκληση, οι μαθητές μπορούν να δουν διάφορα animation και να βγάλουν όλη τη δημιουργικότητά τους στο animation που θα ήθελαν να βλέπουν ώστε να τους βοηθάει να νιώθουν ήρεμοι ή ευχαριστημένοι. ","challenges-content.calming-leds.instructions.3":"Περισσότερες πληροφορίες και οδηγίες για το βίντεο σε","challenges-content.calming-leds.instructions.4":"αυτόν τον σύνδεσμο","challenges-content.calming-leds.example":"Επισκεφτείτε αυτήν τη σελίδα για οδηγίες και βίντεο της πρόκλησης που έχετε ολοκληρώσει, καθώς και για το πώς να συγγράφετε κώδικα","challenges-content.calming-leds.purposes.0":"Για να σχεδιάσετε ένα απλό ψηφιακό κατασκεύασμα με βοηθητικό σκοπό","challenges-content.calming-leds.purposes.1":"Για να διερευνήσετε τις αλληλουχίες και τις κινήσεις και πώς αυτά λειτουργούν","challenges-content.calming-leds.purposes.2":"Για να τεστάρετε απλό κώδικα και να διορθώνετε σφάλματά του","challenges-content.calming-leds.purposes.3":"Για να επαναλαμβάνετε ένα σχέδιο, κάνοντας πιο γρήγορες ή αργές τις κινήσεις","challenges-content.computational-thinking -and-computational-fluency.title":"Υπολογιστική σκέψη και υπολογιστική ευχέρεια με το ScratchJr","challenges-content.computational-thinking -and-computational-fluency.author":"Σταμάτης Παπαδάκης – Πρέσβης της Ευρωπαϊκής Εβδομάδας Προγραμματισμού Ελλάδα","challenges-content.computational-thinking -and-computational-fluency.purposes.0":"Για να εξοικειωθείτε με νέες εντολές και περιβάλλοντα εργασίας. ","challenges-content.computational-thinking -and-computational-fluency.purposes.1":"Για να δημιουργήσετε απλά προγράμματα με εύκολες εντολές αιτίας-αποτελέσματος. ","challenges-content.computational-thinking -and-computational-fluency.purposes.2":"Για να διενεργείτε απλή διόρθωση σφαλμάτων μέσω της δοκιμής και πλάνης. ","challenges-content.computational-thinking -and-computational-fluency.description":"Σε αυτήν την πρόκληση, τα παιδιά θα ενσωματώσουν έννοιες υπολογιστικής σκέψης στα έργα τους, χρησιμοποιώντας την εφαρμογή ScratchJr, για να κάνουν τις ιστορίες τους πιο ενδιαφέρουσες, συναρπαστικές και συγκινητικές. ","challenges-content.computational-thinking -and-computational-fluency.instructions.0":"Δεν απαιτείται από τα παιδιά να γνωρίζουν το ScratchJr. Όλες οι οδηγίες και οι επιλογές των μενού είναι αναγνωρίσιμες μέσα από σύμβολα και χρώματα. Η πρόκληση μπορεί να ολοκληρωθεί μέσα στην τάξη, το εργαστήριο ή ακόμη και σε έναν ανοικτό χώρο, καθώς δεν χρειάζεται να υπάρχει διαδίκτυο. ","challenges-content.computational-thinking -and-computational-fluency.instructions.1":"Τα παιδιά χρησιμοποιούν την πόλη ως υπόβαθρο, και αξιοποιούν μπλοκ κώδικα για να φτιάξουν ένα αυτοκίνητο το οποίο, οδηγώντας, διασχίζει την πόλη. ","challenges-content.computational-thinking -and-computational-fluency.example.0":"Τα παιδιά μπορούν να χρησιμοποιήσουν ήχο και μπλοκ κίνησης και να αρχίσουν πάλι μπλοκ για να κάνουν τους χαρακτήρες να χορεύουν. ","challenges-content.computational-thinking -and-computational-fluency.example.1":"Τα παιδιά επιλέγουν ένα υπόβαθρο και έναν χαρακτήρα και χρησιμοποιούν ένα μπλοκ κίνησης για να κάνουν ένα αυτοκίνητο να διασχίσει, οδηγώντας, την πόλη. Τα παιδιά μπορούν να χρησιμοποιούν το μπλοκ ταχύτητας για να επιταχύνουν ή να επιβραδύνουν έναν χαρακτήρα. ","challenges-content.computational-thinking -and-computational-fluency.materials.0":"Η δωρεάν εφαρμογή","challenges-content.computational-thinking -and-computational-fluency.materials.1":"λειτουργεί σε διάφορα λειτουργικά συστήματα και είδη έξυπνων συσκευών","challenges-content.computational-thinking -and-computational-fluency.materials.2":"Επίσης, ο","challenges-content.computational-thinking -and-computational-fluency.materials.3":"ιστότοπος προσφέρει πληθώρα δωρεάν εκπαιδευτικών υλικών","challenges-content.computational-thinking -and-computational-fluency.duration":"90 λεπτά","challenges-content.ai-hour-of-code.title":"Η ώρα ΤΝ του κώδικα","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Για να δημιουργήσετε λύσεις προγραμματισμού οι οποίες να περιλαμβάνουν αλληλουχίες, συμβάντα, βρόγχους και υποθέσεις","challenges-content.ai-hour-of-code.purposes.1":"Να κατανέμετε τα βήματα που είναι αναγκαία για την επίλυση ενός προβλήματος σε επακριβή αλληλουχία εντολών","challenges-content.ai-hour-of-code.purposes.2":"Να διερευνήσετε έννοιες προγραμματισμού","challenges-content.ai-hour-of-code.description":"Ένα χωριό απειλείται από μια πυρκαγιά και πρέπει εσύ να προγραμματίσεις μια λύση!Γνώρισε τον βοηθό σου στον προγραμματισμό, τον πράκτορα Minecraft, έπειτα προγραμμάτισε τον πράκτορα να περιηγηθεί στο δάσος και να συλλέξει δεδομένα. Αυτά τα δεδομένα θα βοηθήσουν τον πράκτορα να προβλέψει πού θα ανάψουν φωτιές. Μετά προγραμμάτισε τον πράκτορα να βοηθήσει στην πρόληψη της εξάπλωσης της πυρκαγιάς, σώσε το χωριό και φέρε τη ζωή και πάλι στο δάσος. Μάθε τα βασικά για τον προγραμματισμό και διερεύνησε ένα παράδειγμα τεχνητής νοημοσύνης(ΤΝ) από τον πραγματικό κόσμο. ","challenges-content.ai-hour-of-code.instructions":"Κατέβασε το σχεδιάγραμμα του μαθήματος εδώ","challenges-content.ai-hour-of-code.materials.0":"Εγκατέστησε το Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Μετά την εγκατάσταση του Minecraft Education Edition, η πρόκληση βρίσκεται σε","challenges-content.ai-hour-of-code.materials.2":"αυτόν τον ιστότοπο","challenges-content.create-a-dance.title":"Οργάνωσε έναν χορό με την Ωδή στον Κώδικα!","challenges-content.create-a-dance.purposes":"Για να εξασκηθείς στον προγραμματισμό με αστείο τρόπο και να νιώσεις ότι συμμετέχεις στην κοινότητα της Ευρωπαϊκής Εβδομάδας Προγραμματισμού. ","challenges-content.create-a-dance.description.0":"Οργάνωσε έναν χορό με την Ωδή στον Κώδικα!Χρησιμοποίησε το","challenges-content.create-a-dance.description.1":"εκπαιδευτικό υλικό Πάρτι χορού","challenges-content.create-a-dance.description.2":"για να προγραμματίσεις έναν χορό με την Ωδή στον Κώδικα. Ο επίσημος ύμνος της Ευρωπαϊκής Εβδομάδας Προγραμματισμού συγκαταλέγεται στις επιλογές του Πάρτι χορού. ","challenges-content.create-a-dance.instructions.0":"Οι εντολές παρουσιάζονται με βίντεο μέσα","challenges-content.create-a-dance.instructions.1":"στο εκπαιδευτικό υλικό","challenges-content.create-a-dance.instructions.2":"και επίσης αναγράφονται πάνω πάνω σε κάθε επίπεδο","challenges-content.create-a-dance.example":"Μπορείς να βρεις παρουσιάσεις δημιουργιών μαθητών στην επόμενη σελίδα","challenges-content.create-a-dance.materials":"Το εκπαιδευτικό υλικό Code. org","challenges-content.create-a-simulation.title":"Δημιούργησε μια προσομοίωση!","challenges-content.create-a-simulation.purposes.0":"Για να μάθεις για τις προσομοιώσεις, ενώ παράλληλα εισαγάγονται οι ακόλουθες μεταβλητές: δημιουργία πλήθους, ρυθμοί ανάκαμψης, χρήση μασκών και εμβόλια. ","challenges-content.create-a-simulation.purposes.1":"Για να ενεργοποιηθούν προγενέστερες γνώσεις σχετικά με κρούσματα ιών στον πραγματικό κόσμο, οι οποίες θα εφαρμοστούν σε ένα φανταστικό σενάριο. ","challenges-content.create-a-simulation.description":"Σύγγραψε κώδικα για να δημιουργήσεις και να εκτελέσεις τη δική σου προσομοίωση των κρουσμάτων του ιού στη Monster Town. Μάθε να συγγράφεις κώδικες και να κάνεις προβλέψεις σχετικά με το τι θα συμβεί στους κατοίκους της Monster Town. ","challenges-content.create-a-simulation.instructions.0":"Οι εντολές παρουσιάζονται με βίντεο μέσα","challenges-content.create-a-simulation.instructions.1":"στο εκπαιδευτικό υλικό","challenges-content.create-a-simulation.instructions.2":"και επίσης αναγράφονται πάνω πάνω σε κάθε επίπεδο","challenges-content.create-a-simulation.example":"Όταν τελειώσεις, μπορείς να κοινοποιήσεις την προσομοίωσή σου σε άλλους. Κοινοποίησε το δικό σου μήνυμα για το τι πιστεύεις ότι μπορούμε να κάνουμε ώστε να βοηθήσουμε να παραμείνουν οι άλλοι υγιείς, όταν φτάνει στην πόλη ένας υιός. ","challenges-content.create-a-simulation.materials":"Το εκπαιδευτικό υλικό Code. org","challenges-content.create-your-own-masterpiece.title":"Δημιούργησε το δικό σου αριστούργημα!","challenges-content.create-your-own-masterpiece.audience":"Κατάλληλο για όλες τις ηλικίες","challenges-content.create-your-own-masterpiece.purpose":"Για να εισαγάγετε έννοιες της επιστήμης υπολογιστών με οπτικό τρόπο και να ξυπνήσετε τη δημιουργικότητα","challenges-content.create-your-own-masterpiece.description":"Δημιουργήστε το δικό σας αριστούργημα με έναν καλλιτέχνη!Χρησιμοποιήστε μπλοκ κώδικα προκειμένου να κάνετε τον καλλιτέχνη σας να δημιουργήσει ένα μοναδικό έργο τέχνης. ","challenges-content.create-your-own-masterpiece.instructions":"Οι εντολές αναγράφονται πάνω πάνω σε κάθε επίπεδο","challenges-content.create-your-own-masterpiece.example":"Παραδείγματα καλλιτεχνών μπορείτε να βρείτε σε αυτήν τη σελίδα κάτω από το σχέδιο","challenges-content.create-your-own-masterpiece.materials.0":"Το πρώτο επίπεδο του εκπαιδευτικού υλικού, μπορείτε να το βρείτε","challenges-content.create-your-own-masterpiece.materials.1":"ΕΔΩ","challenges-content.cs-first-unplugged-activities.title":"Επιστήμη υπολογιστών Πρώτες δραστηριότητες χωρίς σύνδεση στο διαδίκτυο","challenges-content.cs-first-unplugged-activities.purposes.0":"Για τη στήριξη των μαθητών που μαθαίνουν από το σπίτι","challenges-content.cs-first-unplugged-activities.purposes.1":"Για να κάνουν όλοι ένα διάλειμμα από τις οθόνες τους","challenges-content.cs-first-unplugged-activities.description":"Το Επιστήμη υπολογιστών Πρώτες δραστηριότητες είναι ένα σετ δραστηριοτήτων που παρουσιάζει στους μαθητές μια σειρά εννοιών της επιστήμης υπολογιστών, χωρίς υπολογιστή. Σχεδιάσαμε αυτό το μάθημα για να αποδείξουμε ότι η επιστήμη υπολογιστών είναι κάτι που υπερβαίνει κατά πολύ απλώς τον κώδικα. ","challenges-content.cs-first-unplugged-activities.instructions.0":"Θα βρεις το εγχειρίδιο για όλες τις δραστηριότητες στα αγγλικά εδώ","challenges-content.cs-first-unplugged-activities.instructions.1":"σύνδεσμος","challenges-content.cs-first-unplugged-activities.instructions.2":"καθώς επίσης και σχεδιάγραμμα μαθήματος στα αγγλικά σε αυτόν τον","challenges-content.cs-first-unplugged-activities.instructions.3":"Οι δραστηριότητες σε αυτό το μάθημα μπορούν να ολοκληρώνονται ξεχωριστά η καθεμία και με οποιαδήποτε σειρά","challenges-content.cs-first-unplugged-activities.instructions.4":"Ο εκπαιδευτικός μπορεί να φωτογραφίσει τη διαδικασία εκμάθησης και να την κοινοποιήσει στο Instagram αξιοποιώντας το #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Πέρα από το εγχειρίδιο δραστηριοτήτων, ορισμένες δραστηριότητες απαιτούν ή ίσως βοηθιούνται από πρόσθετα υλικά.","challenges-content.cs-first-unplugged-activities.materials.1":"Μικρές μάρκες (σαν ξερά φασόλια) τις οποίες θα χρησιμοποιήσουμε σε έναν χάρτη Network a Neighborhood (δικτύωση μιας γειτονιάς).","challenges-content.cs-first-unplugged-activities.materials.2":"Ψαλίδια για να κόψουμε τον τροχό κρυπτογράφησης για την αποστολή κρυφών μηνυμάτων.","challenges-content.cs-first-unplugged-activities.materials.3":"Χαρτόνι και κόλλα για να κάνουμε πιο στέρεο τον τροχό κρυπτογράφησης για την αποστολή κρυφών μηνυμάτων.","challenges-content.cs-first-unplugged-activities.materials.4":"Μια πινέζα, οδοντογλυφίδα ή έναν συνδετήρα, τον οποίον έχουμε ισιώσει, για να φτιάξουμε τον τροχό κρυπτογράφησης για την αποστολή κρυφών μηνυμάτων.","challenges-content.family-care.title":"Οικογενειακή φροντίδα","challenges-content.family-care.experience":"Ανοικτό σε όλους","challenges-content.family-care.duration":"5 έως 10 ώρες","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Για να διερευνήσουμε το θέμα «οικογενειακή φροντίδα» το οποίο είναι κάτι που βρίσκεται μπροστά μας καθημερινά·","challenges-content.family-care.purposes.1":"Για να δούμε τα προβλήματα ως ευκαιρίες και να βρούμε δημιουργικές λύσεις·","challenges-content.family-care.purposes.2":"Για να χρησιμοποιήσουμε τον προγραμματισμό για την καινοτόμο εφαρμογή των λύσεων σας·","challenges-content.family-care.purposes.3":"Για να σχεδιάσουμε αφίσες και να παρουσιάσουμε τις λύσεις σας σε τρίτους·","challenges-content.family-care.purposes.4":"Για να χρησιμοποιήσουμε τα μέσα κοινωνικής δικτύωσης, ώστε να αυξήσουμε τον απόηχο των έργων σας.","challenges-content.family-care.description.0":"Τι σας έρχεται στο νου όταν λέμε σπίτι; Ένα ωραίο σπίτι; Ένα πλούσιο δείπνο που ετοίμασαν οι γονείς; Ένας μυστικός χώρος για τον εαυτό σας; Ένα ζεστό σπίτι ανατροφοδοτεί το σώμα και το πνεύμα μας, όπως ένα βενζινάδικο. Μέσα στη φασαρία και τη βιάση της σύγχρονης ζωής, οι γονείς βιάζονται πάντα για τη δουλειά. Όταν πηγαίνεις βόλτα με φίλους, δεν μπορείς να αφήσεις πίσω τα γατάκια σου. Πώς όμως μπορείς να φροντίζεις την παρέα σου όταν δεν είστε μαζί; Το θέμα της πρόκλησης είναι","challenges-content.family-care.description.1":"Οικογενειακή φροντίδα","challenges-content.family-care.description.2":"Με βάση αυτό το θέμα, οι μαθητές ενθαρρύνονται να αναπτύξουν μια ιδέα για να εκφράσουν αγάπη και να προσφέρουν φροντίδα μέσα από τον προγραμματισμό και το υλισμικό. Ορίστε ορισμένα ζητήματα προς σκέψη","challenges-content.family-care.description.3":"Πόσα μέλη της οικογένειας ζουν στο σπίτι; Ποια είναι αυτά; Έχεις κανένα πρόβλημα από τη συμβίωση μαζί τους; Τι είδους φροντίδα χρειάζεσαι;","challenges-content.family-care.description.4":"Ξέρεις κάποιον, στην κοινότητά σου, που να στερείται φροντίδας από την οικογένεια, περισσότερο από ό,τι οι άλλοι; Πώς μπορείς να τον βοηθήσεις;","challenges-content.family-care.instructions.0":"Ανταλλάξτε απόψεις και μελετήστε το θέμα της οικογενειακής φροντίδας","challenges-content.family-care.instructions.1":"Κατάλογος με τυχόν προβλήματα","challenges-content.family-care.instructions.2":"Βρείτε πιθανές λύσεις","challenges-content.family-care.instructions.3":"Επιλέξτε μια λύση","challenges-content.family-care.instructions.4":"Προγραμματίστε και φτιάξτε σιγά σιγά τη δομή","challenges-content.family-care.instructions.5":"Σχεδιάστε μια αφίσα για να παρουσιάσετε το έργο","challenges-content.family-care.instructions.6":"Παρουσιάστε τη στους εκπαιδευτικούς σας και στην οικογένειά σας","challenges-content.family-care.example.0":"Μπορείτε να βρείτε ορισμένα παραδείγματα από εδώ","challenges-content.family-care.example.1":"και","challenges-content.family-care.materials.0":"Εργαλείο προγραμματισμού:","challenges-content.family-care.materials.1":"ή κατεβάστε την","challenges-content.family-care.materials.2":"εκδοχή για υπολογιστή","challenges-content.family-care.materials.3":"Η mBlock είναι μια γλώσσα προγραμματισμού η οποία βασίζεται στο Scratch","challenges-content.family-care.materials.4":"Αυτή η πρόκληση είναι επίσης μια προσαρμογή του διαγωνισμού MakeX global Spark, ενός προγράμματος δημιουργικού σχεδιασμού, βασισμένου στα έργα, για νέους από 6 έως 13 χρονών. ","challenges-content.family-care.materials.5":"Η συμμετέχουσα ομάδα θα πρέπει να εστιαστεί στο συγκεκριμένο θέμα και να μηχανευτεί μια λύση μέσα από τον προγραμματισμό λογισμικού και την κατασκευή υλισμικού. ","challenges-content.family-care.materials.6":"Οι μαθητές ενθαρρύνονται να ολοκληρώσουν την πρόκληση κατά τη διάρκεια της Εβδομάδας Προγραμματισμού και να απευθυνθούν έτσι σε διεθνές επίπεδο, ώστε να επικοινωνήσουν με άλλους μαθητές και να κερδίσουν βραβεία. ","challenges-content.family-care.materials.7":"Για περισσότερες πληροφορίες, επισκεφτείτε τη διεύθυνση:","challenges-content.family-care.materials.8":"ή επικοινωνήστε μαζί μας στη διεύθυνση","challenges-content.virtual-flower-field.title":"Καλλιέργησε το εικονικό χωράφι λουλουδιών σου","challenges-content.virtual-flower-field.author":"Jadga Huegle-Εκπαιδεύτρια Meet and Code και μέλος της ομάδας SAP Snap!","challenges-content.virtual-flower-field.duration":"30-60 λεπτά","challenges-content.virtual-flower-field.purposes.0":"Για να μάθεις προγραμματισμό με έναν απλό, αλλά όμως εκφραστικό έργο. ","challenges-content.virtual-flower-field.purposes.1":"Για να μάθεις ότι ο προγραμματισμός μπορεί να είναι καλλιτεχνία και να οδηγεί σε όμορφα πράγματα. ","challenges-content.virtual-flower-field.purposes.2":"Για να κάνεις λαμπρότερο το φθινόπωρο χάρη στα πολύχρωμα λουλούδια και στην Ευρωπαϊκή Εβδομάδα Προγραμματισμού. ","challenges-content.virtual-flower-field.purposes.3":"Για να αναδείξεις την ποικιλομορφία των λουλουδιών στη γη. ","challenges-content.virtual-flower-field.purposes.4":"Για να συμβάλεις στους Στόχους Βιώσιμης Ανάπτυξης(ΣΒΑ), ιδίως στον ΣΒΑ 13 –Κλιματική αλλαγή, οργανώνοντας εκδηλώσεις προγραμματισμού, οι οποίες βελτιώνουν την εκπαίδευση γύρω από την κλιματική αλλαγή, μέσα από την ευαισθητοποίηση για αυτό το θέμα. ","challenges-content.virtual-flower-field.description":"Φτιάξε ένα πρόγραμμα στο Snap!, με το οποίο να καλλιεργείται ένα εικονικό χωράφι λουλουδιών, με πολλά είδη λουλουδιών και με διαφορετικό αριθμό πετάλων. ","challenges-content.virtual-flower-field.instructions.0":"Αν χρειάζεσαι έμπνευση για το από πού να κάνεις την αρχή με αυτήν την πρόκληση, ρίξε μια ματιά σε","challenges-content.virtual-flower-field.instructions.1":"αυτό το βίντεο","challenges-content.virtual-flower-field.instructions.2":"ή χρησιμοποίησε","challenges-content.virtual-flower-field.instructions.3":"αυτό το έγγραφο","challenges-content.virtual-flower-field.instructions.4":"για να το ακολουθείς","challenges-content.virtual-flower-field.instructions.5":"Η πρόκληση μπορεί να ολοκληρωθεί, προγραμματίζοντας ένα εικονικό χωράφι λουλουδιών στο Snap!(ή στο Scratch) και αναρτώντας ένα στιγμιότυπο οθόνης ή μια φωτογραφία τού αποτελέσματος στο διαδίκτυο. ","challenges-content.virtual-flower-field.instructions.6":"Το χωράφι λουλουδιών θα πρέπει να περιλαμβάνει διάφορα είδη λουλουδιών, με διαφορετικό αριθμό πετάλων. Ιδανικά, τα λουλούδια προγραμματίζονται, πράγμα που σημαίνει ότι κατασκευάζονται με χρησιμοποιώντας στάμπες και περιστροφή(ή ζωγραφική και περιστροφή) πετάλων, επαναλαμβανόμενα. ","challenges-content.virtual-flower-field.instructions.7":"Ανάρτησε μια εικόνα του εικονικού χωραφιού λουλουδιών σου με το #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Συνιστούμε τη χρήση του","challenges-content.virtual-flower-field.materials.1":"ωστόσο, το έργο λειτουργεί επίσης σε","challenges-content.haunted-house.title":"Στοιχειωμένο σπίτι σε Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Πανεπιστήμιο Leiden-Ramon Moorlag, I&I-Εβδομάδα Προγραμματισμού NL","challenges-content.haunted-house.audience":"Δάσκαλοι και εκπαιδευτικοί","challenges-content.haunted-house.duration":"1 ώρα ή 2 ώρες, ανάλογα με το επίπεδο γνώσεων","challenges-content.haunted-house.purposes.0":"Να φτιάξετε μια διαδραστική ιστορία για ένα στοιχειωμένο σπίτι.","challenges-content.haunted-house.purposes.1":"Να μάθετε προγραμματισμό με τον κώδικα Hedy.","challenges-content.haunted-house.description":"Μέσω του κώδικα Hedy, θα φτιάξετε μια ιστορία για ένα στοιχειωμένο σπίτι, με διαδραστικά στοιχεία. Κάθε φορά που εκτελείται κώδικας, θα δημιουργείται και μια νέα ιστορία. Η ιστορία μπορεί επίσης να διαβάζεται φωναχτά από τον υπολογιστή σας και να κοινοποιείται στο διαδίκτυο..","challenges-content.haunted-house.instructions.0":"Ξεκινήστε ανοίγοντας έναν φυλλομετρητή και πηγαίνετε στη διεύθυνση hedycode.com.","challenges-content.haunted-house.instructions.1":"Ακολουθήστε τις οδηγίες για τα επίπεδα 1-4. Χρησιμοποιήστε τις καρτέλες «Level» (επίπεδο) και «Haunted house» (Στοιχειωμένο σπίτι)","challenges-content.haunted-house.instructions.2":"Με τη βοήθεια αυτών των επιπέδων, θα γράψουμε μια διαδραστική ιστορία για ένα στοιχειωμένο σπίτι.","challenges-content.haunted-house.instructions.3":"Εκπαιδευτικοί, μπορείτε να βρείτε ένα σχεδιάγραμμα μαθήματος","challenges-content.haunted-house.instructions.4":"εδώ","challenges-content.haunted-house.instructions.5":"Μπορείτε να βρείτε ένα βίντεο της Felienne Hermans που παρουσιάζει τον κώδικα Hedy σε","challenges-content.haunted-house.instructions.6":"αυτόν τον σύνδεσμο","challenges-content.haunted-house.example":"Παράδειγμα στοιχειωμένου σπιτιού στο επίπεδο","challenges-content.haunted-house.materials.0":"Hedy στο","challenges-content.haunted-house.materials.1":"επίπεδο 1 έως 4","challenges-content.inclusive-app-design.title":"Σχεδιασμός εφαρμογών χωρίς αποκλεισμούς","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 λεπτά + προαιρετικές δραστηριότητες επέκτασης","challenges-content.inclusive-app-design.purposes.0":"Για να ανταλλάσσετε απόψεις, να οργανώνετε, να κατασκευάζετε πρωτότυπα και να κοινοποιείτε μια ιδέα εφαρμογής, στην οποία θα μπορούν όλοι να αποκτήσουν πρόσβαση και την οποία θα μπορούν όλοι να κατανοήσουν.","challenges-content.inclusive-app-design.description":"Οι σπουδαίες εφαρμογές ξεκινούν από σπουδαίες ιδέες. Σε αυτήν τη δραστηριότητα, οι μαθητές θα βρουν μια ιδέα για μια εφαρμογή επάνω σε ένα θέμα που τους ενδιαφέρει, μετά θα μάθουν πώς να σχεδιάζουν εφαρμογές, έχοντας κατά νου να αποφεύγουν τους αποκλεισμούς και να προσφέρουν προσβασιμότητα.","challenges-content.inclusive-app-design.instructions.0":"Θα βρείτε όλες τις οδηγίες σε αυτόν τον σύνδεσμο","challenges-content.inclusive-app-design.instructions.1":"Με αυτό το σχεδιάγραμμα μαθήματος της μίας ώρας, οι εκπαιδευτικοί θα καταφέρουν να καθοδηγήσουν τους μαθητές","challenges-content.inclusive-app-design.instructions.2":"Να μάθουν πώς σχεδιάζουμε εφαρμογές χωρίς αποκλεισμούς","challenges-content.inclusive-app-design.instructions.3":"Να ανταλλάσσουν ιδέες για θέματα που τους ενδιαφέρουν, ώστε να βρουν μια ιδέα για εφαρμογή","challenges-content.inclusive-app-design.instructions.4":"Να περιγράψουν τις ιδέες τους για εφαρμογή και να οργανώσουν δραστηριότητες για τον χρήστη","challenges-content.inclusive-app-design.instructions.5":"Να κατασκευάσουν πρωτότυπο για ένα μέρος της εφαρμογής τους σε Keynote","challenges-content.inclusive-app-design.instructions.6":"Να κοινοποιήσουν παρουσιάσεις των πρωτότυπών τους και να περιγράψουν πώς αυτά θα υποστηρίζουν χρήστες με διαφορετικά υπόβαθρα και δεξιότητες. ","challenges-content.inclusive-app-design.materials.0":"Ανακαλύψτε τη δραστηριότητα του σχεδιασμού εφαρμογών χωρίς αποκλεισμούς στο Κέντρο μάθησης για εκπαιδευτικούς Apple","challenges-content.inclusive-app-design.materials.1":"Το Keynote συνιστάται, αλλά δεν είναι απαραίτητο. ","challenges-content.silly-eyes.title":"Γουρλωτά μάτια","challenges-content.silly-eyes.author":"Ίδρυμα Raspberry Pi","challenges-content.silly-eyes.duration":"25 λεπτά","challenges-content.silly-eyes.purposes.0":"Να φτιάξετε ένα έργο που να προβλέπει αλληλεπίδραση με τον χρήστη. ","challenges-content.silly-eyes.purposes.1":"Να εξατομικεύσετε ένα έργο με χρώμα και γραφικές αναπαραστάσεις. ","challenges-content.silly-eyes.purposes.2":"Να μάθετε για τον σχεδιασμό στις ψηφιακές κατασκευές. ","challenges-content.silly-eyes.description":"Σε αυτό το έργο, θα σχεδιάσετε και θα δημιουργήσετε έναν χαρακτήρα με γουρλωτά μάτια. Τα μεγάλα, γουρλωτά μάτια του χαρακτήρα θα ακολουθούν τον κέρσορα του ποντικιού, κι έτσι θα ζωντανεύει ο χαρακτήρας σας. ","challenges-content.silly-eyes.instructions":"Μπορείτε να αποκτήσετε πρόσβαση στην πλήρη περιγραφή του έργου εδώ","challenges-content.silly-eyes.example":"Ρίξτε μια ματιά στον Gobo, Κάτω από τη θάλασσα και Μην τρως ντόνατς","challenges-content.train-ai-bot.title":"Εκπαίδευσε ένα ρομπότ ΤΝ!","challenges-content.train-ai-bot.purposes":"Για να μάθεις για την τεχνητή νοημοσύνη(ΤΝ), τη μηχανική μάθηση, τα δεδομένα εκπαίδευσης και τις προκαταλήψεις, ενώ παράλληλα διερευνάς ζητήματα δεοντολογίας και πώς η ΤΝ μπορεί να χρησιμοποιηθεί για την αντιμετώπιση παγκόσμιων προβλημάτων. ","challenges-content.train-ai-bot.description":"Εκπαίδευσε ένα ρομπότ ΤΝ με την ΤΝ για τους Ωκεανούς. Σε αυτήν τη δραστηριότητα, θα προγραμματίσεις ή θα εκπαιδεύσεις ΤΝ(τεχνητή νοημοσύνη) να αναγνωρίζει ψάρια ή σκουπίδια. Ας καθαρίσουμε, λοιπόν, τον ωκεανό!","challenges-content.train-ai-bot.instructions.0":"Οι οδηγίες παρουσιάζονται με βίντεο μέσα στο εκπαιδευτικό υλικό","challenges-content.train-ai-bot.instructions.1":"και επίσης αναγράφονται πάνω πάνω σε κάθε επίπεδο","challenges-content.train-ai-bot.materials.0":"Μπορείς να βρεις το εκπαιδευτικό υλικό εδώ","challenges-content.train-ai-bot.materials.1":"Αυτό το εκπαιδευτικό υλικό διατίθεται σε πάνω από 25 γλώσσες","challenges-content.build-calliope.title":"Δημιούργησε το δικό σου πρόγραμμα γυμναστικής με το Calliope mini","challenges-content.build-calliope.author":"Πρόγραμμα Amazon Future Engineer (Μελλοντικός Μηχανικός στην Amazon) | Πρωτοβουλία Meet and Code με τη συμμετοχή της Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Για να εξοικειωθείς με τις ακολουθίες, τα κινούμενα γραφικά, τις επαναλήψεις και τις μεταβλητές παίζοντας.","challenges-content.build-calliope.purposes.1":"Για να σχεδιάσεις ένα διάγραμμα δομής.","challenges-content.build-calliope.purposes.2":"Για να κάνεις έλεγχο και να εντοπίσεις σφάλματα στον κώδικα.","challenges-content.build-calliope.purposes.3":"Για να βελτιστοποιήσεις ένα πρόγραμμα μέσω πειραματισμών, ελέγχων και προσαρμογής της χρηστικότητας.","challenges-content.build-calliope.duration":"20-30 λεπτά","challenges-content.build-calliope.description":"Οι συμμετέχοντες θα αναπτύξουν ένα ψηφιακά ελεγχόμενο πρότυπο το οποίο θα χρησιμοποιεί μια πολύχρωμη φωτεινή λυχνία (LED) με σκοπό την αναπαραγωγή μιας προσχεδιασμένης άσκησης γυμναστικής 10 μονάδων κώδικα.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (εάν διατίθεται)","challenges-content.build-calliope.materials.1":'Φορητός υπολογιστής ή tablet με τα οποία θα μπορείς να επισκεφθείς το https://makecode.calliope.cc ή το https://calliope.cc και το YouTube με σκοπό την πρόσβαση σε πόρους για τη δραστηριότητα.',"challenges-content.build-calliope.instructions.0":"Για να ξεκινήσεις, δημιούργησε ένα πλάνο και καθόρισε τη σειρά των μονάδων κώδικα της άσκησης. Χρησιμοποιώντας το πλάνο, προγραμμάτισε το RGB LED του Calliope mini ώστε να εμφανίζεται το ένα από τα 5 χρώματα στον προκαθορισμένο ρυθμό. Στη συνέχεια, όρισε μια μεταβλητή για τον ρυθμό και τις επαναλήψεις του προγράμματος χρησιμοποιώντας βρόγχους.","challenges-content.build-calliope.instructions.1":"Θυμήσου, αν εφάρμοσες το πρόγραμμα και το αποτέλεσμα σου άρεσε, μπορείς να το μοιραστείς μαζί μας στη διεύθυνση info@calliope.cc - ανυπομονούμε να δούμε τι έφτιαξες! Επί τη ευκαιρία, χαρίζουμε 30 Calliope mini και οι νικητές θα επιλεγούν μεταξύ των συμμετεχόντων!","challenges-content.build-calliope.instructions.2":"Κοινοποίησε τον κωδικό QR του έργου σου στο Instagram, πρόσθεσε το hashtag #EUCodeWeekChallenge και κάνε ονομαστική αναφορά του @CodeWeekEU.","challenges-content.build-calliope.example.0":"Ενώ κάθεσαι στον υπολογιστή σου: μπορείς να γίνεις κι εσύ αθλητικός τύπος.","challenges-content.build-calliope.example.1":"Δημιούργησε ένα πρότυπο προγράμματος γυμναστικής με το Calliope mini το οποίο μπορεί επίσης να δοκιμαστεί στον προσομοιωτή. Η πρόκληση εκτελείται στο πρόγραμμα επεξεργασίας MakeCode προγραμματίζοντας μια απλή ακολουθία κώδικα (βλέπε στιγμιότυπο οθόνης).","challenges-content.build-calliope.example.2":"Επίλεξε 5 διαφορετικά χρώματα και αντιστοίχησε μια άσκηση γυμναστικής σε κάθε ένα από τα χρώματα π.χ. βαθύ κάθισμα ή εκτάσεις-ανατάσεις με άλμα. Στη συνέχεια, μπορείς να παρατάξεις τα χρώματα με οποιαδήποτε σειρά και να τα γυμνάσεις.","challenges-content.common.share":"Κοινοποιήστε τον σύνδεσμο ή τον κωδικό QR του έργου σας στο Instagram ή το Facebook, προσθέστε το hashtag #EUCodeWeekChallenge και κάστε αναφορά @CodeWeekEU.","challenges-content.common.audience.0":"Δάσκαλοι και εκπαιδευτές","challenges-content.common.audience.1":"Μαθητές Δημοτικού (6 έως 12 ετών)","challenges-content.common.audience.2":"Μαθητές Γυμνασίου (12 έως 16 ετών)","challenges-content.common.audience.3":"Μαθητές Λυκείου (16 έως 18 ετών)","challenges-content.code-a-dice.title":"Κωδικοποιήστε μια ζαριά","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Κωδικοποίηση διαδραστικών γρίφων","challenges-content.code-a-dice.purposes.1":"Για να κωδικοποιήσετε μια προσομοίωση ενός τυχαία κινούμενου αντικειμένου που θα χρησιμοποιηθεί εάν το πραγματικό αντικείμενο δεν είναι διαθέσιμο","challenges-content.code-a-dice.description":"Σε αυτήν την πρόκληση θα κωδικοποιήσετε ένα ζάρι ώστε να πέσει τυχαία στην εντολή σας. Μπορείτε να επιλέξετε οποιοδήποτε είδος ζαριού με τον αριθμό των προσώπων που επιθυμείτε, όπως αυτά που χρησιμοποιούνται σε παιχνίδια ρόλων, προσθέτωντας και ήχους. ","challenges-content.code-a-dice.instructions.0":"Συνδεθείτε στο Scratch","challenges-content.code-a-dice.instructions.1":"Επιλέξτε ένα φόντο","challenges-content.code-a-dice.instructions.2":"Δημιουργήστε τον χαρακτήρα του ζαριού σας ή αναζητήστε για έναν άλλο στο διαδίκτυο και ανεβάστε το στο πρόγραμμά σας","challenges-content.code-a-dice.instructions.3":"Δημιουργήστε τόσα κουστούμια για τον χαρακτήρα σας όσα είναι και τα πρόσωπα του επιλεγμένου ζαριού σας· καθένα να αντιστοιχεί σε διαφορετικό αριθμό","challenges-content.code-a-dice.instructions.4":"Επιλέξτε πώς θέλετε να πέφτει η ζαριά (πατώντας ένα κλειδί στο πληκτρολόγιο, κλικάροντας τον χαρακτήρα κ.λπ.) και γράψτε τον κώδικα","challenges-content.code-a-dice.instructions.5":"Κωδικοποιήστε τον χαρακτήρα ώστε να αλλάζει κουστούμια στην τύχη στο τέλος κάθε ζαριάς","challenges-content.code-a-dice.instructions.6":"Προσθέστε ηχητικά εφέ","challenges-content.code-a-dice.example":"Ρίξιμο ενός 20πλευρου ζαριού","challenges-content.personal-trainer.title":"Προσωπικός γυμναστής με micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Για την κωδικοποίηση του micro:bit με σκοπό τη χρήση του μπάζερ και πίνακα led","challenges-content.personal-trainer.purposes.1":"Για τη δημιουργία μιας προσωπικής συσκευής με σκοπό τον έλεγχο της σωματικής σας δραστηριότητας","challenges-content.personal-trainer.purposes.2":"Για την κωδικοποίηση του micro:bit με σκοπό τη βελτίωση της υγείας σας μέσω της άθλησης","challenges-content.personal-trainer.description":"Αυτή η πρόκληση σας επιτρέπει την κωδικοποίηση του micro:bit σας με σκοπό να ελέγξετε τους χρόνους επανάληψης των σωματικών ασκήσεων σε συνδυασμό με τον χρόνο ανάπαυσης. Θα παρακολουθείτε τη σωματική σας δραστηριότητα στο σχολείο, στο σπίτι ή στο πάρκο.","challenges-content.personal-trainer.instructions.0":"Όταν Α+Β, δημιουργήστε ένα χρονόμετρο αντίστροφης μέτρησης 3 δευτερολέπτων με έναν ήχο μουσικής νότας ανά δευτερόλεπτο και εμφανίστε τη λέξη ΠΑΜΕ!","challenges-content.personal-trainer.instructions.1":"Κατά τη διάρκεια της πρώτης άσκησης, εμφανίστε ένα τετράγωνο 2x2 που αναβοσβήνει για 20 δευτερόλεπτα. Στη συνέχεια, παίξτε έναν ήχο και κρατήστε το τετράγωνο σταθερό. Κατά τη διάρκεια του εναπομείναντος χρόνου, πρέπει να εμφανιστεί μια άλλη εικόνα η οποία να αναβοσβήνει για 10 δευτερόλεπτα. Όταν τελειώσει, αναπαράγετε έναν ήχο.","challenges-content.personal-trainer.instructions.2":"Στη συνέχεια, επαναλάβετε την ίδια ενέργεια, αλλά εμφανίστε έναν πίνακα 3x3 για τον χρόνο άσκησης. Επαναλάβετε αυτές τις ενέργειες μέχρι να εμφανιστεί ο πίνακας 5x5.","challenges-content.personal-trainer.duration":"30-40 λεπτά","challenges-content.create-a-spiral.title":"Δημιουργήστε μια σπείρα","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Για την εκμάθηση και εξάσκηση βρόγχων και μεταβλητών.","challenges-content.create-a-spiral.purposes.1":"Για την ενίσχυση της δημιουργικότητας στην κωδικοποίηση.","challenges-content.create-a-spiral.description":"Σε αυτή την πρόκληση, θα συντάξετε ένα έργο με το Scratch για να δημιουργήσετε μια σπείρα, χρησιμοποιώντας τα pen blocks, μια σπείρα και μια μεταβλητή.","challenges-content.create-a-spiral.instructions.0":"The Pen blocks","challenges-content.create-a-spiral.instructions.1":"Δημιουργήστε ένα νέο έργο και ονομάστε το Σπείρα.","challenges-content.create-a-spiral.instructions.2":"Κάντε κλικ στο μοβ εικονίδιο «Προσθήκη επέκτασης» στην κάτω αριστερή πλευρά του παραθύρου","challenges-content.create-a-spiral.instructions.3":"Επιλέξτε «πένα»: τα μπλόκ πένας είναι τώρα διαθέσιμα για τα έργα σας","challenges-content.create-a-spiral.instructions.4":"Για να ξεκινήσετε το έργο σας, σύρετε και αποθέστε το μπλοκ «όταν επελέγει η πράσινη σημαία»:","challenges-content.create-a-spiral.instructions.5":"Θα πρέπει να ξεκινήσετε με μια κενή σελίδα: στα μπλοκ πένας προσθέστε το μπλοκ «διαγραφή όλων»:","challenges-content.create-a-spiral.instructions.6":"Θέλετε να αρχίσετε να σχεδιάζετε στο κέντρο της σκηνής, πράγμα που σημαίνει ότι ο χαρακτήρας σας πρέπει να μετακινηθεί στο κέντρο της σκηνής (0,0):","challenges-content.create-a-spiral.instructions.7":"Ο χαρακτήρας σας μπορεί να μετακινηθεί χωρίς να σχεδιάζει ή να μετακινείται και να σχεδιάζει:","challenges-content.create-a-spiral.instructions.8":"όταν θέλετε να σχεδιάζει, μπορείτε να χρησιμοποιείτε το μπλοκ «πένα κάτω»","challenges-content.create-a-spiral.instructions.9":"όταν δεν θέλετε να σχεδιάζει, μπορείτε να χρησιμοποιείτε το μπλοκ «πένα πάνω»","challenges-content.create-a-spiral.instructions.10":"Τώρα, θέλετε να σχεδιάσετε! Προσθέστε το μπλοκ «»πένα κάτω»:","challenges-content.create-a-spiral.instructions.11":"Το εξάγωνο","challenges-content.create-a-spiral.instructions.12":"Προσθέστε τα μπλοκ παρακάτω στο έργο σας:","challenges-content.create-a-spiral.instructions.13":"Τώρα έχετε το ένα έκτο του εξαγώνου σας. Πρέπει να επαναλάβετε αυτή την ακολουθία 6 φορές:","challenges-content.create-a-spiral.instructions.14":"Η σπείρα","challenges-content.create-a-spiral.instructions.15":"Για να δημιουργήσετε μια σπείρα, θα πρέπει να προσθέσετε 2 κατά μήκος κάθε επόμενης πλευράς.","challenges-content.create-a-spiral.instructions.16":"Για να τι κάνετε αυτό, θα χρησιμοποιήσετε μια μεταβλητή.","challenges-content.create-a-spiral.instructions.17":"Στα μπλοκ μεταβλητών, κάντε κλικ στο «Δημιουργία μεταβλητής»","challenges-content.create-a-spiral.instructions.18":"Ονομάστε τη μήκος και, στη συνέχεια κάντε κλικ στην επιλογή ΟΚ:","challenges-content.create-a-spiral.instructions.19":"Η σπείρα θα μεγαλώσει, θα πρέπει να ξεκινήσετε από μικρό μέγεθος: ορίστε το αρχικό μήκος στο 10 και εισαγάγετε αυτό το μπλοκ πριν τον βρόγχο.","challenges-content.create-a-spiral.instructions.20":"Εισάγετε τη μεταβλητή «μήκος» στο μπλοκ «μετακίνηση … βήματα»","challenges-content.create-a-spiral.instructions.21":"Για να μεγαλώσετε τη σπείρα, θα πρέπει επίσης να επιδιώξετε την αύξηση του μήκους σε κάθε βρόγχο: προσθέστε το μπλοκ παρακάτω στο τέλος του βρόγχου:","challenges-content.create-a-spiral.instructions.22":"Εδώ θα βρείτε το τρέχον έργο σας:","challenges-content.create-a-spiral.instructions.23":"Μια όμορφη σπείρα","challenges-content.create-a-spiral.instructions.24":"Σχεδιάσατε μια σπείρα! Για να συνεχίσει, αντικαταστήστε τον βρόγχο «επανάληψη 6» με τον βρόγχο «για πάντα»:","challenges-content.create-a-spiral.instructions.25":"Για να σχεδιάσετε μια πολύχρωμη σπείρα, προσθέστε το παρακάτω μπλοκ στον βρόγχο:","challenges-content.create-a-spiral.instructions.26":"Όταν ξεκινήσετε από την αρχή, ο χαρακτήρας σχεδιάζει μια ανεπιθύμητη γραμμή. Για να αποτρέψετε αυτή την ενέργεια, προσθέστε ένα μπλοκ «πένα πάνω» στην αρχή του έργου.","challenges-content.create-a-spiral.instructions.27":"Εδώ θα βρείτε το τελικό σας έργο:","challenges-content.create-a-spiral.instructions.28":"Συγχαρητήρια! Δημιουργήσατε μια όμορφη σπέιρα!","challenges-content.play-against-ai.title":"Δημιουργήστε και παίξτε εναντίον της ΤΝ το παιχνίδι «Πέτρα, Ψαλίδι, Χαρτί»","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"για να καταλάβετε πώς λειτουργεί ο κύκλος της μηχανικής μάθησης.","challenges-content.play-against-ai.purposes.1":"για να δημιουργήσετε ένα μοντέλο μηχανικής μάθησης με τη χρήση του Teachable Machine","challenges-content.play-against-ai.purposes.2":"για να εξοικειωθείτε με το εργαλείο Pictoblox και να εισαγάγετε το μοντέλο που δημιουργήσατε στο έργο","challenges-content.play-against-ai.purposes.3":"για να ορίσετε τη σκηνή και τους χαρακτήρες, να δημηουργήσετε και να αρχικοποιήσετε τις μεταβλητές στο Pictoblox","challenges-content.play-against-ai.purposes.4":"για να ξεκινήσετε το παιχνίδι, να εντοπίσετε τις κινήσεις των παικτών, να προγραμματίσετε τυχαίες κινήσεις ΤΝ","challenges-content.play-against-ai.purposes.5":"για να δημιουργήσετε και να τεστάρετε ένα παιχνίδι που εμπλέκει την τεχνητή νοημοσύνη ως αντίπαλο σε ένα παιχνίδι «Πέτρα, Ψαλίδι, Χαρτί».","challenges-content.play-against-ai.description":"Θα δημιουργησουμε ένα μοντέλο, με τη χρήση του Teachable Machine, από εικόνες που χρησιμοποιούν τρεις κατηγορίες: Πέτρα, Ψαλίδι, Χαρτί. Το μοντέλο θα φορτωθεί στο Pictoblox και θα χρησιμοποιηθεί για τη δημιουργία ενός παιχνιδιού το οποίο θα μπορούμε να παίζουμε με αντίπαλο την ΤΝ.","challenges-content.play-against-ai.duration":"90 λεπτά","challenges-content.play-against-ai.instructions.0":"Δημιουργήστε ένα νέο έργο εικόνων στο Teachable Machine απαρτιζόμενο από 3 κατηγορίες ονομαζόμενες Πέτρα, Χαρτί, Ψαλίδι. Για κάθε κατηρορία, τραβήξτε τουλάχιστον 400 φωτογραφίες. Φροντίστε το φόντο να είναι καθαρό. Εκπαιδεύστε και εξάγετε το μοντέλο. Αποστείλετε το μοντέλο και αντιγράψτε το σύνδεσμο.","challenges-content.play-against-ai.instructions.1":"Δημιουργήστε έναν δωρεάν λογαριασμό στον ιστότοπο Pictoblox. Προσθέστε μια επέκταση μηχανικής εκμάθησης και αποστείλετε το μοντέλο. Ορίστε τη σκηνή, τις μεταβλητές και τις σπέιρες. Εκκινήστε το παιχνίδι, προσδιορίστε τις κινήσεις του παίκτη και τις κινήσεις της ΤΝ και ποιος είναι ο νικητής του γύρου.","challenges-content.play-against-ai.instructions.2":"Εκπαίδευση δεδομένων για το παιχνίδι.","challenges-content.play-against-ai.instructions.3":"Δοκιμή του μοντέλου.","challenges-content.play-against-ai.instructions.4":"Εξαγωγή του μοντέλου.","challenges-content.play-against-ai.instructions.5":"Προσθήκη επέκτασης μηχανικής εκμάθησης και αποστολή μοντέλου.","challenges-content.play-against-ai.instructions.6":"Ορισμός της σκηνής, των μεταβλητών και των σπειρών.","challenges-content.play-against-ai.instructions.7":"Εκκίνηση του παιχνιδιού.","challenges-content.play-against-ai.instructions.8":"Προσδιορισμός των κινήσεων του παίχτη.","challenges-content.play-against-ai.instructions.9":"Ορισμός τυχαίων κινήσεων ΤΝ.","challenges-content.play-against-ai.instructions.10":"Μετάδοση τυχαίων κινήσεων ΤΝ.","challenges-content.play-against-ai.instructions.11":"Δημιουργία τριών μπλοκ. Ποιος είναι ο νικητής του γύρου;","challenges-content.play-against-ai.instructions.12":"Ελέγξτε εάν ο παίχτης είναι ο νικητής του γύρου.","challenges-content.play-against-ai.instructions.13":"Ελέγξτε εάν η ΤΝ κερδίζει τον γύρο.","challenges-content.play-against-ai.instructions.14":"Ελέγξτε εάν ήρθε ισοπαλία στον γυρο.","challenges-content.play-against-ai.instructions.15":"Μπλοκ προγράμματος.","challenges-content.play-against-ai.instructions.16":"Σπείρα Πέτρα Χαρτί Ψαλίδι","challenges-content.air-drawing-with-AI.title":"Ζωγραφική στον αέρα με ΤΝ","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"για να φτιάξετε ένα πρόγραμμα χρησιμοποιώντας την επέκταση ανίχνευσης ανθρωπίνου σώματος ώστε να αναγνωρίζονται οι κινήσεις των δακτύλων μπροστά από την κάμερα.","challenges-content.air-drawing-with-AI.purposes.1":"για να γράψετε κώδικα με απλά μπλοκ σε μερικές γραμμές κώδικα.","challenges-content.air-drawing-with-AI.purposes.2":"για να δείτε ένα παράδειγμα χρήσης ΤΝ","challenges-content.air-drawing-with-AI.description":"Δημιουργία ενός προγράμματος το οποίο θα επιτρέπει στον χρήστη να σχεδιάζει στον αέρα με το χέρι του (τον δείκτη) μπροστά από την κάμερα και ό,τι σχεδιάζουν θα απεικονίζεται αυτόματα στη σκηνή του Pictoblox.","challenges-content.air-drawing-with-AI.instructions.0":"Δημιουργήστε έναν λογαριασμό στο Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"ακολουθήστε τις οπτικές οδηγίες για να:","challenges-content.air-drawing-with-AI.instructions.2":"προσθέσετε επεκτάσεις για Ανίχνευση ανθρωπίνου σώματος και Πένα·","challenges-content.air-drawing-with-AI.instructions.3":"ορίσετε τη σκηνή και να προσθέσετε χαρακτήρα (Μολύβι) και πρόσθετες σπείρες για: Πένα κάτω, Πένα πάνω, Διαγραφή όλων· ","challenges-content.air-drawing-with-AI.instructions.4":"γράψετε κώδικα για τον χαρακτήρα Μολύβι ώστε να ακολουθεί το δάχτυλο","challenges-content.air-drawing-with-AI.instructions.5":"γράψετε κώδικα για τα κουμπιά: Πένα πάνω, Πένα κάτω και Διαγραφή όλων, αλλά και για την Πένα","challenges-content.air-drawing-with-AI.instructions.6":"Τώρα είστε έτοιμοι να δημιουργήσετε τα δικά σας σχέδια και να πάιξετε με διαφορετικά χρώματα και μέγεθος πένας.","challenges-content.air-drawing-with-AI.materials.0":"Ένας φορητός ή επιτραπέζιος υπολογιστής με κάμερα","challenges-content.air-drawing-with-AI.materials.1":"Να ληφθεί(συνιστάται) η πιο πρόσφατη έκδοση του Pictoblox ή χρήση της ηλεκτρονικής έκδοσης Pictoblox(δωρεάν)","challenges-content.air-drawing-with-AI.materials.2":"Λογαριασμός Pictoblox(δωρεάν)","challenges-content.air-drawing-with-AI.materials.3":"Καλή σύνδεση στο διαδίκτυο","challenges-content.emobot - kliki.title":"Emobot Kliki","challenges-content.emobot - kliki.author":"Margareta Zajkova","challenges-content.emobot - kliki.purposes.0":"Να μάθετε βασικές έννοιες της μηχανικής μάθησης και της αναγνώρισης κειμένου . ","challenges-content.emobot - kliki.purposes.1":"Να κατανοήσετε τον ρόλο των συναισθημάτων στις επικοινωνίες . ","challenges-content.emobot - kliki.purposes.2":"Να χρησιμοποίησετε τον κώδικα για να δημιουργήσετε διαλόγους ανάμεσα σε ένα διαλογικό ρομπότ και έναν χρήστη . ","challenges-content.emobot - kliki.purposes.3":"Να κατανοήσετε πώς οι υπλογιστές μπορούν να αναγνωρίσουν συναισθηματικούς τόνους μέσω της ανάλυσης κειμένου και να ανταποκριθούν ανάλογα . ","challenges-content.emobot - kliki.description.0":"Δημιουργήστε Emotional Bot στο Scratch το οποίο να μπορεί να εμφανίζει ένα χαρούμενο πρόσωπο για θετικά μηνύματα(αν του λέτε καλά πράγματα), ένα θυμωμένο πρόσωπο για αρνητικά μηνύματα(αν του λέτε άσχημα πράγματα) και ένα μπερδεμένο πρόσωπο εάν το μήνυμα είναι απροσδιόριστο . ","challenges-content.emobot - kliki.description.1":"Το Emobot Kliki θα αναγνωρίζει κομπλιμέντα και προσβολές, οπότε θα με ποιόν τρόπο οι υπολογιστές μπορούν να εκπαιδευτούν ώστε να αναγνωρίζουν τον συναισθηματικό τόνο . ","challenges-content.emobot - kliki.instructions.0":"Για να ξεκινήσετε, προγραμματίστε μια λίστα από κανόνες για ό,τι είναι ωραίο ή ευγενικό και για ό,τι είναι άσχημο ή κακόβουλο . ","challenges-content.emobot - kliki.instructions.1":"Συνδεθείτε στον ιστότοπο https://machinelearningforkids.co.uk/ ή δημιούργησε έναν νέο λογαριασμό.","challenges-content.emobot - kliki.instructions.2":'Δημιουργήστε ένα νέο μοντέλο μηχανικής εκμάθησης προσθέτοντας 3 νέες ετικέτες, ονομάστε την πρώτη "ωραίο", τη δεύτερη "άσχημο" και προαιρετικό εάν θέλετε να αναγνωρίζετε το όνομά σας, δημιουργήστε την τρίτη ετικέτα με το όνομα "όνομα".',"challenges-content.emobot - kliki.instructions.3":"Εκπαιδεύστε το νέο μοντέλο μηχανικής εκμάθησης, δοκιμάστε το και χρησιμοποιήσετ το για να δημιουργήσετε το Emobot στο Scratch.","challenges-content.emobot - kliki.instructions.4":"Εκκινήστε το πρόγραμμα επεξεργασίας Scratch 3, διαγράψτε τον χαρακτήρα γάτας, εισαγάγετε 3 νέους χαρακτήρες που δημιοουργήθηκαν από το Microsoft Bing Image Creator (χαρούμενο, θυμωμένο και μπερδεμένο) ή δημιουργήστε ένα νέο χαρακτήρα κάνοντας κλικ στο εικονίδιο Paint σχεδιάζοντας τρία αντίγραφα κοθστουμιών για το χαρούμενο, το θυμωμένο και το μπερδεμένο πρόσωπο.","challenges-content.emobot - kliki.instructions.5":"Κάντε κλικ στην καρτέλα «Κώδικας» και εισαγάγετε το ακόλουθο κείμενο.","challenges-content.emobot - kliki.example.0":"Μοιραστείτε το Emobot Kliki με τους φίλους σας και μάθετε περισσότερα για την TN και τα συναισθήματα!","challenges-content.emobot - kliki.example.1":"Αντί για ένα καρτούν υπολογιστή, μπορείτε να δοκιμάσετε κάτι διαφορετικό, όπως ένα ζώο. Αντί για τον ευγενικό και κακόβουλο χαρακτηρισμό, θα μπορούσατε να εκπαιδεύσετε τον χαρακτήρα να αναγνωρίζει και άλλους τύπους μηνυμάτων.","challenges-content.craft-magic.title":"Κάντε τα μαγικά σας με Χειρονομίες ΤΝ","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Για να καλλιεργήσετε δεξιότητες κωδικοποίησης μεταξύ μαθητών, επιτρέποντάς τους να χρησιμοποιούν βασικές εντολές.","challenges-content.craft-magic.purposes.1":"Για να αναπτύξετε δεξιότητες αλγοριθμικής σκέψης αναλύοντας σύνθετες εργασίες σε διαχειρίσιμα βήματα.","challenges-content.craft-magic.purposes.2":"Για να ενθαρρύνετε τη δημιουργική επίλυση προβλημάτων στον εντοπισμό μοναδικών εφαρμογών χειρονομιών για σχέδιο και γραφή.","challenges-content.craft-magic.purposes.3":"Για να προωθήσετε την κατανόηση των εννοιών της ΤΝ, ιδίως του τρόπου με τον οποίο η ΤΝ επιτρέπει στους υπολογιστές να αναγνωρίζουν και να ερμηνεύουν χειρονομίες.","challenges-content.craft-magic.purposes.4":"Για να ευαισθητοποιήσετε τους γύρω σας σχετικά με τη σημασία της τεχνολογίας για τα άτομα με αναπηρίες.","challenges-content.craft-magic.purposes.5":"Για να προωθήσετε τη συνεργατική επίλυση προβλημάτων και την ομαδική εργασία μεταξύ των μαθητών καθώς συνεργάζονται για τη βελτίωση των προγραμμάτων χειρονομιών.","challenges-content.craft-magic.purposes.6":"Για να συνδέσετε τις δεξιότητες κωδικοποίησης και υπολογιστικής σκέψης με εφαρμογές του πραγματικού κόσμου, δίνοντας έμφαση στον ουσιαστικό αντίκτυπο της τεχνολογίας στις ζωές των ανθρώπων και ευθυγραμμίζοντας τες με τους Στόχους Βιώσιμης Ανάπτυξης (ΣΒΑ).","challenges-content.craft-magic.duration.0":"90 λεπτά για μαθητές 10-12","challenges-content.craft-magic.duration.1":"45 λεπτά για μαθητές 12-15","challenges-content.craft-magic.description":"Δημιουργήστε ένα πρόγραμμα που βασίζεται σε μπλοκ Scratch χρησιμοποιώντας την επέκταση ΤΝ «Ανθρώπινο σώμα» με δημιουργικό και συναρπαστικό τρόπο, προκειμένου να σχεδιάσετε σε μια οθόνη χωρίς τη χρήση ενός παραδοσιακού ποντικιού ή μιας οθόνης αφής.","challenges-content.craft-magic.instructions.0":"Συνδεθείτε στη σελίδα https://ai.thestempedia.com και δημιουργήστε έναν λογαριασμό δασκάλου και λογαριασμούς μαθητών.","challenges-content.craft-magic.instructions.1":"Εισαγάγετε τις επεκτάσεις «Ανίχνευση ανθρώπινου σώματος», «Πένα», «Κείμενο σε ομιλία».","challenges-content.craft-magic.instructions.2":"Προσθέστε τον χαρακτήρα «Μολύβι» από τη βιβλιοθήκη και δημιουργήστε 7 χαρακτήρες (γράφω, απαλοιφή, μαύρο, κόκκινο, μπλε, πράσινο, ροζ).","challenges-content.craft-magic.instructions.3":"Γράψτε εντολές για να ελέγξετε τι θα συμβεί όταν ο χαρακτήρας «μολύβι» ακουμπά έναν από τους άλλους επτά χαρακτήρες.","challenges-content.craft-magic.instructions.4":"Γράψτε εντολές για να επιτρέψετε στην κάμερα να αναγνωρίζει τη στάση του χεριού και να μετακινείτε το μολύβι στις συντεταγμένες x και y του δείκτη σας.","challenges-content.craft-magic.instructions.5":"Αλλαγή κουστουμιών στο τέλος κάθε ζαριάς.","challenges-content.craft-magic.instructions.6":"Προσθήκη ηχητικών εφέ.","challenges-content.craft-magic.materials.0":"Προγραμματισμός πλατφόρμας https://ai.thestempedia.com (δωρεάν)","challenges-content.craft-magic.materials.1":"λογαριασμός δασκάλου (δωρεάν)","challenges-content.craft-magic.materials.2":"λογαριασμός μαθητή (δωρεάν)","challenges-content.craft-magic.materials.3":"Υπολογιστές με κάμερα","challenges-content.craft-magic.materials.4":"Σύνδεση στο διαδίκτυο","challenges-content.circle-of-dots.title":"Ένας κύκλος από κουκκίδες","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Για να γράψετε κώδικα με σκοπό να σχεδιάσετε μια γραμμή από σημεία.","challenges-content.circle-of-dots.purposes.1":"Για να γράψετε κώδικα με σκοπό να σχεδιάσετε μια γραμμή από σημεία.","challenges-content.circle-of-dots.purposes.2":"Για να γράψετε κώδικα με σκοπό να σχεδιάσετε έναν κύκλο.","challenges-content.circle-of-dots.purposes.3":"Γράψτε κώδικα για να σχεδιάσετε έναν κύκλο από κουκκίδες (παύλες).","challenges-content.circle-of-dots.description":"Σχεδιάστε έναν κύκλο από κουκκίδες ή παύλες.","challenges-content.circle-of-dots.duration":"40 λεπτά","challenges-content.circle-of-dots.instructions.0":"Δημιουργία μπλοκ από κουκκίδες.","challenges-content.circle-of-dots.instructions.1":"Δημιουργία μπλοκ από κουκκίδες.","challenges-content.circle-of-dots.instructions.2":"Κατασκευή ενός κύκλου από κουκκίδες.","challenges-content.circle-of-dots.instructions.3":"Κατασκευή ενός κύκλου από παύλες.","challenges-content.coding-escape-room.title":"Δημιουργήστε μια αίθουσα απόδρασης κωδικοποίησης","challenges-content.coding-escape-room.author":"Stefania Altieri (Στεφανία Αλτιέρι) και Elisa Baraghini (Ελίζα Μπαραγκίνι)","challenges-content.coding-escape-room.purposes.0":"Για να διδάξετε/μάθετε και να προβληματιστείτε σχετικά με τις έννοιες κωδικοποίησης.","challenges-content.coding-escape-room.purposes.1":"Για να χρησιμοποιήσετε απλά εργαλεία κωδικοποίησης.","challenges-content.coding-escape-room.purposes.2":"Για να αναπτύξετε δεξιότητες υπολογιστικής σκέψης και επίλυσης προβλημάτων.","challenges-content.coding-escape-room.description.0":"Δημιουργήστε μια εμπειρία κωδικοποίησης απόδρασης όπως αυτή εδώ:","challenges-content.coding-escape-room.description.1":"Μπορείτε να χρησιμοποιήσετε φόρμες google, το genially, μια παρουσίαση google, οποιοδήποτε εργαλείο θέλετε για να δημιουργήσετε μια αφήγηση βασισμένη στη συγγραφή κώδικα ;).","challenges-content.coding-escape-room.duration":"90 λεπτά,","challenges-content.coding-escape-room.instructions":"Μπορείτε να χωρίσετε τους μαθητές σας σε μικρές ομάδες, μπορούν να παίξουν και, στη συνέχεια, να δημιουργήσετε μια άλλη πρόκληση με το πρότυπο: ","challenges-content.coding-escape-room.materials.0":"Μπορεί να χρησιμοποιηθεί οποιοδήποτε εργαλείο (πλατφόρμα Google και Microsoft για τη δημιουργία και την ανταλλαγή εγγράφων, παρουσιάσεων και φύλλων). Οποιαδήποτε κατασκευή, εργαλείο ή χαρακτήρας κωδικοποίησης που συνδέεται με τις ΤΠΕ και την κωδικοποίηση.","challenges-content.coding-escape-room.example.0":"Ορισμένοι χαρακτήρες που διαδραμάτισαν πολύ σημαντικό ρόλο στην ιστορία των ΤΠΕ και βασικές έννοιες κωδικοποίησης και προγραμματισμού, εισάγονται παίζοντας. Ο καλύτερος τρόπος για να μάθετε και να συμμετέχετε ενεργά. Αυτό το παιχνίδι μπορεί να παιχτεί σε ομάδες ή ατομικά, όπως μια πρόκληση ή ένας διαγωνισμός. Οι μαθητές μπορούν στη συνέχεια να δημιουργήσουν κάτι παρόμοιο και να αναπτύξουν ικανότητες όπως δημιουργικότητα και δεξιότητες κωδικοποίησης.","challenges-content.coding-escape-room.example.1":"Είναι ένας πολύ πρακτικός πόρος που μπορεί να επαναχρησιμοποιηθεί και να αναδημιουργηθεί εύκολα. Οι φόρμες Google είναι ένα από τα δυνητικά εργαλεία. Μπορείτε επίσης να χρησιμοποιήσετε τις διαφάνειες Google, το Genially ή το Emaze ή οποιοδήποτε άλλο εργαλείο θέλετε για να δημιουργήσετε ιστορίες καμπής και δικές σας περιπέτειες.","challenges-content.coding-escape-room.example.2":"Η πρόκληση απόδρασης χωρίζεται σε περιόδους. Αν μαντέψετε, μπορείτε να συνεχίσετε. Οι μαθητές πρέπει να δημιουργήσουν τα κουίζ κωδικοποίησης.","challenges-content.let-the-snake-run.title":"Αφήστε το φίδι να τρέξει","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Για να κωδικοποιήσετε τις κινήσεις του φιδιού στο δικό τους micro:bit.","challenges-content.let-the-snake-run.purposes.1":"Για να ορίσετε τη σωστή τοποθέτηση και χρονισμό για την κοινή κινούμενη εικόνα.","challenges-content.let-the-snake-run.description":"Οι μαθητές πρέπει να γράψουν κώδικες με σκοπό την πλοήγηση του φιδιού ανάμεσα σε micro:bit που βρίσκονται το ένα δίπλα στο άλλο. Θα πρέπει να γίνει με τέτοιο τρόπο που να φαίνεται ότι το φίδι τρέχει από το ένα micro:bit στο άλλο.","challenges-content.let-the-snake-run.duration":"30 λεπτά","challenges-content.let-the-snake-run.instructions.0":"Σχεδιάστε μια διαδρομή η οποία να περνά ανάμεσα από πολλά micro:bit τα οποία βρίσκονται το ένα δίπλα στο άλλο (π.χ., διαμορφώνοντας ένα τετράγωνο 2x2).","challenges-content.let-the-snake-run.instructions.1":"Γράψτε κώδικες καθώς ένα φίδι κινείται κατά μήκος μιας διαδρομής.","challenges-content.let-the-snake-run.instructions.2":"Εργαστείτε από τη δική σας συσκευή και, στη συνέχεια, συνδυάστε τα και εκτελέστε τον κώδικα.","challenges-content.let-the-snake-run.instructions.3":"Εξετάστε τον χρονισμό και την τοποθέτηση: Εάν το φίδι ξεφύγει από ένα micro:bit, θα εμφανιστεί στο επόμενο micro:bit.","challenges-content.let-the-snake-run.instructions.4":"Περαιτέρω προκλήσεις: Με τη 2η έκδοση micro:bit v2, πάιξτε μουσική μέχρι το φίδι να φύγει από τη συσκευή σας.","challenges-content.let-the-snake-run.instructions.5":"Σχεδιάστε το φίδι αλλάζοντας την φωτεινότητα των LED.","challenges-content.let-the-snake-run.instructions.6":"Προσπαθήστε περισσότερο ή περισσότερα φίδια.","challenges-content.let-the-snake-run.example.0":"Αυτό είναι ένα παράδειγμα για ένα φίδι μήκους 6 pixel με 4 micro:bit που σχηματίζουν ένα τετράγωνο 2x2: ","challenges-content.let-the-snake-run.example.1":"Κωδικοποίηση του micro:bit εκκίνησης (μπορεί να το κάνει ο δάσκαλος)","challenges-content.let-the-snake-run.example.2":"Όλοι οι κώδικες εκκινούνται από αυτό το micro:bit, το οποίο στέλνει ένα ραδιοσήμα σε άλλα micro:bit όταν πατιέται το κουμπί A.","challenges-content.let-the-snake-run.example.3":"Κωδικοποίηση των κινήσεων του φιδιού","challenges-content.let-the-snake-run.example.4":"Κάθε micro:bit πρέπει να βρίσκεται στην ίδια ραδιοφωνική ομάδα με το micro:bit εκκίνησης.","challenges-content.let-the-snake-run.example.5":"Όλα τα κινούμενα σχέδια ξεκινούν όταν λαμβάνεται το ραδιοσήμα.","challenges-content.let-the-snake-run.example.6":"Τα κινούμενα σχέδια του αρχικού microbit είναι άμεσα ορατά, τα υπόλοιπα περιμένουν μέχρι να φτάσει το φίδι.","challenges-content.let-the-snake-run.example.7":"Ο χρόνος που μεσολαβεί μεταξύ των δύο φάσεων καθορίζει την ταχύτητα του φιδιού.","challenges-content.let-the-snake-run.materials.0":"micro:bit (για κάθε μαθητή εάν είναι δυνατόν)","challenges-content.let-the-snake-run.materials.1":"φορητός ή επιτραπέζιος υπολογιστής για το πρόγραμμα επεξεργασίας makecode.microbit.org","challenges-content.illustrate-a-joke.title":"Εικονογραφήστε ένα αστείο με το bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Για να σχεδιάσετε ένα μικρό παιχνίδι όπου ο χρήστης βρίσκει την απάντηση σε μια αστεία ερώτηση.","challenges-content.illustrate-a-joke.description":"Οι μαθητές σχεδιάζουν ένα μικρό παιχνίδι όπου ο χρήστης βρίσκει την απάντηση σε μια αστεία ερώτηση, όταν η φιγούρα χτυπάει ένα αντικέιμενο στο γήπεδο. Οι μαθητές χρησιμοποιούν βασικές δυνατότητες του bitsy για να ολοκληρώσουν την πρόκληση.","challenges-content.illustrate-a-joke.instructions.0":"Σκεφτείτε μια αστεία ερώτηση. Μεταβείτε στο bitsy και ξεκινήστε ένα νέο έργο. Θα χρειαστείτε:","challenges-content.illustrate-a-joke.instructions.1":"ένα άβαταρ - χαρακτήρα που θα μπορείτε να μετακινείτε","challenges-content.illustrate-a-joke.instructions.2":"Μια λευκή γάτα σε μοβ φόντο","challenges-content.illustrate-a-joke.instructions.3":"Η περιγραφή δημιουργείται αυτόματα","challenges-content.illustrate-a-joke.instructions.4":"ένα αντικείμενο προς το οποίο πρέπει να κατευθυνθεί το άβατάρ σας","challenges-content.illustrate-a-joke.instructions.5":"μια αίθουσα - το φόντο του προγράμματός σας","challenges-content.illustrate-a-joke.instructions.6":"δύο μηνύματα: μια ερώτηση και μια απάντηση","challenges-content.illustrate-a-joke.instructions.7":"Το ολοκληρωμένο παιχνίδι μπορεί να ληφθεί ως αρχείο html.","challenges-content.illustrate-a-joke.example":"Σε αυτόν τον ιστότοπο βλέπετε ένα παράδειγμα αστείου και υπάρχει ένας σύνδεσμος προς έναν ψηφιακό πίνακα:","challenges-content.illustrate-a-joke.materials":"το bitsy εκτελείτε σε ένα πρόγραμμα περιήγησης","challenges-content.app-that-counts-in-several-languages.title":"Εφαρμογή που καταμετρά σε πολλές γλώσσες","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Για να μάθετε πώς να δημιουργήσετε μια απλή εφαρμογή.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Για να μάθετε να προγραμματίζετε με τη χρήση μπλοκ.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Για να μάθετε πώς να προσθέτετε Ετικέτες, κουμπιά, εικόνες, αισθητήρες και μέσα επικοινωνίας.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Για να μάθετε πώς να οργανώνετε στοιχεία σε μια οθόνη εφαρμογής.","challenges-content.app-that-counts-in-several-languages.description":"Η εφαρμογή σας επιτρέπει την καταμέτρηση σε πολλές γλώσσες με το πάτημα ενός κουμπιού. Όταν ο χρήστης κουνάει το smartphone, η καταμέτρηση επιστρέφει στο μηδέν. Η πρόκληση είναι η προσθήκη μιας ακόμα γλώσσας.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Για να ολοκληρώσετε την πρόκληση, θα πρέπει να ορίσετε την άλλη γλώσσα στην οποία θέλετε να γίνεται η καταμέτρηση.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Στη συνέχεια, πρέπει να κατεβάσετε από το διαδίκτυο (π.χ. από το Pixabay ή το Unsplash) τη σημαία αυτής της χώρας και να την ανεβάσετε στην πλατφόρμα MIT APP Inventor μέσω του στοιχείου που ονομάζεται σημαία, στην ιδιότητα Picture.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Έπειτα θα πρέπει να βρείτε πώς γράφετε η ονομασία της χώρας στα Αγγλικά και πώς λέγεται το «αποχωρώ» και «πάτησέ με» στη γλώσσα αυτής της χώρας.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Τέλος θα πρέπει να προσθέσετε τα απαραίτητα μπλοκ για τη λειτουργία της εφαρμογής στη νέα γλώσσα.","challenges-content.app-that-counts-in-several-languages.materials.0":"Για να αναπτύξετε μια εφαρμογή χρειάζεστε έναν επιτραπέζιο ή φορητό υπολογιστή με πρόσβαση στο διαδίκτυο.","challenges-content.app-that-counts-in-several-languages.materials.1":"Δημιουργήστε έναν λογαριασμό στην πλατφόρμα MIT APP Inventor, ο οποίος να είναι προσβάσιμος μέσω της ιστοσελίδας https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Είναι επίσης απαραίτητο να εγκαταστήσετε την εφαρμογή MIT AI2 Companion στο smartphone ώστε να τεστάρετε την ανεπτυγμένη εφαρμογή.","challenges-content.coding-with-art-through-storytelling.title":"Κωδικοποίηση και τέχνη μέσω της αφήγησης","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara (Μαρία Τσαπάρα) και Anthi Arkouli (Ανθή Αρκουλή)","challenges-content.coding-with-art-through-storytelling.purposes.0":"Για να καλλιεργήσετε δεξιότητες παρατήρησης, ερμηνείας και προβληματισμού μέσω της ενασχόλησης με την τέχνη.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Για να είστε δημιουργικοί και να συνεργάζεστε με άλλους για έναν κοινό στόχο","challenges-content.coding-with-art-through-storytelling.purposes.2":"Για να δημιουργήσετε έναν αλγόριθμο για να αφηγηθήτε εκ νέου την ιστορία.","challenges-content.coding-with-art-through-storytelling.description":"Σε αυτή την πρόκληση οι μαθητές θα εμπνευστούν από ένα έργο τέχνης, θα δημιουργήσουν μια ιστορία και θα την εικονογραφήσουν. Στη συνέχει, θα προσπαθήσουν να διηγηθούν εκ νέου την ιστορία χρησιμοποιώντας ένα προγραμμματιζόμενο ρομποτικό κιτ /ή ως μια μη συνδεδεμένη δραστηριότητα.","challenges-content.coding-with-art-through-storytelling.materials.0":"Αυτή η δραστηριότητα μπορεί να εφαρμοστεί ως μια μη συνδεδεμένη δραστηριότητα ή χρησιμοποιώντας ένα εκπαιδευτικό προγραμματίσιμο ρομποτ, όπως το beebot/bluebot/mouse robot.","challenges-content.coding-with-art-through-storytelling.materials.1":"κάρτες με βέλη beebot ή κάρτες με βέλη για τη μη συνδεδεμένη δραστηριότητα","challenges-content.coding-with-art-through-storytelling.materials.2":"στα ελληνικά","challenges-content.coding-with-art-through-storytelling.materials.3":"Για να μάθετε περισσότερα για την εργαλειοθήκη ρουτίνας σκέψης του Project Zero's Thinking Routine Toolbox μπορείτε να επισκεφθείτε","challenges-content.coding-with-art-through-storytelling.example.0":"Ο δάσκαλος συνεργάζεται με τους μαθητές με στόχο την μοντελοποίηση του τρόπου σχεδιασμού ενός αλγόριθμου με τις κάρτες που θα παρέχει οδηγίες για το Bee-Bot ή κάποιο άλλο ρομπότ ώστε να φτάσει στο πρώτο γεγονός της ιστορίας στο χαλάκι. Οι μαθητές εργάζονται σε ομάδες των 3-4 για να σχεδιάσουν έναν αλγόριθμο για το ρομπότ που θα το μετακινεί στην επόμενη ακολουθία. Οι μαθητές τεστάρουν τους αλγόριθμους που δημιουργούν στο χαλάκι της τάξης και εντοπίζουν σφάλματα όταν παρίσταται ανάγκη.","challenges-content.coding-with-art-through-storytelling.example.1":"Συνεχίζουν να μετακινούνται μέσα από όσο το δυνατόν περισσότερα γεγονότα της ιστορίας μπορούν","challenges-content.coding-with-art-through-storytelling.example.2":"Αυτή η δραστηριότητα μπορεί να εφαρμοστεί ως μια μη συνδεδεμένη δραστηριότητα.","challenges-content.coding-with-art-through-storytelling.example.3":"Ένα παιδί κάνει το ρομπότ - άλλο παιδί τον προγραμματιστή. Ο προγραμματιστής δημιουργεί μια αλγοριθμική διαδρομή χρησιμοποιώντας τις κάρτες με βέλη για να βοηθήσει το ρομπότ να μετακινηθεί από μια εικόνα σε μια άλλη και να αφηγηθεί εκ νέου την ιστορία. Κάθε φορά που το ρομπότ προσεγγίζει μια εικόνα, του ζητείται να αφηγηθεί ένα μέρος της ιστορίας.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Ο δάσκαλος ζητάει από τους μαθητές να παρατηρήσουν μια ζωγραφιά/φωτογραφία.","challenges-content.coding-with-art-through-storytelling.instructions.1":"Χρησιμοποιούν τη ρουτίνα σκέψης «Αρχή, Μέση, Τέλος» (Project Zero του Harvard School) για να δημιουργήσουν μια ιστορία.","challenges-content.coding-with-art-through-storytelling.instructions.2":"Ο δάσκαλος ρωτάει τα παιδιά «Εάν αυτό το έργο τέχνης είναι η αρχή/μέση/τέλος της ιστορίας και τι μπορεί να συμβεί μετά/πριν από/στο τέλος;","challenges-content.coding-with-art-through-storytelling.instructions.3":"Οι μαθητές εικογραφούν τα γεγονότα της ιστορίας.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Οι μαθητές θυμούνται την ιστορία και τοποθετούν τα γεγονότα στο πλέγμα. Χρησιμοποιώντας τις κάρτες με βέλη, δημιουργούν έναν αλγόριθμο για να βοηθήσουν το beebot να αφηγηθεί εκ νέου την ιστορία.","challenges-content.coding-with-legoboost.title":"Κωδικοποίηση και προγραμματισμός με την επέκταση LegoBoost - Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"για να δημιουργήσετε μοντέλα χρησιμοποιώντας το LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"για να αναπτύξετε δεξιότητες προγραμματισμού στο Scratch.","challenges-content.coding-with-legoboost.purposes.2":"για να προγραμματίσετε ρομπότ χρησιμοποιώντας απλές έως σύνθετες εντολές.","challenges-content.coding-with-legoboost.description":"Σε αυτή την πρόκληση οι μαθητές θα χρησιμοποιούν την επέκταση Scratch-LegoBoost και θα εισάγουν κώδικες στην εφαρμογή ώστε να ρομπότ να μετακινούνται μπροστά, πίσω, να αποφεύγουν εμπόδια και να δίνουν φωνητικές εντολές.","challenges-content.coding-with-legoboost.duration":"120 λεπτά","challenges-content.coding-with-legoboost.instructions.0":"Συνδεθείτε στην εφαρμογή Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Ανοίξτε το σύνδεσμο Scratch και ενεργοποιήστε το Bluetooth στον φορητό υπολογιστή σας.","challenges-content.coding-with-legoboost.instructions.2":"Κάντε κλικ στην επιλογή «Προσθήκη επέκτασης από το Scratch» και επιλέξτε LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Προσθέστε μια εικόνα για την Ευρωπαϊκή Εβδομάδα Προγραμματισμού.","challenges-content.coding-with-legoboost.instructions.4":"Ορίστε τους δύο κινητήρες AB στη θέση ON, και όταν συναντάτε κ'αποιο κόκκινο εμπόδιο, στη θέση OFF . ","challenges-content.coding-with-legoboost.instructions.5":"Στο πράσινο χρώμα ο κινητήρας A έχει οριστεί στη θέση ON, στο μαύρο χρώμα ο κινητήρας B έχει οριστεί στη θέση ON . ","challenges-content.coding-with-legoboost.instructions.6":"Τα πράσινα, κόκκινα και μαύρα εμπόδια θα οριστούν σε μια διαδρομή . ","challenges-content.coding-with-legoboost.instructions.7":"Προσθέστε εντολές για κίνηση και στροφές από τα βέλη και μετατροπή κειμένου σε ομιλία όταν συναντάτε ένα εμπόδιο . ","challenges-content.coding-with-legoboost.instructions.8":"Δοκιμάστε το!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1DPN5A-nvsAUU-N_PmuXAxe5dfH7RqV87","challenges.title":"ΠΡΟΚΛΗΣΕΙΣ ΤΗΣ ΕΥΡΩΠΑΪΚΗΣ ΕΒΔΟΜΑΔΑΣ ΠΡΟΓΡΑΜΜΑΤΙΣΜΟΥ","challenges.date":"9-24 Οκτωβρίου 2021","challenges.common.target-audience":"Κοινό-στόχος","challenges.common.pre-primary":"Μαθητές προσχολικής εκπαίδευσης","challenges.common.experience":"Εμπειρία","challenges.common.duration":"Διάρκεια","challenges.common.materials":"Προτεινόμενα υλικά","challenges.common.purpose":"Σκοπός","challenges.common.description":"Περιγραφή","challenges.common.instructions":"Οδηγίες","challenges.common.example":"Παράδειγμα","challenges.common.written-by.0":"Αυτή η πρόκληση συντάχθηκε από","challenges.common.written-by.1":"και αποτελεί τμήμα του","challenges.common.teachers":"Εκπαιδευτικοί","challenges.common.students":"Μαθητές","challenges.common.beginner":"Επίπεδο αρχαρίου","challenges.common.intermediate":"Μεσαίο επίπεδο","challenges.common.advanced":"Προχωρημένο επίπεδο","challenges.common.1-hour":"1 ώρα","challenges.main.0":"Κατά τη διάρκεια της Ευρωπαϊκής Εβδομάδας Προγραμματισμού, 9 - 24 Οκτωβρίου 2021, σε καλούμε να αποδεχτείς μία ή περισσότερες από τις προκλήσεις της Ευρωπαϊκής Εβδομάδας Προγραμματισμού.","challenges.main.1":"Τι είναι οι προκλήσεις της Ευρωπαϊκής Εβδομάδας Προγραμματισμού;","challenges.main.2":"Οι προκλήσεις της Ευρωπαϊκής Εβδομάδας Προγραμματισμού είναι δραστηριότητες τις οποίες μπορείς να κάνεις μόνος σου στην τάξη, με συναδέλφους ή φίλους. Θα ήθελες να συμμετάσχεις στην Εβδομάδα Προγραμματισμού, αλλά δεν σου έρχεται καμία ιδέα τι να οργανώσεις; Μην ψάχνεις άλλο! Έχουμε φτιάξει μαζί με τους συνεργάτες της Εβδομάδας Προγραμματισμού μια επιλογή εύκολων στην υλοποίηση προκλήσεων, στις οποίες περιλαμβάνονται συγκεκριμένα παραδείγματα για το πώς να χρησιμοποιηθούν σε μια τάξη ή σε μια ομάδα. Επίσης, υπάρχουν κατευθυντήριες γραμμές για τον τρόπο ολοκλήρωσης των προκλήσεων, αλλά μπορείς να τις προσαρμόσεις, ώστε να ταιριάζουν στις ανάγκες, τα ενδιαφέροντα και την ηλικία των συμμετεχόντων σου. Μπορείς να χρησιμοποιείς οποιαδήποτε εργαλεία και τεχνολογίες θέλεις, αλλά εμείς προτιμούμε τα λογισμικά ανοιχτού κώδικα.","challenges.main.3":"Επίλεξε μία από τις πολλές προκλήσεις, προσάρμοσέ την στην ομάδα σου ή στην τάξη σου, και κοινοποίησε τα αποτελέσματα στο Instagram για να ενθαρρύνεις ακόμη περισσότερους συναδέλφους και φίλους να συμμετάσχουν στη διασκεδαστική Εβδομάδα Προγραμματισμού!","challenges.main.4":"Πάτησε επάνω στην πρόκληση για να μάθεις περισσότερα για αυτήν:","challenges.main.5":"Ποιος μπορεί να συμμετάσχει;","challenges.main.6":"Όλοι (σχολεία, εκπαιδευτικοί, βιβλιοθήκες, όμιλοι-κοινότητες προγραμματισμού, επιχειρήσεις, δημόσιες αρχές) καλούνται να γιορτάσουν την Ευρωπαϊκή Εβδομάδα Προγραμματισμού 2021, ολοκληρώνοντας μια πρόκληση #EUCodeWeekChallenge.","challenges.main.7":"Πώς να συμμετάσχεις στην πρόκληση της Ευρωπαϊκής Εβδομάδας Προγραμματισμού;","challenges.main.8":"Επίλεξε μια πρόκληση που θα ήθελες να ολοκληρώσεις.","challenges.main.9":"Φτιάξε ζεύγη ή ομάδες μεταξύ των συμμετεχόντων σου. Η ομαδική εργασία και η συνεργασία είναι ζωτικής σημασίας για την επιτυχή ολοκλήρωση μιας πρόκλησης είτε οργανώνεις τη δραστηριότητά σου διά ζώσης είτε διαδικτυακά, ως μια εθνική ή διεθνή συνεργατική δράση.","challenges.main.10":"Κοινοποίησε την πρόκλησή σου","challenges.main.11":"Θα ήθελες να απολαύσεις ορισμένα πλεονεκτήματα της Εβδομάδας Προγραμματισμού; Αν ναι, διάδωσε τη δουλειά σου παντού!","challenges.main.12":"Αφού ολοκληρώσεις την πρόκληση, κοινοποίησέ τη στο Instagram.","challenges.main.13":"Νικητές θα επιλέγονται καθημερινά κατά τη διάρκειας της Εβδομάδας Προγραμματισμού, από τις 9 έως τις 24 Οκτωβρίου, και οι ίδιοι νικητές θα ανακοινώνονται στο κανάλι μας στο Instagram, επομένως μην ξεχνάς να ελέγχεις τακτικά τις ειδοποιήσεις σου.","challenges.share.0":"Πώς να κοινοποιήσεις πρόκληση/προκλήσεις στο Instagram;","challenges.share.1":"Πάτησε το κουμπί Επεξεργασία προφίλ","challenges.share.2":"Προσέθεσε τον σύνδεσμο της δουλειάς σου στο πεδίο Website και αποθήκευσε","challenges.share.3":"Δημιούργησε νέα ανάρτηση","challenges.share.4":"Πρόσθεσε ένα στιγμιότυπο οθόνης της δουλειάς σου","challenges.share.5":"Γράψε μια θελκτική περιγραφή","challenges.share.6":"Βεβαιώσου ότι συμπληρώνεις το «Link in Bio»","challenges.share.7":"Πρόσθεσε το #EUCodeWeekChallenge","challenges.share.8":"Ανέφερε και πρόσθεσε την ετικέτα @CodeWeekEU","challenges.share.9":"Προτιμάς να κοινοποιείς την/τις πρόκληση/προκλήσεις σου στο Facebook;","challenges.share.10":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού θα καρφιτσώνει, κάθε μέρα, μια ανάρτηση ανά νέα πρόκληση στην σελίδα της του","challenges.share.11":"Facebook","challenges.share.12":"και θα επιλέγεται ο νικητής για το βραβείο από τα σχόλια κάτω από την ανάρτηση.","challenges.share.13":"Πώς λειτουργεί;","challenges.share.14":"Σχολίασε απλώς την ανάρτηση, βάζοντας τον σύνδεσμο της δουλειάς σου.","challenges.share-box.0":"Κοινοποίησε τον σύνδεσμο της δουλειάς σου στο","challenges.share-box.1":"Bio του Instagram","challenges.share-box.2":"πάτησε το κουμπί","challenges.share-box.3":"Επεξεργασία προφίλ","challenges.share-box.4":"στο Instagram σου, και πρόσθεσε τον σύνδεσμο της δουλειάς σου στο πεδίο Website. Μετά, δημιούργησε νέα ανάρτηση, πρόσθεσε ένα στιγμιότυπο οθόνης της δουλειάς σου, γράψε ","challenges.share-box.5":"Link in Bio","challenges.share-box.6":"πρόσθεσε το hashtag #EUCodeWeekChallenge και ανέφερε το @CodeWeekEU","challenges.share-box.7":"Προτιμάς να κοινοποιείς την/τις πρόκληση/προκλήσεις σου στο","challenges.share-box.8":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού θα καρφιτσώνει","challenges.share-box.9":"μια ανάρτηση ανά νέα πρόκληση στη","challenges.share-box.10":"σελίδα τους στο Facebook","challenges.share-box.11":"Ύστερα, σχολίασε απλώς στην ανάρτηση, βάζοντας τον σύνδεσμο της δουλειάς σου","challenges.share-box.12":"Οι νικητές θα επιλέγονται και θα τους προσφέρονται πλεονεκτήματα της Εβδομάδα Προγραμματισμού καθημερινά, κατά τη διάρκειας της Εβδομάδας Προγραμματισμού από τις 9 έως τις 24 Οκτωβρίου, και οι ίδιοι νικητές θα ανακοινώνονται στο κανάλι μας στο Instagram, επομένως μην ξεχνάς να ελέγχεις τακτικά τις ειδοποιήσεις σου","challenges.take-part.0":"Γιατί να συμμετάσχεις στην πρόκληση της Ευρωπαϊκής Εβδομάδας Προγραμματισμού;","challenges.take-part.1":"Για να συμμετάσχεις στην επίλυση προβλημάτων και σε δραστηριότητες προγραμματισμού.","challenges.take-part.2":"Για να συνεργαστείς με συναδέλφους.","challenges.take-part.3":"Για να διαδώσεις το μήνυμα της σημασίας τού προγραμματισμού.","challenges.download.0":"Πάτησε","challenges.download.1":"εδώ","challenges.download.2":"για να κατεβάσεις αυτήν την πρόκληση ως έγγραφο του word","challenges.bingo.0":"Ολοκλήρωσε όλες τις προκλήσεις","challenges.bingo.1":"Ολοκληρώθηκαν οι προκλήσεις; Εκτύπωσε","challenges.bingo.2":"την κάρτα μπίνγκο","challenges.bingo.3":"και μάρκαρε τη μικρή άσπρη φούσκα στην αριστερή επάνω γωνία","challenges.bingo.4":"Κοινοποίησε την πρόκλησή σου στα μέσα κοινωνικής δικτύωσης και κέρδισε μερικά τέλεια βραβεία της Εβδομάδας προγραμματισμού","challenges.bingo.5":"Απλώς ανέβασε μια φωτογραφία με τη(ις) συμπληρωμένη(ες) σειρά(ές), στήλη(ες) ή, ακόμη καλύτερα, όλο το μπίνγκο, στο","challenges.bingo.6":"Facebook, Instagram ή Twitter","challenges.bingo.7":"Βεβαιώσου ότι χρησιμοποίησες το","codeweek4all.title":"Πρόκληση «Εβδομάδα Προγραμματισμού για Όλους»","codeweek4all.text":"Η πρόκληση «Εβδομάδα Προγραμματισμού για Όλους» σε ενθαρρύνει να διασυνδέσεις τις δραστηριότητές σου με άλλες που διοργανώνονται από φίλους, συναδέρφους και γνωστούς. Μαζί θα αποκτήσετε το Πιστοποιητικό Αριστείας της Εβδομάδας Προγραμματισμού.","codeweek4all.what.title":"Τι είναι;","codeweek4all.what.content":`

    Πέρα από την υποβολή της δραστηριότητάς σου στον χάρτη της Ευρωπαϊκής Εβδομάδας Προγραμματισμού, μπορείς επίσης να προσκαλέσεις άλλους στο δίκτυο σου να κάνουν το ίδιο. Αν εσύ και η συμμαχία σου φτάσετε ένα από τα παρακάτω όρια, θα κερδίσετε το Πιστοποιητικό Αριστείας της Εβδομάδας Προγραμματισμού!

    -

    Κριτήρια για το Πιστοποιητικό Αριστείας:

    `,"codeweek4all.what.criteria1":"Συμμετείχαν 500 μαθητές","codeweek4all.what.criteria2":"Διασυνδέθηκαν 10 δραστηριότητες (από 10 διαφορετικούς διοργανωτές)","codeweek4all.what.criteria3":"Συμμετείχαν 3 χώρες","codeweek4all.what.andor":"Ή/Και","codeweek4all.howto.title":"Πώς μπορώ να συμμετέχω;","codeweek4all.howto.time":"Η πρόκληση «Εβδομάδα Προγραμματισμού για Όλους» διαρκεί έως το τέλος του ημερολογιακού έτους. Τα πιστοποιητικά θα εκδοθούν στις αρχές του επόμενου έτους, τον Ιανουάριο ή τον Φεβρουάριο.","codeweek4all.howto.content":'Μπες στη σελίδα Προσθήκη Δραστηριότητας και συμπλήρωσε τα απαραίτητα στοιχεία της δραστηριότητας προγραμματισμού σου.',"codeweek4all.howto.first_alliance.1":"Κάνε κλικ στην «Υποβολή».","codeweek4all.howto.first_alliance.2":"Μόλις γίνει δεχτή η δραστηριότητά σου, θα λάβεις ηλεκτρονικό μήνυμα επιβεβαίωσης με τον μοναδικό σου κωδικό για την «Εβδομάδα Προγραμματισμού για Όλους».","codeweek4all.howto.first_alliance.3":"Αντίγραψε τον κωδικό και μοιράσου τον με συναδέρφους και άλλα άτομα στο δίκτυό σου που επίσης διοργανώνουν δραστηριότητα προγραμματισμού. Διάδωσέ το και ενθάρρυνε κι άλλους να συμμετέχουν!","codeweek4all.howto.first_alliance.4":"Μετά από το τέλος της εκστρατείας, θα ζητηθεί από όλους τους διοργανωτές δραστηριότητας να αναφέρουν πόσοι συμμετέχοντες πήραν μέρος. Αν καταφέρεις να πετύχεις το όριο, εσύ και οι συνάδελφοί σου που αποτέλεσαν μέρος του δικτύου σου θα λάβετε το Πιστοποιητικό Αριστείας!","codeweek4all.howto.first_alliance.title":"Αν είσαι ο πρώτος στη συμμαχία σου:","codeweek4all.howto.existing_alliance.1":"Κάνε επικόλληση τον κωδικό πρόσβασης που έλαβες από τον ιδρυτή, που δημιούργησε πρώτος τη συμμαχία, στο κελί «ΚΩΔΙΚΟΣ ΕΒΔΟΜΑΔΑΣ ΠΡΟΓΡΑΜΜΑΤΙΣΜΟΥ ΓΙΑ ΟΛΟΥΣ».","codeweek4all.howto.existing_alliance.2":"Κάνε κλικ στην «Υποβολή».","codeweek4all.howto.existing_alliance.3":"Διάδωσέ το (και τον κωδικό!) ώστε περισσότεροι διοργανωτές να συμμετέχουν στη συμμαχία σου.","codeweek4all.howto.existing_alliance.4":"Μετά από το τέλος της εκστρατείας, θα ζητηθεί από όλους τους διοργανωτές δραστηριότητας να αναφέρουν πόσοι συμμετέχοντες πήραν μέρος. Αν καταφέρεις να πετύχεις το όριο, εσύ και οι συνάδελφοί σου που αποτέλεσαν μέρος του δικτύου σου θα λάβετε το Πιστοποιητικό Αριστείας!","codeweek4all.howto.existing_alliance.title":"Αν συμμετέχεις σε υπάρχουσα συμμαχία:","codeweek4all.why.1":"Για να διαδώσεις το μήνυμα της σημασίας του προγραμματισμού.","codeweek4all.why.2":"Για να συμμετέχει μεγάλος αριθμός μαθητών.","codeweek4all.why.3":"Για να διασυνδεθείς με οργανώσεις ή/και σχολεία στην κοινότητά σου ή διεθνώς.","codeweek4all.why.4":"Για να βρεις υποστήριξη από άλλους διοργανωτές και δασκάλους.","codeweek4all.why.5":"Για να λάβεις ένα Πιστοποιητικό Αριστείας.","codeweek4all.why.title":"Γιατί να συμμετέχω στην πρόκληση;","codeweek4all.superorganiser-title":"Πιστοποιητικό Κορυφαίου Διοργανωτή","codeweek4all.superorganiser":'Μπορείς επίσης να λάβεις το Πιστοποιητικό Κορυφαίου Διοργανωτή. Για να σου απονεμηθεί θα πρέπει να οργανώσεις και να καταχωρήσεις τουλάχιστον 10 διαφορετικές δραστηριότητες στο σχολείο σου, στην οργάνωσή σου ή διαδικτυακά.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Ερωτήσεις","coding-at-home.material.required":"Απαραίτητα υλικά","coding-at-home.material.chequered":"ταμπλό τετραγώνων","coding-at-home.material.footprint":"ψηφίδες με πατημασιές","coding-at-home.intro.title":"Εισαγωγή στο Coding@Home","coding-at-home.explorer.title":"Ο Εξερευνητής","coding-at-home.explorer.text":"Ο Εξερευνητής είναι η πρώτη δραστηριότητα του Coding@Home. Μετακινήστε τον Εξερευνητή στο ταμπλό για να φτάσετε στον στόχο, έχοντας επισκεφτεί όσο το δυνατόν περισσότερα κουτάκια. ","coding-at-home.explorer.questions.content.1":"Ε1. Βάσει των θέσεων εκκίνησης και τερματισμού όπως φαίνονται στο βίντεο, μπορεί ο Εξερευνητής να επισκεφτεί όλα τα κουτάκια στο ταμπλό;","coding-at-home.explorer.questions.content.2":"Ε2. Ποιες θέσεις εκκίνησης και τερματισμού εμποδίζουν τον Εξερευνητή να επισκεφθεί τον μεγαλύτερο αριθμό από κουτάκια στο ταμπλό;","coding-at-home.right-and-left.title":"Δεξιά και Αριστερά","coding-at-home.right-and-left.text":"Το ‘Δεξιά και Αριστερά’ είναι ένα ανταγωνιστικό και συνεργατικό παιχνίδι. Οι δύο ομάδες συνεργάζονται για να δημιουργήσουν μια διαδρομή προς τον στόχο, ενώ παράλληλα ανταγωνίζονται η μία την άλλη προσπαθώντας να χρησιμοποιήσουν όσο το δυνατόν περισσότερες ψηφίδες από εκείνες που τους δόθηκαν: η κίτρινη ομάδα προσπαθεί να εισαγάγει όσο το δυνατόν περισσότερες στροφές προς τα αριστερά και η κόκκινη ομάδα προσπαθεί να εισαγάγει όσο το δυνατόν περισσότερες στροφές προς τα δεξιά.","coding-at-home.right-and-left.questions.content.1":"Ε1. Με τα σημεία εκκίνησης και τερματισμού τοποθετημένα όπως στην πρώτη παρτίδα αυτού του βίντεο, μπορεί να κερδίσει κάποια από τις δύο ομάδες;","coding-at-home.right-and-left.questions.content.2":"Ε2. Με τα σημεία εκκίνησης και τερματισμού τοποθετημένα όπως στο παιχνίδι που κέρδισε η Άννα, υπάρχει πιθανότητα ισοπαλίας;","coding-at-home.right-and-left.questions.content.3":"Ε3. Υπάρχουν στησίματα εκκίνησης και τερματισμού που θα μπορούσαν να ευνοήσουν μία από τις δύο ομάδες;","coding-at-home.right-and-left.questions.content.4":"Ε4. Δεδομένης της φύσης των θέσεων εκκίνησης και τερματισμού, μπορεί να προβλέψει κανείς ποια θα είναι η διαφορά μεταξύ της νικητήριας και της χαμένης ομάδας;","coding-at-home.keep-off-my-path.title":"Μείνε μακριά μου","coding-at-home.keep-off-my-path.text":"Το «Μείνε μακριά μου» είναι ένα ανταγωνιστικό παιχνίδι δύο ομάδων. Ξεκινώντας από τα δύο άκρα του ταμπλό, οι δύο ομάδες δημιουργούν διαδρομές εμποδίζοντας η μία την άλλη. Η ομάδα που θα καταφέρει να εμποδίσει την άλλη να επεκταθεί, κερδίζει.","coding-at-home.keep-off-my-path.questions.content.1":"Ε1. Υπάρχουν σημεία εκκίνησης που να ευνοούν μία από τις δύο ομάδες;","coding-at-home.keep-off-my-path.questions.content.2":"Ε2. Μπορεί να υπάρξει ισοπαλία;","coding-at-home.keep-off-my-path.questions.content.3":"Ε3. Ο παίκτης που ξεκινάει πρώτος, έχει πλεονέκτημα;","coding-at-home.keep-off-my-path.questions.content.4":"Ε4. Υπάρχει κάποια αλάθητη στρατηγική παιχνιδιού που μπορεί να υιοθετήσει ο παίκτης που κάνει πρώτος κίνηση, ώστε να βεβαιωθεί ότι δεν θα χάσει;","coding-at-home.tug-of-war.title":"Διελκυστίνδα","coding-at-home.tug-of-war.text":"Η Διελκυστίνδα είναι ένα συνεργατικό και ανταγωνιστικό παιχνίδι. Ξεκινώντας από το κέντρο, στο κάτω μέρος του ταμπλό, δύο ομάδες (κίτρινη και κόκκινη) συνεργάζονται για να φτάσουν στην κορυφή. Η κίτρινη ομάδα προσπαθεί να φτάσει στα κουτάκια αριστερά, ενώ η κόκκινη προσπαθεί να φτάσει στα κουτάκια δεξιά.","coding-at-home.tug-of-war.questions.content.1":"Ε1. Υπάρχει κάποια στρατηγική που οδηγεί πάντα σε νίκη;","coding-at-home.tug-of-war.questions.content.2":"Ε2. Ο παίκτης που ξεκινά πρώτος έχει πλεονέκτημα;","coding-at-home.tug-of-war.questions.content.3":"Ε3. Εάν δύο παίκτες είναι εξίσου προσεκτικοί, το παιχνίδι θα καταλήγει πάντα σε ισοπαλία, π.χ. στο κέντρο;","coding-at-home.explorer-without-footprints.title":"Εξερευνητής χωρίς πατημασιές","coding-at-home.explorer-without-footprints.text":"Ο Εξερευνητής περιφέρεται στο ταμπλό από το σημείο εκκίνησης προς τον στόχο, προσπαθώντας να περάσει από όλα τα κουτάκια. Όπως ο Εξερευνητής περπατά, αφήνει πίσω του χρωματιστές πατημασιές, που επιτρέπουν στο ρομπότ να ακολουθήσει τα βήματα ερμηνεύοντας τα χρώματα. Το παιχνίδι γίνεται ακόμη πιο συναρπαστικό, όταν ο Εξερευνητής καθαρίσει όλες της πατημασιές αφήνοντας μόνο τα χρώματα.","coding-at-home.explorer-without-footprints.material":"καθώς και κόκκινοι, κίτρινοι και γκρι μαρκαδόροι (ή ξυλομπογιές)","coding-at-home.explorer-without-footprints.questions.content.1":"Ε1. Ποια είναι η διαφορά ενός ταμπλό γεμάτου χρωματιστές πατημασιές και ενός με χρώματα χωρίς πατημασιές;","coding-at-home.explorer-without-footprints.questions.content.2":"Ε2. Ποιο ταμπλό προσφέρει περισσότερη ελευθερία κινήσεων, διατηρώντας τους ίδιους κανόνες για στρίψιμο, σύμφωνα με τα όσα ορίζουν τα χρώματα;","coding-at-home.explorer-without-footprints.questions.content.3":"Ε3. Υπάρχουν πιθανές διαδρομές στο ταμπλό με χρώματα, που δεν είναι δυνατές στο ταμπλό με τις χρωματιστές πατημασιές;","coding-at-home.explorer-without-footprints.questions.content.4":"Ε4. Υπάρχουν πιθανές διαδρομές στο ταμπλό με τις χρωματιστές πατημασιές, που δεν είναι δυνατές στο ταμπλό μόνο με τα χρώματα;","coding-at-home.walk-as-long-as-you-can.title":"Προχώρησε όσο περισσότερο μπορείς","coding-at-home.walk-as-long-as-you-can.text":"Σ’ αυτή τη δραστηριότητα το ζητούμενο είναι να παραμείνεις όσο περισσότερο μπορείς στο ταμπλό χρησιμοποιώντας χρώματα αντί για ίχνη. Η δραστηριότητα γίνεται πιο δύσκολη όσο αυξάνεται η ελευθερία κινήσεων","coding-at-home.walk-as-long-as-you-can.coloured-cards":"χρωματιστές κάρτες ή μαρκαδόροι κόκκινου, κίτρινου και γκρι χρώματος","coding-at-home.walk-as-long-as-you-can.questions.content.1":"Ε1. Πότε συναντιούνται τα δύο μονοπάτια και μπλοκάρει το ένα το άλλο;","coding-at-home.walk-as-long-as-you-can.questions.content.2":"Ε2. Το παιχνίδι αυτό παρουσιάζεται ως παιχνίδι για δύο παίκτες; Μπορούν να το παίξουν 3 ή 4 παίκτες; Χρειάζεται να αλλάξουν οι κανόνες;","coding-at-home.ada-charles-roby.title":"Άντα, Τσαρλς και Ρόμπι","coding-at-home.ada-charles-roby.text":"Η ιστορία της Ada Lovelace και του Charles Babbage είναι πολύ ενδιαφέρουσα. Επινόησαν και προγραμμάτισαν υπολογιστές εκατό χρόνια πριν καν εφευρεθούν","coding-at-home.ada-charles-roby.material":"πηλός και ένα μικρό μολύβι","coding-at-home.ada-charles-roby.questions.content.1":"Ε1. Φαντάσου ότι το ρομπότ που έφτιαξες με πηλό και ένα μολύβι μπορεί να κινείται πάνω στο ταμπλό για να φτάσει σε οποιαδήποτε θέση και, αν χρειαστεί, να σχεδιάσει το μονοπάτι του. Ποιες εντολές θα χρησιμοποιούσες για να το προγραμματίσεις;","coding-at-home.cody-and-roby.title":"Κόντι και Ρόμπι","coding-at-home.cody-and-roby.text":"Πρόκειται για ένα παιχνίδι ρόλων με τον προγραμματιστή, Κόντι, και το ρομπότ, Ρόμπι. Στο βίντεο παρουσιάζονται οι κάρτες Κόντι-Ρόμπι που θα χρησιμοποιούμε στο εξής για να καθορίσουμε τις κινήσεις μας στο ταμπλό. Ο Κόντι θα χρησιμοποιεί τις κάρτες αυτές για να δίνει εντολές στον Ρόμπι για το πώς να κινείται στο ταμπλό","coding-at-home.cody-and-roby.material":"ταμπλό χωρισμένο σε τετράγωνα με ετικέτες, κάρτες εντολών (αριστερά, δεξιά, μπροστά), και τυχόν πιόνια που θα τοποθετηθούν στο ταμπλό","coding-at-home.cody-and-roby.starter-kit":"Βασικός εξοπλισμός για το παιχνίδι Κόντι-Ρόμπι","coding-at-home.cody-and-roby.questions.content.1":"Ε1. Πού θα φτάσει ο Ρόμπι αν, ξεκινώντας από τη θέση C2 με κατεύθυνση προς τον Νότο, εκτελέσει την τελευταία σειρά εντολών που παρουσιάζεται στο βίντεο;","coding-at-home.cody-and-roby.questions.content.2":"Ε2. Θα μπορούσαν οι κινήσεις που κάνει ο Ρόμπι εκτελώντας την τελευταία σειρά εντολών που παρουσιάζεται στο βίντεο να περιγραφούν με τις εντολές «Κόντι-Ίχνη» ή «Κόντι-Χρώματα»;","coding-at-home.cody-and-roby.questions.content.3":"Ε3. Τα τρία είδη εντολών που παρουσιάζονται στο βίντεο, που αντιστοιχούν στις κάρτες πράσινου, κόκκινου και κίτρινου χρώματος, αποτελούν ένα σύνολο εντολών με τις οποίες μπορούμε να κατευθύνουμε τον Ρόμπι οπουδήποτε στο ταμπλό. Μπορείς να σκεφτείς ένα σύνολο εντολών με λιγότερες από 3 εντολές για να πετύχεις το ίδιο αποτέλεσμα;","coding-at-home.the-tourist.title":"Ο τουρίστας","coding-at-home.the-tourist.text":"Με τις κάρτες Κόντι-Ρόμπι, δύο ομάδες ανταγωνίζονται για να βρουν σε όσο το δυνατόν λιγότερο χρόνο τη σειρά εντολών που θα κατευθύνει τον τουρίστα στα μνημεία που θέλει να επισκεφτεί στο ταμπλό","coding-at-home.the-tourist.material":"Οι μεγαλύτερες κάρτες μπορούν να σας φανούν χρήσιμες για να παίξετε το παιχνίδι στο πάτωμα","coding-at-home.the-tourist.questions.content.1":"Ε1. Με ποια σειρά εντολών μπορούμε να καθοδηγήσουμε τον τουρίστα ώστε να φτάσει στο Άγαλμα του Ραφαήλ στο πρώτο παράδειγμα που παρουσιάζεται στο βίντεο;","coding-at-home.the-tourist.questions.content.2":"Ε2. Με ποια σειρά εντολών θα καθοδηγήσουμε τον τουρίστα ώστε να φτάσει στην πρόσοψη Τοριτσίνι του Παλάτσο Ντουκάλε στο δεύτερο παράδειγμα που παρουσιάζεται στο βίντεο;","coding-at-home.the-tourist.questions.content.3":"Ε3. Μπορείς να σκεφτείς έναν διασκεδαστικό τρόπο για να εξασκείσαι κάθε φορά που μία από τις δύο ομάδες επιλέγει να προσθέσει μια κάρτα στο πρόγραμμα; Ξανασκέψου τον αγώνα σκυταλοδρομίας που παρουσιάζεται στο βίντεο και επινόησε τον δικό σου τρόπο","coding-at-home.material2.chequered-with-labels":"ένα ταμπλό χωρισμένο σε τετράγωνα με ετικέτες","coding-at-home.material2.cards":"24 κάρτες «Προχώρησε ευθεία», 8 κάρτες «Στρίψε αριστερά» και 8 κάρτες «Στρίψε δεξιά»","coding-at-home.material2.larger-cards":"Για την επιδαπέδια έκδοση προτείνεται η χρήση μεγαλύτερων καρτών","coding-at-home.material2.video":"Το βίντεο εξηγεί πώς μπορείτε να παίξετε χωρίς τη στοίβα με τις κάρτες","coding-at-home.material2.pieces-of-paper":"Επιπλέον, χρειάζονται 24 χάρτινα κομμάτια για να τοποθετούνται στα τετράγωνα από τα οποία έχετε περάσει ήδη","coding-at-home.material2.card-alternative":"Αντί για τη στοίβα με τις κάρτες CodyRoby, μπορείτε να χρησιμοποιήσετε τα εικονίδια των καρτών που θα βρείτε εδώ","coding-at-home.material2.small-drawings":"Μπορείτε επίσης να προσθέσετε μικρά σχέδια που θα βοηθήσουν στην αφήγηση της ιστορίας σας. Μπορείτε να βρείτε αυτά που χρησιμοποιούνται στο βίντεο εδώ","coding-at-home.material2.rest-of-cards":"Για τα υπόλοιπα, χρησιμοποιούμε τις κάρτες του CodyRoby, το CodyFeet ή το CodyColour.","coding-at-home.catch-the-robot.title":"Πιάσε το ρομπότ","coding-at-home.catch-the-robot.text":"Το «Πιάσε το ρομπότ» είναι ένα επιτραπέζιο ή επιδαπέδιο παιχνίδι ανταγωνισμού. O παίχτης που θα πιάσει το ρομπότ της αντίπαλης ομάδας φτάνοντας στο τετράγωνό του πάνω στο ταμπλό κερδίζει. H τυχαία σειρά των καρτών του παιχνιδιού απαιτεί συνεχή προσαρμογή της στρατηγικής και των δύο ομάδων.","coding-at-home.catch-the-robot.questions.content.1":"Ε1. Εάν το ροζ πιόνι (Roby) βρίσκεται στο κεντρικό τετράγωνο C3 με κατεύθυνση προς τον Βορρά και η ροζ ομάδα έχει 2 κάρτες «Προχώρησε ευθεία», 2 κάρτες «Στρίψε αριστερά» και 1 κάρτα «Στρίψε δεξιά», σε ποια τετράγωνα μπορεί να πάει ο Roby;","coding-at-home.the-snake.title":"Φιδάκι","coding-at-home.the-snake.text":"Το «Φιδάκι» είναι ένα είδος πασιέντζας που παίζεται με τις κάρτες CodyRoby. Σκοπός του παιχνιδιού είναι να περάσει το φίδι από όλα τα τετράγωνα του ταμπλό χωρίς να δαγκώσει την ουρά του.","coding-at-home.the-snake.questions.content.1":"Ε1. Υπάρχουν αφετηρίες που δεν επιτρέπουν στο φίδι να περάσει από όλα τα τετράγωνα χωρίς να δαγκώσει την ουρά του;","coding-at-home.storytelling.title":"Αφηγούμαι μια ιστορία","coding-at-home.storytelling.text":"Το σημερινό θέμα είναι η αφήγηση ιστοριών! Χρησιμοποιήστε τις οδηγίες του CodyRoby, τα ίχνη του CodyFeet ή τα χρώματα του CodyColour για να μετακινήσετε τα πιόνια πάνω στο ταμπλό και να αφηγηθείτε μια ιστορία. Σκορπίστε διαφορετικά μέρη της ιστορίας πάνω στο ταμπλό.","coding-at-home.storytelling.questions.content.1":"Ε1. Ποιο είναι το πιο ευέλικτο εργαλείο για να κατευθύνει τον Roby ώστε να αφηγηθεί μια ιστορία;","coding-at-home.storytelling.questions.content.2":"Ε2. Μπορείτε να τοποθετήσετε πάνω στο ταμπλό τα μέρη της ιστορίας την οποία θέλετε να αφηγηθείτε , σε θέσεις που δεν σας επιτρέπουν να τα ανακτήσετε όλα με το CodyFeet;","coding-at-home.two-snakes.title":"Τα δύο φίδια","coding-at-home.two-snakes.text":"Με τις κάρτες Κόντι-Ρόμπι, δύο φίδια κινούνται στο ταμπλό προσπαθώντας να εμποδίσει το ένα τις κινήσεις του άλλου. Ο βασικός κανόνας είναι πολύ απλός: δεν μπορείς να επιστρέψεις στο τετράγωνο από το οποίο έχει ήδη περάσει ένα φίδι. Νικητής είναι το φίδι που θα καταφέρει να κινηθεί ελεύθερα για μεγαλύτερο χρονικό διάστημα.","coding-at-home.two-snakes.material":"Κάρτες Κόντι-Ρόμπι, ταμπλό χωρισμένο σε τετράγωνα 5 × 5, δύο πιόνια, και κομμάτια χαρτιού που τοποθετούνται στα τετράγωνα από τα οποία έχεις ήδη περάσει.","coding-at-home.two-snakes.questions.content.1":"Ε1. Στην αρχική διάταξη που παρουσιάζεται στο βίντεο, εάν οι δύο παίκτες δεν τραβήξουν κίτρινες κάρτες για να στρίψουν αριστερά, ποιες κάρτες πρέπει να ελπίζουν να τραβήξουν;,","coding-at-home.round-trip.title":"Διαδρομή με επιστροφή","coding-at-home.round-trip.text":"Οι ομάδες εναλλάσσονται. Η πρώτη σχεδιάζει τη διαδρομή μετάβασης, ενώ η δεύτερη πρέπει να επιστρέψει τον Ρόμπι στο σημείο εκκίνησης. Φαίνεται εύκολο αλλά δεν είναι, ειδικά αν σχεδιάζετε τις κινήσεις μόνο στο μυαλό σας χωρίς να μετακινείτε στην πραγματικότητα τον Ρόμπι...","coding-at-home.round-trip.material":"Κάρτες Κόντι - Ρόμπι, ταμπλό χωρισμένο σε τετράγωνα 5 × 5, δύο πιόνια, και χάρτινα κομμάτια για να σημειώσεις τα τετράγωνα από τα οποία έχεις ήδη περάσει. ","coding-at-home.round-trip.questions.content.1":"Ε1. Είναι δυνατόν το πρόγραμμα που επιστρέφει τον Ρόμπι στο σημείο εκκίνησης να είναι συντομότερο(δηλαδή να αποτελείται από λιγότερες εντολές) από τη διαδρομή μετάβασης;","coding-at-home.meeting-point.title":"Σημείο συνάντησης","coding-at-home.meeting-point.text":"Αυτήν τη φορά, σχεδιάζουμε τις κινήσεις μας προτού ξεκινήσουμε. Οι δύο ομάδες τοποθετούν τις κάρτες στο τραπέζι για να δημιουργήσουν τη σειρά εντολών με την οποία θα μετακινήσουν τα αντίστοιχα ρομπότ τους. Όμως, τίποτα δεν κινείται μέχρι ένας από τους παίκτες να φωνάξει «Έναρξη!». Σ' αυτό το σημείο, ο προγραμματισμός τελειώνει και η δράση ξεκινά. Ο παίκτης που θα φωνάξει «Έναρξη!» κερδίζει μόνο εάν τα δύο ρομπότ, εκτελώντας το καθένα τις εντολές της ομάδας του, καταλήξουν στο ίδιο τετράγωνο.","coding-at-home.meeting-point.material":"Κάρτες Κόντι-Ρόμπι, ταμπλό χωρισμένο σε τετράγωνα 5 × 5, δύο πιόνια.","coding-at-home.meeting-point.questions.content.1":"Ε1. Αν νομίζετε ότι είναι εφικτό να μην συναντηθούν ποτέ τα δύο ρομπότ, επινοήστε κανόνες παιχνιδιού που καλύπτουν όλες τις πιθανές καταστάσεις.","coding-at-home.follow-the-music.title":"Ακολούθησε τη μουσική","coding-at-home.follow-the-music.text":"Όταν οι σειρές των εντολών προγραμματισμού επαναλαμβάνονται περιοδικά, είναι σαν να βγάζουν κάποιον ρυθμό. Εάν συνδέσουμε έναν ήχο με κάθε εντολή, μπορούμε να καθοδηγήσουμε τον Ρόμπι με μουσική. Αυτό ακριβώς θα κάνουμε τώρα. Θα δημιουργήσω ένα πρόγραμμα για εσάς χρησιμοποιώντας διαφορετικούς ήχους που αντιπροσωπεύουν διαφορετικές εντολές και εσείς θα μετακινείτε τον Ρόμπι στο ταμπλό ακολουθώντας αυτές τις εντολές που βασίζονται σε ήχους.","coding-at-home.follow-the-music.material":"Εκτός από τις κάρτες Κόντι-Ρόμπι, το ταμπλό που είναι χωρισμένο σε τετράγωνα και το πιόνι, πρέπει να φτιάξουμε τρεις διαφορετικούς ήχους. Εγώ χρησιμοποίησα τρία ποτήρια που περιέχουν διαφορετικές ποσότητες νερού, εσείς τι θα χρησιμοποιήσετε;","coding-at-home.follow-the-music.questions.content.1":"Ε1. Προσπαθήστε να παρακολουθείτε το βίντεο και να καθοδηγηθείτε από τους ήχους που παράγουν τα ποτήρια, χωρίς να κοιτάξετε τις κάρτες. Μπορείτε να αναγνωρίσετε και να εκτελέσετε τις εντολές μόνο από τους ήχους;","coding-at-home.follow-the-music.questions.content.2":"Ε2. Επιλέξτε τρεις ήχους για να τους συνδυάσετε με τις τρεις βασικές εντολές. Βρείτε μια σειρά ήχων που θα μπορούσατε να επαναλαμβάνετε αδιάκοπα χωρίς να βγαίνει ποτέ ο Ρόμπι από το ταμπλό...","coding-at-home.colour-everything.title":"Χρωμάτισε τα πάντα","coding-at-home.colour-everything.text":"Μπορούμε να καθοδηγήσουμε τα ρομπότ στο ταμπλό με τρόπο ώστε να δημιουργήσουν μια ζωγραφιά με τα ίχνη τους; Σε αυτή τη δραστηριότητα, παίζουμε με τον προγραμματισμό και την τέχνη με πίξελ, και δημιουργούμε εικόνες χρωματίζοντας τα τετράγωνα σε ένα ταμπλό, σαν πίξελ σε μια οθόνη.","coding-at-home.colour-everything.material":"κάρτες CodyRoby, ένα ταμπλό με τετράγωνα και ένα πιόνι. Για να χρωματίσετε τα τετράγωνα, τοποθετήστε πάνω τους κομμάτια χαρτί ή ζωγραφίστε τα με μαρκαδόρους.","coding-at-home.colour-everything.questions.content.1":"Μπορείτε να ζωγραφίσετε τις δύο καρδιές όπως στο τελευταίο μέρος του βίντεο, οδηγώντας το ρομπότ σε όλα τα τετράγωνα που χρειάζεται, χωρίς να περάσετε δύο φορές από το ίδιο τετράγωνο;","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter και CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Ποια είναι η διαφορά μεταξύ ενός πλότερ και ενός εκτυπωτή; μπορείτε να το μάθετε με αυτή τη δραστηριότητα χωρίς να είστε συνδεδεμένοι.","coding-at-home.codyplotter-and-codyprinter.material":"Εκτός από τα εξαρτήματα του CodyRoby, χρησιμοποίησα έναν πράσινο μαρκαδόρο και ένα καινούργιο ρομπότ από πηλό μοντελισμού, αλλά αυτό είναι προαιρετικό.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Μπορείτε να εξηγήσετε τη διαφορά ανάμεσα σε έναν πλότερ και έναν εκτυπωτή;","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Ποιο σχέδιο θα παρήγαγε ο RobyPrinter κινούμενος πάνω στις γραμμές του ταμπλό, αν εκτελούσε την ακολουθία εντολών που παρουσιάζονται στο τέλος του βίντεο;","coding-at-home.boring-pixels.title":"Βαρετά πίξελ!/Ας χρησιμοποιήσουμε αριθμούς","coding-at-home.boring-pixels.text":"Αν δίνουμε στον Roby εντολές ώστε να σχηματίσει μια εικόνα σχεδιάζοντας το ένα τετράγωνο μετά το άλλο, δηλαδή το ένα πίξελ μετά το άλλο, διαπιστώνουμε ότι όταν πολλά τετράγωνα μιας σειράς έχουν το ίδιο χρώμα, μπορούμε να χρησιμοποιήσουμε αριθμούς για να καταστήσουμε τη διαδικασία πιο ενδιαφέρουσα. Οι υπολογιστές κάνουν ακριβώς το ίδιο...","coding-at-home.boring-pixels.material":"σημειωματάριο με τετράγωνα, ή ταμπλό με τετράγωνα 5 × 5 που έχει σχεδιαστεί σε ένα κομμάτι χαρτί, στυλό. Για να αναπαραστήσετε τον κώδικα της ζωγραφιάς μπορείτε να χρησιμοποιήσετε στυλό και χαρτί.","coding-at-home.boring-pixels.questions.content.1":"Προσπαθήστε να σχεδιάσετε ένα τετραγωνισμένο σχέδιο και να το αναπαραστήσετε με κωδικοποίηση RLE. Το μέγεθος του σχεδίου είναι ίσο με τον αριθμό των τετραγώνων, ποιο όμως είναι το μέγεθος της αναπαράστασης RLE;","coding-at-home.turning-code-into-pictures.title":"Μετατρέποντας τον κώδικα σε εικόνες","coding-at-home.turning-code-into-pictures.text.1":"Έχουμε δει πλέον ότι μπορούμε να δημιουργήσουμε έναν κώδικα που μας επιτρέπει να σχεδιάσουμε μια εικόνα. Φαντάστηκα ένα σχέδιο και χρησιμοποίησα προγραμματισμό για να το μετατρέψω σε γράμματα και αριθμούς, το οποίο σας έδωσα. Αξιοποιήστε τα γράμματα και τους αριθμούς και χρησιμοποιήστε τον κώδικα για να ανασυνθέστε το σχέδιο.","coding-at-home.turning-code-into-pictures.text.2":"Αυτή είναι η εικόνα που είχα φανταστεί, κάντε την να εμφανιστεί στο σημειωματάριό σας και στα σημειωματάρια όσων γνωρίζουν τον κώδικα!","coding-at-home.turning-code-into-pictures.material":"χαρτί (κατά προτίμηση με τετράγωνα) και στυλό.","coding-at-home.turning-code-into-pictures.questions.content.1":"Προσπαθήστε να αποκωδικοποιήσετε και να σχεδιάσετε τις εικόνες που αναφέρω στο τέλος του βίντεο.","coding-at-home.texts.1":"Το Coding@Home είναι μια συλλογή σύντομων βίντεο με υλικά για ιδιοκατασκευές, παζλ, παιχνίδια και προκλήσεις προγραμματισμού για καθημερινή χρήση τόσο μέσα στην οικογένεια όσο και στο σχολείο. Για τις δραστηριότητες αυτές δεν απαιτούνται προηγούμενες γνώσεις ή ηλεκτρονικές συσκευές. Οι δραστηριότητες θα αφυπνίσουν την υπολογιστική σκέψη και θα καλλιεργήσουν τις δεξιότητες των μαθητών, των γονέων και των δασκάλων στο σπίτι ή στο σχολείο. ","coding-at-home.texts.2":'Η σειρά Coding@Home της Ευρωπαϊκής Εβδομάδας Προγραμματισμού βασίζεται στην πρωτοβουλία “Coding in famiglia” του Πανεπιστημίου του Ουρμπίνο και της CodeMOOCnet σε συνεργασία με την Rai Cultura. Ο Alessandro Bogliolo είναι Καθηγητής Συστημάτων Επεξεργασίας Πληροφοριών στο Πανεπιστήμιο του Ουρμπίνο, Ιταλός Πρέσβης της Ευρωπαϊκής Εβδομάδας Προγραμματισμού και συντονιστής όλων των Πρέσβεων καθώς και μέλος του Διοικητικού Συμβουλίου του Συνασπισμού για τις ψηφιακές δεξιότητες και τις θέσεις εργασίας. ',"coding-at-home.texts.3":'Εάν σας ενδιαφέρουν περισσότερες δραστηριότητες χωρίς σύνδεση στο διαδίκτυο ή δραστηριότητες σε διάφορες γλώσσες προγραμματισμού, ρομποτική, micro:bit κ. λπ., ρίξτε μια ματιά στα Εκπαιδευτικά Προγράμματα της Ευρωπαϊκής Εβδομάδας Προγραμματισμού με βίντεο μαθημάτων και πλάνα μαθήματος για δημοτικό, γυμνάσιο και λύκειο. Δείτε επίσης τη σελίδα Πόρων της Ευρωπαϊκής Εβδομάδας Προγραμματισμού για μαθητές και δασκάλους. ',"community.titles.0":"Κοινότητα","community.titles.1":"Πρέσβεις","community.titles.2":"Επικεφαλής Εκπαιδευτικοί","community.titles.3":"Συντονιστές σε υπουργεία Παιδείας","community.titles.4":"Γίνε εθελοντής για την Ευρωπαϊκή Εβδομάδα Προγραμματισμού","community.intro.0":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού σημειώνει λαμπρή επιτυχία χάρη στην τεράστια, διεθνή κοινότητα εθελοντών. Στη σελίδα αυτή μπορείτε να συναντήσετε τα μέλη που δραστηριοποιούνται στη χώρα σας.","community.intro.1":"Η ραχοκοκαλιά της Ευρωπαϊκής Εβδομάδας Προγραμματισμού είναι οι Πρέσβεις, οι Επικεφαλής Εκπαιδευτικοί και οι εκπρόσωποι των υπουργείων Παιδείας της ΕΕ και των χωρών των Δυτικών Βαλκανίων —οι Συντονιστές σε υπουργεία Παιδείας.","community.intro.2":"Μάθετε περισσότερα για την τοπική σας κοινότητα επιλέγοντας τη χώρα σας:","community.ambassadors":"Οι Πρέσβεις της Ευρωπαϊκής Εβδομάδας Προγραμματισμού αποτελούν το κύριο σημείο επαφής για την Εβδομάδα Προγραμματισμού σε κάθε χώρα και συμβάλλουν στη διάδοση του οράματος της Εβδομάδας Προγραμματισμού σε τοπικό επίπεδο. Οι Πρέσβεις συνδέουν άτομα, επιχειρήσεις και κοινότητες που ενδιαφέρονται να υποστηρίξουν την Ευρωπαϊκή Εβδομάδα Προγραμματισμού. Ενθαρρύνουν τους διοργανωτές να καταχωρίζουν δραστηριότητες προγραμματισμού στον χάρτη της Εβδομάδας Προγραμματισμού και προωθούν τη συνολική συμμετοχή στην Ευρωπαϊκή Εβδομάδα Προγραμματισμού. Οι Πρέσβεις εξετάζουν επίσης και εγκρίνουν δραστηριότητες στη χώρα τους. Οι Πρέσβεις συνεργάζονται επίσης με τους ομολόγους τους σε άλλες χώρες και συναντώνται τακτικά για να συζητήσουν τρόπους περαιτέρω ανάπτυξης της πρωτοβουλίας.","community.leading-teachers":"Οι Επικεφαλής Εκπαιδευτικοί είναι μια δραστήρια κοινότητα με περισσότερους από 450 εκπαιδευτές από ολόκληρη την Ευρώπη. Βοηθούν στη διασύνδεση σχολείων, εκπαιδευτικών και μαθητών που ενδιαφέρονται να συμμετάσχουν στην Εβδομάδα Προγραμματισμού και τους ενθαρρύνουν να οργανώσουν δραστηριότητες και να τις καταχωρίσουν στον χάρτη της Εβδομάδας Προγραμματισμού. Οι Επικεφαλής Εκπαιδευτικοί πραγματοποιούν διαδικτυακά σεμινάρια επαγγελματικής ανέλιξης στη γλώσσα τους και αποτελούν σημείο αναφοράς για άλλους εκπαιδευτικούς στη χώρα, αλλά και στην Ευρώπη. Προωθούν επίσης την πρωτοβουλία σε τοπικό επίπεδο.","community.cta":"Αν είστε εκπαιδευτικός, στον χάρτη μπορείτε να βρείτε Επικεφαλής Εκπαιδευτικούς στην περιοχή σας με τους οποίους μπορείτε να συνδεθείτε.","community.edu":"Οι Συντονιστές της Ευρωπαϊκής Εβδομάδας Προγραμματισμού είναι αντιπρόσωποι σε υπουργεία Παιδείας ή σε άλλες εκπαιδευτικές αρχές και οργανισμούς που συμμετέχουν στην Ευρωπαϊκή Εβδομάδα Προγραμματισμού. Οι Συντονιστές σε υπουργεία Παιδείας ενισχύουν τα θεμέλια της πρωτοβουλίας υποστηρίζοντας τους εκπαιδευτικούς και τα σχολεία σε εθνικό επίπεδο. Για τον σκοπό αυτόν, μεταξύ άλλων επικοινωνούν με σχολεία που συμμετέχουν ήδη στην Ευρωπαϊκή Εβδομάδα Προγραμματισμού για να μάθουν για τις βέλτιστες πρακτικές τους και να ανταλλάξουν εμπειρίες. Οι Συντονιστές σε υπουργεία Παιδείας υποστηρίζουν επίσης τα σχολεία που επιθυμούν να συμμετάσχουν στην πρωτοβουλία, παρέχοντας διαθέσιμους πόρους, διδακτικό υλικό και ευκαιρίες εντός της κοινότητας.","community.volunteer.0":"Δεν χρειάζεται να αναλάβετε επίσημο ρόλο στην κοινότητα της Ευρωπαϊκής Εβδομάδας Προγραμματισμού για να συμμετάσχετε στην πρωτοβουλία. Όλοι μπορούν να οργανώσουν δραστηριότητες για να διδάξουν και να εμπνεύσουν τους ανθρώπους να ασχοληθούν με τον προγραμματισμό, τη ρομποτική, την εκτύπωση 3D, να «παίξουν» με το υλισμικό κ.λπ. και να «καρφιτσώσουν» τη δραστηριότητά τους","community.volunteer.1":"στον χάρτη","community.volunteer.2":"Ωστόσο, αν θέλετε να προσφέρετε εθελοντικά τον χρόνο σας για να προωθήσετε τον προγραμματισμό και πιστεύετε στο","community.volunteer.3":"όραμα","community.volunteer.4":"και","community.volunteer.5":"στις αξίες","community.volunteer.6":"της Ευρωπαϊκής Εβδομάδας Προγραμματισμού, θα μπορούσατε ενδεχομένως να γίνετε Επικεφαλής Εκπαιδευτικός ή Πρέσβης.","community.volunteer.7":"Αν είστε εκπαιδευτικός με πάθος για τη διδασκαλία και επιθυμείτε με ζήλο να μάθετε πώς να προγραμματίζετε όσο κι εμείς, μπορείτε να μάθετε περισσότερα για τον ρόλο και τα οφέλη των Επικεφαλής Εκπαιδευτικών","community.volunteer.8":"εδώ","community.volunteer.9":"Στη συνέχεια μπορείτε να υποβάλετε αίτηση για να γίνετε Επικεφαλής Εκπαιδευτικός συμπληρώνοντας το παρόν","community.volunteer.10":"ηλεκτρονικό έντυπο αίτησης","community.volunteer.11":"Λάβετε υπόψη ότι ο αριθμός των Επικεφαλής Εκπαιδευτικών ανά χώρα είναι καθορισμένος, δηλαδή η διαδικασία υποβολής αιτήσεων είναι ανοικτή μόνο για κάποιες συγκεκριμένες χώρες κάθε φορά","community.volunteer.12":"Αν θέλετε να προωθήσετε τον προγραμματισμό στη χώρα σας, ενημερωθείτε για τις","community.volunteer.13":"αρμοδιότητες των Πρέσβεων","community.volunteer.14":"και ρίξτε μια σύντομη ματιά στον κατάλογο των Πρέσβεων της Ευρωπαϊκής","community.volunteer.15":"Εβδομάδας Προγραμματισμού. Αν υπάρχουν Πρέσβεις στη χώρα σας, επικοινωνήστε απευθείας μαζί τους και δείτε πώς μπορείτε να υποστηρίξετε την πρωτοβουλία με τον καλύτερο τρόπο. Αν δεν υπάρχει Πρέσβης στη χώρα σας, μπορείτε να απευθυνθείτε στη διεύθυνση info@codeweek.eu.","cookie.uses_cookies":"Αυτός ο ιστότοπος χρησιμοποιεί cookies για καλύτερη φυλλομέτρηση","cookie.accept":"Αποδέχομαι τα cookies","cookie.refuse":"Δεν αποδέχομαι τα cookies","cookie.cookies":"Cookies","cookie.find_out_more_on":"Δείτε ","cookie.how_we_use":"πώς χρησιμοποιούμε τα cookies και πώς μπορείτε να αλλάξετε τις ρυθμίσεις σας","cookie_policy.title":"Πολιτική για τα cookies","cookie_policy.what.title":"Τι είναι τα cookies;","cookie_policy.what.text":"

    Το cookie (ηλεκτρονικό μπισκότο) είναι ένα μικρό αρχείο κειμένου που ένας ιστότοπος αποθηκεύει στον υπολογιστή σας ή στην κινητής σας συσκευή, όταν επισκέπτεστε τον ιστότοπο αυτό.

    ","cookie_policy.what.first_party":"Cookies πρώτου μέρους είναι τα cookies που ρυθμίζονται από τον ιστότοπο που επισκέπτεστε. Μόνο αυτός ο ιστότοπος μπορεί να τα διαβάσει. Επιπλέον, ένας ιστότοπος ενδέχεται να χρησιμοποιεί εξωτερικές υπηρεσίες, οι οποίες επίσης ρυθμίζουν τα δικά τους cookies, τα γνωστά cookies τρίτου μέρους.","cookie_policy.what.persistent_cookies":"Τα έμμονα cookies είναι αυτά που αποθηκεύονται στον υπολογιστή σας και δεν διαγράφονται αυτόματα, όταν κλείνετε το πρόγραμμα περιήγησης σας, σε αντίθεση με το προσωρινό cookie, που διαγράφεται, όταν κλείνετε το πρόγραμμα περιήγησης.","cookie_policy.what.items":`

    Την πρώτη φορά που θα επισκεφτείτε τον ιστότοπο της Εβδομάδας Προγραμματισμού, θα σας ζητηθεί να δεχθείτε ή να απορρίψετε τα cookies.

    - -

    Αυτό γίνεται, για να μπορεί ο ιστότοπος να θυμάται τις προτιμήσεις σας (όπως όνομα χρήστη, γλώσσα κ.λπ.) για συγκεκριμένο χρονικό διάστημα.

    - -

    Έτσι, δεν χρειάζεται να τα εισάγετε ξανά, όταν περιηγείστε στον ιστότοπο κατά τη διάρκεια της ίδιας επίσκεψης.

    - -

    Τα cookies μπορούν να χρησιμοποιηθούν και για να διαμορφωθούν ανώνυμα στατιστικά στοιχεία σχετικά με την εμπειρία περιήγησης στους ιστοτόπους μας.

    -

    `,"cookie_policy.how.title":"Πώς χρησιμοποιούμε τα cookies;","cookie_policy.how.text1":"

    Η Εβδομάδα Προγραμματισμού χρησιμοποιεί κυρίως «cookies πρώτου μέρους». Πρόκειται για cookies που ρυθμίζονται και ελέγχονται από εμάς, κι όχι από εξωτερικό οργανισμό.

    ","cookie_policy.how.text2":"

    Ωστόσο, για να δείτε κάποιες από τις σελίδες μας, θα πρέπει να αποδεχθείτε cookies από εξωτερικούς οργανισμούς.

    ","cookie_policy.how.3types.1":"να αποθηκεύουν προτιμήσεις των επισκεπτών","cookie_policy.how.3types.2":"να καθιστούν τους ιστοτόπους μας λειτουργικούς","cookie_policy.how.3types.3":"να συλλέγουν δεδομένα αναλύσεων (σχετικά με τη συμπεριφορά των χρηστών)","cookie_policy.how.3types.title":"Τα 3 είδη cookie πρώτου μέρους που χρησιμοποιούμε στόχο έχουν:","cookie_policy.how.table.name":"Όνομα","cookie_policy.how.table.service":"Υπηρεσία","cookie_policy.how.table.purpose":"Σκοπός","cookie_policy.how.table.type_duration":"Είδος και διάρκεια cookie","cookie_policy.how.visitor_preferences.title":"Προτιμήσεις επισκέπτη","cookie_policy.how.visitor_preferences.text":"

    Αυτές ρυθμίζονται από εμάς, και μόνο εμείς μπορούμε να τις διαβάσουμε. Απομνημονεύουν:

    ","cookie_policy.how.visitor_preferences.item":"αν έχετε συμφωνήσει (ή απορρίψει) την πολιτική για τα cookies του ιστοτόπου","cookie_policy.how.visitor_preferences.table.1.service":"Κιτ συγκατάθεσης για cookie","cookie_policy.how.visitor_preferences.table.1.purpose":"Αποθηκεύει τις προτιμήσεις σας σχετικά με τα cookies (ώστε να μην ερωτηθείτε ξανά)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Το προσωρινό cookie πρώτου μέρους διαγράφεται, αφού κλείσετε το πρόγραμμα περιήγησης σας","cookie_policy.how.operational_cookies.title":"Λειτουργικά cookies","cookie_policy.how.operational_cookies.text":"

    Υπάρχουν ορισμένα cookies που πρέπει να συμπεριλάβουμε για να λειτουργήσουν ορισμένες ιστοσελίδες. Για τον λόγο αυτό, δεν απαιτούν τη συγκατάθεσή σας. Πιο συγκεκριμένα:

    ","cookie_policy.how.operational_cookies.item":"τεχνικά cookies που απαιτούνται από συγκεκριμένα συστήματα ΤΠ","cookie_policy.how.technical_cookies.title":"Τεχνικά cookies","cookie_policy.how.technical_cookies.table.1.purpose":"Διατηρεί μια ασφαλή περίοδο λειτουργίας για εσάς, κατά τη διάρκεια της επίσκεψής σας.","cookie_policy.how.technical_cookies.table.1.type_duration":"Το προσωρινό cookie πρώτου μέρους διαγράφεται, αφού κλείσετε το πρόγραμμα περιήγησης σας","cookie_policy.how.technical_cookies.table.2.purpose":"Διατηρεί μια ασφαλή περίοδο λειτουργίας για εσάς για μεγαλύτερο χρονικό διάστημα, αποτρέποντας την απώλεια της περιόδου λειτουργίας κατά το κλείσιμο του προγράμματος περιήγησης.","cookie_policy.how.technical_cookies.table.2.type_duration":"Έμμονο cookie πρώτου μέρους, 60 μήνες","cookie_policy.how.technical_cookies.table.3.purpose":"Αποθηκεύει την προτεινόμενη γλώσσα χρήστη","cookie_policy.how.technical_cookies.table.3.type_duration":"Το προσωρινό cookie πρώτου μέρους διαγράφεται, αφού κλείσετε το πρόγραμμα περιήγησης σας","cookie_policy.how.analytics_cookies.title":"Cookies αναλύσεων","cookie_policy.how.analytics_cookies.items":`

    Τα χρησιμοποιούμε μόνο για εσωτερική έρευνα σχετικά με το πώς μπορούμε να βελτιώσουμε την υπηρεσία που παρέχουμε σε όλους τους χρήστες μας.

    - -

    Τα cookies απλώς αξιολογούν τον τρόπο με τον οποίο αλληλεπιδράτε με τον ιστότοπό μας – ως ανώνυμος χρήστης (τα δεδομένα που συλλέγονται δεν σας ταυτοποιούν προσωπικά).

    - -

    Επίσης, αυτά τα δεδομένα δεν κοινοποιούνται σε τρίτους ούτε χρησιμοποιούνται για οποιονδήποτε άλλο σκοπό. Τα ανώνυμα στατιστικά στοιχεία θα μπορούσαν να μοιραστούν με αναδόχους που εργάζονται σε έργα επικοινωνίας βάσει συμβατικής συμφωνίας με την Επιτροπή.

    - -

    Ωστόσο, είστε ελεύθεροι να απορρίψετε αυτά τα είδη cookies - είτε μέσω του ειδικού πλαισίου για τα cookies που εμφανίζεται στην πρώτη σελίδα που επισκέπτεστε είτε επισκεπτόμενοι αυτήν την ειδική σελίδα.

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Υπηρεσία ανάλυσης ιστού, με βάση το λογισμικό ανοικτού κώδικα Matomo","cookie_policy.how.analytics_cookies.table.1.purpose":"Αναγνωρίζει τους επισκέπτες του ιστοτόπου (ανώνυμα - δεν συλλέγονται προσωπικές πληροφορίες για τον χρήστη).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Έμμονο cookie πρώτου μέρους, 20 ημέρες","cookie_policy.how.analytics_cookies.table.2.service":"Υπηρεσία ανάλυσης ιστού, με βάση το λογισμικό ανοικτού κώδικα Matomo","cookie_policy.how.analytics_cookies.table.2.purpose":"Ταυτοποιεί τις σελίδες που επισκέφτηκε ο ίδιος χρήστης κατά την ίδια επίσκεψη. (ανώνυμα - δεν συλλέγονται προσωπικές πληροφορίες για τον χρήστη).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Έμμονο cookie πρώτου μέρους, 30 λεπτά","cookie_policy.third-party.title":"Cookies τρίτου μέρους","cookie_policy.third-party.items.1":`

    Ορισμένες από τις σελίδες μας εμφανίζουν περιεχόμενο από εξωτερικούς παρόχους, π.χ. YouTube, Facebook και Twitter.

    - -

    Για να δείτε αυτό το περιεχόμενο τρίτου μέρους, πρέπει πρώτα να αποδεχτείτε τους συγκεκριμένους όρους και προϋποθέσεις. Αυτό περιλαμβάνει τις πολιτικές για τα cookie τους, τις οποίες δεν ελέγχουμε.

    - -

    Αν όμως δεν βλέπετε αυτό το περιεχόμενο, στη συσκευή σας δεν έχουν εγκατασταθεί cookies τρίτου μέρους.

    Πάροχοι τρίτου μέρους για την Εβδομάδα Προγραμματισμού`,"cookie_policy.third-party.items.2":"Αυτές οι υπηρεσίες τρίτου μέρους δεν υπόκεινται στον έλεγχο του ιστοτόπου της Εβδομάδας Προγραμματισμού. Οι πάροχοι ενδέχεται, ανά πάσα στιγμή, να αλλάξουν τους όρους υπηρεσίας τους, τον σκοπό και τη χρήση των cookies, κ.λπ.","cookie_policy.how-manage.title":"Πώς μπορείτε να διαχειρίζεστε τα cookies;","cookie_policy.how-manage.items":`

    Μπορείτε να διαχειρίζεστε/διαγράφετε τα cookies όπως θέλετε - για λεπτομέρειες, δείτε aboutcookies.org.

    Αφαίρεση cookies από τη συσκευή σας

    - -

    Μπορείτε να διαγράψετε όλα τα cookies που βρίσκονται ήδη στη συσκευή σας, εκκαθαρίζοντας το ιστορικό περιήγησης του προγράμματος περιήγησης σας. Αυτό θα αφαιρέσει όλα τα cookies από όλους τους ιστοτόπους που έχετε επισκεφτεί.

    - -

    Λάβετε υπόψη ότι ενδέχεται επίσης να χάσετε ορισμένες αποθηκευμένες πληροφορίες (π.χ. αποθηκευμένα στοιχεία σύνδεσης, προτιμήσεις ιστοτόπων).

    Διαχείριση cookies σχετικά με τον ιστότοπο

    Για λεπτομερέστερο έλεγχο των cookies συγκεκριμένων ιστοτόπων, ελέγξτε τις ρυθμίσεις απορρήτου και cookie στο προτιμώμενο πρόγραμμα περιήγησης σας

    Αποκλεισμός cookies

    Μπορείτε να ρυθμίσετε τα περισσότερα σύγχρονα προγράμματα περιήγησης να αποτρέπουν την αποθήκευση των cookies στη συσκευή σας, αλλά ενδέχεται να χρειαστεί να ρυθμίσετε χειροκίνητα κάποιες προτιμήσεις κάθε φορά που επισκέπτεστε έναν ιστότοπο ή μια ιστοσελίδα. Ορισμένες υπηρεσίες και λειτουργίες ενδέχεται να μην λειτουργούν σωστά ή καθόλου (π.χ. σύνδεση προφίλ).

    Διαχείριση των cookies αναλύσεων μας

    Μπορείτε να διαχειρίζεστε τις προτιμήσεις σας σχετικά με cookies από το μενού Ανάλυση στην ειδική σελίδα.

    `,"copyright.title":"Σημείωση πνευματικών δικαιωμάτων","copyright.training.0":"Η ιστοσελίδα για τα σχολεία της Ευρωπαϊκής Εβδομάδας Προγραμματισμού","copyright.training.1":"είναι μια υπηρεσία που υποστηρίζεται από την Ευρωπαϊκή Επιτροπή","copyright.licence.0":"Εκτός αν αναφέρεται διαφορετικά, το περιεχόμενο διαθέσιμο σε αυτή την ιστοσελίδα είναι αδειοδοτημένο υπό μια άδεια","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.el","copyright.licence.2":"Δημιουργικής Κοινής Χρήσης Αναφοράς Δημιουργού - Μη Εμπορική Χρήση - Παρόμοια Διανομή 4.0 Διεθνές (CC BY-NC-SA 4.0)","copyright.creative-commons":"Η αδειοδότηση υπό άδειες Δημιουργικής Κοινής Χρήσης δεν επηρεάζει από μόνη της την κυριότητα των πνευματικών δικαιωμάτων","copyright.third-party":"Περιεχόμενο από τρίτες ιστοσελίδες υπόκειται στους δικούς τους περιορισμούς πνευματικών δικαιωμάτων; Παρακαλούμε να ανατρέξετε στον ιστότοπο προέλευσης για περισσότερες πληροφορίες","countries.all":"Όλες οι χώρες","countries.Cloud":"Cloud","countries.Andorra":"Ανδόρα","countries.United Arab Emirates":"Ηνωμένα Αραβικά Εμιράτα","countries.Afghanistan":"Αφγανιστάν","countries.Antigua and Barbuda":"Αντίγκουα και Μπαρμπούντα","countries.Anguilla":"Ανγκίλα","countries.Albania":"Αλβανία","countries.Armenia":"Αρμενία","countries.Netherlands Antilles":"Ολλανδικές Αντίλλες","countries.Angola":"Ανγκόλα","countries.Antarctica":"Ανταρκτική","countries.Argentina":"Αργεντινή","countries.American Samoa":"Αμερικανική Σαμόα","countries.Austria":"Αυστρία","countries.Australia":"Αυστραλία","countries.Aruba":"Αρούμπα","countries.Aland Islands":"Νήσοι Ώλαντ","countries.Azerbaijan":"Αζερμπαϊτζάν","countries.Bosnia and Herzegovina":"Βοσνία και Ερζεγοβίνη","countries.Barbados":"Μπαρμπάντος","countries.Bangladesh":"Μπανγκλαντές","countries.Belgium":"Βέλγιο","countries.Burkina Faso":"Μπουρκίνα Φάσο","countries.Bulgaria":"Βουλγαρία","countries.Bahrain":"Μπαχρέιν","countries.Burundi":"Μπουρούντι","countries.Benin":"Μπενίν","countries.Saint Barthelemy":"Άγιος Βαρθολομαίος","countries.Bermuda":"Βερμούδες","countries.Brunei":"Μπρουνέι","countries.Bolivia":"Βολιβία","countries.Bonaire, Saint Eustatius and Saba ":"Μποναίρ, Άγιος Ευστάθιος και Σάμπα ","countries.Brazil":"Βραζιλία","countries.Bahamas":"Μπαχάμες","countries.Bhutan":"Μπουτάν","countries.Bouvet Island":"Νησί Μπουβέ","countries.Botswana":"Μποτσουάνα","countries.Belarus":"Λευκορωσία","countries.Belize":"Μπελίζ","countries.Canada":"Καναδάς","countries.Cocos Islands":"Νησιά Κόκος","countries.Democratic Republic of the Congo":"Λαϊκή Δημοκρατία του Κονγκό","countries.Central African Republic":"Κεντρική Αφρικανική Δημοκρατία","countries.Republic of the Congo":"Δημοκρατία του Κονγκό","countries.Switzerland":"Ελβετία","countries.Ivory Coast":"Ακτή Ελεφαντοστού","countries.Cook Islands":"Νήσοι Κουκ","countries.Chile":"Χιλή","countries.Cameroon":"Καμερούν","countries.China":"Κίνα","countries.Colombia":"Κολομβία","countries.Costa Rica":"Κόστα Ρίκα","countries.Serbia and Montenegro":"Σερβία και Μαυροβούνιο","countries.Cuba":"Κούβα","countries.Cape Verde":"Πράσινο Ακρωτήριο","countries.Curacao":"Κουρασάο","countries.Christmas Island":"Νήσος των Χριστουγέννων","countries.Cyprus":"Κύπρος","countries.Czech Republic":"Τσεχική Δημοκρατία","countries.Germany":"Γερμανία","countries.Djibouti":"Τζιμπουτί","countries.Denmark":"Δανία","countries.Dominica":"Δομινίκα","countries.Dominican Republic":"Δομινικανική Δημοκρατία","countries.Algeria":"Αλγερία","countries.Ecuador":"Εκουαδόρ","countries.Estonia":"Εσθονία","countries.Egypt":"Αίγυπτος","countries.Western Sahara":"Δυτική Σαχάρα","countries.Eritrea":"Ερυθραία","countries.Spain":"Ισπανία","countries.Ethiopia":"Αιθιοπία","countries.Finland":"Φινλανδία","countries.Fiji":"Φίτζι","countries.Falkland Islands":"Νήσοι Φώκλαντ","countries.Micronesia":"Μικρονησία","countries.Faroe Islands":"Νήσοι Φερόες","countries.France":"Γαλλία","countries.Gabon":"Γκαμπόν","countries.United Kingdom":"Ηνωμένο Βασίλειο","countries.Grenada":"Γρενάδα","countries.Georgia":"Γεωργία","countries.French Guiana":"Γαλλική Γουιάνα","countries.Guernsey":"Γκέρνσεϊ","countries.Ghana":"Γκάνα","countries.Gibraltar":"Γιβραλτάρ","countries.Greenland":"Γροιλανδία","countries.Gambia":"Γκάμπια","countries.Guinea":"Γουινέα","countries.Guadeloupe":"Γουαδελούπη","countries.Equatorial Guinea":"Ισημερινή Γουινέα","countries.Greece":"Ελλάδα","countries.South Georgia and the South Sandwich Islands":"Νότιος Γεωργία και Νότιοι Νήσοι Σάντουιτς","countries.Guatemala":"Γουατεμάλα","countries.Guam":"Γκουάμ","countries.Guinea-Bissau":"Γουινέα-Μπισσάου","countries.Guyana":"Γουιάνα","countries.Hong Kong":"Χονγκ Κονγκ","countries.Heard Island and McDonald Islands":"Νήσοι Χερντ και Μακντόναλντ","countries.Honduras":"Ονδούρα","countries.Croatia":"Κροατία","countries.Haiti":"Αϊτή","countries.Hungary":"Ουγγαρία","countries.Indonesia":"Ινδονησία","countries.Ireland":"Ιρλανδία","countries.Israel":"Ισραήλ","countries.Isle of Man":"Νήσος του Μαν","countries.India":"Ινδία","countries.British Indian Ocean Territory":"Βρετανικό Έδαφος Ινδικού Ωκεανού","countries.Iraq":"Ιράκ","countries.Iran":"Ιράν","countries.Iceland":"Ισλανδία","countries.Italy":"Ιταλία","countries.Jersey":"Τζέρσεϊ","countries.Jamaica":"Τζαμάικα","countries.Jordan":"Ιορδανία","countries.Japan":"Ιαπωνία","countries.Kenya":"Κένυα","countries.Kyrgyzstan":"Κιργιζία","countries.Cambodia":"Καμπότζη","countries.Kiribati":"Κιριμπάτι","countries.Comoros":"Κομόρες","countries.Saint Kitts and Nevis":"Άγιος Χριστόφορος και Νέβις","countries.North Korea":"Βόρεια Κορέα","countries.South Korea":"Νότια Κορέα","countries.Kuwait":"Κουβέιτ","countries.Cayman Islands":"Νήσοι Κέιμαν","countries.Kazakhstan":"Καζακστάν","countries.Laos":"Λάος","countries.Lebanon":"Λίβανος","countries.Saint Lucia":"Αγία Λουκία","countries.Liechtenstein":"Λιχτενστάιν","countries.Sri Lanka":"Σρι Λάνκα","countries.Liberia":"Λιβερία","countries.Lesotho":"Λεσότο","countries.Lithuania":"Λιθουανία","countries.Luxembourg":"Λουξεμβούργο","countries.Latvia":"Λετονία","countries.Libya":"Λιβύη","countries.Morocco":"Μαρόκο","countries.Monaco":"Μονακό","countries.Moldova":"Μολδαβία","countries.Montenegro":"Μαυροβούνιο","countries.Saint Martin":"Άγιος Μαρτίνος","countries.Madagascar":"Μαδαγασκάρη","countries.Marshall Islands":"Νήσοι Μάρσαλ","countries.Macedonia":"Βόρεια Μακεδονία","countries.Mali":"Μάλι","countries.Myanmar":"Μιανμάρ","countries.Mongolia":"Μογγολία","countries.Macao":"Μακάου","countries.Northern Mariana Islands":"Βόρειες Μαριάνες Νήσοι","countries.Martinique":"Μαρτινίκη","countries.Mauritania":"Μαυριτανία","countries.Montserrat":"Μοντσερράτ","countries.Malta":"Μάλτα","countries.Mauritius":"Μαυρίκιος","countries.Maldives":"Μαλδίβες","countries.Malawi":"Μαλάουι","countries.Mexico":"Μεξικό","countries.Malaysia":"Μαλαισία","countries.Mozambique":"Μοζαμβίκη","countries.Namibia":"Ναμίμπια","countries.New Caledonia":"Νέα Καληδονία","countries.Niger":"Νίγηρας","countries.Norfolk Island":"Νησί Νόρφολκ","countries.Nigeria":"Νιγηρία","countries.Nicaragua":"Νικαράγουα","countries.Netherlands":"Ολλανδία","countries.Norway":"Νορβηγία","countries.Nepal":"Νεπάλ","countries.Nauru":"Ναουρού","countries.Niue":"Νιούε","countries.New Zealand":"Νέα Ζηλανδία","countries.Oman":"Ομάν","countries.Panama":"Παναμάς","countries.Peru":"Περού","countries.French Polynesia":"Γαλλική Πολυνησία","countries.Papua New Guinea":"Παπούα Νέα Γουινέα","countries.Philippines":"Φιλιππίνες","countries.Pakistan":"Πακιστάν","countries.Poland":"Πολωνία","countries.Saint Pierre and Miquelon":"Σαιν-Πιερ και Μικελόν","countries.Pitcairn":"Νήσοι Πίτκαιρν","countries.Puerto Rico":"Πουέρτο Ρίκο","countries.Palestine":"Παλαιστίνη","countries.Portugal":"Πορτογαλία","countries.Palau":"Παλάου","countries.Paraguay":"Παραγουάη","countries.Qatar":"Κατάρ","countries.Reunion":"Ρεϋνιόν","countries.Romania":"Ρουμανία","countries.Serbia":"Σερβία","countries.Russia":"Ρωσία","countries.Rwanda":"Ρουάντα","countries.Saudi Arabia":"Σαουδική Αραβία","countries.Solomon Islands":"Νήσοι Σολομώντα","countries.Seychelles":"Σεϊχέλες","countries.Sudan":"Σουδάν","countries.Sweden":"Σουηδία","countries.Singapore":"Σιγκαπούρη","countries.Saint Helena":"Αγία Ελένη","countries.Slovenia":"Σλοβενία","countries.Svalbard and Jan Mayen":"Σβάλμπαρντ και Γιαν Μάγεν","countries.Slovakia":"Σλοβακία","countries.Sierra Leone":"Σιέρα Λεόνε","countries.San Marino":"Σαν Μαρίνο","countries.Senegal":"Σενεγάλη","countries.Somalia":"Σομαλία","countries.Suriname":"Σουρινάμ","countries.South Sudan":"Νότιο Σουδάν","countries.Sao Tome and Principe":"Σάο Τομέ και Πρίνσιπε","countries.El Salvador":"Ελ Σαλβαδόρ","countries.Sint Maarten":"Άγιος Μαρτίνος","countries.Syria":"Συρία","countries.Swaziland":"Σουαζιλάνδη","countries.Turks and Caicos Islands":"Νησιά Τερκς και Κέικος","countries.Chad":"Τσαντ","countries.French Southern Territories":"Γαλλικά Νότια και Ανταρκτικά Εδάφη","countries.Togo":"Τόγκο","countries.Thailand":"Ταϊλάνδη","countries.Tajikistan":"Τατζικιστάν","countries.Tokelau":"Τοκελάου","countries.East Timor":"Ανατολικό Τιμόρ","countries.Turkmenistan":"Τουρκμενιστάν","countries.Tunisia":"Τυνησία","countries.Tonga":"Τόνγκα","countries.Turkey":"Τουρκία","countries.Trinidad and Tobago":"Τρινιντάντ και Τομπάγκο","countries.Tuvalu":"Τουβαλού","countries.Taiwan":"Ταϊβάν","countries.Tanzania":"Τανζανία","countries.Ukraine":"Ουκρανία","countries.Uganda":"Ουγκάντα","countries.United States Minor Outlying Islands":"Απομακρυσμένες Νησίδες των Ηνωμένων Πολιτειών","countries.United States":"Ηνωμένες Πολιτείες","countries.Uruguay":"Ουρουγουάη","countries.Uzbekistan":"Ουζμπεκιστάν","countries.Vatican":"Βατικανό","countries.Saint Vincent and the Grenadines":"Άγιος Βικέντιος και Γρεναδίνες","countries.Venezuela":"Βενεζουέλα","countries.British Virgin Islands":"Βρετανικές Παρθένοι Νήσοι","countries.U.S. Virgin Islands":"Αμερικανικές Παρθένοι Νήσοι","countries.Vietnam":"Βιετνάμ","countries.Vanuatu":"Βανουάτου","countries.Wallis and Futuna":"Ουαλίς και Φουτουνά","countries.Samoa":"Σαμόα","countries.Kosovo":"Κόσοβο","countries.Yemen":"Υεμένη","countries.Mayotte":"Μαγιότ","countries.South Africa":"Νότια Αφρική","countries.Zambia":"Ζάμπια","countries.Zimbabwe":"Ζιμπάμπουε","cw2020.common.resources":"Πηγές που θα χρειαστείτε","cw2020.common.soundtrack":"Το soundtrack της Εβδομάδας Προγραμματισμού","cw2020.common.moves":"Οι κινήσεις","cw2020.common.dance-example":"Ένα παράδειγμα χορού της Εβδομάδας Προγραμματισμού","cw2020.common.organizer-guide":"Οδηγός διοργανωτή","cw2020.title.0":"EU Code Week","cw2020.title.1":"Έκδοση 2020","cw2020.intro":"Φέτος η γιορτή του προγραμματισμού θα πραγματοποιηθεί από τις 10 έως τις 25 Οκτωβρίου 2020! Λόγω της κατάστασης στον τομέα της υγείας, φέτος περισσότερες δραστηριότητες της Εβδομάδας Προγραμματισμού θα πραγματοποιηθούν επιγραμμικά. Θα παρουσιάσουμε νέες διασκεδαστικές και ενδιαφέρουσες δραστηριότητες στις οποίες μπορείτε να συμμετάσχετε εξ αποστάσεως, από το σπίτι ή το σχολείο ","cw2020.online-activities.title":"Προτεινόμενες Ανοικτές επιγραμμικές δραστηριότητες","cw2020.online-activities.subtitle.0":"Για να διευκολύνουμε την εξ αποστάσεως συμμετοχή στις δραστηριότητες της Εβδομάδας Προγραμματισμού, δημιουργούμε ένα","cw2020.online-activities.subtitle.1":"ημερολόγιο","cw2020.online-activities.subtitle.2":"προτεινόμενων επιγραμμικών δραστηριοτήτων","cw2020.online-activities.section1.title":"Τι είναι οι επιγραμμικές δραστηριότητες;","cw2020.online-activities.section1.content":"Επιγραμμική δραστηριότητα είναι κάθε δραστηριότητα που μπορείτε να προσθέσετε ή στην οποία μπορείτε να εγγραφείτε στον ιστότοπο της Εβδομάδας Προγραμματισμού – η μόνη διαφορά είναι ότι πραγματοποιείται επιγραμμικά. Ο στόχος είναι να διευκολύνουμε όσους θέλουν να συμμετάσχουν σε συνεδρίες και εργαστήρια προγραμματισμού από το διαδίκτυο, χωρίς να θέτουμε σε κίνδυνο την υγεία τους","cw2020.online-activities.section2.title":"Προτεινόμενες ανοικτές δραστηριότητες","cw2020.online-activities.section2.content":"Αν θέλετε μπορείτε να κάνετε τις επιγραμμικές δραστηριότητες ανοικτές στον καθένα. Στις ανοικτές επιγραμμικές δραστηριότητες θα μπορούν να συμμετάσχουν άνθρωποι από όλον τον κόσμο, είτε στα αγγλικά είτε στη γλώσσα που χρησιμοποιεί ο καθένας. Θα επιλέξουμε τις πιο συναρπαστικές ανοικτές επιγραμμικές δραστηριότητες και θα τις προβάλουμε σε ένα ημερολόγιο δραστηριοτήτων στον ιστότοπό μας","cw2020.online-activities.section3.title":"Τι σημαίνει αυτό για τους συμμετέχοντες;","cw2020.online-activities.section3.content.0":"Κάθε μέρα της Εβδομάδας Προγραμματισμού, θα μπορείτε να συμβουλεύεστε το","cw2020.online-activities.section3.content.1":"ημερολόγιο","cw2020.online-activities.section3.content.2":"και να συμμετέχετε στις δραστηριότητες που σας ενδιαφέρουν περισσότερο. Τα θέματα αυτών των προτεινόμενων δραστηριοτήτων μπορεί να ποικίλλουν: από εργαστήρια ρομποτικής, κύκλους εξ αποστάσεως διδασκαλίας, σεμινάρια στο διαδίκτυο έως μαθήματα προγραμματισμού και πολλά άλλα. Οπότε η επιλογή είναι δική σας","cw2020.dance.title":"Χορός της Εβδομάδας Προγραμματισμού","cw2020.dance.subtitle":"Ποιος είπε ότι οι προγραμματιστές δεν χορεύουν; Για να γιορτάσουμε την Εβδομάδα Προγραμματισμού 2020, φτιάξαμε μια καινούρια δραστηριότητα - τη δοκιμασία #EUCodeWeekDance","cw2020.dance.section1.title":"Ποιος μπορεί να συμμετάσχει;","cw2020.dance.section1.content.0":"Μπορούν να συμμετάσχουν οι πάντες: σχολεία, δάσκαλοι, βιβλιοθήκες μέχρι λέσχες προγραμματισμού, επιχειρήσεις και δημόσιες αρχές είναι ευπρόσδεκτοι στη γιορτή της Εβδομάδας Προγραμματισμού 2020. Πρέπει απλά να οργανώσουν μια δραστηριότητα #EUCodeWeekDance και να την προσθέσουν στον","cw2020.dance.section1.content.1":"χάρτη της Εβδομάδας Προγραμματισμού","cw2020.dance.section2.title":"Πώς μπορώ να συμμετάσχω;","cw2020.dance.section2.content":"Επίλεξε ένα από τα πέντε είδη δραστηριοτήτων ή σκέψου ένα δικό σου. Ανεξάρτητα από τη δραστηριότητα που θα επιλέξεις, μην αμελήσεις να την προσθέσεις στον χάρτη μας","cw2020.dance.activity1.title":"Προγραμμάτισε έναν φίλο ή τους γονείς σου - χωρίς υπολογιστή","cw2020.dance.activity1.subtitle":"Ο προγραμματισμός σου επιτρέπει να δίνεις εντολές σε μια ηλεκτρονική συσκευή. Από τεχνική όμως άποψη, δεν χρειάζεσαι υπολογιστή για να προγραμματίσεις. Βρες έναν συνεργάτη – μπορεί να είναι ένας συμμαθητής σου, μία φίλη, ο πατέρας σου ή μία δασκάλα, και δώσε τους εντολές για το πώς να εκτελέσουν τον #EUCodeWeekDance, τις οποίες θα πρέπει να ακολουθήσουν επακριβώς","cw2020.dance.activity1.resources.0":"Οδηγίες του Code.org για να διοργανώσεις το χορευτικό πάρτι χωρίς υπολογιστή","cw2020.dance.activity1.resources.1":"Ένα εκπαιδευτικό πρόγραμμα για το πώς να προγραμματίσεις το ανθρώπινο ρομπότ σου","cw2020.dance.activity2.title":"Οπτικός προγραμματισμός","cw2020.dance.activity2.subtitle":"Προγραμματίστε τον χορό της Εβδομάδας Προγραμματισμού στο Scratch. Χρησιμοποίησε τους χαρακτήρες της Εβδομάδας Προγραμματισμού ή δημιούργησε δικούς σου στο Scratch και προγραμμάτισέ τους να εκτελέσουν τον #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Παράδειγμα ενός πρότζεκτ Scratch για τον #EUCodeWeekDance","cw2020.dance.activity2.resources.1":"Οι χαρακτήρες της Εβδομάδας Προγραμματισμού","cw2020.dance.activity2.resources.2":"Οδηγίες του Code.org για το πώς να δώσεις κίνηση σε έναν χαρακτήρα","cw2020.dance.activity2.resources.3":"Οδηγίες του Code.org για να διοργανώσετε το χορευτικό σας πάρτι","cw2020.dance.activity2.resources.4":" Μοιράσου μαζί μας το πρότζεκτ σου σε αυτό το Scratch Studio.","cw2020.dance.activity3.title":"Προγραμματισμός βάσει κειμένου","cw2020.dance.activity3.subtitle":"Δημιουργήστε το θέμα του #EUCodeWeekDance σε Python ή JavaScript, χρησιμοποιώντας πλατφόρμες μουσικής δημιουργίας βάσει προγραμματισμού, όπως η EarSketch ή η Sonic Pi","cw2020.dance.activity3.resources.0":"Οδηγίες για το πώς να δημιουργήσετε μουσική στην πλατφόρμα EarSketch","cw2020.dance.activity3.resources.1":"Οδηγίες για το πώς να δημιουργήσετε μουσική στην πλατφόρμα Sonic Pi","cw2020.dance.activity4.title":">Ρομποτική","cw2020.dance.activity4.subtitle":"Προγραμματίστε το ρομπότ σας να ακολουθήσει τις οδηγίες σας και να εκτελέσει τον χορό της Εβδομάδας Προγραμματισμού","cw2020.dance.activity4.resources.0":"Οδηγίες για τον προγραμματισμό ρομπότ","cw2020.dance.activity5.title":"Χορευτική δοκιμασία","cw2020.dance.activity5.subtitle":"Βιντεοσκοπήστε τον εαυτό σας, την ομάδα σας ή το ρομπότ σας να εκτελεί τον #EUCodeWeekDance, κοινοποιήστε το στο Instagram και δοκιμάστε την τύχη σας: μπορεί να γίνετε viral και να κερδίσετε ορισμένα δώρα της Εβδομάδας Προγραμματισμού! Ενδιαφέρεστε; Ακολουθήστε τα παρακάτω βήματα:","cw2020.dance.activity5.resources.0":"Βιντεοσκοπήστε τον χορό χρησιμοποιώντας τις Stories του Instagram ","cw2020.dance.activity5.resources.1":"Κάντε follow","cw2020.dance.activity5.resources.2":"στο @CodeWeekEU στο Instagram","cw2020.dance.activity5.resources.3":"Κάνετε μνεία του @CodeWeekEU στην ιστορία σας με τον χορό και χρησιμοποιήστε την ετικέτα #EUCodeWeekDance","cw2020.dance.outro.0":"Οι νικητές θα αναδεικνύονται καθημερινά και θα ανακοινώνονται στο κανάλι μας στο Instagram μέσω των Stories, οπότε μην ξεχνάτε να ελέγχετε συχνά τις ειδοποιήσεις σας, μπορεί σήμερα να είστε τυχεροί","cw2020.dance.outro.1":"Ο #EUCodeWeekDance βασίζεται στην","cw2020.dance.outro.2":"ωδή στον προγραμματισμό","cw2020.dance.outro.3":"που συνέθεσε ο Brendan Paolini, και στη χορογραφία της Bianca Maria Berardi (2015), που βασίζεται σε μια ιδέα του Alessandro Bogliolo, καθηγητή υπολογιστικών συστημάτων στο Πανεπιστήμιο του Ουρμπίνο","cw2020.treasure-hunt.title":"Κυνήγι θησαυρού της Εβδομάδας Προγραμματισμού","cw2020.treasure-hunt.subtitle.0":"Πρόκειται για ένα παιχνίδι στο Telegram που είναι αρκετά απλό για αρχάριους, αλλά αρκετά δύσκολο για να συντηρήσει το ενδιαφέρον των πιο έμπειρων παικτών","cw2020.treasure-hunt.subtitle.1":"Το κυνήγι θησαυρού της Εβδομάδας Προγραμματισμού","cw2020.treasure-hunt.subtitle.2":"είναι ένα παιχνίδι. Ο καλύτερος τρόπος να το παίξετε είναι στον προσωπικό υπολογιστή σας έχοντας πρόχειρο ένα κινητό τηλέφωνο. Το παιχνίδι θα σας ζητήσει να περάσετε κάποιες προγραμματιστικές δοκιμασίες και θα σας ξεναγήσει στην ιστορία του προγραμματισμού, της επιστήμης και της τεχνολογίας υπολογιστών στην Ευρώπη","cw2020.treasure-hunt.section.title":"Για να ξεκινήσετε το παιχνίδι χρειάζεται","cw2020.treasure-hunt.section.content.0":"να κατεβάσετε την εφαρμογή Telegram. Είναι διαθέσιμη σε έκδοση για","cw2020.treasure-hunt.section.content.1":"υπολογιστή","cw2020.treasure-hunt.section.content.2":"Μπορείτε να παίξετε το παίχνιδι στον προσωπικό σας υπολογιστή ή λάπτοπ, ή στο τηλέφωνό σας. Σας προτείνουμε να το παίξετε στον υπολογιστή σας ώστε να λάβετε τις οδηγίες και να λύσετε τις δοκιμασίες προγραμματισμού στην εφαρμογή Telegram στο τηλέφωνό σας","cw2020.treasure-hunt.section.content.3":"Για να παίξετε το παιχνίδι","cw2020.treasure-hunt.section.content.4":"ανοίξτε την εφαρμογή","cw2020.treasure-hunt.section.content.5":"και σαρώστε τον κωδικό QR που θα σας μεταφέρει στην εφαρμογή Telegram και θα σας δώσει το πρώτο σύνολο εντολών","cw2020.treasure-hunt.section.content.6":"Για να κερδίσετε, πρέπει να λύσετε 10 δοκιμασίες προγραμματισμού και να βρείτε 10 περιοχές στον χάρτη της Ευρώπης που συνδέονται με την εμφάνιση του προγραμματισμού και της τεχνολογίας","cw2020.treasure-hunt.section.content.7":"Αφού ολοκληρώσετε το παιχνίδι, κοινοποιήστε τη βαθμολογία σας στους φίλους σας χρησιμοποιώντας την ετικέτα #EUCodeWeek και προκαλέστε τους να παίξουν και να μάθουν κι αυτοί λίγα πράγματα για την ιστορία του προγραμματισμού. Ας δούμε ποιος θα έχει το καλύτερο σκορ","cw2020.treasure-hunt.section.content.8":"Το κυνήγι θησαυρού της Εβδομάδας Προγραμματισμού είναι η εικονική έκδοση του αρχικού κυνηγιού θησαυρού της Ευρωπαϊκής Εβδομάδας Προγραμματισμού, που αναπτύχθηκε αρχικά από τον Alessandro Bogliolo, καθηγητή υπολογιστικών συστημάτων στο Πανεπιστήμιο του Ουρμπίνο. Για να μάθετε περισσότερα για το πρωτότυπο παιχνίδι, επισκεφτείτε το","cw2020.treasure-hunt.section.content.9":"ιστολόγιό μας","cw2020.kick-off.title":"Εναρκτήρια εκδήλωση: 8 Οκτωβρίου 2020","cw2020.kick-off.content.0":"Η εικονική εναρκτήρια εκδήλωση της Εβδομάδας Προγραμματισμού 2020 θα πραγματοποιηθεί στις 8 Οκτωβρίου στις 5 μ.μ. (ώρα Βερολίνου/Βρυξελλών/Παρισιού). Η εκδήλωση θα μεταδοθεί στο Facebook Live, στο Instagram TV και στο YouTube Live","cw2020.kick-off.content.1":"Στην εκδήλωση α συμμετάσχουν οι ακόλουθοι προσκεκλημμένοι","cw2020.kick-off.content.2":"ο Ευρωπαίος επίτροπος Εσωτερικής Αγοράς","cw2020.kick-off.content.3":"η Ευρωπαία Επίτροπος Καινοτομίας, Έρευνας, Πολιτισμού, Εκπαίδευσης και Νεολαίας","cw2020.kick-off.content.4":"ο δημιουργός του Scratch και καθηγητής έρευνας μάθησης στο MIT Media Lab","cw2020.kick-off.content.5":"συγγραφέας και εικονογράφος του Hello Ruby","cw2020.kick-off.content.6":"και","cw2020.kick-off.content.7":"η πρόεδρος της E-MMA, μιας γαλλικής μη κερδοσκοπικής οργάνωσης που προωθεί την ισόρροπη εκπροσώπηση των φύλων στον τομέα της τεχνολογίας","cw2020.kick-off.content.8":"Και αν αυτό δεν είναι αρκετό, η ομάδα της Εβδομάδας Προγραμματισμού θα παρουσιάζει στον ιστότοπο νέες λειτουργίες, νέο υλικό και νέες δοκιμασίες","cw2020.kick-off.content.9":"Ο καθηγητής υπολογιστικών συστημάτων στο Πανεπιστήμιο του Ουρμπίνο και συντονιστής των","cw2020.kick-off.content.10":"πρεσβευτών της Εβδομάδας Προγραμματισμού","cw2020.kick-off.content.11":"θα σας μιλήσει για το εικονικό κυνήγι θησαυρού της Εβδομάδας Προγραμματισμού","cw2020.kick-off.content.12":"Και ο/η xxx θα παρουσιάσει τη νέα δοκιμασία #EUCodeWeekDance","cw2020.kick-off.content.13":"Θα συνδεθούμε επίσης με σχολεία και μαθητές από όλη την Ευρώπη, που θα μοιραστούν μαζί μας τις προγραμματιστικές τους ιστορίες, και θα ανταλλάξουμε ιδέες με τις προσκλεκλημένες ομιλήτριες και τους προσκεκλημένους ομιλητές","cw2020.kick-off.content.14":"Θα έχετε επίσης την ευκαιρία να μοιραστείτε τις σκέψεις, τις ιδέες σας και να θέσετε ερωτήσεις. Το μόνο που χρειάζεται να κάνετε είναι να συντονιστείτε στη ζωντανή ροή","cw2020.kick-off.content.15":"ή","cw2020.kick-off.content.16":"στις 8 Οκτωβρίου 2020 από τις 17:00 έως τις 18.30 (ώρα Κεντρικής Ευρώπης) και να σχολιάστε ή να τουιτάρετε με την ετικέτα #EUCodeWeek","cw2020.get-involved.title":"Πώς να συμμετάσχετε","cw2020.get-involved.subtitle":"Ανυπομονείτε να ξεκινήσετε να προγραμματίζετε; Αν θέλετε να γίνετε μέλος της κοινότητας της Ευρωπαϊκής Εβδομάδας Προγραμματισμού αλλά δεν ξέρετε από πού να ξεκινήσετε, ρίξτε μια ματιά σε αυτούς τους συνδέσμους που θα σας βοηθήσουν στο ξεκίνημα, για να προλάβετε την ετήσια γιορτή που πραγματοποιείται τον Οκτώβρη","cw2020.get-involved.content.0":"Ξεκινώντας με την Εβδομάδα Προγραμματισμού","cw2020.get-involved.content.1":"Πώς να προσθέσετε μια δραστηριότητα στην Εβδομάδα Προγραμματισμού","cw2020.get-involved.content.2":"Εκπαιδευτικά προγράμματα","cw2020.get-involved.content.3":"Ο μεγάλος ανοικτός κύκλος μαθημάτων στο διαδίκτυο Deep Dive","cw2020.get-involved.content.4":"Σειρά Coding@Home","edit.title":"Επεξεργασία της εκδήλωσής σου #EUCodeWeek","edit.required_fields":"Τα υποχρεωτικά πεδία σημειώνονται με αστερίσκο *. Μπορείς να προσθέσεις την καταχώριση της εκδήλωσης στη γλώσσα σου.","edit.description":"Περιγραφή","edit.audience":"Κοινό","edit.theme":"Θέμα","edit.location":"Τοποθεσία","edit.website":"Δικτυακός τόπος","edit.contact":"Επικοινωνία","edit.tags":"Ετικέτες","edit.image":"Εικόνα","edit.help":"Το μέγεθος μεγαλύτερων εικόνων θα αναπροσαρμοστεί σε 256 x 512 pixels. Το μέγιστο μέγεθος αρχείου για αποστολή είναι 256 x 1024.","edit.aspect":"Ποιον τομέα του προγραμματισμού θα καλύψει η εκδήλωσή σου;","edit.address":"Πληκτρολόγησε μια διεύθυνση ή κάνε κλικ στον παρακάτω χάρτη για να ορίσεις μια τοποθεσία.","edit.privacy_disclaimer.header":"Τα στοιχεία επικοινωνίας σου","edit.privacy_disclaimer.text_1":"Αυτές οι πληροφορίες θα είναι ορατές μόνο στους ","edit.privacy_disclaimer.link_1":"Πρέσβεις της Ευρωπαϊκής Εβδομάδας Προγραμματισμού","edit.privacy_disclaimer.text_2":` και στους διοργανωτές της Εβδομάδας Προγραμματισμού - , που - θα εξετάσουν την εκδήλωσή σου πριν εμφανιστεί στον χάρτη και μπορεί να επικοινωνήσουν μαζί σου, αν χρειαστεί να γίνουν αλλαγές - ή - για τη διαχείριση ερευνών για στατιστικούς λόγους μετά την εκδήλωση.`,"edit.privacy_disclaimer.contact_email":"Το email επικοινωνίας σου","edit.edit":"Επεξεργασία εκδήλωσης","event.main_title":"Προσθήκη της εκδήλωσής σου #EUCodeWeek","event.button":"Προσθήκη εκδήλωσης","event.howto":"Πώς να διοργανώσεις τη δική σου εκδήλωση","event.required":"Τα υποχρεωτικά πεδία σημειώνονται με αστερίσκο *. Μπορείς να προσθέσεις την καταχώριση της εκδήλωσης στη γλώσσα σου.","event.audience_title":"ΚΟΙΝΟ","event.theme_title":"ΘΕΜΑ","event.scoreboard_by_country":"Πίνακας αποτελεσμάτων","event.get_involved":"Δήλωσε συμμετοχή","event.organize_or_support_events":"ΔΙΟΡΓΑΝΩΣΕ Ή ΣΤΗΡΙΞΕ ΕΚΔΗΛΩΣΕΙΣ ΣΤΗΝ ΠΟΛΗ ΣΟΥ","event.or_contact_your":"ή επικοινώνησε με τους","event.eu_code_week_ambassadors":"Πρέσβεις της Ευρωπαϊκής Εβδομάδας Προγραμματισμού","event.show_events_for":"Εμφάνιση εκδηλώσεων για ","event.who":"Σε ποιον απευθύνεται η εκδήλωση;","event.tags":"Ετικέτες","event.image":"Εικόνα","event.start.label":"Ημερομηνία έναρξης","event.start.placeholder":"Πότε ξεκινά η δραστηριότητα;","event.end.label":"Ημερομηνία λήξης","event.end.placeholder":"Πότε ολοκληρώνεται η δραστηριότητα;","event.organizer.label":"Όνομα οργανισμού","event.organizer.placeholder":"Οργανισμός στον οποίο εργάζεσαι ή είσαι εθελοντής","event.website.label":"Δικτυακός τόπος διοργανωτή","event.website.placeholder":"Έχεις δικτυακό τόπο με περισσότερες πληροφορίες;","event.description.label":"Περιγραφή","event.description.placeholder":"Περίγραψε εν συντομία τη δραστηριότητα που προγραμματίζεις.","event.contact.label":"Email επικοινωνίας","event.contact.placeholder":"Αυτό το email θα χρησιμοποιηθεί για σημαντική αλληλογραφία στο πλαίσιο της Ευρωπαϊκής Εβδομάδας Προγραμματισμού","event.contact.explanation":"Το email επικοινωνίας σου θα είναι ορατό μόνο στους Πρέσβεις της Ευρωπαϊκής Εβδομάδας Προγραμματισμού και στους διοργανωτές της Εβδομάδας Προγραμματισμού που θα εξετάσουν την εκδήλωσή σου πριν εμφανιστεί στον χάρτη και μπορεί να επικοινωνήσουν μαζί σου, αν χρειαστεί να γίνουν αλλαγές, ή για τη διαχείριση ερευνών για στατιστικούς λόγους μετά την εκδήλωση.","event.public.label":"Δημόσιο email","event.public.placeholder":"Θέλεις να εμφανίζεται ένα email επικοινωνίας;","event.title.label":"Τίτλος δραστηριότητας","event.title.placeholder":"Ποιο είναι το όνομα της δραστηριότητας;","event.address.label":"Διεύθυνση","event.address.placeholder":"Πού θα πραγματοποιηθεί η δραστηριότητα;","event.organizertype.label":"Είδος οργανισμού","event.organizertype.placeholder":"Επίλεξε το είδος του διοργανωτή","event.organizertype.school":"Σχολείο","event.organizertype.library":"Βιβλιοθήκη","event.organizertype.non profit":"Μη κερδοσκοπικός οργανισμός","event.organizertype.private business":"Ιδιωτική επιχείρηση","event.organizertype.other":"Άλλο","event.audience.Pre-school children":"ΠΑΙΔΙΑ ΠΡΟΣΧΟΛΙΚΗΣ ΗΛΙΚΙΑΣ","event.audience.Elementary school students":"ΜΑΘΗΤΕΣ ΔΗΜΟΤΙΚΟΥ ΣΧΟΛΕΙΟΥ","event.audience.High school students":"ΜΑΗΤΕΣ ΛΥΚΕΙΟΥ","event.audience.Graduate students":"ΠΡΟΠΤΥΧΙΑΚΟΙ ΦΟΙΤΗΤΕΣ","event.audience.Post graduate students":"ΜΕΤΑΠΤΥΧΙΑΚΟΙ ΦΟΙΤΗΤΕΣ","event.audience.Employed adults":"ΕΡΓΑΖΟΜΕΝΟΙ ΕΝΗΛΙΚΕΣ","event.audience.Unemployed adults":"ΑΝΕΡΓΟΙ ΕΝΗΛΙΚΕΣ","event.audience.Other (see description)":"ΑΛΛΟ (ΒΛΕΠΕ ΠΕΡΙΓΡΑΦΗ)","event.audience.Teachers":"Δάσκαλοι","event.theme.Basic programming concepts":"ΒΑΣΙΚΕΣ ΓΝΩΣΕΙΣ ΠΡΟΓΡΑΜΜΑΤΙΣΜΟΥ","event.theme.Web development":"ΑΝΑΠΤΥΞΗ ΙΣΤΟΣΕΛΙΔΑΣ","event.theme.Mobile app development":"ΑΝΑΠΤΥΞΗ ΕΦΑΡΜΟΓΗΣ ΓΙΑ ΚΙΝΗΤΕΣ ΣΥΣΚΕΥΕΣ","event.theme.Software development":"ΑΝΑΠΤΥΞΗ ΛΟΓΙΣΜΙΚΟΥ","event.theme.Data manipulation and visualisation":"ΧΕΙΡΙΣΜΟΣ ΚΑΙ ΑΠΕΙΚΟΝΙΣΗ ΔΕΔΟΜΕΝΩΝ","event.theme.Robotics":"ΡΟΜΠΟΤΙΚΗ","event.theme.Hardware":"ΥΛΙΣΜΙΚΟ (HARDWARE)","event.theme.Other":"ΑΛΛΟ","event.theme.Unplugged activities":"ΔΡΑΣΤΗΡΙΟΤΗΤΕΣ ΧΩΡΙΣ ΣΥΝΔΕΣΗ ΣΤΟ ΔΙΑΔΙΚΤΥΟ","event.theme.Playful coding activities":"ΔΡΑΣΤΗΡΙΟΤΗΤΕΣ ΠΡΟΓΡΑΜΜΑΤΙΣΜΟΥ ΥΠΟ ΤΗ ΜΟΡΦΗ ΠΑΙΧΝΙΔΙΟΥ","event.theme.Art and creativity":"ΤΕΧΝΗ ΚΑΙ ΔΗΜΙΟΥΡΓΙΚΟΤΗΤΑ","event.theme.Visual/Block programming":"ΠΡΟΓΡΑΜΜΑΤΙΣΜΟΣ ΟΠΤΙΚΟΥ ΠΕΡΙΒΑΛΛΟΝΤΟΣ/ΜΠΛΟΚ","event.theme.Game design":"ΣΧΕΔΙΑΣΜΟΣ ΠΑΙΧΝΙΔΙΩΝ","event.theme.Internet of things and wearable computing":"ΔΙΑΔΙΚΤΥΟ ΤΩΝ ΠΡΑΓΜΑΤΩΝ ΚΑΙ ΦΟΡΕΣΙΜΗ ΥΠΟΛΟΓΙΣΤΙΚΗ ΔΥΝΑΤΟΤΗΤΑ","event.theme.3D printing":"ΕΚΤΥΠΩΣΗ 3D","event.theme.Augmented reality":"ΕΝΙΣΧΥΜΕΝΗ ΠΡΑΓΜΑΤΙΚΟΤΗΤΑ","event.theme.Artificial intelligence":"ΤΕΧΝΗΤΗ ΝΟΗΜΟΣΥΝΗ","event.theme.Motivation and awareness raising":"ΠΑΡΟΧΗ ΚΙΝΗΤΡΩΝ ΚΑΙ ΕΥΑΙΣΘΗΤΟΠΟΙΗΣΗ","event.theme.Promoting diversity":"ΠΡΟΩΘΗΣΗ ΤΗΣ ΔΙΑΦΟΡΕΤΙΚΟΤΗΤΑΣ","event.codeweek_for_all_participation_code.title":"ΚΩΔΙΚΟΣ CODE WEEK 4 ALL","event.codeweek_for_all_participation_code.explanation":"Αν έχεις λάβει κωδικό Code Week 4 all από συνάδελφο από το σχολείο ή από φίλο κάνε επικόλληση εδώ, αλλιώς άφησέ το κενό. Διατίθενται περισσότερες πληροφορίες για τον κωδικό Code Week 4 All","event.codeweek_for_all_participation_code.link":"εδώ","event.thanks_page.title":"Ευχαριστούμε για την προσθήκη της εκδήλωσής σου!","event.thanks_page.phrase1":"Ένας από τους τοπικούς πρέσβεις θα εξετάσει τώρα την εκδήλωσή σου","event.thanks_page.phrase2":"και θα επιβεβαιώσει ότι όλα είναι εντάξει.","event.thanks_page.phrase3":"Αν έχεις ερωτήσεις, επικοινώνησε με έναν από τους","event.thanks_page.phrase4":"εθνικούς πρέσβεις","event.thanks_page.phrase5":"ή απόστειλε","event.thanks_page.phrase6":"email","event.thanks_page.phrase7":"Μπορείς να κοινοποιείς τον κωδικό Codeweek for all σε άλλα άτομα:","event.activitytype.label":"Είδος Δραστηριότητας","event.activitytype.placeholder":"","event.activitytype.open-online":"Ανοιχτή διαδικτυακή δραστηριότητα","event.activitytype.invite-online":"Διαδικτυακή δραστηριότητα κατόπιν πρόσκλησης","event.activitytype.open-in-person":"Ανοιχτή δραστηριότητα με φυσική παρουσία","event.activitytype.invite-in-person":"Δραστηριότητα με φυσική παρουσία κατόπιν πρόσκλησης","event.privacy":"Έχω διαβάσει και συμφωνώ με τους όρους της πολιτικλής απορρήτου που αναφέρονται σε αυτό το έγγραφο","event.country":"Χώρα","event.loading":"Φόρτωση...","event.add_activity":"Προσθήκη δραστηριότητας","event.edit_activity":"Επεξεργασία δραστηριότητας","event.update_activity":"Ενημέρωση δραστηριότητας","event.delete_activity":"Διαγραφή δραστηριότητας","event.total_pending_events":"Σύνολο εκδηλώσεων σε αναμονή","event.no_pending_events":"Δεν βρέθηκαν εκδηλώσεις σε αναμονή για","event.all_countries":"Όλες οι χώρες","event.current_status":"Τρέχουσα κατάσταση","event.certificate_ready":"Το πιστοποιητικό σου για την Εβδομάδα Προγραμματισμού είναι έτοιμο. Μπορείς να το κατεβάσεις ή να το μοιραστείς απευθείας.","event.view_your_certificate":"Δες το πιστοποιητικό σου εδώ","event.submit_event_and_report":"Υπόβαλε μια αναφορά γι’ αυτή την εκδήλωση και ζήτησε το πιστοποιητικό σου για την Εβδομάδα Προγραμματισμού.","event.report_and_claim":"Υπόβαλε αναφορά για εκδήλωση και ζήτησε πιστοποιητικό","eventdetails.organised_by":"Διοργάνωση από: ","eventdetails.contact_email":"Email επικοινωνίας: ","eventdetails.happening_at":"Λαμβάνει χώρα: ","eventdetails.from":"Από ","eventdetails.to":" προς ","eventdetails.description":"Περιγραφή: ","eventdetails.more_info":"Περισσότερες πληροφορίες: ","eventdetails.audience":"Αυτή η εκδήλωση είναι για: ","eventdetails.themes":"Κύρια θέματα: ","eventdetails.tags":"Ετικέτες: ","eventdetails.share":"Κοινοποίηση της εκδήλωσης: ","eventdetails.email.tooltip":"Κάνε κλικ για στείλεις email σε φίλο","eventdetails.email.subject":"Διαβάστε για αυτήν την καταπληκτική εκδήλωση συγγραφής κώδικα","eventdetails.email.body_1":"Γεια σου, ρίξε μια ματιά ","eventdetails.email.body_2":"εκδήλωση σε ","eventdetails.edit":"Επεξεργασία εκδήλωσης","eventdetails.note":"ΣΗΜΕΙΩΣΗ: ","eventdetails.pending_warning":"Αυτή η εκδήλωση εξετάζεται ακόμα από ","eventdetails.pending_link":"συντονιστές","eventdetails.nearby_upcoming_events":"Επερχόμενες εκδηλώσεις κοντά σου:","eventreports.reports_by":"Εκδηλώσεις για τις οποίες εκκρεμεί η υποβολή αναφοράς από ","eventreports.no_reports":"Δεν υπάρχουν ακόμα εκδηλώσεις για τις οποίες πρέπει να υποβληθεί αναφορά.","eventreports.report":`Οι εκδηλώσεις που παρατίθενται παρακάτω έχουν ξεκινήσει ή έχουν ήδη ολοκληρωθεί. Συμπλήρωσε μερικά αριθμητικά στοιχεία για - στατιστικούς σκοπούς για την εκδήλωση και ζήτησε το πιστοποιητικό συμμετοχής στην Εβδομάδα Προγραμματισμού. Εσύ - θα λαμβάνεις ένα πιστοποιητικό ανά εκδήλωση.`,"guide.title":"Οδηγός","guide.organise_activity":"Διοργάνωσε τη δική σου δραστηριότητα με την #EUCodeWeek","guide.register_activity":"Κάνε εγγραφή της δραστηριότητάς σου εδώ","guide.what.title":"Τι είναι η Ευρωπαϊκή Εβδομάδα Προγραμματισμού;","guide.what.content":'

    Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού είναι ένα κίνημα βάσης που το διαχειρίζονται εθελοντές και το υποστηρίζει η Ευρωπαϊκή Επιτροπή. Οποιοσδήποτε (σχολεία, εκπαιδευτικοί, βιβλιοθήκες, όμιλοι-κοινότητες προγραμματισμού, επιχειρήσεις, δημόσιες αρχές) μπορεί να οργανώσει μια εκδήλωση στο πλαίσιο της #EUCodeWeek και να την προσθέσει στον χάρτη στον ιστότοπο codeweek.eu.

    ',"guide.what_you_need_organise.title":"Τι χρειάζεσαι για να διοργανώσεις μια δραστηριότητα;","guide.what_you_need_organise.items.1":"Μια ομάδα ατόμων που θέλει να μάθει. Για παράδειγμα, τους φίλους σου, παιδιά, έφηβους, ενήλικες συναδέλφους, γονείς ή παππούδες. Και μην ξεχνάς: δύο άτομα αποτελούν μια ομάδα!","guide.what_you_need_organise.items.2":"Δασκάλους ή εκπαιδευτές που ήδη γνωρίζουν τη δραστηριότητα προγραμματισμού και πώς να διδάσκουν και να εμπνέουν άλλους. Ο αριθμός εξαρτάται από το είδος και το μέγεθος της εκδήλωσης.","guide.what_you_need_organise.items.3":"Έναν χώρο μάθησης. Τάξεις, βιβλιοθήκες, αίθουσες συνεδριάσεων και διάφοροι δημόσιοι χώροι αποτελούν ιδανικούς χώρους φιλοξενίας μιας εκδήλωσης.","guide.what_you_need_organise.items.4":"Υπολογιστές και σύνδεση στο διαδίκτυο. Ανάλογα με την ομάδα-στόχο μπορείς να ζητήσεις από τους συμμετέχοντες να φέρουν τους δικούς τους φορητούς υπολογιστές.","guide.what_you_need_organise.items.5":'Προγραμματισμός χωρίς σύνδεση στο διαδίκτυο. Στην πραγματικότητα δεν χρειάζεσαι υπολογιστές και σύνδεση στο διαδίκτυο για να μάθεις την υπολογιστική σκέψη. Για αρχή, ρίξε μια ματιά στα εκπαιδευτικά προγράμματα χωρίς σύνδεση στο διαδίκτυο.',"guide.what_you_need_organise.items.6":`Εκπαιδευτικό υλικό. Δείξε στους συμμετέχοντες πόσο διασκεδαστικό μπορεί να είναι το να δημιουργούν κάτι μόνοι τους. Συμβουλέψου τη σελίδα με τους εκπαιδευτικούς πόρους μας και τα εκπαιδευτικά προγράμματα με εκπαιδευτικά βίντεο και πλάνα μαθημάτων, και προσάρμοσέ τα στις ανάγκες τις ομάδας σου.`,"guide.what_you_need_organise.items.7":`Εγγραφή συμμετεχόντων. Αν έχεις περιορισμένο διαθέσιμο χώρο, μπορείς να χρησιμοποιήσεις διαδικτυακά εργαλεία, όπως φόρμες Google και Eventbrite για την εγγραφή των συμμετεχόντων.`,"guide.what_you_need_organise.items.8":'Θυμήσου να καρφιτσώσεις την εκδήλωσή σου στον χάρτη της Εβδομάδας Προγραμματισμού!',"guide.how_to.title":"Πώς να διοργανώσεις τη δραστηριότητά σου;","guide.how_to.items.1":"Εσύ αποφασίζεις ποια θα είναι η μορφή της εκδήλωσής σου για τον προγραμματισμό, αλλά εμείς σου προτείνουμε να προβλέψεις χρόνο για πρακτικές ασκήσεις, όπου οι συμμετέχοντες θα μπορούν να δημιουργήσουν μόνοι τους ή/και να πειραματιστούν με κάποιο υλισμικό.","guide.how_to.items.2":'Χρησιμοποίησε εργαλεία και τεχνολογίες κατάλληλες για την ομάδα-στόχο. Σου προτείνουμε να χρησιμοποιήσεις λογισμικά ανοιχτού κώδικα που διατίθενται δωρεάν.',"guide.how_to.items.3":"Ενθάρρυνε τους συμμετέχοντες να δείξουν και να παρουσιάσουν ο ένας στον άλλον ό,τι έχουν δημιουργήσει στο τέλος της εκδήλωσής σου.","guide.how_to.items.4":`Διάδωσε τα νέα! Προώθησε και μοιράσου στα μέσα κοινωνικής δικτύωσης όσα έκανες κατά τη δραστηριότητά σου χρησιμοποιώντας το hashtag #EUCodeWeek. Μπορείς να το μοιραστείς και στην Ομάδα Δασκάλων της Ευρωπαϊκής Εβδομάδας Προγραμματισμού και στο Twitter (@CodeWeekEU). Μίλησε στους φίλους σου, σε συναδέρφους εκπαιδευτικούς, στον τοπικό τύπο, και σύνταξε ένα δελτίο τύπου.`,"guide.how_to.items.5":'Μην ξεχάσεις να προσθέσεις τη δραστηριότητά σου στον χάρτη της Εβδομάδας Προγραμματισμού!',"guide.material.title":"Υλικό προώθησης","guide.material.text":'

    Συμβουλέψου το ιστολόγιό μας για πρόσφατες πληροφορίες και προσάρμοσε τα πιο πρόσφατα δελτία τύπου στις ανάγκες σου ή δημιούργησε τα δικά σου:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Ετοιμαστείτε να γιορτάσουμε την Ευρωπαϊκή Εβδομάδα Προγραμματισμού του 2019 (διατίθεται σε 29 γλώσσες)',"guide.toolkits.title":"Κάνε λήψη των παρακάτω εργαλειοθηκών που θα σε βοηθήσουν να ξεκινήσεις:","guide.toolkits.communication_toolkit":"Εργαλειοθήκη επικοινωνίας","guide.toolkits.teachers_toolkit":"Εργαλειοθήκη δασκάλων","guide.questions.title":"Απορίες;","guide.questions.content":'

    Αν έχεις απορίες για τη διοργάνωση και την προώθηση της εκδήλωσής σου στο πλαίσιο της #EUCodeWeek, επικοινώνησε με έναν από τους Πρέσβεις της Ευρωπαϊκής Εβδομάδας Προγραμματισμού της χώρας σου.

    ',"hackathon-greece.title":"EU Code Week HACKATΗON","hackathon-greece.subtitle":"Κάνε τις ιδέες σου πραγματικότητα!","hackathon-greece.misc.0":"Διάβασε τους κανόνες και τον κώδικα συμπεριφοράς","hackathon-greece.misc.1":"Η υπηρεσία EU Survey θα χειριστεί τις εγγραφές για το EU Code Week Hackathon και τις παράλληλες εκδηλώσεις.","hackathon-greece.misc.2":"Οι συνεργάτες μας","hackathon-greece.sections.1.content.0":"Ονειρεύεσαι να δημιουργήσεις την επόμενη σπουδαία εφαρμογή; Γνωρίζεις πώς οι καινοτόμες τεχνολογικές λύσεις μπορούν να βοηθήσουν το σχολείο, την πόλη και την περιοχή σου; Αν θέλεις να γίνεις επιχειρηματίας ή έχεις μια καταπληκτική ιδέα να παρουσιάσεις στον κόσμο αλλά δεν ξέρεις από πού να ξεκινήσεις, τότε δεν χρειάζεται να περιμένεις άλλο! ","hackathon-greece.sections.1.content.1":"Το EU Code Week Hackathon","hackathon-greece.sections.1.content.2":"ξεκινά με μια πρόκληση για την ανάπτυξη ενός κώδικα που θα επιλύει μια πραγματική πρόκληση σε μόλις 12 ώρες. Στη συνέχεια, οι 10 πιο επιτυχημένες ομάδες θα λάβουν εκπαίδευση και καθοδήγηση από ειδικούς στον τομέα αυτόν, έτσι ώστε να προετοιμαστούν για τον δεύτερο και τελικό γύρο, στον οποίο θα επιλεγεί ο τελικός νικητής. Η τυχερή ομάδα θα κερδίσει περαιτέρω εκπαίδευση και καθοδήγηση για τις ιδέες της και εκπληκτικό εξοπλισμό πληροφορικής. Η νικητήρια ομάδα θα εξασφαλίσει επίσης μια θέση στον ευρωπαϊκό διαγωνισμό, όπου όλοι οι νικητές των μαραθωνίων χάκινγκ θα παρουσιάσουν τις ιδέες τους σε μια ευρωπαϊκή κριτική επιτροπή κατά τη διάρκεια του EU Code Week (Ευρωπαϊκή Εβδομάδα Προγραμματισμού), από τις 9 έως τις 24 Οκτωβρίου 2021.","hackathon-greece.sections.1.content.3":"Ο μαραθώνιος χάκινγκ της Ευρωπαϊκής Εβδομάδας Προγραμματισμού είναι βέβαιο ότι θα εξάψει την περιέργειά σου, θα εμπνεύσει τη δημιουργικότητά σου, θα ενθαρρύνει το επιχειρηματικό πνεύμα σου και θα κάνει τις ιδέες σου πραγματικότητα. ","hackathon-greece.sections.2.title":"Τι μπορώ να περιμένω;","hackathon-greece.sections.2.content.0":"Εξειδικευμένη εκπαίδευση","hackathon-greece.sections.2.content.1":"Εργαστήρια ανάπτυξης δεξιοτήτων","hackathon-greece.sections.2.content.2":"Διασκεδαστικές δραστηριότητες","hackathon-greece.sections.2.content.3":"Την ευκαιρία να συναντήσεις ανθρώπους που έχουν τις ίδιες αντιλήψεις μ' εσένα","hackathon-greece.sections.2.content.4":"Την ευκαιρία να κερδίσεις καθοδήγηση και εκπαίδευση, καθώς και εξοπλισμό πληροφορικής","hackathon-greece.sections.2.content.5":"Την ευκαιρία να συμμετάσχεις στον τελικό μαραθώνιο χάκινγκ και να γνωρίσεις αυτοπροσώπως τους καλύτερους όλων!","hackathon-greece.sections.3.content.0":"Εγγράψου τώρα στο","hackathon-greece.sections.3.content.1":"EU Code Week Hackathon Greece","hackathon-greece.sections.3.content.2":"και κάνε τις ιδέες σου πραγματικότητα!","hackathon-greece.sections.4.title":"Πρότεινε προκλήσεις που θα αντιμετωπιστούν στον μαραθώνιο χάκινγκ","hackathon-greece.sections.4.content.0":"Θέλεις να κάνεις την κοινότητά σου το επίκεντρο της πράσινης και βιώσιμης καινοτομίας στην Ελλάδα; Αν ναι, πρότεινε μια πρόκληση που θα αντιμετωπιστεί στον μαραθώνιο χάκινγκ. Κάτι συγκεκριμένο που θα βοηθήσει εσένα, το σχολείο, την πόλη ή την κοινότητά σου.","hackathon-greece.sections.4.content.1":"Πρότεινε μια πρόκληση","hackathon-greece.sections.4.content.2":"Η ψηφοφορία για την ελληνική πρόκληση θα ξεκινήσει στις 9 Απριλίου.","hackathon-greece.sections.5.title":'Ψήφισε τις προκλήσεις για "χάκινγκ"',"hackathon-greece.sections.5.content.0":"Η ιδέα του EU Code Week Hackathon είναι να δείξει πώς συγκεκριμένες λύσεις υλοποιούνται με τη βοήθεια της δημιουργικότητας, του ενθουσιασμού, της καινοτομίας και των δεξιοτήτων κωδικοποίησης νέων ανθρώπων. Η λέξη «συγκεκριμένες» σημαίνει ότι επιλύονται πραγματικά προβλήματα – πράγματα που επηρεάζουν εσένα, το σχολείο, την κοινότητα, την πόλη σου ή συγκεκριμένες προκλήσεις στην περιοχή σου.","hackathon-greece.sections.5.content.1":"Ψήφισε τι είναι σημαντικότερο για σένα!","hackathon-greece.sections.5.content.2":"Η τελική πρόκληση που θα επιλεγεί θα ανακοινωθεί στην αρχή του μαραθωνίου χάκινγκ.","hackathon-greece.sections.6.title":"Η πρόκληση","hackathon-greece.sections.6.content.0":"Η ιδέα του EU Code Week Hackathon είναι να δείξει πώς συγκεκριμένες λύσεις υλοποιούνται με τη βοήθεια της δημιουργικότητας, του ενθουσιασμού, των πρωτότυπων ιδεών και των δεξιοτήτων κωδικοποίησης νέων ανθρώπων. Η λέξη «συγκεκριμένες» σημαίνει ότι επιλύονται πραγματικά προβλήματα – πράγματα που επηρεάζουν εσένα, το σχολείο, την κοινότητα, την πόλη σου ή συγκεκριμένες προκλήσεις στην περιοχή σου.","hackathon-greece.sections.6.content.1":"Με βάση τη δημόσια ψηφοφορία, η πρόκληση για τον ελληνικό μαραθώνιο χάκινγκ είναι:","hackathon-greece.sections.6.content.2":"Με βάση τη δημόσια ψηφοφορία, η πρόκληση για τον ελληνικό μαραθώνιο χάκινγκ ήταν:","hackathon-greece.sections.7.title":"Κέντρο πόρων","hackathon-greece.sections.8.title":"Πρόγραμμα","hackathon-greece.sections.8.content.0.0":"Ο μαραθώνιος χάκινγκ της Ευρωπαϊκής Εβδομάδας Προγραμματισμού περιλαμβάνει","hackathon-greece.sections.8.content.0.1":"τρεις ξεχωριστούς γύρους","hackathon-greece.sections.8.content.1":"24ωρος διαδικτυακός μαραθώνιος χάκινγκ. Από το σύνολο των συμμετεχόντων θα επιλεγούν έως 10 ομάδες για να συνεχίσουν στον διαγωνισμό. Δωρεάν διαδικτυακή εκπαίδευση και καθοδήγηση και για τις 10 ομάδες το καλοκαίρι του 2021.","hackathon-greece.sections.8.content.2":"ο φυσικός μαραθώνιος χάκινγκ: 10 ομάδες θα λάβουν ισότιμη εκπαίδευση στον δεύτερο γύρο, αλλά μόνο μία θα νικήσει. Μαθητές της δευτεροβάθμιας εκπαίδευσης, ηλικίας 15-19 ετών, θα διαγωνιστούν σε ομάδες για να επιλύσουν μια «τοπική πρόκληση», η οποία θα επιλεγεί από προτάσεις που θα υποβληθούν πριν από τον πρώτο γύρο.","hackathon-greece.sections.8.content.3":"Κάθε εθνικός νικητής θα πάρει μέρος σε μια ευρωπαϊκή τιτανομαχία, στην οποία κάθε νικητήρια ομάδα θα παρουσιάσει τη λύση της σε μια ευρωπαϊκή κριτική επιτροπή κατά τη διάρκεια του επίσημου EU Code Week (Ευρωπαϊκή Εβδομάδα Προγραμματισμού) που θα πραγματοποιηθεί από τις 9 έως τις 24 Οκτωβρίου 2021.","hackathon-greece.sections.8.content.4":"Το 2021, το EU Code Week (Ευρωπαϊκή Εβδομάδα Προγραμματισμού) φέρνει έξι εξαιρετικούς μαραθώνιους χάκινγκ και προσκαλεί μαθητές λυκείου, 15-19 ετών, να σχηματίσουν ομάδες και να χρησιμοποιήσουν τις δεξιότητές τους στην κωδικοποίηση για να λύσουν μια τοπική πρόκληση. Μετά από 24 ώρες χάκινγκ, κάθε ομάδα θα παρουσιάσει τις ιδέες της σε μια επιτροπή εμπειρογνωμόνων που θα επιλέξει τις 10 ομάδες του τελικού. Όλες οι ομάδες θα έχουν στη διάθεσή τους ίδιο χρόνο, ίδιους πόρους και ίδια πρόσβαση σε μέντορες και τεχνογνωσία για να ολοκληρώσουν την πρόκληση, αλλά μόνο 10 θα έχουν την ευκαιρία να συνεχίσουν στον επόμενο γύρο, να αναπτύξουν το πρωτότυπό τους, να λάβουν εξειδικευμένη εκπαίδευση και να συμμετάσχουν στον τελικό μαραθώνιο χάκινγκ το φθινόπωρο. Στον τελικό, οι ομάδες θα διαγωνιστούν για να αποφασιστεί ποια θα κερδίσει αξεσουάρ πληροφορικής και την ευκαιρία να λάβει καθοδήγηση και εκπαίδευση για να αναπτύξει περαιτέρω το πρωτότυπό της.","hackathon-greece.sections.8.content.5":"Η ομάδα σου δεν εξασφαλίζει μια θέση στον δεύτερο γύρο ακόμα και αν επιλύσει με επιτυχία την πρόκληση. Να θυμάσαι ότι διαγωνίζεστε με τις άλλες ομάδες και η κριτική επιτροπή θα λάβει υπόψη τη μέθοδό σας, τη χρήση του χρόνου και την ποιότητα του πρωτοτύπου για να επιλέξει τους επιτυχόντες υποψηφίους! ","hackathon-greece.sections.8.content.6":"Αν η ομάδα σου είναι μεταξύ των 10 φιναλίστ, μπορείτε να επεξεργαστείτε την ιδέα σας κατά τη διάρκεια του καλοκαιριού. Για να σας βοηθήσουμε, θα σας προσφέρουμε δωρεάν εκπαίδευση σε θέματα ανάπτυξης και σχεδιασμού UX. Η ομάδα σου μπορεί επίσης να λάβει τη βοήθεια ενός μέντορα, ο οποίος θα διασφαλίσει ότι βρίσκεστε στον σωστό δρόμο.","hackathon-greece.sections.8.content.7":"Οι 10 φιναλίστ θα συναντηθούν πρόσωπο με πρόσωπο σε έναν 12ωρο μαραθώνιο χάκινγκ στις 9 Οκτωβρίου 2021 (ο οποίος θα πραγματοποιηθεί διαδικτυακά, εάν η κατάσταση της δημόσιας υγείας δεν επιτρέπει τη φυσική συνάντηση). Κατά τη διάρκειά του, οι ομάδες θα διαγωνιστούν για να αναδειχθούν ως οι καλύτεροι νέοι χάκερ της χώρας και θα έχουν την ευκαιρία να κερδίσουν έπαθλα, όπως εκπληκτικό εξοπλισμό πληροφορικής, καθώς και περαιτέρω εκπαίδευση και καθοδήγηση για τις ιδέες τους.","hackathon-greece.sections.9.title":"Πρακτικές πληροφορίες","hackathon-greece.sections.9.content.0":"Ο μαραθώνιος χάκινγκ θα πραγματοποιηθεί στις 9 Οκτωβρίου 2021","hackathon-greece.sections.9.content.1":"Η συμμετοχή στον μαραθώνιο χάκινγκ είναι δωρεάν. ","hackathon-greece.sections.10.title":"Κριτική επιτροπή και μέντορες","hackathon-greece.sections.10.content.0":"Φαντάσου ότι είσαι σε μια εικονική αίθουσα γεμάτη σχεδιαστές, δημιουργούς, προγραμματιστές και μέντορες σε θέματα επιχειρήσεων, όλοι με την ίδια περιέργεια και την ίδια ώθηση μ' εσένα. Το EU Code Week Hackathon Greece φέρνει κοντά κορυφαίες προσωπικότητες από τον κόσμο των επιχειρήσεων, του τομέα πληροφορικής, του επιχειρηματικού κεφαλαίου, της εκπαίδευσης, καθώς και πρόσωπα που κατέχουν ηγετική θέση σε τοπικό, εθνικό και ενωσιακό επίπεδο, influencer και εκπαιδευτές για να καθοδηγήσουν και να υποστηρίξουν εσένα και την ομάδα σου κατά τη διάρκεια αυτού του εντατικού μαραθωνίου. ","hackathon-greece.sections.10.content.1":"Εγγράψου τώρα στο","hackathon-greece.sections.10.content.2":"EU Code Week Hackathon","hackathon-greece.sections.10.content.3":"και κάνε το όνειρό σου πραγματικότητα!","hackathon-greece.sections.11.title":"Παράλληλες εκδηλώσεις","hackathon-greece.sections.11.content.0":"Σε ενδιαφέρουν αυτά τα θέματα αλλά δεν γνωρίζεις προγραμματισμό; Εγγράψου στις παράλληλες εκδηλώσεις μας και ανακάλυψε τον ενθουσιασμό που προσφέρει ο προγραμματισμός, η καινοτομία, η επιχειρηματικότητα και άλλες δεξιότητες που είναι ζωτικής σημασίας για τη συμμετοχή στον ψηφιακό κόσμο. Οι παράλληλες εκδηλώσεις του Code Week Hackathon έχουν προγραμματιστεί να πραγματοποιηθούν από τον Μάιο έως τον Οκτώβριο και θα περιλαμβάνουν διάφορα είδη εργαστηρίων. Η συμμετοχή είναι δωρεάν, πρέπει απλώς να εγγραφείς εδώ. Έλα και μάθε περισσότερα.","hackathon-greece.sections.11.events.makex.title.0":"Σειρά εκπαίδευσης ρομποτικής την MakeX/MakeBlock","hackathon-greece.sections.11.events.makex.title.1":"Σειρά εκπαίδευσης ρομποτικής 1 - Εισαγωγή στη ρομποτική και Ρομποτική Διαγωνισμοί από την MakeX/MakeBlock","hackathon-greece.sections.11.events.makex.title.2":"Σειρά εκπαίδευσης ρομποτικής 2 - Προγραμματισμός και κατασκευή υλικού από την MakeX/MakeBlock","hackathon-greece.sections.11.events.makex.title.3":"Σειρά εκπαίδευσης ρομποτικής 3 – Ανταλλαγή απόψεων βραβευμένων μεντόρων από την MakeX/MakeBlock","hackathon-greece.sections.11.events.makex.content.0":"Η MakeX, μια παγκόσμια πλατφόρμα διαγωνισμών ρομποτικής, παρουσιάζει μια ολοκληρωμένη σειρά εκπαιδευτικής κατάρτισης ρομποτικής σε εκπαιδευτικούς και μέντορες που ενδιαφέρονται για πρακτική μάθηση, εκπαίδευση STEAM, διαγωνισμούς προγραμματισμού και ρομποτικής για μαθητές όλων των ηλικιών χρησιμοποιώντας λογισμικό και υλικό αιχμής, όπως mBot2, laserbox και mBlock5.","hackathon-greece.sections.11.events.makex.content.1":"Από την εισαγωγή στη ρομποτική, τον προγραμματισμό και την κατασκευή υλικού έως την ανταλλαγή απόψεων βραβευμένων μεντόρων, θα εμβαθύνετε στη διαδικασία μάθησης βάσει έργων και το πώς να οργανώνετε τους μαθητές να χρησιμοποιούν πλατφόρμες ολοκληρώσεων για την επίλυση πραγματικών προβλημάτων. Οι καθηγητές που διοργανώνουν προγράμματα ρομποτικής στο σχολείο είναι ευπρόσδεκτοι και θα επωφεληθούν από μια βαθύτερη κατανόηση του προγραμματισμού, της υπολογιστικής σκέψης, των παιδαγωγικών εννοιών, του υλικού ρομπότ και των τεχνικών αντιμετώπισης προβλημάτων.","hackathon-greece.sections.11.events.makex.content.2":"εδώ","hackathon-greece.sections.11.events.makex.content.3":"για να εγγραφείτε!","hackathon-greece.sections.11.events.makex.content.4":"Περισσότερες πληροφορίες:","hackathon-greece.sections.11.events.makex.content.5":"https://www.makex.cc/en","hackathon-greece.sections.11.events.makex.dates.0":"Ημερομηνία: 1η Ιουνίου, 11:00 CEST -> Κάντε κλικ","hackathon-greece.sections.11.events.makex.dates.1":"Ημερομηνία: 3η Ιουνίου, 11:00 CEST -> Κάντε κλικ","hackathon-greece.sections.11.events.makex.dates.2":"Ημερομηνία: 8η Ιουνίου, 11:00 CEST -> Κάντε κλικ","hackathon-greece.sections.12.title":"Πληροφορίες για το CODEWEEK.EU","hackathon-greece.sections.12.content.0":"Το EU Code Week (Ευρωπαϊκή Εβδομάδα Προγραμματισμού, #EUCodeWeek) είναι ένα κίνημα βάσης που διαχειρίζονται εθελοντές για την προώθηση του ψηφιακού γραμματισμού μέσω δραστηριοτήτων που σχετίζονται με τον προγραμματισμό και την πληροφορική. Δίνει έμπνευση και παρακινεί τους ανθρώπους να αναζητήσουν νέες ιδέες και καινοτομία για το μέλλον. Οι δραστηριότητες για την","hackathon-greece.sections.12.content.1":"EU Code Week (Ευρωπαϊκή Εβδομάδα Προγραμματισμού)","hackathon-greece.sections.12.content.2":"πραγματοποιούνται σε όλον τον κόσμο από τις 9 έως τις 24 Οκτωβρίου. ","hackathon-greece.sections.12.content.3":"Η ιδέα του EU Code Week Hackathon είναι να δείξει πώς συγκεκριμένες λύσεις υλοποιούνται με τη βοήθεια της δημιουργικότητας, του ενθουσιασμού, των πρωτότυπων ιδεών και των δεξιοτήτων κωδικοποίησης νέων ανθρώπων. Οι μαραθώνιοι χάκινγκ δημιουργούνται και συνδιοργανώνονται από","hackathon-greece.sections.12.content.4":"την Ευρωπαϊκή Επιτροπή","hackathon-greece.sections.12.content.5":"και τους τοπικούς","hackathon-greece.sections.12.content.6":"πρεσβευτές της Ευρωπαϊκής Εβδομάδας Προγραμματισμού","hackathon-greece.sections.12.content.7":"Η πρωτοβουλία χρηματοδοτείται από","hackathon-greece.sections.12.content.8":"το Ευρωπαϊκό Κοινοβούλιο","hackathon-greece.sections.12.content.9":"Ανακάλυψε περισσότερα","hackathon-greece.sections.winners.0":"Συγχαρητήρια σε όλους του συμμετέχοντες του 1ου Ελληνικού EU Code Week Hackathon. Ήταν μεγάλη μας χαρά να σας έχουμε μαζί μας. Ευελπιστούμε να το απολαύσατε όσο και εμείς! Θερμά συγχαρητήρια στις ομάδες που προκρίθηκαν. ","hackathon-greece.sections.winners.1":"Οι ομάδες που έχουν επιλεγεί για την επόμενη φάση, η οποία θα λάβει χώρα στην Θεσσαλονίκη στις 9 Οκτωβρίου 2021, είναι οι ακόλουθες:","hackathon-greece.sections.winners.2":"Κάθε εθνικός νικητής θα πάρει μέρος σε μια ευρωπαϊκή τιτανομαχία, στην οποία κάθε νικητήρια ομάδα θα παρουσιάσει τη λύση της σε μια ευρωπαϊκή κριτική επιτροπή κατά τη διάρκεια του επίσημου EU Code Week (Ευρωπαϊκή Εβδομάδα Προγραμματισμού) που θα πραγματοποιηθεί από τις 9 έως τις 24 Οκτωβρίου 2021. Ο πρωταθλητής Ευρώπης θα κερδίσει, πέρα από τη δόξα, πρόσθετο εξοπλισμό πληροφορικής.","hackathon-greece.sections.winners.3":"","hackathon-greece.sections.focus.0":"Πληροφορίες για το 24ωρος διαδικτυακός μαραθώνιος χάκινγκ:","hackathon-greece.sections.focus.1":"Εισαγωγή στο Ελληνικό EU Code Week Hackathon","hackathon-greece.sections.focus.2":"Αποκάλυψη/παρουσίαση της πρόκλησης για το Ελληνικό EU Code Week Hackathon","hackathon-greece.sections.focus.3":"Παρουσίαση/Pitching των λύσεων για το Ελληνικό EU Code Week Hackathon","hackathon-greece.sections.focus.4":"Ανακοίνωση των νικητών για το Ελληνικό EU Code Week Hackathon","hackathon-greece.sections.mentors.1.0":"Δημήτριος Τζίμας","hackathon-greece.sections.mentors.1.1":"Ο Δημήτριος Τζίμας έλαβε το πτυχίο B.Sc στην Πληροφορική, το Αριστοτέλειο Πανεπιστήμιο Θεσσαλονίκης και το πτυχίο M.Sc στο «Digital Signal Processing for Communications and Multimedia» Πανεπιστήμιο Αθηνών.","hackathon-greece.sections.mentors.1.2":"Σήμερα είναι διδακτορικός φοιτητής στο Αριστοτέλειο Πανεπιστήμιο Θεσσαλονίκης. Τα ερευνητικά του ενδιαφέροντα περιλαμβάνουν το Learning Analytics και MOOCs. Έχει δημοσιεύσει πολλά επιστημονικά άρθρα σε περιοδικά και πρακτικά συνεδρίων. Διδάσκει Πληροφορική στη δευτεροβάθμια και τριτοβάθμια εκπαίδευση τα τελευταία 21 χρόνια. Είναι συν-συγγραφέας 4 ελληνικών βιβλίων σχετικά με τον προγραμματισμό υπολογιστών.","hackathon-greece.sections.mentors.2.0":"Ioannis Papikas","hackathon-greece.sections.mentors.2.1":"Ο Γιάννης μπήκε στον κόσμο της επιχειρηματικότητας περίπου 8 χρόνια πριν και βοήθησε στο χτίσιμο web εφαρμογών με την ομάδα του σε διάφορα industries.","hackathon-greece.sections.mentors.2.2":'Επίσης συμμετείχε στον "Entrepreneur First" accelerator στο Λονδίνο, χτίζοντας την δική του startup. Ο Γιάννης αυτή τη στιγμή είναι Senior Product Manager στην Orfium.',"hackathon-greece.sections.mentors.3.0":"Γιάννης Φανίδης","hackathon-greece.sections.mentors.3.1":"Ονομάζομαι Γιάννης Φανίδης, είμαι 27 χρονών και ζω στη Θεσσαλονίκη. Ξεκίνησα να ασχολούμαι με τον προγραμματισμό στα χρόνια του Λυκείου δημιουργώντας απλές εφαρμογές για κινητά και ιστοσελίδες.","hackathon-greece.sections.mentors.3.2":"Τα τελευταία 7 χρόνια έχω συνεργαστεί με πολλές εξαιρετικές και πολύ ταλαντούχες ομάδες ανθρώπων σε περισσότερα από 20 web και mobile έργα. Αυτή την περίοδο εργάζομαι σαν Lead Frontend Engineer στην Exandia, στην πόλη της Θεσσαλονίκης, και παράλληλα αναπτύσσω mobile εφαρμογές σαν freelancer.","hackathon-greece.sections.mentors.4.0":"Λήδα Παπατζήκα","hackathon-greece.sections.mentors.4.1":"Η Λήδα Παπατζήκα είναι Στέλεχος Επικοινωνίας στην Αλεξάνδρεια Ζώνη Καινοτομίας. Διαθέτει εκτεταμένη εμπειρία στο χώρο του marketing και της προώθησης έργων του οικοσυστήματος καινοτομίας της περιοχής.","hackathon-greece.sections.mentors.5.0":"Νικόλας Γούλιας","hackathon-greece.sections.mentors.5.1":"Ο Νικόλας είναι ο επικεφαλής της συνεργασίας IBM - Red Hat για το Ηνωμένο Βασίλειο και την Ιρλανδία με στόχο την αξιοποίηση της καινοτομίας ανοιχτού κώδικα και την επιτυχία πελατών στον καθορισμό στρατηγικής και επίλυσης προβλημάτων με βάση την τεχνολογία.","hackathon-greece.sections.mentors.6.0":"Αχιλλέας Υφαντής","hackathon-greece.sections.mentors.6.1":"Ο Αχιλλέας Υφαντής έχει δημιουργήσει διάφορες νεοσύστατες επιχειρήσεις και έχει εργαστεί σε διάφορες εταιρείες όπως η Citrix.","hackathon-greece.sections.mentors.6.2":"Είμαι και μηχανικός δοκιμών ασφάλειας αυτοματισμού, το πεδίο γνώσης μου περιλαμβάνει: kybernetes, microservices, shell, container, azure, ci / cd, github, Python, golang.","hackathon-greece.sections.mentors.7.0":"Αλέξανδρος Παπαδάκης","hackathon-greece.sections.mentors.7.1":"O Αλέξανδρος Παπαδάκης ειναι Συμβουλος Τεχνολογίας με εμπειρία στην ανάπτυξη επιχειρήσεων, πωλήσεων και διαχείριση λογιαριασμών πελατων σε πολλαπλες διεθνείς αγορές. Εργάζετε στην Amazon Web Services απο το 2019.","hackathon-greece.sections.mentors.7.2":"Η προηγούμενη επαγελματικη του δραστηριότητα ήταν στη Google, Coca Cola, Public Retail World S.A με διάφορες ιδιότητες στις Πωλήσεις και το Marketing. Είναι κατοχος Bachelor΄s Degree στο Ιnternational Business απο το University of Kent καθώς και μεταπτυχιακού τίτλου στο Management απο το CASS Business School.","hackathon-greece.sections.mentors.8.0":"Ανδριάνα Βέρα","hackathon-greece.sections.mentors.8.1":"Ονομάζομαι Ανδριάνα Βέρα και πρόσφατα σπουδάζω στο Εθνικό & Καποδιστριακό Πανεπιστήμιο Αθηνών, στο τμήμα Πληροφορικής και Τηλεπικοινωνιών.Προς το παρόν, εργάζομαι ως προγραμματίστρια στην Team CANDI / InfoQuest Technologies.","hackathon-greece.sections.mentors.8.2":"Έχοντας πολύ αγάπη και ενθουσιασμό για τον τομέα της τεχνολογίας, μου αρέσει να περνάω χρόνο να μαθαίνω και να μοιράζομαι τις γνώσεις μου.","hackathon-greece.sections.mentors.9.0":"Antigoni Kakouri","hackathon-greece.sections.mentors.9.1":"5ος φοιτητής Ηλεκτρολόγων Μηχανικών και Μηχανικών Υπολογιστών στο Αριστοτέλειο Πανεπιστήμιο Θεσσαλονίκης. Η Microsoft Learn Student Ambassador από τον Ιανουάριο του 2021.","hackathon-greece.sections.mentors.10.0":"Αθανάσιος Δήμου","hackathon-greece.sections.mentors.10.1":"Geomentor. Υπάλληλος στο ΥΠΠΟΑ. Μηχανικός Γεωπληροφορικής και Τοπογραφίας και κάτοχος δύο μεταπτυχιακών (Msc) ειδίκευσης. Πρώτη θέση στο διαγωνισμό NASA Space Apps 2017 στην Ελλάδα.","hackathon-greece.sections.mentors.10.2":"Μέντορας, κριτής και υποστηρικτής σε αρκετά Hackathons, Datathlons (Nasa Space Apps, MIT Covid-19 Challenge, Healthahtlon, Tap2open, Copernicus 2019-2020, Ίδρυμα Ευγενίδου - Hack the Lab, Global Hack, Antivirus Hackathon, HackCoronaGreece κ.α.). Πρόεδρος του Πανελληνίου Συλλόγου Πτυχιούχων Μηχανικών Γεωπληροφορικής και Τοπογραφίας.","hackathon-greece.sections.mentors.11.0":"Δέσποινα αποφοίτησε","hackathon-greece.sections.mentors.11.1":"Η Δέσποινα αποφοίτησε με διδακτορικο στα εφαρμοσμενα μαθηματικά από το Cnam της Γαλλίας. Είναι συνιδρύτρια και CTO της ΑΙ σταρταπ Trayvisor.","hackathon-greece.sections.mentors.12.0":"Ευαγγελία Ιακωβάκη","hackathon-greece.sections.mentors.12.1":"Το όνομά μου είναι Ευαγγελία Ιακωβάκη, είμαι Φυσικός και εργάζομαι ως Φυσικός σε δημόσιο λύκειο. Εργάζομαι επίσης ως σύμβουλος καθοδήγησης για μαθητές","hackathon-greece.sections.mentors.13.0":"Γιάννης Πράπας","hackathon-greece.sections.mentors.13.1":"Το όνομά μου είναι Γιάννης Πράπας και είμαι Account Executive των Digital Native οργανισμών της Amazon Web Services (AWS). ).","hackathon-greece.sections.mentors.13.2":"Η δουλειά μου είναι να βοηθάω επιχειρήσεις να καινοτομήσουν και να δημιουργήσουν μοντέρνες εφαρμογές χρησιμοποιώντας τις υπηρεσίες της AWS.","hackathon-greece.sections.mentors.14.0":"Ilias Karabasis","hackathon-greece.sections.mentors.14.1":"Αυτή την περίοδο εργάζομαι ως Full Stack Software Engineer, ενώ παράλληλα εξερευνώ το πεδίο του Data Science και της Τεχνητής Νοημοσύνης. Πρόσφατα έγινα μέλος του προγράμματος MS Learn Student Ambassadors.","hackathon-greece.sections.mentors.14.2":"Εξειδικεύομαι σε τεχνολογίες.NET, C# και Angular. Επίσης, είμαι εξοικειωμένος με την Python και διάφορα Machine Learning και Data Science Frameworks.","hackathon-greece.sections.mentors.15.0":"Δρ. Κωνσταντίνος Φούσκας","hackathon-greece.sections.mentors.15.1":"Ο Δρ. Κωνσταντίνος Φούσκας είναι Αναπληρωτής Καθηγητής Ψηφιακής Επιχειρηματικότητας και Τεχνολογικής Καινοτομίας στο Τμήμα Εφαρμοσμένης Πληροφορικής του Πανεπιστημίου Μακεδονίας. Διδάσκει θέματα σχετικά με την ανάπτυξη καινοτομίας και επιχειρηματικότητας, ηλεκτρονικού εμπορίου και επιχειρείν, διοίκησης τεχνολογίας και ψηφιακού μετασχηματισμού.","hackathon-greece.sections.mentors.15.2":"Παράλληλα διδάσκει σε μεταπτυχιακό επίπεδο και συνεργάζεται με πολλά ακόμα ακαδημαϊκά ιδρύματα σε Ελλάδα και εξωτερικό. Η έρευνα του έχει δημοσιευτεί σε πάνω από 50 Διεθνή περιοδικά και συνέδρια και έχει συμμετάσχει σε πάνω από 30 χρηματοδοτούμενα ερευνητικά προγράμματα σε Ελληνικό και Διεθνές επίπεδο σχετικά με καινοτομία και ΤΠΕ. ","hackathon-greece.sections.mentors.16.0":"Marina Stavrakantonaki","hackathon-greece.sections.mentors.16.1":"Χαιρετισμούς από την AWS! Είμαι Υπεύθυνη Δημόσιας Διοίκησης για την Amazon Web Services, για την Ελλάδα και την Κύπρο. Το υπόβαθρο της εκπαιδευτικής και εργασιακής μου εμπειρίας είναι στη Δημόσια Διοίκηση, στην Επιχειρηματική Στρατηγική και το διδακτορικό μου είναι στην Επιδημιολογία. Είμαι διαθέσιμη να βοηθήσω τους μαθητές όπου με χρειάζονται.","hackathon-greece.sections.mentors.17.0":"Νίκος Ζαχαριάδης","hackathon-greece.sections.mentors.17.1":"Ο Νίκος Ζαχαριάδης είναι Χημικός και διαθέτει 22ετή εμπειρία στο χώρο των επιχειρήσεων και συγκεκριμένα στον τομέα των πωλήσεων, όπου προάγει την κερδοφόρα εργασία, με σεβασμό απέναντι τόσο στους πελάτες όσο και στους συνεργάτες του. Έχοντας στο ενεργητικό του μεγάλες επιχειρήσεις, τα τελευταία 6 χρόνια, εργάζεται ως Chief Commercial Officer, στον μεγαλύτερο Cloud provider της χώρας με τρία ιδιόκτητα Data center, την Lancom.","hackathon-greece.sections.mentors.17.2":"Έχει συμμετάσχει, ως mentor, σε πάρα πολλά startup weekend και συμβουλεύειstartups πάνω σε θέματα business, όπως Go to market strategies, Business development, κ.λπ.Μπορείτε να βρείτε τον Νίκο στα HQ της Lancom ή να του στείλετε email στη διεύθυνση:nzachariadis@lancom.gr","hackathon-greece.sections.mentors.18.0":"Ροδάνθη Αλεξίου","hackathon-greece.sections.mentors.18.1":"Ονομάζομαι Ροδάνθη Αλεξίου και σπουδάζω Πληροφορική στο Πανεπιστήμιο Αθηνών. Είμαι Microsoft Learn Student Ambassador, General Organizer στο Google’s Developer Student Club, μέλος της Operations ομάδας της Mindspace NPOκαι με ενδιαφέρει πολύ η Τεχνητή Νοημοσύνη και το Data Science. Μπορείτε να βρείτε τα tech blog μου εδώ: http://www.rodanthi-alexiou.com/","hackathon-greece.sections.mentors.19.0":"Triantafyllos Paschaleris","hackathon-greece.sections.mentors.19.1":"Ενθουσιώδης με την τεχνολογία και γεμάτος ενδιαφέρον για την απόκτηση νέων γνώσεων γύρω από αυτή. Προγραμματιστής συστημάτων επιχειρηματικών πληροφοριών (BI Developer) κατ’ επάγγελμα και ταυτόχρονα μεταπτυχιακός φοιτητής πάνω στην ανάλυση μαζικών δεδομένων (MSc Big Data Analytics), έχοντας πάντα διάθεση για συνεισφορά σε εθελοντικές δράσεις γύρω από την πληροφορική.","hackathon-greece.sections.mentors.20.0":"Katerina Katmada","hackathon-greece.sections.mentors.20.1":"Η Κατερίνα είναι σχεδιαστής με φόντο κωδικοποίησης, ειδικευμένος στην οπτική ταυτότητα, UI / UX και σχεδιασμό οπτικοποίησης δεδομένων. Σπούδασε Επιστήμη Υπολογιστών (BSc, MSc) και Σχεδιασμός Προϊόντων (MSc) και εργάζεται ως οπτικός σχεδιαστής στο Geekbot.","hackathon-greece.sections.mentors.20.2":"Ενδιαφέρεται να δημιουργήσει προσβάσιμα και ευχάριστα σχέδια για διάφορες πλατφόρμες, ξεκινώντας καθορίζοντας τις ανάγκες των χρηστών και μεταφράζοντας τις σε απτές έννοιες, ενισχύοντας παράλληλα τη φωνή της μάρκας μέσω σταθερών οπτικών σημείων επαφής.","hackathon-greece.sections.mentors.21.0":"Alexandra Hatsiou","hackathon-greece.sections.mentors.21.1":"Η Αλεξάνδρα είναι απο την Αθήνα και δουλεύει στην Amazon Web Services (AWS) στη Μαδρίτη ως Business DevelopmentRepresentative υποστηρίζοντας πελάτες στις χώρες της Κεντρικής και Ανατολικής Ευρώπης. Έχει σπουδάσει Οικονομικά και Management και πριν την AWS εργαζόταν στο Μάρκετινγκ. ","hackathon-greece.sections.mentors.22.0":"Δημήτρης Μπάκας","hackathon-greece.sections.mentors.22.1":"Ο Δημήτρης Μπάκας είναι Gold Microsoft Learn Student Ambassador και φοιτητής του τμήματος Μηχανικών Η/Υ από το Πανεπιστήμιο Πατρών, που του αρέσει να ασχολείται με software engineering και Artificial Intelligence.","hackathon-greece.sections.mentors.22.2":"","hackathon-greece.sections.mentors.23.0":"Δήμητρα Ιορδανίδου","hackathon-greece.sections.mentors.23.1":"Η Δήμητρα Ιορδανίδου έχει οικονομικό υπόβαθρο και εργάζεται στην Ζώνη Καινοτομίας Θεσσαλονίκης ως υπεύθυνη Οικονομικών Υπηρεσιών. Έχει επαγγελματική εμπειρία σε θέματα προϋπολογισμού και οικονομικής παρακολούθησης. Επιπλέον ασχολήθηκε σε επίπεδο πρωταθλητισμού με τον αθλητισμό σαν μαραθωνοδρόμος και έχει στήσει και οργανώνει για 4η χρονιά project για δρομείς και παιδιά Koufalia Hill Run. Είναι κάτοχος μεταπτυχιακού στη Διοίκηση Επιχειρήσεων (Bath University, UK) και πτυχίου Οικονομικών από το ΑΠΘ.","hackathon-greece.sections.mentors.23.2":"","hackathon-greece.sections.mentors.24.0":"Δημήτρης Δημοσιάρης","hackathon-greece.sections.mentors.24.1":"Ο Δημήτρης Δημοσιάρης είναι συνιδρυτής του Founderhood που στοχεύει να επηρεάσει κάθε άνθρωπο δίνοντας σε κάθε ιδρυτή τεχνολογικής startup, όπου και αν βρίσκεται, πρόσβαση στα καλύτερα εφόδια. Έχει συμμετάσχει στο παρελθόν σε δύο startup prοjects. Είναι ιδρυτικό μέλος του πρώτου φοιτητικού οργανισμού επιχειρηματικότητας στην Ελλάδα με έδρα το ΟΠΑ, το Thinkbiz. Ιδρυτικό μέλος και πρώην πρόεδρος του Mindspace, της ΜΚΟ επιχειρηματικότητας και καινοτομίας με έδρα το ΕΜΠ. Ο Δημήτρης έχει μεγάλη εμπειρία στο σχεδιασμό και ανάπτυξη καινοτόμων web προϊόντων.","hackathon-greece.sections.mentors.25.0":"Γεωργία Μαργιά","hackathon-greece.sections.mentors.25.1":"Εμπειρία στην δημιουργία λογισμικού για περισσότερα απο 6 χρόνια. Δημιουργία προγραμμάτων σχετικά με την Πρόβλεψη Ζήτησης για μεγάλες εταιρείες λιανικού εμπορίου στις Ηνωμένες Πολιτείες Αμερικής, στην Αγγλία και στην Ρωσία. Επί του παρόντος εργάζομαι ως Database Reporting Analyst και ασχολούμαι με την αποθήκευση, διαχείριση και επεξεργασία δεδομένων με σκοπό την δημιουργία αναφορών, την ανάλυση μοτίβων και τάσεων και την εξαγωγή συμπερασμάτων για στρατηγικούς και υπηρεσιακούς σκοπούς.","hackathon-greece.sections.mentors.26.0":"Κωνσταντίνος Χαλιάσος","hackathon-greece.sections.mentors.26.1":"Το όνομά μου είναι Κωνσταντίνος Χαλιάσος και μένω στην Θεσσαλονίκη, Ελλάδα. Έχω πάθος για όλες τις πτυχές της ανάπτυξης λογισμικού εστιάζοντας στις διαδικτυακές εφαρμογές όπως και στις εφαρμογές κινητών τηλεφώνων. Τα τελευταία 10 χρόνια έχω δουλέψει με ομάδες σε παγκόσμιο επίπεδο σε πρότζεκτ που έχουν ως στόχο της καλυτέρευση της ποιότητας ζωής μας μέσω της τεχνολογίας. Αυτή την στιγμή δουλεύω ως Lead Software Engineer στην Exandia και ως ελεύθερος επαγγελματίας.","hackathon-greece.sections.mentors.26.2":"","hackathon-greece.sections.mentors.27.0":"Κώστας Καλογήρου","hackathon-greece.sections.mentors.27.1":"CEO Exandia - Επιχειρηματίας με τεχνολογικό προσανατολισμό και ικανή εμπειρία στην οπτική επικοινωνία και την εκπαίδευση. Ως στέλεχος του Μουσείου Design Θεσσαλονίκης έχει συνδιοργανώσει εκθέσεις design σε Ευρώπη και Αμερική. Μέλος κριτικών επιτροπών σχεδιασμού οπτικής επικοινωνίας εντός και εκτός Ελλάδας. Θα υποστηρίξει τις ομάδες του Hackathon σε επιχειρηματικά θέματα και στη παρουσίαση των προτάσεών τους.","hackathon-greece.sections.mentors.27.2":"","hackathon-greece.sections.mentors.28.0":"Μαρία-Αναστασία Μουστάκα","hackathon-greece.sections.mentors.28.1":"Η Μαρία-Αναστασία Μουστάκα είναι τελειόφοιτη φοιτήτρια στο Τμήμα Μηχανικών Η/Υ του πανεπιστημίου Πατρών και Gold Microsoft Learn Student Ambassador. Επίσης, διδάσκει ρομποτική και προγραμματισμό τα τελευταία τέσσερα χρόνια και έχει διακριθεί σε παγκόσμιους διαγωνισμούς ρομποτικής με τη Λέσχη Ρομποτικής του Πανεπιστημίου Πατρών.","hackathon-greece.sections.mentors.28.2":"","hackathon-greece.sections.mentors.29.0":"Mixalis Nikolaidis","hackathon-greece.sections.mentors.29.1":"Είμαι ανώτερος μηχανικός λογισμικού, σύμβουλος και εκπαιδευτής. Ενδιαφέρομαι κυρίως για την ανάπτυξη καινοτόμων λύσεων cloud που εκμεταλλεύονται πλήρως τη στοίβα τεχνολογίας της Microsoft. Έχω εργαστεί σε πολλά έργα που παρέχουν ποιοτικές υπηρεσίες τόσο σε ομαδικά περιβάλλοντα όσο και ανεξάρτητα.","hackathon-greece.sections.mentors.30.0":"Νικηφόρος εργάζεται","hackathon-greece.sections.mentors.30.1":"Ο Νικηφόρος εργάζεται ως Αρχιτέκτονας Λύσεων (Solutions Architect – SA) στην Amazon Web Services, και καλύπτει τον Δημόσιο τομέα στην Ελλἀδα και Κύπρο. Στον ρόλο του ως SA, ο Νικηφόρος είναι υπεύθυνος να επιταχύνει το ταξίδι του ψηφιακού μετασχηματισμού των πελατών του με το να μοιράζεται μαζί τους βέλτιστες πρακτικές για να δημιουργούν πετυχημένες λύσεις στο AWS Cloud. Πριν την έναρξη της συνεργασίας του με την AWS (2.5 χρόνια πριν), ο Νικηφόρος ολοκλήρωσε τις μεταπτυχιακές σπουδές του στην Επιστήμη των Υπολογιστών (Imperial College London) ενώ προηγουμένως είχε αποφοιτήσει από το τμήμα Διοικητικής Επιστήμης και Τεχνολογίας του Οικονομικού Πανεπιστημίου Αθηνών.","hackathon-greece.sections.mentors.31.0":"Παναγιώτης Αντωνίου","hackathon-greece.sections.mentors.31.1":"Καλησπέρα, ονομάζομαι Παναγιώτης Αντωνίου, είμαι κάτοικος Λονδίνου όπου και εργάζομαι σαν SolutionsArchitect. Κατάγομαι από την Κύπρο και είχα έρθει στο Ηνωμένο Βασίλειο για να πάρω πτυχίο Πληροφορικής. Με ενδιαφέρουν τα Analytics, τα δίκτυα και τα περιβαλλοντικά θέματα. Εχτός δουλειάς μου αρέσει να παίζω αθλήματα που περιλαμβάνουν ρακέτες, να παίζω κιθάρα και να παρακολουθώ ταινίες.","hackathon-greece.sections.mentors.32.0":"Anastasia Papadou","hackathon-greece.sections.mentors.32.1":"Η Αναστασία εργάζεται ως Senior Business Development Representative στην Amazon Web Services με κύρια δραστηρίοτητα την ανάπτυξη της AWS στην Ευρώπη, Μ. Ανατολή και Αφρική. ‘Εχει 5 χρονια εμπειρίας στο κομμάτι της υλοποίησης/ ανάπτυξης cloud τεχνολογιών και είναι απόφοιτος του τμήματος Διοικητικής Επιστήμης και Τεχνολογίας.","hackathon-greece.sections.mentors.33.0":"Κωνσταντίνα Ταγκοπούλου","hackathon-greece.sections.mentors.33.1":"Η Κωνσταντίνα Ταγκοπούλου αγαπά την επιχειρηματικότητα, και έχει συνεργαστεί με startups και scaleups στην Ευρώπη. Από το 2019, δουλεύει στην Amazon Web Services υποστηρίζοντας νέες εταιρείες στη στρατηγική ανάπτυξη τους στοcloud. Πριν την AWS, εργαζόταν σε μια B2B SaaS startup στο Λονδίνο, όπου ήταν υπεύθυνη για την εμπορική ανάπτυξη. Κατέχει BSc στην Κοινωνιολογία από το Πανεπιστήμιο του Μπαθ και MSc στην Κοινωνιολογία από το Πανεπιστήμιο της Οξφόρδης.","hackathon-greece.sections.mentors.34.0":"Δημήτρης Κουρτέσης","hackathon-greece.sections.mentors.34.1":"Ο Δημήτρης Κουρτέσης είναι επιχειρηματίας στον τομέα του software και συνιδρυτής της Ideas Forward, ενός technology venture studio με έδρα τη Θεσσαλονίκη. Αγαπά την εξερεύνηση της εφαρμογής νέων τεχνολογιών software σε ενδιαφέροντα προβλήματα και της εφαρμογής νέων επιχειρηματικών μοντέλων σε ενδιαφέρουσες αγορές. Εργαζόμενος στο χώρο της τεχνολογίας από το 2005 έχει συλλέξει εμπειρίες σαν R&D software engineer, διδακτορικός ερευνητής, ιδρυτής startup, σύμβουλος ανάπτυξης προϊόντων και επιχειρηματικός άγγελος.","hackathon-greece.sections.after.0":"Επόμενα βήματα","hackathon-greece.sections.after.1":"Οι ομάδες που επιλέχθηκαν επεξεργάζονται τώρα το πρωτότυπό τους και θα συναντηθούν στον τελικό μαραθώνιο χάκινγκ στις Χ για να διαγωνιστούν και να αποφασιστεί ο νικητής του ελληνικού μαραθωνίου χάκινγκ. Παρακολούθησε εδώ και στα μέσα κοινωνικής δικτύωσης τις ενημερώσεις από τις ομάδες των διαγωνιζόμενων! ","hackathon-greece.sections.after.2":"Το EU Code Week Hackathon Greece προσφέρει σε έξυπνους, παθιασμένους νέους την ευκαιρία να χρησιμοποιήσουν τις δεξιότητές τους στην κωδικοποίηση και τις δημιουργικές ιδέες τους για να επιλύσουν μια συγκεκριμένη τοπική πρόκληση. Μετά από έναν αρχικό 24ωρο εικονικό μαραθώνιο χάκινγκ, έως 10 ομάδες συνεχίζουν στο επόμενο στάδιο. Οι φιναλίστ επεξεργάστηκαν τα πρωτότυπά τους με κάποια καθοδήγηση από τους μέντορες κατά τη διάρκεια του καλοκαιριού και είναι πλέον έτοιμοι να διαγωνιστούν! Το ταξίδι του μαραθώνιου χάκινγκ της Εβδομάδας Προγραμματισμού ολοκληρώθηκε με μια μάχη δεξιοτήτων, γνώσεων και δημιουργικότητας στον τελικό μαραθώνιο χάκινγκ στις Χ Σεπτεμβρίου στην πόλη [πόλη].","hackathon-greece.sections.after.3":"Οι νικητές","hackathon-greece.sections.after.4":"Δες όλους τους νικητές","hackathon-greece.sections.after.5":"Συλλογή","hackathon-greece.sections.after.6":"Δες τους «νέους χάκερ» από την Ελλάδα σε δράση κατά τη διάρκεια του EU Code Week Hackathon","hackathon-greece.sections.after.7":"Τοίχος υποστήριξης","hackathon-greece.sections.after.8":"Ευχαριστούμε τα tweet, τις ειδικές αναφορές και όλη την υποστήριξη κατά τη διάρκεια του μαραθωνίου χάκινγκ! Δες ορισμένες από τις σημαντικότερες στιγμές!","hackathon-greece.sections.after.9":"Κριτική επιτροπή και μέντορες","hackathon-greece.sections.after.10":"Το EU Code Week Hackathon στην Ελλάδα έφερε κοντά κορυφαία πρόσωπα από τον κόσμο των επιχειρήσεων, του τομέα πληροφορικής, του επιχειρηματικού κεφαλαίου, της εκπαίδευσης, καθώς και πρόσωπα που κατέχουν ηγετική θέση σε τοπικό, εθνικό και ενωσιακό επίπεδο, influencer και εκπαιδευτές για να καθοδηγήσουν και να υποστηρίξουν τους συμμετέχοντες κατά τη διάρκεια του εντατικού μαραθωνίου χάκινγκ. Επιλεγμένα μέλη της κριτικής επιτροπής ορίστηκαν για να καθορίσουν την τελική νικητήρια ομάδα, σύμφωνα με τις σχετικές κατευθυντήριες γραμμές και τους κανόνες του διαγωνισμού.","hackathon-greece.sections.after.11":"Διάβασε τις κατευθυντήριες γραμμές","hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Δώσε πνοή στις ιδέες σου!","hackathons.sections.1.title":"6 μαραθώνιοι ανάπτυξης εφαρμογών, 6 προκλήσεις","hackathons.sections.1.content.1":"Ζεις στην Ελλάδα, τη Λετονία, την Ιρλανδία, την Ιταλία, τη Ρουμανία ή τη Σλοβενία; Είσαι δημιουργικός, φιλόδοξος και σε ενδιαφέρει το μέλλον της τεχνολογίας; Άρπαξε την ευκαιρία! Εγγράψου σε έναν από τους μαραθώνιους χάκινγκ της Ευρωπαϊκής Εβδομάδας Προγραμματισμού και ανάπτυξε μια καινοτόμο λύση που θα σε βάλει στην πρώτη γραμμή της τεχνολογικής επανάστασης!","hackathons.sections.1.content.2":"Το 2021, το EU Code Week (Ευρωπαϊκή Εβδομάδα Προγραμματισμού) φέρνει έξι εξαιρετικούς μαραθώνιους χάκινγκ και προσκαλεί μαθητές 15-19 ετών, που πηγαίνουν Γυμνάσιο, να σχηματίσουν ομάδες και να χρησιμοποιήσουν τις δεξιότητές τους στην κωδικοποίηση για να λύσουν μια τοπική πρόκληση. Μετά από 24 ώρες χάκινγκ, κάθε ομάδα θα παρουσιάσει τις ιδέες της σε μια ομάδα εμπειρογνωμόνων που θα επιλέξουν τις 10 ομάδες φιναλίστ. Όλες οι ομάδες θα έχουν στη διάθεσή τους ίδιο χρόνο, ίδιους πόρους και ίδια πρόσβαση σε μέντορες και εμπειρογνώμονες για να ολοκληρώσουν την πρόκληση, αλλά μόνο 10 θα έχουν την ευκαιρία να συνεχίσουν στον επόμενο γύρο, να αναπτύξουν το μοντέλο τους, να πάρουν εξειδικευμένη εκπαίδευση και να λάβουν μέρος σε το τελικό μαραθώνιο χάκινγκ το φθινόπωρο. Εδώ οι ομάδες θα ανταγωνιστούν για να αποφασίσουν ποιος θα κερδίσει εκπληκτικό εξοπλισμό πληροφορικής και την ευκαιρία να λάβει καθοδήγηση και εκπαίδευση για να αναπτύξει περαιτέρω το πρωτότυπο του.","hackathons.sections.2.title":"Πώς μπορώ να συμμετάσχω;","hackathons.sections.2.content.1":"Επίλεξε τον μαραθώνιο χάκινγκ στη χώρα σου και ακολούθησε μερικά απλά βήματα για να εγγραφείς. Μπορείς να συμμετάσχεις ατομικά ή ως μέλος ομάδας έξι ατόμων. Εάν εγγραφείς με φίλους ή συμμαθητές, μην ξεχάσεις να αναφέρεις το όνομα της ομάδας σας κατά την εγγραφή. Κάθε μαραθώνιος χάκινγκ θα ανοίξει τις εγγραφές ξεχωριστά, γι' αυτό ακολούθησε τον μαραθώνιο της χώρας σου!","hackathons.sections.3.title":"Ποιοι είναι οι οργανωτές;","hackathons.sections.3.content.1":"Οι Μαραθώνιοι Ανάπτυξης Εφαρμογών της Ευρωπαϊκής Εβδομάδας Προγραμματισμού διοργανώνονται από κοινού από την Ευρωπαϊκή Επιτροπή και τοπικούς ","hackathons.sections.3.content.2":"Πρέσβεις της Ευρωπαϊκής Εβδομάδας Προγραμματισμού","hackathons.sections.3.content.3":" και χρηματοδοτούνται από το Ευρωπαϊκό Κοινοβούλιο. Στόχος είναι να παρουσιάσουν πώς συγκεκριμένες λύσεις υλοποιούνται με τη βοήθεια της δημιουργικότητας, του ενθουσιασμού, των καινοτόμων ιδεών και των δεξιοτήτων προγραμματισμού των νέων.","hackathons.sections.4.title":"Πώς είναι ένας μαραθώνιος ανάπτυξης εφαρμογών;","hackathons.sections.4.content.1":"Το EU Code Week Hackathon είναι ένα ταξίδι που ξεκινάει με έναν 24ωρο διαδικτυακό μαραθώνιο Έμπειροι μέντορες θα καθοδηγήσουν τις ομάδες και θα πραγματοποιηθούν εργαστήρια που θα παρέχουν ευκαιρίες στους συμμετέχοντες να μάθουν νέες δεξιότητες και να διασκεδάσουν. Ο μαραθώνιος είναι επίσης μια εξαιρετική ευκαιρία για τους συμμετέχοντες να δικτυωθούν και να κοινωνικοποιηθούν με ανθρώπους στον ευρωπαϊκό τομέα της τεχνολογίας. Στο τέλος του μαραθωνίου κάθε ομάδα θα δώσει τη λύση της σε μια κριτική επιτροπή ειδικών. ","hackathons.sections.4.content.2":"Οι δέκα καλύτερες ομάδες θα συνεχίσουν το ταξίδι τους στον μαραθώνιο χάκινγκ και θα λάβουν εκπαίδευση και καθοδήγηση κατά τη διάρκεια του καλοκαιριού. Στη συνέχεια, οι νικητές θα συμμετάσχουν στον τελευταίο 12ωρο εθνικό μαραθώνιο χάκινγκ τον Σεπτέμβριο ή τον Οκτώβριο (ο οποίος θα πραγματοποιηθεί διαδικτυακά, εάν η κατάσταση της δημόσιας υγείας δεν επιτρέπει τη φυσική συνάντηση).","hackathons.sections.5.title":"Δεν ξέρω προγραμματισμό - τι μπορώ να κάνω;","hackathons.sections.5.content.1":"Παράλληλα με τον μαραθώνιο ανάπτυξης εφαρμογών, θα πραγματοποιηθούν εργαστήρια για αρχάριους στον προγραμματισμό, τη χρήση υλισμικού, τη ρομποτική κ.λπ. ώστε οι συμμετέχοντες να αποκτήσουν κάποιες βασικές γνώσεις για την υπολογιστική σκέψη και τον προγραμματισμό. Μάθετε περισσότερες πληροφορίες σχετικά με τον τρόπο εγγραφής στην τοπική σας σελίδα.","hackathons.sections.6.title":"Εταίροι","hackathons.sections.7.title":"Πάρε μέρος στη διασκέδαση!","hackathons.cities.1.city":"","hackathons.cities.1.country":"Ρουμανία","hackathons.cities.1.date":"25-26 Σεπτεμβρίου 2021","hackathons.cities.2.city":"","hackathons.cities.2.country":"Ιρλανδία","hackathons.cities.2.date":"23-24 Σεπτεμβρίου 2021","hackathons.cities.3.city":"","hackathons.cities.3.country":"Ιταλία","hackathons.cities.3.date":"24-25 Σεπτεμβρίου 2021","hackathons.cities.4.city":"","hackathons.cities.4.country":"Ελλάδα","hackathons.cities.4.date":"9 Οκτώβριο 2021","hackathons.cities.5.city":"","hackathons.cities.5.country":"Σλοβενία","hackathons.cities.5.date":"18-19 Σεπτεμβρίου 2021","hackathons.cities.6.city":"","hackathons.cities.6.country":"Λετονία","hackathons.cities.6.date":"1 Οκτώβριο 2021","hackathons.final.1":"Τελικός τον","hackathons.final.2":"Σεπτέμβριο/Οκτώβριο 2021","home.about":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού είναι μια πρωτοβουλία βάσης που έχει ως στόχο να κάνει τον προγραμματισμό και τον ψηφιακό γραμματισμό προσιτό σε όλους, με διασκεδαστικό και ενδιαφέροντα τρόπο.","home.when":"14-27 Οκτωβρίου 2024","home.when_text":"Η εκμάθηση συγγραφής κώδικα μας βοηθάει να κατανοούμε τον κόσμο που εξελίσσεται ταχύτατα γύρω μας, να διευρύνουμε τις γνώσεις μας για τον τρόπο λειτουργίας της τεχνολογίας και να αναπτύσσουμε δεξιότητες και ικανότητες, ώστε να ανακαλύπτουμε νέες ιδέες και να καινοτομούμε.","home.school_banner_title":"ΔΗΛΩΣΕ ΣΥΜΜΕΤΟΧΗ!","home.school_banner_text":"Είσαι εκπαιδευτικός;","home.school_banner_text2":"Κάνε κλικ εδώ για να μάθεις πώς να συμμετάσχεις!","home.organize_activity_title":"Οργάνωσε ή πάρε μέρος σε μια δραστηριότητα","home.organize_activity_text":'Ο καθένας μπορεί να διοργανώσει ή να συμμετέχει σε \u2028μια δραστηριότητα. Διάλεξε θέμα και κοινό στόχος και πρόσθεσε τη δραστηριότητά σου στον χάρτη, ή αναζήτησε εκδηλώσεις στην περιοχή σου.',"home.get_started_title":"Ξεκίνα","home.get_started_text":'Δεν ξέρεις πώς να αρχίσεις; Ρίξε μια ματιά στη σελίδα «Οδηγίες», και κατέβασε τις εργαλειοθήκες μας για οργανωτές για να ετοιμαστείς και να ενημερώσεις κι άλλους.',"home.access_resources_title":"Απέκτησε πρόσβαση σε πόρους και εκπαίδευση","home.access_resources_text":'Αν δεν ξέρεις πώς να διοργανώσεις μια δραστηριότητα, επισκέψου τη σελίδα εκπαιδευτικών πόρων μας και το υλικό κατάρτισης εκπαιδευτικών προγραμμάτων για καθοδήγηση και προσαρμοσμένα πλάνα μαθημάτων.',"locations.title":"Χώροι δραστηριοτήτων","locations.description.0":"Για την επόμενη δραστηριότητά σας επιλέξτε έναν χώρο από την παρακάτω λίστα Ή καταχωρίστε έναν νέο χώρο στο πεδίο","locations.description.1":"δημιουργία δραστηριότητας","login.login":"ΣΥΝΔΕΣΗ","login.register":"ΕΓΓΡΑΦΗ","login.github":"Σύνδεση με Github","login.twitter":"Σύνδεση με Twitter","login.facebook":"Σύνδεση με Facebook","login.google":"Σύνδεση με Google","login.azure":"Σύνδεση με Azure","login.email":"Email","login.password":"Κωδικός πρόσβασης","login.remember":"Να με θυμάσαι","login.forgotten_password":"Ξέχασες τον κωδικό πρόσβασής σου;","login.no_account":"Δεν έχεις λογαριασμό;","login.signup":"Εγγραφή","login.reset":"Επαναφορά του κωδικού πρόσβασής σου","login.send_password":"Αποστολή συνδέσμου επαναφοράς κωδικού πρόσβασης","login.confirm_password":"Επιβεβαίωση κωδικού πρόσβασης","login.name":"όνομα","menu.learn":"Μάθηση","menu.teach":"Διδασκαλία","menu.training":"Εκπαίδευση","menu.toolkits":"Παρουσιάσεις και σετ εργαλείων","menu.why":"ΓΙΑΤΙ","menu.home":"Αρχική σελίδα","menu.events":"Δραστηριότητες","menu.ambassadors":"Πρέσβεις","menu.resources":"Πόροι","menu.schools":"Σχολεία","menu.about":"Περισσότερα","menu.blog":"Blog","menu.news":"NEA","menu.search":"Πληκτρολογήστε και πατήστε Enter...","menu.map":"Χάρτης","menu.add_event":"Προσθήκη εκδήλωσης","menu.search_event":"Αναζήτηση εκδηλώσεων","menu.hello":"Γεια σου","menu.profile":"Προφίλ","menu.pending":"Εκδηλώσεις σε αναμονή","menu.your_events":"Οι δραστηριότητές μου","menu.your_certificates":"Τα πιστοποιητικά μου","menu.report":"Απαρίθμηση των δραστηριοτήτων μου","menu.volunteers":"Εθελοντές","menu.logout":"Αποσύνδεση","menu.signin":"Σύνδεση","menu.privacy":"Προστασία προσωπικών δεδομένων","menu.participation":"Πιστοποιητικό συμμετοχής","menu.values":"Oι αξίες μας","menu.featured_activities":"Επιλεγμένες Δραστηριότητες","menu.codeweek2020":"Διοργάνωση 2020","mooc.free-online-courses":"2. Δωρεάν διαδικτυακά μαθήματα","mooc.intro":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού προσφέρει ευκαιρίες επαγγελματικής ανάπτυξης με τη μορφή διαδικτυακών μαθημάτων. Στόχος είναι η υποστήριξη των δασκάλων στην εισαγωγή του προγραμματισμού και της υπολογιστικής σκέψης μέσα στην τάξη.","mooc.icebreaker.title":"Το εισαγωγικό μάθημα «Σπάμε τον πάγο»","mooc.icebreaker.text.0":"Το","mooc.icebreaker.text.1":"μάθημα «Σπάμε τον πάγο» της Ευρωπαϊκής Εβδομάδας Προγραμματισμού","mooc.icebreaker.text.2":"είναι μια ενότητα πέντε ωρών στα αγγλικά που απευθύνεται σε οποιονδήποτε ενδιαφέρεται για τις βασικές αρχές του προγραμματισμού και της υπολογιστικής σκέψης. Οι συμμετέχοντες μαθαίνουν πως να εγείρουν την περιέργεια και το καινοτόμο πνεύμα των νέων ανθρώπων, ενώ παράλληλα ενδυναμώνονται για να γίνουν ψηφιακοί δημιουργοί. Το μάθημα βοηθά τους συμμετέχοντες να ανακαλύψουν τα οφέλη και τη συσχέτιση της υπολογιστικής σκέψης και του προγραμματισμού με την καθημερινότητά μας. Επίσης προσφέρει ιδέες, δωρεάν εκπαιδευτικό υλικό και πόρους για τη διοργάνωση διασκεδαστικών και εκπαιδευτικών δραστηριοτήτων για παιδιά, πάντα και παντού – ιδίως κατά τη διάρκεια της Εβδομάδας Προγραμματισμού.","mooc.icebreaker.text.3":"Δεν χρειάζεται να έχετε προηγούμενη εμπειρία ή γνώση προγραμματισμού για να λάβετε μέρος στο μάθημα. Το μόνο που χρειάζεται είναι ένα πνεύμα γεμάτο περιέργεια. ","mooc.icebreaker.registration.0":"Οι εγγραφές έχουν ξεκινήσει εδώ","mooc.icebreaker.registration.1":"για το μάθημα που διεξάγεται από 16 Σεπτεμβρίου και 30 Οκτωβρίου 2020. Σας ενημερώνουμε ότι θα χρειαστεί να ανοίξετε έναν λογαριασμό στην Ευρωπαϊκή Ακαδημία Σχολικού Δικτύου για να εγγραφείτε. ","mooc.icebreaker.check-out":"Δείτε την έκδοση του2019","mooc.deep-dive.title":"Το μάθημα εμβάθυνσης «Στα βαθιά»","mooc.deep-dive.text.0":"Το διαδικτυακό μάθημα «Στα βαθιά» της Ευρωπαϊκής Εβδομάδας Προγραμματισμού είναι μια ενότητα διάρκειας εικοσιπέντε ωρών στα αγγλικά που προσφέρει στους δασκάλους τη δυνατότητα να εξοικειωθούν με τις αρχές του προγραμματισμού και να αποκομίσουν γνώση και εμπιστοσύνη, ώστε να διοργανώσουν εύκολες, διασκεδαστικές, διαδραστικές δραστηριότητες προγραμματισμού με τους μαθητές τους. Οι δάσκαλοι θα ανακαλύψουν τους δωρεάν","mooc.deep-dive.text.1":"πόρους","mooc.deep-dive.text.2":"της Ευρωπαϊκής Εβδομάδας Προγραμματισμού και το εκπαιδευτικό υλικό που είναι διαθέσιμο σε 29 γλώσσες, ιδίως τους τομείς που αφορούν τον προγραμματισμό, όπως την υπολογιστική σκέψη, τις δραστηριότητες χωρίς σύνδεση στο διαδίκτυο και τις αστείρευτες δυνατότητες της ρομποτικής, του μαστορέματος και της κατασκευής, των γλωσσών οπτικού προγραμματισμού, της δημιουργίας εφαρμογών και πολλά άλλα.","mooc.deep-dive.course-link":"Δείτε το μάθημα «Στα βαθιά» του 2019","mooc.social-media.0":"Ακολουθήστε την","mooc.social-media.1":"Ευρωπαϊκή Εβδομάδα Προγραμματισμού στα μέσα κοινωνικής δικτύωσης","mooc.social-media.2":"για να μάθετε πότε θα ξεκινήσει το επόμενο μάθημα","myevents.created_by":"Όλες οι εκδηλώσεις που δημιουργήθηκαν από ","myevents.no_events.first_call_to_action":"Δεν έχεις προσθέσει ακόμα εκδηλώσεις. Γιατί δεν","myevents.no_events.first_link":"πρόσθεσε μια τώρα","myevents.no_events.second_call_to_action":"ή διάβασε τον ","myevents.no_events.second_link":"οδηγό μας για τους διοργανωτές","myevents.view":"Προβολή","myevents.status.APPROVED":"ΕΓΚΡΙΘΗΚΕ","myevents.status.REJECTED":"ΑΠΟΡΡΙΦΘΗΚΕ","myevents.status.PENDING":"ΣΕ ΑΝΑΜΟΝΗ","myevents.status.REPORTED":"ΥΠΟΒΟΛΗ ΑΝΑΦΟΡΑΣ","pagination.previous":"Προηγούμενο","pagination.next":"Επόμενο","participation.title":"Δημιουργία πιστοποιητικών συμμετοχής για την τάξη σου","participation.phrase1":"Συμπλήρωσε τη φόρμα με τα ονόματα των μαθητών, χωρίζοντάς τα με κόμμα, και θα λάβεις τα ατομικά πιστοποιητικά συμμετοχής.","participation.names.label":"Ονόματα για πιστοποιητικό","participation.names.help":"Χρησιμοποίησε κόμμα ανάμεσα στα ονόματα κάθε συμμετέχοντα","participation.event_name.label":"Όνομα δραστηριότητας","participation.event_name.help":"Το όνομα της δραστηριότητάς σου που θα τυπωθεί πάνω στο πιστοποιητικό","participation.event_date.label":"Ημερομηνία δραστηριότητας","participation.event_date.help":"Η ημερομηνία της δραστηριότητάς σου που θα τυπωθεί πάνω στο πιστοποιητικό","participation.submit":"Δημιουργία πιστοποιητικών","participation.thanks_page.title":"Τα πιστοποιητικά σας έχουν δημιουργηθεί!","participation.thanks_page.phrase1":"Κάνε κλικ σ’ αυτόν τον σύνδεσμο για να κατεβάσεις τον συμπιεσμένο φάκελο με όλα τα πιστοποιητικά","passwords.password":"Οι κωδικοί πρόσβασης πρέπει να περιλαμβάνουν τουλάχιστον έξι χαρακτήρες και να συμπίπτουν με την επιβεβαίωση.","passwords.reset":"Έχει γίνει επαναφορά του κωδικού πρόσβασής σου!","passwords.sent":"Έχουμε αποστείλει email με σύνδεσμο επαναφοράς του κωδικού πρόσβασής σου!","passwords.token":"Αυτό το αδειοπλαίσιο επαναφοράς κωδικού πρόσβασης δεν είναι έγκυρο.","passwords.user":"Δεν μπορούμε να βρούμε χρήστη με αυτήν τη διεύθυνση ηλεκτρονικού ταχυδρομείου.","privacy-statement-contact.subtitle":"Η παρούσα δήλωση περί ιδιωτικότητας περιλαμβάνει πληροφορίες σχετικά με την επεξεργασία και την προστασία των προσωπικών σας δεδομένων.","privacy-statement-contact.processing-operation.0":"Πράξη επεξεργασίας","privacy-statement-contact.processing-operation.1":"διαχείριση των Πρέσβεων και των Επικεφαλής Εκπαιδευτικών της Εβδομάδας Προγραμματισμού και καταχώριση δραστηριοτήτων στον ιστότοπο","privacy-statement-contact.data-processors.0":"Εκτελούντες την επεξεργασία","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. και EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Οι πληροφορίες σχετικά με την επεξεργασία προσωπικών δεδομένων για τη διαχείριση των Πρέσβεων και των Επικεφαλής Εκπαιδευτικών της Εβδομάδας Προγραμματισμού και την καταχώριση των δραστηριοτήτων στον ιστότοπο.","privacy-statement-contact.3-legal_process.0":'Νομιμότητα της πράξης επεξεργασίας: Η μονάδα G.2 συλλέγει, αποθηκεύει και δημοσιεύει τα προσωπικά σας δεδομένα, επειδή δώσατε τη ρητή συγκατάθεσή σας επιλέγοντας το σχετικό τετραγωνίδιο κατά την εγγραφή σας για να γίνετε Πρέσβης ή Επικεφαλής Εκπαιδευτικός της Εβδομάδας Προγραμματισμού ή κατά την υποβολή αίτησης για την καταχώριση εκδήλωσης για την Ευρωπαϊκή Εβδομάδα Προγραμματισμού.',"privacy-statement-contact.4-collect_data.0":"Τα υποχρεωτικά προσωπικά δεδομένα που συλλέγονται για τους Πρέσβεις και τους Επικεφαλής Εκπαιδευτικούς είναι τα εξής:","privacy-statement-contact.4-collect_data.1":"Ονοματεπώνυμο","privacy-statement-contact.4-collect_data.2":"Διεύθυνση ηλεκτρονικού ταχυδρομείου","privacy-statement-contact.4-collect_data.3":"Κωδικός πρόσβασης","privacy-statement-contact.4-collect_data.4":"Φωτογραφία","privacy-statement-contact.4-collect_data.5":"Βιογραφικό","privacy-statement-contact.4-collect_data.6":"Τίτλος","privacy-statement-contact.4-collect_data.7":"Γνωστικό πεδίο για Επικεφαλής Εκπαιδευτικούς.","privacy-statement-contact.4-collect_data.8":"Όταν καταχωρίζετε μια δραστηριότητα, τα υποχρεωτικά προσωπικά δεδομένα που συλλέγονται είναι τα εξής:","privacy-statement-contact.4-collect_data.9":"Ονομασία του οργανισμού","privacy-statement-contact.4-collect_data.10":"Είδος οργανισμού","privacy-statement-contact.4-collect_data.11":"Διεύθυνση ηλεκτρονικού ταχυδρομείου για επικοινωνία","privacy-statement-contact.4-collect_data.12":"Η παροχή των δεδομένων αυτών είναι υποχρεωτική είτε για να γίνετε Πρέσβης ή Επικεφαλής Εκπαιδευτικός της Εβδομάδας Προγραμματισμού είτε για να καταχωρίσετε μια δραστηριότητα στον ιστότοπο της Εβδομάδας Προγραμματισμού.","privacy-statement-contact.4-collect_data.13":"Επιπλέον, οι Πρέσβεις και οι Επικεφαλής Εκπαιδευτικοί μπορούν να παρέχουν οικειοθελώς τα ακόλουθα προσωπικά δεδομένα:","privacy-statement-contact.4-collect_data.14":"Λογαριασμοί στα μέσα κοινωνικής δικτύωσης","privacy-statement-contact.4-collect_data.15":"Οι διοργανωτές δραστηριότητας μπορούν να παρέχουν οικειοθελώς τα ακόλουθα δεδομένα:","privacy-statement-contact.4-collect_data.16":"Δημόσια διεύθυνση ηλεκτρονικού ταχυδρομείου για επικοινωνία","privacy-statement-contact.4-collect_data.17":"Ιστότοπος διοργανωτή","privacy-statement-contact.4-collect_data.18":"Κωδικός Εβδομάδας Προγραμματισμού για Όλους","privacy-statement-contact.4-collect_data.19":"Για τους διοργανωτές δραστηριοτήτων, επισημαίνεται ότι ο υπεύθυνος Πρέσβης για τη χώρα σας ή η μονάδα G.2 μπορεί να χρησιμοποιήσει τα προσωπικά δεδομένα που υποβάλατε για να καταχωρίσετε μια δραστηριότητα προκειμένου να επικοινωνήσει μαζί σας σχετικά με την εν λόγω δραστηριότητα.","privacy-statement-contact.4-collect_data.20":"Υποβάλατε τα προσωπικά σας δεδομένα στη","privacy-statement-contact.4-collect_data.21":"σελίδα σύνδεσης του ιστότοπου της Εβδομάδας Προγραμματισμού","privacy-statement-contact.4-collect_data.22":"και στη","privacy-statement-contact.4-collect_data.23":"σελίδα καταχώρισης δραστηριότητας.","privacy-statement-contact.5-how_long.0":"Όλα τα προσωπικά δεδομένα θα διαγραφούν από τις βάσεις δεδομένων εάν αποσυρθείτε από την πρωτοβουλία ή 5 έτη μετά το τέλος της πρωτοβουλίας.","privacy-statement-contact.6-protect_data.0":'Όλα τα προσωπικά δεδομένα σε ηλεκτρονική μορφή (μηνύματα ηλεκτρονικού ταχυδρομείου, έγγραφα, βάσεις δεδομένων, δέσμες δεδομένων που έχουν αναφορτωθεί κ.λπ.) αποθηκεύονται στους εξυπηρετητές είτε της Ευρωπαϊκής Επιτροπής είτε των εξωτερικών συνεργατών της. Όλες οι πράξεις επεξεργασίας διενεργούνται σύμφωνα με την απόφαση (ΕΕ, Ευρατόμ) 2017/46 της Επιτροπής,, της 10ης Ιανουαρίου 2017, σχετικά με την ασφάλεια των συστημάτων επικοινωνίας και πληροφοριών στην Ευρωπαϊκή Επιτροπή.',"privacy-statement-contact.6-protect_data.1":'Οι εξωτερικοί συνεργάτες της Επιτροπής δεσμεύονται, όσον αφορά κάθε πράξη επεξεργασίας των δεδομένων σας για λογαριασμό της Επιτροπής, από ειδική συμβατική ρήτρα, καθώς και από τις υποχρεώσεις τήρησης του απορρήτου που απορρέουν από τις διατάξεις μεταφοράς του γενικού κανονισμού για την προστασία των δεδομένων στο εθνικό δίκαιο των κρατών μελών («ΓΚΠΔ» κανονισμός (ΕΕ) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Για την προστασία των προσωπικών σας δεδομένων η Επιτροπή εφαρμόζει σειρά τεχνικών και οργανωτικών μέτρων. Τα τεχνικά μέτρα περιλαμβάνουν κατάλληλες δράσεις για την αντιμετώπιση των ζητημάτων ασφάλειας στο διαδίκτυο και των κινδύνων απώλειας ή αλλοίωσης δεδομένων ή μη εξουσιοδοτημένης πρόσβασης σε δεδομένα, λαμβανομένων υπόψη του κινδύνου που ενέχει η επεξεργασία και της φύσης των προσωπικών δεδομένων που υποβάλλονται σε επεξεργασία. Τα οργανωτικά μέτρα περιορίζουν, μεταξύ άλλων, την πρόσβαση στα προσωπικά δεδομένα αποκλειστικά σε εξουσιοδοτημένα πρόσωπα, τα οποία πρέπει να τα γνωρίζουν για την εκτέλεση αυτής της πράξης επεξεργασίας.","privacy-statement-contact.7-access_data.0":"Το προσωπικό της Επιτροπής μπορεί να έχει πρόσβαση σε όλα τα προσωπικά δεδομένα που έχετε υποβάλει με βάση την αρχή της «αναγκαίας γνωστοποίησης». Επιπλέον, πρόσβαση στα προσωπικά σας δεδομένα παρέχεται στον εξωτερικό μας συνεργάτη με βάση την αρχή της «αναγκαίας γνωστοποίησης».","privacy-statement-contact.7-access_data.1":'Για τους σκοπούς της ενίσχυσης της προβολής των Πρέσβεων, των Επικεφαλής Εκπαιδευτικών ή των καταχωρισμένων δραστηριοτήτων της Εβδομάδας Προγραμματισμού, όλα τα προσωπικά σας δεδομένα δημοσιεύονται στον ακόλουθο ιστότοπο.',"privacy-statement-contact.7-access_data.2":"Επιπλέον, η μονάδα G.2 ενδέχεται να κοινοποιήσει τα στοιχεία επικοινωνίας σας σε άτομο ή ενδιαφερόμενο μέρος το οποίο θα χρειαστεί να επικοινωνήσει μαζί σας σε σχέση με την Εβδομάδα Προγραμματισμού. Για τους διοργανωτές δραστηριοτήτων, επισημαίνεται ότι ο υπεύθυνος Πρέσβης για τη χώρα σας ή η μονάδα G.2 μπορεί να χρησιμοποιήσει τα προσωπικά δεδομένα που υποβάλατε για να καταχωρίσετε μια δραστηριότητα προκειμένου να επικοινωνήσει μαζί σας σχετικά με την εν λόγω δραστηριότητα.","privacy-statement-contact.8-rights.0":"Έχετε συναινέσει στην παροχή των προσωπικών σας δεδομένων στη μονάδα G.2 για την παρούσα πράξη επεξεργασίας. Μπορείτε να αποσύρετε τη συγκατάθεσή σας ανά πάσα στιγμή ειδοποιώντας τη μονάδα G.2 στη διεύθυνση CNECT-G2@ec.europa.eu. Η ανάκληση της συγκατάθεσης δεν θίγει τη νομιμότητα της επεξεργασίας που πραγματοποιήθηκε πριν από την ανάκληση.","privacy-statement-contact.10-detailed-info.0":"Η συγκεκριμένη πράξη επεξεργασίας έχει συμπεριληφθεί στο δημόσιο μητρώο του υπευθύνου προστασίας δεδομένων με τα ακόλουθα στοιχεία αναφοράς παλαιότερης ειδοποίησης: DPR-EC-02631 Διαχείριση των σημείων επαφής για τις πολιτικές, τα προγράμματα και τα έργα της ΓΔ CONNECT.","privacy-statement.title":"ΠΡΟΣΤΑΣΙΑ ΤΩΝ ΠΡΟΣΩΠΙΚΩΝ ΣΑΣ ΔΕΔΟΜΕΝΩΝ","privacy-statement.processing-operation.0":"Πράξη επεξεργασίας","privacy-statement.processing-operation.1":"Επεξεργασία δεδομένων προσωπικού χαρακτήρα στον ιστότοπο codeweek.eu, συμπεριλαμβανομένων των διευθύνσεων IP, από επισκέπτες των ιστότοπων που είναι προσβάσιμοι στο κοινό.","privacy-statement.data-controller.0":"Υπεύθυνος επεξεργασίας δεδομένων","privacy-statement.data-controller.1":"Ευρωπαϊκή Επιτροπή, Γενική Διεύθυνση Επικοινωνιακών Δικτύων, Περιεχομένου και Τεχνολογιών, Μονάδα G.2.","privacy-statement.record-reference":"Στοιχεία αναφοράς καταχώρισης","privacy-statement.table-of-contents":"Πίνακας περιεχομένων","privacy-statement.1-intro.title":"Εισαγωγή","privacy-statement.1-intro.items.1":'Η Ευρωπαϊκή Επιτροπή (στο εξής: Επιτροπή) δεσμεύεται να προστατεύει τα προσωπικά σας δεδομένα και να σέβεται την ιδιωτική σας ζωή. Η Επιτροπή συλλέγει και επεξεργάζεται περαιτέρω τα προσωπικά δεδομένα σύμφωνα με τον κανονισμό (ΕΕ) 2018/1725 του Ευρωπαϊκού Κοινοβουλίου και του Συμβουλίου, της 23ης Οκτωβρίου 2018, για την προστασία των φυσικών προσώπων έναντι της επεξεργασίας δεδομένων προσωπικού χαρακτήρα από τα θεσμικά και λοιπά όργανα και τους οργανισμούς της Ένωσης και την ελεύθερη κυκλοφορία των δεδομένων αυτών [ο οποίος καταργεί τον κανονισμό (ΕΚ) αριθ. 45/2001].',"privacy-statement.1-intro.items.2":"Η παρούσα δήλωση περί ιδιωτικότητας εξηγεί τον λόγο επεξεργασίας των προσωπικών σας δεδομένων, τον τρόπο συλλογής, διαχείρισης και προστασίας όλων των παρεχόμενων προσωπικών δεδομένων, τον τρόπο με τον οποίο χρησιμοποιούνται οι εν λόγω πληροφορίες και τα δικαιώματα που έχετε ως προς τα προσωπικά σας δεδομένα. Επίσης, παρέχει τα στοιχεία επικοινωνίας του υπευθύνου επεξεργασίας δεδομένων στον οποίο μπορείτε να απευθύνεστε για να ασκήσετε τα δικαιώματά σας, καθώς και του υπευθύνου προστασίας δεδομένων και του Ευρωπαίου Επόπτη Προστασίας Δεδομένων.","privacy-statement.1-intro.items.3.0":"Οι πληροφορίες σχετικά με την πράξη επεξεργασίας","privacy-statement.1-intro.items.3.1":"Επεξεργασία δεδομένων στον ιστότοπο codeweek.eu","privacy-statement.1-intro.items.3.2":"στην οποία προβαίνει η Επιτροπή παρουσιάζεται παρακάτω.","privacy-statement.2-why.title":"Γιατί και πώς επεξεργαζόμαστε τα προσωπικά σας δεδομένα;","privacy-statement.2-why.items.0":"Σκοπός της επεξεργασίας","privacy-statement.2-why.items.1":"Η Γενική Διεύθυνση Επικοινωνιακών Δικτύων, Περιεχομένου και Τεχνολογιών της Επιτροπής προσφέρει διάφορους εξωτερικούς ιστότοπους. Η τεχνική δομή συλλέγει και χρησιμοποιεί τα προσωπικά σας στοιχεία για να είναι σε θέση να παρέχει τους ιστότοπους που βρίσκονται εκτός της ελεγχόμενης από την Επιτροπή υποδομής φιλοξενίας.","privacy-statement.2-why.items.2":"Τα προσωπικά σας δεδομένα δεν θα χρησιμοποιηθούν για τη λήψη αυτοματοποιημένων αποφάσεων, συμπεριλαμβανομένης της κατάρτισης προφίλ.","privacy-statement.3-legal_process.title":"Με ποια ή με ποιες νομικές βάσεις επεξεργαζόμαστε τα προσωπικά σας δεδομένα;","privacy-statement.3-legal_process.items.0":"Επεξεργαζόμαστε τα προσωπικά σας δεδομένα με βάση:","privacy-statement.3-legal_process.items.1":'το άρθρο 5 παράγραφος 1 στοιχείο α) του κανονισμού (ΕΕ) 2018/1725: η επεξεργασία είναι απαραίτητη για την εκπλήρωση καθήκοντος που εκτελείται προς το δημόσιο συμφέρον ή κατά την άσκηση δημόσιας εξουσίας που έχει ανατεθεί στο όργανο ή τον οργανισμό της Ένωσης.',"privacy-statement.3-legal_process.items.2":"Πράγματι, η ενημέρωση του ευρέος κοινού αποτελεί καθήκον που απορρέει από τα προνόμια της Ευρωπαϊκής Επιτροπής σε θεσμικό επίπεδο, όπως προβλέπεται στο άρθρο 58 παράγραφος 2 στοιχείο δ) του κανονισμού (ΕΕ, Ευρατόμ) αριθ. 2018/1046 του Ευρωπαϊκού Κοινοβουλίου και του Συμβουλίου, της 18ης Ιουλίου 2018, σχετικά με τους δημοσιονομικούς κανόνες που εφαρμόζονται στον γενικό προϋπολογισμό της Ένωσης (ΕΕ L 193 της 30.7.2018, σ. 1). Διασφαλίζουμε ότι εφαρμόζονται επαρκείς και ειδικές εγγυήσεις για την επεξεργασία προσωπικών δεδομένων, σύμφωνα με την εφαρμοστέα νομοθεσία για την προστασία των δεδομένων.","privacy-statement.3-legal_process.items.3":'το άρθρο 5 παράγραφος 1 στοιχείο δ) του κανονισμού (ΕΕ) 2018/1725: για τις δραστηριότητες επεξεργασίας που συνίστανται σε cookies και επαλήθευση ταυτότητας, η συναίνεσή σας είναι απαραίτητη. Σύμφωνα με το άρθρο 3 σημείο 15 και το άρθρο 7 του κανονισμού (ΕΕ) 2018/1725, η συγκατάθεση πρέπει να είναι ελεύθερη, συγκεκριμένη, ρητή και εν πλήρει επιγνώσει.',"privacy-statement.3-legal_process.items.4":"Έχουμε λάβει τη συγκατάθεσή σας απευθείας από εσάς. Μπορεί να την έχετε δώσει μέσω μηνύματος ηλεκτρονικού ταχυδρομείου, μέσω ηλεκτρονικού εντύπου εγγραφής ή με οποιαδήποτε άλλη γραπτή μορφή.","privacy-statement.4-collect_data.title":"Ποια προσωπικά δεδομένα συλλέγουμε και υποβάλλουμε σε περαιτέρω επεξεργασία;","privacy-statement.4-collect_data.items.0":"Για τους σκοπούς της συγκεκριμένης πράξης επεξεργασίας, η μονάδα G.2 συλλέγει τις ακόλουθες κατηγορίες προσωπικών δεδομένων:","privacy-statement.4-collect_data.items.1":"διεύθυνση πρωτοκόλλου διαδικτύου (διεύθυνση IP) ή αναγνωριστικό συσκευής της συσκευής που χρησιμοποιείται για την πρόσβαση στον ιστότοπο.","privacy-statement.4-collect_data.items.2":"Χωρίς τη συγκεκριμένη πράξη επεξεργασίας δεν θα μπορείτε να δημιουργήσετε τεχνική σύνδεση μεταξύ των συσκευών σας και της υποδομής του διακομιστή και, ως εκ τούτου, δεν θα μπορείτε να έχετε πρόσβαση στον ιστότοπό μας.","privacy-statement.4-collect_data.items.3":"Για να μπορείτε να προβαίνετε σε επαλήθευση της ταυτότητάς σας σε αυτόν τον ιστότοπο, η μονάδα G.2 συλλέγει τις ακόλουθες κατηγορίες προσωπικών δεδομένων:","privacy-statement.4-collect_data.items.4":"διεύθυνση ηλεκτρονικού ταχυδρομείου","privacy-statement.4-collect_data.items.5":"κωδικό πρόσβασης· ή","privacy-statement.4-collect_data.items.6":"επαλήθευση ταυτότητας με τα μέσα κοινωνικής δικτύωσης.","privacy-statement.5-how_long.title":"Για πόσο χρονικό διάστημα διατηρούμε τα προσωπικά σας δεδομένα;","privacy-statement.5-how_long.items.0":"Η μονάδα G.2 διατηρεί τα προσωπικά σας δεδομένα για όσο χρονικό διάστημα απαιτείται για την εκπλήρωση του σκοπού της συλλογής ή περαιτέρω επεξεργασίας τους, δηλαδή για τη διάρκεια της περιόδου περιήγησής σας στον ιστότοπο. Επιπλέον, οι διευθύνσεις IP ενδέχεται να αποθηκευτούν για ένα έτος στα αρχεία καταγραφής των υπηρεσιών για λόγους ασφάλειας. Όσον αφορά το εργαλείο ανάλυσης, η διεύθυνση IP και το αναγνωριστικό της συσκευής (π.χ. αριθμός IMEI και διεύθυνση MAC WIFI) διαγράφονται αμέσως κατά την αποσύνδεση.","privacy-statement.6-protect_data.title":"Πώς προστατεύουμε και διαφυλάσσουμε τα προσωπικά σας δεδομένα;","privacy-statement.6-protect_data.items.0":"Όλα τα προσωπικά δεδομένα σε ηλεκτρονική μορφή (μηνύματα ηλεκτρονικού ταχυδρομείου, έγγραφα, βάσεις δεδομένων, δέσμες δεδομένων που έχουν αναφορτωθεί κ.λπ.) αποθηκεύονται στους εξυπηρετητές της Ευρωπαϊκής Επιτροπής. Κάθε πράξη επεξεργασίας πραγματοποιείται σύμφωνα με την","privacy-statement.6-protect_data.items.1":"απόφαση (ΕΕ, Ευρατόμ) 2017/46 της Επιτροπής","privacy-statement.6-protect_data.items.2":"της 10ης Ιανουαρίου 2017, σχετικά με την ασφάλεια των συστημάτων επικοινωνίας και πληροφοριών στην Ευρωπαϊκή Επιτροπή.","privacy-statement.6-protect_data.items.3":"Για την προστασία των προσωπικών σας δεδομένων, η Επιτροπή εφαρμόζει σειρά τεχνικών και οργανωτικών μέτρων. Τα τεχνικά μέτρα περιλαμβάνουν κατάλληλες δράσεις για την αντιμετώπιση των ζητημάτων ασφάλειας στο διαδίκτυο και των κινδύνων απώλειας ή αλλοίωσης δεδομένων ή μη εξουσιοδοτημένης πρόσβασης σε δεδομένα, λαμβανομένων υπόψη του κινδύνου που ενέχει η επεξεργασία και της φύσης των προσωπικών δεδομένων που υποβάλλονται σε επεξεργασία. Τα οργανωτικά μέτρα περιορίζουν, μεταξύ άλλων, την πρόσβαση στα προσωπικά δεδομένα αποκλειστικά σε εξουσιοδοτημένα πρόσωπα, τα οποία πρέπει να τα γνωρίζουν για την εκτέλεση αυτής της πράξης επεξεργασίας.","privacy-statement.7-access_data.title":"Ποιοι έχουν πρόσβαση στα προσωπικά σας δεδομένα και σε ποιους κοινοποιούνται;","privacy-statement.7-access_data.items.0":"Πρόσβαση στα προσωπικά σας δεδομένα παρέχεται στο προσωπικό της Επιτροπής που είναι αρμόδιο για την εκτέλεση της εν λόγω πράξης επεξεργασίας και σε εξουσιοδοτημένο προσωπικό σύμφωνα με την αρχή της «αναγκαίας γνωστοποίησης». Το εν λόγω προσωπικό δεσμεύεται από τις εκ του νόμου προβλεπόμενες και, όταν απαιτείται, από πρόσθετες συμφωνίες τήρησης του απορρήτου.","privacy-statement.7-access_data.items.1":"Επιπλέον, πρόσβαση στα προσωπικά σας δεδομένα μπορεί να παρασχεθεί σε εξωτερικούς συνεργάτες που εργάζονται βάσει συμβατικής συμφωνίας για λογαριασμό της υπηρεσίας της Επιτροπής στην οποία ανήκουν οι ιστότοποι και που έχουν αναλάβει τη δημιουργία, τη συντήρηση, τη διαχείριση και την αρχειοθέτηση ιστότοπων, σύμφωνα με την αρχή της «αναγκαίας γνωστοποίησης».","privacy-statement.7-access_data.items.2":"Οι πληροφορίες που συλλέγουμε δεν κοινοποιούνται σε οποιονδήποτε τρίτο, παρά μόνο στον βαθμό και για σκοπό που ενδεχομένως επιβάλλεται εκ του νόμου.","privacy-statement.8-rights.title":"Ποια είναι τα δικαιώματά σας και πώς μπορείτε να τα ασκήσετε;","privacy-statement.8-rights.items.0":"Ως «υποκείμενο των δεδομένων» έχετε συγκεκριμένα δικαιώματα βάσει του κεφαλαίου ΙΙΙ (άρθρα 14-25) του κανονισμού (ΕΕ) 2018/1725, ιδίως το δικαίωμα πρόσβασης, διόρθωσης ή διαγραφής των δεδομένων προσωπικού χαρακτήρα που σας αφορούν και το δικαίωμα περιορισμού της επεξεργασίας των δεδομένων αυτών. Κατά περίπτωση, έχετε επίσης το δικαίωμα εναντίωσης στην επεξεργασία ή το δικαίωμα στη φορητότητα των δεδομένων.","privacy-statement.8-rights.items.1":"Έχετε το δικαίωμα να αντιταχθείτε στην επεξεργασία των προσωπικών σας δεδομένων, η οποία εκτελείται νόμιμα σύμφωνα με το άρθρο 5 παράγραφος 1 στοιχείο α).","privacy-statement.8-rights.items.2":"Έχετε δώσει τη συγκατάθεσή σας για την παροχή των προσωπικών σας δεδομένων για την παρούσα πράξη επεξεργασίας. Μπορείτε να αποσύρετε τη συγκατάθεσή σας ανά πάσα στιγμή ειδοποιώντας τη μονάδα G.2. Η ανάκληση της συγκατάθεσης δεν θίγει τη νομιμότητα της επεξεργασίας που πραγματοποιήθηκε πριν από την ανάκληση.","privacy-statement.8-rights.items.3":"Μπορείτε να ασκήσετε τα δικαιώματά σας επικοινωνώντας με τον υπεύθυνο επεξεργασίας των δεδομένων ή, σε περίπτωση διαφωνίας μαζί του, με τον υπεύθυνο προστασίας δεδομένων. Εάν χρειαστεί, μπορείτε επίσης να απευθυνθείτε στον Ευρωπαίο Επόπτη Προστασίας Δεδομένων. Τα στοιχεία επικοινωνίας τους παρέχονται στο σημείο 9 κατωτέρω.","privacy-statement.8-rights.items.4":"Εάν επιθυμείτε να ασκήσετε τα δικαιώματά σας στο πλαίσιο μίας ή περισσότερων συγκεκριμένων πράξεων επεξεργασίας, συμπεριλάβετε περιγραφή των πράξεων στην αίτησή σας (δηλ. παραθέστε τα στοιχεία αναφοράς της καταχώρισης ή των καταχωρίσεων, όπως ορίζεται στο σημείο 10 παρακάτω).","privacy-statement.9-contact.title":"Στοιχεία επικοινωνίας","privacy-statement.9-contact.data-controller.title":"Υπεύθυνος επεξεργασίας δεδομένων","privacy-statement.9-contact.data-controller.text":"Εάν επιθυμείτε να ασκήσετε τα δικαιώματά σας βάσει του κανονισμού (ΕΕ) 2018/1725, ή εάν έχετε παρατηρήσεις, ερωτήματα ή ανησυχίες, ή εάν θέλετε να υποβάλετε καταγγελία σχετικά με τη συλλογή και τη χρήση των προσωπικών σας δεδομένων, μπορείτε να επικοινωνήσετε με τον υπεύθυνο επεξεργασίας δεδομένων, μονάδα G.2, Ευρωπαϊκή Επιτροπή, στη διεύθυνση ηλεκτρονικού ταχυδρομείου","privacy-statement.9-contact.data-protection-officer.title":"Υπεύθυνος προστασίας δεδομένων (ΥΠΔ) της Επιτροπής","privacy-statement.9-contact.data-protection-officer.text":"Μπορείτε να επικοινωνήσετε με τον υπεύθυνο προστασίας δεδομένων (DATA-PROTECTION-OFFICER@ec.europa.eu) σχετικά με ζητήματα που αφορούν την επεξεργασία των προσωπικών σας δεδομένων βάσει του κανονισμού (ΕΕ) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Ευρωπαίος Επόπτης Προστασίας Δεδομένων (ΕΕΠΔ)","privacy-statement.9-contact.european-data-protection.text":'Εάν θεωρείτε ότι τα δικαιώματά σας βάσει του κανονισμού (ΕΕ) 2018/1725 έχουν παραβιαστεί λόγω της επεξεργασίας των προσωπικών σας δεδομένων από τον υπεύθυνο επεξεργασίας, έχετε δικαίωμα να προσφύγετε (δηλ. μπορείτε να υποβάλετε καταγγελία) στον Ευρωπαίο Επόπτη Προστασίας Δεδομένων (edps@edps.europa.eu) .',"privacy-statement.10-detailed-info.title":"Πού μπορείτε να βρείτε περισσότερες πληροφορίες;","privacy-statement.10-detailed-info.items.0":'Ο υπεύθυνος προστασίας δεδομένων της Επιτροπής (ΥΠΔ) δημοσιεύει το μητρώο όλων των διενεργούμενων από την Επιτροπή πράξεων επεξεργασίας προσωπικών δεδομένων, οι οποίες έχουν τεκμηριωθεί και του έχουν κοινοποιηθεί. Πρόσβαση στο εν λόγω μητρώο παρέχεται μέσω του ακόλουθου συνδέσμου: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Η συγκεκριμένη πράξη επεξεργασίας έχει συμπεριληφθεί στο δημόσιο μητρώο του υπευθύνου προστασίας δεδομένων με τα ακόλουθα στοιχεία αναφοράς καταχώρισης: DPR-EC-09706.1.","privacy.title":"ΠΡΟΣΤΑΣΙΑ ΤΩΝ ΠΡΟΣΩΠΙΚΩΝ ΣΑΣ ΔΕΔΟΜΕΝΩΝ","privacy.1-intro.title":"1. Εισαγωγή","privacy.1-intro.items.1":"

    Η Ευρωπαϊκή Επιτροπή (εφεξής η «Επιτροπή») δεσμεύεται να προστατεύει τα προσωπικά σας δεδομένα και να σέβεται την ιδιωτικότητά σας. Η Επιτροπή συλλέγει και επεξεργάζεται περαιτέρω τα προσωπικά δεδομένα σύμφωνα με τον κανονισμό (ΕΕ) 2018/1725 του Ευρωπαϊκού Κοινοβουλίου και του Συμβουλίου, της 23ης Οκτωβρίου 2018, για την προστασία των φυσικών προσώπων έναντι της επεξεργασίας δεδομένων προσωπικού χαρακτήρα από τα θεσμικά και λοιπά όργανα και τους οργανισμούς της Ένωσης και την ελεύθερη κυκλοφορία των δεδομένων αυτών [κατάργηση του κανονισμού (ΕΚ) αριθ. 45/2001].

    ","privacy.1-intro.items.2":"

    Αυτή η δήλωση προστασίας προσωπικών δεδομένων εξηγεί τον λόγο συλλογής και επεξεργασίας, τον τρόπο με τον οποίο συλλέγουμε, χειριζόμαστε και διασφαλίζουμε την προστασία όλων των προσωπικών δεδομένων που παρέχονται, τον τρόπο χρήσης αυτών των πληροφοριών και τα δικαιώματα που μπορείτε να ασκείτε σε σχέση με τα προσωπικά σας δεδομένα (δικαίωμα πρόσβασης, διόρθωσης, αποκλεισμού, κ.λπ.). Επίσης, ορίζει τα στοιχεία επικοινωνίας του αρμόδιου υπεύθυνου επεξεργασίας δεδομένων με τον οποίο μπορείτε να ασκήσετε τα δικαιώματά σας, του υπεύθυνου προστασίας δεδομένων και του Ευρωπαίου Επόπτη Προστασίας Δεδομένων.

    ","privacy.1-intro.items.3":"

    Αυτή η δήλωση προστασίας προσωπικών δεδομένων αφορά τη συλλογή και τη δημοσίευση προσωπικών δεδομένων στον ιστότοπο Codeweek.eu που είναι προσβάσιμος από το κοινό, ατόμων που λειτουργούν ως σημεία επαφής για τις δραστηριότητες της Ευρωπαϊκής Εβδομάδας Προγραμματισμού (πρέσβεις της Εβδομάδας Προγραμματισμού, συντονιστές του Υπουργείου Παιδείας, επικεφαλής εκπαιδευτικοί, καθώς και διοργανωτές δραστηριοτήτων και εκδηλώσεων).

    ","privacy.2-why.title":"2. Γιατί επεξεργαζόμαστε τα δεδομένα σας;","privacy.2-why.items.1":"

    Η Ευρωπαϊκή Επιτροπή συλλέγει και δημοσιεύει τα προσωπικά σας στοιχεία για να διευκολύνει τον εντοπισμό των σημείων επαφής από ενδιαφερόμενους φορείς ή ενδιαφερόμενους πολίτες. Η παροχή πραγματικών προσώπων ως σημείων επαφής είναι ο καλύτερος και αποτελεσματικότερος τρόπος για να εξασφαλιστεί ότι οι ενδιαφερόμενοι μπορούν να έρθουν σε επαφή με τις υπηρεσίες της Επιτροπής.

    ","privacy.2-why.items.2":"

    Τα προσωπικά σας δεδομένα δεν θα χρησιμοποιηθούν για οποιαδήποτε αυτοματοποιημένη λήψη αποφάσεων, συμπεριλαμβανομένης της δημιουργίας προφίλ.

    ","privacy.3-legal_process.title":"3. Βάσει ποιου νομικού λόγου/ποιων νομικών λόγων επεξεργαζόμαστε τα προσωπικά σας δεδομένα","privacy.3-legal_process.items.1":"

    Οι διαδικασίες επεξεργασίας προσωπικών δεδομένων για τη δημοσίευση σημείων επαφής είναι νόμιμες βάσει του άρθρου 5 παράγραφος 1 στοιχείο δ) του κανονισμού (ΕΕ) 2018/1725 επειδή δώσατε τη συγκατάθεσή σας για την επεξεργασία των προσωπικών σας δεδομένων μέσω φόρμας ιστού ή όταν συμφωνήσατε να χρησιμοποιούμε το ηλεκτρονικό σας ταχυδρομείο και το όνομα χρήστη σας, εάν έχετε εγγραφεί σε κάποιο κοινωνικό δίκτυο.

    ","privacy.4-collect_data.title":"4. Ποια προσωπικά δεδομένα συλλέγουμε και επεξεργαζόμαστε περαιτέρω;","privacy.4-collect_data.items.1":"

    Τα προσωπικά δεδομένα που συλλέγονται είναι πληροφορίες που διευκολύνουν την αναγνώρισή σας ως σημείου επαφής και αυξάνουν την προβολή σας για το κοινό, πιο συγκεκριμένα: τίτλος, όνομα, επώνυμο, θέση, επαγγελματικές ταχυδρομικές και ηλεκτρονικές διευθύνσεις, αριθμός τηλεφώνου, φωτογραφία, λογαριασμός σε μέσα κοινωνικής δικτύωσης, βιογραφικό.

    ","privacy.4-collect_data.items.2":"

    Παρείχατε αυτά τα προσωπικά σας δεδομένα εθελοντικά, συμπληρώνοντας τη φόρμα αίτησης.

    ","privacy.4-collect_data.items.3":"

    Η παροχή ορισμένων προσωπικών δεδομένων είναι υποχρεωτική για τη δημοσίευση δραστηριοτήτων ή/και στοιχείων επικοινωνίας στον ιστότοπο codeweek.eu. Αν δεν παρέχετε τα προσωπικά σας δεδομένα, η δραστηριότητά σας δεν θα δημοσιευθεί ή και δεν θα μπορείτε να λάβετε μέρος στα προαναφερθέντα δίκτυα.

    ","privacy.4-collect_data.items.4":"

    Παρέχετε όλα τα άλλα προσωπικά δεδομένα σε εθελοντική βάση.

    ","privacy.4-collect_data.items.5":'Όταν εγγραφείτε στο ενημερωτικό δελτίο μας, η διεύθυνση ηλεκτρονικού ταχυδρομείου σας προστίθεται στη λίστα αλληλογραφίας ενημερωτικών δελτίων της EU Code Week, την οποία διαχειρίζεται η Mailerlite.com. Διαβάστε την πολιτική απορρήτου της Mailerlite: https://www.mailerlite.com/legal/privacy-policy. Μπορείτε να ανακαλέσετε τη συγκατάθεση αυτή ανά πάσα στιγμή, χρησιμοποιώντας το σύνδεσμο "unsubscribe" (κατάργηση εγγραφής) στα μηνύματα ηλεκτρονικού ταχυδρομείου που λαμβάνετε από εμάς ή μπορείτε να μας στείλετε ένα μήνυμα ηλεκτρονικού ταχυδρομείου στη διεύθυνση info@codeweek.eu με την "Κατάργηση εγγραφής" στη γραμμή θέματος.',"privacy.5-how_long.title":"5. Πόσο καιρό διατηρούμε τα προσωπικά σας δεδομένα;","privacy.5-how_long.items.1":"

    Η Επιτροπή διατηρεί τα προσωπικά σας δεδομένα μόνο για το χρονικό διάστημα που απαιτείται για την εκπλήρωση του σκοπού της συλλογής ή της περαιτέρω επεξεργασίας που περιγράφεται στο σημείο 2, δηλαδή για όσο διάστημα είστε σημείο επαφής.

    ","privacy.5-how_long.items.2":"

    Τα προσωπικά σας δεδομένα θα αφαιρεθούν από τον δημόσια διαθέσιμο ιστότοπο, αμέσως μόλις σταματήσετε να είστε σημείο επαφής, εκτός εάν έχετε συμφωνήσει να συμπεριληφθείτε στη βάση δεδομένων για μελλοντικές δραστηριότητες.

    ","privacy.6-protect_data.title":"6. Πώς προστατεύουμε και διαφυλάσσουμε τα προσωπικά σας δεδομένα;","privacy.6-protect_data.items.1":"

    Όλα τα προσωπικά δεδομένα σε ηλεκτρονική μορφή (ηλεκτρονικά μηνύματα, έγγραφα, βάσεις δεδομένων, δέσμες δεδομένων που έχουν μεταφορτωθεί, κ.λπ.) αποθηκεύονται είτε στους διακομιστές της Ευρωπαϊκής Επιτροπής είτε των αναδόχων της. Όλες οι πράξεις επεξεργασίας διεξάγονται σύμφωνα με την απόφαση της Επιτροπής (ΕΕ, Ευρατόμ) 2017/46, της 10ης Ιανουαρίου 2017, σχετικά με την ασφάλεια των συστημάτων επικοινωνίας και πληροφοριών στην Ευρωπαϊκή Επιτροπή.

    ","privacy.6-protect_data.items.2":"

    Οι ανάδοχοι της Επιτροπής δεσμεύονται από ειδική συμβατική ρήτρα για οποιεσδήποτε πράξεις επεξεργασίας των δεδομένων σας εξ ονόματος της Επιτροπής, καθώς και από τις υποχρεώσεις εμπιστευτικότητας που απορρέουν από τη μεταφορά του γενικού κανονισμού για την προστασία των δεδομένων στα κράτη μέλη της ΕΕ [κανονισμός «ΓΚΠΔ» (ΕΕ) 2016/679].

    ","privacy.6-protect_data.items.3":"

    Για την προστασία των προσωπικών σας δεδομένων, η Επιτροπή έχει θέσει σε εφαρμογή ορισμένα τεχνικά και οργανωτικά μέτρα. Τα τεχνικά μέτρα περιλαμβάνουν κατάλληλες ενέργειες για την αντιμετώπιση της ασφάλειας στο διαδίκτυο, του κινδύνου απώλειας δεδομένων, της αλλοίωσης δεδομένων ή της μη εξουσιοδοτημένης πρόσβασης, λαμβάνοντας υπόψη τον κίνδυνο που ενέχει η επεξεργασία και η φύση των προσωπικών δεδομένων που τυγχάνουν επεξεργασίας. Τα οργανωτικά μέτρα περιλαμβάνουν περιορισμό της πρόσβασης στα προσωπικά δεδομένα μόνο σε εξουσιοδοτημένα πρόσωπα που έχουν νόμιμη ανάγκη να γνωρίζουν, για τους σκοπούς της εν λόγω πράξης επεξεργασίας.

    ","privacy.7-access_data.title":"7. Ποιος έχει πρόσβαση στα δεδομένα σας και σε ποιον κοινοποιούνται;","privacy.7-access_data.items.1":"

    Η πρόσβαση στα προσωπικά σας δεδομένα παρέχεται στο προσωπικό της Επιτροπής που είναι υπεύθυνο για τη διεξαγωγή αυτής της επεξεργασίας και στο εξουσιοδοτημένο προσωπικό σύμφωνα με την αρχή της «ανάγκης για γνώση». Το εν λόγω προσωπικό συμμορφώνεται με τις νομικές και, εφόσον απαιτείται, πρόσθετες συμφωνίες εμπιστευτικότητας.

    ","privacy.7-access_data.items.2":"

    Συγκεκριμένα, σε όλα τα προσωπικά δεδομένα που παρέχονται από εσάς μπορούν να έχουν πρόσβαση οι διαχειριστές των ιστοτόπων (προσωπικό της Επιτροπής), καθώς και άλλοι υπάλληλοι της Επιτροπής με βάση την «ανάγκη για γνώση».. Επιπλέον, τα προσωπικά σας στοιχεία και οι πληροφορίες για εκδηλώσεις θα κοινοποιηθούν στα μέλη των δικτύων πρέσβεων της Ευρωπαϊκής Εβδομάδας Προγραμματισμού και των εκπαιδευτικών συντονιστών για τη διοργάνωση τοπικών δραστηριοτήτων ή για μελλοντικές δράσεις.

    ","privacy.7-access_data.items.3":"

    Προκειμένου να αυξηθεί η προβολή των σημείων επαφής, τα προσωπικά σας δεδομένα δημοσιεύονται χωρίς περιορισμό πρόσβασης στον δημόσιο ιστότοπο: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Σχετικά με τη μεταφορά δεδομένων σε τρίτους

    ","privacy.7-access_data.items.5":"

    Οι πληροφορίες που συλλέγουμε δεν θα δοθούν σε τρίτους, παρά μόνο στον βαθμό και τον σκοπό για τον οποίο ενδέχεται να μας ζητηθεί από τον νόμο.

    ","privacy.8-rights.title":"8. Ποια είναι τα δικαιώματά σας και πώς μπορείτε να τα ασκήσετε;","privacy.8-rights.items.1":"

    Έχετε συγκεκριμένα δικαιώματα ως «υποκείμενο δεδομένων» σύμφωνα με το κεφάλαιο III (άρθρα 14-25) του κανονισμού (ΕΕ) 2018/1725, ιδίως το δικαίωμα πρόσβασης, διόρθωσης ή διαγραφής των προσωπικών σας δεδομένων και το δικαίωμα περιορισμού της επεξεργασίας των προσωπικών δεδομένων σας. Σε ορισμένες περιπτώσεις, έχετε επίσης το δικαίωμα εναντίωσης στην επεξεργασία ή το δικαίωμα στη φορητότητα των δεδομένων.

    ","privacy.8-rights.items.2":"

    Έχετε συναινέσει να παρέχετε τα προσωπικά σας δεδομένα σε εμάς για την παρούσα πράξη επεξεργασίας και μπορείτε να ανακαλέσετε τη συγκατάθεσή σας ανά πάσα στιγμή, ειδοποιώντας τον υπεύθυνο επεξεργασίας δεδομένων. Η ανάκληση της συγκατάθεσης δεν θα επηρεάσει τη νομιμότητα της επεξεργασίας που πραγματοποιήθηκε πριν από την ανάκληση της συγκατάθεσης.

    ","privacy.8-rights.items.3":"

    Μπορείτε να ασκήσετε τα δικαιώματά σας, επικοινωνώντας με τον υπεύθυνο επεξεργασίας δεδομένων ή, σε περίπτωση διαμάχης, με τον υπεύθυνο προστασίας δεδομένων. Εάν είναι απαραίτητο, μπορείτε επίσης να απευθυνθείτε στον Ευρωπαίο Επόπτη Προστασίας Δεδομένων. Τα στοιχεία επικοινωνίας τους δίνονται στην ενότητα 9 παρακάτω.

    ","privacy.9-contact.title":"9. Στοιχεία επικοινωνίας","privacy.9-contact.data-controller.title":"-Ο υπεύθυνος επεξεργασίας δεδομένων","privacy.9-contact.data-controller.text":"

    Εάν επιθυμείτε να ασκήσετε τα δικαιώματά σας σύμφωνα με τον Κανονισμό (ΕΕ) 2018/1725 ή αν έχετε παρατηρήσεις, ερωτήσεις ή ανησυχίες ή αν θέλετε να υποβάλετε μια καταγγελία σχετικά με τη συλλογή και χρήση των προσωπικών σας δεδομένων, επικοινωνήστε με τον υπεύθυνο επεξεργασίας δεδομένων,

    ","privacy.9-contact.data-controller.address":"Γενική Διεύθυνση Επικοινωνιακών Δικτύων, Περιεχομένου και Τεχνολογιών, Μονάδα G2
    Κτίριο BU25
    B-1049 Βρυξέλλες
    ","privacy.9-contact.data-controller.email":"Ηλεκτρονικό ταχυδρομείο: ","privacy.9-contact.data-protection-officer.title":"-Ο υπεύθυνος προστασίας δεδομένων της Επιτροπής","privacy.9-contact.data-protection-officer.text":'

    Μπορείτε να επικοινωνήσετε με τον υπεύθυνο προστασίας δεδομένων (DATA-PROTECTION-OFFICER@ec.europa.eu) σχετικά με θέματα που αφορούν την επεξεργασία των προσωπικών σας δεδομένων σύμφωνα με τον κανονισμό (ΕΕ) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"-Ο Ευρωπαίος Επόπτης Προστασίας Δεδομένων (ΕΕΠΔ)","privacy.9-contact.european-data-protection.text":'

    Έχετε δικαίωμα προσφυγής (δηλ. μπορείτε να υποβάλετε καταγγελία) στον Ευρωπαίο Επόπτη Προστασίας Δεδομένων (edps@edps.europa.eu) εάν θεωρήσετε ότι παραβιάστηκαν τα δικαιώματά σας βάσει του κανονισμού (ΕΕ) 2018/1725, ως αποτέλεσμα της επεξεργασίας των προσωπικών σας δεδομένων από τον υπεύθυνο επεξεργασίας δεδομένων.

    ',"remote-teaching.remote-teaching":"διδασκαλία εξ αποστάσεως","remote-teaching.intro.title":"Εβδομάδα Προγραμματισμού και διδασκαλία εξ αποστάσεως","remote-teaching.intro.text":"Η εξ αποστάσεως εκπαίδευση μπορεί να αποτελέσει μεγάλη πρόκληση για τους εκπαιδευτικούς και τους εκπαιδευόμενους και υπάρχουν πολλά εμπόδια που πρέπει να ξεπεραστούν. Ωστόσο, η διδασκαλία προγραμματισμού, υπολογιστικής σκέψης —ακόμη και ρομποτικής— δεν χρειάζεται να σταματήσει, επειδή οι μαθητές σας είναι στο σπίτι. Ας δούμε μερικές συμβουλές και πόρους που ελπίζουμε ότι θα σας βοηθήσουν.","remote-teaching.intro.points.1":"πρόκειται για μια συλλογή σύντομων βίντεο με υλικά για ιδιοκατασκευές, παζλ, παιχνίδια και προκλήσεις προγραμματισμού για καθημερινή χρήση τόσο μέσα στην οικογένεια όσο και στο σχολείο.","remote-teaching.intro.points.2.0":"Προγραμματισμός χωρίς σύνδεση στο διαδίκτυο","remote-teaching.intro.points.2.1":"εδώ θα βρείτε διάφορες δραστηριότητες που μπορείτε εύκολα να κάνετε στο σπίτι για να μάθετε ή να διδάξετε προγραμματισμό με υλικά καθημερινής χρήσης.","remote-teaching.intro.points.3.0":"Εκπαιδευτικές ενότητες","remote-teaching.intro.points.3.1":"δώ θα βρείτε «εκπαιδευτικές ενότητες» ή εκπαιδευτικά προγράμματα για τη βιώσιμη ανάπτυξη και την τεχνητή νοημοσύνη τα οποία περιλαμβάνουν στα σχέδια μαθημάτων τους διδακτικές ενότητες εξ αποστάσεως.","remote-teaching.intro.points.4.0":"Αποθετήριο πόρων","remote-teaching.intro.points.4.1":"πολλοί από τους πόρους του αποθετηρίου μπορούν επίσης να χρησιμοποιηθούν σε σενάρια διδασκαλίας εξ αποστάσεως. Μπορείτε να βρείτε πόρους για να διδάξετε προγραμματισμό ή για να μάθετε προγραμματισμό.","remote-teaching.intro.points.5.0":"Διαδικτυακά σεμινάρια προγραμματισμού από το σπίτι","remote-teaching.intro.points.5.1":"γνωρίζατε ότι η Εβδομάδα Προγραμματισμού διοργάνωσε διάφορα διαδικτυακά σεμινάρια για το πώς να μάθετε και να διδάξετε προγραμματισμό από το σπίτι; Ρίξτε μια ματιά!","remote-teaching.tips.title":"7 συμβουλές για εξ αποστάσεως διδασκαλία προγραμματισμού","remote-teaching.tips.points.1.0":"Εξοικειωθείτε με τις έννοιες, τη γλώσσα προγραμματισμού και το λογισμικό","remote-teaching.tips.points.1.1":"παρόλο που οι μαθητές μπορούν να μάθουν συγγραφή κώδικα και προγραμματισμό σχεδόν αυτόνομα με τη μέθοδο δοκιμής-σφάλματος, εσείς θα πρέπει να τους καθοδηγήσετε και να τους βοηθήσετε να εντοπίσουν λάθη στη σύνταξή τους. Να είστε έτοιμοι να αλλάξετε και να προσαρμοστείτε αν ένα ψηφιακό εργαλείο ή μια γλώσσα προγραμματισμού δεν φέρει τα μαθησιακά αποτελέσματα που αναμένατε.","remote-teaching.tips.points.2.0":"Ενδυναμώστε τους μαθητές","remote-teaching.tips.points.2.1":"βοηθήστε τους μαθητές σας να αξιοποιήσουν πλήρως τις δυνατότητές τους, παρέχοντας ενδιαφέροντα και ουσιαστικά μαθήματα. Αφήστε τους να εξερευνήσουν τις δεξιότητες και τη δημιουργικότητά τους, δίνοντάς τους τη δυνατότητα να επιλέγουν τα δικά τους σχέδια και αποτελέσματα. Επιπλέον, σας συνιστούμε να είστε ρεαλιστές και να ορίζετε στόχους που μπορούν να επιτευχθούν από τους μαθητές σας.","remote-teaching.tips.points.3.0":"Ενθαρρύνετε τους μαθητές να εργάζονται σε ομάδες","remote-teaching.tips.points.3.1":`ο προγραμματισμός σε ομάδες δεν είναι μόνο πιο διασκεδαστικός, αλλά βοηθά επίσης τους μαθητές να επιτύχουν πιο σύνθετα και δημιουργικά έργα. Επιπλέον, η εξ αποστάσεως μάθηση μπορεί να σημαίνει απομόνωση για ορισμένους μαθητές, και η ομαδική εργασία μπορεί να το αποτρέψει αυτό. Για παράδειγμα, θα μπορούσατε να δημιουργήσετε διαδικτυακές αίθουσες συσκέψεων όπου οι μαθητές σας θα μπορούν να συγκεντρώνονται σε ομάδες ή να οργανώσετε μια αξιολόγηση από ομοτίμους, καλώντας τους μαθητές να δώσουν και να λάβουν εποικοδομητικά σχόλια για τα έργα των άλλων. -`,"remote-teaching.tips.points.4.0":"Εξερευνήστε το ανοικτό λογισμικό και τις δωρεάν διαδικτυακές πλατφόρμες για να μάθετε πώς να προγραμματίζετε","remote-teaching.tips.points.4.1":"υπάρχουν πολλοί πόροι υψηλής ποιότητας για να διδαχθείτε και για να διδάξετε προγραμματισμό. Οι πόροι οποίοι είναι προηγμένοι αλλά εξακολουθούν να είναι εύχρηστοι. Πρόκειται για δωρεάν εργαλεία που μπορούν να χρησιμοποιούν οι μαθητές σας χωρίς να χρειάζεται να αγοράσουν άδειες ή να τηλεφορτώσουν λογισμικό. Τα περισσότερα από αυτά μπορείτε να τα βρείτε στο αποθετήριο της Εβδομάδας Προγραμματισμού, π.χ., Scratch, App Inventor, Code.org, EarSketch, Sonic Pi και τα λοιπά. Όπως είδαμε στις εκπαιδευτικές ενότητεςτης Εβδομάδας Προγραμματισμού, μπορείτε να εφαρμόσετε τα εργαλεία αυτά σε οποιοδήποτε θέμα!","remote-teaching.tips.points.5.0":"Βάλτε στη διδασκαλία σας το παιχνίδι","remote-teaching.tips.points.5.1":"τα πρώτα σας βήματα στον προγραμματισμό θα πρέπει να είναι ευχάριστα και διασκεδαστικά, και παρόλο που μπορεί αυτή τη φορά να μην έχετε την ευκαιρία να μοιραστείτε αυτή την ευχαρίστηση με κάποιον άλλον από κοντά, υπάρχουν τρόποι να παίξετε και να διασκεδάσετε μαζί! Για παράδειγμα, μπορείτε να προτείνετε στους μαθητές σας να κάνουν ένα διάλειμμα από το μάθημα για να έρθουν κοντά και να παίξουν μαζί το CodyColor, ένα εκπαιδευτικό παιχνίδι με πολλούς παίκτες που έχει σχεδιαστεί έτσι ώστε οι μαθητές να διδάσκονται υπολογιστική σκέψη παίζοντας.","remote-teaching.tips.points.6.0":"Μιμηθείτε την πραγματική αλληλεπίδραση στην τάξη","remote-teaching.tips.points.6.1":"η τεχνολογία μάς επιτρέπει να αναπαράγουμε τουλάχιστον εν μέρει το είδος της αλληλεπίδρασης που θα αναπτυσσόταν στην τάξη. Μπορείτε να ενθαρρύνετε τους μαθητές σας να χρησιμοποιούν την κάμερά τους σε συγκεκριμένες χρονικές στιγμές, να σηκώνουν το χέρι τους εικονικά, να υποβάλλουν ερωτήσεις πρόσωπο με πρόσωπο ή στο πλαίσιο συνομιλίας, να απαντούν σε ψηφιακές δημοσκοπήσεις και κουίζ κ.λπ. Ορισμένα δωρεάν ψηφιακά εργαλεία που μπορείτε να χρησιμοποιήσετε για τον σκοπό αυτόν είναι τα εξής: Zoom, Microsoft Teams, GoToMeeting ή Jitsi για ζωντανά μαθήματα στην τάξη, και Kahoot, Mentimeter ή Google Forms για κουίζ και αλληλεπίδραση στην τάξη. Τα εργαλεία αυτά θα βοηθήσουν τους μαθητές να αισθάνονται ότι βρίσκονται στην τάξη και να νιώθουν κοντά με τους ομοίους τους","remote-teaching.tips.points.7.0":"Εξασφαλίστε τη διαθεσιμότητα και την οικονομική προσιτότητα των υλικών","remote-teaching.tips.points.7.1":"βεβαιωθείτε ότι τα μαθήματα προγραμματισμού είναι ρεαλιστικά και ότι μπορούν να συμμετέχουν όλοι, διασφαλίζοντας ότι τα απαιτούμενα υλικά είναι εύκολο να βρεθούν σε οποιοδήποτε νοικοκυριό και ότι είτε όλοι οι μαθητές μπορούν να τα καταφέρουν είτε ότι κάνετε τις κατάλληλες προσαρμογές για εκείνους που ίσως να μη τα καταφέρουν. Για παράδειγμα, για τις δραστηριότητες προγραμματισμού χωρίς σύνδεση στο διαδίκτυο απαιτούνται φθηνά υλικά όπως ψαλίδι, χαρτί ή μαρκαδόροι. Όταν ασχολείστε με διαδικτυακές ασκήσεις προγραμματισμού, βεβαιωθείτε ότι όλοι οι μαθητές έχουν στο σπίτι τους πρόσβαση σε ταμπλέτα ή υπολογιστή και αξιόπιστη σύνδεση στο διαδίκτυο.","remote-teaching.tips.conclusion":"Πώς μαθαίνετε και διδάσκετε συγγραφή κώδικα και προγραμματισμό σε περιβάλλοντα διδασκαλίας εξ αποστάσεως; Έχετε συμβουλές για άλλους επαγγελματίες του τομέα της εκπαίδευσης; Προσθέστε ένα σχόλιο στο παρακάτω φόρουμ!","report.title":"Υποβολή αναφοράς για την εκδήλωσή σου #EUCodeWeek","report.event_title":"Τίτλος εκδήλωσης","report.number_required":"Παρακαλούμε δώσε κάποιες γενικές εκτιμήσεις, ακόμα και αν δεν έχεις τα ακριβή στοιχεία.","report.phrase1":"Μπορείς να συμπληρώσεις αυτό το έντυπο μόνο μία φορά! Παρακαλούμε έλεγξε τα στοιχεία σου προσεχτικά. Αν κάνεις κάποιο λάθος, ","report.phrase2":"Μετά την υποβολή της αναφοράς, θα εκδοθεί αυτόματα ένα εξατομικευμένο πιστοποιητικό συμμετοχής στην Εβδομάδα Προγραμματισμού και θα μπορείς να το καταφορτώσεις ή να το κοινοποιήσεις. Μπορείς να δεις ένα υπόδειγμα πιστοποιητικού εδώ.","report.phrase3":"Τα υποχρεωτικά πεδία σημειώνονται με αστερίσκο *.","report.phrase4":"Μπορείς να συμπληρώσεις αυτό το έντυπο μόνο μία φορά! Παρακαλούμε έλεγξε τα στοιχεία σου προσεχτικά. Αν κάνεις κάποιο λάθος,","report.contactus":"επικοινώνησε μαζί μας","report.participants_count.label":"Αριθμός συμμετεχόντων","report.average_participant_age.label":"Μέσος όρος ηλικίας συμμετεχόντων","report.percentage_of_females.label":"Ποσοστό κοριτσιών/γυναικών","report.codeweek_for_all_participation_code.label":"Κωδικός συμμετοχής στην πρόκληση Codeweek for all","report.codeweek_for_all_participation_code.help":"Μπορείς να συμπληρώσεις εδώ τον κωδικό της πρόκλησης Codeweek4All, εάν έχεις. Εάν δεν συμμετέχεις, απλώς αγνόησέ αυτό το πεδίο.","report.name_for_certificate.label":"Όνομα για πιστοποιητικό","report.name_for_certificate.help":"Άλλαξέ το με το όνομα του διοργανωτή της εκδήλωσης, για τον οποίο θα εκδοθεί πιστοποιητικό συμμετοχής στην Εβδομάδα Προγραμματισμού. Παρακαλούμε χρησιμοποίησε μόνο ASCII (λατινικούς) χαρακτήρες. Οι χαρακτήρες με τόνους, διαλυτικά και συναφή δεν υποστηρίζονται.","report.submit":"Υποβολή αναφοράς εκδήλωσης","report.thanks_page.title":"Ευχαριστούμε για την υποβολή της αναφοράς της εκδήλωσής σου!","report.thanks_page.certificate_ready":"Το πιστοποιητικό σου είναι έτοιμο.","report.thanks_page.download_button":"Πάτησε εδώ για λήψη.","report.thanks_page.back_events":"Επιστροφή στην εκδήλωσή σου","resources.search_resources":"Αναζήτηση πόρων","resources.types":"Είδη","resources.levels":"Επίπεδα","resources.programming_languages":"Γλώσσες προγραμματισμού","resources.categories":"Κατηγορίες","resources.Languages":"Γλώσσες","resources.Subjects":"μαθήματα","resources.share":"Κοινοποίηση","resources.communication_toolkit":"Εργαλειοθήκη επικοινωνίας","resources.teachers_toolkit":"Εργαλειοθήκη δασκάλων","resources.leaflet":"Φυλλάδιο","resources.how_to_organise_an_activity":"Πώς να διοργανώσεις μια δραστηριότητα;","resources.resources.languages.Russian":"Ρωσικά","resources.resources.languages.Norwegian":"Νορβηγικά","resources.resources.languages.Mandarin":"Μανδαρινικά","resources.resources.languages.Japanese":"Ιαπωνικά","resources.resources.languages.All targeted languages":"Όλες οι στοχευμένες γλώσσες","resources.resources.levels.Beginner":"Επίπεδο αρχαρίου","resources.resources.levels.Intermediate":"Μεσαίο επίπεδο","resources.resources.levels.Advanced":"Προχωρημένο επίπεδο","resources.resources.levels.Pre-primary education":"Προσχολική εκπαίδευση","resources.resources.levels.Primary school (5-12)":"Δημοτικό σχολείο (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Δευτεροβάθμια εκπαίδευση/Γυμνάσιο (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Δευτεροβάθμια εκπαίδευση/Λύκειο (16-18)","resources.resources.levels.Higher Education":"Ανώτατη εκπαίδευση","resources.resources.levels.Other":"Άλλο","resources.resources.subjects.Art":"Τέχνη","resources.resources.subjects.Biology":"Βιολογία","resources.resources.subjects.Chemistry":"Χημεία","resources.resources.subjects.Computer Science":"Επιστήμη υπολογιστών","resources.resources.subjects.Culture":"Πολιτισμός","resources.resources.subjects.Economics":"Οικονομικά","resources.resources.subjects.Foreign Languages":"Ξένες Γλώσσες","resources.resources.subjects.Geography":"Γεωγραφία","resources.resources.subjects.Geology":"Γεωλογία","resources.resources.subjects.History":"Ιστορία","resources.resources.subjects.Language and Literature":"Γλώσσα και λογοτεχνία","resources.resources.subjects.Mathematics":"Μαθηματικά","resources.resources.subjects.Natural Sciences":"Φυσικές επιστήμες","resources.resources.subjects.Physical Education":"Φυσική αγωγή","resources.resources.subjects.Physics":"Φυσική","resources.resources.subjects.Coding":"Συγγραφή κώδικα","resources.resources.subjects.Special Education Needs":"Ανάγκες ειδικής εκπαίδευσης","resources.resources.subjects.Other":"Άλλο","resources.resources.types.Tutorial":"Μάθημα","resources.resources.types.Website":"Ιστότοπος","resources.resources.types.Online Course":"Διαδικτυακό μάθημα","resources.resources.types.Video":"Βίντεο","resources.resources.types.Audio":"Ήχος","resources.resources.types.Application":"Εφαρμογή","resources.resources.types.Game":"Παιχνίδι","resources.resources.types.Graphic Material":"Γραφικό υλικό","resources.resources.types.Presentation":"Παρουσίαση","resources.resources.types.Toolkit":"Εργαλειοθήκη","resources.resources.types.Other":"Άλλο","resources.resources.types.Lesson Plan":"Πλάνο μαθήματος","resources.resources.types.Guide":"Οδηγός","resources.resources.categories.Coding":"Συγγραφή κώδικα","resources.resources.categories.Programming":"Προγραμματισμός","resources.resources.categories.Computational Thinking":"Υπολογιστική σκέψη","resources.resources.categories.Robotics":"Ρομποτική","resources.resources.categories.Making":"Κατασκευές","resources.resources.categories.Tinkering":"Μαστορέματα","resources.resources.categories.Unplugged Activities":"Δραστηριότητες χωρίς σύνδεση στο διαδίκτυο","resources.resources.categories.Other":"Άλλο","school.name":"Όνομα σχολείου","school.location":"Τοποθεσία σχολείου","school.description":"Περιγραφή σχολείου","school.school":"Σχολείο","school.add":"Προσθήκη","school.list":"Καταχώριση","school.required.name":"Το όνομα σχολείου είναι υποχρεωτικό πεδίο","school.required.location":"Η τοποθεσία σχολείου είναι υποχρεωτικό πεδίο","schools.1.title1":"Γιατί θα πρέπει να εισάγεις τον προγραμματισμό στην τάξη σου;","schools.1.title2":"Πώς μπορεί ο προγραμματισμός να βοηθήσει τους μαθητές σου; Τι όφελος μπορεί να έχεις εσύ ως εκπαιδευτικός;","schools.1.content.0":"Πιστεύουμε ότι ο βασικός γραμματισμός όλων σε μια ψηφιακή εποχή πρέπει να περιλαμβάνει την κατανόηση του προγραμματισμού και την ανάπτυξη καίριων ικανοτήτων που σχετίζονται με την υπολογιστική σκέψη, όπως είναι η επίλυση προβλημάτων, η συνεργασία και οι δεξιότητες ανάλυσης.","schools.1.content.1":"Η εκμάθηση της συγγραφής κώδικα μπορεί να δώσει ώθηση στους μαθητές σου έτσι ώστε να βρεθούν στο προσκήνιο μιας κοινωνίας ψηφιακών ικανοτήτων, να κατανοήσουν καλύτερα τον κόσμο που τους περιβάλλει και να έχουν περισσότερες ευκαιρίες επιτυχίας στην προσωπική και επαγγελματική ζωή τους.","schools.1.content.2":"Η Εβδομάδα Προγραμματισμού προσφέρει σε όλους τους μαθητές τη δυνατότητα να κάνουν τα πρώτα τους βήματα ως δημιουργοί ψηφιακού περιεχομένου, παρέχοντας δωρεάν σε σχολεία και δασκάλους ευκαιρίες επαγγελματικής ανάπτυξης, εκπαιδευτικό υλικό, διεθνείς προκλήσεις και ευκαιρίες ανταλλαγών.","schools.1.button.label":"Θέλεις να ξεκινήσεις αμέσως; Εγγράψου εδώ!","schools.2.title1":"Έτοιμος/η να δηλώσεις συμμετοχή;","schools.2.title2":"Διοργάνωσε ένα μάθημα, ένα σεμινάριο κατάρτισης ή μια εκδήλωση, και καρφίτσωσέ την στον χάρτη.","schools.2.content.0":"Είτε έχεις γνώσεις στη συγγραφή κώδικα ή στον προγραμματισμό είτε όχι, μπορείς εύκολα να διοργανώσεις ένα μάθημα στην τάξη σου, μια ημέρα γνωριμίας ή μια εκδήλωση στο σχολείο σου. Απλώς βρες μια ημερομηνία και καταχώρισε τη δραστηριότητά σου στον παρακάτω χάρτη. Αν πιστεύεις ότι χρειάζεσαι υποστήριξη για την προετοιμασία ενός μαθήματος προγραμματισμού, προχώρησε απευθείας στην επόμενη ενότητα.","schools.2.content.1":"Δες ορισμένα παραδείγματα δραστηριοτήτων που διοργανώνονται κάνοντας περιήγηση στον παρακάτω χάρτη και προσθέστε τις δικές σας δραστηριότητες ακολουθώντας το παράδειγμα χιλιάδων άλλων συναδέλφων εκπαιδευτών σε όλη την Ευρώπη και τον κόσμο:","schools.2.button.label":"Έτοιμος/η να το προσπαθήσεις; Πρόσθεσε μια δραστηριότητα!","schools.3.title1":"Δεν έχεις εμπειρία στον προγραμματισμό; Μην ανησυχείς","schools.3.title2":"Τα εργαλεία μας σε βοηθούν να μυηθείς στον προγραμματισμό πριν τον μεταδόσεις στους μαθητές σου","schools.3.content.0":"Αν επιθυμείς να εισάγεις τον προγραμματισμό στο μάθημά σου αλλά δεν ξέρεις από πού να αρχίσεις, μην ανησυχείς! Μια διεθνής ομάδα εκπαιδευτικών και ειδικών έχουν αναπτύξει μια σειρά από σύντομες ηλεκτρονικές εκπαιδευτικές ενότητες για να σε βοηθήσουν να ξεκινήσεις.","schools.3.content.1":"Δεν απαιτείται προηγούμενη εμπειρία στον προγραμματισμό για να παρακολουθήσεις τα εκπαιδευτικά προγράμματά μας!","schools.3.button.label":"Πρόσβαση στις εκπαιδευτικές ενότητες","schools.4.title1":"Θέλεις να δοκιμάσεις μια ακόμα πρόκληση;","schools.4.title2":"Δημιούργησε ένα δίκτυο δραστηριοτήτων, συμπερίλαβε όσο περισσότερους μαθητές γίνεται, και κέρδισε το Πιστοποιητικό Αριστείας","schools.4.content.0":"Οι προκλήσεις Code Week 4 All σε καλούν να ενώσεις τις δυνάμεις σου με άλλους εκπαιδευτικούς ή άλλα σχολεία και να συμμετέχεις σε μια διεθνή κοινότητα ατόμων με παρόμοιο τρόπο σκέψης, δίνοντας την ευκαιρία στους μαθητές να κάνουν τα πρώτα τους βήματα στον προγραμματισμό. Δημιούργησε μια συμμαχία που να περιλαμβάνει πάνω από 1 000 μαθητές και θα κερδίσεις το Πιστοποιητικό Αριστείας.","schools.4.button.label":"Μάθε περισσότερα για την πρόκληση Code Week 4 All","schools.title":"ΜΙΛΗΣΤE ΣΤΟΥΣ ΜΑΘΗΤΕΣ ΣΑΣ ΓΙΑ ΤΗΝ ΕΒΔΟΜΑΔΑ ΠΡΟΓΡΑΜΜΑΤΙΣΜΟΥ","scoreboard.title":"Σε ποιες χώρες πραγματοποιούνται οι περισσότερες δραστηριότητες προγραμματισμού; ","scoreboard.paragraph":"Η ταξινόμηση του πίνακα αποτελεσμάτων γίνεται με βάση τον αριθμό των καταχωρημένων εκδηλώσεων προγραμματισμού ανά πληθυσμό, οπότε μην εκπλήσσεσαι που βλέπεις μερικές από τις μικρότερες χώρες στις υψηλότερες θέσεις της λίστας!","scoreboard.parcipating_with":"συμμετέχει με","scoreboard.events":"εκδηλώσεις","search.audience_title":"ΚΟΙΝΟ","search.theme_title":"ΘΕΜΑ","search.placeholder":"Αναζήτηση για όνομα εκδήλωσης ή ετικέτα","search.submit":"ΑΝΑΖΗΤΗΣΗ","search.label_country":"ΕΠΙΛΟΓΗ ΧΩΡΑΣ","search.last_year_events.label":"ΣΥΜΠΕΡΙΛΗΨΗ ΕΚΔΗΛΩΣΕΩΝ ΠΕΡΑΣΜΕΝΩΝ ΕΤΩΝ","search.last_year_events.yes":"ΝΑΙ","search.last_year_events.no":"ΟΧΙ","search.search_counter":"αντιστοιχούν στα κριτήρια της αναζήτησής σου","search.event":"εκδήλωση","search.events":"εκδηλώσεις","search.year":"έτος","search.audiences":"Κοινό","search.themes":"Θέματα","search.countries":"Χώρες","search.search_placeholder":"Εύρεση με βάση τον τίτλο ή την περιγραφή","snippets.featured-activities":"Εδώ θα βρείτε τις προσεχείς προτεινόμενες δραστηριότητες της Ευρωπαϊκής Εβδομάδας Προγραμματισμού που υποδέχονται τους διαδικτυακούς συμμετέχοντες. Μπορείτε να φιλτράρετε ανά γλώσσα και ανά μήνα και, κάνοντας κλικ στο κουμπί «Προβολή», θα έχετε πρόσβαση σε όλα τα λεπτομερή στοιχεία σχετικά με τη δραστηριότητα και τα στοιχεία επικοινωνίας των διοργανωτών. Καλή διασκέδαση!","snippets.learn":"Η συγγραφή κώδικα και ο προγραμματισμός είναι βασικές ικανότητες με όλο και μεγαλύτερη ζήτηση σε κάθε τομέα, και η Ευρωπαϊκή Εβδομάδα Προγραμματισμού θέλει να σας στηρίξει στην εκμάθηση αυτών των ικανοτήτων! Φυλλομετρήστε το αποθετήριό μας και βρείτε τον τέλειο πόρο για να ξεκινήσετε ή να συνεχίσετε το ταξίδι προγραμματισμού. Όλοι αυτοί οι πόροι διατίθενται δωρεάν. Μην ξεχνάτε ότι μπορείτε να φιλτράρετε την αναζήτησή σας ανά είδος πόρου, επίπεδο δεξιοτήτων, γλώσσα προγραμματισμού, κατηγορία και γλώσσα.","snippets.teach":"Η συγγραφή κώδικα και ο προγραμματισμός είναι βασικές ικανότητες που θα προσφέρουν νέες δυνατότητες στους μαθητές και στα παιδιά σας. Θέλετε να διδάξετε προγραμματισμό στο σπίτι, στην τάξη ή σε λέσχη προγραμματισμού; Φυλλομετρήστε το αποθετήριο μας για να βρείτε τον καταλληλότερο πόρο για να εντάξετε τη συγγραφή κώδικα και τον προγραμματισμό στην πρακτική διδασκαλίας σας. Όλοι αυτοί οι πόροι διατίθενται δωρεάν. Μην ξεχνάτε ότι μπορείτε να φιλτράρετε την αναζήτησή σας ανά είδος πόρου, επίπεδο δεξιοτήτων, γλώσσα προγραμματισμού, θέμα, κατηγορία και γλώσσα.","snippets.toolkits.0":"Στην ενότητα αυτή θα βρείτε υλικό που θα σας βοηθήσει να οργανώσετε τη δραστηριότητά σας στο πλαίσιο της Ευρωπαϊκής Εβδομάδας Προγραμματισμού και να προωθήσετε την πρωτοβουλία στην κοινότητά σας.","snippets.toolkits.1":"Εργαλειοθήκη επικοινωνίας","snippets.toolkits.2":"εδώ θα βρείτε τα επίσημα λογότυπα της Ευρωπαϊκής Εβδομάδας Προγραμματισμού, το σήμα, το φυλλάδιο, την αφίσα, τα πρότυπα PowerPoint και Word, παραδείγματα δημοσιεύσεων στα μέσα κοινωνικής δικτύωσης και εικόνες.","snippets.toolkits.3":"Εργαλειοθήκη δασκάλων","snippets.toolkits.4":"εδώ θα βρείτε τα επίσημα λογότυπα της Ευρωπαϊκής Εβδομάδας Προγραμματισμού, το σήμα, το υπόδειγμα πιστοποιητικού συμμετοχής για τους μαθητές σας, μια εισαγωγική παρουσίαση για την Ευρωπαϊκή Εβδομάδα Προγραμματισμού και υλικό για τα μέσα κοινωνικής δικτύωσης.","snippets.toolkits.5":"Επίσημο φυλλάδιο της Ευρωπαϊκής Εβδομάδας Προγραμματισμού.","snippets.about.goal":"Στόχος είναι να βοηθήσουμε περισσότερους νέους να εξοικειωθούν με τις βασικές έννοιες του προγραμματισμού και της υπολογιστικής σκέψης.","snippets.guide.tutorials.1":"Ρίξτε μια ματιά στα","snippets.guide.tutorials.2":"εκπαιδευτικά μας βοηθήματα και προγράμματα","snippets.guide.tutorials.3":"που είναι διαθέσιμα σε 29 γλώσσες, τα οποία θα σας προετοιμάσουν για να οργανώσετε δραστηριότητες που θα διδάξουν στους νέους προγραμματισμό και υπολογιστική σκέψη.","snippets.dance.menu":"Χορευτική πρόκληση","snippets.dance.subtitle":"Ποιος είπε ότι οι προγραμματιστές δεν χορεύουν; Εμείς θα αποδείξουμε το αντίθετο με την πρόκληση #EUCodeWeekDance.","snippets.dance.content":"Μπορούν να συμμετάσχουν οι πάντες: σχολεία, δάσκαλοι, βιβλιοθήκες μέχρι λέσχες προγραμματισμού, επιχειρήσεις και δημόσιες αρχές είναι ευπρόσδεκτοι στη γιορτή της Εβδομάδας Προγραμματισμού. Πρέπει απλά να οργανώσουν μια δραστηριότητα #EUCodeWeekDance και να την προσθέσουν στον χάρτη Code Week.","snippets.treasure-hunt.menu":"Κυνήγι θησαυρού","snippets.treasure-hunt.subtitle":"Πρόκειται για ένα παιχνίδι στο Telegram","snippets.videos.1":"Παρακολουθήστε τα βίντεο των πρέσβεων της Ευρωπαϊκής Εβδομάδας Προγραμματισμού σχετικά με τις αξίες μας","snippets.videos.2":"Παρακολουθήστε την Katja Osljak, πρέσβειρα της Σλοβενίας, να εξηγεί γιατί η Εβδομάδα Προγραμματισμού είναι ανεξάρτητη","snippets.videos.3":"Παρακολουθήστε τον Laurent Touché, πρέσβη της Γαλλίας, να εξηγεί γιατί η Εβδομάδα Προγραμματισμού είναι για όλους","snippets.videos.4":"Παρακολουθήστε τη Fatma Bouaziz, πρέσβειρα της Τυνησίας, να εξηγεί γιατί η Εβδομάδα Προγραμματισμού είναι παντοπική","snippets.videos.5":"Παρακολουθήστε τη Linda Sinka, πρέσβειρα της Λετονίας, να εξηγεί γιατί η Εβδομάδα Προγραμματισμού αφορά τη συνεργασία","snippets.videos.6":"Παρακολουθήστε τον Alessandro Bogliolo, πρέσβη της Ιταλίας, να εξηγεί γιατί η Εβδομάδα Προγραμματισμού δεν είναι κερδοσκοπική","snippets.videos.7":"Παρακολουθήστε τη Marjana Prifti, πρέσβειρα της Αλβανίας, με θέμα: Γιατί η Εβδομάδα Προγραμματισμού ενθαρρύνει την καινοτομία και τη δημιουργικότητα","snippets.videos.8":"Παρακολουθήστε την Cristiana Lucaci, πρέσβειρα της Ρουμανίας, να εξηγεί γιατί η Εβδομάδα Προγραμματισμού ευχαριστεί την κοινότητά της","training.learning_bits":"Δωρεάν εκπαιδευτικό υλικό και διαδικτυακά μαθήματα","training.title":"Σκέφτεστε να συμμετάσχετε στην Ευρωπαϊκή Εβδομάδα Προγραμματισμού, αλλά δεν ξέρετε από πού να αρχίσετε;","training.text":`

    Εδώ μπορείτε να βρείτε δωρεάν εκπαιδευτικό υλικό και πόρους που θα σας βοηθήσουν να ξεκινήσετε και να σχεδιάσετε το επόμενο καινοτόμο μάθημά σας.

    -

    1. Εκπαιδευτικά προγράμματα

    -

    Δεν χρειάζεται προηγούμενη εμπειρία συγγραφής κώδικα ή προγραμματισμού, και κάθε ενότητα θα σας πάρει γύρω στα 15 λεπτά. Οι ενότητες σας μυούν σε βασικές έννοιες που σχετίζονται με δραστηριότητες προγραμματισμού και υπολογιστικής σκέψης. Επίσης, στις ενότητες παρέχονται πρακτικές συμβουλές και υποδείξεις για τον τρόπο παρουσίασης των εννοιών στην τάξη σας.

    `,"training.text_2":`

    Τώρα που ολοκληρώσατε ένα ή περισσότερα εκπαιδευτικά προγράμματα της Εβδομάδας Προγραμματισμού, ελπίζουμε ότι νιώθετε την άνεση να εισαγάγετε λίγη ψηφιακή δημιουργικότητα στην τάξη σας και να "καρφιτσώσετε" τη δραστηριότητά σας στον χάρτη της Εβδομάδας Προγραμματισμού!

    - -

    Μπορείτε εύκολα να διοργανώσετε ένα μάθημα στην τάξη σας, μια ημέρα γνωριμίας ή μια εκδήλωση στο σχολείο σας. Απλώς βρείτε μια ημερομηνία και καταχωρίστε τη δραστηριότητά σας στον χάρτη της Εβδομάδα Προγραμματισμού. Κάθε διοργανωτής δραστηριότητας θα λάβει πιστοποιητικό συμμετοχής για την προσπάθεια του.

    - -

    Αν θέλετε να επικοινωνείτε με μια διεθνή ομάδα δασκάλων που διαπνέεται από ενθουσιασμό, εγγραφείτε στην ομάδα για δασκάλους της Ευρωπαϊκής Εβδομάδας Προγραμματισμού στο Facebook! Αν θέλετε να κάνετε ένα παραπάνω βήμα και να συνεργαστείτε με άλλα σχολεία της χώρας σας ή και πέρα από τα σύνορα της χώρας σας, δηλώστε συμμετοχή στην πρόκληση Code Week 4 All.

    `,"training.lessons.1.title":"Προγραμματισμός χωρίς ψηφιακή τεχνολογία (χωρίς σύνδεση στο διαδίκτυο)","training.lessons.1.author":"του Alessandro Bogliolo","training.lessons.1.text":`

    Ο προγραμματισμός είναι η γλώσσα των πραγμάτων που μας επιτρέπει να συγγράφουμε προγράμματα ώστε να προσδίδουμε νέες λειτουργικές δυνατότητες σε δεκάδες δισεκατομμύρια προγραμματίσιμων αντικειμένων γύρω μας. Ο προγραμματισμός είναι ο ταχύτερος τρόπος να υλοποιήσουμε τις ιδέες μας και ο αποτελεσματικότερος τρόπος να αναπτύξουμε τις ικανότητες μας σε θέματα υπολογιστικής σκέψης. Ωστόσο, η τεχνολογία δεν είναι απολύτως απαραίτητη για την ανάπτυξη της υπολογιστικής σκέψης. Αντιθέτως, οι δικές μας δεξιότητες υπολογιστικής σκέψης είναι ουσιαστικής σημασίας προκειμένου να λειτουργήσει η τεχνολογία.

    - -

    Σε αυτό το βίντεο ο Alessandro Bogliolo, καθηγητής συστημάτων πληροφορικής στην Ιταλία και συντονιστής της Ευρωπαϊκής Εβδομάδας Προγραμματισμού, παρουσιάζει δραστηριότητες προγραμματισμού εκτός διαδικτύου, στις οποίες μπορεί κανείς να εξασκηθεί χωρίς καμία ηλεκτρονική συσκευή. Ο βασικός σκοπός των δραστηριοτήτων χωρίς σύνδεση στο διαδίκτυο είναι να υποβαθμιστούν οι φραγμοί πρόσβασης, ώστε ο προγραμματισμός να εισέλθει σε κάθε σχολείο, ανεξαρτήτως από τη διαθέσιμη χρηματοδότηση κι εξοπλισμό.

    - -

    Οι δραστηριότητες προγραμματισμού χωρίς σύνδεση στο διαδίκτυο αποκαλύπτουν πλευρές της υπολογιστικής λογικής του φυσικού κόσμου που μας περιβάλλει.

    `,"training.lessons.1.activities.1":"Δραστηριότητα 1 – CodyRoby για το Δημοτικό","training.lessons.1.activities.2":"Δραστηριότητα 2 – CodyRoby για το Γυμνάσιο","training.lessons.1.activities.3":"Δραστηριότητα 3 – CodyRoby για το Λύκειο","training.lessons.2.title":"Υπολογιστική σκέψη και επίλυση προβλημάτων","training.lessons.2.author":"του Miles Berry","training.lessons.2.text":`

    Η υπολογιστική σκέψη περιγράφει έναν τρόπο εξέτασης των προβλημάτων και των συστημάτων ώστε να μπορεί να χρησιμοποιείται υπολογιστής για να μας βοηθάει να τα επιλύουμε ή να τα κατανοούμε. Η υπολογιστική σκέψη δεν είναι θεμελιώδης μόνο για την ανάπτυξη των προγραμμάτων υπολογιστών, αλλά μπορεί επίσης να χρησιμοποιείται για την υποβοήθηση της επίλυσης προβλημάτων σε όλους τους κλάδους.

    - -

    Μπορείτε να διδάξετε την υπολογιστική σκέψη στους μαθητές σας βάζοντάς τους να κατατμήσουν περίπλοκα προβλήματα σε μικρότερα (αποσύνθεση), να αναγνωρίσουν επαναλαμβανόμενες μορφές (αναγνώριση μορφών), να εντοπίσουν τις λεπτομέρειες που είναι καίριες για την επίλυση ενός προβλήματος (αφαίρεση)· ή ορίζοντας τους κανόνες ή τις εντολές που πρέπει να ακολουθηθούν προκειμένου να επιτευχθεί το επιθυμητό αποτέλεσμα (σχεδιασμός αλγόριθμου). Η υπολογιστική σκέψη μπορεί να διδαχθεί μέσα από διάφορα μαθήματα, για παράδειγμα τα μαθηματικά (να καταλάβουν τους κανόνες για την παραγώγιση πολυώνυμων 2ης τάξης), τη λογοτεχνία (να κατατμήσουν την ανάλυση ενός ποιήματος σε ανάλυση μέτρου, ρυθμού και δομής), τις γλώσσες (να βρουν μορφές στα καταληκτικά γράμματα ενός ρήματος που επηρεάζουν την ορθογραφία όταν αλλάζει ο χρόνος), και πολλά άλλα.

    - -

    Σε αυτό το βίντεο, ο Miles Berry, Τακτικός Λέκτορας στο Πανεπιστήμιο του Roehampton στην Παιδαγωγική σχολή του Guildford (Ηνωμένο Βασίλειο), παρουσιάζει την έννοια της υπολογιστικής σκέψης και τους διάφορους τρόπους με τους οποίος ένας δάσκαλος μπορεί να την ενσωματώσει στην τάξη με απλά παιχνίδια.

    `,"training.lessons.2.activities.1":"Δραστηριότητα 1 – Ανάπτυξη της λογικής των μαθηματικών για το Δημοτικό","training.lessons.2.activities.2":"Δραστηριότητα 2 – Γνωριμία με τους αλγόριθμους για το Γυμνάσιο","training.lessons.2.activities.3":"Δραστηριότητα 3 – Αλγόριθμοι για το Λύκειο","training.lessons.3.title":"Οπτικός προγραμματισμός – Εισαγωγή στη Scratch","training.lessons.3.author":"του Margo Tinawi","training.lessons.3.text":`

    Ο οπτικός προγραμματισμός δίνει στους ανθρώπους τη δυνατότητα να περιγράψουν διαδικασίες χρησιμοποιώντας εικονογραφήσεις ή γραφήματα. Συνήθως μιλάμε για οπτικό προγραμματισμό σε αντιπαράθεση με τον προγραμματισμό που βασίζεται σε κείμενο. Οι γλώσσες οπτικού προγραμματισμού (VPLs) ενδείκνυνται ιδιαιτέρως για την παρουσίαση της αλγοριθμικής σκέψης σε παιδιά (αλλά ακόμη και σε ενήλικες). Με τις VPLs υπάρχουν λιγότερα στοιχεία να διάβασμα και δεν υπάρχει θέμα συντακτικού.

    - -

    Σε αυτό το βίντεο, η Margo Tinawi, δασκάλα ανάπτυξης ιστού στο Le Wagon και συνιδρύτρια του Techies Lab asbl (Βέλγιο), θα σας βοηθήσει να ανακαλύψετε τη Scratch, μία από τις πιο δημοφιλείς VPL που χρησιμοποιούνται παγκοσμίως. Η Scratch αναπτύχθηκε από το MIT το 2002, και έκτοτε έχει δημιουργηθεί ευρεία κοινότητα γύρω της, όπου μπορεί κανείς να βρει εκατομμύρια έργων να αντιγράψει με τους μαθητές του και αμέτρητα μαθήματα σε αρκετές γλώσσες.

    - -

    Δεν χρειάζεται να διαθέτετε εμπειρία στον προγραμματισμό για να χρησιμοποιήσετε τη Scratch, και μπορείτε να τη χρησιμοποιήσετε σε όλα τα μαθήματα! Για παράδειγμα, αν χρησιμοποιήσετε τη Scratch ως ψηφιακό εργαλείο αφήγησης ιστοριών, οι μαθητές μπορούν να δημιουργήσουν ιστορίες, να εικονογραφήσουν ένα πρόβλημα μαθηματικών ή να διαδραματίσουν παίζοντας έναν διαγωνισμό τέχνης ώστε να μάθουν περισσότερα για την πολιτιστική κληρονομιά και την υπολογιστική σκέψη, και πάνω από όλα, να διασκεδάσουν.

    - -

    Η Scratch είναι δωρεάν εργαλείο, πολύ εύληπτο και ενδιαφέρον για τους μαθητές σας. Ρίξτε μια ματιά στο βίντεο της Margo για να μάθετε πώς να ξεκινήσετε.

    `,"training.lessons.3.activities.1":"Δραστηριότητα 1 – Τα βασικά της Scratch για το Δημοτικό","training.lessons.3.activities.2":"Δραστηριότητα 2 – Τα βασικά της Scratch για το Γυμνάσιο","training.lessons.3.activities.3":"Δραστηριότητα 3 – Τα βασικά της Scratch για το Λύκειο","training.lessons.4.title":"Δημιουργία εκπαιδευτικών παιχνιδιών με Scratch","training.lessons.4.author":"του Jesús Moreno León","training.lessons.4.text":`

    Κριτική σκέψη, επιμονή, επίλυση προβλημάτων, υπολογιστική σκέψη και δημιουργικότητα είναι μόνο λίγες από τις καίριες δεξιότητες που χρειάζονται οι μαθητές σας για να επιτύχουν στον 21ο αιώνα, και η συγγραφή κώδικα μπορεί να βοηθήσει να επιτευχθούν τα παραπάνω με διασκεδαστικό και ενδιαφέροντα τρόπο.

    - -

    Αλγοριθμικές έννοιες ελέγχου ροής που χρησιμοποιούν αλληλουχία εντολών και βρόγχους, απεικόνιση δεδομένων χρησιμοποιώντας μεταβλητές και λίστες ή συγχρονισμός διεργασιών: όλα τα παραπάνω μπορεί να ηχούν περίπλοκα, αλλά σε αυτό το βίντεο θα ανακαλύψετε ότι είναι ευκολότερο να τα μάθετε από όσο φαντάζεστε.

    - -

    Σε αυτό το βίντεο, ο Jesús Moreno León, δάσκαλος της επιστήμης των υπολογιστών και ερευνητής από την Ισπανία, εξηγεί πώς μπορείτε να αναπτύξετε αυτές και άλλες δεξιότητες στους μαθητές σας, ενώ παράλληλα διασκεδάζουν. Πώς μπορεί να γίνει αυτό; Δημιουργώντας ένα παιχνίδι ερωτήσεων-απαντήσεων σε Scratch, στην πιο δημοφιλή γλώσσα προγραμματισμού που χρησιμοποιείται στα σχολεία παγκοσμίως. Η Scratch δεν ενδυναμώνει μόνο την υπολογιστική σκέψη, άλλα επιτρέπει επίσης την εισαγωγή στοιχείων παιχνιδιού στην τάξη ώστε το ενδιαφέρον των μαθητών σας να παραμένει ζωντανό ενώ παράλληλα μαθαίνουν και διασκεδάζουν.

    - -

    Ρίξτε μια ματιά στο βίντεο για να μάθετε πώς να ξεκινήσετε:

    `,"training.lessons.4.activities.1":"Δραστηριότητα 1 - Παιχνίδι ερωτήσεων και απαντήσεων με Scratch για το Δημοτικό","training.lessons.4.activities.2":"Δραστηριότητα 2 - Παιχνίδι ερωτήσεων και απαντήσεων με Scratch για το Γυμνάσιο","training.lessons.4.activities.3":"Δραστηριότητα 3 - Παιχνίδι ερωτήσεων και απαντήσεων με Scratch για το Λύκειο","training.lessons.5.title":"Ασχολούμαστε με τη ρομποτική και τα μαστορέματα μέσα στις σχολικές τάξεις","training.lessons.5.author":"της Tullia Urschitz","training.lessons.5.text":`

    Η ενσωμάτωση του προγραμματισμού, του μαστορέματος, της ρομποτικής και της μικροηλεκτρονικής στο σχολικό πρόγραμμα ως εργαλείων διδασκαλίας και μάθησης είναι το κλειδί για την εκπαίδευση του 21ου αιώνα.

    - -

    Η χρήση του μαστορέματος και της ρομποτικής στα σχολεία προσφέρει πολλά οφέλη στους μαθητές, καθώς βοηθάει στην ανάπτυξη κρίσιμων δεξιοτήτων, όπως είναι η επίλυση προβλημάτων, η ομαδική εργασία και η συνεργασία. Επίσης, τονώνει τη δημιουργικότητα και την αυτοπεποίθηση των μαθητών και μπορεί να βοηθήσει τους μαθητές να αναπτύξουν την επιμονή και την αποφασιστικότητά τους απέναντι σε προκλήσεις. Η ρομποτική είναι επίσης ένα πεδίο το οποίο προάγει τον μη αποκλεισμό, καθώς είναι εύκολα προσβάσιμη για ευρύ φάσμα μαθητών με διάφορα ταλέντα και δεξιότητες (τόσο αγόρια όσο και κορίτσια) και έχει θετική επίδραση στους μαθητές στο φάσμα του αυτισμού.

    - -

    Ρίξτε μια ματιά σε αυτό το βίντεο όπου η Tullia Urschitz, πρέσβης της Ιταλίας για το Scientix και δασκάλα θετικών επιστημών, τεχνολογίας, μηχανικής και μαθηματικών στο Sant’Ambrogio Di Valpolicella, στην Ιταλία, δίνει ορισμένα πρακτικά παραδείγματα για το πώς οι δάσκαλοι μπορούν να εισαγάγουν το μαστόρεμα και τη ρομποτική στην τάξη, μεταμορφώνοντας έτσι παθητικούς μαθητές σε ενθουσιώδεις κατασκευαστές.

    `,"training.lessons.5.activities.1":"Δραστηριότητα 1 - Πώς να κατασκευάσετε ένα μηχανικό χέρι από χαρτόνι στο Δημοτικό","training.lessons.5.activities.2":"Δραστηριότητα 2 - Πώς να κατασκευάσετε ένα μηχανικό ή ρομποτικό χέρι στο Γυμνάσιο","training.lessons.5.activities.3":"Δραστηριότητα 3 - Πώς να κατασκευάσετε ένα μηχανικό ή ρομποτικό χέρι στο Λύκειο","training.lessons.6.title":"Ανάπτυξη εφαρμογών με το App Inventor","training.lessons.6.author":"της Rosanna Kurrer","training.lessons.6.text":`

    Ρίξτε μια ματιά σε αυτό το βίντεο, στο οποίο η Rosanna Kurrer (ιδρύτρια του CyberWayFinder) εξηγεί τι είναι το App Inventor, παρουσιάζει τα πλεονεκτήματα της ανάπτυξης εφαρμογών στην τάξη και παραθέτει ορισμένα πρακτικά παραδείγματα για το πώς οι εκπαιδευτικοί μπορούν να ενσωματώσουν το App Inventor στην τάξη, μετατρέποντας τους μαθητές από παθητικούς ακροατές σε ενθουσιώδεις δημιουργούς παιχνιδιών.

    -

    Όλοι χρησιμοποιούμε εφαρμογές, καθώς μας επιτρέπουν να συντονίζουμε τις δραστηριότητές μας εύκολα και γρήγορα. Οι εφαρμογές χρησιμοποιούνται ολοένα και περισσότερο και στην εκπαίδευση, καθώς καθιστούν δυνατή την εξατομικευμένη μάθηση και επιτρέπουν στους χρήστες να αντλούν πληροφορίες. Γιατί λοιπόν να μην δώσουμε στους μαθητές τη δυνατότητα να δημιουργήσουν μια εκπαιδευτική εφαρμογή για τους άλλους;

    `,"training.lessons.6.activities.1":"Δραστηριότητα 1 – Τίτλος, για το δημοτικό","training.lessons.6.activities.2":"Δραστηριότητα 2 – Τίτλος, για το γυμνάσιο","training.lessons.6.activities.3":"Δραστηριότητα 3 – Τίτλος, για το λύκειο","training.lessons.7.title":"Χειροτεχνίες και κατασκευές","training.lessons.7.author":"του Diogo da Silva","training.lessons.7.text":`

    Ο κόσμος της εργασίας αλλάζει και η εκπαίδευση πρέπει κι αυτή να ακολουθήσει τις εξελίξεις. Κατά την προετοιμασία των μαθητών για τις σταδιοδρομίες του 21ου αιώνα, αποκτούν μεγάλη σημασία νέες δεξιότητες, όπως η χειροτεχνία, οι κατασκευές ή η εφευρετικότητα, , καθώς γεφυρώνουν το χάσμα μεταξύ του σχολείου και πραγματικότητας. Με τον μετασχηματισμό της τάξης σε ένα περιβάλλον συνεργασίας που επικεντρώνεται στην επίλυση προβλημάτων, οι μαθητές έχουν την ευκαιρία να συμμετάσχουν ενεργά και να αναπτύξουν τις ικανότητές τους. Οι δραστηριότητες αυτές προωθούν τον διάλογο και μετατρέπουν την τάξη σε έναν κόμβο επικοινωνίας, όπου οι συμβολή του κάθε μαθητή είναι σημαντική.

    -

    Ρίξτε μια ματιά στο παρακάτω βίντεο, στο οποίο ο Diogo da Silva, καθηγητής ΕΤΜΤΜ (επιστήμη, τεχνολογία, μηχανική, τέχνη, μαθηματικά) από την Πορτογαλία και μέλος της Escola Global, εξηγεί βήμα προς βήμα πώς μπορούμε να σχεδιάσουμε ένα μάθημα στο οποίο οι μαθητές βρίσκουν τις λύσεις μέσα από χειροτεχνίες, κατασκευές και αξιοποίηση της εφευρετικότητάς τους.

    `,"training.lessons.7.activities.1":"Δραστηριότητα 1 – Τίτλος, για το δημοτικό","training.lessons.7.activities.2":"Δραστηριότητα 2 – Τίτλος, για το γυμνάσιο","training.lessons.7.activities.3":"Δραστηριότητα 3 – Τίτλος, για το λύκειο","training.lessons.8.title":"Προγραμματισμός για όλα τα μαθήματα","training.lessons.8.author":"Από τους Μ. Isabel Blanco, Μ. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Όταν σκεφτόμαστε τον προγραμματισμό στο σχολείο, το μυαλό μας πάει σε μαθήματα όπως η πληροφορική, η τεχνολογία, τα μαθηματικά ή οι φυσικές επιστήμες. Ωστόσο, γιατί να μην αξιοποιήσουμε την πληθώρα των μαθημάτων και των ενδιαφερόντων των μαθητών προκειμένου να εντάξουμε τον προγραμματισμό σε ολόκληρο το πρόγραμμα σπουδών;

    -

    Η ένταξη του προγραμματισμού στο μάθημα έχει πολλαπλά οφέλη, καθώς βοηθάει τους μαθητές να αναπτύξουν κριτική σκέψη και δεξιότητες επίλυσης προβλημάτων, να γίνουν ενεργοί χρήστες και να καθοδηγήσουν οι ίδιοι την εκπαιδευτική διαδικασία. Όλα αυτά είναι ουσιαστικής σημασίας στο σχολείο. Ωστόσο, το πιο σημαντικό είναι ότι οι μαθητές μαθαίνουν διασκεδάζοντας!

    -

    Οι γλώσσες, η μουσική, τα μαθήματα ΕΤΜΜ (επιστήμες, τεχνολογία, μηχανική και μαθηματικά) είναι μόνο μερικά από τα μαθήματα στα οποία οι εκπαιδευτικοί μπορούν να αξιοποιήσουν τον προγραμματισμό προς όφελος των μελλοντικών επιστημόνων, μουσικών, καλλιτεχνών, αλλά και του κάθε μαθητή! Όλοι οι εκπαιδευτικοί μπορούν να ενσωματώσουν τον προγραμματισμό και την υπολογιστική σκέψη στην τάξη. Μπορείτε για παράδειγμα να χρησιμοποιήσετε ένα μάθημα ΟΕΠΓ (ολοκληρωµένη εκµάθηση περιεχοµένου και γλώσσας) για να εξηγήσετε έναν αλγόριθμο της καθημερινής ζωής στην τάξη , να δημιουργήσετε ένα χειριστήριο από τσόχα για να διδάξετε φυσικές επιστήμες ή να χρησιμοποιήσετε εκπαιδευτικά ρομπότ για να κάνετε τους μαθητές να ενδιαφερθούν για τα μαθηματικά.

    -

    Ρίξτε μια ματιά στο παρακάτω βίντεο για να δείτε πώς οι καθηγητές μουσικής, φυσικής ή γλωσσών μπορούν εύκολα να ενσωματώσουν τον προγραμματισμό και την υπολογιστική σκέψη στην τάξη, ακόμα κι αν δεν έχουν προηγούμενη σχετική εμπειρία.

    `,"training.lessons.8.activities.1":"Δραστηριότητα 1 Ένταξη μέσω της ρομποτικής σε μαθήματα ETMM του δημοτικού","training.lessons.8.activities.2":"Δραστηριότητα 2 Η μουσική είναι προγραμματισμός","training.lessons.8.activities.3":"Δραστηριότητα 3 Χειροτεχνίες και προγραμματισμός με το Makey Makey","training.lessons.8.activities.4":"Δραστηριότητα 4 Ένας αλγόριθμος από την καθημερινή ζωή για ένα μάθημα ΟΕΠΓ","training.lessons.9.title":"Δημιουργήστε ένα αυτόματο με ένα micro:bit","training.lessons.9.author":"της Pauline Maas","training.lessons.9.text":`

    - Το Micro: bit, ο εύκολα προγραμματιζόμενος υπολογιστής τσέπης, μπορεί να είναι ένας διασκεδαστικός και εύκολος τρόπος να φτιάξετε ενδιαφέρουσες δημιουργίες, από ρομπότ έως μουσικά όργανα, με τους μαθητές σας, ενώ παράλληλα θα τους διδάσκετε πώς να φτιάχνουν κώδικα. Είναι απλό και εύκολο στη χρήση ακόμα και για τους νεότερους προγραμματιστές, ενώ ταυτόχρονα είναι αρκετά ισχυρό για πιο προχωρημένους μαθητές. Μπορείτε να το ενσωματώσετε σε διάφορα μαθήματα, από την ιστορία μέχρι τα μαθηματικά, ακόμη και τη φυσική. Οι δυνατότητες είναι ατελείωτες. Το Micro: bit είναι ένας συναρπαστικός και οικονομικός τρόπος για να διδάξετε στους μαθητές τον προγραμματισμό, καλλιεργώντας ταυτόχρονα καίριες δεξιότητες όπως η υπολογιστική σκέψη, η επίλυση προβλημάτων και η δημιουργικότητα. -

    -

    - Σε αυτό το βίντεο, η Pauline Maas, καθηγήτρια πληροφορικής στο Koninklijke Visio, θα παρουσιάσει το Micro: bit και θα δώσει μερικά πρακτικά παραδείγματα για το πώς οι εκπαιδευτικοί μπορούν να το ενσωματώσουν στην τάξη, μετατρέποντας τους παθητικούς μαθητές σε ενθουσιώδεις δημιουργούς. -

    `,"training.lessons.9.activities.1":"Κώδικας Μορς με το micro: bit, για το Δημοτικό","training.lessons.9.activities.2":"Δωμάτιο διαφυγής με το micro: bit, για το Γυμνάσιο","training.lessons.9.activities.3":"Δημιουργία αυτόματου, για το Λύκειο","training.lessons.10.title":"Δημιουργικός προγραμματισμός με το Python","training.lessons.10.author":"της Ivana Vezjak","training.lessons.10.text":`

    -Η μετάβαση από οπτικό προγραμματισμό σε προγραμματισμό με βάση το κείμενο αποτελεί φυσική εξέλιξη στην κωδικοποίηση. Αν και ο οπτικός προγραμματισμός είναι συχνά ιδανικός για αρχάριους, ύστερα από λίγο, οι μαθητές ενδέχεται να ζητήσουν μια νέα πρόκληση. Ο προγραμματισμός με βάση το κείμενο είναι το επόμενο βήμα για όποιον επιθυμεί να εντρυφήσει περισσότερο στον προγραμματισμό και την υπολογιστική σκέψη. -

    -

    -Στο βίντεο αυτό, η Ivana Vezjak σας παρουσιάζει τη βασική σύνταξη του Python. Το Python είναι μία από τις πιο δημοφιλείς γλώσσες προγραμματισμού σήμερα, που χρησιμοποιείται σε πολλούς τομείς, όπως η επιστήμη δεδομένων, η τεχνητή νοημοσύνη, η εκμάθηση μηχανής, η ανάπτυξη ιστού κλπ. Ενώ το Python είναι μια ισχυρή γλώσσα προγραμματισμού που χρησιμοποιείται από έμπειρους προγραμματιστές, μπορεί να χρησιμοποιηθεί ακόμα και από εκείνους που δεν έχουν εμπειρία στην κωδικοποίηση λόγω της απλότητας και της ξεκάθαρης σύνταξής του. -

    -

    -Με το Python, οι μαθητές μπορούν να δημιουργήσουν παιχνίδια ερωτήσεων για ιστορικά γεγονότα, να λύσουν μαθηματικά προβλήματα και να κάνουν προσομοιώσεις φυσικής, να δημιουργήσουν παιχνίδια, να φτιάξουν ιστότοπους, να διεξαγάγουν ανάλυση δεδομένων για επιστημονικά έργα και πολλά άλλα. Το Python διαθέτει μια πλούσια και εκτεταμένη τυποποιημένη βιβλιοθήκη, μια μεγάλη κοινότητα και ένα μεγάλο αριθμό εκπαιδευτικού υλικού και έργων που διατίθενται στο διαδίκτυο, τα οποία μπορούν να χρησιμοποιηθούν για διδασκαλία, εκμάθηση και εξάσκηση. Με τον προγραμματισμό σε Python, την ανάλυση προγραμμάτων και την επιδιόρθωση σφαλμάτων προγραμματισμού, οι μαθητές αναπτύσσουν τη δημιουργικότητά τους και μαθαίνουν πώς να είναι συνεπείς, επίμονοι και υπομονετικοί. Αποκτούν δεξιότητες αναλυτικής σκέψης και επίλυσης προβλημάτων, διασπώντας σύνθετα προβλήματα σε μικρότερα κομμάτια. Αυτές οι ικανότητες θα τους βοηθήσουν στον τρόπο προσέγγισης των προβλημάτων σε κάθε άλλη πτυχή της ζωής τους. -

    `,"training.lessons.10.activities.1":"Το πρώτο μου παιχνίδι ερωτήσεων, για το Δημοτικό","training.lessons.10.activities.2":"Κρεμάλα, για το Γυμνάσιο","training.lessons.10.activities.3":"Μάντεψε τη σημαία!, για το Λύκειο","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"• Τυποποιημένη βιβλιοθήκη Python","training.lessons.10.links.1.description":"Συλλογή έτοιμων κωδίκων και λειτουργικών μονάδων (π.χ. λειτουργική μονάδα turtle, λειτουργική μονάδα math κ.λπ.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Εκπαιδευτικό βιντεοπαιχνίδι για έννοιες εκμάθησης προγραμματισμού.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/el-GR/codeclub","training.lessons.10.links.3.title":"Έργα CodeClub","training.lessons.10.links.3.description":"Από αρχάριους μέχρι προχωρημένους, έργα προγραμματισμού βήμα-βήμα για παιδιά.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Επινόησε τα δικά σου παιχνίδια στον υπολογιστή με το Python","training.lessons.10.links.4.description":"Βιβλίο που θα σου μάθει πώς να προγραμματίσεις τα δικά σου παιχνίδια στον υπολογιστή με το Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Εκπαιδευτική κοινότητα όπου μαθητές και καθηγητές μπορούν να εκπαιδεύονται μέσω μιας σειράς προκλήσεων.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Η ώρα του Python","training.lessons.10.links.6.description":"Συλλογή εισαγωγικών μαθημάτων για το Python (τόσο με βάση το κείμενο όσο και με μπλοκ εντολών) με τη χρήση διαδραστικών Trinket.","training.lessons.10.links.title":"Άλλες σχετικές πηγές","training.lessons.11.title":"Προγραμματισμός για την Ένταξη","training.lessons.11.author":"από την ομάδα της Εβδομάδας Προγραμματισμού","training.lessons.11.text":`

    - Η εισαγωγή του προγραμματισμού στην τάξη σας μπορεί να είναι μια πρόκληση, ειδικά αν έχετε μαθητές με συγκεκριμένες αναπηρίες στην τάξη σας. Αλλά είναι σημαντικό να θυμόμαστε ότι ο καθένας, ανεξάρτητα από τις ικανότητές του, μπορεί να μάθει πώς να συγγράφει κώδικα. Τα παιδιά με ειδικές ανάγκες μπορούν να επωφεληθούν σε μεγάλο βαθμό από την εκμάθηση πτυχών του προγραμματισμού, διότι διδάσκει στους μαθητές σημαντικές δεξιότητες ζωής, όπως την επίλυση προβλημάτων, την οργάνωση και την ανεξαρτησία. Ο προγραμματισμός μπορεί επίσης να βελτιώσει τις διαπροσωπικές δεξιότητες και τις κοινωνικές δεξιότητες μέσω της συνεργασίας και της ομαδικής εργασίας, δεξιότητες με τις οποίες δυσκολεύονται πολλά παιδιά με αναπηρίες. Το πιο σημαντικό είναι ότι οι μαθητές διασκεδάζουν μαθαίνοντας μαζί με τους συμμαθητές τους. -

    - Σε αυτό το βίντεο, η ομάδα της Εβδομάδας Προγραμματισμού θα σας δείξει κάποιες πρακτικές, εύκολες και διασκεδαστικές δραστηριότητες προγραμματισμού που έχουν προσαρμοστεί ειδικά για μαθητές με προβλήματα όρασης, σύνδρομο Ντάουν, καθώς και για μαθητές στο φάσμα του αυτισμού, που οι εκπαιδευτικοί μπορούν εύκολα να εισάγουν στην τάξη τους. -

    `,"training.lessons.11.activities.1":"Χάρτινη Αυγοθήκη Χωρίς Σύνδεση","training.lessons.11.activities.2":"Ένα πολύ έξυπνο ποντίκι","training.lessons.11.activities.3":"Ένα αστέρι φτιάχνει αστέρια","training.lessons.12.title":"Προγραμματισμός για στόχους βιώσιμης ανάπτυξης","training.lessons.12.author":"των Francisco Javier Masero, Cristina Nicolaita και Ervila Koonyi","training.lessons.12.text.1":"Η παραδοσιακή εκπαίδευση παρέχει στους μαθητές λίγες ευκαιρίες για να κατανοήσουν και να επιλύσουν πραγματικά παγκόσμια προβλήματα όπως η παγκόσμια κλιματική αλλαγή, η ισότητα των φύλων, η πείνα, η φτώχεια ή η καλή υγεία και η ευεξία.","training.lessons.12.text.2":"Οι Στόχοι Βιώσιμης Ανάπτυξης (ΣΒΑ) αποτελούν τον πυρήνα της Ατζέντας 2030 για τη Βιώσιμη Ανάπτυξη, που υιοθετήθηκε από όλα τα κράτη μέλη των Ηνωμένων Εθνών ως χάρτης πορείας για την επίτευξη ειρήνης και ευημερίας στον πλανήτη, ενθαρρύνοντας την παγκόσμια ανάπτυξη. Οι εκπαιδευτικοί μπορούν να χρησιμοποιούν τους ΣΒΑ στην αίθουσα διδασκαλίας ως εργαλείο για την καλλιέργεια της κριτικής τους σκέψης, αλλά και για να τους βοηθήσουν να βρουν την ταυτότητα και τον σκοπό τους. Ο συνδυασμός των βασικών στοιχείων του προγραμματισμού και της υπολογιστικής σκέψης με τους ΣΒΑ θα ενισχύσει την αυτοπεποίθηση των μαθητών σας και θα τους βοηθήσει να αναπτύξουν τη δημιουργικότητά τους, το επιχειρηματικό τους πνεύμα, την ικανότητα επίλυσης προβλημάτων ή τις επικοινωνιακές τους δεξιότητες.","training.lessons.12.text.3":"Στις παρακάτω δραστηριότητες, οι μαθητές θα εφαρμόσουν τις αρχές της γλώσσας προγραμματισμού Scratch, της κωδικοποίησης ASCII και της κωδικοποίησης χωρίς σύνδεση στο διαδίκτυο σε σημερινά θέματα παγκόσμιας και κοινωνικής σημασίας. Οι εκπαιδευτικοί θα ευαισθητοποιήσουν τους μαθητές σχετικά με τους στόχους της βιώσιμης ανάπτυξης, βοηθώντας τους παράλληλα να αναπτύξουν ενσυναίσθηση, ενεργό πολιτότητα και θετική κοινωνική συμπεριφορά με διασκεδαστικό και ενεργό τρόπο.","training.lessons.12.text.4":"Τα εν λόγω σχέδια μαθημάτων επικεντρώνονται το καθένα σε έναν από τους ΣΒΑ:","training.lessons.12.text.5":"Στόχος Βιώσιμης Ανάπτυξης 3: Η εξασφάλιση υγιεινής ζωής και η προώθηση ευημερίας για όλους σε όλες τις ηλικίες","training.lessons.12.text.6":"Στόχος Βιώσιμης Ανάπτυξης 5: Η επίτευξη της ισότητας των φύλων και η εμψύχωση όλων των γυναικών και των κοριτσιών","training.lessons.12.text.7":"Στόχος Βιώσιμης Ανάπτυξης 13: Η ανάληψη επείγουσας δράσης για την καταπολέμηση της κλιματικής αλλαγής και των επιπτώσεών της","training.lessons.12.activities.1":"Το έργο Καρατέκα: Γνωριμία με το καράτε μέσα από τον προγραμματισμό, για την πρωτοβάθμια, την κατώτερη και την ανώτερη δευτεροβάθμια εκπαίδευση","training.lessons.12.activities.2":"Στόχοι βιώσιμης ανάπτυξης και κωδικοποίηση για την κλιματική αλλαγή, για την πρωτοβάθμια εκπαίδευση","training.lessons.12.activities.3":"Κωδικοποίηση για την ισότητα των φύλων, για την ανώτερη δευτεροβάθμια εκπαίδευση","training.lessons.13.title":"Εισαγωγή στην Τεχνητή Νοημοσύνη στη σχολική αίθουσα","training.lessons.13.author":"των Artur Coelho και Marjana Prifti Skenduli","training.lessons.13.text.1":"Η Τεχνητή Νοημοσύνη (ΤΝ) επηρεάζει πολλούς τομείς της καθημερινής ζωής: διορθώνει αυτόματα το κείμενο που πληκτρολογείτε στο τηλέφωνό σας, επιλέγει τη μουσική που παίζει η αγαπημένη σας εφαρμογή μουσικής και απομνημονεύει τους κωδικούς πρόσβασής σας όταν εσείς τους έχετε ξεχάσει. Η ΤΝ αναφέρεται σε έναν συνδυασμό εκμάθησης μηχανής, ρομποτικής και αλγορίθμων, με εφαρμογές σε όλους τους τομείς: από την επιστήμη των υπολογιστών έως την παραγωγή και από την ιατρική έως τη μόδα. Επομένως, έχει μια αδιαμφισβήτητη θέση στη ζωή μας και στις κοινωνίες μας και διαδραματίζει καίριο ρόλο στην εξέλιξη της επιστήμης. Και όπως με κάθε άλλο σημαντικό φαινόμενο στη ζωή μας, οι μαθητές θα επωφεληθούν μαθαίνοντας σχετικά με αυτή. Πώς όμως να διδάξετε κάτι τόσο σύνθετο όσο η ΤΝ;","training.lessons.13.text.2":"Αυτό το Εκπαιδευτικό Πρόγραμμα θα σας βοηθήσει να εξηγήσετε στους μαθητές τι είναι η ΤΝ και τι ρόλο παίζει στη ζωή των μαθητών. Οι δραστηριότητες αυτές έχουν σχεδιαστεί για μη ειδικούς, έτσι ώστε να κατανοούν εύκολα το περιεχόμενο και να μπορούν να αναλύουν αποτελεσματικά περίπλοκους όρους σε εύκολα κατανοητές ιδέες. Με αυτά τα σχέδια μαθημάτων μπορείτε να βοηθήσετε τους μαθητές να μάθουν τις χρήσεις της ΤΝ και ορισμένους από τους μηχανισμούς που την στηρίζουν. Οι δραστηριότητες αυτές έχουν σχεδιαστεί έτσι ώστε να καλλιεργήσουν οι μαθητές τις ικανότητες ανάλυσης και κριτικής σκέψης τους: για παράδειγμα, στη δραστηριότητα της Marjana, οι μαθητές προγραμματίζουν μια σειρά εργασιών ταξινόμησης.. Οι δραστηριότητες αυτές θα βοηθήσουν επίσης τους μαθητές να κατανοήσουν τις ποικίλες εφαρμογές της ΤΝ: στη δραστηριότητα του Artur θα μάθουν για τη σύνδεση της ΤΝ με την Τέχνη και για τον τρόπο με τον οποίο η ΤΝ μπορεί να χρησιμοποιηθεί για να βελτιώσει την οπτική έκφραση. Με τις δραστηριότητες αυτές, οι μαθητές θα διερευνήσουν επίσης τους κινδύνους της ΤΝ και τον αντίκτυπο αυτών.","training.lessons.13.activities.1":"Άνθρωποι-ΤΝ- Τέχνη, για την πρωτοβάθμια εκπαίδευση","training.lessons.13.activities.2":"Εκμάθηση Ταξινόμησης σε Μηχανές: Εισαγωγή στην Επιβλεπόμενη Εκμάθηση Μηχανής, για την κατώτερη δευτεροβάθμια εκπαίδευση","training.lessons.13.activities.3":"Εκμάθηση Ταξινόμησης σε Μηχανές: Εισαγωγή στην Επιβλεπόμενη Εκμάθηση Μηχανής, για την ανώτερη δευτεροβάθμια εκπαίδευση","training.lessons.14.title":"Μάθηση στην εποχή των ευφυών μηχανών","training.lessons.14.author":"από τους Adil Tugyan, Γεωργία Λάσκαρη και Marco Neves","training.lessons.14.text.1":"Η πρόοδος της ΤΝ κατά τα τελευταία έτη ήταν εντυπωσιακή, χάρη στις γρήγορες εξελίξεις που σημειώθηκαν στην υπολογιστική δύναμη αλλά και στη διαθεσιμότητα μεγάλης ποσότητας δεδομένων. Αυτό έχει οδηγήσει σε σημαντικές επενδύσεις στην έρευνα της ΤΝ, καθώς επίσης στην ταχεία επέκταση του κλάδου της ΤΝ, καθιστώντας την ΤΝ μια σημαίνουσα τεχνολογική επανάσταση της εποχής μας. Η ΤΝ υπάρχει παντού γύρω μας. Έχει γίνει μέρος της καθημερινότητάς μας, σε τέτοιο βαθμό που μερικές φορές δεν την θεωρούμε ΤΝ: χρησιμοποιούμε διαδικτυακές προτάσεις, ανίχνευση προσώπου, συστήματα ασφαλείας και βοηθούς φωνής σχεδόν καθημερινά. Τι γίνεται όμως με την εκπαίδευση; ","training.lessons.14.text.2":"Η ΤΝ έχει τεράστιες δυνατότητες ώστε να επιτρέψει νέους τρόπους διδασκαλίας και μάθησης, καθώς επίσης να βελτιώσει την εκπαίδευση των μαθητών. Το συγκεκριμένο Εκπαιδευτικό υλικό θα σας βοηθήσει να ενσωματώσετε αυθεντικές δραστηριότητες ΤΝ στη διδασκαλία σας, καθώς επίσης να προετοιμάσετε τους μαθητές σας για να ζήσουν και να σταδιοδρομήσουν σε έναν κόσμο που διαμορφώνεται από την ΤΝ. Οι δραστηριότητες αυτές έχουν σχεδιαστεί ώστε να μπορέσουν οι μαθητές να αναπτύξουν την περιέργειά τους, την ικανότητα επίλυσης προβλημάτων και τη δημιουργικότητά τους: για παράδειγμα, στη δραστηριότητα του Adil, οι μαθητές μαθαίνουν για αλγόριθμους και νευρωνικά δίκτυα, ενώ ενθαρρύνονται να δημιουργήσουν το δικό τους νευρωνικό δίκτυο ώστε να απεικονίσουν έναν εγκέφαλο ΤΝ. Η Γεωργία θα καθοδηγήσει τους μαθητές σας βήμα προς βήμα στο να αναπτύξουν ένα chatbot. Οι μαθητές θα δημιουργήσουν το δικό τους chatbot, θα προετοιμάσουν σύνολα δεδομένων με ερωτήσεις και απαντήσεις, ενώ θα το εκπαιδεύσουν ώστε να μπορεί να απαντά σε ερωτήσεις σχετικά με τον Covid-19. Στη δραστηριότητα του Marco, οι μαθητές θα αναζητήσουν τα οφέλη και τις προκλήσεις των ευφυών μηχανών στην καθημερινή ζωή και στην εργασία. Ποιους κινδύνους της ΤΝ πρέπει να λάβουμε υπόψη; Τι επιπτώσεις θα έχει η ΤΝ στο μέλλον της εργασίας; Τι είδους θέσεις εργασίας θα είναι διαθέσιμες όταν βγουν στην αγορά εργασίας στο μέλλον;","training.lessons.14.activities.1":"Τεχνητή νοημοσύνη και τα Νευρωνικά δίκτυά της, για το Δημοτικό σχολείο","training.lessons.14.activities.2":"Το chatbot μου για τον Covid-19, για το Γυμνάσιο","training.lessons.14.activities.3":"Ζώντας στην εποχή των «έξυπνων μηχανών»: Προκλήσεις και ευκαιρίες, για το Λύκειο","training.lessons.14.activities.title":"Στα εκπαιδευτικά πλάνα πιο πάνω, οι μαθητές θα μάθουν για τις ευφυείς μηχανές με διασκεδαστικό και αλληλεπιδραστικό τρόπο.","training.lessons.15.title":"Εξορύσσοντας τον γραμματισμό στα μέσα","training.lessons.15.author":"των Marijana Smolčec, Tea Horvatić και Sanja Božinović","training.lessons.15.text.0":"Η εκπαίδευση και ο γραμματισμός στα μέσα δεν υπήρξαν ποτέ πιο σημαντικά για τους σημερινούς μαθητές. Οι μαθητές όλων των ηλικιών πρέπει να αποκτήσουν σχετικές δεξιότητες, γνώσεις και συμπεριφορές για να μπορούν να περιηγηθούν στον πλούσιο σε μέσα κόσμο. Οι δεξιότητες γραμματισμού στα μέσα θα τους βοηθήσουν να χρησιμοποιούν αξιόπιστο περιεχόμενο στο internet και να αναγνωρίζουν παραπλανητικές πηγές πληροφοριών. Θα κατανοήσουν τον τρόπο με τον οποίο μπορούν να ελέγχουν την πιστότητα των πληροφοριών που βρίσκουν ηλεκτρονικά και να τις ερμηνεύουν με κριτική σκέψη. Θα ευαισθητοποιηθούν σχετικά με την ορθή χρήση του δημιουργικού έργου και θα εφαρμόσουν όσα έμαθαν κατά τη δημιουργία του δικού τους δημιουργικού περιεχομένου.","training.lessons.15.text.1":"Αυτό το εκπαιδευτικό πρόγραμμα θα σας δώσει τη δυνατότητα να υλοποιήσετε διάφορες στρατηγικές και τεχνικές για να ενισχύσετε τους μαθητές σας και να αποκτήσουν γραμματισμό στα μέσα. Στη δραστηριότητα της Marijana, οι μαθητές μαθαίνουν πώς να χρησιμοποιούν το περιεχόμενο του Web με ασφάλεια και υπευθυνότητα. Ενημερώνονται για τους διαφορετικούς τύπους αδειών χρήσης και προγραμματίζουν μια απλή εφαρμογή για να καταλάβουν πώς να κάνουν σωστή κοινή χρήση του δημιουργικού έργου. Στη δραστηριότητα της Tea, οι μαθητές ξεκινούν για μια αποστολή αναζήτησης, όπου θα μάθουν για το clickbait. Μέσα από τις ενδιαφέρουσες εργασίες, οι μαθητές εξερευνούν στρατηγικές για τον εντοπισμό και την αποκάλυψη του clickbait και μαθαίνουν πώς να το αποφεύγουν. Η Sanja επιτρέπει στους μαθητές να εξερευνούν και να αναλύουν και να αξιολογούν με κριτική σκέψη το περιεχόμενο του Web, τη συνάφεια, την ακρίβεια, την προέλευση και τον σκοπό του. Μαθαίνουν πώς να βρίσκουν αξιόπιστες πηγές στο διαδίκτυο και πώς να αναγνωρίζουν ψευδείς ηλεκτρονικές πληροφορίες.","training.lessons.15.text.2":"Στα παρακάτω σχέδια μαθημάτων, θα βρείτε εμπνευσμένες και ενδιαφέρουσες δραστηριότητες για την ενίσχυση των δεξιοτήτων γραμματισμού στα μέσα των μαθητών:","training.lessons.15.activities.1":"Είναι δωρεάν αν είναι στο Internet;","training.lessons.15.activities.2":"Να κάνει κανείς κλικ ή να μην κάνει κλικ","training.lessons.15.activities.3":"Επαλήθευση πληροφοριών","training.lessons.16.title":"ΑΦΗΓΗΣΗ ΙΣΤΟΡΙΑΣ ΜΕ ΤΗ HEDY","training.lessons.16.author":"από τη Felienne Hermans","training.lessons.16.text.0":"Οι μαθητές σου γνωρίζουν ήδη μια γλώσσα οπτικού προγραμματισμού αλλά δεν αισθάνονται έτοιμοι να μελετήσουν μια γλώσσα προγραμματισμού που βασίζεται σε γραπτό κώδικα; Τότε αυτό το εκπαιδευτικό πρόγραμμα είναι ιδανικό για σένα και τους μαθητές σου γιατί θα τους βοηθήσει να γεφυρώσουν το χάσμα μεταξύ μιας γλώσσας οπτικού προγραμματισμού και μιας γλώσσας προγραμματισμού που βασίζεται σε γραπτό κώδικα. Το εκπαιδευτικό πρόγραμμα Αφήγηση ιστορίας με τη Hedy περιλαμβάνει τρία πλάνα μαθημάτων που χρησιμοποιούν τη Hedy – μια σταδιακή γλώσσα προγραμματισμού για τη διδασκαλία του προγραμματισμού σε παιδιά.","training.lessons.16.text.1":"Η Hedy απευθύνεται σε παιδιά που θέλουν να ξεκινήσουν με γλώσσες προγραμματισμού που βασίζονται σε γραπτό κώδικα, αλλά για τα οποία η Python μπορεί να είναι ακόμα αρκετά πολύπλοκη. Οι σταδιακές γλώσσες χρησιμοποιούν διαφορετικά επίπεδα γλωσσών, όπου κάθε επίπεδο προσθέτει έννοιες και πιο πολύπλοκο συντακτικό. Στο τέλος της σειράς επιπέδων της Hedy, οι μαθητές γνωρίζουν ένα μέρος των συντακτικών κανόνων της Python.","training.lessons.16.text.2":"Σε αυτό το Εκπαιδευτικό Πρόγραμμα θα βρεις ενδιαφέρουσες και καθηλωτικές δραστηριότητες που θα βοηθήσουν τους μαθητές σου να χρησιμοποιήσουν αποτελεσματικά γλώσσες προγραμματισμού που βασίζονται σε γραπτό κώδικα. Δημιουργώντας τις δικές τους διαδραστικές ιστορίες, θα μάθουν σταδιακά προγραμματισμό, χωρίς να πρέπει να τα μάθουν όλα μονομιάς. Στο πλάνο μαθήματος για δημοτικό σχολείο, οι μαθητές εισάγονται στις βασικές έννοιες του προγραμματισμού. Το πλάνο μαθήματος για το γυμνάσιο εισάγει περαιτέρω έννοιες προγραμματισμού, ενώ το πλάνο μαθήματος για το λύκειο επιτρέπει στους μαθητές να κωδικοποιούν πιο πολύπλοκες ιστορίες και δραστηριότητες.","training.lessons.16.text.3":"Δες τη διαδραστική ιστορία παρακάτω για να κατανοήσεις πώς οι αναγνώστες μπορούν να συμμετέχουν στην ιστορία και πώς εξασφαλίζεται η ενεργός συμμετοχή τους.","training.lessons.16.activities.1":"Δημιούργησε τη δική σου διαδραστική ιστορία με τη Hedy για μαθητές δημοτικού","training.lessons.16.activities.2":"Δημιούργησε τη δική σου διαδραστική ιστορία με τη Hedy για μαθητές γυμνασίου","training.lessons.16.activities.3":"Δημιούργησε τη δική σου διαδραστική ιστορία με τη Hedy για μαθητές λυκείου","training.lessons.17.title":"Νιώστε τον Κώδικα","training.lessons.17.author":"από την Alenka Miljević ","training.lessons.17.text.0":"Η κοινωνική και συναισθηματική ευημερία είναι η ικανότητα να είναι κάποιος ανθεκτικός, να γνωρίζει πώς να διαχειρίζεται τα συναισθήματά του και να ανταποκρίνεται στα συναισθήματα των άλλων, να αναπτύσσει ουσιαστικές σχέσεις με τους γύρω του, να αναπτύσσει συναισθήματα τα οποία να οδηγούν σε θετική ψυχολογία, καθώς και να δημιουργεί το δικό του δίκτυο συναισθηματικής υποστήριξης. Οι κοινωνικές και συναισθηματικές δεξιότητες που διδάσκονται οι νέοι στο σχολείο συμβάλουν στην ανάπτυξη της ανθεκτικότητας και θέτουν πρότυπα διαχείρισης της σωματικής και ψυχικής τους υγεία καθ’ όλη τη διάρκεια της ζωής τους. (Συμβούλιο της Ευρώπης)","training.lessons.17.text.1":"Το Εκπαιδευτικό Πρόγραμμα Νιώστε τον Κώδικα θα σας δώσει τη δυνατότητα να καλλιεργήσετε την κοινωνική και συναισθηματική ευημερία των μαθητών σας μέσω της αναγνώρισης, της ερμηνείας, της κατανόησης και της ανταπόκρισης σε θετικά και αρνητικά αισθήματα, καθώς και σε συναισθήματα για την ανάπτυξη της ενσυναίσθησης και της ανθεκτικότητας. Στο εν λόγω Εκπαιδευτικό Πρόγραμμα θα βρείτε ενδιαφέρουσες και διαδραστικές δραστηριότητες που θα βοηθήσουν τους μαθητές σας να αναπτύξουν δεξιότητες με σκοπό τη διαχείριση διαφορετικών συναισθημάτων μέσω του προγραμματισμού. Οι μαθητές σας θα μάθουν να εκφράζουν τα συναισθήματά τους και να ανταποκρίνονται στα συναισθήματα των συνομηλίκων τους με τη βοήθεια ενός ρομπότ Bee-bot.","training.lessons.17.text.2":"Το εκπαιδευτικό πρόγραμμα Νιώστε τον Κώδικα περιλαμβάνει τρία πλάνα μαθημάτων τα οποία χρησιμοποιούν ένα εκπαιδευτικό ρομπότ Bee-Bot με σκοπό τη δημιουργία δραστηριοτήτων οι οποίες ενθαρρύνουν τους μαθητές να μιλούν για τα συναισθήματα και να αναπτύσσουν ενσυναίσθηση. Στο πλαίσιο του πλάνου μαθημάτων για τα Δημοτικά Σχολεία οι μαθητές προγραμματίζουν ένα Bee-Bot για να μιλήσουν για συναισθήματα, όπως τη λύπη, τη χαρά, τον φόβο και τον θυμό και να ανακαλύψουν τους λόγους για τους οποίους οι ίδιοι, καθώς και οι συνομήλικοί τους νιώθουν αυτά τα συναισθήματα. Το πλάνο μαθημάτων για τα Γυμνάσια ενθαρρύνει τους μαθητές να προγραμματίσουν ένα Bee-Bot, να αναγνωρίσουν τα συναισθήματά τους και τα συναισθήματα των συνομηλίκων τους, να κατανοήσουν την αιτία που τα προκάλεσε και πώς να ανταποκριθούν σε αυτά. Το πλάνο μαθημάτων για τα Λύκεια επιτρέπει στους μαθητές να κατευθύνουν το Bee-Bot και να επινοούν ιστορίες για συναισθήματα, ανθεκτικότητα και ενσυναίσθηση.","training.lessons.17.text.3":"Εάν η τάξη σας δεν διαθέτει εκπαιδευτικό ρομπότ, το εν λόγω Εκπαιδευτικό Πρόγραμμα θα σας δώσει ιδέες για δραστηριότητες χωρίς σύνδεση στο διαδίκτυο οι οποίες καλλιεργούν την ανάπτυξη κοινωνικών και συναισθηματικών δεξιοτήτων. Η παρακάτω διαδραστική ιστορία παρέχει μια σύντομη επισκόπηση των δραστηριοτήτων τις οποίες μπορείτε να εφαρμόσετε στην τάξη σας:","training.lessons.17.activities.1":"Προγραμματίζω - Νιώθω - Μαθαίνω για μαθητές δημοτικών σχολείων","training.lessons.17.activities.2":"Η καρδιά μου δεν είναι από πέτρα για μαθητές γυμνασίων","training.lessons.17.activities.3":"Προγραμματίζω τη διάθεσή μου για μαθητές λυκείων","training.lessons.18.title":"SOS για το Νερό","training.lessons.18.author":"του Francisco Delgado Cecilia","training.lessons.18.text.0":'Το εκπαιδευτικό πρόγραμμα "SOS για το Νερό" είναι μια απάντηση στην ανάγκη αντιμετώπισης του προβλήματος της ρύπανσης των υδάτων. Παρά τις προσπάθειες που καταβλήθηκαν τα τελευταία χρόνια, εξακολουθούν να υπάρχουν 2 δισεκατομμύρια άνθρωποι σε όλο τον κόσμο που δεν έχουν πρόσβαση σε ασφαλές πόσιμο νερό. Αυτό σημαίνει ότι ο στόχος 6 της Ατζέντας του 2030 για τη Βιώσιμη Ανάπτυξη (ΣΒΑ), ο οποίος ορίζει ότι όλοι οι άνθρωποι θα πρέπει να έχουν πρόσβαση σε καθαρό νερό και αποχέτευση έως το 2030, απέχει πολύ από το να επιτευχθεί. Το ίδιο ισχύει και για τον ΣΒΑ 14 σχετικά με τη ζωή στο νερό, ο οποίος αποσκοπεί στη διατήρηση και τη βιώσιμη χρήση των ωκεανών, των θαλασσών και των θαλάσσιων πόρων για τη βιώσιμη ανάπτυξη.',"training.lessons.18.text.1":"Αυτό το εκπαιδευτικό πρόγραμμα επικεντρώνεται στο σχετικό και επίκαιρο θέμα της μέτρησης της ποιότητας του νερού και στους νέους ρύπους που θέτουν σε κίνδυνο την ποιότητα του νερού. Οι μαθητές θα έχουν την ευκαιρία να διερευνήσουν και να αναζητήσουν λύσεις σε πραγματικά προβλήματα που σχετίζονται με το νερό και το περιβάλλον, γεγονός που θα τους επιτρέψει να αναπτύξουν δεξιότητες όπως η έρευνα, η κριτική σκέψη και η επίλυση προβλημάτων.","training.lessons.18.text.2":"Τα πλάνα μαθημάτων περιλαμβάνουν πρακτικές και δημιουργικές δραστηριότητες, όπως ο προγραμματισμός στο Scratch, η μύηση στη μηχανική μάθηση και την τεχνητή νοημοσύνη με το Learning Machine Learning και η κατασκευή καθοδηγούμενων οχημάτων με σετ Lego για τη δειγματοληψία νερού και την ανάλυση του pH του νερού. Αυτές οι δραστηριότητες θα επιτρέψουν στους μαθητές να εφαρμόσουν τις δεξιότητες και τις γνώσεις τους στην πράξη σε ένα διαδραστικό και παιχνιδιάρικο περιβάλλον, το οποίο θα αυξήσει τα κίνητρα και το ενδιαφέρον τους για το έργο.","training.lessons.18.text.3":"Για την υλοποίηση αυτού του εκπαιδευτικού προγράμματος προτείνεται η πραγματοποίηση των τριών δραστηριοτήτων στην τάξη, ώστε να ολοκληρωθεί πλήρως το έργο και να επιτευχθεί μια πιο ουσιαστική και ενδιαφέρουσα μαθησιακή διαδικασία. Ωστόσο, κάθε δραστηριότητα μπορεί να εκτελεστεί μεμονωμένα.","training.lessons.18.activities.1":"SOS για το νερό με το Scratch","training.lessons.18.activities.2":"SOS για το νερό με τη Μηχανική Μάθηση","training.lessons.18.activities.3":"SOS για το νερό με τα Ρομποτικά Παιχνίδια","training.download_video_script":"Κατεβάστε τα λόγια του βίντεο σε μορφή κειμένου","training.ready_to_share":"Έτοιμοι να μεταδώσετε όσα μάθατε στους μαθητές σας;","training.choose_lessons":"Επιλέξτε ένα από τα προγράμματα διδασκαλίας παρακάτω και διοργανώστε μια δραστηριότητα με τους μαθητές σας.","training.footer.title":"Μην ξεχάσετε να προσθέσετε την εκδήλωσή σας στον χάρτη της Εβδομάδας Προγραμματισμού!","training.footer.text":`

    Μπορείτε εύκολα να διοργανώσετε ένα μάθημα στην τάξη σας, μια ημέρα γνωριμίας ή μια εκδήλωση στο σχολείο σας. Απλώς βρείτε μια ημερομηνία και καταχωρίστε τη δραστηριότητά σας στον χάρτη της Εβδομάδα Προγραμματισμού. Κάθε διοργανωτής δραστηριότητας θα λάβει πιστοποιητικό συμμετοχής για την προσπάθεια του.

    - -

    Αν θέλετε να επικοινωνείτε με μια διεθνή ομάδα δασκάλων που διαπνέεται από ενθουσιασμό, εγγραφείτε στην ομάδα για δασκάλους της Ευρωπαϊκής Εβδομάδας Προγραμματισμού στο Facebook! Αν θέλετε να κάνετε ένα παραπάνω βήμα και να συνεργαστείτε με άλλα σχολεία της χώρας σας ή και πέρα από τα σύνορα της χώρας σας, δηλώστε συμμετοχή στην πρόκληση Code Week 4 All.

    `,"validation.accepted":"Το :attribute πρέπει να γίνει αποδεκτό.","validation.active_url":"Το :attribute δεν είναι έγκυρη URL.","validation.after":"Το :attribute πρέπει να είναι μια ημερομηνία πριν από τις :date.","validation.after_or_equal":"Το :attribute πρέπει να είναι μια ημερομηνία πριν από τις ή να ισούται με τις :date.","validation.alpha":"Το :attribute μπορεί να περιλαμβάνει μόνο γράμματα.","validation.alpha_dash":"Το :attribute μπορεί να περιλαμβάνει μόνο γράμματα, αριθμούς και παύλες.","validation.alpha_num":"Το :attribute μπορεί να περιλαμβάνει μόνο γράμματα και αριθμούς.","validation.array":"Το :attribute πρέπει να είναι ένα βέλος.","validation.before":"Το :attribute πρέπει να είναι μια ημερομηνία πριν από τις :date.","validation.before_or_equal":"Το :attribute πρέπει να είναι μια ημερομηνία πριν από τις ή να ισούται με τις :date.","validation.between.numeric":"Το :attribute πρέπει να είναι από :min έως :max.","validation.between.file":"Το :attribute πρέπει να είναι από :min έως :max kilobytes.","validation.between.string":"Το :attribute πρέπει να περιλαμβάνει από :min έως :max χαρακτήρες.","validation.between.array":"Το :attribute πρέπει να περιλαμβάνει από :min έως :max αντικείμενα.","validation.boolean":"Το πεδίο :attribute πρέπει να είναι σωστό ή λάθος.","validation.confirmed":"Η επιβεβαίωση :attribute δεν συμπίπτει.","validation.date":"Το :attribute δεν είναι έγκυρη ημερομηνία.","validation.date_format":"Το :attribute δεν αντιστοιχεί στον μορφότυπο :format.","validation.different":"Το :attribute και το :other πρέπει να είναι διαφορετικά.","validation.digits":"Το :attribute πρέπει να αποτελείται από :digits ψηφία.","validation.digits_between":"Το :attribute πρέπει να αποτελείται από :min έως :max ψηφία.","validation.dimensions":"Το :attribute διαθέτει μη έγκυρες διαστάσεις εικόνας.","validation.distinct":"Το πεδίο :attribute έχει διπλότυπη τιμή.","validation.email":"Το :attribute πρέπει να είναι ένα έγκυρο email.","validation.exists":"Το επιλεγμένο :attribute δεν είναι έγκυρο.","validation.file":"Το :attribute πρέπει να είναι αρχείο.","validation.filled":"Το πεδίο :attribute πρέπει να έχει μια τιμή.","validation.image":"Το :attribute πρέπει να είναι εικόνα.","validation.in":"Το επιλεγμένο :attribute δεν είναι έγκυρο.","validation.in_array":"Το πεδίο :attribute field δεν υπάρχει στο :other.","validation.integer":"Το :attribute πρέπει να είναι ακέραιος αριθμός.","validation.ip":"Το :attribute πρέπει να είναι μια έγκυρη διεύθυνση IP.","validation.ipv4":"Το :attribute πρέπει να είναι μια έγκυρη διεύθυνση IPv4.","validation.ipv6":"Το :attribute πρέπει να είναι μια έγκυρη διεύθυνση IPv6.","validation.json":"Το :attribute πρέπει να είναι μια έγκυρη συμβολοσειρά JSON.","validation.max.numeric":"Το :attribute δεν μπορεί να ξεπερνά τα :max.","validation.max.file":"Το :attribute δεν μπορεί να ξεπερνά τα :max kilobytes.","validation.max.string":"Το :attribute δεν μπορεί να ξεπερνά τους :max χαρακτήρες.","validation.max.array":"Το :attribute δεν μπορεί να έχει περισσότερα από :max αντικείμενα.","validation.mimes":"Το :attribute πρέπει να είναι ένας τύπος αρχείου: :values.","validation.mimetypes":"Το :attribute πρέπει να είναι ένας τύπος αρχείου: :values.","validation.min.numeric":"Το :attribute πρέπει να είναι τουλάχιστον :min.","validation.min.file":"Το :attribute πρέπει να είναι τουλάχιστον :min kilobytes.","validation.min.string":"Το :attribute πρέπει να περιλαμβάνει τουλάχιστον :min χαρακτήρες.","validation.min.array":"Το :attribute πρέπει να περιλαμβάνει τουλάχιστον :min αντικείμενα.","validation.not_in":"Το επιλεγμένο :attribute δεν είναι έγκυρο.","validation.not_regex":"Ο μορφότυπος του :attribute δεν είναι έγκυρος.","validation.numeric":"Το :attribute πρέπει να είναι ένας αριθμός.","validation.present":"Το πεδίο :attribute πρέπει να υπάρχει.","validation.regex":"Ο μορφότυπος του :attribute δεν είναι έγκυρος.","validation.required":"Το πεδίο :attribute είναι υποχρεωτικό.","validation.required_if":"Το πεδίο :attribute είναι υποχρεωτικό όταν το :other είναι :value.","validation.required_unless":"Το πεδίο :attribute είναι υποχρεωτικό εκτός αν το :other είναι σε :values.","validation.required_with":"Το πεδίο :attribute είναι υποχρεωτικό όταν υπάρχει :values.","validation.required_with_all":"Το πεδίο :attribute είναι υποχρεωτικό όταν υπάρχει :values.","validation.required_without":"Το πεδίο :attribute είναι υποχρεωτικό όταν δεν υπάρχει :values.","validation.required_without_all":"Το :attribute είναι υποχρεωτικό όταν δεν υπάρχει κανένα από τα :values.","validation.same":"Το :attribute και το :other πρέπει να συμπίπτουν.","validation.size.numeric":"Το :attribute πρέπει να είναι :size.","validation.size.file":"Το :attribute πρέπει να είναι :size kilobytes.","validation.size.string":"Το :attribute πρέπει να περιλαμβάνει :size χαρακτήρες.","validation.size.array":"Το :attribute πρέπει να περιλαμβάνει :size αντικείμενα.","validation.string":"Το :attribute πρέπει να είναι μια συμβολοσειρά.","validation.timezone":"Το :attribute πρέπει να είναι μια έγκυρη ζώνη.","validation.unique":"Το :attribute χρησιμοποιείται ήδη.","validation.uploaded":"Το :attribute δεν απεστάλη.","validation.url":"Ο μορφότυπος του :attribute δεν είναι έγκυρος.","validation.custom.attribute-name.rule-name":"εξατομικευμένο μήνυμα","values.1.title":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού είναι ανεξάρτητη","values.1.content":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού είναι μια κοινότητα που αποτελείται από εθελοντές. Δεν ενεργούμε με γνώμονα το οικονομικό όφελος. Σεβόμαστε και εκτιμούμε τις ιδέες, τα πιστεύω και τους πολιτισμούς άλλων ανθρώπων. Λαμβάνουμε μέρος στην Ευρωπαϊκή Εβδομάδα Προγραμματισμού διότι πιστεύουμε στη σημασία αυτού που κάνουμε. Αυτή είναι η δύναμή μας. Στόχος μας είναι να καταστήσουμε την υπολογιστική σκέψη, την κωδικοποίηση, τον προγραμματισμό, την πληροφορική, τη ρομποτική, την ενασχόληση με το υλισμικό και τις ψηφιακές δεξιότητες γενικότερα προσβάσιμα σε όλους.","values.2.title":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού απευθύνεται σε όλους","values.2.content":"Ο καθένας μπορεί να οργανώσει δραστηριότητες στο πλαίσιο της Ευρωπαϊκής Εβδομάδας Προγραμματισμού. Κατανοούμε ότι είναι ουσιώδους σημασίας για τις διοργανώσεις της Ευρωπαϊκής Εβδομάδας Προγραμματισμού να απευθύνονται σε όλους ανεξάρτητα από ηλικία, χρώμα, φύλο, πολιτισμικό πλαίσιο ή διανοητικές ικανότητες. Οι δραστηριότητες μπορούν να αποτελούν έναυσμα για την κινητοποίηση ενδιαφέροντος και περιέργειας ή να συμβάλλουν στη μεγαλύτερη ανάπτυξη δεξιοτήτων. Ισότητα, σεβασμός, ελευθερία και συμμετοχικότητα αποτελούν τις αρχές μας. Θέλουμε όλοι οι συμμετέχοντες να αποκτούν εμπειρίες και να δημιουργούν μέσω της τεχνολογίας με διασκεδαστικό τρόπο.","values.3.title":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού είναι παγκοσμιοτοπική","values.3.content.1":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού έχει ως στόχο να σας προσεγγίσει ανεξάρτητα εάν ζείτε σε μεγάλη πόλη, περιφερειακή πρωτεύουσα ή απομακρυσμένο χωριό. Καταβάλλουμε ιδιαίτερη προσπάθεια να υποστηρίζουμε τους τοπικούς διοργανωτές με","values.3.content.2":"υλικό","values.3.content.3":"στη γλώσσα τους και να ανταποκρινόμαστε στις ανάγκες τους. Ο","values.3.content.4":"χάρτης της Ευρωπαϊκής Εβδομάδας Προγραμματισμού","values.3.content.5":"αποτελεί το βασικό εργαλείο καταγραφής κάθε δραστηριότητας και συγκεκριμένης τοποθεσίας. Ταυτόχρονα, η Ευρωπαϊκή Εβδομάδα Προγραμματισμού έχει παγκόσμιο χαρακτήρα και καλωσορίζει ανθρώπους από ολόκληρο τον κόσμο στην κοινότητα. Είμαστε «παγκοσμιοτοπικοί».","values.4.title":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού αφορά τη συνεργασία","values.4.content.1":"Τα μέλη της κοινότητας της Ευρωπαϊκής Εβδομάδας Προγραμματισμού αλληλεπιδρούν μεταξύ τους, ανταλλάσσουν πληροφορίες, μαθαίνουν το ένα από το άλλο και οικοδομούν από κοινού γνώση. Είμαστε συνδεδεμένοι και υποστηρικτικοί μεταξύ μας. Μοιραζόμαστε πόρους, ιδέες και βέλτιστες πρακτικές. Ενθαρρύνουμε τις συνεργασίες και την αμοιβαία μάθηση.","values.4.content.2":"Η πρόκληση ‘Εβδομάδα Προγραμματισμού για όλους’","values.4.content.3":"έχει ως στόχο να δημιουργήσει δεσμούς πέρα από σύνορα και κοινότητες. Βοηθά στη μετάδοση θετικής ενέργειας και τη διασύνδεση των ανθρώπων που ανταλλάσσουν γνώσεις.","values.5.title":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού είναι μη κερδοσκοπική","values.5.content.1":"Οι δραστηριότητες της Ευρωπαϊκής Εβδομάδας Προγραμματισμού είναι μη κερδοσκοπικού χαρακτήρα. Όλοι οι","values.5.content.2":"πόροι","values.5.content.3":"της δικτυακής τοποθεσίας της #EUCodeWeek είναι δωρεάν. Όλα τα εκπαιδευτικά προγράμματα και τα διαδικτυακά μαθήματα της Ευρωπαϊκής Εβδομάδας Προγραμματισμού είναι επίσης δωρεάν.","values.6.title":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού ενθαρρύνει τη δημιουργικότητα και την καινοτομία","values.6.content":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού ενθαρρύνει τη δημιουργικότητα, την καινοτομία και την προοπτική σκέψη. Είμαστε ανοιχτοί και ευγνώμονες για οποιαδήποτε σχόλια και κριτική, προκειμένου να λαμβάνουμε πιο ενημερωμένες αποφάσεις και να εξελίσσουμε την Ευρωπαϊκή Εβδομάδα Προγραμματισμού. Ακόμη και οι αποτυχίες, μας βοηθούν να αναπτυχθούμε ως άτομα και ως κοινότητα.","values.7.title":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού ευγνωμονεί την κοινότητά της","values.7.content":"Είμαστε ευγνώμονες για την υποστήριξη που λαμβάνουμε από δασκάλους, προγυμναστές και άλλους διοργανωτές δραστηριοτήτων, μαθητές, γονείς, ομάδες προγραμματισμού και όλους τους συνεργάτες μας. Έχουμε όλοι έναν κοινό στόχο. Θέλουμε να φέρουμε την υπολογιστική σκέψη, τον προγραμματισμό, την πληροφορική και τις ψηφιακές δεξιότητες σε επαφή με όσο το δυνατόν περισσότερους ανθρώπους.","values.title":"Δήλωση αξιών της Ευρωπαϊκής Εβδομάδας Προγραμματισμού","values.description.1.1":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού είναι ένα κίνημα εθελοντών –","values.description.1.2":"πρέσβεων","values.description.1.3":", κορυφαίων δασκάλων και οπαδών του προγραμματισμού από ολόκληρο τον κόσμο. Χαίρει της υποστήριξης της","values.description.1.4":"Ευρωπαϊκής Επιτροπής","values.description.1.5":"και των Υπουργείων Παιδείας στην Ευρωπαϊκή Ένωση και τις χώρες των Δυτικών Βαλκανίων.","values.description.2":"Ο πυρήνας της Ευρωπαϊκής Εβδομάδας Προγραμματισμού είναι η κοινότητα εθελοντών διοργανωτών δραστηριοτήτων που περιλαμβάνει δασκάλους, μέντορες, ομάδες προγραμματισμού, βιβλιοθήκες, ιδιωτικές εταιρείες, γονείς και μη κυβερνητικούς οργανισμούς. Αφιερώνουμε χρόνο, ενέργεια και δεξιότητες με στόχο να μεταφέρουμε την υπολογιστική σκέψη, τον προγραμματισμό, τη ρομποτική, την ενασχόληση με υλισμικό, την πληροφορική και τις ψηφιακές δεξιότητες γενικά σε όσους περισσότερους ανθρώπους γίνεται στην Ευρώπη και ολόκληρο τον κόσμο.","values.description.3":"Η Ευρωπαϊκή Εβδομάδα Προγραμματισμού αποτελείται επίσης και από τους εκατομμύρια συμμετέχοντες, που είναι άνθρωποι όλων των φύλων, των ηλικιών, των πλαισίων, των πολιτισμών και των δεξιοτήτων από όλο τον κόσμο.","values.description.4":"Είμαστε υπερήφανοι που ανήκουμε στην Ευρωπαϊκή Εβδομάδα Προγραμματισμού. Αυτές είναι οι αξίες μας. Διέπουν πάντα τη δουλειά και τις αποφάσεις μας.","why-coding.titles.0":"Ποιος ο σκοπός του προγραμματισμού","why-coding.titles.1":"Να δώσει ζωή σε ιδέες","why-coding.titles.2":"Ο προγραμματισμός βοηθά επίσης στην ανάπτυξη βασικών ικανοτήτων.","why-coding.titles.3":"Τέλος, να διαμορφώσει το μέλλον μας","why-coding.texts.0":"Ποιον αφορά; Την Pia, η οποία ένιωθε ότι έπρεπε να σπουδάσει νομική, παρόλο που πάντα της άρεσαν τα μαθηματικά και απολάμβανε να παίζει με υπολογιστές. Αφορά τον Mark, που έχει μια ιδέα για ένα καλύτερο κοινωνικό δίκτυο, αλλά δεν ξέρει πώς να το κατασκευάσει μόνος του. Αφορά την Alice, η οποία ονειρεύεται να κατασκευάσει ρομπότ γιατί οι γονείς της δεν της επιτρέπουν να έχει γάτα. Και αφορά και όσους από εσάς βοηθούν ήδη να γίνουν πραγματικότητα αυτά τα όνειρα.","why-coding.texts.1":"Βασικά, ο προγραμματισμός μάς αφορά όλους και αφορά τον τρόπο με τον οποίο διαμορφώνουμε τη ζωή και το μέλλον μας. Όλοι μας μπορούμε να κάνουμε κάτι περισσότερο από το να κοινοποιούμε απλώς μια δημοσίευση ή να δηλώνουμε ότι μας αρέσει. Μπορούμε να δώσουμε ζωή στις ιδέες μας, να δημιουργήσουμε πράγματα που θα φέρουν χαρά στους άλλους.","why-coding.texts.2":"Δεν ήταν ποτέ πιο εύκολο να αναπτύξετε μια εφαρμογή, να κατασκευάσετε το δικό σας ρομπότ ή ποιος ξέρει —ακόμη και να εφεύρετε το ιπτάμενο αυτοκίνητο! Δεν είναι ένα άνετο ταξίδι, αλλά ένα ταξίδι γεμάτο δημιουργικές προκλήσεις, πολλή διασκέδαση και μια κοινότητα που σας στηρίζει. Είστε έτοιμοι να αποδεχθείτε την πρόκληση και να γίνετε ψηφιακοί δημιουργοί","why-coding.texts.3":"Οι γλώσσες προγραμματισμού είναι σαν οποιαδήποτε άλλη γλώσσα. Μόνο που στην περίπτωση αυτή τα παιδιά δεν μαθαίνουν να εκφράζονται και να επικοινωνούν με άλλους ανθρώπους. Αντ’ αυτού, μαθαίνουν πώς να επικοινωνούν με την τεχνολογία. Την τεχνολογία που βρίσκεται παντού γύρω μας —στα έξυπνα τηλέφωνα, στους υπολογιστές, στα οχήματα, παντού!","why-coding.texts.4":"Ωστόσο, η κατανόηση και η επικοινωνία με τους υπολογιστές αποτελούν ένα μόνο μέρος του. Ο προγραμματισμός συμβάλλει επίσης στην ανάπτυξη πολυεπιστημονικών ικανοτήτων, όπως η υπολογιστική σκέψη, η επίλυση προβλημάτων, η δημιουργικότητα και η ομαδική εργασία —εξαιρετικές δεξιότητες για όλα τα επαγγέλματα. Η ικανότητα επίλυσης προβλημάτων, αντιμετώπισης της αποτυχίας και επανάληψης των προσπαθειών ή συνεργασίας με άλλους αποτελεί επιθυμητό στοιχείο σε πολλούς τομείς.","why-coding.texts.5":"Πριν από έναν αιώνα, δεν υπήρχαν καν γλώσσες προγραμματισμού. Σήμερα, οι κώδικες βρίσκονται παντού γύρω μας και σχεδόν τα πάντα μπορούν να προγραμματιστούν — ακόμη και παπούτσια ή κουτιά δημητριακών! Γιατί, λοιπόν, να αφήσουμε τη διαμόρφωση του μέλλοντός μας στους άλλους όταν μπορούμε να γίνουμε εμείς οι δημιουργοί και να κάνουμε πραγματικότητα τα οράματα και τις ιδέες μας; Σε τελική ανάλυση, το μόνο όριο είναι η φαντασία μας.","why-coding.texts.6":"Ο Alessandro Bogliolo, συντονιστής της ομάδας εθελοντών Πρέσβεων της Ευρωπαϊκής Εβδομάδας Προγραμματισμού, δήλωσε :","why-coding.texts.7":"Από την απαρχή του κόσμου, καταφέραμε πολλά πράγματα χρησιμοποιώντας την πέτρα, το σίδερο, το χαρτί και το μολύβι, που μεταμόρφωσαν τη ζωή μας. Σήμερα ζούμε σε μια διαφορετική εποχή όπου ο κόσμος μας διαμορφώνεται ψηφιακά. Σε διαφορετικές εποχές υπάρχει ζήτηση για διαφορετικές θέσεις εργασίας και διαφορετικές δεξιότητες. Κατά την Ευρωπαϊκή Εβδομάδα Προγραμματισμού θέλουμε να προσφέρουμε σε κάθε Ευρωπαίο και σε κάθε Ευρωπαία τη δυνατότητα να ανακαλύψει τον προγραμματισμό και να διασκεδάσει με αυτόν. Ας μάθουμε προγραμματισμό για να διαμορφώσουμε το μέλλον μας","why-coding.texts.8":"Τέλος, ο προγραμματισμός είναι μια περιζήτητη δεξιότητα σε όλους σχεδόν τους κλάδους —όχι μόνο στον τομέα της τεχνολογίας, αλλά και στους τομείς της οικονομίας, της υγειονομικής περίθαλψης, της επιστήμης, ακόμη και του σχεδιασμού ή της γεωργίας, και η ζήτηση αυξάνεται όλο και περισσότερο. Τα παιδιά που γνωρίζουν πώς να προγραμματίζουν, που κατανοούν πώς λειτουργεί η τεχνολογία, έχουν κάποιο πλεονέκτημα, ανεξάρτητα από την επαγγελματική πορεία που επιλέγουν τελικά.","why-coding.texts.9":"Νιώθετε να σας εμπνέει?","why-coding.texts.10":"Λάβετε μέρος στην Ευρωπαϊκή Εβδομάδα Προγραμματισμού!","why-coding.texts.11":"Χρειάζεστε περισσότερη τροφή για σκέψη?","why-coding.texts.12":"Για περισσότερες πληροφορίες επισκεφθείτε το ιστολόγιό μας."};export{e as default}; diff --git a/public/build/assets/php_en-CGTk4e2c.js b/public/build/assets/php_en-CGTk4e2c.js deleted file mode 100644 index 528f34dd6..000000000 --- a/public/build/assets/php_en-CGTk4e2c.js +++ /dev/null @@ -1,296 +0,0 @@ -const e={"auth.failed":"These credentials do not match our records.","auth.password":"The provided password is incorrect.","auth.throttle":"Too many login attempts. 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    - EU Code Week is a grass-roots movement that celebrates creativity, problem solving and collaboration through programming and other tech activities. The idea is to make programming more visible, to show young, adults and elderly how you bring ideas to life with code, to demystify these skills and bring motivated people together to learn. -

    `,"about.codeweek_in_numbers-text":`

    In 2021, 4 million people in more than 80 countries around the world took part in EU Code Week.

    -

    The average participant was 11 years old and 49% of participants in 2021 were women or girls. 88% of EU Code Week events took place in schools, which show that efforts to empower teachers during the 2021 campaign have been successful.

    -

    Anyone is welcome to organise or join an activity. Just pick a topic and a target audience and add your activity to the map.

    `,"about.run_by_volunteers-text":` -

    - EU Code Week is run by volunteers. One, or several, Code Week Ambassadors coordinate the initiative in their countries, but everyone can organise their own activity and add it to the codeweek.eu map. -

    `,"about.supported_by_commission-text":` -

    - EU Code Week was launched in 2013 by the Young Advisors for the Digital Agenda Europe. The European Commission supports EU Code Week as part of its strategy for a Digital Single Market. In the Digital Education Action Plan the Commission especially encourages schools to join the initiative. -

    `,"about.schools-text":` -

    - Schools at any levels and teachers of all subjects are especially invited to participate in EU Code Week, to give the opportunity to their students to explore digital creativity and coding. Learn more about the initiative and how to organise your activity via the webpage dedicated to teachers: CodeWeek.eu/Schools -

    `,"about.why_coding-text":` -

    - It's about Pia, who felt like she had to study law, even though she always enjoyed maths and playing with computers. It's about Mark, who has the idea for a better social network, but can't build it on his own. It's about Alice, who dreams about making robots because her parents don't allow her to have a cat. -

    -

    - It's about those of you who are already helping these dreams come true. -

    -

    - Actually, it's about all of us. Our future. Technology is shaping our lives, but we're letting a minority decide what and how we use it for. We can do better than just sharing and liking stuff. We can bring our crazy ideas to life, build things that will bring joy to others. -

    -

    - It's never been easier to make your own app, build your own robot, or invent flying cars, why not! It's not an easy journey, but it's a journey full of creative challenges, a supportive community, and tons of fun. Are you ready to accept the challenge and become a maker? -

    -

    - Coding also helps develop competences such as computational thinking, problem solving, creativity and team work – really good skills for all walks of life. -

    `,"about.why_coding-quote":` -

    - Alessandro Bogliolo, coordinator of the EU Code Week team of ambassador volunteers said: -

    -

    - "From the beginning of time we did many things using stone, iron, paper and pencil that have transformed our lives. Now we live in a different era where our world is moulded in code. Different eras have different jobs and skills demand. During Code Week we want to give every European the opportunity to discover coding and have fun with it. Let’s learn coding to shape our future". -

    -
    -

    `,"about.join_codeweek-text":` -

    - Join EU Code Week by organising a coding activity in your town, joining the Code Week 4 All Challenge and connecting activities across communities and borders, or helping us spread the vision of Code Week as an EU Code Week Ambassador for your country! -

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Read on!","beambassador.ambassadors_should_do.1":"Connect people, companies and communities interested in doing something for Code Week.","beambassador.ambassadors_should_do.2":"Encourage event organizers to add their coding events to the Code Week website.","beambassador.ambassadors_should_do.3":"Encourage new events to be organized in your country by promoting Code Week.","beambassador.ambassadors_should_do.4":"Answer emails about Code Week in your language.","beambassador.ambassadors_should_do.5":"Approve events on the Code Week website for your country.","beambassador.ambassadors_should_do.6":"Maintain a list of learning resources in your country's language.","beambassador.ambassadors_should_do.7":"Find interesting success stories and news to promote on Code Week channels.","beambassador.ambassadors_should_do.8":"Promote Code Week materials through your network.","beambassador.ambassadors_should_do.9":"Collaborate with other national ambassadors from across Europe.","beambassador.ambassadors_should_do.title":"As a EU Code Week Ambassador, you should be able to allocate a few hours a week to:","beambassador.ambassadors_return.1":"Meet a lot of smart, interesting people from a variety of industries.","beambassador.ambassadors_return.2":"Become an essential part of one of the greatest grassroots initiatives in Europe.","beambassador.ambassadors_return.3":"Help us raise awareness about the importance of coding and getting Europe truly digital.","beambassador.ambassadors_return.4":'Add the "EU Code Week Ambassador" title to your already amazing CV.',"beambassador.ambassadors_return.5":"Learn to code! 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","challenges-content.paper-circuit.example":"See some examples of paper circuits","challenges-content.paper-circuit.materials.0":"paper or cardboard","challenges-content.paper-circuit.materials.1":"crayons or marker","challenges-content.paper-circuit.materials.2":"coin-cell battery","challenges-content.paper-circuit.materials.3":"copper tape","challenges-content.paper-circuit.materials.4":"LED circuit stickers","challenges-content.paper-circuit.materials.5":"paper clip","challenges-content.dance.title":"Create a dance","challenges-content.dance.author":"EU Code Week Team","challenges-content.dance.purposes.0":"To learn basic coding concepts","challenges-content.dance.purposes.1":"To learn how to animate characters","challenges-content.dance.description":"In this challenge you will create a set of characters who will dance together. You will use a built-in media library to select characters and music clips, or you can create your own. You will animate the characters to dance and talk to each other.","challenges-content.dance.instructions.0":"Log in to","challenges-content.dance.instructions.1":"as a teacher. Create student accounts and share them with your students. Alternatively share a class code and have your students register with their school email address. If you are a student, you can join as a student, but you will be asked to provide your parent’s email address so that they can approve your account.","challenges-content.dance.instructions.2":"Click","challenges-content.dance.instructions.3":"and give it a title","challenges-content.dance.instructions.4":"Go to","challenges-content.dance.instructions.5":"to add a background by clicking on the gear icon. Choose a background from the Media Library, upload your own image or you can even take a picture and upload it. Choose an audio clip and add it to the stage:","challenges-content.dance.instructions.6":"Click the","challenges-content.dance.instructions.7":"button to add characters or objects that you will animate so that they can move, talk and interact with each other. Add two or three characters of your choice. You can draw your own actors or modify the existing ones. Add different costumes to your character by clicking the pencil icon.","challenges-content.dance.instructions.8":"Click on each actor and animate it by adding the following blocks","challenges-content.dance.instructions.9":"Add a","challenges-content.dance.instructions.10":"say block","challenges-content.dance.instructions.11":"and have your actors talk to each other. Change the shape of the speech bubbles and the font and the size of your text","challenges-content.dance.example.0":"Check out","challenges-content.dance.example.1":"this example","challenges-content.dance.example.2":"of dancing robots. Feel free to use it and remix it.","challenges-content.compose-song.title":"Make a musical composition","challenges-content.compose-song.author":"EU Code Week Team","challenges-content.compose-song.purposes.0":"To learn coding through music","challenges-content.compose-song.purposes.1":"To distinguish music genres and instruments","challenges-content.compose-song.purposes.2":"To compose a song by mixing sound clips","challenges-content.compose-song.description":"In this challenge you will create a musical composition by using a programming language. You can use built-in sound clips or record your own and mix them to create a musical composition. Run your code in the Digital Audio Workstation and listen to the music you have coded. Play with different sounds and effects to modify your piece of music.","challenges-content.compose-song.instructions.0":"Log in to","challenges-content.compose-song.instructions.1":"Click here to make a script","challenges-content.compose-song.instructions.2":"Name your script and choose","challenges-content.compose-song.instructions.3":"as a programming language","challenges-content.compose-song.instructions.4":"Start writing your code between the","challenges-content.compose-song.instructions.5":"and","challenges-content.compose-song.instructions.6":"lines","challenges-content.compose-song.instructions.7":"Browse the music clips in the","challenges-content.compose-song.instructions.8":"Sound Library","challenges-content.compose-song.instructions.9":"and select the music genres, artists and instruments you like","challenges-content.compose-song.instructions.10":"To add a sound clip to your song, type","challenges-content.compose-song.instructions.11":"Between the parenthesis there should be the following 4 parameters, separated by commas","challenges-content.compose-song.instructions.12":"Sound clip","challenges-content.compose-song.instructions.13":"Place your cursor between the parenthesis, go to the Sound Library, select a clip, and paste it by clicking on the blue paste icon","challenges-content.compose-song.instructions.14":"Track number","challenges-content.compose-song.instructions.15":"tracks help you organize your sounds by instrument-type (vocals, bass, drums, keyboards, etc.). Add as many tracks (instruments) as you want. Tracks are displayed as rows that run across the Digital Audio Workstation","challenges-content.compose-song.instructions.16":"Start measure","challenges-content.compose-song.instructions.17":"indicates when your sound will start playing. Measures are musical time units. One measure is 4 beats","challenges-content.compose-song.instructions.18":"End measure","challenges-content.compose-song.instructions.19":"indicates when your sound will stop playing","challenges-content.compose-song.instructions.20":"Such a line of code will look like this","challenges-content.compose-song.instructions.21":"You can add different effects, such as volume to enhance the sound of your composition. Volume ranges from -60.0 decibels to 12.0 decibels with 0.0 being the original volume.","challenges-content.compose-song.instructions.22":"Write","challenges-content.compose-song.instructions.23":"In the parenthesis, write the number of track, VOLUME, GAIN, level of the volume, the measure when it starts, the level and measure when it ends","challenges-content.compose-song.instructions.24":"This is an example of a fade-in effect","challenges-content.compose-song.instructions.25":"and a fade-out effect","challenges-content.compose-song.example.0":"Listen to","challenges-content.compose-song.example.1":"an example of a song coded with Earsketch","challenges-content.compose-song.example.2":"You can import the code and edit it","challenges-content.compose-song.materials.0":"","challenges-content.compose-song.more.0":"","challenges-content.sensing-game.title":"Make a video sensing game","challenges-content.sensing-game.author":"EU Code Week Team","challenges-content.sensing-game.purposes.0":"To code animated objects","challenges-content.sensing-game.purposes.1":"To develop understanding of how to control digital animation with physical movement","challenges-content.sensing-game.purposes.2":"To compose a song by mixing sound clips","challenges-content.sensing-game.description":"In this challenge you will create a simple game that uses a video camera as a sensor to detect motion, which means that you will be able to control your animation with physical movement. In this game, the task is to collect as many EU Code Week bubbles as possible in 30 seconds. Instead of collecting bubbles, you can create a game in which you chase a character or pop balloons with your hands.","challenges-content.sensing-game.instructions.0":"Log in to","challenges-content.sensing-game.instructions.1":"Click","challenges-content.sensing-game.instructions.2":"Add an extension","challenges-content.sensing-game.instructions.3":"and choose","challenges-content.sensing-game.instructions.4":"Video Sensing","challenges-content.sensing-game.instructions.5":"It will detect how fast an object is moving. If the number is lower, it will be more sensitive to movement.","challenges-content.sensing-game.instructions.6":"Add a sprite. Choose a sound and add it to your sprite. If you want, you can add","challenges-content.sensing-game.instructions.7":"Create a clone","challenges-content.sensing-game.instructions.8":"to duplicate your sprite.","challenges-content.sensing-game.instructions.9":"Create two variables: one for","challenges-content.sensing-game.instructions.10":"Score","challenges-content.sensing-game.instructions.11":"and the other for","challenges-content.sensing-game.instructions.12":"Timer","challenges-content.sensing-game.instructions.13":"and add them to the sprite. Set the Timer to 30 and add","challenges-content.sensing-game.instructions.14":"Change Timer by -1","challenges-content.sensing-game.instructions.15":"Create a new sprite","challenges-content.sensing-game.instructions.16":"Game Over","challenges-content.sensing-game.instructions.17":"to finish the game. You can also create a sprite with the title of your game, e.g., Collect all EU Code Week bubbles.","challenges-content.sensing-game.example.0":"Play a video sensing game Collect all EU Code Week Bubbles. Feel free to remix","challenges-content.sensing-game.example.1":"this project","challenges-content.calming-leds.title":"Calming LEDs: create a simple device with micro:bit","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 minutes","challenges-content.calming-leds.materials.0":"a micro:bit device and battery pack (if available)","challenges-content.calming-leds.materials.1":"a laptop or tablet with which you can visit Microsoft MakeCode and Youtube","challenges-content.calming-leds.materials.2":"microbit.org for the activity resources","challenges-content.calming-leds.description":"Students create a digital device using LEDs that can help them to regulate their breathing and feel calmer. They will be asked to write some simple code, exploring animations and sequences.","challenges-content.calming-leds.instructions.0":"The goal is to create a working Calming LED device that you can use to regulate your breathing. This device can be created on a physical micro:bit board, or on the simulator in the MakeCode editor.","challenges-content.calming-leds.instructions.1":"The challenge can be completed by using the MakeCode editor and writing a simple sequence of code as shown in the video/screenshot.","challenges-content.calming-leds.instructions.2":"To develop the challenge, students can explore different animations and get creative with the animation they would like to see to help them feel calm or happy.","challenges-content.calming-leds.instructions.3":"More information and video instructions at","challenges-content.calming-leds.instructions.4":"this link","challenges-content.calming-leds.example":"Visit this page for instructions and videos of the completed challenge plus how to code","challenges-content.calming-leds.purposes.0":"To design a simple digital artefact with a helpful purpose","challenges-content.calming-leds.purposes.1":"To explore sequences and animations and how they work","challenges-content.calming-leds.purposes.2":"To test and debug simple code","challenges-content.calming-leds.purposes.3":"To iterate a design by making the animations faster or slower","challenges-content.computational-thinking-and-computational-fluency.title":"Computational Thinking and Computational Fluency with ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – EU Code Week Ambassador Greece","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"To get familiar with new commands and interface.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"To create simple programs with simple cause-and-effect commands.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"To perform simple debugging through trial and error.","challenges-content.computational-thinking-and-computational-fluency.description":"In this challenge children will integrate CT concepts into their projects by using the ScratchJr app to make their stories more engaging, exciting, and emotional.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr does not require children to be literate. All instructions and menu options are identifiable through symbols and colours. The challenge can be completed within the classroom, the lab or even in an open space as no internet is required.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Children use city as background and use coding blocks to make a car drive across the city.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Children can use sound and motion blocks and start again blocks to make characters dance.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Children pick a background and a character and use a motion block to make a car drive across the city Children can use the speed block to speed up or slow down a character.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"The free app","challenges-content.computational-thinking-and-computational-fluency.materials.1":"works on various operating systems and types of smart devices","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Also, the","challenges-content.computational-thinking-and-computational-fluency.materials.3":"website offers plenty of free educational material","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minutes","challenges-content.ai-hour-of-code.title":"AI hour of Code","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"To create coding solutions that include sequences, events, loops, and conditionals","challenges-content.ai-hour-of-code.purposes.1":"To decompose the steps needed to solve a problem into a precise sequence of instructions","challenges-content.ai-hour-of-code.purposes.2":"To explore coding concepts","challenges-content.ai-hour-of-code.description":"A village is threatened by fire and needs you to code a solution! Meet your coding helper, the Minecraft Agent, then program the Agent to navigate the forest and collect data. This data will help the Agent predict where fires will occur. Then code the Agent to help prevent the spread of fire, save the village, and bring life back into the forest. Learn the basics of coding and explore a real-world example of artificial intelligence (AI).","challenges-content.ai-hour-of-code.instructions":"Download the lesson plan here","challenges-content.ai-hour-of-code.materials.0":"Install Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"After installing Minecraft Education Edition, the challenge is on","challenges-content.ai-hour-of-code.materials.2":"this website","challenges-content.create-a-dance.title":"Create a dance with the Ode to Code on Dance Party","challenges-content.create-a-dance.purposes":"To practice coding in a fun way and feel connected with the EU Code Week community.","challenges-content.create-a-dance.description.0":"Create a dance with the Ode to Code! Use the","challenges-content.create-a-dance.description.1":"Dance Party tutorial","challenges-content.create-a-dance.description.2":"to code a dance to the Ode to Code. The official EU Code Week anthem is listed as a selection in Dance Party.","challenges-content.create-a-dance.instructions.0":"Instructions are shown as videos within","challenges-content.create-a-dance.instructions.1":"the tutorial","challenges-content.create-a-dance.instructions.2":"and also written at the top of each level","challenges-content.create-a-dance.example":"Featured student creations can be found on the following page","challenges-content.create-a-dance.materials":"The Code.org tutorial","challenges-content.create-a-simulation.title":"Create a simulation!","challenges-content.create-a-simulation.purposes.0":"To learn about simulations while introducing the following variables: creating a crowd, recovery rates, wearing masks, and vaccines.","challenges-content.create-a-simulation.purposes.1":"To activate prior knowledge about virus outbreaks in the real world that will apply to a fictitious scenario.","challenges-content.create-a-simulation.description":"Write code to create and run your own simulation of the virus outbreak at Monster Town. Learn to code and make predictions about what will happen to the neighbors of Monster Town.","challenges-content.create-a-simulation.instructions.0":"Instructions are shown as videos within","challenges-content.create-a-simulation.instructions.1":"the tutorial","challenges-content.create-a-simulation.instructions.2":"and also written at the top of each level","challenges-content.create-a-simulation.example":"When you are finished, you can share your simulation with others. Share your message about what you think we can do to help keep others healthy when a virus comes to town.","challenges-content.create-a-simulation.materials":"The Code.org tutorial","challenges-content.create-a-simulation.more.0":"","challenges-content.create-your-own-masterpiece.title":"Create your own masterpiece!","challenges-content.create-your-own-masterpiece.audience":"Acceptable for all ages","challenges-content.create-your-own-masterpiece.purpose":"To introduce computer science concepts in a visual way and inspire creativity","challenges-content.create-your-own-masterpiece.description":"Create your own masterpiece with artist! Use code blocks to make your artist create a unique work of art.","challenges-content.create-your-own-masterpiece.instructions":"Instructions are listed at the top of each level","challenges-content.create-your-own-masterpiece.example":"Artist examples can be found on this page under drawing","challenges-content.create-your-own-masterpiece.materials.0":"The first level of the tutorial can be found","challenges-content.create-your-own-masterpiece.materials.1":"HERE","challenges-content.cs-first-unplugged-activities.title":"CS First Unplugged activities","challenges-content.cs-first-unplugged-activities.purposes.0":"To support students who are learning from home","challenges-content.cs-first-unplugged-activities.purposes.1":"To give everyone a break from their screens","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged is a set of activities that introduce students to CS concepts without a computer. We’ve designed this lesson to demonstrate that Computer Science is a lot more than just code.","challenges-content.cs-first-unplugged-activities.instructions.0":"You will find the booklet to all activities in English at this","challenges-content.cs-first-unplugged-activities.instructions.1":"link","challenges-content.cs-first-unplugged-activities.instructions.2":"as well as Lesson Plan in English at this","challenges-content.cs-first-unplugged-activities.instructions.3":"The activities in this lesson can be completed individually and in any order","challenges-content.cs-first-unplugged-activities.instructions.4":"Teacher can take a picture of the learning process and share it on Instagram using #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"In addition to the activity booklet, some activities require or optionally benefit from additional materials.","challenges-content.cs-first-unplugged-activities.materials.1":"Small counters (like dried beans) to use on the Network a Neighborhood map.","challenges-content.cs-first-unplugged-activities.materials.2":"Scissors to cut out the Send a Secret Message cipher wheel.","challenges-content.cs-first-unplugged-activities.materials.3":"Cardboard and glue to provide additional stiffness to the Send a Secret Message cipher wheel.","challenges-content.cs-first-unplugged-activities.materials.4":"A thumbtack, toothpick, or straightened paper clip to connect the Send a Secret Message cipher wheel.","challenges-content.family-care.title":"Family Care","challenges-content.family-care.experience":"Open for all","challenges-content.family-care.duration":"5 to 10 hours","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"To research on issue ‘family care’ that we face on a daily basis;","challenges-content.family-care.purposes.1":"To see problems as opportunities and generate creative solutions;","challenges-content.family-care.purposes.2":"To use code to innovatively realize your solutions;","challenges-content.family-care.purposes.3":"To design posters and present your solutions to others;","challenges-content.family-care.purposes.4":"To use social media to create impacts of your projects.","challenges-content.family-care.description.0":"What comes to you when we talk about home? A nice house? A big dinner prepared by parents? A secret space for yourself? A warm home refuels our bodies and spirit like a gas station. Amid the hustle and bustle of modern life, parents are always busy for work. When you hang out with friends, you cannot leave your kitties behind. But how to look after your company when you are apart? The theme of the challenge is","challenges-content.family-care.description.1":"Family Care","challenges-content.family-care.description.2":"Based on this theme, students are encouraged to develop an idea to pass love and care through coding and hardware. Here are some questions for you to think about","challenges-content.family-care.description.3":"How many family members are there in your home? Who are they? Have you met any problems when staying with them? What kinds of care do they need?","challenges-content.family-care.description.4":"Do you know anyone who lacks family care more than others in your community? How can you help them?","challenges-content.family-care.instructions.0":"Brainstorm and Research on the theme of family care","challenges-content.family-care.instructions.1":"List of any problems","challenges-content.family-care.instructions.2":"Generate possible solutions","challenges-content.family-care.instructions.3":"Select a solution","challenges-content.family-care.instructions.4":"Program and build up the structure","challenges-content.family-care.instructions.5":"Design a poster to layout your project","challenges-content.family-care.instructions.6":"Present it to your teachers and family members","challenges-content.family-care.example.0":"Please find some examples from here","challenges-content.family-care.example.1":"and","challenges-content.family-care.materials.0":"Coding tool:","challenges-content.family-care.materials.1":"or download the","challenges-content.family-care.materials.2":"PC version","challenges-content.family-care.materials.3":"mBlock is a programming language based off of Scratch","challenges-content.family-care.materials.4":"This challenge is also adapted from MakeX Global Spark Competition, a project-based creative design program for young people aged 6 to 13.","challenges-content.family-care.materials.5":"The participating team will need to focus on the specific theme and devise a solution through software programming and hardware construction.","challenges-content.family-care.materials.6":"Students are encouraged to complete the challenge in Codeweek and take it to the international level to communicate with other students and win prices.","challenges-content.family-care.materials.7":"For more information, please check:","challenges-content.family-care.materials.8":"or contact us at","challenges-content.family-care.more.0":"","challenges-content.virtual-flower-field.title":"Grow your virtual flower field","challenges-content.virtual-flower-field.author":"Jadga Huegle - Meet and Code coach and part of the SAP Snap! team","challenges-content.virtual-flower-field.duration":"30-60 minutes","challenges-content.virtual-flower-field.purposes.0":"To get to know programming with a simple yet expressive project.","challenges-content.virtual-flower-field.purposes.1":"To learn that coding can be artistic and lead to beautiful results.","challenges-content.virtual-flower-field.purposes.2":"To make fall brighter with colorful flowers and the EU Code Week.","challenges-content.virtual-flower-field.purposes.3":"To show the diversity of flowers on Earth.","challenges-content.virtual-flower-field.purposes.4":"To contribute to Sustainable Development Goals (SDGs), especially SDG13 -Climate Change by creating coding events that improve climate change education through raising awareness on this topic.","challenges-content.virtual-flower-field.description":"Develop a program in Snap! which grows a virtual flower field with different types of flowers and different numbers of petals.","challenges-content.virtual-flower-field.instructions.0":"If you need inspiration on how to get started with the challenge, check out","challenges-content.virtual-flower-field.instructions.1":"this video","challenges-content.virtual-flower-field.instructions.2":"or use","challenges-content.virtual-flower-field.instructions.3":"this document","challenges-content.virtual-flower-field.instructions.4":"to follow along","challenges-content.virtual-flower-field.instructions.5":"The challenge can be completed by programming a virtual flower field in Snap! (or Scratch) and posting a screenshot or photo of the result online.","challenges-content.virtual-flower-field.instructions.6":"The flower field should contain different types of flowers with different numbers of petals. Ideally, the flowers are programmed, which means that they are constructed by stamping and turning (or drawing and turning) petals repeatedly.","challenges-content.virtual-flower-field.instructions.7":"Post an image of your virtual flower garden with #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"We recommend using","challenges-content.virtual-flower-field.materials.1":"however, the project also works in","challenges-content.haunted-house.title":"Haunted House in Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Leiden University - Ramon Moorlag, I&I - CodeWeek NL","challenges-content.haunted-house.audience":"Teachers and educators","challenges-content.haunted-house.duration":"1 hour or 2 hours depending on prior knowledge","challenges-content.haunted-house.purposes.0":"To make an interactive Haunted House story.","challenges-content.haunted-house.purposes.1":"To learn programming with Hedy.","challenges-content.haunted-house.description":"With Hedy, you will create a Haunted House story with interactive elements. Every time the code is run a new story will be created. The story can also be read aloud by your computer and shared online.","challenges-content.haunted-house.instructions.0":"Start with opening a browser and go to hedycode.com.","challenges-content.haunted-house.instructions.1":"Follow the instructions for levels 1-4. Use the tabs ‘Level’ and ‘Haunted house.’","challenges-content.haunted-house.instructions.2":"With the help of these levels, we will write an interactive haunted house story.","challenges-content.haunted-house.instructions.3":"Teachers, a lesson plan Hedy can be found","challenges-content.haunted-house.instructions.4":"here","challenges-content.haunted-house.instructions.5":"You can find a recording of Felienne Hermans presenting Hedy at","challenges-content.haunted-house.instructions.6":"this link","challenges-content.haunted-house.example":"Haunted house example at level","challenges-content.haunted-house.materials.0":"Hedy on","challenges-content.haunted-house.materials.1":"level 1 to 4","challenges-content.haunted-house.more.0":"","challenges-content.inclusive-app-design.title":"Inclusive App Design","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minutes + optional extension activities","challenges-content.inclusive-app-design.purposes.0":"To brainstorm, plan, prototype, and share an app idea that everyone could access and understand.","challenges-content.inclusive-app-design.description":"Great apps start with great ideas. In this activity, students will come up with an app idea on a topic they care about, then discover how to design apps with inclusion and accessibility in mind.","challenges-content.inclusive-app-design.instructions.0":"You will find all instructions at this link","challenges-content.inclusive-app-design.instructions.1":"With this one-hour lesson plan, educators can guide students to","challenges-content.inclusive-app-design.instructions.2":"Learn about inclusive app design","challenges-content.inclusive-app-design.instructions.3":"Brainstorm topics they care about to find an app idea","challenges-content.inclusive-app-design.instructions.4":"Outline their app ideas and plan user activities","challenges-content.inclusive-app-design.instructions.5":"Prototype one part of their app in Keynote","challenges-content.inclusive-app-design.instructions.6":"Share demos of their prototypes and describe how they support users with diverse backgrounds and abilities","challenges-content.inclusive-app-design.materials.0":"Explore the Inclusive App Design Activity at the Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Keynote on iPad or Mac is recommended, but not required.","challenges-content.silly-eyes.title":"Silly eyes","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 minutes","challenges-content.silly-eyes.purposes.0":"To make a project with user interaction.","challenges-content.silly-eyes.purposes.1":"To personalise a project with colour and graphic effects.","challenges-content.silly-eyes.purposes.2":"To learn about design in digital making.","challenges-content.silly-eyes.description":"In this project, you will design and create a silly eye character. The character’s large, silly eyes will follow the mouse pointer to bring your character to life.","challenges-content.silly-eyes.instructions":"Please access the full project description here","challenges-content.silly-eyes.example":"Check out Gobo, Under the sea and Don't eat donut","challenges-content.train-ai-bot.title":"Train an AI bot!","challenges-content.train-ai-bot.author":"","challenges-content.train-ai-bot.purposes":"To learn about artificial intelligence (AI), machine learning, training data, and bias, while exploring ethical issues and how AI can be used to address world problems.","challenges-content.train-ai-bot.description":"Train an AI bot with AI for Oceans. In this activity, you will program or train AI (artificial intelligence) to identify fish or trash. Let's clean up the ocean!","challenges-content.train-ai-bot.instructions.0":"Instructions are shown as videos within the tutorial","challenges-content.train-ai-bot.instructions.1":"and also written at the top of each level","challenges-content.train-ai-bot.example":"","challenges-content.train-ai-bot.materials.0":"Tutorial can be found here","challenges-content.train-ai-bot.materials.1":"This tutorial is available in over 25 languages","challenges-content.train-ai-bot.more.0":"","challenges-content.build-calliope.title":"Build your own Calliope mini fitness trainer","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"To playfully get to know sequences, animations, repetitions and variables.","challenges-content.build-calliope.purposes.1":"To design a structure chart.","challenges-content.build-calliope.purposes.2":"To test and debug code .","challenges-content.build-calliope.purposes.3":"To optimize a program by trial and error, checking and adjusting usability.","challenges-content.build-calliope.duration":"20-30 minutes","challenges-content.build-calliope.description":"Participants will develop a digitally controlled prototype that uses a colorful glowing LED to reproduce a preconceived 10-unit fitness exercise.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (if available)","challenges-content.build-calliope.materials.1":'Laptop or tablet with which you can visit https://makecode.calliope.cc or https://calliope.cc and YouTube to access to resources for the activity.',"challenges-content.build-calliope.instructions.0":"To get started, create a plan and determine the order of the exercise units. Using the schedule, program the RGB LED of the Calliope mini to display one of the 5 colors at the predefined pace. Then create a variable for the pace and program repetitions using loops.","challenges-content.build-calliope.instructions.1":"Remember, if you've implemented the program in a way that you like, you can also share it with us at info@calliope.cc - we're excited to see what you make of it! By the way, we're giving away 30 Calliope minis among the submissions!","challenges-content.build-calliope.instructions.2":"Share the QR code of your project on Instagram, add the hashtag #EUCodeWeekChallenge and mention @CodeWeekEU.","challenges-content.build-calliope.example.0":"While you’re sitting at your computer: you can get sporty too.","challenges-content.build-calliope.example.1":"Create a fitness prototype with the Calliope mini which can also be tested in the simulator. The challenge is done in the MakeCode editor by programming a simple code sequence (see screenshot).","challenges-content.build-calliope.example.2":"Choose 5 different colors and assign a fitness exercise to each of them, e.g. squat or jumping jacks. Then the colors can be lined up in any order and trained.","challenges-content.animate-a-name.title":"Animate a name","challenges-content.animate-a-name.author":"Google","challenges-content.animate-a-name.purposes":"To use code to bring a name to life!","challenges-content.animate-a-name.duration":"15-60 minutes","challenges-content.animate-a-name.description":"Animate a Name is a one-hour lesson designed to be completed within 15-60 minutes. Students will watch a series of videos and create one coding project.","challenges-content.animate-a-name.materials":"This lesson can be completed online or offline, but both options require access to a computer.","challenges-content.animate-a-name.instructions.0":'Pick a video in one of 21 languages from this page',"challenges-content.animate-a-name.instructions.1":"Find a lesson plan in the description. Follow instructions in the video. ","challenges-content.european-astro-pi.title":"European Astro Pi Challenge - Mission Zero","challenges-content.european-astro-pi.author":"Google","challenges-content.european-astro-pi.purposes":"To run your python code on board the International Space Station","challenges-content.european-astro-pi.description.0":"You will make a short python program that shows a pixel-art image on board the International Space Station.","challenges-content.european-astro-pi.description.1":"Your image will be displayed using the Astro Pi computer in the European Columbus module.","challenges-content.european-astro-pi.materials":"Web browser only","challenges-content.european-astro-pi.instructions.0":'Teacher/mentor go to https://astro-pi.org/mission-zero/',"challenges-content.european-astro-pi.instructions.1":"Check eligibility/guidelines and sign up for a login","challenges-content.european-astro-pi.instructions.2":"This will create a classroom code, two random words e.g. fast-dog","challenges-content.european-astro-pi.instructions.3":"Display this code in the computer lab","challenges-content.european-astro-pi.instructions.4":'Students browse to https://rpf.io/mzproject and follow the steps to complete the activity',"challenges-content.european-astro-pi.instructions.5":"When students finish they type in the classroom code to link their submission to your login","challenges-content.european-astro-pi.instructions.6":"Valid entries will be run on the International Space Station in May 2023","challenges-content.common.share":"Share the link or QR code of your project on Instagram or Facebook, add the hashtag #EUCodeWeekChallenge and mention @CodeWeekEU.","challenges-content.common.audience.0":"Teachers and educators","challenges-content.common.audience.1":"Primary School students (6 to 12 years)","challenges-content.common.audience.2":"Lower Secondary School students (12 to 16 years)","challenges-content.common.audience.3":"Upper Secondary School students (16 to 18 years)","challenges-content.code-a-dice.title":"Code a Dice to Roll","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Code interactive riddles","challenges-content.code-a-dice.purposes.1":"To code a simulation of a randomly moving object to be used if the real object is not available","challenges-content.code-a-dice.description":"In this challenge you will code a dice to randomly roll on your command. You can choose any type of dice with the number of faces you like, as those used in role play games, and add sounds as well. ","challenges-content.code-a-dice.instructions.0":"Log in to Scratch","challenges-content.code-a-dice.instructions.1":"Choose a backdrop","challenges-content.code-a-dice.instructions.2":"Create your dice sprite or search for one on the web and upload it to your program","challenges-content.code-a-dice.instructions.3":"Create as many costumes for the sprite as the number of faces of the chosen dice, each of them showing a different number","challenges-content.code-a-dice.instructions.4":"Choose how you want the dice to start rolling (pressing a keyboard key, clicking on the sprite, etc.) and write the code","challenges-content.code-a-dice.instructions.5":"Code the sprite to randomly change costume at the end of the roll","challenges-content.code-a-dice.instructions.6":"Add sound effects","challenges-content.code-a-dice.example":"Roll a D-20 dice","challenges-content.personal-trainer.title":"Personal trainer with micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"To code micro:bit in order to use the buzzer and led panel","challenges-content.personal-trainer.purposes.1":"To create a personal device to control your physical activity","challenges-content.personal-trainer.purposes.2":"To code micro:bit to improve your health through sport","challenges-content.personal-trainer.description":"This challenge allows you to code your micro:bit to control the repetition times of physical exercises combined with rest time. You will track your physical activity at school, at home or in the park.","challenges-content.personal-trainer.instructions.0":"When A+B, create a 3-second countdown timer with a musical note sound every second and display the word GO!","challenges-content.personal-trainer.instructions.1":"During the first exercise, display a flashing 2x2 square for 20 seconds. Then play a sound and keep the square fixed. During the remaining time, another flashing image must be displayed for 10 seconds. When it finished, play a sound.","challenges-content.personal-trainer.instructions.2":"Then repeat the same action but display a 3x3 panel for the exercise time. Repeat these actions until the 5x5 panel is displayed.","challenges-content.personal-trainer.duration":"30-40 minutes","challenges-content.create-a-spiral.title":"Create a spiral","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"To learn and practice loop and variables.","challenges-content.create-a-spiral.purposes.1":"To enhance creativity in coding.","challenges-content.create-a-spiral.description":"In this challenge you will write a project with Scratch to create a spiral, using the pen blocks, a loop and a variable.","challenges-content.create-a-spiral.instructions.0":"The Pen blocks","challenges-content.create-a-spiral.instructions.1":"Create a new project and name it Spiral.","challenges-content.create-a-spiral.instructions.2":"Click on the purple icon “Add extension” on the bottom-left side of the window","challenges-content.create-a-spiral.instructions.3":"Select “pen”: the pen blocks are now available for your project!","challenges-content.create-a-spiral.instructions.4":"To start your project, drag and drop the “when green flag clicked” block:","challenges-content.create-a-spiral.instructions.5":"You need to start with a blank page: within the pen blocks, add the “erase all” block:","challenges-content.create-a-spiral.instructions.6":"You want to start drawing at the center of the stage, which means your sprite has to go to the center of the stage (0,0):","challenges-content.create-a-spiral.instructions.7":"Your sprite can move without drawing, or move and draw:","challenges-content.create-a-spiral.instructions.8":"when you want it to draw, you can use the pen down block","challenges-content.create-a-spiral.instructions.9":"when you don’t want that, you can use the pen up block","challenges-content.create-a-spiral.instructions.10":"Now, you want to draw! Add the “pen down” block:","challenges-content.create-a-spiral.instructions.11":"The hexagon","challenges-content.create-a-spiral.instructions.12":"Add the blocks below to your project:","challenges-content.create-a-spiral.instructions.13":"You now have one sixth of your hexagon. You need to repeat this sequence 6 times:","challenges-content.create-a-spiral.instructions.14":"The spiral","challenges-content.create-a-spiral.instructions.15":"To create a spiral, you’ll need to add 2 to the length of each next side.","challenges-content.create-a-spiral.instructions.16":"To do so, you will use a variable.","challenges-content.create-a-spiral.instructions.17":"In the variable blocks, click on Make a Variable","challenges-content.create-a-spiral.instructions.18":"Name it length, then click OK:","challenges-content.create-a-spiral.instructions.19":"The spiral is going to grow, you’ll need to start small: set the first length to 10, and insert this block before the loop.","challenges-content.create-a-spiral.instructions.20":"Insert the variable “length” in the “move … steps” block","challenges-content.create-a-spiral.instructions.21":"To have the spiral grow, you also need to have the length grow in every loop: add the block below at the end of the loop:","challenges-content.create-a-spiral.instructions.22":"Here is your current project:","challenges-content.create-a-spiral.instructions.23":"A beautiful spiral ","challenges-content.create-a-spiral.instructions.24":"You drew a spiral! For it to go on and on, replace the “repeat 6” loop with the “forever” loop:","challenges-content.create-a-spiral.instructions.25":"To draw a colorful spiral, add the following block in the loop:","challenges-content.create-a-spiral.instructions.26":"When you start over, the sprite draws an unwanted line. To prevent it, add a “pen up” block at the beginning of the project.","challenges-content.create-a-spiral.instructions.27":"Here’s your final project:","challenges-content.create-a-spiral.instructions.28":"Congratulations! You created a lovely spiral!","challenges-content.play-against-ai.title":"Create and play against AI - Rock, Scissors, Paper Game","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"to understand how the machine learning cycle works.","challenges-content.play-against-ai.purposes.1":"to build a machine learning model using Teachable Machine","challenges-content.play-against-ai.purposes.2":"to familiarize yourself with the Pictoblox tool and import the created model into the project","challenges-content.play-against-ai.purposes.3":"to set the stage and characters, create and initialize variables in Pictoblox","challenges-content.play-against-ai.purposes.4":"to initialize the game, identify player movements, program random AI movements","challenges-content.play-against-ai.purposes.5":"to create and test a game that involves artificial intelligence as an opponent in a game of Rock, Paper, Scissors.","challenges-content.play-against-ai.description":"We will create a model using Teachable Machine from images using three classes: Rock, Scissors and Paper. Model will be loaded into Pictoblox and used to create game which we can play against AI.","challenges-content.play-against-ai.duration":"90 minutes","challenges-content.play-against-ai.instructions.0":"Create a new image project on Teachable machine with 3 classes named Rock, Paper, and Scissor. For each class, capture via camera at least 400 pictures. Make sure to have a clear background. Train and export the model. Upload model and copy link.","challenges-content.play-against-ai.instructions.1":"Create a free account on Pictoblox site. Add a Machine Learning Extension and upload a model. Set the stage, variables and sprites. Initialize the game, identify player moves and the moves of AI and who wins the round.","challenges-content.play-against-ai.instructions.2":"Train the data for the game.","challenges-content.play-against-ai.instructions.3":"Testing the model.","challenges-content.play-against-ai.instructions.4":"Export the model.","challenges-content.play-against-ai.instructions.5":"Add machine learning extension and load the model.","challenges-content.play-against-ai.instructions.6":"Set up the stage, variables and Sprite.","challenges-content.play-against-ai.instructions.7":"Initialize the game.","challenges-content.play-against-ai.instructions.8":"Identify Player’s Moves.","challenges-content.play-against-ai.instructions.9":"Set random AI Moves.","challenges-content.play-against-ai.instructions.10":"Broadcast random AI moves.","challenges-content.play-against-ai.instructions.11":"Make three blocks. Who wins the round? ","challenges-content.play-against-ai.instructions.12":"Check if the player wins the round.","challenges-content.play-against-ai.instructions.13":"Check if the AI wins the round.","challenges-content.play-against-ai.instructions.14":"Check if round is a draw.","challenges-content.play-against-ai.instructions.15":"Program blocks.","challenges-content.play-against-ai.instructions.16":"Rock Paper Scissors Sprite","challenges-content.air-drawing-with-AI.title":"Air drawing with AI","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"to write a program using the human body detection extension to recognize the movement of fingers in front of the camera.","challenges-content.air-drawing-with-AI.purposes.1":"to code with simple blocks in a few lines of code.","challenges-content.air-drawing-with-AI.purposes.2":"to see an example of using AI","challenges-content.air-drawing-with-AI.description":"Creation of a program that allows the user to draw in the air with their hand (index finger) in front of the camera and everything they draw is automatically displayed on the stage of Pictoblox.","challenges-content.air-drawing-with-AI.instructions.0":"Create account on Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"follow the visual instructions to:","challenges-content.air-drawing-with-AI.instructions.2":"add extensions Human Body Detection and Pen;","challenges-content.air-drawing-with-AI.instructions.3":"set the stage and add sprite (Pencil) and additional sprites for: Pen Down, Pen Up, Delete all; ","challenges-content.air-drawing-with-AI.instructions.4":"write a code for sprite Pencil to follow the finger","challenges-content.air-drawing-with-AI.instructions.5":"write a code for buttons: Pen Up, Pen Down and Delete all and also for Pen","challenges-content.air-drawing-with-AI.instructions.6":"Now you are set to make your own drawings and play with different colors and size of a pen.","challenges-content.air-drawing-with-AI.materials.0":"A laptop or a computer with a camera","challenges-content.air-drawing-with-AI.materials.1":"The latest version of PictoBlox downloaded (recommended) or online Pictoblox (free)","challenges-content.air-drawing-with-AI.materials.2":"Pictoblox account (free)","challenges-content.air-drawing-with-AI.materials.3":"Good Internet connection","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"To learn basic concepts of machine learning and text recognition.","challenges-content.emobot-kliki.purposes.1":"To understand the role of emotions in communications.","challenges-content.emobot-kliki.purposes.2":"To use code to create dialogues between chatbot and a user.","challenges-content.emobot-kliki.purposes.3":"To understand how computers can recognize emotional tones through text analysis and respond accordingly.","challenges-content.emobot-kliki.description.0":"Create Emotional Bot in Scratch that can display happy face for positive messages (if you say nice things to it), an angry face for negative messages (if you say mean things to it) and confused face if the message is unspecified.","challenges-content.emobot-kliki.description.1":"Our Emobot Kliki will recognize compliments and insults so we will see how computers can be trained to recognize emotional tone.","challenges-content.emobot-kliki.instructions.0":"To get started, program a list of rules for what is nice or kind and what is bad or mean.","challenges-content.emobot-kliki.instructions.1":"Log in to https://machinelearningforkids.co.uk/ or create a new account.","challenges-content.emobot-kliki.instructions.2":"Make a new machine learning model adding 3 new labels, first call it “nice”, second bucket called “bad” and optional if you want to recognize your name, create third label called “name”.","challenges-content.emobot-kliki.instructions.3":"Train the new machine learning model, test it and use it to make Emobot in Scratch.","challenges-content.emobot-kliki.instructions.4":"Launch the Scratch 3 editor, delete the cat sprite, insert 3 new sprites made by Microsoft Bing Image Creator (happy, angry and not sure computer cartoon) or create a new sprite by clicking on the Paint icon by drawing three copies of the costume for happy, angry and not sure face.","challenges-content.emobot-kliki.instructions.5":"Click the “Code” tab and enter the following script.","challenges-content.emobot-kliki.example.0":"Share your Emobot Kliki with your friends and learn more about AI and emotions!","challenges-content.emobot-kliki.example.1":"Instead of a computer cartoon you can try something different, like an animal. Instead of kind and mean you could train the character to recognize other types of messages.","challenges-content.craft-magic.title":"Craft Magic with AI Hand Gestures","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"To cultivate coding skills among students, allowing them to use basic commands.","challenges-content.craft-magic.purposes.1":"To develop algorithmic thinking skills by breaking down complex tasks into manageable steps.","challenges-content.craft-magic.purposes.2":"To encourage creative problem-solving in finding unique applications of hand gestures for drawing and writing.","challenges-content.craft-magic.purposes.3":"To foster an understanding of AI concepts, particularly how AI enables computers to recognize and interpret hand gestures.","challenges-content.craft-magic.purposes.4":"To raise awareness about the significance of technology for individuals with disabilities.","challenges-content.craft-magic.purposes.5":"To promote collaborative problem-solving and teamwork among students as they work together to improve their hand gesture programs.","challenges-content.craft-magic.purposes.6":"To connect coding and computational thinking skills to real-world applications, emphasizing the meaningful impact of technology on people's lives and aligning with Sustainable Development Goals(SDGs).","challenges-content.craft-magic.duration.0":"90 min for students 10-12","challenges-content.craft-magic.duration.1":"45 min for students 12-15","challenges-content.craft-magic.description":"Create a Scratch block-based program using the AI “Human Body” extension in a creative and engaging way, in order to draw on a screen without the need for a traditional mouse or touchscreen.","challenges-content.craft-magic.instructions.0":"Connect to the https://ai.thestempedia.com and create a teacher & students accounts.","challenges-content.craft-magic.instructions.1":"Import the extensions ‘Human Body Detection’,’ Pen’,’ Text to Speech’.","challenges-content.craft-magic.instructions.2":"Add the ‘Pencil’ Sprite from the library and create 7 sprites (‘write’, ‘clear’, ‘black’, ‘red’, ‘blue’, ‘green’, ‘pink’).","challenges-content.craft-magic.instructions.3":"Write commands to check what happens when the ‘pencil’ sprite touches one of the other sprites.","challenges-content.craft-magic.instructions.4":"Write commands to enable the camera to recognize Hand Pose and move the pencil to the x and y coordinates of your index finger.","challenges-content.craft-magic.instructions.5":"Change costume at the end of the roll.","challenges-content.craft-magic.instructions.6":"Add sound effects.","challenges-content.craft-magic.materials.0":"Programming platform https://ai.thestempedia.com (free)","challenges-content.craft-magic.materials.1":"teacher account (free)","challenges-content.craft-magic.materials.2":"student account (free)","challenges-content.craft-magic.materials.3":"Computers with camera","challenges-content.craft-magic.materials.4":"Internet connection","challenges-content.circle-of-dots.title":"A circle of dots","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"To write code to draw a line of points.","challenges-content.circle-of-dots.purposes.1":"To write code to draw a line of dashes.","challenges-content.circle-of-dots.purposes.2":"To write code to draw a circle.","challenges-content.circle-of-dots.purposes.3":"Write code to draw a circle of dots (dashes).","challenges-content.circle-of-dots.description":"Draw a circle from dots or dashes.","challenges-content.circle-of-dots.duration":"40 minutes","challenges-content.circle-of-dots.instructions.0":"Building a dot block.","challenges-content.circle-of-dots.instructions.1":"Building a dash block.","challenges-content.circle-of-dots.instructions.2":"Constructing a circle from dot.","challenges-content.circle-of-dots.instructions.3":"Constructing a circle from dash.","challenges-content.coding-escape-room.title":"Create a coding escape room","challenges-content.coding-escape-room.author":"Stefania Altieri and Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"To teach/learn and reflect about coding concepts.","challenges-content.coding-escape-room.purposes.1":"To use simple coding tools.","challenges-content.coding-escape-room.purposes.2":"To develop computational thinking and problem solving.","challenges-content.coding-escape-room.description.0":"Create an escape coding experience like this:","challenges-content.coding-escape-room.description.1":"You can use google form, genially, google presentation, any tool to create a storytelling based on coding ;).","challenges-content.coding-escape-room.duration":"90 minutes","challenges-content.coding-escape-room.instructions":"You can divide your students in small group, they can play and then create another challenge with the template: ","challenges-content.coding-escape-room.materials.0":"Any tool can be used (Google and Microsoft platform to create and share documents, presentations and sheets). Any coding construct, tool or character linked to ICT and coding.","challenges-content.coding-escape-room.example.0":"Some characters who had a very important role in the ICT history and basic concepts of coding and programming, are introduced by playing. This is the best way to learn and actively participate. This game can be played in teams or individually, like a challenge or a competition. Students can then create something similar and develop competences such as creativity and coding skills.","challenges-content.coding-escape-room.example.1":"This is a very practical resource to be re-used and to be easily re-created. Google forms is one of the possible tools. You can also use Google slides, Genial.ly or Emaze or any other tool to create crossroads stories and your own adventures.","challenges-content.coding-escape-room.example.2":"The escape challenge is divided in sessions. If you guess you can go ahead. Students have to create the coding quizzes.","challenges-content.let-the-snake-run.title":"Let the snake run","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"To code the snake's movement on their own micro:bit.","challenges-content.let-the-snake-run.purposes.1":"To set the correct placing and timing for the joint animation.","challenges-content.let-the-snake-run.description":"Students must write codes to navigate the snake through micro:bits next to each other. It has to be done in a way that it looks like the snake is running from one micro:bit to the other.","challenges-content.let-the-snake-run.duration":"30 minutes","challenges-content.let-the-snake-run.instructions.0":"Design a track that goes through several micro:bits next to each other (e.g., forming a 2x2 square).","challenges-content.let-the-snake-run.instructions.1":"Write codes as a snake moves along a track.","challenges-content.let-the-snake-run.instructions.2":"Work on your own device then put them together and run the code.","challenges-content.let-the-snake-run.instructions.3":"Consider the timing and placement: If the snake goes out of one micro:bit, it will appear on the next micro:bit.","challenges-content.let-the-snake-run.instructions.4":"Further challenges: With micro:bit v2, play music until the snake leaves your device.","challenges-content.let-the-snake-run.instructions.5":"Design the snake by changing the brightness of the LEDs.","challenges-content.let-the-snake-run.instructions.6":"Try longer, or more snakes.","challenges-content.let-the-snake-run.example.0":"This is an example for a 6 pixel long snake with4 micro:bits forming a 2x2 square: ","challenges-content.let-the-snake-run.example.1":"Coding the starting micro:bit (the teacher can do it)","challenges-content.let-the-snake-run.example.2":"All codes are initiated by this micro:bit, which sends a radio signal to other micro:bits when the A button is pressed.","challenges-content.let-the-snake-run.example.3":"Coding the snake movement","challenges-content.let-the-snake-run.example.4":"Each micro:bit must be in the same radio group as the starting micro:bit.","challenges-content.let-the-snake-run.example.5":"Allanimations start when the radio signal is received.","challenges-content.let-the-snake-run.example.6":"The animation of the first microbit is immediately visible, the others wait until the snake gets there.","challenges-content.let-the-snake-run.example.7":"The time between the two phases determines the speed of the snake.","challenges-content.let-the-snake-run.materials.0":"micro:bits (for every student if possible)","challenges-content.let-the-snake-run.materials.1":"laptop or computer for makecode.microbit.org editor","challenges-content.illustrate-a-joke.title":"Illustrate a joke with bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"To design a little game where the user finds the answer to a joke question.","challenges-content.illustrate-a-joke.description":"The students design a game where the user finds the answer to a joke question when the figure hits an object on the playing field. The students use basic features of bitsy to complete the challenge.","challenges-content.illustrate-a-joke.instructions.0":"Think of a joke question. Go to bitsy and start a new project. You will need:","challenges-content.illustrate-a-joke.instructions.1":"an avatar - sprite that you can move around","challenges-content.illustrate-a-joke.instructions.2":"A white cat on a purple background","challenges-content.illustrate-a-joke.instructions.3":"Description automatically generated","challenges-content.illustrate-a-joke.instructions.4":"an object to which your avatar has to go","challenges-content.illustrate-a-joke.instructions.5":"a room - the background of your program","challenges-content.illustrate-a-joke.instructions.6":"two messages: a question and an answer","challenges-content.illustrate-a-joke.instructions.7":"The finished game can be downloaded as an html file.","challenges-content.illustrate-a-joke.example":"In this website you see an example of a joke and there is a link to a digital whiteboard:","challenges-content.illustrate-a-joke.materials":"bitsy runs in a browser","challenges-content.app-that-counts-in-several-languages.title":"App that counts in several languages","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"To learn how to create a simple app.","challenges-content.app-that-counts-in-several-languages.purposes.1":"To learn to program through blocks.","challenges-content.app-that-counts-in-several-languages.purposes.2":"To learn how to add Labels, buttons, images, sensors and media.","challenges-content.app-that-counts-in-several-languages.purposes.3":"To learn how to organize elements on an app screen.","challenges-content.app-that-counts-in-several-languages.description":"The app lets you count in multiple languages at the press of a button. Whenever the user shakes the smartphone, the count goes back to zero. The challenge is to add another language.","challenges-content.app-that-counts-in-several-languages.instructions.0":"To complete the challenge, you need to define the other language in which you want the app to count.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Then you have to download from the internet (e.g. from Pixabay or Unsplash) the flag of that country and upload it to the MIT APP Inventor platform through the element called flag, in the Picture property.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Next you should find out how to spell the name of the country in English and how to say leave and press me in the language of that country.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Finally, you have to add the necessary blocks for the app to work in the new language.","challenges-content.app-that-counts-in-several-languages.materials.0":"To develop an app you need a computer or a laptop with internet access.","challenges-content.app-that-counts-in-several-languages.materials.1":"Create an account on the MIT APP Inventor platform, accessible through the https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"It is also necessary to install the MIT AI2 Companion app on the smartphone in order to test the developed application.","challenges-content.coding-with-art-through-storytelling.title":"Coding with art through Storytelling","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara and Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"To cultivate skills of observation, interpretation, and questioning through engagement with art.","challenges-content.coding-with-art-through-storytelling.purposes.1":"To be creative and collaborate with others for a common goal","challenges-content.coding-with-art-through-storytelling.purposes.2":"To create an algorithm in order to re-narrate the story.","challenges-content.coding-with-art-through-storytelling.description":"In this challenge students will get inspired by an artwork, create a story and illustrate it. Then they will try to re-narrate the story by using a programmable robotic kit/or as an unplugged activity.","challenges-content.coding-with-art-through-storytelling.materials.0":"This activity can be implemented as an unplugged activity or by using an educational programmable robot such as beebot/bluebot/mouse robot.","challenges-content.coding-with-art-through-storytelling.materials.1":"beebot arrow cards or arrow cards for the unplugged activity","challenges-content.coding-with-art-through-storytelling.materials.2":"in Greek","challenges-content.coding-with-art-through-storytelling.materials.3":"In order to learn more for the Project Zero's Thinking Routine Toolbox you can visit","challenges-content.coding-with-art-through-storytelling.materials.4":"","challenges-content.coding-with-art-through-storytelling.example.0":"The teacher works with the students to model how to design an algorithm with the cards that will provide instructions for the Bee-Bot or other robot to get to the first event of the story on the mat. Students work in teams of 3-4 to design an algorithm for the robot to move to the next sequence. Students test their algorithms on the class mat and debug, as necessary.","challenges-content.coding-with-art-through-storytelling.example.1":"They continue to move through as many story events as they can","challenges-content.coding-with-art-through-storytelling.example.2":"This activity can be implemented also as an unplugged activity.","challenges-content.coding-with-art-through-storytelling.example.3":"One child is the robot - another child the programmer. The programmer creates an algorithmic path by using the arrow cards in order to help the robot to move from one image to another and re-narrate the story. Each time the robot is in an image it is asked to tell a part of the story.","challenges-content.coding-with-art-through-storytelling.instructions.0":"The teacher asks students to observe a painting/photo.","challenges-content.coding-with-art-through-storytelling.instructions.1":'They use the thinking routine "Beginning, Middle, End" (Project Zero of Harvard School) in order to create a story.',"challenges-content.coding-with-art-through-storytelling.instructions.2":'The teacher asks them "If this artwork is the beginning/middle/end of a story, what might happen next/before/in the end?',"challenges-content.coding-with-art-through-storytelling.instructions.3":"Students illustrate the events of the story.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Students recall the story and put the events in the grid. Using arrow cards, they create an algorithm helping beebot re-narrate the story.","challenges-content.coding-with-legoboost.title":"Coding and programming with LegoBoost - Scratch extension","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"to build models using LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"to develop programming skills in Scratch.","challenges-content.coding-with-legoboost.purposes.2":"to program robots using commands from simple to complex.","challenges-content.coding-with-legoboost.description":"In this challenge, students will use the Scratch-LegoBoost extension and enter codes in the application for the robots to move forward, backward, obstacle avoidance and voice commands.","challenges-content.coding-with-legoboost.duration":"120 minutes","challenges-content.coding-with-legoboost.instructions.0":"Log in to the Scratch.mit.edu application.","challenges-content.coding-with-legoboost.instructions.1":"Launch Scratch Link and activate Bluetooth on the Laptop.","challenges-content.coding-with-legoboost.instructions.2":"Click Add an Extension from Scratch and choose LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Add a picture about EU Code Week.","challenges-content.coding-with-legoboost.instructions.4":"Set the two AB motors ON, and when meeting a red obstacle, OFF.","challenges-content.coding-with-legoboost.instructions.5":"In the green color motor A is set ON, in the black color motor B ON.","challenges-content.coding-with-legoboost.instructions.6":"Green, red and black obstacles will be placed on a route.","challenges-content.coding-with-legoboost.instructions.7":"Add commands for movement and turns from arrows and text-to-speech when encountering an obstacle.","challenges-content.coding-with-legoboost.instructions.8":"Test it!","challenges-content.coding-with-legoboost.example.0":"The students will program the robots by rotation and enter commands in the Legoboost android application, to avoid obstacles, to launch with the spring, to stop at the red color and to emit a sound signal. On the Laptop, starting from the example presented and the sequences in the attached file, the students will program the robots where they will introduce:","challenges-content.coding-with-legoboost.example.1":"commands for moving forward, backward, left, right using the arrows,","challenges-content.coding-with-legoboost.example.2":"avoiding obstacles, stopping at a certain color","challenges-content.coding-with-legoboost.example.3":'a 3 m route will be set up and a variable will be created "timer" = 30 s,',"challenges-content.coding-with-legoboost.example.4":"text to speech (Scratch extension), when it encounters an obstacle.","challenges-content.coding-with-legoboost.example.5":'if in 30 s the robot avoids the obstacles and it reaches at the end, It add text in speech "I succeeded" else , I have to practice again.',"challenges-content.coding-with-legoboost.example.6":'save with the name "LegoBoost extension" and share with the colleagues. ',"challenges-extra.cs-first-unplugged-activities.0":"You will find the lesson plan and booklet for this challenge at","challenges-extra.cs-first-unplugged-activities.1":"this link","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1knebrtFD2FRwDFdK25P3FLmQ5tXswWKo","challenges-extra.create-a-dance.title":"Create a dance with the Ode to Code on Dance Party","challenges.title":"EU CODE WEEK CHALLENGES","challenges.date":"9-24 October 2021","challenges.common.target-audience":"Target Audience","challenges.common.pre-primary":"Pre-primary students","challenges.common.experience":"Experience","challenges.common.duration":"Duration","challenges.common.materials":"Recommended Materials","challenges.common.purpose":"Purpose","challenges.common.description":"Description","challenges.common.instructions":"Instructions","challenges.common.example":"Example","challenges.common.written-by.0":"This challenge has been written by","challenges.common.written-by.1":"and is part of the","challenges.common.teachers":"Teachers","challenges.common.students":"Students","challenges.common.beginner":"Beginner","challenges.common.intermediate":"Intermediate","challenges.common.advanced":"Advanced","challenges.common.1-hour":"1 hour","challenges.main.0":"During EU Code Week, 9 - 24 October 2021, we invite you to do one or more of the EU Code Week challenges.","challenges.main.1":"What are the EU Code Week Challenges?","challenges.main.2":"EU Code Week Challenges are activities that you can do on your own, in the classroom, with colleagues or friends. You would like to participate in Code Week but do not really have an idea of what to organize? Look no further! We have designed along with Code Week partners a selection of easy to make challenges, that include concrete examples of how to use it in a classroom or group. There are also guidelines on how to complete the challenges, but you can adapt them so that they suit the needs, interests and age of your participants. You can use whatever tools and technologies you like, but we recommend open-source resources.","challenges.main.3":"Choose one or several challenges, adapt it to your group or your classroom, and share the results on Instagram to encourage even more colleagues and friends to engage in the Code Week fun!","challenges.main.4":"Click on the challenge to find out more about it:","challenges.main.5":"Who can join?","challenges.main.6":"Everyone (schools, teachers, libraries, code clubs, businesses, public authorities) is invited to celebrate EU Code Week 2021 by completing a #EUCodeWeekChallenge.","challenges.main.7":"How to participate in the EU Code Week 2021 Challenge?","challenges.main.8":"Select a challenge you would like to complete.","challenges.main.9":"Team up your participants in pairs or groups. Teamwork and collaboration are key for the successful completion of a challenge whether you organise your activity in-person or online as a national or international collaborative activity.","challenges.main.10":"Share your challenge","challenges.main.11":"Would you like to win some Code Week goodies? If yes, then let your work go viral!","challenges.main.12":"After you have completed the challenge, share it on Instagram.","challenges.main.13":"Winners will be selected every day during Code Week between 9 – 24 October and announced on our Instagram channel, so don't forget to check your notifications regularly.","challenges.share.0":"How to share your challenge(s) on Instagram?","challenges.share.1":"Tap the Edit profile button","challenges.share.2":"Add the link of your work in the Website field and save","challenges.share.3":"Create a new post","challenges.share.4":"Add a screenshot of your work","challenges.share.5":"Write an engaging description","challenges.share.6":"Make sure to specify ‘Link in Bio’","challenges.share.7":"Add the #EUCodeWeekChallenge","challenges.share.8":"Mention and tag @CodeWeekEU","challenges.share.9":"You prefer to share your challenge(s) on Facebook?","challenges.share.10":"EU Code Week will pin a new Challenge post on their","challenges.share.11":"Facebook page","challenges.share.12":"every day and will select the winner for the prize from the comments under the post.","challenges.share.13":"How does it work?","challenges.share.14":"Simply comment on the post with the link to your work.","challenges.share-box.0":"Share the link to your work in your","challenges.share-box.1":"Instagram Bio","challenges.share-box.2":"tap the","challenges.share-box.3":"Edit Profile","challenges.share-box.4":"button on your Instagram and add the link to your work in the Website field. After that, create a new post, add a screenshot of your work, write ","challenges.share-box.5":"Link in Bio","challenges.share-box.6":"add the hashtag #EUCodeWeekChallenge and mention @CodeWeekEU","challenges.share-box.7":"You prefer to share your Challenge(s) on","challenges.share-box.8":"EU Code Week will pin","challenges.share-box.9":"a new Challenge post on their","challenges.share-box.10":"Facebook page","challenges.share-box.11":"You then just need to comment on the post with the link to your work","challenges.share-box.12":"Winners will be selected and offered Code Week goodies every day during Code Week between 9 – 24 October and announced on our Instagram and Facebook channels, so don't forget to check your notifications regularly","challenges.take-part.0":"Why take part in an EU Code Week challenge?","challenges.take-part.1":"To engage in problem solving and coding activities.","challenges.take-part.2":"To work together with peers.","challenges.take-part.3":"To spread the message on the importance of coding.","challenges.download.0":"Click","challenges.download.1":"here","challenges.download.2":"to download this challenge as a word document","challenges.bingo.0":"Complete all the Challenges","challenges.bingo.1":"Challenge completed? Print","challenges.bingo.2":"the bingo card","challenges.bingo.3":"and mark the little white bubble on the top left","challenges.bingo.4":"Share your Challenge on social media and win some cool Code Week prizes","challenges.bingo.5":"Just upload a picture with the completed row(s), column(s) or even better - the whole bingo - to","challenges.bingo.6":"Facebook, Instagram or Twitter","challenges.bingo.7":"Make sure to use the","challenges.bingo.8":"","challenges.bingo.9":"","challenges.bingo.10":"","codeweek4all.title":"Code Week 4 All challenge","codeweek4all.text":"The Code Week 4 All challenge encourages you to link your activities with others organised by friends, colleagues and acquaintances, and together gain the Code Week Certificate of Excellence.","codeweek4all.what.title":"What is it?","codeweek4all.what.content":`

    - In addition to submitting your activity to the EU Code Week map, you can also engage others in your network to do the same. If you and your alliance reach one of the following thresholds, you will all earn the Code Week Certificate of Excellence! -

    -

    - Criteria for earning the Certificate of Excellence: -

    `,"codeweek4all.what.criteria1":"500 students participated","codeweek4all.what.criteria2":"10 activities linked (from 10 different organizers)","codeweek4all.what.criteria3":"3 countries involved","codeweek4all.what.andor":"And / Or","codeweek4all.howto.title":"How to participate?","codeweek4all.howto.time":"Code Week 4 All challenge lasts until the end of the calendar year. Certificates will be issued in the beginning of the next year in January or February.","codeweek4all.howto.content":'Visit the Add Activity page and fill in the necessary details of your coding activity.',"codeweek4all.howto.first_alliance.1":"Click on Submit.","codeweek4all.howto.first_alliance.2":"Once your activity has been accepted, you will receive a confirmation email with your unique Code Week 4 All code.","codeweek4all.howto.first_alliance.3":"Copy the code and share it with your colleagues and others in your network who are also organising a coding activity. Spread the word to encourage others to participate!","codeweek4all.howto.first_alliance.4":"After the end of the campaign, all activity organisers will be asked to report back on how many participants they have involved. If you were successful in achieving the threshold, you and your colleagues who were part of your network will receive the Certificate of Excellence!","codeweek4all.howto.first_alliance.title":"If you are the first one in your alliance:","codeweek4all.howto.existing_alliance.1":"Paste the passcode you received from the initiator, the first to build the alliance, into the CODE WEEK 4 ALL CODE field cell.","codeweek4all.howto.existing_alliance.2":"Click on Submit.","codeweek4all.howto.existing_alliance.3":"Spread the word (and the code!) to get more organisers to join your alliance.","codeweek4all.howto.existing_alliance.4":"After the end of the campaign, all activity organisers will be asked to report on how many participants they have involved. If you were successful in achieving the threshold, you and your colleagues who were part of your network will receive the Certificate of Excellence!","codeweek4all.howto.existing_alliance.title":"If you are joining an existing alliance:","codeweek4all.why.1":"To spread the message on the importance of coding.","codeweek4all.why.2":"To see a large number of students get involved.","codeweek4all.why.3":"To build connections with organisations and/or schools in your community or internationally.","codeweek4all.why.4":"To find support from other organisers and teachers.","codeweek4all.why.5":"To gain a Certificate of Excellence.","codeweek4all.why.title":"Why join the challenge?","codeweek4all.superorganiser-title":"Super Organiser Certificate","codeweek4all.superorganiser":'You can also earn a Super Organiser Certificate. To do so you need to organise and register at least 10 separate activities at your school, organisation, or online.',"coding-at-home.title":"Coding@Home – video tutorials","coding-at-home.questions":"Questions","coding-at-home.material.required":"Required material","coding-at-home.material.chequered":"chequered board","coding-at-home.material.footprint":"tiles with footprint pictures","coding-at-home.intro.title":"Introduction to Coding@Home","coding-at-home.explorer.title":"The explorer","coding-at-home.explorer.text":"The explorer is the first Coding@Home activity. Move the explorer around the board to reach the target after visiting as many squares as possible.","coding-at-home.explorer.questions.title":"Questions","coding-at-home.explorer.questions.content.1":"Q1. With the starting and finishing positions shown in the video, is it possible for the explorer to visit all the boxes on the board?","coding-at-home.explorer.questions.content.2":"Q2. Which starting and finishing positions prevent the explorer from visiting the greatest number of boxes on the board?","coding-at-home.right-and-left.title":"Right and left","coding-at-home.right-and-left.text":"Right and left is a competitive and collaborative game. The two teams collaborate to create a path towards the target, while they compete to use as many as possible of the tiles assigned to them: the yellow team tries to insert as many turns to the left as possible and the red team tries to insert as many turns to the right as possible.","coding-at-home.right-and-left.questions.content.1":"Q1. With start and finish arranged as in the first match in this video, is it possible for one of the two teams to win?","coding-at-home.right-and-left.questions.content.2":"Q2. With start and finish arranged as in the game won by Anna, could there be a draw?","coding-at-home.right-and-left.questions.content.3":"Q3. Are there any starting and finishing arrangements that favour one of the two teams?","coding-at-home.right-and-left.questions.content.4":"Q4. Given the disposition between starting and finishing positions, is it possible to predict what the gap will be between the winning and the losing team?","coding-at-home.keep-off-my-path.title":"Keep of my path","coding-at-home.keep-off-my-path.text":"Keep of my path is a competitive game with two teams. Starting from opposite ends of the board, the two teams build paths that hinder each other. The team that prevents the other from extending their path wins.","coding-at-home.keep-off-my-path.questions.content.1":"Q1. Are there any starting points that favour one of the two teams?","coding-at-home.keep-off-my-path.questions.content.2":"Q2. Could there be a draw?","coding-at-home.keep-off-my-path.questions.content.3":"Q3. Does the player that goes first have an advantage?","coding-at-home.keep-off-my-path.questions.content.4":"Q4. Is there an watertight game strategy that the player who moves first can adopt to make sure he never loses?","coding-at-home.tug-of-war.title":"Tug of war","coding-at-home.tug-of-war.text":"Tug of war is a collaborative and competitive game. Starting from the centre of the bottom of the board, two teams (yellow and red) work together to reach the top. The yellow team is trying to reach the boxes on the left while the red team is trying to reach the boxes on the right.","coding-at-home.tug-of-war.questions.content.1":"Q1. Is there a strategy that will always result in victory?","coding-at-home.tug-of-war.questions.content.2":"Q2. Does the player that goes first have an advantage?","coding-at-home.tug-of-war.questions.content.3":"Q3. If the two players are equally attentive does the game always end in a draw, i.e. in the centre?","coding-at-home.explorer-without-footprints.title":"The explorer without footprints","coding-at-home.explorer-without-footprints.text":"The explorer walks around the board from the starting point to the target, trying to visit all the boxes. As the explorer walks s/he leaves coloured footprints, which allow the robot to follow the steps by interpreting the colours. The game becomes even more intriguing when the explorer clears away the footprints leaving only the colours.","coding-at-home.explorer-without-footprints.material":"red, yellow, and grey markers (or pencils)","coding-at-home.explorer-without-footprints.questions.content.1":"Q1. What is the difference between the board full of coloured footprints and the one with colours but no footprints?","coding-at-home.explorer-without-footprints.questions.content.2":"Q2. Which board offers more freedom of movement, keeping the same rules for turning as indicated by colour?","coding-at-home.explorer-without-footprints.questions.content.3":"Q3. Are there possible paths on the board with colours, which are not possible on the board with coloured footprints?","coding-at-home.explorer-without-footprints.questions.content.4":"Q4. Are there possible paths on the board with coloured footprints, which are not possible on the board with just colours?","coding-at-home.walk-as-long-as-you-can.title":"Walk as long as you can","coding-at-home.walk-as-long-as-you-can.text":"In this activity the challenge is to stay as long as possible on the board using colours instead of footprints. The activity becomes harder when the freedom of movement increases","coding-at-home.walk-as-long-as-you-can.coloured-cards":"coloured cards, or red, yellow and grey markers","coding-at-home.walk-as-long-as-you-can.questions.content.1":"Q1. When do the two paths collide and block each other?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"Q2. This game is presented as a two-player game? Is it possible to play it in 3 or 4 players? Do we need to change the rules?","coding-at-home.ada-charles-roby.title":"Ada, Charles and Roby","coding-at-home.ada-charles-roby.text":"The story of Ada Lovelace and Charles Babbage is an interesting one. They conceived and programmed computers a hundred years before they were actually invented","coding-at-home.ada-charles-roby.material":"modelling clay and a short pencil","coding-at-home.ada-charles-roby.questions.content.1":"Q1. Try to imagine that the robot you built with modelling clay and a pencil is able to move on the board to reach any position and, if needed, to trace its path. What instructions would you use to program it?","coding-at-home.cody-and-roby.title":"Cody and Roby","coding-at-home.cody-and-roby.text":"This is a role-playing game with the programmer, Cody, and the robot, Roby. The video introduces the cards of CodyRoby, that we will use from now on to determine movements on the board. Cody will use these cards to give Roby instructions for how to move on the board","coding-at-home.cody-and-roby.material":"chequered board with labels, instruction cards (left, right, forward), and any counters to be placed on the board","coding-at-home.cody-and-roby.starter-kit":"CodyRoby starter kit","coding-at-home.cody-and-roby.questions.content.1":"Q1. Where does Roby arrive if, starting from position C2 facing South, he executes the last sequence of instructions shown in the video?","coding-at-home.cody-and-roby.questions.content.2":"Q2. Could the movements Roby carries out by executing the last sequence of instructions shown in the video be described by applying the instructions of CodyFeet or CodyColor to the board?","coding-at-home.cody-and-roby.questions.content.3":"Q3. The three types of instructions introduced in the video, represented by the green, red and yellow cards, constitute an instruction set capable of driving Roby anywhere on the board. Can you come up with an instruction set with fewer than 3 instructions to do the same?","coding-at-home.the-tourist.title":"The tourist","coding-at-home.the-tourist.text":"With the CodyRoby cards, two teams challenge each other to find, in the shortest time possible, the sequence of instructions that will guide the tourist to the monuments that she wants to visit on the board","coding-at-home.the-tourist.material":"Larger cards can be useful to play on the floor","coding-at-home.the-tourist.questions.content.1":"Q1. What sequence of instructions would guide the tourist to the Statue of Raphael in the first example shown in the video?","coding-at-home.the-tourist.questions.content.2":"Q2. What sequence of instructions would guide the tourist to the Torricini of the Ducal Palace in the second example shown in the video?","coding-at-home.the-tourist.questions.content.3":"Q3. Can you think of a fun way to do some exercise every time one of the two teams chooses a card to add to the program? Invent a way by rethinking the relay race shown in the video","coding-at-home.material2.chequered-with-labels":"chequered board with labels","coding-at-home.material2.cards":"24 ‘Go Forward’ cards, 8 ‘Turn Left’ cards, and 8 ‘Turn Right’ direction cards","coding-at-home.material2.larger-cards":"Larger cards are recommended for the floor version","coding-at-home.material2.video":"The video also explains how to play without the deck of cards","coding-at-home.material2.pieces-of-paper":"24 pieces of paper are also needed to be placed on the squares already visited","coding-at-home.material2.card-alternative":"As an alternative to the deck of CodyRoby cards, you can use the card icons available here","coding-at-home.material2.small-drawings":"An addition could be small drawings to help tell the story. Those used in the video are here","coding-at-home.material2.rest-of-cards":"For the rest we use the cards of CodyRoby, CodyFeet, or CodyColour","coding-at-home.catch-the-robot.title":"Catch the robot","coding-at-home.catch-the-robot.text":"Catch the robot is a competitive table top or floor game. The player who captures the opposing team's robot by reaching its square on the board wins. The randomness of the playing cards requires both teams to continuously adjust their strategies.","coding-at-home.catch-the-robot.questions.content.1":"Q1. If the pink pawn (Roby) is on the central square C3 facing North, and the pink team has 2 ‘Go Forward’ cards, 2 ‘Turn Left’ cards, and 1 ‘Turn Right’ card, to which squares can he go?","coding-at-home.the-snake.title":"The snake","coding-at-home.the-snake.text":"The snake is a type of solitaire played with CodyRoby cards. The aim of the game is to guide the snake through all of the squares on the board without biting its tail.","coding-at-home.the-snake.questions.content.1":"Q1. Are there any starting points that make it impossible to visit all the squares without biting the snake's tail?","coding-at-home.storytelling.title":"Storytelling","coding-at-home.storytelling.text":"Today's topic is storytelling! Use the instructions of CodyRoby, the footprints of CodyFeet, or the colours of CodyColour, to guide the pawns around the board to tell a story. Scatter different parts of the story around the board.","coding-at-home.storytelling.questions.content.1":"Q1. Which tool is the most versatile for guiding Roby to tell a story?","coding-at-home.storytelling.questions.content.2":"Q2. Can you arrange the parts of the story that you want to tell on the board in positions that make it impossible to retrieve them all with CodyFeet?","coding-at-home.two-snakes.title":"The two snakes","coding-at-home.two-snakes.text":"Using the CodyRoby cards, two snakes move around the board trying to obstruct each other’s movement. The basic rule is very simple: you cannot go back to a square already visited by a snake. The winner is the snake that is able to move around freely for the longest.","coding-at-home.two-snakes.material":"CodyRoby cards, a 5 × 5 chequered board, two pawns, and pieces of paper to be used to mark the boxes already visited.","coding-at-home.two-snakes.questions.content.1":"Q1. In the initial setup shown in the video, if the two players don't draw yellow cards to turn left, which cards should they hope to draw?","coding-at-home.round-trip.title":"Round trip","coding-at-home.round-trip.text":"The teams take turns. The first plots the outward journey while the second must bring Roby back to the starting point. It seems easy but it is not, especially if you only plan the moves in your mind without actually moving Roby...","coding-at-home.round-trip.material":"CodyRoby cards, a 5 × 5 chequered board, two pawns, and pieces of paper to be used to mark the boxes already visited.","coding-at-home.round-trip.questions.content.1":"Q1. Is it possible for the program that brings Roby back to the starting point to be shorter (i.e. composed of fewer instructions) than the outward one?","coding-at-home.meeting-point.title":"Meeting point","coding-at-home.meeting-point.text":"This time we plan our moves before we start. The two teams put cards on the table to create the sequence of instructions that will move their respective robots, but nothing moves until one of the players says “Start!”. At that point the programming ends and the action begins. The player would said “Start!” wins only if the two robots, each executing the instructions of their team, end up on the same square.","coding-at-home.meeting-point.material":"CodyRoby cards, a 5 × 5 chequered board, two pawns.","coding-at-home.meeting-point.questions.content.1":"Q1. If you think it's possible for the two robots to never meet, invent game rules that cover all possible situations.","coding-at-home.follow-the-music.title":"Follow the music","coding-at-home.follow-the-music.text":"When sequences of programming instructions repeat themselves periodically, it is as if they have a rhythm. If we associate a sound with each instruction, we can guide Roby with music. This is precisely what we will do this time. I will create a program for you using different sounds to represent different instructions, and you will move Roby around the board by following these sound-based instructions.","coding-at-home.follow-the-music.material":"in addition to the CodyRoby cards, the chequered board and the pawn, we need to make three different sounds. I used three glasses filled with different amounts of water, what will you use?","coding-at-home.follow-the-music.questions.content.1":"Q1. Try to follow the video and be guided by the sounds that the glasses produce, without looking at the cards. Can you recognise and execute the instructions made by the sounds?","coding-at-home.follow-the-music.questions.content.2":"Q2. Choose three sounds to associate with the three basic instructions. Come up with a sequence of sounds that you could repeat endlessly without ever leading Roby off the board...","coding-at-home.colour-everything.title":"Colour everything","coding-at-home.colour-everything.text":"Can we guide the robots around the board in such a way that they make a drawing with their tracks? In this activity, we play with coding and pixel art, which is forming images by colouring in the boxes on a chequered board, like pixels on a screen.","coding-at-home.colour-everything.material":"CodyRoby cards, a chequered board and a pawn. To colour in the boxes use pieces of paper to place on the boxes, or colour the boxes in with markers.","coding-at-home.colour-everything.questions.content.1":"Is it possible to draw the two hearts like in the final part of the video by guiding the robot on all the necessary boxes without ever passing twice on a box?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter and CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"What is the difference between a plotter and a printer? Find out by playing this unplugged coding activity.","coding-at-home.codyplotter-and-codyprinter.material":"in addition to the CodyRoby kit, I used a green marker and a new modelling clay robot, but this is optional.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Can you explain the difference between a plotter and a printer?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"What design would RobyPrinter produce by moving along the lines on the board, if it executed the sequence of commands dictated at the end of the video?","coding-at-home.boring-pixels.title":"Boring Pixels!/Using numbers","coding-at-home.boring-pixels.text":"By giving Roby instructions to form a picture square by square, pixel by pixel, we discover that when many squares in a row have the same colour, we can use numbers to make it more interesting. Computers do the same...","coding-at-home.boring-pixels.material":"squared notebook, or 5 × 5 chequered board drawn on a piece of paper, felt-tip pen. To represent the code of the drawing you can use a pen and paper.","coding-at-home.boring-pixels.questions.content.1":"Try to make a chequered design and represent it with RLE encoding. The size of the design is equal to the number of squares, but what is the size of its RLE representation?","coding-at-home.turning-code-into-pictures.title":"Turning code into pictures","coding-at-home.turning-code-into-pictures.text.1":"We have now seen that we can create a code that allows us to draw a picture. I have thought of a drawing and used code to turn it into letters and numbers, which I have given you. Take note of the letters and numbers and use the code to reconstruct the drawing.","coding-at-home.turning-code-into-pictures.text.2":"Here is the image that I had thought of, make it appear on your notebook and on the notebooks of all those who know the code!","coding-at-home.turning-code-into-pictures.material":"paper (preferably squared) and a pen.","coding-at-home.turning-code-into-pictures.questions.content.1":"Try to decode and draw the images I mention at the end of the video.","coding-at-home.texts.1":`Coding@Home is a collection of short videos, do-it-yourself materials, puzzles, games, and - coding challenges for everyday use in the family as well as at school. You do not need any - previous knowledge or electronic devices to do the activities. The activities will stimulate - computational thinking and cultivate the skills of pupils, parents and teachers at home or in - school.`,"coding-at-home.texts.2":`EU Code Week’s Coding@Home series builds on the “Coding in - famiglia” initiative of the University of Urbino and the CodeMOOCnet - Association in cooperation with Rai Cultura. - Alessandro Bogliolo is the Professor of Information Processing Systems at the University of - Urbino, Italian EU Code Week ambassador and coordinator of all - ambassadors as well as member of - the Governing Board of the Digital Skills and Jobs Coalition.`,"coding-at-home.texts.3":`If you are interested in more unplugged activities, or activities in different programming - languages, robotics, micro:bit etc., check out the EU Code - Weeks “Learning Bits” with video - tutorials and lesson plans for primary, lower secondary and upper secondary schools. Also have a - look at the EU Code Week resources page for learners - and teachers.`,"community.titles.0":"Community","community.titles.1":"Ambassadors","community.titles.2":"Leading teachers","community.titles.3":"Edu coordinators","community.titles.4":"Volunteer for EU Code Week","community.intro.0":"EU Code Week thrives thanks to a vast, international community of volunteers. In this page you can meet the members that are active in your country","community.intro.1":"EU Code Week’s backbone is the Ambassadors, the Leading teachers and representatives of ministries of education in the EU and Western Balkans countries – the Edu coordinators.","community.intro.2":"Find out more about your local community by selecting your country:","community.ambassadors":"EU Code Week Ambassadors are the main point of contact for Code Week in each country and help spread the vision of Code Week locally. The Ambassadors connect people, companies and communities interested in supporting EU Code Week. They encourage organisers to register coding activities on the Code Week map, and promote the overall participation in EU Code Week. Ambassadors also review and approve activities in their country. Ambassadors also work with their peers in other countries and meet regularly to discuss how to further develop the initiative.","community.leading-teachers":"Leading teachers is an active community of more than 450 educators from across Europe. They help connect schools, teachers and students interested in participating to Code Week and encourage them to organise activities and register them on the Code Week map. The Leading teachers hold professional development webinars in their language and are a reference point for other teachers in the country but also in Europe. They also promote the initiative locally.","community.cta":"If you are a teacher, you can find Leading teachers near you to connect with on the map.","community.edu":"EU Code Week Edu coordinators are correspondents in Ministries of Education or other educational authorities and organisations participating in EU Code Week. Edu coordinators strengthen the foundations of the initiative by supporting teachers and schools nation-wide. This includes communication with schools who already participate in EU Code Week to learn about their best practices and share experience. Edu coordinators also support schools that want to participate in the initiative, by providing available resources, learning material and opportunities within the community.","community.volunteer.0":"You do not need to take on an official role in the EU Code Week community to be part of the movement. Everyone can organise activities to teach and inspire people to code, do robotics, tinker with hardware, 3D-print etc. and pin their activity ","community.volunteer.1":"on the map","community.volunteer.2":"However, if you want to volunteer your time to promote coding and believe in the","community.volunteer.3":"vision","community.volunteer.4":"and","community.volunteer.5":"values","community.volunteer.6":"of EU Code Week, you could potentially become a leading teacher or an ambassador.","community.volunteer.7":"If you are an educator passionate about teaching and learning how to code as much as we are, you can find out more about the role and benefits of Leading teachers","community.volunteer.8":"here","community.volunteer.9":"Then you can apply to become a Leading Teacher by filling this","community.volunteer.10":"online application form.","community.volunteer.11":"Please note that the number of Leading Teachers per country is fixed which means that applications are open only for some specific countries at a time.","community.volunteer.12":"If you want to promote coding in your country, check out the","community.volunteer.13":"responsibilities of Ambassadors","community.volunteer.14":"and take a quick look at the list of EU Code Week Ambassadors.","community.volunteer.15":"If there are Ambassadors in your country, please get in touch directly with them and see how you can best support the initiative. If there is no one in your country, you can reach out at info@codeweek.eu.","cookie.uses_cookies":"This site uses cookies to offer you a better browsing experience","cookie.accept":"I accept cookies","cookie.refuse":"I refuse cookies","cookie.cookies":"Cookies","cookie.find_out_more_on":"Find out more on ","cookie.how_we_use":"how we use cookies and how you can change your settings","cookie_policy.title":"Cookie Policy","cookie_policy.what.title":"What are cookies?","cookie_policy.what.text":"

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Guiana","countries.Guernsey":"Guernsey","countries.Ghana":"Ghana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Greenland","countries.Gambia":"Gambia","countries.Guinea":"Guinea","countries.Guadeloupe":"Guadeloupe","countries.Equatorial Guinea":"Equatorial Guinea","countries.Greece":"Greece","countries.South Georgia and the South Sandwich Islands":"South Georgia and the South Sandwich Islands","countries.Guatemala":"Guatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Guinea-Bissau","countries.Guyana":"Guyana","countries.Hong Kong":"Hong Kong","countries.Heard Island and McDonald Islands":"Heard Island and McDonald Islands","countries.Honduras":"Honduras","countries.Croatia":"Croatia","countries.Haiti":"Haiti","countries.Hungary":"Hungary","countries.Indonesia":"Indonesia","countries.Ireland":"Ireland","countries.Israel":"Israel","countries.Isle of Man":"Isle of Man","countries.India":"India","countries.British Indian Ocean Territory":"British Indian Ocean 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Islands","countries.Martinique":"Martinique","countries.Mauritania":"Mauritania","countries.Montserrat":"Montserrat","countries.Malta":"Malta","countries.Mauritius":"Mauritius","countries.Maldives":"Maldives","countries.Malawi":"Malawi","countries.Mexico":"Mexico","countries.Malaysia":"Malaysia","countries.Mozambique":"Mozambique","countries.Namibia":"Namibia","countries.New Caledonia":"New Caledonia","countries.Niger":"Niger","countries.Norfolk Island":"Norfolk Island","countries.Nigeria":"Nigeria","countries.Nicaragua":"Nicaragua","countries.Netherlands":"Netherlands","countries.Norway":"Norway","countries.Nepal":"Nepal","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"New Zealand","countries.Oman":"Oman","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"French Polynesia","countries.Papua New Guinea":"Papua New Guinea","countries.Philippines":"Philippines","countries.Pakistan":"Pakistan","countries.Poland":"Poland","countries.Saint Pierre and Miquelon":"Saint Pierre and Miquelon","countries.Pitcairn":"Pitcairn","countries.Puerto Rico":"Puerto Rico","countries.Palestine":"Palestine","countries.Portugal":"Portugal","countries.Palau":"Palau","countries.Paraguay":"Paraguay","countries.Qatar":"Qatar","countries.Reunion":"Reunion","countries.Romania":"Romania","countries.Serbia":"Serbia","countries.Russia":"Russia","countries.Rwanda":"Rwanda","countries.Saudi Arabia":"Saudi Arabia","countries.Solomon Islands":"Solomon Islands","countries.Seychelles":"Seychelles","countries.Sudan":"Sudan","countries.Sweden":"Sweden","countries.Singapore":"Singapore","countries.Saint Helena":"Saint Helena","countries.Slovenia":"Slovenia","countries.Svalbard and Jan Mayen":"Svalbard and Jan Mayen","countries.Slovakia":"Slovakia","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somalia","countries.Suriname":"Suriname","countries.South Sudan":"South Sudan","countries.Sao Tome and Principe":"Sao Tome and Principe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Sint Maarten","countries.Syria":"Syria","countries.Swaziland":"Swaziland","countries.Turks and Caicos Islands":"Turks and Caicos Islands","countries.Chad":"Chad","countries.French Southern Territories":"French Southern Territories","countries.Togo":"Togo","countries.Thailand":"Thailand","countries.Tajikistan":"Tajikistan","countries.Tokelau":"Tokelau","countries.East Timor":"East Timor","countries.Turkmenistan":"Turkmenistan","countries.Tunisia":"Tunisia","countries.Tonga":"Tonga","countries.Turkey":"Türkiye","countries.Trinidad and Tobago":"Trinidad and Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Taiwan","countries.Tanzania":"Tanzania","countries.Ukraine":"Ukraine","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"United States Minor Outlying Islands","countries.United States":"United States","countries.Uruguay":"Uruguay","countries.Uzbekistan":"Uzbekistan","countries.Vatican":"Vatican","countries.Saint Vincent and the Grenadines":"Saint Vincent and the Grenadines","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"British Virgin Islands","countries.U.S. Virgin Islands":"U.S. Virgin Islands","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis and Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Yemen","countries.Mayotte":"Mayotte","countries.South Africa":"South Africa","countries.Zambia":"Zambia","countries.Zimbabwe":"Zimbabwe","cw2020.common.resources":"Resources you will need","cw2020.common.soundtrack":"The Code Week soundtrack","cw2020.common.moves":"The movements","cw2020.common.dance-example":"An example of the Code Week Dance","cw2020.common.organizer-guide":"organiser’s guide","cw2020.common.scratch-tutorial":"#EUCodeWeekDance Scratch Tutorial","cw2020.title.0":"EU Code Week","cw2020.title.1":"2020 Edition","cw2020.intro":"This year we are celebrating coding from 10 to 25 October 2020! Due to the current health situation, we are going to bring more Code Week activities online this year. We will be launching new fun and engaging activities that you can join remotely at home or in school","cw2020.online-activities.title":"Featured open online activities","cw2020.online-activities.subtitle.0":"To make it easier to take part in Code Week activities remotely we are launching a","cw2020.online-activities.subtitle.1":"calendar","cw2020.online-activities.subtitle.2":"of featured online activities","cw2020.online-activities.section1.title":"What is an online activity ?","cw2020.online-activities.section1.content":"Online activities can be any activity you would typically add or register on the Code Week website – the only difference being it will take place online. The idea is to make it easy for people to participate in coding sessions and workshops entirely online without risking their health","cw2020.online-activities.section2.title":"Featured open activities","cw2020.online-activities.section2.content":"If you want, you can make your online activities available to everyone. People from around the world will be able to take part open online activities, either in English or thelocal language. We will select the most exciting online activities which are open to everyone and feature them in an events calendar on our website","cw2020.online-activities.section3.title":"What this means for participants","cw2020.online-activities.section3.content.0":"Every day of Code Week, you will be able to browse the","cw2020.online-activities.section3.content.1":"calendar","cw2020.online-activities.section3.content.2":"and take part in the activities that interest you most. The topics of these featured events vary from workshops on robotics, e-learning courses,webinars to coding tutorials and much more. So, take your pick","cw2020.dance.title":"Code Week Dance","cw2020.dance.subtitle":"Who said programmers couldn't dance? To celebrate the 2020 edition of Code Week, we are launching a new activity - the #EUCodeWeekDance challenge","cw2020.dance.section1.title":"Who can join?","cw2020.dance.section1.content.0":"Everyone from schools, teachers, libraries to code clubs, businesses and public authorities are invited to celebrate EU Code Week 2020 by organising a #EUCodeWeekDance activity and adding it to the","cw2020.dance.section1.content.1":"Code Week map","cw2020.dance.section2.title":"How to participate?","cw2020.dance.section2.content":"Choose from five types of activities or come up with your own. Regardless of which activity you choose, don't forget to add it to our map","cw2020.dance.activity1.title":"Programme a friend or a parent - no computer needed","cw2020.dance.activity1.subtitle":"Coding lets you give commands to an electronic device. But technically, you don’t need a computer to be able to code. Instead, grab a partner – it can be your classmate, a friend, a parent or even a teacher, and give them instructions how to perform the #EUCodeWeekDance, which they need to follow precisely","cw2020.dance.activity1.resources.0":"A guide by Code.org to organise your unplugged Dance Party","cw2020.dance.activity1.resources.1":"A learning bit on how to program your human-robot","cw2020.dance.activity2.title":"Visual Programmming","cw2020.dance.activity2.subtitle":"Code your Code Week dance in Scratch. Use the Code Week characters or make your own in Scratch and programme them to do the #EUCodeWeekDance","cw2020.dance.activity2.resources.0":"An example of a Scratch #EUCodeWeekDance project","cw2020.dance.activity2.resources.1":"The Code Week characters","cw2020.dance.activity2.resources.2":"A guide from Code.org on how to animate a character","cw2020.dance.activity2.resources.3":"A guide by Code.org to organise your Dance Party","cw2020.dance.activity2.resources.4":"Share your project with us in this Scratch Studio.","cw2020.dance.activity3.title":"Text-based programming","cw2020.dance.activity3.subtitle":"Produce the #EUCodeWeekDance theme with Python or JavaScript, using code-based music creation platforms like EarSketch or Sonic Pi","cw2020.dance.activity3.resources.0":"A tutorial on how to produce music with EarSketch","cw2020.dance.activity3.resources.1":"A tutorial on how to create music with Sonic Pi","cw2020.dance.activity4.title":"Robotics","cw2020.dance.activity4.subtitle":"Program your robot to follow your instructions and perform the Code Week Dance","cw2020.dance.activity4.resources.0":"A tutorial on programming robots","cw2020.dance.activity5.title":"Live Dance Challenge","cw2020.dance.activity5.subtitle":"Record a video of yourself, your team or your robot performing the #EUCodeWeekDance, share it on Instagram and get a shot at going viral and winning some Code week goodies! Interested? Follow these steps:","cw2020.dance.activity5.resources.0":"Record the video using Instagram Stories","cw2020.dance.activity5.resources.1":"Follow","cw2020.dance.activity5.resources.2":"@CodeWeekEU on Instagram","cw2020.dance.activity5.resources.3":"Mention @CodeWeekEU in your story with the dance and make sure to use the hashtag #EUCodeWeekDance","cw2020.dance.outro.0":"Winners will be selected every day and announced on our Instagram channel via Stories, so don't forget to check your notifications regularly, you might just run into good luck today","cw2020.dance.outro.1":"The #EUCodeWeekDance is based on the","cw2020.dance.outro.2":"Ode to Code","cw2020.dance.outro.3":"composed by Brendan Paolini, and the dance developed by Bianca Maria Berardi in 2015, from an idea of Alessandro Bogliolo, Professor of Computer Systems at the University of Urbino","cw2020.treasure-hunt.title":"Code Week Treasure Hunt","cw2020.treasure-hunt.subtitle.0":"This is a game on Telegram that is simple enough for beginners, but also challenging to keep experienced participants on their toes","cw2020.treasure-hunt.subtitle.1":"The Code Week Treasure Hunt","cw2020.treasure-hunt.subtitle.2":"is a game best played on your PC with a mobile phone in hand. The game will ask you to solve coding challenges and guide you through the history of coding, computer science and technology in Europe","cw2020.treasure-hunt.section.title":"To start playing you need to","cw2020.treasure-hunt.section.content.0":"Download the Telegram app. It is available for","cw2020.treasure-hunt.section.content.1":"Desktop","cw2020.treasure-hunt.section.content.2":"You can play the game either on your PC or laptop, or on your smartphone. We recommend you play it on your computer so that you can get the instructions and solve the coding challenges on the Telegram app on your phone","cw2020.treasure-hunt.section.content.3":"To play the game","cw2020.treasure-hunt.section.content.4":"open the game","cw2020.treasure-hunt.section.content.5":"and scan the QR code that will take you to the Telegram app and give you the first set of instructions","cw2020.treasure-hunt.section.content.6":"To win, you need to solve 10 coding challenges and find 10 locations on the map of Europe that are linked to the rise of coding and technology","cw2020.treasure-hunt.section.content.7":"After you complete the game, share your your score with your friends using #EUCodeWeek and challenge them to play and learn about the history of coding too. Let's see who scores the top results","cw2020.treasure-hunt.section.content.8":"The Code Week Treasure Hunt is the virtual version of the original EU Code Week Treasure Hunt which was first developed by Alessandro Bogliolo, Professor of Computer Systems at the University of Urbino. To learn more about his original game, visit our","cw2020.treasure-hunt.section.content.9":"blog","cw2020.kick-off.title":"Kick-off event: 8 October 2020","cw2020.kick-off.content.0":"The Code Week 2020 virtual kick-off will take place on 8 October at 5 pm Berlin/Brussels/Paris time. The event will be streamed on Facebook Live, Instagram TV and YouTube Live","cw2020.kick-off.content.1":"Our exciting line-up includes guest speakers","cw2020.kick-off.content.2":"EU Commissioner for the Internal Market","cw2020.kick-off.content.3":"EU Commissioner for Innovation, Research, Culture, Education and Youth","cw2020.kick-off.content.4":"Creator of Scratch and Professor of Learning Research at the MIT Media Lab","cw2020.kick-off.content.5":"author and illustrator of Hello Ruby","cw2020.kick-off.content.6":"and","cw2020.kick-off.content.7":"President of E-MMA French non-profit organisation that promotes gender diversity in tech","cw2020.kick-off.content.8":"And if this is not enough, the Code Week team will also be showcasing new website features, resources and challenges","cw2020.kick-off.content.9":"Professor of Computer Systems at the University of Urbino and coordinator of the","cw2020.kick-off.content.10":"Code Week ambassadors","cw2020.kick-off.content.11":"will be telling you more about the Code Week virtual Treasure Hunt","cw2020.kick-off.content.12":"And xxx will give you the heads-up on the new #EUCodeWeekDance challenge","cw2020.kick-off.content.13":"We will also be connecting with schools and students from all over Europe who will be sharing their coding stories and exchanging ideas with the guest speakers","cw2020.kick-off.content.14":"You will also have the chance to share your thoughts, ideas and ask your questions. All you need to do is tune in to our live stream on","cw2020.kick-off.content.15":"or","cw2020.kick-off.content.16":"on 8 October 2020 at 17:00-18.30 CET and comment or tweet with the #EUCodeWeek hashtag","cw2020.get-involved.title":"How to get involved","cw2020.get-involved.subtitle":"Can’t wait to start coding? If you would like to join the EU Code Week community but don't know where to start, take a look at these resources that will help get you started, just in time for our annual celebration in October","cw2020.get-involved.content.0":"Getting started with Code Week","cw2020.get-involved.content.1":"How to add a Code Week activity","cw2020.get-involved.content.2":"Learning bits","cw2020.get-involved.content.3":"Deep Dive massive open online course","cw2020.get-involved.content.4":"Coding@Home series","edit.title":"Edit your #EUCodeWeek activity","edit.required_fields":"Required fields are marked with an * asterisk. Feel free to add the activity listing in your local language.","edit.description":"Description","edit.audience":"Audience","edit.theme":"Theme","edit.location":"Location","edit.website":"Website","edit.contact":"Contact","edit.tags":"Tags","edit.image":"Image","edit.help":"Larger images will be resized to 256 x 512 pixels. Maximum upload size is 256 x 1024.","edit.aspect":"Which aspect of coding will your activity cover?","edit.address":"Type in an address or click on the map below to set a location.","edit.privacy_disclaimer.header":"Your contact information","edit.privacy_disclaimer.text_1":"This information will only be visible to ","edit.privacy_disclaimer.link_1":"EU Code Week Ambassadors","edit.privacy_disclaimer.text_2":` and Code Week - organizers, who - will check your activity before it appears on the map and might contact you if edits are - necessary or - for administering surveys for statistical purposes after the activity.`,"edit.privacy_disclaimer.contact_email":"Your contact email","edit.edit":"Edit activity","email.subjects.registered":"EU Code Week: Thank you for Registering!","email.subjects.approved":"EU Code Week: Congratulations! Your Activity is Approved","email.subjects.rejected":"EU Code Week: Your Activity is Rejected","event.main_title":"Add your #EUCodeWeek activity","event.button":"Add Activity","event.howto":"How to organize your own activity","event.required":"Required fields are marked with an * asterisk. Feel free to add the activity listing in your local language.","event.audience_title":"Audience","event.theme_title":"Theme","event.scoreboard_by_country":"Scoreboard","event.get_involved":"Get involved","event.organize_or_support_events":"Organize or support activities in your city","event.or_contact_your":"or contact your","event.eu_code_week_ambassadors":"EU Code Week Ambassadors","event.show_events_for":"Show activities for ","event.who":"Who is the activity for?","event.tags":"Tags","event.image":"Image","event.start.label":"Start date","event.start.placeholder":"When does the activity start ?","event.end.label":"End date","event.end.placeholder":"When does the activity end ?","event.organizer.label":"Name of organisation","event.organizer.placeholder":"Organisation you work in or volunteer for","event.website.label":"Organiser's Website","event.website.placeholder":"Do you have a website with more information ?","event.description.label":"Description","event.description.placeholder":"Briefly describe the activity planned.","event.contact.label":"Contact email","event.contact.placeholder":"This email will be used for important EU Code Week correspondence","event.contact.explanation":"Your contact email will only be visible to EU Code Week Ambassadors and Code week organisers, who will check your activity before it appears on the map and might contact you if edits are necessary or for administering surveys for statistical purposes after the activity.","event.public.label":"Public email","event.public.placeholder":"Would you like to display a contact email ?","event.title.label":"Activity Title","event.title.placeholder":"What is the name of the activity ?","event.address.label":"Address","event.address.placeholder":"Where will the activity be taking place?","event.organizertype.label":"Type of organisation","event.organizertype.placeholder":"Select the type of organiser","event.organizertype.school":"School","event.organizertype.library":"Library","event.organizertype.non profit":"Non-for profit Organisation","event.organizertype.private business":"Private Business","event.organizertype.other":"Other","event.audience.Pre-school children":"Pre-primary education","event.audience.Elementary school students":"Primary school","event.audience.High school students":"Secondary school","event.audience.Graduate students":"Higher Education","event.audience.Post graduate students":"Post graduate students","event.audience.Employed adults":"Employed adults","event.audience.Unemployed adults":"Unemployed adults","event.audience.Other (see description)":"Other (see description)","event.audience.Teachers":"Teachers","event.theme.Basic programming concepts":"Basic programming concepts","event.theme.Web development":"Web development","event.theme.Mobile app development":"Mobile app development","event.theme.Software development":"Software development","event.theme.Data manipulation and visualisation":"Data manipulation and visualisation","event.theme.Robotics":"Robotics","event.theme.Hardware":"Hardware","event.theme.Other":"Other","event.theme.Unplugged activities":"Unplugged activities","event.theme.Playful coding activities":"Playful coding activities","event.theme.Art and creativity":"Art and creativity","event.theme.Visual/Block programming":"Visual/Block programming","event.theme.Game design":"Game design","event.theme.Internet of things and wearable computing":"Internet of things and wearable computing","event.theme.3D printing":"3D printing","event.theme.Augmented reality":"Augmented reality","event.theme.Artificial intelligence":"Artificial intelligence","event.theme.Motivation and awareness raising":"Motivation and awareness raising","event.theme.Promoting diversity":"Promoting diversity","event.codeweek_for_all_participation_code.title":"CODE WEEK 4 ALL CODE","event.codeweek_for_all_participation_code.explanation":"If you have received a Code Week 4 all code from a school colleague or a friend paste it here, otherwise please leave it blank. More info about Code Week 4 All are available","event.codeweek_for_all_participation_code.link":"here","event.thanks_page.title":"Thanks for adding your activity!","event.thanks_page.phrase1":"One of our local ambassadors will now review your activity","event.thanks_page.phrase2":"and make sure everything looks ok.","event.thanks_page.phrase3":"If you have any questions, get in touch with one of our","event.thanks_page.phrase4":"national ambassadors","event.thanks_page.phrase5":"or send us an","event.thanks_page.phrase6":"email","event.thanks_page.phrase7":"You can share your Codeweek for all code with other people:","event.activity_type.Event":"Activity","event.activity_type.Lesson":"Lesson","event.activity_type.Workshop":"Workshop","event.activity_type.Webinar":"Webinar","event.activity_type.Live Streaming Session":"Live Streaming Session","event.activity_type.Other":"Other","event.activitytype.label":"Activity Type","event.activitytype.placeholder":"","event.activitytype.open-online":"Open online activity","event.activitytype.invite-online":"Invite-only online activity","event.activitytype.open-in-person":"Open in-person activity","event.activitytype.invite-in-person":"Invite-only in-person activity","event.More":"More","event.country":"Country","event.privacy":"I have read and agree with the privacy policy terms described in this document.","event.loading":"Loading...","event.add_activity":"Add activity","event.edit_activity":"Edit activity","event.update_activity":"Update activity","event.delete_activity":"Delete activity","event.total_pending_events":"Total of pending activities:","event.no_pending_events":"No Pending Activity found for","event.all_countries":"All countries","event.current_status":"Current Status","event.certificate_ready":"Your Code Week certificate is ready. Feel free to download it or share it directly.","event.view_your_certificate":"View your certificate here","event.submit_event_and_report":"Submit a report for this activity and claim your Code Week certificate.","event.report_and_claim":"Report activity and claim certificate","event.leading_teacher_tag":"Leading Teacher","event.leading_teacher_tag_choose":"Choose a Leading Teacher","event.last_update":"Last update","eventdetails.organised_by":"Organized by: ","eventdetails.contact_email":"Contact email: ","eventdetails.happening_at":"Happening at: ","eventdetails.from":"From ","eventdetails.to":" to ","eventdetails.description":"Description: ","eventdetails.more_info":"More information: ","eventdetails.audience":"This activity is for: ","eventdetails.themes":"Main themes: ","eventdetails.tags":"Tags: ","eventdetails.share":"Share the activity: ","eventdetails.email.tooltip":"Click to email this to a friend","eventdetails.email.subject":"Look at this awesome coding activity","eventdetails.email.body_1":"Hi, check out ","eventdetails.email.body_2":"activity at ","eventdetails.edit":"Edit activity","eventdetails.note":"NOTE: ","eventdetails.pending_warning":"This activity is still being reviewed by ","eventdetails.pending_link":"moderators","eventdetails.nearby_upcoming_events":"Nearby upcoming activities:","eventreports.reports_by":"Activities pending for report by ","eventreports.no_reports":"There are no activities to be reported yet.","eventreports.report":`The activities listed below have started or already finished. Fill in a few numbers for - statistical purposes for the activity and claim your Code Week participation certificate. You - will get one certificate per activity.`,"excellence.title":"Generate your certificate of Excellence for Codeweek","excellence.generate":"Generate the Certificate of Excellence","excellence.required":"Required fields are marked with an * asterisk.","excellence.name_for_certificate.label":"Name for certificate","excellence.name_for_certificate.help":"Change this to the name of the activity organizer who will be issued a certificate of Excellence.","footer.privacy_policy":"Privacy Policy","footer.cookies_policy":"Cookies Policy","guide.title":"Guide","guide.organise_activity":"Organise Your Own Activity with #EUCodeWeek","guide.register_activity":"Register your activity here","guide.what.title":"What is EU Code Week?","guide.what.content":`

    - EU Code Week is a grass-roots movement run by volunteers and supported by the European Commission. - Anyone – schools, teachers, libraries, code clubs, businesses, public authorities – can organise a - #EUCodeWeek activity and add it to the codeweek.eu map. - -

    `,"guide.what_you_need_organise.title":"What do you need in order to organise an activity?","guide.what_you_need_organise.items.1":`A group of people willing to learn. For example, your friends, kids, teenagers, - adults colleagues, friends, parents or grandparents. Remember, two is a group already!`,"guide.what_you_need_organise.items.2":`Teachers or trainers who are familiar with the coding activity, and how to - teach and inspire others. The number depends on the type and size of the activity.`,"guide.what_you_need_organise.items.3":`A place to learn. Classrooms, libraries, conference rooms and various public - spaces all make a great activity venue.`,"guide.what_you_need_organise.items.4":`Computers and internet connection. Depending on your target group, you might - ask participants to bring their own laptops.`,"guide.what_you_need_organise.items.5":`Coding unplugged. You actually don't need computers and internet connection to - learn computational thinking. - Take a look at our Unplugged learning bit to get - started.`,"guide.what_you_need_organise.items.6":`Learning materials. - - Show participants how fun it can be to create something on their own. Check out our resources page - and learning bits with video tutorials and lesson plans, and adjust them - to your group's - needs.`,"guide.what_you_need_organise.items.7":`Register participants. If you have limited space available, you can use online - tools such as Google forms and Eventbrite to register participants.`,"guide.what_you_need_organise.items.8":'Remember to pin your activity on the Code Week map!',"guide.how_to.title":"How to organise your activity?","guide.how_to.items.1":`The format of your coding activity is up to you, but we do recommend that you include some practical, - hands-on time, where participants can create on their own and/or tinker with some - hardware.`,"guide.how_to.items.2":`Make use of tools and technologies appropriate to your target group. We - recommend using freely - available open source material.`,"guide.how_to.items.3":`Encourage participants to show and present what they have created to each other - at the end of your activity.`,"guide.how_to.items.4":`Spread the news! Promote and share what you did during your activity on social - media by using - the #EUCodeWeek hashtag. You can also share on the EU Code Week Teacher’s group - and on Twitter - (@CodeWeekEU). Talk to your friends, fellow - educators, the local press, and make a press - release.`,"guide.how_to.items.5":`Don't forget to add your activity on the Code Week map!`,"guide.material.title":"Promotional material","guide.material.text":`

    Check out our blog for latest information and feel free to - adapt the most recent press release to your needs, or create your own:

    `,"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Gearing up to celebrate EU Code Week 2019 (available in 29 languages)',"guide.toolkits.title":"Download the following toolkits to help you get started:","guide.toolkits.communication_toolkit":"Communications Toolkit","guide.toolkits.teachers_toolkit":"Teachers Toolkit","guide.questions.title":"Questions?","guide.questions.content":'

    If you have questions about organising and promoting your #EUCodeWeek activity, get in touch with one of the EU Code Week Ambassadors from your country.

    ',"hackathon-greece.title":"EU Code Week HACKATHON","hackathon-greece.subtitle":"Bring your ideas to life!","hackathon-greece.misc.0":"Read the rules & code of conduct","hackathon-greece.misc.1":"Registrations for both the EU Code Week Hackathon and Side Events will be handled by EU Survey.","hackathon-greece.misc.2":"Our Partners","hackathon-greece.sections.1.content.0":"Do you dream of creating the next big app? Do you know how innovative tech solutions can help your school, town, and region? If you want to be an entrepreneur or have a killer idea to pitch to the world but you don’t know where to start, then your waiting is at an end! ","hackathon-greece.sections.1.content.1":"The EU Code Week Hackathon","hackathon-greece.sections.1.content.2":"begins with a challenge to develop a code that solves a real-life challenge in just 12-hours. The 10 most successful teams will then receive training and mentoring from experts in this field, in order to prepare them for the second and final round, from which the ultimate winner will be selected. The lucky team will win further coaching and mentoring of their ideas and cool IT equipment. The winning team will also secure a spot at the European pitch where all the hackathon winners will present their ideas to a European jury during the official EU Code Week 9-24 October 2021.","hackathon-greece.sections.1.content.3":"The EU Code Week hackathon is sure to fuel your curiosity, inspire your creativity, encourage your entrepreneurial spirit, and bring your ideas to life. ","hackathon-greece.sections.2.title":"What to expect?","hackathon-greece.sections.2.content.0":"Expert coaching","hackathon-greece.sections.2.content.1":"Skills workshops","hackathon-greece.sections.2.content.2":"Fun activities","hackathon-greece.sections.2.content.3":"The chance to meet likeminded individuals","hackathon-greece.sections.2.content.4":"The chance to win mentoring and coaching, as well as IT equipment ","hackathon-greece.sections.2.content.5":"The chance to join the final hackathon and meet the best of the best, in person!","hackathon-greece.sections.3.content.0":"Sign up now to","hackathon-greece.sections.3.content.1":"EU Code Week Hackathon Greece","hackathon-greece.sections.3.content.2":"and bring your ideas to life!","hackathon-greece.sections.4.title":"Propose challenges to be solved at the Hackathon","hackathon-greece.sections.4.content.0":"Do you want to make your community the centre of green and sustainable innovation in Greece? If so, propose a challenge that will be “hacked” at the Hackathon. Something concrete that will help you, your school, city or community.","hackathon-greece.sections.4.content.1":"Propose a challenge","hackathon-greece.sections.4.content.2":"Votes for the Greek challenge will start on the 9th of April.","hackathon-greece.sections.5.title":"Vote on the challenges to be “hacked”","hackathon-greece.sections.5.content.0":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, innovation and coding skills. ‘Concrete’ means solving real problems – things that affect you, your school, community, city or specific challenges in your area.","hackathon-greece.sections.5.content.1":"Vote on what matters most to you!","hackathon-greece.sections.5.content.2":"The final challenge selected will be announced at the beginning of the Hackathon.","hackathon-greece.sections.6.title":"The Challenge","hackathon-greece.sections.6.content.0":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills. ‘Concrete’ means solving real problems – things that affect you, your school, community, city or specific challenges in your area.","hackathon-greece.sections.6.content.1":"Based on public voting, the challenge for the Greek Hackathon is:","hackathon-greece.sections.6.content.2":"Based on public voting, the challenge for the Greek Hackathon was:","hackathon-greece.sections.7.title":"Resource Centre","hackathon-greece.sections.8.title":"Programme","hackathon-greece.sections.8.content.0.0":"The EU Code Week hackathon","hackathon-greece.sections.8.content.0.1":"has three distinct rounds","hackathon-greece.sections.8.content.1":"The 24-hour online hackathon. Out of all those competing, only 12 teams will be chosen to remain in the competition. Free online training and mentoring for all 12 teams, during summer 2021.","hackathon-greece.sections.8.content.2":"The final: the physical hackathon. 10 teams will have all received equal training in the second round, but only one will win. Secondary school students aged 15-19 will compete in teams to solve a ‘local challenge’ selected from proposals submitted ahead of the first round.","hackathon-greece.sections.8.content.3":"Each national winner will face-off in a European clash of titans where each winning team will pitch their solution to a European jury during the official EU Code Week 9-24 October 2021.","hackathon-greece.sections.8.content.4":"In 2021, EU Code Week brings six extraordinary hackathons and invites students aged 15-19 in upper secondary school to form teams and use their coding skills to solve a local challenge. After 24 hours of hacking, each team will pitch their ideas to a panel of experts who will choose the 12 final teams. All teams will have the same amount of time, resources, and access to mentors and expertise in order to complete the challenge, but only 12 will get the chance to continue to the next round, develop their prototype, get expert coaching and take part in the final hackathon in the autumn. In the final the teams will battle it out to decide who wins IT accessories and the chance of mentoring and coaching to further develop their prototype.","hackathon-greece.sections.8.content.5":"Your team is not guaranteed a place in the second round even if you successfully solve the challenge. Remember you are in competition with the other teams and the jury will take your method, use of time and quality of the prototype into consideration to select the successful candidates! ","hackathon-greece.sections.8.content.6":"If your team is one of the 12 finalists, you can work on your idea over the summer. To assist you, we will offer you free trainings for development and UX Design. Your team will also get the help of a mentor who ensures that you are on the right path.","hackathon-greece.sections.8.content.7":"The 12 finalist teams will meet in a 12-hour hackathon on the 9 October 2021. Here teams will compete to be the nation’s best young hackers and get the chance to win prizes such as cool IT equipment as well as further coaching and mentoring of their ideas.","hackathon-greece.sections.9.title":"Practical Info","hackathon-greece.sections.9.content.0":"The Hackathon will take place onsite on the 9 October 2021","hackathon-greece.sections.9.content.1":"The Hackathon is free of charge.","hackathon-greece.sections.10.title":"Jury & Mentors","hackathon-greece.sections.10.content.0":"Imagine being in a virtual room full of designers, developers, creators, coders and business mentors, all with the same curiosity and drive as you. EU Code Week Hackathon Greece brings together leading figures from the Worlds of business, IT, venture capital, education, as well as local, national and EU leaders, influencers and coaches to guide and support you and your team during this intensive marathon.","hackathon-greece.sections.10.content.1":"Sign up now to","hackathon-greece.sections.10.content.2":"EU Code Week Hackathon","hackathon-greece.sections.10.content.3":"and make it happen!","hackathon-greece.sections.11.title":"Side events","hackathon-greece.sections.11.content.0":"Do these themes interest you but you don’t know how to code? Sign up to our side events and discover the thrill of coding, innovation, entrepreneurship and other skills vital to participating in the digital world. The Code Week Hackathon side events are scheduled to run from May to October and will include several different types of workshop. They are free of charge, you just have to sign up here. Come and learn more.","hackathon-greece.sections.11.events.makex.title.0":"Robotics Training Series by MakeX/MakeBlock","hackathon-greece.sections.11.events.makex.title.1":"Robotics Training Series 1 - Introduction to Robotics and Robotics Competitions by MakeX/MakeBlock","hackathon-greece.sections.11.events.makex.title.2":"Robotics Training Series 2 - Programming and Hardware Construction by MakeX/MakeBlock","hackathon-greece.sections.11.events.makex.title.3":"Robotics Training Series 3 – Award-winning Mentor Sharing by MakeX/MakeBlock","hackathon-greece.sections.11.events.makex.content.0":"MakeX, a global robotics competition platform presents a comprehensive series of educational robotics training to teachers and mentors who are interested in practical learning, STEAM education, programming and robotics competitions for students of all ages using cutting-edge software and hardware like mBot2, laserbox and mBlock5.","hackathon-greece.sections.11.events.makex.content.1":"From introduction to robotics, programming and hardware construction to award-winning mentor sharing, you will dive into the process of project-based learning and how to organize students to use completions platforms to solve real world problems. Teachers organizing robotics curriculums at school are welcome and will benefit from a deeper understanding of programming, computational thinking, pedagogical concepts, robot hardware, and troubleshooting techniques.","hackathon-greece.sections.11.events.makex.content.2":"here","hackathon-greece.sections.11.events.makex.content.3":"to register !","hackathon-greece.sections.11.events.makex.content.4":"More information:","hackathon-greece.sections.11.events.makex.content.5":"https://www.makex.cc/en","hackathon-greece.sections.11.events.makex.dates.0":"Date: 1st June, 11:00 CEST -> click","hackathon-greece.sections.11.events.makex.dates.1":"Date: 3rd June, 11:00 CEST -> click","hackathon-greece.sections.11.events.makex.dates.2":"Date: 8th June, 11:00 CEST -> click","hackathon-greece.sections.12.title":"About CODEWEEK.EU","hackathon-greece.sections.12.content.0":"EU Code Week (#EUCodeWeek) is a grassroots movement run by volunteers to promote digital literacy through activities linked to coding and computer science. It inspires and engages people to explore new ideas and innovation for the future. Activities for ","hackathon-greece.sections.12.content.1":"EU Code Week","hackathon-greece.sections.12.content.2":"take place all over the world between 9 and 24 October. ","hackathon-greece.sections.12.content.3":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills. The hackathons are created and co-organised by the","hackathon-greece.sections.12.content.4":"European Commission","hackathon-greece.sections.12.content.5":"and local","hackathon-greece.sections.12.content.6":"EU Code Week Ambassadors","hackathon-greece.sections.12.content.7":"The initiative is financed by","hackathon-greece.sections.12.content.8":"the European Parliament","hackathon-greece.sections.12.content.9":"Discover More","hackathon-greece.sections.winners.0":"Congratulations to all the participants of this first edition of the European Code Week hackathon, it was a real pleasure to have you with us. We hope you had as much fun as we did!","hackathon-greece.sections.winners.1":"A special big up to the winning teams. The teams selected for the final, which will take place the 9 October 2021, are the following:","hackathon-greece.sections.winners.2":"We look forward to seeing you there. Coaching and rewards guaranteed!","hackathon-greece.sections.winners.3":"Each national winner will face-off in a European clash of titans where each winning team will pitch their solution to a European jury during the official EU Code Week 9-24 October 2021. The European champion will, besides the glory, win additional IT equipment.","hackathon-greece.sections.focus.0":"Focus on the 1st round of the 24h online Hackathon:","hackathon-greece.sections.focus.1":"Introduction to the EU Code Week Hackathon Greece","hackathon-greece.sections.focus.2":"Reveal of the challenge for EU Code Week Hackathon Greece","hackathon-greece.sections.focus.3":"Pitch of solutions for the EU Code Week Hackathon Greece","hackathon-greece.sections.focus.4":"Announcement of winners of EU Code Week Hackathon Greece","hackathon-greece.sections.mentors.1.0":"Dimitrios Tzimas","hackathon-greece.sections.mentors.1.1":"Dimitrios Tzimas received the B.Sc degree in Informatics, Aristotle University of Thessaloniki, Greece, and the M.Sc degree in “Digital Signal Processing for Communications and Multimedia” University of Athens, Greece.","hackathon-greece.sections.mentors.1.2":"He is currently a PhD student at the Aristotle University of Thessaloniki. His research interests include Learning Analytics and MOOCs. He has published many scientific articles in journals and conference proceedings. He teaches Computer Science in secondary and higher education for the last 21 years. He is a co-author of 4 Greek books about computer programming.","hackathon-greece.sections.mentors.2.0":"Ioannis Papikas","hackathon-greece.sections.mentors.2.1":"Ioannis has entered the world of entrepreneurship around 8 years ago and helped build web applications with his team in various industries.","hackathon-greece.sections.mentors.2.2":'Also participated in the "Entrepreneur First" accelerator in London, building his own startup. Ioannis is currently a Senior Product Manager at Orfium.',"hackathon-greece.sections.mentors.3.0":"John Fanidis","hackathon-greece.sections.mentors.3.1":"My name is John Fanidis, I am 27 years old and I live in Thessaloniki, Greece. I have been passionate about development since my days in high school when I first started learning how to design and write simple web and mobile applications.","hackathon-greece.sections.mentors.3.2":"For the last 7 years I have been part of many amazing and incredibly talented teams in more than 20 web and mobile projects. I currently work both as Lead Frontend Engineer in Exandia, based in Thessaloniki and as a freelancer mobile developer.","hackathon-greece.sections.mentors.4.0":"Lida Papatzika","hackathon-greece.sections.mentors.4.1":"Lida Papatzika works at Alexander Innovation Zone S.A. as communications manager. She holds extensive experience in the fields of marketing and promotion of projects relevant to the regional innovation ecosystem.","hackathon-greece.sections.mentors.5.0":"Nikolas Goulias","hackathon-greece.sections.mentors.5.1":"Nikolas is the IBM - Red Hat Synergy Lead Architect in the UK&I empowering IBM with Red Hat's open source innovation and helping customers define strategies, architect and solve problems with technology. ","hackathon-greece.sections.mentors.6.0":"Achilleas Yfantis","hackathon-greece.sections.mentors.6.1":"Achilleas Yfantis have created various startups and worked in various companies such as Citrix.","hackathon-greece.sections.mentors.6.2":"I'm and automation security testing engineer, my field of knowledge includes: kybernetes, microservices, shell, containers, azure, ci/cd, github, Python, golang.","hackathon-greece.sections.mentors.7.0":"Alex Papadakis","hackathon-greece.sections.mentors.7.1":"Alex Papadakis is a Tech Consultant with experience of business development, sales and client account management in multiple international markets (UKI,Spain,Greece,Cyprus) across various business verticals.","hackathon-greece.sections.mentors.7.2":"He joined Amazon Web Services in 2019 as a Business Development Representative. Before joining Amazon he has worked for Google, Coca-Cola, Public Retail World S.A holding various roles in Sales and Marketing. He holds a BSc in International Business from University of Kent and an MSc in Management from CASS Business School.","hackathon-greece.sections.mentors.8.0":"Andriana Vera","hackathon-greece.sections.mentors.8.1":"My name is Andriana Vera, currently I am studying at the National & Kapodistrian University of Athens - Department of Informatics and Telecommunications.","hackathon-greece.sections.mentors.8.2":"At the moment, I work as a part-time modern workplace developer at Team CANDI/InfoQuest Technologies. Motivated and excited about the tech field, I enjoy spending time learning and sharing my knowledge.","hackathon-greece.sections.mentors.9.0":"Antigoni Kakouri","hackathon-greece.sections.mentors.9.1":"5th-year Electrical and Computer Engineering student at Aristotle University of Thessaloniki. Microsoft Learn Student Ambassador since January 2021.","hackathon-greece.sections.mentors.10.0":"Athanasios Dimou","hackathon-greece.sections.mentors.10.1":"Geomentor. Employee of the Ministry of Culture. Geoinformatic and Surveyor engineer with 2 Master deggrees. First place with his 4member team on NASA Space Apps 2017 in Greece.","hackathon-greece.sections.mentors.10.2":"Mentor, judge and supporter in many Hackathons, Datathlons (Nasa Space Apps, MIT Covid-19 Challenge, Healthahtlon, Tap2open, Copernicus 2019-2020, Ίδρυμα Ευγενίδου - Hack the Lab, Global Hack, Antivirus Hackathon, HackCoronaGreece and many more). President of Panhellenic Association of Graduates of GeoInformatics and Surveying Engineering","hackathon-greece.sections.mentors.11.0":"Despoina Ioannidou","hackathon-greece.sections.mentors.11.1":"Despoina Ioannidou, graduated with a PhD in Applied Mathematics from Cnam. After a few years of working as data-scientist and computer vision engineer, she co-founded an AI startup, Trayvisor where she’s leading the tech as CTO.","hackathon-greece.sections.mentors.11.2":"","hackathon-greece.sections.mentors.12.0":"Evangelia Iakovaki","hackathon-greece.sections.mentors.12.1":"My name is Evangelia Iakovaki, i am Physicist and I work as a Physicist in a public high school.I also work as a guidance counselor for students","hackathon-greece.sections.mentors.13.0":"Giannis Prapas","hackathon-greece.sections.mentors.13.1":"My name is Giannis Prapas and I am an Account Executive focusing on Digital Native Businesses in Amazon Web Services (AWS).","hackathon-greece.sections.mentors.13.2":"My job is to enable organizations to innovate and easily build sophisticated and scalable applications by using AWS services.","hackathon-greece.sections.mentors.14.0":"Ilias Karabasis","hackathon-greece.sections.mentors.14.1":"I am currently working as a Full Stack Software Engineer, while exploring the field of Data Science and AI. I also joined recently the MS Learn Student Ambassadors Program.","hackathon-greece.sections.mentors.14.2":"My expertise is in.NET Technologies, C# and Angular. I am familiar with Python as well several Machine Learning and Data Science Frameworks.","hackathon-greece.sections.mentors.15.0":"Dr. Konstantinos Fouskas","hackathon-greece.sections.mentors.15.1":"Dr. Konstantinos Fouskas, is Associate Profesor of “Digital Entrepreneurship and Technological Innovation” in the Department of Applied informatics at the University of Macedonia. He is teaching in the area of digital innovation and entrepreneurship, e-business and e-commerce, technology management and Digital transformation.","hackathon-greece.sections.mentors.15.2":"He is also teaching and collaborating with a number of other Academic Institutes in the areas of innovation and entrepreneurship in Greece and worldwide. His has over 50 research articles published in international peer-reviewed journals and conferences and he has participated in more than 30 funded International and National research projects related to entrepreneurship, innovation, and ICT.","hackathon-greece.sections.mentors.16.0":"Marina Stavrakantonaki","hackathon-greece.sections.mentors.16.1":"Greetings from AWS! I am a Public Policy Manager for Amazon Web Services, covering Greece and Cyprus. My educational and work experience background is in Public Policy, Business Strategy and my PhD on Epidemiology. I am happy to assist the students where they need me.","hackathon-greece.sections.mentors.17.0":"Nikos Zachariadis","hackathon-greece.sections.mentors.17.1":"Nikos is basically a chemist. He studied chemistry, but he soon discovered that chemical compounds are less interesting than human relationships. However, chemistry explains analytically the processes of life, so its reduction to “human compounds” leads to a wonderful way of thinking. In his professional career so far, for about 22 years, Nikos promotes and strengthens formal sales people to people who produce profitable work, with respect and commitment to their collaborators and customers. Nikos does not like numbers. Numbers are just a result that is easy to come, if people can overcome the concept of “opposite” and move on to the concept of “together”.","hackathon-greece.sections.mentors.17.2":"In the last 6 years he is living the dream of his life, applying his whole experience, devoting all his energy and enjoying every minute of the day at Lancom as Chief Commercial Officer. His experience is at your disposal, along with his passion for discussions and sharing ideas. You can find Nikos at Lancom’s HQ or send him an email at:nzachariadis@lancom.gr","hackathon-greece.sections.mentors.18.0":"Rodanthi Alexiou","hackathon-greece.sections.mentors.18.1":"My name is Rodanthi Alexiou and I currently study Computer Science in the University of Athens. I am a Microsoft Learn Student Ambassador, a General Organizer in Google’s Developer Student Club, a member of the Operations team of Mindspace NPO and my passions are Artificial Intelligence and Data Science. You can find my tech blogs here: http://www.rodanthi-alexiou.com/","hackathon-greece.sections.mentors.19.0":"Triantafyllos Paschaleris","hackathon-greece.sections.mentors.19.1":"A Business Intelligence Developer with passion about technology. A curious learner with love for volunteering in IT. Currently pursuing a master’s degree in Big Data Analytics.","hackathon-greece.sections.mentors.20.0":"Katerina Katmada","hackathon-greece.sections.mentors.20.1":"Katerina is a designer with coding background, skilled in visual identity, UI/UX and data visualization design. She has studied Computer Science (BSc, MSc) and Product Design (MSc), and currently works as a visual designer at Geekbot.","hackathon-greece.sections.mentors.20.2":"She is interested in creating accessible and enjoyable designs for various platforms, starting by defining user needs and translating them into tangible concepts, while reinforcing the brand’s voice through consistent visual touchpoints.","hackathon-greece.sections.mentors.21.0":"Alexandra Hatsiou","hackathon-greece.sections.mentors.21.1":"Alexandra is from Athens and works as a Business Development Representative at Amazon Web Services (AWS) in Madrid, supporting AWS customers based in Central Eastern Europe. She has an background in Economics and Management and before AWS she worked in Marketing.","hackathon-greece.sections.mentors.22.0":"Demetris Bakas","hackathon-greece.sections.mentors.22.1":"Demetris Bakas is a Gold Microsoft Learn Student Ambassador and a Computer Engineering student from the University of Patras, passionate with software engineering and Artificial Intelligence.","hackathon-greece.sections.mentors.23.0":"Dimitra Iordanidou","hackathon-greece.sections.mentors.23.1":"Dimitra Iordanidou has a financial background and works for Thessaloniki Innovation Zone as Head of Financial Services. She has a working experience in budgeting and financial monitoring. In addition, she was involved several years in running championships as a marathon runner and she has founded and organizes for a 4th year a project for runners and kids Koufalia Hill Run. She holds a master's degree in Business Administration (Bath University, UK) and a degree in Economics from the Aristotle University of Thessaloniki.","hackathon-greece.sections.mentors.24.0":"Dimitris Dimosiaris","hackathon-greece.sections.mentors.24.1":"Dimitris Dimosiaris is co-founder at Founderhood, which aims to impact every human life by giving to each tech startup founder, anywhere, access to the best resources. In the past he has been part of two startup projects. He is founding member in the first student-run entrepreneurship club in Greece, ThinkBiz. Founding member & ex-chairman of the Non-profit organization Mindspace which is based on National Technical University of Athens and its activities spread across Greece. Dimitris has extensive experience in designing and building innovative web products.","hackathon-greece.sections.mentors.25.0":"Georgia Margia","hackathon-greece.sections.mentors.25.1":"Professional in software engineering for over 6 years. Has built software, related to demand forecasting, which is used by large retail companies in U.S., England and Russia. Currently, working as a Database Reporting Analyst, dealing with storing, management and manipulation of data in order to create reports, analyze patterns and trends and provide findings to be taken into account for strategic and operational decisions and actions.","hackathon-greece.sections.mentors.26.0":"Konstantinos Chaliasos","hackathon-greece.sections.mentors.26.1":"My name is Konstantinos Chaliasos and I am based in Thessaloniki, Greece. I am passionate about all aspects of software development with a strong focus on web and mobile applications. For the past 10 years I have worked with teams all over the world on exciting projects with the goal of increasing our quality of life using tech.Currently working both as a Lead Software Engineer in Exandia and as a freelancer Software Engineer.","hackathon-greece.sections.mentors.27.0":"Kostas Kalogirou","hackathon-greece.sections.mentors.27.1":"CEO Exandia. Business executive with tech orientation, seasoned executive in visual communication and experienced design educator. Assistant curator at Thessaloniki Design Museum, has co-organised exhibitions in Europe and USA. Design educator and guest lecturer in design events around Greece and jury member in national and international graphic design competitions. Will assist Hackathon teams in business aspects of software product development and pitching.","hackathon-greece.sections.mentors.27.2":"","hackathon-greece.sections.mentors.28.0":"Maria-Anastasia Moustaka","hackathon-greece.sections.mentors.28.1":"Maria-Anastasia Moustaka is an undergraduate student in the Department of Computer Engineering at the University of Patras and Gold Microsoft Learn Student Ambassador. She has also been teaching robotics and programming for the last four years and has excelled in global robotics competitions with the Robotics Club of the University of Patras.","hackathon-greece.sections.mentors.29.0":"Mixalis Nikolaidis","hackathon-greece.sections.mentors.29.1":"I’m a Senior Software Engineer, Consultant and Trainer. I’m mainly interested in the development of innovative cloud solutions that take full advantage of the Microsoft technology stack. I have worked on multiple projects providing quality services both in team environments and independently.","hackathon-greece.sections.mentors.30.0":"Nikiforos Botis","hackathon-greece.sections.mentors.30.1":"Nikiforos works as a Solutions Architect (SA) at Amazon Web Services, looking after Public Sector customers in Greece and Cyprus. In his role as an SA, he is responsible for helping customers in their digital transformation journey by sharing best practices for architecting successful solutions at the AWS Cloud. Prior to joining AWS (2.5 years ago), Nikiforos pursued a MSc in Computer Science at Imperial College London and a BSc in Management Science and Technology at Athens University of Economics and Business.","hackathon-greece.sections.mentors.31.0":"Panayiotis Antoniou","hackathon-greece.sections.mentors.31.1":"Hi, my name is Panayiotis Antoniou, I am currently living in London where I work as a Solutions Architect in AWS. I was born and raised in Cyprus and I came to the UK to study my Bachelors in Computer Science. I have an interest in Analytics, Networking and Sustainability. Outside work I like playing racket sports, guitar and watching films.","hackathon-greece.sections.mentors.31.2":"","hackathon-greece.sections.mentors.32.0":"Anastasia Papadou","hackathon-greece.sections.mentors.32.1":"Anastasia is a Senior Business Development Representative at Amazon Web Services, supporting AWS growth across EMEA. She has 5 years of experience in implementing/selling cloud technologies and she has an academic background in Management Science and Technology.","hackathon-greece.sections.mentors.33.0":"Konstantina Tagkopoulou","hackathon-greece.sections.mentors.33.1":"Konstantina Tagkopoulou is passionate about entrepreneurship, and has experience working with startups and scaleups across Europe. Since she joined Amazon Web Services in 2019, she has supported startups on their cloud journey and go-to-market strategy. Prior to AWS, she worked for a B2B SaaS startup in London, focusing on commercial growth and strategic business development. She holds a BSc in Sociology from the University of Bath and an MSc in Sociology from the University of Oxford.","hackathon-greece.sections.mentors.34.0":"Dimitrios Kourtesis","hackathon-greece.sections.mentors.34.1":"Dimitrios Kourtesis is a technology entrepreneur and partner at Ideas Forward, a technology venture studio based in Thessaloniki, Greece. He enjoys exploring applications of new software technologies to interesting problems and exploring applications of new business models to interesting markets. Working in tech since 2005, he has collected experiences as R&D software engineer, PhD researcher, product development consultant, startup founder, advisor to growing businesses and angel investor.","hackathon-greece.sections.after.0":"What happens next?","hackathon-greece.sections.after.1":"The successful teams are now working on their prototype and will meet at the final hackathon in X to battle it out and decide the winner of the Greek Hackathon. Make sure to follow here and on social media for updates from the contestants’ teams! ","hackathon-greece.sections.after.2":"EU Code Week Hackathon Greece gave smart, passionate young people the chance to put their coding skills and creative ideas towards solving a concrete local challenge. After an initial 24-hour virtual hackathon, up to 10 teams advanced to the next stage. The finalists worked on their prototypes with some guidance from mentors over the summer and are now ready to compete! The Code Week hackathon journey concluded with a battle on skills, knowledge and creativity at the final hackathon on X September/October in [city].","hackathon-greece.sections.after.3":"The Winners","hackathon-greece.sections.after.4":"See all the winners","hackathon-greece.sections.after.5":"Gallery","hackathon-greece.sections.after.6":"Check out the ‘young hackers’ from Greece in action during the EU Code Week Hackathon","hackathon-greece.sections.after.7":"Support Wall","hackathon-greece.sections.after.8":"And thanks to the Tweets, shout-outs and all the support during the Hackathons! Check out some highlights!","hackathon-greece.sections.after.9":"Jury & Mentors","hackathon-greece.sections.after.10":"EU Code Week Hackathon in Greece brought together leading figures from the Worlds of business, IT, venture capital, education, as well as local, national and EU leaders, influencers and coaches to guide and support participants during the intense hackathon. A select number of jury members were chosen to decide the final winning team, according to relevant guidelines and competition rules.","hackathon-greece.sections.after.11":"Read the guidelines","hackathon-ireland.title":"EU Code Week HACKATHON","hackathon-ireland.subtitle":"Bring your ideas to life!","hackathon-ireland.misc.0":"Read the rules & code of conduct","hackathon-ireland.misc.1":"Registrations for both the EU Code Week Hackathon and Side Events will be handled by EU Survey.","hackathon-ireland.misc.2":"Our Partners","hackathon-ireland.sections.1.content.0":"Do you dream of creating the next big app? Do you know how innovative tech solutions can help your school, town, and region? If you want to be an entrepreneur or have a killer idea to pitch to the world but you don’t know where to start, then your waiting is at an end! ","hackathon-ireland.sections.1.content.1":"The EU Code Week Hackathon","hackathon-ireland.sections.1.content.2":"begins with a challenge to develop a code that solves a real-life challenge in just 24-hours. The 5 most successful teams will then receive training and mentoring from experts in this field, in order to prepare them for the second and final round, from which the ultimate winner will be selected. The lucky team will win further coaching and mentoring of their ideas and cool IT equipment. The winning team will also secure a spot at the European pitch where all the hackathon winners will present their ideas to a European jury during the official EU Code Week 9-24 October 2021.","hackathon-ireland.sections.1.content.3":"The EU Code Week hackathon is sure to fuel your curiosity, inspire your creativity, encourage your entrepreneurial spirit, and bring your ideas to life. ","hackathon-ireland.sections.2.title":"What to expect?","hackathon-ireland.sections.2.content.0":"Expert coaching","hackathon-ireland.sections.2.content.1":"Skills workshops","hackathon-ireland.sections.2.content.2":"Fun activities","hackathon-ireland.sections.2.content.3":"The chance to meet likeminded individuals","hackathon-ireland.sections.2.content.4":"The chance to win mentoring and coaching, as well as IT equipment ","hackathon-ireland.sections.2.content.5":"The chance to join the final hackathon and meet the best of the best, in person!","hackathon-ireland.sections.3.content.0":"Sign up now to","hackathon-ireland.sections.3.content.1":"EU Code Week Hackathon Ireland","hackathon-ireland.sections.3.content.2":"and bring your ideas to life!","hackathon-ireland.sections.4.title":"Propose challenges to be solved at the Hackathon","hackathon-ireland.sections.4.content.0":"Do you want to make your community the centre of green and sustainable innovation in Ireland? If so, propose a challenge that will be “hacked” at the Hackathon. Something concrete that will help you, your school, city or community.","hackathon-ireland.sections.4.content.1":"Propose a challenge","hackathon-ireland.sections.4.content.2":"Votes for the Irish challenge will start on the 24 of March.","hackathon-ireland.sections.5.title":"Vote on the challenges to be “hacked”","hackathon-ireland.sections.5.content.0":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, innovation and coding skills. ‘Concrete’ means solving real problems – things that affect you, your school, community, city or specific challenges in your area.","hackathon-ireland.sections.5.content.1":"Vote on what matters most to you!","hackathon-ireland.sections.5.content.2":"The final challenge selected will be announced at the beginning of the Hackathon.","hackathon-ireland.sections.6.title":"The Challenge","hackathon-ireland.sections.6.content.0":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills. ‘Concrete’ means solving real problems – things that affect you, your school, community, city or specific challenges in your area.","hackathon-ireland.sections.6.content.1":"Based on public voting, the challenge for the Irish Hackathon is:","hackathon-ireland.sections.6.content.2":"Based on public voting, the challenge for the Irish Hackathon was:","hackathon-ireland.sections.7.title":"Resource Centre","hackathon-ireland.sections.8.title":"Programme","hackathon-ireland.sections.8.content.0.0":"The EU Code Week hackathon","hackathon-ireland.sections.8.content.0.1":"has three distinct rounds","hackathon-ireland.sections.8.content.1":"The 24-hour online hackathon. Out of all those competing, only 5 teams will be chosen to remain in the competition. Free online training and mentoring for the teams, during summer 2021.","hackathon-ireland.sections.8.content.2":"The final hackathon: Secondary school students aged 15-19 will compete in teams to solve a ‘local challenge’ selected from proposals submitted ahead of the first round.","hackathon-ireland.sections.8.content.3":"Each national winner will face-off in a European clash of titans where each winning team will pitch their solution to a European jury during the official EU Code Week 9-24 October 2021.","hackathon-ireland.sections.8.content.4":"In 2021, EU Code Week brings six extraordinary hackathons and invites students aged 15-19 in upper secondary school to form teams and use their coding skills to solve a local challenge. After 24 hours of hacking, each team will pitch their ideas to a panel of experts who will choose the 5 final teams. All teams will have the same amount of time, resources, and access to mentors and expertise in order to complete the challenge, but only 5 will get the chance to continue to the next round, develop their prototype, get expert coaching and take part in the final hackathon in the autumn. In the final the teams will battle it out to decide who wins IT accessories and the chance of mentoring and coaching to further develop their prototype.","hackathon-ireland.sections.8.content.5":"Your team is not guaranteed a place in the second round even if you successfully solve the challenge. Remember you are in competition with the other teams and the jury will take your method, use of time and quality of the prototype into consideration to select the successful candidates! ","hackathon-ireland.sections.8.content.6":"If your team is one of the 5 finalists, you can work on your idea over the summer. To assist you, we will offer you free trainings for development and UX Design. Your team will also get the help of a mentor who ensures that you are on the right path.","hackathon-ireland.sections.8.content.7":"The 5 finalist teams will meet online in a 24-hour hackathon. Here teams will compete to be the nation’s best young hackers and get the chance to win prizes such as cool IT equipment as well as further coaching and mentoring of their ideas.","hackathon-ireland.sections.9.title":"Practical Info","hackathon-ireland.sections.9.content.0":"The final hackathon will take place online the 23-24 September 2021 with the teams that succeed the first round.","hackathon-ireland.sections.9.content.1":"The Hackathon is free of charge.","hackathon-ireland.sections.10.title":"Jury & Mentors","hackathon-ireland.sections.10.content.0":"Imagine being in a virtual room full of designers, developers, creators, coders and business mentors, all with the same curiosity and drive as you. EU Code Week Hackathon Ireland brings together leading figures from the Worlds of business, IT, venture capital, education, as well as local, national and EU leaders, influencers and coaches to guide and support you and your team during this intensive marathon.","hackathon-ireland.sections.10.content.1":"Sign up now to","hackathon-ireland.sections.10.content.2":"EU Code Week Hackathon","hackathon-ireland.sections.10.content.3":"and make it happen!","hackathon-ireland.sections.11.title":"I don't know coding - what can I do?","hackathon-ireland.sections.11.content.0":"In connection with the hackathon, there will be workshops for beginners in coding, tinkering with hardware and robotics and so on for participants to learn some basics of computational thinking and coding. From April to September, we are organising side events with our amazing partners of the EU Code Week Hackathons and it’s free to take part! Check out the different activities and register to get the link.","hackathon-ireland.sections.11.events.makex.title.0":"Robotics Training Series by MakeX/MakeBlock","hackathon-ireland.sections.11.events.makex.title.1":"Robotics Training Series 1 - Introduction to Robotics and Robotics Competitions by MakeX/MakeBlock","hackathon-ireland.sections.11.events.makex.title.2":"Robotics Training Series 2 - Programming and Hardware Construction by MakeX/MakeBlock","hackathon-ireland.sections.11.events.makex.title.3":"Robotics Training Series 3 – Award-winning Mentor Sharing by MakeX/MakeBlock","hackathon-ireland.sections.11.events.makex.content.0":"MakeX, a global robotics competition platform presents a comprehensive series of educational robotics training to teachers and mentors who are interested in practical learning, STEAM education, programming and robotics competitions for students of all ages using cutting-edge software and hardware like mBot2, laserbox and mBlock5.","hackathon-ireland.sections.11.events.makex.content.1":"From introduction to robotics, programming and hardware construction to award-winning mentor sharing, you will dive into the process of project-based learning and how to organize students to use completions platforms to solve real world problems. Teachers organizing robotics curriculums at school are welcome and will benefit from a deeper understanding of programming, computational thinking, pedagogical concepts, robot hardware, and troubleshooting techniques.","hackathon-ireland.sections.11.events.makex.content.2":"here","hackathon-ireland.sections.11.events.makex.content.3":"to register !","hackathon-ireland.sections.11.events.makex.content.4":"More information:","hackathon-ireland.sections.11.events.makex.content.5":"https://www.makex.cc/en","hackathon-ireland.sections.11.events.makex.dates.0":"Date: 1st June, 11:00 CEST -> click","hackathon-ireland.sections.11.events.makex.dates.1":"Date: 3rd June, 11:00 CEST -> click","hackathon-ireland.sections.11.events.makex.dates.2":"Date: 8th June, 11:00 CEST -> click","hackathon-ireland.sections.12.title":"About CODEWEEK.EU","hackathon-ireland.sections.12.content.0":"EU Code Week (#EUCodeWeek) is a grassroots movement run by volunteers to promote digital literacy through activities linked to coding and computer science. It inspires and engages people to explore new ideas and innovation for the future. Activities for ","hackathon-ireland.sections.12.content.1":"EU Code Week","hackathon-ireland.sections.12.content.2":"take place all over the world between 9 and 24 October. ","hackathon-ireland.sections.12.content.3":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills. The hackathons are created and co-organised by the","hackathon-ireland.sections.12.content.4":"European Commission","hackathon-ireland.sections.12.content.5":"and local","hackathon-ireland.sections.12.content.6":"EU Code Week Ambassadors","hackathon-ireland.sections.12.content.7":"The initiative is financed by","hackathon-ireland.sections.12.content.8":"the European Parliament","hackathon-ireland.sections.12.content.9":"Discover More","hackathon-ireland.sections.winners.0":"Congratulations to all the participants of this first round of the European Code Week hackathon, it was a real pleasure to have you with us. We hope you had as much fun as we did!","hackathon-ireland.sections.winners.1":"A special big up to the winning teams. The teams selected for the online final in September are the following:","hackathon-ireland.sections.winners.2":"We look forward to seeing you there. Coaching and rewards guaranteed!","hackathon-ireland.sections.winners.3":"Each national winner will face-off in a European clash of titans where each winning team will pitch their solution to a European jury during the official EU Code Week 9-24 October 2021. The European champion will, besides the glory, win additional IT equipment.","hackathon-ireland.sections.focus.0":"Focus on the 1st round of the 24h online Hackathon:","hackathon-ireland.sections.focus.1":"Introduction to the EU Code Week Hackathon Greece","hackathon-ireland.sections.focus.2":"Reveal of the challenge for EU Code Week Hackathon Greece","hackathon-ireland.sections.focus.3":"Pitch of solutions for the EU Code Week Hackathon Greece","hackathon-ireland.sections.focus.4":"Announcement of winners of EU Code Week Hackathon Greece","hackathon-ireland.sections.after.0":"What happens next?","hackathon-ireland.sections.after.1":"The successful teams are now working on their prototype and will meet at the final hackathon in X to battle it out and decide the winner of X hackathon. Make sure to follow here and on social media for updates from the contestants’ teams! ","hackathon-ireland.sections.after.2":"EU Code Week Hackathon Ireland gave smart, passionate young people the chance to put their coding skills and creative ideas towards solving a concrete local challenge. After an initial 24-hour virtual hackathon, 5 teams advanced to the next stage. The finalists worked on their prototypes with some guidance from mentors over the summer and are now ready to compete! The Code Week hackathon journey concluded with a battle on skills, knowledge and creativity at the final hackathon on X September/October in [city].","hackathon-ireland.sections.after.3":"The Winners","hackathon-ireland.sections.after.4":"See all the winners","hackathon-ireland.sections.after.5":"Gallery","hackathon-ireland.sections.after.6":"Check out the ‘young hackers’ from Ireland in action during the EU Code Week Hackathon","hackathon-ireland.sections.after.7":"Support Wall","hackathon-ireland.sections.after.8":"And thanks to the Tweets, shout-outs and all the support during the Hackathons! Check out some highlights!","hackathon-ireland.sections.after.9":"Jury & Mentors","hackathon-ireland.sections.after.10":"EU Code Week Hackathon in Ireland brought together leading figures from the Worlds of business, IT, venture capital, education, as well as local, national and EU leaders, influencers and coaches to guide and support participants during the intense hackathon. A select number of jury members were chosen to decide the final winning team, according to relevant guidelines and competition rules.","hackathon-ireland.sections.after.11":"Read the guidelines","hackathon-ireland.sections.voting.title":"Vote now for your preferred challenge for EU Code Week Hackathon Ireland on 26-27 April 2021!","hackathon-ireland.sections.voting.challenges":"Challenges have been collected from all over the country to allow the students to solve a challenge for their local community. After careful deliberation, the top 3 challenges have been selected, and we leave it up to you to decide which challenge that may be solved through coding, developing, and design at the hackathon.","hackathon-ireland.sections.voting.deadline":"You can vote for your preferred challenge until 20 April 2021, where the final challenge is selected.","hackathon-ireland.sections.voting.header":"Vote for one of the three challenges:","hackathon-ireland.sections.voting.challenge":"challenge","hackathon-ireland.sections.voting.choices.0":"Digital inclusiveness for digital community groups","hackathon-ireland.sections.voting.choices.1":"Flood Tracking Along The River Shannon","hackathon-ireland.sections.voting.choices.2":"Fighting cyber bullying on Social Media","hackathon-ireland.sections.voting.reveal-date":"The challenge is revealed after the opening of the online hackathon on 26 April.","hackathon-ireland.sections.voting.thanks.0":"Thanks for voting!","hackathon-ireland.sections.voting.thanks.1":"You can find out which challenge is selected after 26. April on the EU Code Week Hackathon website.","hackathon-italy.title":"EU Code Week HACKATHON","hackathon-italy.subtitle":"Bring your ideas to life!","hackathon-italy.misc.0":"Read the rules & code of conduct","hackathon-italy.misc.1":"Registrations for both the EU Code Week Hackathon and Side Events will be handled by EU Survey.","hackathon-italy.misc.2":"Our Partners","hackathon-italy.sections.1.content.0":"Do you dream of creating the next big app? Do you know how innovative tech solutions can help your school, town, and region? If you want to be an entrepreneur or have a killer idea to pitch to the world but you don’t know where to start, then your waiting is at an end! ","hackathon-italy.sections.1.content.1":"The EU Code Week Hackathon","hackathon-italy.sections.1.content.2":"begins with a challenge to develop a code that solves a real-life challenge in just 24-hours. The 10 most successful teams will then receive training and mentoring from experts in this field, in order to prepare them for the second and final round, from which the ultimate winner will be selected. The lucky team will win further coaching and mentoring of their ideas and cool IT equipment. The winning team will also secure a spot at the European pitch where all the hackathon winners will present their ideas to a European jury during the official EU Code Week 9-24 October 2021.","hackathon-italy.sections.1.content.3":"The EU Code Week hackathon is sure to fuel your curiosity, inspire your creativity, encourage your entrepreneurial spirit, and bring your ideas to life. ","hackathon-italy.sections.2.title":"What to expect?","hackathon-italy.sections.2.content.0":"Expert coaching","hackathon-italy.sections.2.content.1":"Skills workshops","hackathon-italy.sections.2.content.2":"Fun activities","hackathon-italy.sections.2.content.3":"The chance to meet likeminded individuals","hackathon-italy.sections.2.content.4":"The chance to win mentoring and coaching, as well as IT equipment ","hackathon-italy.sections.2.content.5":"The chance to join the final hackathon and meet the best of the best, in person!","hackathon-italy.sections.3.content.0":"Sign up now to","hackathon-italy.sections.3.content.1":"EU Code Week Hackathon Italy","hackathon-italy.sections.3.content.2":"and bring your ideas to life!","hackathon-italy.sections.4.title":"Propose challenges to be solved at the Hackathon","hackathon-italy.sections.4.content.0":"Do you want to make your community the centre of green and sustainable innovation in Italy? If so, propose a challenge that will be “hacked” at the Hackathon. Something concrete that will help you, your school, city or community.","hackathon-italy.sections.4.content.1":"Propose a challenge","hackathon-italy.sections.4.content.2":"Votes for the Italian challenge will start on the 9th of April.","hackathon-italy.sections.5.title":"Vote on the challenges to be “hacked”","hackathon-italy.sections.5.content.0":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, innovation and coding skills. ‘Concrete’ means solving real problems – things that affect you, your school, community, city or specific challenges in your area.","hackathon-italy.sections.5.content.1":"Vote on what matters most to you!","hackathon-italy.sections.5.content.2":"The final challenge selected will be announced at the beginning of the Hackathon.","hackathon-italy.sections.6.title":"The Challenge","hackathon-italy.sections.6.content.0":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills. ‘Concrete’ means solving real problems – things that affect you, your school, community, city or specific challenges in your area.","hackathon-italy.sections.6.content.1":"Based on public voting, the challenge for the Italian Hackathon is:","hackathon-italy.sections.6.content.2":"Based on public voting, the challenge for the Italian Hackathon was:","hackathon-italy.sections.7.title":"Resource Centre","hackathon-italy.sections.8.title":"Programme","hackathon-italy.sections.8.content.0.0":"The EU Code Week hackathon","hackathon-italy.sections.8.content.0.1":"has three distinct rounds","hackathon-italy.sections.8.content.1":"The 24-hour online hackathon. Out of all those competing, only 12 teams will be chosen to remain in the competition. Free online training and mentoring for all 12 teams, during summer 2021.","hackathon-italy.sections.8.content.2":"The final: 12 teams will have all received equal training in the second round, but only one will win. Secondary school students aged 15-19 will compete in teams to solve a ‘local challenge’ selected from proposals submitted ahead of the first round.","hackathon-italy.sections.8.content.3":"Each national winner will face-off in a European clash of titans where each winning team will pitch their solution to a European jury during the official EU Code Week 9-24 October 2021.","hackathon-italy.sections.8.content.4":"In 2021, EU Code Week brings six extraordinary hackathons and invites students aged 15-19 in upper secondary school to form teams and use their coding skills to solve a local challenge. After 24 hours of hacking, each team will pitch their ideas to a panel of experts who will choose the 12 final teams. All teams will have the same amount of time, resources, and access to mentors and expertise in order to complete the challenge, but only 12 will get the chance to continue to the next round, develop their prototype, get expert coaching and take part in the final hackathon in the autumn. In the final the teams will battle it out to decide who wins IT accessories and the chance of mentoring and coaching to further develop their prototype.","hackathon-italy.sections.8.content.5":"Your team is not guaranteed a place in the second round even if you successfully solve the challenge. Remember you are in competition with the other teams and the jury will take your method, use of time and quality of the prototype into consideration to select the successful candidates! ","hackathon-italy.sections.8.content.6":"If your team is one of the 12 finalists, you can work on your idea over the summer. To assist you, we will offer you free trainings for development and UX Design. Your team will also get the help of a mentor who ensures that you are on the right path.","hackathon-italy.sections.8.content.7":"The 12 finalist teams will meet in a 12-hour hackathon on 24-25 September. Here teams will compete to be the nation’s best young hackers and get the chance to win prizes such as cool IT equipment as well as further coaching and mentoring of their ideas.","hackathon-italy.sections.9.title":"Practical Info","hackathon-italy.sections.9.content.0":"The Hackathon will take place on the 24-25 September 2021.","hackathon-italy.sections.9.content.1":"The Hackathon is free of charge.","hackathon-italy.sections.10.title":"Jury & Mentors","hackathon-italy.sections.10.content.0":"Imagine being in a virtual room full of designers, developers, creators, coders and business mentors, all with the same curiosity and drive as you. EU Code Week Hackathon Italy brings together leading figures from the Worlds of business, IT, venture capital, education, as well as local, national and EU leaders, influencers and coaches to guide and support you and your team during this intensive marathon.","hackathon-italy.sections.10.content.1":"Sign up now to","hackathon-italy.sections.10.content.2":"EU Code Week Hackathon","hackathon-italy.sections.10.content.3":"and make it happen!","hackathon-italy.sections.11.title":"Side events","hackathon-italy.sections.11.content.0":"Do these themes interest you but you don’t know how to code? Sign up to our side events and discover the thrill of coding, innovation, entrepreneurship and other skills vital to participating in the digital world. The Code Week hackathon side events are scheduled to run from May to October and will include several different types of workshop. They are free of charge, you just have to sign up here. Come and learn more.","hackathon-italy.sections.11.events.minecraft.title":"Minecraft Education Edition Teacher Academy: Design Your Own Multimedia Learning Environment!","hackathon-italy.sections.11.events.minecraft.abstract":"The Minecraft: Education Edition Teacher Academy course will focus on using Minecraft: Education Edition as a teaching and learning tool designed to support important pedagogical practices in the learning environment. At the end of this learning path, you will become a Minecraft certified teacher and receive the badge.","hackathon-italy.sections.11.events.minecraft.content.0":"Path participants will learn:","hackathon-italy.sections.11.events.minecraft.content.1":"Basic mechanics of downloading, setting up and logging into Minecraft: Education Edition","hackathon-italy.sections.11.events.minecraft.content.2":"In-game play by exploring movement within the game as well as learning the process for placing and breaking blocks","hackathon-italy.sections.11.events.minecraft.content.3":"Key features of world management and classroom settings","hackathon-italy.sections.11.events.minecraft.content.4":"Tips on classroom management and readiness","hackathon-italy.sections.11.events.minecraft.content.5":"An understanding of basic in-game coding","hackathon-italy.sections.11.events.minecraft.content.6":"Skills that allow for learner collaboration, creativity, and communication","hackathon-italy.sections.11.events.minecraft.content.7":"How to incorporate engineering practices","hackathon-italy.sections.11.events.minecraft.content.8":"Chemistry and Science in-game functionality","hackathon-italy.sections.11.events.minecraft.content.9":"How the game supports learner inquiry and curiosity","hackathon-italy.sections.11.events.minecraft.date":"Friday 22 October from 17.00-18.30.","hackathon-italy.sections.11.events.minecraft.participate":"To participate:","hackathon-italy.sections.11.events.makex.title.0":"Robotics Training Series by MakeX/MakeBlock","hackathon-italy.sections.11.events.makex.title.1":"Robotics Training Series 1 - Introduction to Robotics and Robotics Competitions by MakeX/MakeBlock","hackathon-italy.sections.11.events.makex.title.2":"Robotics Training Series 2 - Programming and Hardware Construction by MakeX/MakeBlock","hackathon-italy.sections.11.events.makex.title.3":"Robotics Training Series 3 – Award-winning Mentor Sharing by MakeX/MakeBlock","hackathon-italy.sections.11.events.makex.content.0":"MakeX, a global robotics competition platform presents a comprehensive series of educational robotics training to teachers and mentors who are interested in practical learning, STEAM education, programming and robotics competitions for students of all ages using cutting-edge software and hardware like mBot2, laserbox and mBlock5.","hackathon-italy.sections.11.events.makex.content.1":"From introduction to robotics, programming and hardware construction to award-winning mentor sharing, you will dive into the process of project-based learning and how to organize students to use completions platforms to solve real world problems. Teachers organizing robotics curriculums at school are welcome and will benefit from a deeper understanding of programming, computational thinking, pedagogical concepts, robot hardware, and troubleshooting techniques.","hackathon-italy.sections.11.events.makex.content.2":"here","hackathon-italy.sections.11.events.makex.content.3":"to register !","hackathon-italy.sections.11.events.makex.content.4":"More information:","hackathon-italy.sections.11.events.makex.content.5":"https://www.makex.cc/en","hackathon-italy.sections.11.events.makex.dates.0":"Date: 1st June, 11:00 CEST -> click","hackathon-italy.sections.11.events.makex.dates.1":"Date: 3rd June, 11:00 CEST -> click","hackathon-italy.sections.11.events.makex.dates.2":"Date: 8th June, 11:00 CEST -> click","hackathon-italy.sections.12.title":"About CODEWEEK.EU","hackathon-italy.sections.12.content.0":"EU Code Week (#EUCodeWeek) is a grassroots movement run by volunteers to promote digital literacy through activities linked to coding and computer science. It inspires and engages people to explore new ideas and innovation for the future. Activities for ","hackathon-italy.sections.12.content.1":"EU Code Week","hackathon-italy.sections.12.content.2":"take place all over the world between 9 and 24 October. ","hackathon-italy.sections.12.content.3":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills. The hackathons are created and co-organised by the","hackathon-italy.sections.12.content.4":"European Commission","hackathon-italy.sections.12.content.5":"and local","hackathon-italy.sections.12.content.6":"EU Code Week Ambassadors","hackathon-italy.sections.12.content.7":"The initiative is financed by","hackathon-italy.sections.12.content.8":"the European Parliament","hackathon-italy.sections.12.content.9":"Discover More","hackathon-italy.sections.winners.0":"Congratulations to all the participants of this first edition of the European Code Week hackathon, it was a real pleasure to have you with us. We hope you had as much fun as we did!","hackathon-italy.sections.winners.1":"A special big up to the winning teams. The teams selected for the final, which will take place the 24-25 September, are the following: ","hackathon-italy.sections.winners.2":"We look forward to seeing you there. Coaching and rewards guaranteed!","hackathon-italy.sections.winners.3":"Each national winner will face-off in a European clash of titans where each winning team will pitch their solution to a European jury during the official EU Code Week 9-24 October 2021. The European champion will, besides the glory, win additional IT equipment.","hackathon-italy.sections.focus.0":"About the 24h online Hackathon:","hackathon-italy.sections.focus.1":"Introduction to the EU Code Week Hackathon Italy","hackathon-italy.sections.focus.2":"Reveal of the challenge for EU Code Week Hackathon Italy","hackathon-italy.sections.focus.3":"Pitch of solutions for the EU Code Week Hackathon Italy","hackathon-italy.sections.focus.4":"Announcement of winners of EU Code Week Hackathon Italy","hackathon-italy.sections.mentors.1.0":"Francesco Piero Paolicelli","hackathon-italy.sections.mentors.1.1":"Francesco Piero Paolicelli, known as Piersoft in every socials network.","hackathon-italy.sections.mentors.1.2":"Coding and Making expert, Arduino Educational Trainer, Data Scientist and Data Viz Expert","hackathon-italy.sections.mentors.1.3":"University professor at LUM (University Luis Monnet )School of Management for OpenData and OpenGovernment","hackathon-italy.sections.mentors.1.4":"Champion of CoderDojo club Lecce","hackathon-italy.sections.mentors.2.0":"Gianluca Orpello","hackathon-italy.sections.mentors.2.1":"Hi, my name is Gianluca Orpello. I’m an Apple Certified Trainer and a freelance Mentor in Italy. I specialise in iOS, watchOS, macOS and tvOS app design and develop, web and app design, Client-Server protocol & API design.","hackathon-italy.sections.mentors.2.2":"I also have knowledge in User Interaction & User Experience, and Project Management.","hackathon-italy.sections.mentors.3.0":"Luca Versari","hackathon-italy.sections.mentors.3.1":"Luca Versari works on the JPEG XL standard as a Software Engineer for Google.","hackathon-italy.sections.mentors.3.2":"In the past, he tutored Italian Computer Science Olympiads students preparing for international competitions.","hackathon-italy.sections.mentors.4.0":"Alessandra Valenti","hackathon-italy.sections.mentors.4.1":"Alessandra Valenti is Customer Success Manager for Microsoft Education. Expert in new technologies for teaching, she deals in particular with the design and development of multimedia languages necessary to train the professionals of the future through the knowledge of digital tools for the innovative school.","hackathon-italy.sections.mentors.4.2":"Through training activities for Italian students and teachers it promotes interactive solutions and learning experiences related to the world of education and culture, from the video game of Minecraft Education Edition to the development of a more sustainable and inclusive teaching. In the past she trained programming and robotics, e-learning platforms, virtual reality and STEM in schools.","hackathon-italy.sections.mentors.5.0":"Maura Sandri","hackathon-italy.sections.mentors.5.1":"Research technologist of the National Institute of Astrophysics (INAF), coordinator of the working group for the development of coding and educational robotic resources for the school, web admin for play.inaf.it, Italian leading teacher, mentor of the CoderDojo Ozzano dell'Emilia (BO).","hackathon-italy.sections.mentors.6.0":"Paolo Ganci","hackathon-italy.sections.mentors.6.1":"Once only a computer programmer, today a passionate supporter of coding as Co-Champion of CoderDojo Etneo in Catania.","hackathon-italy.sections.mentors.7.0":"Christel Sirocchi","hackathon-italy.sections.mentors.7.1":"Christel Sirocchi is a biotechnologist and genetic engineer turned computer scientist. She gained experience as a researcher and educator in the UK, Belgium and Türkiye, where she managed the science department in one of the most prominent international high schools and served as advisor for the Cambridge International Science Competition. She is an avid learner and passionate about STEM education, data science and data visualization.","hackathon-italy.sections.after.0":"What happens next?","hackathon-italy.sections.after.1":"The successful teams are now working on their prototype and will meet at the final hackathon in X to battle it out and decide the winner of the Italian Hackathon. Make sure to follow here and on social media for updates from the contestants’ teams! ","hackathon-italy.sections.after.2":"EU Code Week Hackathon Italy gave smart, passionate young people the chance to put their coding skills and creative ideas towards solving a concrete local challenge. After an initial 24-hour virtual hackathon, up to 10 teams advanced to the next stage. The finalists worked on their prototypes with some guidance from mentors over the summer and are now ready to compete! The Code Week hackathon journey concluded with a battle on skills, knowledge and creativity at the final hackathon on X September/October in [city].","hackathon-italy.sections.after.3":"The Winners","hackathon-italy.sections.after.4":"See all the winners","hackathon-italy.sections.after.5":"Gallery","hackathon-italy.sections.after.6":"Check out the ‘young hackers’ from Italy in action during the EU Code Week Hackathon","hackathon-italy.sections.after.7":"Support Wall","hackathon-italy.sections.after.8":"And thanks to the Tweets, shout-outs and all the support during the Hackathons! Check out some highlights!","hackathon-italy.sections.after.9":"Jury & Mentors","hackathon-italy.sections.after.10":"EU Code Week Hackathon in Italy brought together leading figures from the Worlds of business, IT, venture capital, education, as well as local, national and EU leaders, influencers and coaches to guide and support participants during the intense hackathon. A select number of jury members were chosen to decide the final winning team, according to relevant guidelines and competition rules.","hackathon-italy.sections.after.11":"Read the guidelines","hackathon-latvia.title":"EU Code Week HACKATHON","hackathon-latvia.subtitle":"Bring your ideas to life!","hackathon-latvia.misc.0":"Read the rules & code of conduct","hackathon-latvia.misc.1":"Registrations for both the EU Code Week Hackathon and Side Events will be handled by EU Survey.","hackathon-latvia.misc.2":"Our Partners","hackathon-latvia.sections.1.content.0":"Do you dream of creating the next big app? Do you know how innovative tech solutions can help your school, town, and region? If you want to be an entrepreneur or have a killer idea to pitch to the world but you don’t know where to start, then your waiting is at an end! ","hackathon-latvia.sections.1.content.1":"The EU Code Week Hackathon","hackathon-latvia.sections.1.content.2":"begins with a challenge to develop a code that solves a real-life challenge in just 24-hours. The 10 most successful teams will then receive training and mentoring from experts in this field, in order to prepare them for the second and final round, from which the ultimate winner will be selected. The lucky team will win further coaching and mentoring of their ideas and cool IT equipment. The winning team will also secure a spot at the European pitch where all the hackathon winners will present their ideas to a European jury during the official EU Code Week 9-24 October 2021.","hackathon-latvia.sections.1.content.3":"The EU Code Week hackathon is sure to fuel your curiosity, inspire your creativity, encourage your entrepreneurial spirit, and bring your ideas to life. ","hackathon-latvia.sections.2.title":"What to expect?","hackathon-latvia.sections.2.content.0":"Expert coaching","hackathon-latvia.sections.2.content.1":"Skills workshops","hackathon-latvia.sections.2.content.2":"Fun activities","hackathon-latvia.sections.2.content.3":"The chance to meet likeminded individuals","hackathon-latvia.sections.2.content.4":"The chance to win mentoring and coaching, as well as IT equipment ","hackathon-latvia.sections.2.content.5":"The chance to join the final hackathon and meet the best of the best, in person!","hackathon-latvia.sections.3.content.0":"Sign up now to","hackathon-latvia.sections.3.content.1":"EU Code Week Hackathon Latvia","hackathon-latvia.sections.3.content.2":"and bring your ideas to life!","hackathon-latvia.sections.4.title":"Propose challenges to be solved at the Hackathon","hackathon-latvia.sections.4.content.0":"Do you want to make your community the centre of green and sustainable innovation in Latvia? If so, propose a challenge that will be “hacked” at the Hackathon. Something concrete that will help you, your school, city or community.","hackathon-latvia.sections.4.content.1":"Propose a challenge","hackathon-latvia.sections.4.content.2":"Votes for the Latvian challenge will start on the 30th of April.","hackathon-latvia.sections.5.title":"Vote on the challenges to be “hacked”","hackathon-latvia.sections.5.content.0":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, innovation and coding skills. ‘Concrete’ means solving real problems – things that affect you, your school, community, city or specific challenges in your area.","hackathon-latvia.sections.5.content.1":"Vote on what matters most to you!","hackathon-latvia.sections.5.content.2":"The final challenge selected will be announced at the beginning of the Hackathon.","hackathon-latvia.sections.6.title":"The Challenge","hackathon-latvia.sections.6.content.0":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills. ‘Concrete’ means solving real problems – things that affect you, your school, community, city or specific challenges in your area.","hackathon-latvia.sections.6.content.1":"Based on public voting, the challenge for the Latvian Hackathon is:","hackathon-latvia.sections.6.content.2":"Based on public voting, the challenge for the Latvian Hackathon was:","hackathon-latvia.sections.7.title":"Resource Centre","hackathon-latvia.sections.8.title":"Programme","hackathon-latvia.sections.8.content.0.0":"The EU Code Week hackathon","hackathon-latvia.sections.8.content.0.1":"has three distinct rounds","hackathon-latvia.sections.8.content.1":"The 24-hour online hackathon. Out of all those competing, only 10 teams will be chosen to remain in the competition. Free online training and mentoring for all 10 teams, during summer 2021.","hackathon-latvia.sections.8.content.2":"The final hackathon. 10 teams will have all received equal training in the second round, but only one will win. Secondary school students aged 15-19 will compete in teams to solve a ‘local challenge’ selected from proposals submitted ahead of the first round.","hackathon-latvia.sections.8.content.3":"Each national winner will face-off in a European clash of titans where each winning team will pitch their solution to a European jury during the official EU Code Week 9-24 October 2021.","hackathon-latvia.sections.8.content.4":"In 2021, EU Code Week brings six extraordinary hackathons and invites students aged 15-19 in upper secondary school to form teams and use their coding skills to solve a local challenge. After 24 hours of hacking, each team will pitch their ideas to a panel of experts who will choose the 10 teams that will meet in the finals. The top three teams will additionally receive valuable prizes from the hackathon supporters. First place winners will receive Raspberry Pi 4 Model B Starter KITs from the IT Education Foundation, second place winners will receive an Arduino Starter KITs from the IT Education Foundation, and third place winners will receive DRONIE drones from the IT company Cognizant Latvia.","hackathon-latvia.sections.8.content.5":"All teams will have the same amount of time, resources, and access to mentors and expertise in order to complete the challenge, but only 10 will get the chance to continue to the next round, develop their prototype, get expert coaching and take part in the final hackathon in the autumn. In the final the teams will battle it out to decide who wins IT accessories and the chance of mentoring and coaching to further develop their prototype.","hackathon-latvia.sections.8.content.6":"Your team is not guaranteed a place in the second round even if you successfully solve the challenge. Remember you are in competition with the other teams and the jury will take your method, use of time and quality of the prototype into consideration to select the successful candidates!","hackathon-latvia.sections.8.content.7":"If your team is one of the 10 finalists, you can work on your idea over the summer. To assist you, we will offer you free trainings for development and UX Design. Your team will also get the help of a mentor who ensures that you are on the right path.","hackathon-latvia.sections.8.content.8":"The 10 finalist teams will meet in a 12-hour hackathon which will take place online. Here teams will compete to be the nation’s best young hackers and get the chance to win prizes such as cool IT equipment as well as further coaching and mentoring of their ideas.","hackathon-latvia.sections.9.title":"Practical Info","hackathon-latvia.sections.9.content.0":"The hackathon will take place online on 1 October 2021","hackathon-latvia.sections.9.content.1":"The Hackathon is free of charge.","hackathon-latvia.sections.10.title":"Jury & Mentors","hackathon-latvia.sections.10.content.0":"Imagine being in a virtual room full of designers, developers, creators, coders and business mentors, all with the same curiosity and drive as you. EU Code Week Hackathon Latvia brings together leading figures from the Worlds of business, IT, venture capital, education, as well as local, national and EU leaders, influencers and coaches to guide and support you and your team during this intensive marathon.","hackathon-latvia.sections.10.content.1":"Sign up now to","hackathon-latvia.sections.10.content.2":"EU Code Week Hackathon","hackathon-latvia.sections.10.content.3":"and make it happen!","hackathon-latvia.sections.11.title":"Side events","hackathon-latvia.sections.11.content.0":"Do these themes interest you but you don’t know how to code? Sign up to our side events and discover the thrill of coding, innovation, entrepreneurship and other skills vital to participating in the digital world. The Code Week hackathon side events are scheduled to run from May to October and will include several different types of workshop. They are free of charge, you just have to sign up here. Come and learn more.","hackathon-latvia.sections.11.events.makex.title.0":"Robotics Training Series by MakeX/MakeBlock","hackathon-latvia.sections.11.events.makex.title.1":"Robotics Training Series 1 - Introduction to Robotics and Robotics Competitions by MakeX/MakeBlock","hackathon-latvia.sections.11.events.makex.title.2":"Robotics Training Series 2 - Programming and Hardware Construction by MakeX/MakeBlock","hackathon-latvia.sections.11.events.makex.title.3":"Robotics Training Series 3 – Award-winning Mentor Sharing by MakeX/MakeBlock","hackathon-latvia.sections.11.events.makex.content.0":"MakeX, a global robotics competition platform presents a comprehensive series of educational robotics training to teachers and mentors who are interested in practical learning, STEAM education, programming and robotics competitions for students of all ages using cutting-edge software and hardware like mBot2, laserbox and mBlock5.","hackathon-latvia.sections.11.events.makex.content.1":"From introduction to robotics, programming and hardware construction to award-winning mentor sharing, you will dive into the process of project-based learning and how to organize students to use completions platforms to solve real world problems. Teachers organizing robotics curriculums at school are welcome and will benefit from a deeper understanding of programming, computational thinking, pedagogical concepts, robot hardware, and troubleshooting techniques.","hackathon-latvia.sections.11.events.makex.content.2":"here","hackathon-latvia.sections.11.events.makex.content.3":"to register !","hackathon-latvia.sections.11.events.makex.content.4":"More information:","hackathon-latvia.sections.11.events.makex.content.5":"https://www.makex.cc/en","hackathon-latvia.sections.11.events.makex.dates.0":"Date: 1st June, 11:00 CEST -> click","hackathon-latvia.sections.11.events.makex.dates.1":"Date: 3rd June, 11:00 CEST -> click","hackathon-latvia.sections.11.events.makex.dates.2":"Date: 8th June, 11:00 CEST -> click","hackathon-latvia.sections.12.title":"About CODEWEEK.EU","hackathon-latvia.sections.12.content.0":"EU Code Week (#EUCodeWeek) is a grassroots movement run by volunteers to promote digital literacy through activities linked to coding and computer science. It inspires and engages people to explore new ideas and innovation for the future. Activities for ","hackathon-latvia.sections.12.content.1":"EU Code Week","hackathon-latvia.sections.12.content.2":"take place all over the world between 9 and 24 October. ","hackathon-latvia.sections.12.content.3":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills. The hackathons are created and co-organised by the","hackathon-latvia.sections.12.content.4":"European Commission","hackathon-latvia.sections.12.content.5":"and local","hackathon-latvia.sections.12.content.6":"EU Code Week Ambassadors","hackathon-latvia.sections.12.content.7":"The initiative is financed by","hackathon-latvia.sections.12.content.8":"the European Parliament","hackathon-latvia.sections.12.content.9":"Discover More","hackathon-latvia.sections.winners.0":"Congratulations to all the participants of this first edition of the European Code Week hackathon, it was a real pleasure to have you with us. We hope you had as much fun as we did!","hackathon-latvia.sections.winners.1":"A special big up to the winning teams. The teams selected for the final, which will take place on October 1, are the following:","hackathon-latvia.sections.winners.2":"We look forward to seeing you there. Coaching and rewards guaranteed!","hackathon-latvia.sections.winners.3":"Each national winner will face-off in a European clash of titans where each winning team will pitch their solution to a European jury during the official EU Code Week 9-24 October 2021. The European champion will, besides the glory, win additional IT equipment.","hackathon-latvia.sections.focus.0":"About the 24h online Hackathon:","hackathon-latvia.sections.focus.1":"Introduction to the EU Code Week Hackathon Latvia","hackathon-latvia.sections.focus.2":"Reveal of the challenge for EU Code Week Hackathon Latvia","hackathon-latvia.sections.focus.3":"Pitch of solutions for the EU Code Week Hackathon Latvia","hackathon-latvia.sections.focus.4":"Announcement of winners of EU Code Week Hackathon Latvia","hackathon-latvia.sections.mentors.1.0":"Līna Sarma ","hackathon-latvia.sections.mentors.1.1":"Computer Scientist and Creative Coder, Co creator of Riga Tech Girls. ","hackathon-latvia.sections.mentors.2.0":"Jānis Mozgis","hackathon-latvia.sections.mentors.2.1":"Senior Developer at","hackathon-latvia.sections.mentors.2.2":"loves beautifully crafted code.","hackathon-latvia.sections.mentors.3.0":"Jānis Cimbulis","hackathon-latvia.sections.mentors.3.1":"Front-end Developer, Learn IT coding school teacher.","hackathon-latvia.sections.mentors.4.0":"Angela Jafarova","hackathon-latvia.sections.mentors.4.1":"Director of the Coding school Datorium. Digital skills trainer, EU CodeWeek leading teacher in Latvia.","hackathon-latvia.sections.mentors.5.0":"Elchin Jafarov","hackathon-latvia.sections.mentors.5.1":"Founder of the Datorium Coding School. Digital transformation, Data automation, Business intelligence.","hackathon-latvia.sections.mentors.6.0":"Janis Knets","hackathon-latvia.sections.mentors.6.1":"Technical architect at Accenture Latvia, more than 10 years of experience in IT field working with world-class companies","hackathon-latvia.sections.mentors.7.0":"Ance Kancere","hackathon-latvia.sections.mentors.7.1":"Project Manager at IT Education Foundation, Teacher of programming and design&technology","hackathon-latvia.sections.mentors.8.0":"Kaspars Eglītis","hackathon-latvia.sections.mentors.8.1":"Admin at University of Latvia Med Tech makerspace DF LAB & Jr Innovation Project Manager at Accenture","hackathon-latvia.sections.mentors.9.0":"Paula Elksne","hackathon-latvia.sections.mentors.9.1":"Assistant Director Bachelor Programs, RTU Riga Business School","hackathon-latvia.sections.mentors.10.0":"Linda Sinka","hackathon-latvia.sections.mentors.10.1":"Founder of Learn IT coding school for children, EU CodeWeek ambassador in Latvia","hackathon-latvia.sections.mentors.11.0":"Gundega Dekena","hackathon-latvia.sections.mentors.11.1":"DevOps Specialist at Accenture Latvia helping world class companies live in the cloud. Programming teacher and the only official GitHub Campus Advisor in Baltics.","hackathon-latvia.sections.mentors.12.0":"Emil Syundyukov","hackathon-latvia.sections.mentors.12.1":"Computer Scientist, Chief Technical Officer at biomedical startup Longenesis","hackathon-latvia.sections.mentors.13.0":"Pāvils Jurjāns","hackathon-latvia.sections.mentors.13.1":"IT entrepreneur, software engineer, business mentor, open data advocate and general geek.","hackathon-latvia.sections.mentors.14.0":"Krišjānis Nesenbergs","hackathon-latvia.sections.mentors.14.1":"Researcher and head of Cyber-physical systems lab @ EDI. Low level/embedded HW/SW, sensors, signal processing and machine learning for practical applications from wearables to self driving cars.","hackathon-latvia.sections.mentors.15.0":"Elina Razena","hackathon-latvia.sections.mentors.15.1":"Founder of Learn IT coding school for children, EU CodeWeek ambassador in Latvia","hackathon-latvia.sections.mentors.16.0":"Kristine Subrovska","hackathon-latvia.sections.mentors.16.1":"Graphic designer, accessibility, UX / UI enthusiast. I appreciate good design and well-considered, simple illustrations ","hackathon-latvia.sections.leaders.1.0":"Viesturs Sosārs","hackathon-latvia.sections.leaders.1.1":"Seasoned entrepreneur and innovation educator, co-founder of TechHub Riga","hackathon-latvia.sections.leaders.2.0":"Kārlis Jonāss","hackathon-latvia.sections.leaders.2.1":"Design thinker and facilitator. Karlis helps teams, companies and individuals bring change through design.","hackathon-latvia.sections.leaders.3.0":"Peteris Jurcenko","hackathon-latvia.sections.leaders.3.1":"UX designer, accessibility enthusiast. I help institutions to redesign themselves and implement digital solutions to become more effective.","hackathon-latvia.sections.leaders.title":"Workshop leaders","hackathon-latvia.sections.after.0":"What happens next?","hackathon-latvia.sections.after.1":"The successful teams are now working on their prototype and will meet at the final hackathon in X to battle it out and decide the winner of the Latvian Hackathon. Make sure to follow here and on social media for updates from the contestants’ teams! ","hackathon-latvia.sections.after.2":"EU Code Week Hackathon Latvia gave smart, passionate young people the chance to put their coding skills and creative ideas towards solving a concrete local challenge. After an initial 24-hour virtual hackathon, up to 10 teams advanced to the next stage. The finalists worked on their prototypes with some guidance from mentors over the summer and are now ready to compete! The Code Week hackathon journey concluded with a battle on skills, knowledge and creativity at the final hackathon on X September/October in [city].","hackathon-latvia.sections.after.3":"The Winners","hackathon-latvia.sections.after.4":"See all the winners","hackathon-latvia.sections.after.5":"Gallery","hackathon-latvia.sections.after.6":"Check out the ‘young hackers’ from Latvia in action during the EU Code Week Hackathon","hackathon-latvia.sections.after.7":"Support Wall","hackathon-latvia.sections.after.8":"And thanks to the Tweets, shout-outs and all the support during the Hackathons! Check out some highlights!","hackathon-latvia.sections.after.9":"Jury & Mentors","hackathon-latvia.sections.after.10":"EU Code Week Hackathon in Latvia brought together leading figures from the Worlds of business, IT, venture capital, education, as well as local, national and EU leaders, influencers and coaches to guide and support participants during the intense hackathon. A select number of jury members were chosen to decide the final winning team, according to relevant guidelines and competition rules.","hackathon-latvia.sections.after.11":"Read the guidelines","hackathon-romania.title":"EU Code Week HACKATHON","hackathon-romania.subtitle":"Bring your ideas to life!","hackathon-romania.misc.0":"Read the rules & code of conduct","hackathon-romania.misc.1":"Registrations for both the EU Code Week Hackathon and Side Events will be handled by EU Survey.","hackathon-romania.misc.2":"Our Partners","hackathon-romania.sections.1.content.0":"Do you dream of creating the next big app? Do you know how innovative tech solutions can help your school, town, and region? If you want to be an entrepreneur or have a killer idea to pitch to the world but you don’t know where to start, then your waiting is at an end! ","hackathon-romania.sections.1.content.1":"The EU Code Week Hackathon","hackathon-romania.sections.1.content.2":"begins with a challenge to develop a code that solves a real-life challenge in just 24-hours. The 5 most successful teams will then receive training and mentoring from experts in this field, in order to prepare them for the second and final round, from which the ultimate winner will be selected. The lucky team will win further coaching and mentoring of their ideas and cool IT equipment. The winning team will also secure a spot at the European pitch where all the hackathon winners will present their ideas to a European jury during the official EU Code Week 9-24 October 2021.","hackathon-romania.sections.1.content.3":"The EU Code Week hackathon is sure to fuel your curiosity, inspire your creativity, encourage your entrepreneurial spirit, and bring your ideas to life. ","hackathon-romania.sections.2.title":"What to expect?","hackathon-romania.sections.2.content.0":"Expert coaching","hackathon-romania.sections.2.content.1":"Skills workshops","hackathon-romania.sections.2.content.2":"Fun activities","hackathon-romania.sections.2.content.3":"The chance to meet likeminded individuals","hackathon-romania.sections.2.content.4":"The chance to win mentoring and coaching, as well as IT equipment ","hackathon-romania.sections.2.content.5":"The chance to join the final hackathon and meet the best of the best, in person!","hackathon-romania.sections.3.content.0":"Sign up now to","hackathon-romania.sections.3.content.1":"EU Code Week Hackathon Romania","hackathon-romania.sections.3.content.2":"and bring your ideas to life!","hackathon-romania.sections.4.title":"Propose challenges to be solved at the Hackathon","hackathon-romania.sections.4.content.0":"Do you want to make your community the centre of green and sustainable innovation in Romania? If so, propose a challenge that will be “hacked” at the Hackathon. Something concrete that will help you, your school, city or community.","hackathon-romania.sections.4.content.1":"Propose a challenge","hackathon-romania.sections.4.content.2":"Votes for the Romanian challenge will start on the 24 of March.","hackathon-romania.sections.5.title":"Vote on the challenges to be “hacked”","hackathon-romania.sections.5.content.0":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, innovation and coding skills. ‘Concrete’ means solving real problems – things that affect you, your school, community, city or specific challenges in your area.","hackathon-romania.sections.5.content.1":"Vote on what matters most to you!","hackathon-romania.sections.5.content.2":"The final challenge selected will be announced at the beginning of the Hackathon.","hackathon-romania.sections.6.title":"The Challenge","hackathon-romania.sections.6.content.0":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills. ‘Concrete’ means solving real problems – things that affect you, your school, community, city or specific challenges in your area.","hackathon-romania.sections.6.content.1":"Based on public voting, the challenge for the Romanian Hackathon is:","hackathon-romania.sections.6.content.2":"Based on public voting, the challenge for the Romanian Hackathon was:","hackathon-romania.sections.6.challenges.0":"Fighting false news","hackathon-romania.sections.6.challenges.1":"Get moving","hackathon-romania.sections.6.challenges.2":"Cleaner air in the city","hackathon-romania.sections.7.title":"Resource Centre","hackathon-romania.sections.8.title":"Programme","hackathon-romania.sections.8.content.0.0":"The EU Code Week hackathon","hackathon-romania.sections.8.content.0.1":"has three distinct rounds","hackathon-romania.sections.8.content.1":"The 24-hour online hackathon. Out of all those competing, only 5 teams will be chosen to remain in the competition. Free online training and mentoring for all 5 teams, during summer 2021.","hackathon-romania.sections.8.content.2":"The final hackathon. 5 teams will have all received equal training in the second round, but only one will win. Secondary school students aged 15-19 will compete in teams to solve a ‘local challenge’ selected from proposals submitted ahead of the first round.","hackathon-romania.sections.8.content.3":"Each national winner will face-off in a European clash of titans where each winning team will pitch their solution to a European jury during the official EU Code Week 9-24 October 2021.","hackathon-romania.sections.8.content.4":"In 2021, EU Code Week brings six extraordinary hackathons and invites students aged 15-19 in upper secondary school to form teams and use their coding skills to solve a local challenge. After 24 hours of hacking, each team will pitch their ideas to a panel of experts who will choose the 5 final teams. All teams will have the same amount of time, resources, and access to mentors and expertise in order to complete the challenge, but only 5 will get the chance to continue to the next round, develop their prototype, get expert coaching and take part in the final hackathon in the autumn. In the final the teams will battle it out to decide who wins IT accessories and the chance of mentoring and coaching to further develop their prototype.","hackathon-romania.sections.8.content.5":"Your team is not guaranteed a place in the second round even if you successfully solve the challenge. Remember you are in competition with the other teams and the jury will take your method, use of time and quality of the prototype into consideration to select the successful candidates! ","hackathon-romania.sections.8.content.6":"If your team is one of the 5 finalists, you can work on your idea over the summer. To assist you, we will offer you free trainings for development and UX Design. Your team will also get the help of a mentor who ensures that you are on the right path.","hackathon-romania.sections.8.content.7":"The 5 finalist teams will meet in a 12-hour hackathon which will take place online. Here teams will compete to be the nation’s best young hackers and get the chance to win prizes such as cool IT equipment as well as further coaching and mentoring of their ideas.","hackathon-romania.sections.9.title":"Practical Info","hackathon-romania.sections.9.content.0":"The Hackathon will take place onsite on the 25-26 September 2021.","hackathon-romania.sections.9.content.1":"The Hackathon is free of charge.","hackathon-romania.sections.10.title":"Jury & Mentors","hackathon-romania.sections.10.content.0":"Imagine being in a virtual room full of designers, developers, creators, coders and business mentors, all with the same curiosity and drive as you. EU Code Week Hackathon Ireland brings together leading figures from the Worlds of business, IT, venture capital, education, as well as local, national and EU leaders, influencers and coaches to guide and support you and your team during this intensive marathon.","hackathon-romania.sections.10.content.1":"Sign up now to","hackathon-romania.sections.10.content.2":"EU Code Week Hackathon","hackathon-romania.sections.10.content.3":"and make it happen!","hackathon-romania.sections.11.title":"Side events","hackathon-romania.sections.11.content.0":"In connection with the hackathon, there will be workshops for beginners in coding, tinkering with hardware and robotics and so on for participants to learn some basics of computational thinking and coding. From April to September, we are organising side events with our amazing partners of the EU Code Week Hackathons and it’s free to take part! Check out the different activities and register to get the link.","hackathon-romania.sections.11.events.1.title":"Animate a name","hackathon-romania.sections.11.events.1.content.0":"Are you between 9 to 14 and eager to know more about computer programming? This workshop is for you! You will create, have fun and quickly acquire some coding skills. With just a handful of blocks and a few clicks, you can make a 'sprite' (character) dance, talk, or animate it in a variety of ways. In addition, the computer science concepts we will be using in Scratch for CS First can be applied to other advanced programming languages such as Python or Java. ","hackathon-romania.sections.11.events.1.content.1":"Register, and participate in this activity and you will be able to:","hackathon-romania.sections.11.events.1.content.2":"Use a block-based programming language","hackathon-romania.sections.11.events.1.content.3":"Master important computer science concepts such as events, sequences and loops","hackathon-romania.sections.11.events.1.content.4":"Create an animation project in Scratch for CS First","hackathon-romania.sections.11.events.1.content.5":"Date: Wednesday 12 May, 14:00 -> click","hackathon-romania.sections.11.events.1.content.6":"here","hackathon-romania.sections.11.events.1.content.7":"to register !","hackathon-romania.sections.11.events.1.content.8":"More information:","hackathon-romania.sections.11.events.2.title":"Creative Coding Workshop","hackathon-romania.sections.11.events.2.content.0":"Learn the basics of Python with imagiLabs' creative coding tools! Perfect for kids aged 9-15, this 1.5 hour workshop for beginners will take coders from lighting up one pixel at a time to making colourful animations.","hackathon-romania.sections.11.events.2.content.1":"Date: Saturday 5 June, 15:00 -> click","hackathon-romania.sections.11.events.2.content.2":"here","hackathon-romania.sections.11.events.2.content.3":"to register !","hackathon-romania.sections.11.events.2.content.4":"Download the free imagiLabs app on your iOS or Android device to get started today. No imagiCharms needed -- come to the virtual workshop as you are!","hackathon-romania.sections.11.events.makex.title.0":"Robotics Training Series by MakeX/MakeBlock","hackathon-romania.sections.11.events.makex.title.1":"Robotics Training Series 1 - Introduction to Robotics and Robotics Competitions by MakeX/MakeBlock","hackathon-romania.sections.11.events.makex.title.2":"Robotics Training Series 2 - Programming and Hardware Construction by MakeX/MakeBlock","hackathon-romania.sections.11.events.makex.title.3":"Robotics Training Series 3 – Award-winning Mentor Sharing by MakeX/MakeBlock","hackathon-romania.sections.11.events.makex.content.0":"MakeX, a global robotics competition platform presents a comprehensive series of educational robotics training to teachers and mentors who are interested in practical learning, STEAM education, programming and robotics competitions for students of all ages using cutting-edge software and hardware like mBot2, laserbox and mBlock5.","hackathon-romania.sections.11.events.makex.content.1":"From introduction to robotics, programming and hardware construction to award-winning mentor sharing, you will dive into the process of project-based learning and how to organize students to use completions platforms to solve real world problems. Teachers organizing robotics curriculums at school are welcome and will benefit from a deeper understanding of programming, computational thinking, pedagogical concepts, robot hardware, and troubleshooting techniques.","hackathon-romania.sections.11.events.makex.content.2":"here","hackathon-romania.sections.11.events.makex.content.3":"to register !","hackathon-romania.sections.11.events.makex.content.4":"More information:","hackathon-romania.sections.11.events.makex.content.5":"https://www.makex.cc/en","hackathon-romania.sections.11.events.makex.dates.0":"Date: 1st June, 11:00 CEST -> click","hackathon-romania.sections.11.events.makex.dates.1":"Date: 3rd June, 11:00 CEST -> click","hackathon-romania.sections.11.events.makex.dates.2":"Date: 8th June, 11:00 CEST -> click","hackathon-romania.sections.12.title":"About CODEWEEK.EU","hackathon-romania.sections.12.content.0":"EU Code Week (#EUCodeWeek) is a grassroots movement run by volunteers to promote digital literacy through activities linked to coding and computer science. It inspires and engages people to explore new ideas and innovation for the future. Activities for ","hackathon-romania.sections.12.content.1":"EU Code Week","hackathon-romania.sections.12.content.2":"take place all over the world between 9 and 24 October. ","hackathon-romania.sections.12.content.3":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills. The hackathons are created and co-organised by the","hackathon-romania.sections.12.content.4":"European Commission","hackathon-romania.sections.12.content.5":"and local","hackathon-romania.sections.12.content.6":"EU Code Week Ambassadors","hackathon-romania.sections.12.content.7":"The initiative is financed by","hackathon-romania.sections.12.content.8":"the European Parliament","hackathon-romania.sections.12.content.9":"Discover More","hackathon-romania.sections.winners.0":"Congratulations to all the participants of this first edition of the European Code Week hackathon, it was a real pleasure to have you with us. We hope you had as much fun as we did!","hackathon-romania.sections.winners.1":"A special big up to the winning teams. The teams selected for the final, which will take place the 25-26 September, are the following: ","hackathon-romania.sections.winners.2":"We look forward to seeing you there. Coaching and rewards guaranteed!","hackathon-romania.sections.winners.3":"Each national winner will face-off in a European clash of titans where each winning team will pitch their solution to a European jury during the official EU Code Week 9-24 October 2021. The European champion will, besides the glory, win additional IT equipment.","hackathon-romania.sections.focus.0":"Focus on the 1st round of the 24h online Hackathon:","hackathon-romania.sections.focus.1":"Introduction to the EU Code Week Hackathon Romania","hackathon-romania.sections.focus.2":"Reveal of the challenge for EU Code Week Hackathon Romania","hackathon-romania.sections.focus.3":"Pitch of solutions for the EU Code Week Hackathon Romania","hackathon-romania.sections.focus.4":"Announcement of winners of EU Code Week Hackathon Romania","hackathon-romania.sections.mentors.1.0":"Diana Maria Ghitun is a MSc. Computer Science graduate from King's College London. Since university she had the opportunity to work in several environments, from fin tech startups to big companies, and the research industry as well.","hackathon-romania.sections.mentors.1.1":"At the moment, she works as a Senior Software Engineer at Take Off Labs in Cluj Napoca, where she found a new passion for Ruby on Rails and React Native.","hackathon-romania.sections.mentors.2.0":"I am a proactive and curious person, a self-starter, with a desire to go extra mile, gain new insights and experiences in a dynamic environment.","hackathon-romania.sections.mentors.2.1":"I really like to work with different generations that think and act differently than me. In this way I can gain new perspectives and fresh ideas.","hackathon-romania.sections.mentors.3.0":"George founded and leads WiseUp, a product prototyping agency. George uses Lean Startup, Design Thinking & Data Science techniques in his work, to help entrepreneurs and executives make data driven decisions.","hackathon-romania.sections.mentors.3.1":"Previously he designed and led multiple startup accelerators, coached startups & enterprises.","hackathon-romania.sections.mentors.4.0":"My name is Ioana Alexandru. I am currently pursuing a master’s degree in computer graphics while working at Google - it’s a real challenge, but I wouldn’t have it any other way! I had two internships (summer ‘18 and ‘19) which made me fall in love with the Google culture, and finally joined as a part-time software engineer in Nov ‘20.","hackathon-romania.sections.mentors.4.1":"Within Google, I work on search infrastructure, and outside of it I dabble with Unity and Flutter development. In my spare time, I love gaming (PC, Oculus, Switch) and riding horses.","hackathon-romania.sections.mentors.5.0":"Entrepreneur, Program Manager and  Software Quality Advocate.","hackathon-romania.sections.mentors.5.1":"10+ years of experience for various projects types, curious learner and passionate about finding innovative solutions.","hackathon-romania.sections.mentors.6.0":"A data scientist at core, based in Switzerland, doing a software engineering internship at Google. Very passionate about startups, being a startup manager for the EPFL Entrepreneur Club, and leading a student investment team as a Managing Partner for Wingman Campus Fund.","hackathon-romania.sections.mentors.6.1":"Activist for women in tech, leading Girls Who Code Iasi until last year.","hackathon-romania.sections.mentors.7.0":"I am CS teacher and I love what I'm doing. Basically I am CS Engineer. I've been teaching for the last 30 years. I am teaching at High-School, Vocational and Technical Schools. I am Cisco Academy instructor and national trainer. ","hackathon-romania.sections.mentors.7.1":"I am teaching C++, Java, Oracle SQL and Robotics but I also like hardware and networking. I like challenges, I love to work in projects with my students and I always want to learn something new.","hackathon-romania.sections.mentors.8.0":"Solution architect with over 10 years of experience developing enterprise grade mission critical software applications. Currently focusing on designing cloud computing and robotic process automation solutions for various industries.","hackathon-romania.sections.mentors.8.1":"Leader of the IBM Technical Expert Council in Romania and the IBM Developer meetups program in the CEE.  Passionate intrapreneur and hackathon organizer.","hackathon-romania.sections.mentors.9.0":"Software developer and technology passionate- I enjoy building and delivering quality, all the while trying to have fun as much as possible. I am a perceptive and innovative individual that's not afraid to exploit its best version and go the extra mile outside the comfort zone of conventional.","hackathon-romania.sections.mentors.9.1":"This exact desire, of getting out of the comfort zone, led me in the last years to changing the context from full-stack, frontend, API design to technical leadership and architecture.","hackathon-romania.sections.mentors.10.0":"I am a graduate student of University of Bucharest. I am an IT Specialist focusing on Cloud technologies, microservice architecture and DevOps. While I consider myself a programming language polyglot, JAVA is my core development language and Spring Framework is my de-facto choice whenever I design and build a new application. My professional activities consist in combination of BA, DEV and Operation, with focus on development.","hackathon-romania.sections.mentors.11.0":"When she is not busy designing e-learning courses and trainings for K12 teachers and NGOs at Asociația Techsoup, she fosters her passions for outdoor sports, traveling and bats. Forbes 30 under 30 Honoree, ChangemakerXchange Fellow and EU Code Week Ambassador for 5 years until 2020. Connecting people and resources, Ana believes technology is key to kindle development through collaboration.","hackathon-romania.sections.after.0":"What happens next?","hackathon-romania.sections.after.1":"The successful teams are now working on their prototype and will meet at the final hackathon in X to battle it out and decide the winner of X hackathon. Make sure to follow here and on social media for updates from the contestants’ teams! ","hackathon-romania.sections.after.2":"EU Code Week Hackathon Romania gave smart, passionate young people the chance to put their coding skills and creative ideas towards solving a concrete local challenge. After an initial 24-hour virtual hackathon, 5 teams advanced to the next stage. The finalists worked on their prototypes with some guidance from mentors over the summer and are now ready to compete! The Code Week hackathon journey concluded with a battle on skills, knowledge and creativity at the final hackathon on X September/October in [city].","hackathon-romania.sections.after.3":"The Winners","hackathon-romania.sections.after.4":"See all the winners","hackathon-romania.sections.after.5":"Gallery","hackathon-romania.sections.after.6":"Check out the ‘young hackers’ from Romania in action during the EU Code Week Hackathon","hackathon-romania.sections.after.7":"Support Wall","hackathon-romania.sections.after.8":"And thanks to the Tweets, shout-outs and all the support during the Hackathons! Check out some highlights!","hackathon-romania.sections.after.9":"Jury & Mentors","hackathon-romania.sections.after.10":"EU Code Week Hackathon in Romania brought together leading figures from the Worlds of business, IT, venture capital, education, as well as local, national and EU leaders, influencers and coaches to guide and support participants during the intense hackathon. A select number of jury members were chosen to decide the final winning team, according to relevant guidelines and competition rules.","hackathon-romania.sections.after.11":"Read the guidelines","hackathon-slovenia-old.title":"EU Code Week HACKATON","hackathon-slovenia-old.subtitle":"Bring your ideas to life!","hackathon-slovenia-old.misc.0":"Read the rules & code of conduct","hackathon-slovenia-old.misc.1":"Registrations for both the EU Code Week Hackathon and Side Events will be handled by EU Survey.","hackathon-slovenia-old.misc.2":"Our Partners","hackathon-slovenia-old.sections.1.content.0":"Do you dream of creating the next big app? Do you know how innovative tech solutions can help your school, town, and region? If you want to be an entrepreneur or have a killer idea to pitch to the world but you don’t know where to start, then your waiting is at an end! ","hackathon-slovenia-old.sections.1.content.1":"The EU Code Week Hackathon","hackathon-slovenia-old.sections.1.content.2":"begins with a challenge to develop a code that solves a real-life challenge. The winning team will also secure a spot at the European pitch where all the national hackathon winners from Romania, Ireland, Greece, Italy, Slovenia and Latvia will present their ideas to a European jury during the official EU Code Week 9-24 October 2021.","hackathon-slovenia-old.sections.1.content.3":"The EU Code Week hackathon is sure to fuel your curiosity, inspire your creativity, encourage your entrepreneurial spirit, and bring your ideas to life. ","hackathon-slovenia-old.sections.2.title":"What to expect?","hackathon-slovenia-old.sections.2.content.0":"Expert coaching","hackathon-slovenia-old.sections.2.content.1":"Skills workshops","hackathon-slovenia-old.sections.2.content.2":"Fun activities","hackathon-slovenia-old.sections.2.content.3":"The chance to meet likeminded individuals","hackathon-slovenia-old.sections.2.content.4":"The chance to win mentoring and coaching, as well as IT equipment ","hackathon-slovenia-old.sections.2.content.5":"The chance to join the final hackathon and meet the best of the best, in person!","hackathon-slovenia-old.sections.3.content.0":"Sign up now to","hackathon-slovenia-old.sections.3.content.1":"EU Code Week Hackathon Slovenia","hackathon-slovenia-old.sections.3.content.2":"and bring your ideas to life!","hackathon-slovenia-old.sections.4.title":"Propose challenges to be solved at the Hackathon","hackathon-slovenia-old.sections.4.content.0":"Do you want to make your community the centre of green and sustainable innovation in Slovenia? If so, propose a challenge that will be “hacked” at the Hackathon. Something concrete that will help you, your school, city or community.","hackathon-slovenia-old.sections.4.content.1":"Propose a challenge","hackathon-slovenia-old.sections.4.content.2":"Votes for the Slovenian challenge will start on the 23th of April.","hackathon-slovenia-old.sections.5.title":"Vote on the challenges to be “hacked”","hackathon-slovenia-old.sections.5.content.0":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, innovation and coding skills. ‘Concrete’ means solving real problems – things that affect you, your school, community, city or specific challenges in your area.","hackathon-slovenia-old.sections.5.content.1":"Vote on what matters most to you!","hackathon-slovenia-old.sections.5.content.2":"The final challenge selected will be announced at the beginning of the Hackathon.","hackathon-slovenia-old.sections.6.title":"The Challenge","hackathon-slovenia-old.sections.6.content.0":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills. ‘Concrete’ means solving real problems – things that affect you, your school, community, city or specific challenges in your area.","hackathon-slovenia-old.sections.6.content.1":"Based on public voting, the challenge for the Slovenian Hackathon is:","hackathon-slovenia-old.sections.6.content.2":"Based on public voting, the challenge for the Slovenian Hackathon was:","hackathon-slovenia-old.sections.7.title":"Resource Centre","hackathon-slovenia-old.sections.8.title":"Programme","hackathon-slovenia-old.sections.8.content.0":"The EU Code Week Hackathon is a two-day competition gathering secondary school students aged 15-19. They will compete in teams to solve a ‘local challenge’ selected from proposals submitted ahead.","hackathon-slovenia-old.sections.8.content.1":"During the Hackathon, teams will get support from experienced mentors, be able to participate in workshops, do mini-challenges, quizzes, win prizes and a 2.000€ prize for the winning team! The jury will take the team’s method, use of time and quality of the prototype into consideration to select the successful candidates!","hackathon-slovenia-old.sections.8.content.2":"Each national winner will meet in a European clash of titans where each winning team will pitch their solution to a European jury during the official EU Code Week 9-24 October 2021. The European champion will, besides the glory, win additional IT equipment.","hackathon-slovenia-old.sections.8.content.3":"Free online and/or physical side events will also be organised during summer 2021 for beginners in coding.","hackathon-slovenia-old.sections.8.content.4":"","hackathon-slovenia-old.sections.8.content.5":"","hackathon-slovenia-old.sections.8.content.6":"","hackathon-slovenia-old.sections.8.content.7":"","hackathon-slovenia-old.sections.8.content.8":"","hackathon-slovenia-old.sections.8.content.9":"Day 1","hackathon-slovenia-old.sections.8.content.10":"Day 2","hackathon-slovenia-old.sections.9.title":"Practical Info","hackathon-slovenia-old.sections.9.content.0":"The Hackathon will be held from 18 September to 19 September 2021. We hope the competition to take place physically. If the public health situation does not allow it, we will meet online.","hackathon-slovenia-old.sections.9.content.1":"The Hackathon is free of charge.","hackathon-slovenia-old.sections.10.title":"Jury & Mentors","hackathon-slovenia-old.sections.10.content.0":"Imagine being in a virtual room full of designers, developers, creators, coders and business mentors, all with the same curiosity and drive as you. EU Code Week Hackathon Slovenia brings together leading figures from the Worlds of business, IT, venture capital, education, as well as local, national and EU leaders, influencers and coaches to guide and support you and your team during this intensive marathon.","hackathon-slovenia-old.sections.10.content.1":"Sign up now to","hackathon-slovenia-old.sections.10.content.2":"EU Code Week Hackathon","hackathon-slovenia-old.sections.10.content.3":"and make it happen!","hackathon-slovenia-old.sections.11.title":"Side events","hackathon-slovenia-old.sections.11.content.0":"In connection with the hackathon, there will be workshops for beginners in coding, tinkering with hardware and robotics and so on for participants to learn some basics of computational thinking and coding. From April to September, we are organising side events with our amazing partners of the EU Code Week Hackathons and it’s free to take part! Check out the different activities and register to get the link.","hackathon-slovenia-old.sections.11.events.1.title":"Animate a name","hackathon-slovenia-old.sections.11.events.1.content.0":"Are you between 9 to 14 and eager to know more about computer programming? This workshop is for you! You will create, have fun and quickly acquire some coding skills. With just a handful of blocks and a few clicks, you can make a 'sprite' (character) dance, talk, or animate it in a variety of ways. In addition, the computer science concepts we will be using in Scratch for CS First can be applied to other advanced programming languages such as Python or Java. ","hackathon-slovenia-old.sections.11.events.1.content.1":"Register, and participate in this activity and you will be able to:","hackathon-slovenia-old.sections.11.events.1.content.2":"Use a block-based programming language","hackathon-slovenia-old.sections.11.events.1.content.3":"Master important computer science concepts such as events, sequences and loops","hackathon-slovenia-old.sections.11.events.1.content.4":"Create an animation project in Scratch for CS First","hackathon-slovenia-old.sections.11.events.1.content.5":"Date: Date: 8 October, 11:00, 14:00 -> click","hackathon-slovenia-old.sections.11.events.1.content.6":"here","hackathon-slovenia-old.sections.11.events.1.content.7":"to register !","hackathon-slovenia-old.sections.11.events.1.content.8":"More information:","hackathon-slovenia-old.sections.11.events.2.title":"Creative Coding Workshop","hackathon-slovenia-old.sections.11.events.2.content.0":"Learn the basics of Python with imagiLabs' creative coding tools! Perfect for kids aged 9-15, this 1.5 hour workshop for beginners will take coders from lighting up one pixel at a time to making colourful animations.","hackathon-slovenia-old.sections.11.events.2.content.1":"Date: XXX -> click","hackathon-slovenia-old.sections.11.events.2.content.2":"here","hackathon-slovenia-old.sections.11.events.2.content.3":"to register !","hackathon-slovenia-old.sections.11.events.2.content.4":"Download the free imagiLabs app on your iOS or Android device to get started today. No imagiCharms needed -- come to the virtual workshop as you are!","hackathon-slovenia-old.sections.11.events.makex.title.0":"Robotics Training Series by MakeX/MakeBlock","hackathon-slovenia-old.sections.11.events.makex.title.1":"Robotics Training Series 1 - Introduction to Robotics and Robotics Competitions by MakeX/MakeBlock","hackathon-slovenia-old.sections.11.events.makex.title.2":"Robotics Training Series 2 - Programming and Hardware Construction by MakeX/MakeBlock","hackathon-slovenia-old.sections.11.events.makex.title.3":"Robotics Training Series 3 – Award-winning Mentor Sharing by MakeX/MakeBlock","hackathon-slovenia-old.sections.11.events.makex.content.0":"MakeX, a global robotics competition platform presents a comprehensive series of educational robotics training to teachers and mentors who are interested in practical learning, STEAM education, programming and robotics competitions for students of all ages using cutting-edge software and hardware like mBot2, laserbox and mBlock5.","hackathon-slovenia-old.sections.11.events.makex.content.1":"From introduction to robotics, programming and hardware construction to award-winning mentor sharing, you will dive into the process of project-based learning and how to organize students to use completions platforms to solve real world problems. Teachers organizing robotics curriculums at school are welcome and will benefit from a deeper understanding of programming, computational thinking, pedagogical concepts, robot hardware, and troubleshooting techniques.","hackathon-slovenia-old.sections.11.events.makex.content.2":"here","hackathon-slovenia-old.sections.11.events.makex.content.3":"to register !","hackathon-slovenia-old.sections.11.events.makex.content.4":"More information:","hackathon-slovenia-old.sections.11.events.makex.content.5":"https://www.makex.cc/en","hackathon-slovenia-old.sections.11.events.makex.dates.0":"Date: 1st June, 11:00 CEST -> click","hackathon-slovenia-old.sections.11.events.makex.dates.1":"Date: 3rd June, 11:00 CEST -> click","hackathon-slovenia-old.sections.11.events.makex.dates.2":"Date: 8th June, 11:00 CEST -> click","hackathon-slovenia-old.sections.12.title":"About CODEWEEK.EU","hackathon-slovenia-old.sections.12.content.0":"EU Code Week (#EUCodeWeek) is a grassroots movement run by volunteers to promote digital literacy through activities linked to coding and computer science. It inspires and engages people to explore new ideas and innovation for the future. Activities for ","hackathon-slovenia-old.sections.12.content.1":"EU Code Week","hackathon-slovenia-old.sections.12.content.2":"take place all over the world between 9 and 24 October. ","hackathon-slovenia-old.sections.12.content.3":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills. The hackathons are created and co-organised by the","hackathon-slovenia-old.sections.12.content.4":"European Commission","hackathon-slovenia-old.sections.12.content.5":"and local","hackathon-slovenia-old.sections.12.content.6":"EU Code Week Ambassadors","hackathon-slovenia-old.sections.12.content.7":"The initiative is financed by","hackathon-slovenia-old.sections.12.content.8":"the European Parliament","hackathon-slovenia-old.sections.12.content.9":"Discover More","hackathon-slovenia-old.sections.mentors.1.0":"Janko Harej","hackathon-slovenia-old.sections.mentors.1.1":"Janko Harej is a higher education lecturer and teacher of professional subjects at the Nova Gorica Secondary School. He is interested in all aspects of integrating new technologies into education. He participates in various national and international projects, where he develops teacher education, develops services and e-content. He was involved in the revision of several curricula.","hackathon-slovenia-old.sections.mentors.1.2":"In his free time, he is actively involved in the field of choral music.","hackathon-slovenia-old.sections.mentors.2.0":"Katja K. Ošljak","hackathon-slovenia-old.sections.mentors.2.1":"Researcher of communication and digital media, founder of the Institute for Digital Education Vsak and Slovenian ambassador of the EU Code Week project. It strives for access to digital education and media literacy for citizens of the information society","hackathon-slovenia-old.sections.mentors.3.0":"Uroš Polanc","hackathon-slovenia-old.sections.mentors.3.1":"Uroš has been involved in innovation, prototyping, networking and many other things since he was a child. He completed his studies in mechatronics. He is now the head of the Learning Production Laboratory at ŠCNG, which is a laboratory dedicated to networking, prototyping and learning.","hackathon-slovenia-old.sections.mentors.3.2":"He participates in various local and European projects, and also walks in business environment. He has extensive experience in mentoring, prototyping, working with young people, CNC machining, 3D modeling,","hackathon-slovenia-old.sections.mentors.4.0":"Luka Manojlovic","hackathon-slovenia-old.sections.mentors.4.1":"Luka Manojlovic is a technical enthusiast - a computer scientist who has been dealing with server and network infrastructure for more than 20 years.","hackathon-slovenia-old.sections.mentors.4.2":" He likes to share his knowledge with the participants of interactive workshops from various fields of information technologies.","hackathon-slovenia-old.sections.mentors.5.0":"Vesna Krebs","hackathon-slovenia-old.sections.mentors.5.1":"Vesna Krebs is a media artist and mentor who works both at home and abroad. Vesna combines her love of technology and art through various workshops and performances for children.","hackathon-slovenia-old.sections.mentors.5.2":"In her pedagogical work, the emphasis is on creative audio-visual production with computer technologies, with which she encourages the younger population to think creatively and create with the help of modern technologies.","hackathon-slovenia-old.sections.mentors.6.0":"Alojz Černe","hackathon-slovenia-old.sections.mentors.6.1":"Alojz has an excellent working knowledge of IT, is a highly experienced developer and system designer. His field of work is also on microservice platforms - development and deployment of services on these platforms. 30+ years of experience in international enterprise projects with larger systems, in finance, telco and retail sector.","hackathon-slovenia-old.sections.mentors.6.2":"In addition to this he is an outstanding Official Red Hat Instructor and Architect. He is a curious learner and eager to implement and share his newly obtained knowledge in practice.","hackathon-slovenia-old.sections.after.0":"What happens next?","hackathon-slovenia-old.sections.after.1":"The successful teams are now working on their prototype and will meet at the final hackathon in X to battle it out and decide the winner of X Hackathon. Make sure to follow here and on social media for updates from the contestants’ teams! ","hackathon-slovenia-old.sections.after.2":"EU Code Week Hackathon Slovenia gave smart, passionate young people the chance to put their coding skills and creative ideas towards solving a concrete local challenge. After an initial 24-hour virtual hackathon, up to 10 teams advanced to the next stage. The finalists worked on their prototypes with some guidance from mentors over the summer and are now ready to compete! The Code Week hackathon journey concluded with a battle on skills, knowledge and creativity at the final hackathon on X September/October in [city].","hackathon-slovenia-old.sections.after.3":"The Winners","hackathon-slovenia-old.sections.after.4":"See all the winners","hackathon-slovenia-old.sections.after.5":"Gallery","hackathon-slovenia-old.sections.after.6":"Check out the ‘young hackers’ from Slovenia in action during the EU Code Week Hackathon","hackathon-slovenia-old.sections.after.7":"Support Wall","hackathon-slovenia-old.sections.after.8":"And thanks to the Tweets, shout-outs and all the support during the Hackathons! Check out some highlights!","hackathon-slovenia-old.sections.after.9":"Jury & Mentors","hackathon-slovenia-old.sections.after.10":"EU Code Week Hackathon in Slovenia brought together leading figures from the Worlds of business, IT, venture capital, education, as well as local, national and EU leaders, influencers and coaches to guide and support participants during the intense hackathon. A select number of jury members were chosen to decide the final winning team, according to relevant guidelines and competition rules.","hackathon-slovenia-old.sections.after.11":"Read the guidelines","hackathon-slovenia.title":"EU Code Week HACKATHON","hackathon-slovenia.title2":"Online, 18-19 September","hackathon-slovenia.subtitle":"Bring your ideas to life!","hackathon-slovenia.misc.0":"Read the rules & code of conduct","hackathon-slovenia.misc.1":"Registrations for both the EU Code Week Hackathon and Side Events will be handled by EU Survey.","hackathon-slovenia.misc.2":"Our Partners","hackathon-slovenia.sections.0.content.0":"Are you between 15 and 19 years old and love technology? Do you like to create and want to learn about similar trends in the field of digital products? If so, don’t hesitate: you can sign up to the hackathon as a single competitor or, even better, with your team, where each one of you will contribute their know-how in solving a challenge. The best team will receives a EUR 2,000 prize.","hackathon-slovenia.sections.1.content.0":"Hackathon Slovenia for students of any gender is one of six European acclaimed competitions for young people who are interested in new technologies. The competition starts on 18 September online, and for the winning team a month later at the European level.","hackathon-slovenia.sections.1.content.1":"You can sign up to the hackathon","hackathon-slovenia.sections.1.content.2":"or, even better, with your team of 6 participants, where each one of you will contribute their know-how in solving a challenge.","hackathon-slovenia.sections.1.content.3":"So, we are not only looking for coders,","hackathon-slovenia.sections.1.content.4":"but also designers, writers and other specialists who will help your team win. Last but not least, it also pays off because the Slovenian","hackathon-slovenia.sections.1.content.5":"winning team might receives a EUR 2,000","hackathon-slovenia.sections.1.content.6":"prize.","hackathon-slovenia.sections.1.content.7":"The hackathon will be online","hackathon-slovenia.sections.1.content.8":"The hackathon begins with the creation of a prototype that needs to be coded and designed accordingly. The prototype is designed to solve a real challenge and will need to be completed within these two-days competition. All teams will have equal working conditions and access to mentors who will help you with expert advice. Workshops will help you improve your solutions and prepare for your presentations. At the end, you will present your prototypes to the jury that will select the final winner for Slovenia.","hackathon-slovenia.sections.1.content.9":"Presentation to the European jury","hackathon-slovenia.sections.1.content.10":"The winning team from the Slovenian finals will receive","hackathon-slovenia.sections.1.content.11":" a cash prize of EUR 2,000","hackathon-slovenia.sections.1.content.12":" and the opportunity to","hackathon-slovenia.sections.1.content.13":" present themselves at European level","hackathon-slovenia.sections.1.content.14":", where the winners of hackathons from six countries will present their prototypes to the European jury during the official EU Code Week the 14 October, 2021.","hackathon-slovenia.sections.1.content.15":" The champions of Europe","hackathon-slovenia.sections.1.content.16":" will be additionally rewarded with the latest computer equipment.","hackathon-slovenia.sections.2.title":"What to expect?","hackathon-slovenia.sections.2.content.0":"Interesting challenges","hackathon-slovenia.sections.2.content.1":"Professional guidance and assistance in creating a solution","hackathon-slovenia.sections.2.content.2":"Find out about trends in the field of digital technology","hackathon-slovenia.sections.2.content.3":"Knowledge acquisition workshops","hackathon-slovenia.sections.2.content.4":"Fun activities","hackathon-slovenia.sections.2.content.5":"Hanging out with young people with shared interests","hackathon-slovenia.sections.2.content.6":"An opportunity to e-meet the best teams from all over Europe","hackathon-slovenia.sections.2.content.7":"Prizes (financial and practical)","hackathon-slovenia.sections.3.content.0":"Sign up now to","hackathon-slovenia.sections.3.content.1":"EU Code Week Hackathon Slovenia","hackathon-slovenia.sections.3.content.2":" and bring your ideas to life!","hackathon-slovenia.sections.4.title":"Propose challenges to be solved at the Hackathon","hackathon-slovenia.sections.4.content.0":'do you want to make your community the centre of green and sustainable innovation in Slovenia ? if so, propose a challenge that will be "hacked" at the Hackathon. Something concrete that will help you, your school, city or community.',"hackathon-slovenia.sections.4.content.1":"Propose a challenge","hackathon-slovenia.sections.4.content.2":"Votes for the Slovenian challenge will start on the 23th of April.","hackathon-slovenia.sections.5.title":'Vote on the challenges to be "hacked"',"hackathon-slovenia.sections.5.content.0":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, innovation and coding skills. ‘Concrete’ means solving real problems – things that affect you, your school, community, city or specific challenges in your area.","hackathon-slovenia.sections.5.content.1":"Vote on what matters most to you!","hackathon-slovenia.sections.5.content.2":"The final challenge selected will be announced at the beginning of the Hackathon.","hackathon-slovenia.sections.6.title":"The Challenge","hackathon-slovenia.sections.6.content.0":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills. ‘Concrete’ means solving real problems – things that affect you, your school, community, city or specific challenges in your area.","hackathon-slovenia.sections.6.content.1":"Based on public voting, the challenge for the Slovenian Hackathon is:","hackathon-slovenia.sections.6.content.2":"Based on public voting, the challenge for the Slovenian Hackathon was:","hackathon-slovenia.sections.7.title":"Resource Centre","hackathon-slovenia.sections.8.title":"Programme","hackathon-slovenia.sections.8.content.0":"The EU Code Week Hackathon is a two-day competition gathering secondary school students aged 15-19. They will compete in teams to solve a ‘local challenge’ selected from proposals submitted ahead.","hackathon-slovenia.sections.8.content.1":"During the Hackathon, teams will get support from experienced mentors, be able to participate in workshops, do mini-challenges, quizzes, win prizes and a 2.000€ prize for the winning team! The jury will take the team’s method, use of time and quality of the prototype into consideration to select the successful candidates!","hackathon-slovenia.sections.8.content.2":"Each national winner will meet in a European clash of titans where each winning team will pitch their solution to a European jury during the official EU Code Week 9-24 October 2021. The European champion will, besides the glory, win additional IT equipment.","hackathon-slovenia.sections.8.content.3":"Free online and/or physical side events will also be organised during summer 2021 for beginners in coding.","hackathon-slovenia.sections.8.content.4":"","hackathon-slovenia.sections.8.content.5":"","hackathon-slovenia.sections.8.content.6":"","hackathon-slovenia.sections.8.content.7":"","hackathon-slovenia.sections.8.content.8":"","hackathon-slovenia.sections.8.content.9":"Day 1","hackathon-slovenia.sections.8.content.10":"Day 2","hackathon-slovenia.sections.9.title":"Practical Info","hackathon-slovenia.sections.9.content.0":"The hackathon is free of charge for all participants.","hackathon-slovenia.sections.9.content.1":"The Slovenian hackathon will","hackathon-slovenia.sections.9.content.2":"be held online","hackathon-slovenia.sections.9.content.3":"the 18-19 September 2021.","hackathon-slovenia.sections.9.content.4":"Stable broadband internet access and computer equipment that will come in handy at work will be available in the modernly equipped premises of EKSCENTER.","hackathon-slovenia.sections.9.content.5":"The on-duty weathergirl for the Code Week events for this weekend in Nova Gorica predicts warm late summer weather.","hackathon-slovenia.sections.9.content.6":"Food, drinks, accommodation will be provided as well as a minimum of 75 euro to cover transportation expenses.","hackathon-slovenia.sections.9.content.7":"It is advisable to bring your own computers/laptops, as well as some clothes, a toilet bag and a sleeping bag.","hackathon-slovenia.sections.9.content.8":"We will be waiting for you in an upbeat mood, and all you need to do is bring a package of curiosity.","hackathon-slovenia.sections.9.content.9":"You will receive more detailed information about the event, venue and everything else after registration.","hackathon-slovenia.sections.9.content.10":"The Slovenian hackathon will be held online and is one of six competitions for young people in Europe that will be organised by Code Week in Greece, Latvia, Ireland, Italy and Romania. It is intended for creative students who are interested in the future of technology. If this is you, please join us in learning about and developing innovative solutions.","hackathon-slovenia.sections.9.content.11":"Registration > ","hackathon-slovenia.sections.9.content.12":"Instructions for participants","hackathon-slovenia.sections.9.content.13":"This 2-days EU Code Week hackathon will be held online from Saturday 18 September to Sunday 19 September 2021.","hackathon-slovenia.sections.9.content.14":"The jury will take your method, use of your time and prototype quality into account when selecting the successful team!","hackathon-slovenia.sections.9.content.15":"To help you prepare for the pitch of your solution, we will offer you free workshops during the hackathon. Your team will also be assisted by mentors who will make sure you are on the right track.","hackathon-slovenia.sections.9.content.16":"The top best teams will be rewarded for their achievements with practical prizes.","hackathon-slovenia.sections.9.content.17":"The winning team will receive a cash prize of EUR 2,000 and an invitation to present their solution to the European jury on the 14 October 2021.","hackathon-slovenia.sections.9.content.18":"The winners of hackathons from six countries will present their prototypes to the European jury during the official EU Code Week the 14 October, 2021. The European champions will be rewarded with even more computer equipment that will (hopefully) encourage them to further develop their digital skills.","hackathon-slovenia.sections.10.title":"Jury & Mentors","hackathon-slovenia.sections.10.content.0":"EU Code Week Hackathon Slovenia brings together leading figures from the Worlds of business, IT, venture capital, education, as well as local, national and EU leaders, influencers and coaches to guide and support you and your team during this intensive marathon.","hackathon-slovenia.sections.10.content.1":"Sign up now to","hackathon-slovenia.sections.10.content.2":"EU Code Week Hackathon","hackathon-slovenia.sections.10.content.3":"and make it happen!","hackathon-slovenia.sections.11.title":"Side events","hackathon-slovenia.sections.11.content.0":"In connection with the hackathon, there will be workshops for beginners in coding, tinkering with hardware and robotics and so on for participants to learn some basics of computational thinking and coding. From April to September, we are organising side events with our amazing partners of the EU Code Week Hackathons and it’s free to take part! Check out the different activities and register to get the link.","hackathon-slovenia.sections.11.events.1.title":"Animate a name","hackathon-slovenia.sections.11.events.1.content.0":"Are you between 9 to 14 and eager to know more about computer programming? This workshop is for you! You will create, have fun and quickly acquire some coding skills. With just a handful of blocks and a few clicks, you can make a 'sprite' (character) dance, talk, or animate it in a variety of ways. In addition, the computer science concepts we will be using in Scratch for CS First can be applied to other advanced programming languages such as Python or Java. ","hackathon-slovenia.sections.11.events.1.content.1":"Register, and participate in this activity and you will be able to:","hackathon-slovenia.sections.11.events.1.content.2":"Use a block-based programming language","hackathon-slovenia.sections.11.events.1.content.3":"Master important computer science concepts such as events, sequences and loops","hackathon-slovenia.sections.11.events.1.content.4":"Create an animation project in Scratch for CS First","hackathon-slovenia.sections.11.events.1.content.5":"Date: Date: 8 October, 11:00, 14:00 -> click","hackathon-slovenia.sections.11.events.1.content.6":"here","hackathon-slovenia.sections.11.events.1.content.7":"to register !","hackathon-slovenia.sections.11.events.1.content.8":"More information:","hackathon-slovenia.sections.11.events.2.title":"Creative Coding Workshop","hackathon-slovenia.sections.11.events.2.content.0":"Learn the basics of Python with imagiLabs' creative coding tools! Perfect for kids aged 9-15, this 1.5 hour workshop for beginners will take coders from lighting up one pixel at a time to making colourful animations.","hackathon-slovenia.sections.11.events.2.content.1":"Date: XXX -> click","hackathon-slovenia.sections.11.events.2.content.2":"here","hackathon-slovenia.sections.11.events.2.content.3":"to register !","hackathon-slovenia.sections.11.events.2.content.4":"Download the free imagiLabs app on your iOS or Android device to get started today. No imagiCharms needed -- come to the virtual workshop as you are!","hackathon-slovenia.sections.11.events.makex.title.0":"Robotics Training Series by MakeX/MakeBlock","hackathon-slovenia.sections.11.events.makex.title.1":"Robotics Training Series 1 - Introduction to Robotics and Robotics Competitions by MakeX/MakeBlock","hackathon-slovenia.sections.11.events.makex.title.2":"Robotics Training Series 2 - Programming and Hardware Construction by MakeX/MakeBlock","hackathon-slovenia.sections.11.events.makex.title.3":"Robotics Training Series 3 – Award-winning Mentor Sharing by MakeX/MakeBlock","hackathon-slovenia.sections.11.events.makex.content.0":"MakeX, a global robotics competition platform presents a comprehensive series of educational robotics training to teachers and mentors who are interested in practical learning, STEAM education, programming and robotics competitions for students of all ages using cutting-edge software and hardware like mBot2, laserbox and mBlock5.","hackathon-slovenia.sections.11.events.makex.content.1":"From introduction to robotics, programming and hardware construction to award-winning mentor sharing, you will dive into the process of project-based learning and how to organize students to use completions platforms to solve real world problems. Teachers organizing robotics curriculums at school are welcome and will benefit from a deeper understanding of programming, computational thinking, pedagogical concepts, robot hardware, and troubleshooting techniques.","hackathon-slovenia.sections.11.events.makex.content.2":"here","hackathon-slovenia.sections.11.events.makex.content.3":"to register !","hackathon-slovenia.sections.11.events.makex.content.4":"More information:","hackathon-slovenia.sections.11.events.makex.content.5":"https://www.makex.cc/en","hackathon-slovenia.sections.11.events.makex.dates.0":"Date: 1st June, 11:00 CEST -> click","hackathon-slovenia.sections.11.events.makex.dates.1":"Date: 3rd June, 11:00 CEST -> click","hackathon-slovenia.sections.11.events.makex.dates.2":"Date: 8th June, 11:00 CEST -> click","hackathon-slovenia.sections.12.title":"About CODEWEEK.EU","hackathon-slovenia.sections.12.content.0":"EU Code Week (#EUCodeWeek) is a grassroots movement run by volunteers to promote digital literacy through activities linked to coding and computer science. It inspires and engages people to explore new ideas and innovation for the future. Activities for ","hackathon-slovenia.sections.12.content.1":"EU Code Week","hackathon-slovenia.sections.12.content.2":"take place all over the world between 9 and 24 October. ","hackathon-slovenia.sections.12.content.3":"The idea of the EU Code Week Hackathon is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills. The hackathons are created and co-organised by the","hackathon-slovenia.sections.12.content.4":"European Commission","hackathon-slovenia.sections.12.content.5":"and local","hackathon-slovenia.sections.12.content.6":"EU Code Week Ambassadors","hackathon-slovenia.sections.12.content.7":"The initiative is financed by","hackathon-slovenia.sections.12.content.8":"the European Parliament","hackathon-slovenia.sections.12.content.9":"Discover More","hackathon-slovenia.sections.mentors.1.0":"Janko Harej","hackathon-slovenia.sections.mentors.1.1":"Janko Harej is a higher education lecturer and teacher of professional subjects at the Nova Gorica Secondary School. He is interested in all aspects of integrating new technologies into education. He participates in various national and international projects, where he develops teacher education, develops services and e-content. He was involved in the revision of several curricula.","hackathon-slovenia.sections.mentors.1.2":"In his free time, he is actively involved in the field of choral music.","hackathon-slovenia.sections.mentors.2.0":"Katja K. Ošljak","hackathon-slovenia.sections.mentors.2.1":"Researcher of communication and digital media, founder of the Institute for Digital Education Vsak and Slovenian ambassador of the EU Code Week project. It strives for access to digital education and media literacy for citizens of the information society","hackathon-slovenia.sections.mentors.3.0":"Uroš Polanc","hackathon-slovenia.sections.mentors.3.1":"Uroš has been involved in innovation, prototyping, networking and many other things since he was a child. He completed his studies in mechatronics. He is now the head of the Learning Production Laboratory at ŠCNG, which is a laboratory dedicated to networking, prototyping and learning.","hackathon-slovenia.sections.mentors.3.2":"He participates in various local and European projects, and also walks in business environment. He has extensive experience in mentoring, prototyping, working with young people, CNC machining, 3D modeling,","hackathon-slovenia.sections.mentors.4.0":"Luka Manojlovic","hackathon-slovenia.sections.mentors.4.1":"Luka Manojlovic is a technical enthusiast - a computer scientist who has been dealing with server and network infrastructure for more than 20 years.","hackathon-slovenia.sections.mentors.4.2":" He likes to share his knowledge with the participants of interactive workshops from various fields of information technologies.","hackathon-slovenia.sections.mentors.5.0":"Vesna Krebs","hackathon-slovenia.sections.mentors.5.1":"Vesna Krebs is a media artist and mentor who works both at home and abroad. Vesna combines her love of technology and art through various workshops and performances for children.","hackathon-slovenia.sections.mentors.5.2":"In her pedagogical work, the emphasis is on creative audio-visual production with computer technologies, with which she encourages the younger population to think creatively and create with the help of modern technologies.","hackathon-slovenia.sections.mentors.6.0":"Alojz Černe","hackathon-slovenia.sections.mentors.6.1":"Alojz has an excellent working knowledge of IT, is a highly experienced developer and system designer. His field of work is also on microservice platforms - development and deployment of services on these platforms. 30+ years of experience in international enterprise projects with larger systems, in finance, telco and retail sector.","hackathon-slovenia.sections.mentors.6.2":"In addition to this he is an outstanding Official Red Hat Instructor and Architect. He is a curious learner and eager to implement and share his newly obtained knowledge in practice.","hackathon-slovenia.sections.mentors.7.0":"Gasper Koren","hackathon-slovenia.sections.mentors.7.1":"Gasper started his career as a researcher at University of Ljubljana where he focused on Survey Data Collection and Statistical analysis. Later he switched to Tech Startup World, where he spent the past 14 years. First he worked as Chief Operations Officer at one of the first VC founded Slovenian startups, Zemanta which got acquired by Outbrain (Nasdaq: OB). Currently working as VP of Finance and Compliance at Flaviar, largest US Online Marketplace for Spirits. His experience go from (tech) product development and data analytics to international operations and finance.","hackathon-slovenia.sections.after.0":"What happens next?","hackathon-slovenia.sections.after.1":"The successful teams are now working on their prototype and will meet at the final hackathon in X to battle it out and decide the winner of X Hackathon. Make sure to follow here and on social media for updates from the contestants’ teams! ","hackathon-slovenia.sections.after.2":"EU Code Week Hackathon Slovenia gave smart, passionate young people the chance to put their coding skills and creative ideas towards solving a concrete local challenge. After an initial 24-hour virtual hackathon, up to 10 teams advanced to the next stage. The finalists worked on their prototypes with some guidance from mentors over the summer and are now ready to compete! The Code Week hackathon journey concluded with a battle on skills, knowledge and creativity at the final hackathon on X September/October in [city].","hackathon-slovenia.sections.after.3":"The Winners","hackathon-slovenia.sections.after.4":"See all the winners","hackathon-slovenia.sections.after.5":"Gallery","hackathon-slovenia.sections.after.6":"Check out the ‘young hackers’ from Slovenia in action during the EU Code Week Hackathon","hackathon-slovenia.sections.after.7":"Support Wall","hackathon-slovenia.sections.after.8":"And thanks to the Tweets, shout-outs and all the support during the Hackathons! Check out some highlights!","hackathon-slovenia.sections.after.9":"Jury & Mentors","hackathon-slovenia.sections.after.10":"EU Code Week Hackathon in Slovenia brought together leading figures from the Worlds of business, IT, venture capital, education, as well as local, national and EU leaders, influencers and coaches to guide and support participants during the intense hackathon. A select number of jury members were chosen to decide the final winning team, according to relevant guidelines and competition rules.","hackathon-slovenia.sections.after.11":"Read the guidelines","hackathons.title":"EU Code Week HACKATHONS","hackathons.subtitle":"Bring your ideas to life!","hackathons.sections.1.title":"6 hackathons, 6 challenges","hackathons.sections.1.content.1":"Do you live in Greece, Latvia, Ireland, Italy, Romania or Slovenia? Are you creative, ambitious and interested in the future of technology? Now is your chance! Join one of the EU Code Week hackathons and develop an innovative solution that will put you at the forefront of the technological revolution!","hackathons.sections.1.content.2":"In 2021, EU Code Week brings six extraordinary hackathons and invites 15-19 year old students, in upper secondary school, to form teams and use their coding skills to solve a local challenge. After 24 hours of hacking, each team will pitch their ideas to a panel of experts who will choose the 10 finalist teams. All teams will have the same amount of time, resources, and access to mentors and expertise in order to complete the challenge, but only 10 will get the chance to continue to the next round, develop their prototype, get expert coaching and take part in the final hackathon in the autumn. Here the teams will battle it out to decide who wins cool IT gear and the chance of mentoring and coaching to further develop their prototype","hackathons.sections.2.title":"How can I take part?","hackathons.sections.2.content.1":"Select the hackathon in your country and follow a few simple steps to register. You can join as an individual or as a team of six people. If you join with friends or classmates, don’t forget to indicate the name of your team when you register. Each hackathon will open its registration separately, so follow the hackathon in your country!","hackathons.sections.3.title":"Who are the organisers?","hackathons.sections.3.content.1":"The EU Code Week hackathons are co-organised by the European Commission and local EU ","hackathons.sections.3.content.2":"Code Week Ambassadors","hackathons.sections.3.content.3":"and they are financed by the European Parliament. The aim is to show how concrete solutions come to life with the help of young people’s creativity, enthusiasm, fresh ideas and coding skills.","hackathons.sections.4.title":"What does a hackathon look like?","hackathons.sections.4.content.1":"The EU Code Week hackathon is a journey that kicks-off with an online 24-hour hackathon. Experienced mentors will coach the teams and there will be workshops providing opportunities for participants to learn new skills and have fun. The hackathon is also an excellent opportunity for participants to network and socialise with people in the European tech sector. At the end of the hackathon each team will pitch their solution to an expert jury. ","hackathons.sections.4.content.2":"The ten best teams will continue their hackathon journey and receive training and mentoring over the summer. The winners will then take part in the final 12-hour face-to-face national hackathon in September or October (which will take place online, if the public health situation does not allow for a physical meet-up).","hackathons.sections.5.title":"I don’t know coding – what can I do?","hackathons.sections.5.content.1":"In connection with the hackathon, there will be workshops for beginners in coding, tinkering with hardware and robotics and so on for participants to learn some basics of computational thinking and coding. See more information about how to register on your local page.","hackathons.sections.6.title":"Partners","hackathons.sections.7.title":"Join in the fun!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Romania","hackathons.cities.1.date":"25-26 September 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Ireland","hackathons.cities.2.date":"23-24 September 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Italy","hackathons.cities.3.date":"24-25 September 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Greece","hackathons.cities.4.date":"9 October 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Slovenia","hackathons.cities.5.date":"18-19 September 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Latvia","hackathons.cities.6.date":"1 October 2021","hackathons.final.1":"Final in","hackathons.final.2":"September/October 2021","home.about":'EU Code Week is a grassroots initiative which aims to bring coding and digital literacy to everybody in a fun and engaging way…',"home.when":"14-27 October 2024","home.when_text":"Learning to code helps us make sense of the rapidly changing world around us. Join millions of fellow organisers and participants to inspire the development of coding and computational thinking skills in order to explore new ideas and innovate for the future.","home.school_banner_title":"Get involved!","home.school_banner_text":"Are you a teacher?","home.school_banner_text2":"Find out how to get involved!","home.organize_activity_title":"Organise or join an activity","home.organize_activity_text":'Anyone is welcome to organise or join an activity. Just pick a topic and a target audience and add your activity to the map, or browse for activities in your area.',"home.get_started_title":"Get started","home.get_started_text":'Not sure how to get started? Take a look at the how-to page, and download our toolkits for organisers to get prepared and spread the word.',"home.access_resources_title":"Access resources and training","home.access_resources_text":'If you are not sure how to organise an activity, visit our teaching resources page and learning bits training materials for guidance and tailored lesson plans.',"leading-teacher.levels.Pre-primary":"Pre-primary","leading-teacher.levels.Primary":"Primary","leading-teacher.levels.Lower Secondary":"Lower Secondary","leading-teacher.levels.Upper Secondary":"Upper Secondary","leading-teacher.levels.Tertiary":"Tertiary","leading-teacher.levels.Other":"Other","locations.title":"Activity venues","locations.description.0":"For your next activity, select a venue from the list below OR register a new venue in","locations.description.1":"activity creation","locations.description.2":"","login.login":"Login","login.register":"Register","login.github":"Sign in with Github","login.twitter":"Sign in with Twitter","login.facebook":"Sign in with Facebook","login.google":"Sign in with Google","login.azure":"Sign in with Azure","login.email":"E-Mail Address","login.password":"Password","login.remember":"Remember Me","login.forgotten_password":"Forgot Your Password ?","login.no_account":"Don't have an account ?","login.signup":"Sign Up","login.reset":"Reset Your Password","login.send_password":"Send Password Reset Link","login.confirm_password":"Confirm Password","login.name":"name","menu.learn":"Learn","menu.teach":"Teach","menu.training":"Training","menu.challenges":"Challenges","menu.online-courses":"Online Courses","menu.toolkits":"Presentations and Toolkits","menu.why":"Why","menu.home":"Home","menu.events":"Activities","menu.ambassadors":"Ambassadors","menu.resources":"Resources","menu.schools":"Schools","menu.about":"About","menu.blog":"Blog","menu.news":"News","menu.search":"Type & hit Enter...","menu.map":"Map","menu.add_event":"Add Activity","menu.search_event":"Search Activities","menu.hello":"Hello","menu.profile":"Profile","menu.pending":"Pending Activities","menu.your_events":"My activities","menu.your_certificates":"My certificates","menu.report":"Report my activities","menu.volunteers":"Volunteers","menu.logout":"Logout","menu.signin":"Sign in","menu.privacy":"Privacy","menu.stats":"Statistics","menu.participation":"Participation Certificate","menu.coding@home":"Coding@Home","menu.values":"Our values","menu.online_events":"Online Activities","menu.featured_activities":"Featured Activities","menu.codeweek2020":"2020 Edition","moderation.description.title":"Missing proper descriptions","moderation.description.text":"Please improve the description and describe in more detail what you will do and how your activity relates to coding and computational thinking. Thanks!","moderation.missing-details.title":"Missing important details","moderation.missing-details.text":"Provide more details on the activity objectives and goals and how it makes use of technology, coding and critical thinking. Thanks!","moderation.duplicate.title":"Duplicate","moderation.duplicate.text":"This seems to be a duplication of another activity taking place at the same time. If it is not please change the description and change the title so that it is clear that the activities are separate. Thanks!","moderation.not-related.title":"Not programming related","moderation.not-related.text":"Provide more information on the activity objectives and goals and how it makes use of technology, coding and critical thinking. Thanks!","mooc.free-online-courses":"Free online courses","mooc.intro":"EU Code Week offers professional development opportunities in the form of online courses. The aim is to support teachers in bringing coding and computational thinking to the classroom.","mooc.icebreaker.title":"The introductory “Icebreaker” course","mooc.icebreaker.text.0":"The","mooc.icebreaker.text.1":"The CodeWeek Icebreaker course","mooc.icebreaker.text.2":`is a five-hour course in English that targets anyone interested in - the basics of coding and computational thinking. The participants learn how to inspire curiosity and - an innovative spirit in young people, while empowering them to become digital creators. The course - helps participants to discover the benefits and relevance of computational thinking and coding in - our everyday lives. It also provides ideas, free training materials and resources to organise fun - and educational activities for children, anytime, anywhere – especially during Code Week.`,"mooc.icebreaker.text.3":`You do not need any previous experience or knowledge in coding to participate in this course, just a - curious mind.`,"mooc.icebreaker.registration.0":"Registrations are open here","mooc.icebreaker.registration.1":"for the course that runs between 16 September and 30 October 2020. Please note that you need to create an account in the European Schoolnet Academy to register.","mooc.icebreaker.check-out":"Check out the 2019 edition","mooc.deep-dive.title":"The in-depth “Deep Dive” course","mooc.deep-dive.text.0":`The EU Code Week Deep Dive online course is a twenty-five-hour course in English that offers teachers - the opportunity to get familiarised with coding related principles and gain the knowledge and - confidence to organize easy and fun, interactive coding activities with their students. Teachers - discover EU Code Week’s free`,"mooc.deep-dive.text.1":"resources","mooc.deep-dive.text.2":`and - training materials available in 29 languages, and - particular aspects of coding, such as computational thinking, unplugged activities, and the endless - possibilities of robotics, tinkering and making, visual programming languages, app creation and much - more.`,"mooc.deep-dive.course-link":"Check out the 2019 “Deep dive” course","mooc.social-media.0":"Follow","mooc.social-media.1":"EU Code Week on social media","mooc.social-media.2":"to find out when the next course will start","myevents.created_by":"All activities created by ","myevents.no_events.first_call_to_action":"You haven't added any activities yet. Why don't you ","myevents.no_events.first_link":"add one now","myevents.no_events.second_call_to_action":"or read our ","myevents.no_events.second_link":"guide for organizers","myevents.view":"View","myevents.status.APPROVED":"APPROVED","myevents.status.REJECTED":"REJECTED","myevents.status.PENDING":"PENDING","myevents.status.reported":"REPORTED","online-courses.title":"EU CODE WEEK ONLINE COURSES","online-courses.description.0":"EU Code Week offers professional development opportunities in the form of massive open online courses (MOOCs) with the aim to support teachers in effectively incorporating coding and computational thinking into their teaching practice.","online-courses.description.1":"EU Code Week MOOCs are open to all educators, regardless of their students' age or the subject they teach, and no prior experience or knowledge is required to participate.","online-courses.description.2":"EU Code Week MOOCs offer free and accessible resources, materials, ideas and best practice examples to find inspiration and empower students by introducing coding and computational thinking, emerging technologies and artificial intelligence safely into the classroom.","online-courses.more-info":"More information about the EU Code Week MOOCs: ","participation.title":"Generate Certificates of Participation for your class","participation.phrase1":"Fill the form with the name of your students separated by a comma and you will receive the individual certificates of participation","participation.names.label":"Names for certificate","participation.names.help":"Use a comma between each participant's name","participation.event_name.label":"Activity Name","participation.event_name.help":"The name of your activity to be printed on the certificate","participation.event_date.label":"Activity Date","participation.event_date.help":"The date of your activity to be printed on the certificate","participation.submit":"Generate Certificates","participation.thanks_page.title":"Your certificates have been generated!","participation.thanks_page.phrase1":"Click on this link to download the zip file with all the certificates","passwords.password":"Passwords must be at least six characters and match the confirmation.","privacy-old.title":"PROTECTION OF YOUR PERSONAL DATA","privacy-old.subtitle":"This privacy statement provides information about the processing and the protection of your personal data.","privacy-old.1-intro.title":"1. Introduction","privacy-old.1-intro.items.1":"

    The European Commission (hereafter ‘the Commission’) is committed to protect your personal data and to respect your privacy. The Commission collects and further processes personal data pursuant to Regulation (EU) 2018/1725 of the European Parliament and of the Council of 23 October 2018 on the protection of natural persons with regard to the processing of personal data by the Union institutions, bodies, offices and agencies and on the free movement of such data (repealing Regulation (EC) No 45/2001).

    ","privacy-old.1-intro.items.2":"

    This privacy statement explains the reason for the collection and processing, the way we collect, handle and ensure protection of all personal data provided, how that information is used and what rights you may exercise in relation to your personal data (the right to access, rectify, block etc.). It also specifies the contact details of the responsible Data Controller with whom you may exercise your rights, the Data Protection Officer and the European Data Protection Supervisor.

    ","privacy-old.1-intro.items.3":"

    This privacy statement concerns the collection and publication of personal data on the publicly accessible Codeweek.eu website, of persons who serve as contact points for EU Code Week activities (Code Week ambassadors, Education Ministry Coordinators, Leading Teachers as well as activity and event organisers).

    ","privacy-old.2-why.title":"2. Why do we process your data?","privacy-old.2-why.items.1":"

    The European Commission collects and publishes your personal information to facilitate the identification of contact points by stakeholders or interested citizens. Offering real persons as contact points is the best and most efficient way to ensure that interested people can get in contact with Commission services.

    ","privacy-old.2-why.items.2":"

    Your personal data will not be used for any automated decision-making, including profiling.

    ","privacy-old.3-legal_process.title":"3. On what legal ground(s) do we process your personal data","privacy-old.3-legal_process.items.1":"

    The processing operations on personal data for the publication of contact points are lawful under article 5(1)(d) of the Regulation (EU) 2018/1725 because you gave your consent to the processing of your personal data through a webform or when you agreed that we use your email and username if you signed up with a social network.

    ","privacy-old.4-collect_data.title":"4. Which personal data do we collect and further process?","privacy-old.4-collect_data.items.1":"

    Personal data collected are information which make your identification as a contact point easier and increase your visibility for the public, namely: title, name, surname, position, professional postal & e-mail addresses, phone number, picture, social media account, biography.

    ","privacy-old.4-collect_data.items.2":"

    You provided these personal data on a voluntary basis, by filling out the application form.

    ","privacy-old.4-collect_data.items.3":"

    The provision of certain personal data is mandatory for the publication of activities and/or contact information possible on the codeweek.eu website. If you do not provide your personal data, your activity would not be published, and/or you would not be able to take part in the aforementioned networks.

    ","privacy-old.4-collect_data.items.4":"

    You provide all other personal data on a voluntary basis.

    ","privacy-old.4-collect_data.items.5":"When you subscribe to our newsletter, your email address is added to EU Code Week’s newsletter mailing list, which is managed by Mailerlite.com. Please read Mailerlite’s privacy policy: https://www.mailerlite.com/legal/privacy-policy. You can opt out from the newsletters, at any time, by using the “unsubscribe” link in the emails you receive from us or you can send us an email at info@codeweek.eu with “Unsubscribe” in the subject line.","privacy-old.5-how_long.title":"5. How long do we keep your personal data?","privacy-old.5-how_long.items.1":"

    The Commission only keeps your personal data for the time necessary to fulfil the purpose of collection or further processing described in the point 2, namely for as long as you serve as a contact point.

    ","privacy-old.5-how_long.items.2":"

    Your personal data will be removed from the publicly available website as soon as you cease your contact point function unless you have given your agreement to be included in the database for future activities.

    ","privacy-old.6-protect_data.title":"6. How do we protect and safeguard your personal data?","privacy-old.6-protect_data.items.1":"

    All personal data in electronic format (e-mails, documents, databases, uploaded batches of data, etc.) are stored either on the servers of the European Commission or of its contractor. All processing operations are carried out pursuant to the Commission Decision (EU, Euratom) 2017/46 of 10 January 2017 on the security of communication and information systems in the European Commission.

    ","privacy-old.6-protect_data.items.2":"

    The Commission’s contractors are bound by a specific contractual clause for any processing operations of your data on behalf of the Commission, and by the confidentiality obligations deriving from the transposition of the General Data Protection Regulation in the EU Member States (‘GDPR’ Regulation (EU) 2016/679).

    ","privacy-old.6-protect_data.items.3":"

    In order to protect your personal data, the Commission has put in place a number of technical and organisational measures in place. Technical measures include appropriate actions to address online security, risk of data loss, alteration of data or unauthorised access, taking into consideration the risk presented by the processing and the nature of the personal data being processed. Organisational measures include restricting access to the personal data solely to authorised persons with a legitimate need to know for the purposes of this processing operation.

    ","privacy-old.7-access_data.title":"7. Who has access to your data and to whom is it disclosed?","privacy-old.7-access_data.items.1":"

    Access to your personal data is provided to the Commission staff responsible for carrying out this processing operation and to authorised staff according to the “need to know” principle. Such staff abide by statutory, and when required, additional confidentiality agreements.

    ","privacy-old.7-access_data.items.2":"

    Concretely, all personal data provided by you can be accessed by the websites’ administrators (Commission staff), as well as by other Commission staff on a need to know basis.. Furthermore, you personal information and event information will be shared with members of the EU Code Week Ambassadors and Educational coordinators networks for local activities organisation or follow up.

    ","privacy-old.7-access_data.items.3":"

    For the purpose of increasing the contact points’ visibility, your personal data are published without any access limitation on the public website: https://codeweek.eu.

    ","privacy-old.7-access_data.items.4":"

    Regarding transfer of data to third parties

    ","privacy-old.7-access_data.items.5":"

    The information we collect will not be given to any third party, except to the extent and for the purpose we may be required to do so by law.

    ","privacy-old.8-rights.title":"8. What are your rights and how can you exercise them?","privacy-old.8-rights.items.1":"

    You have specific rights as a ‘data subject’ under Chapter III (Articles 14-25) of Regulation (EU) 2018/1725, in particular the right to access, rectify or erase your personal data and the right to restrict the processing of your personal data. Where applicable, you also have the right to object to the processing or the right to data portability.

    ","privacy-old.8-rights.items.2":"

    You have consented to provide your personal data to us for the present processing operation and you can withdraw your consent at any time by notifying the Data Controller. The withdrawal will not affect the lawfulness of the processing carried out before you have withdrawn the consent.

    ","privacy-old.8-rights.items.3":"

    You can exercise your rights by contacting the Data Controller, or in case of conflict the Data Protection Officer. If necessary, you can also address the European Data Protection Supervisor. Their contact information is given under Heading 9 below.

    ","privacy-old.9-contact.title":"9. Contact information","privacy-old.9-contact.data-controller.title":"-The Data Controller","privacy-old.9-contact.data-controller.text":"

    If you would like to exercise your rights under Regulation (EU) 2018/1725, or if you have comments, questions or concerns, or if you would like to submit a complaint regarding the collection and use of your personal data, please feel free to contact the Data Controller,

    ","privacy-old.9-contact.data-controller.address":`Directorate-General for Communications Networks, Content and Technology Unit G2
    - Building BU25
    - B-1049 Brussels
    `,"privacy-old.9-contact.data-controller.email":"Email: ","privacy-old.9-contact.data-protection-officer.title":"-The Data Protection Officer (DPO) of the Commission","privacy-old.9-contact.data-protection-officer.text":'

    You may contact the Data Protection Officer (DATA-PROTECTION-OFFICER@ec.europa.eu) with regard to issues related to the processing of your personal data under Regulation (EU) 2018/1725.

    ',"privacy-old.9-contact.european-data-protection.title":"-The European Data Protection Supervisor (EDPS)","privacy-old.9-contact.european-data-protection.text":'

    You have the right to have recourse (i.e. you can lodge a complaint) to the European Data Protection Supervisor (edps@edps.europa.eu) if you consider that your rights under Regulation (EU) 2018/1725 have been infringed as a result of the processing of your personal data by the Data Controller.

    ',"privacy-statement-contact.subtitle":"This privacy statement provides information about the processing and the protection of your personal data.","privacy-statement-contact.processing-operation.0":"Processing operation","privacy-statement-contact.processing-operation.1":"management of Code Week Ambassadors, Leading Teachers and registration of activities on the website","privacy-statement-contact.data-processors.0":"Data Processors","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. and EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"The information in relation to processing of personal data for the management of Code Week Ambassadors, Leading Teachers and registration of activities on the website.","privacy-statement-contact.3-legal_process.0":'Lawfulness of the processing operation: Unit G.2 collects, stores and publishes your personal data, because you gave your explicit consent by ticking a box when you signed up to become a Code Week Ambassador, a Leading Teacher or when you applied to register an event on EU Code Week.',"privacy-statement-contact.4-collect_data.0":"The mandatory personal data collected for Ambassadors and Leading Teachers are:","privacy-statement-contact.4-collect_data.1":"Name","privacy-statement-contact.4-collect_data.2":"Email address","privacy-statement-contact.4-collect_data.3":"Password","privacy-statement-contact.4-collect_data.4":"Picture","privacy-statement-contact.4-collect_data.5":"Biography","privacy-statement-contact.4-collect_data.6":"Title","privacy-statement-contact.4-collect_data.7":"Field of expertise for Leading Teachers.","privacy-statement-contact.4-collect_data.8":"When you register an activity, the mandatory personal data collected are:","privacy-statement-contact.4-collect_data.9":"Name of the organisation","privacy-statement-contact.4-collect_data.10":"Type of organisation","privacy-statement-contact.4-collect_data.11":"Contact e-mail address","privacy-statement-contact.4-collect_data.12":"The provision of this data is mandatory to be a Code Week Ambassador, Leading Teacher or to register an activity on the Code Week website.","privacy-statement-contact.4-collect_data.13":"In addition, Ambassadors and Leading Teachers can voluntarily provide the following personal data:","privacy-statement-contact.4-collect_data.14":"Social media accounts","privacy-statement-contact.4-collect_data.15":"Activity organisers can voluntarily provide the following data:","privacy-statement-contact.4-collect_data.16":"Public contact e-mail address","privacy-statement-contact.4-collect_data.17":"Organiser’s website","privacy-statement-contact.4-collect_data.18":"Code Week for All Code","privacy-statement-contact.4-collect_data.19":"For activity organisers, please note that the relevant Ambassador for your country or Unit G.2 can use the personal data you provided to register an activity to contact you with regard to said activity.","privacy-statement-contact.4-collect_data.20":"You provided your personal data on the","privacy-statement-contact.4-collect_data.21":"Code Week Website login page","privacy-statement-contact.4-collect_data.22":"and on the","privacy-statement-contact.4-collect_data.23":"activity registration page.","privacy-statement-contact.5-how_long.0":"All personal data will be deleted from databases if you withdraw from the initiative or 5 years after the end of the initiative.","privacy-statement-contact.6-protect_data.0":'All personal data in electronic format (e-mails, documents, databases, uploaded batches of data, etc.) are stored either on the servers of the European Commission or of its contractors. All processing operations are carried out pursuant to the Commission Decision (EU, Euratom) 2017/46, of 10 January 2017, on the security of communication and information systems in the European Commission.',"privacy-statement-contact.6-protect_data.1":'The Commission’s contractors are bound by a specific contractual clause for any processing operations of your data on behalf of the Commission, and by the confidentiality obligations deriving from the transposition of the General Data Protection Regulation in the EU Member States (‘GDPR’ Regulation (EU) 2016/679).',"privacy-statement-contact.6-protect_data.2":"In order to protect your personal data, the Commission has put in place a number of technical and organisational measures. Technical measures include appropriate actions to address online security, risk of data loss, alteration of data or unauthorised access, taking into consideration the risk presented by the processing and the nature of the personal data being processed. Organisational measures include restricting access to the personal data solely to authorised persons with a legitimate need to know for the purposes of this processing operation.","privacy-statement-contact.7-access_data.0":"All personal data provided by you can be accessed by Commission staff on a “need to know” basis. In addition, access to your personal data is provided to our contractor on a “need to know” basis.","privacy-statement-contact.7-access_data.1":'For the purpose of increasing the Code Week Ambassador, Leading Teacher’s or the registered activities’ visibility, all your personal data are published on the following website.',"privacy-statement-contact.7-access_data.2":"In addition, Unit G.2 might share your share your contact details with any member of the public or stakeholder that would need to contact you with regard to Code Week. For activity organisers, please note that the relevant Ambassador for your country or Unit G.2 can use the personal data you provided to register an activity to contact you with regard to said activity.","privacy-statement-contact.8-rights.0":"You have consented to providing your personal data to Unit G.2 for the present processing operation. You can withdraw your consent at any time by notifying Unit G.2 at CNECT-G2@ec.europa.eu. The withdrawal will not affect the lawfulness of the processing carried out before you have withdrawn the consent.","privacy-statement-contact.10-detailed-info.0":"This specific processing operation has been included in the DPO’s public register with the following legacy notification reference: DPR-EC-02631 Management of contact points for DG CONNECT policies, programmes and projects.","privacy-statement.title":"PROTECTION OF YOUR PERSONAL DATA","privacy-statement.processing-operation.0":"Processing operation","privacy-statement.processing-operation.1":"Processing of personal data on codeweek.eu, including IP addresses, by visitors of the publicly available websites.","privacy-statement.data-controller.0":"Data Controller","privacy-statement.data-controller.1":"European Commission, Directorate‑General for Communications Networks, Content and Technology, Unit G.2.","privacy-statement.record-reference":"Record reference","privacy-statement.table-of-contents":"Table of Contents","privacy-statement.1-intro.title":"Introduction","privacy-statement.1-intro.items.1":'The European Commission (hereafter ‘the Commission’) is committed to protecting your personal data and to respecting your privacy. The Commission collects and further processes personal data pursuant to Regulation (EU) 2018/1725 of the European Parliament and of the Council, of 23 October 2018, on the protection of natural persons with regard to the processing of personal data by the Union institutions, bodies, offices and agencies and on the free movement of such data (repealing Regulation (EC) n° 45/2001).',"privacy-statement.1-intro.items.2":"This privacy statement explains the reason for the processing of your personal data, the way we collect, handle and ensure protection of all personal data provided, how that information is used and what rights you have in relation to your personal data. It also specifies the contact details of the responsible Data Controller with whom you may exercise your rights, the Data Protection Officer and the European Data Protection Supervisor.","privacy-statement.1-intro.items.3.0":"The information in relation to processing operation","privacy-statement.1-intro.items.3.1":"Data processing on codeweek.eu","privacy-statement.1-intro.items.3.2":"undertaken by the Commission is presented below.","privacy-statement.2-why.title":"Why and how do we process your personal data?","privacy-statement.2-why.items.0":"Purpose of the processing operation","privacy-statement.2-why.items.1":"The Commission’s Directorate-General for Communications Networks, Content and Technology offer a number of external websites. The technical setup collects and uses your personal information to be able to provide the websites which are physically located outside the Commission controlled hosting infrastructure.","privacy-statement.2-why.items.2":"Your personal data will not be used for an automated decision-making including profiling.","privacy-statement.3-legal_process.title":"On what legal ground(s) do we process your personal data?","privacy-statement.3-legal_process.items.0":"We process your personal data on several grounds:","privacy-statement.3-legal_process.items.1":'Article 5(1)(a) of Regulation (EU) 2018/1725: this processing is necessary for the performance of a task carried out in the public interest or in the exercise of official authority vested in the Union institution or body.',"privacy-statement.3-legal_process.items.2":"Indeed, informing the broad public is a task resulting from the European Commission's own prerogatives at institutional level, as provided for in Article 58(2) (d) of Regulation (EU, Euratom) 2018/1046 of the European Parliament and of the Council of 18 July 2018 on the financial rules applicable to the general budget of the Union (OJ L 193, 30.7.2018, p. 1). We ensure that adequate and specific safeguards are implemented for the processing of personal data, in line with the applicable data protection legislation.","privacy-statement.3-legal_process.items.3":'Article 5(1)(d) of Regulation (EU) 2018/1725: for the processing activities consisting in cookies and authentication, your consent is necessary. In compliance with Article 3(15) and Article 7 of Regulation (EU) 2018/1725, the consent must be freely given, specific, informed and unambiguous.',"privacy-statement.3-legal_process.items.4":"We have obtained your consent directly from you. You may have expressed it by an email, submitted via e-registration form, or in any other written form.","privacy-statement.4-collect_data.title":"Which personal data do we collect and further process?","privacy-statement.4-collect_data.items.0":"In order to carry out this processing operation, Unit G.2 collects the following categories of personal data:","privacy-statement.4-collect_data.items.1":"Internet Protocol address (IP address) or the device ID of the device used to access the website.","privacy-statement.4-collect_data.items.2":"Without this processing you will not be able to establish a technical connection between your devices and the server infrastructure and therefore will not be able to access our website.","privacy-statement.4-collect_data.items.3":"In order for you to authenticate on this website, Unit G.2 collects the following categories of personal data:","privacy-statement.4-collect_data.items.4":"E-mail address","privacy-statement.4-collect_data.items.5":"Password; or","privacy-statement.4-collect_data.items.6":"Social media authentication.","privacy-statement.5-how_long.title":"How long do we keep your personal data?","privacy-statement.5-how_long.items.0":"Unit G.2 only keeps your personal data for the time necessary to fulfil the purpose of collection or further processing, namely for the duration of the browsing session. In addition, IP addresses might be saved for one year in the log files of the services for security reasons. As to the analytics tool, the IP address and the device ID (e.g. IMEI number and WIFI MAC address) are deleted immediately at disconnection.","privacy-statement.6-protect_data.title":"How do we protect and safeguard your personal data?","privacy-statement.6-protect_data.items.0":"All personal data in electronic format (e-mails, documents, databases, uploaded batches of data, etc.) are stored on the servers of the European Commission. All processing operations are carried out pursuant to the","privacy-statement.6-protect_data.items.1":"Commission Decision (EU, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":", of 10 January 2017, on the security of communication and information systems in the European Commission.","privacy-statement.6-protect_data.items.3":"In order to protect your personal data, the Commission has put in place a number of technical and organisational measures. Technical measures include appropriate actions to address online security, risk of data loss, alteration of data or unauthorised access, taking into consideration the risk presented by the processing and the nature of the personal data being processed. Organisational measures include restricting access to the personal data solely to authorised persons with a legitimate need to know for the purposes of this processing operation.","privacy-statement.7-access_data.title":"Who has access to your personal data and to whom is it disclosed?","privacy-statement.7-access_data.items.0":"Access to your personal data is provided to the Commission staff responsible for carrying out this processing operation and to authorised staff according to the “need to know” principle. Such staff abide by statutory, and when required, additional confidentiality agreements.","privacy-statement.7-access_data.items.1":"Furthermore, access to your personal data can be provided to external contractors working on behalf of and under contractual agreement with the Commission service owning the websites and engaged in creation, maintenance, management, and archiving of websites according to the “need to know” principle.","privacy-statement.7-access_data.items.2":"The information we collect will not be given to any third party, except to the extent and for the purpose we may be required to do so by law.","privacy-statement.8-rights.title":"What are your rights and how can you exercise them?","privacy-statement.8-rights.items.0":"You have specific rights as a ‘data subject’ under Chapter III (Articles 14-25) of Regulation (EU) 2018/1725, in particular the right to access, rectify or erase your personal data and the right to restrict the processing of your personal data. Where applicable, you also have the right to object to the processing or the right to data portability.","privacy-statement.8-rights.items.1":"You have the right to object to the processing of your personal data, which is lawfully carried out pursuant to Article 5(1)(a).","privacy-statement.8-rights.items.2":"You have consented to provide your personal data for the present processing operation. You can withdraw your consent at any time by notifying Unit G.2. The withdrawal will not affect the lawfulness of the processing carried out before you withdrew your consent.","privacy-statement.8-rights.items.3":"You can exercise your rights by contacting the Data Controller, or in case of conflict the Data Protection Officer. If necessary, you can also address the European Data Protection Supervisor. Their contact information is given under Heading 9 below.","privacy-statement.8-rights.items.4":"Where you wish to exercise your rights in the context of one or several specific processing operations, please provide their description (i.e. their Record reference(s) as specified under Heading 10 below) in your request.","privacy-statement.9-contact.title":"Contact information","privacy-statement.9-contact.data-controller.title":"The Data Controller","privacy-statement.9-contact.data-controller.text":"If you would like to exercise your rights under Regulation (EU) 2018/1725, or if you have comments, questions or concerns, or if you would like to submit a complaint regarding the collection and use of your personal data, please feel free to contact the Data Controller, Unit G.2, European Commission,at","privacy-statement.9-contact.data-protection-officer.title":"The Data Protection Officer (DPO) of the Commission","privacy-statement.9-contact.data-protection-officer.text":"You may contact the Data Protection Officer (DATA-PROTECTION-OFFICER@ec.europa.eu) with regard to issues related to the processing of your personal data under Regulation (EU) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"The European Data Protection Supervisor (EDPS)","privacy-statement.9-contact.european-data-protection.text":'You have the right to have recourse (i.e. you can lodge a complaint) to the European Data Protection Supervisor (edps@edps.europa.eu) if you consider that your rights under Regulation (EU) 2018/1725 have been infringed as a result of the processing of your personal data by the Data Controller.',"privacy-statement.10-detailed-info.title":"Where to find more detailed information?","privacy-statement.10-detailed-info.items.0":'The Commission Data Protection Officer (DPO) publishes the register of all processing operations on personal data by the Commission, which have been documented and notified to him. You may access the register via the following link: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"This specific processing operation has been included in the DPO’s public register with the following Record reference: DPR-EC-09706.1.","remote-teaching.remote-teaching":"Remote teaching","remote-teaching.intro.title":"Code Week and remote teaching","remote-teaching.intro.text":"Remote education can be quite a challenge for teachers and learners and there are many hurdles to overcome. However, teaching coding, computational thinking – even robotics – does not have to come to a halt because your students are at home. Here are some tips and resources that we hope can help you.","remote-teaching.intro.points.1":"this is a collection of short videos, do-it-yourself materials, puzzles, games, and coding challenges for everyday use in the family as well as at school.","remote-teaching.intro.points.2.0":"Coding Unplugged","remote-teaching.intro.points.2.1":"here you will find different activities you can easily do at home to learn or to teach coding with everyday materials.","remote-teaching.intro.points.3.0":"Learning Bits","remote-teaching.intro.points.3.1":"here you will find “Learning Bits” or tutorials on","remote-teaching.intro.points.3.2":"Sustainable Development","remote-teaching.intro.points.3.3":"and","remote-teaching.intro.points.3.4":"Artificial Intelligence","remote-teaching.intro.points.3.5":"which include remote teaching sections in their Lesson Plans.","remote-teaching.intro.points.4.0":"Repository of resources","remote-teaching.intro.points.4.1":"many of the resources in the repository can also be used in remote teaching scenarios. You can find resources to","remote-teaching.intro.points.4.2":"teach","remote-teaching.intro.points.4.3":"coding, or to","remote-teaching.intro.points.4.4":"learn","remote-teaching.intro.points.4.5":"coding.","remote-teaching.intro.points.5.0":"Coding from home webinars","remote-teaching.intro.points.5.1":"did you know that Code Week organised several webinars on how to learn and teach coding from home? Check them out!","remote-teaching.tips.title":"7 tips to teach coding remotely","remote-teaching.tips.points.1.0":"Become familiar with the concepts, programming language, and software","remote-teaching.tips.points.1.1":"while students can learn coding and programming semi-autonomously by trial-and-error, you will need to guide them and help them find errors in their syntax. Be ready to change and adapt if a digital tool or a programming language does not bear the learning results you had expected","remote-teaching.tips.points.2.0":"Empower students","remote-teaching.tips.points.2.1":"help your students reach their full potential by providing motivating and meaningful lessons. Let them explore their skills and creativity by allowing them to choose their own projects and outputs. In addition, we recommend you to be realistic and to set goals achievable by your students.","remote-teaching.tips.points.3.0":"Encourage students to work in groups","remote-teaching.tips.points.3.1":`coding in groups is not only more fun, but it would also help students achieve more complex and creative projects. Furthermore, remote learning can be isolating for some students, and group work can prevent this. For instance, you could create online meeting rooms for your students to gather in groups, or you could set up a peer assessment by inviting students to give and receive constructive feedback on each other’s projects. -`,"remote-teaching.tips.points.4.0":"Explore open software and free online platforms for learning how to code","remote-teaching.tips.points.4.1":"there are many good-quality resources to learn and teach coding, which are advanced while still easy to use. These are free tools which you can let your students use without having to purchase licenses or download software. You can find most of them on the","remote-teaching.tips.points.4.2":"Code Week repository","remote-teaching.tips.points.4.3":"e.g.","remote-teaching.tips.points.4.4":"and so on. As we have seen with the","remote-teaching.tips.points.4.5":"Code Week Learning Bits","remote-teaching.tips.points.4.6":"you can apply these tools to any subject!","remote-teaching.tips.points.5.0":"Keep it playful","remote-teaching.tips.points.5.1":"your first steps into coding should be engaging and fun, and while you may not have the chance to share this enjoyment in person this time, there are ways to play and have fun together! For instance, you can propose your students to take a break from the lesson to connect and play together","remote-teaching.tips.points.5.2":"an educational multiplayer game designed to learning computational thinking while playing.","remote-teaching.tips.points.6.0":"Simulate real classroom interaction","remote-teaching.tips.points.6.1":"technology allows us to replicate at least partially, the kind of interaction that would take place in the classroom. You can encourage your students to turn on their cameras at given times, raise their hands virtually, ask questions in person or in the chat, respond to digital polls and quizzes, and so on. Some free digital tools you might use for this purpose are","remote-teaching.tips.points.6.2":"or","remote-teaching.tips.points.6.3":"for live classroom sessions, and ","remote-teaching.tips.points.6.4":"for quizzes and classroom interaction. This would help students feel like they are in class and feel connect to their peers.","remote-teaching.tips.points.7.0":"Ensure the availability and affordability of materials","remote-teaching.tips.points.7.1":"make sure your coding lessons are realistic and inclusive by ensuring that the materials required are easy to find in any household, and that either all students can achieve them or that you provide adaptations to those who might not. For instance, unplugged coding activities require inexpensive materials such as scissors, paper, or makers. When working with online coding exercises, make sure that all students have access at home to a tablet or computer and a reliable internet connection.","remote-teaching.tips.conclusion":"How do you learn and teach coding and programming in remote teaching environments? Do you have any tips for other education professionals? Add a comment in the forum below!","report.title":"Report your #EUCodeWeek activity","report.event_title":"Activity title","report.number_required":"Please provide a rough estimate, even if you don't have exact data.","report.phrase1":"You can fill this form only once! Please check your data carefully. If you make a mistake, ","report.phrase2":"After submitting the report, a personalized certificate for participation in Code Week will be issued automatically and will become available for you to download or share. You can see an example certificate here.","report.phrase3":"Required fields are marked with an * asterisk.","report.phrase4":"You can fill this form only once! Please check your data carefully. If you make a mistake,","report.contactus":"contact us","report.participants_count.label":"Participants count","report.average_participant_age.label":"Average participant age","report.percentage_of_females.label":"Percentage of females","report.codeweek_for_all_participation_code.label":"Codeweek for all participation code","report.codeweek_for_all_participation_code.help":"You can put here your Codeweek4All challenge code, if you got one. If you're not participating, just ignore this field.","report.name_for_certificate.label":"Name for certificate","report.name_for_certificate.help":"Change this to the name of the activity organizer who will be issued a certificate of participation in Code Week. Please use only ASCII (Latin) letters. Letters with accents, umlauts and the like are not supported.","report.submit":"Submit Activity Report","report.thanks_page.title":"Thanks for reporting your activity!","report.thanks_page.certificate_ready":"Your certificate is ready.","report.thanks_page.download_button":"Click here to download it.","report.thanks_page.back_events":"Go back to your activity","resources-page.header":"Resources","resources-page.title":"Training Materials, online courses, teaching and learning resources to help you organise your own Codeweek activity!","resources.search_resources":"Search resources","resources.types":"Types","resources.levels":"Levels","resources.programming_languages":"Programming Languages","resources.categories":"Categories","resources.Languages":"Language","resources.Subjects":"Subjects","resources.share":"Share","resources.communication_toolkit":"Communications Toolkit","resources.teachers_toolkit":"Teachers Toolkit","resources.leaflet":"Leaflet","resources.how_to_organise_an_activity":"How to organise an activity ?","resources.resources.languages.Russian":"Russian","resources.resources.languages.Norwegian":"Norwegian","resources.resources.languages.Mandarin":"Mandarin","resources.resources.languages.Japanese":"Japanese","resources.resources.languages.All targeted languages":"All targeted languages","resources.resources.levels.Beginner":"Beginner","resources.resources.levels.Intermediate":"Intermediate","resources.resources.levels.Advanced":"Advanced","resources.resources.levels.Pre-primary education":"Pre-primary education","resources.resources.levels.Primary school (5-12)":"Primary school (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Lower secondary school (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Upper secondary school (16-18)","resources.resources.levels.Higher Education":"Higher Education","resources.resources.levels.Other":"Other","resources.resources.subjects.Art":"Art","resources.resources.subjects.Biology":"Biology","resources.resources.subjects.Chemistry":"Chemistry","resources.resources.subjects.Computer Science":"Computer Science","resources.resources.subjects.Culture":"Culture","resources.resources.subjects.Economics":"Economics","resources.resources.subjects.Foreign Languages":"Foreign Languages","resources.resources.subjects.Geography":"Geography","resources.resources.subjects.Geology":"Geology","resources.resources.subjects.History":"History","resources.resources.subjects.Language and Literature":"Language and Literature","resources.resources.subjects.Mathematics":"Mathematics","resources.resources.subjects.Natural Sciences":"Natural Sciences","resources.resources.subjects.Physical Education":"Physical Education","resources.resources.subjects.Physics":"Physics","resources.resources.subjects.Coding":"Coding","resources.resources.subjects.Special Education Needs":"Special Education Needs","resources.resources.subjects.Other":"Other","resources.resources.types.Tutorial":"Tutorial","resources.resources.types.Website":"Website","resources.resources.types.Online Course":"Online Course","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Application","resources.resources.types.Game":"Game","resources.resources.types.Graphic Material":"Graphic Material","resources.resources.types.Presentation":"Presentation","resources.resources.types.Toolkit":"Toolkit","resources.resources.types.Other":"Other","resources.resources.types.Lesson Plan":"Lesson Plan","resources.resources.types.Guide":"Guide","resources.resources.categories.Coding":"Coding","resources.resources.categories.Programming":"Programming","resources.resources.categories.Computational Thinking":"Computational Thinking","resources.resources.categories.Robotics":"Robotics","resources.resources.categories.Making":"Making","resources.resources.categories.Tinkering":"Tinkering","resources.resources.categories.Unplugged Activities":"Unplugged Activities","resources.resources.categories.Other":"Other","school.name":"School name","school.location":"School location","school.description":"School description","school.school":"School","school.add":"Add","school.list":"List","school.required.name":"School name is required","school.required.location":"School location is required","schools.1.title1":"Why should you bring coding to your classroom?","schools.1.title2":"How can coding benefit your students? What is in it for you as a teacher ?","schools.1.content.0":"We believe anybody’s basic literacy in a digital age must include an understanding of coding and the development of crucial competences related to computational thinking, such as problem solving, collaboration and analytical skills.","schools.1.content.1":"Learning how to code can empower your students to be at the forefront of a digitally competent society, develop a better understanding of the world that surrounds them and get better chances to succeed in their personal and professional lives.","schools.1.content.2":"Code Week offers all students the possibility to make their first steps as digital creators, by providing schools and teachers free professional development opportunities, teaching materials, international challenges and opportunities to exchange.","schools.1.button.label":"Want to get started right away? Sign up here!","schools.2.title1":"Ready to get involved?","schools.2.title2":"Organise a lesson, a training session, or an activity, and pin it on the map.","schools.2.content.0":"Whether you have any coding or programming knowledge or not, you can easily organise a lesson in your classroom, an open day, or an activity at your school. Just find a date and register your activity in the map below. If you feel like you need support with preparing a lesson with coding, skip to the next section.","schools.2.content.1":"Have a look at some examples of activities that are being organised browsing the map below and add your own to join thousands of fellow educators across Europe and beyond: ","schools.2.button.label":"Ready to give it a go? Add an activity!","schools.3.title1":"New to Coding? No worries","schools.3.title2":"Our tools help introduce you to coding before bringing it to your students","schools.3.content.0":"If you are interested in bringing coding to your classroom but you don´t know where to start, do not worry! An international team of teachers and experts have been developing a set of short online training modules to help get you started.","schools.3.content.1":"No previous experience of coding is needed to follow our learning bits!","schools.3.button.label":"Access the training modules","schools.4.title1":"Looking for an extra challenge ?","schools.4.title2":"Build a network of activities, engage as many students as possible, and earn the Certificate of Excellence","schools.4.content.0":"Code Week 4 All challenges you to join forces with other teachers or schools and participate in an international community of like-minded people giving to student the opportunity to make their first steps in coding. Build an alliance that engages more than a 500 students and you will gain the Certificate of Excellence.","schools.4.button.label":"Learn more about the Code Week 4 All challenge","schools.title":"Bring Code Week to your students","scoreboard.title":"Which countries are buzzing with coding activity?","scoreboard.paragraph":"The scoreboard is sorted by the number of listed coding activities per population, so don't be surprised to see some of the smaller countries higher up on the list!","scoreboard.parcipating_with":"is participating with","scoreboard.events":"activities","search.audience_title":"Audience","search.theme_title":"Theme","search.placeholder":"Search for activity name or tag","search.submit":"Search","search.label_country":"Select country","search.last_year_events.label":"Include last years activities","search.last_year_events.yes":"Yes","search.last_year_events.no":"No","search.search_counter":"match your search criteria","search.event":"activity","search.events":"activities","search.year":"year","search.audiences":"Audiences","search.themes":"Themes","search.countries":"Countries","search.search_placeholder":"Search by title or description","snippets.featured-activities":"Here are upcoming EU Code Week featured activities that welcome online participants. You can filter by language and month and, by clicking on “view” you’ll access all details on the activity and the contacts of the organisers. Enjoy!","snippets.learn":"Coding and programming are key competences which are increasingly demanded in every field, and EU Code Week wants to support you in your learning! Browse our repository and find the perfect resource to start or to continue your coding journey. All of these resources are free of charge. Don’t forget that you can filter your search by type of resource, skill level, programming language, category, and language.","snippets.teach":"Coding and programming are key competences which will open new possibilities to your students and children. Do you want to teach coding at home,in the classroom or code club? Browse our repository to find the most suitable resource to bring coding and programming to your teaching practice. All of these resources are free of charge. Don’t forget that you can filter your search by type of resource, skill level, programming language, subject, category, and language.","snippets.toolkits.0":"In this section you will find material which will help you organise your EU Code Week activity, and promote the initiative with your community.","snippets.toolkits.1":"Communication toolkit","snippets.toolkits.2":"find here the official EU Code Week logos, badge, flyer, poster, PowerPoint and Word templates, examples of social media posts, and illustrations.","snippets.toolkits.3":"Teachers toolkit","snippets.toolkits.4":"find here the official EU Code Week logos, badge, template of certificate of participation for your students, an introductory presentation about EU Code Week, and social media material.","snippets.toolkits.5":"EU Code Week official leaflet.","snippets.about.goal":"The goal is to help more young people to master the basics of coding and computational thinking.","snippets.guide.tutorials.1":"Check out our","snippets.guide.tutorials.2":"tutorials and trainings","snippets.guide.tutorials.3":"available in 29 languages to get ready to organise activities where young people learn coding and computational thinking.","snippets.dance.menu":"Dance Challenge","snippets.dance.subtitle":"Who said programmers couldn’t dance? We will prove otherwise with the #EUCodeWeekDance challenge.","snippets.dance.content":"Everyone from schools, teachers, libraries to code clubs, businesses and public authorities are invited to celebrate EU Code Week by organising a #EUCodeWeekDance activity and adding it to the Code Week map.","snippets.treasure-hunt.menu":"Treasure Hunt","snippets.treasure-hunt.subtitle":"This is a game on Telegram","snippets.videos.1":"Watch EU Code Week ambassadors’ videos on our values","snippets.videos.2":"Watch Katja Osljak, Ambassador for Slovenia, on why Code Week is independent","snippets.videos.3":"Watch Laurent Touché, Ambassador for France, on why Code Week is for everyone","snippets.videos.4":"Watch Fatma Bouaziz, Ambassador for Tunisia, on why Code Week is glocal","snippets.videos.5":"Watch Linda Sinka, Ambassador for Latvia on why Code Week is about cooperation","snippets.videos.6":"Watch Alessandro Bogliolo, Ambassador for Italy, on why Code Week is non - profit","snippets.videos.7":"Watch Marjana Prifti, Ambassador for Albania, on why Code Week encourages innovation and creativity","snippets.videos.8":"Watch Cristiana Lucaci, Ambassador for Romania, on why Code Week is thankful to its community","super-organiser.title":"Generate your super organiser certificate for Codeweek","super-organiser.generate":"Generate the Certificate","super-organiser.required":"Required fields are marked with an * asterisk.","super-organiser.name_for_certificate.label":"Name for certificate","super-organiser.name_for_certificate.help":"Change this to the name of the activity organizer who will be issued the super organiser certificate.","training.learning_bits":"Codeweek Learning Bits","training.title":"Free training materials and online courses","training.text":`

    Here you can find free training materials & resources that will help you get started and plan your next innovative lesson.

    -

    1. Learning Bits

    -

    - No previous coding or programming experience is needed, and each module takes only around 15 minutes to complete. The modules introduce you to key concepts related to coding and computational thinking activities. In addition, the modules also give you practical tips and advice on how to integrate the concepts in your classroom. -

    `,"training.text_2":`

    - Now that you have completed one or more Code Week Learning Bits, we hope that you feel comfortable enough to bring some digital creativity to your classroom and pin your activity on the Code Week Map! -

    - -

    - You can easily organise a lesson in your classroom, an open day, or an event at your school. Just find a date and register your activity on the Code Week map. Each activity organiser will get a certificate of participation for their effort. -

    - -

    - If you would like to connect with an international group of enthusiastic teachers, join the EU Code Week Facebook group for teachers! To take a step further and collaborate with other schools in your country or across borders – join the Code Week 4 All challenge. -

    `,"training.lessons.1.title":"Coding without digital technology (unplugged)","training.lessons.1.author":"By Alessandro Bogliolo","training.lessons.1.text":`

    - Coding is the language of things, which allows us to write programs to grant new functionalities to the tens of billions of programmable objects around us. Coding is the fastest way to make our ideas come true and the most effective way to develop computational thinking capabilities. However, technology is not strictly required to develop computational thinking. Rather, our computational thinking skills are essential to make technology work. -

    - -

    - In this video, Alessandro Bogliolo, Professor of Computer Systems in Italy and EU Code Week Coordinator, will introduce unplugged coding activities that can be practiced without any electronic device. The main purpose of unplugged activities is to lower the access barriers to bring coding in every school, regardless of funding and equipment. -

    - -

    - Unplugged coding activities unveil the computational aspects of the physical world around us. -

    `,"training.lessons.1.activities.1":"Activity 1 – CodyRoby for Primary School","training.lessons.1.activities.2":"Activity 2 – CodyRoby for Lower Secondary School","training.lessons.1.activities.3":"Activity 3 – CodyRoby for Secondary School","training.lessons.2.title":"Computational thinking and problem solving","training.lessons.2.author":"By Miles Berry","training.lessons.2.text":`

    - Computational thinking (CT) describes a way of looking at problems and systems so that a computer can be used to help us solve or understand them. Computational thinking is not only essential to the development of computer programs, but can also be used to support problem solving across all disciplines. -

    - -

    - You can teach CT to your students by getting them to break down complex problems into smaller ones, (decomposition), to recognize patterns (pattern recognition), to identify the relevant details for solving a problem (abstraction); or setting out the rules or instructions to follow in order to achieve a desired outcome (algorithm design). CT can be taught across different disciplines, for instance in Mathematics (figure out the rules for factoring 2nd-order polynomials), Literature (to break down the analysis of a poem into analysis of meter, rhyme, and structure), Languages (find patterns in the ending letters of a verb that affect its spelling as tense changes) and many others. -

    - -

    - In this video, Miles Berry, Principal Lecturer at University of Roehampton School of Education at Guildford (United Kingdom), will introduce the concept of computational thinking and the different ways a teacher can integrate it in the classroom with simple games. -

    `,"training.lessons.2.activities.1":"Activity 1 – Developing Mathematical Reasoning for Primary School","training.lessons.2.activities.2":"Activity 2 – Acquaintance with Algorithms for Lower Secondary School","training.lessons.2.activities.3":"Activity 3 – Algorithms for Upper Secondary School","training.lessons.3.title":"Visual programming – introduction to Scratch","training.lessons.3.author":"By Margo Tinawi","training.lessons.3.text":`

    - Visual programming lets humans describe processes using illustrations or graphics. We usually speak of visual programming as opposed to text-based programming. Visual programming languages (VPLs) are especially well adapted to introduce algorithmic thinking to children (and even adults). With VPLs, there is less to read and no syntax to implement. -

    - -

    - In this video, Margo Tinawi, Web Development Teacher at Le Wagon and Co-Founder of Techies Lab asbl (Belgium), will help you discover Scratch, one of the most popular VPL used all over the world. Scratch was developed by the MIT in 2002, and since then a big community has been created around it, where you can find millions of projects to replicate with your students and countless tutorials in several languages. -

    - -

    - You do not need to have any coding experience to use Scratch, and you can use it in all the different subjects! For instance, using Scratch as a digital storytelling tool, students can create stories, illustrate a math problem or play an art contest to learn about cultural heritage, while learning coding and computational thinking, and most important, having fun. -

    - -

    - Scratch is a free tool, very intuitive and motivating for your students. Have a look at Margo’s video to learn how to get started. -

    `,"training.lessons.3.activities.1":"Activity 1 – Scratch Basic for Primary School","training.lessons.3.activities.2":"Activity 2 – Scratch Basic for Lower Secondary School","training.lessons.3.activities.3":"Activity 3 – Scratch Basic for Secondary School","training.lessons.4.title":"Creating educational games with Scratch","training.lessons.4.author":"By Jesús Moreno León","training.lessons.4.text":`

    - Critical thinking, persistence, problem solving, computational thinking and creativity are only some of the key skills that your students need to succeed in the 21st century, and coding can help you achieve these in a fun and motivating way. -

    - -

    - Algorithmic notions of flow control using sequences of instructions and loops, data representation using variables and lists, or synchronization of processes might sound like complicated concepts, but in this video you will find that they are easier to learn than you think. -

    - -

    - In this video, Jesús Moreno León, a Computer Science teacher and researcher from Spain, will explain how you can develop these and other skills in your students while having fun. How can this be done? By creating a questions and answers game in Scratch, the most popular programming language used at schools worldwide. Scratch not only enhances computational thinking, but it also allows the introduction of gamification elements in the classroom to keep your students motivated while learning and having fun. -

    - -

    - Have a look at the video to learn how to get started: -

    `,"training.lessons.4.activities.1":"Activity 1 - Questions and answers game with Scratch for Primary School","training.lessons.4.activities.2":"Activity 2 - Questions and answers game with Scratch for Lower Secondary School","training.lessons.4.activities.3":"Activity 3 - Questions and answers game with Scratch for Secondary School","training.lessons.5.title":"Making, robotics and tinkering in the classroom","training.lessons.5.author":"By Tullia Urschitz","training.lessons.5.text":`

    - The integration of coding, tinkering, robotics, and microelectronics as teaching and learning tools in the school curricula is key in 21st century education. -

    - -

    - Using tinkering and robotics in schools has many benefits for students, as it helps develop key competences such as problem solving, teamwork and collaboration. It also boosts students´ creativity and confidence and can help students develop perseverance and determination when faced with challenges. Robotics is also a field that promotes inclusivity, as it is easily accessible to a wide range of students with varying talents and skills (both boys and girls) and it positively influences students on the autism spectrum. -

    - -

    - Have a look at this video where Tullia Urschitz, Italian Scientix ambassador and STEM teacher in Sant’Ambrogio Di Valpolicella, Italy, will give some practical examples on how teachers can integrate tinkering and robotics in the classroom, thus transforming passive students into enthusiastic makers. -

    `,"training.lessons.5.activities.1":"Activity 1 - How to make a mechanical, hardboard hand for Primary School","training.lessons.5.activities.2":"Activity 2 - How to make a mechanical or robotic hand for Lower Secondary School","training.lessons.5.activities.3":"Activity 3 - How to make a mechanical or robotic hand for Upper Secondary School","training.lessons.6.title":"Developing creative thinking through mobile app development","training.lessons.6.author":"By Rosanna Kurrer","training.lessons.6.text":`

    - Have a look at this video where Rosanna Kurrer, (Founder of CyberWayFinder) explains what App Inventor is, goes through the advantages of using App development in the classroom and gives some practical examples on how teachers can integrate App Inventor in the classroom, transforming passive students into enthusiastic game makers. -

    - -

    - We all use applications as they are a convenient and fast way to coordinate our activities. They are also more and more used in education as they allow personalised learning and enable users to acquire information, so why not empower your students to build an educational app for others? -

    `,"training.lessons.6.activities.1":"Activity 1 – My First HelloWorld! Mobile App","training.lessons.6.activities.2":"Activity 2 – Drawing with Shapes App - Using Geometrical shapes and Math equations to draw","training.lessons.6.activities.3":"Activity 3 – TranslateMe App - Using Voice Computing blocks and the Yandex Translation Service","training.lessons.7.title":"Tinkering and Making","training.lessons.7.author":"By Diogo da Silva","training.lessons.7.text":`

    - Jobs and workplaces are changing and education is following in their footsteps. When preparing - students for 21st century careers, new skills such as tinkering, making and hacking become - essential, as they narrow the gap between school and reality. By transforming the classroom into - a collaborative environment that focuses on problem-solving, students are able to engage and - thrive. These activities promote discussion, thus allowing the classroom to become a - communication hub, where every contribution is important. -

    - -

    - Have a look at the video below, where Portuguese STEAM teacher Diogo da Silva, a member of - Escola Global, takes you step by step through developing a lesson that has your students tinker, - make and hack their way to a solution. - -

    `,"training.lessons.7.activities.1":"Activity 1 – Time gates: measuring speed with micro:bit","training.lessons.7.activities.2":"Activity 2 – Building a conductivity-based game using BBC micro:bit","training.lessons.7.activities.3":"Activity 3 – Building a smart luminaire using micro:bit","training.lessons.8.title":"Coding for all subjects","training.lessons.8.author":"By M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    - When you think of coding in the classroom, the first image that comes to mind is of computers, Technology, Mathematics or Science. However, given that students have a number of interests and subjects, why not use this in our favor and implement coding across the entire curriculum? -

    - -

    - Integrating coding in the classroom has many benefits, as it helps them develop their critical thinking and problem solving skills, become active users and lead their own learning process, which is essential in schools. However, the most important thing is that your students will be learning while having fun! -

    - -

    - Languages, Music or STEM are only some subjects that teachers can code in for future scientists, musicians, artists, anybody really! All teacher can integrate coding and computational thinking in the classroom. Using a CLIL lesson to explain a daily life algorithm, creating a felt joystick to learn about science or using educational robots to boost motivation in Mathematics are some examples of activities you can do in your classroom. -

    - -

    - Have a look at the video below to see how Music, Science or Languages teachers can easily integrate coding and computational thinking in the classroom, even though you have no previous experience. -

    `,"training.lessons.8.activities.1":"Tinkering and coding with Makey Makey, by M. Isabel Blanco and M. Concepción Fernández.","training.lessons.8.activities.2":"Music is coding, by Elisabetta Nanni.","training.lessons.8.activities.3":"Robotics and inclusion for primary in STEM, by Debora Carmela Niutta.","training.lessons.8.activities.4":"A daily life algorithm for a CLIL lesson, by Stefania Altieri.","training.lessons.9.title":"Making an automaton with a micro:bit","training.lessons.9.author":"by Pauline Maas","training.lessons.9.text":`

    - Using a Micro: bit, the easily programmable, pocket-sized computer, can be a fun and easy way to make interesting creations, from robots to musical instruments with your students, while at the same time teaching them how to code. It’s simple and easy to use for even the youngest programmers, while at the same time powerful enough for more advanced students. You can incorporate it in a variety of lessons from history to maths and even science. The possibilities are endless. The Micro: bit is an engaging and inexpensive way to teach students about coding while instilling crucial skills such as computational thinking, problem-solving, and creativity. -

    -

    - In this video, Pauline Maas, Computer Science teacher at Koninklijke Visio, will introduce the Micro: bit and give a few practical examples of how teachers can integrate it into the classroom, transforming passive students into enthusiastic creators. -

    `,"training.lessons.9.activities.1":"Morse Code with the micro: bit, for Primary School","training.lessons.9.activities.2":"Escape room with the micro: bit, for Lower Secondary School","training.lessons.9.activities.3":"Making an automaton, for Upper Secondary School","training.lessons.10.title":"Creative coding with Python","training.lessons.10.author":"by Ivana Vezjak","training.lessons.10.text":`

    - Moving from visual to text-based programming is a natural flow in coding. While visual programming is often great for beginners, after a while, students may crave a new challenge. Text-based programming is the next step for anyone who wants to dive further into programming and computational thinking.

    -In this video, Ivana Vezjak introduces you to Python’s basic syntax. Python is one of the most popular programming languages today, used in many fields like data science, AI, machine learning, web development, etc. While Python is a powerful programming language used by experienced programmers, it can be used even by those without any coding experience because of its simplicity and clear syntax.

    -With Python, students can create quizzes about historical events, solve math problems and make physics simulations, create games, build websites, conduct data analysis for scientific projects, and much more. Python has a rich and extensive standard library, a large community, and a great number of tutorials and projects available online, which can be used for teaching, learning, and practicing. By coding in Python, analysing programs, and fixing bugs, students develop creativity and learn how to be consistent, persistent, and patient. They learn analytical thinking and problem-solving skills by breaking down complex problems into smaller components. These competences will help them in how they approach problems in every other domain of their lives. - -

    `,"training.lessons.10.activities.1":"My first quiz, for Primary School","training.lessons.10.activities.2":"Hangman, for Lower Secondary School","training.lessons.10.activities.3":"Guess the flag!, for Upper Secondary School","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Python Standard Library","training.lessons.10.links.1.description":"Collection of pre-built code and modules (e.g. turtle module, math module etc.)","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Educational video game for learning programming concepts.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"CodeClub projects","training.lessons.10.links.3.description":"From beginners to advanced, step-by-step programming projects for kids.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Invent your own computer games with Python","training.lessons.10.links.4.description":"Book that will teach you how to program your own computer games with Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Educational community where students and teachers can train themselves through a series of challenges.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Collection of Python introductory lessons (both text-based and blocks) using interactive Trinkets.","training.lessons.10.links.title":"Other related resources","training.lessons.11.title":"Coding for Inclusion","training.lessons.11.author":"by the Code Week team","training.lessons.11.text":`

    - Bringing coding into your classroom can be a challenge, especially if you have students with certain disabilities in your class. But it’s important to remember that anyone, no matter their abilities, can learn how to code. Children with special needs can greatly benefit from learning aspects of coding because it teaches students important life skills such as solving problems, organization, and independence. Coding can also improve interpersonal skills and social skills through collaboration and teamwork, skills which many children with disabilities struggle with. Most importantly, students have fun while learning alongside their peers. -

    - In this video, the Code Week team will show you some practical, easy, and fun coding activities especially adapted for students with visual impairments, Down syndrome, and students on the Autism Spectrum, that teachers can easily bring to their classroom. -

    `,"training.lessons.11.activities.1":"Egg carton Unplugged","training.lessons.11.activities.2":"A very smart mouse ","training.lessons.11.activities.3":"A star making stars","training.lessons.12.title":"Coding for sustainable development goals","training.lessons.12.author":"by Francisco Javier Masero, Cristina Nicolaita and Erviola Konomi","training.lessons.12.text.1":"Traditional education provides students with few opportunities to understand and solve real world problems such as global climate change, gender equality, hunger, poverty or good health and well-being. ","training.lessons.12.text.2":"The Sustainable Development Goals (SDGs) are the core of the 2030 Agenda for Sustainable Development, adopted by all member states of the United Nations as a road map to achieve peace and prosperity on the planet, encouraging global development. Teachers can use the SDGs in the classroom as a tool for students to develop their critical thinking, but also to help them find their identity and purpose. Combining basic elements of coding and computational thinking with the SDGs will boost your students’ confidence, and you will help them develop their creativity, entrepreneurial spirit, problem-solving or communication skills.","training.lessons.12.text.3":"In the activities below, students will apply the principles Scratch, ASCII coding and unplugged coding to topics of global and social relevance today. Teachers will be raising awareness about the sustainable development goals while helping them develop empathy, active citizenship, and prosocial skills in a fun and engaging way.","training.lessons.12.text.4":"These lesson plans focus on one of the SDGs each:","training.lessons.12.text.5":"Sustainable Development Goal 3: Ensure healthy lives and promote well-being for all at all ages","training.lessons.12.text.6":"Sustainable Development Goal 5: Achieve gender equality and empower all women and girls","training.lessons.12.text.7":"Sustainable Development Goal 13: Take urgent action to combat climate change and its impacts ","training.lessons.12.activities.1":"Karateka project: Knowing the karate through programming, for Primary, Lower and Upper Secondary School","training.lessons.12.activities.2":"Sustainable development goals and coding for climate change, for Primary School","training.lessons.12.activities.3":"Coding for gender equality, for Upper Secondary School","training.lessons.13.title":"Introduction to Artificial Intelligence in the classroom","training.lessons.13.author":"by Artur Coelho and Marjana Prifti Skenduli","training.lessons.13.text.1":"Artificial Intelligence (AI) has an impact on many areas of daily life: it autocorrects the text you type on your phone, choses the music your favourite music app plays, and it remembers your passwords when you have forgotten them. AI refers to a combination of machine learning, robotics, and algorithms, with applications in all fields: from computer science to manufacturing, and from medicine to fashion. Therefore, it has an undeniable place in our lives and in our societies and it plays a key role in science development. And as any other important phenomena in our lives, students will benefit from learning about it. But how to teach about such a complex thing as AI?","training.lessons.13.text.2":"This Learning Bit will help you explain to students what AI is and what role does it play in students’ lives. These activities are designed for non-experts to easily understand the contents, and to be able to effectively break down complex terms into easily understandable ideas. With these lesson plans you can help students learn the uses of AI and some of the mechanisms behind it. These activities are designed for students to develop their analytical and critical thinking skills: for example, in Marjana’s activity students develop a classification pipeline. These activities will also help students understand the varied applications of AI: in Artur’s activity they will learn about the link between AI and Art, and how AI can be used to enhance visual expression. With these activities, students will also reflect on the dangers of AI, and their impact.","training.lessons.13.activities.1":"Human-AI- Art, for Primary School","training.lessons.13.activities.2":"Teaching Machines to Classify: Intro to Supervised Machine Learning, for Lower Secondary School","training.lessons.13.activities.3":"Teaching Machines to Classify: Intro to Supervised Machine Learning, for Upper Secondary School","training.lessons.14.title":"Learning in the Age of Intelligent Machines","training.lessons.14.author":"by Adil Tugyan, Georgia Lascaris and Marco Neves","training.lessons.14.text.1":"The progress of AI in recent years has been impressive thanks to rapid advances in computing power and the availability of large amounts of data. This has led to substantial investments in AI research and rapid expansion of the AI industry, making AI a major technological revolution of our time. AI is all around us. It has become part of our daily routine, so much so that we sometimes do not think of it as AI: we use online recommendation, face detection, security systems and voice assistants almost every day. But what about education? ","training.lessons.14.text.2":"AI has huge potential to enable new ways of teaching and learning and to enhance student learning. This Learning Bit will help you integrate authentic AI activities in your teaching and help you prepare your students for life and career in a world shaped by AI. These activities have been designed for students to develop their curiosity, problem-solving and creativity skills: for example, in Adil’s activity, students learn about algorithms and neural networks and they are encouraged to create their own neural network to visualise an AI brain. Georgia will guide your students in a step-by-step development of a chatbot. Students will build their own chatbot, prepare datasets of questions and answers and train it so it can answer questions about Covid-19. In Marco’s activity, students will explore the benefits and challenges of intelligent machines in everyday life and work. What are the risks of AI that we need to consider? What impacts will AI have on the future of work? What jobs will be offered to them when they enter the job market in the future?","training.lessons.14.activities.1":"AI and Its Neural Networks","training.lessons.14.activities.2":"My Covid-19 Chatbot","training.lessons.14.activities.3":"Living in the Age of “Smart Machines”: Challenges and Opportunities","training.lessons.14.activities.title":"In the lesson plans below, students will learn about intelligent machines in a fun and engaging way.","training.lessons.15.title":"Mining Media Literacy","training.lessons.15.author":"by Marijana Smolčec, Tea Horvatić and Sanja Božinović","training.lessons.15.text.0":"Media literacy education has never been more important for today’s students. Students of all ages need to gain relevant skills, knowledge and attitudes to be able to navigate our media-rich world. Media literacy skills will help them use credible online content and recognise misleading sources of information. They will understand how to fact-check information they find online and critically interpret it. They will raise their awareness of proper use of creative work and apply their learning when creating their own creative content.","training.lessons.15.text.1":"This Learning Bit will enable you to implement various strategies and techniques to empower your students to become media literate. In Marijana’s activity, students learn how to use Web content safely and responsibly. They are introduced to different types of licenses and they develop a simple app to demonstrate how to share creative work properly. In Tea’s activity, students embark on a quest to learn about clickbaits. Through engaging tasks students explore strategies to identify and uncover clickbaits and learn how to avoid them. Sanja allows students to explore and critically analyse and evaluate Web content, its relevance, accuracy, origin and purpose. They learn how to find reliable sources online and how to recognise false online information.","training.lessons.15.text.2":"In the lesson plans below, you will find inspiring and engaging activities to enhance student media literacy skills:","training.lessons.15.activities.1":"Is it free if it is on the Internet?","training.lessons.15.activities.2":"To click or not to click","training.lessons.15.activities.3":"Fact-checking","training.lessons.16.title":"STORY-TELLING WITH HEDY","training.lessons.16.author":"by Felienne Hermans","training.lessons.16.text.0":"Have your pupils already mastered a visual programming language, but don’t feel ready to delve deeper into a text-based programming language? Then this learning bit is just for you and your pupils because it will help them bridge the gap between a visual and a text-based programming language. The learning bit Story-telling with Hedy comprises three lesson plans that use Hedy – a gradual programming language to teach children programming.","training.lessons.16.text.1":"Hedy is aimed at children who want to get started with textual programming languages, but for whom starting with Python might still be too complex. Gradual languages use different language levels, where each level adds new concepts and syntactic complexity. At the end of the Hedy level sequence, pupils master a subset of syntactically valid Python.","training.lessons.16.text.2":"In this Learning Bit you will find inspiring and engaging activities to help your students to efficiently use text-based programming languages. By creating their own interactive stories, they will gradually learn programming, without having to learn everything at once. In the lesson plan for primary school, pupils are introduced to the basic concepts of programming. The lesson plan for lower secondary school introduces further programming concepts, whereas the lesson plan for upper secondary enables pupils to program more complex stories and activities.","training.lessons.16.text.3":"Check out the interactive story below to see how readers can participate in the story and how it fosters their active engagement.","training.lessons.16.activities.1":"Make your own interactive story with Hedy for primary school pupils","training.lessons.16.activities.2":"Make your own interactive story with Hedy for lower secondary pupils","training.lessons.16.activities.3":"Make your own interactive story with Hedy for upper school pupils","training.lessons.17.title":"Feel The Code","training.lessons.17.author":"by Alenka Miljević","training.lessons.17.text.0":"Social and emotional well-being is the ability to be resilient, know how to manage one’s emotions and respond to other people's emotions, develop meaningful relationships with others, generate emotions that lead to good feelings and create one own’s emotional support network. The social and emotional skills that young people learn in school help them build resilience and set the pattern for how they will manage their physical and mental health throughout their lives. (Council of Europe).","training.lessons.17.text.1":"The Learning Bit Feel the Code will enable you to foster your pupils’ social and emotional well-being by recognizing, explaining, understanding and responding to positive and negative feelings and emotions in order to build empathy and resilience. In this Learning Bit you will find inspiring and engaging activities to help your students develop skills to cope with different emotions through coding. Your pupils will learn how to express their feelings and how to react to their peers’ emotions with the help of a Bee bot robot.","training.lessons.17.text.2":"The learning bit Feel the Code comprises three lesson plans that use a Bee-bot educational robot to create activities that encourage students to talk about emotions and develop empathy. In the lesson plan for primary school, pupils program a Bee bot to talk about emotions such as sadness, happiness, fear and anger and discover reasons why they and their peers feel these emotions. The lesson plan for lower secondary school encourages pupils to program a Bee bot, recognize their own and their peers’ feelings, understand what caused them and how to respond to them. The lesson plan for upper secondary school enables pupils to navigate a Bee bot and invent stories about feelings, resilience and empathy.","training.lessons.17.text.3":"If you don’t have an educational robot in your classroom, this Learning Bit will provide you with ideas for unplugged activities that foster the development of social and emotional skills. The interactive below gives a brief overview of the activities that you can do in your classroom:","training.lessons.17.activities.1":"Code - Feel - Learn for primary school pupils","training.lessons.17.activities.2":"My heart isn’t made of stone for lower secondary pupils","training.lessons.17.activities.3":"Code me to the mood for upper school pupils","training.lessons.18.title":"SOS Water","training.lessons.18.author":"by Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS Water is a response to the need to address the problem of water pollution. Despite the efforts made in recent years, there are still 2 billion people around the world who do not have access to safe drinking water. This means that Sustainable Development Goal (SDG) 6 of the 2030 Agenda, which states that all people should have access to safely managed water and sanitation by 2030, is far from being achieved. The same is true for SDG 14, underwater life, which aims to conserve and use sustainably the oceans, seas and marine resources for sustainable development.","training.lessons.18.text.1":"This Learning Bit focuses on the relevant and topical issue of water quality measurement and the new pollutants that challenge water quality. Students will have the opportunity to investigate and seek solutions to real problems related to water and the environment, which will allow them to develop skills such as research, critical thinking and problem solving.","training.lessons.18.text.2":"The lesson plans include practical and creative activities, such as programming in Scratch, initiation to machine learning and artificial intelligence with Learning Machine Learning and the building of guided vehicles with Lego sets for water sampling and water pH analysis. These activities will allow students to put their skills and knowledge into practice in an interactive and playful environment, which will increase their motivation and interest in the project.","training.lessons.18.text.3":"For the implementation of this Learning Bit it is proposed to develop the three activities in class, to complete the entire project and obtain a more meaningful and motivating learning process. However, each activity can be carried out in isolation.","training.lessons.18.activities.1":"SOS Water with Scratch","training.lessons.18.activities.2":"SOS Water with Machine Learning","training.lessons.18.activities.3":"SOS Water with Robotics","training.download_video_script":"Download the video script","training.ready_to_share":"Ready to share what you learnt with your students?","training.choose_lessons":"Choose one of the lesson plans below and organize an activity with your students.","training.footer.title":"Do not forget to add your activity to the Code Week Map!","training.footer.text":`

    - You can easily organize a lesson in your classroom, an open day, or an event at your school. Just find a date and register your activity in the Code Week map. Each activity organizer will get a certificate of participation for their effort. -

    - -

    - If you would like to connect with an international group of enthusiastic teachers, join the EU Code Week Facebook group for teachers! To take a step further and collaborate with other schools in your country or across borders – join the Code Week 4 All challenge. -

    `,"values.1.title":"EU Code Week is independent","values.1.content":"EU Code Week is a volunteer-driven community. We do not act out of economic interest. We respect and value other people’s ideas, beliefs and cultures. We take part in EU Code Week, because we believe in the importance of what we are doing. That is our strength. We want to make computational thinking, coding, programming, computer science, robotics, tinkering with hardware and digital skills at large accessible to everybody. ","values.2.title":"EU Code Week is for everyone","values.2.content":"Everyone can organise EU Code Week activities. We understand that it is essential for EU Code Week events to be organised for everyone regardless of their age, colour, gender, cultural background or intellectual capabilities. Activities can be an entrance point to trigger interest and curiosity or help develop skills even further. Equality, respect, freedom and inclusiveness are our principles. We want all participants to experience and create with technology in a fun way.","values.3.title":"EU Code Week is glocal","values.3.content.1":"EU Code Week has the ambition to reach you regardless if you live in a big city, regional capital or remote village. We put particular attention on supporting local organisers with","values.3.content.2":"materials","values.3.content.3":"in their language and fit to their needs. The","values.3.content.4":"EU Code Week map","values.3.content.5":"is the key tool where every activity is registered and has a precise location. At the same time, EU Code Week is global and welcomes people from all over the world into its community. We are “glocal”.","values.4.title":"EU Code Week is about cooperation","values.4.content.1":"Members of the EU Code Week community interact, exchange information, learn from each other and construct knowledge together. We are connected and supportive of one another. We share resources, ideas and best practices. We encourage partnerships and knowledge sharing.","values.4.content.2":"The EU Code Week 4 All challenge","values.4.content.3":"aims to build bridges across borders and communities. It helps to spread the positive energy and connects people who can learn from each other.","values.5.title":"EU Code Week is non-profit","values.5.content.1":"All Code Week activities are non-profit. All ","values.5.content.2":"resources","values.5.content.3":"on the EU Code Week website are free. All EU Code Week training and online courses are free.","values.6.title":"EU Code Week encourages innovation","values.6.content":"New ideas are always welcome. EU Code Week encourages innovation, creativity and forward looking thinking. We are open and thankful to receive feedback and criticism so we can make informed decisions and develop EU Code Week. Even failures will make us grow, as individuals, and as a community.","values.7.title":"EU Code Week is thank-full to its community","values.7.content":"We are thankful for the support of teachers, coaches and other activity organisers, students, parents, code clubs and all partners we work with. We all share the same goal. We want to bring computational thinking, coding, computer science and digital skills at large to as many people as possible.","values.title":"EU Code Week value statement","values.description.1.1":"EU Code Week is a movement run by volunteers –","values.description.1.2":"ambassadors","values.description.1.3":", leading teachers and coding enthusiasts around the world. It is supported by the","values.description.1.4":"European Commission","values.description.1.5":"and education ministries in the European Union and Western Balkan countries.","values.description.2":"At the heart of EU Code Week is the community of volunteer activity organisers who are teachers, mentors, coding clubs, libraries, private companies, parents and non-governmental organisations. They dedicate their time, energy and skills to bring computational thinking, coding, robotics, tinkering with hardware, computer science and digital skills at large to as many people as possible in Europe and around the world.","values.description.3":"EU Code Week is also its millions of participants, who are people of all genders, ages, backgrounds, cultures and skill sets from across the world.","values.description.4":"We are proud to be EU Code Week. These are our values. They guide our work and decisions at all times.","why-coding.titles.0":"Why coding?","why-coding.titles.1":"It's about bringing ideas to life","why-coding.titles.2":"It's also about developing key competencies","why-coding.titles.3":"Lastly, it's about shaping our future","why-coding.texts.0":"It's about Pia, who felt like she had to study law, even though she always enjoyed math and playing with computers. It's about Mark, who has an idea for a better social network but doesn't know how to build it on his own. It's about Alice, who dreams about making robots because her parents don't allow her to have a cat. And about those of you who are already helping these dreams come true.","why-coding.texts.1":"Actually, it's about all of us and how we shape our lives and our future. We can do better than just sharing and liking posts. We can bring our ideas to life, build things that will bring joy to others.","why-coding.texts.2":"It's never been easier to develop an app, build your own robot, or who knows - even invent the flying car! It's not a comfortable journey, but it's a journey full of creative challenges, tons of fun and a supportive community behind you. Are you ready to accept the challenge and become a digital creator?","why-coding.texts.3":"Programming languages are like any other language. Only in this case, kids don't learn to express themselves and communicate with other people. Instead, they get to understand how to communicate with technology. Technology that is all around us - in our smartphones, computers, vehicles, everywhere!","why-coding.texts.4":"But understanding and communicating with computers is only a part of it. Coding also helps develop multi-disciplinary competencies such as computational thinking, problem-solving, creativity and teamwork - excellent skills for all walks of life. The ability to solve problems, to cope with failure and try again, or to collaborate with others, are traits looked-for in many fields.","why-coding.texts.5":"A century ago, programming languages didn’t even exist. Today, code is all around us and pretty much everything can be programmed –even shoes or cereal boxes! So why let others shape our future when we can become the makers and we can realise our visions and ideas? After all, the only limit is our imagination.","why-coding.texts.6":"Alessandro Bogliolo, the coordinator of the EU Code Week team of volunteer ambassadors , said:","why-coding.texts.7":"From the beginning of time, we did many things using stone, iron, paper and pencil that have transformed our lives. Now we live in a different era where our world is moulded in code. Different eras have different jobs, and skills demand. During Code Week, we want to give every European the opportunity to discover coding and have fun with it. Let's learn coding to shape our future","why-coding.texts.8":"Ultimately, programming is a sought-after skill in almost any industry - not only in technology, but also in finance, healthcare, science, even design or agriculture, and the demand only grows bigger. Children who know how to code, who understand how technology works, they have a certain advantage, regardless of which career path they eventually choose.","why-coding.texts.9":"Feeling inspired?","why-coding.texts.10":"Join EU Code Week!","why-coding.texts.11":"Need more food for thought?","why-coding.texts.12":"Visit our blog for more."};export{e as default}; diff --git a/public/build/assets/php_es-BvBwry2k.js b/public/build/assets/php_es-BvBwry2k.js deleted file mode 100644 index 0dffa3928..000000000 --- a/public/build/assets/php_es-BvBwry2k.js +++ /dev/null @@ -1,99 +0,0 @@ -const e={"about.when-title":"La edición de 2024 de la Semana de la Programación de la Unión Europea (UE) se celebrará entre el 14 y el 27 de octubre.","about.when-text":"

    La Semana de la Programación de la UE es un movimiento de base que promueve la creatividad, la resolución de problemas y la colaboración a través de la programación y otras actividades tecnológicas. La idea es impulsar la visibilidad de la programación y enseñar a jóvenes, adultos y personas mayores a hacer realidad sus ideas mediante la programación, acercar estas capacidades al gran público y reunir a personas motivadas para que aprendan juntas.

    ","about.codeweek_in_numbers-title":"La Semana de la Programación en cifras","about.codeweek_in_numbers-text":`

    En 2021, 4 millones de personas de más de 80 países de todo el mundo participaron en la Semana de la Programación de la UE.

    -

    El participante medio tenía 11 años y el 49 % de los participantes de 2021 fueron mujeres o niñas. El 88 % de los eventos de la Semana de la Programación de la UE tuvo lugar en colegios, lo que demuestra que los esfuerzos para capacitar a los profesores durante la campaña de 2021 han sido fructíferos.

    -

    Todo aquel que lo desee puede organizar o participar en una actividad. Simplemente elige un tema y un público destinatario, y añade tu actividad en el mapa.

    `,"about.run_by_volunteers-title":"Organizada por voluntarios","about.run_by_volunteers-text":'

    La Semana de la Programación de la UE está organizada por voluntarios. Uno o varios embajadores de la Semana de la Programación coordinan la iniciativa en sus países, pero cualquiera puede organizar su propia actividad y añadirla al mapa de codeweek.eu.

    ',"about.supported_by_commission-title":"Con el apoyo de la Comisión Europea","about.supported_by_commission-text":'

    La Semana de la Programación de la UE fue puesta en marcha en 2013 por el Grupo de Asesores Jóvenes para la Agenda Digital para Europa. La Comisión Europea apoya la Semana de la Programación de la UE en el marco de su estrategia para un Mercado Único Digital y, en el Plan de Acción de Educación Digital, la Comisión alienta especialmente a los centros escolares a que se unan a la iniciativa.

    ',"about.schools-title":"Centros escolares","about.schools-text":'

    Se invita especialmente a los centros escolares de cualquier nivel y los profesores de todas las materias a que participen en la Semana de la Programación de la UE y que ofrezcan a sus alumnos la oportunidad de explorar la creatividad digital y la programación. En la página web dedicada a los profesores podrás obtener más información acerca de la iniciativa y sobre cómo organizar tu propia actividad: CodeWeek.eu/Schools

    ',"about.why_coding-title":"¿Por qué programar?","about.why_coding-text":`

    Se trata de Pia, que pensaba que tenía que estudiar Derecho aunque siempre le habían gustado las matemáticas y jugar con ordenadores. Se trata de Mark, que tiene una idea para una red social mejor pero que no puede crearla por sí mismo. Se trata de Alice, que sueña con fabricar robots porque sus padres no le dejaron tener un gato.

    - -

    Se trata de todos aquellos que ya estáis ayudando a hacer realidad estos sueños.

    - -

    De hecho, se trata de todos nosotros. Nuestro futuro. La tecnología está dando forma a nuestras vidas, pero estamos permitiendo que una minoría decida qué usamos y para qué lo hacemos. Podemos ir más allá de limitarnos a compartir cosas y darles un me gusta. Podemos dar vida a nuestras ideas más alocadas y crear cosas nuevas que hagan felices a otras personas.

    - -

    Nunca ha sido tan fácil crear tu propia aplicación, construirte tu propio robot o, por qué no, inventar coches voladores. No se trata de un camino fácil, pero sí de un camino lleno de retos creativos, una comunidad encantada de ayudar y mucha diversión. ¿Estás preparado/a para aceptar el reto y pasar a la acción?

    - -

    La programación también ayuda a desarrollar competencias como el pensamiento computacional, la resolución de problemas, la creatividad y el trabajo en equipo: destrezas realmente buenas para todas las esferas de la vida.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, coordinador del equipo de embajadores voluntarios de la Semana de la Programación de la UE, afirmó:

    -

    «Desde el principio de los tiempos, hemos fabricado muchas cosas a partir de piedra, hierro, papel y lápiz, objetos que han transformado nuestras vidas. Ahora vivimos en una era diferente en la que nuestro mundo está moldeado por código de programación. Las distintas eras se asocian a distintas demandas de competencias y empleo. Durante la Semana de la Programación queremos dar a todos los europeos la oportunidad de descubrir la programación y pasar un buen rato haciéndolo. Aprendamos a programar para dar forma a nuestro futuro».

    -
    -

    `,"about.join_codeweek-title":"Únete a la Semana de la Programación de la UE","about.join_codeweek-text":'

    Únete a la Semana de la Programación de la UE organizando una actividad de programación en tu ciudad, inscribiéndote en el reto CodeWeek4All y conectando las actividades a lo largo de las comunidades y fronteras, o ayudándonos a difundir la visión de la Semana de la Programación como embajador de la Semana de la Programación de la UE en tu país.

    ',"about.partners_and_sponsors":"Socios y patrocinadores","ambassador.title":"Embajadores de la Semana de la Programación de la UE","ambassador.your_current_country":"Tu país actual","ambassador.visit_the":"Visita la","ambassador.local_facebook_page":"página de Facebook local","ambassador.local_website":"Sitio web local","ambassador.ambassadors":"Embajadores","ambassador.no_ambassadors":"Todavía no hay ningún embajador","ambassador.countries_with_ambassadors":"Países con embajadores","ambassador.why_dont_you_volunteer":"¿Por qué no te presentas voluntario?","auth.failed":"Estas credenciales no concuerdan con nuestros registros.","auth.throttle":"Se han realizado demasiados intentos de iniciar sesión. Vuelve a intentarlo en :seconds segundos","base.languages.en":"Inglés","base.languages.fr":"Francés","base.languages.bg":"Búlgaro","base.languages.hr":"Croata","base.languages.de":"Alemán","base.languages.pl":"Polaco","base.languages.cs":"Checo","base.languages.el":"Griego","base.languages.pt":"Portugués","base.languages.da":"Danés","base.languages.hu":"Húngaro","base.languages.ro":"Rumano","base.languages.nl":"Holandés","base.languages.ga":"Irlandés","base.languages.sk":"Eslovaco","base.languages.it":"Italiano","base.languages.sl":"Esloveno","base.languages.et":"Estonio","base.languages.lv":"Letón","base.languages.es":"Español","base.languages.fi":"Finlandés","base.languages.lt":"Lituano","base.languages.se":"Sueco","base.languages.sv":"Sueco","base.languages.al":"Albanés","base.languages.ba":"Bosnio","base.languages.mk":"Macedonio","base.languages.me":"Montenegrino","base.languages.rs":"Serbio","base.languages.mt":"Maltés","base.languages.tr":"Turco","base.resources_local_title":"Recursos de programación de","base.days":"Días","base.hours":"Horas","base.minutes":"Minutos","base.seconds":"Segundos","base.still_have_question":"¿Tienes más preguntas?","base.drop_us_a_line":"Tan solo tienes que escribirnos.","base.get_in_touch":"CONTACTA CON NOSOTROS","base.footer_msg":"Una iniciativa de base organizada por voluntarios y respaldada por la Comisión Europea.","base.email":"Correo electrónico","base.display_email":"Mostrar correo electrónico","base.first_name":"Nombre","base.last_name":"Apellidos","base.your_website":"Tu sitio web","base.biography":"Biografía","base.update":"Actualizar","base.delete":"Eliminar","base.choose a file":"Elegir un archivo","base.learning_bits":"Minicursos","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Lleva la Semana de la Programación a tus estudiantes","base.or":"o","base.newsletter":"Boletín","certificates.certificates_for":"Certificados para ","certificates.no_certificates":"Todavía no hay ningún certificado.","challenges-content.chatbot.title":"Haz un chatbot","challenges-content.chatbot.author":"Equipo de la Semana de la Programación de la UE","challenges-content.chatbot.purposes.0":"Programar acertijos interactivos","challenges-content.chatbot.purposes.1":"Utilizar la programación para crear diálogos entre un chatbot y un usuario","challenges-content.chatbot.description":"Programa una conversación entre un chatbot y un usuario que intenta resolver un acertijo. Intenta hacer un chatbot que hable como una persona. En lugar de un acertijo puedes crear una conversación entre un chatbot y un usuario.","challenges-content.chatbot.instructions.0":"Piensa un acertijo","challenges-content.chatbot.instructions.1":"Inicia sesión en","challenges-content.chatbot.instructions.2":"o crea una cuenta nueva. (Al crear una cuenta nueva, recuerda que, por motivos de privacidad, no está permitido utilizar nombres reales en Pencil Code.)","challenges-content.chatbot.instructions.3":"Haz clic en Imagine (Imaginar) y en Make your own (Haz la tuya)","challenges-content.chatbot.instructions.4":"Utiliza bloques o el modo basado en texto para escribir tu acertijo","challenges-content.chatbot.instructions.5":"Como alternativa, puedes utilizar","challenges-content.chatbot.instructions.6":"este código","challenges-content.chatbot.instructions.7":"y adaptarlo a tu acertijo o puedes seleccionar Answering a riddle (Responder a un acertijo) del menú y editarlo","challenges-content.chatbot.example":"Consulta este ejemplo de acertijo.","challenges-content.chatbot.more.0":"Se ha adaptado este código de la actividad de Pencil Code","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Desconecta y programa: Crea un circuito en papel","challenges-content.paper-circuit.author":"Equipo de la Semana de la Programación de la UE","challenges-content.paper-circuit.purposes.0":"Potenciar la creatividad","challenges-content.paper-circuit.purposes.1":"Desarrollar habilidades para resolver problemas","challenges-content.paper-circuit.description.0":"Dibuja lo que quieras. Puede ser un cielo nocturno, una mariquita, un robot, un árbol de Navidad o cualquier cosa que se te ocurra. No dudes en personalizar tu proyecto con elementos gráficos de la Semana de la Programación de la UE: puedes consultar el ","challenges-content.paper-circuit.description.1":"Paquete de herramientas para profesores","challenges-content.paper-circuit.description.2":"y descargar cualquier logotipo o elemento gráfico que desees. Incluso puedes crear un circuito en papel de invitación a la Semana de la Programación de la UE. Añade un mensaje motivador a tu circuito para animar a otros profesores a participar en la Semana de la Programación o consulta la página web específica para escuelas.","challenges-content.paper-circuit.instructions.0":"Dibuja un objeto y decide qué partes se iluminarán (p. ej., las estrellas).","challenges-content.paper-circuit.instructions.1":"Haz un agujero en el papel con un lápiz e inserta un adhesivo led en cada parte iluminada. ","challenges-content.paper-circuit.instructions.2":"Dibuja un círculo donde colocarás la pila de tipo botón.","challenges-content.paper-circuit.instructions.3":"Dibuja una marca + y una-en la otra cara del papel. Asegúrate de que el extremo más largo del adhesivo led del circuito esté conectado al polo “+” de la pila y el más corto al polo “-” de la pila.","challenges-content.paper-circuit.instructions.4":"Coloca la cinta de cobre sobre las marcas.","challenges-content.paper-circuit.instructions.5":"Crea un pliegue, de forma que cuando el papel tape la pila, el led se ilumine. Puedes utilizar un clip para asegurarte de que haya un buen contacto con la cinta de cobre.","challenges-content.paper-circuit.instructions.6":"Haz una foto de tu circuito en papel y compártela en Instagram, explicando por qué crees que vale la pena participar en esta iniciativa. ","challenges-content.paper-circuit.example":"Consulta algunos ejemplos de circuitos en papel","challenges-content.paper-circuit.materials.0":"papel o cartulina","challenges-content.paper-circuit.materials.1":"ceras o rotulador","challenges-content.paper-circuit.materials.2":"pila de botón","challenges-content.paper-circuit.materials.3":"cinta de cobre","challenges-content.paper-circuit.materials.4":"adhesivos de circuito led","challenges-content.paper-circuit.materials.5":"clip","challenges-content.dance.title":"Crea un baile","challenges-content.dance.author":"Equipo de la Semana de la Programación de la UE","challenges-content.dance.purposes.0":"Aprender conceptos básicos de programación","challenges-content.dance.purposes.1":"Aprender cómo animar personajes","challenges-content.dance.description":"En este reto crearás una serie de personajes que bailarán juntos. Puedes utilizar una biblioteca multimedia integrada para seleccionar los personajes y los clips musicales, o puedes crear los tuyos propios. Animarás los personajes para que bailen y hablen entre ellos.","challenges-content.dance.instructions.0":"Inicia sesión en","challenges-content.dance.instructions.1":"como profesor. Crea cuentas para estudiantes y compártelas con tus alumnos. Como alternativa, comparte un código de clase y haz que tus alumnos se inscriban con su dirección de correo electrónico de la escuela. Si eres estudiante, puedes participar como estudiante, pero se te pedirá que facilites la dirección de correo electrónico de tu padre o madre para que pueda autorizar tu cuenta.","challenges-content.dance.instructions.2":"Haz clic","challenges-content.dance.instructions.3":"y pon un título","challenges-content.dance.instructions.4":"Ve a","challenges-content.dance.instructions.5":"para agregar un fondo haciendo clic en el icono del engranaje. Elige un fondo de la Media Library (biblioteca multimedia), sube tu propia imagen o incluso haz una foto y súbela. Elige un clip de audio y añádelo al escenario:","challenges-content.dance.instructions.6":"Haz clic en el botón ","challenges-content.dance.instructions.7":"para añadir personajes u objetos que animarás para que puedan moverse, hablar e interactuar entre ellos. Añade los dos o tres personajes que quieras. Puedes dibujar tus propios actores o modificar los existentes. Pon ropa distinta a tus personajes haciendo clic en el icono del lápiz.","challenges-content.dance.instructions.8":"Haz clic sobre cada actor y anímalo añadiendo los bloques siguientes","challenges-content.dance.instructions.9":"Añade un","challenges-content.dance.instructions.10":"bloque say (decir)","challenges-content.dance.instructions.11":"para que tus actores hablen entre ellos. Cambia la forma de los bocadillos y la fuente y el tamaño del texto","challenges-content.dance.example.0":"Consulta","challenges-content.dance.example.1":"este ejemplo","challenges-content.dance.example.2":"de robots que bailan. Puedes utilizarlo y hacer una nueva versión.","challenges-content.compose-song.title":"Haz una composición musical","challenges-content.compose-song.author":"Equipo de la Semana de la Programación de la UE","challenges-content.compose-song.purposes.0":"Aprender a programar a través de la música","challenges-content.compose-song.purposes.1":"Distinguir géneros musicales e instrumentos","challenges-content.compose-song.purposes.2":"Componer una canción mezclando clips de sonido","challenges-content.compose-song.description":"En este reto crearás una composición musical con lenguaje de programación. Puedes utilizar los clips de sonido integrados o grabar los tuyos y mezclarlos para crear una composición musical. Ejecuta tu código en la Estación de audio digital y escucha la música que has programado. Juega con distintos sonidos y efectos para modificar tu pieza musical.","challenges-content.compose-song.instructions.0":"Inicia sesión en","challenges-content.compose-song.instructions.1":"Haz clic aquí para hacer un script (guión)","challenges-content.compose-song.instructions.2":"Pon un nombre a tu script y elige","challenges-content.compose-song.instructions.3":"como lenguaje de programación","challenges-content.compose-song.instructions.4":"Empieza a escribir tu código entre","challenges-content.compose-song.instructions.5":"y","challenges-content.compose-song.instructions.6":"las líneas","challenges-content.compose-song.instructions.7":"Examina los clips musicales de la","challenges-content.compose-song.instructions.8":"Biblioteca de sonidos","challenges-content.compose-song.instructions.9":"y selecciona los géneros musicales, artistas e instrumentos que te gusten","challenges-content.compose-song.instructions.10":"Para añadir un clip de sonido a tu canción, escribe","challenges-content.compose-song.instructions.11":"Entre los paréntesis deberían figurar los cuatro parámetros siguientes separados por comas","challenges-content.compose-song.instructions.12":"Sound clip (Clip de sonido)","challenges-content.compose-song.instructions.13":"Coloca el cursor entre los paréntesis, ve a la Biblioteca de sonidos, selecciona un clip y pégalo haciendo clic sobre el icono de pegar azul","challenges-content.compose-song.instructions.14":"Track number (Número de pista)","challenges-content.compose-song.instructions.15":"las pistas ayudan a organizar los sonidos por tipo de instrumento (voz, bajo, batería, teclados, etc.). Añade tantas pistas (instrumentos) como quieras. Las pistas se muestran como filas que se ejecutan en la Estación de audio digital","challenges-content.compose-song.instructions.16":"Start measure (Compás de inicio)","challenges-content.compose-song.instructions.17":"indica cuándo empezará a sonar tu sonido. Los compases son unidades de tiempo musical. Un compás puede ser de cuatro tiempos","challenges-content.compose-song.instructions.18":"End measure (Compás de finalización)","challenges-content.compose-song.instructions.19":"indica cuándo dejará de reproducirse tu sonido","challenges-content.compose-song.instructions.20":"Este tipo de línea de código será así","challenges-content.compose-song.instructions.21":"Puedes incorporar distintos efectos, como el volumen, para mejorar el sonido de tu composición. El volumen va de -60,0 decibelios hasta 12,0 decibelios, siendo 0,0 es el volumen original.","challenges-content.compose-song.instructions.22":"Escribe","challenges-content.compose-song.instructions.23":"Dentro del paréntesis, escribe el número de pista, VOLUME, GAIN, nivel de volumen, el compás cuando empieza, el nivel y el compás cuando acaba","challenges-content.compose-song.instructions.24":"Este es un ejemplo de un efecto fade-in","challenges-content.compose-song.instructions.25":"y de efecto fade-out","challenges-content.compose-song.example.0":"Escucha","challenges-content.compose-song.example.1":"un ejemplo de canción programada con Earsketch","challenges-content.compose-song.example.2":"Puedes importar el código y editarlo","challenges-content.sensing-game.title":"Crea un juego de detección de vídeo","challenges-content.sensing-game.author":"Equipo de la Semana de la Programación de la UE","challenges-content.sensing-game.purposes.0":"Programar objetos animados","challenges-content.sensing-game.purposes.1":"Desarrollar la comprensión sobre cómo controlar la animación digital con el movimiento físico","challenges-content.sensing-game.purposes.2":"Componer una canción mezclando clips de sonido","challenges-content.sensing-game.description":"En este reto crearás un juego sencillo que utiliza una cámara de vídeo como sensor para detectar movimiento, lo cual significa que podrás controlar tu animación con el movimiento físico. En este juego, la tarea consiste en recoger tantas burbujas de la Semana de la Programación de la UE como puedas en 30 segundos. En lugar de recoger burbujas, puedes crear un juego en el que persigas a un personaje o hagas estallar globos con las manos.","challenges-content.sensing-game.instructions.0":"Inicia sesión en","challenges-content.sensing-game.instructions.1":"Haz clic en","challenges-content.sensing-game.instructions.2":"Añadir una extensión","challenges-content.sensing-game.instructions.3":"y elige","challenges-content.sensing-game.instructions.4":"Detección de vídeo","challenges-content.sensing-game.instructions.5":"Detectará la rapidez con que se mueve un objeto. Cuanto más bajo sea el número, más sensible será al movimiento.","challenges-content.sensing-game.instructions.6":"Añade un sprite u objeto. Elige un sonido y añádelo a tu sprite. Si quieres, puedes añadir","challenges-content.sensing-game.instructions.7":"Crea un clon","challenges-content.sensing-game.instructions.8":"para duplicar tu sprite.","challenges-content.sensing-game.instructions.9":"Crea dos variables: una para la","challenges-content.sensing-game.instructions.10":"Puntuación","challenges-content.sensing-game.instructions.11":"y la otra para el","challenges-content.sensing-game.instructions.12":"Cronómetro","challenges-content.sensing-game.instructions.13":"y añádelas al sprite. Configura el cronómetro en 30 y añade","challenges-content.sensing-game.instructions.14":"Cambiar cronómetro por -1","challenges-content.sensing-game.instructions.15":"Crea un nuevo sprite","challenges-content.sensing-game.instructions.16":"Fin","challenges-content.sensing-game.instructions.17":"para acabar el juego. También puedes crear un sprite con el título del juego, p. ej., Recoge todas las burbujas de la Semana de la Programación de la UE.","challenges-content.sensing-game.example.0":"Juega una partida de detección de vídeo Recoge todas las burbujas de la Semana de la Programación de la UE. No dudes en hacer una nueva versión de","challenges-content.sensing-game.example.1":"este proyecto","challenges-content.calming-leds.title":"Ledes relajantes: crea un dispositivo sencillo con micro:bit","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 minutos","challenges-content.calming-leds.materials.0":"un dispositivo micro:bit y un paquete de pilas (si están disponibles)","challenges-content.calming-leds.materials.1":"un ordenador portátil o tableta con el que puedas entrar a Microsoft MakeCode y YouTube","challenges-content.calming-leds.materials.2":"microbit.org para los recursos de la actividad","challenges-content.calming-leds.description":"Los estudiantes crean un dispositivo digital utilizando ledes que puede ayudarles a regular su respiración y sentirse más relajados. Se les pedirá que escriban un código sencillo, explorando animaciones y secuencias.","challenges-content.calming-leds.instructions.0":"El objetivo es crear un dispositivo con ledes relajantes que se pueda utilizar para regular la respiración. Este dispositivo puede crearse sobre una placa física de micro:bit o en el simulador del editor de MakeCode.","challenges-content.calming-leds.instructions.1":"El reto puede completarse con el editor MakeCode y escribiendo una secuencia de programación sencilla, tal y como se muestra en el vídeo / la captura de pantalla.","challenges-content.calming-leds.instructions.2":"Para desarrollar el reto, los estudiantes pueden explorar distintas animaciones y ser creativos con la animación que les gustaría ver para que les ayude a estar relajados o sentirse bien.","challenges-content.calming-leds.instructions.3":"Puedes encontrar más información y las instrucciones en vídeo en","challenges-content.calming-leds.instructions.4":"este enlace","challenges-content.calming-leds.example":"Visita esta página para consultar las instrucciones y los vídeos del reto acabado, además de cómo programarlo","challenges-content.calming-leds.purposes.0":"Diseñar un artefacto digital sencillo y útil","challenges-content.calming-leds.purposes.1":"Explorar secuencias y animaciones y cómo funcionan","challenges-content.calming-leds.purposes.2":"Probar y depurar un código sencillo","challenges-content.calming-leds.purposes.3":"Repetir un diseño haciendo que las animaciones sean más rápidas o lentas","challenges-content.computational-thinking-and-computational-fluency.title":"Pensamiento computacional y fluidez computacional con ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis, embajador de la Semana de la Programación de la UE en Grecia","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Familiarizarse con nuevas órdenes e interfaces.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Crear programas sencillos con órdenes causa-efecto simples.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Hacer depuraciones sencillas mediante ensayo y error.","challenges-content.computational-thinking-and-computational-fluency.description":"En este reto, los niños integrarán conceptos de pensamiento computacional en sus proyectos utilizando la aplicación ScratchJr para que sus historias sean más atractivas, emocionantes y emotivas.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"Para utilizar ScratchJr, los pequeños no necesitan saber leer y escribir. Todas las instrucciones y opciones de menú se pueden identificar con símbolos y colores. El reto puede completarse en clase, en el laboratorio o incluso en un espacio abierto, ya que no se necesita internet.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Los niños utilizan la ciudad como fondo y utilizan bloques de programación para hacer que un coche circule por la ciudad.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Los niños pueden utilizar bloques de sonido y movimiento, y volver a iniciar bloques para que los personajes bailen.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Los niños eligen un fondo y un personaje, y utilizan un bloque de movimiento para que un coche circule por la ciudad. Pueden utilizar un bloque de velocidad para acelerar o frenar el personaje.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"La aplicación gratuita","challenges-content.computational-thinking-and-computational-fluency.materials.1":"funciona en distintos sistemas operativos y tipos de dispositivos inteligentes","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Además, el sitio web","challenges-content.computational-thinking-and-computational-fluency.materials.3":"ofrece muchos materiales educativos de forma gratuita","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minutos","challenges-content.ai-hour-of-code.title":"Hora de programación de IA","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Crear soluciones de programación que incluyan secuencias, eventos, bucles y condicionales","challenges-content.ai-hour-of-code.purposes.1":"Descomponer los pasos necesarios para resolver un problema en una secuencia precisa de instrucciones","challenges-content.ai-hour-of-code.purposes.2":"Explorar conceptos de programación","challenges-content.ai-hour-of-code.description":"Un pueblo está en peligro por un incendio y necesita que programes una solución. Conoce a tu ayudante de programación, el agente de Minecraft, y prográmalo para que vaya por el bosque y recopile datos. Estos datos ayudarán a que el agente prediga dónde se producirán los incendios. A continuación, programa el agente para que impida que se propague el incendio, salve al pueblo y devuelva la vida al bosque. Aprende principios básicos de programación y explora un ejemplo de inteligencia artificial (IA) real.","challenges-content.ai-hour-of-code.instructions":"Descarga el plan formativo aquí","challenges-content.ai-hour-of-code.materials.0":"Instala Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Una vez instalado, el reto está en","challenges-content.ai-hour-of-code.materials.2":"este sitio web","challenges-content.create-a-dance.title":"Crea un baile con Ode to Code!","challenges-content.create-a-dance.purposes":"Practicar programación de forma divertida y sentirse conectados con la comunidad de la Semana de la Programación de la UE.","challenges-content.create-a-dance.description.0":"Crea un baile con Ode to Code! Utiliza el","challenges-content.create-a-dance.description.1":"tutorial de Dance Party","challenges-content.create-a-dance.description.2":"para programar un baile para Ode to Code. El himno oficial de la Semana de la Programación de la UE figura en la lista de canciones de Dance Party. ","challenges-content.create-a-dance.instructions.0":"Las instrucciones se muestran en forma de vídeo en","challenges-content.create-a-dance.instructions.1":"el tutorial","challenges-content.create-a-dance.instructions.2":"y también por escrito al principio de cada nivel","challenges-content.create-a-dance.example":"Las creaciones de estudiantes que se han presentado pueden encontrarse en la siguiente página","challenges-content.create-a-dance.materials":"tutorial de The Code. org","challenges-content.create-a-simulation.title":"¡Crea una simulación!","challenges-content.create-a-simulation.purposes.0":"Aprender simulaciones, a la vez que se presentan las variables siguientes: crear un grupo de personas, tasas de recuperación, llevar mascarillas y vacunas. ","challenges-content.create-a-simulation.purposes.1":"Poner en práctica anteriores conocimientos sobre brotes de virus en el mundo real, que se aplicarán a un escenario ficticio. ","challenges-content.create-a-simulation.description":"Escribe un código para crear y ejecutar tu propia simulación sobre el brote del virus en la Ciudad de los Monstruos. Aprende a programar y a hacer predicciones sobre qué les pasará a los vecinos de Ciudad de los Monstruos. ","challenges-content.create-a-simulation.instructions.0":"Las instrucciones se muestran en forma de vídeo en","challenges-content.create-a-simulation.instructions.1":"el tutorial","challenges-content.create-a-simulation.instructions.2":"y también por escrito al principio de cada nivel","challenges-content.create-a-simulation.example":"Cuando acabes, puedes compartir tu simulación con otras personas. Comparte tu mensaje sobre lo que crees que podemos hacer para proteger la salud de los demás cuando llega un virus a la ciudad. ","challenges-content.create-a-simulation.materials":"Tutorial de The Code. org","challenges-content.create-your-own-masterpiece.title":"¡Crea tu propia obra de arte!","challenges-content.create-your-own-masterpiece.audience":"Apto para todas las edades","challenges-content.create-your-own-masterpiece.purpose":"Presentar conceptos informáticos de forma visual e inspirar la creatividad","challenges-content.create-your-own-masterpiece.description":"¡Crea tu propia obra de arte con el Artista!Utiliza bloques de códigos para que tu Artista cree una obra de arte única. ","challenges-content.create-your-own-masterpiece.instructions":"Las instrucciones figuran al principio de cada nivel","challenges-content.create-your-own-masterpiece.example":"Se pueden encontrar ejemplos de Artista en esta página, debajo del dibujo","challenges-content.create-your-own-masterpiece.materials.0":"El primer nivel del tutorial puede encontrarse","challenges-content.create-your-own-masterpiece.materials.1":"AQUÍ","challenges-content.cs-first-unplugged-activities.title":"Actividades con CS First Unplugged","challenges-content.cs-first-unplugged-activities.purposes.0":"Ayudar a los estudiantes que aprenden desde casa","challenges-content.cs-first-unplugged-activities.purposes.1":"Dar a todo el mundo un descanso de las pantallas","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged consta de una serie de actividades que presentan conceptos informáticos a los estudiantes sin ordenador. Hemos diseñado esta lección para mostrar que la informática es mucho más que codificar. ","challenges-content.cs-first-unplugged-activities.instructions.0":"Encontrarás el cuaderno con todas las actividades en inglés en este","challenges-content.cs-first-unplugged-activities.instructions.1":"enlace","challenges-content.cs-first-unplugged-activities.instructions.2":"así como un plan de lecciones en inglés en este","challenges-content.cs-first-unplugged-activities.instructions.3":"Las actividades de esta lección pueden realizarse de forma individual y siguiendo cualquier orden","challenges-content.cs-first-unplugged-activities.instructions.4":"El profesor puede hacer una foto del proceso de aprendizaje y compartirla en Instagram con la etiqueta #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Además del cuaderno de actividades, algunas actividades necesitan materiales adicionales o se hacen mejor con ellos.","challenges-content.cs-first-unplugged-activities.materials.1":"Contadores pequeños (como judías secas) para utilizar en el mapa de la actividad Network a Neighborhood (Conecta un barrio).","challenges-content.cs-first-unplugged-activities.materials.2":"Tijeras para cortar la rueda de cifrado para enviar un mensaje secreto.","challenges-content.cs-first-unplugged-activities.materials.3":"Cartulina y cola adhesiva para dar más rigidez a la rueda de cifrado para enviar un mensaje secreto.","challenges-content.cs-first-unplugged-activities.materials.4":"Una chincheta, un palillo o un clip enderezado para conectar la rueda de cifrado para enviar un mensaje secreto.","challenges-content.family-care.title":"Atención familiar","challenges-content.family-care.experience":"Abierto a todo el mundo","challenges-content.family-care.duration":"de 5 a 10 horas","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Investigar sobre el problema de la «atención familiar» que afrontamos a diario;","challenges-content.family-care.purposes.1":"Ver los problemas como oportunidades y generar soluciones creativas;","challenges-content.family-care.purposes.2":"Utilizar la programación para materializar de forma innovadora tus soluciones;","challenges-content.family-care.purposes.3":"Diseñar pósteres y presentar tus soluciones a los demás;","challenges-content.family-care.purposes.4":"Utilizar las redes sociales para que tus proyectos tengan impacto.","challenges-content.family-care.description.0":"¿Qué te viene a la mente cuando hablamos de hogar? ¿Una casa bonita? ¿Una gran cena preparada por los padres? ¿Un espacio secreto para ti? Un hogar cálido recarga nuestro cuerpo y nuestra mente como una gasolinera. En medio del ajetreo y el bullicio de la vida moderna, los padres siempre están ocupados en su trabajo. Cuando sales con amigos, no puedes dejar a tus gatitos atrás. Pero ¿cómo puedes cuidar de los tuyos cuando no estáis juntos? El tema del reto es la","challenges-content.family-care.description.1":"Atención familiar","challenges-content.family-care.description.2":"Sobre la base de este tema, se anima a los estudiantes a desarrollar una idea para transmitir amor y atención a través de la programación y el hardware. Estas son algunas preguntas en las que puedes pensar","challenges-content.family-care.description.3":"¿Cuántos miembros de la familia hay en tu hogar? ¿Quiénes son? ¿Has tenido algún problema conviviendo con ellos? ¿Qué tipos de cuidados necesitan?","challenges-content.family-care.description.4":"¿Conoces a alguien a quien falte más atención familiar que a otras personas de tu comunidad? ¿Cómo puedes ayudarle?","challenges-content.family-care.instructions.0":"Aporta ideas e investiga sobre el tema de la atención familiar","challenges-content.family-care.instructions.1":"Elabora una lista de problemas","challenges-content.family-care.instructions.2":"Genera soluciones posibles","challenges-content.family-care.instructions.3":"Selecciona una solución","challenges-content.family-care.instructions.4":"Programa y construye la estructura","challenges-content.family-care.instructions.5":"Diseña un póster para exponer tu proyecto","challenges-content.family-care.instructions.6":"Preséntalo a tus profesores y familiares","challenges-content.family-care.example.0":"Encontrarás algunos ejemplos aquí","challenges-content.family-care.example.1":"y","challenges-content.family-care.materials.0":"Herramienta de programación:","challenges-content.family-care.materials.1":"o descarga la","challenges-content.family-care.materials.2":"versión para PC","challenges-content.family-care.materials.3":"mBlock es un lenguaje de programación basado en Scratch","challenges-content.family-care.materials.4":"Este reto también es una adaptación del concurso MakeX Global Spark, un programa de diseño creativo basado en proyectos para niños de 6 a 13 años.","challenges-content.family-care.materials.5":"El equipo participante deberá centrarse en el tema específico y concebir una solución a través de la programación de software y la construcción de hardware.","challenges-content.family-care.materials.6":"Se anima a los estudiantes a completar el reto durante la Semana de la Programación y a llevarlo al ámbito internacional para comunicarse con otros estudiantes y ganar premios.","challenges-content.family-care.materials.7":"Para obtener más información, consulta:","challenges-content.family-care.materials.8":"o ponte en contacto con nosotros a través de","challenges-content.virtual-flower-field.title":"Cultiva tu campo de flores virtual","challenges-content.virtual-flower-field.author":"Jadga Huegle, orientadora de Meet and Code y parte del equipo SAP Snap!","challenges-content.virtual-flower-field.duration":"30-60 minutos","challenges-content.virtual-flower-field.purposes.0":"Conocer la programación con un proyecto sencillo, pero significativo.","challenges-content.virtual-flower-field.purposes.1":"Aprender que la programación puede ser artística y dar resultados bonitos.","challenges-content.virtual-flower-field.purposes.2":"Iluminar el otoño con flores coloridas y la Semana de la Programación de la UE.","challenges-content.virtual-flower-field.purposes.3":"Mostrar la diversidad de las flores de la Tierra.","challenges-content.virtual-flower-field.purposes.4":"Contribuir a los Objetivos de Desarrollo Sostenible (ODS), en particular el ODS 13: Cambio climático, mediante la creación eventos de programación para mejorar la educación sobre el cambio climático concienciando sobre este tema.","challenges-content.virtual-flower-field.description":"Desarrollar un programa en Snap! que cultive un campo de flores virtual con distintos tipos de flores y diferentes números de pétalos.","challenges-content.virtual-flower-field.instructions.0":"Si necesitas inspiración sobre cómo empezar el reto, consulta","challenges-content.virtual-flower-field.instructions.1":"este vídeo","challenges-content.virtual-flower-field.instructions.2":"o utiliza","challenges-content.virtual-flower-field.instructions.3":"este documento","challenges-content.virtual-flower-field.instructions.4":"para seguirlo","challenges-content.virtual-flower-field.instructions.5":"El reto puede realizarse programando un campo de flores virtual en Snap! (o Scratch) y publicando una captura de pantalla o una foto del resultado en internet.","challenges-content.virtual-flower-field.instructions.6":"El campo de flores debería contener distintos tipos de flores con diferentes números de pétalos. Lo ideal es que las flores se programen, lo cual significa que se crean estampando y torneando (o dibujando y torneando) los pétalos repetidas veces.","challenges-content.virtual-flower-field.instructions.7":"Publica una imagen de tu jardín virtual con la etiqueta #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Recomendamos que utilices","challenges-content.virtual-flower-field.materials.1":"pero el proyecto también funciona con","challenges-content.haunted-house.title":"Casa encantada en Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Universidad de Leiden; Ramon Moorlag, I&I; Semana de la Programación de los Países Bajos","challenges-content.haunted-house.audience":"Profesores y educadores","challenges-content.haunted-house.duration":"1 o 2 horas, según los conocimientos previos","challenges-content.haunted-house.purposes.0":"Hacer una historia interactiva sobre una casa encantada.","challenges-content.haunted-house.purposes.1":"Aprender programación con Hedy.","challenges-content.haunted-house.description":"Con Hedy, crearás una historia sobre una casa encantada con elementos interactivos. Cada vez que se ejecute el código se creará una nueva historia. El ordenador puede leer la historia en voz alta y se puede compartir por internet.","challenges-content.haunted-house.instructions.0":"Empieza abriendo un navegador y ve a hedycode.com.","challenges-content.haunted-house.instructions.1":"Sigue las instrucciones de los niveles 1 a 4. Utiliza las pestañas ‘Nivel’ y ‘Casa encantada.’","challenges-content.haunted-house.instructions.2":"Con la ayuda de estos niveles, escribiremos una historia interactiva sobre una casa encantada.","challenges-content.haunted-house.instructions.3":"Profesores: se puede encontrar un plan formativo de Hedy","challenges-content.haunted-house.instructions.4":"aquí","challenges-content.haunted-house.instructions.5":"Puedes encontrar una grabación de Felienne Hermans en la que presenta Hedy en","challenges-content.haunted-house.instructions.6":"este enlace","challenges-content.haunted-house.example":"Ejemplo de casa encantada del nivel","challenges-content.haunted-house.materials.0":"Hedy en","challenges-content.haunted-house.materials.1":"del nivel 1 al 4","challenges-content.inclusive-app-design.title":"Diseño de una aplicación inclusiva","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minutos + actividades de ampliación opcionales","challenges-content.inclusive-app-design.purposes.0":"Aportar ideas, planificar, elaborar prototipos y compartir una idea de aplicación fácil de entender y a la que todo el mundo pueda acceder.","challenges-content.inclusive-app-design.description":"Las buenas aplicaciones empiezan con buenas ideas. En esta actividad, los estudiantes concebirán una idea para una aplicación sobre un tema que les importe y, a continuación, descubrirán cómo diseñar aplicaciones teniendo en cuenta la inclusión y la accesibilidad.","challenges-content.inclusive-app-design.instructions.0":"Encontrarás todas las instrucciones en este enlace","challenges-content.inclusive-app-design.instructions.1":"Con este plan formativo de una hora, los educadores pueden orientar a los estudiantes para que","challenges-content.inclusive-app-design.instructions.2":"Aprendan a diseñar aplicaciones inclusivas","challenges-content.inclusive-app-design.instructions.3":"Aporten ideas sobre temas que les importan para diseñar una aplicación","challenges-content.inclusive-app-design.instructions.4":"Resuman sus ideas para aplicaciones y planifiquen actividades para los usuarios","challenges-content.inclusive-app-design.instructions.5":"Elaboren un prototipo sobre una parte de su aplicación en Keynote","challenges-content.inclusive-app-design.instructions.6":"Compartan demostraciones de sus prototipos y describan cómo ayudan a los usuarios con distintos antecedentes y capacidades","challenges-content.inclusive-app-design.materials.0":"Examina la Inclusive App Design Activity(Actividad de diseño de aplicaciones inclusivas) en Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Se recomienda Keynote en iPad o Mac, pero no es obligatorio. ","challenges-content.silly-eyes.title":"Ojos atontados","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 minutos","challenges-content.silly-eyes.purposes.0":"Hacer un proyecto con la interacción de los usuarios. ","challenges-content.silly-eyes.purposes.1":"Personalizar un proyecto con color y efectos gráficos. ","challenges-content.silly-eyes.purposes.2":"Aprender sobre el diseño en la producción digital. ","challenges-content.silly-eyes.description":"En este proyecto, diseñarás y crearás un personaje con ojos atontados. Los grandes ojos atontados del personaje seguirán el puntero del ratón para dar vida al personaje. ","challenges-content.silly-eyes.instructions":"Accede a la descripción completa del proyecto aquí","challenges-content.silly-eyes.example":"Consulta Gobo, Under the sea y Don't eat donut","challenges-content.train-ai-bot.title":"¡Entrena un robot de IA!","challenges-content.train-ai-bot.purposes":"Aprender inteligencia artificial (IA), aprendizaje automático, datos de entrenamiento y sesgos, a la vez que se consideran cuestiones éticas y cómo se puede utilizar la IA para resolver problemas mundiales.","challenges-content.train-ai-bot.description":"Entrenar un robot de IA para océanos. En esta actividad, programarás o entrenarás IA para distinguir los peces de la basura. ¡Limpiemos\\ el océano!","challenges-content.train-ai-bot.instructions.0":"Las instrucciones se muestran en forma de vídeos dentro del tutorial","challenges-content.train-ai-bot.instructions.1":"y también por escrito al principio de cada nivel","challenges-content.train-ai-bot.materials.0":"El tutorial puede encontrarse aquí","challenges-content.train-ai-bot.materials.1":"Este tutorial está disponible en más de veinticinco lenguas","challenges-content.build-calliope.title":"Construye tu propio preparador físico: Calliope Mini","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code con Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Conocer de forma divertida secuencias, animaciones, repeticiones y variables.","challenges-content.build-calliope.purposes.1":"Diseñar un gráfico de estructura.","challenges-content.build-calliope.purposes.2":"Para probar y depurar código.","challenges-content.build-calliope.purposes.3":"Optimizar un programa por ensayo y error, comprobando y ajustando la usabilidad.","challenges-content.build-calliope.duration":"20-30 minutos","challenges-content.build-calliope.description":"Los participantes desarrollarán un prototipo controlado digitalmente que utiliza un led brillante de colores para reproducir un ejercicio de acondicionamiento físico preconcebido de 10 unidades. ","challenges-content.build-calliope.materials.0":"Calliope Mini StarterBox (si está disponible)","challenges-content.build-calliope.materials.1":'Portátil o tablet con el que se puede visitar https://makecode.calliope.cc o https://calliope.cc y YouTube para acceder a los recursos de la actividad".',"challenges-content.build-calliope.instructions.0":"Para comenzar, crea un plan y determina el orden de las unidades de ejercicio. Usando el horario, programe el LED RGB del Calliope Mini para mostrar uno de los 5 colores al ritmo predefinido. A continuación, crea una variable para el ritmo y programa repeticiones utilizando bucles.","challenges-content.build-calliope.instructions.1":"Recuerda, si has implementado el programa de una manera que te guste, también puedes compartirlo con nosotros en info@calliope.cc, ¡estamos emocionados de ver lo que haces con él! Por cierto, ¡estamos regalando 30 minis de Calliope entre las presentaciones!","challenges-content.build-calliope.instructions.2":"Comparte el código QR de tu proyecto en Instagram, añade el hashtag #EUCodeWeekChallenge y menciona @CodeWeekEU.","challenges-content.build-calliope.example.0":"Mientras estás sentado frente a tu ordenador: también puedes hacer deporte.","challenges-content.build-calliope.example.1":"Crea un prototipo de fitness con el Calliope Mini que también se puede probar en el simulador. El desafío se realiza en el editor MakeCode programando una secuencia de código simple (ver captura de pantalla).","challenges-content.build-calliope.example.2":"Elige 5 colores diferentes y asigna un ejercicio de acondicionamiento físico a cada uno de ellos, por ejemplo, sentadillas o saltos. Entonces los colores se pueden alinear en cualquier orden y entrenar","challenges-content.common.share":"Comparte el enlace o el código QR de tu proyecto en Instagram o Facebook, añade el hashtag #EUCodeWeekChallenge y menciona @CodeWeekEU.","challenges-content.common.audience.0":"Profesores y educadores","challenges-content.common.audience.1":"Alumnos de primaria (6 a 12 años)","challenges-content.common.audience.2":"Alumnos de primer ciclo de educación secundaria (12 a 16 años)","challenges-content.common.audience.3":"Alumnos de segundo ciclo de educación secundaria (16 a 18 años)","challenges-content.code-a-dice.title":"Programa un dado para lanzar","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Programar acertijos interactivos","challenges-content.code-a-dice.purposes.1":"Programar la simulación de un objeto que se mueve al azar para utilizar si no está disponible el objeto real","challenges-content.code-a-dice.description":"En este reto programarás un dado que se lanza al azar a tu señal. Puedes elegir cualquier tipo de dado con el número de caras que quieras, como los que se utilizan en los juegos de rol, y también añadir sonidos.","challenges-content.code-a-dice.instructions.0":"Inicia sesión en Scratch","challenges-content.code-a-dice.instructions.1":"Elige un fondo","challenges-content.code-a-dice.instructions.2":"Crea tu objeto de dado o busca uno en la web y cárgalo en tu programa","challenges-content.code-a-dice.instructions.3":"Crea tantos disfraces para el objeto como caras del dado hayas elegido y que cada disfraz muestre un número diferente","challenges-content.code-a-dice.instructions.4":"Elige cómo quieres que el dado empiece a lanzarse (pulsando una tecla, haciendo clic en el objeto, etc.) y escribe el código para ello","challenges-content.code-a-dice.instructions.5":"Programa el objeto para que se cambie de disfraz al azar al final de la tirada","challenges-content.code-a-dice.instructions.6":"Añade efectos sonoros","challenges-content.code-a-dice.example":"Lanza un dado de 20 caras","challenges-content.personal-trainer.title":"Entrenador personal con micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Programar micro:bit con el fin de utilizar el zumbador y el panel led","challenges-content.personal-trainer.purposes.1":"Crear un dispositivo personal que controle tu actividad física","challenges-content.personal-trainer.purposes.2":"Programar micro:bit para que mejore tu salud a través del deporte","challenges-content.personal-trainer.description":"Este reto te permite programar tu micro:bit para que controle el número de repeticiones de los ejercicios físicos combinado con los tiempos de descanso. Harás el seguimiento de la actividad física que realizas en la escuela, en casa o en el parque.","challenges-content.personal-trainer.instructions.0":"Cuando A+B, crea un temporizador de cuenta regresiva de 3 segundos con un sonido de nota musical a cada segundo y que muestre la palabra GO!","challenges-content.personal-trainer.instructions.1":"Durante el primer ejercicio, muestra un cuadrado 2x2 que parpadea durante 20 segundos. A continuación, reproduce un sonido y fija el cuadrado. Durante el tiempo restante, debe mostrarse otra imagen parpadeante durante 10 segundos. Cuando acabe, reproduce un sonido.","challenges-content.personal-trainer.instructions.2":"A continuación, repite la misma acción, pero muestra un panel 3x3 para el tiempo del ejercicio. Repite estas acciones hasta que se muestre el panel 5x5.","challenges-content.personal-trainer.duration":"30-40 minutos","challenges-content.create-a-spiral.title":"Crea una espiral","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Aprender y practicar bucles y variables.","challenges-content.create-a-spiral.purposes.1":"Mejorar la creatividad en la programación.","challenges-content.create-a-spiral.description":"En este reto escribirás un proyecto con Scratch para crear una espiral, empleando bloques de lápiz, un bucle y una variable.","challenges-content.create-a-spiral.instructions.0":"Los bloques de lápiz","challenges-content.create-a-spiral.instructions.1":"Crea un nuevo proyecto y llámalo Espiral.","challenges-content.create-a-spiral.instructions.2":"Haz clic en el icono púrpura “Añadir extensión” situado en el extremo inferior izquierdo de la ventana","challenges-content.create-a-spiral.instructions.3":"Selecciona “lápiz”: ¡los bloques de lápiz ya están disponibles para tu proyecto!","challenges-content.create-a-spiral.instructions.4":"Para empezar el proyecto, arrastra y suelta el bloque “Al hacer clic en bandera verde”:","challenges-content.create-a-spiral.instructions.5":"Debes empezar con una página en blanco: dentro de los bloques de lápiz, añade el bloque “borrar todo”:","challenges-content.create-a-spiral.instructions.6":"Debes empezar a dibujar en el centro del escenario, lo que significa que tu objeto deberá ir hasta el centro del escenario (0,0):","challenges-content.create-a-spiral.instructions.7":"Tu objeto puede moverse sin dibujar, o moverse y dibujar:","challenges-content.create-a-spiral.instructions.8":"cuando quieras que dibuje, puedes utilizar el bloque bajar lápiz","challenges-content.create-a-spiral.instructions.9":"cuando no quieras que dibuje, puedes utilizar el bloque subir lápiz","challenges-content.create-a-spiral.instructions.10":"¡Ahora quieres dibujar! Añade el bloque “bajar lápiz”:","challenges-content.create-a-spiral.instructions.11":"El hexágono","challenges-content.create-a-spiral.instructions.12":"Añade los bloques siguientes a tu proyecto:","challenges-content.create-a-spiral.instructions.13":"Ahora tienes una sexta parte del hexágono. Debes repetir esta secuencia 6 veces:","challenges-content.create-a-spiral.instructions.14":"La espiral","challenges-content.create-a-spiral.instructions.15":"Para crear una espiral, deberás añadir 2 a la longitud de cada una de las caras siguientes.","challenges-content.create-a-spiral.instructions.16":"Para ello, utilizarás una variable.","challenges-content.create-a-spiral.instructions.17":"En los bloques de variables, haz clic en Hacer una variable","challenges-content.create-a-spiral.instructions.18":"Llámala longitud y haz clic en OK:","challenges-content.create-a-spiral.instructions.19":"La espiral va a crecer, por lo que deberás empezar con un valor pequeño: establece 10 como primera longitud e inserta este bloque antes del bucle.","challenges-content.create-a-spiral.instructions.20":"Inserta la variable “longitud” en el bloque “mover … pasos”","challenges-content.create-a-spiral.instructions.21":"Para que la espiral crezca, debes hacer que la longitud aumente en cada bucle: añade el bloque de abajo al final del bucle:","challenges-content.create-a-spiral.instructions.22":"Aquí tienes tu proyecto actual:","challenges-content.create-a-spiral.instructions.23":"Una bonita espiral","challenges-content.create-a-spiral.instructions.24":"¡Dibujaste una espiral! Para que funcione sin parar, sustituye el bucle“repetir 6” por el bucle “siempre”:","challenges-content.create-a-spiral.instructions.25":"Para dibujar una espiral de colores, añade el bloque siguiente en el bucle:","challenges-content.create-a-spiral.instructions.26":"Cuando vuelvas a empezar, el objeto dibuja una línea que no queremos. Para evitarlo, añade un bloque “subir lápiz” al inicio del proyecto.","challenges-content.create-a-spiral.instructions.27":"Aquí tienes tu proyecto final:","challenges-content.create-a-spiral.instructions.28":"¡Felicidades! ¡Has creado una espiral preciosa!","challenges-content.play-against-ai.title":"Crea y juega contra la IA — Juego piedra, papel o tijera","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"comprender cómo funciona el ciclo del aprendizaje automático.","challenges-content.play-against-ai.purposes.1":"crear un modelo de aprendizaje automático empleando Teachable Machine","challenges-content.play-against-ai.purposes.2":"familiarizarse con la herramienta Pictoblox e importar el modelo creado al proyecto","challenges-content.play-against-ai.purposes.3":"establecer el escenario y los caracteres, crear e iniciar variables en Pictoblox","challenges-content.play-against-ai.purposes.4":"inicializar el juego, identificar los movimientos del jugador, programar los movimientos aleatorios de la IA","challenges-content.play-against-ai.purposes.5":"crear y probar un juego en el que la inteligencia artificial intervenga como oponente en el juego piedra, papel o tijera.","challenges-content.play-against-ai.description":"Crearemos un modelo empleando Teachable Machine a partir de imágenes empleando tres clases: piedra, papel o tijera. El modelo se cargará en Pictoblox y se empleará para crear un juego que podemos jugar contra la IA.","challenges-content.play-against-ai.duration":"90 minutos","challenges-content.play-against-ai.instructions.0":"Crea un nuevo proyecto de imágenes en Teachable machine con 3 clases que se llamarán piedra, papel y tijera. Para cada clase, realiza al menos 400 fotos con la cámara. Asegúrate de tener un fondo limpio. Entrena y exporta el modelo. Carga el modelo y copia el enlace.","challenges-content.play-against-ai.instructions.1":"Crea una cuenta gratis en el sitio web de Pictoblox. Añade una extensión de aprendizaje automático y carga un modelo. Configura el escenario, las variables y los objetos. Inicializa el juego, identifica los movimientos del jugador y los movimientos de la IA y quién gana la ronda.","challenges-content.play-against-ai.instructions.2":"Entrena los datos para el juego.","challenges-content.play-against-ai.instructions.3":"Prueba el modelo.","challenges-content.play-against-ai.instructions.4":"Exporta el modelo.","challenges-content.play-against-ai.instructions.5":"Añade la extensión de aprendizaje automático y carga el modelo.","challenges-content.play-against-ai.instructions.6":"Establece el escenario, las variables y el objeto.","challenges-content.play-against-ai.instructions.7":"Inicializa el juego . ","challenges-content.play-against-ai.instructions.8":"Identifica los movimientos del jugador . ","challenges-content.play-against-ai.instructions.9":"Establece los movimientos aleatorios de la IA . ","challenges-content.play-against-ai.instructions.10":"Emite los movimientos aleatorios de la IA . ","challenges-content.play-against-ai.instructions.11":"Haz tres bloques . ¿Quién gana la ronda ? ","challenges-content.play-against-ai.instructions.12":"Comprueba si el jugador gana la ronda . ","challenges-content.play-against-ai.instructions.13":"Comprueba si la IA gana la ronda . ","challenges-content.play-against-ai.instructions.14":"Comprueba si hay un empate en la ronda . ","challenges-content.play-against-ai.instructions.15":"Programa los bloques . ","challenges-content.play-against-ai.instructions.16":"Objeto piedra, papel y tijera","challenges-content.air-drawing-with-AI.title":"Dibujar en el aire con IA","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"escribir un programa empleando la extensión de detección del cuerpo humano para que reconozca el movimiento de los dedos ante la cámara . ","challenges-content.air-drawing-with-AI.purposes.1":"programar con bloques sencillos en unas pocas líneas de código . ","challenges-content.air-drawing-with-AI.purposes.2":"ver un ejemplo del uso de la IA","challenges-content.air-drawing-with-AI.description":"Creación de un programa que permita que el usuario dibuje en el aire con la mano(dedo índice) ante la cámara y que todo lo que dibuje se muestre automáticamente en el escenario de Pictoblox . ","challenges-content.air-drawing-with-AI.instructions.0":"Crea una cuenta en Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"sigue las instrucciones visuales para:","challenges-content.air-drawing-with-AI.instructions.2":"añadir las extensiones de detección del cuerpo humano y el lápiz;","challenges-content.air-drawing-with-AI.instructions.3":"crea el escenario y añade el objeto(lápiz) y los objetos adicionales de: subir lápiz, bajar lápiz, borrar todo; ","challenges-content.air-drawing-with-AI.instructions.4":"escribe un código para que el objeto lápiz siga al dedo","challenges-content.air-drawing-with-AI.instructions.5":"escribe un código para los botones: subir lápiz, bajar lápiz y borrar todo y también para el lápiz","challenges-content.air-drawing-with-AI.instructions.6":"Ahora ya estás preparado para hacer tus propios dibujos y jugar con distintos colores y tamaños de lápiz . ","challenges-content.air-drawing-with-AI.materials.0":"Un portátil u ordenador con cámara","challenges-content.air-drawing-with-AI.materials.1":"La última versión de PictoBlox descargada(recomendado) o Pictoblox en línea(gratis)","challenges-content.air-drawing-with-AI.materials.2":"Cuenta de Pictoblox(gratis)","challenges-content.air-drawing-with-AI.materials.3":"Buena conexión a internet","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Aprender los conceptos básicos del aprendizaje automático y el reconocimiento de texto . ","challenges-content.emobot-kliki.purposes.1":"Comprender el papel de las emociones en las comunicaciones . ","challenges-content.emobot-kliki.purposes.2":"Utilizar la programación para crear diálogos entre un chatbot y un usuario . ","challenges-content.emobot-kliki.purposes.3":"Comprender cómo los ordenadores pueden reconocer los tonos emocionales a través del análisis de textos y las correspondientes respuestas.","challenges-content.emobot-kliki.description.0":"Crear un bot emocional en Scratch que pueda mostrar una cara alegre para los mensajes positivos (si se le dicen cosas agradables), una cara enfadada para los mensajes negativos (si se le dicen cosas desagradables) y una cara dubitativa si el mensaje es indefinido.","challenges-content.emobot-kliki.description.1":"Nuestro Emobot Kliki reconocerá los cumplidos e insultos para que veamos cómo se pueden entrenar los ordenadores a fin de que reconozcan el tono emocional.","challenges-content.emobot-kliki.instructions.0":"Para empezar, programa una lista de normas sobre lo que es agradable o amable y lo que es malo o mezquino.","challenges-content.emobot-kliki.instructions.1":"Inicia sesión en https://machinelearningforkids.co.uk/ o crea una cuenta nueva.","challenges-content.emobot-kliki.instructions.2":"Crea un nuevo modelo de aprendizaje automático añadiendo 3 nuevas etiquetas, a la primera llámala “bueno”, a la segunda “malo” y, de forma opcional, si quieres que se reconozca tu nombre, crea una tercera etiqueta llamada “nombre”.","challenges-content.emobot-kliki.instructions.3":"Entrena al nuevo modelo de aprendizaje automático, pruébalo y utilízalo para hacer el Emobot en Scratch.","challenges-content.emobot-kliki.instructions.4":"Inicia el editor de Scratch 3, borra el objeto gato, inserta 3 nuevos objetos hechos por el creador de imágenes de Microsoft Bing (el dibujo animado feliz, enfadado y dubitativo) o crea un nuevo objeto haciendo clic en el icono de Paint dibujando tres copias del disfraz de cara feliz, enfadada y dubitativa.","challenges-content.emobot-kliki.instructions.5":"Haz clic en la pestaña “Código” e introduce el siguiente script.","challenges-content.emobot-kliki.example.0":"Comparte tu Emobot Kliki con tus amigos y amplía tu conocimiento sobre la IA y las emociones.","challenges-content.emobot-kliki.example.1":"En lugar de un dibujo animado por ordenador también puedes probar algo diferente, como un animal. En lugar de amable y desagradable podrías entrenar al personaje para que reconozca otros tipos de mensajes.","challenges-content.craft-magic.title":"Haz magia con los gestos de las manos y la IA","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Cultivar las habilidades de programación entre los alumnos permitiéndoles utilizar comandos elementales.","challenges-content.craft-magic.purposes.1":"Desarrollar habilidades de pensamiento algorítmico dividiendo tareas complejas en pasos manejables.","challenges-content.craft-magic.purposes.2":"Alentar la resolución creativa de problemas encontrando aplicaciones únicas de gestos de las manos para dibujar y escribir.","challenges-content.craft-magic.purposes.3":"Fomentar la comprensión de los conceptos de IA, en particular cómo la IA facilita que los ordenadores reconozcan e interpreten los gestos de las manos.","challenges-content.craft-magic.purposes.4":"Concienciar sobre la importancia de la tecnología para las personas con discapacidad.","challenges-content.craft-magic.purposes.5":"Promover la resolución colaborativa de problemas y el trabajo en equipo entre los alumnos mientras trabajan juntos para mejorar sus programas relacionados con gestos de las manos.","challenges-content.craft-magic.purposes.6":"Relacionar la programación y el pensamiento computacional con aplicaciones del mundo real haciendo hincapié en el impacto significativo que tiene la tecnología sobre las vidas de las personas y alineándolo con los Objetivos de Desarrollo Sostenible (ODS).","challenges-content.craft-magic.duration.0":"90 min para estudiantes de 10 a 12 años","challenges-content.craft-magic.duration.1":"45 min para estudiantes de 12 a 15 años","challenges-content.craft-magic.description":"Crea un programa basado en bloques de Scratch empleando de forma creativa y motivadora la extensión “Cuerpo Humano” de IA para dibujar en una pantalla sin necesidad de utilizar ningún ratón tradicional ni pantalla táctil.","challenges-content.craft-magic.instructions.0":"Conecta con https://ai.thestempedia.com y crea una cuenta de profesor y estudiantes.","challenges-content.craft-magic.instructions.1":"Importa las extensiones ‘Detección de cuerpo humano’,’ Lápiz’,’ Texto a voz’.","challenges-content.craft-magic.instructions.2":"Añade el objeto ‘Lápiz’ de la biblioteca y crea 7 objetos (‘escribir’, ‘borrar’, ‘negro’, ‘rojo’, ‘azul’, ‘verde’, ‘rosa’).","challenges-content.craft-magic.instructions.3":"Escribe los comandos para ver qué pasa cuando el objeto ‘lápiz’ toca uno de los demás objetos.","challenges-content.craft-magic.instructions.4":"Escribe los comandos que permitan que la cámara reconozca las poses de las manos y mueve el lápiz hasta las coordenadas x e y de tu dedo índice.","challenges-content.craft-magic.instructions.5":"Cambia el disfraz al final de la tirada.","challenges-content.craft-magic.instructions.6":"Añade efectos de sonido.","challenges-content.craft-magic.materials.0":"Plataforma de programación https://ai.thestempedia.com (gratuita)","challenges-content.craft-magic.materials.1":"cuenta de profesor (gratis)","challenges-content.craft-magic.materials.2":"cuenta de alumnos (gratis)","challenges-content.craft-magic.materials.3":"Ordenadores con cámara","challenges-content.craft-magic.materials.4":"Conexión a internet","challenges-content.circle-of-dots.title":"Un círculo de puntos","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Escribir un código para dibujar una línea de puntos.","challenges-content.circle-of-dots.purposes.1":"Escribir un código para dibujar una línea de rayas.","challenges-content.circle-of-dots.purposes.2":"Escribir un código para dibujar un círculo.","challenges-content.circle-of-dots.purposes.3":"Escribir un código para dibujar un círculo de puntos (rayas).","challenges-content.circle-of-dots.description":"Dibujar un círculo a partir de puntos o rayas.","challenges-content.circle-of-dots.duration":"40 minutos","challenges-content.circle-of-dots.instructions.0":"Crear un bloque de puntos.","challenges-content.circle-of-dots.instructions.1":"Crear un bloque de rayas.","challenges-content.circle-of-dots.instructions.2":"Crear un círculo a partir de puntos . ","challenges-content.circle-of-dots.instructions.3":"Construir un círculo a partir de puntos . ","challenges-content.coding-escape-room.title":"Crear un juego de escape con programación","challenges-content.coding-escape-room.author":"Stefania Altieri y Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Enseñar / aprender y reflexionar sobre los conceptos de programación . ","challenges-content.coding-escape-room.purposes.1":"Utilizar herramientas de programación sencillas . ","challenges-content.coding-escape-room.purposes.2":"Desarrollar el pensamiento computacional y la resolución de problemas . ","challenges-content.coding-escape-room.description.0":"Crear una experiencia de programación de juego de escape como esta:","challenges-content.coding-escape-room.description.1":"Puedes utilizar Google Forms, Genially, Google Presentations, cualquier herramienta para crear una narración basada en la programación;).","challenges-content.coding-escape-room.duration":"90 minutos","challenges-content.coding-escape-room.instructions":"Puedes dividir a tus alumnos en pequeños grupos, que jueguen y luego crear otro reto con la plantilla: ","challenges-content.coding-escape-room.materials.0":"Se puede utilizar cualquier herramienta(Google y la plataforma Microsoft para crear y compartir documentos, presentaciones y hojas). Cualquier constructo de programación, herramienta o personaje vinculado con las tecnologías de la información y las comunicaciones(TIC) y la programación . ","challenges-content.coding-escape-room.example.0":"Se presentan algunos personajes que desempeñaron un papel importante en la historia de las TIC y conceptos básicos de la programación a través del juego . Esta es la mejor forma de aprender y participar activamente . Este juego puede jugarse en equipos o de forma individual, como reto o como competición . Los alumnos pueden crear algo similar y desarrollar competencias como la creatividad y las habilidades de programación . ","challenges-content.coding-escape-room.example.1":"Se trata de un recurso muy práctico y que se puede volver a utilizar fácilmente . Google Forms es una de las posibles herramientas . Puedes utilizar también Google Slides, Genially o Emaze, o cualquier otra herramienta para crear historias de encrucijadas y tus propias aventuras . ","challenges-content.coding-escape-room.example.2":"El reto de escape se divide en sesiones . Si resuelves la sesión, puedes continuar . Los alumnos deben crear pruebas de programación .","challenges-content.let-the-snake-run.title":"Deja pasar a la serpiente","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Programar el movimiento de la serpiente en su propio micro:bit.","challenges-content.let-the-snake-run.purposes.1":"Determinar la colocación y el momento adecuado para la animación conjunta.","challenges-content.let-the-snake-run.description":"Los alumnos deben escribir códigos para guiar la serpiente por unos micro:bits colocados unos junto a otros. Debe hacerse de forma que parezca que la serpiente va de un micro:bit a otro.","challenges-content.let-the-snake-run.duration":"30 minutos","challenges-content.let-the-snake-run.instructions.0":"Diseña un camino que pase por varios micro:bits colocados unos junto a otros (por ejemplo, formando un cuadrado 2x2).","challenges-content.let-the-snake-run.instructions.1":"Escribe los códigos mientras una serpiente se desplaza por un camino.","challenges-content.let-the-snake-run.instructions.2":"Trabaja con tu propio dispositivo y luego coloca los dispositivos juntos y ejecuta el código.","challenges-content.let-the-snake-run.instructions.3":"Ten en cuenta el momento y la colocación: Si la serpiente sale de un micro:bit, aparecerá en el siguiente.","challenges-content.let-the-snake-run.instructions.4":"Desafíos adicionales: Con micro:bit v2, reproduce música hasta que la serpiente abandone tu dispositivo.","challenges-content.let-the-snake-run.instructions.5":"Diseña la serpiente cambiando el brillo de los ledes.","challenges-content.let-the-snake-run.instructions.6":"Prueba con más tiempo o con más serpientes.","challenges-content.let-the-snake-run.example.0":"Este es un ejemplo de serpiente de 6 píxeles de largo con 4 micro:bits que forman un cuadrado de 2x2: ","challenges-content.let-the-snake-run.example.1":"Programación del inicio de micro:bit (el profesor puede hacerlo)","challenges-content.let-the-snake-run.example.2":"Todos los códigos se inicializan a través de este micro:bit, que envía una radioseñal a los demás micro:bit cuando se pulsa el botón A.","challenges-content.let-the-snake-run.example.3":"Programación del movimiento de la serpiente","challenges-content.let-the-snake-run.example.4":"Cada micro:bit debe estar en el mismo radiogrupo que el micro:bit de inicio.","challenges-content.let-the-snake-run.example.5":"Todas las animaciones se inician al recibir la radioseñal.","challenges-content.let-the-snake-run.example.6":"La animación del primer micro:bit es visible de inmediato, las demás esperan hasta que la serpiente llegue allí.","challenges-content.let-the-snake-run.example.7":"El tiempo que transcurre entre las dos fases determina la velocidad de la serpiente.","challenges-content.let-the-snake-run.materials.0":"micro:bits (para cada alumno, si es posible)","challenges-content.let-the-snake-run.materials.1":"ordenador portátil o PC para el editor makecode.microbit.org","challenges-content.illustrate-a-joke.title":"Ilustrar una broma con bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Diseñar un pequeño juego en el que el usuario encuentra la respuesta a un chiste en forma de pregunta.","challenges-content.illustrate-a-joke.description":"Los alumnos diseñan un juego en el que el usuario busca la respuesta a un chiste en forma de pregunta cuando la figura golpea un objeto en el campo de juego. Los alumnos emplean características básicas de bitsy para completar el reto.","challenges-content.illustrate-a-joke.instructions.0":"Piensa en un chiste en forma de pregunta. Ve a bitsy y empieza un nuevo proyecto. Necesitarás:","challenges-content.illustrate-a-joke.instructions.1":"un avatar: objeto que puedas hacer cambiar de sitio","challenges-content.illustrate-a-joke.instructions.2":"un gato blanco sobre un fondo morado","challenges-content.illustrate-a-joke.instructions.3":"una descripción generada automáticamente","challenges-content.illustrate-a-joke.instructions.4":"un objeto al que tu avatar debe dirigirse","challenges-content.illustrate-a-joke.instructions.5":"una sala: el fondo de tu programa","challenges-content.illustrate-a-joke.instructions.6":"dos mensajes: una pregunta y una respuesta.","challenges-content.illustrate-a-joke.instructions.7":"El juego acabado puede descargarse como archivo html.","challenges-content.illustrate-a-joke.example":"En este sitio web verás un ejemplo de chiste y un enlace a una pizarra digital:","challenges-content.illustrate-a-joke.materials":"bitsy funciona en un navegador","challenges-content.app-that-counts-in-several-languages.title":"Aplicación que cuenta en varias lenguas","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Aprender cómo crear una aplicación sencilla.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Aprender a programar mediante bloques.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Aprender a añadir etiquetas, botones, imágenes, sensores y medios.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Aprender cómo organizar los elementos en la pantalla de una aplicación.","challenges-content.app-that-counts-in-several-languages.description":"La aplicación permite contar en múltiples lenguas al pulsar un botón. Siempre que el usuario sacude el teléfono inteligente, el contador vuelve a cero. El reto consiste en añadir otra lengua.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Para completar el reto, debes definir la otra lengua en la que quieres que cuente la aplicación.","challenges-content.app-that-counts-in-several-languages.instructions.1":"A continuación, tienes que descargar de internet (p. ej., de Pixabay o Unsplash) la bandera de ese país y cargarla a la plataforma de MIT APP Inventor mediante el elemento denominado “flag”, en la propiedad de la foto.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Al lado deberías ver cómo se escribe el nombre del país en inglés y cómo se dice deja y púlsame en el idioma de ese país.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Por último, debes añadir los bloques necesarios para que la aplicación funcione en la nueva lengua.","challenges-content.app-that-counts-in-several-languages.materials.0":"Para desarrollar una aplicación necesitas un PC o un portátil con acceso a internet.","challenges-content.app-that-counts-in-several-languages.materials.1":"Crea una cuenta en la plataforma de MIT APP Inventor, accesible a través de https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"También hay que instalar la aplicación MIT AI2 Companion en el teléfono inteligente para probar la aplicación que se haya creado.","challenges-content.coding-with-art-through-storytelling.title":"Programar con arte a través de la narración de historias","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara y Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Cultivar las habilidades de observación, interpretación e interrogación a través del compromiso con el arte.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Ser creativos y colaborar con los demás para un objetivo común","challenges-content.coding-with-art-through-storytelling.purposes.2":"Crear un algoritmo para narrar de nuevo la historia.","challenges-content.coding-with-art-through-storytelling.description":"En este reto, los alumnos se inspirarán en una obra de arte, crearán una historia y la ilustrarán. A continuación, intentarán narrar de nuevo la historia empleando un kit robótico programable/o como una actividad sin conexión.","challenges-content.coding-with-art-through-storytelling.materials.0":"Esta actividad puede desarrollarse como actividad sin conexión o empleando un robot programable educativo como Bee-bot/Blue-bot/Mouse Robot.","challenges-content.coding-with-art-through-storytelling.materials.1":"cartas de secuencia de Bee-bot o cartas de secuencia para la actividad sin conexión","challenges-content.coding-with-art-through-storytelling.materials.2":"en Griego","challenges-content.coding-with-art-through-storytelling.materials.3":"Para obtener más información sobre la Caja de Herramientas de Rutinas de pensamiento del Proyecto Cero, puedes visitar","challenges-content.coding-with-art-through-storytelling.example.0":"El profesor trabaja con los alumnos para perfilar cómo diseñar un algoritmo con las cartas, que proporcionarán las instrucciones para que el Bee-Bot u otro robot llegue al primer acontecimiento de la historia en la alfombrilla. Los alumnos trabajan en equipos de 3-4 con el fin de diseñar un algoritmo para que el robot pase a la secuencia siguiente. Los alumnos prueban sus algoritmos en la alfombrilla de la clase y depuran cuando es necesario.","challenges-content.coding-with-art-through-storytelling.example.1":"Continúan desplazándose por tantos acontecimientos de la historia como pueden","challenges-content.coding-with-art-through-storytelling.example.2":"Esta actividad también puede llevarse a cabo como actividad sin conexión.","challenges-content.coding-with-art-through-storytelling.example.3":"Un niño es el robot y otro, el programador. El programador crea una ruta algorítmica empleando las cartas de secuencia para ayudar a que el robot pase de una imagen a otra y narre de nuevo la historia. Cada vez que el robot está en una imagen, se le pide que cuente una parte de la historia.","challenges-content.coding-with-art-through-storytelling.instructions.0":"El profesor pide a los alumnos que observen un cuadro/foto.","challenges-content.coding-with-art-through-storytelling.instructions.1":'Utilizan la rutina de pensamiento "Inicio, Mitad, Final" (Proyecto Cero de la Universidad de Harvard) para crear una historia.',"challenges-content.coding-with-art-through-storytelling.instructions.2":"El profesor les pregunta si esta obra de arte es el inicio, la mitad o el final de una historia, ¿qué podría pasar a continuación, antes o al final?","challenges-content.coding-with-art-through-storytelling.instructions.3":"Los alumnos ilustran los acontecimientos de la historia.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Los alumnos recuerdan la historia y colocan los acontecimientos en la cuadrícula. Empleando las cartas de secuencia, crean un algoritmo que ayuda al Bee-bot a narrar de nuevo la historia.","challenges-content.coding-with-legoboost.title":"Codificación y programación con Lego Boost — Extensión de Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"construir modelos empleando Lego Boost.","challenges-content.coding-with-legoboost.purposes.1":"desarrollar habilidades de programación en Scratch.","challenges-content.coding-with-legoboost.purposes.2":"programar robots empleando comandos desde sencillos a complejos.","challenges-content.coding-with-legoboost.description":"En este reto, los alumnos utilizarán la extensión de Scratch Lego Boost e introducirán códigos en la aplicación para que los robots avancen, retrocedan, eviten obstáculos, así como para crear comandos de voz.","challenges-content.coding-with-legoboost.duration":"120 minutos","challenges-content.coding-with-legoboost.instructions.0":"Inicia sesión en la aplicación Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Inicia Scratch Link y activa el Bluetooth en el ordenador portátil.","challenges-content.coding-with-legoboost.instructions.2":"Haz clic en Añadir una extensión de Scratch y elige Lego Boost.","challenges-content.coding-with-legoboost.instructions.3":"Añade una foto de la Semana de la Programación de la UE.","challenges-content.coding-with-legoboost.instructions.4":"Establece que los dos motores AB estén ON (encendidos) y, cuando se encuentren un obstáculo rojo, OFF (apagados).","challenges-content.coding-with-legoboost.instructions.5":"Con el color verde, el motor A está ON y, con el color negro, el motor B está ON.","challenges-content.coding-with-legoboost.instructions.6":"Se colocarán obstáculos verdes, rojos y negros en un camino.","challenges-content.coding-with-legoboost.instructions.7":"Añade comandos de movimiento y giros a partir de flechas y texto a voz al encontrar un obstáculo.","challenges-content.coding-with-legoboost.instructions.8":"¡Pruébalo!","challenges.title":"RETOS DE LA SEMANA DE LA PROGRAMACIÓN DE LA UE","challenges.date":"9-24 de octubre de 2021","challenges.common.target-audience":"Público objetivo","challenges.common.pre-primary":"Estudiantes de Educación Infantil","challenges.common.experience":"Experiencia","challenges.common.duration":"Duración","challenges.common.materials":"Materiales recomendados","challenges.common.purpose":"Objetivo","challenges.common.description":"Descripción","challenges.common.instructions":"Instrucciones","challenges.common.example":"Ejemplo","challenges.common.written-by.0":"Este reto ha sido escrito por","challenges.common.written-by.1":"y forma parte de los","challenges.common.teachers":"Profesores","challenges.common.students":"Estudiantes","challenges.common.beginner":"Principiante","challenges.common.intermediate":"Intermedio","challenges.common.advanced":"Avanzado","challenges.common.1-hour":"1 hora","challenges.main.0":"Durante la Semana de la Programación de la UE del 9 al 24 de octubre de 2021, te invitamos a hacer uno o varios de los retos que se proponen.","challenges.main.1":"¿Qué son los Retos de la Semana de la Programación de la UE?","challenges.main.2":"Son actividades que puedes hacer por tu cuenta, en clase, con compañeros o con amigos. ¿Te gustaría participar en la Semana de la Programación, pero no tienes ninguna idea sobre qué organizar? ¡No busques más! Hemos diseñado conjuntamente con socios de la Semana de la Programación una selección de retos fáciles de hacer, que contienen ejemplos concretos sobre cómo utilizarlos en una clase o un grupo. Además, se ofrecen orientaciones sobre cómo completar los retos, pero puedes adaptarlos según tus necesidades, intereses y la edad de tus participantes. Puedes usar todas las herramientas y tecnologías que quieras, pero recomendamos fuentes de código abierto.","challenges.main.3":"Elige uno o varios retos, adáptalos a tu grupo o clase y comparte los resultados en Instagram para animar a más compañeros y amigos a participar en la diversión de la Semana de la Programación.","challenges.main.4":"Haz clic en el reto para obtener más información:","challenges.main.5":"¿Quién puede participar?","challenges.main.6":"Todo el mundo (escuelas, profesores, bibliotecas, clubes de programación, empresas, autoridades públicas) está invitado a celebrar la Semana de la Programación de la UE 2021 realizando un #EUCodeWeekChallenge.","challenges.main.7":"¿Cómo se puede participar en el Reto de la Semana de la Programación de la UE 2021?","challenges.main.8":"Selecciona un reto que te gustaría realizar.","challenges.main.9":"Junta a tus participantes en parejas o grupos. El trabajo en equipo y la colaboración son claves para completar con éxito un reto independientemente de si la actividad es presencial, virtual o colaborativa nacional o internacional.","challenges.main.10":"Comparte tu reto","challenges.main.11":"¿Te gustaría conseguir algunos regalos de la Semana de la Programación? Si es que sí, haz que tu trabajo se vuelva viral.","challenges.main.12":"Una vez completado el reto, compártelo en Instagram.","challenges.main.13":"Se seleccionarán ganadores cada día durante la Semana de la Programación del 9 y al 24 de octubre, que se anunciarán en nuestro canal de Instagram. Así que no olvides comprobar tus notificaciones regularmente.","challenges.share.0":"¿Cómo puedes compartir tu(s) reto(s) en Instagram?","challenges.share.1":"Toca el botón Editar perfil","challenges.share.2":"Añade el enlace de tu trabajo en el campo Sitio web y guárdalo","challenges.share.3":"Crea una nueva publicación","challenges.share.4":"Añade una captura de pantalla de tu trabajo","challenges.share.5":"Escribe una descripción atractiva","challenges.share.6":"Asegúrate de que especificas ‘Link in Bio’ (Enlace en la presentación)","challenges.share.7":"Añade la etiqueta #EUCodeWeekChallenge","challenges.share.8":"Menciona y etiqueta a @CodeWeekEU","challenges.share.9":"¿Prefieres compartir tu(s) reto(s) en Facebook?","challenges.share.10":"Cada día, la Semana de la Programación de la UE fijará una nueva publicación de reto en su página de","challenges.share.11":"Facebook","challenges.share.12":"y seleccionará el ganador del premio a partir de los comentarios de debajo de la publicación.","challenges.share.13":"¿Cómo funciona?","challenges.share.14":"Solo tienes que comentar la publicación con el enlace a tu trabajo.","challenges.share-box.0":"Comparte el enlace a tu trabajo en tu","challenges.share-box.1":"Presentación de Instagram","challenges.share-box.2":"pulsa el botón","challenges.share-box.3":"Editar perfil","challenges.share-box.4":"de tu Instagram y añade el enlace a tu trabajo en el campo Sitio web. Después, crea una nueva publicación, añade una captura de pantalla de tu trabajo, escribe ","challenges.share-box.5":"Link in Bio","challenges.share-box.6":"añade la etiqueta #EUCodeWeekChallenge y menciona a @CodeWeekEU","challenges.share-box.7":"¿Prefieres compartir tu(s) reto(s) en","challenges.share-box.8":"La Semana de la Programación de la UE fijará","challenges.share-box.9":"una publicación sobre un nuevo reto en su","challenges.share-box.10":"página de Facebook","challenges.share-box.11":"Entonces tan solo tienes que comentar la publicación con el enlace a tu trabajo.","challenges.share-box.12":"Cada día durante la Semana de la Programación del 9 al 24 de octubre, se seleccionarán los ganadores de los regalos y se anunciarán en nuestros canales de Instagram y Facebook. Así que no olvides comprobar tus notificaciones regularmente","challenges.take-part.0":"¿Por qué participar en un reto de la Semana de la Programación de la UE?","challenges.take-part.1":"Para participar en actividades de resolución de problemas y programación.","challenges.take-part.2":"Para trabajar con compañeros.","challenges.take-part.3":"Para difundir el mensaje sobre la importancia de la programación.","challenges.download.0":"Haz clic","challenges.download.1":"aquí","challenges.download.2":"para descargar este reto como documento de Word","challenges.bingo.0":"Haz todos los Retos","challenges.bingo.1":"¿Reto completado? Imprime","challenges.bingo.2":"el cartón de bingo","challenges.bingo.3":"y marca la pequeña burbuja blanca en la parte superior izquierda","challenges.bingo.4":"Comparte tu reto en las redes sociales y gana unos magníficos premios de la Semana de la Programación","challenges.bingo.5":"Tan solo tienes que subir una foto con la(s) fila(s), la(s) columna(s) o, incluso mejor, todo el bingo completado, a","challenges.bingo.6":"Facebook, Instagram o Twitter","challenges.bingo.7":"Asegúrate de que utilizas","codeweek4all.title":"Reto CodeWeek4All","codeweek4all.text":"El reto CodeWeek4All te anima a vincular tus actividades con otras organizadas por amigos, compañeros y conocidos, y conseguir juntos el Certificado de Excelencia de la Semana de la Programación.","codeweek4all.what.title":"¿Qué es?","codeweek4all.what.content":`

    Además de añadir tu actividad al mapa de la Semana de la Programación de la UE, también puedes involucrar a otros miembros de tu red para que hagan lo mismo. ¡Si tu alianza y tú cumplís uno de los siguientes criterios, todos obtendréis el Certificado de Excelencia de la Semana de la Programación!

    -

    Criterios para obtener el Certificado de Excelencia:

    `,"codeweek4all.what.criteria1":"la participación de 500 alumnos","codeweek4all.what.criteria2":"la vinculación de diez actividades (de 10 organizadores diferentes)","codeweek4all.what.criteria3":"la implicación de tres países.","codeweek4all.what.andor":"o","codeweek4all.howto.title":"¿Cómo participar?","codeweek4all.howto.time":"El reto CodeWeek4All dura hasta que finalice el año natural. Los certificados se emitirán a principios del año que viene, en enero o febrero.","codeweek4all.howto.content":'Visita la página Añadir una actividad y completa la información requerida de tu actividad de programación.',"codeweek4all.howto.first_alliance.1":"Pulsa en «Añadir un evento».","codeweek4all.howto.first_alliance.2":"Una vez que tu actividad haya sido aceptada, recibirás un correo electrónico de confirmación con un código único CodeWeek4All.","codeweek4all.howto.first_alliance.3":"Copia el código y compártelo con los miembros de tu red que también organicen una actividad de programación. ¡Corre la voz para animar a otras personas a participar!","codeweek4all.howto.first_alliance.4":"Tras la finalización de la campaña, se pedirá a todos los organizadores de actividades que informen sobre el número de participantes. ¡Si habéis conseguido cumplir alguno de los criterios, tú y todos los miembros de tu red recibiréis el Certificado de Excelencia!","codeweek4all.howto.first_alliance.title":"Si eres la primera persona de la alianza:","codeweek4all.howto.existing_alliance.1":"Pega el código de acceso que hayas recibido del promotor, la persona que haya creado la alianza, en el campo «código CodeWeek4All».","codeweek4all.howto.existing_alliance.2":"Pulsa Agregar un evento","codeweek4all.howto.existing_alliance.3":"Corre la voz (¡y el código!) para conseguir que más organizadores se unan a tu alianza.","codeweek4all.howto.existing_alliance.4":"Tras la finalización de la campaña, se pedirá a todos los organizadores de actividades que informen sobre el número de participantes. ¡Si habéis conseguido cumplir alguno de los criterios, tú y todos los miembros de tu red recibiréis el Certificado de Excelencia!","codeweek4all.howto.existing_alliance.title":"Si vas a unirte a una alianza que ya existe:","codeweek4all.why.1":"Para difundir el mensaje sobre la importancia de la programación.","codeweek4all.why.2":"Para ver cómo un gran número de estudiantes se involucran.","codeweek4all.why.3":"Para establecer conexiones con organizaciones o escuelas en tu comunidad o a escala internacional.","codeweek4all.why.4":"Para conseguir el apoyo de otros organizadores y profesores.","codeweek4all.why.5":"Para obtener el Certificado de Excelencia.","codeweek4all.why.title":"¿Por qué unirse al reto?","codeweek4all.superorganiser-title":"Certificado de Superorganizador","codeweek4all.superorganiser":'Además, puedes conseguir un Certificado de Superorganizador. Para ello, tan solo tienes que ser organizador y registrar al menos diez actividades independientes en tu escuela, tu organización, o en línea.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Preguntas","coding-at-home.material.required":"Material necesario","coding-at-home.material.chequered":"tablero de cuadros","coding-at-home.material.footprint":"fichas con huellas de pies","coding-at-home.intro.title":"Introducción a Coding@Home","coding-at-home.explorer.title":"El explorador","coding-at-home.explorer.text":"El explorador es la primera actividad de Coding@Home. Se trata de hacer avanzar el explorador por el tablero para llegar a la meta, después de pasar por tantas casillas como sea posible. ","coding-at-home.explorer.questions.content.1":"P1. Con las posiciones de salida y meta que se muestran en el vídeo, ¿es posible que el explorador pase por todas las casillas del tablero?","coding-at-home.explorer.questions.content.2":"P2. ¿Qué posiciones de salida y llegada impiden al explorador pasar por el mayor número de casillas del tablero?","coding-at-home.right-and-left.title":"Derecha e izquierda","coding-at-home.right-and-left.text":"Derecha e izquierda es un juego competitivo y colaborativo, porque los dos equipos colaboran para crear el camino hacia la meta, pero también compiten para utilizar el mayor número posible de fichas que se les asignan: el equipo amarillo intentará colocar el mayor número posible de fichas con giros hacia a la izquierda y el equipo rojo intenta colocar el mayor número de fichas con giros a la derecha.","coding-at-home.right-and-left.questions.content.1":"P1. Con las posiciones de salida y meta mostradas en la primera parte del video, ¿es posible que uno de los dos equipos gane?","coding-at-home.right-and-left.questions.content.2":"P2. Con la salida y la meta dispuestas como en el juego ganado por Anna, ¿podría haber un empate?","coding-at-home.right-and-left.questions.content.3":"P3. ¿Hay alguna disposición de salida y meta que favorezca a uno de los dos equipos?","coding-at-home.right-and-left.questions.content.4":"P4. Dada la disposición de las posiciones de salida y meta, ¿es posible predecir cuál será la diferencia entre el equipo ganador y el perdedor?","coding-at-home.keep-off-my-path.title":"Fuera de mi camino","coding-at-home.keep-off-my-path.text":"Fuera de mi camino es un juego competitivo entre dos equipos. Comenzando desde extremos opuestos del tablero, los dos equipos deberán construir caminos que se obstaculicen entre sí. El equipo que evite que el otro amplíe su camino gana.","coding-at-home.keep-off-my-path.questions.content.1":"P1. ¿Hay algún punto de partida que favorezca a uno de los dos equipos?","coding-at-home.keep-off-my-path.questions.content.2":"P2.. ¿Podría haber un empate?","coding-at-home.keep-off-my-path.questions.content.3":"P3. ¿Tiene ventaja el primer jugador que empiece?","coding-at-home.keep-off-my-path.questions.content.4":"P4. ¿Hay alguna estrategia de juego cerrada que pueda adoptar el jugador que mueve primero para no perder nunca?","coding-at-home.tug-of-war.title":"Tira y afloja","coding-at-home.tug-of-war.text":"Tira y afloja es un juego colaborativo y competitivo. Comenzando por el centro de la parte inferior del tablero, dos equipos (amarillo y rojo) deberán trabajan juntos para llegar a la parte superior. El equipo amarillo intentará llegar a las casillas de la izquierda, mientras que el equipo rojo intentará llegar a las casillas de la derecha.","coding-at-home.tug-of-war.questions.content.1":"P1. ¿Hay alguna estrategia que siempre dé la victoria?","coding-at-home.tug-of-war.questions.content.2":"P2. ¿Tiene ventaja el primer jugador que empiece?","coding-at-home.tug-of-war.questions.content.3":"P3. Si los dos jugadores están igual de atentos, ¿el juego siempre termina en un empate, es decir, en el centro?","coding-at-home.explorer-without-footprints.title":"Explorador sin huellas","coding-at-home.explorer-without-footprints.text":"El explorador debe caminar alrededor del tablero desde el punto de salida hasta la meta tratando de pasar por todas las casillas. A medida que el explorador avanza va dejando huellas de colores que permiten al robot seguir los pasos interpretando dichos colores. El juego se vuelve aún más intrigante cuando el explorador elimina las huellas dejando solo los colores.","coding-at-home.explorer-without-footprints.material":"Así como marcadores (o lapiceros) rojo, amarillo y gris.","coding-at-home.explorer-without-footprints.questions.content.1":"P1. ¿Cuál es la diferencia entre el tablero lleno de huellas de colores y el que tiene colores pero no huellas?","coding-at-home.explorer-without-footprints.questions.content.2":"P2. ¿Qué tablero ofrece más libertad de movimiento, manteniendo las mismas reglas de giro indicadas por el color?","coding-at-home.explorer-without-footprints.questions.content.3":"P3. ¿Hay caminos que son posibles en el tablero solo con colores pero que no lo son en el tablero con huellas de colores?","coding-at-home.explorer-without-footprints.questions.content.4":"P4. ¿Hay caminos que son posibles en el tablero con huellas de colores pero que no lo son en el tablero solo con colores?","coding-at-home.walk-as-long-as-you-can.title":"Camina tanto como puedas","coding-at-home.walk-as-long-as-you-can.text":"En esta actividad, el desafío es permanecer en el tablero durante el mayor tiempo posible, utilizando colores en vez de huellas. La actividad se vuelve más difícil a medida que aumenta la libertad de circulación","coding-at-home.walk-as-long-as-you-can.coloured-cards":"tarjetas de colores o marcadores de color rojo, amarillo y gris","coding-at-home.walk-as-long-as-you-can.questions.content.1":"P1. ¿Cuándo chocan los dos caminos y se bloquean entre sí?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"P2. Este juego es para dos jugadores. ¿Es posible jugarlo con tres o cuatro jugadores? ¿Debemos cambiar las reglas?","coding-at-home.ada-charles-roby.title":"Ada, Charles y Roby","coding-at-home.ada-charles-roby.text":"La historia de Ada Lovelace y Charles Babbage es interesante. Concibieron y programaron ordenadores cien años antes de que se inventasen realmente","coding-at-home.ada-charles-roby.material":"arcilla de modelar y un lápiz corto","coding-at-home.ada-charles-roby.questions.content.1":"P1. Trata de imaginar que el robot que has construido con la arcilla de modelar y el lápiz puede moverse sobre el tablero para llegar a cualquier posición y, de ser necesario, trazar su camino. ¿Qué instrucciones utilizarías para programarlo?","coding-at-home.cody-and-roby.title":"Cody y Roby","coding-at-home.cody-and-roby.text":"Este es un juego de rol con el programador, Cody, y el robot, Roby. El vídeo introduce las tarjetas de CodyRoby, las cuales utilizaremos a partir de ahora para determinar los movimientos sobre el tablero. Cody utilizará estas tarjetas para dar instrucciones a Roby sobre cómo moverse sobre el tablero","coding-at-home.cody-and-roby.material":"tablero cuadriculado con marcas, tarjetas de instrucciones (izquierda, derecha, adelante) y cualquier contador que deba colocarse sobre el tablero","coding-at-home.cody-and-roby.starter-kit":"kit básico de CodyRoby","coding-at-home.cody-and-roby.questions.content.1":"P1. ¿A dónde llega Roby si, comenzando en la posición C2 orientado hacia el sur, ejecuta la última secuencia de instrucciones mostrada en el vídeo?","coding-at-home.cody-and-roby.questions.content.2":"P2. ¿Podrían los movimientos que realiza Roby al ejecutar la última secuencia de instrucciones mostrada en el vídeo describirse mediante la aplicación de las instrucciones de CodyFeet o CodyColor en el tablero?","coding-at-home.cody-and-roby.questions.content.3":"P3. Los tres tipos de instrucciones introducidas en el vídeo, representadas con las tarjetas de color verde, rojo y amarillo, constituyen un conjunto de instrucciones capaces de dirigir a Roby a cualquier punto del tablero. ¿Puedes elaborar un conjunto de menos de tres instrucciones que haga lo mismo?","coding-at-home.the-tourist.title":"El turista","coding-at-home.the-tourist.text":"Con las tarjetas de CodyRoby, dos equipos se desafían entre sí para encontrar, en el menor tiempo posible, la secuencia de instrucciones que guiará al turista a los monumentos que desee visitar sobre el tablero","coding-at-home.the-tourist.material":"Tarjetas más grandes pueden ser útiles para jugar en el suelo","coding-at-home.the-tourist.questions.content.1":"P1. ¿Qué secuencia de instrucciones guiaría al turista a la estatua de Rafael en el primer ejemplo mostrado en el vídeo?","coding-at-home.the-tourist.questions.content.2":"P2. ¿Qué secuencia de instrucciones guiaría al turista a los Torricini del Palacio Ducal en el segundo ejemplo mostrado en el vídeo?","coding-at-home.the-tourist.questions.content.3":"P3. ¿Se te ocurre alguna manera divertida de hacer un ejercicio cada vez que uno de los dos equipos elija una tarjeta para añadir al programa? Inventa una manera replanteando la carrera de relevos mostrada en el vídeo","coding-at-home.two-snakes.title":"Las dos serpientes","coding-at-home.two-snakes.text":" Con las cartas CodyRoby, dos serpientes se desplazan por el tablero y tratan de obstaculizar los respectivos movimientos. La regla básica es muy sencilla: no se puede volver a una casilla por donde ya haya pasado una serpiente. Gana la serpiente que pueda moverse libremente más tiempo.","coding-at-home.two-snakes.material":"Cartas CodyRoby, un tablero de 5 × 5 casillas, dos piezas y fichas de papel para marcar las casillas ya visitadas.","coding-at-home.two-snakes.questions.content.1":"P1. En la configuración inicial que aparece en el vídeo, si los dos jugadores no roban cartas amarillas para girar a la izquierda,¿qué cartas cabe esperar que les salgan?","coding-at-home.round-trip.title":" Ida y vuelta","coding-at-home.round-trip.text":"Se turnan los equipos. El primero planea el viaje de ida, y el segundo debe llevar a Roby de vuelta al punto de partida. Parece fácil, pero no lo es, sobre todo si planeas las jugadas mentalmente, sin mover a Roby","coding-at-home.round-trip.material":"Cartas CodyRoby, un tablero de 5 × 5 casillas, dos piezas y fichas de papel para marcar las casillas ya visitadas.","coding-at-home.round-trip.questions.content.1":"P1. ¿Es posible que el programa que lleva a Roby de vuelta al punto de partida sea más corto (tenga menos instrucciones) que el del viaje de ida?","coding-at-home.meeting-point.title":"Punto de encuentro","coding-at-home.meeting-point.text":'Esta vez, programamos las jugadas antes de empezar. Los dos equipos ponen las cartas sobre la mesa para crear la secuencia de instrucciones que moverán a sus respectivos robots, pero nadie se mueve hasta que uno de los jugadores dice “¡Empezar!” En ese momento, termina la programación y empieza la acción. Gana el jugador que dijo "¡Empezar!" si los dos robots acaban en la misma casilla ejecutando cada uno las instrucciones de su equipo.',"coding-at-home.meeting-point.material":"Cartas CodyRoby, tablero de 5 × 5 casillas, dos piezas.","coding-at-home.meeting-point.questions.content.1":"P1. Si crees posible que los dos robots no se encuentren nunca, inventa reglas para todas las situaciones posibles.","coding-at-home.follow-the-music.title":"Sigue la música","coding-at-home.follow-the-music.text":" Cuando se repiten periódicamente secuencias de instrucciones de programación, es como si tuvieran ritmo. Si asociamos un sonido a cada instrucción, podemos guiar a Roby con música. Es justo lo que haremos esta vez. Voy a crear un programa para que sigáis distintos sonidos (que representan distintas instrucciones sónicas), para mover a Roby por el tablero.","coding-at-home.follow-the-music.material":"Además de las cartas CodyRoby, el tablero y las piezas, hay que hacer tres sonidos diferentes. Yo he utilizado tres vasos con distintas cantidades de agua. ¿Qué utilizaréis vosotros?","coding-at-home.follow-the-music.questions.content.1":"P1. Tratad de seguir el vídeo y guiaros por los sonidos que generan los vasos sin mirar las cartas. ¿Podéis reconocer y ejecutar las instrucciones transmitidas mediante los sonidos?","coding-at-home.follow-the-music.questions.content.2":"P2. Elegid los tres sonidos asociados a las tres instrucciones básicas. Inventad una secuencia de sonidos que podáis repetir indefinidamente sin que en ningún momento Roby se salga del tablero...","coding-at-home.material2.chequered-with-labels":"tablero cuadriculado con marcas","coding-at-home.material2.cards":"veinticuatro tarjetas de «avanzar», ocho de «girar a la izquierda» y ocho de «girar a la derecha»","coding-at-home.material2.larger-cards":"Para la versión en el suelo se recomienda utilizar tarjetas más grandes","coding-at-home.material2.video":"El vídeo también explica cómo jugar sin el mazo de cartas","coding-at-home.material2.pieces-of-paper":"Asimismo, se requieren veinticuatro pedazos de papel para colocarlos en las casillas ya visitadas","coding-at-home.material2.card-alternative":"Como alternativa al mazo de tarjetas de CodyRoby, se pueden utilizar los iconos disponibles aquí","coding-at-home.material2.small-drawings":"Un suplemento pueden ser pequeños dibujos para ayudar a contar la historia. Los utilizados en el vídeo pueden encontrarse aquí","coding-at-home.material2.rest-of-cards":"Para el resto utilizamos las tarjetas de CodyRoby, CodyFeet o CodyColour.","coding-at-home.catch-the-robot.title":"Captura al robot","coding-at-home.catch-the-robot.text":"Captura al robot es un juego competitivo al que se puede jugar sobre la mesa o en el suelo. El jugador que capture al robot del equipo contrario llegando a su casilla en el tablero gana. La aleatoriedad de las tarjetas requiere que ambos equipos adapten continuamente sus estrategias.","coding-at-home.catch-the-robot.questions.content.1":"P1. Si el peón rosa (Roby) se encuentra en la casilla central C3 orientado hacia el norte, y el equipo rosa tiene dos tarjetas de «avanzar», dos de «girar a la izquierda» y una de «girar a la derecha», ¿a qué casillas puede ir?","coding-at-home.the-snake.title":"La serpiente","coding-at-home.the-snake.text":"La serpiente es un tipo de solitario que se juega con las tarjetas de CodyRoby. El objetivo del juego es guiar a la serpiente por todas las casillas del tablero sin que se muerda la cola.","coding-at-home.the-snake.questions.content.1":"P1. ¿Hay algún punto de partida que haga imposible visitar todas las casillas sin que la serpiente se muerda la cola?","coding-at-home.storytelling.title":"Narración de historias","coding-at-home.storytelling.text":"¡El tema de hoy es la narración! Utiliza las instrucciones de CodyRoby, las huellas de CodyFeet o los colores de CodyColour para guiar a los peones alrededor del tablero para contar una historia. Dispersa diferentes partes de la historia alrededor del tablero.","coding-at-home.storytelling.questions.content.1":"P1. ¿Cuál es la herramienta más versátil para guiar a Roby y contar una historia?","coding-at-home.storytelling.questions.content.2":"P2. ¿Puedes colocar en el tablero las partes de la historia que deseas contar en posiciones que hagan imposible recuperar todas con CodyFeet?","coding-at-home.colour-everything.title":"Coloréalo todo","coding-at-home.colour-everything.text":"¿Podemos guiar a los robots por el tablero de manera que hagan un dibujo con su rastro? En esta actividad, jugamos con la programación y el arte del píxel para crear imágenes coloreando las casillas de un tablero como si fueran píxeles en una pantalla.","coding-at-home.colour-everything.material":"Tarjetas CodyRoby, tablero y peón. Para colorear las casillas, colócales trozos de papel encima o márcalas con rotulador.","coding-at-home.colour-everything.questions.content.1":"¿Se pueden dibujar los dos corazones, como al final del vídeo, guiando al robot por todas las casillas necesarias sin pasar dos veces por la misma?","coding-at-home.codyplotter-and-codyprinter.title":"Trazador Cody e Impresora Cody","coding-at-home.codyplotter-and-codyprinter.text":"¿Cuál es la diferencia entre trazador e impresora? Para saberlo, prueba esta actividad de programación «unplugged».","coding-at-home.codyplotter-and-codyprinter.material":"Además del kit CodyRoby, utilicé un rotulador verde y un nuevo robot de plastilina, pero esto es facultativo.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"¿Puedes explicar la diferencia entre trazador e impresora?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"¿Qué dibujo haría RobyPrinter (el robot impresora) moviéndose por las líneas del tablero si ejecutara la serie de comandos que se dictan al final del vídeo?","coding-at-home.boring-pixels.title":"¡Píxels aburridos!/Utilizando números","coding-at-home.boring-pixels.text":"Si a Roby le damos instrucciones para que haga un dibujo casilla a casilla, píxel a píxel, veremos que, cuando muchas casillas seguidas tienen el mismo color, podemos utilizar números para que sea más interesante. Es lo que hacen los ordenadores...","coding-at-home.boring-pixels.material":"cuaderno de cuadrícula o tablero de 5 × 5 en papel, rotulador. Para representar el código del dibujo, puedes utilizar papel y bolígrafo.","coding-at-home.boring-pixels.questions.content.1":"Intenta hacer un dibujo cuadriculado y representarlo con codificación RLE. El tamaño del dibujo es igual al número de casillas, pero ¿qué tamaño tiene su representación RLE?","coding-at-home.turning-code-into-pictures.title":"Convertir código en imágenes","coding-at-home.turning-code-into-pictures.text.1":"Acabamos de ver que es posible crear un código que nos permita hacer un dibujo. Me he inventado un dibujo y he utilizado un código para convertirlo en las letras y números que os he dado. Apunta las letras y números y utiliza el código para reconstruir el dibujo.","coding-at-home.turning-code-into-pictures.text.2":"Esta es la imagen que se me había ocurrido. ¡Presentadla en vuestro cuaderno, en los cuadernos de todos los que conocen el código!","coding-at-home.turning-code-into-pictures.material":"papel (mejor de cuadrícula) y bolígrafo.","coding-at-home.turning-code-into-pictures.questions.content.1":"Intenta descodificar y dibujar las imágenes que digo al final del vídeo.","coding-at-home.texts.1":"Coding@Home es una colección de vídeos cortos, material DIY (hazlo tú mismo), rompecabezas, juegos y desafíos de programación para el uso cotidiano tanto en la familia como en la escuela. No se requieren conocimientos previos ni dispositivos electrónicos para realizar las actividades. Estas actividades están ideadas para estimular el pensamiento computacional y cultivar las competencias de alumnos, padres y maestros en el hogar o en la escuela.","coding-at-home.texts.2":'La serie Coding@Home de la Semana de la Programación de la UE se basa en la iniciativa "Programación en familia" puesta en marcha por la Universidad de Urbino y la Asociación CodeMOOCnet en colaboración con Rai Cultura. Alessandro Bogliolo es profesor de sistemas de tratamiento de la información en la Universidad de Urbino, embajador italiano de la Semana de la Programación de la UE y coordinador de todos los embajadores, así como miembro del Consejo de Administración de la Coalición de Competencias y Empleos Digitales. ',"coding-at-home.texts.3":'Si deseas más actividades sin tecnología digital (analógicas) o actividades en diferentes lenguajes de programación, robótica, micro:bit, etc., consulta los "Minicursos de formación" de la Semana de la Programación de la EU con tutoriales y planes de estudios en vídeos para escuelas de primaria, secundaria de primer ciclo y secundaria de segundo ciclo. También puedes echar un vistazo a la página de recursos de la Semana de la Programación de la UE para estudiantes y profesores.',"community.titles.0":"Comunidad","community.titles.1":"Embajadores","community.titles.2":"Leading teachers","community.titles.3":"Coordinadores de Edu","community.titles.4":"Voluntario de la Semana de la Programación de la UE","community.intro.0":"La Semana de la Programación de la UE prospera gracias a una amplia comunidad internacional de voluntarios. En esta página puede conocer a los miembros que están activos en su país.","community.intro.1":"La columna vertebral de la Semana de la Programación de la UE son los embajadores, los profesores líderes y los representantes de los Ministerios de Educación de la UE y de los países de los Balcanes Occidentales: los coordinadores de Edu ","community.intro.2":"Para saber más sobre su comunidad local, seleccione su país:","community.ambassadors":" Los embajadores de la Semana de la Programación de la UE son el principal punto de contacto de la Semana en cada país y ayudan a darla a conocer a nivel local. Los embajadores ponen en contacto a personas, empresas y comunidades interesadas en apoyar la Semana de la Programación de la UE. Animan a los organizadores a registrar las actividades de programación en el mapa de la Semana de la Programación, y a promover la participación general en la Semana de la Programación de la UE. Los embajadores también revisan y aprueban las actividades en su país. Los embajadores también trabajan con sus compañeros de otros países y se reúnen periódicamente para debatir cómo seguir desarrollando la iniciativa. ","community.leading-teachers":" Leading Teachers (profesores líderes) es una comunidad activa de más de 450 educadores de toda Europa. Ayudan a poner en contacto a los colegios, profesores y estudiantes interesados en participar en la Semana de la Programación y les animan a organizar actividades y registrarlas en el mapa de la Semana de la Programación. Los profesores líderes celebran seminarios web de desarrollo profesional en su idioma y son un punto de referencia para otros profesores del país, pero también de Europa. También promueven la iniciativa a nivel local. ","community.cta":" Si es profesor, puede encontrar en el mapa a profesores líderes cerca de usted con los que ponerse en contacto.","community.edu":" Los coordinadores de la Semana de la Programación de la UE son corresponsales en los Ministerios de Educación u otras autoridades y organizaciones educativas que participan en la Semana de la Programación de la UE. Los coordinadores de Edu refuerzan los cimientos de la iniciativa apoyando a los profesores y las escuelas de todo el país. Esto incluye la comunicación con las escuelas que ya participan en la Semana de la Programación de la UE para conocer sus mejores prácticas y compartir experiencias. Los coordinadores de Edu también apoyan a las escuelas que quieren participar en la iniciativa, proporcionando los recursos disponibles, el material didáctico y las oportunidades dentro de la comunidad.","community.volunteer.0":"No es necesario asumir un papel oficial en la comunidad de la Semana de la Programación de la UE para formar parte del movimiento. Todo el mundo puede organizar actividades para enseñar e inspirar a la gente a programar, hacer robótica, jugar con el hardware, imprimir en 3D, etc. y fijar su actividad","community.volunteer.1":"en el mapa.","community.volunteer.2":"Sin embargo, si quiere dedicar su tiempo a promover la programación y cree en","community.volunteer.3":"la visión","community.volunteer.4":"y","community.volunteer.5":"los valores","community.volunteer.6":"de la Semana de la Programación de la UE, podría convertirse en un profesor líder o en un embajador.","community.volunteer.7":"Si es un educador al que le apasiona enseñar y aprender a programar tanto como a nosotros, puede saber más sobre el papel y las ventajas de los profesores líderes","community.volunteer.8":"aquí.","community.volunteer.9":"Entonces puede solicitar ser un profesor líder rellenando este","community.volunteer.10":"formulario de solicitud en línea.","community.volunteer.11":"Tenga en cuenta que el número de profesores líderes por país es fijo, lo que significa que las solicitudes están abiertas solo para algunos países específicos a la vez.","community.volunteer.12":"Si quiere promover la programación en su país, consulte","community.volunteer.13":"las responsabilidades de los embajadores","community.volunteer.14":"y eche un vistazo a la lista de embajadores de la Semana de la Programación de la UE.","community.volunteer.15":"Si hay embajadores en su país, póngase en contacto directamente con ellos para ver cómo puede apoyar la iniciativa. Si no hay nadie en su país, puede dirigirse a info@codeweek.eu.","cookie.uses_cookies":"Este sitio web utiliza cookies para mejorar su experiencia de navegación","cookie.accept":"Acepto las cookies","cookie.refuse":"Rechazo las cookies","cookie.cookies":"Cookies","cookie.find_out_more_on":"Más información sobre ","cookie.how_we_use":"cómo usamos las cookies y de qué manera puede cambiar su configuración","cookie_policy.title":"Política de cookies","cookie_policy.what.title":"¿Qué son las cookies?","cookie_policy.what.text":"

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    `,"copyright.title":"Aviso de copyright","copyright.training.0":"El sitio web de la Semana de la Programación de la UE para escuelas","copyright.training.1":"es un servicio respaldado por la Comisión Europea","copyright.licence.0":"Excepto donde se indique lo contrario, el contenido disponible en este sitio está licenciado bajo una ","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.es","copyright.licence.2":"licencia Creative Commons Reconocimiento-NoComercial-CompartirIgual 4.0 Internacional (CC BY-NC-SA 4.0)","copyright.creative-commons":"Las licencias bajo licencias Creative Commons no afectan por sí mismas la propiedad de los derechos de autor","copyright.third-party":"El contenido de sitios web de terceros está sujeto a sus propias restricciones de derechos de autor; consulte el sitio de origen para obtener más información","countries.all":"Todos los países","countries.Cloud":"Nube","countries.Andorra":"Andorra","countries.United Arab 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Bartolomé","countries.Bermuda":"Bermudas","countries.Brunei":"Brunéi","countries.Bolivia":"Bolivia","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, San Eustaquio y Saba ","countries.Brazil":"Brasil","countries.Bahamas":"Bahamas","countries.Bhutan":"Bután","countries.Bouvet Island":"Isla Bouvet","countries.Botswana":"Botsuana","countries.Belarus":"Bielorrusia","countries.Belize":"Belice","countries.Canada":"Canadá","countries.Cocos Islands":"Islas Cocos","countries.Democratic Republic of the Congo":"República Democrática del Congo","countries.Central African Republic":"República Centroafricana","countries.Republic of the Congo":"República del Congo","countries.Switzerland":"Suiza","countries.Ivory Coast":"Costa de Marfil","countries.Cook Islands":"Islas Cook","countries.Chile":"Chile","countries.Cameroon":"Camerún","countries.China":"China","countries.Colombia":"Colombia","countries.Costa Rica":"Costa Rica","countries.Serbia and Montenegro":"Serbia y Montenegro","countries.Cuba":"Cuba","countries.Cape Verde":"Cabo Verde","countries.Curacao":"Curazao","countries.Christmas Island":"Isla de Navidad","countries.Cyprus":"Chipre","countries.Czech Republic":"República Checa","countries.Germany":"Alemania","countries.Djibouti":"Yibuti","countries.Denmark":"Dinamarca","countries.Dominica":"Dominica","countries.Dominican Republic":"República Dominicana","countries.Algeria":"Argelia","countries.Ecuador":"Ecuador","countries.Estonia":"Estonia","countries.Egypt":"Egipto","countries.Western Sahara":"Sáhara Occidental","countries.Eritrea":"Eritrea","countries.Spain":"España","countries.Ethiopia":"Etiopía","countries.Finland":"Finlandia","countries.Fiji":"Fiyi","countries.Falkland Islands":"Islas Maldivas","countries.Micronesia":"Micronesia","countries.Faroe Islands":"Islas Feroe","countries.France":"Francia","countries.Gabon":"Gabón","countries.United Kingdom":"Reino Unido","countries.Grenada":"Granada","countries.Georgia":"Georgia","countries.French Guiana":"Guayana Francesa","countries.Guernsey":"Guernesey","countries.Ghana":"Ghana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Groenlandia","countries.Gambia":"Gambia","countries.Guinea":"Guinea","countries.Guadeloupe":"Guadalupe","countries.Equatorial Guinea":"Guinea Ecuatorial","countries.Greece":"Grecia","countries.South Georgia and the South Sandwich Islands":"Islas Georgias del Sur y Sandwich del Sur","countries.Guatemala":"Guatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Guinea-Bisáu","countries.Guyana":"Guyana","countries.Hong Kong":"Hong Kong","countries.Heard Island and McDonald Islands":"Islas Heard y McDonald","countries.Honduras":"Honduras","countries.Croatia":"Croacia","countries.Haiti":"Haití","countries.Hungary":"Hungría","countries.Indonesia":"Indonesia","countries.Ireland":"Irlanda","countries.Israel":"Israel","countries.Isle of Man":"Isla de Man","countries.India":"India","countries.British Indian Ocean Territory":"Territorio Británico del Océano Índico","countries.Iraq":"Irak","countries.Iran":"Irán","countries.Iceland":"Islandia","countries.Italy":"Italia","countries.Jersey":"Jersey","countries.Jamaica":"Jamaica","countries.Jordan":"Jordania","countries.Japan":"Japón","countries.Kenya":"Kenia","countries.Kyrgyzstan":"Kirguistán","countries.Cambodia":"Camboya","countries.Kiribati":"Kiribati","countries.Comoros":"Comoras","countries.Saint Kitts and Nevis":"San Cristóbal y Nieves","countries.North Korea":"Corea del Norte","countries.South Korea":"Corea del Sur","countries.Kuwait":"Kuwait","countries.Cayman Islands":"Islas Caimán","countries.Kazakhstan":"Kazajistán","countries.Laos":"Laos","countries.Lebanon":"Líbano","countries.Saint Lucia":"Santa Lucía","countries.Liechtenstein":"Liechtenstein","countries.Sri Lanka":"Sri Lanka","countries.Liberia":"Liberia","countries.Lesotho":"Lesoto","countries.Lithuania":"Lituania","countries.Luxembourg":"Luxemburgo","countries.Latvia":"Letonia","countries.Libya":"Libia","countries.Morocco":"Marruecos","countries.Monaco":"Mónaco","countries.Moldova":"Moldavia","countries.Montenegro":"Montenegro","countries.Saint Martin":"San Martín","countries.Madagascar":"Madagascar","countries.Marshall Islands":"Islas Marshall","countries.Macedonia":"Macedonia del Norte","countries.Mali":"Mali","countries.Myanmar":"Myanmar/Birmania","countries.Mongolia":"Mongolia","countries.Macao":"Macao","countries.Northern Mariana Islands":"Islas Marianas del Norte","countries.Martinique":"Martinica","countries.Mauritania":"Mauritania","countries.Montserrat":"Montserrat","countries.Malta":"Malta","countries.Mauritius":"Mauricio","countries.Maldives":"Maldivas","countries.Malawi":"Malaui","countries.Mexico":"México","countries.Malaysia":"Malasia","countries.Mozambique":"Mozambique","countries.Namibia":"Namibia","countries.New Caledonia":"Nueva Caledonia","countries.Niger":"Níger","countries.Norfolk Island":"Isla Norfolk","countries.Nigeria":"Nigeria","countries.Nicaragua":"Nicaragua","countries.Netherlands":"Países Bajos","countries.Norway":"Noruega","countries.Nepal":"Nepal","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Nueva Zelanda","countries.Oman":"Omán","countries.Panama":"Panamá","countries.Peru":"Perú","countries.French Polynesia":"Polinesia Francesa","countries.Papua New Guinea":"Papúa Nueva Guinea","countries.Philippines":"Filipinas","countries.Pakistan":"Pakistán","countries.Poland":"Polonia","countries.Saint Pierre and Miquelon":"San Pedro y Miquelón","countries.Pitcairn":"Pitcairn","countries.Puerto Rico":"Puerto Rico","countries.Palestine":"Palestina","countries.Portugal":"Portugal","countries.Palau":"Palaos","countries.Paraguay":"Paraguay","countries.Qatar":"Qatar","countries.Reunion":"Reunión","countries.Romania":"Rumanía","countries.Serbia":"Serbia","countries.Russia":"Rusia","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Arabia Saudí","countries.Solomon Islands":"Islas Salomón","countries.Seychelles":"Seychelles","countries.Sudan":"Sudán","countries.Sweden":"Suecia","countries.Singapore":"Singapur","countries.Saint Helena":"Santa Elena","countries.Slovenia":"Eslovenia","countries.Svalbard and Jan Mayen":"Svalbard y Jan Mayen","countries.Slovakia":"Eslovaquia","countries.Sierra Leone":"Sierra Leona","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somalia","countries.Suriname":"Surinam","countries.South Sudan":"Sudán del Sur","countries.Sao Tome and Principe":"Santo Tomé y Príncipe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"San Martín","countries.Syria":"Siria","countries.Swaziland":"Suazilandia","countries.Turks and Caicos Islands":"Islas turcas y Caicos","countries.Chad":"Chad","countries.French Southern Territories":"Territorios Australes Franceses","countries.Togo":"Togo","countries.Thailand":"Tailandia","countries.Tajikistan":"Tayikistán","countries.Tokelau":"Tokelau","countries.East Timor":"Timor Oriental","countries.Turkmenistan":"Turkmenistán","countries.Tunisia":"Túnez","countries.Tonga":"Tonga","countries.Turkey":"Turquía","countries.Trinidad and Tobago":"Trinidad y Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Taiwán","countries.Tanzania":"Tanzania","countries.Ukraine":"Ucrania","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Islas menores alejadas de los Estados Unidos","countries.United States":"Estados Unidos","countries.Uruguay":"Uruguay","countries.Uzbekistan":"Uzbekistán","countries.Vatican":"Vaticano","countries.Saint Vincent and the Grenadines":"San Vicente y las Granadinas","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Islas Vírgenes Británicas","countries.U.S. Virgin Islands":"Islas Vírgenes de los Estados Unidos","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis y Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Yemen","countries.Mayotte":"Mayotte","countries.South Africa":"Sudáfrica","countries.Zambia":"Zambia","countries.Zimbabwe":"Zimbabue","cw2020.common.resources":"Recursos que necesitarás","cw2020.common.soundtrack":"La banda sonora de la Semana de la Programación","cw2020.common.moves":"Los pasos","cw2020.common.dance-example":"Un ejemplo de la danza de la Semana de la Programación","cw2020.common.organizer-guide":"Guía del organizador","cw2020.title.0":"Semana de la Programación de la UE","cw2020.title.1":"Edición de 2020","cw2020.intro":"Este año celebramos la programación del 10 al 25 de octubre de 2020. Dada la situación sanitaria, este año habrá más actividades online. Tenemos nuevas actividades interesantes y divertidas en las que puedes participar, tanto en casa como en tu centro educativo","cw2020.online-activities.title":"Principales actividades online abiertas","cw2020.online-activities.subtitle.0":" Para facilitar la participación a distancia en las actividades de la Semana de la Programación, publicaremos un","cw2020.online-activities.subtitle.1":"calendario","cw2020.online-activities.subtitle.2":"de las principales actividades online abiertas","cw2020.online-activities.section1.title":"¿Qué es una actividad online?","cw2020.online-activities.section1.content":"Puede ser actividad online toda aquella que normalmente añadirías o registrarías en la web de la Semana de la Programación; la única diferencia es que se realiza online. Se trata de facilitar la participación en las sesiones y talleres de programación totalmente online y sin riesgo para la salud","cw2020.online-activities.section2.title":"Principales actividades abiertas","cw2020.online-activities.section2.content":"Si quieres, puedes hacer que tus actividades online estén disponibles para todo el mundo. En las actividades abiertas pueden participar personas de todo el planeta, ya sea en inglés o en su propio idioma. Entre las actividades abiertas al público, elegiremos las más interesantes y las incluiremos en un calendario accesible en nuestra web","cw2020.online-activities.section3.title":"¿Qué significa esto para los participantes?","cw2020.online-activities.section3.content.0":"Cada día de la Semana de la Programación, podrás consultar el","cw2020.online-activities.section3.content.1":"calendario","cw2020.online-activities.section3.content.2":"y participar en las actividades que más te interesen. Los temas van desde talleres sobre robótica, pasando por webinarios y cursos de aprendizaje electrónico hasta tutoriales de programación y mucho más. No hay más que elegir","cw2020.dance.title":"Danza de la Semana de la Programación","cw2020.dance.subtitle":"¿Quién ha dicho que los programadores no saben bailar? En esta edición 2020 de la Semana de la Programación lanzamos una nueva actividad: #EUCodeWeekDance challenge","cw2020.dance.section1.title":"¿Quién puede participar?","cw2020.dance.section1.content.0":"Con motivo de la Semana de la Programación 2020, se invita a todos los centros educativos, bibliotecas, clubes de programación, empresas y administraciones públicas a organizar una actividad #EUCodeWeekDance y añadirla al","cw2020.dance.section1.content.1":"Mapa de la Semana de la Programación","cw2020.dance.section2.title":"¿Cómo participar?","cw2020.dance.section2.content":"Elige entre cinco tipos de actividades o propón la tuya. En todo caso, no olvides añadirla a nuestro mapa","cw2020.dance.activity1.title":"Programa a un amigo o a un padre (no se necesita ordenador)","cw2020.dance.activity1.subtitle":"La programación permite añadir comandos a un dispositivo electrónico. Pero, técnicamente, para saber programar no hace falta ordenador. Basta ponerse de acuerdo con alguien (un compañero de clase, un amigo, un padre o incluso un profesor) y enseñarles a bailar la danza del #EUCodeWeekDance siguiendo todos los pasos","cw2020.dance.activity1.resources.0":"Una guía de Code.org para organizar tu baile sin ordenador","cw2020.dance.activity1.resources.1":"Unos consejos para aprender a programar tu robot humano","cw2020.dance.activity2.title":"Programación visual","cw2020.dance.activity2.subtitle":"Usa Scratch para programar tu danza de la Semana de la Programación. Utiliza los personajes de la Semana de la Programación o invéntate los tuyos en Scratch y programa tu danza del #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Un ejemplo de proyecto Scratch para la danza del #EUCodeWeekDance","cw2020.dance.activity2.resources.1":"Los personajes de la Semana de la Programación","cw2020.dance.activity2.resources.2":"Una guía de Code.org para hacer personajes animados","cw2020.dance.activity2.resources.3":"Una guía de Code.org para organizar tu baile","cw2020.dance.activity2.resources.4":"Comparte con nosotros tu proyecto en Scratch Studio.","cw2020.dance.activity3.title":"Programación basada en texto","cw2020.dance.activity3.subtitle":"Crea el tema del #EUCodeWeekDance con Python o JavaScript utilizando plataformas de composición basadas en código, como EarSketch or Sonic Pi","cw2020.dance.activity3.resources.0":"Tutorial de composición musical con EarSketch","cw2020.dance.activity3.resources.1":"Tutorial de composición musical con Sonic Pi","cw2020.dance.activity4.title":"Robótica","cw2020.dance.activity4.subtitle":"Programa a tu robot para que siga los pasos de la danza de la Semana de la Programación","cw2020.dance.activity4.resources.0":"Tutorial sobre programación de robots","cw2020.dance.activity5.title":"Live Dance Challenge","cw2020.dance.activity5.subtitle":" Grábate en vídeo o graba a tu equipo o tu robot bailando la danza del #EUCodeWeekDance y compártelo en Instagram. ¡Si consigues que se haga viral, podrás ganar premios en la Semana de la Programación! ¿Te interesa? Sigue estos pasos:","cw2020.dance.activity5.resources.0":"Graba el vídeo con Instagram Stories","cw2020.dance.activity5.resources.1":"Sigue la cuenta","cw2020.dance.activity5.resources.2":"@CodeWeekEU en Instagram","cw2020.dance.activity5.resources.3":"Menciona @CodeWeekEU en tu story del vídeo. No olvides incluir la etiqueta #EUCodeWeekDance","cw2020.dance.outro.0":"Los ganadores se anunciarán cada día en las stories de nuestro Instagram, así que no olvides consultar de tus notificaciones. Puede ser tu día de suerte","cw2020.dance.outro.1":"La danza del #EUCodeWeekDance se basa en la","cw2020.dance.outro.2":"Oda al Código","cw2020.dance.outro.3":"compuesta por Brendan Paolini, y en la danza creada por Bianca Maria Berardi en 2015 a partir de una idea de Alessandro Bogliolo, profesor de sistemas informáticos de la Universidad de Urbino","cw2020.treasure-hunt.title":"Búsqueda del Tesoro en la Semana de la Programación","cw2020.treasure-hunt.subtitle.0":"Se trata de un juego por Telegram que sea a la vez sencillo para los principiantes pero lo bastante difícil para entretener a los participantes más avanzados","cw2020.treasure-hunt.subtitle.1":"La Búsqueda del Tesoro de la Semana de la Programación","cw2020.treasure-hunt.subtitle.2":"se juega mejor con un ordenador y un teléfono en la mano. El juego consiste en resolver problemas de programación mientras el programa te lleva por un recorrido de la historia de la programación, la informática y la tecnología en Europa","cw2020.treasure-hunt.section.title":"Para empezar a jugar, tendrás que","cw2020.treasure-hunt.section.content.0":"descargar la aplicación Telegram app. Existe en versión para","cw2020.treasure-hunt.section.content.1":"ordenador","cw2020.treasure-hunt.section.content.2":"Puedes jugar en tu ordenador (de sobremesa o portátil) o en tu smartphone. Para poder recibir las instrucciones y después resolver los problemas de programación en la aplicación Telegram para smartphone, recomendamos jugar en ordenador ","cw2020.treasure-hunt.section.content.3":"Para jugar","cw2020.treasure-hunt.section.content.4":"entra en el juego","cw2020.treasure-hunt.section.content.5":"escanea el código QR, que te llevará a la aplicación Telegram y la primera serie de instrucciones","cw2020.treasure-hunt.section.content.6":"Para ganar, tendrás que resolver 10 problemas de programación y encontrar 10 lugares en el mapa de Europa relacionados con el nacimiento de la programación y la tecnología","cw2020.treasure-hunt.section.content.7":"Al terminar el juego, comparte tu puntuación con tus amigos utilizando la etiqueta #EUCodeWeek y desafíales a jugar y aprender como tú historia de la programación. ¡A ver quién consigue el mejor resultado!","cw2020.treasure-hunt.section.content.8":"La Búsqueda del Tesoro de la Semana de la Programación es la versión virtual del juego creado para la Semana de la Programación de la UE por Alessandro Bogliolo, profesor de sistemas informáticos de la Universidad de Urbino. Para más información sobre este original juego, visita nuestro","cw2020.treasure-hunt.section.content.9":"blog","cw2020.kick-off.title":"Acto inaugural: 8 de octubre de 2020","cw2020.kick-off.content.0":"El acto inaugural de la Semana de la Programación 2020 tendrá lugar el 8 de octubre a las 5 de la tarde (hora de Berlín/Bruselas/París). Se emitirá por streaming en Facebook Live, Instagram TV y YouTube Live","cw2020.kick-off.content.1":"Integran nuestro gran plantel de oradores","cw2020.kick-off.content.2":"comisario europeo de Mercado Interior","cw2020.kick-off.content.3":"comisaria europea de Innovación, Investigación, Cultura, Educación y Juventud","cw2020.kick-off.content.4":"creador de Scratch y profesor de investigación sobre el aprendizaje en el MIT Media Lab","cw2020.kick-off.content.5":"autora e ilustradora de Hello Ruby","cw2020.kick-off.content.6":"y","cw2020.kick-off.content.7":"presidenta de E-MMA, asociación francesa sin ánimo de lucro que promueve la diversidad de género en la tecnología","cw2020.kick-off.content.8":"Y por si no bastara, el equipo de la Semana de la Programación dará a conocer nuevas funciones, recursos y desafíos de nuestra web","cw2020.kick-off.content.9":" Catedrático de sistemas informáticos por la Universidad de Urbino y coordinador de los","cw2020.kick-off.content.10":" embajadores de la Semana de la Programación","cw2020.kick-off.content.11":"dará más información sobre la búsqueda virtual del tesoro de la Semana de la Programación","cw2020.kick-off.content.12":"Y xxx anunciará el nuevo desafío de la danza del #EUCodeWeekDance","cw2020.kick-off.content.13":"También estaremos en contacto con escuelas y estudiantes de toda Europa que compartirán sus experiencias de programación e intercambiarán ideas con los oradores invitados","cw2020.kick-off.content.14":"Tendrás oportunidad de compartir tus reflexiones e ideas y de plantear tus preguntas. Basta conectarse a nuestro streaming en","cw2020.kick-off.content.15":"o","cw2020.kick-off.content.16":"el 8 de octubre de 2020 de 17:00 a 18.30 CET y comentar o tuitear con la etiqueta #EUCodeWeek","cw2020.get-involved.title":"Cómo participar","cw2020.get-involved.subtitle":"¿No ves la hora de empezar a programar? Si quieres participar en la Semana de la Programación de la UE pero no sabes por dónde empezar, échale un vistazo a estos recursos, que te ayudarán a ponerte a punto para nuestra celebración de cada mes de octubre","cw2020.get-involved.content.0":"Prepararse para la Semana de la Programación","cw2020.get-involved.content.1":"Cómo añadir una actividad de la Semana de la Programación","cw2020.get-involved.content.2":"Consejos","cw2020.get-involved.content.3":"Curso online abierto y exhaustivo","cw2020.get-involved.content.4":"Coding@Home series","edit.title":"Edita tu evento #EUCodeWeek","edit.required_fields":"Los campos requeridos aparecen marcados con un asterisco (*). No dudes en añadir el listado de eventos en tu idioma local.","edit.description":"Descripción","edit.audience":"Público","edit.theme":"Tema","edit.location":"Lugar","edit.website":"Sitio web","edit.contact":"Contacto","edit.tags":"Etiquetas","edit.image":"Imagen","edit.help":"Las imágenes de mayor tamaño se deben redimensionar a 256 × 512 píxeles. El tamaño máximo que se puede cargar es 256 × 1024.","edit.aspect":"¿Qué aspecto de la programación cubrirá?","edit.address":"Escribe una dirección o haz clic en el mapa que aparece a continuación para definir una ubicación.","edit.privacy_disclaimer.header":"Tus datos de contacto","edit.privacy_disclaimer.text_1":"Esta información solamente será visible para ","edit.privacy_disclaimer.link_1":"los embajadores de la Semana de la Programación de la UE","edit.privacy_disclaimer.text_2":" y para los organizadores de la Semana de la Programación, que revisarán el evento antes de que aparezca en el mapa y que podrían ponerse en contacto contigo en caso de que sea necesario realizar ediciones o entregar encuestas para fines estadísticos tras la celebración del evento.","edit.privacy_disclaimer.contact_email":"Tu correo electrónico de contacto","edit.edit":"Editar el evento","event.main_title":"Añade tu evento #EUCodeWeek","event.button":"Añadir un Evento","event.howto":"Cómo organizar tu propio evento","event.required":"Los campos requeridos aparecen marcados con un asterisco (*). No dudes en añadir el listado de eventos en tu idioma local.","event.audience_title":"Público","event.theme_title":"Tema","event.scoreboard_by_country":"Marcador","event.get_involved":"Participa","event.organize_or_support_events":"Organiza o apoya la celebración de eventos en tu ciudad","event.or_contact_your":"o ponte en contacto con tus","event.eu_code_week_ambassadors":"embajadores de la Semana de la Programación de la UE","event.show_events_for":"Mostrar eventos para ","event.who":"¿A quién se dirige el evento?","event.tags":"Etiquetas","event.image":"Imagen","event.start.label":"Fecha de inicio","event.start.placeholder":"¿Cuándo comienza la actividad?","event.end.label":"Fecha de finalización","event.end.placeholder":"¿Cuándo termina la actividad?","event.organizer.label":"Nombre de la organización","event.organizer.placeholder":"Organización en la que trabajas o con la que colaboras de forma voluntaria","event.website.label":"Sitio web del organizador","event.website.placeholder":"¿Hay algún sitio web donde pueda encontrarse información adicional?","event.description.label":"Descripción","event.description.placeholder":"Describe brevemente la actividad prevista.","event.contact.label":"Correo electrónico de contacto","event.contact.placeholder":"Este correo electrónico se utilizará para enviarte comunicaciones importantes relativas a la Semana de la Programación de la UE","event.contact.explanation":"Tu correo electrónico de contacto solamente estará visible para los organizadores de la Semana de la Programación de la UE, que revisarán el evento antes de que aparezca en el mapa y que podrían ponerse en contacto contigo en caso de que sea necesario realizar ediciones o entregar encuestas para fines estadísticos tras la celebración del evento.","event.public.label":"Correo electrónico público","event.public.placeholder":"¿Deseas mostrar un correo electrónico de contacto?","event.title.label":"Título de la actividad","event.title.placeholder":"¿Cómo se llama la actividad?","event.address.label":"Dirección","event.address.placeholder":"¿Dónde se celebrará la actividad?","event.organizertype.label":"Tipo de organización","event.organizertype.placeholder":"Selecciona el tipo de organizador","event.organizertype.school":"Centro escolar","event.organizertype.library":"Biblioteca","event.organizertype.non profit":"Organización sin ánimo de lucro","event.organizertype.private business":"Empresa privada","event.organizertype.other":"Otro","event.audience.Pre-school children":"Niños en edad preescolar","event.audience.Elementary school students":"Estudiantes de primaria","event.audience.High school students":"Estudiantes de secundaria","event.audience.Graduate students":"Estudiantes de grado","event.audience.Post graduate students":"Estudiantes de posgrado","event.audience.Employed adults":"Adultos con empleo","event.audience.Unemployed adults":"Adultos desempleados","event.audience.Other (see description)":"Otros (véase la descripción)","event.audience.Teachers":"Docentes","event.theme.Basic programming concepts":"Conceptos básicos sobre programación","event.theme.Web development":"Desarrollo web","event.theme.Mobile app development":"Desarrollo de aplicaciones para móviles","event.theme.Software development":"Desarrollo de «software»","event.theme.Data manipulation and visualisation":"Manipulación y visualización de datos","event.theme.Robotics":"Robótica","event.theme.Hardware":"«Hardware»","event.theme.Other":"Otro","event.theme.Unplugged activities":"Actividades sin conexión","event.theme.Playful coding activities":"Actividades para aprender a programar jugando","event.theme.Art and creativity":"Arte y creatividad","event.theme.Visual/Block programming":"Programación visual/en bloques","event.theme.Game design":"Diseño de juegos","event.theme.Internet of things and wearable computing":"Internet de las cosas e informática portátil","event.theme.3D printing":"Impresión en 3D","event.theme.Augmented reality":"Realidad aumentada","event.theme.Artificial intelligence":"Inteligencia artificial","event.theme.Motivation and awareness raising":"Motivación y concienciación","event.theme.Promoting diversity":"Promoción de la diversidad","event.codeweek_for_all_participation_code.title":"CÓDIGO CODEWEEK4ALL (SEMANA DE LA PROGRAMACIÓN PARA TODOS)","event.codeweek_for_all_participation_code.explanation":"Si has recibido un código CodeWeek4All de un compañero de colegio o un amigo, pégalo aquí. De lo contrario, deja este espacio en blanco. Puedes encontrar más información sobre CodeWeek4All","event.codeweek_for_all_participation_code.link":"aquí","event.thanks_page.title":"¡Gracias por añadir tu evento!","event.thanks_page.phrase1":"Uno de nuestros embajadores locales revisará tu evento","event.thanks_page.phrase2":"y se asegurará de que todo esté bien.","event.thanks_page.phrase3":"Si tienes alguna duda, ponte en contacto con uno de nuestros","event.thanks_page.phrase4":"embajadores nacionales","event.thanks_page.phrase5":"o envíanos un","event.thanks_page.phrase6":"correo electrónico","event.thanks_page.phrase7":"Puedes compartir tu código CodeWeek4All con otras personas:","event.activitytype.label":"Tipo de actividad","event.activitytype.placeholder":"","event.activitytype.open-online":"Actividad en línea abierta","event.activitytype.invite-online":"Actividad en línea privada","event.activitytype.open-in-person":"Actividad presencial abierta","event.activitytype.invite-in-person":"Actividad presencial privada","event.privacy":"He leído y estoy de acuerdo con los términos descritos en la política de privacidad descrita en el presente documento.","event.country":"País","event.loading":"Cargando...","event.add_activity":"Agregar un evento","event.edit_activity":"Editar el evento","event.update_activity":"Actualizar el evento","event.delete_activity":"Eliminar el evento","event.total_pending_events":"Eventos pendientes:","event.no_pending_events":"No se han encontrado eventos pendientes para","event.all_countries":"Todos los países","event.current_status":"Estado actual","event.actions":"Acciones","event.certificate_ready":"Tu certificado de la Semana de la Programación está listo. Descárgalo o compártelo directamente.","event.view_your_certificate":"Puedes ver tu certificado aquí","event.submit_event_and_report":"Envía un informe sobre este evento y solicita tu certificado de la Semana de la Programación.","event.report_and_claim":"Informar sobre un evento y solicitar certificado","eventdetails.organised_by":"Organizado por: ","eventdetails.contact_email":"Correo electrónico de contacto: ","eventdetails.happening_at":"Lugar: ","eventdetails.from":"Desde ","eventdetails.to":" hasta ","eventdetails.description":"Descripción: ","eventdetails.more_info":"Más información: ","eventdetails.audience":"Este evento está destinado a: ","eventdetails.themes":"Temas principales: ","eventdetails.tags":"Etiquetas: ","eventdetails.share":"Comparte el evento: ","eventdetails.email.tooltip":"Haz clic para enviar esto a un amigo","eventdetails.email.subject":"Mira este interesante evento de programación","eventdetails.email.body_1":"Hola, échale un ojo a ","eventdetails.email.body_2":"evento en ","eventdetails.edit":"Editar el evento","eventdetails.note":"NOTA: ","eventdetails.pending_warning":"Este evento todavía está siendo revisado por ","eventdetails.pending_link":"moderadores","eventdetails.nearby_upcoming_events":"Eventos que se celebrarán próximamente en los alrededores:","eventreports.reports_by":"Eventos pendientes de informe por ","eventreports.no_reports":"Todavía no hay ningún evento sobre el que elaborar un informe.","eventreports.report":"Los eventos que se indican a continuación se encuentran en curso o ya han terminado. Escribe unos cuantos números para fines estadísticos sobre el evento y solicita tu certificado de participación en la Semana de la Programación. Recibirás un certificado por evento.","guide.title":"Guía","guide.organise_activity":"Organiza tu propia actividad con la #EUCodeWeek","guide.register_activity":"Inscribe tu actividad aquí","guide.what.title":"¿Qué es la Semana de la Programación de la Unión Europea?","guide.what.content":'

    La Semana de la Programación de la Unión Europea (UE) es un movimiento de base organizado por voluntarios y respaldado por la Comisión Europea. Cualquiera (escuelas, profesores, bibliotecas, asociaciones de programación, empresas o autoridades públicas) puede organizar una actividad #EUCodeWeek y añadirla al mapa de codeweek.eu.

    ',"guide.what_you_need_organise.title":"¿Qué necesitas para organizar una actividad?","guide.what_you_need_organise.items.1":"Un grupo de personas dispuestas a aprender. Por ejemplo, tus amigos, niños, jóvenes, compañeros adultos, padres o abuelos. ¡Recuerda que un grupo puede formarse incluso con tan solo dos personas!","guide.what_you_need_organise.items.2":"Profesores o formadores que estén familiarizados con la programación y sepan cómo instruir e inspirar a otros. El número depende del tipo y el tamaño del evento.","guide.what_you_need_organise.items.3":"Un lugar para aprender. Las aulas, bibliotecas, salas de conferencias y diversos espacios públicos pueden ser un gran lugar donde celebrar un evento.","guide.what_you_need_organise.items.4":"Ordenadores y conexión a internet. Dependiendo de tu grupo objetivo, podrías pedir a los participantes que lleven sus propios portátiles.","guide.what_you_need_organise.items.5":'Programación analógica. Realmente no necesitas un ordenador ni una conexión a internet para aprender el pensamiento computacional. Echa un vistazo a nuestro minicurso sobre programación analógica para comenzar.',"guide.what_you_need_organise.items.6":`Materiales de aprendizaje. Muestra a los participantes lo divertido que puede ser crear algo por ellos mismos. Consulta nuestra página de recursos y nuestros minicursos con videotutoriales y planes de enseñanza y adáptalos a las necesidades de tu grupo.`,"guide.what_you_need_organise.items.7":`Inscribe a los participantes. Si cuentas con un número de plazas limitado, puedes usar herramientas en línea como los Formularios de Google y Eventbrite para realizar las inscripciones de los participantes.`,"guide.what_you_need_organise.items.8":'¡Recuerda señalar tu actividad en el mapa de la Semana de la Programación!',"guide.how_to.title":"¿Cómo organizar tu actividad?","guide.how_to.items.1":"Tú decides el formato que prefieres para tu evento de programación, pero te recomendamos que incluyas cierto tiempo dedicado a la práctica, donde los participantes puedan crear por sí mismos o juguetear con algún elemento de hardware.","guide.how_to.items.2":'Utiliza herramientas y tecnologías adecuadas para tu grupo objetivo. Recomendamos usar material de código abierto que esté disponible de forma gratuita.',"guide.how_to.items.3":"Anima a los participantes a que, al final del evento, muestren y presenten a los demás lo que han creado.","guide.how_to.items.4":`¡Difunde las noticias! Promociona y comparte lo que hiciste en tu actividad en las redes sociales con la etiqueta #EUCodeWeek. También puedes compartir publicaciones en el grupo de profesores de la Semana de la Programación de la UE y en Twitter (@CodeWeekEU). ¡Habla con tus amigos, compañeros docentes, prensa local y redacta un comunicado de prensa!`,"guide.how_to.items.5":'¡No te olvides de añadir tu actividad al mapa de la Semana de la Programación!',"guide.material.title":"Material promocional","guide.material.text":'

    Visita nuestro blog para estar al día y no dudes en adaptar las publicaciones más recientes a tus necesidades o crear las tuyas propias:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Preparándonos para celebrar la Semana de la Programación de la UE 2019 (disponible en veintinueve lenguas)',"guide.toolkits.title":"Descarga los siguientes paquetes de herramientas que te ayudarán a empezar:","guide.toolkits.communication_toolkit":"Paquete de herramientas de comunicación","guide.toolkits.teachers_toolkit":"Paquete de herramientas para profesores","guide.questions.title":"¿Tienes alguna pregunta?","guide.questions.content":'

    Si tienes alguna pregunta sobre la organización y la promoción de tu evento #EUCodeWeek, ponte en contacto con uno de los embajadores de la Semana de la Programación de la UE en tu país.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"¡haz realidad tus ideas!","hackathons.sections.1.title":"Seis hackatones, seis retos","hackathons.sections.1.content.1":"¿Vives en Grecia, Letonia, Irlanda, Italia, Rumania o Eslovenia? ¿Eres una persona creativa, ambiciosa e interesada en el futuro de la tecnología? ¡Esta es tu oportunidad! ¡Participa en uno de los hackatones de la Semana de la Programación de la UE y desarrolla una solución innovadora que te situará a la vanguardia de la revolución tecnológica!","hackathons.sections.1.content.2":"Este 2021, durante la Semana de la Programación de la UE se organizarán seis magníficos hackatones dirigidos a estudiantes de secundaria de entre 15 y 19 años, quienes organizados en equipos deberán resolver un problema de su entorno local utilizando sus habilidades de programación. Tras 24 horas de trabajo, los equipos presentarán sus ideas ante un grupo de expertos, el cual elegirá a los 10 equipos finalistas. Todos los equipos tendrán la misma cantidad de tiempo, los mismos recursos y la posibilidad de recurrir a mentores y recibir su asesoramiento para resolver el problema, pero solo 10 podrán pasar a la siguiente ronda y desarrollar su prototipo, contar con la orientación de un experto y participar en el gran hackatón final que se celebrará en otoño. En él, los finalistas se batirán para decidir quién gana increíbles equipos informáticos y la oportunidad de disfrutar de la ayuda de un mentor y un coach para seguir desarrollando su prototipo.","hackathons.sections.2.title":"¿Cómo puedo participar?","hackathons.sections.2.content.1":"Escoge el hackatón de tu país e inscríbete en pocos pasos. Puedes apuntarte solo o con un equipo de seis personas. Si vas a participar con tus amigos o compañeros de clase no olvides indicar el nombre del equipo al inscribirte. Cada hackatón tiene su propio proceso de inscripción, así que ¡inscríbete en el hackatón de tu país!","hackathons.sections.3.title":"¿Quiénes son los organizadores?","hackathons.sections.3.content.1":"Los hackatones de la Semana de la Programación de la UE son coorganizados por la Comisión Europea y los ","hackathons.sections.3.content.2":"embajadores locales de la Semana de la Programación de la UE","hackathons.sections.3.content.3":", y reciben financiación del Parlamento Europeo. El objetivo es mostrar cómo soluciones concretas cobran vida con la ayuda de la creatividad, el entusiasmo, las nuevas ideas y las habilidades de programación de los jóvenes.","hackathons.sections.4.title":"¿Cómo es un hackatón?","hackathons.sections.4.content.1":"El hackatón de la Semana de la Programación de la UE es un viaje que arranca con un hackatón online de 24 horas. Expertos mentores orientarán y ayudarán a los equipos. También habrá talleres en los que los participantes podrán aprender y divertirse. El hackatón es también una excelente oportunidad para que los participantes hagan contactos y socialicen con personas del sector tecnológico europeo. Al término del hackatón, los equipos presentarán su solución ante un jurado formado por expertos. ","hackathons.sections.4.content.2":"Los diez mejores equipos seguirán adelante en el hackatón y recibirán formación y orientación durante el verano. Los finalistas participarán en el hackatón final de 12 horas, que se celebrará de forma presencial en septiembre u octubre (a menos que la situación sanitaria no lo permita, en cuyo caso se celebrará online).","hackathons.sections.5.title":"No sé programar, ¿qué puedo hacer?","hackathons.sections.5.content.1":"Paralelamente al hackatón, se organizarán talleres para principiantes en programación, juegos con hardware, robótica, etc. para que los participantes aprendan conceptos básicos sobre pensamiento computacional y programación. Encontrarás más información sobre cómo inscribirte en tu página local.","hackathons.sections.6.title":"Socios","hackathons.sections.7.title":"¡Participa y diviértete!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Rumanía","hackathons.cities.1.date":"25-26 septiembre 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Irlanda","hackathons.cities.2.date":"23-24 septiembre 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Italia","hackathons.cities.3.date":"24-25 septiembre 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Grecia","hackathons.cities.4.date":"9 octubre 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Eslovenia","hackathons.cities.5.date":"18-19 septiembre 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Letonia","hackathons.cities.6.date":"1 octubre 2021","hackathons.final.1":"La final se celebrará en","hackathons.final.2":"septiembre/octubre 2021","home.about":"La Semana de la Programación de la UE es una iniciativa de base que tiene como objetivo acercar la programación y el alfabetismo digital de una forma divertida e interesante.","home.when":"Del 14 al 27 de octubre de 2024","home.when_text":"Aprender a programar nos ayuda a darle sentido al mundo en constante cambio que nos rodea, a conocer mejor cómo funciona la tecnología y a desarrollar capacidades y competencias que nos permitan explorar ideas nuevas e innovar.","home.school_banner_title":"¡Participa!","home.school_banner_text":"¿Eres profesor?","home.school_banner_text2":"¡Haz clic aquí para ver cómo puedes participar!","home.organize_activity_title":"Organiza o inscríbete en una actividad","home.organize_activity_text":'Todo aquel que lo desee puede organizar o participar en \u2028una actividad. Simplemente elige un tema y un público destinatario, y añade tu actividad al mapa, o busca eventos en tu zona.',"home.get_started_title":"Comienza","home.get_started_text":'¿No sabes por dónde empezar? Échale un vistazo a la guía y descárgate nuestros paquetes de herramientas para organizadores para prepararte y difundir la información.',"home.access_resources_title":"Accede a recursos y formación","home.access_resources_text":'Si no estás seguro de cómo organizar una actividad, visita nuestra página de recursos formativos y nuestros minicursos para orientarte y obtener planes formativos personalizados.',"locations.title":"Lugares de las actividades","locations.description.0":"Para tu próxima actividad, selecciona un lugar en la siguiente lista O registra un nuevo lugar en","locations.description.1":"creación de actividades","login.login":"Iniciar sesión","login.register":"Inscripción","login.github":"Iniciar sesión con Github","login.twitter":"Iniciar sesión con Twitter","login.facebook":"Iniciar sesión con Facebook","login.google":"Iniciar sesión con Google","login.azure":"Iniciar sesión con Azure","login.email":"Correo electrónico","login.password":"Contraseña","login.remember":"Recordarme","login.forgotten_password":"¿Olvidaste tu contraseña?","login.no_account":"¿No tienes una cuenta?","login.signup":"Inscribirse","login.reset":"Restablecer contraseña","login.send_password":"Enviar un enlace para restablecer la contraseña","login.confirm_password":"Confirmar contraseña","login.name":"nombre","menu.learn":"Aprender","menu.teach":"Enseñar","menu.training":"Formación","menu.toolkits":"Presentaciones y paquetes de herramientas","menu.why":"¿POR QUÉ","menu.home":"Inicio","menu.events":"Actividades","menu.ambassadors":"Embajadores","menu.resources":"Recursos","menu.schools":"Escuelas","menu.about":"Acerca de","menu.blog":"Blog","menu.news":"Noticias","menu.search":"Escribe y pulsa Enter...","menu.map":"Mapa","menu.add_event":"Agregar un evento","menu.search_event":"Buscar eventos","menu.hello":"Hola","menu.profile":"Perfil","menu.pending":"Eventos pendientes","menu.your_events":"Mis actividades","menu.your_certificates":"Mis certificados","menu.report":"Informar sobre mis actividades","menu.volunteers":"Voluntarios","menu.logout":"Cerrar sesión","menu.signin":"Inscripción","menu.privacy":"Privacidad","menu.participation":"Certificado de participación","menu.values":"Nuestros valores","menu.featured_activities":"Actividades destacadas","menu.codeweek2020":"Edición 2020","mooc.free-online-courses":"Cursos gratuitos en línea","mooc.intro":"La Semana de la Programación de la UE ofrece oportunidades de desarrollo profesional mediante cursos en línea. El objetivo es apoyar a los profesores a llevar la programación y el pensamiento computacional al aula.","mooc.icebreaker.title":'El curso introductorio "Rompehielos"',"mooc.icebreaker.text.0":"El","mooc.icebreaker.text.1":"curso Rompehielos de la Semana de la Programación de la UE","mooc.icebreaker.text.2":"es un curso de cinco horas en inglés dirigido a cualquier persona interesada en los fundamentos de la programación y el pensamiento computacional. Los participantes aprenden a infundir la curiosidad y el espíritu innovador en los jóvenes, a la vez que los capacitan para convertirse en creadores digitales. El curso ayuda a los participantes a descubrir los beneficios y la importancia que el pensamiento y la programación computacional tienen en nuestra vida cotidiana. También proporciona ideas, materiales de formación gratuitos y recursos para organizar actividades divertidas y educativas para niños, en cualquier momento y en cualquier lugar, especialmente durante la Semana de la Programación.","mooc.icebreaker.text.3":"Para participar en este curso no se necesita ninguna experiencia ni conocimiento previo en programación, solo una mente curiosa.","mooc.icebreaker.registration.0":"Las inscripciones están abiertas aquí","mooc.icebreaker.registration.1":"para el curso que se desarrollará entre el 16 de septiembre y 30 de octubre de 2020. Por favor, ten en cuenta que para inscribirte necesitas crear una cuenta en la Academia de European Schoolnet. ","mooc.icebreaker.check-out":"Consulta la edición 2019","mooc.deep-dive.title":'El curso de profundización "Deep Dive"',"mooc.deep-dive.text.0":"El curso en línea de inmersión profunda Deep Dive de la Semana de la Programación de la UE es un curso de veinticinco horas en inglés que ofrece a los profesores la oportunidad de familiarizarse con los principios relacionados con la programación y adquirir los conocimientos y la confianza para organizar actividades de programación interactivas, fáciles y divertidas con sus alumnos. Aquí, los profesores descubrirán los","mooc.deep-dive.text.1":"recursos","mooc.deep-dive.text.2":"y materiales de formación gratuitos que ofrece la Semana de la Programación de la UE en 29 idiomas, además de los aspectos particulares de la programación, como el pensamiento computacional, las actividades no digitales y las infinitas posibilidades de la robótica, la experimentación y la creación, los lenguajes de programación visual, la creación de aplicaciones y mucho más.","mooc.deep-dive.course-link":'Consulta el curso de "Inmersión profunda" de 2019.',"mooc.social-media.0":"Sigue la","mooc.social-media.1":"Semana de la Programación de la UE en los medios sociales","mooc.social-media.2":"para saber cuándo comenzará el próximo curso","myevents.created_by":"Todos los eventos creados por ","myevents.no_events.first_call_to_action":"Todavía no has añadido ningún evento. ¿Por qué no ","myevents.no_events.first_link":"añades uno ahora","myevents.no_events.second_call_to_action":"o lees nuestra ","myevents.no_events.second_link":"Guía para organizadores?","myevents.view":"Ver","myevents.status.APPROVED":"APROBADO","myevents.status.REJECTED":"RECHAZADO","myevents.status.PENDING":"PENDIENTE","myevents.status.REPORTED":"INFORME ENVIADO","pagination.previous":"Anterior","pagination.next":"Siguiente","participation.title":"Genera certificados de participación para tus alumnos","participation.phrase1":"Rellena el formulario con los nombres de tus alumnos separados por comas y recibirás los certificados de participación individuales","participation.names.label":"Nombres para el certificado","participation.names.help":"Utiliza una coma entre los nombres de los participantes","participation.event_name.label":"Nombre de la actividad","participation.event_name.help":"El nombre de tu actividad aparecerá en el certificado","participation.event_date.label":"Fecha de la actividad","participation.event_date.help":"La fecha de tu actividad aparecerá en el certificado","participation.submit":"Generar certificados","participation.thanks_page.title":"¡Se han generado tus certificados!","participation.thanks_page.phrase1":"Haz clic en este enlace para descargar el archivo comprimido con todos los certificados","passwords.password":"Las contraseñas deben contener un mínimo de seis caracteres y confirmarse con el mismo valor.","passwords.reset":"Se ha restablecido tu contraseña.","passwords.sent":"Te hemos enviado por correo electrónico el enlace para restablecer la contraseña.","passwords.token":"Este token de restablecimiento de contraseña no es válido.","passwords.user":"No hemos encontrado ningún usuario con esa dirección de correo electrónico.","privacy-statement-contact.subtitle":"La presente declaración de confidencialidad le ofrece información acerca del tratamiento y la protección de sus datos personales.","privacy-statement-contact.processing-operation.0":"Operación de tratamiento:","privacy-statement-contact.processing-operation.1":"gestión de los embajadores de la Semana de la Programación, los profesores líderes y el registro de actividades en el sitio web","privacy-statement-contact.data-processors.0":"Encargados del tratamiento de los datos:","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. y EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"La información relativa al tratamiento de datos personales para la gestión de los embajadores de la Semana de la Programación, los profesores líderes y el registro de actividades en el sitio web.","privacy-statement-contact.3-legal_process.0":"Legalidad de la operación de tratamiento: La unidad G.2 recopila, almacena y publica sus datos personales, porque usted ha dado su consentimiento explícito marcando la casilla correspondiente cuando se ha inscrito para convertirse en embajador de la Semana de la Programación o en profesor líder o cuando ha solicitado registrar una actividad en la Semana de la Programación de la UE.","privacy-statement-contact.4-collect_data.0":"Los datos personales obligatorios recogidos de los embajadores y profesores líderes son:","privacy-statement-contact.4-collect_data.1":"nombre y apellidos","privacy-statement-contact.4-collect_data.2":"correo electrónico","privacy-statement-contact.4-collect_data.3":"contraseña","privacy-statement-contact.4-collect_data.4":"fotografía","privacy-statement-contact.4-collect_data.5":"biografía","privacy-statement-contact.4-collect_data.6":"título","privacy-statement-contact.4-collect_data.7":"ámbito de especialización, en el caso de los profesores líderes.","privacy-statement-contact.4-collect_data.8":"Al registrar una actividad, los datos personales obligatorios son:","privacy-statement-contact.4-collect_data.9":"nombre de la organización","privacy-statement-contact.4-collect_data.10":"tipo de organización","privacy-statement-contact.4-collect_data.11":"dirección de correo electrónico de contacto.","privacy-statement-contact.4-collect_data.12":"La comunicación de estos datos es imprescindible para ser embajador de la Semana de la Programación o profesor líder o para registrar una actividad en el sitio web de la Semana de la Programación.","privacy-statement-contact.4-collect_data.13":"Además, los embajadores y los profesores líderes pueden comunicar de forma voluntaria los datos personales siguientes:","privacy-statement-contact.4-collect_data.14":"cuentas en redes sociales.","privacy-statement-contact.4-collect_data.15":"Los organizadores de actividades pueden comunicar de forma voluntaria los datos siguientes:","privacy-statement-contact.4-collect_data.16":"dirección de correo electrónico de contacto pública","privacy-statement-contact.4-collect_data.17":"sitio web del organizador","privacy-statement-contact.4-collect_data.18":"código único «CodeWeek4ALL»","privacy-statement-contact.4-collect_data.19":"Los organizadores de actividades deben tener en cuenta que el embajador de la Semana de la Programación de la UE de su país o la Unidad G.2 pueden utilizar los datos personales comunicados al registrar una actividad para ponerse en contacto con usted en relación con dicha actividad.","privacy-statement-contact.4-collect_data.20":"Ha facilitado sus datos personales","privacy-statement-contact.4-collect_data.21":"en la página de inicio de sesión del sitio web de la Semana de la Programación de la UE","privacy-statement-contact.4-collect_data.22":"y en la","privacy-statement-contact.4-collect_data.23":"página de registro de actividades.","privacy-statement-contact.5-how_long.0":"Todos los datos personales se eliminarán de las bases de datos si se retira de la iniciativa o al cabo de cinco años del final de la misma.","privacy-statement-contact.6-protect_data.0":'Todos los datos personales en formato electrónico (correos electrónicos, documentos, bases de datos, lotes de datos cargados, etc.) se almacenan, bien en los servidores de la Comisión Europea, o bien en los de sus contratistas. Todas las operaciones de tratamiento se llevan a cabo de conformidad con la Decisión (UE, Euratom) 2017/46 de la Comisión, de 10 de enero de 2017, sobre la seguridad de los sistemas de información y comunicación de la Comisión Europea.',"privacy-statement-contact.6-protect_data.1":'Los contratistas de la Comisión están vinculados por una cláusula contractual específica aplicable a toda operación de tratamiento de sus datos realizada en nombre de la Comisión, y por las obligaciones de confidencialidad derivadas del Reglamento General de Protección de Datos en los Estados miembros de la Unión («RGPD», Reglamento (UE) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Para proteger sus datos personales, la Comisión ha establecido una serie de medidas técnicas y organizativas. Habida cuenta de la naturaleza de los datos personales tratados y del riesgo que presenta su tratamiento, las medidas técnicas se refieren, entre otras cosas, a la seguridad en línea, al riesgo de pérdida de datos, a la alteración de estos y al acceso no autorizado. Entre las medidas organizativas se incluye permitir el acceso a los datos personales únicamente a las personas autorizadas que presenten una necesidad legítima de conocer a efectos de la operación de tratamiento.","privacy-statement-contact.7-access_data.0":"El personal de la Comisión puede acceder a los datos personales facilitados con arreglo al principio de la «necesidad de conocer». Además, nuestro contratista puede acceder a sus datos personales con arreglo al principio de la «necesidad de conocer».","privacy-statement-contact.7-access_data.1":'Con el fin de aumentar la visibilidad de los embajadores de la Semana de la Programación, de los profesores líderes o de las actividades registradas, todos sus datos personales se publican en el sitio web .',"privacy-statement-contact.7-access_data.2":"Además, la Unidad G.2 puede compartir sus datos de contacto con cualquier ciudadano o parte interesada que necesite ponerse en contacto con usted en relación con la Semana de la Programación. Los organizadores de actividades deben tener en cuenta que el embajador de la Semana de la Programación de la UE de su país o la Unidad G.2 pueden utilizar los datos personales comunicados al registrar una actividad para ponerse en contacto con usted en relación con dicha actividad.","privacy-statement-contact.8-rights.0":"Ha consentido en facilitar a la Unidad G.2 sus datos personales para la presente operación de tratamiento. Puede retirar su consentimiento en cualquier momento enviando una notificación al respecto a la Unidad G.2 utilizando la dirección electrónica CNECT-G2@ec.europa.eu. La retirada no afectará a la legalidad del tratamiento llevado a cabo antes de que usted haya retirado su consentimiento.","privacy-statement-contact.10-detailed-info.0":"La presente operación de tratamiento específica se ha incluido en el registro público del delegado de protección de datos con la siguiente referencia de registro: DPR-EC-02631 Gestión de los puntos de contacto para las políticas, programas y proyectos de la Dirección General de Redes de Comunicación, Contenido y Tecnología.","privacy-statement.title":"PROTECCIÓN DE SUS DATOS PERSONALES","privacy-statement.processing-operation.0":"Operación de tratamiento","privacy-statement.processing-operation.1":"Tratamiento de datos personales en codeweek.eu, incluidas las direcciones IP, por los visitantes de los sitios web accesibles al público.","privacy-statement.data-controller.0":"Responsable del tratamiento de datos:","privacy-statement.data-controller.1":"Comisión Europea, Dirección General de Redes de Comunicación, Contenido y Tecnologías, Unidad G.2.","privacy-statement.record-reference":"Referencia de registro:","privacy-statement.table-of-contents":"Índice","privacy-statement.1-intro.title":"Introducción","privacy-statement.1-intro.items.1":'La Comisión Europea (en lo sucesivo, «la Comisión») está comprometida con la protección de sus datos personales y el respeto de su intimidad. La Comisión recoge y trata los datos personales de conformidad con el Reglamento (UE) 2018/1725 del Parlamento Europeo y del Consejo, de 23 de octubre de 2018, relativo a la protección de las personas físicas en lo que respecta al tratamiento de datos personales por las instituciones, órganos y organismos de la Unión, y a la libre circulación de estos datos, y por el que se deroga el Reglamento (CE) n.º 45/2001.',"privacy-statement.1-intro.items.2":"La presente declaración de confidencialidad explica el motivo del tratamiento de sus datos personales, el modo en que recogemos y tratamos todos los datos personales facilitados y cómo garantizamos su protección, la manera en que se usa dicha información y sus derechos al respecto. También indica los datos de contacto del responsable del tratamiento de datos al que puede dirigirse para ejercer sus derechos, del delegado de protección de datos y del Supervisor Europeo de Protección de Datos.","privacy-statement.1-intro.items.3.0":"A continuación, se presenta la información relacionada con la operación de tratamiento","privacy-statement.1-intro.items.3.1":"«Tratamiento de datos personales en codeweek.eu»","privacy-statement.1-intro.items.3.2":"que realiza la Comisión.","privacy-statement.2-why.title":"¿Por qué y cómo tratamos sus datos personales?","privacy-statement.2-why.items.0":"Finalidad de la operación de tratamiento:","privacy-statement.2-why.items.1":"La Dirección General de Redes de Comunicación, Contenido y Tecnologías de la Comisión ofrece enlaces a una serie de sitios web de terceros. La configuración técnica recoge y utiliza sus datos personales para poder proporcionar acceso a los sitios web que se encuentran ubicados físicamente fuera de la estructura controlada de alojamiento por la Comisión.","privacy-statement.2-why.items.2":"Sus datos personales no se utilizarán en ningún proceso de toma de decisiones automatizado, ni tampoco para la elaboración de perfiles.","privacy-statement.3-legal_process.title":"¿Cuál es la base jurídica del tratamiento de sus datos personales?","privacy-statement.3-legal_process.items.0":"Tratamos sus datos personales sobre la base de las disposiciones siguientes:","privacy-statement.3-legal_process.items.1":'Artículo 5, apartado 1, letra a), del Reglamento (UE) 2018/1725: el tratamiento es necesario para el cumplimiento de una función realizada en interés público o en el ejercicio de potestades públicas conferidas a las instituciones y organismos de la Unión.',"privacy-statement.3-legal_process.items.2":"La información al público en general es una competencia derivada de las prerrogativas institucionales de la Comisión Europea, tal como se establece en el artículo 58, apartado 2, letra d), del Reglamento (UE, Euratom) 2018/1046 del Parlamento Europeo y del Consejo, de 18 de julio de 2018, sobre las normas financieras aplicables al presupuesto general de la Unión (DO L 193 de 30.7.2018, p. 1). Garantizamos que se apliquen salvaguardias adecuadas y específicas para el tratamiento de datos personales, de conformidad con la legislación aplicable en materia de protección de datos.","privacy-statement.3-legal_process.items.3":'Artículo 5, apartado 1, letra d), del Reglamento (UE) 2018/1725: en lo que respecta a las actividades de tratamiento consistentes en cookies y autenticación, su consentimiento es necesario. De conformidad con el artículo 3, punto 15, y el artículo 7 del Reglamento (UE) 2018/1725, el consentimiento ha de ser una manifestación de voluntad libre, específica, informada e inequívoca.',"privacy-statement.3-legal_process.items.4":"Usted nos ha dado su consentimiento directamente. Puede haberlo prestado por correo electrónico, a través de un formulario de registro electrónico o de cualquier otra forma escrita.","privacy-statement.4-collect_data.title":"¿Qué datos personales recogemos y tratamos?","privacy-statement.4-collect_data.items.0":"Para llevar a cabo esta operación de tratamiento, la unidad G.2 recoge las siguientes categorías de datos personales:","privacy-statement.4-collect_data.items.1":"Dirección del protocolo de internet (dirección IP) o identificación del dispositivo utilizado para acceder al sitio web.","privacy-statement.4-collect_data.items.2":"Sin este tratamiento, no podrá establecer una conexión técnica entre sus dispositivos y la infraestructura del servidor y, por lo tanto, no podrá acceder a nuestro sitio web.","privacy-statement.4-collect_data.items.3":"Para que pueda autenticarse en este sitio web, la unidad G.2 recoge las siguientes categorías de datos personales:","privacy-statement.4-collect_data.items.4":"dirección de correo electrónico,","privacy-statement.4-collect_data.items.5":"contraseña o","privacy-statement.4-collect_data.items.6":"autenticación en una de red social.","privacy-statement.5-how_long.title":"¿Durante cuánto tiempo conservamos sus datos personales?","privacy-statement.5-how_long.items.0":"La unidad G.2 solo conserva sus datos personales durante el tiempo necesario para cumplir el objetivo de recogida o de tratamiento posterior, es decir, mientras dure la sesión de navegación. Además, las direcciones IP pueden guardarse durante un año en los ficheros de registro de los servicios por motivos de seguridad. En cuanto a la herramienta de análisis, la dirección IP y el identificador del dispositivo (por ejemplo, el número IMEI y la dirección WIFI MAC) se eliminan inmediatamente al desconectarse.","privacy-statement.6-protect_data.title":"¿Cómo protegemos y salvaguardamos sus datos personales?","privacy-statement.6-protect_data.items.0":"Todos los datos personales en formato electrónico (correos electrónicos, documentos, bases de datos, lotes de datos cargados, etc.) se almacenan en los servidores de la Comisión Europea. Todas las operaciones de tratamiento se llevan a cabo de conformidad con la","privacy-statement.6-protect_data.items.1":"Decisión (UE, Euratom) 2017/46 de la Comisión","privacy-statement.6-protect_data.items.2":", de 10 de enero de 2017, sobre la seguridad de los sistemas de información y comunicación de la Comisión Europea.","privacy-statement.6-protect_data.items.3":"Para proteger sus datos personales, la Comisión ha establecido una serie de medidas técnicas y organizativas. Habida cuenta de la naturaleza de los datos personales tratados y del riesgo que presenta su tratamiento, las medidas técnicas se refieren, entre otras cosas, a la seguridad en línea, al riesgo de pérdida de datos, a la alteración de estos y al acceso no autorizado. Entre las medidas organizativas se incluye permitir el acceso a los datos personales únicamente a las personas autorizadas que presenten una necesidad legítima de conocer a efectos de la operación de tratamiento.","privacy-statement.7-access_data.title":"¿Quién tiene acceso a sus datos personales y a quién se comunican?","privacy-statement.7-access_data.items.0":"Se concede acceso a sus datos personales al personal de la Comisión responsable de llevar a cabo la operación de tratamiento y al personal autorizado con arreglo al principio de la «necesidad de conocer». Dicho personal está obligado a respetar los acuerdos de confidencialidad legales y, en caso necesario, otros acuerdos adicionales.","privacy-statement.7-access_data.items.1":"Con arreglo al principio de la «necesidad de conocer», el acceso a los datos personales puede darse también a contratistas externos que, en virtud de un contrato, trabajen en nombre del servicio de la Comisión propietario de los sitios web y se dediquen a su creación, mantenimiento, gestión y archivo.","privacy-statement.7-access_data.items.2":"La información que recogemos no se facilitará a ningún tercero, salvo en la medida y para los fines que marque la ley.","privacy-statement.8-rights.title":"¿Cuáles son sus derechos y cómo puede ejercerlos?","privacy-statement.8-rights.items.0":"Usted tiene derechos específicos como «interesado» en virtud del capítulo III (artículos 14 a 25) del Reglamento (UE) 2018/1725, en particular el derecho de acceso a sus datos personales, el derecho de rectificación o supresión de los mismos y el derecho a restringir su tratamiento. En su caso, también tiene derecho a oponerse al tratamiento de los datos y derecho a la portabilidad de estos.","privacy-statement.8-rights.items.1":"Tiene usted derecho a oponerse al tratamiento de sus datos personales, que se lleva a cabo legalmente de conformidad con el artículo 5, apartado 1, letra a).","privacy-statement.8-rights.items.2":"Ha consentido en facilitar sus datos personales para la presente operación de tratamiento. Podrá retirar en todo momento su consentimiento enviando una notificación al respecto a la unidad G.2. La retirada no afectará a la legalidad del tratamiento llevado a cabo antes de que usted haya retirado su consentimiento.","privacy-statement.8-rights.items.3":"Puede ejercer sus derechos poniéndose en contacto con el responsable del tratamiento de datos o, en caso de conflicto, con el delegado de protección de datos. Si fuera necesario, también puede dirigirse al Supervisor Europeo de Protección de Datos. La información de contacto de todos ellos figura en el punto 9.","privacy-statement.8-rights.items.4":"Cuando desee ejercer sus derechos en el marco de una o varias operaciones de tratamiento específicas, incluya la descripción de dichas operaciones en su solicitud, esto es, las referencias de registro correspondientes, tal como se especifica en el punto 10.","privacy-statement.9-contact.title":"Información de contacto","privacy-statement.9-contact.data-controller.title":"Responsable del tratamiento de datos","privacy-statement.9-contact.data-controller.text":"Si desea ejercer sus derechos con arreglo al Reglamento (UE) 2018/1725; plantear sus observaciones, preguntas o dudas, o presentar una reclamación en relación con la recopilación y el uso de sus datos personales, no dude en ponerse en contacto con el responsable del tratamiento de datos, la unidad G.2, Comisión Europea, en la dirección siguiente:","privacy-statement.9-contact.data-protection-officer.title":"Delegado de protección de datos de la Comisión","privacy-statement.9-contact.data-protection-officer.text":"Puede ponerse en contacto con el delegado de protección de datos (DATA-PROTECTION-OFFICER@ec.europa.eu) en relación con el tratamiento de sus datos personales con arreglo al Reglamento (UE) 2018/1725","privacy-statement.9-contact.european-data-protection.title":"Supervisor Europeo de Protección de Datos","privacy-statement.9-contact.european-data-protection.text":'Si considera que, como consecuencia del tratamiento de sus datos personales por el responsable del tratamiento de datos, se han infringido los derechos que le asisten en virtud del Reglamento (UE) 2018/1725, tiene derecho a recurrir (esto es, a presentar una reclamación) ante el Supervisor Europeo de Protección de Datos(edps@edps.europa.eu) .',"privacy-statement.10-detailed-info.title":"Dónde encontrar información más detallada","privacy-statement.10-detailed-info.items.0":'El delegado de protección de datos de la Comisión publica el registro de todas las operaciones de tratamiento de datos personales realizadas por la Comisión que se han documentado y le han sido notificadas. Puede acceder al registro a través del enlace: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"La presente operación de tratamiento específica se ha incluido en el registro público del delegado de protección de datos con la siguiente referencia de registro: DPR-EC-09706.1.","privacy.title":"PROTECCIÓN DE SUS DATOS PERSONALES","privacy.1-intro.title":"1. Introducción","privacy.1-intro.items.1":"

    La Comisión Europea (en «la Comisión») se compromete a proteger sus datos personales y respetar su intimidad. La Comisión recopila y trata los datos personales con arreglo al el Reglamento (UE) 2018/1725 del Parlamento Europeo y del Consejo, de 23 de octubre de 2018, relativo a la protección de las personas físicas en lo que respecta al tratamiento de datos personales por las instituciones, órganos y organismos de la Unión, y a la libre circulación de esos datos [por el que se deroga el Reglamento (CE) n. º45/2001].

    ","privacy.1-intro.items.2":"

    En la presente declaración de confidencialidad se explica el motivo de la recopilación y el tratamiento, la forma en que se recopilan, manejan y se garantiza la protección de todos los datos personales facilitados, la manera en que se utiliza dicha información y los derechos que puede ejercer con relación a sus datos personales (derecho de acceso, rectificación, bloqueo, etc.). Asimismo, se especifican los datos de contacto del responsable del tratamiento pertinente al que puede dirigirse para ejercer sus derechos, del delegado de protección de datos y del Supervisor Europeo de Protección de Datos.

    ","privacy.1-intro.items.3":"

    La presente declaración de confidencialidad se refiere a la recopilación y publicación de datos personales de personas que actúan como puntos de contacto para actividades de la Semana de la Programación de la Unión Europea (UE) —embajadores de la Semana de la Programación, coordinadores de los ministerios de educación y profesores líderes, así como organizadores de actividades y eventos— en el sitio web de acceso público codeweek.eu.

    ","privacy.2-why.title":"2. ¿Por qué se tratan sus datos?","privacy.2-why.items.1":"

    La Comisión Europea recopila y publica sus datos personales para que las partes o los ciudadanos interesados puedan identificar fácilmente a los puntos de contacto. La forma más eficaz de garantizar que las personas interesadas pueden contactar con los servicios de la Comisión es ofrecer a personas reales como puntos de contacto.

    ","privacy.2-why.items.2":"

    Sus datos personales no se utilizarán para decisiones automatizadas, incluida la elaboración de perfiles.

    ","privacy.3-legal_process.title":"3. ¿Sobre qué base(s) jurídica(s) se tratan sus datos personales?","privacy.3-legal_process.items.1":"

    Las operaciones de tratamiento de datos personales para la publicación de puntos de contacto son legales en virtud del con el artículo 5, apartado 1, letra d) del Reglamento (UE) 2018/1725, ya que usted otorgó su consentimiento al tratamiento de sus datos personales a través de un formulario web o cuando aceptó que utilizáramos su correo electrónico y nombre de usuario, si se registró con una red social.

    ","privacy.4-collect_data.title":"4. ¿Qué datos personales se recopilan y tratan ulteriormente?","privacy.4-collect_data.items.1":"

    Los datos personales recopilados son información que facilita su identificación como punto de contacto y que aumenta su visibilidad ante el público, a saber: título, nombre, apellidos, puesto, direcciones postal y de correo electrónico profesionales, número de teléfono, fotografía, cuenta en redes sociales y biografía.

    ","privacy.4-collect_data.items.2":"

    Usted facilitó estos datos personales de forma voluntaria al cumplimentar el formulario de registro.

    ","privacy.4-collect_data.items.3":"

    El suministro de determinados datos personales es obligatorio para que las actividades o la información de contacto se puedan publicar en el sitio web codeweek.eu. Si no facilita sus datos personales, su actividad no se publicará ni podrá participar en las redes mencionadas anteriormente.

    ","privacy.4-collect_data.items.4":"

    Todos los demás datos personales los proporciona de forma voluntaria.

    ","privacy.4-collect_data.items.5":'Cuando te suscribes a nuestro boletín, tu dirección de correo electrónico se agrega a la lista de correo del boletín informativo de EU Code Week, que es administrada por Mailerlite.com. Por favor, lee la política de privacidad de Mailerlite: https://www.mailerlite.com/legal/privacy-policy. En cualquier momento puedes optar por no recibir el boletín, utilizando el enlace "Unsubscribe" en los correos electrónicos que recibes de nosotros o puedes enviarnos un correo a info@codeweek.eu con "Unsubscribe" en la línea de asunto.',"privacy.5-how_long.title":"5. ¿Cuánto tiempo se conservan sus datos personales?","privacy.5-how_long.items.1":"

    La Comisión solo conserva sus datos personales el tiempo necesario su recopilación y tratamiento ulterior, tal como se describe en el punto 2, es decir, mientras actúe como punto de contacto.

    ","privacy.5-how_long.items.2":"

    Sus datos personales serán eliminados del sitio web disponible públicamente en cuanto deje de actuar como punto de contacto, a menos que haya aceptado que se le incluya en la base de datos para futuras actividades.

    ","privacy.6-protect_data.title":"6. ¿Cómo se protegen y salvaguardan sus datos personales?","privacy.6-protect_data.items.1":"

    Todos los datos personales en formato electrónico (correos electrónicos, documentos, bases de datos, lotes de datos cargados, etc.) se almacenan en los servidores de la Comisión Europea o de su contratista. Todas las operaciones de tratamiento se realizan con arreglo a la Decisión (UE, Euratom) 2017/46 de la Comisión, del 10 de enero de 2017, sobre la seguridad de los sistemas de información y comunicación de la Comisión Europea.

    ","privacy.6-protect_data.items.2":"

    Los contratistas de la Comisión están sujetos a una cláusula contractual específica para cualquier operación de tratamiento de sus datos en representación de la Comisión, así como por las obligaciones de confidencialidad que se derivan de la transposición del Reglamento General de Protección de Datos (RGPD) de los Estados miembros de la UE [Reglamento «RGPD» (UE) 2016/679].

    ","privacy.6-protect_data.items.3":"

    A fin de proteger sus datos personales, la Comisión ha establecido una serie de medidas técnicas y organizativas. Las medidas técnicas incluyen acciones apropiadas para hacer frente a la seguridad en línea, al riesgo de la pérdida de datos, a la modificación de datos o al acceso no autorizado, tomando en consideración el riesgo que presenta el tratamiento y la naturaleza de los datos personales que se tratan. Las medidas organizativas incluyen la restricción del acceso a los datos personales únicamente a las personas autorizadas con una necesidad legítima de conocerlos a efectos de esta operación de tratamiento.

    ","privacy.7-access_data.title":"7. ¿Quién puede acceder a sus datos? ¿A quién se comunican?","privacy.7-access_data.items.1":"

    El acceso a sus datos personales se facilita al personal de la Comisión responsable de esta operación de tratamiento y al personal autorizado de conformidad con el principio de la «necesidad de conocer». Dicho personal está obligado a cumplir cualquier acuerdo legal y, cuando así se requiera, cualquier acuerdo de confidencialidad adicional.

    ","privacy.7-access_data.items.2":"

    Concretamente, los administradores de los sitios web (personal de la Comisión), así como otro personal de la Comisión que necesiten conocerlos, podrán acceder a todos los datos personales que nos proporcione.. Además, sus datos personales y la información sobre el evento se compartirán con miembros de las redes de coordinadores educativos y con embajadores de la Semana de la Programación de la UE con el objetivo de organizar o hacer un seguimiento de las actividades locales.

    ","privacy.7-access_data.items.3":"

    A fin de aumentar la visibilidad de los puntos de contacto, sus datos personales se publican sin ninguna restricción de acceso en el sitio web público: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Con relación a la transferencia de datos a terceros

    ","privacy.7-access_data.items.5":"

    La información que recopilemos no se enviará a terceros, excepto en la medida en que tengamos que hacerlo para respetar la legislación.

    ","privacy.8-rights.title":"8. ¿Cuáles son sus derechos y cómo puede ejercerlos?","privacy.8-rights.items.1":"

    Tiene derechos específicos como «interesado» con arreglo al capítulo 3 (artículos 14 a 25) del Reglamento (UE) 2018/1725, en concreto, el derecho de acceso, rectificación o supresión de sus datos personales y el derecho a la limitación del tratamiento de sus datos personales. Cuando corresponda, también tiene derecho a oponerse al tratamiento o a la derecho a la portabilidad de los datos.

    ","privacy.8-rights.items.2":"

    Ha aceptado facilitarnos sus datos personales para la actual operación de tratamiento y puede retirar su consentimiento en cualquier momento mediante notificación al responsable del tratamiento. Dicha retirada no afectará a la legalidad del tratamiento realizado antes de haber retirado el consentimiento.

    ","privacy.8-rights.items.3":"

    Puede ejercer sus derechos poniéndose en contacto con el responsable del tratamiento o, en caso de conflicto, con el delegado de protección de datos. Si fuese necesario, también puede dirigirse al Supervisor Europeo de Protección de Datos. Sus datos de contacto se indican en el apartado 9 a continuación.

    ","privacy.9-contact.title":"9. Datos de contacto","privacy.9-contact.data-controller.title":"- El responsable del tratamiento","privacy.9-contact.data-controller.text":"

    Si desea ejercer sus derechos en virtud del Reglamento (UE) 2018/1725, si tiene algún comentario, pregunta o preocupación, o si desea presentar una reclamación relativa a la recopilación y el uso de sus datos personales, no dude en contactar con el responsable del tratamiento,

    ","privacy.9-contact.data-controller.address":"Dirección General de Redes de Comunicación, Contenido y Tecnologías, Unidad G2
    Edificio BU25
    B-1049 Bruselas
    ","privacy.9-contact.data-controller.email":"Correo electrónico: ","privacy.9-contact.data-protection-officer.title":"- El delegado de protección de datos (DPD) de la Comisión","privacy.9-contact.data-protection-officer.text":'

    Puede contactar con el delegado de protección de datos (DATA-PROTECTION-OFFICER@ec.europa.eu) en relación con cuestiones relativas al tratamiento de sus datos personales con arreglo al Reglamento (UE) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"- El Supervisor Europeo de Protección de Datos (SEPD)","privacy.9-contact.european-data-protection.text":'

    Tiene derecho a recurrir (es decir, a presentar una reclamación) ante el Supervisor Europeo de Protección de Datos (edps@edps.europa.eu) si considera que se han vulnerado sus derechos con arreglo al Reglamento (UE) 2018/1725 como consecuencia del tratamiento de sus datos personales por parte del responsable del tratamiento.

    ',"remote-teaching.remote-teaching":"La enseñanza a distancia","remote-teaching.intro.title":"La semana de la programación y la enseñanza a distancia","remote-teaching.intro.text":"La enseñanza a distancia puede ser todo un reto para profesores y alumnos, y requiere superar muchos obstáculos. Sin embargo, la enseñanza de la programación, el pensamiento computacional –incluso la robótica– no tiene por qué detenerse porque sus alumnos estén en casa. A continuación te ofrecemos algunos consejos y recursos que esperamos puedan ayudarte.","remote-teaching.intro.points.1":"se trata de una colección de vídeos cortos, materiales de bricolaje, rompecabezas, juegos y retos de programación para el uso diario en la familia y en la escuela.","remote-teaching.intro.points.2.0":"Coding Unplugged","remote-teaching.intro.points.2.1":"aquí encontrarás diferentes actividades que puedes realizar fácilmente en casa para aprender o enseñar programación con materiales cotidianos.","remote-teaching.intro.points.3.0":"Minicursos","remote-teaching.intro.points.3.1":"aquí encontrarás «minicursos» o tutoriales sobre desarrollo sostenible e inteligencia artificial que incluyen secciones de enseñanza a distancia para incorporar en tus programas docentes.","remote-teaching.intro.points.4.0":"Repositorio de recursos","remote-teaching.intro.points.4.1":"muchos de los recursos del repositorio pueden utilizarse también en situaciones de enseñanza a distancia. Podrás encontrar recursos para enseñar a programar o para aprender a programar.","remote-teaching.intro.points.5.0":"Webinarios de programación desde casa","remote-teaching.intro.points.5.1":"¿Sabías que la Semana de la Programación ha organizado varios seminarios web sobre cómo aprender y enseñar a programar desde casa? ¡No te los pierdas!","remote-teaching.tips.title":"7 consejos para enseñar a codificar a distancia","remote-teaching.tips.points.1.0":"Familiarizarse con los conceptos, el lenguaje de programación y el software","remote-teaching.tips.points.1.1":"aunque los alumnos pueden aprender a codificar y programar de forma casi autónoma mediante el método de ensayo y error, tendrás que guiarles y ayudarles a encontrar errores en su sintaxis. Estate preparado para cambiar y adaptarte si una herramienta digital o un lenguaje de programación no dan los resultados de aprendizaje que esperabas.","remote-teaching.tips.points.2.0":"Capacita a los alumnos","remote-teaching.tips.points.2.1":"ayuda a tus alumnos a alcanzar su máximo potencial mediante clases alentadoras y repletas de significado. Deja que exploren sus habilidades y su creatividad permitiéndoles elegir sus propios proyectos y resultados. Además, te recomendamos que seas realista y establezcas objetivos alcanzables por tus alumnos.","remote-teaching.tips.points.3.0":"Anima a tus alumnos a trabajar en grupo","remote-teaching.tips.points.3.1":`programar en grupo no solo es más divertido, sino que también ayudaría a los alumnos a realizar proyectos más complejos y creativos. Además, el aprendizaje a distancia puede resultar aislante para algunos estudiantes, y el trabajo en grupo permite evitar que esto suceda. Por ejemplo, puedes crear salas de reunión en línea para que tus alumnos se reúnan en grupos, o puedes establecer una evaluación por pares invitando a los alumnos a dar y recibir comentarios constructivos sobre los proyectos de los demás. -`,"remote-teaching.tips.points.4.0":"Explora el software libre y las plataformas en línea gratuitas para aprender a programar","remote-teaching.tips.points.4.1":"hay muchos recursos de buena calidad para aprender y enseñar programación, que son avanzados y a la vez fáciles de usar. Se trata de herramientas gratuitas que puedes proporcionar a tus alumnos sin tener que comprar licencias o descargar software. Puedes encontrar la mayoría de ellos en el Code Week repository, p. ej., Scratch, App Inventor, Code.org, EarSketch, Sonic Pi, entre muchas otras. Como hemos podido ver en los Minicursos de la Semana de la Programación, ¡podrás aplicar estas herramientas a cualquier tema!","remote-teaching.tips.points.5.0":"Mantén la diversión","remote-teaching.tips.points.5.1":"tus primeros pasos en la programación deben ser entretenidos y divertidos, y aunque esta vez no tengas la oportunidad de compartir este disfrute en persona, ¡hay otras formas de participar en un juego y pasarlo bien juntos! Por ejemplo, puedes proponer a tus alumnos que se tomen un descanso en clase para conectarse y jugar juntos a CodyColor, un juego educativo multijugador diseñado para aprender el pensamiento computacional mientras juegan.","remote-teaching.tips.points.6.0":"Simular la interacción real en el aula","remote-teaching.tips.points.6.1":"la tecnología nos permite replicar, al menos parcialmente, el tipo de interacción que tendría lugar en el aula. Puedes animar a tus alumnos a encender sus cámaras en momentos determinados, a levantar la mano virtualmente, a hacer preguntas en persona o en el chat, a responder a encuestas y cuestionarios digitales, etc. Algunas herramientas digitales gratuitas que puedes utilizar para este fin son Zoom, Microsoft Teams, GoToMeeting o Jitsi para las sesiones de clase en directo, y Kahoot, Mentimeter o Google Forms para los cuestionarios y la interacción en el aula. Esto ayudará a que los estudiantes sientan que están en clase y conectados con sus compañeros.","remote-teaching.tips.points.7.0":"Garantizar la disponibilidad y asequibilidad de los materiales","remote-teaching.tips.points.7.1":"asegúrate de que tus clases de programación sean realistas e inclusivas, garantizando que los materiales necesarios sean fáciles de encontrar en cualquier hogar, y que todos los alumnos puedan conseguirlos o proporciona alternativas a los que no puedan hacerlo. Por ejemplo, las actividades de programación sin conexión requieren materiales poco costosos, como tijeras, papel o máquinas. Cuando trabajes con ejercicios de programación en línea, asegúrate de que todos los alumnos tengan acceso en casa a una tableta o un ordenador y una conexión a Internet fiable.","remote-teaching.tips.conclusion":"¿Cómo se aprende y se enseña la codificación y la programación en entornos de enseñanza a distancia? ¿Tienes algún consejo para otros profesionales de la educación? ¡Añade un comentario en el foro que aparece aquí abajo!","report.title":"Informa sobre tu evento #EUCodeWeek","report.event_title":"Título del evento","report.number_required":"Ofrece una estimación aunque no dispongas de datos exactos.","report.phrase1":"¡Solamente podrás cumplimentar este formulario una vez! Comprueba detenidamente los datos. Si cometes un error, ","report.phrase2":"Una vez que hayas presentado el informe, se emitirá automáticamente un certificado de participación en la Semana de la Programación y pasará a estar disponible para descargarlo o compartirlo. Puedes ver un certificado de muestra aquí.","report.phrase3":"Los campos requeridos aparecen marcados con un asterisco (*).","report.phrase4":"¡Solamente podrás cumplimentar este formulario una vez! Comprueba detenidamente los datos. Si cometes un error,","report.contactus":"contacta con nosotros","report.participants_count.label":"Cifra de participantes","report.average_participant_age.label":"Edad media de los participantes","report.percentage_of_females.label":"Porcentaje de mujeres","report.codeweek_for_all_participation_code.label":"Código de participación Codeweek4All","report.codeweek_for_all_participation_code.help":"Si dispones de alguno, puedes poner aquí tu código del reto Codeweek4All Si no participas, simplemente sáltate este campo.","report.name_for_certificate.label":"Nombre para el certificado","report.name_for_certificate.help":"Cambia esto por el nombre del organizador del evento para quien se emitirá un certificado de participación en la Semana de la Programación. Por favor, utiliza exclusivamente caracteres ASCII (latinos). No están permitidos los caracteres acentuados ni con símbolos similares.","report.submit":"Presenta un informe del evento","report.thanks_page.title":"¡Gracias por elaborar un informe sobre tu evento!","report.thanks_page.certificate_ready":"Tu certificado está listo.","report.thanks_page.download_button":"Haz clic aquí para descargarlo.","report.thanks_page.back_events":"Vuelve a tu evento","resources.search_resources":"Buscar recursos","resources.types":"Tipos","resources.levels":"Niveles","resources.programming_languages":"Lenguajes de programación","resources.categories":"Categorías","resources.Languages":"Idiomas","resources.Subjects":"Asignaturas","resources.share":"Compartir","resources.communication_toolkit":"Paquete de herramientas de comunicación","resources.teachers_toolkit":"Paquete de herramientas para profesores","resources.leaflet":"Panfleto","resources.how_to_organise_an_activity":"¿Cómo organizar una actividad?","resources.resources.languages.Russian":"Ruso","resources.resources.languages.Norwegian":"Noruego","resources.resources.languages.Mandarin":"Mandarín","resources.resources.languages.Japanese":"Japonés","resources.resources.languages.All targeted languages":"Todos los idiomas seleccionados","resources.resources.levels.Beginner":"Principiante","resources.resources.levels.Intermediate":"Intermedio","resources.resources.levels.Advanced":"Avanzado","resources.resources.levels.Pre-primary education":"Segundo ciclo de educación infantil","resources.resources.levels.Primary school (5-12)":"Educación primaria (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Primer ciclo de educación secundaria (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Segundo ciclo de educación secundaria (16-18)","resources.resources.levels.Higher Education":"Educación superior","resources.resources.levels.Other":"Otro","resources.resources.subjects.Art":"Arte","resources.resources.subjects.Biology":"Biología","resources.resources.subjects.Chemistry":"Química","resources.resources.subjects.Computer Science":"Informática","resources.resources.subjects.Culture":"Cultura","resources.resources.subjects.Economics":"Economía","resources.resources.subjects.Foreign Languages":"Lenguas extranjeras","resources.resources.subjects.Geography":"Geografía","resources.resources.subjects.Geology":"Geología","resources.resources.subjects.History":"Historia","resources.resources.subjects.Language and Literature":"Lengua y literatura","resources.resources.subjects.Mathematics":"Matemáticas","resources.resources.subjects.Natural Sciences":"Ciencias naturales","resources.resources.subjects.Physical Education":"Educación física","resources.resources.subjects.Physics":"Física","resources.resources.subjects.Coding":"Codificación","resources.resources.subjects.Special Education Needs":"Necesidades educativas especiales","resources.resources.subjects.Other":"Otro","resources.resources.types.Tutorial":"Tutorial","resources.resources.types.Website":"Sitio web","resources.resources.types.Online Course":"Curso en línea","resources.resources.types.Video":"Vídeo","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Aplicación","resources.resources.types.Game":"Juego","resources.resources.types.Graphic Material":"Material gráfico","resources.resources.types.Presentation":"Presentación","resources.resources.types.Toolkit":"Paquete de herramientas","resources.resources.types.Other":"Otro","resources.resources.types.Lesson Plan":"Planes formativos","resources.resources.types.Guide":"Guía","resources.resources.categories.Coding":"Codificación","resources.resources.categories.Programming":"Programación","resources.resources.categories.Computational Thinking":"Pensamiento computacional","resources.resources.categories.Robotics":"Robótica","resources.resources.categories.Making":"Hacer","resources.resources.categories.Tinkering":"«Tinkering»","resources.resources.categories.Unplugged Activities":"Actividades sin conexión","resources.resources.categories.Other":"Otro","school.name":"Nombre del centro escolar","school.location":"Ubicación del centro escolar","school.description":"Descripción del centro escolar","school.school":"Centro escolar","school.add":"Añadir","school.list":"Lista","school.required.name":"Se requiere un nombre del centro escolar","school.required.location":"Se requiere una ubicación del centro escolar","schools.1.title1":"¿Por qué deberías llevar la programación a tus clases?","schools.1.title2":"¿Cómo puede beneficiar a tus estudiantes la programación? ¿Qué hay de interés para ti como profesor?","schools.1.content.0":"Creemos que la educación básica de cualquier persona en la era digital debe incluir la comprensión de la programación y el desarrollo de competencias fundamentales relacionadas con el pensamiento computacional, como capacidades de resolución de problemas, de colaboración y analíticas.","schools.1.content.1":"Aprender a programar puede capacitar a tus estudiantes para situarse a la vanguardia de una sociedad competente desde el punto de vista digital, para conocer mejor el mundo que les rodea y para tener éxito en su vida personal y profesional.","schools.1.content.2":"La Semana de la Programación ofrece a todos los estudiantes la posibilidad de dar sus primeros pasos como creadores digitales ofreciendo a las escuelas y a los profesores oportunidades gratuitas de desarrollo profesional, materiales formativos, retos internacionales y oportunidades de intercambio.","schools.1.button.label":"¿Quieres empezar ya mismo? ¡Inscríbete aquí!","schools.2.title1":"¿Estás listo/a para participar?","schools.2.title2":"Organiza una clase, una sesión formativa o un evento y sitúalo en el mapa.","schools.2.content.0":"Con independencia de que cuentes o no con conocimientos previos sobre programación, podrás organizar fácilmente una clase en tu aula, una jornada de puertas abiertas o un evento en tu escuela. Simplemente busca una fecha e inscribe tu actividad en el mapa que figura a continuación. Si crees que necesitas ayuda para preparar una clase con programación, avanza hasta la siguiente sección.","schools.2.content.1":"Échale un vistazo en el siguiente mapa a algunos ejemplos de actividades que se están organizando y añade el tuyo para unirte a los miles de compañeros educadores de toda Europa y fuera de ella: ","schools.2.button.label":"¿Estás listo/a para probar? ¡Añade una actividad!","schools.3.title1":"¿No sabes nada sobre programación? No te preocupes","schools.3.title2":"Nuestras herramientas te servirán como introducción a la programación antes de que pruebes con tus estudiantes","schools.3.content.0":"¡Si quieres acercar la programación a tus clases pero no sabes por dónde empezar, no te preocupes! Un equipo internacional de profesores y expertos ha desarrollado un paquete de módulos breves de formación en línea para ayudarte a dar los primeros pasos.","schools.3.content.1":"¡No se necesita ninguna experiencia previa en programación para seguir nuestras actividades formativas!","schools.3.button.label":"Accede a los módulos de formación","schools.4.title1":"¿Buscas un mayor reto?","schools.4.title2":"Define una red de actividades, implica a tantos estudiantes como puedas y consigue el Certificado de Excelencia","schools.4.content.0":"CodeWeek4All te reta a colaborar con otros profesores o escuelas y participar en una comunidad internacional de personas que comparten los mismos intereses para ofrecer a los estudiantes la oportunidad de dar sus primeros pasos en el mundo de la programación. Crea una alianza en la que participen más de mil estudiantes y obtendrás el Certificado de Excelencia.","schools.4.button.label":"Más información sobre el reto CodeWeek4All","schools.title":"Centros escolares: lleva la Semana de la Programación a tus estudiantes","scoreboard.title":"¿En qué países es más marcada la actividad de programación? ","scoreboard.paragraph":"El marcador está ordenado según el número de eventos de programación en función de la población, por lo que no te sorprendas si ves alguno de los países más pequeños en la parte más alta de la lista.","scoreboard.parcipating_with":"está participando con","scoreboard.events":"eventos","search.audience_title":"Público","search.theme_title":"Tema","search.placeholder":"Busca por nombre del evento o por etiqueta","search.submit":"Buscar","search.label_country":"Seleccionar el país","search.last_year_events.label":"Incluir los eventos celebrados en los últimos años","search.last_year_events.yes":"Sí","search.last_year_events.no":"No","search.search_counter":"concordancia con tus criterios de búsqueda","search.event":"evento","search.events":"eventos","search.year":"año","search.audiences":"Público","search.themes":"Temas","search.countries":"Países","search.search_placeholder":"Buscar por título o descripción","snippets.featured-activities":"Aquí están las próximas actividades destacadas de la Semana de la Programación de la UE abiertas a participantes en línea. Puedes filtrar por idioma y mes y si haces clic en «ver», accederás a todos los detalles de la actividad y a los contactos de los organizadores. ¡Que lo disfrutes!","snippets.learn":"La codificación y la programación son competencias clave que se exigen cada vez más en todos los ámbitos, y la Semana de la Programación de la UE quiere apoyarte en tu aprendizaje. Navega por nuestro repositorio y encuentra el recurso perfecto para comenzar o continuar tu proceso de programación. Todos los recursos son gratuitos. No olvides que puedes filtrar tu búsqueda por tipo de recurso, nivel de conocimientos, lenguaje de programación, categoría e idioma.","snippets.teach":"La codificación y la programación son competencias clave que abrirán nuevas posibilidades a tus alumnos y niños. ¿Quieres enseñar a programar en casa, en el aula o en un club de programación? Navega por nuestro repositorio para encontrar el recurso más adecuado para llevar la codificación y la programación a tu práctica docente. Todos los recursos son gratuitos. No olvides que puedes filtrar tu búsqueda por tipo de recurso, nivel de conocimientos, lenguaje de programación, tema, categoría e idioma.","snippets.toolkits.0":"En esta sección encontrarás material que te ayudará a organizar tu actividad de la Semana de la Programación de la UE y a promover la iniciativa en tu comunidad. ","snippets.toolkits.1":"Paquete de herramientas de comunicación","snippets.toolkits.2":"aquí encontrarás los logotipos oficiales de la Semana de la Programación de la UE, la insignia, el folleto, el póster, las plantillas de PowerPoint y Word, ejemplos de publicaciones en las redes sociales e ilustraciones.","snippets.toolkits.3":"Paquete de herramientas para profesores","snippets.toolkits.4":"aquí encontrarás los logotipos oficiales de la Semana de la Programación de la UE, la insignia, la plantilla del certificado de participación para tus alumnos, una presentación introductoria sobre la Semana de la Programación de la UE y material para las redes sociales.","snippets.toolkits.5":"Panfleto oficial de la Semana de la Programación de la UE.","snippets.about.goal":"El objetivo es ayudar a más jóvenes a dominar las bases de la programación y el pensamiento computacional.","snippets.guide.tutorials.1":"Consulta nuestros","snippets.guide.tutorials.2":"manuales y formaciones","snippets.guide.tutorials.3":"disponibles en 29 lenguas, para prepararte a organizar actividades de aprendizaje de programación y pensamiento computacional para los jóvenes.","snippets.dance.menu":"Concurso de baile","snippets.dance.subtitle":"¿Quién ha dicho que los programadores no saben bailar? Con el concurso #EUCodeWeekDance, demostraremos que no es así.","snippets.dance.content":"Con motivo de la Semana de la Programación de la UE, se invita a todos los centros educativos, bibliotecas, clubes de programación, empresas y administraciones públicas a organizar una actividad #EUCodeWeekDance y añadirla al mapa de la Semana de la Programación.","snippets.treasure-hunt.menu":"Búsqueda del tesoro","snippets.treasure-hunt.subtitle":"Se trata de un juego por Telegram","snippets.videos.1":"Vídeos de los embajadores de la Semana de la Programación de la UE sobre nuestros valores","snippets.videos.2":"Katja Osljak, embajadora por Eslovenia, explica por qué la Semana de la Programación es independiente","snippets.videos.3":"Laurent Touché, embajador por Francia, explica por qué la Semana de la Programación es para todo el mundo","snippets.videos.4":'Fatma Bouaziz, embajadora por Túnez, explica por qué la Semana de la Programación es "glocal"',"snippets.videos.5":"Linda Sinka, embajadora por Letonia, explica por qué la Semana de la Programación consiste en cooperar","snippets.videos.6":"Alessandro Bogliolo, embajador por Italia, explica por qué la Semana de la Programación no tiene ánimo de lucro","snippets.videos.7":"Marjana Prifti, embajadora por Albania, explica por qué la Semana de la Programación potencia la innovación y la creatividad","snippets.videos.8":"Cristiana Lucaci, embajadora por Rumanía, explica por qué la Semana de la Programación da las gracias a su comunidad de programadores","training.learning_bits":"Minicursos de la Semana de la Programación","training.title":"Materiales para la formación y cursos en línea gratuitos","training.text":`

    Aquí podrás encontrar materiales y recursos formativos gratuitos que te ayudarán a empezar y a preparar tu próxima clase innovadora.

    -

    1. Minicursos

    -

    No se necesita ninguna experiencia previa en programación y tan solo te llevará unos quince minutos completar cada módulo. En ellos, se presentan conceptos básicos relacionados con la programación y actividades de pensamiento computacional. Además, se ofrecen consejos prácticos y asesoramiento sobre cómo integrar estos conceptos en el aula.

    -`,"training.text_2":`

    Ahora que has completado uno o más minicursos de la Semana de la Programación, esperamos que te sientas con la confianza suficiente como para introducir algo de creatividad digital en tus clases y señalar tu actividad en el mapa de la Semana de la Programación.

    - -

    Puedes organizar fácilmente una clase en tu aula, una jornada de puertas abiertas o un evento en tu centro escolar. Simplemente busca una fecha e inscribe tu actividad en el mapa de la Semana de la Programación. Cada organizador de actividades obtendrá un certificado de participación por su colaboración.

    - -

    Si deseas conectarte con un grupo internacional de profesores entusiastas, ¡únete al grupo de Facebook de la Semana de la Programación de la UE para profesores! Si deseas ir un paso más allá y colaborar con otros centros escolares de tu país o incluso a escala internacional, únete al reto CodeWeek4All.

    -`,"training.lessons.1.title":"Codificación sin tecnología digital (analógica)","training.lessons.1.author":"Por Alessandro Bogliolo","training.lessons.1.text":`

    La programación es el lenguaje de las cosas y nos permite escribir programas para darle nuevas funcionalidades a los innumerables objetos programables que nos rodean. La programación es la forma más rápida de hacer realidad nuestras ideas y la manera más eficaz de desarrollar capacidades de pensamiento computacional. Sin embargo, la propia tecnología no es un requisito indispensable para desarrollar el pensamiento computacional. En su lugar, las capacidades de pensamiento computacional son esenciales para hacer funcionar la tecnología.

    - -

    En este vídeo, Alessandro Bogliolo, profesor de sistemas informáticos en Italia y coordinador de la Semana de la Programación de la UE, presenta actividades de programación analógica que se pueden practicar sin necesidad de ningún dispositivo electrónico. El principal objetivo de estas actividades «analógicas» es reducir las barreras al acceso y llevar la programación a todos los centros escolares, con independencia de la financiación y los equipos disponibles.

    - -

    Las actividades de programación analógica revelan los aspectos computacionales del mundo físico que nos rodea.

    `,"training.lessons.1.activities.1":"Actividad 1. CodyRoby para centros de enseñanza primaria","training.lessons.1.activities.2":"Actividad 2. CodyRoby para centros de enseñanza secundaria (primer ciclo)","training.lessons.1.activities.3":"Actividad 3. CodyRoby para centros de enseñanza secundaria","training.lessons.2.title":"Pensamiento computacional y resolución de problemas","training.lessons.2.author":"Por Miles Berry","training.lessons.2.text":`

    El término «pensamiento computacional» hace referencia a una forma de abordar los problemas y los sistemas de forma que pueda utilizarse un ordenador para ayudarnos a solucionarlos o a comprenderlos. Este pensamiento no solo es fundamental para desarrollar programas de ordenador, sino que también puede utilizarse como ayuda para la resolución de problemas en cualquier otra disciplina.

    - -

    Puedes enseñar pensamiento computacional a tus alumnos ayudándoles a dividir problemas complejos en otros más pequeños (descomposición), a reconocer patrones (identificación de patrones), a identificar los aspectos relevantes para resolver un problema (abstracción) o a establecer las normas o instrucciones que deben seguirse para alcanzar el efecto deseado (diseño de un algoritmo). El pensamiento computacional puede enseñarse en distintas disciplinas, por ejemplo en Matemáticas (descubrir las reglas para factorizar polinomios de segundo grado), en Literatura (descomponer el análisis de un poema en un análisis de la métrica, la rima y la estructura), en Idiomas (buscar patrones en las letras finales de un verbo que afecten a su escritura a medida que cambia el tiempo verbal), y muchos otras.

    - -

    En este vídeo, Miles Berry, profesor titular de la Escuela de Educación de la Universidad de Roehampton en Guildford (el Reino Unido) presenta el concepto de pensamiento computacional y las distintas formas en que un profesor puede integrarlo en el aula a través de sencillos juegos.

    `,"training.lessons.2.activities.1":"Actividad 1. Desarrollo del razonamiento matemático para centros de enseñanza primaria","training.lessons.2.activities.2":"Actividad 2. Introducción a los algoritmos para centros de enseñanza secundaria (primer ciclo)","training.lessons.2.activities.3":"Actividad 3. Algoritmos para centros de enseñanza secundaria (segundo ciclo)","training.lessons.3.title":"Programación visual. Introducción a Scratch","training.lessons.3.author":"Por Margo Tinawi","training.lessons.3.text":`

    La programación visual permite a las personas describir procesos por medio de ilustraciones o gráficos. Habitualmente hablamos de la programación visual en oposición a la programación basada en texto. Los lenguajes de programación visual (LPV) están especialmente bien adaptados como introducción al pensamiento algorítmico para niños (e incluso para adultos). Con los LPV, hay menos que leer y ninguna sintaxis que aplicar.

    - -

    En este vídeo, Margo Tinawi, profesora de desarrollo web en Le Wagon y cofundadora de Techies Lab asbl (Bélgica) nos ayudará a descubrir Scratch, uno de los LPV más populares y usado en todo el mundo. Scratch fue desarrollado por el Instituto Tecnológico de Massachusetts (MIT) en 2002 y desde entonces se ha creado una gran comunidad en torno a él, donde puedes encontrar millones de proyectos que replicar con tus alumnos así como innumerables tutoriales en diversos idiomas.

    - -

    No necesitas ninguna experiencia en programación para usar Scratch y puedes usarlo en cualquiera de las asignaturas. Por ejemplo, al usar Scratch como herramienta digital para narrar historias, los alumnos pueden crear historias, ilustrar un problema matemático u organizar un concurso artístico para aprender sobre el patrimonio cultural a la vez que aprenden programación y pensamiento computacional y, lo más importante de todo, divirtiéndose mientras lo hacen.

    - -

    Scratch es una herramienta gratuita, muy intuitiva y motivadora para tus alumnos. Échale un vistazo al vídeo de Margo para ver cómo empezar.

    `,"training.lessons.3.activities.1":"Actividad 1. Scratch básico para centros de enseñanza primaria","training.lessons.3.activities.2":"Actividad 2. Scratch básico para centros de enseñanza secundaria (primer ciclo)","training.lessons.3.activities.3":"Actividad 3. Scratch básico para centros de enseñanza secundaria","training.lessons.4.title":"Creación de juegos educativos con Scratch","training.lessons.4.author":"Por Jesús Moreno León","training.lessons.4.text":`

    El pensamiento crítico, la persistencia, la resolución de problemas, el pensamiento computacional y la creatividad no son más que algunas de las competencias fundamentales que tus alumnos necesitan para tener éxito en el siglo XXI, y la programación puede ayudarte a lograr esto de una forma divertida y motivadora.

    - -

    Las nociones algorítmicas de control de flujo por medio de secuencias de instrucciones y bucles, la representación de datos por medio de variables y listas o la sincronización de procesos pueden sonar como conceptos complicados, pero en este vídeo verás que son más fáciles de aprender de lo que te imaginas.

    - -

    En este vídeo, Jesús Moreno León, un profesor de informática e investigador de España, te explicará cómo puedes desarrollar estas y otras competencias en tus alumnos mientras todos pasáis un buen momento. ¿Cómo puede hacerse esto? Creando un juego de preguntas y respuestas en Scratch, el lenguaje de programación más famoso de los utilizados en los centros escolares de todo el mundo. Scratch no solo potencia el pensamiento computacional, sino que también permite introducir elementos de gamificación en el aula para mantener a los alumnos motivados mientras aprenden y se divierten.

    - -

    Échale un vistazo al vídeo para ver cómo empezar:

    -`,"training.lessons.4.activities.1":"Actividad 1. Juego de preguntas y respuestas con Scratch para centros de enseñanza primaria","training.lessons.4.activities.2":"Actividad 2. Juego de preguntas y respuestas con Scratch para centros de enseñanza secundaria (primer ciclo)","training.lessons.4.activities.3":"Actividad 3. Juego de preguntas y respuestas con Scratch para centros de enseñanza secundaria","training.lessons.5.title":"Hacer robótica y tinkering en el aula","training.lessons.5.author":"Por Tullia Urschitz","training.lessons.5.text":`

    La integración en el currículo escolar de la programación, el , la robótica y la microelectrónica como herramientas de formación y aprendizaje es fundamental para la enseñanza del siglo XXI.

    - -

    El uso del y la robótica en los centros de enseñanza tiene muchas ventajas para los estudiantes porque ayuda a desarrollar competencias fundamentales como la resolución de problemas, el trabajo en equipo y la colaboración. También impulsa la creatividad y la confianza de los estudiantes, y puede ayudarles a desarrollar su perseverancia y determinación a la hora de enfrentarse a retos. La robótica es, además, un campo que promueve la integración, ya que es fácilmente accesible para un amplio abanico de estudiantes con distintos talentos y habilidades (tanto niños como niñas), y además influye de forma positiva sobre los estudiantes que se encuentran dentro del espectro del autismo.

    - -

    Échale un vistazo a este vídeo en el que Tullia Urschitz, embajadora científica italiana y profesora de ciencia, tecnología, ingeniería y matemáticas (CTIM) en Sant’Ambrogio Di Valpolicella (Italia), nos ofrece algunos ejemplos prácticos sobre cómo los profesores pueden integrar el y la robótica en las aulas, convirtiendo así a los alumnos pasivos en creadores entusiastas.

    -`,"training.lessons.5.activities.1":"Actividad 1. Cómo hacer una mano mecánica a partir de un tablero duro, para centros de enseñanza primaria","training.lessons.5.activities.2":"Actividad 2. Cómo hacer una mano mecánica o robótica, para centros de enseñanza secundaria (primer ciclo)","training.lessons.5.activities.3":"Actividad 3. Cómo hacer una mano mecánica o robótica, para centros de enseñanza secundaria (segundo ciclo)","training.lessons.6.title":"App Inventor y desarrollo de aplicaciones","training.lessons.6.author":"por Rosanna Kurrer","training.lessons.6.text":`

    Echa un vistazo a este vídeo, en el que Rosanna Kurrer (fundadora de CyberWayFinder) explica en qué consiste App Inventor, enumera las ventajas de utilizar el desarrollo de aplicaciones en el aula y ofrece algunos ejemplos prácticos de la forma en que los profesores pueden integrar App Inventor en el aula, transformando a estudiantes pasivos en entusiastas creadores de juegos.

    -

    Todos utilizamos aplicaciones, ya que son una forma cómoda y rápida de coordinar nuestras actividades. Asimismo, son cada vez más utilizadas en la educación, puesto que propician un aprendizaje personalizado y permiten que los usuarios adquieran información. Por ello, ¿por qué no capacitar a tus alumnos para que desarrollen una aplicación educativa para los demás?

    `,"training.lessons.6.activities.1":"Actividad 1. Título, para centros de enseñanza primaria","training.lessons.6.activities.2":"Actividad 2. Título, para centros de enseñanza secundaria (primer ciclo)","training.lessons.6.activities.3":"Actividad 3. Título, para centros de enseñanza secundaria (segundo ciclo)","training.lessons.7.title":"Tinkering y making","training.lessons.7.author":"por Diogo da Silva","training.lessons.7.text":`

    El empleo y los lugares de trabajo están cambiando, y la educación sigue sus pasos. A la hora de preparar a los estudiantes para las profesiones del siglo XXI, resultan fundamentales nuevas capacidades como por ejemplo tinkering, making y hacking, ya que reducen la brecha entre la escuela y el mundo real. Al transformar el aula en un entorno colaborativo centrado en la resolución de problemas, los estudiantes participar y progresar. Estas actividades promueven el debate, permitiendo así que el aula se convierta en un núcleo de comunicación en el que todas las contribuciones son importantes.

    -

    Echa un vistazo al vídeo siguiente, en el que el profesor portugués de CTIAM y miembro de Escola Global, Diogo da Silva, explica paso a paso cómo desarrollar una clase en la que los alumnos, a través de actividades de tinkering, making y hacking, encuentran la solución.

    `,"training.lessons.7.activities.1":"Actividad 1. Título, para centros de enseñanza primaria","training.lessons.7.activities.2":"Actividad 2. Título, para centros de enseñanza secundaria (primer ciclo)","training.lessons.7.activities.3":"Actividad 3. Título, para centros de enseñanza secundaria (segundo ciclo)","training.lessons.8.title":"Programación para todas las materias","training.lessons.8.author":"por M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Cuando uno piensa en programación en el aula, la primera imagen que nos viene a la mente es de ordenadores, tecnología, matemáticas o ciencia. Sin embargo, puesto que los estudiantes tienen diversos intereses y asignaturas, ¿por qué no utilizarla a nuestro favor e introducir la programación en todo el plan de estudios?

    -

    Integrar la programación en el aula ofrece muchos beneficios, ya que les ayuda a desarrollar el pensamiento crítico y las capacidades en materia de resolución de problemas, a convertirse en usuarios activos y a dirigir su propio proceso de aprendizaje, lo que resulta fundamental en los centros escolares. Con todo, lo más importante es que los alumnos aprenderán mientras se divierten.

    -

    Idiomas, Música o CTIM son solo algunas de las asignaturas en las que los profesores pueden aplicar la programación para los futuros científicos, músicos, artistas... para todo el mundo, en realidad. Todos los profesores pueden integrar la programación y el pensamiento computacional en el aula. Utilizar una clase de AICLE para explicar un algoritmo de la vida cotidiana, crear un joystick de fieltro para aprender ciencia o utilizar robots educativos para fomentar la motivación en Matemáticas son algunos ejemplos de actividades que puedes realizar en el aula.

    -

    Echa un vistazo al siguiente vídeo para averiguar cómo los profesores de Música, Ciencias o Lenguas pueden integrar fácilmente la programación y el pensamiento computacional en el aula, incluso aunque no tengas experiencia previa.

    `,"training.lessons.8.activities.1":"Actividad 1. Robótica e inclusión de primaria en CTIM","training.lessons.8.activities.2":"Actividad 2. La música es programación","training.lessons.8.activities.3":"Actividad 3. Tinkering y programación con Makey Makey","training.lessons.8.activities.4":"Actividad 4. Un algoritmo de la vida cotidiana para una clase de AICLE","training.lessons.9.title":"Fabricación de un autómata con un micro:bit","training.lessons.9.author":"por Pauline Maas","training.lessons.9.text":`

    - Emplear un micro:bit, el ordenador de bolsillo fácilmente programable, puede ser una forma fácil y divertida de hacer con tus alumnos creaciones interesantes, que van desde robots hasta instrumentos, mientras les enseñas programación. Resulta sencillo y fácil de utilizar incluso para los programadores más jóvenes y, al mismo tiempo, es suficientemente potente para los alumnos más avanzados. Esta actividad se puede incorporar a distintas clases, que van desde historia hasta matemáticas, o incluso ciencias. Las posibilidades son infinitas. El micro:bit es una manera interesante y barata de enseñar programación, a la vez que se inculcan habilidades fundamentales como el pensamiento computacional, la resolución de problemas y la creatividad. -

    -

    - En este vídeo, Pauline Maas, profesora de Informática en Koninklijke Visio, presentará el micro:bit y ofrecerá un par de ejemplos prácticos sobre cómo los profesores pueden integrarlo en clase y convertir a los alumnos pasivos en creadores entusiastas. -

    `,"training.lessons.9.activities.1":"Código morse con micro:bit, para centros de educación primaria","training.lessons.9.activities.2":"Escape room con micro:bit, para centros de primer ciclo de educación secundaria","training.lessons.9.activities.3":"Fabricación de un autómata, para centros de segundo ciclo de educación secundaria","training.lessons.10.title":"Programación creativa con Python","training.lessons.10.author":"por Ivana Vezjak","training.lessons.10.text":`

    -Pasar de la programación visual a la programación basada en texto es un flujo natural en programación. Si bien la programación visual suele ser muy buena para los principiantes, al cabo de un tiempo, puede que los alumnos reclamen un nuevo desafío. La programación basada en texto es el siguiente paso para cualquiera que quiera profundizar en programación y pensamiento computacional. -

    -

    -En este vídeo, Ivana Vezjak te presentará la sintaxis básica de Python, uno de los lenguajes de programación más populares en la actualidad, que se utiliza en muchos campos como ciencia de datos, inteligencia artificial, aprendizaje automático, desarrollo web, etc. Aunque Python es un lenguaje de programación potente que utilizan programadores expertos, también pueden utilizarlo personas sin ninguna experiencia en programación gracias a sencillez y sintaxis clara. -

    -

    -Con Python, los alumnos pueden crear cuestionarios sobre hechos históricos, resolver problemas de matemáticas, hacer simulaciones de física, crear juegos, construir sitios web, llevar a cabo análisis de datos para proyectos científicos y mucho más. Python cuenta con una amplia y rica biblioteca, una extensa comunidad y un gran número de tutoriales y proyectos disponibles por internet, que pueden utilizarse para enseñar, aprender y practicar. Al programar en Python, analizar programas y corregir errores de programación, los alumnos desarrollan la creatividad y aprenden a ser coherentes, persistentes y pacientes, Aprenden pensamiento analítico y habilidades de resolución de problemas descomponiendo los problemas complejos en pequeños componentes. Estas competencias les ayudarán a afrontar problemas en cualquier otro ámbito de sus vidas. -

    `,"training.lessons.10.activities.1":"Mi primer cuestionario, para centros de educación primaria","training.lessons.10.activities.2":"El ahorcado, para centros de primer ciclo de educación secundaria","training.lessons.10.activities.3":"Adivina la bandera, para centros de segundo ciclo de educación secundaria","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Biblioteca estándar de Python","training.lessons.10.links.1.description":"Recopilación de códigos y módulos creados previamente (como el módulo turtle, el módulo math, etc.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Videojuego educativo para aprender conceptos de programación.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/es-ES/codeclub","training.lessons.10.links.3.title":"Proyectos CodeClub","training.lessons.10.links.3.description":"Desde principiantes hasta alumnos avanzados, proyectos de programación paso a paso para niños.","training.lessons.10.links.4.url":"https://inventwithpython.com/es/","training.lessons.10.links.4.title":"Inventa tus propios juegos de computadora con Python","training.lessons.10.links.4.description":"Libro que te enseñará cómo programar tus propios juegos de ordenador con Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Comunidad educativa en la que alumnos y profesores pueden formarse a través de una serie de desafíos.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Recopilación de clases introductorias de Python (basadas tanto en texto como en bloques) que utilizan Trinkets interactivos.","training.lessons.10.links.title":"Otros recursos relacionados","training.lessons.11.title":"Programar para la inclusión","training.lessons.11.author":"por el equipo de la Semana de la Programación","training.lessons.11.text":`

    - Integrar la programación en el aula puede suponer un desafío, especialmente si tienes alumnos con alguna discapacidad. Sin embargo, es importante recordar que todo el mundo puede aprender a programar, independientemente de sus capacidades. Los niños con necesidades especiales pueden beneficiarse enormemente de los aspectos educativos de la programación, porque les enseña habilidades prácticas e importantes para la vida, como la resolución de problemas, la organización y la autonomía. La programación puede asimismo mejorar las habilidades interpersonales y sociales a través de la colaboración y el trabajo en equipo, habilidades con las que los niños con discapacidad tienen dificultades. Y, sobre todo, los alumnos se divierten mientras aprenden junto a sus compañeros. -

    - En este vídeo, el equipo de la Semana de la Programación te mostrará algunas actividades prácticas, fáciles y divertidas especialmente adaptadas para alumnos con discapacidad visual, síndrome de Down y trastorno del espectro autista, que los profesores pueden integrar fácilmente en sus aulas. -

    `,"training.lessons.11.activities.1":"Huevera desenchufada","training.lessons.11.activities.2":"Un ratón muy inteligente","training.lessons.11.activities.3":"Una estrella que hace estrellas","training.lessons.12.title":"Programación para los Objetivos de Desarrollo Sostenible","training.lessons.12.author":"por Francisco Javier Masero, Cristina Nicolaita y Erviola Konomi","training.lessons.12.text.1":"La educación tradicional ofrece a los alumnos pocas oportunidades para entender y resolver los problemas del mundo real, como el cambio climático, la igualdad entre los géneros, el hambre, la pobreza o la buena salud y el bienestar.","training.lessons.12.text.2":"Los Objetivos de Desarrollo Sostenible (ODS) son el centro de la Agenda 2030 sobre el Desarrollo Sostenible, adoptada por todos los Estados miembros de las Naciones Unidas como hoja de ruta para lograr la paz y la prosperidad en el planeta, y fomentando el desarrollo global. Los profesores pueden utilizar los ODS en el aula como una herramienta para que los alumnos desarrollen su pensamiento crítico, pero también para ayudarles a encontrar su identidad y propósito. La combinación de los elementos básicos de codificación y pensamiento computacional con los ODS servirá para potenciar la confianza de los alumnos y les ayudará a desarrollar su creatividad, su espíritu empresarial y sus habilidades a la hora de resolver problemas o de comunicarse.","training.lessons.12.text.3":"En las actividades siguientes, los alumnos aplicarán los principios del Scratch, la codificación ASCII y codificación analógica a temas de actual relevancia mundial y social. Esto permite a los profesores concienciar a sus alumnos acerca de los Objetivos de Desarrollo Sostenible y ayudarles a desarrollar la empatía, el sentido de ciudadanía activa y las habilidades prosociales de una forma divertida y atractiva.","training.lessons.12.text.4":"Cada actividad se centra en uno de los ODS:","training.lessons.12.text.5":"Objetivo de Desarrollo Sostenible 3: Garantizar una vida sana y promover el bienestar para todos en todas las edades","training.lessons.12.text.6":"Objetivo de Desarrollo Sostenible 5: Lograr la igualdad entre los géneros y empoderar a todas las mujeres y las niñas","training.lessons.12.text.7":"Objetivo de Desarrollo Sostenible 13: Adoptar medidas urgentes para combatir el cambio climático y sus efectos","training.lessons.12.activities.1":"Proyecto Karateka: Conocer el karate a través de la programación para centros de enseñanza primaria y primer y segundo ciclo de secundaria","training.lessons.12.activities.2":"Objetivos de Desarrollo Sostenible y programación para el cambio climático para centros de enseñanza primaria","training.lessons.12.activities.3":"Programación para la igualdad de género para centros de enseñanza secundaria","training.lessons.13.title":"Introducción a la inteligencia artificial en el aula","training.lessons.13.author":"por Artur Coelho y Marjana Prifti Skenduli","training.lessons.13.text.1":"La inteligencia artificial (IA) ya se aplica en muchas áreas de tu vida diaria: autocorrige el texto que escribes en tu teléfono, elige la música que reproduce tu aplicación musical favorita y recuerda tus contraseñas cuando las has olvidado. La IA consiste en una combinación de aprendizaje automático, robótica y algoritmos con aplicaciones en todos los ámbitos: desde la informática hasta la fabricación, y desde la medicina hasta la moda. Por lo tanto, tiene un lugar innegable en nuestra vida y en nuestra sociedad y juega un papel clave en el desarrollo de la ciencia. Y como cualquier otro fenómeno importante en nuestras vidas, los alumnos también se beneficiarán si aprenden sobre ella. Pero, ¿cómo enseñar sobre una cosa tan compleja como la IA?","training.lessons.13.text.2":"Este minicurso te ayudará a explicar a tus alumnos qué es la IA y qué papel juega en su vida. Cuenta con actividades diseñadas para que quienes no son expertos entiendan fácilmente los contenidos y puedan desglosar eficazmente términos complejos en ideas fácilmente comprensibles. Con estas lecciones podrás ayudar a los alumnos a aprender las aplicaciones de la IA y algunos de los mecanismos que hay detrás de ella. Estas actividades están diseñadas para que los alumnos desarrollen sus habilidades analíticas y el pensamiento crítico; así, por ejemplo, en la actividad de Marjana aprenderán a desarrollan una arquitectura de clasificación y también les ayudarán a comprender las variadas aplicaciones de la IA: en la actividad de Artur aprenderán el vínculo que hay entre la IA y el arte, y cómo la IA puede utilizarse para mejorar la expresión visual. Asimismo, harán que los alumnos reflexionen sobre los peligros de la IA y su impacto.","training.lessons.13.activities.1":"Arte humano-IA para centros de educación primaria","training.lessons.13.activities.2":"Máquinas para enseñar a clasificar: Introducción al aprendizaje supervisado por máquinas para centros de educación secundaria (primer ciclo)","training.lessons.13.activities.3":"Máquinas para enseñar a clasificar: Introducción al aprendizaje supervisado por máquinas para centros de educación secundaria (segundo ciclo)","training.lessons.14.title":"El aprendizaje en la era de las máquinas inteligentes","training.lessons.14.author":"por Adil Tugyan, Georgia Lascaris y Marco Neves","training.lessons.14.text.1":"El progreso de la IA en los últimos años ha sido impresionante gracias a los rápidos avances en potencia computacional y la disponibilidad de grandes cantidades de datos. Esto ha dado lugar a importantes inversiones en la investigación de la IA y a una rápida expansión de su industria, convirtiéndola en la gran revolución tecnológica de nuestro tiempo. La IA nos rodea. Se ha convertido en parte de nuestra rutina diaria, hasta el punto de que a veces no pensamos en ella como IA y la utilizamos casi a diario en recomendaciones en línea, detección de rostros, sistemas de seguridad y asistentes de voz. ¿Pero qué pasa con la educación? ","training.lessons.14.text.2":"La IA tiene un enorme potencial para permitir nuevas formas de enseñanza y aprendizaje y para mejorar el aprendizaje de los alumnos. Este minicurso te ayudará a integrar auténticas actividades de IA en la enseñanza y a preparar a tus alumnos para la vida personal y profesional en un mundo moldeado por la IA. Estas actividades han sido diseñadas para que los alumnos desarrollen su curiosidad, su capacidad para solucionar problemas y su creatividad; por ejemplo, en la actividad de Adil, los alumnos aprenden sobre algoritmos y redes neuronales y se les anima a crear su propia red neuronal para visualizar un cerebro de IA. Georgia guiará a los alumnos para desarrollar paso a paso un chatbot. Los alumnos construirán su propio chatbot, prepararán conjuntos de datos de preguntas y respuestas y lo entrenarán para que pueda responder a preguntas sobre COVID-19. En la actividad de Marco, los alumnos explorarán los beneficios y los retos de las máquinas inteligentes en la vida cotidiana y en el trabajo. ¿Qué riesgos de la IA debemos tener en cuenta? ¿Qué impacto tendrá la IA en el trabajo futuro? ¿Qué trabajos se les ofrecerán cuando entren en el mercado laboral del mañana?","training.lessons.14.activities.1":"La IA y sus redes neuronales, para primaria","training.lessons.14.activities.2":"Mi chatbot de COVID-19, para secundaria de primer ciclo","training.lessons.14.activities.3":'Vivir en la era de las "máquinas inteligentes": retos y oportunidades, para secundaria de segundo ciclo',"training.lessons.14.activities.title":"En las actividades que se presentan a continuación, los alumnos aprenderán sobre las máquinas inteligentes de una manera divertida y atractiva","training.lessons.15.title":"Educación en medios de comunicación sobre minería","training.lessons.15.author":"por Marijana Smolčec, Tea Horvatić y Sanja Božinović","training.lessons.15.text.0":"La educación en materia de medios de comunicación nunca ha sido tan importante para los alumnos de hoy. Los alumnos de todas las edades necesitan adquirir las habilidades, los conocimientos y las actitudes pertinentes para poder navegar por nuestro mundo rico en medios de comunicación. Las competencias en materia de medios de comunicación les ayudarán a utilizar contenidos en línea creíbles y a reconocer las fuentes de información engañosas. Entenderán cómo comprobar la información que encuentran en Internet e interpretarla de forma crítica. Se concienciarán sobre el uso adecuado del trabajo creativo y aplicarán lo aprendido al crear sus propios contenidos creativos.","training.lessons.15.text.1":"Este texto sobre aprendizaje le permitirá poner en práctica diversas estrategias y técnicas para capacitar a sus alumnos en la alfabetización mediática. En la actividad de Marijana, los alumnos aprenden a utilizar los contenidos de la web de forma segura y responsable. Se les presentan los diferentes tipos de licencias y desarrollan una sencilla aplicación para demostrar cómo compartir el trabajo creativo de manera adecuada. En la actividad de Tea, los alumnos se embarcan en una búsqueda para aprender sobre los clickbaits. A través de atractivas tareas, los alumnos exploran estrategias para identificar y descubrir los clickbaits y aprender a evitarlos. Sanja permite a los alumnos explorar y analizar críticamente y evaluar el contenido de la web, su relevancia, exactitud, origen y propósito. Aprenden a encontrar fuentes fiables en Internet y a reconocer la información falsa en la red.","training.lessons.15.text.2":"En los siguientes planes de clase, encontrará actividades inspiradoras y atractivas para mejorar las habilidades de los alumnos en materia de medios de comunicación:","training.lessons.15.activities.1":"¿Es gratis si está en Internet?","training.lessons.15.activities.2":"Hacer o no hacer clic","training.lessons.15.activities.3":"Comprobación de hechos","training.lessons.16.title":"CONTAR HISTORIAS CON HEDY","training.lessons.16.author":"por Felienne Hermans","training.lessons.16.text.0":"¿Tus alumnos ya dominan un lenguaje de programación visual, pero no se sienten preparados para entrar más de lleno en un lenguaje de programación basado en texto? Este minicurso es perfecto para ti y tus alumnos, porque les ayudará a cerrar la brecha entre el lenguaje de programación visual y el basado en texto. El minicurso Contar historias con Hedy consta de tres planes formativos que utilizan Hedy, un lenguaje de programación gradual para enseñar programación a los niños.","training.lessons.16.text.1":"Hedy está pensado para niños que quieren iniciarse con los lenguajes de programación textual, pero para los que empezar con Python podría ser demasiado complicado. Los lenguajes graduales utilizan distintos niveles de lenguaje, en los que cada nivel incorpora nuevos conceptos y complejidad sintáctica. Al final de la secuencia de niveles de Hedy, los alumnos dominan un subconjunto con valor sintáctico en Python.","training.lessons.16.text.2":"En este minicurso encontrarás actividades estimuladoras y atractivas para ayudar a tus alumnos a utilizar eficazmente los lenguajes de programación basados en texto. Al crear sus propias historias interactivas, aprenderán programación de forma progresiva, sin tener que aprenderlo todo de una vez. En el plan formativo para alumnos de educación primaria, se presentan los conceptos básicos de la programación. En el correspondiente a alumnos de primer ciclo de educación secundaria, se presentan nuevos conceptos de programación, mientras que el plan formativo para alumnos de segundo ciclo de educación secundaria, les permite programar historias y actividades más complejas.","training.lessons.16.text.3":"Consulta la historia interactiva siguiente para ver cómo pueden participar los lectores en la historia y cómo fomenta su participación activa.","training.lessons.16.activities.1":"Crea tu propia historia interactiva con Hedy para alumnos de educación primaria","training.lessons.16.activities.2":"Crea tu propia historia interactiva con Hedy para alumnos de primer ciclo de educación secundaria","training.lessons.16.activities.3":"Crea tu propia historia interactiva con Hedy para alumnos de segundo ciclo de educación secundaria","training.lessons.17.title":"Siente el código","training.lessons.17.author":"por Alenka Miljević ","training.lessons.17.text.0":"El bienestar social y emocional es la capacidad de ser resiliente, de saber cómo gestionar las propias emociones y responder a las de los demás, de establecer relaciones significativas con los demás, de generar emociones que susciten buenos sentimientos y de crear la propia red de apoyo emocional. Las habilidades sociales y emocionales que los jóvenes aprenden en el centro escolar les ayudan a aumentar la resiliencia y a establecer el patrón sobre cómo gestionarán su salud física y mental a lo largo de su vida. (Consejo de Europa)","training.lessons.17.text.1":"El minicurso Siente el código te permitirá fomentar el bienestar social y emocional de tus alumnos al reconocer, explicar, comprender y responder a sentimientos positivos y negativos a fin de generar empatía y resiliencia. En este minicurso encontrarás actividades estimuladoras y atractivas que ayudarán a tus alumnos a desarrollar habilidades para abordar distintas emociones a través de la programación. Tus alumnos aprenderán a expresar sus sentimientos y a reaccionar ante las emociones de sus compañeros con la ayuda de un robot Bee-Bot.","training.lessons.17.text.2":"El minicurso Siente el código consta de tres planes formativos que utilizan un Bee-Bot, un robot educativo con forma de abeja, para crear actividades que animan a los alumnos a hablar de las emociones y que generan empatía. En el plan formativo para centros de educación primaria, los alumnos programan un Bee-Bot para hablar sobre emociones como la tristeza, la felicidad, el miedo y la ira, y descubrir los motivos por los que ellos y sus compañeros las sienten. El plan formativo para centros de primer ciclo de educación secundaria anima a los alumnos a programar un Bee-Bot, a reconocer sus propios sentimientos y los de sus compañeros, a comprender qué los provocaron y cómo responder a ellos. El plan formativo para centros de segundo ciclo de educación secundaria facilita que los alumnos programen un Bee-Bot e inventen historias sobre sentimientos, resiliencia y empatía.","training.lessons.17.text.3":"Si no tienes un robot educativo en tu clase, este minicurso te proporcionará ideas para actividades sin conexión que fomentan el desarrollo de habilidades sociales y emocionales. El material interactivo siguiente te ofrece un breve resumen de las actividades que puedes llevar a cabo en tu clase:","training.lessons.17.activities.1":"Programa — Siente — Aprende para alumnos de primaria","training.lessons.17.activities.2":"Mi corazón no es de piedra para alumnos de primer ciclo de educación secundaria","training.lessons.17.activities.3":"Programa mi estado de ánimo para alumnos de segundo ciclo de secundaria","training.lessons.18.title":"SOS Agua","training.lessons.18.author":"por Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS Agua es una respuesta a la necesidad de abordar el problema de la contaminación del agua. A pesar de los esfuerzos llevados a cabo en los últimos años, todavía quedan 2 000 millones de personas en el mundo que no tienen acceso a agua potable segura. Esto significa que el Objetivo de Desarrollo Sostenible (ODS) 6 de la Agenda 2030, en el que se afirma que todo el mundo debe tener acceso a agua potable y saneamiento para 2030, está lejos de conseguirse. Lo mismo ocurre con el ODS 14 sobre la vida submarina, según el que se pretende preservar y utilizar la sostenibilidad de los océanos, mares y recursos marinos para un desarrollo sostenible","training.lessons.18.text.1":"Este minicurso se centra en el tema relevante y de actualidad de la medición de la calidad del agua y los nuevos contaminantes que ponen en peligro la calidad del agua. Los alumnos tendrán la oportunidad de investigar y buscar soluciones a problemas relacionados con el agua y el medio ambiente, lo que les permitirá desarrollar capacidades como la investigación, el pensamiento crítico y la resolución de problemas","training.lessons.18.text.2":"Esta lección prevé incluir actividades prácticas y creativas, como la programación en Scratch, la iniciación al aprendizaje automático y la inteligencia artificial con Learning ML y la construcción de vehículos guiados con sets de LEGO para la recogida de muestras de agua y el análisis de su pH. Estas actividades permitirán que los alumnos pongan en práctica sus capacidades y conocimientos en un entorno interactivo y divertido, lo cual mejorará su motivación e incrementará su interés en el proyecto","training.lessons.18.text.3":"Para la puesta en práctica de este minicurso, proponemos que se lleven a cabo las tres actividades en el aula, con el fin de completar todo el proyecto y conseguir un proceso de aprendizaje más instructivo y motivador. Sin embargo, cada una de las actividades puede llevarse a cabo de forma aislada","training.lessons.18.activities.1":"SOS Agua con Scratch","training.lessons.18.activities.2":"SOS Agua con Learning ML","training.lessons.18.activities.3":"SOS Agua con la robótica de LEGO","training.download_video_script":"Descargar el guion del vídeo","training.ready_to_share":"¿Estás preparado/a para compartir con tus alumnos lo que has aprendido?","training.choose_lessons":"Selecciona uno de los planes de aprendizaje que figuran a continuación y organiza una actividad con tus alumnos.","training.footer.title":"¡No te olvides de añadir tu actividad al mapa de la Semana de la Programación!","training.footer.text":`

    Puedes organizar fácilmente una clase en tu aula, una jornada de puertas abiertas o un evento en tu centro escolar. Simplemente busca una fecha e inscribe tu actividad en el mapa de la Semana de la Programación. Cada organizador de actividades obtendrá un certificado de participación por su colaboración.

    - -

    Si deseas conectarte con un grupo internacional de profesores entusiastas, ¡únete al grupo de Facebook de la Semana de la Programación de la UE para profesores! Si deseas ir un paso más allá y colaborar con otros centros escolares de tu país o incluso a escala internacional, únete al reto CodeWeek4All.

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Semana de la Programación de la UE es una comunidad impulsada por voluntarios. No actuamos por interés económico. Respetamos y valoramos las ideas, creencias y culturas de otras personas. Participamos en la Semana de la Programación de la UE porque creemos en la importancia de lo que hacemos. Esa es nuestra fuerza. Queremos hacer que el pensamiento computacional, la codificación, la programación, la informática, la robótica, la manipulación de hardware y los conocimientos digitales en general sean accesibles para todos.","values.2.title":"La Semana de la Programación de la UE es para todos","values.2.content":"Todo el mundo puede organizar actividades en la Semana de la Programación de la UE. Entendemos que es esencial que los eventos de la Semana de la Programación de la UE se organicen para todos, independientemente de su edad, color, sexo, origen cultural o capacidades intelectuales. Las actividades pueden ser un punto de entrada para despertar el interés y la curiosidad o para ayudar a desarrollar aún más las aptitudes de cada cual. La igualdad, el respeto, la libertad y la inclusión son nuestros principios. Queremos que todos los participantes experimenten y creen con la tecnología de una manera divertida.","values.3.title":"La Semana de la Programación de la UE es glocal","values.3.content.1":"La Semana de la Programación de la UE se ha propuesto llegar hasta ti, independientemente de si vives en una gran ciudad, una capital de provincias o un pueblo lejano. Ponemos especial atención en apoyar a los organizadores locales con","values.3.content.2":"materiales","values.3.content.3":"en su idioma y que se ajusten a sus necesidades.","values.3.content.4":"El mapa de la Semana de la Programación de la UE","values.3.content.5":'es la herramienta clave donde se registra cada actividad y tiene una localización precisa. Al mismo tiempo, la Semana de la Programación de la UE es global y da la bienvenida a personas de todo el mundo a su comunidad. Somos "glocales".',"values.4.title":"La Semana de la Programación de la UE va de cooperación","values.4.content.1":"Los miembros de la comunidad de la Semana de la Programación de la UE interactúan, intercambian información, aprenden unos de otros y construyen conocimientos juntos. Estamos conectados y nos apoyamos mutuamente. Compartimos recursos, ideas y mejores prácticas. Fomentamos las asociaciones y el intercambio de conocimientos.","values.4.content.2":"El objetivo del reto CodeWeek4All","values.4.content.3":"es construir puentes entre fronteras y comunidades, ayudar a difundir energía positiva y conectar a las personas para que pueden aprender unas de otras.","values.5.title":"La Semana de la Programación de la UE no tiene fines de lucro","values.5.content.1":"Todas las actividades de la Semana de la Programación son sin ánimo de lucro. Todos los","values.5.content.2":"recursos","values.5.content.3":"del sitio web de la Semana de la Programación de la UE son gratuitos, así como los cursos de formación y los cursos en línea.","values.6.title":"La Semana de la Programación de la UE fomenta la creatividad y la innovación","values.6.content":"La Semana de la Programación de la UE fomenta la creatividad, la innovación y la visión de futuro. Estamos abiertos y agradecidos por recibir comentarios y críticas que nos permitan tomar decisiones informadas y desarrollar la Semana de la Programación de la UE. Incluso los fracasos nos harán crecer, como individuos y como comunidad.","values.7.title":"La Semana de la Programación de la UE está agradecida a su comunidad","values.7.content":"Damos las gracias por su apoyo a profesores, formadores y otros organizadores de actividades, estudiantes, padres, clubes de código y todos los socios con los que trabajamos. Todos compartimos el mismo objetivo. Se trata de acercar el pensamiento computacional, la programación, la informática y las habilidades digitales en general a tantas personas como sea posible.","values.title":"Declaración del valor de la Semana de la Programación de la UE","values.description.1.1":"La Semana de la Programación de la UE es un movimiento dirigido por voluntarios, ","values.description.1.2":"embajadores","values.description.1.3":", profesores destacados y entusiastas de la programación en todo el mundo. Cuenta con el apoyo de la","values.description.1.4":"Comisión Europea","values.description.1.5":"y los ministerios de educación de la Unión Europea y los países de los Balcanes Occidentales.","values.description.2":"En el centro de la Semana de la Programación de la UE se encuentra la comunidad de organizadores de actividades voluntarias formada por profesores, mentores, clubes de programación, bibliotecas, empresas privadas, padres y organizaciones no gubernamentales. Dedicamos nuestro tiempo, energía y aptitudes a llevar el pensamiento computacional, la programación, la robótica, la manipulación de hardware, la informática y las habilidades digitales en general, a tantas personas como sea posible en Europa y en todo el mundo.","values.description.3":"La Semana de la Programación de la UE también cuenta con millones de participantes, personas de todos los géneros, edades, orígenes, culturas y aptitudes del mundo entero.","values.description.4":"Estamos orgullosos de formar parte de la Semana de la Programación de la UE. Estos son nuestros valores; los que guían nuestro trabajo y decisiones en todo momento.","why-coding.titles.0":"¿Por qué la programación?","why-coding.titles.1":"Se trata de dar vida a las ideas","why-coding.titles.2":"También se trata de desarrollar las competencias clave","why-coding.titles.3":"Por último, se trata de dar forma a nuestro futuro","why-coding.texts.0":"Se trata de Pia, que pensaba que tenía que estudiar Derecho, aunque siempre le habían gustado las matemáticas y jugar con ordenadores. Se trata de Mark, que tiene una idea para una red social mejor pero que no puede crearla por sí mismo. Se trata de Alice, que sueña con fabricar robots porque sus padres no le dejaron tener un gato. Y se trata de todos aquellos que ya estáis ayudando a hacer realidad estos sueños.","why-coding.texts.1":"De hecho, se trata de todos nosotros y de cómo damos forma a nuestras vidas y a nuestro futuro. Podemos ir más allá de limitarnos a compartir publicaciones y darles un me gusta. Podemos dar vida a nuestras ideas, construir cosas que hagan felices a otras personas.","why-coding.texts.2":"Nunca ha sido tan fácil crear una aplicación, construirte tu propio robot o, quién sabe, incluso inventar el coche volador. No se trata de un camino cómodo, pero sí de un camino lleno de retos creativos, toneladas de diversión y una comunidad encantada de ayudar. ¿Estás preparado/a para aceptar el reto y convertirte en un creador digital?","why-coding.texts.3":"Los lenguajes de programación son como cualquier otro lenguaje. Solo que en este caso, los niños no aprenden a expresarse y a comunicarse con otras personas. En cambio, consiguen entender cómo comunicarse con la tecnología. Tecnología que nos rodea: en nuestros teléfonos inteligentes, ordenadores, vehículos, ¡en todas partes!","why-coding.texts.4":"Pero entender y comunicarse con los ordenadores es solo una parte. La programación también ayuda a desarrollar competencias multidisciplinares como el pensamiento computacional, la resolución de problemas, la creatividad y el trabajo en equipo, excelentes habilidades para todos los ámbitos de la vida. La capacidad de resolver problemas, de afrontar el fracaso y volver a intentarlo, o de colaborar con otros, son rasgos que se buscan en muchos campos.","why-coding.texts.5":"Hace un siglo, los lenguajes de programación ni siquiera existían. Hoy en día, el código nos rodea y casi todo se puede programar, incluso los zapatos o las cajas de cereales. ¿Por qué dejar que otros den forma a nuestro futuro cuando nosotros podemos convertirnos en los creadores y hacer realidad nuestras visiones e ideas? Al fin y al cabo, el único límite es nuestra imaginación.","why-coding.texts.6":"Alessandro Bogliolo, director del equipo de embajadores voluntarios de la Semana de la Programación de la UE, ha manifestado:","why-coding.texts.7":"Desde el principio de los tiempos, hemos fabricado muchas cosas a partir de piedra, hierro, papel y lápiz, objetos que han transformado nuestras vidas. Ahora vivimos una era diferente en la que nuestro mundo está moldeado por código de programación. Las distintas eras se asocian a distintas demandas de competencias y empleo. Durante la Semana de la Programación queremos dar a todos los europeos la oportunidad de descubrir la programación y pasar un buen rato haciéndolo. Aprendamos a programar para dar forma a nuestro futuro","why-coding.texts.8":"En definitiva, la programación es una habilidad muy solicitada en casi cualquier sector, no solo en el tecnológico, sino también en el financiero, el sanitario, el científico, incluso en el del diseño o el agrícola, y la demanda no hace más que crecer. Los niños que saben programar, que entienden cómo funciona la tecnología, tienen cierta ventaja, independientemente de la trayectoria profesional por la que se decanten.","why-coding.texts.9":"¿Estas palabras te animan a actuar?","why-coding.texts.10":"¡Súmate a Semana de la Programación de la UE!","why-coding.texts.11":"¿Necesitas más elementos de reflexión?","why-coding.texts.12":"Visita nuestro blog para saber más."};export{e as default}; diff --git a/public/build/assets/php_et-CwioM5xA.js b/public/build/assets/php_et-CwioM5xA.js deleted file mode 100644 index 8057978db..000000000 --- a/public/build/assets/php_et-CwioM5xA.js +++ /dev/null @@ -1,118 +0,0 @@ -const e={"about.when-title":"2024. aasta ELi programmeerimisnädal Code Week toimub ajavahemikus 14. kuni 27. oktoober.","about.when-text":"

    ELi programmeerimisnädal Code Week on rohujuuretasandil toimuv liikumine, millega tähistatakse loomingulisust, probleemide lahendamist ja koostööd nii programmeerimises kui ka teistes tehnoloogilistes tegevustes. Selle eesmärk on muuta programmeerimine nähtavamaks ning tutvustada noortele ja vanadele, kuidas koodikirjutamisega oma ideid ellu viia, hajutada programmeerimisega seotud saladusi ning motiveerida inimesi õppima.

    ","about.codeweek_in_numbers-title":"Programmeerimisnädal Code Week numbrites","about.codeweek_in_numbers-text":`

    2021. aastal võttis ELi programmeerimisnädalast Code Week osa 4 miljonit inimest ja rohkem kui 80 riiki.

    -

    2021. aastal oli keskmine osaleja 11-aastane ja 49% osalejatest olid naised või tüdrukud. ELi programmeerimisnädala Code Week üritustest toimus 88% koolides, mis näitab, et 2021. aasta õpetajate toetamise kampaania on olnud edukas.

    -

    Kõik on oodatud tegevusi korraldama või neis osalema. Valige teema ja sihtrühm ning lisage oma tegevus kaardile.

    `,"about.run_by_volunteers-title":"Vabatahtlikest koosnev korraldustiim","about.run_by_volunteers-text":'

    ELi programmeerimisnädala Code Week korraldajateks on vabatahtlikud. Algatust aitavad koordineerida iga riigi üks (või mitu) Code Weeki saadikut, kuid igaüks võib organiseerida ka oma tegevuse ja selle veebilehe codeweek.eu kaardile lisada.

    ',"about.supported_by_commission-title":"Euroopa Komisjoni toetus","about.supported_by_commission-text":'

    ELi programmeerimisnädala Code Week lükkasid 2013. aastal käima Euroopa digitaalse tegevuskava noored konsultandid. Euroopa Komisjon toetab ELi programmeerimisnädalat Code Week osana digitaalse ühisturu strateegiast. Digiõppe tegevuskava abil soovib komisjon kaasata algatusse eelkõige just koole. Eesmärgiks on jõuda 2020.

    ',"about.schools-title":"Koolid","about.schools-text":'

    ELi programmeerimisnädalast on oodatud osa võtma kõiki kooliastmeid ja erinevate õppeainete õpetajaid, kes annaksid oma õpilastele võimaluse avastada digitaalset loomingulisust ja programmeerimist. Algatuse ja selle kohta, kuidas ise tegevusi organiseerida, leiate lisateavet õpetajatele suunatud veebisaidilt: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Miks on programmeerimine hea?","about.why_coding-text":`

    See on oluline Pia jaoks, kes tundis sundi minna õigusteadust õppima, kuigi ta oli alati nautinud matemaatikat ja arvutitega tegelemist. See on oluline Markile, kel on hea idee sotsiaalvõrgustiku loomiseks, kuid puuduvad selleks vajalikud oskused. See on oluline Alice’ile, kes unistab robotitest, kuna vanemad ei luba tal kassi võtta.

    - -

    See on oluline inimestele, kes juba aitavad taolisi unistusi ellu viia.

    - -

    Tegelikult on see oluline meie kõigi jaoks. Ja meie tuleviku jaoks. Tehnoloogia kujundab meie elusid, kuid väga väike osa inimestest otsustavad, kuidas ja milleks me seda kasutame. Me saame teha rohkem, kui lihtsalt ideid jagada ja neid meeldivaks märkida. Võime oma hullud ideed ellu viia ja ehitada midagi, millest tunneksid rõõmu ka teised.

    - -

    Kunagi varem ei ole olnud lihtsam oma rakendust luua, robotit ehitada või kasvõi lendavaid autosid leiutada! Teekond ei ole küll lihtne, kuid see on täis loomingulisi väljakutseid, toetavat kogukonda ja palju rõõmu. Kas olete valmis väljakutse vastu võtma ja tegutsejaks hakkama?

    - -

    Programmeerimine aitab arendada erinevaid oskusi, nagu algoritmiline mõtlemine, probleemide lahendamine, loomingulisus ja tiimitöö – väga kasulikud oskused igas valdkonnas.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, ELi programmeerimisnädala Code Week saadik ja vabatahtlikest koosneva meeskonna eestvedaja ütles:

    -

    „Algusaegadest saadik on inimkond loonud, kasutades selleks kivi, rauda, paberit ja puitu. See on muutnud meie elu tundmatuseni. Nüüd elame aga teisel ajal, kus maailma voolitakse programmeerimiskeele abil. Erinevad ajad nõuavad erinevaid töökohti ja oskusi. Programmeerimisnädalaga Code Week anname igale eurooplasele võimaluse programmeerimisega tutvuda. Õpime programmeerimist, et kujundada oma tulevikku.“

    -
    -

    `,"about.join_codeweek-title":"Liituge ELi programmeerimisnädalaga Code Week","about.join_codeweek-text":'

    Liituge ELi programmeerimisnädalaga Code Week, korraldades oma linnas programmeerimistegevusi, liitudes programmeerimisnädala väljakutsega Code Week 4 All ning aidates ühendada erinevaid kogukondi ja rahvuseid või jagades programmeerimisnädala visiooni oma riigi saadikuna!

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Proovi uuesti :seconds sekundi pärast.","base.languages.en":"Inglise","base.languages.fr":"Prantsuse","base.languages.bg":"Bulgaaria","base.languages.hr":"Horvaadi","base.languages.de":"Saksa","base.languages.pl":"Poola","base.languages.cs":"Tšehhi","base.languages.el":"Kreeka","base.languages.pt":"Portugali","base.languages.da":"Taani","base.languages.hu":"Ungari","base.languages.ro":"Rumeenia","base.languages.nl":"Hollandi","base.languages.ga":"Iiri","base.languages.sk":"Slovaki","base.languages.it":"Itaalia","base.languages.sl":"Sloveeni","base.languages.et":"Eesti","base.languages.lv":"Läti","base.languages.es":"Hispaania","base.languages.fi":"Soome","base.languages.lt":"Leedu","base.languages.se":"Rootsi","base.languages.sv":"Rootsi","base.languages.al":"Albaania","base.languages.ba":"Bosnia","base.languages.mk":"Makedoonia","base.languages.me":"Montenegro","base.languages.rs":"Serbia","base.languages.mt":"türgi keel","base.languages.tr":"malta keel","base.resources_local_title":"Programmeerimismaterjale:","base.days":"päeva","base.hours":"tundi","base.minutes":"minutit","base.seconds":"sekundit","base.still_have_question":"Teil on veel küsimusi?","base.drop_us_a_line":"Kirjutage meile!","base.get_in_touch":"VÕTKE ÜHENDUST","base.footer_msg":"Rohujuuretasandil vabatahtlike korraldatud liikumine, mida toetab Euroopa Komisjon.","base.email":"E-kiri","base.display_email":"Kuva meiliaadress","base.first_name":"Eesnimi","base.last_name":"Perekonnanimi","base.your_website":"Teie veebisait","base.biography":"CV","base.update":"Uuenda","base.delete":"Kustuta","base.choose a file":"Vali fail","base.learning_bits":"Õppevahendid","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Viige Code Week oma õpilasteni","base.or":"või","base.newsletter":"Uudiskiri","certificates.certificates_for":"Tunnistused: ","certificates.no_certificates":"Tunnistusi veel ei ole.","challenges-content.chatbot.title":"Valmistage vestlusrobot","challenges-content.chatbot.author":"ELi programmeerimisnädala Code Week tiim","challenges-content.chatbot.purposes.0":"Programmeerige interaktiivseid mõistatusi","challenges-content.chatbot.purposes.1":"Programmeerige dialooge vestlusroboti ja kasutaja vahel","challenges-content.chatbot.description":"Programmeerige vestlus vestlusroboti ja kasutaja vahel, kes püüab mõistatust lahendada. Püüdke luua vestlusrobot, kes suudab inimese moodi vestelda. Mõistatuse asemel võite koostada dialoogi vestlusroboti ja kasutaja vahel.","challenges-content.chatbot.instructions.0":"Leidke üks mõistatus","challenges-content.chatbot.instructions.1":"Logige sisse","challenges-content.chatbot.instructions.2":"või looge uus konto. (Kui loote uue konto, pidage meeles, et eraelu puutumatuse tagamiseks ei ole pärisnimed Pencil Code’is lubatud.)","challenges-content.chatbot.instructions.3":"Klõpsake valikul „Imagine and Make your own“ (Mõelge välja ja looge oma).","challenges-content.chatbot.instructions.4":"Kasutage mõistatuse kirjutamiseks plokke või tekstipõhist režiimi","challenges-content.chatbot.instructions.5":"Teise võimalusena saate kasutada","challenges-content.chatbot.instructions.6":"seda programmi","challenges-content.chatbot.instructions.7":"ja kohandada selle oma mõistatusele või valida menüüs „Answering a riddle“ (Mõistatuse lahendamine) ja seda muuta.","challenges-content.chatbot.example":"Vaadake seda mõistatuse näidet.","challenges-content.chatbot.more.0":"See programm on kohandatud Pencil Code’i tegevusest","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Tõmmake juhe välja ja programmeerige: looge paberkandjal vooluahel","challenges-content.paper-circuit.author":"ELi programmeerimisnädala Code Week tiim","challenges-content.paper-circuit.purposes.0":"Loovuse arendamine","challenges-content.paper-circuit.purposes.1":"Probleemilahendusoskuste arendamine","challenges-content.paper-circuit.description.0":"Joonistage midagi, mis teile meeldib. See võib olla öine taevas, lepatriinu, robot, jõulukuusk või mis tahes muu, mis teile pähe tuleb. Võite julgesti isikustada oma projekti ELi programmeerimisnädala Code Week visuaalidega – vt ","challenges-content.paper-circuit.description.1":"ELi programmeerimisnädala Code Week abivahendite komplekt õpetajatele","challenges-content.paper-circuit.description.2":"ja laadige alla teile meeldiv logo või visuaal. Võite kasvõi valmistada paberkandjal vooluahelast kutse ELi programmeerimisnädalale Code Week. Lisage oma vooluahelale motiveeriv sõnum, et julgustada teisi õpetajaid Code Weekil osalema ja/või tutvuma koolidele pühendatud veebisaidiga.","challenges-content.paper-circuit.instructions.0":"Joonistage midagi ja otsustage, mis osad võiksid olla valgustatud (nt tähed).","challenges-content.paper-circuit.instructions.1":"Tehke paberisse pliiatsi abil auk ja pange LED-kleebis igasse valgustatavasse kohta. ","challenges-content.paper-circuit.instructions.2":"Joonistage ring, kuhu panete nööppatarei.","challenges-content.paper-circuit.instructions.3":"Joonistage paberi teisele poolele „+“- ja „–“-rada. Vaadake, et LED-kleebise pikem ots oleks ühendatud patarei „+“-poolega ja lühem „–“-poolega.","challenges-content.paper-circuit.instructions.4":"Seadke vasklint radadele.","challenges-content.paper-circuit.instructions.5":"Voltige paber, et süüdata LED, kui paber on patarei peal. Võite kasutada kirjaklambrit, et tagada hea kontakt vasklindiga.","challenges-content.paper-circuit.instructions.6":"Pildistage oma paberkandjal vooluahelat ja jagage seda Instagramis. Selgitage seal, miks teie arvates tasub selles algatuses osaleda. ","challenges-content.paper-circuit.example":"Vaadake mõnda paberkandjal vooluahela näidet","challenges-content.paper-circuit.materials.0":"paber või kartong","challenges-content.paper-circuit.materials.1":"rasvakriit või viltpliiats","challenges-content.paper-circuit.materials.2":"nööppatarei","challenges-content.paper-circuit.materials.3":"vasklint","challenges-content.paper-circuit.materials.4":"LED-kleebised","challenges-content.paper-circuit.materials.5":"kirjaklamber","challenges-content.dance.title":"Looge tants","challenges-content.dance.author":"ELi programmeerimisnädala Code Week tiim","challenges-content.dance.purposes.0":"Programmeerimise algpõhimõtete õppimine","challenges-content.dance.purposes.1":"Tegelaste animeerimise õppimine","challenges-content.dance.description":"Selles väljakutses loote tegelased, kes hakkavad koos tantsima. Tegelasi ja muusikalõike saate valida sisseehitatud meediateegist või luua need ise. Animeerides panete need tegelased tantsima ja omavahel rääkima.","challenges-content.dance.instructions.0":"Logige sisse","challenges-content.dance.instructions.1":"õpetajana. Looge õpilaste kontod ja jagage need õpilastele. Teise võimalusena võite anda õpilastele klassi koodi ja lasta neil oma kooli e-posti aadressiga registreeruda. Kui olete õpilane, saate sisse logida õpilasena, kuid teilt küsitakse teie vanema e-posti aadressi, et ta saaks teie konto kinnitada. ","challenges-content.dance.instructions.2":"Klõpsake","challenges-content.dance.instructions.3":"ja andke sellele nimi","challenges-content.dance.instructions.4":"Avage","challenges-content.dance.instructions.5":"ja lisage taust hammasratta ikoonil klõpsates. Valige meediateegist taust, laadige üles oma pilt või pildistage tausta ja laadige see üles. Valige helilõik ja lisage see lavale:","challenges-content.dance.instructions.6":"Klõpsake nuppu","challenges-content.dance.instructions.7":"ja lisage esemeid või tegelasi, kes hakkavad animeerituna liikuma, rääkima ja omavahel suhtlema. Lisage kaks või kolm teile meeldivat tegelast. Võite tegelased ise joonistada või olemasolevaid muuta. Lisage tegelastele kostüüme, klõpsates pliiatsi ikoonil. ","challenges-content.dance.instructions.8":"Klõpsake igal tegelasel ja animeerige see, lisades järgmised plokid","challenges-content.dance.instructions.9":"Lisage","challenges-content.dance.instructions.10":"say block(kõneplokk)","challenges-content.dance.instructions.11":"ja laske oma tegelastel vestelda. Muutke jutumullide kuju ning teksti kirjatüüpi ja suurust","challenges-content.dance.example.0":"Vaadake","challenges-content.dance.example.1":"seda näidet","challenges-content.dance.example.2":"tantsivatest robotitest. Võite seda julgesti kasutada ja muuta. ","challenges-content.compose-song.title":"Komponeerige muusikateos","challenges-content.compose-song.author":"ELi programmeerimisnädala Code Week tiim","challenges-content.compose-song.purposes.0":"Programmeerimise õppimine muusika kaudu","challenges-content.compose-song.purposes.1":"Muusikažanrite ja instrumentide eristamine","challenges-content.compose-song.purposes.2":"Muusikateose loomine helilõikude kombineerimise teel","challenges-content.compose-song.description":"Selles väljakutses loote programmeerimiskeele abil muusikateose. Võite kasutada sisseehitatud helilõike või salvestada need ise ning kombineerida neist muusikateose. Pange oma programm tööle Digital Audio Workstationis ja kuulake programmeeritud muusikat. Erinevate helide ja efektidega mängides saate oma muusikateost muuta.","challenges-content.compose-song.instructions.0":"Logige sisse","challenges-content.compose-song.instructions.1":"Skripti tegemiseks klõpsake siin","challenges-content.compose-song.instructions.2":"Andke skriptile nimi ja valige","challenges-content.compose-song.instructions.3":"programmeerimiskeeleks","challenges-content.compose-song.instructions.4":"Alustage programmi kirjutamist","challenges-content.compose-song.instructions.5":"ja","challenges-content.compose-song.instructions.6":"rea vahel","challenges-content.compose-song.instructions.7":"Sirvige muusikalõike","challenges-content.compose-song.instructions.8":"heliteegis Sound Library","challenges-content.compose-song.instructions.9":"ning valige endale meeldivad muusikažanrid, esitajad ja pillid","challenges-content.compose-song.instructions.10":"Oma laulule helilõigu lisamiseks tippige","challenges-content.compose-song.instructions.11":"Sulgudes peaksid olema järgmised neli parameetrit, mis on komadega eraldatud","challenges-content.compose-song.instructions.12":"Sound clip(Helilõik)","challenges-content.compose-song.instructions.13":"Pange kursor sulgudesse, minge heliteeki, valige helilõik ja kleepige see sinisel kleepimisikoonil klõpsates","challenges-content.compose-song.instructions.14":"Track number(Helirea number)","challenges-content.compose-song.instructions.15":"Radade abil saate helisid pillitüübi(vokaal, bass, trummid, klahvpillid jne) järgi korrastada. Lisage nii mitu rada(pilli), kui soovite. Rajad kuvatakse ridadena üle Digital Audio Workstationi","challenges-content.compose-song.instructions.16":"Start measure(Algustakt)","challenges-content.compose-song.instructions.17":"tähistab kohta, kus algab teie heli esitamine. Taktid on muusikalised ajaühikud. Ühes taktis on neli lööki","challenges-content.compose-song.instructions.18":"End measure(Lõputakt)","challenges-content.compose-song.instructions.19":"tähistab kohta, kus lõpeb teie heli esitamine","challenges-content.compose-song.instructions.20":"See programmirida näeb välja selline","challenges-content.compose-song.instructions.21":"Saate lisada erinevaid efekte, nagu helitugevust, et oma laulu heli esile tõsta. Heli saab olla vahemikus –60,0 detsibelli kuni 12,0 detsibelli ja 0,0 on algne helitugevus.","challenges-content.compose-song.instructions.22":"Write (Kirjuta)","challenges-content.compose-song.instructions.23":"Kirjutage sulgudesse rea number, VOLUME, GAIN, helitugevuse tase, selle algustakt ning lõpu tase ja takt","challenges-content.compose-song.instructions.24":"Siin on näide tugevnevast efektist","challenges-content.compose-song.instructions.25":"ja vaibuvast efektist","challenges-content.compose-song.example.0":"Kuulake","challenges-content.compose-song.example.1":"näiteks lugu, mis programmeeriti Earsketchiga","challenges-content.compose-song.example.2":"Selle programmi saate importida ja seda muuta","challenges-content.sensing-game.title":"Tehke video tajumismäng","challenges-content.sensing-game.author":"ELi programmeerimisnädala Code Week tiim","challenges-content.sensing-game.purposes.0":"Animeeritud objektide programmeerimine","challenges-content.sensing-game.purposes.1":"Parema ettekujutuse saamine, kuidas digitaalset animatsiooni füüsilise liikumisega juhtida","challenges-content.sensing-game.purposes.2":"Muusikateose loomine helilõikude kombineerimise teel","challenges-content.sensing-game.description":"Selles väljakutses loote lihtsa mängu, milles kasutatakse videokaamerat andurina liikumise tuvastamiseks, et saaksite oma animatsiooni füüsiliste liigutuste abil juhtida. Selle mängu eesmärk on koguda 30 sekundiga võimalikult palju ELi programmeerimisnädala Code Week mulle. Mullide kogumise asemel võite luua mängu, kus te ajate mõnda tegelast taga või purustate kätega õhupalle.","challenges-content.sensing-game.instructions.0":`Logige sisse, - ’Klõpsake`,"challenges-content.sensing-game.instructions.1":"Lisage laiend","challenges-content.sensing-game.instructions.2":"ja valige","challenges-content.sensing-game.instructions.3":"Video Sensing(Video tajumine)","challenges-content.sensing-game.instructions.4":"See määrab kindlaks objekti liikumiskiiruse. Väiksema numbri korral on liikumise suhtes tundlikum. ","challenges-content.sensing-game.instructions.5":"Lisage sprait. Valige heli ja lisage oma spraidile. Soovi korral saate lisada","challenges-content.sensing-game.instructions.6":"Looge kloon","challenges-content.sensing-game.instructions.7":"et oma spraiti paljundada. ","challenges-content.sensing-game.instructions.8":"Looge kaks muutujat: üks","challenges-content.sensing-game.instructions.9":"Score’i(Skoor) jaoks","challenges-content.sensing-game.instructions.10":"ja teine","challenges-content.sensing-game.instructions.11":"Timeri’ (Taimer) jaoks","challenges-content.sensing-game.instructions.12":"ning lisage need spraidile. Seadke taimeri väärtuseks 30 ja lisage","challenges-content.sensing-game.instructions.13":"Change Timer by-1 (Muuda taimerit-1 võrra)","challenges-content.sensing-game.instructions.14":"Looge uus sprait","challenges-content.sensing-game.instructions.15":"Game Over(Mäng läbi)","challenges-content.sensing-game.instructions.16":"et mäng lõpetada. Saate luua ka spraidi oma mängu nimega, nt „Koguge kõik ELi programmeerimisnädala Code Week mullid“. ","challenges-content.sensing-game.example.0":"Mängige video tajumismängu „Koguge kõik ELi programmeerimisnädala Code Week mullid“. Võite","challenges-content.sensing-game.example.1":"seda projekti julgesti ümber teha. ","challenges-content.calming-leds.title":"Rahustavad LEDid – looge lihtne seade micro:biti abil","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 minutit","challenges-content.calming-leds.materials.0":"seade micro:bit ja aku(kui on saadaval)","challenges-content.calming-leds.materials.1":"süle-või tahvelarvuti, mille abil minna tegevuse materjalide saamiseks Microsoft MakeCode’i, Youtube’i","challenges-content.calming-leds.materials.2":"ja microbit. org’i veebilehele","challenges-content.calming-leds.description":"Õpilased loovad LEDide abil digiseadme, mis võib aidata neil oma hingamist reguleerida ja end rahulikumalt tunda. Neil palutakse kirjutada lihtne programm, mis käsitleb animatsioone ja jadasid. ","challenges-content.calming-leds.instructions.0":"Eesmärk on luua toimiv rahustav LED-seade, mida saab kasutada oma hingamise reguleerimiseks. Selle seadme saab luua füüsilisel micro:biti plaadil või MakeCode’i simulaatoris. ","challenges-content.calming-leds.instructions.1":"Väljakutse ülesande saab lahendada MakeCode’i redaktori abil lihtsa programmijada kirjutamisega, nagu näete videos või ekraanitõmmisel. ","challenges-content.calming-leds.instructions.2":"Väljakutse arendamiseks saavad õpilased proovida erinevaid animatsioone ja muuta loominguliselt neid, mille abil nad tahaksid end rahulikult või rõõmsalt tunda. ","challenges-content.calming-leds.instructions.3":"Lisateave ja videojuhend","challenges-content.calming-leds.instructions.4":"sellel lingil klõpsates","challenges-content.calming-leds.example":"Sellelt lehelt leiate juhendid ja videod väljakutse lahendatud ülesandest ning programmeerimisjuhendi","challenges-content.calming-leds.purposes.0":"Kasuliku otstarbega lihtsa digiseadme kujundamine","challenges-content.calming-leds.purposes.1":"Jadade ja animatsioonide ning nende toimimise uurimine","challenges-content.calming-leds.purposes.2":"Lihtsa programmi katsetamine ja silumine","challenges-content.calming-leds.purposes.3":"Koodi itereerimine, muutes animatsioonid kiiremaks või aeglasemaks","challenges-content.computational-thinking -and-computational-fluency.title":"Algoritmiline mõtlemine ja algoritmiline sujuvus ScratchJr’iga","challenges-content.computational-thinking -and-computational-fluency.author":"Stamatis Papadakis – ELi programmeerimisnädala Code Week saadik Kreekas","challenges-content.computational-thinking -and-computational-fluency.purposes.0":"Uute käskude ja uue liidesega tutvumine","challenges-content.computational-thinking -and-computational-fluency.purposes.1":"Lihtsate põhjusliku seosega käskudega programmide loomine","challenges-content.computational-thinking -and-computational-fluency.purposes.2":"Katse-eksituse meetodil lihtne silumine","challenges-content.computational-thinking -and-computational-fluency.description":"Selles väljakutses lõimivad lapsed algoritmilise mõtlemise põhimõtteid oma projektidesse rakendusega ScratchJr, et muuta oma lood haaravamaks, põnevamaks ja emotsionaalsemaks. ","challenges-content.computational-thinking -and-computational-fluency.instructions.0":"Rakenduse ScratchJr kasutamiseks ei pea lapsed programmeerida oskama. Kõik juhendid ja menüüvalikud on sümbolite ja värvuste kaudu äratuntavad. Väljakutse ülesannet saab lahendada klassis, laboris või ka avaruumis, sest selleks ei ole internetiühendust vaja. ","challenges-content.computational-thinking -and-computational-fluency.instructions.1":"Lapsed kasutavad taustaks linna ja koodiplokke, et panna auto läbi linna sõitma. ","challenges-content.computational-thinking -and-computational-fluency.example.0":"Lapsed saavad kasutada heli ja liikumisplokke ning plokke uuesti käivitada, et panna tegelased tantsima. ","challenges-content.computational-thinking -and-computational-fluency.example.1":"Lapsed valivad tausta ja tegelase ning kasutavad liikumisplokki, et panna auto läbi linna sõitma. Lapsed saavad kasutada liikumisplokki, et panna tegelane kiiremini või aeglasemalt liikuma. ","challenges-content.computational-thinking -and-computational-fluency.materials.0":"Tasuta rakendus","challenges-content.computational-thinking -and-computational-fluency.materials.1":"toimib erinevates operatsioonisüsteemides ja erinevates nutiseadmetes. ","challenges-content.computational-thinking -and-computational-fluency.materials.2":"Samuti on veebisaidil","challenges-content.computational-thinking -and-computational-fluency.materials.3":"rohkelt tasuta õppematerjale. ","challenges-content.computational-thinking -and-computational-fluency.duration":"90 minutit","challenges-content.ai-hour-of-code.title":"Programmeerimise tehisintellekti tund","challenges-content.ai-hour-of-code.author":"Minecrafti õppeväljaanne","challenges-content.ai-hour-of-code.purposes.0":"Jadasid, sündmusi, tsükleid ja tingimusi sisaldavate programmilahenduste loomine","challenges-content.ai-hour-of-code.purposes.1":"Probleemi lahendamiseks vajalike sammude tükeldamine täpseks juhiste jadaks","challenges-content.ai-hour-of-code.purposes.2":"Programmeerimise põhimõtetega tutvumine","challenges-content.ai-hour-of-code.description":"Tulekahju ähvardab küla endasse neelata ja teie peaksite lahenduse programmeerima!Tutvuge oma programmeerimisabilise Minecrafti agendiga ning programmeerige ta liikuma läbi metsa ja andmeid koguma. Need andmed aitavad agendil prognoosida, kuhu tuli levib. Seejärel programmeerige agent nii, et ta aitaks ennetada tule levimist, päästaks küla ja aitaks metsal uuesti ellu ärgata. Õppige tundma programmeerimise põhialuseid ja tutvuge päriselust võetud näitega tehisintellekti kohta. ","challenges-content.ai-hour-of-code.instructions":"Laadige tunnikava alla siit","challenges-content.ai-hour-of-code.materials.0":"Installige Minecrafti õppeväljaanne","challenges-content.ai-hour-of-code.materials.1":"Pärast Minecrafti õppeväljaande installimist leiate väljakutse","challenges-content.ai-hour-of-code.materials.2":"sellelt veebisaidilt. ","challenges-content.create-a-dance.title":"Looge tants Ode to Code’i abil!","challenges-content.create-a-dance.purposes":"Programmeerimise lõbus harjutamine ja ELi programmeerimisnädala Code Week kogukonda kuulumise tunne","challenges-content.create-a-dance.description.0":"Looge tants Ode to Code’i abil!Kasutage","challenges-content.create-a-dance.description.1":"Dance Party(Tantsupidu) juhendit","challenges-content.create-a-dance.description.2":"ja programmeerige tants Ode to Code’i saatel. ELi programmeerimisnädala Code Week ametlik hümn on tantsupeo valikutesse lisatud. ","challenges-content.create-a-dance.instructions.0":"Juhtnööre kuvatakse videotena","challenges-content.create-a-dance.instructions.1":"juhendi sees","challenges-content.create-a-dance.instructions.2":"ja need on kirjas ka iga taseme ülaservas","challenges-content.create-a-dance.example":"Selles esitatud õpilaste tööd on järgmisel veebilehel","challenges-content.create-a-dance.materials":"Code. org’i juhend","challenges-content.create-a-simulation.title":"Looge simulatsioon!","challenges-content.create-a-simulation.purposes.0":"Simulatsioonide tundmaõppimine, kasutades järgmisi muutujaid: rahvahulga loomine, taastumiskiirused, maskide kandmine ja vaktsiinid. ","challenges-content.create-a-simulation.purposes.1":"Pärismaailma viirusepuhangute kohta varasemate teadmiste rakendamine väljamõeldud stsenaariumis","challenges-content.create-a-simulation.description":"Kirjutage programm, et luua simulatsioon viirusepuhangust Koletiselinnas ja see tööle panna. Õppige programmeerima ja prognoosima seda, mis juhtub Koletiselinna naabritega. ","challenges-content.create-a-simulation.instructions.0":"Juhtnööre kuvatakse videotena","challenges-content.create-a-simulation.instructions.1":"juhendi sees","challenges-content.create-a-simulation.instructions.2":"ja need on kirjas ka iga taseme ülaservas","challenges-content.create-a-simulation.example":"Kui olete lõpetanud, saate oma simulatsiooni teistega jagada. Jagage sõnumi teel ideid, mida te saaksite teha, et aidata teistel terveks jääda, kui viirus linna jõuab. ","challenges-content.create-a-simulation.materials":"Code. org’i juhend","challenges-content.create-your-own-masterpiece.title":"Looge omaenda meistriteos!","challenges-content.create-your-own-masterpiece.audience":"Sobib igas vanuses","challenges-content.create-your-own-masterpiece.purpose":"Informaatika põhimõtete tutvustamine visuaalsel kujul ja loovuse ergutamine","challenges-content.create-your-own-masterpiece.description":"Looge kunstnikuga omaenda meistriteos!Koodiplokkide abil saate panna oma kunstniku ainulaadset kunstiteost looma. ","challenges-content.create-your-own-masterpiece.instructions":"Juhtnöörid on kirjas ka iga taseme ülaservas. ","challenges-content.create-your-own-masterpiece.example":"Kunstnike näiteid on sellel leheküljel joonistuse all.","challenges-content.create-your-own-masterpiece.materials.0":"Juhendi esimene tase on","challenges-content.create-your-own-masterpiece.materials.1":"SIIN","challenges-content.cs-first-unplugged-activities.title":"CSi esimesed veebiühenduseta tegevused","challenges-content.cs-first-unplugged-activities.purposes.0":"Kodus õppivate õpilaste toetamine","challenges-content.cs-first-unplugged-activities.purposes.1":"Puhkus ekraani vaatamisest kõigile","challenges-content.cs-first-unplugged-activities.description":"CSi esimesed veebiühenduseta tegevused on rida tegevusi, mis tutvustavad õpilastele CSi põhimõtteid ilma arvutita. Selle õppetunni koostamise eesmärk oli näidata, et informaatika ei tähenda ainult programmeerimist.","challenges-content.cs-first-unplugged-activities.instructions.0":"Kõigi tegevustega brošüüri (inglise keeles) leiate, kui klõpsate sellel","challenges-content.cs-first-unplugged-activities.instructions.1":"lingil","challenges-content.cs-first-unplugged-activities.instructions.2":"ja tunnikava (inglise keeles) leiate sellelt lingilt","challenges-content.cs-first-unplugged-activities.instructions.3":"Selle õppetunni tegevusi saab teha üksi ja mis tahes järjekorras.","challenges-content.cs-first-unplugged-activities.instructions.4":"Õpetaja saab õppimist pildistada ja jagada pilti Instagramis teemaviitega #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Lisaks tegevuste brošüürile on ka lisamaterjale, mida on mõne tegevuse juures vaja või mis neid täiendavad.","challenges-content.cs-first-unplugged-activities.materials.1":"Väikesed žetoonid (nt kuivatatud oad), mida saab kasutada kaardil Network a Neighborhood (Ümbruskonna võrgustik).","challenges-content.cs-first-unplugged-activities.materials.2":"Käärid salasõnumi saatmiseks (Send a Secret Message) šifriketta väljalõikamiseks.","challenges-content.cs-first-unplugged-activities.materials.3":"Kartong ja liim, et salasõnumi saatmise šifriketas tugevamaks teha.","challenges-content.cs-first-unplugged-activities.materials.4":"Rõhknael, hambaork või sirgeks väänatud kirjaklamber, mille abil salasõnumi saatmise šifriketas kokku panna.","challenges-content.family-care.title":"Perekonna tugi","challenges-content.family-care.experience":"Sobib kõigile","challenges-content.family-care.duration":"5–10 tundi","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Uurimistöö perekonna toe teemal, millega puutume kokku iga päev","challenges-content.family-care.purposes.1":"Probleemide asemel võimaluste nägemine ja loominguliste lahenduste loomine","challenges-content.family-care.purposes.2":"Oma lahenduste uuenduslik elluviimine programmeerimise teel","challenges-content.family-care.purposes.3":"Plakatite kujundamine ja oma lahenduste esitlemine teistele","challenges-content.family-care.purposes.4":"Suhtlusmeedia abil oma projektide mõju suurendamine","challenges-content.family-care.description.0":"Mis tuleb teile pähe kodust rääkides ? Kena maja ? Vanemate valmistatud rikkalik õhtusöök ? Teie peidupaik ? Toetavas kodus saab kosutust nii meie keha kui ka vaim. Tänapäeva toimekas elus on vanemad alati tööga hõivatud. Sõpradega aega veetes ei saa te oma kassipoegi maha jätta. Aga kuidas hoolitseda oma kaaslaste eest, kui viibite neist eemal ? Selle väljakutse teema on","challenges-content.family-care.description.1":"Perekonna tugi","challenges-content.family-care.description.2":"Õpilastel palutakse arendada selle teemaga seoses mõnda ideed, et väljendada armastust ja hoolivust programmeerimise ja riistvara kaudu. Siin on mõned küsimused, millele võiksite mõelda","challenges-content.family-care.description.3":"Mitu pereliiget elab teie kodus ? Kes nad on ? Kas teil on nende seltsis kunagi mingeid probleeme olnud ? Mis laadi tuge nad vajavad ? ","challenges-content.family-care.description.4":"Kas teate kedagi oma kogukonnas, kes on teistest rohkem perekonna toest ilma jäetud ? Kuidas saaksite neid aidata ?","challenges-content.family-care.instructions.0":"Mõelge perekonna toe teemale ja uurige selle kohta. ","challenges-content.family-care.instructions.1":"Loetlege probleeme. ","challenges-content.family-care.instructions.2":"Leidke võimalikke lahendusi. ","challenges-content.family-care.instructions.3":"Valige välja üks lahendus. ","challenges-content.family-care.instructions.4":"Kavandage projekti ülesehitust. ","challenges-content.family-care.instructions.5":"Kujundage plakat oma projekti skeemiga. ","challenges-content.family-care.instructions.6":"Esitlege seda oma õpetajatele ja pereliikmetele. ","challenges-content.family-care.example.0":"Vaadake mõnda näidet siin","challenges-content.family-care.example.1":"ja siin","challenges-content.family-care.materials.0":"Programmeerimisvahend:","challenges-content.family-care.materials.1":"või laadige alla","challenges-content.family-care.materials.2":"arvutiversioon. ","challenges-content.family-care.materials.3":"mBlock on Scratchil põhinev programmeerimiskeel. ","challenges-content.family-care.materials.4":"See väljakutse on koostatud 6–13-aastastele loodud projektipõhise loomingulise disainiprogrammi MakeX global Spark Competition alusel. ","challenges-content.family-care.materials.5":"Osalev tiim peab valima konkreetse teema ja leidma lahenduse tarkvara programmeerimise ja riistvara ehitamise kaudu. ","challenges-content.family-care.materials.6":"Õpilastel on soovitatav lahendada väljakutse ülesanne Codeweekis ja muuta see rahvusvaheliseks, et teiste õpilastega suhelda ja auhindu võita. ","challenges-content.family-care.materials.7":"Lisateavet leiate siit","challenges-content.family-care.materials.8":"või küsige meilt:","challenges-content.virtual-flower-field.title":"Kasvatage virtuaalne lilleaas","challenges-content.virtual-flower-field.author":"Jadga Huegle – projekti Meet and Code juhendaja ja SAP Snap!-i tiimi liige","challenges-content.virtual-flower-field.duration":"30–60 minutit","challenges-content.virtual-flower-field.purposes.0":"Programmeerimisega tutvumine lihtsa, kuid muljetavaldava projekti kaudu","challenges-content.virtual-flower-field.purposes.1":"Mõistmine, et programmeerimine võib olla kunstipärane ja anda kauneid tulemusi","challenges-content.virtual-flower-field.purposes.2":"Sügise rõõmsamaks muutmine värviliste lillede ja ELi programmeerimisnädala Code Week abil","challenges-content.virtual-flower-field.purposes.3":"Meie planeedi lillede mitmekesisuse näitamine","challenges-content.virtual-flower-field.purposes.4":"Oma panuse andmine kestliku arengu eesmärkide täitmise heaks, eriti kliimamuutuse alal, korraldades programmeerimisüritusi, mis parandavad kliimamuutusealast teavitustegevust sellel teemal teadlikkuse suurendamise teel","challenges-content.virtual-flower-field.description":"Koostage Snap!-is programm, mis kasvatab virtuaalse lilleaasa erinevat liiki lilledega, millel on erinev arv õielehti. ","challenges-content.virtual-flower-field.instructions.0":"Kui vajate ideid, kuidas selle väljakutsega toime tulla, vaadake siia","challenges-content.virtual-flower-field.instructions.1":"seda videot","challenges-content.virtual-flower-field.instructions.2":"või kasutage","challenges-content.virtual-flower-field.instructions.3":"seda dokumenti","challenges-content.virtual-flower-field.instructions.4":"et järgida","challenges-content.virtual-flower-field.instructions.5":"Väljakutse ülesande lahendamiseks võib virtuaalse lilleaasa programmeerida Snap!-is(või Scratchis) ja tulemusest ekraanitõmmise või foto veebi postitada. ","challenges-content.virtual-flower-field.instructions.6":"Lilleaasal peaks olema erinevat liiki lilli, millel on erinev arv õielehti. Lilled oleks soovitatav programmeerida, st ehitada need pööratava templi abil või joonistades ja pöörates korduvalt õielehti lisada. ","challenges-content.virtual-flower-field.instructions.7":"Postitage oma virtuaalse lilleaasa pilt teemaviitega #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Soovitame kasutada","challenges-content.virtual-flower-field.materials.1":"kuid projektiks sobib ka","challenges-content.haunted-house.title":"Kummitusmaja Hedys","challenges-content.haunted-house.author":"Felienne Hermans, Leideni Ülikool; Ramon Moorlag, I&I – CodeWeek NL","challenges-content.haunted-house.audience":"Õpetajad ja haridustöötajad","challenges-content.haunted-house.duration":"Üks või kaks tundi, olenevalt varasematest teadmistest","challenges-content.haunted-house.purposes.0":"Interaktiivse kummitusmaja loo koostamine","challenges-content.haunted-house.purposes.1":"Hedyga programmeerimise õppimine","challenges-content.haunted-house.description":"Koostage Hedys interaktiivsete elementidega kummitusmaja lugu. Programmi käivitamisel luuakse iga kord uus lugu. Teie arvuti võib selle loo ka ette lugeda ja seda saab veebis jagada.","challenges-content.haunted-house.instructions.0":"Esmalt avage brauser ja minge veebilehele hedycode.com.","challenges-content.haunted-house.instructions.1":"Järgige juhtnööre tasemetel 1–4. Kasutage vahekaarte Level (Tase) ja Haunted house (Kummitusmaja).","challenges-content.haunted-house.instructions.2":"Nende tasemete abil kirjutame interaktiivse kummitusmaja loo.","challenges-content.haunted-house.instructions.3":"Õpetajad leiavad Hedy tunnikava","challenges-content.haunted-house.instructions.4":"siit","challenges-content.haunted-house.instructions.5":"Salvestuse Felienne Hermansi esitlusest Hedy kohta leiate","challenges-content.haunted-house.instructions.6":"sellel lingil klõpsates","challenges-content.haunted-house.example":"Kummitusmaja näide","challenges-content.haunted-house.materials.0":"Hedy","challenges-content.haunted-house.materials.1":"tasemel 1–4","challenges-content.inclusive-app-design.title":"Kaasava rakenduse kujundamine","challenges-content.inclusive-app-design.author":"Apple’i õpe","challenges-content.inclusive-app-design.duration":"60 minutit + valikulised lisategevused","challenges-content.inclusive-app-design.purposes.0":"Sellise rakenduse väljamõtlemine ja kavandamine, mida saaks igaüks avada ja mõista, ning selle prototüübi tegemine","challenges-content.inclusive-app-design.description":"Suurepäraste rakenduste aluseks on suurepärased ideed. Selles tegevuses leiavad õpilased rakenduse idee neile südamelähedasel teemal ning seejärel õpivad kujundama rakendusi, milles pööratakse tähelepanu kaasamisele ja ligipääsetavusele.","challenges-content.inclusive-app-design.instructions.0":"Juhtnöörid leiate sellel lingil klõpsates:","challenges-content.inclusive-app-design.instructions.1":"Haridustöötajad saavad selle ühetunnise tunnikava abil suunata õpilasi","challenges-content.inclusive-app-design.instructions.2":"õppima kaasava rakenduse kujundamist;","challenges-content.inclusive-app-design.instructions.3":"arutlema neile südamelähedastel teemadel, et leida rakenduse ideid;","challenges-content.inclusive-app-design.instructions.4":"kirjeldama oma rakenduse ideid ja kavandama kasutaja tegevusi;","challenges-content.inclusive-app-design.instructions.5":"looma oma rakenduse ühe osa prototüübi Keynote’is;","challenges-content.inclusive-app-design.instructions.6":"jagama oma prototüüpide esitlusi ja kirjeldama, kuidas need toetavad erineva tausta ja võimetega kasutajaid.","challenges-content.inclusive-app-design.materials.0":"Tutvuge kaasava rakenduse kujundamise tegevusega Apple’i õpetaja õppekeskuses Apple Teacher Learning Center.","challenges-content.inclusive-app-design.materials.1":"Keynote iPad’is või Mac-arvutis on soovitatav, kuid ei ole nõutav.","challenges-content.silly-eyes.title":"Naljakad silmad","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 minutit","challenges-content.silly-eyes.purposes.0":"Kasutajaga interaktiivse projekti tegemine","challenges-content.silly-eyes.purposes.1":"Projekti isikustamine värvuste ja graafiliste efektidega","challenges-content.silly-eyes.purposes.2":"Digitaalse disaini õppimine. ","challenges-content.silly-eyes.description":"Selles projektis kujundate ja loote naljakate silmadega tegelase. Tegelane ärkab ellu, kui ta suured naljakad silmad jälgivad hiire kursorit. ","challenges-content.silly-eyes.instructions":"Projekti täieliku kirjelduse leiate siit","challenges-content.silly-eyes.example":"Vaata Gobot, Mere põhjas ja Ära söö sõõrikut","challenges-content.train-ai-bot.title":"Õpetage tehisintellektiga robotit!","challenges-content.train-ai-bot.purposes":"Teadmiste omandamine tehisintellekti, masinõppe, koolitusandmete ja eelarvamuste kohta, tutvudes eetiliste küsimustega ning võimalustega kasutada tehisintellekti maailma probleemide lahendamiseks. ","challenges-content.train-ai-bot.description":"Õpetage tehisintellektiga robotit ookeanide jaoks. Selles tegevuses programmeerite või õpetate tehisintellekti kalu või prügi ära tundma. Teeme ookeani puhtaks!","challenges-content.train-ai-bot.instructions.0":"Juhtnööre kuvatakse juhendis videotena","challenges-content.train-ai-bot.instructions.1":"ja need on kirjas ka iga taseme ülaservas","challenges-content.train-ai-bot.materials.0":"Juhendi leiate siit","challenges-content.train-ai-bot.materials.1":"See juhend on saadaval enam kui 25 keeles. ","challenges-content.build-calliope.title":"Looge oma Calliope mini treeningseade","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Järjestuste, animatsioonide, korduste ja muutujate mänguliselt tundmaõppimiseks.","challenges-content.build-calliope.purposes.1":"Struktuuriskeemide kujundamiseks","challenges-content.build-calliope.purposes.2":"Koodi testimiseks ja vigade eemaldamiseks","challenges-content.build-calliope.purposes.3":"Katse ja eksituse meetodil programmi optimeerimine, kasutatavuse kontrollimine ja muutmine","challenges-content.build-calliope.duration":"20–30 minutit","challenges-content.build-calliope.description":"Osalejad loovad digitaalselt kontrollitava prototüübi, mis kasutab värvilisi põlevaid LED-tulesid, et taasluua eelnevalt koostatud 10 üksusest koosneva treeningharjutuse.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (kui on saadaval)","challenges-content.build-calliope.materials.1":'Sülearvuti või tahvelarvuti, millega on võimalik külastada veebisaiti https://makecode.calliope.cc või https://calliope.cc ja YouTube’i, et pääseda juurde tegevuse ressurssidele.',"challenges-content.build-calliope.instructions.0":"Alustuseks koostage kava ja tehke kindlaks harjutuste järjestus. Programmeerige Calliope mini RGB LED-i kuvama ühe viiest värvist ettemääratud tempos. Seejärel looge ahelaid kasutades tempo ja programmi korduste muutuja.","challenges-content.build-calliope.instructions.1":"Pidage meeles, et kui olete programmi soovitud viisil rakendanud, saate seda jagada ka meiega aadressil info@calliope.cc – oleme põnevil, mida te selle abil loote! Muuseas, me jagame esitatud tööde vahel 30 Calliope mini!","challenges-content.build-calliope.instructions.2":"Jagage oma projekti QR-koodi Instagramis, lisage teemaviide #EUCodeWeekChallenge ja mainige @CodeWeekEU-d.","challenges-content.build-calliope.example.0":"Võite olla sportlik ka oma arvuti taga istudes.","challenges-content.build-calliope.example.1":"Looge Calliope mini abil treeningu prototüüp, mida on võimalik ka simulaatoris katsetada. Selle väljakutse saab teha MakeCode editoris, programmeerides lihtsa koodijärjestuse (vt kuvatõmmis).","challenges-content.build-calliope.example.2":"Valige viis eri värvi ja määrake igale neist treeningharjutus, nt kükitamine või harkhüpped. Seejärel saab värve mis tahes järjestuses ritta seada ja selle järgi treenida.","challenges-content.common.share":"Jagage oma projekti linki või QR-koodi Instagramis või Facebookis, lisage teemaviide #EUCodeWeekChallenge ja märge @CodeWeekEU.","challenges-content.common.audience.0":"õpetajad ja haridustöötajad","challenges-content.common.audience.1":"algkooli ja põhikooli esimese astme õpilased (6–12aastased)","challenges-content.common.audience.2":"põhikooli teise astme õpilased (12–16aastased)","challenges-content.common.audience.3":"gümnaasiumi õpilased (16–18aastased)","challenges-content.code-a-dice.title":"Programmeerige täringu veeremine","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Programmeerige interaktiivseid mõistatusi","challenges-content.code-a-dice.purposes.1":"Juhuslikult liikuva eseme simulatsiooni programmeerimine, kui tegelik ese ei ole saadaval","challenges-content.code-a-dice.description":"Selles ülesandes programmeerite täringu juhuslikku veeremist teie käsu peale. Võite valida mis tahes liiki ja külgede arvuga täringu (näiteks sellise, mida kasutatakse rollimängudes) ning lisada ka helisid.","challenges-content.code-a-dice.instructions.0":"Logige Scratchi sisse","challenges-content.code-a-dice.instructions.1":"Valige taust","challenges-content.code-a-dice.instructions.2":"Looge oma täringu sprait või otsige see veebist ja laadige oma programmi üles","challenges-content.code-a-dice.instructions.3":"Looge spraidile nii palju kostüüme, kui valitud täringul on külgi, igal neist erinev number","challenges-content.code-a-dice.instructions.4":"Valige, kuidas soovite täringu veerema panna (klaviatuuri klahvi vajutades, spraidil klõpsates vm) ja kirjutage programm","challenges-content.code-a-dice.instructions.5":"Programmeerige sprait veeretuse lõpus juhuslikult kostüümi vahetama","challenges-content.code-a-dice.instructions.6":"Lisage heliefekte","challenges-content.code-a-dice.example":"Veeretage D-20 täringut","challenges-content.personal-trainer.title":"Personaaltreener micro:bit-iga","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Micro:bit-i programmeerimine kasutama sumistit ja LED-paneeli","challenges-content.personal-trainer.purposes.1":"Isikliku seadme loomine enda liikuvuse jälgimiseks","challenges-content.personal-trainer.purposes.2":"Micro:bit-i programmeerimine parandama tervist spordi kaudu","challenges-content.personal-trainer.description":"See ülesanne võimaldab programmeerida oma micro:bit-i nii, et see loendaks harjutuste kordusi koos puhkepausiga. Saate jälgida oma liikuvust koolis, kodus või pargis.","challenges-content.personal-trainer.instructions.0":"A+B korral looge 3-sekundiline taimer, mis esitab iga sekundi tagant heli ja kuvab sõna „START!“","challenges-content.personal-trainer.instructions.1":"Kuvage esimese harjutuse ajal 20 sekundi jooksul vilkuv 2 × 2 ruut. Seejärel esitage heli ja hoidke ruutu paigal. Ülejäänud aja jooksul tuleb 10 sekundi jooksul kuvada muu vilkuv kujutis. Kui see on lõppenud, esitage heli.","challenges-content.personal-trainer.instructions.2":"Seejärel korrake sama toimingut, kuid kuvage harjutuse ajal 3 × 3 paneel. Korrake neid toiminguid, kuni kuvatakse 5 × 5 paneel.","challenges-content.personal-trainer.duration":"30–40 minutit","challenges-content.create-a-spiral.title":"Looge spiraal","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Silmuse ja muutujate õppimiseks ja harjutamiseks.","challenges-content.create-a-spiral.purposes.1":"Loovuse suurendamine programmeerimisel.","challenges-content.create-a-spiral.description":"Selles ülesandes kirjutate Scratchiga projekti spiraali loomiseks, kasutades pliiatsiplokke, silmust ja muutujat.","challenges-content.create-a-spiral.instructions.0":"Pliiatsiplokid","challenges-content.create-a-spiral.instructions.1":"Looge uus projekt ja pange selle nimeks „Spiraal“.","challenges-content.create-a-spiral.instructions.2":"Klõpsake akna all vasakul olevat ikooni „Lisa laiend“","challenges-content.create-a-spiral.instructions.3":"Valige „Pliiats“ – pliiatsiplokid on nüüd selle projekti jaoks saadaval!","challenges-content.create-a-spiral.instructions.4":"Projekti alustamiseks lohistage plokki „Kui klõpsatakse rohelist lippu“:","challenges-content.create-a-spiral.instructions.5":"Peate alustama tühja lehega: lisage pliiatsiplokkide sisse plokk „Kustuta kõik“:","challenges-content.create-a-spiral.instructions.6":"Alustage joonistamist lava keskelt, mis tähendab, et teie sprait peab liikuma lava keskele (0,0):","challenges-content.create-a-spiral.instructions.7":"Teie sprait saab liikuda joonistamata või liikuda ja joonistada:","challenges-content.create-a-spiral.instructions.8":"kui soovite, et see joonistaks, saate kasutada plokki „Pliiats alla“","challenges-content.create-a-spiral.instructions.9":"kui te seda ei soovi, saate kasutada plokki „Pliiats üles“","challenges-content.create-a-spiral.instructions.10":"Nüüd tuleb joonistada! Lisage plokk „Pliiats alla“:","challenges-content.create-a-spiral.instructions.11":"Kuusnurk","challenges-content.create-a-spiral.instructions.12":"Lisage oma projektile alljärgnevad plokid:","challenges-content.create-a-spiral.instructions.13":"Nüüd on teil kuuendik kuusnurgast. Seda jada tuleb kuus korda korrata:","challenges-content.create-a-spiral.instructions.14":"Spiraal","challenges-content.create-a-spiral.instructions.15":"Spiraali loomiseks tuleb igale järgmisele küljele lisada 2.","challenges-content.create-a-spiral.instructions.16":"Selleks kasutage muutujat.","challenges-content.create-a-spiral.instructions.17":"Klõpsake muutuja plokkides valikut „Tee muutuja“","challenges-content.create-a-spiral.instructions.18":"Määrake selle pikkus ja klõpsake OK:","challenges-content.create-a-spiral.instructions.19":"Spiraal hakkab kasvama, aga alustage vähehaaval: seadke esimeseks pikkuseks 10 ja pange see plokk silmuse ette . ","challenges-content.create-a-spiral.instructions.20":"Sisestage muutuja „Pikkus“ plokki „Liigu ... sammu“","challenges-content.create-a-spiral.instructions.21":"Et spiraal suureneks, peab ka pikkus iga silmusega suurenema: lisage järgmine plokk silmuse lõppu:","challenges-content.create-a-spiral.instructions.22":"Siin on teie praegune projekt:","challenges-content.create-a-spiral.instructions.23":"Imeilus spiraal","challenges-content.create-a-spiral.instructions.24":"Joonistasite spiraali!Et see läheks aina edasi, asendage silmus „Korda 6“ silmusega „Igavesti“:","challenges-content.create-a-spiral.instructions.25":"Värvilise spiraali joonistamiseks lisage silmusele järgmine plokk:","challenges-content.create-a-spiral.instructions.26":"Kui alustate uuesti, joonistab sprait soovimatu joone . Selle vältimiseks lisage projekti algusse plokk „Pliiats üles“ . ","challenges-content.create-a-spiral.instructions.27":"Siin on teie lõplik projekt:","challenges-content.create-a-spiral.instructions.28":"Palju õnne!Olete loonud kena spiraali!","challenges-content.play-against-ai.title":"Looge mäng „Kivi, paber, käärid“ ja mängige seda TI vastu,","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"et mõista, kuidas masinõppe tsükkel toimib . ","challenges-content.play-against-ai.purposes.1":"et luua masinõppe mudel rakenduse Teachable Machine abil","challenges-content.play-against-ai.purposes.2":"et tutvuda Pictobloxi rakendusega ja importida loodud mudel projekti","challenges-content.play-against-ai.purposes.3":"et seadistada Pictobloxis lava ja tegelased, luua ja algatada muutujaid","challenges-content.play-against-ai.purposes.4":"et algatada mäng, tuvastada mängija liigutusi, programmeerida juhuslikke TI liigutusi","challenges-content.play-against-ai.purposes.5":"et luua ja testida mängu „Kivi, paber, käärid“, kui vastaseks on tehisintellekt . ","challenges-content.play-against-ai.description":"Me loome mudeli rakenduse Teachable Machine abil, kasutades kolme klassi: kivi, käärid ja paber . Mudel laaditakse Pictobloxi ja seda kasutatakse mängu loomiseks, kus saame TI vastu mängida . ","challenges-content.play-against-ai.duration":"90 minutit","challenges-content.play-against-ai.instructions.0":"Looge rakenduses Teachable Machine uus kujutise projekt 3 klassiga, mille nimed on Kivi, Paber ja Käärid . Salvestage iga klassi jaoks kaameraga vähemalt 400 pilti . Veenduge, et teil oleks läbipaistev taust . Treenige ja eksportige mudel . Laadige mudel üles ja kopeerige link . ","challenges-content.play-against-ai.instructions.1":"Looge Pictobloxi saidil tasuta konto . Lisage laiend Machine Learning ja laadige mudel üles . Seadistage lava, muutujad ja spraidid . Algatage mäng, tuvastage mängija ja TI liigutused ning vooru võitja . ","challenges-content.play-against-ai.instructions.2":"Treenige andmeid mängu jaoks . ","challenges-content.play-against-ai.instructions.3":"Mudeli testimine . ","challenges-content.play-against-ai.instructions.4":"Eksportige mudel . ","challenges-content.play-against-ai.instructions.5":"Lisage masinõppe laiend ja laadige mudel . ","challenges-content.play-against-ai.instructions.6":"Seadistage lava, muutujad ja spraidid . ","challenges-content.play-against-ai.instructions.7":"Algatage mäng . ","challenges-content.play-against-ai.instructions.8":"Tuvastage mängija liigutused . ","challenges-content.play-against-ai.instructions.9":"Seadistage juhuslikud TI liigutused . ","challenges-content.play-against-ai.instructions.10":"Levitage juhuslikke TI liigutusi . ","challenges-content.play-against-ai.instructions.11":"Tehke kolm plokki . Kes võidab mänguvooru ? ","challenges-content.play-against-ai.instructions.12":"Vaadake, kas mängija võidab mänguvooru . ","challenges-content.play-against-ai.instructions.13":"Vaadake, kas TI võidab mänguvooru . ","challenges-content.play-against-ai.instructions.14":"Vaadake, kas mänguvoor lõpeb viigiga . ","challenges-content.play-against-ai.instructions.15":"Programmeerige plokid . ","challenges-content.play-against-ai.instructions.16":"Kivi paber käärid sprait","challenges-content.air-drawing-with-AI.title":"Õhku joonistamine TI-ga","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"et kirjutada programm, mis kasutab inimkeha tuvastamise laiendit kaamera ees olevate sõrmede liikumise kindlakstegemiseks . ","challenges-content.air-drawing-with-AI.purposes.1":"et programmeerida lihtsate plokkidega mõne programmirea abil . ","challenges-content.air-drawing-with-AI.purposes.2":"et vaadata TI kasutamise näidet","challenges-content.air-drawing-with-AI.description":"Programmi loomine, mis võimaldab kasutajal joonistada oma käega(nimetissõrmega) kaamera ees õhus, ja kõik, mida joonistatakse, kuvatakse automaatselt Pictobloxi laval . ","challenges-content.air-drawing-with-AI.instructions.0":"Looge Pictobloxis konto","challenges-content.air-drawing-with-AI.instructions.1":"järgige visuaalseid juhiseid, et","challenges-content.air-drawing-with-AI.instructions.2":"lisada inimkeha tuvastamise ja pliiatsi laiendid;","challenges-content.air-drawing-with-AI.instructions.3":"seadistada lava ja lisada sprait(Pliiats) ning täiendavad spraidid järgmisteks: „Pliiats alla“, „Pliiats üles“ ja „Kustuta kõik“; ","challenges-content.air-drawing-with-AI.instructions.4":"kirjutada programm spraidi Pliiatsile sõrme järgimiseks","challenges-content.air-drawing-with-AI.instructions.5":"kirjutada programm nuppudele: „Pliiats üles“, „Pliiats alla“ ja „Kustuta kõik“ ning „Pliiats“","challenges-content.air-drawing-with-AI.instructions.6":"Nüüd olete valmis oma joonistusi tegema ning pliiatsi erinevate värvide ja suurusega mängima . ","challenges-content.air-drawing-with-AI.materials.0":"Kaameraga sülearvuti","challenges-content.air-drawing-with-AI.materials.1":"Allalaaditud PictoBloxi uusim versioon(soovitatav) või veebipõhine(tasuta) PictoBlox","challenges-content.air-drawing-with-AI.materials.2":"Pictobloxi konto(tasuta)","challenges-content.air-drawing-with-AI.materials.3":"Hea internetiühendus","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Masinõppe ja tekstituvastuse põhimõistete omandamine . ","challenges-content.emobot-kliki.purposes.1":"Emotsioonide tähtsuse mõistmine suhtluses . ","challenges-content.emobot-kliki.purposes.2":"Programmeerimise kasutamine dialoogide loomiseks vestlusroboti ja kasutaja vahel . ","challenges-content.emobot-kliki.purposes.3":"Arusaam, kuidas arvutid saavad emotsionaalseid toone teksti analüüsi kaudu ära tunda ja vastavalt vastata . ","challenges-content.emobot-kliki.description.0":"Looge Scratchis Emotional Bot, mis võib kuvada rõõmsa näo positiivsete sõnumite korral(kui ütlete sellele midagi meeldivat), kurja näo negatiivsete sõnumite korral(kui ütlete sellele midagi inetut) ja segaduses näo, kui sõnum on ebaselge . ","challenges-content.emobot-kliki.description.1":"Meie Emobot Kliki tunneb ära komplimente ja solvanguid, et saaksime näha, kuidas arvuteid saab treenida emotsionaalset tooni ära tundma . ","challenges-content.emobot-kliki.instructions.0":"Alustamiseks programmeerige loetelu selle kohta, mis on kena või lahke ning mis on halb või õel . ","challenges-content.emobot-kliki.instructions.1":"Logige sisse aadressil https://machinelearningforkids.co.uk/ või looge uus konto.","challenges-content.emobot-kliki.instructions.2":"Looge uus masinõppe mudel, lisades 3 uut silti. Pange esimese nimeks „Kena“, teise nimeks „Halb“ ja kui soovite, et see teie nime ära tunneks, looge kolmas silt „Nimi“.","challenges-content.emobot-kliki.instructions.3":"Treenige uut masinõppe mudelit, testige seda ja kasutage Scratchis Emoboti tegemiseks.","challenges-content.emobot-kliki.instructions.4":"Käivitage redaktor Scratch 3, kustutage kassi sprait, sisestage Microsoft Bing Image Creatori tehtud 3 uut spraiti (rõõmus, kuri ja ebakindel arvutiga joonistatud tegelane) või looge uus sprait, klõpsates ikooni „Värvi“ ning joonistades rõõmsa, kurja ja ebakindla näo jaoks kolm kostüümi eksemplari.","challenges-content.emobot-kliki.instructions.5":"Klõpsake programmeerimise vahekaardil ja sisestage järgmine skript . ","challenges-content.emobot-kliki.example.0":"Jagage oma Emobot Kliki sõpradega ning õppige TI-d ja emotsioone paremini tundma!","challenges-content.emobot-kliki.example.1":"Arvutiga joonistatud tegelase asemel võite proovida midagi muud, näiteks looma . Lahke ja kurja asemel võite treenida tegelast teistliiki sõnumeid ära tundma . ","challenges-content.craft-magic.title":"Maagia TI käeviibete abil","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Õpilaste programmeerimisoskuste arendamine, võimaldades neil põhikäske kasutada . ","challenges-content.craft-magic.purposes.1":"Algoritmilise mõtlemise oskuste arendamine, jagades keerulised ülesanded hallatavateks sammudeks . ","challenges-content.craft-magic.purposes.2":"Loomingulise probleemilahenduse julgustamine joonistamiseks ja kirjutamiseks käeviibetele ainulaadsete rakendusviiside leidmisel . ","challenges-content.craft-magic.purposes.3":"TI põhimõtetest arusaamise edendamine, täpsemalt selle kohta, kuidas TI võimaldab arvutitel käeviipeid ära tunda ja tõlgendada . ","challenges-content.craft-magic.purposes.4":"Teadlikkuse suurendamine tehnoloogia tähtsusest puuetega inimeste jaoks . ","challenges-content.craft-magic.purposes.5":"Koostöös probleemilahenduse ja tiimitöö edendamine õpilaste hulgas seoses ühise tegevusega nende käeviibete programmide täiustamiseks . ","challenges-content.craft-magic.purposes.6":"Programmeerimise ja algoritmilise mõtlemise oskuste ühendamine rakendusviisidega tegelikus maailmas, rõhutades tehnoloogia sisulist mõju inimeste elule ning kooskõla kestliku arengu eesmärkidega . ","challenges-content.craft-magic.duration.0":"90 min õpilastele vanuserühmas 10–12","challenges-content.craft-magic.duration.1":"45 min õpilastele vanuserühmas 12–15","challenges-content.craft-magic.description":"Looge Scratchi plokipõhine programm, kasutades loominguliselt ja haaravalt TI „Inimkeha“ laiendit, et joonistada ekraanil tavalist hiirt või puuteekraani vajamata . ","challenges-content.craft-magic.instructions.0":"Avage https://ai.thestempedia.com ning looge õpetaja ja õpilaste kontod.","challenges-content.craft-magic.instructions.1":"Importige laiendid „Inimkeha tuvastus“, „Pliiats“ ja „Tekst kõneks“.","challenges-content.craft-magic.instructions.2":"Lisage teegist sprait „Pliiats“ ja looge 7 spraiti („Kirjuta“, „Tühjenda“, „Must“, „Sinine“, „Roheline“ ja „Roosa“).","challenges-content.craft-magic.instructions.3":"Kirjutage käsud, et kontrollida, mis juhtub, kui sprait „Pliiats“ puudutab mingit muud spraiti.","challenges-content.craft-magic.instructions.4":"Kirjutage käsud, mis võimaldavad kaameral käe asendit ära tunda, ning liigutage pliiats nimetissõrme x- ja y-koordinaatidele.","challenges-content.craft-magic.instructions.5":"Vahetage lõpus kostüümi.","challenges-content.craft-magic.instructions.6":"Lisage heliefekte.","challenges-content.craft-magic.materials.0":"Programmeerimisplatvorm: https://ai.thestempedia.com (tasuta)","challenges-content.craft-magic.materials.1":"õpetaja konto (tasuta)","challenges-content.craft-magic.materials.2":"õpilase konto (tasuta)","challenges-content.craft-magic.materials.3":"kaameraga arvutid","challenges-content.craft-magic.materials.4":"internetiühendus","challenges-content.circle-of-dots.title":"Punktidest ring","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Programmi kirjutamine punktiirjoone joonistamiseks.","challenges-content.circle-of-dots.purposes.1":"Programmi kirjutamine sidekriipsudest joone joonistamiseks.","challenges-content.circle-of-dots.purposes.2":"Programmi kirjutamine ringi joonistamiseks.","challenges-content.circle-of-dots.purposes.3":"Programmi kirjutamine punktidest (sidekriipsudest) ringi joonistamiseks.","challenges-content.circle-of-dots.description":"Ringi joonistamine punktidest või sidekriipsudest.","challenges-content.circle-of-dots.duration":"40 minutit","challenges-content.circle-of-dots.instructions.0":"Punkti ploki koostamine.","challenges-content.circle-of-dots.instructions.1":"Sidekriipsu ploki koostamine.","challenges-content.circle-of-dots.instructions.2":"Punktist ringi loomine.","challenges-content.circle-of-dots.instructions.3":"Sidekriipsust ringi loomine.","challenges-content.coding-escape-room.title":"Looge programmeerimise põgenemistuba","challenges-content.coding-escape-room.author":"Stefania Altieri ja Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Programmeerimise põhimõtete õpetamine ja õppimine ning nende üle mõtisklemine.","challenges-content.coding-escape-room.purposes.1":"Lihtsate programmeerimisvahendite kasutamine.","challenges-content.coding-escape-room.purposes.2":"Algoritmilise mõtlemise ja probleemilahenduse arendamine.","challenges-content.coding-escape-room.description.0":"Looge programmeerimise põgenemiskogemus järgmiselt:","challenges-content.coding-escape-room.description.1":"Võite kasutada Google’i vormi, Genially’t, Google’i esitlust või muud vahendit loo jutustamisel põhineva programmeerimise jaoks ;).","challenges-content.coding-escape-room.duration":"90 minutit","challenges-content.coding-escape-room.instructions":"Võite jagada õpilased väikestesse rühmadesse, et nad saaksid mängida, ja seejärel luua malli põhjal uue väljakutse: ","challenges-content.coding-escape-room.materials.0":"Võite kasutada mis tahes vahendeid (Google’i ja Microsofti platvorm dokumentide, esitluste ja lehtede loomiseks ja jagamiseks). Iga programmeerimiskonstruktsioon, vahend või tegelane, mis on seotud IKT ja programmeerimisega.","challenges-content.coding-escape-room.example.0":"Mängides tutvustatakse mõnda tegelast, kellel oli väga suur tähtsus IKT ajaloos, ning programmeerimise põhimõisteid. See on parim viis õppida ja aktiivselt osaleda. Mängu saab mängida rühmades või üksi väljakutse või võistluse kujul. Seejärel saavad õpilased luua midagi sarnast ning omandada näiteks loovuse ja programmeerimisega seotud oskusi.","challenges-content.coding-escape-room.example.1":"See on väga praktiline vahend, mida saab korduvalt kasutada ja lihtsalt uuesti luua. Google’i vormid on üks võimalikest vahenditest. Samuti saate kasutada Google’i slaide, rakendust Genial.ly, Emaze või muud vahendit, et luua risttee lugusid ja omaenda seiklusi.","challenges-content.coding-escape-room.example.2":"Põgenemisülesanne on jagatud osadeks. Kui arvate õigesti, saate edasi liikuda. Õpilased peavad koostama programmeerimisküsimustikke.","challenges-content.let-the-snake-run.title":"Laske ussil roomata","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Ussi liikumise programmeerimine nende endi micro:bit-iga.","challenges-content.let-the-snake-run.purposes.1":"Ühise animatsiooni õige paigutuse ja ajastuse seadmine.","challenges-content.let-the-snake-run.description":"Õpilased peavad kirjutama programmi, mis juhib ussi kõrvuti asuvate micro:bitside vahelt läbi. Seda tuleb teha nii, nagu uss roomaks ühe micro:biti juurest teise juurde.","challenges-content.let-the-snake-run.duration":"30 minutit","challenges-content.let-the-snake-run.instructions.0":"Kujundage rada, mis läheb mitme kõrvuti asuva micro:bitsi vahelt läbi (nt moodustades 2 × 2 ruudu).","challenges-content.let-the-snake-run.instructions.1":"Kirjutage programm ussist, mis roomab mööda rada.","challenges-content.let-the-snake-run.instructions.2":"Töötage oma seadmel, seejärel pange need kokku ja käivitage programm.","challenges-content.let-the-snake-run.instructions.3":"Pöörake tähelepanu ajastusele ja paigutusele: kui uss läheb ühest micro:bitist sisse, tuleb see järgmisest micro:bitist välja.","challenges-content.let-the-snake-run.instructions.4":"Lisaülesanded: Micro:bit v2 korral esitage muusikat, kuni uss lahkub teie seadmest.","challenges-content.let-the-snake-run.instructions.5":"Ussi kujundades muutke LED-lampide heledust.","challenges-content.let-the-snake-run.instructions.6":"Proovige pikemaid usse või suuremat arvu.","challenges-content.let-the-snake-run.example.0":"Siin on näide 6 piksli pikkusest ussist, kui 4 micro:biti moodustavad 2 × 2 ruudu: ","challenges-content.let-the-snake-run.example.1":"Micro:biti programmeerimine (seda võib õpetaja teha)","challenges-content.let-the-snake-run.example.2":"Kõik programmid käivitatakse selle micro:bitiga, mis saadab raadiosignaali teistele micro:bitidele, kui vajutatakse nuppu A.","challenges-content.let-the-snake-run.example.3":"Ussi liikumise programmeerimine","challenges-content.let-the-snake-run.example.4":"Iga micro:bit peab kuuluma käivitava micro:bitiga samasse raadiorühma.","challenges-content.let-the-snake-run.example.5":"Kõik animatsioonid käivituvad pärast raadiosignaali vastuvõtmist.","challenges-content.let-the-snake-run.example.6":"Esimese micro:biti animatsioon on kohe nähtav, teised ootavad, kuni uss sinna jõuab.","challenges-content.let-the-snake-run.example.7":"Kahe etapi vaheline aeg määrab ussi kiiruse.","challenges-content.let-the-snake-run.materials.0":"micro:bitid (võimaluse korral igale õpilasele)","challenges-content.let-the-snake-run.materials.1":"süle- või lauaarvuti, et kasutada redaktorit makecode.microbit.org","challenges-content.illustrate-a-joke.title":"Nalja illustreerimine Bitsy abil","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Väike mäng, kus kasutaja leiab vastuse naljaküsimusele.","challenges-content.illustrate-a-joke.description":"Õpilased loovad mängu, kus kasutaja leiab vastuse naljaküsimusele, kui tegelane tabab mingit eset mänguväljal. Õpilased kasutavad ülesande lahendamiseks Bitsy põhivõimalusi.","challenges-content.illustrate-a-joke.instructions.0":"Mõelge välja üks naljaküsimus. Avage Bitsy ja alustage uut projekti. Selleks on vaja järgmist:","challenges-content.illustrate-a-joke.instructions.1":"avatar – sprait, mida saab liigutada","challenges-content.illustrate-a-joke.instructions.2":"valge kass lillal taustal","challenges-content.illustrate-a-joke.instructions.3":"automaatselt genereeritud kirjeldus","challenges-content.illustrate-a-joke.instructions.4":"ese, mille juurde peab avatar minema","challenges-content.illustrate-a-joke.instructions.5":"tuba – programmi taust","challenges-content.illustrate-a-joke.instructions.6":"kaks sõnumit – küsimus ja vastus","challenges-content.illustrate-a-joke.instructions.7":"Valmis mängu saab HTML-failina alla laadida.","challenges-content.illustrate-a-joke.example":"Sellel veebisaidil näete nalja näidet ja seal on digitaalse tahvli link:","challenges-content.illustrate-a-joke.materials":"Bitsy toimib brauseris","challenges-content.app-that-counts-in-several-languages.title":"Rakendus, mis loendab mitmes keeles","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Lihtsa rakenduse loomise õppimine . ","challenges-content.app-that-counts-in-several-languages.purposes.1":"Plokkide abil programmeerima õppimine . ","challenges-content.app-that-counts-in-several-languages.purposes.2":"Siltide, nuppude, kujutiste, andurite ja meedia lisamise õppimine . ","challenges-content.app-that-counts-in-several-languages.purposes.3":"Rakenduse kuval elementide korraldamise õppimine . ","challenges-content.app-that-counts-in-several-languages.description":"See rakendus võimaldab nupu vajutamisel mitmes keeles loendada . Kui kasutaja raputab nutitelefoni, algab loendus taas nullist . Ülesanne seisneb teise keele lisamises . ","challenges-content.app-that-counts-in-several-languages.instructions.0":"Ülesande lahendamiseks tuleb määratleda teine keel, milles soovite, et rakendus loendaks . ","challenges-content.app-that-counts-in-several-languages.instructions.1":"Seejärel tuleb internetist(nt Pixabayst või Unsplashist) alla laadida selle riigi lipp ja laadida see MIT APP Inventori platvormile omaduse „Pilt“ elemendi kaudu, mida nimetatakse lipuks . ","challenges-content.app-that-counts-in-several-languages.instructions.2":"Järgmiseks tuleb välja uurida, kuidas selle riigi nime inglisepäraselt kirjutada ning kuidas öelda selle riigi keeles „lahku“ ja „vajuta mind“.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Lõpuks tuleb lisada plokid, mida rakendusel on vaja uues keeles toimimiseks.","challenges-content.app-that-counts-in-several-languages.materials.0":"Rakenduse loomiseks on vaja internetiühendusega laua- või sülearvutit.","challenges-content.app-that-counts-in-several-languages.materials.1":"Looge konto MIT APP Inventori platvormil, millele on ligipääs veebilehelt https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Samuti tuleb nutitelefoni installida rakendus MIT AI2 Companion, et loodud rakendust testida.","challenges-content.coding-with-art-through-storytelling.title":"Programmeerimine kunstiteostega loo jutustamise kaudu","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara ja Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Vaatlemise, tõlgendamise ja küsimuste esitamise oskuste arendamine kunsti kaudu.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Loomingulisus ja koostöö teistega ühise eesmärgi nimel","challenges-content.coding-with-art-through-storytelling.purposes.2":"Algoritmi loomine loo jutustamiseks.","challenges-content.coding-with-art-through-storytelling.description":"Selles ülesandes leiavad õpilased ideid kunstiteosest, koostavad loo ja illustreerivad seda. Seejärel püüavad nad jutustada seda lugu programmeeritava robotikomplekti või veebiühenduseta tegevuse kaudu.","challenges-content.coding-with-art-through-storytelling.materials.0":"Seda tegevust saab teha veebiühenduseta või programmeeritava õpperoboti abil (nt Bee-Bot, Blue-Bot või hiire robot.","challenges-content.coding-with-art-through-storytelling.materials.1":"Bee-Boti noolekaardid või veeühenduseta tegevuse noolekaardid","challenges-content.coding-with-art-through-storytelling.materials.2":"Kreeka keeles","challenges-content.coding-with-art-through-storytelling.materials.3":"Lisateave Project Zero „Thinking Routine Toolbox“ kohta:","challenges-content.coding-with-art-through-storytelling.example.0":"Õpetaja töötab õpilastega, et näidata, kuidas koostada algoritm kaartidest, mis juhendavad Bee-Boti või muu roboti loo esimese sündmuse juurde alusel. Õpilased töötavad 3–4liikmelistes rühmades, et koostada robotile järgmisse etappi liikumise algoritm. Õpilased testivad klassis oma algoritme ja vajaduse korral parandavad neid.","challenges-content.coding-with-art-through-storytelling.example.1":"Nad läbivad võimalikult palju loo sündmusi","challenges-content.coding-with-art-through-storytelling.example.2":"Seda tegevust saab teha ka veebiühenduseta.","challenges-content.coding-with-art-through-storytelling.example.3":"Üks laps on robotiks ja teine laps programmeerijaks. Programmeerija koostab noolekaartide abil algoritmilise raja, et aidata robotil liikuda ühe kujutise juurest teise juurde ja uuesti lugu jutustada. Iga kord, kui robot jõuab kujutisele, palutakse tal loost osa jutustada.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Õpetaja palub õpilastel maali või fotot vaadata.","challenges-content.coding-with-art-through-storytelling.instructions.1":"Loo koostamiseks kasutavad nad mõtlemiskava „Algus, keskkoht, lõpp“ (Harvardi Project Zero).","challenges-content.coding-with-art-through-storytelling.instructions.2":"Õpetaja küsib neilt: „Kui see pilt kujutab loo algust, keskkohta või lõppu, mis võis juhtuda enne seda või mis võiks juhtuda järgmiseks või lõpus?“","challenges-content.coding-with-art-through-storytelling.instructions.3":"Õpilased illustreerivad loo sündmusi.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Õpilased jutustavad lugu uuesti ja asetavad sündmused ruudustikule. Nad koostavad noolekaartide abil algoritmi, mis aitab Bee-Botil lugu jutustada.","challenges-content.coding-with-legoboost.title":"Programmeerimine LegoBoosti abil – Scratchi laiend","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"mudelite ehitamine LegoBoosti kasutades.","challenges-content.coding-with-legoboost.purposes.1":"programmeerimisoskuste arendamine Scratchi abil.","challenges-content.coding-with-legoboost.purposes.2":"robotite programmeerimine käskudega, mis ulatuvad lihtsatest keerulisteni.","challenges-content.coding-with-legoboost.description":"Selles ülesandes kasutavad õpilased Scratch-LegoBoosti laiendit ning sisestavad rakenduses häälkäsklusi ja käske, et robotid liiguksid edasi ja tagasi ning väldiksid takistusi.","challenges-content.coding-with-legoboost.duration":"120 minutit","challenges-content.coding-with-legoboost.instructions.0":"Logige sisse rakendusse Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Käivitage Scratchi link ja aktiveerige sülearvutis Bluetooth.","challenges-content.coding-with-legoboost.instructions.2":"Klõpsake valikul „Lisa Scratchi laiend“ ja valige LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Lisage ELi programmeerimisnädat Code Week kujutav pilt.","challenges-content.coding-with-legoboost.instructions.4":"Seadistage kaks AB mootorit sisse lülituma ja punast takistust kohates välja lülituma.","challenges-content.coding-with-legoboost.instructions.5":"Rohelist värvi mootor A on seatud seadistusele „ON“ ja musta värvi mootor B seadistusele „ON“","challenges-content.coding-with-legoboost.instructions.6":"Teele seatakse rohelisi, punaseid ja musti takistusi . ","challenges-content.coding-with-legoboost.instructions.7":"Lisage liikumiskäske, nooltega pöördeid ja takistust kohates teksti kõneks muutmist . ","challenges-content.coding-with-legoboost.instructions.8":"Testige seda!","challenges.title":"EL-I PROGRAMMEERIMISNÄDALA CODE WEEK VÄLJAKUTSED","challenges.date":"9.–24. oktoober 2021","challenges.common.target-audience":"Sihtrühm","challenges.common.pre-primary":"Koolieelikud","challenges.common.experience":"Kogemus","challenges.common.duration":"Kestus","challenges.common.materials":"Soovitatud materjalid","challenges.common.purpose":"Otstarve","challenges.common.description":"Kirjeldus","challenges.common.instructions":"Juhised","challenges.common.example":"Näide","challenges.common.written-by.0":"Selle väljakutse kirjutas","challenges.common.written-by.1":"ja see on osa","challenges.common.teachers":"Õpetajad","challenges.common.students":"Õpilased","challenges.common.beginner":"Algajad","challenges.common.intermediate":"Kesktasemel","challenges.common.advanced":"Edasijõudnud","challenges.common.1-hour":"1 tund","challenges.main.0":"Kutsume teid üles korraldama ELi programmeerimisnädalal Code Week 9.–24. oktoobril 2021 ühe või mitu ELi programmeerimisnädala Code Week väljakutset.","challenges.main.1":"Mis on ELi programmeerimisnädala Code Week väljakutsed?","challenges.main.2":"ELi programmeerimisnädala Code Week väljakutsed on tegevused, mida saab teha iseseisvalt, klassis, töökaaslaste või sõpradega. Kas tahaksite osaleda Code Weekil, kuid ei tea, mida korraldada? Ärge muretsege! Koostasime koos Code Weeki partneritega valiku lihtsaid väljakutseid koos konkreetsete näidetega, kuidas neid klassis või rühmaga kasutada. Neile on lisatud ka suuniseid, kuidas väljakutseid lahendada, aga võite neid kohandada oma osalejate vajadustele, huvidele ja vanusele. Võite kasutada mis tahes vahendeid ja tehnoloogiaid, kuid meie soovitame vabavara.","challenges.main.3":"Valige üks või mitu väljakutset, kohandage need oma rühmale ja jagage tulemusi Instagramis, et julgustada veel rohkem töökaaslasi ja sõpru Code Weeki toredates ettevõtmistes kaasa lööma!","challenges.main.4":"Klõpsake väljakutsel, et selle kohta rohkem teada saada:","challenges.main.5":"Kes saavad osaleda?","challenges.main.6":"Kõik (koolid, õpetajad, raamatukogud, programmeerimisklubid, riigiasutused) on teretulnud tähistama ELi programmeerimisnädalat Code Week 2021, lahendades #EUCodeWeekChallenge’i.","challenges.main.7":"Kuidas saab ELi programmeerimisnädalal Code Week 2021 osaleda?","challenges.main.8":"Valige väljakutse, mille ülesande tahaksite lahendada.","challenges.main.9":"Jagage osalejad paaridesse või rühmadesse. Rühmatöö ja koostöö on väljakutse edukaks lahendamiseks põhilised, olenemata sellest, kas korraldate oma tegevuse isiklikult kohal viibides või veebis riikliku või rahvusvahelise koostöötegevusena.","challenges.main.10":"Jagage oma väljakutset","challenges.main.11":"Kas tahaksite võita programmeerimisnädala Code Week auhindu? Kui jah, siis pange oma töö kulutulena levima!","challenges.main.12":"Pärast väljakutse lahendamist jagage seda Instagramis.","challenges.main.13":"Võitjaid valitakse iga päev programmeerimisnädala Code Week jooksul 9.–24. oktoobrini ja kuulutatakse välja meie Instagrami kanalis, seepärast ärge unustage tihti oma teateid lugeda.","challenges.share.0":"Kuidas saab oma väljakutset või väljakutseid Instagramis jagada?","challenges.share.1":"Klõpsake nuppu „Edit Profile“ (Muuda profiili)","challenges.share.2":"Lisage veebisaidi väljale oma töö link ja salvestage","challenges.share.3":"Looge uus postitus","challenges.share.4":"Lisage kuvatõmmis oma tööst","challenges.share.5":"Kirjutage haarav kirjeldus","challenges.share.6":"Määrake kindlasti „Link in Bio“","challenges.share.7":"Lisage teemaviide #EUCodeWeekChallenge","challenges.share.8":"Mainige programmeerimisnädalat ja lisage silt @CodeWeekEU","challenges.share.9":"Kas eelistate jagada oma väljakutset Facebookis?","challenges.share.10":"ELi programmeerimisnädal Code Week lisab iga päev oma","challenges.share.11":"Facebooki","challenges.share.12":"lehele uue väljakutse ja valib auhinna võitja postituse all olevatest kommentaaridest.","challenges.share.13":"Kuidas see käib?","challenges.share.14":"Kommenteerige lihtsalt postitust koos oma töö lingiga.","challenges.share-box.0":"Jagage oma töö linki enda","challenges.share-box.1":"Instagram Bio’s","challenges.share-box.2":"klõpsake nuppu","challenges.share-box.3":"Edit Profile (Muuda profiili)","challenges.share-box.4":"oma Instagramis ja lisage oma töö link veebisaidi väljale. Seejärel looge uus postitus, lisage kuvatõmmis oma tööst, kirjutage ","challenges.share-box.5":"Link in Bio","challenges.share-box.6":"lisage teemaviide #EUCodeWeekChallenge ja mainige @CodeWeekEU’d","challenges.share-box.7":"Kui eelistate jagada oma väljakutset","challenges.share-box.8":"ELi programmeerimisnädal Code Week lisab","challenges.share-box.9":"uue väljakutse postituse oma","challenges.share-box.10":"Facebooki lehele","challenges.share-box.11":"Seejärel tuleb teil vaid kommenteerida postitust koos oma töö lingiga","challenges.share-box.12":"Võitjad valitakse Code Weeki jooksul 9.–24. oktoobrini iga päev ja nad saavad Code Weeki auhindu. Võitjad kuulutatakse välja meie Instagrami ja Facebooki kanalis, seepärast ärge unustage tihti oma teateid lugeda.","challenges.take-part.0":"Milleks osaleda ELi programmeerimisnädala Code Week väljakutses?","challenges.take-part.1":"Et osaleda probleemide lahendamisel ja programmeerimistegevustes.","challenges.take-part.2":"Et oma kaaslastega koos töötada.","challenges.take-part.3":"Et levitada sõnumit programmeerimise tähtsusest.","challenges.download.0":"Klõpsake","challenges.download.1":"siin,","challenges.download.2":"et laadida see väljakutse alla Wordi dokumendina","challenges.bingo.0":"Lahendage kõik väljakutsete ülesanded","challenges.bingo.1":"Väljakutse ülesanne on lahendatud? Printige","challenges.bingo.2":"bingo kaart","challenges.bingo.3":"ja märkige väike valge mull vasakul üleval","challenges.bingo.4":"Jagage oma väljakutset suhtlusmeedias ja võitke lahedaid Code Weeki auhindu","challenges.bingo.5":"Laadige üles pilt täidetud reast (ridadest), tulbast (tulpadest) või veel parem – kogu bingost –","challenges.bingo.6":"Facebooki, Instagrami või Twitterisse","challenges.bingo.7":"Kasutage kindlasti","codeweek4all.title":"Väljakutse Code Week 4 Allf","codeweek4all.text":"Väljakutse Code Week 4 All julgustab siduma enda ja sõprade, töökaaslaste ja tuttavate tegevused, et saada koos tunnistus eeskujuliku töö eest programmeerimisnädalal Code Week.","codeweek4all.what.title":"Mis see on?","codeweek4all.what.content":`

    Peale oma tegevuse lisamise ELi programmeerimisnädala Code Week kaardile saate sama - soovitada teistele oma võrgustikus. Kui jõuate oma kogukonnaga üheni - järgmistest lävenditest, saate kõik tunnistuse eeskujuliku töö - eest programmeerimisnädalal Code Week!

    -

    Nõuded tunnistuse saamiseks

    `,"codeweek4all.what.criteria1":"Osales 500 õpilast","codeweek4all.what.criteria2":"10 seotud tegevust (koostatud 10 erineva organisatsiooni poolt)","codeweek4all.what.criteria3":"hõlmatud kolm riiki","codeweek4all.what.andor":"ja/või","codeweek4all.howto.title":"Kuidas osaleda?","codeweek4all.howto.time":"Väljakutse Code Week 4 All kestab kuni kalendriaasta lõpuni. Tunnistused antakse välja järgmise aasta alguses jaanuaris või veebruaris.","codeweek4all.howto.content":`Külastage lehekülge Lisa tegevus ja sisestage vajalikud - andmed oma programmeerimistegevuse kohta.`,"codeweek4all.howto.first_alliance.1":"klõpsake Esita.","codeweek4all.howto.first_alliance.2":`Pärast teie tegevuse vastuvõtmist saate kinnitusmeili oma kordumatu Code - Week 4 All koodiga.`,"codeweek4all.howto.first_alliance.3":`Kopeerige see kood ning jagage töökaaslaste ja teiste oma võrgustiku - liikmetega, kes korraldavad samuti programmeerimistegevusi. Jagage teistega, et - julgustada neid osalema!`,"codeweek4all.howto.first_alliance.4":`Kampaania lõpus palutakse kõigil tegevuste korraldajatel teatada, kui - palju oli neil osalejaid. Kui suutsite lävendi edukalt ületada, saate teie - ja teie võrgustikku kuulunud töökaaslased tunnistuse eeskujuliku töö - eest!`,"codeweek4all.howto.first_alliance.title":"Kui olete esimene oma kogukonnast:","codeweek4all.howto.existing_alliance.1":`kopeerige kogukonna algselt loojalt saadud kood väljale „CODE WEEK 4 ALL - KOOD“.`,"codeweek4all.howto.existing_alliance.2":"klõpsake Esita.","codeweek4all.howto.existing_alliance.3":`Teatage teistele ja jagage neile koodi, et kutsuda veel korraldajaid oma kogukonnaga - liituma.`,"codeweek4all.howto.existing_alliance.4":`Kampaania lõpus palutakse kõigil tegevuste korraldajatel teatada, kui - palju oli neil osalejaid. Kui suutsite lävendi edukalt ületada, saate teie - ja teie võrgustikku kuulunud töökaaslased tunnistuse eeskujuliku töö - eest!`,"codeweek4all.howto.existing_alliance.title":"Kui liitute olemasoleva kogukonnaga:","codeweek4all.why.1":"Et levitada sõnumit programmeerimise tähtsusest.","codeweek4all.why.2":"Et kaasata palju õpilasi.","codeweek4all.why.3":`Et luua kontakte organisatsioonide ja/või koolidega oma kogukonnas või - rahvusvaheliselt.`,"codeweek4all.why.4":"Et saada teistelt korraldajatelt ja õpetajatelt tuge.","codeweek4all.why.5":"Et saada tunnistus eeskujuliku töö eest.","codeweek4all.why.title":"Miks väljakutsega liituda?","codeweek4all.superorganiser-title":"Superkorraldaja tunnistuse","codeweek4all.superorganiser":'Samuti võite saada superkorraldaja tunnistuse. Selleks tuleb oma koolis, organisatsioonis või veebipõhiselt korraldada ja registreerida vähemalt kümme eraldi tegevust.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Küsimused","coding-at-home.material.required":"Vajalik materjal","coding-at-home.material.chequered":"ruuduline mängualus","coding-at-home.material.footprint":"kaardid jalajälje piltidega","coding-at-home.intro.title":"Sissejuhatus Coding@Home’i","coding-at-home.explorer.title":"Maadeuurija","coding-at-home.explorer.text":"„Maadeuurija“ on sarja Coding@Home esimene tegevus. Liigutage Maadeuurijat laual ringi, et jõuda eesmärgini pärast võimalikult paljude ruutude külastamist.","coding-at-home.explorer.questions.content.1":"K1. Kas videol näidatud lähte- ja lõpppositsioonide korral saab Maadeuurija külastada kõiki mänguvälja kaste?","coding-at-home.explorer.questions.content.2":"K2. Millised lähte- ja lõpppositsioonid takistavad Maadeuurijat külastamast suurimat arvu mänguvälja kaste?","coding-at-home.right-and-left.title":"Paremale ja vasakule","coding-at-home.right-and-left.text":"„Paremale ja vasakule“ on võistlus- ja koostöömäng. Kaks võistkonda teevad koostööd, tekitades teed eesmärgi poole, samal ajal kui nad võistlevad selle nimel, et kasutada võimalikult palju neile määratud kaarte. Kollane võistkond üritab algatada võimalikult palju pöördeid vasakule ja punane võistkond proovib algatada võimalikult palju pöördeid paremale.","coding-at-home.right-and-left.questions.content.1":"K1. Kas ühel kahest võistkonnast on võimalik võita, kui algus ja lõpp on paigutatud nii, nagu selle video esimesel võistlusel?","coding-at-home.right-and-left.questions.content.2":"K2. Kas saab tulla viik, kui algus ja lõpp on paigutatud nii, nagu Anna võidetud mängus?","coding-at-home.right-and-left.questions.content.3":"K3. Kas on lähte- ja lõpppositsioone, mis annavad eelise ühele kahest võistkonnast?","coding-at-home.right-and-left.questions.content.4":"K4. Kas on võimalik ennustada, milline tuleb vahe võitnud ja kaotanud võistkonna vahel, arvestades lähte- ja lõpppositsioonide vahelist asetust?","coding-at-home.keep-off-my-path.title":"Hoidu mu teelt","coding-at-home.keep-off-my-path.text":'"Hoidu mu teelt“ on võistlusmäng kahe võistkonnaga. Alustades mängualuse vastaskülgedest, tekitavad kaks võistkonda teid, mis üksteist takistavad. Võidab meeskond, kes takistab teisel oma teed pikendamast.',"coding-at-home.keep-off-my-path.questions.content.1":"K1. Kas on lähtepositsioone, mis annavad eelise ühele kahest võistkonnast?","coding-at-home.keep-off-my-path.questions.content.2":"K2. Kas saaks tulla viik?","coding-at-home.keep-off-my-path.questions.content.3":"K3. Kas esimesena käival mängijal on eelis?","coding-at-home.keep-off-my-path.questions.content.4":"K4. Kas on olemas vettpidav mängustrateegia, mida esimesena käiv mängija saab kasutada, et olla kindel, et ta kunagi ei kaota?","coding-at-home.tug-of-war.title":"Köievedu","coding-at-home.tug-of-war.text":"„Köievedu“ on koostöö- ja võistlusmäng. Alustades mängualuse allääre keskelt, tegutsevad kaks võistkonda (kollane ja punane) koos, et jõuda ülaäärele. Kollane võistkond üritab jõuda vasakul olevatesse kastidesse, samal ajal kui punane võistkond üritab jõuda paremal olevatesse kastidesse.","coding-at-home.tug-of-war.questions.content.1":"K1. Kas on olemas strateegia, mis annab alati tulemuseks võidu?","coding-at-home.tug-of-war.questions.content.2":"K2. Kas esimesena käival mängijal on eelis?","coding-at-home.tug-of-war.questions.content.3":"K3. Kas siis, kui kaks mängijat on võrdselt tähelepanelikud, lõpeb mäng alati viigiga, st keskel?","coding-at-home.explorer-without-footprints.title":"Maadeuurija ilma jalajälgedeta","coding-at-home.explorer-without-footprints.text":"Maadeuurija kõnnib mängualust mööda lähtepunktist sihtpunkti, püüdes külastada kõiki kaste. Kui maadeuurija kõnnib, jätab ta värvilisi jälgi, mis võimaldavad robotil värve tõlgendades tema samme järgida. Mäng muutub veelgi intrigeerivamaks, kui maadeavastaja puhastab jalajäljed ära, jättes alles ainult värvid.","coding-at-home.explorer-without-footprints.material":"samuti punased, kollased ja hallid markerid (või pliiatsid)","coding-at-home.explorer-without-footprints.questions.content.1":"K1. Mis vahe on värvilisi jälgi täis mängualusel ja mängualusel värvidega, kuid ilma jälgedeta?","coding-at-home.explorer-without-footprints.questions.content.2":"K2. Milline mängualus pakub rohkem liikumisvabadust, säilitades samad pööramisreeglid, mida tähistab värv?","coding-at-home.explorer-without-footprints.questions.content.3":"K3. Kas värvidega mängualusel on võimalikud teed, mis pole võimalikud värviliste jalajälgedega mängualusel?","coding-at-home.explorer-without-footprints.questions.content.4":"K4. Kas värviliste jalajälgedega mängualusel on võimalikud teed, mis pole võimalikud ainult värvidega mängualusel?","coding-at-home.walk-as-long-as-you-can.title":"Kõnni võimalikult kaugele","coding-at-home.walk-as-long-as-you-can.text":"Selle mängu puhul tuleb mängulaual püsida võimalikult kaua, kasutades jalajälgede asemel värve. Mäng muutub liikumisvabaduse suurenedes üha raskemaks","coding-at-home.walk-as-long-as-you-can.coloured-cards":"värvilised kaardid, st punane, kollane ja hall kaart","coding-at-home.walk-as-long-as-you-can.questions.content.1":"K1. Millal kaks teed kokku saavad ja teineteist blokeerivad?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"K2. See mäng on mõeldud kahele mängijale. Kas seda saab mängida ka kolmekesi või neljakesi? Kas me peame selleks reegleid muutma?","coding-at-home.ada-charles-roby.title":"Ada, Charles ja Roby","coding-at-home.ada-charles-roby.text":"Ada Lovelace’i ja Charles Babbage’i lugu on huvitav. Nad mõtlesid välja ja programmeerisid arvuti sada aastat enne selle tegelikku leiutamist","coding-at-home.ada-charles-roby.material":"voolimissavi ja lühike pliiats","coding-at-home.ada-charles-roby.questions.content.1":"K1. Püüdke kujutleda, et voolimissavist ja pliiatsist ehitatud robot liigub mööda mängulauda mis tahes kohta ja võib vajadusel sama teed mööda tagasi minna. Milliseid käske te kasutaksite liikumise programmeerimiseks?","coding-at-home.cody-and-roby.title":"Cody ja Roby","coding-at-home.cody-and-roby.text":"See on rollimäng, mille tegelased on programmeerija Cody ja robot Roby. Videos tutvustatakse CodyRoby kaarte, mida kasutatakse mängulaual liikumiseks. Cody annab kaartide abil Robyle käske mängulaual liikumiseks","coding-at-home.cody-and-roby.material":"ruutudega mängulaud, mis on varustatud siltidega, käsukaartidega (vasakule, paremale, edasi) ja mängunuppudega","coding-at-home.cody-and-roby.starter-kit":"CodyRoby stardikomplekt","coding-at-home.cody-and-roby.questions.content.1":"K1. Kuhu jõuab Roby, kui ta väljalt C2 lõuna poole liikudes järgib videos näidatud viimaseid käske?","coding-at-home.cody-and-roby.questions.content.2":"K2. Kas videos näidatud viimaste käskude järgi liikuva Roby liikumisteed saab kirjeldada CodyFeet või CodyColor käskude abil?","coding-at-home.cody-and-roby.questions.content.3":"K3. Videos näidatud kolme liiki käsud, mida väljendavad roheline, punane ja kollane kaart, moodustavad käsustiku, mida järgides saab Roby liikuda mängulaual igale poole. Kas saate sama tegemiseks koostada vähem kui kolmest käsust koosneva käsustiku?","coding-at-home.the-tourist.title":"Turist","coding-at-home.the-tourist.text":"CodyRoby kaarte kasutades peavad kaks meeskonda leidma võimalikult lühikese aja jooksul käsud, mis juhatavad turisti mängulaual teda huvitavate vaatamisväärsuste juurde","coding-at-home.the-tourist.material":"Põrandal on parem mängida suuremate kaartidega","coding-at-home.the-tourist.questions.content.1":"K1. Millised käsud juhatavad videos näidatud esimese näite puhul turisti Raffaeli kuju juurde?","coding-at-home.the-tourist.questions.content.2":"K2. Millised käsud juhatavad videos näidatud teise näite puhul turisti Urbino hertsogilossi juurde?","coding-at-home.the-tourist.questions.content.3":"K3. Kas sulle tuleb pähe mõni lõbus harjutus, mida tuleks teha iga kord, kui üks meeskondadest valib kaardi? Selle leidmiseks mõtestage videos näidatud teatevõistlus ümber","coding-at-home.material2.chequered-with-labels":"siltidega varustatud ruuduline mängulaud","coding-at-home.material2.cards":"24 „mine otse“ kaarti, 8 „pööra vasakule“ kaarti ja 8 „pööra paremale“ kaarti","coding-at-home.material2.larger-cards":"põrandal mängides on parem kasutada suuremaid kaarte","coding-at-home.material2.video":"Videos selgitatakse ka seda, kuidas mängida ilma kaardipakita","coding-at-home.material2.pieces-of-paper":"Samuti on vaja 24 väikest paberit, mis asetatakse ruutudesse, kus „uss“ on juba olnud","coding-at-home.material2.card-alternative":"CodyRoby kaartide asemel võid kasutada suunakaarte, mille leiad siit","coding-at-home.material2.small-drawings":"Oma loo rääkimisel võid lisaks kasutada väikesi joonistusi. Videos kasutatud joonistusi näed siin","coding-at-home.material2.rest-of-cards":"Muidu aga kasutame CodyRoby, CodyFeet või CodyColour kaarte.","coding-at-home.catch-the-robot.title":"Püüa robot kinni!","coding-at-home.catch-the-robot.text":"„Püüa robot kinni!“ on võistluslik lauamäng, mida saab mängida ka põrandal. Võidab mängija, kes „püüab kinni“ vastasmeeskonna roboti, jõudes ruutu, kus robot asub. Kuna mängukaardid võetakse pakist juhuslikult, peavad mõlemad meeskonnad pidevalt oma strateegiat kohandama.","coding-at-home.catch-the-robot.questions.content.1":"K1. Kui roosa mängunupp (Roby) on keskmises ruudus C3 näoga põhja poole ja roosal meeskonnal on 2 „mine otse“ kaarti, 2 „pööra vasakule“ kaarti ja 1 „pööra paremaleׅ“ kaart, siis millisesse ruutu saab ta liikuda?","coding-at-home.the-snake.title":"Uss","coding-at-home.the-snake.text":"„Uss“ on pasjansi-tüüpi mäng, mida mängitakse CodyRoby kaartidega. Mängu eesmärk on juhtida „uss“ läbi mängulaua kõikide ruutude nii, et ta ei hammustaks oma saba.","coding-at-home.the-snake.questions.content.1":"K1. Kas on mõni lähtepunkt, kust alustades ei ole võimalik kõiki ruute läbida, ilma et „uss“ hammustaks oma saba?","coding-at-home.storytelling.title":"Jutuvestmine","coding-at-home.storytelling.text":"Tänane teema on jutuvestmine! Kasuta mängulaual nuppude juhtimiseks ja oma loo rääkimiseks CodyRoby mängujuhendit, CodyFeet jalajäljekaarte või CodyColour värvikaarte. Paiguta oma loo erinevad osad mängulauale laiali.","coding-at-home.storytelling.questions.content.1":"K1. Milline vahend on Roby juhtimiseks kõige parem, et rääkida oma lugu?","coding-at-home.storytelling.questions.content.2":"K2. Kas saad paigutada oma loo osad mängulauale nii, et CodyFeet kaartidega ei oleks võimalik kõikideni jõuda?","coding-at-home.two-snakes.title":"Kaks ussi","coding-at-home.two-snakes.text":"Kaks „ussi“ liiguvad CodyRoby kaarte kasutades mängulaual ringi ja püüavad teineteise liikumist takistada. Põhireegel on väga lihtne: väljale, kus üks „ussidest“ juba olnud on, enam uuesti astuda ei saa. Mängu võidab „uss“, kellel õnnestub kõige kauem vabalt ringi liikuda.","coding-at-home.two-snakes.material":"CodyRoby kaardid, 5 × 5 ruuduga mängulaud, kaks mängunuppu ja väikesed paberitükid külastatud väljade märkimiseks.","coding-at-home.two-snakes.questions.content.1":"K1. Kui mängijad ei saa videos näidatud mängu algseisus vasakule pööramist tähistavaid kollaseid kaarte, siis missuguste kaartide tõmbamist võiksid nad loota?","coding-at-home.round-trip.title":"Edasi-tagasi","coding-at-home.round-trip.text":"Mängitakse kordamööda. Esimene mängija kodeerib Roby mineku teekonna ja teine peab ta algpunkti tagasi tooma. Tundub lihtne, aga pole seda. Eriti siis, kui planeerida Roby liikumist vaid mõttes, ilma teda tegelikult liigutamata...","coding-at-home.round-trip.material":"CodyRoby kaardid, 5 × 5 ruuduga mängulaud, kaks mängunuppu ja väikesed paberitükid külastatud väljade märkimiseks.","coding-at-home.round-trip.questions.content.1":"K1. Kas tagasitulekukood võib olla minekukoodist lühem (st koosneda vähematest juhiskaartidest)?","coding-at-home.meeting-point.title":"Kohtumispaik","coding-at-home.meeting-point.text":"Selles mängus kavandatakse liikumine esialgu mõttes ette ja seejärel hakatakse nuppe liigutama. Mängijad loovad kaarte lauale asetades oma robotitele liikumisjuhised, kuid liikuma hakkavad nad alles siis, kui üks mängijatest ütleb „start“. Siis lõpeb programmeerimine ja algab liikumine. Mängija, kes ütles „start“, võidab ainult juhul, kui robotid oma juhiseid järgides lõpuks ühel ja samal väljal kokku saavad.","coding-at-home.meeting-point.material":"CodyRoby kaardid, 5 × 5 ruuduga mängulaud, kaks mängunuppu.","coding-at-home.meeting-point.questions.content.1":"K1. Kui sinu meelest on võimalik, et robotid kunagi ei kohtugi, mõtle välja kõikvõimalikke olukordi hõlmavad mängureeglid.","coding-at-home.follow-the-music.title":"Muusika taktis","coding-at-home.follow-the-music.text":"Kui koodis on teatud aja tagant korduvaid jadasid, võime seda tajuda rütmilisena. Kui igale juhisele kindel heli anda, saab Robyt muusikaga juhendada. Täpselt seda me sel korral tegema hakkamegi. Mina kirjutan ees koodi, kasutades juhiseid tähistavaid helisid, ja sinul tuleb heli järgi Robyt mängulaual liigutada.","coding-at-home.follow-the-music.material":"Lisaks CodyRoby kaartidele, mängulauale ja -nuppudele on vaja kolme eristatavat heli. Mina kasutan kolme klaasi, kus on erinev kogus vett, aga sina?","coding-at-home.follow-the-music.questions.content.1":"K1. Pane video mängima ja püüa juhiseid mõista vaid klaaside tekitatud heli järgi kaarte vaatamata. Kas tunned helid ära ja suudad juhised täide viia?","coding-at-home.follow-the-music.questions.content.2":"K2. Anna igale juhisele kindel heli. Mõtle välja helijada, mida saaks lõputult korrata, ilma et Roby ruudustikust välja satuks...","coding-at-home.colour-everything.title":"Värvi kõik ära","coding-at-home.colour-everything.text":"Kas saame juhtida roboteid ruudustikul nii, et nende jälgedest moodustuksid pildid? Selles tegevuses mängime kodeerimis- ja pikslikunstiga, mis kujutab endast kujutiste loomist, värvides ruudustikul ruute, mis on nagu pikslid ekraanil.","coding-at-home.colour-everything.material":"CodyRoby kaardid, ruuduline mängulaud ja mängunupp. Ruutude „värvimiseks“ kasutage ruutudele asetatavaid paberitükke või värvige ruudud markerite abil.","coding-at-home.colour-everything.questions.content.1":"Kas on võimalik joonistada kaks südant, mida nägime video lõpuosas, juhtides robotit kõigile vajalikele ruutudele, ilma et ühtegi ruutu külastataks kaks korda?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter ja CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Mis on plotteri ja printeri vaheline erinevus? Saage teada, osaledes selles kodeerimisvahendite abil korraldatavas tegevuses.","coding-at-home.codyplotter-and-codyprinter.material":"CodyRoby komplektile lisaks kasutasin ma rohelist markerit ja uut voolimissavist robotit, kuid see on valikuline.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Kas oskate selgitada, mis vahet on plotteril ja printeril?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Millise kavandi looks RobyPrinter ruudustikul jooni mööda liikudes, kui ta täidaks video lõpus olevate käskude jada?","coding-at-home.boring-pixels.title":"Igavad pikslid! / Numbrite kasutamine","coding-at-home.boring-pixels.text":"Kui anname Robyle ruudu ja piksli kaupa juhiseid pildi moodustamiseks, siis avastame, et kui reas on palju ühevärvilisi ruute, siis saame kasutada numbreid, et muuta tegevus huvitavamaks. Arvutid teevad sama...","coding-at-home.boring-pixels.material":"ruudukujuline märkmik või paberile joonistatud 5 × 5 ruudustik, viltpliiats. Joonistuse koodi esitamiseks võite kasutada pliiatsit ja paberit.","coding-at-home.boring-pixels.questions.content.1":"Proovige luua ruudukujuline kavand ja esitada see RLE-kodeeringu abil. Kavandi suurus võrdub ruutude arvuga, kuid kui suur on see RLE-vormingus?","coding-at-home.turning-code-into-pictures.title":"Koodi muutmine piltideks","coding-at-home.turning-code-into-pictures.text.1":"Oleme nüüd näinud, et saame luua koodi, mis võimaldab meil joonistada pildi. Olen mõelnud joonistusele ja kasutanud koodi, et muuta see tähtedeks ja numbriteks, mille olen teile andnud. Pange tähele tähti ja numbreid ning kasutage koodi joonistuse rekonstrueerimiseks.","coding-at-home.turning-code-into-pictures.text.2":"Siin on pilt, mis mul mõttes oli. Looge see ka oma märkmikus ja kõigi nende märkmikes, kes koodi teavad!","coding-at-home.turning-code-into-pictures.material":"paber (soovitatavalt ruudukujuline) ja pliiats.","coding-at-home.turning-code-into-pictures.questions.content.1":"Proovige dekodeerida ja joonistada need pildid, mida ma video lõpus mainin.","coding-at-home.texts.1":"Coding@Home on lühikeste videote, isevalmistatavate materjalide, nuputusülesannete, mängude ja põnevate programmeerimisülesannete kogumik igapäevaseks kasutamiseks nii perekonnas kui ka koolis. Nendeks tegevusteks ei vaja te eelnevaid teadmisi ega elektroonilisi seadmeid. Tegevused stimuleerivad arvutuslikku mõtlemist ning arendavad õpilaste, vanemate ja õpetajate oskusi kodus ja koolis.","coding-at-home.texts.2":'ELi programmeerimisnädala Code Week sari Coding@Home põhineb Urbino ülikooli ja ühenduse CodeMOOCnet Association algatusel “Coding in famiglia” koostöös Itaalia televisiooni kultuuriosakonnaga. Alessandro Bogliolo on Urbino ülikooli infotöötlussüsteemide professor, ELi programmeerimisnädala Code Week Itaalia saadik ja kõigi saadikute koordinaator ning digitaalsete oskuste ja töökohtade koalitsiooni juhatuse liige.',"coding-at-home.texts.3":'Kui olete huvitatud teistestki elektroonikavabadest tegevustest või tegevustest erinevates programmeerimiskeeltes, robootikast, mikro: bit miniarvuti kiipidest jne, vaadake ELi programmeerimisnädala Code Week õpivahendeid õppevideote ja tunnikavadega alg-, põhi- ja keskkoolidele. Vaadake ka ELi programmeerimisnädala materjalide lehte õppijatele ja õpetajatele.',"community.titles.0":"Kogukond","community.titles.1":"Saadikud","community.titles.2":"Mentorõpetajad","community.titles.3":"Hariduskoordinaatorid","community.titles.4":"Hakake ELi programmeerimisnädala Code Week vabatahtlikuks","community.intro.0":"ELi programmeerimisnädala Code Week edu taga on suur rahvusvaheline vabatahtlike kogukond. Sellel lehel saate tutvuda oma riigis tegutsevate vabatahtlikega.","community.intro.1":"ELi programmeerimisnädala Code Week selgroo moodustavad selle saadikud, mentorõpetajad ning ELi ja Lääne-Balkani riikide haridusministeeriumide esindajad ehk hariduskoordinaatorid.","community.intro.2":"Oma kohaliku kogukonna kohta lisateabe saamiseks valige vastav riik:","community.ambassadors":"ELi programmeerimisnädala Code Week saadikud on oma riigis peamised ettevõtmise kontaktisikud ning samuti aitavad nad programmeerimisnädala visiooni oma ümbruskonnas edasi kanda. Saadikud viivad kokku ELi programmeerimisnädala Code Week toetamisest huvitatud inimesi, ettevõtteid ja kogukondi. Nad julgustavad korraldajaid kandma programmeerimistegevusi programmeerimisnädala Code Week kaardile ja töötavad osalemisaktiivsuse suurendamise nimel. Saadikute ülesanne on ka oma riigis toimuvate tegevuste ülevaatamine ja heakskiitmine. Samuti teevad nad koostööd teiste riikide saadikutega ja kohtuvad regulaarselt, et arutada ettevõtmise arenguvõimalusi.","community.leading-teachers":"Mentorõpetajate võrgustik koosneb üle 450 aktiivsest haridustöötajast kogu Euroopast. Nad aitavad programmeerimisnädalast huvitatud koole, õpetajaid ja õpilasi kokku tuua ning julgustavad neid tegevusi korraldama ja programmeerimisnädala Code Week kaardile kandma. Mentorõpetajad korraldavad omakeelseid kutsealase arengu veebiseminare ning nende poole võivad küsimustega pöörduda teised selle riigi, aga ka mujalt Euroopast pärit õpetajad. Samuti aitavad nad oma ümbruskonnas ettevõtmise kohta teavet levitada.","community.cta":"Kui olete õpetaja, leiate oma lähimad mentorõpetajad kaardilt.","community.edu":"ELi programmeerimisnädala Code Week hariduskoordinaatorid on programmeerimisnädalal osalevate haridusministeeriumide ning teiste haridusasutuste ja -organisatsioonide korrespondendid. Hariduskoordinaatorid aitavad kindlustada ettevõtmise alustalasid, pakkudes tuge kogu riigi õpetajatele ja koolidele. Selle käigus suhtlevad nad ELi programmeerimisnädalal Code Week juba osalevate koolidega, et tutvuda nende parimate tavadega ja vahetada kogemusi. Hariduskoordinaatorid toetavad ka ettevõtmises osaleda soovivaid koole, varustades neid vahendite ja õppematerjalidega ning tutvustades neile kogukonnasiseseid võimalusi.","community.volunteer.0":"Liikumises osalemiseks ei ole vaja end ELi programmeerimisnädala Code Week kogukonnas ametlikult registreerida. Igaüks võib korraldada tegevusi, mille eesmärk on õpetada ja inspireerida inimesi tegelema programmeerimise, robootika, riistvara arendamise, 3D-printimise või muu taolisega, ja","community.volunteer.1":"need kaardile kanda.","community.volunteer.2":"Kui soovite siiski pühendada oma aega programmeerimise edendamisele ja usute","community.volunteer.3":"visiooni","community.volunteer.4":"ja","community.volunteer.5":"väärtustesse","community.volunteer.6":"ELi programmeerimisnädala Code Week võite saada mentorõpetajaks või saadikuks","community.volunteer.7":"Kui olete õpetaja, kes suhtub programmeerimise õpetamisse ja õppimisse sama suure kirega nagu meie, lugege lisateavet mentorõpetaja rolli ja sellest saadava kasu kohta","community.volunteer.8":"siit","community.volunteer.9":"Mentorõpetajaks kandideerimiseks tuleb täita","community.volunteer.10":"veebipõhine kandideerimisvorm.","community.volunteer.11":"Pange tähele, et igal riigil on kindel arv mentorõpetajaid ja seega on kandideerimine avatud vaid mõnes riigis korraga","community.volunteer.12":"Kui soovite oma riigis programmeerimise populaarsust edendada, tutvuge","community.volunteer.13":"saadikute kohustustega","community.volunteer.14":"ja vaadake ka ELi programmeerimisnädala Code Week saadikute nimekirja.","community.volunteer.15":"Kui teie riigis on saadikud juba olemas, võtke palun nendega ühendust ja uurige, mida saaksite ettevõtmise heaks teha. Kui teie riigis saadikut pole, võtke ühendust aadressil info@codeweek.eu.","cookie.uses_cookies":"Parema sirvimise võimaldamiseks kasutatakse veebisaidil küpsiseid","cookie.accept":"Ma nõustun küpsistega","cookie.refuse":"Ma ei nõustu küpsistega","cookie.cookies":"Küpsised","cookie.find_out_more_on":"Lugege täiendavalt, ","cookie.how_we_use":"kuidas me küpsiseid kasutame ning kuidas saate muuta oma seadeid","cookie_policy.title":"Küpsiste kasutamise põhimõtted","cookie_policy.what.title":"Mis on küpsised?","cookie_policy.what.text":"

    Küpsis on väike tekstifail, mille veebisait salvestab teie arvutisse või mobiilseadmesse, kui te veebisaiti külastate.

    ","cookie_policy.what.first_party":"Esimese osapoole küpsised on küpsised, mille on seadnud see veebisait, mida te külastate. Neid saab lugeda ainult see veebisait. Lisaks võidakse veebisaidil kasutada väliseid teenuseid, mis võivad samuti seada oma küpsiseid, nn kolmanda osapoole küpsiseid.","cookie_policy.what.persistent_cookies":"Püsiküpsised on teie arvutis salvestatud küpsised, mida ei kustutata automaatselt, kui te brauseri sulgete, erinevalt seansiküpsistest, mis brauseri sulgemisel kustutatakse.","cookie_policy.what.items":`

    Esimesel korral, kui te Codeweeki veebisaiti külastate, küsitakse teilt, kas te nõustute küpsistega või mitte.

    - -

    Selle eesmärk on võimaldada veebisaidil jätta teie eelistused (nt kasutajanimi, keel jne) teatud ajavahemikuks meelde.

    - -

    Nii ei pea te neid uuesti sisestama, kui te sama külastuse ajal eri lehekülgi sirvite.

    - -

    Küpsiseid võib kasutada ka selleks, et koguda anonüümseks muudetud statistikat meie veebilehtedega seotud sirvimiskogemuse kohta.

    -

    `,"cookie_policy.how.title":"Kuidas me küpsiseid kasutame?","cookie_policy.how.text1":"

    Codeweek kasutab enamasti „esimese osapoole küpsiseid“. Need küpsised on meie seatud ja meie kontrolli all ega ole seotud ühegi välise organisatsiooniga.

    ","cookie_policy.how.text2":"

    Mõne meie lehekülje vaatamiseks peate siiski nõustuma väliste organisatsioonide küpsiste kasutamisega.

    ","cookie_policy.how.3types.1":"salvestada külastajate eelistused","cookie_policy.how.3types.2":"muuta veebisaidid toimivaks","cookie_policy.how.3types.3":"koguda analüüsiandmeid (kasutajate käitumise kohta)","cookie_policy.how.3types.title":"Me kasutame kolme liiki esimese osapoole küpsiseid, et:","cookie_policy.how.table.name":"Nimi","cookie_policy.how.table.service":"Teenus","cookie_policy.how.table.purpose":"Otstarve","cookie_policy.how.table.type_duration":"Küpsise liik ja kehtivusaeg","cookie_policy.how.visitor_preferences.title":"Külastajate eelistused","cookie_policy.how.visitor_preferences.text":"

    Need küpsised on meie seatud ja ainult meie saame neid lugeda. Need jätavad meelde:

    ","cookie_policy.how.visitor_preferences.item":"kas te nõustusite (või mitte) selle veebisaidi küpsiste kasutamise põhimõtetega","cookie_policy.how.visitor_preferences.table.1.service":"Küpsistega nõustumise komplekt","cookie_policy.how.visitor_preferences.table.1.purpose":"Salvestab teie küpsiseid puudutavad eelistused (nii välditakse küsimuse korduvat esitamist)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Esimese osapoole seansiküpsised kustutatakse pärast brauseri sulgemist","cookie_policy.how.operational_cookies.title":"Toimivusküpsised","cookie_policy.how.operational_cookies.text":"

    Mõned küpsised on lisatud selleks, et teatavad veebilehed toimiksid. Seetõttu ei ole nende kasutamiseks vaja teie nõusolekut. Eelkõige:

    ","cookie_policy.how.operational_cookies.item":"teatavate IT-süsteemide nõutavad tehnilised küpsised","cookie_policy.how.technical_cookies.title":"Tehnilised küpsised","cookie_policy.how.technical_cookies.table.1.purpose":"Säilitab teie külastuse kestel teile turvalise seansi.","cookie_policy.how.technical_cookies.table.1.type_duration":"Esimese osapoole seansiküpsis, kustutatakse pärast brauseri sulgemist","cookie_policy.how.technical_cookies.table.2.purpose":"Säilitab turvalist seanssi pikemat aega, et seanss brauseri sulgemisel ei katkeks.","cookie_policy.how.technical_cookies.table.2.type_duration":"Esimese osapoole püsiküpsis, 60 kuud","cookie_policy.how.technical_cookies.table.3.purpose":"Salvestab kasutaja eelistatud keele","cookie_policy.how.technical_cookies.table.3.type_duration":"Esimese osapoole seansiküpsis, kustutatakse pärast brauseri sulgemist","cookie_policy.how.analytics_cookies.title":"Analüütilised küpsised","cookie_policy.how.analytics_cookies.items":`

    Neid kasutatakse üksnes komisjonisisestel eesmärkidel, et uurida, kuidas saaks parandada teenust, mida me kõigile oma kasutajatele pakume.

    - -

    Küpsised hindavad lihtsalt seda, kuidas te anonüümse kasutajana veebisaidiga suhtlete (kogutud andmed ei võimalda tuvastada kasutaja isikut).

    - -

    Neid andmeid ei jagata kolmandate isikutega ega kasutata muudel eesmärkidel. Anonüümseks muudetud statistikat võidakse jagada töövõtjatega, kes tegelevad komisjoniga sõlmitud lepingulise kokkuleppe alusel teavitusprojektidega.

    - -

    Teil on võimalik seda liiki küpsistest keelduda – kas küpsisebänneri kaudu, mida näete esimesel lehel, mida te külastate, või sellel temaatilisel veebilehel.

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Veebi analüüsimise teenus, mis põhineb Matomo avatud lähtekoodiga tarkvaral","cookie_policy.how.analytics_cookies.table.1.purpose":"Tunneb ära veebilehe külastajad (anonüümselt – kasutajate kohta isikuandmeid ei koguta).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Esimese osapoole püsiküpsis, 20 päeva","cookie_policy.how.analytics_cookies.table.2.service":"Veebi analüüsimise teenus, mis põhineb Matomo avatud lähtekoodiga tarkvaral","cookie_policy.how.analytics_cookies.table.2.purpose":"Tuvastab sama kasutaja poolt sama külastuse ajal vaadatud veebilehed (anonüümselt – kasutajate kohta isikuandmeid ei koguta).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Esimese osapoole püsiküpsis, 30 minutit","cookie_policy.third-party.title":"Kolmandate osapoolte küpsised","cookie_policy.third-party.items.1":`

    Mõned meie veebilehed kuvavad sisu välistelt teenuseosutajatelt, näiteks YouTube, Facebook ja Twitter.

    - -

    Selle kolmandate isikute pakutava sisu nägemiseks peate kõigepealt nõustuma nende eritingimustega. See nõusolek hõlmab nende küpsiste kasutamise põhimõtteid, mille üle meil kontroll puudub.

    - -

    Kuid kui te seda sisu ei vaata, ei paigaldata teie seadmesse ühtegi kolmanda osapoole küpsist.

    Kolmandatest isikutest pakkujad Codeweekil`,"cookie_policy.third-party.items.2":"Need kolmandate isikute teenused ei kuulu Codeweeki veebisaidi kontrolli alla. Teenuseosutajad võivad igal ajal muuta oma kasutustingimusi, küpsiste otstarvet, kasutamist jne.","cookie_policy.how-manage.title":"Kuidas te saate küpsiseid hallata?","cookie_policy.how-manage.items":`

    Soovi korral saate küpsiseid hallata/kustutada – üksikasjalik teave on aadressil aboutcookies.org.

    Küpsiste kõrvaldamine teie seadmest

    - -

    Te saate kustutada kõik juba teie seadmesse salvestatud küpsised, kustutades oma brauseri sirvimisajaloo. See kõrvaldab kõik küpsised kõigist külastatud veebisaitidest.

    - -

    Pange tähele, et nii võite kaotada ka osa salvestatud teabest (nt salvestatud sisselogimisandmed, saidi eelistused).

    Saidipõhiste küpsiste haldamine

    Et saada täpsem kontroll saidipõhiste küpsiste üle, vaadake üle oma eelistatud brauseri privaatsuse ja küpsiste sätted.

    Küpsiste blokeerimine

    Enamiku brausereid saab seadistada nii, et küpsiseid teie seadmesse ei salvestataks, kuid sellisel juhul peate käsitsi kohandama teatavaid eelistusi iga kord, kui veebisaiti/-lehte külastate. Lisaks ei pruugi mõned teenused ja funktsioonid üldse korralikult toimida (nt sisselogimine).

    Analüütiliste küpsiste haldamine

    Meie Analyticsis küpsistega seotud eelistusi saate hallata vastaval lehel.

    `,"copyright.title":"Teave autoriõiguste kohta","copyright.training.0":"ELi programmeerimisnädala Code Week veebileht koolidele","copyright.training.1":"on Euroopa Komisjoni poolt toetatud teenus","copyright.licence.0":"Kui ei ole teisiti öeldud, siis litsentsitakse sellel saidil kättesaadavaks tehtud sisu","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en","copyright.licence.2":"Creative Commons Attribution-Non-Commercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) litsentsi alusel","copyright.creative-commons":"Creative Commonsi litsentside alusel litsentsimine ei mõjuta iseenesest autoriõigusi","copyright.third-party":"Kolmandate osapoolte veebisaitide sisu suhtes kehtivad nende endi autoriõiguse piirangud; lisateabe saamiseks pöörduge originaalallika juurde","countries.all":"Kõik riigid","countries.Cloud":"Pilv","countries.Andorra":"Andorra","countries.United Arab Emirates":"Araabia Ühendemiraadid","countries.Afghanistan":"Afganistan","countries.Antigua and Barbuda":"Antigua ja Barbuda","countries.Anguilla":"Anguilla","countries.Albania":"Albaania","countries.Armenia":"Armeenia","countries.Netherlands Antilles":"Hollandi Antillid","countries.Angola":"Angola","countries.Antarctica":"Antarktika","countries.Argentina":"Argentina","countries.American Samoa":"Ameerika Samoa","countries.Austria":"Austria","countries.Australia":"Austraalia","countries.Aruba":"Aruba","countries.Aland Islands":"Ahvenamaa","countries.Azerbaijan":"Aserbaidžaan","countries.Bosnia and Herzegovina":"Bosnia ja Hertsegoviina","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladesh","countries.Belgium":"Belgia","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bulgaaria","countries.Bahrain":"Bahrein","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Saint-Barthélemy","countries.Bermuda":"Bermuda","countries.Brunei":"Brunei","countries.Bolivia":"Boliivia","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, Sint Eustatius ja Saba ","countries.Brazil":"Brasiilia","countries.Bahamas":"Bahama","countries.Bhutan":"Bhutan","countries.Bouvet Island":"Bouvet","countries.Botswana":"Botswana","countries.Belarus":"Valgevene","countries.Belize":"Belize","countries.Canada":"Kanada","countries.Cocos Islands":"Kookossaared","countries.Democratic Republic of the Congo":"Kongo Demokraatlik Vabariik","countries.Central African Republic":"Kesk-Aafrika Vabariik","countries.Republic of the Congo":"Kongo Vabariik","countries.Switzerland":"Šveits","countries.Ivory Coast":"Côte d’Ivoire","countries.Cook Islands":"Cooki saared","countries.Chile":"Tšiili","countries.Cameroon":"Kamerun","countries.China":"Hiina","countries.Colombia":"Kolumbia","countries.Costa Rica":"Costa Rica","countries.Serbia and Montenegro":"Serbia ja Montenegro","countries.Cuba":"Kuuba","countries.Cape Verde":"Cabo Verde","countries.Curacao":"Curaçao","countries.Christmas Island":"Jõulusaar","countries.Cyprus":"Küpros","countries.Czech Republic":"Tšehhi","countries.Germany":"Saksamaa","countries.Djibouti":"Djibouti","countries.Denmark":"Taani","countries.Dominica":"Dominica","countries.Dominican Republic":"Dominikaani Vabariik","countries.Algeria":"Alžeeria","countries.Ecuador":"Ecuador","countries.Estonia":"Eesti","countries.Egypt":"Egiptus","countries.Western Sahara":"Lääne-Sahara","countries.Eritrea":"Eritrea","countries.Spain":"Hispaania","countries.Ethiopia":"Etioopia","countries.Finland":"Soome","countries.Fiji":"Fidži","countries.Falkland Islands":"Falklandi saared","countries.Micronesia":"Mikroneesia","countries.Faroe Islands":"Fääri saared","countries.France":"Prantsusmaa","countries.Gabon":"Gabon","countries.United Kingdom":"Ühendkuningriik","countries.Grenada":"Grenada","countries.Georgia":"Gruusia","countries.French 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ala","countries.Iraq":"Iraak","countries.Iran":"Iraan","countries.Iceland":"Island","countries.Italy":"Itaalia","countries.Jersey":"Jersey","countries.Jamaica":"Jamaica","countries.Jordan":"Jordaania","countries.Japan":"Jaapan","countries.Kenya":"Keenia","countries.Kyrgyzstan":"Kõrgõzstan","countries.Cambodia":"Kambodža","countries.Kiribati":"Kiribati","countries.Comoros":"Komoorid","countries.Saint Kitts and Nevis":"Saint Kitts ja Nevis","countries.North Korea":"Põhja-Korea","countries.South Korea":"Lõuna-Korea","countries.Kuwait":"Kuveit","countries.Cayman Islands":"Kaimanisaared","countries.Kazakhstan":"Kasahstan","countries.Laos":"Laos","countries.Lebanon":"Liibanon","countries.Saint Lucia":"Saint Lucia","countries.Liechtenstein":"Liechtenstein","countries.Sri Lanka":"Sri Lanka","countries.Liberia":"Libeeria","countries.Lesotho":"Lesotho","countries.Lithuania":"Leedu","countries.Luxembourg":"Luksemburg","countries.Latvia":"Läti","countries.Libya":"Liibüa","countries.Morocco":"Maroko","countries.Monaco":"Monaco","countries.Moldova":"Moldova","countries.Montenegro":"Montenegro","countries.Saint Martin":"Saint-Martin","countries.Madagascar":"Madagaskar","countries.Marshall Islands":"Marshalli Saared","countries.Macedonia":"Põhja-Makedoonia","countries.Mali":"Mali","countries.Myanmar":"Myanmar","countries.Mongolia":"Mongoolia","countries.Macao":"Macau","countries.Northern Mariana Islands":"Põhja-Mariaanid","countries.Martinique":"Martinique","countries.Mauritania":"Mauritaania","countries.Montserrat":"Montserrat","countries.Malta":"Malta","countries.Mauritius":"Mauritius","countries.Maldives":"Maldiivid","countries.Malawi":"Malawi","countries.Mexico":"Mehhiko","countries.Malaysia":"Malaisia","countries.Mozambique":"Mosambiik","countries.Namibia":"Namiibia","countries.New Caledonia":"Uus-Kaledoonia","countries.Niger":"Niger","countries.Norfolk Island":"Norfolk","countries.Nigeria":"Nigeeria","countries.Nicaragua":"Nicaragua","countries.Netherlands":"Madalmaad","countries.Norway":"Norra","countries.Nepal":"Nepaal","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Uus-Meremaa","countries.Oman":"Omaan","countries.Panama":"Panama","countries.Peru":"Peruu","countries.French Polynesia":"Prantsuse Polüneesia","countries.Papua New Guinea":"Paapua Uus-Guinea","countries.Philippines":"Filipiinid","countries.Pakistan":"Pakistan","countries.Poland":"Poola","countries.Saint Pierre and Miquelon":"Saint-Pierre ja Miquelon","countries.Pitcairn":"Pitcairn","countries.Puerto Rico":"Puerto Rico","countries.Palestine":"Palestiina","countries.Portugal":"Portugal","countries.Palau":"Belau","countries.Paraguay":"Paraguay","countries.Qatar":"Katar","countries.Reunion":"Réunion","countries.Romania":"Rumeenia","countries.Serbia":"Serbia","countries.Russia":"Venemaa","countries.Rwanda":"Rwanda","countries.Saudi Arabia":"Saudi Araabia","countries.Solomon Islands":"Saalomoni Saared","countries.Seychelles":"Seišellid","countries.Sudan":"Sudaan","countries.Sweden":"Rootsi","countries.Singapore":"Singapur","countries.Saint Helena":"Saint Helena","countries.Slovenia":"Sloveenia","countries.Svalbard and Jan Mayen":"Svalbard ja Jan Mayen","countries.Slovakia":"Slovakkia","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somaalia","countries.Suriname":"Suriname","countries.South Sudan":"Lõuna-Sudaan","countries.Sao Tome and Principe":"Sao Tome ja Principe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Saint Maarten","countries.Syria":"Süüria","countries.Swaziland":"Svaasimaa","countries.Turks and Caicos Islands":"Turksi ja Caicose saared","countries.Chad":"Tšaad","countries.French Southern Territories":"Prantsuse Lõunaalad","countries.Togo":"Togo","countries.Thailand":"Tai","countries.Tajikistan":"Tadžikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Ida-Timor","countries.Turkmenistan":"Türkmenistan","countries.Tunisia":"Tuneesia","countries.Tonga":"Tonga","countries.Turkey":"Türgi","countries.Trinidad and Tobago":"Trinidad ja Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Taiwan","countries.Tanzania":"Tansaania","countries.Ukraine":"Ukraina","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Ühendriikide hajasaared","countries.United States":"Ameerika Ühendriigid","countries.Uruguay":"Uruguay","countries.Uzbekistan":"Usbekistan","countries.Vatican":"Vatikan","countries.Saint Vincent and the Grenadines":"Saint Vincent ja Grenadiinid","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Briti Neitsisaared","countries.U.S. Virgin Islands":"USA Neitsisaared","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis ja Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Jeemen","countries.Mayotte":"Mayotte","countries.South Africa":"Lõuna-Aafrika","countries.Zambia":"Sambia","countries.Zimbabwe":"Zimbabwe","cw2020.common.resources":"Vajaminevad vahendid","cw2020.common.soundtrack":"Programmeerimisnädala heliriba","cw2020.common.moves":"Liigutused","cw2020.common.dance-example":"Programmeerimisnädala tantsunäide","cw2020.common.organizer-guide":"Korraldaja juhend","cw2020.title.0":"EU Code Week","cw2020.title.1":"ELi programmeerimisnädal 2020","cw2020.intro":"Sel aastal on programmeerimisele pühendatud 10.–25. oktoober! Praeguse tervishoiuolukorra tõttu toimub sel aastal rohkem programmeerimisnädala tegevusi veebis. Kuulutame välja uued lõbusad ja kaasahaaravad tegevused, milles saate osaleda kas kodus või koolis","cw2020.online-activities.title":"Avatud veebipõhised tegevused","cw2020.online-activities.subtitle.0":"Selleks et lihtsustada osavõttu programmeerimisnädala veebipõhistest tegevustest, oleme loonud","cw2020.online-activities.subtitle.1":"kalendri","cw2020.online-activities.subtitle.2":"oluliste veebipõhiste tegevustega","cw2020.online-activities.section1.title":"Mis on veebipõhine tegevus?","cw2020.online-activities.section1.content":"Veebipõhine tegevus võib olla mis tahes tegevus, mille te programmeerimisnädala veebisaidil lisate või milleks registreerute. Ainus erinevus on see, et see toimub internetis. Nii on veebis toimuvatel programmeerimisseanssidel ja -seminaridel osalemine inimeste jaoks lihtsam ega ohusta nende tervist","cw2020.online-activities.section2.title":"Avatud tegevused","cw2020.online-activities.section2.content":"Kui soovite, võite oma veebipõhised tegevused kõigile avatuks teha. Inimesed kogu maailmast saavad osaleda avatud veebipõhistes tegevustes kas inglise või oma kohalikus keeles. Valime kõigile avatud tegevustest välja kõige põnevamad ning esitleme neid meie veebisaidil olevas tegevuste kalendris","cw2020.online-activities.section3.title":"Mida see osalejate jaoks tähendab?","cw2020.online-activities.section3.content.0":"Igal programmeerimisnädala päeval on teil võimalik sirvida","cw2020.online-activities.section3.content.1":"kalendrit","cw2020.online-activities.section3.content.2":"ja osaleda teile kõige enam huvi pakkuvates tegevustes. Nende teemad ulatuvad robootikaseminaridest, e-kursustest ja veebiseminaridest kuni programmeerimisjuhendite ja palju muuni. Tehke oma valik","cw2020.dance.title":"Programmeerimisnädala tants","cw2020.dance.subtitle":"Kes ütles, et programmeerijad ei oska tantsida? ELi programmeerimisnädala 2020 tähistamiseks esitame uudse väljakutse, milleks on #EUCodeWeekDance","cw2020.dance.section1.title":"Kes saavad osaleda?","cw2020.dance.section1.content.0":"Koolid, õpetajad, raamatukogud, programmeerimisklubid, ettevõtjad ja ametiasutused saavad tähistada ELi programmeerimisnädalat 2020 – korraldada tantsuürituse teemaviitega #EUCodeWeekDance ning lisada selle","cw2020.dance.section1.content.1":"programmeerimisnädala kaardile","cw2020.dance.section2.title":"Kuidas osaleda?","cw2020.dance.section2.content":"Valge viie tegevuse hulgast üks või tehke enda ettepanek. Olenemata sellest, millise tegevuse valite, ärge palun unustage seda meie kaardile kandmast","cw2020.dance.activity1.title":"Programmeerige oma sõber või sugulane – arvuti ei ole vajalik","cw2020.dance.activity1.subtitle":"Programmeerides saate anda e-seadmele käsklusi. Kuid põhimõtteliselt ei ole programmeerimiseks arvutit vaja. Selle asemel kaasake partner – klassikaaslane, sõber, lapsevanem või isegi õpetaja – ja andke neile tantsuväljakutseks #EUCodeWeekDance vajalikud juhised, mida nad peavad täpselt järgima","cw2020.dance.activity1.resources.0":"„Juhtmevaba“ tantsuürituse korraldamise juhend veebisaidilt Code.org","cw2020.dance.activity1.resources.1":"„Inimroboti“ programmeerimise õpetus","cw2020.dance.activity2.title":"Visuaalne programmeerimine","cw2020.dance.activity2.subtitle":"Programmeerige oma tants Scratchis. Kasutage programmeerimisnädala tegelasi või looge omad Scratchis ning programmeerige nad tantsuväljakutseks #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Tantsuprojekti #EUCodeWeekDance näide Scratchis","cw2020.dance.activity2.resources.1":"Programmeerimisnädala tegelased","cw2020.dance.activity2.resources.2":"Tegelase animeerimise juhend veebisaidil Code.org","cw2020.dance.activity2.resources.3":"Tantsuürituse korraldamise juhend veebisaidil Code.org","cw2020.dance.activity2.resources.4":"Jagage oma projekti meiega selles Scratch Studios.","cw2020.dance.activity3.title":"Tekstipõhine programmeerimine","cw2020.dance.activity3.subtitle":"Looge väljakutse #EUCodeWeekDance tunnusmuusika Pythoni või JavaScripti abil, kasutades koodipõhiseid muusika loomise platvorme, nagu EarSketch või Sonic Pi","cw2020.dance.activity3.resources.0":"Juhend muusika loomiseks – EarSketch","cw2020.dance.activity3.resources.1":"Juhend muusika loomiseks – Sonic Pi","cw2020.dance.activity4.title":"Robootika","cw2020.dance.activity4.subtitle":"Programmeerige oma robot järgima talle antud juhiseid ning osalema tantsuväljakutses","cw2020.dance.activity4.resources.0":"Juhend robotite programmeerimiseks","cw2020.dance.activity5.title":"Tantsuväljakutse","cw2020.dance.activity5.subtitle":"Tehke video endast, oma võistkonnast või oma robotist esitamas tantsu #EUCodeWeekDance, jagage seda levitamise eesmärgil Instagramis ja võite võita programmeerimisnädala auhindu! Olete huvitatud? Tehke nii:","cw2020.dance.activity5.resources.0":"Kasutage video salvestamiseks vahendit Instagram Stories","cw2020.dance.activity5.resources.1":"Jälgige kasutajat","cw2020.dance.activity5.resources.2":"@CodeWeekEU Instagramis","cw2020.dance.activity5.resources.3":"Mainige kasutajat @CodeWeekEU oma tantsu sisaldavas loos ja kasutage teemaviidet #EUCodeWeekDance","cw2020.dance.outro.0":"Võitjad valitakse välja iga päev ja tehakse teatavaks meie Instagramis (Stories); seega jälgige oma teateid regulaarselt – võib-olla on täna õnne just teil","cw2020.dance.outro.1":"Tantsuväljakutse #EUCodeWeekDance taustal kõlab","cw2020.dance.outro.2":"Ode to Code","cw2020.dance.outro.3":"mille looja on Brendan Paolini. Tantsuliigutused mõtles Urbino Ülikooli arvutisüsteemide professori Alessandro Bogliolo idee alusel 2015. aastal välja Bianca Maria Berardi","cw2020.treasure-hunt.title":"Programmeerimisnädala aardejaht","cw2020.treasure-hunt.subtitle.0":"Mäng toimub rakenduses Telegram toimuva mängu näol, mis on piisavalt lihtne algajatele, kuid paneb ka kogenud osalejad pingutama","cw2020.treasure-hunt.subtitle.1":"Programmeerimisnädala aardejaht","cw2020.treasure-hunt.subtitle.2":"on mäng, mida on kõige parem mängida arvutis nii, et mobiil oleks käeulatuses. Mängus palutakse teil lahendada programmeerimisprobleeme ja tutvustatakse programmeerimise, arvutiteaduse ja tehnoloogia ajalugu Euroopas.","cw2020.treasure-hunt.section.title":"Mängimiseks peate","cw2020.treasure-hunt.section.content.0":"alla laadima äpi Telegram. See on saadaval","cw2020.treasure-hunt.section.content.1":"arvutile","cw2020.treasure-hunt.section.content.2":"Võite mängu mängida kas laua- või sülearvutis või nutitelefonis. Soovitame teil mängida seda oma arvutis, et saada juhiseid ja lahendada programmeerimisprobleemid mobiiliäpis Telegram","cw2020.treasure-hunt.section.content.3":"Mängimiseks","cw2020.treasure-hunt.section.content.4":"avage mäng","cw2020.treasure-hunt.section.content.5":"ja skaneerige QR-kood, mis viib äppi Telegram ja annab teile esimesed juhised","cw2020.treasure-hunt.section.content.6":"Võitmiseks peate lahendama 10 programmeerimisprobleemi ja leidma Euroopa kaardil 10 kohta, mis on seotud programmeerimise ja tehnoloogia arenguga","cw2020.treasure-hunt.section.content.7":"Pärast mängu lõpetamist jagage oma tulemust sõpradega, kasutades teemaviidet #EUCodeWeek, ning esitage neile väljakutse mängimiseks ja programmeerimise ajalooga tutvumiseks. Vaatame, kes saab parima tulemuse","cw2020.treasure-hunt.section.content.8":"Programmeerimisnädala aardejaht aasta virtuaalne versioon algsest ELi programmeerimisnädala aardejahist, mille töötas esmakordselt välja Urbino Ülikooli arvutisüsteemide professor Alessandro Bogliolo. Selleks et lugeda lisaks tema algse mängu kohta, külastage meie","cw2020.treasure-hunt.section.content.9":"blogi","cw2020.kick-off.title":"Avaüritus: 8. oktoober 2020","cw2020.kick-off.content.0":"2020. aasta programmeerimisnädala virtuaalne avaüritus toimub 8. oktoobril kell 18 Eesti aja järgi. Ürituse otseülekanne toimub rakendustes Facebook Live, Instagram TV ja YouTube Live","cw2020.kick-off.content.1":"Meil on põnev esinejate nimekiri, kuhu kuuluvad külalisesinejad","cw2020.kick-off.content.2":"siseturu volinik","cw2020.kick-off.content.3":"innovatsiooni, teaduse, kultuuri, hariduse ja noorte volinik","cw2020.kick-off.content.4":"Scratchi looja ja MIT Media Labi õppimisalaste teadusuuringute professor","cw2020.kick-off.content.5":"„Hello Ruby“ autor ja illustraator","cw2020.kick-off.content.6":"ning","cw2020.kick-off.content.7":"soolist mitmekesisust tehnoloogia valdkonnas edendava Prantsuse mittetulundusorganisatsiooni E-MMA president","cw2020.kick-off.content.8":"Lisaks sellele tutvustab programmeerimisnädala meeskond ka uusi veebisaidi funktsioone, ressursse ja ülesandeid","cw2020.kick-off.content.9":"Urbino Ülikooli arvutisüsteemide professor ja","cw2020.kick-off.content.10":"programmeerimisnädala saadikute koordinaator","cw2020.kick-off.content.11":"tutvustab programmeerimisnädala virtuaalset aardejahti","cw2020.kick-off.content.12":"Ja xxx räägib uuest tantsuväljakutsest #EUCodeWeekDance","cw2020.kick-off.content.13":"Suhtleme ka koolide ja õpilastega kogu Euroopast, kes jagavad oma programmeerimislugusid ja vahetavad külalisesinejatega mõtteid","cw2020.kick-off.content.14":"Samuti avaneb teil võimalus jagada oma mõtteid ja ideid ning esitada küsimusi. Peate vaid vaatama meie otseülekannet rakendustes","cw2020.kick-off.content.15":"või","cw2020.kick-off.content.16":"8. oktoobril 2020 kell 18.00–19.30 (Eesti aja järgi) ning kommenteerima või säutsuma teemaviitega #EUCodeWeek","cw2020.get-involved.title":"Kuidas kaasa lüüa?","cw2020.get-involved.subtitle":"Soovite kohe programmeerimisega alustada? Kui soovite liituda ELi programmeerimisnädala kogukonnaga, kuid ei tea, kust alustada, siis vaadake neid materjale, et oktoobris toimuvaks iga-aastaseks sündmuseks valmis olla","cw2020.get-involved.content.0":"Programmeerimisnädala sissejuhatus","cw2020.get-involved.content.1":"Kuidas lisada programmeerimisnädala tegevust?","cw2020.get-involved.content.2":"Õpivahendid","cw2020.get-involved.content.3":"Deep Dive MOOC – laialt avatud e-õpe","cw2020.get-involved.content.4":"Sari „Programmeerime kodus!“","edit.title":"Muuda oma #EUCodeWeek üritust","edit.required_fields":"Nõutavad väljad on tähistatud tärniga. Ürituse võid lisada oma kohalikus keeles.","edit.description":"Kirjeldus","edit.audience":"Kuulajad","edit.theme":"Teema","edit.location":"Asukoht","edit.website":"Veebisait","edit.contact":"Kontakt","edit.tags":"Sildid","edit.image":"Pilt","edit.help":"Suuremaid pilte vähendatakse 256 x 512 pikslini. Suurim üleslaaditav suurus on 256 x 1024.","edit.aspect":"Millise programmeerimise valdkonnaga on see üritus seotud?","edit.address":"Sisesta aadress või klõpsa kaardil, et määrata asukoht.","edit.privacy_disclaimer.header":"Sinu kontaktteave","edit.privacy_disclaimer.text_1":"See teave on nähtav ainult ","edit.privacy_disclaimer.link_1":"ELi programmeerimisnädala Code Week saadikutele","edit.privacy_disclaimer.text_2":` ja Code Weeki - korraldajatele, kes - vaatavad su ürituse üle, enne kui see kaardile ilmub, ja võivad võtta sinuga ühendust, - kui on vaja midagi muuta või - pärast üritust statistika jaoks küsitlust teha.`,"edit.privacy_disclaimer.contact_email":"Sinu e-posti aadress","edit.edit":"Muuda üritust","event.main_title":"Lisa oma #EUCodeWeek üritus","event.button":"Lisa üritus","event.howto":"Kuidas oma üritust korraldada","event.required":"Nõutavad väljad on tähistatud tärniga. Ürituse võid lisada oma kohalikus keeles.","event.audience_title":"Kuulajad","event.theme_title":"Teema","event.scoreboard_by_country":"Tulemustabel","event.get_involved":"Löö kaasa","event.organize_or_support_events":"Korralda või toeta üritusi oma linnas","event.or_contact_your":"või pöördu oma","event.eu_code_week_ambassadors":"ELi programmeerimisnädala Code Week saadikute poole","event.show_events_for":"Kuva üritusi: ","event.who":"Kelle jaoks on üritus mõeldud?","event.tags":"Sildid","event.image":"Pilt","event.start.label":"Alguskuupäev","event.start.placeholder":"Millal tegevus algab?","event.end.label":"Lõppkuupäev","event.end.placeholder":"Millal tegevus lõpeb?","event.organizer.label":"Organisatsiooni nimi","event.organizer.placeholder":"Organisatsioon, milles sa töötad või vabatahtlikuna osaled","event.website.label":"Korraldaja veebisait","event.website.placeholder":"Kas sul on veebisait, kus on lisateavet?","event.description.label":"Kirjeldus","event.description.placeholder":"Kirjelda lühidalt kavandatud tegevust.","event.contact.label":"E-posti aadress:","event.contact.placeholder":"Seda e-posti aadressi kasutatakse ELi programmeerimisnädalaga Code Week seotud tähtsa kirjavahetuse jaoks.","event.contact.explanation":"Sinu e-posti aadressi näevad ainult ELi programmeerimisnädala Code Week korraldajad, kes vaatavad su ürituse üle, enne kui see kaardile ilmub, ja võivad võtta sinuga ühendust, kui on vaja midagi muuta või pärast üritust statistika jaoks küsitlust teha.","event.public.label":"Avalik e-posti aadress","event.public.placeholder":"Kas tahad näidata kontakti võtmiseks mõeldud e-posti aadressi?","event.title.label":"Tegevuse pealkiri","event.title.placeholder":"Mis on tegevuse nimi?","event.address.label":"Aadress","event.address.placeholder":"Kus see tegevus toimub?","event.organizertype.label":"Organisatsiooni liik","event.organizertype.placeholder":"Vali korraldaja liik","event.organizertype.school":"Kool","event.organizertype.library":"Raamatukogu","event.organizertype.non profit":"Mittetulundusühing","event.organizertype.private business":"Äriühing","event.organizertype.other":"Muu","event.audience.Pre-school children":"Eelkooliealised lapsed","event.audience.Elementary school students":"Põhikooli õpilased","event.audience.High school students":"Gümnaasiumi õpilased","event.audience.Graduate students":"Üliõpilased","event.audience.Post graduate students":"Kraadiõppurid","event.audience.Employed adults":"Töötavad täiskasvanud","event.audience.Unemployed adults":"Töötud täiskasvanud","event.audience.Other (see description)":"Muud (vt kirjeldust)","event.audience.Teachers":"Õpetajad","event.theme.Basic programming concepts":"Programmeerimise algtõed","event.theme.Web development":"Veebiarendus","event.theme.Mobile app development":"Mobiilirakenduste arendamine","event.theme.Software development":"Tarkvaraarendus","event.theme.Data manipulation and visualisation":"Andmetöötlus ja visualiseerimine","event.theme.Robotics":"Robootika","event.theme.Hardware":"Riistvara","event.theme.Other":"Muu","event.theme.Unplugged activities":"Veebiühenduseta üritused","event.theme.Playful coding activities":"Meelelahutuslikud programmeerimisüritused","event.theme.Art and creativity":"Kunst ja loovus","event.theme.Visual/Block programming":"Visuaalne või plokk-programmeerimine","event.theme.Game design":"Mänguarendus","event.theme.Internet of things and wearable computing":"Asjade internet ja kantav arvutustehnika","event.theme.3D printing":"3D-printimine","event.theme.Augmented reality":"Liitreaalsus","event.theme.Artificial intelligence":"Tehisintellekt","event.theme.Motivation and awareness raising":"Motiveerimine ja teadlikkuse tõstmine","event.theme.Promoting diversity":"Mitmekülgsuse soodustamine","event.codeweek_for_all_participation_code.title":"CODE WEEK 4 ALL KOOD","event.codeweek_for_all_participation_code.explanation":"Kui said koolikaaslaselt või sõbralt Code Week 4 All koodi, siis kleebi see siia või jäta tühjaks. Lisateavet Code Week 4 All kohta leiad","event.codeweek_for_all_participation_code.link":"siit","event.thanks_page.title":"Aitäh, et lisasid oma ürituse!","event.thanks_page.phrase1":"Mõni meie saadikutest vaatab nüüd su ürituse üle","event.thanks_page.phrase2":"ja veendub, et kõik on korras.","event.thanks_page.phrase3":"Kui sul on küsimusi, pöördu mõne meie","event.thanks_page.phrase4":"riikliku saadiku poole","event.thanks_page.phrase5":"või saada meile","event.thanks_page.phrase6":"e-kiri.","event.thanks_page.phrase7":"Oma Code Week 4 All koodi võid ka teistele jagada:","event.activitytype.label":"Tegevuse tüüp","event.activitytype.placeholder":"","event.activitytype.open-online":"Avatud online tegevus","event.activitytype.invite-online":"Online tegevus kutsega","event.activitytype.open-in-person":"Avalik-isiklik tegevus","event.activitytype.invite-in-person":"Privaatkutsega tegevus","event.privacy":"Ma olen lugenud ja nõustun antud dokumendis kirjeldatud Privaatsuspoliitikaga.","event.country":"Riik","event.loading":"Laetakse...","event.add_activity":"Lisa tegevus","event.edit_activity":"Muuda tegevust","event.update_activity":"Uuenda tegevust","event.delete_activity":"Kustuta tegevus","event.total_pending_events":"Eelseisvaid üritusi kokku:","event.no_pending_events":"Eelseisvaid üritusi ei leitud","event.all_countries":"Kõik riigid","event.current_status":"Praegune olek","event.actions":"Tegevused","event.certificate_ready":"Teie programmeerimisnädala Code Week tunnistus on valmis. Laadige see alla või jagage seda otse.","event.view_your_certificate":"Vaadake oma tunnistust siin","event.submit_event_and_report":"Esitage aruanne selle ürituse kohta ja küsige oma tunnistust programmeerimisnädala Code Week kohta.","event.report_and_claim":"Esitage ürituse aruanne ja küsige tunnistust","eventdetails.organised_by":"Korraldaja: ","eventdetails.contact_email":"E-posti aadress: ","eventdetails.happening_at":"Toimumiskoht: ","eventdetails.from":"Alates ","eventdetails.to":" kuni ","eventdetails.description":"Kirjeldus: ","eventdetails.more_info":"Lisateave: ","eventdetails.audience":"Sihtrühm: ","eventdetails.themes":"Põhiteemad: ","eventdetails.tags":"Sildid: ","eventdetails.share":"Jaga üritust: ","eventdetails.email.tooltip":"Klõpsa, et saata see e-postiga sõbrale","eventdetails.email.subject":"Vaata seda vapustavat programmeerimisüritust","eventdetails.email.body_1":"Tere! Vaata ","eventdetails.email.body_2":"üritust ","eventdetails.edit":"Muuda üritust","eventdetails.note":"MÄRKUS! ","eventdetails.pending_warning":"Moderaatorid alles kontrollivad ","eventdetails.pending_link":"seda üritust.","eventdetails.nearby_upcoming_events":"Eelseisvad üritused lähikonnas:","eventreports.reports_by":"Aruannet ootavad üritused: ","eventreports.no_reports":"Aruannet ootavaid üritusi veel ei ole.","eventreports.report":`Allpool loetletud üritused on juba alanud või lõppenud. Sisesta ürituse kohta mõned arvud - statistika jaoks, et saaksid endale Code Weekil osalemise tunnistuse. Iga - ürituse kohta saad ühe tunnistuse.`,"guide.title":"Juhend","guide.organise_activity":"Korraldage programmeerimisnädala #EUCodeWeek raames oma tegevus","guide.register_activity":"Registreerige oma tegevus siin","guide.what.title":"Mida programmeerimisnädal Code Week endast kujutab?","guide.what.content":'

    ELi programmeerimisnädal Code Week on rohujuuretasandil vabatahtlike korraldatud liikumine, mida toetab Euroopa Komisjon. Kõik koolid, õpetajad, raamatukogud, programmeerimisklubid, ettevõtted ja ametiasutused võivad luua #EUCodeWeek ürituse ja lisada selle veebisaidi codeweek.eu kaardile.

    ',"guide.what_you_need_organise.title":"Mida on vaja tegevuse korraldamiseks?","guide.what_you_need_organise.items.1":"Inimesi, kes soovivad õppida. Näiteks sõpru, lapsi, teismelisi, täiskasvanud kolleege, lapsevanemaid või vanavanemaid. Pidage meeles, et kaks ongi juba rühm!","guide.what_you_need_organise.items.2":"Õpetajaid või juhendajaid, kes tunnevad programmeerimist ning oskavad teisi õpetada ja innustada. Inimeste arv sõltub ürituse tüübist ja suurusest.","guide.what_you_need_organise.items.3":"Kohta, kus saab õppida. Ürituse korraldamiseks sobivad nii klassiruumid, raamatukogud, konverentsiruumid kui ka mitmesugused avalikud ruumid.","guide.what_you_need_organise.items.4":"Arvuteid ja internetiühendust. Sõltuvalt sihtrühmast võite paluda osalejatel oma sülearvutid kaasa võtta.","guide.what_you_need_organise.items.5":'Internetiühenduseta programmeerimine. Tegelikult ei ole programmeerimise õppimiseks arvuteid ja internetiühendust vaja. Tutvuge alustuseks meie veebilehega Veebiühenduseta õpe.',"guide.what_you_need_organise.items.6":`Õppematerjale. Näidake osalejatele, kui lõbus on midagi ise luua. Tutvuge meie ressursside ja õppematerjalide veebilehtedega, kus on videojuhendeid ja tunnikavasid, ning kohandage neid oma rühma vajadustele.`,"guide.what_you_need_organise.items.7":`Registreerige osalejaid. Kui teie ruum on piiratud, siis saate osalejaid registreerida veebipõhiste vahenditega, nagu Google’i vormid ja Eventbrite.`,"guide.what_you_need_organise.items.8":'Ärge unustage lisada oma tegevust programmeerimisnädala Code Week kaardile!',"guide.how_to.title":"Kuidas tegevust korraldada?","guide.how_to.items.1":"Valige ise oma programmeerimisürituse formaat, kuid soovitame eraldada veidi aega ka praktiliseks tööks, et osalejad saaksid ka omal käel luua ja/või natuke riistvara kallal nokitseda.","guide.how_to.items.2":'Kasutage oma sihtrühmale sobivaid vahendeid ja tehnoloogiaid. Meie soovitame kasutada tasuta kättesaadavat vabavara.',"guide.how_to.items.3":"Paluge osalejatel ürituse lõppedes oma töid näidata ja esitleda.","guide.how_to.items.4":`Kuulutage uudist! Reklaamige ja jagage suhtlusmeedias teateid oma tegevusest, kasutades teemaviidet #EUCodeWeek. Teavet saate jagada ka ELi programmeerimisnädala Code Week õpetajate rühmas ja Twitteris (@CodeWeekEU). Rääkige oma sõprade, teiste haridustöötajate ja ajakirjandusega ning koostage pressiteade!`,"guide.how_to.items.5":'Ärge unustage lisada oma tegevust programmeerimisnädala Code Week kaardile!',"guide.material.title":"Reklaammaterjal","guide.material.text":'

    Tutvuge meie blogis avaldatud uusima teabega. Võite julgesti uusimat pressiteadet oma vajadustele kohandada või selle ise koostada:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'ELi programmeerimisnädala Code Week 2019 tähistamise ettevalmistused koguvad hoogu (saadaval 29 keeles)',"guide.toolkits.title":"Laadige alla järgmised abivahendid, mis aitavad teil alustada:","guide.toolkits.communication_toolkit":"Teavituskomplekt","guide.toolkits.teachers_toolkit":"Abivahendite komplekt õpetajatele","guide.questions.title":"Küsimusi?","guide.questions.content":'

    Kui teil on küsimusi selle kohta, kuidas korraldada ja reklaamida oma #EUCodeWeek üritust, siis võtke ühendust oma riigi ELi programmeerimisnädala Code Week saadikutega.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"ideest teostuseni!","hackathons.sections.1.title":"Kuus häkatoni, kuus väljakutset","hackathons.sections.1.content.1":"Kas elate Kreekas, Lätis, Iirimaal, Itaalias, Rumeenias või Sloveenias? Kas olete loominguline ja ambitsioonikas ning tunnete huvi tehnoloogia vastu? Nüüd on teie võimalus! Liituge EU Code Week Hackathoniga ja looge uuenduslikke lahendusi, mis viivad teid tehnoloogilise revolutsiooni etteotsa!","hackathons.sections.1.content.2":"2021. aastal toimub EU Code Weeki (ELi koodinädala) raames kuus erakordset häkatoni, kuhu on kutsutud osalema 15- kuni 19-aastased gümnaasiumiõpilased. Õpilastest moodustatakse meeskonnad, kes hakkavad oma kodeerimisoskusi kasutades lahendama mõnda kohalikku probleemi. Pärast 24-tunnist tööd tutvustab iga meeskond oma ideed ekspertidest koosnevale žüriile, kes valivad kümme finalisti. Kõikidel meeskondadel on lahenduste leidmiseks sama palju aega ja ressursse ning samasugune ligipääs mentorite ja ekspertide teadmistele. Ent nendest ainult kümme pääsevad edasi järgmisse ringi, kus neid juhendatakse rohkem ja luuakse prototüüp. Need 10 finalisti osalevad ka sügisel toimuval viimasel häkatonil, mille auhinnaks on ägedad IT-seadmed ja võimalus saada oma prototüübi arendamiseks veelgi rohkem abi.","hackathons.sections.2.title":"Kuidas osaleda?","hackathons.sections.2.content.1":"Valige oma riigi häkaton ja registreerumiseks järgige paari lihtsat sammu. Saate liituda kas üksinda või kuni kuueliikmelise meeskonnana. Kui liitute sõprade või klassikaaslastega, ärge unustage registreerudes ka oma meeskonnale nimi lisada. Igale häkatonile registreerutakse eraldi, seega jälgige kindlasti oma riigi häkatoni!","hackathons.sections.3.title":"Kes korraldavad?","hackathons.sections.3.content.1":"ELi programmeerimisnädala Code Week häkatone korraldab Euroopa Komisjon koos kohaliku ELi programmeerimisnädala ","hackathons.sections.3.content.2":"Code Week saadikutega","hackathons.sections.3.content.3":" ja neid rahastab Euroopa Parlament. Nende eesmärk on näidata, kuidas saab noorte loomingulisuse, innukuse, värskete mõtete ja programmeerimisoskuste abil konkreetseid lahendusi ellu viia.","hackathons.sections.4.title":"Mida häkaton endast kujutab?","hackathons.sections.4.content.1":"EU Code Week Hackathoni teekond algab 24-tunnise veebis toimuva häkatoniga. Meeskondi juhendavad kogemustega mentorid ning töötubades osaledes saavad õpilased uusi kogemusi ja veidike ka lõbutseda. Lisaks kõigele muule pakub häkaton suurepärast võimalust suhelda teiste Euroopa tehnoloogiasektoris tegutsevate inimestega. Iga häkatoni lõpus tutvustavad meeskonnad oma ideid ekspertidest koosnevale žüriile.","hackathons.sections.4.content.2":"Kümme parimat meeskonda jätkavad oma häkatoni suvel, kui neid koolitatakse ja juhendatakse. Kümme finalisti osalevad ka 12-tunnises riiklikus häkatonis, mis toimub septembris või oktoobris (kui tervise ohutuse olukord füüsilist kohtumist ei luba, toimub ka see veebis).","hackathons.sections.5.title":"Ma ei oska programmeerida. Mida teha?","hackathons.sections.5.content.1":"Häkatoniga samal ajal toimub osalejatele programmeerimise, riistvara, robootika ja muudel sellistel teemadel algtasemel õpikodasid, kus saab omandada põhiteadmisi algoritmilise mõtlemise ja programmeerimise kohta. Lisateavet registreerimise kohta leidub kohalikul veebilehel.","hackathons.sections.6.title":"Partnerid","hackathons.sections.7.title":"Liituge meiega!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Rumeenia","hackathons.cities.1.date":"25.-26. september 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Iirimaa","hackathons.cities.2.date":"23.-24. september 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Itaalia","hackathons.cities.3.date":"24.-25. september 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Kreeka","hackathons.cities.4.date":"9 oktoober 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Sloveenia","hackathons.cities.5.date":"18.-19. september 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Läti","hackathons.cities.6.date":"1 oktoober 2021","hackathons.final.1":"Finaal","hackathons.final.2":"September/oktoober 2021","home.about":"ELi programmeerimisnädal Code Week on rohujuuretasandi algatus, mille eesmärk on õpetada inimestele lõbusal ja kaasahaaraval viisil programmeerimist ja digitaalset kirjaoskust.","home.when":"14.-27. oktoobril 2024","home.when_text":"Programmeerimise õppimine aitab meil mõista kiiresti muutuvat maailma, täiendada oma teadmisi tehnoloogiast, arendada uusi oskusi ja avastada innovaatilisi ideid.","home.school_banner_title":"Liituge!","home.school_banner_text":"Kas oled õpetaja?","home.school_banner_text2":"Klõpsa siin, et leida teavet, kuidas osaleda!","home.organize_activity_title":"Korraldage üritus või osalege","home.organize_activity_text":'Kõik on oodatud \u2028tegevusi korraldama või neis osalema. Valige teema ja sihtrühm ning lisage oma tegevus kaardile või sirvige üritusi oma piirkonnas.',"home.get_started_title":"Alustage","home.get_started_text":'Te ei tea, kuidas alustada? Tutvuge juhendleheküljega ja laadige alla meie abivahendite komplekt korraldajatele, et seda ette valmistada ja teistele teatada.',"home.access_resources_title":"Kasutage materjale ja koolitust","home.access_resources_text":'Kui te ei tea, kuidas tegevust korraldada, külastage meie õppematerjalide lehte ja õppevahendite koolituse materjale, et saada näpunäiteid ja kohandatud tunnikavasid.',"locations.title":"Tegevuse toimumiskohad","locations.description.0":"Valige oma järgmise tegevuse toimumiskoht allpool olevast loetelust VÕI registreerige uus toimumiskoht","locations.description.1":"tegevuse loomises","login.login":"Logi sisse","login.register":"Registreeri","login.github":"Logi sisse Githubi kaudu","login.twitter":"Logi sisse Twitteri kaudu","login.facebook":"Logi sisse Facebooki kaudu","login.google":"Logi sisse Google’i kaudu","login.azure":"Logi sisse Azure’i kaudu","login.email":"E-kiri","login.password":"Parool","login.remember":"Jäta mind meelde","login.forgotten_password":"Unustasite parooli?","login.no_account":"Teil pole kontot?","login.signup":"Registreeri","login.reset":"Lähtesta parool","login.send_password":"Saada parooli lähtestamise link","login.confirm_password":"Kinnita parool","login.name":"nimi","menu.learn":"Õpi","menu.teach":"Õpeta","menu.training":"Koolitus","menu.toolkits":"Presentatsioonid ja tööriistad","menu.why":"MIKS","menu.home":"Esileht","menu.events":"Tegevused","menu.ambassadors":"Saadikud","menu.resources":"Materjalid","menu.schools":"Koolid","menu.about":"Üldteave","menu.blog":"blogi","menu.news":"Uudised","menu.search":"Tipi ja vajuta Enter...","menu.map":"Kaart","menu.add_event":"Lisa üritus","menu.search_event":"Otsi üritust","menu.hello":"Tere","menu.profile":"Profiil","menu.pending":"Eelseisvad üritused","menu.your_events":"Minu tegevused","menu.your_certificates":"Minu sertifikaadid","menu.report":"Raporteeri minu tegevused","menu.volunteers":"Vabatahtlikud","menu.logout":"Logi välja","menu.signin":"Logi sisse","menu.privacy":"Privaatsus","menu.participation":"Osalemise tunnistus","menu.values":"Meie väärtused","menu.featured_activities":"Esiletõstetud üritused","menu.codeweek2020":"2020. aasta versioon","mooc.free-online-courses":"Tasuta veebipõhised kursused","mooc.intro":"ELi programmeerimisnädal Code Week pakub professionaalse arengu võimalusi veebikursuste vormis. Eesmärk on toetada õpetajaid programmeerimise ja arvutusliku mõtlemise klassiruumi toomisel.","mooc.icebreaker.title":"Sissejuhatav kursus „Icebreaker” (jäämurdja)","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"ELi programmeerimisnädala Code Week kursus „Icebreaker“","mooc.icebreaker.text.2":"on viietunnine ingliskeelne kursus, mis on suunatud kõigile, kes on huvitatud programmeerimise ja arvutusliku mõtlemise põhitõdedest. Osalejad õpivad, kuidas innustada noortes uudishimu ja uuendusmeelsust, andes samas neile võimaluse saada digitaalseteks loojateks. Kursus aitab osalejatel avastada arvutusliku mõtlemise ja programmeerimise eeliseid ja olulisust meie igapäevaelus. Samuti pakub see ideid, tasuta koolitusmaterjale ja materjale, et organiseerida lastele lõbusaid ja harivaid tegevusi igal ajal ja igal pool – eriti programmeerimisnädala Code Week ajal.","mooc.icebreaker.text.3":"Sellel kursusel osalemiseks ei vaja te eelnevat programmeerimiskogemust ega -teadmisi, on vaja lihtsalt uudishimulikku meelt.","mooc.icebreaker.registration.0":"Registreerimine on avatud siin","mooc.icebreaker.registration.1":"kursusele, mis kestab 16. september ja 30. oktoober 2020. Pange tähele, et registreerumiseks peate looma konto European Schoolnet Academys.","mooc.icebreaker.check-out":"Vaadake 2019. aasta väljaannet.","mooc.deep-dive.title":"Põhjalik kursus „Deep Dive“ (süvasukeldumine)","mooc.deep-dive.text.0":'ELi programmeerimisnädala veebikursus "Deep Dive" on 24-tunnine ingliskeelne kursus, mis pakub õpetajatele võimalust tutvuda programmeerimispõhimõtetega ning saada teadmisi ja enesekindlust, et korraldada oma õpilastega lihtsaid lõbusaid interaktiivseid programmeerimistegevusi. Õpetajad avastavad ELi programmeerimisnädala Code Week tasuta ',"mooc.deep-dive.text.1":"materjale","mooc.deep-dive.text.2":"ja õppematerjale, mis on saadaval 29 keeles, ning programmeerimise konkreetseid aspekte, näiteks arvutuslikku mõtlemist, elektroonikavabasid tegevusi ning robootikat, riistvaraarendust ja meisterdamist, visuaalseid programmeerimiskeeli, rakenduste loomist ja palju muid lõputuid võimalusi.","mooc.deep-dive.course-link":"Tutvuge 2019. aasta kursusega „Deep Dive“","mooc.social-media.0":"Jälgige","mooc.social-media.1":"ELi programmeerimisnädalat sotsiaalmeedias","mooc.social-media.2":", et teada saada, millal algab järgmine kursus","myevents.created_by":"Kõik üritused, mille looja on ","myevents.no_events.first_call_to_action":"Sa ei ole veel üritusi lisanud. Kui soovid, ","myevents.no_events.first_link":"lisa kohe üritus","myevents.no_events.second_call_to_action":"või loe meie ","myevents.no_events.second_link":"juhendit korraldajatele","myevents.view":"Vaata","myevents.status.APPROVED":"KINNITATUD","myevents.status.REJECTED":"TAGASI LÜKATUD","myevents.status.PENDING":"OOTEL","myevents.status.REPORTED":"ARUANNE","pagination.previous":"Eelmine","pagination.next":"Järgmine","participation.title":"Koostage oma klassile osalemise tunnistused","participation.phrase1":"Märkige vormile oma õpilaste nimed, eraldades need komaga, ja saate isiklikud osalemise tunnistused","participation.names.label":"Nimed tunnistuse jaoks","participation.names.help":"Pange osalejate nimede vahele komad","participation.event_name.label":"Tegevuse nimi","participation.event_name.help":"Teie tegevuse nimi, mis märgitakse tunnistusele","participation.event_date.label":"Tegevuse kuupäev","participation.event_date.help":"Teie tegevuse kuupäev, mis märgitakse tunnistusele","participation.submit":"Koosta tunnistused","participation.thanks_page.title":"Teie tunnistused on koostatud!","participation.thanks_page.phrase1":"Klõpsake sellel lingil, et laadida alla pakitud fail kõigi tunnistustega","passwords.password":"Paroolis peab olema vähemalt kuus märki ja see peab vastama kinnitusparoolile.","passwords.reset":"Sinu parool on nüüd muudetud.","passwords.sent":"Saatsime sulle e-kirja parooli lähtestamise lingiga.","passwords.token":"See parooli lähtestamisluba on kehtetu.","passwords.user":"Me ei leia selle e-posti aadressiga kasutajat.","privacy-statement-contact.subtitle":"Käesolev isikuandmete kaitse avaldus sisaldab teavet Teie isikuandmete töötlemise ja kaitse kohta.","privacy-statement-contact.processing-operation.0":"Töötlemistoiming","privacy-statement-contact.processing-operation.1":"programmeerimisnädala Code Week saadikute ja juhtivõpetajate haldamine ning nende tegevuse registreerimine veebisaidil","privacy-statement-contact.data-processors.0":"Volitatud töötlejad","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. ja EUN Partnership AISBL (Euroopa Koolivõrk), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Teave programmeerimisnädala Code Week saadikute ja juhtivõpetajate haldamise ning veebisaidil nende tegevuse registreerimise kohta.","privacy-statement-contact.3-legal_process.0":'Töötlemistoimingu seaduslikkus: üksus G.2 kogub, säilitab ja avaldab Teie isikuandmeid, sest märkisite linnukesega oma sõnaselge nõusoleku, kui registreerusite programmeerimisnädala Code Week saadikuks või juhtivõpetajaks või kui soovisite ELi programmeerimisnädala Code Week raames üritust registreerida',"privacy-statement-contact.4-collect_data.0":"Saadikute ja juhtivõpetajate kohta kogutud kohustuslikud isikuandmed on:","privacy-statement-contact.4-collect_data.1":"nimi","privacy-statement-contact.4-collect_data.2":"e-posti aadress","privacy-statement-contact.4-collect_data.3":"salasõna","privacy-statement-contact.4-collect_data.4":"foto","privacy-statement-contact.4-collect_data.5":"elulugu","privacy-statement-contact.4-collect_data.6":"ametinimetus","privacy-statement-contact.4-collect_data.7":"juhtivõpetaja korral töövaldkond.","privacy-statement-contact.4-collect_data.8":"Kui registreerite tegevuse, kogutakse järgmisi kohustuslikke isikuandmeid:","privacy-statement-contact.4-collect_data.9":"organisatsiooni nimi","privacy-statement-contact.4-collect_data.10":"organisatsiooni liik","privacy-statement-contact.4-collect_data.11":"e-posti aadress","privacy-statement-contact.4-collect_data.12":"Nende andmete esitamine on kohustuslik programmeerimisnädala saadikuks või juhtivõpetajaks saamiseks või programmeerimisnädala veebisaidil tegevuse registreerimiseks.","privacy-statement-contact.4-collect_data.13":"Lisaks võivad saadikud ja juhtivõpetajad esitada vabatahtlikult järgmised isikuandmed:","privacy-statement-contact.4-collect_data.14":"sotsiaalmeediakontod","privacy-statement-contact.4-collect_data.15":"Tegevuse korraldajad võivad vabatahtlikult esitada järgmised andmed:","privacy-statement-contact.4-collect_data.16":"avalik e-posti aadress","privacy-statement-contact.4-collect_data.17":"korraldaja veebisait","privacy-statement-contact.4-collect_data.18":"programmeerimisnädala Code Week for All kood","privacy-statement-contact.4-collect_data.19":"Kui olete tegevuse korraldaja, siis võib Teie riigi asjaomane saadik või üksus G.2 kasutada Teie poolt tegevuse registreerimiseks esitatud isikuandmeid, et Teiega selle tegevuse asjus ühendust võtta.","privacy-statement-contact.4-collect_data.20":"Esitasite oma isikuandmed","privacy-statement-contact.4-collect_data.21":"programmeerimisnädala Code Week veebisaidile sisselogimise lehel","privacy-statement-contact.4-collect_data.22":"ja","privacy-statement-contact.4-collect_data.23":"tegevuse registreerimise lehel.","privacy-statement-contact.5-how_long.0":"Kõik isikuandmed kustutatakse andmebaasidest, kui loobute algatuses osalemisest, või viis aastat pärast algatuse lõppu.","privacy-statement-contact.6-protect_data.0":'Kõiki elektroonilises vormis olevaid isikuandmeid (e-kirjad, dokumendid, andmebaasid, üleslaaditud andmehulgad jms) hoitakse kas Euroopa Komisjoni või tema töövõtjate serverites. Kõik isikuandmete töötlemise toimingud tehakse kooskõlas komisjoni 10. jaanuari 2017. aasta otsusega (EL, Euratom) 2017/46 Euroopa Komisjoni side- ja infosüsteemide turvalisuse kohta.',"privacy-statement-contact.6-protect_data.1":'Komisjoni töövõtjad peavad järgima lepingu eritingimust, mis puudutab isikuandmete töötlemist komisjoni nimel, ning konfidentsiaalsuskohustust, mis tuleneb isikuandmete kaitse üldmääruse (määrus (EL) 2016/679) ülevõtmisest ELi liikmesriikides.',"privacy-statement-contact.6-protect_data.2":"Teie isikuandmete kaitseks on komisjon võtnud mitu tehnilist ja korralduslikku meedet. Tehniliste meetmetega tagatakse võrguturve ja välditakse andmekao, andmete muutmise või andmetele loata juurdepääsu ohtu, võttes arvesse töötlemisest ja töödeldavate andmete laadist tulenevat riski. Korralduslike meetmetega antakse juurdepääs isikuandmetele ainult volitatud isikutele, kellel on seaduslik vajadus töötlemistoimingu tegemiseks nende andmetega tutvuda.","privacy-statement-contact.7-access_data.0":"Kõigi Teie esitatud isikuandmetega võivad komisjoni töötajad tutvuda teadmisvajaduse korral. Samuti pääseb Teie isikuandmetele teadmisvajaduse alusel ligi meie töövõtja.","privacy-statement-contact.7-access_data.1":'Programmeerimisnädala Code Week saadikute ja juhtivõpetajate või registreeritud tegevuste nähtavuse suurendamiseks avaldatakse kõik Teie isikuandmed järgmisel veebisaidil.',"privacy-statement-contact.7-access_data.2":"Lisaks võib üksus G.2 jagada Teie kontaktandmeid üldsuse või sidusrühmadega, kes peavad Teiega programmeerimisnädala Code Week teemal ühendust võtma. Kui olete tegevuse korraldaja, siis võib Teie riigi asjaomane saadik või üksus G.2 kasutada Teie poolt tegevuse registreerimiseks esitatud isikuandmeid, et Teiega selle tegevuse asjus ühendust võtta.","privacy-statement-contact.8-rights.0":"Olete andnud nõusoleku esitada oma isikuandmed üksusele G.2 konkreetse töötlemistoimingu jaoks. Võite oma nõusoleku igal ajal tagasi võtta, teatades sellest üksusele G.2 aadressil CNECT-G2@ec.europa.eu. Nõusoleku tagasivõtmine ei mõjuta enne selle tagasivõtmist toimunud töötlemise seaduslikkust.","privacy-statement-contact.10-detailed-info.0":"See konkreetne töötlemistoiming on kantud andmekaitseametniku avalikku registrisse järgmise viitenumbri all: DPR-EC-02631 (sidevõrkude, sisu ja tehnoloogia peadirektoraadi poliitika, programmide ja projektide kontaktpunktide haldus).","privacy-statement.title":"TEIE ISIKUANDMETE KAITSE","privacy-statement.processing-operation.0":"Töötlemistoiming","privacy-statement.processing-operation.1":"Isikuandmete, sh IP-aadresside töötlemine veebisaidil codeweek.eu avalikult kättesaadavate lehtede külastajate poolt.","privacy-statement.data-controller.0":"Vastutav töötleja","privacy-statement.data-controller.1":"Euroopa Komisjon, sidevõrkude, sisu ja tehnoloogia peadirektoraadi üksus G.2.","privacy-statement.record-reference":"Viitenumber","privacy-statement.table-of-contents":"Sisukord","privacy-statement.1-intro.title":"Sissejuhatus","privacy-statement.1-intro.items.1":'Euroopa Komisjon (edaspidi „komisjon“) kaitseb isikuandmeid ja austab eraelu puutumatust. Komisjon kogub ja töötleb isikuandmeid kooskõlas Euroopa Parlamendi ja nõukogu 23. oktoobri 2018. aasta määrusega (EL) 2018/1725, mis käsitleb füüsiliste isikute kaitset isikuandmete töötlemisel liidu institutsioonides, organites ja asutustes ning isikuandmete vaba liikumist (ning millega tunnistatakse kehtetuks määrus (EÜ) nr 45/2001).',"privacy-statement.1-intro.items.2":"Käesolevas isikuandmete kaitse avalduses selgitatakse, mis eesmärgil isikuandmeid töödeldakse, kuidas neid kogutakse, kuidas kõiki esitatud isikuandmeid käsitletakse ja kaitstakse, kuidas seda teavet kasutatakse ning millised on Teie õigused oma isikuandmete suhtes . See sisaldab ka selle vastutava töötleja kontaktandmeid, kelle poole saate oma õiguste kasutamiseks pöörduda, ning andmekaitseametniku ja Euroopa Andmekaitseinspektori kontaktandmeid . ","privacy-statement.1-intro.items.3.0":"Allpool on esitatud teave, mis käsitleb","privacy-statement.1-intro.items.3.1":"komisjoni tehtavaid töötlemistoiminguid","privacy-statement.1-intro.items.3.2":"veebisaidil codeweek . eu . ","privacy-statement.2-why.title":"Miks ja kuidas Teie isikuandmeid töödeldakse ? ","privacy-statement.2-why.items.0":"Töötlemistoimingu eesmärk","privacy-statement.2-why.items.1":"Komisjoni sidevõrkude, sisu ja tehnoloogia peadirektoraat pakub mitut komisjonivälist veebisaiti. Tehniline seadistus võimaldab koguda ja kasutada isikuandmeid, et pakkuda füüsiliselt väljaspool komisjoni asuvatele veebisaitidele kontrollitud majutustaristut.","privacy-statement.2-why.items.2":"Teie isikuandmeid ei kasutata automatiseeritud otsuste, sh profiilianalüüsi tegemiseks.","privacy-statement.3-legal_process.title":"Milline on Teie isikuandmete töötlemise õiguslik alus ? ","privacy-statement.3-legal_process.items.0":"Teie isikuandmete töötlemisel on mitu õiguslikku alust:","privacy-statement.3-legal_process.items.1":' määruse(EL) 2018 / 1725 artikli 5 lõike 1 punkt a : töötlemine on vajalik avalikes huvides oleva ülesande täitmiseks või liidu institutsiooni või organi avaliku võimu teostamiseks . ',"privacy-statement.3-legal_process.items.2":"Üldsuse teavitamine on ülesanne, mis tuleneb Euroopa Komisjoni õigustest institutsioonide tasandil, mis on ette nähtud Euroopa Parlamendi ja nõukogu 18. juuli 2018. aasta määruse (EL, Euratom) 2018/1046 (mis käsitleb liidu üldeelarve suhtes kohaldatavaid finantsreegleid) artikli 58 lõike 2 punktis d (ELT L 193, 30.7.2018, lk 1). Tagame, et isikuandmete töötlemiseks rakendatakse asjakohaseid ja konkreetseid kaitsemeetmeid kooskõlas kohaldatavate andmekaitse õigusaktidega.","privacy-statement.3-legal_process.items.3":' Määruse(EL) 2018 / 1725 artikli 5 lõike 1 punkti d kohaselt on küpsistest ja autentimisest koosnevateks töötlemistoiminguteks vajalik Teie nõusolek. Kooskõlas määruse(EL) 2018 / 1725 artikli 3 lõikega 15 ja artikliga 7 peab nõusolek olema vabatahtlik, konkreetne, teadlik ja ühemõtteline . ',"privacy-statement.3-legal_process.items.4":"Saime Teie nõusoleku otse Teie käest. Olete seda väljendanud e-posti teel, elektroonilise registreerimisvormi kaudu või mis tahes muus kirjalikus vormis.","privacy-statement.4-collect_data.title":"Milliseid isikuandmeid kogutakse ja töödeldakse ? ","privacy-statement.4-collect_data.items.0":" Töötlemise huvides kogub üksus G.2 järgmist liiki isikuandmeid:","privacy-statement.4-collect_data.items.1":"internetiprotokolli aadress(IP-aadress) või veebisaidi külastamiseks kasutatud seadme tunnuskood . ","privacy-statement.4-collect_data.items.2":"Ilma sellise töötlemiseta ei saa luua seadmete ja serveritaristu vahel tehnilist ühendust ning veebisaidile ei pääseks ligi . ","privacy-statement.4-collect_data.items.3":"Selleks, et saaksite end sellel veebisaidil autentida , kogub üksus G.2 järgmist liiki isikuandmeid:","privacy-statement.4-collect_data.items.4":"e-posti aadress","privacy-statement.4-collect_data.items.5":"salasõna või","privacy-statement.4-collect_data.items.6":"sotsiaalmeedia konto . ","privacy-statement.5-how_long.title":"Kui kaua Teie isikuandmeid säilitatakse ? ","privacy-statement.5-how_long.items.0":"Üksus G.2 säilitab Teie isikuandmeid ainult nii kaua, kui on vaja andmete kogumise või edasise töötlemise eesmärgil, nimelt sirvimisseansi ajal . Lisaks võib IP-aadresse säilitada turvalisusega seotud põhjustel ühe aasta jooksul teenuste logifailides . Mis puudutab analüüsivahendit, siis IP-aadress ja seadme tunnuskood(nt IMEI number ja WiFi MAC-aadress) kustutatakse lahtiühendamisel kohe . ","privacy-statement.6-protect_data.title":"Kuidas Teie isikuandmeid kaitstakse ? ","privacy-statement.6-protect_data.items.0":"Kõiki elektroonilises vormis olevaid isikuandmeid(e-kirjad, dokumendid, andmebaasid, üles laaditud andmehulgad jms) hoitakse Euroopa Komisjoni serverites . Kõik töötlemistoimingud tehakse vastavalt","privacy-statement.6-protect_data.items.1":"komisjoni 10. jaanuari 2017. aasta otsusele(EL, Euratom) 2017 / 46","privacy-statement.6-protect_data.items.2":"Euroopa Komisjoni side-ja infosüsteemide turvalisuse kohta . ","privacy-statement.6-protect_data.items.3":"Teie isikuandmete kaitseks on komisjon kehtestanud rea tehnilisi ja korralduslikke abinõusid . Tehniliste meetmetega tagatakse võrguturve ja välditakse andmekao, andmete muutmise või andmetele loata juurdepääsu ohtu, võttes arvesse isikuandmete töötlemisest ja töödeldavate andmete laadist tulenevat riski . Korralduslike meetmetega antakse juurdepääs isikuandmetele ainult volitatud isikutele, kellel on seaduslik vajadus töötlemistoimingu tegemiseks nende andmetega tutvuda . ","privacy-statement.7-access_data.title":"Kellel on juurdepääs Teie isikuandmetele ja kellele need avaldatakse ? ","privacy-statement.7-access_data.items.0":"Teie isikuandmetele pääsevad ligi komisjoni töötajad, kes vastutavad andmete töötlemise eest, ja volitatud töötajad üksnes teadmisvajaduse põhimõtte kohaselt . Asjaomased töötajad peavad kinni seadusjärgsetest ja vajaduse korral ka täiendavatest konfidentsiaalsuskokkulepetest . ","privacy-statement.7-access_data.items.1":"Teie isikuandmetele võivad teadmisvajaduse põhimõtte kohaselt ligi pääseda ka välised töövõtjad, kes töötavad veebisaite omavate ning veebisaitide loomise, hooldamise, haldamise ja arhiveerimisega tegelevate komisjoni talituste heaks ning nendega sõlmitud kokkulepete alusel . ","privacy-statement.7-access_data.items.2":"Me ei edasta kogutud teavet kolmandatele isikutele, välja arvatud õigusega ette nähtud ulatuses ja eesmärgil . ","privacy-statement.8-rights.title":"Millised on Teie õigused ja kuidas neid kasutada ? ","privacy-statement.8-rights.items.0":"Määruse(EL) 2018 / 1725 III peatüki(artiklite 14–25) kohaselt on Teil andmesubjektina konkreetsed õigused, eelkõige õigus oma isikuandmetega tutvuda, neid parandada ja kustutada ning õigus piirata oma isikuandmete töötlemist . Teatavatel juhtudel on Teil ka õigus andmete töötlemine vaidlustada ja lasta andmeid ühest süsteemist teise üle kanda . ","privacy-statement.8-rights.items.1":"Teil on õigus esitada artikli 5 lõike 1 punkti a alusel seaduslikult toimuva isikuandmete töötlemise kohta vastuväiteid . ","privacy-statement.8-rights.items.2":"Olete andnud nõusoleku esitada oma isikuandmed konkreetse töötlemistoimingu jaoks . Võite oma nõusoleku igal ajal tagasi võtta, teatades sellest üksusele G.2 . Nõusoleku tagasivõtmine ei mõjuta enne tagasivõtmist toimunud töötlemise seaduslikkust . ","privacy-statement.8-rights.items.3":"Oma õigusi saate kasutada, kui võtate ühendust vastutava töötlejaga või konflikti korral andmekaitseametnikuga . Vajaduse korral võite pöörduda ka Euroopa Andmekaitseinspektori poole . Tema kontaktandmed on esitatud punktis 9 . ","privacy-statement.8-rights.items.4":"Kui soovite kasutada oma õigusi ühe või mitme konkreetse töötlemistoimingu raames, esitage oma taotluses nende kirjeldus(st punktis 10 nimetatud viitenumber või-numbrid).","privacy-statement.9-contact.title":"Kontaktandmed","privacy-statement.9-contact.data-controller.title":"Vastutav töötleja","privacy-statement.9-contact.data-controller.text":"Kui soovite kasutada oma õigusi, mis tulenevad määrusest(EL) 2018 / 1725, või kui Teil on märkusi, küsimusi või muresid või kui soovite esitada kaebuse oma isikuandmete kogumise ja kasutamise kohta, võtke palun ühendust vastutava töötlejaga Euroopa Komisjoni üksuses G.2 aadressil","privacy-statement.9-contact.data-protection-officer.title":"Komisjoni andmekaitseametnik","privacy-statement.9-contact.data-protection-officer.text":"Kui Teil on küsimusi oma isikuandmete töötlemise kohta määruse (EL) 2018/1725 alusel, võite ühendust võtta andmekaitseametnikuga (DATA-PROTECTION-OFFICER@ec.europa.eu).","privacy-statement.9-contact.european-data-protection.title":"Euroopa Andmekaitseinspektor","privacy-statement.9-contact.european-data-protection.text":'Teil on õigus esitada kaebus Euroopa Andmekaitseinspektorile( edps@edps . europa . eu ), kui leiate, et vastutav töötleja on Teie isikuandmete töötlemisel rikkunud Teie õigusi, mis tulenevad määrusest(EL) 2018 / 1725.',"privacy-statement.10-detailed-info.title":"Kust leida lisateavet ? ","privacy-statement.10-detailed-info.items.0":'Komisjoni andmekaitseametnik peab avalikku registrit kõikidest komisjoni toimingutest, mis on seotud isikuandmete töötlemisega, mis on dokumenteeritud ja millest on talle teatatud . Registriga saate tutvuda aadressil https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"See konkreetne töötlemistoiming on kantud komisjoni andmekaitseametniku avalikku registrisse järgmise viitenumbri all: DPR-EC-09706.1.","privacy.title":"TEIE ISIKUANDMETE KAITSE","privacy.1-intro.title":"1. Sissejuhatus","privacy.1-intro.items.1":"

    Euroopa Komisjon (edaspidi „komisjon“) kaitseb isikuandmeid ja austab eraelu puutumatust. Komisjon lähtub isikuandmete kogumisel ja töötlemisel Euroopa Parlamendi ja nõukogu 23. oktoobri 2018. aasta määrusest (EL) 2018/1725, mis käsitleb füüsiliste isikute kaitset isikuandmete töötlemisel liidu institutsioonides, organites ja asutustes ning selliste andmete vaba liikumist (millega tunnistatakse kehtetuks määrus (EÜ) nr 45/2001).

    ","privacy.1-intro.items.2":"

    Käesolevates isikuandmete kaitse põhimõtetes selgitatakse, miks isikuandmeid kogutakse ja töödeldakse, kuidas neid kogutakse, kuidas kõiki esitatud isikuandmeid käideldakse ja kaitstakse, kuidas seda teavet kasutatakse ning millised õigused on teil seoses oma isikuandmetega (õigus pääseda andmetele ligi, neid parandada, blokeerida jne). Isikuandmete kaitse põhimõtted sisaldavad ka selle vastutava töötleja kontaktandmeid, kelle poole saate oma õiguste kasutamiseks pöörduda, samuti andmekaitseametniku ja Euroopa Andmekaitseinspektori kontaktandmeid.

    ","privacy.1-intro.items.3":"

    Käesolevad isikuandmete kaitse põhimõtted puudutavad ELi programmeerimisnädala Code Week tegevuste kontaktpunktidena tegutsevate isikute (Code Weeki saadikute, haridusministeeriumi koordinaatorite, juhtivate õpetajate, samuti tegevuste ja ürituste korraldajate) isikuandmete kogumist ja avaldamist avalikul veebisaidil Codeweek.eu.

    ","privacy.2-why.title":"2. Miks teie isikuandmeid töödeldakse?","privacy.2-why.items.1":"

    Euroopa Komisjon kogub ja avaldab teie isikuandmeid, et sidusrühmadel ja huvitatud kodanikel oleks lihtsam kontaktisikuid tuvastada. Reaalsete isikute kasutamine kontaktpunktidena võimaldab kõige paremini ja tõhusamalt tagada, et huvitatud inimesed saavad komisjoni talitustega ühendust võtta.

    ","privacy.2-why.items.2":"

    Teie isikuandmeid ei kasutata automatiseeritud otsuste tegemiseks, sh profiilianalüüsiks.

    ","privacy.3-legal_process.title":"3. Milline on teie isikuandmete töötlemise õiguslik alus?","privacy.3-legal_process.items.1":"

    Isikuandmete töötlemine kontaktpunktide avaldamiseks on määruse (EL) 2018/1725 artikli 5 lõike 1 punkti d kohaselt seaduslik, kuna andsite nõusoleku oma isikuandmete töötlemiseks veebivormi kaudu või siis, kui suhtlusvõrgustiku kaudu sisse logides nõustusite, et kasutame teie e-posti aadressi ja kasutajanime.

    ","privacy.4-collect_data.title":"4. Milliseid isikuandmeid kogutakse ja töödeldakse?","privacy.4-collect_data.items.1":"

    Kogutakse selliseid isikuandmeid, mis lihtsustavad teie kui kontaktisiku tuvastamist ja muudavad teid avalikkusele paremini nähtavaks: tiitel, eesnimi, perekonnanimi, ametikoht, ametialane posti- ja e-posti aadress, telefoninumber, pilt, suhtlusmeedia konto, elulookirjeldus.

    ","privacy.4-collect_data.items.2":"

    Esitasite need isikuandmed vabatahtlikult, täites avalduse vormi.

    ","privacy.4-collect_data.items.3":"

    Teatud isikuandmete esitamine on kohustuslik tegevuste ja/või kontaktteabe avaldamiseks veebisaidil codeweek.eu. Kui te ei esita oma isikuandmeid, siis teie tegevust ei avaldata ja/või te ei saa eespool nimetatud võrkudes osaleda.

    ","privacy.4-collect_data.items.4":"

    Te esitate kõik muud isikuandmed vabatahtlikult.

    ","privacy.4-collect_data.items.5":"Meie uudiskirja tellimisel lisatakse Teie e-posti aadress EU Code Weeki uudiskirja meililisti, mida haldab Mailerlite.com. Palun lugege Mailerlite privaatsuspoliitikat: https://www.mailerlite.com/legal/privacy-policy. Uudiskirjadest saate igal ajal loobuda, kasutades meilt saadud e-kirjades linki „Unsubscribe“ või saatke meile e-kiri aadressile info@codeweek.eu, teemaviitega „Unsubscribe“.","privacy.5-how_long.title":"5. Kui kaua me teie isikuandmeid säilitame?","privacy.5-how_long.items.1":"

    Komisjon säilitab teie isikuandmeid ainult nii kaua, kui see on vajalik punktis 2 kirjeldatud andmete kogumise eesmärgi täitmiseks või edasiseks töötlemiseks, nimelt senikaua, kuni te tegutsete kontaktisikuna.

    ","privacy.5-how_long.items.2":"

    Teie isikuandmed eemaldatakse avalikult veebisaidilt niipea, kui te enam kontaktisikuna ei tegutse, välja arvatud juhul, kui olete andnud nõusoleku lisada end andmebaasi seoses edasise tegevusega.

    ","privacy.6-protect_data.title":"6. Kuidas me teie isikuandmeid kaitseme ja hoiame?","privacy.6-protect_data.items.1":"

    Kõiki elektroonilises vormis olevaid isikuandmeid (e-kirjad, dokumendid, andmebaasid, üles laaditud andmehulgad jms) hoitakse kas Euroopa Komisjoni või tema töövõtja serverites. Kõik töötlemistoimingud tehakse vastavalt komisjoni 10. jaanuari 2017. aasta otsusele (EL, Euratom) 2017/46 Euroopa Komisjoni side- ja infosüsteemide turvalisuse kohta.

    ","privacy.6-protect_data.items.2":"

    Komisjoni töövõtjad peavad järgima lepingu eritingimust, mis puudutab isikuandmete töötlemist komisjoni nimel, ning konfidentsiaalsuskohustust, mis tuleneb isikuandmete kaitse üldmääruse (määrus (EL) 2016/679) ülevõtmisest ELi liikmesriikides.

    ","privacy.6-protect_data.items.3":"

    Teie isikuandmete kaitseks on komisjon rakendanud mitmeid tehnilisi ja korralduslikke meetmeid. Tehniliste meetmetega käsitletakse võrguturvalisuse kaitset, andmete kaotsimineku ohtu ning andmete muutmist või loata juurdepääsu andmetele, võttes arvesse töötlemisest ja töödeldavate andmete laadist tulenevat riski. Korralduslike meetmetega antakse juurdepääs isikuandmetele ainult volitatud isikutele, kellel on seaduslik vajadus neid teada kõnealuse andmetöötlustoimingu läbiviimiseks.

    ","privacy.7-access_data.title":"7. Kellel on juurdepääs teie isikuandmetele ja kellele need avaldatakse?","privacy.7-access_data.items.1":"

    Teie isikuandmetele pääsevad ligi komisjoni töötajad, kes vastutavad andmete töötlemise eest, ja volitatud töötajad üksnes teadmisvajaduse põhimõtte kohaselt. Asjaomased töötajad peavad kinni pidama seadusjärgsetest ja vajaduse korral ka täiendavatest konfidentsiaalsuskokkulepetest.

    ","privacy.7-access_data.items.2":"

    Konkreetselt pääsevad kõigile teie esitatud isikuandmetele ligi veebisaitide administraatorid (komisjoni töötajad) ja muud komisjoni töötajad teadmisvajaduse põhimõtte kohaselt. Lisaks jagatakse teie isikuandmeid ja teavet ürituste kohta ELi programmeerimisnädala saadikute ja hariduskoordinaatorite võrgustike liikmetega kohaliku tegevuse korraldamiseks või järelmeetmete võtmiseks.

    ","privacy.7-access_data.items.3":"

    Kontaktisikute nähtavuse suurendamiseks avaldatakse teie isikuandmed juurdepääsupiiranguteta avalikul veebisaidil https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Isikuandmete edastamine kolmandatele isikutele

    ","privacy.7-access_data.items.5":"

    Kogutud teavet ei anta ühelegi kolmandale isikule, välja arvatud juhul, kui seda võidakse seadusega nõuda.

    ","privacy.8-rights.title":"8. Millised on teie õigused ja kuidas neid kasutada?","privacy.8-rights.items.1":"

    Määruse (EL) 2018/1725 III peatüki (artiklite 14–25) kohaselt on teil andmesubjektina konkreetsed õigused, eelkõige õigus oma isikuandmetega tutvuda, neid parandada ja kustutada ning õigus piirata oma isikuandmete töötlemist. Teatavatel juhtudel on teil ka õigus andmete töötlemine vaidlustada ja lasta andmeid ühest süsteemist teise üle kanda.

    ","privacy.8-rights.items.2":"

    Olete olnud nõus esitama meile oma isikuandmed kõnealuseks töötlemiseks ja võite oma nõusoleku alati tagasi võtta, teatades vastutavale töötlejale sellest soovist. Nõusoleku tagasivõtmine ei mõjuta enne seda toimunud töötlemise õiguspärasust.

    ","privacy.8-rights.items.3":"

    Oma õiguste rakendamiseks pöörduge vastutava töötleja poole või vastuolude korral andmekaitseametniku poole. Vajaduse korral võite pöörduda ka Euroopa Andmekaitseinspektori poole. Kontaktandmed on esitatud allpool punktis 9.

    ","privacy.9-contact.title":"9. Kontaktandmed","privacy.9-contact.data-controller.title":"Vastutav töötleja","privacy.9-contact.data-controller.text":"

    Kui soovite kasutada oma määruse (EL) 2018/1725 kohaseid õigusi või esitada märkusi, tõstatada küsimusi või probleeme või esitada kaebuse seoses teie isikuandmete kogumise ja kasutamisega, võtke palun ühendust vastutava töötlejaga aadressil

    ","privacy.9-contact.data-controller.address":"Directorate-General for Communications Networks, Content and Technology Unit G2
    Building BU25
    B-1049 Brussels
    (sidevõrkude, sisu ja tehnoloogia peadirektoraat, üksus G2, hoone BU25, B-1049 Brüssel),
    ","privacy.9-contact.data-controller.email":"e-post: ","privacy.9-contact.data-protection-officer.title":"Komisjoni andmekaitseametnik","privacy.9-contact.data-protection-officer.text":'

    Kui teil on küsimusi oma isikuandmete töötlemise kohta määruse (EL) 2018/1725 alusel, võite võtta ühendust andmekaitseametnikuga (DATA-PROTECTION-OFFICER@ec.europa.eu).

    ',"privacy.9-contact.european-data-protection.title":"Euroopa Andmekaitseinspektor","privacy.9-contact.european-data-protection.text":'

    Teil on õigus pöörduda Euroopa Andmekaitseinspektori poole (edps@edps.europa.eu) (st saate esitada kaebuse), kui teie arvates on vastutava töötleja poolt teie isikuandmete töötlemise tagajärjel rikutud teie määruse (EL) 2018/1725 kohaseid õigusi.

    ',"remote-teaching.remote-teaching":"Distantsõpe","remote-teaching.intro.title":"Programmeerimisnädal Code Week ja distantsõpe","remote-teaching.intro.text":"Distantsõpe võib olla katsumus nii õpetajate kui ka õpilaste jaoks ning sellega seoses tuleb ületada mitmeid takistusi. Siiski saab programmeerimise, arvutusliku mõtlemise ja isegi robootika õpetamist jätkata ka siis, kui õpilased on kodus. Jagame nippe ja materjale, mis teid selles loodetavasti aitavad.","remote-teaching.intro.points.1":"lühivideote, tee-ise-materjalide, nuputusülesannete, mängude ja programmeerimisülesannete kogumik igapäevaseks kasutamiseks nii kodus kui ka koolis.","remote-teaching.intro.points.2.0":"Programmeerimine ilma digitehnikata","remote-teaching.intro.points.2.1":"siin on tegevused, mida saab vaevata kodus läbi viia, et õppida või õpetada programmeerimist käepäraste vahenditega.","remote-teaching.intro.points.3.0":"Õpivahendid","remote-teaching.intro.points.3.1":"siit leiab jätkusuutlikule arengule ja tehisintellektile keskenduvad õpivahendid, mille tunnikavad sisaldavad ka distantsõppe juhendeid.","remote-teaching.intro.points.4.0":"Materjalid","remote-teaching.intro.points.4.1":"paljusid siinseid materjale saab kasutada ka distantsõppe korral. Siit leiab materjale nii programmeerimise õpetamiseks kui ka selle õppimiseks.","remote-teaching.intro.points.5.0":"Kodus programmeerimise veebiseminarid","remote-teaching.intro.points.5.1":"kas teadsite, et programmeerimisnädala Code Week raames korraldati mitu veebiseminari, mis keskendusid sellele, kuidas programmeerimist kodus õppida ja õpetada? Need on järelvaadatavad.","remote-teaching.tips.title":"7 nippi programmeerimise õpetamiseks distantsilt","remote-teaching.tips.points.1.0":"Tehke mõisted, programmeerimiskeel ja tarkvara endale selgeks","remote-teaching.tips.points.1.1":"õpilased võivad programmeerimist õppida küll enam-vähem iseseisvalt ja katse-eksituse meetodil, kuid teie peate neid juhendama ja aitama süntaksivigu leida. Olge valmis muudatusi tegema ja ümber kohanema, kui digitööriist või programmeerimiskeel ei too endaga oodatud tulemusi.","remote-teaching.tips.points.2.0":"Laske õpilastel ise otsustada","remote-teaching.tips.points.2.1":"aidake õpilastel oma potentsiaal täielikult ära kasutada, kandes hoolt selle eest, et tunnid oleksid motiveerivad ja sisukad. Laske neil avastada oma oskusi ja loovust, andes neile projektide ja väljundite valimisel vabad käed. Lisaks tuleks jääda realistlikuks ja veenduda, et püstitatud eesmärgid on õpilaste võimete piires.","remote-teaching.tips.points.3.0":"Julgustage rühmades töötamist","remote-teaching.tips.points.3.1":`mitmekesi koos pole programmeerimine ainult mitte lõbusam, vaid nii saavutavad õpilased ka keerukamaid ja loovamaid tulemusi. Pealegi võib osa õpilasi distantsõppel olles väga üksi jääda, rühmatöö aitab seda ennetada. Võite näiteks korraldada veebipõhiseid rühmakohtumisi või anda vastastikuse hindamise ülesande, kus õpilased annavad ja saavad oma tööde kohta konstruktiivset tagasisidet. -`,"remote-teaching.tips.points.4.0":"Tutvuge programmeerimise õppimiseks mõeldud vabavara ja tasuta veebiplatvormidega","remote-teaching.tips.points.4.1":"programmeerimise õppimiseks ja õpetamiseks leidub internetis palju kvaliteetseid materjale, mille tase on küll kõrge, kuid mida on siiski lihtne kasutada. Neid tasuta töövahendeid saavad õpilased kasutada ilma litsentsi ostmata või tarkvara alla laadimata. Enamiku neist leiab programmeerimisnädala Code Week materjalide hulgast, nt Scratch, App Inventor, Code.org, EarSketch, Sonic Pi jne. Nagu ka programmeerimisnädala õpivahendite puhul, saab neid tööriistu kasutada kõigis õppeainetes.","remote-teaching.tips.points.5.0":"Tund peab olema mänguline","remote-teaching.tips.points.5.1":"esimesed sammud programmeerimismaailmas peaksid olema köitvad ja lõbusad. Kuigi praegu ei ole võimalik seda rõõmu teistega vahetult jagada, leidub ikkagi viise, kuidas koos mängida ja lõbutseda. Võite näiteks tunnist väikese pausi teha ja lasta õpilastel üheskoos mängida CodyColorit, mis on hariv mitme osalejaga arvutuslikku mõtlemist õpetav mäng.","remote-teaching.tips.points.6.0":"Looge päris koolitunni tunne","remote-teaching.tips.points.6.1":"tehnika abil on võimalik vähemalt osaliselt tavatunnis toimuvat jäljendada. Võite näiteks julgustada õpilasi teatud aegadel oma veebikaameraid sisse lülitama, virtuaalselt kätt tõstma, suuliselt või kirjalikult küsimusi esitama, veebipõhistes küsitlustes ja viktoriinides osalema jne. Mõned tasuta digivahendid, mida selleks kasutada saab, on Zoom, Microsoft Teams, GoToMeeting või Jitsi reaalajas tunni pidamiseks ja Kahoot, Mentimeter või Google Forms viktoriinide korraldamiseks ja tunnis kaasa töötamiseks. See annab õpilastele tavalise koolitunni tunde ja aitab neis kokkukuuluvustunnet tekitada.","remote-teaching.tips.points.7.0":"Veenduge, et materjalid on kättesaadavad ja taskukohased","remote-teaching.tips.points.7.1":"hoolitsege selle eest, et programmeerimistunnid oleksid realistlikud ja kaasaksid kõiki, veendudes, et vajalikud vahendid on igas majapidamises hõlpsasti leitavad ning et ülesanded oleks kõikidele õpilastele jõukohased või nende võimetele kohandatud. Näiteks ilma digitehnikata programmeerimistegevuste jaoks läheb vaja odavaid vahendeid, nagu käärid, paber ja viltpliiatsid. Veebipõhiste programmeerimisharjutuste puhul veenduge, et kõikidel õpilastel on kodus arvutile juurdepääs ja töökindel internetiühendus.","remote-teaching.tips.conclusion":"Kuidas teie distantsõppel olles programmeerimist õpite ja õpetate? Kas teil on teiste õpetajatega häid nippe jagada? Kirjutage allpool olevasse foorumisse kommentaar!","report.title":"Esita oma #EUCodeWeek ürituse aruanne","report.event_title":"Ürituse nimi","report.number_required":"Anna ligikaudne hinnang, kui täpseid andmeid ei ole.","report.phrase1":"Seda vormi saad täita ainult üks kord! Palun vaata andmed hoolega üle. Kui tegid vea, ","report.phrase2":"Pärast aruande esitamist antakse automaatselt välja isikustatud tunnistus Code Weekil osalemise kohta ning selle saad alla laadida või seda teistega jagada. Tunnistuse näidist saad vaadata siin.","report.phrase3":"Nõutavad väljad on tähistatud tärniga.","report.phrase4":"Seda vormi saad täita ainult üks kord! Palun vaata andmed hoolega üle. Kui tegid vea,","report.contactus":"võta meiega ühendust","report.participants_count.label":"Osalejate arv","report.average_participant_age.label":"Osalejate keskmine vanus","report.percentage_of_females.label":"Naiste osakaal","report.codeweek_for_all_participation_code.label":"Code Week 4 All osalemiskood","report.codeweek_for_all_participation_code.help":"Siia saad sisestada oma Code Week 4 All väljakutse koodi, kui sul see on. Kui sa ei osale, jäta see väli vahele.","report.name_for_certificate.label":"Nimi tunnistuse jaoks","report.name_for_certificate.help":"Kirjuta siia ürituse korraldaja nimi, kellele tuleks anda välja tunnistus Code Weekil osalemise kohta. Kasuta ainult ASCII-tähti. Rõhumärkide või täppidega jms tähti ei saa kasutada.","report.submit":"Esita ürituse aruanne","report.thanks_page.title":"Aitäh, et esitasid aruande oma ürituse kohta!","report.thanks_page.certificate_ready":"Sinu tunnistus on valmis.","report.thanks_page.download_button":"Allalaadimiseks klõpsa siin.","report.thanks_page.back_events":"Tagasi ürituse juurde","resources.search_resources":"Otsi materjale","resources.types":"Liigid","resources.levels":"Tasemed","resources.programming_languages":"Programmeerimiskeeled","resources.categories":"Kategooriad","resources.Languages":"Keeled","resources.Subjects":"Õppeained","resources.share":"Jaga","resources.communication_toolkit":"Teavituskomplekt","resources.teachers_toolkit":"Abivahendite komplekt õpetajatele","resources.leaflet":"Brošüür","resources.how_to_organise_an_activity":"Kuidas tegevust korraldada?","resources.resources.languages.Russian":"Vene","resources.resources.languages.Norwegian":"Norra","resources.resources.languages.Mandarin":"Mandariini","resources.resources.languages.Japanese":"Jaapani","resources.resources.languages.All targeted languages":"Kõik sihtkeeled","resources.resources.levels.Beginner":"Algaja","resources.resources.levels.Intermediate":"Kesktase","resources.resources.levels.Advanced":"Edasijõudnud","resources.resources.levels.Pre-primary education":"Koolieelne haridus","resources.resources.levels.Primary school (5-12)":"Algkool (5–12)","resources.resources.levels.Lower secondary school (12-16)":"Põhikooli esimene aste (12–16)","resources.resources.levels.Upper secondary school (16-18)":"Põhikooli teine aste (16–18)","resources.resources.levels.Higher Education":"Kõrgharidus","resources.resources.levels.Other":"Muu","resources.resources.subjects.Art":"Kunst","resources.resources.subjects.Biology":"Bioloogia","resources.resources.subjects.Chemistry":"Keemia","resources.resources.subjects.Computer Science":"Informaatika","resources.resources.subjects.Culture":"Kultuur","resources.resources.subjects.Economics":"Majandus","resources.resources.subjects.Foreign Languages":"Võõrkeeled","resources.resources.subjects.Geography":"Geograafia","resources.resources.subjects.Geology":"Geoloogia","resources.resources.subjects.History":"Ajalugu","resources.resources.subjects.Language and Literature":"Keel ja kirjandus","resources.resources.subjects.Mathematics":"Matemaatika","resources.resources.subjects.Natural Sciences":"Loodusteadused","resources.resources.subjects.Physical Education":"Kehaline kasvatus","resources.resources.subjects.Physics":"Füüsika","resources.resources.subjects.Coding":"Programmeerimine","resources.resources.subjects.Special Education Needs":"Hariduslikud erivajadused","resources.resources.subjects.Other":"Muu","resources.resources.types.Tutorial":"Õpetus","resources.resources.types.Website":"Veebisait","resources.resources.types.Online Course":"Veebikursus","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Rakendus","resources.resources.types.Game":"Mäng","resources.resources.types.Graphic Material":"Graafiline materjal","resources.resources.types.Presentation":"Esitlus","resources.resources.types.Toolkit":"Abivahendite komplekt","resources.resources.types.Other":"Muu","resources.resources.types.Lesson Plan":"Tunnikava","resources.resources.types.Guide":"Juhend","resources.resources.categories.Coding":"Koodikirjutamine","resources.resources.categories.Programming":"Programmeerimine","resources.resources.categories.Computational Thinking":"Algoritmiline mõtlemine","resources.resources.categories.Robotics":"Robootika","resources.resources.categories.Making":"Meisterdamine","resources.resources.categories.Tinkering":"Nokitsemine","resources.resources.categories.Unplugged Activities":"Veebiühenduseta üritused","resources.resources.categories.Other":"Muu","school.name":"Kooli nimi","school.location":"Kooli asukoht","school.description":"Kooli kirjeldus","school.school":"Kool","school.add":"Lisa","school.list":"Nimekiri","school.required.name":"Kooli nimi on nõutav","school.required.location":"Kooli asukoht on nõutav","schools.1.title1":"Miks peaks tunnis programmeerimisega tegelema?","schools.1.title2":"Mis kasu on õpilastel programmeerimisest? Mida annab see sulle kui õpetajale?","schools.1.content.0":"Meie arvates peab digiajastul igaüks elementaarse kirjaoskuse hulgas mõistma ka programmeerimist ja arendama arvutioskustega seotud väga tähtsaid oskusi, nagu probleemide lahendamine, koostöö ja analüüsivõime.","schools.1.content.1":"Programmeerimise õppimine võib võimaldada su õpilastel käia kaasas uuendustega digipädevusega ühiskonnas, paremini mõista neid ümbritsevat maailma ning saada paremaid võimalusi saavutada edu oma isiklikus ja töises elus.","schools.1.content.2":"Code Week pakub kõigile õpilastele võimaluse teha esimesi samme digiteoste loojatena, pakkudes koolidele ja õpilastele tasuta kutsealase arengu võimalusi, õppematerjale, rahvusvahelisi väljakutseid ja võimalusi mõtteid vahetada.","schools.1.button.label":"Kas tahad kohe alustada? Liitu siin!","schools.2.title1":"Kas oled valmis kaasa lööma?","schools.2.title2":"Korralda õppetund, koolitus või üritus ja kinnita see kaardile.","schools.2.content.0":"Sõltumata sellest, kas sa juba oskad programmeerida või mitte, võid lihtsalt korraldada oma klassis tunni, lahtiste uste päeva või kooliürituse. Vali vaid kuupäev ja registreeri oma tegevus allpool oleval kaardil. Kui sulle tundub, et vajad abi programmeerimistunni ettevalmistamisel, liigu järgmisse jaotisse.","schools.2.content.1":"Vaata allpool oleval kaardil näiteid korraldatavatest ettevõtmistest ja lisa enda oma, liitudes tuhandete teiste haridustöötajatega Euroopas ja mujal maailmas: ","schools.2.button.label":"Kas oled valmis proovima? Lisa tegevus!","schools.3.title1":"Kas programmeerimine on sinu jaoks uus asi? Ära muretse!","schools.3.title2":"Meie tööriistade abil saad programmeerimisega tutvuda, enne kui sellega õpilaste ette astud.","schools.3.content.0":"Kui tahaksid oma tundides programmeerimist käsitleda, aga ei tea, millest alustada, siis ära muretse! Õpetajate ja asjatundjate rahvusvaheline töörühm on koostanud rea lühikesi veebipõhiseid õppemooduleid, mis aitavad algust teha.","schools.3.content.1":"Meie lühiõpetuste järgimine ei eelda mingeid varasemaid programmeerimiskogemusi.","schools.3.button.label":"Juurdepääs õppemoodulitele","schools.4.title1":"Kas otsid järgmisi väljakutseid?","schools.4.title2":"Koosta tegevuste võrgustik, kaasa võimalikult palju õpilasi ja saad tunnistuse oma eeskujuliku töö eest.","schools.4.content.0":"Code Week 4 All kutsub üles ühendama jõud teiste õpetajate või koolidega ning osalema oma mõttekaaslaste rahvusvahelises kogukonnas, et anda õpilastele võimalus teha esimesed sammud programmeerimise alal. Kui lood üle tuhande õpilasega kogukonna, saad tunnistuse oma eeskujuliku töö eest.","schools.4.button.label":"Lisateave Code Week 4 All väljakutse kohta","schools.title":"Koolid: vii Code Week oma õpilasteni","scoreboard.title":"Mis riigid kihavad programmeerimisest?","scoreboard.paragraph":"Riigid on punktitabelis järjestatud registreeritud programmeerimisürituste arvu järgi elanike kohta ja seepärast ära imesta, kui mõned väiksemad riigid nimekirja tipus troonivad!","scoreboard.parcipating_with":"osaleb","scoreboard.events":"üritusega","search.audience_title":"Kuulajad","search.theme_title":"Teema","search.placeholder":"Otsi ürituse nime või silti","search.submit":"Otsi","search.label_country":"Vali riik","search.last_year_events.label":"Kaasa viimaste aastate üritused","search.last_year_events.yes":"Jah","search.last_year_events.no":"Ei","search.search_counter":"vastab otsingukriteeriumitele","search.event":"üritus","search.events":"üritust","search.year":"aastas","search.audiences":"Sihtrühm","search.themes":"Teemad","search.countries":"Riigid","search.search_placeholder":"Otsi pealkirja või kirjelduse järgi","snippets.featured-activities":"Sellel lehel on eelseisvad ELi programmeerimisnädala tegevused, milles saab veebi vahendusel osaleda. Tegevusi saab filtreerida keele või kuu alusel ning klõpsates nupul „Vaata“ avaneb täpsem teave ja korraldajate kontaktandmed. Head uurimist!","snippets.learn":"Programmeerimine on üks võtmeoskusi, mida läheb kõikides valdkondades üha enam vaja. ELi programmeerimisnädala eesmärk on teid selle õppimises aidata. Tutvuge meie materjalidega ja valige oma programmeerimisteekonna alustamiseks või jätkamiseks sobivaim vahend. Kõik materjalid on tasuta. Pidage meeles, et tulemusi saab filtreerida liigi, taseme, programmeerimiskeele, kategooria ja keele alusel.","snippets.teach":"Programmeerimine on üks võtmeoskusi, mis avab teie õpilastele ja lastele uusi võimalusi. Kas tahate õpetada programmeerimist kodus, koolis või huviringis? Tutvuge meie materjalidega ja valige enda jaoks sobivaim vahend, mille abil programmeerimist oma õpetamistöösse kaasata. Kõik materjalid on tasuta. Pidage meeles, et tulemusi saab filtreerida liigi, taseme, programmeerimiskeele, õppeaine, kategooria ja keele alusel.","snippets.toolkits.0":"Sellest jaotisest leiate materjale, mis aitavad teil ELi programmeerimisnädala Code Week tegevusi korraldada ja ettevõtmise kohta oma kogukonnas teavet levitada.","snippets.toolkits.1":"Teavituskomplekt","snippets.toolkits.2":"siit leiab ELi programmeerimisnädala Code Week ametlikud logod, märgi, reklaamlehe, plakati, PowerPointi ja Wordi mallid, suhtlusmeedia postituste näited ja illustratsioonid.","snippets.toolkits.3":"Abivahendite komplekt õpetajatele","snippets.toolkits.4":"siit leiab ELi programmeerimisnädala Code Week ametlikud logod, märgi, õpilastele mõeldud osalemistunnistuse põhja, ELi programmeerimisnädalat Code Week tutvustava esitluse ja suhtlusmeedia materjalid.","snippets.toolkits.5":"ELi programmeerimisnädala ametlik brošüür","snippets.about.goal":"Meie eesmärk on aidata suuremal arvul noortel kodeerimise ja arvutusliku mõtlemise põhitõdesid tundma õppida.","snippets.guide.tutorials.1":"Vaadake meie","snippets.guide.tutorials.2":"juhendeid ja koolitusi,","snippets.guide.tutorials.3":"mis on saadaval 29 keeles ja mis aitavad korraldada noortele kodeerimist ja arvutuslikku mõtlemist õpetavaid tegevusi.","snippets.dance.menu":"Tantsuülesanne","snippets.dance.subtitle":"Kes ütles, et programmeerijad ei oska tantsida? Me tõestame vastupidist tantsuüritusega #EUCodeWeekDance.","snippets.dance.content":"Kutsume üles nii koole, õpetajaid, raamatukogusid kui ka programmeerimisringe, ettevõtjaid ja ametiasutusi korraldama ELi programmeerimisnädala raames tantsuüritust #EUCodeWeekDance ja lisama seda programmeerimisnädala kaardile.","snippets.treasure-hunt.menu":"Aardejaht","snippets.treasure-hunt.subtitle":"Mäng toimub rakenduses Telegram,","snippets.videos.1":"Vaata ELi programmeerimisnädala saadikute videoid meie väärtuste kohta.","snippets.videos.2":"Vaata Sloveenia saadikut Katja Osljakit rääkimas ELi programmeerimisnädala sõltumatusest.","snippets.videos.3":"Vaata Prantsusmaa saadikut Laurent Touché’d rääkimas teemal, miks ELi programmeerimisnädal on mõeldud kõigile,","snippets.videos.4":"Vaata Tuneesia saadikut Fatma Bouazizit rääkimas ELi programmeerimisnädala glokaalsusest.","snippets.videos.5":"Vaata Läti saadikut Linda Sinkat rääkimas teemal, kuidas ELi programmeerimisnädal puudutab koostööd.","snippets.videos.6":"Vaata Itaalia saadikut Alessandro Bogliolot rääkimas ELi programmeerimisnädala mittetulunduslikust olemusest.","snippets.videos.7":"Vaata Albaania saadikut Marjana Priftit rääkimas teemal, kuidas ELi programmeerimisnädal ergutab innovatsiooni ja loovust.","snippets.videos.8":"Vaata Rumeenia saadikut Cristiana Lucacit rääkimas teemal, miks ollakse ELi programmeerimisnädalaga seoses tänulik oma kogukonnale.","training.learning_bits":"Programmeerimisnädala Code Week õpivahendid","training.title":"Tasuta õppematerjalid ja veebikursused","training.text":`

    Siit leiate tasuta õppematerjale ja -vahendeid, mis aitavad teil plaanida oma esimest innovaatilist tunniplaani.

    -

    1. õpivahendid

    -

    Eelnev koodikirjutamise või programmeerimiskogemus ei ole vajalik ning iga mooduli läbimine võtab aega ainult 15 minutit. Moodulites tutvustatakse programmeerimise põhitõdesid ja algoritmilise mõtlemise arendamiseks mõeldud tegevusi. Lisaks sellele antakse moodulites praktilisi nippe ja nõu, kuidas neid kontseptsioone oma klassiruumis kasutada.

    `,"training.text_2":`

    Nüüd, kui olete tutvunud programmeerimisnädala Code Week õppevahenditega, olete ehk valmis tooma veidi digitaalset loomingulisust ka klassiruumi ja lisama oma tegevuse programmeerimisnädala Code Week kaardile!

    - -

    Võite näiteks organiseerida ühe tunni, avatud päeva või kooliürituse. Lihtsalt valige kuupäev ja registreerige oma üritus programmeerimisnädala Code Week kaardile. Iga tegevuse ja/või ürituse organiseerija saab oma pingutuse eest osaleja tunnistuse.

    - -

    Kui soovite võtta ühendust teiste entusiastlike õpetajatega, siis liituge ELi programmeerimisnädala Code Week Facebooki õpetajate grupiga! Kui soovite astuda sammu veelgi kaugemale ja teha koostööd teiste koolidega kas enda riigis või piiri taga, siis liituge programmeerimisnädala väljakutsega Code Week 4 All.

    `,"training.lessons.1.title":"Programmeerimine ilma digitaalse tehnoloogiata","training.lessons.1.author":"Autor: Alessandro Bogliolo","training.lessons.1.text":`

    Programmeerimine on keel, mis võimaldab kirjutada programme, mille abil saab lisada uusi funktsioone kümnetele miljarditele programmeeritavatele objektidele. Programmeerimine on kiireim viis oma mõtteid teoks teha ja kõige tõhusam viis oma algoritmilise mõtlemise arendamiseks. Samas ei ole algoritmilise mõtlemise arendamiseks alati arvutit vaja. Algoritmiline mõtlemine on eelkõige vajalik selleks, et tehnoloogia tööle saada.

    - -

    Selles videos tutvustab Alessandro Bogliolo, arvutisüsteemide õppejõud Itaalias ja Euroopa programmeerimisnädala Code Week koordinaator, erinevaid programmeerimistegevusi, mida saab harjutada ilma elektrooniliste seadmeteta. Selliste tegevuste peamine eesmärk on viia programmeerimine igasse kooli, hoolimata rahastusest ja varustusest.

    - -

    Elektroonikavabad programmeerimistegevused aitavad paljastada füüsilise maailma algoritmilisi aspekte.

    `,"training.lessons.1.activities.1":"1. tegevus – CodyRoby algkoolile","training.lessons.1.activities.2":"2. tegevus – CodyRoby põhikooli esimesele astmele","training.lessons.1.activities.3":"3. tegevus – CodyRoby põhikooli teisele astmele","training.lessons.2.title":"Algoritmiline mõtlemine ja probleemide lahendamine","training.lessons.2.author":"Autor: Miles Berry","training.lessons.2.text":`

    Algoritmiline mõtlemine tähendab probleemide ja süsteemide vaatamist viisil, mis aitaks arvutil neid lahendada või mõista. Algoritmiline mõtlemine ei ole vajalik ainult arvutiprogrammide arendamisel, vaid on kasulik ka erinevate probleemide lahendamisel.

    - -

    Algoritmilist mõtlemist saate õpetada, kui lasete õpilastel jagada ühe keerulise probleemi väiksemateks osadeks (dekompositsioon), leida mustreid (mustrituvastus) ja selgitada välja probleemi lahendamiseks vajalikke detaile (abstraktsioon); või kui loote reeglid või juhised, mida tuleb järgida soovitud tulemuse saavutamiseks (algoritmi loomine). Algoritmilist mõtlemist saab õpetada erinevate õppeainete raames, nagu matemaatika (reeglite loomine teise astme hulkliikme teguriteks lahutamise jaoks), kirjandus (luuletuse analüüsi jagamine rütmi-, riimi- ja struktuurianalüüsiks), keeled (grammatiliste reeglite ja nende mustrite avastamine) ja nii edasi.

    - -

    Selles videos tutvustab Miles Berry, Gulidfordis (Ühendkuningriigis) asuva Roehamptoni ülikooli õppejõud, algoritmilise mõtlemise kontseptsiooni ja erinevaid viise, kuidas õpetaja seda erinevate mängude abil klassiruumi tuua saab.

    `,"training.lessons.2.activities.1":"1. tegevus – matemaatilise analüüsi õpetamine algkoolile","training.lessons.2.activities.2":"2. tegevus – algoritmide tutvustamine põhikooli esimesele astmele","training.lessons.2.activities.3":"3. tegevus – algoritmid põhikooli teisele astmele","training.lessons.3.title":"Visuaalne programmeerimine – sissejuhatus Scratchi kasutamisse","training.lessons.3.author":"Autor: Margo Tinawi","training.lessons.3.text":`

    Visuaalne programmeerimine võimaldab inimestel kirjeldada illustratsioonide ja graafika abil erinevaid protsesse. Tavaliselt tuuakse visuaalse programmeerimise vastandina välja tekstipõhine programmeerimine. Visuaalse programmeerimise keeli on kohandatud, et algoritmilist mõtlemist saaks tutvustada ka lastele (või siis täiskasvanutele). See tähendab vähem lugemist ja keerulise süntaksi puudumist.

    - -

    Selles videos aitab Margo Tinawi, Le Wagoni veebiarenduse õpetaja ja Belgia ettevõtte Techies Lab asbl kaasasutaja, tutvuda Scratchiga, mis on üks populaarseimatest visuaalse programmeerimise keeltest terves maailmas. Scratch loodi MIT ülikoolis 2002. aastal ja nüüdseks on selle ümber tekkinud suur kogukond. Scratchist võite leida miljoneid projekte, mida oma õpilastega taasluua, ja lugematul hulgal erinevates keeltes õppematerjale.

    - -

    Scratchi kasutamiseks ei pea olema eelnevaid kodeerimisoskusi ja seda saab kasutada kõikide õppeainete juures! Näiteks võite kasutada Scratchi digitaalse jutuvestmisvahendina või lasta õpilastel lugusid luua, matemaatilisi probleeme illustreerida või kunstivõistlusi korraldada, aidates neil samal ajal oma kultuuripärandit õppima tunda. Läbi erinevate tegevuste õpivad lapsed muidugi ka kodeerimist ja algoritmilist mõtlemist – ja mis kõige tähtsam, neil on lõbus.

    - -

    Scratch on tasuta kättesaadav, väga intuitiivne ja motiveeriv. Vaadake Margo videot ja õppige Scratchi kasutamist.

    `,"training.lessons.3.activities.1":"1. tegevus – Scratchi põhitõed algkoolile","training.lessons.3.activities.2":"2. tegevus – Scratchi põhitõed põhikooli esimesele astmele","training.lessons.3.activities.3":"3. tegevus – Scratchi põhitõed põhikooli teisele astmele","training.lessons.4.title":"Scratchiga hariduslike mängude loomine","training.lessons.4.author":"Autor: Jesús Moreno León","training.lessons.4.text":`

    Kriitiline mõtlemine, järjepidevus, probleemide lahendamine, algoritmiline mõtlemine ja loomingulisus on vaid mõned põhioskustest, mida teie õpilased 21. sajandil läbilöömiseks vajavad. Kodeerimine aitab neid arendada lõbusal ja motiveerival moel.

    - -

    Voo reguleerimine juhistest ja silmustest koosnevate jadade abil, andmeesitus muutujate ja loendite abil, protsesside sünkroniseerimine – kõik see võib tunduda keeruline, kuid järgmises videos näidatakse, et seda on lihtsam õppida, kui arvate.

    - -

    Selles videos selgitab Jesús Moreno León, Hispaaniast pärit arvutiõpetaja ja teadur, kuidas saate oma õpilastele õpetada neid ja teisi oskusi ning samal ajal ka lõbutseda. Kuidas seda teha? Kasutage Scratchi, kõige populaarsemat programmeerimiskeelt terves maailmas, ning looge küsimuste ja vastuste mäng. Scratch ei arenda ainult algoritmilist mõtlemist, vaid aitab tuua klassiruumi ka mängulisi elemente, mis aitavad hoida teie õpilaste motivatsiooni.

    - -

    Vaadake videot ja alustage õppimisega.

    `,"training.lessons.4.activities.1":"1. tegevus – Scratchi küsimuste ja vastuste mäng algkoolile","training.lessons.4.activities.2":"2. tegevus – Scratchi küsimuste ja vastuste mäng põhikooli esimesele astmele","training.lessons.4.activities.3":"3. tegevus – Scratchi küsimuste ja vastuste mäng põhikooli teisele astmele","training.lessons.5.title":"Robotite ehitamine ja meisterdamine klassiruumis","training.lessons.5.author":"Autor: Tullia Urschitz","training.lessons.5.text":`

    Programmeerimise, meisterdamise, robotiehituse ja mikroelektroonika integreerimine õppetöös ja õppevahendites on võti 21. sajandi haridusse.

    - -

    Meisterdamise ja robootika toomine koolidesse aitab õpilasi mitmel viisil, võimaldades neil arendada oma probleemilahendamise, tiimi- ja koostöö tegemisi oskusi. See suurendab ka õpilaste loomingulisust ja enesekindlust, mis omakorda aitab neil leida sihikindlust ja tahtejõudu raskuste ületamiseks. Robootika võimaldab kaasata erinevate oskustega lapsi (nii poisse kui ka tüdrukuid) ja mõjub positiivselt ka autismispektri häiretega õpilastele.

    - -

    Vaadake videot, kus Tullia Urschitz, Itaalia Scientixi esindaja ja Sant’Ambrogio Di Valpolicella STEM-õpetaja, annab praktilist nõu, kuidas saaksid õpetajad integreerida meisterdamist ja robootikat klassiruumis ning muuta seeläbi oma õpilased entusiastlikeks loojateks.

    `,"training.lessons.5.activities.1":"1. tegevus – Kuidas luua papist mehaanilist kätt, algkool","training.lessons.5.activities.2":"2. tegevus – Kuidas luua mehaanilist kätt, põhikooli esimene aste","training.lessons.5.activities.3":"3. tegevus – Kuidas luua mehaanilist kätt, põhikooli teine aste","training.lessons.6.title":"App Inventor ja rakenduste arendamine","training.lessons.6.author":"Autor: Rosanna Kurrer","training.lessons.6.text":`

    Selles videos seletab Rosanna Kurrer (CyberWayFinderi asutaja), mis on App Inventor, millised eelised annab koolitunnis rakenduste arendamine ja toob praktilisi näiteid selle kohta, kuidas õpetajad saavad App Inventorit tunnis kasutada, muutes passiivsed õpilased innustunud mänguloojateks.

    -

    Me kõik kasutame rakendusi, sest see on mugav ja kiire viis tegevusi koordineerida. Samuti kasutatakse rakendusi üha enam hariduses, sest need võimaldavad isikustatud õpet ja annavad kasutajatele võimaluse teadmisi omandada. Nii et miks mitte anda oma õpilastele võimalus luua teistele kasutajatele mõeldud haridusalane rakendus?

    `,"training.lessons.6.activities.1":"Tegevus 1 – pealkiri, 1.–6. klassile","training.lessons.6.activities.2":"Tegevus 2 – pealkiri, 7.–9. klassile","training.lessons.6.activities.3":"Tegevus 3 – pealkiri, 10.–12. klassile","training.lessons.7.title":"Nokitsemine ja loomine","training.lessons.7.author":"Autor: Diogo da Silva","training.lessons.7.text":`

    Ametid ja töökohad muutuvad ning haridus sammub nende jälgedes. Valmistades õpilasi ette 21. sajandi tööeluks, on oluline arendada selliseid uusi oskusi nagu nokitsemine, loomine ja häkkimine, sest need vähendavad kooli ja tegeliku elu vahelist lõhet. Kui klassiruumist saab koostööd soosiv keskkond, kus keskendutakse probleemide lahendamisele, saavad õpilased aktiivselt kaasa lüüa ja suudavad kõigega edukalt toime tulla. Need tegevused soodustavad arutelusid, tehes klassiruumist nii teabevahetuskeskuse, kus iga osalise panus on oluline.

    -

    Allolevas videos selgitab STEAM-meetodeid kasutav õpetaja Diogo da Silva Portugalist (Escola Global) samm-sammult, kuidas korraldada õppetundi, kus õpilased peavad lahenduse leidmiseks ise nokitsema, katsetama ja häkkima.

    `,"training.lessons.7.activities.1":"Tegevus 1 – pealkiri, 1.–6. klassile","training.lessons.7.activities.2":"Tegevus 2 – pealkiri, 7.–9. klassile","training.lessons.7.activities.3":"Tegevus 3 – pealkiri, 10.–12. klassile","training.lessons.8.title":"Programmeerimine kõigis õppeainetes","training.lessons.8.author":"Autor: M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Kui mõelda programmeerimisele koolitundides, seostub see eelkõige arvutite, tehnoloogia, matemaatika või teadusega. Aga kuna õpilasi köidavad eri tegevused ja teemad, siis miks ei võiks programmeerimist laiemalt kasutada ning rakendada seda kogu õppekava ulatuses?

    -

    Programmeerimise õpetamisel koolitunnis on mitu eelist – see aitab õpilastel arendada kriitilise mõtlemise ja probleemilahendusoskust, saada aktiivseteks kasutajateks ja juhtida oma õppeprotsessi, mis on koolis käimise puhul oluline. Ent kõige tähtsam on see, et õpilased omandavad teadmisi, veetes samal ajal lõbusalt aega.

    -

    Keeled, muusika, aga ka loodus- ja täppisteadused ning tehnoloogia (LTT) on vaid mõned õppeained, kus õpetajad võivad tulevastele teadlastele, muusikutele, kunstnikele või mis tahes ameti pidajatele programmeerimist tutvustada. Kõik õpetajad võivad programmeerimise ja arvutusliku mõtlemise õpetamise oma tunnitegevusega ühendada. Lõimitud aine- ja keeleõppe rakendamine igapäevaelus kasutatava algoritmi selgitamiseks, vildist juhtkangi valmistamine teaduste tundma õppimiseks või õpperobotite kasutamine motivatsiooni suurendamiseks matemaatikas on vaid mõned näited tegevustest, mida saate tunnis korraldada.

    -

    Alltoodud videost võite näha, kuidas teadusainete, muusika- ja keeleõpetajad võivad programmeerimise ja arvutusliku mõtlemise õpetamise hõlpsasti tunnitegevusse kaasata, isegi kui neil ei ole varasemat kogemust.

    `,"training.lessons.8.activities.1":"Tegevus 1. Robootika ja selle kaasamine LTT õpetamisse algkoolis","training.lessons.8.activities.2":"Tegevus 2. Muusika on programmeerimine!","training.lessons.8.activities.3":"Tegevus 3. Nokitsemine ja programmeerimine Makey Makeyga.","training.lessons.8.activities.4":"Tegevus 4. Igapäevaelus kasutatav algoritm lõimitud aine- ja keeleõppe tunni jaoks.","training.lessons.9.title":"Automaadi tegemine micro:biti abil","training.lessons.9.author":"Pauline Maas","training.lessons.9.text":`

    - Kergesti programmeeritava pihusuuruse arvuti micro:bit abil saab õpilastega teha lõbusalt ja hõlpsalt huvitavaid asju robotitest muusikainstrumentideni ning samal ajal õpetada neile programmeerimist. Seda on lihtne kasutada ka kõige noorematel programmeerijatel, kuid samas on see piisavalt võimas ka asjatundlikumatele õpilastele. Seda saab kasutada erinevates ainetundides, alustades ajaloost ning lõpetades matemaatika ja füüsikaga. Selle võimalused on lõputud. Micro:bit on haarav ja soodne viis õpetada õpilastele programmeerimist ja samal ajal ka muid tähtsaid oskusi, nagu algoritmilist mõtlemist, probleemide lahendamist ja loovust. -

    -

    - Selles videos tutvustab Koninklijke Visio informaatikaõpetaja Pauline Maas micro:bitti ja toob mõned praktilised näited, kuidas õpetajad saavad seda tundides kasutada, et muuta passiivsed õpilased innukateks loojateks. -

    `,"training.lessons.9.activities.1":"morsekood micro:biti abil algkoolile","training.lessons.9.activities.2":"põgenemistuba micro:biti abil põhikooli esimesele astmele","training.lessons.9.activities.3":"automaadi tegemine põhikooli teisele astmele","training.lessons.10.title":"Loominguline programmeerimine Pythoniga","training.lessons.10.author":"Ivana Vezjak","training.lessons.10.text":`

    -Visuaalselt tekstipõhisele üleminek on programmeerimises loomulik areng. Kuigi visuaalne programmeerimine on enamasti algajaile sobiv, võivad õpilased mõne aja pärast soovida uut väljakutset. Tekstipõhine progammeerimine on järgmine samm, kui on huvi programmeerimise ja algoritmilise mõtlemisega põhjalikumalt tegeleda. -

    -

    -Selles videos tutvustab Ivana Vezjak Pythoni põhisüntaksit. Python on tänapäeval üks populaarsemaid programmeerimiskeeli, mida kasutatakse paljudes valdkondades, nagu andmeteadus, tehisintellekt, masinõpe, veebiarendus jne. Kuigi Python on võimas programmeerimiskeel, mida kasutavad kogenud programmeerijad, saab seda tänu lihtsusele ja selgele süntaksile kasutada ilma mingi programmeerimiskogemuseta. -

    -

    -Pythoni abil saavad õpilased koostada viktoriine ajaloosündmuste kohta, lahendada matemaatikaülesandeid, teha füüsikalisi simulatsioone, luua mänge, koostada veebisaite, teha teadusprojektide jaoks andmeanalüüse ja palju muud. Pythonil on suur ja mitmekülgne standardteek, suur kogukond ning suur hulk veebis saadaolevaid juhendeid ja projekte, mida saab kasutada õpetades, õppides ja harjutades. Õpilased saavad Pythoniga programmeerides, programme analüüsides ja vigu parandades arendada oma loovust ning õppida järjekindlust, püsivust ja kannatlikkust. Nad õpivad analüütilist mõtlemist ja probleemide lahendamist, jagades keerulised probleemid väiksemateks osadeks. Sellised pädevused aitavad neil leida probleemidele sobiva lähenemisviisi kõigil elualadel. -

    `,"training.lessons.10.activities.1":"minu esimene viktoriin algkoolile","training.lessons.10.activities.2":"poomismäng Hangman põhikooli esimesele astmele","training.lessons.10.activities.3":"lippude tundmine põhikooli teisele astmele!","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Pythoni standardteek","training.lessons.10.links.1.description":"Valmiskoodi ja moodulite kogu (nt kilpkonna ja matemaatika moodul jne)","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Õppevideomäng programmeerimise põhimõtete õppimiseks","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"CodeClubi projektid","training.lessons.10.links.3.description":"Sammsammulised programmeerimisprojektid lastele algajatest edasijõudnuteni","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Invent your own computer games with Python","training.lessons.10.links.4.description":"Raamat, mis õpetab Pythoni abil ise arvutimänge programmeerima","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Õppekogukond, kus õpilased ja õpetajad saavad mitmesuguste ülesannete abil õppida","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Pythoni sissejuhatavate õppetundide kogu (nii tekstipõhine kui ka plokkidega), kus kasutatakse interaktiivseid Trinketeid","training.lessons.10.links.title":"Lisamaterjalid","training.lessons.11.title":"Programmeerimine kaasamiseks","training.lessons.11.author":"programmeerimisnädala Code Week töörühm","training.lessons.11.text":`

    - Programmeerimist võib olla keeruline tundides kasutada, eriti kui teie klassis on teatavate puuetega õpilasi. Tähtis on siiski meeles pidada, et olenemata võimetest suudavad kõik programmeerima õppida. Erivajadustega lastele võib programmeerimise õppimine olla väga kasulik, sest see õpetab olulisi eluks vajalikke oskusi, nagu probleemide lahendamist, oma elu korraldamist ja iseseisvust. Programmeerides saab koostöö ja rühmatöö kaudu arendada ka käitumis- ja suhtlemisoskusi, millega on paljudel puuetega lastel raskusi. Kõige tähtsam on aga see, et eakaaslastega õppimise kõrval on see ka huvitav. -

    - Selles videos näitab Code Weeki töörühm mõnda praktilist, lihtsat ja lõbusat programmeerimistegevust, mis on kohandatud spetsiaalselt nägemispuuete, Downi sündroomi ja autismispektri häiretega õpilastele ning mida õpetajad saavad hõlpsalt oma tundides rakendada. -

    `,"training.lessons.11.activities.1":"juhtmeta munakarp","training.lessons.11.activities.2":"väga nutikas hiir","training.lessons.11.activities.3":"tähti loov täht","training.lessons.12.title":"Jätkusuutliku arengu eesmärkide kodeerimine","training.lessons.12.author":", autorid Francisco Javier Masero, Cristina Nicolaita ja Erviola Konomi","training.lessons.12.text.1":"Traditsiooniline haridus annab õpilastele vähe võimalusi mõista ja lahendada tegelikke probleeme, nagu globaalne kliimamuutus, sooline võrdõiguslikkus, nälg, vaesus või hea tervis ja heaolu.","training.lessons.12.text.2":"Jätkusuutliku arengu eesmärgid (SDG) on 2030. aasta säästva arengu tegevuskava tuum, mille kõik Ühinenud Rahvaste Organisatsiooni liikmesriigid on vastu võtnud, et planeerida planeedil rahu ja jõukuse saavutamise juhiseid, toetades globaalset arengut. Õpetajad saavad kasutada klassiruumis säästva arengu eesmärke õpilaste kriitilise mõtlemise arendamise vahendina, aga ka oma identiteedi ja eesmärgi leidmisel. Kodeerimise ja arvutusliku mõtlemise põhielementide kombineerimine säästva arengu eesmärkidega suurendab teie õpilaste enesekindlust aidates neil arendada loovust, ettevõtlikkust, probleemide lahendamist või suhtlemisoskust.","training.lessons.12.text.3":"Allolevates tegevustes rakendavad õpilased täna ülemaailmse ja sotsiaalse tähtsusega teemadele põhimõtteid Scratch, ASCII kodeerimine ja lahtiühendatud kodeerimine. Õpetajad suurendavad teadlikkust säästva arengu eesmärkidest, aidates neil samal ajal lõbusalt ja kaasahaaravalt arendada empaatiavõimet, kodanikuaktiivsust ja prosotsiaalseid oskusi.","training.lessons.12.text.4":"Need tunniplaanid keskenduvad igaüks ühele SDG-le:","training.lessons.12.text.5":"Säästva arengu eesmärk 3: Tagada kõikidele vanuserühmadele hea tervis ja heaolu","training.lessons.12.text.6":"Säästva arengu eesmärk 5: Saavutada sooline võrdõiguslikkus ning julgustada naisi ja neidusid","training.lessons.12.text.7":"Säästva arengu eesmärk 13: Võtta viivitamata vastu meetmeid kliimamuutuste ja nende mõjude vastu võitlemiseks","training.lessons.12.activities.1":"Karateka projekt: Karate tundmine programmeerimise kaudu alg-, põhi- ja gümnaasiumi jaoks","training.lessons.12.activities.2":"Algkooli säästva arengu eesmärgid ja kliimamuutuste kodeerimine","training.lessons.12.activities.3":"Soolise võrdõiguslikkuse kodeerimine, gümnaasiumi jaoks","training.lessons.13.title":"Tehisintellekt klassiruumis, sissejuhatus","training.lessons.13.author":"autorid Artur Coelho ja Marjana Prifti Skenduli","training.lessons.13.text.1":"Tehisintellekt (AI) mõjutab paljusid igapäevaelu valdkondi: see parandab automaatselt teie telefoni sisestatud teksti, valib muusika, mida teie lemmikmuusikarakendus esitab, ja mäletab teie paroole, kui olete need unustanud. Tehisintellekt viitab masinõppe, robootika ja algoritmide kombinatsioonile koos rakendustega kõigis valdkondades: arvutiteadusest tootmiseni ja meditsiinist moeni. Seetõttu on sellel vaieldamatu koht meie elus ja ühiskondades ning sellel on teaduse arendamisel võtmeroll. Nagu kõigil teistel meie elus olulistel nähtustel, on ka õpilastel selle tundmaõppimine kasulik. Aga kuidas õpetada midagi nii keerulist nagu tehisintellekt?","training.lessons.13.text.2":"See õppebitt aitab teil õpilastele selgitada, mis on tehisintellekt ja millist rolli mängib see õpilaste elus. Need tegevused on mõeldud mitteekspertidele sisu hõlpsaks mõistmiseks ja keerukate terminite tõhusaks kujundamiseks paremini mõistetavateks ideedeks. Nende tunniplaanide abil saate aidata õpilastel õppida selgeks tehisintellekti kasutamise ja mõned selle taga olevad mehhanismid. Need tegevused on mõeldud õpilastele oma analüütilise ja kriitilise mõtlemisoskuste arendamiseks: näiteks Marjana tegevuses töötavad õpilased välja klassifikatsioonijuhtme. Need tegevused aitavad õpilastel mõista ka tehisintellekti erinevaid rakendusi: Arturi tegevuses saavad nad teada tehisintellekti ja kunsti seosest ning sellest, kuidas tehisintellekti saab kasutada visuaalse väljenduse parandamiseks. Nende tegevuste käigus mõtlevad õpilased ka tehisintellekti ohtudele ja nende mõjudele.","training.lessons.13.activities.1":"Inimese-AI-kunst, algkoolile","training.lessons.13.activities.2":"Klassifitseerimise masinate õpetamine: Juhend masinõppe tutvustamiseks põhikoolile","training.lessons.13.activities.3":"Klassifitseerimise masinate õpetamine: Juhend masinõppe tutvustamiseks gümnaasiumile","training.lessons.14.title":"Õppimine intelligentsete masinate ajastul","training.lessons.14.author":"Adil Tugyan, Georgia Lascaris ja Marco Neves","training.lessons.14.text.1":"Tänu andmetöötlusvõimsuse kiirele arengule ja suurte andmemahtude kättesaadavusele on tehisintellekti areng olnud viimastel aastatel muljetavaldav. See on viinud märkimisväärsetesse investeeringuteni tehisintellekti uurimisse ja tehisintellekti tööstuse kiiresse laienemiseni, tehes tehisintellektist meie ajastu suure tehnoloogilise revolutsiooni. Tehisintellekt on kõikjal meie ümber. Sellest on saanud osa meie igapäevarutiinist, nii palju, et me mõnikord ei mõtle sellest kui tehisintellektist: kasutame pea iga päev veebisoovitusi, näotuvastust, turvasüsteeme ja häälabilisi. Aga kuidas on haridusega?","training.lessons.14.text.2":"Tehisintellektil on tohutu potentsiaal võimaldada uusi õpetamis- ja õppimisviise ning tõhustada õpilaste õppimist. See õpimaterjal aitab teil integreerida autentsed tehisintellektitegevused oma õppetöösse ning aitab teil õpilasi ette valmistada eluks ja karjääriks tehisintellekti kujundatud maailmas. Tegevused on mõeldud õpilastele, arendamaks nende uudishimu, probleemide lahendamise ja loomevõime oskusi. Näiteks Adili tegevuses õpivad õpilased tundma algoritme ja närvivõrke ning neid ergutatakse looma oma närvivõrku tehisintellekti aju visualiseerimiseks. Georgia juhendab teie õpilasi vestlusroboti järkjärgulisel arendamisel. Õpilased koostavad oma vestlusroboti, valmistavad ette küsimuste ja vastuste andmekogumid ning treenivad seda, et see saaks vastata küsimustele Covid-19 kohta. Marco tegevuses uurivad õpilased intelligentsete masinate eeliseid ja väljakutseid igapäevaelus ja töös. Millised on tehisintellekti riskid, millega peame arvestama? Millist mõju avaldab tehisintellekt töö tulevikule? Milliseid töökohti neile tulevikus tööturule sisenemisel pakutakse?","training.lessons.14.activities.1":"Tehisintellekt ja selle närvivõrgud, algklassidele","training.lessons.14.activities.2":"Minu Covid-19 vestlusrobot, põhikoolile","training.lessons.14.activities.3":"Elamine nutikate masinate ajastul: väljakutsed ja võimalused, gümnaasiumile","training.lessons.14.activities.title":"Alljärgnevates tunnikavades õpivad õpilased lõbusalt ja kaasahaaravalt tundma intelligentseid masinaid.","training.lessons.15.title":"Meedia kirjaoskuse tundmaõppimine","training.lessons.15.author":"Marijana Smolčec, Tea Horvatić ja Sanja Božinović","training.lessons.15.text.0":"Meedia kirjaoskus ei ole tänapäeva õpilaste jaoks olnud kunagi tähtsam kui praegu. Igas vanuses õpilased igas vanusest omandama vajalikud oskused, teadmised ja hoiakud, et meie meediarikkas maailmas ringi liikuda. Meedia kirjaoskus aitab neil kasutada usaldusväärset veebisisu ja ära tunda eksitavad teabeallikad. Nad mõistavad, kuidas internetis leiduvat teavet faktiliselt kontrollida ja seda kriitiliselt tõlgendada. Nad suurendavad teadlikkust loometöö nõuetekohase kasutamise kohta ja rakendavad oma teadmisi enda loomingulise infosisu loomisel.","training.lessons.15.text.1":"See õppematerjal võimaldab teil rakendada erinevaid strateegiaid ja meetodeid, et anda oma õpilastele võimalus saada meedias kirjaoskajaks. Marijana tegevusega õpivad õpilased kasutama veebisisu ohutult ja vastutustundlikult. Neile tutvustatakse eri liiki litsentside ja nad töötavad välja lihtsa rakenduse, mis näitab, kuidas loomingulist tööd õigesti jagada. Tea tegevuses alustavad õpilased tööd klõpsusöötade tundmaõppimise kohta. Õpilased uurivad tööülesannete kaudu strateegiaid, mille abil teha kindlaks ja paljastada klõpsusöödad, ning õpivad neid vältima. Sanja võimaldab õpilaste uurida ja analüüsida veebisisu, selle asjakohasust, täpsust, päritolu ja eesmärki. Nad õpivad, kuidas leida võrgus usaldusväärseid allikaid ja kuidas ära tunda valet võrguteavet.Allpool toodud õppekavade raames leiate inspireerivaid ja kaasavaid tegevusi õpilaste meediapädevuse parandamiseks:","training.lessons.15.activities.1":"Kas see on tasuta, kui see on internetis?","training.lessons.15.activities.2":"Klõpsata või mitte","training.lessons.15.activities.3":" Faktide kontrollimine","training.lessons.16.title":"LUGUDE JUTUSTAMINE HEDYGA","training.lessons.16.author":"Felienne Hermans","training.lessons.16.text.0":"Kas sinu õpilased on juba õppinud visuaalset programmeerimiskeelt, kuid tunnevad, et ei ole valmis tekstipõhisesse programmeerimiskeelde süvenema? Sellisel juhul on see õppevahend just sulle ja sinu õpilastele, sest aitab neil täita lünga visuaalse ja tekstipõhise programmeerimiskeele vahel. Õppevahend Lugude jutustamine Hedyga sisaldab kolme õppetunni kava, mis kasutavad Hedyt – astmelist programmeerimiskeelt lastele programmeerimise õpetamiseks.","training.lessons.16.text.1":"Hedy on mõeldud lastele, kes soovivad algust teha tekstipõhiste programmeerimiskeeltega, kuid kelle jaoks võib Pythoniga alustamine olla liiga keeruline. Astmelised keeled kasutavad erinevaid keeletasemeid, kus igal tasemel lisandub uusi mõisteid ja süntaktilist keerukust. Hedy tasemete läbimisel omandavad õpilased teatud hulga süntaksi, mida saab Pythoniga kasutada.","training.lessons.16.text.2":"Sellest õppevahendist leiad inspireerivaid ja põnevaid tegevusi, et aidata õpilastel tekstipõhiseid programmeerimiskeeli tõhusalt kasutada. Oma interaktiivseid lugusid koostades õpivad nad programmeerimist aste-astmelt, ilma et peaksid kõike korraga selgeks saama. Põhikooli II astme õppetunni kavas tutvustatakse õpilastele programmeerimise põhimõisteid. Põhikooli III astme õppetunni kavas tutvustakse täiendavaid programmeerimismõisteid ning gümnaasiumiõpilaste õppetunni kava võimaldab õpilastel programmeerida keerukamaid lugusid ja tegevusi.","training.lessons.16.text.3":"Vaata allpool toodud interaktiivset lugu, et näha, kuidas lugejad saavad loos osaleda ja kuidas see soodustab nende aktiivset kaasatust.","training.lessons.16.activities.1":"Koosta põhikooli II astme õpilastele mõeldud Hedyga oma interaktiivne lugu","training.lessons.16.activities.2":"Koosta põhikooli III astme õpilastele mõeldud Hedyga oma interaktiivne lugu","training.lessons.16.activities.3":"Koosta gümnaasiumiõpilastele mõeldud Hedyga oma interaktiivne lugu","training.lessons.17.title":"Tunneta programmi","training.lessons.17.author":"Alenka Miljević","training.lessons.17.text.0":"Sotsiaalne ja emotsionaalne heaolu on võime olla vastupidav, teada, kuidas oma tundeid valitseda ja teiste tunnetele vastata, luua teistega sisukaid suhteid, tekitada hea tunde loovaid emotsioone ja luua omaenda emotsionaalne tugivõrgustik. Sotsiaalsed ja emotsionaalsed oskused, mida noored koolis omandavad, aitavad neil saada vastupanuvõimelisemaks ning need määravad ära selle, kuidas nad tulevad oma edasises elus toime enda füüsilise ja vaimse tervise arendamisega. (Euroopa Nõukogu)","training.lessons.17.text.1":"Õppevahend „Feel the Code“ („Tunneta programmi“) võimaldab teil toetada õpilaste sotsiaalset ja emotsionaalset heaolu positiivsete ja negatiivsete tunnete äratundmise, selgitamise, mõistmise ja neile vastamise teel, et arendada empaatiat ja vastupanuvõimet. Selles õppevahendis leiate innustavaid ja kaasavaid tegevusi, et aidata programmeerimise kaudu õpilastel arendada erinevate tunnetega toimetulemise oskusi. Teie õpilased õpivad roboti Bee-Bot abil oma tundeid väljendama ja kaaslaste tunnetele reageerima.","training.lessons.17.text.2":"Õppevahend „Feel the Code“ („Tunneta programmi“) koosneb kolmest tunnikavast, milles kasutatakse õpperobotit Bee-Bot, et luua tegevusi, mis julgustavad õpilasti tunnetest rääkima ja empaatiat arendama. Algklasside tunnikavas programmeerivad õpilased Bee-Boti, et rääkida sellistest tunnetest, nagu kurbus, rõõm, hirm ja viha, ning selgitada välja põhjused, miks nemad ja nende kaaslased neid tundeid tunnevad. Põhikooli esimese astme tunnikavas julgustatakse õpilasi programmeerima robotit Bee-Bot, tundma ära enda ja oma kaaslaste tundeid, mõistma nende põhjuseid ja viise neile vastata. Põhikooli teise astme tunnikava võimaldab õpilastel Bee-Boti juhtida ning mõelda välja lugusid tunnete, vastupidavuse ja empaatiavõime kohta.","training.lessons.17.text.3":"Kui teil ei ole klassis õpperobotit, pakutakse selles õppevahendis mõtteid, kuidas viia läbi veebiühenduseta tegevusi, mis soodustavad sotsiaalsete ja emotsionaalsete oskuste arendamist. Allpool leiate lühiülevaate tegevustest, mida saab klassis läbi viia.","training.lessons.17.activities.1":"„Programmeerige – tundke – õppige“ algkooli õpilastele","training.lessons.17.activities.2":"„Mu süda ei ole kivist“ põhikooli esimese astme õpilastele","training.lessons.17.activities.3":"„Programmeerige mulle meeleolu“ põhikooli teise astme õpilastele","training.lessons.18.title":"SOS vesi","training.lessons.18.author":"Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS vesi on loodud vastusena vajadusele lahendada veereostuse probleem. Vaatamata viimaste aastate jõupingutustele on maailmas siiski kaks miljardit inimest, kellel ei ole ligipääsu puhtale joogiveele. See tähendab, et me ei ole veel kaugeltki täitnud kestliku arengu tegevuskava 2030 kestliku arengu eesmärki nr 6, mille kohaselt peaks kõigil inimestel olema 2030. aastaks ligipääs kestlikult majandatud veele ja kanalisatsioonile. Sama kehtib kestliku arengu eesmärgi nr 14 kohta, mis käsitleb ookeanide, merede ja mereressursside kaitset ja kestlikku kasutamist.","training.lessons.18.text.1":"Selle õppevahendi tähelepanu keskmes on vee kvaliteedi mõõtmise ning vee kvaliteeti ohustavate uute saasteainete oluline ja aktuaalne teema. Õpilastel on võimalus uurida ja püüda lahendada vee ja keskkonnaga seotud tegelikke probleeme, arendades selle käigus selliseid oskusi, nagu uurimistöö tegemine, kriitiline mõtlemine ja probleemilahendus.","training.lessons.18.text.2":"Tunnikavad sisaldavad praktilisi ja loomingulisi tegevusi, nagu Scratchiga programmeerimine, tutvumine masinõppe ja tehisintellektiga rakenduse Learning Machine Learning abil ning juhitavate sõidukite ehitamine Lego komplektidest veeproovide võtmiseks ja vee pH-taseme määramiseks. Need tegevused võimaldavad õpilastel praktiliselt rakendada oma oskusi ja teadmisi interaktiivses ja mängulises keskkonnas, mis suurendab nende motivatsiooni ja huvi projekti vastu.","training.lessons.18.text.3":"Seda õppevahendit on soovitatav kasutada klassiruumis nende kolme tegevuse kaudu, teha läbi kogu projekt ning saavutada sellega sisukam ja motiveerivam õppeprotsess. Iga tegevust saab siiski kasutada ka eraldi.","training.lessons.18.activities.1":"SOS vesi Scratchiga","training.lessons.18.activities.2":"SOS vesi masinõppega","training.lessons.18.activities.3":"SOS vesi robootikaga","training.download_video_script":"Laadi alla video skript","training.ready_to_share":"Kas olete valmis õpitut oma õpilastega jagama?","training.choose_lessons":"Valige altpoolt mõni tunnikava ja alustage õppimist.","training.footer.title":"Ärge unustage lisada oma tegevust programmeerimisnädala Code Week kaardile!","training.footer.text":`

    Võite näiteks organiseerida ühe tunni, avatud päeva või kooliürituse. Lihtsalt valige kuupäev ja kandke oma üritus programmeerimisnädala Code Week kaardile. Iga tegevuse ja/või ürituse organiseerija saab oma pingutuse eest osaleja tunnistuse.

    - -

    Kui soovite võtta ühendust teiste entusiastlike õpetajatega, siis liituge ELi programmeerimisnädala Code Week Facebooki õpetajate grupiga! Kui soovite astuda sammu veelgi kaugemale ja teha koostööd teist koolidega kas enda riigis või üle piiri, siis liituge programmeerimisnädala väljakutsega Code Week 4 All.

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Me ei tegutse majanduslikest huvidest lähtuvalt. Austame ja väärtustame teiste inimeste ideid, uskumusi ja kultuure. Võtame osa ELi programmeerimisnädalast Code Week, sest usume oma tegevuse olulisusesse. See on meie tugevus! Me tahame muuta arvutusliku mõtlemise, koodikirjutamise, programmeerimise, infotehnoloogia, robootika, riistvara arendamise ja laialdased digioskused kõigile kättesaadavaks.","values.2.title":"ELi programmeerimisnädal Code Week on mõeldud kõigile","values.2.content":"Igaüks võib korraldada ELi programmeerimisnädala Code Week tegevusi. Mõistame, et on oluline, et ELi programmeerimisnädala Code Week tegevusi korraldataks kõigile, olenemata nende vanusest, nahavärvist, soost, kultuuritaustast või intellektuaalsest võimekusest. Tegevused võivad olla sisenemiskohaks, et tekitada huvi ja uudishimu või aidata oskusi veelgi arendada. Meie põhimõtted on võrdõiguslikkus, austus, vabadus ja kaasatus. Soovime, et kõik osalejad kogeksid ja looksid tehnoloogiaga nauditaval viisil.","values.3.title":"ELi programmeerimisnädal Code Week on glokaalne","values.3.content.1":"ELi programmeerimisnädalal on eesmärk jõuda sinuni sõltumata sellest, kas elad suurlinnas, piirkondlikus pealinnas või kauges külas. Pöörame erilist tähelepanu kohalike korraldajate toetamisele nende keeles ja nende vajadustele vastavate","values.3.content.2":"materjalidega.","values.3.content.3":"Kõik tegevused ja nende täpsed asukohad on registreeritud ","values.3.content.4":"ELi programmeerimisnädala Code Week kaardil","values.3.content.5":", peamisel abivahendil. Samal ajal on ELi programmeerimisnädal Code Week ülemaailmne ja võtab oma kogukonda hea meelega vastu inimesi kogu maailmast. Oleme glokaalsed.","values.4.title":"ELi programmeerimisnädal puudutab koostööd","values.4.content.1":"ELi programmeerimisnädala Code Week kogukonna liikmed suhtlevad, vahetavad teavet, õpivad üksteiselt ja konstrueerivad koos teadmisi. Oleme üksteisega seotud ja toetame üksteist. Jagame materjale, ideid ja parimaid tavasid. Soodustame partnerlust ja teadmiste jagamist.","values.4.content.2":"Väljakutse Code Week 4 All","values.4.content.3":"on suunatud sildade loomisele üle piiride ja kogukondade vahele. See aitab levitada positiivset energiat ja ühendab inimesi, kes saavad üksteiselt õppida.","values.5.title":"ELi programmeerimisnädal Code Week on mittetulunduslik","values.5.content.1":"Kõik programmeerimisnädala Code Week üritused on mittetulunduslikud. Kõik ELi programmeerimisnädala Code Week veebisaidil olevad","values.5.content.2":"materjalid","values.5.content.3":"on tasuta. Kõik ELi programmeerimisnädala Code Week koolitused ja veebikursused on tasuta.","values.6.title":"ELi programmeerimisnädal Code Week ergutab loovust ja innovatsiooni","values.6.content":"ELi programmeerimisnädal Code Week ergutab loovust, innovatsiooni ja tulevikku suunatud mõtlemist. Oleme avatud ja tänulikud tagasiside ja kriitika eest, et saaksime teha teadlikke otsuseid ja arendada ELi programmeerimisnädalat. Isegi ebaõnnestumised panevad meid kasvama nii üksikisikute kui kogukonnana.","values.7.title":"EL programmeerimisnädal Code Week on oma kogukonnale tänulik","values.7.content":"Oleme tänulikud toetuse eest õpetajatele, treeneritele ja muude tegevuste korraldajatele, õpilastele, lapsevanematele, programmeerimisklubidele ja kõigile koostööpartneritele. Meil kõigil on sama eesmärk. Soovime tuua arvutusliku mõtlemise, programmeerimise, infotehnoloogia ja digioskused võimalikult paljude inimesteni.","values.title":"ELi programmeerimisnädala Code Week väärtusdeklaratsioon","values.description.1.1":"ELi programmeerimisnädal Code Week on liikumine, mida juhivad vabatahtlikud –","values.description.1.2":"saadikud","values.description.1.3":", juhtivad õpetajad ja programmeerimisentusiastid üle maailma. Seda toetavad","values.description.1.4":"Euroopa Komisjon","values.description.1.5":"ning Euroopa Liidu ja Lääne-Balkani riikide haridusministeeriumid.","values.description.2":"ELi programmeerimisnädala Code Week keskmes on vabatahtliku tegevuse organiseerijate kogukond, kes on õpetajad, mentorid, programmeerimisklubid, raamatukogud, eraettevõtted, lapsevanemad ja valitsusvälised organisatsioonid. Pühendame oma aja, energia ja oskused arvutusliku mõtlemise, programmeerimise, robootika, riistvara arendamise, infotehnoloogia ja digioskuste toomisele võimalikult paljude inimesteni Euroopas ja kogu maailmas.","values.description.3":"ELi programmeerimisnädal Code Week on ka selle miljonid osalejad, kes on eri soost, vanuses, taustaga, kultuuridest ja oskustega inimesed kogu maailmast.","values.description.4":"Oleme uhked, et oleme ELi programmeerimisnädal. Need on meie väärtused. Need suunavad meie tegevust ja otsuseid kogu aeg.","why-coding.titles.0":"Milleks programmeerimine?","why-coding.titles.1":"Programmeerimine aitab ideesid ellu viia","why-coding.titles.2":"Programmeerimine aitab ka võtmeoskusi arendada","why-coding.titles.3":"Viimaseks on sellel oluline osa meie tuleviku kujundamisel","why-coding.texts.0":"See on oluline Piale, kes tundis sundi minna õppima õigusteadust, kuigi ta oli alati nautinud pigem matemaatikat ja arvutitega tegelemist. See on oluline Markile, kellel on idee parema sotsiaalvõrgustiku loomiseks, aga puuduvad selleks vajalikud oskused. See on oluline Alice’ile, kes unistab robotite ehitamisest, sest ta vanemad ei luba tal kassi võtta. See on oluline inimestele, kes juba aitavad taolisi unistusi täide viia.","why-coding.texts.1":"Tegelikult on sellel oluline osa meie kõigi elude ja tuleviku kujundamisel. Me oleme võimelised rohkemaks kui vaid postituste jagamine ja meeldivaks märkimine. Võime oma ideed ellu viia, ehitada midagi, millest tunneksid rõõmu ka teised.","why-coding.texts.2":"Mitte kunagi varem pole olnud nii lihtne oma rakendust luua, robotit ehitada või kes teab – kasvõi lendavat autot leiutada. Teekond ei ole küll kergete killast, kuid see on lõbus ja täis loomingulisi katsumusi ning teie seljataga seisab toetav kogukond. Kas olete valmis end proovile panema ja digitaalse infosisu loojaks hakkama?","why-coding.texts.3":"Programmeerimiskeeled on nagu kõik teisedki keeled. Ainus erinevus on see, et lapsed ei õpi end teistele inimestele väljendama ega nendega suhtlema. Selle asemel õpivad nad suhtlema hoopis tehnikaga. Tehnika on igal pool meie ümber – nutitelefonides, arvutites, sõidukites, igal pool!","why-coding.texts.4":"Siiski on arvutite mõistmine ja nendega suhtlemine sellest vaid üks osa. Programmeerimine aitab arendada ka valdkonnaüleseid oskusi, nagu arvutuslik mõtlemine, probleemide lahendamine, loovus ja meeskonnatöö, mis on tänuväärt oskused igal elualal. Probleemide lahendamise oskus, ebaõnnestumistega toimetulek ja julgus uuesti proovida ning koostöövõime on omadused, mida hinnatakse paljudes valdkondades.","why-coding.texts.5":"Sajand tagasi polnud programmeerimiskeeli veel olemaski. Tänapäeval ümbritsevad koodid meid igal pool ja programmeerida saab pea kõike – isegi kingi ja hommikuhelveste karpe. Milleks siis lasta teistel oma tulevikku kujundada, kui saame selles ise kaasa lüüa ning oma visioone ja ideid ellu viia? Lõpuks on ju piiriks vaid meie kujutlusvõime.","why-coding.texts.6":"ELi programmeerimisnädala Code Week vabatahtlike koordinaator Alessandro Bogliolo on öelnud:","why-coding.texts.7":"Algusaegadest saadik oma inimesed oma elu kivi, raua, paberi ja pliiatsi abil ümber kujundanud. Tänapäeval aga kasutame meid ümbritsevale maailmale kuju andmiseks programmeerimist. Erinevad ajad nõuavad erinevaid töid ja oskusi. Tahame programmeerimisnädala Code Week raames anda igale eurooplasele võimaluse programmeerimisega tutvuda ja sellest rõõmu tunda. Õpime programmeerimist, et ise oma tulevikku kujundada.","why-coding.texts.8":"Lõppkokkuvõttes on programmeerimine nõutud oskus pea kõikides valdkondades – mitte ainult tehnoloogia alal, vaid ka rahanduses, tervishoius, teaduses, isegi disainis ja põllumajanduses – ning nõudlus ainult kasvab. Lastel, kes oskavad programmeerida ja saavad aru tehnika tööpõhimõtetest, on teiste ees teatav eelis, olenemata sellest, millise eluala nad lõpuks valivad.","why-coding.texts.9":"lete valmis kaasa lööma?","why-coding.texts.10":"Osalege ELi programmeerimisnädalal Code Week!","why-coding.texts.11":"Vajate veel mõtlemisainet?","why-coding.texts.12":"Külastage lisateabe saamiseks meie blogi"};export{e as default}; diff --git a/public/build/assets/php_fi-DMC_jZdg.js b/public/build/assets/php_fi-DMC_jZdg.js deleted file mode 100644 index 0b9ef991b..000000000 --- a/public/build/assets/php_fi-DMC_jZdg.js +++ /dev/null @@ -1,94 +0,0 @@ -const a={"about.when-title":"Vuonna 2024 EU:n koodausviikko järjestetään 14.– 27. lokakuuta.","about.when-text":"

    EU:n koodausviikko on ruohonjuuritason hanke, jolla edistetään luovuutta, ongelmanratkaisukykyä ja yhteistyötä ohjelmoinnin ja muiden tekniikan alan tapahtumien kautta. Ajatuksena on tehdä ohjelmointia tunnetuksi ja näyttää nuorille, aikuisille ja senioreille, miten ideat voidaan herättää henkiin koodin avulla. Tavoitteena on myös hälventää koodaukseen kohdistuvaa mystiikkaa ja tuoda motivoituneet ihmiset oppimaan yhdessä.

    ","about.codeweek_in_numbers-title":"Koodausviikko lukuina","about.codeweek_in_numbers-text":`

    Vuonna 2021 EU:n koodausviikkoon osallistui 4 ihmistä yli 80 maassa ympäri maailmaa.

    -

    Osallistujien keskimääräinen ikä oli 11, ja 49 % osanottajista vuonna 2021 oli naisia tai tyttöjä. EU:n koodausviikon tapahtumista 88 % järjestettiin kouluissa, mikä osoittaa, että pyrkimykset opettajien valmiuksien tukemiseksi vuoden 2021 kampanjoissa ovat onnistuneet.

    -

    Kuka tahansa voi järjestää tapahtuman tai liittyä sellaiseen. Valitse aihe ja kohdeyleisö ja lisää tapahtumasi kartalle.

    `,"about.run_by_volunteers-title":"Vapaaehtoisten vetämä aloite","about.run_by_volunteers-text":'

    EU:n koodausviikon toiminnasta vastaavat vapaaehtoiset. Yksi tai useampi koodausviikkolähettiläs koordinoi aloitetta omassa maassaan, mutta kuka tahansa voi järjestää oman tapahtuman ja merkitä sen codeweek.eu-karttaan.

    ',"about.supported_by_commission-title":"Euroopan komission tukema aloite","about.supported_by_commission-text":'

    EU:n koodausviikon käynnistivät vuonna 2013 Euroopan digitaalistrategian nuoret neuvonantajat. Euroopan komissio tukee EU:n koodausviikkoa osana digitaalisten sisämarkkinoiden strategiaansa. Digitaalisen koulutuksen toimintasuunnitelmassa komissio kannustaa erityisesti kouluja osallistumaan aloitteeseen.

    ',"about.schools-title":"Koulut","about.schools-text":'

    Kaikkien kouluasteiden kouluja ja kaikkien aineiden opettajia kannustetaan osallistumaan EU:n koodausviikkoon, jotta oppilailla ja opiskelijoilla on mahdollisuus kokeilla digitaalista luovuutta ja koodausta. Lue lisää aloitteesta ja oman tapahtuman järjestämisestä opettajille tarkoitetulta verkkosivustolta: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Miksi koodausta?","about.why_coding-text":`

    Piasta tuntui, että hänen pitäisi opiskella oikeustieteitä, vaikka hän oli aina pitänyt matematiikasta ja tietokoneilla pelaamisesta. Markilla on idea paremmasta sosiaalisesta verkostosta, mutta hän ei osaa rakentaa sitä itse. Alice unelmoi robottien kehittämisestä, koska hänen vanhempansa eivät anna hänen ottaa kissaa.

    - -

    Koodausviikossa on kyse kaikista, jotka jo nyt auttavat näitä unelmia toteutumaan.

    - -

    Kyse on meistä kaikista. Meidän tulevaisuudestamme. Teknologia muuttaa elämäämme, mutta annamme vähemmistön päättää, mihin ja miten me sitä käytämme. Voimme tehdä enemmän kuin vain jakaa juttuja ja tykätä niistä. Voimme herättää hullut ideamme henkiin ja kehittää asioita, jotka tuottavat iloa muille.

    - -

    Oman sovelluksen kehittäminen, oman robotin rakentaminen tai lentävien autojen keksiminen ei ole koskaan ollut näin helppoa! Matka ei ole helppo, mutta se on täynnä luovia haasteita, tukevaa yhteisöllisyyttä ja hauskanpitoa. Oletko valmis vastaamaan haasteeseen ja ryhtymään tekijäksi?

    - -

    Koodaus auttaa kehittämään erilaisia taitoja, kuten esimerkiksi laskennallista ajattelua, ongelmanratkaisukykyä, luovuutta ja tiimityötä. Nämä ovat kaikki hyviä taitoja elämän tiellä.

    `,"about.why_coding-quote":`

    EU:n koodausviikon vapaaehtoisten lähettiläiden tiimin koordinaattori Alessandro Bogliolo sanoo:

    -

    ”Aikojen alusta olemme toteuttaneet luovuuttamme kiven, raudan, paperin ja kynän avulla. Nyt elämme erilaisella aikakaudella, ja maailmamme on valettu koodin muottiin. Eri aikakausilla on erilaisia työ- ja taitotarpeita. Koodausviikon aikana haluamme antaa kaikille eurooppalaisille mahdollisuuden tutustua koodaukseen ja leikittellä koodeilla. Opetellaan koodaamaan ja muokataan tulevaisuuttamme.”

    -
    -

    `,"about.join_codeweek-title":"Osallistu EU:n koodausviikkoon","about.join_codeweek-text":'

    Osallistu EU:n koodausviikkoon järjestämällä koodaustapahtuma omassa kaupungissasi, liittymällä Koodausviikko kaikille -haasteeseen ja yhdistämällä eri yhteisöissä ja maissa järjestettäviä tapahtumia tai tekemällä koodausviikkoa tunnetuksi oman maasi EU:n koodausviikkolähettiläänä!

    ',"about.partners_and_sponsors":"Kumppanit ja sponsorit","ambassador.title":"EU:n koodausviikkolähettiläät","ambassador.your_current_country":"Tämänhetkinen maasi","ambassador.visit_the":"Katso","ambassador.local_facebook_page":"paikallinen Facebook-sivu","ambassador.local_website":"Paikallinen verkkosivusto","ambassador.ambassadors":"Lähettiläät","ambassador.no_ambassadors":"Ei vielä lähettiläitä","ambassador.countries_with_ambassadors":"Maat, joissa on lähettiläitä","ambassador.why_dont_you_volunteer":"Haluaisitko alkaa lähettilääksi?","auth.failed":"Käyttäjätunnukset eivät vastaa tietojamme.","auth.throttle":"Liian monta kirjautumisyritystä. Kokeile uudelleen :seconds sekunnin kuluttua.","base.languages.en":"englanti","base.languages.fr":"ranska","base.languages.bg":"bulgaria","base.languages.hr":"kroatia","base.languages.de":"saksa","base.languages.pl":"puola","base.languages.cs":"tšekki","base.languages.el":"kreikka","base.languages.pt":"portugali","base.languages.da":"tanska","base.languages.hu":"unkari","base.languages.ro":"romania","base.languages.nl":"hollanti","base.languages.ga":"iiri","base.languages.sk":"slovakki","base.languages.it":"italia","base.languages.sl":"sloveeni","base.languages.et":"viro","base.languages.lv":"latvia","base.languages.es":"espanja","base.languages.fi":"suomi","base.languages.lt":"liettua","base.languages.se":"ruotsi","base.languages.sv":"ruotsi","base.languages.al":"albania","base.languages.ba":"bosnia","base.languages.mk":"makedonia","base.languages.cnr":"montenegro","base.languages.sr":"serbia","base.languages.mt":"malta ","base.languages.tr":"turkki","base.resources_local_title":"Koodausaineistoja maasta","base.days":"päivää","base.hours":"tuntia","base.minutes":"minuuttia","base.seconds":"sekuntia","base.still_have_question":"Onko sinulla kysyttävää?","base.drop_us_a_line":"Kirjoita meille!","base.get_in_touch":"OTA YHTEYTTÄ","base.footer_msg":"Vapaaehtoisvoimin ja Euroopan komission tuella järjestettävä ruohonjuuritason aloite.","base.display_email":"Näytä sähköposti","base.first_name":"Etunimi","base.last_name":"Sukunimi","base.your_website":"Verkkosivustosi","base.biography":"Biografia","base.update":"Päivitä","base.delete":"Poista","base.choose a file":"Valitse tiedosto","base.learning_bits":"Oppimismoduulit","base.codeweek":"Koodausviikko","base.bring_codeweek_to_your_students":"Ota oppilaat mukaan koodausviikkoon","base.or":"tai","base.newsletter":"Uutiskirje","certificates.certificates_for":"Sertifikaatit ","certificates.no_certificates":"Ei vielä sertifikaatteja.","challenges-content.chatbot.title":"Tee chattibotti","challenges-content.chatbot.author":"EU:n koodausviikon tiimi","challenges-content.chatbot.purposes.0":"Koodaa interaktiivisia arvoituksia","challenges-content.chatbot.purposes.1":"Luo koodaamalla chattibotin ja käyttäjän välisiä keskusteluita","challenges-content.chatbot.description":"Koodaa chattibotin ja arvoitusta ratkaisevan käyttäjän välinen keskustelu. Tarkoituksena on tehdä chattibotti, joka osaa keskustella kuin ihminen. Arvoituksen sijaan voit luoda chattibotin ja käyttäjän välisen keskustelun.","challenges-content.chatbot.instructions.0":"Keksi arvoitus","challenges-content.chatbot.instructions.1":"Kirjaudu sivustolle","challenges-content.chatbot.instructions.2":"tai luo uusi tili. (Kun luot tiliä, pidä mielessä, että tietosuojasyistä oikeiden nimien käyttö ei ole sallittua Pencil Code -sivustolla.)","challenges-content.chatbot.instructions.3":"Napsauta kohtia Imagine (Kuvittele) ja Make your own (Tee oma)","challenges-content.chatbot.instructions.4":"Käytä lohkoja tai tekstipohjaista tilaa arvoituksen kirjoittamiseen","challenges-content.chatbot.instructions.5":"Vaihtoehtoisesti voit käyttää","challenges-content.chatbot.instructions.6":"tätä koodia","challenges-content.chatbot.instructions.7":"ja muokata sen arvoitukseesi sopivaksi. Voit myös valita valikosta kohdan Answering a Riddle (Arvoitukseen vastaaminen) ja muokata sitä","challenges-content.chatbot.example":"Tässä on esimerkki arvoituksesta.","challenges-content.chatbot.more.0":"Tämä koodi on muokattu Pencil Code -sivuston tehtävästä","challenges-content.chatbot.more.1":"Answering a Riddle (Arvoitukseen vastaaminen)","challenges-content.paper-circuit.title":"Valmiina koodaamaan – luo paperinen virtapiiri","challenges-content.paper-circuit.author":"EU:n koodausviikon tiimi","challenges-content.paper-circuit.purposes.0":"Lisää luovuutta","challenges-content.paper-circuit.purposes.1":"Kehittää ongelmanratkaisutaitoja","challenges-content.paper-circuit.description.0":"Piirrä valitsemasi aihe. Se voi olla yötaivas, leppäkerttu, robotti, joulukuusi tai mitä tahansa keksitkin. Voit tehdä projektista omannäköisesi EU:n koodausviikon kuva-aineistoja käyttämällä: käy tutustumassa","challenges-content.paper-circuit.description.1":"EU:n koodausviikon opettajien työkaluihin","challenges-content.paper-circuit.description.2":"ja lataa haluamiasi logoja ja kuva-aineistoja. Voit myös laatia paperisen virtapiirin muodossa kutsun osallistua EU:n koodausviikkoon. Lisää virtapiiriisi viesti, joka innostaa muita opettajia osallistumaan koodausviikkoon ja/tai tutustumaan kouluille suunnattuun verkkosivustoon.","challenges-content.paper-circuit.instructions.0":"Piirrä valitsemasi aihe ja päätä, mitkä kohdat haluat valaista (esim. tähdet).","challenges-content.paper-circuit.instructions.1":"Tee lyijykynällä reikä paperiin ja kiinnitä LED-tarra jokaiseen valaistavaan kohtaan. ","challenges-content.paper-circuit.instructions.2":"Piirrä ympyrä, johon kiinnität nappipariston.","challenges-content.paper-circuit.instructions.3":"Piirrä paperin toiselle puolelle reitti plus- ja miinusmerkeistä. Varmista, että kiinnität LED-virtapiiritarran pidemmän osan pariston pluspuoleen ja lyhyemmän miinuspuoleen.","challenges-content.paper-circuit.instructions.4":"Kiinnitä kupariteippi reitteihin.","challenges-content.paper-circuit.instructions.5":"Taita paperi niin, että kun se peittää pariston, LED-valo syttyy. Voit käyttää paperiliitintä varmistaaksesi kosketuksen kupariteippiin.","challenges-content.paper-circuit.instructions.6":"Ota kuva tekemästäsi paperisesta virtapiiristä ja jaa se Instagramissa. Kerro, miksi se sopii mielestäsi tähän haasteeseen. ","challenges-content.paper-circuit.example":"Katso joitakin esimerkkejä paperisista virtapiireistä","challenges-content.paper-circuit.materials.0":"paperia tai pahvia","challenges-content.paper-circuit.materials.1":"värikyniä tai tusseja","challenges-content.paper-circuit.materials.2":"nappiparisto","challenges-content.paper-circuit.materials.3":"kupariteippiä","challenges-content.paper-circuit.materials.4":"LED-virtapiiritarroja","challenges-content.paper-circuit.materials.5":"paperiliitin","challenges-content.dance.title":"Luo tanssi","challenges-content.dance.author":"EU:n koodausviikon tiimi","challenges-content.dance.purposes.0":"Oppia koodauksen peruskäsitteitä","challenges-content.dance.purposes.1":"Oppia hahmojen animoimista","challenges-content.dance.description":"Tässä haasteessa luot joukon hahmoja, jotka tanssivat yhdessä. Voit käyttää hahmojen ja musiikkileikkeiden valitsemiseen sisäistä mediakirjastoa tai voit luoda omat hahmosi. Tarkoitus on animoida hahmot niin, että ne tanssivat ja juttelevat keskenään.","challenges-content.dance.instructions.0":"Kirjaudu sivustolle","challenges-content.dance.instructions.1":"opettajana. Luo oppilaille tilit ja jaa ne heille. Voit myös jakaa oppilaille luokan oman koodin, jolloin he rekisteröityvät koulun sähköpostiosoitteella. Jos olet oppilas, voit rekisteröityä oppilaana, mutta silloin sinua pyydetään antamaan vanhempiesi sähköpostiosoite, jotta he voivat hyväksyä tilisi.","challenges-content.dance.instructions.2":"Napsauta kohtaa","challenges-content.dance.instructions.3":"ja anna sille nimi","challenges-content.dance.instructions.4":"Siirry kohtaan","challenges-content.dance.instructions.5":"ja lisää tausta napsauttamalla rataskuvaketta. Valitse tausta mediakirjastosta, lataa oma kuva tai ota kuva ja lataa se sivustolle. Valitse äänileike ja lisää se vaiheeseen:","challenges-content.dance.instructions.6":"Napsauta","challenges-content.dance.instructions.7":"-painiketta lisätäksesi hahmoja tai esineitä, jotka animoit niin, että ne liikkuvat, juttelevat ja ovat yhteydessä toisiinsa. Lisää kaksi tai kolme valitsemaasi hahmoa. Voit piirtää omia hahmojasi tai muokata valmiita. Voit lisätä hahmoillesi erilaisia asuja napsauttamalla kynäkuvaketta.","challenges-content.dance.instructions.8":"Napsauta kutakin hahmoa ja animoi se lisäämällä seuraavat lohkot","challenges-content.dance.instructions.9":"Lisää","challenges-content.dance.instructions.10":"say block (puhelohko)","challenges-content.dance.instructions.11":"jolloin hahmot voivat jutella keskenään. Voit muuttaa puhekuplien muotoa, fonttia ja tekstin kokoa.","challenges-content.dance.example.0":"Katso","challenges-content.dance.example.1":"esimerkki","challenges-content.dance.example.2":"tanssivista roboteista. Voit käyttää sitä vapaasti ja tehdä siitä oman versiosi.","challenges-content.compose-song.title":"Tee oma sävellyksesi","challenges-content.compose-song.author":"EU:n koodausviikon tiimi","challenges-content.compose-song.purposes.0":"Oppia koodausta musiikin avulla","challenges-content.compose-song.purposes.1":"Tunnistaa eri musiikkilajeja ja instrumentteja","challenges-content.compose-song.purposes.2":"Säveltää kappale yhdistelemällä äänileikkeitä","challenges-content.compose-song.description":"Tässä haasteessa luot musiikkisävellyksen ohjelmointikieltä käyttämällä. Voit käyttää sisäisiä äänileikkeitä tai äänittää omia ääniä ja luoda niitä yhdistelemällä oman sävellyksesi. Syötä koodisi Digital Audio Workstationiin ja kuuntele koodaamaasi musiikkia. Muokkaa musiikkikappalettasi leikittelemällä erilaisilla äänillä ja tehosteilla.","challenges-content.compose-song.instructions.0":"Kirjaudu sivustolle","challenges-content.compose-song.instructions.1":"Tee komentosarja napsauttamalla tästä","challenges-content.compose-song.instructions.2":"Nimeä komentosarja ja valitse","challenges-content.compose-song.instructions.3":"ohjelmointikieleksi","challenges-content.compose-song.instructions.4":"Aloita koodin kirjoittaminen rivien","challenges-content.compose-song.instructions.5":"ja","challenges-content.compose-song.instructions.6":"väliin","challenges-content.compose-song.instructions.7":"Selaa musiikkileikkeitä","challenges-content.compose-song.instructions.8":"Sound Library -kirjastossa","challenges-content.compose-song.instructions.9":"ja valitse haluamasi musiikkilajit, artistit ja instrumentit","challenges-content.compose-song.instructions.10":"Lisää äänileike kappaleeseesi kirjoittamalla","challenges-content.compose-song.instructions.11":"Sulkeiden sisällä pitää olla seuraavat neljä tekijää pilkuilla erotettuina","challenges-content.compose-song.instructions.12":"Sound clip (Äänileike)","challenges-content.compose-song.instructions.13":"Aseta hiiren osoitin sulkeiden väliin, siirry Sound Library -kirjastoon, valitse leike ja kopioi se napsauttamalla sinistä kopiointikuvaketta","challenges-content.compose-song.instructions.14":"Track number (Raidan numero)","challenges-content.compose-song.instructions.15":"Raidat auttavat järjestämään äänet instrumentin mukaan (laulu, basso, rummut, kosketinsoittimet jne.). Lisää niin monta raitaa (instrumenttia) kuin haluat. Raidat näytetään riveinä, jotka kulkevat Digital Audio Workstationin poikki","challenges-content.compose-song.instructions.16":"Start measure (Aloita yksikkö)","challenges-content.compose-song.instructions.17":"Ilmaisee, milloin äänen toistaminen alkaa. Yksiköt ovat musiikkiin liittyviä aikayksiköitä. Yksi yksikkö on neljä biittiä","challenges-content.compose-song.instructions.18":"End measure (Lopeta yksikkö)","challenges-content.compose-song.instructions.19":"Ilmaisee, milloin äänen toistaminen päättyy","challenges-content.compose-song.instructions.20":"Esimerkki tällaisesta koodirivistä","challenges-content.compose-song.instructions.21":"Voit lisätä sävellykseesi erilaisia tehosteita, kuten äänenvoimakkuutta. Äänenvoimakkuuden alue on –60,0 desibelistä 12,0 desibeliin niin, että alkuperäinen äänenvoimakkuus on 0,0.","challenges-content.compose-song.instructions.22":"Kirjoita","challenges-content.compose-song.instructions.23":"Kirjoita sulkeisiin raidan numero, VOLUME, GAIN, äänenvoimakkuustaso, aloitusyksikkö, taso ja lopetusyksikkö","challenges-content.compose-song.instructions.24":"Tämä on esimerkki alkuhäivytystehosteesta","challenges-content.compose-song.instructions.25":"ja loppuhäivytystehosteesta","challenges-content.compose-song.example.0":"Kuuntele","challenges-content.compose-song.example.1":"esimerkki Earsketchillä koodatusta kappaleesta","challenges-content.compose-song.example.2":"Voit tuoda koodin ja muokata sitä","challenges-content.sensing-game.title":"Tee liiketunnistusvideopeli","challenges-content.sensing-game.author":"EU:n koodausviikon tiimi","challenges-content.sensing-game.purposes.0":"Koodata animoituja kohteita","challenges-content.sensing-game.purposes.1":"Oppia ymmärtämään, miten digitaalista animaatiota voidaan hallita fyysisillä liikkeillä","challenges-content.sensing-game.purposes.2":"Säveltää kappale yhdistelemällä äänileikkeitä","challenges-content.sensing-game.description":"Tässä haasteessa luot yksinkertaisen pelin, jossa käytetään videokameraa liiketunnistimena. Voit siis hallita animaatiotasi fyysisillä liikkeillä. Pelin tarkoituksena on kerätä mahdollisimman monta EU:n koodausviikon kuplaa 30 sekunnissa. Kuplien keräämisen sijaan voit luoda pelin, jossa jahdataan hahmoa tai puhkaistaan kuplia käsillä.","challenges-content.sensing-game.instructions.0":"Kirjaudu sivustolle","challenges-content.sensing-game.instructions.1":"Napsauta kohtaa","challenges-content.sensing-game.instructions.2":"Add an extension (Valitse laajennus)","challenges-content.sensing-game.instructions.3":"ja valitse","challenges-content.sensing-game.instructions.4":"Video Sensing (Videotunnistus)","challenges-content.sensing-game.instructions.5":"Se tunnistaa, miten nopeasti kohde liikkuu. Mitä pienempi numero on, sitä herkempi liikkeentunnistus on.","challenges-content.sensing-game.instructions.6":"Lisää sprite-grafiikka. Valitse ääni ja lisää se sprite-grafiikkaasi. Jos haluat, voit lisätä toiminnon","challenges-content.sensing-game.instructions.7":"Create a clone (Luo klooni)","challenges-content.sensing-game.instructions.8":"monistaaksesi sprite-grafiikkasi.","challenges-content.sensing-game.instructions.9":"Luo kaksi muuttujaa: yksi kohteelle","challenges-content.sensing-game.instructions.10":"Score (Pistemäärä)","challenges-content.sensing-game.instructions.11":"ja toinen kohteelle","challenges-content.sensing-game.instructions.12":"Timer (Ajastin)","challenges-content.sensing-game.instructions.13":"ja lisää ne sprite-grafiikkaan. Aseta ajastimen ajaksi 30 ja lisää komento","challenges-content.sensing-game.instructions.14":"Change Timer by -1 (Muuta ajastinta välillä -1)","challenges-content.sensing-game.instructions.15":"Luo uusi sprite-grafiikka","challenges-content.sensing-game.instructions.16":"Game Over (Peli on päättynyt)","challenges-content.sensing-game.instructions.17":"pelin lopettamiseksi. Voit myös luoda sprite-grafiikan pelisi nimellä, esim. Kerää kaikki EU:n koodausviikon kuplat.","challenges-content.sensing-game.example.0":"Pelaa Kerää kaikki EU:n koodausviikon kuplat -videotunnistuspeliä. Voit vapaasti muokata","challenges-content.sensing-game.example.1":"tätä projektia","challenges-content.calming-leds.title":"Rauhoittavat LEDit: luo yksinkertainen laite micro:bit -laitteen avulla","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 minuuttia","challenges-content.calming-leds.materials.0":"micro:bit-laite ja paristokotelo (jos saatavilla)","challenges-content.calming-leds.materials.1":"kannettava tietokone tai tabletti Microsoft MakeCoden ja Youtuben käyttämiseen","challenges-content.calming-leds.materials.2":"microbit.org -sivusto tehtävän aineistojen hakemiseen","challenges-content.calming-leds.description":"Oppilaat luovat digitaalisen laitteen käyttämällä LEDejä, jotka voivat auttaa heitä säätelemään hengitystään ja rauhoittumaan. Oppilaat kirjoittavat yksinkertaista koodia, tutustuvat animaatioihin ja koodisarjoihin.","challenges-content.calming-leds.instructions.0":"Tavoitteena on luoda rauhoittava LED-laite, jota voi käyttää hengityksen säätelyyn. Tämä laite voidaan luoda fyysiselle micro:bit-kortille tai simulaattorille MakeCode-editorissa.","challenges-content.calming-leds.instructions.1":"Haaste voidaan suorittaa käyttämällä MakeCode-editoria ja kirjoittamalla yksinkertainen koodisarja, joka näkyy videossa/näyttökuvassa.","challenges-content.calming-leds.instructions.2":"Haastetta voidaan laajentaa niin, että oppilaat tutustuvat erilaisiin animaatioihin ja tekevät luovia kokeiluja sellaisten animaatioiden parissa, jotka auttavat heitä rauhoittumaan tai tekevät onnellisiksi.","challenges-content.calming-leds.instructions.3":"Katso lisätietoja ja video-ohjeet","challenges-content.calming-leds.instructions.4":"tästä linkistä","challenges-content.calming-leds.example":"Tältä sivustolta löydät ohjeita ja videoita valmiista haasteesta sekä vinkkejä koodaamiseen","challenges-content.calming-leds.purposes.0":"Suunnitella yksinkertainen, apuvälineeksi tarkoitettu digitaalinen laite","challenges-content.calming-leds.purposes.1":"Tutkia koodisarjoja ja animaatioita sekä niiden toimintaa","challenges-content.calming-leds.purposes.2":"Testata yksinkertainen koodi ja korjata virheet","challenges-content.calming-leds.purposes.3":"Toistaa suunnitelma lisäämällä tai vähentämällä animaatioiden nopeutta","challenges-content.computational-thinking-and-computational-fluency.title":"Laskennallinen ajattelu ja osaaminen ScratchJr-sovelluksella","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – EU:n koodausviikkolähettiläs, Kreikka","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Uusiin komentoihin ja käyttöliittymään tutustuminen.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Yksinkertaisten ohjelmien luominen yksinkertaisilla syy-seurauskomennoilla.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Helppojen virheiden korjaaminen yrityksen ja erehdyksen kautta.","challenges-content.computational-thinking-and-computational-fluency.description":"Tässä haasteessa oppilaat sisällyttävät laskennallisen ajattelun käsitteitä projekteihinsa käyttämällä ScratchJr-sovellusta ja tekevät näin tarinoistaan kiinnostavampia ja tunteisiin vetoavampia.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr-sovelluksen käyttäjiltä ei vaadita lukutaitoa. Kaikki ohjeet ja valikkokohdat ovat tunnistettavissa symbolien ja värien avulla. Haaste voidaan suorittaa luokassa, laboratoriossa tai vaikka ulkona, sillä internetyhteyttä ei tarvita.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Oppilaat käyttävät projektin taustana kaupunkia ja ohjaavat auton ajamaan kaupungin halki koodauslohkojen avulla.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Oppilaat voivat käyttää ääni- ja liikelohkoja ja käynnistää lohkoja uudelleen, jolloin hahmot tanssivat.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Oppilaat valitsevat taustan ja hahmon ja käyttävät liikelohkoa ohjatakseen auton ajamaan kaupungin halki. Nopeuslohkoa voidaan käyttää hahmon liikkeen nopeuttamiseen tai hidastamiseen.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Ilmainen","challenges-content.computational-thinking-and-computational-fluency.materials.1":"on sovellus, joka toimii eri käyttöjärjestelmissä ja älylaitteissa","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Myös","challenges-content.computational-thinking-and-computational-fluency.materials.3":"-verkkosivustolla on paljon ilmaista oppimateriaalia","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minuuttia","challenges-content.ai-hour-of-code.title":"Tunti koodausta tekoälyn avulla","challenges-content.ai-hour-of-code.author":"Minecraft: Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Luoda koodausratkaisuja, jotka sisältävät koodisarjoja, tapahtumia, silmukoita ja ehtoja","challenges-content.ai-hour-of-code.purposes.1":"Pilkkoa ongelmanratkaisuun tarvittavat vaiheet tarkoiksi ohjesarjoiksi","challenges-content.ai-hour-of-code.purposes.2":"Tutkia koodauksen käsitteitä","challenges-content.ai-hour-of-code.description":"Kylää uhkaa tulipalo, ja sinun on koodattava pelastava ratkaisu! Tutustut ensin koodausapuriisi, Minecraft-agenttiin, ja ohjelmoit sitten agentin kulkemaan metsässä ja keräämään tietoja. Nämä tiedot auttavat agenttia ennakoimaan, missä tulipaloja syttyy. Seuraavaksi koodaat agentin auttamaan tulipalojen leviämisen estämisessä, kylän pelastamisessa ja elämän palauttamisessa metsään. Opit koodauksen perusteet ja tutustut tosielämän esimerkkiin tekoälystä.","challenges-content.ai-hour-of-code.instructions":"Lataa tuntisuunnitelma täältä","challenges-content.ai-hour-of-code.materials.0":"Asenna Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Kun olet asentanut Minecraft Education Editionin, haaste löytyy","challenges-content.ai-hour-of-code.materials.2":"tältä sivustolta","challenges-content.create-a-dance.title":"Luo tanssi Ode to Code -kappaleeseen!","challenges-content.create-a-dance.purposes":"Harjoitella koodausta hauskalla tavalla ja muodostaa yhteys EU:n koodausviikon yhteisöön.","challenges-content.create-a-dance.description.0":"Luo tanssi Ode to Code -kappaleeseen! Käytä","challenges-content.create-a-dance.description.1":"Dance Party -oppimateriaalia","challenges-content.create-a-dance.description.2":"koodataksesi tanssin Ode to Code -kappaleeseen. EU:n koodausviikon virallinen tunnuskappale on valittavissa Dance Party -oppimateriaalissa.","challenges-content.create-a-dance.instructions.0":"Ohjeet näkyvät videoina","challenges-content.create-a-dance.instructions.1":"oppimateriaalissa","challenges-content.create-a-dance.instructions.2":"sekä kirjoitettuna kunkin tason yläosassa","challenges-content.create-a-dance.example":"Oppilaiden työn tuloksia on nähtävissä sivustolla","challenges-content.create-a-dance.materials":"Code.org-oppimateriaali","challenges-content.create-a-simulation.title":"Luo simulaatio!","challenges-content.create-a-simulation.purposes.0":"Tutustua simulaatioihin ja seuraaviin muuttujiin: ihmisjoukon luominen, toipumisasteet, maskien käyttäminen ja rokotteet.","challenges-content.create-a-simulation.purposes.1":"Hyödyntää oikeassa elämässä tapahtuvaa virusten leviämistä koskevaa tietoa fiktiivisessä ympäristössä.","challenges-content.create-a-simulation.description":"Kirjoita koodi ja toteuta oma simulaatio viruksen leviämisestä Hirviökaupungissa. Opi koodaamaan ja tee ennusteita siitä, mitä Hirviökaupungin naapureille tapahtuu.","challenges-content.create-a-simulation.instructions.0":"Ohjeet näkyvät videoina","challenges-content.create-a-simulation.instructions.1":"oppimateriaalissa","challenges-content.create-a-simulation.instructions.2":"sekä kirjoitettuna kunkin tason yläosassa","challenges-content.create-a-simulation.example":"Kun olet valmis, voit jakaa simulaatiosi muille. Jaa viestisi siitä, mitä voimme tehdä muiden terveyden suojelemiseksi, kun virus saapuu kaupunkiin.","challenges-content.create-a-simulation.materials":"Code.org-oppimateriaali","challenges-content.create-your-own-masterpiece.title":"Luo oma mestariteoksesi!","challenges-content.create-your-own-masterpiece.audience":"Soveltuu kaikenikäisille","challenges-content.create-your-own-masterpiece.purpose":"Esitellä tietotekniikan käsitteitä visuaalisella tavalla ja herättää luovuus","challenges-content.create-your-own-masterpiece.description":"Luo oma mestariteoksesi yhdessä taiteilijan kanssa! Käytä koodauslohkoja, jolloin taiteilijasi luo ainutlaatuisen taideteoksen.","challenges-content.create-your-own-masterpiece.instructions":"Ohjeet näkyvät kunkin tason yläosassa","challenges-content.create-your-own-masterpiece.example":"Esimerkkejä taitelijoista löytyy tältä sivustolta kohdasta Piirustus","challenges-content.create-your-own-masterpiece.materials.0":"Oppimateriaalin ensimmäinen taso löytyy","challenges-content.create-your-own-masterpiece.materials.1":"TÄÄLTÄ","challenges-content.cs-first-unplugged-activities.title":"CS First Unplugged -tehtävät","challenges-content.cs-first-unplugged-activities.purposes.0":"Tukea kotona opiskelevia oppilaita","challenges-content.cs-first-unplugged-activities.purposes.1":"Pitää tauko ruudun tuijottamisesta","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged koostuu joukosta tehtäviä, jotka esittelevät oppilaille tietotekniikan käsitteitä ilman tietokonetta. Tämän oppitunnin tarkoituksena on todistaa, että tietotekniikka on paljon muutakin kuin pelkkää koodausta.","challenges-content.cs-first-unplugged-activities.instructions.0":"Kaikki tehtävät sisältävän englanninkielisen kirjasen voi ladata","challenges-content.cs-first-unplugged-activities.instructions.1":"täältä","challenges-content.cs-first-unplugged-activities.instructions.2":"ja englanninkielisen tuntisuunnitelman","challenges-content.cs-first-unplugged-activities.instructions.3":"Oppitunnin tehtävät voidaan suorittaa yksittäin missä järjestyksessä tahansa","challenges-content.cs-first-unplugged-activities.instructions.4":"Opettaja voi ottaa kuvan oppimisprosessista ja jakaa sen Instagramissa aihetunnisteella #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Tehtäväkirjasen lisäksi joissakin tehtävissä on tarpeen tai suositeltavaa käyttää lisäaineistoja.","challenges-content.cs-first-unplugged-activities.materials.1":"Pieniä pelinappuloita (kuten kuivattuja papuja) käytettäväksi Network a Neighborhood -kartalla.","challenges-content.cs-first-unplugged-activities.materials.2":"Sakset Send a Secret Message -salauskiekon leikkaamiseen.","challenges-content.cs-first-unplugged-activities.materials.3":"Pahvia ja liimaa Send a Secret Message -salauskiekon vahvistamiseen.","challenges-content.cs-first-unplugged-activities.materials.4":"Nasta, hammastikku tai suoristettu paperiliitin Send a Secret Message -salauskiekon yhdistämiseen.","challenges-content.family-care.title":"Perheestä huolehtiminen","challenges-content.family-care.experience":"Soveltuu kaikille","challenges-content.family-care.duration":"5–10 tuntia","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Tutustua kaikille tuttuun aiheeseen eli perheestä huolehtimiseen","challenges-content.family-care.purposes.1":"Oppia näkemään ongelmat mahdollisuuksina ja tekemään luovia ratkaisuja","challenges-content.family-care.purposes.2":"Käyttää koodaamista ratkaisujen innovatiiviseen toteuttamisen","challenges-content.family-care.purposes.3":"Suunnitella julisteita ja esitellä ratkaisut toisille","challenges-content.family-care.purposes.4":"Käyttää sosiaalista mediaa projektien vaikuttavuuden lisäämiseen.","challenges-content.family-care.description.0":"Mitä tulee mieleesi, kun ajattelet kotia? Kiva talo? Vanhempien valmistama päivällinen? Oma salainen piilopaikkasi? Huolehtiva koti antaa kehollemme ja mielellemme voimia. Nykypäivän kiireisen elämän keskellä vanhemmilla riittää aina tekemistä. Kun vietät aikaa kavereidesi kanssa, et voi jättää kissanpentujasi oman onnensa nojaan. Mutta miten voit huolehtia niistä, kun olet poissa kotoa? Haasteen aiheena on","challenges-content.family-care.description.1":"perheestä huolehtiminen","challenges-content.family-care.description.2":"Tämän aiheen pohjalta oppilaita kannustetaan kehittämään idea, jonka avulla rakkautta ja huolenpitoa voidaan välittää koodauksen ja laitteiden avulla. Tässä joitakin kysymyksiä pohdittavaksi","challenges-content.family-care.description.3":"Kuinka monta perheenjäsentä kotonasi asuu? Keitä he ovat? Oletko kohdannut ongelmia heidän kanssaan asuessasi? Millaista huolenpitoa he tarvitsevat?","challenges-content.family-care.description.4":"Tiedätkö lähipiiristäsi ihmisiä, jotka kaipaisivat huolenpitoa muita enemmän? Miten voisit auttaa heitä?","challenges-content.family-care.instructions.0":"Ideoi ja tutki perheestä huolehtimisen aihepiiriä","challenges-content.family-care.instructions.1":"Listaa mahdollisia ongelmia","challenges-content.family-care.instructions.2":"Kehitä toteuttavissa olevia ratkaisuja","challenges-content.family-care.instructions.3":"Valitse ratkaisu","challenges-content.family-care.instructions.4":"Ohjelmoi ja laadi rakenne","challenges-content.family-care.instructions.5":"Suunnittele projektiasi esittelevä juliste","challenges-content.family-care.instructions.6":"Esittele se opettajille ja perheenjäsenillesi","challenges-content.family-care.example.0":"Löydät joitakin esimerkkejä täältä ","challenges-content.family-care.example.1":"ja täältä","challenges-content.family-care.materials.0":"Koodaustyökalu","challenges-content.family-care.materials.1":"tai lataa","challenges-content.family-care.materials.2":"tietokoneversio","challenges-content.family-care.materials.3":"mBlock on ohjelmointikieli, joka perustuu Scratch-ohjelmiin","challenges-content.family-care.materials.4":"Tämä haaste on mukautettu MakeX Global Spark Competition -projektista, joka on 6–13-vuotiaille tarkoitettu luova suunnitteluohjelma.","challenges-content.family-care.materials.5":"Osallistuvan tiimin on keskityttävä tiettyyn aiheeseen ja keksittävä ratkaisu ohjelmoimalla ja laitteistoja rakentamalla.","challenges-content.family-care.materials.6":"Oppilaita kannustetaan suorittamaan haaste koodausviikolla ja viemään se kansainväliselle tasolle. Näin he voivat pitää yhteyttä muiden oppilaiden kanssa ja voittaa palkintoja.","challenges-content.family-care.materials.7":"Katso lisätietoja osoitteesta","challenges-content.family-care.materials.8":"tai ota yhteyttä:","challenges-content.virtual-flower-field.title":"Kasvata virtuaalinen kukkaniitty","challenges-content.virtual-flower-field.author":"Jadga Huegle – Meet and Code -valmentaja ja SAP Snap! -tiimin jäsen","challenges-content.virtual-flower-field.duration":"30–60 minuuttia","challenges-content.virtual-flower-field.purposes.0":"Tutustua ohjelmointiin yksinkertaisella mutta vaikuttavalla projektilla.","challenges-content.virtual-flower-field.purposes.1":"Oppia, että koodaus voi olla taiteellista ja lopputulokset kauniita.","challenges-content.virtual-flower-field.purposes.2":"Tuoda valoa syksyyn värikkäillä kukilla ja EU:n koodausviikon avulla.","challenges-content.virtual-flower-field.purposes.3":"Näyttää maapallolla kasvavien kukkien monimuotoisuus.","challenges-content.virtual-flower-field.purposes.4":"Osallistua kestävän kehityksen tavoitteisiin, erityisesti ilmastonmuutokseen keskittyvään tavoitteeseen numero 13, järjestämällä koodaustapahtumia, jotka lisäävät tietoisuutta ilmastonmuutoksesta.","challenges-content.virtual-flower-field.description":"Luo Snap!-ohjelmointikielellä ohjelma, jonka avulla kasvatat virtuaalisen kukkaniityn. Niityllä kasvaa erilaisia kukkia, joissa on eri määrä terälehtiä.","challenges-content.virtual-flower-field.instructions.0":"Jos tarvitset inspiraatiota alkuun pääsemiseksi, katso","challenges-content.virtual-flower-field.instructions.1":"tämä video","challenges-content.virtual-flower-field.instructions.2":"tai käytä apuna","challenges-content.virtual-flower-field.instructions.3":"tätä tiedostoa","challenges-content.virtual-flower-field.instructions.4":"","challenges-content.virtual-flower-field.instructions.5":"Haaste suoritetaan ohjelmoimalla virtuaalinen kukkaniitty Snap!-ohjelmointikielellä (tai vaihtoehtoisesti Scratchilla) ja julkaisemalla näyttökuva tai valokuva lopputuloksesta verkossa.","challenges-content.virtual-flower-field.instructions.6":"Niityllä tulee kasvaa erilaisia kukkia, joissa on eri määrä terälehtiä. Kukkien tulisi olla ohjelmoituja, mikä tarkoittaa, että ne on tehty leimaamalla ja kääntämällä (tai piirtämällä ja kääntämällä) terälehtiä toistuvasti.","challenges-content.virtual-flower-field.instructions.7":"Julkaise kuva virtuaalisesta kukkaniitystäsi aihetunnisteella #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Suosituksemme ohjelmointikieleksi on","challenges-content.virtual-flower-field.materials.1":"mutta vaihtoehtona on myös","challenges-content.haunted-house.title":"Kummitustalo Hedy-ohjelmointikielellä","challenges-content.haunted-house.author":"Felienne Hermans, Leidenin yliopisto – Ramon Moorlag, I&I – CodeWeek NL","challenges-content.haunted-house.audience":"Opettajat","challenges-content.haunted-house.duration":"1–2 tuntia aiemmasta kokemuksesta riippuen","challenges-content.haunted-house.purposes.0":"Luoda interaktiivinen kummitustalotarina.","challenges-content.haunted-house.purposes.1":"Oppia ohjelmointia Hedy-ohjelmointikielellä.","challenges-content.haunted-house.description":"Luot interaktiivisia elementtejä sisältävän kummitustalotarinan Hedy-ohjelmointikieltä käyttämällä. Joka kerta, kun koodi ajetaan, luodaan uusi tarina. Tarinan voi tehdä myös niin, että tietokone lukee sen ääneen ja se jaetaan verkossa.","challenges-content.haunted-house.instructions.0":"Aloita avaamalla selain ja siirtymällä osoitteeseen hedycode.com.","challenges-content.haunted-house.instructions.1":"Noudata tasoja 1–4 koskevia ohjeita. Käytä välilehtiä Level (Taso) ja Haunted house (Kummitustalo).","challenges-content.haunted-house.instructions.2":"Näiden tasojen avulla opit kirjoittamaan interaktiivisen kummitustalotarinan.","challenges-content.haunted-house.instructions.3":"Opettajille on saatavilla Hedy-tuntisuunnitelma, joka löytyy","challenges-content.haunted-house.instructions.4":"täältä","challenges-content.haunted-house.instructions.5":"Katso Felienne Hermansin video, jossa hän esittelee Hedyä","challenges-content.haunted-house.instructions.6":"täältä","challenges-content.haunted-house.example":"Esimerkki kummitustalosta, taso","challenges-content.haunted-house.materials.0":"Hedy osoitteessa","challenges-content.haunted-house.materials.1":"tasot1–4","challenges-content.inclusive-app-design.title":"Osallistava sovellussuunnittelu","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minuuttia + valinnaiset lisätehtävät","challenges-content.inclusive-app-design.purposes.0":"Keksiä, suunnitella, laatia prototyyppi ja jakaa idea sovelluksesta, joka on kaikkien saavutettavissa ja ymmärrettävissä.","challenges-content.inclusive-app-design.description":"Hyvät sovellukset saavat alkunsa hyvistä ideoista. Tässä tehtävässä oppilaat keksivät sovelluksen heille tärkeästä aiheesta. Tämän jälkeen he oppivat, miten sovelluksia suunnitellaan niin, että niissä huomioidaan kaikkien mukaan ottaminen ja saavutettavuus.","challenges-content.inclusive-app-design.instructions.0":"Kaikki ohjeet löytyvät täältä","challenges-content.inclusive-app-design.instructions.1":"Tämän tunnin pituisen tuntisuunnitelman avulla oppilaat saavat mahdollisuuden","challenges-content.inclusive-app-design.instructions.2":"Tutustua osallistavaan sovellussuunnitteluun","challenges-content.inclusive-app-design.instructions.3":"Miettiä itselleen tärkeitä aiheita löytääkseen idean omalle sovellukselleen","challenges-content.inclusive-app-design.instructions.4":"Hahmotella sovellusideoita ja suunnitella käyttäjien toimia","challenges-content.inclusive-app-design.instructions.5":"Laatia prototyypin jostakin sovelluksen osasta Keynote-ohjelman avulla","challenges-content.inclusive-app-design.instructions.6":"Jakaa esimerkkejä prototyypeistään ja kuvailla, miten ne tukevat käyttäjiä, joilla on erilaisia taustoja ja taitoja","challenges-content.inclusive-app-design.materials.0":"Tutustu Inclusive App Design Activity -tehtävään Apple Teacher Learning Centerissä","challenges-content.inclusive-app-design.materials.1":"On suositeltavaa käyttää iPadille tai Mac-tietokoneelle asennettua Keynote-ohjelmaa, mutta se ei ole pakollista.","challenges-content.silly-eyes.title":"Hassut silmät","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 minuuttia","challenges-content.silly-eyes.purposes.0":"Suunnitella käyttäjän vuorovaikutusta hyödyntävä projekti.","challenges-content.silly-eyes.purposes.1":"Mukauttaa projektia väreillä ja graafisilla elementeillä.","challenges-content.silly-eyes.purposes.2":"Tutustua digitaalista tekniikkaa hyödyntävään suunnitteluun.","challenges-content.silly-eyes.description":"Tässä projektissa suunnittelet ja luot hahmon, jolla on hassut silmät. Hahmon suuret, hassut silmät seuraavat hiiren osoitinta herättäen hahmon eloon.","challenges-content.silly-eyes.instructions":"Katso projektin koko kuvaus täältä","challenges-content.silly-eyes.example":"Katso esimerkit projekteista Gobo, Under the sea ja Don't eat donut","challenges-content.train-ai-bot.title":"Kouluta tekoälybotti!","challenges-content.train-ai-bot.purposes":"Tutustua tekoälyyn, koneoppimiseen, koulutusdataan, ennakkoasenteisiin ja eettisiin ongelmiin. Tarkastella myös sitä, miten tekoälyä voitaisiin käyttää maailman ongelmien ratkaisemiseen.","challenges-content.train-ai-bot.description":"Kouluta tekoälybotti, joka käyttää tekoälyä merten pelastamiseen. Tässä haasteessa ohjelmoit tai koulutat tekoälyä tunnistamaan kalan tai roskan. Pidetään meret puhtaina yhdessä!","challenges-content.train-ai-bot.instructions.0":"Ohjeet näkyvät videoina oppimateriaalissa","challenges-content.train-ai-bot.instructions.1":"sekä kirjoitettuna kunkin tason yläosassa","challenges-content.train-ai-bot.materials.0":"Katso oppimateriaali täältä","challenges-content.train-ai-bot.materials.1":"Oppimateriaali on saatavana yli 25 kielellä","challenges-content.build-calliope.title":"Rakenna oma Calliope mini -kuntovalmentaja","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Tutustu leikkimielisesti koodisarjoihin, animaatioihin, toistoihin ja muuttujiin","challenges-content.build-calliope.purposes.1":"Suunnittele rakennekaavio","challenges-content.build-calliope.purposes.2":"Testaa koodia ja korjaa virheet","challenges-content.build-calliope.purposes.3":"Optimoi ohjelma yrityksen ja erehdyksen kautta sekä tarkistamalla ja säätämällä käytettävyyttä","challenges-content.build-calliope.duration":"20–30 minuuttia","challenges-content.build-calliope.description":"Osallistujat kehittävät digitaalisesti ohjattavan prototyypin, joka käyttää värikästä LED-valoa toistamaan kymmenestä harjoituksesta koostuvan kunto-ohjelman.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (jos saatavilla)","challenges-content.build-calliope.materials.1":'Kannettava tietokone tai tabletti, jolla pääsee käyttämään tehtävän resursseja osoitteessa https://makecode.calliope.cc tai https://calliope.cc ja YouTubessa.',"challenges-content.build-calliope.instructions.0":"Tee ensin suunnitelma ja päätä, missä järjestyksessä kunto-ohjelman eri harjoitukset toistetaan. Ohjelmoi Calliope minin RGB LED -valo suunnitelman avulla niin, että se näyttää jonkin viidestä väristä määritetyllä nopeudella. Luo sitten nopeudelle muuttuja ja ohjelmoi toistot käyttäen silmukoita.","challenges-content.build-calliope.instructions.1":"Olemme kiinnostuneita näkemään, millaisen prototyypin sait aikaan. Jos olet tyytyväinen lopputulokseen, voit jakaa sen meille lähettämällä sähköpostia osoitteeseen info@calliope.cc. Palkitsemme 30 osallistujaa Calliope mini -laitteilla!","challenges-content.build-calliope.instructions.2":"Jaa projektisi QR-koodi Instagramissa, lisää aihetunniste #EUCodeWeekChallenge ja mainitse @CodeWeekEU.","challenges-content.build-calliope.example.0":"Voit pitää huolta kunnostasi myös istuessasi tietokoneen äärellä.","challenges-content.build-calliope.example.1":"Rakenna Calliope minin avulla kuntoiluprototyyppi, jota voi testata myös simulaattorissa. Tämä haaste tehdään MakeCode-editorissa ohjelmoimalla yksinkertainen koodisarja (katso kuvakaappaus).","challenges-content.build-calliope.example.2":"Valitse viisi väriä ja määritä jokaiselle niistä jokin kuntoharjoitus, esimerkiksi jalkakyykky tai haarahyppy. Värit voidaan sitten asettaa haluttuun järjestykseen ja ohjelmoida.","challenges-content.common.share":"Jaa projektisi QR-koodi Instagramissa tai Facebookissa, lisää aihetunniste #EUCodeWeekChallenge ja mainitse @CodeWeekEU.","challenges-content.common.audience.0":"Opettajat","challenges-content.common.audience.1":"Peruskoulun alaluokkien oppilaat (6–12-vuotiaat)","challenges-content.common.audience.2":"Peruskoulun yläluokkien oppilaat (12–16-vuotiaat)","challenges-content.common.audience.3":"Toisen asteen oppilaat (16–18-vuotiaat)","challenges-content.code-a-dice.title":"Koodaa noppa","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Koodaa interaktiivisia arvoituksia","challenges-content.code-a-dice.purposes.1":"Simulaation koodaaminen satunnaisesti liikkuvasta kohteesta, jota voidaan käyttää, jos oikea kohde ei ole käytettävissä","challenges-content.code-a-dice.description":"Tässä haasteessa koodaat nopan, josta voit komennolla heittää satunnaisen silmäluvun. Voit valita, minkälaisen nopan haluat ja kuinka monta sivua haluat siihen, vaikkapa roolipeleissä käytettävän monisivuisen nopan. Voit lisätä myös ääniä. ","challenges-content.code-a-dice.instructions.0":"Kirjaudu Scratchiin.","challenges-content.code-a-dice.instructions.1":"Valitse tausta.","challenges-content.code-a-dice.instructions.2":"Luo oma noppahahmo tai etsi netistä ja lataa se ohjelmaasi.","challenges-content.code-a-dice.instructions.3":"Luo yhtä monta pukua hahmolle kuin valitsemassasi nopassa on sivuja, joissa kussakin on eri silmäluku.","challenges-content.code-a-dice.instructions.4":"Valitse, miten haluat heittää noppaa (näppäimistön näppäimen painaminen, hahmon napsauttaminen jne.) ja kirjoita koodi.","challenges-content.code-a-dice.instructions.5":"Koodaa hahmo vaihtamaan asua sattumanvaraisesti heiton lopussa.","challenges-content.code-a-dice.instructions.6":"Lisää äänitehosteet.","challenges-content.code-a-dice.example":"Heitä 20-sivuista noppaa","challenges-content.personal-trainer.title":"Oma micro:bit-valmentaja","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Micro:bitin koodaaminen käyttämään summeria ja led-paneelia","challenges-content.personal-trainer.purposes.1":"Oman laitteen luominen ohjaamaan fyysistä aktiivisuutta","challenges-content.personal-trainer.purposes.2":"Micro:bitin koodaaminen parantamaan kuntoa liikunnalla","challenges-content.personal-trainer.description":"Tässä haasteessa voit koodata micro:bitin ja ohjata fyysisen harjoituksen toistokertoja sekä lepoon käytettävän ajan. Voit seurata fyysistä aktiivisuuttasi koulussa, kotona tai ulkona.","challenges-content.personal-trainer.instructions.0":"Kun A+B, luo 3 sekunnin ajastin, joka soittaa nuotin joka sekunti ja näyttää sanan NYT!","challenges-content.personal-trainer.instructions.1":"Näytä ensimmäisen harjoituksen aikana vilkkuvaa 2x2-kokoista ruudukkoa 20 sekunnin ajan. Soita sitten äänimerkki ja pidä ruudukko paikallaan. Lopun aikaa näytetään toinen vilkkuva kuva 10 sekunnin ajan. Kun se päättyy, soita äänimerkki.","challenges-content.personal-trainer.instructions.2":"Toista sitten sama toiminto mutta näytä 3x3-paneelia harjoituksen ajan. Toista nämä toimet, kunnes on 5x5-paneelin vuoro.","challenges-content.personal-trainer.duration":"30–40 minuuttia","challenges-content.create-a-spiral.title":"Luo spiraali","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Silmukan ja muuttujien opettelu ja harjoittelu.","challenges-content.create-a-spiral.purposes.1":"Luovuuden lisääminen koodaukseen.","challenges-content.create-a-spiral.description":"Tässä haasteessa kirjoitat Scratchilla projektin, jossa luot spiraalin kynälohkoilla, silmukalla ja muuttujalla.","challenges-content.create-a-spiral.instructions.0":"Kynä-lohkot","challenges-content.create-a-spiral.instructions.1":"Luo uusi projekti ja anna sille nimeksi Spiraali.","challenges-content.create-a-spiral.instructions.2":"Napsauta violettia ”Lisää laajennus” -kuvaketta ikkunan vasemmassa alakulmassa","challenges-content.create-a-spiral.instructions.3":"Valitse ”Kynä”: nyt voit käyttää projektissasi kynälohkoja!","challenges-content.create-a-spiral.instructions.4":"Aloita projekti vetämällä ja pudottamalla lohko ”kun klikataan vihreää lippua:","challenges-content.create-a-spiral.instructions.5":"Projekti pitää aloittaa tyhjällä sivulla: lisää kynälohkoista ”pyyhi kaikki” -lohko:","challenges-content.create-a-spiral.instructions.6":"Piirtäminen kannattaa aloittaa esiintymislavan keskeltä, eli hahmosi pitää mennä lavan keskelle (0,0):","challenges-content.create-a-spiral.instructions.7":"Hahmosi voi liikkua piirtämättä tai liikkua ja piirtää:","challenges-content.create-a-spiral.instructions.8":"kun haluat sen piirtävän, käytä kynä alas -lohkoa","challenges-content.create-a-spiral.instructions.9":"kun et haluat sen piirtävän, käytä kynä ylös -lohkoa","challenges-content.create-a-spiral.instructions.10":"Nyt haluat piirtää! Lisää “kynä alas” -lohko:","challenges-content.create-a-spiral.instructions.11":"Kuusikulmio","challenges-content.create-a-spiral.instructions.12":"Lisää alla olevat lohkot projektiisi:","challenges-content.create-a-spiral.instructions.13":"Nyt sinulla on yksi kuudesosa kuusikulmiostasi. Toista tämä vaihe 6 kertaa:","challenges-content.create-a-spiral.instructions.14":"Spiraali","challenges-content.create-a-spiral.instructions.15":"Spiraalia varten sinun pitää lisätä 2 jokaisen seuraavan sivun pituuteen.","challenges-content.create-a-spiral.instructions.16":"Käytä siihen muuttujaa.","challenges-content.create-a-spiral.instructions.17":"Napsauta muuttujalohkoissa kohtaa Tee muuttuja.","challenges-content.create-a-spiral.instructions.18":"Anna sille nimeksi pituus ja napsauta sitten OK:","challenges-content.create-a-spiral.instructions.19":"Spiraali kasvaa, joten aloita pienestä: aseta ensimmäiseksi pituudeksi 10 ja lisää tämä lohko ennen silmukkaa.","challenges-content.create-a-spiral.instructions.20":"Lisää muuttuja ”pituus” lohkoon ”liiku … askelta”.","challenges-content.create-a-spiral.instructions.21":"Jotta spiraali kasvaisi, myös pituuden pitää kasvaa joka silmukassa: lisää alla oleva lohko silmukan loppuun:","challenges-content.create-a-spiral.instructions.22":"Tässä on nykyinen projektisi:","challenges-content.create-a-spiral.instructions.23":"Kaunis spiraali","challenges-content.create-a-spiral.instructions.24":"Piirsit spiraalin! Jos haluat spiraalin jatkuvan loputtomasti, korvaa ”toista 6 kertaa” -silmukka ”ikuisesti”-silmukalla:","challenges-content.create-a-spiral.instructions.25":"Jos haluat piirtää värikkään spiraalin, lisää seuraava lohko silmukkaan:","challenges-content.create-a-spiral.instructions.26":"Kun aloitat alusta, hahmo piirtää turhan viivan. Voit estää sen lisäämällä ”kynä ylös” -lohkon projektin alkuun.","challenges-content.create-a-spiral.instructions.27":"Tässä on valmis projektisi:","challenges-content.create-a-spiral.instructions.28":"Onneksi olkoon! Loit hienon spiraalin!","challenges-content.play-against-ai.title":"Luo Kivi, paperi sakset -peli ja pelaa tekoälyä vastaan","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"koneoppimisen toimintaperiaatteisiin tutustuminen","challenges-content.play-against-ai.purposes.1":"koneoppimismallin rakentaminen Teachable Machinella","challenges-content.play-against-ai.purposes.2":"Pictoblox-työkaluun tutustuminen ja luodun mallin tuonti projektiin","challenges-content.play-against-ai.purposes.3":"esiintymislavan ja hahmojen valmistelu, muuttujien luonti ja alustus Pictobloxissa","challenges-content.play-against-ai.purposes.4":"pelin alustaminen, pelaajan liikkeiden tunnistaminen, satunnaisten tekoälyn liikkeiden ohjelmoiminen","challenges-content.play-against-ai.purposes.5":"Kivi, paperi, sakset -pelin luonti ja testaus pelaamalla tekoälyä vastaan.","challenges-content.play-against-ai.description":"Luomme Teachable Machinen avulla mallin kuvista käyttämällä kolmea luokkaa: Kivi, Paperi ja Sakset. Malli ladataan Pictobloxiin, ja sen avulla luodaan peli, jolla voidaan ottaa erä tekoälyä vastaan.","challenges-content.play-against-ai.duration":"90 minuuttia","challenges-content.play-against-ai.instructions.0":"Luo Teachable Machinessa uusi kuvaprojekti, jossa on 3 luokkaa nimeltä Kivi, Paperi ja Sakset. Ota jokaista luokkaa varten kameralla vähintään 400 kuvaa. Varmista, että tausta on tyhjä. Kouluta ja vie malli. Lataa malli ja kopioi linkki.","challenges-content.play-against-ai.instructions.1":"Luo maksuton tili Pictoblox-sivustolle. Lisää Machine Learning -laajennus ja lataa malli. Määritä esiintymislava, muuttujat ja hahmot. Alusta peli, määritä pelaajan liikkeet ja tekoälyn liikkeet ja miten voittaja ratkaistaan.","challenges-content.play-against-ai.instructions.2":"Kouluta tiedot pelille.","challenges-content.play-against-ai.instructions.3":"Mallin testaus.","challenges-content.play-against-ai.instructions.4":"Vie malli.","challenges-content.play-against-ai.instructions.5":"Lisää koneoppimisen laajennus ja lataa malli.","challenges-content.play-against-ai.instructions.6":"Määritä esiintymislava, muuttujat ja hahmo.","challenges-content.play-against-ai.instructions.7":"Alusta peli.","challenges-content.play-against-ai.instructions.8":"Tunnista pelaajan liikkeet.","challenges-content.play-against-ai.instructions.9":"Aseta satunnaiset tekoälyn liikkeet.","challenges-content.play-against-ai.instructions.10":"Lähetä tekoälyn satunnaiset liikkeet.","challenges-content.play-against-ai.instructions.11":"Tee kolme lohkoa. Kuka voittaa erän? ","challenges-content.play-against-ai.instructions.12":"Tarkista, voittiko pelaaja erän.","challenges-content.play-against-ai.instructions.13":"Tarkista, voittiko tekoäly erän.","challenges-content.play-against-ai.instructions.14":"Tarkista, onko erä tasapeli.","challenges-content.play-against-ai.instructions.15":"Ohjelmoi lohkot.","challenges-content.play-against-ai.instructions.16":"Kivi, paperi ja sakset -hahmo","challenges-content.air-drawing-with-AI.title":"Piirrä ilmaan tekoälyllä","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"ohjelman kirjoittaminen ihmisen kehon tunnistamisen laajennuksella, jolla ohjelma tunnistaa sormien liikkeen kameran edessä","challenges-content.air-drawing-with-AI.purposes.1":"muutaman koodirivin koodaaminen yksinkertaisilla lohkoilla","challenges-content.air-drawing-with-AI.purposes.2":"havainnollistava esimerkki tekoälyn käytöstä","challenges-content.air-drawing-with-AI.description":"Ohjelman luominen, jossa käyttäjä voi piirtää ilmaan kädellään (etusormellaan) kameran edessä, ja kaikki ilmaan piirretty näkyy automaattisesti Pictobloxin esiintymislavalla.","challenges-content.air-drawing-with-AI.instructions.0":"Luo Pictoblox-tili.","challenges-content.air-drawing-with-AI.instructions.1":"Noudata visuaalisia ohjeita ja tee seuraavat:","challenges-content.air-drawing-with-AI.instructions.2":"Lisää laajennukset Human Body Detection ja Kynä;","challenges-content.air-drawing-with-AI.instructions.3":"Määritä esiintymislava ja lisää hahmo (Pencil) ja muita hahmoja seuraaville: Kynä alas, Kynä ylös, Pyyhi kaikki; ","challenges-content.air-drawing-with-AI.instructions.4":"Kirjoita lyijykynähahmolle koodi, jolla se seuraa sormea.","challenges-content.air-drawing-with-AI.instructions.5":"Kirjoita koodi painikkeille: Kynä ylös, Kynä alas ja Pyyhi kaikki sekä myös Kynälle.","challenges-content.air-drawing-with-AI.instructions.6":"Nyt voit tehdä omia piirroksia sekä kokeilla eri värisiä ja -kokoisia kyniä.","challenges-content.air-drawing-with-AI.materials.0":"Kannettava tai tietokone, jossa on kamera","challenges-content.air-drawing-with-AI.materials.1":"Uusin versio PictoBloxista ladattuna (suositeltu) tai Pictobloxin verkkoversio (maksuton)","challenges-content.air-drawing-with-AI.materials.2":"Pictoblox-tili (maksuton)","challenges-content.air-drawing-with-AI.materials.3":"Hyvä internetyhteys","challenges-content.emobot-kliki.title":"Emobotti Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Koneoppimisen ja tekstintunnistuksen perusperiaatteiden oppiminen.","challenges-content.emobot-kliki.purposes.1":"Tunteiden roolin ymmärtäminen viestinnässä.","challenges-content.emobot-kliki.purposes.2":"Koodin käyttäminen chatbotin ja käyttäjän välisiin keskusteluihin.","challenges-content.emobot-kliki.purposes.3":"Harjoituksessa opitaan, miten tietokoneet voivat tunnistaa tunnesävyjä tekstianalyysin avulla ja reagoida sopivalla tavalla.","challenges-content.emobot-kliki.description.0":"Luo Scratchissa Tunnebotti, jonka ilme muuttuu iloiseksi, jos se kuulee myönteisiä asioita (jos puhut sille ystävällisesti) ja vihaiseksi, jos se kuulee ikäviä asioita (jos puhut sille ilkeästi) ja joka menee hämilleen, jos se ei osaa tulkita viestiä.","challenges-content.emobot-kliki.description.1":"Tunnebotti Kliki tunnistaa kohteliaisuudet ja loukkaukset, ja sen avulla voidaan näyttää, miten tietokoneet voi kouluttaa ymmärtämään tunnesävyjä.","challenges-content.emobot-kliki.instructions.0":"Aloita ohjelmoimalla säännöt eli luettelo siitä, mikä on ystävällistä tai kilttiä ja mikä pahaa tai ilkeää.","challenges-content.emobot-kliki.instructions.1":"Kirjaudu osoitteeseen https://machinelearningforkids.co.uk/ tai luo uusi tili.","challenges-content.emobot-kliki.instructions.2":"Tee uusi koneoppimismalli ja lisää siihen 3 uutta otsikkoa. Anna ensimmäiselle nimeksi ”kiltti” ja toiselle ”ilkeä”. Jos haluat lisäksi botin tunnistavan nimesi, luo kolmas ryhmä nimeltä ”nimi”.","challenges-content.emobot-kliki.instructions.3":"Kouluta uusi koneoppimismalli, testaa sitä ja tee sen avulla Emobotti Scratchissa.","challenges-content.emobot-kliki.instructions.4":"Käynnistä Scratch 3 -ohjelma, poista kissahahmo, lisää 3 uutta hahmoa, jotka on tehty Microsoft Bing Image Creatorilla (iloinen, vihainen ja epävarma piirros) tai luo uusi hahmo napsauttamalla Piirrä-kuvaketta ja piirrä kolme pukua iloiselle, vihaiselle ja epävarmalle ilmeelle.","challenges-content.emobot-kliki.instructions.5":"Napsauta ”Koodi”-välilehteä ja kirjoita seuraava komentosarja.","challenges-content.emobot-kliki.example.0":"Jaa Emobotti Kliki ystäviesi kanssa ja opi lisää tekoälystä ja tunteista!","challenges-content.emobot-kliki.example.1":"Piirretyn tietokoneen sijasta voit kokeilla jotain toisenlaista hahmoa, vaikkapa eläintä. Ystävällisten ja ilkeiden viestien lisäksi voit kouluttaa hahmon myös tunnistamaan muuntyyppisiä viestejä.","challenges-content.craft-magic.title":"Taikuutta tekoälyn käsieleillä","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Oppilaiden koodaustaitojen kehittäminen peruskomentoja käyttämällä.","challenges-content.craft-magic.purposes.1":"Algoritmisen ajattelun opetteleminen jakamalla monimutkaiset tehtävät helpompiin vaiheisiin.","challenges-content.craft-magic.purposes.2":"Kannustaminen luovaan ongelmanratkaisuun soveltamalla käsieleitä piirtämiseen ja kirjoittamiseen eri tarkoituksiin.","challenges-content.craft-magic.purposes.3":"Tekoälyn periaatteisiin tutustuminen: harjoituksessa opitaan etenkin, miten tietokoneet tunnistavat ja tulkitsevat käsieleitä tekoälyn avulla.","challenges-content.craft-magic.purposes.4":"Tiedon lisääminen teknologian merkityksestä toimintarajoitteisille.","challenges-content.craft-magic.purposes.5":"Oppilaiden kollaboratiivisen ongelmanratkaisun taitojen ja ryhmätyötaitojen kehittäminen, kun he työstävät yhdessä käsieleohjelmiaan.","challenges-content.craft-magic.purposes.6":"Koodauksen ja ohjelmoinnillisen ajattelun taitojen yhdistäminen reaalimaailman käyttökohteisiin, teknologian vaikutuksen havainnollistaminen ihmisten elämässä ja yhteydet kestävän kehityksen tavoitteisiin.","challenges-content.craft-magic.duration.0":"90 minuuttia 10–12-vuotiaille oppilaille","challenges-content.craft-magic.duration.1":"45 minuuttia 12–15-vuotiaille oppilaille","challenges-content.craft-magic.description":"Luo Scratchilla lohkopohjainen ohjelma käyttämällä ”Human Body” -tekoälylaajennusta luovalla ja kiinnostavalla tavalla, jotta voit piirtää näyttöön ilman tavallista hiirtä tai kosketusnäyttöä.","challenges-content.craft-magic.instructions.0":"Siirry osoitteeseen https://ai.thestempedia.com ja luo opettaja- ja oppilastilit.","challenges-content.craft-magic.instructions.1":"Tuo laajennukset ”Human Body Detection”, ”Kynä”, ”Teksti puheeksi”.","challenges-content.craft-magic.instructions.2":"Lisää ”Pencil”-hahmo kirjastosta ja luo 7 hahmoa ”kirjoita”, ”pyyhi”, ”musta”, ”punainen”, ”sininen”, ”vihreä”, ”vaaleanpunainen”).","challenges-content.craft-magic.instructions.3":"Kirjoita komennot ja katso, mitä tapahtuu, kun lyijykynähahmo koskettaa muita hahmoja.","challenges-content.craft-magic.instructions.4":"Kirjoita komennot, joilla kamera tunnistaa käden liikkeet, ja siirrä kynää x- ja y-koordinaatteihin etusormellasi.","challenges-content.craft-magic.instructions.5":"Vaihda asua heiton lopussa.","challenges-content.craft-magic.instructions.6":"Lisää äänitehosteet.","challenges-content.craft-magic.materials.0":"Ohjelmointialusta https://ai.thestempedia.com (maksuton)","challenges-content.craft-magic.materials.1":"opettajatili (maksuton)","challenges-content.craft-magic.materials.2":"oppilastili (maksuton)","challenges-content.craft-magic.materials.3":"Tietokoneita, joissa on kamera","challenges-content.craft-magic.materials.4":"Internetyhteys","challenges-content.circle-of-dots.title":"Pisteympyrä","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Koodin kirjoittaminen pisteistä muodostuvan viivan piirtämiseen.","challenges-content.circle-of-dots.purposes.1":"Koodin kirjoittaminen katkoviivoista muodostuvan viivan piirtämiseen.","challenges-content.circle-of-dots.purposes.2":"Koodin kirjoittaminen ympyrän piirtämiseen.","challenges-content.circle-of-dots.purposes.3":"Kirjoita koodin pisteistä (tai katkoviivoista) muodostuvan ympyrän piirtämiseen.","challenges-content.circle-of-dots.description":"Piirrä ympyrä pisteistä tai katkoviivoista.","challenges-content.circle-of-dots.duration":"40 minuuttia","challenges-content.circle-of-dots.instructions.0":"Pistelohkon rakentaminen.","challenges-content.circle-of-dots.instructions.1":"Katkoviivalohkon rakentaminen.","challenges-content.circle-of-dots.instructions.2":"Ympyrän muodostaminen pisteestä.","challenges-content.circle-of-dots.instructions.3":"Ympyrän muodostaminen katkoviivasta.","challenges-content.coding-escape-room.title":"Luo koodauspakohuone","challenges-content.coding-escape-room.author":"Stefania Altieri ja Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Koodauksen periaatteiden opettaminen/oppiminen ja pohtiminen.","challenges-content.coding-escape-room.purposes.1":"Yksinkertaisten koodaustyökalujen käyttäminen.","challenges-content.coding-escape-room.purposes.2":"Ohjelmoillinen ajattelu ja ongelmanratkaisu.","challenges-content.coding-escape-room.description.0":"Näin voit luoda koodauspakokokemuksen:","challenges-content.coding-escape-room.description.1":"Voit luoda tarinan koodauksen avulla Google Forms- tai Genially-alustalla, tekemällä Google Slides -esityksen tai käyttämällä jotain muuta työkalua ;).","challenges-content.coding-escape-room.duration":"90 minuuttia","challenges-content.coding-escape-room.instructions":"Voit jakaa oppilaat pienryhmiin, joissa he voivat pelata ja luoda sitten toisen haasteen mallin avulla: ","challenges-content.coding-escape-room.materials.0":"Mitä tahansa työkalua voidaan käyttää (Googlen ja Microsoftin alustat, joissa voidaan luoda ja jakaa asiakirjoja, esityksiä ja laskentataulukoita). Mikä tahansa koodauksen käsite, työkalu tai henkilöhahmo, joka liittyy koodaukseen tai tietojenkäsittelyyn.","challenges-content.coding-escape-room.example.0":"Pelin varrella esitellään henkilöitä, joilla on ollut hyvin tärkeä rooli tietojenkäsittelyn historiassa, sekä koodauksen ja ohjelmoinnin perusperiaatteet. Näin oppiminen ja aktiivinen osallistuminen onnistuu kuin leikiten. Tätä peliä voidaan pelata joukkueissa tai yksinpelinä, haasteen tai kilpailun muodossa. Sitten oppilaat voivat luoda jotain vastaavaa ja kehittää samalla luovuuttaan ja koodaustaitojaan.","challenges-content.coding-escape-room.example.1":"Tämä on hyvin käytännöllinen harjoitus, joka voidaan helposti toisintaa ja luoda uudelleen. Google Forms on yksi mahdollisista työkaluista. Voit myös käyttää Google Slides-, Genial.ly- tai Emaze-työkaluja tai mitä tahansa muita, joilla voi luoda valintatarinoita ja omia seikkailuja.","challenges-content.coding-escape-room.example.2":"Pakohaaste on jaettu osioihin. Pelissä pääsee eteenpäin arvaamalla oikein. Oppilaiden pitää luoda koodaustietovisat.","challenges-content.let-the-snake-run.title":"Liikuta käärmettä","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Käärmeen liikkeiden koodaaminen kunkin omassa micro:bitissä.","challenges-content.let-the-snake-run.purposes.1":"Oikean sijoittelun ja ajoituksen asettaminen yhteiseen animaatioon.","challenges-content.let-the-snake-run.description":"Oppilaiden pitää kirjoittaa koodit ja ohjata käärme viereisten micro:bittien läpi. Lopputuloksen pitäisi näyttää siltä, että käärme etenee yhdestä micro:bitistä toiseen.","challenges-content.let-the-snake-run.duration":"30 minuuttia","challenges-content.let-the-snake-run.instructions.0":"Suunnitelkaa reitti, joka kulkee usean vierekkäisen micro:bitin läpi (esim. muodostaen 2x2-kokoisen ruudun).","challenges-content.let-the-snake-run.instructions.1":"Kirjoittakaa koodit, kun käärme liikkuu reittiä pitkin.","challenges-content.let-the-snake-run.instructions.2":"Käyttäkää omia laitteitanne, yhdistäkää ne sitten ja ajakaa koodi.","challenges-content.let-the-snake-run.instructions.3":"Huomioikaa ajoitus ja sijainti: Jos käärme poistuu yhdestä micro:bitistä, se näkyy seuraavassa micro:bitissä.","challenges-content.let-the-snake-run.instructions.4":"Lisähaasteita: micro:bit v2:ssa voit toistaa musiikkia, kunnes käärme poistuu laitteestasi.","challenges-content.let-the-snake-run.instructions.5":"Suunnittele käärme muuttamalla LEDien kirkkautta.","challenges-content.let-the-snake-run.instructions.6":"Yritä luoda pidempiä tai enemmän käärmeitä.","challenges-content.let-the-snake-run.example.0":"Tämä on esimerkki 6 pikselin pituisesta käärmeestä, jossa 4 micro:bittiä muodostaa 2x2-kokoisen ruudukon: ","challenges-content.let-the-snake-run.example.1":"Ensimmäisen micro:bitin luonti (opettaja voi tehdä sen)","challenges-content.let-the-snake-run.example.2":"Tämä micro:bit alustaa kaikki koodit ja lähettää radiosignaalin toisille micro:biteille, kun A-painiketta painetaan.","challenges-content.let-the-snake-run.example.3":"Käärmeen liikkeiden koodaus","challenges-content.let-the-snake-run.example.4":"Jokaisen micro:bitin pitää olla samassa radioryhmässä kuin aloittava micro:bit.","challenges-content.let-the-snake-run.example.5":"Kaikki animaatiot käynnistyvät, kun radiosignaali vastaanotetaan.","challenges-content.let-the-snake-run.example.6":"Ensimmäisen microbitin animaatio on välittömästi näkyvillä, mutta muut odottavat, että käärme pääsee sinne.","challenges-content.let-the-snake-run.example.7":"Kahden ensimmäisen vaiheen välinen aika määrittää käärmeen nopeuden.","challenges-content.let-the-snake-run.materials.0":"micro:bitit (jokaiselle oppilaalle, jos mahdollista)","challenges-content.let-the-snake-run.materials.1":"kannettava tai tietokone makecode.microbit.org-editorille","challenges-content.illustrate-a-joke.title":"Piirrä vitsi bitsyllä","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Pienen pelin suunnitteleminen, jossa pelaaja löytää vastauksen vitsin kysymykseen.","challenges-content.illustrate-a-joke.description":"Oppilaat suunnittelevat pienen pelin, jossa hahmo löytää vastauksen vitsin kysymykseen osumalla pelikentällä olevaan kohteeseen.', Oppilaat ratkaisevat haasteen bitsyn perustoimintojen avulla.","challenges-content.illustrate-a-joke.instructions.0":"Keksi vitsikysymys. Mene bitsyyn ja aloita uusi projekti. Peliin tarvitaan seuraavat:","challenges-content.illustrate-a-joke.instructions.1":"avatar – hahmo, jota voit liikuttaa pelissä","challenges-content.illustrate-a-joke.instructions.2":"valkoinen kissa violetilla taustalla","challenges-content.illustrate-a-joke.instructions.3":"automaattisesti luotu kuvaus","challenges-content.illustrate-a-joke.instructions.4":"kohde, jonka luo avatarin pitää mennä","challenges-content.illustrate-a-joke.instructions.5":"huone - ohjelman tausta","challenges-content.illustrate-a-joke.instructions.6":"kaksi viestiä: kysymys ja vastaus","challenges-content.illustrate-a-joke.instructions.7":"Valmis peli voidaan ladata html-tiedostona.","challenges-content.illustrate-a-joke.example":"Tällä sivustolla näet esimerkin vitsistä, ja siellä on linkki digitaaliselle kirjoitustaululle:","challenges-content.illustrate-a-joke.materials":"bitsy toimii selaimessa","challenges-content.app-that-counts-in-several-languages.title":"Sovellus, joka laskee monella kielellä","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Yksinkertaisen sovelluksen luominen.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Ohjelmoinnin opetteleminen lohkoilla.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Nimiöiden, painikkeiden, kuvien, anturien ja median lisäämisen opetteleminen.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Harjoituksessa opitaan asettelemaan elementtejä sovelluksen näytölle.","challenges-content.app-that-counts-in-several-languages.description":"Sovelluksella voit laskea monella eri kielellä painikkeen painalluksella. Jos käyttäjä ravistaa älypuhelinta, laskuri palaa taas nollaan. Haasteena on lisätä toinen kieli.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Haasteen suorittamiseksi on määritettävä toinen kieli, jolla haluat sovelluksen laskevan.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Lataa sitten internetistä (esim. Pixabaysta tai Unsplashista) maan lipun kuva ja lataa se MIT APP Inventor -alustalle Picture (Kuva) -ominaisuuden Flag (Lippu) -elementin kautta.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Selvitä sitten, miten maan nimi kirjoitetaan englanniksi ja miten voit sanoa kyseisen maan kielellä Poistu ja Paina minua.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Lopulta voit lisätä tarvittavat lohkot, jotta sovellus toimii uudella kielellä.","challenges-content.app-that-counts-in-several-languages.materials.0":"Sovelluksen kehittämiseen tarvitset tietokoneen, jossa on internetyhteys.","challenges-content.app-that-counts-in-several-languages.materials.1":"Luo tili MIT APP Inventor -alustalla, jonne pääsee osoitteessa https://ai2.appinventor.mit.edu.","challenges-content.app-that-counts-in-several-languages.materials.2":"Harjoitusta varten pitää myös asentaa MIT AI2 Companion -sovellus älypuhelimeen, jotta kehitettyä sovellusta pääsee testaamaan.","challenges-content.coding-with-art-through-storytelling.title":"Koodausta taiteen ja tarinoiden avulla","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara ja Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Havaitsemis-, tulkinta- ja kyseenalaistamistaitojen kehittäminen vuorovaikutuksessa taiteen kanssa.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Luovuutta ja ryhmätyöskentelyä yhteisen tavoitteen saavuttamiseksi.","challenges-content.coding-with-art-through-storytelling.purposes.2":"Algoritmin luominen tarinan kertomiselle uudestaan.","challenges-content.coding-with-art-through-storytelling.description":"Tässä haasteessa oppilaat saavat inspiraatiota taideteoksesta, luovat tarinan ja kuvittavat sen. Sitten he yrittävät kertoa tarinan uudelleen käyttämällä ohjelmoitavaa robottia tai ilman laitteita.","challenges-content.coding-with-art-through-storytelling.materials.0":"Tämä harjoitus voidaan tehdä myös ilman laitteita tai käyttämällä opettavaista ohjelmoitavaa robottia, esimerkiksi Bee-Bot-, Blue-Bot- tai hiirirobottia.","challenges-content.coding-with-art-through-storytelling.materials.1":"Bee-Bot-robotin nuolikortit tai ilman konetta tehtävän harjoituksen nuolikortit","challenges-content.coding-with-art-through-storytelling.materials.2":"kreikaksi","challenges-content.coding-with-art-through-storytelling.materials.3":"Jos haluat lisätietoa Project Zeron Thinking Routine Toolbox -työkaluista, voit käydä osoitteessa","challenges-content.coding-with-art-through-storytelling.example.0":"Opettaja mallintaa yhdessä oppilaiden kanssa, miten korteilla suunnitellaan algoritmi, jonka ohjeilla Bee-Bot tai muu robotti saadaan siirtymään matolla tarinan ensimmäiseen tapahtumaan. Oppilaat suunnittelevat 3–4 hengen ryhmissä robotille algoritmin, jolla se siirtyy seuraavaan jaksoon. Oppilaat testaavat algoritminsa luokan matolla ja korjaavat virheet tarvittaessa.","challenges-content.coding-with-art-through-storytelling.example.1":"He käyvät läpi niin monta tarinan tapahtumaa kuin voivat.","challenges-content.coding-with-art-through-storytelling.example.2":"Tämä harjoitus voidaan tehdä myös ilman laitteita.","challenges-content.coding-with-art-through-storytelling.example.3":"Yksi lapsi on robotti ja toinen ohjelmoija. Ohjelmoija luo algoritmipolun nuolikorteilla, joilla hän auttaa robottia siirtymään kuvasta toiseen ja kertomaan tarinan uudelleen. Aina kuvan kohdalla robottia pyydetään kertomaan osa tarinasta.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Opettaja pyytää oppilaita katsomaan maalausta/valokuvaa.","challenges-content.coding-with-art-through-storytelling.instructions.1":"He luovat tarinan Harvardin yliopiston Project Zeron menetelmällä, jossa keskitytään tarinan alkuun, keskikohtaan ja loppuun.","challenges-content.coding-with-art-through-storytelling.instructions.2":"Opettaja kehottaa pohtimaan ”Jos tämä taideteos on tarinan alussa/keskellä/lopussa, mitä voisi tapahtua seuraavaksi / ennen kuvaa / aiemmin tarinassa?”","challenges-content.coding-with-art-through-storytelling.instructions.3":"Oppilaat kuvittavat tarinan tapahtumat.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Oppilaat kertaavat tarinan ja sijoittavat tapahtumat ruudukkoon. Nuolikorteilla he luovat algoritmin, joka auttaa Bee-Bot-robottia kertomaan tarinan.","challenges-content.coding-with-legoboost.title":"Koodaus ja ohjelmointi Scratchin LegoBoost-laajennuksella","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"Mallien rakentaminen LegoBoostilla.","challenges-content.coding-with-legoboost.purposes.1":"Ohjelmointitaitojen kehittäminen Scratchilla.","challenges-content.coding-with-legoboost.purposes.2":"Robottien ohjelmointi käyttäen sekä yksinkertaisia että monimutkaisia komentoja.","challenges-content.coding-with-legoboost.description":"Tässä haasteessa oppilaat käyttävät Scratchin LegoBoost-laajennusta ja syöttävät sovellukseen koodeja, joilla robotti liikkuu eteenpäin, taaksepäin, välttää esteitä ja tottelee äänikomentoja.","challenges-content.coding-with-legoboost.duration":"120 minuuttia","challenges-content.coding-with-legoboost.instructions.0":"Kirjaudu Scratch.mit.edu-sovellukseen.","challenges-content.coding-with-legoboost.instructions.1":"Käynnistä Scratch Link ja aktivoi tietokoneen Bluetooth.","challenges-content.coding-with-legoboost.instructions.2":"Napsauta Scratchissa Lisää laajennus ja valitse LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Lisää kuva EU:n koodausviikosta.","challenges-content.coding-with-legoboost.instructions.4":"Aseta kaksi AB-moottoria päälle, ja punaisen esteen kohdalla pois päältä.","challenges-content.coding-with-legoboost.instructions.5":"Vihreän esteen kohdalla moottori A on päällä, mustan kohdalla moottori B on päällä.","challenges-content.coding-with-legoboost.instructions.6":"Vihreät, punaiset ja mustat esteet asetetaan reitille.","challenges-content.coding-with-legoboost.instructions.7":"Lisää komennot liikkeille, käännökset nuolista ja muunna teksti puheeksi, kun kohtaat esteet.","challenges-content.coding-with-legoboost.instructions.8":"Testaa!","challenges.title":"EU:N KOODAUSVIIKON HAASTEET","challenges.date":"9. –24. lokakuuta 2021","challenges.common.target-audience":"Kohderyhmä","challenges.common.pre-primary":"Varhaiskasvatuksen oppilaat","challenges.common.experience":"Osaamistaso","challenges.common.duration":"Kesto","challenges.common.materials":"Suositellut materiaalit","challenges.common.purpose":"Tarkoitus","challenges.common.description":"Kuvaus","challenges.common.instructions":"Ohjeet","challenges.common.example":"Esimerkki","challenges.common.written-by.0":"Tämän haasteen on kirjoittanut","challenges.common.written-by.1":"ja se kuuluu kokoelmaan","challenges.common.teachers":"Opettajat","challenges.common.students":"Oppilaat","challenges.common.beginner":"Vasta-alkaja","challenges.common.intermediate":"Keskitaso","challenges.common.advanced":"Edistynyt","challenges.common.1-hour":"1 tunti","challenges.main.0":"Kutsumme sinut osallistumaan yhteen tai useampaan EU:n koodausviikon haasteeseen EU:n koodausviikolla 9.–24. lokakuuta 2021.","challenges.main.1":"Mitä EU:n koodausviikon haasteet ovat ?","challenges.main.2":"EU:n koodausviikon haasteet ovat tehtäviä, joita voit tehdä itseksesi tai luokassa, kollegoiden tai kavereiden kanssa. Haluaisitko osallistua koodausviikkoon, mutta et tiedä miten ? Vastaus löytyy täältä!Olemme laatineet koodausviikon kumppanien kanssa joukon helppoja haasteita konkreettisine esimerkkeineen siitä, miten niitä voi käyttää luokassa tai ryhmässä. Kunkin haasteen yhteydessä on annettu ohjeita, joita voi tarvittaessa muokata osallistujien tarpeiden, mielenkiinnon kohteiden ja iän mukaan. Voit käyttää haluamiasi työkaluja ja tekniikoita, mutta suosittelemme käyttämään avoimen lähdekoodin aineistoja. ","challenges.main.3":"Valitse yksi tai useampi haaste, mukauta sitä ryhmäsi tai luokkasi tarpeisiin ja jaa tulokset Instagramissa. Näin kannustat myös kollegoitasi ja kavereitasi osallistumaan koodausviikon hauskanpitoon!","challenges.main.4":"Lue lisää haasteesta napsauttamalla sitä:","challenges.main.5":"Kuka voi osallistua ? ","challenges.main.6":"Kuka tahansa(koulut, opettajat, kirjastot, koodauskerhot, yritykset, viranomaiset) voi osallistua EU:n koodausviikkoon 2021 suorittamalla #EUCodeWeekChallenge-haasteen.","challenges.main.7":"Miten EU:n koodausviikon 2021 haasteisiin voi osallistua?","challenges.main.8":"Valitse haaste, jonka haluat suorittaa.","challenges.main.9":"Jaa osallistujat pareihin tai ryhmiin. Ryhmätyöskentely ja yhteistyö ovat avaintekijöitä haasteen onnistumisessa riippumatta siitä, toteutatko tehtävän paikan päällä vai verkossa ja ovatko osallistujat samasta maasta vai teettekö kansainvälistä yhteistyötä.","challenges.main.10":"Jaa oma haasteesi","challenges.main.11":"Haluaisitko voittaa koodausviikon palkintoja? Jos vastasit kyllä, jaa työsi tulokset myös muille!","challenges.main.12":"Kun olet saanut haasteen valmiiksi, jaa se Instagramissa.","challenges.main.13":"Palkintoja jaetaan osallistuneiden kesken joka päivä koodausviikolla 9.–24. lokakuuta, ja voittajat julkistetaan Instagram-kanavallamme. Muista siis tarkistaa ilmoituksesi säännöllisesti.","challenges.share.0":"Näin jaat haasteesi Instagramissa","challenges.share.1":"Napauta Muokkaa profiilia -painiketta","challenges.share.2":"Lisää linkki haasteeseesi Verkkosivusto-kenttään ja tallenna","challenges.share.3":"Luo uusi julkaisu","challenges.share.4":"Lisää kuvakaappaus haasteestasi","challenges.share.5":"Kirjoita mielenkiintoa herättävä kuvaus","challenges.share.6":"Muista täyttää Linkki biossa -kohta","challenges.share.7":"Lisää aihetunniste #EUCodeWeekChallenge","challenges.share.8":"Mainitse @CodeWeekEU","challenges.share.9":"Haluatko jakaa haasteesi mieluummin Facebookissa?","challenges.share.10":"EU:n koodausviikon","challenges.share.11":"Facebook-sivulle","challenges.share.12":"lisätään joka päivä uusi haastejulkaisu. Palkinnon voittaja valitaan julkaisua kommentoiden joukosta.","challenges.share.13":"Miten se toimii?","challenges.share.14":"Kommentoi julkaisua ja lisää linkki omaan haasteeseesi.","challenges.share-box.0":"Jaa linkki omaan haasteeseesi","challenges.share-box.1":"Instagramin biossa","challenges.share-box.2":"napauta","challenges.share-box.3":"Muokkaa profiilia","challenges.share-box.4":"-painiketta Instagramissa ja lisää linkki haasteeseesi Verkkosivusto-kenttään. Luo sen jälkeen uusi julkaisu, lisää kuvakaappaus haasteestasi, kirjoita","challenges.share-box.5":"Linkki biossa","challenges.share-box.6":"lisää aihetunniste #EUCodeWeekChallenge ja mainitse @CodeWeekEU","challenges.share-box.7":"Jos haluat jakaa haasteesi mieluummin Facebookissa","challenges.share-box.8":"Uusi haastejulkaisu lisätään","challenges.share-box.9":"EU:n koodausviikon","challenges.share-box.10":"Facebook-sivulle","challenges.share-box.11":"Kommentoi julkaisua ja lisää linkki omaan haasteeseesi","challenges.share-box.12":"Koodausviikon palkintoja jaetaan osallistuneiden kesken joka päivä koodausviikolla 9.–24. lokakuuta. Voittajat julkistetaan Instagram- ja Facebook-kanavillamme. Muista siis tarkistaa ilmoituksesi säännöllisesti.","challenges.take-part.0":"Miksi EU:n koodausviikon haasteeseen kannattaa osallistua?","challenges.take-part.1":"Saat kokemusta ongelmanratkaisusta ja koodauksesta.","challenges.take-part.2":"Voit työskennellä yhdessä muiden osallistujien kanssa.","challenges.take-part.3":"Pääset jakamaan viestiä koodauksen tärkeydestä.","challenges.download.0":"Napsauta","challenges.download.1":"tästä","challenges.download.2":"ladataksesi tämän haasteen Word-asiakirjana.","challenges.bingo.0":"Suorita kaikki haasteet","challenges.bingo.1":"Saitko haasteen valmiiksi? Tulosta","challenges.bingo.2":"bingokortti","challenges.bingo.3":"ja tee merkintä vasemmassa ylänurkassa olevaan pieneen valkoiseen ympyrään.","challenges.bingo.4":"Jaa haasteesi sosiaalisessa mediassa ja voit voittaa hienoja koodausviikon palkintoja.","challenges.bingo.5":"Lataa kuva valmiista pysty- tai vaakariveistä tai koko bingokortista","challenges.bingo.6":"Facebookiin, Instagramiin tai Twitteriin.","challenges.bingo.7":"Muista käyttää aihetunnistetta","codeweek4all.title":"Kaikkien koodausviikko -haaste","codeweek4all.text":"Kaikkien koodausviikko -haaste kehottaa yhdistämään tapahtumasi ystävien, kollegoiden ja tuttujen järjestämien tapahtumien kanssa, jotta voitte yhdessä saada koodausviikon osaamissertifikaatin.","codeweek4all.what.title":"Mikä se on?","codeweek4all.what.content":`

    Sen lisäksi, että lähetät itse tapahtumasi EU:n koodausviikon karttaan, voit myös kutsua muut verkostosi jäsenet tekemään samoin. Jos sinä ja verkostosi saavutatte jonkin seuraavista rajoista, saatte kaikki koodausviikon osaamissertifikaatin!

    -

    Osaamissertifikaatin ansaitsemiskriteerit:

    `,"codeweek4all.what.criteria1":"500 osallistuvaa opiskelijaa","codeweek4all.what.criteria2":"10 yhdistettyä tapahtumaa (10 eri järjestelijältä)","codeweek4all.what.criteria3":"3 osallistuvaa maata","codeweek4all.what.andor":"ja/tai","codeweek4all.howto.title":"Miten osallistutaan?","codeweek4all.howto.time":"Kaikkien koodausviikko -haaste jatkuu kuluvan vuoden loppuun. Osaamissertifikaatit jaetaan ensi vuoden tammi- tai helmikuussa.","codeweek4all.howto.content":'Käy Lisää tapahtuma -sivulla ja täytä tarvittavat tiedot koodaustapahtumastasi.',"codeweek4all.howto.first_alliance.1":"Napsauta Lähetä.","codeweek4all.howto.first_alliance.2":"Kun toimintosi on hyväksytty, saat vahvistussähköpostin, jossa on yksilöllinen Kaikkien koodausviikon koodi.","codeweek4all.howto.first_alliance.3":"Kopioi koodi ja jaa se kollegoillesi ja muille verkostosi jäsenille, jotka myös järjestävät koodaustapahtuman. Levitä sanaa ja kehota muitakin osallistumaan!","codeweek4all.howto.first_alliance.4":"Kampanjan päätyttyä kaikkia tapahtumien järjestäjiä pyydetään raportoimaan osanottajien lukumäärä. Jos onnistuitte saavuttamaan rajan, sinä ja verkostoosi kuuluneet kollegasi saatte osaamissertifikaatin!","codeweek4all.howto.first_alliance.title":"Jos olet verkostosi ensimmäinen:","codeweek4all.howto.existing_alliance.1":"Liitä verkoston perustajalta saamasi koodi KAIKKIEN KOODAUSVIIKON KOODILLE tarkoitettuun kenttään.","codeweek4all.howto.existing_alliance.2":"Napsauta Lähetä.","codeweek4all.howto.existing_alliance.3":"Levitä sanaa (ja koodia!), jotta useampi järjestäjä liittyy verkostoosi.","codeweek4all.howto.existing_alliance.4":"Kampanjan päätyttyä kaikkia tapahtumien järjestäjiä pyydetään raportoimaan osanottajien lukumäärä. Jos onnistuitte saavuttamaan rajan, sinä ja verkostoosi kuuluneet kollegasi saatte osaamissertifikaatin!","codeweek4all.howto.existing_alliance.title":"Jos liityt jo olemassa olevaan verkostoon:","codeweek4all.why.1":"Pääset levittämään viestiä koodauksen tärkeydestä.","codeweek4all.why.2":"Pääset tuomaan mukaan suuren määrän opiskelijoita.","codeweek4all.why.3":"Pääset luomaan yhteyksiä organisaatioiden ja/tai oppilaitosten kanssa joko omalla alueellasi tai ympäri maailman.","codeweek4all.why.4":"Pääset hyödyntämään muiden järjestäjien ja opettajien tukea.","codeweek4all.why.5":"Pääset tavoittelemaan osaamissertifikaattia.","codeweek4all.why.title":"Miksi haasteeseen kannattaa liittyä?","codeweek4all.superorganiser-title":"Superjärjestäjäsertifikaatin","codeweek4all.superorganiser":'Voit myös ansaita superjärjestäjäsertifikaatin. Sitä varten sinun on järjestettävä ja rekisteröitävä vähintään 10 yksittäistä tapahtumaa koulussasi, organisaatiossasi tai verkossa.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Kysymykset","coding-at-home.material.required":"Tarvittava materiaali","coding-at-home.material.chequered":"ruutulauta ja laatat","coding-at-home.material.footprint":"joissa on jalanjäljen kuvat","coding-at-home.intro.title":"Johdanto Coding@Home","coding-at-home.explorer.title":"Tutkimusmatkailija","coding-at-home.explorer.text":"Tutkimusmatkailija on ensimmäinen Coding@Home-harjoitus. Liikuta tutkimusmatkailijaa ympäri lautaa päästäksesi maaliin sen jälkeen, kun olet vieraillut niin monella neliöllä kuin mahdollista.","coding-at-home.explorer.questions.content.1":"Q1. Onko tutkimusmatkailijan mahdollista käydä kaikissa laudan ruuduissa videolla annettujen aloitus- ja maalipaikan mukaan.","coding-at-home.explorer.questions.content.2":"Q2. Mitkä aloitus- ja maalipaikat estävät tutkijaa käymästä suurimmassa mahdollisessa ruutumäärässä?","coding-at-home.right-and-left.title":"Oikea ja vasen","coding-at-home.right-and-left.text":"Oikea ja vasen on kilpailu- ja yhteistyöpeli. Molemmat joukkueet tekevät yhteistyötä luodakseen polun kohti tavoitetta, kun taas samalla he kilpailevat käyttääkseen mahdollisimman monta niille osoitettua laattaa: keltainen joukkue yrittää lisätä mahdollisimman monta käännöstä vasemmalle ja punainen joukkue yrittää lisätä mahdollisimman monta käännöstä oikealle.","coding-at-home.right-and-left.questions.content.1":"Q1. Jos aloitus ja maali on järjestetty kuten tämän videon ensimmäisessä ottelussa, onko jommankumman joukkueen mahdollista voittaa?","coding-at-home.right-and-left.questions.content.2":"Q2. Kun aloitus ja maali järjestetään, kuten Annan voittamassa pelissä, onko tasapeli mahdollinen?","coding-at-home.right-and-left.questions.content.3":"Q3. Onko olemassa aloitus- ja maalijärjestelyjä, jotka suosivat jompaa kumpaa joukkuetta?","coding-at-home.right-and-left.questions.content.4":"Q4. Ottaen huomioon aloitus- ja maalipaikkojen välimatkan, onko mahdollista ennustaa, mikä on ero voittavan ja häviävän joukkueen välillä?","coding-at-home.keep-off-my-path.title":"Pysy poissa polultani","coding-at-home.keep-off-my-path.text":"Pysy poissa polultani on kilpailullinen peli, jossa on kaksi joukkuetta. Alkaen pelilaudan vastakkaisista päistä, kaksi joukkuetta rakentavat polkuja, joilla pyritään estämään toista joukkuetta. Se joka onnistuu estämään toista pidentämästä polkuaan, voittaa.","coding-at-home.keep-off-my-path.questions.content.1":"1. Onko olemassa aloituspaikkoja, jotka suosivat jompaa kumpaa joukkuetta?","coding-at-home.keep-off-my-path.questions.content.2":"2. Onko tasapeli mahdollinen?","coding-at-home.keep-off-my-path.questions.content.3":"3. Onko pelaajalla, joka aloittaa, etulyöntiasema?","coding-at-home.keep-off-my-path.questions.content.4":"4. Onko olemassa vedenpitävää pelistrategiaa, jonka ensimmäisen siirron tehnyt pelaaja voi ottaa käyttöönsä varmistaakseen, ettei koskaan häviä.","coding-at-home.tug-of-war.title":"Köydenveto","coding-at-home.tug-of-war.text":"Köydenveto on yhteistyöhön perustuva ja kilpailullinen peli. Kaksi joukkuetta (keltainen ja punainen) työskentelevät yhdessä päästäkseen pelilaudan ylimpiin ruutuihin aloittaen reitin rakentamisen alimmaisten ruutujen keskimmäisestä ruudusta. Keltainen joukkue yrittää päästä vasemmalla puolella oleviin ruutuihin, kun taas punainen joukkue yrittää päästä oikealla puolella oleviin ruutuihin.","coding-at-home.tug-of-war.questions.content.1":"1. Onko olemassa strategiaa, joka johtaa aina voittoon?","coding-at-home.tug-of-war.questions.content.2":"2. Onko aloittavalla pelaajalla etulyöntiasema?","coding-at-home.tug-of-war.questions.content.3":"3. Jos molemmat pelaajat (tai joukkueet) ovat yhtä tarkkaavaisia, loppuuko peli aina tasapeliin, toisin sanoen keskelle?","coding-at-home.explorer-without-footprints.title":"Tutkimusmatkailija ilman jalanjälkiä","coding-at-home.explorer-without-footprints.text":"Tutkimusmatkailija kulkee ympäri pelilautaa aloituspisteestä maaliin yrittäen käydä kaikissa ruuduissa. Tutkimusmatkailijan kulkiessa pelialustalla hän jättää erivärisiä jalanjälkiä, joita seuraamalla ja askelten värejä tulkitsemalla robotti voi kulkea maaliin. Pelistä tulee entistä kiehtovampi, kun tutkimusmatkailija poistaa jalanjäljet ja jättää ruutuihin vain värit.","coding-at-home.explorer-without-footprints.material":"ja punaisia, keltaisia ja harmaita tusseja (tai lyijykyniä)","coding-at-home.explorer-without-footprints.questions.content.1":"1. Mitä eroa on pelilaudalla, jolla on värillisiä jalanjälkiä, ja pelilaudalla, jolla on pelkästään värejä ilman jalanjälkiä?","coding-at-home.explorer-without-footprints.questions.content.2":"2. Kumpi pelilauta tarjoaa enemmän liikkumisvapautta, jos voimassa ovat samat kääntymissäännöt, jotka perustuvat väreihin?","coding-at-home.explorer-without-footprints.questions.content.3":"3. Onko pelilaudalla mahdollisia reittejä, kun käytetään pelkkiä värejä, jotka eivät ole mahdollisia, kun käytetään värillisiä jalanjälkiä?","coding-at-home.explorer-without-footprints.questions.content.4":"4. Onko pelilaudalla mahdollisia reittejä, kun käytetään värillisiä jalanjälkiä, jotka eivät ole mahdollisia, kun käytetään pelkkiä värejä?","coding-at-home.walk-as-long-as-you-can.title":"Kulje niin pitkälle kuin pystyt","coding-at-home.walk-as-long-as-you-can.text":"Tässä pelissä tavoitteena on pysyä laudalla mahdollisimman pitkään käyttämällä värejä jalanjälkien sijaan. Peli vaikeutuu, kun liikkumisen vapaus kasvaa","coding-at-home.walk-as-long-as-you-can.coloured-cards":"värikortit tai punaiset, keltaiset ja harmaat merkinnät","coding-at-home.walk-as-long-as-you-can.questions.content.1":"K1. Milloin kaksi reittiä törmää ja estää toistensa etenemisen?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"K2. Tämä peli esitetään kahden pelaajan pelinä. Voiko sitä pelata 3 tai 4 pelaajalla? Pitääkö sääntöjä muuttaa?","coding-at-home.ada-charles-roby.title":"Ada, Charles ja Roby","coding-at-home.ada-charles-roby.text":"Ada Lovelacen ja Charles Babbagen tarina on mielenkiintoinen. He suunnittelivat ja ohjelmoivat tietokoneita sata vuotta ennen kuin ne todella keksittiin.","coding-at-home.ada-charles-roby.material":"muovailuvahaa ja lyijykynän pätkä","coding-at-home.ada-charles-roby.questions.content.1":"K1. Kuvittele, että muovailuvahasta ja lyijykynän pätkästä tekemäsi robotti pystyy liikkumaan laudalla, pääsemään mihin tahansa kohtaan ja tarvittaessa seuraamaan reittiään. Millä ohjeilla ohjelmoisit sen?","coding-at-home.cody-and-roby.title":"Cody ja Roby","coding-at-home.cody-and-roby.text":"Tämä on roolipeli, jossa on ohjelmoija Cody ja robotti Roby. Videolla näytetään CodyRoby-kortit, joita tästä lähin käytetään esittämään laudalla tehtävät siirrot. Cody antaa näillä korteilla Robylle ohjeita laudalla liikkumiseen","coding-at-home.cody-and-roby.material":"ruudukko, jossa on merkinnät, ohjekortit (vasemmalle, oikealle, suoraan) ja kaikki laudalle asetettavat nappulat","coding-at-home.cody-and-roby.starter-kit":"CodyRoby-aloituspaketti","coding-at-home.cody-and-roby.questions.content.1":"K1. Minne Roby päätyy, jos se suorittaa videolla nähtyjen ohjeiden viimeisen sarjan alkaen kohdasta C2 etelän suuntaan?","coding-at-home.cody-and-roby.questions.content.2":"K2. Voidaanko siirtoja, jotka Roby tekee suorittamalla videolla nähtyjen ohjeiden viimeisen sarjan, kuvata käyttämällä laudalla CodyFeet- tai CodyColor-ohjeita?","coding-at-home.cody-and-roby.questions.content.3":"K3. Videolla nähdyt kolmentyyppiset ohjeet, jotka esitetään vihreillä, punaisilla ja keltaisilla korteilla, muodostavat ohjekokonaisuuden, jolla Robya voidaan ohjata minne tahansa laudalla. Pystytkö keksimään ohjekokonaisuuden, jolla sama tehdään vähemmällä kuin kolmella ohjeella?","coding-at-home.the-tourist.title":"Matkailija","coding-at-home.the-tourist.text":"CodyRoby-korteilla kaksi ryhmää haastaa toisensa löytämään mahdollisimman nopeasti ohjesarjan, joka ohjaa matkailijan monumenteille, joilla tämä haluaa laudalla käydä","coding-at-home.the-tourist.material":"Lattialla pelatessa suuremmat kortit voivat olla käteviä","coding-at-home.the-tourist.questions.content.1":"K1. Millä ohjesarjalla matkailija ohjattaisiin videon ensimmäisessä esimerkissä esitettävän Rafaelin patsaan luo?","coding-at-home.the-tourist.questions.content.2":"K2. Millä ohjesarjalla matkailija ohjattaisiin videon toisessa esimerkissä esitettävän herttuanpalatsin luo?","coding-at-home.the-tourist.questions.content.3":"K3. Keksisitkö hauskan tavan liikkua aina, kun jompikumpi tiimi valitsee kortin lisättäväksi ohjelmaan? Keksi tapa pohtimalla videolla esitettyä viestikilpailua","coding-at-home.material2.chequered-with-labels":"ruudullinen pelilauta, jonka rivit on merkitty","coding-at-home.material2.cards":"24 ”Mene eteenpäin” korttia, 8 ”Käänny vasemmalle” korttia ja 8 ”Käänny oikealle” korttia","coding-at-home.material2.larger-cards":"Lattialla pelattavaan versioon suositellaan suurempia kortteja","coding-at-home.material2.video":"Videolla näytetään, miten peliä voi pelata ilman korttipakkaa","coding-at-home.material2.pieces-of-paper":"Tarvitaan myös 24 paperipalaa, jotka asetetaan ruuduille, joissa on jo käyty","coding-at-home.material2.card-alternative":"CodyRoby-korttipakan sijaan voit käyttää korttisymboleja, jotka voi ladata täältä","coding-at-home.material2.small-drawings":"Lisänä voisi käyttää pieniä piirroksia, jotka auttavat kertomaan tarinaa. Videolla käytetyt kuvat voi ladata täältä","coding-at-home.material2.rest-of-cards":"Muuten käytämme CodyRobyn, CodyFeetin tai CodyColourin kortteja.","coding-at-home.catch-the-robot.title":"Nappaa robotti","coding-at-home.catch-the-robot.text":"”Nappaa robotti” on kilpailullinen pöytä- tai lattiapeli. Voittaja on se pelaaja, joka ottaa vastajoukkueen robotin kiinni menemällä sen ruutuun pelilaudalla. Pelikortteja nostetaan pakasta sokkona, joten molempien joukkueiden on jatkuvasti tarkistettava strategiaansa.","coding-at-home.catch-the-robot.questions.content.1":"Q1. Jos vaaleanpunainen pelinappula eli Roby on keskimmäisessä ruudussa C3 kääntyneenä kohti pohjoista, ja vaaleanpunaisella joukkueella on kaksi ”Mene eteenpäin” korttia, kaksi ”Käänny vasemmalle” korttia ja yksi ”Käänny oikealle” kortti, mihin ruutuun Roby voi mennä?","coding-at-home.the-snake.title":"Käärme","coding-at-home.the-snake.text":"”Käärme” on eräänlainen lautapasianssi, jota pelataan CodyRoby-korteilla. Pelin tavoitteena on ohjata käärme pelilaudan kaikkien ruutujen läpi ilman, että se puree häntäänsä.","coding-at-home.the-snake.questions.content.1":"Q1. Onko pelilaudalla lähtöruutuja, joista lähtiessä on mahdotonta käydä kaikissa ruuduissa ilman käärmeen hännän puremista?","coding-at-home.storytelling.title":"Tarinankerrontaa","coding-at-home.storytelling.text":"Tänään aiheena on tarinankerronta! Käytä CodyRobyn ohjeita, CodyFeetin jalanjälkiä tai CodyColourin värejä, joilla ohjaat pelinappuloita laudalla kertoaksesi tarinan. Ripottele tarinan osat eri puolille pelilautaa.","coding-at-home.storytelling.questions.content.1":"Q1. Mikä välineistä on kaikista monikäyttöisin, kun Robya ohjataan kertomaan tarina?","coding-at-home.storytelling.questions.content.2":"Q2. Osaatko järjestää kertomasi tarinan osat pelilaudalla sellaisiin paikkoihin, ettei niitä kaikkia ole mahdollista kerätä, jos käyttää CodyFeetiä?","coding-at-home.two-snakes.title":"Kaksi käärmettä","coding-at-home.two-snakes.text":"Kahta käärmettä liikutetaan pelilaudalla CodyRoby-korttien avulla, ja tarkoitus on estää vastustajan eteneminen. Periaate on yksinkertainen: ruutuun, jossa jompikumpi käärme on käynyt, ei voi enää mennä. Se käärme voittaa, joka pystyy liikkumaan pisimpään.","coding-at-home.two-snakes.material":"CodyRoby-kortit, 5 x 5 ¬ruudukollinen pelilauta, kaksi pelinappulaa ja paperinpaloja, joilla merkitään ne ruudut, joissa on jo käyty.","coding-at-home.two-snakes.questions.content.1":"Kysymys 1: Jos peli alkaa videolla näkyvästä lähtöasetelmasta eivätkä pelaajat voi saada keltaisia kortteja (käännös vasemmalle), mitä kortteja heidän kannattaisi toivoa nostavansa?","coding-at-home.round-trip.title":"Meno-paluumatka","coding-at-home.round-trip.text":"Joukkueet vuorottelevat keskenään. Aloittava joukkue suunnittelee menomatkan, ja toisen joukkueen tehtävä on tuoda Robyn takaisin lähtöpisteeseen. Tehtävä on yllättävän vaikea, varsinkin, jos siirrot suunnittelee omassa päässään liikuttamatta Robya.","coding-at-home.round-trip.material":"CodyRoby-kortit, 5 x 5 ¬ruudukollinen pelilauta, kaksi pelinappulaa ja paperinpaloja, joilla merkitään ne ruudut, joissa on jo käyty.","coding-at-home.round-trip.questions.content.1":"Kysymys 1: Voiko ohjelma, jolla Roby tuodaan takaisin lähtöpisteeseen, olla lyhyempi (eli sisältää vähemmän ohjeita) kuin menomatkan ohjelma?","coding-at-home.meeting-point.title":"Kohtaamispaikka","coding-at-home.meeting-point.text":"Tällä kertaa siirrot suunnitellaan ennen robotin liikuttamista. Kortteja käyttäen joukkueet asettavat pöydälle ohjeet, joiden mukaisesti robotin on tarkoitus liikkua, mutta robotteja ei liikuteta ennen kuin joku pelaajista sanoo ”hep”. Silloin lopetetaan ohjelmointi ja aletaan liikuttaa robotteja. Pelaaja, joka sanoi ”hep”, voittaa, jos robotit päätyvät samaan ruutuun liikkumalla niille ohjelmoitujen ohjeiden mukaisesti.","coding-at-home.meeting-point.material":"CodyRoby-kortit, 5 × 5 ruudukollinen pelilauta ja kaksi pelinappulaa.","coding-at-home.meeting-point.questions.content.1":"Kysymys 1: Jos sinusta on mahdollista, etteivät robotit koskaan kohtaa, keksi pelisäännöt, joissa otetaan huomioon kaikki mahdolliset tilanteet.","coding-at-home.follow-the-music.title":"Seuraa säveltä","coding-at-home.follow-the-music.text":"Kun ohjelman sisältämät ohjeet toistuvat samanlaisina tietyissä jaksoissa, niillä on eräänlainen rytmi. Jos yhdistämme ohjeisiin eri äänet, voimme ohjata Robya sävelin. Siitä tässä pelissä on kyse. Kirjoitan ohjelman käyttäen ääniä, jotka edustavat eri ohjeita, ja sinä liikutat Robya pelilaudalla näitä ohjeita kuunnellen.","coding-at-home.follow-the-music.material":"CodyRoby-korttien, pelilaudan ja pelinappulan lisäksi tarvitaan jokin keino tuottaa kolme erilaista ääntä. Minä käytin kolmea lasia, joissa on eri määrä vettä, mutta sinä voit keksiä jonkin muun äänenlähteen.","coding-at-home.follow-the-music.questions.content.1":"Kysymys 1: Yritä seurata videolla kuulemiasi ohjeita, jotka annetaan vesilasien helähdyksinä, ilman, että katsot kortteja. Tunnistatko äänten avulla annetut ohjeet ja pystytkö seuraamaan niitä?","coding-at-home.follow-the-music.questions.content.2":"Kysymys 2: Valitse kolme eri ääntä, jotka yhdistät perusohjeisiin. Keksi sellainen ohjeyhdistelmä, jota voisit äänten avulla toistaa loputtomiin ilman, että Roby joutuisi ulos pelilaudalta.","coding-at-home.colour-everything.title":"Väritä koko kuvio","coding-at-home.colour-everything.text":'Voiko robotin ohjelmoida liikkumaan alustalla niin, että sen jäljet tekevät piirroksen? Tässä tehtävässä tehdään taidetta koodaamalla "pikseleitä". Tavoitteena on värittää alustan ruutuja niin, että ne muodostavat kuvan kuten pikselit näyttöruudulla.',"coding-at-home.colour-everything.material":"CodyRoby-kortit, ruudullinen alusta ja pelinappula. Merkitse värilliset ruudut joko paperinpaloilla tai tussivärillä.","coding-at-home.colour-everything.questions.content.1":"Onko mahdollista ohjelmoida robotti liikkumaan alustalla ruudusta toiseen niin, että se piirtää videon loppuosassa näkyvät kaksi sydäntä käymättä yhdessäkään ruudussa kahta kertaa?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter ja CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Mikä ero on plotterilla ja printterillä? Saat vastauksen, kun teet tämän koodausharjoituksen (tietokonetta ei tarvita).","coding-at-home.codyplotter-and-codyprinter.material":"CodyRoby-tarvikkeiden lisäksi käytin vihreää tussia ja muovailuvaharobottia, mutta ne eivät ole välttämättömiä.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Osaatko selittää, mikä ero on plotterilla ja printterillä?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Minkä kuvion RobyPrinter piirtäisi alustalle, jos se suorittaisi videon lopussa luetun komentosarjan?","coding-at-home.boring-pixels.title":'"Tylsät pikselisarjat" – Numeroiden käyttö koodauksessa',"coding-at-home.boring-pixels.text":'Kun robotti ohjelmoidaan piirtämään kuva niin, että se värittää ruutuja ("pikseleitä"), ja kun peräkkäin on useita samanvärisiä ruutuja, voidaan käyttää numeroita. Niin tietokoneetkin tekevät.',"coding-at-home.boring-pixels.material":"ruutupaperilehtiö tai paperille piirretty ruudukko (5 × 5), huopakynä. Kirjoita piirrosta kuvaava koodi kynällä paperille.","coding-at-home.boring-pixels.questions.content.1":"Yritä tuottaa ruutukuvio ja koodaa se käyttämällä jakson pituuden koodausta (RLE). Ruutujen määrä ilmaisee kuvan koon, mutta kuinka pitkä koodijonosta tulee, kun käytetään jakson pituuden koodausta?","coding-at-home.turning-code-into-pictures.title":"Koodista kuvaksi","coding-at-home.turning-code-into-pictures.text.1":"Olemme nyt nähneet, miten kirjoitetaan koodi kuvan piirtämistä varten. Ajattelin tiettyä kuviota ja esitin sen kirjain- ja numerokoodina, jonka kerroin teille. Kirjoita kirjaimet ja numerot muistiin, ja piirrä kuvio koodin mukaisesti.","coding-at-home.turning-code-into-pictures.text.2":"Mielessäni oli tämä kuvio. Piirrä se koodin mukaisesti lehtiöösi.","coding-at-home.turning-code-into-pictures.material":"paperia (mielellään ruutupaperia) ja kynä.","coding-at-home.turning-code-into-pictures.questions.content.1":"Yritä piirtää kuvat purkamalla koodi, jonka luen videon lopussa.","coding-at-home.texts.1":'"Coding@Home" sisältää lyhyitä videoita, joissa on tee-se-itse-materiaalia, pulmapelejä, arvoituksia, kiinnostavia pelejä ja koodaushaasteita jokapäiväiseen käyttöön perheen parissa tai koulussa. Et tarvitse aikaisempaa tietoa ohjelmoinnista etkä elektronisia laitteita harjoitusten tekemiseen. Harjoitukset stimuloivat laskennallista ajattelua ja kasvattavat oppilaiden, vanhempien ja opettajien taitoja kotona tai koulussa.',"coding-at-home.texts.2":'Euroopan Unionin koodausviikon Coding@Home-sarja perustuu Urbinon yliopiston ja CodeMOOCnet-yhdistyksen “Coding in famiglia” -aloitteeseen yhteistyössä Rai Culturan kanssa. Tehtäviä vetää Alessandro Bogliolo, joka on tietokonejärjestelmien opettaja Urbinon yliopistossa, Italian EU-koodiviikon lähettiläs ja kaikkien lähettiläiden koordinaattori sekä Digital Skills and Jobs -koalition hallintoneuvoston jäsen. ',"coding-at-home.texts.3":'Jos olet kiinnostunut enemmän harjoituksista ilman digitaalista teknologiaa tai harjoituksista eri ohjelmointikielillä, robotiikasta, micro:bitistä ja niin edelleen, tutustu Euroopan koodausviikon “oppimismoduuleihin”, jotka sisältävät opetusvideoita ja alakoulua, yläkoulua ja toisen asteen oppilaitoksia varten erikseen tehdyt tuntisuunnitelmat. Tutustu myös Euroopan Unionin koodausviikon oppijoiden ja opettajien resurssisivuihin. ',"community.titles.0":"Yhteisö","community.titles.1":"Lähettiläät","community.titles.2":"Johtavat opettajat","community.titles.3":"Koulutuskoordinaattorit","community.titles.4":"Järjestä EU:n koodausviikon tapahtuma","community.intro.0":"EU:n koodausviikko menestyy laajan kansainvälisen vapaaehtoisyhteisön ansiosta. Tällä sivulla voit tutustua jäseniin, jotka ovat aktiivisia omassa maassasi.","community.intro.1":"EU:n koodausviikon selkärangan muodostavat koodausviikon lähettiläät, johtavat opettajat ja opetusministeriöiden edustajat EU:ssa ja Länsi-Balkanin maissa. Viimeksi mainitut toimivat teemaviikon kansallisina koulutuskoordinaattoreina.","community.intro.2":"Lisätietoa koodausviikon organisaatiosta maittain:","community.ambassadors":"EU:n koodausviikon lähettiläät kussakin maassa ovat teemaviikon tärkeimmät yhteyshenkilöt. He auttavat levittämään koodausviikon visiota paikallisesti. Lähettiläät saattavat yhteen EU:n koodausviikon tukemisesta kiinnostuneita ihmisiä, yrityksiä ja yhteisöjä. He kannustavat järjestäjiä merkitsemään koodaustapahtumia koodausviikon kartalle, levittävät tietoa aktiviteeteista ja hankkivat niihin osallistujia. Lähettiläät myös arvioivat ja hyväksyvät tapahtumia omassa maassaan. Lisäksi eri maissa toimivat lähettiläät tekevät keskenään yhteistyötä ja keskustelevat säännöllisesti aloitteen kehittämisestä edelleen.","community.leading-teachers":"Koodausviikon johtavia opettajia on eri puolilla Eurooppaa yli 450. He auttavat koodauksesta kiinnostuneita kouluja, opettajia ja oppilaita tekemään yhteistyötä ja kannustavat heitä järjestämään tapahtumia ja merkitsemään ne koodausviikon kartalle. Johtavat opettajat antavat täydennyskoulutusta webinaareissa omalla kielellään ja toimivat oman maansa ja myös muunmaalaisten opettajien yhteyshenkilöinä. Lisäksi he markkinoivat teemaviikkoa omalla alueellaan.","community.cta":"Opettaja: hae kartalta alueesi johtavia opettajia ja ota heihin yhteyttä.","community.edu":"EU:n koodausviikon koulutuskoordinaattorit ovat teemaviikon kansallisia yhteyshenkilöitä, jotka toimivat maansa opetusministeriön tai muun koulutusviranomaisen tai -organisaation palveluksessa. Koulutuskoordinaattorit tukevat opettajia ja kouluja valtakunnallisesti. He tutustuvat EU:n koodausviikkoon aiemmin osallistuneiden koulujen kokemuksiin ja parhaisiin käytäntöihin ja jakavat niitä muille. Koordinaattorit myös jakavat kouluille aineistoja ja oppimateriaaleja.","community.volunteer.0":"EU:n koodausviikolla voivat järjestää tapahtumia myös muut kuin edellä kuvatuissa rooleissa toimivat viralliset edustajat. Kuka tahansa voi organisoida tapahtuman, jossa opetetaan ja kannustetaan ihmisiä koodaamaan, ohjelmoimaan robotteja, rakentelemaan laitteistoja tai luomaan 3D-tulosteita. Tapahtumat kannattaa merkitä EU:n koodausviikon","community.volunteer.1":"tapahtumakartalle","community.volunteer.2":"Jos haluat edistää koodausta ja uskot EU:n koodausviikon","community.volunteer.3":"visioon","community.volunteer.4":"ja","community.volunteer.5":"arvoihin","community.volunteer.6":"voisit sopia myös johtavaksi opettajaksi tai lähettilääksi.","community.volunteer.7":"Jos olet koodauksen opettamisesta ja opettelusta innostunut opettaja, lue lisää johtavien opettajien roolista ja eduista.","community.volunteer.8":"täältä","community.volunteer.9":"Voit hakea johtavaksi opettajaksi täyttämällä","community.volunteer.10":"verkkohakulomakkeen.","community.volunteer.11":"Huomaa, että johtavien opettajien määrä maata kohden on rajattu, eikä kaikissa maissa ole aina paikkoja haettavina.","community.volunteer.12":"Jos haluat edistää koodausta omassa maassasi, tutustu","community.volunteer.13":"lähettiläiden velvollisuuksiin","community.volunteer.14":"ja luetteloon EU:n koodausviikon lähettiläistä.","community.volunteer.15":"Jos maassasi on lähettiläitä, ota yhteyttä suoraan heihin ja selvitä, miten voit parhaiten tukea aloitetta. Jos maassasi ei ole lähettilästä, voit ottaa yhteyttä osoitteeseen info@codeweek.eu.","cookie.uses_cookies":"Tällä sivustolla käytetään evästeitä sivujen selaamisen helpottamiseksi","cookie.accept":"Sallin evästeet","cookie.refuse":"En salli evästeitä","cookie.cookies":"Evästeet","cookie.find_out_more_on":" ","cookie.how_we_use":"Lisätietoja evästeistä ja asetusten muuttamisesta","cookie_policy.title":"Evästekäytännöt","cookie_policy.what.title":"Mitä evästeet ovat?","cookie_policy.what.text":"

    Eväste on pieni tekstitiedosto, jonka verkkosivusto tallentaa tietokoneellesi tai mobiililaitteellesi, kun vierailet sivustolla.

    ","cookie_policy.what.first_party":"Ensimmäisen osapuolen evästeet ovat sen verkkosivuston asettamia evästeitä, jolla vierailet. Vain tämä verkkosivusto voi lukea niitä. Lisäksi verkkosivusto saattaa käyttää ulkoisia palveluja, jotka myös asettavat omia evästeitään. Niitä kutsutaan kolmansien osapuolten evästeiksi.","cookie_policy.what.persistent_cookies":"Pysyvät evästeet ovat tietokoneellesi tallennettavia evästeitä, joita ei poisteta automaattisesti, kun suljet selaimesi. Istuntokohtaiset evästeet sen sijaan poistetaan, kun suljet selaimesi.","cookie_policy.what.items":`

    Kun vierailet koodausviikon verkkosivustolla ensimmäistä kertaa, sinua pyydetään hyväksymään tai hylkäämään evästeet.

    - -

    Tarkoituksena on, että sivusto muistaa valintasi (kuten käyttäjänimen ja kielen) tietyn ajan.

    - -

    Näin sinun ei tarvitse antaa samoja tietoja uudelleen, kun siirryt sivustolla sivulta toiselle saman istunnon aikana.

    - -

    Evästeitä voidaan käyttää myös anonymisoitujen tilastojen laatimiseen kävijöiden selaustoiminnasta verkkosivuillamme.

    -

    `,"cookie_policy.how.title":"Miten evästeitä käytetään?","cookie_policy.how.text1":"

    Koodausviikko käyttää lähinnä ”ensimmäisen osapuolen evästeitä”. Ne ovat komission asettamia ja valvomia evästeitä, joita ei voi käyttää mikään ulkopuolinen organisaatio.

    ","cookie_policy.how.text2":"

    Joidenkin koodausviikon sivujen tarkastelu edellyttää kuitenkin ulkopuolisten organisaatioiden evästeiden hyväksymistä.

    ","cookie_policy.how.3types.1":"tallentaa kävijän valinnat","cookie_policy.how.3types.2":"mahdollistaa verkkosivustojen toiminta","cookie_policy.how.3types.3":"kerätä analytiikkadataa (käyttäjien toimintamalleista).","cookie_policy.how.3types.title":"Koodausviikko käyttää kolmentyyppisiä ensimmäisen osapuolen evästeitä. Niiden tarkoitus on","cookie_policy.how.table.name":"Nimi","cookie_policy.how.table.service":"Käyttö","cookie_policy.how.table.purpose":"Tarkoitus","cookie_policy.how.table.type_duration":"Evästeen tyyppi ja säilytysaika","cookie_policy.how.visitor_preferences.title":"Kävijän valinnat","cookie_policy.how.visitor_preferences.text":"

    Nämä evästeet asettaa komission palvelin, ja ne ovat ainoastaan sen luettavissa. Evästeisiin tallentuu,

    ","cookie_policy.how.visitor_preferences.item":"oletko hyväksynyt (vai hylännyt) tämän sivuston evästekäytännöt.","cookie_policy.how.visitor_preferences.table.1.service":"Suostumus evästeiden käyttöön","cookie_policy.how.visitor_preferences.table.1.purpose":"Tallentaa evästeasetuksesi (jotta asiasta ei kysytä uudestaan)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Ensimmäisen osapuolen istuntokohtainen eväste, joka poistetaan, kun suljet selaimen","cookie_policy.how.operational_cookies.title":"Toiminnalliset evästeet","cookie_policy.how.operational_cookies.text":"

    Jotkin evästeet ovat välttämättömiä, jotta tietyt verkkosivut toimisivat. Tästä syystä ne eivät edellytä suostumustasi. Näitä ovat

    ","cookie_policy.how.operational_cookies.item":"tiettyjen IT-järjestelmien edellyttämät tekniset evästeet.","cookie_policy.how.technical_cookies.title":"Tekniset evästeet","cookie_policy.how.technical_cookies.table.1.purpose":"Takaa sinulle turvallisen istunnon sivustolla vieraillessasi.","cookie_policy.how.technical_cookies.table.1.type_duration":"Ensimmäisen osapuolen istuntokohtainen eväste, joka poistetaan, kun suljet selaimen","cookie_policy.how.technical_cookies.table.2.purpose":"Takaa sinulle turvallisen istunnon pidempään ja tallentaa istunnon, kun suljet selaimen.","cookie_policy.how.technical_cookies.table.2.type_duration":"Ensimmäisen osapuolen pysyvä eväste, 60 kuukautta","cookie_policy.how.technical_cookies.table.3.purpose":"Tallentaa käyttäjän valitseman kielen","cookie_policy.how.technical_cookies.table.3.type_duration":"Ensimmäisen osapuolen istuntokohtainen eväste, joka poistetaan, kun suljet selaimen","cookie_policy.how.analytics_cookies.title":"Analytiikkaevästeet","cookie_policy.how.analytics_cookies.items":`

    Näitä evästeitä käytetään yksinomaan sivuston kaikille käyttäjille tarkoitettujen palvelujen kehittämiseen.

    - -

    Evästeet arvioivat käyttäjän vuorovaikutusta verkkosivuston kanssa. Tiedot anonymisoidaan, eli kerätyistä tiedoista ei voi tunnistaa käyttäjää henkilökohtaisesti.

    - -

    Näitä tietoja ei myöskään jaeta minkään kolmannen osapuolen kanssa eikä käytetä mihinkään muuhun tarkoitukseen. Anonymisoidut tilastot saatetaan jakaa sellaisten toimeksisaajien kanssa, jotka työskentelevät viestintähankkeissa komission kanssa tehdyn sopimuksen nojalla.

    - -

    Voit kuitenkin kieltää tämäntyyppisten evästeiden käytön joko ensimmäisen avaamasi sivun evästepalkista tai käymällä tällä sivulla..

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Verkkoanalytiikkapalvelu, perustuu avoimen lähdekoodin Matomo-ohjelmistoon","cookie_policy.how.analytics_cookies.table.1.purpose":"Tunnistaa verkkosivustolla kävijät (anonyymisti – käyttäjästä ei kerätä henkilötietoja).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Ensimmäisen osapuolen pysyvä eväste, 20 päivää","cookie_policy.how.analytics_cookies.table.2.service":"Verkkoanalytiikkapalvelu, perustuu avoimen lähdekoodin Matomo-ohjelmistoon","cookie_policy.how.analytics_cookies.table.2.purpose":"Tunnistaa sivut, joilla sama käyttäjä käy saman istunnon aikana (anonyymisti – käyttäjästä ei kerätä henkilötietoja).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Ensimmäisen osapuolen pysyvä eväste, 30 minuuttia","cookie_policy.third-party.title":"Kolmansien osapuolten evästeet","cookie_policy.third-party.items.1":`

    Joidenkin sivujemme sisältö on peräisin ulkopuolisilta palveluntarjoajilta (esim. YouTube, Facebook ja Twitter).

    - -

    Voidaksesi nähdä tämän kolmansien osapuolten sisällön sinun on ensin hyväksyttävä niiden omat käyttöehdot. Tämä koskee myös niiden evästekäytäntöjä, joita komissio ei voi kontrolloida.

    - -

    Jos et kuitenkaan käytä tätä sisältöä, kolmansien osapuolten evästeitä ei tallennu laitteellesi.

    Koodausviikon ulkopuoliset palveluntarjoajat`,"cookie_policy.third-party.items.2":"Nämä ulkopuoliset palveluntarjoajat eivät ole koodausviikon verkkosivuston valvonnassa. Palveluntarjoajat voivat milloin tahansa muuttaa muun muassa palvelunsa käyttöehtoja tai evästeiden tarkoitusta ja käyttöä.","cookie_policy.how-manage.title":"Evästeiden hallinta","cookie_policy.how-manage.items":`

    Voit hallita ja/tai poistaa evästeitä vapaasti. Ohjeita on osoitteessa aboutcookies.org.

    Evästeiden poistaminen laitteeltasi

    - -

    Voit poistaa kaikki jo laitteellasi olevat evästeet tyhjentämällä selaimesi selaushistorian. Näin poistat kaikki evästeet kaikilta verkkosivuilta, joilla olet vieraillut.

    - -

    Huomaa kuitenkin, että saatat menettää myös jotain tallentamiasi tietoja (esim. tallennetut sisäänkirjautumistiedot tai sivustojen asetukset).

    Sivustokohtaisten evästeiden hallinta

    Sivustokohtaisia evästeitä voit hallita yksityiskohtaisemmin oletusselaimesi yksityisyys- ja evästeasetuksissa.

    Evästeiden estäminen

    Useimmissa nykyaikaisissa selaimissa voi estää kaikkien evästeiden asettamisen laitteelle, mutta silloin joudut mahdollisesti mukauttamaan joitakin asetuksia manuaalisesti joka kerta, kun käyt tietyllä sivustolla/sivulla. Tietyt palvelut ja toiminnot eivät välttämättä toimi kunnolla (esim. profiiliin sisäänkirjautuminen).

    Analytiikkaevästeiden hallinta

    Voit hallita analytiikkaevästeidemme asetuksia tällä sivulla.

    `,"copyright.title":"Tekijänoikeushuomautus","copyright.training.0":"Tekijänoikeushuomautus © Koulujen EU-koodiviikkosivusto","copyright.training.1":"on Euroopan Komission tukema palvelu","copyright.licence.0":"Ellei muuta ole mainittu, sisältö tällä sivustolla on lisensoitu","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.fi","copyright.licence.2":"Creative Commons Nimeä-EiKaupallinen-JaaSamoin 4.0 Kansainvälinen -lisenssillä","copyright.creative-commons":"Creative Commons -lisensointi ei muuta tekijänoikeuden omistajaa","copyright.third-party":"Kolmansien osapuolten sivustojen sisällöllä voi olla omat tekijänoikeusrajoitteensa; selvitä asia kultakin sivustolta","countries.all":"Kaikki maat","countries.Cloud":"Pilvi","countries.Andorra":"Andorra","countries.United Arab Emirates":"Yhdistyneet arabiemiirikunnat","countries.Afghanistan":"Afganistan","countries.Antigua and Barbuda":"Antigua ja Barbuda","countries.Anguilla":"Anguilla","countries.Albania":"Albania","countries.Armenia":"Armenia","countries.Netherlands Antilles":"Alankomaiden Antillit","countries.Angola":"Angola","countries.Antarctica":"Antarktis","countries.Argentina":"Argentiina","countries.American Samoa":"Amerikan Samoa ","countries.Austria":"Itävalta","countries.Australia":"Australia","countries.Aruba":"Aruba","countries.Aland Islands":"Ahvenanmaa","countries.Azerbaijan":"Azerbaidžan","countries.Bosnia and Herzegovina":"Bosnia ja Hertsegovina","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladesh","countries.Belgium":"Belgia","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bulgaria","countries.Bahrain":"Bahrain","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Saint-Barthélemy","countries.Bermuda":"Bermuda","countries.Brunei":"Brunei","countries.Bolivia":"Bolivia","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, Sint Eustatius ja Saba ","countries.Brazil":"Brasilia","countries.Bahamas":"Bahama","countries.Bhutan":"Bhutan","countries.Bouvet Island":"Bouvet’nsaari","countries.Botswana":"Botswana","countries.Belarus":"Valko-Venäjä","countries.Belize":"Belize","countries.Canada":"Kanada","countries.Cocos Islands":"Kookossaaret","countries.Democratic Republic of the Congo":"Kongon demokraattinen tasavalta","countries.Central African Republic":"Keski-Afrikan tasavalta","countries.Republic of the Congo":"Kongon tasavalta","countries.Switzerland":"Sveitsi","countries.Ivory Coast":"Norsunluurannikko","countries.Cook Islands":"Cookinsaaret","countries.Chile":"Chile","countries.Cameroon":"Kamerun","countries.China":"Kiina","countries.Colombia":"Kolumbia","countries.Costa Rica":"Costa Rica","countries.Serbia and Montenegro":"Serbia ja Montenegro","countries.Cuba":"Kuuba","countries.Cape Verde":"Kap Verde","countries.Curacao":"Curaçao","countries.Christmas Island":"Joulusaari","countries.Cyprus":"Kypros","countries.Czech Republic":"Tšekin tasavalta","countries.Germany":"Saksa","countries.Djibouti":"Djibouti","countries.Denmark":"Tanska","countries.Dominica":"Dominica","countries.Dominican Republic":"Dominikaaninen tasavalta","countries.Algeria":"Algeria","countries.Ecuador":"Ecuador","countries.Estonia":"Viro","countries.Egypt":"Egypti","countries.Western Sahara":"Länsi-Sahara","countries.Eritrea":"Eritrea","countries.Spain":"Espanja","countries.Ethiopia":"Etiopia","countries.Finland":"Suomi","countries.Fiji":"Fidži","countries.Falkland Islands":"Falklandinsaaret","countries.Micronesia":"Mikronesia","countries.Faroe Islands":"Färsaaret","countries.France":"Ranska","countries.Gabon":"Gabon","countries.United Kingdom":"Yhdistynyt kuningaskunta","countries.Grenada":"Grenada","countries.Georgia":"Georgia","countries.French Guiana":"Ranskan Guyana","countries.Guernsey":"Guernsey","countries.Ghana":"Ghana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Grönlanti","countries.Gambia":"Gambia","countries.Guinea":"Guinea","countries.Guadeloupe":"Guadeloupe","countries.Equatorial Guinea":"Päiväntasaajan Guinea","countries.Greece":"Kreikka","countries.South Georgia and the South Sandwich Islands":"Etelä-Georgia ja Eteläiset Sandwichsaaret","countries.Guatemala":"Guatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Guinea-Bissau","countries.Guyana":"Guyana","countries.Hong Kong":"Hongkong","countries.Heard Island and McDonald Islands":"Heard ja McDonaldinsaaret","countries.Honduras":"Honduras","countries.Croatia":"Kroatia","countries.Haiti":"Haiti","countries.Hungary":"Unkari","countries.Indonesia":"Indonesia","countries.Ireland":"Irlanti","countries.Israel":"Israel","countries.Isle of Man":"Mansaari","countries.India":"Intia","countries.British Indian Ocean Territory":"Brittiläinen Intian valtameren alue","countries.Iraq":"Irak","countries.Iran":"Iran","countries.Iceland":"Islanti","countries.Italy":"Italia","countries.Jersey":"Jersey","countries.Jamaica":"Jamaika","countries.Jordan":"Jordania","countries.Japan":"Japani","countries.Kenya":"Kenia","countries.Kyrgyzstan":"Kirgisia","countries.Cambodia":"Kambodža","countries.Kiribati":"Kiribati","countries.Comoros":"Komorit","countries.Saint Kitts and Nevis":"Saint Kitts ja Nevis","countries.North Korea":"Pohjois-Korea","countries.South Korea":"Etelä-Korea","countries.Kuwait":"Kuwait","countries.Cayman Islands":"Caymansaaret","countries.Kazakhstan":"Kazakstan","countries.Laos":"Laos","countries.Lebanon":"Libanon","countries.Saint Lucia":"Saint Lucia","countries.Liechtenstein":"Liechtenstein","countries.Sri Lanka":"Sri Lanka","countries.Liberia":"Liberia","countries.Lesotho":"Lesotho","countries.Lithuania":"Liettua","countries.Luxembourg":"Luxemburg","countries.Latvia":"Latvia","countries.Libya":"Libya","countries.Morocco":"Marokko","countries.Monaco":"Monaco","countries.Moldova":"Moldova","countries.Montenegro":"Montenegro","countries.Saint Martin":"Saint-Martin","countries.Madagascar":"Madagaskar","countries.Marshall Islands":"Marshallinsaaret","countries.Macedonia":"Pohjois-Makedonia","countries.Mali":"Mali","countries.Myanmar":"Myanmar","countries.Mongolia":"Mongolia","countries.Macao":"Macao","countries.Northern Mariana Islands":"Pohjois-Mariaanit","countries.Martinique":"Martinique","countries.Mauritania":"Mauritania","countries.Montserrat":"Montserrat","countries.Malta":"Malta","countries.Mauritius":"Mauritius","countries.Maldives":"Malediivit","countries.Malawi":"Malawi","countries.Mexico":"Meksiko","countries.Malaysia":"Malesia","countries.Mozambique":"Mosambik","countries.Namibia":"Namibia","countries.New Caledonia":"Uusi-Kaledonia","countries.Niger":"Niger","countries.Norfolk Island":"Norfolkinsaari","countries.Nigeria":"Nigeria","countries.Nicaragua":"Nicaragua","countries.Netherlands":"Alankomaat","countries.Norway":"Norja","countries.Nepal":"Nepal","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Uusi-Seelanti","countries.Oman":"Oman","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Ranskan Polynesia","countries.Papua New Guinea":"Papua-Uusi-Guinea","countries.Philippines":"Filippiinit","countries.Pakistan":"Pakistan","countries.Poland":"Puola","countries.Saint Pierre and Miquelon":"Saint-Pierre ja Miquelon","countries.Pitcairn":"Pitcairn","countries.Puerto Rico":"Puerto Rico","countries.Palestine":"Palestiina","countries.Portugal":"Portugali","countries.Palau":"Palau","countries.Paraguay":"Paraguay","countries.Qatar":"Qatar","countries.Reunion":"Réunion","countries.Romania":"Romania","countries.Serbia":"Serbia","countries.Russia":"Venäjä","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Saudi-Arabia","countries.Solomon Islands":"Salomonsaaret","countries.Seychelles":"Seychellit","countries.Sudan":"Sudan","countries.Sweden":"Ruotsi","countries.Singapore":"Singapore","countries.Saint Helena":"Saint Helena","countries.Slovenia":"Slovenia","countries.Svalbard and Jan Mayen":"Huippuvuoret ja Jan Mayen","countries.Slovakia":"Slovakia","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somalia","countries.Suriname":"Suriname","countries.South Sudan":"Etelä-Sudan","countries.Sao Tome and Principe":"Săo Tomé ja Príncipe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Sint Maarten","countries.Syria":"Syyria","countries.Swaziland":"Swazimaa","countries.Turks and Caicos Islands":"Turks- ja Caicossaaret ","countries.Chad":"Tšad","countries.French Southern Territories":"Ranskan eteläiset alueet ","countries.Togo":"Togo","countries.Thailand":"Thaimaa","countries.Tajikistan":"Tadžikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Itä-Timor","countries.Turkmenistan":"Turkmenistan","countries.Tunisia":"Tunisia","countries.Tonga":"Tonga","countries.Turkey":"Turkki","countries.Trinidad and Tobago":"Trinidad ja Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Taiwan","countries.Tanzania":"Tansania","countries.Ukraine":"Ukraina","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Yhdysvaltain pienet erillissaaret ","countries.United States":"Yhdysvallat","countries.Uruguay":"Uruguay","countries.Uzbekistan":"Uzbekistan","countries.Vatican":"Vatikaani","countries.Saint Vincent and the Grenadines":"Saint Vincent ja Grenadiinit","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Brittiläiset Neitsytsaaret ","countries.U.S. Virgin Islands":"Yhdysvaltain Neitsytsaaret","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis ja Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Jemen","countries.Mayotte":"Mayotte","countries.South Africa":"Etelä-Afrikka","countries.Zambia":"Sambia","countries.Zimbabwe":"Zimbabwe","cw2020.common.resources":"Näitä tarvitset","cw2020.common.soundtrack":"EU:n koodausviikon soundtrack","cw2020.common.moves":"Tanssiliikkeet","cw2020.common.dance-example":"Tässä mallia koodausviikon tanssista","cw2020.common.organizer-guide":"Järjestäjien opas","cw2020.title.0":"EU Code Week","cw2020.title.1":"vuonna 2020","cw2020.intro":"Tänä vuonna 10.–25.10.2020 on omistettu koodaamiselle! Koronavirusrajoitusten vuoksi koodausviikon tapahtumista entistä suurempi osa on tänä vuonna verkossa. Tehtäviä voi tehdä ja tapahtumiin osallistua etänä kotona tai koulussa.","cw2020.online-activities.title":"Koodausviikon avoimet verkkotapahtumat","cw2020.online-activities.subtitle.0":"Halusimme helpottaa koodausviikon tapahtumiin osallistumista etänä, joten julkaisimme","cw2020.online-activities.subtitle.1":"kalenterin","cw2020.online-activities.subtitle.2":"jossa ovat mukana kaikki verkossa järjestettävät tapahtumat.","cw2020.online-activities.section1.title":"Mitä verkkotapahtumat ovat?","cw2020.online-activities.section1.content":"Verkkotapahtumia ovat kaikki tapahtumat, jotka normaalisti lisättäisiin koodausviikon nettisivuille. Ainoa ero on, että tällä kertaa ne järjestetään verkossa. Netin kautta esimerkiksi koodaustilaisuuksiin ja työpajoihin on helppoa ja turvallista osallistua.","cw2020.online-activities.section2.title":"Avoimet tapahtumat","cw2020.online-activities.section2.content":"Halutessasi voit tehdä verkkotapahtumista kaikille avoimia. Silloin kuka hyvänsä mistä päin maailmaa vain voi osallistua verkkotapahtumaan, joka voidaan pitää englanniksi tai paikallisella kielellä. Valitsemme kaikille avoimista verkkotapahtumista kiinnostavimmat ja mainostamme niitä koodausviikon verkkosivujen kalenterissa.","cw2020.online-activities.section3.title":"Miten verkkotapahtumiin voi osallistua?","cw2020.online-activities.section3.content.0":"Koodausviikon aikana voit selata","cw2020.online-activities.section3.content.1":"kalenteria","cw2020.online-activities.section3.content.2":"ja valita kunkin päivän tapahtumista kiinnostavimmat. Tarjolla on mm. robotiikkatyöpajoja, verkkokursseja, verkkoluentoja, koodauskoulutusta ja paljon muuta. Valitse omasi!","cw2020.dance.title":"Koodausviikon tanssi","cw2020.dance.subtitle":"Eivätkö ohjelmoijat muka osaa tanssia? Vuoden 2020 koodausviikon kunniaksi heitämme uuden haasteen – se on #EUCodeWeekDance!","cw2020.dance.section1.title":"Kuka voi osallistua?","cw2020.dance.section1.content.0":"Kutsumme koulut, opettajat, kirjastot, koodauskerhot, yritykset, viranomaiset ja kaikki muutkin viettämään EU:n koodausviikkoa 2020 ja osallistumaan tanssihaasteeseen! Järjestäkää oma tehtävä tai tapahtuma tunnuksella #EUCodeWeekDance ja lisätkää se","cw2020.dance.section1.content.1":"koodausviikon kartalle.","cw2020.dance.section2.title":"Miten pääsee mukaan?","cw2020.dance.section2.content":"Valitse jokin viidestä annetusta tehtävästä tai keksi oma. Muista kuitenkin aina lisätä tehtävä tai tapahtuma koodausviikon kartalle.","cw2020.dance.activity1.title":"Ohjelmoi ystävä tai sukulainen. Tietokonetta ei tarvita!","cw2020.dance.activity1.subtitle":"Yleensä koodaaminen tarkoittaa käskyjen antamista elektroniselle laitteelle. Koodaaminen onnistuu kuitenkin myös ilman tietokonetta. Pyydä mukaan luokkakaveria, ystävää, isää tai äitiä tai vaikka opettajaa ja laadi hänelle ohjeet koodausviikon tanssia varten. Muista, että tanssijan on seurattava ohjeita tarkasti!","cw2020.dance.activity1.resources.0":"Code.org-verkkosivuston ohjeet, joilla saadaan aikaan tanssibileet ohjelmoimalla ihmisiä kuin robotteja","cw2020.dance.activity1.resources.1":"Oppimisaineistoa: Näin ohjelmoit ihmisrobotin","cw2020.dance.activity2.title":"Visuaalinen ohjelmointi","cw2020.dance.activity2.subtitle":"Koodaa koodausviikon tanssi Scratch-ohjelmointikielellä. Käytä koodausviikon hahmoja tai suunnittele omat Scratchilla ja ohjelmoi ne tanssimaan koodausviikon tanssia.","cw2020.dance.activity2.resources.0":"Tässä malliksi yksi Scratchilla ohjelmoitu koodausviikon tanssi","cw2020.dance.activity2.resources.1":"Koodausviikon hahmot","cw2020.dance.activity2.resources.2":"Code.org-verkkosivuston ohjeet, joilla hahmon saa liikkumaan","cw2020.dance.activity2.resources.3":"Code.org-verkkosivuston ohjeet, joilla saadaan aikaan tanssibileet","cw2020.dance.activity2.resources.4":"Esittele aikaansaannoksesi meille tässä Scratch-studiossa.","cw2020.dance.activity3.title":"Tekstipohjainen ohjelmointi","cw2020.dance.activity3.subtitle":"Ohjelmoi koodausviikon tanssin taustalla soiva kappale Pythonilla tai JavaScriptillä. Käytä jotain koodipohjaista musiikintekoalustaa (esimerkiksi EarSketch tai Sonic Pi).","cw2020.dance.activity3.resources.0":"Ohjevideo: Näin teet kappaleita EarSketchillä","cw2020.dance.activity3.resources.1":"Ohjevideo: Näin teet kappaleita Sonic Pillä","cw2020.dance.activity4.title":"Robotiikka","cw2020.dance.activity4.subtitle":"Ohjelmoi oma robottisi niin, että se tanssii koodausviikon tanssia ohjeidesi perusteella.","cw2020.dance.activity4.resources.0":"Ohjevideo: Näin ohjelmoit robotin","cw2020.dance.activity5.title":"Tanssihaaste","cw2020.dance.activity5.subtitle":"Kuvaa video, jossa sinä, joukkueesi tai oma robottisi tanssivat koodausviikon tanssia. Jaa video Instagramissa ja anna sen levitä – suosituimmat voittavat koodausviikon tuotepalkintoja! Kuulostaako hyvältä? Tee näin:","cw2020.dance.activity5.resources.0":"Kuvaa video Instagramin Tarinat (Stories) -toiminnolla.","cw2020.dance.activity5.resources.1":"Seuraa käyttäjää","cw2020.dance.activity5.resources.2":"@CodeWeekEU Instagramissa.","cw2020.dance.activity5.resources.3":"Mainitse @CodeWeekEU tanssivideon sisältävässä tarinassa. Muista myös aihetunniste #EUCodeWeekDance.","cw2020.dance.outro.0":"Valitsemme yhden tai useamman voittajan joka päivä ja julkistamme nimet EU:n koodausviikon Instagram-tilin Tarinoissa. Muista siis katsoa Instagram-ilmoituksesi säännöllisesti – ehkä juuri tänään on sinun vuorosi!","cw2020.dance.outro.1":"Koodausviikon tanssin taustalla soiva kappale on","cw2020.dance.outro.2":"Ode to Code","cw2020.dance.outro.3":"jonka on säveltänyt Brendan Paolini. Tanssin on suunnitellut Bianca Maria Berardi vuonna 2015. Alun perin idean on keksinyt Alessandro Bogliolo, italialaisen Urbinon yliopiston tietojärjestelmäkehityksen professori.","cw2020.treasure-hunt.title":"Koodausviikon aarteenetsintä","cw2020.treasure-hunt.subtitle.0":"Tätä peliä pelataan Telegramissa, jota aloittelijatkin voivat pelata, mutta jossa riittää haastetta kokeneemmallekin koodarille!","cw2020.treasure-hunt.subtitle.1":"Koodausviikon aarteenetsintää","cw2020.treasure-hunt.subtitle.2":"on helpointa pelata tietokoneella niin, että matkapuhelin on samalla käden ulottuvilla. Pelissä ratkaiset koodaustehtäviä ja tutustut samalla eurooppalaiseen koodaamisen, tietotekniikan ja teknologian historiaan.","cw2020.treasure-hunt.section.title":"Pelaaminen onnistuu näin:","cw2020.treasure-hunt.section.content.0":"Lataa Telegram-sovellus. Järjestelmänä voi olla","cw2020.treasure-hunt.section.content.1":"tietokone","cw2020.treasure-hunt.section.content.2":"Voit pelata peliä kannettavalla tai pöytätietokoneella tai älypuhelimella. Parhaiten peli toimii, kun pelaat sitä tietokoneella ja katsot samalla ohjeita ja koodaustehtäviä puhelimeesi ladatusta Telegram-sovelluksesta.","cw2020.treasure-hunt.section.content.3":"Kun aloitat pelin,","cw2020.treasure-hunt.section.content.4":"avaa peli tästä linkistä","cw2020.treasure-hunt.section.content.5":"ja lue puhelimella QR-koodi. Siirryt Telegram-sovellukseen, jossa saat ensimmäiset ohjeet.","cw2020.treasure-hunt.section.content.6":"Voitat, kun ratkaiset kymmenen koodaustehtävää ja etsit Euroopan kartalta kymmenen paikkaa, jotka liittyvät teknologian ja koodaamisen historiaan.","cw2020.treasure-hunt.section.content.7":"Kun olet pelannut pelin läpi, kerro pistemäärä kavereillesi ja haasta heidätkin pelaamaan ja oppimaan samalla mielenkiintoisia asioita koodaamisen historiasta. Käytä aihetunnistetta #EUCodeWeek. Kuka saa parhaat pisteet?","cw2020.treasure-hunt.section.content.8":"Koodausviikon aarteenetsintä tapahtumaa varten suunniteltu virtuaalinen versio alkuperäisestä EU:n koodausviikon aarteenetsintäpelistä, jonka laati Alessandro Bogliolo, italialaisen Urbinon yliopiston tietojärjestelmäkehityksen professori. Alkuperäisestä pelistä kerrotaan tarkemmin EU:n koodausviikon","cw2020.treasure-hunt.section.content.9":"blogissa.","cw2020.kick-off.title":"Aloitustapahtuma 8.10.2020","cw2020.kick-off.content.0":"Koodausviikon 2020 virtuaalinen aloitustapahtuma pidetään 8.10.2020 klo 18:00 Suomen aikaa. Tapahtuma striimataan Facebook Livessä, Instagram TV:ssä ja YouTube Livessä.","cw2020.kick-off.content.1":"Tapahtuman puhujavieraina ovat muun muassa","cw2020.kick-off.content.2":"sisämarkkinoista vastaava EU:n komission jäsen;","cw2020.kick-off.content.3":"innovoinnista, tutkimuksesta, kulttuurista, koulutuksesta ja nuorisoasioista vastaava EU:n komission jäsen;","cw2020.kick-off.content.4":"Scratch-ohjelmointikielen luoja ja oppimisen tutkimuksen professori MIT:n Media Labissa;","cw2020.kick-off.content.5":"Hello Ruby -kirjojen kirjoittaja ja kuvittaja","cw2020.kick-off.content.6":"sekä","cw2020.kick-off.content.7":"voittoa tavoittelemattoman ranskalaisen E-MMA-järjestön puheenjohtaja. E-MMA pyrkii edistämään sukupuolten moninaisuutta tekniikan alalla.","cw2020.kick-off.content.8":"Tapahtumassa myös koodausviikon järjestäjätiimi esittelee verkkosivuston uusia ominaisuuksia, aineistoja ja tehtäviä.","cw2020.kick-off.content.9":"italialaisen Urbinon yliopiston yliopiston tietojärjestelmäkehityksen professori ja","cw2020.kick-off.content.10":"koodausviikon lähettiläiden","cw2020.kick-off.content.11":"koordinaattori esittelee koodausviikon virtuaalista aarteenetsintäpeliä.","cw2020.kick-off.content.12":"Lisäksi xxx antaa maistiaisia siitä, mitä #EUCodeWeekDance-tehtävä pitää sisällään.","cw2020.kick-off.content.13":"Otamme myös yhteyttä kouluihin, oppilaisiin ja opiskelijoihin eri puolella Eurooppaa ja kuulemme heidän koodaustarinoitaan sekä sen, mitä sanottavaa heillä on puhujavieraillemme.","cw2020.kick-off.content.14":"Sinäkin voit kertoa mielipiteitäsi, esitellä ideoitasi tai esittää kysymyksiä. Liity mukaan striimiin (","cw2020.kick-off.content.15":"tai","cw2020.kick-off.content.16":") 8.10.2020 klo 18:00–19.30 Suomen aikaa ja merkitse kommenttisi tai tviittisi aihetunnisteella #EUCodeWeek.","cw2020.get-involved.title":"Näin pääset mukaan","cw2020.get-involved.subtitle":"Haluaisitko päästä jo koodaamaan ja liittyä mukaan EU:n koodausviikon yhteisöön? Näillä aineistoilla pääset alkuun – ja olet jo täydessä vauhdissa, kun koodausviikko vihdoin alkaa lokakuussa!","cw2020.get-involved.content.0":"Perustietoa koodausviikosta","cw2020.get-involved.content.1":"Näin lisäät tapahtuman koodausviikon verkkosivustolle","cw2020.get-involved.content.2":"Oppimisaineistoja","cw2020.get-involved.content.3":"Kaikille avoin verkkokurssi ”EU Code Week Deep Dive”","cw2020.get-involved.content.4":"Coding@Home-sarja","edit.title":"Muokkaa #EUCodeWeek-tapahtumaasi.","edit.required_fields":"Pakolliset kentät on merkitty tähdellä *. Voit lisätä tapahtumia luetteloon paikallisella kielellä.","edit.description":"Kuvaus","edit.audience":"Yleisö","edit.theme":"Aihe","edit.location":"Sijainti","edit.website":"Verkkosivusto","edit.contact":"Yhteystiedot","edit.tags":"Tägit","edit.image":"Kuva","edit.help":"Suuremmat kuvat pienennetään kokoon 256 x 512 pikseliä. Ladattavien kuvien maksimikoko on 256 x 1024.","edit.aspect":"Mitä koodauksen osa-alueita tapahtuma kattaa?","edit.address":"Kirjoita osoite tai aseta sijainti napsauttamalla alla olevaa karttaa.","edit.privacy_disclaimer.header":"Sinun yhteystietosi","edit.privacy_disclaimer.text_1":"Tiedot näkyvät vain ","edit.privacy_disclaimer.link_1":"EU:n koodausviikkolähettiläille","edit.privacy_disclaimer.text_2":" ja koodausviikon järjestäjille, jotka tarkistavat tapahtumasi ennen kuin se näkyy kartalla ja saattavat ottaa yhteyttä, jos muutokset ovat tarpeen tai tilastokyselytarkoituksissa tapahtuman jälkeen.","edit.privacy_disclaimer.contact_email":"Sinun sähköpostiosoitteesi","edit.edit":"Muokkaa tapahtumaa","event.main_title":"Lisää #EUCodeWeek-tapahtuma.","event.button":"Lisää tapahtuma","event.howto":"Miten järjestän tapahtuman?","event.required":"Pakolliset kentät on merkitty tähdellä *. Voit lisätä tapahtumia luetteloon paikallisella kielellä.","event.audience_title":"Yleisö","event.theme_title":"Aihe","event.scoreboard_by_country":"Tulostaulukko","event.get_involved":"Osallistu","event.organize_or_support_events":"Järjestä tai tue tapahtumia omassa kaupungissasi","event.or_contact_your":"tai ota yhteyttä","event.eu_code_week_ambassadors":"EU:n koodausviikkolähettilääseen.","event.show_events_for":"Näytä tapahtumat vuodelle ","event.who":"Kenelle tapahtuma on tarkoitettu?","event.tags":"Tägit","event.image":"Kuva","event.start.label":"Aloituspäivä","event.start.placeholder":"Milloin tapahtuma alkaa?","event.end.label":"Päättymispäivä","event.end.placeholder":"Milloin tapahtuma päättyy?","event.organizer.label":"Organisaation nimi","event.organizer.placeholder":"Organisaatio, jossa työskentelet tai teet vapaaehtoistyötä","event.website.label":"Järjestäjän verkkosivusto","event.website.placeholder":"Onko sinulla verkkosivusto, josta löytyy lisätietoja?","event.description.label":"Kuvaus","event.description.placeholder":"Lyhyt kuvaus suunnitellusta toiminnasta.","event.contact.label":"Sähköpostiosoite yhteydenottoja varten","event.contact.placeholder":"Tätä sähköpostiosoitetta käytetään EU:n koodausviikkoa koskevassa viestinnässä.","event.contact.explanation":"Sähköpostiosoitteesi näkyy vain EU:n koodausviikkolähettiläille ja koodausviikon järjestäjille, jotka tarkistavat tapahtumasi ennen kuin se näkyy kartalla ja saattavat ottaa yhteyttä, jos muutokset ovat tarpeen tai tilastokyselytarkoituksissa tapahtuman jälkeen.","event.public.label":"Julkinen sähköpostiosoite","event.public.placeholder":"Haluatko, että sähköpostiosoitteesi näkyy?","event.title.label":"Toiminnan otsikko","event.title.placeholder":"Mikä on toiminnan nimi?","event.address.label":"Osoite","event.address.placeholder":"Missä toiminta tapahtuu?","event.organizertype.label":"Organisaatiotyyppi","event.organizertype.placeholder":"Valitse järjestäjätyyppi","event.organizertype.school":"Koulu","event.organizertype.library":"Kirjasto","event.organizertype.non profit":"Kansalaisjärjestö","event.organizertype.private business":"Yksityisyritys","event.organizertype.other":"Muu","event.audience.Pre-school children":"Esikoululaiset","event.audience.Elementary school students":"Alakoululaiset","event.audience.High school students":"Yläkoululaiset ja lukiolaiset","event.audience.Graduate students":"Korkeakouluopiskelijat","event.audience.Post graduate students":"Jatko-opiskelijat","event.audience.Employed adults":"Työssäkäyvät aikuiset","event.audience.Unemployed adults":"Työttömät aikuiset","event.audience.Other (see description)":"Muu (ks. kuvaus)","event.audience.Teachers":"Opettajat","event.theme.Basic programming concepts":"Ohjelmoinnin peruskäsitteet","event.theme.Web development":"Verkkosuunnittelu","event.theme.Mobile app development":"Mobiilisovellusten kehittäminen","event.theme.Software development":"Ohjelmistokehitys","event.theme.Data manipulation and visualisation":"Tietojen käsittely ja visualisointi ","event.theme.Robotics":"Robotiikka","event.theme.Hardware":"Laitteisto","event.theme.Other":"Muu","event.theme.Unplugged activities":"Toiminta ilman laitteita","event.theme.Playful coding activities":"Koodausta leikin muodossa","event.theme.Art and creativity":"Taide ja luovuus","event.theme.Visual/Block programming":"Visuaalinen ohjelmointi / Lohko-ohjelmointi","event.theme.Game design":"Pelisuunnittelu","event.theme.Internet of things and wearable computing":"Esineiden internet ja puettava tietotekniikka","event.theme.3D printing":"3D-tulostus","event.theme.Augmented reality":"Laajennettu todellisuus","event.theme.Artificial intelligence":"Tekoäly","event.theme.Motivation and awareness raising":"Motivointi ja valistus","event.theme.Promoting diversity":"Monimuotoisuuden edistäminen","event.codeweek_for_all_participation_code.title":"KAIKKIEN KOODAUSVIIKKO -KOODI","event.codeweek_for_all_participation_code.explanation":"Jos olet saanut koulusta tai kaveriltasi CodeWeek4All-koodin, kirjoita se tähän. Muussa tapauksessa jätä kohta tyhjäksi. Lisätietoja Kaikkien koodausviikosta löytyy","event.codeweek_for_all_participation_code.link":"täältä","event.thanks_page.title":"Kiitos, kun lisäsit tapahtuman!","event.thanks_page.phrase1":"Yksi paikallisista lähettiläistämme tarkistaa nyt tapahtuman","event.thanks_page.phrase2":"ja varmistaa, että kaikki on ok.","event.thanks_page.phrase3":"Jos sinulla on kysyttävää, ota yhteyttä","event.thanks_page.phrase4":"oman maasi lähettilääseen","event.thanks_page.phrase5":"tai lähetä meille ","event.thanks_page.phrase6":"sähköpostiviesti.","event.thanks_page.phrase7":"Voit antaa Kaikkien koodausviikko -koodin myös ystävillesi:","event.activitytype.label":"Toiminnan tyyppi","event.activitytype.placeholder":"","event.activitytype.open-online":"Avoin online-toiminta","event.activitytype.invite-online":"Online-toiminta vain kutsutuille","event.activitytype.open-in-person":"Avoin toiminta","event.activitytype.invite-in-person":"Toiminta vain kutsutuille","event.privacy":"Olen lukenut ja hyväksyn tätä asiakirjaa koskevat tietosuojaperiaatteet","event.country":"Maa","event.loading":"Ladataan...","event.add_activity":"Lisää tapahtuma","event.edit_activity":"Muokkaa tapahtumaa","event.update_activity":"Päivitä tapahtumaa","event.delete_activity":"Poista tapahtuma","event.total_pending_events":"Kaikki tulevat tapahtumat:","event.no_pending_events":"Tulevia tapahtumia ei löytynyt haulla","event.all_countries":"Kaikki maat","event.current_status":"Nykyinen tila","event.actions":"Toimet","event.certificate_ready":"Koodausviikon sertifikaattisi on valmis. Voit ladata tai jakaa sen suoraan.","event.view_your_certificate":"Tutustu sertifikaattiisi täältä","event.submit_event_and_report":"Lähetä raportti tapahtumasta ja pyydä koodausviikon sertifikaattia.","event.report_and_claim":"Ilmoita tapahtumasta ja pyydä sertifikaattia","eventdetails.organised_by":"Järjestäjä: ","eventdetails.contact_email":"Sähköpostiosoite: ","eventdetails.happening_at":"Tapahtumapaikka: ","eventdetails.from":"Alkaa ","eventdetails.to":" Päättyy ","eventdetails.description":"Kuvaus: ","eventdetails.more_info":"Lisätietoja: ","eventdetails.audience":"Kohdeyleisö: ","eventdetails.themes":"Pääteemat: ","eventdetails.tags":"Tägit: ","eventdetails.share":"Jaa tapahtuma: ","eventdetails.email.tooltip":"Napsauta ja lähetä sähköpostitse ystävällesi","eventdetails.email.subject":"Katso, miten siisti koodaustapahtuma","eventdetails.email.body_1":"Hei, katso mikä ","eventdetails.email.body_2":"tapahtuma ","eventdetails.edit":"Muokkaa tapahtumaa","eventdetails.note":"HUOMAA: ","eventdetails.pending_warning":"Tapahtuma odottaa vielä ","eventdetails.pending_link":"tarkastusta","eventdetails.nearby_upcoming_events":"Lähialueen tulevat tapahtumat:","eventreports.reports_by":"Raporttia odottavat tapahtumat henkilölle ","eventreports.no_reports":"Ei vielä raportoitavia tapahtumia.","eventreports.report":"Alla luetellut tapahtumat ovat jo alkaneet tai jo päättyneet. Täytä tilastotarkoituksiin muutamia lukuja tapahtumastasi ja pyydä koodausviikon osallistumistodistus. Saat yhden todistuksen tapahtumaa kohti.","guide.title":"Opas","guide.organise_activity":"Järjestä oma #EUCodeWeek-tapahtuma","guide.register_activity":"Rekisteröi tapahtumasi täällä","guide.what.title":"Mikä on EU:n koodausviikko?","guide.what.content":'

    EU:n koodausviikko on vapaaehtoisten pyörittämä, Euroopan komission tukema ruohonjuuritason liike. Kuka tahansa – koulu, opettaja, kirjasto, koodauskerho, yritys, julkisviranomainen – voi järjestää #EUCodeWeek-tapahtuman ja merkitä sen codeweek.eu-sivuston karttaan.

    ',"guide.what_you_need_organise.title":"Mitä tapahtuman järjestämiseen tarvitaan?","guide.what_you_need_organise.items.1":"Ryhmän ihmisiä, jotka haluavat oppia. He voivat olla esimerkiksi ystäviäsi, lapsia, nuoria, aikuisia kollegoita, sukulaisia tai isovanhempia. Muista, että jo kaksi ihmistä muodostaa ryhmän!","guide.what_you_need_organise.items.2":"Opettajia tai kouluttajia, jotka tuntevat koodaustapahtuman aiheen ja osaavat opettaa ja inspiroida muita. Lukumäärä riippuu tapahtuman tyypistä ja koosta.","guide.what_you_need_organise.items.3":"Tapahtumapaikan. Luokkahuoneet, kirjastot, kokoustilat ja monenlaiset julkiset tilat soveltuvat erinomaisesti tapahtumapaikaksi.","guide.what_you_need_organise.items.4":"Tietokoneita ja internetyhteyden. Kohderyhmästäsi riippuen voit pyytää osanottajia ottamaan omat kannettavat mukaan.","guide.what_you_need_organise.items.5":'Koodaus ilman tietokoneita. Laskennallisen ajattelun kehittäminen ei välttämättä edellytä tietokoneita ja internetyhteyttä. Aloita tutustumalla Koodausta ilman tietokoneita -osioomme.',"guide.what_you_need_organise.items.6":`Opetusmateriaalit. Näytä osallistujille, miten hauskaa on luoda jotain omaa. Tutustu aineistoihimme ja opetusmateriaaleihin, joihin sisältyy ohjevideoita ja opetussuunnitelmia, ja muokkaa niitä ryhmäsi tarpeiden mukaan.`,"guide.what_you_need_organise.items.7":`Osallistujien ilmoittautuminen. Jos tilaa on rajallisesti, voit järjestää osallistujien ilmoittautumisen verkkotyökalujen, kuten Google-lomakkeiden ja Eventbriten avulla.`,"guide.what_you_need_organise.items.8":'Muista merkitä tapahtumasi koodausviikon karttaan!',"guide.how_to.title":"Miten tapahtuma järjestetään?","guide.how_to.items.1":"Päätät itse koodaustapahtuman muodon, mutta suosittelemme, että siihen sisältyy käytännönläheinen osuus, jossa osallistujat voivat luoda jotain omaa ja/tai puuhailla koneiden parissa.","guide.how_to.items.2":'Järjestä kohderyhmälle sopivat työkalut ja tekniikat. Suosittelemme käyttämään vapaasti saatavilla olevaa avoimen lähdekoodin materiaalia.',"guide.how_to.items.3":"Kehota osallistujia esittelemään omat luomuksensa muille tapahtuman päätteeksi.","guide.how_to.items.4":`Levitä tietoa! Promotoi ja jaa tapahtumasi tuloksia sosiaalisessa mediassa #EUCodeWeek-aihetunnisteella. Voit myös julkaista tietoja EU:n koodausviikon opettajien ryhmässä ja Twitterissä (@CodeWeekEU). Kerro tapahtumasta ystävillesi, muille kouluttajille ja paikallisille lehdistölle ja laadi lehdistötiedote.`,"guide.how_to.items.5":'Muista merkitä tapahtumasi koodausviikkokarttaan!',"guide.material.title":"Mainosmateriaali","guide.material.text":'

    Lue blogistamme uusimmat uutiset ja muokkaa uusin lehdistötiedote tarpeidesi mukaan tai luo täysin oma:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Valmistautuminen EU:n koodausviikon 2019 juhlintaan (saatavana 29 kielellä)',"guide.toolkits.title":"Lataa seuraavat työkalupakit, jotta pääset alkuun:","guide.toolkits.communication_toolkit":"Viestintätyökalut","guide.toolkits.teachers_toolkit":"Opettajien työkalut","guide.questions.title":"Onko sinulla kysyttävää?","guide.questions.content":'

    Jos sinulla on kysyttävää #EUCodeWeek-tapahtuman järjestämisestä tai markkinoinnista, ota yhteyttä oman maasi EU:n koodausviikkolähettilääseen.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Herätä ideasi eloon!","hackathons.sections.1.title":"Kuusi hackathon-tapahtumaa, kuusi haastetta","hackathons.sections.1.content.1":"Asutko Kreikassa, Latviassa, Irlannissa, Italiassa, Romaniassa tai Sloveniassa? Oletko luova, kunnianhimoinen ja kiinnostunut teknologian tulevaisuudesta? Tartu tilaisuuteen! Osallistu EU Code Week Hackathon –tapahtumaan ja keksi innovatiivinen ratkaisu, joka vie sinut teknologian vallankumouksen eturintamaan.","hackathons.sections.1.content.2":"Vuonna 2021 EU:n koodausviikolla järjestetään kuusi suurenmoista hackathonia. Niihin voivat osallistua 15–19-vuotiaiden lukiolaisten muodostamat joukkueet, jotka ratkaisevat paikallisen haasteen koodaustaidoillaan. Joukkueet hakkeroivat 24 tuntia ja esittelevät sen jälkeen ideansa asiantuntijapaneelille, joka valitsee 10 loppukilpailujoukkuetta. Kaikilla joukkueilla on haasteen ratkaisemiseen yhtä paljon aikaa sekä käytössään samat resurssit ja mahdollisuudet konsultoida mentoreita ja asiantuntijoita, mutta vain 10 joukkuetta pääsee seuraavalle kierrokselle kehittämään prototyyppiään asiantuntijavalmennuksessa ja osallistumaan syksyllä järjestettävään loppuhackathoniin. Siellä joukkueet kamppailevat siitä, kuka saa palkinnoksi mahtavat IT-varusteet ja mahdollisuuden kehittää prototyyppiään edelleen mentorin ja valmentajan avulla.","hackathons.sections.2.title":"Miten osallistun?","hackathons.sections.2.content.1":"Valitse oman maasi hackathon ja seuraa helppoja ilmoittautumisohjeita. Voit osallistua yksin tai kuuden hengen joukkueena. Jos osallistut yhdessä ystäviesi tai luokkatoveriesi kanssa, muista ilmoittaa joukkueenne nimi ilmoittautumisen yhteydessä. Hackathonien ilmoittautumiset avautuvat eri aikoina, joten seuraa oman maasi tapahtumaa!","hackathons.sections.3.title":"Järjestäjät","hackathons.sections.3.content.1":"EU:n koodausviikon hackathon-tapahtumat järjestetään Euroopan komission ja EU:n ","hackathons.sections.3.content.2":"koodausviikkolähettiläiden","hackathons.sections.3.content.3":" yhteistyönä ja Euroopan parlamentin rahoituksen turvin. Tarkoituksena on osoittaa, miten käytännön ratkaisut heräävät eloon nuorten luovuuden, innostuksen, tuoreiden ideoiden ja koodaustaitojen avulla.","hackathons.sections.4.title":"Mikä hackathon on?","hackathons.sections.4.content.1":"EU Code Week Hackathon on matka, jotka käynnistyy 24 tunnin mittaisella virtuaalihackathonilla. Kokeneet mentorit valmentavat joukkueita, ja osallistujat voivat oppia uusia taitoja ja pitää hauskaa erilaisissa työpajoissa. Hackathon on myös mainio tilaisuus verkostoitua ja seurustella Euroopan teknologiasektorilla toimivien henkilöiden kanssa. Kunkin hackathonin lopuksi joukkueet esittelevät oman ratkaisunsa asiantuntijaraadille. ","hackathons.sections.4.content.2":"Kymmenen parasta joukkuetta jatkaa hackathonmatkaansa kesällä, jolloin heille tarjotaan koulutusta ja mentorointia. Sen jälkeen voittajat osallistuvat 12-tuntiseen kansalliseen hackathoniin, joka järjestetään syys- tai lokakuussa fyysisenä tapahtumana (tai virtuaalisena, jos terveystilanne ei salli fyysistä kokoontumista).","hackathons.sections.5.title":"Entä ellen osaa koodata?","hackathons.sections.5.content.1":"Hackathon-tapahtuman rinnalla järjestetään aloitteleville koodareille tarkoitettuja työpajoja, joissa askaroidaan muun muassa ATK-laitteistojen ja robotiikan parissa ja opitaan samalla laskennallisen ajattelun ja koodauksen perusteita. Lisätietoa rekisteröitymisestä löydät oman maasi sivuilta.","hackathons.sections.6.title":"Kumppanit","hackathons.sections.7.title":"Liity iloiseen joukkoon!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Romania","hackathons.cities.1.date":"25.–26. syyskyyta 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Irlanti","hackathons.cities.2.date":"23.–24. syyskyyta 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Italia","hackathons.cities.3.date":"24.–25. syyskyyta 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Kreikka","hackathons.cities.4.date":"9. lokakuussa 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Slovenia","hackathons.cities.5.date":"18.–19. syyskyyta 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Latvia","hackathons.cities.6.date":"1. lokakuussa 2021","hackathons.final.1":"Loppukilpailu","hackathons.final.2":"syys–lokakuussa 2021","home.about":"EU:n koodausviikko on ruohonjuuritason aloite, jonka tavoitteena on edistää koodausta ja digitaalista lukutaitoa hauskalla ja osallistavalla tavalla.","home.when":"14.–27.10.2024","home.when_text":"Oppimalla koodaamaan opimme jäsentämään ympärillämme nopeasti muuttuvaa maailmaa, ymmärtämään teknologiaa sekä kehittämään taitoja ja valmiuksia, joiden avulla voimme keksiä uusia ideoita ja innovaatioita.","home.school_banner_title":"Osallistu!","home.school_banner_text":"Oletko opettaja?","home.school_banner_text2":"Napsauta tästä ja lue, miten voit osallistua!","home.organize_activity_title":"Järjestä tapahtuma tai osallistu tapahtumaan","home.organize_activity_text":'Kuka tahansa voi järjestää \u2028tapahtuman tai osallistua muiden tapahtumiin. Valitse vain aihe ja kohderyhmä, lisää tapahtumasi karttaan tai selaa alueellasi järjestettäviä tapahtumia.',"home.get_started_title":"Aloita","home.get_started_text":'Etkö tiedä, mistä aloittaa? Tutustu ohjesivuumme ja lataa järjestäjän työkalupakit, jotta pystyt valmistautumaan ja levittämään sanaa.',"home.access_resources_title":"Selaa aineistoja ja koulutuksia","home.access_resources_text":'Ellet ole varma, miten tapahtuma järjestetään, tutustu opetusaineistosivuun ja oppimismoduulien koulutusaineistoihin, joista saat opastusta ja räätälöityjä opetussuunnitelmia.',"locations.title":"Tapahtumapaikat","locations.description.0":"Valitse seuraavan tapahtumasi tapahtumapaikka alla olevasta luettelosta TAI rekisteröi uusi tapahtumapaikka kohdassa","locations.description.1":"tapahtuman luominen","login.login":"Kirjaudu sisään","login.register":"Rekisteröidy","login.github":"Kirjaudu sisään Github-tunnuksilla.","login.twitter":"Kirjaudu sisään Twitter-tunnuksilla.","login.facebook":"Kirjaudu sisään Facebook-tunnuksilla.","login.google":"Kirjaudu sisään Google-tunnuksilla.","login.azure":"Kirjaudu sisään Azure-tunnuksilla.","login.email":"Sähköposti","login.password":"Salasana","login.remember":"Muista minut","login.forgotten_password":"Unohditko salasanan?","login.no_account":"Eikö sinulla ole tiliä?","login.signup":"Kirjaudu","login.reset":"Palauta salasanasi","login.send_password":"Lähetä salasanan palautuslinkki","login.confirm_password":"Vahvista salasana","login.name":"nimi","menu.learn":"Opi","menu.teach":"Opeta","menu.training":"Harjoittelu","menu.toolkits":"Esitykset ja työkalut","menu.why":"MIKSI","menu.home":"Kotisivu","menu.events":"Tapahtumat","menu.ambassadors":"Lähettiläät","menu.resources":"Aineistot","menu.schools":"Koulut","menu.about":"Lisätietoja","menu.blog":"Blogi","menu.news":"Uutisia","menu.search":"Kirjoita ja paina Enter...","menu.map":"Kartta","menu.add_event":"Lisää tapahtuma","menu.search_event":"Hae tapahtumia","menu.hello":"Hei","menu.profile":"Profiili","menu.pending":"Odottavat tapahtumat","menu.your_events":"Omat tapahtumat","menu.your_certificates":"Omat sertifikaatit","menu.report":"Raportoi tapahtunista","menu.volunteers":"Vapaaehtoiset","menu.logout":"Kirjaudu ulos","menu.signin":"Kirjaudu sisään","menu.privacy":"Tietosuoja","menu.participation":"Osallistumissertifikaatti","menu.values":"Meidän arvomme","menu.featured_activities":"Avoimet aktiviteetit","menu.codeweek2020":"Versio 2020","mooc.free-online-courses":"Ilmaisia verkkokursseja","mooc.intro":"EU:n järjestämä Euroopan koodausviikko tarjoaa ammatillisen kehityksen mahdollisuuksia verkkokurssien muodossa. Tavoitteena on tukea opettajia koodauksen ja laskennallisen ajattelun tuomisessa luokkahuoneeseen.","mooc.icebreaker.title":"Johdatteleva “jäänmurtaja”-kurssi","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"Euroopan koodausviikon jäänmurtaja-kurssi","mooc.icebreaker.text.2":"on viiden tunnin englanninkielinen kurssi joka on tarkoitettu kaikille, jotka ovat kiinnostuneita koodauksen ja laskennallisen ajattelun perusteista. Osallistujat oppivat herättämään nuorten uteliaisuuden ja innovatiivisen hengen antaen samalla heille mahdollisuuden tulla digitaalisiksi osaajiksi. Kurssi auttaa osallistujia löytämään laskennallisen ajattelun ja koodauksen edut ja merkityksen jokapäiväisessä elämässämme. Se tarjoaa myös ideoita, ilmaisia harjoitusmateriaaleja ja resursseja, joiden avulla voi järjestää hauskoja ja opettavaisia harjoituksia milloin tahansa ja missä tahansa – etenkin Euroopan koodausviikon aikana.","mooc.icebreaker.text.3":"Kurssille osallistumiseen ei tarvita aikaisempaa kokemusta tai tietoa ohjelmoinnista, ainoastaan utelias mieli.","mooc.icebreaker.registration.0":"Ilmoittautuminen on avoinna täällä","mooc.icebreaker.registration.1":"kurssille, joka pidetään 16. syyskuuta ja 30. lokakuuta 2020. Huomaa, että sinun on luotava tili European Schoolnet Academyssa rekisteröityäksesi.","mooc.icebreaker.check-out":"Tutustu vuoden 2019 materiaaliin.","mooc.deep-dive.title":"Syventävä “Syvä sukellus”-kurssi","mooc.deep-dive.text.0":"Euroopan koodausviikon Syvä sukellus -verkkokurssi on kaksikymmentäviisi tuntia kestävä englanninkielinen kurssi, joka tarjoaa opettajille mahdollisuuden tutustua koodaukseen liittyviin periaatteisiin ja saada tietoa ja itseluottamusta järjestää helppoa ja hauskaa, vuorovaikutteista koodaustoimintaa oppilaiden kanssa. Opettajat löytävät Euroopan koodausviikon ilmaiset ","mooc.deep-dive.text.1":"koulutusmateriaalit","mooc.deep-dive.text.2":"ja harjoitukset, jotka ovat saatavilla 29 kielellä, ja koodaukseen liittyvät näkökohdat, kuten laskennallinen ajattelu, harjoitukset ilman elektronisia laitteita, robotiikan loputtomat mahdollisuudet, keksiminen ja tekeminen, visuaaliset ohjelmointikielet, sovellusten luominen ja paljon muuta.","mooc.deep-dive.course-link":"Tutustu vuoden 2019 “Syvä sukellus”-kurssiin","mooc.social-media.0":"Seuraa","mooc.social-media.1":"Euroopan koodausviikkoa sosiaalisessa mediassa,","mooc.social-media.2":"jotta tiedät milloin seuraava kurssi alkaa","myevents.created_by":"Kaikki tapahtumat, jotka on luonut ","myevents.no_events.first_call_to_action":"Et ole vielä lisännyt yhtään tapahtumaa. Haluatko ","myevents.no_events.first_link":"lisätä tapahtuman nyt","myevents.no_events.second_call_to_action":"tai lue ","myevents.no_events.second_link":"järjestäjien opas","myevents.view":"Näytä","myevents.status.APPROVED":"HYVÄKSYTTY","myevents.status.REJECTED":"HYLÄTTY","myevents.status.PENDING":"ODOTTAA","myevents.status.REPORTED":"RAPORTOITU","pagination.previous":"Edellinen","pagination.next":"Seuraava","participation.title":"Luo osallistumissertifikaatteja luokallesi","participation.phrase1":"Täytä lomakkeeseen oppilaidesi nimet pilkulla erotettuina saadaksesi yksittäiset osallistumissertifikaatit","participation.names.label":"Nimet sertifikaattiin","participation.names.help":"Erota jokaisen osanottajan nimi pilkulla","participation.event_name.label":"Tapahtuman nimi","participation.event_name.help":"Sertifikaattiin merkittävän tapahtuman nimi","participation.event_date.label":"Tapahtuman päivämäärä","participation.event_date.help":"Sertifikaattiin merkittävän tapahtuman päivämäärä","participation.submit":"Luo sertifikaatteja","participation.thanks_page.title":"Sertifikaattisi on luotu!","participation.thanks_page.phrase1":"Napsauta linkkiä ladataksesi kaikki sertifikaatit pakattuna tiedostona","passwords.password":"Salasanoissa on oltava vähintään kuusi merkkiä ja vahvistussalasanan on oltava sama.","passwords.reset":"Salasanasi on nollattu!","passwords.sent":"Olemme lähettäneet sähköpostitse salasanan nollauslinkin!","passwords.token":"Salasanan nollauslinkki on vanhentunut.","passwords.user":"Käyttäjää ei löydy kyseisellä sähköpostiosoitteella.","privacy-statement-contact.subtitle":"Tämä tietosuojaseloste sisältää henkilötietojen käsittelyä ja suojaa koskevia tietoja.","privacy-statement-contact.processing-operation.0":"Tietojenkäsittely","privacy-statement-contact.processing-operation.1":"koodausviikon lähettiläiden ja johtavien opettajien hallinnointi ja toiminnan rekisteröinti verkkosivustolla","privacy-statement-contact.data-processors.0":"Tietojen käsittelijät","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. ja EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Tiedot, jotka liittyvät henkilötietojen käsittelyyn koodausviikon lähettiläiden ja johtavien opettajien hallinnoimiseksi ja toiminnan rekisteröimiseksi verkkosivustolla.","privacy-statement-contact.3-legal_process.0":'Tietojenkäsittelyn laillisuus: Yksikkö G.2 kerää, tallentaa ja julkaisee henkilötietojasi, sillä olet antanut tähän nimenomaisen suostumuksesi rastittamalla ruudun ilmoittautuessasi koodausviikon lähettilääksi tai johtavaksi opettajaksi tai hakiessasi tapahtuman rekisteröimistä EU:n koodausviikolle.',"privacy-statement-contact.4-collect_data.0":"Lähettiläitä ja johtavia opettajia koskevat pakolliset henkilötiedot ovat seuraavat:","privacy-statement-contact.4-collect_data.1":"Nimi","privacy-statement-contact.4-collect_data.2":"Sähköpostiosoite","privacy-statement-contact.4-collect_data.3":"Salasana","privacy-statement-contact.4-collect_data.4":"Kuva","privacy-statement-contact.4-collect_data.5":"Biografia","privacy-statement-contact.4-collect_data.6":"Otsikko","privacy-statement-contact.4-collect_data.7":"Johtavien opettajien asiantuntemuksen ala.","privacy-statement-contact.4-collect_data.8":"Toiminnan rekisteröinnin yhteydessä kerättävät pakolliset henkilötiedot ovat seuraavat:","privacy-statement-contact.4-collect_data.9":"Organisaation nimi","privacy-statement-contact.4-collect_data.10":"Organisaation tyyppi","privacy-statement-contact.4-collect_data.11":"Yhteyshenkilön sähköpostiosoite","privacy-statement-contact.4-collect_data.12":"Näiden tietojen toimittaminen on pakollista koodausviikon lähettiläänä ja johtavana opettajana toimimiseksi tai toiminnan rekisteröimiseksi koodausviikon verkkosivustolle.","privacy-statement-contact.4-collect_data.13":"Lisäksi lähettiläät ja johtavat opettajat voivat vapaaehtoisesti antaa seuraavat henkilötiedot:","privacy-statement-contact.4-collect_data.14":"Sometilit","privacy-statement-contact.4-collect_data.15":"Toiminnan järjestäjät voivat vapaaehtoisesti antaa seuraavat tiedot:","privacy-statement-contact.4-collect_data.16":"Julkisen yhteyshenkilön sähköpostiosoite","privacy-statement-contact.4-collect_data.17":"Järjestäjän verkkosivusto","privacy-statement-contact.4-collect_data.18":"Koodausviikko kaikille -koodi","privacy-statement-contact.4-collect_data.19":"Toiminnan järjestäjien osalta on syytä huomata, että maasi lähettiläs tai yksikkö G.2 voi käyttää toiminnan rekisteröimiseksi antamiasi henkilötietoja ottaakseen sinuun yhteyttä kyseiseen toimintaan liittyen.","privacy-statement-contact.4-collect_data.20":"Olet antanut henkilötietosi","privacy-statement-contact.4-collect_data.21":"Koodausviikon verkkosivuston kirjautumissivulla","privacy-statement-contact.4-collect_data.22":"ja","privacy-statement-contact.4-collect_data.23":"toiminnan rekisteröintisivulla.","privacy-statement-contact.5-how_long.0":"Kaikki henkilötiedot poistetaan tietokannoista, jos perut aloitteen, tai viiden vuoden kuluttua aloitteen päättymisestä.","privacy-statement-contact.6-protect_data.0":'Kaikki sähköisessä muodossa olevat tiedot (sähköpostiviestit, asiakirjat, tietokannat, verkkoon ladatut tiedot tms.) tallennetaan joko Euroopan komission tai sen toimeksisaajien palvelimille. Kaikessa tietojen käsittelyssä sovelletaan viestintä- ja tietojärjestelmien turvallisuudesta Euroopan komissiossa, 10 päivänä tammikuuta 2017 annettua komission päätöstä (EU, Euratom) 2017/46.',"privacy-statement-contact.6-protect_data.1":'Komission toimeksisaajien on komission puolesta tietoja käsitellessään noudatettava erityistä sopimuslauseketta ja salassapitovelvoitteita, joita aiheutuu yleisen tietosuoja-asetuksen (GDPR) täytäntöönpanosta EU:n jäsenvaltioissa (‘GDPR’ Asetus (EU) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Komissio on ottanut käyttöön useita teknisiä ja hallinnollisia toimenpiteitä henkilötietojen suojaamiseksi. Teknisillä toimenpiteillä pyritään varmistamaan verkkoturvallisuus ja pienentämään tietojen häviämisen, muuttamisen ja luvattoman käytön riskiä. Toimenpiteissä otetaan huomioon tietojen käsittelystä johtuvat riskit ja käsiteltävien tietojen luonne. Hallinnollisiin toimenpiteisiin kuuluu sen varmistaminen, että henkilötietoihin on pääsy vain valtuutetuilla henkilöillä, joilla on perusteltu tarve saada ne tietoonsa käsittelyä varten.","privacy-statement-contact.7-access_data.0":"Komission henkilöstö voi tutustua kaikkiin toimittamiisi henkilötietoihin tiedonsaantitarpeen perusteella. Lisäksi toimeksisaajalle annetaan pääsy henkilötietoihin tiedonsaantitarpeen perusteella.","privacy-statement-contact.7-access_data.1":'Koodausviikon lähettilään, johtavan opettajan tai rekisteröidyn toiminnan näkyvyyden lisäämiseksi kaikki henkilötietosi julkaistaan seuraavalla verkkosivustolla.',"privacy-statement-contact.7-access_data.2":"Lisäksi yksikkö G.2 voi jakaa yhteystietosi kansalaisille tai sidosryhmille, joiden on välttämätöntä ottaa sinuun yhteyttä koodausviikkoon liittyen. Toiminnan järjestäjien osalta on syytä huomata, että maasi lähettiläs tai yksikkö G.2 voi käyttää toiminnan rekisteröimiseksi antamiasi henkilötietoja ottaakseen sinuun yhteyttä kyseiseen toimintaan liittyen.","privacy-statement-contact.8-rights.0":"Olet antanut suostumuksesi siihen, että yksikkö G.2 voi käsitellä henkilötietojasi tässä yhteydessä. Voit perua suostumuksesi milloin tahansa ilmoittamalla asiasta yksikölle G.2 osoitteeseen CNECT-G2@ec.europa.eu. Suostumuksen peruminen ei vaikuta perumista edeltävän tietojen käsittelyn laillisuuteen.","privacy-statement-contact.10-detailed-info.0":"Tässä asiakirjassa kuvatut tietojenkäsittelytoimet on kirjattu komission tietosuojavastaavan julkiseen rekisteriin viitteellä: DPR-EC-02631 Yhteyspisteiden hallinnointi viestintäverkkojen, sisältöjen ja teknologian pääosaston politiikkoja, ohjelmia ja hankkeita varten.","privacy-statement.title":"HENKILÖTIETOJEN SUOJELU","privacy-statement.processing-operation.0":"Tietojenkäsittely","privacy-statement.processing-operation.1":"Yleisesti saatavilla olevien verkkosivustojen vierailijoiden suorittama henkilötietojen käsittely codeweek.eu-sivustolla, mukaan lukien IP-osoitteet.","privacy-statement.data-controller.0":"Rekisterinpitäjä","privacy-statement.data-controller.1":"Euroopan komissio, viestintäverkkojen, sisältöjen ja teknologian pääosasto, yksikkö G.2.","privacy-statement.record-reference":"Rekisteriviite","privacy-statement.table-of-contents":"Sisällysluettelo","privacy-statement.1-intro.title":"Johdanto","privacy-statement.1-intro.items.1":'Euroopan komissio, jäljempänä ’komissio’, on sitoutunut suojaamaan henkilötietoja ja kunnioittamaan yksityisyyden suojaa. Komissio kerää ja käsittelee henkilötietoja noudattaen luonnollisten henkilöiden suojelusta unionin toimielinten, elinten ja laitosten suorittamassa henkilötietojen käsittelyssä ja näiden tietojen vapaasta liikkuvuudesta (sekä asetuksen (EY) N:o 45/2001 kumoamisesta) 23 päivänä lokakuuta 2018 annettua Euroopan parlamentin ja neuvoston asetusta (EU) 2018/1725.',"privacy-statement.1-intro.items.2":"Tässä tietosuojaselosteessa kerrotaan, miksi henkilötietoja kerätään, miten niitä kerätään, käsitellään, suojataan ja käytetään, ja mitä oikeuksia henkilöillä on henkilötietojensa suhteen. Se sisältää myös oikeuksien käytöstä vastaavan rekisterinpitäjän, tietosuojavastaavan ja Euroopan tietosuojavaltuutetun yhteystiedot.","privacy-statement.1-intro.items.3.0":"Jäljempänä esitetään tietoja","privacy-statement.1-intro.items.3.1":"Komission suorittamasta tietojenkäsittelystä","privacy-statement.1-intro.items.3.2":"codeweek.eu-sivustolla.","privacy-statement.2-why.title":"Miksi ja miten henkilötietoja käsitellään?","privacy-statement.2-why.items.0":"Tietojenkäsittelyn tarkoitus","privacy-statement.2-why.items.1":"Komission viestintäverkkojen, sisältöjen ja teknologian pääosasto tarjoaa useita ulkoisia verkkosivustoja. Teknisten ratkaisujen avulla kerätään ja käytetään henkilötietoja, jotta käyttäjä voi käyttää verkkosivustoja, joiden fyysinen sijaintipaikka on komission valvoman verkkoisännöinti-infrastruktuurin ulkopuolella.","privacy-statement.2-why.items.2":"Henkilötietoja ei käytetä automatisoituun päätöksentekoon, kuten profilointiin.","privacy-statement.3-legal_process.title":"Millä oikeudellisilla perusteilla henkilötietoja käsitellään?","privacy-statement.3-legal_process.items.0":"Henkilötietoja käsitellään useilla perusteilla:","privacy-statement.3-legal_process.items.1":'Asetuksen (EU) 2018/1725 5 artiklan 1 kohdan a alakohta: tämä käsittely on tarpeen yleistä etua koskevan tehtävän suorittamiseksi tai unionin toimielimelle tai muulle unionin elimelle kuuluvan julkisen vallan käyttämiseksi.',"privacy-statement.3-legal_process.items.2":"Kansalaistiedotus perustuu komission institutionaalisista oikeuksista johtuviin tehtäviin, joista säädetään unionin yleiseen talousarvioon sovellettavista varainhoitosäännöistä 18 päivänä heinäkuuta 2018 annetun asetuksen (EU, Euratom) 2018/1046 (EUVL L 193, 30.7.2018, s. 1) 58 artiklan 2 kohdan d alakohdassa. Varmistamme, että henkilötietojen käsittelyyn sovelletaan asianmukaisia ja erityisiä suojatoimia tietosuojalainsäädännön mukaisesti.","privacy-statement.3-legal_process.items.3":'Asetuksen (EU) 2018/1725 5 artiklan 1 kohdan d alakohta: evästeistä ja todentamisesta koostuvien käsittelytoimien osalta suostumus on välttämätön. Asetuksen (EU) 2018/1725 3 artiklan 15 kohdan ja 7 artiklan mukaisesti suostumuksen on oltava vapaaehtoisesti annettu, yksilöity, tietoinen ja yksiselitteinen.',"privacy-statement.3-legal_process.items.4":"Suostumus on saatu sinulta suoraan. Olet saattanut antaa suostumuksesi sähköpostitse, sähköisellä rekisteröitymislomakkeella tai jossakin muussa kirjallisessa muodossa.","privacy-statement.4-collect_data.title":"Mitä henkilötietoja kerätään ja käsitellään?","privacy-statement.4-collect_data.items.0":"Tietojenkäsittelyn suorittamiseksiyksikkö G.2 kerää seuraavia henkilötietoja:","privacy-statement.4-collect_data.items.1":"IP-osoite tai internetsivustolla käytettävän laitteen laitetunniste.","privacy-statement.4-collect_data.items.2":"Ilman tätä käsittelyä et pysty luomaan teknistä yhteyttä laitteesi ja palvelininfrastruktuurin välille etkä näin ollen pääse verkkosivustollemme.","privacy-statement.4-collect_data.items.3":"Jotta sinut voidaan todentaa tällä verkkosivustolla, yksikkö G.2 kerää seuraavia henkilötietoja:","privacy-statement.4-collect_data.items.4":"Sähköpostiosoite","privacy-statement.4-collect_data.items.5":"Salasana; tai","privacy-statement.4-collect_data.items.6":"Todentaminen sosiaalisessa mediassa.","privacy-statement.5-how_long.title":"Miten kauan henkilötietoja säilytetään?","privacy-statement.5-how_long.items.0":"Yksikkö G.2 säilyttää henkilötietojasi vain niin kauan kuin on tietojen keräämisen tai jatkokäsittelyn tarkoituksen kannalta tarpeen eli selausistunnon ajan. Lisäksi IP-osoitteet voidaan turvallisuussyistä tallentaa yhden vuoden ajaksi palvelujen lokitiedostoihin. Analytiikkavälineen osalta IP-osoite ja laitetunniste (esim. IMEI-numero ja WIFI MAC -osoite) poistetaan välittömästi irtikytkettäessä.","privacy-statement.6-protect_data.title":"Miten henkilötietoja suojataan?","privacy-statement.6-protect_data.items.0":"Kaikki sähköisessä muodossa olevat henkilötiedot (sähköpostit, asiakirjat, tietokannat, ladatut tietoerät jne.) tallennetaan Euroopan komission palvelimille. Kaikessa tietojen käsittelyssä sovelletaan","privacy-statement.6-protect_data.items.1":"viestintä- ja tietojärjestelmien turvallisuudesta Euroopan komissiossa 10 päivänä tammikuuta 2017 annettua","privacy-statement.6-protect_data.items.2":"komission päätöstä (EU, Euratom) 2017/46.","privacy-statement.6-protect_data.items.3":"Henkilötietojen suojaamiseksi komissio on ottanut käyttöön useita teknisiä ja hallinnollisia toimenpiteitä. Teknisillä toimenpiteillä pyritään varmistamaan verkkoturvallisuus ja pienentämään tietojen häviämisen, muuttamisen ja luvattoman käytön riskiä. Toimenpiteissä otetaan huomioon tietojen käsittelystä johtuvat riskit ja käsiteltävien tietojen luonne. Hallinnollisiin toimenpiteisiin kuuluu sen varmistaminen, että henkilötietoihin on pääsy vain valtuutetuilla henkilöillä, joilla on perusteltu tarve saada ne tietoonsa käsittelyä varten.","privacy-statement.7-access_data.title":"Kenellä on pääsy henkilötietoihin ja kenelle tietoja luovutetaan?","privacy-statement.7-access_data.items.0":"Henkilötietoihin voivat tutustua niiden käsittelystä vastaavat komission työntekijät sekä – tiedonsaantitarpeen perusteella – muut valtuutetut työntekijät. Kyseiset työntekijät noudattavat luottamuksellisuutta koskevia sääntöjä ja lisämääräyksiä.","privacy-statement.7-access_data.items.1":"Lisäksi pääsy henkilötietoihin voidaan antaa ulkopuolisille toimeksisaajille, jotka työskentelevät verkkosivustot omistavan komission yksikön puolesta ja sen kanssa tehdyn sopimuksen perusteella ja jotka luovat, ylläpitävät, hallinnoivat ja arkistoivat verkkosivustoja tiedonsaantitarpeen periaatteen mukaisesti.","privacy-statement.7-access_data.items.2":"Kerättyjä tietoja ei luovuteta kolmansille osapuolille, paitsi lainsäädännön edellyttämässä tilanteessa ja laajuudessa.","privacy-statement.8-rights.title":"Mitkä ovat oikeutesi henkilötietojen käsittelyn suhteen?","privacy-statement.8-rights.items.0":"Rekisteröidyllä on asetuksen (EU) 2018/1725 III luvussa (14–25 artikla) säädetyt erityiset oikeudet, joihin kuuluvat etenkin oikeus saada pääsy omiin henkilötietoihin, oikeus saada ne oikaistua tai poistettua sekä oikeus rajoittaa henkilötietojen käsittelyä. Rekisteröidyllä on tapauskohtaisesti myös oikeus vastustaa tietojen käsittelyä ja siirtämistä järjestelmästä toiseen.","privacy-statement.8-rights.items.1":"Rekisteröidyllä on oikeus vastustaa henkilötietojensa käsittelyä, joka suoritetaan lainmukaisesti 5 artiklan 1 kohdan a alakohdan nojalla.","privacy-statement.8-rights.items.2":"Olet suostunut antamaan henkilötietosi tätä käsittelyä varten. Voit perua suostumuksesi milloin tahansa ilmoittamalla siitä yksikölle G.2. Suostumuksen peruminen ei vaikuta perumista edeltävän tietojen käsittelyn laillisuuteen.","privacy-statement.8-rights.items.3":"Näitä oikeuksia on mahdollista käyttää ottamalla yhteyttä rekisterinpitäjään tai riitatapauksissa tietosuojavastaavaan. Tarvittaessa voi ottaa yhteyttä myös Euroopan tietosuojavaltuutettuun. Yhteystiedot ovat jäljempänä kohdassa 9.","privacy-statement.8-rights.items.4":"Yhteen tai useampaan käsittelytoimeen liittyvässä oikeuksien käyttämistä koskevassa pyynnössä rekisteröidyn tulee antaa kuvaus niistä (eli rekisteriviite tai -viitteet jäljempänä kohdassa 10 täsmennetyllä tavalla).","privacy-statement.9-contact.title":"Yhteystiedot","privacy-statement.9-contact.data-controller.title":"Rekisterinpitäjä","privacy-statement.9-contact.data-controller.text":"Jos haluat käyttää asetuksen (EU) 2018/1725 mukaisia oikeuksiasi, esittää huomautuksia, kysymyksiä tai huolenaiheita tai tehdä kantelun henkilötietojen keräämisestä tai käytöstä, voit ottaa yhteyttä rekisterinpitäjään yksikössä G.2, Euroopan komissio,","privacy-statement.9-contact.data-protection-officer.title":"Komission tietosuojavastaava","privacy-statement.9-contact.data-protection-officer.text":"Rekisteröity voi ottaa yhteyttä tietosuojavastaavaan (DATA-PROTECTION-OFFICER@ec.europa.eu) asioissa, jotka liittyvät asetuksen (EU) 2018/1725 mukaiseen henkilötietojen käsittelyyn.","privacy-statement.9-contact.european-data-protection.title":"Euroopan tietosuojavaltuutettu (EDPS)","privacy-statement.9-contact.european-data-protection.text":'Rekisteröidyllä on oikeus kääntyä Euroopan tietosuojavaltuutetun puoleen ja tehdä kantelu (edps@edps.europa.eu) , jos hän katsoo, että rekisterinpitäjän suorittama henkilötietojen käsittely on johtanut asetuksen (EU) 2018/1725 mukaisten oikeuksien loukkaamiseen.',"privacy-statement.10-detailed-info.title":"Lisätietoja","privacy-statement.10-detailed-info.items.0":'Komission tietosuojavastaava pitää julkista rekisteriä komission kaikista henkilötietojen käsittelyistä, jotka on dokumentoitu ja joista on ilmoitettu tietosuojavastaavalle. Rekisteriin voi tutustua osoitteessa https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Tässä asiakirjassa kuvatut tietojen käsittelytoimet on kirjattu komission tietosuojavastaavan julkiseen rekisteriin viitteellä: DPR-EC-09706.1.","privacy.title":"HENKILÖTIETOJEN SUOJA","privacy.1-intro.title":"1. Johdanto","privacy.1-intro.items.1":"

    Euroopan komissio on sitoutunut suojaamaan käyttäjien henkilötietoja ja turvaamaan yksityisyyden suojan. Henkilötietojen kerääminen ja käsittely komissiossa perustuu 23 päivänä lokakuuta 2018 annettuun Euroopan parlamentin ja neuvoston asetukseen (EU) 2018/1725 luonnollisten henkilöiden suojelusta unionin toimielinten, elinten ja laitosten suorittamassa henkilötietojen käsittelyssä ja näiden tietojen vapaasta liikkuvuudesta (sekä asetuksen (EY) N:o 45/2001 kumoamisesta).

    ","privacy.1-intro.items.2":"

    Tässä tietosuojalausunnossa selitetään, miksi keräämistä ja käsittelyä tehdään, miten kaikkien annettujen henkilötietojen kerääminen, käsittely ja suojaaminen tapahtuu, miten näitä tietoja käytetään ja mitä oikeuksia sinulla on henkilötietojesi osalta (esim. oikeus saada pääsy tietoihin, oikaista niitä ja estää niiden käyttö). Tietosuojalausunnossa annetaan myös sen vastuullisen rekisterinpitäjän yhteystiedot, jolle voit osoittaa oikeuksiasi koskevat pyynnöt, samoin kuin tietosuojavastaavan ja Euroopan tietosuojavaltuutetun yhteystiedot.

    ","privacy.1-intro.items.3":"

    Tämä tietosuojalausunto koskee EU:n koodausviikon tapahtumien yhteyshenkilöinä toimivien (koodausviikkolähettiläiden, opetusministeriöiden koordinaattorien, johtavien opettajien sekä tapahtumien järjestäjien) henkilötietojen keräämistä ja julkaisemista yleisesti käytettävissä olevalla Codeweek.eu-verkkosivustolla.

    ","privacy.2-why.title":"2. Miksi henkilötietojasi käsitellään?","privacy.2-why.items.1":"

    Euroopan komissio kerää ja julkaisee henkilötietosi, jotta sidosryhmät tai kiinnostuneet kansalaiset voivat helpommin tunnistaa yhteyshenkilöt. Todellisten henkilöiden esitteleminen yhteyshenkilöinä on paras ja tehokkain tapa varmistaa, että kiinnostuneet ihmiset voivat käyttää komission palveluja.

    ","privacy.2-why.items.2":"

    Henkilötietojasi ei käytetä automaattiseen päätöksentekoon, ei myöskään profilointiin.

    ","privacy.3-legal_process.title":"3. Henkilötietojen käsittelyn oikeusperusta","privacy.3-legal_process.items.1":"

    Henkilötietojen käsittelytoimet yhteyshenkilöiden julkaisemista varten ovat lainmukaisia asetuksen (EU) 2018/1725 5 artiklan 1 kohdan d alakohdan nojalla, koska olet antanut suostumuksesi henkilötietojesi käsittelyyn verkkolomakkeessa tai hyväksyit, että komissio käyttää sähköpostiosoitettasi ja käyttäjätunnustasi, jos ilmoittauduit sosiaalisen verkoston kautta.

    ","privacy.4-collect_data.title":"4. Mitä henkilötietoja kerätään ja käsitellään?","privacy.4-collect_data.items.1":"

    Kerättävät henkilötiedot ovat tietoja, joiden avulla sinut on helpompaa tunnistaa yhteyshenkilöksi ja jotka lisäävät näkyvyyttäsi kansalaisten silmissä. Niitä ovat nimike, etunimi, sukunimi, asema, työosoite ja työsähköposti, puhelinnumero, kuva, sosiaalisen median tili ja biografia.

    ","privacy.4-collect_data.items.2":"

    Olet antanut nämä henkilötiedot vapaaehtoisesti täyttämällä hakulomakkeen.

    ","privacy.4-collect_data.items.3":"

    Tiettyjen henkilötietojen antaminen on pakollista, jotta tapahtumien ja/tai yhteystietojen julkaiseminen onnistuu codeweek.eu-verkkosivustolla. Jos et anna henkilötietojasi, tapahtumaasi ei julkaista, ja/tai et voi osallistua edellä mainittuihin verkostoihin.

    ","privacy.4-collect_data.items.4":"

    Kaikkien muiden henkilötietojen antaminen on vapaaehtoista.

    ","privacy.4-collect_data.items.5":"Tilatessasi uutiskirjeen, sähköpostiosoitteesi lisätään EU:n koodausviikon uutiskirjeen postituslistalle, jota hallinnoi Mailerlite.com. Https://www.mailerlite.com/legal/privacy-policy. Voit milloin tahansa peruuttaa tilauksen uutiskirjeen alaosasta löytyvästä ”unsubscribe”-linkistä tai lähettämällä sähköpostia osoitteeseen info@codeweek.eu. Sähköpostilla peruttaessa, kirjoita otsikkokentään ”Unsubscribe”.","privacy.5-how_long.title":"5. Kuinka kauan henkilötietojasi säilytetään?","privacy.5-how_long.items.1":"

    Komissio säilyttää henkilötietojasi vain niin kauan kuin on tarpeen kohdassa 2 kuvaillun keräämisen tai edelleen käsittelyn tarkoituksen täyttämiseksi eli niin kauan kuin toimit yhteyshenkilönä.

    ","privacy.5-how_long.items.2":"

    Henkilötietosi poistetaan yleisesti käytettävissä olevalta verkkosivulta heti, kun lakkaat toimimasta yhteyshenkilönä, paitsi jos olet suostunut siihen, että tietosi sisällytetään tietokantaan tulevia toimia varten.

    ","privacy.6-protect_data.title":"6. Miten suojelemme ja turvaamme henkilötietojasi?","privacy.6-protect_data.items.1":"

    Kaikki sähköisessä muodossa olevat henkilötiedot (sähköpostit, asiakirjat, tietokannat, palvelimille ladatut tietueet jne.) tallennetaan joko Euroopan komission tai sen toimeksisaajan palvelimille. Kaikki käsittelytoimet toteutetaan viestintä- ja tietojärjestelmien turvallisuudesta Euroopan komissiossa 10 päivänä tammikuuta 2017 annetun komission päätöksen (EU, Euratom) 2017/46 mukaisesti.

    ","privacy.6-protect_data.items.2":"

    Komission toimeksisaajia sitovat erityinen sopimuslauseke, joka koskee kaikkia henkilötietojesi käsittelytoimia komission puolesta, sekä luottamuksellisuusvelvoitteet, jotka johtuvat yleisen tietosuoja-asetuksen (asetus (EU) 2016/679) saattamisesta osaksi EU:n jäsenvaltioiden kansallista lainsäädäntöä.

    ","privacy.6-protect_data.items.3":"

    Suojatakseen henkilötietojasi komissio on ottanut käyttöön useita teknisiä ja organisatorisia toimenpiteitä. Teknisiä toimenpiteitä ovat tarvittavat toimet, jotka liittyvät verkkoturvallisuuteen, tietojen häviämisen riskiin, tietojen muuttamiseen tai luvattomaan pääsyyn, ja niiden yhteydessä otetaan huomioon käsittelyn aiheuttama riski ja käsiteltävien henkilötietojen luonne. Organisatorisiin toimenpiteisiin kuuluu henkilötietoihin pääsyn rajoittaminen ainoastaan valtuutettuihin henkilöihin, joilla on tämän käsittelytoimen tarkoituksiin liittyvä perusteltu tiedonsaantitarve.

    ","privacy.7-access_data.title":"7. Kenellä on pääsy tietoihisi ja kenelle niitä luovutetaan?","privacy.7-access_data.items.1":"

    Pääsy henkilötietoihisi annetaan komission henkilöstölle, joka vastaa tämän käsittelytoimen toteuttamisesta, ja valtuutetulle henkilöstölle tarpeellisuusperiaatteen mukaisesti. Tällainen henkilöstö noudattaa lakisääteisiä ja tarvittaessa muitakin luottamuksellisuussopimuksia.

    ","privacy.7-access_data.items.2":"

    Konkreettisesti kaikkiin antamiisi henkilötietoihin on pääsy verkkosivuston ylläpitäjillä (komission henkilöstöllä) sekä komission muulla henkilöstöllä tarpeellisuusperiaatteen pohjalta.. Lisäksi henkilötietosi ja tapahtumatietosi saatetaan EU:n koodausviikkolähettiläiden ja koulutuskoordinaattorien verkostojen jäsenten tietoon paikallisten tapahtumien järjestämistä tai jatkotoimia varten.

    ","privacy.7-access_data.items.3":"

    Yhteyshenkilöiden näkyvyyden lisäämiseksi henkilötietosi julkaistaan ilman pääsyrajoituksia julkisella verkkosivustolla https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Tietojen siirtäminen kolmansille osapuolille

    ","privacy.7-access_data.items.5":"

    Keräämiämme tietoja ei luovuteta millekään kolmannelle osapuolelle, lukuun ottamatta laajuutta tai tarkoitusta, jossa tai johon sitä saatetaan edellyttää lainsäädännössä.

    ","privacy.8-rights.title":"8. Mitkä ovat oikeutesi ja miten voit käyttää niitä?","privacy.8-rights.items.1":"

    Sinulla on asetuksen (EU) 2018/1725 III luvun (14–25 artikla) nojalla erityisiä oikeuksia ’rekisteröitynä’, etenkin oikeus saada pääsy henkilötietoihisi, oikaista tai poistaa niitä ja oikeus rajoittaa henkilötietojesi käsittelyä. Soveltuvin osin sinulla on myös oikeus vastustaa käsittelyä tai oikeus siirtää tietoja järjestelmästä toiseen.

    ","privacy.8-rights.items.2":"

    Olet suostunut antamaan komissiolle henkilötietojasi tämän käsittelytoiminnon aikana, ja voit peruuttaa suostumuksesi milloin tahansa ilmoittamalla siitä rekisterinpitäjälle. Peruutus ei vaikuta ennen käsittelyn peruuttamista tehdyn käsittelyn laillisuuteen.

    ","privacy.8-rights.items.3":"

    Voit käyttää oikeuksiasi ottamalla yhteyttä rekisterinpitäjään tai ristiriitatilanteessa tietosuojavastaavaan. Tarvittaessa voit myös ottaa yhteyttä Euroopan tietosuojavaltuutettuun. Näiden henkilöiden yhteystiedot ilmoitetaan alla kohdassa 9.

    ","privacy.9-contact.title":"9. Yhteystiedot","privacy.9-contact.data-controller.title":"- Rekisterinpitäjä","privacy.9-contact.data-controller.text":"

    Jos haluat käyttää asetuksen (EU) 2018/1725 mukaisia oikeuksiasi, tai jos sinulla on kommentteja, kysymyksiä tai huolenaiheita, tai jos haluat jättää valituksen henkilötietojesi keräämisestä ja käyttämisestä, voit ottaa yhteyttä rekisterinpitäjään,

    ","privacy.9-contact.data-controller.address":"Viestintäverkkojen, sisältöjen ja teknologian pääosasto, Yksikkö G2
    Rakennus BU25
    B-1049 Bryssel
    ","privacy.9-contact.data-controller.email":"Sähköposti: ","privacy.9-contact.data-protection-officer.title":"– Komission tietosuojavastaava:","privacy.9-contact.data-protection-officer.text":'

    Voit ottaa yhteyttä tietosuojavastaavaan (DATA-PROTECTION-OFFICER@ec.europa.eu) asioissa, jotka liittyvät henkilötietojesi käsittelyyn asetuksen (EU) 2018/1725 nojalla.

    ',"privacy.9-contact.european-data-protection.title":"– Euroopan tietosuojavaltuutettu (EDPS):","privacy.9-contact.european-data-protection.text":'

    Sinulla on oikeus kääntyä (eli voit jättää valituksen) Euroopan tietosuojavaltuutetun puoleen (edps@edps.europa.eu), jos katsot, että asetuksen (EU) 2018/1725 mukaisia oikeuksiasi on rikottu siksi, että rekisterinpitäjä on käsitellyt henkilötietojasi.

    ',"remote-teaching.remote-teaching":"Etäopetus","remote-teaching.intro.title":"Koodausviikko ja etäopetus","remote-teaching.intro.text":"Etäopetus voi olla opettajille ja oppijoille melkoinen haaste, ja ylitettävänä on monia esteitä. Koodauksen, laskennallisen ajattelun tai robotiikan opettamisen ei kuitenkaan tarvitse keskeytyä siksi, että oppilaat ovat kotona. Olemme koonneet tälle sivulle vinkkejä ja aineistoja etäopetuksen tueksi.","remote-teaching.intro.points.1":"Coding@Home: kokoelma lyhyitä videoita, tee se itse -materiaalia, arvoituksia, pelejä ja koodaushaasteita jokapäiväiseen käyttöön kotona tai koulussa.","remote-teaching.intro.points.2.0":"Coding Unplugged","remote-teaching.intro.points.2.1":"aktiviteetteja, joita on helppo toteuttaa kotona ja joiden avulla voi opetella tai opettaa koodausajattelua ilman tietokonetta käyttäen arkiesineitä.","remote-teaching.intro.points.3.0":"Koodausviikon oppimisaineistot","remote-teaching.intro.points.3.1":"kestävään kehitykseen ja tekoälyyn liittyviä oppimisaineistoja ja opetusohjelmia, joiden tuntisuunnitelmiin sisältyy etäopetusosioita.","remote-teaching.intro.points.4.0":"Koodausviikon aineistopankki","remote-teaching.intro.points.4.1":"aineistopankin materiaaleja aineistojen avulla voit opettaa tai opetella koodausta, ja monia niistä voi käyttää myös etäopetuksessa.","remote-teaching.intro.points.5.0":"Coding from home -webinaarit","remote-teaching.intro.points.5.1":"koodausviikko on järjestänyt useita webinaareja, joissa käsitellään kotoa käsin tapahtuvaa koodauksen opiskelua ja opettamista. Käy tutustumassa!","remote-teaching.tips.title":"7 vinkkiä koodauksen etäopetukseen","remote-teaching.tips.points.1.0":"Tutustu käsitteisiin, ohjelmointikieleen ja ohjelmistoihin","remote-teaching.tips.points.1.1":"Vaikka oppilaat voivat opetella koodausta ja ohjelmointia lähes itsenäisesti yrityksen ja erehdyksen kautta, heitä on opastettava ja autettava tunnistamaan syntaksivirheitä. Valmistaudu muuttamaan ja mukauttamaan menetelmiäsi, jos digitaalinen apuväline tai ohjelmointikieli ei tuo odotettuja oppimistuloksia.","remote-teaching.tips.points.2.0":"Aktivoi ja motivoi oppilaita","remote-teaching.tips.points.2.1":"Auta oppilaitasi hyödyntämään kaikkia kykyjään pitämällä motivoivia ja mielekkäitä oppitunteja. Anna heidän tutustua taitoihinsa ja löytää luovuutensa antamalla heidän valita omat projektinsa ja tuotoksensa. Kannattaa myös olla realistinen ja asettaa tavoitteita, jotka oppilaasi voivat saavuttaa.","remote-teaching.tips.points.3.0":"Kannusta oppilaita ryhmätyöskentelyyn","remote-teaching.tips.points.3.1":"Koodaaminen ryhmissä on hauskempaa, ja lisäksi ryhmissä oppilaat voivat kehittää monitahoisempia ja luovempia projekteja. Ryhmätyö voi myös ehkäistä yksinäisyyttä, jota jotkut oppilaat saattavat kokea etäopetuksessa. Voit esimerkiksi luoda oppilaillesi verkkokokoushuoneita tai järjestää vertaisarvioinnin pyytämällä heitä antamaan rakentavaa palautetta toistensa projekteista.","remote-teaching.tips.points.4.0":"Tutustu avoimiin ohjelmistoihin ja maksuttomiin verkkoalustoihin","remote-teaching.tips.points.4.1":"Koodauksen opetteluun ja opettamiseen on tarjolla monia laadukkaita aineistoja, jotka ovat pitkälle kehitettyjä mutta silti helppokäyttöisiä. Saatavilla on maksuttomia työkaluja, joita voi käyttää ilman lisenssejä tai ladattavia ohjelmistoja. Monia niistä löytyy koodausviikon aineistopankista, esimerkiksi Scratch, App Inventor, Code.org, EarSketch ja Sonic Pi. Kuten koodausviikon oppimisaineistoja, näitäkin välineitä voi käyttää kaikissa oppiaineissa.","remote-teaching.tips.points.5.0":"Muista leikkimielisyys","remote-teaching.tips.points.5.1":"Ensimmäisten koodaustuntien tulisi olla innostavia ja leikillisiä. Vaikka ei voitaisikaan olla yhdessä kasvotusten, on olemassa muita tapoja pitää hauskaa yhdessä. Voit esimerkiksi pitää oppitunnin aikana tauon, jolloin oppilaat voivat pelata yhdessä CodyColor-peliä. Se on kehittävä, monelle pelaajalle tarkoitettu peli, jossa oppii laskennallista ajattelua.","remote-teaching.tips.points.6.0":"Simuloi tuntityöskentelyä","remote-teaching.tips.points.6.1":"Luokkahuoneessa tapahtuvaa vuorovaikutusta voi ainakin osittain simuloida teknologian avulla. Voit esimerkiksi pyytää oppilaitasi laittamaan kameran päälle tiettyinä aikoina, viittaamaan virtuaalisesti, esittämään kysymyksiä henkilökohtaisesti tai viestikentässä tai vastaamaan kyselyihin ja tietovisoihin verkossa. Maksuttomia opetuskäyttöön sopivia digityökaluja ovat esimerkiksi Zoom, Microsoft Teams, GoToMeeting ja Jitsi reaaliaikaisia oppitunteja varten ja Kahoot, Mentimeter ja Google Forms tietovisoja ja oppitunnin aikana tapahtuvaa vuorovaikutusta varten. Näiden työkalujen avulla voit luoda oppilaille vaikutelman luokkahuonetyöskentelystä ja he voivat olla yhteydessä luokkatovereihinsa.","remote-teaching.tips.points.7.0":"Varmista materiaalien saatavuus ja kohtuuhintaisuus","remote-teaching.tips.points.7.1":"Varmista, että koodaustunnit ovat realistisia ja osallistavia. Huolehdi siitä, että tarvittavat materiaalit on helppo löytää joka kodista ja että kaikki oppilaat voivat hankkia ne, tai tarjoa vaihtoehtoja niille, joille se ei ole mahdollista. Esimerkiksi ilman tietokonetta toteutettaviin koodaustehtäviin ei tarvita kalliita materiaaleja, vaan niihin riittävät esimerkiksi sakset, paperi ja tussit. Jos käytät verkosta löytyviä koodausharjoituksia, varmista, että kaikilla oppilailla on kotona käytössään tabletti tai tietokone ja toimiva internetyhteys.","remote-teaching.tips.conclusion":"Miten koodausta ja ohjelmointia voi opetella ja opettaa etäopetusympäristöissä? Onko sinulla vinkkejä muille koulutuksen ammattilaisille? Lisää kommentti tämän sivun foorumille.","report.title":"Kirjoita raportti #EUCodeWeek-tapahtumasta.","report.event_title":"Tapahtuman otsikko","report.number_required":"Anna omat arviosi, jos sinulla ei ole tarkkoja tietoja.","report.phrase1":"Voit täyttää lomakkeen vain kerran! Tarkista tiedot huolella. Jos teet virheen, ","report.phrase2":"Raportin lähettämisen jälkeen räätälöity koodausviikon osallistumistodistus laaditaan automaattisesti, minkä jälkeen se on ladattavissa tai jaettavissa. Näet esimerkin todistuksesta täältä.","report.phrase3":"Pakolliset kentät on merkitty tähdellä *.","report.phrase4":"Voit täyttää lomakkeen vain kerran! Tarkista tiedot huolella. Jos teet virheen,","report.contactus":"ota meihin yhteyttä.","report.participants_count.label":"Osallistujamäärä","report.average_participant_age.label":"Osallistujien keski-ikä","report.percentage_of_females.label":"Naisten osuus","report.codeweek_for_all_participation_code.label":"Kaikkien koodausviikko -osallistumiskoodi","report.codeweek_for_all_participation_code.help":"Voit kirjoittaa tähän mahdollisen Codeweek4All-haastekoodin. Jätä tämä kenttä täyttämättä, jos et aio osallistua.","report.name_for_certificate.label":"Nimi todistusta varten","report.name_for_certificate.help":"Muuta tähän tapahtuman järjestäjän nimi, jolle koodausviikon osallistumistodistus kirjoitetaan. Käytä vain ASCII-merkistön kirjaimia (latinalaisia). Ääkkösiä ei tueta.","report.submit":"Lähetä tapahtumaraportti","report.thanks_page.title":"Kiitos raportista!","report.thanks_page.certificate_ready":"Todistuksesi on valmis.","report.thanks_page.download_button":"Lataa se napsauttamalla tästä.","report.thanks_page.back_events":"Palaa tapahtumaan","resources.search_resources":"Hae aineistoja","resources.types":"Tyypit","resources.levels":"Tasot","resources.programming_languages":"Ohjelmointikielet","resources.categories":"Luokat","resources.Languages":"Kielet","resources.Subjects":"Aiheet","resources.share":"Jaa","resources.communication_toolkit":"Viestintätyökalut","resources.teachers_toolkit":"Opettajien työkalut","resources.leaflet":"Esite","resources.how_to_organise_an_activity":"Miten tapahtuma järjestetään?","resources.resources.languages.Russian":"venäjä","resources.resources.languages.Norwegian":"norja","resources.resources.languages.Mandarin":"mandariinikiina","resources.resources.languages.Japanese":"japani","resources.resources.languages.All targeted languages":"Kaikki kohteena olevat kielet","resources.resources.levels.Beginner":"Vasta-alkaja","resources.resources.levels.Intermediate":"Keskitaso","resources.resources.levels.Advanced":"Edistynyt","resources.resources.levels.Pre-primary education":"Varhaiskasvatus","resources.resources.levels.Primary school (5-12)":"Alaluokat (5–12)","resources.resources.levels.Lower secondary school (12-16)":"Yläluokat (12–16)","resources.resources.levels.Upper secondary school (16-18)":"Keskiaste (16–18)","resources.resources.levels.Higher Education":"Korkeakoulu","resources.resources.levels.Other":"Muu","resources.resources.subjects.Art":"Taide","resources.resources.subjects.Biology":"Biologia","resources.resources.subjects.Chemistry":"Kemia","resources.resources.subjects.Computer Science":"Tietotekniikka","resources.resources.subjects.Culture":"Kulttuuri","resources.resources.subjects.Economics":"Kauppatiede","resources.resources.subjects.Foreign Languages":"Kielet","resources.resources.subjects.Geography":"Maantiede","resources.resources.subjects.Geology":"Geologia","resources.resources.subjects.History":"Historia","resources.resources.subjects.Language and Literature":"Äidinkieli ja kirjallisuus","resources.resources.subjects.Mathematics":"Matematiikka","resources.resources.subjects.Natural Sciences":"Luonnontieteet","resources.resources.subjects.Physical Education":"Liikunta","resources.resources.subjects.Physics":"Fysiikka","resources.resources.subjects.Coding":"Koodaus","resources.resources.subjects.Special Education Needs":"Erityisryhmät","resources.resources.subjects.Other":"Muu","resources.resources.types.Tutorial":"Opastus","resources.resources.types.Website":"Verkkosivusto","resources.resources.types.Online Course":"Verkkokurssi","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Sovellus","resources.resources.types.Game":"Peli","resources.resources.types.Graphic Material":"Graafinen aineisto","resources.resources.types.Presentation":"Esitys","resources.resources.types.Toolkit":"Työkalupakki","resources.resources.types.Other":"Muu","resources.resources.types.Lesson Plan":"Opetussuunnitelma","resources.resources.types.Guide":"Opas","resources.resources.categories.Coding":"Koodaus","resources.resources.categories.Programming":"Ohjelmointi","resources.resources.categories.Computational Thinking":"Laskennallinen ajattelu","resources.resources.categories.Robotics":"Robotiikka","resources.resources.categories.Making":"Valmistaminen","resources.resources.categories.Tinkering":"Tee & opi","resources.resources.categories.Unplugged Activities":"Koodaus ilman tietokoneita","resources.resources.categories.Other":"Muu","school.name":"Koulun nimi","school.location":"Koulun sijainti","school.description":"Koulun kuvaus","school.school":"Koulu","school.add":"Lisää","school.list":"Luettelo","school.required.name":"Koulun nimi on pakollinen tieto.","school.required.location":"Koulun sijainti on pakollinen tieto.","schools.1.title1":"Miksi koodaus kannattaa sisällyttää opetukseen?","schools.1.title2":"Mitä hyötyä koodauksesta on oppilaille? Mitä hyötyä siitä on sinulle opettajana?","schools.1.content.0":"Mielestämme digiaikana kaikkien peruslukutaitoon kuuluu koodauksen ymmärtäminen ja laskennalliseen ajatteluun liittyvien tärkeiden taitojen, kuten ongelmanratkaisu- ja yhteistyötaitojen sekä analyyttisten taitojen, kehittäminen.","schools.1.content.1":"Koodaamaan oppiminen voimaannuttaa oppilaat olemaan digiyhteiskunnan eturintamassa, auttaa heitä ymmärtämään paremmin ympäröivää maailmaa sekä tarjoaa heille paremmat mahdollisuudet menestyä elämässä ja työssä.","schools.1.content.2":"Koodausviikko antaa kaikille oppilaille mahdollisuuden kokeilla ensimmäistä kertaa digitaalista luovuutta. Koulut ja opettajat voivat kehittää maksutta osaamistaan ja opetusmateriaaleja, minkä lisäksi kansainväliset haasteet ja vaihtomahdollisuudet lisääntyvät.","schools.1.button.label":"Haluatko aloittaa saman tien? Ilmoittaudu täällä!","schools.2.title1":"Oletko valmis osallistumaan?","schools.2.title2":"Järjestä oppitunti, kurssi tai tapahtuma ja merkitse se kartalle.","schools.2.content.0":"Olisipa sinulla aikaisempaa osaamista koodauksesta tai ohjelmoinnista tai ei, voit järjestää luokassasi oppitunnin, avoimien ovien päivän tai tapahtuman koulullasi. Sovi vain päivä ja merkitse tapahtuma alla olevaan kalenteriin. Jos tunnet tarvitsevasi tukea koodaustunnin valmistelussa, siirry seuraavaan osioon.","schools.2.content.1":"Katso esimerkkejä järjestettävästä toiminnasta alla olevasta kartasta, lisää oma tapahtumasi ja liity tuhansien kouluttajien joukkoon Euroopassa ja maailmalla: ","schools.2.button.label":"Oletko valmis kokeilemaan? Lisää toiminto!","schools.3.title1":"Koodaatko ensimmäistä kertaa? Ei hätää.","schools.3.title2":"Työkalujemme avulla voit tutustua koodaukseen ennen sen esittelemistä oppilaille.","schools.3.content.0":"Jos haluat sisällyttää koodauksen opetukseesi, muttet tiedä, mistä aloittaa, ei hätää! Kansainvälinen opettaja- ja asiantuntijatiimi on kehittänyt joukon lyhyitä verkkokursseja, jotka auttavat sinut alkuun.","schools.3.content.1":"Aikaisempi koodauskokemus ei ole tarpeen!","schools.3.button.label":"Osallistu kursseille.","schools.4.title1":"Etsitkö uusia haasteita?","schools.4.title2":"Laadi tapahtumaverkosto, innosta mukaan mahdollisimman moni oppilas ja ansaitse osaamissertifikaatti.","schools.4.content.0":"Koodausviikko kaikille -tapahtuma haastaa sinut yhdistämään voimat muiden opettajien ja koulujen kanssa ja osallistumaan samanhenkisten ihmisten kansainväliseen yhteisöön ja tarjoamaan oppilaille mahdollisuuden kokeilla koodausta. Kokoa verkosto, jossa on mukana yli 500 oppilasta, ja ansaitset osaamissertifikaatin.","schools.4.button.label":"Lue lisää Koodausviikko kaikille -haasteesta.","schools.title":"Koulut: oppilaat mukaan koodiviikkoon.","scoreboard.title":"Missä maissa on eniten koodaustapahtumia?","scoreboard.paragraph":"Maat on lueteltu koodaustapahtumien väestöön suhteutetun määrän mukaisessa järjestyksessä. Luettelon yläpäässä voi siis olla yllättäen pienempiäkin maita!","scoreboard.parcipating_with":"osallistuu","scoreboard.events":"tapahtumalla","search.audience_title":"Yleisö","search.theme_title":"Aihe","search.placeholder":"Hae tapahtuman nimellä tai tägillä","search.submit":"Haku","search.label_country":"Valitse maa","search.last_year_events.label":"Sisällytä viimeisen vuoden tapahtumat","search.last_year_events.yes":"Kyllä","search.last_year_events.no":"Ei","search.search_counter":"vastaa hakukriteerejäsi","search.event":"tapahtuma","search.events":"tapahtumaa","search.year":"vuosi","search.audiences":"Kohderyhmä ","search.themes":"Teemat","search.countries":"Maat","search.search_placeholder":"Hae otsikon tai kuvauksen mukaan","snippets.featured-activities":"Tässä osiossa on tulevia EU:n koodausviikon tapahtumia, joihin voi osallistua myös verkossa. Voit suodattaa tapahtumia kielen ja kuukauden mukaan. Tarkemmat tiedot ja järjestäjien yhteystiedot saat esiin Näytä-painikkeesta. Kannattaa tutustua!","snippets.learn":"Koodaus ja ohjelmointi ovat avaintaitoja, joita tarvitaan yhä enemmän joka alalla. EU:n koodausviikko haluaa tukea sinua niiden oppimisessa. Selaa tarjontaa ja etsi sopiva aineisto, jonka avulla voit tutustua koodauksen saloihin tai syventää tietämystäsi. Kaikki aineistot ovat ilmaisia. Voit suodattaa hakua aineiston tyypin, taitotason, ohjelmointikielen, luokan ja kielen mukaan.","snippets.teach":"Koodaus ja ohjelmointi ovat avaintaitoja, jotka avaavat oppilaillesi uusia mahdollisuuksia. Haluatko opettaa koodausta kotona, luokkahuoneessa vai koodauskerhossa? Selaa tarjontaa ja etsi sopivin aineisto, jonka avulla voit ottaa koodauksen ja ohjelmoinnin osaksi opetustasi. Kaikki aineistot ovat ilmaisia. Voit suodattaa hakua aineiston tyypin, taitotason, ohjelmointikielen, aiheen, luokan ja kielen mukaan.","snippets.toolkits.0":"Tässä osiossa on aineistoja, joiden avulla voit järjestää EU:n koodausviikolla oman tapahtumasi ja mainostaa teemaviikkoa yhteisössäsi.","snippets.toolkits.1":"Viestintäaineistot","snippets.toolkits.2":"EU:n koodausviikon viralliset logot, pinssi, esite, juliste, PowerPoint- ja Word-pohjatiedostot, esimerkkejä sosiaalisen median julkaisuista sekä kuvitusaineistoa","snippets.toolkits.3":"Opettajien työkalut","snippets.toolkits.4":"EU:n koodausviikon viralliset logot, pinssi, oppilaan osallistumistodistuksen malli, koodausviikon yleisesitys sekä aineistoa sosiaalista mediaa varten","snippets.toolkits.5":"EU:n koodausviikon virallinen esittelylehtinen","snippets.about.goal":"Tavoite on saada yhä useammat nuoret oppimaan koodauksen ja laskennallisen ajattelun perusteet.","snippets.guide.tutorials.1":"Tutustu","snippets.guide.tutorials.2":"tutoriaaleihin ja koulutuksiin,","snippets.guide.tutorials.3":"joita on saatavilla 29 kielellä ja joiden avulla voit järjestää koodausta ja laskennallista ajattelua opettavaa toimintaa nuorille.","snippets.dance.menu":"Tanssihaaste","snippets.dance.subtitle":"Eivätkö ohjelmoijat muka osaa tanssia? Todistamme oletuksen vääräksi #EUCodeWeekDance-haasteella.","snippets.dance.content":"Kutsumme koulut, opettajat, kirjastot, koodauskerhot, yritykset, viranomaiset ja kaikki muutkin viettämään EU:n koodausviikkoa ja osallistumaan tanssihaasteeseen. Järjestäkää oma tehtävä tai tapahtuma tunnuksella #EUCodeWeekDance ja lisätkää se koodausviikon tapahtumakartalle.","snippets.treasure-hunt.menu":"Aarteenetsintä","snippets.treasure-hunt.subtitle":"Tätä peliä pelataan Telegramissa.","snippets.videos.1":"Katso videot, joilla EU:n koodausviikon lähettiläät kertovat arvoistamme.","snippets.videos.2":"Katso video, jolla koodausviikon Slovenian lähettiläs Katja Osljak kertoo koodausviikon riippumattomuudesta.","snippets.videos.3":"Katso video, jolla koodausviikon Ranskan lähettiläs Laurent Touché kertoo, kuinka koodausviikko on tarkoitettu kaikille.","snippets.videos.4":"Katso video, jolla koodausviikon Tunisian lähettiläs Fatma Bouaziz kertoo, kuinka koodausviikko on yhtä aikaa maailmanlaajuinen ja paikallinen eli ”glokaali”.","snippets.videos.5":"Katso video, jolla koodausviikon Latvian lähettiläs Linda Sinka kertoo, kuinka koodausviikossa on kyse yhteistyöstä.","snippets.videos.6":"Katso video, jolla koodausviikon Italian lähettiläs Alessandro Bogliolo kertoo koodausviikon olevan voittoa tavoittelematon hanke.","snippets.videos.7":"Katso video, jolla koodausviikon Albanian lähettiläs Marjana Prifti kertoo, miten koodausviikko rohkaisee luovuuteen ja innovointiin.","snippets.videos.8":"Katso video, jolla koodausviikon Romanian lähettiläs Cristiana Lucaci kertoo, miksi kiitos koodausviikosta kuuluu yhteisöille.","training.learning_bits":"Koodausviikon oppimisaineistot","training.title":"Ilmaisia harjoitusmateriaaleja ja verkkokursseja","training.text":`

    Täältä löydät maksuttomia koulutusmateriaaleja ja aineistoja, jotka auttavat sinut alkuun, ja pääset suunnittelemaan seuraavaa innovatiivista oppituntiasi.

    -

    1. Oppimisaineistot

    -

    Aikaisempi koodaus- tai ohjelmointikokemus ei ole tarpeen, ja jokainen moduuli kestää noin 15 minuuttia. Moduuleissa esitellään koodauksen ja laskennallisen ajattelun tärkeimmät käsitteet. Moduuleista saat myös käytännön vinkkejä ja neuvoja käsitteiden sisällyttämiseksi opetukseen.

    `,"training.text_2":`

    Olet nyt käynyt läpi yhden tai useamman oppimismoduulin. Toivottavasti tunnet olosi riittävän varmaksi, jotta voit sisällyttää digitaalisen luovuuden opetukseesi ja merkitä tapahtumasi koodausviikkokarttaan!

    - -

    Voit helposti järjestää oppitunnin luokassasi, avoimien ovien päivän tai tapahtuman koulullasi. Sovi vain päivä ja merkitse tapahtuma koodausviikkokarttaan. Jokainen tapahtumajärjestäjä saa osallistumistodistuksen.

    - -

    Jos haluat pitää yhteyttä innokkaisiin opettajiin kansainvälisesti, liity EU:n koodausviikon opettajien Facebook-ryhmään! Jos haluat tehdä enemmän, ryhdy yhteistyöhön oman maasi tai ulkomaisten koulujen kanssa liittymällä Koodausviikko kaikille -haasteeseen.

    `,"training.lessons.1.title":"Koodaus ilman digitaalista teknologiaa (unplugged)","training.lessons.1.author":"Alessandro Bogliolo","training.lessons.1.text":`

    Koodaus on asioiden kieli, jonka avulla voimme kirjoittaa ohjelmia ja kehittää uusia toimintoja ympärillämme oleviin kymmeniin miljardeihin ohjelmoitaviin kohteisiin. Koodaus on nopein tapa herättää ideamme henkiin ja tehokkain tapa kehittää laskennallista ajattelua. Laskennallisen ajattelun kehittäminen ei kuitenkaan välttämättä edellytä teknologiaa. Sen sijaan laskennallinen ajattelutaito on välttämätöntä, jotta teknologia saadaan toimimaan.

    - -

    Italialainen tietokonejärjestelmien opettaja ja Euroopan koodausviikon koordinaattori Alessandro Bogliolo esittelee videolla unplugged-koodausharjoituksia, joita voidaan tehdä ilman elektronisia laitteita. Tarkoituksena on madaltaa kynnystä edistää koodausta kaikissa kouluissa koulun rahatilanteesta ja varustelusta riippumatta.

    - -

    Unplugged-koodaustoiminta paljastaa meitä ympäröivän fyysisen maailman laskennalliset ominaisuudet.

    `,"training.lessons.1.activities.1":"Toiminta 1 – CodyRoby alakouluihin","training.lessons.1.activities.2":"Toiminta 2 – CodyRoby yläkouluihin","training.lessons.1.activities.3":"Toiminta 3 – CodyRoby toiseen asteen oppilaitoksiin","training.lessons.2.title":"Laskennallinen ajattelu ja ongelmanratkaisu","training.lessons.2.author":"Miles Berry","training.lessons.2.text":`

    Laskennallinen ajattelu on tapa tarkastella ongelmia ja järjestelmiä niin, että tietokonetta voidaan käyttää apuna niiden ratkaisemiseksi ja ymmärtämiseksi. Laskennallinen ajattelu on välttämätöntä tietokoneohjelmien kehittämiseksi. Lisäksi sitä voidaan käyttää ongelmanratkaisun tukena monilla aloilla.

    - -

    Voit opettaa oppilaillesi laskennallista ajattelua laittamalla heidät pilkkomaan monimutkaisia ongelmia pienemmiksi (hajottaminen osiin), tunnistamaan malleja (mallien tunnistaminen) sekä tunnistamaan olennaisia yksityiskohtia ongelman ratkaisemiseksi (käsitteellistäminen) tai määrittelemällä säännöt tai ohjeet, joita on noudatettava haluttuun tulokseen pääsemiseksi (algoritmisuunnittelu). Laskennallista ajattelua voidaan opettaa eri aineissa, kuten esimerkiksi matematiikassa (toisen asteen polynomien tekijöihin jakamisen sääntöjen määritteleminen), äidinkielessä ja kirjallisuudessa (runon analysointi analysoimalla runomittaa, riimiä ja rakennetta) ja vieraissa kielissä (verbin loppukirjaimia koskevan kaavan määritteleminen, kun kirjoitusasu muuttuu aikamuodon vaihtuessa).

    - -

    Roehampton School of Education at Guildford -yliopiston (Yhdistynyt kuningaskunta) lehtori Miles Berry esittelee videolla laskennallisen ajattelun käsitteen ja erilaisia tapoja, joilla opettaja voi sisällyttää laskennallista ajattelua opetukseen yksinkertaisilla peleillä.

    `,"training.lessons.2.activities.1":"Toiminta 1 – Matemaattisen päättelykyvyn kehittäminen alakouluissa","training.lessons.2.activities.2":"Toiminta 2 – Algoritmeihin tutustuminen yläkouluissa","training.lessons.2.activities.3":"Toiminta 3 – Algoritmit toisen asteen oppilaitoksissa","training.lessons.3.title":"Visuaalinen ohjelmointi – johdanto Scratch-ohjelmointikieleen","training.lessons.3.author":"Margo Tinawi","training.lessons.3.text":`

    Visuaalinen ohjelmointi auttaa ihmisiä kuvailemaan prosesseja kuvien tai grafiikan avulla. Visuaalisesta ohjelmoinnista puhutaan yleensä tekstipohjaisen ohjelmoinnin vastakohtana. Visuaaliset ohjelmointikielet soveltuvat erityisen hyvin algoritmisen ajattelun esittelemiseen lapsille (ja jopa aikuisille). Visuaalisessa ohjelmointikielessä on vähemmän luettavaa eikä syntaksia.

    - -

    Le Wagon -koodauskeskuksen verkko-ohjelmoinnin opettaja ja yksi Techies Lab asbl:n (Belgia) perustajista Margo Tinawi antaa videolla perehdytyksen Scratch-ohjelmointikieleen, joka on maailman käytetyimpiä visuaalisia ohjelmointikieliä. MIT kehitti Scratchin vuonna 2002, minkä jälkeen kielen ympärille on syntynyt suuri yhteisö. Tarjolla on miljoonia projekteja, joita voit toistaa oppilaittesi kanssa, sekä lukematon määrä ohjemateriaalia eri kielillä.

    - -

    Scratchin käyttö ei edellytä aikaisempaa koodauskokemusta, ja sitä voi käyttää kaikissa aineissa! Scratchiä voidaan esimerkiksi käyttää digitaalisena tarinankerrontatyökaluna, jolla oppilaat voivat luoda tarinoita, kuvata matemaattisen ongelman tai pelata taidepeliä, jossa tutustutaan kulttuuriperintöön. Samalla he oppivat koodausta ja laskennallista ajattelua ja, mikä tärkeintä, heillä on hauskaa.

    - -

    Scratch on maksuton työkalu, joka on erittäin intuitiivinen ja oppilaita motivoiva. Katso Margon video, niin pääset alkuun.

    `,"training.lessons.3.activities.1":"Toiminta 1 – Scratch Basic alakouluihin","training.lessons.3.activities.2":"Toiminta 2 – Scratch Basic yläkouluihin","training.lessons.3.activities.3":"Toiminta 3 – Scratch Basic toiseen asteen oppilaitoksiin","training.lessons.4.title":"Opetuksellisten pelien kehittäminen Scratchillä","training.lessons.4.author":"Jesús Moreno León","training.lessons.4.text":`

    Kriittinen ajattelu, sinnikkyys, ongelmanratkaisu, laskennallinen ajattelu ja luovuus ovat vain muutamia esimerkkejä taidoista, joita oppilaasi tarvitsevat menestyäkseen 2000-luvulla. Koodaus voi auttaa kehittämään näitä taitoja hauskalla ja motivoivalla tavalla.

    - -

    Algoritmiset käsitteet, kuten datavuon ohjaus ohje- ja silmukkajonoja käyttämällä, tiedonesitys muuttujia ja luetteloita käyttämällä tai prosessien synkronointi, saattavat kuulostaa monimutkaisilta, mutta tällä videolla näet, että niiden oppiminen on oletettua helpompaa.

    - -

    Espanjalainen tietojenkäsittelyopin opettaja ja tutkija Jesús Moreno León kertoo videolla, miten voit kehittää oppilaiden taitoja tässä ja muissakin aiheissa hauskalla tavalla. Miten se onnistuu? Kehittämällä kysymyksiä ja vastauksia -pelejä Scratchillä, joka on suosituin kouluissa käytetty ohjelmointikieli maailmalla. Scratch kehittää laskennallista ajattelua sekä auttaa sisällyttämään pelillistämisen opetukseen, mikä pitää oppilaiden oppimismotivaatiota yllä hauskalla tavalla.

    - -

    Katso video, niin pääset alkuun.

    `,"training.lessons.4.activities.1":"Toiminta 1 - Kysymyksiä ja vastauksia -peli Scratchillä alakouluissa","training.lessons.4.activities.2":"Toiminta 2 - Kysymyksiä ja vastauksia -peli Scratchillä yläkouluissa","training.lessons.4.activities.3":"Toiminta 3 - Kysymyksiä ja vastauksia -peli Scratchillä toisen asteen oppilaitoksissa","training.lessons.5.title":"Robotiikka ja nikkarointi kouluissa","training.lessons.5.author":"Tullia Urschitz","training.lessons.5.text":`

    Koodauksen, nikkaroinnin, robotiikan ja mikroelektroniikan käyttö opetus- ja oppimistyökaluina on ensisijaisen tärkeää 2000-luvun kouluissa.

    - -

    Nikkaroinnista ja robotiikasta on paljon hyötyä oppilaille, sillä ne auttavat kehittämään tärkeitä ongelmanratkaisu-, tiimityöskentely- ja yhteistyötaitoja. Lisäksi ne auttavat kehittämään oppilaiden luovuutta ja itseluottamusta sekä sinnikkyyttä ja päättäväisyyttä haasteiden edessä. Robotiikka myös edistää osallisuutta, sillä sen pariin pääsevät helposti eritasoiset oppilaat (niin pojat kuin tytöt), ja sillä on myönteinen vaikutus autistisiin oppilaisiin.

    - -

    Katso video, jolla Italian Scientix-lähettiläs ja Sant’Ambrogio Di Valpolicellassa työskentelevä STEM-aineiden opettaja Tullia Urschitz antaa käytännön esimerkkejä siitä, miten opettajat voivat sisällyttää nikkaroinnin ja robotiikan opetukseen ja tehdä passiivisista oppilaista innokkaita tekijöitä.

    `,"training.lessons.5.activities.1":"Toiminta 1 - Mekaanisen pahvikäden valmistaminen alakouluissa","training.lessons.5.activities.2":"Toiminta 2 - Mekaanisen käden tai robottikäden valmistaminen yläkouluissa","training.lessons.5.activities.3":"Toiminta 3 - Mekaanisen käden tai robottikäden valmistaminen toisen asteen oppilaitoksissa","training.lessons.6.title":"App Inventor ja sovellusten kehittäminen","training.lessons.6.author":"Tekijä: Rosanna Kurrer","training.lessons.6.text":`

    Tutustu Rosanna Kurrerin (CyberWayFinder-ohjelman perustaja) videoon, jolla hän kertoo, mikä on App Inventor, ja selittää, mitä hyötyä on sovellusten kehittämisestä koulussa. Lisäksi hän antaa joitakin käytännön esimerkkejä siitä, miten opettajat voivat hyödyntää App Inventor sovellusta opetuksessa ja miten passiivisista oppilaista saadaan innokkaita pelintekijöitä.

    -

    Me kaikki käytämme sovelluksia: ne ovat kätevä ja helppo tapa koordinoida toimintaamme. Sovelluksia käytetään myös jatkuvasti enemmän koulutuksessa, koska ne mahdollistavat yksilöllisen oppimisen ja koska käyttäjät voivat hankkia tietoja niiden avulla. Mikset siis antaisi oppilaille mahdollisuutta kehittää koulutussovellus muille?

    `,"training.lessons.6.activities.1":"Tapahtuma 1 – Otsikko, alakoulu","training.lessons.6.activities.2":"Tapahtuma 2 – Otsikko, yläkoulu","training.lessons.6.activities.3":"Tapahtuma 3 – Otsikko, lukio","training.lessons.7.title":"Rakentelu ja valmistaminen","training.lessons.7.author":"Tekijä: Diogo da Silva","training.lessons.7.text":`

    Työt ja työpaikat ovat muuttumassa, ja niiden myötä myös koulutus. Uudet taidot, kuten rakentelu, valmistaminen ja hakkerointi, kaventavat koulun ja todellisuuden välistä kuilua. Siksi niillä on tärkeä rooli, kun oppilaita autetaan valmistautumaan 2000-luvun työuriin. Kun luokkahuoneesta luodaan yhteistyöhön perustuva ympäristö, jossa painotetaan ongelmanratkaisua, oppilaat saavat eväät osallistumiseen ja menestymiseen. Nämä harjoitukset edistävät keskustelua, minkä ansiosta luokkahuoneesta tulee viestinnän keskus, jossa jokaisen panos on tärkeä.

    -

    Tutustu alla olevaan Diogo da Silvan videoon, jossa hän neuvoo vaihe vaiheelta, miten laaditaan oppitunti, jolla oppilaat rakentelevat, valmistavat ja hakkeroivat tiensä ratkaisuun. Diogo da Silva on portugalilainen STEAM-aineiden opettaja ja Escola Global koulun jäsen.

    `,"training.lessons.7.activities.1":"Tapahtuma 1 – Otsikko, alakoulu","training.lessons.7.activities.2":"Tapahtuma 2 – Otsikko, yläkoulu","training.lessons.7.activities.3":"Tapahtuma 3 – Otsikko, lukio","training.lessons.8.title":"Koodausta kaikkiin oppiaineisiin","training.lessons.8.author":"Tekijä: M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Koodauksesta opetuksessa tulevat ensin mieleen tietokoneet, tekniikka, matematiikka tai luonnontieteet. Oppilailla on kuitenkin monia kiinnostuksenkohteita ja aineita, joten eikö se kannattaisi hyödyntää ja sisällyttää koodaus koko opetussuunnitelmaan?

    -

    Koodauksen yhdistämisestä opetukseen on monia etuja: sen avulla oppilaat kehittävät kriittiseen ajatteluun ja ongelmanratkaisuun liittyviä taitoja, oppivat toimimaan aktiivisina käyttäjinä ja ohjaamaan omaa oppimistaan, mikä on koulussa erittäin tärkeää. Kaikkein tärkeintä kuitenkin on, että oppiminen on oppilaista hauskaa!

    -

    Opettajat voivat yhdistää koodauksen esimerkiksi kieliin, musiikkiin ja STEM-aineisiin ja opettaa koodausta vaikkapa tuleville tieteilijöille, muusikoille tai artisteille. Kaikki opettajat voivat yhdistää koodausta ja laskennallista ajattelua opetukseensa. Opetuksessa voidaan käyttää esimerkiksi seuraavia harjoituksia: arkipäivän algoritmin selittäminen CLIL-tunnilla, ohjainsauvan tekeminen huovasta tiedetunneilla tai koulutuksellisten robottien käyttö motivaation lisäämiseksi matematiikassa.

    -

    Kurkista alla olevaan videoon ja havainnoi, miten musiikin, luonnontieteiden tai kielten opettajat voivat yhdistää helposti koodausta ja laskennallista ajattelua opetukseen. Aiempaa kokemusta ei tarvita.

    `,"training.lessons.8.activities.1":"Tapahtuma 1 Robotiikkaa ja osallistamista alakoulun STEM-aineissa","training.lessons.8.activities.2":"Tapahtuma 2 Musisoidaan koodaamalla","training.lessons.8.activities.3":"Tapahtuma 3 Rakentelua ja koodausta Makey Makey rakennussarjalla","training.lessons.8.activities.4":"Tapahtuma 4 Tosielämän algoritmi CLIL-tunnille","training.lessons.9.title":"Rakenna automaatti micro:bitin avulla","training.lessons.9.author":"tekijä: Pauline Maas","training.lessons.9.text":`

    - Helposti ohjelmoitavan taskukokoisen micro:bit-tietokoneen avulla voit hauskalla ja helpolla tavalla rakentaa oppilaidesi kanssa kiinnostavia laitteita aina roboteista erilaisiin soittimiin ja samalla opettaa heille koodausta. Yksinkertainen ja helppokäyttöinen micro:bit sopii kaikkein nuorimmillekin ohjelmoijille, mutta on samalla riittävän tehokas opinnoissaan pidemmälle ehtineille. Micro:bitin voi yhdistää eri oppiaineisiin historiasta matematiikkaan ja jopa luonnontieteisiin. Mahdollisuudet ovat rajattomat. Micro:bit on kiehtova ja edullinen tapa opettaa oppilaille koodausta ja samalla perehdyttää heitä laskennallisen ajattelun, ongelmanratkaisun ja luovuuden kaltaisiin keskeisiin taitoihin. -

    -

    -Tällä videolla Koninklijke Visio -keskuksen tietotekniikan opettaja Pauline Maas esittelee micro:bit-tietokonetta ja antaa muutamia käytännön esimerkkejä siitä, miten opettajat voivat hyödyntää sitä opetuksessa ja muuttaa oppilaiden passiivisuuden luovaksi innostukseksi. -

    `,"training.lessons.9.activities.1":"Morseaakkoset micro:bitin avulla: peruskoulun ala-aste","training.lessons.9.activities.2":"Pakohuone micro:bitin avulla: peruskoulun yläaste","training.lessons.9.activities.3":"Automaatin rakentaminen: toisen asteen oppilaitokset","training.lessons.10.title":"Luovaa ohjelmointia Pythonilla","training.lessons.10.author":"Tekijä: Ivana Vezjak","training.lessons.10.text":`

    -Koodauksessa siirtyminen visuaalisesta ohjelmoinnista tekstipohjaiseen käy usein luonnostaan. Visuaalinen ohjelmointi sopii hienosti vasta-alkajille, mutta jonkin ajan kuluttua oppilaat saattavat janota uusia haasteita. Tekstipohjainen ohjelmointi on seuraava askel niille, jotka haluavat perehtyä ohjelmointiin ja laskennalliseen ajatteluun pintaa syvemmältä. -

    -

    -Tällä videolla Ivana Vezjak esittelee Python-ohjelmointikielen perussyntaksin. Python on nykyään yksi suosituimmista ohjelmointikielistä, jota käytetään monilla aloilla tietojenkäsittelytieteestä tekoälyyn, koneoppimiseen ja verkkosisältöjen kehittämiseen. Vaikka kokeneetkin ohjelmoijat käyttävät tehokasta Python-ohjelmointikieltä, se soveltuu yksinkertaisuutensa ja selkeän syntaksinsa ansiosta jopa niille, joilla ei ole mitään kokemusta koodauksesta. -

    -

    -Pythonin avulla oppilaat voivat suunnitella historiallisiin tapahtumiin liittyviä tietokilpailuja, ratkaista matemaattisia ongelmia ja tehdä fysikaalisia mallinnuksia, luoda pelejä, toteuttaa verkkosivustoja, suorittaa tutkimuksen data-analyysin ja paljon muuta. Pythonilla on monipuolinen ja kattava vakiokirjasto sekä laaja käyttäjäyhteisö, ja lisäksi verkossa on saatavana runsaasti oppaita ja projekteja, joita voidaan hyödyntää opetuksessa, opiskelussa ja harjoittelussa. Koodaamalla Python-ohjelmointikielellä, analysoimalla ohjelmia ja korjaamalla bugeja oppilaat kehittävät luovuuttaan ja oppivat johdonmukaisuutta, pitkäjänteisyyttä ja kärsivällisyyttä. He oppivat analyyttista ajattelua ja ongelmanratkaisutaitoja pilkkomalla monimutkaisia ongelmia pienempiin osiin. Nämä taidot auttavat heitä ratkomaan ongelmia myös kaikilla muilla elämänalueilla. -

    `,"training.lessons.10.activities.1":"Ensimmäinen tietokilpailuni, peruskoulun ala-aste","training.lessons.10.activities.2":"Hirsipuupeli, peruskoulun yläaste","training.lessons.10.activities.3":"Arvaa lippu! -peli, toisen asteen oppilaitokset","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Python-vakiokirjasto","training.lessons.10.links.1.description":"Kokoelma valmiiksi kirjoitettuja koodeja ja moduuleja (esim. turtle-moduuli, matematiikkamoduuli jne.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Pedagoginen videopeli ohjelmointikäsitteiden opetteluun.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"CodeClub projects","training.lessons.10.links.3.description":"Vaihe vaiheelta eteneviä ohjelmointiharjoitteita lapsille, aloittelijoista edistyneisiin.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Invent your own computer games with Python","training.lessons.10.links.4.description":"Verkkokirja, jonka avulla opit ohjelmoimaan omia tietokonepelejä Pythonilla.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Koulutusyhteisö, jossa opiskelijat ja opettajat voivat harjoitusten avulla läpäistä erilaisia haasteita.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Kokoelma Python-ohjelmointikieleen perehdyttäviä johdantokursseja (sekä tekstipohjaisia että lohkoperusteisia), joissa käytetään interaktiivisia Trinket-ohjelmointiympäristöjä.","training.lessons.10.links.title":"Muita aiheeseen liittyviä aineistoja","training.lessons.11.title":"Koodaus osallistamisen edistäjänä","training.lessons.11.author":"EU:n koodausviikon tiimi","training.lessons.11.text":`

    - Koodauksen hyödyntäminen opetuksessa voi olla haastavaa, etenkin jos luokassa on erityistä tukea tarvitsevia oppilaita. On kuitenkin tärkeää muistaa, että kuka tahansa voi oppia koodaamaan kyvyistään riippumatta. Koodaukseen liittyvien asioiden oppimisesta voi olla erityislapselle suurta hyötyä, koska hän saa elämässä tärkeitä ongelmanratkaisu- ja organisointitaitoja sekä eväitä itsenäiseen toimintaan. Koodaus voi myös parantaa ihmissuhde- ja vuorovaikutustaitoja yhdessä toimimisen ja ryhmätöiden kautta. Juuri nämä taidot tuottavat monelle erityislapselle vaikeuksia. Mikä tärkeintä, oppiminen yhdessä muiden oppilaiden kanssa on hauskaa. -

    -Tällä videolla koodausviikon tiimi esittelee muutamia helppoja ja hauskoja käytännön koodaustehtäviä, jotka opettaja voi vaivatta toteuttaa luokassa ja jotka soveltuvat erityisesti sekä näkövammaisille että niille oppilaille, joilla on Downin oireyhtymä tai autismikirjon häiriö. -

    `,"training.lessons.11.activities.1":"Munakennopeli","training.lessons.11.activities.2":"Erittäin älykäs hiiri","training.lessons.11.activities.3":"Tähdentekijä","training.lessons.12.title":"Kestävän kehityksen tavoitteiden koodaaminen ","training.lessons.12.author":"Tekijät: Francisco Javier Masero, Cristina Nicolaita ja Erviola Konomi","training.lessons.12.text.1":"Perinteinen koulutus tarjoaa vain vähän mahdollisuuksia ymmärtää ja ratkaista todellisen maailman ongelmia, kuten maailmanlaajuista ilmastonmuutosta, sukupuolten välistä tasa-arvoa, nälänhätää, köyhyyttä tai hyvää terveyttä ja hyvinvointia.","training.lessons.12.text.2":"Kestävän kehityksen tavoitteet (SDG:t) ovat kestävän kehityksen tavoiteohjelman 2030 ydin. Kaikki Yhdistyneiden kansakuntien jäsenvaltiot ovat hyväksyneet sen etenemissuunnitelmana rauhan ja vaurauden saavuttamiseksi planeetallamme kannustamalla maailmanlaajuista kehitystä. Opettajat voivat käyttää luokkahuoneessa kestävän kehityksen tavoitteita oppilaiden kriittistä ajattelua kehittävänä työkaluna mutta myös apuvälineenä heidän identiteettinsä ja tarkoituksensa tunnistamisessa. Yhdistämällä koodauksen ja laskennallisen ajattelun peruselementtejä kestävän kehityksen tavoitteisiin lisäät oppilaidesi luottamusta ja autat heitä kehittämään heidän luovuuttaan, yrittäjyyttään ja ongelmanratkaisu- ja viestintätaitojaan.","training.lessons.12.text.3":"Alla olevissa tehtävissä oppilaat soveltavat Scratch-, ASCII- ja unplugged-ohjelmoinnin periaatteita tänä päivänä olennaisiin globaaleihin ja sosiaalisiin aiheisiin. Opettajat lisäävät tietoisuutta kestävän kehityksen tavoitteista ja auttavat oppilaita kehittämään empatiaa, aktiivista kansalaisuutta ja prososiaalisia taitoja hauskalla ja mukaansatempaavalla tavalla.","training.lessons.12.text.4":"Jokainen oppituntisuunnitelma keskittyy yhteen kestävän kehityksen tavoitteista:","training.lessons.12.text.5":"Kestävän kehityksen tavoite 3: Taata terveellinen elämä ja hyvinvointi kaikenikäisille","training.lessons.12.text.6":"Kestävän kehityksen tavoite 5: Saavuttaa sukupuolten välinen tasa-arvo sekä vahvistaa naisten ja tyttöjen oikeuksia ja mahdollisuuksia","training.lessons.12.text.7":"Kestävän kehityksen tavoite 13: Toimia kiireellisesti ilmastonmuutosta ja sen vaikutuksia vastaan","training.lessons.12.activities.1":"Karateka-projekti: Karaten opettelu ohjelmoinnin avulla, peruskoulun ala- ja yläaste ja toisen asteen oppilaitokset","training.lessons.12.activities.2":"Kestävän kehityksen tavoitteet ja ilmastonmuutoksen koodaaminen, peruskoulun ala-aste","training.lessons.12.activities.3":" Sukupuolten tasa-arvon koodaaminen, toisen asteen oppilaitokset","training.lessons.13.title":"Johdanto tekoälyyn luokkahuoneessa","training.lessons.13.author":"tekijät: Artur Coelho ja Marjana Prifti Skenduli","training.lessons.13.text.1":"Tekoäly (AI) vaikuttaa moniin jokapäiväisen elämän osa-alueisiin: se korjaa puhelimeesi kirjoittamasi tekstin automaattisesti, valitsee suosikkimusiikkisovelluksesi soittaman musiikin ja muistaa salasanasi, kun olet ne unohtanut. AI eli tekoäly viittaa koneoppimisen, robotiikan ja algoritmien yhdistelmään kaikilla aloilla: aina tietojenkäsittelystä valmistukseen ja lääketieteestä muotiin. Siksi sillä on kiistaton paikka elämissämme ja yhteiskunnissamme ja keskeinen rooli tieteen kehityksessä. Kuten mistä tahansa tärkeästä ilmiöstä elämässämme, oppilaat hyötyvät sen oppimisesta. Mutta kuinka opettaa niinkin monimutkaista asiaa kuin tekoäly?","training.lessons.13.text.2":"Tämä oppimismoduuli auttaa sinua selittämään oppilaille, mitä tekoäly on ja mikä rooli sillä on oppilaiden elämässä. Nämä tehtävät on suunniteltu muille kuin asiantuntijoille, jotta he ymmärtäisivät helposti sisällön ja voisivat tehokkaasti hajottaa monimutkaisetkin termit helposti ymmärrettäviksi. Näiden tuntisuunnitelmien avulla voit helposti auttaa oppilaita oppimaan tekoälyn käytön ja joitain sen taustalla olevia mekanismeja. Nämä harjoitukset on suunniteltu oppilaille, jotta he voisivat kehittää analyyttisen ja kriittisen ajattelun taitojaan: esimerkiksi Marjanan harjoituksessa oppilaat suunnittelevat luokitteluputken. Nämä harjoitukset auttavat oppilaita myös ymmärtämään tekoälyn monipuolisia käyttötapoja: Arturin harjoituksessa he oppivat linkistä tekoälyn ja taiteen välillä ja siitä kuinka tekoälyä voidaan käyttää visuaalisen ilmaisun parantamiseen. Näiden harjoitusten avulla oppilaat pohtivat myös tekoälyn vaaroja ja niiden vaikutuksia.","training.lessons.13.activities.1":"Ihmisen ja tekoälyn luoma taide, peruskoulun ala-aste","training.lessons.13.activities.2":"Luokittelun opettaminen koneelle: johdatus ohjattuun koneoppimiseen, peruskoulun yläaste","training.lessons.13.activities.3":"Luokittelun opettaminen koneelle: johdatus ohjattuun koneoppimiseen, toisen asteen oppilaitokset","training.lessons.14.title":"Oppiminen älykkäiden koneiden aikakaudella.","training.lessons.14.author":"Tekijät: Adil Tugyan, Georgia Lascaris ja Marco Neves","training.lessons.14.text.1":"Tekoälyn kehitys viime vuosina on ollut vaikuttavaa laskentatehossa tapahtuneen nopean kehityksen ja suurten tietomäärien saatavuuden ansiosta. Tämä on johtanut huomattaviin investointeihin tekoälyn tutkimuksessa ja tekoäly-alan nopeassa laajentumisessa, mikä on tehnyt tekoälystä aikamme merkittävän teknologisen vallankumouksen. Tekoäly on kaikkialla ympärillämme. Siitä on tullut osa jokapäiväisiä rutiinejamme niin paljon, että emme joskus ajattele sitä tekoälynä: käytämme verkkosuosituksia, kasvojentunnistusta, turvajärjestelmiä ja digitaalisia puheavustajia melkein joka päivä. Mutta entä koulutus?","training.lessons.14.text.2":"Tekoälyllä on valtavat mahdollisuudet mahdollistaa uusia opetus- ja oppimistapoja ja parantaa oppilaiden oppimista. Tämä oppimismoduuli auttaa sinua integroimaan aitoja tekoälyn aktiviteetteja opetukseen ja valmistamaan oppilaitasi elämään ja uraan tekoälyn muokkaamassa maailmassa. Nämä tehtävät on suunniteltu oppilaille, jotta he voivat kehittää uteliaisuuttaan sekä ongelmanratkaisu- ja luovuustaitojaan: esimerkiksi Adilin tehtävässä oppilaat oppivat algoritmeista ja hermoverkoista ja heitä kannustetaan luomaan oma hermoverkko tekoälyn aivojen visualisoimiseksi. Georgia opastaa oppilaita chatbotin vaiheittaisessa kehittämisessä. Oppilaat rakentavat oman chatbotin, valmistavat tietoaineistoja kysymyksistä ja vastauksista ja kouluttavat bottia, jotta se voi vastata Covid-19:ää koskeviin kysymyksiin. Marcon aktiviteetissa oppilaat tutkivat älykkäiden koneiden etuja ja haasteita jokapäiväisessä elämässä ja työssä. Mitkä ovat tekoälyn riskit, jotka meidän on otettava huomioon? Mitä vaikutuksia tekoälyllä on työn tulevaisuuteen? Mitä työpaikkoja heille tarjotaan, kun he siirtyvät tulevaisuudessa työmarkkinoille?","training.lessons.14.activities.1":"Tekoäly ja sen hermoverkot, peruskoulun ala-asteen oppilaat","training.lessons.14.activities.2":"Oma Covid-19-chatbottini, peruskoulun yläasteen oppilaat","training.lessons.14.activities.3":"Asuminen “älykkäiden koneiden” aikakaudella: haasteet ja mahdollisuudet, toisen asteen oppilaitoksen oppilaat","training.lessons.14.activities.title":"Alla olevien tuntisuunnitelmien avulla oppilaat oppivat älykkäistä koneista hauskalla ja mukaansatempaavalla tavalla.","training.lessons.15.title":"Medialukutaito","training.lessons.15.author":"Kirjoittajat, Marijana Smolčec, Tea Horvatić ja Sanja Božinović","training.lessons.15.text.0":" Medialukutaito ei ole koskaan ollut tärkeämpää nykypäivän opiskelijoille. Kaiken ikäisten opiskelijoiden on hankittava tarvittavat taidot, tiedot ja asenteet voidakseen liikkua mediarikkaassa maailmassa. Medialukutaidot auttavat heitä käyttämään uskottavaa verkkosisältöä ja tunnistamaan harhaanjohtavat tietolähteet. He ymmärtävät kuinka tarkistaa verkossa löytämänsä tiedot ja tulkita niitä kriittisesti. He lisäävät tietoisuuttaan luovan työn oikeasta käytöstä ja soveltavat oppimistaan luodessaan omaa luovaa sisältöään.","training.lessons.15.text.1":" Tämän oppimisbitin avulla voit toteuttaa erilaisia strategioita ja tekniikoita, joiden avulla opiskelijat voivat tulla medialukutaitoisiksi. Marijanan toiminnassa opiskelijat oppivat käyttämään verkkosisältöä turvallisesti ja vastuullisesti. Heidät tutustutetaan erityyppisiin lisensseihin ja he kehittävät yksinkertaisen keinon osoittamaan, kuinka luovaa työtä voidaan jakaa oikein. Tea-toiminnassa oppilaat aloittavat tehtävän oppia klikkaus houkuttimista. Kiinnostavien tehtävien kautta opiskelijat tutkivat strategioita klikki houkuttimien tunnistamiseksi ja paljastamiseksi ja oppivat välttämään niitä. Sanja antaa opiskelijoille mahdollisuuden tutkia, analysoida ja arvioida kriittisesti verkkosisältöä, sen merkitystä, tarkkuutta, alkuperää ja tarkoitusta. He oppivat löytämään luotettavia lähteitä verkosta ja tunnistamaan vääriä internet-tietoja. ","training.lessons.15.text.2":" Alla olevista oppituntisuunnitelmista löydät inspiroivia ja kiinnostavia aktiviteetteja opiskelijoiden medialukutaidon parantamiseksi: ","training.lessons.15.activities.1":" Onko se ilmaista, jos se on Internetissä?","training.lessons.15.activities.2":"Klikata, vai eikö klikata?","training.lessons.15.activities.3":"Faktojen tarkastus","training.lessons.16.title":"TARINAN LUOMINEN HEDYLLÄ","training.lessons.16.author":"Felienne Hermans","training.lessons.16.text.0":"Onko visuaalinen ohjelmointikieli oppilaillesi ja opiskelijoillesi jo tuttu juttu, mutta he eivät ole vielä syventyneet tekstipohjaiseen ohjelmointikieleen? Tämän kurssin avulla he voivat siirtyä visuaalisesta ohjelmointikielestä tekstipohjaiseen ohjelmointikieleen. Tarinan luominen Hedyllä -kurssi koostuu kolmesta tuntisuunnitelmasta, joissa opetellaan käyttämään Hedyä – vaiheittain etenevää ohjelmointikieltä, jolla voidaan opettaa lapsille ohjelmointia.","training.lessons.16.text.1":"Hedy on tarkoitettu lapsille ja nuorille, jotka haluavat tutustua tekstipohjaisiin ohjelmointikieliin mutta joille Python voi olla vielä liian monimutkainen. Vaiheittaisessa ohjelmointikielessä käytetään eri kielitasoja niin, että jokaisella tasolla mukaan tulee uusia käsitteitä ja monimutkaisempia syntaktisia elementtejä. Korkeimmalle Hedy-tasolle päästyään oppilaat ja opiskelijat osaavat koodata Python-ohjelmointikielellä hyvin toimivan syntaktisen osajoukon.","training.lessons.16.text.2":"Kurssi sisältää innostavia ja mielenkiintoisia tehtäviä, joiden avulla oppilaat ja opiskelijat oppivat käyttämään tekstipohjaisia ohjelmointikieliä. Luomalla omia interaktiivisia tarinoitaan he oppivat ohjelmointia vaiheittain, eikä kaikkea tarvitse opetella kerralla. Alaluokkien tuntisuunnitelmassa oppilaille esitellään ohjelmoinnin peruskäsitteet. Yläluokkien tuntisuunnitelmassa opitaan lisää käsitteitä, ja toisen asteen tuntisuunnitelmassa opiskelijat ohjelmoivat jo monimutkaisempia tarinoita ja tehtäviä.","training.lessons.16.text.3":"Katso alla olevasta interaktiivisesta tarinasta, miten lukijat voivat osallistua tarinaan ja miten se tukee aktiivista osallistumista.","training.lessons.16.activities.1":"Luo oma interaktiivinen tarinasi Hedyllä alaluokkien oppilaiden kanssa","training.lessons.16.activities.2":"Luo oma interaktiivinen tarinasi Hedyllä yläluokkien oppilaiden kanssa","training.lessons.16.activities.3":"Luo oma interaktiivinen tarinasi Hedyllä toisen asteen opiskelijoiden kanssa","training.lessons.17.title":"Tunne koodi","training.lessons.17.author":"Alenka Miljević ","training.lessons.17.text.0":"Sosiaalisen ja emotionaalisen hyvinvoinnin edellytyksenä on kyky sopeutua, taito hallita omia tunteita ja vastata toisten tunteisiin sekä kyky luoda mielekkäitä ihmissuhteita, edistää myönteisiä tunteita ja rakentaa oma emotionaalinen tukiverkosto. Koulussa opittavat sosiaaliset ja emotionaaliset taidot auttavat oppilaita kehittämään omaa sopeutumiskykyään ja luovat perustan fyysisen ja henkisen terveyden hallintaan loppuelämän ajaksi (Euroopan neuvosto).","training.lessons.17.text.1":"Tunne koodi -oppimismoduuli auttaa edistämään sosiaalista ja emotionaalista hyvinvointia. Oppilaat tunnistavat, selittävät ja ymmärtävät myönteisiä ja kielteisiä tunteita ja tunnetiloja ja reagoivat niihin, mikä kasvattaa myötätuntoa ja sopeutumiskykyä. Moduuli sisältää innostavia ja mielenkiintoisia tehtäviä, joiden avulla oppilaat kehittävät taitoja erilaisten tunteiden käsittelemiseen koodausta käyttämällä. Oppilaat oppivat ilmaisemaan tunteitaan ja muiden tunteisiin reagoimista Bee-Bot-robotin avulla.","training.lessons.17.text.2":"Tunne koodi -oppimismoduuli sisältää kolme tuntisuunnitelmaa, joissa käytetään Bee-Bot-oppimisrobottia. Tehtävät kannustavat oppilaita puhumaan tunteista ja kehittämään myötätuntoa. Alaluokkien tuntisuunnitelmassa oppilaat ohjelmoivat Bee-Botia ja puhuvat tunteista, kuten surusta, ilosta, pelosta ja vihasta, ja löytävät syitä, miksi he ja muut oppilaat kokevat näitä tunteita. Yläluokkien tuntisuunnitelmassa oppilaita kannustetaan ohjelmoimaan Bee-Botia, tunnistamaan omia ja muiden oppilaiden tunteita sekä ymmärtämään, mikä ne aiheutti ja miten niihin voi reagoida. Toisen asteen tuntisuunnitelmassa opiskelijat ohjaavat Bee-Botia ja keksivät tarinoita tunteista, sopeutumiskyvystä ja myötätunnosta.","training.lessons.17.text.3":"Jos käytössä ei ole oppimisrobottia, oppimismoduuli sisältää myös ideoita ilman laitteita tehtäviin harjoituksiin, jotka kehittävät sosiaalisia ja emotionaalisia taitoja. Alla oleva interaktiivinen tarina sisältää lyhyen esittelyn luokassa tehtävistä harjoituksista:","training.lessons.17.activities.1":"Koodaa – tunne – opi alaluokkien oppilaille","training.lessons.17.activities.2":"Sydämeni ei ole kiveä yläluokkien oppilaille","training.lessons.17.activities.3":"Koodaa minut tunteeseen toisen asteen opiskelijoille","training.lessons.18.title":"Vesistöjen SOS-hätätila","training.lessons.18.author":"tekijä Francisco Delgado Cecilia","training.lessons.18.text.0":"Vesistöjen SOS-hätätila on vastaus tarpeeseen kehittää ratkaisuja vesistöjen saastumiseen. Viime vuosien pyrkimyksistä huolimatta maailmassa on yhä kaksi miljardia ihmistä, joilla ei ole käytettävissään puhdasta juomavettä. Toisin sanoen Agenda 2030 -ohjelman kestävän kehityksen tavoite 6, jonka mukaan vuoteen 2030 mennessä pitäisi varmistaa turvallisen veden ja sanitaation saatavuus kaikille, on vielä kaukana saavutetusta. Sama koskee tavoitetta 14, vedenalainen elämä, jonka tarkoitus on säilyttää meret ja merten tarjoamat luonnonvarat ja edistää niiden kestävää käyttöä.","training.lessons.18.text.1":"Tässä oppimismoduulissa keskitytään tärkeään ja ajankohtaiseen aiheeseen eli veden laadun mittaamiseen sekä uusiin saasteisiin, jotka heikentävät veden laatua. Opiskelijat pääsevät tutustumaan ja etsimään ratkaisuja oikeisiin veteen ja ympäristöön liittyviin haasteisiin, minkä myötä heidän tiedonhaun, kriittisen ajattelun ja ongelmanratkaisun taitonsa kehittyvät.","training.lessons.18.text.2":"Tuntisuunnitelmissa on käytännöllisiä ja luovia tehtäviä, esimerkiksi ohjelmointia Scratchilla, johdatusta koneoppimiseen ja koneälyn käyttöön Learning Machine Learning -alustalla sekä ohjattujen ajoneuvojen rakentamista Lego-palikoilla veden näytteenottoa ja pH-analyysia varten. Näiden tehtävien avulla opiskelijat pääsevät soveltamaan taitojaan ja tietojaan käytännössä interaktiivisessa ja hauskassa ympäristössä, mikä parantaa heidän motivaatiotaan ja kiinnostustaan projektiin.","training.lessons.18.text.3":"Oppimismoduulin toteutukseksi ehdotetaan kolmesta harjoituksesta koostuvan projektin suorittamista luokassa kokonaisuudessaan. Siten saavutetaan merkityksellisempi ja motivoivampi oppimisprosessi. Harjoitukset voidaan kuitenkin tehdä myös erikseen.","training.lessons.18.activities.1":"Vesistöjen SOS-hätätila Scratch-alustalla","training.lessons.18.activities.2":"Vesistöjen SOS-hätätila LearningML-alustalla","training.lessons.18.activities.3":"Vesistöjen SOS-hätätila LEGO-roboteilla","training.download_video_script":"Lataa videon käsikirjoitus","training.ready_to_share":"Oletko valmis jakamaan oppimasi oppilaittesi kanssa?","training.choose_lessons":"Valitse yksi alla olevista tuntisuunnitelmista ja ryhdy toimeen.","training.footer.title":"Muista merkitä oma tapahtumasi koodausviikkokarttaan!","training.footer.text":`

    Voit helposti järjestää oppitunnin luokassasi, avoimien ovien päivän tai tapahtuman koulullasi. Sovi vain päivä ja merkitse tapahtuma koodausviikkokarttaan. Jokainen tapahtumajärjestäjä saa osallistumistodistuksen.

    - -

    Jos haluat pitää yhteyttä innokkaisiin opettajiin kansainvälisesti, liity EU:n koodausviikon opettajien Facebook-ryhmään! Jos haluat tehdä enemmän, ryhdy yhteistyöhön oman maasi tai ulkomaisten koulujen kanssa liittymällä Koodausviikko kaikille -haasteeseen.

    `,"validation.accepted":"Attribuutin :attribute on oltava hyväksyttävä.","validation.active_url":":attribute ei ole kelvollinen URL.","validation.after":"Attribuutin :attribute pitää olla päivän :date jälkeinen päivä.","validation.after_or_equal":"Attribuutin :attribute pitää olla päivän :date tai :date jälkeinen päivä.","validation.alpha":":attribute saa sisältää vain kirjaimia.","validation.alpha_dash":":attribute saa sisältää vain kirjaimia, numeroita ja ajatusviivoja.","validation.alpha_num":":attribute saa sisältää vain kirjaimia ja numeroita.","validation.array":"Attribuutin :attribute on oltava taulukko.","validation.before":"Attribuutin :attribute pitää olla päivää :date edeltävä päivä.","validation.before_or_equal":"Attribuutin :attribute pitää olla päivää :date tai :date edeltävä päivä.","validation.between.numeric":"Attribuutin :attribute on oltava välillä :min ja :max.","validation.between.file":"Attribuutin :attribute on oltava välillä :min ja :max 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:value.","validation.required_unless":"Kenttä :attribute on pakollinen, ellei :other ole :values.","validation.required_with":"Kenttä :attribute on pakollinen, kun :values on läsnä.","validation.required_with_all":"Kenttä :attribute on pakollinen, kun :values on läsnä.","validation.required_without":"Kenttä :attribute on pakollinen, kun :values ei ole läsnä.","validation.required_without_all":"Kenttä :attribute on pakollinen, kun yhtään :values ei ole läsnä.","validation.same":"Attribuuttien :attribute ja :other pitää täsmätä.","validation.size.numeric":"Attribuutin :attribute koon on oltava :size.","validation.size.file":"Attribuutin :attribute koko on oltava :size kilotavua.","validation.size.string":"Attribuutin :attribute koko on oltava :size merkkiä.","validation.size.array":"Attribuutin :attribute pitää sisältää :size kappaletta.","validation.string":"Attribuutin :attribute pitää olla jono.","validation.timezone":"Attribuutin :attribute pitää olla kelvollinen alue.","validation.unique":":attribute on jo valittu.","validation.uploaded":"Kohteen :attribute lataus epäonnistui.","validation.url":"Attribuutin :attribute formaatti ei ole kelvollinen.","validation.custom.attribute-name.rule-name":"custom-message","values.1.title":"EU:n koodausviikko on riippumaton","values.1.content":"EU:n koodausviikko on vapaaehtoistyöhön perustuva yhteisö. Emme toimi taloudellisen edun vuoksi. Kunnioitamme ja arvostamme muiden ihmisten ideoita, uskomuksia ja kulttuureja. Osallistumme EU:n koodausviikkoon, koska uskomme tekemämme työn tärkeyteen. Tämä on vahvuutemme. Haluamme tuoda laskennallisen ajattelun, koodaamisen, ohjelmoinnin, tietotekniikan, robotiikan, laitteiden parissa puuhastelun ja digitaalitaidot laajasti kaikkien saataville.","values.2.title":"EU:n koodausviikko on kaikkia varten","values.2.content":"Kuka tahansa voi järjestää EU:n koodausviikko -toimintaa. Ymmärrämme, että on tärkeää, että EU:n koodausviikon toimintaa järjestetään kaikille iästä, väristä, sukupuolesta, kulttuuritaustasta tai henkisistä kyvyistä riippumatta. Toiminta voi olla lähtökohta kiinnostuksen ja uteliaisuuden herättämiselle tai taitojen kehittämiselle entisestään. Tasa-arvo, kunnioitus, vapaus ja osallisuus kuuluvat periaatteisiimme. Haluamme kaikkien osallistujien kokevan ja luovan teknologian kanssa hauskalla tavalla.","values.3.title":"EU:n koodausviikko on glokaali","values.3.content.1":"EU:n koodausviikko haluaa tavoittaa sinut riippumatta siitä asutko suurkaupungissa, alueellisessa pääkaupungissa tai syrjäisessä kylässä. Kiinnitämme erityistä huomiota paikallisten järjestäjien tukemiseen heidän omalla kielellään ja heidän tarpeisiinsa sopivilla materiaaleilla. EU:n koodausviikko -kartta on keskeinen työkalu, johon rekisteröidään jokainen tapahtuma ja niiden tarkka sijainti. Samanaikaisesti EU:n koodausviikko on maailmanlaajuinen, ja se toivottaa tervetulleeksi yhteisöönsä ihmisiä ympäri maailmaa. Täten olemme “glokaali” toimija.","values.3.content.2":"","values.3.content.3":"","values.3.content.4":"","values.3.content.5":"","values.4.title":"EU:n koodausviikko on yhteistyötä","values.4.content.1":"EU:n koodausviikon yhteisön jäsenet ovat vuorovaikutuksessa, vaihtavat tietoja, oppivat toisiltaan ja rakentavat tietoa yhdessä. Olemme yhteydessä ja tuemme toisiamme. Jaamme resursseja, ideoita ja parhaita käytäntöjä. Kannustamme kumppanuuteen ja tiedon jakamiseen.","values.4.content.2":"EU:n koodausviikon 4 All challenge -haasteen","values.4.content.3":"tavoitteena on rakentaa siltoja yli rajojen ja yhteisöjen. Se auttaa levittämään positiivista energiaa ja yhdistää ihmisiä, jotka voivat oppia toisiltaan.","values.5.title":"EU:n koodausviikko on voittoa tavoittelematon","values.5.content.1":"Kaikki koodausviikon toiminta on voittoa tavoittelematonta. Kaikki","values.5.content.2":"resurssit","values.5.content.3":"EU:n koodausviikon sivustoilla ovat ilmaisia. Kaikki EU:n koodausviikon harjoitukset ja verkkokurssit ovat ilmaisia.","values.6.title":"EU:n koodausviikko kannustaa luovuuteen ja innovaatioihin","values.6.content":"EU:n koodausviikko kannustaa luovuuteen, innovointiin ja eteenpäin katsovaan ajatteluun. Olemme avoimia ja kiitollisia vastaanottamaan palautetta ja kritiikkiä, jotta voimme tehdä tietoon perustuvia päätöksiä ja kehittää EU:n koodausviikkoa. Jopa epäonnistumiset saavat meidät kasvamaan niin yksilöinä kuin yhteisönä.","values.7.title":"EU:n koodausviikko on kiitollinen yhteisölleen","values.7.content":"Olemme kiitollisia opettajien, valmentajien ja muun toiminnan järjestäjien, opiskelijoiden, vanhempien, koodauskerhojen ja kaikkien yhteistyökumppaneidemme tuesta. Meillä kaikilla on yhteinen tavoite. Haluamme tuoda laskennallisen ajattelun, koodauksen, tietotekniikan ja digitaaliset taidot laajasti mahdollisimman monen saataville.","values.title":"EU:n koodausviikon arvot","values.description.1.1":"EU:n koodausviikko on vapaaehtoisten –","values.description.1.2":"lähettiläiden","values.description.1.3":", johtavien opettajien ja koodaamisen harrastajien – ympäri maailmaa vetämä liike. Sitä tukee","values.description.1.4":"Euroopan komissio","values.description.1.5":"ja Euroopan unionin ja Länsi-Balkanin maiden opetusministeriöt.","values.description.2":"Euroopan unionin koodausviikon ytimessä on vapaaehtoistoiminnan järjestäjien yhteisö, johon kuuluu opettajia, mentoreita, koodauskerhoja, kirjastoja, yksityisiä yrityksiä, vanhempia ja kansalaisjärjestöjä. Omistamme aikaamme, energiaamme ja taitojamme, jotta voimme tuoda laskennallisen ajattelun, ohjelmoinnin, robotiikan, laitteistojen hoitamisen, tietotekniikan ja digitaaliset taidot mahdollisimman monen ihmisen ulottuville Euroopassa ja ympäri maailmaa.","values.description.3":"EU:n koodausviikko on myös yhtä kuin sen miljoonat osallistujat, joissa on eri sukupuolten, ikäryhmien, taustojen, kulttuurien ja taitojen edustajia ympäri maailmaa.","values.description.4":"Olemme ylpeitä siitä, että olemme EU:n koodausviikko. Nämä ovat arvomme. Ne ohjaavat kaikkea työtämme ja kaikkia päätöksiämme.","why-coding.titles.0":"Miksi koodausta kannattaa opetella?","why-coding.titles.1":"Koodaamalla voi toteuttaa ideoita","why-coding.titles.2":"Koodaus on avaintaito, josta on hyötyä lähes kaikkialla","why-coding.titles.3":"Koodaamalla muovaamme tulevaisuutta","why-coding.texts.0":"Pia ryhtyi velvollisuudentunnosta opiskelemaan oikeustiedettä, vaikka hän on aina pitänyt enemmän matematiikasta ja tietokoneella pelaamisesta. Markilla on idea paremmasta verkkoyhteisöpalvelusta, mutta hän ei osaa rakentaa sitä itse. Alice unelmoi robottien kehittämisestä, koska hänen vanhempansa eivät anna hänen ottaa kissaa. Monet muut puolestaan auttavat näiden unelmien toteuttamisessa.","why-coding.texts.1":"Koodaus vaikuttaa meihin kaikkiin ja siihen, millaiseksi elämämme ja tulevaisuutemme muodostuvat. Jokainen voi digimaailmassa tehdä enemmän kuin vain jakaa julkaisuja ja tykätä niistä. Voimme toteuttaa ideoita ja luoda asioita, jotka tuovat muille iloa.","why-coding.texts.2":"Nykypäivänä on ainutlaatuiset mahdollisuudet kehittää sovelluksia, rakentaa oma robotti tai vaikkapa keksiä lentävä auto! Helppoa se ei ole mutta tarjoaa varmasti luovia haasteita ja hauskoja hetkiä, ja tukenasi on kokonainen yhteisö. Oletko valmis ottamaan haasteen vastaan ja ryhtymään luovaksi digitoimijaksi?","why-coding.texts.3":"Ohjelmointikieliä voi oppia kuin mitä tahansa kieliä, paitsi tässä tapauksessa oppijat eivät opettele ilmaisemaan itseään ja kommunikoimaan muiden ihmisten kanssa. Sen sijaan he oppivat ymmärtämään, miten teknologia kommunikoi. Teknologiaa käytetään kaikkialla: älypuhelimissa, tietokoneissa, ajoneuvoissa.","why-coding.texts.4":"Tietokoneiden ymmärtäminen ja kommunikointi niiden kanssa on kuitenkin vain osa koodausta. Koodaus kehittää myös monialaisia taitoja, kuten laskennallista ajattelua, ongelmanratkaisua, luovuutta ja tiimityötä, jotka ovat erinomaisia taitoja kaikilla elämänaloilla. Kyky ratkaista ongelmia, kestää epäonnistumisia ja yrittää uudelleen tai tehdä yhteistyötä muiden kanssa ovat kysyttyjä ominaisuuksia monilla aloilla.","why-coding.texts.5":"Sata vuotta sitten ohjelmointikieliä ei ollut edes olemassa. Nykyään koodeja on kaikkialla ja melkein mitä vain voi ohjelmoida – jopa kenkiä tai muropaketteja! Miksi siis antaisimme muiden muovata tulevaisuuttamme, kun voimme itse ryhtyä toimeen ja toteuttaa omia visioita ja ideoita? Loppujen lopuksi vain taivas on mielikuvituksemme rajana.","why-coding.texts.6":"EU:n koodausviikon vapaaehtoisten lähettiläiden koordinaattori Alessandro Bogliolo tiivistää koodausviikon idean seuraavasti:","why-coding.texts.7":"Aikojen alusta ihminen on toteuttanut luovuuttaan kiven, raudan, paperin ja kynän avulla. Nyt elämme erilaisella aikakaudella, ja maailmaa muovataan koodien avulla. Eri aikakausilla on erilaisia työtehtäviä ja taitotarpeita. Koodausviikon aikana haluamme antaa kaikille eurooppalaisille tilaisuuden tutustua koodaukseen ja pitää samalla hauskaa. Kannattaa opetella koodaamaan, sillä niin voi vaikuttaa tulevaisuuteen.","why-coding.texts.8":"Ohjelmointi on kysytty taito lähes kaikilla aloilla – ei ainoastaan teollisuudessa vaan myös rahoitusmaailmassa, terveydenhoidossa, tieteessä ja jopa muotoilualalla ja maataloudessa, ja kysyntä kasvaa jatkuvasti. Lapsilla, jotka osaavat koodata ja ymmärtävät teknologiaa, on etulyöntiasema riippumatta siitä, minkä urapolun he lopulta valitsevat.","why-coding.texts.9":"Kiinnostuitko?","why-coding.texts.10":"Tule mukaan EU:n koodausviikolle","why-coding.texts.11":"Tarvitsetko lisää ajattelemisen aihetta?","why-coding.texts.12":"Tutustu koodausviikon blogiin"};export{a as default}; diff --git a/public/build/assets/php_fr-CAiZoRX5.js b/public/build/assets/php_fr-CAiZoRX5.js deleted file mode 100644 index aeaf5acd7..000000000 --- a/public/build/assets/php_fr-CAiZoRX5.js +++ /dev/null @@ -1,148 +0,0 @@ -const e={"about.when-title":"En 2024, la Semaine européenne du code aura lieu du 14 au 27 octobre.","about.when-text":"

    La Semaine européenne du code est un mouvement citoyen qui met à l’honneur la créativité, la résolution de problèmes et la collaboration par le biais de la programmation et d’autres activités technologiques. L’idée consiste à rendre la programmation plus visible, à montrer aux jeunes, aux adultes et aux personnes âgées comment concrétiser des idées grâce au code, à démystifier ces compétences et à rassembler un public désireux d’apprendre.

    ","about.codeweek_in_numbers-title":"La Semaine du code en chiffres","about.codeweek_in_numbers-text":`

    En 2021, 4 millions de personnes dans plus de 80 pays du monde ont participé à la Semaine européenne du code.

    -

    La moyenne d’âge des participants était de 11 ans, et 49 % des participants en 2021 étaient des femmes ou des filles. 88 % des évènements de la Semaine européenne du code ont eu lieu dans des écoles, ce qui montre que les efforts déployés pour responsabiliser les enseignants pendant la campagne de 2021 ont porté leurs fruits.

    -

    Tout le monde est invité à organiser ou à rejoindre une activité. Choisissez simplement un thème et un public cible et ajoutez votre activité à la carte.

    `,"about.run_by_volunteers-title":"Organisée par des bénévoles","about.run_by_volunteers-text":'

    La Semaine européenne du code est organisée par des bénévoles. Un ou plusieurs ambassadeurs Code Week coordonnent l’initiative dans leur pays, mais chacun peut organiser sa propre activité et l’ajouter à la carte codeweek.eu.

    ',"about.supported_by_commission-title":"Soutien de la Commission européenne","about.supported_by_commission-text":'

    La Semaine européenne du code a été lancée en 2013 par les jeunes conseillers pour la «stratégie numérique pour l’Europe». La Commission européenne soutient la Semaine européenne du code, une initiative qui s’inscrit dans le cadre de sa stratégie pour un marché unique numérique. De plus, dans son plan d’action en matière d’éducation numérique, elle encourage en particulier les écoles à participer à cette initiative.

    ',"about.schools-title":"Établissements scolaires","about.schools-text":'

    Les établissements scolaires à tous les niveaux et les enseignants de toutes les matières sont tout particulièrement invités à participer à la Semaine européenne du code, afin de donner l’occasion à leurs élèves de donner libre cours à leur créativité numérique et de s’adonner à la programmation. Pour en savoir plus sur l’initiative et sur l’organisation de votre activité, consultez la page web réservée aux enseignants: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Pourquoi ce besoin de coder?","about.why_coding-text":`

    Il s'agit de Pia, qui s’est sentie obligée d’étudier le droit alors qu’elle avait toujours préféré les mathématiques et les ordinateurs. Il s'agit de Mark, avec son idée de développer un meilleur réseau social, mais qui ne peut pas le faire seul. Il s'agit d'Alice et son rêve de créer des robots parce que ses parents ne veulent pas qu’elle ait un chat.

    - -

    Il s'agit de ceux d'entre vous qui contribuent déjà à réaliser ces rêves.

    - -

    En fait, il s'agit de nous tous. De notre avenir. La technologie façonne nos vies, mais nous laissons une minorité décider ce qu’il faut en faire et comment l’utiliser. Nous pouvons faire mieux que simplement partager et liker ce que nous voyons. Nous pouvons concrétiser nos rêves les plus fous, créer des choses qui feront la joie des autres.

    - -

    Il n’a jamais été aussi simple de réaliser sa propre application, de créer son propre robot, ou d’inventer des voitures volantes, alors pourquoi pas! Ce défi n’est pas simple, mais il apporte son lot de créativité, il est soutenu par toute une communauté et possède un côté ludique appréciable. Êtes-vous prêt à relever le défi et à apporter votre pierre à l’édifice?

    - -

    Le codage aide également à développer des compétences telles que le raisonnement informatique, la résolution de problèmes, la créativité et le travail d’équipe – des compétences importantes dans tous les domaines de la vie.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, coordinateur de l’équipe d’ambassadeurs bénévoles de la Semaine européenne du code, a déclaré:

    -

    «Depuis la nuit des temps, nous avons mis au point de nombreuses innovations en utilisant la pierre, le fer, le papier et le crayon. Aujourd’hui, nous vivons à une époque différente, régie par la programmation. Une époque différente où les emplois sont différents et exigent de nouvelles compétences. Au cours de la Semaine du code, nous voulons donner à chaque Européen l’occasion de découvrir la programmation et de s’amuser en l’utilisant. Apprenons la programmation pour bâtir notre avenir.»

    -
    -

    `,"about.join_codeweek-title":"Participez à la Semaine européenne du code","about.join_codeweek-text":'

    Participez à la Semaine européenne du Code en organisant une activité de codage dans votre ville, en participant au Code Week 4 All Challenge et en participant à des activités transfrontalières et intercommunautaires, ou en nous aidant à diffuser l’initiative de la Semaine européenne du Code en tant qu’ambassadeur Code Week de l’UE dans votre pays!

    ',"about.partners_and_sponsors":"Partenaires et sponsors","ambassador.title":"Découvrez les ambassadeurs Code Week de l’UE","ambassador.your_current_country":"Votre pays actuel","ambassador.visit_the":"Consultez la","ambassador.local_facebook_page":"page Facebook de votre pays","ambassador.local_website":"Site web de votre pays","ambassador.ambassadors":"Ambassadeurs","ambassador.no_ambassadors":"Aucun ambassadeur pour le moment","ambassador.countries_with_ambassadors":"Pays comptant des ambassadeurs","ambassador.why_dont_you_volunteer":"Pourquoi ne pas vous porter volontaire?","auth.failed":"Cet identifiant ne correspond pas aux informations enregistrées.","auth.throttle":"Tentatives de connexion trop nombreuses. Veuillez réessayer dans :seconds secondes.","base.languages.en":"Anglais","base.languages.fr":"Français","base.languages.bg":"Bulgare","base.languages.hr":"Croate","base.languages.de":"Allemand","base.languages.pl":"Polonais","base.languages.cs":"Tchèque","base.languages.el":"Grec","base.languages.pt":"Portugais","base.languages.da":"Danois","base.languages.hu":"Hongrois","base.languages.ro":"Roumain","base.languages.nl":"Néerlandais","base.languages.ga":"Irlandais","base.languages.sk":"Slovaque","base.languages.it":"Italien","base.languages.sl":"Slovène","base.languages.et":"Estonien","base.languages.lv":"Letton","base.languages.es":"Espagnol","base.languages.fi":"Finnois","base.languages.lt":"Lituanien","base.languages.se":"Suédois","base.languages.sv":"Suédois","base.languages.al":"Albanais","base.languages.ba":"Bosnien","base.languages.mk":"Macédonien","base.languages.me":"Monténégrin","base.languages.rs":"Serbe","base.languages.mt":"Maltais","base.languages.tr":"Turc","base.languages.lu":"Luxembourgeois","base.resources_local_title":"Ressources pour le codage en","base.days":"Jours","base.hours":"Heures","base.minutes":"Minutes","base.seconds":"Secondes","base.still_have_question":"Vous avez d’autres questions?","base.drop_us_a_line":"Écrivez-nous!","base.get_in_touch":"CONTACTEZ-NOUS","base.footer_msg":"Une initiative citoyenne dirigée par des volontaires et soutenue par la Commission européenne.","base.email":"Adresse e-mail","base.display_email":"Afficher adresse e-mail","base.first_name":"Prénom","base.last_name":"Nom","base.your_website":"Votre site web","base.biography":"Biographie","base.update":"Mettre à jour","base.delete":"Supprimer","base.choose a file":"Choisir un fichier","base.learning_bits":"Apprentissage","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Faites découvrir la Semaine du code à vos élèves","base.or":"ou","base.newsletter":"Newsletter","certificates.certificates_for":"Certificats pour ","certificates.no_certificates":"Il n’existe aucun certificat pour le moment.","challenges-content.chatbot.title":"Créer un chatbot","challenges-content.chatbot.author":"L'équipe de la Semaine européenne du code","challenges-content.chatbot.purposes.0":"coder des énigmes interactives","challenges-content.chatbot.purposes.1":"utiliser du code pour créer des dialogues entre un chatbot et un utilisateur","challenges-content.chatbot.description":"Codez une conversation entre un chatbot et un utilisateur qui essaie de résoudre une énigme. Essayez de créer un chatbot qui parle comme une personne. Au lieu d'une énigme, vous pouvez créer un dialogue entre un chatbot et un utilisateur.","challenges-content.chatbot.instructions.0":"Pensez à une énigme","challenges-content.chatbot.instructions.1":"Connectez-vous à","challenges-content.chatbot.instructions.2":"ou créez un nouveau compte. (Lorsque vous créez un compte, sachez que les vrais noms ne sont pas autorisés sur Pencil Code pour des raisons de respect de la vie privée.)","challenges-content.chatbot.instructions.3":"Cliquez sur Imagine (Imaginer) et Make your own (Créer soi-même)","challenges-content.chatbot.instructions.4":"Utilisez le mode blocs ou texte pour écrire votre énigme","challenges-content.chatbot.instructions.5":"Sinon, vous pouvez utiliser","challenges-content.chatbot.instructions.6":"ce code","challenges-content.chatbot.instructions.7":"et l'adapter à votre énigme ou vous pouvez sélectionner Answering a riddle (Répondre à une énigme) dans le menu et la modifier","challenges-content.chatbot.example":"Voici un exemple d'énigme.","challenges-content.chatbot.more.0":"Ce code est une adaptation d'une activité proposée sur Pencil Code","challenges-content.chatbot.more.1":"Answering a riddle","challenges-content.paper-circuit.title":"Codage hors ligne: créer un circuit papier","challenges-content.paper-circuit.author":"L'équipe de la Semaine européenne du code","challenges-content.paper-circuit.purposes.0":"accroître la créativité","challenges-content.paper-circuit.purposes.1":"développer des compétences en résolution de problèmes","challenges-content.paper-circuit.description.0":"Dessinez un objet de votre choix. Ce peut être un ciel étoilé, une coccinelle, un robot, un sapin de Noël ou tout ce que vous voulez. Sentez-vous libre de personnaliser votre projet avec des images de la Semaine européenne du code: vous pouvez explorer","challenges-content.paper-circuit.description.1":"la boîte à outils de l'enseignant proposée par la Semaine européenne du code","challenges-content.paper-circuit.description.2":"et télécharger les logos ou les images que vous souhaitez. Vous pouvez même créer une invitation à la Semaine européenne du code avec un circuit papier. Ajoutez un message motivant à votre circuit pour encourager d'autres enseignants à rejoindre la Semaine du code et/ou à consulter le site web destiné aux écoles.","challenges-content.paper-circuit.instructions.0":"Dessinez un objet et décidez quelles parties seront illuminées (ex: des étoiles).","challenges-content.paper-circuit.instructions.1":"Faites un trou dans la feuille avec un crayon et insérez une LED autocollante à chaque endroit à illuminer. ","challenges-content.paper-circuit.instructions.2":"Dessinez un cercle à l'endroit où vous placerez la pile bouton. ","challenges-content.paper-circuit.instructions.3":'Dessinez un chemin + et un chemin-au dos de la feuille. Veillez à ce que la plus longue patte du circuit LED autocollant soit connectée au côté " + " de la pile et la plus courte au côté "-" de la pile. ',"challenges-content.paper-circuit.instructions.4":"Collez la bande de cuivre adhésive sur les deux chemins","challenges-content.paper-circuit.instructions.5":"Faites un pli de façon à ce que la LED s'illumine lorsque le papier couvre la pile. Vous pouvez utiliser un trombone pour assurer un bon contact avec le cuivre adhésif.","challenges-content.paper-circuit.instructions.6":"Prenez une photo de votre circuit papier et partagez-la sur Instagram, en expliquant en quoi participer à cette initiative est utile selon vous.","challenges-content.paper-circuit.example":"Voici quelques exemples de circuits papier","challenges-content.paper-circuit.materials.0":"papier ou carton","challenges-content.paper-circuit.materials.1":"crayons ou marqueur","challenges-content.paper-circuit.materials.2":"pile bouton","challenges-content.paper-circuit.materials.3":"bande de cuivre adhésive","challenges-content.paper-circuit.materials.4":"circuits LED autocollants","challenges-content.paper-circuit.materials.5":"trombone","challenges-content.dance.title":"Créer une danse","challenges-content.dance.author":"L'équipe de la Semaine européenne du code","challenges-content.dance.purposes.0":"apprendre les concepts de base du codage","challenges-content.dance.purposes.1":"apprendre à animer des personnages","challenges-content.dance.description":"Dans ce défi, vous créerez plusieurs personnages qui danseront ensemble. Vous utiliserez une bibliothèque multimédia intégrée pour sélectionner des personnages et des clips musicaux, ou les créer vous-même. Vous animerez les personnages pour qu'ils dansent et discutent. ","challenges-content.dance.instructions.0":"Connectez-vous","challenges-content.dance.instructions.1":"en tant qu'enseignant. Créez des comptes élèves et partagez-les avec vos élèves, ou partagez un code classe et invitez vos élèves à s'inscrire en utilisant leur adresse e-mail de l'école. Si tu es un élève, tu peux participer comme élève, mais il te faudra renseigner l'adresse e-mail d'un de tes parents pour qu'ils puissent approuver ton compte. ","challenges-content.dance.instructions.2":"Cliquez","challenges-content.dance.instructions.3":"et donnez un titre","challenges-content.dance.instructions.4":"Placez-vous sur","challenges-content.dance.instructions.5":"pour ajouter un arrière-plan en cliquant sur l'icône d'engrenage. Choisissez un arrière-plan à partir de la bibliothèque multimédia, téléchargez votre propre image ou bien prenez une photo et téléchargez-la. Choisissez un clip audio et ajoutez-le à la scène:","challenges-content.dance.instructions.6":"Cliquez sur le bouton","challenges-content.dance.instructions.7":"pour ajouter des personnages ou des objets que vous animerez pour qu'ils puissent bouger, parler et interagir entre eux. Ajoutez deux ou trois personnages de votre choix. Vous pouvez dessiner vos propres acteurs ou modifier ceux qui existent déjà. Ajoutez différents costumes à vos personnages en cliquant sur l'icône crayon. ","challenges-content.dance.instructions.8":"Cliquez sur chaque acteur et animez-le en ajoutant les blocs suivants","challenges-content.dance.instructions.9":"Ajoutez un","challenges-content.dance.instructions.10":"say bloc(bloc de parole)","challenges-content.dance.instructions.11":"pour permettre à vos acteurs de se parler. Changez la forme des bulles de texte, ainsi que la police et la taille du texte","challenges-content.dance.example.0":"Voici","challenges-content.dance.example.1":"un exemple","challenges-content.dance.example.2":"de robots danseurs. N'hésitez pas à l'utiliser et la modifier. ","challenges-content.compose-song.title":"Créer une composition musicale","challenges-content.compose-song.author":"L'équipe de la Semaine européenne du code","challenges-content.compose-song.purposes.0":"apprendre à coder grâce à la musique","challenges-content.compose-song.purposes.1":"apprendre à distinguer les genres musicaux et les instruments","challenges-content.compose-song.purposes.2":"composer une chanson en mixant des clips audio","challenges-content.compose-song.description":"Pour ce défi, vous créerez une composition musicale en utilisant un langage de programmation. Vous pouvez utiliser des clips audio intégrés, ou enregistrer vos propres sons et les mixer pour créer votre composition musicale. Exécutez votre code dans la station audionumérique et écoutez la musique que vous avez codée. Jouez avec différents sons et effets pour modifier votre œuvre musicale. ","challenges-content.compose-song.instructions.0":"Connectez-vous à","challenges-content.compose-song.instructions.1":"Click here to make a script(Cliquer ici pour écrire un script)","challenges-content.compose-song.instructions.2":"Nommez votre script et choisissez","challenges-content.compose-song.instructions.3":"comme langage de programmation","challenges-content.compose-song.instructions.4":"Commencez à écrire votre code entre les lignes ","challenges-content.compose-song.instructions.5":"et","challenges-content.compose-song.instructions.6":"","challenges-content.compose-song.instructions.7":"Consultez les différents clips musicaux dans la","challenges-content.compose-song.instructions.8":"Sound Library(Bibliothèque de sons)","challenges-content.compose-song.instructions.9":"et sélectionnez les genres musicaux, les artistes et les instruments que vous aimez","challenges-content.compose-song.instructions.10":"Pour ajouter un clip audio à votre chanson, écrivez","challenges-content.compose-song.instructions.11":"Dans les parenthèses, les 4 paramètres suivants doivent apparaître, séparés par des virgules","challenges-content.compose-song.instructions.12":"Sound clip(Clip audio)","challenges-content.compose-song.instructions.13":"Placez votre curseur entre les parenthèses, allez à la Bibliothèque des sons, sélectionnez un clip et collez-le en cliquant sur l'icône bleue","challenges-content.compose-song.instructions.14":"Track number(Numéro de piste)","challenges-content.compose-song.instructions.15":"les pistes vous permettent d'organiser les sons par type d'instrument(voix, basse, percussions, clavier, etc.). Ajoutez autant de pistes(instruments) que vous voulez. Les pistes sont affichées sous forme de lignes dans la station audionumérique","challenges-content.compose-song.instructions.16":"Start measure(Première mesure)","challenges-content.compose-song.instructions.17":"indique quand le son commencera à être joué. Les mesures sont des unités de temps en musique. Une mesure équivaut à 4 temps","challenges-content.compose-song.instructions.18":"End measure(Dernière mesure)","challenges-content.compose-song.instructions.19":"indique quand le son arrêtera d'être joué","challenges-content.compose-song.instructions.20":"Une ligne de code de ce type ressemblera à ça","challenges-content.compose-song.instructions.21":"Vous pouvez ajouter différents effets, tels que le volume pour améliorer le son de votre composition. Le volume oscille entre-60 décibels et 12 décibels, avec 0 comme volume de base. ","challenges-content.compose-song.instructions.22":"Écrivez","challenges-content.compose-song.instructions.23":"Dans les parenthèses, écrivez le nombre de pistes, VOLUME, GAIN, le niveau de volume, la première mesure, le niveau et la dernière mesure","challenges-content.compose-song.instructions.24":"Voici un exemple de code où le volume augmente","challenges-content.compose-song.instructions.25":"et baisse","challenges-content.compose-song.example.0":"Écoutez","challenges-content.compose-song.example.1":"un exemple de chanson codée avec Earsketch","challenges-content.compose-song.example.2":"Vous pouvez importer le code et le modifier","challenges-content.sensing-game.title":"Réaliser un jeu vidéo basé sur la détection","challenges-content.sensing-game.author":"L'équipe de la Semaine européenne du code","challenges-content.sensing-game.purposes.0":"coder des objets animés","challenges-content.sensing-game.purposes.1":"mieux comprendre comment contrôler une animation numérique par les mouvements du corps","challenges-content.sensing-game.purposes.2":"composer une chanson en mixant des clips audio","challenges-content.sensing-game.description":"Dans ce challenge, vous créerez un jeu simple qui utilisera une caméra comme détecteur de mouvement, ce qui signifie que vous serez capable de contrôler votre animation par les mouvements de votre corps. Dans ce jeu, l'objectif est de récupérer autant de bulles Code Week que possible en 30 secondes. Au lieu d'attraper des bulles, vous pouvez aussi créer un jeu dans lequel vous suivrez un personnage ou exploserez des ballons avec vos mains. ","challenges-content.sensing-game.instructions.0":"Connectez-vous à","challenges-content.sensing-game.instructions.1":"Cliquez sur","challenges-content.sensing-game.instructions.2":"Add an extension(Ajouter une extension)","challenges-content.sensing-game.instructions.3":"et choisissez","challenges-content.sensing-game.instructions.4":"Video Sensing(Détection vidéo)","challenges-content.sensing-game.instructions.5":"Cela permettra de détecter la vitesse à laquelle bouge un objet. Plus le chiffre est bas, plus la sensibilité au mouvement est grande. ","challenges-content.sensing-game.instructions.6":"Add a sprite(Ajouter un sprite). Choisissez un son et associez-le à votre sprite. Si vous le souhaitez, vous pouvez ajouter","challenges-content.sensing-game.instructions.7":"Create a clone(Créer un clone)","challenges-content.sensing-game.instructions.8":"pour dupliquer votre sprite. ","challenges-content.sensing-game.instructions.9":"Créez deux variables: une pour","challenges-content.sensing-game.instructions.10":"Score(le score)","challenges-content.sensing-game.instructions.11":"et l'autre pour","challenges-content.sensing-game.instructions.12":"Timer(le chronomètre)","challenges-content.sensing-game.instructions.13":"et ajoutez-les au sprite. Paramétrez le chronomètre sur 30 et ajoutez","challenges-content.sensing-game.instructions.14":"Change Timer by-1 (Modifier le chronomètre de-1)","challenges-content.sensing-game.instructions.15":"Créez un nouveau sprite","challenges-content.sensing-game.instructions.16":"Game Over(Fin de partie)","challenges-content.sensing-game.instructions.17":'pour terminer le jeu. Vous pouvez aussi créer un sprite avec le titre de votre jeu, tel que "Attrape toutes les bulles Code Week". ',"challenges-content.sensing-game.example.0":`Jouez à un jeu vidéo basé sur la détection "Attrape toutes les bulles Code Week\\". N'hésitez pas à adapter`,"challenges-content.sensing-game.example.1":"ce projet","challenges-content.calming-leds.title":"LED apaisante: créer un appareil simple avec micro:bit","challenges-content.calming-leds.author":"Fondation éducative Micro:bit","challenges-content.calming-leds.duration":"20 minutes","challenges-content.calming-leds.materials.0":"un micro:bit et un bloc-piles(si disponible)","challenges-content.calming-leds.materials.1":"un ordinateur portable ou une tablette pour consulter Microsoft MakeCode et Youtube","challenges-content.calming-leds.materials.2":"microbit. org pour les ressources nécessaires aux activités","challenges-content.calming-leds.description":"Les élèves créeront un appareil numérique doté de LED, qui les aidera à réguler leur respiration et à se sentir plus apaisés. Il leur sera demandé d'écrire un code simple, et d'essayer différentes animations et séquences. ","challenges-content.calming-leds.instructions.0":"L'objectif est de créer un appareil LED apaisant permettant de réguler sa respiration. On peut créer cet appareil sur un micro:bit, ou sur le simulateur de l'éditeur MakeCode. ","challenges-content.calming-leds.instructions.1":"Le défi peut être relevé en utilisant l'éditeur MakeCode et en écrivant une séquence de code simple telle que présentée dans la vidéo / capture d'écran. ","challenges-content.calming-leds.instructions.2":"Pour pousser le défi plus loin, les élèves peuvent essayer différentes animations et imaginer une animation qu'ils aimeraient voir pour se sentir apaisés ou heureux. ","challenges-content.calming-leds.instructions.3":"Plus d'informations et d'instructions en vidéo dans","challenges-content.calming-leds.instructions.4":"ce lien","challenges-content.calming-leds.example":"Consultez cette page pour obtenir des instructions et des vidéos du défi réussi, et apprendre à coder","challenges-content.calming-leds.purposes.0":"concevoir un appareil numérique simple et utile","challenges-content.calming-leds.purposes.1":"découvrir des séquences et des animations, et leur fonctionnement","challenges-content.calming-leds.purposes.2":"tester et résoudre des erreurs simples de codage","challenges-content.calming-leds.purposes.3":"reproduire un concept en accélérant ou en ralentissant les animations","challenges-content.computational-thinking-and-computational-fluency.title":"Raisonnement informatique et maîtrise de l'informatique avec ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – Ambassadeur grec de la Semaine européenne du code","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"se familiariser avec de nouvelles commandes et interfaces. ","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"créer des programmes simples avec de commandes simples de cause à effet. ","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"résoudre des erreurs simples de codage par tâtonnement. ","challenges-content.computational-thinking-and-computational-fluency.description":"Dans ce défi, les enfants intègreront des concepts de raisonnement informatique dans leurs projets par le biais de l'application ScratchJr, afin de rendre leurs histoires plus captivantes, palpitantes et émouvantes. ","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr ne nécessite pas que les enfants sachent lire. Toutes les instructions et les options du menu sont identifiables grâce à des symboles et des couleurs. Le défi peut être relevé en classe, dans le laboratoire voire en extérieur, puisque l'activité ne nécessite pas de connexion Internet. ","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Les enfants utilisent une ville en arrière-plan et se servent de blocs de code pour déplacer une voiture dans la ville. ","challenges-content.computational-thinking-and-computational-fluency.example.0":"Les enfants peuvent utiliser des blocs de sons et de mouvements pour faire danser les personnages. ","challenges-content.computational-thinking-and-computational-fluency.example.1":"Les enfants choisissent un arrière-plan et un personnage, et ils déplacent une voiture dans la ville à l'aide d'un bloc de mouvement. Puis, avec un bloc de vitesse, ils font accélérer ou ralentir un personnage. ","challenges-content.computational-thinking-and-computational-fluency.materials.0":"l'application gratuite","challenges-content.computational-thinking-and-computational-fluency.materials.1":"est compatible avec différents systèmes d'exploitation et types de smartphones","challenges-content.computational-thinking-and-computational-fluency.materials.2":"de plus, le site web","challenges-content.computational-thinking-and-computational-fluency.materials.3":"propose un large panel de supports pédagogiques gratuits","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minutes","challenges-content.ai-hour-of-code.title":"Une heure de code avec l'IA","challenges-content.ai-hour-of-code.author":"Minecraft: Education Edition","challenges-content.ai-hour-of-code.purposes.0":"créer des solutions de codage qui comprennent des séquences, des événements, des boucles et des conditions","challenges-content.ai-hour-of-code.purposes.1":"décomposer les étapes nécessaires à la résolution d'un problème en une séquence précise d'instructions","challenges-content.ai-hour-of-code.purposes.2":"découvrir les concepts du codage","challenges-content.ai-hour-of-code.description":"Un village est menacé par le feu et a besoin que tu codes une solution!Découvre ton assistant codage, l'Agent Minecraft, puis programme-le pour se déplacer dans la forêt et recueillir des données. Ces données aideront l'Agent à prédire où le feu va se déclarer. Ensuite, programme l'Agent pour qu'il empêche la propagation du feu, sauve le village et redonne vie à la forêt. Apprends les bases du codage et découvre un exemple concret d'intelligence artificielle(IA). ","challenges-content.ai-hour-of-code.instructions":"Téléchargez le plan de cours ici","challenges-content.ai-hour-of-code.materials.0":"installation de Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"après avoir installé Minecraft: Education Edition, le défi se trouve sur","challenges-content.ai-hour-of-code.materials.2":"ce site web","challenges-content.create-a-dance.title":"Créer une danse sur l'Ode du Code!","challenges-content.create-a-dance.purposes":"s'entraîner au codage de manière amusante et se sentir connectés à la communauté de la Semaine européenne du code. ","challenges-content.create-a-dance.description.0":"Créez une danse sur l'Ode du Code!Utilisez le","challenges-content.create-a-dance.description.1":"tutoriel Dance Party","challenges-content.create-a-dance.description.2":"pour coder une danse sur l'Ode du Code. L'hymne officiel de la Semaine européenne du code est disponible dans la liste des musiques de Dance Party. ","challenges-content.create-a-dance.instructions.0":"Les instructions apparaissent sous forme de vidéos dans","challenges-content.create-a-dance.instructions.1":"le tutoriel","challenges-content.create-a-dance.instructions.2":"et sont aussi écrites en haut de chaque niveau","challenges-content.create-a-dance.example":"Les créations des élèves sont présentées sur la page suivante","challenges-content.create-a-dance.materials":"tutoriel de Code. org","challenges-content.create-a-simulation.title":"Créer une simulation!","challenges-content.create-a-simulation.purposes.0":"découvrir les simulations tout en présentant les variables suivantes: créer une foule, des taux de rétablissement, port de masques et vaccins. ","challenges-content.create-a-simulation.purposes.1":"utiliser des connaissances préalables sur la propagation des virus dans le monde réel pour les appliquer à un scénario fictif. ","challenges-content.create-a-simulation.description":"Écris du code pour créer et exécuter ta propre simulation d'une épidémie à Monster Town. Apprends à coder et prédis ce qu'il va se passer pour les villes voisines de Monster Town. ","challenges-content.create-a-simulation.instructions.0":"Les instructions apparaissent sous forme de vidéos dans","challenges-content.create-a-simulation.instructions.1":"le tutoriel","challenges-content.create-a-simulation.instructions.2":"et sont aussi écrites en haut de chaque niveau","challenges-content.create-a-simulation.example":"Quand vous avez terminé, partagez votre simulation avec d'autres. Partagez votre message sur ce que l'on peut faire pour protéger les autres quand un virus se propage en ville.","challenges-content.create-a-simulation.materials":"tutoriel de Code. org","challenges-content.create-your-own-masterpiece.title":"Créer sa propre œuvre d'art!","challenges-content.create-your-own-masterpiece.audience":"Pour tout âge","challenges-content.create-your-own-masterpiece.purpose":"présenter des concepts de science informatique de façon visuelle et inciter à la créativité","challenges-content.create-your-own-masterpiece.description":"Crée ta propre œuvre avec Artist!Utilise des blocs de code pour que ton artiste crée une œuvre d'art unique. ","challenges-content.create-your-own-masterpiece.instructions":"Les instructions apparaissent en haut de chaque niveau","challenges-content.create-your-own-masterpiece.example":"Vous trouverez des exemples d'Artist sur cette page sous le dessin","challenges-content.create-your-own-masterpiece.materials.0":"Le tutoriel de niveau 1 est accessible","challenges-content.create-your-own-masterpiece.materials.1":"ICI","challenges-content.cs-first-unplugged-activities.title":"Premières activités non connectées en science informatique","challenges-content.cs-first-unplugged-activities.purposes.0":"aider les élèves qui apprennent à la maison","challenges-content.cs-first-unplugged-activities.purposes.1":"faire une pause en s'éloignant des écrans","challenges-content.cs-first-unplugged-activities.description":"Les premières activités non connectées sont un ensemble d'activités qui présentent aux élèves des concepts de science informatique sans utiliser d'ordinateur. Nous avons conçu ce cours pour prouver que la science informatique est bien plus que du code.","challenges-content.cs-first-unplugged-activities.instructions.0":"Vous trouverez la brochure de toutes les activités en anglais en suivant ce","challenges-content.cs-first-unplugged-activities.instructions.1":"lien","challenges-content.cs-first-unplugged-activities.instructions.2":"ainsi qu'un plan de cours en anglais dans ce","challenges-content.cs-first-unplugged-activities.instructions.3":"Les activités de ce cours peuvent être réalisées individuellement et dans n'importe quel ordre","challenges-content.cs-first-unplugged-activities.instructions.4":"L'enseignant peut prendre une photo du processus d'apprentissage et le partager sur Instagram en ajoutant #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"en plus de la brochure des activités, certaines activités nécessitent du matériel supplémentaire ou proposent d'en ajouter en option. ","challenges-content.cs-first-unplugged-activities.materials.1":"de petits pions(comme des haricots secs) à utiliser sur la carte réseau du quartier. ","challenges-content.cs-first-unplugged-activities.materials.2":"une paire de ciseaux pour découper la roue de décodage servant à envoyer des messages secrets. ","challenges-content.cs-first-unplugged-activities.materials.3":"du carton et de la colle permettent de durcir la roue de décodage. ","challenges-content.cs-first-unplugged-activities.materials.4":"une punaise, un cure-dent ou un trombone déplié pour assembler la roue de décodage. ","challenges-content.family-care.title":"Le soin de la famille","challenges-content.family-care.experience":"Ouvert à tous","challenges-content.family-care.duration":"5 à 10 heures","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":'étudier la question du "soin de la famille" que nous vivons tous les jours;',"challenges-content.family-care.purposes.1":"voir les problèmes comme des opportunités et proposer des solutions créatives;","challenges-content.family-care.purposes.2":"se servir du code pour mettre en œuvre vos solutions de façon innovante;","challenges-content.family-care.purposes.3":"concevoir des affiches et présenter vos solutions à d'autres;","challenges-content.family-care.purposes.4":"utiliser les réseaux sociaux pour créer un impact autour de vos projets. ","challenges-content.family-care.description.0":`À quoi pensez-vous quand on parle de "maison\\" ? Une belle maison ? Un dîner fastueux préparé par vos parents ? Un espace secret rien qu'à vous ? Une maison accueillante recharge nos corps et nos esprits comme une batterie. Au milieu de l'agitation de la vie moderne, les parents sont toujours occupés par le travail. Quand vous voyez des amis, vous ne pouvez pas laisser vos chatons seuls. Mais comment entretenir nos relations quand nous sommes loin ? Le thème de ce défi est`,"challenges-content.family-care.description.1":"le soin de la famille","challenges-content.family-care.description.2":"En se basant sur ce thème, les élèves sont encouragés à développer une idée pour transmettre de l'amour et de l'attention par le biais du codage et du matériel informatique. Voici quelques questions pour réflexion","challenges-content.family-care.description.3":"Combien de membres comptent ta famille ? Qui sont-ils ? Y a-il eu des problèmes pendant que tu vivais avec eux ? De quels types de soins ont-ils besoin ? ","challenges-content.family-care.description.4":"Connais-tu quelqu'un qui manque de soins prodigués par sa famille plus que d'autres dans ta communauté ? Comment peux-tu les aider ? ","challenges-content.family-care.instructions.0":"Échange des idées et des recherches sur le thème des soins prodigués par la famille","challenges-content.family-care.instructions.1":"Fais une liste de problèmes","challenges-content.family-care.instructions.2":"Trouve des solutions possibles","challenges-content.family-care.instructions.3":"Choisis une solution","challenges-content.family-care.instructions.4":"Programme et construis la structure","challenges-content.family-care.instructions.5":"Conçoit une affiche pour présenter ton projet","challenges-content.family-care.instructions.6":"Présente-le à vos enseignants et aux membres de ta famille","challenges-content.family-care.example.0":"Vous trouverez quelques exemples ici","challenges-content.family-care.example.1":"et","challenges-content.family-care.materials.0":"outil de codage:","challenges-content.family-care.materials.1":"ou télécharger la","challenges-content.family-care.materials.2":"version PC","challenges-content.family-care.materials.3":"mBlock est un langage de programmation basé sur Scratch","challenges-content.family-care.materials.4":"Ce défi est aussi une adaptation du concours MakeX global Spark, un programme de conception créative axé sur les projets ciblant les jeunes de 6 à 13 ans. ","challenges-content.family-care.materials.5":"L'équipe participante devra se concentrer sur ce thème spécifique et imaginer une solution utilisant la programmation logicielle et la construction de matériel informatique. ","challenges-content.family-care.materials.6":"Les élèves sont invités à relever ce défi dans le cadre de la Semaine du code et à le porter au niveau international pour échanger avec d'autres élèves et gagner des prix. ","challenges-content.family-care.materials.7":"Pour plus d'informations, consultez:","challenges-content.family-care.materials.8":"ou contactez-nous à","challenges-content.virtual-flower-field.title":"Faire pousser un champ de fleurs virtuel","challenges-content.virtual-flower-field.author":"Jadga Huegle-coach Meet and Code et membre de l'équipe Snap!de SAP","challenges-content.virtual-flower-field.duration":"30 minutes","challenges-content.virtual-flower-field.purposes.0":"découvrir la programmation par le biais d'un projet simple, mais créatif.","challenges-content.virtual-flower-field.purposes.1":"savoir que le codage peut être artistique et permet de réaliser de belles productions. ","challenges-content.virtual-flower-field.purposes.2":"égayer l'automne grâce à de belles fleurs colorées et à la Semaine européenne du code. ","challenges-content.virtual-flower-field.purposes.3":"montrer la diversité florale de la Terre. ","challenges-content.virtual-flower-field.purposes.4":"contribuer à l'objectif de développement durable(ODD), en particulier l'objectif 13-Changement climatique, en créant des événements de codage qui améliorent l'éducation au changement climatique par une sensibilisation accrue sur le sujet. ","challenges-content.virtual-flower-field.description":"développer un programme dans Snap!qui permet de faire pousser un champ de fleurs virtuel, avec différents types de fleurs et un nombre de pétales différent. ","challenges-content.virtual-flower-field.instructions.0":"Si vous avez besoin d'inspiration pour vous lancer dans ce défi, consultez","challenges-content.virtual-flower-field.instructions.1":"cette vidéo","challenges-content.virtual-flower-field.instructions.2":"ou","challenges-content.virtual-flower-field.instructions.3":"ce document","challenges-content.virtual-flower-field.instructions.4":"et suivez les instructions","challenges-content.virtual-flower-field.instructions.5":"Le défi consiste à programmer un champ de fleurs virtuel dans Snap!(ou Scratch) et à poster une capture d'écran ou une photo du résultat en ligne. ","challenges-content.virtual-flower-field.instructions.6":"Le champ de fleurs doit contenir différents types de fleurs ayant elles-mêmes un nombre de pétales différents. Idéalement, les fleurs sont programmées, ce qui signifie qu'elles sont fabriquées en façonnant et en tournant(ou dessinant et tournant) les pétales plusieurs fois. ","challenges-content.virtual-flower-field.instructions.7":"Postez une image de votre jardin virtuel en ajoutant #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Nous recommandons l'utilisation de","challenges-content.virtual-flower-field.materials.1":"toutefois, le projet fonctionne aussi avec","challenges-content.haunted-house.title":"Maison hantée avec Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Université de Leide-Ramon Moorlag, I & I-Semaine du code NL","challenges-content.haunted-house.audience":"Enseignants et éducateurs","challenges-content.haunted-house.duration":"1 heure ou 2 heures selon les connaissances préalables","challenges-content.haunted-house.purposes.0":"créer une histoire interactive avec une maison hantée. ","challenges-content.haunted-house.purposes.1":"apprendre à programmer avec Hedy. ","challenges-content.haunted-house.description":"Avec Hedy, vous créerez une histoire de maison hantée avec des éléments interactifs. À chaque fois que le code est exécuté, une nouvelle histoire sera créée. L'histoire peut aussi être lue à voix haute par votre ordinateur et partagée en ligne. ","challenges-content.haunted-house.instructions.0":"Commencez par ouvrir votre navigateur et rendez-vous sur hedycode. com. ","challenges-content.haunted-house.instructions.1":'Suivez les instructions pour les niveaux 1-4. Utilisez les onglets "Niveau" et "Haunted house"(maison hantée)',"challenges-content.haunted-house.instructions.2":"Grâce à ces niveaux, vous écrirez une histoire interactive avec une maison hantée. ","challenges-content.haunted-house.instructions.3":"Enseignants, vous trouverez un plan de cours sur Hedy","challenges-content.haunted-house.instructions.4":"ici","challenges-content.haunted-house.instructions.5":"Une présentation de Hedy par Felienne Hermans est disponible dans","challenges-content.haunted-house.instructions.6":"ce lien","challenges-content.haunted-house.example":"Exemple de Maison hantée au niveau","challenges-content.haunted-house.materials.0":"Hedy sur","challenges-content.haunted-house.materials.1":"niveaux 1 à 4","challenges-content.inclusive-app-design.title":"Concevoir une appli inclusive","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minutes + activités supplémentaires en option","challenges-content.inclusive-app-design.purposes.0":"échanger des idées, planifier, développer un prototype et partager une idée d'application accessible et compréhensible par tous.","challenges-content.inclusive-app-design.description":"Les meilleures applications commencent par les meilleures idées. Dans cette activité, les élèves imagineront une idée d'application sur un sujet qui leur tient à cœur, puis découvriront comment concevoir des applications axées sur l'inclusion et l'accessibilité. ","challenges-content.inclusive-app-design.instructions.0":"Vous trouverez toutes les instructions dans ce lien","challenges-content.inclusive-app-design.instructions.1":"Avec ce plan de cours d'une heure, les éducateurs peuvent guider les élèves pour","challenges-content.inclusive-app-design.instructions.2":"qu'ils découvrent la conception d'applications inclusives","challenges-content.inclusive-app-design.instructions.3":"qu'ils échangent des idées sur des sujets qui leur tiennent à cœur et trouvent une idée d'application","challenges-content.inclusive-app-design.instructions.4":"qu'ils définissent leur concept d'application et prévoient des activités pour les utilisateurs","challenges-content.inclusive-app-design.instructions.5":"qu'ils développent un prototype d'une partie de leur application dans Keynote","challenges-content.inclusive-app-design.instructions.6":"qu'ils partagent des démos de leurs prototypes et décrivent de quelle façon ceux-ci soutiennent les utilisateurs de différentes origines et capacités","challenges-content.inclusive-app-design.materials.0":"découvrir une activité visant à concevoir une application inclusive sur l'Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Keynote sur iPad ou Mac est recommandé, mais pas requis. ","challenges-content.silly-eyes.title":"Drôles d'yeux","challenges-content.silly-eyes.author":"Fondation Raspberry Pi","challenges-content.silly-eyes.duration":"25 minutes","challenges-content.silly-eyes.purposes.0":"créer un projet comprenant une interaction utilisateur. ","challenges-content.silly-eyes.purposes.1":"personnaliser un projet avec des couleurs et des effets graphiques. ","challenges-content.silly-eyes.purposes.2":"en savoir plus sur la conception dans le domaine de la création numérique. ","challenges-content.silly-eyes.description":"Dans ce projet, vous concevrez et créerez un personnage avec de drôles d'yeux. Les yeux énormes et drôles du personnage suivront le curseur de la souris, lui donnant vie. ","challenges-content.silly-eyes.instructions":"Accédez à une description complète du projet ici","challenges-content.silly-eyes.example":"Regardez Gobo, Sous l'océan et Mange pas de donut","challenges-content.train-ai-bot.title":"Entraîner un bot géré par l'IA!","challenges-content.train-ai-bot.purposes":"pour appréhender les concepts d'intelligence artificielle(IA), d'apprentissage machine, de données d'entraînement et de biais, tout en abordant les questions éthiques et comment l'IA peut être utilisée pour résoudre des problèmes mondiaux. ","challenges-content.train-ai-bot.description":"Entraînez un bot géré par une IA avec AI for Oceans. Dans cette activité, vous programmerez ou entraînerez une IA(intelligence artificielle) pour qu'elle différentie les poissons des déchets. Nettoyons les océans!","challenges-content.train-ai-bot.instructions.0":"Les instructions apparaissent sous forme de vidéos dans le tutoriel","challenges-content.train-ai-bot.instructions.1":"et sont aussi écrites en haut de chaque niveau","challenges-content.train-ai-bot.materials.0":"Un tutoriel est accessible ici","challenges-content.train-ai-bot.materials.1":"Il est disponible dans plus de 25 langues","challenges-content.build-calliope.title":"Programmez votre propre coach de fitness avec Calliope mini.","challenges-content.build-calliope.author":"Les partenaires Amazon Future Engineer, Meet and Code et Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Pour découvrir de façon ludique les séquences, les animations, les répétitions et les variables.","challenges-content.build-calliope.purposes.1":"Pour concevoir un diagramme de structure.","challenges-content.build-calliope.purposes.2":"Pour tester et déboguer le code.","challenges-content.build-calliope.purposes.3":"Pour optimiser un programme par essais et erreurs, en testant et en ajustant son utilisabilité.","challenges-content.build-calliope.duration":"20-30 minutes","challenges-content.build-calliope.description":"Les participants développeront un prototype à commande numérique qui utilise une lampe LED colorée pour reproduire un programme de fitness préconçu et composé de 10 exercices.","challenges-content.build-calliope.materials.0":"Le kit de démarrage Calliope mini (si disponible).","challenges-content.build-calliope.materials.1":"Un ordinateur portable ou une tablette avec lesquels vous pouvez vous rendre sur : https://makecode.calliope.cc ou bien https://calliope.cc et sur YouTube pour accéder aux ressources de l'activité.","challenges-content.build-calliope.instructions.0":"Pour commencer, créez un plan et déterminez l'ordre des exercices du programme. En utilisant le plan, programmez la LED RVB du Calliope mini pour qu'elle affiche l'une des 5 couleurs au rythme prédéfini. Créez ensuite une variable pour le rythme et programmez les répétitions à l'aide de boucles.","challenges-content.build-calliope.instructions.1":"N'oubliez pas que si vous êtes satisfaits de ce que vous avez programmé, vous pouvez également nous partager votre projet à l'adresse info@calliope.cc. Nous sommes impatients de voir ce que vous avez créé avec le matériel reçu ! Nous offrons par ailleurs 30 Calliope minis en cadeau aux participants sélectionnés.","challenges-content.build-calliope.instructions.2":"Partagez le QR code de votre projet sur Instagram, ajoutez le hashtag #EUCodeWeekChallenge et mentionnez @CodeWeekEU.","challenges-content.build-calliope.example.0":"Vous pouvez vous entraîner tout en restant assis devant votre ordinateur.","challenges-content.build-calliope.example.1":"Créez un programme de fitness avec le Calliope mini qui peut également être testé dans le simulateur. Le défi se réalise à l'aide de l'éditeur MakeCode en programmant une séquence de code simple (voir la capture d'écran).","challenges-content.build-calliope.example.2":"Choisissez 5 couleurs différentes et attribuez un exercice de fitness à chacune d'elles, par exemple des squats ou des jumping jacks. Les couleurs peuvent ensuite s'enchaîner dans n'importe quel ordre.","challenges-content.common.share":"Partage le lien ou le code QR de ton projet sur Instagram ou Facebook, ajoute le hashtag #EUCodeWeekChallenge et mentionne @CodeWeekEU.","challenges-content.common.audience.0":"Enseignants et éducateurs","challenges-content.common.audience.1":"Élèves du primaire (6 à 12 ans)","challenges-content.common.audience.2":"Élèves de 1er cycle du secondaire (12 à 16 ans)","challenges-content.common.audience.3":"Élèves de 2e cycle du secondaire (16 à 18 ans)","challenges-content.code-a-dice.title":"Coder un dé à lancer","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Coder des énigmes interactives","challenges-content.code-a-dice.purposes.1":"Pour coder une simulation d’un objet se déplaçant de manière aléatoire, à utiliser si l’objet réel n’est pas disponible","challenges-content.code-a-dice.description":"Ce défi te demandera de coder un dé qui sera lancé de manière aléatoire au moment de ton choix. Tu peux choisir n’importe quel type de dé avec autant de faces que tu le souhaites, comme ceux utilisés dans les jeux de rôle, et ajouter des sons.","challenges-content.code-a-dice.instructions.0":"Connecte-toi à Scratch","challenges-content.code-a-dice.instructions.1":"Choisi une toile de fond","challenges-content.code-a-dice.instructions.2":"Crée ton sprite de dé ou cherches-en un sur le web et téléverse-le dans ton programme","challenges-content.code-a-dice.instructions.3":"Crée autant de costumes pour ton sprite qu’il y a de faces sur ton dé, chacune d’entre elles représentant un chiffre différent","challenges-content.code-a-dice.instructions.4":"Choisis la manière de lancer les dés (en appuyant sur une touche du clavier, en cliquant sur le sprite, etc.) et écris le code correspondant","challenges-content.code-a-dice.instructions.5":"Code le sprite pour qu’il change de costume de manière aléatoire à la fin du lancer","challenges-content.code-a-dice.instructions.6":"Ajoute des effets sonores","challenges-content.code-a-dice.example":"Lance un dé D-20","challenges-content.personal-trainer.title":"Coach personnel avec micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Pour coder un micro:bit afin d’utiliser le buzzer et le panneau LED","challenges-content.personal-trainer.purposes.1":"Pour créer un dispositif personnel permettant de surveiller ton activité physique","challenges-content.personal-trainer.purposes.2":"Pour coder un micro:bit afin d’améliorer ta santé grâce au sport","challenges-content.personal-trainer.description":"Ce défi te permet de coder ton micro:bit pour contrôler les répétitions d’exercices physiques en même temps que les périodes de repos. Tu pourras suivre ton activité physique à l’école, à la maison ou au parc.","challenges-content.personal-trainer.instructions.0":"Dans le cas de A+B, crée un compte à rebours de 3 secondes accompagné de notes de musique toutes les secondes et affiche le mot ALLEZ!","challenges-content.personal-trainer.instructions.1":"Pendant le premier exercice, affiche un carré de 2×2 qui clignote pendant 20 secondes. Ensuite, joue un son et garde le carré en position fixe. Pendant le temps restant, affiche une autre image clignotante pendant 10 secondes. À la fin de cet intervalle, joue un son.","challenges-content.personal-trainer.instructions.2":"Répète ensuite l’opération, mais en affichant un panneau de 3×3 pendant la durée de l’exercice. Répète l’opération jusqu’à ce que le panneau de 5×5 s’affiche.","challenges-content.personal-trainer.duration":"30-40 minutes","challenges-content.create-a-spiral.title":"Crée une spirale","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Pour apprendre et s’exercer aux boucles et aux variables.","challenges-content.create-a-spiral.purposes.1":"Pour améliorer la créativité de codage.","challenges-content.create-a-spiral.description":"Ce défi te demandera d’écrire un projet avec Scratch et de créer une spirale, en utilisant les blocs stylo, une boucle et une variable.","challenges-content.create-a-spiral.instructions.0":"Les blocs stylos","challenges-content.create-a-spiral.instructions.1":"Crée un nouveau projet et nomme-le Spirale.","challenges-content.create-a-spiral.instructions.2":"Clique sur l’icône violette ‘Ajouter une extension’ en bas à gauche de la fenêtre","challenges-content.create-a-spiral.instructions.3":"Sélectionne ‘stylo’: les blocs stylo sont maintenant disponibles pour ton projet!","challenges-content.create-a-spiral.instructions.4":"Pour commencer ton projet, glisse et dépose le bloc ‘Quand le drapeau vert est cliqué’:","challenges-content.create-a-spiral.instructions.5":"Tu dois commencer par une page blanche: dans les blocs stylo, ajoute le bloc ‘effacer tout:","challenges-content.create-a-spiral.instructions.6":"Commence à dessiner au centre de la scène; tu dois placer ton sprite au centre de la scène (0,0):","challenges-content.create-a-spiral.instructions.7":"Ton sprite peut se déplacer sans dessiner, ou se déplacer en dessinant:","challenges-content.create-a-spiral.instructions.8":"Si tu veux qu’il dessine, utilise le bloc ‘stylo pointant vers le bas’","challenges-content.create-a-spiral.instructions.9":"Si tu ne veux pas qu’il dessine, utilise le bloc ‘stylo pointant vers le haut’","challenges-content.create-a-spiral.instructions.10":'Tu peux maintenant commencer à dessiner! "Ajoute le bloc ‘stylo pointant vers le bas’:',"challenges-content.create-a-spiral.instructions.11":"L’hexagone","challenges-content.create-a-spiral.instructions.12":"Ajoute les blocs en dessous de ton projet;","challenges-content.create-a-spiral.instructions.13":"Tu viens de créer un sixième de ton hexagone. Répète cette séquence 6 fois;","challenges-content.create-a-spiral.instructions.14":"La spirale","challenges-content.create-a-spiral.instructions.15":"Pour créer une spirale, tu devras ajouter 2 à la longueur de chaque côté suivant.","challenges-content.create-a-spiral.instructions.16":"Pour ce faire, tu devras utiliser une variable.","challenges-content.create-a-spiral.instructions.17":"Dans les blocs ‘variable’, clique sur ‘Créer une variable’","challenges-content.create-a-spiral.instructions.18":"Définis sa longueur, puis clique sur OK:","challenges-content.create-a-spiral.instructions.19":"La spirale grandira, tu dois envisager les choses en petit pour commencer: fixe la première longueur à 10, puis insère ce bloc avant la boucle.","challenges-content.create-a-spiral.instructions.20":"Insère la variable ‘longueur’ dans le bloc ‘avancer de ... pas’","challenges-content.create-a-spiral.instructions.21":"Pour agrandir la spirale, tu devras également augmenter la longueur dans chaque boucle: ajoute le bloc ci-dessous à la fin de la boucle:","challenges-content.create-a-spiral.instructions.22":"Voici ton projet en cours:","challenges-content.create-a-spiral.instructions.23":"Une belle spirale","challenges-content.create-a-spiral.instructions.24":"Tu as dessiné une spirale! Pour qu’elle continue à l’infini, remplace la boucle ‘répéter 6’ par la boucle ‘infini’:","challenges-content.create-a-spiral.instructions.25":"Pour dessiner une spirale colorée, ajoute le bloc suivant dans la boucle:","challenges-content.create-a-spiral.instructions.26":"Au moment de recommencer, le sprite tracera une ligne non désirée. Pour empêcher que cela se produise, ajoute un bloc ‘stylo pointant vers le haut’ au début du projet.","challenges-content.create-a-spiral.instructions.27":"Voici ton projet définitif:","challenges-content.create-a-spiral.instructions.28":"Félicitations! Tu as créé une jolie spirale!","challenges-content.play-against-ai.title":"Crée et joue contre l’IA - Jeu pierre, papier, ciseaux","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"pour comprendre comment fonctionne le cycle de l’apprentissage automatique.","challenges-content.play-against-ai.purposes.1":"pour créer un modèle d’apprentissage automatique à l’aide de Teachable Machine","challenges-content.play-against-ai.purposes.2":"pour te familiariser avec l’outil Pictoblox et importer le modèle créé dans le projet","challenges-content.play-against-ai.purposes.3":"pour définir la scène et les personnages, créer et initialiser des variables dans Pictoblox","challenges-content.play-against-ai.purposes.4":"pour initialiser le jeu, identifier les mouvements des joueurs, programmer des mouvements aléatoires de l’IA","challenges-content.play-against-ai.purposes.5":"pour créer et tester un jeu qui utilise l’intelligence artificielle comme adversaire dans un jeu pierre, papier, ciseaux.","challenges-content.play-against-ai.description":"Nous allons créer un modèle à l’aide de Teachable Machine à partir d’images, en utilisant trois classes: pierre, papier et ciseaux. Le modèle sera chargé dans Pictoblox et utilisé pour créer un jeu qui nous permettra d’affronter l’IA.","challenges-content.play-against-ai.duration":"90 minutes","challenges-content.play-against-ai.instructions.0":"Crée un nouveau projet image sur Teachable machine avec 3 classes dénommées Pierre, Papier et Ciseaux. Pour chaque classe, prends au moins 400 photos à l’aide d’un appareil photo. Assure-toi que l’arrière-plan est clair. Forme et exporte le modèle. Téléverse le modèle et copie le lien.","challenges-content.play-against-ai.instructions.1":"Crée un compte gratuit sur le site Pictoblox. Ajoute une extension d’apprentissage automatique et téléverse un modèle. Définis la scène, les variables et les sprites. Initialise le jeu, identifie les mouvements du joueur et ceux de l’IA, et détermine le vainqueur de la manche.","challenges-content.play-against-ai.instructions.2":"Entraine les données pour le jeu.","challenges-content.play-against-ai.instructions.3":"Teste le modèle.","challenges-content.play-against-ai.instructions.4":"Exporte le modèle.","challenges-content.play-against-ai.instructions.5":"Ajoute l’extension d’apprentissage automatique et charge le modèle.","challenges-content.play-against-ai.instructions.6":"Définis la scène, les variables et le Sprite.","challenges-content.play-against-ai.instructions.7":"Initialise le jeu.","challenges-content.play-against-ai.instructions.8":"Identifie les mouvements du joueur.","challenges-content.play-against-ai.instructions.9":"Définis les mouvements aléatoires de l’IA.","challenges-content.play-against-ai.instructions.10":"Diffuse les mouvements aléatoires de l’IA.","challenges-content.play-against-ai.instructions.11":"Crée trois blocs. Qui gagne la manche?","challenges-content.play-against-ai.instructions.12":"Vérifie si c’est le joueur qui a remporté la manche.","challenges-content.play-against-ai.instructions.13":"Vérifie si c’est l’IA qui a remporté la manche.","challenges-content.play-against-ai.instructions.14":"Vérifie si la manche est nulle.","challenges-content.play-against-ai.instructions.15":"Blocs ‘programme’.","challenges-content.play-against-ai.instructions.16":"Sprite pierre, papier, ciseaux","challenges-content.air-drawing-with-AI.title":"Dessiner en l’air avec l’IA","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"pour écrire un programme qui utilise l’extension ‘détection du corps humain’ pour reconnaître le mouvement des doigts devant la caméra.","challenges-content.air-drawing-with-AI.purposes.1":"pour coder à l’aide de blocs simples en quelques lignes de code.","challenges-content.air-drawing-with-AI.purposes.2":"pour voir un exemple d’utilisation de l’IA","challenges-content.air-drawing-with-AI.description":"Création d’un programme permettant à l’utilisateur de dessiner en l’air à la main (index) devant la caméra; tout ce qu’il dessine s’affichera automatiquement sur la scène de Pictoblox.","challenges-content.air-drawing-with-AI.instructions.0":"Crée un compte sur Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"suis les instructions visuelles pour:","challenges-content.air-drawing-with-AI.instructions.2":"ajouter les extensions ‘détection du corps humain’ et ‘stylo’;","challenges-content.air-drawing-with-AI.instructions.3":"définis la scène et ajoute le sprite (crayon) et des sprites supplémentaires pour: Stylo pointant vers le bas, Stylo pointant vers le haut, Effacer tout; ","challenges-content.air-drawing-with-AI.instructions.4":"écris un code pour que le sprite Crayon suive ton doigt","challenges-content.air-drawing-with-AI.instructions.5":"écris un code pour les boutons: Stylo pointant vers le haut, Stylo pointant vers le bas et Effacer tout, et aussi pour ‘Stylo’","challenges-content.air-drawing-with-AI.instructions.6":"Te voilà prêt.e à créer tes propres dessins et à jouer avec les différentes couleurs et tailles de stylo.","challenges-content.air-drawing-with-AI.materials.0":"Un ordinateur portable ou un ordinateur doté d’une caméra","challenges-content.air-drawing-with-AI.materials.1":"La dernière version de PictoBlox téléchargée (recommandée) ou Pictoblox en ligne (gratuit)","challenges-content.air-drawing-with-AI.materials.2":"Compte Pictoblox (gratuit)","challenges-content.air-drawing-with-AI.materials.3":"Bonne connexion Internet","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Pour apprendre les concepts de base de l’apprentissage automatique et de la reconnaissance de texte.","challenges-content.emobot-kliki.purposes.1":"Pour comprendre le rôle des émotions dans la communication.","challenges-content.emobot-kliki.purposes.2":"Pour utiliser le code pour créer des dialogues entre un chatbot et un utilisateur.","challenges-content.emobot-kliki.purposes.3":"Pour comprendre comment les ordinateurs sont capables de reconnaître les tons émotionnels grâce à l’analyse de texte et y réagir de façon appropriée.","challenges-content.emobot-kliki.description.0":"Pour créer un bot émotionnel dans Scratch capable d’afficher un visage souriant pour les messages positifs (si tu lui dis des choses gentilles), un visage en colère pour les messages négatifs (si tu lui dis des choses méchantes) et un visage confus si la teneur du message est indéterminée.","challenges-content.emobot-kliki.description.1":"Notre Emobot Kliki reconnaît les compliments et les insultes; nous allons donc voir comment les ordinateurs peuvent être entraînés à reconnaître les émotions.","challenges-content.emobot-kliki.instructions.0":"Pour commencer, programme une liste de règles définissant ce qui constitue un message gentil ou aimable et ce qui constitue un message désagréable ou méchant.","challenges-content.emobot-kliki.instructions.1":"Connecte-toi à https://machinelearningforkids.co.uk/ ou crée un nouveau compte.","challenges-content.emobot-kliki.instructions.2":"Crée un nouveau modèle d’apprentissage automatique en ajoutant 3 nouvelles étiquettes; nomme la première ‘gentil’, la deuxième ‘méchant’ et, si tu veux reconnaître ton nom, crées-en une troisième appelée ‘nom’.","challenges-content.emobot-kliki.instructions.3":"Entraîne le nouveau modèle d’apprentissage automatique, teste-le et utilise-le pour créer un Emobot dans Scratch.","challenges-content.emobot-kliki.instructions.4":"Ouvre l’éditeur Scratch 3, supprime le sprite de cat, insère 3 nouveaux sprites créés par Microsoft Bing Image Creator (personnage de dessin animé souriant, en colère ou indéfini) ou crée un nouveau sprite en cliquant sur l’icône Peindre pour dessiner trois copies du costume, une pour chacun des visages (souriant, en colère ou indéfini).","challenges-content.emobot-kliki.instructions.5":"Clique sur l’onglet ‘Code’ et écris le script suivant.","challenges-content.emobot-kliki.example.0":"Partage ton Emobot Kliki avec tes amis et apprends-en davantage sur l’IA et les émotions!","challenges-content.emobot-kliki.example.1":"Tu peux choisir un autre personnage, un animal par exemple, à la place d’un personnage de dessin animé. Au lieu de limiter ton personnage à reconnaître des messages gentils ou méchants, tu peux l’entraîner à reconnaître d’autres types de messages.","challenges-content.craft-magic.title":"Fais de la magie avec des gestes de la main créés par l’IA","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Pour développer les compétences de codage des élèves, en leur permettant d’utiliser des commandes de base.","challenges-content.craft-magic.purposes.1":"Pour développer les capacités de réflexion algorithmique en décomposant les tâches complexes en plusieurs petites étapes plus simples.","challenges-content.craft-magic.purposes.2":"Pour encourager la résolution créative de problèmes en trouvant des applications uniques de la gestuelle des mains pour le dessin et l’écriture.","challenges-content.craft-magic.purposes.3":"Pour favoriser la compréhension des concepts de l’IA, en particulier la manière dont l’IA permet aux ordinateurs de reconnaître et d’interpréter les gestes de la main.","challenges-content.craft-magic.purposes.4":"Pour sensibiliser à l’importance de la technologie pour les personnes atteintes d’un handicap.","challenges-content.craft-magic.purposes.5":"Pour promouvoir la résolution de problèmes selon une approche collaborative et le travail d’équipe parmi les élèves dans le cadre de leur collaboration visant à améliorer leurs programmes consacrés à la gestuelle des mains.","challenges-content.craft-magic.purposes.6":"Pour faire le lien entre les compétences de codage et le raisonnement informatique et les applications du monde réel, en mettant l’accent sur l’impact concret de la technologie sur la vie des gens et en s’alignant sur les objectifs de développement durable (ODD).","challenges-content.craft-magic.duration.0":"90 min pour les élèves de 10 à 12 ans","challenges-content.craft-magic.duration.1":"45 min pour les élèves de 12 à 15 ans","challenges-content.craft-magic.description":"Créer un programme basé sur les blocs dans Scratch en utilisant l’extension d’IA ‘Corps humain’ d’une manière créative et stimulante, pour dessiner sur un écran sans l’aide d’une souris traditionnelle ou d’un écran tactile.","challenges-content.craft-magic.instructions.0":"Connecte-toi au site https://ai.thestempedia.com et crée un compte enseignant ou élève.","challenges-content.craft-magic.instructions.1":"Importe les extensions ‘Détection du corps humain’, ‘Stylo’, ‘Synthèse vocale’.","challenges-content.craft-magic.instructions.2":"Ajoute le sprite ‘Crayon’ de la bibliothèque et crée 7 sprites (‘écrire’, ‘clair’, ‘noir’, ‘rouge’, ‘bleu’, ‘vert’, ‘rose’).","challenges-content.craft-magic.instructions.3":"Écris des commandes pour vérifier ce qui se passe lorsque le sprite ‘crayon’ touche l’un des autres sprites.","challenges-content.craft-magic.instructions.4":"Écris des commandes pour permettre à la caméra de reconnaître la pose de la main et déplace le crayon aux coordonnées x et y de ton index.","challenges-content.craft-magic.instructions.5":"Change de costume à la fin du lancer.","challenges-content.craft-magic.instructions.6":"Ajoute des effets sonores.","challenges-content.craft-magic.materials.0":"Plateforme de programmation https://ai.thestempedia.com (gratuite)","challenges-content.craft-magic.materials.1":"compte enseignant (gratuit)","challenges-content.craft-magic.materials.2":"compte élève (gratuit)","challenges-content.craft-magic.materials.3":"Ordinateurs dotés d’une caméra","challenges-content.craft-magic.materials.4":"Connexion Internet","challenges-content.circle-of-dots.title":"Un cercle de points","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Pour écrire du code permettant de tracer une ligne de points.","challenges-content.circle-of-dots.purposes.1":"Pour écrire du code permettant de tracer une ligne de traits.","challenges-content.circle-of-dots.purposes.2":"Pour écrire du code permettant de tracer un cercle.","challenges-content.circle-of-dots.purposes.3":"Écrire du code permettant de tracer un cercle de points (traits).","challenges-content.circle-of-dots.description":"Tracer un cercle fait de points ou de traits.","challenges-content.circle-of-dots.duration":"40 minutes","challenges-content.circle-of-dots.instructions.0":"Créer un bloc ‘point’.","challenges-content.circle-of-dots.instructions.1":"Créer un bloc ‘trait’.","challenges-content.circle-of-dots.instructions.2":"Tracer un cercle fait de points.","challenges-content.circle-of-dots.instructions.3":"Tracer un cercle fait de traits.","challenges-content.coding-escape-room.title":"Créer une escape room de codage","challenges-content.coding-escape-room.author":"Stefania Altieri et Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Pour enseigner/apprendre et réfléchir aux concepts de codage.","challenges-content.coding-escape-room.purposes.1":"Pour utiliser des outils de codage simples.","challenges-content.coding-escape-room.purposes.2":"Pour développer des capacités de raisonnement informatique et de résolution de problème.","challenges-content.coding-escape-room.description.0":"Crée une expérience ‘s’échapper en codant’ comme ceci:","challenges-content.coding-escape-room.description.1":"Tu peux utiliser un Google Form, Genial.ly, une présentation Google ou tout autre outil pour créer une histoire sur le code ;).","challenges-content.coding-escape-room.duration":"90 minutes","challenges-content.coding-escape-room.instructions":"Vous pouvez diviser vos élèves en petits groupes; laissez-les jouer et ensuite créer un autre défi avec le modèle: ","challenges-content.coding-escape-room.materials.0":"Vous pouvez utiliser n’importe quel outil (plateformes Google et Microsoft pour créer et partager des documents, des présentations et des feuilles). N’importe quel outil, structure de codage ou personnage lié aux TIC et au code.","challenges-content.coding-escape-room.example.0":"Certains personnages qui ont joué un rôle très important dans l’histoire des TIC ainsi que les concepts fondamentaux du code et de la programmation sont introduits au fil du jeu. C’est le meilleur moyen d’apprendre et de participer activement! Vous pouvez jouer à ce jeu en équipe ou en mode solo, et l’envisager comme un défi ou une compétition. Les élèves peuvent ensuite créer quelque chose de similaire et développer leurs compétences, notamment leur créativité et leurs capacités de codage.","challenges-content.coding-escape-room.example.1":"Cette ressource est très pratique et peut être réutilisée et recréée facilement. Google Forms est l’un des outils à votre disposition. Vous pouvez également utiliser Google slides, Genial.ly, Emaze ou tout autre outil pour créer des histoires croisées et vos propres aventures.","challenges-content.coding-escape-room.example.2":"Le défi d’évasion se divise en sessions. Si vous devinez les réponses, vous pouvez aller de l’avant. Les élèves doivent créer les quiz de codage.","challenges-content.let-the-snake-run.title":"Laisse le serpent serpenter","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Pour coder les mouvements du serpent avec leur propre micro:bit.","challenges-content.let-the-snake-run.purposes.1":"Pour définir l’emplacement et la synchronisation corrects de l’animation commune.","challenges-content.let-the-snake-run.description":"Les élèves doivent écrire des codes permettant de faire avancer le serpent à travers des micro:bits situés les uns à côté des autres. Le résultat doit donner l’impression que le serpent se déplace d’un micro:bit à l’autre.","challenges-content.let-the-snake-run.duration":"30 minutes","challenges-content.let-the-snake-run.instructions.0":"Crée une piste qui traverse plusieurs micro:bits situés les uns à côté des autres (par exemple, en formant un carré de 2×2).","challenges-content.let-the-snake-run.instructions.1":"Écris des codes pendant qu’un serpent se déplace le long d’une piste.","challenges-content.let-the-snake-run.instructions.2":"Travaille sur ton propre appareil, puis rassemble ton code et celui des autres élèves et exécute le code.","challenges-content.let-the-snake-run.instructions.3":"Tiens compte de la synchronisation et de l’emplacement: Si le serpent sort d’un micro:bit, il apparaîtra sur le micro:bit suivant.","challenges-content.let-the-snake-run.instructions.4":"Autres défis: Avec micro:bit v2, tu peux jouer de la musique jusqu’à ce que le serpent sorte de ton appareil.","challenges-content.let-the-snake-run.instructions.5":"Dessine le serpent en modifiant la luminosité des LED.","challenges-content.let-the-snake-run.instructions.6":"Essaie de créer des serpents plus longs ou plus nombreux.","challenges-content.let-the-snake-run.example.0":"Voici un exemple d’un serpent de 6 pixels de long composé de 4 micro:bits formant un carré de 2×2: ","challenges-content.let-the-snake-run.example.1":"Codage du micro:bit de départ (l’enseignant peut s’en charger)","challenges-content.let-the-snake-run.example.2":"Tous les codes sont initiés par ce micro:bit, qui envoie un signal radio aux autres micro:bits lorsque l’on clique sur le bouton A.","challenges-content.let-the-snake-run.example.3":"Codage des mouvements du serpent","challenges-content.let-the-snake-run.example.4":"Chaque micro:bit doit se trouver dans le même groupe radio que le micro:bit de départ.","challenges-content.let-the-snake-run.example.5":"Toutes les animations commencent à la réception du signal radio.","challenges-content.let-the-snake-run.example.6":"L’animation du premier micro:bit est visible immédiatement; les autres apparaîtront à l’arrivée du serpent.","challenges-content.let-the-snake-run.example.7":"Le temps s’écoulant entre les deux phases détermine la vitesse du serpent.","challenges-content.let-the-snake-run.materials.0":"micro:bits (pour chaque élève si possible)","challenges-content.let-the-snake-run.materials.1":"ordinateur portable ou ordinateur de bureau pour l’éditeur makecode.microbit.org","challenges-content.illustrate-a-joke.title":"Illustrer une blague à l’aide de bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Pour concevoir un petit jeu dans lequel l’utilisateur trouve la réponse à une question humoristique.","challenges-content.illustrate-a-joke.description":"Les élèves conçoivent un jeu dans lequel l’utilisateur trouve la réponse à une question humoristique lorsque le personnage heurte un objet sur le terrain de jeu. Les élèves utilisent les fonctions de base de bitsy pour relever le défi.","challenges-content.illustrate-a-joke.instructions.0":"Pense à une question humoristique. Va sur bitsy et crée un nouveau projet. Tu auras besoin de:","challenges-content.illustrate-a-joke.instructions.1":"un avatar - un sprite que tu peux déplacer","challenges-content.illustrate-a-joke.instructions.2":"Un chat blanc sur un fond violet","challenges-content.illustrate-a-joke.instructions.3":"Description générée automatiquement","challenges-content.illustrate-a-joke.instructions.4":"un objet que ton avatar doit atteindre","challenges-content.illustrate-a-joke.instructions.5":"une pièce - l’arrière-plan de ton programme","challenges-content.illustrate-a-joke.instructions.6":"deux messages: une question et une réponse","challenges-content.illustrate-a-joke.instructions.7":"Une fois le jeu terminé, tu peux le télécharger au format html.","challenges-content.illustrate-a-joke.example":"Sur ce site web, tu trouveras un exemple de question humoristique et un lien vers un tableau blanc numérique:","challenges-content.illustrate-a-joke.materials":"bitsy s’exécute dans un navigateur","challenges-content.app-that-counts-in-several-languages.title":"Une application qui compte en plusieurs langues","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Pour apprendre à créer une application simple.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Pour apprendre à programmer à l’aide de blocs.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Pour apprendre à ajouter des étiquettes, des boutons, des images, des capteurs et des médias.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Pour apprendre à organiser les éléments sur l’écran d’une application.","challenges-content.app-that-counts-in-several-languages.description":"L’application te permet de compter en plusieurs langues en cliquant sur un bouton. Chaque fois que l’utilisateur secoue le smartphone, le compteur revient à zéro. Le défi consiste à ajouter une autre langue.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Pour relever le défi, tu dois définir l’autre langue dans laquelle tu veux que l’application compte.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Tu devras ensuite télécharger sur Internet (par exemple sur Pixabay ou Unsplash) le drapeau de ce pays et le téléverser sur la plateforme MIT APP Inventor en utilisant l’élément ‘drapeau’, qui se trouve dans ‘Propriétés de l’image’.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Ensuite, tu devras vérifier comment écrire le nom du pays en anglais et comment dire ‘quitter’ et ‘clique sur moi’ dans la langue de ce pays.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Et enfin, tu devras ajouter les blocs nécessaires pour que l’application fonctionne dans la nouvelle langue.","challenges-content.app-that-counts-in-several-languages.materials.0":"Pour développer une application, tu auras besoin d’un ordinateur de bureau ou d’un ordinateur portable avec un accès à Internet.","challenges-content.app-that-counts-in-several-languages.materials.1":"Crée un compte sur la plateforme MIT APP Inventor, accessible au lien suivant: https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Il te faudra également installer l’application MIT AI2 Companion sur ton smartphone afin de tester l’application développée.","challenges-content.coding-with-art-through-storytelling.title":"Coder avec art grâce à la narration","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara et Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Pour développer des capacités d’observation, d’interprétation et de questionnement grâce à l’art.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Pour exprimer sa créativité et collaborer à un objectif commun","challenges-content.coding-with-art-through-storytelling.purposes.2":"Pour créer un algorithme permettant de raconter à nouveau l’histoire.","challenges-content.coding-with-art-through-storytelling.description":"Dans ce défi, les élèves devront s’inspirer d’une œuvre d’art pour créer une histoire et l’illustrer. Ils essaieront ensuite de raconter à nouveau leur histoire en utilisant un kit robotique programmable/ou dans le cadre d’une activité hors ligne.","challenges-content.coding-with-art-through-storytelling.materials.0":"Cette activité peut être mise en œuvre en tant qu’activité hors ligne ou en utilisant un robot éducatif programmable comme une BeeBot, une BlueBot ou une souris programmable.","challenges-content.coding-with-art-through-storytelling.materials.1":"cartes fléchées BeeBot ou cartes fléchées pour l’activité hors ligne","challenges-content.coding-with-art-through-storytelling.materials.2":"en grec","challenges-content.coding-with-art-through-storytelling.materials.3":"Pour en savoir plus sur la boîte à outils des routines de pensée du Projet Zéro, veuillez consulter","challenges-content.coding-with-art-through-storytelling.example.0":"L’enseignant et ses élèves modélisent ensemble la manière de concevoir un algorithme à l’aide des cartes comportant des instructions afin que la BeeBot ou tout autre robot puisse avancer jusqu’au premier événement de l’histoire sur le tapis. Les élèves travaillent en équipes de 3 ou 4 pour concevoir un algorithme permettant au robot de passer à la séquence suivante. Les élèves testent leur algorithme sur le tapis de la classe et, le cas échéant, éliminent les bugs.","challenges-content.coding-with-art-through-storytelling.example.1":"Ils continuent à parcourir le plus possible d’événements de l’histoire","challenges-content.coding-with-art-through-storytelling.example.2":"Cette activité peut également être mise en œuvre en tant qu’activité hors ligne.","challenges-content.coding-with-art-through-storytelling.example.3":"Un élève est le robot - un autre, le programmeur. Le programmeur crée un chemin algorithmique en utilisant les cartes fléchées afin d’aider le robot à se déplacer d’une image à l’autre et à raconter à nouveau l’histoire. Chaque fois que le robot arrive sur une image, on lui demande de raconter une partie de l’histoire.","challenges-content.coding-with-art-through-storytelling.instructions.0":"L’enseignant demande aux élèves d’observer une peinture/photo.","challenges-content.coding-with-art-through-storytelling.instructions.1":"Ils utilisent la routine de pensée ‘début, milieu, fin’ (Projet Zéro de la Harvard School) pour créer une histoire.","challenges-content.coding-with-art-through-storytelling.instructions.2":"L’enseignant leur demande ‘si cette œuvre d’art représente le début/le milieu/la fin d’une histoire, et ce qui pourrait se passer après/avant/à la fin.","challenges-content.coding-with-art-through-storytelling.instructions.3":"Les élèves illustrent les événements de l’histoire.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Les élèves se remémorent l’histoire et placent les événements sur la grille. À l’aide de cartes fléchées, ils créent un algorithme qui aide la BeeBot à raconter à nouveau l’histoire.","challenges-content.coding-with-legoboost.title":"Codage et programmation avec LegoBoost - Extension Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"pour créer des modèles à l’aide de LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"pour développer des compétences en programmation dans Scratch.","challenges-content.coding-with-legoboost.purposes.2":"pour programmer des robots à l’aide de commandes simples ou complexes.","challenges-content.coding-with-legoboost.description":"Ce défi demandera aux élèves d’utiliser l’extension Scratch-LegoBoost et d’écrire des codes dans l’application pour permettre aux robots d’avancer, de reculer, d’éviter les obstacles et de recevoir des commandes vocales.","challenges-content.coding-with-legoboost.duration":"120 minutes","challenges-content.coding-with-legoboost.instructions.0":"Connecte-toi à l’application Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Lance Scratch Link et active le Bluetooth sur ton ordinateur portable.","challenges-content.coding-with-legoboost.instructions.2":"Clique sur ‘Ajouter une extension de Scratch’ et choisis LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Ajoute une image sur la Semaine européenne du code.","challenges-content.coding-with-legoboost.instructions.4":"Mets les deux moteurs AB en mode ‘MARCHE’, et en mode ‘ARRÊT’ lorsqu’ils rencontrent un obstacle rouge.","challenges-content.coding-with-legoboost.instructions.5":"Dans la couleur verte, le moteur A est mis en mode ‘MARCHE’, dans la couleur noire, le moteur B est mis en mode ‘MARCHE’.","challenges-content.coding-with-legoboost.instructions.6":"Des obstacles verts, rouges et noirs se dresseront le long d’un itinéraire.","challenges-content.coding-with-legoboost.instructions.7":"Ajoute des commandes pour se déplacer et tourner lors de la rencontre avec un obstacle en utilisant des flèches et la synthèse vocale.","challenges-content.coding-with-legoboost.instructions.8":"Teste-le!","challenges.title":"DÉFIS DE LA SEMAINE EUROPÉENNE DU CODE","challenges.date":"9-24 octobre 2021","challenges.common.target-audience":"Public visé","challenges.common.pre-primary":"Élèves de maternelle","challenges.common.experience":"Expérience","challenges.common.duration":"Durée","challenges.common.materials":"Matériel recommandé","challenges.common.purpose":"But","challenges.common.description":"Description","challenges.common.instructions":"Instructions","challenges.common.example":"Exemple","challenges.common.written-by.0":"Ce défi a été écrit par","challenges.common.written-by.1":"et fait partie des","challenges.common.teachers":"Enseignants","challenges.common.students":"Élèves","challenges.common.beginner":"Débutant","challenges.common.intermediate":"Intermédiaire","challenges.common.advanced":"Avancé","challenges.common.1-hour":"1 heure","challenges.main.0":"Pendant la Semaine européenne du code, du 9 au 24 octobre 2021, nous vous invitons à relever un ou plusieurs de nos défis.","challenges.main.1":"En quoi consistent les défis de la Semaine européenne du code ?","challenges.main.2":"Les défis de la Semaine européenne du code sont des activités que vous organisez vous-même, dans votre classe, avec des collègues ou des amis. Vous aimeriez participer à la Semaine du code, mais vous ne savez pas vraiment comment procéder? Plus besoin de chercher! Avec des partenaires de la Semaine du code, nous avons conçu une sélection de défis faciles à réaliser, qui incluent des exemples concrets sur la façon de les mettre en œuvre en classe ou en groupe. Il y a également des lignes directrices sur la façon de résoudre les défis, mais vous pouvez les adapter pour qu'elles répondent aux besoins, aux centres d'intérêt et à l'âge de vos participants. Vous pouvez utiliser tous les outils et toutes les technologies que vous souhaitez, mais nous recommandons l'utilisation de ressources open source.","challenges.main.3":"Choisissez un ou plusieurs défis, adaptez-les à votre groupe ou à votre classe, et partagez les résultats sur Instagram pour encourager encore plus de collègues et d'amis à participer aux activités ludiques de la Semaine du code!","challenges.main.4":"Cliquez sur un défi pour en savoir plus à son sujet:","challenges.main.5":"Qui peut participer?","challenges.main.6":"Tout le monde (écoles, enseignants, bibliothèques, clubs de codage, entreprises, autorités publiques) est invité à célébrer la Semaine européenne du code 2021 en relevant un #EUCodeWeekChallenge.","challenges.main.7":"Comment participer au Défi de la Semaine européenne du code 2021?","challenges.main.8":"Sélectionnez un défi que vous souhaiteriez relever.","challenges.main.9":"Faites des équipes en répartissant vos participants par deux ou en groupes. Le travail d'équipe et la collaboration sont essentiels pour la réussite d'un défi, que vous organisiez votre activité en personne ou en ligne, dans le cadre d'une collaboration nationale ou internationale.","challenges.main.10":"Partager votre défi","challenges.main.11":"Vous aimeriez gagner des produits dérivés de la Semaine du code? Si c'est le cas, diffusez massivement votre travail !","challenges.main.12":"Une fois le défi relevé, partagez-le sur Instagram.","challenges.main.13":"Des lauréats seront sélectionnés tous les jours au cours de la Semaine du code qui aura lieu du 9 au 24 octobre et seront annoncés sur notre chaîne Instagram, donc n'oubliez pas de consulter régulièrement vos notifications.","challenges.share.0":"Comment partager votre ou vos défi(s) sur Instagram?","challenges.share.1":"Appuyez sur le bouton Modifier le profil","challenges.share.2":"Copiez le lien vers votre travail dans le champ site web et sauvegardez","challenges.share.3":"Créez une nouvelle publication","challenges.share.4":"Ajoutez une capture d'écran de votre travail","challenges.share.5":"Rédigez une description captivante","challenges.share.6":"Veillez à préciser «Lien dans la bio»","challenges.share.7":"Ajoutez #EUCodeWeekChallenge","challenges.share.8":"Mentionnez et taguez @CodeWeekEU","challenges.share.9":"Vous préférez partager votre ou vos défi(s) sur Facebook?","challenges.share.10":"La Semaine européenne du code épinglera une nouvelle publication Défi sur sa ","challenges.share.11":"page Facebook","challenges.share.12":"tous les jours et sélectionnera le lauréat du prix en fonction des commentaires de chaque publication.","challenges.share.13":"Comment ça marche?","challenges.share.14":"Il vous suffit de commenter la publication en mettant un lien vers votre travail.","challenges.share-box.0":"Partagez le lien vers votre travail dans votre","challenges.share-box.1":"Bio Instagram","challenges.share-box.2":"appuyez sur le bouton","challenges.share-box.3":"Modifier le profil","challenges.share-box.4":"de votre compte Instagram et ajoutez un lien vers votre travail dans le champ site web. Puis, créez une nouvelle publication, ajoutez une capture d'écran de votre travail, écrivez ","challenges.share-box.5":"Lien dans la bio","challenges.share-box.6":"ajoutez #EUCodeWeekChallenge et mentionnez @CodeWeekEU","challenges.share-box.7":"Vous préférez partager votre ou vos défi(s) sur","challenges.share-box.8":"La Semaine européenne du code épinglera","challenges.share-box.9":"une nouvelle publication Défi sur sa","challenges.share-box.10":"page Facebook","challenges.share-box.11":"Il vous suffit alors de commenter la publication en mettant un lien vers votre travail.","challenges.share-box.12":"Les lauréats seront sélectionnés et recevront des produits dérivés de la Semaine du code tous les jours, du 9 au 24 octobre. Ils seront annoncés sur nos chaînes Instagram et Facebook, donc n'oubliez pas de consulter régulièrement vos notifications","challenges.take-part.0":"Pourquoi participer à un défi de la Semaine européenne du code?","challenges.take-part.1":"pour prendre part à des activités de résolution de problèmes et de codage.","challenges.take-part.2":"pour travailler en collaboration avec des pairs.","challenges.take-part.3":"pour diffuser le message sur l’importance du codage.","challenges.download.0":"Cliquez","challenges.download.1":"ici","challenges.download.2":"pour télécharger ce défi sous forme de document Word","challenges.bingo.0":"Relevez tous les défis","challenges.bingo.1":"Défi relevé? Imprimez","challenges.bingo.2":"la carte de bingo","challenges.bingo.3":"et cochez la petite bulle blanche en haut à gauche","challenges.bingo.4":"Partagez votre défi sur les réseaux sociaux et gagnez de super prix de la Semaine du code","challenges.bingo.5":"Il vous suffit de télécharger une photo de la ou des ligne(s) et colonne(s) remplie(s), ou encore mieux de toute la carte de bingo remplie, sur","challenges.bingo.6":"Facebook, Instagram ou Twitter","challenges.bingo.7":"Assurez-vous d'ajouter","codeweek4all.title":"Défi Code Week 4 All","codeweek4all.text":"Le défi Code Week 4 All vous encourage à lier vos activités à celles organisées par des amis, des collègues et des connaissances pour obtenir ensemble le certificat d’excellence Code Week.","codeweek4all.what.title":"De quoi s’agit-il?","codeweek4all.what.content":`

    En plus de soumettre votre activité à la carte de la Semaine européenne du code, vous pouvez inciter des personnes de votre réseau à en faire autant. Si vous et votre alliance atteignez l’un des seuils suivants, chacun obtiendra le certificat d’excellence Code Week!

    -

    Critères pour décrocher le Certificat d’excellence:

    `,"codeweek4all.what.criteria1":"500 étudiants participants","codeweek4all.what.criteria2":"10 activités liées (par 10 organisateurs différents)","codeweek4all.what.criteria3":"3 pays impliqués","codeweek4all.what.andor":"et/ou","codeweek4all.howto.title":"Comment participer?","codeweek4all.howto.time":"Le défi Code Week 4 All dure jusqu'à la fin de l'année civile. Les certificats seront émis au début de l'année prochaine, en janvier ou février.","codeweek4all.howto.content":'Rendez-vous sur la page Ajouter une activité et renseignez les détails requis de votre activité de codage.',"codeweek4all.howto.first_alliance.1":"Cliquez sur Soumettre.","codeweek4all.howto.first_alliance.2":"Une fois votre activité acceptée, vous recevrez un email de confirmation avec votre code unique Code Week 4 All.","codeweek4all.howto.first_alliance.3":"Copiez le code et partagez-le avec vos collègues et les autres membres de votre réseau qui organisent également une activité de codage. Faites passer le mot pour encourager les autres à participer!","codeweek4all.howto.first_alliance.4":"À la fin de la campagne, tous les organisateurs d’activités seront invités à indiquer le nombre de participants qu’ils ont réussi à fédérer. Si vous réussissez à atteindre le seuil, vous et les collègues de votre réseau obtiendrez le Certificat d’excellence!","codeweek4all.howto.first_alliance.title":"Si vous être le premier représentant de votre alliance:","codeweek4all.howto.existing_alliance.1":"Collez le code que vous avez reçu de l’initiateur, le premier à avoir créé l’alliance, dans la cellule de champ CODE CODE WEEK 4 ALL.","codeweek4all.howto.existing_alliance.2":"Cliquez sur Soumettre.","codeweek4all.howto.existing_alliance.3":"Faites passer le mot (et le code!) pour que davantage d’organisateurs rejoignent votre alliance.","codeweek4all.howto.existing_alliance.4":"À la fin de la campagne, tous les organisateurs d’activités seront invités à indiquer le nombre de participants qu’ils ont réussi à fédérer. Si vous réussissez à atteindre le seuil, vous et les collègues de votre réseau obtiendrez le Certificat d’excellence!","codeweek4all.howto.existing_alliance.title":"Si vous rejoignez une alliance existante:","codeweek4all.why.1":"Pour diffuser le message sur l’importance du codage.","codeweek4all.why.2":"Pour qu’un grand nombre d’étudiants s’implique.","codeweek4all.why.3":"Pour créer des connections avec des organisations et/ou écoles dans votre communauté ou au niveau international","codeweek4all.why.4":"Pour trouver un soutien auprès d’autres organisateurs et enseignants.","codeweek4all.why.5":"Pour obtenir un Certificat d’excellence.","codeweek4all.why.title":"Pourquoi rejoindre le défi?","codeweek4all.superorganiser-title":"Certificat de super organisateur","codeweek4all.superorganiser":'Vous pouvez également obtenir un certificat de super organisateur. Pour ce faire, vous devez organiser et enregistrer au moins dix activités distinctes dans votre école, votre organisation ou en ligne.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Questions","coding-at-home.intro.title":"Présentation de Coding@Home","coding-at-home.material.required":"Matériel nécessaire","coding-at-home.material.chequered":"tableau à damiers","coding-at-home.material.footprint":"tuiles avec des images d’empreintes","coding-at-home.explorer.title":"L’explorateur","coding-at-home.explorer.text":"L’explorateur désigne la première activité de Coding@Home. Déplacez l’explorateur sur le tableau pour atteindre la cible après avoir visité autant de cases que possible. ","coding-at-home.explorer.questions.content.1":"Q1. Avec les points de départ et d’arrivée montrés dans la vidéo, est-il possible pour l’explorateur de visiter toutes les cases du tableau ?","coding-at-home.explorer.questions.content.2":"Q2. Quels sont les points de départ et d’arrivée qui empêchent l’explorateur de visiter le plus grand nombre de cases du tableau ?","coding-at-home.right-and-left.title":"Droite et gauche","coding-at-home.right-and-left.text":"Right and Left est un jeu de compétition et de collaboration. Les deux équipes collaborent pour créer un chemin vers la cible, tandis qu’elles s’affrontent pour utiliser le plus grand nombre possible de tuiles qui leur sont attribuées : l’équipe jaune tente d’insérer le plus grand nombre possible de tours à gauche et l’équipe rouge tente d’insérer le plus grand nombre possible de tours à droite.","coding-at-home.right-and-left.questions.content.1":"Q1. Avec un départ et une arrivée organisés comme dans le premier match de cette vidéo, est-il possible pour l’une des deux équipes de gagner ?","coding-at-home.right-and-left.questions.content.2":"Q2. Avec un départ et une arrivée organisés comme dans le jeu gagné par Anna, pourrait-il y avoir un match nul ?","coding-at-home.right-and-left.questions.content.3":"Q3. Y a-t-il des dispositions de départ et d’arrivée qui favorisent l’une des deux équipes ?","coding-at-home.right-and-left.questions.content.4":"Q4. Compte tenu de la disposition des points de départ et d’arrivée, est-il possible de prévoir l’écart entre l’équipe gagnante et l’équipe perdante ?","coding-at-home.keep-off-my-path.title":"Keep of my path","coding-at-home.keep-off-my-path.text":"Keep of my path est un jeu compétitif opposant deux équipes. En partant des extrémités opposées du plateau, les deux équipes tracent des chemins qui se gênent mutuellement. L’équipe qui empêche l’autre de prolonger son chemin gagne.","coding-at-home.keep-off-my-path.questions.content.1":"Q1. Y a-t-il des points de départ qui favorisent l’une des deux équipes ?","coding-at-home.keep-off-my-path.questions.content.2":"Q2. Pourrait-il y avoir un match nul ?","coding-at-home.keep-off-my-path.questions.content.3":"Q3. Le joueur qui part le premier a-t-il un avantage ?","coding-at-home.keep-off-my-path.questions.content.4":"Q4. Existe-t-il une stratégie de jeu imparable que le joueur commençant le premier pourrait adopter pour s’assurer de ne jamais perdre ?","coding-at-home.tug-of-war.title":"Tug of war","coding-at-home.tug-of-war.text":"Tug of war est un jeu de collaboration et de compétition. En partant du centre du bas du plateau, deux équipes (jaune et rouge) s’allient pour atteindre le sommet. L’équipe jaune essaie d’atteindre les cases de gauche tandis que l’équipe rouge essaie d’atteindre les cases de droite.","coding-at-home.tug-of-war.questions.content.1":"Q1. Existe-t-il une stratégie qui aboutira systématiquement à une victoire ?","coding-at-home.tug-of-war.questions.content.2":"Q2. Le joueur qui part le premier a-t-il un avantage ?","coding-at-home.tug-of-war.questions.content.3":"Q3. Si les deux joueurs sont aussi attentifs l’un que l’autre, la partie se termine-t-elle toujours par un match nul, c’est-à-dire au centre ?","coding-at-home.explorer-without-footprints.title":"L’explorateur sans traces de pas","coding-at-home.explorer-without-footprints.text":"L’explorateur fait le tour du tableau, du point de départ à la cible, en essayant de passer par toutes les cases. Ce faisant, l’explorateur laisse des traces de pas colorées, qui permettent au robot de suivre les étapes en interprétant les couleurs. Le jeu devient encore plus intrigant lorsque l’explorateur efface les traces de pas en ne laissant que les couleurs.","coding-at-home.explorer-without-footprints.material":"marqueurs (ou des crayons) rouges, jaunes et gris","coding-at-home.explorer-without-footprints.questions.content.1":"Q1. Quelle est la différence entre le tableau rempli de traces de couleur et celui avec des couleurs, mais sans traces ?","coding-at-home.explorer-without-footprints.questions.content.2":"Q2. Quel tableau offre une plus grande liberté de mouvement, en conservant les mêmes règles de rotation que celles indiquées par la couleur ?","coding-at-home.explorer-without-footprints.questions.content.3":"Q3. Y a-t-il des chemins possibles sur le tableau avec des couleurs, qui ne sont pas possibles sur le tableau avec des traces de pas de couleur ?","coding-at-home.explorer-without-footprints.questions.content.4":"Q4. Existe-t-il sur le tableau des pistes possibles avec des traces de couleur, ce qui n’est pas possible sur le tableau avec des couleurs uniquement ?","coding-at-home.walk-as-long-as-you-can.title":"Marchez aussi longtemps que vous le pouvez","coding-at-home.walk-as-long-as-you-can.text":"Dans le cadre de cette activité, le défi consiste à rester le plus longtemps possible sur le plateau de jeu en utilisant des couleurs à la place des empreintes. L’activité devient plus difficile à mesure que les possibilités de déplacement augmentent","coding-at-home.walk-as-long-as-you-can.coloured-cards":"des cartes de couleur, ou des balises rouges, jaunes et grises","coding-at-home.walk-as-long-as-you-can.questions.content.1":"Q1. Quand les deux parcours se rencontrent-ils et se bloquent-ils l’un l’autre?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"Q2. Ce jeu est-il présenté comme un jeu à deux joueurs? Est-il possible d’y jouer à trois ou quatre joueurs? Faut-il modifier les règles?","coding-at-home.ada-charles-roby.title":"Ada, Charles et Roby","coding-at-home.ada-charles-roby.text":"L’histoire d’Ada Lovelace et de Charles Babbage est intéressante. Ils ont conçu et programmé des ordinateurs cent ans avant qu’ils ne soient réellement inventés","coding-at-home.ada-charles-roby.material":"de la pâte à modeler et un petit crayon","coding-at-home.ada-charles-roby.questions.content.1":"Q1. Essayez d’imaginer que le robot que vous avez fabriqué avec de la pâte à modeler et un crayon est capable de se déplacer sur le plateau de jeu pour atteindre n’importe quel emplacement et, si nécessaire, de tracer son parcours. Quelles instructions utiliseriez-vous pour le programmer?","coding-at-home.cody-and-roby.title":"Cody et Roby","coding-at-home.cody-and-roby.text":"Il s’agit d’un jeu de rôle avec le programmeur, Cody, et le robot, Roby. La vidéo présente les cartes de CodyRoby, que nous utiliserons désormais pour décider des déplacements sur le plateau de jeu. Cody utilisera ces cartes pour donner à Roby des instructions sur la façon de se déplacer sur le plateau de jeu","coding-at-home.cody-and-roby.material":"un damier avec des étiquettes, des cartes d’instructions (gauche, droite, en avant) et tous les jetons à placer sur le plateau de jeu","coding-at-home.cody-and-roby.starter-kit":"kit de démarrage CodyRoby","coding-at-home.cody-and-roby.questions.content.1":"Q1. Où arrive Roby si, à partir de la position C2, face au sud, il exécute la dernière séquence d’instructions de la vidéo?","coding-at-home.cody-and-roby.questions.content.2":"Q2. Les déplacements que Roby effectue en exécutant la dernière séquence d’instructions de la vidéo pourraient-ils être décrits en appliquant les instructions de CodyFeet ou de CodyColor au plateau de jeu?","coding-at-home.cody-and-roby.questions.content.3":"Q3. Les trois types d’instructions présentés dans la vidéo, représentés par les cartes vertes, rouges et jaunes, constituent un jeu d’instructions capable de conduire Roby n’importe où sur le plateau. Pouvez-vous trouver un jeu d’instructions comportant moins de trois instructions pour faire la même chose?","coding-at-home.the-tourist.title":"Le touriste","coding-at-home.the-tourist.text":"Avec les cartes CodyRoby, deux équipes s’affrontent pour trouver, le plus rapidement possible, la séquence d’instructions qui guidera le touriste vers les monuments qu’il veut visiter sur le plateau de jeu","coding-at-home.the-tourist.material":"De plus grandes cartes peuvent être utiles pour jouer sur le sol","coding-at-home.the-tourist.questions.content.1":"Q1. Quelle séquence d’instructions guiderait le touriste vers la statue de Raphaël dans le premier exemple de la vidéo?","coding-at-home.the-tourist.questions.content.2":"Q2. Quelle séquence d’instructions guiderait le touriste vers les tourelles du palais ducal dans le second exemple de la vidéo?","coding-at-home.the-tourist.questions.content.3":"Q3. Pouvez-vous imaginer une façon amusante de faire de l’exercice à chaque fois que l’une des deux équipes choisit une carte à ajouter au programme? Inventez-en une en repensant la course de relais montrée dans la vidéo","coding-at-home.material2.chequered-with-labels":"un damier avec des étiquettes","coding-at-home.material2.cards":"24 cartes «Avancer», 8 cartes «Tourner à gauche» et 8 cartes «Tourner à droite»","coding-at-home.material2.larger-cards":"il est recommandé d’utiliser de plus grandes cartes pour la version au sol","coding-at-home.material2.video":"La vidéo explique également comment jouer sans le jeu de cartes","coding-at-home.material2.pieces-of-paper":"Il faut également 24 morceaux de papier à placer sur les cases déjà empruntées","coding-at-home.material2.card-alternative":"À la place du jeu de cartes CodyRoby, vous pouvez utiliser les icônes des cartes disponibles ici","coding-at-home.material2.small-drawings":"Il est possible d’ajouter de petits dessins afin d’aider à raconter l’histoire. Les dessins utilisés dans la vidéo sont disponibles ici","coding-at-home.material2.rest-of-cards":"Pour le reste, nous utilisons les cartes de CodyRoby, CodyFeet ou CodyColour.","coding-at-home.catch-the-robot.title":"Attrape le robot","coding-at-home.catch-the-robot.text":"«Attrape le robot» est un jeu de compétition qui peut être joué sur une table ou au sol. Le joueur qui capture le robot de l’équipe adverse en atteignant sa case sur le plateau remporte la partie. Le caractère aléatoire des cartes à jouer oblige les deux équipes à adapter continuellement leurs stratégies.","coding-at-home.catch-the-robot.questions.content.1":"Q1. Sur quelles cases peut aller le pion rose (Roby) s’il se trouve sur la case centrale C3 face au nord, et que l’équipe rose a 2 cartes «Avancer», 2 cartes «Tourner à gauche» et 1 carte «Tourner à droite»?","coding-at-home.the-snake.title":"Le serpent","coding-at-home.the-snake.text":"«Le serpent» est une sorte de solitaire qui se joue avec les cartes CodyRoby. Le but du jeu est de guider le serpent pour qu’il traverse toutes les cases du plateau sans se mordre la queue.","coding-at-home.the-snake.questions.content.1":"Q1. Certains points de départ rendent-ils impossible de passer par toutes les cases sans que le serpent se morde la queue?","coding-at-home.storytelling.title":"Narration","coding-at-home.storytelling.text":"Aujourd’hui, nous allons parler de narration! Utilisez les instructions de CodyRoby, les empreintes de pieds de CodyFeet, ou les couleurs de CodyColour, pour déplacer les pions sur le plateau afin de raconter une histoire. Dispersez les différents éléments de l’histoire sur le plateau.","coding-at-home.storytelling.questions.content.1":"Q1. Quel est l’outil le plus polyvalent permettant à Roby de raconter une histoire?","coding-at-home.storytelling.questions.content.2":"Q2. Pouvez-vous organiser les parties de l’histoire que vous voulez raconter dans certaines positions sur le plateau afin qu’il soit impossible de toutes les récupérer en jouant avec CodyFeet?","coding-at-home.two-snakes.title":"Les deux serpents","coding-at-home.two-snakes.text":"À l’aide des cartes CodyRoby, deux serpents se déplacent sur le damier en tentant de se bloquer mutuellement. La règle de base est très simple: vous ne pouvez pas retourner sur une case où un serpent est déjà passé. Celui qui parvient à se déplacer librement le plus longtemps remporte la partie.","coding-at-home.two-snakes.material":"les cartes CodyRoby, un damier de 5 × 5, deux pions, et des morceaux de papier pour indiquer les cases où les serpents sont déjà passés.","coding-at-home.two-snakes.questions.content.1":"Q1. Dans la configuration initiale utilisée dans la vidéo, si les deux joueurs ne tirent pas de cartes jaunes pour tourner à gauche, quelles cartes devraient-ils espérer tirer?","coding-at-home.round-trip.title":"Aller-retour","coding-at-home.round-trip.text":"Les équipes jouent à tour de rôle. La première trace le trajet aller, tandis que la seconde doit ramener Roby au point de départ. Le jeu semble simple, mais il ne l’est pas, surtout si vous planifiez les déplacements simplement en les visualisant, sans réellement déplacer Roby...","coding-at-home.round-trip.material":"les cartes CodyRoby, un damier de 5 × 5, deux pions, et des morceaux de papier pour indiquer les cases où les serpents sont déjà passés.","coding-at-home.round-trip.questions.content.1":"Q1. Est-il possible que le programme conçu pour ramener Roby au point de départ soit plus court (c’est-à-dire, composé de moins d’instructions), que le programmer aller?","coding-at-home.meeting-point.title":"Point de rencontre","coding-at-home.meeting-point.text":"Cette fois-ci, nous planifions nos déplacements avant de commencer. Les deux équipes posent les cartes sur la table pour créer la séquence d’instructions qui leur permettra de déplacer leurs robots respectifs, mais aucun robot ne bouge tant que l’un des joueurs n’a pas dit «Partez!». Au moment où ce mot est prononcé, la programmation prend fin et les joueurs passent à l’action. Le joueur qui a dit «Partez!» ne gagnera que si les deux robots finissent, en suivant les instructions de leur équipe, sur la même case.","coding-at-home.meeting-point.material":"les cartes CodyRoby, un damier de 5 × 5 et deux pions.","coding-at-home.meeting-point.questions.content.1":"Q1. Si, d’après vous, il est possible que les deux robots ne se rencontrent jamais, inventez des règles du jeu qui s’appliquent à toutes les situations possibles.","coding-at-home.follow-the-music.title":"Suivez la musique","coding-at-home.follow-the-music.text":"Lorsque les séquences d’instructions de programmation se répètent, elles donnent l’impression de suivre un rythme. Si nous associons un son à chaque instruction, nous pouvons guider Roby en musique. C’est précisément ce que nous allons faire ici. Je vais créer un programme pour vous à partir de différents sons représentant diverses instructions, et vous déplacerez Roby sur le damier en suivant ces instructions sonores.","coding-at-home.follow-the-music.material":"outre les cartes CodyRoby, le damier et le pion, nous aurons besoin de produire trois sons différents. J’ai utilisé pour ce faire trois verres d’eau remplis à différents niveaux. Et vous, qu’allez-vous utiliser?","coding-at-home.follow-the-music.questions.content.1":"Q1. Essayez de suivre la vidéo et de vous laisser guider par les sons produits par le verre, sans regarder les cartes. Parvenez-vous à reconnaître et à suivre les instructions sonores?","coding-at-home.follow-the-music.questions.content.2":"Q2. Choisissez trois sons que vous associerez aux trois instructions de base. Trouvez une séquence de sons que vous pourriez répéter à l’infini sans jamais faire sortir Roby du damier...","coding-at-home.colour-everything.title":"Tout colorier","coding-at-home.colour-everything.text":"Peut-on guider les robots sur le plateau de façon à ce que leurs traces constituent un dessin? Dans le cadre de cette activité, nous jouons avec le codage et le pixel art, qui consiste à former des images en coloriant les cases d’un damier, comme des pixels sur un écran.","coding-at-home.colour-everything.material":"Les cartes CodyRoby, un damier et un pion. Pour colorier les cases, utilise des morceaux de papier à placer sur les cases, ou colorie les cases avec des marqueurs.","coding-at-home.colour-everything.questions.content.1":"Est-il possible de dessiner les deux cœurs comme dans la dernière partie de la vidéo, en guidant le robot sur toutes les cases nécessaires sans jamais passer deux fois sur la même case?","coding-at-home.codyplotter-and-codyprinter.title":"Cody Traceur et Cody Imprimante?","coding-at-home.codyplotter-and-codyprinter.text":"Quelle est la différence entre un traceur et une imprimante? Découvre-le grâce à cette activité de codage hors ligne.","coding-at-home.codyplotter-and-codyprinter.material":"en plus du kit CodyRoby, j’ai utilisé un marqueur vert et un nouveau robot en pâte à modeler, mais ce n’est pas obligatoire.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Peux-tu expliquer la différence entre un traceur et une imprimante?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Quel dessin produirait Roby Imprimante en se déplaçant sur les lignes du plateau s’il exécutait la séquence d’instructions figurant à la fin de la vidéo?","coding-at-home.boring-pixels.title":"Boring Pixels!/Utilisation de chiffres","coding-at-home.boring-pixels.text":"En donnant à Roby des instructions pour former une image case par case, pixel par pixel, nous découvrons que lorsque de nombreuses cases d’une même ligne sont de la même couleur, nous pouvons utiliser des chiffres pour que ce soit plus intéressant. Les ordinateurs font la même chose...","coding-at-home.boring-pixels.material":"cahier quadrillé, ou damier de 5×5 cases dessiné sur une feuille de papier, et stylo-feutre. Pour représenter le code du dessin, tu peux utiliser un stylo et une feuille de papier.","coding-at-home.boring-pixels.questions.content.1":"Essaie de faire un dessin à damier et représente-le au moyen du codage RLE. La taille du dessin est égale au nombre de cases, mais quelle est la taille de sa représentation RLE?","coding-at-home.turning-code-into-pictures.title":"Transformer du code en images","coding-at-home.turning-code-into-pictures.text.1":"Nous avons vu que nous pouvions créer un code nous permettant de dessiner une image. J’ai imaginé un dessin et j’ai utilisé du code pour le transformer en lettres et en chiffres, que je t’ai donnés. Prends note des lettres et des chiffres et utilise le code pour reconstruire le dessin.","coding-at-home.turning-code-into-pictures.text.2":"Voici l’image que j’avais imaginée. Fais-la apparaître sur ton cahier et sur les cahiers de tous ceux qui connaissent le code!","coding-at-home.turning-code-into-pictures.material":"une feuille de papier (de préférence quadrillée) et un stylo.","coding-at-home.turning-code-into-pictures.questions.content.1":"Essaie de décoder et de dessiner les images dont je parle à la fin de la vidéo.","coding-at-home.texts.1":"Coding@Home propose une série de courtes vidéos, de matériel de bricolage, de puzzles, de jeux et de défis de codage pour une utilisation quotidienne en famille et à l’école. Pas besoin de connaissances préalables ou d’appareils électroniques pour réaliser ces activités. Les activités stimuleront la réflexion informatique et cultiveront les compétences des élèves, des parents et des enseignants à la maison ou en milieu scolaire.","coding-at-home.texts.2":`La série Coding@Home du Code Week de l’UE s’appuie sur l’initiative « Coding in famiglia» de l’Université d’Urbino et de l’Association CodeMOOCnet, en coopération avec Rai Cultura. Alessandro Bogliolo est professeur de systèmes informatiques à l’Université d’Urbino, ambassadeur italien du Code Week de l’UE et coordinateur de tous les ambassadeurs, ainsi que membre du Conseil d’administration de la Digital Skills and Jobs Coalition.`,"coding-at-home.texts.3":'Si vous êtes intéressé par d’autres activités débranchées, ou couvrant différents langages de programmation, la robotique, micro:bit etc., consultez les EU Code Weeks « Learning Bits », avec des didacticiels vidéo et des programmes de cours s’adressant aux écoles primaires, secondaires inférieures et supérieures. Consultez également la page des ressources du Code Week de l’UE pour les apprenants et les enseignants.',"community.titles.0":"Communauté","community.titles.1":"Ambassadeurs","community.titles.2":"Enseignants principaux","community.titles.3":"Coordinateurs Edu","community.titles.4":"Bénévoles de la Semaine européenne du code","community.intro.0":"La Semaine européenne du code doit son succès à une vaste communauté internationale de bénévoles. Grâce à cette page, vous pouvez découvrir les membres actifs dans votre pays.","community.intro.1":"Les ambassadeurs, les enseignants principaux et les représentants des ministères de l’éducation des pays de l’UE et des Balkans occidentaux (les «coordonnateurs Edu») sont la colonne vertébrale de la Semaine européenne du code.","community.intro.2":"Sélectionnez votre pays pour en savoir plus sur votre communauté locale:","community.ambassadors":"Les ambassadeurs de la Semaine européenne du code sont les principaux points de contact pour les activités organisées dans chaque pays à cette occasion et contribuent à diffuser la vision de l’événement au niveau local. Les ambassadeurs font le lien entre les personnes, les entreprises et les communautés qui souhaitent contribuer à la Semaine européenne du code. Ils encouragent les organisateurs à ajouter des activités de codage à la carte de la Semaine du code, et ils promeuvent la participation à la Semaine européenne du code en général. Les ambassadeurs sont aussi chargés d’examiner et d’approuver les activités dans leur pays. En outre, ils travaillent avec leurs homologues des autres pays et ils se réunissent régulièrement pour discuter des manières de développer encore l’initiative.","community.leading-teachers":"Les enseignants principaux forment une communauté active de plus de 450 éducateurs issus de toute l’Europe. Ils contribuent à faire le lien entre les écoles, les enseignants et les étudiants qui souhaitent participer à la Semaine du code, et à les encourager à organiser des activités et à les ajouter à la carte de la Semaine du code. Les enseignants principaux organisent des webinaires de perfectionnement professionnel dans leur langue maternelle et ils constituent un point de référence pour les autres enseignants dans leur pays mais aussi en Europe. Ils sont aussi chargés de promouvoir l’initiative à l’échelle locale.","community.cta":"Si vous êtes un enseignant, n’hésitez pas à utiliser la carte pour trouver des enseignants principaux près de chez vous et entrer en contact.","community.edu":"Les coordonnateurs Edu de la Semaine européenne du code sont des correspondants au sein de ministères de l’éducation ou d’autres autorités et organisations compétentes en matière d’éducation qui participent à l’initiative. Les coordonnateurs Edu renforcent les bases de l’initiative en soutenant les enseignants et les écoles à l’échelon national. Ils prennent notamment contact avec les écoles qui participent déjà à la Semaine européenne du code pour obtenir des informations sur les bonnes pratiques et des retours d’expérience. Les coordonnateurs Edu soutiennent aussi les écoles qui veulent participer à l’initiative en mettant à leur disposition des ressources et du matériel d’apprentissage et en leur ouvrant des possibilités au sein de la communauté.","community.volunteer.0":"Vous n’êtes pas obligé(e) d’endosser une fonction officielle au sein de la communauté de la Semaine européenne du code pour faire partie de l’initiative. Tout le monde peut organiser des activités pour enseigner et donner aux autres l’envie de coder, de faire de la robotique, de bricoler avec du matériel informatique, de s’essayer à l’impression 3D, etc., et ajouter son activité","community.volunteer.1":"sur la carte.","community.volunteer.2":"Toutefois, si vous souhaitez vous engager en tant que bénévole pour promouvoir le codage et que vous adhérez à","community.volunteer.3":"la vision","community.volunteer.4":"et","community.volunteer.5":"aux valeurs","community.volunteer.6":"de la Semaine européenne du codage, vous pouvez peut-être devenir enseignant principal ou ambassadeur.","community.volunteer.7":"Si vous êtes un éducateur aussi passionné que nous par l’enseignement et l’apprentissage du codage, consultez ce lien pour en savoir plus sur les responsabilités et les avantages des enseignants principaux.","community.volunteer.8":"ici","community.volunteer.9":"Vous pouvez ensuite poser votre candidature pour devenir enseignant principal en remplissant","community.volunteer.10":"ce formulaire de candidature en ligne.","community.volunteer.11":"Veuillez noter que le nombre d’enseignants principaux par pays est fixe, ce qui signifie que les candidatures sont ouvertes pour un nombre limité de pays à la fois.","community.volunteer.12":"Si vous souhaitez promouvoir le codage dans votre pays, consultez","community.volunteer.13":"les responsabilités des ambassadeurs","community.volunteer.14":"et parcourez brièvement la liste des ambassadeurs de la Semaine européenne du code. ","community.volunteer.15":"S’il y a des ambassadeurs dans votre pays, contactez-les directement et discutez avec eux des meilleures manières dont vous pouvez contribuer à l’initiative. S’il n’y a aucun ambassadeur dans votre pays, veuillez nous contacter à l’adresse info@codeweek.eu.","cookie.cookies":"Cookies","cookie.uses_cookies":"Ce site utilise des cookies pour améliorer votre navigation","cookie.find_out_more_on":"En savoir plus sur ","cookie.how_we_use":"l'utilisation des cookies et la manière de modifier vos paramètres","cookie.info2":"l'utilisation des cookies et la manière de modifier vos paramètres","cookie.accept":"J'accepte les cookies","cookie.refuse":"Je refuse les cookies","cookie_policy.title":"Politique en matière de cookies","cookie_policy.what.title":"Les cookies, qu’est-ce que c’est?","cookie_policy.what.text":"

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    `,"copyright.title":"Droit d'auteur","copyright.training.0":"Le site web EU Code Week","copyright.training.1":"est un service soutenu par la Commission européenne","copyright.licence.0":"Sauf mention contraire, le contenu mis à disposition sur ce site est soumis à une","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.fr","copyright.licence.2":"licence Attribution - Pas d’Utilisation Commerciale - Partage dans les Mêmes Conditions 4.0 International (CC BY-NC-SA 4.0)","copyright.creative-commons":"L'octroi de sous-licences sous la licence Creative Commons ne modifie pas en soi la propriété du droit d'auteur","copyright.third-party":"Le contenu des sites web de tiers est soumis à leurs propres restrictions en matière de droits d'auteur ; veuillez vous référer au site d'origine pour plus d'informations","countries.all":"Tous les pays","countries.Cloud":"Cloud","countries.Andorra":"Andorre","countries.United Arab Emirates":"Emirats arabes unis","countries.Afghanistan":"Afghanistan","countries.Antigua and Barbuda":"Antigua-et-Barbuda","countries.Anguilla":"Anguilla","countries.Albania":"Albanie","countries.Armenia":"Arménie","countries.Netherlands Antilles":"Antilles néerlandaises","countries.Angola":"Angola","countries.Antarctica":"Antarctique","countries.Argentina":"Argentine","countries.American Samoa":"Samoa américaines","countries.Austria":"Autriche","countries.Australia":"Australie","countries.Aruba":"Aruba","countries.Aland Islands":"Iles Åland","countries.Azerbaijan":"Azerbaïdjan","countries.Bosnia and Herzegovina":"Bosnie-Herzégovine","countries.Barbados":"Barbade","countries.Bangladesh":"Bangladesh","countries.Belgium":"Belgique","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bulgarie","countries.Bahrain":"Bahreïn","countries.Burundi":"Burundi","countries.Benin":"Bénin","countries.Saint Barthelemy":"Saint-Barthélemy","countries.Bermuda":"Bermudes","countries.Brunei":"Brunei","countries.Bolivia":"Bolivie","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, Saint-Eustache et Saba ","countries.Brazil":"Brésil","countries.Bahamas":"Bahamas","countries.Bhutan":"Bhoutan","countries.Bouvet Island":"Ile Bouvet","countries.Botswana":"Botswana","countries.Belarus":"Biélorussie","countries.Belize":"Belize","countries.Canada":"Canada","countries.Cocos Islands":"Iles Cocos","countries.Democratic Republic of the Congo":"République démocratique du Congo","countries.Central African Republic":"République centrafricaine","countries.Republic of the Congo":"République du Congo","countries.Switzerland":"Suisse","countries.Ivory Coast":"Côte d’Ivoire","countries.Cook Islands":"Iles Cook","countries.Chile":"Chili","countries.Cameroon":"Cameroun","countries.China":"Chine","countries.Colombia":"Colombie","countries.Costa Rica":"Costa Rica","countries.Serbia and Montenegro":"Serbie et Monténégro","countries.Cuba":"Cuba","countries.Cape Verde":"Cap-Vert","countries.Curacao":"Curaçao","countries.Christmas Island":"Ile Christmas","countries.Cyprus":"Chypre","countries.Czech Republic":"République tchèque","countries.Germany":"Allemagne","countries.Djibouti":"Djibouti","countries.Denmark":"Danemark","countries.Dominica":"Dominique","countries.Dominican Republic":"République dominicaine","countries.Algeria":"Algérie","countries.Ecuador":"Equateur","countries.Estonia":"Estonie","countries.Egypt":"Egypte","countries.Western Sahara":"Sahara occidental","countries.Eritrea":"Erythrée","countries.Spain":"Espagne","countries.Ethiopia":"Ethiopie","countries.Finland":"Finlande","countries.Fiji":"Fidji","countries.Falkland Islands":"Iles Falkland","countries.Micronesia":"Micronésie","countries.Faroe Islands":"Féroé","countries.France":"France","countries.Gabon":"Gabon","countries.United 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Man","countries.India":"Inde","countries.British Indian Ocean Territory":"Territoire britannique de l’océan Indien","countries.Iraq":"Iraq","countries.Iran":"Iran","countries.Iceland":"Islande","countries.Italy":"Italie","countries.Jersey":"Jersey","countries.Jamaica":"Jamaïque","countries.Jordan":"Jordanie","countries.Japan":"Japon","countries.Kenya":"Kenya","countries.Kyrgyzstan":"Kirghizstan","countries.Cambodia":"Cambodge","countries.Kiribati":"Kiribati","countries.Comoros":"Comores","countries.Saint Kitts and Nevis":"Saint-Christophe-et-Niévès","countries.North Korea":"Corée du Nord","countries.South Korea":"Corée du Sud","countries.Kuwait":"Koweït","countries.Cayman Islands":"Iles Caïmans","countries.Kazakhstan":"Kazakhstan","countries.Laos":"Laos","countries.Lebanon":"Liban","countries.Saint Lucia":"Sainte-Lucie","countries.Liechtenstein":"Liechtenstein","countries.Sri Lanka":"Sri Lanka","countries.Liberia":"Liberia","countries.Lesotho":"Lesotho","countries.Lithuania":"Lituanie","countries.Luxembourg":"Luxembourg","countries.Latvia":"Lettonie","countries.Libya":"Libye","countries.Morocco":"Maroc","countries.Monaco":"Monaco","countries.Moldova":"Moldavie","countries.Montenegro":"Monténégro","countries.Saint Martin":"Saint-Martin","countries.Madagascar":"Madagascar","countries.Marshall Islands":"Iles Marshall","countries.Macedonia":"Macédoine du Nord","countries.Mali":"Mali","countries.Myanmar":"Myanmar/Birmanie","countries.Mongolia":"Mongolie","countries.Macao":"Macao","countries.Northern Mariana Islands":"Iles Mariannes du Nord","countries.Martinique":"Martinique","countries.Mauritania":"Mauritanie","countries.Montserrat":"Montserrat","countries.Malta":"Malte","countries.Mauritius":"Maurice","countries.Maldives":"Maldives","countries.Malawi":"Malawi","countries.Mexico":"Mexique","countries.Malaysia":"Malaisie","countries.Mozambique":"Mozambique","countries.Namibia":"Namibie","countries.New Caledonia":"Nouvelle-Calédonie","countries.Niger":"Niger","countries.Norfolk Island":"Ile Norfolk","countries.Nigeria":"Nigeria","countries.Nicaragua":"Nicaragua","countries.Netherlands":"Pays-Bas","countries.Norway":"Norvège","countries.Nepal":"Népal","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Nouvelle-Zélande","countries.Oman":"Oman","countries.Panama":"Panama","countries.Peru":"Pérou","countries.French Polynesia":"Polynésie française","countries.Papua New Guinea":"Papouasie - Nouvelle-Guinée","countries.Philippines":"Philippines","countries.Pakistan":"Pakistan","countries.Poland":"Pologne","countries.Saint Pierre and Miquelon":"Saint-Pierre-et-Miquelon","countries.Pitcairn":"Iles Pitcairn","countries.Puerto Rico":"Porto Rico","countries.Palestine":"Palestine","countries.Portugal":"Portugal","countries.Palau":"Palaos","countries.Paraguay":"Paraguay","countries.Qatar":"Qatar","countries.Reunion":"La Réunion","countries.Romania":"Roumanie","countries.Serbia":"Serbie","countries.Russia":"Russie","countries.Rwanda":"Rwanda","countries.Saudi Arabia":"Arabie saoudite","countries.Solomon Islands":"Iles Salomon","countries.Seychelles":"Seychelles","countries.Sudan":"Soudan","countries.Sweden":"Suède","countries.Singapore":"Singapour","countries.Saint Helena":"Sainte-Hélène","countries.Slovenia":"Slovénie","countries.Svalbard and Jan Mayen":"Svalbard et Jan Mayen","countries.Slovakia":"Slovaquie","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"Saint-Marin","countries.Senegal":"Sénégal","countries.Somalia":"Somalie","countries.Suriname":"Suriname","countries.South Sudan":"Soudan du Sud","countries.Sao Tome and Principe":"Sao Tomé-et-Principe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Sint-Maarten","countries.Syria":"Syrie","countries.Swaziland":"Swaziland","countries.Turks and Caicos Islands":"Iles Turks-et-Caïcos","countries.Chad":"Tchad","countries.French Southern Territories":"Terres australes et antarctiques françaises","countries.Togo":"Togo","countries.Thailand":"Thaïlande","countries.Tajikistan":"Tadjikistan","countries.Tokelau":"Tokélaou","countries.East Timor":"Timor-Oriental","countries.Turkmenistan":"Turkménistan","countries.Tunisia":"Tunisie","countries.Tonga":"Tonga","countries.Turkey":"Turquie","countries.Trinidad and Tobago":"Trinité-et-Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Taïwan","countries.Tanzania":"Tanzanie","countries.Ukraine":"Ukraine","countries.Uganda":"Ouganda","countries.United States Minor Outlying Islands":"Iles mineures éloignées des États-Unis","countries.United States":"Etats-Unis","countries.Uruguay":"Uruguay","countries.Uzbekistan":"Ouzbékistan","countries.Vatican":"Saint-Siège/État de la Cité du Vatican","countries.Saint Vincent and the Grenadines":"Saint-Vincent-et-les-Grenadines","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Iles Vierges britanniques","countries.U.S. Virgin Islands":"Iles Vierges américaines","countries.Vietnam":"Viêt Nam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis-et-Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Yémen","countries.Mayotte":"Mayotte","countries.South Africa":"Afrique du Sud","countries.Zambia":"Zambie","countries.Zimbabwe":"Zimbabwe","cw2020.common.resources":"Ressources dont vous aurez besoin","cw2020.common.soundtrack":"La bande-son de la semaine du code","cw2020.common.moves":"Les mouvements","cw2020.common.dance-example":"Un exemple de la danse de la semaine du code","cw2020.common.organizer-guide":"Guide de l'organisateur","cw2020.title.0":"EU Code Week","cw2020.title.1":"Édition 2020","cw2020.intro":"Cette année, nous fêtons le codage du 10 au 25 octobre 2020 ! Cette année, compte tenu de la situation sanitaire actuelle, la semaine du code proposera davantage d’activités en ligne. Nous lancerons de nouvelles activités amusantes et attrayantes auxquelles vous pourrez participer de chez vous ou depuis votre école","cw2020.online-activities.title":"Activités en ligne ouvertes","cw2020.online-activities.subtitle.0":"Pour faciliter la participation à distance aux activités de la semaine du code, nous lançons un","cw2020.online-activities.subtitle.1":"calendrier","cw2020.online-activities.subtitle.2":"des activités proposées en ligne","cw2020.online-activities.section1.title":"Qu’est-ce qu’une activité en ligne?","cw2020.online-activities.section1.content":"Les activités en ligne, ce sont toutes les activités que vous ajouteriez ou que vous inscririez normalement sur le site web de la semaine du code. La seule différence, c’est qu’elles auront lieu en ligne. L’idée, c’est de faciliter la participation aux sessions de codage et aux ateliers entièrement en ligne sans prendre de risque pour la santé des participants","cw2020.online-activities.section2.title":"Activités ouvertes","cw2020.online-activities.section2.content":"Si vous le souhaitez, vous pouvez mettre vos activités en ligne à la disposition de tous. Les citoyens du monde entier pourront participer à des activités en ligne ouvertes, soit en anglais, soit dans leur langue. Nous sélectionnerons les meilleures activités en ligne ouvertes à tous et nous les mentionnerons dans un calendrier des événements sur notre site web","cw2020.online-activities.section3.title":"Qu’est-ce que cela signifie pour les participants?","cw2020.online-activities.section3.content.0":"Pendant la semaine du code, vous pourrez parcourir quotidiennement le","cw2020.online-activities.section3.content.1":"calendrier","cw2020.online-activities.section3.content.2":"et participer aux activités qui vous intéressent le plus. Les sujets abordés lors de ces événements sont variés: ateliers sur la robotique, formations en ligne, webinaires, tutoriels de codage, et bien plus encore. Il ne vous reste plus qu’à faire votre choix","cw2020.dance.title":"La danse de la semaine du code","cw2020.dance.subtitle":"Qui a dit que les programmeurs ne savaient pas danser? Pour célébrer l’édition 2020 de la semaine du code, nous lançons une nouvelle activité: le challenge #EUCodeWeekDance","cw2020.dance.section1.title":"Qui peut participer?","cw2020.dance.section1.content.0":"Toutes les écoles, les enseignants, les bibliothèques, les clubs de codage, les entreprises et les pouvoirs publics sont invités à célébrer la semaine européenne du code 2020 en organisant une activité #EUCodeWeekDance et en l’ajoutant à la","cw2020.dance.section1.content.1":"carte de la semaine du code","cw2020.dance.section2.title":"Comment participer?","cw2020.dance.section2.content":"Choisissez parmi cinq types d’activités ou proposez votre propre activité. Quelle que soit l’activité choisie, n’oubliez pas de l’ajouter à notre carte","cw2020.dance.activity1.title":"Programmez un ami ou un parent — pas besoin d’ordinateur","cw2020.dance.activity1.subtitle":"Le codage vous permet de commander un appareil électronique. Mais en théorie, vous n’avez pas besoin d’un ordinateur pour coder. En lieu et place, prenez un partenaire (il peut s’agir d’un copain de classe, d’un ami, d’un parent ou même d’un professeur) et expliquez-lui quoi faire pour la #EUCodeWeekDance: il devra suivre vos instructions à la lettre","cw2020.dance.activity1.resources.0":"Un guide réalisé par Code.org pour organiser votre challenge","cw2020.dance.activity1.resources.1":"Un tutoriel de programmation de votre robot humain","cw2020.dance.activity2.title":"Programmation visuelle","cw2020.dance.activity2.subtitle":"Codez votre danse de la semaine du code avec Scratch. Utilisez les personnages de la semaine du code ou créez vos propres personnages dans Scratch et programmez-les pour la #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Exemple de projet Scratch #EUCodeWeekDance","cw2020.dance.activity2.resources.1":"Les personnages de la semaine du code","cw2020.dance.activity2.resources.2":"Guide de Code.org sur la manière d’animer un personnage","cw2020.dance.activity2.resources.3":"Guide réalisé par Code.org pour organiser votre challenge","cw2020.dance.activity2.resources.4":"Partagez votre projet avec nous dans ce studio Scratch.","cw2020.dance.activity3.title":"Programmation textuelle","cw2020.dance.activity3.subtitle":"Produire le thème de la #EUCodeWeekDance avec Python ou JavaScript, en utilisant des plateformes de création musicale basées sur des codes comme EarSketch ou Sonic Pi","cw2020.dance.activity3.resources.0":"Tutoriel sur la manière de produire de la musique avec EarSketch","cw2020.dance.activity3.resources.1":"Tutoriel sur la manière de créer de la musique avec Sonic Pi","cw2020.dance.activity4.title":"Robotique","cw2020.dance.activity4.subtitle":"Programmez votre robot pour qu’il effectue la danse de la semaine du code en suivant vos instructions","cw2020.dance.activity4.resources.0":"Tutoriel sur la programmation des robots","cw2020.dance.activity5.title":"Live Dance Challenge","cw2020.dance.activity5.subtitle":"Enregistrez une vidéo de vous-même, de votre équipe ou de votre robot en train de danser la #EUCodeWeekDance, partagez-la sur Instagram et tentez de devenir viral et de remporter des cadeaux! Intéressé(e)? Suivez ces étapes:","cw2020.dance.activity5.resources.0":"Enregistrez la vidéo en utilisant Instagram Stories","cw2020.dance.activity5.resources.1":"Suivez","cw2020.dance.activity5.resources.2":"@CodeWeekEU sur Instagram","cw2020.dance.activity5.resources.3":"Mentionnez @CodeWeekEU dans votre story avec la danse et utilisez le hashtag #EUCodeWeekDance","cw2020.dance.outro.0":"Les gagnants seront sélectionnés tous les jours et annoncés sur notre chaîne Instagram via Stories. Alors, n’oubliez pas de vérifier régulièrement vos notifications: aujourd’hui est peut-être votre jour de chance","cw2020.dance.outro.1":"La #EUCodeWeekDance s’inspire de","cw2020.dance.outro.2":"Ode to Code","cw2020.dance.outro.3":"composé par Brendan Paolini et de la danse développée par Bianca Maria Berardi en 2015, sur une idée d’Alessandro Bogliolo, professeur de systèmes informatiques à l’université d’Urbino","cw2020.treasure-hunt.title":"Chasse aux trésors de la semaine du code","cw2020.treasure-hunt.subtitle.0":"Ce jeu se joue sur Telegram accessible aux débutants, mais suffisamment difficile pour passionner les participants expérimentés","cw2020.treasure-hunt.subtitle.1":"La chasse aux trésors de la semaine du code","cw2020.treasure-hunt.subtitle.2":"est un jeu à jouer de préférence sur votre ordinateur avec un téléphone portable à la main. Le jeu vous demandera de résoudre des problèmes de codage et vous guidera dans l’histoire du codage, de l’informatique et des technologies en Europe","cw2020.treasure-hunt.section.title":"Pour commencer à jouer, vous devez","cw2020.treasure-hunt.section.content.0":"télécharger l’app Telegram. Elle est disponible pour","cw2020.treasure-hunt.section.content.1":"desktop","cw2020.treasure-hunt.section.content.2":"Vous pouvez jouer soit sur votre PC ou votre ordinateur portable, soit sur votre smartphone. Nous vous recommandons de jouer sur votre ordinateur afin que vous puissiez obtenir les instructions et résoudre les problèmes de codage dans l’app Telegram sur votre téléphone","cw2020.treasure-hunt.section.content.3":"Pour jouer","cw2020.treasure-hunt.section.content.4":"ouvrez le jeu","cw2020.treasure-hunt.section.content.5":"et scannez le code QR qui vous conduira à l’app Telegram et vous donnera la première série d’instructions","cw2020.treasure-hunt.section.content.6":"Pour gagner, vous devez résoudre 10 défis de codage et trouver 10 endroits sur la carte de l’Europe qui sont liés à l’essor du codage et des technologies","cw2020.treasure-hunt.section.content.7":"Après avoir terminé le jeu, partagez votre score avec vos amis en utilisant #EUCodeWeek et mettez-les au défi de jouer et d’apprendre l’histoire du codage. Voyons qui obtient les meilleurs résultats","cw2020.treasure-hunt.section.content.8":"La chasse aux trésors de la semaine du code est la version virtuelle de la chasse aux trésors mise au point pour la première fois par Alessandro Bogliolo, professeur de systèmes informatiques à l’université d’Urbino. Pour en savoir plus sur sa première version du jeu, visitez notre","cw2020.treasure-hunt.section.content.9":"blog","cw2020.kick-off.title":"Événement de lancement: 8 octobre 2020","cw2020.kick-off.content.0":"Le lancement virtuel de la semaine du code 2020 aura lieu le 8 octobre à 17h, heure de Berlin/Bruxelles/Paris. L’événement sera diffusé en streaming sur Facebook Live, Instagram TV et YouTube Live","cw2020.kick-off.content.1":"Parmi nos invités figurent des orateurs prestigieux","cw2020.kick-off.content.2":"le commissaire européen chargé du marché intérieur","cw2020.kick-off.content.3":"la commissaire européenne à l'innovation, à la recherche, à la culture, à l'éducation et à la jeunesse","cw2020.kick-off.content.4":"le créateur de Scratch et professeur de recherche sur l’apprentissage au MIT Media Lab","cw2020.kick-off.content.5":"l'auteur et illustrateur de Hello Ruby","cw2020.kick-off.content.6":"et","cw2020.kick-off.content.7":"la présidente de l’association française à but non lucratif E-MMA qui promeut la diversité des genres dans les technologies","cw2020.kick-off.content.8":"Et, cerise sur le gâteau, l’équipe de la semaine du code présentera également de nouvelles fonctionnalités et ressources web et de nouveaux défis","cw2020.kick-off.content.9":"Le professeur de systèmes informatiques à l’université d’Urbino et coordinateur des","cw2020.kick-off.content.10":"ambassadeurs de la semaine du code","cw2020.kick-off.content.11":"vous en dira plus sur la chasse aux trésors virtuelle de la semaine du code","cw2020.kick-off.content.12":"Et xxx vous informera sur le nouveau challenge #EUCodeWeekDance","cw2020.kick-off.content.13":"Nous serons également en contact avec des écoles et des étudiants de toute l’Europe, qui partageront leurs histoires de codage et échangeront des idées avec les orateurs invités","cw2020.kick-off.content.14":"Vous aurez également l’occasion de partager vos réflexions et vos idées et de poser vos questions. Il vous suffit de vous connecter à notre live stream sur","cw2020.kick-off.content.15":"ou","cw2020.kick-off.content.16":"le 8 octobre 2020 de 17h00 à 18h30 CET et de commenter ou de twitter avec le hashtag #EUCodeWeek","cw2020.get-involved.title":"Comment participer","cw2020.get-involved.subtitle":"Impatient de commencer à coder? Si vous souhaitez rejoindre la communauté de la semaine européenne du code mais que vous ne savez pas par où commencer, jetez un œil à ces ressources qui vous aideront à vous lancer juste à temps pour notre grande fête annuelle d’octobre","cw2020.get-involved.content.0":"L’ABC de la semaine du code","cw2020.get-involved.content.1":"Comment ajouter une activité","cw2020.get-involved.content.2":"Modules d’apprentissage","cw2020.get-involved.content.3":"Cours en ligne ouvert Deep Dive","cw2020.get-involved.content.4":"Coding@Home series","edit.title":"Affichez votre événement #EUCodeWeek","edit.required_fields":"Les champs obligatoires sont indiqués par un astérisque. Vous pouvez ajouter la liste des événements dans votre langue.","edit.description":"Description","edit.audience":"Public","edit.theme":"Thème","edit.location":"Lieu","edit.website":"Site web","edit.contact":"Contact","edit.tags":"Étiquettes","edit.image":"Image","edit.help":"Les images plus grandes seront redimensionnées à 256 x 512 pixels. La taille maximale de téléchargement est de 256 x 1024.","edit.aspect":"Quel aspect du codage votre événement couvrira-t-il?","edit.address":"Saisissez une adresse ou cliquez sur la carte ci-dessous pour définir un lieu.","edit.privacy_disclaimer.header":"Vos coordonnées","edit.privacy_disclaimer.text_1":"Ces informations ne pourront être consultées que par les ","edit.privacy_disclaimer.link_1":"ambassadeurs et organisateurs de la Semaine européenne du code.","edit.privacy_disclaimer.text_2":" Ceux-ci vérifieront votre événement avant qu’il n’apparaisse sur la carte et sont susceptibles de vous contacter si des modifications s’avèrent nécessaires, ou pour mener des enquêtes à des fins statistiques au lendemain de l’événement.","edit.privacy_disclaimer.contact_email":"Votre adresse e-mail de contact","edit.edit":"Afficher l’événement","event.main_title":"Ajoutez votre événement #EUCodeWeek","event.button":"Ajouter un événement","event.howto":"Comment organiser votre propre événement","event.required":"Les champs obligatoires sont indiqués par un astérisque. Vous pouvez ajouter la liste des événements dans votre langue.","event.audience_title":"Public","event.theme_title":"Thème","event.scoreboard_by_country":"Tableau de bord","event.get_involved":"Participez","event.organize_or_support_events":"Organisez ou soutenez des événements dans votre ville","event.or_contact_your":"ou contactez vos","event.eu_code_week_ambassadors":"ambassadeurs Code Week de l’UE","event.show_events_for":"Afficher les événements pour ","event.who":"À quel public l’événement s’adresse-t-il?","event.tags":"Étiquettes","event.image":"Image","event.start.label":"Date de début","event.start.placeholder":"À quelle date commence l’activité?","event.end.label":"Date de fin","event.end.placeholder":"À quelle date se termine l’activité?","event.organizer.label":"Nom de l’organisation","event.organizer.placeholder":"Organisation pour laquelle vous travaillez ou êtes volontaire","event.website.label":"Site web de l’organisateur","event.website.placeholder":"Disposez-vous d’un site web où obtenir plus d’informations?","event.description.label":"Description","event.description.placeholder":"Décrivez brièvement l’activité prévue.","event.contact.label":"Adresse e-mail de contact","event.contact.placeholder":"Cette adresse sera utilisée pour les communications importantes dans le cadre de la Semaine européenne du code","event.contact.explanation":"Seuls les ambassadeurs et organisateurs de la Semaine européenne du code pourront consulter votre adresse e-mail. Ceux-ci vérifieront votre événement avant qu’il n’apparaisse sur la carte et sont susceptibles de vous contacter si des modifications s’avèrent nécessaires, ou pour mener des enquêtes à des fins statistiques au lendemain de l’événement.","event.public.label":"Adresse e-mail publique","event.public.placeholder":"Souhaitez-vous afficher votre adresse e-mail?","event.title.label":"Titre de l’activité","event.title.placeholder":"Quel est le nom de l’activité?","event.address.label":"Adresse","event.address.placeholder":"Où aura lieu l’activité?","event.organizertype.label":"Type d’organisation","event.organizertype.placeholder":"Choisir le type d’organisateur","event.organizertype.school":"Établissement scolaire","event.organizertype.library":"Bibliothèque","event.organizertype.non profit":"Organisation sans but lucratif","event.organizertype.private business":"Entreprise privée","event.organizertype.other":"Autre","event.audience.Pre-school children":"Élèves de maternelle","event.audience.Elementary school students":"Élèves du primaire","event.audience.High school students":"Élèves du secondaire","event.audience.Graduate students":"Étudiants de premier et deuxième cycle universitaire","event.audience.Post graduate students":"Étudiants de troisième cycle universitaire","event.audience.Employed adults":"Adultes salariés","event.audience.Unemployed adults":"Adultes au chômage","event.audience.Other (see description)":"Autre (voir description)","event.audience.Teachers":"Professeurs","event.theme.Basic programming concepts":"Concepts de programmation de base","event.theme.Web development":"Développement Web","event.theme.Mobile app development":"Développement d’applications mobiles","event.theme.Software development":"Développement de logiciels","event.theme.Data manipulation and visualisation":"Manipulation et visualisation des données","event.theme.Robotics":"Robotique","event.theme.Hardware":"Matériel informatique","event.theme.Other":"Autre","event.theme.Unplugged activities":"Activités non connectées","event.theme.Playful coding activities":"Activités de codage ludiques","event.theme.Art and creativity":"Art et créativité","event.theme.Visual/Block programming":"Programmation visuelle/en bloc","event.theme.Game design":"Conception de jeux","event.theme.Internet of things and wearable computing":"Internet des objets et informatique vestimentaire","event.theme.3D printing":"Impression 3D","event.theme.Augmented reality":"Réalité augmentée","event.theme.Artificial intelligence":"Intelligence artificielle","event.theme.Motivation and awareness raising":"Motivation et sensibilisation","event.theme.Promoting diversity":"Promotion de la diversité","event.codeweek_for_all_participation_code.title":"CODE «CODE WEEK 4 ALL»","event.codeweek_for_all_participation_code.explanation":"Si vous avez reçu un code «Code Week 4 all» de la part d’un collègue enseignant ou d’un ami, introduisez-le ici, sinon laissez le champ vide. Vous trouverez plus d’informations sur «Code Week 4 All»","event.codeweek_for_all_participation_code.link":"ici","event.thanks_page.title":"Merci d’avoir ajouté votre événement!","event.thanks_page.phrase1":"L’un de nos ambassadeurs locaux va maintenant passer en revue votre événement","event.thanks_page.phrase2":"pour s’assurer que tout est en ordre.","event.thanks_page.phrase3":"Si vous avez des questions, n’hésitez pas à contacter l’un de nos","event.thanks_page.phrase4":"ambassadeurs locaux","event.thanks_page.phrase5":"ou envoyez-nous un","event.thanks_page.phrase6":"courrier électronique","event.thanks_page.phrase7":"Vous pouvez partager votre code «Code Week 4 All» avec d’autres personnes:","event.activitytype.label":"Type d'activité","event.activitytype.placeholder":"","event.activitytype.open-online":"Activité en ligne","event.activitytype.invite-online":"Activité en ligne privée","event.activitytype.open-in-person":"Activité hors-ligne","event.activitytype.invite-in-person":"Activité hors-ligne privée","event.privacy":"J'ai lu et j'accepte les conditions de la politique de confidentialité décrites dans ce document","event.country":"Pays","event.loading":"Chargement...","event.add_activity":"Ajouter une activité","event.edit_activity":"Modifier une activité","event.update_activity":"Mettre à jour une activité","event.delete_activity":"Supprimer une activité","event.total_pending_events":"Nombre d’événements en attente:","event.no_pending_events":"Aucun événement en attente trouvé pour","event.all_countries":"Tous les pays","event.current_status":"Statut actuel","event.actions":"Actions","event.certificate_ready":"Votre certificat Code Week est prêt. N’hésitez pas à le télécharger ou à le partager directement.","event.view_your_certificate":"Visualisez votre certificat ici","event.submit_event_and_report":"Signalez cet événement et demandez votre certificat Code Week.","event.report_and_claim":"Signaler un événement et demander un certificat","eventdetails.organised_by":"Organisé par: ","eventdetails.contact_email":"Adresse e-mail de contact: ","eventdetails.happening_at":"À lieu à: ","eventdetails.from":"À partir du ","eventdetails.to":" jusqu’au ","eventdetails.description":"Description: ","eventdetails.more_info":"Plus d’informations: ","eventdetails.audience":"Public cible de cet événement: ","eventdetails.themes":"Thèmes principaux: ","eventdetails.tags":"Étiquettes: ","eventdetails.share":"Partager l’événement: ","eventdetails.email.tooltip":"Cliquez pour envoyer ces informations à un ami:","eventdetails.email.subject":"Venez découvrir cet événement fantastique consacré au codage","eventdetails.email.body_1":"Salut, jette un coup d’œil à ","eventdetails.email.body_2":"l’événement sur ","eventdetails.edit":"Modifier l’événement","eventdetails.note":"REMARQUE: ","eventdetails.pending_warning":"Cet événement est toujours en cours de révision par ","eventdetails.pending_link":"les modérateurs","eventdetails.nearby_upcoming_events":"Événements à venir près de chez vous:","eventreports.reports_by":"Événements en attente signalés par ","eventreports.no_reports":"Aucun événement à signaler pour le moment.","eventreports.report":`Les événements ci-dessous ont déjà commencé ou sont terminés. Remplissez quelques données chiffrées - à des fins statistiques concernant l’événement, et recevez votre certificat de participation à la Semaine européenne du code Vous - recevrez un certificat par événement.`,"guide.title":"Guide","guide.organise_activity":"Organisez votre propre activité avec #EUCodeWeek","guide.register_activity":"Enregistrez votre activité ici","guide.what.title":"Qu’est-ce que la Semaine européenne du code?","guide.what.content":`

    La semaine européenne du code est une initiative populaire dirigée par des volontaires - et soutenue par la Commission européenne. Tout le monde – écoles, enseignants, - bibliothèques, clubs de codage, entreprises, autorités publiques – peut - organiser une activité #EUCodeWeek et l’ajouter à la carte codeweek.eu. -

    `,"guide.what_you_need_organise.title":"De quoi avez-vous besoin pour organiser une activité?","guide.what_you_need_organise.items.1":`Un groupe de personnes désireuses d’apprendre. Par exemple, vos - amis, enfants, adolescents, collègues, parents ou grands-parents. Rappelez-vous, deux personnes - forment déjà un groupe! - `,"guide.what_you_need_organise.items.2":`Enseignants ou formateurs qui l’ont expérience de l’activité - de codage, de son enseignement et qui savent inspirer les autres. Le nombre dépend du - type et de la taille de l’événement. - `,"guide.what_you_need_organise.items.3":`Un lieu pour apprendre. Les salles de cours, bibliothèques, salles de - conférence et autres espaces publics sont parfaits pour ces événements. - `,"guide.what_you_need_organise.items.4":`Ordinateurs et connexions Internet. En fonction de votre groupe cible, vous - pouvez demander aux participants d’apporter leurs propres ordinateurs portables. - `,"guide.what_you_need_organise.items.5":`La programmation hors ligne. En réalité, vous n’avez pas - besoin d’ordinateurs ou de connexion Internet pour apprendre le raisonnement informatique. -Jetez un coup d’œil à notre section Jeu d’apprentissage sans fil pour démarrer. - `,"guide.what_you_need_organise.items.6":`Matériel de formation. Montre aux participants comme il peut être - amusant de créer quelque chose par eux-mêmes. Consultez notre page de ressources et découvrez nos jeux - d’apprentissages avec tutoriels vidéo et plans de cours, et adaptez-les aux - besoins de votre groupe. - `,"guide.what_you_need_organise.items.7":`Inscrire les participants. Si votre espace disponible est limité, vous - pouvez utiliser des outils en ligne comme Google - forms et Eventbrite pour enregistrer les participants. - `,"guide.what_you_need_organise.items.8":`N’oubliez pas d’épingler votre activité sur la carte Code Week! - `,"guide.how_to.title":"Comment organiser votre activité?","guide.how_to.items.1":`Le format de votre événement de programmation dépend de vous, mais nous - vous recommandons d’inclure quelques activités pratiques, où - les participants peuvent créer par eux-mêmes et/ou découvrir le matériel. - `,"guide.how_to.items.2":`Utilisez les outils et les technologies appropriées à votre - groupe cible. Nous recommandons d’utiliser du matériel - libre disponible gratuitement. - `,"guide.how_to.items.3":`Encouragez les participants à montrer et présenter ce qu’ils - ont créé aux autres à la fin de votre événement. - `,"guide.how_to.items.4":`Faites passer le mot! Faites la promotion et partagez ce que vous avez fait - pendant votre activité sur les réseaux sociaux avec le hashtag #EUCodeWeek. Vous - pouvez également partager sur le groupe d’enseignants de la - semaine européenne du code et sur Twitter (@CodeWeekEU). Parlez à vos amis, - à vos collègues enseignants, à la presse locale, publiez un communiqué - de presse. - `,"guide.how_to.items.5":`N’oubliez pas d’ajouter votre activité sur la carte Code Week ! - `,"guide.material.title":"Matériel de promotion","guide.material.text":`

    Consultez notre blog pour connaître les dernières - informations et n’hésitez pas à adapter les dernières parutions à - vos besoins pour créer les vôtres:

    `,"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":` S’équiper - pour la Semaine européenne du code 2019! (disponible dans 29 langues)`,"guide.toolkits.title":"Téléchargez les boites à outils suivantes pour vous aider à démarrer:","guide.toolkits.communication_toolkit":"Boite à outils de communication","guide.toolkits.teachers_toolkit":"Boite à outils pour les enseignants","guide.questions.title":"Vous avez des questions?","guide.questions.content":`

    Si vous avez des questions sur l’organisation et la promotion de - votre événement #EUCodeWeek, contactez l’un des ambassadeurs de - la semaine européenne du code de votre pays.

    `,"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Donnez vie à vos idées!","hackathons.sections.1.title":"6 hackathons, 6 défis","hackathons.sections.1.content.1":"Tu habites en Grèce, en Lettonie, en Irlande, en Italie, en Roumanie ou en Slovénie ? Tu es créatif et ambitieux et l’avenir des technologies t’intéresse ? Ce concours de codage est fait pour toi ! Participe à l’un des hackathons de la Semaine européenne du code et développe une solution innovante qui fera de toi l’un des précurseurs de la révolution technologique !","hackathons.sections.1.content.2":"L’édition 2021 de la Semaine européenne du code propose six formidables hackathons et invite les étudiants de 15 à 19 ans de l’enseignement secondaire supérieur à constituer des équipes et à utiliser leurs talents de codeur pour relever un défi local. Après 24 heures de hacking, chaque équipe présentera et testera ses idées devant un jury d’experts qui sélectionnera les 10 équipes finalistes. Toutes les équipes disposeront d’un temps identique, des mêmes ressources et d’un même accès à l’expertise et au mentorat pour venir à bout de ce défi. Mais seulement 10 d’entre elles auront la chance de prendre part au round suivant, de développer leur prototype, de bénéficier de l’encadrement d’experts et de participer au hackathon final organisé en automne. À ce moment-là, les équipes devront être prêtes à en découdre contre les autres finalistes pour avoir une chance de remporter du matériel informatique trop cool et de bénéficier d’un mentorat et d’un accompagnement pour développer leur prototype.","hackathons.sections.2.title":"Comment puis-je participer?","hackathons.sections.2.content.1":"Sélectionne le hackathon de ton pays et inscris-toi en quelques étapes. C’est très simple, tu verras ! Tu peux participer seul ou en équipe de six étudiants. Si tu fais équipe avec des amis ou des jeunes de ta classe, n’oublie pas d’indiquer le nom de ton équipe au moment de t’inscrire. Chaque pays lancera sa procédure d’inscription selon ses propres modalités ; suis donc le hackathon de ton pays !","hackathons.sections.3.title":"Qui sont les organisateurs?","hackathons.sections.3.content.1":"Les hackathons de la Semaine européenne du code sont co-organisés par la Commission européenne et par les ","hackathons.sections.3.content.2":"ambassadeurs locaux de la Semaine européenne du code","hackathons.sections.3.content.3":", et ils sont financés par le Parlement européen. L’objectif consiste à montrer comment des solutions concrètes prennent vie grâce à la créativité des jeunes, ainsi qu’à leur enthousiasme, leurs idées nouvelles et leurs compétences en matière de codage.","hackathons.sections.4.title":"À quoi ressemble un hackathon?","hackathons.sections.4.content.1":"La Semaine européenne du code, c’est tout un parcours qui démarre avec un hackathon en ligne de 24 heures. Des mentors expérimentés assisteront les équipes et des ateliers permettront aux participants d’acquérir de nouvelles compétences tout en passant un bon moment. Le hackathon est aussi pour ces jeunes une excellente occasion de nouer des contacts et socialiser avec des acteurs du secteur européen des tech. À la fin du hackathon, chaque équipe présentera et testera sa solution devant un jury d’experts.","hackathons.sections.4.content.2":"L’aventure se poursuivra pour les 10 équipes toujours en lice qui bénéficieront d’une formation et de mentorat durant l’été. Les finalistes participeront ensuite aux 12 heures de hackathon « face-à-face » de leur pays, en septembre ou en octobre (celui-ci pourra se dérouler en ligne si la situation sanitaire n’autorise pas les réunions physiques).","hackathons.sections.5.title":"Je ne connais pas le codage – puis-je faire quelque chose?","hackathons.sections.5.content.1":"Parallèlement au hackathon, il y aura des ateliers dédiés aux débutants en codage, au bricolage de matériel, à la robotique, etc. pour que les participants acquièrent quelques bases en matière de pensée computationnelle et de codage. Pour plus d’informations sur les inscriptions, consultez la page locale qui vous concerne.","hackathons.sections.6.title":"Partenaires","hackathons.sections.7.title":"Joins-toi à la fête !","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Roumanie","hackathons.cities.1.date":"25-26 septembre 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Irlande","hackathons.cities.2.date":"23-24 septembre 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Italie","hackathons.cities.3.date":"24-25 septembre 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Grèce","hackathons.cities.4.date":"9 octobre 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Slovénie","hackathons.cities.5.date":"18-19 septembre 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Lettonie","hackathons.cities.6.date":"1er octobre 2021","hackathons.final.1":"Finale en","hackathons.final.2":"septembre/octobre 2021","home.about":"La Semaine européenne du code est une initiative citoyenne qui vise à apprendre la programmation et l’alphabétisation numérique à tous de manière amusante et attrayante.","home.when":"14-27 octobre 2024","home.when_text":"Apprendre la programmation nous aide à comprendre le monde en mutation rapide qui nous entoure ainsi que le fonctionnement de la technologie, et à développer des compétences et des aptitudes afin d’étudier de nouvelles idées et d’innover.","home.school_banner_title":"Participez!","home.school_banner_text":"Vous êtes enseignant(e)?","home.school_banner_text2":"Cliquez ici pour découvrir comment participer!","home.organize_activity_title":"Organiser ou rejoindre une activité","home.organize_activity_text":'Tout le monde est invité à organiser ou à rejoindre \u2028une activité. Choisissez simplement un thème et un public cible et ajoutez votre activité à la carte, ou recherchez des événements autour de vous.',"home.get_started_title":"Se lancer","home.get_started_text":'Vous ne savez pas comment vous lancer? Jetez un œil à la page Guide pratique, et téléchargez notre boîtes à outils pour organisateurs pour vous préparer et faire passer le mot.',"home.access_resources_title":"Accéder à des ressources et des formations","home.access_resources_text":'Si vous ne savez pas comment organiser une activité, consultez notre page de ressources pédagogiques et nos supports d’apprentissage pour obtenir des conseils et des plans de cours personnalisés.',"locations.title":"Sites d’activité","locations.description.0":"Pour votre prochaine activité, sélectionnez un site dans la liste ci-dessous OU enregistrez un nouveau site dans la fenêtre de","locations.description.1":"création d’activité","login.login":"Connexion","login.register":"S’enregistrer","login.github":"Se connecter avec Github","login.twitter":"Se connecter avec Twitter","login.facebook":"Se connecter avec Facebook","login.google":"Se connecter avec Google","login.azure":"Se connecter avec Azure","login.email":"Adresse e-mail","login.password":"Mot de passe","login.remember":"Se souvenir de moi","login.forgotten_password":"Mot de passe oublié?","login.no_account":"Vous n’avez pas de compte?","login.signup":"S’inscrire","login.reset":"Réinitialiser votre mot de passe","login.send_password":"Envoyer le lien permettant de réinitialiser votre mot de passe","login.confirm_password":"Confirmer le mot de passe","login.name":"prénom","menu.learn":"Apprendre","menu.teach":"Enseigner","menu.training":"Formation","menu.toolkits":"Présentations et outils","menu.why":"Pourquoi","menu.home":"Accueil","menu.events":"Activités","menu.ambassadors":"Ambassadeurs","menu.resources":"Ressources","menu.schools":"Écoles","menu.about":"À propos","menu.blog":"Blog","menu.news":"Actualités","menu.search":"Saisissez votre recherche et appuyez sur «Entrée»","menu.map":"Carte","menu.add_event":"Ajouter un événement","menu.search_event":"Rechercher un événement","menu.hello":"Bonjour","menu.profile":"Profil","menu.pending":"Événements prévus","menu.your_events":"Mes activités","menu.your_certificates":"Mes certificats","menu.report":"Renseigner mes activités","menu.volunteers":"Volontaires","menu.logout":"Déconnexion","menu.signin":"Connexion","menu.privacy":"Confidentialité","menu.participation":"Certificat de participation","menu.values":"Nos valeurs","menu.featured_activities":"Activités en vedette","menu.codeweek2020":"Edition 2020","moderation.description.title":"Problème de description","moderation.description.text":"Merci d'améliorer la description afin de fournir plus de détails sur votre activité et la manière dont elle est lié à la programmation. Merci !","moderation.missing-details.title":"Manque de détails","moderation.missing-details.text":"Veuillez fournir plus de détails sur les objectifs et les buts de l'activité et comment elle utilise la technologie, le codage et la pensée critique. Merci!","moderation.duplicate.title":"Doublon","moderation.duplicate.text":"Votre activité semble être un doublon d'une autre activité qui se déroule en même temps. Si ce n'est pas le cas, veuillez modifier la description et le titre afin qu'il soit clair que les activités sont distinctes. Merci!","moderation.not-related.title":"Pas de lien avec le codage","moderation.not-related.text":"Veuillez fournir plus d'informations sur les objectifs et les buts de l'activité et comment elle utilise la technologie, le codage et la pensée critique. Merci!","mooc.free-online-courses":"Cours en ligne gratuits","mooc.intro":"La Code Week européenne offre des possibilités de développement professionnel sous la forme de cours en ligne. L’objectif vise à aider les enseignants à aborder le codage et le raisonnement informatique en classe.","mooc.icebreaker.title":"Le cours d’introduction « Icebreaker »","mooc.icebreaker.text.0":"Le","mooc.icebreaker.text.1":"cours EU Code Week Icebreaker","mooc.icebreaker.text.2":"comprend cinq heures de formation en anglais qui s’adresse à toute personne intéressée par les bases du codage et du raisonnement informatique. Les participants apprennent à susciter la curiosité et l’esprit d’innovation chez les jeunes, tout en leur donnant les moyens de devenir des créateurs numériques. Le cours permet aux participants de découvrir les avantages et la pertinence du raisonnement et du codage informatiques dans notre vie quotidienne. Il fournit également des idées, du matériel de formation gratuit et des ressources pour organiser des activités ludiques et éducatives pour les enfants, à tout moment et en tout lieu - en particulier pendant la Code Week.","mooc.icebreaker.text.3":"Il n’est pas nécessaire d’avoir une expérience ou des connaissances préalables en matière de codage pour participer à ce cours, il suffit d’avoir l’esprit curieux.","mooc.icebreaker.registration.0":"Les inscriptions sont ouvertes","mooc.icebreaker.registration.1":"ici pour le cours qui se déroulera entre le 16 septembre et le 30 octobre 2020. Vous devez créer un compte auprès de la European Schoolnet Academy pour vous inscrire.","mooc.icebreaker.check-out":"Découvrez l’Édition 2019","mooc.deep-dive.title":"Le cours approfondi « Deep Dive »","mooc.deep-dive.text.0":"Le cours en ligne « Deep Dive » de la semaine européenne du code comprend vingt-cinq heures de cours en anglais et permet aux enseignants de se familiariser avec les principes liés au codage et d’acquérir les connaissances et la confiance nécessaires pour organiser des activités de codage faciles, ludiques et interactives avec leurs élèves. Les enseignants découvrent les ","mooc.deep-dive.text.1":"ressources","mooc.deep-dive.text.2":"et le matériel de formation gratuits de la Code Week européenne, disponibles dans 29 langues, ainsi que les aspects particuliers du codage, tels que le raisonnement informatique, les activités débranchées, et les possibilités infinies de la robotique, du bidouillage et de la création, des langages de programmation visuelle, de la création d’applications et bien plus encore.","mooc.deep-dive.course-link":"Consultez le cours « Deep Dive » de 2019.","mooc.social-media.0":"Suivez la","mooc.social-media.1":"Code Week de l’UE sur les médias sociaux","mooc.social-media.2":"pour savoir quand le prochain cours commencera","myevents.created_by":"Tous les événements créés par ","myevents.no_events.first_call_to_action":"Vous n’avez pas encore ajouté d’événement. Pourquoi ne pas vous lancer","myevents.no_events.first_link":"ajoutez-en un maintenant","myevents.no_events.second_call_to_action":"ou consultez notre ","myevents.no_events.second_link":"guide pour les organisateurs","myevents.view":"Détails","myevents.status.APPROVED":"APPROUVÉ","myevents.status.REJECTED":"REJETÉ","myevents.status.PENDING":"EN ATTENTE","myevents.status.REPORTED":"SIGNALÉ","pagination.previous":"Précédent","pagination.next":"Suivant","participation.title":"Créez des certificats de participation pour votre classe","participation.phrase1":"Remplissez le formulaire avec le nom de chaque élève, séparé par une virgule, et vous recevrez des certificats de participation individuels","participation.names.label":"Noms pour le certificat","participation.names.help":"Mettre une virgule entre le nom de chaque participant","participation.event_name.label":"Nom de l’activité","participation.event_name.help":"Le nom de votre activité qui sera inscrit sur le certificat","participation.event_date.label":"Date de l’activité","participation.event_date.help":"La date de votre activité qui sera inscrite sur le certificat","participation.submit":"Créer des certificats","participation.thanks_page.title":"Vos certificats ont été créés!","participation.thanks_page.phrase1":"Cliquez sur ce lien pour télécharger le fichier zip avec tous les certificats","passwords.password":"Le mot de passe doit comporter au moins six caractères et être identique à celui saisi dans le champ de confirmation.","passwords.reset":"Votre mot de passe a été réinitialisé!","passwords.sent":"Un lien permettant de réinitialiser votre mot de passe vous a été envoyé par e-mail!","passwords.token":"Cette clé de réinitialisation de votre mot de passe n’est pas valide.","passwords.user":"Cette adresse e-mail ne correspond a aucun utilisateur.","privacy-statement-contact.subtitle":"La présente déclaration relative à la protection de la vie privée fournit des informations concernant le traitement et la protection de vos données à caractère personnel.","privacy-statement-contact.processing-operation.0":"Opération de traitement","privacy-statement-contact.processing-operation.1":"gestion des ambassadeurs de la Semaine européenne du code, des enseignants principaux et de l’inscription des activités sur le site web","privacy-statement-contact.data-processors.0":"Sous-traitant de données","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. et EUN Partnership AISBL (réseau scolaire européen), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Les informations relatives au traitement des données à caractère personnel aux fins de la gestion des ambassadeurs de la Semaine du code, des enseignants principaux et de l’inscription des activités sur le site web.","privacy-statement-contact.3-legal_process.0":'Licéité du traitement: L’unité G.2 recueille, stocke et publie vos données à caractère personnel car vous avez donné votre consentement explicite en cochant une case lorsque vous vous êtes inscrit pour devenir ambassadeur de la Semaine du code, enseignant principal ou lorsque vous avez demandé à inscrire un événement sur le site web consacré à la Semaine européenne du code.',"privacy-statement-contact.4-collect_data.0":"Les données à caractère personnel qui doivent obligatoirement être collectées en ce qui concerne les ambassadeurs et les enseignants principaux sont les suivantes:","privacy-statement-contact.4-collect_data.1":"nom","privacy-statement-contact.4-collect_data.2":"courriel","privacy-statement-contact.4-collect_data.3":"mot de passe","privacy-statement-contact.4-collect_data.4":"photo","privacy-statement-contact.4-collect_data.5":"biographie","privacy-statement-contact.4-collect_data.6":"fonction","privacy-statement-contact.4-collect_data.7":"domaine d’expertise des enseignants principaux.","privacy-statement-contact.4-collect_data.8":"Lors de l’inscription d’une activité, les données à caractère personnel qui doivent obligatoirement être collectées sont les suivantes:","privacy-statement-contact.4-collect_data.9":"nom de l’organisation","privacy-statement-contact.4-collect_data.10":"type d’organisation","privacy-statement-contact.4-collect_data.11":"adresse électronique du contact","privacy-statement-contact.4-collect_data.12":"La mise à disposition de ces données est obligatoire pour pouvoir devenir ambassadeur de la Semaine du code, enseignant principal ou pour inscrire une activité sur le site web consacré à la Semaine du code.","privacy-statement-contact.4-collect_data.13":"En outre, les ambassadeurs et les enseignants principaux peuvent fournir sur une base volontaire les données à caractère personnel suivantes:","privacy-statement-contact.4-collect_data.14":"les comptes sur un réseau social","privacy-statement-contact.4-collect_data.15":"Les organisateurs d’une activité peuvent fournir sur une base volontaire les données suivantes:","privacy-statement-contact.4-collect_data.16":"adresse électronique publique du contact","privacy-statement-contact.4-collect_data.17":"site web de l’organisateur","privacy-statement-contact.4-collect_data.18":"la semaine du code pour tous","privacy-statement-contact.4-collect_data.19":"En ce qui concerne les organisateurs d’activités, veuillez noter que l’ambassadeur concerné de votre pays ou l’unité G.2 peut utiliser les données à caractère personnel que vous avez fournies aux fins de l’inscription d’une activité afin de vous contacter au sujet de cette activité.","privacy-statement-contact.4-collect_data.20":"Vous avez communiqué vos données à caractère personnel sur","privacy-statement-contact.4-collect_data.21":"la page de connexion du site web consacré à la Semaine du code","privacy-statement-contact.4-collect_data.22":"et sur","privacy-statement-contact.4-collect_data.23":"la page permettant l’inscription d’une activité.","privacy-statement-contact.5-how_long.0":"Toutes les données à caractère personnel seront supprimées des bases de données si vous vous retirez de l’initiative ou cinq ans après la fin de l’initiative.","privacy-statement-contact.6-protect_data.0":'Toutes les données à caractère personnel sous forme électronique (courriels, documents, bases de données, lots de données téléchargés, etc.) sont conservées soit sur les serveurs de la Commission européenne, soit sur ceux de ses contractants. Toutes les opérations de traitement sont effectuées conformément à la décision (UE, Euratom) 2017/46 de la Commission du 10 janvier 2017 sur la sécurité des systèmes d’information et de communication au sein de la Commission européenne.',"privacy-statement-contact.6-protect_data.1":'Les sous-traitants de la Commission sont liés par une clause contractuelle spécifique qui concerne toute opération de traitement de vos données au nom de la Commission, ainsi que par les obligations de confidentialité découlant de la transposition du règlement général sur la protection des données dans les États membres de l’UE [«RGPD», règlement (UE) 2016/679].',"privacy-statement-contact.6-protect_data.2":"La Commission a mis en place un certain nombre de mesures techniques et organisationnelles pour protéger vos données à caractère personnel. Les mesures techniques comprennent des actions appropriées visant à assurer la sécurité en ligne et à atténuer les risques de perte ou de modification des données ou d’accès non autorisé, en tenant compte du risque posé par le traitement des données et leur nature. Les mesures organisationnelles comprennent la limitation de l’accès aux données aux personnes autorisées ayant un besoin légitime d’en connaître aux fins de cette opération de traitement.","privacy-statement-contact.7-access_data.0":"L’accès à l’ensemble des données à caractère personnel que vous avez fournies est octroyé au personnel de la Commission selon le principe du «besoin d’en connaître». En outre, l’accès à vos données à caractère personnel est accordé à notre contractant selon le principe du «besoin d’en connaître».","privacy-statement-contact.7-access_data.1":'Afin d’accroître la visibilité des ambassadeurs de la Semaine du code, des enseignants principaux ou des activités enregistrées, toutes vos données à caractère personnel sont publiées sur le site web en la matière.',"privacy-statement-contact.7-access_data.2":"En outre, l’unité G.2 peut partager vos coordonnées avec tout membre du public ou toute partie prenante susceptible de devoir vous contacter dans le cadre de la Semaine du code. 'En ce qui concerne les organisateurs d’activités, veuillez noter que l’ambassadeur concerné de votre pays ou l’unité G.2 peut utiliser les données à caractère personnel que vous avez fournies aux fins de l’inscription d’une activité afin de vous contacter au sujet de cette activité.","privacy-statement-contact.8-rights.0":"Vous avez consenti à fournir vos données à caractère personnel à l’unité G.2 pour l’opération de traitement dont il est question ici. Vous pouvez retirer votre consentement à tout moment en vous adressant à l’unité G.2 à l’adresse suivante: CNECT-G2@ec.europa.eu. Le retrait de votre consentement ne portera pas atteinte à la licéité du traitement effectué avant ce retrait.","privacy-statement-contact.10-detailed-info.0":"L’opération de traitement spécifique dont il est question dans la présente déclaration a été consignée dans le registre public du DPD sous la référence suivante: DPR-EC-02631 Gestion des points de contact pour les politiques, programmes et projets de la DG CNECT.","privacy-statement.title":"PROTECTION DE VOS DONNÉES À CARACTÈRE PERSONNEL","privacy-statement.processing-operation.0":"Opération de traitement","privacy-statement.processing-operation.1":"Traitement de données à caractère personnel sur codeweek.eu, notamment les adresses IP, par les visiteurs des sites web accessibles au public.","privacy-statement.data-controller.0":"Responsable du traitement","privacy-statement.data-controller.1":"Commission européenne, Direction générale des réseaux de communication, du contenu et des technologies, Unité G.2.","privacy-statement.record-reference":"Référence d’enregistrement","privacy-statement.table-of-contents":"Table des matières","privacy-statement.1-intro.title":"Introduction","privacy-statement.1-intro.items.1":'La Commission européenne (ci-après la «Commission») s’engage à protéger vos données à caractère personnel et à respecter votre vie privée. Elle procède à la collecte et au traitement ultérieur des données à caractère personnel conformément au règlement (UE) 2018/1725 du Parlement européen et du Conseil du 23 octobre 2018 relatif à la protection des personnes physiques à l’égard du traitement des données à caractère personnel par les institutions, organes et organismes de l’Union et à la libre circulation de ces données [abrogeant le règlement (CE) nº 45/2001].',"privacy-statement.1-intro.items.2":"La présente déclaration relative à la protection de la vie privée explique la raison du traitement de vos données à caractère personnel, la façon dont elles sont recueillies, traitées et protégées, l’usage qui en est fait et les droits que vous pouvez exercer les concernant. Elle indique également les coordonnées du responsable du traitement des données avec qui prendre contact pour exercer vos droits, du délégué à la protection des données et du Contrôleur européen de la protection des données.","privacy-statement.1-intro.items.3.0":"Les informations relatives à l’opération de traitement","privacy-statement.1-intro.items.3.1":"Traitement des données sur codeweek.eu","privacy-statement.1-intro.items.3.2":"effectuée par la Commission sont présentées ci-dessous.","privacy-statement.2-why.title":"Pourquoi et comment traitons-nous vos données à caractère personnel?","privacy-statement.2-why.items.0":"Finalité de l’opération de traitement","privacy-statement.2-why.items.1":"La direction générale des réseaux de communication, du contenu et des technologies de la Commission propose un certain nombre de sites web externes. La configuration technique permet de recueillir et d’utiliser vos données à caractère personnel afin de pouvoir proposer les sites web qui sont physiquement situés en dehors de l’infrastructure d’hébergement contrôlée par la Commission.","privacy-statement.2-why.items.2":"Vos données à caractère personnel ne seront pas utilisées en vue d’une prise de décision automatisée, y compris d’un profilage.","privacy-statement.3-legal_process.title":"Quelles sont les bases juridiques du traitement de vos données à caractère personnel?","privacy-statement.3-legal_process.items.0":"Nous traitons vos données à caractère personnel sur la base de plusieurs instruments:","privacy-statement.3-legal_process.items.1":'Article 5, paragraphe 1, point a), du règlement (UE) 2018/1725: ce traitement est nécessaire à l’exécution d’une mission d’intérêt public ou relevant de l’exercice de l’autorité publique dont est investi l’institution ou l’organe de l’Union.',"privacy-statement.3-legal_process.items.2":"En effet, le fait d’informer le grand public constitue une tâche découlant des prérogatives de la Commission sur le plan institutionnel, conformément à l’article 58, paragraphe 2, point d), du règlement (UE, Euratom) 2018/1046 du 18 juillet 2018 relatif aux règles financières applicables au budget général de l’Union (JO L 193 du 30.7.2018, p. 1). Nous veillons à ce que des garanties spécifiques et adéquates soient mises en œuvre pour le traitement des données à caractère personnel, conformément à la législation applicable en matière de protection des données.","privacy-statement.3-legal_process.items.3":'Article 5, paragraphe 1, point d), du règlement (UE) 2018/1725: pour les activités de traitement liées aux cookies et à l’authentification, votre consentement est nécessaire. Conformément à l’article 3, point 15), et à l’article 7 du règlement (UE) 2018/1725, le consentement doit être libre, spécifique, éclairé et univoque.',"privacy-statement.3-legal_process.items.4":"Vous nous avez donné votre consentement directement. Vous pouvez exprimer votre consentement par courrier électronique, au moyen d’un formulaire d’inscription électronique ou sous toute autre forme écrite.","privacy-statement.4-collect_data.title":"Quelles sont les données à caractère personnel que nous recueillons et traitons ultérieurement?","privacy-statement.4-collect_data.items.0":"Aux fins de cette opération de traitement, l’unité G.2 recueille les catégories suivantes de données à caractère personnel:","privacy-statement.4-collect_data.items.1":"adresse IP ou identifiant du dispositif utilisé pour accéder au site web.","privacy-statement.4-collect_data.items.2":"Sans ce traitement, il ne vous sera pas possible d’établir une connexion technique entre vos dispositifs et l’infrastructure du serveur et vous ne pourrez donc pas accéder à notre site web.","privacy-statement.4-collect_data.items.3":"Afin que vous puissiez vous authentifier sur ce site web, l’unité G.2 recueille les catégories suivantes de données à caractère personnel:","privacy-statement.4-collect_data.items.4":"adresse électronique","privacy-statement.4-collect_data.items.5":"mot de passe; ou","privacy-statement.4-collect_data.items.6":"authentification par un réseau social.","privacy-statement.5-how_long.title":"Combien de temps conservons-nous vos données à caractère personnel?","privacy-statement.5-how_long.items.0":"L’unité G.2 ne conserve vos données à caractère personnel que le temps nécessaire pour atteindre l’objectif pour lequel elles ont été recueillies ou traitées, à savoir pendant la durée de la session de navigation. En outre, les adresses IP peuvent être enregistrées pendant un an dans les fichiers journaux des services pour des raisons de sécurité. En ce qui concerne l’outil d’analyse, l’adresse IP et l’identifiant du dispositif (par exemple, le numéro d’identité internationale de l’équipement mobile et l’adresse MAC d’une carte Wi-Fi) sont supprimés immédiatement après la déconnexion","privacy-statement.6-protect_data.title":"Comment protégeons-nous et sauvegardons-nous vos données à caractère personnel?","privacy-statement.6-protect_data.items.0":"Toutes les données à caractère personnel sous forme électronique (courriels, documents, bases de données, lots de données téléchargés, etc.) sont conservées sur les serveurs de la Commission européenne. Toutes les opérations de traitement sont exécutées conformément à la","privacy-statement.6-protect_data.items.1":"décision (UE, Euratom) 2017/46 de la Commission","privacy-statement.6-protect_data.items.2":"du 10 janvier 2017 sur la sécurité des systèmes d’information et de communication au sein de la Commission européenne.","privacy-statement.6-protect_data.items.3":"La Commission a pris un certain nombre de mesures techniques et organisationnelles en vue de protéger vos données à caractère personnel. Les mesures techniques comprennent des actions appropriées visant à assurer la sécurité en ligne et à atténuer les risques de perte ou de modification des données ou d’accès non autorisé, en tenant compte du risque posé par le traitement des données et leur nature. Les mesures organisationnelles comprennent la limitation de l’accès aux données à caractère personnel aux seules personnes autorisées ayant un besoin légitime d’en connaître aux fins de cette opération de traitement.","privacy-statement.7-access_data.title":"Qui a accès à vos données à caractère personnel et à qui ces données sont-elles communiquées?","privacy-statement.7-access_data.items.0":"L’accès à vos données à caractère personnel est octroyé au personnel de la Commission chargé de la réalisation de cette opération de traitement ainsi qu’au personnel autorisé selon le principe du «besoin d’en connaître». Ce personnel respecte les conventions réglementaires et, le cas échéant, des règles de confidentialité supplémentaires.","privacy-statement.7-access_data.items.1":"En outre, l’accès à vos données à caractère personnel peut être accordé à des contractants externes travaillant, dans le cadre d’un accord contractuel, pour le compte du service de la Commission propriétaire des sites web et participant à la création, à la maintenance, à la gestion et à l’archivage des sites web, conformément au principe du «besoin d’en connaître».","privacy-statement.7-access_data.items.2":"Les informations que nous recueillons ne seront communiquées à aucun tiers, sauf dans la mesure où et aux fins auxquelles nous pourrions être tenus de le faire par la loi.","privacy-statement.8-rights.title":"Quels sont vos droits et comment pouvez-vous les exercer?","privacy-statement.8-rights.items.0":"Vous jouissez de droits spécifiques en tant que «personne concernée» en vertu du chapitre III (articles 14 à 25) du règlement (UE) 2018/1725, dont le droit d’accéder à vos données à caractère personnel, de les rectifier ou de les supprimer, ainsi que celui de limiter leur traitement. S’il y a lieu, vous avez également le droit de vous opposer à leur traitement ou de les faire transférer.","privacy-statement.8-rights.items.1":"Vous avez le droit de vous opposer au traitement de vos données à caractère personnel, effectué de manière licite, conformément à l’article 5, paragraphe 1, point a), dudit règlement.","privacy-statement.8-rights.items.2":"Vous avez consenti à fournir vos données à caractère personnel pour l’opération de traitement dont il est question ici. Vous pouvez retirer votre consentement à tout moment en vous adressant à l’unité G.2. Le retrait de votre consentement ne portera pas atteinte à la licéité du traitement effectué avant ce retrait.","privacy-statement.8-rights.items.3":"Vous pouvez exercer vos droits en prenant contact avec le responsable du traitement des données ou, en cas de litige, avec le délégué à la protection des données. Si nécessaire, vous pouvez aussi vous adresser au Contrôleur européen de la protection des données. Leurs coordonnées figurent au point 9 ci-dessous.","privacy-statement.8-rights.items.4":"Si vous souhaitez exercer vos droits dans le cadre d’une ou de plusieurs opérations de traitement spécifiques, veuillez fournir leur description [en indiquant la/les référence(s) de la/des fiche(s), comme celle mentionnée au point 10 ci-dessous] dans votre demande.","privacy-statement.9-contact.title":"Coordonnées","privacy-statement.9-contact.data-controller.title":"Responsable du traitement des données","privacy-statement.9-contact.data-controller.text":"Si vous souhaitez exercer vos droits au titre du règlement (UE) 2018/1725, si vous avez des commentaires, des questions ou des préoccupations à exprimer, ou si vous souhaitez soumettre une plainte relative à la collecte et à l’utilisation de vos données à caractère personnel, n’hésitez pas à prendre contact avec le responsable du traitement des données, unité G.2 de la Commission européenne.","privacy-statement.9-contact.data-protection-officer.title":"Délégué à la protection des données (DPD) de la Commission","privacy-statement.9-contact.data-protection-officer.text":"Vous pouvez prendre contact avec le délégué à la protection des données (DATA-PROTECTION-OFFICER@ec.europa.eu) pour des questions relatives au traitement de vos données à caractère personnel conformément au règlement (UE) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Contrôleur européen de la protection des données","privacy-statement.9-contact.european-data-protection.text":'Vous avez le droit de saisir le Contrôleur européen de la protection des données (edps@edps.europa.eu) pour former un recours (déposer une plainte) si vous estimez que les droits dont vous jouissez en vertu du règlement (UE) 2018/1725 ont été enfreints à la suite du traitement de vos données à caractère personnel effectué par le responsable de ce traitement.',"privacy-statement.10-detailed-info.title":"Où trouver de plus amples informations?","privacy-statement.10-detailed-info.items.0":'Le délégué à la protection des données (DPD) de la Commission publie le registre de toutes les opérations de traitement de données à caractère personnel de la Commission qui ont été documentées et lui ont été notifiées. Ce registre peut être consulté à l’adresse suivante: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"L’opération de traitement spécifique dont il est question dans la présente déclaration a été consignée dans le registre public du DPD sous la référence suivante: DPR-EC-09706.1.","privacy.title":"PROTECTION DE VOS DONNÉES PERSONNELLES","privacy.1-intro.title":"1. Introduction","privacy.1-intro.items.1":"

    La Commission européenne (ci-après dénommée «la Commission») s’engage à protéger vos données personnelles et à respecter votre vie privée. La Commission collecte et traite les données à caractère personnel conformément au règlement (UE) 2018/1725 du Parlement européen et du Conseil du 23 octobre 2018 relatif à la protection des personnes physiques à l’égard du traitement des données à caractère personnel par les institutions, organes et organismes de l’Union et à la libre circulation de ces données (abrogeant le règlement (CE) 45/2001).

    ","privacy.1-intro.items.2":"

    Cette déclaration de confidentialité explique la raison de la collecte et du traitement, la manière dont nous collectons, traitons et assurons la protection de toutes les données à caractère personnel fournies, la manière dont ces informations sont utilisées et les droits que vous pouvez exercer en relation avec vos données à caractère personnel (droit d’accès, de rectification, de blocage etc.). Elle précise également les coordonnées du responsable du traitement des données auprès duquel vous pouvez exercer vos droits, du Délégué à la protection des données et du Contrôleur européen de la protection des données.

    ","privacy.1-intro.items.3":"

    La présente déclaration de confidentialité concerne la collecte et la publication de données à caractère personnel sur le site web de Codeweek.eu, accessible au public, de personnes qui servent de points de contact pour les activités de la semaine européenne du code (ambassadeurs de la semaine du code, coordinateurs des ministères de l’éducation, principaux enseignants ainsi que les organisateurs des activités et événements).

    ","privacy.2-why.title":"2. Pourquoi traitons-nous vos données?","privacy.2-why.items.1":"

    La Commission européenne collecte et publie vos données à caractère personnel afin de faciliter l’identification des points de contact par les parties prenantes ou les citoyens intéressés. Proposer de vraies personnes comme points de contact est le meilleur moyen, et le moyen plus efficace, de garantir que les personnes intéressées puissent entrer en contact avec les services de la Commission.

    ","privacy.2-why.items.2":"

    Vos données à caractère personnel ne seront pas utilisées aux fins de décisions automatisées, y compris le profilage.

    ","privacy.3-legal_process.title":"3. Sur quelle(s) base(s) juridique(s) traitons-nous vos données à caractère personnel?","privacy.3-legal_process.items.1":"

    Le traitement des données à caractère personnel aux fins de la publication des points de contact est licite en vertu de l’article 5, paragraphe 1, point d) du règlement (UE) 2018/1725 dans la mesure où vous avez donné votre consentement au traitement de vos données à caractère personnel au moyen d’un formulaire web ou lorsque vous avez accepté que nous utilisions votre adresse électronique et votre pseudonyme si vous êtes inscrit sur un réseau social.

    ","privacy.4-collect_data.title":"4. Quelles sont les données à caractère personnel que nous collectons et traitons ensuite?","privacy.4-collect_data.items.1":"

    Les données à caractère personnel collectées sont des informations qui facilitent votre identification en tant que point de contact et augmentent votre visibilité auprès du public, à savoir: titre, nom, prénom, fonction, adresse postale et électronique professionnelle, numéro de téléphone, photo, compte sur les réseaux sociaux, biographie.

    ","privacy.4-collect_data.items.2":"

    Vous avez fourni ces données à caractère personnel sur une base volontaire, en remplissant le formulaire de demande.

    ","privacy.4-collect_data.items.3":"

    La fourniture de certaines données à caractère personnel est obligatoire en vue de la publication d’activités et/ou d’informations de contact possibles sur le site codeweek.eu. Si vous ne fournissez pas vos données à caractère personnel, votre activité ne sera pas publiée et/ou vous ne pourrez pas participer aux réseaux susmentionnés.

    ","privacy.4-collect_data.items.4":"

    Vous fournissez toutes les autres données à caractère personnel sur une base volontaire.

    ","privacy.4-collect_data.items.5":"Lorsque vous vous abonnez à notre bulletin d’information, votre adresse électronique est ajoutée à la liste de diffusion du bulletin d’information de la Semaine européenne du code, qui est gérée par Mailerlite.com. Veuillez lire la politique de confidentialité de Mailerlite: https://www.mailerlite.com/legal/privacy-policy. Vous pouvez vous retirer des bulletins d’information, à tout moment, en utilisant le lien «Se désinscrire» dans les courriels que vous recevez de notre part ou vous pouvez nous envoyer un courriel à l’adresse info@codeweek.eu avec «Unsubscribe» dans l’objet.","privacy.5-how_long.title":"5. Combien de temps conservons-nous vos données à caractère personnel?","privacy.5-how_long.items.1":"

    La Commission ne conserve vos données à caractère personnel que le temps nécessaire à la réalisation de la finalité de collecte ou de traitement ultérieur décrite au point 2, à savoir aussi longtemps que vous faites office de point de contact.

    ","privacy.5-how_long.items.2":"

    Vos données à caractère personnel seront supprimées du site web accessible au public dès que vous cesserez d’exercer votre fonction de point de contact, à moins que vous n’ayez donné votre accord pour être inclus dans la base de données pour des activités futures.

    ","privacy.6-protect_data.title":"6. Comment protégeons-nous et sauvegardons-nous vos données à caractère personnel?","privacy.6-protect_data.items.1":"

    Toutes les données à caractère personnel sous forme électronique (courriers électroniques, documents, bases de données, lots de données téléchargés, etc.) sont stockées soit sur les serveurs de la Commission européenne soit sur ceux de son contractant. Toutes les opérations de traitement sont conformes à la décision (UE, Euratom) 2017/46 de la Commission du 10 janvier 2017 sur la sécurité des systèmes d’information et de communication au sein de la Commission européenne.

    ","privacy.6-protect_data.items.2":"

    Les contractants de la Commission sont liés par une clause contractuelle spécifique pour tout traitement de vos données pour le compte de la Commission et par les obligations de confidentialité découlant de la transposition du règlement général sur la protection des données dans les États membres de l’UE (règlement «RGPD» (UE) 2016/679).

    ","privacy.6-protect_data.items.3":"

    En vue de protéger vos données à caractère personnel, la Commission a pris un certain nombre de mesures techniques et organisationnelles. Les mesures techniques comprennent des actions appropriées visant à assurer la sécurité en ligne et à atténuer les risques de perte de données, de modification des données ou d’accès non autorisé, en tenant compte du risque posé par le traitement et la nature des données traitées. Les mesures organisationnelles comprennent la limitation de l’accès aux données aux personnes autorisées ayant un intérêt légitime à les connaître aux fins de cette opération de traitement.

    ","privacy.7-access_data.title":"7. Qui a accès à vos données et à qui sont-elles divulguées?","privacy.7-access_data.items.1":"

    L’accès à vos données à caractère personnel est accordé au personnel de la Commission chargé d’effectuer cette opération de traitement et au personnel habilité conformément au principe du «besoin d’en connaître». Ces personnes respectent des règles statutaires et, le cas échéant, des règles de confidentialité supplémentaires.

    ","privacy.7-access_data.items.2":"

    Concrètement, toutes les données à caractère personnel que vous fournissez peuvent être consultées par les administrateurs des sites web (personnel de la Commission), ainsi que par d’autres membres du personnel de la Commission en cas de besoin.. En outre, vos données à caractère personnel et les informations relatives à l’événement seront partagées avec les membres des réseaux d’ambassadeurs et de coordinateurs pédagogiques de la Semaine européenne du code pour l’organisation ou le suivi des activités locales.

    ","privacy.7-access_data.items.3":"

    Afin d’accroître la visibilité des points de contact, vos données à caractère personnel sont publiées sans limitation d’accès sur le site public: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Concernant le transfert de données à des tiers

    ","privacy.7-access_data.items.5":"

    Les renseignements que nous recueillons ne seront pas communiqués à des tiers, sauf dans la mesure et aux fins où la loi peut nous obliger de le faire.

    ","privacy.8-rights.title":"8. Quels sont vos droits et comment les exercer?","privacy.8-rights.items.1":"

    Vous jouissez de droits spécifiques en tant que «personne concernée» en vertu du chapitre III (articles 14 à 25) du règlement (UE) 2018/1725, dont le droit d’accéder à vos données à caractère personnel, de les rectifier ou de les supprimer, ainsi que celui de limiter leur traitement. Le cas échéant, vous avez également le droit de vous opposer au traitement de vos données ou de les faire transférer.

    ","privacy.8-rights.items.2":"

    Vous avez consenti à nous fournir vos données à caractère personnel aux présentes fins de traitement et vous pouvez retirer votre autorisation à tout moment en en informant le responsable du traitement des données. Le retrait de l’autorisation n’affecte pas la licéité du traitement de données effectué avant votre retrait d’autorisation.

    ","privacy.8-rights.items.3":"

    Vous pouvez exercer vos droits en contactant le responsable du traitement des données, ou, en cas de conflit, le Délégué à la protection des données. Le cas échéant, vous pouvez également vous adresser au Contrôleur européen de la protection des données. Leurs coordonnées de contact sont indiquées au point 9 ci-dessous.

    ","privacy.9-contact.title":"9. Coordonnées de contact","privacy.9-contact.data-controller.title":"-Le Responsable du traitement des données","privacy.9-contact.data-controller.text":"

    Si vous souhaitez exercer vos droits en vertu du règlement (UE) 2018/1725, ou si vous avez des commentaires, questions ou inquiétudes, ou si vous souhaitez porter plainte concernant la collecte et l’utilisation de vos données à caractère personnel, n’hésitez pas à contacter le responsable du traitement des données.

    ","privacy.9-contact.data-controller.address":"Direction générale des réseaux de communication, du contenu et des technologie, unité G2
    Immeuble BU25
    B-1049 Bruxelles
    ","privacy.9-contact.data-controller.email":"E-mail: ","privacy.9-contact.data-protection-officer.title":"-Le Délégué à la protection des données (DPD) de la Commission","privacy.9-contact.data-protection-officer.text":'

    Vous pouvez prendre contact avec le Délégué à la protection des données (DATA-PROTECTION-OFFICER@ec.europa.eu) au sujet des questions relatives au traitement de vos données à caractère personnel en vertu du règlement (UE) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"-Le Contrôleur européen de la protection des données (CEPD)","privacy.9-contact.european-data-protection.text":'

    Vous pouvez déposer une réclamation auprès du Contrôleur européen de la protection des données (edps@edps.europa.eu) si vous estimez que vos droits dans le cadre du règlement (UE) 2018/1725 ont été enfreints lors du traitement de vos données à caractère personnel par le responsable du traitement des données.

    ',"remote-teaching.remote-teaching":"Enseignement à distance","remote-teaching.intro.title":"Semaine du code et enseignement à distance","remote-teaching.intro.text":"Les cours à distance peuvent représenter un défi pour les enseignants et les apprenants, et les obstacles à surmonter sont nombreux. Cependant, le fait que vos étudiants soient chez eux ne doit pas vous empêcher de leur enseigner le codage, le raisonnement informatique, voire la robotique. Voici quelques conseils et ressources qui, nous l’espérons, vous serons utiles.","remote-teaching.intro.points.1":"il s’agit d’une série de courtes vidéos, de matériel de bricolage, de puzzles, de jeux et de défis de codage pour une utilisation quotidienne en famille et à l’école.","remote-teaching.intro.points.2.0":"Coder hors ligne","remote-teaching.intro.points.2.1":"vous trouverez ici différentes activités faciles à faire chez soi pour apprendre ou enseigner le codage avec des objets de tous les jours.","remote-teaching.intro.points.3.0":"Notions","remote-teaching.intro.points.3.1":"vous trouverez les «Notions», une série de tutoriels sur le développement durable et l’intelligence artificielle qui comporte des sections adaptées à l’enseignement à distance dans ses plans de cours.","remote-teaching.intro.points.4.0":"Catalogue de ressources","remote-teaching.intro.points.4.1":"de nombreuses ressources du catalogue peuvent aussi être utilisées pour enseigner à distance. Vous y trouverez des ressources pour enseigner le codage, ou pour apprendre à coder.","remote-teaching.intro.points.5.0":"Webinaires «Coder à la maison»","remote-teaching.intro.points.5.1":"saviez-vous qu’à l’occasion de la Semaine du code, de nombreux webinaires ont été organisés pour apprendre et enseigner le codage en restant chez soi? Découvrez-les!","remote-teaching.tips.title":"7 conseils pour enseigner le codage à distance","remote-teaching.tips.points.1.0":"Familiarisez-vous avec les concepts, les langages de programmation et les logiciels","remote-teaching.tips.points.1.1":"si les étudiants peuvent apprendre le codage et la programmation en tâtonnant de manière semi-autonome, vous allez devoir les guider et les aider à repérer les erreurs dans leur syntaxe. Soyez prêt(e) à improviser et à vous adapter si un outil numérique ou un langage de programmation ne donne pas les résultats escomptés du point de vue de l’apprentissage.","remote-teaching.tips.points.2.0":"Mettez vos étudiants aux commandes","remote-teaching.tips.points.2.1":"aidez vos étudiants à exploiter leur plein potentiel en leur donnant des cours motivants et intéressants. Laissez-les exprimer leurs talents et leur créativité en leur permettant de choisir leurs propres projets et résultats. Nous vous conseillons aussi d’être réaliste et de définir des objectifs à la portée de vos étudiants.","remote-teaching.tips.points.3.0":"Encouragez vos étudiants à travailler en groupe","remote-teaching.tips.points.3.1":`non seulement coder en groupe est plus amusant, mais cela aide aussi les étudiants à mener à bien des projets plus complexes et plus créatifs. En outre, les cours à distance peuvent faire naître un sentiment d’isolement chez certains étudiants, ce que les travaux de groupe peuvent permettre d’éviter. Par exemple, vous pouvez créer des réunions en ligne pour permettre à vos étudiants de former des groupes, ou vous pouvez mettre en place une évaluation par les étudiants en invitant ceux-ci à donner et recevoir des avis constructifs sur les projets des uns et des autres. -`,"remote-teaching.tips.points.4.0":"Explorez les logiciels libres et les plateformes gratuites en ligne d’apprentissage du codage","remote-teaching.tips.points.4.1":"il existe de nombreuses ressources de qualité pour apprendre et enseigner le codage, qui sont sophistiquées tout en restant faciles à utiliser. Ces outils gratuits peuvent être utilisés par vos étudiants sans devoir acheter des licences ni télécharger des logiciels. Vous trouverez la plupart de ces outils dans le catalogue de la Semaine du code, qui comprend notamment Scratch, App Inventor, Code.org, EarSketch et Sonic Pi. Comme nous l’avons vu avec les Notions de la Semaine du code, vous pouvez appliquer ces outils à n’importe quel sujet!","remote-teaching.tips.points.5.0":"Mettez en avant le côté ludique","remote-teaching.tips.points.5.1":"les premiers pas dans le monde du codage devraient être captivants et amusants, et s’il n’est pas toujours possible de partager ce bon moment en personne, il existe quand même des moyens de jouer et de s’amuser ensemble! Par exemple, vous pouvez proposer à vos étudiants de faire un pause pendant le cours pour faire une partie de CodyColor, un jeu pédagogique multijoueur conçu pour apprendre le raisonnement informatique en s’amusant.","remote-teaching.tips.points.6.0":"Reproduisez les interactions d’une vraie salle de cours","remote-teaching.tips.points.6.1":"les technologies nous permettent de reproduire au moins partiellement le type d’interactions que l’on retrouve habituellement dans une salle de cours. Vous pouvez encourager vos étudiants à allumer leur webcam à certains moments, à lever la main virtuellement, à poser des questions à l’aide de leur micro ou dans le chat, à répondre à des sondages en ligne, à participer à des quiz, etc. Pour ce faire, vous pouvez utiliser des outils numériques gratuits tels que Zoom, Microsoft Teams, GoToMeeting ou Jitsi pour organiser des séances de cours en direct, et Kahoot, Mentimeter et Google Forms pour les quiz et les interactions en classe. Cela devrait aider les étudiants à se sentir en cours aux côtés de leurs camarades de classe.","remote-teaching.tips.points.7.0":"Veillez à ce que le matériel requis soit disponible et peu coûteux","remote-teaching.tips.points.7.1":"vérifiez que les cours de codage sont réalisables et accessibles à tous en vous assurant que le matériel requis peut être trouvé facilement dans n’importe quel foyer, que tous les étudiants disposent du nécessaire pour finir le cours, ou que vous avez prévu d’autres façons de procéder pour ceux dont ce ne serait pas le cas. Par exemple, les activités de codage hors ligne requièrent du matériel peu coûteux tel que des ciseaux, du papier ou des feutres. Lorsque vous utilisez des exercices de codage en ligne, assurez-vous que tous les étudiants ont accès chez eux à une tablette ou un ordinateur, ainsi qu’à une connexion internet fiable.","remote-teaching.tips.conclusion":"Comment vous y prenez-vous pour apprendre et enseigner le codage et la programmation à distance? Avez-vous des conseils à partager avec les autres professionnels de l’enseignement? Faites-nous part de vos commentaires dans le forum ci-dessous!","report.title":"Signalez votre événement #EUCodeWeek","report.event_title":"Titre de l’événement","report.number_required":"Même si vous ne disposez pas de données exactes, veuillez fournir une estimation approximative.","report.phrase1":"Ce formulaire ne peut être complété qu’une seule fois! Veuillez vérifier soigneusement les données saisies. En cas d’erreur, ","report.phrase2":"Après avoir ajouté votre événement, un certificat personnalisé attestant de votre participation à la Semaine européenne du code vous sera délivré automatiquement; vous pourrez le télécharger ou le partager. Vous trouverez un exemple de certificat ici.","report.phrase3":"Les champs obligatoires sont indiqués par un astérisque.","report.phrase4":"Ce formulaire ne peut être complété qu’une seule fois! Veuillez vérifier soigneusement les données saisies. En cas d’erreur,","report.contactus":"veuillez nous contacter","report.participants_count.label":"Nombre de participants","report.average_participant_age.label":"Âge moyen des participants","report.percentage_of_females.label":"Pourcentage de femmes","report.codeweek_for_all_participation_code.label":"Code de participation Code Week 4 All","report.codeweek_for_all_participation_code.help":"Veuillez saisir votre code pour le Codeweek4All challenge, si vous en possédez un. Si vous n’êtes pas un participant, veuillez ignorer ce champ.","report.name_for_certificate.label":"Nom pour le certificat","report.name_for_certificate.help":"Remplacez ce nom par celui de l’organisateur de l’événement qui recevra le certificat de participation à la Semaine européenne du code Veuillez n’utiliser que des caractères ASCII (lettres de l’alphabet latin). Les lettres accentuées, les trémas et autres caractères spéciaux ne sont pas pris en charge.","report.submit":"Envoyez le formulaire d'ajout de votre événement","report.thanks_page.title":"Merci d’avoir signalé votre événement!","report.thanks_page.certificate_ready":"Votre certificat est prêt.","report.thanks_page.download_button":"Cliquez ici pour le télécharger.","report.thanks_page.back_events":"Retournez à votre événement.","resources.search_resources":"Chercher des ressources","resources.types":"Types","resources.levels":"Niveaux","resources.programming_languages":"Langages de programmation","resources.categories":"Catégories","resources.Languages":"Langues","resources.Subjects":"Sujets","resources.share":"Partager","resources.communication_toolkit":"Boite à outils de communication","resources.teachers_toolkit":"Boite à outils pour les enseignants","resources.leaflet":"Brochure","resources.how_to_organise_an_activity":"Comment organiser une activité?","resources.resources.languages.Russian":"Russe","resources.resources.languages.Norwegian":"Norvégien","resources.resources.languages.Mandarin":"Mandarin","resources.resources.languages.Japanese":"Japonais","resources.resources.languages.All targeted languages":"Toutes les langues cibles","resources.resources.levels.Beginner":"Débutant","resources.resources.levels.Intermediate":"Intermédiaire","resources.resources.levels.Advanced":"Avancé","resources.resources.levels.Pre-primary education":"Éducation préprimaire","resources.resources.levels.Primary school (5-12)":"École primaire (5-12)","resources.resources.levels.Lower secondary school (12-16)":"École secondaire de 1er cycle (12-16)","resources.resources.levels.Upper secondary school (16-18)":"École secondaire de 2e cycle (16-18)","resources.resources.levels.Higher Education":"Enseignement supérieur","resources.resources.levels.Other":"Autre","resources.resources.subjects.Art":"Art","resources.resources.subjects.Biology":"Biologie","resources.resources.subjects.Chemistry":"Chimie","resources.resources.subjects.Computer Science":"Informatique","resources.resources.subjects.Culture":"Culture","resources.resources.subjects.Economics":"Économie","resources.resources.subjects.Foreign Languages":"Langues étrangères","resources.resources.subjects.Geography":"Géographie","resources.resources.subjects.Geology":"Géologie","resources.resources.subjects.History":"Histoire","resources.resources.subjects.Language and Literature":"Langue et Littérature","resources.resources.subjects.Mathematics":"Mathématiques","resources.resources.subjects.Natural Sciences":"Sciences naturelles","resources.resources.subjects.Physical Education":"Éducation physique","resources.resources.subjects.Physics":"Physique","resources.resources.subjects.Coding":"Codage","resources.resources.subjects.Special Education Needs":"Besoins éducatifs spéciaux","resources.resources.subjects.Other":"Autre","resources.resources.types.Tutorial":"Tutoriel","resources.resources.types.Website":"Site web","resources.resources.types.Online Course":"Cours en ligne","resources.resources.types.Video":"Vidéo","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Application","resources.resources.types.Game":"Jeu","resources.resources.types.Graphic Material":"Matériel graphique","resources.resources.types.Presentation":"Présentation","resources.resources.types.Toolkit":"Boîte à outils","resources.resources.types.Other":"Autre","resources.resources.types.Lesson Plan":"Plan de cours","resources.resources.types.Guide":"Guide","resources.resources.categories.Coding":"Codage","resources.resources.categories.Programming":"Programmation","resources.resources.categories.Computational Thinking":"Raisonnement informatique","resources.resources.categories.Robotics":"Robotique","resources.resources.categories.Making":"Fabrication","resources.resources.categories.Tinkering":"Bricolage","resources.resources.categories.Unplugged Activities":"Activités non connectées","resources.resources.categories.Other":"Autre","school.name":"Nom de l’établissement scolaire","school.location":"Adresse de l’établissement scolaire","school.description":"Description de l’établissement scolaire","school.school":"Établissement scolaire","school.add":"Ajouter","school.list":"Liste","school.required.name":"Le nom de l’établissement scolaire est requis","school.required.location":"L’adresse de l’établissement scolaire est requise","schools.1.title1":"Pourquoi initier votre classe à la programmation?","schools.1.title2":"Quels sont les avantages pour vos élèves? Qu'est-ce que cela vous apporte en tant qu’enseignant(e)?","schools.1.content.0":"Nous estimons qu'à l’ère du numérique le parcours d'apprentissage élémentaire de chacun doit inclure la compréhension de la programmation et le développement de compétences clés en matière de raisonnement informatique, telle que la résolution de problèmes, la collaboration et des capacités d’analyse.","schools.1.content.1":"Apprendre à coder peut placer vos élèves à l’avant-garde d’une société numérique, leur apporter une compréhension plus globale du monde qui les entoure ainsi que de meilleures chances de réussite dans leur vie privée et professionnelle.","schools.1.content.2":"La Semaine européenne du code est l'occasion pour les établissements scolaires et les enseignants de développer gratuitement du matériel pédagogique et de nouvelles compétences professionnelles, de relever des défis au niveau international, de profiter de la possibilité d’échanger, et, dans ce cadre, d'offrir à tous les élèves l'opportunité de faire leurs premiers pas en tant que créateurs de contenu numérique.","schools.1.button.label":"Vous voulez commencer dès maintenant? Inscrivez-vous ici!","schools.2.title1":"Prêt(e) à participer?","schools.2.title2":"Organisez un cours, une formation ou un événement, et épinglez-le sur la carte.","schools.2.content.0":"Que vous possédiez ou non des connaissances en code ou en programmation, vous pouvez facilement organiser un cours en classe, une journée portes ouvertes ou un événement dans votre établissement. Choisissez une date et inscrivez votre activité sur la carte ci-dessous. Si vous avez besoin d’aide pour préparer un cours consacré à la programmation, passez à la section suivante.","schools.2.content.1":"Découvrez quelques exemples d’activités organisées en parcourant la carte ci-dessous ajoutez les vôtres et joignez-vous aux milliers d’autres enseignants participant en Europe et ailleurs:","schools.2.button.label":"Prêt(e) à vous lancer? Ajoutez une activité!","schools.3.title1":"Vous ne connaissez rien à la programmation? Aucun souci","schools.3.title2":"Initiez-vous à la programmation grâce à nos outils, puis partagez avec vos élèves","schools.3.content.0":"Si vous souhaitez intégrer une initiation à la programmation à votre programme mais ne savez pas par où commencer, pas de panique! Une équipe internationale d’enseignants et d’experts a élaboré un ensemble de modules de formation en ligne de courte durée pour vous aider à vous lancer.","schools.3.content.1":"Aucune expérience préalable en matière de programmation n’est requise pour suivre nos modules!","schools.3.button.label":"Accédez à nos modules de formation","schools.4.title1":"Vous êtes en quête d’un nouveau défi?","schools.4.title2":"Construisez un réseau d’activités, impliquez autant d’élèves que possible et obtenez le Certificat d’excellence","schools.4.content.0":"La «Code Week 4 All» vous met au défi d’unir vos forces à celles d’autres enseignants ou établissements scolaires pour devenir membre d’une communauté internationale qui partage un ensemble d'idées et souhaite offrir aux élèves l'opportunité de faire leurs premiers pas en programmation. Forgez une alliance qui rassemble plus de 500 élèves et recevez le Certificat d’excellence.","schools.4.button.label":"Plus d’informations à propos du défi «Code Week 4 All»","schools.title":"Établissements scolaires: faites découvrir la Semaine européenne du code à vos élèves","scoreboard.title":"Dans quels pays les activités de codage font le buzz ?","scoreboard.paragraph":"Le tableau de bord reflète le nombre d’événements de codage répertoriés par nombre d’habitants. Ne vous étonnez donc pas si certains petits pays figurent en haut de la liste!","scoreboard.parcipating_with":"participe avec","scoreboard.events":"événements","search.audience_title":"Public","search.theme_title":"Thème","search.placeholder":"Rechercher le nom ou l’étiquette de l’événement","search.submit":"Rechercher","search.label_country":"Choisir un pays","search.last_year_events.label":"Inclure les événements de l’année dernière","search.last_year_events.yes":"Oui","search.last_year_events.no":"Non","search.search_counter":"correspond à vos critères de recherche","search.event":"événement","search.events":"événements","search.year":"année","search.audiences":"Public","search.themes":"Thèmes","search.countries":"Pays","search.search_placeholder":"Chercher par titre ou description ","snippets.featured-activities":"Vous trouverez ici les prochaines activités organisées dans le cadre de la Semaine européenne du code auxquelles il est possible de participer en ligne. Vous pouvez filtrer les activités par langue et par mois, et cliquer sur «Détails» pour obtenir plus d’informations sur une activité et les coordonnées des organisateurs. Bon amusement!","snippets.learn":"Le codage et la programmation sont des compétences clés qui sont de plus en plus recherchées dans tous les domaines, et la Semaine européenne du code est là pour vous aider à apprendre! Parcourez notre catalogue et trouvez la ressource parfaite pour commencer ou poursuivre votre apprentissage du codage. Toutes ces ressources sont gratuites. N’oubliez pas que vous pouvez filtrer vos résultats de recherche par type de ressource, par niveau de compétence, par langage de programmation, par catégorie et par langue.","snippets.teach":"Le codage et la programmation sont des compétences clés qui ouvriront de nouvelles possibilités à vos étudiants et vos enfants. Vous souhaitez enseigner le codage depuis chez vous, à l’école ou dans un club de codage? Parcourez notre catalogue et trouvez la ressource la plus adaptée pour intégrer le codage et la programmation à vos pratiques d’enseignement. Toutes ces ressources sont gratuites. N’oubliez pas que vous pouvez filtrer vos résultats de recherche par type de ressource, par niveau de compétence, par langage de programmation, par sujet, par catégorie et par langue.","snippets.toolkits.0":"Dans cette section, vous trouverez des outils qui vous aideront à organiser votre activité dans le cadre de la Semaine européenne du code, et à promouvoir l’initiative auprès de votre communauté. ","snippets.toolkits.1":"Boîte à outils de communication","snippets.toolkits.2":"vous trouverez ici tous les matériels officiels de la Semaine européenne du code: logos, badge, prospectus, affiche, modèles de documents PowerPoint et Word, exemples de publications sur les réseaux sociaux et illustrations.","snippets.toolkits.3":"Boîte à outils pour les enseignants","snippets.toolkits.4":"vous trouverez ici tous les matériels officiels de la Semaine européenne du code: logos, badge, modèles de certificats de participation pour vos étudiants, présentation introductive de la Semaine européenne du code et matériel destiné aux réseaux sociaux.","snippets.toolkits.5":"Brochure officielle de la Semaine européenne du code.","snippets.about.goal":"L’objectif est d’aider davantage de jeunes à maîtriser les bases du codage et de la pensée computationnelle.","snippets.guide.tutorials.1":"Consultez nos","snippets.guide.tutorials.2":"tutoriels et formations","snippets.guide.tutorials.3":"disponibles en 29 langues, pour organiser des activités de découverte du codage et de la pensée computationnelle pour les jeunes.","snippets.dance.menu":"Le Dance Challenge","snippets.dance.subtitle":"Qui a dit que les programmeurs ne savaient pas danser? Nous allons prouver le contraire avec le défi #EUCodeWeekDance.","snippets.dance.content":"Toutes les écoles, les enseignants, les bibliothèques, les clubs de codage, les entreprises et les pouvoirs publics sont invités à célébrer la semaine européenne du code en organisant une activité #EUCodeWeekDance et en l’ajoutant à la carte de la semaine du code.","snippets.treasure-hunt.menu":"Chasse au trésor","snippets.treasure-hunt.subtitle":"Ce jeu se joue sur Telegram","snippets.videos.1":"Voir les ambassadeurs de la semaine européenne du code s’exprimer sur nos valeurs","snippets.videos.2":"Voir Katja Osljak, ambassadrice de Slovénie, expliquer pourquoi la semaine du code est indépendante","snippets.videos.3":"Voir Laurent Touché, ambassadeur de France, expliquer pourquoi la semaine du code est conçue pour tout le monde","snippets.videos.4":"Voir Fatma Bouaziz, ambassadrice de Tunisie, expliquer pourquoi la semaine du code est mondiale","snippets.videos.5":"Voir Linda Sinka, ambassadrice de Lettonie, expliquer pourquoi la semaine du code repose sur la coopération","snippets.videos.6":"Voir Alessandro Bogliolo, ambassadeur d’Italie, expliquer pourquoi la semaine du code n’est pas à but lucratif","snippets.videos.7":"Voir Marjana Prifti, ambassadrice d’Albanie, expliquer pourquoi la semaine du code favorise l’innovation et la créativité","snippets.videos.8":"Voir Cristiana Lucaci, ambassadrice de Roumanie, expliquer pourquoi la semaine du code est reconnaissante envers sa communauté","training.learning_bits":"Modules d’apprentissage de la Semaine du code","training.title":"Matériel de formation et cours en ligne gratuits","training.text":`

    Vous trouverez ici des documents et des ressources de formation gratuits qui vous aideront à démarrer et à planifier votre prochaine leçon innovante.

    -

    1. Notions

    -

    Aucune expérience préalable en matière de programmation n’est requise, et chaque module ne prend environ que 15minutes. Les modules vous présentent les concepts clés liés aux activités de codage et de raisonnement informatique. De plus, les modules vous donnent également des conseils pratiques sur la façon d’intégrer ces concepts dans votre classe.

    `,"training.text_2":`

    Maintenant que vous avez terminé un ou plusieurs modules d’apprentissage de la Semaine du code, nous espérons que vous vous sentirez suffisamment à l’aise pour donner une touche de créativité numérique à votre classe et épingler votre activité sur la carte Code Week!

    - -

    Vous pouvez facilement organiser un cours en classe, une journée portes ouvertes ou un événement dans votre établissement. Choisissez une date et inscrivez votre activité sur la carte Code Week. Chaque organisateur d’activité sera récompensé pour ses efforts par un certificat de participation.

    - -

    Si vous souhaitez entrer en contact avec un groupe international d’enseignants enthousiastes, rejoignez le groupe Facebook de la Semaine européenne du code pour enseignants! Pour aller plus loin et collaborer avec d’autres écoles dans votre pays ou par-delà les frontières, participez au Code Week 4 All challenge.

    `,"training.lessons.1.title":"Coder sans technologie numérique (hors ligne)","training.lessons.1.author":"Par Alessandro Bogliolo","training.lessons.1.text":`

    Le code, c’est le langage des objets qui nous permet d’écrire des programmes pour donner de nouvelles fonctionnalités aux dizaines de milliards d’objets programmables qui nous entourent. Le code, c’est la façon la plus rapide de donner vie à ses idées et le moyen le plus efficace de perfectionner ses compétences en raisonnement informatique. Cela dit, la technologie n’est pas vraiment nécessaire pour développer un raisonnement informatique. C’est même plutôt l’inverse: ce sont les compétences en raisonnement informatique qui sont essentielles pour faire fonctionner la technologie.

    - -

    Dans cette vidéo, Alessandro Bogliolo, professeur en systèmes informatiques en Italie et coordinateur de la Semaine européenne du code, présente des activités de programmation hors ligne réalisables sans disposer d’appareil électronique. L’objectif principal de ces activités hors ligne est de lever les barrières à l'accès au codage afin de l'amener dans toutes les écoles, indépendamment du financement et de l’équipement dont elles disposent.

    - -

    Les activités de codage hors ligne lèvent le voile sur les aspects informatiques du monde physique qui nous entoure.

    `,"training.lessons.1.activities.1":"Activité 1 – CodyRoby pour le primaire","training.lessons.1.activities.2":"Activité 2 – CodyRoby pour le premier cycle du secondaire","training.lessons.1.activities.3":"Activité 3 – CodyRoby pour le secondaire","training.lessons.2.title":"Raisonnement informatique et résolution des problèmes","training.lessons.2.author":"Par Miles Berry","training.lessons.2.text":`

    Le raisonnement informatique (CT – computational thinking) correspond à une façon de résoudre et de comprendre les problèmes et les systèmes avec l’aide de la technologie informatique. Le raisonnement informatique est non seulement essentiel au développement de programmes informatiques, mais il peut également être utilisé pour contribuer à la résolution de problèmes dans toutes les disciplines.

    - -

    Vous pouvez enseigner le CT à vos élèves en leur demandant de décomposer des problèmes complexes en problèmes plus petits (décomposition), de reconnaître des modèles (ou schémas), d’identifier les détails pertinents pour résoudre un problème (abstraction) ou de définir les règles ou instructions à suivre pour atteindre un résultat souhaité (conception d’algorithmes). Le CT peut être enseigné dans différentes disciplines, notamment en mathématiques (déterminer les règles de factorisation des polynômes du second degré), en littérature (décomposer l’analyse d’un poème en analyse des mètres, des rimes et de la structure), en langues (dégager des modèles d’orthographe pour les terminaisons verbales en fonction des temps utilisés) et bien d’autres encore.

    - -

    Dans cette vidéo, Miles Berry, maître de conférences à l’École normale de l’Université de Roehampton à Guildford (Royaume-Uni), présente le concept du raisonnement informatique et les différentes façons dont un enseignant peut l’intégrer en classe à l’aide de jeux simples.

    `,"training.lessons.2.activities.1":"Activité 1 – Développer le raisonnement mathématique pour le primaire","training.lessons.2.activities.2":"Activité 2 – Se familiariser avec les algorithmes pour le premier cycle du secondaire","training.lessons.2.activities.3":"Activité 3 – Les algorithmes pour le secondaire supérieur","training.lessons.3.title":"Programmation visuelle – présentation de Scratch","training.lessons.3.author":"Par Margo Tinawi","training.lessons.3.text":`

    La programmation visuelle permet de décrire les processus à l’aide d’illustrations ou de graphiques. On parle habituellement de programmation visuelle par opposition à la programmation textuelle. Les langages de programmation visuels (VPL) sont particulièrement bien adaptés pour initier les enfants (et même les adultes) à la pensée algorithmique. Avec les VPL, il y a moins à lire et rien à écrire.

    - -

    Dans cette vidéo, Margo Tinawi, professeur de développement web chez Le Wagon et co-fondatrice de Techies Lab asbl (Belgique), vous fera découvrir Scratch, un des VPL les plus utilisés dans le monde. Développé par le MIT en 2002, Scratch dispose aujourd’hui d'une vaste communauté où vous trouverez une pléthore de projets à reproduire avec vos élèves ainsi que d’innombrables tutoriels disponibles en plusieurs langues.

    - -

    Aucune expérience préalable en matière de programmation n’est requise pour utiliser Scratch, et vous pouvez l’utiliser pour toutes les matières! En tant qu’outil de narration numérique, Scratch permet aux élèves de créer des histoires, d’illustrer un problème mathématique ou de participer à un concours d’art pour en apprendre davantage sur le patrimoine culturel, tout en s’initiant au codage et au raisonnement informatique, et surtout, tout en s’amusant.

    - -

    Scratch est un outil gratuit, très intuitif et motivant pour vos élèves. Jetez un coup d’œil à la vidéo de Margo pour savoir comment démarrer.

    `,"training.lessons.3.activities.1":"Activité 1 – Scratch Basic pour le primaire","training.lessons.3.activities.2":"Activité 2 – Scratch Basic pour le premier cycle du secondaire","training.lessons.3.activities.3":"Activité 3 – Scratch Basic pour le secondaire","training.lessons.4.title":"Créer des jeux éducatifs avec Scratch","training.lessons.4.author":"Par Jesús Moreno León","training.lessons.4.text":`

    La pensée critique, la persévérance, la résolution de problèmes, le raisonnement informatique et la créativité ne sont que quelques-unes des compétences clés dont vos élèves ont besoin pour réussir au XXIesiècle, et le codage peut les aider à les acquérir de manière ludique et motivante.

    - -

    Si les notions algorithmiques du contrôle de flux à l’aide de séquences d’instructions et de boucles, de la représentation de données à l’aide de variables et de listes ou de la synchronisation de processus vous semblent compliquées, vous vous rendrez compte, grâce à cette vidéo, que ces concepts sont plus faciles à maîtriser que vous ne le pensiez.

    - -

    Professeur d’informatique et chercheur espagnol, Jesús Moreno León vous explique dans cette vidéo comment développer de manière ludique ces compétences, et bien d’autres encore, chez vos élèves. Comment faire? En créant un jeu de questions-réponses dans Scratch, le langage de programmation le plus utilisé dans les écoles à travers le monde. Scratch ne se contente pas seulement de stimuler le raisonnement informatique, il permet également d’introduire une dimension ludique en classe afin de motiver vos élèves à apprendre tout en s’amusant.

    - -

    Jetez un coup d’œil à la vidéo pour savoir comment démarrer:

    `,"training.lessons.4.activities.1":"Activité 1 - Jeu de questions-réponses avec Scratch pour le primaire","training.lessons.4.activities.2":"Activité 2 - Jeu de questions-réponses avec Scratch pour le premier cycle du secondaire","training.lessons.4.activities.3":"Activité 3 - Jeu de questions-réponses avec Scratch pour le secondaire","training.lessons.5.title":"La robotique et le bricolage en classe","training.lessons.5.author":"Par Tullia Urschitz","training.lessons.5.text":`

    L’intégration dans les programmes scolaires du codage, du bricolage, de la robotique et de la microélectronique comme outils d’enseignement et d’apprentissage est essentielle à l’enseignement du XXIesiècle.

    - -

    Le recours au bricolage et à la robotique dans les écoles présente de nombreux avantages pour les élèves, car ces activités leur permettent de développer des compétences clés telles que la résolution de problèmes, le travail en équipe et la collaboration. Ces activités stimulent également la créativité et la confiance en soi des étudiants et peuvent aider les élèves à faire preuve de persévérance et de détermination face aux défis. La robotique est également un domaine qui favorise l’inclusion, car elle est facilement accessible à un large éventail d’élèves (filles et garçons) aux talents et aux compétences variés, et s’avère bénéfique pour les élèves atteints de troubles du spectre autistique.

    - -

    La vidéo de Tullia Urschitz, ambassadrice italienne de Scientix et enseignante STEM à Sant’Ambrogio Di Valpolicella, en Italie, donne des exemples pratiques sur la façon d’intégrer le bricolage et la robotique en classe, transformant ainsi des élèves passifs en créateurs enthousiastes.

    `,"training.lessons.5.activities.1":"Activité 1 - Comment fabriquer une main mécanique en panneaux durs pour le primaire","training.lessons.5.activities.2":"Activité 2 - Comment fabriquer une main mécanique ou robotisée pour le premier cycle du secondaire","training.lessons.5.activities.3":"Activité 3 - Comment fabriquer une main mécanique ou robotisée pour le secondaire","training.lessons.6.title":"App Inventor et développement d’applications","training.lessons.6.author":"Par Rosanna Kurrer","training.lessons.6.text":`

    La vidéo de Rosanna Kurrer, fondatrice de CyberWayFinder, explique en quoi consiste l’App Inventor, cite les avantages du développement d’applications en classe et donne des exemples pratiques de la manière dont les enseignants peuvent avoir recours à l’App Inventor dans leur classe, transformant les élèves passifs en créateurs de jeux enthousiastes.

    -

    Nous utilisons tous des applications; elles sont pratiques et nous permettent de coordonner rapidement nos activités. Elles sont de plus en plus utilisées dans l’enseignement, car elles donnent la possibilité de personnaliser l’apprentissage et permettent aux utilisateurs d’acquérir des informations. Alors, pourquoi ne pas donner aux élèves les moyens de créer une application éducative destinée à d’autres personnes?

    `,"training.lessons.6.activities.1":"Activité 1 – Titre, pour le primaire","training.lessons.6.activities.2":"Activité 2 – Titre, pour le premier cycle du secondaire","training.lessons.6.activities.3":"Activité 3 – Titre, pour le deuxième cycle du secondaire","training.lessons.7.title":"Bricolage et création","training.lessons.7.author":"Par Diogo da Silva","training.lessons.7.text":`

    L’emploi et les lieux de travail évoluent, tout comme l’enseignement. Dans le cadre de la préparation des élèves à la vie professionnelle du 21e siècle, de nouvelles compétences telles que le bricolage, la création et le détournement d’objets deviennent essentielles, car elles réduisent l’écart entre l’école et la réalité. En transformant la salle de la classe en un environnement collaboratif axé sur la résolution de problèmes, les élèves peuvent dialoguer et s’épanouir. Ces activités favorisent la discussion, ce qui permet de transformer la salle de classe en un centre de communication, dans lequel chaque contribution compte.

    -

    Dans la vidéo ci-dessous, Diogo da Silva, professeur portugais de sciences, de technologies, d’ingénierie, d’arts et de mathématiques (STEAM) et membre d’Escola Global, montre, étape par étape, comment mettre au point un cours dans lequel les élèves doivent bricoler, créer et détourner des objets pour résoudre un problème.

    `,"training.lessons.7.activities.1":"Activité 1 – Titre, pour le primaire","training.lessons.7.activities.2":"Activité 2 – Titre, pour le premier cycle du secondaire","training.lessons.7.activities.3":"Activité 3 – Titre, pour le deuxième cycle du secondaire","training.lessons.8.title":"Coder dans toutes les matières","training.lessons.8.author":"Par M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Lorsqu’on pense au codage en classe, on pense spontanément aux ordinateurs, à la technologie, aux mathématiques ou aux sciences. Toutefois, étant donné que les élèves ont de nombreux centres d’intérêt et apprennent différentes matières, pourquoi ne pas tirer parti du codage et mettre en œuvre cette discipline dans l’ensemble du programme?

    -

    Faire entrer le codage dans les activités de classe comporte de nombreux avantages, car cette discipline aide les élèves à développer une pensée critique et leur capacité à résoudre des problèmes; elle aide les élèves à devenir des utilisateurs actifs et à développer leur propre processus d’apprentissage, ce qui est essentiel à l'école. Plus important encore: vos élèves apprendront en s’amusant!

    -

    Les langues, la musique, les sciences, la technologie, l’ingénierie ou les mathématiques ne sont que quelques-unes des matières que les enseignants peuvent coder, à l'intention des futurs scientifiques, musiciens, artistes, et des autres élèves! Tous les enseignants peuvent avoir recours au codage et au raisonnement informatique en classe. Expliquer un algorithme de la vie quotidienne dans le cadre de l’enseignement d’une matière intégré à une langue étrangère (EMILE), créer une manette de jeu en feutre pour apprendre les sciences ou utiliser des robots éducatifs pour stimuler la motivation en cours de mathématiques constituent quelques exemples d’activités qu’il est possible d’organiser en classe.

    -

    Jetez un coup d’œil à la vidéo ci-dessous pour voir comment les enseignants de musique, de sciences ou de langues peuvent facilement intégrer le codage et le raisonnement informatique en classe, même s’ils n’ont pas d’expérience dans le domaine.

    `,"training.lessons.8.activities.1":"Activité 1 La robotique et l’inclusion dans les cours de sciences, de technologie, d’ingénierie et de mathématiques pour les élèves du primaire","training.lessons.8.activities.2":"Activité 2 La musique, c’est du codage","training.lessons.8.activities.3":"Activité 3 Bricolage et codage avec Makey Makey","training.lessons.8.activities.4":"Activité 4 Un algorithme de la vie quotidienne pour un cours en EMILE","training.lessons.9.title":"Créer un automate à l’aide d’un micro:bit","training.lessons.9.author":"par Pauline Maas","training.lessons.9.text":`

    - L’utilisation d’un micro:bit, cet ordinateur de poche programmable avec facilité, peut représenter une façon ludique et simple de créer des objets intéressants avec vos élèves, allant des robots aux instruments de musique, tout en leur enseignant la programmation. Il est simple et facile à utiliser, même pour les programmeurs les plus jeunes, mais également suffisamment puissant pour des élèves plus avancés. Vous pouvez l’intégrer à une multitude de cours, de l’histoire aux mathématiques, en passant par la science. Les possibilités sont illimitées. Le micro:bit est un dispositif stimulant et peu coûteux, qui vous permettra d’enseigner le codage à vos élèves, tout en leur inculquant des compétences essentielles, telles que la pensée informatique, la résolution de problèmes et la créativité. -

    -

    -Dans cette vidéo, Pauline Maas, enseignante en informatique chez Visio (Pays-Bas), présentera le micro:bit et donnera quelques exemples pratiques sur la manière dont les enseignants peuvent l’intégrer au sein de leur classe, afin de transformer des élèves passifs en créateurs enthousiastes. -

    `,"training.lessons.9.activities.1":"Le code Morse avec le micro:bit, pour école primaire","training.lessons.9.activities.2":"Le jeu d’évasion avec le micro:bit, pour premier cycle du secondaire","training.lessons.9.activities.3":"Créer un automate, pour deuxième cycle du secondaire","training.lessons.10.title":"La programmation créative avec Python","training.lessons.10.author":"par Ivana Vezjak","training.lessons.10.text":`

    -Passer d’une programmation visuelle à une programmation basée sur le texte résulte d’un cheminement naturel dans le domaine du codage. Bien que la programmation visuelle soit souvent bien adaptée aux débutants, après un certain temps, les élèves peuvent avoir envie de relever de nouveaux défis. La programmation basée sur le texte constitue l’étape suivante pour toute personne souhaitant aller plus loin dans la programmation et dans la pensée informatique. -

    -

    -Dans cette vidéo, Ivana Vezjak vous présente la syntaxe de base du langage Python. Python est l’un des langages de programmation les plus populaires aujourd’hui. Il est utilisé dans de nombreux domaines, comme la science des données, l’IA, l’apprentissage automatique, le développement web, etc. Alors que ce puissant langage de programmation est utilisé par des programmeurs expérimentés, il s’avère également adapté à ceux ne disposant d’aucune expérience du codage, en raison de sa simplicité et de la clarté de sa syntaxe. -

    -

    -Avec Python, les élèves peuvent créer des questionnaires au sujet d’événements historiques, résoudre des problèmes mathématiques et réaliser des simulations de physique, créer des jeux, des sites web, effectuer des analyses de données pour des projets scientifiques, et bien plus encore. Python possède une bibliothèque standard diversifiée et complète, une vaste communauté et un grand nombre de tutoriels et de projets disponibles en ligne, pouvant s’appliquer à l’enseignement, à l’apprentissage et à la pratique. En codant en Python, en analysant des programmes et en corrigeant des bogues, les élèves développent leur créativité et apprennent à être cohérents, persévérants et patients. Ils apprennent à tenir un raisonnement analytique et intègrent des compétences en matière de résolution de problèmes par la décomposition de problèmes complexes en éléments plus petits. Ces compétences leur seront utiles dans leur manière d’aborder les problèmes dans tous les domaines de la vie. -

    `,"training.lessons.10.activities.1":"Mon premier questionnaire, pour école primaire","training.lessons.10.activities.2":"Le jeu du pendu, pour premier cycle du secondaire","training.lessons.10.activities.3":"Devinez le pays! pour deuxième cycle du secondaire","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Bibliothèque standard de Python","training.lessons.10.links.1.description":"Collection de code préconstruit et de modules (par exemple, module turtle, module math, etc.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Jeu vidéo éducatif pour l’apprentissage des concepts de la programmation.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/fr-FR/codeclub","training.lessons.10.links.3.title":"Projets Code Club","training.lessons.10.links.3.description":"Projets de programmation pas-à-pas pour les enfants, du niveau débutant à avancé.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Inventez vos propres jeux vidéo avec Python (en anglais)","training.lessons.10.links.4.description":"Un livre qui vous apprendra à programmer vos propres jeux vidéo avec Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"Codewars (en anglais)","training.lessons.10.links.5.description":"Communauté éducative au sein de laquelle élèves et enseignants peuvent se former à travers une série de défis.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python (en anglais)","training.lessons.10.links.6.description":"Collection de cours introductifs à Python (à la fois une programmation basée sur le texte et de blocs) utilisant des Trinkets interactifs.","training.lessons.10.links.title":"Autres ressources associées","training.lessons.11.title":"Le codage pour l’inclusion","training.lessons.11.author":"par l’équipe de la Semaine du code","training.lessons.11.text":`

    - Promouvoir le codage dans votre classe peut être un défi, en particulier si certains de vos élèves présentent un handicap. Mais il est important de se souvenir que chacun, quelles que soient ses capacités, peut apprendre à coder. Apprendre certains aspects du codage peut être très bénéfique pour les enfants qui ont des besoins particuliers, car cela leur apprend des compétences essentielles de la vie quotidienne, comme la résolution de problèmes, l’organisation ou l’indépendance. Le codage contribue également à améliorer les compétences interpersonnelles et sociales par la collaboration et le travail d’équipe; compétences souvent difficiles à acquérir pour beaucoup d’enfants souffrant d’un handicap. Plus important encore, les élèves s’amusent tout en apprenant aux côtés de leurs camarades. -

    -Dans cette vidéo, l’équipe de la Semaine du code vous présentera quelques activités de codage pratiques, faciles et ludiques, particulièrement adaptées aux élèves malvoyants, atteints de trisomie 21 ou de troubles du spectre autistique, que les enseignants peuvent facilement mettre en place dans leur classe. -

    `,"training.lessons.11.activities.1":"Boîte d’œufs (activité non connectée)","training.lessons.11.activities.2":"Une souris très intelligente ","training.lessons.11.activities.3":"Fabriquer des étoiles","training.lessons.12.title":"Le codage pour les Objectifs de développement durable","training.lessons.12.author":" par Francisco Javier Masero, Cristina Nicolaita et Erviola Konomi ","training.lessons.12.text.1":"L'enseignement traditionnel offre aux élèves peu de possibilités de comprendre et de résoudre les problèmes du monde réel tels que le changement climatique mondial, l'égalité des sexes, la faim, la pauvreté ou encore la bonne santé et le bien-être.","training.lessons.12.text.2":"Les Objectifs de développement durable (ODD) figurent au cœur de l'Agenda 2030 pour le Développement durable, adopté par tous les États Membres des Nations Unies et considéré comme une feuille de route pour instaurer la paix et la prospérité sur la planète, en encourageant le développement mondial. Les enseignants peuvent recourir aux ODD en classe comme un outil permettant aux élèves de développer leur esprit critique, mais aussi les aider à trouver leur identité et leur but. La combinaison des éléments de base du codage et de la pensée informatique avec les SDG renforcera la confiance de vos élèves, et vous les aiderez à développer leur créativité, leur esprit d'entreprise, leur capacité à résoudre des problèmes ou à communiquer ","training.lessons.12.text.3":"Dans les activités suivantes, les élèves appliqueront les principes du Scratch, du codage ASCII et du codage débranché à des sujets d'actualité mondiale et sociale. Les enseignants sensibiliseront les élèves aux objectifs du développement durable tout en les aidant à renforcer leur empathie, leur citoyenneté active et leurs compétences prosociales de manière ludique et stimulante","training.lessons.12.text.4":"Ces plans de cours sont tous axés sur un des ODD :","training.lessons.12.text.5":"Objectif de développement durable 3 : Permettre à tous de vivre en bonne santé et promouvoir le bien-être de tous à tout âge ","training.lessons.12.text.6":"Objectif de développement durable 5 : Parvenir à l’égalité des sexes et autonomiser toutes les femmes et les filles","training.lessons.12.text.7":"Objectif de développement durable 13 : Prendre d’urgence des mesures pour lutter contre les changements climatiques et leurs répercussions ","training.lessons.12.activities.1":" Projet Karatéka : Apprendre le karaté par la programmation, à l'école primaire, au lycée et au collège ","training.lessons.12.activities.2":" Les Objectifs de développement durable et codage pour le changement climatique, pour l'école primaire ","training.lessons.12.activities.3":" Le codage pour l'égalité des sexes, pour l'école secondaire supérieure ","training.lessons.13.title":"Introduction à l’intelligence artificielle en classe","training.lessons.13.author":" par Artur Coelho et Marjana Prifti Skenduli ","training.lessons.13.text.1":" L’intelligence artificielle (IA) intervient dans de nombreux domaines de la vie quotidienne : elle corrige automatiquement le texte que vous tapez sur votre téléphone, choisit la musique que joue votre application musicale préférée et se souvient de vos mots de passe lorsque vous les avez oubliés. L’IA désigne une combinaison d’apprentissage machine, de robotique et d’algorithmes, avec des applications dans tous les domaines : de l’informatique à la fabrication, et de la médecine à la mode. Elle occupe donc une place indéniable dans nos vies et dans nos sociétés et joue un rôle clé dans le développement de la science. Et comme tout autre phénomène important dans nos vies, les étudiants tireront profit de son apprentissage. Mais comment enseigner une matière aussi complexe que l’IA ? ","training.lessons.13.text.2":"Cette formation vous aidera à expliquer aux élèves ce qu’est l’IA et quel rôle elle joue dans leur quotidien. Ces activités sont conçues pour que des néophytes comprennent facilement le contenu et soient capables de décomposer efficacement des termes complexes en idées facilement compréhensibles. Grâce à ces plans de formation, vous aiderez les élèves à assimiler l’utilisation de l’IA dans différents domaines, ainsi que certains des mécanismes qui la sous-tendent. Ces cours sont conçus pour que les étudiants développent leurs capacités d’analyse et de réflexion critique : par exemple, dans l’activité de Marjana, les élèves développent un pipeline de classification. Les élèves pourront également comprendre les diverses applications de l’IA : dans l’activité d’Artur, ils verront le lien entre l’IA et l’art, et comment l’IA peut être utilisée au service de l’expression visuelle. Par ailleurs, les élèves réfléchiront également aux dangers de l’IA et à leur impact.","training.lessons.13.activities.1":"L’interaction humain-AI- dans l’Art, pour l’école primaire","training.lessons.13.activities.2":" Des machines pour apprendre à classer : Introduction à l’apprentissage machine supervisé, pour l’école secondaire de cycle inférieur ","training.lessons.13.activities.3":"Des machines pour apprendre à classer : Introduction à l’apprentissage machine supervisé, pour l’école secondaire de cycle supérieur","training.lessons.14.title":"L'apprentissage à l'ère des machines intelligentes","training.lessons.14.author":"par Adil Tugyan, Georgia Lascaris et Marco Neves","training.lessons.14.text.1":"Les progrès de l'IA ces dernières années ont été impressionnants grâce aux avancées rapides en matière de puissance de calcul et à la disponibilité de grandes quantités de données. Ce phénomène a conduit à des investissements substantiels dans la recherche en IA et à une expansion rapide de l'industrie connexe, pour en faire une révolution technologique majeure de notre temps. L'IA est partout autour de nous. Elle fait désormais partie de notre quotidien, à tel point que nous ne la considérons pas toujours comme une IA : nous utilisons presque tous les jours des recommandations en ligne, la détection des visages, des systèmes de sécurité et des assistants vocaux. Mais qu'en est-il de l'éducation et de l'enseignement ?","training.lessons.14.text.2":"L'IA recèle un énorme potentiel qui permet de mettre en place de nouvelles méthodes d'enseignement et d'apprentissage et d'améliorer l'apprentissage des étudiants. Ce Module de formation vous aidera à intégrer des activités d'IA authentiques dans votre enseignement et à préparer vos étudiants à la vie et à la carrière dans un monde façonné par l'IA. Ces activités ont été conçues pour que les élèves développent leur curiosité, leur capacité à résoudre des problèmes et leur créativité : par exemple, dans l'activité d'Adil, les élèves apprennent des algorithmes et des réseaux de neurones et sont encouragés à créer leur propre réseau de neurones pour visualiser un cerveau d'IA. Georgia guidera vos élèves dans le développement étape par étape d'un chatbot. Les élèves vont construire leur propre chatbot, préparer des ensembles de données de questions et réponses et l'entraîner pour qu'il puisse répondre aux questions sur la Covid-19. Dans l'activité de Marco, les élèves étudieront les avantages et les défis des machines intelligentes dans la vie quotidienne et au travail. Quels sont les risques de l'IA dont nous devons tenir compte ? Quels seront les impacts de l'IA sur l'avenir de l'emploi ? Quels emplois leur seront proposés lorsqu'ils entreront sur le marché du travail à l'avenir ?","training.lessons.14.activities.1":"L'IA et ses réseaux de neurones, pour l'école primaire","training.lessons.14.activities.2":"Mon Chatbot Covid-19, pour l'école secondaire inférieure","training.lessons.14.activities.3":"Vivre à l'ère des « Machines intelligentes » : Défis et opportunités, pour l'école secondaire supérieure","training.lessons.14.activities.title":"Dans le cadre des cours ci-dessous, les élèves découvriront les machines intelligentes de manière ludique et intéressante.","training.lessons.15.title":"Éducation aux médias","training.lessons.15.author":"par Marijana Smolčec, Tea Horvatić et Sanja Božinović","training.lessons.15.text.0":"L’éducation aux médias n’a jamais été aussi importante pour les élèves d’aujourd’hui. Les élèves de tous âges doivent acquérir des compétences, des connaissances et des attitudes pertinentes pour être en mesure de naviguer dans notre monde riche en médias. Les compétences en éducation aux médias les aideront à utiliser des contenus en ligne crédibles et à reconnaître les sources d’information trompeuses. Ils comprendront comment vérifier les informations qu’ils trouvent en ligne et les interpréter de manière critique. Ils seront sensibilisés à l’utilisation correcte du travail créatif et appliqueront leur apprentissage lors de la création de leur propre contenu créatif.","training.lessons.15.text.1":" Ce bit d’apprentissage vous permettra de mettre en œuvre diverses stratégies et techniques pour donner à vos élèves les moyens d’acquérir une éducation aux médias. Dans l’activité de Marijana, les élèves apprennent à utiliser le contenu internet de manière sûre et responsable. Ils découvrent les différents types de licences et développent une application simple pour montrer comment partager correctement un travail créatif. Dans l’activité de Tea, les élèves se lancent dans une quête pour en savoir plus sur les clickbaits. Grâce à des tâches stimulantes, ils explorent des stratégies pour identifier et découvrir les clickbaits et apprennent à les éviter. Sanja permet aux élèves d’explorer et d’analyser de manière critique et d’évaluer le contenu internet, sa pertinence, son exactitude, son origine et son objectif. Ils apprennent à trouver des sources fiables en ligne et à reconnaître les fausses informations en ligne. ","training.lessons.15.text.2":"Dans les plans de cours ci-dessous, vous trouverez des activités inspirantes et engageantes pour améliorer les compétences des élèves en matière d’éducation aux médias:","training.lessons.15.activities.1":"Est-ce gratuit si c’est sur Internet ? ","training.lessons.15.activities.2":"Cliquer ou ne pas cliquer","training.lessons.15.activities.3":"Vérification des faits","training.lessons.16.title":"RACONTER UNE HISTOIRE AVEC HEDY","training.lessons.16.author":"par Felienne Hermans","training.lessons.16.text.0":"Vos élèves maîtrisent déjà un langage de programmation visuel, mais ne se sentent pas encore prêts à se plonger dans un langage de programmation textuel? Dans ce cas, ce module d’apprentissage est fait pour vous et vos élèves, car il les aidera à combler le fossé entre un langage de programmation visuel et un langage de programmation textuel. Le module d’apprentissage Raconter une histoire avec Hedy comprend trois plans de cours qui utilisent Hedy, un langage de programmation graduel destiné à initier les enfants à la programmation.","training.lessons.16.text.1":"Hedy s’adresse aux enfants qui veulent s’initier aux langages de programmation textuels, mais pour qui commencer avec Python pourrait être trop complexe. Les langages graduels utilisent différents niveaux de langage, où chaque niveau ajoute de nouveaux concepts et une complexité syntaxique. À la fin de la séquence de niveaux de Hedy, les élèves maîtrisent un sous-ensemble de Python syntaxiquement conforme. ","training.lessons.16.text.2":"Ce module d’apprentissage propose des activités inspirantes et attrayantes pour aider vos élèves à utiliser de manière efficace les langages de programmation en mode texte. En créant leurs propres histoires interactives, ils apprendront progressivement la programmation, sans devoir tout apprendre en une fois. Dans le plan de cours pour l’école primaire, les élèves sont initiés aux concepts de base de la programmation. Le plan de cours pour le secondaire inférieur présente d’autres concepts de programmation, tandis que le plan de cours pour le secondaire supérieur permet aux élèves de programmer des histoires et des activités plus complexes. ","training.lessons.16.text.3":"Découvrez l’histoire interactive ci-dessous pour voir comment les lecteurs peuvent participer à l’histoire et la manière dont elle encourage leur engagement actif.","training.lessons.16.activities.1":"Créez votre propre histoire interactive avec Hedy pour les élèves de l’école primaire","training.lessons.16.activities.2":"Créez votre propre histoire interactive avec Hedy pour les élèves du secondaire inférieur","training.lessons.16.activities.3":"Créez votre propre histoire interactive avec Hedy pour les élèves du secondaire supérieur","training.lessons.17.title":"Ressentez le code","training.lessons.17.author":"par Alenka Miljević","training.lessons.17.text.0":"Le bien-être social et émotionnel est la capacité d’être résilient, de savoir gérer ses émotions et de répondre aux émotions des autres, de développer des relations constructives avec les autres, de générer des émotions qui débouchent sur de bons sentiments et de créer son propre réseau de soutien émotionnel. Les compétences sociales et émotionnelles que les jeunes acquièrent à l’école les aident à développer leur résilience et à définir la manière dont ils géreront leur santé physique et mentale tout au long de leur vie. (Conseil de l’Europe)","training.lessons.17.text.1":"Le module d’apprentissage Ressentez le code vous permettra de renforcer le bien-être social et émotionnel de vos élèves en reconnaissant, expliquant, comprenant et répondant aux sentiments et émotions positifs et négatifs dans le but de développer leur empathie et leur résilience. Ce module d’apprentissage propose des activités inspirantes et attrayantes destinées à aider vos élèves à développer les aptitudes requises pour gérer différentes émotions par le biais du codage. Vos élèves apprendront à exprimer leurs sentiments et à réagir aux émotions de leurs camarades à l’aide d’une Bee-Bot.","training.lessons.17.text.2":"Le module d’apprentissage Ressentez le code comprend trois plans de cours qui font appel à une Bee-Bot éducative pour créer des activités encourageant les élèves à aborder le sujet des émotions et à développer leur empathie. Dans le plan de cours destiné à l’école primaire, les élèves programment la Bee-Bot pour parler d’émotions telles que la tristesse, la joie, la peur et la colère et découvrir les raisons pour lesquelles eux-mêmes et leurs camarades ressentent ces émotions. Le plan de cours destiné au 1er cycle du secondaire encourage les élèves à programmer la Bee-Bot, à reconnaître leurs propres sentiments et ceux de leurs camarades, à en comprendre les causes et à y répondre. Le plan de cours destiné au 2e cycle du secondaire permet aux élèves de piloter la Bee-Bot et d’inventer des histoires sur les sentiments, la résilience et l’empathie.","training.lessons.17.text.3":"Si vous ne disposez pas d’une Bee-Bot éducative dans votre classe, ce module d’apprentissage vous donnera des idées d’activités non connectées qui stimulent le développement des compétences sociales et émotionnelles. Le tableau interactif ci-dessous présente brièvement les activités que vous pouvez réaliser dans votre classe:","training.lessons.17.activities.1":"Coder – Ressentir – Apprendre pour les élèves du primaire","training.lessons.17.activities.2":"Mon cœur n’est pas fait de pierre pour les élèves du 1er cycle du secondaire","training.lessons.17.activities.3":"Codez-moi selon l’humeur pour les élèves du 2e cycle du secondaire","training.lessons.18.title":"SOS EAU","training.lessons.18.author":"par Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS Eau est une réponse à la nécessité de résoudre le problème de la pollution de l’eau. Malgré les efforts consentis ces dernières années, deux milliards de personnes dans le monde n’ont toujours pas accès à de l’eau potable. En d’autres termes, l’Objectif de développement durable (ODD) 6 de l’Agenda 2030, qui stipule que toutes les personnes devraient pouvoir accéder à des services d’alimentation en eau et d’assainissement gérés en toute sécurité d’ici à 2030, est loin d’être atteint. Il en va de même pour l’ODD 14, relatif à la vie aquatique, qui vise à conserver et à exploiter de manière durable les océans, les mers et les ressources marines aux fins du développement durable.","training.lessons.18.text.1":"Ce Learning Bit est consacré au thème pertinent et d’actualité de la mesure de la qualité de l’eau et des nouveaux polluants qui menacent cette qualité. Les élèves auront l’occasion d’effectuer des recherches et de trouver des solutions aux véritables problèmes liés à l’eau et à l’environnement, ce qui leur permettra de développer des compétences en matière de recherche, de raisonnement critique et de résolution de problèmes.","training.lessons.18.text.2":"La leçon inclut des activités pratiques et créatives, comme de la programmation dans Scratch, une initiation à l’apprentissage automatique et à l’intelligence artificielle avec Learning Machine Learning, et la construction de véhicules guidés avec des pièces Lego afin de prélever des échantillons d’eau et procéder à l’analyse du pH. Au cours de ces activités, les élèves pourront mettre en pratique leurs compétences et leurs connaissances dans un environnement interactif et ludique, qui renforcera leur motivation et éveillera leur intérêt pour le projet.","training.lessons.18.text.3":"Afin de mettre en œuvre ce Learning Bit, nous vous proposons de développer les trois activités en classe, de terminer le projet et de rendre le processus d’apprentissage plus intéressant et plus motivant. Chaque activité peut toutefois être réalisée individuellement.","training.lessons.18.activities.1":"SOS Eau avec Scratch","training.lessons.18.activities.2":"SOS Eau avec l’apprentissage automatique","training.lessons.18.activities.3":"SOS Eau avec la robotique","training.download_video_script":"Télécharger le script vidéo","training.ready_to_share":"Prêt à partager vos connaissances avec vos élèves?","training.choose_lessons":"Choisissez un des plans de cours ci-dessous et organisez une activité avec vos élèves.","training.footer.title":"N’oubliez pas d’ajouter votre activité à la carte Code Week!","training.footer.text":`

    Vous pouvez facilement organiser un cours en classe, une journée portes ouvertes ou un événement dans votre établissement. Choisissez une date et inscrivez votre activité sur la carte Code Week. Chaque organisateur d’activité sera récompensé pour ses efforts par un certificat de participation.

    - -

    Si vous souhaitez entrer en contact avec un groupe international d’enseignants enthousiastes, rejoignez le groupe Facebook de la Semaine européenne du code pour enseignants! Pour aller plus loin et collaborer avec d’autres écoles dans votre pays ou par-delà les frontières, participez au Code Week 4 All challenge.

    `,"validation.accepted":"Le/la :attribute doit être accepté(e).","validation.active_url":"Le/la :attribute n’est pas un URL valide.","validation.after":"Le/la :attribute doit être une date ultérieure à :date.","validation.after_or_equal":"Le/la :attribute doit être une date ultérieure ou égale à :date.","validation.alpha":"Le/la :attribute ne peut comporter que des lettres.","validation.alpha_dash":"Le/la :attribute ne peut comporter que des lettres, des chiffres ou des tirets.","validation.alpha_num":"Le/la :attribute ne peut comporter que des lettres et des chiffres.","validation.array":"Le/la :attribute doit être un tableau (array).","validation.before":"Le/la :attribute doit être une date antérieure à :date.","validation.before_or_equal":"Le/la :attribute doit être une date antérieure ou égale à :date.","validation.between.numeric":"Le/la :attribute doit être compris(e) entre :min et :max.","validation.between.file":"Le/la :attribute doit être compris(e) entre :min et :max. 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Nous n’agissons pas par intérêt économique. Nous respectons et apprécions les idées, les croyances et les cultures des autres. Nous participons à la Code Week de l’UE, car nous croyons en l’importance de nos actions. C’est ce qui fait notre force. Nous voulons rendre le raisonnement informatique, le codage, la programmation, l’informatique, la robotique, le bricolage de matériel et les compétences numériques en général accessibles à tous.","values.2.title":"La Code Week de l’UE s’adresse à tout le monde.","values.2.content":"Tout le monde peut organiser des activités dans le cadre de la Code Week de l’UE. Nous comprenons l’importance d’organiser les événements de la Code Week européenne en faveur de tout un chacun, quels que soient l’âge, la couleur, le sexe, le contexte culturel ou les capacités intellectuelles. Les activités peuvent être un point d’entrée pour susciter l’intérêt et la curiosité, ou renforcer le développement des compétences. L’égalité, le respect, la liberté et l’intégration sont nos principes. Nous voulons que tous les participants puissent expérimenter et créer en ayant recours à la technologie d’une manière ludique.","values.3.title":"La Code Week de l’UE est glocale","values.3.content.1":"La Code Week de l’UE a pour ambition de vous toucher, que vous viviez dans une grande ville, une capitale/ville principale régionale ou un village isolé. Nous accordons une attention particulière au soutien des organisateurs locaux en leur fournissant du ","values.3.content.2":"matériel","values.3.content.3":"dans leur langue et adapté à leurs besoins.","values.3.content.4":"La carte de la Code Week de l’UE","values.3.content.5":"constitue un outil clé permettant d’enregistrer chaque activité et de la localiser avec précision. En même temps, la Code Week de l’UE est mondiale, elle touche des personnes du monde entier dans sa communauté. Nous sommes « glocaux ».","values.4.title":"La Code Week de l’UE est placée sous le signe de la coopération.","values.4.content.1":"Les membres de la communauté de la Code Week européenne interagissent, échangent des informations, apprennent les uns des autres et bâtissent ensemble des connaissances. Nous sommes connectés et nous nous soutenons mutuellement. Nous partageons les ressources, les idées et les bonnes pratiques. Nous encourageons les partenariats et le partage des connaissances.","values.4.content.2":"Le EU Code Week 4 All challenge","values.4.content.3":"vise à établir des liens par-delà les frontières et les communautés. Il contribue à diffuser l’énergie positive et à mettre en relation des personnes qui peuvent apprendre les unes des autres.","values.5.title":"La Code Week de l’UE est sans but lucratif.","values.5.content.1":"Toutes les activités de la Code Week européenne sont à but non lucratif. Toutes les ","values.5.content.2":"ressources","values.5.content.3":"du site web de la Code Week de l’UE sont gratuites. Chaque formation, et tous les cours en ligne de la Code Week européenne sont gratuits.","values.6.title":"La Code Week de l’UE encourage la créativité et l’innovation","values.6.content":"La Code Week de l’UE encourage la créativité, l’innovation et la réflexion prospective. Nous sommes ouverts et reconnaissants des commentaires et des critiques reçus, lesquels nous permettent de prendre des décisions éclairées et de mettre en œuvre la Code Week européenne. Même les échecs nous feront grandir, en tant qu’individus et en tant que communauté.","values.7.title":"La Code Week de l’UE est reconnaissante envers sa communauté.","values.7.content":"Nous remercions les enseignants, les formateurs et autres organisateurs d’activités, les élèves, les parents, les clubs de codage et tous les partenaires avec lesquels nous travaillons et qui nous aident. Nous partageons tous le même objectif. Nous voulons mettre le raisonnement informatique, le codage, l’informatique et les compétences numériques au sens large à la portée du plus grand nombre de personnes possible.","values.title":"Déclaration de valeur de la Code Week de l’UE","values.description.1.1":"La Code Week de l’UE est un mouvement animé par des bénévoles,","values.description.1.2":"des ambassadeurs","values.description.1.3":"des enseignants de renom passionnés de codage, à travers le monde entier. Ce mouvement est soutenu par la","values.description.1.4":"Commission européenne","values.description.1.5":"et les ministères de l’Éducation de l’Union européenne et des pays des Balkans occidentaux.","values.description.2":"Au cœur de la Code Week de l’UE se trouve la communauté des organisateurs d’activités bénévoles qui sont des enseignants, des mentors, des clubs de codage, des bibliothèques, des entreprises privées, des parents et des organisations non gouvernementales. Nous consacrons notre temps, notre énergie et nos compétences à répandre le raisonnement informatique, le codage, la robotique, le bidouillage de matériel, l’informatique et les compétences numériques en général auprès du plus grand nombre possible d’utilisateurs en Europe et dans le monde.","values.description.3":"La Code Week de l’UE, c’est aussi des millions de participants, qui sont des personnes de tous sexes, âges, origines, cultures et compétences, venues des quatre coins du globe.","values.description.4":"Nous sommes fiers de représenter la Code Week de l’UE. Voici nos valeurs. Elles guident notre travail et nos décisions à tout moment.","why-coding.titles.0":"Pourquoi coder?","why-coding.titles.1":"Le codage, c’est donner vie à des idées.","why-coding.titles.2":"Le codage, c’est aussi acquérir des compétences clés.","why-coding.titles.3":"Enfin, le codage, c’est bâtir notre avenir.","why-coding.texts.0":"C’est l’histoire de Pia, qui s’est sentie obligée d’étudier le droit alors qu’elle avait toujours préféré les mathématiques et les ordinateurs. C’est l’histoire de Mark, qui a une idée de réseau social amélioré, mais qui ne sait pas comment le créer seul. C’est l’histoire d’Alice, qui rêve de créer des robots parce que ses parents ne veulent pas qu’elle ait un chat. Le codage, c’est aussi l’histoire de tous ceux d’entre vous qui contribuent déjà à faire de ces rêves une réalité. ","why-coding.texts.1":"En fait, le codage, c’est notre histoire à tous et une manière de façonner nos vies et notre avenir. Nous pouvons faire mieux que de nous contenter de «partager» et d’«aimer» des contenus. Nous pouvons donner vie à nos idées, créer des choses qui feront la joie des autres.","why-coding.texts.2":"Il n’a jamais été aussi simple de créer une application, de construire son propre robot, voire, qui sait, d’inventer des voitures volantes! Ce défi est de taille, mais il apporte son lot de créativité et de plaisir, et il est soutenu par toute une communauté. Êtes-vous prêt(e) à relever le défi et à devenir un créateur numérique?","why-coding.texts.3":"Les langages de programmation sont des langues comme les autres, mis à part le fait que les enfants n’apprennent pas à les utiliser pour s’exprimer et pour communiquer avec les autres. Au lieu de cela, ils apprennent à communiquer avec la technologie. La technologie est omniprésente autour de nous: on la trouve dans nos smartphones, nos ordinateurs, nos voitures, absolument partout!","why-coding.texts.4":"Mais il ne s’agit pas seulement de comprendre les ordinateurs et de communiquer avec ceux-ci. Le codage aide aussi à développer des compétences transversales telles que le raisonnement informatique, la résolution de problèmes, la créativité et le travail d’équipe, à savoir des compétences essentielles dans tous les domaines de la vie. La capacité à résoudre des problèmes, à apprendre de ses échecs et à réessayer, ou encore la capacité à travailler en équipe sont autant de qualités recherchées dans de nombreux domaines.","why-coding.texts.5":"Il y a un siècle, les langages de programmation n’existaient même pas. Aujourd’hui, le code est omniprésent autour de nous, et il est devenu possible de programmer à peu près tout et n’importe quoi, des chaussures jusqu’aux boîtes de céréales! Dans ces conditions, pourquoi laisser les autres bâtir notre avenir alors que nous pouvons devenir des créateurs et réaliser nos visions et nos idées? Après tout, notre imagination est notre seule limite.","why-coding.texts.6":"Selon Alessandro Bogliolo, coordonnateur de l’équipe d’ambassadeurs bénévoles de la Semaine européenne du code:","why-coding.texts.7":"De tout temps, nous avons accompli de grandes choses qui ont transformé nos vies, à l’aide de la pierre, puis du fer, du papier et de l’encre. Aujourd’hui, nous sommes entrés dans une nouvelle ère, dans laquelle le code informatique tient une place centrale. Chaque époque exige des compétences spécifiques et crée des emplois différents. Durant cette semaine, nous voulons donner à chaque Européen la possibilité de découvrir le codage en s’amusant. Apprenons à coder pour bâtir notre avenir","why-coding.texts.8":"Au bout du compte, la programmation est une compétence recherchée dans presque tous les secteurs (non seulement dans le domaine des technologies, mais aussi dans la finance, les soins de santé, la recherche scientifique, et même la création de dessins et de modèles ou encore l’agriculture), et la demande ne fait qu’augmenter. Les enfants qui savent coder et qui comprennent le fonctionnement des technologies auront toujours un certain avantage, quelle que soit l’orientation professionnelle qu’ils choisissent à terme.","why-coding.texts.9":"Envie de passer à l’action?","why-coding.texts.10":"Participez à la Semaine européenne du code!","why-coding.texts.11":"Vous souhaitez en savoir plus?","why-coding.texts.12":"Rendez-vous sur notre blog pour plus d’informations."};export{e as default}; diff --git a/public/build/assets/php_hr-B3L2wGS9.js b/public/build/assets/php_hr-B3L2wGS9.js deleted file mode 100644 index c612b60b3..000000000 --- a/public/build/assets/php_hr-B3L2wGS9.js +++ /dev/null @@ -1,101 +0,0 @@ -const a={"about.when-title":"U 2024. Europski tjedan programiranja održavat će se između 14. i 27. listopada.","about.when-text":"

    Europski tjedan programiranja društvena je inicijativa kojom se slavi kreativnost, rješavanje problema i suradnja kroz programiranje i ostale tehnološke aktivnosti. Ideja je učiniti programiranje vidljivijim, pokazati mladima, odraslima i starijima kako programiranjem realizirati ideje, demistificirati te vještine i okupiti motivirane osobe kako bi učile.

    ","about.codeweek_in_numbers-title":"Tjedan programiranja u brojkama","about.codeweek_in_numbers-text":`

    Godine 2021. Europski tjedan programiranja okupio je 4 milijuna ljudi u više od 80 zemalja diljem svijeta.

    -

    Prosječni sudionik imao je 11 godina, a 49 % sudionika u 2021. bile su žene ili djevojke. Čak 88 % događaja tijekom Europskog tjedna programiranja odvijalo se u školama čime se ukazuje da su nastojanja koja su tijekom kampanje u 2021. uložena u osnaživanje nastavnika bila uspješna.

    -

    Svi su dobrodošli organizirati događanje ili mu se pridružiti. Odaberite temu i ciljanu publiku te dodajte svoju aktivnost na kartu.

    `,"about.run_by_volunteers-title":"Organizatori su volonteri","about.run_by_volunteers-text":'

    Europski tjedan programiranja organiziraju volonteri. Jedan ambasador Tjedna programiranja ili njih nekoliko koordiniraju inicijativu u svojim zemljama, no bilo tko može organizirati svoju aktivnost i unijeti je na kartu na stranici codeweek.eu.

    ',"about.supported_by_commission-title":"Podrška Europske komisije","about.supported_by_commission-text":'

    Europski tjedan programiranja pokrenuli su 2013. Mladi savjetnici za Digitalnu agendu Europe (engl. Young Advisors for the Digital Agenda Europe). Europska komisija podupire Europski tjedan programiranja u okviru svoje strategije za jedinstveno digitalno tržište, a u Akcijskom planu za digitalno obrazovanje Komisija posebice potiče škole da se pridruže inicijativi.

    ',"about.schools-title":"Škole","about.schools-text":'

    Škole bilo koje razine i nastavnici bilo kojeg predmeta posebice su pozvani sudjelovati u Europskom tjednu programiranja, ponuditi svojim učenicima mogućnost da istraže digitalnu kreativnost i programiranje. Saznajte više o inicijativi i o tome kako organizirati svoju aktivnost putem internetske stranice namijenjene nastavnicima: CodeWeek.eu/Škole

    ',"about.why_coding-title":"Zašto programiranje?","about.why_coding-text":`

    Zbog Pije, koja je mislila da ima obavezu studirati pravo, iako je oduvijek uživala u matematici i igranju s računalima. Zbog Marka, koji ima ideju za bolju društvenu mrežu, ali je ne može sam izraditi. Zbog Alice, koja sanja o izradi robota jer joj roditelji ne dopuštaju da ima mačku.

    - -

    Zbog onih među vama koji već pomažu u ostvarenju takvih snova.

    - -

    Zapravo, zbog svih nas. Zbog naše budućnosti. Tehnologija oblikuje naše živote, ali dopuštamo manjini da odlučuje kako se njome koristimo i za što. Možemo bolje od toga da samo dijelimo stvari ili označavamo da nam se nešto sviđa. Možemo realizirati svoje lude ideje, izraditi stvari koje će i druge razveseliti.

    - -

    Nikad nije bilo jednostavnije izraditi vlastitu aplikaciju, sastaviti vlastitog robota ili, zašto ne, izumiti leteće automobile! To putovanje nije lako, ali je ono prepuno kreativnih izazova, zajednice koja pruža podršku i gomile zabave. Jeste li spremni prihvatiti izazov i postati stvaratelj?

    - -

    Programiranje također pomaže u razvoju kompetencija kao što su računalno razmišljanje, rješavanje problema, kreativnost i timski rad, a sve su to zaista dobre vještine za bilo koje zanimanje.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, koordinator tima volontera ambasadora na Europskom tjednu programiranja kazao je:

    -

    „Od pamtivijeka smo brojne stvari stvarali s pomoću kamena, željeza, papira i olovke. Sve to preoblikovalo je naše živote. Sada živimo u drukčijem vremenu u kojemu se naš svijet oblikuje programiranjem. Različita vremena traže drukčije poslove i vještine. Tijekom Europskog tjedna programiranja svakom Europljaninu želimo pružiti priliku da otkrije programiranje i zabavi se s njime. Hajde da naučimo programirati kako bismo oblikovali svoju budućnost.”

    -
    -

    `,"about.join_codeweek-title":"Priključite se Europskom tjednu programiranja","about.join_codeweek-text":'

    Priključite se Europskom tjednu programiranja organiziranjem aktivnosti u vezi s programiranjem u svojem gradu, uključivanjem u izazov Code Week 4 All Challenge i povezivanjem aktivnosti među zajednicama i preko granica ili nam pomognite u dijeljenju vizije Tjedna programiranja kao ambasador Europskog tjedna programiranja za svoju zemlju!

    ',"about.partners_and_sponsors":"Partneri i sponzori","ambassador.title":"Ambasadori Europskog tjedna programiranja","ambassador.your_current_country":"Vaša trenutačna zemlja","ambassador.visit_the":"Posjeti","ambassador.local_facebook_page":"lokalnu Facebook stranicu","ambassador.local_website":"Lokalno web-mjesto","ambassador.ambassadors":"Ambasadori","ambassador.no_ambassadors":"Još nema ambasadora","ambassador.countries_with_ambassadors":"Zemlje s ambasadorima","ambassador.why_dont_you_volunteer":"Zašto ne biste volontirali?","auth.failed":"Ove vjerodajnice ne odgovaraju našoj evidenciji.","auth.throttle":"Previše pokušaja prijave Pokušajte ponovno za :seconds s.","base.languages.en":"Engleski","base.languages.fr":"Francuski","base.languages.bg":"Bugarski","base.languages.mt":"Malteški","base.languages.hr":"Hrvatski","base.languages.de":"Njemački","base.languages.pl":"Poljski","base.languages.cs":"Češki","base.languages.el":"Grčki","base.languages.pt":"Portugalski","base.languages.da":"Danski","base.languages.hu":"Mađarski","base.languages.ro":"Rumunjski","base.languages.nl":"Nizozemski","base.languages.ga":"Irski","base.languages.sk":"Slovački","base.languages.it":"Talijanski","base.languages.sl":"Slovenski","base.languages.et":"Estonski","base.languages.lv":"Latvijski","base.languages.es":"Španjolski","base.languages.fi":"Finski","base.languages.lt":"Litavski","base.languages.se":"Švedski","base.languages.sv":"Švedski","base.languages.al":"Albanski","base.languages.ba":"Bosanski","base.languages.mk":"Makedonski","base.languages.me":"Crnogorski","base.languages.rs":"Srpski","base.languages.tr":"turski","base.resources_local_title":"Resursi za programiranje iz","base.days":"Dani","base.hours":"Sati","base.minutes":"Minute","base.seconds":"Sekunde","base.still_have_question":"I dalje imate pitanje?","base.drop_us_a_line":"Pišite nam!","base.get_in_touch":"STUPITE U KONTAKT","base.footer_msg":"Društvena inicijativa koju vode volonteri, a podržava Europska komisija.","base.email":"E-pošta","base.display_email":"Prikaži e-poštu","base.first_name":"Ime","base.last_name":"Prezime","base.your_website":"Vaše web-mjesto","base.biography":"Biografija","base.update":"Ažurirajte","base.delete":"Obrišite","base.choose a file":"Izaberite datoteku","base.learning_bits":"Dijelovi za učenje","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Upoznajte svoje učenike s Tjednom programiranja","base.or":"ili","base.newsletter":"Novosti","certificates.certificates_for":"Potvrda za ","certificates.no_certificates":"Još nema potvrda.","challenges-content.chatbot.title":"Izradi robota za čavrljanje","challenges-content.chatbot.author":"Tim Europskog tjedna programiranja","challenges-content.chatbot.purposes.0":"Interaktivne zagonetke programiranja","challenges-content.chatbot.purposes.1":"Programirajući osmislite dijaloge između robota za čavrljanje i korisnika","challenges-content.chatbot.description":"Programirajte razgovor između robota za čavrljanje i korisnika koji pokušava riješiti zagonetku. Pokušajte izraditi robota za čavrljanje koji može čavrljati poput stvarne osobe. Umjesto zagonetke možete osmisliti dijalog između robota za čavrljanje i korisnika.","challenges-content.chatbot.instructions.0":"Osmislite zagonetku","challenges-content.chatbot.instructions.1":"Prijavite se na","challenges-content.chatbot.instructions.2":"ili izradite novi račun. (Pri izradi novog računa imajte na umu da Pencil Code zabranjuje upotrebu stvarnih imena zbog sigurnosnih razloga.)","challenges-content.chatbot.instructions.3":"Kliknite Imagine (Zamisli) i Make your own (Izradi svoje)","challenges-content.chatbot.instructions.4":"Za pisanje svoje zagonetke upotrijebite blokove ili tekstni način rada","challenges-content.chatbot.instructions.5":"Umjesto toga možete upotrijebiti","challenges-content.chatbot.instructions.6":"ovaj kôd","challenges-content.chatbot.instructions.7":"i prilagoditi ga svojoj zagonetki ili u izborniku možete odabrati mogućnost Answering a riddle (Odgovor na zagonetku) i urediti je","challenges-content.chatbot.example":"Pogledajte ovaj primjer zagonetke.","challenges-content.chatbot.more.0":"Ovaj kôd prilagođen je iz aktivnosti na sučelju Pencil Code","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Isključite se i programirajte: Izradite strujni krug na papiru","challenges-content.paper-circuit.author":"Tim Europskog tjedna programiranja","challenges-content.paper-circuit.purposes.0":"Poboljšajte kreativnost","challenges-content.paper-circuit.purposes.1":"Razvijte vještine rješavanja problema","challenges-content.paper-circuit.description.0":"Nacrtajte bilo koji predmet po želji. To može biti noćno nebo, bubamara, robot, božićno drvce ili bilo što čega se sjetite. Svoj projekt slobodno personalizirajte vizualima Europskog tjedna programiranja: možete istražiti ","challenges-content.paper-circuit.description.1":"Komplet alata Europskog tjedna programiranja za nastavnike","challenges-content.paper-circuit.description.2":"i preuzmite bilo koji željeni logotip ili vizual. Možete čak i osmisliti pozivnicu na Europski tjedan programiranja na temu papirnatog strujnog kruga, Svojem krugu dodajte motivacijsku poruku da biste potaknuli druge nastavnike da se pridruže Tjednu programiranja i/ili da posjete web-mjesto namijenjeno školama.","challenges-content.paper-circuit.instructions.0":"Nacrtajte predmet i odlučite koji će njegovi dijelovi biti osvijetljeni (npr. zvijezde).","challenges-content.paper-circuit.instructions.1":"Olovkom probušite papir i na svaki osvijetljeni dio umetnite LED naljepnicu. ","challenges-content.paper-circuit.instructions.2":"Nacrtajte krug na mjestu na koje ćete postaviti gumbastu bateriju.","challenges-content.paper-circuit.instructions.3":"Na drugoj strani papira nacrtajte a + i a-liniju. Provjerite je li dulji dio LED naljepnice u strujnom krugu povezan s „+” stranom baterije, a kraći s „-” stranom baterije.","challenges-content.paper-circuit.instructions.4":"Na linije postavite bakrenu vrpcu.","challenges-content.paper-circuit.instructions.5":"Presavijte papir tako da LED bude osvijetljen kada papir pokrije bateriju. Da biste osigurali dobar kontakt s bakrenom trakom, možete upotrijebiti spajalicu.","challenges-content.paper-circuit.instructions.6":"Fotografirajte svoj papirnati strujni krug i podijelite ga na Instagramu. Dodajte objašnjenje zašto mislite da je sudjelovanje u ovoj inicijativi korisno. ","challenges-content.paper-circuit.example":"Pogledajte neke primjere papirnatih strujnih krugova","challenges-content.paper-circuit.materials.0":"papir ili karton","challenges-content.paper-circuit.materials.1":"pastele ili marker","challenges-content.paper-circuit.materials.2":"gumbasta baterija","challenges-content.paper-circuit.materials.3":"bakrena traka","challenges-content.paper-circuit.materials.4":"LED naljepnice za strujni krug","challenges-content.paper-circuit.materials.5":"spajalica","challenges-content.dance.title":"Osmislite ples","challenges-content.dance.author":"Tim Europskog tjedna programiranja","challenges-content.dance.purposes.0":"Naučiti osnovne pojmove u programiranju","challenges-content.dance.purposes.1":"Naučiti kako animirati likove","challenges-content.dance.description":"U ovom izazovu osmislit ćete skup likova koji će zajedno plesati. U ugrađenoj biblioteci multimedijskih sadržaja izaberite likove i glazbene isječke ili osmislite svoje. Animirat ćete likove da plešu i međusobno razgovaraju.","challenges-content.dance.instructions.0":"Prijavite se na","challenges-content.dance.instructions.1":"kao nastavnik. Izradite učeničke račune i podijelite ih sa svojim učenicima. Druga je mogućnost da podijelite razredni kôd kako bi se vaši učenici registrirali koristeći se adresama svoje školske e-pošte. Ako si učenik, možeš se pridružiti kao učenik, ali od tebe će se tražiti da navedeš adresu e-pošte svojih roditelja kako bi oni mogli odobriti tvoj račun.","challenges-content.dance.instructions.2":"Kliknite","challenges-content.dance.instructions.3":"i smislite naslov","challenges-content.dance.instructions.4":"Idite na","challenges-content.dance.instructions.5":"da biste dodali pozadinu klikom na ikonu zupčanika. U Biblioteci multimedijskih (Media Library) sadržaja odaberite pozadinu, prenesite vlastitu sliku ili čak snimite fotografiju i prenesite je. Izaberite audioisječak i dodajte ga pozornici:","challenges-content.dance.instructions.6":"Kliknite gumb","challenges-content.dance.instructions.7":"da biste dodali likove ili predmete koje ćete animirati kako bi se mogli micati, govoriti i međusobno razgovarati. Dodajte dva ili tri lika po vlastitom izboru. Možete nacrtati vlastite glumce ili izmijeniti postojeće. Klikom na ikonu olovke svojem liku dodajte različite kostime.","challenges-content.dance.instructions.8":"Kliknite na svakog glumca i animirajte ga dodavanjem sljedećih blokova","challenges-content.dance.instructions.9":"Dodajte","challenges-content.dance.instructions.10":"blok govora","challenges-content.dance.instructions.11":"da bi vaši glumci mogli međusobno razgovarati. Promijenite oblik govornih oblačića, font i veličinu svojeg teksta","challenges-content.dance.example.0":"Pogledajte","challenges-content.dance.example.1":"ovaj primjer","challenges-content.dance.example.2":"robota koji plešu. Slobodno ga iskoristite i kombinirajte.","challenges-content.compose-song.title":"Komponiraj glazbu","challenges-content.compose-song.author":"Tim Europskog tjedna programiranja","challenges-content.compose-song.purposes.0":"Naučiti programirati kroz glazbu","challenges-content.compose-song.purposes.1":"Razlikovati glazbene žanrove i instrumente","challenges-content.compose-song.purposes.2":"Komponirati pjesmu kombiniranjem zvučnih isječaka","challenges-content.compose-song.description":"U ovom ćete izazovu programskim jezikom komponirati glazbenu izvedbu. Možete iskoristiti ugrađene zvučne isječke ili možete snimiti svoj isječak i pomiješati ih da biste komponirali glazbenu izvedbu. Učitajte svoj kôd u radnu stanicu Digital Audio Workstation i poslušajte glazbu koju ste programirali. Igrajte se s različitim zvukovima i efektima da biste mijenjali svoj glazbeni broj.","challenges-content.compose-song.instructions.0":"Prijavite se na","challenges-content.compose-song.instructions.1":"Kliknite ovdje i izradite skriptu","challenges-content.compose-song.instructions.2":"Dodijelite naziv svojoj skripti i izaberite","challenges-content.compose-song.instructions.3":"kao programski jezik","challenges-content.compose-song.instructions.4":"Kôd počnite pisati između","challenges-content.compose-song.instructions.5":"i","challenges-content.compose-song.instructions.6":"linija","challenges-content.compose-song.instructions.7":"Pregledajte glazbene isječke u odjeljku ","challenges-content.compose-song.instructions.8":"Sound Library (Biblioteka zvukova)","challenges-content.compose-song.instructions.9":"i odaberite glazbene žanrove, izvođače i instrumente koji vam se sviđaju","challenges-content.compose-song.instructions.10":"Da biste svojoj pjesmi dodali zvučni isječak, unesite","challenges-content.compose-song.instructions.11":"Između zagrada trebala bi se nalaziti sljedeća četiri parametra odvojena zarezima","challenges-content.compose-song.instructions.12":"Sound clip (Zvučni isječak)","challenges-content.compose-song.instructions.13":"Kursor postavite između zagrada, otvorite Biblioteku zvukova, odaberite isječak i zalijepite ga klikom na plavu ikonu ljepljenja","challenges-content.compose-song.instructions.14":"Track number (Broj zapisa)","challenges-content.compose-song.instructions.15":"zapisi vam pomažu da organizirate svoje zvukove po vrsti instrumenta (vokali, bas, bubnjevi, klavijature itd.). Možete dodati neograničen broj zapisa (instrumenata). Zapisi se prikazuju kao redovi koji prolaze kroz radnu stanicu Digital Audio Workstation","challenges-content.compose-song.instructions.16":"Start measure (Početna mjera)","challenges-content.compose-song.instructions.17":"naznačuje kad će se vaš zvuk početi reproducirati. Mjere su vremenske jedinice u glazbi. Jedna mjera ima četiri dobe","challenges-content.compose-song.instructions.18":"End measure (Završna mjera)","challenges-content.compose-song.instructions.19":"naznačuje kad će se vaš zvuk prestati reproducirati","challenges-content.compose-song.instructions.20":"Takva linija koda izgledat će ovako","challenges-content.compose-song.instructions.21":"Možete dodavati različite efekte, poput jačine zvuka, da biste unaprijedili zvuk svoje skladbe. Rasponi jačine zvuka između -60,0 decibela i 12,0 decibela, pri čemu je 0,0 izvorna jačina.","challenges-content.compose-song.instructions.22":"Write’ (Zapiši)","challenges-content.compose-song.instructions.23":"U zagradama zapišite broj zapisa, VOLUME, GAIN, razinu glasnoće, mjeru u kojoj počinje, razinu i mjeru u kojoj završava","challenges-content.compose-song.instructions.24":"Ovo je primjer učinka postupnog uključivanja","challenges-content.compose-song.instructions.25":"a ovo postupnog isključivanja","challenges-content.compose-song.example.0":"Listen to (Poslušaj)","challenges-content.compose-song.example.1":"primjer pjesme koja je programirana u okruženju Earsketch","challenges-content.compose-song.example.2":"Možete uvesti kôd i urediti ga","challenges-content.sensing-game.title":"Izradite senzornu videoigricu","challenges-content.sensing-game.author":"Tim Europskog tjedna programiranja","challenges-content.sensing-game.purposes.0":"Programirati animirane predmete","challenges-content.sensing-game.purposes.1":"Razviti razumijevanje kako se digitalna animacija kontrolira fizičkim pokretom","challenges-content.sensing-game.purposes.2":"Komponirati pjesmu kombiniranjem zvukovnih isječaka","challenges-content.sensing-game.description":"U ovom izazovu kreirat ćete jednostavnu igru u kojoj videokamera služi kao senzor koji otkriva pokrete, što znači da ćete svoju animaciju moći kontrolirati fizičkim pokretom. Zadatak u ovoj igri jest u 30 sekundi skupiti što više balončića Europskog tjedna programiranja. Umjesto da skupljate balončiće, možete kreirati igru u kojoj lovite lik ili rukama bušite balončiće.","challenges-content.sensing-game.instructions.0":"Prijavite se na","challenges-content.sensing-game.instructions.1":"Kliknite","challenges-content.sensing-game.instructions.2":"Add an extension (Dodaj ekstenziju)","challenges-content.sensing-game.instructions.3":"i izaberite","challenges-content.sensing-game.instructions.4":"Video Sensing (Senzorni videozapis)","challenges-content.sensing-game.instructions.5":"Utvrdit će brzinu kretanja predmeta. Ako je broj manji, bit će osjetljiviji na pokret.","challenges-content.sensing-game.instructions.6":"Dodajte grafički prikaz. Odaberite zvuk i dodajte ga svojem grafičkom prikazu. Ako želite, možete dodati","challenges-content.sensing-game.instructions.7":"Create a clone (Izradi klona)","challenges-content.sensing-game.instructions.8":"da biste duplicirali svoj grafički prikaz.","challenges-content.sensing-game.instructions.9":"Kreirajte dvije varijable: jednu za","challenges-content.sensing-game.instructions.10":"Score (Rezultat)","challenges-content.sensing-game.instructions.11":"i drugu za","challenges-content.sensing-game.instructions.12":"Timer (Brojač vremena)","challenges-content.sensing-game.instructions.13":"te ih dodajte grafičkom prikazu. Brojač vremena postavite na 30 i dodajte","challenges-content.sensing-game.instructions.14":"Change Timer by -1 (Brojač vremena mijenjaj za-1)","challenges-content.sensing-game.instructions.15":"Izradite novi grafički prikaz","challenges-content.sensing-game.instructions.16":"Game Over (Kraj igre)","challenges-content.sensing-game.instructions.17":"da biste završili igru. Grafički prikaz možete kreirati i s nazivom svoje igre, npr. Skupi sve balončiće Europskog tjedna programiranja.","challenges-content.sensing-game.example.0":"Odigrajte senzornu igru Skupi sve balončiće Europskog tjedna programiranja. Slobodno kombinirajte","challenges-content.sensing-game.example.1":"ovaj projekt","challenges-content.calming-leds.title":"LED lampice za smirivanje: izradite jednostavan uređaj uz micro:bit","challenges-content.calming-leds.author":"Obrazovna zaklada Micro:bit","challenges-content.calming-leds.duration":"20 minuta","challenges-content.calming-leds.materials.0":"micro:bit uređaj i baterije (ako su dostupne)","challenges-content.calming-leds.materials.1":"prijenosno računalo ili tablet na kojemu možete otvoriti Microsoft MakeCode i Youtube","challenges-content.calming-leds.materials.2":"microbit.org za resurse za aktivnosti","challenges-content.calming-leds.description":"Učenici izrađuju digitalni uređaj s pomoću LED lampica koji im može pomoći da reguliraju svoje disanje i budu smireniji. Od njih će se tražiti da napišu neki jednostavan kôd, pri čemu će istraživati animacije i nizove.","challenges-content.calming-leds.instructions.0":"Cilj je izraditi funkcionalan uređaj s LED lampicama koji možete upotrebljavati da biste regulirali disanje. Uređaj se može izraditi na fizičkoj ploči micro:bit ili na simulatoru u programu za uređivanje MakeCode.","challenges-content.calming-leds.instructions.1":"Izazov se može dovršiti upotrebom programa za uređivanje MakeCode i zapisivanjem jednostavnog niza kodova, kako je prikazano u videozapisu / na snimci zaslona.","challenges-content.calming-leds.instructions.2":"Da bi izazov bio zanimljiviji, učenici mogu istražiti različite animacije i kreativno se izraziti s pomoću animacije za koju bi voljeli da im pomaže da budu mirni ili sretni.","challenges-content.calming-leds.instructions.3":"Više informacija i videozapis s uputama na","challenges-content.calming-leds.instructions.4":"ovoj poveznici","challenges-content.calming-leds.example":"Posjetite ovu stranicu, pročitajte upute i pogledajte videozapise dovršenih izazova i kako programirati","challenges-content.calming-leds.purposes.0":"Dizajnirati jednostavan digitalni artefakt čija je svrha da pomogne","challenges-content.calming-leds.purposes.1":"Istražiti nizove i animacije i način njihova rada","challenges-content.calming-leds.purposes.2":"Testirati jednostavan kôd i ispraviti pogreške u njemu","challenges-content.calming-leds.purposes.3":"Ponoviti dizajn uz brže ili sporije animacije","challenges-content.computational-thinking-and-computational-fluency.title":"Računalno razmišljanje i računalna fluentnost uz ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – grčki ambasador Europskog tjedna programiranja","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Upoznati se s novim naredbama i sučeljem.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Izraditi jednostavne programe s jednostavnim uzročno-posljedičnim naredbama.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Provesti postupak jednostavnog ispravljanja pogrešaka metodom pokušaja i pogrešaka.","challenges-content.computational-thinking-and-computational-fluency.description":"U ovom izazovu djeca će s pomoću aplikacije ScratchJr u svoje projekte integrirati pojmove računalnog razmišljanja da bi njihove priče bile atraktivnije, uzbudljivije i emocionalnije.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"Djeca ne moraju znati čitati i pisati da bi se koristila aplikacijom ScratchJr. Sve upute i opcije izbornika prikazane su i simbolima i bojama. Izazov se može provoditi u učionici, laboratoriju ili čak na otvorenome jer nije potrebna veza s internetom.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Grad služi kao pozadina na kojoj djeca upotrebljavaju blokove za programiranje da bi automobil vozio po gradu.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Djeca mogu upotrebljavati blokove zvukova i kretanja te blokove ponovnog pokretanja da bi likovi plesali.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Djeca biraju pozadinu i lika te s pomoću bloka kretanja pokreću automobil koji vozi po gradu. Djeca mogu upotrijebiti blok brzine da ubrzaju ili uspore svoj lik.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Besplatna aplikacija","challenges-content.computational-thinking-and-computational-fluency.materials.1":"radi na brojnim operativnim sustavima i na različitim pametnim uređajima","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Web-mjesto","challenges-content.computational-thinking-and-computational-fluency.materials.3":"također nudi mnoštvo besplatnog edukativnog materijala","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minuta","challenges-content.ai-hour-of-code.title":"Sat programiranja uz umjetnu inteligenciju","challenges-content.ai-hour-of-code.author":"Minecraft: obrazovno izdanje","challenges-content.ai-hour-of-code.purposes.0":"Osmisliti rješenja za programiranje koja uključuju nizove, događaje, petlje i kondicionale","challenges-content.ai-hour-of-code.purposes.1":"Razložiti korake potrebne za rješavanje problema u precizni niz uputa","challenges-content.ai-hour-of-code.purposes.2":"Istražiti pojmove u programiranju","challenges-content.ai-hour-of-code.description":"Selu prijeti požar, morate programirati rješenje! Upoznajte svojeg pomagača u programiranju, agenta Minecrafta, a potom programirajte agenta da se kreće šumom i prikuplja podatke. Ti će mu podaci pomoći da predvidi gdje će buknuti požari. Potom programirajte agenta da spriječi širenje požara, spasi selo i ponovo oživi šumu. Naučite osnove programiranja i istražite stvaran primjer umjetne inteligencije (UI).","challenges-content.ai-hour-of-code.instructions":"Ovdje preuzmite nastavni plan","challenges-content.ai-hour-of-code.materials.0":"Instalirajte Minecraft: obrazovno izdanje","challenges-content.ai-hour-of-code.materials.1":"Nakon što instalirate Minecraft: obrazovno izdanje, izazov vas čeka na","challenges-content.ai-hour-of-code.materials.2":"ovom web-mjestu","challenges-content.create-a-dance.title":"Osmislite ples uz Odu kodu!","challenges-content.create-a-dance.purposes":"Vježbati programiranje na zabavan način i razviti osjećaj povezanosti sa zajednicom Europskog tjedna programiranja.","challenges-content.create-a-dance.description.0":"Osmislite ples uz Odu kodu! S pomoću tutorijala","challenges-content.create-a-dance.description.1":"Dance Party tutorial (Tutorijal za plesnu zabavu)","challenges-content.create-a-dance.description.2":"programirajte ples uz Odu kodu. Službena himna Europskog tjedna programiranja nalazi se na popisu odabranih pjesama za plesnu zabavu.","challenges-content.create-a-dance.instructions.0":"Upute su prikazane u obliku videozapisa u","challenges-content.create-a-dance.instructions.1":"tutorijalu","challenges-content.create-a-dance.instructions.2":"a napisane su i na početku svake razine","challenges-content.create-a-dance.example":"Učenički uradci objavljuju se na sljedećoj stranici ","challenges-content.create-a-dance.materials":"Tutorijal Code.org tutorial","challenges-content.create-a-simulation.title":"Izradite simulaciju!","challenges-content.create-a-simulation.purposes.0":"Naučiti o simulacijama uz uvođenje sljedećih varijabli: stvaranje krda, stope oporavka, nošenje maski i cjepiva.","challenges-content.create-a-simulation.purposes.1":"Aktivirati postojeće znanje o epidemijama virusa u stvarnom svijetu koje će se primijeniti na fiktivan scenarij.","challenges-content.create-a-simulation.description":"Napišite kôd za izradu i pokretanje vlastite simulacije epidemije virusa u Čudovišnom gradu. Naučite programirati i predviđati što će se dogoditi susjedima Čudovišnoga grada.","challenges-content.create-a-simulation.instructions.0":"Upute su prikazane u obliku videozapisa u","challenges-content.create-a-simulation.instructions.1":"tutorijalu","challenges-content.create-a-simulation.instructions.2":"a napisane su i na početku svake razine","challenges-content.create-a-simulation.example":"Kad završite, svoju simulaciju možete podijeliti s drugima. Podijelite svoju poruku o tome što mislite da možemo učiniti kako bismo drugima pomogli da ostanu zdravi kad virus zahvati grad.","challenges-content.create-a-simulation.materials":"Tutorijal Code.org tutorial","challenges-content.create-your-own-masterpiece.title":"Izradite vlastito umjetničko djelo!","challenges-content.create-your-own-masterpiece.audience":"Prihvatljivo za sve dobne skupine","challenges-content.create-your-own-masterpiece.purpose":"Vizualno upoznati računalne pojmove i potaknuti kreativnost","challenges-content.create-your-own-masterpiece.description":"Izradite vlastito umjetničko djelo uz umjetnika! Uz blokove koda pomogni svojem umjetniku da izradi jedinstveno umjetničko djelo.","challenges-content.create-your-own-masterpiece.instructions":"Upute su napisane na početku svake razine","challenges-content.create-your-own-masterpiece.example":"Primjeri umjetnika mogu se vidjeti ispod crteža na ovoj stranici","challenges-content.create-your-own-masterpiece.materials.0":"Prvu razinu tutorijala možete pronaći","challenges-content.create-your-own-masterpiece.materials.1":"OVDJE","challenges-content.cs-first-unplugged-activities.title":"Prve informatičke aktivnosti izvan mreže","challenges-content.cs-first-unplugged-activities.purposes.0":"Pružiti podršku učenicima koji uče od kuće","challenges-content.cs-first-unplugged-activities.purposes.1":"Svakome omogućiti odmor od ekrana","challenges-content.cs-first-unplugged-activities.description":"Prve informatičke aktivnosti izvan mreže skup je aktivnosti u kojima se učenici upoznaju s informatičkim pojmovima bez upotrebe računala. Ovu lekciju osmislili smo kako bismo pokazali da informatika podrazumijeva mnogo više od samog koda.","challenges-content.cs-first-unplugged-activities.instructions.0":"Knjižica sa svim aktivnostima na engleskom jeziku nalazi se na ovoj","challenges-content.cs-first-unplugged-activities.instructions.1":"poveznici","challenges-content.cs-first-unplugged-activities.instructions.2":"a nastavni plan na engleskom jeziku nalazi se na ovoj poveznici","challenges-content.cs-first-unplugged-activities.instructions.3":"Aktivnosti u ovoj lekciji mogu se izvršavati pojedinačno i bilo kojim redoslijedom","challenges-content.cs-first-unplugged-activities.instructions.4":"Nastavnik može fotografirati proces učenja i fotografiju podijeliti na Instagramu uz oznaku #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Uz knjižicu s aktivnostima za neke aktivnosti bit će potrebni dodatni materijali.","challenges-content.cs-first-unplugged-activities.materials.1":"Mali žetoni za brojanje (poput suhog graha) koji će se upotrebljavati na karti Network a Neighborhood (Umreži susjedstvo).","challenges-content.cs-first-unplugged-activities.materials.2":"Škare za izrezivanje kola sa šiframa za aktivnost Send a Secret Message (Slanje tajne poruke).","challenges-content.cs-first-unplugged-activities.materials.3":"Karton i ljepilo kako bi kolo sa šiframa za aktivnost Send a Secret Message (Slanje tajne poruke) bilo čvršće.","challenges-content.cs-first-unplugged-activities.materials.4":"Čavlić, čačkalica ili izravnana spajalica za spajanje kola sa šiframa za aktivnost Send a Secret Message (Slanje tajne poruke).","challenges-content.family-care.title":"Skrb za obitelj","challenges-content.family-care.experience":"Otvoreno svima","challenges-content.family-care.duration":"Od 5 do 10 sati","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Istraživati temu „skrbi za obitelj” s kojom se svakodnevno susrećemo;","challenges-content.family-care.purposes.1":"Doživjeti probleme kao prilike i razviti kreativna rješenja;","challenges-content.family-care.purposes.2":"Primijeniti programiranje za inovativnu realizaciju svojih rješenja;","challenges-content.family-care.purposes.3":"Osmisliti plakate i predstaviti svoja rješenja drugima;","challenges-content.family-care.purposes.4":"Iskoristiti društvene mreže kako bi vaši projekti imali učinak.","challenges-content.family-care.description.0":"Što vam padne napamet kad razgovaramo o domu? Lijepa kuća? Bogata večera koju su roditelji pripremili? Tajno mjesto samo za vas? Toplina doma daje snagu našem tijelu i duhu i pokreće nas, baš kao što i gorivo pokreće automobil. Uza svu užurbanost i strku modernog doba, roditeljski posao nikad ne staje. Kada se družiš s prijateljima, ne možeš ostaviti svoje mace same. No kako se brinuti o svojem društvu kada ste razdvojeni? Tema je ovog izazova","challenges-content.family-care.description.1":"Skrb za obitelj","challenges-content.family-care.description.2":"U sklopu ove teme učenike se potiče da razviju ideju o tome kako prosljeđivati ljubav i skrb preko programiranja i hardvera. Razmislite o sljedećim pitanjima","challenges-content.family-care.description.3":"Koliko članova obitelji živi u vašem kućanstvu? Tko su oni? Jeste li se u suživotu s njima susreli s problemima? Kakva im je skrb potrebna?","challenges-content.family-care.description.4":"Poznajete li nekoga kome obiteljska skrb nedostaje više nego drugim članovima vaše zajednice? Kako možete pomoći tim osobama?","challenges-content.family-care.instructions.0":"Raspravljajte i iznesite što više ideja na temu skrbi za obitelj te istražite tu temu","challenges-content.family-care.instructions.1":"Popišite sve probleme","challenges-content.family-care.instructions.2":"Navedite moguća rješenja","challenges-content.family-care.instructions.3":"Odaberite jedno rješenje","challenges-content.family-care.instructions.4":"Programirajte i razvijte strukturu","challenges-content.family-care.instructions.5":"Osmislite plakat za predstavljanje svojeg projekta","challenges-content.family-care.instructions.6":"Izložite ga svojim nastavnicima i članovima obitelji","challenges-content.family-care.example.0":"Ovdje možete pronaći nekoliko primjera, kao","challenges-content.family-care.example.1":"i ovdje","challenges-content.family-care.materials.0":"Alat za programiranje:","challenges-content.family-care.materials.1":"ili preuzmite verziju za osobno računalo","challenges-content.family-care.materials.2":"PC version","challenges-content.family-care.materials.3":"mBlock je programski jezik koji se temelj na Scratchu","challenges-content.family-care.materials.4":"Ovaj izazov preuzet je i prilagođen iz programa MakeX Global Spark Competition, odnosno programa za kreativni dizajn koji se temelji na projektima te koji je namijenjen djeci u dobi od šest do 13 godina.","challenges-content.family-care.materials.5":"Tim koji sudjeluje mora se usredotočiti na određenu temu i razraditi rješenje kroz programiranje softvera i razvoj hardvera.","challenges-content.family-care.materials.6":"Učenike se potiče da izazov dovrše tijekom Tjedna programiranja, da ga predstave na međunarodnoj razini kako bi komunicirali s drugim učenicima i osvojili nagrade.","challenges-content.family-care.materials.7":"Više informacija potražite na stranici:","challenges-content.family-care.materials.8":"ili nam se javite","challenges-content.virtual-flower-field.title":"Zasadite svoje virtualno polje cvijeća","challenges-content.virtual-flower-field.author":"Jadga Huegle – trenerica u inicijativi Meet and Code i članica tima SAP Snap! team","challenges-content.virtual-flower-field.duration":"30 – 60 minuta","challenges-content.virtual-flower-field.purposes.0":"Upoznati se s programiranjem na primjeru jednostavnog, ali poticajnog projekta.","challenges-content.virtual-flower-field.purposes.1":"Naučiti da programiranje može biti i umjetničko te da programiranjem mogu nastati prekrasni rezultati.","challenges-content.virtual-flower-field.purposes.2":"Učiniti jesen ljepšom uz šareno cvijeće i Europski tjedan programiranja","challenges-content.virtual-flower-field.purposes.3":"Upoznati se s raznolikošću cvijeća koje postoji. ","challenges-content.virtual-flower-field.purposes.4":"Pridonijeti ciljevima održivog razvoja(COR-ovima), posebno s ciljem održivog razvoja 13 – Očuvanje klime, osmišljavanjem događanja programiranja kojima se unapređuje znanje o očuvanju klime podizanjem svijesti o toj temi. ","challenges-content.virtual-flower-field.description":"Razviti program u Snapu!kojim se na polju virtualnog cvijeća sade različite vrste cvijeća različitog broja latica. ","challenges-content.virtual-flower-field.instructions.0":"Inspiraciju za ovaj izazov možete pronaći u","challenges-content.virtual-flower-field.instructions.1":"ovom videozapisu","challenges-content.virtual-flower-field.instructions.2":"ili samo slijedite","challenges-content.virtual-flower-field.instructions.3":"ovaj dokument","challenges-content.virtual-flower-field.instructions.4":"","challenges-content.virtual-flower-field.instructions.5":"Izazov se može provesti programiranjem virtualnog polja cvijeća u Snapu!(ili Scratchu) i objavom snimke zaslona ili fotografije s rezultatom na mreži. ","challenges-content.virtual-flower-field.instructions.6":"Polje cvijeća treba sadržavati različite vrste cvijeća različitog broja latica. U idealnom slučaju, cvijeće je programirano, što znači da je izrađeno opetovanim utiskivanjem i okretanjem(ili crtanjem i okretanjem) latica. ","challenges-content.virtual-flower-field.instructions.7":"Objavite fotografiju svojeg virtualnog cvjetnog vrta uz oznaku #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Preporučujemo da upotrebljavate","challenges-content.virtual-flower-field.materials.1":"no projekt će funkcionirati i u programu","challenges-content.haunted-house.title":"Ukleta kuća u Hedyju","challenges-content.haunted-house.author":"Felienne Hermans, Sveučilište Leiden – Ramon Moorlag, I&I – CodeWeek NL","challenges-content.haunted-house.audience":"Nastavnici i podučavatelji","challenges-content.haunted-house.duration":"ovisno o predznanju, 1 sat ili 2 sata","challenges-content.haunted-house.purposes.0":"Osmisliti interaktivnu priču Ukleta kuća.","challenges-content.haunted-house.purposes.1":"Naučiti programirati programskim jezikom Hedy.","challenges-content.haunted-house.description":"Programski jezik Hedy omogućuje vam da osmislite priču Ukleta kuća s interaktivnim elementima. Pri svakom pokretanu koda stvara se nova priča. Vaše računalo može čitati priču naglas ili je možete podijeliti na mreži.","challenges-content.haunted-house.instructions.0":"Za početak, otvorite preglednik i posjetite stranicu hedycode.com.","challenges-content.haunted-house.instructions.1":"Slijedite upute za razine 1. – 4. Upotrijebite kartice ‘Level’ (Razina) i ‘Haunted house’ (Ukleta kuća).’","challenges-content.haunted-house.instructions.2":"Uz pomoć tih razina napisat ćemo interaktivnu priču o ukletoj kući.","challenges-content.haunted-house.instructions.3":"Nastavnici, nastavni plan za Hedy možete pronaći","challenges-content.haunted-house.instructions.4":"ovdje","challenges-content.haunted-house.instructions.5":"Snimku na kojoj Felienne Hermans predstavlja Hedy možete pronaći na","challenges-content.haunted-house.instructions.6":"ovoj poveznici","challenges-content.haunted-house.example":"Primjer Uklete kuće na razini ","challenges-content.haunted-house.materials.0":"Hedy na poveznici","challenges-content.haunted-house.materials.1":" razine od 1. do 4.","challenges-content.inclusive-app-design.title":"Dizajn inkluzivne aplikacije","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minuta + opcionalne aktivnosti za produljenje","challenges-content.inclusive-app-design.purposes.0":"Raspraviti i iznijeti što više ideja, planirati, izraditi prototip i podijeliti ideju o aplikaciji kojoj svi mogu pristupiti i koju svi mogu razumjeti. ","challenges-content.inclusive-app-design.description":"Sjajne ideje prvi su korak na putu do sjajnih aplikacija. U ovoj aktivnosti učenici će osmisliti ideju aplikacije na temu koja im je važna, potom će otkriti kako dizajnirati aplikacije imajući pritom na umu inkluziju i dostupnost. ","challenges-content.inclusive-app-design.instructions.0":"Sve upute nalaze se na ovoj poveznici ","challenges-content.inclusive-app-design.instructions.1":"Ovaj jednosatni nastavni plan omogućuje podučavateljima da vode učenike kako bi","challenges-content.inclusive-app-design.instructions.2":"Naučili dizajnirati inkluzivnu aplikaciju","challenges-content.inclusive-app-design.instructions.3":"raspravili i iznijeli što više tema koje su im važne te došli do ideje za aplikaciju","challenges-content.inclusive-app-design.instructions.4":"Naznačili ideje za aplikaciju i planirali korisničke aktivnosti","challenges-content.inclusive-app-design.instructions.5":"Izradili prototip jednog dijela aplikacije u Keynoteu","challenges-content.inclusive-app-design.instructions.6":"Podijelili demoverzije svojih prototipova i opisali kako pružaju podršku korisnicima iz različitih krugova i različitih mogućnosti. ","challenges-content.inclusive-app-design.materials.0":"Istražite aktivnost Inclusive App Design Activity(Osmišljavanje inkluzivne aplikacije) u Appleovu nastavničkom centru za učenje(Apple Teacher Learning Center)","challenges-content.inclusive-app-design.materials.1":"Preporučuje se Keynote na iPadu ili Macu, ali nije obavezan. ","challenges-content.silly-eyes.title":"Smiješne oči","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 minuta","challenges-content.silly-eyes.purposes.0":"Osmisliti projekt u interakciji s korisnicima. ","challenges-content.silly-eyes.purposes.1":"Prilagoditi projekt korisnicima s pomoću boja i grafičkih efekata. ","challenges-content.silly-eyes.purposes.2":"Učiti o dizajnu u digitalnom okruženju. ","challenges-content.silly-eyes.description":"U ovom projektu osmislit ćete i izraditi lik sa smiješnim očima. Velike i smiješne oči lika pratit će pokazivač miša te tako oživjeti vaš lik. ","challenges-content.silly-eyes.instructions":"Detaljan opis projekta nalazi se ovdje","challenges-content.silly-eyes.example":"Pogledajte primjere u nastavku: Gobo, Under the sea i Don't eat donut","challenges-content.train-ai-bot.title":"Istrenirajte UI bota!","challenges-content.train-ai-bot.purposes":"Učiti o umjetnoj inteligenciji (UI), strojnom učenju, podacima o podukama i predrasudama, uz istovremeno proučavanje etičkih problema i načina kako se umjetna inteligencija može iskoristiti u rješavanju svjetskih problema, ","challenges-content.train-ai-bot.description":"Istrenirajte UI bota uz UI za oceane. U ovoj ćete aktivnosti programirati ili istrenirati UI (umjetnu inteligenciju) da identificira ribe ili smeće. Počistimo ocean!","challenges-content.train-ai-bot.instructions.0":"Upute su prikazane u obliku videozapisa u tutorijalu","challenges-content.train-ai-bot.instructions.1":"a napisane su i na početku svake razine","challenges-content.train-ai-bot.materials.0":"Tutorijal se nalazi ovdje","challenges-content.train-ai-bot.materials.1":"Ovaj tutorijal dostupan je na više od 25 jezika","challenges-content.build-calliope.title":"Napravite vlasititi Calliope mini fitness trener","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Za razigrano upoznavanje sekvenci, animacija, ponavljanja i promenljivih.","challenges-content.build-calliope.purposes.1":"Da dizajniramo dijagram strukture.","challenges-content.build-calliope.purposes.2":"Da testiramo i otklanjamo greške u kodu .","challenges-content.build-calliope.purposes.3":"Za optimizaciju programa metodom pokušaja i grešaka, provjerom i podešavanjem upotrebljivosti.","challenges-content.build-calliope.duration":"20-30 minuta","challenges-content.build-calliope.description":"Učesnici će razviti digitalno kontrolisan prototip koji koristi šarene svijetleće LED diode da reprodukuje unaprijed zamišljenu fitnes vježbu od 10 jedinica.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (ukoliko je dostupan)","challenges-content.build-calliope.materials.1":'Laptop ili tablet pomoću koga možete posjetiti https://makecode.calliope.cc or https://calliope.cc i YouTube kako biste pristupili materijalima potrebnim za realizovanje aktivnosti.',"challenges-content.build-calliope.instructions.0":"Kako biste započeli, napravite plan i odredite redoslijed jedinica za vježbu. Koristeći raspored, programirajte RGB LED na Calliope mini tako da prikazuje jednu od 5 boja unaprijed definisanim tempom. Zatim kreirajte promjenljivu za tempo i programska ponavljanja koristeći petlje.","challenges-content.build-calliope.instructions.1":"Zapamtite, ako ste implementirali program na način koji vam se dopada, možete ga podijeliti i sa nama na info@calliope.cc - uzbuđeni smo da vidimo šta mislite o tome! Usput, poklanjamo 30 Calliope mini među podnesenim zahtjevima!","challenges-content.build-calliope.instructions.2":"Podijelite QR kod vašeg projekta na Instagramu, dodajte hashtag #EUCodeWeekChallenge i tagujte/pomenite @CodeWeekEU.","challenges-content.build-calliope.example.0":"I vi možete da se bavite sportom dok sjedite za računarom.","challenges-content.build-calliope.example.1":"Napravite fitnes prototip sa Calliope mini koji se takođe može testirati u simulatoru. Izazov se obavlja u uređivaču, MakeCode programiranjem jednostavne sekvence koda (pogledajte screenshot).","challenges-content.build-calliope.example.2":"Izaberite 5 različitih boja i dodijelite fitnes vejžbu svakoj od njih, npr. čučnjevi ili skokovi. Tada se boje mogu poredati bilo kojim redosledom i trenirati.","challenges-content.common.share":"Podijelite poveznicu ili QR kȏd svojeg projekta na Instagramu ili Facebooku, dodajte oznaku #EUCodeWeekChallenge i navedite @CodeWeekEU.","challenges-content.common.audience.0":"nastavnici i odgojitelji","challenges-content.common.audience.1":"osnovnoškolci (od 6 do 12 godina)","challenges-content.common.audience.2":"učenici nižih razreda srednje škole (od 12 do 16 godina)","challenges-content.common.audience.3":"učenici viših razreda srednje škole (od 16 do 18 godina)","challenges-content.code-a-dice.title":"Kodirajte kocku za kotrljanje","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Interaktivne zagonetke kodiranja","challenges-content.code-a-dice.purposes.1":"Kodirati simulacije predmeta koji se nasumično kreće koji će se upotrebljavati ako stvarni predmet nije dostupan","challenges-content.code-a-dice.description":"U ovom izazovu kodirat ćete nasumično kotrljanje kocke na vašu zapovijed. Možete izabrati bilo koju vrste kocke s brojem lica koji želite, poput onih koje se upotrebljavaju u igrama uloga, a možete dodati i zvukove.","challenges-content.code-a-dice.instructions.0":"Prijavite se na Scratch","challenges-content.code-a-dice.instructions.1":"izaberite pozadinu","challenges-content.code-a-dice.instructions.2":"izradite svoj grafički prikaz kocke ili ga potražite na mreži i učitajte na svoj program","challenges-content.code-a-dice.instructions.3":"izradite onoliko kostima za grafički prikaz koliko je brojeva lica odabrane kocke, od kojih svaki prikazuje drugi broj","challenges-content.code-a-dice.instructions.4":"odaberite kako želite da se kocka počne kotrljati (pritiskom tipke na tipkovnici, klikom na grafički prikaz itd.) i napišite kȏd","challenges-content.code-a-dice.instructions.5":"kodirajte grafički prikaz da nasumično promijeni kostim na kraju kotrljanja","challenges-content.code-a-dice.instructions.6":"dodajte zvučne efekte","challenges-content.code-a-dice.example":"Zakotrljajte kocku D-20","challenges-content.personal-trainer.title":"Osobni trener s micro:bitom","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Kodirati micro:bit kako bi se mogla upotrebljavati zujalica i led ploča","challenges-content.personal-trainer.purposes.1":"Izraditi osobni uređaj za kontrolu svoje fizičke aktivnosti","challenges-content.personal-trainer.purposes.2":"Kodirati micro:bit za poboljšanje zdravlja putem sporta","challenges-content.personal-trainer.description":"Ovaj izazov omogućuje vam da kodirate svoj micro:bit da kontrolira vremena ponavljanja fizičkih vježbi kombinirana s vremenom za odmor. Pratit ćete svoju fizičku aktivnost u školi, doma ili u parku.","challenges-content.personal-trainer.instructions.0":"Kada A + B, izradi brojač vremena od tri sekunda sa zvukom glazbene note svake sekunde i prikaži riječ KRENI!","challenges-content.personal-trainer.instructions.1":"Tijekom prve vježbe prikaži trepereći kvadrat 2 x 2 na 20 sekundi. Zatim reproduciraj zvuk i neka kvadrat bude fiksiran. Tijekom preostalog vremena još jedna trepereća slika mora biti prikazana na 10 sekundi. Kada završi, reproduciraj zvuk.","challenges-content.personal-trainer.instructions.2":"Zatim ponovi istu akciju, ali prikaži ploču 3 x 3 za vrijeme vježbe. Ponavljaj ove akcije dok se ne prikaže ploča 5 x 5.","challenges-content.personal-trainer.duration":"30 – 40 minuta","challenges-content.create-a-spiral.title":"Izradite spiralu","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Učiti i vježbati petlju i varijable.","challenges-content.create-a-spiral.purposes.1":"Ojačati kreativnost u programiranju.","challenges-content.create-a-spiral.description":"U ovom izazovu napisat ćete projekt s jezikom Scratch za izradu spirale, s pomoću blokova olovke, petlje i varijable.","challenges-content.create-a-spiral.instructions.0":"Značajke blokova Pen (Olovka)","challenges-content.create-a-spiral.instructions.1":"Izradite novi projekt i nazovite ga Spirala.","challenges-content.create-a-spiral.instructions.2":"Kliknite na ljubičastu ikonu „Dodaj proširenje” na donjoj lijevoj strani prozora.","challenges-content.create-a-spiral.instructions.3":"Odaberite „pen” (olovka): blokovi olovke sada su dostupni za vaš projekt!","challenges-content.create-a-spiral.instructions.4":"Za početak projekta povucite i ispustite blok „when green flag clicked” (kada se klikne zelena zastava):.","challenges-content.create-a-spiral.instructions.5":"Morate započeti s praznom stranicom: unutar blokova olovke dodajte blok „erase all” (izbriši sve):.","challenges-content.create-a-spiral.instructions.6":"Želite započeti crtati u središtu pozornice, što znači da vaš grafički prikaz mora ići u središte pozornice (0,0):.","challenges-content.create-a-spiral.instructions.7":"Vaš grafički prikaz može se kretati bez crtanja ili se može kretati i crtati:","challenges-content.create-a-spiral.instructions.8":"kada želite da crta, možete upotrebljavati blok olovke dolje,","challenges-content.create-a-spiral.instructions.9":"kada to ne želite, možete upotrebljavati blok olovke gore,","challenges-content.create-a-spiral.instructions.10":"Zatim želite crtati! Dodajte blok „pen down” (olovka dolje):,","challenges-content.create-a-spiral.instructions.11":"heksagon","challenges-content.create-a-spiral.instructions.12":"Dodajte blokove u nastavku svojem projektu:","challenges-content.create-a-spiral.instructions.13":"Sada imate šestinu heksagona. Morate ponoviti ovaj niz 6 puta:","challenges-content.create-a-spiral.instructions.14":"Spirala","challenges-content.create-a-spiral.instructions.15":"Za izradu spirale morat ćete dodati 2 duljini svake strane.","challenges-content.create-a-spiral.instructions.16":"Da biste to učinili, upotrijebit ćete varijablu..","challenges-content.create-a-spiral.instructions.17":"U blokovima varijable kliknite na Make a Variable (Napravi varijablu).","challenges-content.create-a-spiral.instructions.18":"Imenujte ga duljina, a zatim kliknite OK.","challenges-content.create-a-spiral.instructions.19":"Spirala će rasti, morat ćete početi malo: postavite prvu duljinu na 10 i umetnite ovaj blok prije petlje.","challenges-content.create-a-spiral.instructions.20":"Umetnite varijablu „duljina” u blok „move … steps” (pomakni ... korake).","challenges-content.create-a-spiral.instructions.21":"Da bi spirala rasla, duljina također mora rasti u svakoj petlji: dodajte blok u nastavku na kraju svake petlje.","challenges-content.create-a-spiral.instructions.22":"Evo vašeg trenutačnog projekta.","challenges-content.create-a-spiral.instructions.23":"Prekrasna spirala,","challenges-content.create-a-spiral.instructions.24":"Nacrtali ste spiralu! Da bi išla u nedogled, zamijenite petlju „ponovi 6” petljom „zauvijek”.","challenges-content.create-a-spiral.instructions.25":"Da biste nacrtali šarenu petlju, dodajte sljedeći blok u petlju.","challenges-content.create-a-spiral.instructions.26":"Kada započnete iznova, grafički prikaz crta neželjenu liniju. Da biste to spriječili, dodajte blok „pen up” (olovka gore) na početku projekta.","challenges-content.create-a-spiral.instructions.27":"Evo vašega konačnog projekta.","challenges-content.create-a-spiral.instructions.28":"Čestitamo! Izradili ste krasnu spiralu!","challenges-content.play-against-ai.title":"Izradite i igrajte protiv UI-ja – igru kamen, škare i papir.","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"naučiti kako funkcionira ciklus strojnog učenja","challenges-content.play-against-ai.purposes.1":"izraditi model strojnog učenja upotrebljavajući alat Teachable Machine","challenges-content.play-against-ai.purposes.2":"upoznati se s alatom Pictoblox i uvezli izrađeni model u projekt","challenges-content.play-against-ai.purposes.3":"postaviti pozornicu i likove, izradili i pokrenuli varijable u alatu Pictoblox","challenges-content.play-against-ai.purposes.4":"pokrenuti igru, utvrdili pokrete igrača, programirali nasumične kretnje UI-ja","challenges-content.play-against-ai.purposes.5":"izraditi i testirati igru koja uključuje umjetnu inteligenciju kao protivnika u igri kamen, škare i papir","challenges-content.play-against-ai.description":"Izradit ćemo model upotrebljavajući alat Teachable Machine iz slika upotrebljavajući tri klase: kamen, škare i papir. Model će se učitati u alat Pictoblox i upotrijebiti za izradu igre koju možemo igrati protiv UI-ja.","challenges-content.play-against-ai.duration":"90 minuta","challenges-content.play-against-ai.instructions.0":"Izradite novi slikovni projekt na alatu Teachable machine s tri klase naziva kamen, škare i papir. Za svaku klasu snimite putem videokamere barem 400 slika. Pobrinite se da ima čistu pozadinu. Istrenirajte i izvezite model. Učitajte model i kopirajte poveznicu.","challenges-content.play-against-ai.instructions.1":"Izradite besplatni račun na stranici Pictoblox Dodajte proširenje za strojno učenje i učitajte model. Postavite pozornicu, varijable i grafičke prikaze. Pokrenite igru, utvrdite pokrete igrača i pokrete UI-ja te tko je pobijedio u rundi.","challenges-content.play-against-ai.instructions.2":"Istrenirajte podatke za igru.","challenges-content.play-against-ai.instructions.3":"Testiranje modela","challenges-content.play-against-ai.instructions.4":"Izvezite model.","challenges-content.play-against-ai.instructions.5":"Dodajte proširenje za strojno učenje i učitajte model.","challenges-content.play-against-ai.instructions.6":"Postavite pozornicu, varijable i grafički prikaz.","challenges-content.play-against-ai.instructions.7":"Pokrenite igru.","challenges-content.play-against-ai.instructions.8":"Utvrdite pokrete igrača.","challenges-content.play-against-ai.instructions.9":"Postavite nasumične pokrete UI-ja.","challenges-content.play-against-ai.instructions.10":"Emitirajte nasumične pokrete UI-ja.","challenges-content.play-against-ai.instructions.11":"Napravite tri bloka. Tko je pobijedio u rundi?","challenges-content.play-against-ai.instructions.12":"Provjerite je li igrač pobijedio u rundi.","challenges-content.play-against-ai.instructions.13":"Provjerite je li UI pobijedio u rundi.","challenges-content.play-against-ai.instructions.14":"Provjerite je li runda neriješena.","challenges-content.play-against-ai.instructions.15":"Programirajte blokove.","challenges-content.play-against-ai.instructions.16":"Grafički prikaz za kamen, škare i papir","challenges-content.air-drawing-with-AI.title":"Crtanje u zraku s pomoću UI-ja","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"napisati program koji upotrebljava proširenje za detekciju ljudskog tijela za prepoznavanje kretnje prstiju pred videokamerom","challenges-content.air-drawing-with-AI.purposes.1":"kodirati s jednostavnim blokovima u nekoliko linija koda","challenges-content.air-drawing-with-AI.purposes.2":"vidjeti primjer upotrebe UI-ja","challenges-content.air-drawing-with-AI.description":"Izrada programa koji omogućuje korisniku da crta rukom (kažiprstom) po zraku pred videokamerom, a sve što crta automatski se prikazuje na pozornici alata Pictoblox.","challenges-content.air-drawing-with-AI.instructions.0":"Izradite račun na stranici Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"pratite vizualne upute kako biste mogli:","challenges-content.air-drawing-with-AI.instructions.2":"dodati proširenje Human Body Detection (Detekcija ljudskog tijela) i Pen (Olovka)","challenges-content.air-drawing-with-AI.instructions.3":"postaviti pozornicu i dodati grafički prikaz (Olovka) i dodatne grafičke prikaze za sljedeće: Pen Down (Olovka dolje), Pen Up (Olovka gore), Delete all (Izbriši sve);","challenges-content.air-drawing-with-AI.instructions.4":"napisati kȏd za grafički prikaz Olovke da prati prst,","challenges-content.air-drawing-with-AI.instructions.5":"napisati kȏd za gumbe: Pen Up (Olovka gore), Pen Down (Olovka dolje) i Delete all (Izbriši sve) te za Pen (Olovka)","challenges-content.air-drawing-with-AI.instructions.6":"Sada možete napraviti vlastite crteže i igrati se s različitim bojama i veličinama olovke.","challenges-content.air-drawing-with-AI.materials.0":"Prijenosno računalo ili računalo s videokamerom","challenges-content.air-drawing-with-AI.materials.1":"preuzeta najnovija verzija alata PictoBlox (preporučeno) ili alat Pictoblox na mreži (besplatno)","challenges-content.air-drawing-with-AI.materials.2":"Pictoblox račun (besplatno)","challenges-content.air-drawing-with-AI.materials.3":"dobra internetska veza","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Naučiti osnovna načela strojnog učenja i prepoznavanja teksta","challenges-content.emobot-kliki.purposes.1":"Naučiti ulogu emocija u komunikaciji","challenges-content.emobot-kliki.purposes.2":"Upotrebljavati kȏd za izradu dijaloga između robota za čavrljanje i korisnika","challenges-content.emobot-kliki.purposes.3":"Razumjeti kako računala mogu prepoznati emocionalne tonove putem analiza teksta i odgovoriti sukladno","challenges-content.emobot-kliki.description.0":"Izradite Emocionalnog bota u jeziku Scratch koji može prikazati sretno lice za pozitivne poruke (ako mu kažete lijepe stvari), ljutito lice za negativne poruke (ako mu kažete ružne stvari) i zbunjeno lice ako je poruka neodređena","challenges-content.emobot-kliki.description.1":"Naš Emobot Kliki prepoznat će komplimente i uvrede te ćemo vidjeti kako se računala mogu istrenirati da prepoznaju emocionalni ton.","challenges-content.emobot-kliki.instructions.0":"Da biste započeli, programirajte popis pravila za ono što je lijepo ili ljubazno i za ono što je ružno ili zlobno.","challenges-content.emobot-kliki.instructions.1":"Prijavite se na stranici https://machinelearningforkids.co.uk/ ili izradite novi račun.","challenges-content.emobot-kliki.instructions.2":"Izradite novi model strojnog učenja dodajući tri nove oznake; prvu nazovite lijepo, drugu nazovite „loše” i izborno ako želite prepoznati vaše ime, izradite treću oznaku naziva „ime”.","challenges-content.emobot-kliki.instructions.3":"Istrenirajte novi model strojnog učenja, testirajte ga i upotrijebite ga za izradu Emobota u jeziku Scratch.","challenges-content.emobot-kliki.instructions.4":"Pokrenite program za uređivanje Scratch 3, izbrišite grafički prikaz mačke, umetnite tri nova grafička prikaza koje je izradio Microsoft Bing Image Creator (sretni, ljutiti i nesigurni računalni crtež) ili izradite novi grafički prikaz klikom na ikonu Paint (Slikanje) crtanjem triju kopija kostima za sretno, ljutito i nesigurno lice.","challenges-content.emobot-kliki.instructions.5":"Kliknite karticu „Code” (Kȏd) i unesite sljedeću skriptu.","challenges-content.emobot-kliki.example.0":"Podijelite svoj Emobot Kliki sa svojim prijateljima i naučite više o UI-ju i emocijama!","challenges-content.emobot-kliki.example.1":"Umjesto računalnog crteža možete pokušati nešto drugačije, poput životinje. Umjesto ljubaznih i ljutitih poruka možete istrenirati lika da prepoznaje druge vrste poruka.","challenges-content.craft-magic.title":"Čarolija izrade s UI pokretima ruke","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"njegovati vještine programiranja među studentima, omogućujući im upotrebu osnovnih naredbi","challenges-content.craft-magic.purposes.1":"razviti vještine algoritamskog razmišljanja rastavljajući kompleksne zadatke u izvedive korake","challenges-content.craft-magic.purposes.2":"poticati kreativno rješavanje problema u pronalaženju jedinstvenih primjena gesti rukom za crtanje i pisanje","challenges-content.craft-magic.purposes.3":"poticati razumijevanje koncepata UI-ja, posebice kako UI omogućava računalima da prepoznaju i tumače pokrete rukom","challenges-content.craft-magic.purposes.4":"podići svijest o značaju tehnologije za osobe s invaliditetom","challenges-content.craft-magic.purposes.5":"promicati suradnju u rješavanju problema i timski rad među studentima dok rade zajedno kako bi poboljšali svoje programe za geste rukom","challenges-content.craft-magic.purposes.6":"povezati vještine kodiranja i računalnog razmišljanja za primjene u stvarnom svijetu, stavljajući naglasak na značajan utjecaj tehnologije na živote ljudi i usklađivanje s ciljevima održivog razvoja (COR-ovi)","challenges-content.craft-magic.duration.0":"90 min za studente od 10 do 12","challenges-content.craft-magic.duration.1":"45 min za studente od 12 do 15","challenges-content.craft-magic.description":"Izradite program koji se temelji na blokovima u jeziku Scratch upotrebljavajući proširenje za UI „Human Body” (Ljudsko tijelo) na kreativan i zanimljiv način, kako biste crtali po zaslonu bez potrebe za tradicionalnim mišem ili zaslonom osjetljivim na dodir.","challenges-content.craft-magic.instructions.0":"Povežite se na stranicu https://ai.thestempedia.com i izradite račune za nastavnika i učenike.","challenges-content.craft-magic.instructions.1":"Uvedite proširenja „Human Body Detection” (Detekcija ljudskog tijela) „Pen” (Olovka) „Text to Speech” (Pretvaranje teksta u govor).","challenges-content.craft-magic.instructions.2":"Dodajte grafički prikaz „Pencil” (Olovka) iz zbirke i izradite sedam grafičkih prikaza („piši,” „očisti’ „crno”, „crveno”, „plavo”, „zeleno”, „ružičasto”).","challenges-content.craft-magic.instructions.3":"Napišite naredbe da biste provjerili što se dogodi kada grafički prikaz „olovka” dotakne jedan od drugih grafičkih prikaza.","challenges-content.craft-magic.instructions.4":"Napišite naredbe da biste omogućili videokameri da prepozna položaj ruke i pomiče olovku na koordinate x i yvašeg kažiprsta.","challenges-content.craft-magic.instructions.5":"Promijenite kostim na kraju kotrljanja.","challenges-content.craft-magic.instructions.6":"Dodajte zvučne efekte.","challenges-content.craft-magic.materials.0":"Platforma za programiranje https://ai.thestempedia.com (free)","challenges-content.craft-magic.materials.1":"račun za nastavnika (besplatno)","challenges-content.craft-magic.materials.2":"račun za učenika (besplatno)","challenges-content.craft-magic.materials.3":"računala s videokamerom","challenges-content.craft-magic.materials.4":"internetska veza","challenges-content.circle-of-dots.title":"Krug točkica","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Napisati kȏd kojim se crta linija točaka","challenges-content.circle-of-dots.purposes.1":"Napisati kȏd kojim se crta linija crtica","challenges-content.circle-of-dots.purposes.2":"Napisati kȏd kojim se crta krug","challenges-content.circle-of-dots.purposes.3":"Napisati kȏd kojim se crta krug točkica (crtica)","challenges-content.circle-of-dots.description":"Nacrtati krug od točkica ili crtica","challenges-content.circle-of-dots.duration":"40 minuta","challenges-content.circle-of-dots.instructions.0":"Izgradnja bloka točkica","challenges-content.circle-of-dots.instructions.1":"Izgradnja bloka crtica","challenges-content.circle-of-dots.instructions.2":"Konstrukcija kruga od točkica","challenges-content.circle-of-dots.instructions.3":"Konstrukcija kruga od crtica","challenges-content.coding-escape-room.title":"Izrada sobe za bijeg kodiranjem","challenges-content.coding-escape-room.author":"Stefania Altieri i Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Učiti/naučiti i promišljati o pojmovima u kodiranju","challenges-content.coding-escape-room.purposes.1":"Upotrebljavati jednostavne alate za kodiranje","challenges-content.coding-escape-room.purposes.2":"Razviti računalno razmišljanje i rješavanje problema","challenges-content.coding-escape-room.description.0":"Izraditi iskustvo bijega kodiranjem poput ovoga","challenges-content.coding-escape-room.description.1":"Možete upotrebljavati google form, genially, google presentation i bilo koji drugi alat za izradu priče na temelju kodiranja ;).","challenges-content.coding-escape-room.duration":"90 minuta","challenges-content.coding-escape-room.instructions":"Možete podijeliti svoje učenike u male skupine, mogu igrati, a zatim izraditi drugi izazov s predloškom:","challenges-content.coding-escape-room.materials.0":"Može se upotrebljavati bilo koji alat (platforme Google i Microsoft za izradu i dijeljenje dokumenata, prezentacija i listova). Bilo koja konstrukcija kodiranja, alat ili lik povezan s IKT-om i kodiranjem.","challenges-content.coding-escape-room.example.0":"Igranjem se uvode neki likovi koji su imali jako bitnu ulogu u povijesti IKT-a i osnovnih koncepata kodiranja i programiranja. Ovo je najbolji način za učenje i aktivno sudjelovanje. Ova se igra može igrati u timovima ili pojedinačno, poput izazova ili natjecanja. Učenici zatim mogu izraditi nešto slično i razviti kompetencije poput kreativnosti i vještina kodiranja.","challenges-content.coding-escape-room.example.1":"Ovo je vrlo praktičan resurs koji se može ponovno upotrebljavati i jednostavno preraditi. Google obrasci jedan je od mogućih alata. Također možete upotrebljavati Google prezentacije, Genial.ly, Emaze ili bilo koji drugi alat za izradu priča s raskršćima i vaših vlastitih pustolovina.","challenges-content.coding-escape-room.example.2":"Izazov bijega podijeljen je u epizode. Ako pogodite, možete nastaviti. Učenici trebaju izraditi kvizove o kodiranju.","challenges-content.let-the-snake-run.title":"Neka zmija trči","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Kodirati pokrete zmije na vlastitom micro:bitu","challenges-content.let-the-snake-run.purposes.1":"Postaviti ispravan položaj i vrijeme za zajedničku animaciju","challenges-content.let-the-snake-run.description":"Učenici moraju napisati kodove kako bi navigirali zmiju kroz micro:bitove koji se nalaze jedan do drugoga. To se mora napraviti na način da izgleda kao da zmija bježi od jednog micro:bita do drugoga.","challenges-content.let-the-snake-run.duration":"30 minuta","challenges-content.let-the-snake-run.instructions.0":"Dizajnirate stazu koja prolazi kroz nekoliko micro:bitova koji su jedan do drugoga (npr., stvarajući kvadrat 2 x 2).","challenges-content.let-the-snake-run.instructions.1":"Pišite kodove dok se zmija miče uz traku.","challenges-content.let-the-snake-run.instructions.2":"Radite na vlastitom uređaju, a zatim ih povežite i provedite kȏd.","challenges-content.let-the-snake-run.instructions.3":"Uzmite u obzir vrijeme i položaj: ako zmija izađe iz jednog micro:bita, pojavit će se na sljedećem micro:bitu.","challenges-content.let-the-snake-run.instructions.4":"Dodatni izazovi: S micro:bitom v2 reproducirajte glazbu dok zmija ne napusti vaš uređaj.","challenges-content.let-the-snake-run.instructions.5":"Dizajnirajte zmiju mijenjanjem svjetline LED žaruljica.","challenges-content.let-the-snake-run.instructions.6":"Isprobajte dužu zmiju ili više zmija.","challenges-content.let-the-snake-run.example.0":"Ovo je primjer za zmiju dugu šest piksela s četiri micro:bita koji tvore kvadrat 2 x 2.","challenges-content.let-the-snake-run.example.1":"Kodiranje početnog micro:bita (to može učiniti nastavnik).","challenges-content.let-the-snake-run.example.2":"Sve kodove pokreće ovaj micro:bit koji šalje radijski signal drugim micro:bitovima kada se pritisne gumb A.","challenges-content.let-the-snake-run.example.3":"Kodiranje kretanja zmije","challenges-content.let-the-snake-run.example.4":"Svaki micro:bit mora biti u istoj radijskoj skupini kao početni micro:bit.","challenges-content.let-the-snake-run.example.5":"Sve animacije započinju kada se primi radijski signal.","challenges-content.let-the-snake-run.example.6":"Animacija prvog microbita odmah je vidljiva, drugi čekaju da zmije dođe do njih.","challenges-content.let-the-snake-run.example.7":"Vrijeme između dviju faza određuje brzinu zmije.","challenges-content.let-the-snake-run.materials.0":"micro:bitovi (za svakog učenika ako je moguće)","challenges-content.let-the-snake-run.materials.1":"prijenosno računalo ili računalo za makecode.microbit.org editor","challenges-content.illustrate-a-joke.title":"Ilustrirajte šalu s alatom bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Dizajnirati malu igru u kojoj korisnik pronalazi odgovor na šaljivo pitanje","challenges-content.illustrate-a-joke.description":"Učenici dizajniraju igru u kojoj korisnik pronalazi odgovor na šaljivo pitanje kada se figura sudari s predmetom na igralištu. Učenici upotrebljavaju osnove značajke alata bitsy da bi dovršili izazov.","challenges-content.illustrate-a-joke.instructions.0":"Osmislite šaljivo pitanje. Otvorite bitsy i započnite novi projekt. Što će vam biti potrebno","challenges-content.illustrate-a-joke.instructions.1":"avatar - grafički prikaz koji možete pomicati","challenges-content.illustrate-a-joke.instructions.2":"Bijela mačka na ljubičastoj pozadini","challenges-content.illustrate-a-joke.instructions.3":"Opis je automatski generiran","challenges-content.illustrate-a-joke.instructions.4":"predmet do kojeg vaš avatar mora doći","challenges-content.illustrate-a-joke.instructions.5":"prostorija - pozadina vašeg programa","challenges-content.illustrate-a-joke.instructions.6":"dvije poruke: pitanje i odgovor","challenges-content.illustrate-a-joke.instructions.7":"Dovršena igra može se preuzeti kao html datoteka.","challenges-content.illustrate-a-joke.example":"Na ovoj internetskoj stranici možete vidjeti primjer šale, a postoji i poveznica do digitalne ploče:","challenges-content.illustrate-a-joke.materials":"bitsy se pokreće u pregledniku","challenges-content.app-that-counts-in-several-languages.title":"Aplikacija koja broji u nekoliko jezika","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Naučiti kako izraditi jednostavnu aplikaciju","challenges-content.app-that-counts-in-several-languages.purposes.1":"Naučiti programirati kroz blokove.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Naučiti kako dodati oznake, gumbe, slike, senzore i medije.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Naučiti kako organizirati elemente na zaslonu aplikacije","challenges-content.app-that-counts-in-several-languages.description":"Aplikacija vam omogućuje da pritiskom gumba brojite u više jezika. Kada korisnik protrese pametni telefon, brojčanik se vraća na nulu. Izazov je dodati još jedan jezik.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Da biste dovršili izazov, morate definirati drugi jezik u kojem želite da aplikacija broji.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Zatim morate preuzeti s interneta (npr. s stranice Pixabay ili Unsplash) zastavu te zemlje i učitati je na platformu MIT APP Inventor putem elementa naziva zastava, u svojstvu Picture (Slika).","challenges-content.app-that-counts-in-several-languages.instructions.2":"Zatim morate naučiti kako se piše naziv te zemlje na engleskom te kako reći Izađi i Pritisni me na jeziku te zemlje.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Naposljetku morate dodati potrebne blokove kako bi aplikacija radila na novom jeziku.","challenges-content.app-that-counts-in-several-languages.materials.0":"Za razvoj aplikacije potrebno vam je računalo ili prijenosno računalo s pristupom internetu.","challenges-content.app-that-counts-in-several-languages.materials.1":"Izradite račun na platformi MIT APP Inventor kojoj se može pristupiti putem stranice https://ai2.appinventor.mit.edu.","challenges-content.app-that-counts-in-several-languages.materials.2":"Također je potrebno instalirati aplikaciju MIT AI2 Companion na pametni telefon kako biste testirali razvijenu aplikaciju.","challenges-content.coding-with-art-through-storytelling.title":"Kodiranje s umjetnošću putem pričanja priče","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara i Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Razvijati vještine opažanja, interpretacije i ispitivanja putem bavljenja umjetnošću.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Biti kreativan i surađivati s drugima za zajednički cilj","challenges-content.coding-with-art-through-storytelling.purposes.2":"Izraditi algoritam sa svrhom prepričavanja priče.","challenges-content.coding-with-art-through-storytelling.description":"U ovom će izazovu učenici biti nadahnuti umjetničkim djelom te će napisati priču i ilustrirati je. Zatim će pokušati prepričati priču upotrebom kompleta za robotiku koji se može programirati ili kao aktivnost bez upotrebe računala.","challenges-content.coding-with-art-through-storytelling.materials.0":"Ova se aktivnost može provesti kao aktivnost bez upotrebe računala ili upotrebom obrazovnog robota koji se može programirati, kao što je beebot/bluebot/mouse robot.","challenges-content.coding-with-art-through-storytelling.materials.1":"karte sa strelicama beebot ili karte sa strelicama za aktivnost bez upotrebe računala","challenges-content.coding-with-art-through-storytelling.materials.2":"na grčkom","challenges-content.coding-with-art-through-storytelling.materials.3":"Kako biste naučili više o paketu alata za Project Zero \\ Thinking Routine možete posjetiti","challenges-content.coding-with-art-through-storytelling.materials.4.example.0":"Nastavnik radi s učenicima kako bi pokazao kako dizajnirati algoritam s kartama koje će pružiti upute za Bee-Bota ili drugog robota za dolazak do prvog događaja priče na podlozi. Učenici rade u timovima od tri do četiri učenika kako bi dizajnirali algoritam za robota za pomicanje do sljedećeg niza. Učenici testiraju algoritme na razrednoj podlozi i prema potrebi ispravljaju pogreške.","challenges-content.coding-with-art-through-storytelling.materials.4.example.1":"Nastavljaju se pomicati kroz što je više moguće događaja priče.","challenges-content.coding-with-art-through-storytelling.materials.4.example.2":"Ova se aktivnost može provesti kao aktivnost bez upotrebe računala.","challenges-content.coding-with-art-through-storytelling.materials.4.example.3":"Jedno je dijete robot, a drugo je programer. Program stvara algoritamski put upotrebom karata sa strelicama kako bi pomogao robotu da se pomiče s jedne slike na drugu i prepriča priču. Svaki put kada je robot na slici, od njega se traži da ispriča dio priče.","challenges-content.coding-with-art-through-storytelling.materials.5.instructions.0":"Nastavnik traži od učenika da promotre sliku/fotografiju.","challenges-content.coding-with-art-through-storytelling.materials.5.instructions.1":"Upotrebljavaju rutinu razmišljanja „Početak, sredina, kraj” (Project Zero harvardske škole) kako bi stvorili priču.","challenges-content.coding-with-art-through-storytelling.materials.5.instructions.2":"Nastavnik ih upita: „Ako je ovo umjetničko djelo početak/sredina/kraj priče, što će se dogoditi sljedeće/prije/na kraju?”","challenges-content.coding-with-art-through-storytelling.materials.5.instructions.3":"Učenici ilustriraju događaje iz priče.","challenges-content.coding-with-art-through-storytelling.materials.5.instructions.4":"Učenici se prisjećaju priče i stavljaju događaje na mrežu. Upotrebljavajući karte sa strelicama, stvaraju algoritam koji pomaže beebotu da prepriča priču.","challenges-content.coding-with-legoboost.title":"Kodiranje i programiranje s proširenjem LegoBoost za jezik Scratch,","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"izraditi modele upotrebljavajući LegoBoost,","challenges-content.coding-with-legoboost.purposes.1":"razviti vještine programiranja u jeziku Scratch","challenges-content.coding-with-legoboost.purposes.2":"programirati robote upotrebljavajući naredbe, od jednostavnih do složenih.","challenges-content.coding-with-legoboost.description":"U ovom će izazovu učenici upotrebljavati proširenje LegoBoost jezika Scratch i u aplikaciju unijeti kodove za kretanje robota unaprijed, unatrag, oko prepreka te za glasovne naredbe.","challenges-content.coding-with-legoboost.duration":"120 minuta","challenges-content.coding-with-legoboost.instructions.0":"Prijavite se na aplikaciju Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Pokrenite aplikaciju Scratch Link i aktivirajte Bluetooth na prijenosnom računalu.","challenges-content.coding-with-legoboost.instructions.2":"Kliknite Add an Extension (Dodajte ekstenziju) u jeziku Scratch i odaberite LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Dodajte sliku o Europskom tjednu programiranja.","challenges-content.coding-with-legoboost.instructions.4":"Postavite dva AB motora na ON (UKLJUČENO), a kada naiđu na crvenu prepreku na OFF (ISKLJUČENO).","challenges-content.coding-with-legoboost.instructions.5":"U zelenoj boji motor A je postavljen na ON (UKLJUČENO), a u crnoj boji motor B je postavljen na ON (UKLJUČENO).","challenges-content.coding-with-legoboost.instructions.6":"Zelene, crvene i crne prepreke postavit će se na put.","challenges-content.coding-with-legoboost.instructions.7":"Dodajte naredbe za kretanje i okrete od strelica i pretvaranja teksta u govor pri susretu s preprekama.","challenges-content.coding-with-legoboost.instructions.8":"Testirajte!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1CrZw1G29If61cKBp6-nTo5T6g39KlL-L","challenges.title":"IZAZOVI EUROPSKOG TJEDNA PROGRAMIRANJA","challenges.date":"9. – 24. listopada 2021.","challenges.common.target-audience":"Ciljna publika","challenges.common.pre-primary":"Djeca u predškolskim ustanovama","challenges.common.experience":"Iskustvo","challenges.common.duration":"Trajanje","challenges.common.materials":"Preporučeni materijali","challenges.common.purpose":"Svrha","challenges.common.description":"Opis","challenges.common.instructions":"Upute","challenges.common.example":"Primjer","challenges.common.written-by.0":"Ovaj izazov osmislio je","challenges.common.written-by.1":"i dio je","challenges.common.teachers":"Nastavnici","challenges.common.students":"Učenici","challenges.common.beginner":"Početna razina","challenges.common.intermediate":"Srednja razina","challenges.common.advanced":"Napredna razina","challenges.common.1-hour":"1 sat","challenges.main.0":"Pozivamo vas da tijekom Europskog tjedna programiranja, od 9. do 24. listopada 2021., sudjelujete u barem jednom izazovu Europskog tjedna programiranja.","challenges.main.1":"Što su to izazovi Europskog tjedna programiranja .?","challenges.main.2":"Izazovi Europskog tjedna programiranja aktivnosti su koje možete provoditi sami, u razredu, s kolegama ili prijateljima. Željeli biste sudjelovati u Tjednu programiranja, ali ne znate što biste mogli organizirati? Ne tražite dalje! Uz partnere Tjedna programiranja osmislili smo izazove koji se jednostavno izvode, uključuju konkretne primjere upotrebe u razredu ili skupini. Na vama je samo da odaberete izazov! Donosimo i upute o tome kako dovršiti izazove, no možete ih prilagoditi kako bi odgovarali potrebama, interesima i godinama vaših sudionika. Možete upotrijebiti sve alate i tehnologije koje želite, no preporučujemo resurse otvorenog izvora.","challenges.main.3":"Odaberite jedan izazov ili nekoliko njih. Prilagodite ih svojoj skupini ili razredu, a rezultate podijelite na Instagramu da biste potaknuli još kolega i prijatelja da sudjeluju u zabavi koju nudi Tjedan programiranja!","challenges.main.4":"Kliknite na izazov i saznajte više o njemu:","challenges.main.5":"Tko se može pridružiti?","challenges.main.6":"Svi (škole, nastavnici, knjižnice, klubovi za programiranje, poduzeća, javna tijela) su pozvani proslaviti Europski tjedan programiranja 2021. dovršavanjem izazova #EUCodeWeekChallenge.","challenges.main.7":"Kako sudjelovati u izazovu Europskog tjedna programiranja 2021.?","challenges.main.8":"Odaberite izazov u kojemu želite sudjelovati i dovršiti ga.","challenges.main.9":"Organizirajte sudionike u parove ili skupine. Timski rad i suradnja ključni su za uspješno dovršenje izazova, neovisno o tome organizirate li svoju aktivnost uživo ili na internetu, kao nacionalnu ili međunarodnu suradničku aktivnost.","challenges.main.10":"Podijelite svoj izazov","challenges.main.11":"Želite li osvojiti nagrade Tjedna programiranja? Ako želite, podijelite svoj rad na internetu!","challenges.main.12":"Nakon što dovršite izazov, objavite ga na Instagramu.","challenges.main.13":"Pobjednici će se birati svaki dan tijekom Tjedna programiranja, od 9. do 24. listopada. Objavljivat ćemo ih na svojem kanalu na Instagramu, stoga obavezno redovito provjeravajte svoje obavijesti.","challenges.share.0":"Kako podijeliti izazove na Instagramu?","challenges.share.1":"Dodirnite gumb za uređivanje profila","challenges.share.2":"U polju za upis web-mjesta dodajte poveznicu na svoj rad i spremite je","challenges.share.3":"Izradite novu objavu","challenges.share.4":"Dodajte snimku svojeg rada","challenges.share.5":"Napišite zanimljiv opis","challenges.share.6":"Obavezno navedite ‘Poveznica u Biografiji’","challenges.share.7":"Dodajte #EUCodeWeekChallenge","challenges.share.8":"Spomenite i označite @CodeWeekEU","challenges.share.9":"Radije biste svoje izazove podijelili na Facebooku?","challenges.share.10":"Europski tjedan programiranja svaki će dan na svojoj stranici na","challenges.share.11":"Facebooku","challenges.share.12":"prikačiti objavu s novim izazovom te će među komentarima ispod objave odabrati dobitnika nagrade.","challenges.share.13":"Kako to funkcionira?","challenges.share.14":"Jednostavno, samo komentirajte objavu s poveznicom na vaš rad.","challenges.share-box.0":"Podijelite poveznicu na svoj rad u","challenges.share-box.1":"Biografiji na Instagramu","challenges.share-box.2":"dodirnite","challenges.share-box.3":"gumb Uredi profil","challenges.share-box.4":"na svojem Instagramu i u polju za upis web-mjesta dodajte poveznicu na svoj rad. Potom osmislite novu objavu, dodajte snimku svojeg rada, napišite","challenges.share-box.5":"Poveznica u Biografiji","challenges.share-box.6":"dodajte oznaku #EUCodeWeekChallenge i navedite @CodeWeekEU","challenges.share-box.7":"Radije biste svoje izazove podijelili na","challenges.share-box.8":"Europski tjedan programiranja prikačit će","challenges.share-box.9":"novu objavu o izazovu na svojoj","challenges.share-box.10":"Facebook stranici","challenges.share-box.11":"Tada samo morate komentirati objavu s poveznicom na svoj rad","challenges.share-box.12":"Pobjednici će se birati svaki dan tijekom Tjedna programiranja, od 9. do 24. listopada i osvojit će nagrade Tjedna programiranja. Objavljivat ćemo ih na svojim kanalima na Instagramu i Facebooku, stoga obavezno redovito provjeravajte svoje obavijesti.","challenges.take-part.0":"Zašto sudjelovati u izazovu Europskog tjedna programiranja?","challenges.take-part.1":"Radi sudjelovanja u aktivnostima rješavanja problema i programiranja.","challenges.take-part.2":"Radi suradnje s kolegama.","challenges.take-part.3":"Radi širenja poruke o važnosti programiranja.","challenges.download.0":"Kliknite","challenges.download.1":"ovdje","challenges.download.2":"da biste ovaj izazov preuzeli u formatu Word dokumenta","challenges.bingo.0":"Dovršite sve izazove","challenges.bingo.1":"Dovršili ste izazov? Ispišite","challenges.bingo.2":"bingo karticu","challenges.bingo.3":"i označite mali bijeli oblačić u gornjem lijevom kutu","challenges.bingo.4":"Podijelite svoj izazov na društvenim mrežama i osvojite cool nagrade Tjedna programiranja","challenges.bingo.5":"Samo trebate prenijeti sliku s dovršenim recima, stupcima ili, još bolje, cijelu bingo karticu na","challenges.bingo.6":"Facebook, Instagram ili Twitter","challenges.bingo.7":"Obavezno upotrijebite","codeweek4all.title":"Izazov Code Week 4 All challenge","codeweek4all.text":"Izazov Code Week 4 All challenge potiče vas da svoje aktivnosti povezujete s drugim aktivnostima koje organiziraju vaši prijatelji, kolege i poznanici te da zajedno osvojite Potvrdu o izvrsnosti Tjedna programiranja.","codeweek4all.what.title":"O čemu je riječ?","codeweek4all.what.content":`

    Usto što predajete svoju aktivnost za kartu Europskog tjedna programiranja, također možete potaknuti druge u svojoj mreži da učine to isto. Ako vi i vaš saveznik dosegnete jedan od sljedećih pragova, zaradit ćete Potvrdu o izvrsnosti Tjedna programiranja!

    -

    Kriteriji za dobivanje Potvrde o izvrsnosti:

    `,"codeweek4all.what.criteria1":"sudjelovalo je 500 učenika","codeweek4all.what.criteria2":"10 povezanih aktivnosti ( 10 različitih organizatora )","codeweek4all.what.criteria3":"uključene su tri zemlje","codeweek4all.what.andor":"i/ili","codeweek4all.howto.title":"Kako sudjelovati?","codeweek4all.howto.time":"Izazov Code Week 4 All challenge traje do kraja kalendarske godine. Potvrde će se izdati početkom sljedeće godine, u siječnju ili veljači.","codeweek4all.howto.content":'Posjetite stranicu Dodaj događanje i unesite potrebne pojedinosti o vašoj aktivnosti programiranja.',"codeweek4all.howto.first_alliance.1":"Kliknite na Predaj.","codeweek4all.howto.first_alliance.2":"Nakon što aktivnost bude prihvaćena, dobit ćete poruku e-pošte s potvrdom u kojoj će biti naveden vaš jedinstven kôd Code Week 4 all.","codeweek4all.howto.first_alliance.3":"Kopirajte kôd i podijelite ga sa svojim kolegama i ostalima u svojoj mreži koji također organiziraju događanje programiranja. Proširite glas i potaknite druge da sudjeluju!","codeweek4all.howto.first_alliance.4":"Nakon što kampanja završi, svi organizatori događanja morat će izvijestiti o broju uključenih sudionika. Ako ste uspješno dostigli prag, vi i vaše kolege koji su bili dijelom vaše mreže primit ćete Potvrdu o izvrsnosti!","codeweek4all.howto.first_alliance.title":"Ako ste prvi u svojem savezu:","codeweek4all.howto.existing_alliance.1":"Zalijepite zaporku koju ste dobili od pokretača, prve osobe koja je izgradila savez, u ćeliju polja CODE WEEK 4 ALL CODE.","codeweek4all.howto.existing_alliance.2":"Kliknite na Predaj.","codeweek4all.howto.existing_alliance.3":"Proširite glas (i kôd) da bi se više organizatora pridružilo vašem savezu.","codeweek4all.howto.existing_alliance.4":"Nakon što kampanja završi, svi organizatori događanja morat će izvijestiti o broju uključenih sudionika. Ako ste uspješno dostigli prag, vi i vaše kolege koji su bili dijelom vaše mreže primit ćete Potvrdu o izvrsnosti!","codeweek4all.howto.existing_alliance.title":"Ako se pridružujete postojećem savezu:","codeweek4all.why.1":"Da biste proširili poruku o važnosti programiranja.","codeweek4all.why.2":"Da biste uključili velik broj učenika.","codeweek4all.why.3":"Da biste izgradili veze s organizacijama i/ili školama u svojoj zajednici ili međunarodno.","codeweek4all.why.4":"Da biste pronašli podršku drugih organizatora i nastavnika.","codeweek4all.why.5":"Da biste dobili Potvrdu o izvrsnosti.","codeweek4all.why.title":"Zašto se pridružiti izazovu?","codeweek4all.superorganiser-title":"Certifikat superorganizatora","codeweek4all.superorganiser":'Također možete steći certifikat superorganizatora. Da biste ga dobili, morate organizirati i registrirati barem 10 zasebnih aktivnosti u svojoj školi, organizaciji ili na mreži.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Pitanja","coding-at-home.material.required":"Potrebni materijal","coding-at-home.material.chequered":"kockasta ploča","coding-at-home.material.footprint":"kartice s otiscima stopala","coding-at-home.intro.title":"Uvod u Coding@Home","coding-at-home.explorer.title":"Istraživač","coding-at-home.explorer.text":"Istraživač je prva aktivnost u zbirci Coding@Home. Istraživača pomičite pločom do cilja tako da posjeti što više polja. ","coding-at-home.explorer.questions.content.1":"P1. Može li istraživač posjetiti sva polja na ploči uz polazište i odredište prikazano u video zapisu?","coding-at-home.explorer.questions.content.2":"P2. Koje polazište i odredište istraživaču ne dopuštaju da posjeti najveći broj polja na ploči?","coding-at-home.right-and-left.title":"Udesno i ulijevo","coding-at-home.right-and-left.text":"Udesno i ulijevo je natjecateljska i suradnička igra. Dvije ekipe surađuju kako bi izgradile put do odredišta i istovremeno se natječu pokušavajući iskoristiti što više kartica koje su im dodijeljene: žuta ekipa pokušava staviti što više skretanja ulijevo, a crvena ekipa pokušava staviti što više skretanja udesno.","coding-at-home.right-and-left.questions.content.1":"P1. Može li jedna od dviju ekipa pobijediti ako su polazište i odredište postavljeni kao u prvoj igri u ovom video zapisu?","coding-at-home.right-and-left.questions.content.2":"P2. Može li igra završiti neriješeno ako su polazište i odredište postavljeni kao u igri u kojoj je pobijedila Anna?","coding-at-home.right-and-left.questions.content.3":"P3. Postoje li položaji polazišta i odredišta koji idu u prilog jednoj od dviju ekipa?","coding-at-home.right-and-left.questions.content.4":"P4. Može li se ovisno o rasporedu polazišta i odredišta predvidjeti kolika će biti razlika između pobjedničke i gubitničke ekipe?","coding-at-home.keep-off-my-path.title":"Miči mi se s puta","coding-at-home.keep-off-my-path.text":"Miči mi se s puta natjecateljska je igra za dvije ekipe. Počevši na suprotnim krajevima ploče dvije ekipe grade putove kojima ometaju jedni druge. Pobjeđuje ekipa koja spriječi drugu u širenju puta.","coding-at-home.keep-off-my-path.questions.content.1":"P1. Postoje li polazišta koja idu u prilog jednoj od dviju ekipa?","coding-at-home.keep-off-my-path.questions.content.2":"P2. Je li moguć neriješen rezultat?","coding-at-home.keep-off-my-path.questions.content.3":"P3. Je li u prednosti igrač koji igra prvi?","coding-at-home.keep-off-my-path.questions.content.4":"P4. Postoji li sigurna strategija kojom se može poslužiti igrač koji igra prvi kako bi bio siguran da nikad neće izgubiti?","coding-at-home.tug-of-war.title":"Potezanje užeta","coding-at-home.tug-of-war.text":"Potezanje užeta suradnička je i natjecateljska igra. Počevši od središta na dnu ploče dvije ekipe (žuta i crvena) surađuju kako bi došle do vrha. Žuta ekipa pokušava dosegnuti polja na lijevoj strani, dok crvena ekipa pokušava dosegnuti polja na desnoj strani.","coding-at-home.tug-of-war.questions.content.1":"P1. Postoji li strategija koja će uvijek dovesti do pobjede?","coding-at-home.tug-of-war.questions.content.2":"P2. Je li u prednosti igrač koji igra prvi?","coding-at-home.tug-of-war.questions.content.3":"P3. Ako su oba igrača jednako pažljiva, hoće li igra uvijek završiti neriješeno, tj. u središtu?","coding-at-home.explorer-without-footprints.title":"Istraživač bez tragova","coding-at-home.explorer-without-footprints.text":"Istraživač hoda pločom od polazišta do cilja i pokušava posjetiti sva polja. Istraživač hodajući iza sebe ostavlja obojene otiske stopala po kojima ih robot slijedi tumačeći boje. Igra postaje još intrigantnija kad istraživač obriše otiske stopala i ostavi samo boje.","coding-at-home.explorer-without-footprints.material":"žuti i sivi flomasteri (ili bojice).","coding-at-home.explorer-without-footprints.questions.content.1":"P1. Koja je razlika između ploče ispunjene obojenim otiscima stopala i ploče s bojama bez otisaka stopala?","coding-at-home.explorer-without-footprints.questions.content.2":"P2. Koja ploča omogućava veću slobodu kretanja uz poštivanje istih pravila za skretanje u skladu s bojama?","coding-at-home.explorer-without-footprints.questions.content.3":"P3. Postoje li mogući putovi na ploči s bojama koji nisu mogući na ploči s obojenim otiscima stopala?","coding-at-home.explorer-without-footprints.questions.content.4":"P4. Postoje li mogući putovi na ploči s obojenim otiscima stopala koji nisu mogući na ploči na kojoj su samo boje?","coding-at-home.walk-as-long-as-you-can.title":"Hodajte što je dulje moguće","coding-at-home.walk-as-long-as-you-can.text":"U ovoj aktivnosti izazov je ostati što duže na ploči upotrebom boja umjesto otisaka stopala. Aktivnost postaje teža kad se povećava sloboda kretanja","coding-at-home.walk-as-long-as-you-can.coloured-cards":"karte u boji ili crvene, žute i sive oznake","coding-at-home.walk-as-long-as-you-can.questions.content.1":"1. pitanje Kada se dvije staze križaju i blokiraju jedna drugu?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"2. pitanje Je li ova igra za dva igrača? Je li moguće igrati s 3 ili 4 igrača? Trebamo li promijeniti pravila?","coding-at-home.ada-charles-roby.title":"Ada, Charles i Roby","coding-at-home.ada-charles-roby.text":"Priča Ade Lovelace i Charlesa Babbagea uistinu je zanimljiva. Osmislili su i programirali računala stotinu godina prije nego što su zapravo izumljena","coding-at-home.ada-charles-roby.material":"glina za modeliranje i kratka olovka","coding-at-home.ada-charles-roby.questions.content.1":"1. pitanje Pokušajte zamisliti da se robot koji ste napravili od gline za modeliranje i olovke može kretati po ploči kako bi došao na bilo koji položaj i kako bi se prema potrebi pratio njegov put. Kojim biste ga uputama programirali?","coding-at-home.cody-and-roby.title":"Cody i Roby","coding-at-home.cody-and-roby.text":"Ovo je igra uloga s programerom Codyjem i robotom Robyjem. U videozapisu se predstavljaju karte CodyRoby, kojima ćemo se koristiti za određivanje kretanja na ploči. Cody će tim kartama dati Robyju upute kako se kretati po ploči","coding-at-home.cody-and-roby.material":"šahovnica s oznakama, karte s uputama (lijevo, desno, naprijed) i bilo koje blokade koje se stavljaju na ploču","coding-at-home.cody-and-roby.starter-kit":"Početni komplet CodyRoby","coding-at-home.cody-and-roby.questions.content.1":"1. pitanje Kamo će doći Roby ako, počevši od položaja C2 prema jugu, izvede posljednji slijed uputa prikazanih u videozapisu?","coding-at-home.cody-and-roby.questions.content.2":"2. pitanje Mogu li se pokreti koje Roby napravi izvođenjem posljednjeg slijeda uputa prikazanih u videozapisu opisati primjenom uputa CodyFeet (stopala) ili CodyColor (boja) na ploču?","coding-at-home.cody-and-roby.questions.content.3":"3. pitanje Tri su vrste uputa navedene u videozapisu, predstavljene zelenim, crvenim i žutim karticama, i one su skup uputa kojima se Robyja može pomaknuti bilo gdje na ploči. Možete li smisliti skup uputa s manje od tri koraka kojima bi se postiglo isto?","coding-at-home.the-tourist.title":"Turist","coding-at-home.the-tourist.text":"S kartama CodyRoby dva tima izazivaju jedan drugoga kako bi u što kraćem roku pronašli slijed uputa kojima će se turist uputiti do spomenika koje želi posjetiti na ploči.","coding-at-home.the-tourist.material":"Veće karte mogu se koristiti za igru na podu","coding-at-home.the-tourist.questions.content.1":"1. pitanje Kojim bi se slijedom uputa dovelo turista do kipa Rafaela u prvom primjeru prikazanom u videozapisu?","coding-at-home.the-tourist.questions.content.2":"2. pitanje Kojim bi se slijedom uputa dovelo turista do pročelja Torricini Duždeve palače u drugom primjeru prikazanom u videozapisu?","coding-at-home.the-tourist.questions.content.3":"3. pitanje Možete li smisliti zabavan način za vježbanje svaki put kada jedan od dva tima odabere kartu koju će dodati u program? Smislite rješenje promišljanjem štafete prikazane u videozapisu","coding-at-home.material2.chequered-with-labels":"šahovska ploča s oznakama","coding-at-home.material2.cards":'24 karte "idi naprijed", 8 karata "skreni ulijevo" i 8 karata "skreni udesno"',"coding-at-home.material2.larger-cards":"Za verziju na podu preporučuju se veće karte","coding-at-home.material2.video":"U videozapisu je objašnjeno i kako igrati bez snopa karata","coding-at-home.material2.pieces-of-paper":"Potrebna su i 24 papirića za pokrivanje već posjećenih polja","coding-at-home.material2.card-alternative":"Umjesto snopa karata CodyRoby možete se i poslužiti sličicama karata koje su dostupne ovdje","coding-at-home.material2.small-drawings":"Možete dodati i male crteže koji će vam pomoći ispričati priču. Crteže koji su korišteni u videozapisu možete pronaći ovdje","coding-at-home.material2.rest-of-cards":"Za ostalo koristit ćemo karte CodyRoby, CodyFeet ili CodyColour.","coding-at-home.catch-the-robot.title":"Uhvati robota","coding-at-home.catch-the-robot.text":"Uhvati robota natjecateljska je igra za igranje na stolu ili podu. Pobjeđuje onaj igrač koji osvoji robota protivničkog tima tako da dođe do njegova polja na ploči. Oba tima zbog nasumičnosti igraćih karata neprestano trebaju prilagođavati svoje strategije.","coding-at-home.catch-the-robot.questions.content.1":'Pitanje 1. Ako je ružičasti pijun (Roby) na središnjem polju C3 okrenut prema sjeveru, a ružičasti tim ima dvije karte "idi naprijed", dvije karte "skreni ulijevo" i jednu kartu "skreni udesno", do kojih polja može doći?',"coding-at-home.the-snake.title":"Zmija","coding-at-home.the-snake.text":"Zmija je vrsta pasijansa koja se igra s kartama CodyRoby. Cilj je igre prevesti zmiju preko svih polja na ploči, a da ne ugrize vlastiti rep.","coding-at-home.the-snake.questions.content.1":"Pitanje 1. Postoje li polazišta s kojih je nemoguće prijeći preko svih polja, a da se zmija ne ugrize za rep?","coding-at-home.storytelling.title":"Pričanje priče","coding-at-home.storytelling.text":"Današnja je tema pričanje priče! Upotrijebite upute za CodyRoby, otiske stopala CodyFeet ili boje CodyColour kako biste preveli pijune preko ploče i ispričali priču. Razbacajte različite dijelove priče po ploči.","coding-at-home.storytelling.questions.content.1":"Pitanje 1. Koji alat pruža najviše mogućnosti za navođenje Robyja da ispriča priču?","coding-at-home.storytelling.questions.content.2":"Pitanje 2. Možete li rasporediti dijelove priče koju želite ispričati po ploči tako da ih je nemoguće sve dohvatiti uz CodyFeet?","coding-at-home.two-snakes.title":"Dvije zmije","coding-at-home.two-snakes.text":"S pomoću karata CodyRoby dvije zmije kreću se po ploči pokušavajući si međusobno ograničiti kretanje. Osnovno pravilo vrlo je jednostavno: ne možete se vratiti na polje koje je zmija već posjetila. Pobjednik je zmija koja se najduže može slobodno kretati.","coding-at-home.two-snakes.material":"Karte CodyRoby, šahovska ploča 5 × 5, dvije figurice i komadići papira za označivanje već posjećenih polja.","coding-at-home.two-snakes.questions.content.1":"1. pitanje Na početku videozapisa, ako dva igrača ne izvuku žute karte za skretanje ulijevo, koje bi im karte najviše odgovarale?","coding-at-home.round-trip.title":"Povratno putovanje","coding-at-home.round-trip.text":"Timovi se izmjenjuju. Prvi planira polazno putovanje, a drugi mora dovesti Robyja natrag na početnu točku. Čini se jednostavnim, ali nije, osobito ako poteze planirate samo u glavi, bez pomicanja Robyja...","coding-at-home.round-trip.material":"Karte CodyRoby, šahovska ploča 5 × 5, dvije figurice i komadići papira za označivanje već posjećenih polja. ","coding-at-home.round-trip.questions.content.1":"1. pitanje Može li program vratiti Robyja natrag na početnu točku kraćom putanjom(tj. putanjom koja se sastoji od manje naredbi) od polazne ? ","coding-at-home.meeting-point.title":"Sastajalište","coding-at-home.meeting-point.text":'Ovaj put planiramo poteze prije početka. Dva tima stavljaju karte na stol da bi izradili niz naredbi prema kojima će se njihovi roboti kretati, ali nitko se ne kreće dok jedan od igrača ne kaže: "Start!" U tom trenutku programiranje završava i počinje akcija. Igrač koji kaže: "Start!" pobjeđuje samo ako dva robota, od kojih svaki izvršava naredbe svog tima, završe na istom polju. ',"coding-at-home.meeting-point.material":"Karte CodyRoby, šahovska ploča 5 × 5, dvije figurice.","coding-at-home.meeting-point.questions.content.1":"1. pitanje Ako mislite da je moguće da se dva robota nikada ne susretnu, izmislite pravila igre koja pokrivaju sve moguće situacije. ","coding-at-home.follow-the-music.title":"Slijedi glazbu","coding-at-home.follow-the-music.text":"Kada se nizovi programskih naredbi periodički ponavljaju, to je kao da imaju ritam. Ako svakoj naredbi dodijelimo zvuk, možemo voditi Robyja s pomoću glazbe. Upravo to ćemo i raditi ovaj put. Izradit ću program za vas s pomoću različitih zvukova koji predstavljaju različite naredbe, a vi ćete pomicati Robyja po ploči slijedeći te naredbe na temelju zvuka. ","coding-at-home.follow-the-music.material":"Osim karata CodyRoby, šahovske ploče i figurica, trebamo proizvesti i tri različita zvuka. Upotrijebio sam tri čaše napunjene različitim količinama vode. Što ćete vi upotrijebiti ? ","coding-at-home.follow-the-music.questions.content.1":"1. pitanje Pokušajte slijediti videozapis i vodite se zvukovima koje čaše proizvode, ali nemojte gledati u karte. Možete li prepoznati i izvršiti naredbe koje ti zvukovi predstavljaju ? ","coding-at-home.follow-the-music.questions.content.2":"2. pitanje Odaberite tri zvuka koja ćete povezati s tri osnovne naredbe. Izmislite niz zvukova koje biste mogli beskonačno ponavljati, a da nikada ne izvedete Robyja izvan ploče...","coding-at-home.colour-everything.title":"Oboji sve","coding-at-home.colour-everything.text":"Možemo li voditi robote po ploči tako da njihove putanje postanu crteži? Ovdje kroz igru programiramo i crtamo pikselima te oblikujemo slike bojanjem polja šahovske ploče, koja su nalik pikselima na zaslonu.","coding-at-home.colour-everything.material":"Karte CodyRoby, šahovska ploča i figurica. Polja obojite polaganjem papirića ili markerima.","coding-at-home.colour-everything.questions.content.1":"Je li moguće nacrtati dva srca kao u zadnjem dijelu videozapisa vodeći robota po svim odgovarajućim poljima, ali nijednom dvaput preko istog polja?","coding-at-home.codyplotter-and-codyprinter.title":"Ploter Cody i pisač Cody","coding-at-home.codyplotter-and-codyprinter.text":"Koja je razlika između plotera i pisača? Saznajte kroz igru u kojoj programirate bez računala.","coding-at-home.codyplotter-and-codyprinter.material":"osim pribora CodyRoby, koristio sam zeleni marker i novog robota od gline, ali to nije nužno.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Možete li objasniti razliku između plotera i pisača?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Što bi pisač Roby nacrtao kada bi se kretao po linijama na ploči prema naredbama s kraja videozapisa?","coding-at-home.boring-pixels.title":"Dosadni pikseli!/Korištenje brojki","coding-at-home.boring-pixels.text":"Kada Robyju damo upute da nacrta sliku krećući se po poljima odnosno pikselima, vidimo da to može postati još zanimljivije ako se poslužimo brojkama kada imamo mnogo uzastopnih polja iste boje. To rade i računala...","coding-at-home.boring-pixels.material":"bilježnica na kvadratiće ili šahovska ploča 5 × 5 nacrtana na listu papira, flomaster. Kȏd crteža možete prikazati koristeći se olovkom i papirom.","coding-at-home.boring-pixels.questions.content.1":"Pokušajte izraditi šahovnicu i prikazati je s pomoću kodiranja duljine niza. Veličina šahovnice jednaka je broju kvadrata, ali koliko je velik njegov prikaz u obliku kodirane duljine niza?","coding-at-home.turning-code-into-pictures.title":"Pretvaranje kȏda u slike","coding-at-home.turning-code-into-pictures.text.1":"Sada smo vidjeli da možemo napisati kȏd za crtanje slike. Osmislio sam crtež i s pomoću kȏda ga pretvorio u slova i brojke, koje sam podijelio s vama. Zapišite slova i brojke te na temelju kȏda rekreirajte sliku.","coding-at-home.turning-code-into-pictures.text.2":"Ovo je slika koju sam osmislio i uspio prikazati u vašim bilježnicama i bilježnicama svih onih koji znaju za kȏd!","coding-at-home.turning-code-into-pictures.material":"papir (po mogućnosti na kvadratiće) i olovka.","coding-at-home.turning-code-into-pictures.questions.content.1":"Pokušajte dekodirati i nacrtati slike s kraja ovog videozapisa.","coding-at-home.texts.1":"Coding@Home je zbirka kratkih video zapisa, materijala za samoučenje, zadataka, igara i izazova za programiranje za svakodnevnu upotrebu u obitelji i školi. Za te aktivnosti ne trebate nikakvo prethodno znanje niti elektroničke uređaje. Aktivnosti će poticati računalno razmišljanje i njegovat će vještine učenika, roditelja i učitelja kod kuće i u školi.","coding-at-home.texts.2":'Ciklus Coding@Home Europskog tjedna programiranja temelji se na inicijativi “Coding in famiglia" Sveučilišta u Urbinu i Udruženja CodeMOOCnet u suradnji s portalom Rai Cultura. Alessandro Bogliolo profesor je koji na Sveučilištu u Urbinu poučava sustave za obradu informacija, ambasador je Europskog tjedna programiranja u Italiji, koordinator je svih ambasadora i član je Upravnog odbora Koalicije za digitalne vještine i radna mjesta. ',"coding-at-home.texts.3":'Ako želite više aktivnosti bez struje ili aktivnosti u različitim programskim jezicima, robotici, micro:bit itd., pogledajte “Materijale za učenje" u Europskom tjednu programiranja s video tečajevima i nastavnim planovima za osnovne i srednje škole. Bacite pogled i na stranicu s materijalima za Europski tjedan programiranja za učenike i učitelje. ',"community.titles.0":"Zajednica","community.titles.1":"Ambasadori","community.titles.2":"Učitelji voditelji","community.titles.3":"Obrazovni koordinatori","community.titles.4":"Volontirajte za Europski tjedan programiranja","community.intro.0":"Europski tjedan programiranja svoj uspjeh duguje golemoj međunarodnoj zajednici volontera. Na ovoj stranici možete upoznati članove koji su aktivni u vašoj zemlji.","community.intro.1":"Okosnicu Europskog tjedna programiranja čine ambasadori, učitelji voditelji i predstavnici ministarstava obrazovanja u Uniji i zemljama zapadnog Balkana koje nazivamo „obrazovnim koordinatorima” (Edu coordinators).","community.intro.2":"Odaberite svoju zemlju da biste saznali više o svojoj lokalnoj zajednici:","community.ambassadors":"Ambasadori Europskog tjedna programiranja glavne su kontaktne točke za Tjedan programiranja u svakoj zemlji i pomažu širiti viziju Tjedna programiranja u svojoj lokalnoj zajednici. Oni povezuju ljude, poduzeća i zajednice koje žele poduprijeti Europski tjedan programiranja. Potiču organizatore da unesu aktivnosti programiranja na kartu Tjedna programiranja i promiču opće sudjelovanje u Europskom tjednu programiranja. Ambasadori ujedno procjenjuju i odobravaju aktivnosti u svojoj zemlji. Usto surađuju sa svojim kolegama u drugim zemljama i redovito se sastaju s njima kako bi raspravljali o daljnjem razvoju ove inicijative.","community.leading-teachers":"Učitelji voditelji (Leading teachers) aktivna su zajednica koja broji više od 450 obrazovnih djelatnika iz cijele Europe. Oni pomažu u povezivanju škola, učitelja i učenika koji žele sudjelovati u Tjednu programiranja te ih potiču da organiziraju aktivnosti i unesu ih na kartu Tjedna programiranja. Učitelji voditelji održavaju webinare za profesionalni razvoj na svojem jeziku i referentna su točka za druge učitelje u svojoj zemlji i Europi. Također promiču ovu inicijativu u lokalnoj zajednici.","community.cta":"Ako ste učitelj, na ovoj karti možete vidjeti koji se učitelji voditelji nalaze u vašoj blizini i povezati se s njima.","community.edu":"Obrazovni koordinatori Europskog tjedna programiranja korespondenti su u ministarstvima obrazovanja ili drugim obrazovnim tijelima i organizacijama koje sudjeluju u Europskom tjednu programiranja. Obrazovni koordinatori jačaju temelje te inicijative tako što pomažu učiteljima i školama u cijeloj zemlji. Oni se, među ostalim, povezuju sa školama koje već sudjeluju u Europskom tjednu programiranja kako bi prikupili primjere najbolje prakse i sudjelovali u razmjeni iskustava. Usto, obrazovni koordinatori pomažu školama koje žele sudjelovati u toj inicijativi tako što im na raspolaganje stavljaju resurse i materijale za učenje te pružaju informacije o raznim mogućnostima unutar zajednice.","community.volunteer.0":"Da biste sudjelovali u Europskom tjednu programiranja, ne morate preuzeti nikakvu službenu ulogu u zajednici okupljenoj oko tog događanja. Svatko može organizirati aktivnosti kako bi poučio i nadahnuo druge da programiraju, bave se robotikom, eksperimentiraju s hardverom, 3D ispisom itd. Sve aktivnosti mogu se unijeti","community.volunteer.1":"na kartu.","community.volunteer.2":"Međutim, ako se želite uključiti u volontiranje kako biste promicali programiranje i vjerujete u","community.volunteer.3":"viziju","community.volunteer.4":"i","community.volunteer.5":"vrijednosti","community.volunteer.6":"Europskog tjedna programiranja, možda biste mogli postati učitelj voditelja ili ambasador","community.volunteer.7":"Ako ste obrazovni djelatnik koji je predan poučavanju i učenju programiranja baš kao i mi, možete saznati više o ulozi učitelja voditelja i njezinim pogodnostima.","community.volunteer.8":"ovdje","community.volunteer.9":"Za ulogu učitelja voditelja možete se prijaviti putem","community.volunteer.10":"internetskog obrasca za prijavu.","community.volunteer.11":"Napominjemo da je broj učitelja voditelja za svaku zemlju ograničen, što znači da su u danom trenutku prijave otvorene samo za određene zemlje.","community.volunteer.12":"Ako želite promicati programiranje u svojoj zemlji, saznajte koje su","community.volunteer.13":"odgovornosti ambasadora","community.volunteer.14":"i pogledajte popis ambasadora Europskog tjedna programiranja.","community.volunteer.15":"Ako u vašoj zemlji postoje ambasadori, stupite u izravan kontakt s njima i saznajte kako biste najbolje mogli poduprijeti ovu inicijativu. Ako u vašoj zemlji nema ambasadora, pišite nam na info@codeweek.eu.","cookie.uses_cookies":"Ovo web-mjesto koristi kolačiće radi boljeg pregledavanja sadržaja","cookie.accept":"Prihvati kolačiće","cookie.refuse":"Odbaci kolačiće","cookie.cookies":"Kolačići","cookie.find_out_more_on":"Saznajte više o tome ","cookie.how_we_use":"kako se koristimo kolačićima i kako možete promijeniti vaše postavke","cookie_policy.title":"Politika o kolačićima","cookie_policy.what.title":"Što su kolačići?","cookie_policy.what.text":"

    Kolačić je mala podatkovna datoteka koja se pohranjuje na vaše računalo ili mobilni uređaj kad posjetite neku internetsku stranicu.

    ","cookie_policy.what.first_party":"Kolačići prve strane oni su koje postavljaju internetske stranice koje posjećujete. Samo ih te internetske stranice mogu pročitati. Usto, stranice se mogu koristiti i vanjskim uslugama, koje postavljaju svoje kolačiće, a oni se nazivaju kolačićima treće strane.","cookie_policy.what.persistent_cookies":"Trajni kolačići pohranjuju se na vaše računalo i ne brišu se automatski kad zatvorite preglednik, za razliku od kolačića sesije, koji se brišu kada zatvorite preglednik.","cookie_policy.what.items":`

    Kada prvi puta posjetite internetske stranice inicijative Codeweek, od vas će se tražiti da prihvatite ili odbijete kolačiće.

    - -

    Svrha je omogućiti stranicama da određeno vrijeme pamte vaše osobne preferencije (npr. korisničko ime, jezik itd.).

    - -

    Tako ih ne morate ponovno unositi kad pregledavate stranice tijekom istog posjeta.

    - -

    Kolačići se mogu upotrebljavati i za izradu anonimiziranih statističkih podataka o pregledavanju naših stranica.

    -

    `,"cookie_policy.how.title":"Kako upotrebljavamo kolačiće?","cookie_policy.how.text1":"

    Inicijativa Codeweek uglavnom se koristi „kolačićima prve strane”. To su kolačići koje mi postavljamo i nadziremo, a ne vanjska organizacija.

    ","cookie_policy.how.text2":"

    Međutim, za otvaranje nekih od naših stranica morat ćete prihvatiti kolačiće vanjskih organizacija.

    ","cookie_policy.how.3types.1":"pohranjivanje osobnih preferencija posjetitelja","cookie_policy.how.3types.2":"funkcioniranje naših stranica","cookie_policy.how.3types.3":"prikupljanje analitičkih podataka (o ponašanju posjetitelja)","cookie_policy.how.3types.title":"Mi upotrebljavamo tri vrste kolačića prve strane, i to za:","cookie_policy.how.table.name":"Ime","cookie_policy.how.table.service":"Usluga","cookie_policy.how.table.purpose":"Svrha","cookie_policy.how.table.type_duration":"Vrsta i trajanje kolačića","cookie_policy.how.visitor_preferences.title":"Osobne preferencije posjetitelja","cookie_policy.how.visitor_preferences.text":"

    Kolačiće za te postavke postavljamo mi i samo mi ih možemo čitati. Oni pamte:

    ","cookie_policy.how.visitor_preferences.item":"jeste li prihvatili (ili odbili) pravila o postupanju s kolačićima naših internetskih stranica","cookie_policy.how.visitor_preferences.table.1.service":"Set kolačića za pristanak","cookie_policy.how.visitor_preferences.table.1.purpose":"Pohranjuje vaše osobne preferencije za kolačiće (tako da vas ne pita ponovno o kolačićima)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Kolačić sesije prve strane, koji se briše nakon zatvaranja preglednika","cookie_policy.how.operational_cookies.title":"Operativni kolačići","cookie_policy.how.operational_cookies.text":"

    Neke kolačiće moramo uključiti kako bi određene internetske stranice mogle funkcionirati. Stoga se za njih ne traži vaš pristanak. Konkretno:

    ","cookie_policy.how.operational_cookies.item":"tehnički kolačići koji su potrebni za određene informatičke sustave","cookie_policy.how.technical_cookies.title":"Tehnički kolačići","cookie_policy.how.technical_cookies.table.1.purpose":"Čuvaju sigurnost vaše sesije.","cookie_policy.how.technical_cookies.table.1.type_duration":"Kolačić sesije prve strane, koji se briše nakon zatvaranja preglednika","cookie_policy.how.technical_cookies.table.2.purpose":"Čuva sigurnost vaše sesije duže razdoblje čime se sprječava gubitak sesije nakon zatvaranja preglednika.","cookie_policy.how.technical_cookies.table.2.type_duration":"Trajni kolačić prve strane, 60 mjeseci","cookie_policy.how.technical_cookies.table.3.purpose":"Pohranjuje preferirani jezik korisnika","cookie_policy.how.technical_cookies.table.3.type_duration":"Kolačić sesije prve strane, koji se briše nakon zatvaranja preglednika","cookie_policy.how.analytics_cookies.title":"Analitički kolačići","cookie_policy.how.analytics_cookies.items":`

    Njima se koristimo samo za interno istraživanje o mogućim načinima poboljšanja usluge koju pružamo za sve korisnike.

    - -

    Ti kolačići samo promatraju vašu interakciju, kao anonimnog korisnika (prikupljeni podatci ne identificiraju vas osobno), s našim internetskim stranicama.

    - -

    Ti se podatci ne dijele s trećim stranama niti se upotrebljavaju u bilo kakvu drugu svrhu. Anonimizirani statistički podatci mogu se dijeliti s izvođačima koji rade na komunikacijskim projektima na temelju ugovornog sporazuma s Komisijom.

    - -

    Međutim, vi možete odbiti tu vrstu kolačića – u obavijesti o kolačićima na prvoj stranici koju posjetite ili posjetom ove posebne stranice.

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Usluga analize korporativnih internetskih stranica, na platformi Matomo, softveru otvorenog koda","cookie_policy.how.analytics_cookies.table.1.purpose":"Prepoznaje posjetitelja internetskih stranica (anonimno – ne prikupljaju se osobni podatci korisnika).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Trajni kolačić prve strane, 20 dana","cookie_policy.how.analytics_cookies.table.2.service":"Usluga analize korporativnih internetskih stranica, na platformi Matomo, softveru otvorenog koda","cookie_policy.how.analytics_cookies.table.2.purpose":"Identificira sve stranice koje neki korisnik pogleda tijekom jednog posjeta. (anonimno – ne prikupljaju se osobni podatci korisnika).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Trajni kolačić prve strane, 30 minuta","cookie_policy.third-party.title":"Kolačići treće strane","cookie_policy.third-party.items.1":`

    Na nekima od naših stranica prikazuju se sadržaji vanjskih pružatelja usluga, kao što su YouTube, Facebook i Twitter.

    - -

    Kako biste vidjeli te sadržaje trećih strana, prvo morate prihvatiti njihove posebne uvjete. To uključuje njihova pravila o postupanju s kolačićima, koja mi ne kontroliramo.

    - -

    Ali ako ne pogledate taj sadržaj, kolačići trećih strana neće biti postavljeni na vaš uređaj.

    Pružatelji usluga treće strane na internetskim stranicama inicijative Codeweek`,"cookie_policy.third-party.items.2":"Te usluge trećih strana izvan su kontrole internetske stranice inicijative Codeweek. Pružatelji usluga mogu u bilo kojem trenutku promijeniti svoje uvjete pružanja usluge, svrhu i uporabu kolačića itd.","cookie_policy.how-manage.title":"Kako se upravlja kolačićima?","cookie_policy.how-manage.items":`

    Kolačićima možete upravljati ili ih brisati kako želite – ako želite znati više, posjetite aboutcookies.org.

    Uklanjanje kolačića iz uređaja

    - -

    Ako izbrišete povijest pretraživanja iz svojeg preglednika, izbrisat ćete sve kolačiće koji su već na vašem uređaju. Tako ćete ukloniti sve kolačiće sa svih internetskih stranica koje ste ikada posjetili.

    - -

    Imajte na umu da tako možete izgubiti i neke spremljene podatke (npr. spremljene podatke za prijavu, osobne preferencije na stranicama).

    Upravljanje kolačićima pojedinačnih stranica

    Za bolju kontrolu nad kolačićima pojedinačnih stranica provjerite postavke privatnosti i kolačića u vašem glavnom pregledniku.

    Blokiranje kolačića

    Većinu današnjih preglednika možete postaviti tako da blokiraju postavljanje kolačića na vaš uređaj, ali onda ćete možda morati ručno namještati neke osobne preferencije svaki put kada posjetite neku stranicu. Također, neke usluge i funkcionalnosti možda neće dobro funkcionirati (npr. prijava s profilom).

    Upravljanje našim analitičkim kolačićima

    Možete upravljati svojim osobnim preferencijama za kolačiće koje stavlja Analytics na posebnoj stranici.

    `,"copyright.title":"Obavijest o autorskom pravu","copyright.training.0":"Internetska stranica Europskog tjedna programiranja za škole","copyright.training.1":"služba je koju podupire Europska komisija","copyright.licence.0":"Ako nije drukčije navedeno, sadržaj dostupan na ovom web-mjestu ima","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en","copyright.licence.2":"licence Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-CT-SA 4.0) dozvolu","copyright.creative-commons":"Licenciranje na temelju licence „Creative Commons” samo po sebi ne utječe na vlasništvo nad autorskim pravom","copyright.third-party":"Sadržaj internetskih stranica trećih strana podliježe njihovim ograničenjima u pogledu autorskih prava; više informacija potražite na mjestu podrijetla","countries.all":"Sve zemlje","countries.Cloud":"Oblak","countries.Andorra":"Andora","countries.United Arab Emirates":"Ujedinjeni Arapski Emirati","countries.Afghanistan":"Afganistan","countries.Antigua and Barbuda":"Antigva i Barbuda","countries.Anguilla":"Angvila","countries.Albania":"Albanija","countries.Armenia":"Armenija","countries.Netherlands Antilles":"Nizozemski Antili","countries.Angola":"Angola","countries.Antarctica":"Antarktika","countries.Argentina":"Argentina","countries.American Samoa":"Američka Samoa","countries.Austria":"Austrija","countries.Australia":"Australija","countries.Aruba":"Aruba","countries.Aland Islands":"Alandski otoci","countries.Azerbaijan":"Azerbajdžan","countries.Bosnia and Herzegovina":"Bosna i Hercegovina","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladeš","countries.Belgium":"Belgija","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bugarska","countries.Bahrain":"Bahrein","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Sveti Bartolomej","countries.Bermuda":"Bermudi","countries.Brunei":"Brunej","countries.Bolivia":"Bolivija","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, Sveti Eustahije i Saba ","countries.Brazil":"Brazil","countries.Bahamas":"Bahami","countries.Bhutan":"Butan","countries.Bouvet Island":"Otok Bouvet","countries.Botswana":"Bocvana","countries.Belarus":"Bjelarus","countries.Belize":"Belize","countries.Canada":"Kanada","countries.Cocos Islands":"Kokosovi otoci","countries.Democratic Republic of the Congo":"Demokratska Republika Kongo","countries.Central African Republic":"Srednjoafrička Republika","countries.Republic of the Congo":"Republika Kongo","countries.Switzerland":"Švicarska","countries.Ivory Coast":"Obala Bjelokosti","countries.Cook Islands":"Cookovo otočje","countries.Chile":"Čile","countries.Cameroon":"Kamerun","countries.China":"Kina","countries.Colombia":"Kolumbija","countries.Costa Rica":"Kostarika","countries.Serbia and Montenegro":"Srbija i Crna Gora","countries.Cuba":"Kuba","countries.Cape Verde":"Zelenortska Republika","countries.Curacao":"Curaçao","countries.Christmas Island":"Božićni Otok","countries.Cyprus":"Cipar","countries.Czech Republic":"Češka Republika","countries.Germany":"Njemačka","countries.Djibouti":"Džibuti","countries.Denmark":"Danska","countries.Dominica":"Dominika","countries.Dominican Republic":"Dominikanska Republika","countries.Algeria":"Alžir","countries.Ecuador":"Ekvador","countries.Estonia":"Estonija","countries.Egypt":"Egipat","countries.Western Sahara":"Zapadna Sahara","countries.Eritrea":"Eritreja","countries.Spain":"Španjolska","countries.Ethiopia":"Etiopija","countries.Finland":"Finska","countries.Fiji":"Fidži","countries.Falkland Islands":"Falklandski otoci","countries.Micronesia":"Mikronezija","countries.Faroe Islands":"Farski otoci","countries.France":"Francuska","countries.Gabon":"Gabon","countries.United Kingdom":"Ujedinjena Kraljevina","countries.Grenada":"Grenada","countries.Georgia":"Gruzija","countries.French Guiana":"Francuska Gvajana","countries.Guernsey":"Guernsey","countries.Ghana":"Gana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Grenland","countries.Gambia":"Gambija","countries.Guinea":"Gvineja","countries.Guadeloupe":"Gvadalupa","countries.Equatorial Guinea":"Ekvatorska Gvineja","countries.Greece":"Grčka","countries.South Georgia and the South Sandwich Islands":"Južna Georgija i otočje Južni Sandwich","countries.Guatemala":"Gvatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Gvineja Bisau","countries.Guyana":"Gvajana","countries.Hong Kong":"Hong Kong","countries.Heard Island and McDonald Islands":"Otok Heard i otočje McDonald","countries.Honduras":"Honduras","countries.Croatia":"Hrvatska","countries.Haiti":"Haiti","countries.Hungary":"Mađarska","countries.Indonesia":"Indonezija","countries.Ireland":"Irska","countries.Israel":"Izrael","countries.Isle of Man":"Otok Man","countries.India":"Indija","countries.British Indian Ocean Territory":"Britanski indijskooceanski teritorij","countries.Iraq":"Irak","countries.Iran":"Iran","countries.Iceland":"Island","countries.Italy":"Italija","countries.Jersey":"Jersey","countries.Jamaica":"Jamajka","countries.Jordan":"Jordan","countries.Japan":"Japan","countries.Kenya":"Kenija","countries.Kyrgyzstan":"Kirgistan","countries.Cambodia":"Kambodža","countries.Kiribati":"Kiribati","countries.Comoros":"Komori","countries.Saint Kitts and Nevis":"Sveti Kristofor i Nevis","countries.North Korea":"Sjeverna Koreja","countries.South Korea":"Južna Koreja","countries.Kuwait":"Kuvajt","countries.Cayman Islands":"Kajmanski otoci","countries.Kazakhstan":"Kazahstan","countries.Laos":"Laos","countries.Lebanon":"Libanon","countries.Saint Lucia":"Sveta Lucija","countries.Liechtenstein":"Lihtenštajn","countries.Sri Lanka":"Šri Lanka","countries.Liberia":"Liberija","countries.Lesotho":"Lesoto","countries.Lithuania":"Litva","countries.Luxembourg":"Luksemburg","countries.Latvia":"Latvija","countries.Libya":"Libija","countries.Morocco":"Maroko","countries.Monaco":"Monako","countries.Moldova":"Moldavija","countries.Montenegro":"Crna Gora","countries.Saint Martin":"Sveti Martin","countries.Madagascar":"Madagaskar","countries.Marshall Islands":"Maršalovi Otoci","countries.Macedonia":"Sjeverna Makedonija","countries.Mali":"Mali","countries.Myanmar":"Mjanmar","countries.Mongolia":"Mongolija","countries.Macao":"Makao","countries.Northern Mariana Islands":"Sjevernomarijanski otoci","countries.Martinique":"Martinik","countries.Mauritania":"Mauretanija","countries.Montserrat":"Montserrat","countries.Malta":"Malta","countries.Mauritius":"Mauricijus","countries.Maldives":"Maldivi","countries.Malawi":"Malavi","countries.Mexico":"Meksiko","countries.Malaysia":"Malezija","countries.Mozambique":"Mozambik","countries.Namibia":"Namibija","countries.New Caledonia":"Nova Kaledonija","countries.Niger":"Niger","countries.Norfolk Island":"Otok Norfolk","countries.Nigeria":"Nigerija","countries.Nicaragua":"Nikaragva","countries.Netherlands":"Nizozemska","countries.Norway":"Norveška","countries.Nepal":"Nepal","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Novi Zeland","countries.Oman":"Oman","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Francuska Polinezija","countries.Papua New Guinea":"Papua Nova Gvineja","countries.Philippines":"Filipini","countries.Pakistan":"Pakistan","countries.Poland":"Poljska","countries.Saint Pierre and Miquelon":"Sveti Petar i Mikelon","countries.Pitcairn":"Pitcairn","countries.Puerto Rico":"Portoriko","countries.Palestine":"Palestina","countries.Portugal":"Portugal","countries.Palau":"Palau","countries.Paraguay":"Paragvaj","countries.Qatar":"Katar","countries.Reunion":"Reunion","countries.Romania":"Rumunjska","countries.Serbia":"Srbija","countries.Russia":"Rusija","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Saudijska Arabija","countries.Solomon Islands":"Salomonski Otoci","countries.Seychelles":"Sejšeli","countries.Sudan":"Sudan","countries.Sweden":"Švedska","countries.Singapore":"Singapur","countries.Saint Helena":"Sveta Helena","countries.Slovenia":"Slovenija","countries.Svalbard and Jan Mayen":"Svalbard i Jan Mayen","countries.Slovakia":"Slovačka","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somalija","countries.Suriname":"Surinam","countries.South Sudan":"Južni Sudan","countries.Sao Tome and Principe":"Sveti Toma i Princip","countries.El Salvador":"Salvador","countries.Sint Maarten":"Sveti Martin","countries.Syria":"Sirija","countries.Swaziland":"Svazi","countries.Turks and Caicos Islands":"Otoci Turks i Caicos","countries.Chad":"Čad","countries.French Southern Territories":"Francuski južni teritoriji","countries.Togo":"Togo","countries.Thailand":"Tajland","countries.Tajikistan":"Tadžikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Istočni Timor","countries.Turkmenistan":"Turkmenistan","countries.Tunisia":"Tunis","countries.Tonga":"Tonga","countries.Turkey":"Turska","countries.Trinidad and Tobago":"Trinidad i Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Tajvan","countries.Tanzania":"Tanzanija","countries.Ukraine":"Ukrajina","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Mali udaljeni otoci Sjedinjenih Američkih Država","countries.United States":"Sjedinjene Američke Države","countries.Uruguay":"Urugvaj","countries.Uzbekistan":"Uzbekistan","countries.Vatican":"Vatikan","countries.Saint Vincent and the Grenadines":"Sveti Vincent i Grenadini","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Britanski Djevičanski otoci","countries.U.S. Virgin Islands":"Američki Djevičanski otoci","countries.Vietnam":"Vijetnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis i Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Jemen","countries.Mayotte":"Mayotte","countries.South Africa":"Južna Afrika","countries.Zambia":"Zambija","countries.Zimbabwe":"Zimbabve","cw2020.common.resources":"Što će vam trebati:","cw2020.common.soundtrack":"glazba za Tjedan programiranja","cw2020.common.moves":"pokreti","cw2020.common.dance-example":"primjer plesa za Tjedan programiranja","cw2020.common.organizer-guide":"Vodič organizatora","cw2020.title.0":"EU Code Week","cw2020.title.1":" Događanja u 2020.","cw2020.intro":"Ove godine Europski tjedan programiranja traje od 10. do 25. listopada 2020. Zbog aktualne zdravstvene situacije više ovogodišnjih aktivnosti Tjedna programiranja odvijat će se na internetu. Pripremili smo nove zabavne i zanimljive aktivnosti u koje se možete uključiti na daljinu, od kuće ili iz škole.","cw2020.online-activities.title":"Izdvojene otvorene internetske aktivnosti","cw2020.online-activities.subtitle.0":"Da vam olakšamo daljinsko sudjelovanje u aktivnostima, pripremili smo ","cw2020.online-activities.subtitle.1":"kalendar","cw2020.online-activities.subtitle.2":"izdvojenih internetskih aktivnosti.","cw2020.online-activities.section1.title":"Što je internetska aktivnost?","cw2020.online-activities.section1.content":"To može biti svaka aktivnost koju biste inače dodali ili prijavili na internetskoj stranici Tjedna programiranja. Razlika je samo u tome što će se odvijati na internetu. Želimo vam olakšati sudjelovanje u susretima i radionicama programiranja, u cijelosti na internetu, bez rizika za zdravlje.","cw2020.online-activities.section2.title":"Izdvojene otvorene aktivnosti","cw2020.online-activities.section2.content":"Ako želite, svoje internetske aktivnosti možete otvoriti svima. U otvorenim aktivnostima moći će sudjelovati ljudi iz cijelog svijeta, na engleskom ili na svojem jeziku. Najuzbudljivije otvorene internetske aktivnosti izdvojit ćemo u kalendaru događanja na našim internetskim stranicama.","cw2020.online-activities.section3.title":"Što to znači za sudionike?","cw2020.online-activities.section3.content.0":"Svakog dana Tjedna programiranja moći ćete pregledati","cw2020.online-activities.section3.content.1":"kalendar","cw2020.online-activities.section3.content.2":"i uključiti se aktivnosti koje su vam najzanimljivije. Izdvojena događanja bit će tematski različita, od radionica o robotici i raznih tečajeva i internetskih seminara do vodiča za programiranje i još mnogo toga. Izbor je na vama.","cw2020.dance.title":"Ples za Tjedan programiranja","cw2020.dance.subtitle":"Tko kaže da programeri ne znaju plesati? Tjedan programiranja 2020. obilježavamo uvođenjem nove aktivnosti: plesnog izazova #EUCodeWeekDance.","cw2020.dance.section1.title":"Tko može sudjelovati?","cw2020.dance.section1.content.0":"Svi – škole, nastavnici, knjižnice, klubovi za programiranje, poduzeća i javna tijela – dobrodošli su organizirati aktivnost #EUCodeWeekDance u ovogodišnjem EU-ovu tjednu programiranja te je unijeti na","cw2020.dance.section1.content.1":"kartu Tjedna programiranja.","cw2020.dance.section2.title":"Kako sudjelovati?","cw2020.dance.section2.content":"Izaberite neku od pet vrsta aktivnosti ili osmislite svoju. Koju god aktivnost odabrali, ne zaboravite je unijeti na našu kartu.","cw2020.dance.activity1.title":"Programirajte prijatelja ili roditelja – bez računala","cw2020.dance.activity1.subtitle":"Programiranjem možete davati naredbe elektroničkom uređaju. Ali za programiranje vam zapravo ne treba računalo. Umjesto računala, nađite partnera – kolegu iz razreda, prijatelja, roditelja ili nastavnika – i dajte mu upute, kojih se mora strogo držati, kako otplesati #EUCodeWeekDance.","cw2020.dance.activity1.resources.0":"upute za organizaciju plesne zabave bez računala na Code.org.","cw2020.dance.activity1.resources.1":"naučite kako programirati svojeg ljudskog robota.","cw2020.dance.activity2.title":"Vizualno programiranje","cw2020.dance.activity2.subtitle":"Programirajte ples za Tjedan programiranja alatom Scratch. Iskoristite likove iz Tjedna programiranja ili smislite vlastite i programirajte ih da otplešu #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"primjer projekta #EUCodeWeekDance u Scratchu","cw2020.dance.activity2.resources.1":"likovi iz Tjedna programiranja","cw2020.dance.activity2.resources.2":"upute za animaciju likova na Code.org","cw2020.dance.activity2.resources.3":"upute za organizaciju plesne zabave na Code.org","cw2020.dance.activity2.resources.4":"Podijelite s nama projekt iz Scratch Studija.","cw2020.dance.activity3.title":"Tekstualno programiranje","cw2020.dance.activity3.subtitle":"Programirajte melodiju za #EUCodeWeekDance u Pythonu ili JavaScriptu uz pomoć platformi za stvaranje glazbe kodiranjem kao što su EarSketch ili Sonic Pi","cw2020.dance.activity3.resources.0":"vodič za stvaranje glazbe programom EarSketch","cw2020.dance.activity3.resources.1":"vodič za stvaranje glazbe programom Sonic Pi","cw2020.dance.activity4.title":"Robotika","cw2020.dance.activity4.subtitle":"Programirajte robota tako da slijedi upute i otpleše ples za Tjedan programiranja.","cw2020.dance.activity4.resources.0":"vodič za programiranje robota","cw2020.dance.activity5.title":"Plesni izazov uživo","cw2020.dance.activity5.subtitle":"Snimite sebe, svoju ekipu ili robota u plesu #EUCodeWeekDance. Podijelite video na Instagramu i možda osvojite lijepu nagradu u nagradnoj igri Tjedna programiranja! Zainteresirani? Onda učinite sljedeće:","cw2020.dance.activity5.resources.0":"snimite videozapis na Instagram Stories","cw2020.dance.activity5.resources.1":"počnite pratiti","cw2020.dance.activity5.resources.2":"@CodeWeekEU na Instagramu","cw2020.dance.activity5.resources.3":"u svojoj plesnoj priči spomenite @CodeWeekEU i svakako navedite oznaku #EUCodeWeekDance","cw2020.dance.outro.0":"Imena dobitnika koje ćemo birati svakog dana objavljivat ćemo u „pričama” na našem kanalu na Instagramu. Zato redovito provjeravajte obavijesti, možda vam se nasmiješi sreća.","cw2020.dance.outro.1":"Izazov #EUCodeWeekDance nastao je na temelju skladbe","cw2020.dance.outro.2":"Ode to Code","cw2020.dance.outro.3":"Brendana Paolinija i plesa koji je 2015. osmislila Bianca Maria Berardi prema zamisli Alessandra Bogliola, profesora računalnih sustava na Urbinskom sveučilištu.","cw2020.treasure-hunt.title":"Lov na blago Tjedna programiranja","cw2020.treasure-hunt.subtitle.0":"Ovo je igra na telegramu, dovoljno jednostavnu za početnike, ali i dovoljno zahtjevnu da zaokupi iskusne sudionike.","cw2020.treasure-hunt.subtitle.1":"Lov na blago Tjedna programiranja","cw2020.treasure-hunt.subtitle.2":"najbolje je igrati na računalu i s mobitelom u ruci. Igra će testirati vaše znanje programiranja i provesti vas kroz povijest programiranja, računalstva i računalne tehnologije u Europi.","cw2020.treasure-hunt.section.title":"Za igranje najprije morate","cw2020.treasure-hunt.section.content.0":"preuzeti aplikaciju Telegram. Dostupna je za","cw2020.treasure-hunt.section.content.1":"računala","cw2020.treasure-hunt.section.content.2":"Igru možete igrati na stolnom računalu, laptopu ili mobitelu. Mi preporučujemo da je igrate na računalu tako da preko Telegrama na mobitelu možete dobivati upute i rješavati zadatke iz programiranja.","cw2020.treasure-hunt.section.content.3":"Igru najprije","cw2020.treasure-hunt.section.content.4":"pokrenite","cw2020.treasure-hunt.section.content.5":"pa skenirajte QR kod koji će vas odvesti u aplikaciju Telegram, gdje ćete dobiti prve upute.","cw2020.treasure-hunt.section.content.6":"Za pobjedu morate riješiti 10 zadataka iz programiranja i pronaći 10 lokacija na zemljovidu Europe koje su povezane s razvojem programiranja i tehnologije.","cw2020.treasure-hunt.section.content.7":"Kad završite igru, podijelite rezultat s prijateljima s oznakom #EUCodeWeek i izazovite ih da je i oni odigraju i saznaju ponešto o povijesti programiranja. Da vidimo tko će biti najbolji!","cw2020.treasure-hunt.section.content.8":"Ovogodišnji Lov na blago Tjedna programiranja virtualna je verzija izvornog Lova na blago Tjedna programiranja koji je osmislio Alessandro Bogliolo, profesor računalnih sustava na Urbinskom sveučilištu. Više o njegovoj izvornoj igri saznajte na našem","cw2020.treasure-hunt.section.content.9":"blogu.","cw2020.kick-off.title":"Otvorenje: 8. listopada 2020.","cw2020.kick-off.content.0":"Virtualno otvorenje Tjedna programiranja 2020. održat će se 8. listopada u 17 sati. Izravno će se prenositi na platformama Facebook Live, Instagram TV i YouTube Live.","cw2020.kick-off.content.1":"S nekoliko riječi obratit će nam se naši zanimljivi gosti:","cw2020.kick-off.content.2":"povjerenik EU-a za unutarnje tržište","cw2020.kick-off.content.3":"povjerenica EU-a za inovacije, istraživanje, kulturu, obrazovanje i mlade,","cw2020.kick-off.content.4":"autor alata Scratch i profesor istraživanja učenja u odjelu Media Lab MIT-a","cw2020.kick-off.content.5":"autorica i ilustratorica knjige Hello Ruby","cw2020.kick-off.content.6":"i","cw2020.kick-off.content.7":"predsjednica francuskog ogranka udruženja E-MMA, neprofitne organizacije koja promiče rodnu raznolikost u tehnologiji.","cw2020.kick-off.content.8":"Usto, ekipa Tjedna programiranja predstavit će nove mogućnosti, zadatke i resurse na našoj internetskoj stranici.","cw2020.kick-off.content.9":"profesor računalnih sustava na Urbinskom sveučilištu i koordinator","cw2020.kick-off.content.10":"ambasadora Tjedna programiranja","cw2020.kick-off.content.11":"reći će vam više o virtualnom lovu na blago Tjedna programiranja.","cw2020.kick-off.content.12":"A xxx će vas podsjetiti na novi plesni izazov #EUCodeWeekDance.","cw2020.kick-off.content.13":"Povezat ćemo se i sa školama i učenicima iz cijele Europe, koji će nam ispričati svoje programerske priče i razmijeniti ideje s gostujućim govornicima.","cw2020.kick-off.content.14":"I vi ćete moći podijeliti svoja razmišljanja i zamisli te postavljati pitanja. Dovoljno je da se uključite u prijenos na","cw2020.kick-off.content.15":"ili","cw2020.kick-off.content.16":"8. listopada 2020. od 17:00 – 18.30 i komentirate ili tvitate s oznakom #EUCodeWeek.","cw2020.get-involved.title":"Kako se uključiti?","cw2020.get-involved.subtitle":"Jedva čekate programirati? Ako se želite pridružiti zajednici EU-ova tjedna programiranja, ali ne znate odakle početi, sljedeći će vam izvori pomoći da se taman stignete pripremiti za naš godišnji listopadski događaj:","cw2020.get-involved.content.0":"uvod u Tjedan programiranja","cw2020.get-involved.content.1":"kako dodati aktivnost u Tjedan programiranja","cw2020.get-involved.content.2":"materijali za učenje","cw2020.get-involved.content.3":"otvoreni internetski tečaj Deep Dive","cw2020.get-involved.content.4":"zbirka Coding@Home","edit.title":"Uredi svoje #EUCodeWeek događanje","edit.required_fields":"Obavezna polja označena su zvjezdicom *. Slobodno dodajte popis događanja na svojem jeziku.","edit.description":"Opis","edit.audience":"Publika","edit.theme":"Tema","edit.location":"Lokacija","edit.website":"Web-mjesto","edit.contact":"Kontakt","edit.tags":"Oznake","edit.image":"Slika","edit.help":"Veličina većih slika bit će promijenjena na 256 x 512 piksela. Najveća veličina prijenosa na poslužitelj jest 256 x 1024.","edit.aspect":"Koji će aspekt kodiranja biti obuhvaćen vašim događanjem?","edit.address":"Unesite adresu ili kliknite na kartu u nastavku da biste postavili lokaciju.","edit.privacy_disclaimer.header":"Vaše kontaktne informacije","edit.privacy_disclaimer.text_1":"Ove informacije vidjet će samo ","edit.privacy_disclaimer.link_1":"Ambasadori Europskog tjedna programiranja","edit.privacy_disclaimer.text_2":` i organizatori Tjedna programiranja - koji će - provjeriti vaše događanje prije nego što se ono pojavi na karti. Moguće je da će vam se obratiti bude li potrebno - urediti ili - kako bi podijelili ankete u statističke svrhe nakon održavanja događanja.`,"edit.privacy_disclaimer.contact_email":"Vaša e-adresa za kontakt","edit.edit":"Uredi događanje","event.main_title":"Dodaj svoje #EUCodeWeek događanje","event.button":"Dodaj događanje","event.howto":"Kako organizirati svoje događanje","event.required":"Obavezna polja označena su zvjezdicom *. Slobodno dodajte popis događanja na svojem jeziku.","event.audience_title":"Publika","event.theme_title":"Tema","event.scoreboard_by_country":"Tabela","event.get_involved":"Uključite se","event.organize_or_support_events":"Organizirajte događanja u svojem gradu ili im pružite podršku","event.or_contact_your":"ili se obratite svojim","event.eu_code_week_ambassadors":"ambasadorima Europskog tjedna programiranja","event.show_events_for":"Pokaži događanja za ","event.who":"Za koga je ovo događanje?","event.tags":"Oznake","event.image":"Slika","event.start.label":"Datum početka","event.start.placeholder":"Kada počinje ova aktivnost?","event.end.label":"Datum završetka","event.end.placeholder":"Kada završava ova aktivnost?","event.organizer.label":"Naziv organizacije","event.organizer.placeholder":"Organizacija u kojoj radite ili za koju volontirate","event.website.label":"Web-mjesto organizatora","event.website.placeholder":"Imate li web-mjesto s više informacija?","event.description.label":"Opis","event.description.placeholder":"Ukratko opišite planiranu aktivnost.","event.contact.label":"Adresa e-pošte za kontakt","event.contact.placeholder":"Ova adresa e-pošte upotrebljavat će se za važnu korespondenciju o Europskom tjednu programiranja","event.contact.explanation":"Vaša e-adresa za kontaktiranje bit će vidljiva samo ambasadorima Europskog tjedna programiranja i organizatorima Tjedna programiranja koji će provjeriti vaše događanje prije nego što se ono pojavi na karti. Moguće je da će vam se obratiti bude li potrebno urediti ili kako bi podijelili ankete u statističke svrhe nakon održavanja događanja.","event.public.label":"Javna adresa e-pošte","event.public.placeholder":"Želite li prikazati adresu e-pošte za kontaktiranje?","event.title.label":"Naziv aktivnosti","event.title.placeholder":"Koji je naziv aktivnosti?","event.address.label":"Adresa","event.address.placeholder":"Gdje će se održati aktivnost?","event.organizertype.label":"Vrsta organizacije","event.organizertype.placeholder":"Odaberi vrstu organizatora","event.organizertype.school":"Škola","event.organizertype.library":"Knjižnica","event.organizertype.non profit":"Neprofitna organizacija","event.organizertype.private business":"Privatno društvo","event.organizertype.other":"Ostalo","event.audience.Pre-school children":"Predškolska djeca","event.audience.Elementary school students":"Osnovnoškolci","event.audience.High school students":"Srednjoškolci","event.audience.Graduate students":"Studenti diplomskih studija","event.audience.Post graduate students":"Studenti poslijediplomskih studija","event.audience.Employed adults":"Zaposlene odrasle osobe","event.audience.Unemployed adults":"Nezaposlene odrasle osobe","event.audience.Other (see description)":"Ostali (vidjeti opis)","event.audience.Teachers":"učitelji","event.theme.Basic programming concepts":"Osnovni koncepti programiranja","event.theme.Web development":"Razvoj internetskih stranica","event.theme.Mobile app development":"Razvoj mobilnih aplikacija","event.theme.Software development":"Razvoj softvera","event.theme.Data manipulation and visualisation":"Manipulacija podatcima i vizualizacija podataka","event.theme.Robotics":"Robotika","event.theme.Hardware":"Hardver","event.theme.Other":"Ostalo","event.theme.Unplugged activities":"Izvanmrežne aktivnosti","event.theme.Playful coding activities":"Zabavne aktivnosti programiranja","event.theme.Art and creativity":"Umjetnost i kreativnost","event.theme.Visual/Block programming":"Programiranje jezikom Visual /Blok-programiranje","event.theme.Game design":"Dizajn igrica","event.theme.Internet of things and wearable computing":"Internet stvari i nosivo računalstvo","event.theme.3D printing":"3D ispis","event.theme.Augmented reality":"Proširena stvarnost","event.theme.Artificial intelligence":"Umjetna inteligencija","event.theme.Motivation and awareness raising":"Motivacija i podizanje svijesti","event.theme.Promoting diversity":"Promicanje različitosti","event.codeweek_for_all_participation_code.title":"KÔD CODE WEEK 4 ALL","event.codeweek_for_all_participation_code.explanation":"Ako ste od školskog kolege ili prijatelja dobili kôd Code Week 4 all, zalijepite ga ovdje. U suprotnome, ovo mjesto ostavite praznim. Više informacija o kôdu Code Week 4 all dostupno je","event.codeweek_for_all_participation_code.link":"ovdje","event.thanks_page.title":"Hvala na dodavanju događanja!","event.thanks_page.phrase1":"Jedan od naših lokalnih ambasadora sada će pregledati vaše događanje","event.thanks_page.phrase2":"i provjeriti izgleda li sve u redu.","event.thanks_page.phrase3":"Ako imate bilo kakvih pitanja, obratite se nekom od naših","event.thanks_page.phrase4":"nacionalnih ambasadora","event.thanks_page.phrase5":"ili nam pošaljite","event.thanks_page.phrase6":"poruku e-pošte","event.thanks_page.phrase7":"Svoj kôd Code Week 4 all možete podijelit s drugima:","event.activitytype.label":"Tip aktivnosti","event.activitytype.placeholder":"","event.activitytype.open-online":"Internetska aktivnost slobodnog sudjelovanja","event.activitytype.invite-online":"Internetska aktivnost po pozivu","event.activitytype.open-in-person":"Aktivnost slobodnog sudjelovanja","event.activitytype.invite-in-person":"Aktivnost po pozivu","event.privacy":"Pročitao-la sam i prihvaćam uvjete u vezi s pravilima o privatnosti opisanih u ovom dokumentu.","event.country":"Zemlja","event.loading":"Učitavanje...","event.add_activity":"Dodajte događanje","event.edit_activity":"Uredite događanje","event.update_activity":"Ažurirajte događanje","event.delete_activity":"Obrišite događanje","event.total_pending_events":"Ukupno događanja u tijeku:","event.no_pending_events":"Nije pronađeno nijedno događanje u tijeku za ","event.all_countries":"Sve zemlje","event.current_status":"Trenutačni status","event.actions":"Djelovanja","event.certificate_ready":"Vaša Potvrda za Tjedan programiranja je spremna. Slobodno je preuzmite ili izravno podijelite.","event.view_your_certificate":"Ovdje pogledajte svoju potvrdu","event.submit_event_and_report":"Predajte prijavu ovog događanja i zatražite svoju potvrdu za Tjedan programiranja.","event.report_and_claim":"Prijavite događanje i zatražite potvrdu","eventdetails.organised_by":"Organizator: ","eventdetails.contact_email":"Adresa e-pošte za kontakt: ","eventdetails.happening_at":"Mjesto događanja: ","eventdetails.from":"Od ","eventdetails.to":" do ","eventdetails.description":"Opis: ","eventdetails.more_info":"Više informacija: ","eventdetails.audience":"Ovo događanje namijenjeno je za: ","eventdetails.themes":"Glavne teme: ","eventdetails.tags":"Oznake: ","eventdetails.share":"Podijelite događanje: ","eventdetails.email.tooltip":"Kliknite i pošaljite e-poštom prijatelju","eventdetails.email.subject":"Pogledajte ovo sjajno događanje u vezi s programiranjem","eventdetails.email.body_1":"Pozdrav! Provjerite ","eventdetails.email.body_2":"događanje na ","eventdetails.edit":"Uredi događanje","eventdetails.note":"NAPOMENA: ","eventdetails.pending_warning":"Ovo događanje još uvijek pregledavaju ","eventdetails.pending_link":"moderatori","eventdetails.nearby_upcoming_events":"Skorašnja događanja u blizini:","eventreports.reports_by":"Događanja koja čekaju na prijavu od strane ","eventreports.no_reports":"Još nema događanja za prijavu.","eventreports.report":`Događanja navedena u nastavku već su počela ili završila. Popunite s nekoliko brojeva u - statističke svrhe u vezi s događanjem i zatražite svoj svoju potvrdu o sudjelovanju na Tjednu programiranja. Dobit - ćete jednu potvrdu za svako događanje.`,"guide.title":"Vodič","guide.organise_activity":"Organizirajte vlastito događanje uz #EUCodeWeek","guide.register_activity":"Ovdje registrirajte svoje događanje","guide.what.title":"Što je Europski tjedan programiranja?","guide.what.content":'

    Europski tjedan programiranja društvena je inicijativa koju vode volonteri, a podržava je Europska komisija. Svatko – škole, nastavnici, knjižnice, klubovi za programiranje, društva, javna tijela – može organizirati #EUCodeWeek događanje i unijeti ga na kartu na stranici codeweek.eu.

    ',"guide.what_you_need_organise.title":"Što vam je potrebno za organiziranje događanja?","guide.what_you_need_organise.items.1":"Skupina ljudi koja želi učiti. Na primjer, vaši prijatelji, djeca, tinejdžeri, kolege odrasle dobi, roditelji ili bake i djedovi. Upamtite: već dvije osobe čine skupinu!","guide.what_you_need_organise.items.2":"Nastavnici ili treneri kojima je poznato događanje programiranja te kako poučavati i nadahnuti druge. Broj ovisi o vrsti i veličini događanja.","guide.what_you_need_organise.items.3":"Mjesto za učenje. Odlično mjesto za organizaciju događanja jesu učionice, knjižnice, sobe za sastanke i različita javna mjesta.","guide.what_you_need_organise.items.4":"Računala i internetska veza Ovisno o vašoj ciljanoj skupini, možete zamoliti sudionike da ponesu vlastita prijenosna računala. ","guide.what_you_need_organise.items.5":'Izvanmrežno programiranje. Zapravo vam ne trebaju računala i internetska veza za učenje računalnog razmišljanja. Pogledajte naš Odjeljak o isključenoj nastavi (engl. Unplugged learning bit) da biste krenuli.',"guide.what_you_need_organise.items.6":`Materijali za učenje. Pokažite sudionicima kako zabavno može biti samostalno stvaranje nečega. Provjerite našu stranicu s resursima i dijelove za učenje s videotutorialima i nastavnim planovima te ih prilagodite potrebama svoje skupine.`,"guide.what_you_need_organise.items.7":`Registracija sudionika. Ako je dostupan ograničen prostor, možete upotrijebiti internetske alate kao što su Googleovi obrasci i Eventbrite da biste registrirali sudionike.`,"guide.what_you_need_organise.items.8":'Nemojte zaboraviti unijeti svoje događanje na kartu Tjedna programiranja!',"guide.how_to.title":"Kako organizirati svoje događanje?","guide.how_to.items.1":"Sami odlučujete o formatu svojeg događanja programiranja, no savjetujemo da uključite vrijeme za praktičan rad tijekom kojega sudionici mogu samostalno stvarati i/ili čeprkati po hardveru.","guide.how_to.items.2":'Koristite se alatima i tehnologijama koje su primjerene vašoj ciljanoj skupini. Preporučujemo upotrebu besplatnog i lako dostupnog materijala otvorenog izvora.',"guide.how_to.items.3":"Potaknite sudionike da si na kraju događanja međusobno pokažu i predstave što su stvorili.","guide.how_to.items.4":`Proširite glas! Promovirajte i podijelite što ste radili tijekom aktivnosti na društvenim mrežama uz oznaku #EUCodeWeek. Dijeliti možete i u grupi za nastavnike za EU Code Week te na Twitteru (@CodeWeekEU). Govorite o njemu svojim prijateljima, kolegama podučavateljima, u lokalnom tisku i objavite priopćenje za medije.`,"guide.how_to.items.5":'Nemojte zaboraviti dodati svoje događanje na kartu Tjedna programiranja!',"guide.material.title":"Promotivni materijal","guide.material.text":'

    Na našem blogu potražite najnovije informacije te slobodno prilagodite najnovije priopćenje za medije svojim potrebama ili izradite vlastito priopćenje:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Priprema za proslavu Europskog tjedna programiranja 2019. (dostupno na 29 jezika)',"guide.toolkits.title":"Preuzmite sljedeće komplete alata koji će vam pomoći da krenete:","guide.toolkits.communication_toolkit":"Komplet alata za komunikaciju","guide.toolkits.teachers_toolkit":"Komplet alata za nastavnike","guide.questions.title":"Pitanja?","guide.questions.content":'

    Ako imate pitanja o organiziranju i promicanju svojeg #EUCodeWeek događanja, obratite se nekome od ambasadora Europskog tjedna programiranja u svojoj zemlji.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Ostvarivanje ideja!","hackathons.sections.1.title":"6 hackatona, 6 izazova","hackathons.sections.1.content.1":"Živiš u Grčkoj, Latviji, Irskoj, Italiji, Rumunjskoj ili Sloveniji? Kreativan si, ambiciozan i zanima te budućnost tehnologije? Ovo je tvoja prilika! Pridruži se jednom od hackathona u okviru Europskog tjedna programiranja i stvori inovativno rješenje koje će te staviti u prvi plan tehnološke revolucije!","hackathons.sections.1.content.2":"EU Code Week (Europski tjedan programiranja) predstavlja šest izvanrednih hackathona u 2021. i poziva srednjoškolce od 15 do 19 godina da se organiziraju u timove i iskoriste svoje vještine programiranja za rješavanje lokalnih izazova. Nakon 24-satnog hakiranja svaki će tim predstaviti svoje ideje stručnom žiriju koji će odabrati 10 finalista. Svi će timovi dobiti jednaku količinu vremena i resursa te pristup mentorima i znanjima koji su potrebni za rješavanje izazova, ali samo će njih 10 imati priliku prijeći u sljedeći krug, razviti prototip, završiti stručnu obuku i sudjelovati u završnom hackathonu na jesen. Tada će se konačno odlučiti koji će tim osvojiti cool IT opremu i priliku sudjelovanja u obuci uz stručnu podršku mentora kako bi dalje razvio svoj prototip.","hackathons.sections.2.title":"Kako mogu sudjelovati?","hackathons.sections.2.content.1":"Odaberi svoj lokalni hackathon i registriraj se u nekoliko jednostavnih koraka. Možeš sudjelovati kao pojedinac ili kao član tima koji se sastoji od šest članova. Ako želiš sudjelovati u natjecanju s prijateljima ili školskim kolegama, ne zaboravi navesti ime svog tima prilikom registracije. Svaki hackathon imat će zasebnu registraciju, stoga prati obavijesti o hackathonu u svojoj državi!","hackathons.sections.3.title":"Tko su organizatori?","hackathons.sections.3.content.1":"Hackatone u Europskom tjednu programiranja suorganiziraju Europska komisija i lokalni ","hackathons.sections.3.content.2":"ambasadori Europskog tjedna programiranja","hackathons.sections.3.content.3":" uz financiranje Europskog parlamenta. Cilj je pokazati kako nastaju konkretna rješenja uz pomoć kreativnosti mladih ljudi, njihovog entuzijazma, svježih ideja i vještina programiranja.","hackathons.sections.4.title":"Kako hackaton izgleda?","hackathons.sections.4.content.1":"EU Code Week Hackathon je putovanje koje započinje 24-satnim online natjecanjem u hakiranju. Iskusni mentori osigurat će stručnu obuku timovima i održat će se radionice na kojima će polaznici usvojiti nove vještine uz mnoštvo zabave. Hackathon je također izvrsna prilika za networking sudionika i druženje s ljudima iz europskog tehnološkog sektora. Po završetku hackathona svaki će tim predstaviti svoje rješenje stručnom žiriju. ","hackathons.sections.4.content.2":"Deset najboljih timova nastavit će svoju hackathonsku avanturu tijekom ljeta kada će proći obuku uz stručnu podršku mentora. Pobjednici će zatim u rujnu ili listopadu sudjelovati u završnom 12-satnom nacionalnom hackathonu (koji će se održati online ako opće zdravstveno stanje ne dopusti susret uživo).","hackathons.sections.5.title":"Ne znam programirati – što ja mogu napraviti?","hackathons.sections.5.content.1":"Paralelno s hackatonom održavat će se početničke radionice programiranja, popravljanja hardvera, robotike itd. za sudionike kako bi naučili osnove računalnog razmišljanja i programiranja. Više informacija o tome kako se registrirati možete pronaći na lokalnoj stranici.","hackathons.sections.6.title":"Partneri","hackathons.sections.7.title":"Zabavi se s nama!","hackathons.cities.1.city":"","hackathons.cities.1.country":"Rumunjska","hackathons.cities.1.date":"25. – 26. rujna 2021","hackathons.cities.2.city":"","hackathons.cities.2.country":"Irska","hackathons.cities.2.date":"23. – 24. rujna 2021","hackathons.cities.3.city":"","hackathons.cities.3.country":"Italija","hackathons.cities.3.date":"24. – 25. rujna 2021","hackathons.cities.4.city":"","hackathons.cities.4.country":"Grčka","hackathons.cities.4.date":"9. listopadu 2021.","hackathons.cities.5.city":"","hackathons.cities.5.country":"Slovenija","hackathons.cities.5.date":"18. – 19. rujna 2021","hackathons.cities.6.city":"","hackathons.cities.6.country":"Latvija","hackathons.cities.6.date":"1. listopadu 2021.","hackathons.final.1":"Završno natjecanje u","hackathons.final.2":"rujnu/listopadu 2021.","home.about":"Europski tjedan programiranja društvena je inicijativa čiji je cilj na zabavan i angažirajući način svima približiti programiranje i digitalnu pismenost.","home.when":"14.-27. listopada 2024.","home.when_text":"Učenje programiranja pomaže nam da shvatimo svijet oko sebe koji se brzo mijenja, proširimo svoje razumijevanje o tome kako funkcionira tehnologija te da razvijemo vještine i sposobnosti kako bismo istraživali nove ideje i bili inovativni.","home.school_banner_title":"Uključite se!","home.school_banner_text":"Jeste li nastavnik?","home.school_banner_text2":"Kliknite ovdje i saznajte kako se uključiti!","home.organize_activity_title":"Organizirajte događanje ili mu se pridružite","home.organize_activity_text":'Svi su dobrodošli organizirati događanje ili mu se \u2028pridružiti. Odaberite temu i ciljanu publiku te dodajte svoje događanje na kartu ili pretražite događaje u svojem području.',"home.get_started_title":"Započnite","home.get_started_text":'Niste sigurni kako početi? Pogledajte stranicu s naputcima o tome kako to učiniti, i preuzmite naše komplete alata za organizatore kako biste se pripremili i proširili glas.',"home.access_resources_title":"Pristupite resursima i obuci","home.access_resources_text":'Ako niste sigurni kako organizirati događanje, posjetite našu stranicu s nastavničkim resursima i obuku s materijalima za učenje za usmjeravanje i prilagođene nastavne planove.',"locations.title":"Mjesta održavanja aktivnosti","locations.description.0":"Za sljedeću aktivnost odaberite mjesto održavanja s popisa u nastavku ILI registrirajte novo mjesto održavanja putem mogućnosti","locations.description.1":"stvaranje aktivnosti","login.login":"Prijavi se","login.register":"Registriraj se","login.github":"Prijavi se uz Github","login.twitter":"Prijavi se uz Twitter","login.facebook":"Prijavi se uz Facebook","login.google":"Prijavi se uz Google","login.azure":"Prijavi se uz Azure","login.email":"E-pošta","login.password":"Lozinka","login.remember":"Zapamti me","login.forgotten_password":"Zaboravili ste lozinku?","login.no_account":"Nemate račun?","login.signup":"Registrirajte se","login.reset":"Ponovno postavite lozinku","login.send_password":"Pošalji poveznicu za ponovno postavljanje lozinke","login.confirm_password":"Potvrdi lozinku","login.name":"Ime","menu.learn":"Za učenike","menu.teach":"Za profesore","menu.training":"Trening","menu.toolkits":"Prezentacije i alati","menu.why":"ZAŠTO","menu.home":"Početna stranica","menu.events":"Aktivnosti","menu.ambassadors":"Ambasadori","menu.resources":"Resursi","menu.schools":"Škole","menu.about":"O","menu.blog":"Blog","menu.news":"Novosti","menu.search":"Utipkaj i stisni Enter...","menu.map":"Karta","menu.add_event":"Dodaj događanje","menu.search_event":"Traži događanja","menu.hello":"Pozdrav","menu.profile":"Profil","menu.pending":"Događanja u tijeku","menu.your_events":"Moja događanja","menu.your_certificates":"Moje potvrde","menu.report":"Prijavi svoja događanja","menu.volunteers":"Volonteri","menu.logout":"Odjavi se","menu.signin":"Prijavi se","menu.privacy":"Privatnost","menu.participation":"Potvrda o sudjelovanju","menu.values":"Naše vrijednosti","menu.featured_activities":"Planirana događanja","menu.codeweek2020":"Izdanje 2020.","mooc.free-online-courses":"2. Besplatni online tečajevi","mooc.intro":"Europski tjedan programiranja nudi profesionalne prilike za razvoj u obliku online tečajeva. Cilj je pomoći učiteljima da programiranje i računalno razmišljanje uvedu u učionice.","mooc.icebreaker.title":"Uvodni tečaj za “probijanje leda”","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"Uvodni tečaj za probijanje leda u Europskom tjednu programiranja","mooc.icebreaker.text.2":"petosatni je tečaj na engleskom jeziku za sve koje zanimaju osnove programiranja i računalnog razmišljanja. Sudionici će naučiti kako u mladim ljudima potaknuti znatiželju i duh inovativnosti istovremeno ih osposobljavajući za stvaranje digitalnih sadržaja. Tečaj će pomoći sudionicima da otkriju prednosti i relevantnost računalnog razmišljanja i programiranja u svakodnevnom životu. Osim toga on pruža ideje, osigurava besplatne edukativne materijale i resurse za organiziranje zabavnih i obrazovnih aktivnosti za djecu, uvijek i na svakom mjestu – osobito tijekom Tjedna programiranja.","mooc.icebreaker.text.3":"Za sudjelovanje na ovom tečaju ne treba vam nikakvo prethodno znanje niti iskustvo - samo znatiželjni um. ","mooc.icebreaker.registration.0":"Registracija je otvorena ovdje","mooc.icebreaker.registration.1":"za tečaj koji se održava od 16. rujna i 30. listopada 2020. Obratite pozornost da za registraciju morate napraviti račun u European Schoolnet Academy. ","mooc.icebreaker.check-out":"Pogledajte verziju iz 2019.","mooc.deep-dive.title":"Iscrpni “dubinski” tečaj","mooc.deep-dive.text.0":"Dubinski online tečaj u Europskom tjednu programiranja 25-satni je tečaj na engleskom jeziku koji učiteljima pruža priliku da se upoznaju s načelima programiranja te steknu znanje i sigurnost za organiziranje laganih i zabavnih, interaktivnih aktivnosti za programiranje sa svojim učenicima. Učitelji će pronaći besplatne ","mooc.deep-dive.text.1":"resurse","mooc.deep-dive.text.2":"i edukativne materijale za Europski tjedan programiranja na 29 jezika i neke aspekte programiranja kao što su računalno razmišljanje, aktivnosti bez struje i beskrajne mogućnosti robotike, slaganja i izrađivanja, vizualnih programskih jezika, izrade aplikacija te mnoge druge stvari.","mooc.deep-dive.course-link":"Pogledajte “dubinski” tečaj iz 2019.","mooc.social-media.0":"Pratite","mooc.social-media.1":"Europski tjedan programiranja na društvenim mrežama","mooc.social-media.2":"kako biste saznali kada počinje sljedeći tečaj","myevents.created_by":"Sva događanja koja je kreirao/la ","myevents.no_events.first_call_to_action":"Još niste dodali nijedno događanje. Zašto ne biste ","myevents.no_events.first_link":"dodali jedno sada","myevents.no_events.second_call_to_action":"ili pročitajte naš ","myevents.no_events.second_link":"vodič za organizatore","myevents.view":"Pogledajte","myevents.status.APPROVED":"ODOBRENO","myevents.status.REJECTED":"ODBIJENO","myevents.status.PENDING":"NA ČEKANJU","myevents.status.REPORTED":"PRIJAVA PREDANA","pagination.previous":"Prethodno","pagination.next":"Sljedeće","participation.title":"Izradite potvrde o sudjelovanju za svoj razred","participation.phrase1":"U obrazac upišite imena svojih učenika razdvojena zarezima i dobit ćete pojedinačne potvrde o sudjelovanju","participation.names.label":"Imena za potvrdu","participation.names.help":"Nakon imena svakog sudionika stavite zarez","participation.event_name.label":"Naziv događanja","participation.event_name.help":"Naziv vašeg događanja koji će biti ispisan na potvrdi","participation.event_date.label":"Datum događanja","participation.event_date.help":"Datum održavanja vašeg događanja koji će biti ispisan na potvrdi","participation.submit":"Izradi potvrde","participation.thanks_page.title":"Vaše su potvrde izrađene!","participation.thanks_page.phrase1":"Kliknite na ovu poveznicu da biste preuzeli datoteku u zip formatu sa svim potvrdama","passwords.password":"Lozinke moraju imati najmanje šest znakova i moraju odgovarati potvrdi unosa.","passwords.reset":"Vaša je lozinka ponovno postavljena!","passwords.sent":"Poveznicu za ponovno postavljanje lozinke poslali smo na adresu vaše e-pošte!","passwords.token":"Ovaj token za ponovno postavljanje lozinke nije valjan.","passwords.user":"Ne možemo pronaći korisnika s tom adresom e-pošte.","privacy-statement-contact.subtitle":"Ova izjava o zaštiti osobnih podataka sadržava informacije o obradi i zaštiti vaših osobnih podataka.","privacy-statement-contact.processing-operation.0":"Postupak obrade","privacy-statement-contact.processing-operation.1":"Upravljanje ambasadorima i glavnim predavačima Tjedna programiranja te registracijom aktivnosti na internetskim stranicama","privacy-statement-contact.data-processors.0":"Izvršitelji obrade podataka","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. i EUN Partnership AISBL (Europska školska mreža), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Informacije o obradi osobnih podataka radi upravljanja ambasadorima i glavnim predavačima Tjedna programiranja te registracijom aktivnosti na internetskim stranicama.","privacy-statement-contact.3-legal_process.0":'Zakonitost postupka obrade: Odjel G.2 prikuplja, pohranjuje i objavljuje vaše osobne podatke jer ste dali izričitu privolu označivanjem potvrdnog okvira kad ste se prijavili da postanete ambasador ili glavni predavač Tjedna programiranja odnosno kad ste se prijavili za registraciju događaja na Europskom tjednu programiranja.',"privacy-statement-contact.4-collect_data.0":"Prikupljaju se sljedeći obvezni osobni podaci ambasadora i glavnih predavača:","privacy-statement-contact.4-collect_data.1":"ime","privacy-statement-contact.4-collect_data.2":"e-adresa","privacy-statement-contact.4-collect_data.3":"lozinka","privacy-statement-contact.4-collect_data.4":"slika","privacy-statement-contact.4-collect_data.5":"biografija","privacy-statement-contact.4-collect_data.6":"titula","privacy-statement-contact.4-collect_data.7":"područje stručnog znanja glavnih predavača.","privacy-statement-contact.4-collect_data.8":"Pri registraciji aktivnosti prikupljaju se sljedeći obvezni osobni podaci:","privacy-statement-contact.4-collect_data.9":"ime organizacije","privacy-statement-contact.4-collect_data.10":"vrsta organizacije","privacy-statement-contact.4-collect_data.11":"e-adresa za kontakt.","privacy-statement-contact.4-collect_data.12":"Obvezno navedite te podatke ako želite biti ambasador Tjedna programiranja ili glavni predavač odnosno ako želite registrirati aktivnost na internetskim stranicama Tjedna programiranja.","privacy-statement-contact.4-collect_data.13":"Osim tih podataka ambasadori i glavni predavači mogu dobrovoljno navesti sljedeće osobne podatke:","privacy-statement-contact.4-collect_data.14":"račune na društvenim medijima.","privacy-statement-contact.4-collect_data.15":"Organizatori aktivnosti mogu dobrovoljno navesti sljedeće podatke:","privacy-statement-contact.4-collect_data.16":"javnu e-adresu za kontakt","privacy-statement-contact.4-collect_data.17":"internetske stranice organizatora","privacy-statement-contact.4-collect_data.18":"šifru za izazov „Code Week for All”.","privacy-statement-contact.4-collect_data.19":"Ako ste organizator aktivnosti, trebate imati na umu da ambasador vaše zemlje ili Odjel G.2 mogu upotrebljavati osobne podatke koje ste naveli pri registraciji aktivnosti kako bi vam se obratili u vezi s njome.","privacy-statement-contact.4-collect_data.20":"Naveli ste svoje osobne podatke na","privacy-statement-contact.4-collect_data.21":"stranici za prijavu na internetske stranice Tjedna programiranja","privacy-statement-contact.4-collect_data.22":"i na","privacy-statement-contact.4-collect_data.23":"stranici za registraciju aktivnosti.","privacy-statement-contact.5-how_long.0":"Svi osobni podaci izbrisat će se iz baza podataka ako odustanete od inicijative odnosno pet godina nakon završetka inicijative.","privacy-statement-contact.6-protect_data.0":'Svi osobni podaci u elektroničkom obliku (e-poruke, dokumenti, baze podataka, učitane serije podataka itd.) pohranjuju se na poslužiteljima Europske komisije ili njezinih vanjskih suradnika. Svi postupci obrade provode se u skladu s Odlukom Komisije (EU, Euratom) 2017/46 od 10. siječnja 2017. o sigurnosti komunikacijskih i informacijskih sustava u Europskoj komisiji.',"privacy-statement-contact.6-protect_data.1":'Ugovaratelji Komisije obvezani su posebnom ugovornom klauzulom pri svakoj obradi vaših podataka u ime Komisije i obvezama povjerljivosti koje proizlaze iz prenošenja Opće uredbe o zaštiti podataka u pravo država članica Unije (‘GDPR’ Uredba (EU) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Komisija je uspostavila niz tehničkih i organizacijskih mjera kako bi zaštitila vaše osobne podatke. Tehničke mjere uključuju odgovarajuće mjere sigurnosti na internetu i zaštite od gubitka podataka, promjene podataka ili neovlaštenog pristupa, pri čemu se uzima u obzir rizik koji predstavljaju obrada i priroda osobnih podataka koji se obrađuju. Organizacijske mjere uključuju ograničavanje pristupa osobnim podacima isključivo na ovlaštene osobe kojima su ti podaci opravdano nužni za potrebe ovog postupka obrade.","privacy-statement-contact.7-access_data.0":"Osoblje Komisije može pristupiti svim osobnim podacima koje ste naveli na temelju načela „nužnosti pristupa”. Osim toga, vašim osobnim podacima može pristupiti i ugovaratelj na temelju načela „nužnosti pristupa”.","privacy-statement-contact.7-access_data.1":'Radi povećanja vidljivosti ambasadora ili glavnog predavača Tjedna programiranja odnosno vidljivosti prijavljenih aktivnosti svi vaši osobni podaci objavljuju se na sljedećim internetskim stranicama.',"privacy-statement-contact.7-access_data.2":"Osim toga, Odjel G.2 može podijeliti vaše podatke za kontakt s bilo kojim članom javnosti ili dionikom koji bi vam se trebao obratiti u vezi s Tjednom programiranja. Ako ste organizator aktivnosti, trebate imati na umu da ambasador vaše zemlje ili Odjel G.2 mogu upotrebljavati osobne podatke koje ste naveli pri registraciji aktivnosti kako bi vam se obratili u vezi s navedenom aktivnošću.","privacy-statement-contact.8-rights.0":"Pristali ste dati svoje osobne podatke Odjelu G.2 za ovaj postupak obrade. Privolu možete povući u svakom trenutku slanjem obavijesti Odjelu G.2 na e-adresu CNECT-G2@ec.europa.eu. Povlačenje privole neće utjecati na zakonitost obrade koja je provedena prije nego što ste povukli privolu.","privacy-statement-contact.10-detailed-info.0":"Ovaj postupak obrade upisan je u javni registar službenika za zaštitu podataka pod sljedećim brojem obavijesti: DPR-EC-02631 Upravljanje kontaktnim točkama za politike, programe i projekte GU-a za komunikacijske mreže, sadržaje i tehnologije.","privacy-statement.title":"ZAŠTITA VAŠIH OSOBNIH PODATAKA","privacy-statement.processing-operation.0":"Postupak obrade","privacy-statement.processing-operation.1":"Obrada osobnih podataka na internetskim stranicama codeweek.eu, uključujući IP adrese, dobivenih od posjetitelja javno dostupnih internetskih stranica.","privacy-statement.data-controller.0":"Voditelj obrade podataka","privacy-statement.data-controller.1":"Europska komisija, Glavna uprava za komunikacijske mreže, sadržaje i tehnologije, Odjel G.2.","privacy-statement.record-reference":"Broj upisa","privacy-statement.table-of-contents":"Sadržaj","privacy-statement.1-intro.title":"Uvod","privacy-statement.1-intro.items.1":'Europska komisija (dalje u tekstu „Komisija”) obvezuje se da će štititi vaše osobne podatke i poštovati vašu privatnost. Komisija prikuplja i dalje obrađuje osobne podatke u skladu s Uredbom (EU) 2018/1725 Europskog parlamenta i Vijeća od 23. listopada 2018. o zaštiti pojedinaca u vezi s obradom osobnih podataka u institucijama, tijelima, uredima i agencijama Unije i o slobodnom kretanju takvih podataka (te o stavljanju izvan snage Uredbe (EZ) br. 45/2001).',"privacy-statement.1-intro.items.2":"U ovoj izjavi o zaštiti osobnih podataka objašnjava se zašto obrađujemo osobne podatke, kako ih prikupljamo, postupamo s njima i štitimo ih, kako se ti podaci upotrebljavaju te koja su vaša prava u pogledu vaših osobnih podataka. Navedeni su i podaci za kontakt nadležnog voditelja obrade podataka koji vam može pomoći da ostvarite svoja prava, službenika za zaštitu podataka i Europskog nadzornika za zaštitu podataka.","privacy-statement.1-intro.items.3.0":"Informacije o postupku obrade","privacy-statement.1-intro.items.3.1":"Obrada podataka na internetskim stranicama codeweek.eu","privacy-statement.1-intro.items.3.2":"koji provodi Komisija navedene su u nastavku.","privacy-statement.2-why.title":"Zašto i kako obrađujemo vaše osobne podatke?","privacy-statement.2-why.items.0":"Svrha postupka obrade","privacy-statement.2-why.items.1":"Komisijina Glavna uprava za komunikacijske mreže, sadržaje i tehnologije ima niz vanjskih internetskih stranica. Vaši se osobni podaci prikupljaju i upotrebljavaju u okviru tehničke strukture tih internetskih stranica kako bi se omogućio pristup internetskim stranicama koje se fizički nalaze izvan infrastrukture hostinga kojom upravlja Komisija.","privacy-statement.2-why.items.2":"Vaši osobni podaci neće se upotrebljavati za automatizirano donošenje odluka ni za profiliranje.","privacy-statement.3-legal_process.title":"Koji je pravni temelj za obradu vaših osobnih podataka?","privacy-statement.3-legal_process.items.0":"Vaše osobne podatke obrađujemo zbog sljedećih razloga:","privacy-statement.3-legal_process.items.1":'Članak 5. stavak 1. točka (d) Uredbe (EU) 2018/1725: obrada je nužna za izvršavanje zadaće od javnog interesa ili pri izvršavanju službene ovlasti dodijeljene instituciji ili tijelu Unije.',"privacy-statement.3-legal_process.items.2":"Naime, informiranje šire javnosti zadatak je koji proizlazi iz ovlasti Europske komisije na institucionalnoj razini, kako je predviđeno u članku 58. stavku 2. točki (d) Uredbe (EU, Euratom) 2018/1046 Europskog parlamenta i Vijeća od 18. srpnja 2018. o Financijskoj uredbi koja se primjenjuje na opći proračun Unije (SL L 193, 30.7.2018., str. 1.). Osiguravamo provedbu odgovarajućih i posebnih zaštitnih mjera za obradu osobnih podataka u skladu s primjenjivim zakonodavstvom o zaštiti podataka.","privacy-statement.3-legal_process.items.3":'Članak 5. stavak 1. točka (d) Uredbe (EU) 2018/1725: za aktivnosti obrade koje se sastoje od kolačića i elektroničke autentifikacije potrebna je vaša privola. U skladu s člankom 3. stavkom 15. i člankom 7. Uredbe (EU) 2018/1725 privola mora biti dobrovoljna, posebna, informirana i nedvosmislena.',"privacy-statement.3-legal_process.items.4":"Privolu ste nam dali izravno. Možda ste nam je poslali e-poštom, u obrascu za e-registraciju ili u bilo kojem drugom pisanom obliku.","privacy-statement.4-collect_data.title":"Koje osobne podatke prikupljamo i dalje obrađujemo?","privacy-statement.4-collect_data.items.0":"Radi ovog postupka obrade Odjel G.2 prikuplja sljedeće kategorije osobnih podataka:","privacy-statement.4-collect_data.items.1":"adresu internetskog protokola (IP adresa) ili ID uređaja putem kojega se pristupa internetskim stranicama.","privacy-statement.4-collect_data.items.2":"Bez te obrade nećete moći uspostaviti tehničku vezu između svojih uređaja i infrastrukture poslužitelja te stoga nećete moći pristupiti našim internetskim stranicama.","privacy-statement.4-collect_data.items.3":"Radi vaše elektroničke autentifikacije na ovim internetskim stranicama Odjel G.2 prikuplja sljedeće kategorije osobnih podataka:","privacy-statement.4-collect_data.items.4":"e-adresu","privacy-statement.4-collect_data.items.5":"lozinku ili","privacy-statement.4-collect_data.items.6":"elektroničku autentifikaciju na društvenim medijima.","privacy-statement.5-how_long.title":"Koliko dugo čuvamo vaše osobne podatke?","privacy-statement.5-how_long.items.0":"Odjel G.2 čuva vaše osobne podatke samo u razdoblju koje je potrebno kako bi se ispunila svrha prikupljanja ili daljnje obrade, odnosno za vrijeme trajanja sesije pretraživanja interneta. Osim toga, IP adrese mogu se spremiti na godinu dana u datotekama zapisnika usluga zbog sigurnosnih razloga. Kad je riječ o alatu za analizu, IP adresa i ID uređaja (npr. broj IMEI i adresa Wi-Fi MAC) brišu se odmah nakon prekida veze.","privacy-statement.6-protect_data.title":"Kako štitimo vaše osobne podatke?","privacy-statement.6-protect_data.items.0":"Svi osobni podaci u elektroničkom obliku (e-poruke, dokumenti, baze podataka, učitane serije podataka itd.) pohranjuju se na poslužiteljima Europske komisije. Svi postupci obrade provode se u skladu s","privacy-statement.6-protect_data.items.1":"Odlukom Komisije (EU, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":"od 10. siječnja 2017. o sigurnosti komunikacijskih i informacijskih sustava u Europskoj komisiji.","privacy-statement.6-protect_data.items.3":"Komisija je uspostavila niz tehničkih i organizacijskih mjera kako bi zaštitila vaše osobne podatke. Tehničke mjere uključuju odgovarajuće mjere sigurnosti na internetu i zaštite od gubitka podataka, promjene podataka ili neovlaštenog pristupa, pri čemu se uzima u obzir rizik koji predstavljaju obrada i priroda osobnih podataka koji se obrađuju. Organizacijske mjere uključuju ograničavanje pristupa osobnim podacima isključivo na ovlaštene osobe kojima su ti podaci opravdano nužni za potrebe ovog postupka obrade.","privacy-statement.7-access_data.title":"Tko ima pristup vašim osobnim podacima i kome se oni otkrivaju?","privacy-statement.7-access_data.items.0":"Pristup vašim osobnim podacima ima osoblje Komisije koje je odgovorno za provođenje tog postupka obrade i ovlašteno osoblje prema načelu „nužnosti pristupa”. To osoblje mora poštovati zakonske obveze i eventualne dodatne ugovore o povjerljivosti.","privacy-statement.7-access_data.items.1":"Nadalje, pristup vašim osobnim podacima može se omogućiti samo vanjskim ugovarateljima koji rade u ime i prema ugovoru sa službom Komisije koja je vlasnik internetskih stranica i koji se bave izradom, održavanjem, upravljanjem i arhiviranjem internetskih stranica u skladu s načelom „nužnosti pristupa”.","privacy-statement.7-access_data.items.2":"Informacije koje prikupimo nećemo prosljeđivati trećim stranama, osim u mjeri i u svrhu u kojoj je to propisano zakonom.","privacy-statement.8-rights.title":"Koja su vaša prava i kako ih možete ostvariti?","privacy-statement.8-rights.items.0":"Kao „ispitanik” imate posebna prava na temelju poglavlja III. (članci od 14. do 25.) Uredbe (EU) 2018/1725, posebice pravo na pristup svojim osobnim podacima, njihov ispravak ili brisanje i pravo na ograničenje obrade vaših osobnih podataka. U određenim slučajevima imate i pravo prigovora na obradu ili pravo na prenosivost podataka.","privacy-statement.8-rights.items.1":"Imate pravo prigovora na obradu svojih osobnih podataka koja se zakonito provodi u skladu s člankom 5. stavkom 1. točkom (a).","privacy-statement.8-rights.items.2":"Pristali ste dati svoje osobne podatke za ovaj postupak obrade. Privolu možete povući u svakom trenutku slanjem obavijesti Odjelu G.2. Povlačenje privole neće utjecati na zakonitost obrade koja je provedena prije nego što ste povukli privolu.","privacy-statement.8-rights.items.3":"Da biste ostvarili svoja prava, možete se obratiti voditelju obrade podataka, a u slučaju spora službeniku za zaštitu podataka. Ako je potrebno, možete se obratiti i Europskom nadzorniku za zaštitu podataka. Podaci za kontakt navedeni su u 9. poglavlju.","privacy-statement.8-rights.items.4":"Ako želite ostvariti svoja prava u pogledu jednog ili više konkretnih postupaka obrade, jasno ih navedite u zahtjevu (tj. navedite njihov broj upisa u registar iz 10. poglavlja).","privacy-statement.9-contact.title":"Podaci za kontakt","privacy-statement.9-contact.data-controller.title":"Voditelj obrade podataka","privacy-statement.9-contact.data-controller.text":"Ako želite ostvariti svoja prava na temelju Uredbe (EU) 2018/1725, imate primjedbe, pitanja ili nedoumice ili želite podnijeti pritužbu u vezi s prikupljanjem i upotrebom vaših osobnih podataka, obratite se voditelju obrade podataka iz Odjela G.2 Europske komisije na","privacy-statement.9-contact.data-protection-officer.title":"Komisijin službenik za zaštitu podataka","privacy-statement.9-contact.data-protection-officer.text":"Za pitanja o obradi vaših osobnih podataka na temelju Uredbe (EU) 2018/1725 možete se obratiti službeniku za zaštitu podataka (DATA-PROTECTION-OFFICER@ec.europa.eu).","privacy-statement.9-contact.european-data-protection.title":"Europski nadzornik za zaštitu podataka","privacy-statement.9-contact.european-data-protection.text":'Ako smatrate da su prava koja imate na temelju Uredbe (EU) 2018/1725 povrijeđena obradom vaših osobnih podataka za koju je odgovoran voditelj obrade, imate pravo obratiti se (podnijeti pritužbu) Europskom nadzorniku za zaštitu podataka (edps@edps.europa.eu).',"privacy-statement.10-detailed-info.title":"Gdje možete pronaći podrobnije informacije?","privacy-statement.10-detailed-info.items.0":'Komisijin službenik za zaštitu podataka objavljuje registar svih postupaka obrade osobnih podataka koje je provela Komisija koji su dokumentirani i koji su mu priopćeni. Tom registru možete pristupiti na sljedećoj poveznici: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Ovaj postupak obrade upisan je u javni registar službenika za zaštitu podataka pod sljedećim brojem: DPR-EC-09706.1.","privacy.title":"ZAŠTITA VAŠIH OSOBNIH PODATAKA","privacy.1-intro.title":"1. Uvod","privacy.1-intro.items.1":"

    Europska komisija (dalje u tekstu „Komisija”) obvezuje se štititi vaše osobne podatke i poštovati vašu privatnost. Komisija prikuplja i dalje obrađuje osobne podatke u skladu s Uredbom (EU) 2018/1725 Europskog parlamenta i Vijeća od 23. listopada 2018. o zaštiti pojedinaca u vezi s obradom osobnih podataka u institucijama, tijelima, uredima i agencijama Unije i o slobodnom kretanju takvih podataka (te o stavljanju izvan snage Uredbe (EZ) br. 45/2001).

    ","privacy.1-intro.items.2":"

    U ovoj izjavi o zaštiti privatnosti objašnjavaju se razlozi za prikupljanje i obradu osobnih podataka, način njihova prikupljanja, postupanja s njima i osiguravanja zaštite svih osobnih podataka, kako se ti podatci upotrebljavaju te koja prava možete ostvariti kad je riječ o vašim osobnim podatcima (pravo na pristup, ispravljanje, blokiranje itd.). U njoj su navedeni i podatci za kontakt nadležnog voditelja obrade koji vam može pomoći da ostvarite svoja prava, službenika za zaštitu podataka i Europskog nadzornika za zaštitu podataka.

    ","privacy.1-intro.items.3":"

    Ova izjava o zaštiti privatnosti odnosi se na prikupljanje i objavu osobnih podataka na javno dostupnoj internetskoj stranici Codeweek.eu osoba koje služe kao kontaktne točke za aktivnosti Europskog tjedna programiranja (ambasadori tjedna programiranja, koordinatori iz ministarstva obrazovanja, nastavnici voditelji, kao i organizatori aktivnosti i događanja).

    ","privacy.2-why.title":"2. Kako obrađujemo vaše podatke?","privacy.2-why.items.1":"

    Europska komisija prikuplja i objavljuje vaše osobne podatke kako bi dionicima ili zainteresiranim građanima olakšala identifikaciju kontaktnih točaka. Pružanje stvarnih osoba kao kontaktnih točaka najbolji je i najučinkovitiji način da se osigura da zainteresirane osobe mogu doći u kontakt sa servisima Komisije.

    ","privacy.2-why.items.2":"

    Vaši osobni podatci neće se upotrebljavati za automatizirano donošenje odluka, uključujući profiliranje.

    ","privacy.3-legal_process.title":"3. Na kojim pravnim osnovama obrađujemo vaše osobne podatke","privacy.3-legal_process.items.1":"

    Postupci obrade osobnih podataka za objavu kontaktnih točaka zakoniti su prema članku 5. stavku 1. točki (d) Uredbe (EU) 2018/1725 zato što ste dali privolu za obradu svojih osobnih podataka putem internetskog obrasca ili onda kada ste pristali na to da upotrebljavamo vašu adresu e-pošte ili korisničko ime ako ste se prijavili putem društvene mreže.

    ","privacy.4-collect_data.title":"4. Koje osobne podatke prikupljamo i dalje obrađujemo?","privacy.4-collect_data.items.1":"

    Prikupljeni osobni podatci jesu informacije s pomoću kojih se olakšava identifikacija vas kao kontaktne točke i s pomoću kojih se povećava vaša vidljivost za javnost, odnosno: titula, ime, prezime, položaj, profesionalne poštanske adrese i adrese e-pošte, broj telefona, slika, račun na društvenim mrežama, biografija.

    ","privacy.4-collect_data.items.2":"

    Te ste podatke pružili dobrovoljno ispunjavanjem obrasca za prijavu.

    ","privacy.4-collect_data.items.3":"

    Navođenje određenih osobnih podataka obavezno je za objavu aktivnosti i/ili podataka za kontakt na internetskoj stranici codeweek.eu. Ako ne navedete osobne podatke, vaša aktivnost neće biti objavljena i/ili nećete moći sudjelovati u prethodno navedenim mrežama.

    ","privacy.4-collect_data.items.4":"

    Sve druge osobne podatke pružate dobrovoljno.

    ","privacy.4-collect_data.items.5":'Nakon što se prijavite na naše novosti, vaša e-mail adresa bit će dodana na popis primatelja koji uređuje Mailerlite.com. Molimo pročitajte njihova pravila o zaštiti podataka. Pretplatu na novosti možete otkazati bilo kada klikom na poveznicu "Otkaži pretplatu" (unsubscribe) u našoj elektroničkoj poruci ili pošaljite elektroničku poruku na info@codeweek.eu i napišite Otkaži pretplatu (unsubscribe) u naslov poruke.',"privacy.5-how_long.title":"5. Koliko dugo čuvamo vaše osobne podatke?","privacy.5-how_long.items.1":"

    Komisija čuva vaše osobne podatke samo onoliko dugo koliko je potrebno za prikupljanje ili daljnju obradu koji su opisani u drugoj točki, odnosno onoliko dugo koliko djelujete kao kontaktna točka.

    ","privacy.5-how_long.items.2":"

    Vaši će se osobni podatci ukloniti s javno dostupne internetske stranice čim završite svoju funkciju kontaktne točke, osim ako niste dali svoj pristanak da vas se uključi u bazu podataka za buduće aktivnosti.

    ","privacy.6-protect_data.title":"6. Kako štitimo vaše osobne podatke?","privacy.6-protect_data.items.1":"

    Svi osobni podatci u elektroničkom obliku (e-pošta, dokumenti, baze podataka, učitane serije podataka itd.) pohranjeni su ili na poslužiteljima Europske komisije ili poslužiteljima njezina ugovaratelja. Svaka se obrada vrši u skladu s Odlukom Komisije (EU, Euratom) 2017/46 оd 10. siječnja 2017. o sigurnosti komunikacijskih i informacijskih sustava u Europskoj komisiji.

    ","privacy.6-protect_data.items.2":"

    Ugovaratelji Komisije obvezani su posebnom ugovornom klauzulom za sve aktivnosti obrade vaših podataka uime Komisije, kao i obvezama o povjerljivosti koje proizlaze iz prenošenja Opće uredbe o zaštiti podataka u državama članicama EU-a (Uredba OUZP (EU) 2016/679).

    ","privacy.6-protect_data.items.3":"

    Komisija je uvela niz tehničkih i organizacijskih mjera radi zaštite vaših osobnih podataka. Tehničke mjere uključuju odgovarajuće aktivnosti za osiguranje sigurnosti na internetu, ublažavanje rizika od gubitka podataka, sprječavanje izmjene podataka ili neovlaštenog pristupa podatcima, uzimajući u obzir rizik pri obradi i prirodu osobnih podataka koji se obrađuju. Organizacijske mjere uključuju ograničavanje pristupa osobnim podatcima isključivo na ovlaštene osobe kojima su ti podatci opravdano potrebni u svrhe predmetne obrade.

    ","privacy.7-access_data.title":"7. Tko ima pristup vašim podatcima i kome se oni otkrivaju?","privacy.7-access_data.items.1":"

    Pristup vašim osobnim podatcima ima osoblje Komisije koje je odgovorno za obradu i ovlašteno osoblje prema načelu nužnog pristupa. To se osoblje mora pridržavati zakonskih odredaba, i kad je potrebno, odredaba dodatnih ugovora o povjerljivosti.

    ","privacy.7-access_data.items.2":"

    Konkretno, svim osobnim podatcima koje pružite mogu pristupiti administratori internetske stranice (osoblje Komisije) kao i drugo osoblje Komisije prema načelu nužnog pristupa.. Nadalje, vaši osobni podatci i podatci o događaju dijelit će se s članovima mreža ambasadora Europskog tjedna programiranja i koordinatora iz područja obrazovanja radi organiziranja lokalnih aktivnosti ili daljnjih mjera.

    ","privacy.7-access_data.items.3":"

    U svrhu povećane vidljivosti kontaktnih točaka, vaši osobni podatci objavljuju se bez ograničenja pristupa na javnoj internetskoj stranici: http://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Prijenos podataka trećim stranama

    ","privacy.7-access_data.items.5":"

    Podatci koje prikupimo neće se dati trećim stranama, osim u mjeri i u svrhu u kojoj nam zakon tako nalaže.

    ","privacy.8-rights.title":"8. Koja su vaša prava i kako ih možete ostvariti?","privacy.8-rights.items.1":"

    Vaša posebna prava kao „ispitanika” u skladu s poglavljem III. (članci 14. – 25.) Uredbe (EU) 2018/1725 uključuju pravo na pristup vašim osobnim podatcima, njihov ispravak ili brisanje i pravo na ograničenje obrade vaših osobnih podataka. Ako je primjenjivo, imate i pravo prigovora na obradu ili pravo na prenosivost podataka.

    ","privacy.8-rights.items.2":"

    Pristali ste dati svoje osobne podatke za predmetnu obradu i taj pristanak možete povući u bilo kojem trenutku slanjem obavijesti voditelju obrade podataka. Povlačenje neće utjecati na zakonitost obrade provedene prije povlačenja vašeg pristanka.

    ","privacy.8-rights.items.3":"

    Svoja prava možete ostvariti tako što ćete se obratiti voditelju obrade podataka, a u slučaju spora službeniku za zaštitu podataka. Ako je potrebno, možete se obratiti i Europskom nadzorniku za zaštitu podataka. Njihovi su podatci za kontakt navedeni pod naslovom 9 u nastavku.

    ","privacy.9-contact.title":"9. Podatci za kontakt","privacy.9-contact.data-controller.title":"- Voditelj obrade podataka","privacy.9-contact.data-controller.text":"

    Ako želite ostvariti svoja prava na temelju Uredbe (EU) 2018/1725, ako imate primjedbe, pitanja ili nedoumice, ili ako želite podnijeti pritužbu u vezi s prikupljanjem i upotrebom vaših osobnih podataka, obratite se voditelju obrade podataka,

    ","privacy.9-contact.data-controller.address":"Glavna uprava za komunikacijske mreže, sadržaje i tehnologije Jedinica G2
    Zgrada BU25
    B-1049 Bruxelles
    ","privacy.9-contact.data-controller.email":"Adresa e-pošte: ","privacy.9-contact.data-protection-officer.title":"- Službenik za zaštitu podataka (DPO) Komisije","privacy.9-contact.data-protection-officer.text":'

    Možete se obratiti službeniku za zaštitu podataka (DATA-PROTECTION-OFFICER@ec.europa.eu) za pitanja povezana s obradom vaših osobnih podataka na temelju Uredbe (EU) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"- Europski nadzornik za zaštitu podataka (EDPS)","privacy.9-contact.european-data-protection.text":'

    Imate pravo obratiti se (podnijeti pritužbu) Europskom nadzorniku za zaštitu podataka (edps@edps.europa.eu) ako smatrate da su vam prava na temelju Uredbe (EU) 2018/1725 povrijeđena pri obradi vaših osobnih podataka od strane voditelja obrade.

    ',"remote-teaching.remote-teaching":"Poučavanje na daljinu","remote-teaching.intro.title":"Tjedan programiranja i poučavanje na daljinu","remote-teaching.intro.text":"Poučavanje na daljinu može biti vrlo zahtjevno za učitelje i učenike jer donosi brojne prepreke koje treba svladati. No ne morate prestati poučavati programiranje, računalno razmišljanje pa čak ni robotiku samo zato što su vaši učenici kod kuće. U nastavku slijede savjeti i resursi koji bi vam mogli pomoći.","remote-teaching.intro.points.1":"ovo je zbirka kratkih videozapisa, materijala za aktivnosti tipa „uradi sam”, zagonetki, igara i zadataka za programiranje za svakodnevnu primjenu kod kuće i u školi.","remote-teaching.intro.points.2.0":"Programiranje bez računala","remote-teaching.intro.points.2.1":"ovdje ćete pronaći različite aktivnosti koje možete isprobati kod kuće kako biste učili ili poučavali programiranje služeći se predmetima za svakodnevnu upotrebu.","remote-teaching.intro.points.3.0":"Materijali za učenje","remote-teaching.intro.points.3.1":"ovdje su dostupni „Materijali za učenje” i vodiči o održivom razvoju i umjetnoj inteligenciji koji u nastavnim planovima imaju odjeljke o poučavanju na daljinu.","remote-teaching.intro.points.4.0":"Repozitorij resursa","remote-teaching.intro.points.4.1":"mnogi resursi iz ovog repozitorija mogu se koristiti i u scenarijima poučavanja na daljinu. Dostupni su resursi i za poučavanje i za učenje programiranja.","remote-teaching.intro.points.5.0":"Webinari o programiranju od kuće","remote-teaching.intro.points.5.1":"jeste li znali da je u Tjednu programiranja organizirano nekoliko webinara o učenju i poučavanju programiranja od kuće? Pogledajte ih!","remote-teaching.tips.title":"Sedam savjeta za poučavanje programiranja na daljinu","remote-teaching.tips.points.1.0":"Upoznajte se s konceptima, programskim jezikom i softverom","remote-teaching.tips.points.1.1":"Iako kodiranje i programiranje učenici mogu u određenoj mjeri učiti samostalno primjenjujući metodu pokušaja i pogreške, morat ćete ih usmjeravati i pomagati im da uoče pogreške u sintaksi. Budite spremni na promjene i prilagodbe ako s pomoću određenog digitalnog alata ili programskog jezika ne postignete očekivane rezultate učenja.","remote-teaching.tips.points.2.0":"Ojačajte samopouzdanje učenika","remote-teaching.tips.points.2.1":"Motivirajte učenike sadržajnim nastavnim cjelinama kako biste im pomogli da ostvare svoj puni potencijal. Neka sami odabiru projekte i određuju željene rezultate te na taj način razvijaju svoje vještine i kreativnost. Ujedno vam preporučujemo da budete realistični i postavite ciljeve koje vaši učenici mogu postići.","remote-teaching.tips.points.3.0":"Potaknite učenike da rade u skupinama","remote-teaching.tips.points.3.1":`Programiranje u skupinama mnogo je zabavnije i usto će vašim učenicima pomoći da ostvare složenije i kreativnije projekte. Osim toga, neki se učenici mogu osjećati usamljeno kad uče na daljinu, a to se može izbjeći radom u skupinama. Na primjer, možete otvoriti mrežne sobe za sastanke u kojima će se učenici okupljati u skupinama ili uvesti međusobno vrednovanje u okviru kojeg će učenici razmjenjivati konstruktivne povratne informacije o svojim projektima. -`,"remote-teaching.tips.points.4.0":"Iskoristite softver otvorenog koda i besplatne internetske platforme za učenje programiranja","remote-teaching.tips.points.4.1":"Postoji mnogo kvalitetnih resursa za učenje i poučavanje programiranja koji su istodobno napredni i jednostavni za upotrebu. Vaši se učenici mogu služiti tim besplatnim alatima za koje ne morate kupovati licencije niti preuzimati softver. Većinu njih možete pronaći u repozitoriju Tjedna programiranja, a to su primjerice Scratch, App Inventor, Code.org, EarSketch, Sonic Pi itd. Baš kao i Materijale za učenje Tjedna programiranja, te alate možete iskoristiti za bilo koji predmet.","remote-teaching.tips.points.5.0":"Poučavajte kroz igru","remote-teaching.tips.points.5.1":"Prvi koraci u programiranju trebali bi biti zanimljivi i zabavni. Iako ovaj put možda nećete moći podijeliti to zadovoljstvo uživo, svejedno se možete zajedno igrati i zabaviti! Na primjer, možete predložiti svojim učenicima da se odmore od nastave tako da se povežu i zajedno zaigraju CodyColor, edukativnu igru za više igrača koja je namijenjena učenju računalnog razmišljanja kroz igru.","remote-teaching.tips.points.6.0":"Simulirajte stvarnu interakciju u učionici","remote-teaching.tips.points.6.1":"Tehnologija nam omogućuje da barem djelomično oponašamo interakciju koja je uobičajena u učionici. Možete potaknuti učenike da u određenim trenucima uključe svoje kamere, virtualno podižu ruke, postavljaju pitanja uživo ili u okviru za čavrljanje, ispunjavaju digitalne ankete i rješavaju testove itd. Neki od digitalnih alata koji vam mogu poslužiti u tu svrhu uključuju Zoom, Microsoft Teams, GoToMeeting ili Jitsi za nastavu uživo te Kahoot, Mentimeter ili Google Forms za testove i interakciju u učionici. To će učenicima pomoći da se osjećaju kao da su u razredu i da se povežu sa svojim vršnjacima.","remote-teaching.tips.points.7.0":"Pobrinite se da materijali budu lako dostupni i cjenovno pristupačni","remote-teaching.tips.points.7.1":"Vodite računa o tome da nastava programiranja bude realistična i uključiva: svi potrebni materijali trebaju biti lako dostupni u svakom kućanstvu, a svi učenici trebaju biti u mogućnosti ispuniti nastavne zadatke. Ako neki učenici to ne mogu učiniti, prilagodite svoj pristup. Na primjer, materijali potrebni za aktivnosti programiranja bez računala moraju biti cjenovno pristupačni (škare, papir ili markeri). Ako se vježbe programiranja izvode na internetu, provjerite imaju li svi učenici kod kuće pristup tabletu ili računalu te stabilnu internetsku vezu.","remote-teaching.tips.conclusion":"Kako vi učite ili poučavate kodiranje i programiranje u uvjetima poučavanja na daljinu? Imate li savjet za druge učitelje? Podijelite svoje iskustvo na forumu u nastavku!","report.title":"Prijavi svoje #EUCodeWeek događanje","report.event_title":"Naziv događanja","report.number_required":"Navedite okvirnu procjenu, čak i ako nemate točne podatke.","report.phrase1":"Ovaj obrazac možete ispuniti samo jednom! Pozorno provjerite svoje podatke. Ako pogriješite, ","report.phrase2":"Nakon predaje prijave, automatski će biti izdana personalizirana potvrda o sudjelovanju na Tjednu programiranja te ćete je moći preuzeti ili podijeliti. Ovdje možete vidjeti primjer potvrde.","report.phrase3":"Obavezna polja označena su zvjezdicom *.","report.phrase4":"Ovaj obrazac možete ispuniti samo jednom! Pozorno provjerite svoje podatke. Ako pogriješite,","report.contactus":"obratite nam se","report.participants_count.label":"Broj sudionika","report.average_participant_age.label":"Prosječna dob sudionika","report.percentage_of_females.label":"Postotak žena","report.codeweek_for_all_participation_code.label":"Kôd za sudjelovanje u izazovu Codeweek for all","report.codeweek_for_all_participation_code.help":"Ako ste ga dobili, ovdje možete staviti svoj kôd za izazov Codeweek4All. Ako ne sudjelujete, zanemarite ovo polje.","report.name_for_certificate.label":"Ime za potvrdu","report.name_for_certificate.help":"Promijenite ovo ime u naziv organizatora kojemu će biti izdana potvrda o sudjelovanju u Tjednu programiranja. Ovdje upotrebljavajte samo ASCII (latinična) slova. Nisu podržana slova s naglascima, prijeglasima i slično.","report.submit":"Predaj prijavu događanja","report.thanks_page.title":"Hvala na prijavi događanja!","report.thanks_page.certificate_ready":"Vaša je potvrda spremna.","report.thanks_page.download_button":"Kliknite ovdje i preuzmite je.","report.thanks_page.back_events":"Vrati se na svoje događanje","resources.search_resources":"Pretražite resurse","resources.types":"Vrste","resources.levels":"Razine","resources.programming_languages":"Programski jezici","resources.categories":"Kategorije","resources.Languages":"Jezici","resources.Subjects":"Teme","resources.share":"Dijeli","resources.communication_toolkit":"Komplet alata za komunikaciju","resources.teachers_toolkit":"Komplet alata za nastavnike","resources.leaflet":"Letak","resources.how_to_organise_an_activity":"Kako organizirati događanje?","resources.resources.languages.Russian":"Ruski","resources.resources.languages.Norwegian":"Norveški","resources.resources.languages.Mandarin":"Mandarinski kineski","resources.resources.languages.Japanese":"Japanski","resources.resources.languages.All targeted languages":"Svi ciljani jezici","resources.resources.levels.Beginner":"Početna razina","resources.resources.levels.Intermediate":"Srednja razina","resources.resources.levels.Advanced":"Napredna razina","resources.resources.levels.Pre-primary education":"Predškolsko obrazovanje","resources.resources.levels.Primary school (5-12)":"Osnovnoškolsko obrazovanje (7 – 14)","resources.resources.levels.Lower secondary school (12-16)":"Niži razredi srednje škole (14 – 16)","resources.resources.levels.Upper secondary school (16-18)":"Viši razredi srednje škole (16 – 18)","resources.resources.levels.Higher Education":"Visokoškolsko obrazovanje","resources.resources.levels.Other":"Ostalo","resources.resources.subjects.Art":"Umjetnost","resources.resources.subjects.Biology":"Biologija","resources.resources.subjects.Chemistry":"Kemija","resources.resources.subjects.Computer Science":"Informatika","resources.resources.subjects.Culture":"Kultura","resources.resources.subjects.Economics":"Ekonomija","resources.resources.subjects.Foreign Languages":"Strani jezici","resources.resources.subjects.Geography":"Zemljopis","resources.resources.subjects.Geology":"Geologija","resources.resources.subjects.History":"Povijest","resources.resources.subjects.Language and Literature":"Jezik i književnost","resources.resources.subjects.Mathematics":"Matematika","resources.resources.subjects.Natural Sciences":"Prirodne znanosti","resources.resources.subjects.Physical Education":"Tjelesna i zdravstvena kultura","resources.resources.subjects.Physics":"Fizika","resources.resources.subjects.Coding":"Kodiranje","resources.resources.subjects.Special Education Needs":"Posebne obrazovne potrebe","resources.resources.subjects.Other":"Ostalo","resources.resources.types.Tutorial":"Tutorijal","resources.resources.types.Website":"Web-mjesto","resources.resources.types.Online Course":"Internetski tečaj","resources.resources.types.Video":"Videozapis","resources.resources.types.Audio":"Zvučni zapis","resources.resources.types.Application":"Aplikacija","resources.resources.types.Game":"Igra","resources.resources.types.Graphic Material":"Grafički materijal","resources.resources.types.Presentation":"Prezentacija","resources.resources.types.Toolkit":"Komplet alata","resources.resources.types.Other":"Ostalo","resources.resources.types.Lesson Plan":"Nastavni plan","resources.resources.types.Guide":"Vodič","resources.resources.categories.Coding":"Kodiranje","resources.resources.categories.Programming":"Programiranje","resources.resources.categories.Computational Thinking":"Računalno razmišljanje","resources.resources.categories.Robotics":"Robotika","resources.resources.categories.Making":"Izrada","resources.resources.categories.Tinkering":"Popravljanje","resources.resources.categories.Unplugged Activities":"Izvanmrežne aktivnosti","resources.resources.categories.Other":"Ostalo","school.name":"Naziv škole","school.location":"Lokacija škole","school.description":"Opis škole","school.school":"Škola","school.add":"Dodaj","school.list":"Popiši","school.required.name":"Naziv škole jest obavezan","school.required.location":"Lokacija škole jest obavezna","schools.1.title1":"Zašto biste trebali uvesti programiranje u svoj razred?","schools.1.title2":"Kakve koristi mogu imati vaši učenici od programiranja? Što dobivate vi kao nastavnik?","schools.1.content.0":"Smatramo da osnovna pismenost svake osobe u digitalnom dobu mora uključivati razumijevanje programiranja i razvoj ključnih kompetencija povezanih s računalnim razmišljanjem, kao što su rješavanje problema, suradnja i analitičke vještine.","schools.1.content.1":"Učenje programiranja može osnažiti vaše učenike da postanu predvodnici u digitalno kompetentnom društvu, da bolje razumiju svijet koji ih okružuje te im pružiti bolje šanse da uspiju u osobnim i profesionalnim životima.","schools.1.content.2":"Pružajući školama i nastavnicima mogućnosti za besplatan stručni razvoj, nastavne materijale, stavljajući pred njih međunarodne izazove i nudeći im priliku za razmjenu, Tjedan programiranja svim učenicima nudi mogućnost da naprave prve korake kao digitalni stvaratelji.","schools.1.button.label":"Želite li odmah početi? Registrirajte se ovdje!","schools.2.title1":"Jeste li spremni uključiti se?","schools.2.title2":"Organizirajte nastavni sat, obuku ili događanje i unesite to na kartu.","schools.2.content.0":"Neovisno o tome imate li znanja o programiranju, bez problema možete organizirati nastavni sat u svojem razredu, dan otvorenih vrata ili događanje u svojoj školi. Samo pronađite datum i registrirajte svoju aktivnost na karti u nastavku. Ako mislite da vam u pripremi nastavnog sata treba podrška u vezi s programiranjem, idite na sljedeći odjeljak.","schools.2.content.1":"Pregledavanjem karte u nastavku pogledajte neke primjere aktivnosti koje se organiziraju i dodajte svoju kako biste se pridružili tisućama kolega podučavatelja diljem Europe i izvan nje: ","schools.2.button.label":"Jeste li spremni pokušati? Dodajte aktivnost!","schools.3.title1":"Novi ste u programiranju? Nemojte se brinuti","schools.3.title2":"Naši alati pomažu vam da se upoznate s programiranjem prije nego što s njime upoznate svoje učenike","schools.3.content.0":"Ako u svoj razred želite uvesti programiranje, ali ne znate otkud krenuti, nemojte se brinuti! Međunarodni tim nastavnika i stručnjaka razvio je niz kratkih internetskih modula za obuku koji će vam pomoći da krenete.","schools.3.content.1":"Naše module za učenje možete pratiti čak i ako nemate prethodnog iskustva s programiranjem!","schools.3.button.label":"Pristupite modulima za obuku","schools.4.title1":"U potrazi ste za dodatnim izazovom?","schools.4.title2":"Razvijte mrežu aktivnosti, angažirajte čim više učenika i osvojite Potvrdu o izvrsnosti","schools.4.content.0":"Code Week 4 All izaziva vas da se udružite s drugim nastavnicima ili školama te da sudjelujete u međunarodnoj zajednici istomišljenika koji učenicima pružaju priliku da naprave prve korake u programiranju. Izgradite savez u koji je uključeno više od 500 učenika i osvojit ćete Potvrdu o izvrsnosti.","schools.4.button.label":"Saznajte više o izazovu Code Week 4 All challenge","schools.title":"Škole: upoznajte svoje učenike s Tjednom programiranja","scoreboard.title":"Koje zemlje vrve aktivnostima u vezi s programiranjem?","scoreboard.paragraph":"Pregled je razvrstan prema broju popisanih događanja programiranja po stanovništvu, stoga se nemojte iznenaditi ako neke manje zemlje vidite na višim mjestima na popisu.","scoreboard.parcipating_with":"sudjeluje s","scoreboard.events":"događanja","search.audience_title":"Publika","search.theme_title":"Tema","search.placeholder":"Traži po nazivu ili oznaci događanja","search.submit":"Traži","search.label_country":"Odaberi zemlju","search.last_year_events.label":"Uključi prošlogodišnja događanja","search.last_year_events.yes":"Da","search.last_year_events.no":"Ne","search.search_counter":"odgovara kriterijima vaše pretrage","search.event":"događanje","search.events":"događanja","search.year":"év","search.audiences":"Ciljane skupine","search.themes":"Teme","search.countries":"Države","search.search_placeholder":"Pretraživanje po naslovu  ili opisu","snippets.featured-activities":"Izdvajamo nadolazeće aktivnosti Europskog tjedna programiranja u kojima možete sudjelovati putem interneta. Možete ih filtrirati po jeziku i mjesecu, a klikom na „Pogledajte” prikazat će se sve pojedinosti o određenoj aktivnosti i podaci za kontakt organizatora. Uživajte!","snippets.learn":"Kodiranje i programiranje važne su kompetencije koje su sve traženije u svim područjima, a svrha je Europskog tjedna programiranja podržati vas u njihovu stjecanju! Pregledajte naš repozitorij i pronađite najbolji resurs s pomoću kojeg ćete započeti ili nastaviti svoj programerski put. Svi su resursi besplatni. Ne zaboravite da pretraživanje možete filtrirati po vrsti resursa, stupnju vještine, programskom jeziku, kategoriji i jeziku.","snippets.teach":"Kodiranje i programiranje važne su kompetencije koje će otvoriti nove mogućnosti vašim učenicima i djeci. Želite li poučavati programiranje kod kuće, u učionici ili klubu za programiranje? Pregledajte naš repozitorij i pronađite najprikladniji resurs s pomoću kojeg ćete uvesti kodiranje i programiranje u nastavu. Svi su resursi besplatni. Ne zaboravite da pretraživanje možete filtrirati po vrsti resursa, stupnju vještine, programskom jeziku, temi, kategoriji i jeziku.","snippets.toolkits.0":"U ovom odjeljku pronaći ćete materijale koji će vam pomoći u organizaciji aktivnosti za Europski tjedan programiranja i u promicanju te inicijative u zajednici.","snippets.toolkits.1":"Komunikacijski alati","snippets.toolkits.2":"ovdje možete pronaći službene materijale Europskog tjedna programiranja: logotipe, značke, letke, postere, predloške za PowerPoint i Word, primjere objava na društvenim mrežama i ilustracije.","snippets.toolkits.3":"Alati za učitelje","snippets.toolkits.4":"ovdje možete pronaći službene materijale Europskog tjedna programiranja: logotipe i značke, predložak potvrde o sudjelovanju za učenike, uvodnu prezentaciju o Europskom tjednu programiranja i materijale za društvene mreže.","snippets.toolkits.5":"Službeni letak Europskog tjedna programiranja.","snippets.about.goal":"Cilj je pomoći mladim ljudima da svladaju osnove kodiranja i računalnog razmišljanja.","snippets.guide.tutorials.1":"Pogledajte naše","snippets.guide.tutorials.2":"vodiče i obuke","snippets.guide.tutorials.3":"dostupne na 29 jezika da biste se pripremili za organizaciju aktivnosti u kojima mladi uče kodiranje i računalno razmišljanje.","snippets.dance.menu":"Plesni izazov","snippets.dance.subtitle":"Tko je rekao da programeri ne znaju plesati? Dokazat ćemo suprotno u izazovu #EUCodeWeekDance.","snippets.dance.content":"Pozivamo sve – škole, nastavnike, knjižnice, klubove za programiranje, poduzeća i javna tijela – da organiziraju aktivnost #EUCodeWeekDance u ovogodišnjem EU-ovu tjednu programiranja i unesu je na kartu tjedna programiranja.","snippets.treasure-hunt.menu":"Potraga za blagom","snippets.treasure-hunt.subtitle":"Ovo je igra na telegramu","snippets.videos.1":"Pogledajte videozapise ambasadora Europskog tjedna programiranja o našim vrijednostima","snippets.videos.2":"Pogledajte Katju Osljak, ambasadoricu Slovenije, koja objašnjava zašto je tjedan programiranja neovisan","snippets.videos.3":"Pogledajte Laurenta Touchéa, ambasadora Francuske, koji objašnjava zašto je tjedan programiranja namijenjen svima","snippets.videos.4":"Pogledajte Fatmu Bouaziz, ambasadoricu Tunisa, koja objašnjava zašto je tjedan programiranja glokalan","snippets.videos.5":"Pogledajte Lindu Sinka, ambasadoricu Latvije, koja objašnjava zašto je za tjedan programiranja najvažnija suradnja","snippets.videos.6":"Pogledajte Alessandra Boglioloa, ambasadora Italije, koji objašnjava zašto je tjedan programiranja neprofitan","snippets.videos.7":"Pogledajte Marjanu Prifti, ambasadoricu Albanije, koja objašnjava zašto tjedan programiranja potiče inovacije i kreativnost","snippets.videos.8":"Pogledajte Cristianu Lucaci, ambasadoricu Rumunjske, koja objašnjava zašto je tjedan programiranja zahvalan svojoj zajednici","training.learning_bits":"Materijali za učenje o Tjednu programiranja","training.title":"Besplatni edukativni materijali i online tečajevi","training.text":`

    Ovdje možete pronaći besplatne materijale za obuku i resurse koji će vam pomoći da krenete i isplanirate svoj sljedeći inovativni sat.

    -

    1. Materijali za učenje

    -

    Nije potrebno prethodno iskustvo u kodiranju ili programiranju, a za dovršetak svakog modula trebat će vam samo oko 15 minuta. Kroz module upoznajete ključne koncepte povezane s aktivnostima programiranja i računalnog razmišljanja. Dodatno, u modulima dobivate i praktične naputke i savjete o tome kako integrirati koncepte u svojoj učionici.

    `,"training.text_2":`

    Sada kada ste došli do kraja jednog ili više materijala za učenje o Tjednu programiranja, nadamo se da imate dovoljno pouzdanja unijeti ponešto digitalne kreativnosti u svoju učionicu i zabilježiti svoju aktivnost na karti Tjedna programiranja!

    - -

    Jednostavno možete organizirati nastavni sat u svojem razredu, dan otvorenih vrata ili događanje u svojoj školi. Samo pronađite datum i registrirajte svoju aktivnost na karti Tjedna programiranja. Svaki organizator aktivnosti za svoj će trud primiti potvrdu o sudjelovanju.

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    Ako biste se željeli povezati s međunarodnom skupinom entuzijastičnih nastavnika, pridružite se grupi Europskog tjedna programiranja za nastavnike na Facebooku! Da biste otišli korak naprijed i surađivali s drugim školama u svojoj zemlji ili preko granica, pridružite se izazovu Code Week 4 All challenge.

    `,"training.lessons.1.title":"Programiranje bez digitalne tehnologije (bez struje)","training.lessons.1.author":"Alessandro Bogliolo","training.lessons.1.text":`

    Programiranje je jezik stvari koji nam omogućuje pisanje programa kako bismo dodijelili nove funkcionalnosti desetcima milijardi predmeta oko nas koji se mogu programirati. Programiranje je najbolji način ostvarivanja naših ideja te najučinkovitiji način razvijanja sposobnosti računalnog razmišljanja. No tehnologija nije nužno potrebna za razvoj računalnog razmišljanja. Zapravo su vještine računalnog razmišljanja ključne za funkcioniranje tehnologije.

    - -

    U ovom videozapisu Alessandro Bogliolo, profesor računalnih sustava u Italiji i koordinator Europskog tjedna programiranja, predstavit će aktivnosti programiranja za koje nije potrebna struja i koje se mogu provoditi bez ikakva elektroničkog uređaja. Glavna svrha aktivnosti bez struje jest smanjiti prepreke pristupa kako bi se programiranje uvelo u sve škole, neovisno o financijskim sredstvima i opremi.

    - -

    Aktivnosti programiranja bez struje otkrivaju računalne aspekte fizičkog svijeta koji nas okružuje.

    `,"training.lessons.1.activities.1":"1. aktivnost – CodyRoby za osnovnu školu","training.lessons.1.activities.2":"2. aktivnost – CodyRoby za niže razrede srednje škole","training.lessons.1.activities.3":"3. aktivnost – CodyRoby za srednju školu","training.lessons.2.title":"Računalno razmišljanje i rješavanje problema","training.lessons.2.author":"Miles Berry","training.lessons.2.text":`

    Računalno razmišljanje opisuje način pristupa problemima i sustavima koji omogućuje upotrebu računala koje nam pomaže u njihovu rješavanju ili razumijevanju. Računalno razmišljanje nije samo ključno za razvoj računalnih programa, već se ono može upotrebljavati i kao podrška pri rješavanju problema u svim disciplinama.

    - -

    Svoje učenike možete naučiti računalnom razmišljanju tako što ćete ih navesti da složene probleme raščlane na manje (dekompozicija), da prepoznaju uzorke (prepoznavanje uzoraka), da utvrde sve relevantne podatke za rješavanje problema (apstrakcija); ili možete utvrditi pravila ili upute koje mogu slijediti kako bi postigli željeni ishod (dizajn algoritma). Računalno razmišljanje može se poučavati u različitim disciplinama, primjerice u matematici (otkrivanje pravila za faktoriranje polinoma drugog stupnja), književnosti (raščlanjivanje analize pjesme u analizu stihova, ritma i strukture), jezicima (pronalaženje uzoraka u završnim slovima glagola koji utječu na njegovo pisanje pri promjeni glagolskog vremena) i u brojnim drugim disciplinama.

    - -

    U ovom videozapisu Miles Berry, glavni predavač na sveučilištu University of Roehampton School of Education u Guildfordu (Ujedinjena Kraljevina), upoznaje nas s pojmom računalnog razmišljanja i s različitim načinima na koje ga nastavnik može integrirati u učionicu s pomoću jednostavnih igara.

    `,"training.lessons.2.activities.1":"1. aktivnost – Razvoj matematičkog razmišljanja za osnovnu školu","training.lessons.2.activities.2":"2. aktivnost – Upoznavanje s algoritmima za niže razrede srednje škole","training.lessons.2.activities.3":"3. aktivnost – Algoritmi za više razrede srednje škole","training.lessons.3.title":"Vizualno programiranje – Uvod u Scratch","training.lessons.3.author":"Margo Tinawi","training.lessons.3.text":`

    Vizualno programiranje omogućuje ljudima da opisuju procese s pomoću ilustracija ili grafika. Vizualno se programiranje obično suprotstavlja programiranju koje se temelji na tekstu. Jezici vizualnog programiranja (VPL-ovi) posebice su dobro prilagođeni za upoznavanje djece (pa čak i odraslih) s algoritamskim razmišljanjem. Uz jezike vizualnog programiranja manje je toga za čitanje i ne primjenjuje se sintaksa.

    - -

    U ovom videozapisu Margo Tinawi, nastavnica web-razvoja u Le Wagonu i suosnivačica društva Techies Lab asbl (Belgija), pomoći će vam da otkrijete Scratch, jedan od najpoznatijih jezika vizualnog programiranja koji se upotrebljava diljem svijeta. Scratch je razvijen na MIT-u 2002. i otad je oko sebe okupio veliku zajednicu u kojoj možete pronaći milijune projekata koje možete replicirati sa svojim učenicima te bezbroj tutorijala na nekoliko jezika.

    - -

    Da biste se koristili jezikom Scratch, ne trebate imati iskustva s programiranjem, a možete ga primjenjivati u raznim predmetima! Primjerice, koristite li se jezikom Scratch kao alatom za digitalno pričanje priča, učenici mogu stvarati priče, ilustrirati matematički problem ili sudjelovati u umjetničkom natjecanju kako bi naučili o kulturnoj baštini, pritom učeći programiranje i računalno razmišljanje i, najvažnije, zabavljajući se.

    - -

    Scratch je besplatan alat, vrlo je intuitivan i motivirajući za vaše učenike. Pogledajte videozapis koji je snimila Margo i naučite kako početi.

    `,"training.lessons.3.activities.1":"1. aktivnost – Osnove programa Scratch za osnovnu školu","training.lessons.3.activities.2":"2. aktivnost – Osnove programa Scratch za niže razrede srednje škole","training.lessons.3.activities.3":"3. aktivnost – Osnove programa Scratch za srednju školu","training.lessons.4.title":"Izrada edukativnih igara uz Scratch","training.lessons.4.author":"Jesús Moreno León","training.lessons.4.text":`

    Kritičko razmišljanje, upornost, rješavanje problema, računalno razmišljanje i kreativnost samo su neke od ključnih vještina koje su potrebne vašim učenicima kako bi uspjeli u 21. stoljeću. Programiranje vam može pomoći da ih steknete na zabavan i motivirajući način.

    - -

    Algoritamski pojmovi kontrole toka primjenom sljedova uputa i petlji, prikaz podataka s pomoću varijabli i popisa ili sinkronizacija procesa mogu zvučati poput kompliciranih koncepata, no u ovom ćete videozapisu otkriti da ih je zapravo lakše naučiti nego što mislite.

    - -

    U ovom će videozapisu Jesús Moreno León, nastavnik informatike i istraživač iz Španjolske, objasniti kako kod svojih učenika možete razviti ove i druge vještine i pritom se zabavljati. Kako je to izvedivo? Zahvaljujući igri pitanja i odgovora osmišljenoj u Scratchu, najpopularnijem programskom jeziku koji se upotrebljava u školama diljem svijeta. Scratch poboljšava računalno razmišljanje, ali omogućuje i uvođenje elemenata igrifikacije u učionicu kako bi vaši učenici ostali motivirani dok uče i zabavljaju se.

    - -

    Pogledajte videozapis i naučite kako početi:

    `,"training.lessons.4.activities.1":"1. aktivnost – Igra pitanja i odgovora uz jezik Scratch za osnovnu školu","training.lessons.4.activities.2":"2. aktivnost – Igra pitanja i odgovora uz jezik Scratch za niže razrede srednje škole","training.lessons.4.activities.3":"3. aktivnost – Igra pitanja i odgovora uz jezik Scratch za srednju školu","training.lessons.5.title":"Izrada, robotika i popravljanje u učionici","training.lessons.5.author":"Tullia Urschitz","training.lessons.5.text":`

    Za obrazovanje u 21. stoljeću ključno je u školske programe rada integrirati programiranje, popravljanje, robotiku i mikroelektroniku kao alate za učenje i poučavanje.

    - -

    Primjena popravljanja i robotike u školama ima brojne prednosti za učenike jer im pomaže u razvoju ključnih kompetencija kao što su rješavanje problema, timski rad i suradnja. Također potiče kreativnost i samopouzdanje učenika te im može pomoći da postanu uporniji i odlučniji kada se suoče s izazovima. Robotika je i područje koje promiče uključivost jer je lako dostupno širokom rasponu učenika različitih talenata i vještina (i djevojčicama i dječacima) te pozitivno utječe na učenike s poremećajima iz autističnog spektra.

    - -

    Pogledajte ovaj videozapis u kojemu će Tullia Urschitz, talijanska ambasadorica zajednice Scientix i nastavnica STEM-a u općini Sant’Ambrogio Di Valpolicella u Italiji, navesti neke praktične primjere o tome kako nastavnici mogu uključiti popravljanje i robotiku u svoju nastavu, preobražavajući tako pasivne učenike u entuzijastične stvaratelje.

    `,"training.lessons.5.activities.1":"1. aktivnost – Kako izraditi mehaničku ruku od lesonita za osnovnu školu","training.lessons.5.activities.2":"2. aktivnost – Kako izraditi mehaničku ili robotsku ruku za niže razrede srednje škole","training.lessons.5.activities.3":"3. aktivnost – Kako izraditi mehaničku ili robotsku ruku za više razrede srednje škole","training.lessons.6.title":"App Inventor i razvoj aplikacija","training.lessons.6.author":"autorica: Rosanna Kurrer","training.lessons.6.text":`

    Pogledajte ovaj videozapis u kojemu Rosanna Kurrer (osnivačica organizacije CyberWayFinder) objašnjava što je App Inventor, iznosi prednosti uporabe razvoja aplikacija u nastavi i daje neke praktične primjere toga kako učitelji mogu integrirati App Inventor u nastavu, mijenjajući tako pasivne učenike u entuzijastične tvorce igara.

    -

    Svi mi upotrebljavamo aplikacije jer nam omogućuju jednostavan i brz način usklađivanja aktivnosti. One se isto tako sve više upotrebljavaju u obrazovanju jer korisnicima omogućuju personalizirano učenje i stjecanje informacija. Zašto stoga ne biste osposobili svoje učenike da izrade obrazovnu aplikaciju za druge?

    `,"training.lessons.6.activities.1":"Aktivnost 1. – naslov, za osnovnu školu","training.lessons.6.activities.2":"Aktivnost 2. – naslov, za niže razrede srednje škole","training.lessons.6.activities.3":"Aktivnost 3. – naslov, za više razrede srednje škole","training.lessons.7.title":"Učenje kroz igru i stvaranje","training.lessons.7.author":"autor: Diogo da Silva","training.lessons.7.text":`

    Poslove i radna mjesta zahvatile su promjene, a obrazovanje prati taj trend. U pripremi učenika za karijeru u 21. stoljeću nove vještine kao što su učenje kroz igru, stvaranje i hakiranje postaju ključne jer smanjuju jaz između škole i stvarnosti. Stvaranjem suradničkog okruženja u učionici u kojemu je rad usmjeren na rješavanje problema učenicima se omogućuje da sudjeluju i napreduju. Tim se aktivnostima promiče rasprava, čime se omogućuje da učionica postane komunikacijsko čvorište u kojemu je važan svaki doprinos.

    -

    Pogledajte videozapis u nastavku u kojemu vas portugalski učitelj predmeta u STEAM području Diogo da Silva, pripadnik škole Escola Global, postupno vodi kroz razvoj nastavnog plana kojim ćete svojim učenicima omogućiti da učenjem kroz igru, stvaranjem i hakiranjem pronađu put prema rješenju.

    `,"training.lessons.7.activities.1":"Aktivnost 1. – naslov, za osnovnu školu","training.lessons.7.activities.2":"Aktivnost 2. – naslov, za niže razrede srednje škole","training.lessons.7.activities.3":"Aktivnost 3. – naslov, za više razrede srednje škole","training.lessons.8.title":"Programiranje za sve predmete","training.lessons.8.author":"M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Kada pomislite na programiranje u nastavi, prva će vam asocijacija biti računala, tehnologija, matematika ili znanost. Međutim, s obzirom na to da učenici imaju mnogo interesa i predmeta, zašto to ne biste iskoristili i uveli programiranje u cijeli nastavni plan i program?

    -

    Uvođenje programiranja u nastavu višestruko je korisno jer učenicima pomaže da razviju kritičko razmišljanje i vještine rješavanja problema te da postanu aktivni korisnici i upravljaju vlastitim procesom učenja, što je u školama ključno. Međutim, najvažnije je to što će vaši učenici istodobno učiti i zabavljati se!

    -

    Jezici, glazba ili STEM samo su neki od predmeta u koje učitelji mogu uvesti programiranje za buduće znanstvenike, glazbenike, umjetnike i sve ostale! Svaki učitelj može uvesti u nastavu programiranje i računalno razmišljanje. Uporaba integriranog učenja sadržaja i jezika (engl. Content and Language Integrated Learning – CLIL) za objašnjavanje algoritama iz svakodnevnog života, izrada upravljačke palice (joystick) od filca kao načina učenja o znanosti ili uporaba obrazovnih robota za poticanje motiviranosti na satu matematike neki su od primjera aktivnosti koje možete primijeniti u učionici.

    -

    Pogledajte videozapis u nastavku kao primjer kako učitelji glazbe, znanosti ili jezika mogu na jednostavan način uvesti u nastavu programiranje i računalno razmišljanje, i to bez prethodnog iskustva.

    `,"training.lessons.8.activities.1":"Aktivnost 1. Robotika i uključivanje osnovnoškolskih učenika u STEM","training.lessons.8.activities.2":"Aktivnost 2. Glazba je programiranje","training.lessons.8.activities.3":"Aktivnost 3. Učenje kroz igru i programiranje s pomoću alata Makey Makey","training.lessons.8.activities.4":"Aktivnost 4. Algoritam iz svakodnevnog života za uporabu CLIL-a u nastavi","training.lessons.9.title":"Izrada automata s micro:bitom","training.lessons.9.author":"napisala Pauline Maas","training.lessons.9.text":`

    - Izrada jednostavnih kreacija s vašim učenicima, od robota do glazbenih instrumenata s pomoću micro:bita, džepnog računala koje se lako programira, može biti zabavna i jednostavna , a istodobno ih i učite kodiranju. Jednostavan je i lak za upotrebu, čak i za najmlađe programere, dok je istovremeno dovoljno moćan i za naprednije učenike. Možete ga uključiti u različita predavanja, od povijesti do matematike, pa čak i znanosti. Mogućnosti su neograničene. Micro:bit je uključiv i jednostavan način da učenike poučite kodiranju, dok istodobno usvajaju vještine poput računalnog razmišljanja, rješavanja problema i kreativnosti. -

    -

    -U ovom videozapisu Pauline Mass, profesorica računalnih znanosti na Koninklijke Visio, predstavit će micro:bit i dati nekoliko praktičnih primjera kako ga učitelji mogu integrirati u učionicu, transformirajući pasivne učenike u entuzijastične kreatore. -

    `,"training.lessons.9.activities.1":"Morseov kôd s micro:bitom za osnovnu školu","training.lessons.9.activities.2":"Soba za bijeg s micro:bitom za niže razrede srednje škole","training.lessons.9.activities.3":"Izrada automata za više razrede srednje škole","training.lessons.10.title":"Kreativno kodiranje s pomoću programskog jezika Python","training.lessons.10.author":"napisala Ivana Vezjak","training.lessons.10.text":`

    -Prebacivanje s vizualnog programiranja na programiranje koje se temelji na tekstu prirodan je tijek u kodiranju. Vizualno programiranje često je odličan izbor za početnike, ali nakon nekog vremena učenici mogu težiti novim izazovima. Programiranje koje se temelji na tekstu sljedeći je korak za sve koji žele zaći dublje u programiranje i računalno razmišljanje. -

    -

    -U ovom videozapisu Ivana Vezjak uvodi u osnovnu sintaksu programskog jezika Python. Python je jedan od najpopularnijih programskih jezika današnjice, upotrebljava se u brojnim područjima kao što su znanost o podatcima, umjetna inteligencija, strojno učenje, razvoj internetskih stranica itd. Iako je Python moćan programski jezik kojim se služe iskusni programeri, zahvaljujući njegovoj jednostavnosti i jasnoj sintaksi mogu ga upotrebljavati i osobe bez iskustva u kodiranju. -

    -

    -S pomoću programskog jezika Python učenici mogu stvarati kvizove o povijesnim događanjima, rješavati matematičke probleme i raditi fizičke simulacije, stvarati igre, internetske stranice, analizirati podatke za znanstvene projekte i još mnogo toga. Python ima bogatu i opširnu standardnu knjižnicu, veliku zajednicu i velik broj tutorijala i projekata dostupnih na internetu koji se mogu upotrebljavati za potrebe poučavanja, učenja i vježbanja. Kodiranjem u programskom jeziku Python, analiziranjem programa i rješavanjem problema učenici razvijaju svoju kreativnost i uče kako biti dosljedni, uporni i strpljivi. Uče o analitičkom razmišljanju i vještinama rješavanja problema raščlanjivanjem složenih problema u manje komponente. Te kompetencije pomoći će im da se nose s problemima u svim drugim domenama njihovih života. -

    `,"training.lessons.10.activities.1":"Moj prvi kviz za osnovnu školu","training.lessons.10.activities.2":"Igra vješala za niže razrede srednje škole","training.lessons.10.activities.3":"Pogodi zastavu! za više razrede srednje škole","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Standardna knjižnica programskog jezika Python","training.lessons.10.links.1.description":"Kolekcija prethodno izrađenih kodova i modula (npr. modul turtle, matematički modul itd.)","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Edukativna videoigra za učenje koncepata programiranja.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/hr-HR/codeclub","training.lessons.10.links.3.title":"Projekti CodeClub","training.lessons.10.links.3.description":"Detaljni projekti u području programiranja za djecu, od početnika do naprednih korisnika.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Osmislite vlastite računalne igre s pomoću programskog jezika Python","training.lessons.10.links.4.description":"Knjiga u kojoj možete naučiti kako programirati vlastitu računalnu igru s pomoću programskog jezika Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Edukativna zajednica u kojoj učenici i učitelji mogu prolaziti obuke kroz niz izazova.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Kolekcija uvodnih predavanja o programskom jeziku Python (i oni koji se temelje na tekstu i blokovi) s pomoću interaktivne stranice Trinkets.","training.lessons.10.links.title":"Drugi povezani izvori","training.lessons.11.title":"Kodiranje za uključivanje","training.lessons.11.author":"napisao: tim Tjedna programiranja","training.lessons.11.text":`

    - Uvođenje kodiranja u učionicu može biti izazovno, posebice ako u svojem razredu imate i učenike s određenim teškoćama. No važno je zapamtiti da svatko, neovisno o svojim sposobnostima, može naučiti kodirati. Djeca s posebnim potrebama mogu imati velike koristi od učenja aspekata kodiranja jer kodiranje učenike uči važnim životnim vještinama kao što su rješavanje problema, organizacija i samostalnost. Također, kroz suradnju i timski rad kodiranjem se unaprjeđuju interpersonalne i socijalne vještine, odnosno vještine s kojima se bore mnogobrojna djeca s teškoćama. Najvažnije od svega, učenici se zabavljaju dok uče u društvu svojih kolega. -

    -U ovom videozapisu tim Tjedna kodiranja pokazat će vam nekoliko praktičnih, jednostavnih i zabavnih aktivnosti kodiranja koje nastavnici mogu lako organizirati u učionici, a koje su posebno prilagođene učenicima s oštećenjima vida, Downovim sindromom te učenicima s poremećajima iz spektra autizma. -

    `,"training.lessons.11.activities.1":"Kodiranje jajima","training.lessons.11.activities.2":"Jedan jako pametan miš ","training.lessons.11.activities.3":"Zvijezda koja rađa zvijezde ","training.lessons.12.title":"Kodiranje za ciljeve održivog razvoja","training.lessons.12.author":"napisali Francisco Javier Masero, Cristina Nicolaita i Erviola Konomi","training.lessons.12.text.1":"Tradicionalno obrazovanje pruža učenicima malo prilika za razumijevanje i rješavanje problema iz stvarnog svijeta kao što su globalne klimatske promjene, ravnopravnost spolova, glad, siromaštvo ili dobro zdravlje i dobrobit.","training.lessons.12.text.2":"Ciljevi održivog razvoja (SDG) su srž Agende za održivi razvoj do 2030. godine, koju su sve države članice Ujedinjenih naroda usvojile kao putokaz za postizanje mira i prosperiteta na planetu, potičući globalni razvoj. Nastavnici mogu koristiti SDG-ove u učionici kao alat za razvijanje ključnog mišljenja učenika, ali i kao pomoć u pronalaženju identiteta i svrhe. Kombinacija osnovnih elemenata kodiranja i računskog razmišljanja sa SDG-ovima povećat će samopouzdanje vaših učenika, a vi ćete im pomoći da razviju svoju kreativnost, poduzetnički duh, vještine rješavanja problema ili komunikacijske vještine.","training.lessons.12.text.3":"U dolje datim aktivnostima učenici će primijeniti principe Scratch, ASCII kodiranja i „unplugged“ kodiranja na teme od globalne i društvene važnosti danas. Nastavnici će podizati svijest o ciljevima održivog razvoja, pomažući im da na zabavan i zanimljiv način razviju empatiju, aktivno građanstvo i prosocijalne vještine.","training.lessons.12.text.4":"Ovi se planovi lekcija usredotočuju na svaki od SDG-ova:","training.lessons.12.text.5":"Cilj održivog razvoja 3: Osigurati zdrav život i promovirati dobrobit svih u svim dobnim skupinama","training.lessons.12.text.6":"Cilj održivog razvoja 5: Postići rodnu ravnopravnost i osnažiti sve žene i djevojke","training.lessons.12.text.7":"Cilj održivog razvoja 13: Poduzeti hitne mjere u borbi protiv klimatskih promjena i njihovih utjecaja","training.lessons.12.activities.1":"Karateka projekt: Učenje karatea kroz programiranje, za osnovnu, nižu i višu srednju školu","training.lessons.12.activities.2":"Ciljevi održivog razvoja i kodiranje za klimatske promjene, za osnovnu školu","training.lessons.12.activities.3":"Kodiranje za ravnopravnost spolova, za srednju školu","training.lessons.13.title":"Uvod u umjetnu inteligenciju u učionici","training.lessons.13.author":"autori Artur Coelho i Marjana Prifti Skenduli","training.lessons.13.text.1":"Umjetna inteligencija (AI) utječe na mnoga područja svakodnevnog života: automatski ispravlja tekst koji pišete na telefonu, bira glazbu koju vaša omiljena glazbena aplikacija pušta i pamti vaše lozinke kad ste ih zaboravili. AI se odnosi na kombinaciju strojnog učenja, robotike i algoritama, s aplikacijama u svim poljima: od informatike do proizvodnje i od medicine do mode. Stoga ima neporecivo mjesto u našim životima i našim društvima i igra ključnu ulogu u razvoju znanosti. I kao i svaki drugi važan fenomen u našem životu, i učenici će imati koristi od učenja o njemu. Ali kako podučavati o tako složenoj stvari kao što je AI?","training.lessons.13.text.2":"Ovaj dio učenja pomoći će vam objasniti učenicima što je AI i koju ulogu on ima u životu učenika. Te su aktivnosti namijenjene nestručnjacima da lako razumiju sadržaj i da složene pojmove mogu učinkovito razbiti na lako razumljive ideje. Ovim planovima lekcija možete pomoći učenicima da nauče koristi AI i neke od mehanizama koji stoje iza njega. Te su aktivnosti namijenjene učenicima da razviju svoje vještine analitičkog i kritičkog mišljenja: na primjer, u Marjaninoj aktivnosti učenici razvijaju klasifikacijski cjevovod. Te će aktivnosti također pomoći učenicima da razumiju različite primjene umjetne inteligencije: u Arturovoj aktivnosti naučit će o vezi između umjetne inteligencije i umjetnosti i kako se umjetna inteligencija može koristiti za poboljšanje vizualnog izražavanja. Ovim aktivnostima učenici će također razmišljati o opasnostima umjetne inteligencije i njihovom utjecaju.","training.lessons.13.activities.1":"Umjetnost čovjek - umjetna inteligencija, osnovna škola","training.lessons.13.activities.2":"Učenje strojeva da klasificiraju: Uvod u nadzirano strojno učenje, za niže srednje škole","training.lessons.13.activities.3":"Učenje strojeva da klasificiraju: Uvod u nadzirano strojno učenje, za više srednje škole","training.lessons.14.title":"Učenje u doba inteligentnih strojeva","training.lessons.14.author":"Napisali: Adil Tugyan, Georgia Lascaris and Marco Neves","training.lessons.14.text.1":"Napredak umjetne inteligencije u posljednjih je godina bio impresivan zahvaljujući brzom napretku u računalnoj snazi i dostupnosti velikih količina podataka. To je uzrokovalo znatna ulaganja u istraživanje umjetne inteligencije i brzo širenje industrije umjetne inteligencije, što je dovelo do toga da je umjetna inteligencija jedna od većih tehnoloških revolucija našeg vremena. Umjetna inteligencija je svuda oko nas. Postala je dio naše svakodnevne rutine do te mjere, da je ponekad ne smatramo umjetnom inteligencijom: gotovo svaki dan upotrebljavamo internetske preporuke, prepoznavanje lica, sigurnosne sustave i glasovne pomoćnike. Ali što je sa obrazovanjem? ","training.lessons.14.text.2":"Umjetna inteligencija ima ogroman potencijal za omogućavanje novih načina podučavanja i učenja te poboljšanje postupka učenja. S pomoću ovih edukacijskih aktivnosti moći ćete u svoje podučavanje integrirati autentične aktivnosti umjetne inteligencije i pripremiti učenike za život i karijeru u svijetu koji je oblikovala umjetna inteligencija. Te su aktivnosti namijenjene učenicima za razvoj njihove znatiželje, vještina rješavanje problema i kreativnih vještina: Na primjer, u Adilovoj aktivnosti, učenici uče o algoritmima i neuralnim mrežama te ih se potiče da stvore vlastitu neuralnu mrežu za vizualizaciju mozga umjetne inteligencije. Georgia će voditi vaše učenike korak po korak kroz razvoj bota za razgovor. Učenici će napraviti vlastiti bot za razgovor, pripremiti skupove podataka o pitanjima i odgovorima i obučiti bota kako bi mogao odgovoriti na pitanja o virusu Covid-19. U Marcovoj aktivnosti učenici će istražiti prednosti i izazove upotrebe pametnih strojeva u svakodnevnom životu i radu. Koje rizike umjetne inteligencije trebamo uzeti u obzir? Koje će učinke umjetna inteligencija imati na budućnost rada? Koja će im se radna mjesta ponuditi kada ubuduće uđu na tržište radnih mjesta?","training.lessons.14.activities.1":"Umjetna inteligencija i njezine neuralne mreže, za učenike osnovnih škola","training.lessons.14.activities.2":"Moj Covid-19 bot za razgovor, za učenike nižih razreda srednjih škola","training.lessons.14.activities.3":"Život u doba „pametnih strojeva”: Izazovi i mogućnosti, za učenike viših razreda srednjih škola","training.lessons.14.activities.title":"U nastavnim planovima u nastavku, učenici će na zabavan i zanimljiv način učiti o pametnim strojevima.","training.lessons.15.title":"Rudarska medijska pismenost","training.lessons.15.author":"autorice Marijana Smolčec, Tea Horvatić i Sanja Božinović","training.lessons.15.text.0":"Obrazovanje za medijsku pismenost nikada nije bilo važnije za današnje učenike. Učenici svih dobnih grupa trebaju steći relevantne vještine, znanja i stavove kako bi se mogli snalaziti u našem svijetu bogatom medijima. Vještine medijske pismenosti pomoći će im da koriste vjerodostojne mrežne sadržaje i prepoznaju zavaravajuće izvore informacija. Razumjet će kako provjeriti činjenice informacije koje pronađu na mreži i kako ih kritički protumačiti. Oni će podići svoju svijest o pravilnom korištenju kreativnog rada i primijenit će svoje učenje prilikom kreiranja vlastitih kreativnih sadržaja","training.lessons.15.text.1":"Ovaj dio programa za učenje omogućit će vam primjenu različitih strategija i tehnika kako biste osnažili svoje učenike da postanu medijski pismeni. U Marijaninoj aktivnosti učenici uče kako sigurno i odgovorno koristiti web sadržaje. Upoznali su se s različitim vrstama licenci i razvili su jednostavnu aplikaciju koja pokazuje kako pravilno dijeliti kreativne radove. U Teinoj aktivnosti učenici započinju zadatak za učenje o mamcima za klik. Putem zanimljivih zadataka učenici istražuju strategije za prepoznavanje i otkrivanje mamaca za klik i uče kako ih izbjeći. Sanja omogućuje učenicima da istražuju i kritički analiziraju i procjenjuju web sadržaj, njegovu relevantnost, točnost, podrijetlo i svrhu. Uče kako pronaći pouzdane izvore na internetu i kako prepoznati lažne podatke na internetu.","training.lessons.15.text.2":"U planovima lekcija ispod pronaći ćete nadahnjujuće i zanimljive aktivnosti za poboljšanje vještina medijske pismenosti učenika:","training.lessons.15.activities.1":"Je li besplatno ako je na internetu?","training.lessons.15.activities.2":"Kliknuti ili ne kliknuti","training.lessons.15.activities.3":"Provjera činjenica","training.lessons.16.title":"PRIČANJE PRIČA S HEDY","training.lessons.16.author":"autorica: Felienne Hermans","training.lessons.16.text.0":"Jesu li vašu učenici već svladali vizualni programski jezik, ali se ne osjećaju spremnima zaroniti dublje u programski jezik koji se temelji na tekstu? Onda je ovaj dio za učenje samo za vas i vaše učenike jer će im pomoći da premoste jaz između vizualnog programskog jezika i programskog jezika koji se temelji na tekstu. Dio za učenje Pričanje priča s Hedy obuhvaća tri nastavna plana koji koriste Hedy, stupnjeviti programski jezik kojim se djeca podučavaju programiranju.","training.lessons.16.text.1":"Hedy je usmjerena na djecu koja žele početi raditi s tekstualnim programskim jezicima, ali kojima bi početak s jezikom Python bio presložen. Stupnjeviti programski jezici upotrebljavaju različite jezične razine, a svaka razina dodaje nove pojmove i sintaktičku složenost. Na kraju niza razine programa Hedy učenici svladavaju podskup sintaktički valjanog Pythona.","training.lessons.16.text.2":"U ovom dijelu za učenje pronaći ćete inspirirajuće i poticajne aktivnosti koje će vašim učenicima pomoći da učinkovito upotrebljavaju programske jezike koji se temelje na tekstu. Izradom vlastitih interaktivnih priča postupno će učiti programiranje umjesto da sve uče odjednom. U nastavnom planu za osnovnu školu učenike se uvodi u osnovne pojmove programiranja. Nastavni plan za niže razrede srednje škole uvodi daljnje pojmove programiranja, dok nastavni plan za više razrede srednje škole omogućava učenicima da programiraju složenije priče i aktivnosti.","training.lessons.16.text.3":"U interaktivnoj priči u nastavku pogledajte kako čitatelji mogu sudjelovati u priči te kako se njeguje njihov aktivni angažman.","training.lessons.16.activities.1":"Izradite vlastitu interaktivnu priču s Hedy za učenike osnovne škole","training.lessons.16.activities.2":"Izradite vlastitu interaktivnu priču s Hedy za učenike nižih razreda srednje škole","training.lessons.16.activities.3":"Izradite vlastitu interaktivnu priču s Hedy za učenike viših razreda srednje škole","training.lessons.17.title":"Programiranje i osjećaji","training.lessons.17.author":"autorice Alenke Miljević","training.lessons.17.text.0":"Društvena i emocionalna dobrobit sposobnost je da budete otporni, znate kako upravljati svojim emocijama i reagirati na emocije drugih ljudi, razvijate smislene odnose s drugima, stvarate emocije koje dovode do dobrih osjećaja i stvorite vlastitu mrežu emocionalne podrške. Društvene i emocionalne vještine koje mladi uče u školi pomažu im u razvijanju otpornosti i utvrđuju obrazac kako će upravljati svojim fizičkim i mentalnim zdravljem tijekom života. (Vijeće Europe)","training.lessons.17.text.1":"Odjeljkom za učenje Programiranje i osjećaji (engl. Feel the Code) omogućit će vam se da potaknete društvenu i emocionalnu dobrobit svojih učenika prepoznavanjem, objašnjavanjem, razumijevanjem i reagiranjem na pozitivne i negativne osjećaje i emocije kako bi razvili empatiju i otpornost. U tom odjeljku za učenje pronaći ćete nadahnjujuće i zanimljive aktivnosti koje će poslužiti kao pomoć vašim učenicima da putem programiranja razviju vještine za nošenje s različitim emocijama. Vaši će učenici naučiti kako izraziti svoje osjećaje i kako reagirati na emocije svojih vršnjaka uz pomoć robota Bee-Bot.","training.lessons.17.text.2":"Odjeljak za učenje Programiranje i osjećaji sadržava tri nastavna plana u kojima se upotrebljava obrazovni robot Bee-Bot za izradu aktivnosti kojima se učenike potiče na razgovor o emocijama i razvijanje empatije. U nastavnom planu za osnovnu školu učenici programiraju Bee-Bota kako bi se pričalo o emocijama kao što su tuga, sreća, strah i ljutnja te kako bi otkrili razloge zašto oni i njihovi vršnjaci osjećaju te emocije. U okviru nastavnog plana za niže razrede srednje škole učenike se potiče da programiraju Bee-Bota, prepoznaju svoje osjećaje i osjećaje svojih vršnjaka, razumiju što ih je uzrokovalo i kako na njih reagirati. U okviru nastavnog plana za više razrede srednje škole učenicima se omogućuje da upravljanju Bee-Botom i izmišljaju priče o osjećajima, otpornosti i empatiji.","training.lessons.17.text.3":"Ako u svojoj učionici nemate obrazovnog robota, u ovom odjeljku za učenje pronaći ćete ideje za izvanmrežne aktivnosti kojima se potiče razvoj društvenih i emocionalnih vještina. U interaktivnom dijelu u nastavku navodi se kratak pregled aktivnosti koje možete raditi u svojoj učionici:","training.lessons.17.activities.1":"Programiraj – Osjećaj – Nauči za osnovnoškolce","training.lessons.17.activities.2":"Moje srce nije od kamena za učenike nižih razreda srednje škole","training.lessons.17.activities.3":"Programiraj me do raspoloženja za učenike viših razreda srednje škole","training.lessons.18.title":"SOS za vodu","training.lessons.18.author":"autora Francisca Delgada Cecilia","training.lessons.18.text.0":"SOS za vodu odgovor je na potrebu da se bavimo problemom onečišćenja vode. Unatoč naporima koji se proteklih godina ulažu, dvije milijarde ljudi diljem svijeta i dalje nemaju pristup sigurnoj vodi za piće. To znači da smo daleko od postizanja 6. cilja održivog razvoja iz Programa do 2030. u kojem se navodi da do 2030. godine svi ljudi trebaju imati pristup vodi kojom se sigurno upravlja te higijenskim i sanitarnim uvjetima. To vrijedi i za 14. cilj održivog razvoja, život ispod vode, kojim se nastoji očuvati i održivo koristiti oceane, mora i morske resurse za održiv razvoj.","training.lessons.18.text.1":"Ovaj odjeljak za učenje naglasak stavlja na važno i aktualno pitanje mjerenja kvalitete vode i novih onečišćivača koji dovode u pitanje kvalitetu vode. Učenici će imati priliku istražiti i tražiti rješenja za stvarne probleme povezane s vodom i okolišem, što će im omogućiti da razviju vještine poput istraživanja, kritičkog razmišljanja i rješavanja problema.","training.lessons.18.text.2":"Nastavni planovi uključuju praktične i kreativne aktivnosti poput programiranja u programu Scratch, uvoda u strojno učenje i umjetnu inteligenciju uz platformu Learning Machine Learning te izrade vozila kojima se upravlja s pomoću Lego kompleta radi uzorkovanja vode i analize pH-vrijednosti vode. Te će aktivnosti omogućiti učenicima da praktično primjenjuju svoje vještine i znanja u interaktivnom i zaigranom okruženju, što će ih dodatno motivirati i zainteresirati za projekt.","training.lessons.18.text.3":"Za provedbu ovog odjeljka za učenje predlaže se osmišljavanje triju aktivnosti u razredu kako bi se dovršio cijeli projekt te kako bi proces učenja bio smisleniji i više motivirao učenike. Međutim, svaka se aktivnost može provoditi i zasebno.","training.lessons.18.activities.1":"SOS za vodu u alatu Scratch","training.lessons.18.activities.2":"SOS za vodu uz Machine Learning","training.lessons.18.activities.3":"SOS za vodu uz Robotics","training.download_video_script":"Preuzmite videoskriptu","training.ready_to_share":"Jeste li spremni podijeliti naučeno sa svojim učenicima?","training.choose_lessons":"Odaberite jedan od nastavnih planova u nastavku i organizirajte aktivnost sa svojim učenicima.","training.footer.title":"Nemojte zaboraviti dodati svoju aktivnost na kartu Tjedna programiranja!","training.footer.text":`

    Jednostavno možete organizirati nastavni sat u svojem razredu, dan otvorenih vrata ili događanje u svojoj školi. Samo pronađite datum i registrirajte svoju aktivnost na karti Tjedna programiranja. Svaki organizator aktivnosti za svoj će trud primiti potvrdu o sudjelovanju.

    - -

    Ako biste se željeli povezati s međunarodnom skupinom entuzijastičnih nastavnika, pridružite se grupi Europskog tjedna programiranja za nastavnike na Facebooku! Da biste otišli korak naprijed i surađivali s drugim školama u svojoj zemlji ili preko granica, pridružite se izazovu Code Week 4 All challenge.

    `,"validation.accepted":":attribute mora biti prihvaćen.","validation.active_url":":attribute nije valjani URL.","validation.after":":attribute mora biti datum nakon :date.","validation.after_or_equal":":attribute mora biti datum nakon ili jednak :date.","validation.alpha":":attribute može sadržavati samo slova.","validation.alpha_dash":":attribute može sadržavati samo slova, brojeve i crtice.","validation.alpha_num":":attribute može sadržavati samo slova i brojeve.","validation.array":":attribute mora biti niz.","validation.before":":attribute mora biti datum prije :date.","validation.before_or_equal":":attribute mora biti datum prije ili jednak :date.","validation.between.numeric":":attribute mora biti između :min i :max.","validation.between.file":":attribute mora imati između :min i :max kilobajta.","validation.between.string":":attribute mora imati između :min i :max znakova.","validation.between.array":":attribute mora imati između :min i :max stavaka.","validation.boolean":"Polje :attribute mora biti točno ili netočno.","validation.confirmed":"Potvrda :attribute ne odgovara.","validation.date":":attribute nije valjani datum.","validation.date_format":":attribute nije u skladu s formatom :format.","validation.different":":attribute i :other moraju se razlikovati.","validation.digits":":attribute mora imati :digits znamenki.","validation.digits_between":":attribute mora imati između :min i :max znamenki.","validation.dimensions":":attribute ima nevaljane dimenzije slike.","validation.distinct":"Polje :attribute ima dvostruku vrijednost.","validation.email":":attribute mora biti valjana adresa e-pošte.","validation.exists":"Odabrani :attribute nije valjan.","validation.file":":attribute mora biti datoteka.","validation.filled":"Polje :attribute mora imati vrijednost.","validation.image":":attribute mora biti slika.","validation.in":"Odabrani :attribute nije valjan.","validation.in_array":"Polje :attribute ne postoji pod :other.","validation.integer":":attribute mora biti cijeli broj.","validation.ip":":attribute mora biti valjana IP adresa.","validation.ipv4":":attribute mora biti valjana IPv4 adresa.","validation.ipv6":":attribute mora biti valjana IPv6 adresa.","validation.json":":attribute mora biti valjan JSON niz.","validation.max.numeric":":attribute ne smije biti veći od :max.","validation.max.file":":attribute ne smije biti veći od :max kilobajta.","validation.max.string":":attribute ne smije biti dulji od :max znakova.","validation.max.array":":attribute ne smije imati više od :max stavaka.","validation.mimes":":attribute mora biti datoteka tipa: :values.","validation.mimetypes":":attribute mora biti datoteka tipa: :values.","validation.min.numeric":":attribute mora imati najmanje :min.","validation.min.file":":attribute mora imati najmanje :min kilobajta.","validation.min.string":":attribute mora imati najmanje :min znakova.","validation.min.array":":attribute mora imati najmanje :min stavaka.","validation.not_in":"Odabrani :attribute nije valjan.","validation.not_regex":"Format :attribute nije valjan.","validation.numeric":":attribute mora biti broj.","validation.present":"Polje :attribute mora biti prisutno.","validation.regex":"Format :attribute nije valjan.","validation.required":"Polje :attribute jest obavezno.","validation.required_if":"Polje :attribute obavezno je kad :other iznosi :value.","validation.required_unless":"Polje :attribute obavezno je osim ako je :other u :values.","validation.required_with":"Polje :attribute obavezno je kad je prisutno :values.","validation.required_with_all":"Polje :attribute obavezno je kad je prisutno :values.","validation.required_without":"Polje :attribute obavezno je kad :values nije prisutno.","validation.required_without_all":"Polje :attribute obavezno je kada nijedan od :values nije prisutan.","validation.same":":attribute i :other se moraju podudarati.","validation.size.numeric":":attribute mora biti :size.","validation.size.file":":attribute mora imati :size kilobajta.","validation.size.string":":attribute mora imati :size znakova.","validation.size.array":":attribute mora sadržavati :size stavaka.","validation.string":":attribute mora biti niz.","validation.timezone":":attribute mora biti valjana zona.","validation.unique":":attribute je već iskorišten.","validation.uploaded":":attribute se nije uspio učitati.","validation.url":"Format :attribute nije valjan.","validation.custom.attribute-name.rule-name":"poruka prilagođena korisniku","values.1.title":"Europski je tjedan programiranja neovisan","values.1.content":"Europski je tjedan programiranja zajednica koju pokreću volonteri. U postupanju se ne vodimo ekonomskim interesom. Poštujemo i cijenimo ideje, vjerovanja i kulturu drugih ljudi. Na Europskom tjednu programiranja sudjelujemo zato što vjerujemo da je ono što radimo važno. To je naša snaga. Računalno razmišljanje, kodiranje, programiranje, računalstvo, robotiku, rad s hardverom i digitalne vještine općenito želimo učiniti što dostupnijima svim ljudima.","values.2.title":"Europski je tjedan programiranja za svakoga","values.2.content":"Svatko može organizirati aktivnosti Europskog tjedna programiranja. Razumijemo da je bitno da priredbe Europskog tjedna programiranja budu organizirane za sve ljude neovisno o njihovoj dobi, boji kože, spolu, kulturi ili intelektualnim sposobnostima. Aktivnosti mogu biti polazna točka koja će potaknuti zanimanje i znatiželju ili će čak pomoći u daljnjem razvoju vještina. Jednakost, poštovanje, sloboda i uključivost naša su načela. Želimo da svi sudionici na zabavan način steknu iskustvo i stvaraju s tehnologijom.","values.3.title":"Europski je tjedan programiranja glokalan","values.3.content.1":"Europski tjedan programiranja ima ambiciju doći do vas neovisno o tome živite li u velegradu, glavnom gradu regije ili zabačenom selu. Posebnu pozornost posvećujemo tome da lokalnim organizatorima pomognemo","values.3.content.2":"materijalima","values.3.content.3":"na njihovom jeziku koji će ispuniti njihove potrebe.","values.3.content.4":"Karta Europskog tjedna programiranja","values.3.content.5":"ključni je alat na kojem se registrira aktivnost s preciznim položajem. Istovremeno Europski je tjedan programiranja globalan i u svoju zajednicu prihvaća ljude iz cijelog svijeta. Mi smo “glokalni”.","values.4.title":"U Europskom tjednu programiranja važna je suradnja","values.4.content.1":"Članovi zajednice Europskog tjedna programiranja međusobno surađuju, izmjenjuju informacije, uče jedni od drugih i zajedno grade znanje. Međusobno smo povezani i pomažemo jedni drugima. Dijelimo resurse, ideje i najbolju praksu. Potičemo partnerstvo i dijeljenje znanja.","values.4.content.2":"Izazov EU Code Week 4 All","values.4.content.3":"želi graditi mostove preko granica i povezivati zajednice. On pomaže u širenju pozitivne energije i povezuje ljude koji mogu učiti jedni od drugih.","values.5.title":"Europski je tjedan programiranja neprofitan","values.5.content.1":"Sve su aktivnosti u tjednu programiranja neprofitne. Svi su","values.5.content.2":"resursi","values.5.content.3":"na internetskoj stranici Europskog tjedna programiranja besplatni. Sve su obuke i online tečajevi Europskog tjedna programiranja besplatni.","values.6.title":"Europski tjedan programiranja potiče kreativnost i inovativnost","values.6.content":"Europski tjedan programiranja potiče kreativnost, inovativnost i dugoročno razmišljanje. Otvoreni smo i zahvalni na povratnim informacijama i kritici kako bismo mogli donositi informirane odluke i razvijati Europski tjedan programiranja. Čak će i neuspjesi dovesti do toga da napredujemo kao pojedinci i zajednica.","values.7.title":"Europski tjedan programiranja zahvalan je svojoj zajednici","values.7.content":"Zahvalni smo na podršci učitelja, trenera i organizatora drugih aktivnosti, studenata, roditelja, klubova za programiranje i svih partnera s kojima radimo. Svi imamo zajednički cilj. Računalno razmišljanje, programiranje, računalstvo i digitalne vještine općenito želimo približiti što većem broju ljudi.","values.title":"Izjava o vrijednostima Europskog tjedna programiranja","values.description.1.1":"Europski tjedan programiranja pokret je koji vode volonteri –","values.description.1.2":"ambasadori","values.description.1.3":", učitelji i zaljubljenici u programiranje iz cijelog svijeta. Podupiru ga","values.description.1.4":"Europska komisija","values.description.1.5":"i ministarstva obrazovanja zemalja Europskoj uniji i Zapadnog Balkana.","values.description.2":"U središtu je Europskog tjedna programiranja zajednica volontera koji organiziraju aktivnosti, a radi se učiteljima, mentorima, klubovima za programiranje, knjižnicama, privatnim poduzećima, roditeljima i nevladinim organizacijama. Svoje vrijeme, energiju i vještine dajemo kako bismo računalno razmišljanje, programiranje, robotiku, rad s hardverom, računalstvo i digitalne vještine općenito približili što većem broju ljudi u Europi i diljem svijeta.","values.description.3":"Europski tjedan programiranja čine i milijuni sudionika, ljudi svih spolova, dobi, porijekla, kultura i različitih vještina diljem svijeta.","values.description.4":"Ponosni smo što smo Europski tjedan programiranja. Ovo su naše vrijednosti. Njima se vodimo u radu i odlučivanju.","why-coding.titles.0":"Zašto programiranje?","why-coding.titles.1":"Zbog toga što nam može pomoći da udahnemo život svojim idejama","why-coding.titles.2":"Zbog toga što s pomoću njega razvijamo ključne kompetencije","why-coding.titles.3":"Naposljetku, zbog toga što nam omogućuje da oblikujemo svoju budućnost","why-coding.texts.0":"Zbog Pije, koja je mislila da mora studirati pravo, iako je oduvijek voljela matematiku i igranje s računalima. Zbog Marka, koji ima ideju za bolju društvenu mrežu, ali ne zna je sam izraditi. Zbog Alice, koja sanja o izradi robota jer joj roditelji ne dopuštaju da ima mačku. Zbog onih među vama koji već pomažu u ostvarenju takvih snova","why-coding.texts.1":"Zapravo, zbog svih nas i načina na koji oblikujemo svoje živote i svoju budućnost. Svi mi možemo učiniti više od pritiskanja gumba „Podijeli” i „Sviđa mi se”. Možemo udahnuti život svojim idejama i stvoriti nešto što će razveseliti druge.","why-coding.texts.2":"Nikad nije bilo jednostavnije izraditi aplikaciju, sastaviti vlastitog robota, a možda čak i izumiti leteći automobil! To putovanje nije lako, no na njemu nas čekaju kreativni izazovi, mnogo zabave i zajednica koja nam pruža podršku. Jeste li spremni prihvatiti izazov i postati digitalni stvaratelj?","why-coding.texts.3":"Programski su jezici baš poput drugih jezika. No u ovom slučaju ne poučavamo djecu izražavanju i komunikaciji s drugim ljudima. Umjesto toga ona uče kako komunicirati s pomoću tehnologije. A tehnologija je svuda oko nas – u našim pametnim telefonima, vozilima, posvuda!","why-coding.texts.4":"No razumijevanje računala i komuniciranje s njima samo je dio toga. Programiranje pomaže i u razvoju multidisciplinarnih kompetencija kao što su računalno razmišljanje, rješavanje problema, kreativnost i timski rad, a sve su to odlične vještine za bilo koje zanimanje. Sposobnost da rješavamo probleme, suočimo se s neuspjehom i pokušamo ponovno te surađujemo s drugima tražene su odlike u mnogim područjima.","why-coding.texts.5":"Prije jednog stoljeća programski jezici uopće nisu postojali. Danas je kȏd svugdje oko nas i gotovo sve se može programirati, pa čak i cipele ili kutije žitarica! Zašto bismo onda dopustili drugima da oblikuju našu budućnost ako mi sami možemo postati stvaratelji i ostvariti svoje ideje i vizije? Uostalom, jedina nam je granica mašta.","why-coding.texts.6":"Alessandro Bogliolo, koordinator tima volontera ambasadora Europskog tjedna programiranja, rekao je:","why-coding.texts.7":"Čovjek je od najdavnijih vremena s pomoću kamena, željeza, papira i olovke izrađivao mnoge stvari koje su nam promijenile živote. Sada živimo u drugačijem vremenu u kojem naš svijet oblikuje programski jezik. Drugačija vremena zahtijevaju drugačija zanimanja i vještine. U tjednu programiranja svakom Europljaninu želimo dati priliku da otkrije programiranje i dobro se zabavi. Naučimo programirati kako bismo oblikovali budućnost!","why-coding.texts.8":"Naposljetku, programiranje je tražena vještina u gotovo svakom sektoru, ne samo u području tehnologije, već i u financijama, zdravstvenoj skrbi, znanosti, pa čak i u dizajnu ili poljoprivredi, a potražnja za njim sve je veća. Djeca koja znaju programirati i razumiju kako tehnologija funkcionira u određenoj su prednosti, bez obzira na zanimanje koje će na kraju odabrati.","why-coding.texts.9":"Biste li i vi bili spremni na takav pothvat?","why-coding.texts.10":"Sudjelujte u Europskom tjednu programiranja!","why-coding.texts.11":"Trebate li još poticaja na razmišljanje?","why-coding.texts.12":"Potražite dodatne sadržaje na našem blogu."};export{a as default}; diff --git a/public/build/assets/php_hu-B_rLIsyL.js b/public/build/assets/php_hu-B_rLIsyL.js deleted file mode 100644 index b2897f7bb..000000000 --- a/public/build/assets/php_hu-B_rLIsyL.js +++ /dev/null @@ -1,101 +0,0 @@ -const e={"about.when-title":"2024-ban az európai programozási hétre október 14. és 27. között kerül sor.","about.when-text":"

    Az európai programozási hét alulról szerveződő kezdeményezés, amely a kreativitást, a problémamegoldást és az együttműködést ünnepli a programozáson és egyéb technológiai tevékenységeken keresztül. Az alapgondolat a programozás láthatóbbá tétele, valamint hogy megmutassa a fiataloknak, a felnőtteknek és az időseknek, hogyan valósíthatók meg az ötletek a programozás révén, továbbá a készségek demisztifikálása, valamint a tanulni vágyó emberek egymással való összekapcsolása.

    ","about.codeweek_in_numbers-title":"A programozási hét számokban","about.codeweek_in_numbers-text":`

    2021-ban világszerte több mint 80 országban 4 millió ember vett részt az európai programozási héten.

    -

    A résztvevők átlagéletkora 11 év volt és 49%-uk nő vagy leány volt. Az európai programozási hét eseményeinek 88%-ára iskolákban került sor, ami azt mutatja, hogy a tanárok felhatalmazására irányuló erőfeszítések a 2021-es kampány során sikeresnek bizonyultak.

    -

    Bárki szervezhet tevékenységet, vagy csatlakozhat egy már meglévőhöz. Válasszon témát és célközönséget, ezt követően pedig adja hozzá tevékenységét a térképhez

    `,"about.run_by_volunteers-title":"Önkéntesek működtetik","about.run_by_volunteers-text":'

    Az európai programozási hetet önkéntesek működtetik. A kezdeményezést egy vagy több nagykövet koordinálja a saját országában, de bárki megszervezheti a saját tevékenységét, és felteheti a codeweek.eu térképre.

    ',"about.supported_by_commission-title":"Az Európai Bizottság támogatásával","about.supported_by_commission-text":'

    Az európai programozási hetet 2013-ban indították el az európai digitális menetrend fiatal tanácsadói. Az egységes digitális piacra vonatkozó stratégiája részeként az Európai Bizottság támogatja az európai programozási hetet. A digitális oktatási cselekvési tervében a Bizottság különösen ösztönzi az iskolákat arra, hogy csatlakozzanak a kezdeményezéshez.

    ',"about.schools-title":"Iskolák","about.schools-text":'

    Bármilyen oktatási szintű iskola és bármilyen tantárgyat tanító tanár csatlakozhat az európai programozási héthez, hogy lehetőséget biztosítsanak diákjaik számára ahhoz, hogy felfedezzék a digitális kreativitást és a programozást. Tudjon meg többet a kezdeményezésről és arról, hogy hogyan szervezze meg a tevékenységét a tanároknak szánt weboldal segítségével: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Miért éppen a programozás?","about.why_coding-text":`

    Pia úgy érezte, hogy jogot kell tanulnia, bár mindig nagyon szerette a matematikát és a számítógépekkel való játékot. Marknak kiváló ötlete van egy jobb közösségi hálózatra, de egyedül nem tudja létrehozni. Alice arról álmodik, hogy robotokat csinál magának, mert a szülei nem engedik, hogy macskát tartson.

    - -

    Azokról szólnak, akik már segítenek másoknak abban, hogy megvalósítsák az álmaikat.

    - -

    Mindannyiunkról szól. A jövőnkről. A technológia alakítja az életünket, de hagyjuk, hogy egy kisebbség döntsön arról, hogy mire és hogyan használjuk. Többre vagyunk képesek annál, hogy pusztán megosszunk és kedveljünk dolgokat. Életet tudni lehelni az őrült ötleteinkbe, és olyan dolgokat létrehozni, amelyek örömet szereznek másoknak.

    - -

    Még sosem volt ilyen könnyű egy saját alkalmazás vagy robot létrehozása, vagy akár repülő autók építése. Miért is ne? Az út nem könnyű, de tele van kreatív kihívásokkal és rengeteg szórakozással, amelyet támogató közösség tesz járhatóvá. Elfogadja a kihívást, hogy alkotóvá váljon?

    - -

    A programozás segít az algoritmikus gondolkodás, a problémamegoldás, a kreativitás és a csapatmunka fejlesztésében – ezek a kompetenciák és készségek az élet minden területén hasznosak.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, az európai programozási hét nagyköveteiként dolgozó önkéntesek koordinátorának szavaival élve:

    -

    „Az idők kezdete óta sok mindent tettünk kő, vas, papír és írószer felhasználásával, amelyek átalakították az életünket. Ez egy új korszak, amelyben a világunk kódrendszerekből áll. A különböző korszakok eltérő munkahelyeket kínálnak, és eltérő készségekre van kereslet. A programozási héten minden európainak meg akarjuk adni a lehetőséget a programozás felfedezésére és élvezetére. Tanuljunk meg programozni, hogy mi alakítsuk a jövőnket.”

    -
    -

    `,"about.join_codeweek-title":"Csatlakozzon az európai programozási héthez","about.join_codeweek-text":'

    Csatlakozzon az európai programozási héthez azzal, hogy programozási eseményt szervez a városában, csatlakozik a Code Week 4 All kihíváshoz, és közösségeken és határokon átívelően kapcsolja össze a tevékenységeket, vagy országa európai programozási hétért felelős nagyköveteként segítsen a programozási hét elképzeléseinek népszerűsítésében!

    ',"about.partners_and_sponsors":"Partnerek és szponzorok","ambassador.title":"Az európai programozási hét nagykövetei","ambassador.your_current_country":"Jelenlegi országa","ambassador.visit_the":"Látogasson el","ambassador.local_facebook_page":"a helyi Facebook-oldalra","ambassador.local_website":"Helyi honlap","ambassador.ambassadors":"Nagykövetek","ambassador.no_ambassadors":"Nincs még nagykövet","ambassador.countries_with_ambassadors":"Országok és nagyköveteik","ambassador.why_dont_you_volunteer":"Jelentkezzen önkéntesnek!","auth.failed":"A megadott bejelentkezési adatok nem egyeznek az adatbázisunkban szereplõ adatokkal.","auth.throttle":"Túl sok bejelentkezési kísérlet. Próbálkozzon újra :seconds seconds másodperc múlva.","base.languages.en":"angol","base.languages.fr":"francia","base.languages.bg":"bolgár","base.languages.mt":"máltai","base.languages.hr":"horvát","base.languages.de":"német","base.languages.pl":"lengyel","base.languages.cs":"cseh","base.languages.el":"görög","base.languages.pt":"portugál","base.languages.da":"dán","base.languages.hu":"magyar","base.languages.ro":"román","base.languages.nl":"holland","base.languages.ga":"ír","base.languages.sk":"szlovák","base.languages.it":"olasz","base.languages.sl":"szlovén","base.languages.et":"észt","base.languages.lv":"lett","base.languages.es":"spanyol","base.languages.fi":"finn","base.languages.lt":"litván","base.languages.se":"svéd","base.languages.sv":"svéd","base.languages.al":"albán","base.languages.ba":"bosnyák","base.languages.mk":"macedón","base.languages.me":"montenegrói","base.languages.rs":"szerb","base.languages.tr":"török","base.resources_local_title":"Programozási erõforrások innen:","base.days":"nap","base.hours":"óra","base.minutes":"perc","base.seconds":"másodperc","base.still_have_question":"További kérdései vannak?","base.drop_us_a_line":"Írjon nekünk!","base.get_in_touch":"KAPCSOLATFELVÉTEL","base.footer_msg":"Önkéntesek által működtetett és az Európai Bizottság által támogatott alulról szerveződő kezdeményezés.","base.email":"E-mail","base.display_email":"E-mail megjelenítése","base.first_name":"Keresztnév","base.last_name":"Vezetéknév","base.your_website":"Weboldala","base.biography":"Önéletrajz","base.update":"Frissítés","base.delete":"Törlés","base.choose a file":"Fájl kiválasztása","base.learning_bits":"Tudásmorzsák","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Ismertesse meg a Programozási hetet a diákjaival","base.or":"vagy","base.newsletter":"Hírlevél","certificates.certificates_for":"Tanúsítványok ","certificates.no_certificates":"Még nincsenek tanúsítványok.","challenges-content.chatbot.title":"Készíts egy csevegőrobotot (chatbotot)","challenges-content.chatbot.author":"Az európai programozási hét csapata","challenges-content.chatbot.purposes.0":"Interaktív találós kérdések programozása","challenges-content.chatbot.purposes.1":"A csevegőrobot és a felhasználó közötti párbeszédek létrehozása programozás segítségével","challenges-content.chatbot.description":"Programozz egy beszélgetést egy csevegőrobot és egy olyan felhasználó között, aki egy találós kérdést próbál megoldani. Próbálj létrehozni egy olyan csevegőrobotot, amelyik úgy beszél, mint egy ember. Találós kérdés helyett létrehozhatsz egy párbeszédet a csevegőrobot és a felhasználó között.","challenges-content.chatbot.instructions.0":"Találj ki egy találós kérdést","challenges-content.chatbot.instructions.1":"Lépj be a következőbe:","challenges-content.chatbot.instructions.2":"vagy hozz létre egy fiókot. (Új fiók létrehozásakor ne felejtsd el, hogy a személyes adatok védelme miatt valós nevek használata nem engedett a Pencil Code-ban.)","challenges-content.chatbot.instructions.3":"Kattints az Imagine-re (Képzelet) és Make your own (Készítsd el a sajátod)","challenges-content.chatbot.instructions.4":"Használj blokkokat vagy szöveg-alapú módot találós kérdésed megírásához","challenges-content.chatbot.instructions.5":"Egy másik lehetőség, hogy","challenges-content.chatbot.instructions.6":"ezt a kódot’ használod","challenges-content.chatbot.instructions.7":"majd a találós kérdésedhez igazítod, vagy kiválaszthatod az Answering the riddle (Válasz a találós kérdésre) opciót a menüből és szerkesztheted","challenges-content.chatbot.example":"Íme egy példa a találós kérdésre.","challenges-content.chatbot.more.0":"Ez a kód a következő Pencil Code tevékenységből származik:","challenges-content.chatbot.more.1":"Answering the Riddle (Válasz a találós kérdésre)","challenges-content.paper-circuit.title":"Programozz offline: Hozz létre egy papíráramkört","challenges-content.paper-circuit.author":"Az európai programozási hét csapata","challenges-content.paper-circuit.purposes.0":"Kreativitás ösztönzése","challenges-content.paper-circuit.purposes.1":"Problémamegoldó készségek fejlesztése","challenges-content.paper-circuit.description.0":"Rajzolj le egy általad választott bármilyen tárgyat. Ez lehet a csillagos ég, egy katicabogár, egy robot, egy karácsonyfa vagy bármi, ami eszedbe jut. Bátran szabd testre projekted az európai programozási hét vizuális elemeivel: fedezd fel az","challenges-content.paper-circuit.description.1":"európai programozási hét tanári eszköztárát","challenges-content.paper-circuit.description.2":"és töltsd le valamelyik logót vagy ábrát. Akár egy papíráramkör-meghívót is készíthetsz az európai programozási hétre. Adj hozzá áramkörödhöz egy motiváló üzenetet, és ösztönözd a többi tanárt, hogy csatlakozzon a programozási héthez, és/vagy tekintse meg az iskoláknak szóló weboldalt.","challenges-content.paper-circuit.instructions.0":"Rajzolj egy tárgyat, és döntsd el, mely részeit szeretnéd kivilágítani (például a csillagokat).","challenges-content.paper-circuit.instructions.1":"Lyukaszd ki a papírt egy ceruzával, és illessz bele LED-es matricát mindegyik kivilágított részbe. ","challenges-content.paper-circuit.instructions.2":"Rajzolj egy kört oda, ahová a gombelemet fogod helyezni.","challenges-content.paper-circuit.instructions.3":'Rajzolj + és-jelet a papír másik oldalára. Gondoskodj róla, hogy a LED-es áramköri lap hosszabbik fele az elem "+" oldalához, míg a rövidebb a "-" oldalához legyen kötve.',"challenges-content.paper-circuit.instructions.4":"Helyezd a rézszalagot a jelekre.","challenges-content.paper-circuit.instructions.5":"Hajtsd be úgy, hogy amikor a papír lefedi az elemet, a LED világítson. Gemkapcsot is használhatsz a rézszalaggal való megfelelő kontakt biztosításához.","challenges-content.paper-circuit.instructions.6":"Készíts képet papíráramkörödről, oszd meg az Instagramon, és meséld el, hogy szerinted miért érdemes részt venni egy ilyen kezdeményezésben. ","challenges-content.paper-circuit.example":"Itt láthatsz néhány példát az áramkörökre","challenges-content.paper-circuit.materials.0":"papír vagy kartonpapír","challenges-content.paper-circuit.materials.1":"kréta vagy filctoll","challenges-content.paper-circuit.materials.2":"gombelem","challenges-content.paper-circuit.materials.3":"rézszalag","challenges-content.paper-circuit.materials.4":"LED-es áramköri matricák","challenges-content.paper-circuit.materials.5":"gemkapocs","challenges-content.dance.title":"Találj ki egy táncot","challenges-content.dance.author":"Az európai programozási hét csapata","challenges-content.dance.purposes.0":"Alapvető programozási fogalmak elsajátítása","challenges-content.dance.purposes.1":"Szereplők létrehozásának megtanulása","challenges-content.dance.description":"Ebben a kihívásban olyan szereplőket hozhatsz létre, amelyek együtt táncolnak. Egy beépített médiakönyvtár segítségével kiválaszthatod a szereplőket és a zeneszámokat, vagy akár Te magad is létrehozhatsz egyet. A karaktereket Te fogod táncra perdíteni és beszédre sarkallni.","challenges-content.dance.instructions.0":"Lépj be a","challenges-content.dance.instructions.1":"-be tanárként. Hozz létre tanulói fiókokat, és oszd meg diákjaiddal. Megoszthatsz egy osztálykódot is, és így a diákok maguk regisztrálhatnak iskolai e-mail-címükkel. Ha tanuló vagy, csatlakozhatsz tanulóként, meg kell adnod azonban szüleid e-mail-címét, hogy jóváhagyhassák fiókodat","challenges-content.dance.instructions.2":"Kattints a következőre:","challenges-content.dance.instructions.3":"és adj egy címet neki","challenges-content.dance.instructions.4":"Lépj a","challenges-content.dance.instructions.5":"és adj hozzá hátteret a fogaskerék ikonra kattintva. Válassz egy hátteret a Media Library (médiakönyvtárból), töltsd fel a saját képedet, vagy készíts egyet, és töltsd fel azt. Válassz egy audioklipet, és add a színpadhoz (stage):","challenges-content.dance.instructions.6":"Kattints az","challenges-content.dance.instructions.7":"gombra, adj hozzá karaktereket és tárgyakat, amelyeket animálhatsz úgy, hogy mozogjanak, beszéljenek vagy kommunikáljanak egymással. Válassz és adj hozzá két vagy három szereplőt. Saját szereplőket is rajzolhatsz, vagy módosíthatod a meglévőket. Adj különféle ruházatot karakteredhez a ceruza ikonra kattintva.","challenges-content.dance.instructions.8":"Kattints egy-egy szereplőre, és animáld őket a következő blokkok hozzáadásával","challenges-content.dance.instructions.9":"Adj hozzá","challenges-content.dance.instructions.10":"say block (egy szövegblokkot)","challenges-content.dance.instructions.11":"hogy szereplőid beszélgethessenek egymással. Változtasd meg a szövegbuborékok formáját, valamint a szöveg betűtípusát és méretét","challenges-content.dance.example.0":"Nézd meg","challenges-content.dance.example.1":"ezt a példát","challenges-content.dance.example.2":"ahol táncolnak a robotok. Kedved szerint használhatod vagy remixelheted.","challenges-content.compose-song.title":"Alkoss zeneművet","challenges-content.compose-song.author":"az európai programozási hét csapata","challenges-content.compose-song.purposes.0":"Programozás tanulása a zenén keresztül","challenges-content.compose-song.purposes.1":"Zenei műfajok és hangszerek megkülönböztetése","challenges-content.compose-song.purposes.2":"Dalszerzés különböző hangfájlok keverésével","challenges-content.compose-song.description":"Ebben a kihívásban egy programozási nyelv felhasználásával szerezhetsz zenét. Beépített hangfájlokat használhatsz, vagy felveheted a saját klipedet, keverheted ezeket és létrehozhatsz egy saját szerzeményt. Futtasd le a kódodat a Digital Audio Workstationön, és hallgasd meg a zenét, amelyet Te programoztál. Játsszad le különféle hangszínekkel és hanghatásokkal, így módosíthatod a zeneművet.","challenges-content.compose-song.instructions.0":"Lépj be a következőbe:","challenges-content.compose-song.instructions.1":"Kattints ide, és készíts egy forgatókönyvet","challenges-content.compose-song.instructions.2":"Nevezd el a forgatókönyved, és válassz","challenges-content.compose-song.instructions.3":"egy programozási nyelvet","challenges-content.compose-song.instructions.4":"Kezd el írni kódodat a","challenges-content.compose-song.instructions.5":"és","challenges-content.compose-song.instructions.6":"sorok között","challenges-content.compose-song.instructions.7":"Böngéssz a zeneklipek között a","challenges-content.compose-song.instructions.8":"Hangkönyvtárban","challenges-content.compose-song.instructions.9":"és válassz kedvedre való zenei műfajokat, művészeket és hangszereket","challenges-content.compose-song.instructions.10":"Ha hangklipet szeretnél hozzáadni dalodhoz, írd be a következőt:","challenges-content.compose-song.instructions.11":"A zárójelek között a következő 4 paraméternek kell szerepelnie, vesszőkkel elválasztva","challenges-content.compose-song.instructions.12":"Sound clip (Hangklip)","challenges-content.compose-song.instructions.13":"Helyezd a kurzort a zárójelek közé, lépj a Hangkönyvtárba, válassz egy klipet, és a kék beillesztés ikonra kattintva szúrd be","challenges-content.compose-song.instructions.14":"Track number (Műsorszám)","challenges-content.compose-song.instructions.15":"a trackek segítenek a hangok hangszertípus (énekhang, basszus, ütő, billentyűk stb.) szerinti rendezésében. Adj hozzá annyi műsorszámot (hangszert), amennyit csak akarsz. A műsorszámok sorokban jelennek meg, és a Digital Audio Workstationben futnak le","challenges-content.compose-song.instructions.16":"Start measure (Az Ütem kezdete)","challenges-content.compose-song.instructions.17":"jelzi, hogy a hang mikor indul. Az ütemek zenei egységek. Egy ütem négy ütés (mérő)","challenges-content.compose-song.instructions.18":"End measure (Ütem vége)","challenges-content.compose-song.instructions.19":"jelzi, hogy a hang mikor fejeződik be","challenges-content.compose-song.instructions.20":"Egy ilyen programkód a következőképpen fog kinézni:","challenges-content.compose-song.instructions.21":"Különféle hanghatásokat is hozzáadhatsz, például hangerőt, hogy megnöveld a szerzeményed hangerejét. A hangerő -60.0 decibeltől 12.0 decibelig terjed, 0.0 pedig az eredeti hangerő.","challenges-content.compose-song.instructions.22":"Írd a következőt:","challenges-content.compose-song.instructions.23":"A zárójeleken belül írd le a következőket: a műsorszám száma, VOLUME, GAIN, a hangerő szintje, az ütem kezdete, a záró hangerőszint és záró ütem","challenges-content.compose-song.instructions.24":"Íme egy példa a fade-in (hangosodó) hanghatásra","challenges-content.compose-song.instructions.25":"és a fade-out (halkuló) hanghatásra","challenges-content.compose-song.example.0":"Hallgasd meg","challenges-content.compose-song.example.1":"az Earsketch segítségével készült következő számot.","challenges-content.compose-song.example.2":"A kódot importálhatod és szerkesztheted","challenges-content.sensing-game.title":"Készíts videoszenzoros játékot","challenges-content.sensing-game.author":"Az európai programozási hét csapata","challenges-content.sensing-game.purposes.0":"Animált objektumok programozása","challenges-content.sensing-game.purposes.1":"A digitális animáció fizikai mozgatással való kontrollálásának megértése","challenges-content.sensing-game.purposes.2":"Dalszerzés különböző hangfájlok keverésével","challenges-content.sensing-game.description":"Ebben a kihívásban egy egyszerű játékot készíthetsz, amely szenzorként videokamerát használ a mozgás felismerésére, azaz animációdat fizikai mozgatással kontrollálhatod. Feladatod ebben a játékban, hogy 30 másodperc alatt annyi európai programozási hét buborékot összegyűjts, amennyit csak tudsz. A buborékgyűjtés helyett egy olyan játékot is létrehozhatsz, amelyben egy adott karaktert kergetsz vagy léggömböket pukkasztasz ki a kezeiddel.","challenges-content.sensing-game.instructions.0":"Lépj be a következőbe:","challenges-content.sensing-game.instructions.1":"Kattints a következőre:","challenges-content.sensing-game.instructions.2":"Kiterjesztés hozzáadása","challenges-content.sensing-game.instructions.3":"és válaszd","challenges-content.sensing-game.instructions.4":"a Video Sensing-et","challenges-content.sensing-game.instructions.5":"Ez fogja felismerni, hogy egy objektum milyen gyorsan mozog. Ha a szám alacsonyabb, érzékenyebb lesz a mozgásra.","challenges-content.sensing-game.instructions.6":"Adj hozzá egy sprite-ot. Válassz egy hangot, és add a sprite-hoz. Ha akarod, hozzáadhatod a","challenges-content.sensing-game.instructions.7":"Klón létrehozása opciót","challenges-content.sensing-game.instructions.8":"sprite-od másolatának létrehozására.","challenges-content.sensing-game.instructions.9":"Hozz létre két változót: egyet a következőhöz","challenges-content.sensing-game.instructions.10":"Pont","challenges-content.sensing-game.instructions.11":"egy másikat pedig a következőhöz:","challenges-content.sensing-game.instructions.12":"Időzítő","challenges-content.sensing-game.instructions.13":"és add ezeket a sprite-hoz. Állítsd az időzítőt 30-ra, és add hozzá","challenges-content.sensing-game.instructions.14":"Időzítő módosítása -1-gyel","challenges-content.sensing-game.instructions.15":"Hozz létre egy új","challenges-content.sensing-game.instructions.16":"Game Over (A játék véget ért) sprite-ot","challenges-content.sensing-game.instructions.17":"a játék befejezéséhez. Létrehozhatsz egy sprite-ot a játék nevével, például Gyűjtsd össze az európai programozási hét összes buborékját.","challenges-content.sensing-game.example.0":"Játssz a Gyűjtsd össze az európai programozási hét összes buborékját videoszenzoros játékkal. Bátran használd fel","challenges-content.sensing-game.example.1":"ezt a projektet","challenges-content.calming-leds.title":"Megnyugtató LED-ek: hozz létre egy egyszerű eszközt a micro:bittel","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 perc","challenges-content.calming-leds.materials.0":"micro:bit eszköz és akkumulátor (ha rendelkezésre áll)","challenges-content.calming-leds.materials.1":"egy laptop vagy tablet, amelyről elérheted a Microsoft MakeCode-ot és a Youtube-ot","challenges-content.calming-leds.materials.2":"a tevékenység forrásait tartalmazó microbit.org","challenges-content.calming-leds.description":"A tanulók digitális eszközt hozhatnak létre LED-ek felhasználásával, amely segítheti őket légzésük szabályozásában és abban, hogy nyugodtabbnak érezhessék magukat. Feladatuk néhány egyszerű kód megírása, valamint az animációk és a szekvenciák felfedezése.","challenges-content.calming-leds.instructions.0":"A cél egy működőképes Megnyugtató LED-eszköz létrehozása, amelyet légzésed szabályozására használhatsz. Ez az eszköz egy micro:bit alaplapon, vagy a MakeCode editorban található szimulátor segítségével is létrehozható.","challenges-content.calming-leds.instructions.1":"A kihívás a MakeCode editor segítségével és egy egyszerű kódsorozat írásával teljesíthető a videófelvételen/képernyőfotón szereplő instrukciók alapján.","challenges-content.calming-leds.instructions.2":"A kihívás teljesítésével a tanulók különféle animációkat fedezhetnek fel, kreatívan, tetszés szerint kezelhetik azokat, ez a tevékenység pedig segíthet nekik a nyugodt és boldog életérzés elérésében.","challenges-content.calming-leds.instructions.3":"További tájékoztatás és a videós útmutató a következő","challenges-content.calming-leds.instructions.4":"linken található","challenges-content.calming-leds.example":"Látogass el erre az oldalra, és tekintsd meg a teljes kihívás instrukcióit, illetve videóit, és tudj meg többet a programozásáról","challenges-content.calming-leds.purposes.0":"Hasznos célt szolgáló, egyszerű digitális alkotás tervezése","challenges-content.calming-leds.purposes.1":"Szekvenciák és animációk, és azok működésének felfedezése","challenges-content.calming-leds.purposes.2":"Egy egyszerű kód tesztelése és hibakeresése","challenges-content.calming-leds.purposes.3":"A dizájn iterálása az animációk gyorsításával és lassításával","challenges-content.computational-thinking-and-computational-fluency.title":"Számítógépes gondolkodás és számítógépes folyékonyság a ScratchJr-ral","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – az európai programozási hét nagykövete, Görögország","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Ismerkedés új parancsokkal és az interfésszel.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Egyszerű programok létrehozása egyszerű ok-okozati parancsokkal.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Egyszerű hibakeresés elvégzése próbálkozásos technikával.","challenges-content.computational-thinking-and-computational-fluency.description":"Ebben a kihívásban a gyerekek a ScratchJr alkalmazás segítségével CT koncepciókat integrálnak projektjeikbe, történeteiket így megnyerőbbé, izgalmasabbá és érzelmesebbé tehetik.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"A ScratchJr használata nem követeli meg a gyermekek írástudását. Valamennyi utasítás és menüpont szimbólumokkal és színekkel azonosítható. A kihívás teljesíthető az osztályteremben, a laborban vagy akár egy nyílt térben, mivel internetre nincs szükség.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"A gyerekek a várost használják háttérként, és kódblokkok segítségével vezetnek keresztül egy autót a városon.","challenges-content.computational-thinking-and-computational-fluency.example.0":"A gyerekek hang- és mozgásblokkok segítségével táncra perdíthetik karaktereiket","challenges-content.computational-thinking-and-computational-fluency.example.1":"A gyerekek választanak egy háttért és egy szereplőt, egy mozgásblokk segítségével pedig mozgásba lendítenek egy autót a városon keresztül. A gyerekek a sebességblokk segítségével gyorsíthatják vagy lassíthatják a szereplőt.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Az ingyenes alkalmazás","challenges-content.computational-thinking-and-computational-fluency.materials.1":"számos operációs rendszeren és okoseszköztípuson működik","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Sőt, a","challenges-content.computational-thinking-and-computational-fluency.materials.3":"weboldalon rengeteg ingyenes oktatási anyag áll rendelkezésre.","challenges-content.computational-thinking-and-computational-fluency.duration":"90 perc","challenges-content.ai-hour-of-code.title":"MI kódolás órája","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Olyan programozási megoldások létrehozása, amelyek szekvenciákat, eseményeket, hurkokat és feltételes utasításokat tartalmaznak","challenges-content.ai-hour-of-code.purposes.1":"Egy probléma megoldásához szükséges lépések lebontása utasítások precíz szekvenciáira","challenges-content.ai-hour-of-code.purposes.2":"Kódolási koncepciók felfedezése","challenges-content.ai-hour-of-code.description":"A falut tűzveszély fenyegeti és a Te segítségedre van szüksége: kódolj megoldást! Találkozz programozási segédeddel, a Minecraft Ügynökkel, majd programozd az Ügynököt, hogy navigálja az erdőt és gyűjtsön adatokat. Ezek az adatok segítenek az Ügynöknek, hogy előrejelezze a tűz előfordulási helyét. Ezt követően programozd az Ügynököt úgy, hogy segítsen a tűz megelőzésében és terjedésében, a falu megmentésében és az erdő újjáélesztésében. Tanuld meg a programozás alapjait, és fedezd fel az MI használatának valós életből vett példáját.","challenges-content.ai-hour-of-code.instructions":"Töltsd le az óratervet itt","challenges-content.ai-hour-of-code.materials.0":"Telepítsd a Minecraft: Education Edition-t (oktatási verzió)","challenges-content.ai-hour-of-code.materials.1":"A Minecraft Education Edition telepítését követően a kihívást","challenges-content.ai-hour-of-code.materials.2":"ezen a weboldalon találod","challenges-content.create-a-dance.title":"Hozz létre egy táncot az Óda a kódoláshoz című dalra!","challenges-content.create-a-dance.purposes":"A programozás szórakoztató tanulása és kapcsolatépítés az európai programozási hét közösségével.","challenges-content.create-a-dance.description.0":"Hozz létre egy táncot az Óda a kódoláshoz című dalra! Használd a","challenges-content.create-a-dance.description.1":"Tánc party útmutatót","challenges-content.create-a-dance.description.2":"és programozz egy táncot az Óda a kódoláshoz című dalra. Az európai programozási hét hivatalos himnusza a Tánc party válogatásában is megtalálható.","challenges-content.create-a-dance.instructions.0":"Az utasításokat az útmutatóban szereplő belüli videók","challenges-content.create-a-dance.instructions.1":"tartalmazzák","challenges-content.create-a-dance.instructions.2":"illetve az egyes szintek tetején is olvashatók","challenges-content.create-a-dance.example":"Diákok kiváló alkotásai a következő oldalon találhatók","challenges-content.create-a-dance.materials":"The Code.org tutorial","challenges-content.create-a-simulation.title":"Készíts szimulációt!","challenges-content.create-a-simulation.purposes.0":"Szimulációk megismerése és a következő változók bevezetése: tömeg létrehozása, helyreállítási ráta, maszkviselés és oltások.","challenges-content.create-a-simulation.purposes.1":"Egy fiktív forgatókönyvhöz szükséges, a valós világban kitörő vírusjárványokkal kapcsolatos előzetes tudás aktiválása.","challenges-content.create-a-simulation.description":"Írj kódot, mellyel létrehozod és lefuttatod saját szimulációdat a Monster Townban kitörő járványról. Tanulj meg programozni, és készíts előrejelzéseket arról, hogy mi fog történni Monster Town szomszédságában.","challenges-content.create-a-simulation.instructions.0":"Az utasításokat az útmutatóban szereplő videók","challenges-content.create-a-simulation.instructions.1":"tartalmazzák","challenges-content.create-a-simulation.instructions.2":"illetve az egyes szintek tetején is olvashatók","challenges-content.create-a-simulation.example":"Ha elkészültél, másokkal is oszd meg szimulációid. Ossz meg egy üzenetet arról, hogy szerinted mit tehetünk mi azért, hogy megvédjük mások egészségét, ha egy vírus érkezik a városba.","challenges-content.create-a-simulation.materials":"The Code.org tutorial","challenges-content.create-your-own-masterpiece.title":"Készítsd el saját műalkotásod!","challenges-content.create-your-own-masterpiece.audience":"Minden korosztály számára","challenges-content.create-your-own-masterpiece.purpose":"Számítástechnikai fogalmak vizuális bevezetése és a kreativitás ösztönzése","challenges-content.create-your-own-masterpiece.description":"Készítsd el saját műalkotásod a Művész segítségével! Használj kódblokkokat, hogy a te Művészed egyedi műalkotást készíthessen.","challenges-content.create-your-own-masterpiece.instructions":"Az utasítások az egyes szintek tetején olvashatók","challenges-content.create-your-own-masterpiece.example":"Példák egy-egy alkotásra ezen az oldalon, a Rajz címszó alatt találhatók","challenges-content.create-your-own-masterpiece.materials.0":"Az útmutató első szintje","challenges-content.create-your-own-masterpiece.materials.1":"ITT található","challenges-content.cs-first-unplugged-activities.title":"Első offline számítástechnikai tevékenységek","challenges-content.cs-first-unplugged-activities.purposes.0":"Az otthonról tanuló gyermekek támogatása","challenges-content.cs-first-unplugged-activities.purposes.1":"Hogy mindenki elszakadhasson a képernyőtől","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged(Az Első offline) számítástechnikai projekt olyan tevékenységek sorozatát tartalmazza, amelyek számítógép nélkül tanítják meg a tanulóknak az alapvető számítástechnikai fogalmakat. Ezt a leckét azért találtuk ki, hogy bemutassuk: a Számítástechnika jóval több mint maga a programozás. ","challenges-content.cs-first-unplugged-activities.instructions.0":"A tevékenységek angol leírását tartalmazó tájékoztató füzet a következő","challenges-content.cs-first-unplugged-activities.instructions.1":"linken","challenges-content.cs-first-unplugged-activities.instructions.2":"angol nyelvű óravázlatok pedig itt:","challenges-content.cs-first-unplugged-activities.instructions.3":"E lecke tevékenységei önállóan és bármilyen sorrendben elvégezhetők","challenges-content.cs-first-unplugged-activities.instructions.4":"A tanárok képet készíthetnek a tanulási folyamatról, és megoszthatják az Instagramon a #EUCodeWeekChallengeGoogle #GrowWithGoogle hashtag segítségével","challenges-content.cs-first-unplugged-activities.materials.0":"A tevékenységekről szóló tájékoztató füzet mellett egyes tevékenységekhez további segédanyagokra lesz vagy lehet szükség.","challenges-content.cs-first-unplugged-activities.materials.1":"Kisebb számlálók (például szárazbab) a Szomszédsági hálózatok térkép használatához.","challenges-content.cs-first-unplugged-activities.materials.2":"Ollók a Titkos Üzenetek Küldése titkosítókerék kivágásához.","challenges-content.cs-first-unplugged-activities.materials.3":"Kartonpapír és ragasztó a Titkos Üzenetek Küldése titkosítókerék stabilabbá tételéhez.","challenges-content.cs-first-unplugged-activities.materials.4":"Egy rajzszög, fogpiszkáló vagy egy kiegyenesített gemkapocs a Titkos Üzenetek Küldése titkosítókerék összekapcsolásához.","challenges-content.family-care.title":"Családi gondoskodás","challenges-content.family-care.experience":"Bárki számára nyitott","challenges-content.family-care.duration":"5–10 óra","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"A családi gondoskodás napi szintű kérdéseinek vizsgálata;","challenges-content.family-care.purposes.1":"A probléma lehetőségként történő értelmezése és kreatív megoldások létrehozása;","challenges-content.family-care.purposes.2":"Kódok alkalmazása megoldásaid innovatív megvalósítása céljából;","challenges-content.family-care.purposes.3":"Poszterek tervezése és megoldásaid bemutatása másoknak;","challenges-content.family-care.purposes.4":"A közösségi média használata a projektjeid hatásának fokozása céljából.","challenges-content.family-care.description.0":"Mi jut eszedbe, amikor az otthonról beszélgetünk? Egy szép ház? Egy finom vacsi, amit a szüleid készítettek? Egy titkos hely, ami csak a tiéd? Az otthon melege feltölti testünket és lelkünket, olyan, mint egy üzemanyag. A modern világ forgatagában a szülők állandóan csak dolgoznak. Amikor a barátokkal lógsz, nem hagyhatod magukra kiscicáidat. De hogyan gondoskodhatsz kis kedvenceidről, amikor nem vagy otthon? A kihívás témája a","challenges-content.family-care.description.1":"Családi gondoskodás","challenges-content.family-care.description.2":"A tanulók a téma alapján olyan ötletet dolgozhatnak ki, amelyben programozással és hardverek segítségével adhatnak szeretetet és gondoskodhatnak másokról. Íme néhány kérdés, gondolkodj el ezeken:","challenges-content.family-care.description.3":"Hány családtag lakik az otthonodban? Kik ők? Felmerült már valamilyen probléma, amikor velük vagy? Mire van szükségük?","challenges-content.family-care.description.4":"Ismersz olyasvalakit, akiről nem gondoskodnak eléggé otthon, és több segítségre van szüksége, mint másnak a közösségedben? Hogyan segíthetnél nekik?","challenges-content.family-care.instructions.0":"Ötletelj és végezz kutatást a családi gondoskodás témakörében","challenges-content.family-care.instructions.1":"Készíts listát a felmerülő problémákról","challenges-content.family-care.instructions.2":"Vázold fel a lehetséges megoldásokat","challenges-content.family-care.instructions.3":"Válassz egy megoldást","challenges-content.family-care.instructions.4":"Tervezd meg és építsd fel a szerkezetét","challenges-content.family-care.instructions.5":"Tervezz egy projektbemutató posztert","challenges-content.family-care.instructions.6":"Mutasd meg a tanáraidnak és családtagjaidnak","challenges-content.family-care.example.0":"Néhány példa itt","challenges-content.family-care.example.1":"és","challenges-content.family-care.materials.0":"A programozási eszköz:","challenges-content.family-care.materials.1":"vagy töltsd le a","challenges-content.family-care.materials.2":"PC-verziót","challenges-content.family-care.materials.3":"az mBlock a Scratch alapján készült programozási nyelv","challenges-content.family-care.materials.4":"Ez a kihívás részben a MakeX global Spark Competition alapján készült, amely egy projektalapú kreatív tervezőprogram 6–13 év közötti fiatalok számára. ","challenges-content.family-care.materials.5":"A részt vevő csapatnak a megadott témára kell összpontosítania és szoftverprogramozás, illetve hardverépítés segítségével kell megoldást kidolgoznia. ","challenges-content.family-care.materials.6":"Arra ösztönözzük a tanulókat, hogy teljesítsék ezt a kihívást a programozási héten, sőt más tanulókkal való kommunikáció révén emeljék nemzetközi szintre, és nyerjenek díjakat. ","challenges-content.family-care.materials.7":"További információk itt találhatók:","challenges-content.family-care.materials.8":"vagy vegyék fel velünk a kapcsolatot itt:","challenges-content.virtual-flower-field.title":"Nevelj saját virtuális virágos rétet!","challenges-content.virtual-flower-field.author":"Jadga Huegle-Meet and Code coach és a SAP Snap!csapatának tagja","challenges-content.virtual-flower-field.duration":"30–60 perc","challenges-content.virtual-flower-field.purposes.0":"A programozás megismerése egy egyszerű, de szemléltető projekttel. ","challenges-content.virtual-flower-field.purposes.1":"A programozás művészi oldalának és csodás eredményeinek megismerése. ","challenges-content.virtual-flower-field.purposes.2":"Az ősz megszépítése színes virágokkal és az európai programozási héttel. ","challenges-content.virtual-flower-field.purposes.3":"A Földön élő virágok sokszínűségének bemutatása. ","challenges-content.virtual-flower-field.purposes.4":"A Fenntartható Fejlődési Célokhoz, különösen az éghajlatváltozásra vonatkozó 13. célhoz való hozzájárulás olyan programozási események létrehozásával, amelyek a témára összpontosító figyelemfelkeltéssel javítják az éghajlatváltozással kapcsolatos oktatást. ","challenges-content.virtual-flower-field.description":"Fejlessz egy olyan programot a Snap!-ben, amelyben különféle fajtájú és különböző számú szirmú virágokkal virtuális virágmezőt hozhatsz létre. ","challenges-content.virtual-flower-field.instructions.0":"Inspirációért a kihíváshoz, tekintsd meg","challenges-content.virtual-flower-field.instructions.1":"ezt a videót","challenges-content.virtual-flower-field.instructions.2":"vagy használd","challenges-content.virtual-flower-field.instructions.3":"ezt a dokumentumot","challenges-content.virtual-flower-field.instructions.4":"és kövesd az abban szereplő utasításokat","challenges-content.virtual-flower-field.instructions.5":"Ez a kihívás két lépésből teljesíthető: a Snap!(vagy Scratch) programban programozz egy virtuális virágos rétet, majd posztolj egy képernyőfotót vagy fotót az eredményről. ","challenges-content.virtual-flower-field.instructions.6":"A virágos réten különféle fajtájú, és különböző számú szirmú virágokat kell nevelni. A virágok ideális esetben úgy vannak programozva, hogy szirmaik folyamatosan ismétlődő újranyomásával és ezt követő elforgatásával(vagy rajzolásával és elforgatásával) jön létre maga a virág. ","challenges-content.virtual-flower-field.instructions.7":"Posztolj egy képet virtuális virágoskertedről a #MeetandCode hashtaggel.","challenges-content.virtual-flower-field.materials.0":"Javasoljuk, hogy használd a Scratch-et","challenges-content.virtual-flower-field.materials.1":"de a projekt a Snap!-ben is működhet","challenges-content.haunted-house.title":"Kísértetház a Hedy-ben","challenges-content.haunted-house.author":"Felienne Hermans, Leideni Egyetem-Ramon Moorlag, I&I-CodeWeek NL","challenges-content.haunted-house.audience":"Tanárok és oktatók","challenges-content.haunted-house.duration":"1 vagy 2 óra az előzetes tudástól függően","challenges-content.haunted-house.purposes.0":"Interaktív kísértetház-történet készítése.","challenges-content.haunted-house.purposes.1":"Programozás a Hedy-vel.","challenges-content.haunted-house.description":"A Hedy-vel kitalálhatsz egy kíséretházas történetet interaktív elemekkel. A kód lefuttatásával minden alkalommal új történet jön létre. A történet hangosan is felolvastatható a számítógépeddel, és online is megosztható.","challenges-content.haunted-house.instructions.0":"Először is nyisd meg a böngésződ, majd keresd fel a hedycode.com-ot.","challenges-content.haunted-house.instructions.1":"Kövesd az 1–4. szintre vonatkozó utasításokat. Használd a ‘Szint’ és ‘Kísértetház’ füleket.","challenges-content.haunted-house.instructions.2":"E szintek segítségével egy interaktív kíséretház-történetet fogunk létrehozni.","challenges-content.haunted-house.instructions.3":"Kedves Tanárok, a Hedy-vel kapcsolatos óratervért kattintsatok","challenges-content.haunted-house.instructions.4":"ide","challenges-content.haunted-house.instructions.5":"Felienne Hermans felvétele a Hedy-ről","challenges-content.haunted-house.instructions.6":"ezen linken található","challenges-content.haunted-house.example":"Kísértetház példa a következő szinthez:","challenges-content.haunted-house.materials.0":"A Hedy itt","challenges-content.haunted-house.materials.1":"1–4-es szint","challenges-content.inclusive-app-design.title":"Inkluzív alkalmazás-tervezés","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 perc + választható extra tevékenységek","challenges-content.inclusive-app-design.purposes.0":"Ötletelés, tervezés, prototípus-készítés, egy olyan alkalmazásötlet megosztása, amelyet mindenki elérhet és megérthet.","challenges-content.inclusive-app-design.description":"Nagyszerű appek nagyszerű ötletekkel. Ebben a tevékenységben a tanulók kitalálnak egy appötletet egy számukra fontos témában, majd felfedezik, hogyan lehet egy alkalmazást úgy megtervezni, hogy az befogadó és hozzáférhető legyen.","challenges-content.inclusive-app-design.instructions.0":"Valamennyi utasítás ezen a linken található","challenges-content.inclusive-app-design.instructions.1":"Ezzel a 60 perces óratervvel az oktatók a következőkre taníthatják diákjaikat:","challenges-content.inclusive-app-design.instructions.2":"Az inkluzív alkalmazás-tervezés megismerése","challenges-content.inclusive-app-design.instructions.3":"Ötletelés és appötlet kitalálása olyan témákban, amelyek érdeklik őket","challenges-content.inclusive-app-design.instructions.4":"Appötleteik felvázolása és a felhasználói tevékenységek tervezése","challenges-content.inclusive-app-design.instructions.5":"Alkalmazásuk egyik része prototípusának elkészítése a Keynote-ban","challenges-content.inclusive-app-design.instructions.6":"A prototípus-demók megosztása és annak bemutatása, hogy hogyan támogatják azok a különböző hátterű és képességű felhasználókat","challenges-content.inclusive-app-design.materials.0":"Fedezd fel az Inclusive App Design Activity (inkluzív alkalmazás-tervezési tevékenységet) az Apple Teacher Learning Center-ben","challenges-content.inclusive-app-design.materials.1":"A Keynote iPad-en vagy Mac-en ajánlott, de nem kötelező.","challenges-content.silly-eyes.title":"Bolondos szemek","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 perc","challenges-content.silly-eyes.purposes.0":"Projekt készítése interaktív felhasználóval.","challenges-content.silly-eyes.purposes.1":"Projekt testre szabása színekkel és grafikus hatásokkal.","challenges-content.silly-eyes.purposes.2":"Dizájn tanulása a digitális alkotásban.","challenges-content.silly-eyes.description":"Ebben a projektben bolondos szemű szereplőt tervezhetsz és hozhatsz létre. A szereplőd nagy és bolondos szemei az egér kurzorját követik, életre keltve figurád.","challenges-content.silly-eyes.instructions":"A projekt teljes leírását itt találod","challenges-content.silly-eyes.example":"Nézd meg a következőket: Gobo, Under the sea (A víz alatti élet) és Don't eat donut (Ne egyél fánkot)","challenges-content.train-ai-bot.title":"Képezz ki egy MI botot!","challenges-content.train-ai-bot.purposes":"Tanulás a mesterséges intelligenciáról (MI), a gépi tanulásról, a tanító adatbázisról és az elfogultságról, valamint az etikai kérdések és annak megismerése, hogy az MI hogyan használható a világ problémáinak kezelésére.","challenges-content.train-ai-bot.description":"MI bot kiképzése az MI az Óceánokért segítségével. E tevékenység során egy mesterséges intelligenciát (MI) programozhatsz vagy képezhetsz ki, hogy felismerje a halakat és a szemetet. Takarítsuk ki az óceánt!","challenges-content.train-ai-bot.instructions.0":"Az utasításokat az útmutatóban szereplő videók tartalmazzák","challenges-content.train-ai-bot.instructions.1":"illetve az egyes szintek tetején is olvashatók","challenges-content.train-ai-bot.materials.0":"Az útmutatók itt találhatók:","challenges-content.train-ai-bot.materials.1":"Ez az útmutató több mint 25 nyelven érhető el","challenges-content.build-calliope.title":"Építsd meg a saját Calliope mini fitness tréneredet","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"A szekvenciák, animációk, ismétlések és változók játékos megismerése.","challenges-content.build-calliope.purposes.1":"Szerkezeti diagram tervezése.","challenges-content.build-calliope.purposes.2":"Kódok tesztelése és hibakeresés.","challenges-content.build-calliope.purposes.3":"Egy program optimalizálása próba és hiba útján, a használhatóság ellenőrzése és beállítása.","challenges-content.build-calliope.duration":"20-30 perc","challenges-content.build-calliope.description":"A résztvevők egy digitálisan vezérelt prototípust fejlesztenek, amely egy színes, világító LED-et használ egy előre meghatározott 10 egységből álló fitneszgyakorlat reprodukálására.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (amennyiben rendelkezésre áll)","challenges-content.build-calliope.materials.1":'Laptop vagy tablet, amellyel felkeresheted a https://makecode.calliope.cc vagy a https://calliope.cc oldalakat, és a YouTube a tevékenységhez szükséges forrásokhoz való hozzáféréshez.',"challenges-content.build-calliope.instructions.0":"A kezdéshez készíts tervet, és határozd meg a gyakorlategységek sorrendjét. A terv segítségével programozd be a Calliope mini RGB LED-jét úgy, hogy az előre meghatározott ütemben az 5 szín valamelyikét jelenítse meg. Ezután hozz létre egy változót a tempóhoz, és programozd be az ismétléseket ciklusok segítségével.","challenges-content.build-calliope.instructions.1":"Ne feledd, ha a programot neked tetsző, egyéni módon valósítottad meg, oszd meg velünk a info@calliope.cc címen-kíváncsian várjuk, hogy te mit hozol ki belőle! Apropó, a beküldött pályaművek között 30 Calliope minit sorsolunk ki!","challenges-content.build-calliope.instructions.2":"Oszd meg a projekted QR-kódját az Instagramon, add hozzá a #EUCodeWeekChallenge hashtaget, és említsd meg a @CodeWeekEU-t.","challenges-content.build-calliope.example.0":"Amíg a számítógép előtt ülsz: sportolhatsz is.","challenges-content.build-calliope.example.1":"Készíts fitnesz prototípust a Calliope mini segítségével, amely a szimulátorban is tesztelhető. A kihívás a MakeCode szerkesztőprogramban történik egy egyszerű kódsorozat programozásával (lásd a képernyőképet).","challenges-content.build-calliope.example.2":"Válassz ki 5 különböző színt, és rendelj mindegyikhez egy-egy fitneszgyakorlatot, például guggolást vagy ugrókötelet. Ezután a színeket tetszőleges sorrendben felsorakoztathatod és a gyakorlatokat lejátszhatod.","challenges-content.common.share":"Ossza meg projektje linkjét vagy QR-kódját az Instagramon vagy a Facebookon, adja hozzá a #EUCodeWeekChallenge hashtaget, és említse meg a @CodeWeekEU-t.","challenges-content.common.audience.0":"Tanárok és oktatók","challenges-content.common.audience.1":"Általános iskolai tanulók (6-12 éves korig)","challenges-content.common.audience.2":"Alsóbb évfolyamos középiskolás tanulók (12-16 éves korig)","challenges-content.common.audience.3":"Felsőbb évfolyamos középiskolás tanulók (16-18 éves korig)","challenges-content.code-a-dice.title":"Programozzon egy kockadobást","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Interaktív rejtvények programozása","challenges-content.code-a-dice.purposes.1":"Véletlenszerűen mozgó eszköz szimulációjának programozása, amelyet akkor kell használni, ha a valós eszköz nem elérhető","challenges-content.code-a-dice.description":"Ebben a kihívásban egy kockát programoz, amellyel véletlenszerűen dobhat parancsra. Bármilyen olyan típusú tetszőleges lapszámú kockát választhat , mint amiket szerepjátékokban is szoktak, és adhat hozzá hangot is.","challenges-content.code-a-dice.instructions.0":"Lépjen be a Scratch felületére","challenges-content.code-a-dice.instructions.1":"Válasszon egy hátteret","challenges-content.code-a-dice.instructions.2":"Hozzon létre egy saját, kockához tartozó manót, vagy keressen egyet az interneten, és töltse fel a programjába","challenges-content.code-a-dice.instructions.3":"Készítsen annyi viseletet a manó számára, ahány lappal a kiválasztott kocka rendelkezik, és lap más-más számokat mutat","challenges-content.code-a-dice.instructions.4":"Válassza ki, hogyan kívánja eldobni a kockát (billentyűnyomásra, a manóra kattintással stb.), és írja meg a kódot","challenges-content.code-a-dice.instructions.5":"Programozza a manót úgy, hogy a dobás végén véletlenszerűen váltson viseletet","challenges-content.code-a-dice.instructions.6":"Adjon hozzá hangeffektet","challenges-content.code-a-dice.example":"Dobjon 20-ast a kockával","challenges-content.personal-trainer.title":"Személyi edző micro:bittel","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"A micro:bit programozása a hangjelző és a LED-panel használatához","challenges-content.personal-trainer.purposes.1":"Személyes eszköz létrehozása a fizikai aktivitásának szabályozására","challenges-content.personal-trainer.purposes.2":"A micro:bit programozása az egészség sportolással való javítása érdekében","challenges-content.personal-trainer.description":"Ez a kihívás lehetővé teszi a micro:bit programozását a fizikai gyakorlatok pihenőidővel kombinált ismétlési idejének szabályozásához. Követni fogja fizikai aktivitását az iskolában, otthon vagy a parkban.","challenges-content.personal-trainer.instructions.0":'Ha A+B igaz, akkor hozzon létre egy 3 másodperces visszaszámlálót, amely másodpercenként hangot ad ki, és megjeleníti a "GO" szót!',"challenges-content.personal-trainer.instructions.1":"Az első gyakorlat során egy villogó 2x2 négyzetet jelenítsen meg 20 másodpercig. Ezután játsszon le egy hangot, és tartsa rögzítve a négyzetet. A hátralévő idő alatt 10 másodpercig egy másik villogó képnek kell megjelennie. Ha befejezte, játsszon le egy hangot.","challenges-content.personal-trainer.instructions.2":"Ezután ismételje meg ugyanazt a műveletet, de jelenítsen meg egy 3x3-as panelt az edzésidőhöz. Ismételje ezeket a műveleteket, amíg az 5x5-ös panel meg nem jelenik.","challenges-content.personal-trainer.duration":"30-40 perc","challenges-content.create-a-spiral.title":"Hozzon létre egy spirált","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"A ciklus és a változók tanulása és gyakorlása.","challenges-content.create-a-spiral.purposes.1":"A kreativitás fejlesztése programozás során.","challenges-content.create-a-spiral.description":"Ebben a kihívásban egy projektet fog írni a Scratch segítségével ahhoz, hogy létrehozzon egy spirált a tollblokkok, valamint egy hurok egy változó segítségével.","challenges-content.create-a-spiral.instructions.0":"A tollblokkok","challenges-content.create-a-spiral.instructions.1":"Hozzon létre egy új projektet és nevezze el Spirálnak.","challenges-content.create-a-spiral.instructions.2":'Kattintson az ablak bal alsó részén található "Bővítmény hozzáadása" lila ikonra',"challenges-content.create-a-spiral.instructions.3":'Válassza ki a "pen" (toll) lehetőséget: a tollblokkok már elérhetőek projektje számára!',"challenges-content.create-a-spiral.instructions.4":'A projekt elindításához húzza át a "when green flag clicked"(amikor a zöld zászlóra kattintott) blokkot:',"challenges-content.create-a-spiral.instructions.5":'Egy üres oldallal kell kezdenie: a tollblokkokhoz adja hozzá az "mindent töröl" blokkot:',"challenges-content.create-a-spiral.instructions.6":"A rajzolást a felület közepén kezdje, ami azt jelenti, hogy a manónak a felület közepére kell mennie (0,0):","challenges-content.create-a-spiral.instructions.7":"A manó mozoghat rajzolás nélkül, vagy mozoghat és rajzolhat:","challenges-content.create-a-spiral.instructions.8":"Ha rajzoltatni szeretné, használhatja a lefelé mutató tollblokkot","challenges-content.create-a-spiral.instructions.9":"Ha ezt nem szeretné, használhatja a felfelé mutató tollblokkot","challenges-content.create-a-spiral.instructions.10":'Most rajzolhat! Adja hozzá a "pen down"(lefelé mutató toll) blokkot:',"challenges-content.create-a-spiral.instructions.11":"A hexagon","challenges-content.create-a-spiral.instructions.12":"Adja hozzá az alábbi blokkokat a projekthez:","challenges-content.create-a-spiral.instructions.13":"Most megvan a hatszög egyhatod része. Ezt a sorozatot 6-szor kell megismételnie:","challenges-content.create-a-spiral.instructions.14":"A spirál","challenges-content.create-a-spiral.instructions.15":"Egy spirál létrehozásához hozzá kell adni 2-t a következő oldalak hosszához.","challenges-content.create-a-spiral.instructions.16":"Ehhez változót kell használnia.","challenges-content.create-a-spiral.instructions.17":"A változóblokkban kattintson a Változó létrehozása lehetőségre","challenges-content.create-a-spiral.instructions.18":"Nevezte el a hosszt, majd kattintson az OK gombra:","challenges-content.create-a-spiral.instructions.19":"A spirál mivel egyre nagyobb lesz, kicsivel kell kezdenie: állítsa az első hosszt 10-re, és illessze be ezt a blokkot a ciklus elé.","challenges-content.create-a-spiral.instructions.20":'Szúrja be a "length"(hosszúság) változót a "move … steps" (lépjen ... lépést) blokkba',"challenges-content.create-a-spiral.instructions.21":"A spirál növekedéséhez a hosszt is növelni kell minden ciklusban: adja hozzá az alábbi blokkot a ciklus végéhez:","challenges-content.create-a-spiral.instructions.22":"Itt található jelenlegi projektje:","challenges-content.create-a-spiral.instructions.23":"Egy gyönyörű spirál ","challenges-content.create-a-spiral.instructions.24":'Rajzolt egy spirált! A folytatáshoz cserélje ki a "repeat 6" (ismételje meg hatszor) ciklust a "forever" (végtelen ismétlődés) ciklusra:',"challenges-content.create-a-spiral.instructions.25":"Színes spirál rajzolásához adja hozzá a következő blokkot a ciklushoz:","challenges-content.create-a-spiral.instructions.26":'Amikor újrakezdi, a manó egy nem kívánt vonalat húz. Ennek megelőzése érdekében adjon hozzá egy "pen up" (felfelé mutató toll) blokkot a projekt elejéhez.',"challenges-content.create-a-spiral.instructions.27":"Itt a végső projektje:","challenges-content.create-a-spiral.instructions.28":"Gratulálunk! Egy szép spirált rajzolt!","challenges-content.play-against-ai.title":"Készítsen és játszon az MI ellen-Kő, papír, olló játékot","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"hogy megértse a gépi tanulási ciklus működését.","challenges-content.play-against-ai.purposes.1":"hogy tanulási modellt tudjon felépíteni tanítható gép segítségével","challenges-content.play-against-ai.purposes.2":"hogy megismerkedjen a Pictoblox eszközzel, és importálja a létrehozott modellt a projektbe","challenges-content.play-against-ai.purposes.3":"hogy be tudja állítani a felületet és a karaktereket, változók létrehozása és inicializálása mellett Pictobloxban","challenges-content.play-against-ai.purposes.4":"hogy inicializálja játékot, hogy azonosítsa a játékosok mozgását, hogy véletlenszerű mesterséges intelligencia mozgásokat tudjon programozni","challenges-content.play-against-ai.purposes.5":"hogy olyan játékot tudjon létrehozni és tesztelni, amelyben egy mesterséges intelligencia az ellenfél ha kő, papír, ollót játszik.","challenges-content.play-against-ai.description":"Egy modellt fogunk létrehozni egy tanítható gép segítségével három osztályt alkotó képek segítségével: Kő, papír, olló. A modell betöltődik a Pictobloxba, és játék létrehozására használjuk, amelyet egy MI ellen játszhatunk.","challenges-content.play-against-ai.duration":"90 perc","challenges-content.play-against-ai.instructions.0":"Hozzon létre egy új kép projektet a tanítható gépen 3 különböző nevű osztállyal: kő, papír és olló. Minden osztályhoz rögzítsen legalább 400 képet kamerával. Győződjön meg arról, hogy világos a háttér. Tanítsa be és exportálja a modellt. Modell feltöltése és link másolása.","challenges-content.play-against-ai.instructions.1":"Hozzon létre ingyenes fiókot a Pictoblox profilon. Adjon hozzá egy gépi tanulási bővítményt, és töltsön fel egy modellt. Állítsa be a felületet, a változókat és a manókat. Inicializálja a játékot, azonosítsa a játékos lépéseit és az MI lépéseit, valamint azt, hogy ki nyeri a kört.","challenges-content.play-against-ai.instructions.2":"Tanítsa be az adatokat a játékhoz.","challenges-content.play-against-ai.instructions.3":"A modell tesztelése.","challenges-content.play-against-ai.instructions.4":"Exportálja a modellt.","challenges-content.play-against-ai.instructions.5":"Gépi tanulási bővítmény hozzáadása és a modell betöltése.","challenges-content.play-against-ai.instructions.6":"Állítsa össze a felületet, a változókat és a manókat.","challenges-content.play-against-ai.instructions.7":"Inicializálja a játékot","challenges-content.play-against-ai.instructions.8":"A játékos lépéseinek azonosítása.","challenges-content.play-against-ai.instructions.9":"Véletlenszerű MI mozgások beállítása","challenges-content.play-against-ai.instructions.10":"Véletlenszerű MI mozgások sugárzása.","challenges-content.play-against-ai.instructions.11":"Hozzon létre három blokkot. Ki nyeri meg a kört? ","challenges-content.play-against-ai.instructions.12":"Ellenőrizze, hogy a játékos nyeri-e a kört.","challenges-content.play-against-ai.instructions.13":"Ellenőrizze, hogy az MI nyeri-e a kört.","challenges-content.play-against-ai.instructions.14":"Ellenőrizze, hogy döntetlen-e a kör.","challenges-content.play-against-ai.instructions.15":"Programblokkok.","challenges-content.play-against-ai.instructions.16":"Kő, papír, olló manó","challenges-content.air-drawing-with-AI.title":"Levegőbe rarjzolás MI segítségével","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"hogy emberi testfelismerési bővítmény segítségével olyan programot tudjon írni, amely felismeri az ujjak mozgását a kamera előtt . ","challenges-content.air-drawing-with-AI.purposes.1":"hogy egyszerű blokkokkal tudjon programozni néhány kódsorban . ","challenges-content.air-drawing-with-AI.purposes.2":"hogy lásson példát látni az MI használatára","challenges-content.air-drawing-with-AI.description":"Olyan program létrehozása, amely lehetővé teszi a felhasználó számára, hogy kezével(mutatóujjával) a levegőben rajzoljon a kamera előtt, és minden, amit rajzol, automatikusan megjelenik a Pictoblox felületén . ","challenges-content.air-drawing-with-AI.instructions.0":"Hozzon létre egy ingyenes fiókot a Pictoblox profilonkövesse az utasításokat hogy:","challenges-content.air-drawing-with-AI.instructions.1":"Emberi testfelismerés és toll bővítmények hozzáadása;","challenges-content.air-drawing-with-AI.instructions.2":"állítsa be a felületet, és adjon hozzá ceruza manót, majd további manókat: Lefelé mutató toll, Felfelé mutató toll, Összes törlése; ","challenges-content.air-drawing-with-AI.instructions.3":"írjon kódot a ceruza manó számára, hogy kövesse az ujját","challenges-content.air-drawing-with-AI.instructions.4":"írjon kódot a gombokhoz: Felfelé mutató toll, lefelé mutató toll, törlés és a tollnak is","challenges-content.air-drawing-with-AI.instructions.5":"Most már készen áll arra, hogy saját rajzokat készítsen, és különböző színű és méretű tollal játsszon . ","challenges-content.air-drawing-with-AI.materials.0":"Laptop vagy számítógép kamerával felszereleve","challenges-content.air-drawing-with-AI.materials.1":"A PictoBlox legújabb verziója letöltve(ajánlott) vagy online Pictoblox(ingyenes)","challenges-content.air-drawing-with-AI.materials.2":"Pictoblox-fiók(ingyenes)","challenges-content.air-drawing-with-AI.materials.3":"Megfelelő internetelérés","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"A gépi tanulás és a szövegfelismerés alapvető fogalmainak elsajátítása . ","challenges-content.emobot-kliki.purposes.1":"Az érzelmek kommunikációban betöltött szerepének megértése . ","challenges-content.emobot-kliki.purposes.2":"Kód használata párbeszédek létrehozásához chatbot és egy felhasználó között . ","challenges-content.emobot-kliki.purposes.3":"Hogy megértsük, hogyan képesek a számítógépek felismerni az érzelmi hangszíneket szövegelemzés révén, és ennek megfelelően reagálni . ","challenges-content.emobot-kliki.description.0":"Hozzon létre egy érzelmi botot a Scratch programon belül, amely boldog arcok megjelenítésére képes pozitív üzeneteknél(ha kedveseket dolgot mond neki); dühös arcot vág negatív üzeneteknél(ha rossz dolgot mond neki), illetve zavart arcot, ha nem ad meg üzenet . ","challenges-content.emobot-kliki.description.1":"A mi Emobot Klikink felismeri a bókokat és a sértéseket, így feltérképezhetjük, hogyan lehet a számítógépeket megtanítani az érzelmi hangszínek felismerésére . ","challenges-content.emobot-kliki.instructions.0":"Kezdésként programozzon be egy szabálylistát arra vonatkozóan, hogy mi a kedves vagy a rendes dolog, és mi a rossz vagy aljas dolog . ","challenges-content.emobot-kliki.instructions.1":"Lépjen be https://machinelearningforkids.co.uk/ or create a new account. oldalon","challenges-content.emobot-kliki.instructions.2":'Készítsen új gépi tanulási modellt 3 új címkével, az elsőt hívja "szép"-nek, a másodikat "rossz"-nak és lehetősége szerint, ha szeretné felismerni a nevét, hozzon létre egy harmadik címkét "név" elnevezéssel.',"challenges-content.emobot-kliki.instructions.3":"Tanítsa be az új gépi tanulási modellt, tesztelje, és használja az Emobot Scratch programon belüli elkészítéséhez.","challenges-content.emobot-kliki.instructions.4":"Indítsa el a Scratch 3 szerkesztőt, törölje a macska manót, illesszen be 3 új manót a Microsoft Bing Image Creator segítségével (boldog, dühös és bizonytalan számítógépes rajzfilmfigura), vagy hozzon létre egy új manót a Paint ikonra kattintva, majd rajzolja meg as viselet három példányát a boldog, dühös és bizonytalan arcoknak.","challenges-content.emobot-kliki.instructions.5":'Kattintson a "Kód" fülre, és írja be a következő szkriptet.',"challenges-content.emobot-kliki.example.0":"Ossza meg Emobot Klikijét barátaival, és tudjon meg többet az MI-ről és az érzelmekről!","challenges-content.emobot-kliki.example.1":'Számítógépes rajzfilmfigura helyett kipróbálhat valami mást, például egy állatot. "A kedvesség és aljasság helyett megtaníthatja a karaktert más típusú üzenetek felismerésére .',"challenges-content.craft-magic.title":"Hozzon létre varázslatot mesterséges intelligencia kézmozdulatokkal","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"A diákok kódolási készségeinek fejlesztése, lehetővé teszi számukra az alapvető parancsok használatát.","challenges-content.craft-magic.purposes.1":"Az algoritmikus gondolkodási készségek fejlesztése az összetett feladatok kezelhető lépésekre bontásával.","challenges-content.craft-magic.purposes.2":"A kreatív problémamegoldás ösztönzése a kézmozdulatok egyedi alkalmazásainak megtalálása során a rajzoláshoz és az íráshoz.","challenges-content.craft-magic.purposes.3":"Az MI fogalmainak megértésének elősegítése, különös tekintettel arra, hogy az MI hogyan teszi lehetővé a számítógépek számára a kézmozdulatok felismerését és értelmezését.","challenges-content.craft-magic.purposes.4":"Felhívni a figyelmet a technológia jelentőségére a fogyatékkal élők számára.","challenges-content.craft-magic.purposes.5":"Az együttműködésen alapuló problémamegoldás és a csapatmunka előmozdítása a diákok körében, miközben együtt dolgoznak kézmozdulat-programjaik fejlesztésén.","challenges-content.craft-magic.purposes.6":"A kódolási és számítási gondolkodási készségek összekapcsolása a valós alkalmazásokkal, ezzel hangsúlyozva a technológia jelentőségteljes hatását az emberek életére, és igazodva a Fenntartható Fejlődési Célokhoz (SDG).","challenges-content.craft-magic.duration.0":"90 perc a 10–12 éves diákoknak","challenges-content.craft-magic.duration.1":"45 perc a 12–15 éves diákoknak","challenges-content.craft-magic.description":'Hozzon létre egy Scratch blokkalapú programot az MI "Human Body" bővítmény segítségével kreatív és magával ragadó módon, hogy tudjon a képernyőre rajzolni hagyományos egér vagy érintőképernyő használata nélkül.',"challenges-content.craft-magic.instructions.0":"Csatlakozzon a https://ai.thestempedia.com webhelyhez, és hozzon létre tanári és tanulói fiókokat.","challenges-content.craft-magic.instructions.1":'Importálja a "Human Body Detection", "Pen", "Text to Speech" bővítményeket.',"challenges-content.craft-magic.instructions.2":'Adja hozzá a ceruza manót a könyvtárból, és hozzon létre 7 manót ("írás", "tiszta", "fekete", "piros", "kék", "zöld", "rózsaszín").',"challenges-content.craft-magic.instructions.3":'Írjon parancsokat, hogy ellenőrizze, mi történik, ha a "ceruza" manó megérint egy másik manót.',"challenges-content.craft-magic.instructions.4":"Írjon parancsokat, hogy a kamera felismerje a kéztartást, és a ceruzát a mutatóujja x és y koordinátáira mozgassa.","challenges-content.craft-magic.instructions.5":"Váltson külsőt a dobás végén.","challenges-content.craft-magic.instructions.6":"Adjon hozzá hangeffektet.","challenges-content.craft-magic.materials.0":"Programozási platform https://ai.thestempedia.com (ingyenes)","challenges-content.craft-magic.materials.1":"tanári fiók (ingyenes)","challenges-content.craft-magic.materials.2":"diák fiók (ingyenes)","challenges-content.craft-magic.materials.3":"Kamerával felszerelt számítógépek","challenges-content.craft-magic.materials.4":"Internetelérés","challenges-content.circle-of-dots.title":"Pontokból felépített kör","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Kód írása pontvonal rajzolásához.","challenges-content.circle-of-dots.purposes.1":"Kód írása szaggatott vonal rajzolásához.","challenges-content.circle-of-dots.purposes.2":"Kód írásához kör rajzolásához.","challenges-content.circle-of-dots.purposes.3":"Írjon kódot pontokból (kötőjelekből) álló kör rajzolásához","challenges-content.circle-of-dots.description":"Kör rajzolása pontokból vagy kötőjelekből.","challenges-content.circle-of-dots.duration":"40 perc","challenges-content.circle-of-dots.instructions.0":"Blokk építése pontokból.","challenges-content.circle-of-dots.instructions.1":"Blokk építése vonásokból.","challenges-content.circle-of-dots.instructions.2":"Kör kialakítása pontokból.","challenges-content.circle-of-dots.instructions.3":"Kör kialakítása vonásokból.","challenges-content.coding-escape-room.title":"Hozzon létre kódoló szabadulószobát","challenges-content.coding-escape-room.author":" Stefania Altieri és Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Kódolási fogalmak tanítása/tanulása és az azokról való gondolkodás.","challenges-content.coding-escape-room.purposes.1":"Egyszerű kódolóeszközök használata.","challenges-content.coding-escape-room.purposes.2":"A számítástechnikai gondolkodásmód és problémamegoldás fejlesztése.","challenges-content.coding-escape-room.description.0":"Hozzon létre ehhez hasonló, szabadulós kódolási élményt:","challenges-content.coding-escape-room.description.1":"A kódoláson alapuló történetmesélés létrehozásában segítségére lehetnek a Google űrlapok, a Genial.ly, a Google prezentációk vagy bármilyen eszköz is ;).","challenges-content.coding-escape-room.duration":"90 perc","challenges-content.coding-escape-room.instructions":"A tanulókat kisebb csoportokra oszthatja; azok játszhatnak, majd hozzon létre újabb kihívást a sablonnal: ","challenges-content.coding-escape-room.materials.0":"Bármilyen eszköz használható (a dokumentumok, prezentációk és lapok létrehozására, illetve megosztására alkalmas Google és Microsoft platformok). Bármilyen kódolási konstrukció, eszköz vagy karakter, amely az IKT-val és kódolással összefügg.","challenges-content.coding-escape-room.example.0":"Egyes olyan karakterek, amelyeknek rendkívül fontos szerepük volt az IKT történetében, valamint a kódolás és programozás alapfogalmaiban, játékosan mutathatók be. Ez a legjobb mód a tanulásra és az aktív részvételre. Ezt a játékot lehet csapatban vagy egyénileg is játszani, például kihívás vagy verseny formájában. A tanulók ezután valami hasonlót alkothatnak, és olyan kompetenciákban fejlődhetnek, mint a kreativitás és a kódolási készség.","challenges-content.coding-escape-room.example.1":"Ez egy nagyon hasznos, újra és újra felhasználható, illetve könnyen újrateremthető eszköz. A Google űrlapok jelentik az egyik lehetséges eszközt. Google diák, a Genial.ly, az Emaze vagy bármely más eszköz segíthet választási lehetőségekkel bíró történeteket és saját kalandokat létrehozni.","challenges-content.coding-escape-room.example.2":"A szabaduló kihívás munkamenetekre oszlik. Ha úgy gondolja, mehet tovább. A tanulóknak kell elkészíteniük a kódolási rejtvényeket.","challenges-content.let-the-snake-run.title":"Hadd fusson a kígyó","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"A kígyó mozgásának kódolása saját micro:bit szerint.","challenges-content.let-the-snake-run.purposes.1":"A közös animáció megfelelő elhelyezésének és időzítésének beállítása.","challenges-content.let-the-snake-run.description":"A tanulóknak kódokat kell írniuk, hogy a kígyót egymás mellett elhelyezkedő micro:biteken keresztül navigálhassák. Ezt olyan módon kell elvégezni, hogy úgy nézzen ki, mintha a kígyó egyik micro:bitről a másikra futna.","challenges-content.let-the-snake-run.duration":"30 perc","challenges-content.let-the-snake-run.instructions.0":"Tervezzen olyan pályát, amely több egymás melletti micro:biten halad keresztül (pl. 2x2-es négyzetet alkot).","challenges-content.let-the-snake-run.instructions.1":"Írjon kódokat, miközben egy kígyó mozog a pályán.","challenges-content.let-the-snake-run.instructions.2":" Dolgozzon a saját eszközén, majd azokat állítsa össze, és futtassa a kódot.","challenges-content.let-the-snake-run.instructions.3":"Mérlegelje az időzítést és az elhelyezést: Ha a kígyó kilép az egyik micro:bitből, akkor a következő micro:biten jelenik meg.","challenges-content.let-the-snake-run.instructions.4":"További kihívások: A micro:bit v2 segítségével játsszon le zenét, amíg a kígyó el nem hagyja az eszközt.","challenges-content.let-the-snake-run.instructions.5":" Tervezze meg a kígyót a LED-ek fényerejének megváltoztatásával.","challenges-content.let-the-snake-run.instructions.6":"Próbálkozzon hosszabban vagy több kígyóval.","challenges-content.let-the-snake-run.example.0":"Ez példa egy 6 pixel hosszú kígyóra, 4 mikrobittel, ami egy 2x2-es négyzetet alkot: ","challenges-content.let-the-snake-run.example.1":"A kiinduló micro:bit kódolása (a tanár is elvégezheti)","challenges-content.let-the-snake-run.example.2":'Minden kódot ez a micro:bit kezdeményez, amely rádiójelet küld a többi micro:bitnek az "A" gomb megnyomásakor.',"challenges-content.let-the-snake-run.example.3":"A kígyó mozgásának kódolása","challenges-content.let-the-snake-run.example.4":"Minden micro:bitnek a kiinduló micro:bittel azonos rádiócsoportban kell lennie.","challenges-content.let-the-snake-run.example.5":"Minden animáció elindul a rádiójel vételekor.","challenges-content.let-the-snake-run.example.6":"Az első mikrobit animációja azonnal látható, a többiek megvárják, amíg a kígyó odaér.","challenges-content.let-the-snake-run.example.7":" A két fázis közötti idő határozza meg a kígyó sebességét.","challenges-content.let-the-snake-run.materials.0":"micro:bitek (lehetőség szerint minden tanulónak)","challenges-content.let-the-snake-run.materials.1":"laptop vagy számítógép a makecode.microbit.org szerkesztőjéhez","challenges-content.illustrate-a-joke.title":"Mutasson be egy viccet a bitsy segítségével","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Apró játék tervezése, ahol a felhasználó megtalálja a választ egy vicces kérdésre.","challenges-content.illustrate-a-joke.description":"A tanulók játék terveznek, ahol a felhasználó megtalálja a választ egy vicces kérdésre, amikor a figura eltalál egy tárgyat a játékmezőn. A diákok a bitsy alapvető funkcióit használják a kihívás teljesítéséhez.","challenges-content.illustrate-a-joke.instructions.0":"Találjon ki egy vicces kérdést. Lépjen a bitsy-re, és indítson új projektet. Amire szükség lesz:","challenges-content.illustrate-a-joke.instructions.1":"egy avatár – olyan manó, amely képes körbe sétálni","challenges-content.illustrate-a-joke.instructions.2":"Fehér macska lila alapon","challenges-content.illustrate-a-joke.instructions.3":"Automatikusan generált leírás","challenges-content.illustrate-a-joke.instructions.4":"objektum, amelyhez az avatárjának oda kell mennie","challenges-content.illustrate-a-joke.instructions.5":"szoba – a programjának a háttere","challenges-content.illustrate-a-joke.instructions.6":"két üzenet: egy kérdés és egy válasz","challenges-content.illustrate-a-joke.instructions.7":"A kész játék letölthető html fájlként.","challenges-content.illustrate-a-joke.example":"Ezen a webhelyen példát találhat egy viccre, illetve van egy digitális táblára mutató hivatkozás:","challenges-content.illustrate-a-joke.materials":"A bitsy egy böngészőben fut","challenges-content.app-that-counts-in-several-languages.title":"Alkalmazás, amely több nyelven is számol","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Egy egyszerű alkalmazás létrehozásának megtanulása.","challenges-content.app-that-counts-in-several-languages.purposes.1":"A blokkon keresztüli programozás megtanulása.","challenges-content.app-that-counts-in-several-languages.purposes.2":"A címkék, gombok, képek, érzékelők és adathordozók hozzáadásának megtanulása.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Annak megtanulása, hogy az elemek hogy rendszerezhetők az alkalmazás képernyőjén.","challenges-content.app-that-counts-in-several-languages.description":"Az alkalmazás segítségével egyetlen gombnyomással több nyelven is számolhat. Amikor a felhasználó megrázza az okostelefont, a szám nullára áll vissza. A kihívás egy másik nyelv hozzáadása.","challenges-content.app-that-counts-in-several-languages.instructions.0":"A kihívás teljesítéséhez meg kell határoznia azt a másik nyelvet, amelyen szeretné, hogy az alkalmazás számoljon.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Ezután le kell töltenie az internetről (pl. a Pixabay vagy az Unsplash felületéről) az adott ország zászlaját, és azt fel kell töltenie az MIT APP Inventor platformra a jelző (flag) nevű elemen keresztül, a Picture tulajdonság alatt.","challenges-content.app-that-counts-in-several-languages.instructions.2":'Ezután meg kell tudnia, hogyan kell leírni az ország nevét angolul, és hogyan kell azt mondani, hogy "hagyd" és "nyomj meg" az adott ország nyelvén.',"challenges-content.app-that-counts-in-several-languages.instructions.3":"Végül hozzá kell adnia a szükséges blokkokat ahhoz, hogy az alkalmazás az új nyelven működjön.","challenges-content.app-that-counts-in-several-languages.materials.0":"Egy adott alkalmazás fejlesztéséhez internet-hozzáféréssel rendelkező számítógépre vagy laptopra van szüksége .","challenges-content.app-that-counts-in-several-languages.materials.1":"Hozzon létre egy fiókot az MIT APP Inventor platformon, amely a https://ai2.appinventor.mit.edu oldalon érhető el","challenges-content.app-that-counts-in-several-languages.materials.2":"Az MIT AI2 Companion alkalmazást is telepíteni kell az okostelefonra a kifejlesztett alkalmazás teszteléséhez.","challenges-content.coding-with-art-through-storytelling.title":"Kódolás művészeti elemekkel, a történetmesélés eszközével","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara és Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"A megfigyelés, az értelmezés és a kérdésfeltevés készségeinek fejlesztése a művészetre támaszkodva.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Kreatívvá válás, valamint együttműködés másokkal egy közös cél érdekében","challenges-content.coding-with-art-through-storytelling.purposes.2":"Algoritmus létrehozása a történet ismételt elbeszéléséhez.","challenges-content.coding-with-art-through-storytelling.description":"Ebben a kihívásban a tanulók ihletet kapnak egy-egy műalkotásból, történetet hoznak létre, majd azt illusztrálják. Ezután megpróbálják ismét elmesélni a történetet egy programozható robotkészlet segítségével/vagy olyan tevékenységként, amelyhez csatlakoztatott eszközöket nem használnak.","challenges-content.coding-with-art-through-storytelling.materials.0":"Ez a tevékenység megvalósítható csatlakoztatott eszközök használata nélkül vagy programozható, oktatási robot segítségével, ami lehet például Bee-Bot/Blue-Bot/egérrobot.","challenges-content.coding-with-art-through-storytelling.materials.1":"Bee-Bot nyílkártyák vagy nyílkártyák a csatlakoztatott eszközöket nem alkalmazó tevékenységhez","challenges-content.coding-with-art-through-storytelling.materials.2":"görögül","challenges-content.coding-with-art-through-storytelling.materials.3":"Ha többet szeretne megtudni a Project Zero Thinking Routine Toolbox eszközkészletéről, azt bátran felkeresheti","challenges-content.coding-with-art-through-storytelling.example.0":"A tanár a tanulókkal együtt modellezi, hogyan kell a kártyákkal egy-egy algoritmust megtervezni, amely utasításokat ad a Bee-Bot vagy más robot számára, hogy eljusson a történet első eseményéhez a szőnyegen. A tanulók 3–4 fős csapatokban dolgoznak, hogy megtervezzenek egy algoritmust, amellyel a robot a következő szekvenciára léphet. A tanulók az osztálytermi szőnyegen tesztelik az algoritmusaikat, és szükség szerint hibakeresést végeznek.","challenges-content.coding-with-art-through-storytelling.example.1":"Továbbra is annyi, a történethez tartozó eseményen haladnak keresztül, amennyin csak tudnak","challenges-content.coding-with-art-through-storytelling.example.2":"Ez a tevékenység megvalósítható csatlakoztatott eszközök használata nélküli tevékenységként.","challenges-content.coding-with-art-through-storytelling.example.3":"Az egyik gyerek a robot, a másik gyerek a programozó. A programozó a nyílkártyák segítségével algoritmikus útvonalat hoz létre, hogy segítse a robot eljutását az egyik képről a másikra, és ezzel ismét elmesélni a történetet. Minden alkalommal, amikor a robot egy képen van, megkérik, hogy mondja el a történet egy részét.","challenges-content.coding-with-art-through-storytelling.instructions.0":"A tanár megkéri a tanulókat, hogy figyeljenek meg egy-egy festményt/fotót.","challenges-content.coding-with-art-through-storytelling.instructions.1":"A kezdet–közép–vég gondolkodási sort alkalmazzák (Project Zero of Harvard School) egy-egy történet létrehozásához..","challenges-content.coding-with-art-through-storytelling.instructions.2":"A tanár megkérdezi őket: Ha ez a mű egy történet eleje / közepe / vége, mi történhetett ezután / ezelőtt / a végén ? ","challenges-content.coding-with-art-through-storytelling.instructions.3":"A tanulók illusztrálják a történet eseményeit . ","challenges-content.coding-with-art-through-storytelling.instructions.4":"A tanulók felidézik a történetet, és a rácsban elhelyezik az eseményeket . Nyílkártyák segítségével olyan algoritmust hoznak létre, amely segít Bee-Botnak újra elmesélni a történetet . ","challenges-content.coding-with-legoboost.title":"Kódolás és programozás LegoBoost segítségével – Scratch bővítmény","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"modellek építése LegoBoost segítségével . ","challenges-content.coding-with-legoboost.purposes.1":"programozási készségek fejlesztése a Scratch-ben . ","challenges-content.coding-with-legoboost.purposes.2":"robotok programozása parancsok segítségével az egyszerűtől a bonyolultig . ","challenges-content.coding-with-legoboost.description":"Ebben a kihívásban a tanulók a Scratch-LegoBoost bővítményt fogják használni, és kódokat írnak be az alkalmazásba, hogy a robotok előre-hátra mozoghassanak, akadályokat kerüljenek el és hangutasításokat kapjanak . ","challenges-content.coding-with-legoboost.duration":"120 perc","challenges-content.coding-with-legoboost.instructions.0":"Jelentkezzen be a Scratch . mit . edu alkalmazásba . ","challenges-content.coding-with-legoboost.instructions.1":"Indítsa el a Scratch Linket, és aktiválja a Bluetooth-t a laptopon . ","challenges-content.coding-with-legoboost.instructions.2":"Kattintson a Bővítmény hozzáadása Scratch-ből lehetőségre, és válassza a LegoBoost elemet . ","challenges-content.coding-with-legoboost.instructions.3":"Adjon hozzá egy képet az európai programozási hétről . ","challenges-content.coding-with-legoboost.instructions.4":"Kapcsolja BE a két AB motort, majd amikor valamilyen piros akadállyal találkozik, azt kapcsolja KI . ","challenges-content.coding-with-legoboost.instructions.5":'A zöld színű motornál az "A" BEKAPCSOLT állapotban, a fekete színű "B" motor szintén BE állásban van . ',"challenges-content.coding-with-legoboost.instructions.6":"Zöld, piros és fekete akadályok kerülnek az útvonalra . ","challenges-content.coding-with-legoboost.instructions.7":"Parancsok hozzáadása a mozgáshoz és a nyilaktól való elforduláshoz, valamint és a szövegfelolvasás akadályba ütközéskor . ","challenges-content.coding-with-legoboost.instructions.8":"Próbálja ki!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1PhJZU94qExUBAbUq0hNXIimhrWNE7cnf","challenges.title":"AZ EURÓPAI PROGRAMOZÁSI HÉT KIHÍVÁSAI","challenges.date":"2021. október 9–24.","challenges.common.target-audience":"Célközönség","challenges.common.pre-primary":"Óvodások","challenges.common.experience":"Tapasztalat","challenges.common.duration":"Időtartam","challenges.common.materials":"Ajánlott anyagok","challenges.common.purpose":"Cél","challenges.common.description":"Leírás","challenges.common.instructions":"Utasítások","challenges.common.example":"Példa","challenges.common.written-by.0":"E kihívás írója:","challenges.common.written-by.1":"és a következő részét képezi:","challenges.common.teachers":"Tanárok","challenges.common.students":"Diákok","challenges.common.beginner":"Kezdő","challenges.common.intermediate":"Középhaladó","challenges.common.advanced":"Haladó","challenges.common.1-hour":"1 óra","challenges.main.0":"2021. október 9–24. között, az európai programozási hét során arra invitálunk, hogy vegyél Te is részt az európai programozási hét egy vagy több kihívásában.","challenges.main.1":"Mik a évi európai programozási hét kihívásai?","challenges.main.2":"Az európai programozási hét kihívásai olyan tevékenységek, amelyeket egyedül, az osztályoddal vagy akár kollégákkal és barátokkal is elvégezhetsz. Szeretnél részt venni a programozási héten, de nincs ötleted, hogy mit is szervezhetnél? Ne keresgélj tovább! A programozási hét partnereivel együtt számos könnyen megoldható kihívást terveztünk, amelyek konkrét példákat tartalmaznak az osztálytermi vagy csoportos használatra is. A kihívások elvégzésével kapcsolatos útmutatókat is megtalálod, de ezeket saját igényeid, érdeklődésed és a résztvevők életkora szerint át is alakíthatod. Bármilyen eszközt vagy technológiát felhasználhatsz, mi azonban leginkább a nyílt forráskódú anyagokat ajánljuk.","challenges.main.3":"Válassz egy vagy akár több kihívást, igazítsd a csoportodhoz vagy az osztályodhoz, majd oszd meg az eredményeket az Instagramon, ösztönözve ezzel még több kollégát és barátot a programozási hétben való szórakoztató részvételre!","challenges.main.4":"Kattints a kihívásra, hogy többet megtudj róla:","challenges.main.5":"Ki csatlakozhat?","challenges.main.6":"Bárki (iskolák, tanárok, könyvtárok, programozási klubok [code clubs]', vállalkozások, hatóságok) részt vehet a 2021. évi európai programozási hét ünneplésében egy #EUCodeWeekChallenge teljesítésével.","challenges.main.7":"Hogyan lehet részt venni a 2021. évi európai programozási hét kihívásaiban?","challenges.main.8":"Válassz egy kihívást, amelyet teljesíteni szeretnél.","challenges.main.9":"A résztvevőkből alakíts párokat vagy csoportokat. A csapatmunka és az együttműködés a kihívás sikeres teljesítésének kulcsa, függetlenül attól, hogy tevékenységedet egyedül vagy nemzeti, illetve nemzetközi együttműködésen alapuló tevékenységként online szervezed.","challenges.main.10":"Oszd meg a kihívásodat","challenges.main.11":"Szeretnél nyerni a programozási hét ajándékaiból? Ha igen, akkor terjeszd munkádat a neten!","challenges.main.12":"Miután teljesítetted a kihívást, oszd meg az Instagramon!","challenges.main.13":"Az európai programozási hét minden napján – október 9. és 24. között – kiválasztanak nyerteseket, akiket az Instagram csatornánkon is bejelentenek. Ne felejtsd el rendszeresen ellenőrizni értesítéseidet!","challenges.share.0":"Hogyan tudod megosztani a kihívásaidat az Instagramon?","challenges.share.1":"Érintsd meg a Profil szerkesztése gombot","challenges.share.2":"Add meg a tevékenységed linkjét a Weboldal mezőbe és mentsd el","challenges.share.3":"Hozz létre egy új bejegyzést","challenges.share.4":"Tegyél fel képernyőfotót a tevékenységedről","challenges.share.5":"Írj egy megnyerő leírást","challenges.share.6":"Ne felejtsd el kiválasztani a ‘Link in Bio’ opciót","challenges.share.7":"Add hozzá a #EUCodeWeekChallenge hashtaget","challenges.share.8":"Említsd meg és taggeld a @CodeWeekEU címkét","challenges.share.9":"Inkább a Facebookon szeretnéd megosztani a kihívásaid?","challenges.share.10":"Az európai programozási hét minden héten rögzít egy Új kihívás bejegyzést a","challenges.share.11":"facebook oldalán","challenges.share.12":"a díj nyerteseit pedig a bejegyzés alatti hozzászólásokból választja ki.","challenges.share.13":"Hogyan működik?","challenges.share.14":"Írj egy egyszerű megjegyzést a bejegyzéshez, amelyben szerepel a tevékenységedre mutató link.","challenges.share-box.0":"Oszd meg a tevékenységedre mutató linket az","challenges.share-box.1":"Instagram Bio segítségével","challenges.share-box.2":"érintsd meg a","challenges.share-box.3":"Profil szerkesztését","challenges.share-box.4":"az Instagramodon, és add hozzá a tevékenységedre mutató linket a Weboldal mezőn. Ezután hozz létre egy új bejegyzést, és tegyél fel képernyőfotót a tevékenységedről, használd a ","challenges.share-box.5":"Link in Bio-t","challenges.share-box.6":"add hozzá a #EUCodeWeekChallenge hashtaget, és említsd meg a @CodeWeekEU-t","challenges.share-box.7":"Kihívásaidat szeretnéd megosztani inkább a","challenges.share-box.8":"az európai programozási hét","challenges.share-box.9":"új kihívást rögzít majd a","challenges.share-box.10":"Facebook oldalán","challenges.share-box.11":"Ezt követően pedig csak hozzászólást kell írnod a bejegyzéshez, amelyben szerepel a tevékenységedre mutató link","challenges.share-box.12":"Az európai programozási hét minden napján – október 9. és 24. között – kiválasztanak nyerteseket, és meglepik őket a programozási hét számos ajándékával, majd pedig bejelentik az Instagramon. Ne felejtsd el rendszeresen ellenőrizni értesítéseidet","challenges.take-part.0":"Miért érdemes részt venni az európai programozási hét kihívásaiban?","challenges.take-part.1":"Hogy belemerülj a problémamegoldás és a programozás tevékenységeibe.","challenges.take-part.2":"Hogy együttműködhess a társaiddal.","challenges.take-part.3":"Hogy terjeszd az üzenetet a programozás fontosságáról.","challenges.download.0":"Kattints","challenges.download.1":"ide","challenges.download.2":"a kihívás word dokumentumban való letöltésére","challenges.bingo.0":"Teljesítsd az összes Kihívást","challenges.bingo.1":"Kihívás teljesítve? Nyomtasd ki","challenges.bingo.2":"a bingo kártyát","challenges.bingo.3":"és jelöld be a bal felső sarokban lévő kis fehér buborékot","challenges.bingo.4":"Oszd meg a kihívásodat a közösségi médián, és nyerd meg a programozási hét menő díjait","challenges.bingo.5":"Csak tölts fel egy képet a teljesített sor(ok)ról, oszlop(ok)ról – sőt akár a teljes bingóról – a","challenges.bingo.6":"Facebookra, Instagramra vagy Twitterre","challenges.bingo.7":"Mindenképpen használd a","codeweek4all.title":"Code Week 4 All (Programozási hét mindenkinek) kihívás","codeweek4all.text":"A Code Week 4 All kihívás arra bátorítja Önt, hogy kapcsolja össze tevékenységeit barátok, kollégák és ismerősök által szervezett egyéb tevékenységekkel, és együtt nyerjék el a programozási hét Kiválósági tanúsítványát.","codeweek4all.what.title":"Mi is ez?","codeweek4all.what.content":`

    Azon túlmenően, hogy felteszi tevékenységét az európai programozási hét térképére, másokat is felkérhet saját hálózatában arra, hogy hasonlóan cselekedjenek. Azzal, ha Ön és társai elérik az alábbi küszöbértékek egyikét, már meg is szerezték a programozási hét Kiválósági tanúsítványát!

    -

    A Kiválósági tanúsítvány elnyerésének feltételei a következők:

    `,"codeweek4all.what.criteria1":"500 diák részvétele","codeweek4all.what.criteria2":"10 összekapcsolt tevékenység 10 különböző szervező által","codeweek4all.what.criteria3":"3 ország részvétele","codeweek4all.what.andor":"És / Vagy","codeweek4all.howto.title":"Hogyan lehet részt venni?","codeweek4all.howto.time":"A Code Week 4 All kihívás az év végéig tart. A tanúsítványokat jövő év januárjában vagy februárjában állítjuk ki.","codeweek4all.howto.content":'Látogasson el a Tevékenység hozzáadása oldalra és adja meg a programozási tevékenységével kapcsolatos szükséges részleteket.',"codeweek4all.howto.first_alliance.1":"Kattintson a Küldés gombra.","codeweek4all.howto.first_alliance.2":"Amint tevékenységét elfogadták, egy visszaigazoló e-mailt fog kapni saját egyedi Code Week 4 All kódjával.","codeweek4all.howto.first_alliance.3":"Másolja le a kódot és ossza meg kollégáival, illetve a hálózatában található más olyan emberekkel is, akik szintén programozási tevékenységet szerveznek. Terjessze a hírt, hogy mások is csatlakozzanak!","codeweek4all.howto.first_alliance.4":"A kampány befejeződését követően az összes tevékenységszervezőt arra kérjük majd, hogy számoljon be az általa bevont résztvevők számáról. Ha sikeresen elérték a küszöbértéket, akkor Ön és a saját hálózatában lévő kollégái elnyerik a Kiválósági tanúsítványt!","codeweek4all.howto.first_alliance.title":"Ha szövetségében Ön az első:","codeweek4all.howto.existing_alliance.1":"Illessze be a szövetséget létrehozó kezdeményezőtől kapott kódot a CODE WEEK 4 ALL CODE mező cellába.","codeweek4all.howto.existing_alliance.2":"Kattintson a Küldés gombra.","codeweek4all.howto.existing_alliance.3":"Terjessze a hírt (és a kódot), hogy még több szervező csatlakozzon szövetségéhez.","codeweek4all.howto.existing_alliance.4":"A kampány befejeződését követően az összes tevékenységszervezőt arra kérjük majd, hogy számoljon be az általa bevont résztvevők számáról. Ha sikeresen elérték a küszöbértéket, akkor Ön és a saját hálózatában lévő kollégái elnyerik a Kiválósági tanúsítványt!","codeweek4all.howto.existing_alliance.title":"Ha egy már meglévő szövetséghez csatlakozik:","codeweek4all.why.1":"Azért, hogy terjessze az üzenetet a programozás fontosságáról.","codeweek4all.why.2":"Azért, hogy sok tanuló bekapcsolódását láthassa.","codeweek4all.why.3":"Azért, hogy kapcsolatokat építsen ki szervezetekkel és/vagy iskolákkal saját közösségében vagy nemzetközi szinten.","codeweek4all.why.4":"Azért, hogy támogatásra találjon más szervezők és tanárok részéről.","codeweek4all.why.5":"Azért, hogy megszerezze a Kiválósági tanúsítványt.","codeweek4all.why.title":"Miért érdemes csatlakozni a kihíváshoz?","codeweek4all.superorganiser-title":"Szuperszervezői tanúsítványt","codeweek4all.superorganiser":'Emellett szuperszervezői tanúsítványt is szerezhet. Ehhez szervezzen és regisztráljon legalább 10 egymástól független tevékenységet iskolájában, szervezetében vagy az online térben.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Kérdések","coding-at-home.material.required":"Szükséges anyagok","coding-at-home.material.chequered":"négyzethálós tábla","coding-at-home.material.footprint":"lapkák és lábnyom-képek","coding-at-home.intro.title":"Bevezetés a Coding@Home-ba","coding-at-home.explorer.title":"A felfedező","coding-at-home.explorer.text":"A felfedező az első Coding@Home tevékenység. Mozgasd úgy a felfedezőt a táblán, hogy minél több mező érintésével érj a célba. ","coding-at-home.explorer.questions.content.1":"1. kérdés Lehetséges, hogy a videóban mutatott kezdő és befejező állásokkal a tábla minden mezőjét érintse a felfedező?","coding-at-home.explorer.questions.content.2":"2. kérdés Mely kezdő és befejező állásokkal nem lehetséges, hogy a tábla lehető legtöbb mezőjét érintse a felfedező?","coding-at-home.right-and-left.title":"Jobb és bal","coding-at-home.right-and-left.text":"A Jobb és bal egy versengésen és együttműködésen alapuló játék. A két csapat együttműködik annak érdekében, hogy útvonalakat hozzanak létre a célpont felé, miközben azon versengenek, hogy minél több hozzájuk tartozó lapkát használjanak fel: a sárga csapat minél több „balra” lapkát, a piros minél több „jobbra” lapkát próbál beilleszteni.","coding-at-home.right-and-left.questions.content.1":"1. kérdés Lehetséges, hogy a videóban bemutatott kezdő és befejező állással valamelyik csapat nyerjen?","coding-at-home.right-and-left.questions.content.2":"2. kérdés Az Anna által megnyert játékban megadott kezdő és befejező állással lehetséges döntetlent játszani?","coding-at-home.right-and-left.questions.content.3":"3. kérdés Van olyan kezdő és befejező állás, amely az egyik csapatnak kedvez?","coding-at-home.right-and-left.questions.content.4":"4. kérdés Meg lehet előre mondani a kezdő és befejező állások alapján, hogy mekkora különbség lesz a nyertes és a vesztes csapat pontszáma között?","coding-at-home.keep-off-my-path.title":"Menj az utamból!","coding-at-home.keep-off-my-path.text":"A „Menj az utamból!” egy versengésen alapuló játék, két csapattal. A tábla két végéből indulva a két csapatnak olyan útvonalakat kell építenie, amelyek hátráltatják egymást. Az a csapat nyer, amelyiknek sikerül megakadályoznia a másik csapat kiterjeszkedését.","coding-at-home.keep-off-my-path.questions.content.1":"1. kérdés: Van olyan kezdő és befejező állás, amely az egyik csapatnak kedvez?","coding-at-home.keep-off-my-path.questions.content.2":"2. kérdés: Lehetséges döntetlent játszani?","coding-at-home.keep-off-my-path.questions.content.3":"3. kérdés: Előnye van annak a játékosnak, aki kezd?","coding-at-home.keep-off-my-path.questions.content.4":"4. kérdés: Van olyan biztos stratégia, amivel a kezdő játékos mindenképpen nyer?","coding-at-home.tug-of-war.title":"Kötélhúzás","coding-at-home.tug-of-war.text":"A Kötélhúzás egy versengésen és együttműködésen alapuló játék. A tábla aljának közepéről kezdve a két csapat (sárga és piros) együttműködik, hogy elérjék a tábla tetejét. A sárga csapat a bal oldali mezőket szeretné elérni, a piros csapat a jobb oldaliakat.","coding-at-home.tug-of-war.questions.content.1":"1. kérdés: Van olyan stratégia, amellyel mindig nyerni lehet?","coding-at-home.tug-of-war.questions.content.2":"2. kérdés: Előnye van annak a játékosnak, aki kezd?","coding-at-home.tug-of-war.questions.content.3":"3. kérdés: Ha a két játékos ugyanannyira koncentrál, mindig döntetlen lesz a játék, azaz közepén ér véget?","coding-at-home.explorer-without-footprints.title":"Felfedező lábnyom nélkül","coding-at-home.explorer-without-footprints.text":"A felfedező a táblán mozog, a kezdőponttól a célpontig, és próbál minden mezőt érinteni. Ahogy megy, színes lábnyomokat hagy maga után, amelyek segítségével, a színek interpretálásával, a robot követni tudja a lépéseit. A játék még élvezetesebb, ha a felfedező letörli a lábnyomokat, és csak a színek maradnak.","coding-at-home.explorer-without-footprints.material":"valamint piros, sárga és szürke filctollak (vagy ceruzák)","coding-at-home.explorer-without-footprints.questions.content.1":"1. kérdés: Mi a különbség a színes lábnyomokkal teli és csak színes, lábnyomok nélküli tábla között?","coding-at-home.explorer-without-footprints.questions.content.2":"2. kérdés: Melyik tábla ad nagyobb mozgásszabadságot, a megadott szín szerinti kanyarodás szabályának megőrzésével?","coding-at-home.explorer-without-footprints.questions.content.3":"3. kérdés: Vannak olyan lehetséges útvonalak a színes táblán, amelyek a színes lábnyomos táblán nem lehetségesek?","coding-at-home.explorer-without-footprints.questions.content.4":"4. kérdés: Vannak olyan lehetséges útvonalak a színes lábnyomos táblán, amelyek a színes táblán nem lehetségesek?","coding-at-home.walk-as-long-as-you-can.title":"Menj a lehető legmesszebb!","coding-at-home.walk-as-long-as-you-can.text":"Ennek a játéknak az a lényege, hogy a játékosok a lehető legtovább a táblán maradjanak, lábnyomok helyett színeket használva. A feladat egyre nehezebb lesz, ahogy nő a lépési lehetőségek száma","coding-at-home.walk-as-long-as-you-can.coloured-cards":"színes kártyák vagy piros, sárga és szürke filctollak","coding-at-home.walk-as-long-as-you-can.questions.content.1":"1. kérdés Mikor keresztezi és akadályozza egymást a két útvonal?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"2. kérdés A játékot két játékos segítségével mutattuk be. Lehetséges lenne 3 vagy 4 játékossal játszani? Meg kellene változtatni ehhez a szabályokat?","coding-at-home.ada-charles-roby.title":"Ada, Charles és Roby","coding-at-home.ada-charles-roby.text":"Ada Lovelace és Charles Babbage története rendkívül érdekes. Számítógépeket álmodtak meg és programoztak száz évvel azelőtt, hogy azokat valóban feltalálták volna","coding-at-home.ada-charles-roby.material":"gyurma és egy rövid ceruza","coding-at-home.ada-charles-roby.questions.content.1":"1. kérdés Képzeld el, hogy a robot, amelyet a gyurmából és a ceruzából készítettél, képes mozogni a táblán, bármilyen pozíciót fel tud venni, és szükség esetén vissza tudja követni az útvonalát. Milyen utasításokat használnál a programozásához?","coding-at-home.cody-and-roby.title":"Cody és Roby","coding-at-home.cody-and-roby.text":"A CodyRoby egy szerepjáték, amelyben Cody, a programozó, és Roby, a robot vesznek részt. A videóban bemutatjuk a CodyRoby kártyákat, amelyek a táblán való mozgás irányítására szolgálnak. Cody ezeket a kártyákat használva fog utasításokat adni Roby-nak a táblán való mozgáshoz","coding-at-home.cody-and-roby.material":"négyzethálós tábla címkékkel, utasítást adó kártyák (bal, jobb, előre) és bármilyen felület, amelyre a táblát el lehet helyezni","coding-at-home.cody-and-roby.starter-kit":"CodyRoby kezdőkészlet","coding-at-home.cody-and-roby.questions.content.1":"1. kérdés Hova érkezik meg Roby, ha a C2-es mezőből, dél felé fordulva kezdi meg a videóban bemutatott utolsó utasításszekvencia végrehajtását?","coding-at-home.cody-and-roby.questions.content.2":"2. kérdés Leírható a CodyFeet nevű, lábnyomos, illetve a CodyColor nevű, színes lapkák táblára helyezése által Roby mozgása, ha az a videóban bemutatott utolsó utasításszekvenciának megfelelően történik?","coding-at-home.cody-and-roby.questions.content.3":"3. kérdés A videóban bemutatott három utasítástípus – amelyeket a zöld, piros és sárga kártyák jelképeznek – együttesen olyan utasításkészletet alkot, amelyet használva Roby a tábla bármely pontjára eljuttatható. Össze tudsz állítani egy olyan utasításkészletet, amely kevesebb mint 3 utasításból áll, és alkalmas ugyanerre?","coding-at-home.the-tourist.title":"A turista","coding-at-home.the-tourist.text":"Két csapat verseng egymással azzal a céllal, hogy a CodyRoby kártyákból a lehető legrövidebb idő alatt összeállítsa azt az utasításszekvenciát, amellyel elvezetheti a turistát a meglátogatni kívánt nevezetességhez","coding-at-home.the-tourist.material":"Ha a padlón játszotok, érdemes nagyobb kártyákat használnotok","coding-at-home.the-tourist.questions.content.1":"1. kérdés Milyen utasításszekvenciával vezethetjük el a turistát a videó második példája szerint a Raffaello szoborhoz?","coding-at-home.the-tourist.questions.content.2":"2. kérdés Milyen utasításszekvenciával vezethetjük el a turistát a videó első példája szerint a Torricinihez, azaz a hercegi palota homlokzatához?","coding-at-home.the-tourist.questions.content.3":"3. kérdés Hogyan lehetne szórakoztatóbbá tenni a játéknak azt a részét, amikor az egyik csapat új kártyával egészíti ki a programot? Találj ki egy feladatot a videóban bemutatott váltóverseny újragondolásával","coding-at-home.material2.chequered-with-labels":"négyzethálós tábla címkékkel","coding-at-home.material2.cards":"24 „Lépj előre” kártya, 8 „Fordulj balra” kártya és 8 „Fordulj jobbra” utasítást adó kártya","coding-at-home.material2.larger-cards":"A padlón játszható változathoz nagyobb kártyák ajánlottak","coding-at-home.material2.video":"A videó azt is bemutatja, hogyan lehet kártya nélkül játszani","coding-at-home.material2.pieces-of-paper":"Szükség lesz 24 további lapkára, amelyeket a már felkeresett négyzetekre kell helyezni","coding-at-home.material2.card-alternative":"A CodyRoby kártyapakli helyett az itt elérhető kártyaikonok is használhatóak","coding-at-home.material2.small-drawings":"A történet elmeséléséhez használhatsz kiegészítő rajzokat is. A videóban használt figurák itt találhatók","coding-at-home.material2.rest-of-cards":"Ezeken kívül a CodyRoby, a CodyFeet vagy a CodyColor kártyáit használjuk.","coding-at-home.catch-the-robot.title":"Kapd el a robotot!","coding-at-home.catch-the-robot.text":"A „Kapd el a robotot!” egy asztalon vagy földön játszható játék, melyben a játékosok egymással versengenek. Az a játékos nyer, aki elkapja az ellenfél robotját oly módon, hogy rálép arra a mezőre, amelyen a robot áll. A játékkártyák véletlenszerűsége miatt mindkét csapatnak folyamatosan változtatnia kell a stratégiáját.","coding-at-home.catch-the-robot.questions.content.1":"1. kérdés: Ha a rózsaszín robot (Roby) a C3 központi négyzeten áll, és észak felé néz, a rózsaszín csapatnak pedig 2 „Lépj előre”, 2 „Fordulj balra” és 1 „Fordulj jobbra” kártyája van, mely négyzetekre léphet Roby?","coding-at-home.the-snake.title":"A kígyó","coding-at-home.the-snake.text":"„A kígyó” egyfajta pasziánsz, amelyet a CodyRoby kártyákkal lehet játszani. A játéknak az a célja, hogy a kígyó végighaladjon a tábla valamennyi mezőjén, anélkül, hogy a farkába harapna.","coding-at-home.the-snake.questions.content.1":"1. kérdés: Vannak olyan kiindulópontok, amelyekről indulva nem lehetséges anélkül végigjárni az összes mezőt, hogy a kígyó a farkába harapna?","coding-at-home.storytelling.title":"Történetmesélés","coding-at-home.storytelling.text":"Mai témánk a történetmesélés! A CodyRoby utasításait, a CodyFeet lábnyomait vagy a CodyColor színeit használva vezesd végig a robotot a táblán, ezáltal elmesélve egy történetet. A történet elemeit helyezd a tábla különböző pontjaira.","coding-at-home.storytelling.questions.content.1":"1. kérdés: Melyik a legsokoldalúbb eszköz, amellyel irányíthatjuk Roby-t a történetmesélés során?","coding-at-home.storytelling.questions.content.2":"2. kérdés: El tudod helyezni a táblán a történeted elemeit úgy, hogy a pozíciójuk lehetetlenné tegye azt, hogy mindegyiket összegyűjtsd a CodyFeet lapokkal?","coding-at-home.two-snakes.title":"A két kígyó","coding-at-home.two-snakes.text":"A CodyRoby kártyák segítségével két kígyó lépked a játéktáblán, miközben próbálják egymást akadályozni. Az alapszabály nagyon egyszerű: nem lehet még egyszer olyan mezőre lépni, amelyre a kígyó már lépett. Az a kígyó nyeri a játékot, amelyik a legtovább képes szabadon mozogni.","coding-at-home.two-snakes.material":"CodyRoby kártyák, egy 5x5-ös kockás tábla, két bábu, és papírdarabok a már meglátogatott mezők jelölésére.","coding-at-home.two-snakes.questions.content.1":"1. kérdés A videóban látható kezdeti felállás alapján, ha a két játékos nem a balra fordulást jelző sárga kártyát húzza, melyik kártya lenne a legszerencsésebb húzás?","coding-at-home.round-trip.title":"Oda-vissza út","coding-at-home.round-trip.text":"A csapatok felváltva játszanak. Az első csapat az odautat tervezi meg, míg a másiknak vissza kell hoznia Robyt a kiindulási mezőig. Ez könnyűnek tűnik, de nem az, különösen ha csak elméletben gondolod át a lépéseket anélkül, hogy ténylegesen elmozdítanád Robyt...","coding-at-home.round-trip.material":"CodyRoby kártyák, egy 5x5-ös kockás tábla, két bábu, és papírdarabok a már meglátogatott mezők jelölésére.","coding-at-home.round-trip.questions.content.1":"1. kérdés Lehetséges-e, hogy az odaúthoz képest rövidebb legyen a program (pl. kevesebb utasításból áll), amellyel Roby-t visszahozzuk a kiindulási helyzetbe?","coding-at-home.meeting-point.title":"Találkozópont","coding-at-home.meeting-point.text":"Ezúttal a kezdés előtt eltervezzük a lépéseinket. A két csapat az asztalra teszi a kártyákat és kirakja az utasítások sorát, amelyekkel a saját robotját mozgatja, de nem kezdhetnek el lépni, amíg az egyikük nem mondja, hogy „Start!”. Ennél a pontnál befejezik a programozást, és megkezdődik a játék. Az a játékos, aki az elején kimondta, hogy “Start!”, csak akkor nyerhet, ha a saját csapata utasításait követve a két robot ugyanarra a mezőre érkezik.","coding-at-home.meeting-point.material":"CodyRoby kártyák, egy 5x5-ös kockás tábla, két bábu.","coding-at-home.meeting-point.questions.content.1":"1. kérdés Ha szerinted lehetséges, hogy a két robot sosem találkozik, találj ki olyan játékszabályokat, amelyek minden lehetséges helyzetet lefednek.","coding-at-home.follow-the-music.title":"Kövesd a zenét","coding-at-home.follow-the-music.text":"Ha a programozási utasítások sorozatai időnként ismétlődnek, az olyan, mintha ritmusuk lenne. Ha az egyes utasításokhoz hangot társítunk, akkor Roby-t irányíthatjuk zenével is. Pontosan ezt fogjuk most tenni. Létre fogok hozni egy programot különböző hangokat felhasználva, amelyek mindegyike más utasítást szimbolizál, és te ezeket a hangalapú utasításokat követve fogod mozgatni Robyt a táblán.","coding-at-home.follow-the-music.material":"A CodyRoby kártyák, a kockás tábla és a bábuk mellett három különböző hangot kell létrehoznunk. Három poharat használtam, amelyekbe különböző mennyiségű vizet öntöttem, te mit fogsz használni?","coding-at-home.follow-the-music.questions.content.1":"1. kérdés Próbáld követni a videót, és kövesd a pohár által keltett hangokat anélkül, hogy megnéznéd a kártyákat. Fel tudod ismerni és végre tudod hajtani a hangok által adott utasításokat?","coding-at-home.follow-the-music.questions.content.2":"2. kérdés Válassz három hangot a három alaputasításhoz. Olyan hangsorozatot hozz létre, amelyet végtelenszer megismételhetsz anélkül, hogy levezetnéd Robyt a tábláról.","coding-at-home.colour-everything.title":"Színezz ki mindent","coding-at-home.colour-everything.text":"Körülvezethetjük-e a táblán a robotokat úgy, hogy pályájuk rajzot formáljon? Foglalkozásunk során kódolással és képpontgrafikával játszunk: képeket alkotunk a négyzethálós tábla mezőinek kiszínezésével, mintha képernyő képpontjai lennének.","coding-at-home.colour-everything.material":"CodyRoby-iránykártyák, egy négyzethálós tábla és egy bábu. A színezéshez a mezőkre négyzet alakú papírdarabkákat helyezhetünk, de lehet filctollat is használni.","coding-at-home.colour-everything.questions.content.1":"Megrajzolhatjuk-e a videó végén mutatott két szívet úgy, hogy a robotot a megfelelő mezőkre irányítjuk, minden egyes mezőt csak egyszer érintve?","coding-at-home.codyplotter-and-codyprinter.title":"Roby-rajzgép és Roby-nyomtató","coding-at-home.codyplotter-and-codyprinter.text":"Mi a különbség a rajzgép és a nyomtató között? Ez a kódolási gyakorlat választ ad a kérdésre.","coding-at-home.codyplotter-and-codyprinter.material":"a CodyRoby-készleten kívül egy zöld filctollat és robotmodellként egy új agyagbábut használtam, de ez nem feltétlenül szükséges.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Meg tudod magyarázni, mi a különbség a rajzgép és a nyomtató között?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Mit rajzol a Roby-nyomtató a tábla sorain végighaladva, ha végrehajtja a videó végén elhangzó parancssort?","coding-at-home.boring-pixels.title":"Unalmas pixelek!/Számok használata","coding-at-home.boring-pixels.text":"Amikor a Roby-nyomtatónak mezőnként, azaz képpontonként utasítást adunk a kép megrajzolásához, megállapíthatjuk, hogy ha egy sorban több egyforma színű mező van, számokkal egyszerűsíthetjük és egyúttal érdekesebbé tehetjük a kódolást. A számítógépek ugyanígy járnak el...","coding-at-home.boring-pixels.material":"kockás jegyzetfüzet, vagy papírlapra rajzolt 5 × 5 mezős négyzethálós tábla, filctoll, továbbá toll és papír a rajz kódolásának leírásához.","coding-at-home.boring-pixels.questions.content.1":"Próbálj meg egy négyzethálós táblán készített rajzot futáshossz-kódolással ábrázolni. A rajz mérete megegyezik a négyzetháló mezőinek számával, de mekkora a futáshossz-kódolással ábrázolt rajz mérete?","coding-at-home.turning-code-into-pictures.title":"Alakítsuk képpé a kódot","coding-at-home.turning-code-into-pictures.text.1":"Láthattuk, hogyan lehet egy olyan kódot létrehozni, amellyel képet rajzolhatunk. Kigondoltam egy rajzot, azt egy kóddal betűkké és számokká alakítottam. Írd le ezeket a betűket és számokat, és a kód segítségével próbáld meg rekonstruálni a rajzot.","coding-at-home.turning-code-into-pictures.text.2":"Íme a rajz, amelyet kigondoltam, jelenítsd meg a jegyzetfüzetedben és mindazok jegyzetfüzetében, akik ismerik a kódot!","coding-at-home.turning-code-into-pictures.material":"(lehetőleg kockás) papírlap és toll.","coding-at-home.turning-code-into-pictures.questions.content.1":"Próbáld megfejteni a kódot, és rajzold le a képet, amelyet a videó végén említettem.","coding-at-home.texts.1":"A Coding@Home rövid videók, „csináld magad” anyagok, rejtvények és programozási kihívások gyűjteménye családok és iskolák számára, mindennapos használatra. A tevékenységekhez nincs szükség semmilyen előzetes tudásra vagy elektronikus eszközre. 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Nézze meg az európai programozási hét tanulóknak és tanároknak szóló Erőforrások oldalát is! ',"community.titles.0":"Közösség","community.titles.1":"Nagykövetek","community.titles.2":"Vezető tanárok","community.titles.3":"Edu-koordinátorok","community.titles.4":"Az európai programozási hét önkéntesei","community.intro.0":"Az európai programozási hét (EU Code Week) elnevezésű program az önkéntesek hatalmas, nemzetközi közösségének köszönhetően virágzik. Ezen az oldalon az Ön országában aktív tagokkal találkozhat.","community.intro.1":"Az európai programozási hét gerincét a nagykövetek, a vezető tanárok, valamint az Európai Unió és a nyugat-balkáni országok oktatási minisztériumainak képviselői – az „edu-koordinátorok” – alkotják.","community.intro.2":"Tudjon meg többet az Ön helyi közösségéről saját országa kiválasztásával:","community.ambassadors":"Minden országban a programozási hét nagykövetei a fő kapcsolattartók, akik elősegítik a program által képviselt jövőkép helyi terjesztését. A nagykövetek kapcsolatot teremtenek azon emberek, vállalatok és közösségek között, akik/amelyek szívesen támogatják az európai programozási hét kezdeményezést. Ösztönzik a szervezőket, hogy regisztrálják programozási tevékenységeiket a programozási hét térképén, és előmozdítják a programban való általános részvételt. A nagykövetek emellett a saját országukban zajló tevékenységek áttekintésével és jóváhagyásával is foglalkoznak. Együttműködnek más országbeli kollégáikkal, akikkel rendszeresen találkoznak, hogy megvitassák, hogyan fejlesszék tovább a kezdeményezést.","community.leading-teachers":"A Vezető tanárok több mint 450 pedagógus aktív, Európa egészére kiterjedő közössége. Segítenek összehozni a programozási hétben való részvétel iránt érdeklődő iskolákat, tanárokat és diákokat, akiket arra ösztönöznek, hogy szervezzenek tevékenységeket, és regisztrálják azokat a kezdeményezés térképén. A vezető tanárok saját anyanyelvükön szakmai fejlesztést célzó webináriumokat is tartanak, és referenciapontként szolgálnak a többi tanár számára mind a saját országukban, mind Európa-szerte. Ezenkívül helyben támogatják a kezdeményezést.","community.cta":"Ha Ön tanár, a térképen megtalálja az Önhöz közeli vezető tanárokat, akikkel kapcsolatba léphet.","community.edu":"Az európai programozási hét edu-koordinátorai a kezdeményezésben részt vevő oktatási minisztériumok vagy más oktatási hatóságok és szervezetek munkatársai. Az edu-koordinátorok azzal erősítik a kezdeményezés alapjait, hogy országszerte támogatást nyújtanak a tanároknak és az iskoláknak. E tevékenység keretében kommunikálnak a programozási hétben már részt vevő iskolákkal, hogy megismerjék legjobb gyakorlataikat és megosszák egymással tapasztalataikat. Az edu-koordinátorok a kezdeményezésben részt venni kívánó iskoláknak is támogatást nyújtanak azáltal, hogy elérhető forrásokat, tananyagot és lehetőségeket biztosítanak számukra a közösségen belül.","community.volunteer.0":"Nem kell hivatalos szerepet vállalnia az európai programozási hét közösségében ahhoz, hogy részt vegyen a mozgalomban. Mindenki szervezhet olyan tevékenységeket, amelyek programozásra, robotizálásra, hardverbütykölésre, 3D-nyomtatásra stb. tanítják és inspirálják az embereket, és rögzítheti is ezeket","community.volunteer.1":"a térképen.","community.volunteer.2":"Ha azonban szeretné idejét a programozás előmozdításának szentelni, és hisz az európai programozási hét","community.volunteer.3":"jövőképében","community.volunteer.4":"és","community.volunteer.5":"értékeiben","community.volunteer.6":"Ön is lehet vezető tanár vagy nagykövet","community.volunteer.7":"Ha Ön olyan pedagógus, aki épp olyan szenvedélyesen szereti a programozás tanítását és tanulását, mint mi, tudjon meg többet a vezető tanárok szerepéről és előnyeiről.","community.volunteer.8":"itt","community.volunteer.9":"Az itt található kitöltésével jelentkezhet vezető tanárnak.","community.volunteer.10":"online jelentkezési lap","community.volunteer.11":"Kérjük, vegye figyelembe, hogy a vezető tanárok létszáma országonként adott, ami azt jelenti, hogy egy időben csak bizonyos országokban nyílik lehetőség a jelentkezésre.","community.volunteer.12":"Ha szeretné saját országában előmozdítani a programozást, tekintse át , és","community.volunteer.13":"a nagykövetek feladatait","community.volunteer.14":"vessen egy pillantást az európai programozási hét nagyköveteinek névsorára.","community.volunteer.15":"Ha az Ön országában már vannak nagykövetek, kérjük, közvetlenül velük vegye fel a kapcsolatot, és tőlük érdeklődjön, hogyan segíthetné leginkább a kezdeményezést. Ha a programozási hétnek az Ön országában még nincs nagykövete, az info@codeweek.eu e-mail-címen érdeklődhet.","cookie.uses_cookies":"Ez a webhely a böngészés tökéletesítése érdekében cookie-kat használ","cookie.accept":"Elfogadom a cookie-kat","cookie.refuse":"Nem fogadom el a cookie-kat","cookie.cookies":"Cookie-k","cookie.find_out_more_on":"Ha bővebb információkat szeretne kapni a cookie-k használatáról és arról, hogyan módosíthatja a beállításokat, kattintson ","cookie.how_we_use":"ide","cookie_policy.title":"Cookie szabályzat","cookie_policy.what.title":"Mik azok a cookie-k?","cookie_policy.what.text":"

    A cookie-k olyan kisméretű szövegfájlok, amelyeket a webhely tárol el az oldalaira látogató felhasználó számítógépén, illetve mobilkészülékén.

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    Ennek segítségével az oldalon történő böngészéskor egy adott látogatás során nem kell minden alkalommal újra megadnia adatait.

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    ","cookie_policy.how.visitor_preferences.item":"azt, hogy Ön beleegyezett-e a cookie-k használatába a honlapon, vagy sem","cookie_policy.how.visitor_preferences.table.1.service":"A cookie-k jóváhagyása","cookie_policy.how.visitor_preferences.table.1.purpose":"Tárolja a cookie-kkal kapcsolatos beállításait (hogy ne kelljen újra és újra megadnia azokat).","cookie_policy.how.visitor_preferences.table.1.type_duration":"Belső munkameneti cookie, amely a böngészőprogram bezárásakor törlődik.","cookie_policy.how.operational_cookies.title":"Műveleti cookie-k","cookie_policy.how.operational_cookies.text":"

    Vannak olyan cookie-k, amelyek nélkülözhetetlenek bizonyos weboldalak működtetéséhez. Ezért ezek esetében nincs szükség felhasználói beleegyezésre. Konkrétan a következőkről van szó:

    ","cookie_policy.how.operational_cookies.item":"bizonyos informatikai rendszerek által megkövetelt technikai cookie-k,","cookie_policy.how.technical_cookies.title":"Technikai cookie-k","cookie_policy.how.technical_cookies.table.1.purpose":"Biztonságos munkamenetet biztosít Önnek a honlapon.","cookie_policy.how.technical_cookies.table.1.type_duration":"Belső munkameneti cookie, amely a böngészőprogram bezárásakor törlődik.","cookie_policy.how.technical_cookies.table.2.purpose":"Hosszabb ideig biztosít biztonságos munkamenetet Önnek a honlapon a munkamenet böngészőprogram bezárásakor történő elvesztésének megakadályozásával.","cookie_policy.how.technical_cookies.table.2.type_duration":"Belső tartós cookie, 60 hónap","cookie_policy.how.technical_cookies.table.3.purpose":"A felhasználó által választott nyelvet tárolja","cookie_policy.how.technical_cookies.table.3.type_duration":"Belső munkameneti cookie, amely a böngészőprogram bezárásakor törlődik.","cookie_policy.how.analytics_cookies.title":"Elemzési célú cookie-k","cookie_policy.how.analytics_cookies.items":`

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    Továbbá ezeket az adatokat nem osztjuk meg harmadik felekkel, és semmilyen más célra nem használjuk fel őket. Az anonimizált statisztikákat megoszthatjuk külső vállalkozókkal, akik a Bizottsággal kötött szerződés alapján kommunikációs projekteken dolgoznak.

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    `,"cookie_policy.how.analytics_cookies.table.1.service":"A Matomo nyílt forráskódú szoftveren alapuló szervezeti webanalitikai szolgáltatás","cookie_policy.how.analytics_cookies.table.1.purpose":"Nyilvántartja a honlap látogatóit (kizárólag anonimizált adatokat gyűjt róluk).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Belső tartós cookie, 20 nap","cookie_policy.how.analytics_cookies.table.2.service":"A Matomo nyílt forráskódú szoftveren alapuló szervezeti webanalitikai szolgáltatás","cookie_policy.how.analytics_cookies.table.2.purpose":"Azonosítja azokat az oldalakat, amelyekre az adott felhasználó ellátogatott ugyanabban a munkamenetben (kizárólag anonimizált adatokat gyűjt a felhasználókról).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Belső tartós cookie, 30 perc","cookie_policy.third-party.title":"Harmadik féltől származó cookie-k","cookie_policy.third-party.items.1":`

    Egyes oldalainkon feltüntetjük külső szolgáltatók, például a YouTube, a Facebook és a Twitter tartalmait.

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    Ahhoz, hogy meg tudja jeleníteni ezeket a harmadik fél által szolgáltatott tartalmakat, Önnek el kell fogadnia a kérdéses szolgáltató szolgáltatásnyújtási feltételeit. Ez magában foglalja a cookie-k használatára vonatkozó feltételeket is, amelyek felett nekünk nincs befolyásunk.

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    Külső szolgáltatók a Codeweek weboldalán`,"cookie_policy.third-party.items.2":"Ezek felett a külső szolgáltatások felett a Codeweek weboldalnak semmiféle befolyása nincs. A szolgáltatók bármikor módosíthatják szolgáltatási feltételeiket, a cookie-k célját és használatát stb.","cookie_policy.how-manage.title":"Hogyan állíthatja be a cookie-kat?","cookie_policy.how-manage.items":`

    Önnek lehetősége van arra, hogy kezelje és/vagy tetszés szerint törölje a cookie-kat – az ezzel kapcsolatos részletes tájékoztatásért látogasson el az aboutcookies.org honlapra.

    Cookie-k eltávolítása az eszközéről

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    `,"copyright.title":"Szerzői jogi nyilatkozat","copyright.training.0":"Az EU Code Week iskoláknak szóló weboldala","copyright.training.1":"az Európai Bizottság által támogatott szolgáltatás","copyright.licence.0":"Eltérő rendelkezés hiányában az ezen a weboldalon elérhető tartalmat a","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.hu","copyright.licence.2":"Creative Commons Nevezd meg! 4.0 nemzetközi (CC BY-NC-SA 4.0) licenc szabàlyozza","copyright.creative-commons":"A Creative Commons licencekkel történő engedélyeztetés önmagában nem érinti a szerzői jogok tulajdonjogát","copyright.third-party":"A harmadik felek webhelyeiről származó tartalmakra saját szerzői jogi korlátozásaik vonatkoznak; további információt a származási oldalon talál","countries.all":"Összes ország","countries.Cloud":"Felhõ","countries.Andorra":"Andorra","countries.United Arab Emirates":"Egyesült Arab Emírségek","countries.Afghanistan":"Afganisztán","countries.Antigua and Barbuda":"Antigua és Barbuda","countries.Anguilla":"Anguilla","countries.Albania":"Albánia","countries.Armenia":"Örményország","countries.Netherlands Antilles":"Holland Antillák","countries.Angola":"Angola","countries.Antarctica":"Antarktisz","countries.Argentina":"Argentína","countries.American Samoa":"Amerikai Szamoa","countries.Austria":"Ausztria","countries.Australia":"Ausztrália","countries.Aruba":"Aruba","countries.Aland Islands":"Aland-szigetek","countries.Azerbaijan":"Azerbajdzsán","countries.Bosnia and Herzegovina":"Bosznia-Hercegovina","countries.Barbados":"Barbados","countries.Bangladesh":"Banglades","countries.Belgium":"Belgium","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bulgária","countries.Bahrain":"Bahrein","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Saint-Barthélemy","countries.Bermuda":"Bermuda","countries.Brunei":"Brunei","countries.Bolivia":"Bolívia","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, Sint Eustatius és Saba ","countries.Brazil":"Brazília","countries.Bahamas":"Bahama-szigetek","countries.Bhutan":"Bhután","countries.Bouvet Island":"Bouvet-sziget","countries.Botswana":"Botswana","countries.Belarus":"Fehéroroszország","countries.Belize":"Belize","countries.Canada":"Kanada","countries.Cocos Islands":"Kókusz-szigetek","countries.Democratic Republic of the Congo":"Kongói Demokratikus Köztársaság","countries.Central African Republic":"Közép-afrikai Köztársaság","countries.Republic of the Congo":"Kongói Köztársaság","countries.Switzerland":"Svájc","countries.Ivory Coast":"Elefántcsontpart","countries.Cook Islands":"Cook-szigetek","countries.Chile":"Chile","countries.Cameroon":"Kamerun","countries.China":"Kína","countries.Colombia":"Kolumbia","countries.Costa Rica":"Costa Rica","countries.Serbia and Montenegro":"Szerbia és Montenegró","countries.Cuba":"Kuba","countries.Cape Verde":"Zöld-foki Köztársaság","countries.Curacao":"Curaçao","countries.Christmas Island":"Karácsony-szigetek","countries.Cyprus":"Ciprus","countries.Czech Republic":"Csehország","countries.Germany":"Németország","countries.Djibouti":"Dzsibuti","countries.Denmark":"Dánia","countries.Dominica":"Dominikai Közösség","countries.Dominican Republic":"Dominikai Köztársaság","countries.Algeria":"Algéria","countries.Ecuador":"Ecuador","countries.Estonia":"Esztország","countries.Egypt":"Egyiptom","countries.Western Sahara":"Nyugat-Szahara","countries.Eritrea":"Eritrea","countries.Spain":"Spanyolország","countries.Ethiopia":"Etiópia","countries.Finland":"Finnország","countries.Fiji":"Fidzsi-szigetek","countries.Falkland Islands":"Falkland-szigetek","countries.Micronesia":"Mikronézia","countries.Faroe Islands":"Feröer-szigetek","countries.France":"Franciaország","countries.Gabon":"Gabon","countries.United Kingdom":"Egyesült Királyság","countries.Grenada":"Grenada","countries.Georgia":"Georgia","countries.French Guiana":"Francia Guyana","countries.Guernsey":"Guernsey","countries.Ghana":"Ghána","countries.Gibraltar":"Gibraltár","countries.Greenland":"Grönland","countries.Gambia":"Gambia","countries.Guinea":"Guinea","countries.Guadeloupe":"Guadeloupe","countries.Equatorial Guinea":"Egyenlítõi-Guinea","countries.Greece":"Görögország","countries.South Georgia and the South Sandwich Islands":"Déli-Georgia és Déli-Sandwich-szigetek","countries.Guatemala":"Guatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Bissau-Guinea","countries.Guyana":"Guyana","countries.Hong Kong":"Hong Kong","countries.Heard Island and McDonald Islands":"Heard-sziget és McDonald-szigetek","countries.Honduras":"Honduras","countries.Croatia":"Horvátország","countries.Haiti":"Haiti","countries.Hungary":"Magyarország","countries.Indonesia":"Indonézia","countries.Ireland":"Írország","countries.Israel":"Izrael","countries.Isle of Man":"Man-sziget","countries.India":"India","countries.British Indian Ocean Territory":"Brit Indiai-óceáni Terület","countries.Iraq":"Irak","countries.Iran":"Irán","countries.Iceland":"Izland","countries.Italy":"Olaszország","countries.Jersey":"Jersey","countries.Jamaica":"Jamaica","countries.Jordan":"Jordánia","countries.Japan":"Japán","countries.Kenya":"Kenya","countries.Kyrgyzstan":"Kirgizisztán","countries.Cambodia":"Kambodzsa","countries.Kiribati":"Kiribati","countries.Comoros":"Comore-szigetek","countries.Saint Kitts and Nevis":"Saint Kitts és Nevis","countries.North Korea":"Eszak-Korea","countries.South Korea":"Dél-Korea","countries.Kuwait":"Kuvait","countries.Cayman Islands":"Kajmán-szigetek","countries.Kazakhstan":"Kazahsztán","countries.Laos":"Laosz","countries.Lebanon":"Libanon","countries.Saint Lucia":"Saint Lucia","countries.Liechtenstein":"Liechtenstein","countries.Sri Lanka":"Sri Lanka","countries.Liberia":"Libéria","countries.Lesotho":"Lesotho","countries.Lithuania":"Litvánia","countries.Luxembourg":"Luxemburg","countries.Latvia":"Lettország","countries.Libya":"Líbia","countries.Morocco":"Marokkó","countries.Monaco":"Monaco","countries.Moldova":"Moldova","countries.Montenegro":"Montenegró","countries.Saint Martin":"Szent Márton-sziget","countries.Madagascar":"Madagaszkár","countries.Marshall Islands":"Marshall-szigetek","countries.Macedonia":"Eszak-Macedónia","countries.Mali":"Mali","countries.Myanmar":"Myanmar","countries.Mongolia":"Mongólia","countries.Macao":"Makaó","countries.Northern Mariana Islands":"Eszaki-Mariana-szigetek","countries.Martinique":"Martinique","countries.Mauritania":"Mauritánia","countries.Montserrat":"Montserrat","countries.Malta":"Málta","countries.Mauritius":"Mauritius","countries.Maldives":"Maldív-szigetek","countries.Malawi":"Malawi","countries.Mexico":"Mexikó","countries.Malaysia":"Malajzia","countries.Mozambique":"Mozambik","countries.Namibia":"Namíbia","countries.New Caledonia":"Új-Kaledónia","countries.Niger":"Niger","countries.Norfolk Island":"Norfolk-sziget","countries.Nigeria":"Nigéria","countries.Nicaragua":"Nicaragua","countries.Netherlands":"Hollandia","countries.Norway":"Norvégia","countries.Nepal":"Nepál","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Új-Zéland","countries.Oman":"Omán","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Francia Polinézia","countries.Papua New Guinea":"Pápua Új-Guinea","countries.Philippines":"Fülöp-szigetek","countries.Pakistan":"Pakisztán","countries.Poland":"Lengyelország","countries.Saint Pierre and Miquelon":"Saint Pierre és Miquelon","countries.Pitcairn":"Pitcairn-szigetek","countries.Puerto Rico":"Puerto Rico","countries.Palestine":"Palesztina","countries.Portugal":"Portugália","countries.Palau":"Palau","countries.Paraguay":"Paraguay","countries.Qatar":"Katar","countries.Reunion":"Réunion","countries.Romania":"Románia","countries.Serbia":"Szerbia","countries.Russia":"Oroszország","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Szaúd-Arábia","countries.Solomon Islands":"Salamon-szigetek","countries.Seychelles":"Seychelles-szigetek","countries.Sudan":"Szudán","countries.Sweden":"Svédország","countries.Singapore":"Szingapúr","countries.Saint Helena":"Szent Ilona","countries.Slovenia":"Szlovénia","countries.Svalbard and Jan Mayen":"Svalbard és Jan Mayen","countries.Slovakia":"Szlovákia","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Szenegál","countries.Somalia":"Szomália","countries.Suriname":"Suriname","countries.South Sudan":"Dél-Szudán","countries.Sao Tome and Principe":"Sao Tomé és Príncipe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Sint Maarten","countries.Syria":"Szíria","countries.Swaziland":"Szváziföld","countries.Turks and Caicos Islands":"Turks- és Caicos-szigetek","countries.Chad":"Csád","countries.French Southern Territories":"Francia déli területek","countries.Togo":"Togó","countries.Thailand":"Thaiföld","countries.Tajikistan":"Tádzsikisztán","countries.Tokelau":"Tokelau-szigetek","countries.East Timor":"Kelet-Timor","countries.Turkmenistan":"Türkmenisztán","countries.Tunisia":"Tunézia","countries.Tonga":"Tonga","countries.Turkey":"Törökország","countries.Trinidad and Tobago":"Trinidad és Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Tajvan","countries.Tanzania":"Tanzánia","countries.Ukraine":"Ukrajna","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Az Amerikai Egyesült Államok lakatlan külbirtokai","countries.United States":"Amerikai Egyesült Államok","countries.Uruguay":"Uruguay","countries.Uzbekistan":"Üzbegisztán","countries.Vatican":"Vatikán","countries.Saint Vincent and the Grenadines":"Saint Vincent és a Grenadine-szigetek","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Brit Virgin-szigetek","countries.U.S. Virgin Islands":"Amerikai Virgin-szigetek","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis és Futuna","countries.Samoa":"Szamoa","countries.Kosovo":"Koszovó","countries.Yemen":"Jemen","countries.Mayotte":"Mayotte","countries.South Africa":"Dél-Afrika","countries.Zambia":"Zambia","countries.Zimbabwe":"Zimbabwe","cw2020.common.resources":"Szükséges anyagok","cw2020.common.soundtrack":"A programozási hét dala","cw2020.common.moves":"A mozdulatok","cw2020.common.dance-example":"Egy példa a programozási hét táncára","cw2020.common.organizer-guide":"Szervezői útmutató","cw2020.title.0":"EU Code Week","cw2020.title.1":"2020-ban","cw2020.intro":"Idén október 10. és 25. között kerül megrendezésre a programozás ünnepe! A jelenlegi egészségügyi helyzet miatt idén még több programozási héthez kapcsolódó eseményt teszünk elérhetővé online. Új, szórakoztató és lebilincselő tevékenységeket szerveztünk, amelyekhez távolról csatlakozhatsz, akár otthonról vagy az iskolából is","cw2020.online-activities.title":"Kiemelt nyílt online tevékenységek","cw2020.online-activities.subtitle.0":"Annak érdekében, hogy még könnyebben lehessen távolról csatlakozni a programozási hét eseményeihez, létrehoztunk egy","cw2020.online-activities.subtitle.1":"naptárt,","cw2020.online-activities.subtitle.2":"amely tartalmazza a kiemelt online eseményeket","cw2020.online-activities.section1.title":"Mik az online események?","cw2020.online-activities.section1.content":"Online esemény lehet bármely olyan tevékenység, amely létrehozható a programozási hét weboldalán, illetve hozzáadható ahhoz – azzal a különbséggel, hogy az esemény online kerül megrendezésre. A cél az, hogy az érdeklődők egyszerűen, teljes mértékben online módon vehessenek részt a programozási eseményeken és workshopokon, anélkül, hogy veszélyeztetnék az egészségüket","cw2020.online-activities.section2.title":"Kiemelt nyílt tevékenységek","cw2020.online-activities.section2.content":"Ha szeretnéd, mindenki számára elérhetővé teheted az online tevékenységeidet. Az érdeklődőknek világszerte lehetőségük lesz részt venni az angol nyelvű vagy a helyi nyelven tartott nyílt online tevékenységekben. A legérdekesebb, mindenki számára nyitott online tevékenységeket feltüntetjük a weboldalunkon elérhető naptárban","cw2020.online-activities.section3.title":"Mit jelent ez a résztvevők számára?","cw2020.online-activities.section3.content.0":"A programozási hét teljes időtartama alatt böngészhető lesz","cw2020.online-activities.section3.content.1":"a naptár,","cw2020.online-activities.section3.content.2":"így részt vehetsz a téged leginkább érdeklő tevékenységekben. A kiemelt tevékenységek témája változó: robotikáról szóló workshopok, e-learning-kurzusok, webináriumok és kódolással kapcsolatos oktatóanyagok egyaránt megtalálhatók a kínálatban. Válaszd ki a neked tetszőt!","cw2020.dance.title":"A programozási hét tánca","cw2020.dance.subtitle":"Ki mondta, hogy a programozók nem tudnak táncolni? A 2020-as programozási hét alkalmából új tevékenységet indítunk útjára: ez a #EUCodeWeekDance kihívás","cw2020.dance.section1.title":"Ki csatlakozhat?","cw2020.dance.section1.content.0":"Az iskolákat, tanárokat, könyvtárakat, csakúgy, mint a programozó klubokat, vállalkozásokat és a közigazgatási szerveket egyaránt arra biztatjuk, hogy vegyenek részt a 2020-as programozási hét ünneplésében azáltal, hogy #EUCodeWeekDance eseményt szerveznek, és hozzáadják azt","cw2020.dance.section1.content.1":"a programozási hét térképéhez","cw2020.dance.section2.title":"Hogyan vehetsz részt?","cw2020.dance.section2.content":"Válassz az öt különböző tevékenységtípus közül, vagy szervezz saját eseményt! Bármely tevékenységtípust választod is, ne felejtsd el hozzáadni az eseményedet a térképhez!","cw2020.dance.activity1.title":"Nincs szükség számítógépre – egy barátodat vagy a szüleidet is használhatod a programozáshoz!","cw2020.dance.activity1.subtitle":"Programozás közben utasításokat adunk egy elektronikus eszköznek. Valójában azonban a programozáshoz nem feltétlenül szükséges számítógépet használni. Válassz magadnak egy partnert – aki lehet az osztálytársad, egy barátod, valamelyik szülőd vagy akár a tanárod – és adj neki utasításokat, amelyeket pontosan követve eljárhatja a programozási hét táncát","cw2020.dance.activity1.resources.0":"A Code.org útmutatója, amely segítséget nyújt a saját offline táncos bulid megszervezéséhez","cw2020.dance.activity1.resources.1":"Tudásmorzsa, amelyből megtudhatod, hogyan programozhatod be a saját emberi robotodat","cw2020.dance.activity2.title":"Vizuális programozás","cw2020.dance.activity2.subtitle":"Írj programot a programozási hét táncához a Scratch segítségével. Használd a programozási hét karaktereit, vagy hozz létre saját karaktereket a Scratch segítségével, és programozd be őket, hogy mutassák be a programozási hét táncát.","cw2020.dance.activity2.resources.0":"Példa egy #EUCodeWeekDance-projektre, amely a Scratchben készült","cw2020.dance.activity2.resources.1":"A programozási hét karakterei","cw2020.dance.activity2.resources.2":"A Code.org útmutatója, amelyből megtudhatod, hogyan animálhatsz karaktereket","cw2020.dance.activity2.resources.3":"A Code.org útmutatója, amely segítséget nyújt a saját offline táncos bulid megszervezéséhez","cw2020.dance.activity2.resources.4":"Oszd meg velünk projektedet a Scratch Studio segítségével.","cw2020.dance.activity3.title":"Szövegalapú programozás","cw2020.dance.activity3.subtitle":"Alkosd meg a programozási hét táncának dalát Pythonnal vagy JavaScripttel olyan programozáson alapuló zeneíró szoftvereket használva, mint az EarSketch vagy a Sonic Pi","cw2020.dance.activity3.resources.0":"Oktatóanyag, amelyből megtudhatod, hogyan írhatsz zenét az EarSketch segítségével","cw2020.dance.activity3.resources.1":"Oktatóanyag, amelyből megtudhatod, hogyan írhatsz zenét a Sonic Pi segítségével","cw2020.dance.activity4.title":"Robotika","cw2020.dance.activity4.subtitle":"Programozd be a robotodat, hogy az utasításaidat követve bemutassa a programozási hét táncát","cw2020.dance.activity4.resources.0":"Útmutató a robotok programozásához","cw2020.dance.activity5.title":"Élő táncos kihívás","cw2020.dance.activity5.subtitle":"Készíts videót magadról, a csapatodról vagy a robotodról, ahogy bemutatja a programozási hét táncát, és oszd meg az Instagramon a #EUCodeWeekDance hashtaggel ellátva a lehetőségért, hogy híressé válj az interneten, vagy megnyerd a programozási hét ajándékainak egyikét! Felkeltettük az érdeklődésedet? Kövesd az alábbi lépéseket:","cw2020.dance.activity5.resources.0":"Készíts videót, és töltsd fel azt az Instagram-történetedbe","cw2020.dance.activity5.resources.1":"Kezdd el követni","cw2020.dance.activity5.resources.2":"a @CodeWeekEU nevű Instagram-oldalt","cw2020.dance.activity5.resources.3":"Töltsd fel a történetedbe a táncról készült videót, és említsd meg a @CodeWeekEU-t. Ne felejtsd el használni a #EUCodeWeekDance hashtaget sem!","cw2020.dance.outro.0":"Mindennap nyertest választunk, akinek a nevét közzétesszük az Instagram-oldalunk történetében, ezért azt javasoljuk, hogy ellenőrizd rendszeresen az értesítéseidet – lehet, hogy egy napon te leszel a szerencsés","cw2020.dance.outro.1":"A programozási hét táncának alapja az","cw2020.dance.outro.2":"Ode to Code, amely","cw2020.dance.outro.3":"Brendan Paolini szerzeménye, a táncot pedig Bianca Maria Berardi koreografálta 2015-ben, Alessandro Bogliolo ötlete alapján, aki az Urbinói Egyetem információfeldolgozási rendszerekkel foglalkozó professzora","cw2020.treasure-hunt.title":"A programozási hét kincsvadászata","cw2020.treasure-hunt.subtitle.0":"Ez a játék elérhető a Telegramon elérhető játékot, amely elég egyszerű ahhoz, hogy kezdők is játszhassák, ugyanakkor a tapasztalt részvevők számára is kihívást jelent.","cw2020.treasure-hunt.subtitle.1":"A programozási hét kincsvadászatát","cw2020.treasure-hunt.subtitle.2":"a legjobb élmény érdekében számítógépen játszd, és tarts kéznél egy mobiltelefont. A játék során programozási feladatokat kell megoldanod, miközben megismerheted a programozás, a számítástechnika és a technológia európai történetét","cw2020.treasure-hunt.section.title":"A játék elkezdéséhez az alábbiakat kell tenned:","cw2020.treasure-hunt.section.content.0":"Töltsd le a Telegram alkalmazást, amely elérhető","cw2020.treasure-hunt.section.content.1":"asztali számítógépre","cw2020.treasure-hunt.section.content.2":"A játékot asztali számítógépen, laptopon vagy okostelefonon is játszhatod. Azt javasoljuk, hogy számítógépen játszd, az utasítások ellenőrzéséhez és a programozási feladatok megoldásához pedig használd a mobiltelefonodra telepített Telegram alkalmazást","cw2020.treasure-hunt.section.content.3":"A játék elindításához","cw2020.treasure-hunt.section.content.4":"nyisd meg a játékot,","cw2020.treasure-hunt.section.content.5":"és olvasd be a QR-kódot a telefonoddal. Ezt követően megnyílik a Telegram alkalmazás, és megkapod az első utasításkészletet","cw2020.treasure-hunt.section.content.6":"Ahhoz, hogy nyerj, meg kell oldanod 10 programozási feladatot, és meg kell találnod 10 olyan helyszínt Európa térképén, amelyek kapcsolódnak a programozás és a technológia térnyeréséhez","cw2020.treasure-hunt.section.content.7":"A játék befejezése után oszd meg a pontszámodat a barátaiddal a #EUCodeWeek hashtaget használva, és hívd ki őket arra, hogy játsszanak, és ismerjék meg a programozás történetét. Lássuk, ki éri el a legmagasabb pontszámot!","cw2020.treasure-hunt.section.content.8":"A programozási hét kincsvadászata az eredeti európai programozási hét kincsvadászatának virtuális változata. Az eredeti játékot Alessandro Bogliolo, az Urbinói Egyetem információfeldolgozási rendszerekkel foglalkozó professzora dolgozta ki. Ha többet szeretnél tudni az eredeti játékról, látogass el","cw2020.treasure-hunt.section.content.9":"a blogunkra","cw2020.kick-off.title":"Nyitóesemény: 2020. október 8.","cw2020.kick-off.content.0":"A 2020-as programozási hét nyitóeseménye október 8-án, berlini/brüsszeli/párizsi idő szerint délután 5 órakor kerül megrendezésre. Az eseményt közvetítjük a Facebook Live-on, az Instagram TV-n és a YouTube Live-on","cw2020.kick-off.content.1":"Az érdeklődők izgalmas előadásokat hallgathatnak a következő vendégelőadóktól:","cw2020.kick-off.content.2":"a belső piacért felelős uniós biztos","cw2020.kick-off.content.3":"az innovációért, a kutatásért, a kultúráért, az oktatásért és az ifjúságért felelős uniós biztos","cw2020.kick-off.content.4":"a Scratch megalkotója és az MIT Media Lab tanulási kutatással foglalkozó professzora","cw2020.kick-off.content.5":"a Hello Ruby szerzője és illusztrátora","cw2020.kick-off.content.6":"és","cw2020.kick-off.content.7":"az E-MMA nevű, a technológia területén nemi sokszínűséget népszerűsítő francia nonprofit szervezet elnöke","cw2020.kick-off.content.8":"Ha mindez nem lenne elég, a programozási hét csapata új weboldalfunkciókat, erőforrásokat és kihívásokat is bemutat majd","cw2020.kick-off.content.9":"az Urbinói Egyetem információfeldolgozási rendszerekkel foglalkozó professzora és a","cw2020.kick-off.content.10":"programozási hét nagyköveteinek koordinátora","cw2020.kick-off.content.11":"a programozási hét virtuális kincsvadászatáról mesél majd","cw2020.kick-off.content.12":"xxx pedig megosztja a közönséggel a #EUCodeWeekDance kihívással kapcsolatos tudnivalókat","cw2020.kick-off.content.13":"Emellett felvesszük majd a kapcsolatot Európa különböző részeiben működő iskolákkal és azok diákjaival, akik megosztják a programozási történeteiket és ötleteket cserélnek a vendégelőadókkal","cw2020.kick-off.content.14":"Te is megoszthatod majd a véleményedet és az ötleteidet, és ha kérdésed van, azt felteheted vendégelőadóinknak. Ehhez mindössze annyit kell tenned, hogy követed az élő közvetítésünket a","cw2020.kick-off.content.15":"vagy a","cw2020.kick-off.content.16":"oldalunkon 2020. október 8-án, közép-európai idő szerint 17:00 és 18:30 között, és megjegyzést vagy tweetet írsz, amiben szerepelteted a #EUCodeWeek hashtaget","cw2020.get-involved.title":"Vegyél részt a programokban","cw2020.get-involved.subtitle":"Alig várod, hogy elkezdhess programozni? Ha csatlakoznál az európai programozási hét közösségéhez, de nem tudod, hogyan kezdd el, vess egy pillantást a következő erőforrásokra, amelyek segítséget nyújtanak az első lépésekhez, így októberben már te is aktívan részt vehetsz szokásos évi ünneplésünkben","cw2020.get-involved.content.0":"Bevezetés az európai programozási hétbe","cw2020.get-involved.content.1":"Programozási héthez kapcsolódó tevékenység hozzáadása","cw2020.get-involved.content.2":"Tudásmorzsák","cw2020.get-involved.content.3":"Deep Dive MOOC nyílt online kurzus","cw2020.get-involved.content.4":"Coding@Home sorozat","edit.title":"A #EUCodeWeek eseménye szerkesztése","edit.required_fields":"A kötelezõ mezõk *-gal vannak jelölve. Nyugodtan adja meg az eseményt a helyi nyelven.","edit.description":"Leírás","edit.audience":"Célközönség","edit.theme":"Téma","edit.location":"Hely","edit.website":"Honlap","edit.contact":"Kapcsolat","edit.tags":"Tagek","edit.image":"Kép","edit.help":"A nagyobb képek 256 x 512 pixelesre lesznek átméretezve. A maximális feltöltési méret 256 x 1024.","edit.aspect":"A programozás mely szempontjait fedi le az eseménye?","edit.address":"Írjon be egy címet vagy kattintson az alábbi térképre a helyszín megadásához.","edit.privacy_disclaimer.header":"Elérhetõségei","edit.privacy_disclaimer.text_1":"Ezt az információt kizárólag az alábbiak láthatják: ","edit.privacy_disclaimer.link_1":"az európai programozás hét nagykövetei","edit.privacy_disclaimer.text_2":` és a programozási hét - szervezõi, akik - leellenõrzik az eseményt még mielõtt a térképen megjelenne, és felvehetik önnel a kapcsolatot, amennyiben az módosításra - szorul, vagy pedig - – statisztikák készítése céljából – felmérést végeznek az eseményt követõen.`,"edit.privacy_disclaimer.contact_email":"E-mail címe","edit.edit":"Az ssemény szerkesztése","event.main_title":"A #EUCodeWeek eseménye hozzáadása","event.button":"Esemény hozzáadása","event.howto":"Hogyan szervezze meg eseményét","event.required":"A kötelezõ mezõk *-gal vannak jelölve. Nyugodtan adja meg az eseményt a helyi nyelven.","event.audience_title":"Célközönség","event.theme_title":"Téma","event.scoreboard_by_country":"Eredménytábla","event.get_involved":"Kapcsolódjon be","event.organize_or_support_events":"Szervezzen vagy támogasson eseményeket városában","event.or_contact_your":"vagy vegye fel a kapcsolatot","event.eu_code_week_ambassadors":"az európai programozási hét nagyköveteivel","event.show_events_for":"Események mutatása itt ","event.who":"Kiket céloz meg az esemény?","event.tags":"Tagek","event.image":"Kép","event.start.label":"Esemény kezdete","event.start.placeholder":"Mikor kezdõdik a tevékenység?","event.end.label":"Esemény vége","event.end.placeholder":"Mikor végzõdik a tevékenység?","event.organizer.label":"Szervezet neve","event.organizer.placeholder":"A szervezet, ahol dolgozik, vagy amelynél önkénteskedik","event.website.label":"A szervezõ honlapja","event.website.placeholder":"Van honlap, ahol további információk elérhetõk?","event.description.label":"Leírás","event.description.placeholder":"Röviden ismertesse a tervezett tevékenységet.","event.contact.label":"E-mail cím","event.contact.placeholder":"Ezt az e-mail címet az Európai Programozási Héttel kapcsolatos fontos levelezésre használjuk","event.contact.explanation":"Az e-mail címe kizárólag az európai programozási hét nagykövetei és szervezõi számára lesz látható, akik leellenõrzik az eseményt még mielõtt a térképen megjelenne, és felvehetik önnel a kapcsolatot, amennyiben az módosításra szorul, vagy pedig – statisztikák készítése céljából – felmérést végeznek az eseményt követõen.","event.public.label":"Nyilvános e-mail cím","event.public.placeholder":"Fel szeretne tüntetni egy kapcsolatfelvételi e-mail címet?","event.title.label":"Tevékenység címe","event.title.placeholder":"Mi a tevékenység neve?","event.address.label":"Cím","event.address.placeholder":"Hol kerül sor a tevékenységre?","event.organizertype.label":"Szervezet típusa","event.organizertype.placeholder":"Szervezõ típusának kiválasztása","event.organizertype.school":"Iskola","event.organizertype.library":"Könyvtár","event.organizertype.non profit":"Nonprofit szervezet","event.organizertype.private business":"Magánvállalkozás","event.organizertype.other":"Egyéb","event.audience.Pre-school children":"Iskoláskor alatti gyermekek","event.audience.Elementary school students":"Általános iskolás gyerekek","event.audience.High school students":"Középiskolás gyerekek","event.audience.Graduate students":"Végzõs diákok","event.audience.Post graduate students":"Posztgraduális hallgatók","event.audience.Employed adults":"Foglalkoztatásban levõ felnõttek","event.audience.Unemployed adults":"Munkanélküli felnõttek","event.audience.Other (see description)":"Egyéb (lásd a leírást)","event.audience.Teachers":"Tanárok","event.theme.Basic programming concepts":"Programozási alapfogalmak","event.theme.Web development":"Webfejlesztés","event.theme.Mobile app development":"Mobilalkalmazás-fejlesztés","event.theme.Software development":"Szoftverfejlesztés","event.theme.Data manipulation and visualisation":"Adatmanipulálás és adatmegjelenítés","event.theme.Robotics":"Robotika","event.theme.Hardware":"Hardver","event.theme.Other":"Egyéb","event.theme.Unplugged activities":"„Offline” tevékenységek","event.theme.Playful coding activities":"Játékos programozási tevékenységek","event.theme.Art and creativity":"Mûvészet és kreativitás","event.theme.Visual/Block programming":"Vizuális/Blokk programozás","event.theme.Game design":"Játéktervezés","event.theme.Internet of things and wearable computing":"Dolgok internete és viselhetõ számítástechnika","event.theme.3D printing":"3D-s nyomtatás","event.theme.Augmented reality":"Kiterjesztett valóság","event.theme.Artificial intelligence":"Mesterséges intelligencia","event.theme.Motivation and awareness raising":"Motiváció és figyelemfelhívás","event.theme.Promoting diversity":"A sokszínûség elõmozdítása","event.codeweek_for_all_participation_code.title":"PROGRAMOZÁSI HÉT MINDENKINEK KÓD","event.codeweek_for_all_participation_code.explanation":"Amennyiben munkatársától vagy barátjától ön is kaptál egy „programozási hét mindenkinek” (CODE WEEK 4 ALL) kódot, másolja be ide, ellenkezõ esetben pedig hagyja üresen ezt a mezõt. További információk a „programozási hét mindenkinek” programról","event.codeweek_for_all_participation_code.link":"itt találhatók","event.thanks_page.title":"Köszönjük, hogy hozzáadta eseményét!","event.thanks_page.phrase1":"Helyi nagyköveteink valamelyike ellenõrzi az eseményét,","event.thanks_page.phrase2":"és gondoskodik róla, hogy minden rendben legyen.","event.thanks_page.phrase3":"Amennyiben kérdése van, vegye fel a kapcsolatot négy","event.thanks_page.phrase4":"helyi nagykövetünk valamelyikével,","event.thanks_page.phrase5":"vagy pedig küldjön nekünk","event.thanks_page.phrase6":"e-mailt","event.thanks_page.phrase7":"„Programozási hét mindenkinek” kódját megoszthatja másokkal is:","event.activitytype.label":"Esemény típusa","event.activitytype.placeholder":"","event.activitytype.open-online":"Nyilt online tevékenység","event.activitytype.invite-online":"Csak meghívottaknak szóló online tevékenység","event.activitytype.open-in-person":"Nyilt személyes (offline) tevékenység","event.activitytype.invite-in-person":"Csak meghívottaknak szóló személyes (offline) tevékenység","event.privacy":"Elolvastam és elfogadom a jelen dokumentumban ismertetett adatvédelmi feltételeket.","event.country":"Országok","event.loading":"Betöltés...","event.add_activity":"Tevékenység hozzáadása","event.edit_activity":"Tevékenység szerkesztése","event.update_activity":"Tevékenység frissítése","event.delete_activity":"Tevékenység törlése","event.total_pending_events":"Függőben lévő események összesen:","event.no_pending_events":"Nincsenek függőben lévő események","event.all_countries":"Összes ország","event.current_status":"Jelenlegi státusz","event.actions":"Intézkedések","event.certificate_ready":"A programozási hétről szóló tanúsítványa elkészült. Töltse le vagy ossza meg közvetlenül!","event.view_your_certificate":"Tanúsítvány megtekintése itt","event.submit_event_and_report":"Nyújtsa be az eseménnyel kapcsolatos jelentését és igényelje a programozási hétről szóló tanúsítványát!","event.report_and_claim":"Esemény bejelentése és tanúsítvány igénylése","eventdetails.organised_by":"Szervezõ: ","eventdetails.contact_email":"Kapcsolatfelvételi e-mail cím: ","eventdetails.happening_at":"Helyszín: ","eventdetails.from":"Idõpont: ","eventdetails.to":" – ","eventdetails.description":"Leírás: ","eventdetails.more_info":"További információk: ","eventdetails.audience":"Célközönség: ","eventdetails.themes":"Fõbb témák: ","eventdetails.tags":"Tagek: ","eventdetails.share":"Esemény megosztása: ","eventdetails.email.tooltip":"Kattintson ide az e-mailes megosztáshoz:","eventdetails.email.subject":"Nézd ezt a remek programozási eseményt!","eventdetails.email.body_1":"Szia, nézd csak ezt az ","eventdetails.email.body_2":"eseményt itt: ","eventdetails.edit":"Esemény szerkesztése","eventdetails.note":"MEGJEGYZÉS: ","eventdetails.pending_warning":"Ezt az eseményt még felülvizsgálják ","eventdetails.pending_link":"a moderátorok","eventdetails.nearby_upcoming_events":"Közelgõ események a közelben:","eventreports.reports_by":"Eseményjelentés függõben a következõtõl: ","eventreports.no_reports":"Még nincsenek lejelentendõ események.","eventreports.report":`Az alább felsorolt események már elkezdõdtek vagy befejezõdtek. Adjon meg néhány adatot - az eseménnyel kapcsolatban statisztikai célokra, és igényelje a programozási héten való részvételét igazoló tanúsítványát. Önt - eseményenként egy-egy tanúsítvány illeti meg.`,"guide.title":"Útmutató","guide.organise_activity":"Szervezze saját tevékenységét a #EUCodeWeek-kel","guide.register_activity":"Regisztrálja tevékenységét itt","guide.what.title":"Mi az európai programozási hét?","guide.what.content":'

    Az európai programozási hét egy alulról szerveződő mozgalom, amelyet önkéntesek működtetnek és az Európai Bizottság támogat. Bárki – iskolák, tanárok, könyvtárak, programozóklubok, vállalkozások, hatóságok – szervezhet #EUCodeWeek-tevékenységet, és felteheti a codeweek.eu oldalon található térképre.

    ',"guide.what_you_need_organise.title":"Mire van szüksége egy tevékenység szervezéséhez?","guide.what_you_need_organise.items.1":"Egy csoportnyi tanulni vágyó emberre. Ezek lehetnek a barátai, a gyermekei, fiatalok, felnőtt kollégák, barátok, szülők vagy nagyszülők. Ne feledje, két ember már csoportnak számít!","guide.what_you_need_organise.items.2":"Tanárokra vagy oktatókra, akik jártasak a programozási tevékenységekben, és tudják, hogy miként kell tanítani és ösztönözni másokat. A létszám az esemény típusától és méretétől függ.","guide.what_you_need_organise.items.3":"Egy tanulási helyszínre. Az osztálytermek, könyvtárak, konferenciatermek és a különböző nyilvános terek kiváló helyszínek lehetnek.","guide.what_you_need_organise.items.4":"Számítógépekre és internetkapcsolatra. Célcsoportja függvényében megkérheti a résztvevőket, hogy hozzák magukkal saját laptopjukat.","guide.what_you_need_organise.items.5":'Offline programozásra. A számítástechnikai gondolkodásmód elsajátításához valójában nincs szüksége számítógépekre és internetkapcsolatra. Az első lépésekhez nézze meg Offline tudásmorzsánkat.',"guide.what_you_need_organise.items.6":`Oktatási anyagokra. Mutassa meg a résztvevőknek, hogy mennyire szórakoztató lehet valamit önállóan létrehozni. Nézze meg erőforrások oldalunkat és a tudásmorzsákat az oktatóvideókkal és az óravázlatokkal együtt, és igazítsa őket csoportjai igényeihez.`,"guide.what_you_need_organise.items.7":`Regisztrálja a résztvevőket. Ha korlátozott hely áll rendelkezésére, a résztvevők regisztrálásához használhat online eszközöket, mint például Google űrlapokat és az Eventbrite-ot.`,"guide.what_you_need_organise.items.8":'Ne feledje kitűzni tevékenységét a programozási hét térképére!',"guide.how_to.title":"Hogyan szervezze meg tevékenységét?","guide.how_to.items.1":"A programozási esemény felépítése szabadon választható, javasoljuk azonban, hogy legyen benne valamilyen gyakorlati foglalkozás is, amelynek során a résztvevők saját programot hozhatnak létre és/vagy bizonyos hardver elemet javíthatnak.","guide.how_to.items.2":'Használja azokat az eszközöket és technológiákat, amelyek megfelelnek célcsoportja számára. A szabadon hozzáférhető nyílt forráskódú anyag használatát javasoljuk.',"guide.how_to.items.3":"Kérje meg a résztvevőket, hogy az esemény végén mutassák be egymásnak, hogy mit hoztak létre.","guide.how_to.items.4":`Terjessze a hírt! A #EUCodeWeek hashtag felhasználásával reklámozza és ossza meg a közösségi médián, hogy tevékenysége során mit végzett. Ugyancsak megoszthatja ezeket az európai programozási hét tanári csoportjában és a Twitteren (@CodeWeekEU). Beszéljen barátaival, oktatótársaival, a helyi sajtóval és készítsen sajtóközleményt.`,"guide.how_to.items.5":'Ne feledje feltenni tevékenységét a programozási hét térképére!',"guide.material.title":"Promóciós anyagok","guide.material.text":'

    Olvassa el blogunkat a legfrissebb információkért, és módosítsa a legfrissebb sajtóközleményt saját igényei szerint, vagy hozza létre sajátját:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Ráhangolódás a 2019. évi európai programozási hét megünneplésére (29 nyelven áll rendelkezésre)',"guide.toolkits.title":"Az első lépések megtételéhez töltse le az alábbi eszköztárakat:","guide.toolkits.communication_toolkit":"Kommunikációs eszköztár","guide.toolkits.teachers_toolkit":"Tanári eszköztár","guide.questions.title":"Kérdése merült fel?","guide.questions.content":'Amennyiben kérdése van saját #EUCodeWeek-eseményének megszervezésével és népszerűsítésével kapcsolatban, vegye fel a kapcsolatot országa programozási hétért felelős nagykövetével.',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Keltsd életre ötleteid!","hackathons.sections.1.title":"6 hackathon, 6 kihívás","hackathons.sections.1.content.1":"Görögországban, Lettországban, Írországban, Olaszországban, Romániában vagy Szlovéniában éltek? Kreatívak, céltudatosak vagytok, és érdeklődtök a technológia jövője iránt? Akkor eljött a Ti időtök! Csatlakozzatok az európai programozási hét hackathonjaihoz, és dolgozzatok ki egy olyan innovatív megoldást, amely a technológiai forradalom élvonalába repít benneteket!","hackathons.sections.1.content.2":"A 2021-es európai programozási héten hat izgalmas hackathon várja a 15–19 éves középiskolásokat, akik csapatokba szerveződve használhatják kódolási képességeiket egy helyi probléma megoldására. 24 órányi „hackelés” után mindegyik csapat eljuttatja ötleteit egy szakemberekből álló zsűrihez, amely kiválasztja a továbbjutókat. Mindegyik csapatnak ugyanannyi idő, erőforrás, valamint mentori és szakértői támogatás (coaching) áll majd rendelkezésére a kihívás teljesítéséhez, ám csak 10 kap közülük lehetőséget arra, hogy a következő fordulóban továbbfejlessze prototípusát, szakértői támogatásban részesüljön és részt vehessen az őszi, végső megmérettetésen. Ezen a hackathonon a csapatok már menő IT-eszközökért szállnak versenybe, és az is kiderül, ki nyeri a mentorálás és a coaching lehetőségét a prototípus további fejlesztéséhez.","hackathons.sections.2.3.title":"Kik a szervezők?","hackathons.sections.2.3.content.1":"Az európai programozási hét társszervezői az Európai Bizottság és a helyi uniós ","hackathons.sections.2.3.content.2":"programozási hét nagykövetei","hackathons.sections.2.3.content.3":" , akiket az Európai Parlament finanszíroz. A cél megmutatni azt, hogy milyen konkrét megoldások kelthetők életre a fiatalok kreativitása, lelkesedése, friss ötletei és programozási képességei segítségével.","hackathons.sections.2.4.title":"Hogyan néz ki egy hackathon?","hackathons.sections.2.4.content.1":"Az európai programozási hét kalandjai egy 24 órás online hackathonnal kezdődnek. Ezen tapasztalt mentorok edzik a csapatokat, és a résztvevőknek különféle workshopokon nyílik alkalmuk – szórakoztató körülmények között – új készségek elsajátítására. A hackathon kitűnő alkalmat teremt a kapcsolatépítésre is egymással és az európai technológiai ágazat képviselőivel. Az esemény végén mindegyik csapat egy szakértőkből álló zsűri elé terjeszti megoldását.","hackathons.sections.2.4.content.2":"Ezután a tíz legjobb csapat folytathatja a kalandot. Ők a nyár folyamán képzésben és mentorálásban részesülnek. A legjobbak végül a szeptemberben vagy októberben megrendezésre kerülő utolsó, 12 órás nemzeti hackathon-döntőben mérhetik össze tudásukat (amely eseményre online kerül sor, ha a népegészségügyi helyzet nem teszi lehetővé a személyes találkozást).","hackathons.sections.2.5.title":"Nem tudok programozni - mit tehetek?","hackathons.sections.2.5.content.1":"A hackathonnal párhuzamosan műhelybeszélgetések is lesznek a kezdő programozók számára, ahol lehet majd hardvert bütykölni, robotikával foglalkozni, stb., és amelyek célja, hogy a résztvevők megismerkedjenek a számítógépes gondolkodás és a programozás alapjaival. A regisztrációval kapcsolatos további információkért látogass el a helyi oldalra.","hackathons.sections.2.6.title":"Partnerek","hackathons.sections.2.7.title":"Ki ne maradjatok!","hackathons.sections.2.title":"Hogyan tudok részt venni?","hackathons.sections.2.content.1":"Válasszátok ki az országotokban meghirdetett hackathont, és regisztráljatok néhány egyszerű lépésben. A versenyben egyénileg vagy hatfős csapatokkal lehet részt venni. Ha barátokkal vagy osztálytársakkal jelentkeztek, akkor a regisztráció során ne felejtsétek el megadni a csapatotok nevét. Minden hackathonhoz külön regisztrációs felület tartozik, ezért figyeljétek az országotokban szervezett esemény híreit!","hackathons.sections.cities.1.city":"TBA","hackathons.sections.cities.1.country":"Románia","hackathons.sections.cities.1.date":"2021. szeptember 25-26.","hackathons.sections.cities.2.city":"TBA","hackathons.sections.cities.2.country":"Írország","hackathons.sections.cities.2.date":"2021. szeptember 23-24.","hackathons.sections.cities.3.city":"TBA","hackathons.sections.cities.3.country":"Olaszország","hackathons.sections.cities.3.date":"2021. szeptember 24-25.","hackathons.sections.cities.4.city":"TBA","hackathons.sections.cities.4.country":"Görögország","hackathons.sections.cities.4.date":"2021. október 9.","hackathons.sections.cities.5.city":"TBA","hackathons.sections.cities.5.country":"Szlovénia","hackathons.sections.cities.5.date":"2021. szeptember 18–19.","hackathons.sections.cities.6.city":"TBA","hackathons.sections.cities.6.country":"Lettország","hackathons.sections.cities.6.date":"2021. október 1.","hackathons.sections.final.1":"Döntő","hackathons.sections.final.2":"2021. szeptember/október","home.about":"Az európai programozási hét egy alulról szerveződő kezdeményezés, amelynek célja a programozás és a digitális jártasság szórakoztató és érdekes módon történő bemutatása.","home.when":"2024. október 14-27.","home.when_text":"A programozás megtanulásával jobban tájékozódunk a gyorsan változó világban, segít megérteni a különböző technológiák működését, készség- és képességfejlesztő hatásának köszönhetően pedig új ötleteket és innovációkat dolgozhatunk ki.","home.school_banner_title":"Vegyen részt!","home.school_banner_text":"Ön tanár?","home.school_banner_text2":"Kattintson ide, hogy megtudja, hogyan kapcsolódhat be!","home.organize_activity_title":"Szervezzen tevékenységet vagy csatlakozzon egyhez","home.organize_activity_text":'Bárki szervezhet \u2028tevékenységet, vagy csatlakozhat egy már meglévőhöz. Annyit kell tennie csupán, hogy választ egy témát és egy célközönséget, majd hozzáadja tevékenységét a térképhez, vagy pedig rákeres az eseményekre a közelben.',"home.get_started_title":"Fogjunk hozzá!","home.get_started_text":'Nincs ötlete, hogyan is fogjon hozzá? Ráhangolódásképp tekintse meg az útmutatónkat és töltse le a szervezőknek szóló eszköztárakat, majd mesélje el másoknak is!',"home.access_resources_title":"Erőforrásokhoz és képzésekhez való hozzáférés","home.access_resources_text":'Ha nem biztos abban, hogyan is szervezhet tevékenységet, látogasson el oktatási segédanyagok és tudásmorzsák oldalunkra, ahol útmutatást és személyre szabott óravázlatokat is talál.',"locations.title":"Tevékenységhelyszínek","locations.description.0":"Következő tevékenységéhez válasszon egy helyszínt az alábbi listából, VAGY regisztráljon új helyszínt a","locations.description.1":"tevékenység létrehozása","locations.description.2":"hivatkozáson keresztül","login.login":"Bejelentkezés","login.register":"Regisztráció","login.github":"Bejelentkezés Githubbal","login.twitter":"Bejelentkezés Twitterrel","login.facebook":"Bejelentkezés Facebookkal","login.google":"Bejelentkezés Google-lel","login.azure":"Bejelentkezés Azure-lel","login.email":"E-mail","login.password":"Jelszó","login.remember":"Emlékezzen rám","login.forgotten_password":"Elfelejtette jelszavát?","login.no_account":"Még nincs fiókja?","login.signup":"Regisztráció","login.reset":"Jelszó visszaállítása","login.send_password":"Jelszó-visszaállító link","login.confirm_password":"Jelszó megerősítése","login.name":"név","menu.learn":"Tanulj","menu.teach":"Taníts","menu.training":"Továbbképzés","menu.toolkits":"Prezentációk és eszközök","menu.why":"HOGY MIÉRT","menu.home":"Fõoldal","menu.events":"Programok","menu.ambassadors":"Nagykövetek","menu.resources":"Erõforrások","menu.schools":"Iskolák","menu.about":"Névjegy","menu.blog":"Blog","menu.news":"Hírek","menu.search":"Gépelje be a szöveget és nyomjon entert...","menu.map":"Térkép","menu.add_event":"Esemény hozzáadása","menu.search_event":"Események keresése","menu.hello":"Üdvözöljük","menu.profile":"Profil","menu.pending":"Függõben lévõ események","menu.your_events":"Eseményeim","menu.your_certificates":"Okleveleim","menu.report":"Visszajelzek eseményeimről","menu.volunteers":"Önkéntesek","menu.logout":"Kijelentkezés","menu.signin":"Bejelentkezés","menu.privacy":"Adatvédelem","menu.participation":"Részvételi tanúsítvány","menu.values":"Értékeink","menu.featured_activities":"Kiemelt programok","menu.codeweek2020":"2020. évi kiadás","mooc.free-online-courses":"Ingyenes online tanfolyamok","mooc.intro":"Az európai programozási hét online tanfolyamok formájában kínál szakmai fejlődési lehetőségeket. Célja, hogy támogassa a tanárokat abban, hogy a programozást és az algoritmikus gondolkodást bemutassák az osztályoknak.","mooc.icebreaker.title":"Bevezető „Jégtörő” tanfolyam","mooc.icebreaker.text.0":"Az","mooc.icebreaker.text.1":"európai programozási hét Jégtörő tanfolyama","mooc.icebreaker.text.2":"egy ötórás angol tanfolyam mindenkinek, aki érdeklődik a programozás és az algoritmikus gondolkodás iránt. A résztvevők megtanulják, hogyan ébresszék fel a fiatalok kíváncsiságát és innovációs szellemét, miközben arra ösztönzik őket, hogy váljanak digitális alkotókká. A tanfolyam segít a résztvevőknek felfedezni az algoritmikus gondolkodás és programozás előnyeit és fontosságát mindennapos életünkben. Ezenkívül ötleteket, ingyenes képzési anyagokat és forrásokat biztosít ahhoz, hogy szórakoztató és oktató jellegű tevékenységeket szervezzünk a gyermekek számára, bármikor és bárhol – különösen a programozási hét folyamán.","mooc.icebreaker.text.3":"A tanfolyamon való részvételhez nincs szükség semmilyen előzetes tapasztalatra vagy tudásra, csak kíváncsiságra. ","mooc.icebreaker.registration.0":"Megnyílt a regisztráció","mooc.icebreaker.registration.1":"itt a 2020. Szeptember 16 és október 30. közötti tanfolyamra. Kérjük, vegye figyelembe, hogy a regisztrációhoz létre kell hoznia egy fiókot az European Schoolnet Academyn. ","mooc.icebreaker.check-out":"Nézze meg a 2019-es kiadást","mooc.deep-dive.title":"Az átfogó „Mélytengeri” tanfolyam","mooc.deep-dive.text.0":"Az európai programozási hét Mélytengeri online tanfolyama egy huszonöt órás angol nyelvű tanfolyam, amely lehetőséget ad a tanárok számára, hogy megismerkedjenek a programozás alapelveivel, és felépítsék a diákjaikkal való szórakoztató, interaktív programozási tevékenységek megszervezéséhez szükséges tudásukat és magabiztosságukat. A tanárok felfedezik az európai programozási hét 29 nyelven elérhető, ingyenes","mooc.deep-dive.text.1":"forrásait","mooc.deep-dive.text.2":"és képzési anyagait, különösen a programozás aspektusaival, pl. algoritmikus gondolkodással, offline tevékenységekkel és végtelen robotikai lehetőségekkel, bütyköléssel és készítéssel, vizuális programozási nyelvekkel, alkalmazáskészítéssel és még sok minden mással kapcsolatban.","mooc.deep-dive.course-link":"Nézze meg a 2019-es „Mélytengeri” tanfolyamot.","mooc.social-media.0":"Kövesse az","mooc.social-media.1":"európai programozási hetet a közösségi médián,","mooc.social-media.2":"hogy megtudja, mikor kezdődik a következő tanfolyam","myevents.created_by":"A következõ által létrehozott valamennyi esemény: ","myevents.no_events.first_call_to_action":"Ön még nem adott hozzá eseményt. Miért nem","myevents.no_events.first_link":"ad hozzá egyet most","myevents.no_events.second_call_to_action":"vagy olvassa el ","myevents.no_events.second_link":"szervezõi útmutatónkat","myevents.view":"Megtekintés","myevents.status.APPROVED":"JÓVÁHAGYVA","myevents.status.REJECTED":"ELUTASÍTVA","myevents.status.PENDING":"FÜGGÕBEN","myevents.status.REPORTED":"BEJELENTETT","pagination.previous":"Elõzõ","pagination.next":"Következõ","participation.title":"Részvételi tanúsítvány készítése osztálya számára","participation.phrase1":"Töltse ki a nyomtatványt tanulói nevével (a neveket vesszővel válassza el), hogy megkapja egyedi részvételi tanúsítványát","participation.names.label":"A tanúsítványon feltüntetendő nevek","participation.names.help":"Használjon vesszőt a résztvevők neve között","participation.event_name.label":"A tevékenység címe","participation.event_name.help":"A tanúsítványon feltüntetendő tevékenység címe","participation.event_date.label":"A tevékenység dátuma","participation.event_date.help":"A tanúsítványon feltüntetendő tevékenység dátuma","participation.submit":"Tanúsítványok létrehozása","participation.thanks_page.title":"Tanúsítványa elkészült!","participation.thanks_page.phrase1":"Kattintson erre a linkre a tanúsítványokat tartalmazó zip fájl letöltéséhez","passwords.password":"A jelszónak legalább hat karakterbõl kell állnia, és meg kell egyeznie a megerõsítéssel.","passwords.reset":"Az ön jelszava vissza lett állítva!","passwords.sent":"E-mailben elküldtünk önnek egy jelszóvisszaállítási hivatkozást.","passwords.token":"Ez a jelszóvisszaállítási hivatkozás érvénytelen.","passwords.user":"Nem találtunk ehhez az e-mail-címhez kapcsolódó felhasználót.","privacy-statement-contact.subtitle":"Ez az adatvédelmi nyilatkozat tájékoztatást nyújt az Ön személyes adatainak kezeléséről és védelméről.","privacy-statement-contact.processing-operation.0":"Adatkezelési művelet","privacy-statement-contact.processing-operation.1":"a programozási hét nagyköveteire, vezető tanáraira vonatkozó adatok kezelése, valamint tevékenységek regisztrálása a honlapon","privacy-statement-contact.data-processors.0":"Adatfeldolgozók","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. és EUN partnerség AISBL (Európai Iskolahálózat), info@codeweek.eu","privacy-statement-contact.1-intro.0":"A személyes adatoknak a programozási hét nagyköveteire, vezető tanáraira vonatkozó adatok feldolgozásával, valamint tevékenységek honlapon történő regisztrálásával kapcsolatos információk.","privacy-statement-contact.3-legal_process.0":'Az adatkezelés jogszerűsége: Az G.2. egység gyűjti, tárolja és teszi közzé az Ön személyes adatait, mivel Ön ehhez kifejezett hozzájárulását adta egy jelölőnégyzet bejelölésével, amikor a programozási hét nagykövetének vagy vezető tanárának jelentkezett, vagy amikor az Európai Programozási Hét egyik rendezvényét regisztrálta.',"privacy-statement-contact.4-collect_data.0":"A kötelezően gyűjtött adatok a nagykövetek és vezető tanárok esetében a következők:","privacy-statement-contact.4-collect_data.1":"név","privacy-statement-contact.4-collect_data.2":"e-mail-cím","privacy-statement-contact.4-collect_data.3":"jelszó","privacy-statement-contact.4-collect_data.4":"fénykép","privacy-statement-contact.4-collect_data.5":"életrajz","privacy-statement-contact.4-collect_data.6":"titulus","privacy-statement-contact.4-collect_data.7":"a vezető tanárok szakterülete.","privacy-statement-contact.4-collect_data.8":"Amennyiben regisztrál egy tevékenységet, a kötelezően gyűjtött adatok a következők:","privacy-statement-contact.4-collect_data.9":"a szervezet neve","privacy-statement-contact.4-collect_data.10":"a szervezet típusa","privacy-statement-contact.4-collect_data.11":"kapcsolattartási e-mail cím.","privacy-statement-contact.4-collect_data.12":"Ezen adatok megadása kötelező ahhoz, hogy a programozási hét nagykövete, vezető tanár lehessen, vagy hogy a programozási hét honlapján egy tevékenységet regisztrálni tudjon.","privacy-statement-contact.4-collect_data.13":"Emellett a nagykövetek és vezető tanárok önként megadhatják az alábbi személyes adatokat is:","privacy-statement-contact.4-collect_data.14":"közösségimédia-fiókok","privacy-statement-contact.4-collect_data.15":"A tevékenységek szervezői önként megadhatják az alábbi adatokat is:","privacy-statement-contact.4-collect_data.16":"nyilvános kapcsolattartási e-mail cím","privacy-statement-contact.4-collect_data.17":"szervezői honlap","privacy-statement-contact.4-collect_data.18":"Programozási hét mindenki számára kód.","privacy-statement-contact.4-collect_data.19":"A tevékenységek szervezőinek figyelembe kell venniük, hogy a tevékenység regisztrálásakor megadott személyes adataikat országuk illetékes nagykövete vagy az G.2. egység felhasználhatja az említett tevékenységgel kapcsolatban történő kapcsolatfelvételhez.","privacy-statement-contact.4-collect_data.20":"Személyes adatait Ön az alábbi helyen adta meg: a","privacy-statement-contact.4-collect_data.21":"Programozási hét honlapjának bejelentkező oldala","privacy-statement-contact.4-collect_data.22":"és a","privacy-statement-contact.4-collect_data.23":"tevékenység regisztrálására szolgáló oldal.","privacy-statement-contact.5-how_long.0":"Az összes személyes adatot töröljük az adatbázisokból, amennyiben visszalép a kezdeményezésből, illetve 5 évvel a kezdeményezés befejezését követően.","privacy-statement-contact.6-protect_data.0":'Az elektronikus formátumú személyes adatokat (e-maileket, dokumentumokat, adatbázisokat, feltöltött adatfájlokat stb.) vagy az Európai Bizottság, vagy annak szerződéses vállalkozói szerverein tárolják. Minden adatkezelési műveletet az Európai Bizottság kommunikációs és információs rendszereinek biztonságáról szóló, 2017. január 10-i (EU, Euratom) 2017/46 bizottsági határozattal, összhangban végzünk.',"privacy-statement-contact.6-protect_data.1":'A Bizottság szerződéses vállalkozóinak az adatkezelés során be kell tartaniuk az adatoknak a Bizottság nevében történő kezelésére vonatkozó külön szerződési kikötést, valamint az egyes uniós tagállamok nemzeti jogába átültetett általános adatvédelmi rendeletből (GDPR (EU) 2016/679 rendelet eredő titoktartási kötelezettségeket).',"privacy-statement-contact.6-protect_data.2":"A felhasználók személyes adatainak védelme érdekében a Bizottság technikai és szervezeti intézkedéseket léptetett életbe. A technikai intézkedések megfelelő lépéseket foglalnak magukban az online biztonság szavatolása, valamint az adatvesztés kockázatával, az adatok megváltoztatásával és a jogosulatlan hozzáféréssel szembeni védelem érdekében. Ezek az intézkedések számolnak az adatkezelés révén előálló kockázatokkal, és figyelembe veszik a kezelt személyes adatok jellegét. A szervezeti intézkedések közé tartozik az, hogy a személyes adatokhoz csakis azok a feljogosított személyek férhetnek hozzá, akiknek erre indokoltan szükségük van az adatkezelési művelet végrehajtásához.","privacy-statement-contact.7-access_data.0":"A Bizottság személyzete az Ön által megadott valamennyi személyes adatot a „szükséges ismeret elve” alapján ismerheti meg. Emellett az Ön személyes adataihoz való hozzáférést a „szükséges ismeret elve” alapján biztosítjuk a vállalkozónk számára.","privacy-statement-contact.7-access_data.1":'A programozási hét nagykövete, a vezető tanár vagy a regisztrált tevékenységek láthatóságának növelése érdekében személyes adatait az alábbi honlapon tesszük közzé.',"privacy-statement-contact.7-access_data.2":"Emellett az G.2. egység megoszthatja elérhetőségeit a nyilvánosság bármely tagjával vagy olyan érdekelt felekkel, akiknek a programozási hét tekintetében kapcsolatba kell lépniük Önnel. A tevékenységek szervezőinek figyelembe kell venniük, hogy a tevékenység regisztrálásához megadott személyes adataikat országuk illetékes nagykövete vagy az G.2. egység felhasználhatja az említett tevékenységgel kapcsolatban történő kapcsolatfelvételhez.","privacy-statement-contact.8-rights.0":"Ön hozzájárult ahhoz, hogy személyes adatait az G.2. egység számára ezen adatkezelési művelet céljaira biztosítsa. Hozzájárulását bármikor visszavonhatja úgy, hogy erről értesíti az G.2. egységet az CNECT-G2@ec.europa.eu e-mail címen. A hozzájárulás visszavonása nem érinti a visszavonást megelőzően végrehajtott adatkezelés jogszerűségét.","privacy-statement-contact.10-detailed-info.0":"Ez a konkrét adatkezelési művelet a korábbi adatkezelési értesítésre vonatkozó alábbi hivatkozási számmal szerepel az adatvédelmi tisztviselő nyilvántartásában: DPR-EC-02631 A Tartalmak, Technológiák és Kommunikációs Hálózatok Főigazgatósága szakpolitikái, programjai és projektjei kapcsolattartó pontjainak irányítása.","privacy-statement.title":"AZ ÖN SZEMÉLYES ADATAINAK VÉDELME","privacy-statement.processing-operation.0":"Adatkezelési művelet","privacy-statement.processing-operation.1":"A nyilvánosan elérhető honlapok látogatói által a codeweek.eu honlapon megadott személyes adatok kezelése, ideértve az IP-címeket is.","privacy-statement.data-controller.0":"Adatkezelő","privacy-statement.data-controller.1":"az Európai Bizottság, a Tartalmak, Technológiák és Kommunikációs Hálózatok Főigazgatósága, G.2. egység","privacy-statement.record-reference":"Adatrekord-hivatkozás","privacy-statement.table-of-contents":"Tartalomjegyzék","privacy-statement.1-intro.title":"Bevezetés","privacy-statement.1-intro.items.1":'Az Európai Bizottság (a továbbiakban: a Bizottság) tiszteletben tartja és elkötelezetten védi a felhasználók személyes adatait és magánéletét. A személyes adatok Bizottság általi gyűjtése és kezelése a természetes személyeknek a személyes adatok uniós intézmények, szervek, hivatalok és ügynökségek általi kezelése tekintetében való védelméről és az ilyen adatok szabad áramlásáról (valamint a 45/2001/EK rendelet hatályon kívül helyezéséről) szóló, 2018. október 23-i (EU) 2018/1725 európai parlamenti és tanácsi rendeleten alapul.',"privacy-statement.1-intro.items.2":"Ez az adatvédelmi nyilatkozat ismerteti az adatkezelés indokait, a rendelkezésre bocsátott személyes adatok gyűjtésének, kezelésének és védelmének módját, az adatok felhasználását, valamint a saját személyes adataival kapcsolatban Önt megillető jogokat. Ezenkívül a jogok érvényre juttatásáért felelős illetékes adatkezelő, továbbá az adatvédelmi tisztviselő és az európai adatvédelmi biztos elérhetőségi adatait is tartalmazza.","privacy-statement.1-intro.items.3.0":"A Bizottság által végrehajtott","privacy-statement.1-intro.items.3.1":"Adatkezelés a codeweek.eu honlapon","privacy-statement.1-intro.items.3.2":"adatkezelési művelettel kapcsolatos információkat az alábbiakban ismertetjük.","privacy-statement.2-why.title":"Milyen célból és hogyan kezeljük a személyes adatokat?","privacy-statement.2-why.items.0":"Az adatkezelés célja","privacy-statement.2-why.items.1":"A Bizottság Tartalmak, Technológiák és Kommunikációs Hálózatok Főigazgatósága számos külső honlapot biztosít. A technikai rendszer összegyűjti és felhasználja az Ön személyes adatait ahhoz, hogy a fizikailag a Bizottság által ellenőrzött tárhely-infrastruktúrán kívül elhelyezkedő honlapokat biztosítani tudja.","privacy-statement.2-why.items.2":"Az Ön személyes adatait nem használjuk fel automatizált döntéshozatalra, így profilalkotásra sem.","privacy-statement.3-legal_process.title":"Milyen jogalap(ok) alapján kezeljük az Ön személyes adatait?","privacy-statement.3-legal_process.items.0":"A személyes adatokat az alábbiaknak megfelelően kezeljük:","privacy-statement.3-legal_process.items.1":'Az (EU) 2018/1725 rendelet 5. cikke (1) bekezdésének a) pontja: az adatkezelés a közérdekből vagy az uniós intézményre vagy szervre ruházott közhatalmi jogosítvány gyakorlása keretében végzett feladat teljesítéséhez szükséges.',"privacy-statement.3-legal_process.items.2":"Az Unió általános költségvetésére alkalmazandó pénzügyi szabályokról szóló, 2018. július 18-i (EU, Euratom) 2018/1046 európai parlamenti és tanácsi rendelet (HL L 193., 2018.7.30., 1. o.) 58. cikke (2) bekezdésének d) pontja értelmében ugyanis a széles nyilvánosság tájékoztatása az Európai Bizottság intézményi szintű előjogaiból eredő feladat. Biztosítjuk, hogy a személyes adatok kezelése során a vonatkozó adatvédelmi jogszabályokkal összhangban megfelelő és egyedi biztosítékokat alkalmazzunk.","privacy-statement.3-legal_process.items.3":'Az (EU) 2018/1725 rendelet 5. cikke (1) bekezdésének d) pontja: a sütikből és hitelesítésből álló adatkezelési tevékenységek esetében az Ön hozzájárulása szükséges. Az (EU) 2018/1725 rendelet 3. cikkének (15) bekezdése és 7. cikke értelmében a hozzájárulásnak önkéntesnek, konkrétnak, megfelelő tájékoztatáson alapulónak és egyértelműnek kell lennie.',"privacy-statement.3-legal_process.items.4":"Hozzájárulását közvetlenül Öntől kaptuk meg. Ön hozzájárulását e-mailben, e-regisztrációs űrlapon vagy egyéb írásos formában is kifejezhette.","privacy-statement.4-collect_data.title":"Milyen személyes adatokat gyűjtünk és kezelünk?","privacy-statement.4-collect_data.items.0":"Az adatkezelési művelet végrehajtásaérdekében a G.2. egység a következő kategóriákba tartozó személyes adatokat gyűjti:","privacy-statement.4-collect_data.items.1":"internetprotokoll-cím (IP-cím) vagy a honlaphoz való hozzáféréshez használt eszköz eszközazonosítója.","privacy-statement.4-collect_data.items.2":"Az adatkezelés nélkül Ön nem fog tudni technikai összeköttetést létesíteni eszközei és a szerverinfrastruktúra között, és ezért nem fog tudni hozzáférni a honlapunkhoz.","privacy-statement.4-collect_data.items.3":"Az e honlapon való hitelesítés végrehajtásaérdekében a G.2. egység a következő kategóriákba tartozó személyes adatokat gyűjti:","privacy-statement.4-collect_data.items.4":"e-mail cím,","privacy-statement.4-collect_data.items.5":"jelszó, vagy","privacy-statement.4-collect_data.items.6":"közösségimédia-hitelesítés.","privacy-statement.5-how_long.title":"Mennyi ideig őrizzük meg a személyes adatokat?","privacy-statement.5-how_long.items.0":"A G.2. egység csak az adatgyűjtés vagy a további adatfeldolgozás céljának eléréséhez szükséges ideig, azaz a böngészési munkamenet időtartamáig őrzi meg az Ön személyes adatait. Ezenkívül az IP-címek biztonsági okokból egy évig tárolhatók a szolgáltatások naplófájljaiban. Az analitikai eszköz tekintetében az IP-cím és az eszközazonosító (pl. IMEI-szám és WIFI MAC-cím) a kapcsolat megszakításakor azonnal törlődik.","privacy-statement.6-protect_data.title":"Hogyan gondoskodunk az Ön személyes adatainak védelméről és megőrzéséről?","privacy-statement.6-protect_data.items.0":"Az elektronikus formában tárolt személyes adatok összességét (e-maileket, dokumentumokat, adatbázisokat, feltöltött adatfájlokat) az Európai Bizottság a saját szerverein tárolja. Az összes adatkezelési művelet az Európai Bizottság kommunikációs és információs rendszereinek biztonságáról szóló, 2017. január 10-i","privacy-statement.6-protect_data.items.1":"(EU, Euratom) 2017/46 bizottsági határozattal összhangban történik.","privacy-statement.6-protect_data.items.2":"Az Ön személyes adatainak védelme érdekében a Bizottság technikai és szervezeti intézkedéseket léptetett életbe. A technikai intézkedések megfelelő lépéseket foglalnak magukban az online biztonság szavatolása, valamint az adatvesztés kockázatával, az adatok megváltoztatásával és a jogosulatlan hozzáféréssel szembeni védelem érdekében. Ezek az intézkedések számolnak az adatkezelés révén előálló kockázatokkal, és figyelembe veszik a kezelt személyes adatok jellegét. A szervezeti intézkedések közé tartozik az, hogy a személyes adatokhoz csakis azok a feljogosított személyek férhetnek hozzá, akiknek erre indokoltan szükségük van az adatkezelési művelet végrehajtásához.","privacy-statement.7-access_data.title":"Ki fér hozzá az Ön személyes adataihoz, és kinek továbbíthatók azok?","privacy-statement.7-access_data.items.0":"A felhasználó személyes adataihoz a Bizottság adatkezelési műveletek végrehajtásával megbízott munkatársai és a feljogosított munkatársak férhetnek hozzá, a „szükséges ismeret elvének” megfelelően. Ezeket a munkatársakat jogszabályban előírt kötelezettségek, illetve szükség esetén külön titoktartási megállapodások kötik.","privacy-statement.7-access_data.items.1":"Ezenkívül az Ön személyes adataihoz olyan külső vállalkozók is hozzáférhetnek, akik a honlapokat birtokló és a honlapok létrehozását, karbantartását, kezelését és archiválását végző bizottsági szolgálat nevében és szerződéses megállapodása alapján dolgoznak a „szükséges ismeret elvének” megfelelően.","privacy-statement.7-access_data.items.2":"Az általunk összegyűjtött információkat nem adjuk át semmilyen harmadik félnek, kivéve olyan mértékben és abból a célból, amelyre jogszabály kötelez minket.","privacy-statement.8-rights.title":"Milyen jogok illetik meg Önt, és miként gyakorolhatja azokat?","privacy-statement.8-rights.items.0":"Az adatkezelés által „érintett személyként” Önt megilletik bizonyos jogok az (EU) 2018/1725 rendelet III. fejezetében (14–25. cikk) foglaltak szerint. Így például Önnek joga van az adatkezelés tárgyát képező személyes adataihoz való hozzáféréshez, azok helyesbítéséhez vagy törléséhez, valamint a személyes adatai kezelésének korlátozásához. Adott esetben Ön arra is jogosult, hogy kifogást emeljen a személyes adatainak kezelése ellen, valamint joga van ahhoz, hogy adatait egy másik adatkezelőnek továbbítsa.","privacy-statement.8-rights.items.1":"Emellett joga van ahhoz is, hogy kifogást emeljen személyes adatainak az 5. cikk (1) bekezdésének a) pontja alapján jogszerűen végzett kezelése ellen.","privacy-statement.8-rights.items.2":"Ön hozzájárult ahhoz, hogy személyes adatait ezen adatkezelési művelet céljaira biztosítsa. Hozzájárulását bármikor visszavonhatja úgy, hogy erről értesíti a G.2. egységet. Hozzájárulásának visszavonása nem érinti a visszavonást megelőzően végrehajtott adatkezelés jogszerűségét.","privacy-statement.8-rights.items.3":"Jogainak érvényre juttatásáért felveheti a kapcsolatot az adatkezelővel, illetve nézeteltérés esetén az adatvédelmi tisztviselővel. Szükség esetén az európai adatvédelmi biztoshoz is fordulhat. Az elérhetőségi adatokat a lenti 9. pont tartalmazza.","privacy-statement.8-rights.items.4":"Amennyiben egy vagy több konkrét adatkezelési művelettel kapcsolatban érvényre kívánja juttatni jogait, kérjük, hogy erre irányuló kérelmében adja meg a kérdéses művelet(ek) hivatkozási számát (lásd a lenti 10. pontot).","privacy-statement.9-contact.title":"Kapcsolattartási adatok","privacy-statement.9-contact.data-controller.title":"Az adatkezelő","privacy-statement.9-contact.data-controller.text":"Ha érvényre szeretné juttatni az (EU) 2018/1725 rendelet szerinti jogait, illetve ha észrevételei, kérdései vagy aggályai vannak, vagy panaszt kíván benyújtani a személyes adatainak gyűjtésével és felhasználásával kapcsolatban, kérjük, lépjen kapcsolatba az adatkezelővel (Európai Bizottság, G.2. egység) a következő e-mail-címen:","privacy-statement.9-contact.data-protection-officer.title":"A Bizottság adatvédelmi tisztviselője","privacy-statement.9-contact.data-protection-officer.text":"Személyes adatainak az (EU) 2018/1725 rendelet szerinti kezeléséhez kapcsolódó kérdésekkel az adatvédelmi tisztviselőhöz (DATA-PROTECTION-OFFICER@ec.europa.eu) fordulhat.","privacy-statement.9-contact.european-data-protection.title":"Az európai adatvédelmi biztos","privacy-statement.9-contact.european-data-protection.text":'Ha úgy ítéli meg, hogy személyes adatainak az adatkezelő általi kezelése nyomán sérültek az (EU) 2018/1725 rendeletben foglalt jogai, jogorvoslati kérelmével (panaszával) az európai adatvédelmi biztoshoz (edps@edps.europa.eu) fordulhat.',"privacy-statement.10-detailed-info.title":"Hol lehet részletesebben tájékozódni?","privacy-statement.10-detailed-info.items.0":'A Bizottság adatvédelmi tisztviselője nyilvántartást vezet és tesz közzé a Bizottságnál végzett összes – dokumentált és bejelentett – személyesadat-kezelési műveletről. A nyilvántartás a következő linken érhető el: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Ez a konkrét adatkezelési művelet a következő hivatkozási számmal szerepel az adatvédelmi tisztviselő nyilvántartásában: DPR-EC-09706.1.","privacy.title":"SZEMÉLYES ADATAINAK VÉDELME","privacy.1-intro.title":"1. Bevezetés","privacy.1-intro.items.1":"

    Az Európai Bizottság (a továbbiakban: a Bizottság) elkötelezett személyes adatai védelme és magánélete tiszteletben tartása mellett. A Bizottság a személyes adatokat a természetes személyeknek a személyes adatok uniós intézmények, szervek, hivatalok és ügynökségek általi kezelése tekintetében való védelméről és az ilyen adatok szabad áramlásáról (valamint a 45/2001/EK rendelet hatályon kívül helyezéséről) szóló, 2018. október 23-i (EU) 2018/1725 európai parlamenti és tanácsi rendeletnek megfelelően gyűjti és dolgozza fel.

    ","privacy.1-intro.items.2":"

    Az adatvédelmi nyilatkozat kifejti az általunk végzett adatgyűjtés és -kezelés okát és módját, információt nyújt arról, hogy hogyan biztosítjuk a beérkezett adatok védelmét és miként használjuk fel ezeket az információkat, valamint tájékozódhat a személyes adataival kapcsolatban gyakorolható (a hozzáféréshez, helyesbítéshez, korlátozáshoz stb. való) jogairól is. Meghatározza ezen túlmenően a jogai érvényesítéséért felelős adatkezelő, továbbá az adatvédelmi tisztviselő, valamint az európai adatvédelmi biztos elérhetőségét.

    ","privacy.1-intro.items.3":"

    Ez az adatvédelmi nyilatkozat a nyilvánosan hozzáférhető Codeweek.eu weboldalon közzétett azon személyek személyes adatainak gyűjtésére és közzétételére vonatkozik, akik kapcsolattartóként szolgálnak az uniós programozási hét tevékenységei tekintetében (a programozási hét nagykövetei, oktatási minisztériumi koordinátorok, vezető tanárok, valamint tevékenység- és eseményszervezők).

    ","privacy.2-why.title":"2. Miért dolgozzuk fel adatait?","privacy.2-why.items.1":"

    Az Európai Bizottság személyes adatait a kapcsolattartók érdekelt felek vagy érdeklődő polgárok általi azonosításának elősegítése céljából gyűjtjük és tesszük közzé. Valós személyek kapcsolattartóként történő kijelölése biztosítja leginkább és a leghatékonyabb módon, hogy az érdekelt felek kapcsolatba lépjenek a Bizottság szolgálataival.

    ","privacy.2-why.items.2":"

    Személyes adatai nem képezik sem automatizált döntéshozatal, sem profilalkotás tárgyát.

    ","privacy.3-legal_process.title":"3. Mely jogalap(ok) képezi(k) személyes adatainak kezelését?","privacy.3-legal_process.items.1":"

    A kapcsolattartók személyes adatainak közzétételére irányuló adatkezelési műveletek az (EU) 2018/1725 rendelet 5. cikke (1) bekezdésének d) pontja értelmében jogszerűnek minősülnek, mivel személyes adatainak kezeléséhez webes űrlapon keresztül, vagy akkor járult hozzá, amikor egy közösségi hálózatra való regisztráció során beleegyezett abba, hogy e-mail címét és felhasználónevét felhasználhassuk.

    ","privacy.4-collect_data.title":"4. Mely személyes adatok gyűjtésére és további kezelésére kerül sor?","privacy.4-collect_data.items.1":"

    Az általunk gyűjtött személyes adatok a kapcsolattartóként történő azonosítását megkönnyítő, illetve nyilvános láthatóságát növelő következő információk: titulus, vezetéknév, tisztség, szakmai postai és e-mail címek, telefonszám, kép, közösségi média profil, életrajz.

    ","privacy.4-collect_data.items.2":"

    E személyes adatokat a jelentkezési lap kitöltésével önkéntesen adta meg.

    ","privacy.4-collect_data.items.3":"

    Bizonyos személyes adatok megadása kötelező a tevékenységek és/vagy kapcsolattartási információk codeweek.eu weboldalon történő közzétételének lehetővé tétele érdekében. Amennyiben személyes adatait nem adja meg, tevékenysége nem lesz közzétéve, és/vagy a fent említett hálózatokban történő részvételére sem kerül sor.

    ","privacy.4-collect_data.items.4":"

    Minden más személyes adatot önkéntesen adhat meg.

    ","privacy.4-collect_data.items.5":"Amikor feliratkozik hírlevelünkre, e-mail-címét hozzáadjuk az EU Code Week hírlevél levelezőlistájához, amelyet a Mailerlite.com kezel. Kérjük, olvassa el Mailerlite adatvédelmi szabályzatát: Https://www.mailerlite.com/legal/privacy-policy. A hírlevelekől bármikor leiratkozhat leiratkozhat, ha a tőlünk a tőlünk kapott e-mailekben a „unsubscribe” linket használja, vagy e-mailt küldhet nekünk a info@codeweek.eu e-mail címen, a tárgysorban pedig „Unsubscribe” felirattal.","privacy.5-how_long.title":"5. Mennyi ideig tároljuk személyes adatait?","privacy.5-how_long.items.1":"

    A Bizottság kizárólag a 2. pontban meghatározott adatgyűjtés és további adatkezelés céljából szükséges ideig tárolja személyes adatait – azaz ameddig ön kapcsolattartóként szolgál.

    ","privacy.5-how_long.items.2":"

    Személyes adatait haladéktalanul töröljük a nyilvánosan hozzáférhető weboldalról, amint ön már nem minősül kapcsolattartónak, kivéve ha beleegyezett abba, hogy a jövőbeni tevékenységekkel kapcsolatos adatbázisban szerepeljen.

    ","privacy.6-protect_data.title":"6. Milyen módon védjük személyes adatait?","privacy.6-protect_data.items.1":"

    Minden elektronikus formátumú személyes adat (e-mailek, dokumentumok, adatbázisok, feltöltött adathalmazok stb.) az Európai Bizottság vagy valamely szerződő fele szerverein tárolódik. Valamennyi adatkezelési művelet elvégzése az Európai Bizottság kommunikációs és információs rendszereinek biztonságáról szóló, 2017. január 10-i (EU, Euratom) 2017/46 bizottsági határozat alapján történik.

    ","privacy.6-protect_data.items.2":"

    A Bizottság szerződő feleire kötelező erejű, egyedi szerződési feltételek vonatkoznak az ön adatait érintő, a Bizottság nevében történő bármely adatkezelési művelet tekintetében, továbbá meg kell felelniük az általános adatvédelmi rendelet ((EU) 2016/679, GDPR rendelet) uniós tagállamok általi átültetéséből eredő titoktartási kötelezettségeknek.

    ","privacy.6-protect_data.items.3":"

    A Bizottság személyes adatainak védelme érdekében számos technikai és szervezési intézkedést léptetett életbe. A technikai intézkedések – a feldolgozásra kerülő személyes adatok kezeléséből és jellegéből fakadó kockázat figyelembevételével – a következők kezelésére irányuló megfelelő fellépéseket tartalmaznak: online biztonság, az adatvesztés kockázata, az adatok megváltoztatása vagy jogosulatlan közlése. A szervezeti intézkedések közé tartozik például a személyes adatokhoz való hozzáférés kizárólag azon, arra jogosult személyekre történő korlátozása, akiknek a szóban forgó adatkezelési művelet céljából a hozzáférésre jogszerű igényük áll fenn.

    ","privacy.7-access_data.title":"7. Ki férhet hozzá az adataihoz, és mely személyek számára tesszük közzé azokat?","privacy.7-access_data.items.1":"

    A személyes adataihoz való hozzáférést az adatkezelési művelet elvégzéséért felelős bizottsági személyzetnek és az arra – a „szükséges ismeret” elv szerint – felhatalmazott személyzetnek biztosítjuk. Az érintett személyzetre jogszabályon alapuló, szükség esetén pedig további titoktartási megállapodások vonatkoznak.

    ","privacy.7-access_data.items.2":"

    Nevezetesen, valamennyi ön által megadott személyes adat hozzáférhető a weboldal adminisztrátorai (bizottsági személyzet), valamint a szükséges mértékben egyéb bizottsági személyzet számára.. Ezen túlmenően személyes adatai és eseményinformációi helyi tevékenységszervezés vagy nyomon követés céljából megosztásra kerülnek az uniós programozási hét nagyköveteiből, valamint az oktatási koordinátorokból álló hálózatok tagjaival.

    ","privacy.7-access_data.items.3":"

    A kapcsolattartók láthatóságának növelése céljából személyes adatai nyilvános weboldalon – https://codeweek.eu – történő közzétételére hozzáférés-korlátozás nélkül kerül sor.

    ","privacy.7-access_data.items.4":"

    A harmadik felek számára történő adattovábbításról

    ","privacy.7-access_data.items.5":"

    Az általunk gyűjtött adatokat semmilyen harmadik félnek nem adjuk ki, kivéve a jogszabály alapján esetlegesen megkövetelt mértékben és célból.

    ","privacy.8-rights.title":"8. Melyek az ön jogai, és hogyan gyakorolhatja azokat?","privacy.8-rights.items.1":"

    „Érintettként” önnek az (EU) 2018/1725 rendelet III. fejezete (14–25. cikkeinek) értelmében egyedi jogai vannak, amelyek különösen a következők: személyes adatai hozzáférésére, helyesbítésére vagy törlésére, valamint személyes adatai kezelésének korlátozására való jogok. Adott esetben önnek az adatkezeléssel szemben tiltakozási joga van, illetve adathordozhatósági joggal is rendelkezik.

    ","privacy.8-rights.items.2":"

    A szóban forgó adatkezelési művelet elvégzése céljából ön hozzájárult személyes adatai megadásához, hozzájárulását pedig az adatkezelő értesítésével bármikor visszavonhatja. A hozzájárulás visszavonása nem érinti a visszavonás előtti adatkezelés jogszerűségét.

    ","privacy.8-rights.items.3":"

    Jogai gyakorlása céljából felveheti a kapcsolatot az adatkezelővel, konfliktus esetén pedig az adatvédelmi tisztviselővel. Szükség esetén az európai adatvédelmi biztost is felkeresheti. Elérhetőségeiket az alábbi, 9. pont tartalmazza.

    ","privacy.9-contact.title":"9. Kapcsolattartók elérhetőségei","privacy.9-contact.data-controller.title":"-Adatkezelő","privacy.9-contact.data-controller.text":"

    Amennyiben az (EU) 2018/1725 rendelet szerinti jogait gyakorolni kívánja, vagy megosztaná észrevételeit, kérdéseit, illetve aggályait, vagy személyes adatai gyűjtésével és felhasználásával kapcsolatos panaszt szeretne benyújtani, vegye fel a kapcsolatot az adatkezelővel,

    ","privacy.9-contact.data-controller.address":"Tartalmak, Technológiák és Kommunikációs Hálózatok Főigazgatóságának G2 osztálya
    BU25 épület
    B-1049 Brüsszel
    ","privacy.9-contact.data-controller.email":"Email: ","privacy.9-contact.data-protection-officer.title":"-A Bizottság adatvédelmi tisztviselője","privacy.9-contact.data-protection-officer.text":'

    Személyes adatainak az (EU) 2018/1725 rendelet szerinti kezelésével kapcsolatos kérdéseivel felveheti a kapcsolatot az adatvédelmi tisztviselővel (DATA-PROTECTION-OFFICER@ec.europa.eu).

    ',"privacy.9-contact.european-data-protection.title":"-Az európai adatvédelmi biztos","privacy.9-contact.european-data-protection.text":'

    Joga van az európai adatvédelmi biztoshoz (edps@edps.europa.eu) fordulni (azaz panaszt nyújthat be hozzá), amennyiben úgy véli, hogy a személyes adatai adatkezelő általi feldolgozásának eredményeképpen az (EU) 2018/1725 rendelet szerinti jogai sérültek.

    ',"remote-teaching.remote-teaching":"Távoktatás","remote-teaching.intro.title":"A programozás hete és a távoktatás","remote-teaching.intro.text":"A távoktatás nagy kihívást jelenthet a tanárok és a tanulók számára, melynek során sok akadályt kell leküzdeni. A programozás, a számítástechnikai gondolkodás – sőt a robotika – tanítását azonban nem kell felfüggeszteni csak azért, mert a diákjai otthon vannak. Reméljük, hogy az alábbiakban összegyűjtött néhány tipp és forrás segítséget jelenthet Önnek.","remote-teaching.intro.points.1":"ebben a gyűjteményben mindennapos családi és iskolai használatra szánt rövid videókat, „csináld magad”-anyagokat, kirakókat, játékokat és programozási kihívásokat talál.","remote-teaching.intro.points.2.0":"Programozás digitális technológia nélkül (offline)","remote-teaching.intro.points.2.1":"itt olyan tevékenységeket talál, amelyekkel otthon is könnyen tanulható, illetve tanítható a programozás, hétköznapi eszközök segítségével.","remote-teaching.intro.points.3.0":"Tudásmorzsák","remote-teaching.intro.points.3.1":"itt a fenntartható fejlődés és a mesterséges intelligencia témájában talál „tudásmorzsákat”, azaz oktatóanyagokat, amelyek óratervei távoktatási részeket is tartalmaznak.","remote-teaching.intro.points.4.0":"Adattár","remote-teaching.intro.points.4.1":"az adattárban található segédanyagok távoktatás esetén is alkalmazhatók. Egyaránt találhatók itt a programozás tanításához és tanulásához hasznos anyagok. ","remote-teaching.intro.points.5.0":"Coding from home webináriumok","remote-teaching.intro.points.5.1":"studta, hogy a programozás hete keretében több webinárium is foglalkozik azzal, hogyan tanuljuk és tanítsuk a programozást otthonról? Érdemes felfedezni őket! ","remote-teaching.tips.title":"7 tipp a programozás távoktatásához","remote-teaching.tips.points.1.0":"Ismerje meg a fogalmakat, a programozási nyelvet és a szoftvereket","remote-teaching.tips.points.1.1":"míg a diákok félig önállóan tanulhatják meg a kódolást és a programozást a próba-hiba módszerrel, addig Önnek irányítania és segítenie kell őket a szintaxisuk hibáinak megtalálásában. Legyen kész változtatni és alkalmazkodni, ha valamely digitális eszköz vagy programozási nyelv nem hozza a várt tanulási eredményeket.","remote-teaching.tips.points.2.0":"Fejlessze a diákjait","remote-teaching.tips.points.2.1":"motiváló és tartalmas órákkal segítse a tanulóit abban, hogy teljes mértékben kibontakozhassanak. Hagyja, hogy saját maguk válasszák ki a projektjeiket és a várt eredményeket, és ezáltal felfedezzék saját készségeiket és kreativitásukat. Emellett javasoljuk, hogy legyen gyakorlatias, és a diákok által elérhető célokat tűzzön ki.","remote-teaching.tips.points.3.0":"Ösztönözze a tanulókat a csoportmunkára","remote-teaching.tips.points.3.1":`a csoportos programozás amellett, hogy szórakoztatóbb, összetettebb és kreatívabb projektek megvalósításához is hozzásegíti a diákokat. Sőt mivel a távoktatás sok diák számára elszigetelődéssel járhat, a csoportmunka ezt is megelőzi. Például létrehozhat online szobákat a diákjai számára, ahol csoportonként találkozhatnak, vagy létrehozhat egy értékelőcsoportot, amelybe diákokat hív, hogy konstruktív visszajelzésekkel értékeljék egymás projektjeit. -`,"remote-teaching.tips.points.4.0":"Fedezze fel a nyílt szoftveres és ingyenes online platformokat a programozás elsajátításához","remote-teaching.tips.points.4.1":"számos jó minőségű forrás áll rendelkezésre a programozás tanulásához és tanításához, amelyek bár haladó szintűek, könnyen használhatóak. Ezek olyan ingyenes eszközök, amelyeket anélkül használhatnak a diákjai, hogy licenceket kellene megvásárolniuk, vagy szoftvereket kellene letölteniük. A legtöbbjüket megtalálja a Programozási hét adatbázisában, pl.: Scratch, App Inventor, Code.org, EarSketch, Sonic Pi stb. Ahogy a programozási hét Tudásmorzsái esetében is láttuk, ezek az eszközök is bármilyen tárgyhoz alkalmazhatók!","remote-teaching.tips.points.5.0":"Fő a játékosság","remote-teaching.tips.points.5.1":"a programozás terén tett első lépéseknek vonzónak és szórakoztatónak kell lenniük, és bár lehet, hogy ezúttal nincs lehetőségünk személyesen megosztani ezt az élvezetet, van rá mód, hogy együtt játsszunk és szórakozzunk a diákjainkkal! Javasolhatja például a diákjainak, hogy a tanulás szünetében pihenésképpen lépjenek be, és játsszanak együtt a több játékossal játszható, oktatási célú CodyColor játékkal, amely a számítástechnikai gondolkodás játékos elsajátítását célozza.","remote-teaching.tips.points.6.0":"Szimulálja a valós tantermi interakciót","remote-teaching.tips.points.6.1":"a technológia lehetővé teszi számunkra, hogy legalább részben lemásoljuk azt a fajta interakciót, amely az osztályteremben történne. Ösztönözheti arra a diákjait, hogy adott időpontban bekapcsolják a kameráikat, virtuálisan emeljék fel a kezüket, kérdezzenek személyesen vagy a csevegőfelületen, vegyenek részt digitális közvélemény-kutatásokban vagy vetélkedőkben stb. Erre a célra használhat olyan ingyenes digitális eszközöket, mint a Zoom, a Microsoft Teams, a GoToMeeting vagy az élő tanórákhoz alkalmas Jitsi, és a vetélkedőkhöz és tantermi interakciókhoz használható Kahoot, Mentimeter vagy Google Forms. Ezek segítségével a diákok kicsit úgy érezhetik magukat, mint az osztályteremben, és kapcsolatot teremthetnek a társaikkal. ","remote-teaching.tips.points.7.0":"Biztosítson elérhető és megfizethető anyagokat","remote-teaching.tips.points.7.1":"fordítson gondot arra, hogy reális és befogadó programozási órákat tartson, oly módon, hogy a feladatok elvégzéséhez minden háztartásban könnyen fellelhető eszközökre legyen szükség, amelyek vagy minden diák számára elérhetőek, vagy ha esetleg mégsem, akkor megfelelő alternatívákkal pótolni lehessen azokat. Az offline programozási tevékenységekhez például olyan olcsó anyagok szükségesek, mint az olló, a papír vagy a filctollak. Az online programozási feladatok esetében győződjön meg arról, hogy minden diák rendelkezik otthon tablettel vagy számítógéppel, valamint megbízható internetkapcsolattal. ","remote-teaching.tips.conclusion":" Hogyan tanuljon és tanítson kódolást és programozást távtanítási környezetben? Vannak tippjei más oktatási szakemberek számára? Írjon alábbi fórumunkra! ","report.title":"A #EUCodeWeek eseménye jelentése","report.event_title":"Az esemény címe","report.number_required":"Adjon meg egy hozzávetõleges becslést, még ha nem is rendelkezik pontos adatokkal.","report.phrase1":"Ezt az ûrlapot mindössze egyszer töltheti ki! Kérjük, alaposan ellenõrizze az adatokat. Ha hibázik, ","report.phrase2":"A jelentés beküldését követõen automatikusan kiállításra kerül egy személyre szabott tanúsítvány a programozási héten való részvételérõl, melyet letölthet vagy megoszthat másokkal. A tanúsítványról itt talál egy mintát.","report.phrase3":"A kötelezõ mezõk *-gal vannak jelölve.","report.phrase4":"Ezt az ûrlapot mindössze egyszer töltheti ki! Kérjük, alaposan ellenõrizze az adatokat. Ha hibázik,","report.contactus":"vegye fel velünk a kapcsolatot","report.participants_count.label":"Résztvevõk száma","report.average_participant_age.label":"Résztvevõk átlagéletkora","report.percentage_of_females.label":"Nõnemû résztvevõk aránya","report.codeweek_for_all_participation_code.label":"„Programozási hét mindenkinek” részvételi kód","report.codeweek_for_all_participation_code.help":"Itt adhatja meg „programozási hét mindenkinek” kódját, amennyiben rendelkezik ilyennel. Ha nem vesz részt, hagyja figyelmen kívül ezt a mezõt.","report.name_for_certificate.label":"A tanúsítványon feltüntetendõ név","report.name_for_certificate.help":"Írja át az esemény szervezõje nevére, aki részére a programozási héten való részvételrõl szóló tanúsítvány kiállításra kerül. Kizárólag ASCII (Latin) betûk használata engedélyezett. Az ékezetes, umlautos és hasonló betûk használata nem támogatott.","report.submit":"Eseményjelentés beküldése","report.thanks_page.title":"Köszönjük, hogy jelentette eseményét!","report.thanks_page.certificate_ready":"Az ön tanúsítványa kész.","report.thanks_page.download_button":"A letöltéshez kattintson ide.","report.thanks_page.back_events":"Vissza az eseményéhez","resources.search_resources":"Keresési források","resources.types":"Típusok","resources.levels":"Szintek","resources.programming_languages":"Programozási nyelvek","resources.categories":"Kategóriák","resources.Languages":"Nyelvek","resources.Subjects":"Témák","resources.share":"Megosztás","resources.communication_toolkit":"Kommunikációs eszköztár","resources.teachers_toolkit":"Tanári eszköztár","resources.leaflet":"Szórólap","resources.how_to_organise_an_activity":"Hogyan szervezzen tevékenységet?","resources.resources.languages.Russian":"Orosz","resources.resources.languages.Norwegian":"Norvég","resources.resources.languages.Mandarin":"Mandarin","resources.resources.languages.Japanese":"Japán","resources.resources.languages.All targeted languages":"Minden célnyelv","resources.resources.levels.Beginner":"Kezdő","resources.resources.levels.Intermediate":"Középhaladó","resources.resources.levels.Advanced":"Haladó","resources.resources.levels.Pre-primary education":"Óvoda, iskola-előkészítő oktatás","resources.resources.levels.Primary school (5-12)":"Általános iskola (5–12)","resources.resources.levels.Lower secondary school (12-16)":"Alsó középfokú iskola (12–16)","resources.resources.levels.Upper secondary school (16-18)":"Felső középfokú iskola (16–18)","resources.resources.levels.Higher Education":"Felsőoktatás","resources.resources.levels.Other":"Egyéb","resources.resources.subjects.Art":"Művészet","resources.resources.subjects.Biology":"Biológia","resources.resources.subjects.Chemistry":"Kémia","resources.resources.subjects.Computer Science":"Számítástechnika","resources.resources.subjects.Culture":"Kultúra","resources.resources.subjects.Economics":"Közgazdaságtan","resources.resources.subjects.Foreign Languages":"Idegen nyelvek","resources.resources.subjects.Geography":"Földrajz","resources.resources.subjects.Geology":"Geológia","resources.resources.subjects.History":"Történelem","resources.resources.subjects.Language and Literature":"Nyelv és irodalom","resources.resources.subjects.Mathematics":"Matematika","resources.resources.subjects.Natural Sciences":"Természettudományok","resources.resources.subjects.Physical Education":"Testnevelés","resources.resources.subjects.Physics":"Fizika","resources.resources.subjects.Coding":"Programozás","resources.resources.subjects.Special Education Needs":"Sajátos nevelési igények","resources.resources.subjects.Other":"Egyéb","resources.resources.types.Tutorial":"Bemutató","resources.resources.types.Website":"Honlap","resources.resources.types.Online Course":"Online tanfolyam","resources.resources.types.Video":"Videó","resources.resources.types.Audio":"Audió","resources.resources.types.Application":"Alkalmazás","resources.resources.types.Game":"Játék","resources.resources.types.Graphic Material":"Grafikus anyagok","resources.resources.types.Presentation":"Prezentáció","resources.resources.types.Toolkit":"Eszköztár","resources.resources.types.Other":"Egyéb","resources.resources.types.Lesson Plan":"Óravázlat","resources.resources.types.Guide":"Útmutató","resources.resources.categories.Coding":"Kódolás","resources.resources.categories.Programming":"Programozás","resources.resources.categories.Computational Thinking":"Számítógépes gondolkodás","resources.resources.categories.Robotics":"Robotika","resources.resources.categories.Making":"Kivitelezés","resources.resources.categories.Tinkering":"Bütykölés","resources.resources.categories.Unplugged Activities":"„Offline” tevékenységek","resources.resources.categories.Other":"Egyéb","school.name":"Iskola neve","school.location":"Iskola helye","school.description":"Iskola leírása","school.school":"Iskola","school.add":"Hozzáadás","school.list":"Jegyzék","school.required.name":"Az iskolanév megadása kötelezõ","school.required.location":"Az iskola helyszínének megadása kötelezõ","schools.1.title1":"Miért kellene bevezetni a programozást a tanterembe?","schools.1.title2":"Milyen előnyökkel jár a programozás elsajátítása a diákjai számára? Tanárként ez miért éri meg önnek?","schools.1.content.0":"Úgy gondoljuk, hogy a digitális korban az emberek alapvető műveltségéhez hozzá kell tartozniuk a programozási ismereteknek és a számítástechnikai gondolkodással kapcsolatos olyan kulcsfontosságú képességeknek, mint például a problémamegoldás, az együttműködés és az elemző készség.","schools.1.content.1":"A programozás elsajátításával diákjai a digitális jártassággal rendelkező társadalom élvonalába kerülhetnek, jobban megérthetik az őket körülvevő világot, illetve nagyobb eséllyel lesznek sikeresek magánéleti és szakmai szinten.","schools.1.content.2":"A Programozási Hét valamennyi diák számára lehetővé teszi, hogy digitális alkotóként megtegye az első lépéseit azáltal, hogy az iskolák és a tanárok számára ingyenes szakmai fejlődési lehetőségeket, oktatási anyagokat, nemzetközi kihívásokat és ismeretek cseréjének lehetőségét biztosítják.","schools.1.button.label":"Bekapcsolódna már most? Iratkozzon fel itt!","schools.2.title1":"Készen áll a részvételre?","schools.2.title2":"Szervezzen tanórát, képzést vagy eseményt, és tűzze ki a térképre.","schools.2.content.0":"Függetlenül attól, hogy rendelkezik-e programozási ismeretekkel vagy sem, könnyen megszervezhet egy tematikus tanórát saját tantermében, vagy pedig egy nyílt napot vagy rendezvényt iskolájában. Mindössze találnia kell egy megfelelő időpontot hozzá, majd regisztrálnia eseményét az alábbi térképen. Amennyiben úgy érzi, segítségre szorul a programozással kapcsolatos tanóra előkészítéséhez, ugorjon a következő szakaszhoz.","schools.2.content.1":"Az alábbi térkép tanulmányozásával megtekintheti, hogy milyen események kerülnek megszervezésre, majd adja hozzá saját eseményét, hogy csatlakozhasson többezer európai és Európán kívüli oktatótársához: ","schools.2.button.label":"Készen áll arra, hogy belevágjon? Adjon hozzá egy tevékenységet!","schools.3.title1":"Még nem jártas a programozásban? Semmi gond","schools.3.title2":"Segédeszközeink által betekintést nyerhet a programozás világába még mielőtt megismertetné azt diákjaival","schools.3.content.0":"Amennyiben be szeretné vezetni a programozást az osztályterembe, de nem tudja, honnan kezdje az egészet, ne aggódjon! Egy nemzetközi oktatói és szakértői csoport kidolgozott néhány rövid online képzési modult, amelyek segítenek az elindulásban.","schools.3.content.1":"Oktatóanyagunk elsajátításához nem szükségesek az előzetes programozási ismeretek!","schools.3.button.label":"Hozzáférés a képzési modulokhoz","schools.4.title1":"További kihívásra vágyik?","schools.4.title2":"Építsen ki egy eseményhálózatot, vonjon be minél több diákot, és érdemelje ki a Kiválósági tanúsítványt (Certificate of Excellence)","schools.4.content.0":"A Code Week 4 All kihívása abban áll, hogy fogjon össze más tanárokkal és iskolákkal, és közösen legyenek részesei a hasonló gondolkodású személyekből álló nemzetközi közösségnek, ezáltal lehetővé téve a diákok számára, hogy megtegyék első lépéseiket a programozás terén. Építsen ki egy több mint 500 diákból álló szövetséget, és Kiválósági tanúsítvánnyal jutalmazzuk.","schools.4.button.label":"Tudjon meg többet a Code Week 4 All kihívásról","schools.title":"Iskolák: vigyétek el a Programozási Hetet diákjaitoknak","scoreboard.title":"Mely országokban dübörög a programozás?","scoreboard.paragraph":"Az eseménytábla az egy főre jutó programozási események száma szerint van rendszerezve, így ne lepődjön meg, ha néhány kisebb ország a lista élmezőnyében szerepel!","scoreboard.parcipating_with":"részt vesz a következővel:","scoreboard.events":"esemény","search.audience_title":"Célközönség","search.theme_title":"Téma","search.placeholder":"Keresés eseménynév vagy tag alapján","search.submit":"Keresés","search.label_country":"Ország kiválasztása","search.last_year_events.label":"Tartalmazza a legutóbbi évek eseményeit is","search.last_year_events.yes":"Igen","search.last_year_events.no":"Nem","search.search_counter":"felel meg a keresési feltételeinek","search.event":"esemény","search.events":"esemény","search.year":"év","search.audiences":"Célközönség","search.themes":"Tárgy","search.countries":"Ország","search.search_placeholder":"Keresés cím és leírás szerint","snippets.featured-activities":"Tekintse meg a közelgő európai programozási hét online résztvevőket fogadó kiemelt tevékenységeit! Szűrhet nyelv és hónap szerint, és a „Megtekint” gombra kattintva megismerheti a tevékenység minden részletét és a szervezők elérhetőségeit. Jó szórakozást!","snippets.learn":"A kódolás és a programozás alapvető kompetenciák, amelyekre egyre nagyobb szükség van minden területen, és az európai programozási hét ennek a tanulásában szeretne támogatást nyújtani! Böngésszen a lehetőségek tárházában, és találja meg azt a forrást, amely tökéletes segítségül szolgál majd programozási utazásának megkezdéséhez vagy folytatásához. Minden forrás ingyenesen hozzáférhető. Ne feledje, hogy keresését szűrheti forrástípus, készségszint, programozási nyelv, kategória és nyelvek szerint is.","snippets.teach":"A kódolás és a programozás alapvető kompetenciák, amelyek új lehetőségeket nyitnak meg a diákjai és a gyermekei előtt. Hol szeretne programozást tanítani: otthon, az iskolában vagy egy programozó klubban? Böngésszen a lehetőségek tárházában, és találja meg az Önnek leginkább megfelelő forrást, hogy beépíthesse a programozást tanítási gyakorlatába. Minden forrás ingyenesen hozzáférhető. Ne feledje, hogy keresését szűrheti forrástípus, készségszint, programozási nyelv, téma, kategória és nyelvek szerint is.","snippets.toolkits.0":"Ebben a részben olyan anyagokat talál, amelyek segítenek az európai programozási héten belüli tevékenysége megszervezésében, és a kezdeményezés előmozdításában saját közösségén belül.","snippets.toolkits.1":"Kommunikációs eszköztár","snippets.toolkits.2":"itt találja az európai programozási hét hivatalos logóit, kitűzőjét, szórólapját, poszterét, PowerPoint- és Word-sablonjait, illusztrációit és példákat közösségimédia-bejegyzésekhez.","snippets.toolkits.3":"Tanári eszköztár","snippets.toolkits.4":"itt találja az európai programozási hét hivatalos logóit, kitűzőjét, a diákok részvételét igazoló tanúsítvány sablonját, az európai programozási hétről szóló bemutatkozó prezentációt, valamint közösségimédia-anyagokat.","snippets.toolkits.5":"Az európai programozási hét hivatalos szórólapja.","snippets.about.goal":"Az a célunk, hogy minél több fiatalnak segítsünk elsajátítani a programozás és a számítástechnikai gondolkodás alapjait.","snippets.guide.tutorials.1":"Tekintsd meg","snippets.guide.tutorials.2":"oktatóanyagainkat és képzéseinket,","snippets.guide.tutorials.3":"amelyek 29 nyelven elérhetőek és felkészítenek olyan tevékenységek szervezésére, amelyek a fiatalok számára a programozás és számítástechnikai gondolkodás elsajátítására irányulnak.","snippets.dance.menu":"Táncos kihívás","snippets.dance.subtitle":"Ki mondta, hogy a programozók nem tudnak táncolni? Bebizonyítjuk ennek ellenkezőjét a #EUCodeWeekDance kihívás keretében.","snippets.dance.content":"Az iskolákat, tanárokat, könyvtárakat, csakúgy, mint a programozó klubokat, vállalkozásokat és a közigazgatási szerveket egyaránt arra biztatjuk, hogy vegyenek részt a 2020-as programozási héten azáltal, hogy #EUCodeWeekDance eseményt szerveznek, és hozzáadják azt a programozási hét térképéhez.","snippets.treasure-hunt.menu":"Kincsvadászat","snippets.treasure-hunt.subtitle":"Ez a játék elérhető a Telegramon.","snippets.videos.1":"Nézd meg az európai programozási hét nagyköveteinek videóit az értékeinkről","snippets.videos.2":"Nézd meg Katja Osljak, Szlovénia nagykövetének videóját arról, miért független a programozási hét:","snippets.videos.3":"Nézd meg Laurent Touché, Franciaország nagykövetének videóját arról, miért mindenkié a programozási hét:","snippets.videos.4":"Nézd meg Fatma Bouaziz, Tunézia nagykövetének videóját arról, miért globális a programozási hét","snippets.videos.5":"Nézd meg Linda Sinka, Lettország nagykövetének videóját arról, miért szól az együttműködésről a programozási hét","snippets.videos.6":"Nézd meg Alessandro Bogliolo, Olaszország nagykövetének videóját arról, miért nonprofit a programozási hét","snippets.videos.7":"Nézd meg Marjana Prifti, Albánia nagykövetének videóját arról, miért ösztönöz innovációra és kreativitásra a programozási hét","snippets.videos.8":"Nézd meg Cristiana Lucaci, Románia nagykövetének videóját arról, miért tartozik köszönettel a közösségének a programozási hét","training.learning_bits":"Programozási hét – tudásmorzsák","training.title":"Ingyenes képzési anyagok és online tanfolyamok","training.text":`

    Itt ingyenes képzési anyagokat és forrásokat talál, amelyek segítenek az első lépésekben és a következő innovatív tanóra megtervezésében.

    -

    1. Tudásmorzsák

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    Nincs szükség előzetes programozási tapasztalatra, és mindegyik modul csak 15 percet vesz igénybe. A modulok a programozási és algoritmikus gondolkodási tevékenységekhez kapcsolódó kulcsfontosságú fogalmakat mutatják be. Ezenkívül a modulok gyakorlati tippeket és tanácsokat is adnak arra vonatkozóan, hogyan építheti be ezeket a fogalmakat a tanóra menetébe.

    `,"training.text_2":`

    Miután már egy vagy több tudásmorzsán is átrágta magát, reméljük, hogy elég magabiztosnak érzi magát ahhoz, hogy némi digitális kreativitással dobja fel az óráit, és megjelöli tevékenységét a programozási hét térképén!

    - -

    Könnyen megszervezhet egy tematikus tanórát saját tantermében, vagy pedig egy nyílt napot vagy rendezvényt iskolájában. Mindössze találnia kell egy időpontot hozzá, majd regisztrálnia kell tevékenységét a programozási hét térképén. Minden tevékenységszervező részvételi oklevelet kap munkája elismeréseként.

    - -

    Ha szeretne kapcsolatba lépni lelkes tanárok nemzetközi csoportjával, csatlakozzon az Európai programozási hét tanároknak szánt Facebook-csoportjához! Ha az országon belül vagy határokon átívelő együttműködést szeretne kialakítani más iskolákkal, csatlakozzon a Code Week 4 All kihíváshoz.

    `,"training.lessons.1.title":"Programozás digitális technológia nélkül (offline)","training.lessons.1.author":"Alessandro Bogliolo","training.lessons.1.text":`

    A programozás a dolgok nyelve, amelynek segítségével olyan programokat írhatunk, amelyek új funkciókkal ruházzák fel a körülöttünk lévő milliárdnyi programozható tárgyat. A programozás az ötleteink megvalósításának leggyorsabb módja, és ez a leghatékonyabb módszer az algoritmikus gondolkodási képességek fejlesztésére. A számítástechnikai gondolkodásmód fejlesztéséhez azonban nincs feltétlenül szükség technológiára. A számítástechnikai gondolkodási készségeink azonban létfontosságúak a technológia működtetésére.

    - -

    Ebben a videóban Alessandro Bogliolo, a számítógépes rendszereket kutató olasz tanár és az európai programozási hét nagykövete bemutatja azokat az offline programozási tevékenységeket, amelyek elektronikus eszköz nélkül gyakorolhatók. Az ilyen „offline” tevékenységek legfőbb célja, hogy csökkentse a programozáshoz való hozzáférés korlátait az iskolákban, és finanszírozástól és a berendezésektől függetlenül tegye lehetővé a programozást.

    - -

    Az offline programozási tevékenységek a körülöttünk lévő fizikai világ számítástechnikai szempontjait fedik fel.

    `,"training.lessons.1.activities.1":"1. tevékenység: CodyRoby az általános iskolában","training.lessons.1.activities.2":"2. tevékenység: CodyRoby a középiskola alsó tagozatában","training.lessons.1.activities.3":"3. tevékenység: CodyRoby a középiskola felső tagozatában","training.lessons.2.title":"Algoritmikus gondolkodásmód és problémamegoldás","training.lessons.2.author":"Miles Berry","training.lessons.2.text":`

    A számítástechnikai gondolkodásmód (computational thinking, CT) a problémák és rendszerek olyan megismerési módját mutatja be, amelynek során számítógép segítségével megoldhatjuk vagy megérthetjük ezeket. Az számítástechnikai gondolkodásmód nemcsak a számítógépes programok fejlesztéséhez létfontosságú, hanem minden diszciplínában használják a problémamegoldás támogatására.

    - -

    Úgy taníthat számítástechnikai gondolkodást a diákjainak, hogy megtanítja őket arra, hogy komplex problémákat kisebbekre osszák (felbontás), felismerjék a mintázatokat (mintázatfelismerés), azonosítsák a probléma megoldásában releváns részleteket (absztrakció), vagy olyan szabályokat vagy utasításokat határoz meg, amelyeket követni kell a kívánt eredmény elérése érdekében (algoritmikus tervezés). A számítástechnikai gondolkodás különböző tantárgyak keretén belül tanítható, például a matematikában (a másodfokú polinomok faktorizációs szabályainak felfedezése), az irodalomban (verselemzés felbontása a metrum, a ritmus és a struktúra elemzésére), a nyelvtanulásban (mintázatok keresése egy ige utolsó betűjére vonatkozóan, amelynek az igeidő módosulásával változik a helyesírása), és még sok más tárgyban.

    - -

    Ebben a videóban Miles Berry, a University of Roehampton School of Education at Guildford (Egyesült Királyság) egyetemi docense bemutatja a számítástechnikai gondolkodást és azokat a lehetőségeket, amelyek révén a tanárok egyszerű játékok segítségével alkalmazhatják ezt a tanítás során.

    `,"training.lessons.2.activities.1":"1. tevékenység: A matematikai gondolkodás fejlesztése az általános iskolában","training.lessons.2.activities.2":"2. tevékenység: Ismerkedés az algoritmusokkal a középiskola alsó tagozatában","training.lessons.2.activities.3":"3. tevékenység: Algoritmusok a középiskola felső tagozatában","training.lessons.3.title":"Vizuális programozás – bevezetés a Scratch programozási nyelvbe","training.lessons.3.author":"Margo Tinawi","training.lessons.3.text":`

    A vizuális programozás lehetővé teszi az emberek számára, hogy illusztrációk vagy grafikus ábrázolás segítségével írják le a folyamatokat. Általában a szövegalapú programozással szembeállítva beszélünk vizuális programozásról. A vizuális programozási nyelvek (VPL) különösen alkalmasak arra, hogy segítségükkel bevezessék a gyermekeket (és a felnőtteket) az algoritmikus gondolkodásmódba. A vizuális programozási nyelvek segítségével kevesebb az olvasnivaló, és nincs végrehajtandó szintaxis.

    - -

    A videóban Margo Tinawi, a Le Wagon webfejlesztést tanító tanára és a Techies Lab asbl (Belgium) társalapítója bemutatja a Scratch nyelvet, amely az egyik legnépszerűbb vizuális programozási nyelv a világon. A Scratch programozási nyelvet az MIT fejlesztette ki 2002-ben, azóta pedig hatalmas közösség jött létre körülötte. A közösségben milliónyi projektet találhat, amelyeket megismételhet a diákjaival, valamint számtalan oktatóanyag is elérhető különböző nyelveken.

    - -

    A Scratch használatához nincs szükség programozási tapasztalatra, és mindenféle témakörben felhasználható! A Scratch digitális történetmesélési eszközként való használata esetén például a diákok történeteket hozhatnak létre, illusztrálhatnak egy matematikai problémát, vagy művészeti versenyben játszhatnak, amelynek során a kulturális örökségről tanulnak, miközben megismerkednek a programozással és a számítástechnikai gondolkodásmóddal, nem utolsósorban pedig szórakoznak.

    - -

    A Scratch ingyenes eszköz, ráadásul rendkívül intuitív, és motiváló hatással van a diákokra. Tekintse meg Margo videóját, és ismerje meg az első lépéseket.

    `,"training.lessons.3.activities.1":"1. tevékenység: Scratch Basic az általános iskolában","training.lessons.3.activities.2":"2. tevékenység: Scratch Basic a középiskola alsó tagozatában","training.lessons.3.activities.3":"3. tevékenység: Scratch Basic a középiskola felső tagozatában","training.lessons.4.title":"Oktató jellegű játékok létrehozása a Scratch segítségével","training.lessons.4.author":"Jesús Moreno León","training.lessons.4.text":`

    A kritikai gondolkodás, a kitartás, a problémamegoldás, a számítástechnikai gondolkodásmód és a kreativitás csak néhány azon kulcsfontosságú készségek közül, amelyekkel diákjainak rendelkezniük kell ahhoz, hogy sikeresek legyenek a 21. században, a programozás pedig vidám és motiváló módon segít elérni ezt a célt.

    - -

    Az áramlás-ellenőrzéssel kapcsolatos algoritmikus fogalmak, amelyek utasítások és hurkok sorát használják, változókat és listákat használó adatábrázolások vagy a folyamatok szinkronizálása bonyolult fogalmaknak tűnhetnek, de ebben a videóban meglátja, hogy sokkal könnyebb megtanulni őket, mint gondolná.

    - -

    A videóban Jesús Moreno León, egy spanyolországi számítástechnikai tanár és kutató elmagyarázza, hogyan fejlesztheti ezeket és egyéb készségeket a diákjaiban szórakoztató módon. Hogy lehetséges ez? Kérdéseket és válaszokat hozhat létre az iskolákban világszerte használt legnépszerűbb programozási nyelvben, a Scratchben. A Scratch nemcsak a számítástechnikai gondolkodásmódot fejleszti, hanem lehetővé teszi a játékosítási elemek bevezetését is a tanórán, így a diákok motiváltak maradnak, miközben egyszerre tanulnak és szórakoztató tevékenységeket végeznek.

    - -

    Tekintse meg a videót, és ismerje meg az első lépéseket:

    `,"training.lessons.4.activities.1":"1. tevékenység: Kérdések és válaszok a Scratch segítségével az általános iskolában","training.lessons.4.activities.2":"2. tevékenység: Kérdések és válaszok a Scratch segítségével a középiskola alsó tagozatában","training.lessons.4.activities.3":"3. tevékenység: Kérdések és válaszok a Scratch segítségével a középiskola felső tagozatában","training.lessons.5.title":"Robotika és bütykölés az iskolában","training.lessons.5.author":"Tullia Urschitz","training.lessons.5.text":`

    A programozás, a bütykölés, a robotika és a mikroelektronika az iskolai tantervbe tanítási és tanulási eszközként történő beemelése kulcsfontosságú a 21. századi oktatásban.

    - -

    A bütykölés és a robotika iskolai használata számos előnnyel jár a diákok számára, mivel segít az olyan kulcskompetenciák fejlesztésében, mint a problémamegoldás, a csoportmunka és az együttműködés. Növeli a diákok kreativitását és önbizalmát, és segít fejleszteni a diákok kitartását és eltökéltségét kihívások esetén. A robotika is elősegíti az inkluzivitást, mivel könnyedén elérhető a különböző képességekkel és készségekkel rendelkező lányok és fiúk számára, és pozitívan befolyásolja az autizmus spektrumon lévő diákokat.

    - -

    Tekintse meg az alábbi videót, amelyben Tullia Urschitz, az olasz Scientix nagykövete és Sant'Ambrogio Di Valpolicella STEM-tanára gyakorlati példákon mutatja be, hogyan működhet az iskolai integráció a bütykölés és a robotika segítségével, amelynek során a passzív diákok lelkes alkotókká válnak.

    `,"training.lessons.5.activities.1":"1. tevékenység: Hogyan készítsünk mechanikus kezet kemény rostlemezből általános iskolában?","training.lessons.5.activities.2":"2. tevékenység: Hogyan készítsünk mechanikus vagy robotkezet a középiskola alsó tagozatán?","training.lessons.5.activities.3":"3. tevékenység: Hogyan készítsünk mechanikus vagy robotkezet a középiskola felső tagozatán?","training.lessons.6.title":"App Inventor és alkalmazásfejlesztés","training.lessons.6.author":"Rosanna Kurrer","training.lessons.6.text":`

    Nézze meg az alábbi videót, amelyben Rosanna Kurrer (a CyberWayFinder alapítója) elmagyarázza, hogy mi az az App Inventor, felsorolja az alkalmazásfejlesztés előnyeit az oktatásban, és bemutat néhány gyakorlati példát arra, hogy a tanárok hogyan tudják beépíteni az App Inventort a tanórák menetébe, lelkes játékkészítőkké varázsolva a passzív diákokat.

    -

    Mindannyian használunk alkalmazásokat, mivel azok révén kényelmesen és gyorsan koordinálhatjuk tevékenységeinket. Egyre gyakrabban használják az alkalmazásokat az oktatásban is, mert lehetővé teszik a személyre szabott tanulást, valamint az információszerzést a felhasználók számára. Miért ne tehetné képessé diákjait is arra, hogy egy oktatást támogató alkalmazást hozzanak létre mások számára?

    `,"training.lessons.6.activities.1":"1. foglalkozás – Cím, általános iskolák számára","training.lessons.6.activities.2":"2. foglalkozás – Cím, középiskola alsó osztályai számára","training.lessons.6.activities.3":"3. foglalkozás – Cím, középiskola felső osztályai számára","training.lessons.7.title":"Bütykölés és alkotás","training.lessons.7.author":"Diogo da Silva","training.lessons.7.text":`

    A foglalkozások és munkahelyek változnak, az oktatás pedig a nyomukban jár. A 21. századi szakmai pályafutásokra való felkészítés során olyan új készségek – mint például a bütykölés, az alkotás és a hekkelés képessége – válnak elengedhetetlenné, amelyek csökkentik a szakadékot az iskola és a valóság között. A diákok elköteleződésének és megfelelő fejlődésének elősegítése érdekében a tantermeket a problémamegoldásra összpontosító, együttműködő környezetté kell alakítani. E tevékenységek előmozdítják az eszmecserét, lehetővé téve ily módon az osztály számára, hogy minden hozzájárulást megbecsülő kommunikációs központtá váljon.

    -

    Nézze meg az alábbi videót, amelyben a portugál TTMM-tanár és egyúttal az Escola Global tagja, Diogo da Silva, lépésről lépésre végigvezeti egy olyan tanóra felépítésén, amelyen diákjai bütykölés, alkotás és hekkelés útján jutnak el a végső megoldáshoz.

    `,"training.lessons.7.activities.1":"1. foglalkozás – Cím, általános iskolák számára","training.lessons.7.activities.2":"2. foglalkozás – Cím, középiskola alsó osztályai számára","training.lessons.7.activities.3":"3. foglalkozás – Cím, középiskola felső osztályai számára","training.lessons.8.title":"Programozás minden tantárgyban","training.lessons.8.author":"M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Amikor iskolai programozásra gondolunk, legelőször a számítástechnika, a technológia, a matematika vagy a természettudományok területe jut az eszünkbe. Mivel azonban a diákokat számtalan más dolog is érdekli és többféle tantárgyat tanulnak, miért ne fordítsuk ezt a magunk javára és vezessük be a programozást minden tantárgyban?

    -

    Rengeteg előnye van annak, ha a programozást beépítjük a tanmenetbe: segít a diákoknak fejleszteni kritikai gondolkodásukat és problémamegoldó készségüket, támogatja, hogy aktív felhasználóvá váljanak és saját maguk irányítsák a tanulás folyamatát, ami elengedhetetlen az iskolában. De ami ezeknél is fontosabb, összeköthetik a kellemeset a hasznossal!

    -

    Idegen nyelvek, ének-zene, természettudományok, technológia, műszaki tudományok, matematika... és még folytathatnánk a sort. Tanárként minden tárgynál ott a lehetőség, hogy programozáson keresztül adjuk át az ismeretanyagot a jövő tudósai, zenészei, művészei, sőt bármely szakma képviselői számára! Minden tanár be tudja építeni a programozást és az algoritmikus gondolkodást saját tantervébe. Miért ne modellezhetnénk algoritmussal a napi rutint akár egy tartalomalapú nyelvórán? Természettudományos ismeretek átadásához készítsünk filcből játékvezérlőt! Egy oktatórobot a matematikához is meghozza a diákok kedvét. Megannyi lehetőség minden tanórán!

    -

    Az alábbi kisfilmből megtudhatja, hogyan lehet könnyedén – akár minden előképzettség nélkül – beépíteni a programozást és az algoritmikus gondolkodást az ének-zene, a természettudományok vagy az idegen nyelvek oktatásába.

    `,"training.lessons.8.activities.1":"1. foglalkozás: Robotika és egyéni sikerélmény az általános iskolai TTMM-órákon","training.lessons.8.activities.2":"2. foglalkozás: A zene nem más mint programozás","training.lessons.8.activities.3":"3. foglalkozás: Bütykölés és programozás Makey Makey-vel","training.lessons.8.activities.4":"4. foglalkozás: Napi rutin algoritmusa tartalomalapú nyelvórán","training.lessons.9.title":"Robot készítése micro:bittel","training.lessons.9.author":"Szerző: Pauline Maas","training.lessons.9.text":`

    - Egy micro:bit, a könnyen programozható, zsebnyi méretű számítógép használatával szórakoztató módon és könnyen hozhat létre érdekes alkotásokat tanulóival a robotoktól kezdve a zenei eszközökig, egyúttal pedig a programozás módját is megtaníthatja számukra. Ennek használata könnyű és egyszerű akár a legfiatalabb programozók számára is, de ugyanakkor eléggé erős még a legelőrehaladottabb tanulóknak is. A történelemtől a matematikán át akár a tudományig terjedően számos különböző tanóra keretében felhasználhatja. A lehetőségek végtelenek. A micro:bit egy érdekes és olcsó módja annak, hogy megtanítsuk a tanulóknak a kódolást úgy, hogy közben az olyan alapvető készségeket is beléjük csepegtessük, mint például a számítógépes gondolkodás, a problémamegoldás és kreativitás. -

    -

    -Ebben a videóban, Pauline Maas, a Koninklijke Visio informatikatanára mutatja be a micro:bitet és mond néhány gyakorlati példát arra, hogy miként integrálhatják a tanárok ezt az eszközt az osztályterembe oly módon, hogy a passzív tanulókból lelkes alkotók válhassanak. -

    `,"training.lessons.9.activities.1":"Morzekód a micro: bittel, általános iskolák számára","training.lessons.9.activities.2":"Szabadulószoba micro:bittel, középiskolák alsóbb évfolyamai számára","training.lessons.9.activities.3":"Robot készítése, középiskolák felsőbb évfolyamai számára","training.lessons.10.title":"Kreatív kódolás Pythonnal","training.lessons.10.author":"Szerző: Ivana Vezjak","training.lessons.10.text":`

    -A kódolásban a vizuálistól a szöveg-alapú programozáshoz való továbblépés a természetes irány. Bár a vizuális programozás gyakran remek dolog kezdők számára, a diákok egy idő után új kihívásra vágynak. A szöveg-alapú programozás jelenti a következő lépést bárki számára, aki mélyebben el szeretne merülni a programozásban és a számítógépes gondolkodásban. -

    -

    -Ebben a videóban Ivana Vezjak vezeti be Önt a Python szintaxisának alapjaiba. A Python manapság az egyik legnépszerűbb programozási nyelv, amelyet számos területen használnak, ilyenek például az adattudomány, a mesterséges intelligencia (AI), a gépi tanulás, a webfejlesztés stb. Miközben a Python egy hatékony programozási nyelv, amelyet tapasztalt programozók használnak, egyszerűsége és világos szintaxisa miatt olyanok is tudják használni, akiknek semmilyen kódolási tapasztalatuk nincs. -

    -

    -A Pythonnal a diákok kvízeket hozhatnak létre történelmi eseményekről, matematikai problémákat oldhatnak meg és fizikai szimulációkat végezhetnek, játékokat készíthetnek, honlapokat építhetnek, adatelemzést végezhetnek tudományos projektekhez, sok minden más mellett. A Pythonnak gazdag és kiterjedt standard könyvtára és nagy közössége van, továbbá nagyszámú oktatóanyag és projekt érhető el online, amelyeket tanítási, tanulási és gyakorlási célokra lehet felhasználni. A Pythonnal kódolva, programokat elemezve és hibákat javítva (bug fixing) a tanulók kreativitást fejleszthetnek ki és megtanulják, hogyan legyenek következetesek, kitartók és türelmesek. A komplex problémák kisebb összetevőkre bontásával megtanulják az analitikus gondolkodási és problémamegoldási készségeket. Ezek a kompetenciák segítik őket abban, hogy miként közelítsék meg a problémákat életük minden egyéb területén. -

    `,"training.lessons.10.activities.1":"Első kvízem, általános iskolák számára","training.lessons.10.activities.2":"Akasztófa, a középiskola alsóbb évfolyamai számára","training.lessons.10.activities.3":"Találd ki a zászlót!, a középiskola felsőbb évfolyamai számára","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Python standard könyvtár","training.lessons.10.links.1.description":"Előre kidolgozott kódok és modulok gyűjteménye (pl. teknős modul, matematikai modul stb.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Oktató videójátékok a programozási koncepciók tanulásához.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"KódKlub projektek","training.lessons.10.links.3.description":"Lépésenkénti programozási projektek gyerekek számára kezdőtől haladó szintig.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Találd fel saját számítógépes játékaidat Pythonnal","training.lessons.10.links.4.description":"Könyv, amely arra tanítja meg, hogy miként programozzon saját számítógépes játékokat Pythonnal.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"Kódháborúk","training.lessons.10.links.5.description":"Oktatási közösség, ahol a tanulók és a tanárok kihívások sorozatán keresztül képezhetik egymást.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"A Python órája","training.lessons.10.links.6.description":"Interaktív Trinketeket használó Python bevezető (szöveg-alapú és blokkos) leckék gyűjteménye.","training.lessons.10.links.title":"Egyéb kapcsolódó erőforrások","training.lessons.11.title":"Programozás a befogadásért","training.lessons.11.author":"a programozási hét csapatával","training.lessons.11.text":`

    - A programozás osztálytermi tevékenységeibe történő beillesztése kihívásokkal teli lehet, főleg akkor, ha osztályához fogyatékossággal élő tanulók is tartoznak. Nem szabad megfeledkezni azonban arról, hogy fogyatékosságtól függetlenül, mindenki megtanulhat programozni. A sajátos igényű gyermekek nagy mértékben hasznosíthatják a programozás tanulási szempontjait, hiszen a kódolás olyan rendkívül fontos életviteli készségeket tanít a gyermekeknek, mint a problémamegoldás, a szervezés és a függetlenség. A programozás ezen túlmenően az együttműködés és a csapatmunka által javíthatja az interperszonális és szociális készségeket, amelyekkel a fogyatékossággal élő gyermekek közül sokan küzdenek. Ami pedig a legfontosabb, hogy a tanulók a közös tanulás közben jól érzik magukat. -

    - Videónkban a programozási hét csapata bemutat Önnek néhány olyan – főként látássérült, illetve autizmus spektrumzavarral élő tanulók igényeihez igazított – praktikus, egyszerű és szórakoztató programozási tevékenységet, amelyeket könnyedén meg lehet valósítani osztálytermen belül is. -

    `,"training.lessons.11.activities.1":"Tojástartó (offline)","training.lessons.11.activities.2":"Egy irtó okos egér","training.lessons.11.activities.3":"A csillagkészítő sztár","training.lessons.12.title":"Kódolás a fenntartható fejlődési célokért","training.lessons.12.author":"írta Francisco Javier Masero, Cristina Nicolaita és Erviola Konomi","training.lessons.12.text.1":"A hagyományos oktatás kevés lehetőséget nyújt a diákoknak a valódi világ problémáinak megértésére és megoldására, mint például a globális éghajlatváltozás, a nemek közötti egyenlőség, az éhség, a szegénység vagy a jó egészség és jólét.","training.lessons.12.text.2":"A fenntartható fejlődési célok (Sustainable Development Goal - SDG) az Egyesült Nemzetek Szövetségének minden tagállama által elfogadott „Fenntartható Fejlődési Keretrendszer 2030” központi eleme, amely útmutatóként szolgál a béke és a jólét eléréséhez a bolygón, ösztönözve a globális fejlődést. A tanárok eszközként használhatják az SDG-ket az osztályteremben arra, hogy a diákok fejlesszék a kritikus gondolkodásukat, illetve arra, hogy segítsen megtalálni az identitásukat és céljukat. A kódolás és a számítástechnikai gondolkodás alapvető elemeinek ötvözése az SDG-kkel növelni fogja a diákok önbizalmát, és segít nekik abban, hogy fejlesszék kreativitásukat, vállalkozói szellemüket, problémamegoldó, illetve kommunikációs képességeiket.","training.lessons.12.text.3":"Az alábbi tevékenységekben a diákok a Scratch, az ASCII kódolás és a digitális technológia nélküli kódolás elveit fogják alkalmazni mai, globálisan és társadalmilag releváns témákra. A tanárok fel fogják hívni a figyelmet a fenntartható fejlődési célokra, miközben szórakoztató és vonzó módon segítik őket az empátia, az aktív állampolgári és a proszociális készségek fejlesztésében.","training.lessons.12.text.4":"Az alábbi leckék mindegyike egy SDG-re összpontosít:","training.lessons.12.text.5":"3-as fenntartható fejlődési cél: Az egészséges élet biztosítása és a jóllét előmozdítása minden korosztály valamennyi tagjának","training.lessons.12.text.6":"5-ös fenntartható fejlődési cél: A nemek egyenlőségének megvalósítása, minden nő és lány társadalmi szerepének megerősítése","training.lessons.12.text.7":"13-as fenntartható fejlődési cél: Sürgős lépések megtétele a klímaváltozás és hatásainak leküzdésére","training.lessons.12.activities.1":"Karatéka projekt: A karate megismerése programozás útján, általános iskolásoknak és gimnazistáknak","training.lessons.12.activities.2":"Fenntartható fejlődési célok és kódolás a klímaváltozásért, általános iskolásoknak","training.lessons.12.activities.3":"Kódolás a nemek egyenlőségéért, felsős gimnazistáknak","training.lessons.13.title":"Bevezetés a mesterséges intelligenciába az osztályteremben","training.lessons.13.author":"írta Artur Coelho és Marjana Prifti Skenduli","training.lessons.13.text.1":"A mesterséges intelligencia (MI) a mindennapi élet számos területére van hatással: automatikusan kijavítja a telefonba írt szöveget, kiválasztja, milyen zenét játsszon a kedvenc zenei alkalmazása, és megjegyzi a jelszavakat, amikor elfelejtette azokat. Az MI a gépi tanulás, a robotika és az algoritmusok kombinációját jelenti, és minden területen alkalmazzák: az informatikától a gyártásig, az orvostudománytól a divatszakmáig. Ezért tagadhatatlanul helye van az életünkben és a társadalmainkban, és kulcsfontosságú szerepet játszik a tudomány fejlődésében. És mint életünk bármely más fontos jelensége esetén, a diákoknak hasznos lesz, ha tanulnak róla. De hogyan oktassunk egy olyan komplex dolgot, mint az MI?","training.lessons.13.text.2":"Ez az oktatómodul segít Önnek elmagyarázni a diákoknak, mi az MI, és milyen szerepet játszik a diákok életében. Ezeket a tevékenységeket szakértelemmel nem rendelkezőknek tervezték, hogy könnyen megértsék a tartalmat, és képesek legyenek komplex témákat hatékonyan lebontani könnyen érthető fogalmakká. Ezekkel a lecketervekkel segíthet a diákoknak megtanulni az MI használatát és egyes háttérmechanizmusait. Ezeket a tevékenységeket arra tervezték, hogy a diákok fejlesszék az elemzés és kritikai gondolkodás képességét: Marjana tevékenységében például a diákok egy osztályozási módszert fejlesztenek. Ezek a tevékenységek segítik a diákokat az AI változatos alkalmazásainak megértésében is: Artur tevékenységében megismerik az MI és a művészet kapcsolatát, és azt, hogy az MI hogyan használható a vizuális kifejezés fokozására. Ezekkel a tevékenységekkel a diákok átgondolják az AI veszélyeit és azok hatásait is.","training.lessons.13.activities.1":"Humán-MI művészet, általános iskolásoknak","training.lessons.13.activities.2":"Gépek megtanítása osztályozásra: Bevezetés a felügyelettel történő gépi tanulásba, alsós gimnazistáknak","training.lessons.13.activities.3":"Gépek megtanítása osztályozásra: Bevezetés a felügyelettel történő gépi tanulásba, felsős gimnazistáknak","training.lessons.14.title":"Tanulás az intelligens gépek korában","training.lessons.14.author":"Adil Tugyan, Georgia Lascaris és Marco Neves","training.lessons.14.text.1":"A számítási teljesítmények gyors fejlődésének és a hatalmas rendelkezésre álló adatmennyiségeknek köszönhetően az elmúlt években figyelemreméltó volt az MI fejlődése. Ennek eredményeként jelentős beruházások történtek az MI kutatásokba, és az MI iparág gyors bővülésnek indult, ezzel az MI korunk egyik legnagyobb technológiai forradalmává vált. Az MI mindenhol körülvesz minket. Olyannyira mindennapjaink részévé vált, hogy néha már nem is MI-ként gondolunk rá: online javaslatokat, arcfelismerést, biztonsági rendszereket és hangsegédeket használunk nap mint nap. De mi a helyzet az oktatással? ","training.lessons.14.text.2":"Az MI hatalmas lehetőségeket kínál új oktatási és tanulási módszerek megvalósítására és a diákok tanulási hatékonyságának növelésére. A Learning Bit segítségével valódi MI tevékenységekkel bővítheti óráit, és segíthet a diákoknak felkészülni egy olyan életre és karrierre, amit meghatározó módon befolyásol majd az MI. Ezeket a tevékenységeket úgy alakítottuk ki, hogy fejlesszük a diákok kíváncsiságát, problémamegoldó készségét és a kreativitását. Például Adil tevékenységében a diákok megismerkednek az algoritmusokkal és a neurális hálózatokkal, és saját neurális hálózatot készítenek, hogy vizualizálják az MI agyát. Georgia lépésről-lépésre végigvezeti a diákokat egy csetbot fejlesztésén. A diákok saját csetbotot készíthetnek, kérdésekből és válaszokból álló adatkészleteket gyűjthetnek, és betaníthatják az MI-t, hogy Covid-19-cel kapcsolatos kérdésekre válaszoljon. Marco tevékenységénél a diákok megvizsgálják az intelligens gépek jelentette előnyöket és kihívásokat a mindennapi életben és munkában. Milyen kockázatokat hordoz az MI, amiket érdemes figyelembe venni? Milyen hatással lesz az MI a munkára a jövőben? Milyen állások közül választhatnak majd a diákok, amikor belépnek a munkaerőpiacra?","training.lessons.14.activities.1":"Az MI és neurális hálózata, általános iskolás osztályoknak","training.lessons.14.activities.2":"A saját Covid-19 csetbotom, középiskolák alsóbb osztályainak","training.lessons.14.activities.3":"Élet az „okos gépek” korában: Kihívások és lehetőségek, középiskolák felsőbb osztályainak","training.lessons.14.activities.title":"Az alábbi óratervekben a diákok szórakoztató és interaktív módon tanulhatnak az intelligens gépekről.","training.lessons.15.title":"A médiaműveltség elmélyítése","training.lessons.15.author":"Marijana Smolčec, Tea Horvatić és Sanja Božinović","training.lessons.15.text.0":"A médiaműveltség oktatása sohasem volt még ilyen fontos a mai diákok számára. Az összes korosztályhoz tartozó diáknak meg kell szereznie a releváns készségeket, tudást és kialakítani a megfelelő hozzáállást annak érdekében, hogy elboldoguljanak a médiagazdag világunkban. A médiaműveltségi készségek segítenek nekik abban, hogy hiteles online tartalmakat használjanak és felismerjék a félrevezető információt. Meg fogják érteni, hogyan tényellenőrizzék az információt, amit találtak és hogy kritikusan értelmezzék azt. Kialakul bennük a kreatív munka helyes használatával szembeni tudatosság, és alkalmazni fogják, amit tanultak a saját kreatív tartalmaik létrehozásában.","training.lessons.15.text.1":"Ez a tanegység lehetővé teszi az Ön számára, hogy számos végrehajtandó stratégiával és technikával vértezhesse fel a diákjait, hogy médiaműveltté váljanak. Marijana tevékenységében a diákok megtanulják, hogyan használják a webes tartalmakat biztonságosan és felelősen. Különböző típusú licenszekkel ismerkednek meg, és kifejlesztenek egy alkalmazást, amiben megmutathatják, hogyan kell a kreatív munkát megfelelően megosztani. Tea tevékenységében a diákok küldetésre indulnak, hogy tanuljanak a kattintásvadász tartalmakról. A feladatok teljesítése közben a diákok stratégiákat fedeznek fel arra nézve, hogyan azonosítsák és fedjék fel a kattintásvadász tartalmakat és megtanulják, hogyan kerüljék el őket. Sanja lehetővé teszi a diákok számára, hogy felfedezzék, kritikusan elemezzék és értékeljék a webes tartalmakat relevancia, pontosság, eredet és cél szerint. Megtanulják, hogyan találnak megbízható forrásokat online és hogyan ismerjék fel a hamis online információt.","training.lessons.15.text.2":"Az alábbi óravázlatokban inspiráló és vonzó tevékenységeket talál a diákok médiaműveltségi készségeinek fejlesztésére:","training.lessons.15.activities.1":"Ingyenes, ha az interneten van?","training.lessons.15.activities.2":"Klikkelni vagy nem klikkelni","training.lessons.15.activities.3":"Tényellenőrzés","training.lessons.16.title":"TÖRTÉNETMESÉLÉS HEDYVEL","training.lessons.16.author":"készítette: Felienne Hermans","training.lessons.16.text.0":"Diákjaid már elsajátítottak egy vizuális programozási nyelvet, de még nem érzik felkészültnek magukat arra, hogy fejest ugorjanak egy szövegalapú programozási nyelvbe? Akkor ez a tudásmorzsa pont neked és diákjaidnak szól, mert segít áthidalni a vizuális és a szövegalapú programozási nyelvek közötti távolságot. A Történetmesélés Hedyvel tudásmorzsa három óravázlatot tartalmaz, amelyek a Hedy elnevezésű fokozatos programozási nyelv alkalmazásával tanítják a gyerekeket a programozásra.","training.lessons.16.text.1":"A Hedy azoknak a gyerekeknek készült, akik szeretnének belevágni a szövegalapú programozási nyelvek használatába, de a Python még túl bonyolult nekik. A fokozatos nyelvek különböző szintekből épülnek fel, ahol minden szint új fogalmakat vezet be és egy magasabb szintaktikai bonyolultsági fokra lép. Miután a diákok teljesítették a Hedy összes szintjét, jó néhány Python kódot le tudnak majd helyesen írni.","training.lessons.16.text.2":"Ez a tudásmorzsa inspiráló és érdekes tevékenységeket kínál, amelyek segítségével diákjaid hatékonyan ismerkedhetnek meg a szövegalapú programozási nyelvekkel. Saját interaktív történeteik létrehozása során fokozatosan sajátítják el a programozást, így nem kell mindent egyszerre megtanulniuk. Az általános iskolásoknak készült óravázlat révén a diákok megismerik a programozás alapelveit. Az alsó középfokú óravázlat bővíti a programozási fogalmak körét, míg a felső középfokú óravázlat lehetővé teszi bonyolultabb történetek és tevékenységek programozását.","training.lessons.16.text.3":"Nézd meg az alábbi interaktív történetet, amelyből kiderül, hogyan alakíthatják az olvasók a történetet, és hogyan ösztönzi maga a történet aktív részvételüket.","training.lessons.16.activities.1":"Készítsd el saját interaktív történetedet Hedyvel általános iskolások számára","training.lessons.16.activities.2":"Készítsd el saját interaktív történetedet Hedyvel alsó középfokú oktatásban részt vevő diákok számára","training.lessons.16.activities.3":"Készítsd el saját interaktív történetedet Hedyvel felső középfokú oktatásban részt vevő diákok számára","training.lessons.17.title":"Érezd a programozást","training.lessons.17.author":"Alenka Miljević tollából","training.lessons.17.text.0":"Szociális és érzelmi jóllétünk függ attól, hogy képesek vagyunk-e ellenállni a stressznek, kezelni saját érzelmeinket, reagálni mások érzelmeire, mély kapcsolatokat kialakítani, olyan érzelmeket generálni, amelyek jó érzéssel töltenek el bennünket, és létrehozni saját érzelmi támogató hálózatunkat. Azok a szociális és érzelmi készségek, amelyeket a fiatalok az iskolában elsajátítanak, segítenek kiépíteni stressztűrő képességüket, és mintát nyújtanak ahhoz, hogyan gondoskodjanak életük során testi és szellemi egészségükről. (Európa Tanács)","training.lessons.17.text.1":"Az Érezd a programozást tudásmorzsával hozzájárulhat diákjai szociális és érzelmi jóllétéhez azáltal, hogy megtanítja őket felismerni, megmagyarázni és megérteni a pozitív és negatív érzelmeket, valamint reagálni rájuk, ezáltal fejlesztve empatikus és stressztűrő képességüket. Ez a tudásmorzsa inspiráló és érdekes gyakorlatokat kínál, amelyek segítségével diákjai a programozáson keresztül fejleszthetik a különböző érzelmek kezelésére irányuló készségeiket. Diákjai a Bee-Bot robot használatával megtanulják, hogyan fejezzék ki érzelmeiket és hogyan reagáljanak társaik érzelmeire.","training.lessons.17.text.2":"Az Érezd a programozást tudásmorzsa három óravázlatot tartalmaz, amelyek a Bee-Bot készségfejlesztő robotra támaszkodva hoznak létre a diákokat érzelmeik kifejezésére és empatikus képességük fejlesztésére ösztönző feladatokat. Az általános iskolások számára kidolgozott óravázlat segíti a diákokat, hogy a Bee-Bot programozása közben beszéljenek az érzelmeikről, például szomorúságról, boldogságról, félelemről és dühről, és felfedezzék, hogy miért élik át ők maguk és társaik ezeket az érzelmeket. Az alsóbb évfolyamos középiskolásoknak szóló óravázlat arra ösztönzi a diákokat, hogy programozzák a Bee-Botot, felismerjék saját és társaik érzelmeit, megértsék, hogy mi váltotta ki azokat, és reagáljanak rájuk. A felsőbb évfolyamos középiskolásoknak készült óravázlat lehetővé teszi a diákok számára, hogy irányítsák a Bee-Botot, és történeteket alkossanak érzelmeikről, stressztűrő képességükről és empátiájukról.","training.lessons.17.text.3":"Ha nincs készségfejlesztő robot a tanteremben, ez a tudásmorzsa arra is szolgáltat ötletet, hogyan tud a robot nélkül olyan feladatokat végrehajtani, amelyek elősegítik a szociális és érzelmi készségek fejlődését. Az alábbiakban rövid áttekintést nyújtunk a tanteremben kivitelezhető feladatokról:","training.lessons.17.activities.1":"Programozz - Érezz - Tanulj általános iskolai diákoknak","training.lessons.17.activities.2":"Nincs kőből a szívem alsóbb évfolyamos középiskolás diákoknak","training.lessons.17.activities.3":"Programozz a megfelelő hangulatra felsőbb évfolyamos középiskolás diákoknak","training.lessons.18.title":"Az SOS víz projekt","training.lessons.18.author":"készítette: Francisco Delgado Cecilia","training.lessons.18.text.0":"Az SOS víz projekt a vízszennyezés problémájának megoldására adott válasz. Az elmúlt években tett erőfeszítések ellenére a világon még mindig van 2 milliárd ember, akik nem jutnak biztonságos ivóvízhez. Ez azt jelenti, hogy a Világunk 2030 program 6. fenntartható fejlődési célja (SGD) szerint 2030-ra minden embernek hozzáférést kell biztosítani tiszta vízhez és az alapvető köztisztasághoz, még messze van a megvalósulástól. Ugyanez igaz a 14. fenntartható fejlődési célra is, amely a víz alatti életre vonatkozik, és célja az óceánok, tengerek és tengeri erőforrások megőrzése és fenntartható használata a fenntartható fejlődés érdekében.","training.lessons.18.text.1":"Ez a tudásmorzsa a vízminőség mérésének fontos és aktuális kérdésére és a vízminőséget veszélyeztető új szennyező anyagokra összpontosít. A tanulóknak lehetőségük lesz arra, hogy a vízzel és a környezettel kapcsolatos valós problémákat vizsgáljanak, és azokra keressenek megoldásokat, ami lehetővé teszi számukra az olyan készségek fejlesztését, mint a kutatás, a kritikus gondolkodás és a problémamegoldás.","training.lessons.18.text.2":'A tanterv olyan gyakorlati és kreatív tevékenységeket tartalmaz, mint programozás a Scratch platformon, a gépi tanulás és a mesterséges intelligencia megismerése a "Machine Learning" platform segítségével, valamint a vízmintavételhez és a víz pH-értékének elemzéséhez szükséges irányítható járművek építése Lego-készletekből. Ezek a tevékenységek lehetővé teszik a tanulók számára, hogy készségeiket és tudásukat interaktív és játékos környezetben ültessék át a gyakorlatba, ami növeli a projekt iránti motivációjukat és érdeklődésüket.',"training.lessons.18.text.3":"Ennek a tudásmorzsának a megvalósításához javasolt a három tevékenység kidolgozása az osztályban, hogy a teljes projekt befejezhető legyen, és egy tartalmasabb és motiválóbb tanulási folyamatot érjenek el. Azonban minden tevékenység külön is elvégezhető.","training.lessons.18.activities.1":"SOS víz projekt a Scratch platformon","training.lessons.18.activities.2":"SOS víz projekt gépi tanulással","training.lessons.18.activities.3":"SOS víz projekt robotika segítségével","training.download_video_script":"Videó forgatókönyvének letöltése","training.ready_to_share":"Készen áll arra, hogy megossza a tanultakat a diákjaival?","training.choose_lessons":"Válasszon ki egyet az alábbi óravázlatok közül, és szervezzen tevékenységet a diákjaival.","training.footer.title":"Ne felejtse el tevékenységét feltenni a programozási hét térképére!","training.footer.text":`

    Könnyen szervezhet tematikus tanórát saját tantermében, vagy pedig egy nyílt napot vagy rendezvényt iskolájában. Mindössze találnia kell egy időpontot hozzá, majd regisztrálnia kell tevékenységét a programozási hét térképén. Minden tevékenységszervező részvételi oklevelet kap munkája elismeréseként.

    - -

    Ha szeretne kapcsolatba lépni lelkes tanárok nemzetközi csoportjával, csatlakozzon az Európai programozási hét tanároknak szánt Facebook-csoportjához! Ha az országon belül vagy határokon átívelő együttműködést szeretne kialakítani más iskolákkal, csatlakozzon a Code Week 4 All kihíváshoz.

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Nem gazdasági érdekekből cselekszünk. Tiszteletben tartjuk és becsüljük mások ötleteit, hitét és kultúráját. Azért veszünk részt az európai programozási héten, mert hisszük, hogy fontos, amit csinálunk. Ebben rejlik az erőnk. Szeretnénk, ha az algoritmikus gondolkodás, kódolás, programozás, hardverbütykölés, robotika és digitális készségek mindenki számára elérhető lenne.","values.2.title":"Az európai programozási hét mindenkinek szól","values.2.content":"Mindenki szervezhet az európai programozási héthez kapcsolódó tevékenységeket. Úgy gondoljuk, hogy kortól, bőrszíntől, nemtől, kulturális háttértől és intellektuális képességektől függetlenül alapvető fontosságú, hogy mindenki számára szervezzünk az európai programozási héthez kapcsolódó eseményeket. A tevékenységek felkelthetik az érdeklődést és a kíváncsiságot, és elősegíthetik a készségek továbbfejlesztését. Alapelveink az egyenlőség, tisztelet, szabadság és befogadás. Szeretnénk, ha minden résztvevő örömét lelné a technológiával kapcsolatos tapasztalatszerzésben és alkotásban.","values.3.title":"Az európai programozási hét helyi és globális egyben","values.3.content.1":"Az európai programozási hét szeretné elérni Önt, függetlenül attól, hogy nagyvárosban, régiós fővárosban vagy távoli faluban él-e. Külön figyelmet szentelünk a helyi szervezők a saját nyelvükön írott","values.3.content.2":"anyagokkal","values.3.content.3":"való támogatására és az igényeik kielégítésére. Az","values.3.content.4":"európai programozási hét térképe","values.3.content.5":"az első számú eszköz, ahol minden tevékenység pontos elhelyezkedéssel regisztrálva van. Az európai programozási hét ugyanakkor globális is, és a világ minden tájáról befogadja az embereket a közösségébe. Ezért helyiek és globálisak is vagyunk egyben.","values.4.title":"Az európai programozási hét az együttműködésről szól","values.4.content.1":"Az európai programozási hét közösség tagja interakcióba lépnek egymással, információt cserélnek, tanulnak egymástól és együtt építik fel tudásukat. Összeköttetésben vagyunk, és támogatjuk egymást. Megosztjuk egymással forrásainkat, ötleteinket és legjobb gyakorlatainkat. Ösztönözzük a partnerségeket és a tudásmegosztást.","values.4.content.2":"Az európai programozási hét 4 All kihívása","values.4.content.3":"határokon átnyúló hidakat és közösségeket épít. Elősegíti a pozitív energia terjesztését, és összeköti azokat az embereket, akik tanulhatnak egymástól.","values.5.title":"Az európai programozási hét nonprofit","values.5.content.1":"A programozási hét minden tevékenysége nonprofit. Az európai programozási hét weboldalán található minden","values.5.content.2":"forrás","values.5.content.3":"ingyenesen elérhető. Minden az európai programozási héthez fűződő képzés és online tanfolyam ingyenes.","values.6.title":"Az európai programozási hét ösztönzi a kreativitást és az innovációt","values.6.content":"Az európai programozási hét ösztönzi a kreativitást, az innovációt és az előretekintő gondolkodást. Szívesen vesszük és köszönjük a visszajelzéseket és kritikákat, hogy informált döntéseket hozhassunk az európai programozási hét továbbfejlesztéséhez. A hibákból is tanulunk, egyéni és közösségi szinten egyaránt.","values.7.title":"Az európai programozási hét hálás a közösségének.","values.7.content":"Hálásak vagyunk a tanárok, oktatók és más tevékenységszervezők, diákok, szülők, programozóklubok és minden partnerünk támogatásáért. Mind ugyanazért a célért dolgozunk. Szeretnénk minél több emberrel megismertetni az algoritmikus gondolkodást, a programozást, a robotikát, a hardverbütykölést, a számítástechnikát és a digitális készségeket.","values.title":"Az európai programozási hét értéknyilatkozata","values.description.1.1":"Az európai programozási hét mozgalmat önkéntesek vezetik –","values.description.1.2":"nagykövetek","values.description.1.3":", vezető tanárok és lelkes programozók a világ minden tájáról. A hetet az","values.description.1.4":"Európai Bizottság","values.description.1.5":"és az Európai Unióban és nyugat-balkáni országokban található oktatási minisztériumok támogatják.","values.description.2":"Az európai programozási hét középpontjában önkéntes tevékenységszervezők: tanárok, mentorok, programozóklubok, könyvtárak, magánvállalatok, szülők és nem kormányzati szervezetek közössége áll. Arra szenteljük időnket, energiánkat és készségeinket, hogy az algoritmikus gondolkodás, programozás, robotika, hardverbütykölés, számítástechnika és digitális készségek minél több emberhez eljussanak Európában és szerte a világban.","values.description.3":"Az európai programozási hétnek világszerte több millió különböző nemű, korú, hátterű, kultúrájú és képességű résztvevője van.","values.description.4":"Büszkék vagyunk az európai programozási hétre. Ezek a mi értékeink. Mindig ezek az értékek irányítják döntéseinket.","why-coding.titles.0":"Miért programozzunk?","why-coding.titles.1":"Ötleteket kelt életre","why-coding.titles.2":"Alapvető kompetenciákat fejleszt","why-coding.titles.3":"Végezetül pedig: alakítja a jövőnket","why-coding.texts.0":"A programozás többek között egy Pia nevű lányról szól, aki úgy érezte, hogy jogot kell tanulnia, bár mindig is a matekot és a számítógépes játékokat szerette. Markról szól, akinek van egy ötlete, hogyan lehetne jobb a közösségi háló, de nem tudja, hogyan valósítsa meg elképzelését egyedül. Alice-ről szól, aki robotkészítésről álmodozik, mert a szülei nem engedik, hogy cicája legyen. És mindannyiótokról szól, akik már most is segítetek ezen álmok valóra váltásában.","why-coding.texts.1":"A programozás tulajdonképpen rólunk szól, valamennyiünkről, és arról, hogyan alakítjuk az életünket és a jövőnket. Sokkal többre vagyunk képesek, mint csupán lájkolni és megosztani különböző posztokat. Életre kelthetjük az elképzeléseinket, és olyan dolgokat építhetünk, amelyek örömöt szereznek másoknak.","why-coding.texts.2":"Sosem volt még ilyen könnyű kifejleszteni egy applikációt, megépíteni a saját robotodat, vagy, ki tudja – akár feltalálni a repülő autót! Ez nem egy kényelmes utazás, hanem olyan, amely telis-tele van kihívásokkal, szórakozással, és amely során támogató közösség áll mögötted. Készen állsz a kihívásra, hogy digitális alkotóvá válj?","why-coding.texts.3":"A programozási nyelvek olyanok, mint bármely más nyelv. Csak ebben az esetben a gyerekek nem azt tanulják, hogyan fejezzék ki magukat és hogyan kommunikáljanak másokkal, hanem azt értik meg, hogyan kommunikáljanak a technológiával. A technológiával, amely körülvesz bennünket – hiszen ott van az okostelefonjainkban, a számítógépünkben, a járműveinkben, mindenhol!","why-coding.texts.4":"A számítógépek megértése és a velük való kommunikáció azonban csak a programozás egy része. Az emellett olyan multidiszciplináris kompetenciák fejlesztésében is segít, mint a számítástechnikai gondolkodás, a problémamegoldás, a kreativitás és a csapatmunka – amelyek kiváló készségek az élet minden területén. A problémák megoldására, a kudarc feldolgozására és az ismételt próbálkozásra, vagy a másokkal való együttműködésre való képesség sok területen keresett tulajdonságok.","why-coding.texts.5":"Egy évszázaddal ezelőtt a programozási nyelvek még csak nem is léteztek. Ma pedig már mindenhol körülvesz bennünket a programozás, és szinte mindent be lehet programozni – akár egy cipőt vagy egy müzlisdobozt is! És miért hagyjuk, hogy mások alakítsák a jövőnket, ha mi is képesek vagyunk rá, és mi magunk is megvalósíthatjuk saját elképzeléseinket és ötleteinket? Végül is csak a képzeletünk szabhat határt!","why-coding.texts.6":"Alessandro Bogliolo, a rendezvénysorozat önkéntes nagyköveteinek koordinátora a következőket mondta a kezdeményezés kapcsán:","why-coding.texts.7":"Az idők kezdete óta az emberiség sokfajta eszközt vett igénybe – követ, vasat, papírt és ceruzát használt – ahhoz, hogy átalakítsa az életét. Ma már egy más korban, egy kódolt világban élünk. Mindegyik korban más foglalkozások és más készségek iránt van kereslet. A programozási hét során minden európai polgárnak lehetőséget szeretnénk adni arra, hogy felfedezze, mennyire érdekes és szórakoztató tevékenység a programozás. Tanuljunk meg programozni, hogy alakítani tudjuk a jövőnket.","why-coding.texts.8":"Végül is a programozás szinte minden iparágban keresett készség – nemcsak a technológia, hanem a pénzügy, az egészségügy, a tudomány, sőt a tervezés vagy a mezőgazdaság területén is, és ez a kereslet egyre csak nő. A programozni tudó, a technológia működését értő gyermekek bizonyos előnnyel rendelkeznek, függetlenül attól, hogy végül milyen pályát választanak.","why-coding.texts.9":"Kedvet kaptál?","why-coding.texts.10":"Csatlakozz az európai programozási héthez!","why-coding.texts.11":"Még gondolkozol rajta?","why-coding.texts.12":"Látogass el a blogunkra!"};export{e as default}; diff --git a/public/build/assets/php_it-mskJwQhP.js b/public/build/assets/php_it-mskJwQhP.js deleted file mode 100644 index 3f110cc0f..000000000 --- a/public/build/assets/php_it-mskJwQhP.js +++ /dev/null @@ -1,102 +0,0 @@ -const e={"about.when-title":"Nel 2024 la Settimana europea della programmazione si terrà dal 14 al 27 ottobre.","about.when-text":"

    La Settimana europea della programmazione è un evento che nasce dal basso e celebra la creatività, la risoluzione dei problemi e la collaborazione attraverso la programmazione e altre attività tecnologiche. L’idea è di rendere la programmazione più visibile, mostrare ai giovani, agli adulti e agli anziani come dare vita alle proprie idee con la programmazione, spiegare queste capacità e mettere insieme persone motivate per imparare.

    ","about.codeweek_in_numbers-title":"Settimana della programmazione in numeri","about.codeweek_in_numbers-text":`

    Nel 2021, 4 milioni di persone provenienti da più di 80 paesi in tutto il mondo hanno partecipato alla Settimana europea della programmazione.

    -

    L’età media dei partecipanti era di 11 anni e il 49 % di loro nel 2021 erano donne o ragazze. Il 88 % degli eventi della settimana europea della programmazione si è svolto nelle scuole, mostrando che gli sforzi per rafforzare gli insegnanti durante la campagna 2021 hanno avuto successo.

    -

    Tutti sono ben accetti ad organizzare un’attività o ad unirvisi. Non dovrai far altro che scegliere un argomento e un pubblico di destinazione e aggiungere la tua attività alla mappa.

    `,"about.run_by_volunteers-title":"Gestita da volontari","about.run_by_volunteers-text":'

    La Settimana europea della programmazione è gestita da volontari. Uno o più ambasciatori della Settimana europea della programmazione coordinano l’iniziativa nei loro paesi, ma ognuno può organizzare la propria attività e aggiungerla alla mappa di codeweek.eu.

    ',"about.supported_by_commission-title":"Sostenuta dalla Commissione europea","about.supported_by_commission-text":'

    La Settimana europea della programmazione è stata lanciata nel 2013 dai Young Advisors per l’agenda digitale europea. La Commissione europea sostiene la Settimana europea della programmazione nell’ambito della sua strategia per il mercato unico digitale. Nel piano d’azione per l’istruzione digitale la Commissione incoraggia soprattutto le scuole ad aderire all’iniziativa.

    ',"about.schools-title":"Scuole","about.schools-text":'

    Le scuole di ogni livello e gli insegnanti di tutte le materie sono particolarmente invitati a partecipare alla Settimana europea della programmazione, per dare l’opportunità ai loro studenti di esplorare la creatività digitale e la programmazione. Per saperne di più sull’iniziativa e su come organizzare la tua attività, consulta la pagina web dedicata agli insegnanti: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Perché programmare?","about.why_coding-text":`

    Riguarda Pia, che si sentiva in dovere di studiare legge pur avendo sempre apprezzato la matematica e i giochi con i computer. Riguarda Mark, che ha ideato un social network migliore, ma non può costruirlo da solo. Riguarda Alice, che sogna di costruire robot perché i suoi genitori non le permettono di avere un gatto.

    - -

    Riguarda quelli di voi che stanno già contribuendo a realizzare questi sogni.

    - -

    In realtà, riguarda tutti noi. Il nostro futuro. La tecnologia sta dando forma alle nostre vite, ma lasciamo che una minoranza decida cosa utilizzare e come farlo. Possiamo fare di meglio che condividere e apprezzare semplicemente le cose. Possiamo dare vita alle nostre idee folli, costruire cose che possano portare gioia agli altri.

    - -

    Non è mai stato così facile creare la tua app, costruire il tuo robot o inventare macchine volanti, e allora perché no? Non è un viaggio facile, ma è pieno di sfide creative, una comunità solidale e un sacco di divertimento. Sei pronto ad accettare la sfida e a diventare un creatore?

    - -

    La programmazione aiuta inoltre a sviluppare competenze quali il pensiero computazionale, la risoluzione di problemi, la creatività e il lavoro di squadra, competenze davvero buone per tutti i sentieri della vita.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, coordinatore del gruppo di ambasciatori volontari della Settimana europea della programmazione, ha dichiarato:

    -

    «Dall’alba dei tempi, usando pietra, ferro, carta e matita abbiamo fatto molte cose che hanno trasformato le nostre vite. Ora viviamo in un’era diversa in cui il nostro mondo è plasmato dal codice. Epoche diverse prevedono lavori e richieste di competenze diversi. Durante la Settimana della programmazione vogliamo dare a tutti gli europei l’opportunità di scoprire la programmazione e divertirsi grazie a essa. Impariamo a programmare per modellare il nostro futuro».

    -
    -

    `,"about.join_codeweek-title":"Unisciti alla Settimana europea della programmazione:","about.join_codeweek-text":'

    Unisciti alla Settimana europea della programmazione organizzando un’attività di programmazione nella tua città, partecipando alla sfida Code Week 4 All e collegando attività tra comunità e confini, oppure aiutandoci a diffondere la visione della Settimana della programmazione in qualità di ambasciatore della Settimana europea della programmazione del tuo paese!

    ',"about.partners_and_sponsors":"Partner e sponsor","ambassador.title":"Ambasciatori della settimana europea della programmazione","ambassador.your_current_country":"Il tuo attuale paese","ambassador.visit_the":"Visita","ambassador.local_facebook_page":"la pagina Facebook locale","ambassador.local_website":"Sito web locale","ambassador.ambassadors":"Ambasciatori","ambassador.no_ambassadors":"Nessun ambasciatore presente","ambassador.countries_with_ambassadors":"Paesi con ambasciatori","ambassador.why_dont_you_volunteer":"Perché non partecipi in qualità di volontario?","auth.failed":"Queste credenziali non corrispondono ai dati in nostro possesso.","auth.throttle":"Troppi tentativi di accesso. Si prega di riprovare tra qualche secondo.","base.languages.en":"Inglese","base.languages.fr":"Francese","base.languages.bg":"Bulgaro","base.languages.hr":"Croato","base.languages.de":"Tedesco","base.languages.pl":"Polacco","base.languages.cs":"Ceco","base.languages.el":"Greco","base.languages.pt":"Portoghese","base.languages.da":"Danese","base.languages.hu":"Ungherese","base.languages.ro":"Rumeno","base.languages.nl":"Olandese","base.languages.ga":"Irlandese","base.languages.sk":"Slovacco","base.languages.it":"Italiano","base.languages.sl":"Sloveno","base.languages.et":"Estone","base.languages.lv":"Lettone","base.languages.es":"Spagnolo","base.languages.fi":"Finlandese","base.languages.lt":"Lituano","base.languages.se":"Svedese","base.languages.sv":"Svedese","base.languages.al":"albanese","base.languages.ba":"bosniaco","base.languages.mk":"macedone","base.languages.me":"montenegrino","base.languages.rs":"serbo","base.languages.mt":"Maltese","base.languages.tr":"Turco","base.resources_local_title":"Risorse di programmazione da","base.days":"Giorni","base.hours":"Ore","base.minutes":"Minuti","base.seconds":"Secondi","base.still_have_question":"Hai ancora domande?","base.drop_us_a_line":"Ti basta telefonarci!","base.get_in_touch":"CONTATTACI","base.footer_msg":"Un’iniziativa che nasce dal basso, gestita dai volontari e sostenuta dalla Commissione europea.","base.email":"Posta elettronica","base.display_email":"Visualizza la posta elettronica","base.first_name":"Nome","base.last_name":"Cognome","base.your_website":"Il tuo sito web","base.biography":"Biografia","base.update":"Aggiorna","base.delete":"Cancella","base.choose a file":"Scegli un file","base.learning_bits":"Pillole d’apprendimento","base.codeweek":"Settimana della programmazione","base.bring_codeweek_to_your_students":"Presenta la settimana della programmazione ai tuoi studenti","base.or":"o","base.newsletter":"Newsletter","certificates.certificates_for":"Certificati per ","certificates.no_certificates":"Non sono ancora presenti certificati.","challenges-content.chatbot.title":"Crea un chatbot","challenges-content.chatbot.author":"Team della settimana europea della programmazione","challenges-content.chatbot.purposes.0":"Programmare indovinelli interattivi","challenges-content.chatbot.purposes.1":"Usare il codice per creare dialoghi tra un chatbot e un utente","challenges-content.chatbot.description":"Programma una conversazione tra un chatbot e un utente che sta cercando di risolvere un indovinello. Prova a creare un chatbot che può chattare come una persona. Invece di un indovinello, puoi creare un dialogo tra un chatbot e un utente.","challenges-content.chatbot.instructions.0":"Pensa ad un indovinello","challenges-content.chatbot.instructions.1":"Accedi a","challenges-content.chatbot.instructions.2":"o crea un nuovo account. (Quando crei un nuovo account tieni presente che i nomi reali non sono ammessi su Pencil Code per motivi di privacy).","challenges-content.chatbot.instructions.3":"Clicca su Imagine (Immagine) e Make your own (Crea qualcosa di tuo)","challenges-content.chatbot.instructions.4":"Usa i blocchi o la modalità testo per scrivere il tuo indovinello","challenges-content.chatbot.instructions.5":"In alternativa puoi usare","challenges-content.chatbot.instructions.6":"questo codice","challenges-content.chatbot.instructions.7":"e adattarlo al tuo indovinello, oppure selezionare Answering a riddle (Risposta a un indovinello) dal menu e modificarlo","challenges-content.chatbot.example":"Guarda questo esempio di indovinello.","challenges-content.chatbot.more.0":"Questo codice è tratto dall’attività di Pencil Code","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Scollegati e programma: Crea un circuito cartaceo","challenges-content.paper-circuit.author":"Team della settimana europea della programmazione","challenges-content.paper-circuit.purposes.0":"Potenziare la creatività","challenges-content.paper-circuit.purposes.1":"Sviluppare capacità di risoluzione dei problemi","challenges-content.paper-circuit.description.0":"Disegna un oggetto a tua scelta. Può essere un cielo notturno, una coccinella, un robot, un albero di Natale o qualsiasi altra cosa. Non esitare a personalizzare il tuo progetto con le immagini della settimana europea della programmazione: puoi usare il","challenges-content.paper-circuit.description.1":"toolkit per gli insegnanti della Code Week","challenges-content.paper-circuit.description.2":"e scaricare qualsiasi logo o immagine desideri. Puoi anche creare un invito a circuito cartaceo per la settimana europea della programmazione. Aggiungi un messaggio motivazionale al tuo circuito per incoraggiare altri insegnanti a partecipare alla Code Week e/o a consultare il sito web dedicato alle scuole.","challenges-content.paper-circuit.instructions.0":"Disegna un oggetto e decidi quali parti saranno illuminate (per esempio le stelle).","challenges-content.paper-circuit.instructions.1":"Fai un buco nella carta con una matita e inserisci un adesivo LED in ogni parte illuminata. ","challenges-content.paper-circuit.instructions.2":"Disegna un cerchio dove inserirai la batteria a bottone","challenges-content.paper-circuit.instructions.3":"Disegna una traccia + e una traccia - sull’altro lato del foglio. Assicurati che la parte più lunga dell’adesivo del circuito LED sia collegata al lato «+» della batteria e quella più corta al lato «-» della batteria.","challenges-content.paper-circuit.instructions.4":"Posa il nastro di rame sulle tracce.","challenges-content.paper-circuit.instructions.5":"Crea una piega in modo che il LED si illumini quando la carta copre la batteria. Puoi usare una graffetta per garantire il contatto con il nastro di rame.","challenges-content.paper-circuit.instructions.6":"Scatta una foto del tuo circuito cartaceo e condividila su Instagram, spiegando perché pensi che valga la pena partecipare a questa iniziativa. ","challenges-content.paper-circuit.example":"Guarda alcuni esempi di circuiti cartacei","challenges-content.paper-circuit.materials.0":"carta o cartoncino","challenges-content.paper-circuit.materials.1":"pastelli o pennarelli","challenges-content.paper-circuit.materials.2":"batteria a bottone","challenges-content.paper-circuit.materials.3":"nastro di rame","challenges-content.paper-circuit.materials.4":"adesivi per circuiti LED","challenges-content.paper-circuit.materials.5":"graffetta","challenges-content.dance.title":"Crea un ballo","challenges-content.dance.author":"Team della settimana europea della programmazione","challenges-content.dance.purposes.0":"Imparare i concetti di base della programmazione","challenges-content.dance.purposes.1":"Imparare ad animare i personaggi","challenges-content.dance.description":"In questa sfida creerai una serie di personaggi che ballano insieme. Userai una libreria multimediale integrata per selezionare personaggi e clip musicali, oppure puoi crearne di nuovi. Animerai i personaggi per farli ballare e parlare tra di loro.","challenges-content.dance.instructions.0":"Accedi a","challenges-content.dance.instructions.1":"come insegnante. Crea account per studenti e distribuiscili ai tuoi studenti. In alternativa, usa un codice di classe e chiedi ai tuoi studenti di registrarsi con il loro indirizzo e-mail scolastico. Se sei uno studente puoi iscriverti come studente, ma ti verrà chiesto di fornire l’indirizzo e-mail dei tuoi genitori in modo che possano autorizzare il tuo account.","challenges-content.dance.instructions.2":"Clicca","challenges-content.dance.instructions.3":"e dagli un titolo","challenges-content.dance.instructions.4":"Vai a","challenges-content.dance.instructions.5":"per aggiungere uno sfondo cliccando sull’icona dell’ingranaggio. Scegli uno sfondo dalla Media Library (Libreria multimediale), carica un’immagine tua oppure puoi scattare una foto e caricarla. Scegli una clip audio e aggiungila allo stage:","challenges-content.dance.instructions.6":"Clicca il pulsante","challenges-content.dance.instructions.7":"per aggiungere personaggi o oggetti che animerai in modo che possano muoversi, parlare e interagire tra loro. Aggiungi due o tre personaggi a tua scelta. Puoi disegnare i tuoi attori o modificare quelli esistenti. Aggiungi vari costumi al tuo personaggio cliccando sull’icona della matita.","challenges-content.dance.instructions.8":"Clicca su ogni attore e animalo aggiungendo i seguenti blocchi","challenges-content.dance.instructions.9":"Add a (Aggiungi un)","challenges-content.dance.instructions.10":"say block (blocco voce)","challenges-content.dance.instructions.11":"e fai parlare tra di loro i tuoi attori. Cambia la forma delle vignette e il carattere e la dimensione del testo","challenges-content.dance.example.0":"Guarda","challenges-content.dance.example.1":"questo esempio","challenges-content.dance.example.2":"di robot che ballano. Non esitare a usarlo e a rivisitarlo.","challenges-content.compose-song.title":"Crea una composizione musicale","challenges-content.compose-song.author":"Team della settimana europea della programmazione","challenges-content.compose-song.purposes.0":"Imparare la programmazione attraverso la musica","challenges-content.compose-song.purposes.1":"Distinguere i generi e gli strumenti musicali","challenges-content.compose-song.purposes.2":"Comporre una canzone mixando clip audio","challenges-content.compose-song.description":"In questa sfida dovrai creare una composizione musicale utilizzando un linguaggio di programmazione. Puoi usare le clip audio incorporate o registrare le tue e mixarle per creare una composizione musicale. Esegui il tuo codice nella Digital Audio Workstation e ascolta la musica che hai programmato. Gioca con suoni ed effetti diversi per modificare il tuo pezzo","challenges-content.compose-song.instructions.0":"Accedi a","challenges-content.compose-song.instructions.1":"Clicca qui per preparare uno script","challenges-content.compose-song.instructions.2":"Dai un nome al tuo script e scegli","challenges-content.compose-song.instructions.3":"come linguaggio di programmazione","challenges-content.compose-song.instructions.4":"Comincia a scrivere il tuo codice tra le righe","challenges-content.compose-song.instructions.5":"e","challenges-content.compose-song.instructions.6":"","challenges-content.compose-song.instructions.7":"Sfoglia le clip musicali nella","challenges-content.compose-song.instructions.8":"Libreria audio","challenges-content.compose-song.instructions.9":"e seleziona i generi musicali, gli artisti e gli strumenti che ti piacciono","challenges-content.compose-song.instructions.10":"Per aggiungere una clip audio alla tua canzone, digita","challenges-content.compose-song.instructions.11":"Tra parentesi ci devono essere i seguenti 4 parametri, separati da virgole","challenges-content.compose-song.instructions.12":"Sound clip(Clip audio)","challenges-content.compose-song.instructions.13":"Posiziona il cursore tra le parentesi, vai alla Libreria audio, seleziona una clip e incollala cliccando sull’icona blu di incolla","challenges-content.compose-song.instructions.14":"Track number(Numero della traccia)","challenges-content.compose-song.instructions.15":"le tracce ti aiutano a organizzare i suoni per tipo di strumento(voce, basso, batteria, tastiere, ecc.). Aggiungi tutte le tracce(strumenti) che desideri. Le tracce sono visualizzate come righe che scorrono sulla Digital Audio Workstation","challenges-content.compose-song.instructions.16":"Start measure(Misura iniziale)","challenges-content.compose-song.instructions.17":"indica l’inizio della riproduzione audio. Le misure sono unità di tempo musicali. Una misura è formata da 4 tempi","challenges-content.compose-song.instructions.18":"End measure(Misura finale)","challenges-content.compose-song.instructions.19":"indica la fine della riproduzione audio","challenges-content.compose-song.instructions.20":"Questa riga di programmazione si presenterà così","challenges-content.compose-song.instructions.21":"Puoi aggiungere diversi effetti, come il volume per migliorare l’audio della tua composizione. Il volume varia da - 60.0 decibel a 12.0 decibel, considerando che 0.0 è il volume originale. ","challenges-content.compose-song.instructions.22":"Scrivi","challenges-content.compose-song.instructions.23":"Tra parentesi, scrivi il numero della traccia, VOLUME, GAIN, livello del volume, la misura in cui inizia, il livello e la misura in cui termina","challenges-content.compose-song.instructions.24":"Questo è un esempio di un effetto di dissolvenza in entrata","challenges-content.compose-song.instructions.25":"e di un effetto di dissolvenza in uscita","challenges-content.compose-song.example.0":"Ascolta","challenges-content.compose-song.example.1":"un esempio di una canzone programmata con Earsketch","challenges-content.compose-song.example.2":"Puoi importare il codice e modificarlo","challenges-content.sensing-game.title":"Crea un videogioco sensoriale","challenges-content.sensing-game.author":"Team della settimana europea della programmazione","challenges-content.sensing-game.purposes.0":"Programmare oggetti animati","challenges-content.sensing-game.purposes.1":"Sviluppare la comprensione di come controllare l’animazione digitale con il movimento fisico","challenges-content.sensing-game.purposes.2":"Comporre una canzone mixando clip audio","challenges-content.sensing-game.description":"In questa sfida creerai un semplice gioco che utilizza una videocamera come sensore per rilevare il movimento, il che significa che sarai in grado di controllare la tua animazione con il movimento fisico. Lo scopo del gioco è raccogliere il maggior numero possibile di bolle della settimana europea della programmazione in 30 secondi. Invece di raccogliere bolle, puoi creare un gioco in cui insegui un personaggio o fai scoppiare dei palloncini con le mani. ","challenges-content.sensing-game.instructions.0":"Accedi a","challenges-content.sensing-game.instructions.1":"Clicca","challenges-content.sensing-game.instructions.2":"Add an extension(Aggiungi un’estensione)","challenges-content.sensing-game.instructions.3":"e scegli","challenges-content.sensing-game.instructions.4":"Video Sensing(Rilevamento video)","challenges-content.sensing-game.instructions.5":"Rileverà la velocità con cui si muove un oggetto. Se il numero è più basso, sarà più sensibile al movimento.","challenges-content.sensing-game.instructions.6":"Aggiungi uno sprite. Scegli un suono e aggiungilo al tuo sprite. Se vuoi, puoi aggiungere","challenges-content.sensing-game.instructions.7":"Create a clone (Crea un clone)","challenges-content.sensing-game.instructions.8":"per duplicare il tuo sprite.","challenges-content.sensing-game.instructions.9":"Crea due variabili: una per","challenges-content.sensing-game.instructions.10":"Score (punteggio)","challenges-content.sensing-game.instructions.11":"e l’altra per","challenges-content.sensing-game.instructions.12":"Timer","challenges-content.sensing-game.instructions.13":"e aggiungile allo sprite. Imposta il timer a 30 e aggiungi","challenges-content.sensing-game.instructions.14":"Change Timer by -1 (Cambia il timer di -1)","challenges-content.sensing-game.instructions.15":"Crea un nuovo sprite","challenges-content.sensing-game.instructions.16":"Game Over","challenges-content.sensing-game.instructions.17":"per finire il gioco. Puoi anche creare uno sprite con il titolo del tuo gioco, ad esempio: Raccogli tutte le bolle della settimana europea della programmazione.","challenges-content.sensing-game.example.0":"Gioca al videogioco sensoriale Raccogli tutte le bolle della settimana europea della programmazione. Modifica questo progetto","challenges-content.sensing-game.example.1":"come preferisci","challenges-content.calming-leds.title":"LED calmanti: crea un semplice dispositivo con micro:bit","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 minuti","challenges-content.calming-leds.materials.0":"un dispositivo micro:bit e un pacco batteria (se disponibile)","challenges-content.calming-leds.materials.1":"un laptop o un tablet con cui accedere a Microsoft MakeCode e YouTube","challenges-content.calming-leds.materials.2":"microbit.org per le risorse delle attività","challenges-content.calming-leds.description":"Gli studenti creano un dispositivo digitale con LED che può aiutarli a regolare la respirazione e a sentirsi più tranquilli. Verrà chiesto loro di scrivere qualche semplice riga di codice, esplorando animazioni e sequenze.","challenges-content.calming-leds.instructions.0":"Lo scopo è quello di creare un dispositivo funzionante con LED calmanti che puoi usare per regolare la respirazione. Questo dispositivo può essere creato su una scheda micro:bit fisica o sul simulatore nell’editor MakeCode.","challenges-content.calming-leds.instructions.1":"La sfida può essere completata utilizzando l’editor MakeCode e scrivendo una semplice sequenza di codice, come mostrato nel video/screenshot.","challenges-content.calming-leds.instructions.2":"Per svolgere il compito, gli studenti possono esplorare diverse animazioni e ideare l’animazione che vorrebbero vedere per sentirsi calmi o felici.","challenges-content.calming-leds.instructions.3":"Maggiori informazioni e istruzioni video disponibili su","challenges-content.calming-leds.instructions.4":"questo link","challenges-content.calming-leds.example":"Visita questa pagina per le istruzioni e i video della sfida completata e per ricevere informazioni su come programmare","challenges-content.calming-leds.purposes.0":"Progettare un semplice artefatto digitale con uno scopo utile","challenges-content.calming-leds.purposes.1":"Esplorare sequenze e animazioni e il loro funzionamento","challenges-content.calming-leds.purposes.2":"Testare e correggere del codice semplice","challenges-content.calming-leds.purposes.3":"Ripetere un progetto rendendo le animazioni più veloci o più lente","challenges-content.computational-thinking-and-computational-fluency.title":"Pensiero computazionale e fluidità computazionale con ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – ambasciatore della settimana europea della programmazione Grecia","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Familiarizzare con nuovi comandi e interfacce.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Creare semplici programmi con semplici comandi causa-effetto.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Eseguire un facile debugging tramite tentativi ed errori.","challenges-content.computational-thinking-and-computational-fluency.description":"In questa sfida i bambini integreranno i concetti di pensiero computazionale nei loro progetti utilizzando l’applicazione ScratchJr per rendere le loro storie più coinvolgenti, emozionanti ed evocative.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr non richiede che i bambini siano in grado di leggere. Tutte le istruzioni e le opzioni di menu sono identificabili attraverso simboli e colori. La sfida può essere completata in classe, in laboratorio o anche in uno spazio aperto, dato che non è richiesto Internet.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"I bambini usano la città come sfondo e utilizzano i blocchi di programmazione per creare una macchina che attraversa la città.","challenges-content.computational-thinking-and-computational-fluency.example.0":"I bambini possono usare i blocchi di suono e movimento e i blocchi di riavvio per far ballare i personaggi.","challenges-content.computational-thinking-and-computational-fluency.example.1":"I bambini scelgono uno sfondo e un personaggio e usano un blocco di movimento per guidare una macchina attraverso la città. Possono usare il blocco di velocità per far accelerare o rallentare un personaggio.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"L’app gratuita","challenges-content.computational-thinking-and-computational-fluency.materials.1":"funziona su vari sistemi operativi e tipi di dispositivi smart","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Inoltre, il sito web","challenges-content.computational-thinking-and-computational-fluency.materials.3":"offre molto materiale educativo gratuito","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minuti","challenges-content.ai-hour-of-code.title":"L'IA nella programmazione","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Creare soluzioni di programmazione che includono sequenze, eventi, cicli e istruzioni condizionali","challenges-content.ai-hour-of-code.purposes.1":"Scomporre le fasi necessarie per risolvere un problema in una precisa sequenza di istruzioni","challenges-content.ai-hour-of-code.purposes.2":"Esplorare i concetti di programmazione","challenges-content.ai-hour-of-code.description":"Un villaggio è minacciato da un incendio e ha bisogno di te per programmare una soluzione!Incontra il tuo assistente per la programmazione, l’agente Minecraft, e quindi programmalo per muoverti nella foresta e raccogliere dati. Questi dati aiuteranno l’agente a prevedere dove si verificheranno gli incendi. Poi programma l’agente per evitare la diffusione del fuoco, salvare il villaggio e riportare la vita nella foresta. Impara le basi della programmazione e scopri un esempio reale di intelligenza artificiale(IA). ","challenges-content.ai-hour-of-code.instructions":"Scarica il piano della lezione qui","challenges-content.ai-hour-of-code.materials.0":"Installa Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Dopo aver installato Minecraft Education Edition, la sfida è su","challenges-content.ai-hour-of-code.materials.2":"questo sito web","challenges-content.create-a-dance.title":"Crea un ballo con l’inno alla programmazione!","challenges-content.create-a-dance.purposes":"Praticare la programmazione in modo divertente e sentirsi connessi con la community della settimana europea della programmazione. ","challenges-content.create-a-dance.description.0":"Crea un ballo con l’inno alla programmazione!Usa il","challenges-content.create-a-dance.description.1":"tutorial Dance Party","challenges-content.create-a-dance.description.2":"per scrivere un ballo sull’inno alla programmazione. L’inno ufficiale della settimana europea della programmazione è elencato come una voce in Dance Party. ","challenges-content.create-a-dance.instructions.0":"Le istruzioni sono visualizzate all’interno del","challenges-content.create-a-dance.instructions.1":"tutorial","challenges-content.create-a-dance.instructions.2":"e sono scritte anche all’inizio di ogni livello","challenges-content.create-a-dance.example":"Le creazioni degli studenti si possono trovare su questa pagina","challenges-content.create-a-dance.materials":"Il tutorial di Code. org","challenges-content.create-a-simulation.title":"Crea una simulazione!","challenges-content.create-a-simulation.purposes.0":"Imparare le simulazioni introducendo le seguenti variabili: creare una folla, tassi di guarigione, indossare mascherine e vaccini. ","challenges-content.create-a-simulation.purposes.1":"Attivare conoscenze pregresse sulle epidemie di virus nel mondo reale che si applicheranno a uno scenario fittizio. ","challenges-content.create-a-simulation.description":"Scrivi del codice per creare ed eseguire la tua simulazione dello scoppio del virus a Monster Town. Impara a programmare e fare previsioni su ciò che accadrà ai residenti di Monster Town. ","challenges-content.create-a-simulation.instructions.0":"Le istruzioni sono visualizzate all’interno del","challenges-content.create-a-simulation.instructions.1":"tutorial","challenges-content.create-a-simulation.instructions.2":"e sono scritte anche all’inizio di ogni livello","challenges-content.create-a-simulation.example":"Quando hai finito, puoi condividere la tua simulazione con gli altri. Diffondi il tuo messaggio su ciò che pensi che possiamo fare per contribuire a tutelare la salute degli altri quando un virus arriva in città. ","challenges-content.create-a-simulation.materials":"Il tutorial di Code. org","challenges-content.create-your-own-masterpiece.title":"Crea il tuo capolavoro!","challenges-content.create-your-own-masterpiece.audience":"Per tutte le età","challenges-content.create-your-own-masterpiece.purpose":"Presentare i concetti dell’informatica in modo visivo e ispirare la creatività","challenges-content.create-your-own-masterpiece.description":"Crea il tuo capolavoro con un artista!Usa i blocchi di programmazione per fare in modo che il tuo artista crei un’opera d’arte unica. ","challenges-content.create-your-own-masterpiece.instructions":"Le istruzioni sono elencate all’inizio di ogni livello","challenges-content.create-your-own-masterpiece.example":"Esempi di artisti sono disponibili in questa pagina nella sezione Drawing(Disegno)","challenges-content.create-your-own-masterpiece.materials.0":"Il primo livello del tutorial si trova","challenges-content.create-your-own-masterpiece.materials.1":"QUI","challenges-content.cs-first-unplugged-activities.title":"Attività CS First Unplugged","challenges-content.cs-first-unplugged-activities.purposes.0":"Per aiutare gli studenti che studiano da casa","challenges-content.cs-first-unplugged-activities.purposes.1":"Per concedere a tutti una pausa dallo schermo","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged è un pacchetto di attività che introduce gli studenti ai concetti di informatica senza un computer. Abbiamo ideato questa lezione per dimostrare che l’informatica è molto più della sola programmazione. ","challenges-content.cs-first-unplugged-activities.instructions.0":"Troverai il manuale di tutte le attività in inglese su questo","challenges-content.cs-first-unplugged-activities.instructions.1":"link","challenges-content.cs-first-unplugged-activities.instructions.2":"e il piano delle lezioni in inglese su questo","challenges-content.cs-first-unplugged-activities.instructions.3":"Le attività di questa lezione possono essere completate individualmente e in qualsiasi ordine","challenges-content.cs-first-unplugged-activities.instructions.4":"L’insegnante può scattare una foto del processo di apprendimento e condividerla su Instagram usando l’hashtag #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Oltre al manuale delle attività, alcune attività richiedono o si possono avvalere di materiali aggiuntivi.","challenges-content.cs-first-unplugged-activities.materials.1":"Piccoli contatori (ad esempio fagioli secchi) da usare sulla mappa di Network a Neighborhood (Crea una rete di quartiere).","challenges-content.cs-first-unplugged-activities.materials.2":"Forbici per ritagliare la ruota cifrante di Send a Secret Message (Invia un messaggio segreto).","challenges-content.cs-first-unplugged-activities.materials.3":"Cartoncino e colla per fornire maggiore rigidità alla ruota cifrante di Send a Secret Message.","challenges-content.cs-first-unplugged-activities.materials.4":"Una puntina, uno stuzzicadenti o una graffetta diritta per collegare la ruota cifrante di Send a Secret Message.","challenges-content.family-care.title":"La cura della famiglia","challenges-content.family-care.experience":"Aperta a tutti","challenges-content.family-care.duration":"Da 5 a 10 ore","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Studiare il tema «cura della famiglia» che affrontiamo quotidianamente;","challenges-content.family-care.purposes.1":"Vedere i problemi come opportunità e generare soluzioni creative;","challenges-content.family-care.purposes.2":"Usare la programmazione per realizzare in modo innovativo le tue soluzioni;","challenges-content.family-care.purposes.3":"Progettare poster e presentare le proprie soluzioni agli altri;","challenges-content.family-care.purposes.4":"Usare i social media per generare un impatto con i tuoi progetti.","challenges-content.family-care.description.0":"Cosa ti viene in mente quando si parla di casa? Una bella casa? Una buona cena preparata dai genitori? Uno spazio segreto per te? Il calore della casa ricarica corpo e spirito come un distributore di benzina. Nel trambusto della vita moderna, i genitori sono sempre impegnati nel lavoro. Quando esci con gli amici, non puoi abbandonare i tuoi gattini. Ma come prendersi cura della propria azienda quando si è lontani? Il tema della sfida è","challenges-content.family-care.description.1":"La cura della famiglia","challenges-content.family-care.description.2":"Sulla base di questo tema, gli studenti sono invitati a sviluppare un’idea per comunicare amore e cura attraverso la programmazione e l’hardware. Ecco alcune domande su cui riflettere","challenges-content.family-care.description.3":"Quanti sono i membri della tua famiglia? Chi sono? Hai avuto dei problemi stando con loro? Di che tipo di assistenza hanno bisogno?","challenges-content.family-care.description.4":"Conosci nella tua comunità qualcuno a cui manca la cura della famiglia più che ad altri? Come puoi aiutarlo?","challenges-content.family-care.instructions.0":"Raccogli delle idee e fai una ricerca sul tema della cura della famiglia","challenges-content.family-care.instructions.1":"Elenca eventuali problemi","challenges-content.family-care.instructions.2":"Pensa a possibili soluzioni","challenges-content.family-care.instructions.3":"Scegli una soluzione","challenges-content.family-care.instructions.4":"Programma e costruisci la struttura","challenges-content.family-care.instructions.5":"Disegna un poster per presentare il tuo progetto","challenges-content.family-care.instructions.6":"Presentalo ai tuoi insegnanti e ai membri della tua famiglia","challenges-content.family-care.example.0":"Troverai alcuni esempi qui","challenges-content.family-care.example.1":"e","challenges-content.family-care.materials.0":"Strumento per la programmazione:","challenges-content.family-care.materials.1":"oppure scarica la","challenges-content.family-care.materials.2":"versione per PC","challenges-content.family-care.materials.3":"mBlock è un linguaggio di programmazione basato su Scratch","challenges-content.family-care.materials.4":"Questa sfida è tratta anche da MakeX Global Spark Competition, un programma di design creativo basato su progetti per studenti dai 6 ai 13 anni.","challenges-content.family-care.materials.5":"La squadra partecipante dovrà occuparsi di un tema specifico e ideare una soluzione attraverso la programmazione di software e la costruzione di hardware.","challenges-content.family-care.materials.6":"Gli studenti sono incoraggiati a completare la sfida in Codeweek e portarla a un livello internazionale per interagire con altri studenti e vincere premi.","challenges-content.family-care.materials.7":"Per ulteriori informazioni consulta il sito:","challenges-content.family-care.materials.8":"o contattaci all’indirizzo","challenges-content.virtual-flower-field.title":"Coltiva il tuo campo di fiori virtuale","challenges-content.virtual-flower-field.author":"Jadga Huegle - Coach di Meet and Code e membro del team SAP Snap!","challenges-content.virtual-flower-field.duration":"30-60 minuti","challenges-content.virtual-flower-field.purposes.0":"Conoscere la programmazione con un progetto semplice, ma efficace.","challenges-content.virtual-flower-field.purposes.1":"Imparare che la programmazione può essere artistica e produrre ottimi risultati dal punto di vista estetico.","challenges-content.virtual-flower-field.purposes.2":"Illuminare l’autunno con fiori colorati e la settimana europea della programmazione.","challenges-content.virtual-flower-field.purposes.3":"Mostrare la diversità dei fiori sulla Terra.","challenges-content.virtual-flower-field.purposes.4":"Contribuire agli Obiettivi di Sviluppo Sostenibile (OSS), in particolare l’obiettivo 13, i cambiamenti climatici, creando eventi di programmazione che promuovano la conoscenza in materia attraverso la sensibilizzazione sul tema.","challenges-content.virtual-flower-field.description":"Sviluppare un programma in Snap! in cui coltivare un campo di fiori virtuale con vari tipi di fiori e un diverso numero di petali.","challenges-content.virtual-flower-field.instructions.0":"Se hai bisogno di ispirazione su come iniziare la sfida, guarda","challenges-content.virtual-flower-field.instructions.1":"questo video","challenges-content.virtual-flower-field.instructions.2":"oppure usa","challenges-content.virtual-flower-field.instructions.3":"questo documento","challenges-content.virtual-flower-field.instructions.4":"per seguire","challenges-content.virtual-flower-field.instructions.5":"La sfida può essere completata programmando un campo di fiori virtuale in Snap! (o Scratch) e pubblicando uno screenshot o una foto del risultato online.","challenges-content.virtual-flower-field.instructions.6":"Il campo di fiori deve contenere diversi tipi di fiori con un diverso numero di petali. Idealmente, i fiori sono programmati, il che significa che sono costruiti copiando e girando (o disegnando e girando) i petali più volte.","challenges-content.virtual-flower-field.instructions.7":"Pubblica un’immagine del tuo giardino fiorito virtuale con l’hashtag #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Raccomandiamo l’uso di","challenges-content.virtual-flower-field.materials.1":"ma il progetto funziona anche in","challenges-content.haunted-house.title":"La Casa stregata in Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Università di Leida - Ramon Moorlag, I&I - CodeWeek NL","challenges-content.haunted-house.audience":"Insegnanti ed educatori","challenges-content.haunted-house.duration":"1 o 2 ore a seconda delle conoscenze pregresse","challenges-content.haunted-house.purposes.0":"Creare una storia interattiva della Casa stregata.","challenges-content.haunted-house.purposes.1":"Imparare a programmare con Hedy.","challenges-content.haunted-house.description":"Con Hedy, creerai una storia della Casa stregata con elementi interattivi. Ogni volta che si esegue il codice viene creata una nuova storia. La storia può anche essere letta ad alta voce dal computer e condivisa online.","challenges-content.haunted-house.instructions.0":"Inizia aprendo il browser e andando su hedycode.com.","challenges-content.haunted-house.instructions.1":"Segui le istruzioni per i livelli 1-4. Usa le schede «Level» (Livello) e «Haunted house» (Casa stregata).","challenges-content.haunted-house.instructions.2":"Con l’aiuto di questi livelli, scriveremo una storia interattiva su una casa stregata.","challenges-content.haunted-house.instructions.3":"Per gli insegnanti, un piano delle lezioni Hedy è disponibile","challenges-content.haunted-house.instructions.4":"qui","challenges-content.haunted-house.instructions.5":"Puoi trovare una registrazione di Felienne Hermans che presenta Hedy su","challenges-content.haunted-house.instructions.6":"questo link","challenges-content.haunted-house.example":"Esempio Casa stregata al livello","challenges-content.haunted-house.materials.0":"Hedy su","challenges-content.haunted-house.materials.1":"Livelli da 1 a 4","challenges-content.inclusive-app-design.title":"Progettazione di app inclusive","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minuti + attività di espansione opzionali","challenges-content.inclusive-app-design.purposes.0":"Raccogliere idee, progettare, prototipare e condividere un'idea di app accessibile e comprensibile per tutti. ","challenges-content.inclusive-app-design.description":"App eccezionali partono da idee eccezionali. In questa attività gli studenti proporranno un’idea di app su un argomento a cui tengono, per poi scoprire come progettare le app tenendo presenti i concetti di inclusione e accessibilità. ","challenges-content.inclusive-app-design.instructions.0":"Troverai tutte le istruzioni su questo link","challenges-content.inclusive-app-design.instructions.1":"Con questo piano di lezione di un’ora, gli educatori possono aiutare gli studenti a","challenges-content.inclusive-app-design.instructions.2":"Imparare a progettare app inclusive","challenges-content.inclusive-app-design.instructions.3":"Raccogliere idee su argomenti di loro interesse per trovare un’idea di app","challenges-content.inclusive-app-design.instructions.4":"Descrivere la loro idea di app e pianificare le attività degli utenti","challenges-content.inclusive-app-design.instructions.5":"Realizzare il prototipo di una parte della loro app in Keynote","challenges-content.inclusive-app-design.instructions.6":"Condividere demo dei loro prototipi e descrivere in che modo aiutano gli utenti con diversi background e abilità","challenges-content.inclusive-app-design.materials.0":"Esplora l’attività Inclusive App Design Activity(Progettazioni di app inclusive) nell’Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Keynote su iPad o Mac è consigliato, ma non necessario. ","challenges-content.silly-eyes.title":"Occhi buffi","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 minuti","challenges-content.silly-eyes.purposes.0":"Realizzare un progetto con interazione dell’utente. ","challenges-content.silly-eyes.purposes.1":"Personalizzare un progetto con colori ed effetti grafici. ","challenges-content.silly-eyes.purposes.2":"Conoscere il design nella produzione digitale. ","challenges-content.silly-eyes.description":"In questo progetto, ideerai e creerai un personaggio con gli occhi buffi. I grandi occhi buffi del personaggio seguiranno il puntatore del mouse per dare vita al tuo personaggio. ","challenges-content.silly-eyes.instructions":"Accedi alla descrizione completa del progetto qui","challenges-content.silly-eyes.example":"Guarda Gobo, Under the sea and Don't eat donut","challenges-content.train-ai-bot.title":"Allena un bot di IA!","challenges-content.train-ai-bot.purposes":"Saperne di più sull’intelligenza artificiale (IA), l’apprendimento automatico, i dati di allenamento e i bias, esplorando questioni etiche e scoprendo in che modo l’IA può essere usata per affrontare i problemi mondiali.","challenges-content.train-ai-bot.description":"Addestra un bot di IA con AI for Oceans. In questa attività, programmerai o addestrerai l’IA (intelligenza artificiale) per individuare il pesce o la spazzatura. Puliamo gli oceani!","challenges-content.train-ai-bot.instructions.0":"Le istruzioni sono visualizzate all’interno del tutorial","challenges-content.train-ai-bot.instructions.1":"e sono scritte anche all’inizio di ogni livello","challenges-content.train-ai-bot.materials.0":"Il tutorial si trova qui","challenges-content.train-ai-bot.materials.1":"Il tutorial è disponibile in oltre 25 lingue","challenges-content.build-calliope.title":"Crea il tuo Calliope mini fitness trainer","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code con la partecipazione di Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Imparare attraverso il gioco sequenze, animazioni, ripetizioni e variabili.","challenges-content.build-calliope.purposes.1":"Progettare un diagramma di struttura.","challenges-content.build-calliope.purposes.2":"Testare ed eseguire il debug del codice.","challenges-content.build-calliope.purposes.3":"Ottimizzare un programma per tentativi ed errori, controllandone e modulandone l'usabilità.","challenges-content.build-calliope.duration":"20-30 minuti","challenges-content.build-calliope.description":"I partecipanti svilupperanno un prototipo controllato digitalmente che utilizza un LED luminoso colorato per riprodurre una sequenza di fitness di 10 esercizi.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (se disponibile)","challenges-content.build-calliope.materials.1":'Laptop o tablet da cui accedere al sito https://makecode.calliope.cc o https://calliope.cc e YouTube per accedere alle risorse necessarie per l’attività.',"challenges-content.build-calliope.instructions.0":"Per iniziare, crea un piano e determina l’ordine dei singoli esercizi. Utilizzando questo schema, programma I LED RGB di Calliope mini per visualizzare uno dei 5 colori al ritmo predefinito. Quindi crea una variabile per il ritmo e programma le ripetizioni usando i loop.","challenges-content.build-calliope.instructions.1":"Ricorda, se il programma che hai implementato ti piace, puoi anche condividerlo con noi inviandolo a info@calliope.cc – non vediamo l’ora di vedere cosa hai saputo creare! A proposito, gli iscritti potranno vincere uno dei 30 Calliope mini che metteremo in palio!","challenges-content.build-calliope.instructions.2":"Condividi il QR code del tuo Progetto su Instagram, aggiungi l’hashtag #EUCodeWeekChallenge e menziona @CodeWeekEU.","challenges-content.build-calliope.example.0":"Quando sei seduto davanti al computer: puoi diventare sportivo anche tu!.","challenges-content.build-calliope.example.1":"Crea un prototipo per il fitness con Calliope mini che può anche essere testato in un simulatore. La sfida si svolge utilizzando l’editor MakeCode e programmando una semplice sequenza di codice (vedi screenshot).","challenges-content.build-calliope.example.2":"Scegli 5 colori e assegna a ciascuno un esercizio di fitness, per es. squat o jumping jacks. Puoi cambiare e testare i colori in qualsiasi ordine.","challenges-content.common.share":"Condividi il link o il codice QR del tuo progetto su Instagram o Facebook, aggiungi l’hashtag #EUCodeWeekChallenge e menziona @CodeWeekEU.","challenges-content.common.audience.0":"Insegnanti ed educatori/educatrici","challenges-content.common.audience.1":"Alunni e alunne della scuola primaria (dai 6 ai 12 anni)","challenges-content.common.audience.2":"Studenti e studentesse della scuola secondaria di primo grado (dai 12 ai 16 anni)","challenges-content.common.audience.3":"Studenti e studentesse della scuola secondaria di secondo grado (dai 16 ai 18 anni)","challenges-content.code-a-dice.title":"Programmare per tirare un dado","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Programmare indovinelli interattivi","challenges-content.code-a-dice.purposes.1":"Per programmare la simulazione di un oggetto in movimento casuale da utilizzare se l’oggetto reale non è disponibile","challenges-content.code-a-dice.description":"In questa sfida scriverai il codice per un dado da tirare casualmente al tuo comando. Puoi scegliere qualsiasi tipo di dado con il numero di facce che preferisci, come quelle dei giochi di ruolo; puoi inoltre aggiungere un suono. ","challenges-content.code-a-dice.instructions.0":"Accedi a Scratch","challenges-content.code-a-dice.instructions.1":"Scegli uno sfondo","challenges-content.code-a-dice.instructions.2":"Crea lo sprite per il tuo dado o cercane uno sul web e caricalo sul tuo programma","challenges-content.code-a-dice.instructions.3":"Crea tanti costumi per lo sprite quante sono le facce del dado scelto; ognuno deve indicare un numero differente","challenges-content.code-a-dice.instructions.4":"Scegli come vuoi che il dado inizi a rotolare (tramite pressione di un tasto della tastiera, facendo clic sullo sprite, ecc.) e scrivi il codice","challenges-content.code-a-dice.instructions.5":"Programma lo sprite in modo che cambi costume casualmente alla fine del lancio","challenges-content.code-a-dice.instructions.6":"Aggiungi effetti sonori","challenges-content.code-a-dice.example":"Tira un dado D-20","challenges-content.personal-trainer.title":"Personal trainer con micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Per programmare micro:bit per utilizzare il cicalino e il pannello a led","challenges-content.personal-trainer.purposes.1":"Per creare un dispositivo personale per controllare la tua attività fisica","challenges-content.personal-trainer.purposes.2":"Per programmare micro:bit e migliorare la tua salute grazie allo sport","challenges-content.personal-trainer.description":"Questa sfida ti permette di programmare il micro:bit per controllare i tempi di ripetizione degli esercizi fisici combinati con il tempo di riposo. Così puoi seguire la tua attività fisica a scuola, a casa o al parco.","challenges-content.personal-trainer.instructions.0":"Quando A+B, crea un timer per il conto alla rovescia di 3 secondi con una suoneria che si attiva ogni secondo e visualizza la parola VIA!","challenges-content.personal-trainer.instructions.1":"Durante il primo esercizio, visualizza per 20 secondi un quadrato 2x2. Successivamente, riproduci un suono e mantieni fisso il quadrato. Nel tempo rimanente, è necessario visualizzare un’altra immagine lampeggiante per 10 secondi. Quando il tempo finisce, riproduci un suono.","challenges-content.personal-trainer.instructions.2":"Poi ripeti la stessa azione, ma stavolta visualizza un pannello 3x3 per la durata dell’esercizio. Ripeti le azioni finché non viene visualizzato il pannello 5x5.","challenges-content.personal-trainer.duration":"30-40 minuti","challenges-content.create-a-spiral.title":"Realizzare una spirale","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Per imparare e allenarsi con cicli e variabili.","challenges-content.create-a-spiral.purposes.1":"Per migliorare la creatività durante la programmazione.","challenges-content.create-a-spiral.description":"In questa sfida scriverai un progetto con Scratch per creare una spirale, utilizzando i blocchi penna, un ciclo e una variabile.","challenges-content.create-a-spiral.instructions.0":"I blocchi penna","challenges-content.create-a-spiral.instructions.1":"Crea un nuovo progetto e chiamalo Spirale.","challenges-content.create-a-spiral.instructions.2":"Fai clic sull’icona viola “Aggiungi un’estensione” nell’angolo in basso a sinistra della finestra","challenges-content.create-a-spiral.instructions.3":"Seleziona “penna”: ora i blocchi penna sono disponibili per il tuo progetto!","challenges-content.create-a-spiral.instructions.4":"Per iniziare il tuo progetto, trascina e rilascia il blocco “quando si clicca bandiera verde”:","challenges-content.create-a-spiral.instructions.5":"Bisogna iniziare con una pagina bianca: tra i blocchi penna, aggiungi il blocco “pulisci”:","challenges-content.create-a-spiral.instructions.6":"Vuoi iniziare a disegnare al centro dello stage, quindi il tuo sprite deve spostarsi al centro dello stage (0,0):","challenges-content.create-a-spiral.instructions.7":"Il tuo sprite può muoversi senza disegnare o muoversi e disegnare:","challenges-content.create-a-spiral.instructions.8":"quando vuoi che disegni, puoi utilizzare il blocco penna giù","challenges-content.create-a-spiral.instructions.9":"se non vuoi che disegni, puoi utilizzare il blocco penna su","challenges-content.create-a-spiral.instructions.10":"Ora vuoi disegnare. Aggiungi il blocco “penna giù”:","challenges-content.create-a-spiral.instructions.11":"L’esagono","challenges-content.create-a-spiral.instructions.12":"Aggiungi i blocchi in basso al tuo progetto:","challenges-content.create-a-spiral.instructions.13":"Ora hai un sesto del tuo esagono. Devi ripetere la stessa sequenza 6 volte:","challenges-content.create-a-spiral.instructions.14":"La spirale","challenges-content.create-a-spiral.instructions.15":"Per creare una spirale, devi aggiungere 2 alla lunghezza di ogni lato.","challenges-content.create-a-spiral.instructions.16":"Per farlo, userai una variabile.","challenges-content.create-a-spiral.instructions.17":"Nel blocco delle variabili, fai clic su Crea una variabile","challenges-content.create-a-spiral.instructions.18":"Chiamala lunghezza e poi fai clic su OK:","challenges-content.create-a-spiral.instructions.19":"La spirale crescerà e, quindi, è meglio iniziare da una dimensione piccola: imposta la prima lunghezza su 10 e inserisci questo blocco prima del ciclo.","challenges-content.create-a-spiral.instructions.20":"Inserisci la variabile “lunghezza” nel blocco “fai … passi”","challenges-content.create-a-spiral.instructions.21":"Per fare crescere la spirale, è inoltre necessario aumentare la lunghezza in ogni ciclo: aggiungi il blocco in basso alla fine del ciclo:","challenges-content.create-a-spiral.instructions.22":"Ecco il tuo progetto attuale:","challenges-content.create-a-spiral.instructions.23":"una bellissima spirale ","challenges-content.create-a-spiral.instructions.24":"Hai disegnato una spirale! Per farla crescere all’infinito, sostituisci il ciclo “ripeti 6 volte” con quello “per sempre”:","challenges-content.create-a-spiral.instructions.25":"Per disegnare una spirale colorata, aggiungi il seguente blocco nel ciclo:","challenges-content.create-a-spiral.instructions.26":"Quando ricominci daccapo, lo sprite disegna una linea indesiderata. Per evitarlo, aggiungi un blocco “penna su” all’inizio del progetto.","challenges-content.create-a-spiral.instructions.27":"Ecco il tuo progetto ultimato:","challenges-content.create-a-spiral.instructions.28":"Complimenti! Hai creato una splendida spirale!","challenges-content.play-against-ai.title":"Creare e giocare contro l’IA: il gioco della morra cinese","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"per comprendere come funziona il ciclo dell’apprendimento automatico.","challenges-content.play-against-ai.purposes.1":"per realizzare un modello di apprendimento automatico con lo strumento Teachable Machine","challenges-content.play-against-ai.purposes.2":"per prendere confidenza con lo strumento Pictoblox e importare il modello creato nel progetto","challenges-content.play-against-ai.purposes.3":"per impostare lo stage e i personaggi, mettere a punto e inizializzare le variabili in Pictoblox","challenges-content.play-against-ai.purposes.4":"per inizializzare il gioco, individuare le mosse del giocatore, programmare mosse IA casuali","challenges-content.play-against-ai.purposes.5":"per creare e testare un gioco che prevede l’intelligenza artificiale come avversaria in un gioco di morra cinese.","challenges-content.play-against-ai.description":"Creeremo un modello con lo strumento Teachable Machine partendo da immagini utilizzando tre classi: sasso, forbici e carta. Il modello sarà caricato in Pictoblox e utilizzato per creare un gioco che è possibile giocare contro l’IA.","challenges-content.play-against-ai.duration":"90 minuti","challenges-content.play-against-ai.instructions.0":"Crea un nuovo progetto di immagini su Teachable machine con tre classi chiamate rispettivamente sasso, carta e forbici. Per ogni classe, scatta almeno 400 foto con la fotocamera. Assicurati di utilizzare uno sfondo chiaro. Allenati ed esporta il modello. Carica il modello e copia il link.","challenges-content.play-against-ai.instructions.1":"Crea un profilo gratuito sul sito web di Pictoblox. Aggiungi un’estensione di apprendimento automatico e carica un modello. Imposta lo stage, le variabili e gli sprite. Inizializza il gioco, individua le mosse del giocatore e quelle dell’IA e chi vince la partita.","challenges-content.play-against-ai.instructions.2":"Addestra i dati per il gioco.","challenges-content.play-against-ai.instructions.3":"Testa il modello.","challenges-content.play-against-ai.instructions.4":"Esporta il modello.","challenges-content.play-against-ai.instructions.5":"Aggiungi l’estensione di apprendimento automatico e carica il modello.","challenges-content.play-against-ai.instructions.6":"Prepara lo stage, le variabili e lo sprite.","challenges-content.play-against-ai.instructions.7":"Inizializza il gioco.","challenges-content.play-against-ai.instructions.8":"Individua le mosse del giocatore.","challenges-content.play-against-ai.instructions.9":"Imposta mosse casuali dell’IA.","challenges-content.play-against-ai.instructions.10":"Diffondi mosse casuali dell’IA.","challenges-content.play-against-ai.instructions.11":"Fai tre blocchi. Chi vince la partita? ","challenges-content.play-against-ai.instructions.12":"Verifica se il giocatore vince la partita.","challenges-content.play-against-ai.instructions.13":"Verifica se l’IA vince la partita.","challenges-content.play-against-ai.instructions.14":"Verifica se la partita finisce in pareggio.","challenges-content.play-against-ai.instructions.15":"Programma i blocchi.","challenges-content.play-against-ai.instructions.16":"Sprite della morra cinese","challenges-content.air-drawing-with-AI.title":"Disegnare nell’aria con l’IA","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"per scrivere un programma utilizzando l’estensione di rilevamento del corpo umano per riconoscere i movimenti delle dita davanti alla webcam.","challenges-content.air-drawing-with-AI.purposes.1":"per programmare con blocchi semplici e in poche righe di codice.","challenges-content.air-drawing-with-AI.purposes.2":"per vedere un esempio di uso dell’IA","challenges-content.air-drawing-with-AI.description":"Creazione di un programma che consente all’utente di disegnare nell’aria con la propria mano (dito indice) davanti alla webcam e ogni cosa disegnata viene visualizzata automaticamente sullo stagedi Pictoblox.","challenges-content.air-drawing-with-AI.instructions.0":"Crea un profilo su Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"segui le istruzioni visive per:","challenges-content.air-drawing-with-AI.instructions.2":"aggiungere le estensioni “Rilevamento del corpo umano” e “Penna”;","challenges-content.air-drawing-with-AI.instructions.3":"impostare uno stage e aggiungere uno sprite (matita) e altri sprite per: penna giù, penna su, pulisci; ","challenges-content.air-drawing-with-AI.instructions.4":"scrivere un codice per lo sprite Matita in modo che segua il dito","challenges-content.air-drawing-with-AI.instructions.5":"scrivere un codice per i pulsanti: penna su, penna giù e pulisci e anche per Penna","challenges-content.air-drawing-with-AI.instructions.6":"Ora hai tutto per creare i tuoi disegni e giocare con colori e dimensioni di penna differenti.","challenges-content.air-drawing-with-AI.materials.0":"Un laptop o un computer con webcam","challenges-content.air-drawing-with-AI.materials.1":"la più recente versione di PictoBlox scaricata (raccomandato) o la versione online di Pictoblox (gratuita)","challenges-content.air-drawing-with-AI.materials.2":"profilo Pictoblox (gratuito)","challenges-content.air-drawing-with-AI.materials.3":"una buona connessione Internet","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Per apprendere i concetti base dell’apprendimento automatico e del riconoscimento testuale.","challenges-content.emobot-kliki.purposes.1":"Per comprendere il ruolo delle emozioni nella comunicazione.","challenges-content.emobot-kliki.purposes.2":"Per utilizzare il codice per creare dialoghi tra chatbot e utente.","challenges-content.emobot-kliki.purposes.3":"Per capire in che modo i computer sono in grado di riconoscere i toni emotivi tramite l’analisi dei testi e rispondervi di conseguenza.","challenges-content.emobot-kliki.description.0":"Crea un bot emotivo in Scratch in grado di mostrare un’espressione felice per i messaggi positivi (se gli dici cose carine), un’espressione arrabbiata per i messaggi negativi (se gli dici cose cattive) e un’espressione confusa se il messaggio non è specifico.","challenges-content.emobot-kliki.description.1":"Emobot Kliki riconoscerà i complimenti e gli insulti, così vedremo come è possibile addestrare i computer a riconoscere i toni emotivi.","challenges-content.emobot-kliki.instructions.0":"Per iniziare, programma un elenco di regole per ciò che è carino o gentile e per quello che è brutto o cattivo.","challenges-content.emobot-kliki.instructions.1":"Accedi a https://machinelearningforkids.co.uk/?lang=it oppure crea un nuovo profilo.","challenges-content.emobot-kliki.instructions.2":"Crea un nuovo modello di apprendimento automatico e aggiungi tre nuove etichette, la prima chiamala “gentile”, la seconda “cattivo” e, se vuoi che riconosca il tuo nome, chiama la terza etichetta opzionale “nome”.","challenges-content.emobot-kliki.instructions.3":"Addestra il nuovo modello di apprendimento automatico, testalo e utilizzalo per creare un Emobot in Scratch.","challenges-content.emobot-kliki.instructions.4":"Avvia l’editor di Scratch 3.0, cancella lo sprite del gatto, inserisci tre nuovi sprite realizzati da Microsoft Bing Image Creator (cartone animato di computer felice, arrabbiato e indeciso) o crea un nuovo sprite facendo clic sull’icona Pennello e disegnando tre copie del costume per l’espressione felice, arrabbiata e indecisa.","challenges-content.emobot-kliki.instructions.5":"Fai clic sulla scheda “Codice” e inserisci il seguente script.","challenges-content.emobot-kliki.example.0":"Condividi il tuo Emobot Kliki con amici e amiche e scopri di più sull’IA e sulle emozioni!","challenges-content.emobot-kliki.example.1":"Invece di usare il cartone animato di un computer, puoi provare qualcosa di diverso, come ad esempio un animale. Invece della gentilezza e della cattiveria, potresti addestrare il personaggio a riconoscere altri tipi di messaggi.","challenges-content.craft-magic.title":"Fare magie con l’IA e i gesti delle mani","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Per coltivare le capacità di programmazione tra studenti e studentesse, permettendo loro di usare comandi base.","challenges-content.craft-magic.purposes.1":"Per sviluppare il pensiero algoritmico, dividendo compiti complessi in fasi gestibili.","challenges-content.craft-magic.purposes.2":"Per incentivare la creatività nella risoluzione dei problemi e trovare applicazioni uniche dei gesti delle mani per disegnare e scrivere.","challenges-content.craft-magic.purposes.3":"Per favorire la comprensione dei concetti relativi all’IA, in particolare su come questa tecnologia aiuta i computer a riconoscere e interpretare i gesti delle mani.","challenges-content.craft-magic.purposes.4":"Per sensibilizzare sulla rilevanza della tecnologia per le persone con disabilità.","challenges-content.craft-magic.purposes.5":"Per promuovere la risoluzione dei problemi collaborativa e il lavoro di gruppo tra studenti e studentesse mentre lavorano insieme per migliorare i programmi che coinvolgono i gesti delle mani.","challenges-content.craft-magic.purposes.6":"Per collegare le competenze di programmazione e il pensiero computazionale alle applicazioni del mondo reale, mettendo in luce l’impatto efficace della tecnologia sulla vita delle persone e l’allineamento con gli obiettivi di sviluppo sostenibile (OSS).","challenges-content.craft-magic.duration.0":"90 minuti per studenti e studentesse di 10-12 anni","challenges-content.craft-magic.duration.1":"45 minuti per studenti e studentesse di 12-15 anni","challenges-content.craft-magic.description":"Crea un programma basato su un blocco di Scratch utilizzando l’estensione IA “Corpo umano” in modo creativo e coinvolgente, per disegnare sul monitor senza un mouse o uno schermo tattile tradizionale.","challenges-content.craft-magic.instructions.0":"Vai sul sito https://ai.thestempedia.com e crea profili per insegnanti e studenti/studentesse.","challenges-content.craft-magic.instructions.1":"Importa le estensioni “Rilevamento corpo umano”, “Penna” e “Da testo a voce”.","challenges-content.craft-magic.instructions.2":"Aggiungi lo sprite “Matita” dalla libreria e crea 7 sprite (“scrivi”, “cancella”, “nero”, “blu”, “verde” e “rosa”).","challenges-content.craft-magic.instructions.3":"Scrivi i comandi per verificare cosa succede quando lo sprite “matita” tocca uno degli altri sprite.","challenges-content.craft-magic.instructions.4":"Scrivi i comandi per abilitare la webcam a riconoscere la posa della mano e muovere la matita sulle coordinate x e y del tuo dito indice.","challenges-content.craft-magic.instructions.5":"Cambia il costume alla fine del lancio.","challenges-content.craft-magic.instructions.6":"Aggiungi effetti sonori.","challenges-content.craft-magic.materials.0":"Piattaforma di programmazione https://ai.thestempedia.com (gratuita)","challenges-content.craft-magic.materials.1":"profilo insegnante (gratuito)","challenges-content.craft-magic.materials.2":"profilo studente/studentessa (gratuito)","challenges-content.craft-magic.materials.3":"Computer con webcam","challenges-content.craft-magic.materials.4":"Connessione Internet","challenges-content.circle-of-dots.title":"Un cerchio di puntini","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Per scrivere un codice per tracciare una linea di puntini.","challenges-content.circle-of-dots.purposes.1":"Per scrivere un codice per tracciare una linea di trattini.","challenges-content.circle-of-dots.purposes.2":"Per scrivere un codice per disegnare un cerchio.","challenges-content.circle-of-dots.purposes.3":"Scrivi il codice per disegnare un cerchio di puntini (trattini).","challenges-content.circle-of-dots.description":"Disegna un cerchio utilizzando puntini e trattini.","challenges-content.circle-of-dots.duration":"40 minuti","challenges-content.circle-of-dots.instructions.0":"Costruire un blocco di puntini.","challenges-content.circle-of-dots.instructions.1":"Costruire un blocco di trattini.","challenges-content.circle-of-dots.instructions.2":"Costruire un cerchio partendo da un puntino.","challenges-content.circle-of-dots.instructions.3":"Costruire un cerchio partendo da un trattino.","challenges-content.coding-escape-room.title":"Creare un’escape room sulla programmazione","challenges-content.coding-escape-room.author":"Stefania Altieri ed Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Per insegnare/apprendere e riflettere sui concetti della programmazione.","challenges-content.coding-escape-room.purposes.1":"Per utilizzare semplici strumenti di programmazione.","challenges-content.coding-escape-room.purposes.2":"Per sviluppare il pensiero computazionale e la risoluzione dei problemi.","challenges-content.coding-escape-room.description.0":"Crea un’esperienza di escape room come questa:","challenges-content.coding-escape-room.description.1":"È possibile utilizzare google forms, genially, google presentation o qualunque strumento per creare una storia basata sulla programmazione ;).","challenges-content.coding-escape-room.duration":"90 minuti","challenges-content.coding-escape-room.instructions":"È possibile dividere gli studenti e le studentesse in piccoli gruppi: possono giocare e poi creare un’altra sfida con il modello: ","challenges-content.coding-escape-room.materials.0":"È possibile utilizzare qualsiasi strumento (piattaforma Google e Microsoft per realizzare e condividere documenti, presentazioni e fogli). Qualsiasi costrutto, strumento o personaggio di programmazione collegato alle TIC e alla programmazione.","challenges-content.coding-escape-room.example.0":"Alcuni personaggi che hanno svolto un ruolo molto importante nella storia delle TIC e i concetti base per codificare e programmare sono introdotti durante il gioco. È il modo migliore per imparare e partecipare attivamente. È possibile giocare in gruppo o individualmente, come nel caso di una sfida o di una gara. Studenti e studentesse possono poi creare qualcosa di simile e sviluppare competenze, tra cui la creatività e capacità di codifica.","challenges-content.coding-escape-room.example.1":"Si tratta di una risorsa molto pratica da riutilizzare e ricreare facilmente. Google forms è uno degli strumenti utilizzabili. Inoltre, è possibile utilizzare presentazioni Google, Genial.ly, Emaze o qualsiasi altro strumento per creare storie a bivi e le proprie avventure.","challenges-content.coding-escape-room.example.2":"La sfida sulla fuga è divisa in sessioni. Se si indovina la risposta giusta, si va avanti. Studenti e studentesse devono creare i quiz sulla programmazione.","challenges-content.let-the-snake-run.title":"Fare strisciare il serpente","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Per programmare i movimenti del serpente sul proprio micro:bit.","challenges-content.let-the-snake-run.purposes.1":"Per impostare il posizionamento corretto e la sincronizzazione per l’animazione collegata.","challenges-content.let-the-snake-run.description":"Studenti e studentesse devono scrivere i codici per fare navigare il serpente attraverso micro:bit vicini. Bisogna farlo in modo da dare l’impressione che il serpente stia strisciando da un micro:bit all’altro.","challenges-content.let-the-snake-run.duration":"30 minuti","challenges-content.let-the-snake-run.instructions.0":"Progetta un percorso che attraversa diversi micro:bit vicini (ad es., per formare un quadrato 2x2).","challenges-content.let-the-snake-run.instructions.1":"Scrivi codici mentre il serpente si sposta lungo un percorso.","challenges-content.let-the-snake-run.instructions.2":"Lavora sul tuo dispositivo e poi mettili insieme ed esegui il codice.","challenges-content.let-the-snake-run.instructions.3":"Tieni conto della sincronizzazione e del posizionamento: Se il serpente esce da un micro:bit, apparirà nel micro:bit successivo.","challenges-content.let-the-snake-run.instructions.4":"Altre sfide: tramite micro:bit v2, riproduci della musica finché il serpente non lascia il dispositivo.","challenges-content.let-the-snake-run.instructions.5":"Progetta il serpente cambiando la luminosità dei LED.","challenges-content.let-the-snake-run.instructions.6":"Prova con serpenti più lunghi o con più serpenti.","challenges-content.let-the-snake-run.example.0":"Questo è un esempio per un serpente lungo 6 pixel con 4 micro:bit che formano un quadrato 2x2: ","challenges-content.let-the-snake-run.example.1":"Codificare il primo micro:bit (lo può fare l’insegnante)","challenges-content.let-the-snake-run.example.2":"Tutti i codici si inizializzano da questo micro:bit, che trasmette un segnale radio agli altri micro:bit quando si preme il pulsante A.","challenges-content.let-the-snake-run.example.3":"Codificare il movimento del serpente","challenges-content.let-the-snake-run.example.4":"Ogni micro:bit deve essere nello stesso gruppo radio del primo micro:bit.","challenges-content.let-the-snake-run.example.5":"Tutte le animazioni partono alla ricezione del segnale radio.","challenges-content.let-the-snake-run.example.6":"L’animazione del primo micro:bit è subito visibile, mentre le altre attendono che il serpente arrivi.","challenges-content.let-the-snake-run.example.7":"Il tempo tra le due fasi definisce la velocità del serpente.","challenges-content.let-the-snake-run.materials.0":"micro:bit (se possibile per ogni studente/studentessa)","challenges-content.let-the-snake-run.materials.1":"laptop o computer per l’editor makecode.microbit.org","challenges-content.illustrate-a-joke.title":"Illustrare una battuta con bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Per progettare un piccolo gioco in cui l’utente trova la risposta a una domanda scherzosa.","challenges-content.illustrate-a-joke.description":"Studenti e studentesse progettano un gioco in cui l’utente trova la risposta a una domanda scherzosa quando la figura colpisce un oggetto sul campo da gioco. Studenti e studentesse usano alcune funzioni di base di bitsy per portare a termine la sfida.","challenges-content.illustrate-a-joke.instructions.0":"Pensa a una domanda scherzosa. Vai su bitsy e inizia un nuovo progetto. Ti serviranno:","challenges-content.illustrate-a-joke.instructions.1":"un avatar-sprite che puoi spostare in ogni direzione","challenges-content.illustrate-a-joke.instructions.2":"un gatto bianco su uno sfondo viola","challenges-content.illustrate-a-joke.instructions.3":"una descrizione generata automaticamente","challenges-content.illustrate-a-joke.instructions.4":"un oggetto che l’avatar deve raggiungere","challenges-content.illustrate-a-joke.instructions.5":"una stanza, che funge da sfondo del tuo programma","challenges-content.illustrate-a-joke.instructions.6":"due messaggi: una domanda e una risposta","challenges-content.illustrate-a-joke.instructions.7":"È possibile scaricare il gioco ultimato in formato html.","challenges-content.illustrate-a-joke.example":"Su questo sito web sono presenti un esempio di battute e un link a una lavagna digitale:","challenges-content.illustrate-a-joke.materials":"bitsy si esegue in un browser","challenges-content.app-that-counts-in-several-languages.title":"Applicazione che conta in diverse lingue","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Per imparare come creare un’applicazione semplice.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Per imparare a programmare mediante blocchi.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Per imparare come aggiungere etichette, pulsanti, immagini, sensori e contenuti multimediali.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Per imparare come organizzare gli elementi sullo schermo di un’applicazione.","challenges-content.app-that-counts-in-several-languages.description":"L’applicazione permette di contare in più lingue premendo un pulsante. Ogni volta che l’utente scuote lo smartphone, il conteggio si azzera. La sfida consiste nell’aggiungere un’altra lingua.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Per completare la sfida, è necessario definire l’altra lingua in cui vuoi che conti l’applicazione.","challenges-content.app-that-counts-in-several-languages.instructions.1":"In seguito, occorre scaricare da Internet (ad es. da Pixabay o Unsplash) la bandiera del paese corrispondente e caricarla sulla piattaforma MIT APP Inventor tramite l’elemento chiamato bandiera, nelle proprietà della figura.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Successivamente, è necessario scoprire come pronunciare il nome del paese in inglese e come dire esci e premimi nella lingua del paese.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Infine, bisogna aggiungere i blocchi necessari per fare funzionare l’applicazione nella nuova lingua.","challenges-content.app-that-counts-in-several-languages.materials.0":"Per sviluppare un’applicazione serve un computer o un laptop con accesso a Internet.","challenges-content.app-that-counts-in-several-languages.materials.1":"Crea un profilo nella piattaforma MIT APP Inventor, accessibile da https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Occorre inoltre installare l’applicazione MIT AI2 Companion sullo smartphone per provare l’applicazione sviluppata.","challenges-content.coding-with-art-through-storytelling.title":"Programmare con l’arte attraverso la narrazione di storie","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara e Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Per coltivare le capacità di osservazione, interpretazione e interrogazione tramite l’arte.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Per stimolare la creatività e collaborare insieme ad altre persone per un obiettivo comune","challenges-content.coding-with-art-through-storytelling.purposes.2":"Per creare un algoritmo al fine di rinarrare la storia.","challenges-content.coding-with-art-through-storytelling.description":"In questa sfida, studenti e studentesse trarranno ispirazione da un’opera d’arte, inventeranno una storia e la illustreranno. Quindi, tenteranno di rinarrare la storia utilizzando un kit robotico programmabile o svolgendo un’attività senza strumenti tecnologici.","challenges-content.coding-with-art-through-storytelling.materials.0":"È possibile integrare questa attività senza strumenti tecnologici o avvalersi di un robot didattico programmabile, come ad esempio Bee-Bot/Blue-Bot/mouse robot.","challenges-content.coding-with-art-through-storytelling.materials.1":"Carte con frecce per Bee-Bot o per l’attività senza strumenti tecnologici","challenges-content.coding-with-art-through-storytelling.materials.2":"in greco","challenges-content.coding-with-art-through-storytelling.materials.3":"Per saperne di più sul kit di strumenti per la routine di riflessione di Project Zero, è possibile visitare","challenges-content.coding-with-art-through-storytelling.example.0":"L’insegnante lavora insieme alla classe per modellizzare come progettare un algoritmo con le carte per fornire istruzioni al Bee-Bot o a un altro robot per inserire il primo evento della storia sul tappetino. La classe lavora in gruppi di 3-4 persone per progettare un algoritmo e fare muovere il robot sulla sequenza successiva. Studenti e studentesse testano gli algoritmi sul tappetino della classe e correggono gli errori nel codice, se necessario.","challenges-content.coding-with-art-through-storytelling.example.1":"Continuano a spostarsi attraverso il numero più alto possibile di eventi","challenges-content.coding-with-art-through-storytelling.example.2":"È possibile inserire questa attività anche senza strumenti tecnologici.","challenges-content.coding-with-art-through-storytelling.example.3":"Una persona è il robot, mentre un’altra si occupa della programmazione. La persona che programma crea un percorso algoritmico utilizzando le carte con le frecce per aiutare il robot a spostarsi da un’immagine all’altra e rinarrare la storia. Ogni volta che il robot si trova su un’immagine, si chiede di raccontare una parte della storia.","challenges-content.coding-with-art-through-storytelling.instructions.0":"L’insegnante domanda alla classe di osservare un dipinto/una foto.","challenges-content.coding-with-art-through-storytelling.instructions.1":"Utilizzano la routine di riflessione “Parte iniziale, centrale e finale” (Project Zero dell’Harvard School) per elaborare una storia.","challenges-content.coding-with-art-through-storytelling.instructions.2":"L’insegnante chiede: “Se questa opera d’arte è la parte iniziale/centrale/finale di una storia, cosa potrebbe accadere dopo/prima/alla fine?","challenges-content.coding-with-art-through-storytelling.instructions.3":"La classe illustra gli eventi della storia.","challenges-content.coding-with-art-through-storytelling.instructions.4":"La classe ricorda la storia e inserisce gli eventi nella griglia. Mediante le carte con le frecce, realizza un algoritmo per aiutare Bee-Bot a rinarrare la storia.","challenges-content.coding-with-legoboost.title":"Codificare e programmare con LegoBoost, un’estensione di Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"per costruire modelli con LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"per sviluppare competenze di programmazione in Scratch.","challenges-content.coding-with-legoboost.purposes.2":"per programmare robot tramite comandi dal livello semplice a quello complesso.","challenges-content.coding-with-legoboost.description":"In questa sfida, la classe si servirà dell’estensione LegoBoost di Scratch e inserirà codici nell’applicazione per muovere il robot avanti e indietro, evitare gli ostacoli e dare ordini vocali.","challenges-content.coding-with-legoboost.duration":"120 minuti","challenges-content.coding-with-legoboost.instructions.0":"Accedi all’applicazione Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Avvia il link Scratch e attiva il Bluetooth sul laptop.","challenges-content.coding-with-legoboost.instructions.2":"Fai clic su Aggiungi un’estensione in Scratch e scegli LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Aggiungi una figura relativa a EU Code Week.","challenges-content.coding-with-legoboost.instructions.4":"Imposta i due motori AB su ON, e quando si incontra un ostacolo, su OFF.","challenges-content.coding-with-legoboost.instructions.5":"Nel colore verde, il motore A è impostato su ON, e nel colore nero il motore B è su ON.","challenges-content.coding-with-legoboost.instructions.6":"Lungo un percorso verranno posizionati ostacoli verdi, rossi e neri.","challenges-content.coding-with-legoboost.instructions.7":"Aggiungi comandi per movimenti e curve dalle frecce e da testo a voce quando si incontra un ostacolo.","challenges-content.coding-with-legoboost.instructions.8":"Testalo!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/18RHyhuGhfsSx0MXPNLbmvi9HfIkdTXEH","challenges.title":"LE SFIDE DELLA SETTIMANA EUROPEA DELLA PROGRAMMAZIONE","challenges.date":"Dal 9 al 24 ottobre 2021","challenges.common.target-audience":"Destinatari","challenges.common.pre-primary":"Studenti in età prescolare","challenges.common.experience":"Esperienza","challenges.common.duration":"Durata","challenges.common.materials":"Materiali raccomandati","challenges.common.purpose":"Scopo","challenges.common.description":"Descrizione","challenges.common.instructions":"Istruzioni","challenges.common.example":"Esempio","challenges.common.written-by.0":"Questa sfida è stata scritta da","challenges.common.written-by.1":"e fa parte delle","challenges.common.teachers":"Insegnanti","challenges.common.students":"Studenti","challenges.common.beginner":"Principiante","challenges.common.intermediate":"Intermedio","challenges.common.advanced":"Avanzato","challenges.common.1-hour":"1 ora","challenges.main.0":"Durante la settimana europea della programmazione, dal 9 al 24 ottobre 2021, ti invitiamo a partecipare a una o più sfide appositamente concepite.","challenges.main.1":"Cosa sono le sfide della settimana europea della programmazione ?","challenges.main.2":"Le sfide della settimana europea della programmazione sono attività che si possono svolgere da soli, in classe, con colleghi o amici. Vorresti partecipare alla settimana della programmazione, ma non hai idea di cosa organizzare? Sei nel posto giusto! Insieme ai partner della settimana della programmazione abbiamo progettato una serie di sfide facili da organizzare, con esempi concreti di come utilizzarle in una classe o in un gruppo. Ci sono anche delle linee guida su come completare le sfide, personalizzabili in modo che si adattino alle esigenze, agli interessi e all’età dei tuoi partecipanti. Puoi usare gli strumenti e le tecnologie che preferisci, ma noi raccomandiamo le risorse open-source.","challenges.main.3":"Scegli una o più sfide, adattale al tuo gruppo o alla tua classe e condividi i risultati su Instagram per incoraggiare altri colleghi e amici a divertirsi insieme durante la settimana della programmazione!","challenges.main.4":"Clicca sulla sfida per maggiori informazioni:","challenges.main.5":"Chi può partecipare?","challenges.main.6":"Scuole, insegnanti, biblioteche, club di programmazione, imprese e pubbliche amministrazioni - tutti sono invitati a celebrare la settimana europea della programmazione 2021 completando una #EUCodeWeekChallenge.","challenges.main.7":"Come partecipare alle sfide della settimana europea della programmazione 2021?","challenges.main.8":"Seleziona una sfida che vorresti completare","challenges.main.9":"Organizza i partecipanti in coppie o gruppi. Il lavoro di squadra e la collaborazione sono fondamentali per completare con successo una sfida, sia che l’attività sia organizzata in presenza oppure online come attività collaborativa nazionale o internazionale.","challenges.main.10":"Condividi la tua sfida","challenges.main.11":"Ti piacerebbe vincere un premio della settimana della programmazione? Se la risposta è sì, allora fai diventare virale il tuo lavoro!","challenges.main.12":"Dopo aver completato la sfida, condividila su Instagram.","challenges.main.13":"I vincitori saranno selezionati ogni giorno durante la settimana delle programmazione tra il 9 e il 24 ottobre e verranno annunciati sul nostro canale Instagram, quindi ricordati di controllare regolarmente le notifiche.","challenges.share.0":"Come condividere le tue sfide su Instagram?","challenges.share.1":"Tocca il pulsante Modifica profilo","challenges.share.2":"Aggiungi il link del tuo lavoro nel campo Sito web e salva","challenges.share.3":"Crea un nuovo post","challenges.share.4":"Aggiungi uno screenshot del tuo lavoro","challenges.share.5":"Scrivi una descrizione interessante","challenges.share.6":"Ricordati di specificare «Link in Bio»","challenges.share.7":"Aggiungi l’hashtag #EUCodeWeekChallenge","challenges.share.8":"Menziona e tagga @CodeWeekEU","challenges.share.9":"Preferisci condividere le tue sfide su Facebook?","challenges.share.10":"La settimana europea della programmazione pubblicherà ogni giorno un nuovo post sulle sfide sulla sua pagina","challenges.share.11":"Facebook","challenges.share.12":"e selezionerà il vincitore del premio dai commenti sotto il post.","challenges.share.13":"Come funziona?","challenges.share.14":"Basta commentare il post con il link al tuo lavoro.","challenges.share-box.0":"Condividi il link del tuo lavoro nella tua","challenges.share-box.1":"bio di Instagram","challenges.share-box.2":"tocca il pulsante","challenges.share-box.3":"Modifica Profilo","challenges.share-box.4":"su Instagram e aggiungi il link del tuo lavoro nel campo Sito web. Crea quindi un nuovo post, aggiungi uno screenshot del tuo lavoro, scrivi ","challenges.share-box.5":"Link in Bio","challenges.share-box.6":"aggiungi l’hashtag #EUCodeWeekChallenge e menziona @CodeWeekEU","challenges.share-box.7":"Preferisci condividere le tue sfide su","challenges.share-box.8":"La settimana europea della programmazione pubblicherà","challenges.share-box.9":"un nuovo post sulle sfide sulla sua","challenges.share-box.10":"pagina Facebook","challenges.share-box.11":"Ti basterà commentare il post con il link al tuo lavoro","challenges.share-box.12":"I vincitori verranno selezionati e premiati ogni giorno durante la settimana della programmazione tra il 9 e il 24 ottobre. I loro nomi saranno annunciati sui nostri canali Instagram e Facebook, quindi ricordati di controllare regolarmente le notifiche","challenges.take-part.0":"Perché partecipare a una sfida della settimana europea della programmazione?","challenges.take-part.1":"Per cimentarsi in attività di risoluzione dei problemi e programmazione.","challenges.take-part.2":"Per lavorare insieme a coetanei.","challenges.take-part.3":"Per diffondere un messaggio sull’importanza della programmazione.","challenges.download.0":"Clicca","challenges.download.1":"qui","challenges.download.2":"per scaricare questa sfida come documento word","challenges.bingo.0":"Completa tutte le sfide","challenges.bingo.1":"Sfida completata? Stampa","challenges.bingo.2":"la scheda bingo","challenges.bingo.3":"spunta la bollicina bianca in alto a sinistra","challenges.bingo.4":"Condividi la tua sfida sui social media e vinci i fantastici premi della settimana della programmazione","challenges.bingo.5":"Carica una foto con le righe, le colonne o meglio ancora l’intera scheda bingo completata su","challenges.bingo.6":"Facebook, Instagram o Twitter","challenges.bingo.7":"Assicurati di usare","codeweek4all.title":"La sfida Code Week 4 All","codeweek4all.text":"La sfida Code Week 4 All ti invita a collegare le tue attività ad altre organizzate da amici, colleghi e conoscenti, per ottenere insieme il Certificato di eccellenza Code Week.","codeweek4all.what.title":"Che cos’è?","codeweek4all.what.content":`

    Oltre a inviare la tua attività sulla mappa della settimana europea della programmazione, puoi invitare altre persone nella tua rete a partecipare. Se tu e la tua alleanza raggiungerete uno degli obiettivi seguenti, riceverete il Certificato di eccellenza della settimana della programmazione!

    -

    Requisiti per ottenere il Certificato di eccellenza:

    `,"codeweek4all.what.criteria1":"500 studenti partecipanti","codeweek4all.what.criteria2":"10 attività collegate (da 10 diversi organizzatori)","codeweek4all.what.criteria3":"3 paesi coinvolti","codeweek4all.what.andor":"e/o","codeweek4all.howto.title":"Come partecipare?","codeweek4all.howto.time":"La sfida Code Week 4 All durerà fino alla fine dell’anno. I cerificati saranno rilasciati all’inizio dell’anno prossimo, tra gennaio e febbraio.","codeweek4all.howto.content":'Visita la pagina Aggiungi la tua attività e inserisci le informazioni richieste sulla tua attività di programmazione.',"codeweek4all.howto.first_alliance.1":"Clicca su Invio.","codeweek4all.howto.first_alliance.2":"Quando la tua attività è stata accettata, riceverai un’e-mail di conferma con il tuo codice unico Code Week 4 All.","codeweek4all.howto.first_alliance.3":"Copia il codice e condividilo con i tuoi colleghi e altre persone nella tua rete che organizzano attività di programmazione. Diffondi la voce per incoraggiare altri a partecipare!","codeweek4all.howto.first_alliance.4":"Alla fine della campagna, tutti gli organizzatori di attività dovranno rendere conto del numero di partecipanti coinvolti. Se riuscirai a raggiungere l’obiettivo stabilito, tu e i colleghi parte della tua rete riceverete il Certificato di eccellenza!","codeweek4all.howto.first_alliance.title":"Se sei il primo della tua alleanza:","codeweek4all.howto.existing_alliance.1":"Incolla il codice che hai ricevuto dall’organizzatore principale, il primo a costituire l’alleanza, nel campo CODE WEEK 4 ALL CODE.","codeweek4all.howto.existing_alliance.2":"Clicca su Invio.","codeweek4all.howto.existing_alliance.3":"Diffondi la voce (e il codice!) per invitare più organizzatori a unirsi alla tua alleanza.","codeweek4all.howto.existing_alliance.4":"Alla fine della campagna, tutti gli organizzatori di attività dovranno rendere conto del numero di partecipanti coinvolti. Se riuscirai a raggiungere l’obiettivo stabilito, tu e i colleghi parte della tua rete riceverete il Certificato di eccellenza!","codeweek4all.howto.existing_alliance.title":"Se ti stai unendo a un’alleanza esistente:","codeweek4all.why.1":"Per diffondere il messaggio sull’importanza della programmazione.","codeweek4all.why.2":"Per coinvolgere un grande numero di studenti.","codeweek4all.why.3":"Per costruire relazioni con altre organizzazioni e/o scuole nella tua comunità o a livello internazionale.","codeweek4all.why.4":"Per ricevere sostegno da altri organizzatori e insegnanti.","codeweek4all.why.5":"Per ottenere il Certificato di eccellenza.","codeweek4all.why.title":"Perché partecipare alla sfida?","codeweek4all.superorganiser-title":"Certificato di Fuoriclasse dell’organizzazione","codeweek4all.superorganiser":'Puoi inoltre aggiudicarti il certificato di Fuoriclasse dell’organizzazione. Per farlo, devi organizzare e registrare almeno 10 attività diverse presso la tua scuola, la tua organizzazione oppure online.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Domande","coding-at-home.material.required":"Materiale occorrente","coding-at-home.material.chequered":"scacchiera","coding-at-home.material.footprint":"tessere con immagini di impronte","coding-at-home.intro.title":"Introduzione a Coding in famiglia","coding-at-home.explorer.title":"L'esploratore","coding-at-home.explorer.text":"L'esploratore è la prima attività di Coding in famiglia. Sposta l'esploratore sulla scacchiera, in modo che raggiunga la destinazione dopo aver visitato il maggior numero possibile di caselle. ","coding-at-home.explorer.questions.content.1":"Q1. Con le posizioni di partenza e arrivo mostrate nel video, è possibile portare l’esploratore a visitare tutte le caselle della scacchiera?","coding-at-home.explorer.questions.content.2":"Q2. Quali sono le posizioni di partenza e di arrivo che impediscono all’esploratore di visitare il maggior numero di caselle della scacchiera?","coding-at-home.right-and-left.title":"2. Destra e sinistra","coding-at-home.right-and-left.text":"Destra e sinistra è un gioco competitivo e collaborativo. Le due squadre collaborano per creare un percorso verso la destinazione, ma competono nell'utilizzare il maggior numero di tessere a loro assegnate: la squadra gialla cerca di inserire nel percorso il maggior numero possibile di svolte a sinistra, la squadra rossa il maggior numero possibile di svolte a destra.","coding-at-home.right-and-left.questions.content.1":"Q1. Con partenza e arrivo disposti come nello schema iniziale di questo video, è possibile che una delle due squadre vinca?","coding-at-home.right-and-left.questions.content.2":"Q2. Con partenza e arrivo disposti come nella partita vinta da Anna, è possibile il pareggio?","coding-at-home.right-and-left.questions.content.3":"Q3. Ci sono disposizioni di partenza e arrivo che favoriscono una delle due squadre?","coding-at-home.right-and-left.questions.content.4":"Q4. Data la disposizione di partenza e arrivo, è possibile prevedere con quale scarto tra la squadra vincente e la squadra perdente finirà la partita?","coding-at-home.keep-off-my-path.title":"Passo a due","coding-at-home.keep-off-my-path.text":"Passo a due è un gioco competitivo a due squadre. Partendo da due punti opposti della scacchiera, le due squadre costruiscono percorsi che si ostacolano a vicenda. Vince la squadra che impedisce all'altra di estendere il proprio percorso.","coding-at-home.keep-off-my-path.questions.content.1":"Q1. Esistono disposizioni di partenza che favoriscono una delle due squadre?","coding-at-home.keep-off-my-path.questions.content.2":"Q2. Esiste la possibilità di un pareggio?","coding-at-home.keep-off-my-path.questions.content.3":"Q3. Chi fa la prima mossa è avvantaggiato?","coding-at-home.keep-off-my-path.questions.content.4":"Q4. Esiste una strategia di gioco infallibile che il giocatore che fa la prima mossa può adottare per essere certo di non perdere mai?","coding-at-home.tug-of-war.title":"Tiro alla fune","coding-at-home.tug-of-war.text":"Il Tiro alla fune è un gioco collaborativo e competitivo. Partendo dal centro del lato inferiore della scacchiera, due squadre (quella gialla e quella rossa) collaborano per raggiungere il lato superiore. La squadra gialla cerca di raggiungere le caselle di sinistra, mentre quella rossa cerca di raggiungere le caselle di destra.","coding-at-home.tug-of-war.questions.content.1":"Q1. Esiste una strategia che garantisce sempre la vittoria?","coding-at-home.tug-of-war.questions.content.2":"Q2. Chi fa la prima mossa è avvantaggiato?","coding-at-home.tug-of-war.questions.content.3":"Q3. Se i due giocatori sono ugualmente attenti, la partita finisce sempre pari, cioè al centro?","coding-at-home.explorer-without-footprints.title":"L'esploratore senza impronte","coding-at-home.explorer-without-footprints.text":"L'esploratore cammina sulla scacchiera dal punto di partenza al punto di arrivo, cercando di visitare tutte le caselle. Nel camminare, l'esploratore o esploratrice lascia impronte colorate, che consentono al robot di seguire i suoi passi interpretando i colori. Il gioco diventa ancora più intrigante quando l'esploratore cancella le impronte e lascia solo i colori.","coding-at-home.explorer-without-footprints.material":"e pennarelli (o matite) di colore rosso, giallo e grigio.","coding-at-home.explorer-without-footprints.questions.content.1":"Q1. Che differenza c'è tra la scacchiera piena di impronte colorate e quella con i soli colori?","coding-at-home.explorer-without-footprints.questions.content.2":"Q2. Quale delle due scacchiere offre più libertà di movimento, pur rispettando le stesse regole per associare le rotazioni ai colori?","coding-at-home.explorer-without-footprints.questions.content.3":"Q3. Ci sono percorsi possibili nella scacchiera con i colori, che non sarebbero ammessi nella scacchiera con le impronte colorate?","coding-at-home.explorer-without-footprints.questions.content.4":"Q4. Ci sono percorsi possibili nella scacchiera con le impronte colorate, che non sarebbero ammessi nella scacchiera con i soli colori?","coding-at-home.walk-as-long-as-you-can.title":"Cammina più che puoi","coding-at-home.walk-as-long-as-you-can.text":"In questa attività la sfida consiste nel rimanere sulla scacchiera il più a lungo possibile, utilizzando i colori anziché le impronte. L'attività diventa più difficile quando la libertà di movimento aumenta","coding-at-home.walk-as-long-as-you-can.coloured-cards":"carte colorate, o pennarelli rossi, gialli e grigi","coding-at-home.walk-as-long-as-you-can.questions.content.1":"Q1. Quando i due percorsi si incontrano e si bloccano l'un l'altro?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"Q2. Questo gioco è adatto per due giocatori? È possibile giocare in tre o in quattro? Dobbiamo cambiare le regole?","coding-at-home.ada-charles-roby.title":"Ada, Charles e Roby","coding-at-home.ada-charles-roby.text":"La storia di Ada Lovelace e Charles Babbage è davvero interessante. Essi progettarono e programmarono dei computer un centinaio di anni prima della loro effettiva invenzione","coding-at-home.ada-charles-roby.material":"creta per modellare e una matita corta","coding-at-home.ada-charles-roby.questions.content.1":"Q1. Provate a immaginare che il robot che avete costruito con la creta per modellare e una matita possa spostarsi sulla scacchiera per raggiungere qualsiasi posizione e, se necessario, tracciare il proprio percorso. Quali istruzioni usereste per programmarlo?","coding-at-home.cody-and-roby.title":"Cody e Roby","coding-at-home.cody-and-roby.text":"Si tratta di un gioco di ruolo con il programmatore, Cody, e il robot, Roby. Il video introduce le carte di CodyRoby, che utilizzeremo da questo momento per determinare i movimenti sulla scacchiera. Cody utilizzerà queste carte per dare istruzioni a Roby e farlo muovere sulla scacchiera","coding-at-home.cody-and-roby.material":"scacchiera con etichette, carte con le istruzioni (sinistra, destra e avanti) ed eventuali contatori da mettere sulla scacchiera","coding-at-home.cody-and-roby.starter-kit":"Kit iniziale CodyRoby","coding-at-home.cody-and-roby.questions.content.1":"Q1. Dove arriva Roby se, partendo dalla casella C2 orientato a sud, esegue l'ultima sequenza di istruzioni mostrata nel video?","coding-at-home.cody-and-roby.questions.content.2":"Q2. I movimenti che Roby esegue secondo l'ultima sequenza di istruzioni mostrata nel video potrebbero essere descritti applicando sulla scacchiera le istruzioni di CodyFeet o CodyColor?","coding-at-home.cody-and-roby.questions.content.3":"Q3. I tre tipi di istruzioni introdotti nel video, e rappresentati dalle carte color verde, rosso e giallo, costituiscono un insieme di istruzioni in grado di guidare Roby ovunque sulla scacchiera. Sei capace di creare un insieme di istruzioni costituito da meno di tre istruzioni per fare la stessa cosa?","coding-at-home.the-tourist.title":"La turista","coding-at-home.the-tourist.text":"Con le carte CodyRoby, due squadre si sfidano per trovare, nel più breve tempo possibile, la sequenza di istruzioni che guiderà la turista ai monumenti che desidera visitare","coding-at-home.the-tourist.material":"carte più grandi possono essere utili per giocare sul pavimento","coding-at-home.the-tourist.questions.content.1":"Q1. Quale sequenza di istruzioni guiderà la turista verso la statua di Raffaello nel primo esempio riportato nel video?","coding-at-home.the-tourist.questions.content.2":"Q2. Quale sequenza di istruzioni guiderà la turista verso i Torricini del Palazzo Ducale nel secondo esempio riportato nel video?","coding-at-home.the-tourist.questions.content.3":"Q3. Riesci a pensare a un modo divertente per fare esercizio ogni volta che una delle due squadre sceglie una carta da aggiungere al programma? Inventa un metodo ripensando alla staffetta mostrata nel video","coding-at-home.material2.chequered-with-labels":"scacchiera con etichette","coding-at-home.material2.cards":'carte con le istruzioni di spostamento 24 carte "vai avanti", 8 carte "gira a sinistra" e 8 carte "gira a destra"',"coding-at-home.material2.larger-cards":"per la versione da pavimento si raccomanda l'uso di carte più grandi","coding-at-home.material2.video":"Il video spiega inoltre come giocare senza il mazzo di carte","coding-at-home.material2.pieces-of-paper":"Sono necessari anche: 24 pezzi di carta da mettere sulle caselle in cui siete già passati","coding-at-home.material2.card-alternative":"In alternativa al mazzo di carte CodyRoby, si possono utilizzare le carte con le frecce che trovate qui","coding-at-home.material2.small-drawings":"Si possono aggiungere piccoli disegni che facilitino il racconto della storia. Quelli utilizzati nel video sono disponibili qui","coding-at-home.material2.rest-of-cards":"Per concludere, utilizziamo le carte di CodyRoby, CodyFeet o CodyColour.","coding-at-home.catch-the-robot.title":"Cattura il robot","coding-at-home.catch-the-robot.text":'"Cattura il robot" è un gioco competitivo da tavolo o da pavimento. Vince il giocatore che cattura il robot della squadra avversaria raggiungendo la sua casella sulla scacchiera. Poiché le carte da gioco vengono estratte in modo casuale, entrambe le squadre devono continuamente adattare le proprie strategie.',"coding-at-home.catch-the-robot.questions.content.1":'D1. Se la pedina rosa (Roby) si trova sulla casella centrale C3 orientata a nord e la squadra rosa ha 2 carte "vai avanti", 2 carte "gira a sinistra" e 1 carta "gira a destra", in quali caselle può andare la pedina?',"coding-at-home.the-snake.title":"Il serpente","coding-at-home.the-snake.text":`"Il serpente" è un tipo di solitario giocato con le carte CodyRoby. L'obiettivo del gioco è guidare il serpente attraverso tutte le caselle della scacchiera senza che si morda la coda."`,"coding-at-home.the-snake.questions.content.1":"D1. Ci sono punti di partenza dai quali diventa impossibile passare su tutte le caselle senza mordere la coda del serpente?","coding-at-home.storytelling.title":"Raccontare una storia","coding-at-home.storytelling.text":"L'argomento di oggi è raccontare una storia! Usate le istruzioni di CodyRoby, le impronte di CodyFeet o i colori di CodyColour per guidare le pedine attraverso la scacchiera e raccontare una storia. Distribuite le diverse parti della storia sulla scacchiera.","coding-at-home.storytelling.questions.content.1":"D1. Quale strumento è il più adatto per guidare Roby in modo da raccontare una storia?","coding-at-home.storytelling.questions.content.2":"D2. Riuscite a disporre sulla scacchiera le parti della storia che vorreste raccontare in posizioni che rendano impossibile recuperarle tutte con CodyFeet?","coding-at-home.two-snakes.title":"I due serpenti","coding-at-home.two-snakes.text":"Usando le carte CodyRoby, due serpenti si spostano sulla scacchiera e ciascuno di loro cerca di bloccare lo spostamento dell'altro. La regola di base è molto semplice: non si può tornare su una casella su cui è già passato un serpente. Vince il serpente che riesce a spostarsi liberamente per più tempo.","coding-at-home.two-snakes.material":"Carte CodyRoby, una scacchiera 5 × 5, due pedine e pezzetti di carta da usare per segnare le caselle già attraversate.","coding-at-home.two-snakes.questions.content.1":"Q1. Se nella situazione iniziale mostrata nel video i due giocatori non pescano carte gialle per girare a sinistra, quali carte dovrebbero sperare di pescare?","coding-at-home.round-trip.title":"Andata e ritorno","coding-at-home.round-trip.text":"Le squadre giocano a turno. La prima programma il viaggio di andata mentre la seconda deve riportare Roby al punto di partenza. Può sembrare facile ma non lo è, specialmente se si pianificano le mosse solo a mente senza spostare davvero Roby...","coding-at-home.round-trip.material":"Carte CodyRoby, una scacchiera 5 × 5, due pedine e pezzetti di carta da usare per segnare le caselle già attraversate.","coding-at-home.round-trip.questions.content.1":"Q1. È possibile che il programma che riporta Roby al punto di partenza sia più breve (ovvero composto da meno istruzioni) del programma per l'andata?","coding-at-home.meeting-point.title":"Punto di incontro","coding-at-home.meeting-point.text":`Questa volta pianifichiamo le nostre mosse prima di iniziare. Le due squadre mettono sul tavolo le carte per creare la sequenza di istruzioni che sposterà i rispettivi robot, ma non spostano niente fino a che uno dei giocatori dice "Partenza!". A quel punto la programmazione finisce e inizia l'azione. Il giocatore che ha detto "Partenza!" vince solo se i due robot, ciascuno dei quali esegue le istruzioni della propria squadra, finiscono sulla stessa casella.`,"coding-at-home.meeting-point.material":"Carte CodyRoby, una scacchiera 5 × 5, due pedine.","coding-at-home.meeting-point.questions.content.1":"Q1. Se pensate che i due robot potrebbero non incontrarsi mai, inventate regole che coprano tutte le situazioni possibili.","coding-at-home.follow-the-music.title":"Segui la musica","coding-at-home.follow-the-music.text":"Quando le sequenze di istruzioni di programmazione si ripetono periodicamente è come se avessero un ritmo. Se associamo un suono a ogni istruzione possiamo guidare Roby con la musica. È proprio quello che faremo questa volta. Creerò un programma usando suoni diversi che rappresentano istruzioni diverse e voi muoverete Roby sulla scacchiera seguendo queste istruzioni formate da suoni.","coding-at-home.follow-the-music.material":"Oltre alle carte CodyRoby, alla scacchiera e alla pedina, ci servono tre suoni diversi. Io ho usato tre bicchieri riempiti con diverse quantità di acqua, voi che cosa userete?","coding-at-home.follow-the-music.questions.content.1":"Q1. Provate a seguire il video e a farvi guidare dai suoni prodotti dai bicchieri senza guardare le carte. Sapete riconoscere ed eseguire le istruzioni espresse dai suoni?","coding-at-home.follow-the-music.questions.content.2":"Q2. Scegliete tre suoni da associare alle tre istruzioni di base. Inventate una sequenza di suoni che potreste ripetere all'infinito senza far mai uscire Roby dalla scacchiera...","coding-at-home.colour-everything.title":"Colorare tutto","coding-at-home.colour-everything.text":"Possiamo guidare i robot sulla lavagna in modo che il loro percorso componga un disegno? In questa attività, giochiamo con la programmazione e l'arte pixel, nel senso che formiamo immagini colorando le caselle di una scacchiera, come i pixel su uno schermo.","coding-at-home.colour-everything.material":"Le carte CodyRoby, una scacchiera di cartone e una pedina. Per colorare le caselle, coprile con pezzetti di carta colorata o utilizza i pennarelli.","coding-at-home.colour-everything.questions.content.1":"È possibile disegnare i due cuori della parte finale del video guidando il robot su tutte le caselle necessarie senza mai passarvi su due volte?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter e CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Qual è la differenza tra un plotter e una stampante? Scoprilo con questa attività di programmazione senza computer.","coding-at-home.codyplotter-and-codyprinter.material":"oltre al kit CodyRoby, ho utilizzato un pennarello verde e un robot di plastilina, ma è facoltativo.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Puoi spiegare qual è la differenza tra un plotter e una stampante?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Quale disegno comporrebbe RobyPrinter muovendosi lungo le linee della scacchiera, se eseguisse la sequenza di comandi dettati alla fine del video?","coding-at-home.boring-pixels.title":"Come sono noiosi i pixel! Meglio usare i numeri","coding-at-home.boring-pixels.text":"Quando diamo a Roby le istruzioni per formare un disegno, riquadro dopo riquadro, pixel dopo pixel, scopriamo che se diversi riquadri di una stessa riga hanno lo stesso colore possiamo avvalerci dei numeri per rendere l'operazione più interessante. I computer fanno lo stesso...","coding-at-home.boring-pixels.material":"un quaderno a quadretti o una scacchiera 5 × 5 disegnata su un foglio di carta, un pennarello. Per rappresentare il codice del disegno è possibile utilizzare una penna e un foglio.","coding-at-home.boring-pixels.questions.content.1":"Cerca di eseguire un disegno a quadretti rappresentandolo con la codifica RLE. La dimensione del disegno è uguale al numero di quadretti, ma qual è la dimensione della sua rappresentazione RLE?","coding-at-home.turning-code-into-pictures.title":"Trasformare i codici in immagini","coding-at-home.turning-code-into-pictures.text.1":"Abbiamo visto che possiamo creare un codice che ci consente di tracciare un'immagine. Ho pensato a un disegno e ho utilizzato un codice per trasformarlo in lettere e cifre, che ti ho fornito. Prendi nota delle lettere e dei numeri e utilizza il codice per ricostruire il disegno.","coding-at-home.turning-code-into-pictures.text.2":"Ecco l'immagine che avevo in mente, falla apparire sul tuo quaderno o sui quaderni di tutti coloro che conoscono la programmazione!","coding-at-home.turning-code-into-pictures.material":"un foglio di carta (preferibilmente a quadretti) e una penna.","coding-at-home.turning-code-into-pictures.questions.content.1":"Cerca di decodificare e disegnare le immagini di cui parlo alla fine del video.","coding-at-home.texts.1":"Coding in famiglia è una raccolta di brevi video, materiali fai da te, enigmi, giochi e sfide di coding, da usare quotidianamente in famiglia e a scuola. Per svolgere le attività, non occorre avere già conoscenze specifiche né dispositivi elettronici. Le attività intendono stimolare il pensiero computazionale e coltivare le abilità di allievi, genitori e insegnanti, a casa o a scuola.","coding-at-home.texts.2":`La serie Coding in famiglia della Settimana europea della programmazione si basa sull'iniziativa “Coding in famiglia” dell'Università di Urbino e dell’Associazione CodeMOOCnet, in collaborazione con Rai Cultura. Alessandro Bogliolo è professore di Sistemi per l’elaborazione dell’informazione all’Università di Urbino, Ambasciatore italiano della Settimana europea della programmazione e coordinatore di tutti gli ambasciatori, nonché membro del Governing Board of the Digital Skills and Jobs Coalition. `,"coding-at-home.texts.3":`Se sei interessato a più attività unplugged, o ad attività in linguaggi di programmazione diversi, alla robotica, al micro:bit ecc., consulta le "Pillole di apprendimento della settimana europea di programmazione" comprendenti video tutorial e programmazioni didattiche per la scuola primaria e per la scuola secondaria di primo e di secondo grado. Dai un'occhiata anche alla pagina delle risorse della Settimana europea della programmazione per apprendere e insegnare. `,"community.titles.0":"Community","community.titles.1":"Ambasciatori","community.titles.2":"Insegnanti guida","community.titles.3":"Coordinatori Edu","community.titles.4":"Volontari per la settimana europea della programmazione","community.intro.0":"La settimana europea della programmazione (EU Code Week) conta su una vasta community internazionale di volontari per avere successo. In questa pagina troverai i membri attivi nel tuo paese.","community.intro.1":`La colonna portante della settimana europea della programmazione è costituita dagli "ambasciatori\\", dagli \\"insegnanti guida (leading teacher)\\" e dai rappresentanti dei ministeri dell'Istruzione dell'UE e dei paesi dei Balcani occidentali, i coordinatori Edu`,"community.intro.2":"Seleziona il tuo paese per saperne di più sulla tua community locale:","community.ambassadors":"Gli ambasciatori fungono da punto di contatto principale per la settimana della programmazione in ciascun paese e contribuiscono a diffondere la visione della Code Week a livello locale. Mettono in contatto persone, imprese e comunità interessate a sostenere la settimana europea della programmazione. Incoraggiano gli organizzatori a registrare eventi di programmazione sulla mappa della Code week e promuovono in generale la partecipazione all'iniziativa. Gli ambasciatori, inoltre, esaminano e approvano le attività nel loro paese. Collaborano con i loro omologhi di altri paesi e si riuniscono periodicamente per discutere di come sviluppare ulteriormente l'iniziativa.","community.leading-teachers":`I "leading teacher\\" formano una community attiva di oltre 450 formatori provenienti da tutta Europa. Aiutano a collegare scuole, insegnanti e studenti interessati a partecipare alla settimana della programmazione e li incoraggiano a organizzare attività e a registrarle sulla mappa della Code Week. Tengono seminari online sullo sviluppo professionale nella loro lingua e fungono da punto di riferimento per altri insegnanti del loro paese, ma anche del resto d'Europa. Inoltre, promuovono l'iniziativa a livello locale.`,"community.cta":"Se sei un insegnante, sulla mappa puoi trovare insegnanti guida da contattare.","community.edu":"I coordinatori Edu della settimana europea della programmazione sono corrispondenti presso i ministeri dell'Istruzione o altre autorità e organizzazioni del settore dell'istruzione che partecipano all'iniziativa. I coordinatori Edu consolidano le basi dell'iniziativa sostenendo gli insegnanti e le scuole a livello nazionale. Ciò include la comunicazione con le scuole che partecipano già alla settimana europea della programmazione per conoscere le migliori pratiche e condividere esperienze. I coordinatori Edu offrono inoltre sostegno alle scuole che desiderano partecipare all'iniziativa mettendo a disposizione risorse disponibili, materiale didattico e opportunità all'interno della community.","community.volunteer.0":"Non sei obbligato a ricoprire un ruolo ufficiale nella community della settimana europea della programmazione per partecipare al movimento. Chiunque può organizzare attività per insegnare e ispirare le persone a programmare, fare robotica, sperimentare con hardware, stampa 3D ecc. e pubblicare la propria attività","community.volunteer.1":"sulla mappa.","community.volunteer.2":"Tuttavia, se hai voglia e tempo da dedicare alla promozione della programmazione e credi nella","community.volunteer.3":"visione","community.volunteer.4":"e","community.volunteer.5":"nei valori","community.volunteer.6":"della settimana europea della programmazione, potresti diventare insegnante guida o ambasciatore.","community.volunteer.7":"Se ti appassiona insegnare e imparare a programmare tanto quanto noi, leggi per saperne di più sul ruolo e sui vantaggi degli insegnanti guida","community.volunteer.8":"qui","community.volunteer.9":"Poi puoi fare domanda per diventarlo anche tu compilando questo","community.volunteer.10":"modulo di candidatura online.","community.volunteer.11":"Il numero di insegnanti guida per paese è fisso, il che significa che le candidature sono aperte solo per alcuni paesi specifici alla volta","community.volunteer.12":"Se vuoi promuovere la programmazione nel tuo paese, scopri quali sono","community.volunteer.13":"le responsabilità degli ambasciatori","community.volunteer.14":"e dai un'occhiata all'elenco degli ambasciatori della settimana europea della programmazione","community.volunteer.15":"Se nel tuo paese vi sono già ambasciatori, ti invitiamo a metterti direttamente in contatto con loro per scoprire come sostenere al meglio l'iniziativa. Se non c'è nessun ambasciatore nel tuo paese, puoi rivolgerti all'indirizzo info@codeweek.eu","cookie.uses_cookies":"Questo sito utilizza i cookie per migliorare l'esplorazione","cookie.accept":"Accetto i cookie","cookie.refuse":"Rifiuto i cookie","cookie.cookies":"Cookie","cookie.find_out_more_on":"Scopri ","cookie.how_we_use":"come usiamo i cookie e come è possibile modificare le tue impostazioni","cookie_policy.title":"Politica sull’utilizzo dei cookie","cookie_policy.what.title":"Che cosa sono i cookie?","cookie_policy.what.text":"

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    `,"copyright.title":"Avviso di copyright","copyright.training.0":"Il sito web della Settimana del Codice UE dedicato alle scuole","copyright.training.1":"","copyright.licence.0":"Salvo dove indicato diversamente, i contenuti resi disponibili su questo sito sono concessi in licenza","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.it","copyright.licence.2":"Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)","copyright.creative-commons":"La concessione di licenze secondo le licenze Creative Commons non influisce di per sé sulla proprietà intellettuale","copyright.third-party":"I contenuti di siti web di terze parti sono soggetti quindi alle loro restrizioni di copyright; si prega di fare riferimento al sito di origine per ulteriori informazioni","countries.all":"Tutti i paesi","countries.Cloud":"Cloud","countries.Andorra":"Andorra","countries.United Arab Emirates":"Emirati Arabi 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Lanka","countries.Liberia":"Liberia","countries.Lesotho":"Lesoto","countries.Lithuania":"Lituania","countries.Luxembourg":"Lussemburgo","countries.Latvia":"Lettonia","countries.Libya":"Libia","countries.Morocco":"Marocco","countries.Monaco":"Monaco","countries.Moldova":"Moldavia","countries.Montenegro":"Montenegro","countries.Saint Martin":"Saint Martin","countries.Madagascar":"Madagascar","countries.Marshall Islands":"Isole Marshall","countries.Macedonia":"Macedonia del Nord","countries.Mali":"Mali","countries.Myanmar":"Myanmar","countries.Mongolia":"Mongolia","countries.Macao":"Macao","countries.Northern Mariana Islands":"Isole Marianne 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Guinea","countries.Philippines":"Filippine","countries.Pakistan":"Pakistan","countries.Poland":"Polonia","countries.Saint Pierre and Miquelon":"Saint Pierre e Miquelon","countries.Pitcairn":"Pitcairn","countries.Puerto Rico":"Porto Rico","countries.Palestine":"Palestina","countries.Portugal":"Portogallo","countries.Palau":"Palau","countries.Paraguay":"Paraguay","countries.Qatar":"Qatar","countries.Reunion":"Reunion","countries.Romania":"Romania","countries.Serbia":"Serbia","countries.Russia":"Russia","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Arabia Saudita","countries.Solomon Islands":"Isole Salomone","countries.Seychelles":"Seychelles","countries.Sudan":"Sudan","countries.Sweden":"Svezia","countries.Singapore":"Singapore","countries.Saint Helena":"Sant’Elena","countries.Slovenia":"Slovenia","countries.Svalbard and Jan Mayen":"Svalbard e Jan Mayen","countries.Slovakia":"Slovacchia","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San 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Minor Outlying Islands":"Isole minori esterne degli Stati Uniti d’America","countries.United States":"Stati Uniti","countries.Uruguay":"Uruguay","countries.Uzbekistan":"Uzbekistan","countries.Vatican":"Vaticano","countries.Saint Vincent and the Grenadines":"Saint Vincent e Grenadine","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Isole Vergini Britanniche","countries.U.S. Virgin Islands":"Isole Vergini Americane","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis e Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Yemen","countries.Mayotte":"Mayotte","countries.South Africa":"Sud Africa","countries.Zambia":"Zambia","countries.Zimbabwe":"Zimbabwe","cw2020.common.resources":"Le risorse che ti serviranno","cw2020.common.soundtrack":"La colonna sonora della Settimana della programmazione","cw2020.common.moves":"I passi","cw2020.common.dance-example":'Un esempio di "Code Week Dance"',"cw2020.common.organizer-guide":"Manuale per gli organizzatori","cw2020.title.0":"EU Code Week","cw2020.title.1":"Edizione 2020","cw2020.intro":`Quest'anno i riflettori saranno puntati sulla programmazione (o "coding\\") dal 10 al 25 ottobre 2020! A causa dell'attuale situazione sanitaria, gran parte delle attività di questa edizione della Settimana della programmazione si svolgerà online. Organizzeremo nuove attività, divertenti e coinvolgenti, alle quali potrai partecipare da casa o da scuola`,"cw2020.online-activities.title":"Attività online aperte in programma","cw2020.online-activities.subtitle.0":"Per facilitare la partecipazione alle attività della Settimana della programmazione da remoto stiamo preparando un","cw2020.online-activities.subtitle.1":"calendario","cw2020.online-activities.subtitle.2":"delle attività online","cw2020.online-activities.section1.title":"Cos'è un'attività online?","cw2020.online-activities.section1.content":"Può essere qualsiasi attività che di solito viene aggiunta o registrata sul sito web della Settimana della programmazione - l'unica differenza è che si svolgerà online. L'idea è facilitare la partecipazione delle persone a sessioni e seminari di coding tenuti esclusivamente online evitando i rischi per la salute","cw2020.online-activities.section2.title":"Attività aperte","cw2020.online-activities.section2.content":"Se vuoi, puoi mettere le tue attività online a disposizione di tutti. Persone di tutto il mondo potranno partecipare ad attività online aperte, in inglese o nella lingua locale. Selezioneremo quelle più interessanti che sono aperte a tutti e le presenteremo in un calendario degli eventi sul nostro sito web","cw2020.online-activities.section3.title":"Cosa significa per i partecipanti","cw2020.online-activities.section3.content.0":"Ogni giorno della Settimana della programmazione potrai consultare il","cw2020.online-activities.section3.content.1":"calendario","cw2020.online-activities.section3.content.2":"e partecipare alle attività che più ti interessano. I temi trattati spazieranno da seminari sulla robotica a corsi di e-learning, da webinar a tutorial di programmazione e molto altro ancora. Scegli quello che ti interessa","cw2020.dance.title":"Code Week Dance","cw2020.dance.subtitle":"Chi ha detto che i programmatori non sanno ballare? In occasione dell'edizione 2020 della Settimana della programmazione stiamo lanciando una nuova attività - la sfida #EUCodeWeekDance","cw2020.dance.section1.title":"Chi può partecipare?","cw2020.dance.section1.content.0":"Scuole, insegnanti, biblioteche, club di programmazione, imprese e pubbliche amministrazioni - tutti sono invitati a celebrare la Settimana europea della programmazione 2020 organizzando un'attività #EUCodeWeekDance e aggiungendola alla","cw2020.dance.section1.content.1":"mappa della Settimana della programmazione","cw2020.dance.section2.title":"Come partecipare?","cw2020.dance.section2.content":"Scegli fra cinque tipi di attività o proponi la tua. Indipendentemente dall'attività scelta, non dimenticare di aggiungerla alla nostra mappa","cw2020.dance.activity1.title":"Programma un amico o un genitore - non serve un computer","cw2020.dance.activity1.subtitle":"Con il coding puoi dare comandi a un dispositivo elettronico. In realtà però non serve un computer per essere in grado di programmare. Fai così: scegli un partner - un tuo compagno di classe, un amico, un genitore o anche un insegnante - e dagli istruzioni su come eseguire la #EUCodeWeekDance: dovrà seguirle alla lettera!","cw2020.dance.activity1.resources.0":'Una guida realizzata da Code.org per organizzare il tuo dance party "unplugged", cioè senza computer',"cw2020.dance.activity1.resources.1":'Una "pillola di apprendimento" su come programmare il tuo robot umano',"cw2020.dance.activity2.title":"Programmazione visiva","cw2020.dance.activity2.subtitle":"Programma la tua Code Week Dance in Scratch. Utilizza i personaggi della Settimana della programmazione o crea i tuoi con Scratch e programmali in modo che eseguano la #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Un esempio di un progetto di #EUCodeWeekDance realizzato con Scratch","cw2020.dance.activity2.resources.1":"I personaggi della Settimana della programmazione","cw2020.dance.activity2.resources.2":"Una guida realizzata da Code.org su come animare un personaggio","cw2020.dance.activity2.resources.3":"Una guida realizzata da Code.org per organizzare il tuo dance party","cw2020.dance.activity2.resources.4":"Condividi il tuo progetto con noi in questo studio Scratch.","cw2020.dance.activity3.title":"Programmazione testuale","cw2020.dance.activity3.subtitle":"Sviluppa il tema musicale della #EUCodeWeekDance con Python o JavaScript, utilizzando piattaforme per la creazione di musica basate su codici come EarSketch o Sonic Pi","cw2020.dance.activity3.resources.0":"Un tutorial su come creare musica con EarSketch","cw2020.dance.activity3.resources.1":"Un tutorial su come creare musica con Sonic Pi","cw2020.dance.activity4.title":"Robotica","cw2020.dance.activity4.subtitle":"Programma il tuo robot per fargli seguire le tue istruzioni ed eseguire la Code Week Dance","cw2020.dance.activity4.resources.0":"Un tutorial sulla programmazione dei robot","cw2020.dance.activity5.title":"Live Dance Challenge","cw2020.dance.activity5.subtitle":"Registra un video in cui tu, il tuo team o il tuo robot eseguite la #EUCodeWeekDance, condividilo su Instagram e fallo diventare virale per vincere i premi della Settimana della programmazione! Ti interessa? Ecco cosa devi fare:","cw2020.dance.activity5.resources.0":"Registra il video utilizzando le Storie di Instagram","cw2020.dance.activity5.resources.1":"Segui","cw2020.dance.activity5.resources.2":"@CodeWeekEU su Instagram","cw2020.dance.activity5.resources.3":"Cita @CodeWeekEU nella tua Storia con la danza e non dimenticare di usare l'hashtag #EUCodeWeekDance","cw2020.dance.outro.0":"Ogni giorno selezioneremo dei vincitori, che saranno annunciati sul nostro canale Instagram attraverso le Storie. Quindi non dimenticare di controllare regolarmente le tue notifiche, oggi potrebbe essere il tuo giorno fortunato!","cw2020.dance.outro.1":`La #EUCodeWeekDance si basa sull'"inno al coding\\", o`,"cw2020.dance.outro.2":"Ode to Code","cw2020.dance.outro.3":"composto da Brendan Paolini, e sulla coreografia ideata nel 2015 da Bianca Maria Berardi e nasce da un'idea di Alessandro Bogliolo, professore di sistemi per l'elaborazione dell'informazione presso l'Università di Urbino","cw2020.treasure-hunt.title":"La caccia al tesoro della Settimana della programmazione","cw2020.treasure-hunt.subtitle.0":"Questo gioco è su Telegram, semplice quanto basta per i principianti, ma anche sufficientemente impegnativo da mettere alla prova i partecipanti più esperti","cw2020.treasure-hunt.subtitle.1":"La caccia al tesoro della Settimana della programmazione","cw2020.treasure-hunt.subtitle.2":"è un gioco da svolgere su PC con un cellulare in mano. Ti sarà chiesto di risolvere delle sfide di coding mentre percorrerai la storia della programmazione, dell'informatica e della tecnologia in Europa","cw2020.treasure-hunt.section.title":"Per iniziare a giocare devi:","cw2020.treasure-hunt.section.content.0":"Scaricare l'app Telegram. È disponibile per","cw2020.treasure-hunt.section.content.1":"desktop","cw2020.treasure-hunt.section.content.2":"Puoi giocare su un PC, su un portatile o sul tuo smartphone. Ti consigliamo di giocare su un computer in modo da ricevere le istruzioni e risolvere i problemi di coding nell'app Telegram sul tuo telefono","cw2020.treasure-hunt.section.content.3":"Per giocare","cw2020.treasure-hunt.section.content.4":"apri il gioco","cw2020.treasure-hunt.section.content.5":"e scansiona il codice QR che ti farà aprire l'app Telegram e ti darà la prima serie di istruzioni","cw2020.treasure-hunt.section.content.6":"Per vincere, devi risolvere 10 sfide di coding e trovare 10 siti sulla mappa dell'Europa collegati alla diffusione del coding e della tecnologia","cw2020.treasure-hunt.section.content.7":"Dopo aver completato il gioco, condividi il tuo punteggio con i tuoi amici usando l'hashtag #EUCodeWeek e sfidali a giocare e a scoprire la storia della programmazione. Vediamo chi fa più punti","cw2020.treasure-hunt.section.content.8":"La caccia al tesoro della Settimana della programmazione è la versione virtuale di quella originale sviluppata per la prima volta da Alessandro Bogliolo, professore di sistemi per l'elaborazione dell'informazione presso l'Università di Urbino. Per saperne di più sul suo gioco originale, segui il nostro","cw2020.treasure-hunt.section.content.9":"blog","cw2020.kick-off.title":"Evento inaugurale: 8 ottobre 2020","cw2020.kick-off.content.0":"L'apertura virtuale della Settimana della programmazione 2020 avrà luogo il 8 ottobre alle ore 17 (CET). L'evento sarà trasmesso in streaming su Facebook Live, Instagram TV e YouTube Live","cw2020.kick-off.content.1":"Abbiamo un programma stimolante, al quale parteciperanno vari ospiti","cw2020.kick-off.content.2":"il commissario per il Mercato interno","cw2020.kick-off.content.3":"la commissaria per l'Innovazione, la ricerca, la cultura, l'istruzione e i giovani","cw2020.kick-off.content.4":"il creatore di Scratch e professore di ricerca sull'apprendimento presso il MIT Media Lab","cw2020.kick-off.content.5":"l'autrice e illustratrice di Hello Ruby","cw2020.kick-off.content.6":"e","cw2020.kick-off.content.7":"la presidente di E-MMA, l'organizzazione francese senza scopo di lucro che promuove la diversità di genere nella tecnologia","cw2020.kick-off.content.8":"E come se tutto questo non bastasse, il team della Settimana della programmazione illustrerà anche le nuove funzionalità, risorse e sfide del sito web","cw2020.kick-off.content.9":"Alessandro Bogliolo, professore di sistemi per l'elaborazione dell'informazione dell''Università di Urbino e coordinatore degli","cw2020.kick-off.content.10":"ambasciatori della Settimana della programmazione","cw2020.kick-off.content.11":"ti farà scoprire la caccia al tesoro virtuale","cw2020.kick-off.content.12":"xxx ti spiegherà come funziona la nuova sfida # CodeWeekDance","cw2020.kick-off.content.13":"Ci collegheremo anche con scuole e studenti di tutta Europa che condivideranno le loro storie di programmazione e scambieranno opinioni con gli ospiti","cw2020.kick-off.content.14":"Avrai inoltre la possibilità di condividere le tue riflessioni, idee e domande. Non devi fare altro che seguirci in diretta su","cw2020.kick-off.content.15":"oppure","cw2020.kick-off.content.16":"l'8 ottobre 2020 dalle 17 alle 18.30 (CET) e mandare i tuoi commenti o Tweet con l'hashtag #EUCodeWeek","cw2020.get-involved.title":"Come partecipare","cw2020.get-involved.subtitle":"Non vedi l'ora di iniziare a programmare? Se vuoi entrare a far parte della community della Settimana europea della programmazione, ma non sai da dove iniziare, consulta queste risorse: ti aiuteranno a prepararti, giusto in tempo per il nostro evento annuale di ottobre","cw2020.get-involved.content.0":"Prepararsi alla Settimana della programmazione","cw2020.get-involved.content.1":"Come aggiungere un'attività della Settimana della programmazione","cw2020.get-involved.content.2":"Pillole di apprendimento","cw2020.get-involved.content.3":"Corso aperto online approfondito Deep Dive","cw2020.get-involved.content.4":"Serie Coding@Home","edit.title":"Modifica il tuo evento #EUCodeWeek","edit.required_fields":"I campi obbligatori sono contrassegnati con un asterisco *. Puoi aggiungere liberamente l'elenco degli eventi nella tua lingua locale.","edit.description":"Descrizione","edit.audience":"Pubblico","edit.theme":"Tema","edit.location":"Luogo","edit.website":"Sito web","edit.contact":"Contatti","edit.tags":"Tag","edit.image":"Immagine","edit.help":"Immagini più grandi saranno ridimensionate a 256 x 512 pixel. La dimensione massima di caricamento è 256 x 1024.","edit.aspect":"Quale aspetto della programmazione tratterà il tuo evento?","edit.address":"Digita un indirizzo o fai clic sulla mappa qui sotto per impostare una posizione.","edit.privacy_disclaimer.header":"Le tue informazioni di contatto","edit.privacy_disclaimer.text_1":"Queste informazioni saranno visibili esclusivamente a ","edit.privacy_disclaimer.link_1":"Ambasciatori della settimana europea della programmazione ","edit.privacy_disclaimer.text_2":` e - organizzatori della settimana della programmazione, che - controlleranno il tuo evento prima che appaia sulla mappa e potrebbero contattarti qualora siano necessarie - modifiche o - per la gestione di sondaggi a fini statistici dopo l'evento.`,"edit.privacy_disclaimer.contact_email":"Il tuo contatto e-mail","edit.edit":"Modifica evento","event.main_title":"Aggiungi il tuo evento #EUCodeWeek","event.button":"Aggiungi evento","event.howto":"Come organizzare il tuo evento","event.required":"I campi obbligatori sono contrassegnati con un asterisco *. Puoi aggiungere liberamente l’elenco degli eventi nella tua lingua.","event.audience_title":"Pubblico","event.theme_title":"Tema","event.scoreboard_by_country":"Classifica","event.get_involved":"Mettiti in gioco","event.organize_or_support_events":"Organizza o sostieni eventi nella tua città","event.or_contact_your":"oppure contatta i tuoi","event.eu_code_week_ambassadors":"Ambasciatori della settimana europea della programmazione","event.show_events_for":"Mostra eventi per ","event.who":"A chi è rivolto l'evento?","event.tags":"Tag","event.image":"Immagine","event.start.label":"Data di inizio","event.start.placeholder":"Quando inizia l’attività?","event.end.label":"Data di fine","event.end.placeholder":"Quando finisce l’attività?","event.organizer.label":"Nome dell’organizzazione","event.organizer.placeholder":"Organizzazione per cui lavori o fai volontariato","event.website.label":"Sito web dell’organizzatore","event.website.placeholder":"Disponi di un sito web con maggiori informazioni?","event.description.label":"Descrizione","event.description.placeholder":"Descrivi brevemente l’attività pianificata.","event.contact.label":"E-mail di contatto","event.contact.placeholder":"Questo indirizzo e-mail sarà utilizzato per corrispondenza importante relativa alla settimana europea della programmazione","event.contact.explanation":"La tua e-mail di contatto sarà visibile solo agli organizzatori e agli ambasciatori della settimana europea della programmazione, i quali controlleranno il tuo evento prima che appaia sulla mappa e potrebbero contattarti qualora siano necessarie modifiche oppure per gestire sondaggi a fini statistici dopo l’evento.","event.public.label":"E-mail pubblica","event.public.placeholder":"Desideri visualizzare un’e-mail di contatto?","event.title.label":"Titolo attività","event.title.placeholder":"Qual è il nome dell’attività?","event.address.label":"Indirizzo","event.address.placeholder":"Dove avrà luogo l’attività?","event.organizertype.label":"Tipo di organizzazione","event.organizertype.placeholder":"Seleziona il tipo di organizzatore","event.organizertype.school":"Scuola","event.organizertype.library":"Biblioteca","event.organizertype.non profit":"Organizzazione non profit","event.organizertype.private business":"Impresa privata","event.organizertype.other":"Altro","event.audience.Pre-school children":"Bambini in età prescolare","event.audience.Elementary school students":"Studenti delle scuole elementari","event.audience.High school students":"Studenti della scuola superiore","event.audience.Graduate students":"Laureati","event.audience.Post graduate students":"Studenti post-laurea","event.audience.Employed adults":"Adulti occupati","event.audience.Unemployed adults":"Adulti disoccupati","event.audience.Other (see description)":"Altro (vedi descrizione)","event.audience.Teachers":"Insegnanti","event.theme.Basic programming concepts":"Concetti di programmazione di base","event.theme.Web development":"Sviluppo web","event.theme.Mobile app development":"Sviluppo di app per dispositivi mobili","event.theme.Software development":"Sviluppo software","event.theme.Data manipulation and visualisation":"Manipolazione e visualizzazione dei dati","event.theme.Robotics":"Robotica","event.theme.Hardware":"Hardware","event.theme.Other":"Altro","event.theme.Unplugged activities":"Attività unplugged","event.theme.Playful coding activities":"Attività di programmazione giocose","event.theme.Art and creativity":"Arte e creatività","event.theme.Visual/Block programming":"Programmazione visiva/a blocchi","event.theme.Game design":"Progettazione di gioco","event.theme.Internet of things and wearable computing":"Internet delle cose e dispositivi indossabili","event.theme.3D printing":"Stampa 3D","event.theme.Augmented reality":"Realtà aumentata","event.theme.Artificial intelligence":"Intelligenza artificiale","event.theme.Motivation and awareness raising":"Motivazione e sensibilizzazione","event.theme.Promoting diversity":"Promuovere la diversità","event.codeweek_for_all_participation_code.title":"CODICE CODE WEEK 4 ALL","event.codeweek_for_all_participation_code.explanation":"Se hai ricevuto un codice Code Week 4 all da un collega o da un amico, incollalo qui, altrimenti lascia il campo vuoto. Maggiori informazioni su Code Week 4 All sono disponibili","event.codeweek_for_all_participation_code.link":"qui","event.thanks_page.title":"Grazie per aver aggiunto il tuo evento!","event.thanks_page.phrase1":"Uno dei nostri ambasciatori locali esaminerà il tuo evento","event.thanks_page.phrase2":"e si accerterà che tutto vada bene.","event.thanks_page.phrase3":"In caso di domande, rivolgiti a uno dei nostri","event.thanks_page.phrase4":"Ambasciatori nazionali","event.thanks_page.phrase5":"oppure inviaci","event.thanks_page.phrase6":"un’e-mail","event.thanks_page.phrase7":"Puoi condividere il tuo codice Codeweek for all con altre persone:","event.activitytype.label":"Tipo di attività","event.activitytype.placeholder":"","event.activitytype.open-online":"Attività online aperta","event.activitytype.invite-online":"Attività online privata","event.activitytype.open-in-person":"Attività presenziale aperta","event.activitytype.invite-in-person":"Attività presenziale privata","event.privacy":"Dichiaro di aver letto e accetto l'informativa sulla privacy descritta nel documento","event.country":"Paese","event.loading":"Caricamento in corso...","event.add_activity":"Aggiungi un’attività","event.edit_activity":"Modifica l’attività","event.update_activity":"Aggiorna l’attività","event.delete_activity":"Cancella l’attività","event.total_pending_events":"Eventi in sospeso totali:","event.no_pending_events":"Nessun evento in sospeso trovato per","event.all_countries":"Tutti i paesi","event.current_status":"Stato attuale","event.actions":"Azioni","event.certificate_ready":"Il tuo certificato della settimana della programmazione è pronto. Sei libero di scaricarlo o di condividerlo direttamente.","event.view_your_certificate":"Visualizza qui il tuo certificato","event.submit_event_and_report":"Presenta una relazione su quest’evento e chiedi il tuo certificato della settimana della programmazione.","event.report_and_claim":"Segnala l’evento e chiedi il certificato","eventdetails.organised_by":"Organizzato da: ","eventdetails.contact_email":"E-mail di contatto: ","eventdetails.happening_at":"Luogo dell’evento: ","eventdetails.from":"Da ","eventdetails.to":" a ","eventdetails.description":"Descrizione: ","eventdetails.more_info":"Maggiori informazioni: ","eventdetails.audience":"Questo evento è rivolto a: ","eventdetails.themes":"Temi principali: ","eventdetails.tags":"Tag: ","eventdetails.share":"Condividi l’evento: ","eventdetails.email.tooltip":"Fai clic per inviare via e-mail a un amico","eventdetails.email.subject":"Guarda questo fantastico evento di programmazione","eventdetails.email.body_1":"Ciao, verifica ","eventdetails.email.body_2":"evento presso ","eventdetails.edit":"Modifica evento","eventdetails.note":"NOTA: ","eventdetails.pending_warning":"Questo evento è ancora in fase di revisione da parte dei ","eventdetails.pending_link":"moderatori","eventdetails.nearby_upcoming_events":"Prossimi eventi nelle vicinanze:","eventreports.reports_by":"Eventi in sospeso per segnalazione di ","eventreports.no_reports":"Non ci sono ancora eventi da segnalare.","eventreports.report":`Gli eventi elencati di seguito sono iniziati o sono già terminati. Inserisci alcuni numeri per - scopi statistici per l’evento e richiedi il certificato di partecipazione alla settimana della programmazione. Riceverai - un certificato per evento.`,"guide.title":"Guida","guide.organise_activity":"Organizza la tua attività con #EUCodeWeek","guide.register_activity":"Registra la tua attività qui","guide.what.title":"Cos’è la settimana europea della programmazione?","guide.what.content":'

    La settimana europea della programmazione è un’iniziativa che nasce dal basso gestita da volontari e sostenuta dalla Commissione europea. Chiunque (scuole, insegnanti, biblioteche, club di programmazione, imprese, autorità pubbliche) può organizzare un’attività #EUCodeWeek e aggiungerla alla mappa codeweek.eu.

    ',"guide.what_you_need_organise.title":"Di che cosa hai bisogno per organizzare un’attività?","guide.what_you_need_organise.items.1":"Un gruppo di persone disposte a imparare. Per esempio, i tuoi amici, bambini, adolescenti, colleghi adulti, genitori o nonni. Ricorda, due persone formano già un gruppo!","guide.what_you_need_organise.items.2":"Insegnanti o formatori che conoscono la programmazione e sanno come insegnare e ispirare gli altri. Il numero dipende dal tipo e dalla dimensione dell’evento.","guide.what_you_need_organise.items.3":"Un posto dove imparare. Aule, biblioteche, sale conferenze e vari spazi pubblici sono tutti luoghi ideali per organizzare eventi.","guide.what_you_need_organise.items.4":"Computer e connessione a Internet. A seconda del gruppo di riferimento, puoi chiedere ai partecipanti di portare il proprio computer portatile.","guide.what_you_need_organise.items.5":'Programmazione unplugged. In realtà non hai bisogno di computer e connessione a Internet per imparare il pensiero computazionale. Dai un’occhiata alla nostra Pillola di apprendimento unplugged per iniziare.',"guide.what_you_need_organise.items.6":`Materiali didattici. Mostra ai partecipanti quanto può essere divertente creare qualcosa per conto proprio. Consulta la nostra pagina risorse e le pillole di apprendimento con video tutorial e piani di studio, quindi adattali alle esigenze del tuo gruppo.`,"guide.what_you_need_organise.items.7":`Registrare i partecipanti. Se disponi di spazi limitati, puoi utilizzare strumenti online come Google Forms ed Eventbrite per raccogliere le registrazioni.`,"guide.what_you_need_organise.items.8":'Ricorda di appuntare il tuo evento sulla mappa della settimana europea della programmazione!',"guide.how_to.title":"Come organizzare la tua attività?","guide.how_to.items.1":"Il formato del tuo evento di programmazione spetta a te, ma ti consigliamo di includere un po’ di tempo per la pratica, in cui i partecipanti possano creare da soli e/o armeggiare con l’hardware.","guide.how_to.items.2":'Utilizza strumenti e tecnologie adatti al tuo gruppo di riferimento. Consigliamo di utilizzare materiali open source disponibili gratuitamente.',"guide.how_to.items.3":"Invita i partecipanti a mostrare e presentare ciò che hanno creato l’uno all’altro alla fine del tuo evento.","guide.how_to.items.4":`Diffondi la notizia! Promuovi e condividi quello che hai fatto durante la tua attività sui social media utilizzando l’hashtag #EUCodeWeek. Puoi anche condividere sul gruppo insegnanti della settimana europea della programmazione e su Twitter (@CodeWeekEU). Parla con i tuoi amici e colleghi formatori, con la stampa locale, fai un comunicato stampa.`,"guide.how_to.items.5":'Non dimenticare di aggiungere la tua attività sulla mappa della settimana europea della programmazione!',"guide.material.title":"Materiale promozionale","guide.material.text":'

    Consulta il nostro blog per trovare informazioni aggiornate e adatta i comunicati stampa più recenti alle tue esigenze, o crea il tuo comunicato:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Preparazione per le celebrazioni della settimana europea della programmazione 2019 (disponibile in 29 lingue)',"guide.toolkits.title":"Scarica questi toolkit per aiutarti a iniziare:","guide.toolkits.communication_toolkit":"Toolkit comunicazione","guide.toolkits.teachers_toolkit":"Toolkit insegnanti","guide.questions.title":"Domande?","guide.questions.content":'

    Se hai domande su come organizzare e promuovere il tuo evento #EUCodeWeek, contatta uno degli ambasciatori della settimana europea della programmazione del tuo paese.

    ',"hackathon-italy.title":"EU Code Week HACKATΗON","hackathon-italy.subtitle":"Dai vita alle tue idee!","hackathon-italy.misc.0":"Leggi le regole e il codice di condotta","hackathon-italy.misc.1":"Le iscrizioni all’Hackathon della Settimana europea della programmazione e agli Eventi collaterali saranno gestite da EU Survey.","hackathon-italy.misc.2":"I nostri partner","hackathon-italy.sections.1.content.0":"Sogni di creare la nuova app del momento? Conosci un modo per aiutare la tua scuola, città o regione con soluzioni tecnologiche innovative? Vuoi lanciarti nel mondo dell’imprenditoria o hai una fantastica idea per conquistare il mondo ma non sai da dove iniziare? La tua attesa è finita! ","hackathon-italy.sections.1.content.1":"L’Hackathon della Settimana europea della programmazione","hackathon-italy.sections.1.content.2":"inizia con una sfida per programmare in sole 24 ore una soluzione a una problematica della vita reale. Le 10 squadre che avranno ottenuto più successo riceveranno formazione e tutorato da esperti del settore, per prepararsi alla seconda e ultima fase in cui verrà proclamato il team vincitore. Questa squadra avrà la fortuna di ricevere un ulteriore affiancamento e aiuto per sviluppare l’idea, e anche fantastiche apparecchiature IT. La squadra vincitrice si assicurerà inoltre la partecipazione al pitch europeo, durante la Settimana europea della programmazione che si svolgerà ufficialmente dal 9 al 24 ottobre 2021, nel corso del quale tutti i vincitori degli hackathon presenteranno le loro idee a una giuria europea.","hackathon-italy.sections.1.content.3":"Non ci sono dubbi: l’hackathon della Settimana europea della programmazione stimolerà la tua curiosità, ispirerà la tua creatività, incoraggerà il tuo spirito imprenditoriale e darà vita alle tue idee. ","hackathon-italy.sections.2.title":"Cosa aspetti?","hackathon-italy.sections.2.content.0":"Affiancamento di esperti","hackathon-italy.sections.2.content.1":"Workshop di competenze","hackathon-italy.sections.2.content.2":"Attività divertenti","hackathon-italy.sections.2.content.3":"La possibilità di incontrare persone che condividono gli stessi obiettivi","hackathon-italy.sections.2.content.4":"La possibilità di vincere attività di tutorato e affiancamento, ma anche apparecchiature IT","hackathon-italy.sections.2.content.5":"La possibilità di partecipare all’hackathon finale e incontrare, di persona, il meglio del meglio!","hackathon-italy.sections.3.content.0":"Iscriviti ora","hackathon-italy.sections.3.content.1":"all’Hackathon italiano della Settimana europea della programmazione","hackathon-italy.sections.3.content.2":"e dai vita alle tue idee!","hackathon-italy.sections.4.title":"Proponi sfide da risolvere durante l’Hackathon","hackathon-italy.sections.4.content.0":"Vuoi che la tua comunità diventi il centro dell’innovazione verde e sostenibile in Italia? Se è così, proponi una sfida che sarà “sviluppata” durante l’Hackathon. Qualcosa di concreto che aiuterà te, la tua scuola, città o comunità.","hackathon-italy.sections.4.content.1":"Proponi una sfida","hackathon-italy.sections.4.content.2":"Il voto relativo alla sfida italiana inizierà il 9 aprile.","hackathon-italy.sections.5.title":"Voto sulle sfide da “sviluppare”","hackathon-italy.sections.5.content.0":"L’idea dell’Hackathon della Settimana europea della programmazione è di mostrare in che modo prendono vita soluzioni concrete grazie all’aiuto della creatività, dell’entusiasmo, dell’innovazione e delle competenze di programmazione dei giovani. Per “concrete” si intendono soluzioni che risolvono problemi autentici – aspetti che riguardano te, la tua scuola, comunità o città, o difficoltà specifiche nella tua zona.","hackathon-italy.sections.5.content.1":"Vota quello che è più importante per te!","hackathon-italy.sections.5.content.2":"La sfida finale selezionata sarà annunciata all’inizio dell’Hackathon.","hackathon-italy.sections.6.title":"La sfida","hackathon-italy.sections.6.content.0":"L’idea dell’Hackathon della Settimana europea della programmazione è di mostrare in che modo prendono vita soluzioni concrete grazie all’aiuto della creatività, dell’entusiasmo, delle idee innovative e delle competenze di programmazione dei giovani. Per “concrete” si intendono soluzioni che risolvono problemi autentici – aspetti che riguardano te, la tua scuola, comunità o città, o difficoltà specifiche nella tua zona.","hackathon-italy.sections.6.content.1":"In base al voto pubblico, la sfida per l’Hackathon italiano è:","hackathon-italy.sections.6.content.2":"In base al voto pubblico, la sfida per l’Hackathon italiano era:","hackathon-italy.sections.7.title":"Centro di risorse","hackathon-italy.sections.8.title":"Programma","hackathon-italy.sections.8.content.0.0":"L’hackathon della Settimana europea della programmazione comporta","hackathon-italy.sections.8.content.0.1":"tre distinte fasi.","hackathon-italy.sections.8.content.1":"L’hackathon online della durata di 24 ore. Fra tutti i concorrenti verranno scelte al massimo 12 squadre che potranno restare in gara. Formazione e tutorato online gratuiti per tutte e 12 le squadre, durante l'estate 2021.","hackathon-italy.sections.8.content.2":"La fase finale : 12 squadre hanno ricevuto un’identica formazione durante la seconda fase, ma solo una sarà la vincitrice. Gli studenti della scuola secondaria di età compresa tra 15 e 19 anni gareggeranno in squadre per risolvere una “problematica locale” (la “sfida”) selezionata fra le proposte presentate antecedentemente alla prima fase. ","hackathon-italy.sections.8.content.3":"In occasione della Settimana europea della programmazione, che si terrà ufficialmente dal 9 al 24 ottobre 2021, i vincitori nazionali si sfideranno quindi in un autentico scontro fra titani europei durante il quale ogni squadra presenterà la propria soluzione a una giuria europea.","hackathon-italy.sections.8.content.4":"Nel 2021, la Settimana europea della programmazione prevede sei straordinari hackathon e invita gli studenti della scuola secondaria superiore, di età compresa tra 15 e 19 anni, a formare squadre e a utilizzare le competenze di programmazione per risolvere una problematica locale. Dopo una maratona informatica lunga 24 ore, ogni squadra presenterà le proprie idee a una giuria di esperti che sceglierà le 12 squadre finaliste. Il tempo a disposizione, le risorse e l’accesso ai tutor e alle competenze per completare la sfida saranno identici per tutte le squadre, ma solo 12 di queste avranno la possibilità di passare alla fase successiva per sviluppare il prototipo, ottenere l'affiancamento e l’aiuto di un esperto e prendere parte all’hackathon finale in autunno. Nella fase finale, le squadre si sfideranno per aggiudicarsi le apparecchiature IT e ulteriori prestazioni di tutorato e coaching per continuare lo sviluppo del prototipo.","hackathon-italy.sections.8.content.5":"Anche risolvendo con successo la sfida, la tua squadra non ha la garanzia di accedere alla seconda fase dell’evento. Rammenta che stai gareggiando con altre squadre e che la giuria, per decidere i candidati prescelti, prenderà in considerazione il metodo, l’impiego del tempo e la qualità del prototipo di ogni squadra!","hackathon-italy.sections.8.content.6":"Se la tua squadra rientra nelle 12 finaliste, continuerai a lavorare sulla tua idea durante l'estate. Per aiutarti, ti offriremo formazione gratuita su sviluppo e UX Design. Un tutor, inoltre, si accerterà che la tua squadra segua la giusta direzione.","hackathon-italy.sections.8.content.7":"Le 12 squadre finaliste si sfideranno direttamente in un hackathon di 12 ore che si terrà in 24-25 settembre a Urbino (e che avrà luogo online, se la situazione sanitaria pubblica non consentirà gli incontri in persona). In questa fase, le squadre gareggeranno per aggiudicarsi il titolo di migliori giovani hacker della nazione e la possibilità di vincere premi come fantastiche apparecchiature IT, nonché ulteriore affiancamento e aiuto per sviluppare le loro idee.","hackathon-italy.sections.9.title":"Informazioni pratiche","hackathon-italy.sections.9.content.0":"L’hackathon avrà luogo dal 24 settembre al 25 settembre 2021","hackathon-italy.sections.9.content.1":"L’Hackathon è completamente gratuito.","hackathon-italy.sections.10.title":"Giuria e tutor","hackathon-italy.sections.10.content.0":"Immagina di trovarti in una sala virtuale piena di designer, sviluppatori, creativi, programmatori e mentori imprenditoriali, tutti con la tua stessa curiosità e i tuoi stessi stimoli. L’Hackathon italiano della Settimana europea della programmazione riunisce esponenti di spicco dell’economia, delle IT, del venture capital, dell’istruzione, nonché leader, influencer e tutor locali, nazionali ed europei che guideranno e sosterranno la tua squadra durante questa intensiva maratona.","hackathon-italy.sections.10.content.1":"Iscriviti ora","hackathon-italy.sections.10.content.2":"all’Hackathon della Settimana europea della programmazione","hackathon-italy.sections.10.content.3":"e trasforma in realtà i tuoi sogni!","hackathon-italy.sections.11.title":"Eventi collaterali","hackathon-italy.sections.11.content.0":"Queste tematiche ti interessano ma non hai le competenze di programmazione? Iscriviti ai nostri eventi collaterali e scopri l’emozione della programmazione, dell’innovazione, dell’imprenditorialità e di altre competenze vitali per essere protagonisti nel mondo digitale. Gli eventi collaterali dell’hackathon della Settimana della programmazione si svolgeranno da maggio a ottobre, e prevedono numerose e diverse tipologie di workshop. Sono completamente gratuiti: devi solamente iscriverti qui. Partecipa e impara.","hackathon-italy.sections.11.events.minecraft.title":"Minecraft Education Edition Teacher Academy: progetta il tuo ambiente di apprendimento multimediale!","hackathon-italy.sections.11.events.minecraft.abstract":"Il corso Minecraft: Education Edition Teacher Academy si concentrerà sull'uso di Minecraft: Education Edition come strumento di insegnamento e apprendimento progettato per supportare importanti pratiche pedagogiche nell'ambiente di apprendimento. Alla fine di questo percorso di apprendimento, diventerai un insegnante certificato Minecraft e riceverai il badge.","hackathon-italy.sections.11.events.minecraft.content.0":"Meccanica di base per scaricare, configurare e accedere a Minecraft: Education Edition","hackathon-italy.sections.11.events.minecraft.content.1":"Gioco in-game esplorando il movimento all'interno del gioco e imparando il processo per posizionare e rompere i blocchi","hackathon-italy.sections.11.events.minecraft.content.2":"Funzionalità di gioco da utilizzare come strumenti per la valutazione e il feedback","hackathon-italy.sections.11.events.minecraft.content.3":"Il processo di creazione di sfide di costruzione utilizzando strategie basate sul gioco","hackathon-italy.sections.11.events.minecraft.content.4":"Caratteristiche principali della gestione del mondo e delle impostazioni della classe","hackathon-italy.sections.11.events.minecraft.content.5":"Suggerimenti sulla gestione e la preparazione della classe","hackathon-italy.sections.11.events.minecraft.content.6":"Una comprensione della codifica di base in-game","hackathon-italy.sections.11.events.minecraft.content.7":"Competenze che consentono la collaborazione, la creatività e la comunicazione degli allievi","hackathon-italy.sections.11.events.minecraft.content.8":"Come incorporare le pratiche di ingegneria Chimica e scienza","hackathon-italy.sections.11.events.minecraft.content.9":"In che modo il gioco supporta la ricerca e la curiosità degli allievi","hackathon-italy.sections.11.events.minecraft.date":"Venerdì 22 ottobre dalle 17.00-18.30","hackathon-italy.sections.11.events.minecraft.participate":"Per partecipare:","hackathon-italy.sections.11.events.makex.title.0":"Formazione alla robotica Serie","hackathon-italy.sections.11.events.makex.title.1":"Formazione alla robotica Serie 1 - Introduzione alla robotica e alle competizioni di robotica di MakeX/MakeBlock","hackathon-italy.sections.11.events.makex.title.2":"Formazione alla robotica Serie 2 - Programmazione e struttura hardware di MakeX/MakeBlock","hackathon-italy.sections.11.events.makex.title.3":"Formazione alla robotica Serie 3 – Condivisione con illustri tutor di MakeX/MakeBlock","hackathon-italy.sections.11.events.makex.content.0":"MakeX, una piattaforma globale di competizioni di robotica, presenta una serie completa di formazioni alla robotica educativa per docenti e tutor interessati all’apprendimento pratico, alle materie STEAM, alla programmazione e alle competizioni di robotica per studenti di tutte le fasce di età attraverso software e hardware all'avanguardia, come mBot2, laserbox e mBlock5.","hackathon-italy.sections.11.events.makex.content.1":"Dall’introduzione alla robotica, la programmazione e la struttura hardware alla condivisione con illustri tutor, ti immergerai nel processo di apprendimento basato su progetti e nelle modalità organizzative necessarie agli studenti per risolvere problemi pratici attraverso le apposite piattaforme. Sono benvenuti i docenti che organizzano programmi di robotica nelle scuole e che potranno così approfondire le conoscenze di programmazione, il pensiero computazionale, i concetti pedagogici, i robot e le tecniche di risoluzione problemi.","hackathon-italy.sections.11.events.makex.content.2":"qui","hackathon-italy.sections.11.events.makex.content.3":"per registrarti!","hackathon-italy.sections.11.events.makex.content.4":"Maggiori informazioni:","hackathon-italy.sections.11.events.makex.content.5":"https://www.makex.cc/en","hackathon-italy.sections.11.events.makex.dates.0":"Data: 1 giugno, h. 11:00 -> fai clic","hackathon-italy.sections.11.events.makex.dates.1":"Data: 3 giugno, h. 11:00 -> fai clic","hackathon-italy.sections.11.events.makex.dates.2":"Data: 8 giugno, h. 11:00 -> fai clic","hackathon-italy.sections.12.title":"Info su CODEWEEK.EU","hackathon-italy.sections.12.content.0":"La Settimana europea della programmazione (#EUCodeWeek) è un’iniziativa che nasce dal basso, gestita da volontari per promuovere l’alfabetizzazione digitale attraverso attività collegate alla programmazione e alla scienza informatica. Ispira e stimola le persone a esplorare nuove idee e a innovare per il futuro. Le attività per la ","hackathon-italy.sections.12.content.1":"Settimana europea della programmazione","hackathon-italy.sections.12.content.2":"avranno luogo in tutto il mondo fra il 9 e il 24 ottobre. ","hackathon-italy.sections.12.content.3":"L’idea dell’Hackathon della Settimana europea della programmazione è di mostrare in che modo prendono vita soluzioni concrete grazie all’aiuto della creatività, dell’entusiasmo, delle idee innovative e delle competenze di programmazione dei giovani. Gli hackathon sono ideati e co-organizzati dalla","hackathon-italy.sections.12.content.4":"Commissione europea","hackathon-italy.sections.12.content.5":"e dai locali","hackathon-italy.sections.12.content.6":"Ambasciatori della Settimana europea della programmazione","hackathon-italy.sections.12.content.7":"L’iniziativa è finanziata dal","hackathon-italy.sections.12.content.8":"Parlamento europeo","hackathon-italy.sections.12.content.9":"Scopri di più","hackathon-italy.sections.winners.0":"Congratulazioni a tutti i partecipanti di questa prima edizione dell'hackathon European Code Week, è stato un vero piacere avervi con noi. Speriamo che vi siate divertiti quanto noi!","hackathon-italy.sections.winners.1":"Un ringraziamento speciale alle squadre vincitrici. Le squadre selezionate per la finale, che si terrà dal 24 al 25 settembre, sono le seguenti : ","hackathon-italy.sections.winners.2":"Non vediamo l'ora di vedervi lì. Coaching e premi garantiti!","hackathon-italy.sections.winners.3":"In occasione della Settimana europea della programmazione, che si terrà ufficialmente dal 9 al 24 ottobre 2021, i vincitori nazionali si sfideranno quindi in un autentico scontro fra titani europei durante il quale ogni squadra presenterà la propria soluzione a una giuria europea. Il campione europeo, oltre alla gloria, si aggiudicherà altre apparecchiature IT.","hackathon-italy.sections.focus.0":"Info sull'Hackathon online di 24 ore:","hackathon-italy.sections.focus.1":"Introduzione all'EU Code Week Hackathon Italia ","hackathon-italy.sections.focus.2":"Rivelazione della sfida per EU Code Week Hackathon Italia","hackathon-italy.sections.focus.3":"Pitch di soluzioni per l'EU Code Week Hackathon Italia ","hackathon-italy.sections.focus.4":"Annuncio dei vincitori dell'EU Code Week Hackathon Italia","hackathon-italy.sections.mentors.1.0":"Francesco Piero Paolicelli","hackathon-italy.sections.mentors.1.1":"Francesco Piero Paolicelli, conosciuto in ogni social network come Piersoft.","hackathon-italy.sections.mentors.1.2":"Esperto di Coding e Making, formatore per Arduino Educational, informatico ed esperto nelle visualizzazioni dei dati.","hackathon-italy.sections.mentors.1.3":"Docente presso la School of Management della LUM (Università Luis Monnet ) per OpenData e OpenGovernment","hackathon-italy.sections.mentors.1.4":"Champion del Club CoderDojo Lecce.","hackathon-italy.sections.mentors.2.0":"Gianluca Orpello","hackathon-italy.sections.mentors.2.1":"Ciao, mi chiamo Gianluca Orpello. Sono un Apple Certified Trainer e un Mentor freelance in Italia. Sono specializzato in progettazione e sviluppo di app iOS, watchOS, macOS e tvOS, progettazione applicazioni web, protocollo client-server e progettazione API.","hackathon-italy.sections.mentors.2.2":"Ho anche conoscenze in User Interaction, User Experience e Project Management.","hackathon-italy.sections.mentors.3.0":"Luca Versari","hackathon-italy.sections.mentors.3.1":"Luca Versari lavora allo standard JPEG XL come sviluppatore software presso Google.","hackathon-italy.sections.mentors.3.2":"Nel passato, è stato un tutor per studenti partecipanti alle Olimpiadi Italiane di Informatica in preparazione per competizioni internazionali.","hackathon-italy.sections.mentors.4.0":"Alessandra Valenti","hackathon-italy.sections.mentors.4.1":"Alessandra Valenti è Customer Success Manager per Microsoft Education. Esperta di nuove tecnologie per la didattica, si occupa in particolare di progettazione e sviluppo dei linguaggi multimediali indispensabili a formare i professionisti del futuro tramite la conoscenza di strumenti digitali per la scuola innovativa.","hackathon-italy.sections.mentors.4.2":`Attraverso attività di training per gli studenti e i docenti italiani promuove soluzioni interattive ed esperienze di apprendimento legate al mondo dell’educazione e della cultura, dal videogioco di Minecraft Education Edition allo sviluppo di una didattica più sostenibile ed inclusiva. -In passato formatrice di programmazione infantile e robotica, piattaforme e-learning, realtà virtuale e STEM nei contesti scolastici.`,"hackathon-italy.sections.mentors.5.0":"Maura Sandri","hackathon-italy.sections.mentors.5.1":"Tecnologa dell’Istituto Nazionale di Astrofisica (INAF), coordinatrice del working group per lo sviluppo di risorse di coding e robotica educativa per la scuola, amministratrice della piattaforma play.inaf.it, Italian leading teacher, mentor del CoderDojo Ozzano dell'Emilia (BO).","hackathon-italy.sections.mentors.6.0":"Paolo Ganci","hackathon-italy.sections.mentors.6.1":"Un tempo solo un programmatore informatico, oggi un appassionato sostenitore del coding come Co-Champion del CoderDojo Etneo in Catania.","hackathon-italy.sections.mentors.7.0":"Christel Sirocchi","hackathon-italy.sections.mentors.7.1":"Christel Sirocchi ha completato i suoi studi in biotecnologie e ingegneria genetica ma si è presto avvicinata al mondo dell'informatica. Dopo esperienze di ricerca in Scozia, Belgio e Turchia, è entrata a far parte del corpo docente del liceo internazionale di Istanbul. Oltre all'educazione e la divulgazione scientifica, è appassionata di analisi e visualizzazione di dati.","hackathon-italy.sections.after.0":"Cosa succede dopo?","hackathon-italy.sections.after.1":"Le squadre vincitrici lavorano al prototipo per poi sfidarsi nell’hackathon finale a X per decidere chi si aggiudicherà l’evento italiano. Segui qui, e sui social media, tutti gli aggiornamenti delle squadre partecipanti! ","hackathon-italy.sections.after.2":"L’Hackathon italiano della Settimana europea della programmazione ha permesso a giovani appassionati e smart di applicare le proprie competenze di programmazione e idee creative per risolvere una problematica locale concreta. Dopo un primo hackathon virtuale di 24 ore, un massimo di 10 squadre ha avuto accesso alla fase successiva. Durante l'estate, le squadre finaliste hanno lavorato sui rispettivi prototipi usufruendo dell’aiuto dei tutor e ora sono pronte per sfidarsi! Il viaggio dell’hackathon della Settimana della programmazione si è concluso il X settembre/ottobre a [città] con un epico scontro di competenze, conoscenze e creatività.","hackathon-italy.sections.after.3":"I vincitori","hackathon-italy.sections.after.4":"Guarda tutti i vincitori","hackathon-italy.sections.after.5":"Galleria","hackathon-italy.sections.after.6":"Guarda i “giovani hacker” italiani in azione durante l’Hackathon della Settimana europea della programmazione","hackathon-italy.sections.after.7":"Support Wall","hackathon-italy.sections.after.8":"E un grazie per i tweet, gli shout-out e tutto il supporto durante gli Hackathon! Guarda gli highlight!","hackathon-italy.sections.after.9":"Giuria e tutor","hackathon-italy.sections.after.10":"L’Hackathon italiano della Settimana europea della programmazione ha riunito esponenti di spicco dell’economia, delle IT, del venture capital, dell’istruzione, nonché leader, influencer e tutor locali, nazionali ed europei per guidare e sostenere i partecipanti durante l’intensivo hackathon., È stato scelto un numero selezionato di membri della giuria per decidere la squadra vincitrice definitiva, in base alle pertinenti linee guida e regole della competizione.","hackathon-italy.sections.after.11":"Leggi le linee guida","hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Dai vita alle tue idee!","hackathons.sections.1.title":"6 hackathon, 6 sfide","hackathons.sections.1.content.1":"Vivi in Grecia, Lettonia, Irlanda, Italia, Romania o Slovenia? Sei una persona creativa, ambiziosa e ti interessa il futuro della tecnologia? Questa è la tua occasione! Partecipa a uno degli hackathon della settimana europea della programmazione e sviluppa una soluzione innovativa che ti porterà alla ribalta della rivoluzione tecnologica!","hackathons.sections.1.content.2":"Nel 2021, la settimana europea della programmazione prevede sei straordinari hackathon e invita gli studenti della scuola secondaria superiore di età compresa tra 15 e 19 anni, a formare squadre e a utilizzare le competenze di programmazione per risolvere una problematica locale. Dopo una maratona informatica lunga 24 ore, ogni squadra presenterà le proprie idee a una giuria di esperti che sceglierà le 10 squadre finaliste. Il tempo a disposizione, le risorse e l’accesso ai tutor e alle competenze per completare la sfida saranno identici per tutte le squadre, ma solo 10 di queste avranno la possibilità di passare alla fase successiva, per sviluppare il prototipo, ottenere l'affiancamento e l’aiuto di un esperto e prendere parte all’hackathon finale in autunno. In questa fase finale, le squadre si sfideranno per aggiudicarsi fantastiche attrezzature IT e ulteriori servizi di tutorato e coaching per continuare lo sviluppo del prototipo.","hackathons.sections.2.title":"Come faccio a partecipare?","hackathons.sections.2.content.1":"Seleziona l’hackathon del tuo paese e iscriviti, con pochi semplici passaggi. Puoi partecipare come persona singola o come una squadra di sei persone. Se partecipi con amici o compagni di classe, non dimenticare di inserire il nome della squadra al momento dell’iscrizione. I tempi di iscrizione saranno diversi per ogni hackathon, quindi continua a seguire le info sull’evento del tuo paese!","hackathons.sections.3.title":"Chi sono gli organizzatori?","hackathons.sections.3.content.1":"Gli hackathon della settimana europea della programmazione sono co-organizzati dalla Commissione europea e dagli ","hackathons.sections.3.content.2":"ambasciatori locali della settimana europea della programmazione","hackathons.sections.3.content.3":" e sono finanziati dal Parlamento europeo. L'obiettivo è mostrare come si realizzano soluzioni concrete con l’aiuto della creatività, dell’entusiasmo, delle nuove idee e delle abilità di programmazione dei giovani.","hackathons.sections.4.title":"Come si svolge un hackathon?","hackathons.sections.4.content.1":"L’hackathon della settimana della programmazione europea è un viaggio che inizia con una maratona informatica online di 24 ore. Le squadre saranno seguite da tutor esperti e potranno partecipare a workshop per apprendere nuove competenze, ma anche per svolgere attività divertenti. L’hackathon offre inoltre ai partecipanti un’eccellente occasione per allacciare relazioni e socializzare con persone del settore tecnologico europeo. Al termine dell’hackathon, ogni squadra presenterà la propria soluzione a una giuria di esperti.","hackathons.sections.4.content.2":"Le dieci squadre migliori proseguiranno il viaggio dell’hackathon, ricevendo formazione e tutorato durante l'estate. I vincitori prenderanno quindi parte alla finale nazionale faccia a faccia: un hackathon di 12 ore che si terrà in settembre o in ottobre (eventualmente online, qualora la situazione sanitaria pubblica non consentisse gli incontri in persona).","hackathons.sections.5.title":"Non so programmare - cosa posso fare?","hackathons.sections.5.content.1":"Parallelamente all’hackathon, si svolgeranno degli workshop per principianti in materia di programmazione, riparazione di hardware, robotica e altro, che consentiranno ai partecipanti di imparare alcune nozioni di base del pensiero computazionale e della programmazione. Per maggiori informazioni sulla procedura di iscrizione, consulta la tua pagina locale.","hackathons.sections.6.title":"Partner","hackathons.sections.7.title":"Unisciti al divertimento!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Romania","hackathons.cities.1.date":"25-26 settembre 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Irlanda","hackathons.cities.2.date":"23-24 settembre 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Italia","hackathons.cities.3.date":"24-25 settembre 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Grecia","hackathons.cities.4.date":"9 ottobre 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Slovenia","hackathons.cities.5.date":"18-19 settembre 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Lettonia","hackathons.cities.6.date":"1 ottobre 2021","hackathons.final.1":"Finali a","hackathons.final.2":"settembre/ottobre 2021","home.about":"L’EU Code Week è un’iniziativa che nasce dal basso e mira a portare la programmazione e l’alfabetizzazione digitale a tutti in modo divertente e coinvolgente.","home.when":"Dal 14 al 27 ottobre 2024","home.when_text":"Imparare a programmare ci aiuta a dare un senso al mondo che cambia rapidamente intorno a noi, ad ampliare la nostra comprensione di come funziona la tecnologia e a sviluppare abilità e capacità al fine di esplorare nuove idee e innovare.","home.school_banner_title":"Mettiti in gioco!","home.school_banner_text":"Insegni?","home.school_banner_text2":"Clicca qui per scoprire come partecipare!","home.organize_activity_title":"Partecipa a un’attività oppure organizzala","home.organize_activity_text":'Invitiamo tutti e tutte a organizzare un’attività o a parteciparvi. Non dovrai far altro che scegliere un argomento e un pubblico di destinazione e aggiungere la tua attività alla mappa o cercare gli eventi nella tua zona.',"home.get_started_title":"Inizia","home.get_started_text":'Non sai come iniziare? Dai uno sguardo alla pagina Informazioni e scarica i nostri toolkit per gli organizzatori, per prepararti e spargere la voce.',"home.access_resources_title":"Accedi alle risorse e alla formazione","home.access_resources_text":'Se non sai come organizzare un’attività, visita la nostra pagina delle risorse didattiche e i materiali di formazione con pillole d’apprendimento per orientarti e seguire programmi di lezioni personalizzati.',"locations.title":"Sedi delle attività","locations.description.0":"Per l’attività successiva, selezionare una sede dall’elenco di seguito OPPURE registrare una nuova sede nella sezione","locations.description.1":"creazione di attività","login.login":"Accedi","login.register":"Registrati","login.github":"Accedi con Github","login.twitter":"Accedi con Twitter","login.facebook":"Accedi con Facebook","login.google":"Accedi con Google","login.azure":"Accedi con Azure","login.email":"Posta elettronica","login.password":"Password","login.remember":"Ricordami","login.forgotten_password":"Hai dimenticato la password?","login.no_account":"Non hai un account?","login.signup":"Iscriviti","login.reset":"Reimposta la password","login.send_password":"Invia link di reimpostazione della password","login.confirm_password":"Conferma la password","login.name":"nome","menu.learn":"Apprendere","menu.teach":"Insegnare","menu.training":"Formazione","menu.toolkits":"Presentazioni e toolkit","menu.why":"PERCHÉ","menu.home":"Home","menu.events":"Attività","menu.ambassadors":"Ambasciatori","menu.resources":"Risorse","menu.schools":"Scuole","menu.about":"Informazioni ","menu.blog":"Blog","menu.news":"Notizie","menu.search":"Digita e premi Invio...","menu.map":"Mappa","menu.add_event":"Aggiungi evento","menu.search_event":"Cerca eventi","menu.hello":"Ciao","menu.profile":"Profilo","menu.pending":"Eventi in sospeso","menu.your_events":"Le mie attivià","menu.your_certificates":"I miei certificati","menu.report":"Riportare le mie attività","menu.volunteers":"Volontari","menu.logout":"Esci","menu.signin":"Accedi","menu.privacy":"Privacy","menu.participation":"Certificato di partecipazione","menu.values":"Nostri valori","menu.featured_activities":"Attività in evidenza","menu.codeweek2020":"Edizione 2020","mooc.free-online-courses":"Corsi online gratuiti","mooc.intro":"La Settimana europea della programmazione offre opportunità di sviluppo professionale sotto forma di corsi online. L'obiettivo è supportare gli insegnanti nel portare in classe il coding e il pensiero computazionale.","mooc.icebreaker.title":'Il corso introduttivo "Icebreaker" (per rompere il ghiaccio)',"mooc.icebreaker.text.0":"Il","mooc.icebreaker.text.1":'corso "EU Code Week Icebreaker"',"mooc.icebreaker.text.2":"è un corso di cinque ore tenuto in lingua inglese, rivolto a chiunque sia interessato ai principi fondamentali della programmazione e del pensiero computazionale. I partecipanti imparano a stimolare la curiosità e a coltivare lo spirito innovativo dei giovani, rendendoli capaci di diventare creatori digitali. Il corso aiuta i partecipanti a scoprire i vantaggi e l'applicabilità del pensiero computazionale e della programmazione nella nostra quotidianità. Fornisce anche idee, materiali didattici e risorse gratuite per organizzare attività divertenti e formative per bambini, in qualunque momento e ovunque, soprattutto durante la Settimana europea della programmazione.","mooc.icebreaker.text.3":"Non occorre avere già esperienze o conoscenze di programmazione per partecipare a questi corsi, basta avere uno spirito curioso. ","mooc.icebreaker.registration.0":"Le iscrizioni sono aperte qui","mooc.icebreaker.registration.1":"per il corso che si terrà tra il 16 settembre e 30 ottobre 2020. Si ricorda che per l'iscrizione è necessario creare un account nella European Schoolnet Academy. ","mooc.icebreaker.check-out":"Guarda l'edizione 2019","mooc.deep-dive.title":'Il corso approfondito "Deep Dive" (per immergersi a fondo)',"mooc.deep-dive.text.0":`Il corso online "EU Code Week Deep Dive" è un corso di venticinque ore tenuto in lingua inglese che offre agli insegnanti l'opportunità di prendere dimestichezza con i principi legati alla programmazione e di acquisire le conoscenze e la familiarità necessarie per organizzare attività di coding divertenti e interattive con i propri studenti. Gli insegnanti scopriranno le`,"mooc.deep-dive.text.1":"risorse","mooc.deep-dive.text.2":"gratuite della Settimana europea della programmazione e i materiali didattici disponibili in 29 lingue, e particolari aspetti del coding, come il pensiero computazionale, le attività unplugged, e le infinite possibilità della robotica, del tinkering e del making, dei linguaggi di programmazione visuale, dello sviluppo di app e molto altro ancora.","mooc.deep-dive.course-link":'Guarda il corso "Deep dive" 2019.',"mooc.social-media.0":"Segui","mooc.social-media.1":"la Settimana europea della programmazione sui social media","mooc.social-media.2":"per scoprire quando inizia il prossimo corso","myevents.created_by":"Tutti gli eventi creati da ","myevents.no_events.first_call_to_action":"Non hai ancora aggiunto eventi. Aggiungi ","myevents.no_events.first_link":"un evento adesso ","myevents.no_events.second_call_to_action":"oppure leggi la nostra ","myevents.no_events.second_link":"Guida per gli organizzatori","myevents.view":"Visualizza","myevents.status.APPROVED":"APPROVATO","myevents.status.REJECTED":"RIFIUTATO","myevents.status.PENDING":"IN SOSPESO","myevents.status.REPORTED":"SEGNALATO CON RELAZIONE","pagination.previous":"Precedente","pagination.next":"Successivo","participation.title":"Crea certificati di partecipazione per la tua classe","participation.phrase1":"Compila il modulo con i nomi dei tuoi studenti, separati da una virgola, e riceverai i certificati individuali di partecipazione","participation.names.label":"Nomi e cognomi per il certificato","participation.names.help":"Dopo ogni nome e cognome del/dei partecipante/i usa una virgola","participation.event_name.label":"Nome dell’attività","participation.event_name.help":"Il nome della tua attività da stampare sul certificato","participation.event_date.label":"Data dell’attività","participation.event_date.help":"La data della tua attività da stampare sul certificato","participation.submit":"Crea certificati","participation.thanks_page.title":"I tuoi certificati sono stati creati!","participation.thanks_page.phrase1":"Clicca su questo link per scaricare il file.zip con tutti i certificati","passwords.password":"Le password devono contenere almeno sei caratteri e devono corrispondere alla conferma.","passwords.reset":"La tua password č stata reimpostata!","passwords.sent":"Abbiamo inviato un‘e-mail con il link per la reimpostazione della password!","passwords.token":"Questo token di reimpostazione della password non č valido.","passwords.user":"Non esiste un utente con questo indirizzo e-mail.","privacy-statement-contact.subtitle":"La presente informativa riguarda il trattamento e la protezione dei dati personali.","privacy-statement-contact.processing-operation.0":"Trattamento","privacy-statement-contact.processing-operation.1":"gestione degli ambasciatori della Code Week, dei leading teacher (insegnanti guida) e della registrazione delle attività sul sito web","privacy-statement-contact.data-processors.0":"Responsabili del trattamento","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. ed EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Le informazioni relative al trattamento dei dati personali per la gestione degli ambasciatori della Code Week, dei leading teacher e della registrazione delle attività sul sito web","privacy-statement-contact.3-legal_process.0":`Liceità del trattamento: L'Unità G.2 raccoglie, conserva e pubblica i Suoi dati personali perché ha espresso il consenso esplicito spuntando la casella corrispondente quando si è iscritto per diventare ambasciatore della Code Week o leading teacher o quando ha presentato domanda di registrazione a un evento della EU Code Week.`,"privacy-statement-contact.4-collect_data.0":"I dati personali obbligatori per gli ambasciatori e i leading teacher sono:","privacy-statement-contact.4-collect_data.1":"nome","privacy-statement-contact.4-collect_data.2":"indirizzo email","privacy-statement-contact.4-collect_data.3":"password","privacy-statement-contact.4-collect_data.4":"fotografia","privacy-statement-contact.4-collect_data.5":"biografia","privacy-statement-contact.4-collect_data.6":"titolo","privacy-statement-contact.4-collect_data.7":"ambito di specializzazione per i leading teacher.","privacy-statement-contact.4-collect_data.8":"Quando registra un'attività, vengono raccolti i seguenti dati personali obbligatori:","privacy-statement-contact.4-collect_data.9":"nome dell'organizzazione","privacy-statement-contact.4-collect_data.10":"tipo di organizzazione","privacy-statement-contact.4-collect_data.11":"indirizzo email","privacy-statement-contact.4-collect_data.12":"La comunicazione di questi dati è obbligatoria per diventare ambasciatore della Code Week o leading teacher o per registrarsi ad un'attività sul sito web della Code Week.","privacy-statement-contact.4-collect_data.13":" Gli ambasciatori e i leading teacher possono poi comunicare su base volontaria anche i seguenti dati personali:","privacy-statement-contact.4-collect_data.14":"account dei social media","privacy-statement-contact.4-collect_data.15":"Gli organizzatori di attività possono comunicare su base volontaria anche i seguenti dati:","privacy-statement-contact.4-collect_data.16":"indirizzo email pubblico","privacy-statement-contact.4-collect_data.17":"sito web dell'organizzatore","privacy-statement-contact.4-collect_data.18":"codice Code Week 4 All","privacy-statement-contact.4-collect_data.19":"Per gli organizzatori di attività: l'ambasciatore competente per il Suo paese o l'Unità G.2 può servirsi dei Suoi dati personali comunicati nel registrare un'attività per mettersi in contatto con Lei in relazione a quell'attività.","privacy-statement-contact.4-collect_data.20":"Ha inserito i Suoi dati personali sulla","privacy-statement-contact.4-collect_data.21":"pagina di accesso al sito web della Code Week","privacy-statement-contact.4-collect_data.22":"e sulla","privacy-statement-contact.4-collect_data.23":"pagina per la registrazione delle attività.","privacy-statement-contact.5-how_long.0":"Tutti i dati personali saranno cancellati dalle banche dati se si ritira dall'iniziativa o allo scadere dei 5 anni dalla fine dell'iniziativa.","privacy-statement-contact.6-protect_data.0":'Tutti i dati personali in formato elettronico (email, documenti, banche dati, insiemi di dati caricati ecc.) sono conservati nei server della Commissione europea o dei suoi contraenti. Tutti i trattamenti sono effettuati in conformità della decisione (UE, Euratom) 2017/46 della Commissione, del 10 gennaio 2017, sulla sicurezza dei sistemi di comunicazione e informazione della Commissione europea.',"privacy-statement-contact.6-protect_data.1":'I contraenti della Commissione sono tenuti al rispetto di una specifica clausola contrattuale ogniqualvolta trattano dati personali per conto della Commissione, e degli obblighi di riservatezza derivanti dal regolamento generale sulla protezione dei dati (regolamento (UE) 2016/679 "GDPR") ).',"privacy-statement-contact.6-protect_data.2":"Per proteggere i dati personali, la Commissione ha preso una serie di misure tecniche e organizzative. Tra le misure tecniche figurano interventi mirati alla sicurezza online e a contrastare il rischio di perdita o modifica dei dati o di accesso non autorizzato, tenendo conto dei rischi che presentano il trattamento e la natura dei dati trattati. Le misure organizzative includono il fatto di limitare l'accesso ai dati personali esclusivamente alle persone autorizzate con legittima necessità di sapere ai fini del trattamento specifico.","privacy-statement-contact.7-access_data.0":`L'accesso ai dati personali è consentito a tutto il personale della Commissione in base al principio della "necessità di sapere". Ai Suoi dati personali può inoltre accedere il nostro contraente sempre in base al principio della "necessità di sapere".`,"privacy-statement-contact.7-access_data.1":'Al fine di aumentare la visibilità degli ambasciatori della Code Week, dei leading teacher o delle attività registrate, i Suoi dati personali sono pubblicati sul sito web .',"privacy-statement-contact.7-access_data.2":"Inoltre l'Unità G.2 potrebbe condividere i Suoi dati di contatto con qualsiasi membro del pubblico o portatore di interessi che abbia necessità di contattarLa in relazione alla Code Week. Per gli organizzatori di attività: l'ambasciatore competente per il Suo paese o l'Unità G.2 può servirsi dei Suoi dati personali comunicati nel registrare un'attività per mettersi in contatto con Lei in relazione a quell'attività.","privacy-statement-contact.8-rights.0":"Ha acconsentito a fornire i Suoi dati personali all'Unità G.2 per il presente trattamento. Detto consenso è revocabile in qualsiasi momento tramite notifica all'Unità G.2 all'indirizzo CNECT-G2@ec.europa.eu. La revoca del consenso non pregiudicherà la liceità del trattamento effettuato prima della revoca.","privacy-statement-contact.10-detailed-info.0":"Questo specifico trattamento è stato inserito nel registro pubblico del responsabile della protezione dei dati con il numero: DPR - EC - 02631 Gestione dei punti di contatto per le politiche, i programmi e i progetti della DG CONNECT . ","privacy-statement.title":"PROTEZIONE DEI DATI PERSONALI","privacy-statement.processing-operation.0":"Trattamento","privacy-statement.processing-operation.1":"Trattamento dei dati personali su codeweek.eu, compresi gli indirizzi IP, dei visitatori dei siti web accessibili al pubblico.","privacy-statement.data-controller.0":"Titolare del trattamento","privacy-statement.data-controller.1":"Commissione europea, Direzione generale delle Reti di comunicazione, dei contenuti e delle tecnologie, Unità G.2.","privacy-statement.record-reference":"Numero di registro","privacy-statement.table-of-contents":"Sommario","privacy-statement.1-intro.title":"Introduzione","privacy-statement.1-intro.items.1":`La Commissione europea ("Commissione") si impegna a proteggere i dati personali e a rispettare la privacy di ciascuno. La Commissione raccoglie dati personali e li sottopone a ulteriore trattamento conformemente al regolamento (UE) 2018/1725 del Parlamento europeo e del Consiglio, del 23 ottobre 2018, sulla tutela delle persone fisiche in relazione al trattamento dei dati personali da parte delle istituzioni, degli organi e degli organismi dell'Unione e sulla libera circolazione di tali dati, e che abroga il regolamento (CE) n. 45/2001.`,"privacy-statement.1-intro.items.2":"Scopo di questa informativa è spiegare i motivi per cui vengono trattati i Suoi dati personali, il modo in cui sono raccolti, gestiti, protetti tutti i dati personali, quale uso è fatto delle informazioni ricavate e quali sono i Suoi diritti al riguardo. Più oltre troverà i dati di contatto del titolare del trattamento, cui potrà rivolgersi per esercitare i Suoi diritti, del responsabile della protezione dei dati e del Garante europeo della protezione dei dati.","privacy-statement.1-intro.items.3.0":"Le informazioni relative al trattamento","privacy-statement.1-intro.items.3.1":"Trattamento dei dati su codeweek.eu","privacy-statement.1-intro.items.3.2":"a opera della Commissione sono riportate di seguito.","privacy-statement.2-why.title":"Perché e come vengono trattati i dati personali","privacy-statement.2-why.items.0":"Finalità del trattamento","privacy-statement.2-why.items.1":"La Direzione generale delle Reti di comunicazione, dei contenuti e delle tecnologie della Commissione gestisce una serie di siti web esterni la cui configurazione tecnica raccoglie e utilizza i Suoi dati personali in modo che possa accedervi, essendo questi siti fisicamente collocati al di fuori dell\\'infrastruttura di hosting controllata dalla Commissione.","privacy-statement.2-why.items.2":"I Suoi dati personali non saranno utilizzati per un processo decisionale automatizzato, compresa la profilazione.","privacy-statement.3-legal_process.title":"Quali sono le basi giuridiche che disciplinano il trattamento dei dati personali","privacy-statement.3-legal_process.items.0":"Trattiamo i Suoi dati personali perché:","privacy-statement.3-legal_process.items.1":`articolo 5, paragrafo 1, lettera a), del regolamento (UE) 2018/1725: il trattamento è necessario per l'esecuzione di un compito svolto nell'interesse pubblico o nell'esercizio di pubblici poteri di cui sono investiti l'istituzione o l'organo dell'Unione.`,"privacy-statement.3-legal_process.items.2":"Informare il grande pubblico è in effetti un compito connesso alle prerogative istituzionali della Commissione europea, come previsto all\\'articolo 58, paragrafo 2, lettera d), del regolamento (UE, Euratom) 2018/1046 del Parlamento europeo e del Consiglio, del 18 luglio 2018, che stabilisce le regole finanziarie applicabili al bilancio generale dell\\'Unione (GU L 193 del 30.7.2018, pag. 1). È nostra cura garantire che siano applicate garanzie adeguate e specifiche al trattamento dei dati personali, in linea con la legislazione in materia di protezione dei dati.","privacy-statement.3-legal_process.items.3":`articolo 5, paragrafo 1, lettera d),del regolamento (UE) 2018/1725: per le attività di trattamento che consistono in cookies e autenticazione, è necessario il Suo consenso. In conformità dell'articolo 3, punto 15, e dell'articolo 7 del regolamento (UE) 2018/1725 il consenso deve essere una manifestazione di volontà libera, specifica, informata e inequivocabile.`,"privacy-statement.3-legal_process.items.4":"Il Suo consenso al trattamento ci è pervenuto direttamente da Lei. Può averlo espresso per email, con registrazione elettronica o altra forma scritta.","privacy-statement.4-collect_data.title":"Quali sono i dati personali raccolti e sottoposti a ulteriore trattamento","privacy-statement.4-collect_data.items.0":"Per < strong>effettuare il trattamento , l'Unità G.2 raccoglie le seguenti categorie di dati personali:","privacy-statement.4-collect_data.items.1":"Indirizzo IP o ID del dispositivo utilizzato per accedere al sito web.","privacy-statement.4-collect_data.items.2":"Senza il trattamento di questi dati non sarebbe in grado di stabilire una connessione tecnica tra i Suoi dispositivi e l'infrastruttura dei server, e quindi di accedere ai nostri siti web.","privacy-statement.4-collect_data.items.3":"Affinché possa autenticarsi su questo sito web, l'Unità G.2 raccoglie le seguenti categorie di dati personali:","privacy-statement.4-collect_data.items.4":"indirizzo email","privacy-statement.4-collect_data.items.5":"password; oppure","privacy-statement.4-collect_data.items.6":"autenticazione tramite social media . ","privacy-statement.5-how_long.title":"Per quanto tempo sono conservati i dati personali","privacy-statement.5-how_long.items.0":"l\\'Unità G.2 conserva i Suoi dati personali solo per il tempo necessario alla finalità per cui sono stati raccolti e sottoposti a ulteriore trattamento, vale a dire la durata della sessione di navigazione. Gli indirizzi IP potrebbero essere salvati per un anno nei file di log dei servizi per motivi di sicurezza. Quanto allo strumento di analisi, l\\'indirizzo IP e l\\'ID del dispositivo (ad es. il numero IMEI e l\\'indirizzo WIFI MAC) sono cancellati immediatamente alla disconnessione.","privacy-statement.6-protect_data.title":"In che modo vengono protetti e salvaguardati i dati personali","privacy-statement.6-protect_data.items.0":"Tutti i dati personali in formato elettronico(email, documenti, banche dati, insiemi di dati caricati ecc .) sono conservati nei server della Commissione europea . Tutti i trattamenti sono effettuati in conformità della","privacy-statement.6-protect_data.items.1":"decisione(UE, Euratom) 2017 / 46 della Commissione","privacy-statement.6-protect_data.items.2":", del 10 gennaio 2017, sulla sicurezza dei sistemi di comunicazione e informazione della Commissione europea . ","privacy-statement.6-protect_data.items.3":"Per proteggere i dati personali, la Commissione ha preso una serie di misure tecniche e organizzative . Tra le misure tecniche figurano interventi mirati alla sicurezza online e a contrastare il rischio di perdita o modifica dei dati o di accesso non autorizzato, tenendo conto dei rischi che presentano il trattamento e la natura dei dati trattati . Le misure organizzative includono il fatto di limitare l'accesso ai dati personali esclusivamente alle persone autorizzate con legittima necessità di sapere ai fini del trattamento specifico.","privacy-statement.7-access_data.title":"Chi ha accesso ai dati personali e a chi sono divulgati","privacy-statement.7-access_data.items.0":`l'accesso ai dati personali è consentito al personale della Commissione incaricato dello specifico trattamento e al personale autorizzato in base al principio della "necessità di sapere". Tale personale è tenuto a rispettare le norme di legge e altri eventuali accordi in materia di riservatezza.`,"privacy-statement.7-access_data.items.1":`l'accesso ai Suoi dati personali può essere consentito in base al principio della "necessità di sapere" anche a contraenti esterni che operano per conto dei servizi della Commissione proprietari del sito web, o nell'ambito di un accordo contrattuale con detti servizi, per la creazione, manutenzione, gestione e archiviazione di siti web.`,"privacy-statement.7-access_data.items.2":"Le informazioni raccolte non vengono trasmesse a terzi se non in virtù di obblighi giuridici.","privacy-statement.8-rights.title":"Quali sono i diritti dell'interessato e come può esercitarli","privacy-statement.8-rights.items.0":"I Suoi diritti di ‘interessato’sono specificati al capo III(articoli da 14 a 25) del regolamento(UE) 2018 / 1725 e ricomprendono in particolare il diritto di accedere ai dati personali, di rettificarli o cancellarli e il diritto di limitarne il trattamento . Ove applicabile ha anche il diritto di opporsi al trattamento e il diritto alla portabilità dei dati . ","privacy-statement.8-rights.items.1":"Ha il diritto di opporsi al trattamento dei Suoi dati personali che è lecito a norma dell'articolo 5, paragrafo 1, lettera a).","privacy-statement.8-rights.items.2":"Ha acconsentito a fornire i Suoi dati personali per il presente trattamento. Detto consenso è revocabile in qualsiasi momento tramite notifica all'Unità G.2. La revoca del consenso non pregiudicherà la liceità del trattamento effettuato prima della revoca.","privacy-statement.8-rights.items.3":"Per l'esercizio dei Suoi diritti può rivolgersi al titolare del trattamento o, in caso di conflitto, al responsabile della protezione dei dati. Se necessario può rivolgersi anche al Garante europeo della protezione dei dati. I loro dati di contatto figurano al punto 9.","privacy-statement.8-rights.items.4":"Se desidera esercitare i Suoi diritti in relazione a uno o più trattamenti specifici, La preghiamo di darne descrizione (numero di riferimento del registro, come specificato al punto 10) nella richiesta.","privacy-statement.9-contact.title":"Contatti","privacy-statement.9-contact.data-controller.title":"Il titolare del trattamento","privacy-statement.9-contact.data-controller.text":"Se desidera esercitare i Suoi diritti a norma del regolamento (UE) 2018/1725, oppure se ha osservazioni, domande o questioni che La preoccupano, o se desidera proporre reclamo in merito alla raccolta e all'uso dei Suoi dati personali, può contattare il titolare del trattamento, Unità G.2, Commissione europea, all'indirizzo seguente","privacy-statement.9-contact.data-protection-officer.title":"Il responsabile della protezione dei dati della Commissione","privacy-statement.9-contact.data-protection-officer.text":"Per le questioni riguardanti il trattamento dei dati personali a norma del regolamento (UE) 2018/1725 può contattare il responsabile della protezione dei dati (DATA-PROTECTION-OFFICER@ec.europa.eu).","privacy-statement.9-contact.european-data-protection.title":"Il Garante europeo della protezione dei dati","privacy-statement.9-contact.european-data-protection.text":'Ha il diritto di proporre reclamo al Garante europeo della protezione dei dati (edps@edps.europa.eu) se ritiene che siano stati violati i diritti di cui gode a norma del regolamento (UE) 2018/1725, a seguito di trattamento dei Suoi dati personali a cura del titolare del trattamento.',"privacy-statement.10-detailed-info.title":"Dove trovare ulteriori informazioni","privacy-statement.10-detailed-info.items.0":'Il responsabile della protezione dei dati della Commissione pubblica il registro di tutti i trattamenti di dati personali effettuati dalla Commissione che sono stati documentati e gli sono stati notificati. Il registro è accessibile al seguente link: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Questo specifico trattamento è stato inserito nel registro pubblico del responsabile della protezione dei dati con il seguente numero di registro: DPR-EC-09706.1.","privacy.title":"PROTEZIONE DEI DATI PERSONALI","privacy.1-intro.title":"1. Introduzione","privacy.1-intro.items.1":"

    La Commissione europea (di seguito denominata «la Commissione») si impegna a tutelare i tuoi dati personali e a rispettare la tua privacy. La Commissione raccoglie ed elabora i dati personali ai sensi del regolamento (UE) 2018/1725 del Parlamento europeo e del Consiglio del 23 ottobre 2018 sulla tutela delle persone fisiche in relazione al trattamento dei dati personali da parte delle istituzioni, degli organi, degli uffici e delle agenzie dell’Unione e sulla libera circolazione di tali dati (che abroga il regolamento (CE) n. 45/2001).

    ","privacy.1-intro.items.2":"

    La presente dichiarazione di riservatezza illustra la ragione per la quale raccogliamo ed elaboriamo le informazioni, il modo in cui le acquisiamo e gestiamo, nonché quello in cui garantiamo la sicurezza di tutti i dati personali forniti, il modo in cui utilizziamo tali dati e i diritti che puoi esercitare in relazione ad essi (diritto di accesso, rettifica, blocco ecc.). Essa specifica inoltre i recapiti del responsabile del trattamento dei dati nei confronti del quale potrai esercitare i tuoi diritti, quelli del funzionario addetto alla protezione dei dati e quelli del garante europeo della protezione dei dati.

    ","privacy.1-intro.items.3":"

    La presente dichiarazione di riservatezza concerne la raccolta e la pubblicazione dei dati personali, effettuate sul sito web Codeweek.eu accessibile al pubblico, delle persone che fungono da referenti per le attività della settimana europea della programmazione (ambasciatori della settimana della programmazione, coordinatori nei ministeri dell’Istruzione, insegnanti guida e organizzatori di attività ed eventi).

    ","privacy.2-why.title":"2. Perché è necessario elaborare i dati","privacy.2-why.items.1":"

    La Commissione europea raccoglie e pubblica le tue informazioni personali allo scopo di agevolare l’identificazione dei referenti da parte dei soggetti coinvolti e dei cittadini interessati. Offrire persone in carne e ossa come referenti è il modo migliore e più efficiente per consentire agli interessati di mettersi in contatto con i servizi della Commissione.

    ","privacy.2-why.items.2":"

    I tuoi dati personali non saranno utilizzati per attività decisionali automatizzate, compresa la profilazione.

    ","privacy.3-legal_process.title":"3. Quali sono le basi giuridiche che disciplinano il trattamento dei dati personali","privacy.3-legal_process.items.1":"

    Le operazioni di elaborazione dei dati personali per la pubblicazione dei referenti sono legali ai sensi dell’articolo 5(1)(d) del regolamento (UE) 2018/1725, poiché hai fornito il consenso al trattamento dei tuoi dati personali attraverso un modulo web oppure hai accettato di lasciarci utilizzare il tuo indirizzo e-mail e il tuo nome utente registrandoti su un social network.

    ","privacy.4-collect_data.title":"4. Tipologie di dati personali che vengono rilevati ed elaborati","privacy.4-collect_data.items.1":"

    I dati personali che raccogliamo sono informazioni che facilitano la tua identificazione in qualità di referente e incrementano la tua visibilità per il pubblico. Ci riferiamo, nello specifico, a: titolo, nome, cognome, posizione, indirizzo e-mail e postale professionali, numero di telefono, immagine, account su social media e biografia.

    ","privacy.4-collect_data.items.2":"

    Ci hai fornito questi dati personali volontariamente quando hai compilato il modulo di richiesta.

    ","privacy.4-collect_data.items.3":"

    La comunicazione di alcuni dati personali risulta obbligatoria per la pubblicazione delle attività e/o dei recapiti possibile sul sito web codeweek.eu. Se non fornisci tali informazioni personali, le tue attività non verranno pubblicate e/o non potrai partecipare alle reti sopra citate.

    ","privacy.4-collect_data.items.4":"

    Potrai comunicare tutti gli altri dati personali liberamente.

    ","privacy.4-collect_data.items.5":"Iscrivendosi alla nostra newsletter, il suo indirizzo email viene aggiunto alla lista di distribuzione della newsletter di EU Code Week, la quale viene gestita tramite Mailerlite.com. Si prega di leggere l’informativa sulla privacy di Mailerlite a questo indirizzo: https://www.mailerlite.com/legal/privacy-policy. Può decidere di cancellarsi dalla newsletter in qualsiasi momento, attraverso il link “unsubscribe” presente nelle email ricevute o inviando una email all’indirizzo info@codeweek.eu e specificando “unsubscribe” come oggetto.","privacy.5-how_long.title":"5. Periodo di conservazione dei dati personali","privacy.5-how_long.items.1":"

    La Commissione conserverà i tuoi dati personali solo per il tempo necessario allo svolgimento delle operazioni di raccolta o ulteriore elaborazione di cui al punto 2, vale a dire finché ricoprirai il ruolo di referente.

    ","privacy.5-how_long.items.2":"

    I tuoi dati personali verranno eliminati dal sito web disponibile al pubblico non appena lascerai l’incarico di referente, a meno che tu non abbia acconsentito a essere incluso nel database per attività future.

    ","privacy.6-protect_data.title":"6. Modalità di tutela dei dati personali","privacy.6-protect_data.items.1":"

    Tutti i dati personali in formato elettronico (e-mail, documenti, database, batch di dati caricati ecc.) vengono archiviati sui server della Commissione europea o del suo appaltatore. Tutte le operazioni di elaborazione sono eseguite in conformità con la decisione della Commissione (UE, Euratom) 2017/46, del 10 gennaio 2017, sulla sicurezza dei sistemi di comunicazione e informazione della Commissione europea.

    ","privacy.6-protect_data.items.2":"

    Gli appaltatori della Commissione sono vincolati da una specifica clausola contrattuale per quanto riguarda le operazioni di elaborazione dei tuoi dati per conto della Commissione, nonché dagli obblighi di riservatezza derivanti dalla trasposizione del regolamento generale sulla protezione dei dati negli Stati membri dell’UE (regolamento «RGPD» (UE) 2016/679).

    ","privacy.6-protect_data.items.3":"

    Allo scopo di proteggere i tuoi dati personali, la Commissione ha predisposto una serie di misure tecniche e organizzative. Tra le misure tecniche compaiono varie azioni tese a gestire la sicurezza online, il rischio della perdita di dati, l’alterazione dei dati e gli accessi non autorizzati, tenendo conto del rischio rappresentato dall’elaborazione stessa e della natura delle informazioni personali interessate. Le misure organizzative comprendono i provvedimenti volti a limitare l’accesso ai dati personali esclusivamente ai soggetti autorizzati e legittimati a conoscerli nell’ambito delle operazioni di elaborazione.

    ","privacy.7-access_data.title":"7. Chi ha accesso ai dati e a chi sono divulgati","privacy.7-access_data.items.1":"

    L’accesso ai tuoi dati personali viene fornito al personale della Commissione responsabile dello svolgimento delle operazioni di elaborazione, nonché aii dipendenti autorizzati sulla base del principio della «necessità di sapere». Questi soggetti agiscono nel rispetto di norme statutarie ed eventuali accordi di riservatezza.

    ","privacy.7-access_data.items.2":"

    Sul piano pratico, avranno accesso a tutti i dati personali da te forniti gli amministratori dei siti web (personale della Commissione) e gli altri dipendenti della Commissione in caso di necessità.. Inoltre, le tue informazioni personali e quelle relative agli eventi saranno condivise con i membri della rete di ambasciatori e coordinatori educativi della settimana europea della programmazione, per l’organizzazione o il follow-up delle attività locali.

    ","privacy.7-access_data.items.3":"

    Al fine di incrementare la visibilità dei referenti, i tuoi dati personali verrano pubblicati senza limitazione di accesso sul sito web pubblico: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Trasferimento dei dati a soggetti terzi

    ","privacy.7-access_data.items.5":"

    Non forniremo le informazioni raccolte a soggetti terzi, salvo nella misura in cui ciò risulti necessario per espletare le operazioni o per ottemperare alla legge.

    ","privacy.8-rights.title":"8. Natura dei diritti degli utenti e modalità per il loro esercizio","privacy.8-rights.items.1":"

    In qualità di «interessato», puoi esercitare diritti specifici descritti al capitolo III (articoli 14-25) del regolamento (UE) 2018/1725, in particolare il diritto di accesso, rettifica o cancellazione dei tuoi dati personali, nonché il diritto di limitare l’elaborazione di questi ultimi. Laddove applicabile, hai inoltre il diritto di opporti al trattamento o il diritto alla portabilità dei dati.

    ","privacy.8-rights.items.2":"

    Hai accettato di fornirci i tuoi dati personali per le attuali operazioni di elaborazione e puoi ritirare il tuo consenso in qualsiasi momento, informando il responsabile del trattamento. L’eventuale recesso non avrà alcun effetto sulla legittimità dell’elaborazione effettuata prima che tu ritirassi il consenso.

    ","privacy.8-rights.items.3":"

    Puoi esercitare i tuoi diritti contattando il responsabile del trattamento o, in caso di conflitto, il funzionario addetto alla protezione dei dati. Se necessario, puoi rivolgerti anche al garante europeo della protezione dei dati. I loro recapiti sono disponibili al punto 9 riportato di seguito.

    ","privacy.9-contact.title":"9. Recapiti","privacy.9-contact.data-controller.title":"- Il responsabile del trattamento","privacy.9-contact.data-controller.text":"

    Qualora tu voglia esercitare i tuoi diritti nel quadro del regolamento (UE) 2018/1725, abbia commenti, domande o dubbi oppure desideri presentare un reclamo riguardante la raccolta e l’utilizzo dei tuoi dati personali, non esitare a contattare il responsabile del trattamento,

    ","privacy.9-contact.data-controller.address":"Direzione generale delle Reti di comunicazione, dei contenuti e delle tecnologie, Unità G2
    Edificio BU25
    B-1049 Bruxelles
    ","privacy.9-contact.data-controller.email":"E-mail: ","privacy.9-contact.data-protection-officer.title":"- Il funzionario addetto alla protezione dei dati (RPD) della Commissione","privacy.9-contact.data-protection-officer.text":'

    Puoi contattare il funzionario addetto alla protezione dei dati (DATA-PROTECTION-OFFICER@ec.europa.eu) per problematiche relative all’elaborazione dei tuoi dati personali sanciti dal regolamento (UE) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"- Il garante europeo della protezione dei dati (GEPD)","privacy.9-contact.european-data-protection.text":'

    Se ritieni che i tuoi diritti a norma del regolamento (UE) 2018/1725 siano stati violati in seguito all’elaborazione dei tuoi dati personali da parte del responsabile del trattamento, potrai fare ricorso (ossia a presentare un reclamo) al garante europeo della protezione dei dati (edps@edps.europa.eu).

    ',"remote-teaching.remote-teaching":"Didattica a distanza","remote-teaching.intro.title":"Settimana della programmazione e didattica a distanza","remote-teaching.intro.text":"La didattica a distanza può rappresentare una sfida per insegnanti e studenti e sono molti gli ostacoli da superare. Tuttavia, l'insegnamento della programmazione, del pensiero computazionale, persino della robotica, non devono per forza interrompersi soltanto perché i tuoi studenti sono a casa. Ecco alcuni suggerimenti e risorse che ci auguriamo possano aiutarti.","remote-teaching.intro.points.1":"si tratta di una raccolta di brevi video, materiali fai da te, puzzle, giochi e sfide di programmazione per l'uso quotidiano in famiglia e a scuola.","remote-teaching.intro.points.2.0":"Programmazione senza computer (Coding Unplugged)","remote-teaching.intro.points.2.1":"propone diverse attività che possono essere svolte facilmente a casa per imparare o insegnare la programmazione con materiali di uso quotidiano.","remote-teaching.intro.points.3.0":"Learning Bits","remote-teaching.intro.points.3.1":"pillole di apprendimento o tutorial sullo sviluppo sostenibile e sull'intelligenza artificiale che comprendono tra i piani di lezione anche sezioni per la didattica a distanza.","remote-teaching.intro.points.4.0":"Catalogo delle risorse","remote-teaching.intro.points.4.1":"molte delle risorse presenti nel catalogo possono essere utilizzate anche in uno scenario di didattica a distanza. Qui troverai risorse per insegnare o per imparare la programmazione.","remote-teaching.intro.points.5.0":"Webinar per programmare da casa","remote-teaching.intro.points.5.1":"sapevi che la Code Week ha organizzato diversi webinar su come imparare e insegnare la programmazione da casa? Scoprili tutti!","remote-teaching.tips.title":"7 consigli per insegnare programmazione a distanza","remote-teaching.tips.points.1.0":"Acquisisci familiarità con i concetti, il linguaggio di programmazione e il software","remote-teaching.tips.points.1.1":"gli studenti possono imparare il coding e la programmazione in modo semiautonomo per tentativi, ma come insegnante dovrai guidarli e aiutarli a trovare gli errori nella loro sintassi. Tieniti pronto ad aggiustare il tiro se uno strumento digitale o un linguaggio di programmazione non ottengono i risultati di apprendimento attesi.","remote-teaching.tips.points.2.0":"Stimola la curiosità degli studenti:","remote-teaching.tips.points.2.1":"aiutali a realizzare appieno il loro potenziale con lezioni motivanti e significative. Lasciali esplorare le loro competenze e la loro creatività consentendo loro di scegliere progetti e obiettivi personalizzati. Ti raccomandiamo inoltre di fissare obiettivi realistici che i tuoi studenti possano raggiungere.","remote-teaching.tips.points.3.0":"Incoraggia gli studenti a lavorare in gruppo","remote-teaching.tips.points.3.1":`programmare in gruppo non solo è più divertente, ma può anche aiutare gli studenti a realizzare progetti più complessi e creativi. Inoltre, la didattica a distanza può avere un effetto alienante su alcuni studenti, e il lavoro di gruppo può contribuire positivamente. Ad esempio, potresti creare sale di riunione online per consentire agli studenti di riunirsi in gruppi, oppure avviare una valutazione inter pares invitando gli studenti a scambiarsi feedback costruttivi sui rispettivi progetti. -`,"remote-teaching.tips.points.4.0":"Esplora software aperti e piattaforme online gratuite per imparare a codificare","remote-teaching.tips.points.4.1":"per imparare e insegnare la programmazione sono disponibili molte risorse di buona qualità, avanzate ma di facile utilizzo. Si tratta di strumenti gratuiti che i tuoi studenti potranno utilizzare senza dover acquistare licenze o scaricare software. La maggior parte di questi strumenti è disponibile sul catalogo della Code Week, ad esempio Scratch, App Inventor, Code.org, EarSketch, Sonic Pi, e molti altri. Come abbiamo visto con le pillole di apprendimento della settimana della programmazione, questi argomenti possono essere applicati a qualsiasi argomento!","remote-teaching.tips.points.5.0":"Programmare è un gioco","remote-teaching.tips.points.5.1":"i primi passi verso la programmazione dovrebbero essere coinvolgenti e divertenti e, anche se per questa volta non avrete la possibilità di condividere questo piacere di persona, vi sono molti modi di giocare e divertirsi insieme! Ad esempio, puoi proporre ai tuoi studenti di prendere una pausa dalla lezione per collegarsi e giocare insieme a CodyColor, un gioco didattico multiplayer concepito per sviluppare il pensiero computazionale mentre si gioca","remote-teaching.tips.points.6.0":"Simula virtualmente l'interazione in aula","remote-teaching.tips.points.6.1":"la tecnologia ci consente di replicare almeno in parte il tipo di interazione che si verificherebbe in classe. Puoi proporre ai tuoi studenti di accendere la webcam in determinati momenti, alzare la mano virtualmente, porre domande a voce o in chat, rispondere a sondaggi e quiz digitali, ecc. Ecco alcuni strumenti digitali gratuiti che potresti usare a questo scopo: Zoom, Microsoft Teams, GoToMeeting o Jitsi per le lezioni live, e Kahoot, Mentimeter o Google Forms per le interazioni in classe e i sondaggi. Ciò aiuterebbe gli studenti a sentirsi come in classe e a contatto con i loro compagni di scuola.","remote-teaching.tips.points.7.0":"Garantisci la disponibilità e l'accessibilità economica dei materiali","remote-teaching.tips.points.7.1":"assicurati che le lezioni di programmazione siano realistiche e inclusive: fai in modo che i materiali necessari siano facilmente reperibili in qualsiasi casa e che tutti gli studenti possano trovarli oppure proponi alternative a chi potrebbe non riuscirci. Ad esempio, per le attività di programmazione senza computer sono sufficienti materiali poco costosi come forbici, carta o pennarelli. Quando proponi esercizi di programmazione online, assicurati che tutti gli studenti dispongano di un tablet o di un computer a casa e di una connessione Internet affidabile.","remote-teaching.tips.conclusion":"Come imparare e insegnare il coding e la programmazione in ambienti didattici a distanza? Hai consigli per altri professionisti del settore dell'istruzione? Aggiungi un commento al forum qui sotto!","report.title":"Presenta il tuo evento #EUCodeWeek","report.event_title":"Titolo evento","report.number_required":"Ti preghiamo di fornire una stima approssimativa, anche se non disponi di dati esatti.","report.phrase1":"Puoi compilare questo modulo solo una volta! Ti preghiamo di controllare i dati con attenzione. Se commetti un errore, ","report.phrase2":"Dopo aver inviato il rapporto, un certificato personalizzato per la partecipazione alla Settimana europea della programmazione verrà emesso automaticamente e sarà disponibile per il download o la condivisione. Puoi vedere un esempio di certificato qui.","report.phrase3":"I campi obbligatori sono contrassegnati con un asterisco *.","report.phrase4":"Puoi compilare questo modulo solo una volta! Ti preghiamo di controllare i dati con attenzione. Se commetti un errore,","report.contactus":"contattaci","report.participants_count.label":"Conteggio partecipanti","report.average_participant_age.label":"Età media dei partecipanti","report.percentage_of_females.label":"Percentuale di partecipazione femminile","report.codeweek_for_all_participation_code.label":"Codice di partecipazione Codeweek for all","report.codeweek_for_all_participation_code.help":"Puoi inserire qui il tuo codice Codeweek4All challenge, se ne hai uno. Se non parteciperai, ignora questo campo.","report.name_for_certificate.label":"Nome per il certificato","report.name_for_certificate.help":"Cambialo con il nome dell’organizzatore dell’evento a cui verrà rilasciato un certificato di partecipazione alla Settimana della programmazione. Ti preghiamo di utilizzare solo lettere ASCII (latino). Le lettere con accenti, dieresi e simili non sono supportate.","report.submit":"Invia rapporto evento","report.thanks_page.title":"Grazie per aver segnalato il tuo evento!","report.thanks_page.certificate_ready":"Il tuo certificato è pronto","report.thanks_page.download_button":"Clicca qui per scaricarlo.","report.thanks_page.back_events":"Torna al tuo evento","resources.search_resources":"Esplora le risorse","resources.types":"Tipi","resources.levels":"Livelli","resources.programming_languages":"Linguaggi di programmazione","resources.categories":"Categorie","resources.Languages":"Lingue","resources.Subjects":"Soggetti","resources.share":"Condividi","resources.communication_toolkit":"Toolkit comunicazione","resources.teachers_toolkit":"Toolkit insegnanti","resources.leaflet":"Opuscolo","resources.how_to_organise_an_activity":"Come organizzare un’attività?","resources.resources.languages.Russian":"Russo","resources.resources.languages.Norwegian":"Norvegese","resources.resources.languages.Mandarin":"Cinese mandarino","resources.resources.languages.Japanese":"Giapponese","resources.resources.languages.All targeted languages":"Tutte le lingue dei paesi interessati","resources.resources.levels.Beginner":"Principiante","resources.resources.levels.Intermediate":"Intermedio","resources.resources.levels.Advanced":"Avanzato","resources.resources.levels.Pre-primary education":"Istruzione prescolare","resources.resources.levels.Primary school (5-12)":"Scuola primaria (dai 5 ai 12 anni)","resources.resources.levels.Lower secondary school (12-16)":"Scuola secondaria di primo grado (dai 12 ai 16 anni)","resources.resources.levels.Upper secondary school (16-18)":"Scuola secondaria di secondo grado (dai 16 ai 18 anni)","resources.resources.levels.Higher Education":"Istruzione superiore","resources.resources.levels.Other":"Altro","resources.resources.subjects.Art":"Arte","resources.resources.subjects.Biology":"Biologia","resources.resources.subjects.Chemistry":"Chimica","resources.resources.subjects.Computer Science":"Informatica","resources.resources.subjects.Culture":"Cultura","resources.resources.subjects.Economics":"Economia","resources.resources.subjects.Foreign Languages":"Lingue straniere","resources.resources.subjects.Geography":"Geografia","resources.resources.subjects.Geology":"Geologia","resources.resources.subjects.History":"Storia","resources.resources.subjects.Language and Literature":"Lingua e letteratura","resources.resources.subjects.Mathematics":"Matematica","resources.resources.subjects.Natural Sciences":"Scienze naturali","resources.resources.subjects.Physical Education":"Educazione motoria","resources.resources.subjects.Physics":"Fisica","resources.resources.subjects.Coding":"Programmazione","resources.resources.subjects.Special Education Needs":"Bisogni educativi speciali","resources.resources.subjects.Other":"Altro","resources.resources.types.Tutorial":"Tutorial","resources.resources.types.Website":"Sito web","resources.resources.types.Online Course":"Corso online","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Applicazione","resources.resources.types.Game":"Gioco","resources.resources.types.Graphic Material":"Materiale grafico","resources.resources.types.Presentation":"Presentazione","resources.resources.types.Toolkit":"Toolkit","resources.resources.types.Other":"Altro","resources.resources.types.Lesson Plan":"Piano della lezione","resources.resources.types.Guide":"Guida","resources.resources.categories.Coding":"Programmazione","resources.resources.categories.Programming":"Pianificazione","resources.resources.categories.Computational Thinking":"Pensiero computazionale","resources.resources.categories.Robotics":"Robotica","resources.resources.categories.Making":"Realizzazione","resources.resources.categories.Tinkering":"Apprendimento ludico delle materie scientifiche (tinkering)","resources.resources.categories.Unplugged Activities":"Attività unplugged","resources.resources.categories.Other":"Altro","school.name":"Nome della scuola","school.location":"Indirizzo della scuola","school.description":"Descrizione della scuola","school.school":"Scuola","school.add":"Aggiungi","school.list":"Elenco","school.required.name":"Il nome della scuola è obbligatorio","school.required.location":"L’indirizzo della scuola è obbligatorio","schools.1.title1":"Perché dovresti portare la programmazione in aula?","schools.1.title2":"In che modo la programmazione può favorire gli studenti? Quali sono i vantaggi per gli insegnanti?","schools.1.content.0":"Crediamo che l’alfabetizzazione di base nell’era digitale debba includere la comprensione della programmazione e lo sviluppo di competenze cruciali legate al pensiero computazionale, come la risoluzione dei problemi, la collaborazione e le capacità analitiche.","schools.1.content.1":"Imparare a programmare può consentire ai tuoi studenti di essere all’avanguardia in una società competente dal punto di vista digitale, sviluppare una migliore comprensione del mondo che li circonda e avere maggiori possibilità di successo nella loro vita personale e professionale.","schools.1.content.2":"La settimana della programmazione offre a tutti gli studenti la possibilità di fare i primi passi come creatori digitali, fornendo a scuole e insegnanti opportunità di sviluppo professionale gratuite, materiale didattico, sfide internazionali e opportunità di scambio.","schools.1.button.label":"Vuoi iniziare subito? Registrati qui!","schools.2.title1":"Pronto a metterti in gioco?","schools.2.title2":"Organizza una lezione, una sessione di formazione o un evento e appuntalo sulla mappa.","schools.2.content.0":"Che tu abbia conoscenze di programmazione o meno, puoi facilmente organizzare una lezione con la tua classe, un open day o un evento nella tua scuola. Devi solo trovare una data e registrare la tua attività nella mappa sottostante. Se hai bisogno di supporto nel preparare una lezione sulla programmazione, passa alla sezione successiva.","schools.2.content.1":"Guarda qualche esempio di attività in corso di organizzazione navigando sulla mappa sottostante e aggiungi la tua per unirti a migliaia di insegnanti come te in tutta Europa e non solo:","schools.2.button.label":"Pronto a provare? Aggiungi un’attività!","schools.3.title1":"Nuovo nella programmazione? Non preoccuparti","schools.3.title2":"I nostri strumenti ti aiutano ad apprendere la programmazione prima di presentarla ai tuoi studenti","schools.3.content.0":"Se sei interessato a presentare la programmazione in classe ma non sai da dove cominciare, non preoccuparti! Un gruppo internazionale di insegnanti ed esperti sta sviluppando una serie di brevi moduli di formazione online per aiutarti a cominciare.","schools.3.content.1":"Non è necessaria alcuna esperienza precedente di programmazione per seguire le pillole di formazione!","schools.3.button.label":"Accedi ai moduli di formazione","schools.4.title1":"Cerchi una sfida più stimolante?","schools.4.title2":"Costruisci una rete di attività, coinvolgi quanti più studenti possibile e ottieni il Certificato di eccellenza","schools.4.content.0":"Code Week 4 All ti sfida a unire le forze con altri insegnanti o scuole e partecipare a una comunità internazionale di persone con interessi affini dando agli studenti l’opportunità di fare i primi passi nella programmazione. Crea un’alleanza che coinvolga più di 500 studenti e otterrai il Certificato di eccellenza.","schools.4.button.label":"Scopri di più sulla sfida Code Week 4 All","schools.title":"Scuole: presentate la settimana della programmazione ai vostri studenti","scoreboard.title":"Quali paesi sono animati da attività di programmazione?","scoreboard.paragraph":"Il tabellone è ordinato in base al numero di eventi di programmazione elencati per popolazione, quindi non sorprenderti se vedrai alcuni dei paesi più piccoli in cima alla lista!","scoreboard.parcipating_with":"partecipa con","scoreboard.events":"eventi","search.audience_title":"Pubblico","search.theme_title":"Tema","search.placeholder":"Cerca per nome evento o tag","search.submit":"Cerca","search.label_country":"Seleziona paese","search.last_year_events.label":"Includi eventi degli anni precedenti","search.last_year_events.yes":"Sì","search.last_year_events.no":"No","search.search_counter":"corrisponde ai tuoi criteri di ricerca","search.event":"evento","search.events":"eventi","search.year":"anno","search.audiences":"Pubblico","search.themes":"Tema","search.countries":"Paese","search.search_placeholder":"Ricerca per titolo o descrizione","snippets.featured-activities":`Ecco le prossime attività della settimana europea della programmazione alle quali è possibile partecipare online. È possibile filtrarle per lingua e mese: cliccando su "Visualizza\\" avrai accesso a tutti i dettagli relativi all'attività e ai contatti degli organizzatori. Buon divertimento!`,"snippets.learn":"Il coding e la programmazione sono competenze chiave sempre più richieste in ogni settore, e la settimana europea della programmazione vuole aiutarti a imparare! Sfoglia il catalogo e trova la risorsa perfetta per iniziare o proseguire il tuo viaggio nel mondo della programmazione. Tutte queste risorse sono gratuite. Non dimenticare che puoi filtrare la ricerca per tipo di risorsa, livello di competenza, linguaggio di programmazione, categoria e lingua.","snippets.teach":"Il coding e la programmazione sono competenze chiave che offriranno nuove opportunità ai tuoi studenti e ai tuoi figli. Vuoi insegnare programmazione a casa, in aula o in un club di coding? Consulta il nostro catalogo per trovare la risorsa più adatta per inserire il coding e la programmazione nella tua pratica didattica. Tutte queste risorse sono gratuite. Non dimenticare che puoi filtrare la ricerca per tipo di risorsa, livello di competenza, linguaggio di programmazione, argomento, categoria e lingua.","snippets.toolkits.0":"In questa sezione troverai materiale che ti aiuterà a organizzare la tua attività della settimana europea della programmazione e a promuovere l'iniziativa nella tua community.","snippets.toolkits.1":"Toolkit di comunicazione","snippets.toolkits.2":"scopri qui il logo, il badge, il volantino e il poster ufficiali della Code Week, i modelli PowerPoint e Word, esempi di post sui social media e illustrazioni.","snippets.toolkits.3":"Toolkit per gli insegnanti","snippets.toolkits.4":"scopri qui il logo e il badge ufficiali della Code Week, il modello di certificato di partecipazione per i tuoi studenti, una presentazione introduttiva sulla settimana europea della programmazione e materiale per i social media.","snippets.toolkits.5":"Opuscolo ufficiale della settimana europea della programmazione.","snippets.about.goal":"L'obiettivo è aiutare un maggior numero di ragazzi a padroneggiare le basi della programmazione e del pensiero computazionale.","snippets.guide.tutorials.1":"Consulta i nostri","snippets.guide.tutorials.2":"tutorial ed esercizi","snippets.guide.tutorials.3":"disponibili in 29 lingue per prepararti a organizzare attività con cui i ragazzi impareranno la programmazione e il pensiero computazionale.","snippets.dance.menu":"Sfida di danza","snippets.dance.subtitle":"Chi ha detto che i programmatori non sanno ballare? Con la sfida #EUCodeWeekDance vi dimostreremo che non è così.","snippets.dance.content":"Scuole, insegnanti, biblioteche, club di programmazione, imprese e pubbliche amministrazioni - tutti sono invitati a celebrare la settimana europea della programmazione organizzando un'attività #EUCodeWeekDance e aggiungendola alla mappa della settimana della programmazione.","snippets.treasure-hunt.menu":"Caccia al tesoro","snippets.treasure-hunt.subtitle":"Questo gioco è su Telegram","snippets.videos.1":"Guarda i video degli ambasciatori della settimana europea della programmazione che parlano dei nostri valori","snippets.videos.2":"Guarda Katja Osljak, ambasciatrice della Slovenia, per sapere perché la settimana della programmazione è indipendente","snippets.videos.3":"Guarda Laurent Touché, ambasciatore della Francia, per sapere perché la settimana della programmazione è per tutti","snippets.videos.4":"Guarda Fatma Bouaziz, ambasciatrice della Tunisia, per sapere perché la settimana della programmazione è glocale","snippets.videos.5":"Guarda Linda Sinka, ambasciatrice della Lettonia, per sapere perché la settimana della programmazione riguarda la cooperazione","snippets.videos.6":"Guarda Alessandro Bogliolo, ambasciatore dell'Italia, per sapere perché la settimana della programmazione è senza scopo di lucro","snippets.videos.7":"Guarda Marjana Prifti, ambasciatrice dell'Albania, per sapere perché la settimana della programmazione promuove l'innovazione e la creatività","snippets.videos.8":"Guarda Cristiana Lucaci, ambasciatrice della Romania, per sapere perché la settimana della programmazione è grata alla sua comunità","training.learning_bits":"Pillole di apprendimento della Settimana europea della programmazione","training.title":"Materiali didattici e corsi online gratuiti","training.text":`

    Qui puoi trovare materiali e risorse per la formazione gratuiti che ti aiuteranno a cominciare e a pianificare la tua prossima lezione innovativa.

    -

    1. Pillole di apprendimento

    -

    Non è necessaria alcuna precedente esperienza di programmazione e ogni modulo richiede soltanto 15 minuti circa per essere completato. I moduli presentano concetti fondamentali relativi alla programmazione e alle attività di pensiero computazionale, oltre a fornirti anche consigli e suggerimenti pratici su come integrare i concetti in classe.

    `,"training.text_2":`

    Ora che hai completato una o più pillole di apprendimento della Settimana europea della programmazione, speriamo che ti senta abbastanza a tuo agio per portare un po’ di creatività digitale in classe e appuntare la tua attività sulla mappa della Settimana europea della programmazione!

    - -

    Organizzare una lezione con la tua classe, una giornata a porte aperte o un evento nella tua scuola è semplice. Trova una data e registra la tua attività sulla mappa della Settimana europea della programmazione. Ogni organizzatore riceverà un certificato di partecipazione per il proprio impegno.

    - -

    Se desideri entrare in contatto con un gruppo internazionale di insegnanti entusiasti, iscriviti al gruppo Facebook per insegnanti della Settimana europea della programmazione! Per fare un ulteriore passo avanti e collaborare con altre scuole nel tuo paese oppure oltre frontiera, unisciti alla sfida Code Week 4 All.

    `,"training.lessons.1.title":"Programmazione senza tecnologia digitale (unplugged)","training.lessons.1.author":"di Alessandro Bogliolo","training.lessons.1.text":`

    La programmazione è il linguaggio delle cose, che ci consente di scrivere programmi per concedere nuove funzionalità alle decine di miliardi di oggetti programmabili che ci circondano. La programmazione è il modo più veloce per realizzare le nostre idee nonché il modo più efficace per sviluppare capacità di pensiero computazionale. Tuttavia, la tecnologia non è strettamente necessaria per sviluppare il pensiero computazionale, ma è piuttosto quest'ultimo a essere una capacità essenziale per far funzionare la tecnologia.

    - -

    In questo video, Alessandro Bogliolo, professore di Sistemi informatici in Italia e coordinatore della Settimana europea della programmazione, presenterà attività di programmazione unplugged che possono essere svolte senza alcun dispositivo elettronico. Lo scopo principale delle attività unplugged è abbassare le barriere di accesso per portare la programmazione in ogni scuola, indipendentemente dai finanziamenti e dalle apparecchiature.

    - -

    Le attività di programmazione unplugged svelano gli aspetti computazionali del mondo fisico che ci circonda.

    `,"training.lessons.1.activities.1":"Attività 1 - CodyRoby per la scuola primaria","training.lessons.1.activities.2":"Attività 2 - CodyRoby per la scuola secondaria di primo grado","training.lessons.1.activities.3":"Attività 3 - CodyRoby per la scuola secondaria di secondo grado","training.lessons.2.title":"Pensiero computazionale e risoluzione dei problemi","training.lessons.2.author":"di Miles Berry","training.lessons.2.text":`

    Il pensiero computazionale descrive un modo di considerare i problemi e i sistemi in maniera che si possa utilizzare un computer per favorirne la risoluzione o la comprensione. Il pensiero computazionale non è solo essenziale per lo sviluppo di programmi per computer, ma può anche essere usato per supportare la risoluzione di problemi in tutte le discipline.

    - -

    Puoi insegnare il pensiero computazionale ai tuoi studenti facendo scomporre loro problemi complessi in problemi più piccoli (decomposizione), riconoscere i modelli (riconoscimento dei modelli), identificare i dettagli rilevanti per risolvere un problema (astrazione), oppure stabilire le regole o le istruzioni da seguire per ottenere un risultato desiderato (progettazione dell’algoritmo). Il pensiero computazionale può essere insegnato attraverso diverse discipline, per esempio in matematica (capire le regole per fattorizzare polinomi di secondo grado), letteratura (scomporre l’analisi di una poesia in analisi di metro, rima e struttura), lingue (trovare modelli nelle lettere finali di un verbo che ne influenzano l'ortografia quando il tempo verbale cambia) e molte altre.

    - -

    In questo video, Miles Berry, primo lettore presso la School of Education dell’Università di Roehampton a Guildford (Regno Unito), presenterà il concetto di pensiero computazionale e i diversi modi in cui un insegnante può integrarlo in classe con giochi semplici.

    `,"training.lessons.2.activities.1":"Attività 1 - Sviluppare il ragionamento matematico per la scuola primaria","training.lessons.2.activities.2":"Attività 2 - Conoscenza degli algoritmi per la scuola secondaria di primo grado","training.lessons.2.activities.3":"Attività 3 - Algoritmi per la scuola secondaria di secondo grado","training.lessons.3.title":"Programmazione visuale: introduzione a Scratch","training.lessons.3.author":"di Margo Tinawi","training.lessons.3.text":`

    La programmazione visuale permette agli uomini di descrivere i processi utilizzando illustrazioni o la grafica. Generalmente si parla di programmazione visuale in contrapposizione alla programmazione testuale. I linguaggi di programmazione visuale (VPL) sono particolarmente adatti per far conoscere il pensiero algoritmico ai bambini (e persino agli adulti). Con i VPL, c’è meno da leggere e nessuna sintassi da mettere in pratica.

    - -

    In questo video, Margo Tinawi, insegnante di sviluppo web presso Le Wagon e co-fondatrice di Techies Lab asbl (Belgio), ti aiuterà a scoprire Scratch, uno dei VPL più popolari utilizzati in tutto il mondo. Scratch è stato sviluppato dal MIT nel 2002 e da allora intorno a questo linguaggio si è creata una grande comunità, dove puoi trovare milioni di progetti da replicare con i tuoi studenti e innumerevoli tutorial in più lingue.

    - -

    Non è necessario avere esperienza di programmazione per usare Scratch e puoi usarlo in tutte le materie! Per esempio, utilizzando Scratch come strumento di storytelling digitale, gli studenti possono creare storie, illustrare un problema di matematica o partecipare a un concorso artistico per conoscere il patrimonio culturale, imparando al contempo la programmazione e il pensiero computazionale e, cosa più importante, divertendosi.

    - -

    Scratch è uno strumento gratuito, molto intuitivo e motivante per i tuoi studenti. Dai un’occhiata al video di Margo per imparare come iniziare.

    `,"training.lessons.3.activities.1":"Attività 1 - Scratch: le basi per la scuola primaria","training.lessons.3.activities.2":"Attività 2 - Scratch: le basi per la scuola secondaria di primo grado","training.lessons.3.activities.3":"Attività 3 - Scratch: le basi per la scuola secondaria di secondo grado","training.lessons.4.title":"Creare giochi educativi con Scratch","training.lessons.4.author":"di Jesús Moreno León","training.lessons.4.text":`

    Pensiero critico, perseveranza, risoluzione dei problemi, pensiero computazionale e creatività sono solo alcune delle competenze fondamentali di cui i tuoi studenti hanno bisogno per avere successo nel 21° secolo e la programmazione può aiutarti a ottenerle in modo divertente e motivante.

    - -

    Le nozioni algoritmiche di controllo del flusso che utilizzano sequenze e cicli di istruzioni, la rappresentazione di dati mediante variabili e liste o la sincronizzazione di processi potrebbero sembrare concetti complicati, ma in questo video scoprirai che sono più facili da imparare di quanto pensi.

    - -

    In questo video, Jesús Moreno León, insegnante e ricercatore di informatica spagnolo, spiegherà in che modo puoi sviluppare queste e altre competenze nei tuoi studenti mentre si divertono. Come si può fare? Creando un gioco di domande e risposte su Scratch, il linguaggio di programmazione più popolare utilizzato nelle scuole di tutto il mondo. Scratch non solo migliora il pensiero computazionale, ma consente anche di introdurre elementi di ludicizzazione in classe per mantenere gli studenti motivati mentre imparano e si divertono.

    - -

    Dai un’occhiata al video per imparare come iniziare:

    `,"training.lessons.4.activities.1":"Attività 1 - Gioco di domande e risposte con Scratch per la scuola primaria","training.lessons.4.activities.2":"Attività 2 - Gioco di domande e risposte con Scratch per la scuola secondaria di primo grado","training.lessons.4.activities.3":"Attività 3 - Gioco di domande e risposte con Scratch per la scuola secondaria di secondo grado","training.lessons.5.title":"Fare robotica e tinkering in classe","training.lessons.5.author":"di Tullia Urschitz","training.lessons.5.text":`

    Integrare programmazione, tinkering, robotica e microelettronica quali strumenti di insegnamento e apprendimento nel programma scolastico è fondamentale per l’istruzione del 21° secolo.

    - -

    Usare il tinkering e la robotica nelle scuole presenta molti vantaggi per gli studenti, poiché li aiuta a sviluppare competenze fondamentali quali risoluzione dei problemi, lavoro di squadra e collaborazione. Aumenta anche la creatività e la fiducia degli studenti in se stessi e può aiutarli a sviluppare perseveranza e determinazione di fronte alle sfide. Inoltre, la robotica è un campo che promuove l’inclusività, in quanto è facilmente accessibile a una vasta gamma di studenti (sia maschi che femmine) con diversi talenti e abilità e ha influenze positive sugli studenti con disturbi dello spettro autistico.

    - -

    Dai un’occhiata a questo video in cui Tullia Urschitz, ambasciatrice italiana Scientix e insegnante di materie STEM a Sant’Ambrogio di Valpolicella (Verona), fornirà alcuni esempi pratici sul modo in cui gli insegnanti possono integrare tinkering e robotica in classe, trasformando così gli studenti passivi in creatori entusiasti.

    `,"training.lessons.5.activities.1":"Attività 1 - Come realizzare una mano meccanica, su pannello duro, per la scuola primaria","training.lessons.5.activities.2":"Attività 2 - Come realizzare una mano meccanica o robotica per la scuola secondaria di primo grado","training.lessons.5.activities.3":"Attività 3 - Come realizzare una mano meccanica o robotica per la scuola secondaria di secondo grado","training.lessons.6.title":"App Inventor e sviluppo di app","training.lessons.6.author":"di Rosanna Kurrer","training.lessons.6.text":`

    In questo video Rosanna Kurrer (fondatrice di CyberWayFinder) spiega che cos'è App Inventor, illustra i vantaggi di portare in aula lo sviluppo di app e spiega attraverso alcuni esempi pratici come gli insegnanti possono integrare App Inventor in aula trasformando gli studenti passivi in entusiasti creatori di giochi.

    -

    Tutti usiamo le applicazioni perché sono strumenti comodi e veloci che ci permettono di coordinare le nostre attività. Le applicazioni vengono inoltre utilizzate sempre più spesso nell'istruzione perché rendono possibile un apprendimento personalizzato e permettono agli utenti di acquisire informazioni. Perché, allora, non dare la possibilità ai tuoi studenti di creare un'app educativa per gli altri?

    `,"training.lessons.6.activities.1":"Attività 1 – Titolo, per la scuola primaria","training.lessons.6.activities.2":"Attività 2 – Titolo, per la scuola secondaria di primo grado","training.lessons.6.activities.3":"Attività 3 – Titolo, per la scuola secondaria di secondo grado","training.lessons.7.title":"Il tinkering e il making","training.lessons.7.author":"di Diogo da Silva","training.lessons.7.text":`

    I lavori e i posti di lavoro stanno cambiando e l'istruzione va di pari passo. Per preparare gli studenti alle carriere del 21° secolo, nuove competenze quali il tinkering, il making e l'hacking diventano fondamentali perché avvicinano la scuola al mondo esterno. Trasformare l'aula in un ambiente collaborativo, che focalizza l'attenzione sulla risoluzione dei problemi, coinvolge gli studenti e li fa crescere. Queste attività promuovono la discussione permettendo alla classe di diventare un polo di comunicazione dove ogni contributo è importante.

    -

    Nel video qui sotto l'insegnante di STEAM portoghese Diogo da Silva, membro della Escola Global, ti illustrerà passo passo come organizzare una lezione in cui i tuoi studenti dovranno cercare di trovare soluzioni attraverso il tinkering, il making e l'hacking.

    `,"training.lessons.7.activities.1":"Attività 1 – Titolo, per la scuola primaria","training.lessons.7.activities.2":"Attività 2 – Titolo, per la scuola secondaria di primo grado","training.lessons.7.activities.3":"Attività 3 – Titolo, per la scuola secondaria di secondo grado","training.lessons.8.title":"La programmazione in tutte le materie","training.lessons.8.author":"di M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Quando pensiamo a una lezione di programmazione in aula la prima cosa che ci viene in mente sono i computer, la tecnologia, la matematica o le scienze. Ma perché non usare a nostro vantaggio il fatto che gli studenti hanno diversi interessi e studiano diverse materie introducendo la programmazione in tutto il piano di studi?

    -

    Integrare la programmazione in aula ha molti vantaggi perché aiuta gli studenti a sviluppare le loro abilità di pensiero critico e di risoluzione dei problemi, a diventare utenti attivi e a guidare il loro processo di apprendimento, il che è di fondamentale importanza a scuola. La cosa più importante, però, è che i tuoi studenti impareranno divertendosi!

    -

    Le lingue, la musica o le STEM sono solo alcune delle materie in cui gli insegnanti possono introdurre la programmazione per formare gli scienziati, i musicisti e gli artisti del futuro, o qualsiasi altra professionalità! Tutti gli insegnanti possono integrare la programmazione e il pensiero computazionale in classe. Alcuni esempi di attività che puoi svolgere in aula sono tenere una lezione CLIL per spiegare un algoritmo di vita quotidiana, creare un joystick in feltro per insegnare scienze o utilizzare robot educativi per accrescere la motivazione in matematica.

    -

    Guarda il video qui sotto per vedere come gli insegnanti di musica, di scienze o di lingue possono facilmente integrare la programmazione e il pensiero computazionale in classe, anche senza precedente esperienza.

    `,"training.lessons.8.activities.1":"Attività 1 – Robotica e inclusione per la primaria nelle STEM","training.lessons.8.activities.2":"Attività 2 – La musica è programmazione","training.lessons.8.activities.3":"Attività 3 – Il tinkering e la programmazione con Makey Makey","training.lessons.8.activities.4":"Attività 4 – Un algoritmo di vita quotidiana per una lezione CLIL","training.lessons.9.title":"Creare un automa con un micro:bit","training.lessons.9.author":"di Pauline Maas","training.lessons.9.text":`

    - Utilizzare un micro:bit, ovvero un computer formato tascabile facilmente programmabile, può rivelarsi un modo facile e divertente per realizzare delle creazioni interessanti con i tuoi studenti, dai robot agli strumenti musicali, insegnando loro allo stesso tempo a programmare. È semplice e facile da usare perfino per i programmatori più giovani, ma allo stesso tempo tanto potente quanto basta per gli studenti più avanzati. Puoi integrarlo in svariate lezioni, dalla storia alla matematica e perfino alla scienza. Le possibilità sono infinite. Il micro:bit è un modo coinvolgente ed economico per insegnare agli studenti la programmazione e allo stesso tempo infondere delle abilità fondamentali come il pensiero computazionale, la risoluzione dei problemi e la creatività. -

    -

    -In questo video, Pauline Maas, insegnante di informatica al Koninklijke Visio, introdurrà il micro:bit e fornirà alcuni esempi pratici su come gli insegnanti possono integrarlo in classe, trasformando degli studenti passivi in creatori entusiasti. -

    `,"training.lessons.9.activities.1":"Codice Morse con il micro:bit, per la scuola primaria","training.lessons.9.activities.2":"Escape room con il micro:bit, per la scuola secondaria di primo grado","training.lessons.9.activities.3":"Creare un automa, per la scuola secondaria di secondo grado","training.lessons.10.title":"Programmazione creativa con Python","training.lessons.10.author":"di Ivana Vezjak","training.lessons.10.text":`

    -Passare dalla programmazione visuale a quella testuale è un processo naturale nella programmazione. Nonostante la programmazione visuale sia spesso ottima per i principianti, gli studenti, dopo un po’, potrebbero desiderare una nuova sfida. La programmazione testuale è il passo successivo per chiunque voglia approfondire la programmazione e il pensiero computazionale. -

    -

    -In questo video, Ivana Vezjak ti introdurrà la sintassi di base di Python. Python è attualmente uno dei linguaggi di programmazione più conosciuti, utilizzato in molti campi come la scienza dei dati, l’IA, l’apprendimento automatico, lo sviluppo web, ecc. Nonostante Python sia un linguaggio di programmazione potente utilizzato dai programmatori esperti, può essere utilizzato anche da chi non ha alcuna esperienza di programmazione grazie alla sua semplicità e a una sintassi chiara. -

    -

    -Con Python gli studenti possono creare quiz su eventi storici, risolvere problemi di matematica e realizzare simulazioni di fisica, creare giochi, costruire siti web, condurre analisi di dati per progetti scientifici e tanto altro ancora. Python dispone di una ricca ed estesa libreria standard, una vasta community e un gran numero di tutorial e progetti disponibili online utilizzabili per insegnare, apprendere ed esercitarsi. Programmando in Python, analizzando i programmi e aggiustando i bug, gli studenti sviluppano la creatività e imparano a diventare costanti, persistenti e pazienti. Acquisiscono abilità di pensiero analitico e di risoluzione dei problemi scomponendo dei problemi complessi in parti più piccole. Queste capacità li aiuteranno ad affrontare i problemi in ogni aspetto della loro vita. -

    `,"training.lessons.10.activities.1":"Il mio primo quiz, per la scuola primaria","training.lessons.10.activities.2":"Il gioco dell’impiccato, per la scuola secondaria di primo grado","training.lessons.10.activities.3":"Indovina la bandiera!, per la scuola secondaria di secondo grado","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Libreria standard Python (in inglese)","training.lessons.10.links.1.description":"Raccolta di codice pre-costruito e moduli (es. modulo tartaruga, modulo di matematica, ecc.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Videogioco educativo per apprendere i concetti di programmazione.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/it-IT/codeclub","training.lessons.10.links.3.title":"Progetti graduali di programmazione per bambini, dai principianti agli avanzati.","training.lessons.10.links.3.description":"Progetti graduali di programmazione per bambini, dai principianti agli avanzati.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Inventa i tuoi giochi al computer con Python (in inglese)","training.lessons.10.links.4.description":"Libro che ti insegnerà a programmare i tuoi giochi al computer con Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Community educativa in cui gli studenti e gli insegnanti possono esercitarsi attraverso una serie di sfide.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Raccolta di lezioni introduttive su Python (sia testuali che a blocchi) utilizzando i Trinket interattivi.","training.lessons.10.links.title":"Altre risorse correlate","training.lessons.11.title":"Programmare per includere","training.lessons.11.author":"gruppo di lavoro della Settimana europea della programmazione","training.lessons.11.text":`

    - Portare la programmazione in classe può essere difficoltoso, soprattutto se ci sono studenti con determinate disabilità. Ma è importante ricordare che chiunque, indipendentemente dalle proprie capacità, può imparare a programmare. I bambini con bisogni speciali possono trarre grande beneficio dall’apprendimento di alcuni aspetti della programmazione, perché essa insegna agli studenti competenze importanti per la vita come la risoluzione di problemi, l’organizzazione e l’indipendenza. La programmazione può anche migliorare le competenze relazionali e sociali, con le quali molti bambini con disabilità hanno difficoltà, attraverso la collaborazione e il lavoro di gruppo. È importante inoltre sottolineare che gli studenti si divertano mentre imparano a fianco dei loro coetanei. -

    - In questo video, il gruppo di lavoro della Settimana europea della programmazione mostrerà alcune attività pratiche, divertenti e facili da portare in classe, adattate nello specifico per studenti con disabilità visive, sindrome di Down e che rientrano nello spettro dell’autismo. -

    `,"training.lessons.11.activities.1":"Il portauova analogico","training.lessons.11.activities.2":"Un mouse molto intelligente","training.lessons.11.activities.3":"La stella che fa le stelle","training.lessons.12.title":"Programmare per raggiungere obiettivi di sviluppo sostenibile","training.lessons.12.author":"di Francisco Javier Masero, Cristina Nicolaita e Erviola Konomi","training.lessons.12.text.1":"L'istruzione tradizionale offre agli studenti poche opportunità per comprendere e risolvere i problemi del mondo reale, come il cambiamento climatico a livello globale, l'uguaglianza di genere, la fame, la povertà, buone condizioni di salute e benessere. ","training.lessons.12.text.2":"Gli Obiettivi di Sviluppo Sostenibile (SDG) sono il nucleo dell'Agenda per lo Sviluppo Sostenibile del 2030, adottata da tutti gli Stati membri delle Nazioni Unite come mappa per orientarsi a raggiungere la pace e la prosperità sul pianeta, incoraggiando lo sviluppo globale. Gli insegnanti possono usare gli SDG in classe come strumento per far sviluppare il pensiero critico ai loro studenti, ma anche per aiutarli a trovare la loro identità e i loro obiettivi. La combinazione di elementi di base della codifica e del pensiero computazionale con gli SDG aumenterà la fiducia dei vostri studenti e voi li aiuterete a sviluppare la loro creatività, lo spirito imprenditoriale, la capacità di risolvere problemi o di comunicare. ","training.lessons.12.text.3":"Nelle attività che seguono, gli studenti applicheranno i principi Scratch, di codifica ASCII e di codifica unplugged ad argomenti attuali di rilevanza globale e sociale. Gli insegnanti sensibilizzeranno gli studenti sugli obiettivi dello sviluppo sostenibile e li aiuteranno a sviluppare empatia, cittadinanza attiva e le competenze prosociali in modo divertente e coinvolgente. ","training.lessons.12.text.4":"Ciascun piano di lezione si concentra su un SDG:","training.lessons.12.text.5":"Obiettivo 3 dello sviluppo sostenibile: garantire una vita sana e promuovere il benessere per tutti a tutte le età","training.lessons.12.text.6":"Obiettivo 5 dello sviluppo sostenibile: raggiungere l'uguaglianza di genere e dare potere a tutte le donne e le ragazze","training.lessons.12.text.7":"Obiettivo 13 dello sviluppo sostenibile: agire con urgenza per combattere il cambiamento climatico e le sue conseguenze","training.lessons.12.activities.1":"Progetto Karateka: conoscere il karate attraverso la programmazione, per scuole elementari, medie e superiori","training.lessons.12.activities.2":"Obiettivi di sviluppo sostenibile e di programmazione per il cambiamento climatico, per la scuola primaria","training.lessons.12.activities.3":"Codifica per l'uguaglianza di genere, per la scuola secondaria superiore","training.lessons.13.title":"Introduzione all'intelligenza artificiale a scuola","training.lessons.13.author":"di Artur Coelho e Marjana Prifti Skenduli","training.lessons.13.text.1":"L'Intelligenza Artificiale (IA) ha un impatto su molte aree della vita quotidiana: autocorregge il testo che digiti sul tuo cellulare, sceglie i brani per la tua app musicale preferita e ti suggerisce password quando le hai dimenticate. Per IA si intende una combinazione di apprendimento automatico, robotica e algoritmi, con applicazioni in tutti i campi: dall'informatica alla produzione, dalla medicina alla moda. Perciò essa occupa uno spazio importante nelle nostre vite e nella nostra società e svolge un ruolo chiave nello sviluppo della scienza. E come da ogni altro importante fenomeno nella nostra vita, gli studenti trarranno beneficio dall'apprenderla. Ma come insegnare una cosa così complessa come l'IA? ","training.lessons.13.text.2":"Questo Bit di apprendimento ti aiuterà a spiegare agli studenti cos'è l'IA e quale ruolo svolge nella loro vita. Queste attività sono pensate per i non esperti, in modo da renderne i contenuti facilmente comprensibili e analizzare efficacemente termini complessi trasformandoli in concetti semplici. Con questi modelli di lezione puoi aiutare gli studenti ad apprendere gli usi dell'IA e alcuni dei meccanismi che stanno dietro ad essa. Le attività sono progettate per consentire ai ragazzi di sviluppare le loro capacità analitiche e di pensiero critico: per esempio, in quella proposta da Marjana gli studenti sviluppano una pipeline di classificazione. Queste proposte aiuteranno anche gli studenti a comprendere le varie applicazioni dell'IA: nell'attività di Artur impareranno il legame tra l'IA e l'arte e come l'IA possa essere usata per migliorare l'espressione visiva. Grazie ad esse, gli alunni rifletteranno anche sui pericoli dell'IA e sul suo impatto. ","training.lessons.13.activities.1":"Human-AI- Art, per la scuola elementare","training.lessons.13.activities.2":"Insegnare le macchine da classificare: introduzione al Supervised Machine Learning, per la scuola secondaria inferiore","training.lessons.13.activities.3":"Insegnare le macchine da classificare: introduzione al Supervised Machine Learning, per la scuola secondaria superiore","training.lessons.14.title":"L’apprendimento nell’era delle ‘macchine intelligenti","training.lessons.14.author":"di Adil Tugyan, Georgia Lascaris e Marco Neves","training.lessons.14.text.1":"L’avanzamento dell’IA negli ultimi anni è stato impressionante grazie ai rapidi progressi della potenza di calcolo e alla disponibilità di grandi quantità di dati. Questo ha portato a ingenti investimenti nella ricerca sull’IA e a una rapida espansione dell'industria stessa, rendendo l’IA la grande rivoluzione tecnologica del nostro tempo. L’IA ci circonda costantemente. È diventata parte della nostra vita quotidiana, tanto che a volte non ce ne accorgiamo nemmeno: usiamo suggerimenti online, assistenti vocali, sistemi di sicurezza e di rilevamento del volto quasi ogni giorno. Ma che dire dell’educazione? ","training.lessons.14.text.2":"L’IA ha un enorme potenziale e può favorire l’introduzione di nuove modalità d’insegnamento e migliorare il processo di apprendimento degli studenti. Questa pillola d’apprendimento ti aiuterà a integrare delle attività d’IA nel tuo insegnamento e a preparare i tuoi studenti a una vita e una carriera in un mondo modellato dall’IA. Queste attività sono state progettate per gli studenti per solleticare la loro curiosità, la loro capacità creative e di risoluzione dei problemi: per esempio, nell’attività di Adil, gli studenti capiscono che cosa sono gli algoritmi e le reti neurali e sono incoraggiati a creare la propria rete neurale per visualizzarne la struttura. Georgia guiderà gli studenti nella creazione, passo dopo passo, di un chatbot. Gli studenti costruiranno il proprio chatbot, prepareranno set di dati di domande e risposte e lo addestreranno in modo che possa rispondere a delle domande sul Covid-19. Nell’attività proposta da Marco, gli studenti esploreranno i benefici e le sfide delle macchine intelligenti nella vita quotidiana e nel lavoro. Quali sono i rischi derivanti dall’utilizzo d’IA? Quali impatti avrà l’IA sul futuro del lavoro? Quali lavori esisteranno ancora quando gli studenti entreranno nel mercato del lavoro?","training.lessons.14.activities.1":"L’intelligenza artificiale (lA) e le sue reti, per la scuola elementare","training.lessons.14.activities.2":"Il mio chatbot Covid-19, per la scuola media","training.lessons.14.activities.3":"Vivere nell’era delle “macchine intelligenti”: sfide e opportunità, per la scuola superiore","training.lessons.14.activities.title":"Nei programmi successivi gli studenti scopriranno le macchine intelligenti in modo divertente e coinvolgente.","training.lessons.15.title":"Sfruttamento dell’alfabetizzazione mediatica","training.lessons.15.author":"di Marijana Smolčec, Tea Horvatić e Sanja Božinović","training.lessons.15.text.0":"L’educazione all'alfabetizzazione mediatica non è mai stata così importante come per gli studenti del giorno d’oggi. Gli studenti di tutte le età hanno bisogno di ottenere abilità, conoscenze e attitudini rilevanti per essere in grado di navigare nel nostro mondo ricco di media. Le abilità di alfabetizzazione mediatica li aiuteranno a usare contenuti online credibili e riconoscere fonti di informazione fuorvianti. Capiranno come verificare le informazioni che trovano online e come interpretarle in modo critico. Miglioreranno la loro consapevolezza dell’uso coretto di lavori creativi e applicheranno le nozioni apprese durante la creazione dei loro contenuti creativi.","training.lessons.15.text.1":"Questo Bit di Apprendimento ti permetterà di implementare varie strategie e tecniche per dare la capacità ai tuoi studenti di comprendere i media. Nell'attività di Marijana, gli studenti imparano come usare i contenuti Web in modo sicuro e responsabile. Gli vengono presentati diversi tipi di licenze e sviluppano una semplice app per dimostrare come condividere lavori creativi in modo appropriato. Nell'attività di Tea, gli studenti si imbarcano in una missione per imparare di più sui clickbait. Attraverso attività coinvolgenti, gli studenti esplorano le strategie per identificare e scoprire i clickbait e imparano come evitarli. Sanja permette agli studenti di esplorare e analizzare in modo critico e valutare contenuti Web, la loro pertinenza, precisione, origine e scopo. Imparano come trovare fonti affidabili online e come riconoscere informazioni false online.","training.lessons.15.text.2":"Nei seguenti piani di lezione, troverai attività stimolanti e coinvolgenti per migliorare le abilità di alfabetizzazione mediatica dello studente:","training.lessons.15.activities.1":"È gratuito o è su Internet?","training.lessons.15.activities.2":"Cliccare o non cliccare","training.lessons.15.activities.3":"Verifica dei dati","training.lessons.16.title":"NARRARE STORIE CON HEDY","training.lessons.16.author":"a cura di Felienne Hermans","training.lessons.16.text.0":"Alunni e alunne delle tue classi sanno già padroneggiare un linguaggio di programmazione visuale, ma non si sentono ancora pronti a immergersi più in profondità nel linguaggio di programmazione testuale? Questa pillola di apprendimento fa al caso tuo e delle tue classi poiché le aiuterà a colmare il divario tra il linguaggio di programmazione visuale e quello testuale. La pillola di apprendimento Narrare storie con Hedy comprende tre piani di lezione che utilizzano Hedy, un linguaggio di programmazione graduale che insegna a bambini e bambine come programmare.","training.lessons.16.text.1":"Hedy si rivolge a bambini e bambine che vogliono cimentarsi con linguaggi di programmazione testuali, ma che pensano che iniziare con Python sia troppo difficile. I linguaggi graduali si avvalgono di diversi livelli di programmazione, per cui ogni livello aggiunge nuovi concetti e complessità sintattica. Al termine della sequenza di livelli di Hedy, alunni e alunne saranno in grado di padroneggiare un sottoinsieme di Python valido dal punto di vista sintattico.","training.lessons.16.text.2":"Nel corso di questa pillola di apprendimento avrai modo di trovare attività stimolanti e coinvolgenti per aiutare studenti e studentesse a impiegare efficientemente i linguaggi di programmazione testuali. Tramite la creazione delle proprie storie interattive, impareranno gradualmente a programmare senza dovere imparare tutto subito. Nel piano di lezione per la scuola primaria, ad alunni e alunne vengono presentati i concetti base della programmazione. Il piano di lezione per le scuole secondarie di primo grado introduce ulteriori concetti di programmazione, mentre il piano di lezione per le scuole secondarie di secondo grado permette a studenti e studentesse di programmare storie e attività di complessità superiore.","training.lessons.16.text.3":"Dai uno sguardo alla storia interattiva di seguito per vedere in che modo lettori e lettrici possono partecipare alla storia, promuovendone il coinvolgimento attivo.","training.lessons.16.activities.1":"Dai vita alla tua storia interattiva con Hedy per alunni e alunne della scuola primaria","training.lessons.16.activities.2":"Dai vita alla tua storia interattiva con Hedy per studenti e studentesse della scuola secondaria di primo grado","training.lessons.16.activities.3":"Dai vita alla tua storia interattiva con Hedy per studenti e studentesse della scuola secondaria di secondo grado","training.lessons.17.title":"Percepire la programmazione","training.lessons.17.author":"a cura di Alenka Miljević","training.lessons.17.text.0":"Il benessere sociale ed emotivo consiste nella capacità di dimostrare resilienza, sapere come gestire le proprie emozioni, rispondere alle emozioni delle altre persone, intrecciare relazioni importanti con altre persone, generare emozioni che fanno provare sensazioni positive e mettere in piedi la propria rete di sostegno emotivo. Le competenze sociali ed emotive che i giovani apprendono a scuola aiuta loro a sviluppare la resilienza e a stabilire il modo in cui gestiranno la propria salute fisica e mentale nel corso della propria vita. (Consiglio d’Europa)","training.lessons.17.text.1":"La pillola di apprendimento «Percepire la programmazione» ti permetterà di promuovere il benessere sociale ed emotivo della classe tramite il riconoscimento, la spiegazione, la comprensione e la risposta a sensazioni ed emozioni positive e negative al fine di sviluppare l’empatia e la resilienza. Nel corso di questa pillola di apprendimento avrai modo di trovare attività stimolanti e coinvolgenti per aiutare studenti e studentesse a sviluppare le competenze per gestire emozioni diverse attraverso la programmazione. La tua classe apprenderà come esprimere i propri sentimenti e reagire alle emozioni di compagni e compagne di classe con l’aiuto del robot Bee-Bot.","training.lessons.17.text.2":"La pillola di apprendimento «Percepire la programmazione» è costituita da tre piani di lezione che si avvalgono del robot didattico Bee-Bot per creare attività che incoraggiano studenti e studentesse a parlare delle emozioni e a potenziare l’empatia. Nel piano di lezione per la scuola primaria, alunni e alunne programmano un Bee-Bot per parlare di emozioni, quali tristezza, felicità, paura e rabbia e scoprire i motivi che provocano in loro queste emozioni. Il piano di lezione per la scuola secondaria di primo grado incoraggia studenti e studentesse a programmare un Bee-Bot, a riconoscere le proprie emozioni e quelle di compagni e compagne di classe e a comprendere cosa le ha provocate o come rispondervi. Il piano di lezione per la scuola secondaria di secondo grado permette a studenti e studentesse di pilotare un Bee-Bot e di inventare storie che trattano di sentimenti, resilienza ed empatia.","training.lessons.17.text.3":"Se non disponi di un robot didattico, questa pillola di apprendimento ti fornirà alcune idee per svolgere attività unplugged a favore dello sviluppo delle competenze sociali ed emotive. La storia interattiva di seguito offre una breve panoramica delle attività che è possibile svolgere in aula:","training.lessons.17.activities.1":"programma, senti, impara per classi della scuola primaria;","training.lessons.17.activities.2":"il mio cuore non è fatto di pietra per classi della scuola secondaria di primo grado;","training.lessons.17.activities.3":"programmami in base al tuo umore per classi della scuola secondaria di secondo grado.","training.lessons.18.title":"SOS Acqua","training.lessons.18.author":"di Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS Acqua è una risposta alla necessità di far fronte al problema dell’inquinamento delle acque. Nonostante i tentativi compiuti negli ultimi anni, ci sono ancora due miliardi di persone nel mondo che non hanno accesso ad acqua potabile sicura. Questo vuol dire che l’obiettivo di sviluppo sostenibile (OSS) 6 dell’agenda 2030, in base al quale tutte le persone devono avere accesso ad acqua gestita in modo sicuro e a servizi igienici entro il 2030, è ben lontano dall’essere raggiunto. Lo stesso vale per l’OSS 14 relativo alla vita sott’acqua, che punta a conservare e utilizzare in modo sostenibile oceani, mari e risorse marine per uno sviluppo sostenibile.","training.lessons.18.text.1":"Questa pillola di apprendimento si concentra sull’importante e attuale problema della misurazione della qualità dell’acqua e sulle nuove sostanze inquinanti che ne compromettono la qualità. Studenti e studentesse avranno la possibilità di indagare e trovare soluzioni a problemi concreti relativi all’acqua e all’ambiente. Così facendo, potranno sviluppare competenze come eseguire ricerche, affinare il pensiero critico e ottimizzare la risoluzione dei problemi.","training.lessons.18.text.2":"I piani delle lezioni comprendono attività pratiche e creative, tra cui la programmazione in Scratch, l’introduzione all’apprendimento automatico e l’intelligenza artificiale con Learning Machine Learning e la costruzione di veicoli telecomandati con set Lego per il campionamento dell’acqua e l’analisi del suo pH. Queste attività permetteranno a studenti e studentesse di mettere in pratica le proprie competenze e conoscenze in un ambiente interattivo e divertente, rafforzandone la motivazione e l’interesse nel progetto.","training.lessons.18.text.3":"Per l’esecuzione di questa pillola di apprendimento, il suggerimento è sviluppare tutte e tre le attività in classe in modo da completare l’intero progetto e realizzare un processo di apprendimento più efficace e stimolante. Tuttavia, è possibile svolgere ogni attività singolarmente.","training.lessons.18.activities.1":"SOS Acqua con Scratch","training.lessons.18.activities.2":"SOS Acqua con Learning Machine Learning","training.lessons.18.activities.3":"SOS Acqua con Lego Robotics","training.download_video_script":"Scarica lo script video","training.ready_to_share":"Pronto a condividere ciò che hai imparato con i tuoi studenti?","training.choose_lessons":"Scegli uno dei piani di lezione qui sotto e organizza un’attività con i tuoi studenti.","training.footer.title":"Non dimenticare di aggiungere la tua attività sulla mappa della settimana europea della programmazione!","training.footer.text":`

    Organizzare una lezione con la tua classe, una giornata a porte aperte o un evento nella tua scuola è semplice. Trova una data e registra la tua attività sulla mappa della settimana europea della programmazione. Ogni organizzatore riceverà un certificato di partecipazione per il proprio impegno.

    - -

    Se desideri entrare in contatto con un gruppo internazionale di insegnanti entusiasti, iscriviti al gruppo Facebook per insegnanti della Settimana europea della programmazione! Per fare un ulteriore passo avanti e collaborare con altre scuole nel tuo paese oppure oltre frontiera, unisciti alla sfida Code Week 4 All.

    `,"validation.accepted":"L’ :attribute deve essere accettato.","validation.active_url":"L’ :attribute non è una URL valida.","validation.after":"L’:attribute deve essere una data successiva a :date.","validation.after_or_equal":"L’ :attribute deve essere una data successiva o uguale a :date.","validation.alpha":"L’ :attribute può contenere solo lettere.","validation.alpha_dash":"L’ :attribute può contenere solo lettere, numeri e trattini.","validation.alpha_num":"L’ :attribute può contenere solo lettere e numeri.","validation.array":"L’ :attribute deve essere una matrice.","validation.before":"L’ :attribute deve essere una data precedente a :date.","validation.before_or_equal":"L’ :attribute deve essere una data precedente o uguale a :date.","validation.between.numeric":"L’ :attribute deve essere compreso tra :min e :max.","validation.between.file":"L’ :attribute deve essere compreso tra :min e :max kilobytes.","validation.between.string":"L’ :attribute deve essere compreso tra :min e :max caratteri.","validation.between.array":"L’ :attribute deve essere compreso tra :min e :max voci.","validation.boolean":"Il campo :attribute deve essere vero o falso.","validation.confirmed":"La conferma dell’ :attribute non corrisponde.","validation.date":"L’ :attribute non è una data valida.","validation.date_format":"L’ :attribute non corrisponde al formato :format.","validation.different":"L’ :attribute e :other devono essere diversi.","validation.digits":"L’ :attribute deve essere composto da :digits cifre.","validation.digits_between":"L’ :attribute deve essere compreso tra :min e :max cifre.","validation.dimensions":"L’ :attribute ha dimensioni dell’immagine non valide.","validation.distinct":"Il campo :attribute ha un valore duplicato.","validation.email":"L’ :attribute deve essere un indirizzo e-mail valido.","validation.exists":"L’:attribute selezionato non è valido.","validation.file":"L’:attribute deve essere un file.","validation.filled":"Il campo :attribute deve avere un valore.","validation.image":"L’:attribute deve essere un’immagine.","validation.in":"L’:attribute selezionato non è valido.","validation.in_array":"Il campo :attribute non esiste in :other.","validation.integer":"L’ :attribute deve essere un numero intero.","validation.ip":"L’ :attribute deve essere un indirizzo IP valido.","validation.ipv4":"L’ :attribute deve essere un indirizzo IPv4 valido.","validation.ipv6":"L’ :attribute deve essere un indirizzo IPv6 valido.","validation.json":"L’ :attribute deve essere una stringa JSON valida.","validation.max.numeric":"L’ :attribute non può essere superiore a :max.","validation.max.file":"L’ :attribute non può essere superiore a :max kilobytes.","validation.max.string":"L’ :attribute non può essere superiore a :max caratteri.","validation.max.array":"L’ :attribute non può contenere più di :max voci.","validation.mimes":"L’ :attribute deve essere un file di type: :values.","validation.mimetypes":"L’ :attribute deve essere un file di type: :values.","validation.min.numeric":"L’ :attribute deve essere almeno :min.","validation.min.file":"L’ :attribute deve essere almeno :min kilobytes.","validation.min.string":"L’ :attribute deve essere almeno :min caratteri.","validation.min.array":"L’ :attribute deve avere almeno :min voci.","validation.not_in":"L’:attribute selezionato non è valido.","validation.not_regex":"Il formato dell’ :attribute non è valido.","validation.numeric":"L’ :attribute deve essere un numero.","validation.present":"Il campo dell’:attribute deve essere presente.","validation.regex":"Il formato dell’ :attribute non è valido.","validation.required":"Il campo dell’ :attribute è obbligatorio.","validation.required_if":"Il campo dell’ :attribute è obbligatorio quando :other è :value.","validation.required_unless":"Il campo dell’ :attribute è obbligatorio a meno che :other sia in :values.","validation.required_with":"Il campo dell’ :attribute è obbligatorio quando :values è presente.","validation.required_with_all":"Il campo dell’ :attribute è obbligatorio quando :values è presente.","validation.required_without":"Il campo dell’ :attribute è obbligatorio quando :values non è presente.","validation.required_without_all":"Il campo dell’ :attribute è obbligatorio quando nessuno dei :values è presente.","validation.same":"L’ :attribute e :other devono corrispondere.","validation.size.numeric":"L’ :attribute deve essere :size.","validation.size.file":"L’ :attribute deve essere :size kilobytes.","validation.size.string":"L’ :attribute deve essere :size caratteri.","validation.size.array":"L’ :attribute deve contenere :size voci.","validation.string":"L’ :attribute deve essere una stringa.","validation.timezone":"L’ :attribute deve essere un'area valida.","validation.unique":"L’ :attribute è stato già preso.","validation.uploaded":"È impossibile caricare l’ :attribute.","validation.url":"Il formato dell’ :attribute non è valido.","validation.custom.attribute-name.rule-name":"messaggio personalizzato","values.1.title":"La Settimana europea della programmazione è indipendente","values.1.content":"La Settimana europea della programmazione è una comunità gestita da volontari. Non operiamo per interessi economici. Rispettiamo e valorizziamo le idee, le credenze e le culture altrui. Partecipiamo alla Settimana europea della programmazione perché crediamo nell'importanza di ciò che stiamo facendo. Questa è la nostra forza. Vogliamo rendere ampiamente accessibili a tutti il pensiero computazionale, il coding, la programmazione, l'informatica, la robotica, il tinkering con l'hardware e le competenze digitali.","values.2.title":"La Settimana europea della programmazione è per tutti","values.2.content":"Chiunque può organizzare le attività della Settimana europea della programmazione. Partiamo dal presupposto che sia fondamentale che gli eventi della Settimana europea della programmazione siano organizzati per tutti, a prescindere da età, colore, genere, grado di formazione o capacità intellettuali. Le attività possono essere un punto di partenza per stimolare l'interesse e la curiosità o per favorire l'ulteriore sviluppo di competenze. Uguaglianza, rispetto, libertà e inclusività, ecco i nostri principi. Vogliamo che tutti i partecipanti vivano la tecnologia e la usino per creare divertendosi.","values.3.title":'La Settimana europea della programmazione è "glocale"',"values.3.content.1":"La Settimana europea della programmazione si pone l'obiettivo di raggiungervi ovunque, sia che viviate in una grande città, in un capoluogo di regione o in un paesino isolato. Poniamo particolare attenzione a supportare gli organizzatori locali con","values.3.content.2":"materiali","values.3.content.3":"redatti nella loro lingua e che siano adeguati alle necessità specifiche.","values.3.content.4":"La mappa della Settimana europea della programmazione","values.3.content.5":'è lo strumento principale in cui ogni attività viene registrata e assume una sua precisa collocazione. Nello stesso tempo, la Settimana europea della programmazione è globale e accoglie persone di tutto il mondo nella sua comunità. Siamo "glocali".',"values.4.title":"La Settimana europea della programmazione comporta la collaborazione","values.4.content.1":"I membri della comunità della Settimana europea della programmazione interagiscono tra loro, si scambiano informazioni, imparano l'uno dall'altro e costruiscono insieme la conoscenza. Siamo connessi tra noi e ci supportiamo reciprocamente. Condividiamo risorse, idee e migliori pratiche. Favoriamo le collaborazioni e la condivisione di conoscenze.","values.4.content.2":"La sfida Code Week 4 All","values.4.content.3":"intende costruire dei ponti tra frontiere e comunità. Aiuta a diffondere l'energia positiva e collega tra loro persone desiderose di imparare le une dalle altre.","values.5.title":"La Settimana europea della programmazione è non profit","values.5.content.1":"Tutte le attività della Settimana europea della programmazione sono non profit, cioè non lucrative.","values.5.content.2":"Tutte le risorse","values.5.content.3":"presenti sul sito della Settimana europea della programmazione sono gratuite. Tutti i materiali didattici e i corsi online della Settimana europea della programmazione sono gratuiti.","values.6.title":"La Settimana europea della programmazione promuove la creatività e l'innovazione","values.6.content":"La Settimana europea della programmazione promuove la creatività, l'innovazione e il pensiero lungimirante. Siamo aperti e riconoscenti a chi vorrà inviare suggerimenti e critiche, per permetterci di prendere decisioni e di sviluppare la Settimana europea della programmazione in modo informato. Anche gli errori ci fanno crescere, sia come individui che come comunità.","values.7.title":"La Settimana europea della programmazione è grata alla sua comunità","values.7.content":"Siamo grati a insegnanti, istruttori e altri organizzatori di attività, studenti, genitori, club di programmazione e a tutti i partner che collaborano con noi per il loro supporto. Condividiamo tutti lo stesso obiettivo. Intendiamo portare il pensiero computazionale, il coding, l'informatica e le competenze digitali al maggior numero di persone possibile.","values.title":"Settimana europea della programmazione - dichiarazione di valore","values.description.1.1":"La Settimana europea di programmazione è un movimento gestito da volontari: ","values.description.1.2":"ambasciatori","values.description.1.3":", insegnanti autorevoli e appassionati di programmazione di tutto il mondo. È supportata dalla","values.description.1.4":"Commissione europea","values.description.1.5":"e dai ministeri dell'istruzione dei paesi dell'Unione europea e dei Balcani occidentali.","values.description.2":"Il cuore pulsante della Settimana europea della programmazione è costituito dai volontari che organizzano le attività, che sono insegnanti, tutor, club di programmatori, biblioteche, enti privati, genitori e organizzazioni non governative. Impieghiamo il nostro tempo, le nostre energie e le nostre abilità per portare il pensiero computazionale, il coding, la robotica, il tinkering con l'hardware, l'informatica e le competenze digitali al maggior numero di persone possibile in Europa e nel mondo.","values.description.3":"La Settimana europea della programmazione è costituita anche dai suoi milioni di partecipanti, che sono persone di ogni genere, età, grado di formazione, cultura e competenze provenienti da ogni parte del mondo.","values.description.4":"Siamo orgogliosi di essere la Settimana europea della programmazione. Ecco i nostri valori. Guidano il nostro lavoro e le nostre decisioni in ogni momento.","why-coding.titles.0":"Perché programmare?","why-coding.titles.1":"Programmare significa dare vita alle idee","why-coding.titles.2":"Programmare significa anche sviluppare competenze chiave","why-coding.titles.3":"Infine, programmare significa plasmare il nostro futuro","why-coding.texts.0":"È la storia di Pia, che sentiva di dover studiare giurisprudenza, anche se le è sempre piaciuta la matematica e giocare con i computer. È la storia di Mark, che ha un'idea per un social network innovativo, ma non sa crearlo da solo. È la storia di Alice, che sogna di fabbricare robot perché i suoi genitori non le lasciano avere un gatto. E di tutti coloro che stanno già contribuendo a realizzare questi sogni.","why-coding.texts.1":'In realtà, è la storia di tutti noi e di come plasmiamo la nostra vita e il nostro futuro. Possiamo fare di più, anziché limitarci a condividere post e mettere un "Mi piace". Possiamo dare vita alle nostre idee, costruire cose che apportano gioia agli altri.',"why-coding.texts.2":"Sviluppare un'app, costruire un robot o, perché no, anche inventare un'automobile volante non è mai stato così semplice! Non è certo un viaggio di tutto riposo, ma piuttosto un'avventura piena di sfide creative e divertimento in compagnia di una community che ti sostiene. Sei pronto ad accettare la sfida e a diventare un creatore digitale?","why-coding.texts.3":"I linguaggi di programmazione funzionano come qualsiasi altra lingua. In questo caso, però, i bambini non imparano a esprimersi e a comunicare con altre persone, bensì con la tecnologia. Tecnologia che è ovunque intorno a noi: la ritroviamo negli smartphone, nei computer, nelle automobili, dappertutto!","why-coding.texts.4":"Comprendere i computer e comunicare con essi è solo un aspetto della questione. La programmazione aiuta anche a sviluppare competenze multidisciplinari quali il pensiero computazionale, la capacità di risolvere problemi, la creatività e il lavoro di squadra: competenze inestimabili in tutti gli ambiti della vita. La capacità di risolvere i problemi, quella di far fronte al fallimento e riprovarci oppure l'abilità di collaborare con altri sono caratteristiche ricercate in molti settori.","why-coding.texts.5":"Un secolo fa, i linguaggi di programmazione non esistevano nemmeno. Oggi il codice è in tutto ciò che ci circonda e praticamente tutto può essere programmato: persino le scarpe o le scatole di cereali! E allora perché lasciare che siano altri a plasmare il nostro futuro quando possiamo prendere noi stessi il controllo, realizzando le nostre visioni e le nostre idee? In fondo, l'unico limite è la nostra immaginazione.","why-coding.texts.6":"Alessandro Bogliolo, coordinatore del gruppo di ambasciatori volontari della EU Code Week, ha dichiarato:","why-coding.texts.7":"Fin dall'inizio dei tempi abbiamo fabbricato molti oggetti che hanno trasformato la nostra vita utilizzando pietra, ferro, carta e matita. Oggi viviamo in un'epoca diversa, in cui il nostro mondo è plasmato dalla programmazione. Epoche diverse richiedono lavori e competenze diversi. Durante la CodeWeek vogliamo dare a tutti gli europei l'opportunità di scoprire la programmazione divertendosi. Impariamo a programmare per plasmare il nostro futuro","why-coding.texts.8":"Infine, programmare è una competenza molto ricercata in quasi tutti i settori professionali, non solo in ambito tecnologico, ma anche in quello della finanza, della salute, della scienza, persino del design o dell'agricoltura, e la domanda non fa che aumentare. I bambini che sanno programmare, che capiscono come funziona la tecnologia, godono di un certo vantaggio, indipendentemente dal percorso professionale che sceglieranno.","why-coding.texts.9":"Ti senti ispirato?","why-coding.texts.10":"Partecipa alla Code Week!","why-coding.texts.11":"Hai bisogno di altri spunti di riflessione?","why-coding.texts.12":"Visita il nostro blog."};export{e as default}; diff --git a/public/build/assets/php_lt-nyxkHVek.js b/public/build/assets/php_lt-nyxkHVek.js deleted file mode 100644 index 70fce163b..000000000 --- a/public/build/assets/php_lt-nyxkHVek.js +++ /dev/null @@ -1,101 +0,0 @@ -const i={"about.when-title":"2024 m. ES programavimo savaitė vyks spalio 14-27 d.","about.when-text":"

    ES programavimo savaitė yra visuomeninė iniciatyva, kuria skatinamas kūrybiškumas, problemų sprendimas ir bendradarbiavimas pasitelkiant programavimą ir kitą technologinę veiklą. Šios iniciatyvos tikslas yra populiarinti programavimą, parodyti, kaip žmonės gali įgyvendinti idėjas programuodami, susipažinti su programavimo įgūdžiais ir suburti motyvuotus žmones mokytis.

    ","about.codeweek_in_numbers-title":"Programavimo savaitė skaičiais","about.codeweek_in_numbers-text":`

    2021 m. ES programavimo savaitėje dalyvavo beveik 4 milijono žmonių iš daugiau nei 80 pasaulio šalių.

    -

    Vidutinis dalyvio amžius buvo 11 metų, o 49 proc. dalyvių sudarė moterys ir mergaitės. 88 proc. ES programavimo savaitės renginių vyko mokyklose, o tai reiškia, kad 2021 m. kampanijos dėl mokytojų įgalinimo pastangos buvo vaisingos.

    -

    Visi kviečiami organizuoti renginius ar prie jų prisijungti. Tiesiog pasirinkite temą bei tikslinę auditoriją ir pažymėkite savo renginį žemėlapyje.

    `,"about.run_by_volunteers-title":"Vykdo savanoriai","about.run_by_volunteers-text":'

    ES programavimo savaitę vykdo savanoriai. Šią iniciatyvą savo šalyse koordinuoja vienas ar keli Programavimo savaitės ambasadoriai, o suorganizuoti savo renginį ir įtraukti jį į codeweek.eu žemėlapį gali visi norintys.

    ',"about.supported_by_commission-title":"Remia Europos Komisija","about.supported_by_commission-text":'

    Mintis surengti ES programavimo savaitę kilo jauniems Europos skaitmeninės darbotvarkės patarėjams 2013 m. Europos Komisija remia ES programavimo savaitę pagal bendrosios skaitmeninės rinkos strategiją. Skaitmeninio švietimo veiksmų plane ji ypač skatina prie šios iniciatyvos prisijungti mokyklas.

    ',"about.schools-title":"Mokyklos","about.schools-text":'

    Visų lygių mokyklos ir visų dalykų mokytojai yra ypač kviečiami dalyvauti ES programavimo savaitėje, kad jų mokiniai turėtų galimybę susipažinti su skaitmeniniu kūrybiškumu ir programavimu. Sužinokite daugiau apie šią iniciatyvą ir kaip organizuoti savo renginį mokytojams skirtame tinklalapyje: CodeWeek.eu/Schools.

    ',"about.why_coding-title":"Kuo programavimas toks svarbus?","about.why_coding-text":`

    Jis svarbus Pijai, kuri studijavo teisę, nors visada labai mėgo matematiką ir kompiuterius. Jis svarbus Markui, kuris žino, kaip sukurti geresnį socialinį tinklą, bet vienas negali to padaryti. Jis svarbus Alisai, kuri svajoja kurti robotus, nes tėvai jai neleidžia turėti kačiuko.

    - -

    Jis svarbus visiems tiems, kurie jau padeda įgyvendinti šias svajones.

    - -

    Tiesą sakant, jis svarbus mums visiems. Mūsų ateičiai. Technologijos keičia mūsų gyvenimą, bet kažkas už mus sprendžia, kokias technologijas naudoti ir kaip tai daryti. Mes iš tikrųjų galime daugiau, nei vien tik vartoti skaitmeninį turinį. Mes galime įgyvendinti pačias beprotiškiausias idėjas ir sukurti tokius dalykus, kurie atneštų džiaugsmo kitiems.

    - -

    Susikurkite savo programėlę, sukurkite robotą, išraskite skraidančią mašiną. Kodėl ne? Tai nelengva kelionė, tačiau ji kupina kūrybiškumo, bendraminčių palaikymo ir smagių akimirkų. Ar esate pasiruošę priimti iššūkį ir tapti kūrėju?

    - -

    Programavimas taip pat padeda ugdyti kompetencijas, kaip antai skaitmeninį mąstymą, problemų sprendimą, kūrybiškumą ir komandinį darbą. Šie įgūdžiai labai pravers visose gyvenimo srityse.

    `,"about.why_coding-quote":`

    ES programavimo savaitės ambasadorių savanorių komandos koordinatorius Alessandro Bogliolo pasakė:

    -

    „Nuo neatmenamų laikų žmogus kūrė naudodamas akmenį, geležį, popierių ar pieštuką, ir tai pakeitė mūsų gyvenimą. Dabar mes gyvename kitoje eroje, kurioje kuriame savo pasaulį kompiuteriniu kodu. Kita era – kitokie darbų ir įgūdžių poreikiai. Programavimo savaitės metu norime suteikti kiekvienam progą susipažinti su programavimu ir kartu patirti džiaugsmą. Išmokime programuoti, kad galėtume kurti savo ateitį.“

    -
    -

    `,"about.join_codeweek-title":"Prisijunkite prie ES programavimo savaitės","about.join_codeweek-text":'

    Dalyvaukite ES programavimo savaitėje – organizuokite programavimo renginį savo mieste, prisijunkite prie „CodeWeek4All“ iššūkio ir renkite įvairias veiklas bendruomenėse bei kitose šalyse arba padėkite mums skleisti Programavimo savaitės idėją ir tapkite ES programavimo savaitės ambasadoriumi savo šalyje!

    ',"about.partners_and_sponsors":"Partneriai ir rėmėjai","ambassador.title":"ES programavimo savaitės ambasadoriai","ambassador.your_current_country":"Jūsų gyvenamoji šalis","ambassador.visit_the":"Apsilankykite","ambassador.local_facebook_page":"vietos „Facebook“ puslapyje","ambassador.local_website":"Vietos svetainė","ambassador.ambassadors":"Ambasadoriai","ambassador.no_ambassadors":"Nėra ambasadorių","ambassador.countries_with_ambassadors":"Šalys, kurios turi ambasadorius","ambassador.why_dont_you_volunteer":"Kodėl jums netapus ambasadoriumi?","auth.failed":"Šie prisijungimo duomenys neatitinka mūsų įrašų.","auth.throttle":"Per daug bandymų prisijungti. Bandykite dar kartą po :seconds s.","base.languages.en":"AnglŲ","base.languages.fr":"PrancűzŲ","base.languages.bg":"BulgarŲ","base.languages.hr":"KroatŲ","base.languages.de":"VokiečiŲ","base.languages.pl":"LenkŲ","base.languages.cs":"ČekŲ","base.languages.el":"GraikŲ","base.languages.pt":"PortugalŲ","base.languages.da":"DanŲ","base.languages.hu":"VengrŲ","base.languages.ro":"RumunŲ","base.languages.nl":"OlandŲ","base.languages.ga":"AiriŲ","base.languages.sk":"SlovakŲ","base.languages.it":"ItalŲ","base.languages.sl":"SlovënŲ","base.languages.et":"EstŲ","base.languages.lv":"LatviŲ","base.languages.es":"IspanŲ","base.languages.fi":"SuomiŲ","base.languages.lt":"LietuviŲ","base.languages.se":"ĐvedŲ","base.languages.sv":"ĐvedŲ","base.languages.al":"albanų","base.languages.ba":"bosnių","base.languages.mk":"makedonų","base.languages.me":"juodkalniečių","base.languages.rs":"serbų","base.languages.mt":"Maltiečių","base.languages.tr":"Turkų","base.resources_local_title":"Programavimo iđtekliai iđ","base.days":"Dienos","base.hours":"Valandos","base.minutes":"Minutës","base.seconds":"Sekundës","base.still_have_question":"Dar turite klausimų?","base.drop_us_a_line":"Rašykite mums!","base.get_in_touch":"SUSISIEKTI","base.footer_msg":"Savanorių vykdoma ir Europos Komisijos remiama visuomeninė iniciatyva.","base.email":"El. pašto adresas","base.display_email":"Rodyti el. pašto adresą","base.first_name":"Vardas","base.last_name":"Pavardė","base.your_website":"Jūsų svetainė","base.biography":"Biografija","base.update":"Atnaujinti","base.delete":"Ištrinti","base.choose a file":"Pasirinkti failą","base.learning_bits":"Mokymosi segmentai","base.codeweek":"Programavimo savaitė","base.bring_codeweek_to_your_students":"Įtraukite savo moksleivius į Programavimo savaitę","base.or":"arba","base.newsletter":"Naujienlaiškis","certificates.certificates_for":"Sertifikatai ","certificates.no_certificates":"Sertifikatų dar nėra.","challenges-content.chatbot.title":"Virtualaus pašnekovo kūrimas","challenges-content.chatbot.author":"ES programavimo savaitės komanda","challenges-content.chatbot.purposes.0":"Kurti interaktyvias mįsles","challenges-content.chatbot.purposes.1":"Pasitelkus kodą sukurti virtualaus pašnekovo ir naudotojo dialogą","challenges-content.chatbot.description":"Suprogramuokite virtualaus pašnekovo ir naudotojo, kuris bando įminti mįslę, pokalbį. Pasistenkite sukurti virtualų pašnekovą, kuris kalbėtų kaip žmogus. Vietoj mįslės galite sukurti virtualaus pašnekovo ir naudotojo dialogą.","challenges-content.chatbot.instructions.0":"Sugalvokite mįslę","challenges-content.chatbot.instructions.1":"Prisijunkite prie","challenges-content.chatbot.instructions.2":"arba susikurkite naują paskyrą. (Kurdami naują paskyrą, nepamirškite, kad saugant privatumą „Pencil Code“ neleidžiama naudoti tikrų vardų.)","challenges-content.chatbot.instructions.3":"Spustelėkite „Imagine“ (įsivaizduok) ir „Make your own“ (pasidaryk savo)","challenges-content.chatbot.instructions.4":"Savo mįslę užrašykite naudodami blokus arba tekstą","challenges-content.chatbot.instructions.5":"Taip pat galite naudoti","challenges-content.chatbot.instructions.6":"šį kodą","challenges-content.chatbot.instructions.7":"ir pritaikyti jį savo mįslei arba meniu pasirinkti „Answering a riddle“ (mįslės įminimas) ir jį redaguoti","challenges-content.chatbot.example":"Susipažinkite su mįslės pavyzdžiu.","challenges-content.chatbot.more.0":"Šis kodas buvo pritaikytas iš „Pencil Code“ veiklos","challenges-content.chatbot.more.1":"„Answering the Riddle“","challenges-content.paper-circuit.title":"Atsijunkite ir programuokite. Popierinės grandinės kūrimas","challenges-content.paper-circuit.author":"ES programavimo savaitės komanda","challenges-content.paper-circuit.purposes.0":"Skatinti kūrybiškumą","challenges-content.paper-circuit.purposes.1":"Ugdyti problemų sprendimo įgūdžius","challenges-content.paper-circuit.description.0":"Nupieškite pasirinktą objektą. Tai gali būti naktinis dangus, boružėlė, robotas, Kalėdų eglė ar bet kas, ką tik sugalvojate. Savo projektą galite suasmeninti ES programavimo savaitės vaizdo priemonėmis. Peržiūrėkite","challenges-content.paper-circuit.description.1":"ES programavimo savaitės priemonių rinkinį mokytojams","challenges-content.paper-circuit.description.2":"ir atsisiųskite norimą logotipą ar vaizdo priemonę. Galite netgi sukurti popierinės grandinės pakvietimą į ES programavimo savaitę. Prie savo grandinės pridėkite motyvacinę žinutę, kad paskatintumėte kitus mokytojus prisijungti prie Programavimo savaitės ir (arba) apsilankyti mokykloms skirtoje interneto svetainėje.","challenges-content.paper-circuit.instructions.0":"Nupiešę objektą, nuspręskite, kurias dalis norite apšviesti (pavyzdžiui, žvaigždes).","challenges-content.paper-circuit.instructions.1":"Popieriaus lape pieštuku pradurkite skylutes tose vietose, kurias norite apšviesti, ir į kiekvieną jų įstatykite šviesos diodo lemputę. ","challenges-content.paper-circuit.instructions.2":"Nubrėžkite apskritimą toje vietoje, kurioje bus diskinis elementas.","challenges-content.paper-circuit.instructions.3":"Kitoje popieriaus lapo pusėje nupieškite „+“ ir „-“ takelius. Įsitikinkite, kad ilgesnė šviesos diodo lemputės kojelė yra prijungta prie „+“ elemento pusės, o trumpesnė – prie „-“.","challenges-content.paper-circuit.instructions.4":"Ant nupieštų takelių uždėkite vario juostelę.","challenges-content.paper-circuit.instructions.5":"Padarykite užlenkimą, kad popieriumi uždengus elementą šviesos diodo lemputė pradėtų šviesti. Norėdami užtikrinti gerą kontaktą su vario juostele, galite naudoti sąvaržėlę.","challenges-content.paper-circuit.instructions.6":"Nufotografuokite savo popierinę grandinę ir nuotrauką bendrinkite „Instagram“, paaiškindami, kodėl manote, kad verta dalyvauti šioje iniciatyvoje. ","challenges-content.paper-circuit.example":"Susipažinkite su keletu popierinių grandinių pavyzdžių","challenges-content.paper-circuit.materials.0":"Popieriaus arba kartono lapas","challenges-content.paper-circuit.materials.1":"Kreidelės arba žymiklis","challenges-content.paper-circuit.materials.2":"Diskinis elementas","challenges-content.paper-circuit.materials.3":"Vario juostelė","challenges-content.paper-circuit.materials.4":"Šviesos diodų lemputės","challenges-content.paper-circuit.materials.5":"Sąvaržėlė","challenges-content.dance.title":"Šokio kūrimas","challenges-content.dance.author":"ES programavimo savaitės komanda","challenges-content.dance.purposes.0":"Susipažinti su pagrindinėmis programavimo sąvokomis","challenges-content.dance.purposes.1":"Sužinoti, kaip animuoti personažus","challenges-content.dance.description":"Šiame iššūkyje reikia sukurti šokančius personažus. Personažus ir muzikinius vaizdo klipus galima pasirinkti iš integruotos mediatekos arba sukurti patiems. Personažus reikia animuoti, kad jie šoktų ir kalbėtų tarpusavyje.","challenges-content.dance.instructions.0":"Prisijunkite prie","challenges-content.dance.instructions.1":"kaip mokytojas (-a). Sukurkite mokiniams skirtas paskyras ir išdalykite jas savo mokiniams. Arba galite bendrinti klasės kodą ir paprašyti mokinių užsiregistruoti su mokyklos el. pašto adresu. Jei esate mokinys (-ė), galite prisijungti kaip mokinys (-ė), tačiau reikės pateikti vieno iš tėvų el. pašto adresą, kad jis galėtų patvirtinti jūsų paskyrą.","challenges-content.dance.instructions.2":"Spustelėję","challenges-content.dance.instructions.3":"įrašykite projekto pavadinimą","challenges-content.dance.instructions.4":"Pasirinkite","challenges-content.dance.instructions.5":"kur spustelėję krumpliaračio piktogramą galėsite pridėti foną. Pasirinkite foną iš mediatekos (Media Library) ir įkelkite savo atvaizdą arba nusifotografuokite ir įkelkite nuotrauką. Pasirinkę garso įrašą pridėkite jį prie scenos (stage):","challenges-content.dance.instructions.6":"Spustelėję mygtuką","challenges-content.dance.instructions.7":"pridėsite personažus ar objektus, kuriuos animuosite, kad jie galėtų judėti, kalbėti ir bendrauti tarpusavyje. Pasirinkite du ar tris personažus. Personažus taip pat galite nupiešti patys arba pakeisti esamus. Spustelėję pieštuko piktogramą galite aprengti savo personažą skirtingais kostiumais.","challenges-content.dance.instructions.8":"Spustelėkite ant kiekvieno personažo ir animuokite jį pridėdami šiuos blokus","challenges-content.dance.instructions.9":"Pridėkite","challenges-content.dance.instructions.10":"kalbėjimo bloką „say“","challenges-content.dance.instructions.11":"ir jūsų personažai pradės kalbėti tarpusavyje. Pakeiskite kalbos burbuliukų formą, šriftą ir teksto dydį","challenges-content.dance.example.0":"Pasižiūrėkite","challenges-content.dance.example.1":"į šį pavyzdį","challenges-content.dance.example.2":"kuriame šoka robotai. Galite jį panaudoti ir atnaujinti.","challenges-content.compose-song.title":"Muzikinės kompozicijos kūrimas","challenges-content.compose-song.author":"ES programavimo savaitės komanda","challenges-content.compose-song.purposes.0":"Išmokti programuoti pasitelkiant muziką","challenges-content.compose-song.purposes.1":"Atskirti muzikos žanrus ir instrumentus","challenges-content.compose-song.purposes.2":"Sukurti dainą derinant garso įrašus","challenges-content.compose-song.description":"Šiame iššūkyje reikia sukurti muzikinę kompoziciją pasitelkiant programavimo kalbą. Tam galima naudoti integruotus garso įrašus arba įrašyti savo ir juos derinti. Paleiskite kodą per „Digital Audio Workstation“ ir klausykitės savo suprogramuotos muzikos. Pakeiskite savo muzikos kūrinį skirtingais garsais ir efektais.","challenges-content.compose-song.instructions.0":"Prisijunkite prie","challenges-content.compose-song.instructions.1":"Spustelėkite čia, kad galėtumėte sukurti skriptą","challenges-content.compose-song.instructions.2":"Pavadinę jį, pasirinkite","challenges-content.compose-song.instructions.3":"kaip savo programavimo kalbą","challenges-content.compose-song.instructions.4":"Pradėkite rašyti kodą tarp","challenges-content.compose-song.instructions.5":"ir","challenges-content.compose-song.instructions.6":"eilučių","challenges-content.compose-song.instructions.7":"Peržiūrėję muzikinius klipus","challenges-content.compose-song.instructions.8":"„Sound Library“ (garsų biblioteka)","challenges-content.compose-song.instructions.9":"pasirinkite mėgstamus muzikos žanrus, atlikėjus ir instrumentus","challenges-content.compose-song.instructions.10":"Norėdami prie savo dainos pridėti garso įrašą, įrašykite","challenges-content.compose-song.instructions.11":"Tarp skliaustų turi būti šie 4 parametrai, atskirti kableliais","challenges-content.compose-song.instructions.12":"garso įrašas","challenges-content.compose-song.instructions.13":"užveskite žymeklį tarp skliaustų, eikite į „Sound Library“, pasirinkite įrašą ir įklijuokite jį spustelėdami mėlyną įklijavimo piktogramą","challenges-content.compose-song.instructions.14":"takelio numeris","challenges-content.compose-song.instructions.15":"takeliai padeda suskirstyti garsus pagal instrumentus (vokalas, bosas, būgnai, klavišiniai ir kt.). Pridėkite tiek takelių (instrumentų), kiek norite. Takeliai rodomi kaip eilutės, einančios „Digital Audio Workstation“","challenges-content.compose-song.instructions.16":"pradžios taktas","challenges-content.compose-song.instructions.17":"rodo, kada jūsų garsas pradės groti. Taktas yra muzikinis laiko vienetas. Vienas taktas yra keturi dūžiai","challenges-content.compose-song.instructions.18":"pabaigos taktas","challenges-content.compose-song.instructions.19":"rodo, kada jūsų garsas nustos groti","challenges-content.compose-song.instructions.20":"Tokia kodo eilutė atrodys taip","challenges-content.compose-song.instructions.21":"Galite pridėti įvairių efektų, pavyzdžiui, garso, kad sustiprintumėte savo kompozicijos garsą. Garsas gali būti nuo -60,0 iki 12,0 decibelų, o pradinis garsas yra 0,0 decibelų","challenges-content.compose-song.instructions.22":"Parašykite:","challenges-content.compose-song.instructions.23":"Skliaustuose įrašykite takelio numerį, VOLUME, GAIN, garsumo lygį, pradžios taktą ir pabaigos taktą","challenges-content.compose-song.instructions.24":"Štai taip atrodo tolygaus garso atsiradimo (angl. fade-in)","challenges-content.compose-song.instructions.25":"ir tolygaus garso išnykimo (angl. fade-out) efektai","challenges-content.compose-song.example.0":"Pasiklausykite","challenges-content.compose-song.example.1":"dainos, kuri buvo suprogramuota naudojant „Earsketch“","challenges-content.compose-song.example.2":"Kodą galima importuoti ir redaguoti","challenges-content.sensing-game.title":"Vaizdo jutimo žaidimo sukūrimas","challenges-content.sensing-game.author":"ES programavimo savaitės komanda","challenges-content.sensing-game.purposes.0":"Programuoti animuotus objektus","challenges-content.sensing-game.purposes.1":"Ugdyti supratimą, kaip valdyti skaitmeninę animaciją fiziniu judesiu","challenges-content.sensing-game.purposes.2":"Sukurti dainą derinant garso įrašus","challenges-content.sensing-game.description":"Šiame iššūkyje reikia sukurti paprastą žaidimą, kuriame vaizdo kamera bus naudojama kaip jutiklis judesiui aptikti. Tai reiškia, kad galėsite valdyti savo animaciją fiziniu judesiu. Šiame žaidime per 30 sekundžių reikia surinkti kuo daugiau ES programavimo savaitės burbuliukų. Tačiau užuot rinkę burbuliukus, galite sukurti žaidimą, kuriame jūs persekiotumėte personažą ar rankomis sprogdintumėte balionus","challenges-content.sensing-game.instructions.0":"Prisijunkite prie","challenges-content.sensing-game.instructions.1":"Spustelėję","challenges-content.sensing-game.instructions.2":"Pridėti plėtinį","challenges-content.sensing-game.instructions.3":"pasirinkite","challenges-content.sensing-game.instructions.4":"Vaizdo jutikliai","challenges-content.sensing-game.instructions.5":"Jis nustatys objekto judėjimo greitį. Kuo mažesnis skaičius, tuo didesnis jautrumas judesiui.","challenges-content.sensing-game.instructions.6":"Pridėkite spruklį (Veikėjas). Prie jo pridėkite pasirinktą garsą. Jei norite, galite pridėti","challenges-content.sensing-game.instructions.7":"Create a clone (Sukurk kloną)","challenges-content.sensing-game.instructions.8":"ir sukurti savo spruklio kopiją.","challenges-content.sensing-game.instructions.9":"Sukurkite du kintamuosius: vieną","challenges-content.sensing-game.instructions.10":"Score (balas)","challenges-content.sensing-game.instructions.11":"ir vieną","challenges-content.sensing-game.instructions.12":"Laikmatis","challenges-content.sensing-game.instructions.13":"Pridėkite juos prie spruklio. Nustatę laikmatį ties 30 pridėkite","challenges-content.sensing-game.instructions.14":"Change Timer by -1 (Laikmatis padidink -1)","challenges-content.sensing-game.instructions.15":"Sukurkite naują spruklį","challenges-content.sensing-game.instructions.16":"Game Over (žaidimo pabaiga)","challenges-content.sensing-game.instructions.17":"žaidimui užbaigti. Taip pat galite sukurti spruklį, kuris būtų pavadintas taip pat, kaip jūsų žaidimas, pavyzdžiui, „Surinkite visus ES programavimo savaitės burbuliukus“.","challenges-content.sensing-game.example.0":"Pažaiskite vaizdo jutimo žaidimą „Surinkite visus ES programavimo savaitės burbuliukus“. Galite drąsiai atnaujinti","challenges-content.sensing-game.example.1":"šį projektą.","challenges-content.calming-leds.title":"Raminantys šviesos diodai. Paprasto įrenginio sukūrimas su „micro:bit“","challenges-content.calming-leds.author":"„Micro:bit Educational Foundation“","challenges-content.calming-leds.duration":"20 minučių","challenges-content.calming-leds.materials.0":"„micro:bit“ įrenginys ir akumuliatorius (jei yra)","challenges-content.calming-leds.materials.1":"nešiojamasis kompiuteris arba planšetė, kad galėtumėte apsilankyti „Microsoft MakeCode“ ir „Youtube“","challenges-content.calming-leds.materials.2":"microbit.org, kur pateikiama veiklai skirtų išteklių","challenges-content.calming-leds.description":"Mokiniai turi sukurti skaitmeninį įrenginį naudodami šviesos diodus, kurie gali padėti jiems reguliuoti kvėpavimą ir nusiraminti. Tyrinėjant animaciją ir sekas reikia parašyti paprastą kodą.","challenges-content.calming-leds.instructions.0":"Pagrindinis tikslas – sukurti veikiantį raminantį šviesos diodų įrenginį, kurį galima naudoti savo kvėpavimui reguliuoti. Šį įrenginį galima sukurti fizinėje „micro:bit“ plokštėje arba redaktoriaus „MakeCode“ simuliatoriuje.","challenges-content.calming-leds.instructions.1":"Šią užduotį galima atlikti naudojant redaktorių „MakeCode“ ir parašius paprastą kodo seką, kaip parodyta vaizdo įraše / momentinėje ekrano kopijoje.","challenges-content.calming-leds.instructions.2":"Iššūkio metu mokiniai gali tyrinėti įvairias animacijas ir pasitelkdami savo kūrybiškumą kurti animaciją, kuri jiems padėtų nusiraminti ar gerai jaustis.","challenges-content.calming-leds.instructions.3":"Daugiau informacijos ir vaizdo instrukcijas rasite spustelėję","challenges-content.calming-leds.instructions.4":"šią nuorodą","challenges-content.calming-leds.example":"Apsilankykite šiame puslapyje, kuriame rasite instrukcijas ir atliktos užduoties vaizdo įrašų, taip pat patarimų, kaip rašyti kodą","challenges-content.calming-leds.purposes.0":"Sukurti paprastą skaitmeninį artefaktą, kuris būtų naudingas","challenges-content.calming-leds.purposes.1":"Ištirti sekas ir animaciją bei kaip jos veikia","challenges-content.calming-leds.purposes.2":"Išbandyti ir suderinti paprastą kodą","challenges-content.calming-leds.purposes.3":"Atkartoti dizainą, pagreitinant arba sulėtinant animaciją","challenges-content.computational-thinking-and-computational-fluency.title":"Skaitmeninis mąstymas ir skaitmeninis raštingumas su „ScratchJr“","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – ES programavimo savaitės ambasadorius Graikijoje","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Susipažinti su naujomis komandomis ir sąsaja.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Sukurti paprastas programas su paprastomis priežasties ir pasekmės komandomis.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Atlikti paprastą derinimą per bandymus ir klaidas.","challenges-content.computational-thinking-and-computational-fluency.description":"Šiame iššūkyje vaikai į savo projektus turi integruoti skaitmeninio mąstymo sąvokas, o programa „ScratchJr“ padės jiems sukurti įtraukesnes, įdomesnes ir emocingesnes istorijas.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"Tam, kad vaikai galėtų naudoti „ScratchJr“, jiems nereikia mokėti skaityti. Visos instrukcijos ir meniu parinktys yra atpažįstamos per simbolius ir spalvas. Šiam iššūkiui nereikia interneto, todėl jo užduotį galima atlikti klasėje, laboratorijoje ar net atviroje erdvėje.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Vaikai kodavimo blokais padeda automobiliui važiuoti miestu, kuris yra naudojamas kaip fonas.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Vaikai gali naudoti garso, judesio ir „pradėti vėl“ blokus, kad personažai šoktų.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Vaikai pasirenka foną ir personažą. Tada judesio bloku padaro taip, kad automobilis važiuotų per miestą. Vaikai gali naudoti greičio bloką personažui pagreitinti arba sulėtinti.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Nemokama programėlė","challenges-content.computational-thinking-and-computational-fluency.materials.1":"veikia įvairiose operacinėse sistemose ir išmaniuosiuose įrenginiuose","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Be to,","challenges-content.computational-thinking-and-computational-fluency.materials.3":"svetainėje pateikiama daug nemokamos mokomosios medžiagos","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minučių","challenges-content.ai-hour-of-code.title":"Dirbtinio intelekto programavimo valanda","challenges-content.ai-hour-of-code.author":"„Minecraft Education Edition“","challenges-content.ai-hour-of-code.purposes.0":"Sukurti programavimo sprendimus, apimančius sekas, įvykius, kilpas ir sąlygas","challenges-content.ai-hour-of-code.purposes.1":"Išskaidyti veiksmus, reikalingus problemai išspręsti, į tikslią instrukcijų seką","challenges-content.ai-hour-of-code.purposes.2":"Išnagrinėti programavimo sąvokas","challenges-content.ai-hour-of-code.description":"Kaime gali kilti gaisras, todėl reikia parašyti kodą ir rasti sprendimą! Susipažinkite su savo programavimo pagalbininku „Minecraft“ agentu, tada užprogramuokite agentą orientuotis miške ir rinkti duomenis. Šie duomenys padės jam nuspėti, kur kils gaisrai. Tada užprogramuokite agentą, kad jis padėtų išvengti gaisro plitimo, išgelbėtų kaimą ir sugrąžintų į mišką gyvybę. Susipažinkite su programavimo pagrindais ir išnagrinėkite realų dirbtinio intelekto (DI) pavyzdį.","challenges-content.ai-hour-of-code.instructions":"Pamokos planą galima atsisiųsti čia","challenges-content.ai-hour-of-code.materials.0":"Įdiekite „Minecraft: Education Edition“","challenges-content.ai-hour-of-code.materials.1":"Įdiegę „Minecraft Education Edition“, iššūkį rasite","challenges-content.ai-hour-of-code.materials.2":"šioje svetainėje","challenges-content.create-a-dance.title":"Šokio pagal Odę kodui kūrimas","challenges-content.create-a-dance.purposes":"Smagiai mokytis programuoti ir pajusti ryšį su ES programavimo savaitės bendruomene.","challenges-content.create-a-dance.description.0":"Sukurkite šokį pagal Odę kodui („Ode to Code“)! Vadovaudamiesi ","challenges-content.create-a-dance.description.1":"„Dance Party“ vadovu","challenges-content.create-a-dance.description.2":"parašykite kodą šokiui pagal „Ode to Code“. Oficialusis ES programavimo savaitės himnas yra įtrauktas į „Dance Party“ muzikos sąrašą.","challenges-content.create-a-dance.instructions.0":"Instrukcijas vaizdo įrašų formatu rasite","challenges-content.create-a-dance.instructions.1":"vadove","challenges-content.create-a-dance.instructions.2":"ir kiekvieno lygio viršuje","challenges-content.create-a-dance.example":"Su atrinktais mokinių kūriniais galima susipažinti puslapyje","challenges-content.create-a-dance.materials":"„Code.org“ vadovas","challenges-content.create-a-simulation.title":"Simuliacijos kūrimas","challenges-content.create-a-simulation.purposes.0":"Sužinoti apie modeliavimą ir susipažinti su šiais kintamaisiais: minios sukūrimas, atsigavimo rodikliai, kaukių dėvėjimas ir vakcinos.","challenges-content.create-a-simulation.purposes.1":"Panaudoti ankstesnes žinias apie virusų protrūkius realiame pasaulyje, kurios bus taikomos fiktyviam scenarijui.","challenges-content.create-a-simulation.description":"Parašykite kodą, kad sukurtumėte ir paleistumėte savo viruso protrūkio „Monster Town“ (Monstriškių) miestelyje simuliaciją. Išmokite programuoti ir prognozuoti, kas nutiks Monstriškių kaimynams.","challenges-content.create-a-simulation.instructions.0":"Instrukcijas vaizdo įrašų formatu rasite","challenges-content.create-a-simulation.instructions.1":"vadove","challenges-content.create-a-simulation.instructions.2":"ir kiekvieno lygio viršuje","challenges-content.create-a-simulation.example":"Baigę, savo simuliacija galite pasidalyti su kitais. Pasidalykite savo nuomone, kaip padėti kitiems būti sveikiems į miestą atkeliavus virusui.","challenges-content.create-a-simulation.materials":"„Code.org“ vadovas","challenges-content.create-your-own-masterpiece.title":"Šedevro kūrimas","challenges-content.create-your-own-masterpiece.audience":"Tinka visoms amžiaus grupėms","challenges-content.create-your-own-masterpiece.purpose":"Vizualiai pristatyti informatikos sąvokas ir įkvėpti kūrybiškumą","challenges-content.create-your-own-masterpiece.description":"Kurkite šedevrą su menininku! Naudodami kodo blokus padėkite savo menininkui sukurti unikalų meno kūrinį.","challenges-content.create-your-own-masterpiece.instructions":"Instrukcijos yra pateikiamos kiekvieno lygio viršuje","challenges-content.create-your-own-masterpiece.example":"Su darbų pavyzdžiais galima susipažinti šio puslapio skiltyje „Drawing“ (piešimas)","challenges-content.create-your-own-masterpiece.materials.0":"Pirmas vadovo lygis pateikiamas","challenges-content.create-your-own-masterpiece.materials.1":"ČIA","challenges-content.cs-first-unplugged-activities.title":"„CS First Unplugged“ užduotys","challenges-content.cs-first-unplugged-activities.purposes.0":"Padėti mokiniams, kurie mokosi iš namų","challenges-content.cs-first-unplugged-activities.purposes.1":"Padėti visiems pailsėti nuo ekranų","challenges-content.cs-first-unplugged-activities.description":"Iššūkį „CS First Unplugged“ sudaro įvairios užduotys, kurios supažindina mokinius su informatikos sąvokomis be kompiuterio. Šią pamoką sukūrėme norėdami parodyti, kad informatika yra daug daugiau nei tik kodas.","challenges-content.cs-first-unplugged-activities.instructions.0":"Visų užduočių knygutę anglų kalba rasite spustelėję šią","challenges-content.cs-first-unplugged-activities.instructions.1":"nuorodą","challenges-content.cs-first-unplugged-activities.instructions.2":"– o pamokos planą anglų kalba – spustelėję šią","challenges-content.cs-first-unplugged-activities.instructions.3":"Šios pamokos užduotis galima atlikti individualiai ir bet kokia tvarka","challenges-content.cs-first-unplugged-activities.instructions.4":"Mokytojas (-a) gali nufotografuoti mokymosi procesą ir bendrinti nuotrauką „Instagram“ su grotažyme #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Be užduočių knygutės, tam tikroms užduotims atlikti reikia papildomos medžiagos. Papildomą medžiagą galima naudoti ir savanoriškai.","challenges-content.cs-first-unplugged-activities.materials.1":"Nedidelės figūrėlės (pavyzdžiui, pupos), kurias galima naudoti ant „Network a Neighborhood“ (kaimynystės tinklas) žemėlapio.","challenges-content.cs-first-unplugged-activities.materials.2":"Žirklės „Send a Secret Message“ (slapto pranešimo siuntimas) šifravimo ratui iškirpti.","challenges-content.cs-first-unplugged-activities.materials.3":"Kartonas ir klijai, kurie suteiks papildomo standumo „Send a Secret Message“ šifravimo ratui.","challenges-content.cs-first-unplugged-activities.materials.4":"Smeigtukas, dantų krapštukas arba ištiesinta sąvaržėlė „Send a Secret Message“ šifravimo ratui sujungti.","challenges-content.family-care.title":"Rūpinimasis šeima","challenges-content.family-care.experience":"Tinka visiems","challenges-content.family-care.duration":"5–10 valandų","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Išnagrinėti rūpinimosi šeima klausimą, su kuriuo susiduriame kiekvieną dieną","challenges-content.family-care.purposes.1":"Pažvelgti į problemas kaip į galimybes ir rasti kūrybiškų sprendimų","challenges-content.family-care.purposes.2":"Naudoti programavimą naujoviškam sprendimų įgyvendinimui","challenges-content.family-care.purposes.3":"Sukurti plakatus ir pristatyti savo sprendimus kitiems","challenges-content.family-care.purposes.4":"Pasitelkti socialinę žiniasklaidą kuriant savo projektų poveikį","challenges-content.family-care.description.0":"Kas jums yra namai ? Gražus namas ? Skani tėvų paruošta vakarienė ? Slapta vieta, kurioje esate tik jūs ? Šilti namai maitina mūsų kūną ir sielą. Šiuolaikiniame pasaulyje, kuriame gausu šurmulio, tėvai nuolat dirba. Leisdami laiką su draugais, negalite palikti savo kačiukų. Bet kaip juos prižiūrėti, kai nesate kartu ? Šio iššūkio tema yra","challenges-content.family-care.description.1":"rūpinimasis šeima","challenges-content.family-care.description.2":"Remiantis šia tema, mokiniai raginami pasitelkiant programavimą ir aparatinę įrangą sukurti idėją, kuri skleistų meilę ir rūpestį. Štai keletas klausimų, kuriuos turėtumėte apmąstyti","challenges-content.family-care.description.3":"Kiek šeimos narių gyvena su jumis ? Kas jie ? Ar kilo kokių nors problemų gyvenant su jais ? Kokios pagalbos jiems reikia ? ","challenges-content.family-care.description.4":"Ar pažįstate ką nors, kam trūksta šeimos pagalbos labiau nei kitiems jūsų bendruomenės nariams ? Kaip galite jiems padėti ? ","challenges-content.family-care.instructions.0":"Apsvarstykite ir panagrinėkite, kas yra rūpinimasis šeima","challenges-content.family-care.instructions.1":"Išvardykite problemas","challenges-content.family-care.instructions.2":"Pateikite galimus sprendimus","challenges-content.family-care.instructions.3":"Pasirinkite sprendimą","challenges-content.family-care.instructions.4":"Suprogramuokite ir sukurkite struktūrą","challenges-content.family-care.instructions.5":"Sukurkite plakatą savo projektui","challenges-content.family-care.instructions.6":"Pristatykite jį savo mokytojams ir šeimos nariams","challenges-content.family-care.example.0":"Keletą pavyzdžių rasite","challenges-content.family-care.example.1":"ir","challenges-content.family-care.materials.0":"Programavimo priemonė –","challenges-content.family-care.materials.1":"arba atsisiųskite","challenges-content.family-care.materials.2":"staliniam kompiuteriui skirtą versiją","challenges-content.family-care.materials.3":"„mBlock“ yra programavimo kalba, paremta „Scratch“","challenges-content.family-care.materials.4":"Šis iššūkis taip pat pritaikytas pagal „MakeX global Spark“ – projektinę kūrybinio projektavimo programą, skirtą 6–13 metų jaunuoliams. ","challenges-content.family-care.materials.5":"Dalyvaujanti komanda turės sutelkti dėmesį į konkrečią temą ir sukurti sprendimą programuodama programinę įrangą ir konstruodama aparatinę įrangą. ","challenges-content.family-care.materials.6":"Mokiniai raginami užbaigti iššūkį per Programavimo savaitę ir perkelti jį į tarptautinį lygį, kad galėtų bendrauti su kitais mokiniais ir laimėti prizų. ","challenges-content.family-care.materials.7":"Daugiau informacijos rasite svetainėje:","challenges-content.family-care.materials.8":"arba rašykite mums el. pašto adresu","challenges-content.virtual-flower-field.title":"Virtualaus gėlių lauko auginimas","challenges-content.virtual-flower-field.author":"Jadga Huegle, „Meet and Code“ ugdančioji vadovė ir „SAP Snap!“ komandos narė","challenges-content.virtual-flower-field.duration":"30–60 minučių","challenges-content.virtual-flower-field.purposes.0":"Susipažinti su programavimu atliekant paprastą, tačiau išraiškingą projektą. ","challenges-content.virtual-flower-field.purposes.1":"Sužinoti, kad programavimas gali būti meniškas ir padėti kuriant gražius dalykus. ","challenges-content.virtual-flower-field.purposes.2":"Praskaidrinti rudenį spalvingomis gėlėmis ir ES programavimo savaite. ","challenges-content.virtual-flower-field.purposes.3":"Parodyti Žemėje augančių gėlių įvairovę. ","challenges-content.virtual-flower-field.purposes.4":"Prisidėti prie darnaus vystymosi tikslų(DVT), visų pirma DVT13, susijusio su klimato kaita, organizuojant programavimo renginius, kurie didina infomuotumą apie klimato kaitą ir taip šviečia žmones šia tema. ","challenges-content.virtual-flower-field.description":"Pasitelkdami „Snap!“ programavimo kalbą sukurkite programą, skirtą auginti virtualų gėlių lauką, kuriame auga įvairių rūšių gėlės, besiskiriančios savo žiedlapių skaičiumi. ","challenges-content.virtual-flower-field.instructions.0":"Jei reikia įkvėpimo, nuo ko pradėti šią užduoti, pasižiūrėkite šį","challenges-content.virtual-flower-field.instructions.1":"vaizdo įrašą","challenges-content.virtual-flower-field.instructions.2":"arba vadovaukitės","challenges-content.virtual-flower-field.instructions.3":"šiuo dokumentu","challenges-content.virtual-flower-field.instructions.4":"ir vykdykite jame pateiktus nurodymus","challenges-content.virtual-flower-field.instructions.5":"Atliekant šią užduotį reikia „Snap!“(arba „Scratch“) programavimo kalba sukurti virtualų gėlių lauką ir internete paskelbti gauto rezultato momentinę ekrano kopiją ar nuotrauką. ","challenges-content.virtual-flower-field.instructions.6":"Gėlių lauke turėtų augti skirtingų rūšių gėlės, besiskiriančios žiedlapių skaičiumi. Geriausiu atveju gėlės turi būti suprogramuotos. Tai reiškia, kad jos turi būti sukurtos nuolat štampuojant ir sukant(arba piešiant ir sukant) žiedlapius. ","challenges-content.virtual-flower-field.instructions.7":"Paskelbkite savo virtualaus gėlių lauko nuotrauką su grotažyme #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Rekomenduojame naudoti","challenges-content.virtual-flower-field.materials.1":"tačiau galima pasitelkti ir","challenges-content.haunted-house.title":"Vaiduoklių namas su „Hedy“","challenges-content.haunted-house.author":"Felienne Hermans, Leideno universitetas, ir Ramon Moorlag, „I&I“ – Programavimo savaitė NL","challenges-content.haunted-house.audience":"Mokytojai ir kiti pedagogai","challenges-content.haunted-house.duration":"1–2 valandos, priklausomai nuo turėtų žinių","challenges-content.haunted-house.purposes.0":"Sukurti interaktyvią istoriją apie vaiduoklių namą.","challenges-content.haunted-house.purposes.1":"Išmokti programuoti „Hedy“ programavimo kalba.","challenges-content.haunted-house.description":"„Hedy“ programavimo kalba sukursite istoriją apie vaiduoklių namą su interaktyviais elementais. Kiekvieną kartą paleidus kodą bus sukuriama nauja istorija. Istorija taip pat gali būti garsiai skaitoma kompiuterio arba bendrinama internete.","challenges-content.haunted-house.instructions.0":"Pirmiausiai atidarykite naršyklę ir eikite į hedycode.com.","challenges-content.haunted-house.instructions.1":"Vadovaukitės 1–4 lygiams skirtais nurodymais. Naudokite korteles „Level“ (lygis) ir „Haunted house“ (vaiduoklių namas).","challenges-content.haunted-house.instructions.2":"Jos padės sukurti interaktyvią istoriją apie vaiduoklių namą.","challenges-content.haunted-house.instructions.3":"Mokytojai, pamokos planą „Hedy“ rasite","challenges-content.haunted-house.instructions.4":"čia","challenges-content.haunted-house.instructions.5":"Įrašą, kuriame Felienne Hermans pristato „Hedy“ programavimo kalbą, rasite spustelėję","challenges-content.haunted-house.instructions.6":"šią nuorodą","challenges-content.haunted-house.example":"Vaiduoklių namo pavyzdys, lygis Nr. ","challenges-content.haunted-house.materials.0":"„Hedy“ rasite ","challenges-content.haunted-house.materials.1":" 1–4 lygiai","challenges-content.inclusive-app-design.title":"Įtraukusis programėlių projektavimas","challenges-content.inclusive-app-design.author":"„Apple Education“","challenges-content.inclusive-app-design.duration":"60 minučių + pasirinktina pratęsimo veikla","challenges-content.inclusive-app-design.purposes.0":"Apsvarstyti naujas idėjas, suplanuoti programėlę, sukurti jos prototipą ir juo pasidalyti, kad visi galėtų susipažinti ir suprasti.","challenges-content.inclusive-app-design.description":"Puikios programėlės prasideda nuo puikių idėjų. Atlikdami šią užduotį mokiniai turės sugalvoti programėlės idėją jiems rūpima tema ir išmokti projektuoti programėles, atsižvelgiant į įtraukties ir prieinamumo aspektus.","challenges-content.inclusive-app-design.instructions.0":"Instrukcijas rasite spustelėję šią nuorodą","challenges-content.inclusive-app-design.instructions.1":"Pagal šį vienos valandos pamokos planą mokytojai gali padėti mokiniams","challenges-content.inclusive-app-design.instructions.2":"susipažinti su įtraukiuoju programėlių projektavimu","challenges-content.inclusive-app-design.instructions.3":"aptarti jiems rūpimas temas ir rasti idėją programėlei","challenges-content.inclusive-app-design.instructions.4":"išdėstyti idėjas programėlei ir suplanuoti naudotojo veiklą","challenges-content.inclusive-app-design.instructions.5":"sukurti savo programėlės dalies prototipą su „Keynote“","challenges-content.inclusive-app-design.instructions.6":"pasidalyti savo prototipų demonstracinėmis versijomis ir aprašyti, kaip jie palaiko įvairaus išsilavinimo ir gebėjimų naudotojus","challenges-content.inclusive-app-design.materials.0":"Įtraukiojo programėlių projektavimo veikla „Apple“ mokytojų mokymosi centre („Apple Teacher Learning Center“)","challenges-content.inclusive-app-design.materials.1":"Rekomenduojama, tačiau neprivaloma planšetėje „iPad“ ar kompiuteryje „Mac“ turėti programą „Keynote“.","challenges-content.silly-eyes.title":"Juokingos akys","challenges-content.silly-eyes.author":"„Raspberry Pi Foundation“","challenges-content.silly-eyes.duration":"25 minutės","challenges-content.silly-eyes.purposes.0":"Sukurti projektą su naudotojo sąveika.","challenges-content.silly-eyes.purposes.1":"Suasmeninti projektą naudojant spalvų ir grafikos efektus.","challenges-content.silly-eyes.purposes.2":"Susipažinti su dizainu skaitmeniniame pasaulyje.","challenges-content.silly-eyes.description":"Šio projekto metu suprojektuosite ir sukursite personažą juokingomis akimis. Didelės, juokingos personažo akys seks pelės žymeklį, taip suteikdamos jam gyvybės.","challenges-content.silly-eyes.instructions":"Su visu projekto aprašu susipažinti galima čia","challenges-content.silly-eyes.example":"Įkvėpimo galite semtis iš Gobo, „Under the sea“ ir „Don't eat donut“ (povandeninio pasaulio būtybių ir spurgos)","challenges-content.train-ai-bot.title":"DI boto mokymas","challenges-content.train-ai-bot.purposes":"Susipažinti su dirbtiniu intelektu (DI), mašinų mokymusi, mokymusi iš duomenų ir šališkumu, kartu nagrinėjant etines problemas ir kaip DI galima panaudoti sprendžiant pasaulio problemas.","challenges-content.train-ai-bot.description":"Išmokyk DI botą padėti vandenynams („AI for Oceans“). Atlikdami šią užduotį programuosite arba mokysite dirbtinį intelektą (DI) atpažinti žuvis ir šiukšles. Išvalykite vandenyną!","challenges-content.train-ai-bot.instructions.0":"Instrukcijas vaizdo įrašų formatu rasite","challenges-content.train-ai-bot.instructions.1":"ir kiekvieno lygio viršuje","challenges-content.train-ai-bot.materials.0":"Vadovą rasite čia","challenges-content.train-ai-bot.materials.1":"Jis pateikiamas daugiau nei 25 kalbomis","challenges-content.build-calliope.title":"Sukurkite savo „Calliope mini“ sporto trenerį","challenges-content.build-calliope.author":"„Amazon Future Engineer“ | „Meet and Code“ su „Calliope gGmbH“","challenges-content.build-calliope.purposes.0":"Žaismingai susipažinti su sekomis, animacija, pasikartojimais ir kintamaisiais.","challenges-content.build-calliope.purposes.1":"Sukurti struktūrinę diagramą.","challenges-content.build-calliope.purposes.2":"Išbandyti ir suderinti kodą.","challenges-content.build-calliope.purposes.3":"Optimizuoti programą bandymų ir klaidų metodu, tikrinant ir koreguojant tinkamumą.","challenges-content.build-calliope.duration":"20–30 minučių","challenges-content.build-calliope.description":"Dalyviai sukurs skaitmeniniu būdu valdomą prototipą, kuriame naudojamas įvairiomis spalvomis šviečiantis šviesos diodas, atkartojantis iš anksto suplanuotą dešimties pratimų treniruotę.","challenges-content.build-calliope.materials.0":"„Calliope mini StarterBox“ (jeigu yra)","challenges-content.build-calliope.materials.1":'Nešiojamasis kompiuteris arba planšetė, kad būtų galima apsilankyti https://makecode.calliope.cc arba https://calliope.cc ir pasiekti „YouTube“ esančius veiklos išteklius.',"challenges-content.build-calliope.instructions.0":"Pirmiausia sukurkite planą ir nustatykite pratimų eiliškumą. Naudodami tvarkaraštį, užprogramuokite „Calliope mini“ RGB šviesos diodą, kad jis nustatytu greičiu rodytų vieną iš penkių spalvų. Tada sukurkite greičio kintamąjį ir naudodami ciklus suprogramuokite pasikartojimus.","challenges-content.build-calliope.instructions.1":"Nepamirškite, kad jei sukūrėte jums patinkančią programą, galite ja pasidalyti su mumis adresu info@calliope.cc. Mes nekantraujame pamatyti jūsų darbus! Beje, pasidalijusiems savo projektais padovanosime 30 valdiklių „Calliope mini“!","challenges-content.build-calliope.instructions.2":"Pasidalykite savo projekto QR kodu „Instagram“, pridėkite grotažymę #EUCodeWeekChallenge ir paminėkite @CodeWeekEU.","challenges-content.build-calliope.example.0":"Sėdėdami prie kompiuterio galite ir pasportuoti.","challenges-content.build-calliope.example.1":"Sukurkite kūno rengybos prototipą su „Calliope mini“ ir išbandykite jį modeliavimo programoje. Ši užduotis atliekama redaktoriuje „MakeCode“ suprogramuojant paprastą kodų seką (žr. ekrano kopiją).","challenges-content.build-calliope.example.2":"Pasirinkite penkias skirtingas spalvas ir kiekvienai iš jų priskirkite pratimą, pavyzdžiui, pritūpimus ar šuoliukus. Tada spalvas galima išdėstyti bet kokia tvarka ir apmokyti.","challenges-content.common.share":"Pasidalykite savo projekto nuoroda arba QR kodu „Instagram“, pridėkite grotažymę #EUCodeWeekChallenge ir paminėkite @CodeWeekEU.","challenges-content.common.audience.0":"Mokytojai ir kiti pedagogai","challenges-content.common.audience.1":"Pradinės mokyklos moksleiviai (6–12 metų)","challenges-content.common.audience.2":"Pagrindinės mokyklos moksleiviai (12–16 metų)","challenges-content.common.audience.3":"Vidurinės mokyklos moksleiviai (16–18 metų)","challenges-content.code-a-dice.title":"Kauliuko ridenimo programavimas","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Kurti interaktyvias mįsles","challenges-content.code-a-dice.purposes.1":"Suprogramuoti atsitiktinai judančio objekto imitaciją, kuri būtų naudojama, kai nėra tikro objekto","challenges-content.code-a-dice.description":"Šiame iššūkyje reikia suprogramuoti, kad kauliukas atsitiktinai ridentųsi pagal komandą. Galima pasirinkti bet kokio tipo kauliuką su tiek sienelių, kiek norite (pavyzdžiui, naudojamą vaidmenų žaidimuose), ir pridėti garsų.","challenges-content.code-a-dice.instructions.0":"Prisijunkite prie „Scratch“.","challenges-content.code-a-dice.instructions.1":"Pasirinkite foną.","challenges-content.code-a-dice.instructions.2":"Sukurkite veikėją kauliuką arba raskite jį internete ir įkelkite į programą.","challenges-content.code-a-dice.instructions.3":"Sukurkite veikėjui tiek kaukių, kiek pasirinktas kauliukas turi sienelių. Jos visos turi rodyti skirtingą skaičių.","challenges-content.code-a-dice.instructions.4":"Pasirinkite, kada norite, kad kauliukas pradėtų ridentis (paspaudus klaviatūros klavišą, spustelėjus veikėją ir pan.), ir parašykite kodą.","challenges-content.code-a-dice.instructions.5":"Suprogramuokite, kad po kiekvieno ridenimo veikėjas atsitiktinai pakeistų kaukę.","challenges-content.code-a-dice.instructions.6":"Pridėkite garso efektų.","challenges-content.code-a-dice.example":"D-20 kauliuko ridenimas","challenges-content.personal-trainer.title":"Asmeninio trenerio kūrimas naudojant „micro:bit“","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Suprogramuoti „micro:bit“, kad būtų naudojamas garsinių signalų ir šviesos diodų skydelis","challenges-content.personal-trainer.purposes.1":"Sukurti asmeninį prietaisą fiziniam aktyvumui valdyti","challenges-content.personal-trainer.purposes.2":"Suprogramuoti „micro:bit“, kad jis padėtų gerinti sveikatą sportuojant","challenges-content.personal-trainer.description":"Šiame iššūkyje reikia suprogramuoti savo „micro:bit“, kad galėtumėte nustatyti, kiek kartų kartoti fizinius pratimus, ir valdyti poilsio laiką. Galėsite stebėti savo fizinį aktyvumą mokykloje, namuose ar parke.","challenges-content.personal-trainer.instructions.0":"Kai A+B, sukurkite trijų sekundžių atgalinio skaičiavimo laikmatį, kuris kas sekundę išleistų garsą ir pabaigoje rodytų žodį GO (pirmyn)!","challenges-content.personal-trainer.instructions.1":"Per pirmąjį pratimą 20 sekundžių rodykite mirksintį 2x2 kvadratą. Tada paleiskite garsą ir užfiksuokite kvadratą. Per likusį laiką 10 sekundžių rodykite kitą mirksintį vaizdą. Pasibaigus laikui, paleiskite garsą.","challenges-content.personal-trainer.instructions.2":"Tada pakartokite tą patį veiksmą, bet visą pratimo laiką rodykite 3x3 skydelį. Kartokite šiuos veiksmus, kol bus rodomas 5x5 skydelis.","challenges-content.personal-trainer.duration":"30–40 minučių","challenges-content.create-a-spiral.title":"Spiralės kūrimas","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Susipažinti su ciklu ir kintamaisiais bei praktiškai juos išbandyti","challenges-content.create-a-spiral.purposes.1":"Didinti kūrybiškumą programuojant","challenges-content.create-a-spiral.description":"Šiame iššūkyje reikės su „Scratch“ parašyti projektą ir sukurti spiralę naudojant pieštuko blokus, ciklą ir kintamąjį.","challenges-content.create-a-spiral.instructions.0":"Pieštuko blokai","challenges-content.create-a-spiral.instructions.1":"Sukurkite naują projektą ir pavadinkite jį „Spiralė“.","challenges-content.create-a-spiral.instructions.2":"Apatinėje kairėje lango pusėje spustelėkite violetinę piktogramą „Add extension“ (pridėti plėtinį).","challenges-content.create-a-spiral.instructions.3":"Pasirinkite „Pen“ (pieštukas), kad projekte galėtumėte naudoti pieštuko blokus!","challenges-content.create-a-spiral.instructions.4":"Norėdami pradėti projektą, nutempkite bloką „when green flag clicked“ (paspaudus žalią vėliavėlę):","challenges-content.create-a-spiral.instructions.5":"Pradėkite nuo tuščio lapo. Pieštuko blokuose pridėkite bloką „erase all“ (išvalyti viską):","challenges-content.create-a-spiral.instructions.6":"Piešti pradedama scenos centre, todėl reikia, kad veikėjas ten nueitų (0,0):","challenges-content.create-a-spiral.instructions.7":"Jūsų veikėjas gali judėti nepiešdamas arba vienu metu judėti ir piešti:","challenges-content.create-a-spiral.instructions.8":"jei norite, kad jis pieštų, naudokite bloką „pen down“ (pieštukas pieš)","challenges-content.create-a-spiral.instructions.9":"jei nenorite, kad jis pieštų, naudokite bloką „pen up“ (pieštukas nepieš)","challenges-content.create-a-spiral.instructions.10":"Dabar galite piešti! Pridėkite bloką „pen down“ (pieštukas pieš):","challenges-content.create-a-spiral.instructions.11":"Šešiakampis","challenges-content.create-a-spiral.instructions.12":"Prie savo projekto pridėkite toliau nurodytus blokus:","challenges-content.create-a-spiral.instructions.13":"Dabar turite šeštadalį šešiakampio. Šią seką pakartokite šešis kartus:","challenges-content.create-a-spiral.instructions.14":"Spiralė","challenges-content.create-a-spiral.instructions.15":"Norėdami sukurti spiralę, prie kiekvienos kitos pusės ilgio pridėkite 2.","challenges-content.create-a-spiral.instructions.16":"Tam reikia kintamojo.","challenges-content.create-a-spiral.instructions.17":"Kintamųjų blokuose spustelėkite „Make a Variable“ (sukurti kintamąjį).","challenges-content.create-a-spiral.instructions.18":"Pavadinkite jį „length“ (ilgis) ir spustelėkite „OK“ (gerai):","challenges-content.create-a-spiral.instructions.19":"Spiralė didės, todėl pradėkite nuo mažos. Nustatykite, kad pirmas ilgis yra 10, ir įterpkite šį bloką prieš ciklą.","challenges-content.create-a-spiral.instructions.20":"Įveskite kintamąjį „length“ (ilgis) į bloką „move ... steps“ (judėti ... žingsniai).","challenges-content.create-a-spiral.instructions.21":"Kad spiralė didėtų, reikia pailginti kiekvieną ciklą, todėl ciklo gale pridėkite toliau esantį bloką:","challenges-content.create-a-spiral.instructions.22":"Štai jūsų dabartinis projektas:","challenges-content.create-a-spiral.instructions.23":"Graži spiralė","challenges-content.create-a-spiral.instructions.24":"Jūs nupiešėte spiralę! Jei norite, kad spiralė nesibaigtų, pakeiskite ciklą „repeat 6“ (kartoti 6) ciklu „forever“ (amžinai):","challenges-content.create-a-spiral.instructions.25":"Norėdami nupiešti spalvotą spiralę, į ciklą įtraukite šį bloką:","challenges-content.create-a-spiral.instructions.26":"Pradėjus iš naujo, veikėjas piešia nereikalingą liniją. Kad jis to nedarytų, projekto pradžioje pridėkite bloką „pen up“ (pieštukas nepieš).","challenges-content.create-a-spiral.instructions.27":"Štai jūsų galutinis projektas:","challenges-content.create-a-spiral.instructions.28":"Sveikiname! Sukūrėte nuostabią spiralę!","challenges-content.play-against-ai.title":"Žaidimas su dirbtiniu intelektu: „Akmuo, žirklės, popierius“","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"Suprasti, kaip veikia mašininio mokymosi ciklas","challenges-content.play-against-ai.purposes.1":"Sukurti mašininio mokymosi modelį naudojant mokomą mašiną","challenges-content.play-against-ai.purposes.2":"Susipažinti su priemone „Pictoblox“ ir importuoti sukurtą modelį į projektą","challenges-content.play-against-ai.purposes.3":"Programoje „Pictoblox“ paruošti sceną ir veikėjus, sukurti ir inicijuoti kintamuosius","challenges-content.play-against-ai.purposes.4":"Inicijuoti žaidimą, nustatyti žaidėjų ėjimus ir programuoti atsitiktinius dirbtinio intelekto ėjimus","challenges-content.play-against-ai.purposes.5":"Sukurti ir išbandyti žaidimą, kuriame dirbtinis intelektas dalyvautų kaip priešininkas žaidime „Akmuo, popierius, žirklės“","challenges-content.play-against-ai.description":"Naudodami mokomą mašiną sukursime modelį. Tam reikės vaizdų iš trijų klasių: akmuo, žirklės ir popierius. Modelį įkelsime į „Pictoblox“ ir naudosime jį kurdami žaidimą, kurį galėsime žaisti su dirbtiniu intelektu.","challenges-content.play-against-ai.duration":"90 minučių","challenges-content.play-against-ai.instructions.0":"Mokomoje mašinoje sukurkite naują vaizdo projektą su trimis klasėmis, pavadintomis „akmuo“, „popierius“ ir „žirklės“. Kiekvienai klasei su kamera padarykite bent 400 nuotraukų. Įsitikinkite, kad fonas yra neapkrautas. Apmokykite ir eksportuokite modelį. Įkelkite modelį ir nukopijuokite nuorodą.","challenges-content.play-against-ai.instructions.1":"Sukurkite nemokamą paskyrą svetainėje „Pictoblox“. Pridėkite plėtinį „Machine Learning“ (mašininis mokymasis) ir įkelkite modelį. Paruoškite sceną, kintamuosius ir veikėjus. Inicijuokite žaidimą, nustatykite žaidėjo ir dirbtinio intelekto ėjimus bei kas laimi raundą.","challenges-content.play-against-ai.instructions.2":"Apmokykite modelį žaisti.","challenges-content.play-against-ai.instructions.3":"Išbandykite modelį.","challenges-content.play-against-ai.instructions.4":"Eksportuokite modelį.","challenges-content.play-against-ai.instructions.5":"Pridėkite plėtinį „Machine Learning“ (mašininis mokymasis) ir įkelkite modelį.","challenges-content.play-against-ai.instructions.6":"Paruoškite sceną, kintamuosius ir veikėją.","challenges-content.play-against-ai.instructions.7":"Inicijuokite žaidimą.","challenges-content.play-against-ai.instructions.8":"Nustatykite žaidėjo ėjimus.","challenges-content.play-against-ai.instructions.9":"Nustatykite atsitiktinius dirbtinio intelekto ėjimus.","challenges-content.play-against-ai.instructions.10":"Perduokite atsitiktinius dirbtinio intelekto ėjimus.","challenges-content.play-against-ai.instructions.11":"Sukurkite tris blokus. Kas laimi šį raundą? ","challenges-content.play-against-ai.instructions.12":"Patikrinkite, ar žaidėjas laimi šį raundą.","challenges-content.play-against-ai.instructions.13":"Patikrinkite, ar dirbtinis intelektas laimi šį raundą.","challenges-content.play-against-ai.instructions.14":"Patikrinkite, ar šiame raunde pasiektos lygiosios.","challenges-content.play-against-ai.instructions.15":"Užprogramuokite blokus.","challenges-content.play-against-ai.instructions.16":"Akmuo, popierius, žirklės, veikėjas","challenges-content.air-drawing-with-AI.title":"Piešimas ore naudojant dirbtinį intelektą","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"Parašyti programą naudojant plėtinį „Human Body Detection“ (žmogaus kūno aptikimas), kuris atpažintų pirštų judesius prieš kamerą","challenges-content.air-drawing-with-AI.purposes.1":"Programuoti naudojant paprastus blokus keliose kodo eilutėse","challenges-content.air-drawing-with-AI.purposes.2":"Pamatyti pavyzdį, kaip naudojamas dirbtinis intelektas","challenges-content.air-drawing-with-AI.description":"Sukurkite programą, kad naudotojas galėtų piešti ore priešais kamerą esančia ranka (rodomuoju pirštu) ir kad viskas, ką jis nupiešia, būtų automatiškai rodoma „Pictoblox“ scenoje.","challenges-content.air-drawing-with-AI.instructions.0":"Sukurkite paskyrą svetainėje „Pictoblox.","challenges-content.air-drawing-with-AI.instructions.1":"Vadovaukitės vaizdiniais nurodymais:","challenges-content.air-drawing-with-AI.instructions.2":"Pridėkite plėtinius „Human Body Detection“ (žmogaus kūno aptikimas) ir „Pen“ (pieštukas).","challenges-content.air-drawing-with-AI.instructions.3":"Paruoškite sceną ir pridėkite veikėją (pieštuką) bei papildomus blokus: „Pen Down“ (pieštukas pieš), „Pen Up“ (prieštukas nepieš), „Delete all“ (ištrinti viską).","challenges-content.air-drawing-with-AI.instructions.4":"Parašykite kodą, kad pieštukas sektų pirštą.","challenges-content.air-drawing-with-AI.instructions.5":"Parašykite kodą mygtukams: „Pen Up“ (pieštukas nepieš), „Pen Down“ (pieštukas pieš) ir „Delete all“ (ištrinti viską), taip pat „Pen“ (pieštukas).","challenges-content.air-drawing-with-AI.instructions.6":"Dabar galite kurti piešinius ir žaisti su įvairiomis spalvomis bei pieštuko dydžiu.","challenges-content.air-drawing-with-AI.materials.0":"Nešiojamasis arba stalinis kompiuteris su kamera","challenges-content.air-drawing-with-AI.materials.1":"Naujausia atsisiųstos programos „PictoBlox“ versija (rekomenduojama) arba internetinė „Pictoblox“ versija (nemokama)","challenges-content.air-drawing-with-AI.materials.2":"„Pictoblox“ paskyra (nemokama)","challenges-content.air-drawing-with-AI.materials.3":"Geras interneto ryšys","challenges-content.emobot-kliki.title":"Emocinis botas „Kliki“","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Susipažinti su pagrindinėmis mašininio mokymosi ir teksto atpažinimo sąvokomis","challenges-content.emobot-kliki.purposes.1":"Suprasti emocijų vaidmenį bendraujant","challenges-content.emobot-kliki.purposes.2":"Pasitelkus kodą sukurti virtualaus pašnekovo ir naudotojo dialogą","challenges-content.emobot-kliki.purposes.3":"Suprasti, kaip kompiuteriai analizuodami tekstą gali atpažinti emocinius tonus ir atitinkamai reaguoti","challenges-content.emobot-kliki.description.0":"Programoje „Scratch“ sukurkite emocinį botą, kuris rodytų laimingą veidą, kai žinutė yra teigiama (sakote jam malonius dalykus), piktą veidą, kai žinutė yra neigiama (sakote jam piktus dalykus), ir sutrikusį veidą, kai žinutė yra neaiški.","challenges-content.emobot-kliki.description.1":"Mūsų emocinis botas „Kliki“ atpažįsta komplimentus ir įžeidimus, todėl pamatysime, kaip kompiuterius galima išmokyti atpažinti emocinį toną.","challenges-content.emobot-kliki.instructions.0":"Norėdami pradėti, sukurkite taisyklių sąrašą, kas yra gražu ar malonu, o kas negražu ar pikta.","challenges-content.emobot-kliki.instructions.1":"Prisijunkite svetainėje https://machinelearningforkids.co.uk/ arba sukurkite naują paskyrą.","challenges-content.emobot-kliki.instructions.2":"Sukurkite naują mašininio mokymosi modelį pridėdami tris naujas etiketes. Pirmąją pavadinkite „nice“ (gražu, malonu), antrąją – „bad“ (negražu, nemalonu). Trečioji etiketė yra pasirinktina. Ją galite pavadinti „name“ (pavadinimas), jei norite, kad šį žodį atpažintų.","challenges-content.emobot-kliki.instructions.3":"Apmokykite naują mašininio mokymosi modelį, išbandykite jį ir juo pasinaudodami programoje „Scratch“ sukurkite emocinį botą.","challenges-content.emobot-kliki.instructions.4":"Paleiskite „Scratch 3“ redaktorių, ištrinkite katiną kaip veikėją ir įterpkite tris naujus veikėjus, kuriuos sukūrė „Microsoft Bing Image Creator“ (laimingo, pikto ir pasimetusio kompiuterio paveiksliukus), arba sukurkite naują veikėją spustelėdami piktogramą „Paint“ (piešti) ir nupiešdami tris kaukes: laimingo, pikto ir pasimetusio veido.","challenges-content.emobot-kliki.instructions.5":"Spustelėkite kortelę „Code“ (kodas) ir įveskite toliau nurodytą skriptą.","challenges-content.emobot-kliki.example.0":"Pasidalykite savo emociniu botu „Kliki“ su draugais ir sužinokite daugiau apie dirbtinį intelektą ir emocijas!","challenges-content.emobot-kliki.example.1":"Vietoj kompiuterio paveiksliuko galima išbandyti, pavyzdžiui, gyvūno. Veikėją galima išmokyti atpažinti ir kitokias žinutes, ne tik malonias ir piktas.","challenges-content.craft-magic.title":"Magijos kūrimas naudojant dirbtinio intelekto rankų gestus","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Ugdyti mokinių programavimo įgūdžius, suteikiant galimybę naudotis pagrindinėmis komandomis","challenges-content.craft-magic.purposes.1":"Lavinti algoritminio mąstymo įgūdžius išskaidant sudėtingas užduotis į paprastesnius etapus","challenges-content.craft-magic.purposes.2":"Skatinti kūrybiškai spręsti problemas ieškant unikalių būdų, kaip rankų gestus pritaikyti piešimui ir rašymui","challenges-content.craft-magic.purposes.3":"Padėti suprasti dirbtinio intelekto sąvokas, visų pirma kaip dirbtinis intelektas leidžia kompiuteriams atpažinti ir aiškinti rankų gestus","challenges-content.craft-magic.purposes.4":"Didinti informuotumą apie technologijų svarbą neįgaliesiems","challenges-content.craft-magic.purposes.5":"Skatinti mokinių bendradarbiavimą sprendžiant problemas ir komandinį darbą tobulinant savo rankų gestų programas","challenges-content.craft-magic.purposes.6":"Susieti programavimo ir skaitmeninio mąstymo įgūdžius su realiuoju pasauliu, pabrėžiant reikšmingą technologijų poveikį žmonių gyvenimui ir suderinant jas su darnaus vystymosi tikslais (DVT)","challenges-content.craft-magic.duration.0":"90 minučių 10–12 metų mokiniams","challenges-content.craft-magic.duration.1":"45 minutės 12–15 metų mokiniams","challenges-content.craft-magic.description":"Kaip kūrybiškai ir įdomiai sukurti „Scratch“ blokais paremtą programą, naudojant dirbtinio intelekto plėtinį „Human Body“ (žmogaus kūnas), kad būtų galima piešti ekrane nenaudojant įprastos pelės ar jutiklinio ekrano.","challenges-content.craft-magic.instructions.0":"Svetainėje https://ai.thestempedia.com sukurkite mokytojui ir mokiniams skirtas paskyras.","challenges-content.craft-magic.instructions.1":"Importuokite plėtinius „Human Body Detection“ (žmogaus kūno aptikimas), „Pen“ (pieštukas), „Text to Speech“ (teksto keitimas į kalbą).","challenges-content.craft-magic.instructions.2":"Iš bibliotekos pridėkite veikėją „Pencil“ (pieštukas) ir sukurkite septynis veikėjus („write“ (rašyti), „clear“ (išvalyti), „black“ (juodas), „red“ (raudonas), „blue“ (mėlynas), „green“ (žalias) ir „pink“ (rožinis).","challenges-content.craft-magic.instructions.3":"Parašykite komandas, kad patikrintumėte, kas nutinka, kai pieštukas paliečia vieną iš kitų veikėjų.","challenges-content.craft-magic.instructions.4":"Parašykite komandas, kad kamera atpažintų rankos padėtį ir perkeltų pieštuką į rodomojo piršto x ir y koordinates.","challenges-content.craft-magic.instructions.5":"Pasibaigus pakeiskite kaukę.","challenges-content.craft-magic.instructions.6":"Pridėkite garso efektus.","challenges-content.craft-magic.materials.0":"Programavimo platforma https://ai.thestempedia.com (nemokama)","challenges-content.craft-magic.materials.1":"Mokytojo paskyra (nemokama)","challenges-content.craft-magic.materials.2":"Mokinio paskyra (nemokama)","challenges-content.craft-magic.materials.3":"Kompiuteriai su kamera","challenges-content.craft-magic.materials.4":"Interneto ryšys","challenges-content.circle-of-dots.title":"Apskritimas iš taškų","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Parašyti kodą nupiešti liniją iš taškų","challenges-content.circle-of-dots.purposes.1":"Parašyti kodą nupiešti liniją iš brūkšnelių","challenges-content.circle-of-dots.purposes.2":"Parašyti kodą apskritimui nupiešti","challenges-content.circle-of-dots.purposes.3":"Parašyti kodą nupiešti apskritimą iš taškų (brūkšnelių)","challenges-content.circle-of-dots.description":"Nupiešti apskritimą iš taškų arba brūkšnelių","challenges-content.circle-of-dots.duration":"40 minučių","challenges-content.circle-of-dots.instructions.0":"Sukurkite taškų bloką.","challenges-content.circle-of-dots.instructions.1":"Sukurkite brūkšnelių bloką.","challenges-content.circle-of-dots.instructions.2":"Sukurkite apskritimą iš taškų.","challenges-content.circle-of-dots.instructions.3":"Sukurkite apskritimą iš brūkšnelių.","challenges-content.coding-escape-room.title":"Programavimo pabėgimo kambarys","challenges-content.coding-escape-room.author":"Stefania Altieri ir Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Išmokyti ir (arba) išmokti programavimo sąvokas ir jas apmąstyti","challenges-content.coding-escape-room.purposes.1":"Naudoti paprastas programavimo priemones","challenges-content.coding-escape-room.purposes.2":"Lavinti skaitmeninį mąstymą ir problemų sprendimo įgūdžius","challenges-content.coding-escape-room.description.0":"Sukurkite programavimo pabėgimo kambarį, kaip šis:","challenges-content.coding-escape-room.description.1":"Programavimu paremtam pasakojimui galima naudoti „Google Forms“, „Genially“, „Google Slides“ ar bet kokią kitą priemonę ;).","challenges-content.coding-escape-room.duration":"90 minučių","challenges-content.coding-escape-room.instructions":"Mokinius galima suskirstyti į nedideles grupeles. Pirmiausia jie gali išbandyti žaidimą, o tada pagal šabloną sukurti savo:","challenges-content.coding-escape-room.materials.0":"Galima naudoti bet kokią priemonę („Google“ ir „Microsoft“ platformas dokumentams, pateiktims ir lentelėms kurti bei bendrinti). Tinka bet kokia su IRT ir programavimu susijusi programavimo sąvoka, priemonė ar asmenybė.","challenges-content.coding-escape-room.example.0":"Žaidžiant pristatomi IRT istorijai labai svarbūs asmenys ir pagrindinės kodavimo bei programavimo sąvokos. Tai geriausias būdas mokytis ir aktyviai dalyvauti. Šį žaidimą galima žaisti komandomis arba individualiai, kaip iššūkį ar varžybas. Tada mokiniai gali sukurti kažką panašaus ir ugdyti tokius gebėjimus kaip kūrybiškumas ir programavimo įgūdžiai.","challenges-content.coding-escape-room.example.1":"Tai labai praktiškas išteklius, kurį galima naudoti pakartotinai ir lengva atkurti. Viena iš galimų priemonių yra „Google Forms“. Taip pat galima naudoti „Google Slides“, „Genial.ly“, „Emaze“ ar kitą priemonę, kuri padėtų kurti istorijas su pasirinkimu ir nuotykius.","challenges-content.coding-escape-room.example.2":"Pabėgimo iššūkį sudaro keli etapai. Įveikus vieną, galima eiti toliau. Mokiniai turi sukurti programavimo viktoriną.","challenges-content.let-the-snake-run.title":"Gyvatėlė","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Suprogramuoti gyvatėlės judėjimą „micro:bit“","challenges-content.let-the-snake-run.purposes.1":"Nustatyti tinkamą jungtinės animacijos išdėstymą ir laiką.","challenges-content.let-the-snake-run.description":"Mokiniai turi parašyti kodus, kad gyvatėlė judėtų per vienas šalia kito esančius „micro:bit“. Reikia padaryti taip, kad atrodytų, jog gyvatėlė pereina iš vieno „micro:bit“ iki kitą.","challenges-content.let-the-snake-run.duration":"30 minučių","challenges-content.let-the-snake-run.instructions.0":"Sukurkite kelią, einantį per kelis vienas šalia kito esančius „micro:bit“ (pvz., sudarančius 2x2 kvadratą).","challenges-content.let-the-snake-run.instructions.1":"Gyvatėlei judant keliu rašykite kodus.","challenges-content.let-the-snake-run.instructions.2":"Dirbkite su savo įrenginiu, o tada sudėkite juos kartu ir paleiskite kodą.","challenges-content.let-the-snake-run.instructions.3":"Pagalvokite apie laiką ir vietą: gyvatėlei dingus iš vieno „micro:bit“, ji turi atsirasti kitame.","challenges-content.let-the-snake-run.instructions.4":"Papildomi iššūkiai: paleiskite muziką su „micro:bit v2“, kol gyvatėlė išeis iš jūsų įrenginio.","challenges-content.let-the-snake-run.instructions.5":"Sukurkite gyvatėlę keisdami šviesos diodų ryškumą.","challenges-content.let-the-snake-run.instructions.6":"Pabandykite sukurti ilgesnę gyvatėlę arba daugiau gyvatėlių.","challenges-content.let-the-snake-run.example.0":"Štai šešių pikselių ilgio gyvatėlės su keturiais „micro:bit“, sudarančiais 2x2 kvadratą, pavyzdys:","challenges-content.let-the-snake-run.example.1":"Pirmo „micro:bit“ programavimas (tai gali padaryti mokytojas)","challenges-content.let-the-snake-run.example.2":"Šis „micro:bit“ inicijuoja visus kodus. Paspaudus mygtuką A, jis siunčia radijo signalą kitiems „micro:bit“.","challenges-content.let-the-snake-run.example.3":"Gyvatėlės judėjimo programavimas","challenges-content.let-the-snake-run.example.4":"Visi „micro:bit“ turi būti toje pačioje radijo grupėje kaip pirmasis.","challenges-content.let-the-snake-run.example.5":"Visa animacija prasideda gavus radijo signalą.","challenges-content.let-the-snake-run.example.6":"Pirmojo „micro:bit“ animacija matoma iš karto. Kiti laukia, kol gyvatėlė juos pasieks.","challenges-content.let-the-snake-run.example.7":"Laikas tarp dviejų etapų lemia gyvatėlės greitį.","challenges-content.let-the-snake-run.materials.0":"„micro:bit“ (jei galima, kiekvienam mokiniui)","challenges-content.let-the-snake-run.materials.1":"Nešiojamasis arba stalinis kompiuteris, kad būtų galima naudoti „makecode.microbit.org“ redaktorių","challenges-content.illustrate-a-joke.0.title":"Pokšto iliustravimas su „bitsy“","challenges-content.illustrate-a-joke.1.author":"Margot Schubert","challenges-content.illustrate-a-joke.2.purposes":"Sukurti nedidelį žaidimą, kuriame naudotojas rastų atsakymą į klausimą pokštą","challenges-content.illustrate-a-joke.3.description":"Mokiniai kuria žaidimą, kuriame naudotojas randa atsakymą į klausimą pokštą, kai figūrėlė pataiko į žaidimo lauke esantį objektą.","challenges-content.illustrate-a-joke.4":"Šiame iššūkyje naudojamos pagrindinės „bitsy“ funkcijos.","challenges-content.illustrate-a-joke.5.instructions.0":"Sugalvokite klausimą pokštą. Eikite į „bitsy“ ir padėkite naują projektą. Jums reikės:","challenges-content.illustrate-a-joke.5.instructions.1":"avataro – veikėjo, kurį galima judinti;","challenges-content.illustrate-a-joke.5.instructions.2":"balto katino violetiniame fone;","challenges-content.illustrate-a-joke.5.instructions.3":"automatiškai sukurto aprašymo;","challenges-content.illustrate-a-joke.5.instructions.4":"objekto, į kurį turi eiti avataras;","challenges-content.illustrate-a-joke.5.instructions.5":"kambario – jūsų programos fono;","challenges-content.illustrate-a-joke.5.instructions.6":"dviejų žinučių: klausimo ir atsakymo.","challenges-content.illustrate-a-joke.5.instructions.7":"Užbaigtą žaidimą galima atsisiųsti kaip html failą.","challenges-content.illustrate-a-joke.6.example":"Šioje svetainėje rasite pokšto pavyzdį ir nuorodą į skaitmeninę lentą:","challenges-content.illustrate-a-joke.7.materials":"Naršyklėje veikianti programa „bitsy“","challenges-content.app-that-counts-in-several-languages.title":"Keliomis kalbomis skaičiuojanti programėlė","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Išmokti sukurti paprastą programėlę","challenges-content.app-that-counts-in-several-languages.purposes.1":"Išmokti programuoti naudojant blokus","challenges-content.app-that-counts-in-several-languages.purposes.2":"Išmokti pridėti etiketes, mygtukus, vaizdus, jutiklius ir mediją","challenges-content.app-that-counts-in-several-languages.purposes.3":"Išmokti tvarkyti elementus programėlės ekrane","challenges-content.app-that-counts-in-several-languages.description":"Programėlėje vienu mygtuko paspaudimu galima skaičiuoti keliomis kalbomis. Naudotojui papurčius išmanųjį telefoną, skaičius grįžta į nulį. Iššūkio tikslas – pridėti dar vieną kalbą.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Šiame iššūkyje reikia apibrėžti kitą kalbą, kuria norite, kad programėlė skaičiuotų.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Tada iš interneto (pvz., iš „Pixabay“ ar „Unsplash“) atsisiųskite tos šalies vėliavą ir įkelkite ją į platformą „MIT APP Inventor“ naudodami elementą „Flag“ ypatybėje „Picture“ (paveikslėlis).","challenges-content.app-that-counts-in-several-languages.instructions.2":"Tada išsiaiškinkite, kaip angliškai parašyti šalies pavadinimą ir kaip tos šalies kalba pasakyti „išeiti“ ir „paspausk mane“.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Galiausiai pridėkite reikiamus blokus, kad programėlė veiktų naująja kalba.","challenges-content.app-that-counts-in-several-languages.materials.0":"Programėlei sukurti reikia stalinio arba nešiojamojo kompiuterio su interneto ryšiu.","challenges-content.app-that-counts-in-several-languages.materials.1":"Sukurkite paskyrą platformoje „MIT APP Inventor“, kurią rasite svetainėje https://ai2.appinventor.mit.edu.","challenges-content.app-that-counts-in-several-languages.materials.2":"Tam, kad sukurtą programėlę būtų galima išbandyti, į išmanųjį telefoną reikia įdiegti programėlę „MIT AI2 Companion“.","challenges-content.coding-with-art-through-storytelling.title":"Programavimas pasitelkiant meną ir pasakojimą","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara ir Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Ugdyti stebėjimo, aiškinimo ir klausimų kėlimo įgūdžius pasitelkiant meną","challenges-content.coding-with-art-through-storytelling.purposes.1":"Naudoti kūrybiškumą ir bendradarbiauti su kitais siekiant bendro tikslo","challenges-content.coding-with-art-through-storytelling.purposes.2":"Sukurti algoritmą istorijai perpasakoti","challenges-content.coding-with-art-through-storytelling.description":"Šiame iššūkyje mokiniai semsis įkvėpimo iš meno kūrinio, kurs istoriją ir ją iliustruos. Tada jie bandys perpasakoti istoriją naudodami programuojamą robotikos rinkinį arba nenaudodami jokių skaitmeninių priemonių.","challenges-content.coding-with-art-through-storytelling.materials.0":"Šią užduotį galima atlikti be skaitmeninių priemonių arba naudojant mokomąjį programuojamą robotą, pavyzdžiui, „beebot“, „bluebot“ ar robotą pelę.","challenges-content.coding-with-art-through-storytelling.materials.1":"„beebot“ rodyklių kortelės arba rodyklių kortelės, jei nenaudojamos skaitmeninės priemonės","challenges-content.coding-with-art-through-storytelling.materials.2":"graikų kalba","challenges-content.coding-with-art-through-storytelling.materials.3":"Daugiau informacijos apie rinkinį „Project Zero‘s Thinking Routine“ pateikiama","challenges-content.coding-with-art-through-storytelling.example.0":"Mokytojas kartu su mokiniais modeliuoja, kaip su kortelėmis sukurti algoritmą, kuris duotų nurodymus „Bee-Bot“ ar kitam robotui, kaip ant kilimėlio pasiekti pirmąjį istorijos įvykį. Mokiniai dirba 3–4 žmonių komandose, kad sukurtų algoritmą, pagal kurį robotas galėtų pereiti prie kitos sekos. Mokiniai išbando savo algoritmus ant klasės kilimėlio ir, jei reikia, pašalina klaidas.","challenges-content.coding-with-art-through-storytelling.example.1":"Jie toliau keliauja per tiek istorijos įvykių, kiek tik gali","challenges-content.coding-with-art-through-storytelling.example.2":"Šią užduotį galima atlikti ir be skaitmeninių priemonių.","challenges-content.coding-with-art-through-storytelling.example.3":"Vienas vaikas vaidina robotą, kitas – programuotoją. Programuotojas, naudodamas rodyklių korteles, sukuria algoritminį kelią, kad padėtų robotui pereiti nuo vieno paveikslėlio prie kito ir perpasakoti istoriją. Kiekvieną kartą, kai robotas atsiduria paveikslėlyje, jo prašoma papasakoti tam tikrą istorijos dalį.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Mokytojas paprašo mokinių įsižiūrėti į paveikslą arba nuotrauką.","challenges-content.coding-with-art-through-storytelling.instructions.1":"Kurdami istoriją, jie naudojasi mąstymo tvarka „Beginning, Middle, End“ (pradžia, vidurys, pabaiga) (Harvardo universiteto projektas „Zero“).","challenges-content.coding-with-art-through-storytelling.instructions.2":"Mokytojas klausia mokinių: „Jei šis paveikslas yra istorijos pradžia, vidurys arba pabaiga, kas galėtų nutikti toliau / galėjo nutikti prieš tai / galėtų nutikti pabaigoje?“","challenges-content.coding-with-art-through-storytelling.instructions.3":"Mokiniai iliustruoja istorijos įvykius.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Mokiniai prisimena istoriją ir sudeda įvykius į tinklelį. Naudodamiesi rodyklių kortelėmis, jie sukuria algoritmą, padedantį „bee-bot“ perpasakoti istoriją.","challenges-content.coding-with-legoboost.title":"Kodavimas ir programavimas programoje „Scratch“ su plėtiniu „LegoBoost“","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"Kurti modelius naudojant „LegoBoost“","challenges-content.coding-with-legoboost.purposes.1":"Lavinti programavimo įgūdžius programoje „Scratch“","challenges-content.coding-with-legoboost.purposes.2":"Programuoti robotus naudojant paprastas ir sudėtingas komandas","challenges-content.coding-with-legoboost.description":"Šiame iššūkyje mokiniai naudos „Scratch“ plėtinį „LegoBoost“ ir į programą įves kodus, kad robotai galėtų judėti pirmyn, atgal, išvengti kliūčių ir vykdyti balso komandas.","challenges-content.coding-with-legoboost.duration":"120 minučių","challenges-content.coding-with-legoboost.instructions.0":"Prisijunkite prie programos „Scratch.mit.edu“.","challenges-content.coding-with-legoboost.instructions.1":"Paleiskite „Scratch Link“ ir nešiojamajame kompiuteryje aktyvinkite „Bluetooth“.","challenges-content.coding-with-legoboost.instructions.2":"Spustelėkite „Add an Extension from Scratch“ (pridėti plėtinį iš „Scratch“) ir pasirinkite „LegoBoost“.","challenges-content.coding-with-legoboost.instructions.3":"Pridėkite ES programavimo savaitės paveikslėlį.","challenges-content.coding-with-legoboost.instructions.4":"Nustatykite, kad du AB varikliai būtų ON (įjungti), o priėjus raudoną kliūtį – OFF (išjungti).","challenges-content.coding-with-legoboost.instructions.5":"Žalioje spalvoje variklis A yra įjungtas, o juodoje spalvoje – variklis B.","challenges-content.coding-with-legoboost.instructions.6":"Pakeliui bus nustatytos žalios, raudonos ir juodos spalvų kliūtys.","challenges-content.coding-with-legoboost.instructions.7":"Naudodami rodykles pridėkite judėjimo ir posūkių komandas ir teksto keitimą į kalbą, kai susiduriama su kliūtimi.","challenges-content.coding-with-legoboost.instructions.8":"Išbandykite!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1qDo49edIDH3KO_NnKLpfjUMiNgPUCIGO","challenges.title":"ES PROGRAMAVIMO SAVAITĖS IŠŠŪKIAI","challenges.date":"2021 m. spalio 9–24 d.","challenges.common.target-audience":"Tikslinė auditorija","challenges.common.pre-primary":"Ikimokyklinio amžiaus vaikai","challenges.common.experience":"Patirtis","challenges.common.duration":"Trukmė","challenges.common.materials":"Rekomenduojama medžiaga","challenges.common.purpose":"Tikslas","challenges.common.description":"Aprašas","challenges.common.instructions":"Instrukcijos","challenges.common.example":"Pavyzdys","challenges.common.written-by.0":"Šį iššūkį parengė","challenges.common.written-by.1":"ir jis yra įtrauktas į","challenges.common.teachers":"Mokytojai","challenges.common.students":"Mokiniai","challenges.common.beginner":"Pradedančiųjų lygis","challenges.common.intermediate":"Vidutinis lygis","challenges.common.advanced":"Pažengusiųjų lygis","challenges.common.1-hour":"1 valanda","challenges.main.0":"2021 m. spalio 9–24 d. vyksiančios ES programavimo savaitės metu kviečiame dalyvauti viename ar keliuose ES programavimo savaitės iššūkiuose.","challenges.main.1":"Kas yra m. ES programavimo savaitės iššūkiai?","challenges.main.2":"ES programavimo savaitės iššūkiai yra užduotys, kurias galite atlikti patys, klasėje, su kolegomis ar draugais. Norite dalyvauti Programavimo savaitėje, bet nežinote, ką surengti? Tai kaip tik jums! Kartu su Programavimo savaitės partneriais sukūrėme nesunkių užduočių su konkrečiais pavyzdžiais, kaip jas atlikti klasėje ar grupėje. Taip pat pateikiamos užduočių atlikimo gairės, kurias galima pritaikyti pagal dalyvių poreikius, pomėgius ir amžių. Nors naudotis galima bet kokiomis priemonėmis ir technologijomis, rekomenduojame pasitelkti nemokamus atvirųjų šaltinių išteklius.","challenges.main.3":"Pasirinkite vieną ar kelis iššūkius, pritaikykite juos savo grupei ar klasei ir bendrinkite rezultatus „Instagram“, kad paskatintumėte dar daugiau kolegų ir draugų įsitraukti į Programavimo savaitės pramogas!","challenges.main.4":"Daugiau informacijos rasite spustelėję konkretų iššūkį:","challenges.main.5":"Kas gali prisijungti?","challenges.main.6":"Visi (mokyklos, mokytojai, bibliotekos, programavimo klubai, įmonės, valdžios institucijos) kviečiami švęsti 2021 m. ES programavimo savaitę ir dalyvauti #EUCodeWeekChallenge.","challenges.main.7":"Kaip dalyvauti 2021 m. ES programavimo savaitės iššūkyje?","challenges.main.8":"Pasirinkite norimą iššūkį.","challenges.main.9":"Suskirstykite dalyvius poromis arba grupėmis. Atliekant iššūkio užduotį svarbiausia yra komandinis darbas ir bendradarbiavimas, nesvarbu, ar savo veiklą organizuojate asmeniškai ar internetu kaip nacionalinę ar tarptautinę bendradarbiavimo veiklą.","challenges.main.10":"Bendrinkite savo iššūkį","challenges.main.11":"Ar norėtumėte laimėti Programavimo savaitės prizų? Jei taip, jūsų darbas turi užkariauti internetą!","challenges.main.12":"Atlikę iššūkio užduotį, bendrinkite ją „Instagram“.","challenges.main.13":"Spalio 9–24 d. vyksiančios Programavimo savaitės metu laimėtojai bus kasdien renkami ir skelbiami mūsų „Instagram“ kanale, todėl nepamirškite reguliariai tikrinti savo pranešimų.","challenges.share.0":"Kaip bendrinti savo iššūkį (-ius) platformoje „Instagram“?","challenges.share.1":"Bakstelėkite mygtuką „Edit profile“ (redaguoti profilį).","challenges.share.2":"Laukelyje „Website“ (svetainė) įveskite savo darbo nuorodą ir išsaugokite.","challenges.share.3":"Sukurkite naują įrašą:","challenges.share.4":"įdėkite savo darbo momentinę ekrano kopiją;","challenges.share.5":"pridėkite įdomų aprašymą;","challenges.share.6":"nepamirškite nurodyti „Nuoroda biografijoje“;","challenges.share.7":"pridėkite grotažymę #EUCodeWeekChallenge;","challenges.share.8":"paminėkite ir pažymėkite @CodeWeekEU.","challenges.share.9":"Norite bendrinti savo iššūkį (-ius) „Facebook“?","challenges.share.10":"ES programavimo savaitės","challenges.share.11":"„Facebook“ puslapyje","challenges.share.12":"bus kasdien skelbiamas įrašas su nauju iššūkiu, o prizo laimėtojas bus renkamas iš po šiuo įrašu pateiktų komentarų.","challenges.share.13":"Kaip tai veikia?","challenges.share.14":"Tiesiog pakomentuokite įrašą su nuoroda į savo darbą.","challenges.share-box.0":"Pasidalykite nuoroda į savo darbą","challenges.share-box.1":"„Instagram“ biografijoje","challenges.share-box.2":"savo „Instagram“ paskyroje bakstelėkite mygtuką","challenges.share-box.3":"„Edit Profile“ (redaguoti profilį)","challenges.share-box.4":"ir laukelyje „Website“ (svetainė) įveskite savo darbo nuorodą. Tada sukurkite naują įrašą, pridėkite savo darbo momentinę ekrano kopiją, užrašykite ","challenges.share-box.5":"„Nuoroda biografijoje“","challenges.share-box.6":"pridėkite grotažymę #EUCodeWeekChallenge ir paminėkite @CodeWeekEU","challenges.share-box.7":"Norite bendrinti savo iššūkį (-ius)","challenges.share-box.8":"ES programavimo savaitė paskelbs","challenges.share-box.9":"įrašą apie naują iššūkį savo","challenges.share-box.10":"„Facebook“ puslapyje","challenges.share-box.11":"Tiesiog pakomentuokite įrašą su nuoroda į savo darbą","challenges.share-box.12":"Spalio 9–24 d. vyksiančios Programavimo savaitės metu Programavimo savaitės prizų laimėtojai bus kasdien renkami ir skelbiami mūsų „Facebook“ kanaluose, todėl nepamirškite reguliariai tikrinti savo pranešimų","challenges.take-part.0":"Kodėl verta dalyvauti ES programavimo savaitės iššūkyje?","challenges.take-part.1":"Kad galėtumėte padėti spręsti problemas ir susipažinti su programavimu.","challenges.take-part.2":"Kad galėtumėte dirbti kartu su savo bendraamžiais ar kolegomis.","challenges.take-part.3":"Kad galėtumėte skleisti žinią apie programavimo svarbą.","challenges.download.0":"Spustelėkite","challenges.download.1":"čia","challenges.download.2":"ir šį iššūkį galėsite atsisiųsti „Word“ formatu","challenges.bingo.0":"Dalyvaukite visuose iššūkiuose","challenges.bingo.1":"Baigėte iššūkį? Atsispausdinkite","challenges.bingo.2":"bingo kortelę","challenges.bingo.3":"ir viršuje kairėje pažymėkite baltą burbuliuką","challenges.bingo.4":"Pasidalykite savo iššūkiu socialiniuose tinkluose ir laimėkite šaunių Programavimo savaitės prizų","challenges.bingo.5":"Tiesiog įkelkite nuotrauką su užbaigta (-omis) eilute (-ėmis), stulpeliu (-iais) arba – dar geriau – visa bingo kortele į","challenges.bingo.6":"„Facebook“, „Instagram“ or „Twitter“","challenges.bingo.7":"Nepamirškite grotažymės","codeweek4all.title":"Iššūkis „Code Week 4 All“","codeweek4all.text":"Iššūkiu „Code Week 4 All“ skatinama susieti savo renginius su kitais renginiais, kuriuos organizuoja draugai, kolegos ar pažįstami, ir kartu gauti Programavimo savaitės meistriškumo pažymėjimą.","codeweek4all.what.title":"Kas tai yra?","codeweek4all.what.content":`

    Jūs galite ne tik pateikti savo renginį ES programavimo savaitei, bet ir paskatinti tai padaryti kitus savo tinklo narius. Jei jūs ir jūsų aljansas pasieks vieną iš nustatytų tikslų, gausite Programavimo savaitės meistriškumo pažymėjimą!

    -

    Kriterijai meistriškumo pažymėjimui gauti:

    `,"codeweek4all.what.criteria1":"dalyvavo 500 moksleivių","codeweek4all.what.criteria2":"Susieta 10 renginių (iš 10 skirtingų organizatorių)","codeweek4all.what.criteria3":"dalyvavo 3 šalys.","codeweek4all.what.andor":"ir (arba)","codeweek4all.howto.title":"Kaip dalyvauti?","codeweek4all.howto.time":"Iššūkis „Code Week 4 All“ vyksta iki kalendorinių metų pabaigos. Pažymėjimai bus išduodami kitų metų sausio arba vasario mėn.","codeweek4all.howto.content":'Apsilankykite puslapyje „Pridėti renginį“ ir užpildykite reikiamą informaciją apie savo programavimo renginį.',"codeweek4all.howto.first_alliance.1":"spustelėkite „Pateikti“;","codeweek4all.howto.first_alliance.2":"patvirtinus jūsų renginį, gausite patvirtinimo el. laišką su unikaliu „Code Week 4 All“ kodu;","codeweek4all.howto.first_alliance.3":"nukopijuokite kodą ir pasidalykite juo su savo kolegomis bei kitais savo tinklo nariais, kurie taip pat organizuoja programavimo renginį. Skleiskite žinią, kad paskatintumėte dalyvauti ir kitus!","codeweek4all.howto.first_alliance.4":"Pasibaigus kampanijai, visų renginių organizatorių bus paprašyta pranešti dalyvių skaičių. Jei jums pavyko pasiekti nustatytą tikslą, jūs ir jūsų tinklui priklausantys kolegos gausite meistriškumo pažymėjimą!","codeweek4all.howto.first_alliance.title":"Jeigu esate pirmasis savo aljanse:","codeweek4all.howto.existing_alliance.1":"įklijuokite kodą, kurį gavote iš aljanso iniciatoriaus, laukelyje „CODE WEEK 4 ALL CODE“;","codeweek4all.howto.existing_alliance.2":"spustelėkite „Pateikti“;","codeweek4all.howto.existing_alliance.3":"skleiskite žinią (ir dalykitės kodu!), kad prie jūsų aljanso prisijungtų daugiau organizatorių;","codeweek4all.howto.existing_alliance.4":"pasibaigus kampanijai, visų renginių organizatorių bus paprašyta pranešti dalyvių skaičių. Jei jums pavyko pasiekti nustatytą tikslą, jūs ir jūsų tinklui priklausantys kolegos gausite meistriškumo pažymėjimą!","codeweek4all.howto.existing_alliance.title":"Jeigu prisijungiate jau prie esamo aljanso:","codeweek4all.why.1":"Kad skleistumėte žinią apie programavimo svarbą.","codeweek4all.why.2":"Kad dalyvautų daug moksleivių.","codeweek4all.why.3":"Kad užmegztumėte ryšį su organizacijomis ir (arba) mokyklomis iš savo bendruomenės ir tarptautiniu mastu.","codeweek4all.why.4":"Kad gautumėte kitų organizatorių ir mokytojų pagalbos.","codeweek4all.why.5":"Kad gautumėte meistriškumo pažymėjimą.","codeweek4all.why.title":"Kodėl prisijungti prie iššūkio?","codeweek4all.superorganiser-title":"Nusipelniusio organizatoriaus pažymėjimą","codeweek4all.superorganiser":'Taip pat galima gauti nusipelniusio organizatoriaus pažymėjimą. Tam reikia surengti ir užregistruoti ne mažiau kaip dešimt atskirų užsiėmimų savo mokykloje, organizacijoje ar internetu.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Klausimai","coding-at-home.material.required":"Būtini reikmenys","coding-at-home.material.chequered":"languota lenta","coding-at-home.material.footprint":"žaidimo plytelės su atspausdintais pėdsakais","coding-at-home.intro.title":"Supažindinimas su „Coding@Home“","coding-at-home.explorer.title":"Tyrinėtojas","coding-at-home.explorer.text":"Tyrinėtojas yra pirmas „Coding@Home“ žaidimas. Jame tyrinėtoją reikia vedžioti per lentą ir padėti pasiekti kelionės tikslą, aplankant kiek įmanoma daugiau langelių.","coding-at-home.explorer.questions.content.1":"K1. Naudojant vaizdo įraše pateiktus pradžios ir pabaigos taškus, ar tyrinėtojas gali aplankyti visus langelius lentoje?","coding-at-home.explorer.questions.content.2":"K2. Kurios pradžios ir pabaigos padėtys neleistų tyrinėtojui aplankyti daugiausia langelių lentoje?","coding-at-home.right-and-left.title":"Kairė ir dešinė","coding-at-home.right-and-left.text":" „Kairė ir dešinė“ yra varžybinis ir bendradarbiavimo žaidimas. Dvi komandos bendradarbiauja, tiesdamos kelią iki tikslo, ir tuo pačiu varžosi, siekdamos panaudoti kuo daugiau jiems skirtų žaidimo plytelių: geltonoji komanda stengiasi įterpti į kelią kuo daugiau posūkių į kairę, o raudonoji komanda stengiasi padėti kiek įmanoma daugiau plytelių su posūkiu į dešinę.","coding-at-home.right-and-left.questions.content.1":"K1. Naudojant vaizdo įraše, pirmame žaidime pateiktas pradžios ir pabaigos padėtis, ar įmanoma vienai komandai laimėti?","coding-at-home.right-and-left.questions.content.2":"K2. Naudojant pradžios ir pabaigos padėtis žaidime, kurį laimėjo Anna, ar galimos lygiosios?","coding-at-home.right-and-left.questions.content.3":"K3. Ar yra tokių pradžios ir pabaigos padėčių išdėstymų, kurios suteiktų privalumą vienai iš komandų?","coding-at-home.right-and-left.questions.content.4":"K4. Naudojant pradžios ir pabaigos padėčių išdėstymą, ar įmanoma numatyti taškų skirtumą tarp laimėjusios ir pralaimėjusios komandos? ","coding-at-home.keep-off-my-path.title":"Šalin nuo mano tako","coding-at-home.keep-off-my-path.text":"„Šalin nuo mano tako“ yra varžybinis žaidimas dviem komandoms. Komandos pradeda žaidimą priešingose lentos pusėse ir tiesia kelius taip, kad jie užkirstų priešingos komandos kelius. Laimi ta komanda, kuri neleidžia kitai komandai nutiesti kelio.","coding-at-home.keep-off-my-path.questions.content.1":"K1. Ar yra tokių pradžios taškų, kurie suteiktų pranašumą vienai iš komandų?","coding-at-home.keep-off-my-path.questions.content.2":"K2. Ar gali būti pasiektos lygiosios?","coding-at-home.keep-off-my-path.questions.content.3":"K3. Ar žaidėjas, kuris pradeda pirmas, įgyja pranašumą?","coding-at-home.keep-off-my-path.questions.content.4":"K4. Ar yra tokia absoliučios pergalės žaidimo strategija, kurią naudodamas žaidimą pradedantis žaidėjas niekada nepralaimėtų?","coding-at-home.tug-of-war.title":"Virvės traukimas","coding-at-home.tug-of-war.text":" „Virvės traukimas“ yra bendradarbiavimo ir varžybinis žaidimas. Dvi komandos (geltonoji ir raudonoji) pradeda žaidimą nuo lentos apačios vidurio ir bendradarbiauja, norėdamos pasiekti lentos viršų. Geltonoji komanda stengiasi pasiekti langelius kairėje, o raudonoji komanda – langelius dešinėje.","coding-at-home.tug-of-war.questions.content.1":"K1. Ar yra tokia žaidimo strategija, kuri visada užtikrintų pergalę?","coding-at-home.tug-of-war.questions.content.2":"K2. Ar žaidėjas, kuris pradeda pirmas, įgyja pranašumą?","coding-at-home.tug-of-war.questions.content.3":"K3. Jei abu žaidėjai žaidžia vienodai atidžiai, ar žaidimas visada pasibaigs lygiosiomis, t. y. centre?","coding-at-home.explorer-without-footprints.title":"Tyrinëtojas be pëdsakø","coding-at-home.explorer-without-footprints.text":" „Tyrinėtojas“ vaikšto po lentą nuo pradžios taško iki pabaigos taško, stengdamasis aplankyti visus langelius. Eidamas „tyrinėtojas“ palieka spalvotus pėdsakus, kurie leidžia robotui jais sekti, iššifruojant spalvas. Žaidimas tampa dar įdomesnis, kai „tyrinėtojas“ ištrina pėdsakus ir palieka tik spalvas.","coding-at-home.explorer-without-footprints.material":"ir raudonas, geltonas ir pilkas žymekliai (arba pieštukai)","coding-at-home.explorer-without-footprints.questions.content.1":"K1. Kuo skiriasi lenta, pilna spalvotų pėdsakų, nuo lentos su spalvomis, bet be pėdsakų?","coding-at-home.explorer-without-footprints.questions.content.2":"K2. Kuri lenta suteikia didesnę judėjimo laisvę, taikant tas pačias krypčių pagal spalvas taisykles?","coding-at-home.explorer-without-footprints.questions.content.3":"K3. Ar lentoje su spalvomis yra tokių galimų kelių, kurie negalimi lentoje su spalvotais pėdsakais?","coding-at-home.explorer-without-footprints.questions.content.4":"K4. Ar lentoje su spalvotais pėdsakais yra tokių galimų kelių, kurie negalimi lentoje tik su spalvomis? ","coding-at-home.walk-as-long-as-you-can.title":"Nueik kuo ilgesnį kelią","coding-at-home.walk-as-long-as-you-can.text":"Šio žaidimo tikslas – kuo ilgiau išsilaikyti ant languotos lentos naudojant spalvas vietoj pėdelių. Žaidimas tampa sudėtingesnis, kai atsiranda daugiau laisvės judėti","coding-at-home.walk-as-long-as-you-can.coloured-cards":"spalvotos kortelės arba raudoni, geltoni ir žali flomasteriai","coding-at-home.walk-as-long-as-you-can.questions.content.1":"1 klausimas. Kada keliai susikerta ir blokuoja vienas kitą?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"2 klausimas. Ar šis žaidimas skirtas dviems žaidėjams? Ar jį gali žaisti 3 ar 4 žaidėjai? Ar mums reikia keisti taisykles?","coding-at-home.ada-charles-roby.title":"Ada, Čarlzas ir Robis","coding-at-home.ada-charles-roby.text":"Ados Lavleis (Ada Lovelace) ir Čarlzo Babidžo (Charles Babbage) istorija yra labai įdomi. Jie sukūrė ir suprogramavo kompiuterių pirmtakus visu šimtmečiu anksčiau, nei kompiuteriai buvo faktiškai išrasti","coding-at-home.ada-charles-roby.material":"modelinas ir trumpas pieštukas","coding-at-home.ada-charles-roby.questions.content.1":"1 klausimas. Pamėginkite įsivaizduoti, kad robotas, kurį pagaminote iš modelino ir pieštuko, gali judėti ant languotos lentos ir pasiekti bet kurį tašką ir, jei reikia, atsekti nueitą kelią. Kokias komandas naudotumėte jį programuodami?","coding-at-home.cody-and-roby.title":"Kodis and Robis","coding-at-home.cody-and-roby.text":"Tai vaidmenų žaidimas su programuotoju Kodžiu ir robotu Robiu. Vaizdo įraše pristatomos Kodžio ir Robio kortelės, kurias nuo šiol naudosime, kad nurodytume ėjimus languotoje lentoje. Kodis naudos šias korteles duodamas Robiui nurodymus, kaip judėti languotoje lentoje","coding-at-home.cody-and-roby.material":"languota lenta su žymėmis, kortelės su komandomis (į kairę, į dešinę, tiesiai) ir bet kokie daiktai, kuriuos reikia dėti ant languotos lentos","coding-at-home.cody-and-roby.starter-kit":"Kodžio ir Robio pradinis rinkinys","coding-at-home.cody-and-roby.questions.content.1":"1 klausimas. Kur atsidurs Robis, jei pradės keliauti iš taško C2 į pietus ir įvykdys paskutinę vaizdo įraše parodytų komandų seką?","coding-at-home.cody-and-roby.questions.content.2":"2 klausimas. Ar būtų galima aprašyti Robio ėjimus, kuriuos jis atlieka vykdydamas paskutinę vaizdo įraše parodytų komandų seką, taikant Kodžio pėdelių ar Kodžio spalvų komandas keliavimui languota lenta?","coding-at-home.cody-and-roby.questions.content.3":"3 klausimas. Vaizdo įraše parodytos trijų rūšių komandos – žalios, raudonos ir geltonos kortelės – sudaro komandų rinkinį, kurį naudojant galima nusiųsti Robį į bet kurį languotos lentos tašką. Ar galite sukurti komandų rinkinį, kurį sudarytų mažiau nei 3 komandos, kad būtų galima atlikti tą patį?","coding-at-home.the-tourist.title":"Turistas","coding-at-home.the-tourist.text":"Naudodamos Kodžio ir Robio korteles tarpusavyje varžosi dvi grupės, kuri greičiau sukurs komandų seką, nuvesiančią turistus prie jų pasirinktų paminklų ant languotos lentos","coding-at-home.the-tourist.material":"Žaidžiant ant grindų būtų patogiau naudoti didesnes korteles","coding-at-home.the-tourist.questions.content.1":"1 klausimas. Kokią komandų seką pirmame vaizdo įraše rodytame pavyzdyje turėtų įvykdyti turistai, kad nukeliautų iki Rafaelio paminklo?","coding-at-home.the-tourist.questions.content.2":"2 klausimas. Kokią komandų seką antrame vaizdo įraše rodytame pavyzdyje turėtų įvykdyti turistai, kad nukeliautų iki kunigaikščių rūmų Torricini fasado?","coding-at-home.the-tourist.questions.content.3":"3 klausimas. Sugalvokite, kaip būtų galima smagiai atlikti tą patį veiksmą, kai kaskart viena iš dviejų grupių pasirenka kortelę, kad ją pridėtų prie programos. Persvarstykite vaizdo įraše parodytą estafetės žaidimą ir sugalvokite naują būdą","coding-at-home.material2.chequered-with-labels":"lenta su langeliais ir žymomis","coding-at-home.material2.cards":"24 kortelės „Eik pirmyn“, 8 kortelės „Pasuk į kairę“ ir 8 kortelės „Pasuk į dešinę“","coding-at-home.material2.larger-cards":"Žaidžiant ant grindų rekomenduojama naudoti didesnes korteles","coding-at-home.material2.video":"Vaizdo įraše paaiškinama ir kaip žaisti be kortelių","coding-at-home.material2.pieces-of-paper":"Taip pat reikia 24 popieriaus lapelių, kurie bus dedami ant pereitų langelių","coding-at-home.material2.card-alternative":"Vietoj „CodyRoby“ kortelių galima naudoti ir kortelių piktogramas, kurias galite rasti čia","coding-at-home.material2.small-drawings":"Papasakoti istoriją galėtų padėti nedideli piešinėliai. Vaizdo įraše naudotus piešinius rasite čia","coding-at-home.material2.rest-of-cards":"Likusiai daliai naudojame „CodyRoby“, „CodyFeet“ arba „CodyColour“ korteles.","coding-at-home.catch-the-robot.title":"Pagauk robotą","coding-at-home.catch-the-robot.text":"„Pagauk robotą“ – varžymosi žaidimas, žaidžiamas ant stalo arba grindų. Laimi žaidėjas, kuris pagauna priešingos komandos robotą pasiekdamas jo langelį lentoje. Žaidimo kortelės išmaišomos ir traukiamos atsitiktine tvarka, todėl abi komandos turi nuolat atitinkamai keisti savo strategijas.","coding-at-home.catch-the-robot.questions.content.1":"K1. Jeigu rožinė figūrėlė (Roby) yra viduriniame laukelyje C3 pasukta į šiaurę ir rožinė komanda turi 2 korteles „Eik pirmyn“, 2 korteles „Pasuk į kairę“ ir 1 kortelę „Pasuk į dešinę“, į kuriuos langelius ji gali eiti?","coding-at-home.the-snake.title":"Gyvatė","coding-at-home.the-snake.text":"„Gyvatė“ – tam tikra pasianso rūšis, žaidžiama su „CodyRoby“ kortelėmis. Žaidimo tikslas – pervesti gyvatę per visus lentos langelius taip, kad ji neįsikąstų uodegos.","coding-at-home.the-snake.questions.content.1":"K1. Ar yra tokių pradinių taškų, nuo kurių pradėjusi gyvatė negalėtų aplankyti visų langelių neįsikandusi uodegos?","coding-at-home.storytelling.title":"Pasakojimas","coding-at-home.storytelling.text":"Šiandienos tema – pasakojimas! Naudodamiesi „CodyRoby“ nurodymais, „CodyFeet“ pėdsakais ir „CodyColour“ spalvomis, veskite figūrėles lentoje taip, kad papasakotumėte istoriją. Paskleiskite įvairias istorijos dalis ant lentos.","coding-at-home.storytelling.questions.content.1":"K1. Kokia priemonė suteikia daugiausiai galimybių vedant Roby pasakojimo keliu?","coding-at-home.storytelling.questions.content.2":"K2. Ar įmanoma lentoje taip išdėstyti norimos papasakoti istorijos dalis, kad pasiekti jas visas su „CodyFeet“ nebūtų įmanoma?","coding-at-home.two-snakes.title":"Dvi gyvatės","coding-at-home.two-snakes.text":"Naudojant „CodyRoby“ korteles lentoje juda ir viena kitai užkirsti kelią bando dvi gyvatės. Pagrindinė taisyklė labai paprasta: negalite įžengti į langelį, kuriame jau apsilankė gyvatė. Nugali ta gyvatė, kuriai pavyksta ilgiausiai laisvai judėti.","coding-at-home.two-snakes.material":"„CodyRoby“ kortelės, 5 x 5 langelių lenta, dvi figūrėlės ir popieriaus lapeliai, kuriais bus žymimi jau aplankyti langeliai.","coding-at-home.two-snakes.questions.content.1":"K1 Jei pirmajame vaizdo įraše rodomame scenarijuje nė vienas žaidėjas neištrauks geltonos kortelės, leidžiančios pasukti į kairę, kokias korteles jie turėtų tikėtis ištraukti?","coding-at-home.round-trip.title":"Kelionė į abi puses","coding-at-home.round-trip.text":"Komandos žaidžia paeiliui. Pirmoji planuoja kelionę į priekį, o antroji turi grąžinti Robį į pradžios tašką. Atrodo, paprasta, bet taip nėra, ypač jei ėjimus planuoji tik mintyse, o fiziškai Robis nėra judinamas...","coding-at-home.round-trip.material":"„CodyRoby“ kortelės, 5 x 5 langelių lenta, dvi figūrėlės ir popieriaus lapeliai, kuriais bus žymimi jau aplankyti langeliai.","coding-at-home.round-trip.questions.content.1":"K1 Ar Robį į pradinį tašką grąžinanti programa gali būti trumpesnė (t. y. sudaryta iš mažiau nurodymų) nei kelionės į priekį programa?","coding-at-home.meeting-point.title":"Susitikimo vieta","coding-at-home.meeting-point.text":"Šį kartą savo ėjimus suplanuojame prieš pradėdami judėti. Abi komandos, dėdamos korteles ant stalo, kuria nurodymų, pagal kuriuos judės jų robotai, seką, bet niekas nepradeda judėti, kol vienas iš žaidėjų nepasako„Startas!“. Tą akimirką programavimas baigiamas ir prasideda veiksmas. Žaidėjas, kuris ištarė „Startas!“, laimi tik tuo atveju, jei abu savo komandų nurodymus vykdantys robotai atsiduria tame pačiame langelyje.","coding-at-home.meeting-point.material":"„CodyRoby“ kortelės, 5 × 5 langelių lenta, dvi figūrėlės.","coding-at-home.meeting-point.questions.content.1":"K1 Jei manote, kad įmanoma dviem robotams niekada nesusitikti, sukurkite žaidimo taisykles, kurios apimtų visas įmanomas situacijas.","coding-at-home.follow-the-music.title":"Sekite muziką","coding-at-home.follow-the-music.text":"Kai tam tikrų programavimo nurodymų sekos periodiškai kartojasi, atrodo, tarsi jos turėtų ritmą. Jei kiekvieną nurodymą pakeistume garsu, Robį galėtume valdyti muzikuodami. Būtent tai ir padarysime šį kartą. Aš sukursiu programą, kurioje skirtingi nurodymai bus išreikšti skirtingais garsais, o jūs pagal šiuos garsinius nurodymus darysite Robio ėjimus lentoje.","coding-at-home.follow-the-music.material":"Be „CodyRoby“ kortelių, langelių lentos ir figūrėlės, mums dar reikės trijų skirtingų garsų. Aš panaudojau tris stiklines, į kurias įpiltas nevienodas kiekis vandens, o ką naudosite jūs?","coding-at-home.follow-the-music.questions.content.1":"K1 Pasistenkite vadovautis vaizdo įrašu ir stiklinių skleidžiamus garsus sekti nežiūrėdami į korteles. Ar atpažįstate ir galite vykdyti nurodymus pagal garsus?","coding-at-home.follow-the-music.questions.content.2":"K2. Pasirinkite tris garsus, kuriais pakeisite tris pagrindinius nurodymus. Sukurkite garsų seką, kurią galėtumėte nepertraukiamai kartoti ir Robis niekada neišeitų iš lentos...","coding-at-home.colour-everything.title":"Nuspalvinkime viską","coding-at-home.colour-everything.text":"Ar galime vedžioti robotus lentoje taip, kad judėdami jie kurtų piešinį? Šiame užsiėmime programuodami kursime pikselių piešinį – spalvindami langelius, kaip pikselius ekrane, nupiešime paveikslėlį.","coding-at-home.colour-everything.material":"„CodyRoby“ kortelės, langelių lenta ir figūrėlė. Langelius galite spalvinti ant jų uždėdami popieriaus gabalėlius arba naudodami žymeklius.","coding-at-home.colour-everything.questions.content.1":"Ar įmanoma, vedžiojant robotą per visus reikiamus langelius, nupiešti dvi širdutes, kaip vaizdo įrašo pabaigoje, nepereinant per nė vieną langelį du kartus?","coding-at-home.codyplotter-and-codyprinter.title":"Kodis braižytuvas ir Kodis spausdintuvas","coding-at-home.codyplotter-and-codyprinter.text":"Kuo braižytuvas skiriasi nuo spausdintuvo? Sužinokite atlikdami programavimo užduotis neprisijungus.","coding-at-home.codyplotter-and-codyprinter.material":"be „CodyRoby“ rinkinio, naudojau žalią žymeklį ir naują iš modelino pagamintą robotą, tačiau jis nėra būtinas","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Ar galite paaiškinti, kuo braižytuvas skiriasi nuo spausdintuvo?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Kokį paveikslėlį sukurtų Robis spausdintuvas judėdamas lentoje, jei jis įvykdytų vaizdo įrašo pabaigoje duotų komandų seką?","coding-at-home.boring-pixels.title":"Nuobodūs pikseliai! / Naudokime skaičius","coding-at-home.boring-pixels.text":"Kai davėme Rubiui nurodymus sukurti paveikslėlį judant po langelį ar po pikselį matėme, kad kai daug langelių vienoje eilėje yra tos pačios spalvos, žaidimą galime padaryti įdomesnį naudodami skaičius. Kompiuteriai veikia taip pat...","coding-at-home.boring-pixels.material":"languotas sąsiuvinis arba ant popieriaus lapo nupiešta 5 × 5 langelių lenta, flomasteris. Piešinio kodą galite užrašyti rašikliu ant popieriaus.","coding-at-home.boring-pixels.questions.content.1":"Pabandykite iš langelių sukurti paveikslėlį ir užrašyti jo kodą taikydami pasikartojančių sekų kodavimo (RLE) metodą. Paveikslėlio dydis lygus langelių skaičiui, tačiau koks yra jį perteikiančio RLE kodo dydis?","coding-at-home.turning-code-into-pictures.title":"Kodą paverčiame paveikslėliais","coding-at-home.turning-code-into-pictures.text.1":"Jau matėme, kaip sukurti kodą, kuris leistų mums nupiešti paveikslėlį. Sugalvojau piešinį ir panaudojęs kodą jį paverčiau raidėmis ir skaičiais, kuriuos jums daviau. Užsirašykite raides ir skaičius ir naudodami kodą atkurkite piešinį.","coding-at-home.turning-code-into-pictures.text.2":"Štai paveikslėlis, kurį buvau sugalvojęs – perkelkite jį į savo sąsiuvinį ir į sąsiuvinius visų tų, kurie žino kodą!","coding-at-home.turning-code-into-pictures.material":"popierius (geriausia languotas) ir rašiklis.","coding-at-home.turning-code-into-pictures.questions.content.1":"Pabandykite iškoduoti ir nupiešti vaizdo įrašo pabaigoje mano minėtus paveikslėlius.","coding-at-home.texts.1":" „Coding@Home“ – tai trumpų vaizdo įrašų, „pasidaryk pats“ reikmenų, galvosūkių, žaidimų ir programavimo iššūkių rinkinys, tinkantis kasdien naudoti namuose ir mokykloje. Norint mėgautis šiais užsiėmimais, nebūtina turėti jokių ankstesnių žinių ar elektroninių prietaisų. Užsiėmimai skirti ugdyti informatinį mąstymą ir lavinti mokinių, jų tėvų ir mokytojų žinias tiek namų aplinkoje, tiek mokykloje.","coding-at-home.texts.2":'ES programavimo savaitės „Coding@Home“ vaizdo įrašų serija sukurta remiantis Urbino universiteto ir CodeMOOCnet asociacijos “Coding in famiglia” iniciatyva bendradarbiaujant su „Rai Cultura“. Alessandro Bogliolo dirba Informacijos tvarkymo sistemų profesoriumi Urbino universitete, yra Italijos ES programavimo savaitės ambasadorius ir visų ambasadorių koordinatorius bei Skaitmeninių įgūdžių ir užimtumo koalicijos valdybos narys.',"coding-at-home.texts.3":'Jei norite daugiau analoginių užsiėmimų arba užsiėmimų įvairiomis programavimo kalbomis, jus domina robotika, „micro:bit“ ir t. t., apsilankykite ES programavimo savaitės mokymosi segmentų puslapyje, kuriame rasite vaizdo mokymo priemonių ir pamokų planų pradinio, pagrindinio ir vidurinio ugdymo mokykloms. Taip pat apsilankykite ES programavimo savaitės mokiniams ir mokytojams skirtų išteklių puslapyje.',"community.titles.0":"Bendruomenė","community.titles.1":"Ambasadoriai","community.titles.2":"Veiklą koordinuojantys mokytojai","community.titles.3":"Švietimo koordinatoriai","community.titles.4":"Savanoriaukite ES programavimo savaitėje","community.intro.0":"ES programavimo savaitė yra tokia populiari dėl didelės tarptautinės savanorių bendruomenės pastangų. Šiame puslapyje galite susipažinti su aktyviais nariais savo šalyje.","community.intro.1":"ES programavimo savaitės pamatas – ambasadoriai, veiklą koordinuojantys mokytojai ir ES bei Vakarų Balkanų šalių švietimo ministerijų atstovai (švietimo koordinatoriai).","community.intro.2":"Sužinokite daugiau apie savo vietos bendruomenę pasirinkdami šalį:","community.ambassadors":"ES programavimo savaitės ambasadoriai yra pagrindiniai kiekvienos šalies Programavimo savaitės kontaktiniai asmenys, padedantys skleisti informaciją apie programavimo savaitę vietos lygmeniu. Ambasadoriai padeda įsitraukti žmonėms, įmonėms ir bendruomenėms, norintiems prisidėti prie ES programavimo savaitės. Jie ragina organizatorius įtraukti programavimo veiklą į Programavimo savaitės žemėlapį ir skatina bendrai dalyvauti ES programavimo savaitėje. Ambasadoriai taip pat peržiūri savo šalyje planuojamą veiklą ir ją patvirtina. Be to, jie bendradarbiauja su savo kolegomis kitose šalyse ir reguliariai susitinka, kad aptartų tolesnę iniciatyvos plėtrą.","community.leading-teachers":"Veiklą koordinuojantys mokytojai yra aktyvi bendruomenė, kurią sudaro daugiau nei 450 švietimo srityje dirbančių asmenų iš visos Europos. Jie padeda įsitraukti dalyvavimu Programavimo savaitėje besidominčioms mokykloms, mokytojams bei mokiniams ir skatina juos organizuoti veiklą ir ją įtraukti į Programavimo savaitės žemėlapį. Veiklą koordinuojantys mokytojai rengia internetinius profesinio tobulėjimo seminarus savo kalba ir teikia informaciją kitiems mokytojams savo šalyje ir Europoje. Jie taip pat skatina šią iniciatyvą vietos lygmeniu.","community.cta":"Jei esate mokytojas, šiame žemėlapyje galite rasti netoliese esančius veiklą koordinuojančius mokytojus ir su jais susisiekti.","community.edu":"ES programavimo savaitės švietimo koordinatoriai yra ES programavimo savaitėje dalyvaujančių švietimo ministerijų ir kitų švietimo institucijų ar organizacijų korespondentai. Švietimo koordinatoriai stiprina iniciatyvos pagrindą, padėdami mokytojams ir mokykloms visoje šalyje. Be kita ko, jie bendrauja su ES programavimo savaitėje jau dalyvaujančiomis mokyklomis, mokydamiesi iš jų geriausios patirties ir dalydamiesi savąja. Švietimo koordinatoriai taip pat padeda mokykloms, norinčioms dalyvauti iniciatyvoje, dalydamiesi turimais ištekliais, mokymosi medžiaga ir suteikdami galimybę prisijungti prie bendruomenės.","community.volunteer.0":"Tam, kad galėtumėte prisidėti prie šios iniciatyvos, neprivalote būti oficialus ES programavimo savaitės bendruomenės narys. Bet kas gali organizuoti mokymo veiklą ir įkvėpti žmones programuoti, užsiimti robotika, dirbti su aparatine įranga, spausdinti 3D spausdintuvu ir pan., ir pažymėti savo veiklą","community.volunteer.1":"žemėlapyje.","community.volunteer.2":"Vis dėlto, jei norite skirti laiko savanorystei, kad paskatintumėte programuoti, ir tikite ES programavimo savaitės","community.volunteer.3":"vizija","community.volunteer.4":"ir","community.volunteer.5":"vertybėmis","community.volunteer.6":"galite tapti veiklą koordinuojančiu mokytoju arba ambasadoriumi","community.volunteer.7":"Jei esate švietimo srities atstovas, kuriam patinka mokyti ir mokytis programuoti taip, kaip ir mums, galite sužinoti daugiau apie veiklą koordinuojančių mokytojų vaidmenį ir naudą","community.volunteer.8":"čia","community.volunteer.9":"Galite pateikti prašymą tapti veiklą koordinuojančiu mokytoju, užpildę šią","community.volunteer.10":"internetinę paraiškos formą.","community.volunteer.11":"Prašome atkreipti dėmesį, kad veiklą koordinuojančių mokytojų skaičius vienoje šalyje yra ribotas, todėl vienu metu priimami prašymai tik iš tam tikrų valstybių.","community.volunteer.12":"Jei norite skatinti programavimą savo šalyje, susipažinkite su","community.volunteer.13":"ambasadorių pareigomis","community.volunteer.14":"ir peržvelkite ES programavimo savaitės ambasadorių sąrašą.","community.volunteer.15":"Jei jūsų šalyje yra ambasadorių, susisiekite su jais tiesiogiai ir pasiteiraukite, kaip geriausiai galite prisidėti prie šios iniciatyvos. Jei tokių ambasadorių jūsų šalyje nėra, galite parašyti el. pašto adresu info@codeweek.eu.","cookie.uses_cookies":"Kad naršymas būtų paprastesnis, šioje svetainėje naudojami slapukai","cookie.accept":"Priimu slapukus","cookie.refuse":"Atsisakau priimti slapukus","cookie.cookies":"Slapukai","cookie.find_out_more_on":"Daugiau informacijos, ","cookie.how_we_use":"kaip naudojami slapukai ir kaip pakeisti savo nuostatas","cookie_policy.title":"Slapukų politika","cookie_policy.what.title":"Kas yra slapukai?","cookie_policy.what.text":"

    Slapukas – tai nedidelis tekstinis failas, kurį jūsų kompiuteryje arba mobiliajame prietaise saugo svetainė, kai joje lankotės.

    ","cookie_policy.what.first_party":"Lankomos svetainės slapukai – tai slapukai, kuriuos nustato jūsų lankoma svetainė. Juos gali perskaityti tik ši svetainė. Svetainė taip pat gali naudotis išorės paslaugomis, kurios taip pat nusistato slapukus, vadinamuosius svetimus slapukus.","cookie_policy.what.persistent_cookies":"Ilgalaikiai slapukai – tai jūsų kompiuteryje įrašyti slapukai, kurie nėra pašalinami automatiškai, kai išeinate iš naršyklės. Jie skiriasi nuo seanso slapukų, kurie, jums išėjus iš naršyklės, yra pašalinami.","cookie_policy.what.items":`

    Pirmąkart apsilankę svetainėje „Codeweek“, būsite paraginti priimti arba atsisakyti priimti slapukus.

    - -

    To reikia, kad svetainė tam tikrą laikotarpį galėtų prisiminti jūsų nuostatas (pvz., naudotojo vardą, kalbą ir kt.).

    - -

    Todėl naršant svetainę to paties seanso metu jums nereikės jų įvesti iš naujo.

    - -

    Slapukai taip pat gali būti naudojami nuasmenintai statistinei informacijai apie mūsų svetainių naršymą nustatyti.

    -

    `,"cookie_policy.how.title":"Kaip naudojame slapukus?","cookie_policy.how.text1":"

    „Codeweek“ daugiausia naudoja vadinamuosius lankomos svetainės slapukus. Šiuos slapukus nustato ir valdo ne kokia nors išorės organizacija, bet mes.

    ","cookie_policy.how.text2":"

    Vis dėlto, norėdami peržiūrėti kai kuriuos iš mūsų puslapių, turėsite sutikti su išorės organizacijų slapukais.

    ","cookie_policy.how.3types.1":"lankytojų nuostatoms išsaugoti;","cookie_policy.how.3types.2":"mūsų svetainių veikimui užtikrinti;","cookie_policy.how.3types.3":"analizės duomenims (apie naudojimąsi svetaine) rinkti.","cookie_policy.how.3types.title":"Mūsų naudojami 3 tipų lankomos svetainės slapukai skirti:","cookie_policy.how.table.name":"Pavadinimas","cookie_policy.how.table.service":"Paslauga","cookie_policy.how.table.purpose":"Paskirtis","cookie_policy.how.table.type_duration":"Slapuko tipas ir galiojimo trukmė","cookie_policy.how.visitor_preferences.title":"Lankytojo nuostatos","cookie_policy.how.visitor_preferences.text":"

    Jas nustatome ir galime perskaityti tik mes. Jos prisimena:

    ","cookie_policy.how.visitor_preferences.item":"ar priėmėte (arba atsisakėte priimti) šios svetainės slapukų politiką.","cookie_policy.how.visitor_preferences.table.1.service":"Sutikimo su slapukais rinkinys","cookie_policy.how.visitor_preferences.table.1.purpose":"Saugo jūsų slapukų nuostatas (todėl nebebūsite klausiami iš naujo).","cookie_policy.how.visitor_preferences.table.1.type_duration":"Lankomos svetainės seanso slapukas, pašalinamas išėjus iš naršyklės.","cookie_policy.how.operational_cookies.title":"Veikimo slapukai","cookie_policy.how.operational_cookies.text":"

    Kai kuriuos slapukus turime įtraukti, kad tam tikri svetainės puslapiai galėtų veikti. Todėl šiems slapukams jūsų sutikimo nereikia. Tai pirmiausia:

    ","cookie_policy.how.operational_cookies.item":"techniniai slapukai, kurių reikia tam tikroms IT sistemoms.","cookie_policy.how.technical_cookies.title":"Techniniai slapukai","cookie_policy.how.technical_cookies.table.1.purpose":"Išlaiko saugų jūsų seansą, kol lankotės svetainėje.","cookie_policy.how.technical_cookies.table.1.type_duration":"Lankomos svetainės seanso slapukas, pašalinamas išėjus iš naršyklės.","cookie_policy.how.technical_cookies.table.2.purpose":"Ilgiau išlaiko saugų jūsų seansą, kad jis nesibaigtų užvėrus naršyklę.","cookie_policy.how.technical_cookies.table.2.type_duration":"Lankomos svetainės ilgalaikis slapukas, 60 mėnesių.","cookie_policy.how.technical_cookies.table.3.purpose":"Išsaugo pageidautiną naudotojo kalbą.","cookie_policy.how.technical_cookies.table.3.type_duration":"Lankomos svetainės seanso slapukas, pašalinamas išėjus iš naršyklės.","cookie_policy.how.analytics_cookies.title":"Analitikos slapukai","cookie_policy.how.analytics_cookies.items":`

    Juos naudojame vien vidaus tyrimams norėdami sužinoti, kaip galėtume pagerinti savo paslaugą visiems savo naudotojams.

    - -

    Šie slapukai tik įvertina, kaip jūs – kaip anoniminis naudotojas – naudojatės mūsų svetaine (pagal jų surinktus duomenis jūsų tapatybė nenustatoma).

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    Be to, šiais duomenimis nesidalijama su jokiomis trečiosiomis šalimis ir jie nėra naudojami jokiais kitais tikslais. Šia nuasmeninta statistine informacija gali būti dalijamasi su rangovais, kurie pagal sutartinį susitarimą su Komisija dirba su komunikacijos projektais.

    - -

    Vis dėlto atsisakyti priimti šio tipo slapukus galite slapukų juostoje, kurią pamatysite pirmajame jūsų aplankytame puslapyje, arba apsilankę šiame specialiame puslapyje.

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Saityno analitikos paslauga, grindžiama atvirojo šaltinio programine įranga „Matomo“.","cookie_policy.how.analytics_cookies.table.1.purpose":"Atpažįsta svetainės lankytojus (anonimiškai – naudotojo asmens duomenys nerenkami).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Lankomos svetainės ilgalaikis slapukas, 20 dienų.","cookie_policy.how.analytics_cookies.table.2.service":"Saityno analitikos paslauga, grindžiama atvirojo šaltinio programine įranga „Matomo“.","cookie_policy.how.analytics_cookies.table.2.purpose":"Nustato to paties apsilankymo metu to paties naudotojo peržiūrėtus puslapius (anonimiškai – naudotojo asmens duomenys nerenkami).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Lankomos svetainės ilgalaikis slapukas, 30 minučių.","cookie_policy.third-party.title":"Svetimi slapukai","cookie_policy.third-party.items.1":`

    Kai kuriuose mūsų puslapiuose rodomas turinys, kurį teikia išorės paslaugų teikėjai, pvz., „YouTube“, „Facebook“ ir „Twitter“.

    - -

    Norėdami peržiūrėti šį trečiųjų šalių turinį, pirmiausia turite sutikti su konkrečiomis jų sąlygomis. Jos apima mūsų nekontroliuojamą šių trečiųjų šalių slapukų politiką.

    - -

    Tačiau jei šio turinio neperžiūrite, svetimi slapukai jūsų prietaise neįdiegiami.

    Paslaugas svetainėje „Codeweek“ teikia šios trečiosios šalys:`,"cookie_policy.third-party.items.2":"Svetainė „Codeweek“ šių trečiųjų šalių paslaugų nekontroliuoja. Paslaugų teikėjai gali bet kada pakeisti savo paslaugų teikimo sąlygas, tikslą, slapukų naudojimą ir pan.","cookie_policy.how-manage.title":"Kaip galite tvarkyti slapukus?","cookie_policy.how-manage.items":`

    Slapukus galite tvarkyti ir (arba) pašalinti taip, kaip pageidaujate, – dėl išsamesnės informacijos žr. aboutcookies.org.

    Slapukų pašalinimas iš prietaiso

    - -

    Visus jūsų prietaise jau esančius slapukus galite pašalinti išvalydami savo naršyklės naršymo istoriją. Ją išvalę, pašalinsite visus slapukus iš visų jūsų lankytų svetainių.

    - -

    Vis dėlto atkreipkite dėmesį į tai, kad taip pat galite prarasti kai kurią įrašytą informaciją (pvz., įrašytus prisijungimo duomenis, svetainių nuostatas).

    Konkrečios svetainės slapukų tvarkymas

    Daugiau informacijos apie konkrečios svetainės slapukų valdymą sužinosite peržiūrėję pasirinktos naršyklės privatumo ir slapukų nuostatas.

    Slapukų blokavimas

    Daugumą šiuolaikinių naršyklių galite nustatyti taip, kad slapukai jūsų prietaise nebūtų išsaugomi, bet tada kai kurias nuostatas jums gali reikėti pritaikyti kaskart apsilankius svetainėje ir (arba) puslapyje. O kai kurios paslaugos ir funkcijos apskritai gali neveikti tinkamai (pvz., prisijungimas naudojant profilį).

    Mūsų analitikos slapukų tvarkymas

    Su mūsų analitikos slapukais susijusias nuostatas galite tvarkyti specialiame puslapyje.

    `,"copyright.title":"Autorių teisės","copyright.training.0":"ES programavicmo savaitės interneto puslapis mokykloms","copyright.training.1":"yra Europos Komisijos remiama paslauga","copyright.licence.0":"Išskyrus atvejus, kurie yra išskirtinai paminėti, turinys prieinamas šioje svetainėje yra saistomas","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.lt","copyright.licence.2":"Creative Commons Priskyrimo — Nekomercinio naudojimo — Analogiško platinimo 4.0 tarptautinės Viešosios licencijos sąlygų (CC BY-NC-SA 4.0)","copyright.creative-commons":"Licencijavimas pagal „Creative Commons“ licencijas savaime nedaro įtakos autorių teisių nuosavybei","copyright.third-party":"Trečiųjų šalių svetainių turiniui taikomi jų pačių autorių teisių apribojimai; norėdami gauti daugiau informacijos, apsilankykite pirminėje svetainėje","countries.all":"Visos šalys","countries.Cloud":"Debesija","countries.Andorra":"Andora","countries.United Arab Emirates":"Jungtiniai Arabų Emyratai","countries.Afghanistan":"Afganistanas","countries.Antigua and Barbuda":"Antigva ir Barbuda","countries.Anguilla":"Angilija","countries.Albania":"Albanija","countries.Armenia":"Armėnija","countries.Netherlands Antilles":"Olandijos Antilai","countries.Angola":"Angola","countries.Antarctica":"Antarktis","countries.Argentina":"Argentina","countries.American Samoa":"Amerikos Samoa","countries.Austria":"Austrija","countries.Australia":"Australija","countries.Aruba":"Aruba","countries.Aland Islands":"Alandų Salos","countries.Azerbaijan":"Azerbaidžanas","countries.Bosnia and Herzegovina":"Bosnija ir Hercegovina","countries.Barbados":"Barbadosas","countries.Bangladesh":"Bangladešas","countries.Belgium":"Belgija","countries.Burkina Faso":"Burkina Fasas","countries.Bulgaria":"Bulgarija","countries.Bahrain":"Bahreinas","countries.Burundi":"Burundis","countries.Benin":"Beninas","countries.Saint Barthelemy":"Sen Bartelemi","countries.Bermuda":"Bermuda","countries.Brunei":"Brunėjus","countries.Bolivia":"Bolivija","countries.Bonaire, Saint Eustatius and Saba ":"Bonera, Sint Eustatijus ir Saba ","countries.Brazil":"Brazilija","countries.Bahamas":"Bahamos","countries.Bhutan":"Butanas","countries.Bouvet Island":"Buvė Sala","countries.Botswana":"Botsvana","countries.Belarus":"Baltarusija","countries.Belize":"Belizas","countries.Canada":"Kanada","countries.Cocos Islands":"Kokosų Salos","countries.Democratic Republic of the Congo":"Kongo Demokratinė Respublika","countries.Central African Republic":"Centrinės Afrikos Respublika","countries.Republic of the Congo":"Kongo Respublika","countries.Switzerland":"Šveicarija","countries.Ivory Coast":"Dramblio Kaulo Krantas","countries.Cook Islands":"Kuko Salos","countries.Chile":"Čilė","countries.Cameroon":"Kamerūnas","countries.China":"Kinija","countries.Colombia":"Kolumbija","countries.Costa Rica":"Kosta Rika","countries.Serbia and Montenegro":"Serbija ir Juodkalnija","countries.Cuba":"Kuba","countries.Cape Verde":"Žaliasis Kyšulys","countries.Curacao":"Kiurasao","countries.Christmas Island":"Kalėdų Sala","countries.Cyprus":"Kipras","countries.Czech Republic":"Čekija","countries.Germany":"Vokietija","countries.Djibouti":"Džibutis","countries.Denmark":"Danija","countries.Dominica":"Dominika","countries.Dominican Republic":"Dominikos Respublika","countries.Algeria":"Alžyras","countries.Ecuador":"Ekvadoras","countries.Estonia":"Estija","countries.Egypt":"Egiptas","countries.Western Sahara":"Vakarų Sachara","countries.Eritrea":"Eritrėja","countries.Spain":"Ispanija","countries.Ethiopia":"Etiopija","countries.Finland":"Suomija","countries.Fiji":"Fidžis","countries.Falkland Islands":"Folklando Salos","countries.Micronesia":"Mikronezija","countries.Faroe Islands":"Farerų Salos","countries.France":"Prancūzija","countries.Gabon":"Gabonas","countries.United Kingdom":"Jungtinė Karalystė","countries.Grenada":"Grenada","countries.Georgia":"Gruzija","countries.French Guiana":"Prancūzijos Gviana","countries.Guernsey":"Gernsis","countries.Ghana":"Gana","countries.Gibraltar":"Gibraltaras","countries.Greenland":"Grenlandija","countries.Gambia":"Gambija","countries.Guinea":"Gvinėja","countries.Guadeloupe":"Gvadelupa","countries.Equatorial Guinea":"Pusiaujo Gvinėja","countries.Greece":"Graikija","countries.South Georgia and the South Sandwich Islands":"Pietų Džordžijos ir Pietų Sandvičo Salos","countries.Guatemala":"Gvatemala","countries.Guam":"Guamas","countries.Guinea-Bissau":"Bisau Gvinėja","countries.Guyana":"Gajana","countries.Hong Kong":"Honkongas","countries.Heard Island and McDonald Islands":"Herdas ir Makdonaldas","countries.Honduras":"Hondūras","countries.Croatia":"Kroatija","countries.Haiti":"Haitis","countries.Hungary":"Vengrija","countries.Indonesia":"Indonezija","countries.Ireland":"Airija","countries.Israel":"Izraelis","countries.Isle of Man":"Meno Sala","countries.India":"Indija","countries.British Indian Ocean Territory":"Indijos Vandenyno Britų Sritis","countries.Iraq":"Irakas","countries.Iran":"Iranas","countries.Iceland":"Islandija","countries.Italy":"Italija","countries.Jersey":"Džersis","countries.Jamaica":"Jamaika","countries.Jordan":"Jordanija","countries.Japan":"Japonija","countries.Kenya":"Kenija","countries.Kyrgyzstan":"Kirgizija","countries.Cambodia":"Kambodža","countries.Kiribati":"Kiribatis","countries.Comoros":"Komorai","countries.Saint Kitts and Nevis":"Sent Kitsas ir Nevis","countries.North Korea":"Šiaurės Korėja","countries.South Korea":"Pietų Korėja","countries.Kuwait":"Kuveitas","countries.Cayman Islands":"Kaimanų Salos","countries.Kazakhstan":"Kazachstanas","countries.Laos":"Laosas","countries.Lebanon":"Libanas","countries.Saint Lucia":"Sent Lusija","countries.Liechtenstein":"Lichtenšteinas","countries.Sri Lanka":"Šri Lanka","countries.Liberia":"Liberija","countries.Lesotho":"Lesotas","countries.Lithuania":"Lietuva","countries.Luxembourg":"Liuksemburgas","countries.Latvia":"Latvija","countries.Libya":"Libija","countries.Morocco":"Marokas","countries.Monaco":"Monakas","countries.Moldova":"Moldova","countries.Montenegro":"Juodkalnija","countries.Saint Martin":"Sen Martenas","countries.Madagascar":"Madagaskaras","countries.Marshall Islands":"Maršalo Salos","countries.Macedonia":"Šiaurės Makedonija","countries.Mali":"Malis","countries.Myanmar":"Mianmaras","countries.Mongolia":"Mongolija","countries.Macao":"Makao","countries.Northern Mariana Islands":"Marianos Šiaurinės Salos","countries.Martinique":"Martinika","countries.Mauritania":"Mauritanija","countries.Montserrat":"Montseratas","countries.Malta":"Malta","countries.Mauritius":"Mauricijus","countries.Maldives":"Maldyvai","countries.Malawi":"Malavis","countries.Mexico":"Meksika","countries.Malaysia":"Malaizija","countries.Mozambique":"Mozambikas","countries.Namibia":"Namibija","countries.New Caledonia":"Naujoji Kaledonija","countries.Niger":"Nigeris","countries.Norfolk Island":"Norfolko Sala","countries.Nigeria":"Nigerija","countries.Nicaragua":"Nikaragva","countries.Netherlands":"Nyderlandai","countries.Norway":"Norvegija","countries.Nepal":"Nepalas","countries.Nauru":"Nauru","countries.Niue":"Niujė","countries.New Zealand":"Naujoji Zelandija","countries.Oman":"Omanas","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Prancūzijos Polinezija","countries.Papua New Guinea":"Papua Naujoji Gvinėja","countries.Philippines":"Filipinai","countries.Pakistan":"Pakistanas","countries.Poland":"Lenkija","countries.Saint Pierre and Miquelon":"Sen Pjeras ir Mikelonas","countries.Pitcairn":"Pitkernas","countries.Puerto Rico":"Puerto Rikas","countries.Palestine":"Palestina","countries.Portugal":"Portugalija","countries.Palau":"Palau","countries.Paraguay":"Paragvajus","countries.Qatar":"Kataras","countries.Reunion":"Reunjonas","countries.Romania":"Rumunija","countries.Serbia":"Serbija","countries.Russia":"Rusija","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Saudo Arabija","countries.Solomon Islands":"Saliamono Salos","countries.Seychelles":"Seišeliai","countries.Sudan":"Sudanas","countries.Sweden":"Švedija","countries.Singapore":"Singapūras","countries.Saint Helena":"Šv. Elenos, Dangun Žengimo ir Tristano da Kunjos Salos","countries.Slovenia":"Slovėnija","countries.Svalbard and Jan Mayen":"Svalbardas ir Janas Majenas","countries.Slovakia":"Slovakija","countries.Sierra Leone":"Siera Leonė","countries.San Marino":"San Marinas","countries.Senegal":"Senegalas","countries.Somalia":"Somalis","countries.Suriname":"Surinamas","countries.South Sudan":"Pietų Sudanas","countries.Sao Tome and Principe":"San Tomė ir Principė","countries.El Salvador":"Salvadoras","countries.Sint Maarten":"Sint Martenas","countries.Syria":"Sirija","countries.Swaziland":"Svazilandas","countries.Turks and Caicos Islands":"Terkso ir Kaikoso Salos","countries.Chad":"Čadas","countries.French Southern Territories":"Prancūzijos Pietų ir Antarkties Sritys","countries.Togo":"Togas","countries.Thailand":"Tailandas","countries.Tajikistan":"Tadžikistanas","countries.Tokelau":"Tokelau","countries.East Timor":"Rytų Timoras","countries.Turkmenistan":"Turkmėnistanas","countries.Tunisia":"Tunisas","countries.Tonga":"Tonga","countries.Turkey":"Turkija","countries.Trinidad and Tobago":"Trinidadas ir Tobagas","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Taivanas","countries.Tanzania":"Tanzanija","countries.Ukraine":"Ukraina","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Jungtinių Valstijų Mažosios Tolimosios Salos","countries.United States":"Jungtinės Valstijos","countries.Uruguay":"Urugvajus","countries.Uzbekistan":"Uzbekistanas","countries.Vatican":"Vatikanas","countries.Saint Vincent and the Grenadines":"Sent Vinsentas ir Grenadinai","countries.Venezuela":"Venesuela","countries.British Virgin Islands":"Didžiosios Britanijos Mergelių Salos","countries.U.S. Virgin Islands":"JAV Mergelių Salos","countries.Vietnam":"Vietnamas","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Voliso ir Futūnos Salų Teritorija","countries.Samoa":"Samoa","countries.Kosovo":"Kosovas","countries.Yemen":"Jemenas","countries.Mayotte":"Majotas","countries.South Africa":"Pietų Afrika","countries.Zambia":"Zambija","countries.Zimbabwe":"Zimbabvė","cw2020.common.resources":"Ištekliai, kurių tau prireiks","cw2020.common.soundtrack":"Programavimo savaitės garso takelis","cw2020.common.moves":"Judesiai","cw2020.common.dance-example":"Programavimo savaitės šokio pavyzdys","cw2020.common.organizer-guide":"Organizatoriaus vadovas","cw2020.title.0":"EU Code Week","cw2020.title.1":"2020 m. renginys","cw2020.intro":"2020 m. programavimo savaitė vyks spalio 10–25 d.! Dėl galimos rizikos sveikatai šiais metais daugiau programavimo savaitės renginių organizuosime internete. Planuojame įvairią smagią ir įtraukiančią veiklą, kurioje dalyvauti gali ir tu – prisijungęs namie arba mokykloje","cw2020.online-activities.title":"Siūloma visiems atvira internetinė veikla","cw2020.online-activities.subtitle.0":"Kad nuotoliniu būdu dalyvauti programavimo savaitės veikloje būtų paprasčiau, sukūrėme","cw2020.online-activities.subtitle.1":"siūlomos internetinės veiklos","cw2020.online-activities.subtitle.2":"kalendorių","cw2020.online-activities.section1.title":"Kas yra internetinė veikla?","cw2020.online-activities.section1.content":"Internetinė veikla – bet kokia veikla, kurią įprastai pridėtum arba registruotum programavimo savaitės interneto svetainėje; vienintelis skirtumas – ji vyks internete. Taip siekiame, kad dalyviai nerizikuodami savo sveikata galėtų lengvai dalyvauti programavimo užsiėmimuose ir praktiniuose seminaruose tik internete","cw2020.online-activities.section2.title":"Siūloma visiems atvira veikla","cw2020.online-activities.section2.content":"Jei nori, gali padaryti taip, kad prie tavo internetinės veiklos galėtų prisijungti visi norintys. Žmonės iš viso pasaulio galės dalyvauti visiems atviroje internetinėje veikloje anglų ar vietos kalba. Atrinksime pačias įdomiausias internetines veiklas ir įtrauksime jas į mūsų svetainėje esantį renginių kalendorių","cw2020.online-activities.section3.title":"Kodėl tai svarbu dalyviams","cw2020.online-activities.section3.content.0":"Kiekvieną programavimo savaitės dieną galėsi peržiūrėti","cw2020.online-activities.section3.content.1":"kalendorių","cw2020.online-activities.section3.content.2":"ir dalyvauti veikloje, kuri tau įdomiausia. Šių siūlomų renginių tematika labai įvairi – nuo praktinių robotikos užsiėmimų, e. mokymosi kursų ir internetinių seminarų iki programavimo mokymų ir daugybės kitų. Taigi, rinkis","cw2020.dance.title":"Programavimo savaitės šokis","cw2020.dance.subtitle":"Kas sakė, kad programuotojai nemoka šokti? Paminėdami 2020 m. programavimo savaitę, pristatome naują veiklą – #EUCodeWeekDance iššūkį","cw2020.dance.section1.title":"Kas gali dalyvauti?","cw2020.dance.section1.content.0":"Visus, pradedant mokyklomis, mokytojais, bibliotekomis ir baigiant programavimo klubais, įmonėmis ir valdžios institucijomis, kviečiame paminint 2020 m. ES programavimo savaitę organizuoti #EUCodeWeekDance veiklą ir įtraukti ją į","cw2020.dance.section1.content.1":"programavimo savaitės žemėlapį","cw2020.dance.section2.title":"Kaip dalyvauti?","cw2020.dance.section2.content":"Pasirink vieną iš penkių veiklos rūšių arba pasiūlyk savo veiklą. Kad ir kokią veiklą pasirinktum, nepamiršk jos įtraukti į mūsų žemėlapį","cw2020.dance.activity1.title":"Programuok draugą ar vieną iš tėvų – kompiuterio tam nereikia","cw2020.dance.activity1.subtitle":"Programuodamas gali duoti komandas elektroniniam įrenginiui. Tačiau iš esmės, norint programuoti kompiuterio nereikia. Vietoj jo pasitelk partnerį – tai gali būti tavo bendraklasis, draugas, vienas iš tėvų ar net mokytojas – ir duok jam nurodymus, kaip atlikti #EUCodeWeekDance judesius, o jis turi tiksliai juos vykdyti","cw2020.dance.activity1.resources.0":"Code.org vadovas, kaip surengti spontanišką šokių vakarėlį","cw2020.dance.activity1.resources.1":"Keletas patarimų, kaip programuoti savo bičiulį-robotą","cw2020.dance.activity2.title":"Vaizdinis programavimas","cw2020.dance.activity2.subtitle":"Programuok savo programavimo savaitės šokį naudodamasis „Scratch“. Naudok programavimo savaitės personažus arba susikurk savo personažą aplinkoje „Scratch“ ir užprogramuok jį atlikti #EUCodeWeekDance judesius.","cw2020.dance.activity2.resources.0":"„Scratch“ #EUCodeWeekDance projekto pavyzdys","cw2020.dance.activity2.resources.1":"Programavimo savaitės personažai","cw2020.dance.activity2.resources.2":"Code.org vadovas, kaip susikurti animuotą personažą","cw2020.dance.activity2.resources.3":"Code.org vadovas, kaip surengti šokių vakarėlį","cw2020.dance.activity2.resources.4":"Pasidalykite savo projektu su mumis šioje „Scratch Studio“.","cw2020.dance.activity3.title":"Tekstinis programavimas","cw2020.dance.activity3.subtitle":"Sukurk #EUCodeWeekDance temą su „Python“ arba „JavaScript“, naudodamas kodines muzikos kūrimo platformas, pvz., „EarSketch“ arba „Sonic Pi“","cw2020.dance.activity3.resources.0":"Muzikos kūrimo su „EarSketch“ mokomoji medžiaga","cw2020.dance.activity3.resources.1":"Muzikos kūrimo su „Sonic Pi“ mokomoji medžiaga","cw2020.dance.activity4.title":"Robotika","cw2020.dance.activity4.subtitle":"Užprogramuok savo robotą sekti tavo nurodymus ir atlikti programavimo savaitės šokį","cw2020.dance.activity4.resources.0":"Robotų programavimo mokomoji medžiaga","cw2020.dance.activity5.title":"Gyvai atliekamo šokio iššūkis","cw2020.dance.activity5.subtitle":"Įrašyk vaizdo įrašą, kuriame tu, tavo komanda arba tavo robotas atlieka #EUCodeWeekDance judesius, ir pasidalyk juo Instagrame – galbūt tavo vaizdo įrašas sulauks daugybės peržiūrų ir laimėsi vieną iš programavimo savaitės prizų! Susidomėjai? Atlik šiuos veiksmus:","cw2020.dance.activity5.resources.0":"Įrašyk vaizdo įrašą naudodamas „Instagram stories“","cw2020.dance.activity5.resources.1":"Instagrame tapk","cw2020.dance.activity5.resources.2":"@CodeWeekEU sekėju","cw2020.dance.activity5.resources.3":"Įkeldamas savo šokį paminėk @CodeWeekEU ir būtinai pažymėk saitažodį #EUCodeWeekDance","cw2020.dance.outro.0":"Laimėtojai bus renkami ir mūsų „Instagram Stories“ skelbiamos kasdien, todėl nepamiršk reguliariai tikrinti pranešimų – galbūt vieną dieną laimė nusišypsos būtent tau","cw2020.dance.outro.1":"#EUCodeWeekDance muziką – ","cw2020.dance.outro.2":"Odė kodui – ","cw2020.dance.outro.3":"parašė Brendanas Paolini, o šokio judesius 2015 m. sukūrė Bianca Maria Berardi; idėjos autorius – Urbino universiteto kompiuterinių sistemų docentas Alessandro Bogliolo","cw2020.treasure-hunt.title":"Programavimo savaitės lobių paieškos","cw2020.treasure-hunt.subtitle.0":"Šis žaidimas vyksta per „Telegram“ žaisime žaidimą, kuris bus pakankamai nesudėtingas pradedantiesiems, tačiau ir patyrusius dalyvius privers paplušėti","cw2020.treasure-hunt.subtitle.1":"Programavimo savaitės lobių paieškos","cw2020.treasure-hunt.subtitle.2":" – žaidimas, kurį geriausia žaisti kompiuteriu, po ranka turint mobilųjį telefoną. Žaisdamas šį žaidimą turėsi spręsti programavimo uždavinius ir daug sužinosi apie Europos programavimo istoriją, kompiuterių mokslą ir technologijas","cw2020.treasure-hunt.section.title":"Norėdamas pradėti žaisti,","cw2020.treasure-hunt.section.content.0":"parsisiųsk programėlę „Telegram“. Rinkis","cw2020.treasure-hunt.section.content.1":"„Telegram Desktop“","cw2020.treasure-hunt.section.content.2":"Žaidimą gali žaisti savo staliniu arba knyginiu kompiuteriu, taip pat išmaniuoju telefonu. Patariame žaidimą žaisti kompiuteriu, kad telefone per programėlę „Telegram“ galėtum matyti nurodymus ir spręsti programavimo uždavinius","cw2020.treasure-hunt.section.content.3":"Norėdamas žaisti,","cw2020.treasure-hunt.section.content.4":"atsidaryk žaidimą","cw2020.treasure-hunt.section.content.5":"ir nuskaityk QR kodą – taip atsidarysi programėlę „Telegram“ ir galėsi susipažinti su pirmaisiais nurodymais","cw2020.treasure-hunt.section.content.6":"Norėdamas laimėti, turi išspręsti 10 programavimo uždavinių ir Europos žemėlapyje surasti 10 vietų, susijusių su programavimo ir technologijų ištakomis","cw2020.treasure-hunt.section.content.7":"Užbaigęs žaidimą, pasidalyk savo rezultatu su draugais naudodamas saitažodį #EUCodeWeek ir pakviesk juos taip pat prisijungti prie žaidimo bei sužinoti apie programavimo istoriją. Pažiūrėkime, kieno rezultatai bus geriausi","cw2020.treasure-hunt.section.content.8":"Programavimo savaitės lobių paieškos – tai originalaus ES programavimo savaitės lobių paieškų žaidimo, kurį sukūrė Urbino universiteto kompiuterinių sistemų docentas Alessandro Bogliolo, virtuali versija. Daugiau apie originalią žaidimo versiją skaityk mūsų","cw2020.treasure-hunt.section.content.9":"tinklaraštyje","cw2020.kick-off.title":"Atidarymo renginys: 2020 m. spalio 8 d.","cw2020.kick-off.content.0":"Virtualus programavimo savaitės atidarymas vyks spalio 8 d. 17 val. Berlyno/Briuselio/Paryžiaus laiku. Renginys bus transliuojamas per „Facebook Live“, „Instagram TV“ ir „YouTube Live“","cw2020.kick-off.content.1":"Tarp įdomių kviestinių ceremonijos svečių:","cw2020.kick-off.content.2":"už vidaus rinką atsakingas ES Komisijos narys","cw2020.kick-off.content.3":"už inovacijas, mokslinius tyrimus, kultūrą, švietimą ir jaunimą atsakinga ES Komisijos narė","cw2020.kick-off.content.4":"„Scratch“ įkūrėjas ir „MIT Media Lab“ mokymo mokslinių tyrimų profesorius","cw2020.kick-off.content.5":"„Hello Ruby“ autorė ir iliustratorė","cw2020.kick-off.content.6":"ir","cw2020.kick-off.content.7":"Prancūzijos ne pelno organizacijos „E-mma“, propaguojančios lyčių įvairovę technologijų srityje, prezidentė","cw2020.kick-off.content.8":"Be to, programavimo savaitės komanda supažindins su naujomis svetainės funkcijomis, ištekliais ir iššūkiais","cw2020.kick-off.content.9":"Urbino universiteto kompiuterinių sistemų docentas ir","cw2020.kick-off.content.10":"programavimo savaitės ambasadorių koordinatorius","cw2020.kick-off.content.11":"plačiau papasakos apie programavimo savaitės virtualias lobių paieškas","cw2020.kick-off.content.12":"O xxx glaustai pristatys naująjį #EUCodeWeekDance iššūkį","cw2020.kick-off.content.13":"Be to, bendrausime su mokyklomis ir moksleiviais visoje Europoje, kurie pasakos savo programavimo istorijas ir dalysis idėjomis su kviestiniais svečiais","cw2020.kick-off.content.14":"Tu taip pat turėsi progą pasidalyti mintimis ir idėjomis ar užduoti klausimų. Tereikia įsijungti tiesioginę transliaciją","cw2020.kick-off.content.15":"arba","cw2020.kick-off.content.16":"2020 m. spalio 8 d. nuo 17 iki 18.30 val. Vidurio Europos laiku rašyti komentarus arba dalytis įrašais su saitažodžiu #EUCodeWeek","cw2020.get-involved.title":"Kaip dalyvauti veiklose","cw2020.get-involved.subtitle":"Nekantrauji pradėti programuoti? Jei nori prisijungti prie ES programavimo savaitės bendruomenės, bet nežinai, nuo ko pradėti, pasižvalgyk po šiuos išteklius – jie padės tau žengti pirmą žingsnį ir nepavėluoti į spalio mėn. prasidėsiančią kasmetinę šventę","cw2020.get-involved.content.0":"Prisijungti prie programavimo savaitės renginių","cw2020.get-involved.content.1":"Kaip pridėti programavimo savaitės veiklą","cw2020.get-involved.content.2":"Trumpos pamokėlės „Learning bits“","cw2020.get-involved.content.3":"Plačios apimties atviri internetiniai mokymo kursai „Deep Dive“","cw2020.get-involved.content.4":"Programavimo namuose mokymų serija „Coding@Home“","edit.title":"Redaguokite savo #EUCodeWeek renginį","edit.required_fields":"Laukeliai, kuriuos reikia užpildyti, pažymėti žvaigždute *. Galite įrašyti renginį savo gimtąja kalba.","edit.description":"Pavadinimas","edit.audience":"Auditorija","edit.theme":"Tema","edit.location":"Vieta","edit.website":"Svetainė","edit.contact":"Susisiekti","edit.tags":"Žymės","edit.image":"Paveikslėlis","edit.help":"Didesni paveikslėliai bus sumažinti iki 156 x 512 taškų. Siunčiamas paveikslėlis turi būti ne didesnis kaip 256 x 1 024 taškų.","edit.aspect":"Kokiam programavimo aspektui bus skirtas jūsų renginys?","edit.address":"Įrašykite adresą arba spustelėkite ant žemėlapio ir pažymėkite vietą.","edit.privacy_disclaimer.header":"Jūsų kontaktinė informacija","edit.privacy_disclaimer.text_1":"Šią informaciją matys tik ","edit.privacy_disclaimer.link_1":"ES programavimo savaitės ambasadoriai","edit.privacy_disclaimer.text_2":` ir Programavimo savaitės - organizatoriai, kurie - patikrins jūsų renginį prieš jam atsirandant žemėlapyje ir galbūt norės su jumis susisiekti, - jei reikėtų redaguoti informaciją, - arba dėl apklausos po renginio atlikimo statistiniais tikslais.`,"edit.privacy_disclaimer.contact_email":"Jūsų el. pašto adresas","edit.edit":"Redaguoti renginį","event.main_title":"Pridėkite savo #EUCodeWeek renginį","event.button":"Pridėti renginį","event.howto":"Kaip organizuoti savo renginį","event.required":"Laukeliai, kuriuos reikia užpildyti, pažymėti žvaigždute *. Galite įrašyti renginį savo gimtąja kalba.","event.audience_title":"Auditorija","event.theme_title":"Tema","event.scoreboard_by_country":"Suvestinė","event.get_involved":"Dalyvaukite","event.organize_or_support_events":"Organizuokite arba remkite renginius savo mieste","event.or_contact_your":"arba susisiekite su savo","event.eu_code_week_ambassadors":"ES programavimo savaitės ambasadoriais","event.show_events_for":"Rodyti renginius, skirtus ","event.who":"Kam skirtas renginys?","event.tags":"Žymės","event.image":"Paveikslėlis","event.start.label":"Renginio pradžios data","event.start.placeholder":"Kada prasideda renginys?","event.end.label":"Renginio pabaigos data","event.end.placeholder":"Kada baigiasi renginys?","event.organizer.label":"Organizacijos pavadinimas","event.organizer.placeholder":"Organizacija, kurioje dirbate ar kurios savanoriu esate","event.website.label":"Organizatoriaus interneto svetainė","event.website.placeholder":"Turite interneto svetainę, kurioje pateikta daugiau informacijos?","event.description.label":"Aprašymas","event.description.placeholder":"Trumpai aprašykite planuojamą renginį.","event.contact.label":"Kontaktinis el. pašto adresas","event.contact.placeholder":"Šiuo el. pašto adresu vyks susirašinėjimas visais ES programavimo savaitės svarbiausiais klausimais","event.contact.explanation":"Jūsų el. pašto adresą matys tik ES programavimo savaitės ambasadoriai ir Programavimo savaitės organizatoriai, kurie patikrins jūsų renginį prieš jam atsirandant žemėlapyje ir galbūt norės su jumis susisiekti, jei reikėtų redaguoti informaciją, arba dėl apklausos po renginio atlikimo statistiniais tikslais.","event.public.label":"Viešas el. pašto adresas","event.public.placeholder":"Ar norėtumėte, kad jūsų el. pašto adresas būtų matomas?","event.title.label":"Veiklos pavadinimas","event.title.placeholder":"Koks veiklos pavadinimas?","event.address.label":"Adresas","event.address.placeholder":"Kur veikla vyks?","event.organizertype.label":"Organizacijos tipas","event.organizertype.placeholder":"Pasirinkite organizatoriaus tipą","event.organizertype.school":"Mokykla","event.organizertype.library":"Biblioteka","event.organizertype.non profit":"Ne pelno organizacija","event.organizertype.private business":"Privati įmonė","event.organizertype.other":"Kita","event.audience.Pre-school children":"Ikimokyklinio amžiaus vaikai","event.audience.Elementary school students":"Pradinės mokyklos moksleiviai","event.audience.High school students":"Vidurinės mokyklos moksleiviai","event.audience.Graduate students":"Baigiamųjų kursų studentai","event.audience.Post graduate students":"Trečiosios pakopos studijų studentai","event.audience.Employed adults":"Dirbantys suaugusieji","event.audience.Unemployed adults":"Nedirbantys suaugusieji","event.audience.Other (see description)":"Kita (žr. aprašymą)","event.audience.Teachers":"Mokytojai","event.theme.Basic programming concepts":"Pagrindinės programavimo sąvokos","event.theme.Web development":"Tinklalapio kūrimas","event.theme.Mobile app development":"Mobiliosios programėlės kūrimas","event.theme.Software development":"Programinės įrangos kūrimas","event.theme.Data manipulation and visualisation":"Manipuliavimas duomenimis ir duomenų vizualizacija","event.theme.Robotics":"Robotika","event.theme.Hardware":"Aparatinė įranga","event.theme.Other":"Kita","event.theme.Unplugged activities":"Veiklos be kompiuterio","event.theme.Playful coding activities":"Žaidybinis programavimas","event.theme.Art and creativity":"Menas ir kūryba","event.theme.Visual/Block programming":"Vaizdinis ir (arba) blokinis programavimas","event.theme.Game design":"Žaidimų kūrimas","event.theme.Internet of things and wearable computing":"Daiktų internetas ir dėvimieji kompiuteriai","event.theme.3D printing":"Trimatis spausdinimas","event.theme.Augmented reality":"Papildyta realybė","event.theme.Artificial intelligence":"Dirbtinis intelektas","event.theme.Motivation and awareness raising":"Motyvacijos ir sąmoningumo ugdymas","event.theme.Promoting diversity":"Įvairovės skatinimas","event.codeweek_for_all_participation_code.title":"PROGRAMAVIMO SAVAITËS KODAS „CODEWEEK4ALL“","event.codeweek_for_all_participation_code.explanation":"Jei kodą „CodeWeek4All“ gavote iš kolegos mokykloje ar draugo, nurodykite jį čia. Jei kodo neturite, palikite laukelį tuščią. Daugiau informacijos apie „CodeWeek4All“ rasite","event.codeweek_for_all_participation_code.link":"čia","event.thanks_page.title":"Ačiū, kad pridėjote savo renginį!","event.thanks_page.phrase1":"Dabar mūsų ambasadorius jūsų šalyje peržiūrės jūsų renginį","event.thanks_page.phrase2":"ir patikrins, ar viskas gerai.","event.thanks_page.phrase3":"Jei turite klausimų, susisiekite su vienu iš mūsų","event.thanks_page.phrase4":"nacionalinių ambasadorių","event.thanks_page.phrase5":"arba atsiųskite mums","event.thanks_page.phrase6":"el. laišką.","event.thanks_page.phrase7":"Galite pasidalyti savo „CodeWeek4All“ kodu su kitais:","event.activitytype.label":"Renginio tipas","event.activitytype.placeholder":"","event.activitytype.open-online":"Atviras renginys/užsiėmimas internetu","event.activitytype.invite-online":"Uždaras renginys/užsiėmimas internetu (tik su pakvietimu)","event.activitytype.open-in-person":"Atviras renginys/užsiėmimas (realybėje, ne internetu)","event.activitytype.invite-in-person":"Uždaras renginys/užsiėmimas (realybėje, ne internetu)","event.privacy":"Perskaičiau ir sutinku su šiame dokumente aprašyta privatumo politika.","event.country":"Šalis","event.loading":"Kraunama...","event.add_activity":"Pridėti renginį","event.edit_activity":"Redaguoti renginį","event.update_activity":"Atnaujinti renginį","event.delete_activity":"Ištrinti renginį","event.total_pending_events":"Iš viso dar nepatvirtintų renginių:","event.no_pending_events":"Nerasta jokių nepatvirtintų renginių","event.all_countries":"Visos šalys","event.current_status":"Dabartinė būsena","event.actions":"Veiksmai","event.certificate_ready":"Jūsų Programavimo savaitės pažymėjimas jau paruoštas. Atsisiųskite jį arba dalykitės tiesiogiai.","event.view_your_certificate":"Peržiūrėkite savo pažymėjimą čia","event.submit_event_and_report":"Pateikite šio renginio ataskaitą ir gaukite Programavimo savaitės pažymėjimą","event.report_and_claim":"Pateikti renginio ataskaitą ir gauti pažymėjimą","eventdetails.organised_by":"Organizuoja: ","eventdetails.contact_email":"Kontaktinis el. pašto adresas: ","eventdetails.happening_at":"Vieta: ","eventdetails.from":"Nuo ","eventdetails.to":" iki ","eventdetails.description":"Aprašymas: ","eventdetails.more_info":"Daugiau informacijos: ","eventdetails.audience":"Renginys skirtas: ","eventdetails.themes":"Pagrindinės temos: ","eventdetails.tags":"Žymės: ","eventdetails.share":"Pasidalykite renginiu: ","eventdetails.email.tooltip":"Spustelėkite čia ir išsiųskite el. laišką draugui","eventdetails.email.subject":"Pažiūrėk, koks puikus programavimo renginys","eventdetails.email.body_1":"Labas, pasidomėk ","eventdetails.email.body_2":"renginiu, vyksiančiu ","eventdetails.edit":"Redaguoti renginį","eventdetails.note":"PASTABA. ","eventdetails.pending_warning":"Šį renginį dar tikrina ","eventdetails.pending_link":"moderatoriai","eventdetails.nearby_upcoming_events":"Šalia vykstantys artimiausi renginiai:","eventreports.reports_by":"Laukiama šių renginių ataskaitos ","eventreports.no_reports":"Kol kas nėra renginių, kurių ataskaitas reikia pateikti.","eventreports.report":`Toliau išvardyti renginiai jau prasidėjo arba baigėsi. Įrašykite kelis skaičius - apie renginį statistikos tikslais ir gaukite Programavimo savaitės dalyvio sertifikatą. Už - vieną renginį gausite vieną sertifikatą.`,"guide.title":"Vadovas","guide.organise_activity":"Organizuokite savo renginį su #EUCodeWeek","guide.register_activity":"Registruokite savo renginį čia","guide.what.title":"Kas yra ES programavimo savaitė?","guide.what.content":'

    ES programavimo savaitė – visuomeninė iniciatyva, kurią vykdo savanoriai, o remia Europos Komisija. #EUCodeWeek renginį gali organizuoti ir įtraukti jį į codeweek.eu žemėlapį visi (mokyklos, mokytojai, bibliotekos, programavimo klubai, įmonės, valdžios institucijos ir t. t.).

    ',"guide.what_you_need_organise.title":"Ko reikia, kad galėtumėte organizuoti renginį?","guide.what_you_need_organise.items.1":"Grupės norinčių mokytis žmonių. Pavyzdžiui, jūsų draugų, vaikų, paauglių, bendradarbių, tėvų ar senelių. Nepamirškite, kad du žmonės jau yra grupė!","guide.what_you_need_organise.items.2":"Instruktorių ar lektorių, kurie išmano programavimą ir žino, kaip mokyti bei įkvėpti kitus. Jų skaičius priklauso nuo renginio tipo ir dalyvių skaičiaus.","guide.what_you_need_organise.items.3":"Renginio vietos. Tai gali būti klasė, biblioteka, konferencijų salė ar kokia nors viešoji erdvė.","guide.what_you_need_organise.items.4":"Kompiuterių ir interneto ryšio. Priklausomai nuo tikslinės grupės, galite paprašyti dalyvių atsinešti savo nešiojamuosius kompiuterius.","guide.what_you_need_organise.items.5":'Veiklos be kompiuterio. Įtraukti į skaitmeninio mąstymo veiklas galima ir nenaudojant kompiuterio ar interneto. Iš pradžių susipažinkite su mūsų Mokymosi be kompiuterio segmentu.',"guide.what_you_need_organise.items.6":`Mokymosi medžiagos. Parodykite dalyviams, kaip smagu kurti patiems. Peržiūrėkite mūsų išteklių puslapį ir mokymosi segmentus su mokomaisiais vaizdo įrašais bei pamokų planais ir pritaikykite juos savo grupės reikmėms.`,"guide.what_you_need_organise.items.7":`Dalyvių registracijos. Jeigu patalpos nedidelės, dalyvių registracijai galite naudoti, pavyzdžiui, „Google“ formas arba „Eventbrite“.`,"guide.what_you_need_organise.items.8":'Nepamirškite pažymėti savo renginio Programavimo savaitės žemėlapyje!',"guide.how_to.title":"Kaip organizuoti renginį?","guide.how_to.items.1":"Jūsų renginio formatas priklauso nuo jūsų, tačiau mes primygtinai rekomenduojame skirti laiko praktiniams užsiėmimams, kad dalyviai galėtų patys ką nors sukurti ir (arba) pasidarbuoti su aparatine įranga.","guide.how_to.items.2":'Naudokitės jūsų tikslinei grupei tinkančiomis priemonėmis ir technologijomis. Rekomenduojame naudotis nemokama atvirųjų šaltinių medžiaga.',"guide.how_to.items.3":"Savo renginio pabaigoje paprašykite dalyvių parodyti ir pristatyti tai, ką jie sukūrė.","guide.how_to.items.4":`Viešinkite savo renginį! Viešinkite ir dalykitės tuo, ką darėte per savo renginį, socialiniuose tinkluose naudodami grotažymę #EUCodeWeek. Taip pat galite dalytis ES programavimo savaitės mokytojų grupėje ir „Twitter“ (@CodeWeekEU). Pasakokite apie renginį draugams ir vietos žiniasklaidos atstovams, parenkite pranešimą spaudai.`,"guide.how_to.items.5":'Nepamirškite įtraukti savo renginio į Programavimo savaitės žemėlapį!',"guide.material.title":"Reklaminė medžiaga","guide.material.text":'

    Pasižiūrėkite mūsų tinklaraštį, kuriame rasite naujausios informacijos, ir pritaikykite naujausius pranešimus spaudai savo reikmėms arba parenkite savo:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Pasirengimas švęsti 2019 m. ES programavimo savaitę (pateikta 29 kalbomis);',"guide.toolkits.title":"atsisiųskite šiuos priemonių rinkinius, kurie padės jums pradėti:","guide.toolkits.communication_toolkit":"Ryšių priemonių rinkinį;","guide.toolkits.teachers_toolkit":"Priemonių rinkinį mokytojams.","guide.questions.title":"Turite klausimų?","guide.questions.content":'

    Jei turite klausimų dėl #EUCodeWeek renginio organizavimo ar reklamos, susisiekite su ES programavimo savaitės ambasadoriumi savo šalyje.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"įgyvendinkite savo idėjas!","hackathons.sections.1.title":"6 hakatonai, 6 iššūkiai","hackathons.sections.1.content.1":"Gyvenate Graikijoje, Latvijoje, Airijoje, Italijoje, Rumunijoje ar Slovėnijoje? Esate kūrybingi, ambicingi ir domitės technologijų ateitimi? Dabar turite puikų šansą! Prisijunkite prie vieno iš ES programavimo savaitės programuotojų maratono ir kurkite pažangius sprendimus, kad galėtumėte žengti priešakinėse technologinės revoliucijos gretose!","hackathons.sections.1.content.2":"Per 2021 m. ES programavimo savaitę vyks šeši neeiliniai programuotojų maratonai, į kuriuos kviečiami 15–19 metų moksleiviai, besimokantys aukštesnėse vidurinės mokyklos klasėse. Jie dirbs komandomis ir savo programavimo įgūdžius panaudos vietiniams uždaviniams spręsti. Po 24 valandų kūrybinio darbo kiekviena komanda pateiks savo idėjas ekspertų vertinimo komisijai, kuri išrinks 10 komandų finalininkių. Visos komandos gaus tiek pat laiko, išteklių ir turės galimybę naudotis mentorių paslaugomis bei specialiomis žiniomis, kad išspręstų uždavinius, tačiau tik 10 komandų galės žengti į kitą turą, tobulinti savo prototipą, gauti ekspertų instruktažus ir dalyvauti finaliniame programuotojų maratone rudenį. Čia komandos varžysis dėl puikaus IT įrankių prizo ir mentorystės bei mokymo galimybės toliau plėtoti savo prototipą.","hackathons.sections.2.title":"Kaip galiu sudalyvauti?","hackathons.sections.2.content.1":"Rinkitės programuotojų maratoną savo šalyje ir norėdami užsiregistruoti atlikite kelis paprastus veiksmus. Galite prisijungti kaip individualus asmuo arba kaip šešių asmenų komanda. Jei prisijungsite kartu su draugais ar bendraklasiais, registruodamiesi nepamirškite nurodyti savo komandos pavadinimo. Registruotis kiekviename programuotojų maratone bus galima atskirai, tad sekite savo šalyje vyksiančio maratono naujienas!","hackathons.sections.3.title":"Kas visa tai organizuoja?","hackathons.sections.3.content.1":"ES programavimo savaitės hakatonus bendrai organizuoja Europos Komisija ir vietos ES ","hackathons.sections.3.content.2":"programavimo savaitės ambasadoriai","hackathons.sections.3.content.3":" , o finansuoja Europos Parlamentas. Siekiama parodyti, kaip konkretūs sprendimai įgyvendinami pasitelkiant jaunimo kūrybiškumą, entuziazmą, naujas idėjas ir programavimo įgūdžius.","hackathons.sections.4.title":"Kaip vyksta hakatonas?","hackathons.sections.4.content.1":"ES programavimo savaitė – tai programuotojų maratonas, pradedantis 24 valandas internete truksiančią kelionę. Patyrę mentoriai instruktuos komandas, vyks praktiniai seminarai, kurie dalyviams suteiks galimybių įgyti naujų įgūdžių ir maloniai praleisti laiką. Be to, programuotojų maratonas – puiki proga dalyviams susijungti tinkle ir bendrauti su Europos technologijų sektoriaus bendraminčiais. Baigiantis programuotojų maratonui kiekviena komanda savo sprendimą pateiks ekspertų vertinimo komisijai. ","hackathons.sections.4.content.2":"Dešimt geriausių komandų tęs programuotojų maratono kelionę – per vasarą jie mokysis ir bus kuruojami mentorių. Tada nugalėtojai rugsėjį arba spalį dalyvaus finaliniame tiesioginiame 12 valandų trukmės nacionaliniame programuotojų maratone (kuris vyks internetu, jei dėl visuomenės sveikatos padėties bus ribojami fiziniai susitikimai).","hackathons.sections.5.title":"Aš nemoku programuoti – ką daryti?","hackathons.sections.5.content.1":"Hakatono metu taip pat vyks programavimo, darbo su kompiuterine įranga ir robotikos seminarai pradedantiesiems, kuriuose dalyviai galės išmokti skaitmeninio mąstymo ir programavimo. Daugiau informacijos apie tai, kaip užsiregistruoti, rasite savo vietos puslapyje.","hackathons.sections.6.title":"Partneriai","hackathons.sections.7.title":"Prisijunkite – bus įdomu!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Rumunija","hackathons.cities.1.date":"2021 m. rugsėjo 25-26 d.","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Airija","hackathons.cities.2.date":"2021 m. rugsėjo 23-24 d.","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Italija","hackathons.cities.3.date":"2021 m. rugsėjo 24-25 d.","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Graikija","hackathons.cities.4.date":"2021 m. spalis 9 d.","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Slovėnija","hackathons.cities.5.date":"2021 m. rugsėjo 18–19 d.","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Latvija","hackathons.cities.6.date":"2021 m. spalis 1 d.","hackathons.final.1":"Finalas","hackathons.final.2":"2021 m. rugsėjis–spalis","home.about":"ES programavimo savaitė yra visuomeninė iniciatyva, kurios tikslas yra visus sudominti programavimu ir skaitmeniniu raštingumu.","home.when":"2024 m. spalio 14-27 d.","home.when_text":"Mokydamiesi programuoti suvokiame sparčiai besikeičiantį pasaulį, geriau suprantame, kaip veikia technologijos, ir tobuliname savo įgūdžius bei gebėjimus, kad galėtume rasti naujų idėjų ir kurti inovacijas.","home.school_banner_title":"Dalyvaukite!","home.school_banner_text":"Esate mokytoja (-as)?","home.school_banner_text2":"Spustelėkite čia ir sužinokite, kaip dalyvauti!","home.organize_activity_title":"Organizuokite renginį arba prisijunkite prie jau organizuojamo","home.organize_activity_text":'Visi kviečiami organizuoti \u2028renginius ar prie jų prisijungti. Tiesiog pasirinkite temą, tikslinę auditoriją ir pažymėkite savo renginį žemėlapyje arba peržiūrėkite savo vietovėje organizuojamus renginius.',"home.get_started_title":"Pradėkite","home.get_started_text":'Nežinote, nuo ko pradėti? Apsilankykite pagalbiniame puslapyje ir atsisiųskite mūsų organizatoriams skirtus priemonių rinkinius, kurie padės pasiruošti ir skleisti žinią.',"home.access_resources_title":"Naudokitės ištekliais ir mokymo galimybėmis","home.access_resources_text":'Jei nežinote, kaip organizuoti renginį, apsilankykite mūsų mokymo išteklių puslapyje ir mokymosi segmentuose, kur rasite mokymo medžiagos, įskaitant gaires ir parengtus pamokų planus.',"locations.title":"Renginių vietos","locations.description.0":"Pasirinkite kito savo renginio vietą toliau pateiktame sąraše ARBA užregistruokite naują vietą","locations.description.1":"sukurdami renginį","login.login":"Prisijungti","login.register":"Registruotis","login.github":"Prisijunkite per „Github“","login.twitter":"Prisijunkite per „Twitter“","login.facebook":"Prisijunkite per „Facebook“","login.google":"Prisijunkite per „Google“","login.azure":"Prisijunkite per „Azure“","login.email":"El. pašto adresas","login.password":"Slaptažodis","login.remember":"Prisiminti mane","login.forgotten_password":"Pamiršote savo slaptažodį?","login.no_account":"Neturite paskyros?","login.signup":"Registruotis","login.reset":"Iš naujo nustatyti slaptažodį","login.send_password":"Siųsti slaptažodžio nustatymo iš naujo nuorodą","login.confirm_password":"Patvirtinti slaptažodį","login.name":"vardas","menu.learn":"Mokytis","menu.teach":"Mokyti","menu.training":"Mokymai","menu.toolkits":"Pristatymai ir priemonių rinkiniai jūsų kalba","menu.why":"KODĖL","menu.home":"Pradžios puslapis","menu.events":"Renginiai","menu.ambassadors":"Ambasadoriai","menu.resources":"Ištekliai","menu.schools":"Mokyklos","menu.about":"Apie","menu.blog":"Tinklaraštis","menu.news":"Naujienos","menu.search":"Parašykite ir spauskite įvesties klavišą...","menu.map":"Žemėlapis","menu.add_event":"Pridėti renginį","menu.search_event":"Renginių paieška","menu.hello":"Sveiki","menu.profile":"Profilis","menu.pending":"Dar nepatvirtinti renginiai","menu.your_events":"Mano veikla","menu.your_certificates":"Mano sertifikatai","menu.report":"Mano veiklos ataskaita","menu.volunteers":"Savanoriai","menu.logout":"Atsijungti","menu.signin":"Prisijungti","menu.privacy":"Privatumas","menu.participation":"Dalyvio pažymėjimas","menu.values":"Mūsų principai","menu.featured_activities":"Rodoma veikla","menu.codeweek2020":"2020 m. laida","mooc.free-online-courses":"Nemokami nuotolinio mokymo kursai","mooc.intro":"ES programavimo savaitės nuotolinio mokymo kursai suteikia profesinio tobulėjimo galimybes. Taip siekiama palaikyti mokytojus jiems diegiant programavimą ir informatinį mąstymą savo pamokose.","mooc.icebreaker.title":"Įvadinis „ledus pralaužiantis“ kursas","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"ES programavimo savaitės įvadinis kursas","mooc.icebreaker.text.2":"yra penkias valandas trunkantis kursas anglų kalba, skirtas visiems, besidomintiems programavimo ir informatinio mąstymo pagrindais. Kurso metu dalyviai išmoks sužadinti jaunų žmonių smalsumą ir inovatyvumą, tuo pat metu įgalėdami juos tapti skaitmeninio turinio kūrėjais. Kursas padės dalyviams atrasti informatinio mąstymo ir programavimo privalumus ir aktualumą mūsų kasdieniame gyvenime. Kurso metu taip pat bus pateiktos idėjos, nemokama mokomoji medžiaga ir ištekliai, kad būtų galima surengti smagių ir lavinančių užsiėmimų vaikams – bet kada, bet kur, bet ypač per Programavimo savaitę.","mooc.icebreaker.text.3":"Norėdami dalyvauti šiame kurse, neprivalote turėti ankstesnės programavimo patirties ar žinių, tik smalsų protą.","mooc.icebreaker.registration.0":"Į kursą, kuris vyks nuo 2020 m. rugsėjo 16 d. ir spalio 30 d., galima registruotis čia.","mooc.icebreaker.registration.1":"Atkreipkite dėmesį, kad, norėdami užsiregistruoti kurse, turite susikurti Europos mokyklų tinklo akademijos paskyrą.","mooc.icebreaker.check-out":"Informacija apie 2019 m. kursą","mooc.deep-dive.title":"Išsamus kursas","mooc.deep-dive.text.0":"ES programavimo savaitės išsamus nuotolinio mokymo kursas vyksta dvidešimt penkias valandas anglų kalba ir suteikia mokytojams galimybę susipažinti su principais, susijusiais su programavimu, ir įgyti žinių bei pasitikėjimo organizuojant lengvus ir smagius interaktyvius užsiėmimus su savo mokiniais. Mokytojai galės naudotis ES programavimo savaitės nemokamais","mooc.deep-dive.text.1":"ištekliais","mooc.deep-dive.text.2":"ir mokomąja medžiaga 29 kalbomis, ir sužinos apie programavimo aspektus, pavyzdžiui, informatinį mąstymą, analoginius užsiėmimus ir beribes robotikos, įrangos taisymo ir kūrimo, vaizdinio programavimo kalbų, programėlių kūrimo galimybes ir dar daugiau.","mooc.deep-dive.course-link":"Informacija apie 2019 m. išsamų kursą.","mooc.social-media.0":"Sekite","mooc.social-media.1":"ES programavimo savaitės naujienas socialinėje žiniasklaidoje","mooc.social-media.2":"ir sužinokite, kada prasidės kitas kursas","myevents.created_by":"Visus renginius sukūrė ","myevents.no_events.first_call_to_action":"Jūs dar nepridėjote nė vieno renginio. Gal ","myevents.no_events.first_link":"pridėkite dabar","myevents.no_events.second_call_to_action":"arba perskaitykite mūsų ","myevents.no_events.second_link":"gaires organizatoriams?","myevents.view":"Rodyti","myevents.status.APPROVED":"PATVIRTINTI","myevents.status.REJECTED":"ATMESTI","myevents.status.PENDING":"DAR NEPATVIRTINTI","myevents.status.REPORTED":"ATASKAITA PATEIKTA","pagination.previous":"Ankstesnis","pagination.next":"Kitas","participation.title":"Sukurkite dalyvio pažymėjimus savo klasei","participation.phrase1":"Formoje pateikite savo mokinių vardus ir pavardes, atskirdami juos kableliais, ir gausite atskirus dalyvio pažymėjimus","participation.names.label":"Pavardės pažymėjimui gauti","participation.names.help":"Dalyvių pavardes atskirkite kableliu","participation.event_name.label":"Renginio pavadinimas","participation.event_name.help":"Jūsų renginio pavadinimas, kuris bus nurodytas pažymėjime","participation.event_date.label":"Renginio data","participation.event_date.help":"Jūsų renginio data, kuri bus nurodyta pažymėjime","participation.submit":"Kurti pažymėjimus","participation.thanks_page.title":"Jūsų pažymėjimai jau sukurti!","participation.thanks_page.phrase1":"Spustelėkite šią nuorodą ir atsisiųskite visus pažymėjimus ZIP faile","passwords.password":"Slaptažodžiai turi būti sudaryti mažiausiai iš šešių simbolių ir sutapti su patvirtinimu.","passwords.reset":"Jūsų slaptažodis atkurtas!","passwords.sent":"Slaptažodžio atkūrimo nuorodą išsiuntėme jums el. paštu!","passwords.token":"Šis slaptažodžio atkūrimo raktas negalioja.","passwords.user":"Nėra vartotojo su tokiu el. pašto adresu.","privacy-statement-contact.subtitle":"Šiame pareiškime apie privatumo apsaugą pateikiama informacija apie jūsų asmens duomenų tvarkymą ir apsaugą.","privacy-statement-contact.processing-operation.0":"Duomenų tvarkymo operacija:","privacy-statement-contact.processing-operation.1":"administravimas, susijęs su programavimo savaitės ambasadoriais, veiklą koordinuojančiais mokytojais ir veiklos registravimu svetainėje.","privacy-statement-contact.data-processors.0":"Duomenų tvarkytojai:","privacy-statement-contact.data-processors.1":"„GOPA Com. S.A.“ ir „EUN Partnership AISBL“ („European Schoolnet“), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Informacija apie asmens duomenų tvarkymą, atliekamą vykdant administravimą, susijusį su programavimo savaitės ambasadoriais, veiklą koordinuojančiais mokytojais ir veiklos registravimu svetainėje.","privacy-statement-contact.3-legal_process.0":'Duomenų tvarkymo teisėtumas. G.2 skyrius jūsų asmens duomenis renka, saugoja ir skelbia, nes tam davėte aiškų sutikimą pažymėdamas langelį tada, kai registravotės tapti programavimo savaitės ambasadoriumi ar veiklą koordinuojančiu mokytoju arba kai teikėte prašymą užregistruoti veiklą Europos programavimo savaitės svetainėje.',"privacy-statement-contact.4-collect_data.0":"Kai registruojamasi tapti ambasadoriumi ar veiklą koordinuojančiu mokytoju, renkami šie privalomi asmens duomenys:","privacy-statement-contact.4-collect_data.1":"vardas ir pavardė","privacy-statement-contact.4-collect_data.2":"e. pašto adresas","privacy-statement-contact.4-collect_data.3":"slaptažodis","privacy-statement-contact.4-collect_data.4":"atvaizdas","privacy-statement-contact.4-collect_data.5":"biografija","privacy-statement-contact.4-collect_data.6":"kreipinys","privacy-statement-contact.4-collect_data.7":"kompetencijos sritis (jei registruojamasi tapti veiklą koordinuojančiu mokytoju).","privacy-statement-contact.4-collect_data.8":"Kai registruojama veikla, renkami šie privalomi asmens duomenys:","privacy-statement-contact.4-collect_data.9":"organizacijos pavadinimas","privacy-statement-contact.4-collect_data.10":"organizacijos rūšis","privacy-statement-contact.4-collect_data.11":"kontaktinis e. pašto adresas.","privacy-statement-contact.4-collect_data.12":"Šiuos duomenis pateikti privaloma, kad galėtumėte tapti ambasadoriumi ar veiklą koordinuojančiu mokytoju arba užregistruoti veiklą.","privacy-statement-contact.4-collect_data.13":"Be to, ambasadoriai ir veiklą koordinuojantys mokytojai gali savanoriškai pateikti šiuos asmens duomenis:","privacy-statement-contact.4-collect_data.14":"nuorodas į socialinių tinklų paskyras.","privacy-statement-contact.4-collect_data.15":"Veiklos organizatoriai gali savanoriškai pateikti šiuos duomenis:","privacy-statement-contact.4-collect_data.16":"ryšiams su visuomene skirtą e. pašto adresą","privacy-statement-contact.4-collect_data.17":"nuorodą į organizatorių svetainę","privacy-statement-contact.4-collect_data.18":"„Code Week for All“ kodą.","privacy-statement-contact.4-collect_data.19":"Jei esate veiklos organizatorius, atkreipkite dėmesį į tai, kad asmens duomenimis, kuriuos pateikėte registruodamas veiklą, gali naudotis su jumis dėl tos veiklos norintis susisiekti jūsų šaliai atstovaujantis ambasadorius arba G.2 skyrius.","privacy-statement-contact.4-collect_data.20":"Savo asmens duomenis pateikėte","privacy-statement-contact.4-collect_data.21":"Programavimo savaitės svetainės prisijungimo puslapyje","privacy-statement-contact.4-collect_data.22":"ir","privacy-statement-contact.4-collect_data.23":"veiklos registravimu puslapyje.","privacy-statement-contact.5-how_long.0":"Visi jūsų asmens duomenys iš duomenų bazių bus pašalinti, jei pasitrauksite iš šios iniciatyvos arba praėjus penkeriems metams nuo iniciatyvos pabaigos.","privacy-statement-contact.6-protect_data.0":'Visi elektroniniai asmens duomenys (e. laiškai, dokumentai, duomenų bazės, įkelti duomenų rinkiniai ir pan.) saugomi Europos Komisijos arba jos rangovų serveriuose. Visos duomenų tvarkymo operacijos vykdomos laikantis 2017 m. sausio 10 d. Komisijos sprendimo (ES, Euratomas) 2017/46 dėl Europos Komisijos ryšių ir informacinių sistemų saugumo.',"privacy-statement-contact.6-protect_data.1":'Komisijos rangovai, tvarkydami jūsų duomenis Komisijos vardu, yra teisiškai įpareigoti laikytis ir konkrečių sutarties sąlygų, ir konfidencialumo pareigų, nustatytų į ES valstybių narių teisę perkėlus Bendrąjį duomenų apsaugos reglamentą (BDAR, Reglamentas (ES) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Kad apsaugotų jūsų asmens duomenis, Komisija taiko tam tikras technines ir organizacines priemones. Prie techninių priemonių priskiriami atitinkami veiksmai, kuriais užtikrinamas kibernetinis saugumas ir mažinama duomenų praradimo, jų pakeitimo ar neteisėtos prieigos prie jų rizika, atsižvelgiant į su asmens duomenų tvarkymu susijusią riziką ir tvarkomų asmens duomenų pobūdį. Prie organizacinių priemonių priskiriamas prieigos prie asmens duomenų suteikimas tik įgaliotiems asmenims, turintiems teisėtą poreikį su jais susipažinti šios duomenų tvarkymo operacijos tikslais.","privacy-statement-contact.7-access_data.0":"Su visais jūsų pateiktais asmens duomenimis pagal būtinybės žinoti principą gali susipažinti Komisijos darbuotojai. Be to, pagal tą patį principą su jais susipažinti leidžiama ir mūsų rangovui.","privacy-statement-contact.7-access_data.1":'Siekiant didinti programavimo savaitės ambasadorių, veiklą koordinuojančių mokytojų ir užregistruotos veiklos žinomumą, visi jūsų asmens duomenys skelbiami šioje svetainėje.',"privacy-statement-contact.7-access_data.2":"Be to, G.2 skyrius jūsų kontaktiniais duomenimis gali pasidalyti su bet kuriuo visuomenės nariu ar suinteresuotuoju subjektu, kuriam reikia su jumis susisiekti programavimo savaitės klausimu. Jei esate veiklos organizatorius, atkreipkite dėmesį į tai, kad asmens duomenimis, kuriuos pateikėte registruodamas veiklą, gali naudotis su jumis dėl tos veiklos norintis susisiekti jūsų šaliai atstovaujantis ambasadorius arba G.2 skyrius.","privacy-statement-contact.8-rights.0":"Jūs sutikote šios duomenų tvarkymo operacijos tikslais pateikti savo asmens duomenis G.2 skyriui. Savo sutikimą galite bet kuriuo metu atšaukti, apie tai pranešdamas G.2 skyriui adresu CNECT-G2@ec.europa.eu. Sutikimo atšaukimas nedarys poveikio duomenų tvarkymo operacijų, atliktų iki jums atšaukiant sutikimą, teisėtumui.","privacy-statement-contact.10-detailed-info.0":"Ši konkreti duomenų tvarkymo operacija viešame duomenų apsaugos pareigūno registre užregistruota šiuo ankstesnio pranešimo numeriu: DPR-EC-02631 – Ryšių tinklų, turinio ir technologijų GD politikos, programų ir projektų kontaktinių punktų valdymas.","privacy-statement.title":"JŪSŲ ASMENS DUOMENŲ APSAUGA","privacy-statement.processing-operation.0":"Duomenų tvarkymo operacija:","privacy-statement.processing-operation.1":"viešai prieinamose svetainėse besilankančių asmenų duomenų, įskaitant IP adresus, tvarkymas svetainėje codeweek.eu.","privacy-statement.data-controller.0":"Duomenų valdytojas:","privacy-statement.data-controller.1":"Europos Komisijos Ryšių tinklų, turinio ir technologijų generalinio direktorato G.2 skyrius.","privacy-statement.record-reference":"Registracijos numeris","privacy-statement.table-of-contents":"Turinys","privacy-statement.1-intro.title":"Įvadas","privacy-statement.1-intro.items.1":'Europos Komisija (toliau – Komisija) yra įsipareigojusi saugoti jūsų asmens duomenis ir gerbti jūsų privatumą. Komisija asmens duomenis renka ir toliau tvarko laikydamasi 2018 m. spalio 23 d. Europos Parlamento ir Tarybos reglamento (ES) 2018/1725 dėl fizinių asmenų apsaugos Sąjungos institucijoms, organams, tarnyboms ir agentūroms tvarkant asmens duomenis ir dėl laisvo tokių duomenų judėjimo, kuriuo panaikinamas Reglamentas (EB) Nr. 45/2001.',"privacy-statement.1-intro.items.2":"Šiame pareiškime dėl privatumo paaiškinama, kodėl tvarkome jūsų asmens duomenis, kaip juos renkame ir tvarkome, kaip užtikriname visų pateiktų asmens duomenų apsaugą, kaip ta informacija naudojama ir kokiomis su savo asmens duomenimis susijusiomis teisėmis galite naudotis. Jame taip pat pateikiami atsakingo duomenų valdytojo, į kurį galite kreiptis, kad pasinaudotumėte savo teisėmis, duomenų apsaugos pareigūno ir Europos duomenų apsaugos priežiūros pareigūno kontaktiniai duomenys.","privacy-statement.1-intro.items.3.0":"Toliau pateikiama su Komisijos vykdoma duomenų tvarkymo operacija","privacy-statement.1-intro.items.3.1":"„Duomenų tvarkymas svetainėje codeweek.eu“","privacy-statement.1-intro.items.3.2":"susijusi informacija.","privacy-statement.2-why.title":"Kodėl ir kaip tvarkome jūsų asmens duomenis?","privacy-statement.2-why.items.0":"Duomenų tvarkymo tikslas.","privacy-statement.2-why.items.1":"Komisijos Ryšių tinklų, turinio ir technologijų generaliniam direktoratui priklauso keletas išorės svetainių. Šios svetainės, kurios fiziškai yra ne Komisijos kontroliuojamoje prieglobos infrastruktūroje, yra techniškai sukonfigūruotos rinkti ir tvarkyti jūsų asmens duomenis tam, kad galėtumėte į jas patekti.","privacy-statement.2-why.items.2":"Jūsų asmens duomenys nebus naudojami automatizuotam sprendimų priėmimui, įskaitant profiliavimą.","privacy-statement.3-legal_process.title":"Kokiu teisiniu pagrindu (-ais) tvarkome jūsų asmens duomenis?","privacy-statement.3-legal_process.items.0":"Jūsų asmens duomenis tvarkome remdamiesi:","privacy-statement.3-legal_process.items.1":'Reglamento (ES) 2018/1725 5 straipsnio 1 dalies a punktu, nes juos tvarkyti būtina siekiant atlikti užduotį, vykdomą viešojo intereso labui arba vykdant Sąjungos institucijai ar organui pavestus viešosios valdžios įgaliojimus.',"privacy-statement.3-legal_process.items.2":"Plačiosios visuomenės informavimas išties yra užduotis, kurią Europos Komisija turi atlikti dėl to, kad tai – jos prerogatyva instituciniu lygmeniu, kaip numatyta 2018 m. liepos 18 d. Europos Parlamento ir Tarybos reglamento (ES, Euratomas) 2018/1046 dėl Sąjungos bendrajam biudžetui taikomų finansinių taisyklių (OL L 193, 2018 7 30, p. 1) 58 straipsnio 2 dalies d punkte. Užtikriname, kad pagal galiojančius duomenų apsaugos teisės aktus būtų įgyvendintos tinkamos ir konkrečios asmens duomenų tvarkymo apsaugos priemonės;","privacy-statement.3-legal_process.items.3":'Reglamento (ES) 2018/1725 5 straipsnio 1 dalies d punktu, nes su slapukais ir tapatumo nustatymu susijusius duomenų tvarkymo veiksmus atliekame tik gavę jūsų sutikimą. Pagal Reglamento (ES) 2018/1725 3 straipsnio 15 dalį ir 7 straipsnį sutikimas turi būti duotas tinkamai informuoto subjekto laisva valia, būti konkretus ir nedviprasmiškas.',"privacy-statement.3-legal_process.items.4":"Jūsų sutikimą gavome tiesiogiai iš jūsų. Jį galėjote duoti e. paštu, e. registracijos formoje arba bet kuria kita rašytine forma.","privacy-statement.4-collect_data.title":"Kokius asmens duomenis renkame ir toliau tvarkome?","privacy-statement.4-collect_data.items.0":"Asmens duomenų, kuriuos G.2 skyrius renka, kad atliktų šią duomenų tvarkymo operaciją, kategorijos:","privacy-statement.4-collect_data.items.1":"interneto protokolo adresas (IP adresas) arba įrenginio, kuriuo jungiamasi prie svetainės, identifikacinis numeris.","privacy-statement.4-collect_data.items.2":"Jei šių duomenų netvarkytume, jūsų įrenginys negalėtų užmegzti techninio ryšio su serverio infrastruktūra, taigi negalėtumėte patekti į mūsų svetainę.","privacy-statement.4-collect_data.items.3":"Asmens duomenų, kuriuos G.2 skyrius renka, kad šioje svetainėje galėtumėte patvirtinti savo tapatumą, kategorijos:","privacy-statement.4-collect_data.items.4":"e. pašto adresas,","privacy-statement.4-collect_data.items.5":"slaptažodis arba","privacy-statement.4-collect_data.items.6":"socialinio tinklo naudotojo tapatumo nustatymo duomenys.","privacy-statement.5-how_long.title":"Kiek laiko saugome jūsų duomenis?","privacy-statement.5-how_long.items.0":"G.2 skyrius asmens duomenis saugo tik tiek laiko, kiek reikia tam, kad būtų pasiektas duomenų rinkimo ar tolesnio tvarkymo tikslas, t. y. tiek, kiek trunka naršymo sesija. IP adresai saugumo sumetimais tarnybų žurnalų failuose gali būti saugomi vienus metus. Iš analizės priemonės IP adresas ir įrenginio identifikacinis numeris (pavyzdžiui, IMEI numeris ir WIFI MAC adresas) pašalinami vos tik atsijungiama.","privacy-statement.6-protect_data.title":"Kaip saugome jūsų asmens duomenis?","privacy-statement.6-protect_data.items.0":"Visi elektroniniai asmens duomenys (e. laiškai, dokumentai, duomenų bazės, įkelti duomenų rinkiniai ir pan.) saugomi Europos Komisijos serveriuose. Visos duomenų tvarkymo operacijos vykdomos laikantis 2017 m. sausio 10 d.","privacy-statement.6-protect_data.items.1":"Komisijos sprendimo (ES, Euratomas) 2017/46","privacy-statement.6-protect_data.items.2":"dėl Europos Komisijos ryšių ir informacinių sistemų saugumo.","privacy-statement.6-protect_data.items.3":"Kad apsaugotų jūsų asmens duomenis, Komisija taiko tam tikras technines ir organizacines priemones. Prie techninių priemonių priskiriami atitinkami veiksmai, kuriais užtikrinamas kibernetinis saugumas ir mažinama duomenų praradimo, jų pakeitimo ar neteisėtos prieigos prie jų rizika, atsižvelgiant į su asmens duomenų tvarkymu susijusią riziką ir tvarkomų asmens duomenų pobūdį. Prie organizacinių priemonių priskiriamas prieigos prie asmens duomenų suteikimas tik įgaliotiems asmenims, turintiems teisėtą poreikį su jais susipažinti šios duomenų tvarkymo operacijos tikslais.","privacy-statement.7-access_data.title":"Kam prieinami ir kam atskleidžiami jūsų asmens duomenys?","privacy-statement.7-access_data.items.0":"Susipažinti su jūsų asmens duomenimis gali Komisijos darbuotojai, atsakingi už šios duomenų tvarkymo operacijos vykdymą, ir darbuotojai, kuriems suteiktas leidimas pagal būtinybės žinoti principą. Šie darbuotojai laikosi teisės aktais nustatytų ir prireikus papildomų konfidencialumo susitarimų.","privacy-statement.7-access_data.items.1":"Be to, prieiga prie jūsų asmens duomenų pagal būtinybės žinoti principą gali būti suteikta išorės rangovams, kurie pagal sutartį dirba Komisijos tarnybos, kuriai priklauso interneto svetainės, vardu ir kuria, prižiūri, tvarko ir archyvuoja interneto svetaines.","privacy-statement.7-access_data.items.2":"Mūsų renkama informacija nebus teikiama jokioms trečiosiomis šalims, išskyrus jos teikimą teisės aktuose reikalaujamu mastu ir tikslu.","privacy-statement.8-rights.title":"Kokios yra jūsų teisės ir kaip galite jomis pasinaudoti?","privacy-statement.8-rights.items.0":"Kaip duomenų subjektas turite tam tikrų Reglamento (ES) 2018/1725 III skyriuje (14–25 straipsniuose) nustatytų teisių, visų pirma teisę susipažinti su savo asmens duomenimis, reikalauti juos ištaisyti arba ištrinti ir teisę apriboti savo asmens duomenų tvarkymą. Jei taikytina, taip pat turite teisę nesutikti, kad jūsų asmens duomenys būtų tvarkomi, ir teisę į duomenų perkeliamumą.","privacy-statement.8-rights.items.1":"Turite teisę nesutikti, kad jūsų asmens duomenys būtų teisėtai tvarkomi pagal 5 straipsnio 1 dalies a punktą.","privacy-statement.8-rights.items.2":"Jūs sutikote pateikti savo asmens duomenis šios duomenų tvarkymo operacijos tikslais. Savo sutikimą galite bet kuriuo metu atšaukti, apie tai pranešdamas G.2 skyriui. Sutikimo atšaukimas nedarys poveikio duomenų tvarkymo operacijų, atliktų iki jums atšaukiant sutikimą, teisėtumui.","privacy-statement.8-rights.items.3":"Jei norite pasinaudoti savo teisėmis, kreipkitės į duomenų valdytoją arba, kilus nesutarimui, į duomenų apsaugos pareigūną. Prireikus galite kreiptis ir į Europos duomenų apsaugos priežiūros pareigūną. Jų kontaktiniai duomenys pateikiami 9 skirsnyje.","privacy-statement.8-rights.items.4":"Jei pageidaujate pasinaudoti savo teisėmis, susijusiomis su viena ar keliomis konkrečiomis duomenų tvarkymo operacijomis, savo prašyme pateikite jų aprašymą (pavyzdžiui, 10 skirsnyje nurodytą registracijos numerį (-ius)).","privacy-statement.9-contact.title":"Kontaktinė informacija","privacy-statement.9-contact.data-controller.title":"Duomenų valdytojas","privacy-statement.9-contact.data-controller.text":"Jei norite pasinaudoti Reglamente (ES) 2018/1725 nustatytomis savo teisėmis arba turite pastabų, klausimų arba abejonių, arba jei norite pateikti skundą dėl jūsų asmens duomenų rinkimo ir naudojimo, kreipkitės į duomenų valdytoją – Europos Komisijos G.2 skyrių – e. pašto adresu","privacy-statement.9-contact.data-protection-officer.title":"Komisijos duomenų apsaugos pareigūnas","privacy-statement.9-contact.data-protection-officer.text":"Klausimais, susijusiais su jūsų asmens duomenų tvarkymu pagal Reglamentą (ES) 2018/1725, galite kreiptis į duomenų apsaugos pareigūną e. pašto adresu (DATA-PROTECTION-OFFICER@ec.europa.eu).","privacy-statement.9-contact.european-data-protection.title":"Europos duomenų apsaugos priežiūros pareigūnas","privacy-statement.9-contact.european-data-protection.text":'Jei manote, kad duomenų valdytojui tvarkant jūsų asmens duomenis buvo pažeistos Reglamente (ES) 2018/1725 nustatytos jūsų teisės, turite teisę kreiptis į Europos duomenų apsaugos priežiūros pareigūną ir jam pateikti skundą (edps@edps.europa.eu) .',"privacy-statement.10-detailed-info.title":"Kur rasti išsamesnės informacijos?","privacy-statement.10-detailed-info.items.0":'Komisijos duomenų apsaugos pareigūnas skelbia visų Komisijos atliekamų asmens duomenų tvarkymo operacijų, kurios yra dokumentuojamos ir apie kurias jam pranešama, registrą. Susipažinti su šiuo registru galima adresu https://ec.europa.eu/dpo-register.',"privacy-statement.10-detailed-info.items.1":"Šiai konkrečiai duomenų tvarkymo operacijai viešame duomenų apsaugos pareigūno registre suteiktas registracijos numeris DPR-EC-09706.1.","privacy.title":"JŪSŲ ASMENS DUOMENŲ APSAUGA","privacy.1-intro.title":"1. Įvadas","privacy.1-intro.items.1":"

    Europos Komisija (toliau – Komisija) yra įsipareigojusi apsaugoti jūsų asmens duomenis ir gerbti jūsų privatumą. Asmens duomenis Komisija renka ir toliau tvarko pagal 2018 m. spalio 23 d. Europos Parlamento ir Tarybos reglamentą (ES) 2018/1725 dėl fizinių asmenų apsaugos Sąjungos institucijoms, organams, tarnyboms ir agentūroms tvarkant asmens duomenis ir dėl laisvo tokių duomenų judėjimo (kuriuo panaikinamas Reglamentas (EB) Nr. 45/2001).

    ","privacy.1-intro.items.2":"

    Šiame privatumo pareiškime paaiškinta, kodėl renkame ir tvarkome jūsų asmens duomenis, kaip juos renkame, tvarkome, kaip užtikriname visų jūsų asmens duomenų apsaugą, kaip ši informacija naudojama ir kokiomis galite pasinaudoti su savo asmens duomenimis susijusiomis teisėmis (teise susipažinti, ištaisyti, užblokuoti ir kt.). Jame taip pat nurodyti atsakingo duomenų valdytojo, su kuriuo susisiekę galite pasinaudoti savo teisėmis, duomenų apsaugos pareigūno ir Europos duomenų apsaugos priežiūros pareigūno kontaktiniai duomenys.

    ","privacy.1-intro.items.3":"

    Šiame privatumo pareiškime aprašytas asmenų, kurie veikia kaip ES programavimo savaitės veiklos kontaktiniai asmenys (programavimo savaitės ambasadoriai, švietimo ministerijos koordinatoriai, vadovaujantys mokytojai ir veiklos bei renginių organizatoriai) asmens duomenų rinkimas ir skelbimas viešai prieinamoje svetainėje „codeweek.eu“.

    ","privacy.2-why.title":"2. Kodėl tvarkome jūsų duomenis?","privacy.2-why.items.1":"

    Europos Komisija renka ir skelbia jūsų asmens duomenis, kad suinteresuotiesiems subjektams arba susidomėjusiems piliečiams būtų lengviau nustatyti kontaktinius asmenis. Kaip kontaktinius asmenis nurodžius tikrus asmenis, galima geriausiai ir veiksmingiausiai užtikrinti, kad susidomėję žmonės galėtų susisiekti su Komisijos tarnybomis.

    ","privacy.2-why.items.2":"

    Jūsų asmens duomenys nebus naudojami jokiam automatizuotam sprendimų priėmimui, įskaitant profiliavimą.

    ","privacy.3-legal_process.title":"3. Kokiu teisiniu pagrindu (kokiais teisiniais pagrindais) tvarkome jūsų asmens duomenis?","privacy.3-legal_process.items.1":"

    Asmens duomenų tvarkymo operacijos kontaktinių asmenų skelbimo tikslais yra teisėtos pagal Reglamento (ES) 2018/1725 5 straipsnio 1 dalies d punktą, nes davėte sutikimą tvarkyti jūsų asmens duomenis, pateikdami internetinę formą arba sutikdami su tuo, kad naudotume jūsų el. paštą ir naudotojo vardą, jei prisijungėte per socialinį tinklą.

    ","privacy.4-collect_data.title":"4. Kokius asmens duomenis renkame ir toliau tvarkome?","privacy.4-collect_data.items.1":"

    Renkami asmens duomenys yra informacija, pagal kurią lengviau nustatyti jus, kaip kontaktinį asmenį, ir kuri didina jūsų matomumą visuomenei, t. y. titulas, pavardė, vardas, pareigos, darbiniai pašto ir el. pašto adresai, telefono numeris, nuotrauka, socialinės žiniasklaidos paskyra, biografija.

    ","privacy.4-collect_data.items.2":"

    Šiuos asmens duomenis teikiate savanoriškai, užpildydami prašymo formą.

    ","privacy.4-collect_data.items.3":"

    Pateikti tam tikrus asmens duomenis būtina, kad svetainėje „codeweek.eu“ būtų galima paskelbti veiklą ir (arba) kontaktinę informaciją. Jums nepateikus savo asmens duomenų, jūsų veikla nebūtų skelbiama ir (arba) negalėtume dalyvauti pirmiau nurodytuose tinkluose.

    ","privacy.4-collect_data.items.4":"

    Visus kitus asmens duomenis teikiate savanoriškai.

    ","privacy.4-collect_data.items.5":"Kai užsiprenumeruojate mūsų naujienlaiškį, jūsų el. pašto adresas pridedamas prie „EU Code Week“ naujienlaiškių adresų sąrašo, kurį tvarko Mailerlite.com. Perskaitykite „Mailerlite“ privatumo politiką: https://www.mailerlite.com/legal/privacy-policy. Galite atsisakyti naujienlaiškių bet kuriuo metu naudodami nuorodą „Unsubscribe“ el. laiškuose, kuriuos gaunate iš mūsų, arba galite atsiųsti mums el. laišką adresu info@codeweek.eu temos eilutėje nurodydami „Unsubscribe“.","privacy.5-how_long.title":"5. Kiek laiko saugome jūsų asmens duomenis?","privacy.5-how_long.items.1":"

    Komisija jūsų asmens duomenis saugo tik tol, kol jų reikia 2 punkte aprašytam rinkimo ir tolesnio tvarkymo tikslui įgyvendinti, t. y. tol, kol veikiate kaip kontaktinis asmuo.

    ","privacy.5-how_long.items.2":"

    Jūsų asmens duomenys iš viešai prieinamos svetainės bus pašalinti, kai nustosite veikti kaip kontaktinis asmuo, nebent davėte sutikimą įtraukti jus į duomenų bazę būsimai veiklai.

    ","privacy.6-protect_data.title":"6. Kaip saugome ir apsaugome jūsų asmens duomenis?","privacy.6-protect_data.items.1":"

    Visi asmens duomenys elektroniniu formatu (el. laiškai, dokumentai, išsiųsti duomenų paketai ir pan.) saugomi Europos Komisijos arba jos rangovų serveriuose. Visos tvarkymo operacijos atliekamos pagal 2017 m. sausio 10 d. Komisijos sprendimą (ES, Euratomas) 2017/46 dėl Europos Komisijos ryšių ir informacinių sistemų saugumo.

    ","privacy.6-protect_data.items.2":"

    Komisijos rangovai privalo laikytis specialios sutartinės sąlygos, kuri taikoma bet kokioms Komisijos vardu atliekamoms jūsų duomenų tvarkymo operacijoms, ir konfidencialumo įsipareigojimų, nustatytų į ES valstybių narių teisę perkeltame Bendrajame duomenų apsaugos reglamente (BDAR, Reglamentas (ES) 2016/679).

    ","privacy.6-protect_data.items.3":"

    Siekdama apsaugoti jūsų asmens duomenis, Komisija taiko įvairias technines ir organizacines priemones. Technines priemones sudaro tinkami veiksmai, kuriais siekiama užtikrinti saugumą internete, apsisaugoti nuo duomenų praradimo rizikos, duomenų pakeitimo arba neteisėtos prieigos, atsižvelgiant į riziką, kylančią tvarkant duomenis, ir tvarkomų asmens duomenų pobūdį. Organizacines priemones sudaro prieigos prie asmens duomenų apribojimas, kad su šiais duomenimis galėtų susipažinti tik įgaliotieji asmenys, kuriems pagrįstai reikia juos žinoti atliekant šią tvarkymo operaciją.

    ","privacy.7-access_data.title":"7. Kas gali susipažinti su jūsų asmens duomenimis ir kam jie atskleidžiami?","privacy.7-access_data.items.1":"

    Prieiga prie jūsų asmens duomenų suteikiama už šios tvarkymo operacijos atlikimą atsakingiems Komisijos darbuotojams ir įgaliotiesiems darbuotojams, vadovaujantis būtinybės žinoti principu. Šie darbuotojai privalo laikytis teisės aktais nustatytų ir, jei reikia, papildomų konfidencialumo susitarimų.

    ","privacy.7-access_data.items.2":"

    Konkrečiai tariant, su visais jūsų pateiktais asmens duomenimis gali susipažinti svetainių administratoriai (Komisijos darbuotojai) ir kiti Komisijos darbuotojai, remiantis būtinybės žinoti principu. Be to, jūsų asmens duomenimis ir renginių informacija bus dalijamasi su ES programavimo savaitės ambasadorių ir švietimo koordinatorių tinklų nariais, kad būtų galima organizuoti veiklą vietoje arba imtis tolesnių veiksmų.

    ","privacy.7-access_data.items.3":"

    Kad kontaktiniai asmenys būtų matomesni, jūsų asmens duomenys be jokių prieigos apribojimų skelbiami viešoje svetainėje „https://codeweek.eu“.

    ","privacy.7-access_data.items.4":"

    Apie duomenų perdavimą trečiosioms šalims

    ","privacy.7-access_data.items.5":"

    Mūsų renkama informacija nebus perduodama jokiai trečiajai šaliai, išskyrus tokiu mastu ir tokiu tikslu, kuriais to iš mūsų gali būti reikalaujama pagal teisės aktus.

    ","privacy.8-rights.title":"8. Kokios yra jūsų teisės ir kaip jomis galite pasinaudoti?","privacy.8-rights.items.1":"

    Pagal Reglamento (ES) 2018/1725 III skyrių (14–25 straipsnius) jūs, kaip duomenų subjektas, turite konkrečias teises, ypač teisę susipažinti su savo asmens duomenimis, juos ištaisyti arba ištrinti ir teisę apriboti savo asmens duomenų tvarkymą. Tinkamais atvejais taip pat turite teisę nesutikti su tvarkymu arba teisę į duomenų perkeliamumą.

    ","privacy.8-rights.items.2":"

    Jūs sutikote pateikti mums savo asmens duomenis šiai tvarkymo operacijai, bet savo sutikimą galite bet kada atšaukti, pranešdami apie tai duomenų valdytojui. Atšaukimas nedarys poveikio tvarkymo teisėtumui iki tol, kol atšaukėte sutikimą.

    ","privacy.8-rights.items.3":"

    Savo teisėmis galite pasinaudoti susisiekę su duomenų valdytoju arba konflikto atveju – su duomenų apsaugos pareigūnu. Prireikus taip pat galite kreiptis į Europos duomenų apsaugos priežiūros pareigūną. Jų kontaktinė informacija pateikta toliau 9 skirsnyje.

    ","privacy.9-contact.title":"9. Kontaktinė informacija","privacy.9-contact.data-controller.title":"– Duomenų valdytojas","privacy.9-contact.data-controller.text":"

    Jei norėtumėte pasinaudoti savo teisėmis pagal Reglamentą (ES) 2018/1725, turite pastabų, klausimų ar abejonių arba norėtumėte pateikti skundą dėl jūsų asmens duomenų rinkimo ir naudojimo, nedvejodami susisiekite su duomenų valdytoju šiuo adresu: Data Controller

    ","privacy.9-contact.data-controller.address":"Directorate-General for Communications Networks, Content and Technology Unit G2
    Building BU25
    B-1049 Brussels
    ","privacy.9-contact.data-controller.email":"El. paštas ","privacy.9-contact.data-protection-officer.title":"– Komisijos duomenų apsaugos pareigūnas (DPA)","privacy.9-contact.data-protection-officer.text":'

    Jūsų asmens duomenų tvarkymo pagal Reglamentą (ES) 2018/1725 klausimais galite susisiekti su duomenų apsaugos pareigūnu (DATA-PROTECTION-OFFICER@ec.europa.eu).

    ',"privacy.9-contact.european-data-protection.title":"– Europos duomenų apsaugos priežiūros pareigūnas (EDAPP)","privacy.9-contact.european-data-protection.text":'

    Jei manote, kad, duomenų valdytojui tvarkant jūsų asmens duomenis, buvo pažeistos Reglamente (ES) 2018/1725 nustatytos jūsų teisės, turite teisę kreiptis į Europos duomenų apsaugos priežiūros pareigūną (t. y. galite pateikti jam skundą) (edps@edps.europa.eu).

    ',"remote-teaching.remote-teaching":"Nuotolinis mokymas","remote-teaching.intro.title":"Programavimo savaitė ir nuotolinis mokymas","remote-teaching.intro.text":"Nuotolinis švietimas gali kelti sunkumų ir mokytojams, ir mokiniams, dėl to reikia įveikti daugybę kliūčių. Vis dėlto programavimo, kompiuterinio mąstymo ar net robotikos mokymas neturėtų nutrūkti dėl to, kad mokiniai mokosi iš namų. Toliau pateikiame keletą patarimų ir šaltinių, kurie, tikimės, jums bus naudingi.","remote-teaching.intro.points.1":"tai trumpų vaizdo įrašų, „pasidaryk pats“ reikmenų, galvosūkių, žaidimų ir programavimo iššūkių rinkinys, tinkantis kasdien naudoti namuose ir mokykloje.","remote-teaching.intro.points.2.0":"Programavimas atsijungus","remote-teaching.intro.points.2.1":"čia rasite įvairių programavimo mokymosi ar mokymo užduočių, kurias galite lengvai atlikti naudodami namuose turimus reikmenis.","remote-teaching.intro.points.3.0":"Trumpos pamokėlės","remote-teaching.intro.points.3.1":"čia rasite trumpų pamokėlių ir mokymo priemonių, susijusių su darniu vystymusi ir dirbtiniu intelektu, o šių pamokų plane taip pat yra nuotoliniam mokymui skirtos skiltys","remote-teaching.intro.points.4.0":"Išteklių saugykla","remote-teaching.intro.points.4.1":"dauguma saugykloje pateikiamų išteklių taip pat gali būti naudojami mokant nuotoliniu būdu. Čia rasite išteklių, skirtų mokyti ir mokytis programavimo.","remote-teaching.intro.points.5.0":"Internetiniai programavimo iš namų seminarai","remote-teaching.intro.points.5.1":"ar žinojote, kad Programavimo savaitės metu buvo surengti keli internetiniai programavimo mokymosi ir mokymo iš namų seminarai? Pasižiūrėkite juos!","remote-teaching.tips.title":"7 patarimai mokant programuoti iš namų","remote-teaching.tips.points.1.0":"Susipažinkite su sąvokomis, programavimo kalba ir programine įranga","remote-teaching.tips.points.1.1":"Nors mokiniai gali išmokti programavimo pusiau savarankiškai, mokydamiesi iš klaidų, jūs turėsite juos tinkamai nukreipti ir padėti jiems rasti savo sintaksės klaidas. Būkite pasirengę atitinkamai pakeisti ir pritaikyti savo mokymą, jei tam tikra skaitmeninė priemonė ar programavimo kalba neatneša rezultatų, kurių tikėjotės.","remote-teaching.tips.points.2.0":"Padėkite mokiniams","remote-teaching.tips.points.2.1":"Padėkite savo mokiniams atskleisti visą savo potencialą, vesdami motyvuojančias ir prasmingas pamokas. Suteikite jiems galimybę išsiaiškinti savo gebėjimus bei kūrybiškumą ir leiskite jiems patiems pasirinkti projektus ir siekius. Taip pat patariame būti realistiškiems ir nustatyti tokius tikslus, kurių galėtų pasiekti jūsų mokiniai.","remote-teaching.tips.points.3.0":"Paskatinkite mokinius dirbti grupėmis","remote-teaching.tips.points.3.1":`Programuoti komandose ne tik smagiau, toks darbas taip pat padeda mokiniams įgyvendinti sunkesnius ir kūrybiškesnius projektus. Be to, dėl nuotolinio mokymo kai kurie mokiniai gali pasijusti atskirti, o darbas grupėmis padeda to išvengti. Pavyzdžiui, galite sukurti virtualius susitikimų kambarius, kad juose galėtų susiburti mokinių grupės, arba suorganizuoti tarpusavio vertinimą ir paraginti mokinius konstruktyviai įvertinti vieni kitų projektus. -`,"remote-teaching.tips.points.4.0":"Pasitelkite atvirąją programinę įrangą ir nemokamas virtualias platformas, skirtas mokytis programuoti","remote-teaching.tips.points.4.1":"Yra daug kokybiškų, pažangių ir paprastų naudoti išteklių, skirtų mokytis ir mokyti programuoti. Tai nemokamos priemonės, kurias neįsigiję licencijos ar neatsisiuntę programinės įrangos gali naudoti jūsų mokiniai. Daugumą jų galite rasti Programavimo savaitės saugykloje, pvz., „Scratch“, „App Inventor“, Code.org, „EarSketch“, „Sonic Pi“ ir pan. Kaip matėme Programavimo savaitės trumpose pamokėlėse, šias priemones galite pritaikyti bet kokioje srityje!","remote-teaching.tips.points.5.0":"Būkite žaismingi","remote-teaching.tips.points.5.1":"Jūsų pirmoji pažintis su programavimu turi būti įtraukianti ir smagi, ir nors dabar greičiausiai neturėsite galimybės šiuo džiaugsmu pasidalyti su kitais, yra būdų žaisti ir džiaugtis kartu. Pavyzdžiui, galite pasiūlyti savo mokiniams pamokos metu padaryti pertrauką ir prisijungti bei pažaisti „CodyColor“, mokomąjį keliems žaidėjams skirtą žaidimą, kurį žaidžiant mokomasi kompiuterinio mąstymo.","remote-teaching.tips.points.6.0":"Sukurkite bendravimo tikroje klasėje aplinką","remote-teaching.tips.points.6.1":"Technologijos suteikia mums galimybę bent iš dalies atkurti tokį bendravimą, koks vyktų klasėje. Galite paraginti mokinius tam tikru metu įsijungti kameras, virtualiai kelti ranką, asmeniškai arba pokalbių lange užduoti klausimus, dalyvauti virtualiose apklausose ir viktorinose ir pan. Tam galite pasitelkti tokias programas, kaip „Zoom“, „Microsoft Teams“, „GoToMeeting“ ar „Jitsi“ (gyvai vykstančioms pamokoms), taip pat „Kahoot“, „Mentimeter“ ar „Google Forms“ (viktorinoms ir klasės bendravimui). Tai padės mokiniams pasijusti tarsi klasėje, taip pat suartins juos su draugais.","remote-teaching.tips.points.7.0":"Užtikrinkite, kad priemonės būtų prieinamos ir nebrangios","remote-teaching.tips.points.7.1":"Pasistenkite, kad jūsų programavimo pamokos būtų realistiškos ir įtraukios, ir užtikrinkite, kad reikiamas priemones būtų galima lengvai rasti bet kuriame namų ūkyje ir kad visi mokiniai galėtų jas gauti, o tiems, kurie jų neturi, parūpinkite alternatyvas. Pavyzdžiui, programavimo užduotims neprisijungus reikia tokių nebrangių priemonių, kaip žirklės, popierius ar žymekliai. Atliekant internetines programavimo užduotis, pasistenkite, kad visi mokiniai namuose galėtų naudotis planšetiniu kompiuteriu ar kompiuteriu ir patikimu interneto ryšiu.","remote-teaching.tips.conclusion":"Kaip mokotės ir mokote programavimo nuotoliniu būdu? Ar turite patarimų kitiems švietimo specialistams? Parašykite komentarą toliau esančiame forume!","report.title":"Pateikite ataskaitą apie savo #EUCodeWeek renginį","report.event_title":"Renginio pavadinimas","report.number_required":"Pateikite apytikrius skaičius, net jei neturite tikslių duomenų.","report.phrase1":"Šią formą galima užpildyti tik vieną kartą! Atidžiai patikrinkite duomenis. Jei padarysite klaidą, ","report.phrase2":"Kai pateiksite ataskaitą, jums bus automatiškai išduotas Programavimo savaitės dalyvio sertifikatas, kurį galėsite parsisiųsti ir parodyti kitiems. Sertifikato pavyzdį galite pamatyti čia.","report.phrase3":"Laukeliai, kuriuos reikia užpildyti, pažymėti žvaigždute *.","report.phrase4":"Šią formą galima užpildyti tik vieną kartą! Atidžiai patikrinkite duomenis. Jei padarysite klaidą,","report.contactus":"susisiekite su mumis.","report.participants_count.label":"Dalyvių skaičius","report.average_participant_age.label":"Vidutinis dalyvių amžius","report.percentage_of_females.label":"Moterų dalis procentais","report.codeweek_for_all_participation_code.label":"Dalyvavimo iššūkyje „CodeWeek4All“ kodas","report.codeweek_for_all_participation_code.help":"Jei turite „CodeWeek4All“ iššūkio kodą, įrašykite jį čia. Jei kodo neturite, palikite laukelį tuščią.","report.name_for_certificate.label":"Pavadinimas (vardas, pavardė) sertifikate","report.name_for_certificate.help":"Pakeiskite jį į renginio organizatoriaus, kuriam bus išduotas Programavimo savaitės dalyvio sertifikatas, pavadinimą (vardą, pavardę). Rašykite tik lotyniškomis raidėmis. Nerašykite raidžių su kirčio ženklais, umliautu ir pan.","report.submit":"Pateikti renginio ataskaitą","report.thanks_page.title":"Ačiū, kad pateikėte ataskaitą apie savo renginį!","report.thanks_page.certificate_ready":"Jūsų sertifikatas paruoštas.","report.thanks_page.download_button":"Spustelėkite čia ir parsisiųskite.","report.thanks_page.back_events":"Grįžti prie savo renginio","resources.search_resources":"Ieškoti išteklių","resources.types":"Tipai","resources.levels":"Lygiai","resources.programming_languages":"Programavimo kalbos","resources.categories":"Kategorijos","resources.Languages":"Kalbos","resources.Subjects":"Dalykai","resources.share":"Dalytis","resources.communication_toolkit":"Ryšių priemonių rinkinys","resources.teachers_toolkit":"Priemonių rinkinys mokytojams","resources.leaflet":"Lankstinukas","resources.how_to_organise_an_activity":"Kaip suorganizuoti renginį?","resources.resources.languages.Russian":"Rusų","resources.resources.languages.Norwegian":"Norvegų","resources.resources.languages.Mandarin":"Mandarinų","resources.resources.languages.Japanese":"Japonų","resources.resources.languages.All targeted languages":"Visos tikslinės kalbos","resources.resources.levels.Beginner":"Pradedančiųjų","resources.resources.levels.Intermediate":"Vidutinis","resources.resources.levels.Advanced":"Pažengusiųjų","resources.resources.levels.Pre-primary education":"Priešmokyklinis ugdymas","resources.resources.levels.Primary school (5-12)":"Pradinė mokykla (5–12 m.)","resources.resources.levels.Lower secondary school (12-16)":"Pagrindinė mokykla (12–16 m.)","resources.resources.levels.Upper secondary school (16-18)":"Vidurinė mokykla (16–18 m.)","resources.resources.levels.Higher Education":"Aukštasis mokslas","resources.resources.levels.Other":"Kita","resources.resources.subjects.Art":"Menai","resources.resources.subjects.Biology":"Biologija","resources.resources.subjects.Chemistry":"Chemija","resources.resources.subjects.Computer Science":"Informatika","resources.resources.subjects.Culture":"Kultūra","resources.resources.subjects.Economics":"Ekonomika","resources.resources.subjects.Foreign Languages":"Užsienio kalbos","resources.resources.subjects.Geography":"Geografija","resources.resources.subjects.Geology":"Geologija","resources.resources.subjects.History":"Istorija","resources.resources.subjects.Language and Literature":"Kalba ir literatūra","resources.resources.subjects.Mathematics":"Matematika","resources.resources.subjects.Natural Sciences":"Gamtos mokslai","resources.resources.subjects.Physical Education":"Kūno kultūra","resources.resources.subjects.Physics":"Fizika","resources.resources.subjects.Coding":"Programavimas","resources.resources.subjects.Special Education Needs":"Specialiojo ugdymo poreikiai","resources.resources.subjects.Other":"Kita","resources.resources.types.Tutorial":"Mokymo vadovas","resources.resources.types.Website":"Interneto svetainė","resources.resources.types.Online Course":"Internetinis kursas","resources.resources.types.Video":"Vaizdo įrašas","resources.resources.types.Audio":"Garso įrašas","resources.resources.types.Application":"Programėlė","resources.resources.types.Game":"Žaidimas","resources.resources.types.Graphic Material":"Grafinė medžiaga","resources.resources.types.Presentation":"Pristatymas","resources.resources.types.Toolkit":"Priemonių rinkinys","resources.resources.types.Other":"Kita","resources.resources.types.Lesson Plan":"Pamokos planas","resources.resources.types.Guide":"Vadovas","resources.resources.categories.Coding":"Kodavimas","resources.resources.categories.Programming":"Programavimas","resources.resources.categories.Computational Thinking":"Skaitmeninis mąstymas","resources.resources.categories.Robotics":"Robotika","resources.resources.categories.Making":"Gamyba","resources.resources.categories.Tinkering":"Tinkinimas","resources.resources.categories.Unplugged Activities":"Veiklos be kompiuterio","resources.resources.categories.Other":"Kita","school.name":"Mokyklos pavadinimas","school.location":"Mokyklos adresas","school.description":"Mokyklos aprašymas","school.school":"Mokykla","school.add":"Įtraukti","school.list":"Sąrašas","school.required.name":"Nurodykite mokyklos pavadinimą","school.required.location":"Nurodykite mokyklos adresą","schools.1.title1":"Kodėl reikėtų sudominti savo klasę programavimu?","schools.1.title2":"Kokios naudos programavimas gali turėti jūsų moksleiviams? Ką jis gali duoti jums – mokytojams?","schools.1.content.0":"Esame įsitikinę, kad šiame skaitmeniniame amžiuje į elementarų raštingumą reikėtų įtraukti supratimą apie programavimą ir pagrindines skaitmeninio mąstymo kompetencijas, kaip antai problemų sprendimo, komandinio darbo ir analitinio mąstymo gebėjimus.","schools.1.content.1":"Mokėjimas programuoti sustiprins jūsų moksleivių skaitmeninius įgūdžius, padės geriau suprasti juos supantį pasaulį ir suteiks daugiau galimybių siekiant sėkmės tiek asmeniniame, tiek profesiniame gyvenime.","schools.1.content.2":"Programavimo savaitė suteikia mokykloms ir mokytojams nemokamų profesinio tobulėjimo galimybių, mokomosios medžiagos, tarptautinių iššūkių ir galimybių keistis patirtimi. Ji siūlo visiems moksleiviams galimybę žengti pirmuosius skaitmeninės kūrybos žingsnius.","schools.1.button.label":"Norite pradėti dabar pat? Registruokitės čia!","schools.2.title1":"Pasiruošę dalyvauti Programavimo savaitėje?","schools.2.title2":"Organizuokite pamoką, praktinius kursus ar kitą renginį ir pažymėkite jį žemėlapyje.","schools.2.content.0":"Nepriklausomai nuo to, ar mokate programuoti ar ne, galite organizuoti pamoką savo klasėje arba atvirą dieną ar kitą renginį savo mokykloje. Tiesiog pasirinkite datą ir pažymėkite savo renginį apačioje esančiame žemėlapyje. Jei manote, kad pasiruošti programavimo pamokai jums reikia pagalbos, pereikite į kitą skyrelį.","schools.2.content.1":"Panaršykite žemėlapyje, sužinokite, kokios veiklos yra organizuojamos, ir pridėję savo prisijunkite prie tūkstančių pedagogų iš visos Europos ir ne tik. ","schools.2.button.label":"Pasirengę išbandyti? Pridėkite renginį!","schools.3.title1":"Nemokate programuoti? Nieko tokio","schools.3.title2":"Mūsų priemonės padės jums susipažinti su programavimu, prieš supažindinant su juo moksleivius","schools.3.content.0":"Jei norite supažindinti savo klasę su programavimu, bet nežinote, nuo ko pradėti, nesijaudinkite! Tarptautinė mokytojų ir specialistų komanda, norėdama jums padėti, parengė trumpus internetinius mokymo modulius.","schools.3.content.1":"Kad suprastumėte mūsų patarimus, nereikia būti programavimo specialistu!","schools.3.button.label":"Prieiga prie mokymo modulių","schools.4.title1":"Norite dar vieno iššūkio?","schools.4.title2":"Sukurkite veiklų tinklą, įtraukite į jį kuo daugiau moksleivių ir gaukite Meistriškumo pažymėjimą","schools.4.content.0":"„CodeWeek4All“ kviečia jus suvienyti jėgas su kitais mokytojais ar mokyklomis ir prisijungti prie tarptautinės bendraminčių bendruomenės, raginančios moksleivius žengti pirmuosius programavimo žingsnius. Suburkite draugėn daugiau nei tūkstantį moksleivių ir gaukite Meistriškumo pažymėjimą.","schools.4.button.label":"Sužinokite daugiau apie „CodeWeek4All“ iššūkį","schools.title":"Mokyklos. Įtraukite savo moksleivius į Programavimo savaitę","scoreboard.title":"Kurios šalys daugiausiai pluša programavimo veiklose?","scoreboard.paragraph":"Suvestinėje šalys nurodytos pagal užregistruotų programavimo renginių skaičių šalies gyventojų skaičiui, tad nenustebkite pamatę, kad kai kurios mažesnės šalys atsidūrė sąrašo viršuje!","scoreboard.parcipating_with":"dalyvauja su","scoreboard.events":"renginiai","search.audience_title":"Auditorija","search.theme_title":"Tema","search.placeholder":"Ieškoti renginio pavadinimo arba žymės","search.submit":"Paieška","search.label_country":"Pasirinkite šalį","search.last_year_events.label":"Įtraukti praėjusių metų renginius","search.last_year_events.yes":"Taip","search.last_year_events.no":"Ne","search.search_counter":"atitinka jūsų paieškos kriterijus","search.event":"renginys","search.events":"renginiai","search.year":"metai","search.audiences":"Auditorijos","search.themes":"Temos","search.countries":"Šalys","search.search_placeholder":"Ieškoti pagal pavadinimą arba aprašymą","snippets.featured-activities":"Čia pateikiama planuojama ES programavimo savaitės veikla, į kurią priimami nuotoliniu būdu dalyvauti norintys asmenys. Galite sugrupuoti šią veiklą pagal kalbą ir mėnesį, o paspaudę „peržiūrėti“ matysite visą su veikla susijusią informaciją ir organizatorių kontaktus. Sėkmės!","snippets.learn":"Programavimas yra vienas pagrindinių įgūdžių, kurių vis dažniau reikia visose srityse, o ES programavimo savaite siekiama padėti jums jų išmokti! Apsilankykite mūsų saugykloje, kurioje rasite tinkamus išteklius, kad pradėtumėte mokytis programuoti arba sustiprintumėte savo įgūdžius. Visi šie ištekliai yra nemokami. Nepamirškite, kad galite naudotis tokiais paieškos kriterijais, kaip išteklių rūšis, įgūdžių lygis, programavimo kalba, kategorija ir kalba.","snippets.teach":"Programavimas yra vienas pagrindinių įgūdžių, galinčių atverti naujų galimybių jūsų mokiniams ir vaikams. Norite mokyti programavimo namuose, klasėje ar programavimo klube? Apsilankykite mūsų saugykloje, kurioje rasite tinkamiausius išteklius, kad įtrauktumėte programavimą į savo mokymą. Visi šie ištekliai yra nemokami. Nepamirškite, kad galite naudotis tokiais paieškos kriterijais, kaip išteklių rūšis, įgūdžių lygis, programavimo kalba, tema, kategorija ir kalba.","snippets.toolkits.0":"Šioje skiltyje rasite medžiagos, kuri jums pravers organizuojant ES programavimo savaitės veiklą ir skatinant iniciatyvą savo bendruomenėje.","snippets.toolkits.1":"Komunikacijos priemonių rinkinys","snippets.toolkits.2":"jame rasite ES programavimo savaitės logotipus, ženklelį, skrajutę, plakatą „PowerPoint“ ir „Word“ šablonus, socialinių tinklų įrašų pavyzdžius ir iliustracijas.","snippets.toolkits.3":"Priemonių rinkinys mokytojams","snippets.toolkits.4":"jame rasite ES programavimo savaitės logotipus, ženklelį, dalyvavimo pažymėjimo šabloną savo mokiniams, įvadinį pristatymą apie ES programavimo savaitę ir socialinių tinklų medžiagą.","snippets.toolkits.5":"ES programavimo savaitės oficialus leidinys.","snippets.about.goal":"Tikslas – padėti kuo daugiau jaunuolių išmokti programavimo ir kompiuterinio mąstymo pagrindų.","snippets.guide.tutorials.1":"Peržiūrėkite mūsų","snippets.guide.tutorials.2":"mokymus ir mokomąją medžiagą","snippets.guide.tutorials.3":"skelbiamus 29-iomis kalbomis, kad galėtumėte organizuoti užsiėmimus, per kuriuos jaunuoliai įgytų programavimo ir kompiuterinio mąstymo įgūdžių.","snippets.dance.menu":"Šokių iššūkis","snippets.dance.subtitle":"Kas sakė, kad programuotojai nemoka šokti? Šiuo #EUCodeWeekDance iššūkiu įrodysime, kad tai netiesa.","snippets.dance.content":"Visus, pradedant mokyklomis, mokytojais, bibliotekomis ir baigiant programavimo klubais, įmonėmis ir valdžios institucijomis, kviečiame ES programavimo savaitės proga organizuoti #EUCodeWeekDance užsiėmimus ir įtraukti juos į Programavimo savaitės žemėlapį.","snippets.treasure-hunt.menu":"Lobio paieška","snippets.treasure-hunt.subtitle":"Šis žaidimas vyksta per „Telegram“","snippets.videos.1":"Žiūrėkite ES programavimo savaitės ambasadorių vaizdo įrašus apie mūsų vertybes","snippets.videos.2":"Žiūrėkite Slovėnijos ambasadorės Katjos Osljak vaizdo įrašą apie tai, kodėl Programavimo savaitė yra nepriklausoma","snippets.videos.3":"Žiūrėkite Prancūzijos ambasadoriaus Laurent'o Touché vaizdo įrašą apie tai, kodėl Programavimo savaitė yra skirta kiekvienam","snippets.videos.4":"Žiūrėkite Tuniso ambasadorės Fatmos Bouaziz vaizdo įrašą apie tai, kodėl Programavimo savaitė yra pasaulinė","snippets.videos.5":"Žiūrėkite Latvijos ambasadorės Lindos Sinkos vaizdo įrašą apie tai, kodėl Programavimo savaitės esmė yra bendradarbiavimas","snippets.videos.6":"Žiūrėkite Italijos ambasadoriaus Alessandro Bogliolo vaizdo įrašą apie tai, kodėl Programavimo savaite nesiekiama pelno","snippets.videos.7":"Žiūrėkite Albanijos ambasadorės Marjanos Prifti vaizdo įrašą apie tai, kaip Programavimo savaite skatinamos inovacijos ir kūrybiškumas","snippets.videos.8":"Žiūrėkite Rumunijos ambasadorės Cristianos Lucaci vaizdo įrašą apie tai, kodėl Programavimo savaitės organizatoriai yra dėkingi šios iniciatyvos bendruomenei","training.learning_bits":"Programavimo savaitės mokymosi segmentai","training.title":"Nemokama mokymo medžiaga ir nuotolinio mokymo kursai","training.text":`

    Čia rasite nemokamos mokymo medžiagos ir išteklių, kurie padės pasiruošti ir suplanuoti naujovišką pamoką.

    -

    1. Programavimo savaitės mokymosi segmentai

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    Tam nereikia jokios programavimo patirties, o kiekvienam moduliui užbaigti tereikia apie 15 minučių. Moduliuose pristatomos pagrindinės su programavimu susijusios sąvokos ir skaitmeninio mąstymo veiklos. Be to, juose pateikiama praktinių patarimų, kaip į savo pamoką įtraukti įvairias sąvokas.

    `,"training.text_2":`

    Dabar, kai jau esate susipažinę su vienu ar daugiau Programavimo savaitės mokymosi segmentų, tikimės, kad turite pakankamai žinių, kad savo pamokoms suteiktumėte šiek tiek skaitmeninio kūrybiškumo ir pažymėtumėte savo renginį Programavimo savaitės žemėlapyje!

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    Galite organizuoti pamoką savo klasėje, atvirą dieną ar kitą renginį savo mokykloje. Tiesiog pasirinkite datą ir pažymėkite savo renginį Programavimo savaitės žemėlapyje. Kiekvienas renginio organizatorius gaus dalyvio sertifikatą už pastangas.

    - -

    Jei norite užmegzti ryšį su tarptautine entuziastingų mokytojų grupe, prisijunkite prie ES programavimo savaitės „Facebook“ grupės mokytojams! Jei norite žengti dar toliau ir bendradarbiauti su kitomis mokyklomis savo šalyje ar už jos ribų, prisijunkite prie „CodeWeek4All“ iššūkio.

    `,"training.lessons.1.title":"Programavimas be skaitmeninių technologijų (atsijungus)","training.lessons.1.author":"Alessandro Bogliolo","training.lessons.1.text":`

    Programavimas yra daiktų kalba, leidžianti mums rašyti programas, kurios suteikia naujų funkcijų dešimtims milijardų mus supančių programuojamų objektų. Programavimas yra greitesnis būdas įgyvendinti mūsų idėjas ir efektyviausias būdas lavinti skaitmeninio mąstymo gebėjimus. Tačiau skaitmeninio mąstymo lavinimui nebūtinai reikia technologijų. Atvirkščiai, tam, kad technologijos veiktų, reikia mūsų skaitmeninio mąstymo įgūdžių.

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    Šiame vaizdo įraše kompiuterinių sistemų dėstytojas (Italija) ir Europos programavimo savaitės koordinatorius Alessandro Bogliolo pristato programavimą nenaudojant jokio elektroninio prietaiso. Pagrindinis veiklos be kompiuterio tikslas – sumažinti kliūtis, kad kiekvienoje mokykloje būtų galima programuoti, nepriklausomai nuo finansavimo ir įrangos.

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    Programavimo veikla be kompiuterio atskleidžia aplinkinio fizinio pasaulio skaičiavimo aspektus.

    `,"training.lessons.1.activities.1":"1 veikla. „CodyRoby“ pradinės mokyklos mokiniams","training.lessons.1.activities.2":"2 veikla. „CodyRoby“ jaunesnių klasių vidurinės mokyklos mokiniams","training.lessons.1.activities.3":"3 veikla. „CodyRoby“ vyresnių klasių vidurinės mokyklos mokiniams","training.lessons.2.title":"Skaitmeninis mąstymas ir problemų sprendimas","training.lessons.2.author":"Miles Berry","training.lessons.2.text":`

    Skaitmeninis mąstymas apibūdina požiūrį į problemas ir sistemas, kai joms išspręsti ar suprasti naudojamas kompiuteris. Skaitmeninis mąstymas ne tik yra esminė kompiuterio programų kūrimo dalis – jį taip pat galima naudoti sprendžiant problemas visose kitose srityse.

    - -

    Skaitmeninio mąstymo mokiniai gali mokytis skaidydami sudėtingas problemas į mažesnes (skaidymas), atpažindami modelius (modelių atpažinimas), nustatydami problemos sprendimui svarbias smulkmenas (išskyrimas) arba pasiekdami norimą rezultatą vadovaudamiesi nustatytomis taisyklėmis ar instrukcijomis (algoritmų kūrimas). Skaitmeninio mąstymo galima mokyti įvairiose pamokose, pavyzdžiui, matematikos (aiškinant faktoringo 2-ojo laipsnio polinomų taisykles), literatūros (poemos analizę padalijant į metro, rimo ir struktūros analizę), kalbų (ieškant, kaip veiksmažodžio galūnės veikia jo rašybą keičiantis laikui) ir t. t.

    - -

    Šiame vaizdo įraše Gildfordo Roehamptono universiteto Švietimo mokyklos (Jungtinė Karalystė) vyr. dėstytojas Miles Berry pristato skaitmeninio mąstymo sąvoką ir įvairius būdus, kaip mokytojas gali įtraukti jį į savo pamokas per paprastus žaidimus.

    `,"training.lessons.2.activities.1":"1 veikla. Matematinio mąstymo ugdymas – pradinės mokyklos mokiniams","training.lessons.2.activities.2":"2 veikla. Pažintis su algoritmais – jaunesnių klasių vidurinės mokyklos mokiniams","training.lessons.2.activities.3":"3 veikla. Algoritmai – vyresnių klasių vidurinės mokyklos mokiniams","training.lessons.3.title":"Vizualinis programavimas. Įvadas į „Scratch“","training.lessons.3.author":"Margo Tinawi","training.lessons.3.text":`

    Vizualinis programavimas leidžia apibūdinti procesus pasitelkiant iliustracijas arba grafiką. Paprastai kalbėdami apie vizualinį programavimą jį supriešiname su tekstiniu programavimu. Vizualinio programavimo kalbos (VPK) yra ypač gerai pritaikytos vaikų (ir netgi suaugusiųjų) algoritminio mąstymo lavinimui. Jas naudojant yra mažiau teksto ir jokios sintaksės, kurią reikėtų įgyvendinti.

    - -

    Šiame vaizdo įraše Le Wagon žiniatinklio kūrimo mokytoja ir „Techies Lab asbl“ (Belgija) viena iš įkūrėjų Margo Tinawi padės jums atrasti „Scratch“ – vieną populiariausių VPK, kuri naudojama visame pasaulyje. Masačusetso technologijos institutas sukūrė „Scratch“ 2002 m., ir nuo to laiko aplink šią kalbą kuriasi didelė bendruomenė. Čia galima rasti milijonus projektų, kuriuos galima išbandyti su savo mokiniais, ir daugybę mokymo priemonių keliomis kalbomis.

    - -

    Naudojant „Scratch“ nereikia jokios programavimo patirties, ir ją galima pritaikyti įvairiose pamokose! Pavyzdžiui, naudodami „Scratch“ kaip skaitmeninę pasakojimo priemonę mokiniai gali kurti istorijas, iliustruoti matematikos uždavinį ar surengti meno konkursą, kad sužinotų apie kultūros paveldą, ir taip mokytis programavimo ir skaitmeninio mąstymo, o svarbiausia – gerai leisti laiką.

    - -

    „Scratch“ yra nemokama priemonė, kuri veikia labai intuityviai ir motyvuoja mokinius. Pasižiūrėkite Margo vaizdo įrašą ir sužinokite, nuo ko pradėti.

    `,"training.lessons.3.activities.1":"1 veikla. „Scratch“ pagrindai pradinės mokyklos mokiniams","training.lessons.3.activities.2":"2 veikla. „Scratch“ pagrindai jaunesnių klasių vidurinės mokyklos mokiniams","training.lessons.3.activities.3":"3 veikla. „Scratch“ pagrindai vyresnių klasių vidurinės mokyklos mokiniams","training.lessons.4.title":"Edukacinių žaidimų kūrimas su „Scratch“","training.lessons.4.author":"Jesús Moreno León","training.lessons.4.text":`

    Kritinis mąstymas, atkaklumas, problemų sprendimas, skaitmeninis mąstymas ir kūrybiškumas yra tik keli įgūdžiai, kurių reikia, kad jūsų mokiniai sulauktų sėkmės XXI a. O programavimas gali smagiai ir motyvuojančiai padėti ugdyti šiuo įgūdžius.

    - -

    Algoritminės sąvokos, kaip antai srauto valdymas naudojant instrukcijų ir kilpų sekas, duomenų pateikimas naudojant kintamuosius ir sąrašus arba procesų sinchronizavimas, gali skambėti sudėtingai, tačiau iš šio vaizdo įrašo sužinosite, kad jas išmokti yra lengviau nei manote.

    - -

    Šiame vaizdo įraše informatikos mokytojas ir tyrėjas iš Ispanijos Jesús Moreno León paaiškins, kaip smagiai ugdyti šiuos ir kitus mokinių įgūdžius. Kaip tai padaryti? Sukurkite klausimų ir atsakymų žaidimą „Scratch“ – populiariausia programavimo kalba, naudojama viso pasaulio mokyklose. „Scratch“ ne tik stiprina skaitmeninį mąstymą, bet ir leidžia klasėje pristatyti žaidimizacijos elementus, kad mokydamiesi ir linksmai leisdami laiką mokiniai neprarastų motyvacijos.

    - -

    Pasižiūrėkite vaizdo įrašą ir sužinokite, nuo ko pradėti:

    `,"training.lessons.4.activities.1":"1 veikla. Klausimai ir atsakymai apie žaidimą su „Scratch“ – pradinės mokyklos mokiniams","training.lessons.4.activities.2":"2 veikla. Klausimai ir atsakymai apie žaidimą su „Scratch“ – jaunesnių klasių vidurinės mokyklos mokiniams","training.lessons.4.activities.3":"3 veikla. Klausimai ir atsakymai apie žaidimą su „Scratch“ – vyresnių klasių vidurinės mokyklos mokiniams","training.lessons.5.title":"Robotų gamyba ir tinkinimas klasėje","training.lessons.5.author":"Tullia Urschitz","training.lessons.5.text":`

    Programavimo, tinkinimo, robotikos ir mikroelektronikos kaip mokymo ir mokymosi priemonių įtraukimas į mokyklų ugdymo programas yra esminis XXI a. švietimo uždavinys.

    - -

    Tinkinimo ir robotikos naudojimas mokyklose yra labai naudingas mokiniams, nes padeda ugdyti pagrindines jų kompetencijas, kaip antai problemų sprendimo, komandinio darbo ir bendradarbiavimo. Be to, tokia veikla didina mokinių kūrybiškumą ir pasitikėjimą savimi, o iššūkių akivaizdoje gali padėti jiems įgyti ištvermės ir ryžtingumo. Robotika taip pat yra sritis, skatinanti įtraukimą, nes ji yra lengvai prieinama mokiniams, turintiems skirtingų talentų ir įgūdžių (tiek berniukams, tiek mergaitėms), ir turi teigiamo poveikio autizmu sergantiems mokiniams.

    - -

    Pasižiūrėkite šį vaizdo įrašą, kuriame projekto „Scientix“ ambasadorė Italijoje ir gamtos mokslų, technologijų, inžinerijos ir matematikos mokytoja Sant’Ambrogio Di Valpolicella (Italija) pateikia praktiškų pavyzdžių, kaip mokytojai gali įtraukti tinkinimą ir robotiką į pamoką ir paversti pasyvius mokinius entuziastingais kūrėjais.

    `,"training.lessons.5.activities.1":"1 veikla. Kaip sukurti mechaninę ranką iš kartono – pradinės mokyklos mokiniams","training.lessons.5.activities.2":"2 veikla. Kaip sukurti mechaninę arba roboto ranką – jaunesnių klasių vidurinės mokyklos mokiniams","training.lessons.5.activities.3":"3 veikla. Kaip sukurti mechaninę arba roboto ranką – vyresnių klasių vidurinės mokyklos mokiniams","training.lessons.6.title":"Programėlių kūrimo priemonė „App Inventor“ ir programėlių kūrimas","training.lessons.6.author":"Parengė Rosanna Kurrer","training.lessons.6.text":`

    Pažiūrėkite vaizdo siužetą, kuriame Rosanna Kurrer („CyberWayFinder“ steigėja) aiškina, kas yra „App Inventor“, apžvelgia programėlių kūrimo klasėje naudą ir pateikia keletą praktinių pavyzdžių, kaip mokytojai gali integruoti „App Inventor“ į klasės veiklą ir neaktyvius mokinius paskatinti tapti entuziastingais žaidimų kūrėjais.

    -

    Visi naudojamės taikomosiomis programomis, nes jomis galima patogiai ir greitai koordinuoti savo veiklą. Jos vis plačiau naudojamos ir švietimo srityje, nes leidžia organizuoti prie asmeninių poreikių pritaikytą mokymą, o naudotojams – gauti informacijos, tad kodėl nesuteikus savo mokiniams galimybės sukurti edukacinę programėlę kitiems?

    `,"training.lessons.6.activities.1":"1 veikla. Pavadinimas, skiriama pradinių mokyklų moksleiviams","training.lessons.6.activities.2":"2 veikla. Pavadinimas, skiriama jaunesniųjų vidurinės mokyklos klasių mokiniams","training.lessons.6.activities.3":"3 veikla. Pavadinimas, skiriama vyresniųjų vidurinės mokyklos klasių mokiniams","training.lessons.7.title":"Meistravimas ir konstravimas","training.lessons.7.author":"Parengė Diogo da Silva","training.lessons.7.text":`

    Darbai ir darbo vietos kinta, o švietimas padeda neatsilikti nuo šios raidos. Rengiant mokinius profesinei veiklai XXI amžiuje, labai svarbūs tampa nauji įgūdžiai – meistravimas, konstravimas ir programavimas, nes jie mažina atotrūkį tarp mokyklos ir tikrovės. Klasėje sukūrus bendradarbiavimo aplinką, orientuotą į problemų sprendimą, mokiniams suteikiama galimybė aktyviai dalyvauti ir tuo džiaugtis. Tokia veikla skatina diskusijas, taigi klasė gali tapti bendravimo centru, kur kiekvieno indėlis svarbus.

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    Pažiūrėkite toliau pateikiamą vaizdo siužetą, kuriame Portugalijos mokyklos „Escola Global“ gamtos mokslų, technologijų, inžinerijos, meno ir matematikos (angl. STEAM) mokytoja Diogo da Silva išsamiai pasakoja, kaip parengti pamoką, kurios metu jūsų mokiniai mokytųsi meistrauti, kurti ir programuoti ieškodami sprendimo.

    `,"training.lessons.7.activities.1":"1 veikla. Pavadinimas, skiriama pradinių mokyklų moksleiviams","training.lessons.7.activities.2":"2 veikla. Pavadinimas, skiriama jaunesniųjų vidurinės mokyklos klasių mokiniams","training.lessons.7.activities.3":"3 veikla. Pavadinimas, skiriama vyresniųjų vidurinės mokyklos klasių mokiniams","training.lessons.8.title":"Programavimo įtraukimas į visus dalykus","training.lessons.8.author":"M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Kai pagalvojate apie programavimą, pirmiausia, kas jums ateina į galvą, yra kompiuteriai, technologijos, matematika arba mokslas. Tačiau, turint omenyje, kad mokiniai daug kuo domisi ir mokosi įvairių dalykų, kodėl tuo nepasinaudojus ir neįtraukus programavimo į visą mokymo programą?

    -

    Įtraukti programavimą į klasės veiklą naudinga įvairiais aspektais: jis padeda mokiniams lavinti kritinį mąstymą ir problemų sprendimo įgūdžius, tapti aktyviais naudotojais ir valdyti savo pačių mokymosi procesą, o tai mokykloje labai svarbu. Tačiau svarbiausia, kad jūsų mokiniams bus smagu mokytis!

    -

    Kalbos, muzika arba gamtos mokslai, technologijos, inžinerija ir matematika (angl. STEM) – tai tik keletas dalykų, kurių mokytojai gali pasitelkti programavimą, kad išugdytų būsimus mokslininkus, muzikantus, menininkus, o iš esmės – bet kokios srities specialistus! Programavimą ir skaitmeninį mąstymą į klasės veiklą gali įtraukti visi mokytojai. Kasdienio gyvenimo algoritmo paaiškinimas per integruotą dalyko ir užsienio kalbos pamoką, veltinio žaidimų pulto gamyba siekiant suprasti, kas yra mokslas, arba edukacinių robotų naudojimas siekiant paskatinti mokytis matematikos – tik keletas pavyzdžių, kokios veiklos galite imtis klasėje.

    -

    Norėdami sužinoti, kaip muzikos, mokslo srities dalykų arba kalbų mokytojai gali nesunkiai įtraukti programavimą ir skaitmeninį mąstymą į klasės veiklą net ir neturėdami ankstesnės patirties, pažiūrėkite toliau pateikiamą vaizdo siužetą.

    `,"training.lessons.8.activities.1":"1 veikla. Robotika ir įtrauktis pradinėse mokyklose mokant gamtos mokslų, technologijų, inžinerijos ir matematikos (angl. STEM) dalykų","training.lessons.8.activities.2":"2 veikla. Muzika – tai programavimas","training.lessons.8.activities.3":"3 veikla. Meistravimas ir programavimas naudojant „Makey Makey“","training.lessons.8.activities.4":"4 veikla. Kasdienio gyvenimo algoritmo naudojimas integruotam dalyko ir užsienio kalbos mokymui","training.lessons.9.title":"Roboto gamyba naudojant „micro:bit“","training.lessons.9.author":"autorius Pauline Maas","training.lessons.9.text":`

    - Lengvai programuojamo, kišeninio kompiuterio „Micro: bit“ naudojimas gali būti įdomus ir paprastas būdas įdomiems kūriniams – nuo robotų iki muzikos instrumentų – kurti kartu su savo mokiniais, tuo pačiu išmokant juos kodavimo. Juos paprasta ir lengva naudoti net jauniausiems programuotojams, tačiau taip pat pakanka galios labiau pažengusiems mokiniams. Galite juos įtraukti į įvairias pamokas – nuo istorijos iki matematikos ir net gamtos mokslų. Galimybėms ribų nėra. „Micro: bit“ yra patrauklus ir nebrangus būdas mokyti mokinius kodavimo, tuo pačiu formuojant esminius įgūdžius, tokius kaip skaitmeninis mąstymas, problemų sprendimas ir kūrybingumas. -

    -

    -Šiame vaizdo įraše Pauline Maas, „Koninklijke Visio“ informatikos mokytoja, pristatys „Micro: bit“ ir pateiks keletą praktinių pavyzdžių, kaip mokytojai gali juos integruoti į klasės darbą, pasyvius mokinius paversdami entuziastingais kūrėjais. -

    `,"training.lessons.9.activities.1":"Morzės kodas su „micro: bit“ pradinės mokyklos mokiniams","training.lessons.9.activities.2":"Pabėgimo kambarys su „micro: bit“ pagrindinės mokyklos mokiniams","training.lessons.9.activities.3":"Roboto gamyba vyresnių klasių vidurinės mokyklos mokiniams","training.lessons.10.title":"Kūrybinis programavimas naudojant „Python“ kalbą","training.lessons.10.author":"Autorius Ivana Vezjak","training.lessons.10.text":`

    -Perėjimas nuo vaizdinio programavimo prie tekstinio yra natūrali kodavimo eiga. Nors vaizdinis programavimas dažnai puikiai tinka pradedantiesiems, po kurio laiko studentai gali trokšti naujo iššūkio. Tekstinis programavimas yra kitas žingsnis visiems, norintiems pasinerti giliau į programavimą ir skaičiuojamąjį mąstymą. -

    -

    -Šiame vaizdo įraše Ivana Vezjak pristatys jums „Python“ kalbos bazinę sintaksę. Šiuo metu „Python“ yra viena populiariausių programavimo kalbų, naudojama daugelyje sričių, tokių kaip duomenų mokslas, AI, automatizuotas mokymasis, interneto svetainių kūrimas ir kt. Nors „Python“ yra galinga patyrusių programuotojų naudojama programavimo kalba, dėl paprastumo ir aiškios sintaksės ją gali naudoti net ir tie, kurie neturi jokios programavimo patirties. -

    -

    -Naudodami „Python“, mokiniai gali kurti viktorinas apie istorinius įvykius, spręsti matematikos problemas ir atlikti fizikos simuliacijas, kurti žaidimus, interneto svetaines, atlikti duomenų analizę moksliniams projektams ir dar daugiau. „Python“ turi turtingą ir išsamią standartinę biblioteką, didelę bendruomenę ir daugybę internetinių mokymo programų ir projektų, kuriuos galima naudoti mokymui, mokymuisi ir praktikai. Šifruojant „Python“ programoje, analizuojant programas ir taisant klaidas, studentai ugdo kūrybiškumą ir išmoksta būti nuoseklūs, atkaklūs ir kantrūs. Jie įgauna analitinio mąstymo ir problemų sprendimo įgūdžių, suskaidydami sudėtingas problemas į mažesnius komponentus. Šios žinios padės jiems spręsti problemas visose kitose gyvenimo srityse. -

    `,"training.lessons.10.activities.1":"Mano pirmoji viktorina, pradinės mokyklos mokiniams","training.lessons.10.activities.2":"„Kartuvės“, jaunesnių klasių vidurinės mokyklos mokiniams","training.lessons.10.activities.3":"„Atspėk vėliavą!“ Vyresnių klasių vidurinės mokyklos mokiniams","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Python standartinė biblioteka","training.lessons.10.links.1.description":"Iš anksto sukurto kodo ir modulių rinkinys (pvz., vėžlio modulis, matematikos modulis ir t. t.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Mokomasis vaizdo žaidimas programavimo sąvokoms išmokti.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"CodeClub projektai","training.lessons.10.links.3.description":"Nuo pradedančiųjų iki pažangių, laipsniškų programavimo projektų vaikams.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Kurkite savo kompiuterinius žaidimus naudodami Python","training.lessons.10.links.4.description":"Knyga, kurioje mokoma programuoti savo kompiuterinius žaidimus naudojant „Python“.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Švietimo bendruomenė, kurioje mokiniai ir mokytojai gali mokytis, spręsdami daugybę iššūkių.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"„Python“ įvadinių pamokų (tiek teksto, tiek blokų) kolekcija naudojant interaktyvias figūrėles.","training.lessons.10.links.title":"Kiti susiję ištekliai","training.lessons.11.title":"Įtrauktį skatinantis programavimas","training.lessons.11.author":"Programavimo savaitės komanda","training.lessons.11.text":`

    - Sudominti klasę programavimu gali būti nelengva, ypač jei yra tam tikrą negalią turinčių mokinių. Tačiau svarbu nepamiršti, kad programuoti gali išmokti visi, nepriklausomai nuo jų gebėjimų. Specialiųjų poreikių turintiems vaikams gali būti labai naudinga mokytis programavimo, nes jis ugdo svarbius gyvenimo įgūdžius, tokius kaip problemų sprendimas, organizuotumas ir savarankiškumas. Bendradarbiaujant ir dirbant komandoje programavimas taip pat gali pagerinti bendravimo ir socialinius įgūdžius – įgūdžius, kurie kelia sunkumų daugeliui neįgalių vaikų. Svarbiausia, kad mokiniai smagiai mokosi kartu su savo bendraamžiais. -

    - Šiame vaizdo įraše Programavimo savaitės komanda parodys jums keletą praktinių, lengvų ir linksmų programavimo veiklų, kurios yra specialiai pritaikytos regos negalią, Dauno sindromą ar autizmo spektro sutrikimų turintiems mokiniams ir kurias mokytojai gali lengvai pristatyti savo klasei. -

    `,"training.lessons.11.activities.1":"Kiaušinių dėklas: be kompiuterio","training.lessons.11.activities.2":"Labai išmani pelė","training.lessons.11.activities.3":"Žvaigždes kurianti žvaigždė","training.lessons.12.title":"Programavimas ir darnūs vystymosi tikslai","training.lessons.12.author":"Francisco Javier Masero, Cristina Nicolaita ir Erviola Konomi","training.lessons.12.text.1":"Tradicinės švietimo sistemos suteikia mokiniams nedaug galimybių mokytis suprasti ir spręsti gyvenimiškas problemas, tokias kaip pasaulio klimato kaitą, lyčių lygybę, badą, skurdą ar sveikatą ir gerovę.","training.lessons.12.text.2":"Darnūs vystymosi tikslai (DVT) yra Darnaus vystymosi darbotvarkės iki 2030 m. šerdis. Darbotvarkę patvirtino visos Jungtinių Tautų valstybės narės kaip veiksmų planą siekti taikos ir gerovės pasaulyje, skatinant visuotinį vystymąsi. Mokytojai gali taikyti DVT klasėje kaip priemonę mokiniams ugdyti kritinį mąstymą bei padėti rasti savo tapatybę ir tikslą. Derindami pagrindinius programavimo ir informatinio mąstymo elementus sustiprinsite savo mokinių pasitikėjimą ir padėsite jiems ugdyti savo kūrybiškumą, verslumą, problemų sprendimo ir bendravimo įgūdžius.","training.lessons.12.text.3":"Toliau pateiktuose užsiėmimuose mokiniai pritaikys „Scratch“, ASCII ir analoginio programavimo principus visuotiniu ir socialiniu požiūriu šiandien aktualiose temose. Mokytojai didins informuotumą apie darnius vystymosi tikslus, tuo pačiu padėdami mokiniams ugdyti empatiją, aktyvų pilietiškumą ir prosocialius įgūdžius smagiu ir patraukliu būdu.","training.lessons.12.text.4":"Kiekviename pamokų plane akcentuojamas vienas iš DVT:","training.lessons.12.text.5":"3-ias darnaus vystymosi tikslas: užtikrinti sveiką gyvenseną ir skatinti visų amžiaus grupių gerovę;","training.lessons.12.text.6":"5-as darnaus vystymosi tikslas: užtikrinti lyčių lygybę ir įgalėti visas moteris ir mergaites;","training.lessons.12.text.7":"13-as darnaus vystymosi tikslas: imtis skubių veiksmų siekiant švelninti klimato kaitą ir jos poveikį.","training.lessons.12.activities.1":"Karateka projektas: mokytis karate programavimo būdu pradinėse, žemesniosiose ir aukštesniosiose vidurinėse mokyklose","training.lessons.12.activities.2":"Darnaus vystymosi tikslai ir programavimas kovojant su klimato kaita. Pradinėms mokykloms","training.lessons.12.activities.3":"Programavimas ir lyčių lygybė. Aukštesniosioms vidurinėms mokykloms","training.lessons.13.title":"Supažindinimas su dirbtiniu intelektu klasėje","training.lessons.13.author":"Artur Coelho ir Marjana Prifti Skenduli","training.lessons.13.text.1":"Dirbtinis intelektas (DI) turi įtakos daugeliui kasdienio gyvenimo sričių: jis automatiškai taiso telefone įvedamą tekstą, parenka muziką, kurią groja jūsų mėgstama muzikos programa, ir atsimena jūsų slaptažodžius, kai juos pamirštate. DI – tai mašininio mokymo, robotikos ir algoritmų derinys, taikomas visose srityse: nuo kompiuterinių technologijų iki gamybos, nuo medicinos iki mados. Todėl jis užima neabejotiną vietą mūsų gyvenime ir bendruomenėse ir atlieka svarbų vaidmenį mokslo raidoje. Mokiniams bus naudinga sužinoti apie dirbtinį intelektą, kaip ir apie visus kitus svarbius mūsų gyvenimo reiškinius. Tačiau kaip mokyti apie tokį sudėtingą dalyką kaip DI?","training.lessons.13.text.2":"Ši Mokymo dalis (angl. Learning Bit) padės jums paaiškinti studentams, kas yra DI ir kokį vaidmenį jis atlieka mokinių gyvenime. Pateikti užsiėmimai sukurti ne specialistams, todėl jų turinys lengvai suprantamas, o sudėtingus terminus galima veiksmingai išskaidyti į lengvai suprantamas mintis. Naudodami šiuos pamokų planus galite padėti mokiniams sužinoti apie DI naudojimo sritis ir kai kuriuos jo mechanizmus. Užsiėmimai skirti mokiniams lavinti jų analitinius ir kritinio mąstymo įgūdžius. Pavyzdžiui, Marjanos užsiėmime mokiniai kurs klasifikacijos procesą. Užsiėmimai taip pat padės mokiniams suprasti įvairias DI taikymo sritis. Arturo užsiėmime jie sužinos apie sąsają tarp DI ir meno ir kaip pasitelkus DI galima patobulinti vizualinę raišką. Šių užsiėmimų metu mokiniai taip pat svarstys apie DI keliamus pavojus ir jų poveikį.","training.lessons.13.activities.1":"Žmogaus ir DI menas. Pradinėms mokykloms","training.lessons.13.activities.2":"Mokome mašinas klasifikuoti: įvadas į prižiūrimą mašininį mokymą. Žemesniosioms vidurinėms mokykloms","training.lessons.13.activities.3":"Mokome mašinas klasifikuoti: įvadas į prižiūrimą mašininį mokymą. Aukštesniosioms vidurinėms mokykloms","training.lessons.14.title":"Mokymasis išmaniųjų mašinų amžiuje","training.lessons.14.author":"Adil Tugyan, Georgia Lascaris ir Marco Neves","training.lessons.14.text.1":"Pastaraisiais metais DI pažanga buvo įspūdinga dėl spartaus skaičiavimo galios vystymosi ir didelio duomenų kiekio prieinamumo. Tai lėmė dideles investicijas į DI mokslinius tyrimus ir sparčią DI pramonės plėtrą, todėl DI tapo pagrindine mūsų laikų technologine revoliucija. DI mus supa visur. Tai tapo tokia neatskiriama mūsų kasdienybės dalimi, kad kartais nepagalvojame, kad tai yra DI: beveik kasdien naudojame rekomendacijas internete, veido nustatymo priemones, apsaugos sistemas ir balso asistentus. Tačiau kaip su švietimu? ","training.lessons.14.text.2":"DI turi didžiulį potencialą sudaryti sąlygas naudotis naujais mokymo ir mokymosi būdais bei pagerinti mokinių mokymąsi. Ši Mokymosi dalis padės integruoti autentiškus DI užsiėmimus į mokymą ir padės jums paruošti mokinius gyvenimui ir karjerai DI formuojamame pasaulyje. Šie užsiėmimai skirti mokiniams ugdyti jų smalsumą, problemų sprendimo ir kūrybiškumo įgūdžius. Pavyzdžiui, Adil užsiėmimo metu mokiniai sužino apie algoritmus ir neuroninius tinklus, jie skatinami sukurti savo neuroninį tinklą, kad vizualizuotų DI smegenis. Georgia padės jūsų mokiniams žingsnis po žingsnio sukurti pokalbių robotą. Mokiniai kurs savo pokalbių robotą, parengs klausimų ir atsakymų duomenų rinkinius ir mokys robotą, kad jis galėtų atsakyti į klausimus apie Covid-19. Marco užsiėmime mokiniai nagrinės išmaniųjų mašinų naudą ir jų keliamus iššūkius kasdieniame gyvenime ir darbe. Kokia yra DI keliama rizika, į kurią turime atsižvelgti? Kokį poveikį DI turės darbui ateityje? Kokie darbai mokiniams bus siūlomi jiems įžengus į darbo rinką ateityje?","training.lessons.14.activities.1":"DI ir jo neuroniniai tinklai. Pradinėms mokykloms","training.lessons.14.activities.2":"Mano Covid-19 pokalbių robotas. Žemesniosioms vidurinėms mokykloms","training.lessons.14.activities.3":"Gyvenimas „išmaniųjų mašinų“ amžiuje: iššūkiai ir galimybes. Aukštesniosioms vidurinėms mokykloms","training.lessons.14.activities.title":"Toliau pateikiamuose pamokų planuose mokiniai apie išmanias mašinas sužinos smagiais ir patraukliais būdais.","training.lessons.15.title":"Žiniasklaidos priemonių raštingumo ugdymas","training.lessons.15.author":"autorės Marijana Smolčec, Tea Horvatić ir Sanja Božinović","training.lessons.15.text.0":"Žiniasklaidos priemonių raštingumo ugdymas šiandienos mokiniams yra svarbesnis nei bet kada anksčiau. Visų amžiaus grupių mokiniai turi įgyti atitinkamų įgūdžių, žinių ir požiūrį, kad galėtų naršyti žiniasklaidos pasaulyje. Žiniasklaidos priemonių raštingumo įgūdžiai padės jiems naudoti patikimą internetinį turinį ir atpažinti klaidinančius informacijos šaltinius. Mokiniai supras, kaip patikrinti internete rastą informaciją ir kritiškai ją interpretuoti. Jie išplės savo supratimą apie tinkamą kūrybinio darbo naudojimą ir pritaikys išmoktus dalykus kurdami savo kūrybinį turinį.","training.lessons.15.text.1":"Šis pamokėlių serija leis jums įgyvendinti įvairias strategijas ir metodus, kurie leis ugdyti mokinių žiniasklaidos priemonių raštingumą. Marijanos užduotyje mokiniai mokosi saugiai ir atsakingai naudotis žiniatinklio turiniu. Jie supažindinami su skirtingomis licencijomis ir sukuria paprastą programėlę, kurioje parodo, kaip tinkamai bendrinti kūrybinį darbą. Tėjos užduotyje mokiniai mokosi atpažinti antraštinį masalą. Atlikdami įtraukias užduotis, mokiniai tyrinėja antraštinio masalo atpažinimo ir atskleidimo strategijas, mokosi jų išvengti. Sanja leidžia mokiniams tyrinėti, kritiškai analizuoti ir vertinti internete randamą turinį, jo aktualumą, tikslumą, kilmę ir tikslą. Mokiniai sužino, kaip rasti patikimus šaltinius internete ir kaip atpažinti klaidingą informaciją.","training.lessons.15.text.2":"Toliau pateiktuose pamokų planuose rasite įkvepiančių ir įtraukiančių veiklų, skirtų mokinių žiniasklaidos priemonių raštingumo įgūdžiams tobulinti:","training.lessons.15.activities.1":"Ar viskas, ką randame internete, yra nemokama?","training.lessons.15.activities.2":"Spustelėti ar nespustelėti?","training.lessons.15.activities.3":"Faktų tikrinimas","training.lessons.16.title":"ISTORIJOS PASAKOJIMAS SU HEDY","training.lessons.16.author":"Felienne Hermans","training.lessons.16.text.0":"Jūsų mokiniai jau išmoko vizualią programavimo kalbą, bet nesijaučia pasiruošę gilintis į tekstinę? Tada šis mokymosi segmentas yra skirtas kaip tik jums ir jūsų mokiniams. Jis padės įveikti atotrūkį tarp vizualios ir tekstinės programavimo kalbų. Mokymosi segmentą „Istorijos pasakojimas su Hedy“ sudaro trys pamokos planai, skirti Hedy – laipsniškai programavimo kalbai, kuri padeda vaikams išmokti programuoti.","training.lessons.16.text.1":"Hedy yra skirta vaikams, kurie nori mokytis tekstinių programavimo kalbų, bet kuriems Python gali būti dar per sudėtinga. Laipsniškose kalbose yra skirtingi kalbos lygiai, kurių kiekvienas pasižymi naujomis sąvokomis ir vis sudėtingesne sintakse. Pabaigę visus Hedy lygius mokiniai išmoksta dalį taisyklingos Python sintaksės.","training.lessons.16.text.2":"Šiame mokymosi segmente rasite įkvepiančių ir įtraukiančių užduočių, kurios padės mokiniams efektyviai naudoti tekstines programavimo kalbas. Kurdami interaktyvias istorijas, jie palaipsniui mokysis programuoti, todėl nereikės visko žinoti iš karto. Pradinių klasių mokiniams skirtame pamokos plane mokiniai supažindinami su pagrindinėmis programavimo sąvokomis. Vidurinės mokyklos jaunesnių klasių mokiniams skirtame pamokos plane pristatomos tolesnės programavimo sąvokos, o vyresnių klasių mokiniams skirtame pamokos plane paaiškinama, kaip padėti mokiniams programuoti sudėtingesnes istorijas.","training.lessons.16.text.3":"Susipažinkite su toliau pateikta interaktyvia istorija ir sužinokite, kaip skaitytojai gali dalyvauti istorijoje ir kaip tai skatina jų aktyvų įsitraukimą.","training.lessons.16.activities.1":"Sukurkite interaktyvią istoriją su Hedy – pradinių klasių mokiniams","training.lessons.16.activities.2":"Sukurkite interaktyvią istoriją su Hedy – vidurinės mokyklos jaunesnių klasių mokiniams","training.lessons.16.activities.3":"Sukurkite interaktyvią istoriją su Hedy – vidurinės mokyklos vyresnių klasių mokiniams","training.lessons.17.title":"Pajauskite programavimą","training.lessons.17.author":"Alenka Miljević","training.lessons.17.text.0":"Socialinė ir emocinė gerovė – tai gebėjimas būti atspariems, mokėti valdyti savo emocijas ir reaguoti į kitų žmonių emocijas, kurti prasmingus santykius su kitais žmonėmis, patirti gerus jausmus sukeliančias emocijas ir sukurti savo emocinės paramos tinklą. Mokykloje įgyti socialiniai ir emociniai įgūdžiai padeda jaunuoliams ugdyti atsparumą ir lemia tai, kaip jie visą gyvenimą rūpinsis savo fizine ir psichine sveikata. (Europos Taryba)","training.lessons.17.text.1":"Mokymosi segmentas „Pajauskite programavimą“ padės ugdyti mokinių socialinę ir emocinę gerovę atpažįstant, paaiškinant, suprantant ir reaguojant į teigiamus ir neigiamus jausmus bei emocijas, siekiant ugdyti empatiją ir atsparumą. Šiame mokymosi segmente rasite įkvepiančių ir įtraukiančių užduočių, kurios padės mokiniams įgyti įgūdžių, kaip susitvarkyti su įvairiomis emocijomis, pasitelkiant programavimą. Padedami roboto „Bee-Bot“ mokiniai išmoks reikšti savo jausmus ir reaguoti į bendraamžių emocijas.","training.lessons.17.text.2":"Mokymosi segmentą „Pajauskite programavimą“ sudaro trys pamokų planai, kuriuose naudojant mokomąjį robotą „Bee-Bot“ kuriami užsiėmimai, skatinantys mokinius kalbėti apie emocijas ir ugdyti empatiją. Pagal pradinių klasių mokiniams skirtą pamokos planą mokiniai programuoja „Bee-Bot“ ir kalba apie tokias emocijas kaip liūdesys, laimė, baimė ir pyktis bei aiškinasi, kodėl jie ir jų bendraamžiai jaučia šias emocijas. Pagrindinės mokyklos mokiniams skirtas pamokos planas padeda skatinti mokinius programuoti „Bee-Bot“, atpažinti savo ir bendraamžių jausmus, suprasti, kas juos sukėlė ir kaip į juos reaguoti. Vidurinės mokyklos mokiniams skirtoje pamokoje mokiniai gali naudoti „Bee-Bot“ ir kurti istorijas apie jausmus, atsparumą ir empatiją.","training.lessons.17.text.3":"Jei savo klasėje neturite mokomojo roboto, šiame mokymosi segmente rasite idėjų, kaip skatinti socialinių ir emocinių įgūdžių ugdymą nenaudojant technologijų. Toliau pateiktoje interaktyvioje medžiagoje trumpai apžvelgiama veikla, kurią galite atlikti savo klasėje:","training.lessons.17.activities.1":"„Programuok. Jausk. Mokykis“ pradinės mokyklos mokiniams","training.lessons.17.activities.2":"„Mano širdis nėra akmeninė“ pagrindinės mokyklos mokiniams","training.lessons.17.activities.3":"„Nuotaikos programavimas“ vidurinės mokyklos mokiniams","training.lessons.18.title":"„SOS Vanduo“","training.lessons.18.author":"Francisco Delgado Cecilia","training.lessons.18.text.0":"„SOS Vanduo“ – tai atsakas į būtinybę spręsti vandens taršos problemą. Nepaisant pastaraisiais metais dedamų pastangų, pasaulyje vis dar yra du milijardai žmonių, kurie neturi saugaus geriamojo vandens. Tai reiškia, kad Darbotvarkės iki 2030 m. 6-asis darnaus vystymosi tikslas (DVT), kuriuo siekiama, kad iki 2030 m. visi žmonės turėtų galimybę naudotis saugiai tvarkomu vandeniu ir sanitarinėmis sąlygomis, toli gražu nepasiektas. Tas pats pasakytina ir apie 14-ąjį DVT „Gyvybė vandenyse“, kuriuo siekiama išsaugoti ir tausiai naudoti vandenynus, jūras ir jūrų išteklius siekiant darnaus vystymosi.","training.lessons.18.text.1":"Šiame mokymosi segmente daugiausia dėmesio skiriama svarbiam ir aktualiam vandens kokybės matavimo klausimui bei naujiems teršalams, kurie kelia grėsmę vandens kokybei. Mokiniai turės galimybę nagrinėti realias problemas, susijusias su vandeniu ir aplinka, bei ieškoti joms sprendimų. Tai padės ugdyti tokius įgūdžius kaip tyrimas, kritinis mąstymas ir problemų sprendimas.","training.lessons.18.text.2":"Pamokų planuose yra praktinių ir kūrybinių užduočių, pavyzdžiui, programavimas naudojant „Scratch“, susipažinimas su mašininiu mokymusi ir dirbtiniu intelektu naudojant „Learning Machine Learning“ (Mokomės mašininio mokymąsi) ir valdomų transporto priemonių, galinčių imti vandens mėginius ir atlikti vandens pH analizę, konstravimas naudojant „Lego“ rinkinius. Atlikdami šias užduotis mokiniai galės praktiškai pritaikyti savo įgūdžius ir žinias interaktyvioje ir žaismingoje aplinkoje, o tai padidins jų motyvaciją ir susidomėjimą projektu.","training.lessons.18.text.3":"Šiame mokymosi segmente siūloma atlikti visas tris projekto veiklas, kad mokiniams būtų užtikrintas prasmingesnis ir labiau motyvuojantis mokymosi procesas. Tačiau kiekvieną veiklą galima atlikti ir atskirai.","training.lessons.18.activities.1":"„SOS Vanduo“ su „Scratch“","training.lessons.18.activities.2":"„SOS Vanduo“ ir mašininis mokymasis","training.lessons.18.activities.3":"„SOS Vanduo“ ir robotika","training.download_video_script":"Atsisiųsti vaizdo įrašo scenarijų","training.ready_to_share":"Ar pasiruošę su savo mokiniais pasidalyti tuo, ką sužinojote?","training.choose_lessons":"Pasirinkite vieną iš toliau pateiktų pamokos planų ir įgyvendinkite jį su savo mokiniais.","training.footer.title":"Nepamirškite įtraukti savo renginio į Programavimo savaitės žemėlapį!","training.footer.text":`

    Galite organizuoti pamoką savo klasėje, atvirą dieną ar kitą renginį savo mokykloje. Tiesiog pasirinkite datą ir pažymėkite savo renginį Programavimo savaitės žemėlapyje. Kiekvienas renginio organizatorius gaus dalyvio sertifikatą už pastangas.

    - -

    Jei norite užmegzti ryšį su tarptautine entuziastingų mokytojų grupe, prisijunkite prie ES programavimo savaitės „Facebook“ grupės mokytojams! Jei norite žengti dar toliau ir bendradarbiauti su kitomis mokyklomis savo šalyje ar už jos ribų, prisijunkite prie „CodeWeek4All“ iššūkio.

    `,"validation.accepted":":attribute turi būti priimtas.","validation.active_url":":attribute nėra tinkamas URL adresas.","validation.after":":attribute turi būti po :date.","validation.after_or_equal":":attribute turi būti po :date arba tą pačią dieną.","validation.alpha":":attribute gali būti sudarytas tik iš raidžių.","validation.alpha_dash":":attribute gali būti sudarytas tik iš raidžių, skaitmenų ir brūkšnelių.","validation.alpha_num":":attribute gali būti sudarytas tik iš raidžių ir skaitmenų.","validation.array":":attribute turi būti masyvas.","validation.before":":attribute turi būti prieš :date.","validation.before_or_equal":":attribute turi būti prieš :date arba tą pačią dieną.","validation.between.numeric":":attribute turi būti tarp :min ir :max.","validation.between.file":":attribute turi būti ne mažesnis nei :min ir ne didesnis nei :max KB.","validation.between.string":":attribute turi būti sudarytas iš ne mažiau nei :min ir ne daugiau nei :max simbolių.","validation.between.array":":attribute privalo turėti nuo :min iki :max elementų.","validation.boolean":":attribute laukelis turi būti taip arba ne.","validation.confirmed":"Nesutampa :attribute patvirtinimas.","validation.date":":attribute nėra tinkama data.","validation.date_format":":attribute neatitinka :format formato.","validation.different":":attribute ir :other turi skirtis.","validation.digits":":attribute turi būti sudarytas iš :digits skaitmenų.","validation.digits_between":":attribute turi būti sudarytas iš ne mažiau nei :min ir ne daugiau nei :max skaitmenų.","validation.dimensions":":attribute yra netinkamų matmenų.","validation.distinct":":attribute laukelyje kartojasi reikšmė.","validation.email":":attribute turi būti galiojantis el. pašto adresas.","validation.exists":"Pasirinktas :attribute nėra tinkamas.","validation.file":":attribute turi būti failas.","validation.filled":":attribute laukelyje turi būti nurodyta reikšmė.","validation.image":":attribute turi būti paveikslėlis.","validation.in":"Pasirinktas :attribute nėra tinkamas.","validation.in_array":":attribute laukelio nėra :other.","validation.integer":":attribute turi būti sveikasis skaičius.","validation.ip":":attribute turi būti galiojantis IP adresas.","validation.ipv4":":attribute turi būti galiojantis IPv4 adresas.","validation.ipv6":":attribute turi būti galiojantis IPv6 adresas.","validation.json":":attribute turi būti galiojanti JSON eilutė.","validation.max.numeric":":attribute negali būti didesnis nei :max.","validation.max.file":":attribute negali būti didesnis nei :max KB.","validation.max.string":":attribute negali būti sudarytas iš daugiau nei :max simbolių.","validation.max.array":":attribute negali turėti daugiau nei :max elementų.","validation.mimes":":attribute failas turi būti vieno iš šių tipų: :values.","validation.mimetypes":":attribute failas turi būti vieno iš šių tipų: :values.","validation.min.numeric":":attribute negali būti mažesnis nei :min.","validation.min.file":":attribute negali būti mažesnis nei :min KB.","validation.min.string":":attribute negali būti sudarytas iš mažiau nei :min simbolių.","validation.min.array":":attribute negali turėti mažiau nei :min elementų.","validation.not_in":"Pasirinktas :attribute nėra tinkamas.","validation.not_regex":"Netinkamas :attribute formatas.","validation.numeric":":attribute turi būti skaičius.","validation.present":":attribute laukelis yra privalomas.","validation.regex":"Netinkamas :attribute formatas.","validation.required":"Reikalingas :attribute laukelis.","validation.required_if":":attribute laukelis reikalingas, kai :other yra :value.","validation.required_unless":":attribute laukelis reikalingas, jei :other nėra :values.","validation.required_with":":attribute laukelis reikalingas, kai vertė yra :values.","validation.required_with_all":":attribute laukelis reikalingas, kai vertė yra :values.","validation.required_without":":attribute laukelis yra reikalingas, kai vertė nėra :values.","validation.required_without_all":":attribute laukelis yra reikalingas, kai nėra nė vieno iš :values.","validation.same":":attribute ir :other turi sutapti.","validation.size.numeric":":attribute turi būti :size.","validation.size.file":":attribute turi būti :size KB.","validation.size.string":":attribute turi būti sudarytas iš :size simbolių.","validation.size.array":":attribute privalo turėti :size elementų.","validation.string":":attribute turi būti eilutė.","validation.timezone":":attribute turi būti galiojanti zona.","validation.unique":":attribute jau panaudotas.","validation.uploaded":":attribute nepavyko įkelti.","validation.url":"Netinkamas :attribute formatas.","validation.custom.attribute-name.rule-name":"pritaikytasis pranešimas","values.1.title":"ES programavimo savaitė yra nepriklausoma iniciatyva","values.1.content":"ES programavimo savaitės iniciatyva yra savanoriška veikla pagrįsta bendruomenė. Mes nevykdome šios veiklos dėl ekonominių paskatų. Mes gerbiame ir vertiname kitų žmonių idėjas, įsitikinimus ir kultūras. Mes dalyvaujame ES programavimo savaitėje, nes mums svarbu tai, ką darome. Tai yra mūsų stiprybė. Mes norime, kad informatinio mąstymo, kodavimo, programavimo, informatikos, robotikos, aparatinės įrangos taisymo įgūdžiai ir apskritai skaitmeniniai įgūdžiai būtų prieinami visiems.","values.2.title":"ES programavimo savaitė skirta visiems","values.2.content":"Bet kas gali organizuoti ES programavimo savaitės renginius. Mes suprantame, kaip svarbu, kad ES programavimo savaitės užsiėmimai būtų organizuojami visiems, nepaisant jų amžiaus, odos spalvos, lyties, kultūrinės kilmės ar intelektinių gebėjimų. Šie užsiėmimai gali paskatinti susidomėjimą ir smalsumą arba padėti dar labiau patobulinti įgūdžius. Mes vadovaujamės lygybės, pagarbos, laisvės ir įtraukumo principais. Mes norime, kad visiems dalyviams būtų smagu išbandyti technologijas ir jomis naudojantis kurti.","values.3.title":"ES programavimo savaitė yra glokali","values.3.content.1":"ES programavimo savaitės rengėjai yra ryžtingai nusiteikę pasiekti jus, nesvarbu, ar gyvenate didmiestyje, regiono sostinėje ar nuošaliame kaime. Ypatingą dėmesį skiriame vietos organizatorių rėmimui, teikdami jiems","values.3.content.2":"medžiagą","values.3.content.3":"jų gimtąja kalba ir pritaikytą jų reikmėms.","values.3.content.4":"ES programavimo savaitės žemėlapis","values.3.content.5":"yra svarbiausias įrankis. Jame pateikti visi užregistruoti renginiai ir tikslios jų vietos. ES programavimo savaitė taip pat yra globali ir kviečia žmones iš viso pasaulio prisijungti prie jos bendruomenės. Mes esame „glokalūs“.","values.4.title":"ES programavimo savaitė tai – bendradarbiavimas","values.4.content.1":"ES programavimo savaitės bendruomenės nariai bendrauja tarpusavyje, keičiasi informacija, mokosi vieni iš kitų ir kartu kaupia žinias. Mes palaikome ryšį ir remiame vieni kitus. Mes dalijamės ištekliais, idėjomis ir geriausia praktika. Mes skatiname partnerystę ir keitimąsi žiniomis.","values.4.content.2":"ES „Programavimo savaitė visiems“ (angl. Code Week 4 All)","values.4.content.3":"iššūkiu siekiama stiprinti ryšius tarp šalių ir bendruomenių. Jis padeda skleisti teigiamas emocijas ir susisiekti žmonėms, kurie gali vieni iš kitų pasimokyti.","values.5.title":"ES programavimo savaitė nesiekia pelno","values.5.content.1":"Visi Programavimo savaitės renginiai yra nesiekiantys pelno. Visi","values.5.content.2":"ištekliai","values.5.content.3":"ES programavimo savaitės svetainėje yra nemokami. Visi ES programavimo savaitės mokymai ir nuotolinio mokymo kursai yra taip pat nemokami.","values.6.title":"ES programavimo savaitė skatina kūrybiškumą ir naujoves","values.6.content":"ES programavimo savaitė skatina kūrybiškumą, naujoves ir perspektyvų mąstymą. Mes noriai priimame atsiliepimus ir kritiką ir esame už juos dėkingi, nes, remdamiesi jais, galime priimti pagrįstus sprendimus ir tobulinti ES programavimo savaitės iniciatyvą. Net ir klaidos padeda mums augti – ir kaip asmenims, ir kaip bendruomenei.","values.7.title":"ES programavimo savaitės rengėjai dėkoja savo bendruomenei","values.7.content":"Mes esame dėkingi už paramą, kurią teikia mokytojai, instruktoriai ir kiti užsiėmimų organizatoriai, mokiniai, tėvai, programavimo klubai ir visi partneriai, su kurias dirbame. Mes visi turime bendrą tikslą. Mes norime, kad kuo daugiau žmonių galėtų ugdyti informatinio mąstymo, programavimo, informatikos ir apskritai skaitmeninius įgūdžius.","values.title":"ES programavimo savaitės vertybių deklaracija","values.description.1.1":"ES programavimo savaitė yra judėjimas, kurį vykdo savanoriai: ","values.description.1.2":"ambasadoriai","values.description.1.3":", aukštos kvalifikacijos mokytojai ir programavimo entuziastai visame pasaulyje. Jį remia","values.description.1.4":"Europos Komisija","values.description.1.5":"ir švietimo ministerijos Europos Sąjungos ir Vakarų Balkanų šalyse.","values.description.2":"ES programavimo savaitės esmė yra savanoriškos veiklos organizatorių – mokytojų, kuratorių, programavimo klubų, bibliotekų, privačiųjų bendrovių, tėvų ir nevyriausybinių organizacijų – bendruomenė. Mes pašvenčiame savo laiką, energiją ir žinias, kad suteiktume galimybę kuo daugiau žmonių Europoje ir visame pasaulyje ugdyti informatinio mąstymo, kodavimo, robotikos, aparatinės įrangos taisymo, informatikos ir apskritai skaitmeninius įgūdžius.","values.description.3":"ES programavimo savaitės dalimi taip pat yra milijonai jos dalyvių: visų lyčių, amžių, socialinių sluoksnių, kultūrų ir turintys visokių įgūdžių bei gyvenantys visame pasaulyje.","values.description.4":"Mes didžiuojamės rengdami ES programavimo savaitę. Tai yra mūsų vertybės, kuriomis mes visada vadovaujamės dirbdami savo darbą ir priimdami sprendimus.","why-coding.titles.0":"Kodėl verta programuoti?","why-coding.titles.1":"Programavimas gali padėti įgyvendinti idėjas","why-coding.titles.2":"Programuojant stiprinami pagrindiniai įgūdžiai","why-coding.titles.3":"Galiausiai, programavimas padeda kurti ateitį","why-coding.texts.0":"Jis gali padėti Pijai, kuri manė turinti studijuoti teisę, nors visada mėgo matematiką ir žaisti kompiuteriu. Jis gali padėti Markui, kuris įsivaizduoja, koks turėtų būti geresnis socialinis tinklas, tačiau nežino, kaip pačiam tokį sukurti. Jis gali padėti Alisai, kuri svajoja kurti robotus, nes tėvai jai neleidžia auginti katės. Programavimas taip pat gali padėti jums visiems, kurie jau padeda įgyvendinti šia svajones.","why-coding.texts.1":"Iš tiesų, programavimas susijęs su mumis visais ir tuo, kaip kuriame savo gyvenimą ir ateitį. Galime nuveikti daugiau nei tik dalytis patikusiais įrašais ir spausti „patinka“. Galime įgyvendinti savo idėjas ir sukurti dalykus, kurie džiugins kitus.","why-coding.texts.2":"Dar niekada nebuvo taip lengva sukurti programėlę, pačiam sumontuoti robotą, ir, kas žino, galbūt net išrasti skraidantį automobilį! Ši kelionė nėra lengva, tačiau ji kupina kūrybinių iššūkių, geros nuotaikos, joje taip pat sutiksi tave palaikančią bendruomenę. Ar esi pasirengęs priimti šį iššūkį ir tapti skaitmeninio turinio kūrėju?","why-coding.texts.3":"Programavimo kalbą galima palyginti su bet kuria kita kalba. Tik šiuo atveju vaikai neišmoksta ja išreikšti savo minčių ir bendrauti su kitais žmonėmis. Vietoj to, jie perpranta, kaip bendrauti su technologijomis. Technologijomis, kurios mus supa – mūsų išmaniuosiuose telefonuose, kompiuteriuose, automobiliuose, visur!","why-coding.texts.4":"Tačiau suprasti, kaip veikia kompiuteriai, ir išmokti su jais bendrauti tėra tik mažytė dalis. Programuojant taip pat ugdomi tarpdisciplininiai įgūdžiai, tokie kaip kompiuterinis mąstymas, problemų sprendimas, kūrybingumas ir komandinis darbas, – įgūdžiai, būtini visose gyvenimo srityse. Gebėjimas spręsti problemas, priimti klaidas ir mėginti iš naujo ar mokėjimas bendradarbiauti su kitais yra savybės, kurių reikia daugelyje sričių.","why-coding.texts.5":"Prieš šimtmetį programavimo kalbų net nebuvo. Šiandien programavimas mus supa visur ir užprogramuoti galima beveik viską – net batus ar sausų pusryčių dėžutes. Tad kodėl turime leisti kitiems kurti mūsų ateitį, kai patys galime tai padaryti, išpildydami savo svajones ir idėjas? Juk tik mūsų vaizduotė gali nustatyti ribas.","why-coding.texts.6":"ES programavimo savaitės savanorių ambasadorių komandos vadovas Alessandro Bogliolo sakė:","why-coding.texts.7":"Nuo seniausių laikų naudodamiesi akmenimi, geležimi, popieriumi ir pieštuku žmonės nuveikė labai daug ir iš esmės pakeitė savo gyvenimą. Dabar įžengėme į naują erą, kurioje mūsų pasaulį formuoja programinis kodas. Pasikeitė laikai – pasikeitė ir darbai bei jiems dirbti reikalingi įgūdžiai. Per programavimo savaitę norime kiekvienam europiečiui suteikti galimybę pabandyti programuoti ir pajusti, kaip tai smagu. Mokykimės programuoti ir kurkime savo ateitį","why-coding.texts.8":"Galiausiai programavimas yra labai reikalingas įgūdis beveik kiekviename sektoriuje – ne tik technologijų, tačiau ir finansų, sveikatos priežiūros, mokslo, net dizaino ar žemės ūkio, ir šio įgūdžio paklausa tik didėja. Vaikai, mokantys programuoti ir suprantantys, kaip veikia technologijos, turi tam tikrą pranašumą, nepriklausomai nuo to, kokį karjeros kelią jie galiausiai pasirinks.","why-coding.texts.9":"Jus tai įkvepia?","why-coding.texts.10":"Dalyvaukite ES programavimo savaitėje!","why-coding.texts.11":"Norite daugiau peno apmąstymams?","why-coding.texts.12":"Daugiau informacijos rasite apsilankę mūsų tinklaraštyje."};export{i as default}; diff --git a/public/build/assets/php_lv-B8TNt9U6.js b/public/build/assets/php_lv-B8TNt9U6.js deleted file mode 100644 index 92fa420fe..000000000 --- a/public/build/assets/php_lv-B8TNt9U6.js +++ /dev/null @@ -1,101 +0,0 @@ -const a={"about.when-title":"2024. gadā ES programmēšanas nedēļa notiks no 14. līdz 27. oktobrim.","about.when-text":"

    ES programmēšanas nedēļa ir iedzīvotāju kustība, kas veltīta radošumam, problēmu risināšanai un sadarbībai, izmantojot programmēšanu un citas tehnoloģiskas aktivitātes. Pamatideja ir padarīt programmēšanu populārāku, parādīt jauniešiem, pieaugušajiem un vecāka gadagājuma cilvēkiem, kā ar programmēšanas palīdzību īstenot idejas, kliedēt maldīgus priekšstatus par programmēšanas prasmēm un sapulcināt kopā motivētus cilvēkus, kuri vēlas tās apgūt.

    ","about.codeweek_in_numbers-title":"Programmēšanas nedēļa skaitļos","about.codeweek_in_numbers-text":`

    2021. gadā ES programmēšanas nedēļā piedalījās 4 miljoni cilvēku vairāk nekā 80 pasaules valstīs.

    -

    Vidējais dalībnieks bija 11 gadus vecs, un 49 % dalībnieku 2021. gadā bija sievietes un meitenes. 88 % ES Programmēšanas nedēļas pasākumu notika skolās, kas pierāda, ka centieni apmācīt skolotājus 2021. gada kampaņā ir bijuši sekmīgi.

    -

    Ikviens ir aicināts organizēt vai pievienoties pasākumiem. Vienkārši izvēlieties tematu un mērķa auditoriju un pievienojiet savu pasākumu kartei

    `,"about.run_by_volunteers-title":"To vada brīvprātīgie","about.run_by_volunteers-text":'

    ES programmēšanas nedēļu vada brīvprātīgie. Viens vai vairāki programmēšanas nedēļas vēstnieki koordinē šo iniciatīvu savā valstī, bet ikviens var noorganizēt savu pasākumu un pievienot to codeweek.eu kartē.

    ',"about.supported_by_commission-title":"Eiropas Komisijas atbalsts","about.supported_by_commission-text":'

    ES programmēšanas nedēļas iniciatīvu 2013. gadā aizsāka Eiropas digitālās programmas jaunie padomdevēji. Eiropas Komisija atbalsta ES programmēšanas nedēļu Digitālā vienotā tirgus stratēģijas ietvaros. Digitālās izglītības rīcības plānā Komisija īpaši mudina skolas pievienoties šai iniciatīvai.

    ',"about.schools-title":"Skolas","about.schools-text":'

    Visu līmeņu skolas un visu mācību priekšmetu skolotāji ir jo īpaši aicināti piedalīties ES programmēšanas nedēļā, lai saviem skolēniem sniegtu iespēju iepazīt digitālo radošumu un programmēšanu. Uzziniet vairāk par šo iniciatīvu un to, kā noorganizēt savu pasākumu, apmeklējot skolotājiem veltīto tīmekļa vietni: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Kāpēc programmēšana?","about.why_coding-text":`

    Piai šķita, ka viņai jāstudē jurisprudence, kaut arī viņai vienmēr ir patikusi matemātika un darbs ar datoriem. Markam ir ideja par labāku sociālo tīklu, bet viņš nevar to izveidot viens pats. Alisei ir sapnis būvēt robotus, jo viņas vecāki neļauj viņai turēt mājās kaķi.

    - -

    Šis stāsts ir par tiem no jums, kuri jau īsteno šos sapņus.

    - -

    Faktiski tas ir par mums visiem. Tā ir mūsu nākotne. Tehnoloģijas veido mūsu dzīvi, bet mēs ļaujam mazākumam izlemt, kādiem mērķiem un kāda veidā mēs tās izmantojam. Mēs varam darīt vairāk, nevis tikai ar kaut ko dalīties vai spiest uz “patīk”. Mēs varam īstenot savas trakās idejas un veidot lietas, kas sagādā prieku citiem.

    - -

    Nekad agrāk nav bijis tik viegli izveidot pašam savu lietotni, uzbūvēt savu robotu vai izgudrot lidojošas mašīnas! Kāpēc gan ne? Tas nav vienkāršs, bet radošiem izaicinājumiem pilns ceļš, kurā var doties kopā ar atbalstošu kopienu un gūt daudz prieka. Vai esi gatavs pieņemt izaicinājumu un kļūt par veidotāju?

    - -

    Programmēšana arī palīdz attīstīt tādas kompetences kā skaitļošanas tipa domāšana, problēmu risināšana, radošums un darbs grupā — šādas prasmes lieti noder jebkura gadagājuma cilvēkam.

    `,"about.why_coding-quote":`

    Alesandro Bodžliolo, kurš koordinē ES programmēšanas nedēļas 90 brīvprātīgos, teica:

    -

    “Jau kopš aizvēsturiskiem laikiem esam darījuši dažādas tādas lietas ar akmeni, dzelzi, papīru un zīmuli, kas ir pārveidojušas mūsu dzīvi. Tagad mēs dzīvojam citādā laikmetā, kur mūsu pasaule ir ietverta programmēšanas kodā. Dažādos laikmetos ir nepieciešami atšķirīgi arodi un prasmes. Programmēšanas nedēļas laikā mēs vēlamies ikvienam eiropietim sniegt iespēju atklāt programmēšanu un gūt prieku no tās. Mācīsimies programmēt, lai veidotu savu nākotni”.

    -
    -

    `,"about.join_codeweek-title":"Pievienojieties ES programmēšanas nedēļai","about.join_codeweek-text":'

    Pievienojieties ES programmēšanas nedēļai, organizējot programmēšanas pasākumu savā pilsētā, pievienojoties “Programmēšanas nedēļas visiem” spēku pārbaudei un veidojot sadarbību starp pasākumiem dažādās kopienās un valstīs vai palīdzot mums popularizēt programmēšana nedēļu, kļūstot par ES programmēšanas nedēļas vēstnieku savā valstī!

    ',"about.partners_and_sponsors":"Partneri un sponsori","ambassador.title":"ES programmēšanas nedēļas vēstnieki","ambassador.your_current_country":"Jūsu pašreizējā valsts","ambassador.visit_the":"Apmeklējiet","ambassador.local_facebook_page":"vietējo Facebook lapu","ambassador.local_website":"Vietējā vietne","ambassador.ambassadors":"Vēstnieki","ambassador.no_ambassadors":"Vēl nav vēstnieku","ambassador.countries_with_ambassadors":"Valstis, kurās ir vēstnieki","ambassador.why_dont_you_volunteer":"Vai vēlaties kļūt par brīvprātīgo?","auth.failed":"Šie akreditācijas dati neatbilst mūsu ierakstiem.","auth.throttle":"Pārāk daudzi pieteikšanās mēģinājumi. Lūdzu, mēģiniet vēlreiz pēc :seconds sekundēm.","base.languages.en":"Angļu","base.languages.fr":"Franču","base.languages.bg":"Bulgāru","base.languages.mt":"Maltiešu","base.languages.hr":"Horvātu","base.languages.de":"Vācu","base.languages.pl":"Poļu","base.languages.cs":"Čehu","base.languages.el":"Grieķu","base.languages.pt":"Portugāļu","base.languages.da":"Dāņu","base.languages.hu":"Ungāru","base.languages.ro":"Rumāņu","base.languages.nl":"Holandiešu","base.languages.ga":"Īru","base.languages.sk":"Slovāku","base.languages.it":"Itāļu","base.languages.sl":"Slovēņu","base.languages.et":"Igauņu","base.languages.lv":"Latviešu","base.languages.es":"Spāņu","base.languages.fi":"Somu","base.languages.lt":"Lietuviešu","base.languages.se":"Zviedru","base.languages.sv":"Zviedru","base.languages.al":"Albāņu","base.languages.ba":"Bosniešu","base.languages.mk":"Maķedoniešu","base.languages.me":"Melnkalniešu","base.languages.rs":"Serbu","base.languages.tr":"turku","base.resources_local_title":"Programmēšanas resursi no","base.days":"Dienas","base.hours":"Stundas","base.minutes":"Minūtes","base.seconds":"Sekundes","base.still_have_question":"Vai jums ir vēl kādi jautājumi?","base.drop_us_a_line":"Gluži vienkārši uzrakstiet mums!","base.get_in_touch":"SAZINIETIES AR MUMS","base.footer_msg":"Iedzīvotāju kustība, ko vada brīvprātīgie un atbalsta Eiropas Komisija.","base.email":"E-pasts","base.display_email":"Parādīt e-pasta vēstuli","base.first_name":"Vārds","base.last_name":"Uzvārds","base.your_website":"Jūsu tīmekļa vietne","base.biography":"Biogrāfija","base.update":"Atjaunināt","base.delete":"Dzēst","base.choose a file":"Atlasīt failu","base.learning_bits":"Mācību moduļi","base.codeweek":"Programmēšanas nedēļa","base.bring_codeweek_to_your_students":"Piedāvājiet Programmēšanas nedēļu saviem skolēniem","base.or":"vai","base.newsletter":"Jaunumi","certificates.certificates_for":"Sertifikāti: ","certificates.no_certificates":"Vēl nav sertifikātu.","challenges-content.chatbot.title":"Izveidojiet tērzēšanas botu","challenges-content.chatbot.author":"ES programmēšanas nedēļas komanda","challenges-content.chatbot.purposes.0":"Koda interaktīvās mīklas","challenges-content.chatbot.purposes.1":"Izmantojiet kodu, lai izveidotu tērzēšanas bota un lietotāja dialogus","challenges-content.chatbot.description":"Programmējiet sarunu starp tērzēšanas botu un lietotāju, kas mēģina atminēt mīklu. Centieties izveidot tērzēšanas botu, kas var tērzēt kā persona. Mīklas vietā varat izveidot tērzēšanas bota un lietotāja dialogu.","challenges-content.chatbot.instructions.0":"Izdomājiet mīklu","challenges-content.chatbot.instructions.1":"Piesakieties","challenges-content.chatbot.instructions.2":"vai izveidojiet jaunu kontu. (Izveidojot jaunu kontu, paturiet prātā to, ka Pencil Code nav atļauts izmantot reālu personu vārdus privātuma apsvērumu dēļ.)","challenges-content.chatbot.instructions.3":"Noklikšķiniet uz Imagine (Iztēloties) un Make your own (Izveidot savu)","challenges-content.chatbot.instructions.4":"Izmantojiet blokus vai teksta režīmu, lai uzrakstītu mīklu","challenges-content.chatbot.instructions.5":"Jeb arī varat izmantot","challenges-content.chatbot.instructions.6":"šo kodu","challenges-content.chatbot.instructions.7":"un pielāgot to savai mīklai vai arī varat izvēlēties izvēlnē Answering a riddle (Atminēt mīklu) un rediģēt to","challenges-content.chatbot.example":"Apskatiet šo mīklas piemēru.","challenges-content.chatbot.more.0":"Šis kods ir pielāgots no Pencil Code aktivitātes","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Programmējiet, neizmantojot datoru: Izveidojiet papīra shēmu","challenges-content.paper-circuit.author":"ES programmēšanas nedēļas komanda","challenges-content.paper-circuit.purposes.0":"Palieliniet radošumu","challenges-content.paper-circuit.purposes.1":"Attīstiet problēmu risināšanas prasmes","challenges-content.paper-circuit.description.0":"Uzzīmējiet kādu objektu pēc izvēles. Tās var būt debesis naktī, mārīte, robots, Ziemassvētku eglīte vai jebkas, ko spējat iztēloties. Izpaudieties, personalizējot savu projektu ar ES programmēšanas nedēļas vizuālajiem materiāliem, kurus varat izpētīt","challenges-content.paper-circuit.description.1":"ES programmēšanas nedēļas skolotāja rīkkopā","challenges-content.paper-circuit.description.2":"un lejupielādējiet jebkuru no logotipiem vai vizuālajiem materiāliem pēc savas izvēles. Jūs pat varat izveidot papīra shēmu ar ielūgumu uz ES programmēšanas nedēļu. Pievienojiet šai shēmai motivējošu vēstījumu, lai mudinātu citus skolotājus pievienoties programmēšanas nedēļai un/vai ieskatīties skolām paredzētajā vietnē.","challenges-content.paper-circuit.instructions.0":"Uzzīmējiet objektu un izlemiet, kuras tā daļas tiks izgaismotas (piem., zvaigznes).","challenges-content.paper-circuit.instructions.1":"Ar zīmuli izveidojiet papīrā caurumu un ievietojiet LED uzlīmi katrā izgaismojamajā vietā. ","challenges-content.paper-circuit.instructions.2":"Uzzīmējiet apli vietā, kur jūs novietosiet monētas tipa bateriju.","challenges-content.paper-circuit.instructions.3":"Uzzīmējiet + un - ceļu virzienu papīra otrā pusē. Pārliecinieties par to, lai LED shēmas uzlīmes garākā daļa tiktu pievienota baterijas “+” pusei un īsākā tiktu pievienota baterijas “-” pusei.","challenges-content.paper-circuit.instructions.4":"Izklājiet uz ceļiem vara lenti.","challenges-content.paper-circuit.instructions.5":"Salokiet tā, lai tad, kad papīrs nosedz bateriju, iedegtos LED. Varat izmantot papīra saspraudi, lai nodrošinātu labu kontaktu ar vara lenti.","challenges-content.paper-circuit.instructions.6":"Uzņemiet savas papīra shēmas fotoattēlu un dalieties ar to Instagram, izskaidrojot, kādēļ jūs uzskatāt, ka ir vērts piedalīties šajā iniciatīvā. ","challenges-content.paper-circuit.example":"Skatīt dažus papīra shēmu piemērus","challenges-content.paper-circuit.materials.0":"papīrs vai kartons","challenges-content.paper-circuit.materials.1":"krītiņi vai marķieris","challenges-content.paper-circuit.materials.2":"monētas tipa baterija","challenges-content.paper-circuit.materials.3":"vara lente","challenges-content.paper-circuit.materials.4":"LED ķēdes uzlīmes","challenges-content.paper-circuit.materials.5":"papīra saspraude","challenges-content.dance.title":"Izveidojiet deju","challenges-content.dance.author":"ES programmēšanas nedēļas komanda","challenges-content.dance.purposes.0":"Lai iemācītos programmēšanas pamatjēdzienus","challenges-content.dance.purposes.1":"Lai iemācītos izveidot animētus tēlus","challenges-content.dance.description":"Šajā uzdevumā jūs izveidosiet tēlu grupu, kas kopā dejos. Jūs varat izmantot iebūvētu multimediju bibliotēku, lai izvēlētos tēlus un mūzikas klipus, vai arī varat izveidot tos paši. Jūsu animētie tēli dejos un sarunāsies cits ar citu.","challenges-content.dance.instructions.0":"Piesakieties","challenges-content.dance.instructions.1":"kā skolotājs. Izveidojiet audzēkņu kontus un kopīgojiet tos ar saviem audzēkņiem. Vai arī dalieties ar skolas kodu un ļaujiet audzēkņiem reģistrēties ar savām skolas e-pasta adresēm. Ja esi audzēknis, tad vari pievienoties kā audzēknis, taču tev būs jānorāda savu vecāku e-pasta adrese, lai tie varētu apstiprināt tavu kontu.","challenges-content.dance.instructions.2":"Noklikšķiniet","challenges-content.dance.instructions.3":"un piešķiriet nosaukumu","challenges-content.dance.instructions.4":"Dodieties uz","challenges-content.dance.instructions.5":"lai pievienotu fonu, noklikšķinot uz zobrata ikonas. Izvēlieties fonu no multimediju bibliotēkas, augšupielādējiet savu attēlu vai arī jūs pat varat uzņemt fotoattēlu un augšupielādēt to. Izvēlieties audio klipu un pievienojiet to skatuvei:","challenges-content.dance.instructions.6":"Noklikšķiniet","challenges-content.dance.instructions.7":"pogu, lai pievienotu tēlus vai objektus, kas tiks animēti, lai tie varētu kustēties, sarunāties un mijiedarboties cits ar citu. Pievienojiet divus vai trīs tēlus pēc saviem ieskatiem. Jūs varat uzzīmēt savus personāžus vai pārveidot esošos. Pievienojiet saviem tēliem dažādus tērpus, noklikšķinot uz zīmuļa ikonas.","challenges-content.dance.instructions.8":"Noklikšķiniet uz katra no personāžiem un animējiet to, pievienojiet tālāk esošos blokus","challenges-content.dance.instructions.9":"Pievienot","challenges-content.dance.instructions.10":"say block (runāšanas bloku)","challenges-content.dance.instructions.11":"un likt personāžiem runāt citam ar citu. Izmainiet runas burbuļu formu un teksta fontu un burtu izmēru","challenges-content.dance.example.0":"Apskatiet","challenges-content.dance.example.1":"šo piemēru","challenges-content.dance.example.2":"ar dejojošiem robotiem. Izmantojiet un remiksējiet to.","challenges-content.compose-song.title":"Izveidot muzikālu kompozīciju","challenges-content.compose-song.author":"ES programmēšanas nedēļas komanda","challenges-content.compose-song.purposes.0":"Iemācīties programmēt ar mūzikas palīdzību","challenges-content.compose-song.purposes.1":"Atšķirt mūzikas žanrus un instrumentus","challenges-content.compose-song.purposes.2":"Sacerēt dziesmu, miksējot skaņu klipus","challenges-content.compose-song.description":"Šajā uzdevumā jūs radīsiet muzikālu kompozīciju, izmantojot programmēšanas valodu. Jūs varat izmantot iebūvētos skaņu klipus vai ierakstīt savus un miksēt tos, lai izveidotu muzikālu kompozīciju. Palaidiet kodu digitālajā audio darbstacijā un klausieties savu programmēto mūziku. Spēlējieties ar dažādām skaņām un efektiem, lai pārveidotu skaņdarbu.","challenges-content.compose-song.instructions.0":"Piesakieties","challenges-content.compose-song.instructions.1":"Noklikšķiniet šeit, lai izveidotu skriptu","challenges-content.compose-song.instructions.2":"Dodiet savam skriptam nosaukumu un izvēlieties","challenges-content.compose-song.instructions.3":"kā programmēšanas valodu","challenges-content.compose-song.instructions.4":"Sāciet rakstīt kodu starp","challenges-content.compose-song.instructions.5":"un","challenges-content.compose-song.instructions.6":"līnijām","challenges-content.compose-song.instructions.7":"Pārlūkojiet mūzikas klipus","challenges-content.compose-song.instructions.8":"skaņu bibliotēkā","challenges-content.compose-song.instructions.9":"un izvēlieties sev tīkamos mūzikas žanrus, izpildītājus un instrumentus","challenges-content.compose-song.instructions.10":"Lai pievienotu skaņu klipu savai dziesmai, ierakstiet","challenges-content.compose-song.instructions.11":"Starp iekavām ir jābūt šiem 4 parametriem, kas atdalīti ar komatiem","challenges-content.compose-song.instructions.12":"Skaņas klips","challenges-content.compose-song.instructions.13":"Novietojiet kursoru starp iekavām, dodieties uz skaņu bibliotēku, izvēlieties klipu un ielīmējiet to, noklikšķiniet uz zilās ielīmēšanas ikonas","challenges-content.compose-song.instructions.14":"Skaņu celiņa numurs","challenges-content.compose-song.instructions.15":"skaņu celiņi palīdz organizēt skaņas pēc instrumenta tipa (vokāls, bass, bungas, taustiņinstrumenti utt.). Pievienojiet tik daudz skaņu celiņu (instrumentu), cik vien vēlaties. Skaņu celiņi tiek parādīti kā rindas, kas darbojas digitālajā darbstacijā","challenges-content.compose-song.instructions.16":"Start measure (Starta mērījums)","challenges-content.compose-song.instructions.17":"norāda, kad tiks atskaņota skaņa. Mērījumi ir muzikālās laika vienības. Viens mērījums ir 4 sitieni","challenges-content.compose-song.instructions.18":"End measure (Beigu mērījums)","challenges-content.compose-song.instructions.19":"norāda, kad tiks pabeigta skaņas atskaņošana","challenges-content.compose-song.instructions.20":"Šāda veida koda līnija izskatīsies šādi","challenges-content.compose-song.instructions.21":"Jūs varat pievienot dažādus efektus, piemēram, skaļumu, lai pastiprinātu kompozīcijas skaņu. Skaļums variē no -60,0 decibeliem līdz 12,0 decibeliem, kur 0,0 ir oriģinālais skaļums.","challenges-content.compose-song.instructions.22":"Rakstiet","challenges-content.compose-song.instructions.23":"Iekavās ierakstiet skaņu celiņa numuru, VOLUME, GAIN, skaņas līmeni, mērījumu sākumā, līmeni un mērījumu beigās","challenges-content.compose-song.instructions.24":"Šis ir piemērs ar pakāpeniskas skaļuma samazināšanas efektu","challenges-content.compose-song.instructions.25":"un pakāpeniska skaļuma pieauguma efektu","challenges-content.compose-song.example.0":"Klausieties","challenges-content.compose-song.example.1":"dziesmas piemēru, kas programmēts ar Earsketch","challenges-content.compose-song.example.2":"Jūs varat importēt kodu un rediģēt to","challenges-content.sensing-game.title":"Izveidojiet video sensoru spēli","challenges-content.sensing-game.author":"ES programmēšanas nedēļas komanda","challenges-content.sensing-game.purposes.0":"Lai programmētu animētus objektus","challenges-content.sensing-game.purposes.1":"Lai veidotu izpratni par to, kā kontrolēt digitālu animāciju ar fizisku kustību","challenges-content.sensing-game.purposes.2":"Sacerēt dziesmu, miksējot skaņu klipus","challenges-content.sensing-game.description":"Šajā uzdevumā jūs izveidosiet vienkāršu spēli, kurā video kamera tiek izmantota kā sensors kustību uztveršanai, kas nozīmē, ka jūs spēsiet kontrolēt animāciju ar fizisku kustību. Šajā spēlē uzdevums ir savākt iespējami daudz ES programmēšanas nedēļas burbuļu 30 sekundēs. Burbuļu vākšanas vietā jūs varat izveidot spēli, kurā dzenaties pakaļ kādam tēlam vai ar rokām spridziniet balonus.","challenges-content.sensing-game.instructions.0":"Piesakieties","challenges-content.sensing-game.instructions.1":"Noklikšķiniet","challenges-content.sensing-game.instructions.2":"Add an extension (Pievienojiet paplašinājumu)","challenges-content.sensing-game.instructions.3":"un izvēlieties","challenges-content.sensing-game.instructions.4":"Video Sensing (Video sensors)","challenges-content.sensing-game.instructions.5":"Tas uztvers, cik ātri kustas objekts. Ja skaitlis ir mazāks, tas jutīgāk uztvers kustību.","challenges-content.sensing-game.instructions.6":"Pievienojiet datorgrafikas objektu. Izvēlieties skaņu un pievienojiet to savam datorgrafikas objektam. Ja vēlaties, varat pievienot","challenges-content.sensing-game.instructions.7":"Create a clone (Izveidojiet klonu)","challenges-content.sensing-game.instructions.8":"datorgrafikas objekta dublēšanai.","challenges-content.sensing-game.instructions.9":"Izveidojiet divus mainīgos lielumus: vienu","challenges-content.sensing-game.instructions.10":"Score (Rezultāts)","challenges-content.sensing-game.instructions.11":"un otru","challenges-content.sensing-game.instructions.12":"Timer (Taimeris)","challenges-content.sensing-game.instructions.13":"un pievienojiet tos datorgrafikas objektam. Iestatiet taimeri uz 30 un pievienojiet","challenges-content.sensing-game.instructions.14":"Change Timer by -1 (Mainīt taimeri ar -1)","challenges-content.sensing-game.instructions.15":"Izveidojiet jaunu datorgrafikas objektu","challenges-content.sensing-game.instructions.16":"Game Over (Spēles beigas)","challenges-content.sensing-game.instructions.17":"spēles pabeigšanai. Jūs varat izmantot arī datorgrafikas objektu ar savas spēles nosaukumu, piem., Savāc visus ES programmēšanas nedēļas burbuļus.","challenges-content.sensing-game.example.0":"Spēlējiet video sensoru spēli “Savāc visus ES programmēšanas nedēļas burbuļus”. Remiksējiet","challenges-content.sensing-game.example.1":"šo projektu","challenges-content.calming-leds.title":"Nomierinošas LED gaismiņas: izveidojiet vienkāršu ierīci ar micro:bit","challenges-content.calming-leds.author":"Micro:bit izglītības fonds","challenges-content.calming-leds.duration":"20 minūtes","challenges-content.calming-leds.materials.0":"micro:bit ierīce un iepakojums ar baterijām (ja ir pieejams)","challenges-content.calming-leds.materials.1":"portatīvais dators vai planšete, kurā jūs varat atvērt Microsoft MakeCode un Youtube","challenges-content.calming-leds.materials.2":"microbit.org aktivitātes resursiem","challenges-content.calming-leds.description":"Izmantojot LED gaismiņas, audzēkņi var izveidot digitālu ierīci, kas viņiem var palīdzēt regulēt elpošanu un justies mierīgākiem. Viņiem tiks lūgts uzrakstīt vienkāršu kodu, izpētīt animācijas un virknes.","challenges-content.calming-leds.instructions.0":"Mērķis ir izveidot nomierinošu LED ierīci, ko var izmantot elpošanas regulācijai. Šo ierīci var izveidot uz fiziskas micro:bit plates vai uz simulatora MakeCode redaktorā.","challenges-content.calming-leds.instructions.1":"Šo uzdevumu var paveikt, izmantojot MakeCode redaktoru un uzrakstot vienkāršu koda virkni, kas parādīta video/ekrānšāviņā.","challenges-content.calming-leds.instructions.2":"Lai veiktu šo uzdevumu, audzēkņi var izpētīt dažādas animācijas un radoši izpausties ar vēlamo animāciju, kas palīdzētu viņiem justies mierīgiem vai laimīgiem.","challenges-content.calming-leds.instructions.3":"Plašāka informācija un video instrukcijas pieejamas","challenges-content.calming-leds.instructions.4":"šajā saitē","challenges-content.calming-leds.example":"Apmeklējiet šo vietni, lai iegūtu instrukcijas un video ar jau paveiktajiem uzdevumiem, kā arī uzzinātu to, kā programmēt","challenges-content.calming-leds.purposes.0":"Lai izstrādātu vienkāršu digitālu artefaktu ar noderīgu mērķi","challenges-content.calming-leds.purposes.1":"Lai izpētītu virknes un animācijas un to, kā tās darbojas","challenges-content.calming-leds.purposes.2":"Lai testētu un atkļūdotu vienkāršu kodu","challenges-content.calming-leds.purposes.3":"Lai atkārtotu secību dizainam, padarot animācijas ātrākas vai lēnākas","challenges-content.computational-thinking-and-computational-fluency.title":"Skaitļošanas tipa domāšana un skaitļošanas iemaņas ar ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis — ES programmēšanas nedēļas vēstnieks, Grieķija","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Lai iepazītu jaunas komandas un saskarnes.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Lai izveidotu vienkāršas programmas ar vienkāršām cēloņsakarības komandām.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Lai veiktu vienkāršu atkļūdošanu ar mēģinājumu un kļūdu metodi.","challenges-content.computational-thinking-and-computational-fluency.description":"Šajā uzdevumā bērni integrēs skaitļošanas tipa domāšanas jēdzienus savos projektos, izmantojot lietotni ScratchJr, lai padarītu savus stāstus saistošākus, aizraujošākus un emocionālākus.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr izmantošanai nav obligāti, lai bērni prastu lasīt. Visas instrukcijas un izvēlnes opcijas ir identificējamas ar simboliem un krāsām. Šo uzdevumu var veikt klasē, laboratorijā vai pat āra apstākļos, jo nav nepieciešams internets.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Bērni var izmantot pilsētu kā fonu un izmantot programmēšanas blokus, lai liktu auto pārvietoties pilsētā.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Bērni var izmantot skaņu un kustību blokus, un darbības atsākšanas blokus, lai liktu tēliem dejot.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Bērni izvēlas fonu un tēlu un izmanto kustības bloku, lai liktu auto pārvietoties pilsētā. Bērni var izmantot ātruma bloku, lai paātrinātu vai palēninātu tēla pārvietošanos.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Bezmaksas lietotne","challenges-content.computational-thinking-and-computational-fluency.materials.1":"darbojas ar dažādām operētājsistēmām un dažāda veida viedierīcēs","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Turklāt","challenges-content.computational-thinking-and-computational-fluency.materials.3":"tīmekļa vietnē pieejams plašs izglītojošu materiālu klāsts","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minūtes","challenges-content.ai-hour-of-code.title":"MI koda stunda","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Radīt programmēšanas risinājumus, kuros iekļautas virknes, notikumi, cilpas un nosacījumi","challenges-content.ai-hour-of-code.purposes.1":"Sadalīt problēmas atrisināšanai nepieciešamos soļus precīzu instrukciju virknē","challenges-content.ai-hour-of-code.purposes.2":"Izpētīt programmēšanas jēdzienus","challenges-content.ai-hour-of-code.description":"Ciematu apdraud ugunsgrēki un ir nepieciešams programmēt risinājumu. Iepazīstieties ar savu programmēšanas palīgu — Minecraft aģentu. Pēc tam programmējiet aģentu, lai tas pārvietotos mežā un vāktu datus. Šie dati palīdzēs aģentam prognozēt to, kur izcelsies ugunsgrēki. Pēc tam programmējiet aģentu, lai tas palīdzētu novērst uguns izplatību, glābt ciematu un atgriezt mežā dzīvību. Iemācieties programmēšanas pamatus un izpētiet mākslīgā intelekta (MI) izmantošanas piemēru no reālās dzīves.","challenges-content.ai-hour-of-code.instructions":"Lejupielādējiet nodarbību plānu šeit","challenges-content.ai-hour-of-code.materials.0":"Instalējiet Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Pēc tam, kad Minecraft Education Edition ir instalēts, izaicinājums ir pieejams","challenges-content.ai-hour-of-code.materials.2":"šajā tīmekļa vietnē","challenges-content.create-a-dance.title":"Izveidojiet deju ar Odu programmēšanai!","challenges-content.create-a-dance.purposes":"Trenēties programmēšanā ir aizraujošs veids, kā sajust saikni ar ES programmēšanas nedēļas kopienu.","challenges-content.create-a-dance.description.0":"Izveidojiet deju ar Odu programmēšanai! Izmantojiet","challenges-content.create-a-dance.description.1":"Dance Party (Ballīte ar dejām) pamācību","challenges-content.create-a-dance.description.2":"lai programmētu deju ar Odu programmēšanai! Oficiālā ES programmēšanas nedēļas himna ir ietverta kā izvēles iespēja Dance Party (Ballīte ar dejām) vietnē.","challenges-content.create-a-dance.instructions.0":"Instrukcijas tiek parādītas video veidā","challenges-content.create-a-dance.instructions.1":"pamācībā","challenges-content.create-a-dance.instructions.2":"un ir uzrakstītas arī katra līmeņa augšpusē","challenges-content.create-a-dance.example":"Piedāvātie audzēkņu radītie darbi ir atrodami šajā lapā","challenges-content.create-a-dance.materials":"Code.org pamācība","challenges-content.create-a-simulation.title":"Izveidojiet simulāciju!","challenges-content.create-a-simulation.purposes.0":"Uzzināt par simulācijām, vienlaikus ieviešot šādus mainīgos lielumus: izveidot pūli, atveseļošanās rādītāji, masku valkāšana un vakcīnas.","challenges-content.create-a-simulation.purposes.1":"Aktivizēt priekšzināšanas par vīrusa izplatību reālajā pasaulē, kas tiks attiecinātas uz fiktīvu scenāriju.","challenges-content.create-a-simulation.description":"Uzrakstiet kodu un palaidiet vīrusa izplatības simulāciju Monstru pilsētā. Mācieties programmēt un veidojiet prognozes par to, kas notiks Monstru pilsētas kaimiņu teritorijās.","challenges-content.create-a-simulation.instructions.0":"Instrukcijas tiek parādītas video veidā","challenges-content.create-a-simulation.instructions.1":"pamācībā","challenges-content.create-a-simulation.instructions.2":"un ir uzrakstītas arī katra līmeņa augšpusē","challenges-content.create-a-simulation.example":"Kad simulācija ir pabeigta, varat to kopīgot ar citiem. Dalieties ar savu vēstījumu par to, ko, jūsuprāt, mēs varam darīt, lai palīdzētu citiem nesaslimt, kad pilsētā parādās vīruss.","challenges-content.create-a-simulation.materials":"Code.org pamācība","challenges-content.create-your-own-masterpiece.title":"Izveidojiet savu meistardarbu!","challenges-content.create-your-own-masterpiece.audience":"Piemērots jebkuram vecumam","challenges-content.create-your-own-masterpiece.purpose":"Iepazīstināt ar datorzinātnes jēdzieniem vizuālā veidā un iedvesmot radošām izpausmēm","challenges-content.create-your-own-masterpiece.description":"Izveidojiet savu meistardarbu ar mākslinieku! Izmantojiet kodu blokus, lai liktu jūsu māksliniekam radīt unikālu mākslas darbu.","challenges-content.create-your-own-masterpiece.instructions":"Instrukcijas ir norādītas katra līmeņa augšpusē","challenges-content.create-your-own-masterpiece.example":"Mākslinieku piemērus var atrast šajā lappusē zem zīmējumiem","challenges-content.create-your-own-masterpiece.materials.0":"Šīs pamācības pirmo līmeni var atrast","challenges-content.create-your-own-masterpiece.materials.1":"ŠEIT","challenges-content.cs-first-unplugged-activities.title":"CS First aktivitātes bez datora","challenges-content.cs-first-unplugged-activities.purposes.0":"Lai atbalstītu audzēkņus, kas mācās attālināti","challenges-content.cs-first-unplugged-activities.purposes.1":"Lai sniegtu visiem pauzi no ekrāniem","challenges-content.cs-first-unplugged-activities.description":"CS First aktivitātes bez datora ir aktivitāšu kopums, kurā audzēkņi iepazīstas ar datorzinātnes jēdzieniem bez datora. Mēs esam izstrādājuši šo nodarbību, lai parādītu, ka datorzinātne nav tikai kods.","challenges-content.cs-first-unplugged-activities.instructions.0":"Bukletu angļu valodā ar visām aktivitātēm jūs atradīsiet šajā","challenges-content.cs-first-unplugged-activities.instructions.1":"saitē","challenges-content.cs-first-unplugged-activities.instructions.2":"savukārt nodarbību plānu angļu valodā — šajā","challenges-content.cs-first-unplugged-activities.instructions.3":"Šīs nodarbības aktivitātes var pildīt individuāli un jebkurā secībā","challenges-content.cs-first-unplugged-activities.instructions.4":"Skolotājs var uzņemt fotoattēlus no mācību procesa un dalīties ar tām Instagram, izmantojot #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Papildus aktivitāšu bukletam dažām aktivitātēm ir nepieciešami papildu materiāli vai tās pēc izvēles var uzlabot ar papildu materiāliem.","challenges-content.cs-first-unplugged-activities.materials.1":"Nelieli saskaitāmi priekšmeti (piemēram, pupiņas), ko izmantot kaimiņu tīkla kartei.","challenges-content.cs-first-unplugged-activities.materials.2":"Šķēres, lai izgrieztu slepenā vēstījuma nosūtīšanas šifrēšanas apli.","challenges-content.cs-first-unplugged-activities.materials.3":"Kartons un līme, lai padarītu stingrāku slepenā vēstījuma nosūtīšanas šifrēšanas apli.","challenges-content.cs-first-unplugged-activities.materials.4":"Kniepadata, zobu bakstāmais vai iztaisnota papīra saspraude, lai savienotu slepenā vēstījuma nosūtīšanas šifrēšanas apli.","challenges-content.family-care.title":"Rūpes par ģimeni","challenges-content.family-care.experience":"Paredzēts ikvienam","challenges-content.family-care.duration":"5 līdz 10 stundas","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Lai izpētītu kādu ar ‘rūpēm par ģimeni’ saistītu problēmu, ar kuru saskaramies ikdienā;","challenges-content.family-care.purposes.1":"Lai problēmās saskatītu iespējas un radītu radošus risinājumus;","challenges-content.family-care.purposes.2":"Lai izmantotu kodu inovatīvu risinājumu atrašanai;","challenges-content.family-care.purposes.3":"Lai izveidotu dizainu plakātiem un prezentētu risinājumus citiem;","challenges-content.family-care.purposes.4":"Lai izmantotu sociālos medijus savu projektu ietekmes veidošanai.","challenges-content.family-care.description.0":"Kas tev ienāk prātā, kad mēs runājam par mājām? Jauka māja? Bagātīgas vecāku pagatavotas vakariņas? Slepena vieta tikai sev? Mājīgums piepilda mūsu ķermeni un garu kā degvielas uzpildes stacija. Modernās dzīves skrējienā vecāki vienmēr ir aizņemti darbā. Kad tu dodies atpūsties kopā ar draugiem, tu nevari pamest savus kaķēnus vienus. Taču kā lai tos pieskata, esot projām? Uzdevuma temats ir","challenges-content.family-care.description.1":"Rūpes par ģimeni","challenges-content.family-care.description.2":"Šis temats mudina audzēkņus attīstīt ideju par to, kā nodot mīlestību un rūpes ar programmēšanas un aparatūras palīdzību. Daži jautājumi, par ko tev padomāt","challenges-content.family-care.description.3":"Cik daudz ģimenes locekļu ir tavās mājās? Kas viņi ir? Vai esi saskāries ar kādām problēmām, esot mājās kopā ar viņiem? Kāda veida rūpes viņiem ir nepieciešamas?","challenges-content.family-care.description.4":"Vai tu zini kādu savā kopienā, kuram ģimenes rūpju pietrūkst vairāk nekā citiem? Kā tu vari viņam palīdzēt?","challenges-content.family-care.instructions.0":"Ģenerē idejas un veic izpēti par tēmu “Rūpes par ģimeni”","challenges-content.family-care.instructions.1":"Uzskaiti visas problēmas","challenges-content.family-care.instructions.2":"Radi iespējamos risinājumus","challenges-content.family-care.instructions.3":"Izvēlies risinājumu","challenges-content.family-care.instructions.4":"Programmē un veido struktūru","challenges-content.family-care.instructions.5":"Izveido dizainu plakātam, kurā izklāstīsi savu projektu","challenges-content.family-care.instructions.6":"Prezentē to saviem skolotājiem un ģimenes locekļiem","challenges-content.family-care.example.0":"Dažus piemērus atradīsi šeit","challenges-content.family-care.example.1":"un","challenges-content.family-care.materials.0":"Programmēšanas rīks:","challenges-content.family-care.materials.1":"vai lejupielādē","challenges-content.family-care.materials.2":"datora versiju","challenges-content.family-care.materials.3":"mBlock ir programmēšanas valoda, kuras pamatā ir Scratch","challenges-content.family-care.materials.4":"Šis uzdevums ir adaptēts no konkursa MakeX Global Spark, kas ir radoša dizaina programmas projekts bērniem vecumā no 6 līdz 13 gadiem.","challenges-content.family-care.materials.5":"Dalībnieku komandai ir jāpievēršas konkrētai tēmai un jāizveido risinājums ar programmatūras programmēšanas un aparatūras konstruēšanas palīdzību.","challenges-content.family-care.materials.6":"Audzēkņi tiek mudināti veikt šo uzdevumu programmēšanas nedēļā, sazināties ar citiem audzēkņiem starptautiskā līmenī, un iegūt balvas.","challenges-content.family-care.materials.7":"Plašāka informācija ir pieejama:","challenges-content.family-care.materials.8":"vai sazinoties ar mums","challenges-content.virtual-flower-field.title":"Audzē savu virtuālo puķu lauku","challenges-content.virtual-flower-field.author":"Jadga Huegle — Meet and Code pasniedzēja un SAP Snap! komandas dalībniece","challenges-content.virtual-flower-field.duration":"30–60 minūtes","challenges-content.virtual-flower-field.purposes.0":"Lai iepazītu programmēšanu ar vienkāršu, taču izteiksmīgu projektu.","challenges-content.virtual-flower-field.purposes.1":"Lai uzzinātu, ka programmēšana var būt mākslinieciska un radīt skaistu rezultātu.","challenges-content.virtual-flower-field.purposes.2":"Lai padarītu rudeni košāku ar krāsainām puķēm un ES programmēšanas nedēļu.","challenges-content.virtual-flower-field.purposes.3":"Lai parādītu puķu daudzveidību uz Zemes.","challenges-content.virtual-flower-field.purposes.4":"Lai palīdzētu īstenot ilgtspējīgas attīstības mērķus (IAM), jo sevišķi IAM Nr. 13 “Klimata pārmaiņas”, izveidojot programmēšanas pasākumus, kas uzlabo izglītību klimata pārmaiņu jomā, veicinot informētību par šo tematu.","challenges-content.virtual-flower-field.description":"Snap! izveidot programmu virtuāla puķu lauka audzēšanai ar dažādiem puķu veidiem ar dažādu ziedlapiņu skaitu.","challenges-content.virtual-flower-field.instructions.0":"Ja nepieciešama iedvesma šī izaicinājuma uzsākšanai, apskatiet","challenges-content.virtual-flower-field.instructions.1":"šo video","challenges-content.virtual-flower-field.instructions.2":"vai izmantojiet","challenges-content.virtual-flower-field.instructions.3":"šo dokumentu","challenges-content.virtual-flower-field.instructions.4":"lai sekotu līdzi","challenges-content.virtual-flower-field.instructions.5":"Šo uzdevumu var paveikt, programmējot virtuālu puķu lauku Snap! (vai Scratch) un publicējot rezultāta ekrānšāviņu vai fotoattēlu tiešsaistē.","challenges-content.virtual-flower-field.instructions.6":"Puķu laukā ir jābūt dažādu veidu puķēm ar dažādu ziedlapiņu skaitu. Ideālā variantā puķēm ir jābūt programmētām, kas nozīmē to, ka tās ir konstruētas, ziedlapiņas atkārtoti zīmogojot un pagriežot (vai uzzīmējot un pagriežot).","challenges-content.virtual-flower-field.instructions.7":"Publicējiet savas virtuālās puķu pļavas attēlu ar #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Mēs iesakām izmantot","challenges-content.virtual-flower-field.materials.1":"taču projekts darbojas arī","challenges-content.haunted-house.title":"Māja, kurā spokojas, ar Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Leidenes Universitāte — Ramon Moorlag, I&I — CodeWeek NL","challenges-content.haunted-house.audience":"Skolotāji un pedagogi","challenges-content.haunted-house.duration":"1 vai 2 stundas atkarībā no priekšzināšanām","challenges-content.haunted-house.purposes.0":"Izveidot interaktīvu stāstu “Māja, kurā spokojas”.","challenges-content.haunted-house.purposes.1":"Iemācīties programmēšanu ar Hedy.","challenges-content.haunted-house.description":"Ar Hedy jūs izveidosiet stāstu “Māja, kurā spokojas”, ar interaktīviem elementiem. Ikreiz, kad tiek palaists kods, tiks radīts jauns stāsts. Stāstu var arī balsī lasīt dators un ar to var dalīties tiešsaistē.","challenges-content.haunted-house.instructions.0":"Sāciet ar pārlūka atvēršanu un dodieties uz hedycode.com.","challenges-content.haunted-house.instructions.1":"Sekojiet instrukcijām, kas attiecas uz 1.–4. līmeni. Izmantojiet cilnes ‘Level’ (Līmenis) ‘Haunted house’ (Māja, kurā spokojas).’","challenges-content.haunted-house.instructions.2":"Ar šo līmeņu palīdzību mēs rakstīsim interaktīvu stāstu par māju, kurā spokojas.","challenges-content.haunted-house.instructions.3":"Skolotāji, nodarbību plāns Hedy ir atrodams","challenges-content.haunted-house.instructions.4":"šeit","challenges-content.haunted-house.instructions.5":"Ierakstu, kurā Felienne Hermans prezentē Hedy, varat atrast","challenges-content.haunted-house.instructions.6":"šajā saitē","challenges-content.haunted-house.example":"Piemērs ar māju, kurā spokojas, līmenis","challenges-content.haunted-house.materials.0":"Hedy","challenges-content.haunted-house.materials.1":"1.–4. līmenis","challenges-content.inclusive-app-design.title":"Iekļaujošu lietotņu izstrāde","challenges-content.inclusive-app-design.author":"Apple Edication","challenges-content.inclusive-app-design.duration":"60 minūtes + papildu aktivitātes pēc izvēles","challenges-content.inclusive-app-design.purposes.0":"Lai ģenerētu idejas, plānotu, veidotu prototipu un dalītos ar ideju par lietotni, kas ir pieejama un saprotama ikvienam.","challenges-content.inclusive-app-design.description":"Lieliskas lietotnes sākas ar lieliskām idejām. Šajā aktivitātē audzēkņi nāks klajā ar ideju lietotnei, kas veltīta kādai tēmai, kas viņiem rūp, un tad izpētīs, kā izstrādāt lietotnes, paturot prātā pieejamību un iekļaušanu.","challenges-content.inclusive-app-design.instructions.0":"Visas instrukcijas ir atrodamas šajā saitē","challenges-content.inclusive-app-design.instructions.1":"Ar šo plānu stundu ilgai nodarbībai pedagogi var palīdzēt audzēkņiem","challenges-content.inclusive-app-design.instructions.2":"Mācīties par iekļaujošu lietotņu izstrādi","challenges-content.inclusive-app-design.instructions.3":"Ģenerēt idejas par tematiem, kas viņiem rūp, lai rastu ideju lietotnei","challenges-content.inclusive-app-design.instructions.4":"Iepazīstināt ar lietotņu idejām un plānot lietotāju aktivitātes","challenges-content.inclusive-app-design.instructions.5":"Veidot prototipu vienai lietotnes daļai Keynote","challenges-content.inclusive-app-design.instructions.6":"Dalīties ar prototipu demo versijām un aprakstīt, kā tās sniedz atbalstu lietotājiem ar dažādu izcelsmi un iemaņām","challenges-content.inclusive-app-design.materials.0":"Izpētiet iekļaujošu lietotņu izstrādes aktivitāti Apple skolotāju apmācību centrā","challenges-content.inclusive-app-design.materials.1":"Keynote iPad vai Mac ir ieteicams, taču nav obligāts.","challenges-content.silly-eyes.title":"Jokainas acis","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 minūtes","challenges-content.silly-eyes.purposes.0":"Izveidot projektu ar lietotāja mijiedarbību.","challenges-content.silly-eyes.purposes.1":"Personalizēt projektu ar krāsu un grafikas efektiem.","challenges-content.silly-eyes.purposes.2":"Mācīties par digitālo dizainu.","challenges-content.silly-eyes.description":"Šajā projektā jūs izstrādāsiet un izveidosiet tēlu ar jokainām acīm. Tēla lielās, jokainās acis sekos peles bultiņai, lai iedzīvinātu tēlu.","challenges-content.silly-eyes.instructions":"Projekta apraksts pilnā apmērā ir pieejams šeit","challenges-content.silly-eyes.example":"Aplūkojiet Gobo, Jūras dzelmē un Ne\\ēd virtuli","challenges-content.train-ai-bot.title":"Apmāci MI botu!","challenges-content.train-ai-bot.purposes":"Uzzināt par mākslīgo intelektu (MI), mašīnmācīšanos, apmācības datiem un aizspriedumiem, izpētot ētiskos aspektus un to, kā MI var izmantot, lai risinātu pasaules problēmas.","challenges-content.train-ai-bot.description":"Apmāciet MI botu ar MI okeāniem. Šajā aktivitātē jūs programmēsiet vai apmācīsiet MI (mākslīgo intelektu) identificēt zivis vai atkritumus. Attīrīsim okeānu!","challenges-content.train-ai-bot.instructions.0":"Instrukcijas tiek parādītas video veidā pamācībā","challenges-content.train-ai-bot.instructions.1":"un ir uzrakstītas arī katra līmeņa augšpusē","challenges-content.train-ai-bot.materials.0":"Pamācību var atrast šeit","challenges-content.train-ai-bot.materials.1":"Šī pamācība ir pieejama vairāk nekā 25 valodās","challenges-content.build-calliope.title":"Izveidojiet savu Calliope mini fitnesa trenažieri","challenges-content.build-calliope.author":"Amazon nākotnes inženieris | Iepazīsties un programmē. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Lai rotaļas veidā iepazītos ar secībām, animācijām, atkārtojumiem un mainīgajiem lielumiem.","challenges-content.build-calliope.purposes.1":"Lai izstrādātu struktūras diagrammu.","challenges-content.build-calliope.purposes.2":"Lai testētu un atkļūdotu vienkāršu kodu.","challenges-content.build-calliope.purposes.3":"Lai optimizētu programmu, izmantojot izmēģinājumu un kļūdu metodi, pārbaudot un pielāgojot lietojamību.","challenges-content.build-calliope.duration":"20–30 minūtes","challenges-content.build-calliope.description":"Dalībnieki izstrādās digitāli kontrolētu prototipu, kas izmanto krāsainu kvēlojošu LED, lai reproducētu iepriekš izdomātu 10 posmu fitnesa vingrojumu.","challenges-content.build-calliope.materials.0":"Calliope mini sākuma komplekts (ja pieejams)","challenges-content.build-calliope.materials.1":'Portatīvais dators vai planšete, kurā jūs varat apmeklēt https://makecode.calliope.cc vai https://calliope.cc un YouTube, lai piekļūtu šīs aktivitātes resursiem.',"challenges-content.build-calliope.instructions.0":"Lai sāktu, izveidojiet plānu un nosakiet vingrojumu posmu secību. Izmantojot grafiku, ieprogrammējiet Calliope mini RGB LED, lai parādītu vienu no 5 krāsām iepriekš noteiktajā tempā. Tad izveidojiet mainīgo lielumu tempam un programmas atkārtojumiem, izmantojot cilpas.","challenges-content.build-calliope.instructions.1":"Atcerieties, ka, ja esat izveidojis programmu tā, kā jums patīk, varat arī to kopīgot ar mums, izmantojot adresi info@calliope.cc – mēs ļoti vēlamies uzzināt, kā jūs to izmantojat! Starp citu, 30 iesūtīto darbu autori saņems Calliope mini!","challenges-content.build-calliope.instructions.2":"Kopīgojiet Instagram sava projekta QR kodu, pievienojiet tēmturi #EUCodeWeekChallenge un pieminiet @CodeWeekEU.","challenges-content.build-calliope.example.0":"Kamēr sēžat pie datora, varat arī pasportot.","challenges-content.build-calliope.example.1":"Izmantojot Calliope mini, izveidojiet tādu fitnesa prototipu, ko var arī testēt simulatorā. Uzdevums tiek veikts MakeCode redaktorā, ieprogrammējot vienkāršu koda secību (skatīt ekrānattēlu).","challenges-content.build-calliope.example.2":"Izvēlieties 5 dažādas krāsas un katrai no tām piešķiriet fitnesa vingrinājumu, piemēram, pietupienu vai lēkšanu ar lecamauklu. Tad krāsas var izkārtot jebkurā secībā un apmācīt.","challenges-content.common.share":"Kopīgo sava projekta saiti vai QR kodu Instagram vai Facebook, pievieno mirkļbirku #EUCodeWeekChallenge un atzīmē @CodeWeekEU.","challenges-content.common.audience.0":"Skolotāji un pedagogi","challenges-content.common.audience.1":"Sākumskolas skolēni (6 līdz 12 gadi)","challenges-content.common.audience.2":"Pamatskolas skolēni (12 līdz 16 gadi)","challenges-content.common.audience.3":"Vidusskolēni (16 līdz 18 gadi)","challenges-content.code-a-dice.title":"Uzprogrammē metamo kauliņu","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Uzprogrammē interaktīvas mīklas","challenges-content.code-a-dice.purposes.1":"Programmēt izvēlētu kustīgu objektu, kas kustas pēc nejaušības principa un ko izmantot, ja reālais objekts nav pieejams","challenges-content.code-a-dice.description":"Šajā izaicinājumā tu programmēsi metamo kauliņu, kas pēc tavas komandas tiks ripināts pēc nejaušības principa. Tu vari izvēlēties jebkura veida metamo kauliņu ar sev vēlamo skaldņu skaitu, līdzīgu tam, kas tiek izmantots dažādās spēlēs, kā arī pievienot skaņas.","challenges-content.code-a-dice.instructions.0":"Piesakies Scratch","challenges-content.code-a-dice.instructions.1":"Izvēlies fonu","challenges-content.code-a-dice.instructions.2":"Izveido sava metamā kauliņa gariņu vai atrodi to internetā un augšupielādē to savā programmā","challenges-content.code-a-dice.instructions.3":"Izveido izvēlētā metamā kauliņa skaldnēm atbilstošu gariņu tērpu skaitu, uz katra attēlojot atšķirīgu skaitli","challenges-content.code-a-dice.instructions.4":"Izvēlies, kā tiks uzsākta kauliņa ripināšana (nospiežot taustiņu klaviatūrā, noklikšķinot uz gariņa u. tml.) un uzraksti kodu","challenges-content.code-a-dice.instructions.5":"Uzprogrammē gariņu, lai ripināšanas beigās pēc nejaušības principa tiktu nomainīts tērps","challenges-content.code-a-dice.instructions.6":"Pievieno skaņas efektus","challenges-content.code-a-dice.example":"Ripini D-20 metamo kauliņu","challenges-content.personal-trainer.title":"Privātais treneris ar micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Programmēt micro:bit, lai varētu izmantot zummeru un led gaismas paneli","challenges-content.personal-trainer.purposes.1":"Izveidot personīgo ierīci, lai kontrolētu savu fizisko aktivitāti","challenges-content.personal-trainer.purposes.2":"Programmēt micro:bit, lai uzlabotu veselību, sportojot","challenges-content.personal-trainer.description":"Šajā izaicinājumā tu vari programmēt savu micro:bit, lai kontrolētu fizisko aktivitāšu atkārtošanas reižu skaitu, kombinējot to ar atpūtas laiku. Tu sekosi līdzi savai fiziskajai aktivitātei skolā, mājās vai parkā.","challenges-content.personal-trainer.instructions.0":"Kad A+B, izveido 3 sekunžu atpakaļskaitīšanas taimeri, ik sekundi ieskanoties mūzikas notij un parādoties vārdam AIZIET!","challenges-content.personal-trainer.instructions.1":"Pirmā vingrinājuma laikā parādīt mirgojošu 2x2 kvadrātu 20 sekundes. Tad atskaņot skaņas signālu un rādīt nekustīgu kvadrātu. Atlikušajā laikā 10 sekundes jāparādās citam mirgojošam attēlam. Kad tas ir pabeigts, atskaņot skaņas signālu.","challenges-content.personal-trainer.instructions.2":"Pēc tam atkārtot to pašu darbību, taču rādīt 3x3 paneli vingrinājuma laikā. Atkārtot šīs darbības, līdz tiek rādīts 5x5 panelis.","challenges-content.personal-trainer.duration":"30–40 minūtes","challenges-content.create-a-spiral.title":"Izveidot spirāli","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Apgūt ciklu un mainīgos un izmantot tos praksē.","challenges-content.create-a-spiral.purposes.1":"Palielināt radošumu programmēšanā.","challenges-content.create-a-spiral.description":"Šajā izaicinājumā tu rakstīsi projektu, izmantojot Scratch, lai izveidotu spirāli ar zīmuļa blokiem, ciklu un mainīgo.","challenges-content.create-a-spiral.instructions.0":"Zīmuļa bloki","challenges-content.create-a-spiral.instructions.1":"Izveido jaunu projektu un nosauc to: Spirāle.","challenges-content.create-a-spiral.instructions.2":"Noklikšķini uz loga kreisajā apakšējā stūrī esošās ikonas violetā krāsā “Pievienot paplašinājumu”","challenges-content.create-a-spiral.instructions.3":"Izvēlies “zīmulis”: tagad tavam projektam ir pieejami zīmuļa bloki.","challenges-content.create-a-spiral.instructions.4":"Lai sāktu projektu, pavelc un nomet bloku “kad nospiests zaļais karogs”:","challenges-content.create-a-spiral.instructions.5":"Tev jāsāk ar tukšu lapu: zīmuļa blokos pievieno bloku “dzēst visu”:","challenges-content.create-a-spiral.instructions.6":"Tu vēlies sākt zīmējumu skatuves centrā, kas nozīmē, ka gariņam ir jādodas uz skatuves centru (0,0):","challenges-content.create-a-spiral.instructions.7":"Gariņš var pārvietoties bez zīmēšanas jeb arī pārvietoties un zīmēt:","challenges-content.create-a-spiral.instructions.8":"kad vēlies, lai tas zīmētu, tu vari izmantot piespiesta zīmuļa bloku","challenges-content.create-a-spiral.instructions.9":"kad to nevēlies, tu vari izmantot nepiespiesta zīmuļa bloku","challenges-content.create-a-spiral.instructions.10":"Tagad tu vēlies zīmēt. Pievieno bloku “piespiests zīmulis”:","challenges-content.create-a-spiral.instructions.11":"Sešstūris","challenges-content.create-a-spiral.instructions.12":"Pievieno savam projektam tālāk esošos blokus:","challenges-content.create-a-spiral.instructions.13":"Tagad tev ir sestā daļa no sešstūra. Tev jāatkārto šī secība 6 reizes:","challenges-content.create-a-spiral.instructions.14":"Spirāle","challenges-content.create-a-spiral.instructions.15":"Lai izveidotu spirāli, tev katras nākamās puses garumam būs jāpievieno 2.","challenges-content.create-a-spiral.instructions.16":"Lai to paveiktu, tu izmantosi mainīgo.","challenges-content.create-a-spiral.instructions.17":"Mainīgo lielumu blokos noklikšķini uz Izveidot mainīgo","challenges-content.create-a-spiral.instructions.18":"Nosauc to par garumu, tad noklikšķini OK:","challenges-content.create-a-spiral.instructions.19":"Spirāle kļūs lielāka, tādēļ sākumā ir jāsāk mazā mērogā: iestati pirmo garumu uz 10 un ievieto šo bloku pirms cikla.","challenges-content.create-a-spiral.instructions.20":"Ievieto mainīgo “garums” blokā “pārvietoties … soļus”","challenges-content.create-a-spiral.instructions.21":"Lai spirāle kļūtu lielāka, nepieciešams, lai garums palielinātos ikvienā ciklā: pievieno tālāk esošo bloku cikla beigās:","challenges-content.create-a-spiral.instructions.22":"Lūk, tavs pašreizējais projekts:","challenges-content.create-a-spiral.instructions.23":"Glīta spirāle ","challenges-content.create-a-spiral.instructions.24":"Tu uzzīmēji spirāli! Lai tā turpinātos, aizvieto ciklu “atkārtot 6” ar ciklu “nepārtraukti”:","challenges-content.create-a-spiral.instructions.25":"Lai uzzīmētu krāsainu spirāli, pievieno ciklam šādu bloku:","challenges-content.create-a-spiral.instructions.26":"Kad tu atsāc, gariņš uzzīmē nevēlamu līniju. Lai to novērstu, projekta sākumā pievieno bloku “nepiespiests zīmulis”.","challenges-content.create-a-spiral.instructions.27":"Lūk, tavs pabeigtais projekts:","challenges-content.create-a-spiral.instructions.28":"Apsveicam! Tu izveidoji brīnišķīgu spirāli!","challenges-content.play-against-ai.title":"Izveido spēli Akmens, šķēres, papīrīt's un spēlē to pret MI","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"lai izprastu mašīnmācīšanās cikla norisi.","challenges-content.play-against-ai.purposes.1":"lai izveidotu mašīnmācīšanās modeli, izmantojot apmācāmu mašīnu","challenges-content.play-against-ai.purposes.2":"lai iepazītu Pictoblox rīku un importētu izveidoto modeli projektā","challenges-content.play-against-ai.purposes.3":"lai iestatītu skatuvi un darbojošos personāžus, izveidotu mainīgos un palaistu tos Pictoblox","challenges-content.play-against-ai.purposes.4":"lai uzsāktu spēli, noteiktu spēlētāju gājienus, programmētu nejaušus MI gājienus","challenges-content.play-against-ai.purposes.5":"lai izveidotu un testētu spēli, kurā mākslīgais intelekts darbojas kā pretinieks spēlē Akmens, šķēres, papīrīt's.","challenges-content.play-against-ai.description":"Izveidosim modeli, izmantojot apmācāmu mašīnu un attēlus, izmantojot trīs klases: Akmens, Šķēres un Papīrīt's. Modelis tiks ielādēts Pictoblox un izmantots, lai radītu spēli, ko varam spēlēt pret MI.","challenges-content.play-against-ai.duration":"90 minūtes","challenges-content.play-against-ai.instructions.0":"Izveido jaunu projektu apmācāmā mašīnā ar 3 klasēm, ko sauc Akmens, Šķēres un Papīrīt's. Katrai klasei ar kameru uzņem vismaz 400 attēlus. Nodrošini skaidru fonu. Apmāci un eksportē modeli. Augšupielādē modeli un nokopē saiti.","challenges-content.play-against-ai.instructions.1":"Pictoblox vietnē izveido bezmaksas kontu. Pievieno mašīnmācīšanās paplašinājumu un augšupielādē modeli. Iestati skatuvi, mainīgos un gariņus. Uzsāc spēli, nosaki spēlētāju gājienus un MI gājienus un to, kurš uzvar kārtā.","challenges-content.play-against-ai.instructions.2":"Apmāci datus spēlei.","challenges-content.play-against-ai.instructions.3":"Modeļa testēšana.","challenges-content.play-against-ai.instructions.4":"Eksportē modeli.","challenges-content.play-against-ai.instructions.5":"Pievieno mašīnmācīšanās paplašinājumu un ielādē modeli.","challenges-content.play-against-ai.instructions.6":"Iestati skatuvi, mainīgos un gariņu.","challenges-content.play-against-ai.instructions.7":"Uzsāc spēli.","challenges-content.play-against-ai.instructions.8":"Nosaki spēlētāja gājienus.","challenges-content.play-against-ai.instructions.9":"Iestati nejaušus MI gājienus.","challenges-content.play-against-ai.instructions.10":"Translē nejaušus MI gājienus.","challenges-content.play-against-ai.instructions.11":"Izveido trīs blokus. 'Kas uzvar kārtā? ","challenges-content.play-against-ai.instructions.12":"Pārbaudi, vai spēlētājs uzvar kārtā.","challenges-content.play-against-ai.instructions.13":"Pārbaudi, vai MI uzvar kārtā.","challenges-content.play-against-ai.instructions.14":"Pārbaudi, vai kārtā ir neizšķirts rezultāts.","challenges-content.play-against-ai.instructions.15":"Programmas bloki.","challenges-content.play-against-ai.instructions.16":"Gariņš Akmens, šķēres, papīrīt's","challenges-content.air-drawing-with-AI.title":"Zīmēšana gaisā ar MI","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"lai uzrakstītu programmu, izmantojot cilvēka ķermeņa uztveršanas paplašinājumu pirkstu kustību atpazīšanai kameras priekšā.","challenges-content.air-drawing-with-AI.purposes.1":"lai programmētu ar vienkāršiem blokiem dažās koda rindās.","challenges-content.air-drawing-with-AI.purposes.2":"lai redzētu MI izmantošanas piemēru.","challenges-content.air-drawing-with-AI.description":"Tādas programmas izveide, kas ļauj lietotājam zīmēt gaisā ar roku (rādītājpirkstu) kameras priekšā, un viss uzzīmētais automātiski tiek attēlots uz Pictoblox skatuves.","challenges-content.air-drawing-with-AI.instructions.0":"Izveido kontu Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"seko vizuālajām norādēm, lai:","challenges-content.air-drawing-with-AI.instructions.2":"pievienotu paplašinājumus Cilvēka ķermeņa uztveršana un Zīmulis;","challenges-content.air-drawing-with-AI.instructions.3":"iestatītu skatuvi un pievienotu gariņu (Zīmulis) un papildu gariņus šādām funkcijām: Zīmulis nepiespiests, Zīmulis piespiests, Dzēst visu; ","challenges-content.air-drawing-with-AI.instructions.4":"uzrakstītu kodu, lai gariņš Zīmulis sekotu pirkstam","challenges-content.air-drawing-with-AI.instructions.5":"uzrakstītu kodu pogām: Zīmulis nepiespiests, Zīmulis piespiests, Dzēst visu, kā arī Zīmulis","challenges-content.air-drawing-with-AI.instructions.6":"Tagad ir iestatīts viss, lai tu veidotu savus zīmējumus un rotaļātos ar dažādām zīmuļa krāsām un izmēru.","challenges-content.air-drawing-with-AI.materials.0":"Portatīvais dators vai dators ar kameru","challenges-content.air-drawing-with-AI.materials.1":"Lejupielādēta PictoBlox jaunākā versija (ieteicams) vai Pictoblox tiešsaistē (bezmaksas)","challenges-content.air-drawing-with-AI.materials.2":"Pictoblox konts (bezmaksas)","challenges-content.air-drawing-with-AI.materials.3":"Stabils interneta pieslēgums","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Lai iemācītos mašīnmācīšanās un teksta atpazīšanas pamatjēdzienus.","challenges-content.emobot-kliki.purposes.1":"Lai izprastu emociju lomu saziņā.","challenges-content.emobot-kliki.purposes.2":"Lai izmantotu kodu dialoga veidošanai starp čatbotu un lietotāju.","challenges-content.emobot-kliki.purposes.3":"Lai izprastu, kā datori var atpazīt emocionālas noskaņas, veicot teksta analīzi, un attiecīgi reaģēt.","challenges-content.emobot-kliki.description.0":"Izveidot emociju botu Scratch vidē, kas var parādīt priecīgu sejiņu pozitīvam vēstījumam (ja tu saki tam ko jauku), dusmīgu sejiņu negatīvam vēstījumam (ja tu saki tam ko nejauku) un apjukušu sejiņu, ja vēstījums ir nenoteikts.","challenges-content.emobot-kliki.description.1":"Emobot Kliki atpazīs komplimentus un apvainojumus, līdz ar to varēsim vērot, kā datoru var apmācīt atpazīt emocionālas noskaņas.","challenges-content.emobot-kliki.instructions.0":"Lai sāktu, uzprogrammē sarakstu ar noteikumiem, kas ir patīkami vai jauki un kas ir slikti vai nejauki.","challenges-content.emobot-kliki.instructions.1":"Piesakies https://machinelearningforkids.co.uk/ vai izveido jaunu kontu.","challenges-content.emobot-kliki.instructions.2":"Izveido jaunu mašīnmācīšanās modeli, pievienojot 3 jaunas etiķetes. Pirmo nosauc “jauks”, otro nosauc “slikts” un pēc izvēles, ja vēlies, lai atpazīst tavu vārdu, izveido trešo etiķeti ar nosaukumu “vārds”.","challenges-content.emobot-kliki.instructions.3":"Apmāci jauno mašīnmācīšanās modeli, testē to un izveido Emobot Scratch vidē.","challenges-content.emobot-kliki.instructions.4":"Palaid Scratch 3 editoru, dzēs kaķa gariņu, ievieto 3 jaunus gariņus, kas izveidoti ar Microsoft Bing Image Creator (laimīgu, dusmīgu un apjukušu animētu sejiņu) vai izveido jaunu gariņu, nospiežot ikonu Zīmēt un uzzīmējot trīs tērpus attiecīgi laimīgai, dusmīgai un apjukušai sejiņai.","challenges-content.emobot-kliki.instructions.5":"Noklikšķini uz cilnes “Kods” un ievadi tālāk esošo skriptu.","challenges-content.emobot-kliki.example.0":"Kopīgo Emobot Kliki ar saviem draugiem un uzzini vairāk par MI un emocijām!","challenges-content.emobot-kliki.example.1":"Animētas sejiņas vietā vari izmēģināt ko citu, piemēram, kādu dzīvnieku. Jauku un nejauku vēstījumu vietā tu vari iemācīt personāžu atpazīt cita veida vēstījumus.","challenges-content.craft-magic.title":"Burvju māksla: MI ar roku rādīti žesti","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Lai attīstītu skolēnu programmēšanas prasmes, ļaujot viņiem izmantot vienkāršas komandas.","challenges-content.craft-magic.purposes.1":"Lai attīstītu skaitļošanas tipa domāšanas prasmes, sadalot sarežģītus uzdevumus izpildāmās darbībās.","challenges-content.craft-magic.purposes.2":"Lai veicinātu radošumu problēmu risināšanā, atrodot unikālu pielietojumu ar roku rādītiem zīmēšanas un rakstīšanas žestiem.","challenges-content.craft-magic.purposes.3":"Sekmēt izpratni par MI jēdzieniem, jo sevišķi to, kā MI ļauj datoriem atpazīt un interpretēt ar roku rādītus žestus.","challenges-content.craft-magic.purposes.4":"Lai palielinātu informētību par tehnoloģiju nozīmīgumu personām ar invaliditāti.","challenges-content.craft-magic.purposes.5":"Lai popularizētu uz sadarbību vērstu problēmu risināšanu un skolēnu komandas darbu, kopīgi strādājot, lai uzlabotu ar roku rādītu žestu programmas.","challenges-content.craft-magic.purposes.6":"Lai sasaistītu programmēšanas un skaitļošanas tipa domāšanas prasmes ar to pielietojumu reālajā dzīvē, uzsverot tehnoloģiju jēgpilnu ietekmi uz cilvēku dzīvi un salāgojot to ar Ilgtspējīgas attīstības mērķiem.","challenges-content.craft-magic.duration.0":"90 min 10–12 gadus veciem skolēniem","challenges-content.craft-magic.duration.1":"45 min 12–15 gadus veciem skolēniem","challenges-content.craft-magic.description":"Izveido Scratch programmu, kuras pamatā ir bloki, izmantojot MI paplašinājumu “Cilvēka ķermenis” radošā un saistošā veidā, lai zīmētu uz ekrāna, neizmantojot ierasto peli vai skārienekrānu.","challenges-content.craft-magic.instructions.0":"Pieslēdzies https://ai.thestempedia.com un izveido skolotāja un skolēnu kontus.","challenges-content.craft-magic.instructions.1":"Importē paplašinājumus ‘Cilvēka ķermeņa uztveršana’,’ Zīmulis’,’ Teksts uz runu’.","challenges-content.craft-magic.instructions.2":"No bibliotēkas pievieno gariņu ‘Zīmulis ’ un izveido 7 gariņus (‘balts’, ‘caurspīdīgs’, ‘melns’, ‘sarkans’, ‘zils’, ‘zaļš’, ‘rozā’).","challenges-content.craft-magic.instructions.3":"Uzraksti komandas, lai pārbaudītu, kas notiek, kad gariņš ‘Zīmulis’ pieskaras kādam no citiem gariņiem.","challenges-content.craft-magic.instructions.4":"Uzraksti komandas, lai kamera varētu atpazīt plaukstas pozīciju, un virzi zīmuli uz sava rādītājpirksta x un y koordinātēm.","challenges-content.craft-magic.instructions.5":"Ritināšanas beigās nomaini krāsu.","challenges-content.craft-magic.instructions.6":"Pievieno skaņas efektus.","challenges-content.craft-magic.materials.0":"Programmēšanas platforma https://ai.thestempedia.com (bezmaksas)","challenges-content.craft-magic.materials.1":"skolotāja konts (bezmaksas)","challenges-content.craft-magic.materials.2":"skolēna konts (bezmaksas)","challenges-content.craft-magic.materials.3":"Datori ar kameru","challenges-content.craft-magic.materials.4":"Interneta pieslēgums","challenges-content.circle-of-dots.title":"Aplis ar punktiem","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Lai uzrakstītu kodu, uzzīmē līniju ar punktiem.","challenges-content.circle-of-dots.purposes.1":"Lai uzrakstītu kodu, uzzīmē līniju ar domu zīmēm.","challenges-content.circle-of-dots.purposes.2":"Lai uzrakstītu kodu, uzzīmē apli.","challenges-content.circle-of-dots.purposes.3":"Uzraksti kodu, lai uzzīmētu apli ar punktiem (domu zīmēm).","challenges-content.circle-of-dots.description":"Uzzīmē apli no punktiem vai domu zīmēm.","challenges-content.circle-of-dots.duration":"40 minūtes","challenges-content.circle-of-dots.instructions.0":"Punktu bloka būvēšana.","challenges-content.circle-of-dots.instructions.1":"Domu zīmju bloka būvēšana.","challenges-content.circle-of-dots.instructions.2":"Apļa konstruēšana no punktiem.","challenges-content.circle-of-dots.instructions.3":"Apļa konstruēšana no domu zīmēm.","challenges-content.coding-escape-room.title":"Izveido programmēšanas izlaušanās istabu","challenges-content.coding-escape-room.author":"Stefānija Altjeri un Elisa Baragīni","challenges-content.coding-escape-room.purposes.0":"Mācīt/iemācīties programmēšanas jēdzienus un tos apspriest.","challenges-content.coding-escape-room.purposes.1":"Izmantot vienkāršus programmēšanas rīkus.","challenges-content.coding-escape-room.purposes.2":"Attīstīt skaitļošanas tipa domāšanu un problēmu risināšanu.","challenges-content.coding-escape-room.description.0":"Izveidot programmēšanas izlaušanās istabu, kas līdzīga šai:","challenges-content.coding-escape-room.description.1":"Tu vari izmantot google form, genially, google presentation, jebkuru citu rīku, lai izveidotu stāstu stāstīšanu, kuras pamatā ir programmēšana ;).","challenges-content.coding-escape-room.duration":"90 minūtes","challenges-content.coding-escape-room.instructions":"Tu vari sadalīt skolēnus nelielās grupās, lai viņi rotaļājas un tad izveido vēl vienu izaicinājumu ar šo veidni: ","challenges-content.coding-escape-room.materials.0":"Var izmantot jebkuru rīku (Google un Microsoft platforma dokumentu, prezentāciju un izklājlapu veidošanai un to kopīgošanai). Jebkura programmēšanas vide, rīks vai personāžs, kas saistīts ar IKT un programmēšanu.","challenges-content.coding-escape-room.example.0":"Rotaļu veidā notiek iepazīstināšana ar dažiem personāžiem, kuriem ir bijusi svarīga loma IKT vēsturē, kā arī ar programmēšanas pamatjēdzieniem. Tas ir labākais veids, kā mācīties un aktīvi līdzdarboties. Šo spēli var spēlēt grupās vai individuāli, izmantot izaicinājumam vai sacensībai. Skolēni var pēc tam veidot kaut ko līdzīgu un attīstīt tādas kompetences kā radošums un programmēšanas prasmes.","challenges-content.coding-escape-room.example.1":"Šis ir ļoti praktisks resurss, ko var pēc tam izmantot atkārtoti un vienkārši izveidot atkal. Google forms ir viens no iespējamajiem rīkiem. Tu vari izmantot arī Google slides, Genial.ly vai Emaze vai jebkuru citu rīku, lai veidotu stāstus, kur jāizvēlas došanās virziens krustcelēs, kā arī savus piedzīvojumu stāstus.","challenges-content.coding-escape-room.example.2":"Šis izlaušanās izaicinājums ir sadalīts posmos. Ja uzmini, tu vari turpināt. Skolēniem ir jāizveido programmēšanas mīklas.","challenges-content.let-the-snake-run.title":"Čūskas gājiens","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Lai programmētu čūskas kustību savā micro:bit.","challenges-content.let-the-snake-run.purposes.1":"Lai iestatītu atbilstošu novietojumu un norises laiku animētiem personāžiem.","challenges-content.let-the-snake-run.description":"Skolēniem ir jāraksta kodi, lai čūska varētu atrast ceļu no viena micro:bits uz nākamo. Tas jādara tādā veidā, lai izskatās, ka čūska pāriet no viena micro:bit uz nākamo.","challenges-content.let-the-snake-run.duration":"30 minūtes","challenges-content.let-the-snake-run.instructions.0":"Izveido trasi, kas iet cauri vairākiem micro:bit, kas atrodas blakus cits citam (piem., veidojot 2x2 kvadrātu).","challenges-content.let-the-snake-run.instructions.1":"Uzraksti kodus, čūskai virzoties pa trasi.","challenges-content.let-the-snake-run.instructions.2":"Strādā savā ierīcē, tad saliec visu kopā un palaid kodu.","challenges-content.let-the-snake-run.instructions.3":"Ņem vērā norises laiku un novietojumu: Ja čūska iziet no viena micro:bit, tā parādīsies nākamajā micro:bit.","challenges-content.let-the-snake-run.instructions.4":"Nākamie izaicinājumi: Ar micro:bit v2 atskaņo mūziku, līdz čūska iziet no tavas ierīces.","challenges-content.let-the-snake-run.instructions.5":"Veido čūsku, mainot LED gaismas spilgtumu.","challenges-content.let-the-snake-run.instructions.6":"Izmēģini garāku čūsku vai vairākas čūskas.","challenges-content.let-the-snake-run.example.0":"Šis ir piemērs ar 6 pikseļus garu čūsku ar 4 micro:bit elementiem, kas veido 2x2 izmēra kvadrātu: ","challenges-content.let-the-snake-run.example.1":"Programmē sākuma micro:bit (to var izdarīt skolotājs)","challenges-content.let-the-snake-run.example.2":"Visi kodi tiek palaisti ar šo micro:bit, kas nosūta radio signālu citiem micro:bits, kad nospiež pogu A.","challenges-content.let-the-snake-run.example.3":"Čūskas kustības programmēšana","challenges-content.let-the-snake-run.example.4":"Visiem micro:bit elementiem ir jābūt tajā pašā radio grupā kā sākuma micro:bit elementam.","challenges-content.let-the-snake-run.example.5":"Animācijas atskaņošana sākas, kad saņemts radio signāls.","challenges-content.let-the-snake-run.example.6":"Pirmā micro:bit elementa animācija ir redzama uzreiz, pārējās gaida, līdz čūska nonāk attiecīgajā vietā.","challenges-content.let-the-snake-run.example.7":"Laiku starp divām fāzēm nosaka čūskas ātrums.","challenges-content.let-the-snake-run.materials.0":"micro:bit elementi (katram skolēnam, ja iespējams)","challenges-content.let-the-snake-run.materials.1":"klēpjdators vai dators makecode.microbit.org editor izmantošanai","challenges-content.illustrate-a-joke.title":"Ilustrē joku ar bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Izstrādā nelielu spēli, kurā lietotājs atrod atbildi uz kādu jokainu jautājumu.","challenges-content.illustrate-a-joke.description":"Skolēni izstrādā spēli, kurā lietotājs atrod atbildi uz kādu jokainu jautājumu, kad figūra saskaras ar objektu spēles laukā. Skolēni izmanto bitsy pamatfunkcijas, lai izpildītu šo izaicinājumu.","challenges-content.illustrate-a-joke.instructions.0":"Padomā par jokainu jautājumu. Dodies uz bitsy un sāc jaunu projektu. Tev būs nepieciešams:","challenges-content.illustrate-a-joke.instructions.1":"avatars – gariņš, ko tu vari pārvietot","challenges-content.illustrate-a-joke.instructions.2":"Balts kaķis uz violeta fona","challenges-content.illustrate-a-joke.instructions.3":"Automātiski ģenerēts apraksts","challenges-content.illustrate-a-joke.instructions.4":"objekts, uz kurieni doties avataram","challenges-content.illustrate-a-joke.instructions.5":"telpa – tavas programmas fons","challenges-content.illustrate-a-joke.instructions.6":"divi vēstījumi: jautājums un atbilde","challenges-content.illustrate-a-joke.instructions.7":"Pabeigto spēli var lejupielādēt kā html failu.","challenges-content.illustrate-a-joke.example":"Šajā tīmekļa vietnē tu redzi joka piemēru un šeit ir saite uz digitālo tāfeli:","challenges-content.illustrate-a-joke.materials":"bitsy darbojas pārlūkā","challenges-content.app-that-counts-in-several-languages.title":"Lietotne, kas skaita vairākās valodās","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Lai iemācītos izveidot vienkāršu lietotni.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Lai iemācītos programmēt blokos.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Lai iemācītos pievienot etiķetes, pogas, attēlus, sensorus un multivides elementus.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Lai iemācītos organizēt elementus lietotnes ekrānā.","challenges-content.app-that-counts-in-several-languages.description":"Ar šo lietotni var skaitīt vairākās valodās, nospiežot pogu. Kad lietotājs pakrata viedtālruni, skaitīšana atsākas no nulles. Izaicinājums ir pievienot vēl vienu valodu.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Lai izpildītu šo izaicinājumu, tev ir jādefinē šī vēl viena valoda, kurā lietotne veiks skaitīšanu.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Pēc tam tev ir no interneta (piem., no Pixabay vai Unsplash) ir jālejupielādē šīs valsts karoga failu un jāveic tā augšupielāde MIT APP Inventor platformā, izmantojot elementu, ko sauc par karogu un kas atrodas sadaļā Attēli.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Turpinājumā tev ir jānoskaidro, kā šo valsti sauc angliski un kā šīs valsts valodā saka Iziet un Nospiest šeit.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Visbeidzot, tev ir jāpievieno nepieciešamie bloki, lai lietotne darbotos jaunajā valodā.","challenges-content.app-that-counts-in-several-languages.materials.0":"Lietotnes izstrādei tev būs nepieciešams dators vai klēpjdators ar interneta pieslēgumu.","challenges-content.app-that-counts-in-several-languages.materials.1":"Izveido kontu MIT APP Inventor platformā, piekļūstot tai šajā adresē: https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Ir nepieciešams instalēt arī MIT AI2 Companion lietotni viedtālrunī, lai testētu izstrādāto lietotni.","challenges-content.coding-with-art-through-storytelling.title":"Programmēšana ar mākslu, izmantojot Storytelling","challenges-content.coding-with-art-through-storytelling.author":"Marija Tsapara un Anti Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Lai attīstītu novērošanas, interpretēšanas un jautājumu uzdošanas prasmes, mijiedarbojoties ar mākslu.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Lai būtu radoši un sadarbotos ar citiem kopēja mērķa sasniegšanā","challenges-content.coding-with-art-through-storytelling.purposes.2":"Lai izveidotu algoritmu stāsta pārstāstīšanai.","challenges-content.coding-with-art-through-storytelling.description":"Šajā izaicinājumā skolēni rod iedvesmu mākslas darbā, izveido stāstu un ilustrē to. Pēc tam viņi pārstāsta stāstu, izmantojot programmējamu robotikas komplektu / vai arī dara to, neizmantojot datoru.","challenges-content.coding-with-art-through-storytelling.materials.0":"Šo aktivitāti var īstenot gan bez datora, gan izmantojot programmējamu robotu, piemēram, beebot/bluebot/peles robotu.","challenges-content.coding-with-art-through-storytelling.materials.1":"beebot kartītes ar bultiņām vai kartītes ar bultiņām aktivitātei bez datora","challenges-content.coding-with-art-through-storytelling.materials.2":"grieķu valodā","challenges-content.coding-with-art-through-storytelling.materials.3":"Lai uzzinātu vairāk par Project Zero \\ Thinking Routine Toolbox, tu vari apmeklēt","challenges-content.coding-with-art-through-storytelling.example.0":"Skolotājs darbojas ar skolēniem, lai modelētu to, kā veidot algoritmu ar kartītēm, kas sniegs norādījumus Bee-Bot vai citam robotam, lai uz paklājiņa nokļūtu līdz pirmajam notikumam stāstā. Skolēni strādā 3–4 personu grupās, lai veidotu algoritmu robotam, lai tas secīgi pārvietotos tālāk. Skolēni testē algoritmus uz paklājiņa klasē un veic atkļūdošanu, ja nepieciešams.","challenges-content.coding-with-art-through-storytelling.example.1":"Viņi turpina virzīties cauri iespējami lielam stāsta notikumu skaitam","challenges-content.coding-with-art-through-storytelling.example.2":"Šo aktivitāti var īstenot arī bez datora izmantošanas.","challenges-content.coding-with-art-through-storytelling.example.3":"Viens bērns ir robots, cits bērns ir programmētājs. Programmētājs veido algoritma ceļu, secīgi izmantojot kartītes ar bultiņām, lai palīdzētu robotam virzīties no viena attēla uz nākamo un pārstāstīt stāstu. Ikreiz, kad robots nonāk pie attēla, viņam tiek lūgts pastāstīt daļu stāsta.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Skolotājs aicina skolēnus vērot gleznu/foto.","challenges-content.coding-with-art-through-storytelling.instructions.1":'Viņi izmanto domāšanas secību "Sākums, Vidus, Beigas" (Project Zero, kas radīts Hārvardā), lai radītu stāstu.',"challenges-content.coding-with-art-through-storytelling.instructions.2":'Skolotājs viņiem vaicā "Ja šis mākslas darbs ir stāsta sākums/vidus/beigas, kas varētu notikt tālāk/pirms tam/beigās?',"challenges-content.coding-with-art-through-storytelling.instructions.3":"Skolēni ilustrē notikumus stāstā.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Skolēni atceras notikumus un ievieto tos režģī. Izmantojot kartītes ar bultiņām, viņi izveido algoritmu, kas palīdzēs beebot pārstāstīt stāstu.","challenges-content.coding-with-legoboost.title":"Programmēšana ar LegoBoost – Scratch paplašinājumu","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"lai veidotu modeļus, izmantojot LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"lai attīstītu programmēšanas prasmes Scratch.","challenges-content.coding-with-legoboost.purposes.2":"lai programmētu robotus, izmantojot komandas, sākot no vienkāršām līdz pat sarežģītām.","challenges-content.coding-with-legoboost.description":"Šajā izaicinājumā skolēni izmantos Scratch-LegoBoost paplašinājumu un ievadīs kodus lietotnē, lai roboti virzītos uz priekšu, atpakaļ, izvairītos no šķēršļiem, kā arī balss komandas.","challenges-content.coding-with-legoboost.duration":"120 minūtes","challenges-content.coding-with-legoboost.instructions.0":"Piesakies Scratch.mit.edu lietotnē.","challenges-content.coding-with-legoboost.instructions.1":"Palaid Scratch Link un activizē Bluetooth klēpjdatorā.","challenges-content.coding-with-legoboost.instructions.2":"Scratch vidē nospied Pievienot paplašinājumu un izvēlies LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Pievieno attēlu par ES programmēšanas nedēļu.","challenges-content.coding-with-legoboost.instructions.4":"Iestati divus AB motorus uz IESLĒGTS, un uz IZSLĒGTS, kad tie satiek sarkanu šķērsli.","challenges-content.coding-with-legoboost.instructions.5":"Zaļajā krāsā motors A ir iestatīts uz IESLĒGTS, melnajā krāsā motors B ir iestatīts uz IESLĒGTS.","challenges-content.coding-with-legoboost.instructions.6":"Maršrutā tiks izvietoti zaļi, sarkani un melni šķēršļi.","challenges-content.coding-with-legoboost.instructions.7":"Pievieno komandas kustībai un pagriezieniem no bultiņām un teksta uz runu, kad notiek sastapšanās ar šķērsli.","challenges-content.coding-with-legoboost.instructions.8":"Testē to!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1gzy__7jFXPJlTLT2-AIlpMMx42FRmbGa","challenges.title":"ES PROGRAMMĒŠANAS NEDĒĻAS UZDEVUMI","challenges.date":"2021. gada 9.–24. oktobrī","challenges.common.target-audience":"Mērķauditorija","challenges.common.pre-primary":"Pirmsskolas izglītības iestāžu audzēkņi","challenges.common.experience":"Pieredze","challenges.common.duration":"Ilgums","challenges.common.materials":"Ieteicamie materiāli","challenges.common.purpose":"Mērķis","challenges.common.description":"Apraksts","challenges.common.instructions":"Norādījumi","challenges.common.example":"Piemērs","challenges.common.written-by.0":"Šī uzdevuma autors ir","challenges.common.written-by.1":"un tas ir daļa no","challenges.common.teachers":"Skolotāji","challenges.common.students":"Audzēkņi","challenges.common.beginner":"Iesācēja līmenis","challenges.common.intermediate":"Vidējais līmenis","challenges.common.advanced":"Augstākais līmenis","challenges.common.1-hour":"1 stunda","challenges.main.0":"ES programmēšanas nedēļas laikā, 2021. gada 9.–24. oktobrī, mēs aicinām izpildīt vienu vai vairākus ES programmēšanas nedēļas uzdevumus.","challenges.main.1":"Kas ir ES programmēšanas nedēļas uzdevumi?","challenges.main.2":"ES programmēšanas nedēļas uzdevumi ir aktivitātes, kuras varat pildīt patstāvīgi, klasē, kopā ar kolēģiem vai draugiem. Vai jūs vēlētos piedalīties programmēšanas nedēļā, taču īsti nezināt, ko varētu organizēt? Jums vairs nav jāmeklē ko citu! Kopā ar programmēšanas nedēļas partneriem mēs esam sagatavojuši vairākus viegli paveicamus uzdevumus, kuros ietverti konkrēti piemēri, kā tos izmantot klasē vai grupā. Ir pieejamas arī vadlīnijas par to, kā veikt šos uzdevumus, bet jūs varat tos pielāgot atbilstoši dalībnieku vajadzībām, interesēm un vecumam. Jūs varat izmantot jebkādus rīkus un tehnoloģijas, kas jums patīk, bet mēs iesakām pirmkoda resursus.","challenges.main.3":"Izvēlieties vienu vai vairākus uzdevumus, pielāgojiet tos savai grupai vai klasei un dalieties ar rezultātiem Instagram, lai mudinātu arī citus kolēģus un draugus iesaistīties programmēšanas nedēļā sava prieka pēc!","challenges.main.4":"Noklikšķināt uz uzdevuma, lai uzzinātu par to vairāk:","challenges.main.5":"Kas var pievienoties?","challenges.main.6":"Ikviens (skolas, skolotāji, bibliotēkas, programmēšanas klubi, uzņēmumi, valsts iestādes) ir aicināts svinēt 2021. gada ES programmēšanas nedēļu, veicot #EUCodeWeekChallenge.","challenges.main.7":"Kā piedalīties ES programmēšanas nedēļas spēku pārbaudē?","challenges.main.8":"Izvēlieties uzdevumu, kuru vēlaties izpildīt.","challenges.main.9":"Veidojiet dalībnieku pārus vai grupas. Komandas darbs un sadarbība ir būtiski, lai veiksmīgi paveiktu uzdevumu, neatkarīgi no tā, vai tas tiek organizēts klātienē vai tiešsaistē kā valsts vai starptautiska līmeņa sadarbības pasākums.","challenges.main.10":"Dalieties ar savu uzdevumu","challenges.main.11":"Vai vēlaties iegūt programmēšanas nedēļas balvas? Ja atbilde ir apstiprinoša, tad ļaujiet savam darbam izplatīties internetā!","challenges.main.12":"Pēc tam, kad uzdevums ir izpildīts, dalieties ar to Instagram.","challenges.main.13":"Programmēšanas nedēļas laikā no 9. oktobra līdz 24. oktobrim katru dienu tiks izvēlēti uzvarētāji, kas tiks paziņoti mūsu Instagram kanālā, tādēļ atcerieties regulāri pārbaudīt saņemtos paziņojumus.","challenges.share.0":"Kā dalīties ar uzdevumu(-iem) Instagram?","challenges.share.1":"Pieskarieties pogai Edit (Rediģēt) profilā","challenges.share.2":"Pievienojiet saiti uz savu darbu laukā Website (Tīmekļa vietne) un saglabājiet to","challenges.share.3":"Izveidojiet jaunu publikāciju","challenges.share.4":"Pievienojiet ekrānšāviņu ar savu darbu","challenges.share.5":"Uzrakstiet saistošu aprakstu","challenges.share.6":"Konkrēti norādiet 'Link in Bio' (Saite Bio)","challenges.share.7":"Pievienojiet #EUCodeWeekChallenge","challenges.share.8":"Pieminiet un atzīmējiet @CodeWeekEU","challenges.share.9":"Vai jūs labprāt dalītos ar savu(-iem) uzdevumu(-iem) Facebook?","challenges.share.10":"ES programmēšanas nedēļas","challenges.share.11":"Facebook lapā","challenges.share.12":"katru dienu tiks piesprausta jauna publikācija ar uzdevumu, un balvas ieguvējs tiks izvēlēts no tiem, kuri komentējuši šo publikāciju.","challenges.share.13":"Kā tā darbojas?","challenges.share.14":"Vienkārši atstājiet zem publikācijas komentāru ar saiti uz savu darbu.","challenges.share-box.0":"Dalieties ar saiti uz savu darbu savā","challenges.share-box.1":"Instagram Bio","challenges.share-box.2":"pieskarieties","challenges.share-box.3":"pogai Edit Profile (Labot profilu)","challenges.share-box.4":"savā Instagram kontā un pievienojiet saiti uz savu darbu laukā Website (Tīmekļa vietne). Pēc tam izveidojiet jaunu publikāciju, pievienojiet sava darba ekrānšāviņu un uzrakstiet","challenges.share-box.5":"Link in Bio (Saite Bio)","challenges.share-box.6":"pievienojiet mirkļbirku #EUCodeWeekChallenge un pieminiet @CodeWeekEU","challenges.share-box.7":"Vai jūs labprāt dalītos ar savu(-iem) uzdevumu(-iem)","challenges.share-box.8":"ES programmēšanas nedēļa piespraudīs","challenges.share-box.9":"jaunu uzdevumu savām publikācijām","challenges.share-box.10":"Facebook lapā","challenges.share-box.11":"Tad jums jāatstāj zem publikācijas komentārs ar saiti uz savu darbu","challenges.share-box.12":"Programmēšanas nedēļā laikā no 9. oktobra līdz 24. oktobrim katru dienu tiks izvēlēti uzvarētāji, kas saņems balvas un tiks paziņoti mūsu Instagram un Facebook kanālos, tādēļ atcerieties regulāri pārbaudīt saņemtos paziņojumus.","challenges.take-part.0":"Kādēļ piedalīties ES programmēšanas nedēļas spēku pārbaudē?","challenges.take-part.1":"Lai iesaistītos problēmu risināšanas un programmēšanas aktivitātēs.","challenges.take-part.2":"Lai darbotos kopā ar draugiem.","challenges.take-part.3":"Lai izplatītu informāciju par programmēšanas nozīmīgumu.","challenges.download.0":"Noklikšķiniet","challenges.download.1":"šeit","challenges.download.2":"lai lejupielādētu uzdevumu kā Word dokumentu","challenges.bingo.0":"Izpildiet visus uzdevumus","challenges.bingo.1":"Vai uzdevums ir izpildīts? Izdrukājiet","challenges.bingo.2":"bingo kartīti","challenges.bingo.3":"un atzīmējiet nelielo balto aplīti augšējā kreisajā pusē","challenges.bingo.4":"Dalieties ar savu uzdevumu sociālajos medijos un iegūstiet stilīgas programmēšanas nedēļas balvas","challenges.bingo.5":"Vienkārši augšupielādējiet attēlu ar izpildīto(-ajām) rindu(-ām), aili(-ēm) vai, pat vēl labāk, visu bingo","challenges.bingo.6":"Facebook, Instagram vai Twitter","challenges.bingo.7":"Izmantojiet","codeweek4all.title":"“Programmēšanas nedēļa visiem” spēku pārbaude","codeweek4all.text":"“Programmēšanas nedēļa visiem” spēku pārbaude aicina veidot sadarbību starp jūsu rīkotajiem pasākumiem un draugu, kolēģu un paziņu organizētajiem, lai kopā iegūtu Programmēšanas nedēļas izcilības apliecinājuma sertifikātu.","codeweek4all.what.title":"Kas tas ir?","codeweek4all.what.content":`

    Jūs varat ne vien pievienot savu pasākumu ES programmēšanas nedēļas kartē, bet arī aicināt citus sava tīkla dalībniekus darīt to pašu. Ja jūs ar savu sadarbības savienību sasniegsiet kādu no turpmāk minētajiem mērķiem, jūs nopelnīsiet Programmēšanas nedēļas izcilības apliecinājuma sertifikātu.

    -

    Kritēriji izcilības apliecinājuma sertifikāta iegūšanai:

    `,"codeweek4all.what.criteria1":"pasākumos piedalījušies 500 skolēni","codeweek4all.what.criteria2":"sasaistīti 10 pasākumi (ar 10 dažādiem organizatoriem).","codeweek4all.what.criteria3":"iesaistītas 3 valstis","codeweek4all.what.andor":"un/vai","codeweek4all.howto.title":"Kā piedalīties?","codeweek4all.howto.time":'"Programmēšanas nedēļa visiem" spēku pārbaude ilgst līdz kalendārā gada beigām. Sertifikāti tiks izsniegti nākamā gada sākumā - janvārī vai februārī.',"codeweek4all.howto.content":'Apmeklējiet lapu Pievienot notikumu un norādiet nepieciešamo informāciju par jūsu programmēšanas pasākumu.',"codeweek4all.howto.first_alliance.1":"Klikšķiniet uz “Iesniegt”.","codeweek4all.howto.first_alliance.2":"Pēc jūsu pasākuma apstiprināšanas jūs saņemsiet apstiprinājuma e-pastu ar unikālu “Programmēšanas nedēļa visiem” kodu.","codeweek4all.howto.first_alliance.3":"Nokopējiet kodu un nosūtiet to saviem kolēģiem un citiem jūsu tīkla dalībniekiem, kas arī organizē programmēšanas pasākumu. Izplatiet informāciju, lai pamudinātu arī citus piedalīties!","codeweek4all.howto.first_alliance.4":"Pēc kampaņas beigām visi pasākumu organizatori tiks aicināti paziņot iesaistīto dalībnieku skaitu. Ja jums izdevās sasniegt mērķi, jūs un jūsu kolēģi, kas piedalījās jūsu tīklā, saņems izcilības apliecinājuma sertifikātu!","codeweek4all.howto.first_alliance.title":"Ja esat pirmais jūsu savienībā:","codeweek4all.howto.existing_alliance.1":"Iekopējiet no savienības veidotāja saņemto kodu “PROGRAMMĒŠANAS NEDĒĻA VISIEM” KODA lauciņā.","codeweek4all.howto.existing_alliance.2":"Klikšķiniet uz “Iesniegt”.","codeweek4all.howto.existing_alliance.3":"Izplatiet informāciju (un kodu!), lai pēc iespējas vairāk organizatoru pievienotos jūsu savienībai.","codeweek4all.howto.existing_alliance.4":"Pēc kampaņas beigām visi pasākumu organizatori tiks aicināti paziņot iesaistīto dalībnieku skaitu. Ja jums izdevās sasniegt mērķi, jūs un jūsu kolēģi, kas piedalījās jūsu tīklā, saņems izcilības apliecinājuma sertifikātu!","codeweek4all.howto.existing_alliance.title":"Ja jūs pievienojaties jau esošai savienībai:","codeweek4all.why.1":"Lai izplatītu informāciju par programmēšanas nozīmīgumu.","codeweek4all.why.2":"Lai iesaistītu pēc iespējas vairāk skolēnu.","codeweek4all.why.3":"Lai veidotu sakarus ar organizācijām un/vai skolām jūsu kopienā vai starptautiskā mērogā.","codeweek4all.why.4":"Lai saņemtu citu organizatoru un skolotāju atbalstu.","codeweek4all.why.5":"Lai iegūtu izcilības apliecinājuma sertifikātu.","codeweek4all.why.title":"Kāpēc pievienoties spēku pārbaudei?","codeweek4all.superorganiser-title":"Lieliskā organizatora sertifikātu","codeweek4all.superorganiser":'Jūs varat arī iegūt lieliskā organizatora sertifikātu. Lai to izdarītu, jums ir jānoorganizē un jāreģistrē vismaz 10 atsevišķas aktivitātes savā skolā, organizācijā vai tiešsaistē.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Jautājumi","coding-at-home.material.required":"Nepieciešamie materiāli","coding-at-home.material.chequered":"rūtains spēles laukums","coding-at-home.material.footprint":"kārtis ar pēdu attēliem","coding-at-home.intro.title":"Iepazīšanās ar Coding@Home","coding-at-home.explorer.title":"Pētnieks","coding-at-home.explorer.text":"“Pētnieks” ir pirmā Coding@Home aktivitāte. Pārvietojiet pētnieku pa spēles laukumu, lai sasniegtu galamērķi, apmeklējot pēc iespējas vairāk lauciņu.","coding-at-home.explorer.questions.content.1":"1. JAUTĀJUMS. Vai ar tām sākuma un beigu pozīcijām, kas redzamas videoklipā, Pētnieks var apmeklēt visus spēles laukuma lauciņus?","coding-at-home.explorer.questions.content.2":"2. JAUTĀJUMS. Kuras sākuma un beigu pozīcijas neļauj Pētniekam apmeklēt vislielāko spēles laukuma lauciņu skaitu?","coding-at-home.right-and-left.title":"Pa labi un pa kreisi","coding-at-home.right-and-left.text":"“Pa labi un pa kreisi” ir gan sacensību, gan sadarbības spēle. Divas komandas sadarbojas, lai izveidotu ceļu uz galamērķi, sacenšoties, lai izmantotu pēc iespējas vairāk tiem piešķirto kāršu: dzeltenā komanda mēģina iekļaut pēc iespējas vairāk pagriezienu pa kreisi, bet sarkanā komanda mēģina iekļaut pēc iespējas vairāk pagriezienu pa labi.","coding-at-home.right-and-left.questions.content.1":"1. JAUTĀJUMS. Vai ar tādām pašām sākuma un beigu pozīcijām, kāds bija pirmajā partijā šajā video, viena no komandām var uzvarēt?","coding-at-home.right-and-left.questions.content.2":"2. JAUTĀJUMS. Vai ar tādām pašām sākuma un beigu pozīcijām kā spēlē, kuru uzvarēja Anna, varētu būt neizšķirts rezultāts?","coding-at-home.right-and-left.questions.content.3":"3. JAUTĀJUMS. Vai ir tādas sākuma un beigu pozīcijas, kas ir labvēlīgākas vienai no komandām?","coding-at-home.right-and-left.questions.content.4":"4. JAUTĀJUMS. Ņemot vērā attiecību starp sākuma un beigu punktiem, vai ir iespējams paredzēt, kāda būs starpība starp uzvarētāju komandu un zaudētāju komandu?","coding-at-home.keep-off-my-path.title":"Nost no mana ceļa","coding-at-home.keep-off-my-path.text":"“Nost no mana ceļa” ir sāncensības spēle divām komandām. Sākot no spēles laukuma pretējām pusēm abas komandas veido ceļus, kas kavē viens otru. Uzvar tā komanda, kurai izdodas neļaut pretinieku komandai pagarināt savu ceļu.","coding-at-home.keep-off-my-path.questions.content.1":"1. JAUTĀJUMS. Vai ir tādi sākuma stāvokļi, kas ir labvēlīgāki vienai no komandām?","coding-at-home.keep-off-my-path.questions.content.2":"2. JAUTĀJUMS. Vai ir iespējams neizšķirts rezultāts?","coding-at-home.keep-off-my-path.questions.content.3":"3. JAUTĀJUMS. Vai spēlētājam, kurš sāk pirmais, ir priekšrocības?","coding-at-home.keep-off-my-path.questions.content.4":"4. JAUTĀJUMS. Vai ir kāda pilnīgi droša spēles stratēģija, kuru spēlētājs, kurš veic pirmo gājienu, var īstenot, lai noteikti nezaudētu?","coding-at-home.tug-of-war.title":"Virves vilkšana","coding-at-home.tug-of-war.text":"“Virves vilkšana” ir sadarbības un sāncensības spēle. Sākot no centra spēles laukuma apakšā, divas komandas (dzeltenā un sarkanā) sadarbojas, lai sasniegtu spēles laukuma augšu. Dzeltenā komanda mēģina sasniegt lauciņus kreisajā pusē, bet sarkanā komanda mēģina sasniegt lauciņus labajā pusē.","coding-at-home.tug-of-war.questions.content.1":"1. JAUTĀJUMS. Vai ir kāda stratēģija, kas ļauj vienmēr uzvarēt?","coding-at-home.tug-of-war.questions.content.2":"2. JAUTĀJUMS. Vai spēlētājam, kurš sāk pirmais, ir priekšrocības?","coding-at-home.tug-of-war.questions.content.3":"3. JAUTĀJUMS. Ja divi spēlētāji ir vienlīdz uzmanīgi, vai spēle vienmēr beidzas ar neizšķirtu rezultāti, t. i. centrā?","coding-at-home.explorer-without-footprints.title":"Pētnieks bez pēdām","coding-at-home.explorer-without-footprints.text":"Pētnieks apstaigā spēles laukumu no sākuma punkta līdz galamērķim, mēģinot apmeklēt visus lauciņus. Kamēr pētnieks staigā, viņš aiz sevis atstāj krāsainas pēdas, kas ļauj robotam viņam sekot, interpretējot krāsu nozīmi. Spēle kļūst vēl intirģējošāka, ja pētnieks noņem pēdas, atstājot tikai krāsas.","coding-at-home.explorer-without-footprints.material":"kā arī sarkans, dzeltens un pelēks marķieris (vai zīmulis).","coding-at-home.explorer-without-footprints.questions.content.1":"1. JAUTĀJUMS. Kā atšķiras spēles laukums, uz kura ir krāsainas pēdas, no laukuma, uz kura ir krāsas, bet nav pēdu?","coding-at-home.explorer-without-footprints.questions.content.2":"2. JAUTĀJUMS. Kurš laukums sniedz lielāku pārvietošanās brīvību, saglabājot tos pašus pagriešanās noteikumus, kādus nosaka krāsas?","coding-at-home.explorer-without-footprints.questions.content.3":"3. JAUTĀJUMS. Vai uz spēles laukuma ar krāsām ir iespējami ceļi, kādi nav iespējami uz spēles laukuma ar krāsainajām pēdām?","coding-at-home.explorer-without-footprints.questions.content.4":"4. JAUTĀJUMS. Vai uz spēles laukuma ar krāsainajām pēdām ir iespējami ceļi, kādi nav iespējami uz spēles laukuma tikai ar krāsām?","coding-at-home.walk-as-long-as-you-can.title":"Aizej pēc iespējas tālāk","coding-at-home.walk-as-long-as-you-can.text":"Šajā uzdevumā ir jāpaliek spēles laukumā pēc iespējas ilgāk, un tiek izmantotas krāsas, nevis pēdu nospiedumi. Palielinoties kustības brīvībai, spēle kļūst grūtāka","coding-at-home.walk-as-long-as-you-can.coloured-cards":"krāsu kartītes vai sarkans, dzeltens un pelēks flomāsters","coding-at-home.walk-as-long-as-you-can.questions.content.1":"1. jautājums. Kādos gadījumos ceļi viens otru aizšķērso?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"2. jautājums. Šī spēle ir parādīta kā spēle diviem spēlētājiem. Vai to var spēlēt arī 3 vai 4 spēlētāji? Vai mums kas jāmaina spēles noteikumos?","coding-at-home.ada-charles-roby.title":"Ada, Čārlzs un Robijs","coding-at-home.ada-charles-roby.text":"Stāsts par Adu Lavleisu un Čārlzu Bebidžu ir interesants. Viņi izdomāja un programmēja skaitļotājus simt gadus pirms to faktiskās izgudrošanas","coding-at-home.ada-charles-roby.material":"veidošanas masa un īss zīmulis","coding-at-home.ada-charles-roby.questions.content.1":"1. jautājums. Mēģiniet iztēloties, ka robots, ko izveidojāt no veidošanas masas un zīmuļa, spēj pārvietoties pa spēles laukumu uz jebkuru pozīciju un vajadzības gadījumā izsekot savu ceļu! Kādas norādes jūs izmantotu, lai sastādītu tam programmu?","coding-at-home.cody-and-roby.title":"Kodijs un Robijs","coding-at-home.cody-and-roby.text":"Šī ir lomu spēle, kurā piedalās programmētājs Kodijs un robots Robijs. Video ir pastāstīts par “CodyRoby” kartītēm, ko turpmāk izmantosim, lai norādītu, kā pārvietoties pa spēles laukumu. Kartītes Kodijs izmantos, lai dotu Robijam norādes par pārvietošanos pa spēles laukumu","coding-at-home.cody-and-roby.material":"rūtiņu laukums ar apzīmējumiem, norāžu kartītes (“pa kreisi”, “pa labi”, “uz priekšu”) un jebkādi kauliņi, ko novietot uz laukuma","coding-at-home.cody-and-roby.starter-kit":"“CodyRoby” sākuma komplekts","coding-at-home.cody-and-roby.questions.content.1":"1. jautājums. Kur Robijs nonāk, ja sākumā atrodas uz lauciņa C2, pagriezies uz dienvidiem, un tad izpilda pēdējo norāžu virkni, kas parādīta video?","coding-at-home.cody-and-roby.questions.content.2":"2. jautājums. Vai Robija kustību, ko tas veic, izpildot pēdējo video parādīto norāžu virkni, varētu aprakstīt, spēles laukumā izvietojot “CodyFeet” vai “CodyColor” norādes?","coding-at-home.cody-and-roby.questions.content.3":"3. jautājums. Trīs veidu norādes, kas parādītas video un ko izsaka ar zaļajām, sarkanajām un dzeltenajām kartītēm, ir norāžu komplekts, ar ko Robiju var aizvadīt uz jebkuru vietu laukumā. Vai varat izdomāt norāžu komplektu, ar kuru varētu izdarīt to pašu, bet kurā būtu mazāk nekā 3 veidu norādes?","coding-at-home.the-tourist.title":"Tūrists","coding-at-home.the-tourist.text":"Izmantojot “CodyRoby” kartītes, divas komandas sacenšas, kura pēc iespējas ātrāk izveidos norāžu virkni, kas aizvedīs tūristu pie laukumā esošajiem pieminekļiem, kurus viņš vēlas apmeklēt","coding-at-home.the-tourist.material":"Ja spēlē uz grīdas, var noderēt lielākas kartītes","coding-at-home.the-tourist.questions.content.1":"1. jautājums. Kāda norāžu virkne aizvestu tūristu pie Rafaēla statujas pirmajā piemērā, kas parādīts video?","coding-at-home.the-tourist.questions.content.2":"2. jautājums. Kāda norāžu virkne aizvestu tūristu pie hercoga pils torņu fasādes otrajā piemērā, kas parādīts video?","coding-at-home.the-tourist.questions.content.3":"3. jautājums. Vai varat izdomāt kādu jautru uzdevumu, kas jāizpilda katru reizi, kad viena no komandām izvēlas kartīti, ko pievienot programmai? Izdomājiet, kāda varētu būt video parādītā stafete!","coding-at-home.material2.chequered-with-labels":"rūtots laukums ar apzīmējumiem","coding-at-home.material2.cards":"kārtis ar norādījumiem 24 – “uz priekšu”, 8 – “pa kreisi”, 8 – “pa labi”","coding-at-home.material2.larger-cards":"Grīdas versijā ieteicams izmantot lielākas kārtis","coding-at-home.material2.video":"Videomateriālā arī izskaidrots, kā spēlēt bez kāršu komplekta","coding-at-home.material2.pieces-of-paper":"Vajadzīgi arī 24 papīra gabali izvietošanai jau apmeklētajos lauciņos","coding-at-home.material2.card-alternative":"Par alternatīvu “CodyRoby” kāršu komplektam var izmantot te pieejamos kāršu attēlus","coding-at-home.material2.small-drawings":"Papildus varētu būt nelieli zīmējumi, kas palīdzētu izstāstīt stāstu. Video izmantotie zīmējumi ir te","coding-at-home.material2.rest-of-cards":"Pārējam mēs izmantojam “CodyRoby”, “CodyFeet” vai “CodyColour” kārtis.","coding-at-home.catch-the-robot.title":"“Noķer robotu!”","coding-at-home.catch-the-robot.text":"“Noķer robotu!” ir galda vai grīdas spēle, kurā cenšas uzvarēt. Uzvar spēlētājs, kurš notver pretinieku komandas robotu, sasniedzot tā lauciņu. Spēļu kāršu nejaušības dēļ abām komandām ir pastāvīgi jākoriģē stratēģija.","coding-at-home.catch-the-robot.questions.content.1":"1. jaut. Ja sārtā figūra – Robijs (“Roby”) – atrodas centrālajā lauciņā C3 ar skatu uz ziemeļiem un sārtajai komandai ir 2 kārtis “uz priekšu”, 2 “pa kreisi” un 1 “pa labi”, tad uz kuriem lauciņiem viņš var iet?","coding-at-home.the-snake.title":"“Čūska”","coding-at-home.the-snake.text":"“Čūska” ir kas līdzīgs pasjansam, ko var spēlēt ar “CodyRoby” kārtīm. Spēles mērķis ir čūsku izvadīt pa visiem lauciņiem, neļaujot tai iekost sev astē.","coding-at-home.the-snake.questions.content.1":"1. jaut. Vai ir kādi sākumpunkti, kas neļauj apmeklēt visus lauciņus, neiekožot čūskai astē?","coding-at-home.storytelling.title":"Stāstniecība","coding-at-home.storytelling.text":"Šāsdienas temats ir stāstniecība! Izmantojiet “CodyRoby” pamācību, “CodyFeet” pēdas nospiedumus vai “CodyColour” krāsas, lai vadītu figūras pa galdiņu un izstāstītu stāstu! Ap laukumu izmētā dažādas stāsta daļas.","coding-at-home.storytelling.questions.content.1":"1. jaut. Kurš rīks visdaudzveidīgāk palīdz Robijam (“Roby”) izstāstīt kādu stāstu?","coding-at-home.storytelling.questions.content.2":"2. jaut. Vai varat tās stāsta daļas, kuras vēlaties izstāstīt, uz spēles laukuma izkārtot pozīcijās, kurās nav iespējams tās visas savākt ar “CodyFeet”?","coding-at-home.two-snakes.title":"Divas čūskas","coding-at-home.two-snakes.text":"Izmantojot “CodyRoby” kārtis, divas čūskas jāpārvieto pa laukumu tā, lai viena čūska kavētu otras čūskas pārvietošanos. Pamatnoteikums ir ļoti vienkāršs: nevari atgriezties lauciņā, kurā čūska jau ir bijusi. Uzvar tā čūska, kas spēj brīvi pārvietoties visilgāk.","coding-at-home.two-snakes.material":"“CodyRoby” kārtis, rūtiņu laukums 5 × 5, divi spēļu kauliņi un papīra gabaliņi izvietošanai jau apmeklētajos lauciņos.","coding-at-home.two-snakes.questions.content.1":"1. jautājums. Ja videoklipā redzamajā sākotnējā konfigurācijā neviens no spēlētājiem neizvelk dzelteno kārti pagriezienam pa kreisi, kuru kārti viņiem būtu jācer izvilkt?","coding-at-home.round-trip.title":"Ceļojums turp un atpakaļ","coding-at-home.round-trip.text":"Komandas izdara gājienus pēc kārtas. Pirmā komanda plāno turpceļu, bet otrai komandai Robijs ir jāatved atpakaļ sākumpunktā. Tas šķiet viegli, bet patiesībā nav, jo īpaši tad, ja kustības plāno tikai savā prātā, nepārvietojot Robiju...","coding-at-home.round-trip.material":"“CodyRoby” kārtis, rūtiņu laukums 5 × 5, divi spēļu kauliņi un papīra gabaliņi izvietošanai jau apmeklētajos lauciņos.","coding-at-home.round-trip.questions.content.1":"1. jautājums. Vai ir iespējams, ka programma, ar kuru Robiju aizved atpakaļ sākumpunktā, ir īsāka (t. i., tajā ir mazāk norādījumu) nekā turpceļa programma?","coding-at-home.meeting-point.title":"Tikšanās vieta","coding-at-home.meeting-point.text":"Šoreiz gājienus izplānosim pirms spēles sākšanas. Abas komandas liek kārtis uz galda, lai secīgi izvietotu norādījumus, kas pārvietos viņu robotus, taču nekāda kustība nenotiek, līdz kāds no spēlētājiem nepasaka “Starts!”. Šajā brīdī programmēšana beidzas un sākas darbība. Spēlētājs, kurš teicis “Starts!”, uzvar tikai tad, ja abi roboti, katrs izpildot savas komandas norādījumus, nonāk vienā un tajā pašā lauciņā.","coding-at-home.meeting-point.material":"“CodyRoby” kārtis, 5 × 5 rūtiņu laukums, divi spēļu kauliņi.","coding-at-home.meeting-point.questions.content.1":"1. jautājums. Ja tu domā, ka abiem robotiem ir iespējams nekad nesatikties, izdomā spēles noteikumus, kas aptver visas iespējamās situācijas.","coding-at-home.follow-the-music.title":"Seko mūzikai","coding-at-home.follow-the-music.text":"Programmēšanas norādījumu secības periodiskā atkārtošanās atgādina mūzikas ritmu. Katru norādījumu saistot ar attiecīgu skaņu, mēs varam vadīt Robiju mūzikas pavadījumā. Tieši to mēs šoreiz darīsim. Es tev izveidošu programmu, izmantojot dažādas skaņas dažādu norādījumu atveidošanai, un tu pārvietosi Robiju pa laukumu, izpildot šos norādījumus, kas balstīti uz skaņu.","coding-at-home.follow-the-music.material":"Papildus “CodyRoby” kārtīm, rūtiņu laukumam un spēļu kauliņam mums ir jārada trīs dažādas skaņas. Es izmantoju trīs glāzes, kas piepildītas ar atšķirīgu ūdens daudzumu. Ko tu izmantosi?","coding-at-home.follow-the-music.questions.content.1":"1. jautājums. Mēģini sekot videoklipam un vadīties pēc glāžu radītajām skaņām, neskatoties uz kārtīm. Vai vari atpazīt un izpildīt skaņu veidā sniegtos norādījumus?","coding-at-home.follow-the-music.questions.content.2":"2. jautājums. Izvēlies trīs skaņas, ko sasaistīt ar trim pamata norādījumiem. Izveido skaņu secību, kuru tu varētu atkārtot bezgalīgi, nenovirzot Robiju no laukuma...","coding-at-home.colour-everything.title":"Iekrāso visu","coding-at-home.colour-everything.text":"Vai varam robotus pa laukumu vadīt tā, lai atstātie pēdu nospiedumi veidotu zīmējumu? Šajā spēlē spēlējamies ar kodēšanu un pikseļu mākslu — veidojam zīmējumus, laukumā iekrāsojot rūtiņas, tāpat kā ekrānā pikseļus.","coding-at-home.colour-everything.material":"“CodyRoby” kārtis, rūtiņu laukums un spēļu kauliņš. Rūtiņas iekrāso ar marķieriem vai uz tām uzliek papīra gabaliņus.","coding-at-home.colour-everything.questions.content.1":"Vai ir iespējams uzzīmēt divas sirdis kā filmiņas beigu daļā, vadot robotu pa visām vajadzīgajām rūtiņām tā, lai tas nevienā rūtiņā neiekāptu divreiz?","coding-at-home.codyplotter-and-codyprinter.title":"“CodyPlotter” un “CodyPrinter”","coding-at-home.codyplotter-and-codyprinter.text":"Kāda ir atšķirība starp ploteri un printeri? To varēsi uzzināt, spēlējot šo kodēšanas spēli bez datora.","coding-at-home.codyplotter-and-codyprinter.material":"papildus “CodyRoby” kāršu komplektam es izmantoju zaļu marķieri un jaunu plastilīna robotu, bet tas nav obligāti.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Vai vari paskaidrot, kāda ir atšķirība starp ploteri un printeri?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Kādu figūru “RobyPrinter” izveidotu, virzoties pa laukuma līnijām, ja tas izpildītu filmiņas beigās nodiktēto komandu virkni?","coding-at-home.boring-pixels.title":"Apnicīgie pikseļi!/Izmanto skaitļus","coding-at-home.boring-pixels.text":"Dodot Robijam norādījumus veidot attēlu rūtiņu pēc rūtiņas, pikseli pēc pikseļa, atklājam, ka, ja cita citai blakus ir daudzas vienādas krāsas rūtiņas, varam izmantot skaitļus, lai būtu interesantāk. Dators dara to pašu...","coding-at-home.boring-pixels.material":"rūtiņu bloknots vai uz papīra uzzīmēts rūtiņu laukums 5 × 5, flomāsters. Zīmējuma koda attēlošanai var izmantot pildspalvu un papīru.","coding-at-home.boring-pixels.questions.content.1":"Mēģini izveidot rūtiņu figūru un to attēlot, izmantojot secīgo atkārtojumu kodēšanu (RLE). Figūras izmērs atbilst rūtiņu skaitam, bet kāds izmērs ir tad, ja izmanto RLE?","coding-at-home.turning-code-into-pictures.title":"Pārvērs kodu attēlā","coding-at-home.turning-code-into-pictures.text.1":"Tagad esam uzzinājuši, kā izveidot kodu, pēc kura var uzzīmēt attēlu. Esmu izdomājis zīmējumu, un man ir kods, pēc kura šo zīmējumu var pārvērst burtos un ciparos, ko es tev iedevu. Izmanto šos burtus un ciparus, lai zīmējumu atjaunotu.","coding-at-home.turning-code-into-pictures.text.2":"Šeit ir manis izdomātais zīmējums. Uzzīmē to savā bloknotā un visu to bloknotā, kuri zina kodu!","coding-at-home.turning-code-into-pictures.material":"papīrs (vislabāk rūtiņu papīrs) un pildspalva.","coding-at-home.turning-code-into-pictures.questions.content.1":"Mēģini atšifrēt un uzzīmēt zīmējumus, par kuriem es runāju filmiņas beigās.","coding-at-home.texts.1":"Coding@Home ir īsu videoklipu, patstāvīgi veicamu uzdevumu, mīklu, aizraujošu spēļu un programmēšanas izaicinājumu kopums ikdienas lietošanai ģimenē un skolā. Jums nav vajadzīgas programmēšanas priekšzināšanas vai elektroniskas ierīces, lai veiktu šīs nodarbības. Tās stimulēs skaitļošanas tipa domāšanu un uzlabos prasmes skolēniem, vecākiem un skolotājiem gan mājās, gan skolā.","coding-at-home.texts.2":'ES programmēšanas nedēļas Coding@Home sērija turpina “Coding in famiglia” — Urbīno Universitātes un CodeMOOCnet asociācijas aizsākto iniciatīvu sadarbībā ar Rai Cultura. Ar aktivitātēm iepazīstina Alesandro Bodžliolo, Urbīno Universitātes informācijas apstrādes sistēmu profesors, ES programmēšanas nedēļas Itālijas vēstnieks un visu vēstnieku koordinators, kā arī Digitālo prasmju un darbvietu koalīcijas valdes loceklis.',"coding-at-home.texts.3":'Ja jūs interesē vēl citas nodarbības bez datora vai nodarbības, kas saistītas ar dažādām programmēšanas valodām, robotiku, mikro:bit u. c., apskatiet ES programmēšanas nedēļas “Mācību moduļus” ar video pamācībām un mācību plāniem sākumskolām, pamatskolām un vidusskolām. Apskatiet arī ES programmēšanas nedēļas resursu lapas tiem, kuri mācās un tiem, kuri māca. ',"community.titles.0":"Kopiena","community.titles.1":"Vēstnieki","community.titles.2":"Vadošie skolotāji","community.titles.3":"Izglītības koordinatori","community.titles.4":"ES programmēšanas nedēļas brīvprātīgais","community.intro.0":"ES programmēšanas nedēļu palīdz īstenot plaša, starptautiska brīvprātīgo kopiena. Šajā lapā vari satikt tavā valstī aktīvos dalībniekus.","community.intro.1":"ES programmēšanas nedēļas balsts ir tās vēstnieki, vadošie skolotāji un izglītības ministriju pārstāvji Eiropas Savienībā un Rietumbalkānu valstīs, un viņus kopā dēvē par izglītības koordinatoriem.","community.intro.2":"Uzzini vairāk par vietējo kopienu, atlasot savu valsti:","community.ambassadors":"ES programmēšanas nedēļas vēstnieki ir galvenās programmēšanas nedēļas kontaktpersonas katrā valstī, un viņi palīdz popularizēt programmēšanas nedēļas redzējumu vietējā kopienā. Vēstnieki sazinās ar cilvēkiem, uzņēmumiem un kopienām, kam ir vēlme atbalstīt ES programmēšanas nedēļu. Viņi mudina organizatorus reģistrēt programmēšanas pasākumus programmēšanas nedēļas kartē un veicina vispārējo līdzdalību ES programmēšanas nedēļā. Vēstnieki arī pārskata un apstiprina pasākumus savā valstī. Turklāt vēstnieki sadarbojas ar vēstniekiem citās valstīs un regulāri tiekas, lai apspriestu, kā šo iniciatīvu attīstīt turpmāk.","community.leading-teachers":"Vadošie skolotāji ir aktīva kopiena, kuru veido vairāk nekā 450 pedagogi no visas Eiropas. Viņi palīdz sazināties ar skolām, skolotājiem un skolēniem, kas ir ieinteresēti piedalīties programmēšanas nedēļā, un rosina tos organizēt pasākumus un tos reģistrēt programmēšanas nedēļas kartē. Vadošie skolotāji vada profesionālās attīstības tīmekļseminārus savā valodā un ir kā atsauces punkts citiem skolotājiem ne vien attiecīgajā valstī, bet arī visā Eiropā. Viņi arī popularizē šo iniciatīvu vietējā kopienā.","community.cta":"Ja esat skolotājs, meklējiet vadošos skolotājus jūsu tuvumā kartē.","community.edu":"ES programmēšanas nedēļas izglītības koordinatori ir darbinieki izglītības ministrijās vai citās izglītības iestādēs un organizācijās, kuras piedalās ES programmēšanas nedēļā. Izglītības koordinatori stiprina iniciatīvas pamatresursus, atbalstot skolotājus un skolas visā valstī. Tas ietver saziņu ar skolām, kuras jau piedalās ES programmēšanas nedēļā, lai uzzinātu vairāk par viņu labākās prakses piemēriem un dalītos pieredzē. Turklāt izglītības koordinatori atbalsta skolas, kuras vēlas piedalīties šajā iniciatīvā, sniedzot kopienā pieejamos resursus, mācību materiālus un iespējas.","community.volunteer.0":"Lai iesaistītos šajā kustībā, jums nav jāuzņemas oficiāla loma ES programmēšanas nedēļas kopienā. Ikviens var organizēt pasākumus, lai mācītu un iedvesmotu cilvēkus programmēt, vadīt robotus, darboties ar aparatūru, trīsdimensiju druku utt. un piespraust savu aktivitāti","community.volunteer.1":"kartē.","community.volunteer.2":"Tomēr, ja vēlaties brīvprātīgi veltīt savu laiku programmēšanas popularizēšanai un ticat ES programmēšanas","community.volunteer.3":"redzējumam","community.volunteer.4":"un","community.volunteer.5":"vērtībām","community.volunteer.6":"jūs, iespējams, varētu kļūt par vadošo skolotāju vai vēstnieku.","community.volunteer.7":"Ja esat pedagogs, kurš tikpat aizrautīgi kā mēs vēlas mācīt un apgūt programmēšanu, plašāku informāciju par vadošā skolotāja lomu un priekšrocībām varat atrast","community.volunteer.8":"šeit","community.volunteer.9":"Tad varat iesniegt pieteikumu, lai kļūtu par vadošo skolotāju, aizpildot šo","community.volunteer.10":"tiešsaistes pieteikuma veidlapu.","community.volunteer.11":"Ņemiet vērā, ka katrai valstij ir noteikts vadošo skolotāju skaits, tātad tas nozīmē, ka vienā reizē pieteikumus iespējams iesniegt tikai attiecībā uz dažām konkrētām valstīm.","community.volunteer.12":"Ja vēlaties popularizēt programmēšanu savā valstī, iepazīstieties ar ","community.volunteer.13":"vēstnieku pienākumiem","community.volunteer.14":"un aplūkojiet ES programmēšanas nedēļas vēstnieku sarakstu","community.volunteer.15":"Ja jūsu valstī jau ir vēstnieki, lūdzu, sazinieties ar viņiem tieši un noskaidrojiet, kā jūs vislabāk varētu atbalstīt šo iniciatīvu. Ja jūsu valstī neviena vēstnieka nav, varat rakstīt uz info@codeweek.eu.","cookie.uses_cookies":"Lai jums internetā būtu ērtāk atrast vajadzīgo, šajā vietnē ir izmantotas sīkdatnes","cookie.accept":"Es pieņemu sīkdatnes","cookie.refuse":"Es noraidu sīkdatnes","cookie.cookies":"Sīkdatnes","cookie.find_out_more_on":"Noskaidrojiet, ","cookie.how_we_use":"kāda ir mūsu sīkdatņu lietošanas politika un kā varat mainīt savus iestatījumus","cookie_policy.title":"Sīkfailu politika","cookie_policy.what.title":"Kas ir sīkfaili?","cookie_policy.what.text":"

    Sīkfails ir sīks teksta fails, ko tīmekļa vietne saglabā jūsu datorā vai mobilajā ierīcē, kad jūs apmeklējat attiecīgo vietni.

    ","cookie_policy.what.first_party":"Pirmās puses sīkfaili ir sīkfaili, kurus iestata tīmekļa vietne, kuru jūs apmeklējat. Tos var lasīt tikai attiecīgā tīmekļa vietne. Papildus tam tīmekļa vietne var izmantot arī ārējus pakalpojumus, kas arī iestata paši savus sīkfailus, kas pazīstami kā trešo pušu sīkfaili.","cookie_policy.what.persistent_cookies":"Pastāvīgie sīkfaili ir sīkfaili, kurus saglabā jūsu datorā un kurus automātiski neizdzēš, kad jūs aizverat pārlūkprogrammu, pretstatā sesijas sīkfailiem, kurus izdzēš, kad jūs aizverat pārlūkprogrammu.","cookie_policy.what.items":`

    Pirmoreiz apmeklējot Programmēšanas nedēļas tīmekļa vietni, jums tiks prasīts akceptēt vai noraidīt sīkfailus.

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    Mērķis ir ļaut vietnei noteiktu laiku atcerēties jūsu preferences (piemēram, lietotājvārdu, valodu u. c.).

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    Sīkfailus var arī izmantot, lai veidotu anonimizētu statistiku par mūsu vietņu pārlūkošanas paradumiem.

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    `,"cookie_policy.how.title":"Kā mēs izmantojam sīkfailus?","cookie_policy.how.text1":"

    Programmēšanas nedēļas vietne lielākoties izmanto “pirmās puses sīkfailus”. Šos sīkfailus iestatām un pārvaldām mēs, nevis kāda ārēja organizācija.

    ","cookie_policy.how.text2":"

    Tomēr, lai varētu aplūkot dažas mūsu lapas, jums būs jāakceptē sīkfaili no ārējām organizācijām.

    ","cookie_policy.how.3types.1":"saglabāt apmeklētāju preferences;","cookie_policy.how.3types.2":"nodrošināt mūsu tīmekļa vietņu darbību;","cookie_policy.how.3types.3":"vākt analītiskos datus (par lietotāju uzvedību).","cookie_policy.how.3types.title":"Mēs izmantojam 3 veidu pirmās puses sīkfailus šādiem mērķiem:","cookie_policy.how.table.name":"Nosaukums","cookie_policy.how.table.service":"Pakalpojums","cookie_policy.how.table.purpose":"Mērķis","cookie_policy.how.table.type_duration":"Sīkfailu veids un ilgums","cookie_policy.how.visitor_preferences.title":"Apmeklētāju preferences","cookie_policy.how.visitor_preferences.text":"

    Šīs preferences iestatām mēs, un tikai mēs varam tās lasīt. Tās saglabā šādu informāciju:

    ","cookie_policy.how.visitor_preferences.item":"vai jūs piekritāt vai nepiekritāt šīs vietnes sīkfailu politikai","cookie_policy.how.visitor_preferences.table.1.service":"Sīkfailu piekrišanas komplekts","cookie_policy.how.visitor_preferences.table.1.purpose":"Saglabā jūsu sīkfailu preferences (lai jums netiktu jautāts atkārtoti)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Pirmās puses sesijas sīkfaili, kurus izdzēš, kad jūs aizverat pārlūkprogrammu","cookie_policy.how.operational_cookies.title":"Darbības sīkfaili","cookie_policy.how.operational_cookies.text":"

    Ir tādi sīkfaili, kas mums jāiekļauj, lai nodrošinātu tīmekļa lapu darbību. Šī iemesla dēļ tiem nav nepieciešama jūsu piekrišana. Jo īpaši:

    ","cookie_policy.how.operational_cookies.item":"tehniskie sīkfaili, kurus pieprasa noteiktas IT sistēmas","cookie_policy.how.technical_cookies.title":"Tehniskie sīkfaili","cookie_policy.how.technical_cookies.table.1.purpose":"Nodrošināt drošu sesiju jums jūsu apmeklējuma laikā.","cookie_policy.how.technical_cookies.table.1.type_duration":"Pirmās puses sesijas sīkfaili, kurus izdzēš, kad jūs aizverat pārlūkprogrammu","cookie_policy.how.technical_cookies.table.2.purpose":"Nodrošināt drošu sesiju jums ilgāku laiku, lai nepieļautu sesijas zaudēšanu, kad tiek aizvērta pārlūkprogramma.","cookie_policy.how.technical_cookies.table.2.type_duration":"Pirmās puses pastāvīgi sīkfaili, 60 mēneši","cookie_policy.how.technical_cookies.table.3.purpose":"Saglabā lietotāja izvēlēto valodu","cookie_policy.how.technical_cookies.table.3.type_duration":"Pirmās puses sesijas sīkfaili, kurus izdzēš, kad jūs aizverat pārlūkprogrammu","cookie_policy.how.analytics_cookies.title":"Analītiskie sīkfaili","cookie_policy.how.analytics_cookies.items":`

    Mēs šos sīkfailus izmantojam vienīgi iekšējā izpētē, lai noskaidrotu, kā uzlabot pakalpojumu, ko mēs sniedzam visiem mūsu lietotājiem.

    - -

    Sīkfaili vienkārši analizē veidu, kā jūs mijiedarbojaties ar mūsu tīmekļa vietni kā anonīms lietotājs (savāktie dati neidentificē jūs personīgi).

    - -

    Tāpat šie dati netiek nodoti trešām pusēm vai izmantoti jebkādiem citiem mērķiem. Anonimizēto statistiku var nodot darbuzņēmējiem, kas strādā komunikāciju projektos saskaņā ar līgumiem, kas noslēgti ar Komisiju.

    - -

    Tomēr jūs varat brīvi noraidīt šo veidu sīkfailus, izmantojot sīkfailu akceptēšanas logu, kas parādās pirmajā jūsu apmeklētajā lapā, vai arī apmeklējot šo īpašo lapu.

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Tīmekļa analītikas pakalpojums, kura pamatā izmantota Matomo atklātā pirmkoda programmatūra","cookie_policy.how.analytics_cookies.table.1.purpose":"Atpazīst tīmekļa vietnes apmeklētājus (anonīmi — netiek vākta personas informācija par lietotāju).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Pirmās puses pastāvīgi sīkfaili, 20 dienas","cookie_policy.how.analytics_cookies.table.2.service":"Tīmekļa analītikas pakalpojums, kura pamatā izmantota Matomo atklātā pirmkoda programmatūra","cookie_policy.how.analytics_cookies.table.2.purpose":"Identificē lapas, kuras viens un tas pats lietotājs aplūko viena apmeklējuma laikā. (Anonīmi — netiek vākta personas informācija par lietotāju).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Pirmās puses pastāvīgi sīkfaili, 30 minūtes","cookie_policy.third-party.title":"Trešās puses sīkfaili","cookie_policy.third-party.items.1":`

    Dažās mūsu lapās tiek parādīts saturs no ārējiem pakalpojumu sniedzējiem, piemēram, YouTube, Facebook un Twitter.

    - -

    Lai aplūkotu šo trešo pušu saturu, jums vispirms ir jāakceptē to īpašie noteikumi. Tas ietver šo pušu sīkfailu politiku, kuru mēs nekontrolējam.

    - -

    Taču, ja jūs neaplūkojat šo saturu, trešās puses sīkfaili jūsu ierīcē netiek instalēti.

    Trešo pušu pakalpojumu sniedzēji Programmēšanas nedēļas vietnē`,"cookie_policy.third-party.items.2":"Programmēšanas nedēļas tīmekļa vietne nekontrolē šo trešo pušu pakalpojumus. Pakalpojumu sniedzēji var jebkurā laikā mainīt to pakalpojumu sniegšanas noteikumus, mērķi, sīkfailu lietošanas veidu u. tml.","cookie_policy.how-manage.title":"Kā jūs varat pārvaldīt sīkfailus?","cookie_policy.how-manage.items":`

    Jūs varat pārvaldīt/dzēst sīkfailus pēc saviem ieskatiem — sīkāku informāciju sk. aboutcookies.org.

    Sīkfailu dzēšana no jūsu ierīces

    - -

    Jūs varat izdzēst visus jūsu ierīcē esošos sīkfailus, notīrot jūsu pārlūkprogrammas pārlūkošanas vēsturi. Šādi tiek izdzēsti visi sīkfaili no visām jūsu apmeklētajām tīmekļa vietnēm.

    - -

    Lūdzam ņemt vērā, ka šādi jūs varat zaudēt arī daļu saglabātās informācijas (piemēram, saglabāto pieteikšanās informāciju, vietņu preferences).

    Vietnei raksturīgu sīkfailu pārvaldība

    Lai detalizētāk pārvaldītu vietnei raksturīgus sīkfailus, iepazīstieties ar privātuma un sīkfailu iestatījumiem jūsu izmantotajā pārlūkprogrammā

    Sīkfailu bloķēšana

    Lielāko daļu mūsdienu pārlūkprogrammu var iestatīt tā, lai nepieļautu nekādu sīkfailu ievietošanu jūsu ierīcē, bet jums var nākties pēc tam manuāli pielāgot noteiktas preferences ik reizi, kad jūs apmeklējat kādu vietni/lapu. Tāpat ir iespējams, ka daļa pakalpojumu vai funkciju var vispār nedarboties (piemēram, pieteikšanās profilā).

    Mūsu analītisko sīkfailu pārvaldība

    Jūs varat pārvaldīt jūsu sīkfailu preferences attiecībā uz mūsu veikto analīzi īpašajā lapā.

    `,"copyright.title":"Autortiesību paziņojums","copyright.training.0":"ES programmēšanas nedēļas vietne skolām","copyright.training.1":"ir Eiropas Komisijas atbalstīts pakalpojums","copyright.licence.0":"Ja vien nav norādīts citādi, šajā vietnē pieejamais saturs ir licencēts","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.lv","copyright.licence.2":"saskaņā ar “Attiecinājums-Nekomerciāls-Dalīties līdzīgi 4.0 Starptautisks” (CC BY-NC-SA 4.0) licenci","copyright.creative-commons":"Licencēšana saskaņā ar “Creative Commons” licencēm pati par sevi neietekmē autortiesību piederību","copyright.third-party":"Uz trešo pušu vietņu saturu attiecas viņu pašu autortiesību ierobežojumi; lūdzu, skatiet izcelsmes vietni, lai iegūtu vairāk informācijas","countries.all":"Visas valstis","countries.Cloud":"Mākonis","countries.Andorra":"Andora","countries.United Arab Emirates":"Apvienotie Arābu Emirāti","countries.Afghanistan":"Afganistāna","countries.Antigua and Barbuda":"Antigva un Barbuda","countries.Anguilla":"Angilja","countries.Albania":"Albānija","countries.Armenia":"Armēnija","countries.Netherlands Antilles":"Nīderlandes Antiļas","countries.Angola":"Angola","countries.Antarctica":"Antarktika","countries.Argentina":"Argentīna","countries.American Samoa":"ASV Samoa","countries.Austria":"Austrija","countries.Australia":"Austrālija","countries.Aruba":"Aruba","countries.Aland Islands":"Olandes Salas","countries.Azerbaijan":"Azerbaidžāna","countries.Bosnia and Herzegovina":"Bosnija un Hercegovina","countries.Barbados":"Barbadosa","countries.Bangladesh":"Bangladeša","countries.Belgium":"Beļģija","countries.Burkina Faso":"Burkinafaso","countries.Bulgaria":"Bulgārija","countries.Bahrain":"Bahreina","countries.Burundi":"Burundi","countries.Benin":"Benina","countries.Saint Barthelemy":"Senbartelmī","countries.Bermuda":"Bermudu Salas","countries.Brunei":"Bruneja","countries.Bolivia":"Bolīvija","countries.Bonaire, Saint Eustatius and Saba ":"Bonēra, Sintestatiusa un Saba ","countries.Brazil":"Brazīlija","countries.Bahamas":"Bahamu Salas","countries.Bhutan":"Butāna","countries.Bouvet Island":"Buvē sala","countries.Botswana":"Botsvāna","countries.Belarus":"Baltkrievija","countries.Belize":"Beliza","countries.Canada":"Kanāda","countries.Cocos Islands":"Kokosu Salas","countries.Democratic Republic of the Congo":"Kongo Demokrātiskā Republika","countries.Central African Republic":"Centrālāfrikas Republika","countries.Republic of the Congo":"Kongo Republika","countries.Switzerland":"Šveice","countries.Ivory Coast":"Ziloņkaula krasts","countries.Cook Islands":"Kuka Salas","countries.Chile":"Čīle","countries.Cameroon":"Kamerūna","countries.China":"Ķīna","countries.Colombia":"Kolumbija","countries.Costa Rica":"Kostarika","countries.Serbia and Montenegro":"Serbija un Melnkalne","countries.Cuba":"Kuba","countries.Cape Verde":"Kaboverde","countries.Curacao":"Kirasao","countries.Christmas Island":"Ziemsvētku Sala","countries.Cyprus":"Kipra","countries.Czech Republic":"Čehijas Republika","countries.Germany":"Vācija","countries.Djibouti":"Džibutija","countries.Denmark":"Dānija","countries.Dominica":"Dominika","countries.Dominican Republic":"Dominikānas Republika","countries.Algeria":"Alžīrija","countries.Ecuador":"Ekvadora","countries.Estonia":"Igaunija","countries.Egypt":"Ēģipte","countries.Western Sahara":"Rietumsahāra","countries.Eritrea":"Eritreja","countries.Spain":"Spānija","countries.Ethiopia":"Etiopija","countries.Finland":"Somija","countries.Fiji":"Fidži","countries.Falkland Islands":"Folklenda Salas","countries.Micronesia":"Mikronēzija","countries.Faroe Islands":"Fēru Salas","countries.France":"Francija","countries.Gabon":"Gabona","countries.United Kingdom":"Apvienotā Karaliste","countries.Grenada":"Grenāda","countries.Georgia":"Gruzija","countries.French Guiana":"Francijas Gviāna","countries.Guernsey":"Gērnsija","countries.Ghana":"Gana","countries.Gibraltar":"Gibraltārs","countries.Greenland":"Grenlande","countries.Gambia":"Gambija","countries.Guinea":"Gvineja","countries.Guadeloupe":"Gvadelupa","countries.Equatorial Guinea":"Ekvatoriālā Gvineja","countries.Greece":"Grieķija","countries.South Georgia and the South Sandwich Islands":"Dienviddžordžija un Dienvidsendviču Salas","countries.Guatemala":"Gvatemala","countries.Guam":"Guama","countries.Guinea-Bissau":"Gvineja-Bisava","countries.Guyana":"Gajāna","countries.Hong Kong":"Hong Kong","countries.Heard Island and McDonald Islands":"Hērda Sala un Makdonalda Salas","countries.Honduras":"Hondurasa","countries.Croatia":"Horvātija","countries.Haiti":"Haiti","countries.Hungary":"Ungārija","countries.Indonesia":"Indonēzija","countries.Ireland":"Īrija","countries.Israel":"Izraēla","countries.Isle of Man":"Menas Sala","countries.India":"Indija","countries.British Indian Ocean Territory":"Indijas okeāna Britu teritorija","countries.Iraq":"Irāka","countries.Iran":"Irāna","countries.Iceland":"Islande","countries.Italy":"Itālija","countries.Jersey":"Džērsija","countries.Jamaica":"Jamaika","countries.Jordan":"Jordānija","countries.Japan":"Japāna","countries.Kenya":"Kenija","countries.Kyrgyzstan":"Kirgizstāna","countries.Cambodia":"Kambodža","countries.Kiribati":"Kiribati","countries.Comoros":"Komoru Salas","countries.Saint Kitts and Nevis":"Sentkitsa un Nevisa","countries.North Korea":"Ziemeļkoreja","countries.South Korea":"Dienvidkoreja","countries.Kuwait":"Kuveita","countries.Cayman Islands":"Kaimanu Salas","countries.Kazakhstan":"Kazahstāna","countries.Laos":"Laosa","countries.Lebanon":"Libāna","countries.Saint Lucia":"Sentlūsija","countries.Liechtenstein":"Lihtenšteina","countries.Sri Lanka":"Šrilanka","countries.Liberia":"Libērija","countries.Lesotho":"Lesoto","countries.Lithuania":"Lietuva","countries.Luxembourg":"Luksemburga","countries.Latvia":"Latvija","countries.Libya":"Lībija","countries.Morocco":"Maroka","countries.Monaco":"Monako","countries.Moldova":"Moldova","countries.Montenegro":"Melnkalne","countries.Saint Martin":"Senmartēna","countries.Madagascar":"Madagaskara","countries.Marshall Islands":"Māršala Salas","countries.Macedonia":"Ziemeļmaķedonija","countries.Mali":"Mali","countries.Myanmar":"Mjanma","countries.Mongolia":"Mongolija","countries.Macao":"Makao","countries.Northern Mariana Islands":"Ziemeļu Marianas Salas","countries.Martinique":"Martinika","countries.Mauritania":"Mauritānija","countries.Montserrat":"Montserrata","countries.Malta":"Malta","countries.Mauritius":"Maurīcija","countries.Maldives":"Maldīvija","countries.Malawi":"Malāvija","countries.Mexico":"Meksika","countries.Malaysia":"Malaizija","countries.Mozambique":"Mozambika","countries.Namibia":"Namībija","countries.New Caledonia":"Jaunkaledonija","countries.Niger":"Nigēra","countries.Norfolk Island":"Norfolkas Sala","countries.Nigeria":"Nigērija","countries.Nicaragua":"Nikaragva","countries.Netherlands":"Nīderlande","countries.Norway":"Norvēģija","countries.Nepal":"Nepāla","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Jaunzēlande","countries.Oman":"Omāna","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Francijas Polinēzija","countries.Papua New Guinea":"Papua-Jaungvineja","countries.Philippines":"Filipīnas","countries.Pakistan":"Pakistāna","countries.Poland":"Polija","countries.Saint Pierre and Miquelon":"Senpjēra un Mikelona","countries.Pitcairn":"Pitkēma","countries.Puerto Rico":"Puertoriko","countries.Palestine":"Palestīna","countries.Portugal":"Portugāle","countries.Palau":"Palau","countries.Paraguay":"Paragvaja","countries.Qatar":"Katara","countries.Reunion":"Reinjona","countries.Romania":"Rumānija","countries.Serbia":"Serbija","countries.Russia":"Krievija","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Saūda Arābija","countries.Solomon Islands":"Zālamana Salas","countries.Seychelles":"Seišelas","countries.Sudan":"Sudāna","countries.Sweden":"Zviedrija","countries.Singapore":"Singapūra","countries.Saint Helena":"Sv. Helēnas Sala","countries.Slovenia":"Slovēnija","countries.Svalbard and Jan Mayen":"Svalbāra un Jana Majena Sala","countries.Slovakia":"Slovākija","countries.Sierra Leone":"Sjerraleone","countries.San Marino":"Sanmarīno","countries.Senegal":"Senegāla","countries.Somalia":"Somālija","countries.Suriname":"Surinama","countries.South Sudan":"Dienvidsudāna","countries.Sao Tome and Principe":"Santome un Prinsipi","countries.El Salvador":"Salvadora","countries.Sint Maarten":"Sentmartēna","countries.Syria":"Sīrija","countries.Swaziland":"Svazilenda","countries.Turks and Caicos Islands":"Tērksas un Kaikosas Salas","countries.Chad":"Čada","countries.French Southern Territories":"Francijas Dienvidu teritorijas","countries.Togo":"Togo","countries.Thailand":"Taizeme","countries.Tajikistan":"Tadžikistāna","countries.Tokelau":"Tokelau","countries.East Timor":"Austrumtimora","countries.Turkmenistan":"Turkmenistāna","countries.Tunisia":"Tunisija","countries.Tonga":"Tonga","countries.Turkey":"Turcija","countries.Trinidad and Tobago":"Trinidāda un Tobāgo","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Taivāna","countries.Tanzania":"Tanzānija","countries.Ukraine":"Ukraina","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"ASV Mazās Aizjūras salas","countries.United States":"Amerikas Savienotās Valstis","countries.Uruguay":"Urugvaja","countries.Uzbekistan":"Uzbekistāna","countries.Vatican":"Vatikāns","countries.Saint Vincent and the Grenadines":"Sentvinsenta un Grenadīnas","countries.Venezuela":"Venecuēla","countries.British Virgin Islands":"Britu Virdžīnu salas","countries.U.S. Virgin Islands":"ASV Virdžīnu salas","countries.Vietnam":"Vjetnama","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Volisa un Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosova","countries.Yemen":"Jemena","countries.Mayotte":"Majota","countries.South Africa":"Dienvidāfrika","countries.Zambia":"Zambija","countries.Zimbabwe":"Zimbabve","cw2020.common.resources":"Vajadzīgie resursi","cw2020.common.soundtrack":"Programmēšanas nedēļas fonogramma","cw2020.common.moves":"Kustības","cw2020.common.dance-example":"Programmēšanas nedēļas dejas piemērs","cw2020.common.organizer-guide":"Organizatora ceļvedis","cw2020.title.0":"EU Code Week","cw2020.title.1":"2020. gada programmēšanas nedēļa","cw2020.intro":"Šogad programmēšanas nedēļa ir no 10. līdz 25. oktobrim. Ņemot vērā pašreizējo situāciju veselības aizsardzībā, šogad vairāk programmēšanas nedēļas nodarbju piedāvāsim tiešsaistē. Mēs rīkosim jaunas jautras un saviesīgas nodarbes, kurās var iesaistīties no tālienes – mājās vai skolā","cw2020.online-activities.title":"Piedāvātās atklātās tiešsaistes nodarbes","cw2020.online-activities.subtitle.0":"lai būtu vieglāk piedalīties programmēšanas nedēļas nodarbēs, esam izveidojuši","cw2020.online-activities.subtitle.1":"kalendāru,","cw2020.online-activities.subtitle.2":"kurā ir izceltās tiešsaistes nodarbes","cw2020.online-activities.section1.title":"Kas ir tiešsaistes nodarbe?","cw2020.online-activities.section1.content":"Tiešsaistes nodarbe ir kura katra nodarbe, ko jūs ievadāt vai reģistrējat programmēšanas nedēļas vietnē – ar tādu atšķirību, ka tā risināsies tiešsaistē. Doma ir atvieglināt cilvēkiem dalību tikai tiešsaistē rīkotajās programmēšanas nodarbībās un darbsemināros, nepakļaujot briesmām viņu veselību","cw2020.online-activities.section2.title":"Izceltās atklātās nodarbes","cw2020.online-activities.section2.content":"Ja vēlaties, varat savās tiešsaistes nodarbēs ielaist ikvienu. Cilvēki no visas pasaules varēs piedalīties atklātās tiešsaistes nodarbēs angliski vai vietējā valodā. Mēs atlasīsim pašas aizraujošākās tiešsaistes nodarbes, kuras ir pieejamas ikvienam, un tās izcelsim savas vietnes pasākumu kalendārā","cw2020.online-activities.section3.title":"Ko tas nozīmē dalībniekiem","cw2020.online-activities.section3.content.0":"Varēsit katru programmēšanas nedēļas dienu pārlūkot","cw2020.online-activities.section3.content.1":"kalendārā","cw2020.online-activities.section3.content.2":"un iesaistīties nodarbēs, kuras jūs interesē visvairāk. Izcelto pasākumu temati atšķiras: no semināriem par robotiku, e-mācību kursiem un tīmekļsemināriem līdz programmēšanas apmācībai un daudz kam citam. Nu tad – ņemiet kaut ko!","cw2020.dance.title":"Programmēšanas nedēļas deja","cw2020.dance.subtitle":"Vai programmētāji tiešām nemāk dejot? Atzīmējot 2020. gada programmēšanas nedēļu, mēs ierosinām jaunu nodarbi – uzdevumu “programmēšanas nedēļas deja” #EUCodeWeekDance","cw2020.dance.section1.title":"Kas var iesaistīties?","cw2020.dance.section1.content.0":"Ikviens – no skolām, skolotājiem, bibliotēkām līdz programmētāju klubiem, uzņēmumiem un varas iestādēm – tiek aicināts nosvinēt 2020. gada ES programmēšanas nedēļu, sarīkojot pasākumu #EUCodeWeekDance un to iekļaujot","cw2020.dance.section1.content.1":"Programmēšanas nedēļas kartē","cw2020.dance.section2.title":"Kā piedalīties?","cw2020.dance.section2.content":"Izvēlieties vienu no pieciem nodarbju veidiem vai ierosiniet savu! Lai kuru nodarbi jūs izvēlētos, neaizmirstiet to iezīmēt mūsu kartē!","cw2020.dance.activity1.title":"Ieprogrammē kādu no draugiem vai vecākiem – dators nav vajadzīgs","cw2020.dance.activity1.subtitle":"Programmēšana ļauj vadīt elektronisku ierīci. Bet tehniskā ziņā elektronika programmēšanai nav vajadzīga. Tās vietā “noķeriet” sev partneri – tas var būt klasesbiedrs, draugs, kāds no vecākiem vai pat skolotājiem – un dodiet viņam precīzus norādījumus par to, kā izpildāma programmēšanas nedēļas deja #EUCodeWeekDance","cw2020.dance.activity1.resources.0":"Code.org norādījumi par beztehnoloģijas ballītes rīkošanu","cw2020.dance.activity1.resources.1":"Īsa pamācība cilvēkrobota programmēšanā","cw2020.dance.activity2.title":"Vizuālā programmēšana","cw2020.dance.activity2.subtitle":"Programmē savu programmēšanas nedēļas deju lietotnē “Scratch”. Use the Code Week characters or make your own in Scratch and programme them to do the #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"“Scratch” programmēšanas nedēļas dejas #EUCodeWeekDance projekta piemērs","cw2020.dance.activity2.resources.1":"Programmēšanas nedēļas personāžs","cw2020.dance.activity2.resources.2":"Code.org norādījumi tēla iedzīvināšanā","cw2020.dance.activity2.resources.3":"Code.org norādījumi deju vakara rīkošanā","cw2020.dance.activity2.resources.4":"Dalies projektā ar mums šajā “Scratch” studijā.","cw2020.dance.activity3.title":"Tekstuālā programmēšana","cw2020.dance.activity3.subtitle":"Izveido programmēšanas nedēļas dejas #EUCodeWeekDance tēmu programmēšanas valodā “Python” vai “JavaScript” un programmējamās mūzikas radīšanas platformā, kā “EarSketch” vai “Sonic Pi”","cw2020.dance.activity3.resources.0":"Apmācība mūzikas veidošanā ar “EarSketch”","cw2020.dance.activity3.resources.1":"Apmācība mūzikas radīšanā ar “Sonic Pi”","cw2020.dance.activity4.title":"Robotika","cw2020.dance.activity4.subtitle":"Ieprogrammē savu robotu sekot taviem norādījumiem un izpildīt programmēšanas nedēļas deju","cw2020.dance.activity4.resources.0":"Apmācība robotu programmēšanā","cw2020.dance.activity5.title":"Dzīvās dejas uzdevums","cw2020.dance.activity5.subtitle":"Uzņem video, kur tu, tava kompānija vai tavs robots redzams dejojam programmēšanas nedēļas deju #EUCodeWeekDance, to kopīgo tīklā “Instagram” un pamēģini kļūt populārs un laimēt kādas programmēšanas nedēļas balviņas! Ir interese? Dari soli pa solim:","cw2020.dance.activity5.resources.0":"Ieraksti video ar “Instagram Stories”","cw2020.dance.activity5.resources.1":"Seko","cw2020.dance.activity5.resources.2":"programmēšanas nedēļai @CodeWeekEU tīklā “Instagram”","cw2020.dance.activity5.resources.3":"piemini programmēšanas nedēļu @CodeWeekEU savā dejas videostāstā, noteikti izmantojot tēmturi #EUCodeWeekDance","cw2020.dance.outro.0":"Uzvarētājus izraudzīs ik dienas un izziņos mūsu “Instagram” kanālā “Stāstos” (Stories), tāpēc neaizmirstiet regulāri pārskatīt saņemtos paziņojumus – kādu dienu var laimēties","cw2020.dance.outro.1":"Deja #EUCodeWeekDance balstās uz","cw2020.dance.outro.2":"Odu kodam","cw2020.dance.outro.3":"ko 2015. gadā komponējis Brendans Paolīni, bet deju ir izveidojusi Bjanka Marija Berardi, ideju aizņemdamās no Urbīno Universitātes datorsistēmu profesora Alesandro Boljolo","cw2020.treasure-hunt.title":"Programmēšanas nedēļas bagātību medības","cw2020.treasure-hunt.subtitle.0":"Šī ir spēle lietotnē Telegram, kas ir ne tikai vienkārša iesācējiem, bet arī pārbaudījums, kas liks iesvīst pat pieredzējušiem dalībniekiem","cw2020.treasure-hunt.subtitle.1":"Programmēšanas nedēļas bagātību medības","cw2020.treasure-hunt.subtitle.2":"ir spēle, ko vislabāk spēlēt datorā ar mobilo tālruni rokā. Spēlē jums liks risināt programmēšanas uzdevumus un jūs iepazīstinās ar Eiropas programmēšanas vēsturi, datorzinātni un datortehniku","cw2020.treasure-hunt.section.title":"Lai spēli sāktu,","cw2020.treasure-hunt.section.content.0":"jāielādē savā ierīcē lietotne “Telegram” Tā ir pieejama","cw2020.treasure-hunt.section.content.1":"“Desktop”","cw2020.treasure-hunt.section.content.2":"Spēli var spēlēt galda datorā, klēpjdatorā vai viedtālrunī. Iesakām spēlēt datorā, lai varētu “Telegram” lietotnē tālrunī saņemt norādījumus un risināt programmēšanas uzdevumus","cw2020.treasure-hunt.section.content.3":"Spēlē šādi:","cw2020.treasure-hunt.section.content.4":"spēli atver","cw2020.treasure-hunt.section.content.5":"un ielasa kvadrātkodu, kas aizvedīs uz lietotni “Telegram” un dos pirmos norādījumus","cw2020.treasure-hunt.section.content.6":"Lai uzvarētu, jāizpilda 10 programmēšanas uzdevumi un Eiropas kartē jāsameklē 10 vietas, kas saistās ar programmēšanas izcelšanos un tehnoloģiju","cw2020.treasure-hunt.section.content.7":"Pēc spēles kopīgojiet savu rezultātu ar draugiem, izmantojot tēmturi #EUCodeWeek, un mudiniet arī viņus uzspēlēt un kaut ko iemācīties par programmēšanas vēsturi. Redzēs, kuram būs labākais rezultāts.","cw2020.treasure-hunt.section.content.8":"“Programmēšanas nedēļas bagātību medības” ir Urbīno Universitātes datorsistēmu profesora Alesandro Boljolo izstrādāto sākotnējo ES programmēšanas nedēļas bagātību medību. gada virtuālā versija Varat uzzināt vairāk par viņa spēles sākotnējo versiju, iegriežoties mūsu","cw2020.treasure-hunt.section.content.9":"emuārā","cw2020.kick-off.title":"Starts – 2020. gada 8. oktobrī","cw2020.kick-off.content.0":"2020. gada programmēšanas nedēļas virtuālais starts tiks dots 8. oktobrī plkst. 17.00 pēc Viduseiropas laika. Notikumu straumēs “Facebook Live”, “Instagram TV” un “YouTube Live”","cw2020.kick-off.content.1":"Uzstāsies šādi viesrunātāji:","cw2020.kick-off.content.2":"ES Komisijas loceklis, kura pārziņā ir iekšējais tirgus","cw2020.kick-off.content.3":"ES Komisijas loceklis, kura pārziņā ir inovācija, pētniecība, kultūra, izglītība un jaunatnes lietas","cw2020.kick-off.content.4":"“Scratch” radītājs un mācīšanās pētniecības profesors no “MIT Media Lab”,","cw2020.kick-off.content.5":"“Hello Ruby” autors un ilustrators","cw2020.kick-off.content.6":"un","cw2020.kick-off.content.7":"franču bezpeļņas organizācijas “E-mma” vadītājs – tā veicina dzimumu dažādību tehnoloģiju jomā","cw2020.kick-off.content.8":"Un, ja ar to nebūs gana, programmēšanas nedēļas kolektīvs arī reklamēs vietnes jaunās iezīmes, resursus un problēmas","cw2020.kick-off.content.9":"Urbīno Universitātes datorsistēmu profesors un","cw2020.kick-off.content.10":"programmēšanas nedēļas sūtņu koordinators","cw2020.kick-off.content.11":"sīkāk pastāstīs par programmēšanas nedēļas virtuālajām bagātību medībām","cw2020.kick-off.content.12":"Un xxx jūs uzmundrinās pirms #EUCodeWeekDance uzdevuma izpildes","cw2020.kick-off.content.13":"Mēs arī sazināsimies ar skolām un studentiem dažādās Eiropas malās, kuri dalīsies programmēšanas stāstos un apmainīsies domām ar viesrunātājiem","cw2020.kick-off.content.14":"Arī jums būs iespēja kopīgot savas domas un idejas un uzdot jautājumus. Jums tikai jāpieslēdzas mūsu tiešstraumei","cw2020.kick-off.content.15":"vai","cw2020.kick-off.content.16":"2020. gada 8. oktobrī plkst. 17.00–18.30 CET jāizsakās vai jātvīto ar tēmturi #EUCodeWeek","cw2020.get-involved.title":"Kā iesaistīties","cw2020.get-involved.subtitle":"Jau vēlaties programmēt? Ja vēlaties piebiedroties ES programmēšanas nedēļas kopienai, bet nezināt, ar ko sākt, aplūkojiet šos resursus, kas jums palīdzēs sākt darbu tā, lai jūs paspētu uz mūsu ikgadējiem oktobra svētkiem","cw2020.get-involved.content.0":"Kā sākt darbu programmēšanas nedēļā","cw2020.get-involved.content.1":"Kā pievienot programmēšanas nedēļas nodarbi","cw2020.get-involved.content.2":"Īsa pamācība","cw2020.get-involved.content.3":"Dziļais masīvais atklātais tiešsaistes kurss","cw2020.get-involved.content.4":"Coding@Home sērija","edit.title":"Rediģējiet savu #EUCodeWeek pasākumu","edit.required_fields":"Obligāti aizpildāmie lauki ir norādīti ar * zvaigznīti. Jūs varat pievienot pasākumu savā vietējā valodā.","edit.description":"Apraksts","edit.audience":"Auditorija","edit.theme":"Tēma","edit.location":"Vieta","edit.website":"Tīmekļa vietne","edit.contact":"Kontaktinformācija","edit.tags":"Tagi","edit.image":"Attēls","edit.help":"Lielāku attēlu izmērs tiks mainīts līdz 256 x 512 pikseļiem. Maksimālais augšupielādes izmērs ir 256 x 1024.","edit.aspect":"Ar kuru programmēšanas aspektu būs saistīts jūsu pasākums?","edit.address":"Ierakstiet adresi vai noklikšķiniet tālāk uz kartes, lai iestatītu atrašanās vietu.","edit.privacy_disclaimer.header":"Jūsu kontaktinformācija","edit.privacy_disclaimer.text_1":"Šī informācija būs redzama tikai ","edit.privacy_disclaimer.link_1":"ES programmēšanas nedēļas vēstniekiem","edit.privacy_disclaimer.text_2":` un programmēšanas nedēļas - organizatoriem, kuri - pārbaudīs pasākumu pirms tā parādīšanās kartē un sazināsies ar jums, ja būs - nepieciešama rediģēšana vai - aptauja pēc pasākuma statistikas ieguvei.`,"edit.privacy_disclaimer.contact_email":"Jūsu e-pasts saziņai","edit.edit":"Rediģēt pasākumu","event.main_title":"Pievienojiet savu #EUCodeWeek pasākumu","event.button":"Pievienot notikumu","event.howto":"Kā organizēt savu pasākumu","event.required":"Obligāti aizpildāmie lauki ir norādīti ar * zvaigznīti. Jūs varat pievienot pasākumu savā vietējā valodā.","event.audience_title":"Auditorija","event.theme_title":"Tēma","event.scoreboard_by_country":"Rezultāts","event.get_involved":"Iesaistieties","event.organize_or_support_events":"Organizējiet vai atbalstiet pasākumus savā pilsētā","event.or_contact_your":"vai sazinieties ar","event.eu_code_week_ambassadors":"ES programmēšanas nedēļas vēstniekiem","event.show_events_for":"Parādīt pasākumus, kuru mērķauditorija ir šāda: ","event.who":"Kam šis pasākums ir paredzēts?","event.tags":"Tagi","event.image":"Attēls","event.start.label":"Sākuma datums","event.start.placeholder":"Kad šī aktivitāte sākas?","event.end.label":"Beigu datums","event.end.placeholder":"Kad šī aktivitāte beidzas?","event.organizer.label":"Organizācijas nosaukums","event.organizer.placeholder":"Organizācija, kurā jūs strādājat vai esat brīvprātīgais","event.website.label":"Organizētāja tīmekļa vietne","event.website.placeholder":"Vai jums ir tīmekļa vietne ar papildu informāciju?","event.description.label":"Apraksts","event.description.placeholder":"Īsi aprakstiet plānoto darbību.","event.contact.label":"Kontaktpersonas e-pasts","event.contact.placeholder":"Šis e-pasts tiks izmantots svarīgai sarakstei par ES programmēšanas nedēļu.","event.contact.explanation":"Saziņai norādītais e-pasts būs redzams tikai ES programmēšanas nedēļas vēstniekiem un programmēšanas nedēļas organizatoriem, kuri pārbaudīs pasākumu pirms tā parādīšanās kartē un sazināsies ar jums, ja būs nepieciešama rediģēšana vai aptauja pēc pasākuma statistikas ieguvei.","event.public.label":"Publiski pieejams e-pasts","event.public.placeholder":"Vai vēlaties norādīt saziņai paredzētu e-pastu?","event.title.label":"Aktivitātes nosaukums","event.title.placeholder":"Kāds ir šīs aktivitātes nosaukums?","event.address.label":"Adrese","event.address.placeholder":"Kur šī aktivitāte notiek?","event.organizertype.label":"Organizācijas tips","event.organizertype.placeholder":"Atlasiet organizatora tipu","event.organizertype.school":"Skola","event.organizertype.library":"Bibliotēka","event.organizertype.non profit":"Bezpeļņas organizācija","event.organizertype.private business":"Privāts uzņēmums","event.organizertype.other":"Cits","event.audience.Pre-school children":"Pirmsskolas vecuma bērni","event.audience.Elementary school students":"Pamatskolas skolēni","event.audience.High school students":"Vidusskolas skolēni","event.audience.Graduate students":"Studenti","event.audience.Post graduate students":"Maģistrantūras vai doktorantūras studenti","event.audience.Employed adults":"Strādājoši pieaugušie","event.audience.Unemployed adults":"Bezdarbnieki","event.audience.Other (see description)":"Cits (skatiet aprakstu)","event.audience.Teachers":"Skolotāji","event.theme.Basic programming concepts":"Programmēšanas pamatjēdzieni","event.theme.Web development":"Tīmekļa izstrāde","event.theme.Mobile app development":"Mobilo lietotņu izstrāde","event.theme.Software development":"Programmatūras izstrāde","event.theme.Data manipulation and visualisation":"Datu manipulēšana un vizualizācija","event.theme.Robotics":"Robotika","event.theme.Hardware":"Aparatūra","event.theme.Other":"Cits","event.theme.Unplugged activities":"Aktivitātes bez datora","event.theme.Playful coding activities":"Rotaļas tipa programmēšanas aktivitātes","event.theme.Art and creativity":"Māksla un jaunrade","event.theme.Visual/Block programming":"Vizuālā/bloku programmēšana","event.theme.Game design":"Spēļu dizains","event.theme.Internet of things and wearable computing":"Lietiskais internets un valkājamā skaitļošanas tehnika","event.theme.3D printing":"3D drukāšana","event.theme.Augmented reality":"Paplašinātā realitāte","event.theme.Artificial intelligence":"Mākslīgais intelekts","event.theme.Motivation and awareness raising":"Motivācijas un informētības palielināšana","event.theme.Promoting diversity":"Daudzveidības veicināšana","event.codeweek_for_all_participation_code.title":"“PROGRAMMĒŠANAS NEDĒĻA VISIEM” KODS","event.codeweek_for_all_participation_code.explanation":"Ja esat saņēmis “Programmēšanas nedēļa visiem” (Code Week 4 All) kodu no skolas, kolēģa vai drauga, lūdzu, ielīmējiet to šeit. Ja jums tāda nav, lūdzu, atstājiet šo lauku tukšu. 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Apskatiet ","eventdetails.email.body_2":"pasākumu ","eventdetails.edit":"Rediģēt pasākumu","eventdetails.note":"PIEZĪME: ","eventdetails.pending_warning":"Šo pasākumu vēl pārskata ","eventdetails.pending_link":"moderatori","eventdetails.nearby_upcoming_events":"Nākamie netālu notiekošie pasākumi:","eventreports.reports_by":"Pasākumi, par kuriem vēl jāpaziņo ","eventreports.no_reports":"Vēl nav neviena pasākuma, par kuru jāpaziņo.","eventreports.report":`Tālāk norādītie pasākumi ir jau sākušies vai beigušies. Norādiet pāris ciparus - pasākuma statistikai un pieprasiet savu programmēšanas nedēļas dalībnieka sertifikātu. Jūs - saņemsiet vienu sertifikātu par katru pasākumu.`,"guide.title":"Rokasgrāmata","guide.organise_activity":"Organizējiet savu pasākumu ar #EUCodeWeek","guide.register_activity":"Reģistrējiet savu pasākumu šeit","guide.what.title":"Kas ir ES programmēšanas nedēļa?","guide.what.content":'

    ES programmēšanas nedēļa ir iedzīvotāju kustība, ko vada brīvprātīgie un atbalsta Eiropas Komisija. Ikviens — skolas, skolotāji, bibliotēkas, programmēšanas pulciņi, uzņēmumi, valsts iestādes — var noorganizēt #EUCodeWeek pasākumu un pievienot to codeweek.eu kartē.

    ',"guide.what_you_need_organise.title":"Kas ir vajadzīgs, lai noorganizētu pasākumu?","guide.what_you_need_organise.items.1":"Grupa cilvēku, kuriem ir vēlme mācīties. Piemēram, tie var būt jūsu draugi, bērni, pusaudži, pieaugušie, kolēģi, vecāki vai vecvecāki. Atcerieties, ka jau divi cilvēki ir grupa!","guide.what_you_need_organise.items.2":"Skolotāji vai pasniedzēji, kuriem nav sveša programmēšana un kas prot mācīt un iedvesmot citus. Dalībnieku skaits ir atkarīgs no pasākuma veida un lieluma.","guide.what_you_need_organise.items.3":"Vieta, kur mācīties. Pasākumu rīkošanai lieliski piemērotas ir klases, bibliotēkas, konferenču telpas un dažādas sabiedriskas telpas.","guide.what_you_need_organise.items.4":"Datori un interneta pieslēgums. Atkarībā no mērķgrupas var lūgt, lai dalībnieki paņem līdzi paši savus klēpjdatorus.","guide.what_you_need_organise.items.5":'Programmēšana bez datora. Lai iemācītos domāt kā programmētājs, nemaz nav vajadzīgs dators un interneta pieslēgums. Sākumā apskatiet mūsu Moduli par programmēšanu bez datora.',"guide.what_you_need_organise.items.6":`Mācību materiāli. Parādiet dalībniekiem, cik interesanti var būt pašiem kaut ko radīt. Iepazīstieties ar mūsu resursu sarakstu un mācību moduļiem ar video pamācībām un mācību plāniem un pielāgojiet tos savas grupas vajadzībām.`,"guide.what_you_need_organise.items.7":`Reģistrējiet dalībniekus. Ja pieejamais vietu skaits ir ierobežots, reģistrēšanai var izmantot tiešsaistes rīkus, piemēram, Google Forms vai Eventbrite.`,"guide.what_you_need_organise.items.8":'Neaizmirstiet pievienot savu pasākumu Programmēšanas nedēļas kartē!',"guide.how_to.title":"Kā organizēt pasākumu?","guide.how_to.items.1":"Jūs paši nosakāt sava programmēšanas pasākuma formātu, bet mēs iesakām iekļaut laiku praktiskām nodarbībām, kad dalībnieki var nodoties neatkarīgam radošajam procesam un paķibināties ar aparatūru.","guide.how_to.items.2":'Izmantojiet rīkus un tehnoloģijas, kas piemērotas jūsu mērķgrupai. Iesakām lietot brīvi pieejamus atklātā pirmkoda materiālus.',"guide.how_to.items.3":"Iedrošiniet dalībniekus, lai viņi pasākuma noslēgumā pārējiem parāda un nodemonstrē, ko ir izveidojuši.","guide.how_to.items.4":`Izplatiet informāciju! Pastāstiet citiem sociālajos medijos, ko paveicāt savā pasākumā, izmantojot atsauces tagu #EUCodeWeek. Jūs arī varat dalīties ar informāciju ES programmēšanas nedēļas grupā skolotājiem un Twitter (@CodeWeekEU). Pastāstiet saviem draugiem, citiem pedagogiem, vietējai presei un sagatavojiet paziņojumu presei.`,"guide.how_to.items.5":'Neaizmirstiet pievienot savu pasākumu Programmēšanas nedēļas kartē!',"guide.material.title":"Reklāmas materiāli","guide.material.text":'

    Iepazīstieties ar jaunāko informāciju mūsu blogā un droši pielāgojiet jaunāko paziņojumu presei atbilstoši savām vajadzībām vai veidojiet savu:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Gatavojamies atzīmēt 2019. gada ES programmēšanas nedēļu (pieejams 29 valodās)',"guide.toolkits.title":"","guide.toolkits.communication_toolkit":"Komunikācijas rīkkopa","guide.toolkits.teachers_toolkit":"Rīkkopa skolotājiem","guide.questions.title":"Jautājumi?","guide.questions.content":'

    Ja jums ir jautājumi par #EUCodeWeek pasākuma organizēšanu un reklāmu, droši sazinieties ar kādu no ES programmēšanas nedēļas vēstniekiem no savas valsts.

    ',"hackathon-latvia.title":"EU Code Week HACKATΗON","hackathon-latvia.subtitle":"Īsteno savas idejas!","hackathon-latvia.misc.0":"Lasīt rīcības kodeksu un noteikumus","hackathon-latvia.misc.1":"Reģistrēšanās gan ES kodēšanas nedēļas hakatonam, gan blakuspasākumiem notiks rīkā EU Survey.","hackathon-latvia.misc.2":"Mūsu partneri","hackathon-latvia.sections.1.content.0":"Vai tavs sapnis ir izstrādāt pieprasītu lietotni? Vai zini, kā inovatīvi tehnoloģiju risinājumi var palīdzēt tavai skolai, pilsētai un reģionam? Ja vēlies kļūt par uzņēmēju vai tev ir satriecoša ideja, kuru vēlies parādīt pasaulei, tomēr nezini, ar ko sākt, tad tev ir paveicies!","hackathon-latvia.sections.1.content.1":"ES Programmēšanas nedēļas hakatonā ","hackathon-latvia.sections.1.content.2":"dalībnieki 24 stundu laikā radīs tehnoloģisku risinājumu jauniešiem aktuālai problēmai. Desmit labākās komandas tiks izvirzītas finālam un saņems papildu apmācības un mentoru atbalstu. Hakatona fināls norisināsies septembrī vai oktobrī, un tā uzvarētājs balvā saņems stilīgu IT aprīkojumu un mentoru atbalstu prototipa turpmākai izveidei. Katras hakatona dalības valsts uzvarētāji iegūs iespēju prezentēt savu ideju Eiropas līmeņa žūrijai ES Programmēšanas nedēļas laikā, no 2021. gada 9. līdz 24. oktobrim.","hackathon-latvia.sections.1.content.3":"Dalība ES Programmēšanas nedēļas hakatonā veicinās jauniešu zinātkāri, radošumu, iedrošinās sākt uzņēmējdarbību un ļaus īstenot savas idejas.","hackathon-latvia.sections.2.title":"Ko sagaidīt?","hackathon-latvia.sections.2.content.0":"Ekspertu konsultācijas","hackathon-latvia.sections.2.content.1":"Darbseminārus","hackathon-latvia.sections.2.content.2":"Interesantas aktivitātes","hackathon-latvia.sections.2.content.3":"Iespēju iepazīties ar līdzīgi domājošiem cilvēkiem","hackathon-latvia.sections.2.content.4":"Iespēju iegūt apmācības un mentoru atbalstu, kā arī IT aprīkojumu","hackathon-latvia.sections.2.content.5":"Iespēju piedalīties fināla hakatonā un iepazīties ar labāko ideju autoriem","hackathon-latvia.sections.3.content.0":"Reģistrējieties jau tagad","hackathon-latvia.sections.3.content.1":"ES kodēšanas nedēļas hakatons Latvijā","hackathon-latvia.sections.3.content.2":"un realizējiet savas idejas!","hackathon-latvia.sections.4.title":"Iesaki hakatona izaicinājumu","hackathon-latvia.sections.4.content.0":"Vai vēlies, lai Latvija būtu draudzīga un ilgtspējīga inovāciju vieta tās iedzīvotājiem? Ierosini izaicinājumu, kuram hakatona laikā komandas varētu radīt risinājumu. Piedāvā konkrētu izaicinājumu, kas ir nozīmīgs tev, tavai skolai, pilsētai vai kopienai.","hackathon-latvia.sections.4.content.1":"IETEIKT IZAICINĀJUMU","hackathon-latvia.sections.4.content.2":"Balsošana par izvirzītajiem izaicinājumiem Latvijā sāksies 30. aprīlī.","hackathon-latvia.sections.5.title":"Balsojiet par izaicinājumiem, kuri tiks “uzlauzti”","hackathon-latvia.sections.5.content.0":"ES kodēšanas nedēļas hakatona mērķis ir parādīt, kā konkrēti risinājumi tiek realizēti, pateicoties jauniešu radošumam, entuziasmam, inovācijām un kodēšanas prasmēm. “Konkrēti” nozīmē risināt reālas problēmas – tās, kas skar jūs, jūsu skolu, kopienu, pilsētu vai problēmas jūsu reģionā.","hackathon-latvia.sections.5.content.1":"Balsojiet par to, kas jums šķiet vissvarīgāk!","hackathon-latvia.sections.5.content.2":"Finālā risināmais izaicinājums tiks paziņota hakatona sākumā.","hackathon-latvia.sections.6.title":"Izaicinājums","hackathon-latvia.sections.6.content.0":"ES kodēšanas nedēļas hakatona mērķis ir parādīt, kā konkrēti risinājumi tiek realizēti, pateicoties jauniešu radošumam, entuziasmam, jaunajām idejām un kodēšanas prasmēm. “Konkrēti” nozīmē risināt reālas problēmas – tās, kas skar jūs, jūsu skolu, kopienu, pilsētu vai problēmas jūsu reģionā.","hackathon-latvia.sections.6.content.1":"Publiskas balsošanas rezultātā Latvijas hakatonā risināmais izaicinājums ir:","hackathon-latvia.sections.6.content.2":"Publiskas balsošanas rezultātā Latvijas hakatonā risināmais izaicinājums bija:","hackathon-latvia.sections.7.title":"Resursu centrs","hackathon-latvia.sections.8.title":"Programma","hackathon-latvia.sections.8.content.0.0":"ES Programmēšanas nedēļas hakatons","hackathon-latvia.sections.8.content.0.1":"norisināsies trīs kārtās","hackathon-latvia.sections.8.content.1":"Pirmā kārta notiks tiešsaistē 24 stundu garumā. Šajā kārtā vidusskolēni vecumā no 15 līdz 19 gadiem sacentīsies komandās, lai atrisinātu vietēja mēroga izaicinājumu.","hackathon-latvia.sections.8.content.2":"Izaicinājums tiks izvēlēts no jauniešu iesniegtajām problēmām pirms pirmās kārtas, un tiks paziņots hakatona pirmajā dienā.","hackathon-latvia.sections.8.content.3":"Hakatonā komandām tiks dots vienāds laiks, zinošu mentoru atbalsts un piekļuve informācijai, lai atrisinātu izaicinājumu.","hackathon-latvia.sections.8.content.4":"Pēc 24 stundu ilga darba katra komanda prezentēs savu risinājumu ekspertu žūrijai, kura izvēlēsies 10 komandas, kuras tiksies finālā. Trīs labākās komandas papildu saņems vērtīgas balvas no hakatona atbalstītajiem. Pirmās vietas ieguvēji iegūs Raspberry Pi 4 Model B Starter Kit komplektus no IT Izglītības fonda, otrās vietas ieguvēji iegūs Arduino Starter KIT no IT Izglītības fonda, savukārt trešās vietas ieguvēji iegūs DRONIE dronus no IT uzņēmuma “Cognizant Latvia”.","hackathon-latvia.sections.8.content.5":"Atceries, komandas savā starpā sacenšas un komandai vieta finālā nav garantēta pat tad, ja tā ir veiksmīgi atrisinājusi izaicinājumu. Izvēloties uzvarētājus, žūrija ņems vērā risinājuma novitāti, ieguldīto darbu un prototipa kvalitāti.","hackathon-latvia.sections.8.content.6":"Desmit labākās komandas vasarā varēs turpināt izstrādāt savu prototipu, piedalīties bezmaksas apmācībās par izstrādi un lietotāja pieredzes dizainu (UX Design), kā arī saņemt mentoru konsultācijas tiešsaistē.","hackathon-latvia.sections.8.content.7":"Hakatons notiks tiešsaistē no 2021. gada 1. oktobrī.","hackathon-latvia.sections.8.content.8":"Šajā kārtā desmit labākās komandas rudenī tiksies 12 stundu hakatonā un sacentīsies par valstī labāko jauno hakeru titulu, stilīgu IT aprīkojumu un iespēju saņemt papildu mentoru konsultācijas.","hackathon-latvia.sections.9.title":"Praktiska informācija","hackathon-latvia.sections.9.content.0":"Hakatons notiks tiešsaistē no 2021. gada 1. oktobrī.","hackathon-latvia.sections.9.content.1":"Dalība hakatonā ir bezmaksas.","hackathon-latvia.sections.10.title":"Žūrija un mentori","hackathon-latvia.sections.10.content.0":"Iedomājies sevi vienā telpā kopā ar dizaineriem, autoriem, programmētājiem un uzņēmējdarbības mentoriem, kur jūs visus vieno kopīgas intereses un degsme. ES Programmēšanas nedēļas hakatonā Latvijā kopā pulcēsies uzņēmējdarbības, tehnoloģiju, riska kapitāla un izglītības pasaules vadošie pārstāvji, kā arī vietējā, valsts un ES mēroga līderi, influenceri un kouči, lai sniegtu tev padomu, atbalstītu tevi un tavu komandu šī intensīvā hakatona gaitā.","hackathon-latvia.sections.10.content.1":"Reģistrējieties jau tagad","hackathon-latvia.sections.10.content.2":"ES kodēšanas nedēļas hakatonam","hackathon-latvia.sections.10.content.3":"un dariet visu, kas ir jūsu spēkos!","hackathon-latvia.sections.11.title":"Blakuspasākumi","hackathon-latvia.sections.11.content.0":"Šīs tēmas jūs interesē, bet jūs nemākat kodēt? Reģistrējieties mūsu blakuspasākumiem un sajūtiet kodēšanas, inovāciju, uzņēmējdarbības gara un citu dalībai digitālajā pasaulē būtisko iemaņu sniegto prieku. Kodēšanas nedēļas hakatona blakuspasākumi, tostarp dažādu veidu darbsemināri, notiks no maija līdz oktobrim. Dalība ir bezmaksas, reģistrējoties šeit. Nāciet un uzziniet vairāk.","hackathon-latvia.sections.11.events.makex.title.0":"Apmācību kurss robotikā, MakeX/MakeBlock","hackathon-latvia.sections.11.events.makex.title.1":"1. apmācību kurss robotikā — Ievads robotikā un robotikas sacensībās, MakeX/MakeBlock","hackathon-latvia.sections.11.events.makex.title.2":"2. apmācību kurss robotikā — Programmēšana un aparatūras uzbūve, MakeX/MakeBlock","hackathon-latvia.sections.11.events.makex.title.3":"3. apmācību kurss robotikā — Panākumus nesoša mentorēšana, MakeX/MakeBlock","hackathon-latvia.sections.11.events.makex.content.0":"MakeX, globāla robotikas sacensību platforma, piedāvā visaptverošu apmācību kursu robotikā skolotājiem un mentoriem, kurus interesē praktiskā mācīšanās, STEAM izglītība (integrēta dabaszinātņu, tehnoloģiju, inženierzinātņu, mākslas un matemātikas mācīšana), programmēšana un robotikas sacensības visu vecumu skolēniem, izmantojot vismodernāko programmatūru un aparatūru kā mBot2, laserbox un mBlock5.","hackathon-latvia.sections.11.events.makex.content.1":"No ievada robotikā, programmēšanā un aparatūras uzbūvē līdz panākumus nesošai mentorēšanai: jūs aizraus projektos balstītās mācīšanās pieeja un jūs uzzināsiet, kā palīdzēt skolēniem izmantot modernās platformas, lai atrisinātu reālās dzīves problēmas. Aicinām piedalīties skolotājus, kuri ir atbildīgi par robotikas kursu skolā! Jūs gūsiet padziļinātu izpratni par programmēšanu, datoristisko domāšanu, pedagoģijas konceptiem, robotu aparatūru un traucējummeklēšanas tehnikām.","hackathon-latvia.sections.11.events.makex.content.2":"šeit","hackathon-latvia.sections.11.events.makex.content.3":"lai reģistrētos!","hackathon-latvia.sections.11.events.makex.content.4":"Vairāk informācijas:","hackathon-latvia.sections.11.events.makex.content.5":"https://www.makex.cc/en","hackathon-latvia.sections.11.events.makex.dates.0":"Datums: 1. jūnijs, plkst. 11.00 (CEST) -> noklikšķiniet","hackathon-latvia.sections.11.events.makex.dates.1":"Datums: 3. jūnijs, plkst. 11.00 (CEST) -> noklikšķiniet","hackathon-latvia.sections.11.events.makex.dates.2":"Datums: 8. jūnijs, plkst. 11.00 (CEST) -> noklikšķiniet","hackathon-latvia.sections.12.title":"Par CODEWEEK.EU","hackathon-latvia.sections.12.content.0":"ES kodēšanas nedēļa (#EUCodeWeek) ir vietējā mēroga brīvprātīgo kustība, kuras mērķis ir veicināt digitālo līdzekļu lietošanas prasmes, organizējot ar kodēšanu un datorzinātni saistītas aktivitātes. Tā iedvesmo un iesaista cilvēkus jaunu ideju un inovāciju veidošanā nākotnei. Aktivitātes ","hackathon-latvia.sections.12.content.1":"ES kodēšanas nedēļas ietvaros","hackathon-latvia.sections.12.content.2":"notiek visā pasaulē no 9. oktobra līdz 24. oktobrim. ","hackathon-latvia.sections.12.content.3":"ES kodēšanas nedēļas hakatona mērķis ir parādīt, kā konkrēti risinājumi tiek realizēti, pateicoties jauniešu radošumam, entuziasmam, jaunajām idejām un kodēšanas prasmēm. Hakatonu veidotājs un līdzorganizators ir","hackathon-latvia.sections.12.content.4":"Eiropas Komisija","hackathon-latvia.sections.12.content.5":"un vietējie","hackathon-latvia.sections.12.content.6":"ES kodēšanas nedēļas vēstnieki","hackathon-latvia.sections.12.content.7":"Iniciatīvu finansē","hackathon-latvia.sections.12.content.8":"Eiropas Parlaments","hackathon-latvia.sections.12.content.9":"Uzzināt vairāk","hackathon-latvia.sections.winners.0":"Apsveicam visus ES programmēšanas nedēļas hakatona pirmās kārtas dalībniekus! Mums bija patiess prieks būt kopā ar jums. Ceram, ka jūs izbaudījāt pasākumu tik pat ļoti kā mēs.","hackathon-latvia.sections.winners.1":"Īpaši sveicieni uzvarētāju komandām. Priecāsimies satikties hakatona finālā, 1.oktobrī, ar šīm komandām ","hackathon-latvia.sections.winners.2":"Uz tikšanos! Mentoru atbalsts un lieliskas balvas garantētas!","hackathon-latvia.sections.winners.3":"Visbeidzot, katras valsts uzvarētāji tiksies trešajā kārtā, kur katras valsts labākā komanda prezentēs savu risinājumu Eiropas žūrijai ES Programmēšanas nedēļas ietvaros laikā 2021. gada 9. līdz 24. oktobrim. Eiropas čempions baudīs ne tikai slavu, bet arī saņems balvā papildu IT aprīkojumu. ","hackathon-latvia.sections.focus.0":"Par ES programmēšanas nedēļas hakatonu :","hackathon-latvia.sections.focus.1":"Ievads par ES programmēšanas nedēļas hakatonu","hackathon-latvia.sections.focus.2":"ES programmēšanas nedēļas hakatona izaicinājuma paziņošana","hackathon-latvia.sections.focus.3":"ES programmēšanas nedēļas hakatona komandu prezentācijas","hackathon-latvia.sections.focus.4":"ES programmēšanas nedēļas hakatona uzvarētāju paziņošana","hackathon-latvia.sections.mentors.1.0":"Līna Sarma ","hackathon-latvia.sections.mentors.1.1":"Datorzinātniece un radošā programmētāja, Rīga Tech Girls līdzradītāja.","hackathon-latvia.sections.mentors.2.0":"Jānis Mozgis","hackathon-latvia.sections.mentors.2.1":"Vecākais izstrādātājs","hackathon-latvia.sections.mentors.2.2":"aizrauj skaisti nostrādāts kods.","hackathon-latvia.sections.mentors.3.0":"Jānis Cimbulis","hackathon-latvia.sections.mentors.3.1":"Front-end izstrādātājs, Learn IT programmēšanas skolas pasniedzējs. ","hackathon-latvia.sections.mentors.4.0":"Anžela Džafarova","hackathon-latvia.sections.mentors.4.1":"Jauniešu programmēšanas skolas Datorium direktore. Digitālo iemaņu trenere, ES programmēšanas nedēļas vadošais pedagogs Latvijā.","hackathon-latvia.sections.mentors.5.0":"Elchin Jafarov","hackathon-latvia.sections.mentors.5.1":"Jauniešu programmēšanas skolas Datorium dibinātājs.Digitālā transformācija, datu automatizācija, biznesa inteliģence.","hackathon-latvia.sections.mentors.6.0":"Jānis Knets","hackathon-latvia.sections.mentors.6.1":"Tehniskais arhitekts Accenture Latvia, vairāk nekā 10 gadu pieredze IT vidē strādājot ar pasaules līmeņa uzņēmumiem","hackathon-latvia.sections.mentors.7.0":"Ance Kancere","hackathon-latvia.sections.mentors.7.1":"Projektu vadītāja IT Izglītības fondā, programmēšanas un dizaina un tehnoloģiju skolotāja","hackathon-latvia.sections.mentors.8.0":"Kaspars Eglītis","hackathon-latvia.sections.mentors.8.1":"Latvijas Universitātes Datorikas fakultātes projektu studijas DF LAB Administrators & Accenture Jr Inovāciju projektu vadītājs","hackathon-latvia.sections.mentors.9.0":"Paula Elksne","hackathon-latvia.sections.mentors.9.1":"RTU RBS Bakalaura programmu direktora vietniece","hackathon-latvia.sections.mentors.10.0":"Linda Sinka","hackathon-latvia.sections.mentors.10.1":"Learn IT bērnu programmēšanas skolas dibinātāja, ES Programmēšanas nedēļās vēstniece Latvijā","hackathon-latvia.sections.mentors.11.0":"Gundega Dekena","hackathon-latvia.sections.mentors.11.1":"DevOps speciāliste Accenture Latvia palīdz pasaules klases uzņēmumiem ieviest mākoņpakalpojumus. Programmēšanas skolotāja un vienīgā oficiālā GitHub Campus padomniece Baltijā.","hackathon-latvia.sections.mentors.12.0":"Emīls Sjundjukovs","hackathon-latvia.sections.mentors.12.1":"Datorzinātnieks, pētniecības un izstrādes daļas vadītājs biomedicīnas startup uzņēmumā Longenesis","hackathon-latvia.sections.mentors.13.0":"Pāvils Jurjāns","hackathon-latvia.sections.mentors.13.1":"IT uzņēmējs, programmēšanas inženieris, biznesa mentors, atvērto datu aizstāvis un tehnoloģiju entuziasts","hackathon-latvia.sections.mentors.14.0":"Krišjānis Nesenbergs","hackathon-latvia.sections.mentors.14.1":"Pētnieks EDI kiberfizikālo sistēmu laboratorijā un tās vadītājs. Zema līmeņa/iegultās iekārtas un programmatūra, sensori, signālapstrāde un mašīnmācīšanās praktiskiem pielietojumiem no valkājamām ierīcēm līdz pašbraucošajiem auto.","hackathon-latvia.sections.mentors.15.0":"Elina Ražena","hackathon-latvia.sections.mentors.15.1":"Learn IT bērnu programmēšanas skolas dibinātāja, ES Programmēšanas nedēļās vēstniece Latvijā","hackathon-latvia.sections.mentors.16.0":"Kristīne Šubrovska","hackathon-latvia.sections.mentors.16.1":"Grafiskā dizainere, piekļūstamības, UX/UI entuziaste. Novērtēju labu dizainu un pārdomātas, vienkāršas ilustrācijas","hackathon-latvia.sections.leaders.1.0":"Viesturs Sosārs","hackathon-latvia.sections.leaders.1.1":"pieredzējis uzņēmējs un inovāciju konsultants, TechHub Riga līdzdibinātājs","hackathon-latvia.sections.leaders.2.0":"Kārlis Jonāss","hackathon-latvia.sections.leaders.2.1":"Dizaina domātājs un treneris, pasniedz interaktīvus seminārus un darbnīcas par dizaina domāšanu un inovācijām.","hackathon-latvia.sections.leaders.3.0":"Pēteris Jurčenko","hackathon-latvia.sections.leaders.3.1":"UX dizainers, pieejamības entuziasts. Palīdzu iestādēm uzlabot un ieviest digitālos risinājumus, lai tie kļūtu efektīvāki.","hackathon-latvia.sections.leaders.title":"Darbnīcu vadītāji","hackathon-latvia.sections.after.0":"Un kas notiks pēc tam?","hackathon-latvia.sections.after.1":"Veiksmīgās komandas strādās pie saviem prototipiem un satiksies fināla hakatonā X, lai cīnītos par Latvijas hakatona uzvarētāja titulu. Sekojiet komandu jaunumiem šeit un sociālajos medijos! ","hackathon-latvia.sections.after.2":"ES kodēšanas nedēļas hakatons Latvijā deva iespēju gudriem, entuziasma pilniem jauniešiem likt lietā savas kodēšanas prasmes un radošās idejas, lai atrisinātu konkrētu vietēja mēroga izaicinājumu. Pēc pirmā 24 stundu hakatona uz nākamo kārtu devās līdz pat 10 komandām. Finālisti vasarā strādāja pie saviem prototipiem ar mentoru palīdzību un nu ir gatavi cīņai! Kodēšanas nedēļas hakatons noslēdzās ar prasmju, zināšanu un radošuma cīņu fināla hakatonā X septembrī/oktobrī [pilsēta].","hackathon-latvia.sections.after.3":"Uzvarētāji","hackathon-latvia.sections.after.4":"Skatīt visus uzvarētājus","hackathon-latvia.sections.after.5":"Galerija","hackathon-latvia.sections.after.6":"Aplūkot “jaunos hakerus” no Latvijas, darbojoties ES kodēšanas nedēļas hakatonā","hackathon-latvia.sections.after.7":"Atbalsta siena","hackathon-latvia.sections.after.8":"Paldies par tvītiem, pieminējumiem un visu hakatonu laikā sniegto atbalstu! Labākie momenti!","hackathon-latvia.sections.after.9":"Žūrija un mentori","hackathon-latvia.sections.after.10":"ES kodēšanas nedēļas hakatons Latvijā pulcēja kopā uzņēmējdarbības, IT, riska kapitāla, izglītības pasauļu vadošos pārstāvjus, kā arī vietējā, valsts un ES mēroga līderus, influencerus un koučus, lai sniegtu dalībniekiem padomu un atbalstu šī intensīvā maratona gaitā. Žūrijas locekļi tika izvēlēti, lai noteiktu uzvarētāju atbilstoši saistošajām vadlīnijām un sacensību noteikumiem.","hackathon-latvia.sections.after.11":"Lasīt vadlīnijas","hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"īstenojiet savas idejas!","hackathons.sections.1.title":"6 programmēšanas hakatoni, 6 izaicinājumi","hackathons.sections.1.content.1":"Vai tu dzīvo Grieķijā, Latvijā, Īrijā, Itālijā, Rumānijā vai Slovēnijā? Vai esi radošs, ambiciozs, un tevi interesē tehnoloģiju nākotne? Šī ir tava iespēja! Pievienojes vienam no ES Programmēšanas nedēļas hakatoniem un izstrādā inovatīvu risinājumu, kas ļaus tev nokļūt tehnoloģiskās revolūcijas priekšgalā!","hackathons.sections.1.content.2":"2021. gadā ES Programmēšanas nedēļa organizē sešus unikālus hakatonus un aicina 15–19 gadu vecus skolēnus pielietot savas prasmes, lai atrisinātu vietēja līmeņa izaicinājumu. Hakatona laikā 15 komandām tiks dots vienāds laiks, zinošu mentoru atbalsts un piekļuve informācijai, lai atrisinātu izaicinājumu. Pēc 24 stundām komandas prezentēs savu risinājumu ekspertu žūrijai, kas izvēlēsies tās 10 komandas, kuras iegūs iespēju turpināt darbu, izstrādāt prototipu, saņemt ekspertu konsultācijas un rudenī piedalīties hakatona finālā klātienē. Finālā komandas sacentīsies par IT aprīkojumu un iespēju saņemt mentoru palīdzību un apmācības, lai attīstītu savu prototipu turpmāk.","hackathons.sections.2.title":"Kā es varu piedalīties?","hackathons.sections.2.content.1":"Izvēlies savas valsts hakatonu, iepazīsties ar informāciju un reģistrējies. Reģistrēties vari vai nu viens pats, vai kā dalībnieks sešu cilvēku komandā. Ja pievienojies ar draugiem vai klasesbiedriem, reģistrējoties neaizmirsti norādīt komandas nosaukumu. Reģistrācija katras valsts hakatonam tiks organizēta atsevišķi, tāpēc seko līdzi aktuālajai informācijai par hakatonu savā valstī!","hackathons.sections.3.title":"Kas ir organizatori?","hackathons.sections.3.content.1":"ES Programmēšanas nedēļas hakatonus organizē Eiropas Komisija kopā ar vietējiem ","hackathons.sections.3.content.2":"ES Programmēšanas nedēļas vēstniekiem","hackathons.sections.3.content.3":", un tos finansē Eiropas Parlaments. Hakatona mērķis ir parādīt, kā īstenot konkrētus tehnoloģiju risinājumus, ļaujot vaļu jauniešu radošumam, entuziasmam, idejām un programmēšanas prasmēm.","hackathons.sections.4.title":"Kas notiks programmēšanas hakatonā?","hackathons.sections.4.content.1":"ES Programmēšanas nedēļas hakatons sāksies ar 24 stundu tiešsaistes hakatonu, kura laikā dalībniekiem būs iespēja saņemt atbalstu no pieredzējušiem mentoriem un piedalīties dažādos semināros, lai apgūtu jaunas zināšanas un prasmes. Hakatonā dalībniekiem būs iespēja savstarpēji iepazīties, satikt cilvēkus no Eiropas tehnoloģiju jomas un noslēgumā prezentēt savu risinājumu ekspertu žūrijai.","hackathons.sections.4.content.2":"Desmit labākās komandas turpinās dalību hakatonā un saņems apmācības un mentoru atbalstu visas vasaras garumā. Uzvarētāji piedalīsies fināla 12 stundu klātienes nacionālajā hakatonā septembrī vai oktobrī. Ja sabiedrības veselības situācija nepieļaus tikšanos klātienē, fināls notiks tiešsaistē.","hackathons.sections.5.title":"ES neprotu programmēt — ko es varu darīt?","hackathons.sections.5.content.1":"Paralēli hakatonam notiks semināri iesācējiem, kuri būs veltīti tādām tēmām kā programmēšanas pamati, robotika u. tml., lai dalībnieki varētu iepazīt algoritmisko domāšanu un apgūt programmēšanas pamatus. Papildu informācija par to, kā reģistrēties, ir sniegta tavas valsts vietējā lapā.","hackathons.sections.6.title":"Partneri","hackathons.sections.7.title":"Pievienojieties jautrībai!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Rumānija","hackathons.cities.1.date":"2021. gada 25.-26. septembris","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Īrija","hackathons.cities.2.date":"2021. gada 23.-24. septembris","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Itālija","hackathons.cities.3.date":"2021. gada 24.-25. septembris","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Grieķija","hackathons.cities.4.date":"2021. gada 9. oktobrī","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Slovēnija","hackathons.cities.5.date":"2021. gada 18.-19. septembris","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Latvija","hackathons.cities.6.date":"2021. gada 1. oktobrī","hackathons.final.1":"Fināls","hackathons.final.2":"2021. gada septembrī/oktobrī","home.about":"ES programmēšanas nedēļa ir iedzīvotāju iniciatīva, kuras mērķis ir iepazīstināt ikvienu ar programmēšanu un digitālo pratību interesantā un saistošā veidā.","home.when":"2024. gada 14.-27. oktobrī","home.when_text":"Iemācoties programmēt, mēs spējam labāk izprast strauji mainīgo pasauli ap mums, uzlabot savu izpratni par to, kā darbojas tehnoloģijas, un attīstīt prasmes un spējas, lai izpētītu jaunas idejas un radītu inovācijas.","home.school_banner_title":"Iesaisties!","home.school_banner_text":"Vai esat skolotājs?","home.school_banner_text2":"Noklikšķiniet šeit, lai uzzinātu, kā iesaistīties!","home.organize_activity_title":"Organizējiet pasākumus vai pievienojieties citu rīkotajiem","home.organize_activity_text":'Ikviens ir aicināts organizēt \u2028pasākumus vai pievienoties citu rīkotajiem pasākumiem. Izvēlieties tematu un mērķauditoriju un pievienojiet savu pasākumu kartei, vai arī meklējiet pasākumus savā reģionā.',"home.get_started_title":"Sāciet dalību","home.get_started_text":'Nezināt, kā sākt dalību? Apmeklējiet pasākumu organizēšanas lapu un lejupielādējiet mūsu rīkkopas organizētājiem, lai sagatavotos un izplatītu informāciju.',"home.access_resources_title":"Piekļūstiet resursiem un apmācībām","home.access_resources_text":'Ja īsti nezināt, kā organizēt pasākumu, apmeklējiet mūsu mācību resursu lapu un iepazīstieties ar mācību moduļu materiāliem, lai iegūtu vajadzīgo palīdzību un pielāgotus stundu plānus.',"locations.title":"Pasākumu norises vietas","locations.description.0":"Savam nākamajam pasākumam atlasiet norises vietu sarakstā VAI reģistrējiet jaunu norises vietu, izvēloties","locations.description.1":"pasākuma izveide","login.login":"Pieteikties","login.register":"Reģistrēties","login.github":"Pierakstīties ar Github","login.twitter":"Pierakstīties ar Twitter","login.facebook":"Pierakstīties ar Facebook","login.google":"Pierakstīties ar Google","login.azure":"Pierakstīties ar Azure","login.email":"E-pasts","login.password":"Parole","login.remember":"Atcerēties mani","login.forgotten_password":"Vai esat aizmirsis paroli?","login.no_account":"Vai jums vēl nav sava konta?","login.signup":"Reģistrēties","login.reset":"Atiestatīt paroli","login.send_password":"Nosūtīt paroles atiestatīšanas saiti","login.confirm_password":"Apstiprināt paroli","login.name":"vārds","menu.learn":"Mācīšanās","menu.teach":"Citu apmācība","menu.training":"Trenēšanās","menu.toolkits":"Prezentācijas un rīkkopas","menu.why":"KĀPĒC","menu.home":"Sākumlapa","menu.events":"Aktivitātes","menu.ambassadors":"Vēstnieks","menu.resources":"Resursi","menu.schools":"Skolas","menu.about":"Par","menu.blog":"emuārs","menu.news":"Jaunumi","menu.search":"Uzrakstiet un nospiediet Enter","menu.map":"Karte","menu.add_event":"Pievienot notikumu","menu.search_event":"Meklēt notikumus","menu.hello":"Sveicināti","menu.profile":"Profils","menu.pending":"Vēl neapstiprinātie notikumi","menu.your_events":"Manas aktivitātes","menu.your_certificates":"Mani sertifikāti","menu.report":"Ziņot par manām aktivitātēm","menu.volunteers":"Brīvprātīgie","menu.logout":"Iziet","menu.signin":"Pieteikties","menu.privacy":"Privātums","menu.participation":"Dalības sertifikāts","menu.values":"Mūsu vērtības","menu.featured_activities":"Rodoma veikla","menu.codeweek2020":"2020 m. laida","mooc.free-online-courses":"Bezmaksas tiešsaistes kursi","mooc.intro":"ES programmēšanas nedēļa piedāvā profesionālās kvalifikācijas celšanas iespējas tiešsaistes kursu veidā. Mērķis ir palīdzēt skolotājiem ieviest programmēšanu un skaitļošanas tipa domāšanu mācību procesā.","mooc.icebreaker.title":"Ievada “iesildīšanās” kurss","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"ES programmēšanas nedēļa iesildīšanās kurss","mooc.icebreaker.text.2":"ir piecu stundu garš mācību kurss angļu valodā, kas domāts ikvienam, kuru interesē programmēšanas un skaitļošanas tipa domāšanas pamati. Dalībnieki iemācās izraisīt jauniešos ziņkāri un inovāciju garu, veidojot viņus par digitāliem radītājiem. Kurss palīdz dalībniekiem atklāt skaitļošanas tipa domāšanas sniegtās priekšrocības un nozīmi, kā programmēšanas vietu mūsu ikdienas dzīvē. Turklāt tas nodrošina idejas, bezmaksas mācību materiālus un resursus, kas palīdzēs izveidot izglītojošas aktivitātes bērniem jebkurā laikā un vietā — jo īpaši programmēšanas nedēļas laikā.","mooc.icebreaker.text.3":"Lai piedalītos šajā kursā, nav vajadzīga programmēšanas pieredze vai zināšanas, tikai zinātkāra attieksme.","mooc.icebreaker.registration.0":"Reģistrēties kursam var šeit,","mooc.icebreaker.registration.1":"un tas norisināsies no 2020. gada 16. septembris un 30. oktobris. Lūdzam ņemt vērā, ka, lai reģistrētos, ir jāizveido European Schoolnet Academy konts.","mooc.icebreaker.check-out":"Apskatiet 2019. gada izdevumu.","mooc.deep-dive.title":"Padziļinātais “dzīļu” kurss","mooc.deep-dive.text.0":"ES programmēšanas dzīļu tiešsaistes kurss ir 25 stundu ilgs kurss angļu valodā, kas sniedz skolotājiem iespēju iepazīties ar programmēšanas principiem un gūt zināšanas un pārliecību, lai veidotu vienkāršas, aizraujošas un interaktīvas programmēšanas aktivitātes saviem studentiem. Skolotāji iepazīst ES programmēšanas nedēļas bezmaksas","mooc.deep-dive.text.1":"resursus","mooc.deep-dive.text.2":"un mācību materiālus, kas ir pieejami 29 valodās, un konkrētus programmēšanas aspektus, piemēram, skaitļošanas tipa domāšanu, aktivitātes bez datora izmantošanas, kā arī nebeidzamās iespējas, ko sniedz robotika, uzlabošana (tinkering) un veidošana, vizuālās programmēšanas valodas, lietojumprogrammu radīšana un daudz kas vairāk.","mooc.deep-dive.course-link":"Apskatiet 2019. gada “dzīļu” kursu.","mooc.social-media.0":"Sekojiet","mooc.social-media.1":"ES programmēšanas nedēļai sociālajos plašsaziņas līdzekļos,","mooc.social-media.2":"lai uzzinātu, kad sāksies nākamais kurss","myevents.created_by":"Visu pasākumu izveidotājs: ","myevents.no_events.first_call_to_action":"Jūs vēl neesat pievienojis nevienu pasākumu. Vai vēlaties","myevents.no_events.first_link":"to izdarīt","myevents.no_events.second_call_to_action":"vai izlasīt mūsu ","myevents.no_events.second_link":"ceļvedi organizatoriem","myevents.view":"skatīt","myevents.status.APPROVED":"APSTIPRINĀTS","myevents.status.REJECTED":"NORAIDĪTS","myevents.status.PENDING":"GAIDA APSTIPRINĀJUMU","myevents.status.REPORTED":"PAZIŅOTS","pagination.previous":"Iepriekšējais","pagination.next":"Nākamais","participation.title":"Sagatavojiet dalības sertifikātus savai klasei","participation.phrase1":"Veidlapā norādiet skolēnu vārdus, atdalot tos ar komatu, lai saņemtu individuālus dalības sertifikātus.","participation.names.label":"Uz sertifikāta norādāmie vārdi","participation.names.help":"Dalībnieku vārdus atdaliet ar komatu","participation.event_name.label":"Pasākuma nosaukums","participation.event_name.help":"Uz sertifikāta norādāmais pasākuma nosaukums","participation.event_date.label":"Pasākuma datums","participation.event_date.help":"Uz sertifikāta norādāmais pasākuma datums","participation.submit":"Sagatavot sertifikātus","participation.thanks_page.title":"Jūsu sertifikāti ir gatavi!","participation.thanks_page.phrase1":"Noklikšķiniet uz šīs saites, lai lejupielādētu zip failu ar visiem sertifikātiem.","passwords.password":"Parolēs ir jābūt vismaz sešām rakstzīmēm, un apstiprinājumam tās jānorāda divreiz.","passwords.reset":"Parole ir atiestatīta!","passwords.sent":"Mēs esam nosūtījuši jums paroles atiestatīšanas saiti!","passwords.token":"Šis paroles atiestatīšanas kods ir nederīgs.","passwords.user":"Mēs nevaram atrast lietotāju ar šādu e-pasta adresi.","privacy-statement-contact.subtitle":"Šajā paziņojumā par privātumu ir sniegta informācija par jūsu persondatu apstrādi un aizsardzību.","privacy-statement-contact.processing-operation.0":"Apstrādes darbība","privacy-statement-contact.processing-operation.1":"Programmēšanas nedēļas vēstnieku, vadošo skolotāju pārvaldība un darbību reģistrācija tīmekļvietnē","privacy-statement-contact.data-processors.0":"Datu apstrādātāji","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. un EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Informācija par persondatu apstrādi Programmēšanas nedēļas vēstnieku, vadošo skolotāju pārvaldībai un darbību reģistrācijai tīmekļvietnē.","privacy-statement-contact.3-legal_process.0":'Apstrādes darbības likumīgums: G.2. nodaļa vāc, uzglabā un publicē jūsu persondatus, jo jūs sniedzāt nepārprotamu piekrišanu, ar ķeksīti atzīmējot laukumu, kad reģistrējāties, lai kļūtu par Programmēšanas nedēļas vēstnieku, vadošo skolotāju, vai kad pieteicāties, lai reģistrētu pasākumu vietnē saistībā ar Eiropas Programmēšanas nedēļu.',"privacy-statement-contact.4-collect_data.0":"Attiecīgie obligātie persondati, kas tiek vākti par vēstniekiem un vadošajiem skolotājiem, ir:","privacy-statement-contact.4-collect_data.1":"Vārds, uzvārds","privacy-statement-contact.4-collect_data.2":"E-pasta adrese","privacy-statement-contact.4-collect_data.3":"Parole","privacy-statement-contact.4-collect_data.4":"Attēls","privacy-statement-contact.4-collect_data.5":"Biogrāfija","privacy-statement-contact.4-collect_data.6":"Amata, kvalifikācijas pakāpes nosaukums","privacy-statement-contact.4-collect_data.7":"Vadošo skolotāju kvalifikācijas joma.","privacy-statement-contact.4-collect_data.8":"Saistībā ar darbības reģistrāciju obligāti vācamie persondati ir:","privacy-statement-contact.4-collect_data.9":"Organizācijas nosaukums","privacy-statement-contact.4-collect_data.10":"Organizācijas veids","privacy-statement-contact.4-collect_data.11":"Kontaktpersonas e-pasta adrese","privacy-statement-contact.4-collect_data.12":"Šo datu sniegšana ir obligāta, lai kļūtu par Programmēšanas nedēļas vēstnieku, vadošo skolotāju vai reģistrētu darbību Programmēšanas nedēļas tīmekļvietnē.","privacy-statement-contact.4-collect_data.13":"Turklāt vēstnieki un vadošie skolotāji var brīvprātīgi sniegt šādus persondatus:","privacy-statement-contact.4-collect_data.14":"Sociālo mediju konti","privacy-statement-contact.4-collect_data.15":"Darbību organizatori var brīvprātīgi sniegt šādus datus:","privacy-statement-contact.4-collect_data.16":"Kontaktpersonas publiskā e-pasta adrese","privacy-statement-contact.4-collect_data.17":"Organizatora tīmekļvietne","privacy-statement-contact.4-collect_data.18":"“Programmēšanas nedēļa visiem” kods","privacy-statement-contact.4-collect_data.19":"Darbību organizētājus lūdzam ņemt vērā, ka jūsu valsts attiecīgais vēstnieks vai G.2. nodaļa var izmantot persondatus, ko sniedzāt darbības reģistrēšanai, lai sazinātos ar jums par minēto darbību.","privacy-statement-contact.4-collect_data.20":"Jūs sniedzāt savus persondatus","privacy-statement-contact.4-collect_data.21":"Programmēšanas nedēļas tīmekļvietnes pieteikšanās lapā","privacy-statement-contact.4-collect_data.22":"un","privacy-statement-contact.4-collect_data.23":"darbības reģistrācijas lapā.","privacy-statement-contact.5-how_long.0":"Visi persondati tiks dzēsti no datubāzēm tad, ja izbeigsit dalību iniciatīvā, vai piecus gadus pēc iniciatīvas beigām.","privacy-statement-contact.6-protect_data.0":'Visi persondati elektroniskā formātā (e-pasti, dokumenti, datubāzes, augšupielādētas datu kopas utt.) glabājas Eiropas Komisijas vai tās darbuzņēmēju serveros. Visas apstrādes darbības tiek veiktas saskaņā ar Komisijas 2017. gada 10. janvāra Lēmumu (ES, Euratom) 2017/46 par komunikācijas un informācijas sistēmu drošību Eiropas Komisijā.',"privacy-statement-contact.6-protect_data.1":'Komisijas darbuzņēmējiem ir saistoša īpaša līguma klauzula par jūsu datu apstrādi Komisijas vārdā un konfidencialitātes nodrošināšanas pienākumi, kas izriet no Vispārīgās datu aizsardzības regulas transponēšanas ES dalībvalstīs (‘VDAR’ Regula (ES) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Lai aizsargātu jūsu persondatus, Komisija ir ieviesusi vairākus tehniskus un organizatoriskus pasākumus. Tehniskie pasākumi ietver piemērotas darbības, kas garantē drošību tiešsaistē un novērš tādus riskus kā datu zudumi, datu pārveidošana vai neatļauta piekļuve datiem, ņemot vērā ar persondatu apstrādi saistīto risku un apstrādāto persondatu veidu. Organizatoriskie pasākumi ietver piekļuves ierobežošanu, proti, šīs apstrādes darbības ietvaros piekļuve persondatiem tiek dota tikai pilnvarotām personām, kam ir pamatota nepieciešamība tos zināt.","privacy-statement-contact.7-access_data.0":"Komisijas darbinieki var piekļūt visiem jūsu sniegtajiem persondatiem, ievērojot principu, ka informācija ir zināma tikai tiem, kam tā nepieciešama darbam (princips “nepieciešamība zināt”). Turklāt arī mūsu darbuzņēmējiem piekļuve jūsu persondatiem tiek nodrošināta, ievērojot principu “nepieciešamība zināt”.","privacy-statement-contact.7-access_data.1":'Lai uzlabotu Programmēšanas nedēļas vēstnieka, vadošā skolotāja vai reģistrēto darbību popularitāti, visi jūsu persondati tiek publicēti šajā tīmekļvietnē.',"privacy-statement-contact.7-access_data.2":"Turklāt G.2. nodaļa var nodot jūsu kontaktinformāciju jebkuram sabiedrības loceklim vai ieinteresētajai personai, kam ar jums jāsazinās saistībā ar Programmēšanas nedēļu. Darbību organizētājus lūdzam ņemt vērā, ka jūsu valsts attiecīgais vēstnieks vai G.2. nodaļa var izmantot persondatus, ko sniedzāt darbības reģistrēšanai, lai sazinātos ar jums par minēto darbību.","privacy-statement-contact.8-rights.0":"Jūs esat piekritis sniegt savus persondatus G.2. nodaļai šīs apstrādes darbības vajadzībām. Jebkurā laikā piekrišanu varat atsaukt, par to informējot G.2. nodaļu, izmantojot e-pasta adresi CNECT-G2@ec.europa.eu. Atsaukums neietekmēs tās datu apstrādes likumību, kas veikta pirms piekrišanas atsaukšanas.","privacy-statement-contact.10-detailed-info.0":"Šī konkrētā apstrādes darbība ir iekļauta datu aizsardzības speciālista publiskajā reģistrā ar šādu iepriekš izstrādātu paziņojuma numuru: DPR-EC-02631 (“CNECT ĢD politikas, programmu un projektu kontaktpunktu pārvaldība”).","privacy-statement.title":"PERSONDATU AIZSARDZĪBA","privacy-statement.processing-operation.0":"Apstrādes darbība","privacy-statement.processing-operation.1":"Persondatu, kā arī IP adrešu apstrāde vietnē codeweek.eu, kurā iesaistīti publiski pieejamo tīmekļvietņu apmeklētāji.","privacy-statement.data-controller.0":"Datu pārzinis","privacy-statement.data-controller.1":"Eiropas Komisija, Komunikācijas tīklu, satura un tehnoloģiju ģenerāldirektorāts, G.2. nodaļa","privacy-statement.record-reference":"Atsauces numurs","privacy-statement.table-of-contents":"Satura rādītājs","privacy-statement.1-intro.title":"Ievads","privacy-statement.1-intro.items.1":'Eiropas Komisija (turpmāk “Komisija”) ir apņēmusies aizsargāt jūsu persondatus un ievērot jūsu privātumu. Komisija persondatus vāc un turpmāk apstrādā saskaņā ar Eiropas Parlamenta un Padomes 2018. gada 23. oktobra Regulu (ES) 2018/1725 par fizisku personu aizsardzību attiecībā uz personas datu apstrādi Savienības iestādēs, struktūrās, birojos un aģentūrās un par šādu datu brīvu apriti (ar ko atceļ Regulu (EK) Nr. 45/2001).',"privacy-statement.1-intro.items.2":"Šajā paziņojumā par privātumu ir paskaidroti jūsu persondatu apstrādes iemesli un tas, kā persondati tiek vākti, apstrādāti un aizsargāti, kā šī informācija tiek izmantota un kādas ir jūsu tiesības saistībā ar persondatiem. Tajā ir sniegta arī kontaktinformācija, ko var izmantot saziņai ar atbildīgo datu pārzini, pie kura var vērsties, ja vēlaties izmantot savas tiesības, kā arī datu aizsardzības speciālista un Eiropas Datu aizsardzības uzraudzītāja kontaktinformācija.","privacy-statement.1-intro.items.3.0":"Informācija par apstrādes darbību","privacy-statement.1-intro.items.3.1":"Datu apstrāde vietnē codeweek.eu","privacy-statement.1-intro.items.3.2":"ko veic Komisija, ir izklāstīta turpmāk.","privacy-statement.2-why.title":"Kāpēc un kā apstrādājam persondatus?","privacy-statement.2-why.items.0":"Apstrādes darbības nolūks","privacy-statement.2-why.items.1":"Komisijas Komunikāciju tīklu, satura un tehnoloģiju ģenerāldirektorāts piedāvā vairākas ārējās tīmekļvietnes. Tehniskā iestatne vāc un izmanto jūsu persondatus, lai varētu nodrošināt tīmekļvietnes, kas fiziski atrodas ārpus Komisijas kontrolētās mitināšanas infrastruktūras.","privacy-statement.2-why.items.2":"Jūsu persondatus neizmantos nedz automatizētai lēmumu pieņemšanai, nedz profilēšanai.","privacy-statement.3-legal_process.title":"Kāds ir jūsu persondatu apstrādes juridiskais pamats?","privacy-statement.3-legal_process.items.0":"Jūsu persondatus apstrādājam, balstoties uz vairākiem pamatiem:","privacy-statement.3-legal_process.items.1":'Regulas (ES) 2018/1725 5. panta 1. punkta a) apakšpunkts: šī apstrāde ir vajadzīga, lai izpildītu uzdevumu, ko veic sabiedrības interesēs vai īstenojot Savienības iestādei vai struktūrai likumīgi piešķirtās oficiālās pilnvaras.',"privacy-statement.3-legal_process.items.2":"Plašas sabiedrības informēšana ir uzdevums, kas izriet no pašas Eiropas Komisijas prerogatīvām iestāžu līmenī, kā paredzēts 58. panta 2. punkta d) apakšpunktā Padomes 2018. gada 18. jūlija Regulā (ES, Euratom) 2018/1046 par finanšu noteikumiem, ko piemēro Savienības vispārējam budžetam (OV L 193, 30.7.2018., 1. lpp.). Mēs nodrošinām, ka saskaņā ar piemērojamajiem datu aizsardzības tiesību aktiem attiecībā uz persondatu apstrādi tiek īstenoti atbilstoši un īpaši aizsardzības pasākumi.","privacy-statement.3-legal_process.items.3":'Regulas (ES) 2018/1725 5. panta 1. punkta d) apakšpunkts: apstrādes darbībām, kas ietver sīkfailus un autentifikāciju, ir vajadzīga jūsu piekrišana. Saskaņā ar Regulas (ES) 2018/1725 3. panta 15. punktu un 7. pantu piekrišanai jābūt brīvi sniegtai, konkrētai, apzinātai un viennozīmīgai.',"privacy-statement.3-legal_process.items.4":"Esam saņēmuši piekrišanu tieši no jums. Jūs to, iespējams, esat sniedzis pa e-pastu, e-reģistrācijas veidlapā vai kādā citā rakstiskā veidā.","privacy-statement.4-collect_data.title":"Kādus persondatus vācam un turpmāk apstrādājam?","privacy-statement.4-collect_data.items.0":"Lai veiktu šo apstrādes darbību,, G.2. nodaļa vāc šādu kategoriju persondatus:","privacy-statement.4-collect_data.items.1":"Interneta protokola adrese (IP adrese) vai tās ierīces identifikators, ko izmanto, lai piekļūtu tīmekļvietnei.","privacy-statement.4-collect_data.items.2":"Bez šīs apstrādes jūs nevarēsit izveidot tehnisku savienojumu starp savām ierīcēm un servera infrastruktūru un tāpēc nevarēsit piekļūt mūsu tīmekļvietnei.","privacy-statement.4-collect_data.items.3":"Lai jūs autentificētos šajā tīmekļvietnē, G.2. nodaļa vāc šādu kategoriju persondatus:","privacy-statement.4-collect_data.items.4":"E-pasta adrese","privacy-statement.4-collect_data.items.5":"Parole; vai","privacy-statement.4-collect_data.items.6":"Sociālo mediju autentifikācija.","privacy-statement.5-how_long.title":"Cik ilgi glabājam jūsu persondatus?","privacy-statement.5-how_long.items.0":"G.2. nodaļa glabā jūsu persondatus tikai tik ilgi, cik nepieciešams, lai sasniegtu to vākšanas vai turpmākas apstrādes mērķi, proti, kamēr ilgst pārlūkošanas sesija. Drošības apsvērumu dēļ IP adreses var tikt saglabātas pakalpojumu žurnāldatnēs vienu gadu. Kas attiecas uz analīzes rīku, IP adrese un ierīces identifikators (piemēram, IMEI numurs un WIFI MAC adrese) tiek dzēsti uzreiz pēc atslēgšanās.","privacy-statement.6-protect_data.title":"Kā aizsargājam un glabājam jūsu persondatus?","privacy-statement.6-protect_data.items.0":"Visi persondati elektroniskā formātā (e-pasta vēstules, dokumenti, datubāzes, augšupielādētu datu kopumi utt.) tiek uzglabāti Eiropas Komisijas serveros. Visas apstrādes darbības veic saskaņā ar","privacy-statement.6-protect_data.items.1":"Komisijas 2017. gada 10. janvāra Lēmumu (ES, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":"par komunikācijas un informācijas sistēmu drošību Eiropas Komisijā.","privacy-statement.6-protect_data.items.3":"Lai aizsargātu jūsu persondatus, Komisija ir ieviesusi vairākus tehniskus un organizatoriskus pasākumus. Tehniskie pasākumi ietver piemērotas darbības, kas garantē drošību tiešsaistē un novērš tādus riskus kā datu zudumi, datu pārveidošana vai neatļauta piekļuve datiem, ņemot vērā ar persondatu apstrādi saistīto risku un apstrādāto persondatu veidu. Organizatoriskie pasākumi ietver piekļuves ierobežošanu, proti, šīs apstrādes darbības ietvaros piekļuve persondatiem tiek dota tikai pilnvarotām personām, kam ir pamatota nepieciešamība tos zināt.","privacy-statement.7-access_data.title":"Kam persondati ir pieejami un kam tos izpauž?","privacy-statement.7-access_data.items.0":"Jūsu persondatiem var piekļūt Komisijas darbinieki, kas ir atbildīgi par šo datu apstrādes darbību, un pilnvaroti darbinieki, ievērojot principu, ka informācija ir zināma tikai tiem, kam tā nepieciešama darbam (princips “nepieciešamība zināt”). Šie darbinieki ievēro tiesību aktus un vajadzības gadījumā papildu vienošanos par konfidencialitāti.","privacy-statement.7-access_data.items.1":"Piekļuve jūsu persondatiem pēc principa “nepieciešamība zināt” var tikt nodrošināta arī ārējiem darbuzņēmējiem, kam ir noslēgts līgums ar attiecīgo Komisijas dienestu, kuram tīmekļvietnes pieder, un kas šā dienesta uzdevumā nodarbojas ar tīmekļvietņu veidošanu, uzturēšanu, pārvaldīšanu un arhivēšanu.","privacy-statement.7-access_data.items.2":"Informācija, ko vācam, netiks izpausta nevienai trešai personai, izņemot tiesību aktos prasītajā apmērā un gadījumos.","privacy-statement.8-rights.title":"Kādas ir jūsu tiesības un kā varat tās izmantot?","privacy-statement.8-rights.items.0":"Jums kā “datu subjektam” atbilstīgi Regulas (ES) 2018/1725 III nodaļas (14.–25. panta) noteikumiem ir konkrētas tiesības, proti, tiesības piekļūt saviem persondatiem, tos labot vai dzēst un tiesības ierobežot savu persondatu apstrādi. Attiecīgā gadījumā jums ir arī tiesības iebilst pret datu apstrādi un tiesības uz datu pārnesamību.","privacy-statement.8-rights.items.1":"Jums ir tiesības iebilst pret jūsu persondatu apstrādi, kas tiek likumīgi veikta saskaņā ar 5. panta 1. punkta a) apakšpunktu.","privacy-statement.8-rights.items.2":"Jūs esat piekritis sniegt savus persondatus šīs apstrādes darbības vajadzībām. Jebkurā laikā piekrišanu varat atsaukt, par to informējot G.2. nodaļu. Atsaukums neietekmēs pirms atsaukšanas veiktās datu apstrādes likumību.","privacy-statement.8-rights.items.3":"Savas tiesības varat izmantot, sazinoties ar datu pārzini vai — konflikta gadījumā — ar datu aizsardzības speciālistu. Ja vajadzīgs, varat vērsties pie Eiropas Datu aizsardzības uzraudzītāja. Kontaktinformācija ir sniegta turpmāk 9. punktā.","privacy-statement.8-rights.items.4":"Ja vēlaties izmantot savas tiesības saistībā ar vienu vai vairākām konkrētām apstrādes darbībām, norādiet tās savā pieprasījumā (t. i., miniet atsauces numuru, kas norādīts turpmāk 10. punktā).","privacy-statement.9-contact.title":"Kontaktinformācija","privacy-statement.9-contact.data-controller.title":"Datu pārzinis","privacy-statement.9-contact.data-controller.text":"Ja vēlaties izmantot savas tiesības atbilstīgi Regulai (ES) 2018/1725, izteikt piezīmes, jautājumus vai bažas vai iesniegt sūdzību par jūsu persondatu vākšanu un izmantošanu, lūdzam sazināties ar datu pārzini Eiropas Komisijas G.2. nodaļā, izmantojot šādu adresi","privacy-statement.9-contact.data-protection-officer.title":"Komisijas datu aizsardzības speciālists (DAS)","privacy-statement.9-contact.data-protection-officer.text":"Varat sazināties ar datu aizsardzības speciālistu (DATA-PROTECTION-OFFICER@ec.europa.eu) par jautājumiem, kas saistīti ar jūsu persondatu apstrādi atbilstīgi Regulai (ES) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Eiropas Datu aizsardzības uzraudzītājs (EDAU)","privacy-statement.9-contact.european-data-protection.text":'Jums ir tiesības vērsties pie Eiropas Datu aizsardzības uzraudzītāja, proti, iesniegt tam sūdzību (edps@edps.europa.eu), ja uzskatāt, ka jūsu persondatu apstrādes dēļ, kuru īstenojis datu pārzinis, ir pārkāptas jūsu tiesības, kas noteiktas Regulā (ES) 2018/1725.',"privacy-statement.10-detailed-info.title":"Kur var atrast sīkāku informāciju?","privacy-statement.10-detailed-info.items.0":'Komisijas datu aizsardzības speciālists publicē visu to Komisijas īstenoto persondatu apstrādes darbību reģistru, kuras ir dokumentētas un par kurām viņam ir paziņots. Reģistram var piekļūt, izmantojot šādu saiti: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Šī konkrētā apstrādes darbība ir iekļauta datu aizsardzības speciālista publiskajā reģistrā ar šādu atsauces numuru: DPR-EC-09706.1.","privacy.title":"JŪSU PERSONAS DATU AIZSARDZĪBA","privacy.1-intro.title":"1. Ievads","privacy.1-intro.items.1":"

    Eiropas Komisija (turpmāk tekstā “Komisija”) ir apņēmusies aizsargāt jūsu personas datus un cienīt jūsu privātumu. Komisija vāc un apstrādā personas datus saskaņā ar Eiropas Parlamenta un Padomes 2018. gada 23. oktobra Regulu (ES) 2018/1725 par fizisku personu aizsardzību attiecībā uz personas datu apstrādi Savienības iestādēs, struktūrās, birojos un aģentūrās un par šādu datu brīvu apriti (ar ko atceļ Regulu (EK) Nr. 45/2001).

    ","privacy.1-intro.items.2":"

    Šajā paziņojumā par konfidencialitāti ir paskaidrots datu vākšanas un apstrādes iemesls, veids, kādā mēs vācam, apstrādājam datus un nodrošinām visu sniegto personas datu aizsardzību, veids, kādā šī informācija tiek izmantota, un tas, kādas tiesības jūs varat izmantot attiecībā uz jūsu personas datiem (piekļuves, labošanas, bloķēšanas u. c. tiesības). Tajā ir arī sniegta tā atbildīgā datu pārziņa kontaktinformācija, sazinoties ar kuru jūs varat izmantot jūsu tiesības, kā arī datu aizsardzības speciālista un Eiropas Datu aizsardzības uzraudzītāja kontaktinformācija.

    ","privacy.1-intro.items.3":"

    Šis paziņojums par konfidencialitāti attiecas uz personas datu vākšanu un publicēšanu publiski pieejamajā tīmekļa vietnē Codeweek.eu attiecībā uz personām, kuras darbojas kā ES Programmēšanas nedēļas pasākumu kontaktpersonas (Programmēšanas nedēļas vēstnieki, izglītības ministriju koordinatori, vadošie skolotāji, kā arī darbību un pasākumu organizatori).

    ","privacy.2-why.title":"2. Kāpēc mēs apstrādājam jūsu datus?","privacy.2-why.items.1":"

    Eiropas Komisija vāc un publicē jūsu personas informāciju, lai ļautu ieinteresētajām organizācijām un personām vieglāk identificēt kontaktpersonas. Reālu personu norādīšana par kontaktpersonām ir labākais un efektīvākais veids, kā nodrošināt ieinteresētajiem cilvēkiem iespēju sazināties ar Komisijas dienestiem.

    ","privacy.2-why.items.2":"

    Jūsu personas dati netiks izmantoti nekādai automatizētai lēmumu pieņemšanai, tostarp profilēšanai.

    ","privacy.3-legal_process.title":"3. Uz kāda juridiskā pamata mēs apstrādājam jūsu personas datus?","privacy.3-legal_process.items.1":"

    Personas datu apstrādes darbības nolūkā publicēt kontaktpersonas ir likumīgas saskaņā ar Regulas (ES) 2018/1725 5. panta 1. punkta d) apakšpunktu, jo jūs devāt savu piekrišanu jūsu personas datu apstrādei tīmekļa veidlapā vai kad jūs piekritāt, ka mēs izmantojam jūsu e-pasta adresi un lietotājvārdu, ja jūs reģistrējāties, izmantojot sociālo tīklu.

    ","privacy.4-collect_data.title":"4. Kādus personas datus mēs vācam un apstrādājam?","privacy.4-collect_data.items.1":"

    Savāktie personas dati ir informācija, kas ļauj vieglāk identificēt jūs kā kontaktpersonu un padara jūs redzamāku sabiedrībai, proti: tituls, vārds, uzvārds, amats, darba pasta un e-pasta adreses, tālruņa numurs, attēls, sociālo mediju konts, biogrāfija.

    ","privacy.4-collect_data.items.2":"

    Jūs sniedzāt šos datus brīvprātīgi, aizpildot pieteikuma veidlapu.

    ","privacy.4-collect_data.items.3":"

    Noteiktu personas datu sniegšana ir obligāta, lai varētu publicēt pasākumus un/vai kontaktinformāciju tīmekļa vietnē codeweek.eu. Ja jūs nesniedzat savus personas datus, jūsu pasākums netiks publicēts un/vai jūs nevarēsiet piedalīties iepriekš minētajos tīklos.

    ","privacy.4-collect_data.items.4":"

    Visu citu personas datu sniegšana ir brīvprātīga.

    ","privacy.4-collect_data.items.5":"Piesakoties saņemt mūsu jaunumus, jūsu e-pasta adrese tiek pievienota ES programmēšanas nedēļas jaunumu adresātu sarakstam, kuru pārvalda Mailerlite.com. Lūdzu iepazīstieties ar Mailerlite privātuma politiku saitē https://www.mailerlite.com/legal/privacy-policy. Jūs varat atteikties no jaunumu saņemšanas jebkurā brīdī, nospiežot saiti “unsubscribe” mūsu sūtītajos e-pastos vai nosūtot e-pastu ar tematu “Unsubscribe” uz adresi info@codeweek.eu","privacy.5-how_long.title":"5. Cik ilgi mēs glabājam jūsu personas datus?","privacy.5-how_long.items.1":"

    Komisija glabā jūsu personas datus tikai tik ilgi, cik nepieciešams, lai īstenotu vākšanas vai apstrādes mērķi, kas norādīts 2. punktā, proti, tik ilgi, cik ilgi jūs darbojaties kā kontaktpersona.

    ","privacy.5-how_long.items.2":"

    Jūsu personas dati tiks dzēsti no publiski pieejamās tīmekļa vietnes, tiklīdz jūs beigsiet pildīt kontaktpersonas pienākumus, izņemot gadījumu, ja jūs piekritāt jūsu iekļaušanai datubāzē turpmākiem pasākumiem.

    ","privacy.6-protect_data.title":"6. Kā mēs aizsargājam jūsu personas datus?","privacy.6-protect_data.items.1":"

    Visus personas datus elektroniskā formātā (e-pasta ziņojumi, dokumenti, datubāzes, augšupielādētās datu kopas u. c.) glabā Eiropas Komisijas vai tās darbuzņēmēja serveros. Visas apstrādes darbības veic saskaņā ar Komisijas 2017. gada 10. janvāra Lēmumu (ES, Euratom) 2017/46 par komunikācijas un informācijas sistēmu drošību Eiropas Komisijā.

    ","privacy.6-protect_data.items.2":"

    Komisijas darbuzņēmējiem ir saistošs īpašs līguma noteikums par jebkādām jūsu personas datu apstrādes darbībām Komisijas uzdevumā, kā arī konfidencialitātes pienākumi, kas izriet no Vispārīgās datu aizsardzības regulas (Regula (ES) 2016/679) —“VDAR”) transponēšanas ES dalībvalstīs.

    ","privacy.6-protect_data.items.3":"

    Lai aizsargātu jūsu personas datus, Komisija ir izveidojusi dažādus tehniskus un organizatoriskus pasākumus. Tehniskie pasākumi ietver attiecīgas darbības attiecībā uz drošību tiešsaistē, datu zuduma risku, datu pārveidošanu vai neatļautu piekļuvi tiem, ņemot vērā risku, ko rada apstrāde un apstrādāto personas datu veids. Organizatoriski pasākumi ietver piekļuves personas datiem ierobežošanu, piešķirot piekļuves tiesības tikai pilnvarotām personām, kurām ir likumīga vajadzība zināt, lai varētu īstenot attiecīgo apstrādes darbību.

    ","privacy.7-access_data.title":"7. Kam ir piekļuve jūsu datiem un kam atklāj šos datus?","privacy.7-access_data.items.1":"

    Piekļuvi jūsu datiem sniedz tikai Komisijas darbiniekiem, kuri atbild par apstrādes darbības veikšanu, un pilnvarotiem darbiniekiem saskaņā ar principu “vajadzība zināt”. Šādi darbinieki ievēro ar tiesību aktiem noteiktas vienošanās un attiecīgos gadījumos arī papildu vienošanās par konfidencialitāti.

    ","privacy.7-access_data.items.2":"

    Konkrēti, visiem jūsu sniegtajiem personas datiem var piekļūt tīmekļa vietņu administratori (Komisijas darbinieki), kā arī citi Komisijas darbinieki saskaņā ar principu “vajadzība zināt”.. Tāpat jūsu personas informācija un informācija par pasākumiem tiks sniegta ES programmēšanas nedēļas vēstnieku un izglītības koordinatoru tīklu dalībniekiem, lai organizētu vietējos pasākumus vai nodrošinātu saziņu pēc pasākumiem.

    ","privacy.7-access_data.items.3":"

    Lai padarītu kontaktpersonas redzamākas, jūsu personas datus publicē bez piekļuves ierobežojumiem publiskajā tīmekļa vietnē: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Datu nosūtīšana trešām personām

    ","privacy.7-access_data.items.5":"

    Mūsu vāktā informācija netiks nodota trešām personām, izņemot tādā apmērā un nolūkā, kādā šādu nodošanu no mums var prasīt tiesību akti.

    ","privacy.8-rights.title":"8. Kādas ir jūsu tiesības un kā jūs varat tās izmantot?","privacy.8-rights.items.1":"

    Jums ir konkrētas tiesības kā “datu subjektam” saskaņā ar Regulas (ES) 2018/1725 III nodaļu (14. –25. pantu), jo īpaši tiesības piekļūt jūsu personas datiem, tiesības pieprasīt to labošanu vai dzēšanu, kā arī tiesības ierobežot jūsu personas datu apstrādi. Attiecīgos gadījumos jums ir arī tiesības iebilst pret personas datu apstrādi vai tiesības uz datu pārnesamību.

    ","privacy.8-rights.items.2":"

    Jūs esat piekritis(-usi) sniegt jūsu personas datus mums šīs apstrādes darbības veikšanai un jūs varat jebkurā laikā atsaukt jūsu piekrišanu, paziņojot par to datu pārzinim. Piekrišanas atsaukšana neietekmēs pirms atsaukšanas veiktās apstrādes likumību.

    ","privacy.8-rights.items.3":"

    Jūs varat izmantot jūsu tiesības, sazinoties ar datu pārzini vai, domstarpību gadījumā, ar datu aizsardzības speciālistu. Ja nepieciešams, jūs varat arī vērsties pie Eiropas Datu aizsardzības uzraudzītāja. Viņu kontaktinformācija ir sniegta turpmāk 9. sadaļā.

    ","privacy.9-contact.title":"9. Kontaktinformācija","privacy.9-contact.data-controller.title":"- Datu pārzinis","privacy.9-contact.data-controller.text":"

    Ja vēlaties izmantot jūsu tiesības saskaņā ar Regulu (ES) 2018/1725 vai ja jums ir komentāri, jautājumi vai bažas, vai ja jūs vēlaties iesniegt sūdzību par jūsu personas datu vākšanu un izmantošanu, lūdzu, sazinieties ar datu pārzini:

    ","privacy.9-contact.data-controller.address":"Komunikācijas tīklu, satura un tehnoloģiju ģenerāldirektorāts, Unit G2
    Building BU25
    B-1049 Brussels

    ","privacy.9-contact.data-controller.email":"E-pasts: ","privacy.9-contact.data-protection-officer.title":"- Komisijas datu aizsardzības speciālists (DAS)","privacy.9-contact.data-protection-officer.text":'

    Jūs varat sazināties ar datu aizsardzības speciālistu (DATA-PROTECTION-OFFICER@ec.europa.eu) attiecībā uz jautājumiem par jūsu personas datu apstrādi saskaņā ar Regulu (ES) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"- Eiropas Datu aizsardzības uzraudzītājs (EDAU)","privacy.9-contact.european-data-protection.text":'

    Jums ir tiesības vērsties pēc palīdzības (t. i., jūs varat iesniegt sūdzību) pie Eiropas Datu aizsardzības uzraudzītāja (edps@edps.europa.eu), ja uzskatāt, ka datu pārziņa veiktās jūsu personas datu apstrādes rezultātā ir pārkāptas jūsu tiesības, kas paredzētas Regulā (ES) 2018/1725.

    ',"remote-teaching.remote-teaching":"Attālinātā mācīšana","remote-teaching.intro.title":"Programmēšanas nedēļa un attālinātā mācīšana","remote-teaching.intro.text":"Attālinātās mācības var būt liels izaicinājums gan pasniedzējiem, gan mācību dalībniekiem, un ir jāpārvar daudz šķēršļu. Tomēr tas, ka mācību dalībnieki atrodas mājās, nebūt netraucē mācīt programmēšanu, skaitļošanas domāšanu un pat robotiku! Šeit ir sniegti daži ieteikumi un resursi, kas, mūsuprāt, varētu jums palīdzēt.","remote-teaching.intro.points.1":"ir īsu videoklipu, patstāvīgi veicamu uzdevumu, mīklu, aizraujošu spēļu un programmēšanas izaicinājumu kopums ikdienas lietošanai ģimenē un skolā.","remote-teaching.intro.points.2.0":"Programmēšana bez datora","remote-teaching.intro.points.2.1":"šeit ir atrodamas dažādas aktivitātes, ko varat viegli veikt mājās, lai apgūtu vai mācītu programmēšanu, izmantojot ikdienā pieejamus materiālus.","remote-teaching.intro.points.3.0":"Mācību moduļi","remote-teaching.intro.points.3.1":"šeit ir pieejami mācību moduļi jeb pamācības par ilgtspējīgu attīstību un mākslīgo intelektu, kuru mācību plāni ietver attālinātās mācīšanas sadaļas.","remote-teaching.intro.points.4.0":"Resursu krātuve","remote-teaching.intro.points.4.1":"daudzus mūsu krātuvē pieejamos resursus var izmantot arī attālinātās mācīšanas scenārijos. Šeit atrodami gan programmēšanas mācīšanas resursi, gan programmēšanas apgūšanas resursi.","remote-teaching.intro.points.5.0":"Tīmekļsemināri programmēšanai mājās","remote-teaching.intro.points.5.1":"vai zinājāt, ka programmēšanas nedēļa ir noorganizējusi vairākus tīmekļseminārus par to, kā apgūt un mācīt programmēšanu, esot mājās? Tie pieejami šeit!","remote-teaching.tips.title":"Septiņi padomi programmēšanas attālinātai mācīšanai","remote-teaching.tips.points.1.0":"Iepazīstieties ar koncepciju, programmēšanas valodu un programmatūru","remote-teaching.tips.points.1.1":"mācību dalībniekiem gandrīz patstāvīgi apgūstot koda izveidi un programmēšanu — izmēģinot un kļūdoties —, jums viņi jāvada un viņiem jāpalīdz atklāt kļūdas izveidotajā sintaksē. Esiet gatavs mainīties un pielāgoties, ja attiecīgais digitālais rīks vai programmēšanas valoda nedod gaidītos mācību rezultātus.","remote-teaching.tips.points.2.0":"Dodiet iespējas mācību dalībniekiem","remote-teaching.tips.points.2.1":"palīdziet mācību dalībniekiem pilnībā īstenot viņu potenciālu, pasniedzot motivējošas un jēgpilnas nodarbības. Ļaujiet viņiem likt lietā savas prasmes un radošumu, atļaujot pašiem izvēlēties savus projektus un gūstamos rezultātus. Turklāt iesakām raudzīties reālistiski un noteikt tādus mērķus, ko mācību dalībnieki spēj sasniegt.","remote-teaching.tips.points.3.0":"Rosiniet mācību dalībniekus strādāt grupās","remote-teaching.tips.points.3.1":`programmēšana grupās ir ne vien aizraujoša, bet arī palīdzēs dalībniekiem īstenot sarežģītākus un radošākus projektus. Turklāt attālinātā mācīšana dažiem dalībniekiem var šķist izolējoša, un darbs grupās to var novērst. Piemēram, varat izveidot tiešsaistes tikšanās telpas saviem mācību dalībniekiem, kur tie var strādāt grupās, vai arī varat izveidot savstarpējās novērtēšanas sistēmu, aicinot mācību dalībniekus sniegt un saņemt konstruktīvas atsauksmes par citu izstrādātiem projektiem. -`,"remote-teaching.tips.points.4.0":"Izpētiet iespējas programmēšanas apguvei izmantot atvērtā pirmkoda programmatūru un bezmaksas tiešsaistes platformas","remote-teaching.tips.points.4.1":"pastāv daudz kvalitatīvu, sīki izstrādātu un vienlaikus viegli lietojamu resursu programmēšanas apgūšanai un mācīšanai. Tie ir bezmaksas rīki, ko jūsu mācību dalībnieki var izmantot bez nepieciešamības iegādāties licences vai lejupielādēt programmatūru. To lielākā daļa ir atrodama programmēšanas nedēļas resursu krātuvē, un tie ir, piemēram, Scratch, App Inventor, Code.org, EarSketch, Sonic Pi utt. Kā parādīts programmēšanas nedēļas mācību moduļos, šos rīkus var izmantot jebkādos nolūkos!","remote-teaching.tips.points.5.0":"Nezaudējiet rotaļīgumu","remote-teaching.tips.points.5.1":"pirmajiem soļiem programmēšanas pasaulē ir jābūt interesantiem un aizraujošiem, un, lai gan pašlaik jums var nebūt iespēja ar šo aizrautību dalīties klātienē, tomēr pastāv veidi, kā spēlēties un kopā radīt jautrību! Piemēram, varat ierosināt mācību dalībniekiem nodarbības starpbrīdi, kurā kopīgi uzspēlēt CodyColor — izglītojošu vairākspēlētāju spēli, kura izstrādāta, lai spēles gaitā apgūtu skaitļošanas domāšanu.","remote-teaching.tips.points.6.0":"Simulējiet mijiedarbību reālā klasē","remote-teaching.tips.points.6.1":"tehnoloģijas ļauj vismaz daļēji atveidot tādu mijiedarbību, kāda notiktu klasē. Varat rosināt savus mācību dalībniekus noteiktos laikos ieslēgt kameras, virtuāli pacelt rokas, uzdot jautājumus video vai tērzēšanas logā, atbildēt uz digitālām aptaujām un viktorīnām utt. Šīm vajadzībām varat izmantot tādus digitālos rīkus kā Zoom, Microsoft Teams, GoToMeeting vai Jitsi, lai nodrošinātu tiešraides klases sesijas, un Kahoot, Mentimeter vai Google Forms, lai veidotu viktorīnas un nodrošinātu klases mijiedarbību. Šie risinājumi mācību dalībniekiem palīdzēs justies kā īstā klasē un veidot saikni ar saviem līdzbiedriem.","remote-teaching.tips.points.7.0":"Gādājiet pa materiālu fizisko un finansiālo pieejamību","remote-teaching.tips.points.7.1":"nodrošiniet, lai jūsu programmēšanas nodarbības būtu reālistiskas un iekļaujošas, gādājot par to, lai nepieciešamos materiālus var viegli atrast jebkurā mājsaimniecībā un tie ir pieejami visiem dalībniekiem (vai varat piedāvāt alternatīvas iespējas tiem, kam tādu nav). Piemēram, programmēšanai bez datora ir vajadzīgi tikai daži lēti materiāli, piemēram, šķēres, papīrs vai marķieri. Strādājot pie tiešsaistes programmēšanas uzdevumiem, pārliecinieties, vai visiem mācību dalībniekiem mājās ir planšetdators vai dators un uzticams interneta pieslēgums.","remote-teaching.tips.conclusion":"Kā apgūt un mācīt koda izveidi un programmēšanu attālinātās mācīšanas vidēs? Vai jums ir kādi ieteikumi citiem pedagogiem? Pievienojiet komentāru zemāk forumā!","report.title":"Paziņojiet par savu #EUCodeWeek pasākumu","report.event_title":"Pasākuma nosaukums","report.number_required":"Lūdzu, norādiet aptuveni, ja jums nav precīzu datu.","report.phrase1":"Jūs varat aizpildīt šo veidlapu tikai vienreiz! Lūdzu, pārbaudiet datus uzmanīgi. Ja pieļauta kļūda, ","report.phrase2":"Pēc ziņojuma iesniegšanas tiks automātiski izsniegts personalizēts sertifikāts par piedalīšanos programmēšanas nedēļā un jūs varēsiet to lejupielādēt vai kopīgot. Jūs varat redzēt šī sertifikāta piemēru šeit.","report.phrase3":"Obligāti aizpildāmie lauki ir norādīti ar * zvaigznīti.","report.phrase4":"Jūs varat aizpildīt šo veidlapu tikai vienreiz! Lūdzu, pārbaudiet datus uzmanīgi. Ja pieļauta kļūda,","report.contactus":"sazinieties ar mums","report.participants_count.label":"Dalībnieku skaits","report.average_participant_age.label":"Vidējais dalībnieku vecums","report.percentage_of_females.label":"Sieviešu procents","report.codeweek_for_all_participation_code.label":"“Programmēšanas nedēļa visiem” dalības kods","report.codeweek_for_all_participation_code.help":"Ja jums ir Codeweek4All spēku pārbaudes kods, jūs varat to šeit norādīt. Ja jūs nepiedalāties, ignorējiet šo lauku.","report.name_for_certificate.label":"Uz sertifikāta norādāmais vārds","report.name_for_certificate.help":"Nomainiet to, norādot tā pasākuma organizētāja vārdu/nosaukumu, kuram jāizsniedz šis programmēšanas nedēļas dalībnieka sertifikāts. Lūdzu, lietojiet tikai ASCII (latīņu) burtus. Burti ar garumzīmēm, uzsvariem utt. nav atbalstīti.","report.submit":"Iesniegt paziņojumu par pasākumu","report.thanks_page.title":"Paldies par paziņošanu par pasākumu!","report.thanks_page.certificate_ready":"Jūsu sertifikāts ir gatavs.","report.thanks_page.download_button":"Noklikšķiniet šeit, lai lejupielādētu to.","report.thanks_page.back_events":"Atgriezieties pie sava pasākuma","resources.search_resources":"Meklēt resursus","resources.types":"Tipi","resources.levels":"Līmeņi","resources.programming_languages":"Programmēšanas valodas","resources.categories":"Kategorijas","resources.Languages":"Valodas","resources.Subjects":"Priekšmeti","resources.share":"Dalīties","resources.communication_toolkit":"Komunikācijas rīkkopa","resources.teachers_toolkit":"Rīkkopa skolotājiem","resources.leaflet":"Brošūra","resources.how_to_organise_an_activity":"Kā organizēt pasākumu?","resources.resources.languages.Russian":"Krievu valoda","resources.resources.languages.Norwegian":"Norvēģu valoda","resources.resources.languages.Mandarin":"Mandarīnu valoda","resources.resources.languages.Japanese":"Japāņu valoda","resources.resources.languages.All targeted languages":"Visas mērķa valodas","resources.resources.levels.Beginner":"Iesācēja līmenis","resources.resources.levels.Intermediate":"Vidējais līmenis","resources.resources.levels.Advanced":"Augstākais līmenis","resources.resources.levels.Pre-primary education":"Pirmsskolas izglītība","resources.resources.levels.Primary school (5-12)":"Sākumskola (5–12 g.)","resources.resources.levels.Lower secondary school (12-16)":"Pamatskola (12–16 g.)","resources.resources.levels.Upper secondary school (16-18)":"Vidusskola (16–18 g.)","resources.resources.levels.Higher Education":"Augstākā izglītība","resources.resources.levels.Other":"Cits","resources.resources.subjects.Art":"Māksla","resources.resources.subjects.Biology":"Bioloģija","resources.resources.subjects.Chemistry":"Ķīmija","resources.resources.subjects.Computer Science":"Datorzinātne","resources.resources.subjects.Culture":"Kultūra","resources.resources.subjects.Economics":"Ekonomika","resources.resources.subjects.Foreign Languages":"Svešvalodas","resources.resources.subjects.Geography":"Ģeogrāfija","resources.resources.subjects.Geology":"Ģeoloģija","resources.resources.subjects.History":"Vēsture","resources.resources.subjects.Language and Literature":"Valoda un literatūra","resources.resources.subjects.Mathematics":"Matemātika","resources.resources.subjects.Natural Sciences":"Dabas zinātnes","resources.resources.subjects.Physical Education":"Sports","resources.resources.subjects.Physics":"Fizika","resources.resources.subjects.Coding":"Programmēšana","resources.resources.subjects.Special Education Needs":"Īpašas izglītības vajadzības","resources.resources.subjects.Other":"Cits","resources.resources.types.Tutorial":"Pamācība","resources.resources.types.Website":"Tīmekļa vietne","resources.resources.types.Online Course":"Tiešsaistes kurss","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Lietotne","resources.resources.types.Game":"Spēle","resources.resources.types.Graphic Material":"Grafisks materiāls","resources.resources.types.Presentation":"Prezentācija","resources.resources.types.Toolkit":"Rīkkopa","resources.resources.types.Other":"Cits","resources.resources.types.Lesson Plan":"Stundu plāns","resources.resources.types.Guide":"Rokasgrāmata","resources.resources.categories.Coding":"Kodēšana","resources.resources.categories.Programming":"Programmēšana","resources.resources.categories.Computational Thinking":"Skaitļošanas tipa domāšana","resources.resources.categories.Robotics":"Robotika","resources.resources.categories.Making":"Radošas nodarbības","resources.resources.categories.Tinkering":"Eksperimenti","resources.resources.categories.Unplugged Activities":"Aktivitātes bez datora","resources.resources.categories.Other":"Cits","school.name":"Skolas nosaukums","school.location":"Skolas atrašanās vieta","school.description":"Skolas apraksts","school.school":"Skola","school.add":"Pievienot","school.list":"Saraksts","school.required.name":"Jānorāda skolas nosaukums","school.required.location":"Jānorāda skolas atrašanās vieta","schools.1.title1":"Kāpēc gan neiepazīstināt ar programmēšanu klasē?","schools.1.title2":"Kā programmēšana var nākt par labu jūsu skolēniem? Ko tā dod jums kā skolotājam?","schools.1.content.0":"Mēs domājam, ka digitālajā laikmetā ikvienam ir jābūt izpratnei par programmēšanu un jāiegūst tādas būtiskas prasmes saistībā ar skaitļošanas tipa domāšanu kā, piemēram, problēmu risināšana, sadarbība un analītiskās prasmes.","schools.1.content.1":"Iemācīšanās programmēt var jūsu skolēniem dot iespēju būt digitāli kompetentās sabiedrības priekšplānā, izveidot labāku izpratni par savu apkārtējo pasauli un iegūt labākas izredzes gūt panākumus personiskajā un profesionālajā dzīvē.","schools.1.content.2":"Programmēšanas nedēļa dod iespēju skolēniem spert savus pirmos soļus kā digitāliem radītājiem, nodrošinot skolām un skolotājiem bezmaksas profesionālās attīstības iespējas, mācību materiālus, starptautisku spēku pārbaudi un apmaiņas iespējas.","schools.1.button.label":"Vai vēlaties sākt jau tagad? Reģistrējieties šeit!","schools.2.title1":"Vai esat gatavs iesaistīties?","schools.2.title2":"Noorganizējiet stundu, mācību sesiju vai pasākumu un piespraudiet to pie kartes.","schools.2.content.0":"Neatkarīgi no tā, vai jums ir programmēšanas un programmu veidošanas zināšanas vai arī tādu nav, jūs varat vienkārši noorganizēt mācību stundu klasē, atvērto durvju dienu vai pasākumu savā skolā. Gluži vienkārši atrodiet datumu un reģistrējiet šo aktivitāti tālāk kartē. Ja jums šķiet, ka jums ir nepieciešama palīdzība ar programmēšanas stundas sagatavošanu, pārejiet pie nākamās sadaļas.","schools.2.content.1":"Aplūkojiet noorganizēto aktivitāšu piemērus, pārskatot karti tālāk un pievienojiet savas, tādējādi pievienojoties tūkstošiem citu skolotāju Eiropā un citur pasaulē: ","schools.2.button.label":"Vai esat gatavs to izmēģināt? Pievienojiet aktivitāti!","schools.3.title1":"Vai esat iesācējs programmēšanā? Tā nav problēma","schools.3.title2":"Mūsu rīki palīdzēs jums iepazīties ar programmēšanu pirms tās piedāvāšanas saviem skolēniem","schools.3.content.0":"Ja vēlaties piedāvāt programmēšanu savā klasē, bet nezināt ar ko sākt, tā nav problēma! Mūsu starptautiskā skolotāju un ekspertu grupa ir izveidojusi īsu tiešsaistes mācību moduļu kopu, lai palīdzētu jums sākt.","schools.3.content.1":"Nav nepieciešama nekāda iepriekšējā programmēšanas pieredze, lai varētu izsekot mūsu mācītajam!","schools.3.button.label":"Piekļuve mācību moduļiem","schools.4.title1":"Vai meklējat papildu iespēju pārbaudīt savus spēkus?","schools.4.title2":"Izveidojiet aktivitāšu tīklu, iesaistiet pēc iespējas vairāk skolēnu un nopelniet izcilības apliecinājuma sertifikātu","schools.4.content.0":"“Programmēšanas nedēļa visiem” jūs aicina apvienot spēkus ar citiem skolotājiem vai skolām un iesaistīties starptautiskā līdzīgi domājošu personu kopienā, nodrošinot saviem skolēniem iespēju spert pirmos soļus programmēšanā. Izveidojiet savienību, kurā ir iesaistīti vairāk nekā 500 skolēni, un jūs iegūsiet izcilības apliecinājuma sertifikātu.","schools.4.button.label":"Uzzināt vairāk par “Programmēšanas nedēļa visiem” spēku pārbaudi","schools.title":"Skolas: piedāvājiet programmēšanas nedēļu saviem skolēniem","scoreboard.title":"U kojim zemljama pršti od aktivnosti iz oblasti programiranja?","scoreboard.paragraph":"Rezultātu pārskats ir sakārtots pēc reģistrēto pasākumu skaita proporcionāli iedzīvotāju skaitam, tādēļ neesiet pārsteigti, ka dažas mazākas valstis ir šīs saraksta augšdaļā!","scoreboard.parcipating_with":"piedalās ar","scoreboard.events":"pasākumiem","search.audience_title":"Auditorija","search.theme_title":"Tēma","search.placeholder":"Meklēt pasākuma nosaukumu vai tagu","search.submit":"Meklēt","search.label_country":"Atlasīt valsti","search.last_year_events.label":"Ietvert pagājušā gada pasākumus","search.last_year_events.yes":"Jā","search.last_year_events.no":"Nē","search.search_counter":"saskaņot ar meklēšanas kritērijiem","search.event":"pasākums","search.events":"pasākumi","search.year":"gads","search.audiences":"Mērķauditorija","search.themes":"Tēmas","search.countries":"Valstis","search.search_placeholder":"Meklēšana pēc nosaukuma vai apraksta","snippets.featured-activities":"Šeit ir aprakstītas gaidāmās rekomendētās ES programmēšanas nedēļas aktivitātes, kurās var piedalīties tiešsaistē. Varat filtrēt pēc valodas un mēneša un, noklikšķinot uz “Skatīt”, jūs piekļūsiet visai informācijai par attiecīgo pasākumu un organizatoru kontaktinformācijai. Veiksmi!","snippets.learn":"Spēja programmēt un izstrādāt kodu ir svarīgas prasmes, kas kļūst arvien pieprasītākas it visās jomās, un ES programmēšanas nedēļa vēlas jūs atbalstīt mācību procesā! Pārlūkojiet mūsu resursu sadaļu un atrodiet vispiemērotākos resursus, lai sāktu vai turpinātu apgūt programmēšanu. Visi šie resursi ir bezmaksas. Neaizmirstiet, ka meklēšanu var filtrēt pēc resursa veida, prasmju līmeņa, programmēšanas valodas, kategorijas un valodas.","snippets.teach":"Spēja programmēt un izstrādāt kodu ir svarīgas prasmes, kas pavērs jaunas iespējas jūsu mācību dalībniekiem un bērniem. Vai vēlaties pasniegt programmēšanu mājās, klasē vai programmēšanas klubā? Pārlūkojiet mūsu resursu sadaļu, lai atrastu vispiemērotākos resursus, lai koda izstrādi un programmēšanu iekļautu jūsu mācību programmā. Visi šie resursi ir bezmaksas. Neaizmirstiet, ka meklēšanu var filtrēt pēc resursa veida, prasmju līmeņa, programmēšanas valodas, tēmas, kategorijas un valodas.","snippets.toolkits.0":"Šajā sadaļā atradīsiet materiālus, kas jums palīdzēs noorganizēt jūsu ES programmēšanas nedēļas aktivitāti un popularizēt šo iniciatīvu jūsu kopienā.","snippets.toolkits.1":"Saziņas rīkkopa","snippets.toolkits.2":"šeit ir atrodami oficiālie ES programmēšanas nedēļas logotipi, žetons, informatīvā lapiņa, plakāts, PowerPoint un Word veidnes, sociālo plašsaziņas līdzekļu ierakstu piemēri un ilustrācijas.","snippets.toolkits.3":"Rīkkopa skolotājiem","snippets.toolkits.4":"šeit ir atrodami oficiālie ES programmēšanas nedēļas logotipi, žetons, dalības sertifikāta veidne jūsu skolēniem, ievadprezentācija par ES programmēšanas nedēļu un sociālo plašsaziņas līdzekļu materiāli.","snippets.toolkits.5":"ES programmēšanas nedēļas oficiālā brošūra.","snippets.about.goal":"Mērķis ir palīdzēt lielākam skaitam jauniešu apgūt programmēšanas un skaitļošanas domāšanas pamatus.","snippets.guide.tutorials.1":"Iepazīstieties ar mūsu","snippets.guide.tutorials.2":"pamācībām un mācībām","snippets.guide.tutorials.3":"kas ir pieejamas 29 valodās, lai sagatavotos tādu pasākumu organizēšanai, kur jaunieši apgūst programmēšanu un skaitļošanas domāšanu.","snippets.dance.menu":"Deju izaicinājums","snippets.dance.subtitle":"Kas teica, ka programmētāji neprot dejot? Mēs pierādīsim pretējo ar #EUCodeWeekDance izaicinājumu.","snippets.dance.content":"Ikviens — no skolām, skolotājiem un bibliotēkām līdz programmēšanas klubiem, uzņēmumiem un valsts iestādēm — tiek aicināts atzīmēt ES Programmēšanas nedēļu, organizējot #EUCodeWeekDance pasākumu un pievienojot to programmēšanas nedēļas kartei.","snippets.treasure-hunt.menu":"Dārgumu meklēšana","snippets.treasure-hunt.subtitle":"Šī ir spēle lietotnē Telegram","snippets.videos.1":"Skatieties ES programmēšanas nedēļas vēstnieku video par mūsu vērtībām","snippets.videos.2":"Skatieties Slovēnijas vēstneses Katja Osljak uzrunu par to, kāpēc ES Programmēšanas nedēļa ir neatkarīga iniciatīva","snippets.videos.3":"Skatieties Francijas vēstneša Laurent Touché skaidrojumu, kāpēc Programmēšanas nedēļa ir visiem","snippets.videos.4":"Skatieties Tunisijas vēstneses Fatma Bouaziz uzrunu par to, kāpēc ES programmēšanas nedēļa ir “glokāla” iniciatīva","snippets.videos.5":"Skatieties Latvijas vēstneses Lindas Sinkas skaidrojumu, kāpēc Programmēšanas nedēļa ir vērsta uz sadarbību","snippets.videos.6":"Skatieties Itālijas vēstneša Alessandro Bogliolo domas, kāpēc Programmēšanas nedēļa ir bezpeļņas iniciatīva","snippets.videos.7":"Skatieties Albānijas vēstneses Marjana Prifti uzrunu par to, kāpēc ES programmēšanas nedēļa veicina inovāciju un radošumu","snippets.videos.8":"Skatieties Rumānijas vēstneses Cristiana Lucaci uzrunu par sabiedrības nozīmi ES Programmēšanas nedēļas iniciatīvas veicināšanā","training.learning_bits":"Programmēšanas nedēļas mācību moduļi","training.title":"Bezmaksas mācību materiāli un tiešsaistes kursi","training.text":`

    Šeit jūs atradīsiet bezmaksas mācību materiālus un resursus, kas jums palīdzēs sākt darboties un plānot jūsu nākamo inovatīvo mācību stundu.

    -

    1. Mācību moduļi

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    Nav nepieciešama iepriekšēja programmēšanas pieredze, un katra moduļa pabeigšanai ir nepieciešamas tikai apmēram 15 minūtes. Moduļos ietverta iepazīstināšana ar svarīgākajiem jēdzieniem, kas saistīti ar programmēšanu un skaitļošanas tipa domāšanu. Moduļos ir sniegti arī prakstiski padomi un ieteikumi par to, kā integrēt šos jēdzienus klases nodarbībās.

    `,"training.text_2":`

    Tagad, kad esat pabeidzis vienu vai vairākus programmēšanas nedēļas mācību moduļus, mēs ceram, ka jūtaties pietiekami drošs, lai ienestu digitālu radošumu savā klasē un pievienotu savu pasākumu programmēšanas nedēļas kartē!

    - -

    Jūs varat vienkārši noorganizēt mācību stundu klasē, atvērto durvju dienu vai pasākumu savā skolā. Gluži vienkārši atrodiet datumu un reģistrējiet šo aktivitāti. Ikviens pasākuma organizators par savām pūlēm saņems sertifikātu par piedalīšanos.

    - -

    Ja vēlaties iesaistīties starptautiskā aizrautīgu skolotāju grupā, pievienojieties ES programmēšanas nedēļas Facebook grupai skolotājiem! Speriet nākamo soli un sadarbojieties ar citām skolām jūsu valstī vai citās valstīs— pievienojieties "Programmēšanas nedēļas visiem” spēku pārbaudei.

    `,"training.lessons.1.title":"Programmēšana bez digitālās tehnoloģijas (bez datora)","training.lessons.1.author":"Alesandro Bodžliolo (Alessandro Bogliolo)","training.lessons.1.text":`

    Programmēšana ir lietu valoda, kas ļauj mums rakstīt programmas, lai piešķirtu jaunas funkcijas desmitiem miljardu programmējamu priekšmetu, kas ir ap mums. Programmēšana ir ātrākais veids, kā īstenot mūsu idejas, un efektīvākais veids, kas ļauj attīstīt skaitļošanas tipa domāšanas spējas. Tomēr skaitļošanas tipa domāšanas attīstīšanai ne vienmēr ir nepieciešama tehnoloģija. Turpretī mūsu skaitļošanas tipa domāšanas prasmes ir būtiskas, lai nodrošinātu tehnoloģijas darbību.

    - -

    Šajā video Alesandro Bodžliolo, kurš ir profesors datorsistēmu jomā Itālijā un Eiropas programmēšanas nedēļas koordinators, iepazīstinās ar programmēšanu bez datora, ko var apgūt, neizmantojot nekādas elektroniskas ierīces. Galvenais šādas programmēšanas mērķis ir nodrošināt to, lai neatkarīgi no pieejamā finansējuma un aprīkojuma programmēšanu var mācīt ikvienā skolā.

    - -

    Programmēšanas nodarbības bez datora atklāj dalībniekiem apkārtējās pasaules skaitļošanas aspektus.

    `,"training.lessons.1.activities.1":"1.nodarbība— CodyRoby sākumskolai","training.lessons.1.activities.2":"2.nodarbība— CodyRoby pamatskolai","training.lessons.1.activities.3":"3.nodarbība— CodyRoby vidusskolai","training.lessons.2.title":"Skaitļošanas tipa domāšana un problēmu risināšana","training.lessons.2.author":"Mailzs Berijs (Miles Berry)","training.lessons.2.text":`

    Skaitļošanas tipa domāšana ir veids, kādā tiek aplūkotas problēmas un sistēmas, kas ļauj izmantot datoru to izprašanai un atrisināšanai. Skaitļošanas tipa domāšana ir ne vien būtiska datorprogrammu izstrādē, bet to var arī izmantot, lai palīdzētu risināt problēmas visdažādākajās disciplīnās.

    - -

    Jūs varat mācīt skaitļošanas tipa domāšanu saviem skolēniem, uzdodot viņiem sadalīt kompleksas problēmas mazākās sastāvdaļās (dekompozīcija), lai atpazītu sistēmas (sistēmu atpazīšana), identificētu problēmas atrisināšanai būtiskos elementus (abstrakcija) vai arī noteiktu noteikumus vai instrukcijas, kas jāievēro, lai sasniegtu vēlamo rezultātu (algoritmu izstrāde). Skaitļošanas tipa domāšanu var mācīt dažādās disciplīnās, piemēram, matemātikā (izdomāt noteikumus otrās pakāpes polinomu reizināšanai), literatūrā (sadalīt dzejoļa analīzi sīkāk, analizējot pantmēru, ritmu un struktūru), valodā (atrast sistēmu darbības vārda pēdējos burtos, kas ietekmē tā rakstību, mainoties gramatiskajam laikam), un daudzos citos priekšmetos.

    - -

    Šajā video Mailzs Berijs, kurš ir galvenais lektors Rohemptonas Universitātes Gildfordas Izglītības skolā Apvienotajā Karalistē, iepazīstinās ar jēdzienu "skaitļošanas tipa domāšana” un dažādajiem veidiem, kā skolotājs var to integrēt klases nodarbībās ar vienkāršu spēļu palīdzību.

    `,"training.lessons.2.activities.1":"1.nodarbība— matemātiskās spriestspējas attīstīšana sākumskolai","training.lessons.2.activities.2":"2.nodarbība— iepazīstināšana ar algoritmiem pamatskolai","training.lessons.2.activities.3":"3.nodarbība— algoritmi vidusskolai","training.lessons.3.title":"Vizuālā programmēšana— iepazīstināšana ar Scratch","training.lessons.3.author":"Margo Tinavi (Margo Tinawi)","training.lessons.3.text":`

    Vizuālā programmēšana ļauj cilvēkiem aprakstīt procesus, izmantojot ilustrācijas jeb grafiku. Mēs parasti runājam par vizuālo programmēšanu pretstatā tekstuālajai programmēšanai. Vizuālās programmēšanas valodas (VPV) ir īpaši labi piemērotas, lai bērnus (un arī pieaugušos) iepazīstinātu ar algoritmisko domāšanu. VPV ir mazāk lasāmā teksta un nav jāievēro sintakse.

    - -

    Šajā video Margo Tinavi, kura ir tīmekļa izstrādes skolotāja Le Wagon programmēšanas nometnē un Techies Lab asbl (Beļģija) līdzdibinātāja, palīdzēs jums atklāt Scratch, kas ir viena no populārākajām VPV, ko izmanto visā pasaulē. Scratch 2002.gadā izstrādāja Masačūsetsas Tehnoloģijas institūts, un kopš tā laika ap programmu ir izveidota liela kopiena, kurā varat atrast miljoniem projektu, ko atkārtot kopā ar saviem skolēniem, kā arī neskaitāmas rokasgrāmatas vairākās valodās.

    - -

    Jums nav nepieciešama nekāda programmēšanas pieredze, lai izmantotu Scratch, un jūs to varat izmantot visdažādākajos projektos. Piemēram, izmantojot Scratch kā digitālu stāstu stāstīšanas rīku, skolēni var radīt stāstus, ilustrēt matemātisku problēmu vai spēlēt mākslas viktorīnas, lai uzzinātu vairāk par kultūras mantojumu, vienlaikus apgūstot programmēšanu un skaitļošanas tipa domāšanu un darot to interesanti (kas ir pats galvenais).

    - -

    Scratch ir bezmaksas rīks, kas ir ļoti intuitīvs un motivējošs skolēniem. Noskatieties Margo sagatavoto video, lai uzzinātu, ar ko sākt:

    `,"training.lessons.3.activities.1":"1.nodarbība— Scratch pamati sākumskolai","training.lessons.3.activities.2":"2.nodarbība— Scratch pamati pamatskolai","training.lessons.3.activities.3":"3.nodarbība— Scratch pamati vidusskolai","training.lessons.4.title":"Izglītojošu spēļu veidošana ar Scratch","training.lessons.4.author":"Hesuss Moreno Leons (Jesús Moreno León)","training.lessons.4.text":`

    Kritiskā domāšana, neatlaidība, problēmu risināšana, skaitļošanas tipa domāšana un radošums ir tikai dažas no būtiskajām prasmēm, kuras jūsu skolēniem ir nepieciešamas, lai gūtu panākumus 21.gadsimtā, un programmēšana var palīdzēt šīs prasmes iegūt aizraujošā un motivējošā veidā.

    - -

    Tādi algoritmiski jēdzieni kā plūsmas kontrole, izmantojot instrukciju un cilpu virknes, datu attēlošana ar mainīgajiem un sarakstiem vai procesu sinhronizācija var izklausīties sarežģīti, bet šajā video jūs redzēsiet, ka tos apgūt ir vieglāk, nekā domājat.

    - -

    Šajā video Spānijas datorzinību skolotājs un pētnieks Hesuss Moreno Leons paskaidros, kā jūs varat attīstīt šīs un citas savu skolēnu prasmes, vienlaikus padarot mācīšanās procesu interesantu. Kā to var izdarīt? Veidojot jautājumu un atbilžu spēli ar Scratch— pasaulē populārāko skolās izmantoto programmēšanas valodu. Scratch ne tikai sekmē skaitļošanas tipa domāšanu, bet arī ļauj mācībās integrēt spēļu elementus, tādējādi motivējot skolēnus mācīties ar prieku.

    - -

    Noskatieties video, lai uzzinātu, ar ko sākt:

    `,"training.lessons.4.activities.1":"1.nodarbība— jautājumu un atbilžu spēle ar Scratch sākumskolai","training.lessons.4.activities.2":"2.nodarbība— jautājumu un atbilžu spēle ar Scratch pamatskolai","training.lessons.4.activities.3":"3.nodarbība— jautājumu un atbilžu spēle ar Scratch vidusskolai","training.lessons.5.title":"Radošas nodarbības, robotika un eksperimenti klasē","training.lessons.5.author":"Tulija Uršica (Tullia Urschitz)","training.lessons.5.text":`

    21.gadsimta izglītībā ļoti svarīgi ir skolas mācību programmās iekļaut programmēšanu, eksperimentus, robotiku un mikroelektroniku kā apmācības un mācību līdzekļus.

    - -

    Eksperimentu un robotikas izmantošana skolās sniedz daudzus ieguvumus skolēniem, jo palīdz attīstīt tādas svarīgas kompetences kā problēmu risināšana, darbs grupā un sadarbība. Tā arī veicina skolēnu radošumu un pašpārliecinātību un palīdz viņiem nostiprināt neatlaidību un apņēmību, saskaroties ar grūtībām. Robotika ir arī joma, kas veicina iekļaušanu, jo tā ir viegli pieejama ļoti dažādiem skolēniem (gan zēniem, gan meitenēm) ar dažādiem talantiem un prasmēm, un tā pozitīvi ietekmē skolēnus ar autiskā spektra traucējumiem.

    - -

    Noskatieties šo video, kurā Tulija Uršica (Tullia Urschitz), kura ir Italian Scientix vēstniece un STEM skolotāja Itālijas pilsētā Santambrodžo di Valpoličellā, sniedz praktiskus piemērus tam, kā skolotāji var integrēt eksperimentus un robotiku klases nodarbībās, padarot citādi pasīvus skolēnus par aizrautīgiem radītājiem.

    `,"training.lessons.5.activities.1":"1.nodarbība— kā pagatavot mehānisku kartona roku (sākumskolai)","training.lessons.5.activities.2":"2.nodarbība— kā pagatavot mehānisku vai robotisku roku (pamatskolai)","training.lessons.5.activities.3":"3.nodarbība— kā pagatavot mehānisku vai robotisku roku (vidusskolai)","training.lessons.6.title":"App Inventor un lietotņu veidošana","training.lessons.6.author":"Rosanna Kīrere (Rosanna Kurrer)","training.lessons.6.text":`

    Šajā video CyberWayFinder dibinātāja Rosanna Kīrere skaidro, kas ir App Inventor, stāsta par ieguvumiem, ko sniedz lietotņu veidošana mācību stundās, un parāda dažus praktiskus piemērus, kā skolotāji var stundās izmantot App Inventor, lai pasīvi skolēni kļūtu par aizrautīgiem spēļu veidotājiem.

    -

    Mēs visi izmantojam lietotnes — tās palīdz ērti un ātri koordinēt mūsu ikdienu. Lietotnes arī tiek arvien biežāk izmantotas izglītībā, jo tās nodrošina individualizētu mācīšanos un palīdz lietotājiem iegūt informāciju. Lai skolēni izveido izglītojošu lietotni, ko var izmantot pārējie!

    `,"training.lessons.6.activities.1":'1. pasākums "Nosaukums” — sākumskolas skolēniem',"training.lessons.6.activities.2":'2. pasākums "Nosaukums” — pamatskolas skolēniem',"training.lessons.6.activities.3":'3. pasākums "Nosaukums” — vidusskolas skolēniem',"training.lessons.7.title":"Meistarošana un veidošana","training.lessons.7.author":"Djogu da Silva (Diogo da Silva)","training.lessons.7.text":`

    Mūsdienās mainās darba vide un saturs, un līdztekus mainās arī izglītība. Lai sagatavotu skolēnus 21. gadsimta karjerai, svarīgi ir attīstīt tādas jaunas prasmes kā meistarošana, veidošana un "uzlaušana”, jo tās mazina plaisu starp skolas mācībām un reālo dzīvi. Ja mācību stundā tiek radīta uz sadarbību vērsta vide ar ievirzi uz problēmu risināšanu, skolēni var līdzdarboties un gūt labākas sekmes. Šādas aktivitātes rosina diskusijas — tādējādi klase kļūst par vietu komunikācijai, kur visi viedokļi ir svarīgi.

    -

    Šajā video dabaszinātņu, tehnoloģiju, inženierijas, mākslas un matemātikas (STEAM) skolotājs un Escola Global darbinieks no Portugāles Djogu da Silva soli pa solim izskaidro, kā izveidot stundu, kurā skolēni rod nepieciešamo risinājumu, meistarojot, veidojot un izzinot.

    `,"training.lessons.7.activities.1":'1. pasākums "Nosaukums” — sākumskolas skolēniem',"training.lessons.7.activities.2":'2. pasākums "Nosaukums” — pamatskolas skolēniem',"training.lessons.7.activities.3":'3. pasākums "Nosaukums” — vidusskolas skolēniem',"training.lessons.8.title":"Programmēšana visos mācību priekšmetos","training.lessons.8.author":"M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Domājot par programmēšanu skolā, vispirms parasti nāk prātā datori, tehnoloģijas, matemātika vai dabaszinātnes. Tomēr skolēniem ir plašas intereses un viņi apgūst dažādus mācību priekšmetus — to var izmantot, un programmēšanu var iekļaut visā mācību programmā.

    -

    Programmēšanas iekļaušana mācību procesā dod daudz ieguvumu, jo tā palīdz skolēniem attīstīt kritisko domāšanu un problēmu risināšanas prasmes, kļūt par aktīviem lietotājiem un pašiem vadīt savu mācību procesu, kas skolās ir ļoti svarīgi. Taču vissvarīgākais — skolēniem mācību process būs aizraujošs!

    -

    Daži no mācību priekšmetiem, kuros skolotāji var iekļaut programmēšanu, ir valodas, mūzika, kā arī zinātne, tehnoloģija, inženierzinātnes un matemātika. Tas noderēs nākotnes zinātniekiem, mūziķiem, māksliniekiem — faktiski ikvienam! Visi skolotāji var mācību procesā integrēt programmēšanu un algoritmisko domāšanu. Daži skolās īstenojami pasākumi: stundā, kurā citu mācību priekšmetu ietvaros tiek apgūta valoda, var izskaidrot kādu ikdienas dzīvē sastopamu algoritmu; no filca var darināt vadības pulti, lai pievērstu uzmanību zinātnēm; var izmantot robotiku, lai palielinātu motivāciju apgūt matemātiku.

    -

    Šajā video parādīts, kā mūzikas, dabaszinātņu un valodu skolotāji var viegli integrēt programmēšanu un algoritmisko domāšanu mācību procesā, pat ja nav iepriekšējas pieredzes šajā jomā.

    `,"training.lessons.8.activities.1":'1. pasākums "Robotika un iekļaušana pamatskolēniem dabaszinātņu, tehnoloģiju, inženierzinātņu vai matemātikas stundās”',"training.lessons.8.activities.2":'2. pasākums "Mūzika ir programmēšana”',"training.lessons.8.activities.3":'3. pasākums "Rokdarbi un programmēšana ar Makey Makey komplektu”',"training.lessons.8.activities.4":'4. pasākums "Ikdienā sastopams algoritms mācību satura un valodas integrētas apguves stundā”',"training.lessons.9.title":"Automāta izveide, izmantojot micro:bit kontrolleri","training.lessons.9.author":"Pauline Maas","training.lessons.9.text":`

    - Micro:bit kontrolleri, kas ir viegli programmējams kabatas formāta dators, var izmantot, lai kopā ar skolēniem aizraujošā un vienkāršā veidā radītu interesantus priekšmetus, sākot ar robotiem un beidzot ar mūzikas instrumentiem, vienlaikus mācot viņiem programmēšanu. Tā lietošana ir vienkārša un viegla pat visjaunākajiem programmētājiem, bet vienlaikus micro:bit ir pietiekami jaudīgs arī skolēniem ar augstāka līmeņa programmēšanas prasmēm. Jūs to varat iekļaut dažādos mācību priekšmetos: vēsturē, matemātikā un pat dabaszinībās. Iespējas ir neierobežotas. Micro:bit ir saistošs un nedārgs veids, kā iepazīstināt skolēnus ar programmēšanu, vienlaikus iemācot tādas būtiskas prasmes kā skaitļošanas tipa domāšana, problēmu risināšana un radošums. -

    -Šajā video datorzinību skolotāja Pauline Maas no centra "Koninklijke Visio” iepazīstina ar micro:bit un sniedz dažus praktiskus piemērus, kā skolotāji var integrēt to klases nodarbībās, pārvēršot pat pasīvus skolēnus entuziastiskos radītājos. -

    `,"training.lessons.9.activities.1":"Morzes kods ar micro:bit, sākumskolai","training.lessons.9.activities.2":"Izlaušanās istaba ar micro:bit, pamatskolai","training.lessons.9.activities.3":"Automāta izveide, vidusskolai","training.lessons.10.title":"Radoša programmēšana ar Python","training.lessons.10.author":"Ivana Vezjak","training.lessons.10.text":`

    -Pāreja no vizuālās uz tekstuālo programmēšanu ir dabisks process programmēšanā. Kaut arī vizuālā programmēšana bieži ir ideāla iesācējiem, tomēr pēc kāda laika skolēniem var rasties vēlme pēc jauna izaicinājuma. Tekstuālā programmēšana ir nākamais solis ikvienam, kurš vēlas ienirt dziļāk programmēšanā un skaitļošanas tipa domāšanā. -

    -

    -Šajā video Ivana Vezjak jūs iepazīstina ar Python pamata sintaksi. Python mūsdienās ir viena no populārākajām programmēšanas valodām, ko izmanto daudzās jomās, piemēram, datu zinātnē, mākslīgā intelekta, mašīnmācīšanās, tīmekļa izstrādes u. c. jomās. Python ir ne vien jaudīga programmēšanas valoda, ko izmanto pieredzējuši programmētāji, bet to var izmantot arī cilvēki bez programmēšanas pieredzes, jo tā ir vienkārša un ar skaidru sintaksi. -

    -

    -Ar Python skolēni var veidot viktorīnas par vēstures notikumiem, risināt matemātiskas problēmas un veidot fizikas simulācijas, spēles, tīmekļa vietnes, veikt datu analīzi zinātniskiem projektiem un vēl daudz ko citu. Python ir bagātīga un plaša standarta bibliotēka, plaša kopiena, kā arī ļoti daudz internetā pieejamu pamācību un projektu, ko var izmantot, lai mācītu, mācītos un vingrinātos. Programmējot Python valodā, analizējot programmas un novēršot kļūdas, skolēni attīsta radošumu un mācās būt konsekventi, neatlaidīgi un pacietīgi. Viņi apgūst analītiskās domāšanas un problēmu risināšanas prasmes, sadalot komplicētas problēmas sīkākās sastāvdaļās. Šīs kompetences viņiem palīdzēs izvēlēties optimālu pieeju problēmu risināšanā ikvienā citā dzīves jomā. -

    `,"training.lessons.10.activities.1":"Mana pirmā viktorīna, sākumskolai","training.lessons.10.activities.2":"Karātavu spēle, pamatskolai","training.lessons.10.activities.3":"Uzmini karogu!, vidusskolai","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Python Standard Library","training.lessons.10.links.1.description":"Iepriekš izveidota koda un moduļu kolekcija (piemēram, bruņurupuča modulis, matemātikas modulis u. c.)","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Izglītojoša video spēle, kas iepazīstina ar programmēšanas jēdzieniem.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"CodeClub projects","training.lessons.10.links.3.description":"Pakāpeniski programmēšanas projekti bērniem no iesācēju līmeņa līdz augstākajam līmenim.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Invent your own computer games with Python","training.lessons.10.links.4.description":"Grāmata, kas iemācīs ar Python programmēt pašiem savas datorspēles.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Izglītības kopiena, kurā skolēni un skolotāji var vingrināties, risinot dažādus uzdevumus.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":'Python ievadlekciju kolekcija (gan tekstuāli, gan bloku veidā), izmantojot interaktīvus "Trinkets".',"training.lessons.10.links.title":"Citi saistīti resursi","training.lessons.11.title":"Programmēšana iekļaušanas veicināšanai","training.lessons.11.author":"Izstrādājusi Programmēšanas nedēļas komanda","training.lessons.11.text":`

    - Klases iepazīstināšana ar programmēšanu var būt īsts izaicinājums, jo īpaši, ja jūsu klasē ir skolēni ar invaliditāti. Taču ir svarīgi atcerēties, ka ikviens var iemācīties programmēt neatkarīgi no savām spējām. Programmēšanas aspektu apgūšana bērniem ar īpašām vajadzībām var būt liels ieguvums, jo programmēšana skolēniem iemāca tādas dzīvē noderīgas prasmes kā problēmu risināšana, darba organizēšana un neatkarība. Sadarbošanās un darbs grupā programmēšanas laikā var arī palīdzēt uzlabot saskarsmes spējas un sociālās prasmes, kuras daudziem bērniem ar invaliditāti sagādā grūtības. Vissvarīgākais ir tas, ka skolēni jautrā veidā apgūst ko jaunu kopā ar vienaudžiem. -

    -

    - Šajā video Programmēšanas nedēļas komanda jūs iepazīstinās ar dažām praktiskām, vienkāršām un jautrām programmēšanas nodarbībām, kas pielāgotas skolēniem ar redzes traucējumiem, Dauna sindromu un autiskā spektra traucējumiem un ko skolotāji var viegli īstenot klasē. -

    `,"training.lessons.11.activities.1":"Olu brete. Nodarbība bez datora","training.lessons.11.activities.2":"Gudrā pele","training.lessons.11.activities.3":"Zvaigžņu radītājs","training.lessons.12.title":"Programmēšana ilgtspējīgas attīstības mērķiem","training.lessons.12.author":"Francisko Havjērs Mazero, Kristīna Nikolaita un Erviola Konomi","training.lessons.12.text.1":"Tradicionālā izglītība reti sniedz skolēniem iespēju saprast un risināt reālās pasaules problēmas, piemēram, globālās klimata pārmaiņas, dzimumu līdztiesības, bada, nabadzības vai veselības un labklājības problēmas.","training.lessons.12.text.2":"Ilgtspējīgas attīstības mērķi (IAM) ir Ilgtspējīgas attīstības programmas 2030.gadam pamats, ko visas Apvienoto Nāciju Organizācijas dalībvalstis ir apstiprinājušas kā ceļvedi miera un pārticības nodrošināšanai pasaulē un globālas attīstības veicināšanai. Skolotāji var izmantot šos IAM klasē kā rīku skolēnu kritiskās domāšanas attīstībai, bet arī, lai palīdzētu viņiem atklāt savu identitāti un mērķi. Apvienojot programmēšanas un analītiski algoritmiskās domāšanas pamatelementus ar IAM, pieaugs studentu pašpārliecība, un jūs palīdzēsiet viņiem attīstīt radošumu, uzņēmību, kā arī problēmu risināšanas un komunikācijas prasmes.","training.lessons.12.text.3":"Tālāk izklāstītajās aktivitātēs skolēni izmantos Scratch, ASCII programmēšanas un programmēšanas bez datora principus tēmām, kas mūsdienās ir svarīgas visā pasaulē un visās sabiedrībās. Skolotāji uzlabos skolēnu izpratni par ilgtspējīgas attīstības mērķiem, palīdzot viņiem attīstīt empātiju, aktīvu pilsonisko garu un sociālās prasmes interesantā un aizraujošā veidā.","training.lessons.12.text.4":"Katrs no šiem mācību plāniem koncentrējas uz vienu no šiem IAM:","training.lessons.12.text.5":"Ilgtspējīgas attīstības 3.mērķis: Nodrošināt veselīgu dzīvi un sekmēt labklājību jebkura vecuma cilvēkiem","training.lessons.12.text.6":"Ilgtspējīgas attīstības 5.mērķis: Panākt dzimumu līdztiesību un iespējināt visas sievietes un meitenes","training.lessons.12.text.7":"Ilgtspējīgas attīstības 13.mērķis: Veikt steidzamus pasākumus, lai cīnītos pret klimata pārmaiņām un to ietekmi","training.lessons.12.activities.1":"Karateka projekts: Karatē apguve ar programmēšanas palīdzību pamatskolai, kā arī vidusskolas jaunākajām un vecākajām klasēm","training.lessons.12.activities.2":"Ilgtspējīgas attīstības mērķi un programmēšana klimata pārmaiņām pamatskolai","training.lessons.12.activities.3":"Programmēšana dzimumu līdztiesībai vidusskolas vecākajām klasēm","training.lessons.13.title":"Ievads par mākslīgo intelektu klasē","training.lessons.13.author":"Autori: Arturs Koelho un Marjana Prifti Skenduli","training.lessons.13.text.1":"Mākslīgais intelekts (MI) ietekmē daudzas mūsu dzīves jomas: tas automātiski labo tekstu, ko rakstāt telefonā, tas izvēlas mūziku, ko atskaņo jūsu iecienītākās mūzikas lietotnes, un tas atceras paroles, kad jūs tās aizmirstat. MI ietver sevī mašīnmācīšanos, robotiku un algoritmus, ko izmanto daudzās dzīves jomās: no datorzinātnes līdz ražošanai, no medicīnas līdz modei. Tādēļ MI nenoliedzami ir būtiska vieta mūsu dzīvē un sabiedrībā, un tam ir būtiska nozīme zinātnes attīstībā. Tādēļ skolēniem ir vērtīgi mācīties par MI, tāpat kā par jebkuru citu svarīgu parādību mūsu dzīvē. Bet kā mācīt par tik sarežģītu lietu kā MI?","training.lessons.13.text.2":"Šis mācību kurss palīdzēs jums izskaidrot skolēniem, kas ir MI un kāda ir tā loma skolēnu dzīvē. Šīs aktivitātes ir izstrādātas cilvēkiem, kuri nav eksperti— saturs ir viegli uztverams, sadalot sarežģītus terminus vieglāk uztveramās idejās. Ar šīm mācību programmām varat palīdzēt skolēniem apgūt MI izmantošanas veidus un dažus to pamatā esošos mehānismus. Šīs aktivitātes ir izstrādātas skolēniem, lai attīstītu analītiskās un kritiskās domāšanas prasmes: piemēram, Marjanas aktivitātē skolēni izstrādā klasifikācijas sistēmu. Turklāt šīs aktivitātes palīdz skolēniem izprast dažādus MI pielietojumus: Artūra aktivitātē viņi atklās saikni starp MI un mākslu un uzzinās, kā MI var izmantot, lai papildinātu vizuālās izteiksmes iespējas. Šīs aktivitātes liks skolēniem padomāt arī par MI bīstamību un ietekmi.","training.lessons.13.activities.1":"Cilvēka-MI māksla pamatskolai","training.lessons.13.activities.2":"Kā iemācīt mašīnām klasificēt. Ievads par uzraudzīto mašīnmācīšanos vidusskolas jaunākajām klasēm","training.lessons.13.activities.3":"Kā iemācīt mašīnām klasificēt. Ievads par uzraudzīto mašīnmācīšanos vidusskolas vecākajām klasēm","training.lessons.14.title":"Mācīšanās inteliģento mašīnu laikmetā","training.lessons.14.author":"autori: Adils Tugjans (Adil Tugyan), Džordžija Laskaris (Georgia Lascaris) un Marko Nevess (Marco Neves)","training.lessons.14.text.1":"Pateicoties straujajam datoru jaudas pieaugumam un liela datu apjoma pieejamībai, mākslīgā intelekta (MI) progress pēdējos gados ir bijis iespaidīgs. Tādēļ ir būtiski palielinājušies ieguldījumi MI izpētē un strauji augusi MI nozare, padarot MI par mūsu laikmeta lielāko tehnoloģisko revolūciju. MI ir mums visapkārt. Tas ir kļuvis par daļu no mūsu ikdienas dzīves tik lielā mērā, ka bieži vien to pat neuztveram par MI: mēs izmantojam interneta ieteikumus, sejas atpazīšanu, drošības sistēmas un balss asistentus gandrīz ik dienas. Bet kā ir ar izglītību? ","training.lessons.14.text.2":"MI piemīt milzīgs potenciāls radīt jaunus mācīšanas un mācīšanās veidus, kā arī papildināt skolēnu apmācību. Šis mācību kurss palīdzēs jums integrēt autentiskas MI nodarbības jūsu mācību procesā un palīdzēs sagatavot skolēnus dzīvei un karjerai pasaulē, ko veido MI. Šīs nodarbības ir izstrādātas skolēniem, lai attīstītu viņu zinātkāri, problēmu risināšanas spējas un radošumu, piemēram, Adila nodarbībā skolēni mācās par algoritniem un neironu tīkliem, un tiek mudināti veidot paši savus neironu tīklus, lai vizualizētu MI smadzenes. Džordžija soli pa solim atklās, kā izveidot tērzēšanas robotu. Skolēni izveidos paši savu tērzēšanas robotu, sagatavos jautājumu un atbilžu datu kopas un apmācīs robotu, lai tas varētu atbildēt uz jautājumiem par Covid-19. Marko izstrādātajā nodarbībā skolēni pētīs inteliģento mašīnu priekšrocības un problēmas ikdienas dzīvē un darbā. Kādi ir MI radītie riski, kas mums jāņem vērā? Kā MI ietekmēs darba tirgu nākotnē? Kādi darbi tiks piedāvāti, kad skolēni ienāks nākotnes darba tirgū?","training.lessons.14.activities.1":"MI un tā neironu tīkli pamatkolai","training.lessons.14.activities.2":"Mans Covid-19 tērzēšanas robots vidusskolas jaunākajām klasēm","training.lessons.14.activities.3":"Dzīve viedo mašīnu laikmetā: izaicinājumi un iespējas, vidusskolas vecākajām klasēm","training.lessons.14.activities.title":"Tālāk izklāstītajos mācību plānos skolēni uzzinās par inteliģentajām mašīnām interesantā un aizraujošā veidā.","training.lessons.15.title":"Medijpratības veidošana","training.lessons.15.author":"Marijana Smolčec, Tea Horvatić un Sanja Božinović","training.lessons.15.text.0":"Mācīt medijpratību skolēniem vēl nekad nav bijis tik svarīgi. Visa vecuma skolēniem ir jāapgūst nepieciešamās iemaņas, zināšanas un attieksme, lai spētu orientēties mūsu medijiem pārpilnajā pasaulē. Medijpratība palīdzēs viņiem izmantot ticamu tiešsaistes saturu un atpazīt maldinošus informācijas avotus. Viņi sapratīs, kā pārbaudīt tiešsaistē atrodamās informācijas pamatā esošos faktus un kritiski to interpretēt. Viņi veidos izpratni par to, kā pareizi izmantot radošu darbu, un pielietos apgūto, veidojot savu radošo saturu.","training.lessons.15.text.1":"Šis mācību modulis ļaus jums īstenot dažādas stratēģijas un paņēmienus, lai dotu skolēniem iespēju apgūt medijpratību. Marijanas aktivitātes ietvaros skolēni mācās, kā droši un atbildīgi izmantot tiešsaistes saturu. Viņi iepazīstas ar dažāda veida licencēm un izveido vienkāršu lietotni, lai demonstrētu, kā pareizi kopīgot radošu darbu. Teas aktivitātē skolēni dodas zināšanu meklējumos par klikšķēsmām. Pildot aizraujošus uzdevumus, skolēni pēta stratēģijas, kā konstatēt un atklāt klikšķēsmas, un mācās no tām izvairīties. Sanja ļauj skolēniem pētīt, kritiski analizēt un novērtēt tiešsaistes saturu, tā atbilstību, pareizību, izcelsmi un nolūku. Viņi iemācās, kā atrast tiešsaistē uzticamus avotus un kā atpazīt nepatiesu tiešsaistes informāciju.","training.lessons.15.text.2":"Zemāk redzamajos nodarbību plānos ir iedvesmojošas un aizraujošas aktivitātes, lai uzlabotu skolēnu medijpratību:","training.lessons.15.activities.1":"Ja tas ir internetā, vai tas ir bezmaksas?","training.lessons.15.activities.2":"Klikšķināt vai neklikšķināt","training.lessons.15.activities.3":"Faktu pārbaude","training.lessons.16.title":"IZSTĀSTIET STĀSTU AR HEDY","training.lessons.16.author":"Autore Feljēna Hermansa (Felienne Hermans)","training.lessons.16.text.0":"Vai jūsu skolēni jau ir apguvuši vizuālās programmēšanas valodu, bet nejūtas gatavi iedziļināties tekstuālās programmēšanas valodā? Tad šī mācību epizode ir paredzēta tieši jums un jūsu skolēniem, jo tā palīdzēs viņiem pārvarēt plaisu starp vizuālo un tekstuālo programmēšanas valodu. Mācību epizode Izstāstiet stāstu ar Hedy ietver trīs stundu plānus, kuros tiek izmantota Hedy — pakāpeniski apgūstama programmēšanas valoda, lai mācītu bērniem programmēt.","training.lessons.16.text.1":"Hedy ir paredzēta bērniem, kuri vēlas sākt lietot tekstuālās programmēšanas valodas, bet kuriem sākt ar Python joprojām varētu būt pārāk sarežģīti. Pakāpeniski apgūstamās valodās izmanto dažādus valodu līmeņus, katrā līmenī pievienojot jaunus jēdzienus un sintaktisko sarežģītību. Hedy līmeņa apguves beigās skolēni apgūst sintaktiski derīgu Python apakškopu.","training.lessons.16.text.2":"Šajā mācību epizodē atradīsit iedvesmojošas un saistošas aktivitātes, lai palīdzētu saviem skolēniem efektīvi izmantot tekstuālās programmēšanas valodas. Veidojot savus interaktīvos stāstus, viņi pamazām apgūs programmēšanu, bez nepieciešamības iemācīties visu un uzreiz. Sākumskolas stundu plānā skolēni tiek iepazīstināti ar programmēšanas pamatjēdzieniem. Pamatskolas nodarbību plānā iekļautas turpmākas programmēšanas koncepcijas, savukārt vidusskolas stundu plāns ļauj skolēniem programmēt sarežģītākus stāstus un aktivitātes.","training.lessons.16.text.3":"Apskatiet tālāk ietverto interaktīvo stāstu, lai uzzinātu, kā lasītāji var piedalīties stāstā un kā tas veicina viņu aktīvu iesaistīšanos.","training.lessons.16.activities.1":"Izveidojiet savu interaktīvo stāstu ar Hedy sākumskolas skolēniem","training.lessons.16.activities.2":"Izveidojiet savu interaktīvo stāstu ar Hedy pamatskolas skolēniem","training.lessons.16.activities.3":"Izveidojiet savu interaktīvo stāstu ar Hedy vecāko klašu skolēniem","training.lessons.17.title":"Izjūti programmēšanu","training.lessons.17.author":"Alenka Miljević","training.lessons.17.text.0":"Sociālā un emocionālā labklājība ir spēja būt noturīgam, zināt, kā pārvaldīt savas emocijas un reaģēt uz citu cilvēku emocijām, veidot jēgpilnas attiecības ar citiem, izraisīt emocijas, kas rada labas izjūtas, un veidot savu emocionālā atbalsta tīklu. Sociālās un emocionālās prasmes, ko jaunieši apgūst skolā, viņiem palīdz veidot noturību un nosaka to, kā viņi pārvaldīs savu fizisko un garīgo veselību visa mūža garumā. (Eiropas Padome)","training.lessons.17.text.1":"Mācību epizode Izjūti programmēšanu ļaus jums uzlabot skolēnu sociālo un emocionālo labklājību, atpazīstot, izskaidrojot, izprotot un reaģējot uz pozitīvām un negatīvām jūtām un emocijām, lai attīstītu empātiju un noturību. Šajā mācību epizodē atradīsit iedvesmojošas un saistošas aktivitātes, lai palīdzētu skolēniem attīstīt prasmes tikt galā ar dažādām emocijām, izmantojot programmēšanu. Ar Bee-Bot robota palīdzību skolēni iemācīsies paust savas sajūtas un reaģēt uz vienaudžu emocijām.","training.lessons.17.text.2":"Mācību epizodē Izjūti programmēšanu ir ietverti trīs mācību stundu plāni, kuros izmantots izglītojošais Bee-Bot robots, lai organizētu aktivitātes, kas rosina skolēnus runāt par emocijām un attīstīt empātiju. Sākumskolai paredzētajā mācību stundas plānā skolēni ieprogrammē Bee-Bot robotu, lai runātu par tādām emocijām kā skumjas, laime, bailes un dusmas un atklātu iemeslus, kāpēc viņi un viņu vienaudži izjūt šīs emocijas. Mācību stundas plāns pamatskolai rosina skolēnus ieprogrammēt Bee-Bot robotu, atpazīt savas un vienaudžu sajūtas, saprast, kas tās ir izraisījis un kā uz tām reaģēt. Mācību stundas plāns vidusskolēniem ļauj skolēniem navigēt, izmantojot Bee-Bot robotu, un izdomāt stāstus par sajūtām, noturību un empātiju.","training.lessons.17.text.3":"Ja jūsu klasē nav izglītojoša robota, šajā mācību epizodē atradīsit idejas par aktivitātēm bez tīkla pieslēguma, kas veicina sociālo un emocionālo prasmju attīstību. Tālāk norādītajā interaktīvajā vietnē sniegts īss pārskats par aktivitātēm, ko varat organizēt savā klasē.","training.lessons.17.activities.1":"Programmē — Sajūti — Mācies sākumskolas skolēniem","training.lessons.17.activities.2":"Mana sirds nav no akmens pamatskolas skolēniem","training.lessons.17.activities.3":"Ieprogrammē manu garastāvokli vidusskolas skolēniem","training.lessons.18.title":"SOS palīdzība ūdenim","training.lessons.18.author":"autors: Francisko Delgado Cecīlija","training.lessons.18.text.0":"SOS palīdzība ūdenim ir atbilde uz nepieciešamību risināt ūdens piesārņojuma problēmu. Neskatoties uz pēdējo gadu laikā pieliktajām pūlēm, pasaulē joprojām ir divi miljardi cilvēku, kuriem nav piekļuves droši izmantojamam dzeramajam ūdenim. Tas nozīmē, ka vēl tāls ceļš ejams, lai sasniegtu 2030. gada Ilgtspējīgas attīstības mērķu 6. punktu, kurā teikts, ka līdz 2030. gadam visiem ir jābūt piekļuvei drošā veidā apsaimniekotam ūdenim un kanalizācijai. Tas pats attiecas arī uz Ilgtspējīgas attīstības mērķu 14. punktu par zemūdens dzīvi, kura mērķis ir saudzēt okeānus, jūras un jūras resursus, izmantojot tos ilgtspējīgi, lai nodrošinātu ilgtspējīgu attīstību.","training.lessons.18.text.1":"Šajā mācību modulī galvenā uzmanība pievērsta atbilstošiem un aktuāliem jautājumiem par ūdens kvalitātes mērījumiem un jauniem piesārņotājiem, kas apdraud ūdens kvalitāti. Audzēkņiem būs iespēja izpētīt reālas problēmas, kas saistītas ar ūdeni un apkārtējo vidi, un meklēt tām risinājumu, kas ļaus attīstīt tādas prasmes kā pētniecība, kritiskā domāšana un problēmu risināšana.","training.lessons.18.text.2":"Stundu plānos iekļautas praktiskas un radošas aktivitātes, piemēram programmēšana Scratch vidē, ievads mašīnmācīšanas un mākslīgā intelekta apgūšanā ar Learning Machine Learning lietotni un vadāmu spēkratu būvēšana ar Lego komplektiem, lai izmantotu tos ūdens paraugu ņemšanai un pH analizēšanai. Šīs aktivitātes ļaus audzēkņiem izmantot iemaņas un zināšanas praksē interaktīvā un rotaļīgā vidē, kas palielinās viņu motivāciju un interesi par projektu.","training.lessons.18.text.3":"Šī mācību modeļa īstenošanai tiek ierosināts izstrādāt trīs aktivitātes klasē, lai pilnībā pabeigtu projektu un iegūtu jēgpilnāku un motivējošāku mācību procesu. Taču katru no aktivitātēm var īstenot atsevišķi.","training.lessons.18.activities.1":"SOS palīdzība ūdenim ar Scratch","training.lessons.18.activities.2":"SOS palīdzība ūdenim ar mašīnmācīšanos","training.lessons.18.activities.3":"SOS palīdzība ūdenim ar robotiku","training.download_video_script":"Lejupielādēt video skriptu","training.ready_to_share":"Vai esat gatavs dalīties ar iegūtajām zināšanām ar saviem skolēniem?","training.choose_lessons":"Izvēlieties vienu no tālāk sniegtajiem mācību stundu plāniem un noorganizējiet nodarbību saviem skolēniem.","training.footer.title":"Neaizmirstiet pievienot savu pasākumu programmēšanas nedēļas kartē!","training.footer.text":`

    Jūs varat vienkārši noorganizēt mācību stundu klasē, atvērto durvju dienu vai pasākumu savā skolā. Gluži vienkārši atrodiet datumu un reģistrējiet šo aktivitāti programmēšanas nedēļas kartē. Ikviens pasākuma organizators par savām pūlēm saņems sertifikātu par piedalīšanos.

    - -

    Ja vēlaties iesaistīties starptautiskā aizrautīgu skolotāju grupā, pievienojieties ES programmēšanas nedēļas Facebook grupai skolotājiem! Speriet nākamo soli un sadarbojieties ar citām skolām jūsu valstī vai citās valstīs— pievienojieties "Programmēšanas nedēļas visiem” spēku pārbaudei.

    `,"validation.accepted":":attribute ir jāakceptē.","validation.active_url":":attribute nav derīgs URL.","validation.after":":attribute ir jābūt datumam pēc :date.","validation.after_or_equal":":attribute ir jābūt datumam pēc vai vienā laikā ar :date.","validation.alpha":":attribute var ietvert tikai burtus.","validation.alpha_dash":":attribute var ietvert tikai burtus, ciparus un domuzīmes.","validation.alpha_num":":attribute var ietvert tikai burtus un ciparus.","validation.array":":attribute ir jābūt masīvam.","validation.before":":attribute ir jābūt datumam pirms :date.","validation.before_or_equal":":attribute ir jābūt datumam pirms vai vienā laikā ar :date.","validation.between.numeric":":attribute ir jābūt robežās starp :min un :max.","validation.between.file":":attribute ir jābūt robežās starp :min un :max kilobaitiem.","validation.between.string":":attribute ir jābūt robežās starp :min un :max rakstzīmēm.","validation.between.array":":attribute ir jābūt robežās starp :min un :max vienumiem.","validation.boolean":":attribute laukam ir jābūt patiesam vai aplamam.","validation.confirmed":":attribute apstiprinājums neatbilst.","validation.date":":attribute nav derīgs datums.","validation.date_format":":attribute neatbilst formātam :format.","validation.different":":attribute un :other ir jābūt atšķirīgiem.","validation.digits":":attribute ir jābūt :digits cipariem.","validation.digits_between":":attribute ir jābūt robežās starp :min un :max cipariem.","validation.dimensions":":attribute ir nederīgi attēla izmēri.","validation.distinct":":attribute laukā ir dublēta vērtība.","validation.email":":attribute ir jābūt derīgai e-pasta adresei.","validation.exists":"Atlasītais :attribute ir nederīgs.","validation.file":":attribute ir jābūt failam.","validation.filled":":attribute laukā jābūt vērtībai.","validation.image":":attribute ir jābūt attēlam.","validation.in":"Atlasītais :attribute ir nederīgs.","validation.in_array":":attribute lauks neeksistē :other.","validation.integer":":attribute ir jābūt veselam skaitlim.","validation.ip":":attribute ir jābūt derīgai IP adresei.","validation.ipv4":":attribute ir jābūt derīgai IPv4 adresei.","validation.ipv6":":attribute ir jābūt derīgai IPv6 adresei.","validation.json":":attribute ir jābūt derīgai JSON virknei.","validation.max.numeric":":attribute nedrīkst būt lielāks par :max.","validation.max.file":":attribute nedrīkst būt lielāks par :max kilobaitiem.","validation.max.string":":attribute nedrīkst būt lielāks par :max rakstzīmēm.","validation.max.array":":attribute nedrīkst būt vairāk par :max vienumiem.","validation.mimes":":attribute ir jābūt šī tipa failam: :values.","validation.mimetypes":":attribute ir jābūt šī tipa failam: :values.","validation.min.numeric":":attribute ir jābūt vismaz :min.","validation.min.file":":attribute ir jābūt vismaz :min kilobaitiem.","validation.min.string":":attribute jābūt vismaz :min rakstzīmēm.","validation.min.array":":attribute ir jābūt vismaz :min. vienumiem.","validation.not_in":"Atlasītais :attribute ir nederīgs.","validation.not_regex":":attribute formāts ir nederīgs.","validation.numeric":":attribute ir jābūt skaitlim.","validation.present":"Ir jābūt :attribute laukam.","validation.regex":":attribute formāts ir nederīgs.","validation.required":"Nepieciešams :attribute lauks.","validation.required_if":"Nepieciešams :attribute lauks, kad :other ir :value.","validation.required_unless":"Nepieciešams :attribute lauks, ja vien :other ir opcijā :values.","validation.required_with":"Nepieciešams :attribute lauks, kad ir :values.","validation.required_with_all":"Nepieciešams :attribute lauks, kad ir :values.","validation.required_without":"Nepieciešams :attribute lauks, kad nav :values.","validation.required_without_all":"Nepieciešams :attribute lauks, kad nav nevienas no :values.","validation.same":":attribute un :other ir jābūt vienādiem.","validation.size.numeric":":attribute ir jābūt :size.","validation.size.file":":attribute ir jābūt :size kilobaitiem.","validation.size.string":":attribute ir jābūt :size rakstzīmēm.","validation.size.array":":attribute ir jāsatur :size vienumi.","validation.string":":attribute ir jābūt virknei.","validation.timezone":":attribute ir jābūt derīgai zonai.","validation.unique":":attribute ir jau izmantots.","validation.uploaded":":attribute augšupielāde neizdevās.","validation.url":":attribute formāts ir nederīgs.","validation.custom.attribute-name.rule-name":"pielāgots ziņojums","values.1.title":"ES programmēšanas nedēļa ir neatkarīga","values.1.content":"ES programmēšanas nedēļa ir brīvprātīgo vadīta kopiena. Mūsu darbošanās nav saistīta ar ekonomiskām interesēm. Mēs cienām un novērtējam citu cilvēku idejas, uzskatus un kultūru. Mēs piedalāmies ES programmēšanas nedēļā tādēļ, ka ticam mūsu darba būtiskajai nozīmei. Tas ir mūsu spēks. Mēs vēlamies padarīt skaitļošanas tipa domāšanu, programmēšanu, datorzinātni, robotiku, aparatūras uzlabošanu un plašas digitālās prasmes pieejamas ikvienam.","values.2.title":"ES programmēšanas nedēļa ir domāta ikvienam","values.2.content":"Ikviens var rīkot ES programmēšanas nedēļas aktivitātes. Mēs saprotam, ka ir svarīgi, lai ES programmēšanas nedēļas pasākumi tiktu rīkoti ikvienam, neatkarīgi no vecuma, ādas krāsas, dzimuma, kultūras vai intelektuālajām spējām. Aktivitātes var kļūt par sākuma punktu, kas rada interesi un zinātkāri, vai palīdzēt attīstīt esošās prasmes. Līdztiesība, cieņa, brīvība un iekļaušana ir mūsu principi. Mēs vēlamies, lai ikviens dalībnieks pieredzētu un radītu, izmantojot tehnoloģijas aizraujošā veidā.","values.3.title":"ES programmēšanas nedēļa ir glokāla","values.3.content.1":"ES programmēšanas nedēļas mērķis ir sasniegt jūs neatkarīgi no tā, vai dzīvojat lielpilsētā, reģiona galvaspilsētā vai attālā ciematā. Mēs jo īpaši pievēršam uzmanību tam, lai atbalstītu lokālos rīkotājus ar","values.3.content.2":"materiāliem","values.3.content.3":"viņu dzimtajā valodā un piemērotu attiecīgajām vajadzībām.","values.3.content.4":"ES programmēšanas nedēļas karte","values.3.content.5":"ir svarīgākais instruments, kurā tiek reģistrēta katra aktivitāte un tās konkrētā vieta. Tai pat laikā ES programmēšanas nedēļas kopiena ir globāla un atvērta cilvēkiem no visas pasaules. Mēs esam “glokāli”.","values.4.title":"ES programmēšanas nedēļas centrā ir sadarbība","values.4.content.1":"ES programmēšanas nedēļas kopienas dalībnieki sadarbojas, apmainās ar informāciju, mācās viens no otra un kopīgi veido zināšanas. Mēs uzturam saikni un atbalstam viens otru. Mēs dalāmies ar resursiem, idejām un paraugpraksi. Mēs iedrošinām partnerības un zināšanu apmaiņu.","values.4.content.2":"ES “Programmēšanas nedēļa visiem” spēku pārbaudes","values.4.content.3":"mērķis ir veidot tiltus pāri robežām un starp kopienām. Tā palīdz vairot pozitīvo enerģiju un veido saikni starp cilvēkiem, kuri mācās viens no otra.","values.5.title":"ES programmēšanas nedēļa ir bezpeļņas pasākums","values.5.content.1":"Visas programmēšanas nedēļas aktivitātes ir bezpeļņas pasākumi Visi","values.5.content.2":"resursi","values.5.content.3":", kas pieejami ES programmēšanas nedēļas tīmekļa vietnē, ir bezmaksas. Visi ES programmēšanas nedēļas mācību un tiešsaistes kursi ir bezmaksas.","values.6.title":"ES programmēšanas nedēļa veicina radošumu un inovācijas","values.6.content":"ES programmēšanas nedēļa veicina radošumu, inovācijas un nākotnes domāšanu. Mēs esam atvērti un pateicīgi par atgriezenisko saiti un kritiku, lai varam pieņemt pamatotus lēmumus un pilnveidot ES programmēšanas nedēļu. Pat kļūdas ir izaugsmes iespēja gan individuāli, gan visiem kopā.","values.7.title":"ES programmēšanas nedēļa ir pateicīga savai kopienai","values.7.content":"Mēs esam pateicīgi par skolotāju, instruktoru un citu aktivitāšu rīkotāju, studentu, vecāku, programmēšanas klubu un visu sadarbības partneru atbalstu. Mums visiem ir viens mērķis. Mēs vēlamies padarīt skaitļošanas tipa domāšanu, programmēšanu, datorzinātni un plašas digitālās prasmes pieejamas pēc iespējas lielākam cilvēku skaitam.","values.title":"ES programmēšanas nedēļas vērtību apliecinājums","values.description.1.1":"ES programmēšanas nedēļa ir kustība, kuru virza brīvprātīgie — ","values.description.1.2":"vēstnieki","values.description.1.3":", vadot skolotājus un programmēšanas entuziastus visā pasaulē. Šo kustību atbalsta","values.description.1.4":"Eiropas Komisija","values.description.1.5":"un izglītības ministrijas Eiropas Savienības un Rietumbalkānu valstīs.","values.description.2":"ES programmēšanas nedēļas centrā ir brīvprātīgo aktivitāšu rīkotāju kopiena, kuru veido skolotāji, mentori, programmētāju klubi, bibliotēkas, privāti uzņēmumi, vecāki un nevalstiskās organizācijas. Mēs veltām savu laiku, enerģiju un prasmes, lai padarītu skaitļošanas tipa domāšanu, programmēšanu, robotiku, aparatūras uzlabošanu, datorzinātni un plaša mēroga digitālās prasmes pieejamu pēc iespējas lielākam cilvēku skaitam Eiropā un pasaulē.","values.description.3":"ES programmēšanas nedēļa ir arī miljoniem dalībnieku, kas ir dažādu vecumu, dzimumu, pieredzes, kultūras un prasmju cilvēki no visas pasaules.","values.description.4":"Mēs esam lepni būt ES programmēšanas nedēļa. Šīs ir mūsu vērtības. Tās nepārtraukti nosaka mūsu darbu un lēmumus.","why-coding.titles.0":"Kāpēc programmēšana?","why-coding.titles.1":"Tā ir ideju iedzīvināšana","why-coding.titles.2":"Tā ir pamatprasmju attīstīšana","why-coding.titles.3":"Visbeidzot, tā ir mūsu nākotnes veidošana","why-coding.texts.0":"Tā ir Pia, kurai šķita, ka viņai jāstudē jurisprudence, kaut arī viņai vienmēr ir patikusi matemātika un darbs ar datoriem. Tas ir Marks, kuram ir ideja par labāku sociālo tīklu, bet viņš nezina, kā to izveidot viens pats. Tā ir Alise, kurai ir sapnis būvēt robotus, jo viņas vecāki neļauj viņai turēt mājās kaķi. Un tas ir stāsts par tiem no jums, kuri jau palīdz īstenot šādus sapņus.","why-coding.texts.1":"Patiesībā šis stāsts ir par mums visiem un to, kā mēs veidojam savas dzīves un savu nākotni. Mēs spējam ko vairāk nekā tikai “kopīgot” vai atzīmēt ar “patīk”. Mēs varam īstenot savas idejas un veidot lietas, kas sagādā prieku citiem.","why-coding.texts.2":"Nekad agrāk nav bijis tik viegli izveidot pašam savu lietotni, uzbūvēt savu robotu vai, kas zina, — izgudrot lidojošas mašīnas! Tas nav viegls ceļš, taču tas ir pilns radošu izaicinājumu, un tajā ir iespējams gūt daudz prieka un izjust atbalstošas kopienas spēku. Vai esi gatavs pieņemt izaicinājumu un kļūt par digitālo radītāju?","why-coding.texts.3":"Programmēšanas valodas līdzinās jebkurai citai valodai. Tikai šajā gadījumā bērni nemācās paust sevi un sazināties ar citiem cilvēkiem. Tā vietā viņi apgūst, kā sazināties, izmantojot tehnoloģijas. Tehnoloģijas ir mums visapkārt: mūsu viedtālruņos, datoros, transportlīdzekļos — it visur!","why-coding.texts.4":"Taču saprašanās un saziņa ar datoriem ir tikai viena to daļa. Programmēšana palīdz attīstīt arī tādas starpdisciplināras kompetences kā skaitļošanas tipa domāšana, problēmu risināšana, radošums un darbs grupā — šādas prasmes lieliski noder jebkurai sabiedrības grupai. Spēja risināt problēmas, pieņemt neveiksmi un mēģināt vēlreiz vai sadarboties ar citiem ir īpašības, kas ir pieprasītas ļoti daudzās jomās.","why-coding.texts.5":"Pirms simts gadiem programmēšanas valodas pat nepastāvēja. Šodien kods ir mums visapkārt, un var ieprogrammēt faktiski jebko — pat apavus vai brokastu pārslu kārbas! Kādēļ ļaut mūsu nākotni veidot citiem, ja mēs paši varam kļūt par tās radītājiem un īstenot mūsu vīzijas un idejas? Galu galā vienīgais ierobežojums ir mūsu iztēle.","why-coding.texts.6":"Alesandro Bodžliolo, kurš koordinē ES programmēšanas nedēļas brīvprātīgos vēstniekus, saka:","why-coding.texts.7":"Jau kopš aizvēsturiskiem laikiem esam likuši lietā akmeni, dzelzi, papīru un zīmuli, lai pārveidotu mūsu dzīves. Tagad mēs dzīvojam citā laikmetā, kur pār pasauli valda kods. Dažādos laikmetos ir nepieciešami atšķirīgi arodi un prasmes. Programmēšanas nedēļā vēlamies ikvienam eiropietim dot iespēju atklāt programmēšanu un gūt no tās prieku. Mācīsimies programmēt, lai veidotu savu nākotni!","why-coding.texts.8":"Visbeidzot, programmēšana ir pieprasīta prasme gandrīz jebkurā nozarē — ne vien tehnoloģiju, bet arī finanšu, veselības aprūpes, zinātnes un pat dizaina vai lauksaimniecības nozarēs, un šis pieprasījums arvien pieaug. Bērniem, kuri māk programmēt un kuri saprot, kā darbojas tehnoloģijas, ir priekšrocības neatkarīgi no tā, kādu karjeras ceļu viņi galu galā izvēlēsies.","why-coding.texts.9":"Vai arī tu vēlies piedalīties?","why-coding.texts.10":"Pievienojieties ES programmēšanas nedēļai!","why-coding.texts.11":"Vajag vairāk vielas pārdomām?","why-coding.texts.12":"Lai uzzinātu vairāk, apmeklē mūsu emuāru."};export{a as default}; diff --git a/public/build/assets/php_me-CaEfb2Kc.js b/public/build/assets/php_me-CaEfb2Kc.js deleted file mode 100644 index a75474616..000000000 --- a/public/build/assets/php_me-CaEfb2Kc.js +++ /dev/null @@ -1,103 +0,0 @@ -const a={"about.when-title":"Evropska nedjelja programiranja održaće se od 14. do 27. oktobra 2024. godine.","about.when-text":"

    Evropska nedjelja programiranja je grass-roots (lokalni društveni projekat) projekat koji promoviše kreativnost, rješavanje problema i saradnju kroz programiranje i druge tehnološke aktivnosti. Ideja je da se programiranje učini vidljivijim, da se mladima, odraslima i starijima pokaže kako svoje ideje mogu pretočiti u stvarnost, da im se same vještine približe, te da se motivisani pojedinci okupe kako bi učili.

    ","about.codeweek_in_numbers-title":">Nedjelja programiranja u brojkama","about.codeweek_in_numbers-text":`

    Tokom 2021. godine, 4 miliona ljudi u više od 80 zemalja širom svijeta učestvovalo je u Evropskoj nedjelji programiranja.

    -

    Prosječna starost učesnika bila je 11 godina, a 49% učesnika tokom 2021. godine bile su žene ili djevojčice. 88% događaja Evropske Nedjelje programiranja odvijalo se u školama što pokazuje da su napori usmjereni na osnaženje predavača tokom kampanje 2021. godine urodili plodom.

    -

    Svako može organizovati ili se pridružiti događaju. Jednostavno odaberite temu i ciljnu grupu i dodajte vaš događaj na map.

    `,"about.run_by_volunteers-title":"Događaj vode volonteri","about.run_by_volunteers-text":'

    Evropsku nedjelju programiranja vode volonteri. Jedan ili više ambasadora Nedjelje programiranja koordinišu inicijativom u svojim zemljama, ali svako može organizovati svoju aktivnost i dodati je na codeweek.eu mapu.

    ',"about.supported_by_commission-title":"Podržano od strane Evropske komisije","about.supported_by_commission-text":'

    Evropsku nedjelju programiranja su 2013. godine pokrenuli Mladi savjetnici za Digitalni program Evrope (org. Young Advisors for the Digital Agenda Europe). Evropska komisija pruža podršku Evropskoj nedjelji programiranja kao dio strategije za Jedinstveno digitalno tržište . U okviru Akcionog plana za digitalno obrazovanje (org. Digital Education Action Plan) , Komisija naročito podstiče škole da se pridruže inicijativi.

    ',"about.schools-title":"Škole","about.schools-text":'

    Škole svih stepena obrazovanja i nastavnici svih predmeta posebno se pozivaju da uzmu učešće u Evropskoj nedjelji programiranja, te svojim učenicima pruže priliku da istražuju digitalnu kreativnost i programiranje. Saznajte više o inicijativi i kako da organizujete aktivnosti putem internet stranice posvećene nastavnicima: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Zašto programiranje?","about.why_coding-text":`

    Zbog Pije, koja je stekla utisak da mora studirati pravo, iako je oduvijek voljela matematiku i igru sa kompjuterima. Zbog Marka, koji ima ideju za bolju društvenu mrežu, ali je ne može izgraditi sam. Zbog Alis koja sanja o pravljenju robota, jer joj roditelji ne dozvoljavaju da ima mačku.

    - -

    Riječ je o onima među vama koji već pomažu ostvarenje ovih snova.

    - -

    Zapravo, radi se o svima nama. Našoj budućnosti. Tehnologija nam oblikuje živote, ali mi dozvoljavamo manjini da odlučuje kako i za šta je koristimo. Možemo mnogo više od pukog dijeljenja i lajkovanja. Možemo oživjeti naše lude ideje, izgraditi stvari koje će radovati druge.

    - -

    Nikada nije bilo lakše napraviti svoju aplikaciju, sastaviti robota ili izmisliti leteće automobile, zašto da ne! Ovo nije jednostavno putovanje, već putovanje puno kreativnih izazova, zajednice pune podrške i mnogo zabave. Da li ste spremni da prihvatite izazov i postanete stvaralac?

    - -

    Programiranje takođe pomaže razvoj kompetencija poput računarskog mišljenja, rješavanja problema, kreativnosti i timskog rada – zaista dobre vještine za sve životne staze.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, koordinator tima ambasadora - volontera Evropske nedjelje programiranja kaže:

    -

    'Od kada je svijeta, mnogo toga je urađeno uz pomoć kamena, gvožđa, papira i olovke čime su naši životi doživjeli transformaciju. Sada živimo u drugoj eri kada se naš svijet oblikuje programima. Različite ere zahtijevaju različite poslove i vještine. Tokom Nedjelje programiranja želimo da svakom Evropljaninu damo priliku da otkrije programiranje i zabavi se. Hajde da naučimo programiranje kako bi oblikovali svoju budućnost'.

    -
    -

    `,"about.join_codeweek-title":"Pridružite se Evropskoj nedjelji programiranja","about.join_codeweek-text":'

    Pridružite se Evropskoj nedjelji programiranja, tako to ćete organizovati aktivnost programiranja u vašem gradu, pridružiti se izazovu Nedjelja programiranja za sve (org. Code Week 4 All) i povezati aktivnosti u zajednicama i inostranstvu ili pomoći nama u širenju vizije Nedjelje programiranja u svojstvu ambasadora Evropske nedjelje programiranja za vašu zemlju!

    ',"about.partners_and_sponsors":"Partneri i sponzori","ambassador.title":"Ambasadori Evropske Nedjelje programiranja","ambassador.your_current_country":"Zemlja gdje trenutno boravite","ambassador.visit_the":"Posjetite","ambassador.local_facebook_page":"lokalnu Facebook stranicu","ambassador.local_website":"Web-stranica na lokalnom jeziku","ambassador.ambassadors":"Ambasadori","ambassador.no_ambassadors":"Još uvijek nema ambasadora","ambassador.countries_with_ambassadors":"Zemlje koje imaju ambasadore","ambassador.why_dont_you_volunteer":"Zašto ne biste volontirali?","auth.failed":`Ovi akreditivi ne odgovaraju našoj evidenciji. - -`,"auth.throttle":"Previše pokušaja pristupa. Molimo, pokušajte ponovo za :seconds seconds.","base.languages.en":"Engleski","base.languages.fr":"Francuski","base.languages.bg":"Bugarski","base.languages.mt":"Malteški","base.languages.hr":"Hrvatski","base.languages.de":"Njemački","base.languages.pl":"Poljski","base.languages.cs":"Češki","base.languages.el":"Grčki","base.languages.pt":"Portugalski","base.languages.da":"Danski","base.languages.hu":"Mađarski","base.languages.ro":"Rumunski","base.languages.nl":"Holandski","base.languages.ga":"Irski","base.languages.sk":"Slovački","base.languages.it":"Italijanski","base.languages.sl":"Slovenski","base.languages.et":"Estonski","base.languages.lv":"Letonski","base.languages.es":"Španski","base.languages.fi":"Finski","base.languages.lt":"Litvanski","base.languages.se":"Švedski","base.languages.sv":"Švedski","base.languages.al":"albanski","base.languages.ba":"bosanski","base.languages.mk":"makedonski","base.languages.me":"crnogorski","base.languages.sr":"srpski","base.languages.tr":"turski","base.resources_local_title":"Materijali za programiranje iz","base.days":"Dana","base.hours":"Sati","base.minutes":"Minuta","base.seconds":"Sekundi","base.still_have_question":"Još uvijek imate pitanje?","base.drop_us_a_line":"Jednostavno nam pišite.","base.get_in_touch":"STUPANJE U KONTAKT","base.footer_msg":"Grassroots inicijativa koju vode volonteri i koju podržava Evropska komisija.","base.email":"Email pošta","base.display_email":"Prikaži email poštu","base.first_name":"Ime","base.last_name":"Prezime","base.your_website":"Vaš vebsajt","base.biography":"Biografija","base.update":"Ažuriraj","base.delete":"Izbriši","base.choose a file":"Odaberi datoteku","base.learning_bits":"Materijali za učenje","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Donesite Nedjelju programiranja vašim učenicima","base.or":"ili","base.newsletter":"Newsletter","certificates.certificates_for":"Sertifikati za ","certificates.no_certificates":"Još uvijek nema sertifikata.","challenges-content.chatbot.title":"Napravite četbota","challenges-content.chatbot.author":"Tim Evropske nedjelje programiranja","challenges-content.chatbot.purposes.0":"Programirajte interaktivne zagonetke","challenges-content.chatbot.purposes.1":"Koristite program kako biste osmislili dijalog između četbota i korisnika","challenges-content.chatbot.description":"Programirajte razgovor između četbota i korisnika koji pokušava da riješi zagonetku. Pokušajte da napravite četbota koji može razgovarati kao čovjek. Umjesto zagonetke, možete osmisliti dijalog između četbota i korisnika.","challenges-content.chatbot.instructions.0":"Osmislite zagonetku","challenges-content.chatbot.instructions.1":"Ulogujte se","challenges-content.chatbot.instructions.2":"ili otvorite novi nalog (Kada otvarate novi nalog, imajte u vidu da Pencil Code ne dozvoljava upotrebu stvarnih imena zbog privatnosti.)","challenges-content.chatbot.instructions.3":"Kliknite Imagine (zamisli) i Make your own (osmisli svoj)","challenges-content.chatbot.instructions.4":"Koristite blokove ili tekstualni režim da ispišete vašu zagonetku","challenges-content.chatbot.instructions.5":"Umjesto toga, možete koristiti ","challenges-content.chatbot.instructions.6":"ovaj program","challenges-content.chatbot.instructions.7":"ili ga prilagoditi ga svojoj zagonetki, a možete odabrati Answer a riddle (Odgovori na zagonetku) iz menija i izmijeniti","challenges-content.chatbot.example":"Pogledajte ovaj primjer zagonetke.","challenges-content.chatbot.more.0":"Ovaj program prilagođen je na osnovu aktivnosti iz Pencil Code-a","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Isključi struju i programiraj: Napravi strujno kolo od papira","challenges-content.paper-circuit.author":"Tim Evropske nedjelje programiranja","challenges-content.paper-circuit.purposes.0":"Pospiješiti kreativnost","challenges-content.paper-circuit.purposes.1":"Razvijati vještine rješavanja problema","challenges-content.paper-circuit.description.0":"Nacrtajte bilo koji predmet koji želite. Može to biti noćno nebo, bubamara, robot, novogodišnja jelka ili bilo šta čega se sjetite. Slobodno personalizujte svoj projekat upotrebom vizuelnih sredstava Evropske nedjelje programiranja; možete istražiti","challenges-content.paper-circuit.description.1":"Priručnik za nastavnike Evropske nedjelje programiranja","challenges-content.paper-circuit.description.2":"i preuzeti bilo koji logo ili vizuelno sredstvo koji želite. Možete čak kreirati i pozivnicu za Evropsku nedjelju programiranja u vidu strujnog kola od papira. Dodajte motivacionu poruku vašem kolu i ohrabrite druge nastavnike da se pridruže Nedjelji programirnja i/ili da posjete internet stranicu posvećenu školama.","challenges-content.paper-circuit.instructions.0":"Nacrtajte predmet i odredite koji dijelovi će biti osvijetljeni (na primjer zvijezde)","challenges-content.paper-circuit.instructions.1":"Olovkom probušite rupu kroz papir i ubacite LED stiker u svaki osvijetljeni dio. ","challenges-content.paper-circuit.instructions.2":"Nacrtajte krug na mjestu gdje ćete postaviti dugme bateriju","challenges-content.paper-circuit.instructions.3":"Nacrtajte + i – putanje na drugoj strani papira. Potrudite se da duži dio LED stikera strujnog kola bude povezan na + stranu baterije, a kraći na – stranu baterije.","challenges-content.paper-circuit.instructions.4":"Položite bakarnu traku na putanje","challenges-content.paper-circuit.instructions.5":"Previjte papir tako da, kada on prekriva bateriju, LED stiker svijetli. Možete koristiti spajalicu kako biste osigurali dobar kontakt s bakarnom trakom.","challenges-content.paper-circuit.instructions.6":"Fotografišite vaše strujno kolo od papira i podijelite ga na Instagramu, i objasnite zbog čega vrijedi učestvovati u ovoj inicijativi.","challenges-content.paper-circuit.example":"Pogledajte neke primjere strujnih kola od papira","challenges-content.paper-circuit.materials.0":"papir ili karton","challenges-content.paper-circuit.materials.1":"bojice ili marker","challenges-content.paper-circuit.materials.2":"dugme baterija","challenges-content.paper-circuit.materials.3":"bakarna traka","challenges-content.paper-circuit.materials.4":"LED stikeri za strujno kolo","challenges-content.paper-circuit.materials.5":"spajalica","challenges-content.dance.title":"Kreiraj ples","challenges-content.dance.author":"Tim Evropske nedjelje programiranja","challenges-content.dance.purposes.0":"Naučiti osnovne ideje programiranja","challenges-content.dance.purposes.1":"Naučiti kako da animiramo likove","challenges-content.dance.description":"U okviru ovog izazova, vi ćete osmisliti niz likova koji će zajedno plesati. Koristićete ugrađenu medijsku biblioteku (Media Library) kako biste odabrali likove i muzičke spotove ili možete osmisliti svoje. Animiraćete likove da plešu i razgovaraju.","challenges-content.dance.instructions.0":"Ulogujte se","challenges-content.dance.instructions.1":"kao nastavnik. Kreirajte naloge učenika i podijelite ih s vašim učenicima. Takođe, možete podijeliti šifru razreda i naložiti učenicima da se registruju sa školskom imejl adresom. Ukoliko ste učenik, možete se pridružiti kao učenik, ali će se od vas tražiti da dostavite imejl adresu roditelja kako bi oni odobrili vaš nalog. ","challenges-content.dance.instructions.2":"Kliknite","challenges-content.dance.instructions.3":"i dajte mu naslov","challenges-content.dance.instructions.4":"Idite na","challenges-content.dance.instructions.5":"kako biste dodali pozadinu klikom na ikonicu u vidu zupčanika (gear). Odaberite pozadinu iz Medijateke, dodajte vašu sliku, a možete čak napraviti fotografiju i dodati je. Odaberite zvučni zapis i dodajte ga bini (stage):","challenges-content.dance.instructions.6":"Kliknite","challenges-content.dance.instructions.7":"dugme kako biste dodali likove ili predmete koje ćete animirati tako da mogu da se kreću, razgovaraju i međusobno komuniciraju. Dodajte dva ili tri lika po svom izboru. Možete nacrtati vaše glumce ili izmijeniti postojeće. Dodajte različite kostime vašim likovima klikom na ikonu u vidu olovke.","challenges-content.dance.instructions.8":"Kliknite na svakog glumca i animirajte ih dodajući sljedeće blokove","challenges-content.dance.instructions.9":"Dodajte","challenges-content.dance.instructions.10":"blok „say“","challenges-content.dance.instructions.11":"(govor) i neka vaši glumci međusobno razgovaraju. Izmijenite oblik balončića za razgovor, kao i font i veličinu vašeg teksta","challenges-content.dance.example.0":"Pogledajte","challenges-content.dance.example.1":"ovaj primjer","challenges-content.dance.example.2":"robota koji plešu. Slobodno ga iskoristite i adaptirajte","challenges-content.compose-song.title":"Stvorite muzičku kompoziciju","challenges-content.compose-song.author":"Tim Evropske nedjelje programiranja","challenges-content.compose-song.purposes.0":"Naučiti programiranje kroz muziku","challenges-content.compose-song.purposes.1":"Razlikovati muzičke žanrove i instrumente","challenges-content.compose-song.purposes.2":"Komponovati pjesmu kombinovanjem zvučnih zapisa","challenges-content.compose-song.description":"U ovom izazovu, stvorićete muzičku kompoziciju upotrebom programskog jezika. Možete koristiti ugrađene zvučne zapise ili snimiti svoj i kombinovati ih kako biste stvorili muzičku kompoziciju. Pokrenite vaš program u Radnoj stanici za digitalne zvučne zapise (Digital Audio Workstation) i slušajte muziku koju ste programirali. Igrajte se različitim zvucima i efektima kako biste izmijenili vaše muzičko djelo.","challenges-content.compose-song.instructions.0":"Ulogujte se","challenges-content.compose-song.instructions.1":"Kliknite ovdje da biste napravili zapis","challenges-content.compose-song.instructions.2":"Dajte naslov svom zapisu i odaberite","challenges-content.compose-song.instructions.3":"kao programski jezik","challenges-content.compose-song.instructions.4":"Počnite da ispisujete svoj program između","challenges-content.compose-song.instructions.5":"i","challenges-content.compose-song.instructions.6":"linija","challenges-content.compose-song.instructions.7":"Pretražite muzičke spotove u","challenges-content.compose-song.instructions.8":"Zvučnoj biblioteci","challenges-content.compose-song.instructions.9":"i odaberite muzičke žanrove, umjetnike i instrumente koje volite.","challenges-content.compose-song.instructions.10":"Kako biste dodali zvučni zapis vašoj pjesmi, ukucajte","challenges-content.compose-song.instructions.11":"između zagrada bi trebalo da se nalaze sljedeća 4 parametra razdvojena zarezima","challenges-content.compose-song.instructions.12":"Zvučni zapis","challenges-content.compose-song.instructions.13":"Postavite kursor između zagrada, idite u Zvučnu biblioteku, odaberite zapis i zalijepite ga tako što ćete kliknuti na odgovarajuću plavu ikonicu.","challenges-content.compose-song.instructions.14":"Broj trake","challenges-content.compose-song.instructions.15":"Trake vam pomažu da organizujete svoje zvučne zapise po tipu instrumenta (vokali, basovi, bubnjevi, klavijature, itd). Dodajte onoliko numera (instrumenata) koliko želite. Numere su prikazane kao redovi koji se kreću preko Radne stanice za digitalne zvučne zapise","challenges-content.compose-song.instructions.16":"Početni takt","challenges-content.compose-song.instructions.17":"pokazuje kada će vaš zvučni zapis početi da se čuje. Takt je jedinica vremena u muzici. Jedan takt traje četiri otkucaja.","challenges-content.compose-song.instructions.18":"Takt na kraju","challenges-content.compose-song.instructions.19":"pokazuje kada će prestati da se čuje vaš zvučni zapis","challenges-content.compose-song.instructions.20":"Odgovarajuća programska linija izgleda ovako","challenges-content.compose-song.instructions.21":"Možete dodati različite efekte, poput jačine zvuka, kako biste pojačali zvuk vaše kompozicije. Jačina zvuka ima raspon od -60.0 do 12.0 decibela pri čemu je osnovna jačina 0.0.","challenges-content.compose-song.instructions.22":"Ukucajte","challenges-content.compose-song.instructions.23":"Između zagrada unesite broj numere, VOLUME, GAIN, stepen jačine zvuka, takt na početku, nivo i takt na kraju","challenges-content.compose-song.instructions.24":"Ovo je primjer fade-in efekta (efekat postepenog pojavljivanja)","challenges-content.compose-song.instructions.25":"i fade-out efekta (efekat postepenog nestajanja)","challenges-content.compose-song.example.0":"Poslušajte","challenges-content.compose-song.example.1":"primjer pjesme koja je programirana u Earsketch programu","challenges-content.compose-song.example.2":"Možete unijeti program i izmijeniti ga","challenges-content.sensing-game.title":"Napravite igricu video-detekcije","challenges-content.sensing-game.author":"Tim Evropske nedjelje programiranja","challenges-content.sensing-game.purposes.0":"Programirati animirane predmete","challenges-content.sensing-game.purposes.1":"Razumjeti način kontrolisanja digitalne animacije fizičkim pokretima","challenges-content.sensing-game.purposes.2":"Komponovati pjesmu miksovanjem zvučnih zapisa","challenges-content.sensing-game.description":"U okviru ovog izazova, kreiraćete jednostavnu igricu u kojoj se video-kamera koristi kao senzor za detektovanje pokreta, što znači da ćete moći da kontrolišete vašu animaciju fizičkim pokretima. U ovoj igrici, zadatak je sakupiti što je više moguće balončića Evropske nedjelje programiranja za vrijeme od 30 sekundi. Umjesto sakupljanja balončića, možete kreirati igriu u kojoj jurite lik ili bušite balončiće rukama.","challenges-content.sensing-game.instructions.0":"Ulogujte se","challenges-content.sensing-game.instructions.1":"Kliknite na ","challenges-content.sensing-game.instructions.2":"Add extension (Dodati ekstenziju)","challenges-content.sensing-game.instructions.3":"i odaberite","challenges-content.sensing-game.instructions.4":"Video Sensing (Video-detekcija)","challenges-content.sensing-game.instructions.5":"Detektovaće brzinu kojom se predmet kreće. Ukoliko je broj nizak, biće osjetljiviji na pokrete","challenges-content.sensing-game.instructions.6":"Dodajte sprajt (sprite). Odaberite zvuk i dodajte ga vašem sprajtu. Ukoliko to želite možete dodati","challenges-content.sensing-game.instructions.7":"Create a clone (Kreiraj klona)","challenges-content.sensing-game.instructions.8":"kako biste udvostručili vašeg sprajta.","challenges-content.sensing-game.instructions.9":"Kreirajte dvije varijable: jednu za ","challenges-content.sensing-game.instructions.10":"Score (Rezultat)","challenges-content.sensing-game.instructions.11":"i drugu za","challenges-content.sensing-game.instructions.12":"Timer (Tajmer)","challenges-content.sensing-game.instructions.13":"i dodajte ih sprajtu. Podesite tajmer na 30 i dodajte","challenges-content.sensing-game.instructions.14":"Change Timer by -1 (Promijeni tajmer za -1)","challenges-content.sensing-game.instructions.15":"Kreirajte novi sprajt","challenges-content.sensing-game.instructions.16":"Game Over (Kraj igre)","challenges-content.sensing-game.instructions.17":"da biste završili igricu. Takođe možete kreirati sprajt s imenom vaše igrice, na primjer Sakupi sve balončiče Evropske nedjelje programiranja","challenges-content.sensing-game.example.0":"Igrajte igricu video-detekcije Sakupi sve balončiće Evropske nedjelje programiranja. Slobodno kombinujte","challenges-content.sensing-game.example.1":"ovaj projekat","challenges-content.calming-leds.title":"Umirujuća LED svijetla: kreirajte jednostavan uređaj uz pomoć micro:bit-a","challenges-content.calming-leds.author":"Micro:bit Educational Foundation (Micro:bit Osnovi obrazovanja)","challenges-content.calming-leds.duration":"20 minuta","challenges-content.calming-leds.materials.0":"micro:bit uređaj i eksterna baterija (ukoliko je dostupna)","challenges-content.calming-leds.materials.1":"laptop ili tablet kojim možete pristupiti stranicama Microsoft MakeCode i Jutjub","challenges-content.calming-leds.materials.2":"microbit.org za materijale potrebne za aktivnost","challenges-content.calming-leds.description":"Učenici uz pomoć LED svijetla prave digitalni uređaj koji im može pomoći da regulišu svoje disanje i osjete se mirnijim. Od njih se traži da zadaju neki jednostavan program, istražujući animacije i sekvence.","challenges-content.calming-leds.instructions.0":"Cilj je napraviti funkcionalan Calming (umirujući) LED uređaj koji možete koristiti da regulišete svoje disanje. Ovaj uređaj može se kreirati na fizičkoj micro:bit ploči ili na simulatoru u MakeCode editoru.","challenges-content.calming-leds.instructions.1":"Izazov je moguće ispuniti korišćenjem editora MakeCode i ispisivanjem jednostavnih sekvenci programa kako je prikazano u video-zapisu/snimku ekrana.","challenges-content.calming-leds.instructions.2":"Kako bi razvili ovaj izazov, učenici mogu istraživati različite animacije i kreativno se poigrati sa animacijom koju bi željeli da vide kako bi im se pomoglo da se osjete mirnim ili srećnim.","challenges-content.calming-leds.instructions.3":"Više informacija i video-zapis s uputstvima dostupni su","challenges-content.calming-leds.instructions.4":"na ovom linku","challenges-content.calming-leds.example":"Posjetite ovu stranicu kako biste dobili uputstva i video-zapise o ispunjenom izazovu, te saznali kako da programirate","challenges-content.calming-leds.purposes.0":"Dizajnirati jednostavan i koristan digitalni artefakt","challenges-content.calming-leds.purposes.1":"Istraživati sekvence i animacije kao i način njihovog funkcionisanja","challenges-content.calming-leds.purposes.2":"Ispitati i ukloniti bagove u jednostavnom programu","challenges-content.calming-leds.purposes.3":"Ponoviti dizajn ubrzavanjem ili usporavanjem animacija","challenges-content.computational-thinking-and-computational-fluency.title":" Računarsko razmišljanje i računarska pismenost sa ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis –ambasador Evropske nedjelje programiranja u Grčkoj","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Upoznati se s novim komandama i interfesjom.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Kreirati jednostavne programe s jednostavnim komandama uzrok-i-posljedica (org. cause-and-effect)","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Izvršiti jednostavno uklanjanje bagova putem pokušaja i pogreške.","challenges-content.computational-thinking-and-computational-fluency.description":"U ovom izazovu, djeca će integrisati ideje računarskog razmišljanja u svoje projekte korišćenjem aplikacije ScratchJr kako bi učinili svoje priče prijemčivijim, uzbudljivim i emotivnim.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr ne zahtijeva da djeca budu pismena. Sva uputstva i opcije u meniju je moguće identifikovati putem simbola i boja. Izazov se može ispuniti u učionici, laboratoriji ili, čak, na otvorenom budući da internet nije potreban.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Djeca koriste grad kao pozadinu i koriste programske blokove kako bi usmjerili kretanje automobila kroz grad.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Djeca mogu koristiti blokove zvuka i pokreta, te blokove za ponovni početak kako bi njihovi likovi plesali.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Djeca biraju pozadinu i lik i koriste blokove pokreta kako bi pokrenuli kretanje automobila gradom. Djeca mogu koristiti blokove brzine kako bi ubrzali ili usporili kretanje lika.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Besplatna aplikacija","challenges-content.computational-thinking-and-computational-fluency.materials.1":"funkcioniše s više operativnih sistema i vrsta pametnih uređaja","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Takođe","challenges-content.computational-thinking-and-computational-fluency.materials.3":"internet stranica nudi mnogo besplatnih edukativnih materijala","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minuta","challenges-content.ai-hour-of-code.title":"Sat programiranja s vještačkom inteligencijom","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition (Minecraft – Obrazovno izdanje)","challenges-content.ai-hour-of-code.purposes.0":"Osmisliti programska rješenja koja uključuju sekvence, događaje, petlje i uslovljavanje","challenges-content.ai-hour-of-code.purposes.1":"Razložiti korake neophodne za rješavanje problema u precizne sekvence uputstava","challenges-content.ai-hour-of-code.purposes.2":"Istražiti ideje programiranja","challenges-content.ai-hour-of-code.description":"Selu prijeti opasnost od požara i potrebno je da vi isprogramirate rješenje! Upoznajte se s vašim pomoćnikom za programiranje, Minecraft Agentom, zatim programirajte Agenta da se kreće kroz šumu i prikupi podatke. Ovi podaci pomoći će Agentu da predvidi gdje će doći do požara. Zatim isprogramirajte Agenta da pomogne u sprečavanju širenja požara, spasi selo i oživi šumu. Naučite osnove programiranja i istražujte primjere vještačke inteligencije (VI) u stvarnom svijetu.","challenges-content.ai-hour-of-code.instructions":"Ovdje preuzmite nastavni plan","challenges-content.ai-hour-of-code.materials.0":"Instalirajte Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Nakon instalacije Minecraft: Education Edition, izazov će se nalaziti na","challenges-content.ai-hour-of-code.materials.2":"ovoj internet stranici","challenges-content.create-a-dance.title":"Kreirajte ples uz Odu kodu (org. Ode to Code)!","challenges-content.create-a-dance.purposes":"Vježbati programiranje na zabavan način i osjetiti povezanost sa zajednicom Evropske nedjelje programiranja.","challenges-content.create-a-dance.description.0":"Kreirajte ples uz Odu kodu! Koristite","challenges-content.create-a-dance.description.1":"tutorijal Dance Party (Žurka)","challenges-content.create-a-dance.description.2":"da biste programirali ples uz Odu kodu. Zvanična himna Evropske nedjelje programiranja nalazi se na spisku za odabir u dijelu Dance Party.","challenges-content.create-a-dance.instructions.0":"Uputstva su data u formi video-zapisa u","challenges-content.create-a-dance.instructions.1":"tutorijalu","challenges-content.create-a-dance.instructions.2":"a ispisana su i na početku svakog nivoa","challenges-content.create-a-dance.example":"Odabrani radovi učenika nalaze se na sljedećoj stranici","challenges-content.create-a-dance.materials":"Tutorijal Code.org","challenges-content.create-a-simulation.title":"Kreirajte simulaciju!","challenges-content.create-a-simulation.purposes.0":"Naučiti o simulacijama uz uvođenje sljedećih varijabli: kreiranje gomile, brzina oporavka, nošenje maski i vakcine. ","challenges-content.create-a-simulation.purposes.1":"Aktivirati prethodno znanje o širenju virusa u stvarnom svijetu koje će se primijeniti na fiktivni scenario.","challenges-content.create-a-simulation.description":"Ispišite program kako biste kreirali i pokrenuli sopstvenu simulaciju širenja virusa u Gradu čudovišta (org. Monster Town). Naučite da programirate i predviđate šta će se desiti susjedima Grada čudovišta.","challenges-content.create-a-simulation.instructions.0":"Uputstva su data u formi video-zapisa u","challenges-content.create-a-simulation.instructions.1":"tutorijalu","challenges-content.create-a-simulation.instructions.2":"a ispisana su i na početku svakog nivoa","challenges-content.create-a-simulation.example":"Kada završite, možete s drugima podijeliti svoju simulaciju. Podijelite vašu poruku o tome šta mislite da bi moglo pomoći drugima da sačuvaju zdravlje kada virus dođe u grad.","challenges-content.create-a-simulation.materials":"Tutorijal Code.org","challenges-content.create-your-own-masterpiece.title":"Napravite vaše remek-djelo!","challenges-content.create-your-own-masterpiece.audience":"Prihvatljivo svim generacijama","challenges-content.create-your-own-masterpiece.purpose":"Vizuelno predstaviti informatičke ideje i pospiješiti kreativnost","challenges-content.create-your-own-masterpiece.description":"Napravite svoje remek-djelo zajedno s umjetnikom! Koristite programske blokove kako bi vaš umjetnik stvorio jedinstveno umjetničko djelo.","challenges-content.create-your-own-masterpiece.instructions":"Uputstva su data na početku svakog nivoa","challenges-content.create-your-own-masterpiece.example":"Primjeri umjetnika nalaze se na ovoj stranici pod „Drawing“ (crtež)","challenges-content.create-your-own-masterpiece.materials.0":"Prvi nivo tutorijala možete pronaći","challenges-content.create-your-own-masterpiece.materials.1":"OVDJE","challenges-content.cs-first-unplugged-activities.title":"CS First Unplugged: Prve informatičke aktivnosti bez internet konekcije","challenges-content.cs-first-unplugged-activities.purposes.0":"Pružiti podršku učenicima koji uče od kuće","challenges-content.cs-first-unplugged-activities.purposes.1":"Pružiti svima priliku da odmore od ekrana","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged predstavlja niz aktivnosti koje učenicima približavaju informatičke ideje bez računara. Pripremili smo ovaj čas kako bismo pokazali da je informatika mnogo više od pukog programiranja.","challenges-content.cs-first-unplugged-activities.instructions.0":"Brošura o svim aktivnostima na engleskom jeziku dostupna je na ovom","challenges-content.cs-first-unplugged-activities.instructions.1":"linku","challenges-content.cs-first-unplugged-activities.instructions.2":"a nastavni plan na engleskom jeziku na ovom","challenges-content.cs-first-unplugged-activities.instructions.3":"Aktivnosti vezane za ovaj čas mogu se realizovati samostalno, bilo kojim redosljedom","challenges-content.cs-first-unplugged-activities.instructions.4":"Nastavnik može fotografisati proces učenja i podijeliti ga na Instagramu korišćenjem haštaga #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Pored brošure sa aktivnostima, neke aktivnosti zahtijevaju ili mogu imati koristi od upotrebe dodatnih materijala.","challenges-content.cs-first-unplugged-activities.materials.1":"Mali brojači (na primjer suvi pasulj) koji se koriste na karti Network a Neighborhood (Poveži susjedstvo).","challenges-content.cs-first-unplugged-activities.materials.2":"Makaze za rezanje šifrarnika Send a secret message (Pošaljite tajnu poruku).","challenges-content.cs-first-unplugged-activities.materials.3":"Karton i lijepak da bi se dodatno učvrstio šifrarnik Send a secret message.","challenges-content.cs-first-unplugged-activities.materials.4":"Ekser, čačkalica ili ispravljena spajalica da bi se povezao šifrarnik Send a secret message ","challenges-content.family-care.title":"Briga o porodici","challenges-content.family-care.experience":"Otvoreno za sve","challenges-content.family-care.duration":"5 do 10 sati","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Istraživati temu „brige o porodici“ s kojom se susrećemo svakog dana;","challenges-content.family-care.purposes.1":"Posmatrati probleme kao prilike i osmisliti kreativna rješenja;","challenges-content.family-care.purposes.2":"Koristiti program za inovativnu realizaciju vašeg rješenja;","challenges-content.family-care.purposes.3":"Dizajnirati postere i predstaviti svoja rješenja drugima;","challenges-content.family-care.purposes.4":"Koristiti društvene mreže da bi vaši projekti imali uticaj.","challenges-content.family-care.description.0":"Šta vam padne na pamet kada govorite o domu? Lijepa kuća? Velika večera koju su pripremili roditelji? Tajno mjesto samo za vas? Topao dom obnavlja naše tijelo i duh poput benzinske pumpe. U haotičnoj atmosferi modernog života, roditelji su uvijek zauzeti poslom. Kada provodite vrijeme s prijateljima, ne možete zapostaviti vaše mačiće. Ali kako da vodite računa o svom društvu kada ste razvojeni? Tema ovog izazova jeste","challenges-content.family-care.description.1":"Briga o porodici","challenges-content.family-care.description.2":"Shodno ovoj temi, učenici se ohrabruju da razviju ideju o tome kako da programiranjem i hardverom prenose ljubav i brigu. Evo nekih pitanja o kojima bi trebalo da razmislite","challenges-content.family-care.description.3":"Koliko je članova porodice u vašem domu? Ko su oni? Da li ste se prilikom druženja s njima susreli s nekim problemima? Kakva im je pažnja potrebna?","challenges-content.family-care.description.4":"Da li poznajete nekoga kome, više nego drugima u vašoj zajednici, nedostaje briga porodice? Kako mu možete pomoći?","challenges-content.family-care.instructions.0":"Razmislite o i istražujte temu brige o porodici","challenges-content.family-care.instructions.1":"Napravite spisak svih problema","challenges-content.family-care.instructions.2":"Ponudite moguća rješenja","challenges-content.family-care.instructions.3":"Odaberite rješenje","challenges-content.family-care.instructions.4":"Programirajte i izgradite strukturu","challenges-content.family-care.instructions.5":"Napravite poster da biste planirali svoj projekat","challenges-content.family-care.instructions.6":"Predstavite ga svojim nastavnicima i članovima porodice","challenges-content.family-care.example.0":"Pronađite neke primjere ovdje","challenges-content.family-care.example.1":"i","challenges-content.family-care.materials.0":"Alat za programiranje:","challenges-content.family-care.materials.1":"ili preuzmite","challenges-content.family-care.materials.2":"verziju za PC","challenges-content.family-care.materials.3":"mBlock je programski jezik zasnovan na Scratch-u","challenges-content.family-care.materials.4":"Ovaj izazov je takođe prilagođen iz takmičenja MakeX Global Spark (Zasijaj na svjetskom nivou), programu kreativnog dizajniranja zasnovan na projektima, predviđenom za mlade od 6 do 13 godina.","challenges-content.family-care.materials.5":"Tim koji učestvuje treba da usmjeri svoju pažnju na konkretnu temu i osmisli rješenje kroz softversko programiranje i izradu hardvera.","challenges-content.family-care.materials.6":"Učenici se podstiču da ispune izazov unutar Nedjelje programiranja i da ga prenesu na međunarodni nivo, da komuniciraju s drugim učenicima i osvoje nagrade.","challenges-content.family-care.materials.7":"Za više informacija, molimo pogledajte:","challenges-content.family-care.materials.8":"ili nas kontaktirajte na","challenges-content.virtual-flower-field.title":"Odnjegujte svoj virtuelni cvijećnjak","challenges-content.virtual-flower-field.author":"Jadga Huegle - trener Meet & Code i dio tima SAP Snap!","challenges-content.virtual-flower-field.duration":"30-60 minuta","challenges-content.virtual-flower-field.purposes.0":"Upoznati programiranje kroz jednostavan, ali skup projekat.","challenges-content.virtual-flower-field.purposes.1":"Otkriti da programiranje može imati umjetničku stranu i dati sjajne rezultate.","challenges-content.virtual-flower-field.purposes.2":"Uljepšati jesen živopisnim cvijećem i Evropskom nedjeljom programiranja.","challenges-content.virtual-flower-field.purposes.3":"Pokazati raznovrsnost cvijeća na planeti Zemlji.","challenges-content.virtual-flower-field.purposes.4":"Doprinijeti ciljevima održivog razvoja (org. Sustainable Development Goals – SDG), naročito cilju br. 13 – klimatske promjene, kreiranjem događaja programiranja koji unapređuju obrazovanje o klimatskim promjenama podizanjem svijesti o ovoj temi.","challenges-content.virtual-flower-field.description":"U Snap!-u razvijte program koji uzgaja virtuelni cvijećnjak s različitim vrstama cvijeća i različitim brojem latica.","challenges-content.virtual-flower-field.instructions.0":"Ukoliko vam je potrebna inspiracija kako da započnete ovaj izazov, pogledajte","challenges-content.virtual-flower-field.instructions.1":"ovaj video-zapis","challenges-content.virtual-flower-field.instructions.2":" ili koristite","challenges-content.virtual-flower-field.instructions.3":"ovaj dokument","challenges-content.virtual-flower-field.instructions.4":"da biste ispunili izazov","challenges-content.virtual-flower-field.instructions.5":"Izazov se može ispuniti programiranjem virtuelnog cvijećnjaka u Snap!-u (ili Scratch-u) i objavljivanjem snimka ekrana ili fotografije rezultata na internetu.","challenges-content.virtual-flower-field.instructions.6":"Cvijećnjak treba da sadrži različite vrste cvijeća s različitim brojem latica. Pod idealnim okolnostima, cvijeće se programira, što znači da se izrađuje višestrukim otiskivanjem i okretanjem (ili crtanjem i okretanjem) latica.","challenges-content.virtual-flower-field.instructions.7":"Objavite sliku vašeg virtuelnog cvijećnjaka s haštagom #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Preporučujemo upotrebu","challenges-content.virtual-flower-field.materials.1":"međutim, projekat se može realizovati i u","challenges-content.haunted-house.title":"Ukleta kuća u programu Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Univerztet Lejden – Ramon Moorlag, I&I – Nedjelja programiranja, Holandija","challenges-content.haunted-house.audience":"Nastavnici i predavači","challenges-content.haunted-house.duration":"1 sat ili 2 sata u zavisnosti od prethodnog znanja","challenges-content.haunted-house.purposes.0":"Osmisliti interaktivnu priču „Ukleta kuća“.","challenges-content.haunted-house.purposes.1":"Naučiti programiranje s programom Hedy.","challenges-content.haunted-house.description":"Uz pomoć programa Hedy, osmislićete priču „Ukleta kuća“ sa interaktivnim elementima. Svaki put kada se pokrene program, kreira se nova priča. Takođe, vaš računar može priču čitati naglas,a ona se može i podijeliti na internetu.","challenges-content.haunted-house.instructions.0":"Počnite tako što ćete pokrenuti pretraživač i poći na stranicu hedycode.com.","challenges-content.haunted-house.instructions.1":"Pratite uputstva za nivoe 1-4. Koristite tabove „Level“ (nivo) i „Haunted house“ (Ukleta kuća).’","challenges-content.haunted-house.instructions.2":"Uz pomoć ovih nivoa napisaćemo interaktivnu priču o ukletoj kući.","challenges-content.haunted-house.instructions.3":"Nastavnici, nastavni plan Hady dostupan je","challenges-content.haunted-house.instructions.4":"ovdje","challenges-content.haunted-house.instructions.5":"Zapis predstavljanja programa Hedy od strane Felienne Hermans možete pronaći na","challenges-content.haunted-house.instructions.6":"ovom linku","challenges-content.haunted-house.example":"Primjer Uklete kuće na nivou","challenges-content.haunted-house.materials.0":"Hedy na","challenges-content.haunted-house.materials.1":"nivou 1 do 4","challenges-content.inclusive-app-design.title":"Dizajn inkluzivne aplikacije","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minuta + opcione dodatne aktivnosti","challenges-content.inclusive-app-design.purposes.0":"Osmisliti, planirati, izraditi prototip i podijeliti ideju o aplikaciji kojoj svako može pristupiti i razumjeti je.","challenges-content.inclusive-app-design.description":"Sjajne aplikacije počinju sjajnim idejama. U okviru ove aktivnosti, učenici će osmisliti ideju za aplikaciju o temi koja ih interesuje, zatim otkriti kako da dizajniraju aplikacije imajući u vidu inkluzivnost i pristupačnost.","challenges-content.inclusive-app-design.instructions.0":"Sva uputstva dostupna su na sljedećem linku","challenges-content.inclusive-app-design.instructions.1":"Uz ovaj jednosatni nastavni plan, predavači mogu usmjeravati učenike da","challenges-content.inclusive-app-design.instructions.2":"Uče o dizajniranju inkluzivnih aplikacija","challenges-content.inclusive-app-design.instructions.3":"Promišljaju o temama koje ih interesuju i pronađu ideju za aplikaciju","challenges-content.inclusive-app-design.instructions.4":"Skiciraju ideje o aplikaciji i planiraju aktivnosti korisnika","challenges-content.inclusive-app-design.instructions.5":"Naprave prototip dijela aplikacije u Keynote pogramu","challenges-content.inclusive-app-design.instructions.6":"Podijele demo njihovih prototipa i opišu kako pružaju podršku korisnicima kroz različite pozadine i mogućnosti","challenges-content.inclusive-app-design.materials.0":"Istražujte aktivnost dizajniranja inkluzivne aplikacije pri Apple-ovom edukativnom centru za nastavnike","challenges-content.inclusive-app-design.materials.1":"instalacija Keynote programa na iPad ili Mac računarima se preporučuje, ali nije obavezna.","challenges-content.silly-eyes.title":"Blesave okice","challenges-content.silly-eyes.author":"Fondacija Raspberry Pi","challenges-content.silly-eyes.duration":"25 minuta","challenges-content.silly-eyes.purposes.0":"Kreirati projekat uz interakciju s korisnicima.","challenges-content.silly-eyes.purposes.1":"Personalizovati projekat kolorističnim i grafičkim efektima.","challenges-content.silly-eyes.purposes.2":"Učiti o dizajnu u digitalnom stvaralaštvu.","challenges-content.silly-eyes.description":"U okviru ovog projekta, dizajniraćete i kreirati lik s blesavim očima. Krupne, blesave oči lika prate pokazivač miša kako bi ga oživjeli","challenges-content.silly-eyes.instructions":"Pristupite kompletnom opisu projekta ovdje","challenges-content.silly-eyes.example":"Pogledajte Gobo, Under the sea (Pod morem) i Don't eat donut (Ne jedi krofnu)","challenges-content.train-ai-bot.title":"Obučite bota vještačke inteligencije!","challenges-content.train-ai-bot.purposes":"Učiti o vještačkoj inteligenciji (AI), mašinskom učenju, setovima podataka za obuku, preferencama, pri čemu se istražuju etička pitanja i način korišćenja vještačke inteligencije za rješavanje svjetskih problema.","challenges-content.train-ai-bot.description":"Obučite AI bota kroz aktivnost Vještačka inteligencija za okeane (org. AI for Oceans). U okviru ove aktivnosti, programiraćete ili obučiti AI (vještačku inteligeniciju) da prepozna ribu ili smeće. Hajde da očistimo okean!","challenges-content.train-ai-bot.instructions.0":"Uputstva u vidu video-zapisa data su u okviru tutorijala","challenges-content.train-ai-bot.instructions.1":"takođe su ispisana na početku svakog nivoa","challenges-content.train-ai-bot.materials.0":"Tutorijal je dostupan ovdje","challenges-content.train-ai-bot.materials.1":"Ovaj tutorijal je dostupan na više od 25 jezika","challenges-content.build-calliope.title":"Ugradite svoj fitnes trener Calliope mini","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Za razigrano upoznavanje sekvenci, animacija, ponavljanja i varijabli.","challenges-content.build-calliope.purposes.1":"Za dizajniranje strukturne šeme.","challenges-content.build-calliope.purposes.2":"Za testiranje i otklanjanje programske greške na kodu.","challenges-content.build-calliope.purposes.3":"Za optimizovanje programa metodom pokušaja i grešaka, provjeravajući i podešavajući upotrebljivost.","challenges-content.build-calliope.duration":"20-30 minuta","challenges-content.build-calliope.description":"Učesnici će razviti digitalno kontrolisani prototip koji koristi šareno LED svijetlo za reprodukovanje unaprijed zamišljene fitnes-vježbe od 10 jedinica. ","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox paket (ako je dostupan)","challenges-content.build-calliope.materials.1":'Laptop ili tablet računar pomoću kojih možete posjetiti https://makecode.calliope.cc ili https://calliope.cc i YouTube kako biste pristupili resursima za aktivnost.',"challenges-content.build-calliope.instructions.0":"Da biste započeli, napravite plan i odredite redosljed jedinica vježbe. Pomoću plana programirajte RGB LED za Calliope mini kako bi se prikazala jedna od pet boja po unaprijed određenom tempu. Zatim kreirajte varijabilnu vrijednost za tempo i programska ponavljanja pomoću petlji.","challenges-content.build-calliope.instructions.1":"Zapamtite, ako ste implementirali program na način koji vam se dopada, možete ga dijeliti i s nama na info@calliope.cc - radujemo se da vidimo šta ste učinili! Uzgred, poklanjamo 30 Calliope minija među podnosiocima!","challenges-content.build-calliope.instructions.2":"Dijelite QR kôd vašeg projekta na Instagramu, dodajte heštag #EUCodeWeekChallenge i navedite @CodeWeekEU.","challenges-content.build-calliope.example.0":"Dok sjedite za računarom, možete se baviti sportom.","challenges-content.build-calliope.example.1":"Kreirajte prototip fitnesa pomoću Calliope minija koji se takođe može testirati na simulatoru. Izazov se obavlja u uređivaču MakeCode programiranjem jednostavne sekvence koda (pogledajte snimak ekrana).","challenges-content.build-calliope.example.2":"Odaberite pet različitih boja i svakoj dodijelite fitnes-vježbu, npr. čučnjeve ili „jumping jack“ skokove. Boje se zatim mogu rasporediti bilo kojim redosljedom i možete trenirati.","challenges.title":"IZAZOVI EVROPSKE NEDJELJE PROGRAMIRANJA","challenges.date":"9-24. oktobar 2021","challenges.common.target-audience":"Ciljna grupa","challenges.common.pre-primary":"Djeca predškolskog uzrasta","challenges.common.experience":"Iskustvo","challenges.common.duration":"Trajanje","challenges.common.materials":"Preporučeni materijali","challenges.common.purpose":"Svrha","challenges.common.description":"Opis","challenges.common.instructions":"Uputstva","challenges.common.example":"Primjer","challenges.common.written-by.0":"Ovaj izazov pripremio je","challenges.common.written-by.1":"i dio je","challenges.common.teachers":"Nastavnici","challenges.common.students":"Učenici","challenges.common.beginner":"Početni nivo","challenges.common.intermediate":"Srednji nivo","challenges.common.advanced":"Napredni nivo","challenges.common.1-hour":"1 sat","challenges.main.0":"Pozivamo vas da tokom Evropske nedjelje programiranja, od 9. do 24. oktobra 2021. godine učestvujete u jednom ili više izazova Evropske nedjelje programiranja.","challenges.main.1":"Šta su izazovi Evropske nedjelje programiranja 2021. godine?","challenges.main.2":"Izazovi Evropske nedjelje programiranja su aktivnosti koje možete da realizujete samostalno, u učionici, sa kolegama ili prijateljima. Željeli biste da učestvujete u Nedjelji programiranja, ali zapravo nemate ideju šta da organizujete? Ne tražite dalje! U saradnji sa partnerima Nedjelje programiranja, osmislili smo niz izazova koje je lako organizovati, a koji uključuju i konkretne primjere kako ih treba koristiti u učionici ili grupi. Takođe, postoje smjernice o tome kako ispuniti izazove, ali ih vi možete prilagoditi vašim potrebama, interesima i uzrastu vaših učesnika. Možete koristiti alate i tehnologije koje želite, ali mi preporučujemo otvorene materijale.","challenges.main.3":"Odaberite jedan ili više izazova, prilagodite ih vašoj grupi ili učionici i podijelite rezultate na Instagramu kako bi ohrabrili još veći broj kolega i prijatelja da se uključe u zabavu Nedjelje programiranja!","challenges.main.4":"Kliknite na izazov kako biste saznali više o njemu:","challenges.main.5":"Ko se može pridružiti?","challenges.main.6":"Svi (škole, nastavnici, biblioteke, programerski klubovi, poslovne organizacije, javne institucije) pozvani su da proslave Evropsku nedjelju programiranja 2021. godine ispunjenjem izazova #EUCodeWeekChallenge","challenges.main.7":"Kako učestvovati u izazovu Evropske nedjelje programiranja 2021?","challenges.main.8":"Odaberite izazov koji biste željeli da ispunite.","challenges.main.9":"Formirajte timove vaših učesnika u vidu parova ili grupa. Timski rad i saradnja ključni su za uspješno ispunjenje izazova, bilo da vašu aktivnost organizujete uživo ili putem interneta, kao nacionalnu ili međunarodnu aktivnost saradnje.","challenges.main.10":"Podijelite vaš izazov","challenges.main.11":"Želite li da osvojite poklone Nedjelje programiranja? Ukoliko želite, neka vaš rad bude viralan!","challenges.main.12":"Nakon što ispunite izazov, podijelite ga na Instagramu.","challenges.main.13":"Pobjednici će se birati svakog dana tokom Nedjelje programiranja, između 9. i 24. oktobra, i biće objavljeni na našem Instagram nalogu pa ne zaboravite da redovno provjeravate obavještenja. ","challenges.share.0":"Kako da podijelite svoj(e) izazov(e) na Instagramu?","challenges.share.1":"Pritisnite „Edit“ („izmijeni“) dugme na profilu","challenges.share.2":"Dodajte link vašeg rada na polju za internet stranicu i sačuvajte","challenges.share.3":"Napravite novi post","challenges.share.4":"Dodajte snimak ekrana sa vašim radom","challenges.share.5":"Napišite zanimljiv opis","challenges.share.6":"Obavezno navedite „link in bio“ (link u biografiji","challenges.share.7":"Dodajte #EUCodeWeekChallenge","challenges.share.8":"menšn i tag @CodeWeekEU","challenges.share.9":"Da li radije dijelite svoj(e) izazov(e) na Fejsbuku?","challenges.share.10":"Evropska nedjelja programiranja dodaće novi post o Izazovu na njihovoj","challenges.share.11":"Fejsbuk stranici","challenges.share.12":"svakoga dana i odabraće dobitnika nagrade među komentarima ispod posta.","challenges.share.13":"Kako to funkcioniše?","challenges.share.14":"Jednostavno ostavite komentar na post koji uključuje i link do vašeg rada.","challenges.share-box.0":"Podijelite link ka vašem radu u vašoj","challenges.share-box.1":"Instagram biografiji","challenges.share-box.2":"odaberite opciju","challenges.share-box.3":"Edit Profile (izmijeni profil)","challenges.share-box.4":"na vašem Instagram nalogu i dodajte link ka vašem radu u polje Website (internet stranica). Nakon toga, kreirajte novi post i dodajte snimak ekrana sa vašim radom, unesite","challenges.share-box.5":"Link in Bio","challenges.share-box.6":"dodajte haštag #EUCodeWeekChallenge i menšn @CodeWeekEU","challenges.share-box.7":"Radije biste podijelili vaš(e) Izazov(e) na","challenges.share-box.8":"Evropska nedjelja programiranja će dodati","challenges.share-box.9":"novi post o izazovu na njenoj","challenges.share-box.10":"Fejsbuk stranici","challenges.share-box.11":"Tada je potrebno samo da ostavite komentar na post sa linkom ka vašem radu","challenges.share-box.12":"Dobitnici će biti izabrani i ponudiće im se pokloni Nedjelje programiranja svakog dana Nedjelje programiranja od 9. do 24. oktobra, i biće obavljeni na našim Instagram i Fejsbuk stranicama, pa ne zaboravite da redovno provjeravate obavještenja","challenges.take-part.0":"Zašto učestvovati u izazovu Evropske nedjelje programiranja?","challenges.take-part.1":"Da biste uzeli učešća u aktivnostima rješavanja problema i programiranja.","challenges.take-part.2":"Da biste sarađivali sa vršnjacima.","challenges.take-part.3":"Da biste prenosili poruku o važnosti programiranja.","challenges.download.0":"Kliknite","challenges.download.1":"ovdje","challenges.download.2":"da biste preuzeli ovaj izazov u formatu Word dokumenta","challenges.bingo.0":"Ispunite sve izazove","challenges.bingo.1":"Izazov ispunjen? Odštampajte","challenges.bingo.2":"bingo listić","challenges.bingo.3":"i označite mali bijeli balon u gornjem lijevom uglu","challenges.bingo.4":"Podijelite vaš Izazov na društvenim mrežama i osvojite kul nagrade Nedjelje programiranja","challenges.bingo.5":"Samo unesite sliku sa ispunjenim redovima, kolonama ili, još bolje, kompletan bingo listić na","challenges.bingo.6":"Fejsbuk, Instagram ili Tviter","challenges.bingo.7":"Obavezno koristite","codeweek4all.title":"Izazov Nedjelja programiranja za sve (Code Week 4 All)","codeweek4all.text":"Izazov Nedjelja programiranja za sve (Code Week 4 All) vas podstiče da svoje događaje povežete sa događajima koje su organizovali prijatelji, kolege i poznanici, te da zajedno dobijete Sertifikat izuzetnosti Nedjelje programiranja.","codeweek4all.what.title":"O čemu je riječ?","codeweek4all.what.content":`

    Pored dodavanja vašeg događaja na mapu Evropske Nedjelje programiranja, takođe možete zainteresovati i druge unutar vaše mreže da učine isto. Ukoliko vi i vaši saveznici ispunite jedan od sljedećih uslova, svi ćete dobiti Sertifikat izuzetnosti Nedjelje programiranja!

    -

    Kriterijumi za dobijanje Sertifikata izuzetnosti:

    `,"codeweek4all.what.criteria1":"Učešće 500 učenika","codeweek4all.what.criteria2":"10 povezanih aktivnosti ( 10 razlicitih organizatora )","codeweek4all.what.criteria3":"Učešće 3 države","codeweek4all.what.andor":"I / ili","codeweek4all.howto.title":"Kako učestvovati?","codeweek4all.howto.time":"Izazov Code Week 4 All (Nedjelja programiranja za sve) traje do kraja kalendarske godine. Sertifikati će biti izdati početkom naredne godine u januaru ili februaru.","codeweek4all.howto.content":'Posjetite stranicu Dodaj događaj i unesite potrebne informacije o vašem događaju programiranja.',"codeweek4all.howto.first_alliance.1":"Kliknite na „unesi“.","codeweek4all.howto.first_alliance.2":"Nakon što vaš događaj bude prihvaćen, dobićete imejl sa potvrdom i vašim jedinstvenim Code Week 4 All (Nedjelja programiranja za sve) kodom.","codeweek4all.howto.first_alliance.3":"Iskopirajte kod i podijelite ga sa kolegama i drugima u vašoj mreži koji takođe organizuju događaj programiranja. Širite vijest kako bi druge podstakli na učešće!","codeweek4all.howto.first_alliance.4":"Po završetku kampanje, od svih organizatora događaja zatražiće se povratna informacija o broju učesnika koji su okupili. Ukoliko ste sa uspjehom ispunili kriterijum, vi i vaše kolege koje su bile dio vaše mreže dobićete Sertifikat izuzetnosti!","codeweek4all.howto.first_alliance.title":"Ukoliko ste prvi u okviru vašeg saveza:","codeweek4all.howto.existing_alliance.1":"Zalijepite kod koji ste dobili od inicijatora, prvog učesnika koji formira savez, na polje CODE WEEK 4 ALL CODE.","codeweek4all.howto.existing_alliance.2":"Kliknite na „unesi“.","codeweek4all.howto.existing_alliance.3":"Širite vijest (i kod!) kako bi se više organizatora pridružilo vašem savezu.","codeweek4all.howto.existing_alliance.4":"Po završetku kampanje, od svih organizatora događaja zatražiće se informacija o broju učesnika koji su okupili. Ukoliko ste sa uspjehom ispunili kriterijum, vi i vaše kolege koje su bile dio vaše mreže dobićete Sertifikat izuzetnosti!","codeweek4all.howto.existing_alliance.title":"Ukoliko se priključujete postojećem savezu:","codeweek4all.why.1":"Da bi slali poruku o važnosti programiranja.","codeweek4all.why.2":"Da bi se uključio veliki broj učenika.","codeweek4all.why.3":"Da bi se uspostavile veze sa organizacijama i/ili školama u vašoj zajednici ili na međunarodnom nivou.","codeweek4all.why.4":"Da bi dobili podršku od drugih organizatora i predavača.","codeweek4all.why.5":"Da bi dobili Sertifikat izuzetnosti.","codeweek4all.why.title":"Zašto se pridružiti izazovu?","codeweek4all.superorganiser-title":"Certifikat super organizatora","codeweek4all.superorganiser":'Možete dobiti i Certifikat super organizatora, tako što ćete organizovati i registrovati barem 10 zasebnih aktivnosti u svojoj školi, organizaciji ili na mreži.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Pitanja","coding-at-home.material.required":"Potrebni materijal","coding-at-home.material.chequered":"tabla sa kvadratićima","coding-at-home.material.footprint":"sličice sa otiscima stopala","coding-at-home.intro.title":"Uvod u Coding@Home","coding-at-home.explorer.title":"The explorer","coding-at-home.explorer.text":"Explorer je prva aktivnost Coding@Home. Na radnoj površini pomjerajte što više kvadratića kako biste došli do cilja.","coding-at-home.explorer.questions.content.1":"Pitanje1. Uz početnu i krajnju poziciju Explorer-a/Istraživača kakva se vidi na video snimku, da li Explorer može doći do svakog polja na tabli?","coding-at-home.explorer.questions.content.2":"Pitanje2. Uz koju početnu i krajnju poziciju Explorer ne može da dođe do najvećeg broja polja na tabli?","coding-at-home.right-and-left.title":"Desno i lijevo","coding-at-home.right-and-left.text":"Desno i lijevo je takmičarska igra ali traži i saradnju. Dva tima sarađuju kako bi napravili put do cilja, pri čemu se takmiče da iskoriste što više kartica koje su im dodijeljene: žuti tim pokušava da postavi što više skretanja ulijevo a crveni što više moguće skretanja udesno.","coding-at-home.right-and-left.questions.content.1":"Pitanje 1. Sa početnim i završnim rasporedom prikazanim kao u prvom meču ovog video snimka, da li je jedna od dvije ekipe može da pobijedi?","coding-at-home.right-and-left.questions.content.2":"Pitanje 2. Sa početnim i završnim rasporedom kao u partiji koju je dobila Ana, može li doći do neriješenog rezultata?","coding-at-home.right-and-left.questions.content.3":"Pitanje 3. Postoji li neki početni i završni raspored koji ide više na ruku jednom timu?","coding-at-home.right-and-left.questions.content.4":"Pitanje 4. Imajući u vidu razliku kod početnog i završnog rasporeda, da li je moguće predvidjeti razliku između pobjedničkog i gubitničkog tima?","coding-at-home.keep-off-my-path.title":"Skloni mi se s puta","coding-at-home.keep-off-my-path.text":"‘Skloni mi se s puta ‘je takmičarsa igra dvije ekipe. Svaka od ekipa započinje sa suprotnih krajeva table i pravi put pri čemu sprečava onog drugog da napreduje. Onaj tim koji uspije da spriječi drugog da gradi svoj put pobjeđuje.","coding-at-home.keep-off-my-path.questions.content.1":"Pitanje 1. Postoji li neki početni i završni raspored koji ide više na ruku jednom timu?","coding-at-home.keep-off-my-path.questions.content.2":"Pitanje 2. Da li može biti neriješeno?","coding-at-home.keep-off-my-path.questions.content.3":"Pitanje 3. Da li igrač koji započne prvi ima prednost?","coding-at-home.keep-off-my-path.questions.content.4":"Pitanje 4. Postoji li neka idealna strategija kojom se igrač koji prvi započne može služiti i sa kojom sigurno dobija?","coding-at-home.tug-of-war.title":"Potezanje konopca","coding-at-home.tug-of-war.text":"‘Potezanje konopca’ je takmičarska igra ali traži i saradnju. Počevši od sredine dna table, dva tima – žuti i crveni, sarađuju kako bi došli do vrha. Žuti tim pokušava da dođe do polja lijevo dok se crveni trudi da dođe do polja nadesno.","coding-at-home.tug-of-war.questions.content.1":"Pitanje 1. Da li postoji neka strategija koja uvijek vodi do pobjede?","coding-at-home.tug-of-war.questions.content.2":"Pitanje 2. Da li igrač koji prvi počinje ima prednost?","coding-at-home.tug-of-war.questions.content.3":"Pitanje 3. Ako su oba igrača podjednako pažljiva, da li je igra uvijek neriješena, tj. da li se završava na centru?","coding-at-home.explorer-without-footprints.title":"Eksplorer bez otisaka","coding-at-home.explorer-without-footprints.text":"Explorer/Istraživač se kreće po tabli od početne pozicije do cilja pokušavajući da pređe sva polja. Dok se kreće ostavlja otiske stopala u boji zbog čega robot može da prati stope po boji. Igra postaje još zanimljivija kada explorer ukloni stope a ostanu samo boje.","coding-at-home.explorer-without-footprints.material":"crveni, žuti i sivi marker (ili drvene bojice)","coding-at-home.explorer-without-footprints.questions.content.1":"Pitanje 1.U čemu je razlika između table sa stopama u boji i one samo sa bojama bez stopa?","coding-at-home.explorer-without-footprints.questions.content.2":"Pitanje 2. Na kojoj tabli se može više kretati pridržavajući se istih pravila skretanja po bojama?","coding-at-home.explorer-without-footprints.questions.content.3":"Pitanje 3. Da li na tabli sa bojama postoje staze koje ne postoje na tabli sa stopama u boji?","coding-at-home.explorer-without-footprints.questions.content.4":"Pitanje 4. Da li na tabli sa stopama u boji postoje staze koje ne postoje na tabli sa bojama?","coding-at-home.walk-as-long-as-you-can.title":"Hodaj koliko god možeš","coding-at-home.walk-as-long-as-you-can.text":"U ovoj aktivnosti, izazov je da ostaneš što duže na tabli koristeći boje umjesto tragova. Aktivnost postaje teža kada se povećava sloboda kretanja","coding-at-home.walk-as-long-as-you-can.coloured-cards":"obojene kartice, ili crveni, žuti i sivi znakovi","coding-at-home.walk-as-long-as-you-can.questions.content.1":"P1. Kada se dva puta sudaraju i blokiraju jedan drugog?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"P2. Ova igra je predstavljena kao igra za dva igrača? Da li je moguće igrati sa 3 ili 4 igrača? Da li treba da mijenjamo pravila?","coding-at-home.ada-charles-roby.title":"Ada, Čarls i Robi","coding-at-home.ada-charles-roby.text":"Priča o Adi Lavlejs i Čarlsu Bebidžu je zanimljiva. Oni su smislili i programirali računare sto godina prije nego što su zapravo izmišljeni","coding-at-home.ada-charles-roby.material":"glina za modeliranje i kratka olovka","coding-at-home.ada-charles-roby.questions.content.1":"P1. Pokušajte da zamislite da je robot kojeg ste napravili glinom za modeliranje i olovkom u stanju da se kreće po tabli kako bi dostigao bilo koji položaj i, ako treba, pronašao svoj put. Koja uputstva bi koristili za programiranje?","coding-at-home.cody-and-roby.title":"Kodi i Robi","coding-at-home.cody-and-roby.text":"Ovo je igra uloga sa programerom Kodijem i robotom Robijem. Video predstavlja kartice KodiRobija koje ćemo od sada koristiti za određivanje pokreta na tabli. Kodi će da koristi ove kartice kako bi dao Robiju instrukcije kako da se kreće po tabli","coding-at-home.cody-and-roby.material":"tabla sa naljepnicama, kartice sa instrukcijama (lijevo, desno, pravo) i bilo kakvi brojači da se postave na tablu","coding-at-home.cody-and-roby.starter-kit":"KodiRobi početni komplet","coding-at-home.cody-and-roby.questions.content.1":"P1. Gdje stiže Robi ako, počevši od položaja C2 prema jugu, izvrši posljednji niz instrukcija prikazanih u videu?","coding-at-home.cody-and-roby.questions.content.2":"P2. Da li se pokreti koje Robi provodi, izvodeći posljednji niz instrukcija prikazanih u videu, mogu da opišu primjenom na tabli instrukcija iz Kodi Stopala ili Kodi Boja?","coding-at-home.cody-and-roby.questions.content.3":"P3. Tri vrste instrukcija koje su prezentovane u videu, predstavljenih zelenim, crvenim i žutim karticama, predstavljaju grupu instrukcija koji mogu da odvedu Robija bilo gdje na tabli. Možete li da smislite grupu instrukcija sa manje od tri instrukcije kako da uradite to isto?","coding-at-home.the-tourist.title":"Turista","coding-at-home.the-tourist.text":"Sa KodiRobi karticama, dva tima se međusobno izazivaju da pronađu, u najkraćem mogućem roku, niz instrukcija koje će turistu uputiti do spomenika koje želi da posjeti na tabli","coding-at-home.the-tourist.material":"Veće kartice mogu biti korisne za igranje na podu","coding-at-home.the-tourist.questions.content.1":"P1. Koji niz instrukcija bi vodio turistu do statue Rafaela u prvom primjeru prikazanom u videu?","coding-at-home.the-tourist.questions.content.2":"P2. Koji niz instrukcija bi vodio turistu do Toričinija iz Vojvodske palate u drugom primjeru prikazanom u videu?","coding-at-home.the-tourist.questions.content.3":"P3. Možete li smisliti zabavan način vježbanja svaki put kada neki od dva tima izabere karticu koju će da doda programu? Smislite način kroz promišljanje štafetne trke prikazane u videu","coding-at-home.material2.chequered-with-labels":"šahovska tabla sa naljepnicama","coding-at-home.material2.cards":'24 karte "Idi naprijed", 8 karata "Skreni lijevo" i 8 karata "Skreni desno"',"coding-at-home.material2.larger-cards":"Za podnu verziju se preporučuju veće karte","coding-at-home.material2.video":"Video takođe objašnjava kako da se igra bez špila karata","coding-at-home.material2.pieces-of-paper":"Takođe je potrebno da se postave 24 papira na već posjećene kvadrate","coding-at-home.material2.card-alternative":"Kao alternativu špilu CodyRoby karata možete koristiti ovdje dostupne ikone karata","coding-at-home.material2.small-drawings":"Dodatak bi mogli biti mali crteži koji će vam pomoći da se ispriča priča. Oni koji se koriste u videu su ovdje","coding-at-home.material2.rest-of-cards":"Za ostalo koristimo karte CodyRoby, CodyFeet ili CodyColour.","coding-at-home.catch-the-robot.title":"Uhvati robota","coding-at-home.catch-the-robot.text":"Uhvati robota je takmičarska igra koja se igra na stolu ili na podu. Pobjeđuje onaj igrač koji uhvati robota protivničkog tima tako da dosegne njegov kvadrat na tabli. Slučajan redoslijed karata za igranje zahtijeva da obe ekipe da kontinuirano prilagođavaju svoje strategije.","coding-at-home.catch-the-robot.questions.content.1":'P1. Ako je rozi pijun (Roby) na glavnom kvadratu C3 okrenut prema sjeveru, a rozi tim ima 2 karte "Idi naprijed", 2 karte "Skreni lijevo" i 1 "Skreni desno", na koje kvadrate može ići?',"coding-at-home.the-snake.title":"Zmija","coding-at-home.the-snake.text":"Zmija je vrsta pasijansa koji se igra sa CodyRoby kartama. Cilj je da se zmija vodi kroz sve kvadrate na tabli, a da se ne ugrize za rep.","coding-at-home.the-snake.questions.content.1":"P1. Postoje li početne tačke zbog kojih je nemoguće posjetiti sve kvadrate, a da se ne ugrize zmijin rep?","coding-at-home.storytelling.title":"Pričanje priča","coding-at-home.storytelling.text":"Današnja tema je pričanje priča! Koristite CodyRoby uputstva, otiske stopala CodyFeet ili CodyColour boje, da vodite pijune oko table da ispričaju priču. Raširite različite dijelove priče po tabli.","coding-at-home.storytelling.questions.content.1":"P1. Koji je alat najsvestraniji za vođenje Robyja da ispriča priču?","coding-at-home.storytelling.questions.content.2":"P2. Možete li da rasporedite dijelove priče koje želite da ispričate na tabli na položaje koji onemogućavaju da se svi preuzmu pomoću CodyFeet-a?","coding-at-home.two-snakes.title":"Dvije zmije","coding-at-home.two-snakes.text":"Koristeći CodyRoby kartice, dvije zmije se kreću po tabli pokušavajući da međusobno ometaju kretanje jedna drugoj. Osnovno pravilo je vrlo jednostavno: ne možete da se vratite na kvadrat koji je zmija već posjetila. Pobjednik je zmija koja može da se najduže slobodno kreće.","coding-at-home.two-snakes.material":"CodyRoby kartice, tabla sa kvadratima 5 × 5, dva pijuna i komadi papira koji će se koristiti za označavanje već posjećenih kvadrata.","coding-at-home.two-snakes.questions.content.1":"P1. U početnoj postavci prikazanoj u videu, ako dva igrača ne izvuku žute kartice da bi skrenuli ulijevo, kojim karticama se mogu nadati u izvlačenju?","coding-at-home.round-trip.title":"Kružno putovanje","coding-at-home.round-trip.text":"Timovi se izmjenjuju. Prvi planira izlazni put, dok drugi mora da vrati Robyja na početnu tačku. Čini se lako, ali nije, posebno ako poteze planirate samo u mislima, a da zapravo ne pomaknete Robyja...","coding-at-home.round-trip.material":"CodyRoby kartice, tabla sa kvadratima 5 × 5, dva pijuna i komadi papira koji će se koristiti za označavanje već posjećenih kvadrata.","coding-at-home.round-trip.questions.content.1":"P1. Da li je moguće da program koji vraća Robyja na početnu tačku bude kraći (tj. sastavljen od manje uputstava) od izlaznog?","coding-at-home.meeting-point.title":"Tačka sastajanja","coding-at-home.meeting-point.text":'Tako planiramo svoje poteze prije nego što započnemo. Dvije ekipe stavljaju kartice na sto da bi napravile redoslijed uputstava kojima će premjestiti svoje robote, ali ništa se ne pomjera sve dok jedan od igrača ne kaže "Start!". U tom momentu završava programiranje i počinje akcija. Igrač koji bi rekao “Start!” pobjeđuje samo ako dva robota, svaki izvršavajući uputstva svog tima, završe na istom kvadratu.',"coding-at-home.meeting-point.material":"CodyRoby kartice, tabla sa kvadratima 5 × 5, dva pijuna.","coding-at-home.meeting-point.questions.content.1":"P1. Ako mislite da je moguće da se dva robota nikada ne sretnu, izmislite pravila igre koja pokrivaju sve moguće situacije.","coding-at-home.follow-the-music.title":"Slijedite muziku","coding-at-home.follow-the-music.text":"Kada se sekvence programskih uputstava periodično ponavljaju, to je kao da imaju ritam. Ako uz svako uputstvo pridružimo zvuk, možemo Robyja voditi uz muziku. Upravo to ćemo učiniti ovaj put. Ja ću za vas napraviti program koji će koristiti različite zvukove za predstavljanje različitih uputstava, a vi ćete Robyja kretati po tabli slijedeći ova uputstva bazirana na zvuku.","coding-at-home.follow-the-music.material":"pored CodyRoby kartica, table sa kvadratima i pijuna, trebamo proizvesti tri različita zvuka. Ja sam koristio tri čaše napunjene različitim količinama vode, šta ćete vi koristiti?","coding-at-home.follow-the-music.questions.content.1":"P1. Pokušajte da pratite video i da se vodite zvukovima koje proizvode čaše, bez gledanja u kartice. Možete li prepoznati i izvršiti uputstva napravljena zvukom?","coding-at-home.follow-the-music.questions.content.2":"P2. Odaberite tri zvuka koja ćete povezati sa tri osnovna uputstva. Smislite niz zvukova koje biste mogli beskrajno ponavljati, a da Robyja nikada ne odvedete sa table...","coding-at-home.colour-everything.title":"Obojite sve","coding-at-home.colour-everything.text":"Možemo li da vodimo robote oko table na takav način da pomoću njihovih tragova napravimo crtež? U ovoj aktivnosti igramo se sa kodiranjem i umjetnošću piksela, koja formira slike bojenjem okviraa na kariranoj tabli, poput piksela na ekranu.","coding-at-home.colour-everything.material":"CodyRoby kartice, karirana tabla i pion. Za bojenje polja koristite komade papira za postavljanje na okvire ili obojite okvire markerima.","coding-at-home.colour-everything.questions.content.1":"Da li je moguće nacrtati dva srca kao u završnom dijelu video snimka vođenjem robota po svim potrebnim poljima a da nikada dva puta ne prođete po okviru?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter i CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Koja je razlika između plotera i štampača? Saznajte igrajući ovu isključenu kodiranu aktivnost.","coding-at-home.codyplotter-and-codyprinter.material":"pored kompleta CodiRobi, koristio sam zeleni marker i novog robota za modeliranje gline, ali ovo nije obavezno.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Možete li da objasnite razliku između plotera i štampača?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Kakav dizajn bi RobiPrinter proizveo kretanjem duž linija na tabli, ako bi izvršio redosled naredbi diktiranih na kraju video snimka?","coding-at-home.boring-pixels.title":"Dosadni pikseli/korišćenje brojeva","coding-at-home.boring-pixels.text":"Davanjem Roby uputstava za formiranje slike kvadrat po kvadrat, piksel po piksel, otkrivamo da kada mnogi kvadrati u nizu imaju istu boju, možemo da koristimo brojeve da bismo ih učinili zanimljivijim. Računari rade isto to...","coding-at-home.boring-pixels.material":"kvadratna bilježnica ili karirana tabla 5 × 5 nacrtana na parčetu papira, flomaster. Za predstavljanje koda crteža možete koristiti olovku i papir.","coding-at-home.boring-pixels.questions.content.1":"Probajte da napravite karirani dizajn i da ga predstavite pomoću RLE kodiranja. Veličina dizajna jednaka je broju kvadrata, ali koja je veličina RLE reprezentacije?","coding-at-home.turning-code-into-pictures.title":"Pretvaranje koda u slike","coding-at-home.turning-code-into-pictures.text.1":"Sada smo vidjeli da možemo da kreiramo kôd koji nam omogućava da nacrtamo sliku. Zamislio sam crtež i koristio sam kôd da bih ga pretvorio u slova i brojeve, koje sam vam dao. Zabilježite slova i brojeve i pomoću koda rekonstruišite crtež.","coding-at-home.turning-code-into-pictures.text.2":"Evo slike na koju sam mislio, neka se pojavi u vašoj bilježnici i u bilježnicama svih onih koji znaju kôd!","coding-at-home.turning-code-into-pictures.material":"papir (poželjno je da bude na kvadrate) i olovka.","coding-at-home.turning-code-into-pictures.questions.content.1":"Pokušajte da dekodirate i nacrtate slike koje pominjem na kraju video snimka.","coding-at-home.texts.1":"Coding@Home je zbirka kratkih video zapisa, materijala za samostalan rad, slagalica, igara i izazova za kodiranje namijenjenih svakodnevnoj upotrebi u porodici i u školi. Za obavljanje ovih aktivnosti vam nije potrebno nikakvo prethodno znanje ili elektronski uređaj. Aktivnosti imaju za cilj podsticanje računarskog mišljenja i unapređenje vještina učenika, roditelja i nastavnika, kod kuće ili u školi.","coding-at-home.texts.2":'Serijal Evropske nedjelje programiranja Coding@Home je zasnovan na inicijativi “Coding in famiglia” Urbino univeziteta i CodeMOOCnet asocijacije u saradnji sa Rai Cultura. Alesandro Boljolo je profesor računarskih sistema na univerzitetu Urbino, Italian EU Code Week ambasador i koordinator svih ambasadora kao i član upravnog odbora Koalicije za digitalne vještine i radna mjesta. ',"coding-at-home.texts.3":'Ako vas zanimaju unplugged aktivnosti i ostale aktivnosti na različitim programskim jezicima poput robotike, mikro: bit itd., posjetite ‘Materijali za učenje nedjelje programiranja’ sa video tutorijalima i nastavnim planom za osnovne i srednje škole. Takođe posjetite stranicu Evropske nedjelje programiranja sa korisnim linkovima za učenike i nastavnike. ',"community.titles.0":"Zajednica","community.titles.1":"Ambasadori","community.titles.2":" Vodeći nastavnici","community.titles.3":" Edu koordinatori","community.titles.4":" Volontirajte za Evropsku nedjelju kodiranja","community.intro.0":" Evropska nedjelja kodiranja - EU Code Week napreduje zahvaljujući širokoj, međunarodnoj zajednici volontera. Na ovoj stranici možete upoznati članove koji su aktivni u vašoj zemlji.","community.intro.1":" Okosnica sedmice EU koda su ambasadori, vodeći nastavnici i predstavnici ministarstava obrazovanja u EU i zemljama zapadnog Balkana - Edu koordinatori.","community.intro.2":" Saznajte više o svojoj lokalnoj zajednici odabirom svoje zemlje:","community.ambassadors":" Ambasadori EU Code Week-a glavna su kontakt tačka Nedjelja kodiranja - u svakoj zemlji i pomažu u širenju vizije Nedjelja kodiranja na lokalnom nivou. Ambasadori povezuju ljude, kompanije i zajednice zainteresovane za podršku Evropske nedjelje kodiranja. Oni podstiču organizatore da registruju aktivnosti kodiranja na mapi Nedjelja kodiranja i promovišu sveukupno učešće u Evropskoj nedjelji kodiranja. Ambasadori takođe pregledaju i daju odobrenje za aktivnosti u svojoj zemlji. Ambasadori takođe rade sa svojim vršnjacima u drugim zemljama i redovno se sastaju kako bi razgovarali o tome kako dalje razvijati inicijativu.","community.leading-teachers":" Vodeći nastavnici su aktivna zajednica koja broji više od 450 prosvjetnih radnika iz cijele Evrope. Pomažu u povezivanju škola, nastavnika i učenika zainteresovanih za učešće u Nedjelji kodiranja i podstiču ih da organizuju aktivnosti i registruju ih na mapi Nedjelje kodiranja. Vodeći nastavnici održavaju vebinare za profesionalni razvoj na svom jeziku i referentna su tačka za druge nastavnike u zemlji, ali i u Evropi. Oni takođe lokalno promovišu inicijativu.","community.cta":" Ako ste nastavnik, možete pronaći vodeće nastavnike u svojoj blizini da biste ih povezali na mapi.","community.edu":" Edu koordinatori Evropske nedjelje kodiranja su korespondenti u ministarstvima obrazovanja ili drugim obrazovnim organima i organizacijama koje učestvuju u Evropskoj nedjelji kodiranja. Edu koordinatori jačaju temelje inicijative podržavajući nastavnike i škole širom zemlje. To uključuje komunikaciju sa školama koje već učestvuju u Evropskoj nedjelji kodiranja radi upoznavanja sa njihovim najboljim praksama i razmene iskustva. Edu koordinatori takođe podržavaju škole koje žele da učestvuju u inicijativi, pružajući raspoložive resurse, materijal za učenje i mogućnosti u zajednici.","community.volunteer.0":"Ne morate da preuzimate zvaničnu ulogu u zajednici Evropske nedjelje kodiranja da biste bili dio pokreta. Svako može da organizuje aktivnosti kako bi podučio i inspirisao ljude da kodiraju, rade robotiku, izigravaju hardver, 3D štampu itd. i stave svoju aktivnost","community.volunteer.1":"na mapu.","community.volunteer.2":"Međutim, ako želite da volontirate za promociju kodiranja i vjerujete u","community.volunteer.3":"viziju","community.volunteer.4":"i","community.volunteer.5":"vrijednosti","community.volunteer.6":"EU Code Week-a, potencijalno biste mogli postati vodeći nastavnik ili ambasador.","community.volunteer.7":"Ako ste nastavnik koji je strastven u poučavanju i učenju kodiranja koliko i mi, možete saznati više o ulozi i prednostima vodećih nastavnika","community.volunteer.8":"ovdje.","community.volunteer.9":"Tada se možete prijaviti za vodećeg nastavnika popunjavanjem ovog","community.volunteer.10":"onlajn obrasca prijave.","community.volunteer.11":"Imajte na umu da je broj vodećih nastavnika po zemlji određen, što znači da su prijave otvorene samo za neke određene zemlje istovremeno.","community.volunteer.12":"Ako želite da promovišete kodiranje u svojoj zemlji, pogledajte","community.volunteer.13":"odgovornosti ambasadora","community.volunteer.14":"i na brzinu pogledajte spisak ambasadora EU Code Week - a","community.volunteer.15":"Ako u vašoj zemlji postoje ambasadori, kontaktirajte ih direktno i pogledajte kako možete najbolje podržati inicijativu. Ako u vašoj zemlji nema nikoga, možete se obratiti na adresu info@codeweek.eu.","cookie_policy.title":"Politika kolačića","cookie_policy.what.title":"Šta su kolačići?","cookie_policy.what.text":"

    Kolačić je mala tekstualna datoteka koju internet stranica čuva na vašem računaru ili mobilnom uređaju kada posjetite stranicu.

    ","cookie_policy.what.first_party":"Kolačići prve strane su kolačići koje postavlja internet stranica koju posjećujete. Samo ta internet stranica može ih čitati. Pored toga, internet stranica može koristiti vanjske usluge koje takođe postavljaju svoje kolačiće poznate pod nazivom kolačići treće strane.","cookie_policy.what.persistent_cookies":"Trajni kolačići su kolačići koji su sačuvani na vašem računaru i koji se ne brišu automatski kada zatvorite pretraživač, za razliku od sesijskih kolačića koji se brišu kada zatvorite pretraživač.","cookie_policy.what.items":`

    Kada prvi put posjetite internet stranicu Nedjelje programiranja od vas će se tražiti da prihvatite ili odbijete kolačiće.

    - -

    Svrha ovoga je da omogućite sajtu da zapamti vaš odabir (poput korisničkog imena, jezika itd.) za određeni vremenski period.

    - -

    Tako ih nećete morati ponovo unijeti kada tokom iste posjete pretražujete internet stranicu.

    - -

    Kolačići se takođe mogu koristiti za uspostavljanje anonimnih statističkih podataka o pretraživanjima na našoj stranici.

    -

    `,"cookie_policy.how.title":"Kako koristimo kolačiće?","cookie_policy.how.text1":'

    Nedjelja programiranja uglavnom koristi "kolačiće prve strane". Ove kolačiće definišemo i kontrolišemo mi, a ne neka vanjska organizacija.

    ',"cookie_policy.how.text2":"

    Međutim, bićete prinuđeni da prihvatite neke kolačiće sa vanjskih organizacija, kako biste pristupili nekim našim stranicama.

    ","cookie_policy.how.3types.1":"Čuvanje odabira posjetioca","cookie_policy.how.3types.2":"Obezbjeđenje funkcionisanja naše internet stranice","cookie_policy.how.3types.3":"Prikupljanje analitičkih podataka (o ponašanju korisnika)","cookie_policy.how.3types.title":"Mi koristimo sljedeća 3 tipa kolačića prve strane:","cookie_policy.how.table.name":"naziv","cookie_policy.how.table.service":"uslugu","cookie_policy.how.table.purpose":"svrhu","cookie_policy.how.table.type_duration":"vrstu i trajanje kolačića","cookie_policy.how.visitor_preferences.title":"Odabiri posjetioca","cookie_policy.how.visitor_preferences.text":"

    Ove kolačiće definišemo mi i samo mi ih možemo čitati. Oni pamte sljedeće:

    ","cookie_policy.how.visitor_preferences.item":"da li ste prihvatili (ili odbacili) politiku o kolačićima ove internet stranice","cookie_policy.how.visitor_preferences.table.1.service":"Alatka za saglasnost za kolačiće","cookie_policy.how.visitor_preferences.table.1.purpose":"Bilježi vaše odabire kolačića (kako ne biste bili ponovo pitani)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Sesijski kolačić prve strane briše se nakon što zatvorite vaš pretraživač.","cookie_policy.how.operational_cookies.title":"Operativni kolačići","cookie_policy.how.operational_cookies.text":"

    Postoje neki kolačići koje moramo uključiti, kako bi određene internet stranice funkcionisale. Zbog toga, tim stranicama nije potrebna vaša saglasnost. Ovo se naročito odnosi na:

    ","cookie_policy.how.operational_cookies.item":"tehničke kolačiće koje zahtijevaju određeni IT sistemi","cookie_policy.how.technical_cookies.title":"tehničke kolačiće","cookie_policy.how.technical_cookies.table.1.purpose":"Obezbjeđuju vam sigurnu sesiju tokom vaše posjete.","cookie_policy.how.technical_cookies.table.1.type_duration":"Sesijski kolačići prve strane brišu se nakon što zatvorite vaš pretraživač.","cookie_policy.how.technical_cookies.table.2.purpose":"Održavaju sigurnu sesiju duži vremenski period sprečavajući gubitak sesije po zatvaranju pretraživača.","cookie_policy.how.technical_cookies.table.2.type_duration":"Trajni kolačić prve strane, 60 mjeseci.","cookie_policy.how.technical_cookies.table.3.purpose":"Čuva odabir jezika korisnika.","cookie_policy.how.technical_cookies.table.3.type_duration":"Sesijski kolačići prve strane brišu se nakon što zatvorite vaš pretraživač.","cookie_policy.how.analytics_cookies.title":"Analitički kolačići","cookie_policy.how.analytics_cookies.items":`

    Ove kolačiće koristimo isključivo za potrebe internih istraživanja o tome kako možemo unaprijediti usluge koje pružamo svim našim korisnicima.

    - -

    Kolačići jednostavno ocjenjuju način na koji komunicirate s našom internet stranicom – kao anonimni korisnik (prikupljeni podaci ne identifikuju vas lično).

    - -

    Takođe, ovi podaci ne dijele se s bilo kojom trećom stranom niti se koriste u bilo koje druge svrhe. Anonimne statistike mogu se koristiti s ugovaračima angažovanim na komunikacionim projektima po osnovu Ugovora o angažovanju s Komisijom.

    - -

    Međutim, slobodni ste odbiti ovu vrstu kolačića – bilo preko banera za kolačiće koje vidite na prvoj stranici koju posjetite ili posjetom za to predviđenoj stranici..

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Usluga internet analitike na osnovu otvorenog softvera Matomo","cookie_policy.how.analytics_cookies.table.1.purpose":"Prepoznaje posjetioce internet stranice (anonimno – ne prikupljaju se nikakvi lični podaci korisnika).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Trajni kolačić prve strane, 20 dana","cookie_policy.how.analytics_cookies.table.2.service":"Usluga internet analitike na osnovu otvorenog softvera Matomo","cookie_policy.how.analytics_cookies.table.2.purpose":"Identifikuje stranice koje je tokom iste posjete pregledao isti posjetilac. (anonimno – ne prikupljaju se nikakvi lični podaci korisnika).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Trajni kolačić prve strane, 30 minuta","cookie_policy.third-party.title":"Kolačići treće strane","cookie_policy.third-party.items.1":`

    Neke naše stranice objavljuju sadržaj vanjskih provajdera, na primjer YouTube, Facebook i Twitter.

    - -

    Kako biste vidjeli predmetni sadržaj treće strane, obavezni ste prvo prihvatiti njihove posebne uslove i odredbe. Ovo podrazumijeva njihovu politiku kolačića nad kojom mi nemamo kontrolu.

    - -

    Međutim, ukoliko ne pregledate ovakav sadržaj, na vašem uređaju neće biti instalirani nikakvi kolačići treće strane.

    Provajderi treće strane na Nedjelji programiranja`,"cookie_policy.third-party.items.2":"Ove usluge trećih strana su van kontrole internet stranice Nedjelje programiranja. Provajderi mogu u bilo kom trenutku izmijeniti njihove uslove pružanja usluga, svrhu i upotrebu kolačića itd.","cookie_policy.how-manage.title":"Kako možete upravljati kolačićima?","cookie_policy.how-manage.items":`

    Možete upravljati/brisati kolačićima/kolačiće po svojoj želji, za detaljne informacije, posjetite aboutcookies.org.

    Uklanjanje kolačića sa vašeg uređaja

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    Možete obrisati sve kolačiće koji već postoje na vašem uređaju, tako što ćete obrisati istoriju pretraživanja na vašem pretraživaču. Ovim ćete ukloniti sve kolačiće sa svih internet stranica koje ste posjetili.

    - -

    Ipak, budite svjesni činjenice da takođe možete izgubiti i neke sačuvane informacije (na primjer detalje o pristupu, odabire na stranici).

    Upravljanje kolačićima određene internet stranice

    Za detaljniju kontrolu kolačića određene internet stranice, informišite se o podešavanjima privatnosti i kolačića na vašem odabranom pretraživaču.

    Blokiranje kolačića

    Najnovije pretraživače možete podesiti tako da spriječe postavljanje bilo kakvih kolačića na vaš uređaj, ali postoji mogućnost da tada morate ručno prilagođavati odabire svaki put kada pristupite određenom sajtu/stranici. Takođe postoji mogućnost i da određene usluge i funkcije uopšte ne funkcionišu pravilno (na primjer pristup profilu).

    Upravljanje našim analitičkim kolačićima

    Možete upravljati svojim odabirima u vezi sa kolačićima putem naše Analitike koja se nalazi na za to predviđenoj stranici.

    `,"copyright.title":"Obaveštenje o autorskim pravima","copyright.training.0":"Veb sajt EU Code Week za škole","copyright.training.1":"je platforma koju podržava Evropska komisija","copyright.licence.0":"Osim ako je drugačije navedeno, sadržaj dostupan na ovom sajtu licenciran je po licenci","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en","copyright.licence.2":"Creative Commons Attribution NonCommercial-ShareAlike 4.0 International","copyright.creative-commons":"Licenciranje pod Creative Commons licencom samo po sebi ne utiče na vlasništvo nad autorskim pravima","copyright.third-party":"Sadržaj sa veb sajtova trećih strana podliježe sopstvenim ograničenjima po pitanju autorskih prava; Molimo vas da posjetite originalne veb sajtove za dodatne informacije","countries.all":"Sve zemlje","countries.Cloud":"Cloud","countries.Andorra":"Andora","countries.United Arab Emirates":"Ujedinjeni Arapski Emirati","countries.Afghanistan":"Avganistan","countries.Antigua and Barbuda":"Antigva i Barbuda","countries.Anguilla":"Angvila","countries.Albania":"Albanija","countries.Armenia":"Jermenija","countries.Netherlands Antilles":"Holandski Antili","countries.Angola":"Angola","countries.Antarctica":"Antarktik","countries.Argentina":"Argentina","countries.American Samoa":"Američka Samoa","countries.Austria":"Austrija","countries.Australia":"Australija","countries.Aruba":"Aruba","countries.Aland Islands":"Olandska Ostrva","countries.Azerbaijan":"Azerbejdžan","countries.Bosnia and Herzegovina":"Bosna i Hercegovina","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladeš","countries.Belgium":"Belgija","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bugarska","countries.Bahrain":"Bahrein","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Sveti Bartolomej","countries.Bermuda":"Bermudi","countries.Brunei":"Brunej","countries.Bolivia":"Bolivija","countries.Bonaire, Saint Eustatius and Saba ":"Boner, Sv. Eustahije i Saba (Karipska Holandija) ","countries.Brazil":"Brazil","countries.Bahamas":"Bahami","countries.Bhutan":"Butan","countries.Bouvet Island":"Ostrvo Buve","countries.Botswana":"Bocvana","countries.Belarus":"Bjelorusija","countries.Belize":"Belize","countries.Canada":"Kanada","countries.Cocos Islands":"Kokosova Ostrva","countries.Democratic Republic of the Congo":"Demokratska Republika Kongo","countries.Central African Republic":"Centralnoafrička Republika","countries.Republic of the Congo":"Republika Kongo","countries.Switzerland":"Švajcarska","countries.Ivory Coast":"Obala Slonovače","countries.Cook Islands":"Kukova Ostrva","countries.Chile":"Čile ","countries.Cameroon":"Kamerun","countries.China":"Kina","countries.Colombia":"Kolumbija","countries.Costa Rica":"Kostarika","countries.Serbia and Montenegro":"Srbija i Crna Gora","countries.Cuba":"Kuba","countries.Cape Verde":"Zelenortska Ostrva","countries.Curacao":"Kurasao","countries.Christmas Island":"Božićno Ostrvo","countries.Cyprus":"Kipar","countries.Czech Republic":"Češka Republika","countries.Germany":"Njemačka","countries.Djibouti":"Džibuti","countries.Denmark":"Danska","countries.Dominica":"Dominika","countries.Dominican Republic":"Dominikanska Republika","countries.Algeria":"Alžir","countries.Ecuador":"Ekvador","countries.Estonia":"Estonija","countries.Egypt":"Egipat","countries.Western Sahara":"Zapadna Sahara","countries.Eritrea":"Eritreja","countries.Spain":"Španija","countries.Ethiopia":"Etiopija","countries.Finland":"Finska","countries.Fiji":"Fidži","countries.Falkland Islands":"Foklandska Ostrva","countries.Micronesia":"Mikronezija","countries.Faroe Islands":"Farska Ostrva","countries.France":"Francuska","countries.Gabon":"Gabon","countries.United Kingdom":"Ujedinjeno Kraljevstvo","countries.Grenada":"Grenada","countries.Georgia":"Gruzija","countries.French Guiana":"Francuska Gvajana","countries.Guernsey":"Gernzi","countries.Ghana":"Gana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Grenland","countries.Gambia":"Gambija","countries.Guinea":"Gvineja","countries.Guadeloupe":"Gvadalupe","countries.Equatorial Guinea":"Ekvatorijalna Gvineja ","countries.Greece":"Grčka","countries.South Georgia and the South Sandwich Islands":"Južna Džordžija i Južna Sendvička Ostrva","countries.Guatemala":"Gvatemala","countries.Guam":"Teritorija Gvam","countries.Guinea-Bissau":"Gvineja Bisao","countries.Guyana":"Gijana","countries.Hong Kong":"Hong Kong","countries.Heard Island and McDonald Islands":"Ostrvo Herd i Mekdonaldova Ostrva","countries.Honduras":"Honduras","countries.Croatia":"Hrvatska","countries.Haiti":"Haiti","countries.Hungary":"Mađarska","countries.Indonesia":"Indonezija","countries.Ireland":"Irska","countries.Israel":"Izrael","countries.Isle of Man":"Ostrvo Man","countries.India":"Indija","countries.British Indian Ocean Territory":"Britanska teritorija Indijskog okeana","countries.Iraq":"Irak","countries.Iran":"Iran","countries.Iceland":"Island","countries.Italy":"Italija","countries.Jersey":"Džerzi","countries.Jamaica":"Jamajka","countries.Jordan":"Jordan","countries.Japan":"Japan","countries.Kenya":"Kenija","countries.Kyrgyzstan":"Kirgistan","countries.Cambodia":"Kambodža","countries.Kiribati":"Kiribati","countries.Comoros":"Komoros","countries.Saint Kitts and Nevis":"Sent Kits i Nevis","countries.North Korea":"Sjeverna Koreja","countries.South Korea":"Južna Koreja","countries.Kuwait":"Kuvajt","countries.Cayman Islands":"Kajmanska Ostrva","countries.Kazakhstan":"Kazahstan","countries.Laos":"Laos","countries.Lebanon":"Liban","countries.Saint Lucia":"Sveta Lucija","countries.Liechtenstein":"Lihtenštajn","countries.Sri Lanka":"Šri Lanka","countries.Liberia":"Liberija","countries.Lesotho":"Lesoto","countries.Lithuania":"Litvanija","countries.Luxembourg":"Luksemburg","countries.Latvia":"Letonija","countries.Libya":"Libija","countries.Morocco":"Maroko","countries.Monaco":"Monako","countries.Moldova":"Moldavija","countries.Montenegro":"Crna Gora","countries.Saint Martin":"Sveti Martin","countries.Madagascar":"Madagaskar","countries.Marshall Islands":"Maršalska Ostrva","countries.Macedonia":"Sjeverna Makedonija","countries.Mali":"Mali","countries.Myanmar":"Mijanmar","countries.Mongolia":"Mongolija","countries.Macao":"Makao","countries.Northern Mariana Islands":"Sjeverna Marijanska Ostrva","countries.Martinique":"Martinik","countries.Mauritania":"Mauritanija","countries.Montserrat":"Montserat","countries.Malta":"Malta","countries.Mauritius":"Mauricijus","countries.Maldives":"Maldivi","countries.Malawi":"Malavi","countries.Mexico":"Meksiko","countries.Malaysia":"Malezija","countries.Mozambique":"Mozambik","countries.Namibia":"Namibija","countries.New Caledonia":"Nova Kaledonija","countries.Niger":"Niger","countries.Norfolk Island":"Ostrvo Norfolk","countries.Nigeria":"Nigerija","countries.Nicaragua":"Nikaragva","countries.Netherlands":"Holandija","countries.Norway":"Norveška","countries.Nepal":"Nepal","countries.Nauru":"Nauru","countries.Niue":"Niuje","countries.New Zealand":"Novi Zeland","countries.Oman":"Oman","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Francuska Polinezija","countries.Papua New Guinea":"Papua Nova Gvineja","countries.Philippines":"FIlipini","countries.Pakistan":"Pakistan","countries.Poland":"Poljska","countries.Saint Pierre and Miquelon":"Sen Pjer i Mikelon","countries.Pitcairn":"Ostrva Pitkern","countries.Puerto Rico":"Portoriko ","countries.Palestine":"Palestina","countries.Portugal":"Portugal","countries.Palau":"Palau","countries.Paraguay":"Paragvaj","countries.Qatar":"Katar","countries.Reunion":"Reinion","countries.Romania":"Rumunija","countries.Serbia":"Srbija","countries.Russia":"Rusija","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Saudijska Arabija","countries.Solomon Islands":"Solomonova Ostrva","countries.Seychelles":"Sejšeli","countries.Sudan":"Sudan","countries.Sweden":"Švedska","countries.Singapore":"Singapur","countries.Saint Helena":"Sveta Jelena","countries.Slovenia":"Slovenija","countries.Svalbard and Jan Mayen":"Svalbard i Jan Majen","countries.Slovakia":"Slovačka","countries.Sierra Leone":"Sijera Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somalija","countries.Suriname":"Surinam","countries.South Sudan":"Južni Sudan","countries.Sao Tome and Principe":"Sao Tome i Principe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Sveti Martin","countries.Syria":"Sirija","countries.Swaziland":"Švajcarska","countries.Turks and Caicos Islands":"Ostrva Terks i Kejkos","countries.Chad":"Čad","countries.French Southern Territories":"Francuske Južne Teritorije","countries.Togo":"Togo","countries.Thailand":"Tajland","countries.Tajikistan":"Tadžikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Istočni Timor","countries.Turkmenistan":"Turkmenistan","countries.Tunisia":"Tunis","countries.Tonga":"Tonga","countries.Turkey":"Turska","countries.Trinidad and Tobago":"Trinidad i Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Tajvan","countries.Tanzania":"Tanzanija","countries.Ukraine":"Ukrajina","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Mala spoljna ostrva SAD-a","countries.United States":"Sjedinjene Američke Države","countries.Uruguay":"Urugvaj","countries.Uzbekistan":"Uzbekistan","countries.Vatican":"Vatikan","countries.Saint Vincent and the Grenadines":"Sveti Vinsent i Grenadini","countries.Venezuela":"Venecuela","countries.British Virgin Islands":"Britanska Djevičanska ostrva","countries.U.S. Virgin Islands":"Američka Djevičanska ostrva","countries.Vietnam":"Vijetnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Valis i Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Jemen","countries.Mayotte":"Majot","countries.South Africa":"Južna Afrika","countries.Zambia":"Zambija","countries.Zimbabwe":"Zimbabve","cw2020.common.resources":"Resursi koji će vam biti potrebni","cw2020.common.soundtrack":"Muzička tema Nedelje programiranja (Code Week)","cw2020.common.moves":"Pokreti","cw2020.common.dance-example":"Primjer plesa Nedelje programiranja","cw2020.title.0":"EU Code Week","cw2020.title.1":"Izdanje za 2020. godinu","cw2020.intro":"Ove godine od 10. do 25. oktobra 2020. godine proslavljamo programiranje! Usljed postojeće zdravstvene situacije, ove godine donosimo više aktivnosti Nedelje programiranja online. Pokrenućemo nove zabavne i zanimljive aktivnosti kojima se možete pridružiti daljinski od kuće ili u školi","cw2020.online-activities.title":"Istaknute otvorene online aktivnosti","cw2020.online-activities.subtitle.0":"Da bismo olakšali daljinsko učestvovanje u aktivnostima Nedelje programiranja, pokrenuli smo","cw2020.online-activities.subtitle.1":"kalendar","cw2020.online-activities.subtitle.2":"istaknutih online aktivnosti","cw2020.online-activities.section1.title":"Šta je to online aktivnost?","cw2020.online-activities.section1.content":"Online aktivnost može biti bilo koja aktivnost koju biste tipično dodali ili registrovali na web sajtu Nedelje programiranja – jedina razlika je to što se sada održava online. Ideja je da se ljudima olakša da učestvovanje u sesijama programiranja i radionicama bude potpuno online bez izlaganja zdravlja riziku","cw2020.online-activities.section2.title":"Istaknute otvorene aktivnosti","cw2020.online-activities.section2.content":"Ako želite, možete učiniti vaše online aktivnosti dostupne svima. Ljudi iz cijelog svijeta će moći da učestvuju u otvorenim online aktivnosti, koje će se održavati bilo na engleskom ili lokalnom jeziku. Mi ćemo izabrati najuzbudljivije online aktivnosti koje su dostupne svima i istaknuti ih u kalendaru događaja na našem web sajtu","cw2020.online-activities.section3.title":"Šta to znači za učesnike","cw2020.online-activities.section3.content.0":"Svakog dana Nedelje programiranja, moći ćete da pretražujete","cw2020.online-activities.section3.content.1":"kalendar","cw2020.online-activities.section3.content.2":"i učestvujete u onim aktivnostima koje vas najviše zainteresuju. Teme ovih istaknutih događaja se mogu kretati od radionica o robotici, kurseva elektronskog učenja, webinara do uputstava za programiranje i još mnogo toga. Dakle, sami izaberite.","cw2020.dance.title":"Ples Nedelje programiranja","cw2020.dance.subtitle":"Ko je rekao da programeri ne umiju da plešu? Kako bi proslavili izdanje Nedelje programiranja za 2020. godinu, mi pokrećemo novu aktivnost - #EUCodeWeekDance izazov","cw2020.dance.section1.title":"Ko se može pridružiti?","cw2020.dance.section1.content.0":"Svi iz škola, profesori, biblioteke do klubova za programiranje, preduzeća i javnih organa su pozvani da proslave EU Nedelju programiranja 2020 tako što će organizovati #EUCodeWeekDance aktivnost i dodati je na","cw2020.dance.section1.content.1":"Nedelje programiranja","cw2020.dance.section2.title":"Kako učestvovati?","cw2020.dance.section2.content":"Izaberite jedan od pet tipova aktivnosti ili smislite svoju. Nezavisno od toga koju aktivnost izaberete, ne zaboravite da je dodate na našu mapu","cw2020.dance.activity1.title":"Programirajte prijatelja ili roditelja – računar vam nije potreban","cw2020.dance.activity1.subtitle":"Programiranje vam omogućava da izdajete komande elektronskom uređaju. Ali tehnički gledano, nije vam potreban računar da bi mogli da programirate. Umjesto toga, zgrabite partnera – to može biti vaš kolega iz razreda, prijatelj, roditelj ili čak i profesor i dajte mu uputstva kako da izvede #EUCodeWeekDance, koja mora precizno da prati","cw2020.dance.activity1.resources.0":"Vodič koji je napravio Code.org za organizaciju vaše Plesne žurke uživo","cw2020.dance.activity1.resources.1":"Naučite nešto o tome kako da programirate vašeg ljudskog-robota","cw2020.dance.activity2.title":"Vizuelno programiranje","cw2020.dance.activity2.subtitle":"Programirajte vaše Ples Nedelje programiranja u Scratch alatu. Upotrijebite karaktere Nedelje programiranja ili napravite svoje sopstvene u Scratch alatu i isprogramirajte ih tako da izvedu #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Primjer Scratch #EUCodeWeekDance projekta","cw2020.dance.activity2.resources.1":"Karakteri Nedelje programiranja","cw2020.dance.activity2.resources.2":"Vodič koji je napravio Code.org kako da animirate karakter","cw2020.dance.activity2.resources.3":"Vodič koji je napravio Code.org kako da organizujete vašu Plesnu žurku","cw2020.dance.activity2.resources.4":"Podijelite vaš projekat sa nama u ovom Scratch studiju.","cw2020.dance.activity3.title":"Tekstualno programiranje","cw2020.dance.activity3.subtitle":"Napravite #EUCodeWeekDance temu uz Python ili JavaScript, koristeći platforme za kreiranje muzike koje se oslanjaju na programiranje poput EarSketch ili Sonic Pi","cw2020.dance.activity3.resources.0":"Priručnik kako se proizvodi muzika uz EarSketch","cw2020.dance.activity3.resources.1":"Priručnik kako se proizvodi muzika uz Sonic Pi","cw2020.dance.activity4.title":"Robotika","cw2020.dance.activity4.subtitle":"Programirajte vašeg robota da prati vaša uputstva i izvede Ples Nedelje programiranja","cw2020.dance.activity4.resources.0":"Uputstvo o programiranju robota","cw2020.dance.activity5.title":"Izazov plesa uživo","cw2020.dance.activity5.subtitle":"Snimite video kako vi, vaš tim ili vaš robot izvodite #EUCodeWeekDance, podijelite video na Instagramu i dobićete priliku da postane viralna senzacija i osvojite neke od nagrada Nedelje programiranja! Da li ste zainteresovani? Pratite ove korake:","cw2020.dance.activity5.resources.0":"Snimite video koristeći Instagram Stories","cw2020.dance.activity5.resources.1":"Zapratite","cw2020.dance.activity5.resources.2":"@CodeWeekEU na Instagramu","cw2020.dance.activity5.resources.3":"Pomenite @CodeWeekEU u vašem storiju sa plesom i obavezno koristite tag #EUCodeWeekDance","cw2020.dance.outro.0":"Pobjednici će biti izabrani sledećeg dana i objavljeni na našem Instagram kanalu putem Stories, te nemojte zaboraviti da redovno provjeravate vaše notifikacije, možda vam se danas posreći","cw2020.dance.outro.1":"#EUCodeWeekDance je zasnovan na","cw2020.dance.outro.2":"Oda kodu","cw2020.dance.outro.3":"koju je komponovao Brendan Paolini, a ples je osmislila Bianca Maria Berardi 2015. godine, po ideji Alessandra Bogliola, profesora računarskih sistema na Univerzitetu Urbina","cw2020.treasure-hunt.title":"Lov na blago Nedelje programiranja","cw2020.treasure-hunt.subtitle.0":"Ovo je igra na Telegramu koja je dovoljno jednostavna za početnike, ali takođe dovoljno izazovna da iskusne učesnike drži u neizvjesnosti","cw2020.treasure-hunt.subtitle.1":"Lov na blago Nedelje programiranja","cw2020.treasure-hunt.subtitle.2":"je igra koja se najbolje igra na vašem PC računaru dok vam je mobilni telefon u ruci. Igra će od vas zatražiti da riješite izazove programiranja i sprovešće vas kroz istoriju programiranja, računarskih nauka i tehnologije u Evropi","cw2020.treasure-hunt.section.title":"Da počnete da igrate, potrebno je da","cw2020.treasure-hunt.section.content.0":"Preuzmete aplikaciju Telegram. Dostupna je u verziji za","cw2020.treasure-hunt.section.content.1":"Desktop računare","cw2020.treasure-hunt.section.content.2":"Igru možete igrati bilo na vašem PC ili laptop računaru, ili na vašem pametnom telefonu. Preporučujemo da je igrate na vašem računaru tako da uputstva možete da dobijate i rješavate izazove programiranja na aplikaciji Telegram na vašem telefonu","cw2020.treasure-hunt.section.content.3":"Da počnete da igrate igru","cw2020.treasure-hunt.section.content.4":"otvorite igru","cw2020.treasure-hunt.section.content.5":"i skenirajte QR kod koji će vas odvesti u Telegram aplikaciju gdje ćete dobiti prvi skup uputstava","cw2020.treasure-hunt.section.content.6":"Za pobjedu, potrebno je da riješite 10 izazova iz programiranja i pronađete 10 lokacija na mapi Evrope koje su povezane sa napretkom programiranja i tehnologije","cw2020.treasure-hunt.section.content.7":"Nakon što završite igru, podijelite vaš rezultat sa svojim prijateljima koristeći tag #EUCodeWeek i izazovite ih da i oni odigraju igru i nauče o istoriji programiranja. Hajde da vidimo ko će ostvariti najbolje rezultate","cw2020.treasure-hunt.section.content.8":"Lov na blago Nedelje programiranja je virtuelna verzija za godinu originalnog Lova na blago EU Nedelje programiranja koji je najprije razvio Alessandro Bogliolo, profesor računarskih sistema na Univerzitetu Urbina. Da naučite više o njegovoj originalnoj igri, posjetite naš","cw2020.treasure-hunt.section.content.9":"blog","cw2020.kick-off.title":"Događaj koji otvara manifestaciju: 8. oktobar 2020.","cw2020.kick-off.content.0":"Virtuelni događaj koji otvara Nedelju programiranja za 2020. godinu će se odigrati 8. oktobra u 17h po vremenu za Berlin/Brisel/Pariz. Direktan prenos događaja će biti dostupan na Facebook Live, Instagram TV i YouTube Live","cw2020.kick-off.content.1":"Naš uzbudljivi program uključuje gostujuće predavače","cw2020.kick-off.content.2":"Komesar EU za unutrašnje tržište","cw2020.kick-off.content.3":"Komesar EU za inovacije, istraživanje, kulturu, obrazovanje i mlade","cw2020.kick-off.content.4":"Kreator Scratch alata i profesor istraživanja učenja u MIT Laboratoriji za medije","cw2020.kick-off.content.5":"autor i ilustrator Hello Ruby","cw2020.kick-off.content.6":"i","cw2020.kick-off.content.7":"Predsjednik E-MMA francuska neprofitne organizacije koja promoviše rodnu raznolikost u tehnologiji","cw2020.kick-off.content.8":"A ako ovo nije dovoljno, tim Nedelje programiranja će takođe prikazivati nove alate, resurse i izazove tokom razvoja web sajta","cw2020.kick-off.content.9":"Profesor računarskih sistema na Univerzitetu Urbina i koordinator ","cw2020.kick-off.content.10":"ambasadora Nedelje programiranja","cw2020.kick-off.content.11":"će vam reći nešto više o virtualnom Lovu na blago Nedelje programiranja","cw2020.kick-off.content.12":"A xxx će vam saopštiti novosti o novom izazovu #EUCodeWeekDance","cw2020.kick-off.content.13":"Takođe ćemo se povezati sa školama i studentima širom Evrope koji će podijeliti svoje priče o programiranju i razmijeniti ideje sa našim gostujućim predavačima","cw2020.kick-off.content.14":"Takođe ćete imati priliku da podijelite svoje misli, ideje i postavite vaša pitanja. Sve što je potrebno da uradite je da se priključite u naš prenos uživo","cw2020.kick-off.content.15":"ili","cw2020.kick-off.content.16":"8. oktobra 2020. u 17:00-18.30 CET i da ostavite komentare ili objavite tweet sa tagom #EUCodeWeek","cw2020.get-involved.title":"Na koji način se možete uključiti","cw2020.get-involved.subtitle":"Ne možete dočekati da počnete da programirate? Ukoliko biste željeli da se pridružite zajednici EU Nedelje programiranja ali ne znate odakle da počnete, pogledate ove resurse koji će vam pomoći da krenete, upravo na vrijeme za našu godišnju proslavu u oktobru","cw2020.get-involved.content.0":"Početak sa Nedeljom programiranja","cw2020.get-involved.content.1":"Kako dodati aktivnost u Nedelju programiranja","cw2020.get-involved.content.2":"Učenje bita","cw2020.get-involved.content.3":"Deep Dive masovni otvoreni online kurs","cw2020.get-involved.content.4":"Coding@Home serija","edit.title":"Uredite svoj #EUCodeWeek događaj","edit.required_fields":"Obavezna polja označena su zvjezdicom (*). Dodajte spisak događaja na vašem jeziku.","edit.description":"Opis","edit.audience":"Ciljna grupa","edit.theme":"Tema","edit.location":"Lokacija","edit.website":"Web-stranica","edit.contact":"Kontakt","edit.tags":"Tagovi","edit.image":"Fotografija","edit.help":"Veće fotografije biće umanjenje na veličinu 256 x 512 piksela. Maksimalna veličina za učitavanje iznosi 256 x 1024.","edit.aspect":"Koji aspekt programiranja će pokriti vaš događaj?","edit.address":"Unesite adresu ili kliknite na mapu niže kako bi podesili lokaciju. ","edit.privacy_disclaimer.header":"Vaši kontakt podaci","edit.privacy_disclaimer.text_1":"Ovi podaci biće dostupni samo ","edit.privacy_disclaimer.link_1":"Ambasadorima Evropske nedjelje programiranja","edit.privacy_disclaimer.text_2":` i organizatorima Nedjelje - programiranja, koji - će provjeriti vaš događaj prije nego se pojavi na mapi i mogu vas kontaktirati ukoliko bude potrebno - unijeti izmjene ili - kako bi sproveli ankete u statističke svrhe, a po završetku događaja`,"edit.privacy_disclaimer.contact_email":"Vaša email adresa za kontakt","edit.edit":"Urediti događaj","event.main_title":"Dodajte svoj #EUCodeWeek događaj","event.button":"Dodati događaj","event.howto":"Kako da organizujete svoj događaj","event.required":"Obavezna polja označena su zvjezdicom (*). Dodajte spisak događaja na vašem jeziku.","event.audience_title":"Ciljna grupa","event.theme_title":"Tema","event.scoreboard_by_country":"Tabela","event.get_involved":"Uključite se","event.organize_or_support_events":"Organizujte ili podržite događaje u svom gradu","event.or_contact_your":"ili kontaktirajte svoje","event.eu_code_week_ambassadors":"ambasadore Evropske Nedjelje programiranja","event.show_events_for":"Prikaži događaje za ","event.who":"Kome je namijenjen događaj?","event.tags":"Tagovi","event.image":"Slika","event.start.label":"Datum početka","event.start.placeholder":"Kada aktivnost počinje?","event.end.label":"Datum završetka","event.end.placeholder":"Kada se aktivnost završava ?","event.organizer.label":"Naziv organizacije","event.organizer.placeholder":"Organizacija gdje radite ili volontirate","event.website.label":"Web-stranica organizatora ","event.website.placeholder":"Da li imate web-stranicu gdje je dostupno više informacija?","event.description.label":"Opis","event.description.placeholder":"Kratko opišite planiranu aktivnost.","event.contact.label":"Email adresa za kontakt","event.contact.placeholder":"Ova email adresa će se koristiti za važnu korespondenciju u vezi sa Evropskom Nedjeljom programiranja","event.contact.explanation":"Vaša email adresa za kontakt biće vidljiva samo ambasadorima Evropske Nedjelje programiranja i organizatorima Nedjelje programiranja koji će provjeriti vaš događaj prije nego se pojavi na mapi i mogu vas kontaktirati ukoliko bude potrebno unijeti izmjene ili kako bi sproveli ankete u statističke svrhe, a po završetku događaja.","event.public.label":"Javna email adresa","event.public.placeholder":"Da li želite da objavite email adresu za kontakt?","event.title.label":"Naziv aktivnosti","event.title.placeholder":"Koji je naziv aktivnosti ?","event.address.label":"Adresa","event.address.placeholder":"Gdje će se aktivnost održati?","event.organizertype.label":"Vrsta organizacije","event.organizertype.placeholder":"Odaberite vrstu organizatora","event.organizertype.school":"Škola","event.organizertype.library":"Biblioteka","event.organizertype.non profit":"Neprofitna organizacija","event.organizertype.private business":"Privatno preduzeće","event.organizertype.other":"Drugo","event.audience.Pre-school children":"Predškolska djeca","event.audience.Elementary school students":"Učenici osnovne škole","event.audience.High school students":"Učenici srednje škole","event.audience.Graduate students":"Studenti koji nijesu diplomirali","event.audience.Post graduate students":"Studenti postdiplomskih studija","event.audience.Employed adults":"Zaposleni","event.audience.Unemployed adults":"Nezaposleni","event.audience.Other (see description)":"Drugi (vidi opis)","event.audience.Teachers":"Učitelji","event.theme.Basic programming concepts":"Osnovni koncepti programiranja","event.theme.Web development":"Razvoj web-stranica","event.theme.Mobile app development":"Razvoj mobilnih aplikacija","event.theme.Software development":"Razvoj softvera","event.theme.Data manipulation and visualisation":"Manipulacija podacima i vizualizacija podataka","event.theme.Robotics":"Robotika","event.theme.Hardware":"Hardver","event.theme.Other":"Drugo","event.theme.Unplugged activities":"Aktivnosti bez upotrebe računara","event.theme.Playful coding activities":"Zabavne aktivnosti programiranja","event.theme.Art and creativity":"Umjetnost i kreativnost","event.theme.Visual/Block programming":"Vizuelno/blokovsko programiranje","event.theme.Game design":"Dizajn igrica","event.theme.Internet of things and wearable computing":"Internet stvari i nosivo računarstvo","event.theme.3D printing":"3D štampanje","event.theme.Augmented reality":"Uvećana stvarnost","event.theme.Artificial intelligence":"Vještačka inteligencija","event.theme.Motivation and awareness raising":"Motivacija i podizanje svijesti","event.theme.Promoting diversity":"Promocija raznolikosti","event.codeweek_for_all_participation_code.title":"KOD NEDJELJA PROGRAMIRANJA ZA SVE","event.codeweek_for_all_participation_code.explanation":"Ukoliko ste od kolege iz škole ili prijatelja dobili kod Nedjelja programiranja za sve, zalijepite ga ovdje, a ako nijeste, ostavite prazno mjesto. Više informacija o Nedjelji programiranja za sve dostupno je","event.codeweek_for_all_participation_code.link":"ovdje","event.thanks_page.title":"Hvala što dodajete svoj događaj!","event.thanks_page.phrase1":"Jedan od naših lokalnih ambasadora će sada analizirati vaš događaj ","event.thanks_page.phrase2":"i uvjeriti se da je sve u redu.","event.thanks_page.phrase3":"Ukoliko imate pitanja, stupite u kontakt sa nekim od naših ","event.thanks_page.phrase4":"nacionalnih ambasadora","event.thanks_page.phrase5":"ili nam uputite","event.thanks_page.phrase6":"email","event.thanks_page.phrase7":"Možete podijeliti vaš kod Nedjelja programiranja za sve sa drugima:","event.activitytype.label":"Tip aktivnosti","event.activitytype.placeholder":"","event.activitytype.open-online":"Online aktivnost slobodnog učešća","event.activitytype.invite-online":"Online aktivnost po pozivu","event.activitytype.open-in-person":"Aktivnost slobodnog učešća","event.activitytype.invite-in-person":"Aktivnost po pozivu","event.privacy":"Pročitao-la sam i prihvatam uslove u vezi s pravilima o privatnosti opisanih u ovom dokumentu.","event.country":"Zemlja","event.loading":"Učitavanje...","event.add_activity":"Dodaj aktivnost","event.edit_activity":"Uredi aktivnost","event.update_activity":"Ažuriraj aktivnost","event.delete_activity":"Izbriši aktivnost","event.total_pending_events":"Ukupno predstojećih događaja:","event.no_pending_events":"Nema predstojećih događaja za","event.all_countries":"Sve zemlje","event.current_status":"Trenutni status","event.actions":"Mjere","event.certificate_ready":"Vaš sertifikat za Nedjelju programiranja je spreman. Slobodno ga preuzmite ili ga direktno podijelite.","event.view_your_certificate":"Pogledajte svoj sertiifkat ovdje","event.submit_event_and_report":"Dostavite izvještaj za ovaj događaj i zahtijevajte Vaš sertifikat za Nedjelju programiranja.","event.report_and_claim":"Dostavite izvještaj o događaju i zahtijevajte sertifikat.","eventdetails.organised_by":"Organizovano od strane: ","eventdetails.contact_email":"Email adresa za kontakt: ","eventdetails.happening_at":"Događa se u: ","eventdetails.from":"Od ","eventdetails.to":" Do ","eventdetails.description":"Opis: ","eventdetails.more_info":"Više informacija: ","eventdetails.audience":"Ovaj događaj je namijenjen: ","eventdetails.themes":"Glavne teme: ","eventdetails.tags":"Tagovi: ","eventdetails.share":"Podijeli događaj: ","eventdetails.email.tooltip":"Klikni da pošalješ ovaj email prijatelju","eventdetails.email.subject":"Pogledaj ovaj fenomenalan događaj o programiranju ","eventdetails.email.body_1":"Hej, baci pogled na ","eventdetails.email.body_2":"Događaj u ","eventdetails.edit":"Uredi događaj","eventdetails.note":"NAPOMENA: ","eventdetails.pending_warning":"Ovaj događaj još uvijek analiziraju ","eventdetails.pending_link":"moderatori","eventdetails.nearby_upcoming_events":"Predstojeći događaji u okruženju:","eventreports.reports_by":"Događaji za koje se očekuje izvještaj od strane ","eventreports.no_reports":"Još uvijek nema događaja o kojima bi se izvještavalo.","eventreports.report":`Događaji navedeni u spisku niže su počeli ili su se završili. Unesite nekoliko brojeva - u statističke svrhe vezano za događaj i zatražite svoj sertifikat o učešću u Nedjelji programiranja. Dobijate - jedan sertifikat po događaju. `,"guide.title":"Smjernice","guide.organise_activity":"Organizujte vaš događaj sa oznakom #EUCodeWeek","guide.register_activity":"Registrujte vaš događaj ovdje","guide.what.title":"Šta je Evropska Nedjelja programiranja?","guide.what.content":'

    Evropska Nedjelja programiranja je grass-roots (samostalni) pokret koji vode volonteri i koji podržava Evropska komisija. Svako – škole, predavači, biblioteke, programerski klubovi, poslovne organizacije, javne ustanove – može organizovati #EUCodeWeek događaj i dodati ga na codeweek.eu mapu.

    ',"guide.what_you_need_organise.title":"Šta vam je potrebno za organizaciju događaja?","guide.what_you_need_organise.items.1":"Grupa ljudi željnih znanja. Na primjer, vaši prijatelji, djeca, tinejdžeri, odrasle kolege, roditelji, bake i djedovi. Imajte na umu da je dvoje već grupa!","guide.what_you_need_organise.items.2":"Predavači ili instruktori kojima je poznato programiranje, te način kako da prenesu znanje i inspirišu druge. Broj zavisi od vrste i veličine događaja.","guide.what_you_need_organise.items.3":"Mjesto za učenje. Učionice, biblioteke, sale za sastanke, kao i razni javni prostori mogu biti sjajne lokacije za održavanje događaja.","guide.what_you_need_organise.items.4":"Računari i internet. U zavistnosti od vaše ciljne grupe, možete od učesnika zatražiti da donesu svoje laptopove.","guide.what_you_need_organise.items.5":'Programiranje bez upotrebe računara. Zapravo vam i nije neophodan računar ili internet kako bi učili o računarskom razmišljanju. Pogledajte naš materijal o učenju bez upotrebe računara za početak.',"guide.what_you_need_organise.items.6":`Materijali za učenje. Pokažite učesnicima koliko samostalno stvaranje može biti zabavno. Pogledajte našu stranicu sa literaturom i materijale za učenje sa video-tutorijalima i nastavnim planovima i prilagodite ih potrebama vaše grupe.`,"guide.what_you_need_organise.items.7":`Registrujte učesnike. Ukoliko na raspolaganju imate ograničen broj mjesta, za registraciju učesnika možete koristiti online alate poput Google formsi Eventbrite.`,"guide.what_you_need_organise.items.8":'Ne zaboravite da dodate vaš događaj na mapu Nedjelje programiranja!',"guide.how_to.title":"Kako da organizujete vaš događaj?","guide.how_to.items.1":"Na vama je da odaberete format vašeg događaja programiranja, ali preporučujemo da odvojite određeno vrijeme za praktičnu, neposrednu primjenu, kada učesnici mogu samostalno stvarati i/ili majstorisati sa hardverom.","guide.how_to.items.2":'Koristite alate i tehnologiju prilagođene vašoj ciljnoj grupi. Preporučujemo korišćenje dostupnih besplatnih izvora i materijala.',"guide.how_to.items.3":"Ohrabrite učesnike da na kraju događaja jedni drugima pokažu i predstave ono što su stvorili.","guide.how_to.items.4":`Širite vijesti! Promovišite i podijelite ono što ste radili tokom događaja preko društvenih medija koristeći oznaku #EUCodeWeek. Takođe, možete podijeliti i sa Grupom za nastavnike Evropske Nedjelje programiranja kao i na Tviteru (@CodeWeekEU). Razgovarajte sa vašim prijateljima, kolegama edukatorima, lokalnim medijima, i izdajte saopštenje za javnost.`,"guide.how_to.items.5":'Ne zaboravite da dodate vaš događaj na mapu Nedjelje programiranja!',"guide.material.title":"Promotivni materijal","guide.material.text":'

    Pristupite našem blogu kako biste dobili najsvježije informacije i slobodno prilagodite najnovije saopštenje za javnost vašim potrebama, ili pripremite sopstveno:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Pripreme za proslavu Evropske Nedjelje programiranja 2019 (dostupno na 29 jezika)',"guide.toolkits.title":"Preuzmite sljedeće alatke kako bi lakše počeli:","guide.toolkits.communication_toolkit":"Alatke za komunikaciju","guide.toolkits.teachers_toolkit":"Nastavničke alatke","guide.questions.title":"Imate pitanja?","guide.questions.content":'

    Ukoliko imate pitanja o organizaciji i promociji vašeg #EUCodeWeek događaja, stupite u kontakt sa jednim od ambasadora Evropske Nedjelje programiranja iz vaše zemlje.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Oživite svoje ideje!","hackathons.sections.1.title":"6 hakatona, 6 izazova","hackathons.sections.1.content.1":"Da li živite u Grčkoj, Letoniji, Irskoj, Italiji, Rumuniji ili Sloveniji? Da li ste kreativni, ambiciozni i zainteresovani za budućnost tehnologije? Ovo je Vaša prilika! Prijavite se na jedan od hakatona tokom EU Nedjelje kodiranja i razvijte inovativno rješenje koje će Vas staviti na čelo tehničke revolucije!","hackathons.sections.1.content.2":"U 2021. godini, EU Nedjelja kodiranja donosi šest izuzetnih hakatona i poziva učenike starosti od 15-19 godina, koj pohađaju srednju školu, da formiraju timove i koriste svoje vještine kodiranja da riješe lokalni izazov. Nakon 24 sata hakovanja, svaki tim će predstaviti svoje ideje žiriju sastavljenog od eksperata koji će izabrati 10 timova finalista. Svi timovi će imati isto vrijeme, resurse i pristup mentorima i ekspertizi kako bi završili izazov, ali samo 10 njih će dobiti priliku da se plasiraju u sljedeću rundu, razviju svoj prototip, dobiju stručnu obuku i učestvuju u finalnom hakatonu na jesen. Timovi će se ovde nadmetati da bi se odlučilo ko će osvojiti kul IT opremu i priliku da prođu kroz program mentorstva i obuke kako bi dalje razvili svoj prototip.","hackathons.sections.2.title":"Kako mogu da učestvujem?","hackathons.sections.2.content.1":"Izaberite hakaton u svojoj državi i pratite nekoliko prostih koraka da se registrujete. Možete se prijaviti kao pojedinac ili kao tim od šest osoba. Ako se prijavite sa svojim prijateljima ili školskim drugovima, ne zaboravite da navedete ime svog tima prilikom registracije. Svaki hakaton će zasebno otvoriti svoju registraciju, stoga pratite hakaton u svojoj državi!","hackathons.sections.3.title":"Ko su organizatori?","hackathons.sections.3.content.1":"Hakatone Evropske Nedjelje programiranja zajednički organizuju Evropska komisija i lokalni ","hackathons.sections.3.content.2":"Ambasadori evropske Nedjelje programiranja","hackathons.sections.3.content.3":" , a finansira ih Evropski parlament. Cilj je pokazati kako konkretna rješenja oživljavaju uz pomoć kreativnosti, entuzijazma, novih ideja i vještina programiranja mladih.","hackathons.sections.4.title":"Kako izgleda hakaton?","hackathons.sections.4.content.1":"Hakaton tokom EU Nedjelje kodiranja je putovanje koje počinje onlajn hakatonom od 24 sata. Iskusni mentori će podučavati timove i biće radionica koje pružaju prilike učesnicima da nauče nove vještine i da se zabave. Hakaton je takođe odlična prilika za učesnike da se umreže i druže sa ljudima iz evropskog tehnološkog sektora. Na kraju hakatona, svaki tim će predstaviti svoje rješenje žiriju sastavljenog od eksperata. ","hackathons.sections.4.content.2":"Deset najboljih timova će nastaviti svoje putovanje kroz hakatone i proći kroz program obuke i mentorstva tokom ljeta. Pobjednici će zatim učestvovati u finalnom dvanaestočasovnom nacionalnom hakatonu u septembru i oktobru uživo (koji će se održati onlajn, ako javna zdravstvena situacija ne bude dozvoljavala fizički susret).","hackathons.sections.5.title":"Ne poznajem programiranje – šta mogu raditi?","hackathons.sections.5.content.1":"Istovremeno s hakatonom, biće organizovane radionice za početnike u oblastima programiranja, majstorisanja s hardverom, robotike itd. kako bi učesnici naučili neke osnove računarskog razmišljanja i programiranja. Više informacija o načinu registracije potražite na stranici na vašem jeziku.","hackathons.sections.6.title":"Partneri","hackathons.sections.7.title":"Pridružite se zabavi!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Rumunija","hackathons.cities.1.date":"25-26. septembra 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Irska","hackathons.cities.2.date":"23-24. septembra 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Italija","hackathons.cities.3.date":"24-25. septembra 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Grčka","hackathons.cities.4.date":"9. oktobru 2021.","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Slovenija","hackathons.cities.5.date":"18-19. septembra 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Letonija","hackathons.cities.6.date":"1. oktobru 2021.","hackathons.final.1":"Finale u","hackathons.final.2":"septembru/oktobru 2021.","home.about":"Evropska Nedjelja programiranja je grass roots inicijativa koja ima za cilj da svakom približi programiranje i digitalnu pismenost na zabavan i zanimljiv način.","home.when":"14.-27. oktobar 2024.","home.when_text":"Učenje programiranja pomaže nam da shvatimo svijet oko nas koji se ubrzano mijenja, proširimo svoja poimanja načina funkcionisanja tehnologije i razvijemo vještine i sposobnosti za istraživanje novih ideja i inovatorstvo.","home.school_banner_title":"Uključite se!","home.school_banner_text":"Da li ste nastavnik?","home.school_banner_text2":"Kliknite ovdje da saznate kako da se uključite!","home.organize_activity_title":"Organizujte aktivnost ili joj se pridružite.","home.organize_activity_text":'Svako je dobrodošao da organizuje aktivnost ili \u2028da joj se pridruži. Jednostavno odaberite temu i ciljnu grupu i dodajte svoju aktivnostna mapu ili pretražite događaje u vašoj oblasti.',"home.get_started_title":"Početak","home.get_started_text":'Nijeste sigurni kako da počnete? Pogledajte stranicu sa uputstvima, i preuzmite naše alatke za organizatore, kako biste se pripremili i širili vijest.',"home.access_resources_title":"Pristup materijalima i obuci","home.access_resources_text":'Ako nijeste sigurni kako da organizujete aktivnost, posjetite našu stranicu Nastavni materijali i materijali za obuku učenja, da biste pronašli smjernice i prilagođene nastavne planove.',"locations.title":"Mјesta aktivnosti","locations.description.0":"Za svoju sljedeću aktivnost, odaberite mjesto sa liste u nastavku ILI registrujte novo mjesto pod","locations.description.1":"kreiranje aktivnosti","login.login":"Prijavljivanje","login.register":"Registracija","login.github":"Pristupite sa Github nalogom","login.twitter":"Pristupite sa Twitter nalogom","login.facebook":"Pristupite sa Facebook nalogom","login.google":"Pristupite sa Google nalogom","login.azure":"Pristupite sa Azure nalogom","login.email":"Email pošta","login.password":"Lozinka","login.remember":"Zapamti me","login.forgotten_password":"Zaboravili ste lozinku?","login.no_account":"Nemate nalog?","login.signup":"Registruj se","login.reset":"Resetuj lozinku","login.send_password":"Pošalji link za resetovanje lozinke","login.confirm_password":"Potvrdi lozinku","login.name":"naziv","menu.learn":"Za učenike","menu.teach":"Za profesore","menu.training":"Trening","menu.toolkits":"Prezentacije i alati","menu.why":"ZAŠTO","menu.home":"Početna stranica","menu.events":"Aktivnosti","menu.ambassadors":"Ambasadori","menu.resources":"Materijali","menu.schools":"Škole","menu.about":"O nama","menu.blog":"Blog","menu.news":"Novosti","menu.search":"Otkucajte i pritisnite Enter...","menu.map":"Mapa","menu.add_event":"Dodati događaj","menu.search_event":"Pretraživanje događaja","menu.hello":"Zdravo","menu.profile":"Profil","menu.pending":"Nastupajući događaji","menu.your_events":"Moji događaji","menu.your_certificates":"Moje potvrde","menu.report":"Prijavi svoja događanja","menu.volunteers":"Volonteri","menu.logout":"Odjavljivanje","menu.signin":"Pristup","menu.privacy":"Privatnost","menu.participation":"Sertifikat o učešću","menu.values":"Naše vrijednosti","menu.featured_activities":"Istaknute aktivnosti","menu.codeweek2020":"Izdanje 2020","mooc.free-online-courses":"Besplatni onlajn kursevi","mooc.intro":"Evropska nedjelja kodiranja nudi mogućnost profesionalnog razvoja u vidu onlajn kurseva. Cilj je podržati nastavnike u uvođenju kodiranja i računarskog mišljenja u učionicu.","mooc.icebreaker.title":"Uvodni ‘Icebreaker’ kurs","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"EU Code Week Icebreaker","mooc.icebreaker.text.2":"kurs u trajanju od pet sati na engleskom jeziku je namijenjen svim zainteresovanim za osnove kodiranja i računarskog mišljenja. Polaznici kursa se uče kako da pobude znatiželju i inovativni duh mladih, istovremeno ih osnažujući da postanu digitalni kreatori. Kurs učesnicima pomaže da otkriju prednosti i relevantnost računarskog mišljenja i kodiranja u našem svakodnevnom životu. Takođe daje ideje, besplatne materijale i resurse za organizovanje zabavnih i obrazovnih aktivnosti za djecu, u bilo koje vrijeme i na bilo kom mjestu, posebno tokom Nedjelje kodiranja.","mooc.icebreaker.text.3":"Za pohađanje ovog kursa nije potrebno prethodno znanje u oblasti kodiranja, samo znatiželja. ","mooc.icebreaker.registration.0":"Proces registracije je počeo ovdje","mooc.icebreaker.registration.1":"za kurseve koji se održavaju u period od 16. septembara do 30. oktobara 2020. Imajte u vidu da je potrebno prvo napraviti nalog i registrovati se na European Schoolnet Academy.","mooc.icebreaker.check-out":"Pogledajte izdanje iz 2019.","mooc.deep-dive.title":"Temeljni kurs ‘Deep Dive’","mooc.deep-dive.text.0":"Onlajn kurs Deep dive Evropske nedjelje kodiranja u trajanju od dvadesetpet sati na engleskom jeziku pruža priliku nastavnicima da se upoznaju sa principima kodiranja i steknu znanje i samopouzdanje za organizovanje lakih, zabavnih interaktivnih aktivnosti kodiranja sa svojim učenicima. Nastavnici će pronaći besplatne","mooc.deep-dive.text.1":"podatke","mooc.deep-dive.text.2":"o evropskoj nedjelji kodiranja kao i materijal za obuku dostupan na 29 jezika zajedno sa posebnim aspektima kodiranja, poput računarskog mišljenja, unplugged aktivnosti i beskrajnih mogućnosti u oblasti robotike, izrade, jezika vizuelnog programiranja, izrade aplikacija i još mnogo toga.","mooc.deep-dive.course-link":"Pogledajte 2019 “Deep dive” kurs.","mooc.social-media.0":"Pratite","mooc.social-media.1":"EU Code Week na društvenim mrežama","mooc.social-media.2":"za datume početka narednih kurseva","myevents.created_by":"Svi događaji kreirani od strane ","myevents.no_events.first_call_to_action":"Nijeste dodali nijedan događaj do sada. Zašto ne biste ","myevents.no_events.first_link":"dodali jedan sada","myevents.no_events.second_call_to_action":"ili pročitajte naš ","myevents.no_events.second_link":"vodič za organizatore","myevents.view":"Prikaz","myevents.status.APPROVED":"ODOBRENO","myevents.status.REJECTED":"ODBIJENO","myevents.status.PENDING":"NA ČEKANJU","myevents.status.REPORTED":"IZVJEŠTAJ","pagination.previous":"Prethodna","pagination.next":"Sljedeća","participation.title":"Generišite Sertifikate o učešću za vaše predavanje","participation.phrase1":"Da biste dobili pojedinačne sertifikate o učešću, popunite formular, tako što ćete razdvojiti imena vaših učenika zarezom.","participation.names.label":"Imena za sertifikat ","participation.names.help":"Stavite zarez između svakog imena učesnika","participation.event_name.label":"Naziv aktivnosti","participation.event_name.help":"Naziv vaše aktivnosti će biti odštampan na sertifikatu.","participation.event_date.label":"Datum aktivnosti","participation.event_date.help":"Datum vaše aktivnosti će biti odštampan na sertifikatu.","participation.submit":"Generiši sertifikat","participation.thanks_page.title":"Vaši sertifikati su generisani!","participation.thanks_page.phrase1":"Kliknite na ovaj link za preuzimanje zip datoteke sa svim sertifikatima","passwords.password":"Lozinke moraju imati najmanje šest znakova i podudarati se sa unosom za potvrdu.","passwords.reset":"Promijenili ste lozinku!","passwords.sent":"Poslali smo vam e-mail sa linkom za promjenu lozinke!","passwords.token":"Ovaj token za resetovanje lozinke nije validan. ","passwords.user":"Ne možemo pronaći korisnika sa tom e-mail adresom.","privacy-statement-contact.subtitle":"Ova izjava o privatnosti daje informacije o obradi i zaštiti vaših ličnih podataka.","privacy-statement-contact.processing-operation.0":"Operacija obrade","privacy-statement-contact.processing-operation.1":"upravljanje ambasadora nedjelje kodiranja, (Code Week), vodećim nastavnicima i registracijom aktivnosti na web-stranici","privacy-statement-contact.data-processors.0":"Obrađivač podataka","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. i EUN Partnerstvo AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Informacije u vezi sa obradom ličnih podataka za upravljanje ambasadora nedjelje kodiranja, (Code Week), vodećim nastavnicima i registracijom aktivnosti na web- stranici.","privacy-statement-contact.3-legal_process.0":'Zakonitost operacije obrade: Jedinica G.2 prikuplja, čuva i objavljuje vaše lične podatke, jer ste dali svoju izričitu saglasnost tako što ste označili polje kada ste se prijavili da postanete ambasador nedjelje kodiranja, (Code Week), vodeći nastavnik ili kada ste se prijavili za registraciju događaja na Evropska nedjelja programiranja, (EU Code Week).',"privacy-statement-contact.4-collect_data.0":" obavezni lični podaci koji se prikupljaju za ambasadore i vodeće nastavnike su:","privacy-statement-contact.4-collect_data.1":"Ime","privacy-statement-contact.4-collect_data.2":"Email adresa","privacy-statement-contact.4-collect_data.3":"Lozinka","privacy-statement-contact.4-collect_data.4":"Slika","privacy-statement-contact.4-collect_data.5":"Biografija","privacy-statement-contact.4-collect_data.6":"Titula","privacy-statement-contact.4-collect_data.7":"Polje stručnosti za vodeće nastavnike.","privacy-statement-contact.4-collect_data.8":"Kada registrujete aktivnost, obavezni lični podaci koji se prikupljaju su:","privacy-statement-contact.4-collect_data.9":"Naziv organizacije","privacy-statement-contact.4-collect_data.10":"Tip organizacije","privacy-statement-contact.4-collect_data.11":"Kontakt e-mail adresa","privacy-statement-contact.4-collect_data.12":"Pružanje ovih podataka je obavezno da bi bili ambasador nedjelje kodiranja, (Code Week), vodeći nastavnik ili da biste registrovali aktivnost na web'stranici nedjelje kodiranja, (Code Week).","privacy-statement-contact.4-collect_data.13":"Pored toga, ambasadori i vodeći nastavnici mogu dobrovoljno da obezbede slijedeće lične podatke:","privacy-statement-contact.4-collect_data.14":"Nalozi medija na društvenim mrežama","privacy-statement-contact.4-collect_data.15":"Organizatori aktivnosti mogu dobrovoljno da dostave slijedeće podatke:","privacy-statement-contact.4-collect_data.16":"Javna kontakt e-mail adresa","privacy-statement-contact.4-collect_data.17":"Internet strana organizatora","privacy-statement-contact.4-collect_data.18":"Nedjelja kodiranja za sve (Code Week for All Code)","privacy-statement-contact.4-collect_data.19":"Za organizatore aktivnosti, imajte na umu da relevantni ambasador za vašu zemlju ili jedinicu G.2 može koristiti lične podatke koje ste dostavili za registraciju aktivnosti kako bi vas kontaktirali u vezi sa navedenim aktivnostima","privacy-statement-contact.4-collect_data.20":"Vaše lične podatke ste dostavili na","privacy-statement-contact.4-collect_data.21":"Stranicu za prijavu na internet stranicu nedjelje kodiranja (Code Week)","privacy-statement-contact.4-collect_data.22":"i na","privacy-statement-contact.4-collect_data.23":"stranicu za registracije aktivnosti.","privacy-statement-contact.5-how_long.0":"Svi lični podaci biće obrisani iz baze podataka ako odustanete od inicijative ili 5 godina nakon završetka inicijative.","privacy-statement-contact.6-protect_data.0":'Svi lični podaci u elektronskom formatu (e-mailovi, dokumenti, baze podataka, učitane grupe podataka, itd.) se čuvaju ili na serverima Evropske komisije ili kod njenih izvođača. Sve operacije obrade se sprovode u skladu sa Odlukom Komisije (EU, Euratom) 2017/46, od 10 januara 2017 godine., o bezbednosti komunikacionih i informacionih sistema u Evropskoj komisiji.',"privacy-statement-contact.6-protect_data.1":'Izvođači Komisije vezani su posebnom ugovornom klauzulom za sve operacije obrade vaših podataka u ime Komisije i obavezama poverljivosti koje proističu iz prenošenja Opšte uredbe o zaštiti podataka u državama članicama EU (‘GDPR’ Uredba (EU) 2016/679).',"privacy-statement-contact.6-protect_data.2":"U cilju zaštite vaših ličnih podataka, Komisija je uvjela niz tehničkih i organizacionih mjera. Tehničke mjere uključuju odgovarajuće akcije za rješavanje onlajn bezbednosti, rizika od gubitka podataka, izmjene podataka ili neovlašćenog pristupa, uzimajući u obzir rizik koji predstavlja obrada i prirodu ličnih podataka koji se obrađuju. Organizacione mjere obuhvataju ograničavanje pristupa ličnim podacima isključivo na ovlašćena lica koja imaju legitimnu potrebu da znaju za potrebe ove operacije obrade.","privacy-statement-contact.7-access_data.0":"Svim ličnim podacima koje ste dali, osoblje Komisije može pristupiti na osnovu pravila „potreba da se zna“. Pored toga, pristup vašim ličnim podacima pruža se našem Izvođaču na osnovu pravila „potreba da se zna.","privacy-statement-contact.7-access_data.1":'U svrhu povećanja vidljivosti ambasadora nedjelje kodiranja (Code Week), vodećih nastavnika ili registriranih aktivnosti, svi vaši lični podaci objavljuju se na sledećoj internet stranici.',"privacy-statement-contact.7-access_data.2":"Osim toga, Jedinica G.2 može da podijeli vaše podatke za kontakt sa bilo kojim članom javnosti ili sudionicima koji bi vas trebali kontaktirati u vezi sa nedjeljom kodiranja (Code Week). Za organizatore aktivnosti, imajte u predvidu da relevantni ambasador za vašu zemlju ili jedinicu G.2 može koristiti lične podatke koje ste dostavili pri registraciju aktivnosti kako bi vas kontaktirali u vezi sa navedenom aktivnošću.","privacy-statement-contact.8-rights.0":"Dali ste saglasnost da svoje lične podatke date jedinici G.2 za trenutnu operaciju obrade. Možete povući svoju saglasnost u bilo kom trenutku tako što ćete obavestiti jedinicu G.2 na adresi CNECT-G2@ec.europa.eu. Povlačenje neće uticati na zakonitost obrade koja je obavljena pre nego što ste povukli saglasnost.","privacy-statement-contact.10-detailed-info.0":"Ova posebna operacija obrade je uključena u javni registar službenika za zaštitu ličnih podataka sa sledećom referencom za obaveštenje: DPR-EC-02631 Upravljanje tačkama za kontakt za DG CONNECT politike, programe i projekte","privacy-statement.title":"ZAŠTITA VAŠIH LIČNIH PODATAKA","privacy-statement.processing-operation.0":"Operacija obrade","privacy-statement.processing-operation.1":"Obrada ličnih podataka na codeweek.eu, uključujući IP adrese, od strane posjetitelja javno dostupnih web-stranica.","privacy-statement.data-controller.0":"Kontrolor podataka","privacy-statement.data-controller.1":"Evropska komisija, Generalni direktorat za komunikacijske mreže, sadržaj i tehnologiju, Jedinica G.2.","privacy-statement.record-reference":"Referentni zapis","privacy-statement.table-of-contents":"Sadržaj","privacy-statement.1-intro.title":"Uvod","privacy-statement.1-intro.items.1":'Evropska komisija (dalje u tekstu "Komisija"), je posvećena zaštiti vaših ličnih podataka i poštovanju vaše privatnosti. Komisija prikuplja i dalje obrađuje lične podatke u skladu sa Uredbom (EU) 2018/1725 Evropskog parlamenta i Savjeta, od 23. oktobra 2018. godine, o zaštiti pojedinaca u pogledu obrade ličnih podataka od strane institucija, tijela, ureda i agencija Unije i o slobodnom kretanju takvih podataka (stavljanju izvan snage Uredbe (EC) n° 45/2001).',"privacy-statement.1-intro.items.2":"Ova izjava o privatnosti objašnjava razlog obrade vaših ličnih podataka, način na koji prikupljamo, upotrebljavamo i osiguravamo zaštitu svih ličnih podataka koji se daju, kako se te informacije koriste i koja prava imate u odnosu na vaše lične podatke. Isto tako navodi i kontakt detalje odgovornog kontrolora podataka sa kojim možete da ostvarite svoja prava, službenika za zaštitu podataka i Evropskog nadzornika za zaštitu podataka.","privacy-statement.1-intro.items.3.0":"Informacije u vezi sa postupkom obrade","privacy-statement.1-intro.items.3.1":"Obrada podataka na codeweek.eu","privacy-statement.1-intro.items.3.2":"poduzeti od strane Komisije predstavljena je u nastavku.","privacy-statement.2-why.title":"Zašto i kako obrađujemo vaše lične podatke?","privacy-statement.2-why.items.0":"Svrha postupka obrade","privacy-statement.2-why.items.1":"Generalni direktorat Komisije za komunikacijske mreže, sadržaj i tehnologiju nudi veliki broj vanjskih internet stranica. Tehničko podešavanje prikuplja i koristi vaše lične informacije kako bi moglo da ih pruži web-stranicama koje se fizički nalaze izvan infrastrukture smještaja na serveru pod kontrolom Komisije.","privacy-statement.2-why.items.2":"Vaši lični podaci se neće koristiti za automatsko donošenje odluka uključujući profilisanje.","privacy-statement.3-legal_process.title":"Po kom pravnom osnovu(ima) obrađujemo vaše lične podatke","privacy-statement.3-legal_process.items.0":"Vaše lične podatke obrađujemo po nekoliko osnova","privacy-statement.3-legal_process.items.1":'Član 5(1)(a) Uredbe (EU) 2018/1725: ovaj postupak je neophodan za obavljanje zadatka sprovedeno u javnom interesu ili u vršenju službenih ovlaštenja koja su povjerena instituciji ili tijelu Unije.',"privacy-statement.3-legal_process.items.2":"Zaista, informisanje široke javnosti je zadatak koji proizilazi iz sopstvenih prerogativa Evropske komisije na institucionalnom nivou, kao što je predviđeno članom 58(2)(d), Uredbe (EU, Euratom) 2018/1046, Evropskog parlamenta i Savjeta od 18 Jula 2018 god., o finansijskim pravilima koja se primjenjuju na opšti budžet Unije  (OJ L 193, 30.7.2018, p. 1). Osiguravamo da se primjenjuju odgovarajuće i posebne zaštitne mjere za obradu ličnih podataka, u skladu s primjenjivim zakonodavstvom o zaštiti podataka.","privacy-statement.3-legal_process.items.3":'Član 5(1)(d) Uredbe (EU) 2018/1725: za aktivnosti obrade koje se sastoje od kolačića i autentifikovanja, vaša saglasnost je neophodna. U skladu sa članom 3(15) i članom 7 Uredbe (EU) 2018/1725, pristanak se mora slobodno dati, poseban, informiran i nedvosmislen',"privacy-statement.3-legal_process.items.4":"Dobili smo vašu saglasnost direktno od vas. Možda ste to izrazili putem e-pošte, podnijeli putem obrasca za e-registraciju ili u bilo kom drugom pisanom obliku.","privacy-statement.4-collect_data.title":"Koje lične podatke prikupljamo i dalje obrađujemo?","privacy-statement.4-collect_data.items.0":"Da bi sproveli ovaj postupak obrade, Jedinica G.2 prikuplja sljedeće kategorije ličnih podataka:","privacy-statement.4-collect_data.items.1":"Adresa Internet protokola (IP adresa) ili ID uređaja od uređaja koji se koristi za pristup web lokaciji.","privacy-statement.4-collect_data.items.2":"Bez ove obrade nećete moći da uspostavite tehničku vezu između vaših uređaja i serverske infrastrukture i stoga nećete moći da pristupite našoj web-stranici.","privacy-statement.4-collect_data.items.3":"Da bi ste autentifikovali ovu web-stranu, Jedinica G.2 prikuplja sljedeće kategorije ličnih podataka:","privacy-statement.4-collect_data.items.4":"E-mail adresa","privacy-statement.4-collect_data.items.5":"Lozinka; ili","privacy-statement.4-collect_data.items.6":"Provjera autentičnosti na društvenih medija.","privacy-statement.5-how_long.title":"Koliko dugo čuvamo vaše lične podatke?","privacy-statement.5-how_long.items.0":"Jedinica G.2 čuva vaše lične podatke samo onoliko koliko je potrebno za ispunjenje svrhe prikupljanja ili dalje obrade, odnosno za vrijeme trajanja sesije pregledanja. Pored toga, IP adrese mogu biti sačuvane godinu dana u datotekama evidencije usluga iz bezbjednosnih razloga. Što se tiče analitičkog alata, IP adresa i ID uređaja (npr. IMEI broj i VIFI MAC adresa) se brišu odmah nakon prekida veze.","privacy-statement.6-protect_data.title":"Kako štitimo i čuvamo vaše lične podatke?","privacy-statement.6-protect_data.items.0":"Svi lični podaci u elektronskom formatu (e-mailovi, dokumenti, baze podataka, otpremljeni paketi podataka itd.) čuvaju se na serverima Evropske komisije. Sve operacije obrade se sprovode u skladu sa","privacy-statement.6-protect_data.items.1":"Odlukom Komisije (EU, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":", od 10. januara 2017. o bezbjednosti komunikacijskih i informacijskih sistema u Evropskoj komisiji.","privacy-statement.6-protect_data.items.3":"U cilju zaštite vaših ličnih podataka, Komisija je uvela niz tehničkih i organizacionih mjera. Tehničke mjere uključuju odgovarajuće akcije za rješavanje onlajn bezbjednosti, rizika od gubitka podataka, izmjene podataka ili neovlaštenog pristupa, uzimajući u obzir rizik koji predstavlja obrada i priroda ličnih podataka koji se obrađuju. Organizacione mjere obuhvataju ograničavanje pristupa ličnim podacima isključivo ovlaštenim licima koja imaju legitimnu potrebu da znaju za potrebe ove operacije obrade.","privacy-statement.7-access_data.title":"Ko ima pristup vašim ličnim podacima i kome se oni otkrivaju?","privacy-statement.7-access_data.items.0":"Pristup vašim ličnim podacima je omogućen osoblju Komisije odgovornom za obavljanje ove operacije obrade i ovlaštenom osoblju prema principu „potrebno je znati“. Takvo osoblje se pridržava statutarnih i, kada je potrebno, dodatnih ugovora o povjerljivosti.","privacy-statement.7-access_data.items.1":"Štaviše, pristup vašim ličnim podacima može se omogućiti spoljnim ugovaračima koji rade u ime i po ugovoru sa službom Komisije koja posjeduje veb stranice i bavi se kreiranjem, održavanjem, upravljanjem i arhiviranjem veb stranica po principu „potrebno je znati“.","privacy-statement.7-access_data.items.2":"Informacije koje prikupljamo neće se dati bilo kojoj trećoj strani, osim u obimu i u svrsi zbog koje to moramo učiniti po zakonu.","privacy-statement.8-rights.title":"Koja su vaša prava i kako ih možete ostvariti?","privacy-statement.8-rights.items.0":"Imate posebna prava kao „subjekt podataka“ prema Poglavlju III (članovi 14-25) Uredbe (EU) 2018/1725, posebno pravo na pristup, ispravljanje ili brisanje vaših ličnih podataka i pravo da ograničite obradu vaših ličnih podataka. Gdje je primjenljivo, takođe imate pravo da uložite prigovor na obradu ili pravo na prenosivost podataka.","privacy-statement.8-rights.items.1":"Imate pravo da uložite prigovor na obradu vaših ličnih podataka, koje se zakonito sprovodi u skladu sa članom 5(1)(a).","privacy-statement.8-rights.items.2":"Dali ste saglasnost da omogućite svoje lične podatke za sadašnju operaciju obrade. Svoju saglasnost možete povući u bilo kom trenutku tako što ćete obavijestiti Jedinicu G.2. Povlačenje neće utjecati na zakonitost obrade obavljene prije nego što ste povukli svoju saglasnost.","privacy-statement.8-rights.items.3":"Svoja prava možete ostvariti tako što ćete kontaktirati kontrolora podataka, ili u slučaju sukoba, službenika za zaštitu podataka. ako je potrebno, možete se obratiti i Evropskom nadzorniku za zaštitu podataka. Njihove kontakt informacije su date pod naslovom 9 ispod ovog teksta.","privacy-statement.8-rights.items.4":"Ako želite da ostvarite svoja prava u kontekstu jedne ili više specifičnih operacija obrade, navedite njihov opis (tj. njihovu referencu(e) evidencije, kao što je navedeno u naslovu 10 ispod) u svom zahtjevu.","privacy-statement.9-contact.title":"Kontakt informacije","privacy-statement.9-contact.data-controller.title":"Kontrolor podataka","privacy-statement.9-contact.data-controller.text":"Ako želite da ostvarite svoja prava prema Uredbi (EU) 2018/1725, ili ako imate komentare, pitanja ili nedoumice, ili ako želite da podnesete žalbu u vezi sa prikupljanjem i korištenjem vaših ličnih podataka, slobodno kontaktirajte Kontrolora podataka, Jedinica G.2, Evropska komisija, na adresi","privacy-statement.9-contact.data-protection-officer.title":"Službenik za zaštitu podataka (DPO) Komisije","privacy-statement.9-contact.data-protection-officer.text":"Možete kontaktirati službenika za zaštitu podataka (DATA-PROTECTION-OFFICER@ec.europa.eu) u vezi sa pitanjima povezano sa obradom vaših ličnih podataka u skladu sa Uredbom (EU) 2018/1725","privacy-statement.9-contact.european-data-protection.title":"Evropski nadzornik za zaštitu podataka (EDPS)","privacy-statement.9-contact.european-data-protection.text":'Imate pravo da se obratite (tj. možete podnijeti žalbu) Evropskom nadzorniku za zaštitu podataka (edps@edps.europa.eu) iako smatrate da su vaša prava prema Uredbi (EU) 2018/1725 prekršena kao rezultat obrade vaših ličnih podataka od strane kontrolora podataka.',"privacy-statement.10-detailed-info.title":"Gdje pronaći detaljnije informacije?","privacy-statement.10-detailed-info.items.0":'Službenik Komisije za zaštitu podataka (DPO) objavljuje registar svih operacija obrade ličnih podataka od strane Komisije, koje su dokumentovane i dostavljene njemu. Registru možete pristupiti putem sljedeće veze: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Ova specifična operacija obrade je uključena u javni registar službenika komisije za zaštitu podataka, DPO, sa sljedećom referencom evidencije: DPR-EC-09706.1.","privacy.title":"ZAŠTITA VAŠIH LIČNIH PODATAKA","privacy.1-intro.title":"1. Uvod","privacy.1-intro.items.1":"

    Evropska komisija (u daljnjem tekstu: „Komisija“) posvećena je zaštiti vaših ličnih podataka i poštovanju vaše privatnosti. Komisija prikuplja i dalje obrađuje lične podatke u skladu sa Uredbom (EU) br. 2018/1725 Evropskog parlamenta i Savjeta od 23. oktobra 2018. godine o zaštiti fizičkih lica u vezi sa obradom ličnih podataka od strane institucija, tijela, kancelarija i agencija Unije, te o slobodnom kretanju takvih podataka (i o stavljanju van snage Uredbe (EZ) br. 45/2001).

    ","privacy.1-intro.items.2":"

    U ovoj izjavi o zaštiti privatnosti obrazlažu se razlozi za prikupljanje i obradu, zatim način na koji mi prikupljamo, tretiramo i osiguravamo zaštitu svih dostavljenih ličnih podataka, način korišćenja tih informacija, kao i prava koja možete ostvariti u pogledu vaših ličnih podataka (pravo pristupa, ispravke, blokiranja itd.). Ona takođe određuje kontakt informacije odgovornog Rukovaoca podacima s kojim možete ostvariti svoja prava, kao Službenika za zaštitu podataka i Evropskog inspektoru za zaštitu podataka.

    ","privacy.1-intro.items.3":"

    Ova izjava o zaštiti privatnosti tiče se prikupljanja i objavljivanja ličnih podataka na javno dostupnoj internet stranici Codeweek.eu, koji se odnose na lica koja su kontakt osobe za aktivnosti Evropske Nedjelje programiranja (ambasadori Nedjelje programiranja, koordinatori Ministarstava obrazovanja, vodeći predavači kao i organizatori aktivnosti i događaja).

    ","privacy.2-why.title":"2. Zašto obrađujemo vaše podatke?","privacy.2-why.items.1":"

    Evropska komisija prikuplja i objavljuje vaše lične informacije, kako bi olakšala identifikaciju kontakt osoba zainteresovanim stranama i građanima. Najbolji i najefikasniji način da osigurate da zainteresovana lica mogu stupiti u kontakt sa službama Komisije jeste da ponudite stvarna lica kao kontakt osobe.

    ","privacy.2-why.items.2":"

    Vaši lični podaci neće se koristiti za bilo kakvo automatizovano donošenje odluka, uključujući i profilisanje.

    ","privacy.3-legal_process.title":"3. Na kojim pravnim osnovama obrađujemo vaše lične podatke","privacy.3-legal_process.items.1":"

    Aktivnosti obrade ličnih podataka za objavljivanje informacija o kontakt osobama zakonite su po osnovu člana 5(1)(d) Uredbe (EU) br. 2018/1725, zato što ste dali saglasnost za obradu vaših ličnih podataka putem internet formulara ili kada ste se saglasili da koristimo vašu imejl adresu i korisničko ime ako ste se prijavili putem društvene mreže.

    ","privacy.4-collect_data.title":"4. Koje lične podatke prikupljamo i dalje obrađujemo?","privacy.4-collect_data.items.1":"

    Prikupljeni lični podaci jesu informacije koje olakšavaju prepoznavanje vas kao kontakt osobe i uvećavaju vašu vidljivost za javnost, naime: titula, ime, prezime, pozicija, poslovna poštanska adresa i adresa elektronske pošte, broj telefona, fotografija, nalog na društvenim mrežama, biografija.

    ","privacy.4-collect_data.items.2":"

    Ove lične podatke dostavili ste na dobrovoljnoj osnovi popunjavanjem formulara za prijavu.

    ","privacy.4-collect_data.items.3":"

    Obezbjeđivanje određenih ličnih podataka obavezno je za objavljivanje aktivnosti i/ili kontakt informacija na internet stranici codeweek.eu. Ukoliko ne dostavite lične podatke, vaša aktivnost neće biti objavljena i/ili nećete biti u mogućnosti da budete dio gore pomenutih mreža.

    ","privacy.4-collect_data.items.4":"

    Sve druge lične podatke dostavljate na dobrovoljnoj osnovi.

    ","privacy.4-collect_data.items.5":'Nakon što se prijavite na naš newsletter, vaša e-mail adresa će bit dodata na EU Code Week mail listu koju uređuje Mailerlite.com. Molimo vas da pročitate njihova pravila o zaštiti podataka na: https://www.mailerlite.com/legal/privacy-policy. Prijavu za newsletter možete otkazati bilo kada klikom na "unsubscribe" link u našim e-mail porukama, ili pošaljite e-mail na info@codeweek.eu i napišite "Unsubscribe" u naslovu (subject) maila.',"privacy.5-how_long.title":"5. Koliko dugo zadržavamo vaše lične podatke?","privacy.5-how_long.items.1":"

    Komisija zadržava vaše lične podatke samo tokom perioda koji je potreban za realizaciju svrhe prikupljanja ili daljnje obrade opisane pod tačkom 2, naime onoliko dugo koliko vi pokrivate poziciju kontakt osobe.

    ","privacy.5-how_long.items.2":"

    Vaši lični podaci uklanjaju se sa javno dostupne internet stranice odmah po prestanku vaše funkcije kontakt osobe, osim ako ste dali saglasnost da budete uključeni u bazu podataka za buduće aktivnosti.

    ","privacy.6-protect_data.title":"6. Kako štitimo i obezbjeđujemo vaše lične podatke?","privacy.6-protect_data.items.1":"

    Svi lični podaci u elektronskoj formi (imejl, dokumentacija, baze podatka, otpremljene grupe podataka itd.) čuvaju se ili na serveru Evropske komisije ili njenih ugovarača. Sve aktivnosti obrade vrše se u skladu sa Odlukom Komisije (EU, Eureatom) br. 2017/46 od 10. januara 2017. godine o bezbjednosti sistema komunikacije i informisanja u Evropskoj komisiji.

    ","privacy.6-protect_data.items.2":"

    Ugovarači Komisije obavezani su putem posebne ugovorne odredbe u pogledu bilo kakve obrade vaših podataka u ime Komisije, te odredbama o čuvanju povjerljivosti podataka koje proističu iz transponovanja Opšte uredbe o zaštiti podataka u zemljama članicama EU (GDPR Uredba EU br. 2016/679).

    ","privacy.6-protect_data.items.3":"

    U cilju zaštite vaših ličnih podataka, Komisija je definisala niz tehničkih i organizacionih mjera. Tehničke mjere uključuju preduzimanje odgovarajućih aktivnosti kojima se rješavaju pitanja bezbjednosti na internetu, rizik od gubitka podataka, izmjene podataka ili nedozvoljenog pristupa, uzimajući uz obzir rizik koji donosi obrada podataka i priroda ličnih podataka koji se obrađuju. Organizacione mjere uključuju ograničenje pristupa ličnim podacima isključivo na ovlašćena lica koja imaju stvarnu potrebu da ih poznaju za potrebe samih aktivnosti obrade.

    ","privacy.7-access_data.title":"7. Ko ima pristup vašim podacima i kome se podaci otkrivaju?","privacy.7-access_data.items.1":"

    Pristup vašim ličnim podacima omogućava se osoblju Komisije koje je odgovorno za realizaciju aktivnosti obrade, kao i ovlašćenom osoblju po principu neophodnosti upoznavanja s informacijama („need to know“ principle). Predmetno osoblje poštuje zakonske, a kada se to zahtijeva, dodatne sporazume o čuvanju povjerljivosti informacija.

    ","privacy.7-access_data.items.2":"

    Konkretno u ovom slučaju, pristup svim ličnim podacima koje ste dostavili omogućen je administratorima internet stranice (osoblje Komisije) kao i drugom osoblju Komisije po principu neophodnosti upoznavanja s informacijama.. Nadalje, vaši lični podaci i informacije o događajima dijele se s članovima – ambasadorima Evropske Nedjelje programiranja, i mrežama obrazovnih koordinatora za potrebe organizovanja ili praćenja lokalnih aktivnosti.

    ","privacy.7-access_data.items.3":"

    U cilju uvećanja vidljivosti kontakt osobe, vaši lični podaci objavljuju se bez ograničenja pristupa na javnoj internet stranici: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Kada je riječ o prenosu podataka trećim licima

    ","privacy.7-access_data.items.5":"

    Informacije koje prikupljamo neće se dostavljati bilo kojoj trećoj strani, osim u onoj mjeri i u one svrhe kako se to zakonski zahtijeva od nas.

    ","privacy.8-rights.title":"8. Koja su vaša prava i kako ih možete ostvariti?","privacy.8-rights.items.1":"

    Imate određena prava kao „predmet podataka“ shodno Poglavlju III (članovi 14-25) Uredbe (EU) br. 2018/1725, naročito pravo pristupa, ispravke ili brisanja vaših ličnih podataka, te pravo da ograničite obradu vaših ličnih podataka. Gdje je primjenjivo, takođe imate pravo usprotiviti se obradi podataka ili pravu na prenosivost podataka.

    ","privacy.8-rights.items.2":"

    Dali ste saglasnost da dostavite svoje lične podatke nama za potrebe sadašnje aktivnosti obrade i možete povući svoju saglasnost u bilo kom trenutku obavještavanjem Rukovaoca podacima. Povlačenje ne utiče na zakonitost obrade koja je realizovana prije nego ste povukli svoju saglasnost.

    ","privacy.8-rights.items.3":"

    Svoja prava možete ostvariti stupanjem u kontakt s Rukovaocem podacima ili, u slučaju nesporazuma, sa Službenikom za zaštitu podataka. Ukoliko je neophodno, možete se obratiti Evropskom inspektoru za zaštitu podataka. Odgovarajuće kontakt informacije date su pod naslovom br. 9.

    ","privacy.9-contact.title":"9. Kontakt informacije ","privacy.9-contact.data-controller.title":"- Rukovalac podacima","privacy.9-contact.data-controller.text":"

    Ukoliko biste željeli ostvariti svoja prava po osnovu Uredbe (EU) br. 2018/1725 ili imate komentar, pitanje ili nedoumicu, ili ukoliko želite da uložite žalbu po pitanju prikupljanja i korišćenja vaših ličnih podataka, slobodno se obratite Rukovaocu podacima,

    ","privacy.9-contact.data-controller.address":"Generalni direktorat za komunikacione mreže, sadržaj i tehnologiju Jedinica G2
    Zgrada BU25
    B-1049 Brisel
    ","privacy.9-contact.data-controller.email":"e-mail adresa:","privacy.9-contact.data-protection-officer.title":"Službenik Komisije za zaštitu podataka (DPO)","privacy.9-contact.data-protection-officer.text":'

    Slobodno kontaktirajte Službenika za zaštitu podataka (DATA-PROTECTION-OFFICER@ec.europa.eu) u vezi sa pitanjima koja se tiču obrade vaših ličnih podataka u skladu sa Uredbom (EU) br. 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"Evropski inspektor za zaštitu podataka (EDPS)","privacy.9-contact.european-data-protection.text":'

    Imate pravo da se obratite (odnosno, možete uložiti žalbu) Evropskom inspektoru za zaštitu podatka (edps@edps.europa.eu) ukoliko smatrate da su vam prava propisana Uredbom (EU) br. 2018/1725 povrijeđena usljed obrade vaših ličnih podataka od strane Rukovaoca podacima.

    ',"remote-teaching.remote-teaching":"Nastava na daljinu","remote-teaching.intro.title":"Code Week i nastava na daljinu","remote-teaching.intro.text":"Daljinsko obrazovanje može biti pravi izazov za nastavnike i učenike, a mnogo je prepreka koje treba savladati. Međutim, učenje kodiranja, računarsko razmišljanje - čak ni robotika - ne mora da se zaustavi jer su vaši učenici kod kuće. Evo nekoliko savjeta i resursa za koje se nadamo da vam mogu pomoći.","remote-teaching.intro.points.1":"ovo je skup kratkih video zapisa, materijala „uradi sam“, zagonetki, igrica i izazova kodiranja za svakodnevnu upotrebu u porodici, kao i u školi.","remote-teaching.intro.points.2.0":"Kodiranje bez interneta","remote-teaching.intro.points.2.1":"ovdje ćete pronaći različite aktivnosti koje možete lako raditi kod kuće da biste naučili ili podučavali kodiranje svakodnevnim materijalima.","remote-teaching.intro.points.3.0":"Savjeti za učenje","remote-teaching.intro.points.3.1":"ovdje ćete naći „Savjete za učenje“ ili tutorijale o Održivom razvoju i Vještačkoj inteligenciji koja uključuje odjeljke o daljinskoj nastavi u njihovim Planovima lekcija.","remote-teaching.intro.points.4.0":"Repozitorijum resursa","remote-teaching.intro.points.4.1":"mnogi resursi u repozitorijumu takođe se mogu koristiti u scenarijima daljinske nastave. Možete naći resurse za podučavanje o kodiranju, ili da naučite kodiranje.","remote-teaching.intro.points.5.0":"Kodiranje sa kućnih vebinara","remote-teaching.intro.points.5.1":"da li ste znali da je Code Week organizovao nekoliko vebinara o tome kako učiti i podučavati kodiranje od doma?   Pogledajte ih!","remote-teaching.tips.title":"7 savjeta za daljinsko učenje kodiranja","remote-teaching.tips.points.1.0":"Upoznajte se sa konceptima, programskim jezikom i softverom","remote-teaching.tips.points.1.1":"dok studenti mogu samostalno da nauče kodiranje i programiranje metodom pokušaja i pogrešaka, moraćete da ih vodite i pomognete im da pronađu greške u sintaksi.  Budite spremni na promjene i prilagođavanja ako digitalni alat ili programski jezik ne donosi rezultate učenja koje ste očekivali.","remote-teaching.tips.points.2.0":"Podržite učenike","remote-teaching.tips.points.2.1":"pomozite svojim učenicima da ostvare svoj puni potencijal dajući im motivacione i sadržajne lekcije.  Neka istraže svoje vještine i kreativnost tako što će im omogućiti da sami biraju svoje projekte i rezultate.  Dodatno, preporučujemo vam da budete realni i da postavite ciljeve koje vaši učenici mogu postići","remote-teaching.tips.points.3.0":"Podstaknite učenike da rade u grupama","remote-teaching.tips.points.3.1":`kodiranje u grupama ne samo da je zabavnije, već bi i učenicima pomoglo da postignu složenije i kreativnije projekte. Pored toga, učenici mogu da se osjećaju izolovano prilikom učenja na daljinu, a grupni rad to može spriječiti. Na primjer, možete da kreirate sobe za sastanke onlajn za svoje studente koji se okupljaju u grupama ili možete da postavite međusobnu procjenu tako što ćete pozvati studente da daju i dobiju konstruktivne povratne informacije o međusobnim projektima. -`,"remote-teaching.tips.points.4.0":"Istražite otvoreni softver i besplatne platforme onlajn za učenje kodiranja","remote-teaching.tips.points.4.1":"postoji mnogo kvalitetnih resursa za učenje i podučavanje kodiranja, koji su napredni, a jednostavni za upotrebu. Ovo su besplatni alati koje možete dopustiti svojim učenicima da koriste bez da trebaju kupiti licence ili preuzeti softver. Većinu možete pronaći na Code Week repozitorijumu, na primjer, Scratch, App Inventor, Code.org, EarSketch, Sonic Pi, itd. Kao što smo vidjeli kod Code Week-a Savjeta za učenje, ove alate možete primijeniti na bilo koji predmet!","remote-teaching.tips.points.5.0":"Neka bude zabavno","remote-teaching.tips.points.5.1":"vaši prvi koraci u kodiranju trebalo bi da budu zanimljivi i zabavni, i iako ovog puta možda nećete imati priliku da ovo uživanje podijelite lično, postoje načini da se zajedno igrate i zabavljate! Na primjer, možete da predložite svojim učenicima da naprave pauzu od lekcije kako bi se povezali i zajedno igrali CodyColor, edukativnu igru za više igrača napravljenu za učenje računarskog razmišljanja tokom igranja.","remote-teaching.tips.points.6.0":"Simulirajte stvarnu interakciju","remote-teaching.tips.points.6.1":"tehnologija nam omogućava da barem djelimično ponovimo vrstu interakcije koja bi se odvijala u učionici. Možete da podstaknete svoje učenike da u datom trenutku uključe fotoaparate, virtuelno dignu ruke, postavljaju pitanja lično ili u četu, odgovaraju na digitalne ankete i kvizove itd. Neki besplatni digitalni alati koje možete koristiti za ovu svrhu su Zoom, Microsoft Teams, GoToMeeting ili Jitsi za časove u učionici uživo i Kahoot, Mentimeter ili Google Forms za kvizove i interakciju u razredu. To bi učenicima pomoglo da se osjećaju kao da su na času i da se osjećaju povezani sa svojim vršnjacima.","remote-teaching.tips.points.7.0":"Osigurajte dostupnost i priuštivost materijala","remote-teaching.tips.points.7.1":" pobrinite se da vaše lekcije iz kodiranja budu realne i sveobuhvatne tako što ćete osigurati da se traženi materijali lako mogu naći u bilo kom domaćinstvu i da svi učenici mogu da dođu do njih ili da možete da omogućite adaptacije onima koji ne mogu doći do njih. Na primjer, za isključenje kodiranih aktivnosti potrebni su jeftini materijali poput makaza, papira ili aparata za izradu. Kada radite sa vježbama kodiranja onlajn, obezbijedite se da svi učenici imaju kod kuće pristup tabletu ili računaru i pouzdanu internet vezu.","remote-teaching.tips.conclusion":" Kako učite i podučavate kodiranje i programiranje u udaljenim nastavnim okruženjima? Da li imate savjete za druge obrazovne radnike? Dodajte komentar na forumu ispod!","report.title":"Izvještaj o vašem #EUCodeWeek događaju","report.event_title":"Naziv događaja","report.number_required":"Molimo da date okvirnu procjenu ukoliko ne raspolažete preciznim podacima.","report.phrase1":"Ovaj formular možete popuniti samo jednom! Molimo da pažljivo provjerite unesene podatke. Ukoliko učinite grešku, ","report.phrase2":"Nakon što dostavite izvještaj, automatski se izdaje personalizovani sertifikat za učešće u Nedjelji programiranja i biće vam dostupan za peruzimanje ili djeljenje. Primjer sertifikata možete pogledati ovdje.","report.phrase3":"Obavezna polja označena su zvjezdicom (*).","report.phrase4":"Ovaj formular možete popuniti samo jednom! Molimo da pažljivo provjerite unesene podatke. Ukoliko učinite grešku, ","report.contactus":"Kontaktirajte nas","report.participants_count.label":"Broj učesnika","report.average_participant_age.label":"Prosječna starost učesnika","report.percentage_of_females.label":"Procenat učesnika ženskog pola","report.codeweek_for_all_participation_code.label":"Nedjelja programiranja za sve – kôd za učešće","report.codeweek_for_all_participation_code.help":"Ovdje možete staviti kôd za izazov Nedjelja programiranja za sve – ukoliko ga imate. Ukoliko ne učestvujete, jednostavno preskočite ovo polje.","report.name_for_certificate.label":"Naziv sertifikata","report.name_for_certificate.help":"Promijeniti u ime organizatora događaja kome se izdaje sertifikat o učešću u Nedjelji programiranja. Molimo, koristite isključivo ASCII (latinična) slova. Slova koja sadrže akcente, preglasnike ili slično ne mogu se unijeti. ","report.submit":"Dostaviti Izvještaj o događaju","report.thanks_page.title":"Hvala što izvještavate o svom događaju!","report.thanks_page.certificate_ready":"Vaš sertifikat je spreman.","report.thanks_page.download_button":"Kliknite ovdje kako bi ga preuzeli.","report.thanks_page.back_events":"Nazad na vaš događaj","resources.search_resources":"Traži materijale","resources.types":"Tipovi","resources.levels":"Nivoi","resources.programming_languages":"Programski jezici","resources.categories":"Kategorije","resources.Languages":"Jezici","resources.Subjects":"predmeti","resources.share":"Podijeli","resources.communication_toolkit":"Alatke za komunikaciju","resources.teachers_toolkit":"Nastavničke alatke","resources.leaflet":"Brošura","resources.how_to_organise_an_activity":"Kako organizovati aktivnost?","resources.resources.languages.Russian":"Ruski","resources.resources.languages.Norwegian":"Norveški","resources.resources.languages.Mandarin":"Mandarinski","resources.resources.languages.Japanese":"Japanski","resources.resources.languages.All targeted languages":"Svi ciljani jezici","resources.resources.levels.Beginner":"Početni nivo","resources.resources.levels.Intermediate":"Srednji nivo","resources.resources.levels.Advanced":"Napredni nivo","resources.resources.levels.Pre-primary education":"Predškolsko obrazovanje","resources.resources.levels.Primary school (5-12)":"Osnovna škola (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Niža srednja škola (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Viša srednja škola (16-18)","resources.resources.levels.Higher Education":"Više obrazovanje","resources.resources.levels.Other":"Drugo","resources.resources.subjects.Art":"Likovno","resources.resources.subjects.Biology":"Biologija","resources.resources.subjects.Chemistry":"Hemija","resources.resources.subjects.Computer Science":"Informatika","resources.resources.subjects.Culture":"Kultura","resources.resources.subjects.Economics":"Ekonomija","resources.resources.subjects.Foreign Languages":"Strani jezici","resources.resources.subjects.Geography":"Geografija","resources.resources.subjects.Geology":"Geologija","resources.resources.subjects.History":"Istorija","resources.resources.subjects.Language and Literature":"Jezik i književnost","resources.resources.subjects.Mathematics":"Matematika","resources.resources.subjects.Natural Sciences":"Prirodne nauke","resources.resources.subjects.Physical Education":"Fizičko vaspitanje","resources.resources.subjects.Physics":"Fizika","resources.resources.subjects.Coding":"Programiranje","resources.resources.subjects.Special Education Needs":"Obrazovanje djece sa posebnim potrebama","resources.resources.subjects.Other":"Drugo","resources.resources.types.Tutorial":"Vodič","resources.resources.types.Website":"Web-stranica","resources.resources.types.Online Course":"Online kurs","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Aplikacija","resources.resources.types.Game":"Igrica","resources.resources.types.Graphic Material":"Grafički materijal","resources.resources.types.Presentation":"Prezentacija","resources.resources.types.Toolkit":"Alatke","resources.resources.types.Other":"Drugo","resources.resources.types.Lesson Plan":"Nastavni plan","resources.resources.types.Guide":"Smjernice","resources.resources.categories.Coding":"Programiranje","resources.resources.categories.Programming":"Programiranje","resources.resources.categories.Computational Thinking":"Računarsko razmišljanje","resources.resources.categories.Robotics":"Robotika","resources.resources.categories.Making":"Stvaranje","resources.resources.categories.Tinkering":"Promišljanje","resources.resources.categories.Unplugged Activities":"Aktivnosti bez upotrebe računara","resources.resources.categories.Other":"Drugo","school.name":"Ime škole","school.location":"Lokacija škole","school.description":"Opis škole","school.school":"Škola","school.add":"Dodati","school.list":"Spisak","school.required.name":"Ime škole je obavezno","school.required.location":"Lokacija škole je obavezna","schools.1.title1":"Zašto bi trebalo da uvedete programiranje u vaše učionice?","schools.1.title2":"Kako programiranje može koristiti vašim učenicima? Šta dobijate vi kao nastavnik ?","schools.1.content.0":"Vjerujemo da osnovna pismenost svakog od nas u digitalnom dobu obavezno uključuje razumijevanje programiranja i razvoj ključnih kompetencija vezanih za računarsko razmišljanje, poput rješavanja problema, saradnje i analitičkih vještina.","schools.1.content.1":"Savladavanje programiranja može vaše učenike osnažiti do mjere da budu na samom čelu digitalno osposobljenog društva, da bolje razumiju svijet koji ih okružuje i imaju veće šanse za uspjeh u privatnom i profesionalnom životu.","schools.1.content.2":"Nedjelja programiranja svim učenicima nudi priliku da učine prve korake u svojstvu digitalnih stvaralaca, obezbjeđujući školama i nastavnicima besplatne prilike za profesionalni razvoj, nastavni materijal, međunarodne izazove i prilike za razmjenu.","schools.1.button.label":"Želite odmah da počnete? Prijavite se ovdje!","schools.2.title1":"Spremni da se uključite?","schools.2.title2":"Organizujte predavanje, obuku ili događaj i dodajte ga na mapu.","schools.2.content.0":"Bilo da posjedujete znanje u oblasti kodiranja ili programiranja ili ne, možete lako organizovati predavanje u svojoj učionici, dan otvorenih vrata ili događaj u svojoj školi. Samo pronađite datum i registrujte svoju aktivnost na mapi niže. Ukoliko smatrate da vam je potrebna pomoć u pripremi predavanja o programiranju, pređite na sljedeći odjeljak.","schools.2.content.1":"Pregledom mape date niže, možete pogledati primjere nekih od dogadjaja koji se organizuju i dodati svoj kako bi se pridružili hiljadama predavača u Evropi i šire: ","schools.2.button.label":"Spremni da pokušate? Dodajte aktivnost!","schools.3.title1":"Novi ste u oblasti Programiranja? Bez brige","schools.3.title2":"Našepomoćne alatke će vas upoznati sa programiranjem prije nego ga predstavite vašim učenicima","schools.3.content.0":"Ako ste zainteresovani da u svoju učionicu uvedete programiranje, ali ne znate odakle da počnete, ne brinite! Međunarodni tim nastavnika i stručnjaka radi na razvijanju seta kratkih online modula obuke kako bi vam pomogli da počnete.","schools.3.content.1":"Za praćenje naših segmenata učenja vam nije neophodno prethodno iskustvo u oblasti programiranja!","schools.3.button.label":"Pristup modulima obuke","schools.4.title1":"Tražite dodatni izazov?","schools.4.title2":"Izgradite mrežu aktivnosti, uključite što veći broj učenika i dobijte Sertifikat o izvrsnosti","schools.4.content.0":"Nedjelja programiranja za sve vas izaziva da udružite snagu sa drugim nastavnicima ili školama i učestvujete u međunarodnoj zajednici ljudi sličnog načina razmišljanja koji učenicima daju priliku da učine prve korake u svijetu programiranja. Izgradite udruženje koje okuplja više od hiljadu učenika i dobićete Sertifikat o izvrsnosti.","schools.4.button.label":"Saznajte više o izazovu Nedjelja programiranja za sve","schools.title":"Škole: upoznajte učenike sa Nedjeljom programiranja","scoreboard.title":"Rang lista #EUCodeWeek događaja","scoreboard.paragraph":"U kojim evropskim zemljama pršti od aktivnosti iz oblasti programiranja? Rang lista je sačinjena na osnovu broja popisanih događaja programiranja po glavi stanovnika, pa ne budite iznenađeni činjenicom da su neke manje zemlje visočije pozicionirane na listi!","scoreboard.parcipating_with":"Učestvuje sa","scoreboard.events":"događajima","search.audience_title":"Ciljna grupa","search.theme_title":"Tema","search.placeholder":"Pretražite naziv događaja ili tag ","search.submit":"Pretraga","search.label_country":"Odaberite zemlju","search.last_year_events.label":"Uključiti prošlogodišnje događaje","search.last_year_events.yes":"Da","search.last_year_events.no":"Ne","search.search_counter":"Podesite kriterijume za pretragu","search.event":"Događaj","search.events":"Događaji","search.year":"Godina","search.audiences":"Publika ","search.themes":"Tema","search.countries":"Države","search.search_placeholder":"Pretraživanje po naslovu  ili opisu","snippets.featured-activities":"Evo predstojećih aktivnosti EU Code Week-a koje čekaju onlajn učesnike. Možete filtrirati po jeziku i mjesecu a klikom na „pregled“ pristupićete svim detaljima o aktivnostima i kontaktima organizatora. Uživajte!","snippets.learn":"Kodiranje i programiranje su ključne kompetencije koje se sve više traže u svim oblastima, a EU Code Week želi da vam pruži podršku u vašem učenju! Pregledajte naše spremište i pronađite savršeni resurs za početak ili nastavak vašeg kodiranja. Svi ovi resursi su besplatni. Ne zaboravite da pretragu možete da filtrirate prema vrsti resursa, nivou vještine, programskom jeziku, kategoriji i jeziku.","snippets.teach":"Kodiranje i programiranje su ključne kompetencije koje će otvoriti nove mogućnosti vašim učenicima i deci. Da li želite da predajete kodiranje doma, u učionici ili klubu za kodiranje? Pregledajte naše repozitorijum da biste pronašli najpogodniji resurs za uvođenje kodiranja i programiranja u vašu nastavnu praksu. Svi ovi resursi su besplatni. Ne zaboravite da pretragu možete filtrirati prema vrsti resursa, nivou vještine, programskom jeziku, kategoriji i jeziku.","snippets.toolkits.0":"U ovom odjeljku ćete pronaći materijal koji će vam pomoći da organizujete svoju aktivnost za EU Code Week i da promovišete inicijativu sa svojom zajednicom.","snippets.toolkits.1":"Komunikacioni priručnik","snippets.toolkits.2":"ovdje možete pronaći zvanične logotipe EU Code Week-a, značke, flajere, plakate, PowerPoint i Word modele, primjere objava na društvenim mrežama i ilustracije.","snippets.toolkits.3":"Priručnik za nastavnike","snippets.toolkits.4":"ovdje ćete pronaći zvanične logotipe EU Code Week-a, značku, obrazac potvrde o učešću vaših učenika, uvodnu prezentaciju o EU Code Week-u i materijal na društvenim mrežama.","snippets.toolkits.5":"Zvanični letak EU Code Week-a.","snippets.about.goal":"Cilj je pomoći većem broju mladih ljudi da savladaju osnove kodiranja i računarskog razmišljanja.","snippets.guide.tutorials.1":"Pogledajte naše","snippets.guide.tutorials.2":"vodiče i treninge","snippets.guide.tutorials.3":"dostupne na 29 jezika, kako biste se pripremili za organizaciju aktivnosti u kojima mladi uče kodiranje i računarsko razmišljanje.","snippets.dance.menu":"Plesni izazov","snippets.dance.subtitle":"Ko je rekao da programeri ne znaju plesati? Dokazaćemo suprotno izazovom #EUCodeWeekDance.","snippets.dance.content":"Pozivaju se svi, od škola, nastavnika, biblioteka do klubova za kodiranje, preduzeća i javnih vlasti da proslave Sedmicu kodiranja Evropske Unije, organizovanjem #EUCodeWeekDance aktivnosti i dodavanjem na mapu Sedmice kodiranja.","snippets.treasure-hunt.menu":"Lov na blago","snippets.treasure-hunt.subtitle":"Ovo je igra na Telegramu","snippets.videos.1":"Pogledajte videozapise ambasadora Sedmice kodiranja Evropske Unije o našim vrijednostima","snippets.videos.2":"Pogledajte Katju Ošljak, ambasadorku za Sloveniju, o tome zašto je Sedmica kodiranja nezavisna","snippets.videos.3":"Pogledajte Laurenta Touchéa, ambasadora za Francusku, zašto je Sedmica kodiranja namijenjena svima","snippets.videos.4":"Pogledajte Fatmu Bouaziz, ambasadorku za Tunis, o tome zašto je Sedmica kodiranja glokalna","snippets.videos.5":"Pogledajte Lindu Sinku, ambasadorku za Letoniju, o tome zašto Sedmica kodiranja govori o saradnji","snippets.videos.6":"Pogledajte Alessandra Bogliola, ambasadora za Italiju, o tome zašto je Sedmica kodiranja neprofitna","snippets.videos.7":"Pogledajte Marjanu Prifti, ambasadorku za Albaniju, o tome zašto Sedmica kodiranja podstiče inovacije i kreativnost","snippets.videos.8":"Pogledajte Cristianu Lucaci, ambasadorku za Rumuniju, zašto je Sedmica kodiranja zahvalna svojoj zajednici","training.learning_bits":"Materijali za učenje Nedjelje programiranja","training.title":"Besplatni materijali za obuku i internetski tečajevi","training.text":`

    Ovdje možete pronaći besplatan materijal za obuku i literaturu koja će vam pomoći da počnete i isplanirate svoje novo, inovativno predavanje.

    -

    1. Materijali za učenje Nedjelje programiranja

    -

    Nije neophodno prethodno iskustvo u oblasti kodiranja ili programiranja i potrebno vam je samo oko 15 minuta po modulu. Moduli vam predstavljaju ključne koncepte vezane za aktivnosti programiranja i računarskog mišljenja. Poreed toga, moduli vam daju praktične savjete o načinu integracije koncepata u vašu učionicu.

    `,"training.text_2":`

    Sada kada ste prošli kroz jedan ili više materijala za učenje Nedjelje programiranja, nadamo se da se osjećate dovoljno spremnim da u svoje učionice unesete malo digitalne kreativnosti i svoju aktivnost dodate na mapu Nedjelje programiranja!

    - -

    Možete lako organizovati predavanje u vašoj učionici, dan otvorenih vrata ili događaj u vašoj školi. Samo pronađite datum i registrujte svoju aktivnostu na mapi Nedjelje programiranja. Svaki organizator aktivnosti dobiće sertifikat o učešću za uloženi trud.

    - -

    Ukoliko želite da se povežete sa međunarodnom grupom nastavnika punih entuzijazma, pridružite se Fejsbuk grupi Evropske nedjelje programiranja namijenenoj nastavnicima! Kako biste otišli korak dalje i sarađivali sa drugim školama u vašoj zemlji ili u inostranstvu – pridružite se izazovu Nedjelja programiranja za sve (org. Code Week 4 All).

    `,"training.lessons.1.title":"Programiranje bez upotrebe digitalne tehnologije (unplugged)","training.lessons.1.author":"Pripremio Alessandro Bogliolo","training.lessons.1.text":`

    Programiranje je jezik stvari koji nam omogućava pisanje programa kako bi dali nove funkcionalnosti desetinama milijardi objekata u našoj okolini koji se mogu programirati. Programiranje je nabrži način ostvarivanja naših ideja i najefikasniji način da se razviju sposobnosti računarskog mišljenja. Međutim, tehnologija nije nužno neophodna za razvoj računarskog mišljenja. Prije su naše vještine računarskog mišljenja ključne za funkcionisanje tehnologije.

    - -

    Alessandro Bogliolo, profesor računarskih sistema u Italiji i koordinator Evropske nedjelje programiranja, će u ovom video zapisu predstaviti aktivnosti programiranja koje ne zahtijevaju upotrebu računara(unplugged) i mogu se vježbati bez elektronskih uređaja. Osnovna svrha unplugged aktivnosti jeste smanjenje prepreka u pristupu kako bi se programiranje dovelo u sve škole, bez obzira na raspoloživost finansijskih sredstva i opreme.

    - -

    Aktivnosti programiranja koje ne zahtijevaju upotrebu računara otkrivaju računarske aspekte fizičkog svijeta koji nas okružuju.

    `,"training.lessons.1.activities.1":"Aktivnost 1 – CodyRoby za osnovnu školu","training.lessons.1.activities.2":"Aktivnost 2 – CodyRoby za nižu srednju školu","training.lessons.1.activities.3":"Aktivnost 3 – CodyRoby za srednju školu","training.lessons.2.title":"Računarsko mišljenje i rješavanje problema","training.lessons.2.author":"Pripremio Miles Berry","training.lessons.2.text":`

    Računarsko mišljenje (RM) opisuje način posmatranja problema i sistema, kako bi bilo moguće koristiti računar za rješavanje ili razumijevanje istih. Ne samo da je računarsko mišljenje ključno za razvoj računarskih programa, već se može koristiti kao podrška rješavanju problema kroz sve discipline.

    - -

    Svoje učenike možete naučiti računarskom mišljenju, tako što ćete od njih zahtijevati da složene probleme razlože na manje (dekompozicija), da prepoznaju šablone (prepoznavanje šablona), uoče detalje bitne za rješavanje problema (apstrakcija) ili utvrditi niz pravila ili uputstava koje će oni pratiti kako bi došli do željenog ishoda (dizajn algoritama). Računarsko mišljenje je moguće obrađivati i kroz više različitih disciplina, na primjer u matematici (utvrditi pravila faktorizacije polinoma drugog stepena), književnosti (razložiti analizu pjesme na analizu metrike, rime i strukure), jezicima (pronaći šablone na krajevima glagola koji utiču na različito pisanje istog glagola u konjugaciji) i mnogim drugim.

    - -

    U ovom video zapisu, Miles Berry glavni predavač na Fakultetu za obrazovanje Univerziteta Rouhempton u Gilfordu (Ujedinjeno Kraljevstvo) (org. University of Roehampton School of Education at Guildford (United Kingdom)) predstaviće koncept računarskog mišljenja i različite načine na koje ga nastavnik može uključiti u učionicu uz pomoć jednostavnih igara.

    `,"training.lessons.2.activities.1":"Akivnost 1 – Razvijanje matematičkog razmišljanja za osnovnu školu","training.lessons.2.activities.2":"Aktivnost 2 – Upoznavanje sa algoritmima za nižu srednju školu","training.lessons.2.activities.3":"Aktivnost 3 – Algoritmi za višu srednju školu","training.lessons.3.title":"Vizuelno programiranje – uvod u Skrač (Scratch)","training.lessons.3.author":"Pripremila Margo Tinawi","training.lessons.3.text":`

    Vizuelno programiranje omogućava ljudima da opišu procese pomoću ilustracija ili grafika. Obično o vizuelnom programiranju govorimo kao o suprotnosti tekstualnom programiranju. Vizuelni programski jezici (VPJ) naročito su prilagođeni za približavanje algoritamskog načina razmišljanja djeci (čak i odraslima). Kada se koriste vizuelni programski jezici, manje se čita i nema primjene sintakse.

    - -

    U ovom video zapisu, Margo Tinawi, nastavnik izrade internet stranica u kampu za programiranje Le Wagon i suosnivač inicijative Tehies Lab asbl (Belgija) pomoći će vam da otkrijete Skrač, jedan od najpopularnijih vizuelnih programskih jezika koji se koristi širom svijeta. Skrač je 2002. godine razvijen na MIT Univerzitetu i od tada je oko njega stvorena velika zajednica, gdje možete pronaći milione projekata koje možete isprobati sa vašim učenicima i niz tutorijala na više jezika.

    - -

    Za korišćenje Skrača nije vam neophodno prethodno iskustvo u programiranju i možete ga koristiti u različitim predmetima! Na primjer, koristeći Skrač kao digitalnu alatku za pričanje priča, učenici mogu kreirati priče, predstaviti matematički problem ili realizovati takmičenja u umjetnosti kako bi učili o kulturnom nasljeđu, dok savladavaju programiranje i računarsko mišljenje i, najvažnije, zabavljaju se.

    - -

    Skrač je besplatna alatka, veoma intuitivna i motiviše vaše učenike. Pogledajte Margoin video zapis kako biste saznali odakle da krenete.

    `,"training.lessons.3.activities.1":"Aktivnost 1 - Osnove Skrača za osnovnu školu","training.lessons.3.activities.2":"Akivnost 2 - Osnove Skrača za nižu srednju školu","training.lessons.3.activities.3":"Aktivnost 3 - Osnove Skrača za srednju školu","training.lessons.4.title":"Kreiranje edukativnih igara uz pomoć Skrača (Scratch)","training.lessons.4.author":"Pripremio Jesús Moreno León","training.lessons.4.text":`

    Kritičko mišljenje, upornost, rješavanje problema, računarsko mišljenje i kreativnost samo su neke od ključnih vještina koje su vašim učenicima potrebne za uspjeh u 21. vijeku, a programiranje vam može pomoći da ih dosegnete na zabavan i motivirajući način.

    - -

    Algoritamska poimanja kontrole tokova kroz upotrebu sekvenci instrukcija i petlji, predstavljanje podataka korišćenjem varijabli i spiskova, ili sinhronizacija procesa mogu zazvučati kao komplikovani koncepti, ali u ovom videu zapisu ćete okriti da ih je lakše savladati nego što se misli.

    - -

    U ovom videu zapisu, Jesús Moreno León, nastavnik informatike i istraživač iz Španije objasniće vam kako možete razviti ove i druge vještine kod vaših učenika dok se zabavljate. Kako je moguće ovo postići? Kreiranjem igrice sa pitanjima i odgovorima u Skraču, najpopularnijem programskom jeziku koji se koristi u školama širom svijeta. Skrač ne samo da pospješuje računarsko mišljenje, već i omogućava unošenje elemenata igre u učionicu kako bi vaši učenici ostali motivisani dok uče i zabavljaju se.

    - -

    Pogledajte video zapis kako biste saznali odakle da krenete:

    `,"training.lessons.4.activities.1":"Aktivnost 1 – Igra pitanja i odgovora u Skraču za osnovnu školu","training.lessons.4.activities.2":"Aktivnost 1 – Igra pitanja i odgovora u Skraču za nižu srednju školu","training.lessons.4.activities.3":"Aktivnost 3 – Igra pitanja i odgovora u Skraču za srednju školu","training.lessons.5.title":"Stvaranje, robotika i promišljanje u učionici","training.lessons.5.author":"Pripremila Tullia Urschtz","training.lessons.5.text":`

    Uvođenje programiranja, promišljanja, robotike i mikroelektronike kao nastavnih alata i alata za učenje u školski program ključno je za obrazovanje u 21. vijeku.

    - -

    Primjena promišljanja i robotike u školama donosi mnogo prednosti učenicima budući da podstiče razvoj ključnih kompetencija poput rješavanja problema, timskog rada i saradnje. Takođe pospješuje kreativnost i samopouzdanje učenika i pomaže im da razviju upornost i odlučnost u susretu sa izazovima. Robotika je takođe polje koje promoviše inkluziju, jer je lako dostupna širokom spektru učenika sa različitim talentima i vještinama (kako dječacima tako i djevojčicama) i pozitivno utiče na učenike sa poremećajima iz autističnog spektra.

    - -

    Pogledajte video zapis u kom će Tullia Urschitz, italijanski ambasador za Scientix i predavač STEM-a u mjestu Sant’Ambrođo di Valpoličela (org. Sant’Ambrogio Di Valpolicella) (Italija), dati neke praktične primjere o načinu na koji nastavnici mogu uvesti promišljanje i robotiku u učionice i tako pretvoriti pasivne učenike u stvaraoce pune entuzijazma.

    `,"training.lessons.5.activities.1":"Aktivnost 1 - Kako napraviti mehaničku ruku od iverice za osnovnu školu","training.lessons.5.activities.2":"Aktivnost 2 - Kako napraviti mehaničku ili robotsku ruku za nižu srednju školu","training.lessons.5.activities.3":"Aktivnost 3 - Kako napraviti mehaničku ili robotsku ruku za višu srednju školu","training.lessons.6.title":"App Inventor i izrada aplikacija","training.lessons.6.author":"Rosana Kurer (Rosanna Kurrer)","training.lessons.6.text":`

    Pogledajte ovaj video u kojem Rosana Kurer, (osnivač CyberWayFinder-a) objašnjava šta je to App Inventor, ističe prednosti izrade aplikacija u učionici i daje neke praktične primjere o tome kako nastavnici mogu da koriste App Inventor u učionicama, transformišući pasivne učenike u entuzijastične stvaraoce igara.

    -

    Svi mi koristimo aplikacije jer predstavljaju pogodan i brz način usklađivanja naših aktivnosti. Sve se više koriste u obrazovanju, jer omogućavaju personalizovano učenje i korisnicima omogućavaju da dobiju informacije, pa zašto onda da ne podstaknete svoje učenike da izrade obrazovnu aplikaciju za druge?

    `,"training.lessons.6.activities.1":"Aktivnost 1 – Naziv, za osnovnu školu","training.lessons.6.activities.2":"Aktivnost 2 – Naziv, za niže razrede srednje škole","training.lessons.6.activities.3":"Aktivnost 3 – Naziv, za više razrede srednje škole","training.lessons.7.title":"Eksperimentisanje i izrada","training.lessons.7.author":"Diogo da Silva","training.lessons.7.text":`

    Poslovi i radna mjesta se mijenjaju, a obrazovanje ide u korak sa njima. Prilikom pripreme učenika za poslove 21. vijeka, od značaja su nove vještine kao što su eksperimentisanje, pravljenje stvari i hakovanje, jer one smanjuju razlike između škole i stvarnosti. Pretvarajući učionicu u okruženje usmjereno na saradnju i rješavanje problema, učenici mogu da se uključe i napreduju. Ovim aktivnostima se promoviše razgovor, što omogućava da učionica postane centar komunikacije, u kojem se svačiji doprinos cijeni.

    -

    U nastavku pogledajte video u kojem vas nastavnik matematike, inženjerstva, nauke, umjetnosti i tehnologije (MINUT) Diogo da Silva iz Portugala, član „Globalne škole“, vodi korak po korak kroz predavanje u kojem vaši učenici eksperimentišu, prave stvari i pronalaze svoj put do rješenja.

    `,"training.lessons.7.activities.1":"Aktivnost 1 – Naziv, za osnovnu školu","training.lessons.7.activities.2":"Aktivnost 2 – Naziv, za niže razrede srednje škole","training.lessons.7.activities.3":"Aktivnost 3 – Naziv, za više razrede srednje škole","training.lessons.8.title":"Programiranje za sve predmete","training.lessons.8.author":"M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Razmišljajući o programiranju u učionici, prvo na šta pomislimo su računari, tehnologija, matematika ili nauka. Međutim, s obzirom na to da studenti imaju niz interesovanja i predmeta, zašto da to ne okrenemo u našu korist i programiranje ne uključimo u nastavni plan i program?

    -

    Uključivanje programiranja u školski sistem ima mnogo prednosti, jer učenicima pomaže da razvijaju kritičko razmišljanje i vještine rješavanja problema, da postanu aktivni korisnici i sami rukovode procesom učenja, koji je ključan u školama. Međutim, najvažnije od svega je da učenici uče dok se zabavljaju!

    -

    Jezici, muzika ili matematika, inženjerstvo, nauka i tehnologija (MINT) su samo neki od predmeta u kojima nastavnici mogu da koriste programiranje za buduće naučnike, muzičare, umjetnike, tj. za bilo koga! Svi nastavnici mogu da u učionicu uvrste programiranje i računarsko promišljanje. Predavanje nejezičkih sadržaja na stranom jeziku kako bismo objasnili algoritam svakodnevnog života, pravljenje palice za igru kako bismo sticali znanja o nauci ili korišćenje obrazovnih robota kako bismo povećali stepen motivacije u matematici, predstavljaju samo neke od primjera aktivnosti koje možete da imate u vašoj učionici.

    -

    Pogledajte ispod video o tome kako nastavnici muzike, nauke ili jezika mogu da na času lako uvrste programiranje i računarsko promišljanje, iako nemaju prethodnog iskustva.

    `,"training.lessons.8.activities.1":"Aktivnost 1 Robotika i inkluzija za osnovne škole u vezi MINT","training.lessons.8.activities.2":"Aktivnost 2 Muzika je programiranje","training.lessons.8.activities.3":"Aktivnost 3 Eksperimentisanje i programiranje sa Makey Makey","training.lessons.8.activities.4":"Aktivnost 4 Algoritam svakodnevnog života za predavanje nejezičkih sadržaja na stranom jeziku","training.lessons.9.title":"Izrada automata sa micro:bit uređajem","training.lessons.9.author":"Autor : Pauline Maas","training.lessons.9.text":`

    - Korišćenje Micro:bit uređaja, džepnog računara koji se lako programira, može biti zabavan i jednostavan način da se s vašim učenicima stvore zanimljive kreacije, od robota do muzičkih instrumenata, dok ih istovremeno podučavate programiranju. Jednostavan je i lak za upotrebu, čak i za najmlađe programere, a istovremeno je dovoljno snažan za naprednije učenike. Možete ga uključiti u različite vrste časova, od istorije do matematike, čak i časove prirodnih nauka. Mogućnosti su neograničene. Micro:bit uređaj je zanimljiv i pristupačan način podučavanja učenika o programiranju dok im se usađuju ključne vještine, poput računarskog razmišljanja, rješavanja problema i kreativnosti. -

    -

    -U ovom video zapisu, Pauline Maas, nastavnik informatike u školi Koninklijke Visio, predstaviće micro:bit uređaj i dati nekoliko praktičnih primjera kako ga nastavnici mogu uključiti u učionice, pretvarajući pasivne učenike u stvaraoce pune entuzijazma. -

    `,"training.lessons.9.activities.1":"Morzeovo pismo s micro:bit uređajem, za osnovu školu","training.lessons.9.activities.2":"Escape room s micro:bit uređajem, za niže razrede srednje škole","training.lessons.9.activities.3":"Izrada automata, za više razrede srednje škole","training.lessons.10.title":"Kreativno programiranje s Python-om","training.lessons.10.author":"Autor: Ivana Vezjak","training.lessons.10.text":`

    -Prelazak sa vizuelnog na tekstualno programiranje prirodan je slijed u oblasti programiranja. Premda je vizuelno programiranje često sjajno za početnike, nakon izvjesnog vremena učenici mogu poželjeti novi izazov. Tekstualno programiranje je sljedeći korak za svakog ko želi da sazna više o programiranju i računarskom razmišljanju. -

    -

    -U ovoim video zapisu, Ivana Vezjak predstavlja vam osnovnu sintaksu Python-a. Python je jedan od najpopularnijih programskih jezika današnjice, koristi se u velikom broju oblasti poput nauke o podacima (data science), vještačke inteligencije, mašinskog učenja, razvoja internet softvera (web development), itd. Iako je Python moćan programski jezik koji koriste iskusni programeri, mogu ga koristiti čak i oni koji ne posjeduju nikakvo iskustvo u programiranju, zbog njegove mo -

    -

    -Pomoću Python-a učenici mogu kreirati kvizove o istorijskim događajima, rješavati matematičke probleme i raditi simulacije iz fizike, kreirati igrice, internet stranice, sprovoditi analize podataka za potrebe naučnih projekata i mnogo toga još. Python posjeduje bogatu i obimnu standardnu biblioteku, veliku zajednicu kao i veliki broj tutorijala i projekata dostupnih putem interneta a koji se mogu koristiti za podučavanje, učenje i vježbanje. Programiranjem u Python-u, analizom programa, otklanjanjem bagova, učenici razvijaju kreativnost i uče kako da budu dosljedni, uporni i strpljivi. Oni uče vještine analitičkog mišljenja i rješavanja problema razlagajući složene probleme na manje segmente. Ove vještine će im pomoći u samom pristupu problemima u svakom drugom aspektu njihovih života. -

    `,"training.lessons.10.activities.1":"Moj prvi kviz, za osnovne škole","training.lessons.10.activities.2":"Igra vješala, za niže razrede srednje škole","training.lessons.10.activities.3":"Pogodi zastavu!, za više razrede srednje škole","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Python Standard Library","training.lessons.10.links.1.description":"Kolekcija ranije pripremljenih kodova i modula (na primjer: modul kornjače (turtle module), matematički modul, itd.","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Edukativne video igrice za učenje koncepata programiranja.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"CodeClub projects","training.lessons.10.links.3.description":"Od početnika do naprednih korisnika, projekti programiranja za djecu po principu korak-po-korak.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Invent your own computer games with Python","training.lessons.10.links.4.description":"Knjiga uz koju ćete naučiti kako da programirate svoje kompjuterske igrice pomoću Python-a.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Edukativna zajednica gdje učenici i nastavnici mogu samostalno da se obučavaju kroz niz izazova.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Zbirka uvodnih lekcija o Python-u (tekstualne lekcije i blokovi) uz korišćenje internaktivnih alata Trinkets.","training.lessons.10.links.title":"Drugi relevantni izvori informacija","training.lessons.11.title":"Programiranje za inkluziju","training.lessons.11.author":"autor: Tim Nedjelje programiranja","training.lessons.11.text":`

    - Uključivanje programiranja u vašu učionicu može biti izazov, naročito ako u razredu imate učenike sa izvjesnim smetnjama u razvoju. Ali, važno je upamtiti da svako, bez obzira na sposobnosti, može naučiti kako da programira. Djeca sa posebnim potrebama mogu imati značajne koristi od učenja karakteristika programiranja jer ono učenike uči važnim životnim vještinama poput rješavanja problema, organizacije i samostalnosti. Programiranje takođe može unaprijediti interpersonalne i društvene vještine kroz saradnju i timski rad, vještine s kojima mnoga djeca sa smetnjama u razvoju imaju poteškoće. Najvažnije od svega, učenici se zabavljaju dok uče zajedno sa svojim vršnjacima. -

    -U ovom video zapisu, tim Nedjelje programiranja pokazaće vam nekoliko praktičnih, lakih i zabavnih aktivnosti programiranja koje su posebno prilagođene slabovidim učenicima, učenicima sa Daunovim sindromom kao i učenicima kojima je dijagnostikovan poremećaj autističnog spektra, a koje nastavnici mogu lako uključiti u učionicu. -

    `,"training.lessons.11.activities.1":"Kutija za jaja - bez internet konekcije (unplugged)","training.lessons.11.activities.2":"Vrlo pametan miš","training.lessons.11.activities.3":"Zvijezda pravi zvijezde","training.lessons.12.title":"Kodiranje za ciljeve održivog razvoja","training.lessons.12.author":"Francisco Javier Masero, Cristina Nicolaita i Erviola Konomi","training.lessons.12.text.1":"Tradicionalno obrazovanje pruža male mogućnosti učenicima da razumiju i rješavaju probleme stvarnog svijeta poput globalnih klimatskih promjena, rodne ravnopravnosti, gladi, siromaštva ili dobrog zdravlja i opšte dobrobiti.","training.lessons.12.text.2":"Ciljevi održivog razvoja (Sustainable Development Goals -SDGs) čine suštinu Agende za održivi razvoj do 2030. godine, usvojenu od strane svih država članica Ujedinjenih nacija kao putokaz ka postizanju mira i prosperiteta na planeti, podstičući globalni razvoj. Nastavnici mogu koristiti ciljeve održivog razvoja u učionici kao alat za razvijanje kritičkog mišljenja učenika ali takođe kako bi im pomogli u pronalaženju sopstvenog identiteta i svrhe. Kombinovanjem osnovnih elemenata kodiranja i računarskog razmišljanja sa ciljevima održivog razvoja unapređuje samopouzdanje vaših učenika a vi im pomažete da razviju svoju kreativnost, preduzetnički duh, vještine rješavanja problema ili komunikacijske vještine.","training.lessons.12.text.3":"U sljedećim navedenim aktivnostima učenici će primijeniti principe Skrač (Scratch), ASCII kodiranje i programiranje bez upotrebe digitalne tehnologije (unplugged) na danas aktuelne teme od globalnog i društvenog značaja. Nastavnici će podizati svijest o ciljevima održivog razvoja, pomažući im da na zabavan način svojim učešćem razviju empatiju, aktivan građanski odnos i pro-društvene vještine.","training.lessons.12.text.4":"Nastavni planovi za ove lekcije se fokusiraju pojedinačno na svaki od ciljeva održivog razvoja","training.lessons.12.text.5":"Cilj održivog razvoja 3: Obezbijediti zdrav život i promovisati dobrobit za sve u svim uzrastima","training.lessons.12.text.6":"Cilj održivog razvoja 5: Postići rodnu ravnopravnost i osnažiti sve žene i djevojke","training.lessons.12.text.7":"Cilj održivog razvoja 13: Preduzeti hitne mjere u borbi protiv klimatskih promjena i njihovog uticaja","training.lessons.12.activities.1":"Karateka projekat:Učenje karatea kroz programiranje za osnovnu, niže i više razrede srednje škole","training.lessons.12.activities.2":"Ciljevi održivog razvoja i kodiranje radi klimatskih promjena za osnovnu školu","training.lessons.12.activities.3":"Kodiranje za rodnu ravnopravnost za više razrede srednje škole","training.lessons.13.title":"Uvod u Vještačku inteligenciju u učionici","training.lessons.13.author":"Artur Coelho i Marjana Prifti Skenduli","training.lessons.13.text.1":"Vještačka inteligencija (Artificial intelligence - AI) utiče na mnoge oblasti svakodnevnog života: automatski ispravlja tekst koji kucate na telefonu, bira muziku na vašoj omiljenoj muzičkoj aplikaciji i pamti vaše lozinke onda kada ih vi zaboravite. AI se odnosi na kombinaciju mašinskog učenja, robotike i algoritama i ima primjenu u svim oblastima: od računarstva do proizvodnje, od medicine do mode. Stoga nesporno zauzima mjesto u našim životima i društvu i igra ključnu ulogu u razvoju nauke. I kao i svaki drugi bitan fenomen u našem životu, učeći o ovome učenici će imati koristi. Ali kako podučavati o tako složenoj materiji kao što je AI?","training.lessons.13.text.2":"Ovi Materijali za učenje će vam pomoći da učenicima objasnite šta je to AI i koju ulogu igra u životu učenika. Ove aktivnosti su namjenjene kako bi laici lako razumjeli sadržaj i kako bi složene pojmove mogli efikasno razložiti na lako razumljive ideje. Uz ove nastavne planove možete pomoći učenicima da nauče kako se koristi vještačka inteligencija kao i neke od mehanizama koji je pokreću. Namjena ovih aktivnosti je da učenici razviju vještine analitičkog i kritičkog mišljenja: na primjer, Marjana izvodi aktivnosti kroz koje učenici razvijaju klasifikacione šeme. Ove aktivnosti takođe pomažu učenicima razumijevanje različite primjene vještačke inteligencije: Arturova aktivnosti podučiće o vezi između vještačke inteligencije i umjetnosti i kako se putem AI može poboljšati vizuelni izraz. Uz ove aktivnosti, učenici će se takođe baviti opasnostima vještačke inteligencije i njenom uticaju.","training.lessons.13.activities.1":"Čovjek – Vještačka inteligencija – Umjetnost, za osnovnu školu","training.lessons.13.activities.2":"Podučavanje mašina metodi klasifikacije: Uvod u nadgledano mašinsko učenje, za niže razrede srednje škole","training.lessons.13.activities.3":"Podučavanje mašina metodi klasifikacije: Uvod u nadgledano mašinsko učenje, za više razrede srednje škole","training.lessons.14.title":"Proces učenja u eri pametnih mašina","training.lessons.14.author":"autori Adil Tugyan, Georgia Lascaris i Marco Neves","training.lessons.14.text.1":"Zahvaljujući brzom napretku u oblasti računarske moći i dostupnosti velike količine podataka napredak AI posljednjih godina je impresivan. Ovo je dovelo do značajnih ulaganja u istraživanje kao i brzo širenje vještačke inteligencije te je tako AI postala velika tehnološka revolucija našeg doba. Vještačka inteligencija se nalazi svuda oko nas. Postala je dio svakodnevnice u tolikoj mjeri da nekad nismo ni svjesni da je koristimo: gotovo svakodnevno koristimo onlajn preporuke, prepoznavanje lica, sigurnosne sisteme i glasovnu pomoć. Ali šta je sa obrazovanjem?","training.lessons.14.text.2":"AI ima ogroman potencijal da omogući nove metode podučavanja i učenja kao i da poboljša učenje učenika. Ova Mini lekcija će vam pomoći da autentične AI aktivnosti integrišete u svoju nastavu i pomoći će vam da svoje učenike pripremite za život i poslovnu karijeru u svijetu koji oblikuje AI. Ove aktivnosti su osmišljene kako bi učenici razvili svoju radoznalost, vještine rješavanja problema i kreativnost: na primjer, u Adilovoj aktivnosti učenici uče o algoritmima i neuronskim mrežama i podstiču se da naprave sopstvenu neuronsku mrežu kao vizuelizaciju AI mozga. Vježba koju je napravila Georgia će korak po korak voditi vaše učenike kroz postupak razvoja chatbota. Učenici će napraviti svog chatbota, pripremiti skupove podataka sa pitanjima i odgovorima i obučiti ga tako da odgovara na pitanja o virusu Covid-19. Kroz vježbu koju je pripremio Marco učenici će istražiti koje su to prednosti kao i izazovi inteligentnih mašina u svakodnevnom životu i radu. Koji su to rizici AI koje moramo uzeti u obzir? Kakve uticaje će AI imati na budućnost zaposlenja? Koji će im poslovi biti ponuđeni kada u budućnosti izađu na tržište rada?","training.lessons.14.activities.1":"AI sa svojim neuronskim mrežama, za osnovnu školu","training.lessons.14.activities.2":"Moj Covid-19 Chatbot, za niže razrede srednje škole","training.lessons.14.activities.3":"Život u eri ‘Pametnih mašina’: Izazovi i mogućnosti, za više razrede srednje škole","training.lessons.14.activities.title":"U ponuđenom nastavnom planu učenici će o pametnim mašinama učiti uz zabavu i aktivno učestvovanje.","training.lessons.15.title":"Rudarska medijska pismenost","training.lessons.15.author":"autori: Marijana Smolčec, Tea Horvatić i Sanja Božinović","training.lessons.15.text.0":"Obrazovanje za medijsku pismenost nikada nije bilo važnije za današnje učenike. Učenici svih uzrasta bi trebalo da steknu relevantne vještine, znanja i stavove da bi mogli da se snalaze u našem svijetu bogatom medijima. Vještine medijske pismenosti pomoći će im da koriste vjerodostojne mrežne sadržaje i prepoznaju zavaravajuće izvore informacija. Razumjeće kako da provjere činjenice informacije koje pronađu na mreži i kako da ih kritički protumače. Oni će podići svoju svijest o pravilnom korišćenju kreativnog rada i primijeniće svoje učenje prilikom kreiranja sopstvenih kreativnih sadržaja","training.lessons.15.text.1":"Ovaj dio programa za učenje omogućiće vam primjenu različitih strategija i tehnika da biste osnažili svoje učenike da postanu medijski pismeni. U Marijaninoj aktivnosti učenici uče kako bezbijedno i odgovorno da koriste veb sadržaje. Upoznali su se sa različitim vrstama licenci i razvili su jednostavnu aplikaciju koja pokazuje pravilan način dijeljenja kreativnih radova. U Teinoj aktivnosti učenici započinju zadatak za učenje o mamcima za klik. Putem zanimljivih zadataka učenici istražuju strategije za prepoznavanje i otkrivanje mamaca za klik i uče kako ih izbjeći. Sanja omogućuje učenicima da istražuju i kritički analiziraju i procjenjuju veb sadržaj, njegovu relevantnost, tačnost, porijeklo i svrhu. Uče kako da pronađu pouzdane izvore i kako da prepoznaju lažne podatke na internetu.","training.lessons.15.text.2":"U planovima lekcija ispod pronaći ćete inspirativne i zanimljive aktivnosti za poboljšanje vještina medijske pismenosti učenika:","training.lessons.15.activities.1":"Da li je besplatno ako je na internetu?","training.lessons.15.activities.2":"Kliknuti ili ne kliknuti","training.lessons.15.activities.3":"Provjera činjenica","training.lessons.16.title":"PRIČANJE PRIČE S HEDY-JEM","training.lessons.16.author":"autor Felienne Hermans","training.lessons.16.text.0":"Vaši učenici su već savladali vizuelni programski jezik, ali se ne osjećaju spremnim da detaljnije istraže tekstualni programski jezik? Onda su ove smjernice za nastavu upravo za vas i vaše učenike jer će im pomoći da premoste razlike između vizuelnog i tekstualnog programskog jezika. Smjernice za nastavu Pričanje priče s Hedy-jem sadrže tri plana časa u kojima se Hedy, programski jezik koji se postepeno usvaja, koristi kako bi djeca učila o programiranju.","training.lessons.16.text.1":"Hedy je osmišljen za djecu koja žele da započnu rad s tekstualnim programskim jezicima, ali za koju bi početak sa Python-om možda bio isuviše zahtjevan. Jezici koji se postepeno usvajaju koriste različite nivoe jezika, gdje svaki nivo dodaje nove koncepte i sintaksičku kompleksnost. Na kraju niza nivoa programskog jezika Hedy, učenici savladavaju podskup koji odgovara sintaksički valjanom Python-u.","training.lessons.16.text.2":"U ovim smjernicama za nastavu, pronaći ćete interesantne i zanimljive aktivnosti kako biste svojim učenicima pomogli da efikasno koriste tekstualne programske jezike. Stvarajući svoje interaktivne priče, oni će postepeno savladati programiranje, a neće morati da nauče sve odjednom. U okviru plana časa za osnovnu školu, učenici se upoznavaju s osnovnim konceptima programiranja. Planom časa za niže razrede srednje škole uvode se dalji koncepti programiranja, dok se u okviru plana časa za više razrede srednje škole učenici osposobljavaju za programiranje složenijih priča i aktivnosti.","training.lessons.16.text.3":"Pogledajte interaktivnu priču u nastavku da vidite kako čitaoci mogu učestvovati u priči i kako to pospješuje njihovo aktivno učešće.","training.lessons.16.activities.1":"Kreirajte svoju interaktivnu priču s Hedy-jem za učenike osnovne škole","training.lessons.16.activities.2":"Kreirajte svoju interaktivnu priču s Hedy-jem za učenike nižih razreda srednje škole","training.lessons.16.activities.3":"Kreirajte svoju interaktivnu priču s Hedy-jem za učenike viših razreda srednje škole","training.lessons.17.title":"Osjetite kôd","training.lessons.17.author":"od autorke Alenke Miljević","training.lessons.17.text.0":"Društveno i emocionalno blagostanje je sposobnost da budete otporni, znate kako da upravljate svojim emocijama i da odgovorite na emocije drugih ljudi, da razvijate smislene odnose s drugima, da stvarate emocije koje dovode do dobrih osjećanja i da stvarate vlastitu mrežu emocionalne podrške. Društvene i emocionalne vještine koje mladi ljudi uče u školi pomažu im da izgrade otpornost i postave obrazac kako će da upravljaju svojim fizičkim i mentalnim zdravljem tokom života. (Savjet Evrope)","training.lessons.17.text.1":"Dio za učenje Osjeti kôd omogućiće vam da njegujete društveno i emocionalno blagostanje svojih učenika prepoznavanjem, objašnjavanjem, razumijevanjem i odgovaranjem na pozitivna i negativna osjećanja i emocije kako biste izgradili empatiju i otpornost. U ovom dijelu učenja naći ćete inspirativne i zanimljive aktivnosti koje će pomoći vašim učenicima da razviju vještine za suočavanje s različitim emocijama kroz programiranje. Vaši učenici će naučiti kako da izraze svoja osjećanja i kako da reaguju na emocije svojih vršnjaka uz pomoć robota Bee-Bot.","training.lessons.17.text.2":"Dio učenja Osjeti kôd sastoji se od tri plana lekcija koji koriste Bee-Bot edukativnog robota za kreiranje aktivnosti koje podstiču učenike da govore o emocijama i razvijaju empatiju. U planu lekcije za osnovnu školu, učenici programiraju Bee-Bot da pričaju o emocijama, kao što su tuga, sreća, strah i ljutnja i otkrivaju razloge zašto oni i njihovi vršnjaci osjećaju te emocije. Plan lekcije za niže razrede srednje škole podstiče učenike da programiraju Bee-Bot, prepoznaju svoja i osjećanja svojih vršnjaka, razumiju šta ih je izazvalo i kako da na njih reaguju. Plan lekcije za više razrede srednje škole omogućava učenicima da pomjeraju Bee-Bota i stvaraju priče o osjećanjima, otpornosti i empatiji.","training.lessons.17.text.3":"Ako nemate edukativnog robota u svojoj učionici, ovaj dio za učenje pružiće vam ideje za aktivnosti bez računara koje njeguju razvoj društvenih i emocionalnih vještina. Interakcija u nastavku daje kratak pregled aktivnosti koje možete primijeniti u svojoj učionici:","training.lessons.17.activities.1":"Programiraj - Osjeti - Nauči za učenike osnovne škole","training.lessons.17.activities.2":"Moje srce nije napravljeno od kamena za učenike viših razreda srednje škole","training.lessons.17.activities.3":"Programiraj me prema raspoloženju za učenike viših razreda srednje škole","training.download_video_script":"Preuzmite video zapis.","training.ready_to_share":"Da li ste spremni podijeliti sa svojim učenicima ono što ste naučili?","training.choose_lessons":"Odaberite jedan plan časa i organizujte aktivnost sa vašim učenicima.","training.footer.title":"Ne zaboravite da svoju aktivnost unesete na mapu Nedjelje programiranja!","training.footer.text":`

    Možete lako organizovati predavanje u vašoj učionici, dan otvorenih vrata ili događaj u vašoj školi. Samo pronađite datum i registrujte svoju aktivnostu na mapi Nedjelje programiranja. Svaki organizator aktivnosti dobiće sertifikat o učešću za uloženi trud.

    - -

    Ukoliko želite da se povežete sa međunarodnom grupom nastavnika punih entuzijazma, pridružite se Fejsbuk grupi Evropske nedjelje programiranja namijenenoj nastavnicima! Kako biste otišli korak dalje i sarađivali sa drugim školama u vašoj zemlji ili u inostranstvu – pridružite se izazovu Nedjelja programiranja za sve (org. Code Week 4 All).

    `,"validation.accepted":":attribute mora biti prihvaćen.","validation.active_url":":attribute nije validan URL.","validation.after":":attribute mora biti datum nakon :date.","validation.after_or_equal":":attribute mora biti datum nakon ili na :date.","validation.alpha":":attribute može sadržati samo slova.","validation.alpha_dash":":attribute može sadržati samo slova, brojeve i crtice. ","validation.alpha_num":":attribute može sadržati samo slova i brojeve.","validation.array":":attribute mora biti niz.","validation.before":":attribute mora biti datum prije :date.","validation.before_or_equal":":attribute mora biti datum prije ili na :date.","validation.between.numeric":":attribute mora biti između :min i :max.","validation.between.file":":attribute mora biti između:min i :max kilobajta.","validation.between.string":":attribute mora biti između :min i :max znakova. ","validation.between.array":":attribute mora biti između :min i :max stavki.","validation.boolean":"Polje :attribute mora biti tačno ili netačno.","validation.confirmed":"Potvrda vezano za :attribute se ne podudara. ","validation.date":":attribute nije validan datum. ","validation.date_format":":attribute ne odgovara formatu :format.","validation.different":":attribute i :other se mora razlikovati.","validation.digits":":attribute mora biti :digits cifra. ","validation.digits_between":":attribute mora biti između :min i :max cifara.","validation.dimensions":":attribute nema validne dimenzije slike.","validation.distinct":"Polje :attribute ima dvostruku vrijednost. ","validation.email":":attribute mora biti važeća e-mail adresa. ","validation.exists":"Odabrani :attribute nije validan.","validation.file":":attribute mora biti dokument.","validation.filled":"Polje :attribute mora imati vrijednost. ","validation.image":":attribute mora biti slika. ","validation.in":"Odabrani :attribute nije validan.","validation.in_array":"Polje :attribute ne postoji u :other. ","validation.integer":":attribute mora biti cjelobrojna vrijednost. ","validation.ip":":attribute mora biti validna IP adresa.","validation.ipv4":":attribute mora biti validna IPv4 adresa.","validation.ipv6":":attribute mora biti validna IPv6 adresa.","validation.json":":attribute mora biti validan JSON niz podataka.","validation.max.numeric":":attribute ne može biti veći od :max.","validation.max.file":":attribute ne može biti veći od :max kilobajta. ","validation.max.string":":attribute ne može biti veći od:max karaktera.","validation.max.array":":attribute ne može imati više od :max stavki.","validation.mimes":":attribute mora biti datoteka tipa: :values.","validation.mimetypes":":attribute mora biti datoteka tipa: :values.","validation.min.numeric":":attribute mora biti najmanje :min.","validation.min.file":":attribute mora biti najmanje :min kilobajta. ","validation.min.string":":attribute mora biti najmanje :min karaktera. ","validation.min.array":":attribute mora imati najmanje :min stavki.","validation.not_in":"Odabrani :attribute nije validan.","validation.not_regex":"Format :attribute a nije validan.","validation.numeric":":attribute mora biti broj. ","validation.present":"Polje za :attribute mora postojati.","validation.regex":"Format :attribute a nije validan.","validation.required":"Polje za :attribute je obavezno.","validation.required_if":"Polje za :attribute je obavezno kada :other ima :vrijednost. ","validation.required_unless":"Polje za :attribute je obavezno, osim ako :other ima :vrijednost.","validation.required_with":"Polje za :attribute je obavezno kada su prisutne :values.","validation.required_with_all":"Polje za :attribute je obavezno kada su prisutne :values.","validation.required_without":"Polje za :attribute je obavezno kada nijesu prisutne :values.","validation.required_without_all":"Polje za :attribute je obavezno kada nijedna :values nije prisutna.","validation.same":":attribute i :other se mora podudarati.","validation.size.numeric":":attribute mora biti :size.","validation.size.file":":attribute mora biti :size kilobajta","validation.size.string":":attribute mora biti :size znakova.","validation.size.array":":attribute mora sadržati :size stavke.","validation.string":":attribute mora biti niz.","validation.timezone":":attribute mora biti važeća zona. ","validation.unique":":attribute je već uzet. ","validation.uploaded":":attribute nije poslat na server. ","validation.url":"Format :attribute a nije validan.","validation.custom.attribute-name.rule-name":"Prilagođena poruka","values.1.title":"EU Code Week je nezavisna","values.1.content":"Evropska nedjelja kodiranja je zajednica koju vode volonteri. Naš rad nema ekonomski interes. Poštujemo i vrednujemo tuđe ideje, vjerovanja i kulture. Angažovani smo kroz EU Code Week jer vjerujemo da je ono što radimo važno. U tome je naša snaga. Želimo da računarsko razmišljanje, kodiranje, robotiku, rukovanje hardverom, računarske nauke i digitalne vještine približimo i učinimo dostupnim svima.","values.2.title":"EU Code Week je namijenjena svima","values.2.content":"Svako može da organizuje aktivnosti EU Code week. U potpunosti razumijemo da je od suštinske važnosti da svi EU Code week događaji budu organizovani za sve, bez obzira na uzrast, boju kože, pol, porijeklo ili intelektualne kapacitete. Aktivnosti mogu imati za cilj da podstaknu interesovanje i radoznalost ili pomognu dodatno razvijanje vještina. Naši principi su ravnopravnost, poštovanje, sloboda i inkluzivnost. Želimo da svi učesnici steknu iskustvo i stvaraju tehnologiju na zabavan način.","values.3.title":"EU Code Week je glokalna","values.3.content.1":"EU Code Week namjerava da dođe do vas bez obzira da li ste u velikom gradu, prijestonici ili udaljenom selu. Posebnu pažnju posvećujemo podršci lokalnim organizatorima","values.3.content.2":"materijalima","values.3.content.3":"na njihovom maternjem jeziku i u skladu sa njihovim potrebama.","values.3.content.4":"EU Code Week mapa","values.3.content.5":"je ključni instrument koji registruje svaku od aktivnosti sa njenom preciznom lokacijom. Istovremeno, Evropska nedjelja kodiranja je globalna i ljude iz cijelog svijeta rado prima u svoju zajednicu. Mi smo ‘glokalni’.","values.4.title":"EU Code Week počiva na saradnji","values.4.content.1":"Članovi EU Code Week zajednice komuniciraju, razmjenjuju informacije, uče jedni od drugih i zajedno dolaze do znanja. Povezani smo i jedni grugima smo podrška. Dijelimo resurse, ideje i najbolje prakse. Podstičemo partnerstva i dijeljenje znanja.","values.4.content.2":"EU Code Week 4 All challenge","values.4.content.3":"ima za cilj da premosti granice i zbliži zajednice. Pomaže u širenju pozitivne enegrije i povezuje ljude koji mogu da uče jedni od drugih.","values.5.title":"EU Code Week je neprofitna organizacija","values.5.content.1":"Sve aktivnosti EU Code Week su neprofitne. Svi","values.5.content.2":"materijali","values.5.content.3":"dostupni na EU Code Week vebsajtu su besplatni. EU Code Week obuka i onlajn kursevi su besplatni.","values.6.title":"EU Code Week podstiče kreativnost i inovaciju","values.6.content":"EU Code Week podstiče kreativnost, inovativnost i razmišljanje usmjereno na budućnost. Otvoreni smo i zahvalni na svim povratnim informacijama kao i kritikama kako bismo donosili smislene odluke i razvijali EU Code week. I od neuspjeha se raste, i pojedinci i zajednica.","values.7.title":"EU Code Week je zahvalna na svojoj zajednici","values.7.content":"Zahvalni smo na podršci koju nam pružaju nastavnici, treneri i ostali organizatori aktivnosti, učenici, roditelji, klubovi kodiranja i svi partneri sa kojima radimo. Svi mi imamo isti cilj. Želimo da računarsko razmišljanje, kodiranje, računarske nauke i digitalne vještine približimo što većem broju ljudi.","values.title":"Evropska nedjelja kodiranja - povelja o vrijednostima","values.description.1.1":"EU Code Week je pokret volontera –","values.description.1.2":"ambasadora","values.description.1.3":", vodećih nastavnika u oblasti i ljubitelja kodiranja širom svijeta. Podržan je od strane","values.description.1.4":"Evropske komisije","values.description.1.5":"i ministarstava obrazovanja zemalja Evropske unije i Zapadnog Balkana.","values.description.2":"Samo srce Evropske nedjelje kodiranja čine zajednice organizatora volonterskih aktivnosti a to su nastavnici, mentori, klubovi za kodiranje, biblioteke, privatne kompanije, roditelji i nevladine organizacije. Naše vrijeme, energiju i vještine smo posvetili tome da računarsko razmišljanje, kodiranje, robotiku, rukovanje hardverom, računarske nauke i digitalne vještine približimo što većem broju ljudi u Evropi i širom svijeta.","values.description.3":"EU Code Week takođe čine i milioni učesnika, ljudi svih polova, uzrasta, porijekla, kultura i sposobnosti iz cijelog svijeta.","values.description.4":"Ponosni smo što smo EU Code Week. Ovo su naše vrijednosti. Njima se u svakom trenutku vodimo kroz posao koji obavljamo i odluke koje donosimo.","why-coding.titles.0":"Zašto kodiranje?","why-coding.titles.1":"Radi se o realizaciji ideja","why-coding.titles.2":"Takođe se radi o razvoju ključnih kompetencija","why-coding.titles.3":"I na kraju, radi se o oblikovanju naše budućnosti","why-coding.texts.0":"Radi se o Piji, koja se htjela da studira pravo, iako je uvijek voljela matematiku i igranje sa računarima. Radi se o Marku, koji ima ideju za bolju društvenu mrežu, ali ne zna kako da je sam izgradi. Radi se o Elis, koja sanja o izradi robota, jer joj roditelji ne dozvoljavaju da ima mačku. I o onima koji već pomažete da se ovi snovi ostvare.","why-coding.texts.1":"Zapravo, radi se o svima nama i o tome kako oblikujemo svoj život i budućnost. Možemo mi i bolje od običnog dijeljenja i lajkovanja postova. Možemo oživjeti svoje ideje, izgraditi stvari koje će drugima donijeti radost.","why-coding.texts.2":"Nikada nije bilo lakše razviti aplikaciju, izgraditi svog robota, ili ko zna - čak izmislite leteći auto! To nije ugodno putovanje, ali je putovanje s puno kreativnih izazova, zabave i zajednice koja pruža podršku. Da li ste spremni da prihvatite izazov i postanete digitalni kreator?","why-coding.texts.3":"Programski jezici su kao i bilo koji drugi jezik. Samo u ovom slučaju djeca ne uče da se izražavaju i komuniciraju sa drugim ljudima. Umjesto toga, oni razumiju kako da komuniciraju sa tehnologijom. Tehnologija koja je svuda oko nas - u našim pametnim telefonima, računarima, vozilima, svuda!","why-coding.texts.4":"Ali razumijevanje i komunikacija sa računarima samo je dio toga. Kodiranje takođe pomaže u razvoju multidisciplinarnih kompetencija kao što su računarsko razmišljanje, rješavanje problema, kreativnost i timski rad - odlične vještine za sve društvene slojeve. Sposobnost rješavanja problema, suočavanja sa neuspjehom i pokušaja ponovo ili saradnje sa drugima osobine su koje se traže u mnogim poljima.","why-coding.texts.5":"Prije jednog vijeka programski jezici nisu ni postojali. Danas je kod svuda oko nas i gotovo sve se može programirati - čak i cipele ili kutije sa žitaricama! Pa zašto onda dopustiti drugima da oblikuju našu budućnost kada mi možemo postati tvorci i kad možemo ostvariti svoje vizije i ideje? Napokon, jedino ograničenje je naša mašta.","why-coding.texts.6":"Alessandro Bogliolo, koordinator tima EU Code Week-a ambasadora volontera, rekao je:","why-coding.texts.7":"Od davnina smo pravili mnoge stvari koristeći kamen, gvožđe, papir i olovku koje su transformisale naš život. Sada živimo u drugoj eri u kojoj je naš svijet oblikovan kodiranjem. Različite ere imaju različite poslove i potrebe za vještinama. Tokom Code Week-a, želimo da damo svakom Evropljaninu priliku da otkrije kodiranje i zabavi se. Učimo kodiranje da bismo oblikovali svoju budućnost.","why-coding.texts.8":"Na kraju, programiranje je tražena vještina u skoro svakoj industriji - ne samo u tehnologiji, već i u finansijama, zdravstvu, nauci, čak i dizajnu ili poljoprivredi, a potražnja samo raste. Djeca koja znaju da kodiraju, koja razumiju kako tehnologija funkcioniše, imaju određenu prednost, bez obzira na to koji put karijere na kraju odaberu.","why-coding.texts.9":"Osjećate se nadahnuto?","why-coding.texts.10":"Pridružite se EU Code Week-u!","why-coding.texts.11":"Treba vam više materijala za razmišljanje?","why-coding.texts.12":"Posjetite naš blog da biste saznali više."};export{a as default}; diff --git a/public/build/assets/php_mk-Bl44frSn.js b/public/build/assets/php_mk-Bl44frSn.js deleted file mode 100644 index d7c0210e7..000000000 --- a/public/build/assets/php_mk-Bl44frSn.js +++ /dev/null @@ -1,101 +0,0 @@ -const e={"about.when-title":"Во 2024 година ќе се одржи Европската недела на кодирање помеѓу 14 и 27 октомври.","about.when-text":"

    Европската недела на кодирање е движење на пошироко членство што ја слави креативноста, решавањето проблеми и соработката преку програмирање и други технички активности. Идејата е да се направи програмирањето повидливо, да им се покаже на младите, возрасните и постарите како да ги оживеат идеите со кодирање, да се демистифицираат овие вештини и да се доведат мотивирани луѓе заедно да учат.

    ","about.codeweek_in_numbers-title":"Недела на кодирање во бројки","about.codeweek_in_numbers-text":`

    Во 2021 година, 4 милиони луѓе во повеќе од 80 земји низ светот учествуваа во Европската недела на кодирање.

    -

    Просечната возраст на учесниците беше 11 години, а 49% од учесниците во 2021 година беа жени или девојки. 88% од настаните на Европската недела на кодирањето се одвиваа во училишта, што покажува дека напорите за оспособување наставници за време на кампањата во 2021 година беа успешни.

    -

    Секој може да организира или да се придружи во некоја активност. Едноставно изберете тема и целна публика и додајте ја вашата активност на мапата.

    `,"about.run_by_volunteers-title":"Управувана од волонтери","about.run_by_volunteers-text":'

    Европската недела на кодирање е управувана од волонтери. Еден или повеќе, Амбасадори на неделата на кодирање ја координираат иницијативата во нивните земји, но секој може да организира своја сопствена активност и да ја додаде на мапата на codeweek.eu.

    ',"about.supported_by_commission-title":"Поддржано од Европската комисија","about.supported_by_commission-text":'

    Европската недела на кодирање стартуваше во 2013 година од Младите советници за Дигитална агенда за Европа. Европската комисија ја поддржува Европската недела на кодирање, како дел од стратегијата за Дигитален единствен пазар. Во Акциониот план за дигитално образование Комисијата особено ги охрабрува училиштата да се придружат на иницијативата..

    ',"about.schools-title":"Училишта","about.schools-text":'

    Училишта од секое ниво и наставници по сите предмети се особено поканети да учествуваат во Европската недела на кодирање, да им дадат можност на своите ученици да ја истражуваат дигиталната креативност и кодирањето. Научете повеќе за иницијативата и како да ја организирате вашата активност преку веб-локацијата наменета за наставници: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Зошто кодирање?","about.why_coding-text":`

    Поради Пиа, која чувствуваше дека мора да студира право иако секогаш уживаше во математика и во играње со компјутери. Поради Марк, кој имаше идеја за подобра социјална мрежа, но сам не можеше да ја направи. Поради Алис, која сонуваше за правење роботи, бидејќи нејзините родители не ѝ дозволуваа да има мачка.

    - -

    Поради сите вас што веќе помагате да се исполнат тие соништа.

    - -

    Всушност, тоа е за сите нас. Нашата иднина. Технологијата ни го обликува животот, но ние дозволуваме малцинството да реши како и за што ќе ја користиме. Можеме да направиме повеќе отколку само споделување и да ни се допаѓаат нештата. Можеме да ги оживееме нашите луди идеи, да направиме нешта што ќе им носат радост на другите.

    - -

    Никогаш не било полесно да направите сопствена апликација, да направите сопствен робот или да измислите летачки автомобили, зошто да не! Не е лесно патување, но е патување полно со креативни предизвици, заедница што дава поддршка и многу забава. Подготвени сте да го прифатите предизвикот и да станете творец?

    - -

    Кодирањето исто така помага да се развијат способности како што е компјутерско мислење, решавање проблеми, креативност и тимска работа - навистина добри вештини за сите патеки во животот.

    `,"about.why_coding-quote":`

    Алесандро Бољоло, координатор на тим од амбасадори волонтери на Европската недела на кодирање вели:

    -

    „Од почетокот на постоењето направивме многу нешта користејќи камен, железо, хартија и молив кои ни го трансформираа животот. Сега ние живееме во различна ера каде што светот е обликуван во код. Различните ери имаат различни барања за работни места и вештини. Во текот на Неделата на кодирање сакаме да му ја дадеме на секој Европеец шансата да го открие кодирањето и да се забавува со него. Ајде да учиме кодирање за да ја обликуваме нашата иднина'.

    -
    -

    `,"about.join_codeweek-title":"Придружете се на Европската недела на кодирање","about.join_codeweek-text":'

    Придружете се на Европската недела на кодирање со организирање активност на кодирање во вашиот град, придружувајќи се на Предизвикот Code Week 4 All и на активности на поврзување преку заедници и граници или така што ќе ни помогнете да ја рашириме визијата за неделата на кодирање како Амбасадор на европската недела на кодирање за вашата земја!

    ',"about.partners_and_sponsors":"Партнери и спонзори","ambassador.title":"Амбасадори на Европската недела на кодирање","ambassador.your_current_country":"Вашата тековна земја","ambassador.visit_the":"Посетете ја","ambassador.local_facebook_page":"локалната страница на Facebook","ambassador.local_website":"Локална веб-локација","ambassador.ambassadors":"Амбасадори","ambassador.no_ambassadors":"С? уште нема амбасадори","ambassador.countries_with_ambassadors":"Земји со амбасадори","ambassador.why_dont_you_volunteer":"Зошто не волонтирате?","auth.failed":"Овие акредитиви не се совпаѓаат со нашите записи.","auth.throttle":"Премногу обиди за пријавување. Проверете повторно за :секунди секунди.","base.languages.en":"Англиски","base.languages.fr":"Француски","base.languages.bg":"Бугарски","base.languages.mt":"Малтешки","base.languages.hr":"Хрватски","base.languages.de":"Германски","base.languages.pl":"Полски","base.languages.cs":"Чешки","base.languages.el":"Грчки","base.languages.pt":"Португалски","base.languages.da":"Дански","base.languages.hu":"Унгарски","base.languages.ro":"Романски","base.languages.nl":"Холандски","base.languages.ga":"Ирски","base.languages.sk":"Словачки","base.languages.it":"Италијански","base.languages.sl":"Словенечки","base.languages.et":"Естонски","base.languages.lv":"Латвиски","base.languages.es":"Шпански","base.languages.fi":"Фински","base.languages.lt":"Литвански","base.languages.se":"Шведски","base.languages.sv":"Шведски","base.languages.al":"Албански","base.languages.ba":"Босански","base.languages.mk":"Македонски","base.languages.cnr":"Црногорски","base.languages.sr":"Српски","base.languages.tr":"Турски","base.resources_local_title":"Ресурси за кодирање од","base.days":"Денови","base.hours":"Часови","base.minutes":"Минути","base.seconds":"Секунди","base.still_have_question":"Сѐ уште имате прашања?","base.drop_us_a_line":"Пишете ни!","base.get_in_touch":"СТАПЕТЕ ВО КОНТАКТ","base.footer_msg":"Движење на пошироко членство управувано од волонтери и поддржано од Европската комисија","base.email":"Е-пошта","base.display_email":"Прикажи е-пошта","base.first_name":"Име","base.last_name":"Презиме","base.your_website":"Ваша веб-локација","base.biography":"Биографија","base.update":"Ажурирај","base.delete":"Избриши","base.choose a file":"Избери датотека","base.learning_bits":"Делови за учење","base.codeweek":"Недела на кодирање","base.bring_codeweek_to_your_students":"Донеси ја неделата на кодирање кај твоите ученици","base.or":"или","base.newsletter":"Билтен","certificates.certificates_for":"Сертификати за ","certificates.no_certificates":"Сe уште нема сертификати.","challenges-content.chatbot.title":"Создајте робот за разговор","challenges-content.chatbot.author":"Тимот на Европската недела на кодирање","challenges-content.chatbot.purposes.0":"Кодирајте интерактивни загатки","challenges-content.chatbot.purposes.1":"Користете кодови за да создадете дијалог помеѓу робот за разговор и корисник","challenges-content.chatbot.description":"Искодирајте разговор помеѓу робот за разговор и корисник којшто се обидува да одгатне некоја загатка. Обидете се да создадете робот за разговор којшто може да разговара како личност. Наместо загатка, може да создадете дијалог помеѓу роботот за разговор и корисникот.","challenges-content.chatbot.instructions.0":"Смислете загатка","challenges-content.chatbot.instructions.1":"Најавете се на","challenges-content.chatbot.instructions.2":"или создајте нова сметка. (При создавање нова сметка, имајте предвид дека на Pencil Code не е дозволено користење на вистински имиња поради приватност.)","challenges-content.chatbot.instructions.3":"Кликнете на Imagine (Замислете) и Make your own (Создајте свое)","challenges-content.chatbot.instructions.4":"Користете режим со блокови или текст за да ја напишете загатката","challenges-content.chatbot.instructions.5":"Или може да го искористите","challenges-content.chatbot.instructions.6":"овој код","challenges-content.chatbot.instructions.7":"и да го приспособите на загатката или пак да изберете Answering a riddle (Одговарање на некоја загатка) од менито и да го уредите","challenges-content.chatbot.example":"Разгледајте го овој пример за загатка.","challenges-content.chatbot.more.0":"Кодов е приспособен од активност на Pencil Code","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Кодирајте без струја: Создајте хартиено коло","challenges-content.paper-circuit.author":"Тимот на Европската недела на кодирање","challenges-content.paper-circuit.purposes.0":"Продлабочување на креативноста","challenges-content.paper-circuit.purposes.1":"Развивање вештини за решавање проблеми","challenges-content.paper-circuit.description.0":"Нацртајте што сакате. Може да биде небо со ѕвезди, бубамара, робот, новогодишна елка или што и да замислите. Слободно персонализирајте си го проектот со визуелните помагала на Европската недела на кодирање: може да го истражите","challenges-content.paper-circuit.description.1":"комплетот алатки на Европската недела на кодирање","challenges-content.paper-circuit.description.2":"и да ги преземете сите логоа или визуелни помагала што ги сакате. Може да создадете дури и покана со хартиеното коло за Европската недела на кодирање. Додајте мотивациска порака на колото за да ги поттикнете и другите наставници да се приклучат на Неделата на кодирање и/или да ја разгледаат веб-страницата за училишта.","challenges-content.paper-circuit.instructions.0":"Нацртајте нешто и одлучете кои делови сакате да светат (на пр., ѕвездите).","challenges-content.paper-circuit.instructions.1":"Направете дупче во хартијата со молив и вметнете лепенка со LED светло во секој осветлен дел. ","challenges-content.paper-circuit.instructions.2":"Нацртајте круг каде што ќе ја поставите батеријата во форма на копче.","challenges-content.paper-circuit.instructions.3":"Нацртајте линија со + и - на другата страна на листот. Погрижете се подолгата страна на лепенката со колото од LED светла да биде поврзана со страната на батеријата означена со „+“, а пократката со страната на батеријата означена со „-“.","challenges-content.paper-circuit.instructions.4":"Поставете ја бакарната лента на линиите.","challenges-content.paper-circuit.instructions.5":"Превиткајте ја хартијата така што LED светлата ќе се вклучат штом хартијата ќе ја покрие батеријата. Може да користите спојница за да бидете сигурни дека ќе има добар контакт со бакарната лента.","challenges-content.paper-circuit.instructions.6":"Направете слика од хартиеното коло и споделете ја на Instagram, објаснувајќи зошто сметате дека вреди да се учествува во оваа иницијатива. ","challenges-content.paper-circuit.example":"Видете некои примери за хартиени кола","challenges-content.paper-circuit.materials.0":"хартија или картон","challenges-content.paper-circuit.materials.1":"боички или маркер","challenges-content.paper-circuit.materials.2":"батерија во форма на копче","challenges-content.paper-circuit.materials.3":"бакарна лента","challenges-content.paper-circuit.materials.4":"лепенки со LED коло","challenges-content.paper-circuit.materials.5":"спојница","challenges-content.dance.title":"Создајте танц","challenges-content.dance.author":"Тимот на Европската недела на кодирање","challenges-content.dance.purposes.0":"Учење основни концепти на кодирање","challenges-content.dance.purposes.1":"Учење како се анимираат ликови","challenges-content.dance.description":"Во овој предизвик, ќе создадете група ликови коишто ќе танцуваат заедно. Ќе користите вградена библиотека на медиуми за да ги изберете ликовите и музичките клипови или може да создадете свои. Ќе ги анимирате ликовите да танцуваат и да разговараат едни со други.","challenges-content.dance.instructions.0":"Најавете се на","challenges-content.dance.instructions.1":"како наставник. Создајте сметки за учениците и споделете ги со нив. Или може да споделите код за одделението, а вашите ученици да се регистрираат со нивната школска адреса на е-пошта. Ако сте ученик, може да се приклучите како ученик, но ќе ви биде побарано да ја наведете адресата на е-пошта на некој од родителите за да може да ја одобрат вашата сметка","challenges-content.dance.instructions.2":"Кликнете на","challenges-content.dance.instructions.3":"и напишете наслов","challenges-content.dance.instructions.4":"Одете на","challenges-content.dance.instructions.5":"за да додадете заднина со кликнување на иконата со запченик. Изберете заднина од Media Library (Библиотеката со медиуми), поставете слика од вас или направете нова и поставете ја. Изберете аудиоклип и додајте го на сцената (stage):","challenges-content.dance.instructions.6":"Кликнете на копчето","challenges-content.dance.instructions.7":"за да додадете ликови или предмети што ќе ги анимирате така што ќе можат да мрдаат, да разговараат и да влегуваат во интеракција едни со други. Додајте два или три лика по ваш избор. Може сами да си ги нацртате актерите или да ги измените постоечките. Додајте различни костуми на ликовите со кликнување на иконата со молив.","challenges-content.dance.instructions.8":"Кликнувајте на секој актер и анимирајте го додавајќи ги следните блокови","challenges-content.dance.instructions.9":"Додајте","challenges-content.dance.instructions.10":"блок за зборување (say block)","challenges-content.dance.instructions.11":"и направете актерите да разговараат меѓу себе. Менувајте ја формата на балончињата за разговор, како и фонтот и големината на текстот","challenges-content.dance.example.0":"Ѕирнете го","challenges-content.dance.example.1":"овој пример","challenges-content.dance.example.2":"за роботи што танцуваат. Слободно искористете го и изменете го.","challenges-content.compose-song.title":"Создајте музичка композиција","challenges-content.compose-song.author":"Тимот на Европската недела на кодирање","challenges-content.compose-song.purposes.0":"Да се научи кодирање преку музика","challenges-content.compose-song.purposes.1":"Да се прави разлика помеѓу музичките жанрови и инструменти","challenges-content.compose-song.purposes.2":"Да се компонира песна со мешавина од звучни клипови","challenges-content.compose-song.description":"Во овој предизвик ќе создадете музичка композиција користејќи програмски јазик. Може да користите некои од вградените звучни клипови или да снимите свој и да ги смешате за да создадете музичка композиција. Пуштете го кодот во Работната станица за дигитален звук (Digital Audio Workstation) и слушнете ја музиката што ја искодиравте. Играјте си со различните звуци и ефекти за да ја менувате музиката.","challenges-content.compose-song.instructions.0":"Најавете се на","challenges-content.compose-song.instructions.1":"Кликнете тука за да направите скрипта","challenges-content.compose-song.instructions.2":"Именувајте ја скриптата и изберете","challenges-content.compose-song.instructions.3":"како програмски јазик","challenges-content.compose-song.instructions.4":"Започнете да го пишувате кодот помеѓу редовите","challenges-content.compose-song.instructions.5":"и","challenges-content.compose-song.instructions.6":"","challenges-content.compose-song.instructions.7":"Прелистајте ги музичките клипови во","challenges-content.compose-song.instructions.8":"Библиотеката со звуци (Sound Library)","challenges-content.compose-song.instructions.9":"и изберете ги музичките жанрови, изведувачи и инструменти што ви се допаѓаат","challenges-content.compose-song.instructions.10":"За да додадете звучен клип на песната, напишете","challenges-content.compose-song.instructions.11":"Помеѓу заградите треба да ги има следните 4 параметри, одделени со запирки","challenges-content.compose-song.instructions.12":"Sound clip (Звучен клип)","challenges-content.compose-song.instructions.13":"Ставете го покажувачот помеѓу заградите, одете во Библиотеката со звуци, изберете клип и залепете го кликнувајќи на сината икона за лепење","challenges-content.compose-song.instructions.14":"Број на запис","challenges-content.compose-song.instructions.15":"записите ви помагаат да си ги организирате звуците според видот на инструмент (вокал, бас, тапани, клавијатура итн.). Додајте колку што сакате записи (инструменти). Записите се прикажуваат како редови низ Работната станица за дигитален звук (Digital Audio Workstation)","challenges-content.compose-song.instructions.16":"Start measure (Почетен такт)","challenges-content.compose-song.instructions.17":"покажува кога ќе се пушти звукот. Тактовите се музички временски единици. Во еден такт има 4 ритмички удари","challenges-content.compose-song.instructions.18":"End measure (Краен такт)","challenges-content.compose-song.instructions.19":"покажува кога ќе запре звукот","challenges-content.compose-song.instructions.20":"Таквиот ред со код ќе изгледа вака","challenges-content.compose-song.instructions.21":"Може да додавате различни ефекти, како на пример јачина на звукот за да го подобрите звукот на композицијата. Опсегот на јачината на звукот се протега од -60,0 децибели до 12,0 децибели, со тоа што 0,0 е првичната јачина.","challenges-content.compose-song.instructions.22":"Напишете","challenges-content.compose-song.instructions.23":"Во заградите напишете го бројот на записот, VOLUME, GAIN, нивото на јачината на звукот, почетниот такт, нивото на јачина и крајниот такт","challenges-content.compose-song.instructions.24":"Ова е пример на ефектот за појачување","challenges-content.compose-song.instructions.25":"и ефектот на снижување","challenges-content.compose-song.example.0":"Слушнете","challenges-content.compose-song.example.1":"пример за песна искодирана со Earsketch","challenges-content.compose-song.example.2":"Може да го увезете кодот и да го уредите","challenges-content.sensing-game.title":"Направете видеоигра со насетување","challenges-content.sensing-game.author":"Тимот на Европската недела на кодирање","challenges-content.sensing-game.purposes.0":"Кодирање подвижни предмети","challenges-content.sensing-game.purposes.1":"Подобро разбирање на тоа како се контролираат дигиталните анимации со физички движења","challenges-content.sensing-game.purposes.2":"Компонирање песна со мешавина од звучни клипови","challenges-content.sensing-game.description":"Во овој предизвик ќе создадете едноставна игра во која видеокамерата се користи како сензор за насетување движења, што значи дека ќе може да управувате со анимациите преку физички движења. Во оваа игра, задачата е да се соберат колку што е можно повеќе балончиња од Европската недела на кодирање во 30 секунди. Наместо да собирате балончиња, може да создадете игра каде што бркате некој лик или пукате балони со рацете.","challenges-content.sensing-game.instructions.0":"Најавете се на","challenges-content.sensing-game.instructions.1":"Кликнете на","challenges-content.sensing-game.instructions.2":"Add an extension (Додај екстензија)","challenges-content.sensing-game.instructions.3":"и изберете","challenges-content.sensing-game.instructions.4":"Video Sensing (Видеонасетување)","challenges-content.sensing-game.instructions.5":"Ќе ја препознае брзината на движење на предметот. Ако бројката е пониска, ќе реагира на помали дразби при движење.","challenges-content.sensing-game.instructions.6":"Додајте сенка. Изберете звук и додајте го на сенката. Ако сакате, може да додадете","challenges-content.sensing-game.instructions.7":"Create a clone (Создај клон)","challenges-content.sensing-game.instructions.8":"за да ја удвоите сенката.","challenges-content.sensing-game.instructions.9":"Создајте две променливи: една за","challenges-content.sensing-game.instructions.10":"Score (Резултат)","challenges-content.sensing-game.instructions.11":"и друга за","challenges-content.sensing-game.instructions.12":"Timer (Одбројувач)","challenges-content.sensing-game.instructions.13":"и додајте ги на сенката. Поставете го одбројувачот на 30 и додајте","challenges-content.sensing-game.instructions.14":"Change Timer by -1 (Промени го одбројувачот за -1)","challenges-content.sensing-game.instructions.15":"Создајте нова сенка","challenges-content.sensing-game.instructions.16":"Game Over (Играта заврши)","challenges-content.sensing-game.instructions.17":"за да ја завршите играта. Може да создадете и сенка со насловот на вашата игра, на пример, „Соберете ги сите меурчиња на Европската недела на кодирање“.","challenges-content.sensing-game.example.0":"Играјте ја видеоиграта со насетување наречена Соберете ги сите меурчиња на Европската недела на кодирање. Слободно изменете го","challenges-content.sensing-game.example.1":"овој проект","challenges-content.calming-leds.title":"Смирувачки LED светла: создајте едноставен уред со micro:bit","challenges-content.calming-leds.author":"Образовна фондација Micro:bit","challenges-content.calming-leds.duration":"20 минути","challenges-content.calming-leds.materials.0":"уред и батерија micro:bit (ако се достапни)","challenges-content.calming-leds.materials.1":"лаптоп или таблет преку којшто може да одите на Microsoft MakeCode и Youtube","challenges-content.calming-leds.materials.2":"microbit.org за материјалите поврзани со активноста","challenges-content.calming-leds.description":"Учениците создаваат дигитален уред со LED светла што може да им помогне да си го регулираат дишењето и да се чувствуваат посмирени. Од нив ќе се побара да напишат едноставен код за да видат како функционираат анимациите и секвенците.","challenges-content.calming-leds.instructions.0":"Целта е да се создаде функционален уред со смирувачки LED светла што ќе може да се користи за регулирање на дишењето. Уредот може да се создаде на физичка micro:bit табла или на симулаторот во уредувачот на MakeCode.","challenges-content.calming-leds.instructions.1":"Предизвикот може да се исполни преку уредувачот на MakeCode и со пишување на едноставна секвенца со код како што е прикажано на видеото/сликата од екранот.","challenges-content.calming-leds.instructions.2":"За да се прошири предизвикот, учениците може да ги истражат различните анимации и да ја покажат својата креативност со анимацијата што би сакале да ја видат за да се чувствуваат посмирени и среќни.","challenges-content.calming-leds.instructions.3":"Повеќе информации и видеоупатства може да најдете на","challenges-content.calming-leds.instructions.4":"оваа врска","challenges-content.calming-leds.example":"Посетете ја страницава за да најдете упатства и видеа од исполнетиот предизвик, плус и како да кодирате","challenges-content.calming-leds.purposes.0":"Дизајнирање едноставен дигитален артефакт што ќе биде корисен на некој начин","challenges-content.calming-leds.purposes.1":"Истражување на секвенците и анимациите и како функционираат","challenges-content.calming-leds.purposes.2":"Тестирање и отстранување грешки во едноставни кодови","challenges-content.calming-leds.purposes.3":"Повторно користење на некој дизајн за анимациите да бидат побавни или побрзи","challenges-content.computational-thinking-and-computational-fluency.title":"Компјутерско размислување и компјутерска писменост со ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Стаматис Пападакис – Амбасадор на Грција на Европската недела на кодирање","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Запознавање со новите команди и интерфејсот.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Создавање едноставни програми со едноставни команди за причина-и-влијание.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Едноставно отстранување грешки преку обиди и грешки.","challenges-content.computational-thinking-and-computational-fluency.description":"Во овој предизвик децата ќе ги интегрираат концептите за CT во своите проекти користејќи ја апликацијата ScratchJr за приказните да ги направат повозбудливи, поемотивни и такви што и другите ќе сакаат да учествуваат.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"Не е потребно децата да бидат описменети за да работат со ScratchJr. Сите упатства и опциите во менито се препознатливи преку симболи и бои. Предизвикот може да се исполни во училница, во лабораторија, па дури и на отворено бидејќи не е потребна интернет-врска.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Децата го користат градот како заднина и користат блокови за кодирање за да направат еден автомобил да вози низ градот.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Децата може да користат звучни блокови и блокови за движење, како и блокови за почнување одново за да ги натераат своите ликови да танцуваат.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Децата избираат заднина и лик и користат блок за движење за да направат еден автомобил да се движи низ градот. Децата може да искористат блок за брзина за да забрзаат или да забават некој од ликовите.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Бесплатната апликација","challenges-content.computational-thinking-and-computational-fluency.materials.1":"функционира со неколку различни оперативни системи и видови на паметни уреди","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Исто така, на веб-страницата","challenges-content.computational-thinking-and-computational-fluency.materials.3":"се нудат голем број образовни материјали","challenges-content.computational-thinking-and-computational-fluency.duration":"90 минути","challenges-content.ai-hour-of-code.title":"Време за кодирање вештачка интелигенција","challenges-content.ai-hour-of-code.author":"Едиција за образование на Minecraft","challenges-content.ai-hour-of-code.purposes.0":"Создавање решенија за кодирање во кои се вклучени секвенци, настани, јамки и кондиционали","challenges-content.ai-hour-of-code.purposes.1":"Разглобување на чекорите што се потребни за да се реши некој проблем на концизна секвенца со упатства","challenges-content.ai-hour-of-code.purposes.2":"Истражување на концептите за кодирање","challenges-content.ai-hour-of-code.description":"На едно село му се заканува пожар и вие треба да искодирате решение! Запознајте го вашиот помошник за кодирање, агентот Minecraft, а потоа испрограмирајте го агентот да се движи низ шумата и да собира податоци. Овие податоци ќе му помогнат на агентот да предвиди каде ќе има пожар. Потоа искодирајте го агентот да помогне во спречувањето на ширењето на пожарот, спасете го селото и вратете го животот во шумата. Дознајте ги основите на кодирањето и истражете вистински примери за вештачка интелигенција (AI).","challenges-content.ai-hour-of-code.instructions":"Преземете го планот за лекцијата овде","challenges-content.ai-hour-of-code.materials.0":"Инсталирајте Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Откако ќе ја инсталирате Едицијата за образование со Minecraft, предизвикот ќе го најдете на","challenges-content.ai-hour-of-code.materials.2":"оваа веб-страница","challenges-content.create-a-dance.title":"Создајте танц со одата на кодирањето Ode to Code!","challenges-content.create-a-dance.purposes":"Вежбање кодирање на смешен начин и поврзување со заедницата на Европската недела на кодирање.","challenges-content.create-a-dance.description.0":"Создајте танц со одата на кодирањето Ode to Code! Искористете го","challenges-content.create-a-dance.description.1":"Туторијалот за забава со танцување","challenges-content.create-a-dance.description.2":"за да искодирате танц на Ode to Code. Официјалната химна на Европската недела на кодирање е наведена како можен избор во Забавата со танцување.","challenges-content.create-a-dance.instructions.0":"Упатствата се прикажани како видеа во","challenges-content.create-a-dance.instructions.1":"туторијалот","challenges-content.create-a-dance.instructions.2":"и напишани на врвот на секое ниво","challenges-content.create-a-dance.example":"Вклучените креации на учениците може да се најдат на следната веб-страница","challenges-content.create-a-dance.materials":"Туторијалот Code.org","challenges-content.create-a-simulation.title":"Создајте симулација!","challenges-content.create-a-simulation.purposes.0":"Учење за симулациите воведувајќи ги следните променливи: создавање група на луѓе, стапки на оздравување, носење маски и вакцини.","challenges-content.create-a-simulation.purposes.1":"Активирање претходни знаења за ширењето на некој вирус во реалниот свет што би биле применливи на фиктивно сценарио.","challenges-content.create-a-simulation.description":"Напишете код за да создадете и да пуштите сопствена симулација за појавата на вирусот во Чудовишград (Monster Town). Дознајте како да кодирате и да правите претпоставки за тоа што ќе им се случи на соседите на Чудовишград (Monster Town).","challenges-content.create-a-simulation.instructions.0":"Упатствата се прикажани како видеа во","challenges-content.create-a-simulation.instructions.1":"туторијалот","challenges-content.create-a-simulation.instructions.2":"и напишани на врвот на секое ниво","challenges-content.create-a-simulation.example":"Кога ќе завршите, може да ја споделите симулацијата со други лица. Споделете ја пораката за тоа што мислите дека може да направиме за да ги зачуваме останатите здрави кога ќе се појави некој вирус.","challenges-content.create-a-simulation.materials":"Туторијалот Code.org","challenges-content.create-your-own-masterpiece.title":"Создајте свое ремек-дело!","challenges-content.create-your-own-masterpiece.audience":"Прифатливо за сите возрасти","challenges-content.create-your-own-masterpiece.purpose":"Запознавање со концептите за компјутерската наука на визуелен начин и инспирирање креативност","challenges-content.create-your-own-masterpiece.description":"Создајте свое ремек-дело со уметник! Користете блокови за кодирање за да го натерате уметникот да создаде уникатно дело.","challenges-content.create-your-own-masterpiece.instructions":"Упатствата се наведени на врвот на секое ниво","challenges-content.create-your-own-masterpiece.example":"Примерите за уметници може да ги најдете на страницава во цртежите (drawing)","challenges-content.create-your-own-masterpiece.materials.0":"Првото ниво на туторијалот може да го најдете","challenges-content.create-your-own-masterpiece.materials.1":"ОВДЕ","challenges-content.cs-first-unplugged-activities.title":"Активности за основите на компјутерските науки без интернет (CS First Unplugged)","challenges-content.cs-first-unplugged-activities.purposes.0":"Да се поддржат учениците што учат од дома","challenges-content.cs-first-unplugged-activities.purposes.1":"Секој да направи пауза од екраните","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged е комплет активности што ги запознаваат учениците со концептите на компјутерските науки без компјутер. Ја создадовме оваа лекција за да покажеме дека компјутерските науки се многу повеќе од само кодирање.","challenges-content.cs-first-unplugged-activities.instructions.0":"Прирачникот со сите активности ќе го најдете на англиски јазик на овој","challenges-content.cs-first-unplugged-activities.instructions.1":"линк","challenges-content.cs-first-unplugged-activities.instructions.2":"како и во Планот за лекции на англиски јазик на овој","challenges-content.cs-first-unplugged-activities.instructions.3":"Активностите во оваа лекција може да се исполнат засебно и по кој било редослед","challenges-content.cs-first-unplugged-activities.instructions.4":"Наставникот/чката може да го фотографира процесот на учење и да го сподели на инстаграм со хаштагот #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Покрај прирачникот со активности, за некои активности се потребни или пак би биле подобри со дополнителни материјали.","challenges-content.cs-first-unplugged-activities.materials.1":"Помагала за броење (како суви мешунки) за користење на мапата за создавање мрежа на соседства Network a Neighborhood.","challenges-content.cs-first-unplugged-activities.materials.2":"Ножички за да се исече тркалото со бројки за испраќање тајна порака Send a Secret Message.","challenges-content.cs-first-unplugged-activities.materials.3":"Картон и лепак за да се зацврсти тркалото со бројки за испраќање тајна порака Send a Secret Message.","challenges-content.cs-first-unplugged-activities.materials.4":"Игличка, чепкалка за заби или исправена спојница за поврзување на тркалото со бројки за испраќање тајна порака Send a Secret Message.","challenges-content.family-care.title":"Грижа за семејството","challenges-content.family-care.experience":"Отворено за сите","challenges-content.family-care.duration":"5 до 10 часа","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"За пребарување на темата за грижа за семејството со којашто се соочуваме секојдневно;","challenges-content.family-care.purposes.1":"За да се гледа на проблемите како на можности и да се создаваат креативни решенија;","challenges-content.family-care.purposes.2":"За кодирањето да се користи за иновативно остварување на решенијата;","challenges-content.family-care.purposes.3":"За дизајнирање постери и претставување на решенијата на други луѓе;","challenges-content.family-care.purposes.4":"За користење на социјалните мрежи за да се создаде влијание на проектите.","challenges-content.family-care.description.0":"На што помислувате кога се зборува за дом? На убава куќа? На обилна вечера подготвена од родителите? На тајно место само за вас? Топлиот дом е како бензинска станица за телото и духот. Сред брзиот модерен живот, родителите секогаш се зафатени. Кога се дружите со пријателите, не можете да ги оставите мачињата. Но како да се грижите за фирмата кога сте разделени? Темата на овој предизвик е","challenges-content.family-care.description.1":"Семејна грижа","challenges-content.family-care.description.2":"Врз основа на оваа тема, учениците се поттикнуваат да развијат идеја за пренесување љубов и грижа преку кодирањето и хардверот. Еве неколку прашања за коишто би сакале да размислите","challenges-content.family-care.description.3":"Колку членови на семејството има во вашиот дом? Кои се тие? Сте имале ли некаков проблем кога сте со нив? Каков вид на грижа им е потребна?","challenges-content.family-care.description.4":"Дали знаете некој на кого му е потребна семејна грижа повеќе од другите во вашата заедница? Како може да му помогнете на тоа лице?","challenges-content.family-care.instructions.0":"Нафрлете идеи и истражете ја темата за семејната грижа","challenges-content.family-care.instructions.1":"Направете список на какви било проблеми","challenges-content.family-care.instructions.2":"Создајте можни решенија","challenges-content.family-care.instructions.3":"Изберете решение","challenges-content.family-care.instructions.4":"Програмирајте ја и изградете ја структурата","challenges-content.family-care.instructions.5":"Дизајнирајте постер за истакнување на проектот","challenges-content.family-care.instructions.6":"Претставете го на наставниците и членовите на семејството","challenges-content.family-care.example.0":"Најдете некои примери оттука","challenges-content.family-care.example.1":"и","challenges-content.family-care.materials.0":"Алатка за кодирање:","challenges-content.family-care.materials.1":"или преземете ја","challenges-content.family-care.materials.2":"верзијата за компјутер","challenges-content.family-care.materials.3":"mBlock е програмски јазик заснован на Scratch","challenges-content.family-care.materials.4":"Предизвикот е приспособен и од натпреварот MakeX Global Spark Competition, програма за креативен дизајн заснована на проекти за млади лица на возраст од 6 до 13 години.","challenges-content.family-care.materials.5":"Учесничкиот тим ќе треба да се фокусира на конкретната тема и да најде решение преку програмирање на софтвер и градење на хардвер.","challenges-content.family-care.materials.6":"Учениците може слободно да го исполнат предизвикот во Неделата на кодирање и да го пренесат на меѓународно ниво за да го споделат со други ученици и да освојат награди.","challenges-content.family-care.materials.7":"За повеќе информации, видете на:","challenges-content.family-care.materials.8":"или контактирајте нè на","challenges-content.virtual-flower-field.title":"Одгледувајте виртуелно поле со цвеќиња","challenges-content.virtual-flower-field.author":"Јагда Хуегле – Обучувач на Meet and Code и дел од тимот на SAP Snap!","challenges-content.virtual-flower-field.duration":"30 – 60 минути","challenges-content.virtual-flower-field.purposes.0":"Запознавање со програмирањето преку едноставен проект што паѓа во очи.","challenges-content.virtual-flower-field.purposes.1":"Да се научи дека кодирањето може да биде уметничко доживување и да доведе до прекрасни резултати.","challenges-content.virtual-flower-field.purposes.2":"Да се обои есента со светли бои и цвеќиња во Европската недела на кодирање.","challenges-content.virtual-flower-field.purposes.3":"Да се покаже диверзитетот на цвеќиња на Земјата.","challenges-content.virtual-flower-field.purposes.4":"Да се придонесе за Целите за одржлив развој (SDG), особено SDG13 – Климатски промени, создавајќи настани за кодирање што го подобруваат учењето за климатските промени преку подигнување на свеста за темата.","challenges-content.virtual-flower-field.description":"Развијте програма во Snap! преку која ќе одгледувате виртуелно поле со цвеќиња од различни видови и различен број на ливчиња.","challenges-content.virtual-flower-field.instructions.0":"Ако ви треба инспирација за да започнете со предизвикот, видете го","challenges-content.virtual-flower-field.instructions.1":"ова видео","challenges-content.virtual-flower-field.instructions.2":"или искористете го","challenges-content.virtual-flower-field.instructions.3":"овој документ","challenges-content.virtual-flower-field.instructions.4":"за да проследите","challenges-content.virtual-flower-field.instructions.5":"Предизвикот може да се исполни со програмирање виртуелно поле со цвеќиња во Snap! (или Scratch) и со објавување фотографија од резултатот онлајн.","challenges-content.virtual-flower-field.instructions.6":"Полето со цвеќиња треба да содржи различни видови цвеќиња со различен број ливчиња. Идеално би било цвеќињата да бидат програмирани, што значи дека се создадени со отпечатоци и вртење (или со цртање и вртење) на ливчињата.","challenges-content.virtual-flower-field.instructions.7":"Објавете слика од виртуелната градина со цвеќиња со хаштагот #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Ви препорачуваме да користите","challenges-content.virtual-flower-field.materials.1":"но проектот функционира и со","challenges-content.haunted-house.title":"Haunted House in Hedy (Опседната куќа во Хеди)","challenges-content.haunted-house.author":"Фелиен Херманс, Универзитетот во Лејден – Рамон Морлаг, I&I – Недела на кодирање, Холандија","challenges-content.haunted-house.audience":"Учители и обучувачи","challenges-content.haunted-house.duration":"1 час или 2 часа во зависност од претходните познавања","challenges-content.haunted-house.purposes.0":"Да се направи интерактивна приказна за опседната куќа.","challenges-content.haunted-house.purposes.1":"Да се научи програмирање со Hedy.","challenges-content.haunted-house.description":"Со Hedy, ќе создадете приказна за опседната куќа со интерактивни елементи. Секогаш кога кодот ќе се пушти, ќе се создаде нова приказна. Може и компјутерот да ја чита приказната наглас и да се сподели онлајн.","challenges-content.haunted-house.instructions.0":"Започнете така што ќе го отворите прелистувачот и ќе отидете на hedycode.com.","challenges-content.haunted-house.instructions.1":"Следете ги упатствата за нивоата 1-4. Користете ги јазичињата ‘Level’ (ниво) и ‘Haunted house’ (опседната куќа).’","challenges-content.haunted-house.instructions.2":"Со помош на овие нивоа, ќе напишеме интерактивна приказна за опседната куќа.","challenges-content.haunted-house.instructions.3":"Наставници, може да најдете и план за лекцијата со Hedy","challenges-content.haunted-house.instructions.4":"овде","challenges-content.haunted-house.instructions.5":"Може да најдете снимка од Фелиен Херманс како ја претставува Hedy на","challenges-content.haunted-house.instructions.6":"овој линк","challenges-content.haunted-house.example":"Пример за опседната куќа на ниво","challenges-content.haunted-house.materials.0":"Hedy на","challenges-content.haunted-house.materials.1":"ниво од 1 до 4","challenges-content.inclusive-app-design.title":"Дизајнирање на инклузивна апликација","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 минути + незадолжителни дополнителни активности","challenges-content.inclusive-app-design.purposes.0":"Нафрлување идеи, планирање, создавање прототип и споделување на идеја за апликација до којашто секој ќе може да пристапи и да ја разбере.","challenges-content.inclusive-app-design.description":"Одличните апликации започнуваат од одлични идеи. Во оваа активност, учениците ќе смислат идеја за апликација на тема којашто им се допаѓа, а потоа ќе откријат како да дизајнираат апликација имајќи ги предвид инклузијата и пристапноста.","challenges-content.inclusive-app-design.instructions.0":"Сите упатства ќе ги најдете на оваа врска","challenges-content.inclusive-app-design.instructions.1":"Со овој едночасовен план за лекција, обучувачите може да ги насочат учениците да","challenges-content.inclusive-app-design.instructions.2":"научат како се дизајнираат инклузивни апликации","challenges-content.inclusive-app-design.instructions.3":"нафрлуваат идеи за теми коишто им се допаѓаат и да најдат идеја за апликација","challenges-content.inclusive-app-design.instructions.4":"ги наведат идеите за апликација и да ги испланираат активностите на корисниците","challenges-content.inclusive-app-design.instructions.5":"создадат еден дел од апликацијата во Keynote","challenges-content.inclusive-app-design.instructions.6":"споделат демо од прототипот и да опишат како ги поддржуваат корисниците со различни искуства и способности","challenges-content.inclusive-app-design.materials.0":"Истражете ја активноста Дизајн на инклузивна апликација во центарот Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Се препорачува Keynote на iPad или Mac, но не е задолжително.","challenges-content.silly-eyes.title":"Смешни очи","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 минути","challenges-content.silly-eyes.purposes.0":"Создавање проект со интеракција на корисниците.","challenges-content.silly-eyes.purposes.1":"Персонализиран проект со бои и графички ефекти.","challenges-content.silly-eyes.purposes.2":"Учење за дизајнот во дигиталната сфера.","challenges-content.silly-eyes.description":"Во овој проект ќе дизајнирате и создадете лик со смешни очи. Големите смешни очи на ликот ќе го следат покажувачот од глувчето за да го оживеат ликот.","challenges-content.silly-eyes.instructions":"Пристапете до целосниот опис на проектот овде","challenges-content.silly-eyes.example":"Видете ги Gobo, Under the sea и Don't eat donut","challenges-content.train-ai-bot.title":"Обучете робот со вештачка интелигенција!","challenges-content.train-ai-bot.purposes":"Учење поврзано со вештачка интелигенција (AI), машинско учење, обучување податоци и пристрасност при истражување етнички проблеми и како AI може да се користи за справување со проблеми во светот.","challenges-content.train-ai-bot.description":"Обучете робот со вештачка интелигенција за океаните. Во оваа активност, ќе програмирате или обучите вештачка интелигенција како да препознава риби или ѓубре. Ајде да го исчистиме океанот!","challenges-content.train-ai-bot.instructions.0":"Упатствата се прикажани како видеа во туторијалот","challenges-content.train-ai-bot.instructions.1":"и напишани на врвот на секое ниво","challenges-content.train-ai-bot.materials.0":"Туторијалот може да го најдете овде","challenges-content.train-ai-bot.materials.1":"Овој туторијал е достапен на повеќе од 25 јазици","challenges-content.build-calliope.title":"Изградете го вашиот сопствен Calliope mini фитнес тренер.","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH.","challenges-content.build-calliope.purposes.0":"Разиграно запознавање секвенци, анимации, повторувања и варијабли.","challenges-content.build-calliope.purposes.1":"Да се дизајнира структурална шема.","challenges-content.build-calliope.purposes.2":"За тестирање и отстранување грешки на кодот.","challenges-content.build-calliope.purposes.3":"Да се оптимизира програма преку низа на проби, проверка и прилагодување на употребливоста.","challenges-content.build-calliope.duration":"20-30 минути","challenges-content.build-calliope.description":"Учесниците ќе развијат дигитално контролиран прототип кој користи шарена светлечка ЛЕД за да репродуцира однапред смислена фитнес вежба од 10 единици.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (ако е достапно)","challenges-content.build-calliope.materials.1":'Лаптоп или таблет со кој можете да go посетите https://makecode.calliope.ccили https://calliope.cc и YouTube за да пристапите до ресурси за активноста.',"challenges-content.build-calliope.instructions.0":"За да започнете, направете план и одредете го распоредот на единиците на вежбата. Користејќи го распоредот, програмирајте го RGB LED на Calliope mini за да прикаже една од 5-те бои со претходно дефинирано темпо. Потоа креирајте варијабла за темпото и повторувањата на програмите користејќи јамки.","challenges-content.build-calliope.instructions.1":"Запомнете, ако сте ја имплементирале програмата на начин кој вас ви се допаѓа може да го споделите со нас на info@calliope.cc - би биле презадоволни да видиме како сте ја направиле. Патем, подаруваме 30 mini Calliope меѓу прилозите!","challenges-content.build-calliope.instructions.2":"Споделете го QR-кодот на вашиот проект на Инстаграм, додајте го хаштагот #EUCodeWeekChallenge и спомнете @CodeWeekEU.","challenges-content.build-calliope.example.0":"Додека седите на вашиот компјутер: можете и вие да се чувствувате спортски.","challenges-content.build-calliope.example.1":"Креирајте фитнес прототип со Calliope mini кој исто така може да биде тестиран на симулатор. Предизвикот е направен во MakeCode едиторот со програмирање на низа од едноставен код (видете слика на екран).","challenges-content.build-calliope.example.2":"Изберете 5 различни бои и доделете фитнес вежба на секоја од нив, на пр. чучњеви или скокање. Тогаш боите може да се наредат по кој било редослед и да се вежбаат.","challenges-content.common.share":"Споделете го линкот или QR кодот на вашиот проект на Instagram или на Facebook, додајте хаштаг #EUCodeWeekChallenge and mention @CodeWeekEU.","challenges-content.common.audience.0":"Учители и обучувачи","challenges-content.common.audience.1":"Ученици од основно училиште (од 6 до 12 години)","challenges-content.common.audience.2":"Ученици во пониски години од средно училиште (од 12 до 16 години)","challenges-content.common.audience.3":"Ученици во повисоки години од средно училиште (од 16 до 18 години)","challenges-content.code-a-dice.title":"Кодирајте Јамб (фрлање коцки)","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Кодирајте интерактивни загатки","challenges-content.code-a-dice.purposes.1":"За да кодирате симулација на предмет што произволно се движи за да се користи ако нема на располагање вистински предмет","challenges-content.code-a-dice.description":"Во предизвикот ќе кодирате коцка којашто произволно ќе ја фрлате на ваша наредба. Можете да изберете каков било тип коцка со онолку лица колку што сакате, како оние што се користат во игрите за играње улоги, а исто така и да додадете звуци.","challenges-content.code-a-dice.instructions.0":"Најавете се на Scratch","challenges-content.code-a-dice.instructions.1":"Изберете платно за позадина","challenges-content.code-a-dice.instructions.2":"Креирајте ваша самовила за фрлање коцки или побарајте една на интернет и вчитајте ja во вашата програма","challenges-content.code-a-dice.instructions.3":"Креирајте онолку костуми за самовилата колку што ќе изберете страници на коцката, секојa од нив покажувајќи различен број","challenges-content.code-a-dice.instructions.4":"Изберете како сакате да почнете со фрлање на коцката (со притискање копче на тастатурата, со кликнување на самовилата итн.) и запишете го кодот","challenges-content.code-a-dice.instructions.5":"Кодирајте ја самовилата така за произволно да го менува костумот на крајот од фрлањето","challenges-content.code-a-dice.instructions.6":"Додајте звучни ефекти","challenges-content.code-a-dice.example":"Фрлајте Д-20 коцка","challenges-content.personal-trainer.title":"Личен тренер со micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"За да кодирате micro:bit за употреба на аларм и лед панел","challenges-content.personal-trainer.purposes.1":"За да креирате личен уред којшто ќе ја контролира вашата физичка активност","challenges-content.personal-trainer.purposes.2":"За да кодирате micro:bit за да го подобрите вашето здравје преку спорт","challenges-content.personal-trainer.description":"Овој предизвик ви овозможува да го кодирате вашиот micro:bit за контрола на времињата на повторување на физичките вежби во комбинација со преостанатото време. Ќе ја следите вашата физичка активност на училиште, дома или во парк.","challenges-content.personal-trainer.instructions.0":"Кога имате А+Б, креирајте тајмер што одбројува 3 секунди со звук на музичка нота при секоја секунда и го прикажува зборот GO! (ОДИ!)","challenges-content.personal-trainer.instructions.1":"За време на првата вежба, прикажете квадрат 2х2 што трепка во траење од 20 секунди. Потоа пуштете звук и одржувајте го квадратот фиксен. За преостанатото време, мора да се прикаже друга слика што трепка во траење од 10 секунди. Кога ќе заврши, се огласува звук.","challenges-content.personal-trainer.instructions.2":"Потоа, повторете го истото дејство, но прикажете панел 3х3 за времето на вежбата. Повторете ги овие дејства додека се прикажува 5х5.","challenges-content.personal-trainer.duration":"30-40 минути","challenges-content.create-a-spiral.title":"Создајте спирала","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"За да учите и практикувате јамки и варијабли.","challenges-content.create-a-spiral.purposes.1":"За да ја зголемите креативноста во кодирањето.","challenges-content.create-a-spiral.description":"Во овој предизвик, ќе пишувате проект со Scratch за да создадете спирала, користејќи ги блоковите со пенкала, јамка и варијабла.","challenges-content.create-a-spiral.instructions.0":"Блокови со пенкала","challenges-content.create-a-spiral.instructions.1":"Креирајте нов проект и наречете го Спирала.","challenges-content.create-a-spiral.instructions.2":"Кликнете на виолетовата икона „Додај екстензија“ на долната лева страна од прозорецот","challenges-content.create-a-spiral.instructions.3":"Изберете „пенкало“: блоковите со пенкала сега се достапни за вашиот проект!","challenges-content.create-a-spiral.instructions.4":"За да започнете со вашиот проект, повлечете го и испуштете го блокот „кога ќе кликне зеленото знаменце“:","challenges-content.create-a-spiral.instructions.5":"Потребно е да започнете со празна страница: во рамките на блоковите со пенкала, додајте “избриши ги сите“ блокови:","challenges-content.create-a-spiral.instructions.6":"Сакате да започнете со цртање во центарот на сцената, што значи дека вашата самовила треба да оди до центарот на сцената (0,0):","challenges-content.create-a-spiral.instructions.7":"Вашата самовила може да се движи без цртање или движење и цртање:","challenges-content.create-a-spiral.instructions.8":"кога сакате да ја нацртате, може да го користите блокот за спуштање на пенкалото","challenges-content.create-a-spiral.instructions.9":"кога не го сакате тоа, може да го користите блокот за подигање на пенкалото","challenges-content.create-a-spiral.instructions.10":"Сега, сакате да цртате! Додајте го блокот „спушти пенкало“:","challenges-content.create-a-spiral.instructions.11":"Шестоаголник","challenges-content.create-a-spiral.instructions.12":"Додајте ги блоковите подолу на вашиот проект:","challenges-content.create-a-spiral.instructions.13":"Сега имате една шестина од вашиот шестоаголник. Оваа секвенца треба да ја повторите 6 пати:","challenges-content.create-a-spiral.instructions.14":"Спирала","challenges-content.create-a-spiral.instructions.15":"За да создадете спирала, потребно е да додадете 2 на должината на секоја следна страна.","challenges-content.create-a-spiral.instructions.16":"За да го направите тоа, ќе користите variable.","challenges-content.create-a-spiral.instructions.17":"Во блоковите на варијаблата, кликнете на Направи варијабла","challenges-content.create-a-spiral.instructions.18":"Именувајте ја како должина, а потоа кликнете ОК:","challenges-content.create-a-spiral.instructions.19":"Спиралата ќе започне да расте, ќе треба да започнете од мала: поставете ја првата должина на 10, а потоа вметнете го овој блок пред јамката.","challenges-content.create-a-spiral.instructions.20":"Вметнете ја варијаблата „должина“ во блокот „движи ...чекори","challenges-content.create-a-spiral.instructions.21":"За да расте спиралата, исто така потребно е да расте и должината во секоја јамка: додајте го блокот подолу на крајот на јамката:","challenges-content.create-a-spiral.instructions.22":"Еве го вашиот тековен проект:","challenges-content.create-a-spiral.instructions.23":"Убава спирала","challenges-content.create-a-spiral.instructions.24":"Вие нацртавте спирала! За да продолжи понатаму, заменете ја јамката „повтори 6“ со јамката „засекогаш“:","challenges-content.create-a-spiral.instructions.25":"За да нацртате шарена спирала, додајте го следниот блок во јамката:","challenges-content.create-a-spiral.instructions.26":"Кога ќе започнете одново, самовилата црта несакана линија. За да го спречите тоа, додајте го блокот „подигни пенкало“ на почетокот на проектот.","challenges-content.create-a-spiral.instructions.27":"Еве го вашиот конечен проект:","challenges-content.create-a-spiral.instructions.28":"Честитки! Создадовте прекрасна спирала!","challenges-content.play-against-ai.title":"Создавајте и играјте против ВИ - Играта камен, ножици, хартија","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"за да сфатите како функционира циклусот на машинско учење.","challenges-content.play-against-ai.purposes.1":"за да изградите модел на машинско учење со помош на Машина што може да учи","challenges-content.play-against-ai.purposes.2":"за да се запознаете со алатката Пиктоблокс и за да го увезете создадениот модел во проектот","challenges-content.play-against-ai.purposes.3":"за да ја поставите сцената и ликовите, да создавате и иницирате варијабли во Пиктоблокс","challenges-content.play-against-ai.purposes.4":"за да иницирате игра, да идентификувате движења на играчот, за да програмирате произволни движења на ВИ","challenges-content.play-against-ai.purposes.5":"за да креирате и тестирате игра која вклучува вештачка интелигенција како противник во играта камен, хартија, ножици.","challenges-content.play-against-ai.description":"Ќе создадеме модел со помош на Машината способна за учење од слики користејќи три класи: Камен, ножици и хартија. Моделот ќе се вчита во Пиктоблокс и ќе се користи за креирање игра што можеме да ја играме против ВИ.","challenges-content.play-against-ai.duration":"90 минути","challenges-content.play-against-ai.instructions.0":"Креирајте нов проект во слики на машина способна да учи со 3 класи наречени Камен, Хартија и Ножици. За секоја класа, направете со камерата најмалку 400 слики. Позадината треба да биде јасна. Обучете го и извезете го моделот. Поставете го моделот и копирајте го линкот.","challenges-content.play-against-ai.instructions.1":"Создадете бесплатна сметка на страницата на Пиктоблокс. Додајте екстензија за машинско учење и поставете модел. Поставете ги сцената, варијаблите и самовилите. Иницирајте ја играта, утврдете ги движењата на играчот и движењата на ВИ и кој победува во рундата.","challenges-content.play-against-ai.instructions.2":"Обучете ги податоците за играта.","challenges-content.play-against-ai.instructions.3":"Тестирајте го моделот.","challenges-content.play-against-ai.instructions.4":"Извезете го моделот.","challenges-content.play-against-ai.instructions.5":"Додајте екстензија за машинско учење и вчитајте го моделот.","challenges-content.play-against-ai.instructions.6":"Поставете ги сцената, варијаблите и самовилите.","challenges-content.play-against-ai.instructions.7":"Стартување на играта.","challenges-content.play-against-ai.instructions.8":"Утврдете ги движењата на играчот.","challenges-content.play-against-ai.instructions.9":"Утврдете произволни движења на ВИ.","challenges-content.play-against-ai.instructions.10":"Емитувајте произволни движења на ВИ.","challenges-content.play-against-ai.instructions.11":"Направете три блокови. Кој победува во рундата?","challenges-content.play-against-ai.instructions.12":"Проверете дали играчот победува во рундата.","challenges-content.play-against-ai.instructions.13":"Проверете дали ВИ победува во рундата.","challenges-content.play-against-ai.instructions.14":"Проверете дали рундата е цртање.","challenges-content.play-against-ai.instructions.15":"Програмирајте блокови.","challenges-content.play-against-ai.instructions.16":"Камен Хартија Ножици Самовила","challenges-content.air-drawing-with-AI.title":"Цртање во воздух со ВИ","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"за да напишете програма користејќи ја екстензијата за детекција на човечко тело за препознавање на движењата на прстите пред камерата.","challenges-content.air-drawing-with-AI.purposes.1":"за да кодирате со едноставни блокови во код од неколку редови.","challenges-content.air-drawing-with-AI.purposes.2":"за да видите пример на користење ВИ","challenges-content.air-drawing-with-AI.description":"Создавање програма што му овозможува на корисникот да црта во воздух со неговата рака (показалец) пред камерата и сé што црта автоматски да се прикажува на сцената на Пиктоплокс","challenges-content.air-drawing-with-AI.instructions.0":"Создадете сметка на Пиктоблокс","challenges-content.air-drawing-with-AI.instructions.1":"следете ги визуелните упатства за да:","challenges-content.air-drawing-with-AI.instructions.2":"додадете екстензии за Детекција на човечко тело и Пенкало;","challenges-content.air-drawing-with-AI.instructions.3":"ја поставите сцената и да додадете самовила (молив) и дополнителни самовили за: Спушти пенкало, Подигни пенкало, Избриши сé; ","challenges-content.air-drawing-with-AI.instructions.4":"напишете код за самовила за молив којашто ќе го следи прстот","challenges-content.air-drawing-with-AI.instructions.5":"напишете код за копчиња: Подигни пенкало, Спушти пенкало и Избриши сé и исто така за Пенкало","challenges-content.air-drawing-with-AI.instructions.6":"Сега сé ви поставено за да цртате свои цртежи и да играте со различните бои и големини на пенкалото.","challenges-content.air-drawing-with-AI.materials.0":"Лаптоп или компјутер со камера","challenges-content.air-drawing-with-AI.materials.1":"Преземена е последната верзија на ПиктоБлокс (препорачана) или онлајн Пиктоблокс (бесплатна)","challenges-content.air-drawing-with-AI.materials.2":"Сметка на Пиктоблокс (бесплатна)","challenges-content.air-drawing-with-AI.materials.3":"Добра интернет врска","challenges-content.emobot-kliki.title":"Емобот Клики","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"За да ги научите основните концепти на машинското учење и препознавање текст.","challenges-content.emobot-kliki.purposes.1":"За да ја сфатите улогата на емоциите во комуникациите.","challenges-content.emobot-kliki.purposes.2":"За да користите кодови за создавање дијалог помеѓу робот за разговор и корисник.","challenges-content.emobot-kliki.purposes.3":"За да сфатите како компјутерите можат да ги препознаат емоционалните тонови преку анализа на текст и да одговорат соодветно.","challenges-content.emobot-kliki.description.0":"За да создадете емоционален робот во Scratch којшто може да прикаже среќно лице за позитивни пораки (ако му кажете убави работи), налутено лице за негативни пораки (ако му кажете лоши работи) и збунето лице ако пораката не е јасна.","challenges-content.emobot-kliki.description.1":"Нашиот Емобот Клики ќе ги препознае комплиментите и навредите за да видите како компјутерите можат да се обучат за да препознаваат емоционални тонови.","challenges-content.emobot-kliki.instructions.0":"За да започнете, програмирајте листа на правила за тоа што е фино или љубезно и што е лошo или злонамерно.","challenges-content.emobot-kliki.instructions.1":"Најавете се на https://machinelearningforkids.co.uk/ или создајте нова сметка.","challenges-content.emobot-kliki.instructions.2":"Направете нов модел за машинско учење додавајќи 3 нови ознаки, првата наречете ја „фино“, втората наречете ја „лошо“ и изборно, ако сакате да го препознава вашето име, направете трета ознака наречена „име“.","challenges-content.emobot-kliki.instructions.3":"Обучете то новиот модел на машинско учење, тестирајте го и користете го за да направите Емобот во Scratch.","challenges-content.emobot-kliki.instructions.4":"Стартувајте го уредникот Scratch 3, избришете ја самовилата мачка, внесете ги 3 нови самовили направени од Microsoft Bing Image Creator (карикатура на среќен, лут и несигурен компјутер) или создајте нова самовила со кликање на иконата Боење, цртајќи три копии на костуми за среќно, луто и несигурно лице.","challenges-content.emobot-kliki.instructions.5":"Кликнете на картичката „Кодирај“ и внесете ја следната самовилa.","challenges-content.emobot-kliki.example.0":"Споделете го Емоботот Клики со своите другари и научете уште повеќе за ВИ и емоциите!","challenges-content.emobot-kliki.example.1":"Наместо компјутерска карикатура, можете да пробате нешто друго, на пример, животно. Наместо љубезно и злонамерно, можете да го обучите ликот да препознава други видови пораки.","challenges-content.craft-magic.title":"Направете магија со гестикулации на дланките со ВИ","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"За развивање на вештините за кодирање кај учениците, овозможувајќи им да ги корситат основните команди.","challenges-content.craft-magic.purposes.1":"За развивање вештини за алгоритамско размислување, расчленувајќи ги сложените задачи на чекори што можат полесно да се решат.","challenges-content.craft-magic.purposes.2":"За поттикнување на креативното решавање на проблемите при изнаоѓањето уникатни примени на гестикулациите со дланки за цртање и пишување.","challenges-content.craft-magic.purposes.3":"За поттикнување на разбирањето на концептите на ВИ, особно како ВИ им овозможува на компјутерите да ги препознаваат и толкуваат гестикулациите со дланките.","challenges-content.craft-magic.purposes.4":"За подигање на свесноста за тоа колку е значајна технологијата за лицата со посебни потреби.","challenges-content.craft-magic.purposes.5":"За промовирање решавање проблеми преку соработка и тимска работа меѓу учениците, додека работат заедно на подобрување на нивните програми за гестиклација со дланки.","challenges-content.craft-magic.purposes.6":"За поврзување на вештините за кодирање и компјутерско размислување со нивната примена во реални ситуации, нагласувајќи го значајното влијание на технологијата врз животот на луѓето и усогласување со Целите на одржливиот развој.","challenges-content.craft-magic.duration.0":"90 минути за ученици 10-12","challenges-content.craft-magic.duration.1":"45 минути за ученици 12-15","challenges-content.craft-magic.description":"Создајте програма базирана на блокови од Scratch користејќи ја екстензијата на ВИ „Човечко тело“ на креативен и интересн начин, за да цртате на екран без да имате потреба од традиционалното глувче или екранот на допир.","challenges-content.craft-magic.instructions.0":"Поврзете се со https://ai.thestempedia.com and create a teacher & students accounts.","challenges-content.craft-magic.instructions.1":`Увезете ги екстензиите „Детекција на човечко тело", 'Пенкало', 'Текст во говор'.`,"challenges-content.craft-magic.instructions.2":"Додајте ја самовилата 'Молив' од библиотеката и создајте 7 самовили ('пишувај', 'бриши', 'црно', 'црвено', 'сино', 'зелено', 'розово').","challenges-content.craft-magic.instructions.3":"Напишете команди за да проверите што се случува кога самовилата 'молив' ќе допре некоја од другите самовили.","challenges-content.craft-magic.instructions.4":"Напишете команди за да ѝ овозможите на камерата да препознава Поза на дланка и движете го моливот до координатите x и y на вашиот показалец.","challenges-content.craft-magic.instructions.5":"Сменете го костумот на крајот од фрлањето.","challenges-content.craft-magic.instructions.6":"Додајте звучни ефекти.","challenges-content.craft-magic.materials.0":"Платформа за програмирање https://ai.thestempedia.com (free)","challenges-content.craft-magic.materials.1":"сметка на наставник (бесплатна)","challenges-content.craft-magic.materials.2":"сметка на ученик (бесплатна)","challenges-content.craft-magic.materials.3":"Компјутери со камера","challenges-content.craft-magic.materials.4":"Интернет врска","challenges-content.circle-of-dots.title":"Круг со точки","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"За да напишете код за цртање линија со точки.","challenges-content.circle-of-dots.purposes.1":"За да напишете код за цртање линија со цртички.","challenges-content.circle-of-dots.purposes.2":"За да напишете код за цртање круг.","challenges-content.circle-of-dots.purposes.3":"За да напишете код за цртање круг со точки (цртички).","challenges-content.circle-of-dots.description":"Нацртајте круг со точки или цртички.","challenges-content.circle-of-dots.duration":"40 минути","challenges-content.circle-of-dots.instructions.0":"Градење блок за точки.","challenges-content.circle-of-dots.instructions.1":"Градење блок за цртички.","challenges-content.circle-of-dots.instructions.2":"Градење круг со точки.","challenges-content.circle-of-dots.instructions.3":"Градење круг со цртички.","challenges-content.coding-escape-room.title":"Создавање просторија за бегство при кодирање","challenges-content.coding-escape-room.author":"Стефанија Алтиери и Елиза Барагини","challenges-content.coding-escape-room.purposes.0":"За да ги научите и за да размислуваат за концептите на кодирањето.","challenges-content.coding-escape-room.purposes.1":"За да користите едноставни алатки за кодирање.","challenges-content.coding-escape-room.purposes.2":"За да развиете компјутерски начин на размислување и решавање проблеми.","challenges-content.coding-escape-room.description.0":"За да создадете искуство на бегство од кодирање како ова:","challenges-content.coding-escape-room.description.1":"Можете да користите google образец, генијално, google презентација, или која било друга алатка за да создадете раскажување приказна врз база на кодирање ;).","challenges-content.coding-escape-room.duration":"90 минути","challenges-content.coding-escape-room.instructions":"Можете да ги поделите учениците во мала група, можат да играат, а потоа да создадат друг предизвик со образецот:","challenges-content.coding-escape-room.materials.0":"Може да се користи која било алатка (платформа на Google и Microsoft за создавање и споделување документи, презентации и табели). Што било за кодирање, алатка или ликови поврзани со ИКТ и кодирањето.","challenges-content.coding-escape-room.example.0":"Некои ликови коишто имале многу важна улога во историјата на ИКТ и основните концепти на кодирањето и програмирањето се претставуваат преку игра. Ова е најдобар начин на учење и активно учество. Оваа игра може да се игра во тимови или индивидуално, како предизвик или натпревар. Учениците можат да создадат нешто слично и да ги развијат своите компетенции, како на пример, креативност и вештини за кодирање.","challenges-content.coding-escape-room.example.1":"Ова е многу практичен ресурс што може повторно да се користи и лесно да се пресоздаде. Google обрасците се една од можните алатки. Исто така, можете да користите Google слајдови, Genial.ly или Emaze или која било друга алатка за да создадете прказни што се вкрстуваат и ваши сопствени авантури.","challenges-content.coding-escape-room.example.2":"Предизвикот на бегство е поделен на сесии. Ако погодите, продолжувате понатаму. Учениците треба да создадат квизови за кодирање.","challenges-content.let-the-snake-run.title":"Нека трча змијата","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"За да го кодирате движењето на змијата во нејзиниот сопствен micro:bit","challenges-content.let-the-snake-run.purposes.1":"За да утврдите точна поставеност и време за заедничка анимација.","challenges-content.let-the-snake-run.description":"Учениците мора да напишат кодови за да ја наведуваат змијата низ micro:bits еден до друг. Тоа мора да се направи на начин што ќе изгледа како змијата да трча од еден micro:bit до друг.","challenges-content.let-the-snake-run.duration":"30 минути","challenges-content.let-the-snake-run.instructions.0":"Дизајнирајте патека што поминува низ неколку micro:bits еден до друг (на пр., формирање квадрат 2х2).","challenges-content.let-the-snake-run.instructions.1":"Напишете кодови змијата се движи по патека.","challenges-content.let-the-snake-run.instructions.2":"Работете на својот уред, а потоа поврзете ги и пуштете го кодот.","challenges-content.let-the-snake-run.instructions.3":"Размислете за времето и поставеноста: Ако змијата излезе од еден micro:bit, ќе се појави на следниот micro:bit.","challenges-content.let-the-snake-run.instructions.4":"Дополнителни предизвици: Со micro:bit v2, пуштете музика додека змијата го напушта вашиот уред.","challenges-content.let-the-snake-run.instructions.5":"Дизајнирајте ја змијата преку менување на осветленоста на ЛЕД-овите.","challenges-content.let-the-snake-run.instructions.6":"Обидете се со подолги змии или пак со повеќе змии.","challenges-content.let-the-snake-run.example.0":"Ова е пример за змија долга 6 пиксели со 4 micro:bits формирајќи квадрат 2х2:","challenges-content.let-the-snake-run.example.1":"Кодирање на почетен micro:bit (ова може да го направи наставникот)","challenges-content.let-the-snake-run.example.2":"Сите кодови се иницираат со овој micro:bit, којшто испраќа радиосигнал до другите micro:bits кога ќе се притисне копчето А.","challenges-content.let-the-snake-run.example.3":"Кодирање на движење на змијата","challenges-content.let-the-snake-run.example.4":"Секој micro:bit мора да биде во иста радиогрупа како и почетниот micro:bit.","challenges-content.let-the-snake-run.example.5":"Сите анимации започнуваат кога ќе го примат радиосигналот.","challenges-content.let-the-snake-run.example.6":"Анимацијата на првиот micro:bit веднаш станува видлива, другите чекаат додека змијата не стигне таму.","challenges-content.let-the-snake-run.example.7":"Времето меѓу двете фази ја утврдува брзината на змијата.","challenges-content.let-the-snake-run.materials.0":"micro:bitѕ (за секој ученик, ако е можно)","challenges-content.let-the-snake-run.materials.1":"лаптоп или компјутер за makecode.microbit.org editor","challenges-content.illustrate-a-joke.title":"Илустрирајте шега со bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"За да создадете мала игра во којашто корисникот го пронаоѓа одговорот на шеговито прашање.","challenges-content.illustrate-a-joke.description":"Учениците создаваат игра во којашто корисникот го пронаоѓа одговорот на шеговито прашање кога фигурата ќе удри во предмет на теренот за игра. Учениците користат основни функции на bitsy за да го завршат предизвикот.","challenges-content.illustrate-a-joke.instructions.0":"Смислете шеговито прашање. Одете во bitsy и започнете нов проект. Што ќе ви биде потребно:","challenges-content.illustrate-a-joke.instructions.1":"аватар - самовила што може да ја движите наоколу","challenges-content.illustrate-a-joke.instructions.2":"Бела мачка на виолетова позадина","challenges-content.illustrate-a-joke.instructions.3":"Автоматски генериран опис","challenges-content.illustrate-a-joke.instructions.4":"предмет кон којшто аватарот треба да оди","challenges-content.illustrate-a-joke.instructions.5":"просторија - позадина на вашата програма","challenges-content.illustrate-a-joke.instructions.6":"две пораки: прашање и одговор","challenges-content.illustrate-a-joke.instructions.7":"Завршената игра може да се презема како html датотека.","challenges-content.illustrate-a-joke.example":"На оваа веб-страница може да видите пример за шега и има линк до дигитална бела табла:","challenges-content.illustrate-a-joke.materials":"bitsy функционира во прелистувач","challenges-content.app-that-counts-in-several-languages.title":"Апликација што брои на неколку јазици","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"За да научите како да создадете едноставна апликација.","challenges-content.app-that-counts-in-several-languages.purposes.1":"За да научите да програмирате преку блокови.","challenges-content.app-that-counts-in-several-languages.purposes.2":"За да научите да додавате ознаки, копчиња, слики, сензори и медиуми.","challenges-content.app-that-counts-in-several-languages.purposes.3":"За да научите како да ги организирате елементите на екранот на апликацијата.","challenges-content.app-that-counts-in-several-languages.description":"Апликацијата ви овозможува да броите на повеќе јазици со притискање на копче. Секогаш кога корисникот ќе го затресе паметниот телефон, броењето се враќа на нула. Предизвикот е да додадете друг јазик.","challenges-content.app-that-counts-in-several-languages.instructions.0":"За да го завршите предизвикот, потребно е да го дефинирате другиот јазик на којшто сакате апликацијата да брои.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Потоа, потребно е од интернет (на пр., Pixabay или Unsplash) да го преземете знамето на таа земја и да го вчитате во платформата MIT APP Inventor преку елементот наречен знаме, во имотот на Picture.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Потоа, треба да најдете како се пишува името на таа земја на англиски јазик и како да кажете напушти и притисни ме, на јазикот на таа земја.","challenges-content.app-that-counts-in-several-languages.instructions.3":"На крај, треба да ги додадете неопходните блокови за апликацијата да функционира на новиот јазик.","challenges-content.app-that-counts-in-several-languages.materials.0":"За да развиете апликација, потребен ви е компјутер или лаптоп со пристап до интернет.","challenges-content.app-that-counts-in-several-languages.materials.1":"Создајте сметка на платформата MIT APP Inventor, достапна преку https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Исто така, неопходно е да ја инсталирате апликацијата MIT AI2 Companion app на паметниот телефон за да ја тестирате развиената апликација","challenges-content.coding-with-art-through-storytelling.title":"Кодирање со уметност преку Раскажување приказни","challenges-content.coding-with-art-through-storytelling.author":"Марија Цапара и Анти Аркули","challenges-content.coding-with-art-through-storytelling.purposes.0":"За да ги негувате вештините на набљудување, толкување и поставување прашања преку уметноста.","challenges-content.coding-with-art-through-storytelling.purposes.1":"За да бидете креативни и да соработувате со другите заради заедничка цел","challenges-content.coding-with-art-through-storytelling.purposes.2":"За да создадете алгоритам за прераскажување прказната.","challenges-content.coding-with-art-through-storytelling.description":"Во овој предизвик, учениците ќе бидат инспирирани од уметничко дело, ќе создадат приказна и ќе ја илустрираат. Потоа, ќе се обидат да ја прераскажат приказната со помош на роботски комплет што може да се програмира/или како активност во живо.","challenges-content.coding-with-art-through-storytelling.materials.0":"Оваа активност може да се спроведе како активност во живо или пак со помош на робот што може да се програмира, како на пример, робот пчела/син робот/робот глувче.","challenges-content.coding-with-art-through-storytelling.materials.1":"картички со стрелки на роботот пчела или картички со стрелки за активност во живо","challenges-content.coding-with-art-through-storytelling.materials.2":"на грчки јазик","challenges-content.coding-with-art-through-storytelling.materials.3":"За да научите повеќе за Проектот Нула \\ Алатник за рутина на размислување, може да ја посетите страницата","challenges-content.coding-with-art-through-storytelling.example.0":"Наставникот работи со учениците за да осмисли модел како да создадат алгоритам со картичките коишто ќе му даваат упатства на роботот пчела или на друг робот за да отиде до првиот настан од приказната. Учениците работат во тимови од по 3-4 за да создадат алгоритам за роботот да се движи до следната секвенца. Учениците ги тестираат нивните алгоритми на час и ги решаваат проблемите, ако е потребно.","challenges-content.coding-with-art-through-storytelling.example.1":"Тие продолжуваат да се движат напред низ настаните на приказната, како што умеат","challenges-content.coding-with-art-through-storytelling.example.2":"Оваа активност исто така може да се спроведе како активност во живо.","challenges-content.coding-with-art-through-storytelling.example.3":"Едно дете е роботот - друго дете е програмерот. Програмерот создава алгоритамска патека користејќи ги картичките со стрелки за да му помогне на роботот да се движи од една слика до дуга и да ја прераскажува приказната. Секој пат кога роботот ќе се најде во слика, ќе биде замолен да раскаже дел од приказната.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Наставникот ги замолува учениците да набљудуваат уметничка слика/фотографија.","challenges-content.coding-with-art-through-storytelling.instructions.1":"Тие ја користат рутината на размислување „Почеток, Средина, Крај“ (Проект Нула на Харвардското училиште) за да создадат приказна.","challenges-content.coding-with-art-through-storytelling.instructions.2":"Настаникот ги прашува “Ако ова уметничко дели е почеток/средина/крајна една приказна, што би можело да се случи следно/пред/на крај?","challenges-content.coding-with-art-through-storytelling.instructions.3":"Учениците ги илустрираат настаните од приказната.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Учениците си приспомнуваат за приказната и ги поставуваат настаните во табела. Користејќи ги картичките со стрелки, тие создаваат алгоритам којшто му помага на роботот пчела да ја прераскаже приказната.","challenges-content.coding-with-legoboost.title":"Кодирање и програмирање со LegoBoost - екстензија на Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"за градење модели со помош на LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"за развивање вештини за програмирање во Scrath.","challenges-content.coding-with-legoboost.purposes.2":"за програмирање роботи со помош на команди, од едноставни до сложени.","challenges-content.coding-with-legoboost.description":"Во овој предизвик, учениците ќе ја користат екстензијата на Scratch-LegoBoost и ќе внесуваат кодови во апликацијата за роботите да се движат напред, назад, да избегнуваат препреки и гласовни команди.","challenges-content.coding-with-legoboost.duration":"120 минути","challenges-content.coding-with-legoboost.instructions.0":"Најавете се на апликацијата Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Стартувајте го линкот на Scratch и активирајте го Блутутот на лаптопот.","challenges-content.coding-with-legoboost.instructions.2":"Кликнете Додај екстензија од Scratch и изберете LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Додајте слика за Европската недела на кодирање.","challenges-content.coding-with-legoboost.instructions.4":"Двата АБ мотори треба да се ВКЛУЧЕНИ, а кога ќе наидат на црвена препрека, да се ИСКЛУЧАТ.","challenges-content.coding-with-legoboost.instructions.5":"Во зелена боја, моторот А е ВКЛУЧЕН, а во црна боја, моторот Б е ВКЛУЧЕН.","challenges-content.coding-with-legoboost.instructions.6":"По патот ќе бидат поставени зелени, црвени и црни препреки.","challenges-content.coding-with-legoboost.instructions.7":"Додајте команди за движење и свртувања од стрелките и текст-во-говор кога ќе наиде на препрека.","challenges-content.coding-with-legoboost.instructions.8":"Тестирајте го!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1mSR_PlTQHhAYAav5QQmxmJR7l0bi8cKJ","challenges.title":"ПРЕДИЗВИЦИ ЗА ЕВРОПСКАТА НЕДЕЛА НА КОДИРАЊЕ","challenges.date":"9–24 октомври 2021 г.","challenges.common.target-audience":"Целна публика","challenges.common.pre-primary":"Ученици на претшколска возраст","challenges.common.experience":"Искуство","challenges.common.duration":"Времетраење","challenges.common.materials":"Препорачани материјали","challenges.common.purpose":"Цел","challenges.common.description":"Опис","challenges.common.instructions":"Упатства","challenges.common.example":"Пример","challenges.common.written-by.0":"Овој предизвик е напишан од","challenges.common.written-by.1":"и е дел од","challenges.common.teachers":"Наставници","challenges.common.students":"Ученици","challenges.common.beginner":"Почетно ниво","challenges.common.intermediate":"Средно ниво","challenges.common.advanced":"Напредно ниво","challenges.common.1-hour":"1 час","challenges.main.0":"За време на Европската недела на кодирање, од 9-ти до 24-ти октомври 2021 г., ве покануваме да исполните еден или повеќе од предизвиците на Европската недела на кодирање.","challenges.main.1":"Што се предизвиците на Европската недела на кодирање ?","challenges.main.2":"Предизвиците на Европската недела на кодирање се активности што може да ги правите сами, во училница, со колегите или со пријателите. Би сакале да учествувате на Неделата на кодирање но немате идеја што да организирате? Не размислувајте повеќе! Ние и нашите партнери на Неделата на кодирање направивме избор на предизвици кои лесно се организираат и во кои се вклучени конкретни примери за тоа како да ги користите во училница или во група. Има и насоки за тоа како да ги исполните предизвиците, но може да ги приспособите за да одговараат на потребите, интересите и возраста на учесниците. Може да користите какви било алатки и технологии што ви се допаѓаат, но ние препорачуваме бесплатно достапни материјали со отворен код.","challenges.main.3":"Изберете еден или повеќе предизвици, приспособете ги на групата или одделението и споделете ги резултатите на Instagram за да поттикнете и други колеги и пријатели да се вклучат во забавата во текот на Неделата на кодирање!","challenges.main.4":"Кликнете на предизвикот за да дознаете нешто повеќе за него:","challenges.main.5":"Кој може да се приклучи?","challenges.main.6":"Секој (училишта, наставници, библиотеки, клубови за кодирање, бизниси, јавни власти) е поканет да ја прослави Европската недела на кодирање 2021 така што ќе исполни некој од предизвиците #EUCodeWeekChallenge.","challenges.main.7":"Како да учествувате на некој од предизвиците на Европската недела на кодирање 2021?","challenges.main.8":"Изберете предизвик што би сакале да го исполните.","challenges.main.9":"Спојте ги учесниците во парови или во групи. Тимската работа и соработката се клучни за успешно исполнување на предизвиците, без разлика дали организирате активност на лице место или онлајн и дали се работи за национална или меѓународна активност за соработка.","challenges.main.10":"Споделете го предизвикот","challenges.main.11":"Дали би сакале да освоите некои од наградите на Неделата на кодирање? Ако е така, прикажете што сте сработиле пред светот!","challenges.main.12":"Откако ќе го исполните предизвикот, споделете на Instagram.","challenges.main.13":"Добитниците ќе се избираат секој ден во текот на Неделата на кодирање од 9 – 24 октомври и ќе се објавуваат на нашиот канал на Instagram, па не заборавајте редовно да си ги проверувате известувањата.","challenges.share.0":"Како да ги споделите исполнетите предизвици на Instagram?","challenges.share.1":"Притиснете на копчето Edit profile (Уредување на профилот)","challenges.share.2":"Додајте го линкот од сработеното во полето за веб-страница и зачувајте","challenges.share.3":"Создајте нова објава","challenges.share.4":"Додајте слика од екранот од сработеното","challenges.share.5":"Напишете опис што ќе ги охрабри и другите","challenges.share.6":"Не заборавајте да наведете дека линкот се наоѓа во кратката биографија ‘Link in Bio’","challenges.share.7":"Додајте го хаштагот #EUCodeWeekChallenge","challenges.share.8":"Спомнете ја Неделата на кодирање, така што ќе ја означите со @CodeWeekEU","challenges.share.9":"Повеќе би сакале да ги споделувате предизвиците на Facebook?","challenges.share.10":"На","challenges.share.11":"Facebook","challenges.share.12":"страницата на Европската недела на кодирање секој ден ќе се поставува нова објава со предизвик и ќе се избира победник што ќе ја освои наградата од коментарите под објавата.","challenges.share.13":"Како функционира?","challenges.share.14":"Едноставно оставете коментар на објавата со линкот од она што сте го сработиле.","challenges.share-box.0":"Споделете го линкот од сработеното во","challenges.share-box.1":"делот за кратка биографија на Instagram","challenges.share-box.2":"притиснете на копчето","challenges.share-box.3":"Edit Profile (Уредување на профилот)","challenges.share-box.4":"на профилот на Instagram и додајте го линкот од сработеното во полето за веб-страница. Потоа, создајте нова објава, додајте слика од екранот од сработеното, напишете ","challenges.share-box.5":"Link in Bio (линкот е во кратката биографија)","challenges.share-box.6":"додајте го хаштагот #EUCodeWeekChallenge и означете @CodeWeekEU","challenges.share-box.7":"Повеќе би сакале да ги споделувате предизвиците на","challenges.share-box.8":"Европската недела на кодирање ќе објавува","challenges.share-box.9":"нова објава со предизвик на","challenges.share-box.10":"Facebook страницата","challenges.share-box.11":"Потоа, едноставно оставете коментар на објавата со врската од она што сте го сработиле","challenges.share-box.12":"Добитниците ќе се избираат секој ден во текот на Неделата на кодирање од 9-24 октомври и ќе добиваат награди од Неделата на кодирање, а ќе се објавуваат на нашите канали на Instagram и Facebook, па не заборавајте редовно да си ги проверувате известувањата","challenges.take-part.0":"Зошто да учествувате на некој од предизвиците на Европската недела на кодирање?","challenges.take-part.1":"За да се вклучите во активности за решавање проблеми и за кодирање.","challenges.take-part.2":"За да соработувате со лица со слични интереси.","challenges.take-part.3":"За да ја споделите пораката за важноста на кодирањето.","challenges.download.0":"Кликнете","challenges.download.1":"овде","challenges.download.2":"за да го преземете предизвикот како документ во Word-формат","challenges.bingo.0":"Исполнете ги сите предизвици","challenges.bingo.1":"Го исполнивте предизвикот? Отпечатете ја","challenges.bingo.2":"картичката за бинго","challenges.bingo.3":"и означете го малото бело меурче на горната лева страна","challenges.bingo.4":"Споделете го предизвикот на социјалните мрежи и освојте супер награди од Неделата на кодирање","challenges.bingo.5":"Едноставно поставете слика со завршените редови, колони или – уште подобро – целото бинго на","challenges.bingo.6":"Facebook, Instagram или Twitter","challenges.bingo.7":"Не зборавајте да искористите","codeweek4all.title":"Предизвик Code Week 4 All","codeweek4all.text":"Предизвикот Code Week 4 All ве охрабрува да ги поврзете вашите активности со други активности организирани од пријатели, колеги и познаници и заедно да го добиете Сертификатот за извонредност на неделата на кодирање.","codeweek4all.what.title":"Што е тоа?","codeweek4all.what.content":`

    Покрај поднесувањето на вашата активност на мапата на Европската недела на кодирањето, исто така можете да ангажирате и други лица во вашата мрежа да го направат истото. Ако вие и вашиот сојуз достигнете еден од следните прагови, сите ќе го добиете Сертификатот за извонредност на Европската недела на кодирањето.

    -

    Критериуми за стекнување Сертификат за извонредност:

    `,"codeweek4all.what.criteria1":"Учество на 500 ученици","codeweek4all.what.criteria2":"10 поврзани активности (10 различни организатори)","codeweek4all.what.criteria3":"3 вклучени земји","codeweek4all.what.andor":"и / или","codeweek4all.howto.title":"Како да учествувате?","codeweek4all.howto.time":"Предизвикот Code Week 4 All трае до крајот на календарската година. Сертификатите ќе бидат издадени на почетокот на следната година во јануари или февруари.","codeweek4all.howto.content":'Посетете ја страницата Додај активност и пополнете ги потребните детали за вашата активност на кодирање.',"codeweek4all.howto.first_alliance.1":"Кликнете на Поднеси.","codeweek4all.howto.first_alliance.2":"Штом вашата активност ќе биде прифатена, ќе добиете е-пошта за потврда со вашиот единствен код за Code Week 4 All.","codeweek4all.howto.first_alliance.3":"Копирајте го кодот и споделете го со вашите колеги и други во вашата мрежа кои исто така организираат активност на кодирање. Споделете ги информациите за да ги охрабрите другите да учествуваат!","codeweek4all.howto.first_alliance.4":"По завршувањето на кампањата, од сите организатори на активност ќе се побара да дадат повратен извештај за тоа колку учесници вклучиле. Ако сте биле успешни во достигнувањето на прагот, вие и колегите кои биле дел од вашата мрежа ќе добиете Сертификат за извонредност!","codeweek4all.howto.first_alliance.title":"Ако сте првиот во вашиот сојуз:","codeweek4all.howto.existing_alliance.1":"Залепете го кодот за пристап што сте го добиле од иницијаторот, првиот што го изградил сојузот во полето на ќелијата со КОД ЗА CODE WEEK 4 ALL","codeweek4all.howto.existing_alliance.2":"Кликнете на Поднеси.","codeweek4all.howto.existing_alliance.3":"Споделете ги информациите (и кодот!) за да добиете повеќе организатори кои ќе му се придружат на вашиот сојуз.","codeweek4all.howto.existing_alliance.4":"По завршувањето на кампањата, од сите организатори на активност ќе се побара да дадат извештај за тоа колку учесници вклучиле. Ако сте биле успешни во достигнувањето на прагот, вие и колегите кои биле дел од вашата мрежа ќе добиете Сертификат за извонредност!","codeweek4all.howto.existing_alliance.title":"Ако се придружувате на постоен сојуз:","codeweek4all.why.1":"За да ја споделите пораката за важноста на кодирањето.","codeweek4all.why.2":"За да видите голем број на вклучени ученици.","codeweek4all.why.3":"За да изградите врски со организации и/или училишта во вашата заедница или на меѓународно ниво.","codeweek4all.why.4":"За да најдете поддршка од други организатори и наставници.","codeweek4all.why.5":"За да стекнете Сертификат за извонредност.","codeweek4all.why.title":"Зошто да се придружите на предизвикот?","codeweek4all.superorganiser-title":"Сертификат за Супер организатор","codeweek4all.superorganiser":'Можете исто така да добиете Сертификат за Супер организатор. За да го направите тоа треба да организирате и регистрирате најмалку 10 различни активности во вашето училиште, организација или онлајн.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Прашања","coding-at-home.material.required":"Потребен материјал","coding-at-home.material.chequered":"шаховска табла","coding-at-home.material.footprint":"плочки со слики од стапалки","coding-at-home.intro.title":"Вовед во „Кодирање од дома“","coding-at-home.explorer.title":"Истражувачот","coding-at-home.explorer.text":"„Истражувачот“ е првата активност во „Кодирање од дома“. Придвижете го истражувачот по таблата за да стигне до целта при што ќе посети колку што може повеќе квадратчиња. ","coding-at-home.explorer.questions.content.1":"П1. Со почетната и крајната позиција што се прикажани на видеото, дали е можно истражувачот да ги посети сите полиња на таблата?","coding-at-home.explorer.questions.content.2":"П2. Кои почетни и крајни позиции го спречуваат истражувачот да посети најмногу полиња на таблата?","coding-at-home.right-and-left.title":"Десно и лево","coding-at-home.right-and-left.text":"„Десно и лево“ е натпреварувачка игра што бара соработка. Двата тима соработуваат за да направат патека кон целта, при што се натпреваруваат да искористат што е можно повеќе плочки од тие што им се доделени: жолтиот тим се обидува да вметне колку што може повеќе кривина налево, а црвениот тим се обидува да вметне колку што може повеќе кривина надесно.","coding-at-home.right-and-left.questions.content.1":"П1. Со стартната и крајната позиција распоредени онака како што е прикажано во првата игра во видеото, дали е можно да победи еден од двата тима?","coding-at-home.right-and-left.questions.content.2":"П2. Со стартната и крајната позиција распоредени онака како што е прикажано во играта во којашто победи Ана, дали може да се добие реми?","coding-at-home.right-and-left.questions.content.3":"П3. Дали има стартни и крајни позиции кои се распоредени така што едниот тим е во предност?","coding-at-home.right-and-left.questions.content.4":"П4. Со оглед на распоредот на стартни и крајни позиции, дали може да се предвиди каква ќе биде разликата меѓу победникот и губитникот?","coding-at-home.keep-off-my-path.title":"Тргни ми се од патот","coding-at-home.keep-off-my-path.text":"„Тргни ми се од патот“ е натпреварувачка игра со два тима. Тимовите почнуваат од спротивните краеви на таблата и прават патеки со цел да си го попречат патот. Тимот којшто ќе го спречи другиот тим да ја продолжи патеката победува.","coding-at-home.keep-off-my-path.questions.content.1":"П1. Дали има некои почетни точки со кои едниот тим би имал предност?","coding-at-home.keep-off-my-path.questions.content.2":"П2. Дали може да има реми?","coding-at-home.keep-off-my-path.questions.content.3":"П3. Дали играчот кој почнува прв има предност?","coding-at-home.keep-off-my-path.questions.content.4":"П4. Дали има некоја несоборлива стратегија во играта што играчот кој почнува прв може да ја усвои за да биде сигурен дека никогаш нема да изгуби?","coding-at-home.tug-of-war.title":"Борба","coding-at-home.tug-of-war.text":"„Борба“ е натпреварувачка игра што бара соработка. Почнувајќи од средината на долниот дел од таблата, два тима (жолт и црвен) соработуваат за да стигнат до горниот дел од таблата. Жолтиот тим се обидува да стигне до полињата лево, додека црвениот тим се обидува да стигне до полињата десно.","coding-at-home.tug-of-war.questions.content.1":"П1. Дали има стратегија што секогаш ќе води до победа?","coding-at-home.tug-of-war.questions.content.2":"П2. Дали играчот кој почнува прв има предност?","coding-at-home.tug-of-war.questions.content.3":"П3. Ако и двата играчи се подеднакво внимателни, дали играта секогаш завршува реми, т.е. во центарот?","coding-at-home.explorer-without-footprints.title":"Истражувач без траги од стапки","coding-at-home.explorer-without-footprints.text":"Истражувачот оди по таблата од почетната точка до целта обидувајќи се да ги посети сите полиња. Како што оди, истражувачот остава стапалки во боја што му овозможуваат на роботот да ги следи чекорите толкувајќи ја бојата. Играта станува уште поинтересна кога истражувачот ќе ги избрише стапалките и ќе ги остави само боите. ","coding-at-home.explorer-without-footprints.material":"како и црвен, жолт и сив маркер (или пенкало)","coding-at-home.explorer-without-footprints.questions.content.1":"П1. Која е разликата меѓу таблата полна со стапалки во боја и таа со бои но без стапалки?","coding-at-home.explorer-without-footprints.questions.content.2":"П2. Која табла нуди поголема слобода на движење при што важат истите правила на вртење како што покажуваат боите?","coding-at-home.explorer-without-footprints.questions.content.3":"П3. Дали има некои можни патеки на таблата со бои кои не се можни на таблата со стапалки во боја? ","coding-at-home.explorer-without-footprints.questions.content.4":"П4. Дали има некои можни патеки на таблата со стапалки во боја кои не се можни на таблата на која има само бои?","coding-at-home.walk-as-long-as-you-can.title":"Оди сè додека можеш","coding-at-home.walk-as-long-as-you-can.text":"Во оваа активност предизвикот е да се остане колку што е можно подолго време на таблата користејќи бои наместо стапки. Активноста станува потешка кога слободата на движење стане поголема","coding-at-home.walk-as-long-as-you-can.coloured-cards":"картички во боја или црвени, жолти или сиви маркери","coding-at-home.walk-as-long-as-you-can.questions.content.1":"П1. Кога двете патеки се судираат и меѓусебно се блокираат?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"П2. Оваа игра е игра за двајца? Дали може да се игра со 3 или 4 играчи? Дали е потребно да ги менуваме правилата?","coding-at-home.ada-charles-roby.title":"Aдa, Чарлс и Роби","coding-at-home.ada-charles-roby.text":"Приказната за Ада Лавлејс и Чарлс Бебиџ е интересна. Тие ги осмислија и програмираа компијутерите сто години пред да бидат навистина измислени","coding-at-home.ada-charles-roby.material":"глина за моделирање и краток молив","coding-at-home.ada-charles-roby.questions.content.1":"П1. Пробајте да замислите дека роботот што сте го направиле со глина за моделирање и молив може да се движи по таблата и да досегне која било позиција, а доколку е потребно, и да ја пронајде својата патека. Кои инструкции би користеле за да го програмирате?","coding-at-home.cody-and-roby.title":"Коди и Роби","coding-at-home.cody-and-roby.text":"Ова е игра на играње улоги со програмерот Коди и роботот Роби. Видеото ги воведува картичките на „Коди Роби“, кои ќе ги користиме отсега натаму. Коди ќе ги користи овие картички за на Роби да му даде инструкции како да се движи по таблата","coding-at-home.cody-and-roby.material":"табла со полиња со ознаки, картички со инструкции (лево, десно, напред) и какви било бројачи кои ќе се поставуваат на таблата","coding-at-home.cody-and-roby.starter-kit":"„ Коди Роби “ почетен комплет","coding-at-home.cody-and-roby.questions.content.1":"П1. Каде Роби пристигнува ако, почнувајќи од позицијата C2 свртен кон југ, ја изврши последната низа инструкции прикажани во видеото?","coding-at-home.cody-and-roby.questions.content.2":"П2. Дали движењата кои Роби ги прави извршувајќи ја последната низа инструкции прикажани во видеото би можеле да се опишаат применувајќи ги инструкциите од „CodyFeet“ или „CodyColor“ на таблата?","coding-at-home.cody-and-roby.questions.content.3":"П3. Трите видови инструкции кои се воведени во видеото, претставени со зелени, црвени и жолти картички, претставуваат сет на инструкции кои Роби можат да го одведат каде било на таблата. Дали можете да смислите сет на инструкции кој ќе содржи помалку од 3 инструкции за да го направите истото?","coding-at-home.the-tourist.title":"Туристот","coding-at-home.the-tourist.text":"Со „ Коди Роби“ картичките, тимовите се предизвикуваат еден со друг да ја најдат, колку што е можно побрзо, низата инструкции кои ќе го водат туристот до спомениците кои сака да ги посети на таблата","coding-at-home.the-tourist.material":"Поголемите картички може да бидат корисни за играње на под","coding-at-home.the-tourist.questions.content.1":"П1. Која низа инструкции би го одвеле туристот до статуата на Рафаело во првиот пример прикажан во видеото?","coding-at-home.the-tourist.questions.content.2":"П2. Која низа инструкции би го одвеле туристот до кулите на Дукалната палата во вториот пример прикажан во видеото?","coding-at-home.the-tourist.questions.content.3":"П3. Дали можете да смислите забавен начин да направите некоја вежба секојпат кога еден од двата тима избере картичка за да ја додаде во програмата? Измислете некој начин земајќи ја во предвид штафетната трка прикажана во видеото","coding-at-home.material2.chequered-with-labels":"карирана табла со етикети","coding-at-home.material2.cards":"24 картички ‘Оди напред’, 8 картички ‘Врти лево’ и 8 картички ‘Врти десно’","coding-at-home.material2.larger-cards":"Поголеми картички се препорачуваат за верзијата на под","coding-at-home.material2.video":"Исто така видеото објаснува како се игра без купот на картички","coding-at-home.material2.pieces-of-paper":"24 парчиња хартија се исто така потребни за да се стават на квадратите кои се веќе посетени","coding-at-home.material2.card-alternative":"Како алтернатива на купот на CodyRoby картичките, може да ги користите иконите картички кои се достапни тука","coding-at-home.material2.small-drawings":"Како надополнување може да се користат мали цртежи за разкажување на приказната. Тие кои се користени во видеото се наоѓаат тука","coding-at-home.material2.rest-of-cards":"За преостанатото ги користиме картичките на CodyRoby, CodyFeet или CodyColour.","coding-at-home.catch-the-robot.title":"Фати го роботот","coding-at-home.catch-the-robot.text":"‘Фати го роботот’ е натпреварувачка игра на маса или на под. Играчот кој ќе го фати роботот на противничката екипа со преземање на нивниот квадрат победува. Случајноста на картичките за играње бара и двете екипи во континуитет да ги прилагодуваат нивните стратегии.","coding-at-home.catch-the-robot.questions.content.1":"П1. Ако розовиот пиун Roby е во централниот квадрат C3 кон Север, а розовата екипа има 2 картички ‘Оди напред’, 2 картички ‘Врти лево’ и 1 картичка ‘Врти десно’, кон кои квадрати тој може да се движи?","coding-at-home.the-snake.title":"Змијата","coding-at-home.the-snake.text":"‘Змијата’ е вид на пасијанс кој се игра со CodyRoby картички. Целта на играта е да се води змијата низ квадратите на таблата без да ја каснува опашката.","coding-at-home.the-snake.questions.content.1":"П1. Дали има почетни точки кои овозможуваат посетување на сите квадрати без да се каснува опашката на змијата?","coding-at-home.storytelling.title":"Раскажување приказна","coding-at-home.storytelling.text":"Денешната тема е разкажување приказна! Користете ги упатствата од CodyRoby, отисоците од ногата на CodyFeet, или боите на CodyColour, за упатување на пиуните низ таблата за да се разкажува приказна. Кажувајте разни делови на приказната низ таблата.","coding-at-home.storytelling.questions.content.1":"П1. Која алатка е најразноврсна за да се упати Roby да разкажува приказна?","coding-at-home.storytelling.questions.content.2":"П2. Може ли да ги наредете деловите на приказната која сакате да ја кажувате на табла во позиции кои ќе го направат невозможно враќањето на истите места со CodyFeet?","coding-at-home.two-snakes.title":"Две змии","coding-at-home.two-snakes.text":"Со помош на картите CodyRoby две змии се движат по таблата. Целта е да се блокира движењето на противникот. Основното правило е едноставно: не смее да се стапне на полето преку кое веќе преминала некоја змија. Победник е оној чијашто змија подолго ќе се движи слободно.","coding-at-home.two-snakes.material":"Карти CodyRoby, табла 5 × 5, две фигури и плочки (можат да се исечат од хартија) за покривање на поминатите полиња.","coding-at-home.two-snakes.questions.content.1":"П1. Во првата ситуација прикажана во видеото, ако играчите не извлечат жолти карти („сврти се налево“), кои карти би било добро да ги добијат?","coding-at-home.round-trip.title":"Повратно патување","coding-at-home.round-trip.text":"Тимовите ги менуваат улогите наизменично. Првиот тим го програмира почетното патување, а вториот треба да го врати Роби на почетната точка. Изгледа лесно, но всушност не е, особено ако играте напамет без да го движите Роби...","coding-at-home.round-trip.material":"Карти CodyRoby, табла 5 × 5, две фигури и плочки (можат да се исечат од хартија) за покривање на посетените полиња.","coding-at-home.round-trip.questions.content.1":"П1. Дали би можела програмата за враќање на Роби на почетната точка да биде пократка (да содржи помалку инструкции) од програмата за почетното патување?","coding-at-home.meeting-point.title":"Место за средба","coding-at-home.meeting-point.text":"Сега ќе ги испланираме чекорите пред да почнеме со движење. Двата тима редат карти со инструкции за своите роботи, но роботите не почнуваат со движење додека еден од играчите не рече „Тргни!“. Во тој момент се запира со програмирање и се почнува со акција. Играчот кој викнал „Тргни!” победува само ако двата роботи се сретнат на исто поле по извршување на инструкциите што ги составил нивниот тим.","coding-at-home.meeting-point.material":"Карти CodyRoby, табла 5 × 5, две фигури.","coding-at-home.meeting-point.questions.content.1":"П1. Ако мислите дека постои можност двата роботи никогаш да не се сретнат, измислете правила за сите можни ситуации.","coding-at-home.follow-the-music.title":"Следи ја музиката","coding-at-home.follow-the-music.text":"Кога секвенците со инструкции за програмирање периодично се повторуваат, можеме да забележиме ритам. Ако на секоја инструкција и доделиме одреден звук, ќе можеме да го движиме Роби со музика. Точно тоа и ќе го правиме овој пат. Ќе составам програма од звуци коишто ќе претставуваат различни инструкции, а вие ќе треба да го движите Роби по таблата според звучните инструкции.","coding-at-home.follow-the-music.material":"Карти CodyRoby, табла, фигура и предмети за правење три различни звуци. Јас користев три чаши наполнети со различна количина вода, а вие?","coding-at-home.follow-the-music.questions.content.1":"П1. При гледање на видеото обидете се само да ги слушате звуците што ги прават чашите без да ги гледате картите. Можете ли да ги препознаете и извршите звучните инструкции?","coding-at-home.follow-the-music.questions.content.2":"П2. Одберете по еден звук за секоја од трите основни инструкции. Составете секвенца од звуци којашто можете бескрајно да ја повторувате без да го одведете Роби надвор од таблата...","coding-at-home.colour-everything.title":"Обојте сé","coding-at-home.colour-everything.text":"Може ли да ги водиме роботите на таблата така што од трагите што ги оставаат да добиеме цртеж? Кај оваа активност си играме со кодирање пиксел-уметност, формирајќи слики преку боење на коцките на таблата, како пиксели на екран.","coding-at-home.colour-everything.material":"Карти CodyRoby, табла и пион. За боење на коцкичките користете парчиња хартија или обојте ги со маркери.","coding-at-home.colour-everything.questions.content.1":"Можно ли е да се нацртаат двете срца како на крајот на видеото, насочувајќи го роботот на сите неопходни коцкички без двапати да поминете на исто место?","coding-at-home.codyplotter-and-codyprinter.title":"Cody-плотер и Cody-печатач","coding-at-home.codyplotter-and-codyprinter.text":"Што е разликата меѓу плотер и печатач? Откријте играјќи ја оваа активност со кодирање.","coding-at-home.codyplotter-and-codyprinter.material":"покрај CodyRoby сетот, користев зелен маркер и нов робот од глина за моделирање, но тоа е по избор.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Можете ли да ја објасните разликата меѓу плотер и печатач?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Каков дизајн ќе произведе Roby-печатачот движејќи се по линиите на таблата, доколку го следи редоследот на командите дадени на крајот на видеото?","coding-at-home.boring-pixels.title":"Досадни пиксели!/Користење броеви","coding-at-home.boring-pixels.text":"Со упатување на Roby да нацрта цртеж, коцкичка по коцкичка, пиксел по пиксел, откриваме дека кога многу коцкички по ред имаат иста боја, можеме да користиме и броеви за да го направиме поинтересно. Истото го прават и компјутерите...","coding-at-home.boring-pixels.material":"тетратка со коцки, или табла 5 × 5 нацртана на хартија со пенкало. За претставување на кодот на цртањето, може да користите пенкало и хартија.","coding-at-home.boring-pixels.questions.content.1":"Обидете се да направите табла-дизајн и преставете со RLE-шифрирање. Големината на дизајнот е еднаква на бројот на коцкичките, но која е големината на RLE-презентацијата?","coding-at-home.turning-code-into-pictures.title":"Претворање на кодот во цртежи","coding-at-home.turning-code-into-pictures.text.1":"Сега видовме дека можеме да создадеме код кој ни овозможува да нацртаме цртеж. Помислив на цртеж и употребив код за да претворам во букви и бројки, коишто ви ги дадов. Забележете ги буквите и броевите и користете го кодот за да го реконструирате цртежот.","coding-at-home.turning-code-into-pictures.text.2":"Ова е сликата на којашто помислив, нека се појави во вашата тетратка и во тетратките на сите оние кои го знаат кодот!","coding-at-home.turning-code-into-pictures.material":"хартија (пожелно со коцки) и пенкало.","coding-at-home.turning-code-into-pictures.questions.content.1":"Обидете се да го декодирате и нацртајте ги цртежите што ги споменувам на крајот на видеото.","coding-at-home.texts.1":"„Кодирање од дома“ е збирка кратки видеа со материјали за самостојна работа, сложувалки, интерактивни игри и предизвици за кодирање за секојдневна употреба во семејството и на училиште. Не ви се потребни никакви претходни знаења за кодирање и не ви требаат никакви електронски уреди за да ги работите активностите. Со активностите ќе се стимулира компјутерско размислување и ќе се негуваат вештините на учениците, родителите и наставниците дома или на училиште.","coding-at-home.texts.2":'Серијата „Кодирање од дома“ на Европската недела на кодирање се надоврзува на иницијативата „Кодирање во семејството” од Универзитетот во Урбино и Асоцијацијата CodeMOOCnet во соработка со Rai Cultura. Активностите ги презентира Алесандро Бољоло, кој е професор по системи за обработка на информации при Универзитетот во Урбино, Амбасадор на Европската недела на кодирање во Италија и координатор на сите амбасадори, како и член на Органот на управување на Коалицијата за дигитални вештини и работни места. ',"coding-at-home.texts.3":'Ако сте заинтересирани за повеќе активности за кои не е потребен уред или активности во различни програмски јазици, роботика, микробит, итн., проверете ги Модулите на Европската недела на кодирање со видеа и наставни планови за основни и средни училишта. Исто така, погледнете ја страницата со ресурси за ученици и наставници на Европската недела на кодирање.',"community.titles.0":"Заедница","community.titles.1":"Aмбасадори","community.titles.2":"Главни наставници","community.titles.3":"Еду координатори","community.titles.4":"Волонтирајте за Европската недела на кодирање (EU Code Week)","community.intro.0":"Европската недела на кодирање (EU Code Week) е успешна благодарение на огромната, меѓународна заедница на волонтери. На оваа страница можете да ги запознаете членовите кои се активни во вашата земја.","community.intro.1":"Столбот на Европската недела на кодирање (EU Code Week) се амбасадорите, главните наставници и претставници на министерствата за образование во земјите на ЕУ и западен Балкан – координаторите на Еду.","community.intro.2":"Дознајте повеќе за вашата локална заедница така што ќе ја изберете вашата земја:","community.ambassadors":"Амбасадорите на Европската недела на кодирање (EU Code Week) се главната точка на контакт за Неделата на кодирање во секоја земја и помагаат во ширењето на визијата за Неделата на кодирање на локално ниво. Амбасадорите ги поврзуваат луѓето, компаниите и заедниците кои се заинтересирани за поддршка на Европската недела на кодирање (EU Code Week). Тие ги охрабруваат организаторите да ги регистрираат активностите за кодирање на мапата на Неделата на кодирање и да го промовираат целокупното учество на Европската недела на кодирање (EU Code Week). Исто така, амбасадорите ги разгледуваат и одобруваат активностите во нивната земја. Покрај тоа, амбасадорите работат со своите колеги во други земји и редовно се среќаваат за да разговараат за тоа како понатаму да ја развиваат иницијативата.","community.leading-teachers":"Главните наставници претставуваат активна заедница со повеќе од 450 едукатори од цела Европа. Тие помагаат да се поврзат училиштата, наставниците и учениците кои се заинтересирани да учествуваат во Неделата на кодирање и ги охрабруваат да организираат активности и да ги регистрираат на мапата на Неделата на кодирање. Главните наставници одржуваат вебинари за професионален развој на нивниот јазик и се референтна точка за другите наставници во земјата, но исто така и во Европа. Тие исто така ја промовираат иницијативата локално.","community.cta":"Доколку сте наставник, на мапата можете да најдете Главни наставници во ваша близина со кои ќе се поврзете.","community.edu":"Еду координаторите на Европската недела на кодирање (EU Code Week) се кореспонденти во Министерствата за образование или други образовни органи и организации кои учествуваат во Европската недела на кодирање (EU Code Week). Еду координаторите ги зајакнуваат основите на иницијативата преку пружање поддршка на наставниците и училиштата ширум земјата. Ова вклучува комуникација со училиштата кои веќе учествуваат во Европската недела на кодирање (EU Code Week) за да дознаат за нивните најдобри пракси и да го споделат искуството. Еду координаторите исто така ги поддржуваат училиштата кои сакаат да учествуваат во иницијативата, преку обезбедување на расположиви ресурси, материјал за учење и можности во рамките на заедницата.","community.volunteer.0":"Не треба да заземате официјална улога во заедницата на Европската недела на кодирање (EU Code Week) за да бидете дел од движењето. Секој може да организира активности за да ги научи и инспирира луѓето да кодираат, да се занимаваат со роботика, да работат со хардвер, 3Д-печатење, итн. и да ја прикачат својата активност","community.volunteer.1":"на мапата","community.volunteer.2":"Меѓутоа, ако сакате доброволно да одвоите од своето време за да промовирате кодирање и ако верувате во","community.volunteer.3":"визијата","community.volunteer.4":"и","community.volunteer.5":"вредностите","community.volunteer.6":"на Европската недела на кодирање, потенцијално би можеле да станете главен наставник или амбасадор.","community.volunteer.7":"Доколку сте едукатор кој е страствен во врска со предавањето и учењето за тоа како се кодира, онолку колку што сме и ние, можете да дознаете повеќе за улогата и придобивките на Главните наставници","community.volunteer.8":"овде","community.volunteer.9":"Потоа можете да аплицирате за да станете Главен наставник пополнувајќи го на овој","community.volunteer.10":"формулар за онлајн пријавување.","community.volunteer.11":"Ве молиме да имате предвид дека бројот на Главни наставници по земја е фиксен, што значи дека апликациите се отворени само за некои специфични земји во одреден момент","community.volunteer.12":"IАко сакате да промовирате кодирање во вашата земја, проверете ги","community.volunteer.13":"одговорностите на амбасадорите","community.volunteer.14":"и брзо погледнете го списокот на амбасадори на Европската недела на кодирање","community.volunteer.15":"Доколку има амбасадори во вашата земја, ве молиме да стапите во контакт директно со нив и да видите како најдобро можете да ја поддржите иницијативата. Доколку нема никој во вашата земја, можете да контактирате на info@codeweek.eu.","cookie_policy.title":"Политика на колачиња","cookie_policy.what.title":"Што се колачиња?","cookie_policy.what.text":"

    Колаче е мала текстуална датотека која веб-локацијата ја складира на компјутерот или мобилен уред кога ја посетувате локацијата.

    ","cookie_policy.what.first_party":"Директни колачиња се колачиња поставени од веб-локацијата што ја посетувате. Само таа веб-локација може да ги прочита. Освен тоа, веб-локацијата може потенцијално да користи надворешни услуги, кои исто така поставуваат свои колачиња, познати како колачиња од трета страна.","cookie_policy.what.persistent_cookies":"Постојани колачиња се колачиња зачувани на компјутерот кои не се бришат автоматски кога излегувате од прегледувачот, за разлика од колаче за сесија, кое се брише кога ќе излезете од прегледувачот.","cookie_policy.what.items":`

    Кога прв пат ќе ја посетите веб-локацијата на Неделата на кодирање, од вас ќе се побара да прифатите или одбиете колачиња.

    - -

    Целта е да ѝ овозможите на локацијата да ви ги запамети претпочитаните вредности (како корисничко име, јазик и сл.) за одреден временски период.

    - -

    На тој начин, не мора повторно да ги внесувате кога прегледувате низ локацијата во текот на истата посета.

    - -

    Колачињата исто така може да се користат да воспостават анонимизирана статистика за искуството при прегледувањето на нашите локации.

    -

    `,"cookie_policy.how.title":"Како ги користиме колачињата?","cookie_policy.how.text1":"

    Неделата на кодирање најмногу користи „директни колачиња“. Ова се колачиња поставени и контролирани од нас, не од некоја надворешна организација.

    ","cookie_policy.how.text2":"

    Сепак, за да видите некои од нашите локации, ќе треба да прифатите колачиња од надворешни организации.

    ","cookie_policy.how.3types.1":"зачувување на претпочитаните вредности на посетителот","cookie_policy.how.3types.2":"да се направат нашите веб-локации функционални","cookie_policy.how.3types.3":"да се соберат аналитички податоци (за однесувањето на корисникот)","cookie_policy.how.3types.title":"3-те типа на директно колаче што ги користиме се за:","cookie_policy.how.table.name":"Име","cookie_policy.how.table.service":"Услуга","cookie_policy.how.table.purpose":"Цел","cookie_policy.how.table.type_duration":"Тип и траење на колаче","cookie_policy.how.visitor_preferences.title":"Претпочитани вредности на посетител","cookie_policy.how.visitor_preferences.text":"

    Овие се поставени од нас и само ние може да ги прочитаме. Тие паметат:

    ","cookie_policy.how.visitor_preferences.item":"ако сте ја прифатиле (или сте ја одбиле) политиката на колачиња на локацијата","cookie_policy.how.visitor_preferences.table.1.service":"Пакет за согласност за колачиња","cookie_policy.how.visitor_preferences.table.1.purpose":"Ви ги зачувува претпочитаните вредности за колаче (па така нема повторно да ве праша)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Директното колаче за сесија е избришано откако ќе излезете од прегледувачот","cookie_policy.how.operational_cookies.title":"Функционални колачиња","cookie_policy.how.operational_cookies.text":"

    Постојат некои колачиња кои мора да ги вклучиме за да може одредени веб-локации да функционираат. Поради оваа причина, тие не бараат согласност од вас. Особено:

    ","cookie_policy.how.operational_cookies.item":"технички колачиња кои се потребни за одредени ИТ-системи","cookie_policy.how.technical_cookies.title":"Технички колачиња","cookie_policy.how.technical_cookies.table.1.purpose":"Одржува безбедна сесија за вас, во текот на посетата.","cookie_policy.how.technical_cookies.table.1.type_duration":"Директното колаче за сесија е избришано откако ќе излезете од прегледувачот","cookie_policy.how.technical_cookies.table.2.purpose":"Одржува безбедна сесија за вас подолго време спречувајќи да ја изгубите сесијата при затворање на прегледувачот.","cookie_policy.how.technical_cookies.table.2.type_duration":"Директно постојано колаче, 60 месеци","cookie_policy.how.technical_cookies.table.3.purpose":"Го зачувува претпочитаниот јазик на корисникот","cookie_policy.how.technical_cookies.table.3.type_duration":"Директното колаче за сесија е избришано откако ќе излезете од прегледувачот","cookie_policy.how.analytics_cookies.title":"Аналитички колачиња","cookie_policy.how.analytics_cookies.items":`

    Овие ги користиме единствено за внатрешно истражување за тоа како може да ја подобриме услугата што ја обезбедуваме за сите наши корисници.

    - -

    Колачињата едноставно проценуваат како комуницирате со нашата веб-локација - како анонимен корисник (тие собрани податоци не ве идентификуваат вас лично).

    - -

    Исто така, овие податоци не се споделуваат со никакви трети страни и не се користат за некоја друга цел. Анонимизираната статистика може да се сподели со изведувачите кои работат на проектите за комуникација според договор за дело со Комисијата.

    - -

    Сепак, слободно може да ги одбиете овие видови колачиња – или преку банерот за колачиња што ќе го видите на првата страница што ќе ја посетите или со посетување на оваа наменска страница..

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Услужна веб-аналитика, заснована на софтверот од отворен извор Matomo","cookie_policy.how.analytics_cookies.table.1.purpose":"Ги препознава посетителите на веб-локацијата (анонимно - не се собираат лични информации за корисникот).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Директно постојано колаче, 20 дена","cookie_policy.how.analytics_cookies.table.2.service":"Услужна веб-аналитика, заснована на софтверот од отворен извор Matomo","cookie_policy.how.analytics_cookies.table.2.purpose":"Ги идентификува страниците прегледани од истиот корисник во текот на истата посета. (анонимно - не се собираат лични информации за корисникот).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Директно постојано колаче, 30 минути","cookie_policy.third-party.title":"Колачиња од трета страна","cookie_policy.third-party.items.1":`

    Некои од нашите локации прикажуваат содржина од надворешни обезбедувачи на содржина, на пр. YouTube, Facebook и Twitter.

    - -

    За да ја видите оваа содржина од трета страна, прво треба да ги прифатите нивните конкретни одредби и услови. Ова ги вклучува нивните политики за колачиња, врз кои немаме контрола.

    - -

    Но ако не ја гледате оваа содржина, не се инсталирани колачиња од трета страна на уредот.

    Обезбедувачи на содржини од трета страна на Неделата на кодирање`,"cookie_policy.third-party.items.2":"Овие услуги од трета страна се надвор од рамките на контролата на веб-локацијата на Неделата на кодирање. Обезбедувачите на содржини може, во секое време, да ги сменат своите услови за услугата, целта и употребата на колачињата и сл.","cookie_policy.how-manage.title":"Како може да управувате со колачиња?","cookie_policy.how-manage.items":`

    Може да управувате/бришете колачиња како што сакате - за детали, видете aboutcookies.org.

    Отстранување колачиња од уред

    - -

    Може да ги избришете сите колачиња кои ви се веќе на уредот со чистење на историјата на прегледи на прегледувачот. Ова ќе ги отстрани сите колачиња од сите веб-локации што сте ги посетиле.

    - -

    Имајте на ум дека може исто така да изгубите некои зачувани информации (пр. зачувани детали за најавување, претпочитани вредности за локацијата).

    Управување со колачиња соодветни за локација

    За подетална контрола врз колачиња соодветни за локација, проверете ги поставките за приватност и колачиња во претпочитаниот прегледувач

    Блокирање колачиња

    Може да ги поставите најсовремените прегледувачи да спречат какви било колачиња да се сместат на уред, но тогаш можеби ќе треба рачно да приспособувате некои претпочитани вредности секогаш кога ќе посетувате некоја локација/страница. И некои услуги и функционалности може воопшто да не работат правилно (пр. најавување на профил).

    Управување со нашите аналитички колачиња

    Може да управувате со вашите претпочитани вредности кои се однесуваат на колачиња од нашата Аналитика на наменската страница.

    `,"copyright.title":"Известување за авторски права","copyright.training.0":"Веб-страницата на Европската недела за кодирање за училишта","copyright.training.1":"е услуга поддржана од Европската Комисија","copyright.licence.0":"Освен во случаите кога не е експлицитно наведено поинаку, содржините на оваа веб-страница се","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en","copyright.licence.2":"лиценцирани според лиценцата на Криејтив Комонс Наведи извор – Некомерцијално – СподелиПодИстиУслови 4.0 Меѓународен","copyright.creative-commons":"Лиценцирањето според лиценците Криејтив Комонс само по себе не влијае на сопственоста на авторското право","copyright.third-party":"Содржината од други веб-страници подлежи на нивни сопствени ограничувања на авторските права. Ве молиме посетете ја оригиналната страницата за повеќе информации","countries.all":"Сите земји","countries.Cloud":"Облак","countries.Andorra":"Андора","countries.United Arab Emirates":"Обединети Арапски Емирати","countries.Afghanistan":"Авганистан","countries.Antigua and Barbuda":"Антигва и Барбуда","countries.Anguilla":"Ангвила","countries.Albania":"Албанија","countries.Armenia":"Ерменија","countries.Netherlands Antilles":"Холандски Антили","countries.Angola":"Ангола","countries.Antarctica":"Антартик","countries.Argentina":"Аргентина","countries.American Samoa":"Американска Самоа","countries.Austria":"Австрија","countries.Australia":"Австралија","countries.Aruba":"Аруба","countries.Aland Islands":"Аландски Острови","countries.Azerbaijan":"Азербејџан","countries.Bosnia and Herzegovina":"Босна и Херцеговина","countries.Barbados":"Барбадос","countries.Bangladesh":"Бангладеш","countries.Belgium":"Белгија","countries.Burkina Faso":"Буркина Фасо","countries.Bulgaria":"Бугарија","countries.Bahrain":"Бахреин","countries.Burundi":"Бурунди","countries.Benin":"Бенин","countries.Saint Barthelemy":"Свети Вартоломеј","countries.Bermuda":"Бермуда","countries.Brunei":"Брунеи","countries.Bolivia":"Боливија","countries.Bonaire, Saint Eustatius and Saba ":"Бонер, Свети Еустахије и Саба ","countries.Brazil":"Бразил","countries.Bahamas":"Бахами","countries.Bhutan":"Бутан","countries.Bouvet Island":"Остров Буве","countries.Botswana":"Боцвана","countries.Belarus":"Белорусија","countries.Belize":"Белизе","countries.Canada":"Канада","countries.Cocos Islands":"Кокосови Острови","countries.Democratic Republic of the Congo":"Демократска Република Конго","countries.Central African Republic":"Централно Африканска Република","countries.Republic of the Congo":"Република Конго","countries.Switzerland":"Швајцарија","countries.Ivory Coast":"Брегот на Слоновата Коска","countries.Cook Islands":"Кукови Острови","countries.Chile":"Чиле","countries.Cameroon":"Камерун","countries.China":"Кина","countries.Colombia":"Колумбија","countries.Costa Rica":"Костарика","countries.Serbia and Montenegro":"Србија и Црна Гора","countries.Cuba":"Куба","countries.Cape Verde":"Зелен ’Рт","countries.Curacao":"Курасао","countries.Christmas Island":"Божиќен Остров","countries.Cyprus":"Кипар","countries.Czech Republic":"Чешка Република","countries.Germany":"Германија","countries.Djibouti":"Џибути","countries.Denmark":"Данска","countries.Dominica":"Доминика","countries.Dominican Republic":"Доминиканска Република","countries.Algeria":"Алжир","countries.Ecuador":"Еквадор","countries.Estonia":"Естонија","countries.Egypt":"Египет","countries.Western Sahara":"Западна Сахара","countries.Eritrea":"Еритреја","countries.Spain":"Шпанија","countries.Ethiopia":"Етиопија","countries.Finland":"Финска","countries.Fiji":"Фиџи","countries.Falkland Islands":"Фолкландски Острови","countries.Micronesia":"Микронезија","countries.Faroe Islands":"Фарски Острови","countries.France":"Франција","countries.Gabon":"Габон","countries.United Kingdom":"Обединето Кралство","countries.Grenada":"Гренада","countries.Georgia":"Грузија","countries.French Guiana":"Француска Гвајана","countries.Guernsey":"Гернзи","countries.Ghana":"Гана","countries.Gibraltar":"Гибралтар","countries.Greenland":"Гренланд","countries.Gambia":"Гамбија","countries.Guinea":"Гвинеја","countries.Guadeloupe":"Гваделуп","countries.Equatorial Guinea":"Екваторска Гвинеја","countries.Greece":"Грција","countries.South Georgia and the South Sandwich Islands":"Јужна Џорџија и Јужни Сендвички Острови","countries.Guatemala":"Гватемала","countries.Guam":"Гуам","countries.Guinea-Bissau":"Гвинеја-Бисао","countries.Guyana":"Гвајана","countries.Hong Kong":"Хонгконг","countries.Heard Island and McDonald Islands":"Островот Херд и Острови Мекдоналд","countries.Honduras":"Хондурас","countries.Croatia":"Хрватска","countries.Haiti":"Хаити","countries.Hungary":"Унгарија","countries.Indonesia":"Индонезија","countries.Ireland":"Ирска","countries.Israel":"Израел","countries.Isle of Man":"Островот Мен","countries.India":"Индија","countries.British Indian Ocean Territory":"Британска Територија во Индискиот Океан","countries.Iraq":"Ирак","countries.Iran":"Иран","countries.Iceland":"Исланд","countries.Italy":"Италија","countries.Jersey":"Џерси","countries.Jamaica":"Јамајка","countries.Jordan":"Јордан","countries.Japan":"Јапонија","countries.Kenya":"Кенија","countries.Kyrgyzstan":"Киргистан","countries.Cambodia":"Камбоџа","countries.Kiribati":"Кирибати","countries.Comoros":"Комори","countries.Saint Kitts and Nevis":"Свети Китс и Невис","countries.North Korea":"Северна Кореја","countries.South Korea":"Јужна Кореја","countries.Kuwait":"Кувајт","countries.Cayman Islands":"Кајмански Острови","countries.Kazakhstan":"Казахстан","countries.Laos":"Лаос","countries.Lebanon":"Либан","countries.Saint Lucia":"Света Луција","countries.Liechtenstein":"Лихтенштајн","countries.Sri Lanka":"Шри Ланка","countries.Liberia":"Либерија","countries.Lesotho":"Лесото","countries.Lithuania":"Литванија","countries.Luxembourg":"Луксембург","countries.Latvia":"Латвија","countries.Libya":"Либија","countries.Morocco":"Мароко","countries.Monaco":"Монако","countries.Moldova":"Молдавија","countries.Montenegro":"Црна Гора","countries.Saint Martin":"Свети Мартин","countries.Madagascar":"Мадагаскар","countries.Marshall Islands":"Маршалски Острови","countries.Macedonia":"Северна Македониjа","countries.Mali":"Мали","countries.Myanmar":"Мјанмар","countries.Mongolia":"Монголија","countries.Macao":"Макао","countries.Northern Mariana Islands":"Северни Маријански Острови","countries.Martinique":"Мартиник","countries.Mauritania":"Мавританија","countries.Montserrat":"Монсерат","countries.Malta":"Малта","countries.Mauritius":"Маврициус","countries.Maldives":"Малдиви","countries.Malawi":"Малави","countries.Mexico":"Мексико","countries.Malaysia":"Малезија","countries.Mozambique":"Мозамбик","countries.Namibia":"Намибија","countries.New Caledonia":"Нова Каледонија","countries.Niger":"Нигер","countries.Norfolk Island":"Остров Норфолк","countries.Nigeria":"Нигерија","countries.Nicaragua":"Никарагва","countries.Netherlands":"Холандија","countries.Norway":"Норвешка","countries.Nepal":"Непал","countries.Nauru":"Науру","countries.Niue":"Ниуе","countries.New Zealand":"Нов Зеланд","countries.Oman":"Оман","countries.Panama":"Панама","countries.Peru":"Перу","countries.French Polynesia":"Француска Полинезија","countries.Papua New Guinea":"Папуа Нова Гвинеја","countries.Philippines":"Филипини","countries.Pakistan":"Пакистан","countries.Poland":"Полска","countries.Saint Pierre and Miquelon":"Свети Пјер и Микелон","countries.Pitcairn":"Питкерн","countries.Puerto Rico":"Порторико","countries.Palestine":"Палестина","countries.Portugal":"Португалија","countries.Palau":"Палау","countries.Paraguay":"Парагвај","countries.Qatar":"Катар","countries.Reunion":"Реунион","countries.Romania":"Романија","countries.Serbia":"Србија","countries.Russia":"Русија","countries.Rwanda":"Руанда","countries.Saudi Arabia":"Саудиска Арабија","countries.Solomon Islands":"Соломонски Острови","countries.Seychelles":"Сејшели","countries.Sudan":"Судан","countries.Sweden":"Шведска","countries.Singapore":"Сингапур","countries.Saint Helena":"Света Елена","countries.Slovenia":"Словенија","countries.Svalbard and Jan Mayen":"Свалбард и Јан Мајен","countries.Slovakia":"Словачка","countries.Sierra Leone":"Сиера Леоне","countries.San Marino":"Сан Марино","countries.Senegal":"Сенегал","countries.Somalia":"Сомалија","countries.Suriname":"Суринам","countries.South Sudan":"Јужен Судан","countries.Sao Tome and Principe":"Сао Томе и Принсипе","countries.El Salvador":"Ел Салвадор","countries.Sint Maarten":"Свети Мартен","countries.Syria":"Сирија","countries.Swaziland":"Свазиленд","countries.Turks and Caicos Islands":"Острови Туркс и Каикос","countries.Chad":"Чад","countries.French Southern Territories":"Француски Јужни Територии","countries.Togo":"Того","countries.Thailand":"Тајланд","countries.Tajikistan":"Таџикистан","countries.Tokelau":"Токелау","countries.East Timor":"Источен Тимор","countries.Turkmenistan":"Туркменистан","countries.Tunisia":"Тунис","countries.Tonga":"Тонга","countries.Turkey":"Турција","countries.Trinidad and Tobago":"Тринидад и Тобаго","countries.Tuvalu":"Тувалу","countries.Taiwan":"Тајван","countries.Tanzania":"Танзанија","countries.Ukraine":"Украина","countries.Uganda":"Уганда","countries.United States Minor Outlying Islands":"Мали оддалечени острови на Соединети Американски Држави","countries.United States":"Соединетите Држави","countries.Uruguay":"Уругвај","countries.Uzbekistan":"Узбекистан","countries.Vatican":"Ватикан","countries.Saint Vincent and the Grenadines":"Свети Винсент и Гренадини","countries.Venezuela":"Венецуела","countries.British Virgin Islands":"Британски Девствени Острови","countries.U.S. Virgin Islands":"Американски Девствени Острови","countries.Vietnam":"Виетнам","countries.Vanuatu":"Вануату","countries.Wallis and Futuna":"Валис и Футуна","countries.Samoa":"Самоа","countries.Kosovo":"Косово","countries.Yemen":"Јемен","countries.Mayotte":"Мајоте","countries.South Africa":"Јужна Африка","countries.Zambia":"Замбија","countries.Zimbabwe":"Зимбабве","cw2020.common.resources":"Потребни ресурси","cw2020.common.soundtrack":"Саундтрек Недела на Кодирање ","cw2020.common.moves":"Движења","cw2020.common.dance-example":"Еден пример од Танцот на Неделата на Кодирање","cw2020.common.organizer-guide":"Водич за организаторот","cw2020.title.0":"EU Code Week","cw2020.title.1":"Издание на 2020 година ","cw2020.intro":"Ова година го прославуваме кодирањето од 10 до 25 октомври 2020 година! Како последица на моменталната здраствена ситуација, ова година активностите на Неделата на Кодирањето ќе ги реализираме онлајн. Ќе лансираме нови забавни и интересни активности во кои може да се приклучите од дома или од училиште","cw2020.online-activities.title":"Истакнати отворени онлајн активности","cw2020.online-activities.subtitle.0":"За да биде полесно учеството од далечина во активностите на Неделата на Кодирање ние лансираме ","cw2020.online-activities.subtitle.1":"календар","cw2020.online-activities.subtitle.2":"на истакнати онлајн активности","cw2020.online-activities.section1.title":"Што претставува една онлајн активност ?","cw2020.online-activities.section1.content":"Онлајн активност може да биде било која активност која типично ќе ја додадете или регистрирате на вебстраницата на Неделата на Кодирање– единствената разлика е тоа што ќе се случува онлајн. Идејата е да биде полесно за луѓето да учествуваваат во сесиите и работилниците на кодирање целосно онлјан без да се ризикува нивното здраство ","cw2020.online-activities.section2.title":" Истакнати отворени активности ","cw2020.online-activities.section2.content":"Ако сакате, вашите онлајн активности може да бидат достапни за сите. Луѓето од целиот свет ќе можат да учествуваат на отворените онлајн активности, било на англиски јазик или на локален јазик. Ќе ги избереме највозбудливите онлајн активности кои се отворени и ќе ги истакнеме во календарот на настани на нашата вебстраница","cw2020.online-activities.section3.title":"Што значи ова за учесниците","cw2020.online-activities.section3.content.0":"Секој ден на Неделата на Кодирање, ќе можете да го пребарувате","cw2020.online-activities.section3.content.1":"календарот","cw2020.online-activities.section3.content.2":"и да учествувате во активности кои најмногу ве интересираат. Темите на овие истакнати настани се разликуваат од работилниците за роботика, курсевите за е-учење, вебинарите за туторство за кодирање и многу други. Така, направете го вашиот избор","cw2020.dance.title":"","cw2020.dance.subtitle":"Кој рече дека програмерите не знаат да танцуваат? За прославувањето на изданието во 2020 година на Неделата на Кодирање, ние лансираме нова активност - #Предизвикот CodeWeekDance","cw2020.dance.section1.title":"Кој може да се приклучи?","cw2020.dance.section1.content.0":"Секој од училиштата, библиотеките па до клубовите за кодирање, бизнисите и јавните авторитети се покануваат да ја прославуваат Неделата на Кодирање на ЕУ во 2020 година со организирање на #активноста CodeWeekDance и додајќи го тоа на","cw2020.dance.section1.content.1":"мапата на Неделата на Кодирање","cw2020.dance.section2.title":"Како да се учествува?","cw2020.dance.section2.content":"Изберете од петте видови на активностите или излезете со ваша активност. Без обзир на тоа која актвиност ќе ја изберете, не заборавајте да ја додадете на нашата мапа","cw2020.dance.activity1.title":"Програмирајте пријател или родител – не е потребен компјутер","cw2020.dance.activity1.subtitle":"Кодирањето ви овозможува да давате команди на еден електронски уред. Но технички, не ви е потребен компјутер за да можете да кодирате. Наместо тоа, зграпчете партнер – може да биде соученик, пријател, родител или дури и наставник, и дадете му упатства како да перформираат #EUCodeWeekDance, кои треба да го следаат прецизно","cw2020.dance.activity1.resources.0":"Упатство од Code.org за организирање на неповрзана (со интернет) забава за танцување","cw2020.dance.activity1.resources.1":"Малку учење како да го програмирате вашиот човек-робот","cw2020.dance.activity2.title":"Визуелно програмирање","cw2020.dance.activity2.subtitle":"Кодирајте го вашиот Танц на Неделата на Кодирање во скреч (Scratch). Користете ги ликовите на Неделата на Кодирање или направете ваши во Scratch и програмирајте ги нив за да го направите #EUCodeWeekDancе (танцот на неделата на кодирање).","cw2020.dance.activity2.resources.0":"Еден пример од проектот #EUCodeWeekDance на скреч ","cw2020.dance.activity2.resources.1":"Упатство како да направите ремикс на Танцот на Неделата на Кодирање во Scratch","cw2020.dance.activity2.resources.2":"Ликовите на Неделата на Кодирање","cw2020.dance.activity2.resources.3":"Упатство од Code.org како да се анимира еден лик ","cw2020.dance.activity2.resources.4":"Упатство од Code.org за организирање на вашата Забава за Танцување","cw2020.dance.activity2.resources.5":"Споделете го вашиот проект со нас во ова студио за Scratch","cw2020.dance.activity3.title":"Програмирање со текст","cw2020.dance.activity3.subtitle":"Направете тема за #EUCodeWeekDance со Python или JavaScript, користејќи платформи со кодови за креирање на музика како што е EarSketch или Sonic Pi","cw2020.dance.activity3.resources.0":"Туторство како да де направи музика со EarSketch","cw2020.dance.activity3.resources.1":"Туторство како да се креира музика со Sonic Pi","cw2020.dance.activity4.title":"Роботика","cw2020.dance.activity4.subtitle":"Програмирајте го вашиот робот да ги следи упатствата и да перформира Танцот на Неделата на Кодирање ","cw2020.dance.activity4.resources.0":"Туторство за програмирање роботи","cw2020.dance.activity5.title":"Предизвикот за танцување во живо","cw2020.dance.activity5.subtitle":"Сниметете се самите себеси, вашата екипа или вашиот робот перформирајќи танцување #EUCodeWeekDance, споделете го на инстаграм и обидете се да станете вирален и да добиете воодушевувања на Неделата на Кодирање? Следете ги овие чекори:","cw2020.dance.activity5.resources.0":"Снимете го видеото користејќи настани во инстаграм (Instagram Stories)","cw2020.dance.activity5.resources.1":"Следи","cw2020.dance.activity5.resources.2":"@CodeWeekEU на Инстаграм","cw2020.dance.activity5.resources.3":"Спомнетего @CodeWeekEU во вашиот настан со танцувањето и осигурете се да го користете хаштагот #EUCodeWeekDance","cw2020.dance.outro.0":"Победниците ќе бидат избрани секој ден и ќе објавуваат на нашиот Инстрагам канал преку настани (Stories), така не заборавете да ги проверите редовно известувањата, можеби денеска ќе имате среќа","cw2020.dance.outro.1":" #EUCodeWeekDance е базиран на","cw2020.dance.outro.2":"Ода на кодирање (Ode to Code)","cw2020.dance.outro.3":"композирано од Брендан Паолини, и танцувањето развиено од Бианка Мариа Берарди во 2015 година, од идејата на Алесандро Боглиоло, професор по компјутерски системи во универзитетот во Урбино","cw2020.treasure-hunt.title":"Потрага по богатство на Неделата на Кодирање","cw2020.treasure-hunt.subtitle.0":"Тоа е игра на Telegram која е доста едноставна за почетниците, но исто така ги предизвикува и искусните учесници да бидат внимателни","cw2020.treasure-hunt.subtitle.1":" Потрага по богатство на Неделата на Кодирање ","cw2020.treasure-hunt.subtitle.2":"е игра која најдобро се игра на вашиот компјутер со мобилниот телефон на рака. Играта ќе побара од вас да решите предизвици за кодирање и ќе ве упати низ историјата на кодирањето, компјутерската наука и технологија во Европа ","cw2020.treasure-hunt.section.title":"За да почнете да играте треба да","cw2020.treasure-hunt.section.content.0":"ја симнете апликацијата Телеграм (Telegram). Која е достапна за","cw2020.treasure-hunt.section.content.1":"Десктоп компјутер","cw2020.treasure-hunt.section.content.2":"Можете да играте било на вашиот компјутер или лаптоп, или на вашиот смарт телефон. Ви препорачуваме да играте не компјутер за да ги добиете упатствата и да ги решите предизвиците на кодирање на апликацијата Telegram на вашиот телефон","cw2020.treasure-hunt.section.content.3":"За да играте","cw2020.treasure-hunt.section.content.4":"отворете ја играта","cw2020.treasure-hunt.section.content.5":"и скенирајте го QR кодот (баркодот) кој ќе ве носи на апликацијата Telegram и ќе ви го дадед првиор сет на упатства","cw2020.treasure-hunt.section.content.6":"За да победите, треба да решите 10 предизвици за кодирање и да најдете 10 локации на мапата на Европа кои се поврзани со развојот на кодирањето и технологијата","cw2020.treasure-hunt.section.content.7":"Откако ќе ја завршите играта, споделете го вашиот резултат со пријателите користејќи го #EUCodeWeek и предизвикувајте ги нив да играат и научат и за историјата на кодирањето. Да видиме кој ќе бележи најдобри резултати ","cw2020.treasure-hunt.section.content.8":" Потрагата по богатство на Неделата на Кодирање е виртуална верзија за година на оригиналната Потрага по богатство на Неделата на Кодирање на ЕУ која за прв пат било развиено од Алесандро Боглиоло, професор по компјутерски системи во универзитетот во Урбино. За да дознавате повеќе за неговата оригинална игра, посетете го нашиот ","cw2020.treasure-hunt.section.content.9":"блог","cw2020.kick-off.title":"Почетниот настан: 8 октомври 2020 година","cw2020.kick-off.content.0":"Виртуалниот почеток на Неделата на Кодирање за 2020 година ќе се случи на 8 октомври во 17 часот според времето на Берлин/Брисел/Париз. Овој настан ќе се прикажува во живо на Facebook Live, Instagram TV и YouTube Live","cw2020.kick-off.content.1":"Нашата возбудлива постава вклучува гости говорници","cw2020.kick-off.content.2":"EУ комисионерот за Внатрешниот пазар","cw2020.kick-off.content.3":"EУ комисионерот за Иновации, Истражување, Култура, Образование и Млади","cw2020.kick-off.content.4":"Креаторот на Scratch и професорот по Истражување во учењето во лабораторијата MIT Media Lab","cw2020.kick-off.content.5":"авторот и илустраторот на Hello Ruby","cw2020.kick-off.content.6":"и","cw2020.kick-off.content.7":"Претседателот на француската непрофитна организација E-MMA која промовира родова разнодивидност во технологијата","cw2020.kick-off.content.8":"Ако ова не е доволно, екипата на Неделата на Кодирање исто така ќе изложува нови карактеристики на вебстраницата, ресурсите и предизвиците","cw2020.kick-off.content.9":"Професорот по компјутерски системи во универзитетот во Урбино и координатор на ","cw2020.kick-off.content.10":"амбасадорите на Неделата на Кодирање","cw2020.kick-off.content.11":"ќе ви каже повеќе за Виртуелната Потрага по Богатство на Неделата на Кодирање","cw2020.kick-off.content.12":"а xxx ќе ви даде главни насоки за предизвикот #EUCodeWeekDance ","cw2020.kick-off.content.13":"Исто така ќе се поврзуваме со училиштата и учениците од цела Европа кои ќе ги споделат нивните настани за кодирање и ќе разменуваат идеи со гостите говорници","cw2020.kick-off.content.14":"Исто така ќе имате можност да споделите ваши мислења, идеи и да поставувате прашања. Се што треба да направите е да се приклучите на нашиот пренос во живо","cw2020.kick-off.content.15":"или","cw2020.kick-off.content.16":"на 8 октомври 2020 година во 17:00-18.30 CET и да коментирате или да твитирате со хаштагот #EUCodeWeek","cw2020.get-involved.title":"Како да де приклучите","cw2020.get-involved.subtitle":"Не можете да чекате да почнете со кодирање? Ако сакате да се придружите на заедницата на Неделата на Кодирање на ЕУ но не знаете каде да почнете, погледнете ги ресурсире за прославата на годишнината кои ќе ви помогнат да започнете, навреме за нашата прослава за годишнината во октомври","cw2020.get-involved.content.0":"Започнете со Неделата на Кодирање","cw2020.get-involved.content.1":"Како да додадете атктивност на Неделата на Кодирање","cw2020.get-involved.content.2":"Малку учење","cw2020.get-involved.content.3":"Масивен отворен онлајн курс за Длабоко нуркање (Deep Dive)","cw2020.get-involved.content.4":"Сериите Кодирање Дома (Coding@Home)","edit.title":"Уредете го вашиот #EUCodeWeek настан","edit.required_fields":"Потребните полиња се означени со * ѕвездичка. Слободно додадете список на настани на вашиот локален јазик.","edit.description":"Опис","edit.audience":"Публика","edit.theme":"Тема","edit.location":"Локација","edit.website":"Веб-страница","edit.contact":"Контакт","edit.tags":"Ознаки","edit.image":"Слика","edit.help":"Поголемите слики ќе бидат намалени на 256 x 512 пиксели. Максимална големина на поставување е 256 x 1024.","edit.aspect":"Кој аспект на кодирање ќе го покрива вашиот настан?","edit.address":"Напишете адреса или кликнете на мапата подолу да поставите локација.","edit.privacy_disclaimer.header":"Ваши информации за контакт","edit.privacy_disclaimer.text_1":"Оваа информација ќе биде видлива само за ","edit.privacy_disclaimer.link_1":"Амбасадорите на Европската недела на кодирање","edit.privacy_disclaimer.text_2":` и организаторите на - Неделата на кодирање, кои - ќе го проверат вашиот настан пред да се појави на мапата и може да ве контактираат ако се потребни - уредувања или - за администрирање на анкети за статистички цели по настанот.`,"edit.privacy_disclaimer.contact_email":"Ваша адреса за е-пошта за контакт","edit.edit":"Уреди настан","event.main_title":"Додадете го вашиот #EUCodeWeek настан","event.button":"Додадете Настан","event.howto":"Како да го организирате вашиот сопствен настан","event.required":"Потребните полиња се означени со * ѕвездичка. Слободно додадете список на настани на локалниот јазик.","event.audience_title":"Публика","event.theme_title":"Тема","event.scoreboard_by_country":"табла со резултати","event.get_involved":"Вклучете се","event.organize_or_support_events":"Организирајте или поддржете настани во вашиот град","event.or_contact_your":"или контактирајте со","event.eu_code_week_ambassadors":"Амбасадорите на Европската недела на кодирање","event.show_events_for":"Покажи настани за ","event.who":"За кого е настанот?","event.tags":"Ознаки","event.image":"Слика","event.start.label":"Датум на почеток","event.start.placeholder":"Кога започнува активноста?","event.end.label":"Датум на завршување","event.end.placeholder":"Кога завршува активноста?","event.organizer.label":"Име на организација","event.organizer.placeholder":"Организација во која работите или волонтирате","event.website.label":"Веб-страница на организаторот(-ите)","event.website.placeholder":"Дали имате веб-локација со повеќе информации ?","event.description.label":"Опис","event.description.placeholder":"Кратко опишете ја планираната активност.","event.contact.label":"Е-пошта за контакт","event.contact.placeholder":"Оваа е-пошта ќе се користи за важна коресподенција за Европската недела на кодирање","event.contact.explanation":"Вашата е-пошта за контакт ќе биде видлива само за Амбасадорите на Европската недела на кодирање и за организаторите на Неделата на кодирање, кои ќе го проверат вашиот настан пред да се појави на мапата и може да контактираат со вас ако се потребни уредувања или за администрирање на анкети за статистички цели по настанот.","event.public.label":"Јавна е-пошта","event.public.placeholder":"Сакате да ја прикажете е-поштата за контакт?","event.title.label":"Наслов на активност","event.title.placeholder":"Кое е името на активноста?","event.address.label":"Адреса","event.address.placeholder":"Каде ќе се одржува активноста?","event.organizertype.label":"Тип на организација","event.organizertype.placeholder":"Изберете тип на организатор","event.organizertype.school":"Училиште","event.organizertype.library":"Библиотека","event.organizertype.non profit":"Непрофитна организација","event.organizertype.private business":"Приватен бизнис","event.organizertype.other":"Друго","event.audience.Pre-school children":"Претшколски деца","event.audience.Elementary school students":"Ученици од основно училиште","event.audience.High school students":"Ученици од средно училиште","event.audience.Graduate students":"Дипломирани студенти","event.audience.Post graduate students":"Студенти на постдипломски студии","event.audience.Employed adults":"Вработени возрасни","event.audience.Unemployed adults":"Невработени возрасни","event.audience.Other (see description)":"Друго (види опис)","event.audience.Teachers":"Наставници","event.theme.Basic programming concepts":"Основни концепти на програмирање","event.theme.Web development":"Развој на веб","event.theme.Mobile app development":"Развој на мобилни апликации","event.theme.Software development":"Развој на софтвер","event.theme.Data manipulation and visualisation":"Манипулација со податоци и визуелизација","event.theme.Robotics":"Роботика","event.theme.Hardware":"Хардвер","event.theme.Other":"Друго","event.theme.Unplugged activities":"Активности без интернет","event.theme.Playful coding activities":"Активности на кодирање низ игра","event.theme.Art and creativity":"Уметност и креативност","event.theme.Visual/Block programming":"Визуелно/Блок програмирање","event.theme.Game design":"Дизајн на игра","event.theme.Internet of things and wearable computing":"Интернет на нешта и компјутерски уреди што може да се носат","event.theme.3D printing":"3Д-печатење","event.theme.Augmented reality":"Проширена реалност","event.theme.Artificial intelligence":"Вештачка интелигенција","event.theme.Motivation and awareness raising":"Мотивација и подигање на свесност","event.theme.Promoting diversity":"Промовирање на разновидноста","event.codeweek_for_all_participation_code.title":"КОД ЗА CODE WEEK 4 ALL ","event.codeweek_for_all_participation_code.explanation":"Ако сте добиле код за Code Week 4 all од колега од училиште или пријател, тогаш залепете го овде, а во спротивно оставете го полето празно. Достапни се повеќе информации за Code Week 4 All","event.codeweek_for_all_participation_code.link":"тука","event.thanks_page.title":"Ви благодариме што го додадовте вашиот настан!","event.thanks_page.phrase1":"Еден од нашите локални амбасадори сега ќе го прегледа вашиот настан","event.thanks_page.phrase2":"за да се увери дека се изгледа во ред.","event.thanks_page.phrase3":"Ако имате некакви прашања, обратете се кај еден од нашите","event.thanks_page.phrase4":"национални амбасадори","event.thanks_page.phrase5":"или испратете ни","event.thanks_page.phrase6":"е-порака","event.thanks_page.phrase7":"Може да го споделите вашиот код за Недела на кодирање за сите со други луѓе:","event.activitytype.label":"Вид на активност","event.activitytype.placeholder":"","event.activitytype.open-online":"Отворена онлајн активност","event.activitytype.invite-online":"Онлајн активност само со покана","event.activitytype.open-in-person":"Отворена активност во живо","event.activitytype.invite-in-person":"Активност во живо само со покана","event.privacy":"Ги прочитав и ги прифатив условите за практиките за приватност опишани во овој документ.","event.country":"Земја","event.loading":"Вчитување...","event.add_activity":"Додај активност","event.edit_activity":"Уреди активност","event.update_activity":"Ажурирај активност","event.delete_activity":"Избриши активност","event.total_pending_events":"Вкупно претстојни настани:","event.no_pending_events":"Не е пронајден претстоен настан за","event.all_countries":"Сите земји","event.current_status":"Тековен статус","event.actions":"Дејства","event.certificate_ready":"Вашиот сертификат за неделата на кодирање е готов. Слободно преземете го или директно споделете го.","event.view_your_certificate":"Погледнете го вашиот сертификат овде","event.submit_event_and_report":"Поднесете извештај за овој настан и барајте го вашиот сертификат за неделата на кодирање.","event.report_and_claim":"Известете за настан и побарајте сертификат","eventdetails.organised_by":"Организиран од: ","eventdetails.contact_email":"Е-пошта за контакт: ","eventdetails.happening_at":"Се одржува на: ","eventdetails.from":"Од ","eventdetails.to":" до ","eventdetails.description":"Опис: ","eventdetails.more_info":"Повеќе информации: ","eventdetails.audience":"Овој настан е за: ","eventdetails.themes":"Главни теми: ","eventdetails.tags":"Ознаки: ","eventdetails.share":"Споделете го настанот: ","eventdetails.email.tooltip":"Кликнете за да ја испратите оваа е-пошта на пријател","eventdetails.email.subject":"Погледнете го овој прекрасен настан на кодирање","eventdetails.email.body_1":"Здраво, проверете ","eventdetails.email.body_2":"настан на ","eventdetails.edit":"Уреди настан","eventdetails.note":"ЗАБЕЛЕШКА: ","eventdetails.pending_warning":"Овој настан с? уште е во фаза на проверка од страна на ","eventdetails.pending_link":"модераторите","eventdetails.nearby_upcoming_events":"Настани кои следат во близина:","eventreports.reports_by":"Настани кои чекаат за пријавување од ","eventreports.no_reports":"С? уште нема настани да се пријават.","eventreports.report":`Настаните наведени подолу започнале или се веќе завршени. Пополнете неколку броеви за - статистички цели за настанот и потврдете го вашиот сертификат за учество во Неделата на кодирање. Вие - ќе добиете еден сертификат по настан.`,"guide.title":"Упатство","guide.organise_activity":"Организирајте сопствена активност со #EUCodeWeek","guide.register_activity":"Регистрирајте ја активноста овде","guide.what.title":"Што е Европска недела на кодирање?","guide.what.content":'

    Европска недела на кодирање е движење на пошироко членство предводено од волонтери и поддржано од Европската Комисија. Сите - училишта, наставници, библиотеки, клубови за кодирање, деловни субјекти, јавни органи - може да организираат #EUCodeWeek активност и да ја додадат на мапата codeweek.eu.

    ',"guide.what_you_need_organise.title":"Што ви е потребно за да организирате активност?","guide.what_you_need_organise.items.1":"Група луѓе кои се желни за учење. На пример, ваши пријатели, деца, тинејџери, возрасни колеги, родители или баби и дедовци. Запомнете, двајца се веќе група!","guide.what_you_need_organise.items.2":"Наставници или тренери на кои им е позната активноста на кодирање и знаат како да подучуваат и инспирираат други. Бројот зависи од типот и големината на настанот.","guide.what_you_need_organise.items.3":"Место за учење. Училници, библиотеки, конференциски сали и различни јавни места, се одличен избор за одржување настан.","guide.what_you_need_organise.items.4":"Компјутери и интернет врска. Во зависност од вашата целна група, може да побарате од учесниците да донесат свои лаптопи.","guide.what_you_need_organise.items.5":'Кодирање без интернет. Вам всушност не ви се потребни компјутери и интернет врска за да научите компјутерско размислување. Погледнете го нашето делче за учење без интернет за да започнете.',"guide.what_you_need_organise.items.6":`Материјали за учење. Покажете им на учесниците колку забавно може да биде самите да креираат нешто. Проверете ја нашата страница со ресурси и делчињата за учење со видео упатства и планови за лекции и прилагодете ги на потребите на вашата група.`,"guide.what_you_need_organise.items.7":`Регистрирајте учесници. Ако имате ограничен расположлив простор, може да користите онлајн алатки какви што се Google forms и Eventbrite да регистрирате учесници.`,"guide.what_you_need_organise.items.8":'Не заборавајте да ја прикачите вашата активност на мапата на Неделата на кодирање!',"guide.how_to.title":"Како да организирате активност?","guide.how_to.items.1":"Формата на вашиот настан на кодирање зависи од вас, но наша препорака е да испланирате одредено време за практична работа, каде што учесниците ќе можат сами да креираат и/или да се обидат да унапредат одреден хардвер.","guide.how_to.items.2":'Употребувајте алатки и технологии соодветни за вашата целна група. Препорачуваме користење на слободно достапен материјал од отворен извор.',"guide.how_to.items.3":"Охрабрете ги учесниците да покажат и презентираат еден на друг што креирале на крајот од настанот.","guide.how_to.items.4":`Споделете ги вестите! Промовирајте и споделете што сте направиле во текот на активноста на социјален медиум со користење на хаштагот #EUCodeWeek. Исто така може да споделувате на групата за наставници на Европската недела на кодирање и на Twitter (@CodeWeekEU). Разговарајте со пријателите, колегите, локалните медиуми и одржете прес-конференција.`,"guide.how_to.items.5":'Не заборавајте да јадодадете вашата активност на мапата на Неделата на кодирање!',"guide.material.title":"Промотивен материјал","guide.material.text":'

    Проверувајте го нашиот блог за најнови информации и слободно адаптирајте ги најскорешните прес-конференции на вашите потреби или создадете сопствени:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Забрзани подготовки за славење на Европската недела на кодирање 2019 (достапно на 29 јазици)',"guide.toolkits.title":"Преземете ги следните прибори со алатки за да ви помогнат да започнете:","guide.toolkits.communication_toolkit":"Прибор со алатки за комуникација","guide.toolkits.teachers_toolkit":"Прибор со алатки за наставници","guide.questions.title":"Прашања?","guide.questions.content":'

    Ако имате прашања за организирање и промовирање на вашиот #EUCodeWeek настан, остварете контакт со еден од Амбасадорите на Европската недела на кодирање од вашата земја.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Оживејте ги идеите!","hackathons.sections.1.title":"6 хакатони, 6 предизвици","hackathons.sections.1.content.1":"Дали живееш во Грција, Латвија, Ирска, Италија, Романија или Словенија? Дали си креативна и амбициозна личност заинтересирана за иднината на технологијата? Сега е твојата шанса! Земи учество на „хакатоните“ во неделата на кодирање на ЕУ и развивај иновативни решенија со кои можеш да станеш предводник во технолошката револуција!","hackathons.sections.1.content.2":"Во 2021, EU Code Week (Неделата на кодирање на ЕУ) носи шест неверојатно хакатони, каде што се поканети сите ученици помеѓу 15 и 19-годишна возраст од средно образование да формираат тимови и да ги применат своите вештини на кодирање за да решат локален предизвик. По 24 часа хакирање, секој тим ќе ги понуди своите идеи пред панел од експерти од кои ќе бидат избрани 10-те финални тимови. За да го завршат предизвикот, сите тимови ќе добијат исто време, исти ресурси и ист пристап до ментори и експертски знаења, но само 10 тима ќе добијат шанса да продолжат кон следната рунда, да развијат свој прототип, да добијат експертска обука и да учествуваат во финалниот хакатон на есен. Таму, тимовите ќе се натпреваруваат за кул опрема од информатичката технологија, но и шанса да добијат менторство и обука за натамошен развој на нивниот прототип.","hackathons.sections.2.title":"Како може да учествувам?","hackathons.sections.2.content.1":"Избери хакатон во твојата земја и регистрирај се во неколку едноставни чекори. Учествувањето е можно и за поединци и за тимови, кои треба да бројат шест члена. Ако решиш да учествуваш како дел од тим составен од пријателите или соучениците, не заборавај да го наведеш името на тимот кога ќе се регистрирате. За секој ќе има посебна регистрација, затоа следи го хакатонот што ќе се одржува во твојата земја!","hackathons.sections.3.title":"Кои се организаторите?","hackathons.sections.3.content.1":"Хакатоните во рамките на Европската недела на кодирање се во коорганизација на Европската комисија и локалните ","hackathons.sections.3.content.2":"амбасадори на неделата на кодирање","hackathons.sections.3.content.3":" на ЕУ, а ги финансира Европскиот парламент. Целта е да се покаже како се доаѓа до конкретни решенија со помош на креативноста, ентузијазмот, свежите идеи и вештините за кодирање на младите луѓе.","hackathons.sections.4.title":"Како изгледа еден хакатон?","hackathons.sections.4.content.1":"EU Code Week Hackathon претставува патешествие, кое започнува со онлајн 24-часовен хакатон. Тимовите ќе бидат обучувани од искусни ментори, а ќе има и работилници каде учесниците ќе можат да научат нови вештини и да се забавуваат. Хакатонот е исто така одлична можност за учесниците да се вмрежат и социјализираат со луѓе од европскиот технички сектор. На крајот од хакатонот, секој тим ќе понуди свое решение пред експертско жири. ","hackathons.sections.4.content.2":"Најдобрите десет тимови ќе продолжат со своето хакатонско патешествие и ќе добијат обука и менторство низ летниот период. Потоа, победниците ќе учествуваат во финалниот 12-часовен национален хакатон, лице в лице, кој ќе се одржи во септември или октомври (онлајн, ако ситуацијата со јавното здравје и понатаму не дозволува физички средби).","hackathons.sections.5.title":"Не знам да кодирам - што можам да сторам околу тоа?","hackathons.sections.5.content.1":"Паралелно со хакатонот, ќе има работилници за почетници за кодирање, обиди за поправање хардвер, роботика итн. за учесниците да стекнат основи на компјутерско размислување и кодирање. На локалната страница може да најдете повеќе информации во врска со начинот на регистрација.","hackathons.sections.6.title":"Партнери","hackathons.sections.7.title":"Приклучи се на забавата!","hackathons.cities.1.city":"","hackathons.cities.1.country":"Романија","hackathons.cities.1.date":"25-26 септември 2021","hackathons.cities.2.city":"","hackathons.cities.2.country":"Ирска","hackathons.cities.2.date":"23-24 септември 2021","hackathons.cities.3.city":"","hackathons.cities.3.country":"Италија","hackathons.cities.3.date":"24-25 септември 2021","hackathons.cities.4.city":"","hackathons.cities.4.country":"Грција","hackathons.cities.4.date":"9 октомври 2021 год.","hackathons.cities.5.city":"","hackathons.cities.5.country":"Словенија","hackathons.cities.5.date":"18-19 септември 2021","hackathons.cities.6.city":"","hackathons.cities.6.country":"Латвија","hackathons.cities.6.date":"1 октомври 2021 год.","hackathons.final.1":"Финале во","hackathons.final.2":"септември/октомври 2021 год.","home.about":"Европската недела на кодирање е иницијатива на пошироко членство чија цел е да го приближи кодирањето и дигиталната писменост до секого на забавен и интересен начин.","home.when":"14-27 октомври 2024 год.","home.when_text":"Учењето да кодираме ни помага да ја согледаме смислата на светот што рапидно се менува околу нас, да го прошириме разбирањето за тоа како функционира технологијата и да развиваме вештини и способности да истражуваме нови идеи и да иновираме.","home.school_banner_title":"Вклучете се!","home.school_banner_text":"Наставник сте?","home.school_banner_text2":"Кликнете овде за да дознаете како да се вклучите!","home.organize_activity_title":"Организирајте или придружете се на активност","home.organize_activity_text":'Секој е добредојден да организира или да се придружи \u2028на активност. Само изберете тема и целна публика и додаjте ваша активност на мапата или пребарајте настани во вашата област.',"home.get_started_title":"Започнете","home.get_started_text":'Не сте сигурни како да започнете? Погледнете на страницата како да, преземете ги нашите комплети за организатори за да се подготвите и да ги распространите вестите.',"home.access_resources_title":"Пристап до ресурси и обука","home.access_resources_text":'Ако не сте сигурни како да организирате активност, посетете ја нашата страница со ресурси за подучување и за обука за учење на делови материјали за насочување и приспособени наставни планови.',"locations.title":"Места за активности","locations.description.0":"За вашата следна активност, изберете место од списокот подолу ИЛИ регистрирајте ново место во","locations.description.1":"креирање активност","login.login":"Пријавување","login.register":"Регистрирање","login.github":"Најави се со Github","login.twitter":"Најави се со Twitter","login.facebook":"Најави се со Facebook","login.google":"Најави се со Google","login.azure":"Најави се со Azure","login.email":"Е-пошта","login.password":"Лозинка","login.remember":"Запамети ме","login.forgotten_password":"Ја заборави лозинката?","login.no_account":"Немаш сметка?","login.signup":"Пријави се","login.reset":"Ресетирај ја лозинката","login.send_password":"Испрати врска за ресетирање лозинка","login.confirm_password":"Потврди лозинка","login.name":"име","menu.learn":"За професорте","menu.teach":"За учениците","menu.training":"Oбука","menu.toolkits":"Презентации и комплети со алатки","menu.why":"ЗОШТО","menu.home":"Почетна","menu.events":"Активност","menu.ambassadors":"Амбасадори","menu.resources":"Ресурси","menu.schools":"Училишта","menu.about":"За","menu.blog":"блог","menu.news":"Новости","menu.search":"Напишете и стиснете Enter...","menu.map":"Мапа","menu.add_event":"Додај настан","menu.search_event":"Пребарувај настани","menu.hello":"Здраво","menu.profile":"Профил","menu.pending":"Претстојни настани","menu.your_events":"Моји настани","menu.your_certificates":"Моји сертификати","menu.report":"Пријавете ги вашите настани","menu.volunteers":"Волонтери","menu.logout":"Одјави се","menu.signin":"Најави се","menu.privacy":"Приватност","menu.participation":"Сертификат за учество","menu.values":"Нашите вредности","menu.featured_activities":"Истакнати активности","menu.codeweek2020":"Издание за 2020","mooc.free-online-courses":"Бесплатни онлајн курсеви","mooc.intro":"Европската недела на кодирање нуди можности за професионален развој во форма на онлајн курсеви. Целта е да им се даде поддршка на наставниците за да можат да го воведат кодирањето и компјутерското размислување во наставата.","mooc.icebreaker.title":"Воведен курс","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"Воведниот курс на Европската недела на кодирање","mooc.icebreaker.text.2":"е 5-часовен курс на англиски јазик кој е наменет за секој кого го интересираат основите на кодирањето и компјутерското размислување. Учесниците учат како да ја побудат љубопитноста и иновативниот дух кај младите лица, при што ги оспособуваат да станат дигитални креатори. Курсот им помага на учесниците да ги откријат придобивките и важноста на компјутерското размислување и кодирањето во секојдневниот живот. Исто така, дава идеи, бесплатни материјали за обука и ресурси за организирање забавни и едукативни активности за деца, во секое време, секаде – особено во текот на Неделата на кодирање.","mooc.icebreaker.text.3":"Не ви се потребни никакво претходно искуство или знаење од кодирање за да учествувате во курсот, потребен ви е само љубопитен ум.","mooc.icebreaker.registration.0":"Може да се регистрирате тука","mooc.icebreaker.registration.1":"за курсот што ќе трае од 16 септември до 30 октомври 2020 г. За да се регистрирате, треба да отворите сметка во Академијата на Европската училишна мрежа (European Schoolnet Academy). ","mooc.icebreaker.check-out":"Проверете го изданието од 2019 година.","mooc.deep-dive.title":"Напреден курс","mooc.deep-dive.text.0":"Напредниот онлајн курс на Европската недела на кодирање е 25-часовен курс на англиски јазик кој им нуди на наставниците можност да се запознаат со принципите на кодирањето и да се стекнат со знаења и самодоверба за да можат да организираат лесни и забавни интерактивни активности за кодирање за своите ученици. Наставниците имаат пристап до бесплатни","mooc.deep-dive.text.1":"ресурси","mooc.deep-dive.text.2":"од Европската недела на кодирање и материјали за обука на 29 јазици и одредени аспекти на кодирањето, како што се компјутерско размислување, активности „без уред“, и бескрајните можности што ги нудат роботиката, чепкањето и создавањето хардвер, јазиците за визуелно програмирање, создавањето апликации и многу повеќе.","mooc.deep-dive.course-link":"Проверете го напредниот курс од 2019 година.","mooc.social-media.0":"Следете ја","mooc.social-media.1":"Европската недела на кодирање на социјалните медиуми","mooc.social-media.2":"за да дознаете кога започнува следниот курс","myevents.created_by":"Сите настани креирани од ","myevents.no_events.first_call_to_action":"Сѐ уште немате додадено никакви настани. Зошто не ","myevents.no_events.first_link":"додадете настан сега","myevents.no_events.second_call_to_action":"или не го прочитате ","myevents.no_events.second_link":"упатството за организатори","myevents.view":"Преглед","myevents.status.APPROVED":"ОДОБРЕНО","myevents.status.REJECTED":"ОДБИЕНО","myevents.status.PENDING":"ПРЕТСТОИ","myevents.status.REPORTED":"ИЗВЕСТЕНО","pagination.previous":"Претходно","pagination.next":"Следно","participation.title":"Генерирајте сертификати за учество за вашиот клас","participation.phrase1":"Пополнете го формуларот со имињата на вашите ученици одделени со запирка и ќе добиете индивидуални сертификати за учество","participation.names.label":"Имиња за сертификат","participation.names.help":"Користете запирка помеѓу името на секој учесник","participation.event_name.label":"Име на активност","participation.event_name.help":"Името на вашата активност ќе се отпечати на сертификатот","participation.event_date.label":"Датум на активност","participation.event_date.help":"Датумот на вашата активност ќе се отпечати на сертификатот","participation.submit":"Генерирај сертификати","participation.thanks_page.title":"Вашите сертификати се генерирани","participation.thanks_page.phrase1":"Кликнете на оваа врска да преземете zip датотека со сите сертификати","passwords.password":"Лозинките мора да имаат најмалку шест знаци и да се совпаѓаат со потврдата.","passwords.reset":"Лозинката е ресетирана!","passwords.sent":"Ви ја испративме по е-пошта врската за ресетирање на лозинката!","passwords.token":"Токенот за ресетирање на оваа лозинка е неважечки.","passwords.user":"Не можеме да најдеме корисник со таа адреса на е-пошта.","privacy-statement-contact.subtitle":"Оваа изјава за приватност овозможува информации за обработката и заштитата на вашите лични податоци.","privacy-statement-contact.processing-operation.0":"Постапка за обработка","privacy-statement-contact.processing-operation.1":"управување на амбасадорите на Неделата на кодирање, (Code Week), главни наставници и регистрација на активностите на веб-страната.","privacy-statement-contact.data-processors.0":"Обработувач на податоци","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. и EUN Партнерство AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Информации во врска со обработката на личните податоци за управување на амбасадорите на Неделата на кодирање, (Code Week), главните наставници и регистрација на активностите на веб-страната.","privacy-statement-contact.3-legal_process.0":'Законитост на постапката за обработка: Одделот G.2 ги собира, чува и објавува вашите лични податоци, бидејќи вие ја имате дадено вашата изречна согласност со обележување на квадратчето кога сте се пријавиле за да станете амбасадор на Неделата на кодирање, (Code Week), главен наставник или кога сте аплицирале за регистрирање на настан на EевропскатаЕвропската недела на кодирање (Еurope Code Week).',"privacy-statement-contact.4-collect_data.0":" задолжителните лични податоци кои се прибираат за амбасадорите и главните наставници се:","privacy-statement-contact.4-collect_data.1":"Име","privacy-statement-contact.4-collect_data.2":"E-пошта","privacy-statement-contact.4-collect_data.3":"Лозинка","privacy-statement-contact.4-collect_data.4":"Слика","privacy-statement-contact.4-collect_data.5":"Биографија","privacy-statement-contact.4-collect_data.6":"Звање","privacy-statement-contact.4-collect_data.7":"Полето на експертиза на главните наставници.","privacy-statement-contact.4-collect_data.8":"Кога ќе регистрирате активност, задолжителните лични податоци кои мора да се приберат се:","privacy-statement-contact.4-collect_data.9":"Име на организацијата","privacy-statement-contact.4-collect_data.10":"Вид на организацијата","privacy-statement-contact.4-collect_data.11":"Е-пошта за контакт","privacy-statement-contact.4-collect_data.12":"Обезбедувањето на овие податоци е задолжително за да се биде амбасадор на Неделата на кодирање, (Code Week), главен наставник или да се регистрира активност на веб-страната на Неделата на кодирање, (Code Week).","privacy-statement-contact.4-collect_data.13":"Во прилог, амбасадорите и главните наставници можат доброволно да ги приложат и следниве лични податоци:","privacy-statement-contact.4-collect_data.14":"Профилите на социјалните мрежи","privacy-statement-contact.4-collect_data.15":"Организаторите на активности можат доброволно да ги приложат следниве податоци:","privacy-statement-contact.4-collect_data.16":"Е-пошта за јавен контакт","privacy-statement-contact.4-collect_data.17":"Веб-страна на организаторот","privacy-statement-contact.4-collect_data.18":"Неделата на кодирање за сите, Code Week for All Code","privacy-statement-contact.4-collect_data.19":"За тие што се организатори на активности, ве молиме имајте предвид дека релевантниот амбасадор за вашата земја или оддел G.2, може да ги користи личните податоци што сте ги проложиле за да регистрирате активност, за да ве контактира во врска со наведената активност.","privacy-statement-contact.4-collect_data.20":"Вие ги приложивте вашите лични податоци на","privacy-statement-contact.4-collect_data.21":"Веб-страната за пријавување на Неделата на кодирање, (Code Week) ","privacy-statement-contact.4-collect_data.22":"и на","privacy-statement-contact.4-collect_data.23":"страната за регистрација на активност.","privacy-statement-contact.5-how_long.0":"Сите лични податоци ќе бидат избришани од базите на податоци ако се повлечете од иницијативата или 5 години по завршувањето на истата.","privacy-statement-contact.6-protect_data.0":'Сите лични податоци во електронска форма (е-пошти, документи, бази на податоци, прикачени групи на податоци, итн.) се чуваат на серверите на Европската комисија или кај нејзините изведувачи. Сите постапки на обработка се спроведуваат во согласност со CодлукатаОдлуката на Комисијата (EU, Euratom) 2017/46, од 10 Јануари 2017 год., за безбедноста на комуникациските и информациските системи во Европската комисија.',"privacy-statement-contact.6-protect_data.1":'Изведувачите на Комисијата се обврзани со специфична договорна клаузула за било какви постапки на обработка на вашите податоци во име на Комисијата, и со обврски за доверливост кои произлегуваат од превземањето на Општата регулатива за заштита на податоците во земјите-членки на ЕУ(‘GDPR’ Регулатива (EU) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Со цел да ги заштити вашите лични податоци, Комисијата воспостави голем број на технички и организациски мерки. Техничките мерки вклучуваат соодветни активности за решавање на онлајн безбедноста, ризикот од губење на податоци, промена на податоците или неовластен пристап, земајќи го предвид ризикот претставен со обработка и природата на личните податоци кои се обработуваат. Организациските мерки вклучуваат ограничен пристап до личните податоци единствено на овластени лица со легитимна потреба да знаат за целите на оваа постапка за обработка.","privacy-statement-contact.7-access_data.0":'Кон сите лични податоци приложени од вас, персоналот на Комисијата може да има пристап врз основа на правилото "потреба да се знае". Покрај тоа, пристапот до вашите лични податоци е овозможен до нашиот изведувач врз основа на правилото "потреба да се знае"Со цел да се зголеми видливоста на амбасадорот на Неделата на кодирање, (Code Week), главниот наставник или на регистрираните активности, сите ваши лични податоци се објавени на следниве веб-страни.',"privacy-statement-contact.7-access_data.1":"Покрај тоа, одделот G.2 може да ги сподели вашите детали за контакт со секој член на јавноста или учесник кој ќе треба да ве контактира во врска со Неделата на кодирање, (Code Week). 'За тие што се организатори на активности, ве молиме имајте предвид дека релевантниот амбасадор за вашата земја или оддел G.2, може да ги користи личните податоци што ги имате проложено за да регистрирате активност, да ве контактира во врска со наведената активност.","privacy-statement-contact.8-rights.0":"Вие се согласивте да ги приложите вашите лични податоци на одделот G.2 за оваа постапка за обработка. Вашата согласност можете да ја повлечете во секое време со известување на одделот G.2 на CNECT-G2@ec.europa.eu. Повлекувањето нема да влијае на законитоста на извршената обработка пред да ја повлечете вашата согласност.","privacy-statement-contact.10-detailed-info.0":"Оваа посебна операција за обработка е вклучена во јавниот регистар на службеникот за заштита на податоците со следниов референтен записник: DPR-EC-02631 Управување со точки за контакт за DG CONNECT политики, програми и проекти.","privacy-statement.title":"ЗАШТИТА НА ВАШИТЕ ЛИЧНИ ПОДАТОЦИ","privacy-statement.processing-operation.0":"Постапка за обработка","privacy-statement.processing-operation.1":"Обработка на вашите лични податоци во codeweek.eu, вклучувајќи IP адреси, од посетители на јавно достапни веб-страни.","privacy-statement.data-controller.0":"Контролор на податоци","privacy-statement.data-controller.1":"Европска Комисија, Генерален Директорат за Комуникациски Мрежи, Содржини и Технологија, Оддел G.2.","privacy-statement.record-reference":"Референца за запис","privacy-statement.table-of-contents":"Содржина","privacy-statement.1-intro.title":"Вовед","privacy-statement.1-intro.items.1":'Европската Комисија (понатаму во текстот ‘Комисијата’) се обврзува да ги заштити вашите лични податоци и да ја почитува вашата приватност. Комисијата ги собира и дополнително ги обработува личните податоци според Регулатива (EU) 2018/1725 на Европскиот Парламент и на Советот, од 23 Октомври 2018 год, за заштита на физичките лица во однос на обработката на личните податоци од страна на институциите, органите, канцелариите и агенциите нa Унијата и за слободното движење на таквите податоци (укинување на Регулатива (EC) бр. 45/2001).',"privacy-statement.1-intro.items.2":"Оваа изјава за приватност ја објаснува причината за обработката на вашите лични податоци, начинот на кој ги собираме, раководиме и обезбедуваме заштита за сите добиени лични податоци, како се користат тие информации и какви права имате во однос на вашите лични податоци.. Исто така, ги одедува деталите за контакт на одговорниот контролор на податоци со кој можете да ги остварите вашите права, Службеникот за заштита на податоци и Европскиот надзорен орган за заштита на податоците.","privacy-statement.1-intro.items.3.0":"Информацији во врска со постапките за обработка","privacy-statement.1-intro.items.3.1":"Обработката на податоци на codeweek.eu","privacy-statement.1-intro.items.3.2":"преземени од страна на Комисијата е претставена подолу.","privacy-statement.2-why.title":"Зошто и како ги обработуваме вашите лични податоци?","privacy-statement.2-why.items.0":"Цел на постапката за обработка","privacy-statement.2-why.items.1":"Генералниот директорат за комуникациски мрежи, содржини и технологија на Комисијата нуди голем број надворешни веб-страни. Техничката поставка ги собира и користи вашите лични информации за да може да ги снабди веб-страните кои физички се наоѓаат надвор од контролираната хостинг инфраструктура на Комисијата.","privacy-statement.2-why.items.2":"Вашите лични податоци нема да се користат за автоматизирано донесување на одлуки вклучувајќи и профилирање.","privacy-statement.3-legal_process.title":"На која правна основа ги обработуваме вашите лични податоци?","privacy-statement.3-legal_process.items.0":"Ние ги обработуваме вашите лични податоци на неколку основи:","privacy-statement.3-legal_process.items.1":'Член 5(1)(a) од Регулативата (EU) 2018/1725: оваа обработка е неопходна за извршување на задача спроведена за јавен интерес или во вршењето на официјални овластувања доделени на институцијата или телото на Унијата.',"privacy-statement.3-legal_process.items.2":"Навистина, информирањето на пошироката јавност е задача која произлегува од сопствените прерогативи на Европската Комисија на институционално ниво, какошто е предвидено во член 58(2) (d), од Регулативата (EU, Euratom) 2018/1046 на Европскиот Парламент и на Советот од 18 July 2018 г., за финансиските правила, применливи на основниот буџет на Унијата (OJ(Сл.весник) L 193, 30.7.2018 год., стр. 1). Ние гарантираме дека се спроведува соодветна и специфична заштита на обработката на личните податоци, во согласност со важечкото законодавство за заштита на податоците.","privacy-statement.3-legal_process.items.3":'Член 5(1)(d) од Регулативата (EU) 2018/1725: за активностите при обработка кои се содржат од колачиња и потврдување на идентитет, вашата cогласност е неопходна. Во согласност со член 3(15) и член 7 од Регулативата (EU) 2018/1725, согласноста мора да се даде слободно, посебно, информирано и недвосмислено.',"privacy-statement.3-legal_process.items.4":"Ние ја добивме согласноста директно од вас. Можеби сте ја поднеле преку е-пошта, преку форма на електронска регистрација , или во било која писмена форма.","privacy-statement.4-collect_data.title":"Кои лични податоци ги собираме и обработуваме понатаму?","privacy-statement.4-collect_data.items.0":"Со цел да се спроведе оваа постапка за обработка, Одделот G.2 ги собира следните категории на лични податоци:","privacy-statement.4-collect_data.items.1":"Адреса на интернет протоколот (IP address) или идентификацискиот број на уредот кој се користи за пристап кон веб-страната.","privacy-statement.4-collect_data.items.2":"Без оваа обработка нема да можете да воспоставите техничка врска помеѓу вашите уреди и инфраструктурата на серверот и оттука нема да можете да пристапите кон нашата веб-страна.","privacy-statement.4-collect_data.items.3":"За да можете да се автентицирате на оваа веб-страна, Одделот G.2 ги собира следните категории на лични податоци:","privacy-statement.4-collect_data.items.4":"Адреса на е-пошта","privacy-statement.4-collect_data.items.5":"Лозинка; или","privacy-statement.4-collect_data.items.6":"Потврдување на социјалните мрежи.","privacy-statement.5-how_long.title":"Колку долго ги чуваме вашите лични податоци?","privacy-statement.5-how_long.items.0":"Одделот G.2 ги чува вашите лични податоци само за времето кое е неопходно за исполнување на целта за собирање или понатамошна обработка, имено за времетраењето на сесијата за пребарување. Покрај тоа, IP адресите може да бидат зачувани една година во евиденцијата на сервисите од безбедносни причини. Што се однесува до алатката за анализи, the IP адресата и идентификацискиот број на уредот (на пр. IMEI број и WIFI MAC адреса) се бришат веднаш при исклучувањето.","privacy-statement.6-protect_data.title":"Како ги заштитуваме вашите лични податоци?","privacy-statement.6-protect_data.items.0":"Сите лични податоци во електронска форма (е-пошти, документи, бази на податоци, внесени групи на податоци, итн.) се чуваат на серверите на Европската комисија. Сите постапки за обработка се спроведуваат во согласнот со","privacy-statement.6-protect_data.items.1":"Одлука на Комисијата (EU, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":", od 10 January 2017,за безбедноста на комуникациските и информациските системи во Европската Комисија.","privacy-statement.6-protect_data.items.3":"Со цел да ги заштитите вашите лични податоци, Комисијата воспостави голем број на технички и организациски мерки. Техничките мерки вклучуваат соодветни активности за решавање на онлајн сигурноста, ризик од губење на податоци, промена на податоци или неовластен пристап, земајќи го предвид ризикот опфатен со обработката и природата на личните податоци кои се обработуваат. Организациските мерки вклучуваат ограничување на пристапот до личните податоци единствено на овластени лица со легитимна потреба да знаат за целите на оваа постапка за обработка.","privacy-statement.7-access_data.title":"Кој има пристап до вашите лични податоци и на кого се откриваат?","privacy-statement.7-access_data.items.0":"Пристапот до вашите лични податоци им е овозможен на персоналот на Комисијата одговорен за спроведувањето на оваа постапка за обработка и до овластениот персонал спoред принципот “има право да знае”. Ваквиот персонал се придржува до законски, и спрема потребата, дополнителни договори за доверливост.","privacy-statement.7-access_data.items.1":'Понатаму, пристапот до вашите лични податоци може да им биде овозможен на надворешни изведувачи што работат во име на и според договор со службата на Комисијата која ги поседува веб-страните и е ангажирана во креирање, одржување, управување и архивирање на веб-страни според принципот "има право да знае".',"privacy-statement.7-access_data.items.2":"Информациите што ги собираме нема да бидат дадени на трета страна, освен до степен и за цел за кои би можеме да бидеме приморани да го направиме тоа според закон.","privacy-statement.8-rights.title":"Кои се вашите права и како можете да ги остварувате?","privacy-statement.8-rights.items.0":"Имате посебни права како ‘субјект од кој се користат лични податоци’ според глава III (членови 14-25) од Регулатива (EU) 2018/1725, особено правото на пристап, коригирање или бришење на вашите лични податоци и право на ограничување на обработката на вашите лични податоци.. Каде што е применливо, вие исто така имате право на приговор на обработката или право на преносливост на податоци.","privacy-statement.8-rights.items.1":"Имате право на приговор за обработката на вашите лични податоци, која законски се спроведува согласно членот 5(1)(a).","privacy-statement.8-rights.items.2":"Вие се согласивте да ги овозможите вашите лични податоци за оваа постапка за обработка. Вашата согласност можете да ја повлечете во секое време со известување на Одделот G.2. Повлекувањето нема да влијае на законитоста на извршената обработка пред да ја повлечете вашата согласност.","privacy-statement.8-rights.items.3":"Можете да ги остварите вашите права преку контактирање со контролорот на податоци, или во случај на конфликт службеникот за заштита на податоците. Ако е потребно, можете да се обратите и до Европскиот надзорен совет за заштита на податоците. Нивните информации за контакт се дадени под наслов 9 подолу.","privacy-statement.8-rights.items.4":"Ако сакате да ги остварите вашите права во контекст на една или неколку специфични постапки за обработка, ве молиме да го дадете нивниот опис (т.е. нивната референца за запис) како што е наведено под наслов 10 подолу) во вашето барање.","privacy-statement.9-contact.title":"Контакт инфо","privacy-statement.9-contact.data-controller.title":"Контролор на податоци","privacy-statement.9-contact.data-controller.text":"Доколку сакате да ги остварите вашите права според Регулатива (ЕU) 2018/1725, или ако имате коментари, прашања или загриженост, или ако сакате да поднесете жалба во врска со прибирањето и користењето на вашите лични податоци, ве молиме слободно контактирајте со Контролор на податоци, Оддел G.2, Европска комисија, на CNECT-G2@ec.europa.eu.","privacy-statement.9-contact.data-protection-officer.title":"Службеник за заштита на податоци (DPO) на Комисијата","privacy-statement.9-contact.data-protection-officer.text":"Можете да го контактирате Службеникот за заштита на податоците (DATA-PROTECTION-OFFICER@ec.europa.eu) во врска со проблеми поврзани со обработката на вашите лични податоци по Регулатива (EU) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Европски надзорен орган за заштита на податоците (EDPS)","privacy-statement.9-contact.european-data-protection.text":'Имате право да побарате помош (т.е. да поднесете жалба) на Европскиот надзорен орган за заштита на податоците (edps@edps.europa.eu) ако сметате дека вашите права биле нарушени под Регулатива (EU) 2018/1725 како резултат на обработката на вашите лични податоци од страна на контролорот на податоциa.',"privacy-statement.10-detailed-info.title":"Каде да најдете подетални информации?","privacy-statement.10-detailed-info.items.0":'Службеникот за заштита на податоците (DPO) го објавува регистарот на сите постапки за обработка на лични податоци од страна на Комисијата, кои се документирани и доставени до него. Можете да пристапите до регистарот преку следниот линк: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Оваа посебна операција за обработка е вклучена во јавниот регистар на службеникот за заштита на податоците со следниов референтен записник: DPR-EC-09706.1.","privacy.title":"ЗАШТИТА НА ЛИЧНИТЕ ПОДАТОЦИ","privacy.1-intro.title":"1. Вовед","privacy.1-intro.items.1":"

    Европската комисија (во понатамошниот текст „Комисијата“) е обврзана да ви ги зашти личните податоци и да ви ја почитува приватноста. Комисијата ги собира и дополнително ги обработува личните податоци во согласност со Регулативата (ЕУ) 2018/1725 на Европскиот Парламент и на Советот од 23 октомври 2018 година за заштита на физички лица во врска со обработката на личните податоци од страна на институциите на Унијата, телата, канцелариите и агенциите и на слободното движење на такви податоци (со што престанува да важи Регулативата (EС) бр. 45/2001).

    ","privacy.1-intro.items.2":"

    Оваа изјава за приватност ја објаснува причината за собирањето и обработката, начинот на кој ги собираме, ракуваме со и ја обезбедуваме заштитата на сите доставени лични податоци, како се користат тие информации и кои права може да ги користите во врска со личните податоци (правото да пристапите, поправите, блокирате и сл.). Исто така, ги наведува деталите за контакт на одговорниот Контролор за податоци кај кој може да ги искористите своите права, Референтот за заштита на податоци и Европскиот надзорник за заштита на податоци.

    ","privacy.1-intro.items.3":"

    Оваа изјава за приватност се однесува на собирањето и објавувањето лични податоци на јавно достапната веб-локација Codeweek.eu, на лица кои служат како точки за контакт за активностите на Европската недела на кодирање (амбасадори на Неделата на кодирање, Координатори од Министерството за образование, наставници во својство на водачи, како и организатори на активности и настани).

    ","privacy.2-why.title":"2. Зошто ви ги обработуваме податоците?","privacy.2-why.items.1":"

    Европската комисија собира и објавува лични информации за да ја олесни идентификацијата на точките за контакт од страна на релевантни фактори или заинтересирани граѓани. Нудењето вистински личности како точки за контакт е најдобриот и најефикасниот начин да се гарантира дека заинтересираните луѓе може да остварат контакт со службите на Комисијата.

    ","privacy.2-why.items.2":"

    Личните податоци нема да се користат за никакво автоматизирано донесување одлуки, вклучувајќи и профилирање.

    ","privacy.3-legal_process.title":"3. Според која правна основа(и) ги собираме личните податоци","privacy.3-legal_process.items.1":"

    Операциите за обработка на личните податоци за објавување на точките за контакт се законски според член 5(1)(d) од Регулативата (ЕУ) 2018/1725, бидејќи давате согласност за обработка на личните податоци преку образец на интернет или кога сте се согласиле да ви ги користиме е-адресата и корисничко име ако сте се најавиле преку социјална мрежа.

    ","privacy.4-collect_data.title":"4. Кои лични податоци ги собираме и понатаму ги обработуваме?","privacy.4-collect_data.items.1":"

    Собраните лични податоци се информации кои ја олеснуваат вашата идентификација како точка за контакт и ви ја зголемуваат видливоста за јавноста, имено: професија, име, презиме, работно место, поштенска и адреса на е-пошта на работа, телефонски број, слика, сметка на социјален медиум, биографија.

    ","privacy.4-collect_data.items.2":"

    Вие сте ги дале овие лични податоци доброволно, со пополнување на формуларот за апликација.

    ","privacy.4-collect_data.items.3":"

    Давањето одредени лични податоци е задолжително за објавувањето на активности и/или можни информации за контакт на веб-локацијата codeweek.eu. Ако не дадете своилични податоци, активноста нема да ви биде објавена, и/или нема да може да учествувате во гореспоменатите мрежи.

    ","privacy.4-collect_data.items.4":"

    Сите други лични податоци ги давате доброволно.

    ","privacy.4-collect_data.items.5":"Кога ќе се претплатите на нашиот билтен, вашата електронска пошта се додава во листата на билтени на EU Code Week, со кој управува Mailerlite.com. Прочитајте ја политиката за приватност на Mailerlite: https://www.mailerlite.com/legal/privacy-policy. Можете да се откажете од билтенот, во кое било време, користејќи ја врската за „unsubscribe“ во е-поштата што ја добивате од нас или можете да ни испратите е-пошта на info@codeweek.eu со „Unsubscribe “ во насловот.","privacy.5-how_long.title":"5. Колку долго ги чуваме личните податоци?","privacy.5-how_long.items.1":"

    Комисијата ги чува личните податоци само за времето кое е потребно да се исполни целта на собирањето или понатамошното обработување опишано во точка 2, имено толку долго колку што ќе служите како точка за контакт.

    ","privacy.5-how_long.items.2":"

    Личните податоци ќе бидат отстранети од јавно достапната веб-локација веднаш штом ја завршите функцијата на точка за контакт освен ако не сте дале согласност да бидете вклучени во базата со податоци за понатамошни активности.

    ","privacy.6-protect_data.title":"6. Како ги заштитуваме и обезбедуваме личните податоци?","privacy.6-protect_data.items.1":"

    Сите лични податоци во електронски формат (е-пораки, документи, бази со податоци, поставени групи на податоци и сл.) се складирани или на серверите на Европската комисија или на нејзиниот изведувач. Сите операции на обработка се вршат во согласност со Одлуката на Комисијата (ЕУ, Евроатом) 2017/46 од 10 јануари 2017 година за сигурноста на комуникациите и информатичките системи во Европската комисија.

    ","privacy.6-protect_data.items.2":"

    Изведувачите на Комисијата се обврзани со конкретна договорна клаузула за какви било операции на обработка на податоците во име на Комисијата, и од обврските за доверливост кои произлегуваат од пренесувањето на Регулативата за заштита на општите податоци во земјите-членки на ЕУ (‘GDPR’ Регулатива (EУ) 2016/679).

    ","privacy.6-protect_data.items.3":"

    Со цел да ги заштити личните податоци, Комисијата активираше бројни технички и организациски мерки. Техничките мерки вклучуваат соодветни дејства кои се однесуваат на онлајн безбедноста, ризикот од загуба на податоци, менувањето на податоци или неовластен пристап, земајќи го предвид ризикот прикажан од обработката и природата на личните податоци кои се обработуваат. Организациските мерки вклучуваат ограничување пристап до личните податоци само за овластени лица со легитимна потреба да знаат за целите на оваа операција на обработка.

    ","privacy.7-access_data.title":"7. Кој има пристап до податоците и кому му се откриваат?","privacy.7-access_data.items.1":"

    Пристап до личните податоци му е даден на персоналот на Комисијата одговорен за спроведување на оваа операција на обработка и на овластен персонал според принципот „треба да знае“. Таквиот персонал е обврзан со статутарни, а кога е потребно, со дополнителни договори за доверливост.

    ","privacy.7-access_data.items.2":"

    Конкретно, до сите лични податоци што сте ги обезбедиле може да пристапат администраторите на веб-локациите (персонал на Комисијата), како и друг персонал на Комисијата врз основа на потребата да знае. . Освен тоа, личните информации и информации за настан ќе се споделат со членовите на мрежите на амбасадори и образовни координатори на Европската недела на кодирање за организација на локални активности или следење.

    ","privacy.7-access_data.items.3":"

    Со цел да се зголеми видливоста на точките за контакт, личните податоци се објавени без никакви ограничувања за пристап на јавната веб-локација: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Во врска со пренесување податоци на трети страни

    ","privacy.7-access_data.items.5":"

    Информациите што ги собираме нема да бидат дадени на никоја трета страна, освен до опсегот и за целта за која можеби ќе мора да ги дадеме според законот.

    ","privacy.8-rights.title":"8. Кои се вашите права и како може да ги примените?","privacy.8-rights.items.1":"

    Имате конкретни права како „субјект на податоци“ според Поглавје III (Членови 14-25) од Регулативата (EУ) 2018/1725, особено правото за пристап, поправање или бришење на личните податоци и правото за ограничување на обработката на личните податоци. Онаму каде што е применливо, исто така имате право да вложите приговор за обработката или за правото за преносливост на податоци.

    ","privacy.8-rights.items.2":"

    Сте се согласиле да ни ги дадете личните податоци за сегашната операција на обработка и може да ја повлечете согласноста во секое време со известување на Контролорот на податоци. Повлекувањето нема да влијае врз законитоста на обработката што се извршила пред повлекувањето на согласноста.

    ","privacy.8-rights.items.3":"

    Може да ги искористите своитеправа со остварување контакт со Контролорот на податоци или во случај на конфликт - со Службеникот за заштита на податоци. Ако е потребно, исто така може да се обратите до Европскиот надзорник за заштита на податоци. Нивните информации за контакт се дадени под Заглавје 9 подолу.

    ","privacy.9-contact.title":"9. Информации за контакт","privacy.9-contact.data-controller.title":"-Контролор на податоци","privacy.9-contact.data-controller.text":"

    Ако сакате да ги искористите своите права според Регулативата (EУ) 2018/1725, или ако имате коментари, прашања или сте засегнати на кој било начин, или ако би сакале да поднесете жалба во врска со собирањето и користењето на личните податоци, слободно контактирајте со Контролорот на податоци,

    ","privacy.9-contact.data-controller.address":"Directorate-General for Communications Networks, Content and Technology Unit G2
    Building BU25
    B-1049 Brussels
    ","privacy.9-contact.data-controller.email":"Е-пошта: ","privacy.9-contact.data-protection-officer.title":"-Службеник за заштита на податоци (СЗП) на Комисијата","privacy.9-contact.data-protection-officer.text":'

    Може да остварите контакт со Службеникот за заштита на податоци (DATA-PROTECTION-OFFICER@ec.europa.eu) во врска со прашања поврзани со обработката на личните податоци според Регулативата (EУ) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"-Европски надзорник за заштита на податоци (ЕНЗП)","privacy.9-contact.european-data-protection.text":'

    Имате право на правен лек (т.e. може да поднесете жалба) до Европскиот надзорник за заштита на податоци (edps@edps.europa.eu) ако сметате дека ви се прекршени правата според Регулативата (EУ) 2018/1725, како резултат на обработката на личните податоци од страна на Контролорот на податоци.

    ',"remote-teaching.remote-teaching":"предавање на далечина","remote-teaching.intro.title":"Недела на кодирање и предавање на далечина","remote-teaching.intro.text":"Образованието на далечина може да биде голем предизвик за наставниците и учениците и постојат многу пречки кои треба да се надминат. Сепак, предавањето на кодирање, компјутерското размислување – дури и роботика – не мора да запре бидејќи вашите ученици се дома. Еве неколку совети и ресурси за кои се надеваме дека можат да ви помогнат.","remote-teaching.intro.points.1":"ова е збирка кратки видеа со материјали за самостојна работа, сложувалки, игри и предизвици за кодирање за секојдневна употреба во семејството и на училиште.","remote-teaching.intro.points.2.0":"Кодирање без компјутер","remote-teaching.intro.points.2.1":"тука ќе најдете различни активности кои можете лесно да ги направите дома за да научите или да предавате кодирање со секојдневни материјали.","remote-teaching.intro.points.3.0":"Делчиња за учење","remote-teaching.intro.points.3.1":"тука ќе најдете „Делчиња за учење“ или туторијали на Одржлив развој и Вештачка интелигенција кои во нивните наставни планови вклучуваат делови за настава на далечина.","remote-teaching.intro.points.4.0":"Репозиториум на ресурси","remote-teaching.intro.points.4.1":"многу од ресурсите во репозиториумот исто така можат да се користат и во сценаријата за настава на далечина. Можете да најдете ресурси за да предавате кодирање или да научите кодирање.","remote-teaching.intro.points.5.0":"Вебинари за кодирање од дома","remote-teaching.intro.points.5.1":"дали знаевте дека Неделата на кодирање организираше неколку вебинари за тоа како да научите и да предавате кодирање од дома? Погледнете ги!","remote-teaching.tips.title":"7 совети за да научите кодирање на далечина","remote-teaching.tips.points.1.0":"Запознајте се со концептите, програмскиот јазик и софтверот","remote-teaching.tips.points.1.1":"додека учениците можат да учат кодирање и програмирање полу-самостојно по пат на обиди и грешки, ќе треба да ги водите и да им помогнете да ги пронајдат грешките во нивната синтакса. Бидете подготвени за промена и прилагодување доколку дигиталната алатка или програмскиот јазик не ги носи резултатите од учењето што ги очекувавте.","remote-teaching.tips.points.2.0":"Охрабрете ги учениците","remote-teaching.tips.points.2.1":"помогнете им на вашите ученици да го достигнат својот полн потенцијал така што ќе им пружите мотивирачки и значајни лекции. Овозможете им да ги истражат своите вештини и креативност така што ќе им дозволите да ги бираат своите проекти и резултати. Покрај тоа, ви препорачуваме да бидете реални и да поставите цели коишто вашите ученици можат да ги постигнат.","remote-teaching.tips.points.3.0":"Охрабрете ги учениците да работат во групи","remote-teaching.tips.points.3.1":`кодирањето во групи не само што е позабавно, туку исто така ќе им помогне на учениците да постигнат покомплексни и покреативни проекти. Освен тоа, учењето на далечина може да создаде чувство на изолираност кај некои ученици, а работењето во групи ова може да го спречи. На пример, би можеле да создадете онлајн простории за состаноци за вашите ученици да се собираат во групи или би можеле да воспоставите оценување од страна на врсници, поканувајќи ги учениците да даваат и да примаат конструктивни повратни информации за меѓусебните проекти. -`,"remote-teaching.tips.points.4.0":"Истражете отворен софтвер и бесплатни онлајн платформи за учење за тоа како да се кодира","remote-teaching.tips.points.4.1":"има многу квалитетни ресурси за учење и предавање на кодирање, кои се напредни, а сепак лесни за користење. Тоа се бесплатни алатки кои можете да им ги дадете на вашите ученици да ги користат без да купуваат лиценци или да преземаат софтвер. Повеќето од нив можете да ги најдете на Репозиториум на Неделата на кодирање, на пр. Scratch, App Inventor, Code.org, EarSketch, Sonic Pi, итн. Како што видовме во Неделата на кодирање Делчиња за учење, можете да ги примените овие алатки на кој било предмет!","remote-teaching.tips.points.5.0":"Нека биде забавно","remote-teaching.tips.points.5.1":"вашите први чекори во кодирањето треба да бидат интересни и забавни, и иако можеби овојпат немате шанса да го споделите уживањето лично, постојат начини да играте и да се забавувате заедно! На пример, можете да им предложите на вашите ученици да се одморат од лекцијата за да се поврзат и да се играат заедно CodyColor, едукативна игра со повеќе играчи дизајнирана да научат компјутерско размислување додека се играат.","remote-teaching.tips.points.6.0":"Симулирајте вистинска интеракција во училницата","remote-teaching.tips.points.6.1":"технологијата ни овозможува да го реплицираме барем делумно, видот на интеракција којшто би се одвивал во училницата. Можете да ги охрабрите вашите ученици да ги вклучуваат своите камери во одредено време, да ги креваат рацете виртуелно, да поставуваат прашања лично или во чет, да одговараат на дигитални анкети и квизови, итн. Некои бесплатни дигитални алатки што можете да ги користите за оваа цел се Zoom, Microsoft Teams, GoToMeeting или Jitsi за сесии во училница во живо, и Kahoot, Mentimeter или Google Forms за квизови и интеракција во училницата. Ова ќе им помогне на учениците да се чувствуваат како да се на час и да се чувствуваат поврзано со своите врсници.","remote-teaching.tips.points.7.0":"Обезбедете материјалите да бидат достапни и поволни","remote-teaching.tips.points.7.1":"проверете дали лекциите за кодирање се реални и инклузивни, така што ќе се осигурите дека материјалите кои се потребни можат лесно да се најдат во секое домаќинство и дека сите ученици можат да дојдат до нив или да овозможите адаптации на оние што не можат. На пример, за активностите за кодирање без дигитална технологија се потребни ефтини материјали, како што се ножици, хартија или маркери. Кога работите со онлајн вежби за кодирање, проверете дали сите ученици имаат пристап дома до таблет или компјутер и до сигурна интернет врска.","remote-teaching.tips.conclusion":"Како учите и предавате кодирање и програмирање во средини за настава на далечина? Дали имате совети за други професионалци во образованието? Додадете коментар во форумот подолу!","report.title":"Пријавете го вашиот #EUCodeWeek настан","report.event_title":"Наслов на настанот","report.number_required":"Направете груба проценка, дури и ако немате точен датум.","report.phrase1":"Може да го пополните овој формулар само еднаш! Внимателно проверете ги вашите податоци. Ако направите грешка, ","report.phrase2":"По поднесувањето на извештајот, персонализираниот сертификат за учество во Неделата на кодирање ќе биде издаден автоматски и ќе биде достапен да го преземете или споделите. Овде може да видите пример на сертификат.","report.phrase3":"Потребните полиња се означени со * ѕвездичка.","report.phrase4":"Може да го пополните овој формулар само еднаш! Внимателно проверете ги вашите податоци. Ако направите грешка,","report.contactus":"контактирајте со нас","report.participants_count.label":"Број на учесници","report.average_participant_age.label":"Просечна возраст на учесниците","report.percentage_of_females.label":"Процент на женски","report.codeweek_for_all_participation_code.label":"Код за учество во Недела на кодирање за сите ","report.codeweek_for_all_participation_code.help":"Овде можете да го ставите кодот за предизвик за Codeweek4All, ако сте го добиле. Ако не учествувате, едноставно игнорирајте го ова поле.","report.name_for_certificate.label":"Име за сертификат","report.name_for_certificate.help":"Сменете го ова со името на организаторот на настанот кој ќе издаде сертификат за учество на Неделата на кодирање. Користете само ASCII (латинични) букви. Буквите кои се нагласени, имаат надредни знаци и слично не се поддржани.","report.submit":"Поднесете извештај за настан","report.thanks_page.title":"Ви благодариме што известивте за вашиот настан!","report.thanks_page.certificate_ready":"Сертификатот е готов.","report.thanks_page.download_button":"Кликнете овде и преземете го.","report.thanks_page.back_events":"Вратете се на вашиот настан","resources.search_resources":"Пребарај ресурси","resources.types":"Типови","resources.levels":"Нивоа","resources.programming_languages":"Програмски јазици","resources.categories":"Категории","resources.Languages":"Јазици","resources.Subjects":"предмети","resources.share":"Сподели","resources.communication_toolkit":"Комплет за комуникации","resources.teachers_toolkit":"Комплет за наставници","resources.leaflet":"Леток","resources.how_to_organise_an_activity":"Како да организираш активност?","resources.resources.languages.Russian":"руски","resources.resources.languages.Norwegian":"норвешки","resources.resources.languages.Mandarin":"мандарински","resources.resources.languages.Japanese":"јапонски","resources.resources.languages.All targeted languages":"Сите целни јазици","resources.resources.levels.Beginner":"Почетно ниво","resources.resources.levels.Intermediate":"Средно ниво","resources.resources.levels.Advanced":"Напредно ниво","resources.resources.levels.Pre-primary education":"Предучилишно образование","resources.resources.levels.Primary school (5-12)":"Основно училиште (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Повисоки класови во основно и пониски класови во средно училиште (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Повисоки класови во седно училиште (16-18)","resources.resources.levels.Higher Education":"Високо образование","resources.resources.levels.Other":"Друго","resources.resources.subjects.Art":"Уметност","resources.resources.subjects.Biology":"Биологија","resources.resources.subjects.Chemistry":"Хемија","resources.resources.subjects.Computer Science":"Информатика","resources.resources.subjects.Culture":"Култура","resources.resources.subjects.Economics":"Економија","resources.resources.subjects.Foreign Languages":"Странски јазици","resources.resources.subjects.Geography":"Географија","resources.resources.subjects.Geology":"Геологија","resources.resources.subjects.History":"Историја","resources.resources.subjects.Language and Literature":"Јазик и литература","resources.resources.subjects.Mathematics":"Математика","resources.resources.subjects.Natural Sciences":"Природни науки","resources.resources.subjects.Physical Education":"Физичко образование","resources.resources.subjects.Physics":"Физика","resources.resources.subjects.Coding":"Кодирање","resources.resources.subjects.Special Education Needs":"Посебни образовни потреби","resources.resources.subjects.Other":"Друго","resources.resources.types.Tutorial":"Туторијал","resources.resources.types.Website":"Веб-локација","resources.resources.types.Online Course":"Онлајн курс","resources.resources.types.Video":"Видео","resources.resources.types.Audio":"Аудио","resources.resources.types.Application":"Апликација","resources.resources.types.Game":"Игра","resources.resources.types.Graphic Material":"Графички материјал","resources.resources.types.Presentation":"Презентација","resources.resources.types.Toolkit":"Комплет","resources.resources.types.Other":"Друго","resources.resources.types.Lesson Plan":"Наставен план","resources.resources.types.Guide":"Упатство","resources.resources.categories.Coding":"Кодирање","resources.resources.categories.Programming":"Програмирање","resources.resources.categories.Computational Thinking":"Компјутерско размислување","resources.resources.categories.Robotics":"Роботика","resources.resources.categories.Making":"Конструирање","resources.resources.categories.Tinkering":"Поправање","resources.resources.categories.Unplugged Activities":"Активности без интернет","resources.resources.categories.Other":"Друго","school.name":"Име на училиштето","school.location":"Локација на училиштето","school.description":"Опис на училиштето","school.school":"Училиште","school.add":"Додај","school.list":"Список","school.required.name":"Потребно е име на училиштето","school.required.location":"Потребна е локација на училиштето","schools.1.title1":"Зошто треба да го донесете кодирањето во вашата училница?","schools.1.title2":"Како кодирањето може да биде од корист за вашите ученици? Што добивате вие како наставник ?","schools.1.content.0":"Веруваме дека сечија основна писменост во дигиталната ера мора да вклучува разбирање на кодирање и развој на суштински компетенции поврзани со компјутерско размислување, како што е решавање проблеми, соработка и аналитички вештини.","schools.1.content.1":"Учењето како да кодираат може да им даде сила на вашите ученици да бидат предводници во дигиталното компетитивно општество, да развијат подобро разбирање на светот кој ги опкружува и да имаат подобри можности за успех во личниот и професионалниот живот.","schools.1.content.2":"Неделата на кодирање им ја нуди на сите ученици можноста да ги направат првите чекори како дигитални креатори, со обезбедување на училишта и на наставници бесплатни можности за професионален развој, наставни материјали, меѓународни предизвици и можности за размена","schools.1.button.label":"Сакате да започнете веднаш сега? Запишете се тука!","schools.2.title1":"Подготвени да се вклучите?","schools.2.title2":"Организирајте час, сесија за обука или настан и прикачете го на мапата.","schools.2.content.0":"Без разлика дали имате знаење од областа на кодирањето или програмирањето или немате, лесно може да организирате час во вашата училница, отворен ден или настан во вашето училиште. Само најдете датум и регистрирајте ја активноста на мапата подолу. Ако чувствувате дека ви е потребна поддршка при подготвување на лекција со кодирање, преминете на следниот дел.","schools.2.content.1":"Погледнете некои примери на активности кои се организирани пребарувајќи на мапата подолу и додајте ја својата за да им се приклучите на колегите едукатори од Европа и светот: ","schools.2.button.label":"Подготвени сте да пробате? Додадете активност!","schools.3.title1":"Нови во кодирањето? Без грижа","schools.3.title2":"Нашите алатки помагаат да се запознаете со кодирањето пред да им го пренесете на вашите ученици","schools.3.content.0":"Ако сте заинтересирани да го донесете кодирањето во вашата училница, но не знаете каде да започнете, не грижете се! Меѓународен тим на наставници и експерти развиваат збирка на кратки онлајн модули за обука за да ви помогнат да започнете.","schools.3.content.1":"Не е потребно претходно искуство во кодирање за да се следат нашите делови за учење!","schools.3.button.label":"Пристап до модулите за обука","schools.4.title1":"Барате дополнителен предизвик ?","schools.4.title2":"Изградете мрежа од активности, вклучете колку што е можно повеќе ученици и здобијте се со Сертификат за извонредност","schools.4.content.0":"Code Week 4 All ве предизвикува да ги здружите силите со други наставници или училишта и да учествувате во меѓународна заедница на истомисленици давајќи им на учениците можност да ги направат првите чекори во кодирањето. Изградете алијанса која вклучува повеќе од 500 ученици и ќе добиете Сертификат за извонредност.","schools.4.button.label":"Научете повеќе за предизвикот Code Week 4 All","schools.title":"Училишта: донесете им ја Неделата на кодирањето на вашите ученици","scoreboard.title":"Кои земји предничат со активности на кодирање?","scoreboard.paragraph":"Семафорот е подреден според бројот на наведени настани на кодирање по број на жители, па така немојте да бидете изненадени ако видите некои од помалите земји повисоко на листата!","scoreboard.parcipating_with":"учествува со","scoreboard.events":"настани","search.audience_title":"Публика","search.theme_title":"Тема","search.placeholder":"Пребарајте по име на настан или ознака","search.submit":"Пребарајте","search.label_country":"Изберете земја","search.last_year_events.label":"Вклучете минатогодишни настани","search.last_year_events.yes":"Да","search.last_year_events.no":"Не","search.search_counter":"се совпаѓа со критериумот на пребарување","search.event":"настан","search.events":"настани","search.year":"година","search.audiences":"Публика","search.themes":"Теми","search.countries":"Држави","search.search_placeholder":"Пребарај според наслов или опис","snippets.featured-activities":"Еве ги претстојните активности од Европската недела на кодирање кои ги поздравуваат онлајн учесниците. Можете да филтрирате според јазик и месец, а со кликнување на „преглед“, ќе пристапите до сите детали за активноста и контактите на организаторите. Уживајте!","snippets.learn":"Кодирањето и програмирањето се клучни компетенции кои се повеќе се бараат во секоја област, а Европската недела на кодирање (EU Code Week) сака да ве поддржи во учењето! Прелистајте го нашиот репозиториум и пронајдете совршен ресурс за да го започнете или да го продолжите вашиот пат на кодирање. Сите овие ресурси се бесплатни. Не заборавајте дека пребарувањето можете да го филтрирате според видот на ресурсот, нивото на вештина, програмскиот јазик, категоријата и јазикот.","snippets.teach":"Кодирањето и програмирањето се клучни компетенции што ќе им отворат нови можности на вашите ученици и деца. Дали сакате да предавате кодирање од дома, во училница или клуб за кодирање? Прелистајте го нашиот репозиториум и пронајдете го најсоодветниот ресурс за да го внесете кодирањето и програмирањето во вашата наставна пракса. Сите овие ресурси се бесплатни. Не заборавајте дека пребарувањето можете да го филтрирате според видот на ресурсот, нивото на вештина, програмскиот јазик, категоријата и јазикот.","snippets.toolkits.0":"Во овој дел ќе најдете материјал што ќе ви помогне да ја организирате вашата Европска недела на кодирање и да ја промовирате иницијативата со вашата заедница.","snippets.toolkits.1":"Комплет со алатки за комуникација","snippets.toolkits.2":"тука најдете официјални логоа на Европската недела на кодирање, значка, флаер, постер, примероци на PowerPoint и Word, примери на објави на социјални мрежи и илустрации.","snippets.toolkits.3":"Пакет со алатки за наставници","snippets.toolkits.4":"тука најдете официјални логоа на Европската недела на кодирање, значка, примерок на сертификат за учество за вашите ученици, воведна презентација за Европската недела на кодирање и материјал за социјалните медиуми.","snippets.toolkits.5":"Официјален леток за Европската недела на кодирање.","snippets.about.goal":"Целта е да им се помогне на што повеќе млади да ги совладаат основите на кодирањето и компјутерското размислување.","snippets.guide.tutorials.1":"Погледнете ги нашите","snippets.guide.tutorials.2":"упатства и материјали за обука","snippets.guide.tutorials.3":"коишто се достапни на 29 јазици, за да се подготвите да организирате активности преку кои младите учат кодирање и компјутерско размислувње.","snippets.dance.menu":"Предизвик во танцување","snippets.dance.subtitle":"Кој рече дека програмерите не знаат да танцуваат? Со предизвикот #EUCodeWeekDance ќе докажеме дека тоа не е точно.","snippets.dance.content":"Ги покануваме сите – училиштата, наставниците, библиотеките, претпријатијата, јавните органи – да ја одбележат Европската недела на кодирање така што ќе организираат активност #EUCodeWeekDance и ќе ја додадат таа активност на мапата на Европската недела на кодирање.","snippets.treasure-hunt.menu":"Treasure Hunt (Пронајди го богатството)","snippets.treasure-hunt.subtitle":"Тоа е игра на Telegram","snippets.videos.1":"Дознајте повеќе за нашите вредности преку видеата на амбасадорите на Европската недела на кодирање","snippets.videos.2":"Амбасадорката во Словенија Катја Ошљак објаснува дека Неделата на кодирање е независна иницијатива","snippets.videos.3":"Амбасадорот во Франција Лорен Туше раскажува зошто Неделата на кодирање е отворена за сите","snippets.videos.4":"Амбасадорката во Тунис Фатма Боазиз објаснува како Неделата на кодирање има воедно и глобално и локално влијание","snippets.videos.5":"Амбасадорката во Латвија Линда Синка открива дека една од главните цели на Неделата на кодирање е соработката","snippets.videos.6":"Амбасадорот во Италија Алесандро Болиоло образложува дека Неделата на кодирање е непрофитна иницијатива","snippets.videos.7":"Aмбасадорката во Албанија Марјана Прифти зборува за тоа како Неделата на кодирање поттикнува иновации и креативност","snippets.videos.8":"Амбасадорката во Романија Кристиана Лукач упатува благодарност од организаторите на Неделата на кодирање до заедницата","training.learning_bits":"Делчиња за учење во неделата на кодирање","training.title":"Бесплатни материјали за обука и онлајн курсеви","training.text":`

    Овде може да најдете бесплатни материјали и ресурси за обука што ќе ви помогнат да започнете и да ја планирате следната иновативна лекција.

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    1. Делчиња за учење во неделата на кодирање

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    Не е потребно претходно искуство за кодирање или програмирање, а за секој модул се потребно само околу 15 минути да се заврши. Модулите ве запознаваат со клучните концепти поврзани со кодирањето и активностите на компјутерско размислување. Како дополнение, модулите исто така ви даваат практични совети и ви укажуваат како да ги интегрирате концептите во училницата.

    `,"training.text_2":`

    Сега откако завршивте со едно или повеќе делчиња за учење во Неделата на кодирање, се надеваме дека се чувствувате доволно креативно да донесете извесна дигитална креативност во училницата и да ја закачите активноста на Мапата на Неделата на кодирање!

    - -

    Лесно може да организирате час во училницата, отворен ден или настан во училиштето. Само најдете датум и регистрирајте ја активноста на мапата на Неделата на кодирање. Организаторот на секоја активност ќе добие сертификат за учество за својот труд.

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    Ако сакате да се поврзете со меѓународна група на наставници ентузијасти, придружете се на Групата на Facebook за наставници за Европската недела на кодирањето! За да направите чекор понатаму и да соработувате со други училишта во земјата или во странство - придружете се на Предизвикот Code Week 4 All.

    `,"training.lessons.1.title":"Кодирање без дигитална технологија (без интернет)","training.lessons.1.author":"Од Алесандро Бољоло","training.lessons.1.text":`

    Кодирањето е јазикот на нештата, кој ви овозможува да пишувате програми со кои им овозможуваме нови функционалности на десетици милијарди објекти што може да се програмираат околу нас. Кодирањето е најбрзиот начин за реализирање на идеите и најефективниот начин да се развијат способностите за компјутерско мислење. Сепак, не е исклучиво потребна технологија за да се развие компјутерско мислење. Во поголема мерка, вештините на компјутерско мислење се суштински да се овозможи функционирање на технологијата.

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    Во ова видео, Алесандро Бољоло, професор по Компјутерски системи во Италија и координатор на Европската недела на кодирање, ќе претстави активности на кодирање без интернет што може да се практикуваат без каков било електронски уред. Главната цел на активностите без интернет е да се намалат бариерите на пристапност за да се донесе кодирањето во секое училиште, без оглед на финансирањето и опремата.

    - -

    Активностите на кодирање без интернет ги откриваат компјутерските аспекти на физичкиот свет околу нас.

    `,"training.lessons.1.activities.1":"Активност 1 - CodyRoby за основно училиште","training.lessons.1.activities.2":"Активност 2 - CodyRoby за почетни години на средно училиште","training.lessons.1.activities.3":"Активност 3 - CodyRoby за средно училиште","training.lessons.2.title":"Компјутерско размислување и решавање проблеми","training.lessons.2.author":"Од Мајлс Бери","training.lessons.2.text":`

    Компјутерското размислување (КР) опишува начин на гледање на проблемите и системите при кој може да се употреби компјутер да ни помогне да ги решиме и разбереме. Компјутерското размислување не е основно само за развојот на компјутерски програми, туку исто така може да се користи да поддржи решавање проблеми низ сите дисциплини.

    - -

    Може да им предавате КР на учениците така што ќе им укажете да разложат комплексни проблеми во помали (разложување), да препознаваат шаблони (препознавање шаблони), да идентификуваат релевантни детали за решавање проблем (апстракција); или поставување правила или упатства за редоследно следење за да се постигне посакуваниот резултат (дизајн на алгоритам). КР може да се подучува низ различни дисциплини, на пример во математика (да се сфатат правилата за факторирање полиноми од втор ред), литература (разложување на анализата на поемата во анализа на метрика, рима и структура), јазици (наоѓање шаблони во завршните букви на глагол што влијаат на нивното спелување како и промени по времиња) и многу други.

    - -

    Во ова видео, Мајлс Бери, главен предавач на Педагошкиот факултет при Универзитетот Рохамптон во Гилтфорд (Обединето Кралство), ќе го претстави концептот на компјутерско размислување и различните начини кои наставник може да ги интегрира во училница со едноставни игри.

    `,"training.lessons.2.activities.1":"Активност - Развивање математичко размислување за основно училиште","training.lessons.2.activities.2":"Активност 2 - Запознавање со алгоритми за почетни години во средно училиште","training.lessons.2.activities.3":"Активност 3 - Алгоритми за завршни години во средно училиште","training.lessons.3.title":"Визуелно програмирање - вовед во Scratch","training.lessons.3.author":"Од Марго Тинави","training.lessons.3.text":`

    Визуелното програмирање им овозможува на луѓето да ги опишат процесите со користење на илустрации или графика. Вообичаено зборуваме за визуелното програмирање како спротивност на програмирањето базирано на текст. Јазиците за визуелно програмирање (VPL) се исклучително добро приспособени да воведат алгоритамско размислување за деца (па дури и за возрасни). Со VPL има помалку за читање и нема синтакса за спроведување.

    - -

    Во ова видео, Марго Тинави, наставник за развој на веб во Ле Вагон и коосновач на Techies Lab asbl (Белгија), ќе ви помогне да го откриете Scratch, еден од најпопуларните VPL што се користат насекаде низ светот. Scratch е развиен од MIT во 2002 година и оттогаш околу него се создаде голема заедница, каде што може да најдете милиони проекти што може да ги реплицирате со учениците и безбројни упатства на неколку јазици.

    - -

    Не е потребно да имате искуство со кодирање за да го користите Scratch, а може да го употребувате во секакви различни предмети! На пример, со користење на Scratch како дигитална алатка за раскажување приказни, учениците може да создаваат приказни, да илустрираат математички проблем или да учествуваат во уметнички натпревар за да научат за културното наследство додека учат кодирање и компјутерско размислување, а што е најважно додека се забавуваат.

    - -

    Scratch е бесплатна алатка, многу интуитивна и мотивирачка за учениците. Погледнете го видеото на Марго да научите како да започнете.

    `,"training.lessons.3.activities.1":"Активност 1 - Основи на Scratch за основно училиште","training.lessons.3.activities.2":"Активност 2 - Основи на Scratch за почетни години во средно училиште","training.lessons.3.activities.3":"Активност 3 - Основи на Scratch за завршни години во средно училиште","training.lessons.4.title":"Креирање едукативни игри со Scratch","training.lessons.4.author":"Од Хесус Морено Леон","training.lessons.4.text":`

    Критичко размислување, истрајност, решавање проблеми, компјутерско размислување и креативност се само некои од клучните вештини што им се потребни на учениците да успеат во XXI век, а кодирањето може да ви помогне да ги постигнете на забавен и мотивирачки начин.

    - -

    Алгоритамските поими за контрола на тек со користење на секвенци на упатства и петелки, прикажување податоци со користење на варијабли и листи или синхронизација на процеси може да звучат како комплицирани концепти, но во ова видео ќе откриете дека тие се полесни да се научат отколку што мислите.

    - -

    Во ова видео, Хесус Морено Леон, наставник по компјутерски науки и истражувач од Шпанија ќе објасни како може да ги развиете овие и други вештини кај учениците додека се забавувате. Како може да се направи ова? Со креирање игра со прашања и одговори во Scratch, најпопуларниот програмски јазик што се користи низ училиштата низ целиот свет. Scratch не само што го збогатува компјутерското размислување, туку исто така дозволува внесување на елементи на дизајнирање игри во училницата за да ја одржи мотивацијата на учениците додека учат и се забавуваат.

    - -

    Погледнете го видеото да научите како да започнете.

    `,"training.lessons.4.activities.1":"Активност 1 - Игра со прашања и одговори со Scratch за основно училиште","training.lessons.4.activities.2":"Активност 2 - Игра со прашања и одговори со Scratch за почетни години на средно училиште","training.lessons.4.activities.3":"Активност 3 - Игра со прашања и одговори со Scratch за средно училиште","training.lessons.5.title":"Креирање, роботика и поправање во училницата","training.lessons.5.author":"Од Тулиа Уршиц","training.lessons.5.text":`

    Интеграцијата на кодирање, поправање, роботика и микроелектроника како алатки за подучување и учење во наставните програми на училиштата е клучно за образованието од XXI век.

    - -

    Користењето на поправање и роботика во училиштата има многу придобивки за учениците, бидејќи помага да се развијат клучните компетенции како што е решавање проблеми, тимска работа и соработка. Исто така ја зголемува креативноста и сигурноста на учениците и може да им помогне на учениците да изградат истрајност и одлучност кога се соочени со предизвици. Роботиката е исто така поле што промовира инклузивност, бидејќи е лесно достапна за широк спектар на ученици со различни таленти и вештини (и момчиња и девојчиња) и позитивно влијае на учениците со спектар на аутизам.

    - -

    Погледнете го ова видео каде што Тулиа Урштиц, Италијански амбасадор за Scientix и наставник на STEM во Сант'Aмброџо Ди Валполичела, Италија ќе даде некои практични примери за тоа како наставниците може да го интегрираат поправањето и роботиката во училницата, со тоа трансформирајќи ги пасивните ученици во ентузијастички творци.

    `,"training.lessons.5.activities.1":"Активност 1 - Како да се направи механичка рака од панел-плоча за основно училиште","training.lessons.5.activities.2":"Активност 2 - Како да се направи механичка или роботска рака за почетни години во средно училиште","training.lessons.5.activities.3":"Активност 3 - Како да се направи механичка или роботска рака за завршни години во средно училиште","training.lessons.6.title":"App Inventor и App Development","training.lessons.6.author":"Од Росана Курер","training.lessons.6.text":`

    Погледнето го оваа видео каде Росана Курер (Основач CyberWayFinder) објаснува што е what App, ги прикажува предностите на користењето на App development во училница и дава неколку практични примери како наставниците да ја интегрираат App Inventor училница, трансформирајќи ги пасивните ученици во ентузијастични креирачи на игри.

    -

    Ние сите користиме апликации кои се погодни и брз начин за коордирање на нашите активности. Тие исто така се повеќе се користат во едукација бидејќи овозможуваат лично учење и им даваат можност на корисниците да добиваат информации, зошто и да не ги оспособуваат учениците да прават една едукативна апликација за другите?

    `,"training.lessons.6.activities.1":"Активност 1 – Наслов, за Основно Училиште ","training.lessons.6.activities.2":"Активност 2 – Наслов, за Пониско Средно Училиште ","training.lessons.6.activities.3":"Активност 3 – Наслов, за Повисоко Средно Училиште","training.lessons.7.title":"Мајсторство и Правење","training.lessons.7.author":"Од Диого да Силва","training.lessons.7.text":`

    Работите и работните места се менуваат, а едукацијта ги следи нивните чекори. Кога ги подготвувате учениците за кариери во 21-от век, нови вештини како што е мајсторството, правењето и хакирањето се есенцијални, со тоа што го стеснуваат јазот помеѓу училиштето и реалноста. Со трансформирањето на училницата во соработувачка средина која се фокусира во решавање на проблемите, учениците може да се ангажираат и да напредуваат. Овие активности промовираат дискусија, така што овозможуваат училницата да стане место за комуницирање, каде секој придонес е важен.

    -

    Погледнете го видеото подолу, каде португалскиот STEAM (Science, Technology, Engineering, Arts and Mathematics) (Природни науки, Технологија, Инжинерство, Уметност и Математика) наставник Диого да Силва, член на Escola Global, ве води чекор по чекор во развојот на лекцијата со тоа што вашите ученици ќе мајсторисуваат, праваат и хакираат начин за постигнување на решение.

    `,"training.lessons.7.activities.1":"Активност 1 – Наслов, за Основно Училиште ","training.lessons.7.activities.2":"Активност 2 – Наслов, за Пониско Средно Училиште ","training.lessons.7.activities.3":"Активност 3 – Наслов, за Повисоко Средно Училиште","training.lessons.8.title":"Кодирање за сите предмети","training.lessons.8.author":"М. Изабел Бланко, М. Концепсија Фернандез, Елисабета Нани, Дебора Кармела Ниута, Стефанија Алтиери","training.lessons.8.text":`

    Кога мислите на кодирање во училница, првата работа која ви доаѓа на памет се компјутерите, технологијата, математиката или науката. Било како, со тоа што учениците имаат повеќе интереси и предмети, зошто да не го користите ова во ваша корист и да спроведувате кодирање во целото планирање?

    -

    Интегрирањето на кодирањето во училница има многу придобивки, тоа помага во равојот на нивното критично размислување и во вештините за решавање на проблемите, да бидат активни корисници и да го водат нивниот процес на учење, кое е есенцијално во училиштата. Било како, најважното нешто е дека вашите ученици ќе учат додека се забавуваат!

    -

    Јазиците, музиката или STEAM (Science, Technology, Engineering, Arts and Mathematics)(Природни науки, Технологија, Инжинерство, Уметност и Математика) се само некои предмети во кои наставниците може да кодираат за нивните идни научници, музичари, уметници, за секого! Сите наставници може да го интегрираат кодирањето и компјутерското размислување во училниците. Користењето на лекција CLIL (Content and Language Integrated Learning)(Интегрирано учење на содржина и на јазик) за објаснување на секојдневните алгоритми, криеирањето на џојстик на допир за учење на науката или користењето на едукативни роботи за мотивирање во математика се само неколку примери на активности кои може да ги направите во вашата училница.

    -

    Погледнете го видеото подолу за да видите како наставниците по музика, природни науки или јазици може лесно да го интегрираат кодирањето и компјутерското размислување во училница, иако немате претходно искуство.

    `,"training.lessons.8.activities.1":"Активност 1 Роботика и инклузија за основно училиште со STEM","training.lessons.8.activities.2":"Активност 1 Музиката е кодирање","training.lessons.8.activities.3":"Активност 3 Мајсторство и кодирање со Makey Makey","training.lessons.8.activities.4":"Активност 4 Секојдневен алгоритам за лекција CLIL","training.lessons.9.title":"Правење автомат со микро:бит","training.lessons.9.author":"од Паулине Мас","training.lessons.9.text":`

    - Користењето микро:бит, лесно програмабилен, џебен компјутер, може да биде забавен и лесен начин за правење интересни креации од роботи до музички инструменти со вашите ученици, додека во исто време ги учите како да кодираат. Тоа е едноставно и лесно за користење дури и за најмалите програмери, додека во исто време доволно силно за понапредни ученици. Може да го вклучите во различни лекции од историја до математика, па дури и наука. Можностите се неограничени. Микро:битот е ангажирачки и евтин начин да се научат учениците за кодирањето додека се воведуваат суштински вештини како што се компјутерското размислување, решавањето проблеми и креативноста. -

    -

    -Во ова видео, Паулине Мас, наставник по компјутерски науки во Koninklijke Visio, ќе го претстави Микро:бит и ќе даде неколку практични примери за тоа како наставниците може да го интегрираат во училницата, трансформирајќи ги пасивните ученици во креатори ентузијасти. -

    `,"training.lessons.9.activities.1":"Морзеова азбука со микро:бит, за основно училиште","training.lessons.9.activities.2":"Соба за бегство со микро:бит, за пониски години од средно училиште","training.lessons.9.activities.3":"Правење автомат за повисоки години во средно училиште","training.lessons.10.title":"Креативно кодирање со Python","training.lessons.10.author":"од Ивана Везјак","training.lessons.10.text":`

    -Движењето од визуелно кон текст-базирано програмирање е природен тек во програмирањето. Додека визуелното програмирање често е извонредно за почетници, по одредено време, учениците може да бараат нов предизвик. Текст-базираното програмирање е следниот чекор за секој што сака дополнително да се задлабочи во програмирањето и компјутерското размислување. -

    -

    - Во ова видео, Ивана Везјак ве воведува во основната синтакса на Python. Python е еден од најпопуларните програмски јазици денес, кој се користи во многу подрачја како наука базирана на податоци, вештачка интелигенција, машинско учење, развој на веб и сл. Додека Python е моќен програмски јазик што се користи од искусни програмери, тој може да се користи дури и од оние без никакво искуство во кодирање поради неговата едноставност и јасна синтакса. -

    -

    -Со Python, учениците може да креираат квизови за историски настани, да решаваат математички проблеми и да прават симулации во физиката, да креираат игри, да градат веб-страници, да вршат анализи на податоци за научни проекти и многу повеќе. Python има богата и екстензивна стандардна библиотека, голема заедница и голем број упатства и проекти достапни онлајн, кои може да се користат за настава, учење и вежбање. Со кодирање во Python, анализирање програми и поправање грешки, учениците развиваат креативност и учат како да бидат постојани, истрајни и трпеливи. Тие учат вештини на аналитичко размислување и решавање проблеми со разложување комплексни проблеми на помали компоненти. Овие компетенции ќе им помогнат во тоа како им пристапуваат на проблемите во секое друго подрачје од нивните животи. -

    `,"training.lessons.10.activities.1":"Мојот прв квиз, за основно училиште","training.lessons.10.activities.2":"Бесилка, за пониски години во средно училиште","training.lessons.10.activities.3":"Погоди го знамето!, за повисоки години во средно училиште","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Стандардна библиотека Python","training.lessons.10.links.1.description":"Збирка на претходно изграден код и модули (пр. модул на желка, математички модул и сл.)","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Едукативна видео игра за учење концепти на програмирање.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"CodeClub проекти","training.lessons.10.links.3.description":"Од почетници до напредни, проекти за програмирање чекор по чекор за деца.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Измислете сопствени компјутерски игри со Python","training.lessons.10.links.4.description":"Книга што ќе ве научи како да програмирате ваши сопствени компјутерски игри со Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Едукативна заедница каде што учениците и наставниците може да се обучуваат преку низи на предизвици.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Час по Python","training.lessons.10.links.6.description":"Збирка на воведни лекции по Python (и текст-базирани и блокови) со користење интерактивен Trinkets.","training.lessons.10.links.title":"Други поврзани ресурси","training.lessons.11.title":"Кодирање за инклузија","training.lessons.11.author":"од тимот на Неделата на кодирање","training.lessons.11.text":`

    - Воведувањето на кодирањето во училницата може да биде предизвик, особено ако имате ученици со одредена попреченост во класот. Но, важно е да се запамети дека секој, без оглед на способностите, може да научи како да кодира. Децата со посебни потреби може да имаат големи придобивки од аспектите на учење на кодирањето, бидејќи тоа ги учи учениците на важни животни вештини, како што се решавање проблеми, организација и независност. Кодирањето, исто така, може да ги подобри меѓучовечките вештини и социјалните вештини преку соработка и тимска работа, вештини кои многу од децата со попреченост тежнеат да ги стекнат. Најважно, учениците се забавуваат додека учат покрај врсниците. -

    -Во ова видео, тимот на Неделата на кодирање ќе ви покаже некои практични, лесни и забавни активности на кодирање, особено приспособени за ученици со оштетен вид, Даунов синдром и ученици од спектарот на аутизмот, коишто наставниците може лесно да ги донесат во својата училница. -

    `,"training.lessons.11.activities.1":"Игра со табла за јајца","training.lessons.11.activities.2":"Многу умен глушец ","training.lessons.11.activities.3":"Ѕвезда што прави ѕвезди ","training.lessons.12.title":"Кодирање за целите на одржлив развој","training.lessons.12.author":"од Франциско Хавиер Масеро, Кристина Николаита и Ервиола Кономи","training.lessons.12.text.1":"Традиционалното образование им пружа на учениците малку можности да ги разберат и решат проблемите во реалниот свет, како што се глобалните климатски промени, родовата еднаквост, гладот, сиромаштијата или доброто здравје и благосостојбата.","training.lessons.12.text.2":"Целите за одржлив развој (SDG) се јадрото на Агендата за одржлив развој во 2030 година, усвоена од сите земји-членки на Обединетите нации како патоказ за постигнување мир и просперитет на планетата, поттикнувајќи го глобалниот развој. Наставниците можат да користат SDG во училницата како алатка за учениците да го развиваат своето критичко размислување, но и да им помогнат да го пронајдат својот идентитет и цел. Комбинирањето на основните елементи на кодирање и компјутерско размислување со SDG ќе ја зголеми самодовербата на вашите ученици и ќе им помогне да ја развијат својата креативност, претприемачки дух, решавање на проблеми или комуникациски вештини.","training.lessons.12.text.3":"Во долунаведените активности, учениците ќе ги применат принципите на Scratch, ASCII кодирање и исклученото кодирање, на теми коишто денес се од глобална и социјална важност. Наставниците ќе ја подигнат свеста за целите на одржливиот развој, додека им помагаат да развијат емпатија, активно граѓанство и просоцијални вештини, на забавен и привлечен начин.","training.lessons.12.text.4":"Секој од овие планови за лекции се фокусира на една од целите на SDG:","training.lessons.12.text.5":"Цел на одржлив развој 3: Да се обезбеди здрав живот и да се промовира благосостојба за сите, на сите возрасти ","training.lessons.12.text.6":"Цел на одржлив развој 5: Да се постигне родова еднаквост и да се зајакнат сите жени и девојки ","training.lessons.12.text.7":"Цел на одржлив развој 13: Да се преземат итни активности за борба против климатските промени и нивните влијанија ","training.lessons.12.activities.1":"Проект „Каратека“: Запознавање со каратето преку програмирање, за Основно училиште, Долно, Средно и Горно Средно училиште ","training.lessons.12.activities.2":"Цели на одржлив развој и кодирање за климатските промени, за Основно училиште","training.lessons.12.activities.3":"Кодирање за родова еднаквост, за Горно Средно училиште ","training.lessons.13.title":"Вовед на вештачката интелигенција во училницата ","training.lessons.13.author":"од Артур Коељо (Artur Coelho) и Марјана Прифти Скендули (Marjana Prifti Skenduli)","training.lessons.13.text.1":"Вештачката интелигенција (ВИ) има влијание врз многу области од секојдневниот живот: автоматски го корегира текстот што го пишувате на вашиот телефон, ја избира музиката што апликацијата-вашата омилена музика ви ја пушта и ги памти вашите лозинки кога ќе ги заборавите. ВИ се однесува на комбинација на машинско учење, роботика и алгоритми, со апликации во сите области: од компјутерските науки до производството и од медицината до модата. Затоа има непобитно место во нашите животи и во нашите општества и игра клучна улога во развојот на науката. И како и сите други важни феномени во нашите животи, учениците ќе имаат корист, затоа што ќе научат за тоа. Но, како да предавате за толку сложено нешто како што е ВИ?","training.lessons.13.text.2":"Овој дел за учење ќе ви помогне да им објасните на учениците што е тоа ВИ и каква улога таа игра во животот на учениците. Овие активности се дизајнирани за не-експертите да можат лесно да ја разберат содржината и да можат ефикасно да ги разложат сложените термини во лесно разбирливи идеи. Со овие планови за лекции можете да им помогнете на учениците да научат за употреба на ВИ и за некои од механизмите што стојат зад неа. Овие активности се наменети за учениците да ги развиваат своите вештини за аналитичко и критичко размислување: на пример, во активноста на Марјана, учениците развиваат цевковод за класификација. Овие активности исто така ќе им помогнат на учениците да ги разберат различните апликации на ВИ: во активноста на Артур тие ќе научат за врската помеѓу ВИ и уметноста и за тоа како ВИ може да се користи за подобрување на визуелното изразување. Со овие активности, учениците исто така ќе се осврнат на опасностите од ВИ и нејзиното влијание.","training.lessons.13.activities.1":"Хумана уметност со ВИ, за Основно училиште","training.lessons.13.activities.2":"Учење на машините на класифицирање: Вовед во Надгледуваното Машинско учење, за Пониското Средно училиште","training.lessons.13.activities.3":"Учење на машините на класифицирање: Вовед во Надгледуваното Машинско учење, з а Повисокото Средно училиште","training.lessons.14.title":"Учење во ерата на интелигентни машини","training.lessons.14.author":"од Адил Тагијан, Џорџија Ласкарис и Марко Нивес","training.lessons.14.text.1":"Напредокот на ВИ во последните години беше навистина импресивен, благодарение на брзиот напредок во компјутерската моќ и достапноста на големи количини на податоци. Тоа доведе до значителни инвестиции во истражувањето на ВИ и брзото ширење на ВИ индустријата, правејќи од ВИ голема технолошка револуција на нашето време. ВИ е насекаде околу нас. Таа стана дел од нашата секојдневна рутина во толкава мера, што понекогаш и не помислуваме на неа како на ВИ: ги користиме препораките што ни се дадени преку интернет, како и детектирањето на лицето, системите за безбедност и гласовните асистенти, речиси секој ден. Но, што е со образованието? ","training.lessons.14.text.2":"ВИ има огромен потенцијал да овозможи нови начини на настава и учење и да го подобри учењето на учениците. Ова парче за учење ќе ви помогне да интегрирате автентични ВИ активности во вашата настава и ќе ви помогне да ги подготвите своите ученици за животот и кариерата во светот којшто е обликуван од ВИ. Овие активности се дизајнирани на тој начин, што кај учениците треба да ги поттикне развојот на нивната љубопитност, решавањето на проблеми и креативните вештини: на пример, во Адиловата активност, учениците учат за алгоритмите и нервните мрежи и се поттикнуваат да создадат своја сопствена нервна мрежа, за визуелизација на АИ мозокот. Џорџија ќе ги води вашите ученици низ чекор-по-чекор развојот на чет-ботот. Учениците ќе го градат својот сопствен чет-бот, ќе ги подготвуваат збирките на податоци за прашања и одговори и ќе се обучат, за да можат да дадат одговори на прашањата за Ковид-19. Во Марковата активност, учениците ќе ги истражуваат придобивките и предизвиците на употребата на интелигентните машини во секојдневниот живот и работа. Кои се ризиците од ВИ што треба да ги земеме во предвид? Какви влијанија би можела да има ВИ врз иднината на работата? Кои работни места ќе им бидат понудени на учениците, кога во иднина ќе влезат на пазарот на трудот?","training.lessons.14.activities.1":"ВИ и нејзините нервни мрежи за Основно училиште","training.lessons.14.activities.2":"Мојот Ковид-19 чет-бот, за Пониско средно училиште","training.lessons.14.activities.3":"Живеење во ера на „Паметни машини”: Предизвици и можности за Повисоко средно училиште","training.lessons.14.activities.title":"Преку долунаведените планови за лекции, учениците ќе можат да научат за интелигентните машини, на еден забавен и привлечен начин.","training.lessons.15.title":"Ископување на медиумска писменост","training.lessons.15.author":"од Маријана Смолчец, Теа Хорватиќ и Сања Божиновиќ","training.lessons.15.text.0":"Едукацијата за медиумска писменост никогаш не била поважна за денешните ученици. Учениците од сите возрасти треба да стекнат релевантни вештини, знаења и ставови за да можат да се движат низ нашиот свет полн со медиуми. Вештините за медиумска писменост ќе им помогнат да користат веродостојна содржина на интернет и да препознаваат лажни извори на информации. Ќе научат како да ги проверат информациите што ги наоѓаат на интернет и да ги толкуваат критички. Ќе ја подигнат својата свест за правилна употреба на креативна содржина и ќе го применат наученото при креирање на сопствена креативна содржина.","training.lessons.15.text.1":"Оваа лекција ќе ви овозможи да имплементирате разни стратегии и техники за да ги поттикнете вашите ученици да станат медиумски писмени. Во активноста на Маријана, учениците учат како безбедно и одговорно да користат веб-содржина. Се запознаваат со разни видови лиценци и развиваат едноставна апликација за да демонстрираат како правилно да споделуваат креативна работа. Во активноста на Теа, учениците започнуваат потрага да научат за замките за кликање. Преку интерактивни задачи, учениците истражуваат стратегии за идентификување и откривање на замки за кликање и учат како да ги избегнат. Сања им овозможува на учениците да истражуваат и критички да ги анализираат и проценуваат веб-содржините, нивната важност, точност, потекло и цел. Учат како да најдат сигурни извори на интернет и како да препознаат лажни информации на интернет.","training.lessons.15.text.2":"Во плановите за лекции подолу, ќе најдете инспиративни и интерактивни активности за подобрување на вештините за медиумакс писменост на учениците:","training.lessons.15.activities.1":"Дали е бесплатно ако е на интернет?","training.lessons.15.activities.2":"Да се кликне или не","training.lessons.15.activities.3":"Проверка на фактите","training.lessons.16.title":"РАСКАЖУВАЊЕ ПРИКАЗНИ СО HEDY","training.lessons.16.author":"од Фелиен Херманс (Felienne Hermans)","training.lessons.16.text.0":"Дали вашите ученици веќе имаат совладано визуелен програмски јазик, но не се чувствуваат подготвени да навлезат подлабоко во програмски јазик базиран на текст? Тогаш овој дел за учење е само за вас и вашите ученици бидејќи ќе им помогне да го премостат јазот помеѓу визуелниот и програмскиот јазик базиран на текст. Делот за учење Раскажување приказни со Hedy се состои од три учебни планови за кои се користи Хеди - постепен програмски јазик за да ги научи децата да програмираат.","training.lessons.16.text.1":"Хеди е наменет за деца кои сакаат да започнат со текстуални програмски јазици, но за кои започнувањето со Python сепак може да биде премногу сложено. Постепените јазици користат различни јазични нивоа, каде секое ниво додава нови концепти и синтаксичка сложеност. На крајот од секвенцата на нивоа на Хеди, учениците совладуваат подмножество од синтаксички валиден Python.","training.lessons.16.text.2":"Во овој дел за учење ќе најдете инспиративни и привлечни активности кои ќе им помогнат на вашите ученици ефикасно да ги користат програмските јазици базирани на текст. Преку создавање на сопствени интерактивни приказни, тие постепено ќе учат програмирање, без да мора да научат сè одеднаш. Во учебниот план за основно училиште, учениците се запознаваат со основните поими за програмирање. Учебниот план за пониските години од средно училиште воведува понатамошни концепти за програмирање, додека учебниот план за повисоките години од средно образование им овозможува на учениците да програмираат посложени приказни и активности.","training.lessons.16.text.3":"Погледнете ја интерактивната приказна подолу за да видите како читателите можат да учествуваат во приказната и како таа го поттикнува нивниот активен ангажман.","training.lessons.16.activities.1":"Направете своја интерактивна приказна со Hedy за ученици од основно училиште","training.lessons.16.activities.2":"Направете своја интерактивна приказна со Hedy за ученици во пониските години од средно училиште","training.lessons.16.activities.3":"Направете своја интерактивна приказна со Hedy за ученици во повисоките години од средно училиште","training.lessons.17.title":"Почувствувајте го кодот","training.lessons.17.author":"од Аленка Миљевиќ","training.lessons.17.text.0":"Општествена и емоционална благосостојба е способноста да се биде флексибилен, да се знае како да се управува со сопствените емоции и да се реагира на емоциите на другите луѓе, да се развијат значајни односи со другите, да се генерираат емоции кои водат до добри чувства и да се креира своја мрежа за емоционална поддршка. Социјалните и емоционалните вештини што младите луѓе ги учат на училиште им помагаат да изградат флексибилност и да постават шема за тоа како ќе управуваат со своето физичко и ментално здравје низ животот. (Совет на Европа)","training.lessons.17.text.1":"Делот за учење Почувствувајте го кодот ќе ви овозможи да ги засилите социјалната и емоционалната благосостојба на вашите ученици со препознавање, објаснување, разбирање и реагирање на позитивните и негативните чувства и емоции со цел да се изгради емпатија и флексибилност. Во овој дел за учење ќе најдете инспиративни и привлечни активности кои ќе им помогнат на вашите ученици да развијат вештини за справување со различни емоции преку кодирање. Вашите ученици ќе научат како да ги изразат своите чувства и како да реагираат на емоциите на нивните соученици, со помошта на Bee-Bot.","training.lessons.17.text.2":"Делот за учење Почувствувај го кодот содржи три плана за наставна единица кои користат образовен робот Bee-Bot да креира активности кои ги охрабруваат учениците да зборуваат за емоции и да развијат емпатија. Во планот за наставна единица за основно училиште, учениците програмираат Bee-Bot за да зборуваат за емоции како што се тагата, среќата, стравот и лутината и да ги откријат причините зошто тие и нивните врсници ги чувствуваат овие емоции. Планот за наставна единица за пониските години од средно училиште ги охрабрува учениците да програмираат Bee-Bot, да ги препознаваат своите и чувствата на врсниците, да разбираат што ги предизвикало и како да одговорат на истите. Планот за наставна единица за повисоките години во средно училиште ги оспособува учениците да управуваат со Bee-Bot и да измислуваат приказни за чувства, флексибилност и емпатија.","training.lessons.17.text.3":"Ако немате образовен робот во вашата училница, овој Дел за учење ќе ви обезбеди идеи за активности без интернет кои го засилуваат развојот на социјални и емоционални вештини. Интерактивноста подолу дава краток преглед на активностите што можете да ги направите во вашата училница:","training.lessons.17.activities.1":"Кодирај - Чувствувај - Учи за ученици од основни училишта","training.lessons.17.activities.2":"Срцето не ми е од камен за ученици во пониски години на средно училиште","training.lessons.17.activities.3":"Расположи ме со кодирање за ученици од погорните класови","training.lessons.18.title":"SOS Water","training.lessons.18.author":"од Франциско Делгадо Сесилија","training.lessons.18.text.0":"SOS Water е одговор на потребата за справување со проблемот на загадување на водите. Покрај напорите вложени во последните години, сè уште има речиси 2 милијарди луѓе низ светот коишто немаат пристап до безбедна вода за пиење. Тоа значи дека целта за одржлив развој (SDG) 6 од Агендата 2030, кој наведува дека сите луѓе треба да имаат пристап до безбедно регулирана вода и санитарни услови до 2030 е далеку од остварување. Истото е точно за SDG 14, подводен живот, која има за цел да ги заштити и одржливо да ги користи океаните, морињата и морските ресурси за одржлив развој.","training.lessons.18.text.1":"Овој дел од учењето се фокусира на релевантниот и актуелниот проблем на мерење на квалитетот на водата и на новите загадувачи коишто го загрозуваат незјиниот квалитет. Учениците ќе имаат можност да истражуваат и да бараат решенија за реалните проблеми поврзани со водата и животната средина, што ќе им овозможи да развијат вештини како што се истражување, критичко размислување и решавање проблеми.","training.lessons.18.text.2":"Наставните планови содржат практични и креативни активности како што се, програмирање во Scratch, иницијација за машинско учење и вештачка интелигенција со учење за машинско учење и градење на управувани возила со Lego комплети за земање примероци на вода и анализа на pH на вода. Овие активности ќе им овозможат на учениицте да ги преточат нивните вештини и знаења во пракса во едно интерактивно и разиграно опкружување, што ќе ја зголеми нивната мотивација и интерес за проектот.","training.lessons.18.text.3":"За имплементацијата на овој дел од учењето, се предлага трите активности да се развијат на час, да се заврши целиот проект и да се добие позначаен и помотивирачки процес на учење. Сепак, секоја активност може да се реализира и изолирано.","training.lessons.18.activities.1":"SOS Water со Scratch","training.lessons.18.activities.2":"SOS Water со машинско учење","training.lessons.18.activities.3":"SOS Water со роботика","training.download_video_script":"Преземете ја видеоскриптата","training.ready_to_share":"Подготвени сте да го споделите она што го научивте со учениците?","training.choose_lessons":"Изберете еден од плановите за лекција подолу и организирајте активност со учениците.","training.footer.title":"Не заборавајте да ја додадете вашата активност на мапата на Неделата на кодирање!","training.footer.text":`

    Лесно може да организирате час во училницата, отворен ден или настан во училиштето. Само најдете датум и регистрирајте ја активноста на мапата на Неделата на кодирање. Организаторот на секоја активност ќе добие сертификат за учество за својот труд.

    - -

    Ако сакате да се поврзете со меѓународна група на наставници ентузијасти, придружете се на Групата на Facebook за наставници за Европската недела на кодирањето! За да направите чекор понатаму и да соработувате со други училишта во земјата или во странство - придружете се на Предизвикот Code Week 4 All.

    `,"validation.accepted":":attribute мора да биде прифатен.","validation.active_url":":attribute не е важечки УРЛ.","validation.after":":attribute мора да биде датумот по :date.","validation.after_or_equal":":attribute мора да биде датумот по или еднаков на :date.","validation.alpha":":attribute може да содржи само букви.","validation.alpha_dash":":attribute може да содржи само букви, броеви и цртички.","validation.alpha_num":":attribute може да содржи само букви и броеви.","validation.array":":attribute мора да биде низа.","validation.before":":attribute мора да биде датумот пред :date.","validation.before_or_equal":":attribute мора да биде датумот пред или еднаков на :date.","validation.between.numeric":":attribute мора да биде помеѓу :min и :max.","validation.between.file":":attribute мора да биде помеѓу :min и :max килобајти.","validation.between.string":":attribute мора да биде помеѓу :min и :max карактери.","validation.between.array":":attribute мора да има помеѓу :min и :max ставки.","validation.boolean":":аttribute полето мора да биде точно или неточно.","validation.confirmed":":attribute потврдувањето не се совпаѓа.","validation.date":":attribute не е важечки датум.","validation.date_format":":attribute не се совпаѓа форматот :format.","validation.different":":attribute и :other мора да се различни.","validation.digits":":attribute мора да биде :digits цифри.","validation.digits_between":":attribute мора да биде помеѓу :min и :max цифри.","validation.dimensions":":attribute има неважечки димензии на слика.","validation.distinct":":attribute полето има дуплирана вредност.","validation.email":":attribute мора да биде важечка адреса за е-пошта.","validation.exists":"Избраниот :attribute е неважечки.","validation.file":":attribute мора да биде датотека.","validation.filled":":attribute полето мора да има вредност.","validation.image":":attribute мора да биде слика.","validation.in":"Избраниот :attribute е неважечки.","validation.in_array":":attribute полето не постои во :other.","validation.integer":":attribute мора да биде цел број.","validation.ip":":attribute мора да биде важечка IP адреса.","validation.ipv4":":attribute мора да биде важечка IPv4 адреса.","validation.ipv6":":attribute мора да биде важечка IPv6 адреса.","validation.json":":attribute мора да биде важечка JSON низа.","validation.max.numeric":":attribute не смее да биде поголем од :max.","validation.max.file":":attribute не смее да биде поголем од :max килобајти.","validation.max.string":":attribute не смее да биде поголем од :max знаци.","validation.max.array":":attribute не смее да има повеќе од :max ставки.","validation.mimes":":attribute мора да биде датотека од тип: :values.","validation.mimetypes":":attribute мора да биде датотека од тип: :values.","validation.min.numeric":":attribute мора да биде најмалку :min.","validation.min.file":":attribute мора да биде најмалку :min килобајти.","validation.min.string":":attribute мора да биде најмалку :min знаци.","validation.min.array":":attribute мора да биде најмалку :min ставки.","validation.not_in":"Избраниот :attribute е неважечки.","validation.not_regex":":attribute форматот е неважечки.","validation.numeric":":attribute мора да биде број.","validation.present":":аttribute полето мора да биде присутно.","validation.regex":":attribute форматот е неважечки.","validation.required":":attribute полето е потребно.","validation.required_if":":attribute полето е потребно кога :other е :value.","validation.required_unless":":attribute полето е потребно освен ако :other е во :values.","validation.required_with":":attribute полето е потребно кога :values е присутно.","validation.required_with_all":":attribute полето е потребно кога :values е присутно.","validation.required_without":":attribute полето е потребно кога :values не е присутно.","validation.required_without_all":":attribute полето е потребно кога ниедно од :values не се присутни.","validation.same":":attribute и :other мора да се совпаѓаат.","validation.size.numeric":":attribute мора да биде :size.","validation.size.file":":attribute мора да биде :size килобајти.","validation.size.string":":attribute мора да биде :size знаци.","validation.size.array":":attribute мора да содржи :size ставки.","validation.string":":attribute мора да биде низа.","validation.timezone":":attribute мора да биде важечка зона.","validation.unique":":attribute веќе е зафатен.","validation.uploaded":":attribute не успеа да постави.","validation.url":":attribute форматот е неважечки.","validation.custom.attribute-name.rule-name":"приспособена-порака","values.1.title":"Европската недела на кодирање е независна","values.1.content":"Европската недела на кодирање е заедница предводена од волонтери. Не дејствуваме поради економски интереси. Ги почитуваме и цениме идеите, верувањата и културата на другите луѓе. Учествуваме во Европската недела на кодирање бидејќи веруваме дека тоа што го правиме е важно. Тоа е нашата силна страна. Сакаме да ги направиме компјутерското размислување, кодирањето, програмирањето, компјутерските науки, роботиката, чепкањето во хардверот и дигиталните вештини достапни до сите.","values.2.title":"Европската недела на кодирање е за секој","values.2.content":"Секој може да организира активности во Европската недела на кодирање. Според нас од суштинска важност е настаните од Европската недела на кодирање да се организираат за секој без разлика на возраста, бојата, полот, културната припадност или интелектуалните капацитети. Активностите може да поттикнат интерес и љубопитност или да помогнат за уште поголем развој на вештините. Нашите начела се еднаквост, почитување, слобода и инклузивност. Сакаме сите учесници да ја искусат техологијата и да создаваат користејќи ја на забавен начин.","values.3.title":"Европската недела на кодирање е глокална","values.3.content.1":"Европската недела на кодирање има амбиција да допре до вас без разлика дали живеете во метропола, регионален голем град или во далечно село. Особено внимание посветуваме на поддршка на локалните организатори преку обезбедување","values.3.content.2":"материјали","values.3.content.3":"на нивниот јазик и заради задоволување на нивните потреби.","values.3.content.4":"Мапата на Европската недела на кодирање","values.3.content.5":"е клучната алатка каде што се регистрира секоја активност и каде што има прецизна локација. Истовремено, Европската недела на кодирање е глобална и во неа се добредојдени луѓе од сите страни на светот. Ние сме „глокални“.","values.4.title":"Европската недела на кодирање е за соработка","values.4.content.1":"Членовите на заедницата од Европската недела на кодирање комуницираат, разменуваат информации, меѓусебно учат и заедно создаваат знаење. Меѓусебно сме поврзани и се поддржуваме. Ги споделуваме ресурсите, идеите и најдобрите практики. Поттикнуваме партнерства и споделување знаења.","values.4.content.2":"Предизвикот на Европската недела на кодирање за сите","values.4.content.3":"има за цел да изгради мостови меѓу границите и заедниците. Помага за ширење позитивна енергија и ги поврзува луѓето кои може да учат едни од други.","values.5.title":"Европската недела на кодирање е непрофитабилна","values.5.content.1":"Сите активности од Неделата на кодирање се непрофитабилни. Сите","values.5.content.2":"ресурси","values.5.content.3":"на веб-страницата на Европската недела на кодирање се бесплатни. Сите обуки и онлајн курсеви на Европската недела на кодирање се бесплатни.","values.6.title":"Европската недела на кодирање поттикнува креативност и иновации","values.6.content":"Европската недела на кодирање поттикнува креативност, иновации и напредно размислување. Отворени сме и благодарни за повратни информации и критики за да може да носиме информирани одлуки и да ја развиваме Европската недела на кодирање. Дури и неуспесите ќе ни помогнат да растеме и како поединци и како заедница. ","values.7.title":"Европската недела на кодирање ѝ е благодарна на заедницата ","values.7.content":"Благодарни сме за поддршката од наставниците, обучувачите и другите организатори на активности, учениците, родителите, клубовите за кодирање и сите партнери со коишто соработуваме. Сите ја имаме истата цел. Сакаме да ги приближиме компјутерското размислување, кодирањето, компјутерските науки и дигиталните вештини до што е можно повеќе луѓе.","values.title":"Изјава за вредностите на Европската недела на кодирање","values.description.1.1":"Европска недела на кодирање е движење предводено од волонтери –","values.description.1.2":"амбасадори","values.description.1.3":", водечки наставници и ентузијасти за кодирање од цел свет. Поддржана е од","values.description.1.4":"Eвропската комисија","values.description.1.5":"и министерствата за образование од Европската Унија и земјите од Западен Балкан.","values.description.2":"Срцето на Европската недела на кодирање е заедницата организатори на волонтерски активности која се состои од наставници, ментори, клубови за кодирање, библиотеки, приватни компании, родители и невладини организации. Го посветуваме нашето време, енергија и вештини за да ги приближиме компјутерското размислување, кодирањето, роботиката, чепкањето на хардверот, компјутерските науки и дигиталните вештини до што е можно повеќе луѓе во Европа и светот.","values.description.3":"Европската недела на кодирање, исто така, се и милионите учесници, кои се луѓе од најразличен пол, возраст, потекло, култура и вештини од цел свет.","values.description.4":"Горди сме што сме дел од Европската недела на кодирање. Ова се нашите вредности. Во работата и при носењето одлуки постојано се водиме по нив.","why-coding.titles.0":"Зошто кодирање?","why-coding.titles.1":"Станува збор за оживување на идеите","why-coding.titles.2":"Исто така, станува збор за развој на клучни компетенции","why-coding.titles.3":"И на крај, станува збор за обликување на нашата иднина","why-coding.texts.0":"Станува збор за Пиа, која се чувствуваше како да мора да студира право, иако отсекогаш уживала во математиката и играњето со компјутери. Станува збор за Марк, кој има идеја за подобра социјална мрежа, но не знае како самостојно да ја изгради. Станува збор за Алис, која сонува да прави роботи бидејќи нејзините родители не и дозволуваат да има мачка. И за вас кои веќе помагате овие соништа да се остварат.","why-coding.texts.1":"Всушност, станува збор за сите нас и за тоа како ги обликуваме нашите животи и нашата иднина. Можеме подобро отколку само да споделуваме и лајкуваме објави. Можеме да ги оживееме нашите идеи, да изградиме нешта кои ќе им донесат радост на другите.Всушност, станува збор за сите нас и за тоа како ги обликуваме нашите животи и нашата иднина. Можеме подобро отколку само да споделуваме и лајкуваме објави. Можеме да ги оживееме нашите идеи, да изградиме нешта кои ќе им донесат радост на другите.","why-coding.texts.2":"Никогаш не било полесно да развиете апликација, да изградите свој робот или кој знае - дури и да измислите летечки автомобил! Не е удобно патување, но сепак е патување полно со креативни предизвици, многу забава и заедница зад вас која ви пружа поддршка. Дали сте подготвени да го прифатите предизвикот и да станете дигитален творец?","why-coding.texts.3":"Програмските јазици се како и секој друг јазик. Само во овој случај, децата не учат да се изразуваат и да комуницираат со други луѓе. Наместо тоа, тие почнуваат да разбираат како да комуницираат со технологијата. Технологијата којашто е насекаде околу нас - во нашите паметни телефони, компјутери, возила, насекаде!","why-coding.texts.4":"Но, разбирањето и комуникацијата со компјутерите е само дел од тоа. Кодирањето исто така помага и во развивањето на мултидисциплинарни компетенции, како што се компјутерско размислување, решавање проблеми, креативност и тимска работа - одлични вештини за сите професии. Способноста за решавање проблеми, справување со неуспех и повторно обидување или соработка со други, се одлики што се бараат во многу полиња.","why-coding.texts.5":"Пред еден век, програмските јазици дури и не постоеја. Денес, кодот е насекаде околу нас и скоро сè може да се програмира - дури и чевли или кутии со житарици! Тогаш зошто да им дозволиме на другите да ја обликуваат нашата иднина кога можеме да станеме креатори и да ги реализираме своите визии и идеи? На крајот, единствената граница е нашата имагинација.","why-coding.texts.6":"Алесандро Бољиоло, координаторот на тимот амбасадори волонтери на Европската неделата на кодирање, рече:","why-coding.texts.7":"Од почетокот на времето, направивме многу работи користејќи камен, железо, хартија и молив коишто ги трансформираа нашите животи. Сега живееме во друга ера каде нашиот свет се обликува преку кодот. Различни ери бараат различни работи и вештини. За време на Европската неделата на кодирање, сакаме на секој Европеец да му дадеме можност да открие што е тоа кодирање и да се забавува со него. Ајде да научиме кодирање за да ја обликуваме нашата иднина","why-coding.texts.8":"Конечно, програмирањето е барана вештина во скоро секоја индустрија - не само во технологијата, туку и во финансиите, здравството, науката, дури и дизајнот или земјоделството, а побарувачката само станува поголема. Децата кои знаат да кодираат, кои разбираат како функционира технологијата, имаат одредена предност, без оглед на тоа кој пат на кариера ќе изберат на крајот.","why-coding.texts.9":"Се чувствувате инспирирано?","why-coding.texts.10":"Придружете се на Европската неделата на кодирање!","why-coding.texts.11":"Ви требаат повеќе теми за размислување?","why-coding.texts.12":"Посетете го нашиот блог за повеќе."};export{e as default}; diff --git a/public/build/assets/php_mt-CdhNFQIf.js b/public/build/assets/php_mt-CdhNFQIf.js deleted file mode 100644 index 99a337312..000000000 --- a/public/build/assets/php_mt-CdhNFQIf.js +++ /dev/null @@ -1,104 +0,0 @@ -const i={"about.when-title":"Fl-2024, il-Ġimgħa tal-Ikkowdjar ser issir bejn is- 14 u l- 27 ta’ Ottubru.","about.when-text":"

    Il-Ġimgħa Ewropea tal-Ikkowdjar hija moviment bażiku li jiċċelebra l-kreattività, is-soluzzjoni tal-problemi u kollaborazzjoni permezz ta’ programmazzjoni u attivitajiet tekniċi oħra. L-idea hija li l-programmazzjoni ssir aktar viżibbli, biex iż-żgħażagħ, l-adulti u l-anzjani jintwerew kif tista’ tingħata l-ħajja lill-ideat bil-kodiċi, biex dawn il-ħiliet isiru aktar ċari u biex jingħaqdu persuni motivati biex jitgħallmu.

    ","about.codeweek_in_numbers-title":"Il-Ġimgħa tal-Ikkowdjar f’numri","about.codeweek_in_numbers-text":`

    Fl-2021, 4 miljun ruħ f’aktar minn 80 pajjiż madwar id-dinja ħadu sehem fil-Ġimgħa tal-UE tal-Ikkowdjar.

    -

    Il-parteċipant medju kellu 11-il sena u 49 % tal-parteċipanti fl-2021 kienu nisa jew bniet. 88 % tal-avvenimenti tal-Ġimgħa Ewropea tal-Ikkowdjar seħħew fl-iskejjel, li juru li l-isforzi biex tingħata s-setgħa lill-għalliema matul il-kampanja tal-2021 kienu ta’ suċċess.

    -

    Kulħadd huwa mistieden biex jorganizza jew jingħaqad ma’ attività. Agħżel suġġett u udjenza fil-mira użid l-attività tiegħek mal-mappa.

    `,"about.run_by_volunteers-title":"Immexxija mill-voluntiera","about.run_by_volunteers-text":'

    Il-Ġimgħa tal-UE tal-Ikkowdjar hija mmexxija mill-voluntiera. Wieħed, jew bosta Ambaxxaturi tal-Ġimgħa tal-Ikkowdjar jikkoordinaw l-inizjattiva f’pajjiżhom, iżda kulħadd jista’ jorganizza l-attività tiegħu stess u jżidha fuq il-mappa codeweek.eu.

    ',"about.supported_by_commission-title":"Appoġġjata mill-Kummisjoni Ewropea","about.supported_by_commission-text":'

    Il-Ġimgħa tal-UE tal-Ikkowdjar ġiet imnedija fl-2013 mill-Konsulenti Żgħażagħ għall-Aġenda Diġitali għall-Ewropa. Il-Kummisjoni Ewropea tappoġġja l-Ġimgħa tal-UE tal-Ikkowdjar, bħal parti mill-istrateġija tagħha għal Suq Uniku Diġitali, fil-Pjan ta’ Azzjoni għall-Edukazzjoni Diġitali, il-Kummissjoni tħeġġeġ speċjalment lill-iskejjel biex jissieħbu fl-inizjattiva.

    ',"about.schools-title":"Skejjel","about.schools-text":'

    L-iskejjel fil-livelli kollha u l-għalliema tas-suġġetti kollha huma speċjalment mistiedna biex jipparteċipaw fil-Ġimgħa tal-UE tal-Ikkowdjar, biex jagħtu l-opportunità lill-istudenti tagħhom biex jesploraw il-kreattività diġitali u l-ikkowdjar. Tgħallem aktar dwar l-inizjattiva u kif torganizza l-attività tiegħek permezz tal-paġna web dedikata għall-għalliema: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Għaliex l-ikkowdjar?","about.why_coding-text":`

    Dan huwa dwar Pia, li ħasset li kellha tistudja l-liġi, minkejja li dejjem kienet tieħu gost bil-matematika u tilgħab bil-kompjuters. Dan huwa dwar Mark, li għandu l-idea għal netwerk soċjali aħjar, iżda ma jistax jibnih waħdu. Dan huwa dwar Alice, li toħlom li tagħmel ir-robots għax il-ġenituri tagħha ma jħalluhiex iġġib qattus.

    - -

    Dan huwa dwar dawk kollha li diġà qegħdin jgħinu biex jagħmlu dan il-ħolm isir realtà.

    - -

    Attwalment, huwa dwar kollna kemm aħna. Il-futur tagħna. It-teknoloġija qiegħda tifforma ħajjitna, iżda qegħdin inħallu minoranza tiddeċiedi għalxiex u kif nużawha. Nistgħu nagħmlu aħjar milli nxerrdu aħbarijiet u nagħmlu like fuqhom. Nistgħu nagħtu ħajja lill-ideat straordinarja tagħna, nibnu affarijiet li jagħtu ferħ lil ħaddieħor.

    - -

    Qatt ma kien aktar faċli li tagħmel l-applikazzjoni tiegħek, tibni r-robot tiegħek stess, jew tivvinta karozzi li jtiru, għala le! Mhuwiex vjaġġ faċli, iżda huwa vjaġġ mimli sfidi kreattivi, komunità li tappoġġjak, u bosta pjaċir. Lest taċċetta l-isfida u ssir wieħed li attwalment tagħmel xi ħaġa?

    - -

    L-ikkowdjar jgħin ukoll jiżviluppa kompetenzi bħal ħsieb komputazzjonali, soluzzjoni tal-problemi, kreattività u xogħol f’tim - ħiliet tajbin ħafna għal kull okkupazzjoni.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, koordinatur tat-tim tal-Ġimgħa tal-UE tal-Ikkowdjar ta’ ambaxxaturi voluntiera qal:

    -

    “Sa mill-bidu taż-żmien bnejna ħafna affarijiet billi użajna l-ġebla, il-ħadid, il-karta u l-lapes li bidlulna ħajjitna. Issa ngħixu f’era differenti fejn id-dinja tagħna hija ffurmata f’kodiċi. Eri differenti għandhom impjiegi u domanda ta’ ħiliet differenti. Matul il-Ġimgħa tal-Ikkowdjar, irridu nagħtu lil kull Ewropew l-opportunità li jiskopri l-ikkowdjar u jieħu pjaċir bih. Ejja nitgħallmu l-ikkowdjar biex niffurmaw il-futur tagħna”.

    -
    -

    `,"about.join_codeweek-title":"Ingħaqad mal-Ġimgħa tal-UE tal-Ikkowdjar","about.join_codeweek-text":'

    Ingħaqad mal-Ġimgħa tal-UE tal-Ikkowdjar billi torganizza attività tal-ikkowdjar fir-raħal tiegħek, billi tingħaqad fl-Isfida Ġimgħa tal-Ikkowdjar għal Kulħadd u billi tgħaqqad attivitajiet madwar il-komunitajiet u l-fruntieri, jew billi tgħinna nxerrdu l-viżjoni tal-Ġimgħa tal-Ikkowdjar bħala Ambaxxatur tal-Ġimgħa tal-UE tal-Ikkowdjar għal pajjiżek!

    ',"about.partners_and_sponsors":"Sħab u Sponsors","ambassador.title":"Ambaxxaturi tal-Ġimgħa tal-UE tal-Ikkowdjar","ambassador.your_current_country":"Il-pajjiż attwali tiegħek","ambassador.visit_the":"Żur","ambassador.local_facebook_page":"il-paġna lokali ta’ Facebok","ambassador.local_website":"Sit web lokali","ambassador.ambassadors":"Ambaxxaturi","ambassador.no_ambassadors":"L-ebda ambaxxatur s’issa","ambassador.countries_with_ambassadors":"Pajjiżi b’ambaxxaturi","ambassador.why_dont_you_volunteer":"Għala ma tagħmilx xogħol volontarju?","auth.failed":"Dawn il-kredenzjali ma jaqblux mar-rekords tagħna.","auth.throttle":"Ippruvajt tidħol fis-sistema wisq drabi. Jekk jogħġbok erġa’ pprova fi :sekondi sekondi.","base.languages.en":"Ingliż","base.languages.fr":"Franċiż","base.languages.bg":"Bulgaru","base.languages.mt":"Malti","base.languages.hr":"Kroat","base.languages.de":"Ġermaniż","base.languages.pl":"Pollakk","base.languages.cs":"Ċek","base.languages.el":"Grieg","base.languages.pt":"Portugiż","base.languages.da":"Daniż","base.languages.hu":"Ungeriż","base.languages.ro":"Rumen","base.languages.nl":"Olandiż","base.languages.ga":"Irlandiż","base.languages.sk":"Slovakk","base.languages.it":"Taljan","base.languages.sl":"Sloven","base.languages.et":"Estonjan","base.languages.lv":"Latvjan","base.languages.es":"Spanjol","base.languages.fi":"Finlandiż","base.languages.lt":"Litwan","base.languages.se":"Żvediż","base.languages.sv":"Żvediż","base.languages.al":"Albaniż","base.languages.ba":"Bożnijak","base.languages.mk":"Maċedonjan","base.languages.me":"Montenegrin","base.languages.rs":"Serb","base.resources_local_title":"Ikkowdjar ta’ riżorsi minn","base.days":"Jiem","base.hours":"Sigħat","base.minutes":"Minuti","base.seconds":"Sekondi","base.still_have_question":"Għad għandek mistoqsija?","base.drop_us_a_line":"Iktbilna!","base.get_in_touch":"IKKUNTATTJANA","base.footer_msg":"Inizjattiva lokali mmexxija minn voluntiera u appoġġata mill-Kummissjoni Ewropea.","base.email":"Indirizz elettroniku","base.display_email":"Uri l-indirizz elettroniku","base.first_name":"Isem","base.last_name":"Kunjom","base.your_website":"Il-websajt tiegħek","base.biography":"Bijografija","base.update":"Aġġorna","base.delete":"Ħassar","base.choose a file":"Agħżel Fajl","base.learning_bits":"Sezzjonijiet ta’ tagħlim","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Wassal il-Ġimgħa tal-Ikkowdjar lill-istudenti tiegħek","base.or":"jew","base.newsletter":"Bullettin","certificates.certificates_for":"Ċertifikati għal ","certificates.no_certificates":"M’hemm l-ebda ċertifikat s’issa.","challenges-content.chatbot.title":"Agħmel chatbot","challenges-content.chatbot.author":"Tim tal-Ġimgħa tal-UE tal-Ikkowdjar","challenges-content.chatbot.purposes.0":"Ikkowdja ħaġa moħġaġa interattiva","challenges-content.chatbot.purposes.1":"Uża kodiċi biex toħloq djalogi bejn chatbot u utent","challenges-content.chatbot.description":"Ikkowdja konverżazzjoni bejn chatbot u utent li qed jipprova jsolvi ħaġa moħġaġa. Ipprova agħmel chatbot li jista’ jitħadded bħal persuna. Minflok ħaġa moħġaġa, inti tista' toħloq djalogu bejn chatbot u utent.","challenges-content.chatbot.instructions.0":"Aħseb f'ħaġa moħġaġa","challenges-content.chatbot.instructions.1":"Illoggja fi","challenges-content.chatbot.instructions.2":"jew oħloq kont ġdid. (Meta toħloq kont ġdid żomm f’moħħok li l-ismijiet reali mhumiex permessi fuq Pencil Code minħabba raġunijiet ta’ privatezza.)","challenges-content.chatbot.instructions.3":"Ikklikkja Imagine (Immaġina) u Make your own (Agħmel wieħed tiegħek stess)","challenges-content.chatbot.instructions.4":"Uża blokok jew il-modalità bbażata fuq it-test biex tikteb il-ħaġa moħġaġa tiegħek stess","challenges-content.chatbot.instructions.5":"Inkella, tista' tuża","challenges-content.chatbot.instructions.6":"dan il-kodiċi","challenges-content.chatbot.instructions.7":"u tadattah għall-ħaġa moħġaġa tiegħek jew tista’ tagħżel Answering a riddle (Wieġeb ħaġa moħġaġa) mill-menù u teditjaha","challenges-content.chatbot.example":"Iċċekkja dan l-eżempju ta' ħaġa moħġaġa.","challenges-content.chatbot.more.0":"Dan il-kodiċi ġie Adattat mill-attività tal-Pencil Code","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Ħu pawża u kkowdja: Oħloq ċirkwit stampat","challenges-content.paper-circuit.author":"Tim tal-Ġimgħa tal-UE tal-Ikkowdjar","challenges-content.paper-circuit.purposes.0":"Tejjeb il-kreattività","challenges-content.paper-circuit.purposes.1":"Żviluppa ħiliet ta' solvien tal-problemi","challenges-content.paper-circuit.description.0":"Pinġi kwalunkwe oġġett tal-għażla tiegħek. Dan jista' jkun is-sema ta' billejl, nannakola, robot, siġra tal-Milied jew kwalunkwe ħaġa li tista' taħseb fiha. Ħossok liberu li tippersonalizza l-proġett tiegħek bil-viżwalizzazzjonijiet tal-Ġimgħa tal-UE tal-Ikkowdjar: tista’ tesplora","challenges-content.paper-circuit.description.1":"is-sett ta' għodod tal-għalliema tal-Ġimgħa tal-UE tal-Ikkowdjar","challenges-content.paper-circuit.description.2":"u tniżżel kwalunkwe logo jew viżwalizzazzjoni li tixtieq. Tista’ toħloq ukoll stedina ta’ ċirkwit stampat għall-Ġimgħa tal-UE tal-Ikkowdjar. Żid messaġġ ta’ motivazzjoni maċ-ċirkwit tiegħek biex tħeġġeġ lil għalliema oħrajn jingħaqdu fil-Ġimgħa tal-Ikkowdjar u/jew biex tiċċekkja s-sit web iddedikat għall-iskejjel.","challenges-content.paper-circuit.instructions.0":"Pinġi oġġett u ddeċiedi liema partijiet se jiġu mixgħula (eż. l-istilel).","challenges-content.paper-circuit.instructions.1":"Agħmel toqba mill-karta b’lapes u daħħal stiker LED f’kull parti mixgħula. ","challenges-content.paper-circuit.instructions.2":"Pinġi ċirku fejn se tpoġġi l-batterija f'forma ta' buttuna.","challenges-content.paper-circuit.instructions.3":"Pinġi trekk a + u a-fuq in-naħa l-oħra tal-karta. Kun ċert li l-parti t-twila tal-istiker taċ-ċirkwit LED hija mqabbda man-naħa “+” tal-batterija u dik iqsar man-naħa “-” tal-batterija.","challenges-content.paper-circuit.instructions.4":"Poġġi t-tejp tar-ram fuq it-trekks.","challenges-content.paper-circuit.instructions.5":"Oħloq liwja biex meta l-karta tkopri l-batterija, l-LED jinxtegħel. Tista’ tuża klipp tal-karti biex tiżgura kuntatt tajjeb mat-tejp tar-ram.","challenges-content.paper-circuit.instructions.6":"Ħu ritratt taċ-ċirkwit stampat u aqsmu mal-oħrajn fuq Instagram, filwaqt li spjega għaliex taħseb li huwa siewi li tieħu sehem f'din l-inizjattiva.","challenges-content.paper-circuit.example":"Ara xi eżempji ta’ ċirkwiti stampati","challenges-content.paper-circuit.materials.0":"karta jew kartun","challenges-content.paper-circuit.materials.1":"kuluri tax-xemgħa jew markatur","challenges-content.paper-circuit.materials.2":"batterija f'forma ta' buttuna","challenges-content.paper-circuit.materials.3":"tejp tar-ram","challenges-content.paper-circuit.materials.4":"stikers b’ċirkwit LED","challenges-content.paper-circuit.materials.5":"klipp tal-karti","challenges-content.dance.title":"Oħloq żifna","challenges-content.dance.author":"Tim tal-Ġimgħa tal-UE tal-Ikkowdjar","challenges-content.dance.purposes.0":"Biex wieħed jitgħallem kunċetti bażiċi tal-ikkowdjar","challenges-content.dance.purposes.1":"Biex wieħed jitgħallem kif għandu janima l-karattri","challenges-content.dance.description":"F'din l-isfida, inti se toħloq sett ta' karattri li se jiżfnu flimkien. Inti se tuża librerija tal-midja integrata biex tagħżel il-karattri u l-klipps tal-mużika, jew tista’ toħloq waħda tiegħek stess. Inti se tanima l-karattri biex jiżfnu u jitkellmu ma' xulxin.","challenges-content.dance.instructions.0":"Illoggja fi","challenges-content.dance.instructions.1":"bħala għalliem. Oħloq kontijiet tal-istudenti u aqsamhom mal-istudenti tiegħek. Inkella, qassam il-kodiċi tal-klassi u ħalli lill-istudenti tiegħek jirreġistraw bl-indirizz tal-posta elettronika tal-iskola tagħhom. Jekk int student, tista’ tingħaqad bħala student, iżda se tintalab tipprovdi l-indirizz elettroniku tal-ġenitur tiegħek sabiex ikunu jistgħu japprovaw il-kont tiegħek.","challenges-content.dance.instructions.2":"Ikklikkja","challenges-content.dance.instructions.3":"u agħtih titlu","challenges-content.dance.instructions.4":"Mur","challenges-content.dance.instructions.5":"biex iżżid sfond billi tikklikkja fuq l-ikona tal-gerijiet. Agħżel sfond mil-Librerija tal-Midja (Media Library), tella’ l-immaġni tiegħek stess jew tista’ saħansitra tieħu ritratt u ttellgħu. Agħżel klipp tal-awdjo u żidu mal-palk:","challenges-content.dance.instructions.6":"Ikklikkja fuq","challenges-content.dance.instructions.7":"il-buttuna biex iżżid karattri jew oġġetti li inti se tanima sabiex ikunu jistgħu jiċċaqilqu, jitkellmu u jinteraġixxu ma’ xulxin. Żid żewġ karattri jew tliet karattri tal-għażla tiegħek. Tista’ tpinġi l-atturi tiegħek stess jew timmodifika dawk eżistenti. Żid kostumi differenti mal-karattru tiegħek billi tikklikkja l-ikona tal-lapes.","challenges-content.dance.instructions.8":"Ikklikkja fuq kull attur u animah billi żżid il-blokok li ġejjin","challenges-content.dance.instructions.9":"Żid","challenges-content.dance.instructions.10":"say block (blokka tat-taħdit)","challenges-content.dance.instructions.11":"u ara l-atturi tiegħek jitkellmu ma' xulxin. Biddel il-forma tal-bżieżaq tad-diskors u t-tipa u d-daqs tat-test tiegħek","challenges-content.dance.example.0":"Iċċekkja","challenges-content.dance.example.1":"dan l-eżempju","challenges-content.dance.example.2":"ta' robots jiżfnu. Ħossok liberu li tużah u tbiddlu.","challenges-content.compose-song.title":"Agħmel kompożizzjoni mużikali","challenges-content.compose-song.author":"Tim tal-Ġimgħa tal-UE tal-Ikkowdjar","challenges-content.compose-song.purposes.0":"Biex wieħed jitgħallem l-ikkowdjar permezz tal-mużika","challenges-content.compose-song.purposes.1":"Biex wieħed jagħmel distinzjoni bejn ġeneri u strumenti mużikali","challenges-content.compose-song.purposes.2":"Biex wieħed jikkomponi kanzunetta billi jħallat klipps tal-ħsejjes","challenges-content.compose-song.description":"F’din l-isfida, inti se toħloq kompożizzjoni mużikali billi tuża lingwa ta’ programmazzjoni. Tista’ tuża klipps tal-ħsejjes integrati jew tirrekordja dawk tiegħek stess u tħallathom biex toħloq kompożizzjoni mużikali. Ħaddem il-kodiċi tiegħek fl-Istazzjon tax-Xogħol tal-Awdjo Diġitali u isma’ l-mużika li kkowdjajt. Uża ħsejjes u effetti differenti biex timmodifika l-biċċa tal-mużika tiegħek. ","challenges-content.compose-song.instructions.0":"Illoggja fi","challenges-content.compose-song.instructions.1":"Ikklikkja hawn biex tagħmel skript","challenges-content.compose-song.instructions.2":"Agħti isem lill-iskript tiegħek u agħżel","challenges-content.compose-song.instructions.3":"bħala lingwa ta' programmazzjoni","challenges-content.compose-song.instructions.4":"Ibda ikteb il-kodiċi tiegħek bejn il-","challenges-content.compose-song.instructions.5":"u","challenges-content.compose-song.instructions.6":"linji","challenges-content.compose-song.instructions.7":"Ibbrawżja l-klipps tal-ħsejjes fil-","challenges-content.compose-song.instructions.8":"Librerija tal-Ħsejjes (Sound Library)","challenges-content.compose-song.instructions.9":"u agħżel il-ġeneri mużikali, l-artisti u l-istrumenti li jogħġbuk","challenges-content.compose-song.instructions.10":"Biex iżżid klipp tal-ħoss mal-kanzunetta tiegħek, ittajpja","challenges-content.compose-song.instructions.11":"Bejn il-parentesi għandu jkun hemm l-4 parametri li ġejjin, isseparati b'virgoli","challenges-content.compose-song.instructions.12":"Klipp tal-ħsejjes","challenges-content.compose-song.instructions.13":"Poġġi l-kerser tiegħek bejn il-parentesi, mur fuq il-Librerija tal-Ħsejjes(Sound Library), agħżel klipp, u ppestjah billi tikklikkja fuq l-ikona l-blu tal-pejst","challenges-content.compose-song.instructions.14":"Numru tat-track(Track Number)","challenges-content.compose-song.instructions.15":"tracks jgħinuk torganizza l-ħsejjes tiegħek skont it-tip ta' strument (vokali, bass, tnabar, tastieri, eċċ.). Żid kemm-il track (strumenti) tixtieq. It-tracks jintwerew bħala ringieli li jaħdmu fl-Istazzjon tax-Xogħol tal-Awdjo Diġitali (Digital Audio Workstation)","challenges-content.compose-song.instructions.16":"Segment taż-żmien tal-bidu","challenges-content.compose-song.instructions.17":"jindika meta l-ħoss tiegħek ikun se jibda jdoqq. Is-segmenti taż-żmien huma unitajiet ta’ żmien mużikali. Segment wieħed jikkostitwixxi 4 ritmi","challenges-content.compose-song.instructions.18":"Segment taż-żmien finali","challenges-content.compose-song.instructions.19":"jindika meta l-ħoss tiegħek jieqaf għalkollox","challenges-content.compose-song.instructions.20":"Tali linja ta’ kodiċi se tidher bħal din","challenges-content.compose-song.instructions.21":"Tista’ żżid effetti differenti, bħal volum biex ittejjeb il-ħoss tal-kompożizzjoni tiegħek. Il-volum ivarja minn -60.0 deċibel għal 12.0-il deċibel b’0.0 ikun il-volum oriġinali.","challenges-content.compose-song.instructions.22":"Ikteb","challenges-content.compose-song.instructions.23":"Fil-parentesi, ikteb in-numru tat-track, VOLUME, GAIN, livell tal-volum, is-segment taż-żmien ta' meta jibda, il-livell u s-segment taż-żmien ta' meta jintemm","challenges-content.compose-song.instructions.24":"Dan huwa eżempju ta’ effett ta’ fade-in","challenges-content.compose-song.instructions.25":"u effett ta’ fade-out","challenges-content.compose-song.example.0":"Isma","challenges-content.compose-song.example.1":"eżempju ta’ kanzunetta kkowdjata b'Earsketch","challenges-content.compose-song.example.2":"Tista' timporta l-kodiċi u teditjah","challenges-content.sensing-game.title":"Agħmel logħba ta’ detezzjoni bil-vidjo","challenges-content.sensing-game.author":"Ġimgħa tal-UE tal-Ikkowdjar","challenges-content.sensing-game.purposes.0":"Biex wieħed jikkowdja oġġetti animati","challenges-content.sensing-game.purposes.1":"Biex jiġi żviluppat fehim ta' kif wieħed għandu jikkontrolla l-animazzjoni diġitali b'moviment fiżiku","challenges-content.sensing-game.purposes.2":"Biex wieħed jikkomponi kanzunetta billi jħallat klipps tal-ħsejjes","challenges-content.sensing-game.description":"F’din l-isfida, inti se toħloq logħba sempliċi li tuża kamera bil-vidjo bħala sensur biex tidentifika l-moviment, li jfisser li se tkun tista’ tikkontrolla l-animazzjoni tiegħek b’moviment fiżiku. F’din il-logħba, il-kompitu huwa li tiġbor l-akbar ammont possibbli ta' bżieżaq tal-Ġimgħa tal-UE tal-Ikkowdjar fi 30 sekonda. Minflok tiġbor il-bżieżaq, tista’ toħloq logħba li fiha inti tiġri wara karattru jew tifqa' l-bżieżaq b’idejk.","challenges-content.sensing-game.instructions.0":"Illoggja fi","challenges-content.sensing-game.instructions.1":"Ikklikkja","challenges-content.sensing-game.instructions.2":"Żid estensjoni","challenges-content.sensing-game.instructions.3":"u agħżel","challenges-content.sensing-game.instructions.4":"Detezzjoni bil-vidjo","challenges-content.sensing-game.instructions.5":"Dan se jidentifika kemm oġġett qed jimxi malajr. Jekk in-numru jkun aktar baxx, dan ikun aktar sensittiv għall-moviment.","challenges-content.sensing-game.instructions.6":"Żid fatatina. Agħżel ħoss u żidu mal-fatatinatiegħek. Jekk trid, tista’ żżid","challenges-content.sensing-game.instructions.7":"Oħloq klonu","challenges-content.sensing-game.instructions.8":"idduplika l-fatatina tiegħek. ","challenges-content.sensing-game.instructions.9":"Oħloq żewġ varjabbli: wieħed għal","challenges-content.sensing-game.instructions.10":"Punteġġ","challenges-content.sensing-game.instructions.11":"u l-ieħor għal","challenges-content.sensing-game.instructions.12":"Kronometru","challenges-content.sensing-game.instructions.13":"u żidhom mal-fatatina. Issettja l-Kronometru għal 30 u żid","challenges-content.sensing-game.instructions.14":"Ibdel il-Kronometru b' -1","challenges-content.sensing-game.instructions.15":"Oħloq fatatina ġdida","challenges-content.sensing-game.instructions.16":"Spiċċat il-logħba","challenges-content.sensing-game.instructions.17":"biex ittemm il-logħba. Tista’ toħloq ukoll fatatina bit-titlu tal-logħba tiegħek, eż., Iġbor il-bżieżaq kollha tal-Ġimgħa tal-UE tal-Ikkowdjar.","challenges-content.sensing-game.example.0":"Ilgħab logħba ta' detezzjoni bil-vidjo Iġbor il-Bżieżaq kollha tal-Ġimgħa tal-UE tal-Ikkowdjar. Ħossok liberu li tbiddel","challenges-content.sensing-game.example.1":"dan il-proġett","challenges-content.calming-leds.title":"LEDs li jagħtu trankwilità: oħloq apparat sempliċi b’mikro:bit","challenges-content.calming-leds.author":"Fondazzjoni edukattiva mikro:bit","challenges-content.calming-leds.duration":"20 minuta","challenges-content.calming-leds.materials.0":"apparat mikro:bit u pakkett tal-batteriji (jekk disponibbli)","challenges-content.calming-leds.materials.1":"laptop jew tablet li bih tista’ żżur il-Microsoft MakeCode u YouTube","challenges-content.calming-leds.materials.2":"microbit. org għar-riżorsi tal-attività","challenges-content.calming-leds.description":"L-istudenti joħolqu apparat diġitali permezz ta' LEDs li jista’ jgħinhom jirregolaw in-nifs u jħossuhom aktar kalmi. Dawn se jintalbu jiktbu xi kodiċi sempliċi, jesploraw l-animazzjonijiet u s-sekwenzi.","challenges-content.calming-leds.instructions.0":"L-għan huwa li jinħoloq apparat LED li jagħti trankwilità li inti tista’ tuża biex tirregola n-nifs tiegħek. Dan l-apparat jista’ jinħoloq fuq bord fiżiku mikro:bit, jew fuq is-simulatur fl-editur tal-MakeCode.","challenges-content.calming-leds.instructions.1":"L-isfida tista’ titlesta billi jintuża l-editur tal-MakeCode u billi tinkiteb sekwenza sempliċi ta’ kodiċi kif muri fil-vidjo/ir-ritratt tal-iskrin.","challenges-content.calming-leds.instructions.2":"Biex tiġi żviluppata l-isfida, l-istudenti jistgħu jesploraw animazzjonijiet differenti u jiksbu l-kreattività bl-animazzjoni li jixtiequ jaraw biex tgħinhom iħossuhom kalmi jew kuntenti.","challenges-content.calming-leds.instructions.3":"Aktar informazzjoni u struzzjonijiet bil-vidjo fuq","challenges-content.calming-leds.instructions.4":"din il-link","challenges-content.calming-leds.example":"Żur din il-paġna għal struzzjonijiet u vidjos tal-isfida kompluta flimkien ma’ kif għandek tikkowdja","challenges-content.calming-leds.purposes.0":"Biex jitfassal artefatt diġitali sempliċi bi skop utli","challenges-content.calming-leds.purposes.1":"Biex jiġu esplorati sekwenzi u animazzjonijiet u kif jaħdmu","challenges-content.calming-leds.purposes.2":"Biex jiġi ttestjat u rranġat kodiċi sempliċi","challenges-content.calming-leds.purposes.3":"Biex jiġi rripetut disinn billi l-animazzjonijiet isiru aktar veloċi jew bil-mod","challenges-content.computational-thinking-and-computational-fluency.title":"Ħsieb komputazzjonali u Kompetenza Komputazzjonali bi ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – Ambaxxatur tal-Ġimgħa tal-UE tal-Ikkowdjar il-Greċja","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Biex wieħed isir familjari ma’ kmandi u interfaċċja ġodda.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Biex wieħed joħloq programmi sempliċi bi kmandi sempliċi ta’ kawża u effett.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Biex jitwettaq dibaggjar sempliċi permezz ta’ approċċ sperimentali.","challenges-content.computational-thinking-and-computational-fluency.description":"F’din l-isfida, it-tfal se jintegraw il-kunċetti tas-CT fil-proġetti tagħhom billi jużaw l-applikazzjoni ta’ ScratchJr biex jagħmlu l-istejjer tagħhom aktar attraenti, eċċitanti u emozzjonali.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr ma teħtieġx li t-tfal ikunu litterati. L-istruzzjonijiet u l-għażliet kollha tal-menù huma identifikabbli permezz ta’ simboli u kuluri. L-isfida tista’ titlesta fil-klassi, fil-laboratorju jew anki fi spazju miftuħ peress li ma hemm bżonn tal-ebda internet.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"It-tfal jużaw il-belt bħala sfond u jużaw blokok ta’ kkowdjar biex jagħmlu karozza ssuq madwar il-belt.","challenges-content.computational-thinking-and-computational-fluency.example.0":"It-tfal jistgħu jużaw blokok tal-ħsejjes u tal-moviment u jistartjaw mill-ġdid il-blokok biex jagħmlu l-karattri jiżfnu.","challenges-content.computational-thinking-and-computational-fluency.example.1":"It-tfal jagħżlu sfond u karattru u jużaw blokka tal-moviment biex jagħmlu karozza ssuq madwar il-belt. It-tfal jistgħu jużaw il-blokka tal-veloċità biex jagħmlu karattru aktar veloċi jew bil-mod.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"L-applikazzjoni bla ħlas","challenges-content.computational-thinking-and-computational-fluency.materials.1":"taħdem fuq diversi sistemi operatorji u tipi ta’ apparati intelliġenti","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Barra minn hekk,","challenges-content.computational-thinking-and-computational-fluency.materials.3":"is-sit web joffri ħafna materjal edukattiv bla ħlas","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minuta","challenges-content.ai-hour-of-code.title":"Siegħa ta’ Kodiċi tal-IA","challenges-content.ai-hour-of-code.author":"Edizzjoni tal-Edukazzjoni ta' Minecraft","challenges-content.ai-hour-of-code.purposes.0":"Biex toħloq soluzzjonijiet ta’ kkowdjar li jinkludu sekwenzi, avvenimenti, ħoloq u kondizzjonalitajiet","challenges-content.ai-hour-of-code.purposes.1":"Biex tqassam il-passi meħtieġa biex tissolva problema f’sekwenza preċiża ta’ struzzjonijiet","challenges-content.ai-hour-of-code.purposes.2":"Biex tesplora kunċetti ta\\’ kkowdjar","challenges-content.ai-hour-of-code.description":"Villaġġ huwa mhedded min-nar u jeħtieġek tikkowdja soluzzjoni! Iltaqa' ma' dak li se jgħinek fl-ikkowdjar, l-Aġent ta' Minecraft, imbagħad ipprogramma l-Aġent biex tinnaviga fil-foresta u tiġbor id-data. Din id-data se tgħin lill-Aġent ibassar fejn se jseħħu n-nirien. Imbagħad ikkodifika l-Aġent biex jgħin jipprevjeni t-tixrid tan-nar, isalva l-villaġġ, u jerġa’ jġib il-ħajja fil-foresta. Tgħallem l-elementi bażiċi tal-ikkowdjar u esplora eżempju tad-dinja reali tal-intelliġenza artifiċjali(IA). ","challenges-content.ai-hour-of-code.instructions":"Niżżel il-pjan tal-lezzjoni hawnhekk","challenges-content.ai-hour-of-code.materials.0":"Installa Minecraft: Edizzjoni tal-Edukazzjoni","challenges-content.ai-hour-of-code.materials.1":"Wara li tinstalla l-Edizzjoni tal-Edukazzjoni ta' Minecraft, l-isfida se tkun fuq","challenges-content.ai-hour-of-code.materials.2":"dan is-sit web","challenges-content.create-a-dance.title":"Oħloq żifna bl-Odi għall-Ikkowdjar!","challenges-content.create-a-dance.purposes":"Biex wieħed jipprattika l-ikkowdjar b’mod divertenti u biex iħossu parti mill-komunità tal-Ġimgħa tal-UE tal-Ikkowdjar. ","challenges-content.create-a-dance.description.0":"Oħloq żifna bl-Odi għall-Ikkowdjar!Uża t-","challenges-content.create-a-dance.description.1":"tutorial tal-Festin taż-Żfin","challenges-content.create-a-dance.description.2":"biex tikkowdja żifna għall-Odi għall-Ikkowdjar. L-innu uffiċjali tal-Ġimgħa tal-UE tal-Ikkowdjar huwa elenkat bħala għażla fil-Festin taż-Żfin. ","challenges-content.create-a-dance.instructions.0":"L-istruzzjonijiet jidhru bħala vidjos","challenges-content.create-a-dance.instructions.1":"fit-tutorial","challenges-content.create-a-dance.instructions.2":"u huma miktuba wkoll fuq in-naħa ta' fuq ta' kull livell","challenges-content.create-a-dance.example":"Il-kreazzjonijiet tal-istudenti li ġew ippreżentati jistgħu jinstabu fil-paġna li ġejja","challenges-content.create-a-dance.materials":"The Code. org tutorial","challenges-content.create-a-simulation.title":"Oħloq simulazzjoni!","challenges-content.create-a-simulation.purposes.0":"iex wieħed jitgħallem dwar is-simulazzjonijiet bl-introduzzjoni tal-varjabbli li ġejjin: il-ħolqien ta’ folla, rati ta’ rkupru, l-ilbies tal-maskri, u vaċċini.","challenges-content.create-a-simulation.purposes.1":"Biex jiġi attivat għarfien minn qabel dwar it-tifqigħat tal-virus fid-dinja reali li se japplika għal xenarju fittizju.","challenges-content.create-a-simulation.description":"Ikteb kodiċi biex toħloq u tħaddem is-simulazzjoni tiegħek stess tat-tifqigħa tal-virus fil-Villaġġ Monster. Tgħallem ikkowdja u agħmel tbassir dwar x'se jiġri lill-ġirien tal-Belt Monster. ","challenges-content.create-a-simulation.instructions.0":"L-istruzzjonijiet jidhru bħala vidjos","challenges-content.create-a-simulation.instructions.1":"fit-tutorial","challenges-content.create-a-simulation.instructions.2":"u huma miktuba wkoll fuq in-naħa ta' fuq ta' kull livell","challenges-content.create-a-simulation.example":"Meta tkun lest, tista’ taqsam is-simulazzjoni tiegħek ma’ oħrajn. Aqsam il-messaġġ tiegħek dwar x'taħseb li nistgħu nagħmlu biex ngħinu lil oħrajn jibqgħu b’saħħithom meta virus jitfaċċa fil-belt.","challenges-content.create-a-simulation.materials":"The Code. org tutorial","challenges-content.create-your-own-masterpiece.title":"Oħloq il-kapolavur tiegħek stess!","challenges-content.create-your-own-masterpiece.audience":"Aċċettabbli għall-etajiet kollha","challenges-content.create-your-own-masterpiece.purpose":"Biex jiġu introdotti kunċetti tax-xjenza tal-kompjuters b’mod viżwali u tiġi ispirata l-kreattività","challenges-content.create-your-own-masterpiece.description":"Oħloq il-kapolavur tiegħek stess b'artist!Uża blokok ta’ kodiċi biex l-artisti tiegħek joħolqu biċċa xogħol unika tal-arti. ","challenges-content.create-your-own-masterpiece.instructions":"L-istruzzjonijiet huma elenkati fuq in-naħa ta' fuq ta’ kull livell","challenges-content.create-your-own-masterpiece.example":"Eżempji ta' artisti jistgħu jinstabu fuq din il-paġna taħt t-tpinġija","challenges-content.create-your-own-masterpiece.materials.0":"L-ewwel livell tat-tutorial jista' jinsab","challenges-content.create-your-own-masterpiece.materials.1":"HAWNHEKK","challenges-content.cs-first-unplugged-activities.title":"l-attivitajiet CS First Unplugged","challenges-content.cs-first-unplugged-activities.purposes.0":"Biex jingħata appoġġ lill-istudenti li qed jitgħallmu mid-dar","challenges-content.cs-first-unplugged-activities.purposes.1":"Biex kulħadd jieħu pawża mill-iskrins tiegħu","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged huwa sett ta' attivitajiet li jintroduċi lill-istudenti għal kunċetti tas-CS mingħajr kompjuter. Aħna fassalna din il-lezzjoni biex nuru li x-Xjenza tal-Kompjuters tinvolvi ħafna aktar affarijiet minn sempliċement kodiċi. ","challenges-content.cs-first-unplugged-activities.instructions.0":"Se ssib il-ktejjeb għall-attivitajiet kollha bl-Ingliż fuq din","challenges-content.cs-first-unplugged-activities.instructions.1":"il-link","challenges-content.cs-first-unplugged-activities.instructions.2":"kif ukoll Pjan tal-Lezzjoni bl-Ingliż fuq din","challenges-content.cs-first-unplugged-activities.instructions.3":"L-attivitajiet f'din il-lezzjoni jistgħu jitlestew individwalment u fi kwalunkwe ordni","challenges-content.cs-first-unplugged-activities.instructions.4":"L-għalliem jista' jieħu ritratt tal-proċess ta' tagħlim u jaqsmu mal-oħrajn fuq Instagram billi juża #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Minbarra l-ktejjeb tal-attività, xi attivitajiet jeħtieġu jew inkella jibbenefikaw b’mod fakultattiv minn materjali addizzjonali.","challenges-content.cs-first-unplugged-activities.materials.1":"Oġġetti żgħar (bħal fażola mnixxfa) biex jintużaw fuq in-Network mappa tal-Viċinat.","challenges-content.cs-first-unplugged-activities.materials.2":"Imqassijiet biex tinqata' r-rota taċ-ċifra Ibgħat Messaġġ Sigriet. ","challenges-content.cs-first-unplugged-activities.materials.3":"Kartun u kolla biex tiġi pprovduta ebusija addizzjonali għar-rota taċ-ċifra Ibgħat Messaġġ Sigriet. ","challenges-content.cs-first-unplugged-activities.materials.4":"Pinn, toothpick, jew klipp tal-karti drittata biex tgħaqqad ir-rota taċ-ċifra Ibgħat Messaġġ Sigriet. ","challenges-content.family-care.title":"Kura tal-familja","challenges-content.family-care.experience":"Miftuħa għal kulħadd","challenges-content.family-care.duration":"5 sa 10 sigħat","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Biex issir riċerka dwar il-kwistjoni tal-'kura tal-familja' li qed nifaċċjaw kuljum;","challenges-content.family-care.purposes.1":"Biex il-problemi jintwerew bħala opportunitajiet u jiġu ġġenerati soluzzjonijiet kreattivi;","challenges-content.family-care.purposes.2":"Biex jintuża kodiċi biex is-soluzzjonijiet tiegħek jiġu implimentati b’mod innovattiv;","challenges-content.family-care.purposes.3":"Biex jitfasslu posters u jiġu ppreżentati s-soluzzjonijiet tiegħek lil oħrajn;","challenges-content.family-care.purposes.4":"Biex tintuża l-midja soċjali biex jinħolqu impatti tal-proġetti tiegħek. ","challenges-content.family-care.description.0":"X’jiġi f'moħħok meta nitkellmu dwar id-dar? Dar sabiħa? Pranzu kbir imħejji mill-ġenituri? Spazju sigriet għalik innifsek? Dar akkoljenti ssaħħaħ ġisimna u l-ispirtu tagħna bħal stazzjon tal-gass. Fost il-konfużjoni tal-ħajja moderna, il-ġenituri dejjem ikunu impenjati bix-xogħol. Meta toħroġ ma' sħabek, ma tistax tħalli l-qtates tiegħek warajk. Iżda kif se tieħu ħsieb il-kumpanija tiegħek meta ma tkunx preżenti ? It-tema tal-isfida hija","challenges-content.family-care.description.1":"Kura tal-Familja","challenges-content.family-care.description.2":"Abbażi ta’ din it-tema, l-istudenti huma mħeġġa jiżviluppaw idea biex jgħaddu l-imħabba u l-kura permezz tal-ikkowdjar u l-hardware. Hawnhekk hawn xi mistoqsijiet għalik biex taħseb dwarhom","challenges-content.family-care.description.3":"Kemm hemm membri tal-familja jgħixu fid-dar tiegħek ? Min huma ? Iltqajt ma’ xi problemi meta kont qed toqgħod magħhom ? X’tipi ta’ kura jeħtieġu ? ","challenges-content.family-care.description.4":"Taf lil xi ħadd li ma għandux kura tal-familja aktar minn oħrajn fil-komunità tiegħek ? Kif tista’ tgħinhom ? ","challenges-content.family-care.instructions.0":"Qsim ta' ideat u Riċerka dwar it-tema tal-kura tal-familja","challenges-content.family-care.instructions.1":"Lista ta’ kwalunkwe problema","challenges-content.family-care.instructions.2":"Iġġenera soluzzjonijiet possibbli","challenges-content.family-care.instructions.3":"Agħżel soluzzjoni","challenges-content.family-care.instructions.4":"Ipprogramma u ibni l-istruttura","challenges-content.family-care.instructions.5":"Fassal poster biex tqassam il-proġett tiegħek","challenges-content.family-care.instructions.6":"Ippreżentah lill-għalliema u lill-membri tal-familja tiegħek","challenges-content.family-care.example.0":"Jekk jogħġbok sib xi eżempji minn hawn","challenges-content.family-care.example.1":"u","challenges-content.family-care.materials.0":"Għodda tal-ikkowdjar:","challenges-content.family-care.materials.1":"jew niżżel il-","challenges-content.family-care.materials.2":"Verżjoni tal-kompjuter","challenges-content.family-care.materials.3":"mBlock hija lingwa ta' programmazzjoni bbażata fuq Scratch","challenges-content.family-care.materials.4":"Din l-isfida hija adattata wkoll mill-Kompetizzjoni MakeX Global Spark, programm ta’ disinn kreattiv ibbażat fuq il-proġetti għaż-żgħażagħ li għandhom bejn 6 snin u 13-il sena.","challenges-content.family-care.materials.5":"It-tim parteċipanti se jkollu jiffoka fuq it-tema speċifika u jfassal soluzzjoni permezz tal-ipprogrammar tas-software u l-kostruzzjoni tal-hardware.","challenges-content.family-care.materials.6":"L-istudenti huma mħeġġa jlestu l-isfida fil-ġimgħa tal-Ikkowdjar u jesponuha fuq livell internazzjonali biex jikkomunikaw ma’ studenti oħra u jirbħu premjijiet.","challenges-content.family-care.materials.7":"Għal aktar informazzjoni, jekk jogħġbok iċċekkja:","challenges-content.family-care.materials.8":"jew ikkuntattjana fuq","challenges-content.virtual-flower-field.title":"Kabbar l-għalqa tal-fjuri virtwali tiegħek","challenges-content.virtual-flower-field.author":"Jadga Huegle-kowċ ta' Meet and Code u parti mit-tim ta' SAP Snap!","challenges-content.virtual-flower-field.duration":"30-60 minuta","challenges-content.virtual-flower-field.purposes.0":"Biex wieħed isir jaf il-programmazzjoni bi proġett sempliċi iżda espressiv.","challenges-content.virtual-flower-field.purposes.1":"Biex wieħed jitgħallem li l-ikkowdjar jista' jkun artistiku u jwassal għal riżultati sbieħ. ","challenges-content.virtual-flower-field.purposes.2":"Biex wieħed jagħmel il-ħarifa aktar ikkulurita bi fjuri kkuluriti u l-Ġimgħa tal-UE tal-Ikkowdjar. ","challenges-content.virtual-flower-field.purposes.3":"Biex tintwera d-diversità tal-fjuri fid-Dinja. ","challenges-content.virtual-flower-field.purposes.4":"Biex jingħata kontribut għall-Għanijiet ta’ Żvilupp Sostenibbli(SDGs), speċjalment l-SDG13-It-Tibdil fil-Klima billi jinħolqu avvenimenti ta’ kkowdjar li jtejbu l-edukazzjoni dwar it-tibdil fil-klima permezz tas-sensibilizzazzjoni dwar dan is-suġġett. ","challenges-content.virtual-flower-field.description":"Żviluppa programm fi Snap!li jkabbar għalqa ta' fjuri virtwali b'tipi differenti ta' fjuri u numri differenti ta' petali. ","challenges-content.virtual-flower-field.instructions.0":"Jekk teħtieġ ispirazzjoni dwar kif tibda l-isfida, iċċekkja","challenges-content.virtual-flower-field.instructions.1":"dan il-vidjo","challenges-content.virtual-flower-field.instructions.2":"jew uża","challenges-content.virtual-flower-field.instructions.3":"dan id-dokument","challenges-content.virtual-flower-field.instructions.4":"biex tkun tista' tkompli","challenges-content.virtual-flower-field.instructions.5":"L-isfida tista’ titlesta billi tiġi pprogrammata għalqa ta' fjuri virtwali fi Snap!(jew Scratch) u jiġi ppostjat ritratt tal-iskrin jew ritratt tar-riżultat online. ","challenges-content.virtual-flower-field.instructions.6":"L-għalqa tal-fjuri għandu jkun fiha tipi differenti ta' fjuri b'numri differenti ta' petali. Idealment, il-fjuri jiġu pprogrammati, li jfisser li jitfasslu bl-ittimbrar u t-tidwir(jew bit-tpinġija u t-tidwir) tal-petali b'mod ripetut. ","challenges-content.virtual-flower-field.instructions.7":"Ipposta immaġni tal-ġnien tal-fjuri virtwali tiegħek b","challenges-content.virtual-flower-field.materials.0":"Nirrakkomandaw l-użu ta'","challenges-content.virtual-flower-field.materials.1":"Madankollu, il-proġett jaħdem ukoll fi","challenges-content.haunted-house.title":"Dar li fiha jidher il-Ħares f'Hedy","challenges-content.haunted-house.author":"Felienne Hermans, l-Università ta' Lieiden-Ramon Moorlag, I & I-Ġimgħa tal-Ikkowdjar NL","challenges-content.haunted-house.audience":"Għalliema u edukaturi","challenges-content.haunted-house.duration":"Siegħa jew sagħtejn skont l-għarfien minn qabel","challenges-content.haunted-house.purposes.0":"Biex wieħed jagħmel storja interattiva ta' Dar li fiha jidher il-Ħares. ","challenges-content.haunted-house.purposes.1":"Biex wieħed jitgħallem jipprogramma b'Hedy. ","challenges-content.haunted-house.description":"B’Hedy, inti se toħloq storja ta’ dar li fiha jidher il-Ħares b’elementi interattivi. Kull darba li jkun qed jitħaddem il-kodiċi, tinħoloq storja ġdida. L-istorja tista’ tinqara wkoll mill-kompjuter tiegħek u tiġi maqsuma mal-oħrajn online. ","challenges-content.haunted-house.instructions.0":"Ibda billi tiftaħ brawżer u mur fuq hedycode. com. ","challenges-content.haunted-house.instructions.1":"Segwi l-istruzzjonijiet għal-livelli 1-4. Uża t-tabs 'Livell' u 'Dar li fiha jidher il-Ħares","challenges-content.haunted-house.instructions.2":"Bl-għajnuna ta’ dawn il-livelli, aħna se niktbu storja interattiva ta’ dar li fiha jidher il-ħares. ","challenges-content.haunted-house.instructions.3":"Għalliema, pjan tal-lezzjoni Hedy tista' tinstab","challenges-content.haunted-house.instructions.4":"hawnhekk","challenges-content.haunted-house.instructions.5":"Tista’ ssib rekording ta’ Felienne Hermans li tippreżenta Hedy fuq","challenges-content.haunted-house.instructions.6":"din il-link","challenges-content.haunted-house.example":"Eżempju ta’ dar li fiha jidher il-ħares fil-livell","challenges-content.haunted-house.materials.0":"Hedy fuq","challenges-content.haunted-house.materials.1":"livell 1 sa 4","challenges-content.inclusive-app-design.title":"Disinn tal-Applikazzjoni Inklużiv(Inclusive App Design)","challenges-content.inclusive-app-design.author":"Edukazzjoni ta' Apple","challenges-content.inclusive-app-design.duration":"60 minuta + attivitajiet ta’ estensjoni fakultattivi","challenges-content.inclusive-app-design.purposes.0":"Biex wieħed jaqsam l-ideat, jippjana, iwettaq prototipi, u jaqsam idea ta' applikazzjoni mal-oħrajn li kulħadd jista' jaċċessa u jifhem. ","challenges-content.inclusive-app-design.description":"Applikazzjonijiet kbar jibdew b'ideat kbar. F’din l-attività, l-istudenti se joħorġu b’idea ta' applikazzjoni dwar suġġett li jinteressahom, u mbagħad jiskopru kif għandhom ifasslu l-applikazzjonijiet billi jqisu l-inklużjoni u l-aċċessibbiltà. ","challenges-content.inclusive-app-design.instructions.0":"Se ssib l-istruzzjonijiet kollha fuq din il-link","challenges-content.inclusive-app-design.instructions.1":"B’dan il-pjan ta’ lezzjoni ta’ siegħa, l-edukaturi jistgħu jiggwidaw lill-istudenti biex","challenges-content.inclusive-app-design.instructions.2":"Jitgħallmu dwar disinn ta' applikazzjoni inklużiv","challenges-content.inclusive-app-design.instructions.3":"Jaqsmu ideat dwar suġġetti li jinteressawhom biex isibu idea ta' applikazzjoni","challenges-content.inclusive-app-design.instructions.4":"Jiddeskrivu l-ideat tal-applikazzjoni tagħhom u jippjanaw l-attivitajiet tal-utent","challenges-content.inclusive-app-design.instructions.5":"Jagħmlu prototip ta’ parti waħda mill-applikazzjoni tagħhom f’Nota ewlenija","challenges-content.inclusive-app-design.instructions.6":"Jaqsmu demos mal-oħrajn tal-prototipi tagħhom u jiddeskrivu kif jappoġġjaw lill-utenti b'diversi sfondi u kapaċitajiet","challenges-content.inclusive-app-design.materials.0":"Esplora l-Attività ta' Disinn ta' Applikazzjoni Inklużiv(Inclusive App Design) fiċ-Ċentru tat-Tagħlim tal-Għalliema ta' Apple(Apple Teacher Learning Center)","challenges-content.inclusive-app-design.materials.1":"Note ewlenija fuq iPAd jew Mac hija rrakkomandata, iżda mhux meħtieġa. ","challenges-content.silly-eyes.title":"Għajnejn Mhux tas-Soltu","challenges-content.silly-eyes.author":"Fondazzjoni Raspberry Pi","challenges-content.silly-eyes.duration":"25 minuta","challenges-content.silly-eyes.purposes.0":"Biex isir proġett b’interazzjoni mal-utenti. ","challenges-content.silly-eyes.purposes.1":"Biex proġett jiġi personalizzat b’effetti tal-kulur u grafiċi. ","challenges-content.silly-eyes.purposes.2":"Biex wieħed jitgħallem dwar id-disinn fil-produzzjoni diġitali. ","challenges-content.silly-eyes.description":"F'dan il-proġett, inti se tfassal u toħloq karattru b'għajn mhux tas-soltu. L-għajnejn il-kbar u mhux tas-soltu tal-karattru se jsegwu l-indikatur tal-maws biex jagħtu ħajja lill-karattru tiegħek","challenges-content.silly-eyes.instructions":"Jekk jogħġbok aċċessa d-deskrizzjoni sħiħa tal-proġett hawnhekk","challenges-content.silly-eyes.example":"Iċċekkja Gobo, Under the sea u Don't eat donut","challenges-content.train-ai-bot.title":"Ħarreġ bot tal-IA!","challenges-content.train-ai-bot.purposes":"Biex wieħed jitgħallem dwar l-intelliġenza artifiċjali (IA), it-tagħlim awtomatiku, id-data dwar it-taħriġ, u l-preġudizzju, filwaqt li jiġu esplorati kwistjonijiet etiċi u kif l-IA tista' tintuża biex jiġu indirizzati l-problemi dinjija. ","challenges-content.train-ai-bot.description":"Ħarreġ bot tal-IA b'IA għall-Oċeani. F’din l-attività, inti se tipprogramma jew tħarreġ l-IA (intelliġenza artifiċjali) biex tidentifika l-ħut jew l-iskart. Ejja nnaddfu l-oċean!","challenges-content.train-ai-bot.instructions.0":"L-istruzzjonijiet jidhru bħala vidjows fit-tutorial","challenges-content.train-ai-bot.instructions.1":"u huma miktuba wkoll fuq in-naħa ta' fuq ta' kull livell","challenges-content.train-ai-bot.materials.0":"It-tutorial jista’ jinstab hawnhekk","challenges-content.train-ai-bot.materials.1":"Dan it-tutorial huwa disponibbli b’aktar minn 25 lingwa","challenges-content.build-calliope.title":"Ibni l-Calliope mini fitness trainer tiegħek stess","challenges-content.build-calliope.author":"Amazon Future Engineer | Sfida Meet and Code. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Sabiex issir taf sekwenzi, animazzjonijiet, repetizzjonijiet u varjabbli permezz tal-logħob.","challenges-content.build-calliope.purposes.1":"Sabiex tfassal ċart bi struttura.","challenges-content.build-calliope.purposes.2":"Sabiex tittestja u tneħħi l-bugs mill-kodiċi.","challenges-content.build-calliope.purposes.3":"Sabiex tottimizza programm billi tesperimenta, iċċekkja u aġġusta l-użabilità.","challenges-content.build-calliope.duration":"20-30 minuta","challenges-content.build-calliope.description":"Il-parteċipanti ser jiżviluppaw prototip ikkontrollat diġitalment li juża LED ikkulurit li jixgħel sabiex jirriproduċi eżerċizzju fiżiku maħsub minn qabel b'10 unitajiet.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (jekk disponibbli)","challenges-content.build-calliope.materials.1":`Laptop jew tablet biex inti tista' żżur https://makecode.calliope.cc jew https://calliope.cc u YouTube sabiex taċċessa riżorsi għall-attività.`,"challenges-content.build-calliope.instructions.0":"Biex tibda, oħloq pjan u iddetermina l-ordni tal-unitajiet tal-eżerċzzji. Ipprogramma l-RGB LED tal-Calliope mini billi tuża l-iskeda, sabiex turi wieħed mill-5 kuluri b'pass definit minn qabel. Imbagħad oħloq varjabbli għall-pass u għar-repetizzjonijiet tal-programm billi tuża ħoloq.","challenges-content.build-calliope.instructions.1":"Ftakar, jekk inti implimentajt il-programm b'tali mod li jogħġbok, inti tista' wkoll tikkondividih magħna għand info@calliope.cc - aħna eċċitati li naraw x'ser tagħmel bih! U bilħaq, aħna qed nagħtu 30 Calliope minis minn fost is-sottomissjonijiet!","challenges-content.build-calliope.instructions.2":"Ikkondividi l-kodiċi tal-QR tal-proġett tiegħek fuq Instagram, żid il-hashtag #EUCodeWeekChallenge u semmi @CodeWeekEU.","challenges-content.build-calliope.example.0":"Waqt li tkun bilqiegħda quddiem il-computer tiegħek: inti tista' ssir sportiv ukoll.","challenges-content.build-calliope.example.1":"Oħloq prototip ta' fitness bil-Calliope mini li jista' wkoll jiġi ttestjat fis-simulatur. L-isfida ssir fl-editur MakeCode billi tipprogramma sekwenza sempliċi ta' kodiċi (ara l-iscreenshot).","challenges-content.build-calliope.example.2":"Agħżel 5 kuluri differenti u assenja eżerċizzju fiżiku għal kull wieħed minnhom, p.e. squat jew jumping jacks. Imbagħad il-kuluri jistgħu jitpoġġew fi kwalunkwe sekwenza u ittrenjati.","challenges-content.common.share":"Ixxerja l-ħolqa jew il-kodiċi QR tal-proġett tiegħek fuq Instagram jew Facebook, żid il-hashtag #EUCodeWeekChallenge u semmi @CodeWeekEU.","challenges-content.common.audience.0":"Għalliema u edukaturi","challenges-content.common.audience.1":"Studenti tal-Iskola Primarja (6 sa 12-il sena)","challenges-content.common.audience.2":"Studenti tal-Iskola Sekondarja tal-Ewwel Livell (12 sa 16-il sena)","challenges-content.common.audience.3":"Studenti tal-Iskola Sekondarja tat-Tieni Livell (16 sa 18-il sena)","challenges-content.code-a-dice.title":"Ikkowdja Dada biex Tirrombla","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Ikkowdja ħġejjeġ moħġaġi interattivi","challenges-content.code-a-dice.purposes.1":"Biex tikkowdja simulazzjoni ta' oġġett li jimxi għall-għarrieda biex jintuża jekk l-oġġett reali ma jkunx disponibbli","challenges-content.code-a-dice.description":"F'din l-isfida int ser tikkowdja dada biex tirrombla għall-għarrieda wara li tikkmandaha. Tista' tagħżel kull tip ta' dada bin-numru ta' uċuħ li trid, bħal dawk użati f'logħob ta' rwol u żżid ħsejjes ukoll.","challenges-content.code-a-dice.instructions.0":"Illoggja għal Scratch","challenges-content.code-a-dice.instructions.1":"Agħżel retroxena","challenges-content.code-a-dice.instructions.2":"Oħloq l-isprite tad-dada tiegħek jew fittex wieħed fuq il-web u tellgħu fil-programm","challenges-content.code-a-dice.instructions.3":"Oħloq kostumi għall-isprite daqs in-numru ta' uċuħ għad-dada magħżula, kull wieħed minnhom juri numru differenti","challenges-content.code-a-dice.instructions.4":"Agħżel kif trid id-dada tibda tirrombla (agħfas tast tat-tastiera, ikklikkja sprite, eċċ) u ikteb il-kodiċi","challenges-content.code-a-dice.instructions.5":"Ikkowdja l-isprite biex ibiddel għall-għarrieda l-kostum fl-aħħar tar-romblu","challenges-content.code-a-dice.instructions.6":"Żid effetti tal-ħoss","challenges-content.code-a-dice.example":"Irrombla dada D-20","challenges-content.personal-trainer.title":"Ħarrieġ Personali b'micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Biex tikkowdja micro:bit sabiex tuża l-buzzer u l-pannell led","challenges-content.personal-trainer.purposes.1":"Biex toħloq tagħmir personali biex jikkontrolla l-attività fiżika tiegħek,","challenges-content.personal-trainer.purposes.2":"Biex tikkowdja micro:bit biex ittejjeb saħħtek permezz tal-isport","challenges-content.personal-trainer.description":"Din l-isfida tħallik tikkowdja l-micro:bit tiegħek biex tikkontrolla n-numru ta' repetizzjonijiet ta' eżerċizzji fiżiċi b'ħin ta' mistrieħ. Ser tittrekkja l-attività fiżika tiegħek fl-iskola, fid-dar jew fil-park.","challenges-content.personal-trainer.instructions.0":"Meta A+B, oħloq timer countdown ta' 3 sekondi b'ħoss ta' nota mużikali kull sekonda u uri l-kelma ITLAQ!","challenges-content.personal-trainer.instructions.1":"Matul l-ewwel eżerċizzju, uri kaxxa 2x2 li tteptep għal 20 sekonda. Imbagħad agħmel ħoss u żomm il-kaxxa fissa. Matul il-ħin li jibqa","challenges-content.personal-trainer.instructions.2":"stampa oħra li tteptep trid tintwera għal 10 sekondi. Meta tispiċċa, agħmel xi ħoss.","challenges-content.personal-trainer.instructions.3":"Wara rrepeti l-istess azzjoni imma uri pannell 3x3 għal matul il-ħin tal-eżerċizzju. Irrepeti dawn l-azzjonijiet sakemm jintwera pannell 5x5.","challenges-content.personal-trainer.duration":"30-40 minuta","challenges-content.create-a-spiral.title":"Oħloq spiral","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Biex titgħallem u tipprattika fluss u varjabbli.","challenges-content.create-a-spiral.purposes.1":"Biex insaħħu l-kreattività fl-ikkowdjar.","challenges-content.create-a-spiral.description":"F'din l-isfida int ser tikteb proġett bi Scratch biex toħloq spiral, u tuża blokok ta' pinna, fluss u varjabbli.","challenges-content.create-a-spiral.instructions.0":"Il-Blokki tal-pinen","challenges-content.create-a-spiral.instructions.1":"Oħloq proġett ġdid u semmih Spiral.","challenges-content.create-a-spiral.instructions.2":`Ikklikkja fuq l-ikona vjola "Żid estensjoni" fuq in-naħa xellugija t'isfel tat-tieqa`,"challenges-content.create-a-spiral.instructions.3":'Agħżel "pinna": il-blokki tal-pinen issa huma disponibbli għall-proġett tiegħek!',"challenges-content.create-a-spiral.instructions.4":`Biex tibda l-proġett tiegħek, iġbed u itfa' l-blokka "meta l-bandiera l-ħadra tikklikkja":`,"challenges-content.create-a-spiral.instructions.5":`Trid tibda b'paġna vojta: fil-blokki tal-pinna, żid il-blokka "ħassar kollox":`,"challenges-content.create-a-spiral.instructions.6":"Trid tibda tpinġi fiċ-ċentru tal-palk, li jfisser li l-isprite jrid imur fiċ-ċentru tal-palk (0,0):","challenges-content.create-a-spiral.instructions.7":"L-isprite tiegħek jista' jiċċaqlaq mingħajr tpinġija, jew jimxi u jpinġi:","challenges-content.create-a-spiral.instructions.8":"meta tridu jpinġi, tista' tuża l-blokka tal-pinna t'isfel","challenges-content.create-a-spiral.instructions.9":"meta ma tkunx trid dak, tista' tuża l-blokka tal-pinna ta' fuq","challenges-content.create-a-spiral.instructions.10":"Issa, trid tpinġi! Żid il-blokka 'pinna isfel:","challenges-content.create-a-spiral.instructions.11":"L-eżagonu","challenges-content.create-a-spiral.instructions.12":"Żid il-blokki taħt għall-proġett tiegħek:","challenges-content.create-a-spiral.instructions.13":"Issa għandek wieħed minn kull sitt eżagonu tiegħek. Trid tirrepeti din is-sekwenza 6 darbiet:","challenges-content.create-a-spiral.instructions.14":"L-ispiral","challenges-content.create-a-spiral.instructions.15":"Biex toħloq spiral, ser ikollok bżonn iżżid 2 għat-tul ta' kull naħa.","challenges-content.create-a-spiral.instructions.16":"Biex tagħmel hekk, ser tuża variable.","challenges-content.create-a-spiral.instructions.17":"Fil-blokki varjabbli, ikklikkja fuq 'Agħmel Varjabbli","challenges-content.create-a-spiral.instructions.18":"Semmih tul, u wara kklikkja Owkej:","challenges-content.create-a-spiral.instructions.19":"L-ispiral ser jikber, ser ikollok tibda żgħir: issettja l-ewwel tul għal 10, u wara daħħal din il-blokka qabel l-ingassa.","challenges-content.create-a-spiral.instructions.20":'Daħħal it-"tul" varjabbli fil-blokka "mexxi...l-passi"',"challenges-content.create-a-spiral.instructions.21":"Biex l-ispiral jikber, ser tkun trid ukoll li jkollok it-tul jikber f'kull ingassa: żid il-blokka taħt fit-tarf tal-ingassa:","challenges-content.create-a-spiral.instructions.22":"Hawn hu l-proġett kurrenti tiegħek:","challenges-content.create-a-spiral.instructions.23":"Spiral sabiħ","challenges-content.create-a-spiral.instructions.24":'Int pinġejt spiral! Biex dan ikompli jagħmel hekk, issostitwixxi l-ingassa "irrepeti 6" għall-ingassa "għal dejjem":',"challenges-content.create-a-spiral.instructions.25":"Biex tpinġi spiral bil-kuluri, żid il-blokka li jmiss fl-ingassa:","challenges-content.create-a-spiral.instructions.26":`Meta terġa' tibda, l-isprite jpinġi linja li ma tkunx trid. Biex tevita dan, żid il-blokka "pinna 'l fuq" fil-bidu tal-proġett.`,"challenges-content.create-a-spiral.instructions.27":"Hawn hu l-proġett finali tiegħek:","challenges-content.create-a-spiral.instructions.28":"Nifraħlek! Ħloqt spiral sabiħ!","challenges-content.play-against-ai.title":"Oħloq u ilgħab kontra IA - il-Logħba Ġebla, Imqass, Karta","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"biex tifhem kif iċ-ċiklu tat-tagħlim awtomatiku jaħdem.","challenges-content.play-against-ai.purposes.1":"biex tibni mudell ta' tagħlim awtomatiku bl-użu ta' Magna li hi Kapaċi Titgħallem","challenges-content.play-against-ai.purposes.2":"biex issir familjari mal-għodda Pictoblox u ddaħħal il-mudell li tkun ħloqt fil-proġett","challenges-content.play-against-ai.purposes.3":"biex tissettja l-palk u l-karattri, toħloq u tinizjalizza varjabbli f'Pictoblox","challenges-content.play-against-ai.purposes.4":"biex tinizjalizza l-logħba, tidentifika movimenti ta' ġugaturi, tipprogramma movimenti għall-għarrieda tal-IA","challenges-content.play-against-ai.purposes.5":"biex toħloq u tittestja logħba li tinvolvi intelliġenza artifiċjali bħala avversarju f'logħba Ġebla, Karta, Imqass.","challenges-content.play-against-ai.description":"Ser noħolqu mudell bl-użu ta' Magna li hi Kapaċi Titgħallem minn stampi bl-użu ta' tliet klassijiet: Ġebla, Imqass u Karta. Mudell ser jillowdja f'Pictoblox u ser jintuża biex joħloq logħba li biha nistgħu nilagħbu kontra IA.","challenges-content.play-against-ai.duration":"90 minuta","challenges-content.play-against-ai.instructions.0":"Oħloq proġett bi stampa ġdida fuq magna li hi Kapaċi Titgħallem bi 3 klassijiet li jisimhom Ġebla, Karta u Imqass. Għal kull klassi ħu tal-inqas 400 ritratt bil-kamera. Żgura li jkollok sfond ċar. Ħarreġ u esporta l-mudell. Tella' mudell u kkopja l-ħolqa.","challenges-content.play-against-ai.instructions.1":"Oħloq kont b'xejn fuq is-sit Pictoblox. Żid Estensjoni ta' Tagħlim Awtomatiku u tella' mudell. Issettja l-palk, il-varjabbli u l-isprites. Inizjalizza l-logħba, identifika l-mossi ta' ġugatur u l-mossi tal-IA u ta' min jirbaħ dan iċ-ċirklu.","challenges-content.play-against-ai.instructions.2":"Ħarreġ id-data għal-logħba.","challenges-content.play-against-ai.instructions.3":"Qed nittestja l-mudell.","challenges-content.play-against-ai.instructions.4":"Esporta l-mudell.","challenges-content.play-against-ai.instructions.5":"Żid l-estensjoni tat-tagħlim awtomatiku u tella' l-mudell.","challenges-content.play-against-ai.instructions.6":"Issettja l-palk, il-varjabbli u Sprite.","challenges-content.play-against-ai.instructions.7":"Inizjalizza l-logħba.","challenges-content.play-against-ai.instructions.8":"identifka l-Mossi tal-Ġugaturi.","challenges-content.play-against-ai.instructions.9":"Issettja Mossi għall-għarrieda ta-IA.","challenges-content.play-against-ai.instructions.10":"Xandar Mossi għall-għarrieda IA.","challenges-content.play-against-ai.instructions.11":"Agħmel tliet blokki. 'Min jirbaħ iċ-ċiklu?","challenges-content.play-against-ai.instructions.12":"Ivverifika jekk il-ġugatur jirbaħx iċ-ċiklu.","challenges-content.play-against-ai.instructions.13":"Ivverifika jekk l-IA tirbaħx iċ-ċiklu.","challenges-content.play-against-ai.instructions.14":"Ivverifika jekk iċ-ċiklu spiċċax draw.","challenges-content.play-against-ai.instructions.15":"Blokki tal-ipprogrammar.","challenges-content.play-against-ai.instructions.16":"Ġebel Karta Imqass Sprite","challenges-content.air-drawing-with-AI.title":"Tpinġija fl-arja bl-IA","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"biex tikteb programm bl-użu tal-estensjoni tad-detezzjoni tal-ġisem uman biex jagħraf il-moviment ta' swaba' quddiem il-kamera.","challenges-content.air-drawing-with-AI.purposes.1":"tikkowdja b'sempliċi blokki fi ftit linji ta' kodiċi.","challenges-content.air-drawing-with-AI.purposes.2":"biex tara eżempju ta' kif tuża l-IA","challenges-content.air-drawing-with-AI.description":"Ħolqien ta' programm li jħalli l-utent ipinġi fl-arja b'idhom (is-saba' l-werrej) quddiem il-kamera u kull ma jaraw ikun muri awtomatikament fuq il-palk ta' Pictoblox.","challenges-content.air-drawing-with-AI.instructions.0":"Oħloq kont fuq Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"segwi l-istruzzjonijiet viżwali biex:","challenges-content.air-drawing-with-AI.instructions.2":"iżżid estensjonijiet Detezzjoni tal-Ġisem Uman u Pinna;","challenges-content.air-drawing-with-AI.instructions.3":"tissettja l-palk u żżid sprite (Lapes) u sprites addizjonali għal: Pinna 'l Isfel, Pinna 'l Fuq, Ħassar Kollox; ","challenges-content.air-drawing-with-AI.instructions.4":"ikteb kodiċi għal-Lapes sprite biex isegwi s-saba'","challenges-content.air-drawing-with-AI.instructions.5":"ikteb kodiċi għall-buttuni: Pinna 'l Isfel, Pinna 'l Fuq u Ħassar kollox u anki għal Pinna","challenges-content.air-drawing-with-AI.instructions.6":"Issa lest tagħmel it-tpinġijiet tiegħek u tilgħab b'kuluri u daqs differenti ta' pinna.","challenges-content.air-drawing-with-AI.materials.0":"Laptop jew komputer b'kamera","challenges-content.air-drawing-with-AI.materials.1":"L-aħħar verżjoni ta' Pictoblox tniżżlet (rakkomandat) jew Pictoblox online (b'xejn)","challenges-content.air-drawing-with-AI.materials.2":"kont Pictoblox (b'xejn)","challenges-content.air-drawing-with-AI.materials.3":"Konnessjoni tajba tal-Internet","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Biex titgħallem kunċetti bażiċi ta' tagħlim awtomatiku u tagħrif ta' test.","challenges-content.emobot-kliki.purposes.1":"Biex tifhem ir-rwol ta' emozzjonijiet f'komunikazzjonijiet.","challenges-content.emobot-kliki.purposes.2":"Biex tuża kodiċi biex toħloq djalogi bejn chatbot u utent.","challenges-content.emobot-kliki.purposes.3":"Biex tifhem kif kompjuters jistgħu jgħarfu toni emozzjonali permezz ta' analiżi ta' test u jirrispondu kif ikun hemm bżonn.","challenges-content.emobot-kliki.description.0":"Oħloq Bot Emozzjonali fi Scratch li jkun jista' juri wiċċ ferħan għal messaġġi pożittivi (jekk tgħidilha affarijiet sbieħ), wiċċ bin-nervi għal messaġġi negattivi (jekk tgħidilha affarijiet kattivi) u wiċċ konfuż jekk messaġġ ma jkunx speċifikat.","challenges-content.emobot-kliki.description.1":"L-Emobot Kliki tagħna ser jagħraf il-kumplimenti u insulti u allura ser taraw kif tista' tħarreġ kompjuters biex jagħrfu ton emozzjonali.","challenges-content.emobot-kliki.instructions.0":"Biex tibda, ipprogramma lista ta' regoli għal dak li hu sabiħ jew ħanin u x'inhu ħażin jew kattiv.","challenges-content.emobot-kliki.instructions.1":"Illoggja f'https://machinelearningforkids.co.uk/ jew oħloq kont ġdid.","challenges-content.emobot-kliki.instructions.2":`Agħmel mudell ġdid ta' tagħlim awtomatiku billi żżid 3 tikketti ġodda, l-ewwel sejħilha "sabiħ", it-tieni barmil sejjaħlu "ħażin" u fakkultattiv jekk tridu jagħraf ismek, oħloq it-tielet tikketta li ssejjaħ "isem".`,"challenges-content.emobot-kliki.instructions.3":"Ħarreġ il-mudell ġdid ta' tagħlim awtomatiku, ittestjah u użah biex tagħmel Emobot fi Scratch.","challenges-content.emobot-kliki.instructions.4":"Niedi l-editur Scratch 3, ħassar il-cat sprite, daħħal 3 sprites ġodda magħmula mill-Kreatur tal-Immaġni ta' Microsoft Bing (cartoon tal-kompjuter ferħan, irrabbjat, u mhux ċert) jew oħloq sprite ġdid billi tikklikkja fuq l-ikona taż-Żebgħa billi tpinġi tliet kopji tal-kostum għal wiċċ ferħan, irrabbjat jew mhux ċert.","challenges-content.emobot-kliki.instructions.5":'Ikklikkkja it-tab "Kodiċi" u daħħal l-iskritt li ġej.',"challenges-content.emobot-kliki.example.0":"Aqsam l-emobot Kliki ma' ħbiebek u tgħallem aktar dwar l-IA u emozzjonijiet!","challenges-content.emobot-kliki.example.1":"Minflok cartoon tal-komputer tista' tipprova xi ħaġa differenti, bħal annimal. Minflok ħanin u kattiv tista' tħarreġ il-karattru biex jagħraf tipi oħra ta' messaġġi.","challenges-content.craft-magic.title":"Oħloq maġija bil-mossi tal-Id tal-IA","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Biex tikkultiva ħiliet tal-ikkowdjar fost l-istudenti, li jħalluhom jużaw kmandijiet bażiċi.","challenges-content.craft-magic.purposes.1":"Biex tiżviluppa ħiliet ta' ħsieb algoritmiċi billi tkisser kompiti kumplessi f'passi ġestjonabbli.","challenges-content.craft-magic.purposes.2":"Biex tħeġġeġ soluzzjonijiet kreattivi ta' problemi fit-tfittxija ta' applikazzjonijiet uniċi ta' mossi bl-idejn għal tpinġija u kitba.","challenges-content.craft-magic.purposes.3":"Biex trawwem fehim ta' kunċetti tal-IA, partikolarment kif l-IA tippermetti li kompjuters jagħrfu u jinterpretaw mossi bl-idejn.","challenges-content.craft-magic.purposes.4":"Biex tqajjem għarfien dwar is-sinifikat ta' teknoloġija għal individwi b'diżabilitajiet.","challenges-content.craft-magic.purposes.5":"Biex tippromwovi soluzzjonijiet kollaborattivi ta' problemi u ħidma f'tims fost studenti hekk kif jaħdmu flimkien biex itejbu l-programmi ta' mossi bl-idejn.","challenges-content.craft-magic.purposes.6":"Biex tikkonettja ħiliet ta' ħsieb ta' kkowdjar u komputazzjonali ma' applikazzjoni ta' dinja reali u tenfazizza l-impatt sinfikattiv tat-tekoloġija fuq il-ħajjiet ta' persuna/i u tallinjhom mal-Għanjiet ta' Żvilupp Sostenibbli (SGDs)","challenges-content.craft-magic.duration.0":"90 min għal studenti 10-12","challenges-content.craft-magic.duration.1":"45 min għal studenti 12-15","challenges-content.craft-magic.description":`Oħloq programm ibbażat fuq blokka Scratch billi tuża estensjoni IA "Ġisem Uman" b'mod kreattiv u li jinvolvi sabiex tpinġi fuq skrin mingħajr il-bżonn ta' mouse tradizzjonali jew touchscreen.`,"challenges-content.craft-magic.instructions.0":"Ikkonnettja ma' https://ai.thestempedia.com u oħloq kontijiet għal għalliema u studenti.","challenges-content.craft-magic.instructions.1":"Daħħal l-estensjonijiet 'Detezzjoni tal-Ġisem Uman', 'Pinna', 'Test għal Diskors'.","challenges-content.craft-magic.instructions.2":"Żid il-Lapes 'Sprite mil-librerija u oħloq 7 sprites ('ikteb', 'ċar', 'iswed', 'aħmar', 'blu', 'aħdar', 'roża).","challenges-content.craft-magic.instructions.3":"Ikteb kmandijiet biex tivverifika x'jiġri meta 'l-lapes' sprite imiss xi wieħed mill-isprites oħra.","challenges-content.craft-magic.instructions.4":"Ikteb kmandijiet biex tippermetti li l-kamera tagħraf Mossa tal-Id u tmexxi l-lapes għal koordinati x u y tas-saba' l-werrej tiegħek.","challenges-content.craft-magic.instructions.5":"Biddel il-kostum fit-tarf tar-romblu.","challenges-content.craft-magic.instructions.6":"Żid effetti tal-ħoss.","challenges-content.craft-magic.materials.0":"Pjattaforma tal-ipprogrammar https://ai.thestempedia.com (b'xejn)","challenges-content.craft-magic.materials.1":"kont ta' għalliem (b'xejn)","challenges-content.craft-magic.materials.2":"kont ta' student (b'xejn)","challenges-content.craft-magic.materials.3":"Kompjuters b'kamera","challenges-content.craft-magic.materials.4":"Konnessjoni tal-internet","challenges-content.circle-of-dots.title":"Ċirku ta' tikek","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Biex tikteb kodiċi biex tagħmel linja ta' punti.","challenges-content.circle-of-dots.purposes.1":"Biex tikteb kodiċi biex tagħmel linja ta' singijiet.","challenges-content.circle-of-dots.purposes.2":"Biex tikteb kodiċi biex tpinġi ċirku.","challenges-content.circle-of-dots.purposes.3":"Ikteb kodiċi biex tpinġi ċirku ta' tikek (singijiet).","challenges-content.circle-of-dots.description":"Pinġi ċirku minn tikek jew singijiet.","challenges-content.circle-of-dots.duration":"40 minuta","challenges-content.circle-of-dots.instructions.0":"Bini ta' blokka ta' tikek.","challenges-content.circle-of-dots.instructions.1":"Bini ta' blokka ta' tikek.","challenges-content.circle-of-dots.instructions.2":"Kostruzzjoni ta' ċirku minn tikka.","challenges-content.circle-of-dots.instructions.3":"Kostruzzjoni ta' ċirku minn sing.","challenges-content.coding-escape-room.title":"Oħloq kamra ta' ħruġ tal-ikkowdjar","challenges-content.coding-escape-room.author":"Stefania Altieri u Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Biex tgħallem/titgħallem u tirrifletti dwar kunċetti tal-ikkowdjar.","challenges-content.coding-escape-room.purposes.1":"Biex tuża għodda ta' kkowdjar sempliċi.","challenges-content.coding-escape-room.purposes.2":"Biex tiżviluppa ħsieb komputazzjonali u soluzzjoni ta’ problemi.","challenges-content.coding-escape-room.description.0":"Oħloq esperjenza ta' ħruġ ta' kkowdjar bħal dan:","challenges-content.coding-escape-room.description.1":"Tista' tuża formoli google, b'mod dħuli, preżentazzjoni google, kull għodda biex toħloq rakkont ta' storja bbażata fuq ikkowdjar ;).","challenges-content.coding-escape-room.duration":"90 minuta","challenges-content.coding-escape-room.instructions":"Tista' taqsam l-istudenti tiegħek fi grupp żgħir, jistgħu jilagħbu u wara joħolqu sfida bil-mudell:","challenges-content.coding-escape-room.materials.0":"Kull għodda tista' tintuża (pjattaformi Google u Microsoft biex toħloq u taqsam dokumenti, preżentazzjonijiet u folji). Kull mudell, għodda jew karattru tal-ikkowdjar marbut ma' ICT u kkowdjar.","challenges-content.coding-escape-room.example.0":"Xi karattri li kellhom rwol importanti fl-istorja tal-ICT u kunċetti bażiċi tal-ikkowdjar u tal-programmazzjoni jiġu mdaħħla permezz tal-logħob. Dan hu l-aħjar mod li titgħallem u tipparteċipa b'mod attiv. Din il-logħba tista' tintlagħab f'tims jew b'mod individwali, bħala sfida jew kompetizzjoni. L-istudenti mbagħad jistgħu joħolqu xi ħaġa simili u jiżviluppaw kompetenzi bħal kreattività u ħiliet tal-ikkowdjar.","challenges-content.coding-escape-room.example.1":"Dan hu riżors prattiku ħafna biex ikun intużat mill-ġdid u biex jinħoloq malajr mill-ġdid. Formoli ta' Google hi waħda mill-għodda possibbli. Tista' tuża wkoll l-islides ta' Google, Genial.ly jew Emaze jew kull għodda oħra li toħloq stejjer salib it-toroq u l-avventuri tiegħek stes","challenges-content.coding-escape-room.example.2":"L-isfida tal-ħarba tinqasam f'sezzjonijiet. Jekk taqta', tista' tkompli. L-istudenti jridu joħolqu l-kwiżiż tal-ikkowdjar.","challenges-content.let-the-snake-run.title":"Ħalli s-serp jiġri","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Biex tikkowdja l-moviment tas-serp/sriep fuq il-micro:bit tagħhom stess.","challenges-content.let-the-snake-run.purposes.1":"Biex tissettja l-post it-tajjeb u l-ħin għall-animazzjoni konġunta.","challenges-content.let-the-snake-run.description":"L-istudenti jridu jiktbu kodiċi biex jinnavigaw is-serp mill-micro:bits ħdejn xulxin. Dan irid isir b'mod li jidher li s-serp qed jiġri minn micro:bit għall-ieħor.","challenges-content.let-the-snake-run.duration":"30 minuta","challenges-content.let-the-snake-run.instructions.0":"Fassal mogħdija li tgħaddi minn bosta micro:bits ħdejn xulxin (pereżempju li jagħmlu kaxxa 2x2).","challenges-content.let-the-snake-run.instructions.1":"Ikteb kodiċi hekk kif serp jimxi tul il-modgħija.","challenges-content.let-the-snake-run.instructions.2":"Aħdem fuq l-apparat tiegħek stess imbagħad poġġihom flimkien u agħmel il-kodiċi.","challenges-content.let-the-snake-run.instructions.3":"Qis il-ħin u t-tqegħid: Jekk is-serp joħroġ mill-micro:bit, ser jitfaċċa fuq il-micro:bit li jmiss.","challenges-content.let-the-snake-run.instructions.4":"Sfidi Addizzjonali: B'micro:bit v2, doqq mużika sakemm is-serp jitlaq mill-apparat tiegħek.","challenges-content.let-the-snake-run.instructions.5":"Fassal is-serp billi tbiddel id-dija tal-LEDs.","challenges-content.let-the-snake-run.instructions.6":"Ipprova aktar ħin, jew aktar sriep.","challenges-content.let-the-snake-run.example.0":"Dan hu eżempju għal serp twil b'6 pixel b'4 micro:bits li jiffurmaw kaxxa 2x2: ","challenges-content.let-the-snake-run.example.1":"Ikkowdja l-micro:bit tal-bidu (l-għalliema tista' tagħmel dan)","challenges-content.let-the-snake-run.example.2":"Il-kodiċi kollha jinizjaw b'dan il-micro:bit li jibgħat sinjal bir-radju lil micro:bits oħra meta tingħafas il-buttuna A.","challenges-content.let-the-snake-run.example.3":"Kodifikar tal-moviment serp","challenges-content.let-the-snake-run.example.4":"Kull micro:bit irid ikun fl-istess grupp ta' radju li fih hemm il-micro:bit tal-bidu.","challenges-content.let-the-snake-run.example.5":"L-animazzjonijiet kollha jibdew meta jasal is-sinjal tar-radju.","challenges-content.let-the-snake-run.example.6":"L-animazzjoni tal-ewwel micro:bit tkun viżibbli fil-pront, l-oħrajn jistennew sakemm jasal hemm is-serp.","challenges-content.let-the-snake-run.example.7":"Il-ħin bejn iż-żewġ fażijiet jiddetermina l-veloċità tas-serp.","challenges-content.let-the-snake-run.materials.0":"micro:bits (għal kull student jekk possibbli)","challenges-content.let-the-snake-run.materials.1":"laptop jew kompjuter għal editur makecode.micro:bit.org","challenges-content.illustrate-a-joke.title":"Uri ċajta b'bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Biex tfassal logħoba żgħira fejn l-utent isib it-tweġiba għal mistoqsija ċajta.","challenges-content.illustrate-a-joke.description":"L-istudenti jfasslu logħoba fejn l-utent isib it-tweġiba għal mistoqsija ċajta meta l-figura tolqot oġġett fil-grawnd. L-istudenti jużaw karatteristiċi bażiċi ta' bitsy biex jikkonkludu l-isfida.","challenges-content.illustrate-a-joke.instructions.0":"Aħseb f'mistoqsija ċajta. Mur għal bitsy u ibda proġett ġdid. Se jkollok bżonn:","challenges-content.illustrate-a-joke.instructions.1":"avatar - sprite li tista' ċċaqlaq","challenges-content.illustrate-a-joke.instructions.2":"Qattus iswed fuq sfond vjola","challenges-content.illustrate-a-joke.instructions.3":"Deskrizzjoni ġġenerata awtomatikament","challenges-content.illustrate-a-joke.instructions.4":"oġġett li avatar irid imur lejnu","challenges-content.illustrate-a-joke.instructions.5":"kamra - l-isfond tal-programm tiegħek","challenges-content.illustrate-a-joke.instructions.6":"żewġ messaġġi: mistoqsija u tweġiba","challenges-content.illustrate-a-joke.instructions.7":"Il-logħba li temmejt tista' titniżżel bħala fajl html,","challenges-content.illustrate-a-joke.example":"F'din il-website ser tara eżempju ta' ċajta u hemm ħolqa għal whiteboard diġitali:","challenges-content.illustrate-a-joke.materials":"bitsy taħdem fi brawżer","challenges-content.app-that-counts-in-several-languages.title":"App li tgħodd f'diversi lingwi","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Biex titgħallem kif toħloq app sempliċi","challenges-content.app-that-counts-in-several-languages.purposes.1":"Biex titgħallem kif tipprogramma permezz ta' blokki.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Biex titgħallem kif iżżid tikketti, buttuni, stampi, sensors u media.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Biex wieħed jitgħallem kif torganizza elementi fuq app fuq skrin.","challenges-content.app-that-counts-in-several-languages.description":"L-app tħallik tgħodd f'lingwi multipli billi tagħfas buttuna. Kull meta utent ixengel l-ismartphone, l-għadd imur lura għal żero. L-isfida hi li żżid lingwa oħra.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Biex tispiċċa l-isfida, trid tiddefinixxi l-lingwa l-oħra li biha trid l-app tgħodd.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Imbagħad trid tniżżel mill-internet (pereżempju minn Pixybay jew Unsplash) il-bandiera ta' dak il-pajjiż u ttellagħha fil-pjattaforma inventatur MIT APP permezz tal-element li jissejjaħ bandiera fil-proprjetà Stampa.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Wara trid issib kif jinkiteb l-isem tal-pajjiż bl-Ingliż u kif tgħid ħalli u agħfasni fil-lingwa ta' dak il-pajjiż.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Fl-aħħarnett, trid iżżid il-blokki neċessarji biex l-app jaħdem fil-lingwa l-ġdida.","challenges-content.app-that-counts-in-several-languages.materials.0":"Biex tiżviluppa app trid kompjuter jew laptop b'aċċess għall-internet.","challenges-content.app-that-counts-in-several-languages.materials.1":"Oħloq kont fil-pjattaforma inventatur, aċċessibbli permezz tal-https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Hemm bżonn ukoll tinstalla l-app Sieħeb MIT AI2 fuq l-ismartphone sabiex tittestja l-applikazzjoni żviluppata.","challenges-content.coding-with-art-through-storytelling.title":"Ikkowdjar bl-arti permezz ta' Rakkontar ta' Stejjer","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara u Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Biex tikkultiva ħiliet ta' osservazzjoni, interpretazzjoni, u tagħmel mistoqsijiet permezz ta' impenn mal-arti.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Biex tkun kreattiv u tikkollabora ma' oħrajn għal għan komuni","challenges-content.coding-with-art-through-storytelling.purposes.2":"Biex toħloq algoritmu sabiex terġa' tirrakkonta l-istorja.","challenges-content.coding-with-art-through-storytelling.description":"F'din l-isfida l-istudenti ser ikunu ispirati minn xogħol tal-arti, joħolqu storja u jpinġuha. Imbagħad ser jippruvaw jerġgħu jirrakkuntaw l-istorja billi jużaw kitt robotiku programmabbli/jew attività mhux ipplaggjata.","challenges-content.coding-with-art-through-storytelling.materials.0":"Din l-attività tista' tkun implimentata bħala attivita mhux ipplaggjata jew billi tuża robot edukattiv programmabbli bħal beebot/bluebot/mouse robot.","challenges-content.coding-with-art-through-storytelling.materials.1":"kards beebot vleġġa jew kards vleġġa għall-attività mhux ipplaggjata","challenges-content.coding-with-art-through-storytelling.materials.2":"bil-Grieg","challenges-content.coding-with-art-through-storytelling.materials.3":"Sabiex titgħallem aktar għall-Proġett Żero/Kaxxa tal-Għodda ta' Rutina tal-Ħsieb, tista' żżur","challenges-content.coding-with-art-through-storytelling.example.0":"L-għalliema jaħdmu mal-istudenti biex jimmudellaw kif jiddissinjaw algoritmu b'kards li ser jipprovdu struzzjonijiet għall-Bee-Bot jew robot ieħor biex jasal għall-ewwel avveniment tal-istorja fuq it-tapit. L-istudenti jaħdmu f'tims ta' 3-4 biex jiddissinjaw algoritmu biex ir-robot imur għas-sekwenza li jmiss. L-istudenti jittestjaw l-algoritmi tagħhom fuq it-tapit tal-klassi u jneħħu d-difetti, jekk ikun hemm bżonn.","challenges-content.coding-with-art-through-storytelling.example.1":"Huma jkomplu jimxu f'kemm jistgħu avvenimenti tal-istorja","challenges-content.coding-with-art-through-storytelling.example.2":"Din l-attività tista' tkun implimentata wkoll bħala attivita mhux ipplaggjata.","challenges-content.coding-with-art-through-storytelling.example.3":"Tifel/tifla tkun ir-robot - tifel/tifla ieħor/oħra il-programmatur. Il-programmatur joħloq mogħdija algoritmika billi juża l-kards vleġġa sabiex jgħin lir-robot jimxi minn stampa għall-oħra u jerġa' jirrakkonta l-istorja. Kull darba li r-robot ikun fl-istampa, ser jistaqsuh jirrakkonta parti mill-istorja.","challenges-content.coding-with-art-through-storytelling.instructions.0":"L-għalliema jistaqsu lill-istudenti biex josservaw tpinġija/ritratt.","challenges-content.coding-with-art-through-storytelling.instructions.1":'Huma jużaw ir-rutina tal-ħsieb "Bidu, Nofs, Tmiem" (Proġett Żero tal-Iskola Harvard) sabiex joħolqu storja.',"challenges-content.coding-with-art-through-storytelling.instructions.2":`L-għalliema jistaqsuhom "Jekk dan ix-xogħol tal-arti hu l-bidu/nofs/tmiem ta' storja, x'jista' jiġri wara/qabel/fl-aħħar?`,"challenges-content.coding-with-art-through-storytelling.instructions.3":"L-istudenti juru l-avvenimenti tal-istorja.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Studenti jiftakru l-istorja u jpoġġu l-avvenimenti fuq il-grilja. Permezz tal-użu ta' kards vleġġa, huma joħolqu algoritmu li jgħin lil beebot jerġa' jirrakkonta l-istorja.","challenges-content.coding-with-legoboost.title":"Ikkowdjar u l-ipprogrammar u programmazzjoni bl-estensjoni Scratch ta' LegoBoost","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"biex tibni mudelli bl-użu ta' LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"biex tiżviluppa ħiliet ta' pprogrammar fi Scratch.","challenges-content.coding-with-legoboost.purposes.2":"biex tipprogramma robots bl-użu ta' kmandijiet minn sempliċi għal kumplessi.","challenges-content.coding-with-legoboost.description":"F'din l-isfida, l-istudenti ser jużaw l-estensjoni LegoBoost ta' Scratch u jdaħħlu kodiċi fl-applikazzjoni biex ir-robots jimxu 'l quddiem, lura, jevitaw ostakli u kmandijiet bil-vuċi.","challenges-content.coding-with-legoboost.duration":"120 minuta","challenges-content.coding-with-legoboost.instructions.0":"Illoggja fl-applikazzjoni 'Scratch,mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Niedi l-Ħolqa Scratch u attiva l-Bluetooth fuq il-Laptop.","challenges-content.coding-with-legoboost.instructions.2":"Ikklikkja Żid Estensjoni minn Scratch u agħżel LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Żid stampa dwar il-Ġimgħa tal-UE tal-Ikkowdjar","challenges-content.coding-with-legoboost.instructions.4":"Issettja ż-żewġ muturi AB għal IXGĦEL u meta tiltaqa' ma' ostaklu aħmar, għal ITFI.","challenges-content.coding-with-legoboost.instructions.5":"Meta l-kulur aħdar fuq il-mutur A jkun MIXGĦUL, fil-kulur iswed fil-mutur B jkun MIXGĦUL.","challenges-content.coding-with-legoboost.instructions.6":"Ostakli ħodor, ħomor u suwed ser jitpoġġew fi triq.","challenges-content.coding-with-legoboost.instructions.7":"Żid ordnijiet għal moviment u dawriet minn vleġeġ u test għal diskors meta tiltaqa' ma' ostaklu.","challenges-content.coding-with-legoboost.instructions.8":"ittestjah!","challenges.title":"L-ISFIDI TAL-ĠIMGĦA TAL-UE TAL-IKKOWDJAR","challenges.date":"9-24 ta’ Ottubru 2021","challenges.common.target-audience":"Udjenza fil-Mira","challenges.common.pre-primary":"Studenti preprimarji","challenges.common.experience":"Esperjenza","challenges.common.duration":"Durata","challenges.common.materials":"Materjali Rakkomandati","challenges.common.purpose":"Skop","challenges.common.description":"Deskrizzjoni","challenges.common.instructions":"Struzzjonijiet","challenges.common.example":"Eżempju","challenges.common.written-by.0":"Din l-isfida nkitbet minn","challenges.common.written-by.1":"u hija parti minn","challenges.common.teachers":"Għalliema","challenges.common.students":"Studenti","challenges.common.beginner":"Student ġdid","challenges.common.intermediate":"Student intermedju","challenges.common.advanced":"Student avvanzat","challenges.common.1-hour":"siegħa","challenges.main.0":"Matul il-Ġimgħa tal-UE tal-Ikkowdjar, mid-9 sal-24 ta’ Ottubru 2021, nistidnuk tagħmel sfida waħda jew aktar tal-Ġimgħa tal-UE tal-Ikkowdjar.","challenges.main.1":"X’inhuma l-Isfidi tal-Ġimgħa tal-UE tal-Ikkowdjar ?","challenges.main.2":"L-Isfidi tal-Ġimgħa tal-UE tal-Ikkowdjar huma attivitajiet li tista’ tagħmel waħdek, fil-klassi, ma’ kollegi jew ma’ ħbieb. Tixtieq tipparteċipa fil-Ġimgħa tal-Ikkowdjar iżda m'għandekx l-iċken idea ta’ x’tista' torganizza? Tfittex imkien ieħor! Flimkien mas-sħab tal-Ġimgħa tal-Ikkowdjar fassalna għażla ta’ sfidi faċli biex jitwettqu, li jinkludu eżempji konkreti ta’ kif jistgħu jintużaw fi klassi jew fi grupp. Hemm ukoll linji gwida dwar kif għandhom jitlestew l-isfidi, iżda tista’ tadattahom sabiex ikunu adattati għall-ħtiġijiet, l-interessi u l-età tal-parteċipanti tiegħek. Tista’ tuża kwalunkwe għodda u teknoloġija li tixtieq, iżda nirrakkomandaw riżorsi b’sors miftuħ.","challenges.main.3":"Agħżel sfida waħda jew diversi sfidi, adattaha għall-grupp tiegħek jew għall-klassi tiegħek, u aqsam ir-riżultati mal-oħrajn fuq Instagram biex tħeġġeġ saħansitra aktar kollegi u ħbieb biex jinvolvu ruħhom fid-divertiment li ġġib magħha l-Ġimgħa tal-Ikkowdjar!","challenges.main.4":"Agħfas fuq l-isfida biex issir taf aktar dwarha:","challenges.main.5":"Min jista’ jissieħeb?","challenges.main.6":"Kulħadd (skejjel, għalliema, libreriji, klabbs tal-ikkowdjar, negozji, awtoritajiet pubbliċi) huwa mistieden jiċċelebra l-Ġimgħa tal-UE tal-Ikkowdjar għall-2021 billi jlesti #EUCodeWeekChallenge.","challenges.main.7":"Kif għandek tipparteċipa fl-Isfida tal-Ġimgħa tal-UE tal-Ikkowdjar għall-2021?","challenges.main.8":"Agħżel sfida li tixtieq tlesti.","challenges.main.9":"Iġbor il-parteċipanti tiegħek f’pari jew fi gruppi. Ix-xogħol f’tim u l-kollaborazzjoni huma essenzjali għat-tlestija b’suċċess ta’ sfida kemm jekk torganizza l-attività tiegħek personalment kif ukoll online bħala attività kollaborattiva nazzjonali jew internazzjonali.","challenges.main.10":"Aqsam l-isfida tiegħek","challenges.main.11":"Tixtieq tirbaħ xi affarijiet tajbin tal-Ġimgħa tal-Ikkowdjar? Jekk iva, mela ara li x-xogħol tiegħek isir virali!","challenges.main.12":"Wara li tlesti l-isfida, aqsamha mal-oħrajn fuq Instagram.","challenges.main.13":"Ir-rebbieħa se jintgħażlu kuljum matul il-Ġimgħa tal-Ikkowdjar bejn id-9 u l-24 ta’ Ottubru u se jiġu mħabbra fuq il-kanal ta' Instagram tagħna, u għalhekk tinsiex tiċċekkja n-notifiki tiegħek regolarment.","challenges.share.0":"Kif għandek taqsam l-isfida/l-isfidi tiegħek fuq Instagram?","challenges.share.1":"Ikklikkja fuq il-buttuna Editja l-profil","challenges.share.2":"Żid il-link tax-xogħol tiegħek fl-entrata tas-sit web u ssejvja","challenges.share.3":"Oħloq post ġdid","challenges.share.4":"Żid ritratt tal-iskrin tax-xogħol tiegħek","challenges.share.5":"Ikteb deskrizzjoni attraenti","challenges.share.6":"Kun ċert li tispeċifika ‘Link fil-Bio’","challenges.share.7":"Żid il-#EUCodeWeekChallenge","challenges.share.8":"Semmi u tteggja @CodeWeekEU","challenges.share.9":"Tippreferi taqsam l-isfida/l-isfidi tiegħek fuq Facebook?","challenges.share.10":"Il-Ġimgħa tal-UE tal-Ikkowdjar se tehmeż post ġdid ta’ Sfida fuq il-paġna","challenges.share.11":"tal-Facebook tagħha","challenges.share.12":"kuljum u se tagħżel ir-rebbieħ għall-premju mill-kummenti taħt il-post.","challenges.share.13":"Kif taħdem?","challenges.share.14":"Sempliċement ikkummenta fuq il-post bil-link għax-xogħol tiegħek.","challenges.share-box.0":"Aqsam il-link ma' tax-xogħol tiegħek fuq","challenges.share-box.1":"il-Bio tal-Instagram tiegħek","challenges.share-box.2":"ikklikkja fuq","challenges.share-box.3":"il-buttuna Editja l-Profil","challenges.share-box.4":"fuq l-Instagram tiegħek u żid il-link għax-xogħol tiegħek fl-entrata tas-Sit web. Wara dan, oħloq post ġdid, żid ritratt tal-iskrin tax-xogħol tiegħek, ikteb ","challenges.share-box.5":"Link fil-Bio","challenges.share-box.6":"żid il-hashtag #EUCodeWeekChallenge u semmi @CodeWeekEU","challenges.share-box.7":"Tippreferi taqsam l-Isfida/l-Isfidi tiegħek fuq","challenges.share-box.8":"Il-Ġimgħa tal-UE tal-Ikkowdjar se tehmeż","challenges.share-box.9":"post ġdid ta’ Sfida fuq il-paġna","challenges.share-box.10":"tal-Facebook tagħhom","challenges.share-box.11":"Imbagħad kulma għandek bżonn tagħmel huwa li tikkummenta fuq il-post bil-link għax-xogħol tiegħek","challenges.share-box.12":"Se jintgħażlu r-rebbieħa u se jiġu offruti affarijiet tajbin tal-Ġimgħa tal-Ikkowdjar kuljum matul il-Ġimgħa tal-Ikkowdjar bejn id-9 u l-24 ta’ Ottubru u se jiġu mħabbra fuq il-kanali ta' Instagram u Facebook tagħna, u għalhekk tinsiex tiċċekkja n-notifiki tiegħek regolarment","challenges.take-part.0":"Għaliex għandek tieħu sehem fi sfida tal-Ġimgħa tal-UE tal-Ikkowdjar?","challenges.take-part.1":"Biex tinvolvi ruħek f’attivitajiet ta’ soluzzjoni tal-problemi u ta’ kkowdjar.","challenges.take-part.2":"Biex taħdem flimkien mal-pari.","challenges.take-part.3":"Biex ixxerred il-messaġġ dwar l-importanza tal-ikkowdjar.","challenges.download.0":"Agħfas","challenges.download.1":"hawnhekk","challenges.download.2":"biex tniżżel din l-isfida bħala dokument ta' word","challenges.bingo.0":"Lesti l-Isfidi kollha","challenges.bingo.1":"Lestejt l-Isfida? Ipprintja","challenges.bingo.2":"il-kard tal-bingo","challenges.bingo.3":"u mmarka l-bużżieqa bajda żgħira li tinsab fuq in-naħa ta' fuq lejn ix-xellug","challenges.bingo.4":"Aqsam l-Isfida tiegħek fuq il-midja soċjali u irbaħ xi premjijiet tal-ġenn tal-Ġimgħa tal-Ikkowdjar","challenges.bingo.5":"Kulma għandek tagħmel huwa li ttella' stampa bir-ringiela/ringieli' kolonna/kolonni mimlijin jew saħansitra aħjar - il-bingo kollu - fuq","challenges.bingo.6":"Facebook, Instagram jew Twitter","challenges.bingo.7":"Kun ċert li tuża","codeweek4all.title":"L-isfida tal-Ġimgħa tal-Ikkowdjar għal Kulħadd","codeweek4all.text":"L-isfida tal-Ġimgħa tal-Ikkowdjar għal Kulħadd tħeġġek biex torbot l-attivitajiet tiegħek ma’ oħrajn organizzati minn ħbieb, kollegi u konoxxenti, u flimkien tingħataw iċ-Ċertifikat ta’ Eċċellenza tal-Ġimgħa tal-Ikkowdjar.","codeweek4all.what.title":"Xi jkun dan?","codeweek4all.what.content":`

    Minbarra li tissottometti l-attività tiegħek fuq il-mappa tal-Ġimgħa tal-UE tal-Ikkowdjar, tista’ wkoll tinvolvi lil oħrajn fin-netwerk tiegħek biex jagħmlu l-istess. Jekk inti u l-alleanza tiegħek tilħqu wieħed mil-limiti li ġejjin, se tingħataw ilkoll iċ-Ċertifikat ta’ Eċċellenza tal-Ġimgħa tal-Ikkowdjar!

    -

    Kriterji biex tingħata ċ-Ċertifikat ta’ Eċċellenza:

    `,"codeweek4all.what.criteria1":"parteċipazzjoni ta’ 500 student","codeweek4all.what.criteria2":"10 attivitajiet marbuta (Minn 10 organizzazjonijiet differenti)","codeweek4all.what.criteria3":"3 pajjiżi involuti","codeweek4all.what.andor":"U / Jew","codeweek4all.howto.title":"Kif tista’ tipparteċipa?","codeweek4all.howto.time":"L-isfidi tal-Ġimgħa tal-Ikkowdjar għal Kulħadd kollha jdumu sal-aħħar tas-sena kalendarja. Iċ-ċertifikati ser jinħarġu fil-bidu tas-sena d-dieħla, f'Jannar jew fi Frar.","codeweek4all.howto.content":'Żur il-paġna Żid Attività u imla d-dettalji meħtieġa tal-attività tal-ikkowdjar tiegħek.',"codeweek4all.howto.first_alliance.1":"Ikklikkja fuq Issottometti.","codeweek4all.howto.first_alliance.2":"Ladarba l-attività tiegħek tkun ġiet aċċettata, se tirċievi email ta’ konferma bil-kodiċi uniku tiegħek għall-Ġimgħa tal-Ikkowdjar għal Kulħadd.","codeweek4all.howto.first_alliance.3":"Ikkopja l-kodiċi u aqsmu mal-kollegi tiegħek u ma’ oħrajn fin-netwerk tiegħek li qegħdin jorganizzaw ukoll attività tal-ikkowdjar. Xerred il-kelma biex tħeġġeġ lil oħrajn jipparteċipaw!","codeweek4all.howto.first_alliance.4":"Wara t-tmiem tal-kampanja, l-organizzaturi tal-attività kollha se jintalbu jirrapportaw lura n-numru ta’ parteċipanti li involvew. Jekk kellkom suċċess u lħaqtu l-limitu, inti u l-kollegi tiegħek li kienu parti min-netwerk tiegħek se tirċievu ċ-Ċertifikat ta’ Eċċellenza!","codeweek4all.howto.first_alliance.title":"Jekk inti l-ewwel wieħed fl-alleanza tiegħek:","codeweek4all.howto.existing_alliance.1":"Ippestja l-passcode li rċevejt mill-inizjatur, l-ewwel wieħed li beda jibni l-alleanza, fil-ċellola tal-qasam KODIĊI TAL-ĠIMGĦA TAL-IKKOWDJAR GĦAL KULĦADD.","codeweek4all.howto.existing_alliance.2":"Ikklikkja fuq Issottometti.","codeweek4all.howto.existing_alliance.3":"Xerred il-kelma (u l-kodiċi!) biex tikkonvinċi lil aktar organizzaturi jingħaqdu mal-alleanza tiegħek.","codeweek4all.howto.existing_alliance.4":"Wara t-tmiem tal-kampanja, l-organizzaturi tal-attività kollha se jintalbu jirrapportaw in-numru ta’ parteċipanti li involvew. Jekk kellkom suċċess u lħaqtu l-limitu, inti u l-kollegi tiegħek li kienu parti min-netwerk tiegħek se tirċievu ċ-Ċertifikat ta’ Eċċellenza!","codeweek4all.howto.existing_alliance.title":"Jekk qed tingħaqad ma’ alleanza eżistenti:","codeweek4all.why.1":"Biex ixxerred il-messaġġ dwar l-importanza tal-ikkowdjar.","codeweek4all.why.2":"Biex tara l-involviment ta’ numru kbir ta’ studenti.","codeweek4all.why.3":"Biex tibni konnessjonijiet ma’ organizzazzjonijiet u/jew skejjel fil-komunità tiegħek jew fuq livell internazzjonali.","codeweek4all.why.4":"Biex issib appoġġ minn organizzaturi u għalliema oħrajn.","codeweek4all.why.5":"Biex tingħata Ċertifikat ta’ Eċċellenza.","codeweek4all.why.title":"Għaliex għandek tingħaqad mal-isfida?","codeweek4all.superorganiser-title":"Ċertifikat ta’ Organizzatur Super","codeweek4all.superorganiser":'Tista’ wkoll tikseb Ċertifikat ta’ Organizzatur Super. Biex tagħmel dan għandek bżonn torganizza u tirreġistra mill-inqas 10 attivitajiet separati fl-iskola jew l-organizzazzjoni tiegħek, jew online.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Mistoqsijiet","coding-at-home.material.required":"Materjal meħtieġ","coding-at-home.material.chequered":"bord b’disinn ta’ ċangaturi","coding-at-home.material.footprint":"karti maqtugħin kwadri żgħar bi stampi tal-marka tas-saqajn","coding-at-home.intro.title":"Introduzzjoni għal Coding@Home","coding-at-home.explorer.title":"L-esploratur","coding-at-home.explorer.text":"L-esploratur huwa l-ewwel attività ta’ Coding@Home. Mexxi l-esploratur madwar il-bord biex tilħaq il-mira wara li timxi fuq kemm tista’ kaxxi.","coding-at-home.explorer.questions.content.1":"Q1. Jekk wieħed iqis il-pożizzjonijiet tal-bidu u tat-tmiem li jidhru fil-vidjow, huwa possibbli li l-esploratur iżur il-kaxxi kollha fuq il-bord?","coding-at-home.explorer.questions.content.2":"Q2. Liem pożizzjonijiet tal-bidu u tat-tmiem jipprevjenu lill-esploratur milli jżur l-iżjed numru ta’ kaxxi fuq il-bord?","coding-at-home.right-and-left.title":"Lemin u xellug","coding-at-home.right-and-left.text":"Lemin u xellug hija logħba kompetittiva u kollaborattiva. Iż-żewġ timijiet jikkollaboraw flimkien biex joħolqu passaġġ lejn il-mira filwaqt li jikkompetu biex jużaw kemm jistgħu mill-karti kwadri żgħar li ngħatawlhom: it-tim l-isfar għandu jipprova jdaħħal kemm jista’ liwjiet lejn ix-xellug , u t-tim l-aħmar għandu jipprova jdaħħal kemm jista’ liwjiet lejn il-lemin.","coding-at-home.right-and-left.questions.content.1":"Q1. Bil-pożizzjonijiet tal-bidu u tat-tmiem bħal fl-ewwel logħba f’dan il-vidjow, huwa possibbli li jirbaħ wieħed miż-żewġ timijiet?","coding-at-home.right-and-left.questions.content.2":"Q2. Bil-pożizzjonijiet tal-bidu u tat-tmiem bħal fil-logħba li rebħet Anna, jista’ jkun hemm il-possibbiltà ta’ dro?","coding-at-home.right-and-left.questions.content.3":"Q3. Hemm pożizzjonijiet tal-bidu u t-tmiem li jiffavorixxu wieħed miż-żewġ timijiet?","coding-at-home.right-and-left.questions.content.4":"Q4: Mill-mod ta’ kif inhuma l-pożizzjonijiet tal-bidu u t-tmiem, huwa possibbli li wieħed ibassar id-distakk bejn it-tim rebbieħ u t-tim tellief?","coding-at-home.keep-off-my-path.title":"Tidħolx fil-passaġġ tiegħi","coding-at-home.keep-off-my-path.text":"Tidħolx fil-passaġġ tiegħi hija logħba kompetittiva bejn żewġ timijiet. It-timijiet jibdew miż-żewġ naħat opposti tal-bord u jibnu passaġġi biex jibblukkaw lil xulxin. It-tim li jipprevjeni lill-ieħor milli jtawwal il-passaġġ tiegħu huwa r-rebbieħ.","coding-at-home.keep-off-my-path.questions.content.1":"Q1. Hemm pożizzjonijiet tal-bidu li jiffavorixxu wieħed miż-żewġ timijiet?","coding-at-home.keep-off-my-path.questions.content.2":"Q2. Jista’ jkun hemm dro?","coding-at-home.keep-off-my-path.questions.content.3":"Q3. Il-plejer li jibda l-ewwel għandu vantaġġ?","coding-at-home.keep-off-my-path.questions.content.4":"Q4. Teżisti strateġija soda li l-plejer li jagħmel l-ewwel mossa jista’ jadotta biex jiżgura li ma jitlef qatt? ","coding-at-home.tug-of-war.title":"Ġbid tal-ħabel","coding-at-home.tug-of-war.text":"Ġbid tal-ħabel hija logħba kompetittiva u kollaborattiva. Iż-żewġ timijiet (l-isfar u l-aħmar) jibdew fil-parti t’isfel tal-bord fin-nofs u jaħdmu flimkien biex jaslu fil-parti ta’ fuq tal-bord. It-tim l-isfar se jipprova jilħaq il-kaxxi fuq ix-xellug filwaqt li t-tim l-aħmar se jipprova jilħaq il-kaxxi fuq il-lemin.","coding-at-home.tug-of-war.questions.content.1":"Q1. Teżisti strateġija li dejjem se twassal għal rebħa?","coding-at-home.tug-of-war.questions.content.2":"Q2. Il-plejer li jibda l-ewwel għandu vantaġġ?","coding-at-home.tug-of-war.questions.content.3":"Q3. Jekk iż-żewġ plejers joqogħdu attenti ndaqs, il-logħba dejjem se tintemm bi dro, jiġifieri fin-nofs?","coding-at-home.explorer-without-footprints.title":"L-Esploratur mingħajr passi","coding-at-home.explorer-without-footprints.text":"L-esploratur jimxi fuq il-bord mill-punt tat-tluq sal-mira waqt li jipprova jżur il-kaxxi kollha. Hu u jimxi, iħalli passi kkuluriti li jippermettu lir-robot isegwi l-passi billi jinterpreta l-kuluri. Il-logħba ssir aktar interessanti meta l-esploratur ineħħi l-passi u jħalli biss il-kuluri.","coding-at-home.explorer-without-footprints.material":"kif ukoll markers (jew lapsijiet) ħomor, sofor u griżi.","coding-at-home.explorer-without-footprints.questions.content.1":"Q1. X’inhi d-differenza bejn il-bord mimli passi kkuluriti u l-bord bil-kuluri imma mingħajr il-passi?","coding-at-home.explorer-without-footprints.questions.content.2":"Q2. Liem bord joffri aktar libertà biex tiċċaqlaq waqt li jsegwi l-istess regoli biex iddur bħalma hu indikat bil-kulur?","coding-at-home.explorer-without-footprints.questions.content.3":"Q3. Hemm passaġġi possibbli fuq il-bord bil-kuluri li mhumiex possibbli fuq il-bord bil-passi kkuluriti?","coding-at-home.explorer-without-footprints.questions.content.4":"Q4. Hemm passaġġi possibbli fuq il-bord bil-passi kkuluriti li mhumiex possibbli fuq il-bord li għandu kuluri biss?","coding-at-home.walk-as-long-as-you-can.title":"Imxi sakemm tista","coding-at-home.walk-as-long-as-you-can.text":"F’din l-attività l-isfida hija li tibqa' kemm jista' jkun fuq il-bord bl-użu ta' kuluri minflok marki tas-sieq. L-attività ssir aktar diffiċli aktar ma tiżdied il-libertà tal-moviment","coding-at-home.walk-as-long-as-you-can.coloured-cards":"kards ikkuluriti, jew markaturi ħomor, sofor u griżi","coding-at-home.walk-as-long-as-you-can.questions.content.1":"M1. Meta ż-żewġ toroq jaħbtu u jimblukkaw lil xulxin?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"M2. Din il-logħba hija ppreżentata bħala logħba b'żewġ parteċipanti? Tista’ tintlagħab minn tlieta jew erba’ parteċipanti? Ikollna nibdlu r-regoli?","coding-at-home.ada-charles-roby.title":"Ada, Charles u Roby","coding-at-home.ada-charles-roby.text":"L-istorja ta’ Ada Lovelace u Charles Babbage hija waħda interessanti. Dawn ħolqu u pprogrammaw kompjuters mitt sena qabel ma fil-fatt ġew ivvintati","coding-at-home.ada-charles-roby.material":"tafal artab u lapes qasir","coding-at-home.ada-charles-roby.questions.content.1":"M1. Ippruvaw immaġinaw li r-robot li bnejtu bit-tafal artab u b’lapes huwa kapaċi jiċċaqlaq fuq il-bord sabiex jasal fi kwalunkwe pożizzjoni u, jekk ikun meħtieġ, jerġa' jsib it-triq tiegħu. Xi struzzjonijiet tużaw biex tipprogrammawh?","coding-at-home.cody-and-roby.title":"Cody u Roby","coding-at-home.cody-and-roby.text":"Din hija logħba ta' rwoli bil-programmatur, Cody u r-robot, Roby. Il-vidjow jintroduċi l-kards ta' CodyRoby li se nużaw minn issa 'l quddiem biex naraw fejn se nimxu fuq il-bord. Cody se juża dawn il-kards biex jagħti struzzjonijiet lil Roby dwar kif għandu jimxi fuq il-bord","coding-at-home.cody-and-roby.material":"bord iċċangjat bit-tikketti, kards bl-istruzzjonijiet (xellug, lemin, 'il quddiem), u markaturi li jitpoġġew fuq il-bord","coding-at-home.cody-and-roby.starter-kit":"Kitt biex tibda l-logħba CodyRoby","coding-at-home.cody-and-roby.questions.content.1":"M1. Fejn jasal Roby jekk, mill-pożizzjoni C2 fid-direzzjoni tan-Nofsinhar, isegwi l-aħħar sekwenza ta' struzzjonijiet murija fil-vidjow?","coding-at-home.cody-and-roby.questions.content.2":"M2. Il-movimenti li Roby jagħmel billi jsegwi l-aħħar sekwenza ta’ struzzjonijiet murija fil-vidjow, jistgħu jiġu deskritti billi jiġu applikati l-istruzzjonijiet ta' CodyFeet jew CodyColor għall-bord?","coding-at-home.cody-and-roby.questions.content.3":"M3. It-tliet tipi ta' struzzjonijiet introdotti fil-vidjow, irrappreżentati mill-kards ħodor, ħomor u sofor, huma sett ta' struzzjonijiet li kapaċi jmexxu lil Roby fi kwalunkwe post fuq il-bord. Tistgħu toħorġu b'sett ta' struzzjonijiet b'inqas minn tliet struzzjonijiet li jagħmlu l-istess ħaġa?","coding-at-home.the-tourist.title":"It-turist","coding-at-home.the-tourist.text":"Bil-kards CodyRoby, żewġ timijiet jisfidaw lil xulxin biex isibu, fl-iqsar żmien possibbli, is-sekwenza ta' struzzjonijiet li se jiggwidaw lit-turist sal-monumenti li jixtieq iżur fuq il-bord","coding-at-home.the-tourist.material":"B'kards akbar il-logħba tkun tista' tintlagħab mal-art","coding-at-home.the-tourist.questions.content.1":"M1. Liema sekwenza ta' struzzjonijiet tiggwida lit-turist sal-Istatwa ta' Raffaello fl-ewwel eżempju muri fil-vidjow?","coding-at-home.the-tourist.questions.content.2":"M2. Liema sekwenza ta' struzzjonijiet tiggwida lit-turist sat-Torricini tal-Palazz Dukali fit-tieni eżempju muri fil-vidjow?","coding-at-home.the-tourist.questions.content.3":"M3. Tistgħu taħsbu f'mod divertenti biex tagħmlu xi eżerċizzju kull darba li wieħed miż-żewġ timijiet jagħżel kard biex iżidha mal-programm? Ivvintaw mod billi tirrevedu t-tellieqa relay murija fil-vidjow","coding-at-home.material2.chequered-with-labels":"bord maqsum f’kaxxi u b’tikketti","coding-at-home.material2.cards":"24 karta “Imxi 'l Quddiem”, 8 karti “Dur Lejn ix-Xellug” u 8 karti “Dur Lejn il-Lemin” li jindikaw id-direzzjoni","coding-at-home.material2.larger-cards":"Għall-verżjoni li tintlagħab fl-art, huma rrakkomandati karti akbar","coding-at-home.material2.video":"Il-vidjow jispjega wkoll kif tistgħu tilagħbu mingħajr il-mazz karti","coding-at-home.material2.pieces-of-paper":"Huma meħtieġa wkoll 24 biċċa tal-karta biex dawn jitqiegħdu fuq il-kaxxi li jkunu diġà nżaru","coding-at-home.material2.card-alternative":"Bħala alternattiva għall-mazz karti CodyRoby, tista’ tuża l-ikoni tal-karti disponibbli hawnhekk","coding-at-home.material2.small-drawings":"Jistgħu jiżdiedu tpinġijiet żgħar biex jgħinu fir-rakkontar tal-istorja. Dawk li jintużaw fil-vidjow jinsabu hawnhekk","coding-at-home.material2.rest-of-cards":"Għall-bqija nużaw il-karti ta’ CodyRoby, CodyFeet, jew CodyColour.","coding-at-home.catch-the-robot.title":"Aqbad ir-robot","coding-at-home.catch-the-robot.text":"Aqbad ir-robot hija logħba kompetittiva li tista’ tintlagħab fuq mejda jew mal-art. Jirbaħ dak li jirnexxielu jaqbad ir-robot tat-tim l-ieħor billi jidħol fil-kaxxa tiegħu fuq il-bord. L-element aleatorju tal-karti tal-logħob jeħtieġ li ż-żewġ timijiet jaġġustaw l-istrateġiji tagħhom il-ħin kollu.","coding-at-home.catch-the-robot.questions.content.1":"M1. Jekk il-pawn ir-roża (Roby) ikun jinsab fuq il-kaxxa ċentrali C3 jħares lejn it-Tramuntana, u t-tim ir-roża jkollu 2 karti “Imxi 'l Quddiem”, 2 karti “Dur Lejn ix-Xellug” u karta “Dur Lejn il-Lemin”, sa liema kaxxi jista’ jasal?","coding-at-home.the-snake.title":"Is-serp","coding-at-home.the-snake.text":"Is-serp huwa tip ta’ logħba solitaire li tintlagħab bil-karti CodyRoby. L-għan tal-logħba huwa li s-serp jiġi ggwidat minn ġol-kaxxi kollha fuq il-bord mingħajr ma jigdem denbu.","coding-at-home.the-snake.questions.content.1":"M1. Hemm xi punti tat-tluq li jagħmluha impossibbli li jinżaru l-kaxxi kollha mingħajr ma jingidem denb is-serp?","coding-at-home.storytelling.title":"Rakkontar ta’ stejjer","coding-at-home.storytelling.text":"Is-suġġett tal-lum huwa r-rakkontar ta' stejjer! Uża l-istruzzjonijiet ta’ CodyRoby, il-marki tas-saqajn ta’ CodyFeet, jew il-kuluri ta’ CodyColour biex tiggwida l-pawns fuq il-bord biex tirrakkonta storja. Ifrex partijiet differenti mill-istorja madwar il-bord.","coding-at-home.storytelling.questions.content.1":"M1. Liema għodda hija dik l-aktar versatili biex Roby jiġi ggwidat biex jirrakkonta storja?","coding-at-home.storytelling.questions.content.2":"M2. Tista’ tirranġa l-partijiet tal-istorja li tixtieq tirrakkonta fuq il-bord f’pożizzjonijiet li jagħmluha impossibbli li dawn jinġabru kollha b’CodyFeet?","coding-at-home.two-snakes.title":"Iż-żewġt isriep","coding-at-home.two-snakes.text":"Bl-użu tal-kards CodyRoby, iż-żewġt isriep jiċċaqilqu madwar il-bord u jippruvaw ifixklu l-moviment ta’ xulxin. Ir-regola bażika hija sempliċi ħafna: ma tistax tmur lura fuq kaxxa li diġà żarha serp. Ir-rebbieħ huwa s-serp li kapaċi jiċċaqlaq liberament għall-itwal żmien.","coding-at-home.two-snakes.material":"Il-karti CodyRoby, bord iċċangjata ta’ 5 × 5, żewġ pedini, u biċċiet tal-karta li għandhom jintużaw biex jiġu mmarkati l-kaxxi li għadda minn fuqhom serp.","coding-at-home.two-snakes.questions.content.1":"M1. Fl-istruttura inizjali murija fil-vidjow, jekk iż-żewġ ġugaturi ma jiġbrux karti sofor biex iduru fuq ix-xellug, liema karti għandhom jittamaw li jiġbru?","coding-at-home.round-trip.title":"Vjaġġ bir-ritorn","coding-at-home.round-trip.text":"It-timijiet jilagħbu meta jkun imisshom. L-ewwel wieħed jippjana l-vjaġġ ’il barra filwaqt li t-tieni wieħed irid iġib lil Roby lura għall-punt tat-tluq. Din tidher li hija xi ħaġa faċli iżda fil-fatt mhijiex, speċjalment jekk tippjana l-mossi f’moħħok biss mingħajr ma ċċaqlaq lil Roby...","coding-at-home.round-trip.material":"Il-karti CodyRoby, bord iċċangjata ta’ 5 × 5, żewġ pedini, u biċċiet tal-karta li għandhom jintużaw biex jiġu mmarkati l-kaxxi li għadda minn fuqhom serp.","coding-at-home.round-trip.questions.content.1":"M1. Huwa possibbli li l-programm li jġib lil Roby lura għall-punt tat-tluq ikun iqsar (jiġifieri magħmul minn inqas struzzjonijiet) minn dak tal-vjaġġ ’il barra?","coding-at-home.meeting-point.title":"Punt ta’ kuntatt","coding-at-home.meeting-point.text":'Din id-darba nippjanaw il-mossi tagħna qabel ma nibdew. Iż-żewġ timijiet ipoġġu l-karti fuq il-mejda biex joħolqu s-sekwenza ta’ struzzjonijiet li ser imexxu lir-robots rispettivi tagħhom, iżda xejn ma jista’ jiċċaqlaq sakemm wieħed mill-ġugaturi ma jgħidx "Ibda!”. F’dak il-punt, il-programmar jintemm u tibda l-azzjoni. Il-ġugatur li jkun qal "Ibda!” jirbaħ biss jekk iż-żewġ robots, li jkunu t-tnejn eżegwew l-istruzzjonijiet tat-tim tagħhom, jispiċċaw fuq l-istess kaxxa.',"coding-at-home.meeting-point.material":"Karti CodyRoby, bord iċċangjata ta’ 5 × 5, żewġ pedini.","coding-at-home.meeting-point.questions.content.1":"M1. Jekk taħseb li huwa possibbli li ż-żewġ robots qatt ma jiltaqgħu, ivvinta regoli tal-logħob li jkopru s-sitwazzjonijiet kollha possibbli.","coding-at-home.follow-the-music.title":"Segwi l-mużika","coding-at-home.follow-the-music.text":"Meta sekwenzi ta’ struzzjonijiet ta’ programmar jirrepetu lilhom infushom perjodikament, ikun qisu daqs li kieku għandhom ritmu. Jekk aħna nassoċjaw ħoss ma’ kull struzzjoni, nistgħu niggwidaw lil Roby permezz tal-mużika. Dan huwa preċiżament dak li ser nagħmlu din id-darba. Ser noħloq programm għalik billi nuża ħsejjes differenti li jirrappreżentaw struzzjonijiet differenti, u inti ser tmexxi lil Roby madwar il-bord billi ssegwi dawn l-istruzzjonijiet ibbażati fuq il-ħsejjes.","coding-at-home.follow-the-music.material":"minbarra l-karti tal-CodyRoby, il-bord iċċangjata u l-pedina, jeħtieġ li nagħmlu tliet ħsejjes differenti. Jiena użajt tliet tazzi mimlijin b’ammonti differenti ta’ ilma, inti x’ser tuża?","coding-at-home.follow-the-music.questions.content.1":"M1. Ipprova segwi l-vidjo u ħallih jiggwidak bil-ħsejjes li t-tazzi jipproduċu, mingħajr ma tħares lejn il-karti. Tista’ tagħraf u teżegwixxi l-istruzzjonijiet magħmula mill-ħsejjes?","coding-at-home.follow-the-music.questions.content.2":"M2. Agħżel tliet ħsejjes biex tassoċjahom mat-tliet struzzjonijiet bażiċi. Oħroġ b’sekwenza ta’ ħsejjes li tista’ tirrepetiha bla tmiem mingħajr ma qatt tmexxi lil Roby ’il barra mill-bord...","coding-at-home.colour-everything.title":"Imla kollox bil-kulur","coding-at-home.colour-everything.text":"Nistgħu niggwidaw lir-robots madwar il-bord b’tali mod li jagħmlu tpinġija bit-traċċi tagħhom? F’din l-attività, se nilagħbu bl-ikkowdjar u bl-arti tal-pixels, jiġifieri se niffurmaw l-istampi billi nimlew il-kaxxi bil-kulur fuq bord iċċangjata, bħal pixels fuq skrin.","coding-at-home.colour-everything.material":"Il-kards CodyRoby, bord iċċangjata u pedina. Biex timla l-kaxxi bil-kulur uża biċċiet tal-karta u poġġihom fuq il-kaxxi, jew imla l-kaxxi bil-kulur bil-markers.","coding-at-home.colour-everything.questions.content.1":"Hu possibbli li tpinġi ż-żewġt iqlub bħal fil-parti finali tal-video billi tiggwida lir-robot biex jgħaddi minn fuq il-kaxxi meħtieġa mingħajr qatt ma jgħaddi darbtejn minn fuq l-istess kaxxa?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter u CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"X’inhi d-differenza bejn plotter u printer? Skopri billi tilgħab din l-attività ta’ kkowdjar.","coding-at-home.codyplotter-and-codyprinter.material":"minbarra l-kit CodyRoby, użajt marker aħdar u robot tat-tafal tal-immudellar ġdid, iżda dan mhuwiex obbligatorju.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Tista’ tispjega d-differenza bejn plotter u printer?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"X’disinn jipproduċi RobyPrinter billi jiċċaqlaq tul il-linji fuq il-bord, kieku jeżegwixxi s-sekwenza ta’ kmandi ddettati fl-aħħar tal-video?","coding-at-home.boring-pixels.title":"Pixels Monotoni!/Użu tan-numri","coding-at-home.boring-pixels.text":"Billi nagħtu struzzjonijiet lil Roby biex jifforma stampa kaxxa kaxxa, pixel pixel, niskopru li meta ħafna kaxxi ħdejn xulxin ikollhom l-istess kulur, nistgħu nużaw in-numri biex issir iktar interessanti. Il-kompjuters jagħmlu l-istess...","coding-at-home.boring-pixels.material":"ktieb tan-noti bil-kwadri, jew bord iċċangjata 5 × 5 mpinġija fuq biċċa karta, pinna. Biex tirrappreżenta l-kowd tat-tpinġija tista’ tuża pinna u karta.","coding-at-home.boring-pixels.questions.content.1":"Ipprova għamel disinn iċċangjat u rrappreżentah b’ikkowdjar RLE. Id-daqs tad-disinn huwa ugwali għan-numru ta’ kaxxi, iżda x’inhu d-daqs tar-rappreżentazzjoni RLE tiegħu?","coding-at-home.turning-code-into-pictures.title":"Nittrasformaw il-kowd fi stampi","coding-at-home.turning-code-into-pictures.text.1":"Issa rajna li nistgħu noħolqu kowd li jippermettilna npinġu stampa. Ħsibt fi tpinġija u użajt il-kowd biex nittrasformaha f’ittri u numri, li tajtek. Ħu nota tal-ittri u n-numri u uża l-kowd biex terġa’ tibni t-tpinġija.","coding-at-home.turning-code-into-pictures.text.2":"Din hi l-immaġni li kont ħsibt fiha, agħmilha tidher fuq il-ktieb tan-noti tiegħek u fuq ta’ dawk kollha li jafu jikkowdjaw!","coding-at-home.turning-code-into-pictures.material":"karta (prefibbilment bil-kwadri) u pinna.","coding-at-home.turning-code-into-pictures.questions.content.1":"Ipprova ddekowdja u pinġi l-immaġnijiet li nsemmi fl-aħħar tal-video.","coding-at-home.texts.1":"“Coding@Home” huma vidjows qosra b’materjal do-it-yourself, logħob ta’ taħbil il-moħħ, logħob interessanti, u sfidi tal-ikkowdjar għall-użu ta’ kuljum fil-familja kif ukoll fl-iskola. Mhu meħtieġ ebda għarfien minn qabel tal-ikkowdjar, u lanqas apparat elettroniku sabiex twettaq l-attivitajiet. L-attivitajiet se jistimulaw il-ħsieb komputazzjonali u se jikkultivaw il-ħiliet tal-istudenti, tal-ġenituri u tal-għalliema fid-dar jew fl-iskola.","coding-at-home.texts.2":'Is-serje Coding@Home tal-Ġimgħa tal-UE tal-Ikkowdjar tibni fuq l-inizjattiva “Coding in famiglia” tal-Università ta’ Urbino u l-CodeMOOCnet Association f’kollaborazzjoni ma’ Rai Cultura. L-attivitajiet huma ppreżentati minn Alessandro Bogliolo li huwa l-Professur tas-Sistemi tal-Ipproċessar tal-Informazzjoni fl-Università ta’ Urbino, l-ambaxxatur tal-Ġimgħa tal-UE tal-Ikkowdjar għall-Italja, u l-koordinatur tal-ambaxxaturi kollha kif ukoll membru tal-Bord Governattiv tal-Koalizzjoni għall-Ħiliet u l-Impjiegi Diġitali.',"coding-at-home.texts.3":'Jekk jinteressawk aktar attivitajiet mhux ipplaggjati, jew attivitajiet b’lingwi differenti ta’ pprogrammar, ir-robotika, mikro:bit, eċċ., agħti titwila lejn l-Għajnuniet ta’ Tagħlim tal-Ġimgħa tal-Ikkowdjar fejn tista’ ssib tutorials fuq vidjow u pjanijiet ta’ lezzjonijiet għall-iskejjel primarji, l-iskejjel sekondarji tal-ewwel livell u l-iskejjel sekondarji tat-tieni livell. Agħti titwila wkoll lejn il-paġna tar-riżorsi tal-Ġimgħa tal-UE tal-Ikkowdjar għall-istudenti u l-għalliema.',"community.titles.0":"Il-Komunità","community.titles.1":"Ambaxxaturi","community.titles.2":"Għalliema ewlenin","community.titles.3":"Koordinaturi Edu","community.titles.4":"Voluntieri għall-Ġimgħa Ewropea tal-Ikkowdjar","community.intro.0":"Il-Ġimgħa tal-Ikkowdjar tal-UE tirnexxi bis-saħħa ta’ komunità vasta u internazzjonali ta’ voluntieri. F’din il-paġna tista’ tiltaqa’ mal-membri li huma attivi f’pajjiżek.","community.intro.1":"Is-sinsla tal-Ġimgħa Ewropea tal-Ikkowdjar hija magħmula mill-Ambaxxaturi, l-Għalliema ewlenin u r-rappreżentanti tal-ministeri tal-edukazzjoni fl-UE u fil-pajjiżi tal-Balkani tal-Punent – il-Koordinaturi Edu","community.intro.2":"kopri aktar dwar il-komunità lokali tiegħek billi tagħżel pajjiżek:","community.ambassadors":"L-Ambaxxaturi tal-Ġimgħa Ewropea tal-Ikkowdjar huma l-punt ewlieni ta’ kuntatt għall-Ġimgħa tal-Ikkowdjar f’kull pajjiż u jgħinu biex il-viżjoni tal-Ġimgħa tal-Ikkowdjar tinfirex lokalment. L-Ambaxxaturi jgħaqqdu lin-nies, lill-kumpaniji u lill-komunitajiet interessati li jappoġġjaw il-Ġimgħa Ewropea tal-Ikkowdjar. Huma jħeġġu lill-organizzaturi jirreġistraw l-attivitajiet tal-ikkowdjar fuq il-mappa tal-Ġimgħa tal-Ikkowdjar, u jippromwovu l-parteċipazzjoni ġenerali fil-Ġimgħa tal-Ikkowdjar tal-UE. L-Ambaxxaturi janalizzaw u japprovaw ukoll l-attivitajiet f’pajjiżhom. L-Ambaxxaturi jaħdmu wkoll mal-pari tagħhom f’pajjiżi oħra u jiltaqgħu b'mod regolari biex jiddiskutu kif jiżviluppaw aktar l-inizjattiva.","community.leading-teachers":"Għalliema ewlenin hija komunità attiva ta’ aktar minn 450 edukatur mill-Ewropa kollha. Dawn jgħinu biex jgħaqqdu l-iskejjel, l-għalliema u l-istudenti interessati li jipparteċipaw fil-Ġimgħa tal-Ikkowdjar u jħeġġuhom jorganizzaw attivitajiet u jirreġistrawhom fuq il-mappa tal-Ġimgħa tal-Ikkowdjar. L-Għalliema ewlenin jagħmlu webinars ta’ żvilupp professjonali fil-lingwa tagħhom u huma punt ta’ referenza għall-għalliema l-oħra fil-pajjiż kif ukoll fl-Ewropa. Huma jippromwovu wkoll l-inizjattiva lokalment.","community.cta":"Jekk int għalliem, tista’ ssib l-Għalliema ewlenin qrib tiegħek biex tagħmel konnessjoni magħhom fuq il-mappa.","community.edu":"Il-Koordinaturi Edu tal-Ġimgħa Ewropea tal-Ikkowdjar huma korrispondenti fil-Ministeri tal-Edukazzjoni jew awtoritajiet u organizzazzjonijiet edukattivi oħrajn li jipparteċipaw fil-Ġimgħa Ewropea tal-Ikkowdjar. Il-Koordinaturi Edu jsaħħu l-pedamenti tal-inizjattiva billi jappoġġjaw lill-għalliema u lill-iskejjel mal-pajjiż kollu. Dan jinkludi l-komunikazzjoni mal-iskejjel li diġà jipparteċipaw fil-Ġimgħa Ewropea tal-Ikkowdjar biex jitgħallmu dwar l-aħjar prattiki tagħhom u jaqsmu l-esperjenza tagħhom. Il-Koordinaturi Edu jappoġġjaw ukoll l-iskejjel li jixtiequ jipparteċipaw fl-inizjattiva, billi jipprovdu riżorsi disponibbli, materjal ta’ tagħlim u opportunitajiet fi ħdan il-komunità.","community.volunteer.0":"M’hemmx għalfejn tieħu rwol uffiċjali fil-komunità tal-Ġimgħa Ewropea tal-Ikkowdjar biex tkun parti mill-moviment. Kulħadd jista’ jorganizza attivitajiet biex jgħallem u jispira lin-nies biex jikkowdjaw, jagħmlu r-robotika, jesploraw il-hardware, jipprintjaw 3D eċċ. u jirreġistraw l-attività tagħhom ","community.volunteer.1":" fuq il-mappa.","community.volunteer.2":"Madankollu, jekk tixtieq tivvolontarja l-ħin tiegħek biex tippromwovi l-ikkowdjar u temmen fil-","community.volunteer.3":"viżjoni","community.volunteer.4":"u","community.volunteer.5":"l-valuri","community.volunteer.6":"tal-Ġimgħa Ewropea tal-Ikkowdjar, tista’ potenzjalment issir għalliem ewlieni jew ambaxxatur.","community.volunteer.7":"Jekk int edukatur b’passjoni lejn it-tagħlim u l-apprendiment dwar kif tikkodifika bħalna, tista’ ssir taf aktar dwar ir-rwol u l-benefiċċji tal-Għalliema ewlenin","community.volunteer.8":"hawnhekk.","community.volunteer.9":"Imbagħad tista’ tapplika biex issir Għalliem Ewlieni billi timla din il-","community.volunteer.10":"formola ta’ applikazzjoni online.","community.volunteer.11":"Jekk jogħġbok innota li n-numru ta’ Għalliema Ewlenin għal kull pajjiż huwa fiss li jfisser li l-applikazzjonijiet huma miftuħin biss għal xi pajjiżi speċifiċi kull darba.","community.volunteer.12":"Jekk tixtieq tippromwovi l-ikkowdjar f’pajjiżek, iċċekkja r-","community.volunteer.13":"responsabbiltajiet tal-Ambaxxaturi","community.volunteer.14":"u agħti ħarsa ħafifa lejn il-lista tal-Ambaxxaturi tal-Ġimgħa tal-Ikkowdjar tal-UE.","community.volunteer.15":"Jekk hemm Ambaxxaturi f’pajjiżek, jekk jogħġbok ikkuntattjahom direttament u ara kif l-aħjar li tappoġġja l-inizjattiva. Jekk m’hemm ħadd f’pajjiżek, tista’ tikkuntattja lil info@codeweek.eu.","cookie.uses_cookies":"Dan is-sit juża l-cookies biex joffrilek esperjenza aħjar","cookie.accept":"Naċċetta l-cookies","cookie.refuse":"Nirrifjuta l-cookies","cookie.cookies":"Cookies","cookie.find_out_more_on":"Skopri aktar dwar, ","cookie.how_we_use":"kif nużaw il-cookies u kif tista' tibdel is-settings tiegħek","cookie_policy.title":"Politika dwar il-Cookies","cookie_policy.what.title":"X’inhuma cookies?","cookie_policy.what.text":"

    Cookie huwa fajl b’test żgħir li sit web jaħżen fuq il-kompjuter jew l-apparat mobbli tiegħek meta żżur is-sit.

    ","cookie_policy.what.first_party":"Cookies tal-ewwel parti huma cookies stabbiliti mis-sit web li tkun qed iżżur. Dak is-sit web biss jista’ jaqrahom. Barra minn hekk, sit web jista’ potenzjalment juża servizzi esterni, li jistabbilixxu wkoll il-cookies tagħhom stess, magħrufa bħala cookies ta’ partijiet terzi.","cookie_policy.what.persistent_cookies":"Cookies persistenti huma cookies issejvjati fuq il-kompjuter tiegħek u li ma jiġux imħassra awtomatikament meta tagħlaq il-brawżer tiegħek, b’differenza għal cookie tas-sessjoni, li titħassar meta tagħlaq il-brawżer tiegħek.","cookie_policy.what.items":`

    L-ewwel darba li żżur is-sit web ta’ Codeweek, int tkun mitlub taċċetta jew tirrifjuta l-cookies.

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    L-iskop huwa li tippermetti lis-sit jiftakar il-preferenzi tiegħek (bħal isem l-utent, il-lingwa, eċċ.) għal ċertu perjodu ta’ żmien.

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    B’dan il-mod, m’għandekx għalfejn terġa’ tidħol fihom meta tkun qed tfittex fis-sit waqt l-istess żjara.

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    Il-cookies jistgħu jintużaw ukoll biex jistabbilixxu statistiċi anonimizzati dwar l-esperjenza ta’ tfittxija fuq is-siti tagħna.

    -

    `,"cookie_policy.how.title":"Kif nużaw il-cookies?","cookie_policy.how.text1":"

    L-aktar li juża Codeweek huma “cookies tal-ewwel parti”. Dawn huma cookies stabbiliti u kkontrollati minna, mhux minn xi organizzazzjoni esterna.

    ","cookie_policy.how.text2":"

    Madankollu, biex tara xi wħud mill-paġni tagħna, inti jkollok taċċetta cookies minn organizzazzjonijiet esterni.

    ","cookie_policy.how.3types.1":"naħżnu l-preferenzi tal-viżitatur","cookie_policy.how.3types.2":"nagħmlu s-siti web tagħna operattivi","cookie_policy.how.3types.3":"niġbru data analitika (dwar l-imġieba tal-utent)","cookie_policy.how.3types.title":"It-3 tipi ta’ cookies tal-ewwel parti li nużaw huma biex:","cookie_policy.how.table.name":"Isem","cookie_policy.how.table.service":"Servizz","cookie_policy.how.table.purpose":"Għan","cookie_policy.how.table.type_duration":"Tip u dewmien tal-cookies","cookie_policy.how.visitor_preferences.title":"Preferenzi tal-viżitatur","cookie_policy.how.visitor_preferences.text":"

    Dawn huma stabbiliti minna u aħna biss nistgħu naqrawhom. Huma jiftakru:

    ","cookie_policy.how.visitor_preferences.item":"jekk inti aċċettajt (jew irrifjutat) il-politika tal-cookies ta’ dan is-sit","cookie_policy.how.visitor_preferences.table.1.service":"Kit tal-kunsens dwar il-cookies","cookie_policy.how.visitor_preferences.table.1.purpose":"Jaħżen il-preferenzi tal-cookies tiegħek (sabiex ma tiġix mitlub mill-ġdid)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Cookie tas-sessjoni tal-ewwel parti mħassar wara li tagħlaq il-brawżer tiegħek","cookie_policy.how.operational_cookies.title":"Cookies operazzjonali","cookie_policy.how.operational_cookies.text":"

    Hemm xi cookies li rridu ninkludu sabiex jiffunzjonaw ċerti paġni tal-web. Għal din ir-raġuni, ma jeħtiġux il-kunsens tiegħek. B’mod partikolari:

    ","cookie_policy.how.operational_cookies.item":"cookies tekniċi meħtieġa minn ċerti sistemi tal-IT","cookie_policy.how.technical_cookies.title":"Cookies tekniċi","cookie_policy.how.technical_cookies.table.1.purpose":"Żomm sessjoni sigura għalik, waqt iż-żjara tiegħek.","cookie_policy.how.technical_cookies.table.1.type_duration":"Cookie tas-sessjoni tal-ewwel parti, imħassar wara li tagħlaq il-brawżer tiegħek","cookie_policy.how.technical_cookies.table.2.purpose":"Żomm sessjoni sigura għalik għal żmien itwal sabiex tevita li titlef is-sessjoni meta tagħlaq il-brawżer.","cookie_policy.how.technical_cookies.table.2.type_duration":"Cookie persistenti tal-ewwel parti, 60 xahar","cookie_policy.how.technical_cookies.table.3.purpose":"Jaħżen il-lingwa preferuta tal-utent","cookie_policy.how.technical_cookies.table.3.type_duration":"Cookie tas-sessjoni tal-ewwel parti, imħassar wara li tagħlaq il-brawżer tiegħek","cookie_policy.how.analytics_cookies.title":"Cookies tal-analitika","cookie_policy.how.analytics_cookies.items":`

    Dawn nużawhom purament għal riċerka interna dwar kif nistgħu ntejbu s-servizz li nipprovdu lill-utenti kollha tagħna.

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    Il-cookies sempliċement jevalwaw kif tinteraġixxi mas-sit web tagħna – bħala utent anonimu (id-data miġbura ma tidentifikax lilek personalment).

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    Barra minn hekk, din id-data ma hijiex kondiviża ma’ partijiet terzi jew tintuża għal kwalunkwe skop ieħor. L-istatistika anonimizzata tista’ tinqasam ma’ kuntratturi li jaħdmu fuq proġetti ta’ komunikazzjoni skont ftehim kuntrattwali mal-Kummissjoni.

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    Madankollu, inti liberu li tirrifjuta dawn it-tipi ta’ cookies – jew permezz tal-banner tal-cookies li tara fl-ewwel paġna li żżur jew billi żżur din il-paġna ddedikata.

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Servizz tal-analitika fuq il-web, ibbażat fuq softwer ta’ sors miftuħ Matomo","cookie_policy.how.analytics_cookies.table.1.purpose":"Jirrikonoxxi l-viżitaturi tas-sit web (b’mod anonimu – l-ebda informazzjoni personali ma tinġabar dwar l-utent).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Cookie persistenti tal-ewwel parti, 20 jum","cookie_policy.how.analytics_cookies.table.2.service":"Servizz tal-analitika fuq il-web, ibbażat fuq softwer ta’ sors miftuħ Matomo","cookie_policy.how.analytics_cookies.table.2.purpose":"Jidentifika l-paġni li ra l-istess utent matul l-istess żjara. (anonimament – l-ebda informazzjoni personali ma tinġabar dwar l-utent).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Cookie persistenti tal-ewwel parti, 30 minuta","cookie_policy.third-party.title":"Cookies ta’ partijiet terzi","cookie_policy.third-party.items.1":`

    Uħud mill-paġni tagħna juru kontenut minn fornituri esterni, eż. YouTube, Facebook u Twitter.

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    Biex tara dan il-kontenut ta’ partijiet terzi, l-ewwel għandek taċċetta t-termini u l-kundizzjonijiet speċifiċi tagħhom. Dan jinkludi l-politiki tagħhom dwar il-cookies, li aħna m’għandna l-ebda kontroll fuqhom.

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    Iżda jekk ma tarax dan il-kontenut, l-ebda cookies ta’ partijiet terzi ma jiġu installati fuq it-tagħmir tiegħek.

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    `,"copyright.title":"Drittijiet riservati","copyright.training.0":"Il-websajt tal-EU Code Week għall-iskejjel","copyright.training.1":"huwa servizz appoġġjat mill-Kummissjoni Ewropea","copyright.licence.0":"Bl-eċċezzjoni ta’ fejn hu ddikjarat mod ieħor, il-kontenut fuq dan is-sit huwa liċenzjat taħt il-liċenzja ta","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en","copyright.licence.2":"Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)","copyright.creative-commons":"Dan hu illiċenzjat taħt Creative Commons u ma jaffettwawx id-drittijiet tal-awtur","copyright.third-party":"Kontenut minn websajts ta' terzi partijiet huwa suġġett għal restrizzjonijiet tad-drittijiet tal-awtur; jekk jogħġbok irreferi għas-sit oriġinali għal aktar informazzjoni","countries.all":"Il-pajjiżi kollha","countries.Cloud":"Cloud","countries.Andorra":"Andorra","countries.United Arab Emirates":"L-Emirati Għarab Magħquda","countries.Afghanistan":"L-Afganistan","countries.Antigua and Barbuda":"Antigua u Barbuda","countries.Anguilla":"Anguilla","countries.Albania":"L-Albanija","countries.Armenia":"L-Armenja","countries.Netherlands Antilles":"L-Antilli Olandiżi","countries.Angola":"L-Angola","countries.Antarctica":"L-Antartika","countries.Argentina":"L-Arġentina","countries.American Samoa":"Is-Samoa Amerikana","countries.Austria":"L-Awstrija","countries.Australia":"L-Awstralja","countries.Aruba":"Aruba","countries.Aland Islands":"Il-Gżejjer Åland","countries.Azerbaijan":"L-Ażerbajġan","countries.Bosnia and Herzegovina":"Il-Bożnija-Ħerzegovina","countries.Barbados":"Barbados","countries.Bangladesh":"Il-Bangladesh","countries.Belgium":"Il-Belġju","countries.Burkina Faso":"Il-Burkina Faso","countries.Bulgaria":"Il-Bulgarija","countries.Bahrain":"Il-Bahrain","countries.Burundi":"Il-Burundi","countries.Benin":"Il-Benin","countries.Saint Barthelemy":"Saint Barthélemy","countries.Bermuda":"Il-Bermuda","countries.Brunei":"Il-Brunej","countries.Bolivia":"Il-Bolivja","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, Saint Eustatius u Saba ","countries.Brazil":"Il-Brażil","countries.Bahamas":"Il-Bahamas","countries.Bhutan":"Il-Bhutan","countries.Bouvet Island":"Il-Gżira Bouvet","countries.Botswana":"Il-Botswana","countries.Belarus":"Il-Belarus","countries.Belize":"Il-Belize","countries.Canada":"Il-Kanada","countries.Cocos Islands":"Il-Gżejjer Cocos","countries.Democratic Republic of the Congo":"Ir-Repubblika Demokratika tal-Kongo","countries.Central African Republic":"Ir-Repubblika Ċentru-Afrikana","countries.Republic of the Congo":"Ir-Repubblika tal-Kongo","countries.Switzerland":"L-Iżvizzera","countries.Ivory Coast":"Il-Kosta tal-Avorju","countries.Cook Islands":"Il-Gżejjer Cook","countries.Chile":"Iċ-Ċilì","countries.Cameroon":"Il-Kamerun","countries.China":"Iċ-Ċina","countries.Colombia":"Il-Kolombja","countries.Costa Rica":"Il-Costa Rica","countries.Serbia and Montenegro":"Is-Serbja u l-Montenegro","countries.Cuba":"Kuba","countries.Cape Verde":"Cape Verde","countries.Curacao":"Curacao","countries.Christmas Island":"Il-Gżira Christmas","countries.Cyprus":"Ċipru","countries.Czech Republic":"Ir-Repubblika Ċeka","countries.Germany":"Il-Ġermanja","countries.Djibouti":"Id-Djibouti","countries.Denmark":"Id-Danimarka","countries.Dominica":"Dominica","countries.Dominican Republic":"Ir-Repubblika Dominicana","countries.Algeria":"L-Alġerija","countries.Ecuador":"L-Ekwador","countries.Estonia":"L-Estonja","countries.Egypt":"L-Eġittu","countries.Western Sahara":"Is-Saħara tal-Punent","countries.Eritrea":"L-Eritrea","countries.Spain":"Spanja","countries.Ethiopia":"L-Etjopja","countries.Finland":"Il-Finlandja","countries.Fiji":"Fiġi","countries.Falkland Islands":"Il-Gżejjer Falkland","countries.Micronesia":"Il-Mikroneżja","countries.Faroe Islands":"Il-Gżejjer Faeroe","countries.France":"Franza","countries.Gabon":"Il-Gabon","countries.United Kingdom":"Ir-Renju Unit","countries.Grenada":"Grenada","countries.Georgia":"Il-Georgia","countries.French Guiana":"Il-Guyana Franċiża","countries.Guernsey":"Guernsey","countries.Ghana":"Il-Ghana","countries.Gibraltar":"Ġibiltà","countries.Greenland":"Greenland","countries.Gambia":"Il-Gambja","countries.Guinea":"Il-Guinea","countries.Guadeloupe":"Guadeloupe","countries.Equatorial Guinea":"Il-Guinea Ekwatorjali","countries.Greece":"Il-Greċja","countries.South Georgia and the South Sandwich Islands":"Il-Georgia tan-Nofsinhar u l-Gżejjer Sandwich tan-Nofsinhar","countries.Guatemala":"Il-Gwatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Il-Guinea-Bissau","countries.Guyana":"Il-Guyana","countries.Hong Kong":"Hong Kong","countries.Heard Island and McDonald Islands":"Il-Gżejjer Heard u l-Gżejjer McDonald","countries.Honduras":"Il-Honduras","countries.Croatia":"Il-Kroazja","countries.Haiti":"Il-Haiti","countries.Hungary":"L-Ungerija","countries.Indonesia":"L-Indoneżja","countries.Ireland":"L-Irlanda","countries.Israel":"L-Iżrael","countries.Isle of Man":"Isle of Man","countries.India":"L-Indja","countries.British Indian Ocean Territory":"It-Territorju Brittaniku tal-Oċean Indjan","countries.Iraq":"L-Iraq","countries.Iran":"L-Iran","countries.Iceland":"L-Iżlanda","countries.Italy":"L-Italja","countries.Jersey":"Jersey","countries.Jamaica":"Il-Ġamajka","countries.Jordan":"Il-Ġordan","countries.Japan":"Il-Ġappun","countries.Kenya":"Il-Kenja","countries.Kyrgyzstan":"Il-Kirgiżistan","countries.Cambodia":"Il-Kambodja","countries.Kiribati":"Kiribati","countries.Comoros":"Comoros","countries.Saint Kitts and Nevis":"Saint Kitts u Nevis","countries.North Korea":"Il-Korea ta’ Fuq","countries.South Korea":"Il-Korea t’Isfel","countries.Kuwait":"Il-Kuwajt","countries.Cayman Islands":"Il-Gżejjer Cayman","countries.Kazakhstan":"Il-Każakistan","countries.Laos":"Il-Laos","countries.Lebanon":"Il-Libanu","countries.Saint Lucia":"Saint Lucia","countries.Liechtenstein":"Il-Liechtenstein","countries.Sri Lanka":"Is-Sri Lanka","countries.Liberia":"Il-Liberja","countries.Lesotho":"Il-Lesoto","countries.Lithuania":"Il-Litwanja","countries.Luxembourg":"Il-Lussemburgu","countries.Latvia":"Il-Latvja","countries.Libya":"Il-Libja","countries.Morocco":"Il-Marokk","countries.Monaco":"Monaco","countries.Moldova":"Il-Moldova","countries.Montenegro":"Il-Montenegro","countries.Saint Martin":"Saint Martin","countries.Madagascar":"Madagascar","countries.Marshall Islands":"Il-Gżejjer Marshall","countries.Macedonia":"il-Maċedonja ta’ Fuq","countries.Mali":"Il-Mali","countries.Myanmar":"Il-Myanmar","countries.Mongolia":"Il-Mongolja","countries.Macao":"Il-Makao","countries.Northern Mariana Islands":"Il-Gżejjer Mariana tat-Tramuntana","countries.Martinique":"Martinique","countries.Mauritania":"Il-Mauritania","countries.Montserrat":"Montserrat","countries.Malta":"Malta","countries.Mauritius":"Mauritius","countries.Maldives":"Il-Maldivi","countries.Malawi":"Il-Malawi","countries.Mexico":"Il-Messiku","countries.Malaysia":"Il-Malasja","countries.Mozambique":"Il-Mozambique","countries.Namibia":"In-Namibja","countries.New Caledonia":"New Caledonia","countries.Niger":"In-Niġer","countries.Norfolk Island":"Il-Gżira Norfolk","countries.Nigeria":"In-Niġerja","countries.Nicaragua":"In-Nikaragwa","countries.Netherlands":"In-Netherlands","countries.Norway":"In-Norveġja","countries.Nepal":"In-Nepal","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"New Zealand","countries.Oman":"L-Oman","countries.Panama":"Il-Panama","countries.Peru":"Il-Perù","countries.French Polynesia":"Il-Polineżja Franċiża","countries.Papua New Guinea":"Papua New Guinea","countries.Philippines":"Il-Filippini","countries.Pakistan":"Il-Pakistan","countries.Poland":"Il-Polonja","countries.Saint Pierre and Miquelon":"Saint Pierre u Miquelon","countries.Pitcairn":"Il-Gżejjer Pitcairn","countries.Puerto Rico":"Puerto Rico","countries.Palestine":"Palestina","countries.Portugal":"Il-Portugall","countries.Palau":"Palau","countries.Paraguay":"Il-Paragwaj","countries.Qatar":"Il-Qatar","countries.Reunion":"Reunion","countries.Romania":"Ir-Rumanija","countries.Serbia":"Is-Serbja","countries.Russia":"Ir-Russja","countries.Rwanda":"Ir-Rwanda","countries.Saudi Arabia":"L-Arabja Sawdija","countries.Solomon Islands":"Il-Gżejjer Solomon","countries.Seychelles":"Is-Seychelles","countries.Sudan":"Is-Sudan","countries.Sweden":"L-Iżvezja","countries.Singapore":"Singapore","countries.Saint Helena":"Saint Helena","countries.Slovenia":"Is-Slovenja","countries.Svalbard and Jan Mayen":"Svalbard u Jan Mayen","countries.Slovakia":"Is-Slovakkja","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Is-Senegal","countries.Somalia":"Is-Somalja","countries.Suriname":"Is-Suriname","countries.South Sudan":"Is-Sudan t’Isfel","countries.Sao Tome and Principe":"Sao Tome and Principe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Sint Maarten","countries.Syria":"Is-Sirja","countries.Swaziland":"Is-Swaziland","countries.Turks and Caicos Islands":"Il-Gżejjer Turks u Caicos","countries.Chad":"Iċ-Chad","countries.French Southern Territories":"It-Territorji Franċiżi tan-Nofsinhar","countries.Togo":"It-Togo","countries.Thailand":"It-Tajlandja","countries.Tajikistan":"It-Taġikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Timor Leste","countries.Turkmenistan":"It-Turkmenistan","countries.Tunisia":"It-Tuneżija","countries.Tonga":"It-Tonga","countries.Turkey":"It-Turkija","countries.Trinidad and Tobago":"Trinidad u Tobago","countries.Tuvalu":"It-Tuvalu","countries.Taiwan":"It-Tajwan","countries.Tanzania":"It-Tanzanija","countries.Ukraine":"L-Ukrajna","countries.Uganda":"L-Uganda","countries.United States Minor Outlying Islands":"Il-Gżejjer Minuri Mbiegħda tal-Istati Uniti","countries.United States":"L-Istati Uniti","countries.Uruguay":"L-Urugwaj","countries.Uzbekistan":"L-Użbekistan","countries.Vatican":"Il-Vatikan","countries.Saint Vincent and the Grenadines":"Saint Vincent u l-Grenadini","countries.Venezuela":"Il-Venezwela","countries.British Virgin Islands":"Il-Gżejjer Verġni Brittaniċi","countries.U.S. Virgin Islands":"Il-Gżejjer Verġni tal-Istati Uniti","countries.Vietnam":"Il-Vjetnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis u Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Il-Kosovo","countries.Yemen":"Il-Jemen","countries.Mayotte":"Mayotte","countries.South Africa":"L-Afrika t’Isfel","countries.Zambia":"Iż-Żambja","countries.Zimbabwe":"Iż-Żimbabwe","cw2020.common.resources":"Riżorsi li se teħtieġ","cw2020.common.soundtrack":"Is-soundtrack tal-Ġimgħa tal-Ikkowdjar","cw2020.common.moves":"Il-movimenti","cw2020.common.dance-example":"Eżempju taż-Żifna tal-Ġimgħa tal-Ikkowdjar","cw2020.common.organizer-guide":"Gwida tal-organizzatur","cw2020.title.0":"EU Code Week","cw2020.title.1":"L-Edizzjoni tal-2020","cw2020.intro":"Din is-sena qed niċċelebraw l-ikkowdjar mill-10 sat-25 ta’ Ottubru 2020! Minħabba s-sitwazzjoni attwali tas-saħħa, din is-sena se nwasslu aktar attivitajiet tal-Ġimgħa tal-Ikkowdjar online. Se nkunu qed inniedu attivitajiet ġodda ta’ divertiment u ta’ involviment li tista’ tingħaqad magħhom mill-bogħod fid-dar jew fl-iskola ","cw2020.online-activities.title":"Attivitajiet online miftuħa msemmija","cw2020.online-activities.subtitle.0":"Biex nagħmluha eħfef biex wieħed jieħu sehem fl-attivitajiet tal-Ġimgħa tal-Ikkowdjar b’mod remot qed inniedu","cw2020.online-activities.subtitle.1":"kalendarju","cw2020.online-activities.subtitle.2":"tal-attivitajiet online imsemmija","cw2020.online-activities.section1.title":"X’inhi attività online ?","cw2020.online-activities.section1.content":"Attivitajiet online jistgħu jkunu kwalunkwe attività li tipikament wieħed iżid jew jirreġistra fis-sit web tal-Ġimgħa tal-Ikkowdjar — bl-unika differenza li din se sseħħ online. L-idea hija li jkun faċli għan-nies li jipparteċipaw fis-sessjonijiet tal-ikkowdjar u s-sessjonijiet ta’ ħidma kompletament online mingħajr ma jirriskjaw saħħithom","cw2020.online-activities.section2.title":"Attivitajiet miftuħa msemmija","cw2020.online-activities.section2.content":"Jekk trid, tista’ tagħmel l-attivitajiet online tiegħek disponibbli għal kulħadd.\u2028 Nies minn madwar id-dinja se jkunu jistgħu jieħdu sehem f’attivitajiet online miftuħa, bl-Ingliż jew bil-lingwa lokali. Se nagħżlu l-aktar attivitajiet online eċitanti li huma miftuħa għal kulħadd u nsemmuhom f’kalendarju tal-avvenimenti fuq is-sit web tagħna","cw2020.online-activities.section3.title":"Xi jfisser dan għall-parteċipanti","cw2020.online-activities.section3.content.0":"Kuljum matul il-Ġimgħa tal-Ikkowdjar, se tkun tista’ tibbrawżja l-","cw2020.online-activities.section3.content.1":"kalendarju","cw2020.online-activities.section3.content.2":"u tieħu sehem fl-attivitajiet li jinteressawk l-aktar. Is-suġġetti ta’ dawn l-avvenimenti jvarjaw minn sessjonijiet ta’ ħidma dwar ir-robotika sa korsijiet ta’ tagħlim elettroniku, webinars, tutorials tal-ikkowdjar u ħafna aktar. Agħżel","cw2020.dance.title":"Żifna tal-Ġimgħa tal-Ikkowdjar","cw2020.dance.subtitle":"Xi ħadd qal li l-programmaturi ma jafux jiżfnu? Biex niċċelebraw l-edizzjoni tal-2020 tal-Ġimgħa tal-Ikkowdjar, qed inniedu attività ġdida #EUCodeWeekDance challenge","cw2020.dance.section1.title":"Min jista’ jissieħeb?","cw2020.dance.section1.content.0":"\u2028Kulħadd mill-iskejjel sal-għalliema, il-libreriji, il-klabbs tal-ikkowdjar, in-negozji u l-awtoritajiet pubbliċi huwa mistieden jiċċelebra l-Ġimgħa Ewropea tal-Ikkowdjar 2020 billi jorganizza attività ta’ #EUCodeWeekDance u jżidha mal-","cw2020.dance.section1.content.1":"Mappa tal-Ġimgħa tal-Ikkowdjar","cw2020.dance.section2.title":"Kif tieħu sehem?","cw2020.dance.section2.content":" Agħżel minn ħames tipi ta’ attivitajiet jew oħroġ b’xi waħda inti stess. Irrispettivament minn liema attività tagħżel, tinsiex iżżidha mal-mappa tagħna ","cw2020.dance.activity1.title":"Ipprogramma ħabib jew ġenitur — l-ebda kompjuter mhu meħtieġ","cw2020.dance.activity1.subtitle":"L-ikkowdjar jippermettilek tagħti kmandi lil apparat elettroniku. Iżda teknikament, m’għandekx bżonn kompjuter biex tkun tista’ tikkowdja. Minflok, sib sieħeb — jista’ jkun xi ħadd fil-klassi tiegħek, ħabib, ġenitur jew saħansitra għalliem, u agħtih struzzjonijiet dwar kif iwettaq il-#EUCodeWeekDance, li jrid isegwi b’mod preċiż","cw2020.dance.activity1.resources.0":"Gwida minn Code.org biex torganizza l-Festin taż-Żfin unplugged tiegħek","cw2020.dance.activity1.resources.1":"Ftit tagħlim kif tipprogramma l-bniedem-robot tiegħek","cw2020.dance.activity2.title":"Programmazzjoni Viżwali","cw2020.dance.activity2.subtitle":"Ikkowdja ż-żifna tiegħek tal-Ġimgħa tal-Ikkowdjar fi Scratch. Uża l-karattri tal-Ġimgħa tal-Ikkowdjar jew oħloq il-karattri tiegħek fi Scratch u pprogrammahom biex jagħmlu l-#EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Eżempju ta’ proġett ta’ Scratch #EUCodeWeekDance","cw2020.dance.activity2.resources.1":"Il-karattri tal-Ġimgħa tal-Ikkowdjar","cw2020.dance.activity2.resources.2":"Gwida minn Code.org dwar kif wieħed janima karattru","cw2020.dance.activity2.resources.3":"Gwida minn Code.org biex torganizza l-Festin taż-Żfin tiegħek","cw2020.dance.activity2.resources.4":"Aqsam il-proġett tiegħek magħna f’dan is-Scratch Studio.","cw2020.dance.activity3.title":"Programmazzjoni bbażata fuq it-test","cw2020.dance.activity3.subtitle":"Ipproduċi t-tema tal-#EUCodeWeekDance bil-Python jew bil-JavaScript, bl-użu ta’ pjattaformi ta’ ħolqien ta’ mużika bbażati fuq kodiċi bħal EarSketch jew Sonic Pi","cw2020.dance.activity3.resources.0":"Tutorial dwar kif tipproduċi l-mużika bl-EarSketch","cw2020.dance.activity3.resources.1":"Tutorial dwar kif toħloq il-mużika bis-Sonic Pi ","cw2020.dance.activity4.title":"Robotika","cw2020.dance.activity4.subtitle":"Ipprogramma r-robot tiegħek biex isegwi l-istruzzjonijiet tiegħek u jwettaq il-CodeWeekDance","cw2020.dance.activity4.resources.0":"Tutorial dwar l-ipprogrammar tar-robots","cw2020.dance.activity5.title":"Sfida Live Dance","cw2020.dance.activity5.subtitle":"Irreġistra filmat tiegħek innifsek, tat-tim tiegħek jew tar-robot tiegħek jiżfen il-#EUCodeWeekDance, aqsam dan il-filmat fuq Instagram u ma tafx kif forsi jsir virali u tirbaħ xi rigali tal-Ġimgħa tal-Ikkowdjar! Interessat/a? Segwi dawn il-passi:","cw2020.dance.activity5.resources.0":"Irreġistra l-filmat bl-użu tal-Istejjer tal-Instagram","cw2020.dance.activity5.resources.1":"Segwi","cw2020.dance.activity5.resources.2":"@CodeWeekEU fuq Instagram","cw2020.dance.activity5.resources.3":"Semmi @CodeWeekEU fl-istorja tiegħek taż-żfin u kun ċert li tuża l-hashtag #EUCodeWeekDance","cw2020.dance.outro.0":"Ir-rebbieħa se jintgħażlu kuljum u jitħabbru fuq il-kanal tal-Instagram tagħna permezz tal-Istejjer, għalhekk tinsiex tiċċekkja n-notifiki tiegħek b’mod regolari, jista’ jkun li jkollok xortik tajba llum","cw2020.dance.outro.1":"Il-#EUCodeWeekDanceh huwa bbażat fuq il","cw2020.dance.outro.2":"Ode to Code","cw2020.dance.outro.3":"Komposta minn Brendan Paolini, u ż-żfin żviluppat minn Bianca Maria Berardi fl-2015, minn idea ta’ Alessandro Bogliolo, Professur tas-Sistemi tal-Kompjuter fl-Università ta’ Urbino","cw2020.treasure-hunt.title":"lt-Treasure Hunt tal-Ġimgħa tal-Ikkowdjar","cw2020.treasure-hunt.subtitle.0":"Din hija logħba dwar it-Telegramma li hija sempliċi biżżejjed għal dawk li għadhom jibdew, iżda wkoll sfida biex iżżomm lill-parteċipanti esperjenzati b’seba għajnejn","cw2020.treasure-hunt.subtitle.1":"lt-Treasure Hunt tal-Ġimgħa tal-Ikkowdjar","cw2020.treasure-hunt.subtitle.2":"Hija logħba li tintlagħab l-aħjar fuq il-kompjuter tiegħek b’mowbajl f’idek. Il-logħba se titolbok issolvi l-isfidi tal-ikkowdjar u tiggwidak matul l-istorja tal-ikkowdjar, ix-xjenza tal-kompjuter u t-teknoloġija fl-Ewropa","cw2020.treasure-hunt.section.title":"Biex tibda tilgħab għandek bżonn ","cw2020.treasure-hunt.section.content.0":"Niżżel l-app Telegram. Hija disponibbli għad-","cw2020.treasure-hunt.section.content.1":"Desktop","cw2020.treasure-hunt.section.content.2":"Tista’ tilgħab il-logħba jew fuq il-kompjuter jew il-laptop tiegħek, jew fuq l-ismartphone tiegħek. Nirrakkomandaw li tilgħab fuq il-kompjuter tiegħek sabiex tkun tista’ tikseb l-istruzzjonijiet u ssolvi l-isfidi tal-ikkowdjar fuq l-app Telegram fuq it-telefown tiegħek ","cw2020.treasure-hunt.section.content.3":"Biex tilgħab il-logħba","cw2020.treasure-hunt.section.content.4":"iftaħ il-logħba","cw2020.treasure-hunt.section.content.5":"u skennja l-kodiċi QR li jieħdok fl-app Telegram u jagħtik l-ewwel sett ta’ struzzjonijiet","cw2020.treasure-hunt.section.content.6":"Biex tirbaħ, jeħtieġ li ssolvi 10 sfidi ta’ kkowdjar u ssib 10 postijiet fuq il-mappa tal-Ewropa li huma marbuta maż-żieda f’ħajjitna tal-ikkowdjar u t-teknoloġija","cw2020.treasure-hunt.section.content.7":"Wara li tlesti l-logħba, aqsam il-punteġġ tiegħek ma’ sħabek billi tuża #EUCodeWeek u sfidahom biex jilagħbu u jitgħallmu dwar l-istorja tal-ikkowdjar ukoll. Ejjew naraw min jirnexxilu jġib l-ogħla riżultati","cw2020.treasure-hunt.section.content.8":"It-Treasure Hunt tal-Ġimgħa tal-Ikkowdjar hija l-verżjoni virtwali tat-Treasure Hunt tal-Ġimgħa Ewropea tal-Ikkowdjar li ġiet żviluppata għall-ewwel darba minn Alessandro Bogliolo, Professur tas-Sistemi tal-Kompjuter fl-Università ta’ Urbino. Biex issir taf aktar dwar il-logħba oriġinali tiegħu, żur il-","cw2020.treasure-hunt.section.content.9":"blog tagħna","cw2020.kick-off.title":"Avveniment tat-tnedija: 8 ta’ Ottubru 2020","cw2020.kick-off.content.0":"It-tnedija virtwali tal-Ġimgħa tal-Ikkowdjar 2020 se ssir fit-8 ta’ Ottubru fil-5 pm ħin ta’ Berlin/Brussell/Pariġi. L-avveniment se jixxandar fuq Facebook Live, Instagram TV u YouTube Live ","cw2020.kick-off.content.1":"Il-lineup eċitanti tagħna jinkludi dawn il-kelliema mistiedna li ġejjin","cw2020.kick-off.content.2":"Il-Kummissarju tal-UE għas-Suq Intern","cw2020.kick-off.content.3":"Il-Kummissarju tal-UE għall-Innovazzjoni, ir-Riċerka, il-Kultura, l-Edukazzjoni u ż-Żgħażagħ","cw2020.kick-off.content.4":"L-Awtur ta’ Scratch u l-Professur tar-Riċerka tat-Tagħlim fl-MIT Media Lab","cw2020.kick-off.content.5":"L-Awtur u l-illustratur ta’ Hello Ruby","cw2020.kick-off.content.6":"u","cw2020.kick-off.content.7":"Il-President tal-organizzazzjoni Franċiża mingħajr skop ta’ qligħ li tippromwovi d-diversità tas-sessi fit-teknoloġija","cw2020.kick-off.content.8":"U jekk dan ma kienx biżżejjed, it-tim tal-Ġimgħa tal-Ikkowdjar se jkun qed juri wkoll karatteristiċi, riżorsi u sfidi ġodda tas-sit web","cw2020.kick-off.content.9":"Il-Professur tas-Sistemi tal-Kompjuter fl-Università ta’ Urbino u l-koordinatur tal-","cw2020.kick-off.content.10":"Ambaxxaturi tal-Ġimgħa tal-Ikkowdjar","cw2020.kick-off.content.11":"se jkun qed jitkellem aktar dwar it-Treasure Hunt virtwali tal-Ġimgħa tal-Ikkowdjar","cw2020.kick-off.content.12":"U xxx se jagħtik ħarsa ġenerali dwar l-isfida l-ġdida #EUCodeWeekDance","cw2020.kick-off.content.13":"Se nkunu qed nikkollegaw ukoll mal-iskejjel u l-istudenti mill-Ewropa kollha li se jaqsmu l-istejjer tal-ikkowdjar tagħhom u jiskambjaw ideat mal-kelliema mistiedna","cw2020.kick-off.content.14":"“Se jkollok ukoll l-opportunità li taqsam il-ħsibijiet u l-ideat tiegħek u tistaqsi l-mistoqsijiet tiegħek. Kull ma trid tagħmel hu li tidħol fl-istream diretta tagħna fuq","cw2020.kick-off.content.15":"jew","cw2020.kick-off.content.16":"fit-8 ta’ Ottubru 2020 fil-17: 00–18.30 CET u tikkummenta jew titwittja bil-hashtag #EUCodeWeek","cw2020.get-involved.title":"Kif tinvolvi ruħek","cw2020.get-involved.subtitle":"Għandek seba’ mitt sena sakemm tibda tikkowdja? Jekk tixtieq tingħaqad mal-komunità tal-Ġimgħa Ewropea tal-Ikkowdjar iżda ma tafx fejn tibda, agħti daqqa t’għajn lejn dawn ir-riżorsi li se jgħinuk tibda, eżatt fil-ħin għaċ-ċelebrazzjoni annwali tagħna f’Ottubru","cw2020.get-involved.content.0":"Ibda fil-Code Week","cw2020.get-involved.content.1":"Kif iżżid attività tal-Ġimgħa tal-Ikkowdjar","cw2020.get-involved.content.2":"Bits tat-tagħlim","cw2020.get-involved.content.3":"Kors online massiv miftuħ Deep Dive","cw2020.get-involved.content.4":"Serje Coding@Home","edit.title":"Editja l-avveniment tiegħek ta’ #EUCodeWeek","edit.required_fields":"L-oqsma meħtieġa huma mmarkati b’*asterisk. Ħossok liberu/a li żżid l-elenkar tal-avveniment tiegħek bil-lingwa lokali tiegħek.","edit.description":"Deskrizzjoni","edit.audience":"Udjenza","edit.theme":"Tema","edit.location":"Post","edit.website":"Sit web","edit.contact":"Kuntatt","edit.tags":"Tags","edit.image":"Immaġni","edit.help":"Immaġnijiet ikbar ser jiġu rranġati għal 256 x 512 pixels. Id-daqs massimu ta’ tlugħ ta’ fajls huwa 256 x 1024.","edit.aspect":"Liema aspett tal-ikkowdjar ser ikopri l-avveniment tiegħek?","edit.address":"Ittajpja l-indirizz jew ikklikkja fuq il-mappa hawn taħt biex issib post.","edit.privacy_disclaimer.header":"Informazzjoni ta’ kuntatt tiegħek","edit.privacy_disclaimer.text_1":"Din l-informazzjoni ser tkun viżibbli biss għall- ","edit.privacy_disclaimer.link_1":"Ambaxxaturi tal-Ġimgħa tal-Kodiċi tal-UE","edit.privacy_disclaimer.text_2":` u għall-organizzaturi tal-Ġimgħa - tal-Kodiċi, li - sejrin jiċċekkjaw l-avveniment tiegħek qabel jidher fuq il-mappa u jistgħu jikkuntattjawk jekk ikun hemm bżonn ta - xi tibdil jew - għat-twettiq ta’ stħarriġ għal għanijiet statistiċi wara l-avveniment.`,"edit.privacy_disclaimer.contact_email":"L-email ta’ kuntatt tiegħek","edit.edit":"Editja avveniment","event.main_title":"Żid l-avveniment tiegħek ta’ #EUCodeWeek","event.button":"Żid Avveniment","event.howto":"Kif torganizza l-avveniment tiegħek stess","event.required":"L-oqsma meħtieġa huma mmarkati b’*asterisk. Ħossok liberu/a li żżid l-elenkar tal-avveniment tiegħek bil-lingwa lokali tiegħek.","event.audience_title":"Udjenza","event.theme_title":"Tema","event.scoreboard_by_country":"Tabella ta’ punti mirbuħa","event.get_involved":"Involvi ruħek","event.organize_or_support_events":"Organizza jew appoġġja avvenimenti fil-belt tiegħek","event.or_contact_your":"jew ikkuntattja","event.eu_code_week_ambassadors":"lill-Ambaxxaturi tal-Ġimgħa tal-UE tal-Ikkowdjar tiegħek","event.show_events_for":"Uri avvenimenti għal ","event.who":"Għal min huwa l-avveniment?","event.tags":"Tags","event.image":"Immaġni","event.start.label":"Data tal-bidu","event.start.placeholder":"Meta tibda l-attività?","event.end.label":"Data tat-tmiem","event.end.placeholder":"Meta tispiċċa l-attività?","event.organizer.label":"Isem l-organizzazzjoni","event.organizer.placeholder":"Organizzazzjoni li taħdem fiha jew li tagħmel xogħol volontarju magħha","event.website.label":"Sit web tal-Organizzatur","event.website.placeholder":"Għandek sit web b’aktar informazzjoni?","event.description.label":"Deskrizzjoni","event.description.placeholder":"Iddeskrivi fil-qosor l-attività ppjanata.","event.contact.label":"Indirizz elettroniku ta’ kuntatt","event.contact.placeholder":"Dan l-indirizz elettroniku ser jintuża għal korrispondenza importanti tal-Ġimgħa tal-UE tal-Ikkowdjar","event.contact.explanation":"L-indirizz elettroniku ta’ kuntatt tiegħek ser ikun viżibbli biss għall-Ambaxxaturi tal-Ġimgħa tal-UE tal-Ikkowdjar u għall-organizzaturi tal-ġimgħa tal-Ikkowdjar, li sejrin jivverifikaw l-avveniment tiegħek qabel jidher fuq il-mappa u li jistgħu jikkuntattjaw jekk ikun meħtieġ editjar jew għal amministrazzjoni ta’ stħarriġ għal skopijiet statistiċi wara l-avveniment.","event.public.label":"Indirizz elettroniku pubbliku","event.public.placeholder":"Tixtieq turi indirizz elettroniku ta’ kuntatt?","event.title.label":"Titlu tal-Attività","event.title.placeholder":"X’inhu l-isem tal-attività?","event.address.label":"Indirizz","event.address.placeholder":"Fejn ser issir l-attività?","event.organizertype.label":"Tip ta’ organizzazzjoni","event.organizertype.placeholder":"Agħżel it-tip ta’ organizzatur","event.organizertype.school":"Skola","event.organizertype.library":"Librerija","event.organizertype.non profit":"Organizzazzjoni mingħajr skop ta’ qligħ","event.organizertype.private business":"Negozju Privat","event.organizertype.other":"Oħrajn","event.audience.Pre-school children":"Tfal tal-iskola preprimarja","event.audience.Elementary school students":"Studenti tal-iskola primarja","event.audience.High school students":"Studenti tal-iskola postsekondarja","event.audience.Graduate students":"Studenti gradwati","event.audience.Post graduate students":"Studenti postgradwati","event.audience.Employed adults":"Adulti impjegati","event.audience.Unemployed adults":"Adulti qiegħda","event.audience.Other (see description)":"Oħrajn (ara d-deskrizzjoni)","event.audience.Teachers":"Għalliem","event.theme.Basic programming concepts":"Kunċetti ta’ pprogrammar bażiċi","event.theme.Web development":"Żvilupp tal-web","event.theme.Mobile app development":"Żvilupp ta’ applikazzjoni tal-mowbajl","event.theme.Software development":"Żvilupp ta’ softwer","event.theme.Data manipulation and visualisation":"Manipulazzjoni u viżwalizzazzjoni tad-data","event.theme.Robotics":"Robotika","event.theme.Hardware":"Ħardwer","event.theme.Other":"Oħrajn","event.theme.Unplugged activities":"Attivitajiet mhux ipplaggjati","event.theme.Playful coding activities":"Attivitajiet ta’ kkowdjar tal-logħob","event.theme.Art and creativity":"Arti u kreattività","event.theme.Visual/Block programming":"Ipprogrammar Viżwali/ta’ Blokka","event.theme.Game design":"Disinn ta’ logħba","event.theme.Internet of things and wearable computing":"Internet tal-oġġetti u komputazzjoni li tintlibes","event.theme.3D printing":"Stampar 3D","event.theme.Augmented reality":"Realtà awmentata","event.theme.Artificial intelligence":"Intelliġenza artifiċjali","event.theme.Motivation and awareness raising":"Motivazzjoni u sensibilizzazzjoni","event.theme.Promoting diversity":"Promozzjoni tad-diversità","event.codeweek_for_all_participation_code.title":"KODIĊI TAL-ĠIMGĦA TAL-IKKOWDJAR GĦAL KULĦADD","event.codeweek_for_all_participation_code.explanation":"Jekk irċivejt kodiċi tal-Ġimgħa tal-Ikkowdjar għal Kulħadd minn kollega tal-iskola jew ħabib, ippejstjah hawn, inkella jekk jogħġbok, ħalli hawn vojt. Aktar informazzjoni dwar il-Ġimgħa tal-Ikkowdjar għal Kulħadd hija disponibbli","event.codeweek_for_all_participation_code.link":"hawn","event.thanks_page.title":"Grazzi talli żidt l-avveniment tiegħek!","event.thanks_page.phrase1":"Wieħed mill-ambaxxaturi lokali tagħna issa ser jirrevedi l-avveniment tiegħek","event.thanks_page.phrase2":"u jara li kollox sew.","event.thanks_page.phrase3":"Jekk għandek xi mistoqsijiet, ikkuntattja wieħed mill-","event.thanks_page.phrase4":"ambaxxaturi nazzjonali tagħna","event.thanks_page.phrase5":"jew ibgħatilna","event.thanks_page.phrase6":"ittra elettronika","event.thanks_page.phrase7":"Tista’ taqsam il-kodiċi tiegħek għall-Ġimga tal-Ikkowdjar għal Kulħadd ma’ persuni oħra:","event.activitytype.label":"Tip ta’ Attività","event.activitytype.placeholder":"","event.activitytype.open-online":"Attività miftuħa online","event.activitytype.invite-online":"Stedina għal attività online biss","event.activitytype.open-in-person":"Attività miftuħa għal kulħadd","event.activitytype.invite-in-person":"Attività għal persuni mistiedna","event.country":"Pajjiż","event.loading":"Qed itella’...","event.add_activity":"Żid attività","event.edit_activity":"Editja attività","event.update_activity":"Aġġorna attività","event.delete_activity":"Ħassar attività","event.total_pending_events":"Total ta’ avvenimenti pendenti:","event.no_pending_events":"Ma nstab ebda avveniment pendenti","event.all_countries":"Il-pajjiżi kollha","event.current_status":"Status Kurrenti","event.actions":"Azzjonijiet","event.certificate_ready":"Iċ-ċertifikat tal-Ġimgħa tal-Ikkowdjar tiegħek lest. Tista’ tniżżlu jew tixxerjah direttament.","event.view_your_certificate":"Ara ċ-ċertifikat tiegħek hawn","event.submit_event_and_report":"Issottometti rapport għal dan l-avveniment u itlob iċ-ċertifikat tal-Ġimgħa tal-Ikkowdjar tiegħek.","event.report_and_claim":"Irrapporta l-avveniment u itlob iċ-ċertifikat","eventdetails.organised_by":"Organizzat minn: ","eventdetails.contact_email":"Indirizz elettroniku ta’ kuntatt: ","eventdetails.happening_at":"Ser isir fi: ","eventdetails.from":"Minn ","eventdetails.to":" għal ","eventdetails.description":"Deskrizzjoni: ","eventdetails.more_info":"Aktar informazzjoni: ","eventdetails.audience":"Dan l-avveniment huwa għal: ","eventdetails.themes":"Tema ewlenin: ","eventdetails.tags":"Tags: ","eventdetails.share":"Ikkondividi l-avveniment: ","eventdetails.email.tooltip":"Ikklikkja biex tibgħat dan b’ittra elettronika lil ħabib","eventdetails.email.subject":"Ara dan l-avveniment ta’ kkowdjar tal-ġenn","eventdetails.email.body_1":"Hi, agħti titwila lejn ","eventdetails.email.body_2":"l-avveniment fi ","eventdetails.edit":"Editja avveniment","eventdetails.note":"NOTA: ","eventdetails.pending_warning":"Dan l-avveniment għadu qed jiġi rrevedut minn ","eventdetails.pending_link":"moderaturi","eventdetails.nearby_upcoming_events":"Avvenimenti viċin li ser isiru dalwaqt:","eventreports.reports_by":"Avvenimenti li għadhom jistennew rapport sa ","eventreports.no_reports":"M’hemm l-ebda avveniment irrapportat s’issa.","eventreports.report":`L-avvenimenti elenkati hawn taħt bdew jew diġà ntemmu. Imla xi ftit numri għal - għanijiet statistiċi għall-avveniment u iġbor iċ-ċertifikat tal-parteċipazzjoni tal-Ġimgħa tal-Kodiċi tiegħek. Inti - tikseb ċertifikat wieħed għal kull avveniment.`,"guide.title":"Gwida","guide.organise_activity":"Organizza l-Attività Tiegħek ma’ #EUCodeWeek","guide.register_activity":"Irreġistra l-attività tiegħek hawnhekk","guide.what.title":"X’inhi l-Ġimgħa tal-UE tal-Ikkowdjar?","guide.what.content":'

    Il-Ġimgħa tal-UE tal-Ikkowdjar hija moviment fil-livell lokali mmexxi minn voluntiera u appoġġat mill-Kummissjoni Ewropea. Kulħadd – skejjel, għalliema, libreriji, klabbs tal-ikkowdjar, negozji, awtoritajiet pubbliċi – jista’ jorganizza avveniment ta’ #EUCodeWeek u jżidu fuq il-mappa codeweek.eu

    ',"guide.what_you_need_organise.title":"X’għandek bżonn sabiex torganizza attività?","guide.what_you_need_organise.items.1":"Grupp ta’ persuni li għandhom rieda li jitgħallmu. Pereżempju, sħabek, tfal, adolexxenti, kollegi adulti, ħbieb, ġenituri jew nanniet. Ftakar, żewġ persuni diġà huma grupp!","guide.what_you_need_organise.items.2":"Għalliema jew min ħarreġ li huma familjari mal-attività tal-ikkowdjar, u dwar kif għandhom jgħallmu u jispiraw lil oħrajn. In-numru jiddependi fuq it-tip u d-daqs tal-avveniment.","guide.what_you_need_organise.items.3":"Post fejn titgħallem. Klassijiet, libreriji, kmamar tal-konferenzi u diversi spazji pubbliċi kollha jistgħu jitqiesu bħala post mill-aqwa biex isir avveniment.","guide.what_you_need_organise.items.4":"Kompjuters u konnessjoni tal-internet. Skont il-grupp fil-mira tiegħek, tista’ titlob lill-parteċipanti jġibu magħhom il-laptops tagħhom stess.","guide.what_you_need_organise.items.5":'Ikkowdjar offline. Effettivament ma għandekx bżonn kompjuters u konnessjoni tal-internet biex titgħallem il-ħsieb komputazzjonali. Agħti ħarsa lejn is-Sezzjoni tat-tagħlim offline tagħna biex tibda.',"guide.what_you_need_organise.items.6":`Materjal ta’ tagħlim. Uri lill-parteċipanti kemm jistgħu jieħdu gost meta joħolqu xi ħaġa waħedhom. Iċċekkja l-paġna tar-riżorsi u s-sezzjoni tat-tagħlim tagħna b’lezzjonijiet b’vidjows u pjanijiet ta’ lezzjonijiet, u aġġustahom skont il-ħtiġijiet tal-grupp tiegħek.`,"guide.what_you_need_organise.items.7":`Irreġistra l-parteċipanti. Jekk għandek spazju limitat disponibbli, tista’ tuża għodod online bħal formoli ta’ Google u Eventbrite biex tirreġistra l-parteċipanti.`,"guide.what_you_need_organise.items.8":'Ftakar biex twaħħal l-attività tiegħek fuq il-mappa tal-Ġimgħa tal-Ikkowdjar!',"guide.how_to.title":"Kif għandek torganizza l-attività tiegħek?","guide.how_to.items.1":"Inti tiddeċiedi l-format tal-avveniment tal-ikkowdjar tiegħek, iżda aħna nirrakkomandaw li tinkludi xi ħin prattiku, fejn il-parteċipanti jistgħu joħoloqu xi ħaġa waħedhom u/jew jirranġaw xi ħardwer.","guide.how_to.items.2":'Tista’ tuża dawk l-għodod u teknoloġiji li tqis xierqa għall-grupp fil-mira tiegħek. Nirrakkomandaw li tuża materjal tas-sors miftuħ disponibbli bla ħlas.',"guide.how_to.items.3":"Ħeġġeġ lill-parteċipanti biex juru u jippreżentaw x’ħolqu lil xulxin fi tmiem l-avveniment tiegħek.","guide.how_to.items.4":`Xerred l-aħbar! Ippromwovi u aqsam dak li għamilt matul l-attività tiegħek fuq il-midja soċjali permezz tal-hashtag #EUCodeWeek. Tista’ wkoll taqsam fuq il-grupp tal-Għalliema tal-Ġimgħa tal-UE tal-Ikkowdjar u fuq Twitter (@CodeWeekEU). Tkellem ma’ sħabek, edukaturi kollegi, l-istampa lokali, u agħmel stqarrija għall-istampa.`,"guide.how_to.items.5":'Tinsiex iżżid l-attività tiegħek fuq il-mappa tal-Ġimgħa tal-Ikkowdjar!',"guide.material.title":"Materjal promozzjonali","guide.material.text":'

    Iċċekkja l-blogg tagħna għall-aħħar informazzjoni u tiddejjaq xejn tadatta l-aktar stqarrijiet għall-istampa riċenti għall-ħtiġijiet tiegħek, jew oħloq tiegħek stess:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'It-tħejjija għaċ-ċelebrazzjoni tal-Ġimgħa tal-UE tal-Ikkowdjar għall-2019 (disponibbli f’29 lingwa)',"guide.toolkits.title":"Niżżel is-sett ta’ għodod li ġejjin biex jgħinuk tibda:","guide.toolkits.communication_toolkit":"Sett ta’ Għodod għall-Komunikazzjonijiet","guide.toolkits.teachers_toolkit":"Sett ta’ Għodod għall-Għalliema","guide.questions.title":"Mistoqsijiet?","guide.questions.content":'

    Jekk għandek mistoqsijiet dwar l-organizzazzjoni u l-promozzjoni tal-avveniment tiegħek ta’ #EUCodeWeek, ikkuntattja wieħed mill-Ambaxxaturi tal-Ġimgħa tal-UE tal-Ikkowdjar minn pajjiżek.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Indaħħlu l-ideat fis-seħħ!","hackathons.sections.1.title":"6 hackathons, 6 sfidi","hackathons.sections.1.content.1":"Tgħix il-Greċja, il-Latvja, l-Irlanda, l-Italja, ir-Rumanija, jew is-Slovenja? Inti persuna kreattiva, ambizzjuża u interessata fil-futur tat-teknoloġija? Issa huwa ċ-ċans tiegħek! Ingħaqad ma’ waħda mill-hackathons tal-Ġimgħa Ewropea tal-Ikkowdjar u żviluppa soluzzjoni innovattiva li tpoġġik fuq quddiemnett tar-rivoluzzjoni teknoloġika!","hackathons.sections.1.content.2":"Fl-2021, il-Ġimgħa Ewropea tal-Ikkowdjar tippreżenta sitt hackathons straordinarji u tistieden lill-istudenti ta’ bejn il-15 u d-19-il sena, li jattendu skola sekondarja ogħla, biex jiffurmaw timijiet u jużaw il-ħiliet tagħhom fl-ikkowdjar biex isolvu sfida lokali. Wara 24 siegħa ta’ hacking, kull tim se jippreżenta l-ideat tiegħu lil grupp ta’ esperti, li se jagħżel l-10 timijiet finalisti. It-timijiet kollha se jkollhom l-istess ammont ta’ ħin, riżorsi, u aċċess għall-mentoraġġ u għarfien espert sabiex ilestu l-isfida, iżda 10 biss se jkollhom iċ-ċans ikomplu għar-rawnd li jmiss, jiżviluppaw prototip, ikollhom taħriġ espert u jieħdu sehem fil-hackathom finali tal-ħarifa. Hawnhekk it-timijiet se jissieltu biex ikun deċiż min se jirbaħ it-tagħmir interessanti tal-IT u ċ-ċans ta’ mentoraġġ u taħriġ biex ikomplu jiżviluppaw il-prototip tagħhom.","hackathons.sections.2.title":"Kif nista’ nieħu sehem?","hackathons.sections.2.content.1":"Agħżel il-hackaton fil-pajjiż tiegħek u segwi il-ftit passi sempliċi biex tirreġistra. Tista’ tingħaqad bħala individwu jew bħala tim ta’ sitt persuni. Jekk se tingħaqad mal-ħbieb jew ma’ tal-klassi, tinsiex tindika l-isem tat-tim tiegħek meta tirreġistra. Kull hackaton se tiftaħ separatament għar-reġistrazzoni, allura segwi l-hackaton fil-pajjiż tiegħek!","hackathons.sections.3.title":"Min huma l-organizzaturi?","hackathons.sections.3.content.1":"Il-hackathons tal-Ġimgħa tal-Ikkowdjar tal-UE huma koorganizzati mill-Kummissjoni Ewropea u l-","hackathons.sections.3.content.2":"Ambaxxaturi tal-Ġimgħa tal-Ikkowdjar","hackathons.sections.3.content.3":" lokali tal-UE u huma ffinanzjati mill-Parlament Ewropew. L-għan huwa biex jintwera kif soluzzjonijiet konkreti jistgħu jieħdu l-ħajja bl-għajnuna tal-kreattività, l-entużjażmu, l-ideat ġodda u l-ħiliet tal-ikkowdjar taż-żgħażagħ","hackathons.sections.4.title":"Kif tkun hackathon?","hackathons.sections.4.content.1":"Il-hackathon tal-Ġimgħa Ewropea tal-Ikkowdjar hija vjaġġ li jibda b’hackathon online ta’ 24 siegħa. Mentors esperjenzati se jikkowċjaw lit-timijiet u se jkun hemm workshops li jipprovdu opportunitajiet lill-parteċipanti biex jitgħallmu ħiliet ġodda u biex jieħdu gost. Il-hackathom hija wkoll opportunità eċċellenti għall-parteċipanti biex jiltaqħu u jissoċjalizzaw ma’ persuni fis-settur Ewropew tat-teknoloġija. Fl-aħħar tal-hackathon kull tim jippreżenta s-soluzzjoni tiegħu lil ġurija ta’ esperti.","hackathons.sections.4.content.2":"L-aqwa għaxar timijiet se jkomplu bil-vjaġġ tal-hackathom u jirċievu taħriġ u mentoraġġ matul is-sajf. Imbagħad, ir-rebbieħa jieħdu sehem fil-hackathom nazzjonali finali ta’ tnax-il siegħa wiċċ imb’wiċċ f’Settembru jew f’Ottubru (li se ssir online, jekk is-sitwazzjoni tas-saħħa pubblika ma tippermettix laqgħat fiżiċi).","hackathons.sections.5.title":"Ma nafx nikkowdja - x’nista’ nagħmel?","hackathons.sections.5.content.1":"Waqt li tkun għaddejja l-hackathon ser ikun hemm workshops għall-prinċipjanti fl-ikkowdjar, tiswija tal-ħardwer, ir-robotika u aktar biex il-parteċipanti jitgħallmu xi elementi bażiċi fil-ħsieb komputazzjonali u l-ikkowdjar. Ara aktar informazzjoni dwar kif tirreġistra fuq il-paġna lokali tiegħek.","hackathons.sections.6.title":"Imsieħba","hackathons.sections.7.title":"Ingħaqad biex tieħu gost!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Ir-Rumanija","hackathons.cities.1.date":"25-26 ta' Settembru 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"L-Irlanda","hackathons.cities.2.date":"23-24 ta' Settembru 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"L-Italja","hackathons.cities.3.date":"24-25 ta' Settembru 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Il-Greċja","hackathons.cities.4.date":"9 ta 'Ottubru 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Is-Slovenja","hackathons.cities.5.date":"18-19 ta' Settembru 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Il-Latvja","hackathons.cities.6.date":"1 ta 'Ottubru 2021","hackathons.final.1":"Il-Finali f’","hackathons.final.2":"Settembru/Ottubru 2021","home.about":"Il-Ġimgħa tal-UE tal-Ikkowdjar hija inizjattiva bażika li timmira li twassal l-ikkowdjar u l-litteriżmu diġitali lil kulħadd b’mod pjaċevoli u interessanti.","home.when":"14-27 ta’ Ottubru 2024","home.when_text":"It-tagħlim kif nikkowdjaw jgħinna nifhmu d-dinja ta’ madwarna li qiegħda tinbidel malajr, nespandu l-fehim tagħna ta’ kif taħdem it-teknoloġija, u niżviluppaw ħiliet u kapaċitajiet sabiex nesploraw ideat ġodda u ninnovaw.","home.school_banner_title":"Involvi ruħek!","home.school_banner_text":"Int għalliem?","home.school_banner_text2":"Ikklikkja hawn biex issir taf kif issir involut/a!","home.organize_activity_title":"Organizza jew ingħaqad f’attività","home.organize_activity_text":'Kulħadd huwa mistieden jorganizza jew jingħaqad \u2028f’attività. Sempliċiment agħżel suġġett u udjenza fil-mira u żid l-attività tiegħek fil-mappa, jew ibbrawżja għal avvenimenti fiż-żona tiegħek.',"home.get_started_title":"Ibda","home.get_started_text":'M’intix ċert/a kif tibda? Agħti ħarsa lejn il-paġna kif, u niżżel il-kaxex tal-għodda għall-organizzaturi tagħna biex tkun ippreparat u xerred il-kelma.',"home.access_resources_title":"Aċċessa r-riżorsi u t-taħriġ","home.access_resources_text":'Jekk m’intix ċert/a dwar kif torganizza attività, żur il-paġna tar-riżorsi tat-tagħlim u l-materjal ta’ taħriġ ta’ sezzjonijiet ta’ tagħlim tagħna għall-gwida u pjanijiet ta’ lezzjonijiet personalizzati.',"locations.title":"Postijiet tal-attivitajiet","locations.description.0":"Għall-attività li jmiss tiegħek, agħżel post mil-lista ta’ hawn taħt JEW irreġstra post ġdid f’","locations.description.1":"ħolqien ta’ attività","login.login":"Idħol fis-sistema","login.register":"Irreġistra","login.github":"Idħol bi Github","login.twitter":"Idħol bi Twitter","login.facebook":"Idħol b’Facebook","login.google":"Idħol b’Google","login.azure":"Idħol b’Azure","login.email":"Indirizz elettroniku","login.password":"Password","login.remember":"Ftakarni","login.forgotten_password":"Insejt il-Password tiegħek?","login.no_account":"M’għandekx kont?","login.signup":"Irreġistra","login.reset":"Irrisettja l-Password Tiegħek","login.send_password":"Ibgħat il-Link tar-Risettjar tal-Password","login.confirm_password":"Ikkonferma l-Password","login.name":"isem","menu.learn":"Itgħallem","menu.teach":"Għallem","menu.training":"Taħriġ","menu.toolkits":"Preżentazzjoni u Għodda","menu.why":"GĦALIEX","menu.home":"Paġna Ewlenija","menu.events":"Attivitajiet","menu.ambassadors":"Ambaxxaturi","menu.resources":"Riżorsi","menu.schools":"Skejjel","menu.about":"Dwar","menu.blog":"Blog","menu.news":"Aħbarijiet","menu.search":"Ittajpja u agħfas Enter...","menu.map":"Mappa","menu.add_event":"Żid Avveniment","menu.search_event":"Fittex Avvenimenti","menu.hello":"Ħelow","menu.profile":"Profil","menu.pending":"Avvenimenti Pendenti","menu.your_events":"L-attivitajiet tiegħi","menu.your_certificates":"Iċ-ċertifikati tiegħi","menu.report":"Irrapporta l-attivitajiet tiegħi","menu.volunteers":"Voluntiera","menu.logout":"Oħroġ mis-sistema","menu.signin":"Idħol fis-sistema","menu.privacy":"Privatezza","menu.participation":"Ċertifikat ta’ Parteċipazzjoni","menu.values":"Il-valuri tagħna","menu.featured_activities":"Attiitajiet prominenti","menu.codeweek2020":"Edizzjoni 2020","mooc.free-online-courses":"Korsijiet online mingħajr ħlas","mooc.intro":"Il-Ġimgħa tal-UE tal-Ikkowdjar toffri opportunitajiet ta’ żvilupp professjonali fil-forma ta’ korsijiet online. L-għan hu li jingħata appoġġ lill-għalliema fit-tagħlim tal-ikkowdjar u tal-ħsieb komputazzjonali fl-iskejjel.","mooc.icebreaker.title":"Il-kors ta’ introduzzjoni “Icebreaker”","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"Il-kors Icebreaker tal-Ġimgħa tal-UE tal-Ikkowdjar","mooc.icebreaker.text.2":"huwa kors bl-Ingliż li jdum ħames sigħat u huwa mmirat lejn kull min huwa interessat jitgħallem dwar il-punti bażiċi tal-ikkowdjar u tal-ħsieb komputazzjonali. Il-parteċipanti se jitgħallmu kif iqajmu l-kurżità u l-ispirtu innovattiv fit-tfal filwaqt li jispirawhom biex isiru inventuri diġitali. Il-kors jgħin lill-parteċipanti biex jiskopru l-benefiċċji u r-relevanza tal-ħsieb komputazzjonali u l-ikkowdjar fil-ħajja tagħna ta’ kuljum. Jipprovdi wkoll ideat, u materjal ta’ taħriġ u riżorsi mingħajr ħlas sabiex il-parteċipanti joħolqu attivitajiet edukattivi u divertenti għat-tfal kull ħin u kullimkien, speċjalment matul il-Ġimgħa tal-Ikkowdjar.","mooc.icebreaker.text.3":"Mhu meħtieġ ebda esperjenza jew għarfien minn qabel tal-ikkowdjar sabiex tipparteċipa f’dan il-kors. Kulma hu meħtieġ huwa moħħ kurjuż.","mooc.icebreaker.registration.0":"Ir-reġistrazzjonijiet huma miftuħa","mooc.icebreaker.registration.1":"għall-kors ta’ bejn is-16 ta ’Settembru u t-30 ta’ Ottubru 2020. Jekk jogħġbok kun af li sabiex tirreġistra, trid toħloq kont fil-European Schoolnet Academy. Ikklikkja hawn biex tirreġistra.","mooc.icebreaker.check-out":"Ara l-edizzjoni tal-2019.","mooc.deep-dive.title":"Il-kors dettaljat “Deep Dive”","mooc.deep-dive.text.0":"Il-kors online Deep Dive tal-Ġimgħa tal-UE tal-Ikkowdjar huwa kors bl-Ingliż li jdum ħamsa u għoxrin siegħa. Joffri lill-għalliema l-opportunità li jiffamiljarizzaw ruħhom mal-prinċipji relatati mal-ikkowdjar u li jiksbu l-għarfien u l-kunfidenza biex jorganizzaw attivitajiet interattivi faċli u divertenti tal-ikkowdjar mal-istudenti tagħhom. L-għalliema jistgħu jsibu","mooc.deep-dive.text.1":"riżorsi","mooc.deep-dive.text.2":"u materjal ta’ taħriġ tal-Ġimgħa tal-UE tal-Ikkowdjar mingħajr ħlas, disponibbli f’29 lingwa, kif ukoll aspetti partikolari dwar l-ikkowdjar, bħall-ħsieb komputazzjonali, attivitajiet mhux ipplaggjati, u l-possibilitajiet bla tmiem tar-robotika, il-manipulazzjoni u l-ħolqien, il-lingwi tal-ipprogrammar viżwali, il-ħolqien ta’ apps u ħafna aktar.","mooc.deep-dive.course-link":"Skopri aktar dwar il-kors “Deep dive” tal-2019.","mooc.social-media.0":"Segwi","mooc.social-media.1":"l-Ġimgħa tal-UE tal-Ikkowdjar fuq il-midja soċjali","mooc.social-media.2":"biex tiskopri meta se jibda l-kors li jmiss","myevents.created_by":"L-avvenimenti kollha maħluqa minn ","myevents.no_events.first_call_to_action":"Għadek ma żidt ebda avveniment s’issa. Għala ma ","myevents.no_events.first_link":"żżidx wieħed issa","myevents.no_events.second_call_to_action":"jew taqra ","myevents.no_events.second_link":"l-gwida tagħna għall-organizzaturi","myevents.view":"Ara","myevents.status.APPROVED":"APPROVAT","myevents.status.REJECTED":"IRRIFJUTAT","myevents.status.PENDING":"PENDENTI","myevents.status.REPORTED":"RAPPURTAT","pagination.previous":"Qabel","pagination.next":"Li jmiss","participation.title":"Iġġenera Ċertifikati ta’ Parteċipazzjoni għall-klassi tiegħek","participation.phrase1":"Imla l-formola bl-ismijiet tal-istudenti tiegħek separati b’virgola u tirċievi ċ-ċertifikati ta’ parteċipazzjoni individwali","participation.names.label":"Ismijiet għaċ-ċertifikat","participation.names.help":"Uża virgola bejn isem kull parteċipant","participation.event_name.label":"Isem l-Attività","participation.event_name.help":"Isem l-attività tiegħek li se jiġi stampat fuq iċ-ċertifikat","participation.event_date.label":"Data tal-Attività","participation.event_date.help":"Id-data tal-attività tiegħek li se tiġi stampata fuq iċ-ċertifikat","participation.submit":"Iġġenera ċ-Ċertifikati","participation.thanks_page.title":"Iċ-ċertifikati tiegħek ġew iġġenerati!","participation.thanks_page.phrase1":"Ikklikkja fuq din il-link biex tniżżel il-fajl zip biċ-ċertifikati kollha","passwords.password":"Il-passwords għandhom ikunu tal-inqas sitt karattri u jaqblu mal-konferma.","passwords.reset":"Il-password tiegħek ġiet irrisettjata!","passwords.sent":"Bgħattnielek link biex tirrisettja l-password tiegħek!","passwords.token":"Dan it-token biex tirrisettja l-password mhuwiex validu.","passwords.user":"Ma nistgħux insibu utent b’dan l-indirizz elettroniku.","privacy-statement-contact.subtitle":"Din l-istqarrija ta’ privatezza tipprovdi informazzjoni dwar l-ipproċessar u l-protezzjoni tad-data personali tiegħek.","privacy-statement-contact.processing-operation.0":"Operazzjoni ta’ pproċessar:","privacy-statement-contact.processing-operation.1":"il-ġestjoni tal-Ambaxxaturi ta’ CodeWeek, l-Għalliema Ewlenin u r-reġistrazzjoni tal-attivitajiet fuq is-sit web","privacy-statement-contact.data-processors.0":"Proċessuri tad-data","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. u EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"L-informazzjoni relatata mal-ipproċessar tad-data personali għall-ġestjoni tal-Ambaxxaturi tal-CodeWeek, tal-Għalliema Ewlenin u tar-reġistrazzjoni tal-attivitajiet fuq is-sit web.","privacy-statement-contact.3-legal_process.0":'Il-legalità tal-operazzjoni tal-ipproċessar: L-unità G.2 tiġbor, taħżen u tippubblika d-data personali tiegħek, minħabba li tajt il-kunsens espliċitu tiegħek billi mmarkajt kaxxa meta rreġistrajt biex issir Ambaxxatur tal-CodeWeeek, għalliem ewlieni jew meta applikajt biex tirreġistra avveniment fil- CodeWeek Ewropea.',"privacy-statement-contact.4-collect_data.0":"Id-data personaliobbligatorja miġbura għall-Ambaxxaturi u l-Għalliema Ewlenin hija:","privacy-statement-contact.4-collect_data.1":"Isem","privacy-statement-contact.4-collect_data.2":"Indirizz tal-email","privacy-statement-contact.4-collect_data.3":"Password","privacy-statement-contact.4-collect_data.4":"Stampa","privacy-statement-contact.4-collect_data.5":"Bijografija","privacy-statement-contact.4-collect_data.6":"Titlu","privacy-statement-contact.4-collect_data.7":"Qasam ta’ għarfien espert għall-Għalliema Ewlenin.","privacy-statement-contact.4-collect_data.8":"Meta trreġistra attività, id-data personali obbligatorja miġbura hija:","privacy-statement-contact.4-collect_data.9":"Isem l-organizzazzjoni","privacy-statement-contact.4-collect_data.10":"It-tip ta’ organizzazzjoni","privacy-statement-contact.4-collect_data.11":"Indirizz elettroniku ta’ kuntatt","privacy-statement-contact.4-collect_data.12":"Il-forniment ta’ din id-data huwa obbligatorju biex tkun Ambaxxatur tal-CodeWeek, għalliem ewlieni jew biex tirreġistra attività fuq is-sit web tal-CodeWeek.","privacy-statement-contact.4-collect_data.13":"Barra minn hekk, l-Ambaxxaturi u l-Għalliema Ewlenin jistgħu volontarjament jipprovdu d-data li ġejja:","privacy-statement-contact.4-collect_data.14":"Kontijiet tal-midja soċjali","privacy-statement-contact.4-collect_data.15":"L-organizzaturi tal-attività jistgħu volontarjament jipprovdu d-data li ġejja:","privacy-statement-contact.4-collect_data.16":"Indirizz elettroniku ta’ kuntatt pubbliku","privacy-statement-contact.4-collect_data.17":"Sit web tal-organizzatur","privacy-statement-contact.4-collect_data.18":"Il-CodeWeek għall-Ikkowdjar Kollu","privacy-statement-contact.4-collect_data.19":"Għall-organizzaturi ta’ attivitajiet, jekk jogħġbok innota li l-Ambaxxatur rilevanti għal pajjiżek jew l-Unità G.2 tista’ tuża d-data personali li pprovdejt biex tirreġistra attività biex tikkuntattjak fir-rigward ta’ din l-attività.","privacy-statement-contact.4-collect_data.20":"Inti pprovdejt id-data personali tiegħek dwar il-","privacy-statement-contact.4-collect_data.21":"Paġna tal-login tas-sit web tal-CodeWeek","privacy-statement-contact.4-collect_data.22":"u dwar il-","privacy-statement-contact.4-collect_data.23":"paġna tar-reġistrazzjoni tal-attività.","privacy-statement-contact.5-how_long.0":"Id-data personali kollha titħassar mill-bażijiet tad-data jekk tirtira mill-inizjattiva jew 5 snin wara t-tmiem tal-inizjattiva.","privacy-statement-contact.6-protect_data.0":'Id-data personali kollha f’format elettroniku (e-mails, dokumenti, bażijiet tad-data, lottijiet ta’ data mtellgħa, eċċ.) tinħażen jew fuq is-servers tal-Kummissjoni Ewropea jew fuq dawk tal-kuntratturi tagħha. All processing operations are carried out pursuant to the Deċiżjoni tal-Kummissjoni (UE, Euratom) 2017/46,tal-10 ta’ Jannar 2017 dwar is-sigurtà tas-sistemi ta’ komunikazzjoni u informazzjoni fil-Kummissjoni Ewropea.',"privacy-statement-contact.6-protect_data.1":'Il-kuntratturi tal-Kummissjoni huma marbuta bi klawżola kuntrattwali speċifika għal kwalunkwe operazzjoni ta’ pproċessar tad-data tiegħek f’isem il-Kummissjoni, u bl-obbligi ta’ kunfidenzjalità li jirriżultaw mit-traspożizzjoni tar-Regolament Ġenerali dwar il-Protezzjoni tad-Data fl-Istati Membri tal-UE (‘GDPR’ Ir-Regolament (UE) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Sabiex tipproteġi d-data personali tiegħek, il-Kummissjoni daħħlet fis-seħħ għadd ta’ miżuri tekniċi u organizzattivi. Il-miżuri tekniċi jinkludu azzjonijiet xierqa biex jindirizzaw is-sigurtà online, ir-riskju ta’ telf tad-data, it-tibdil tad-data jew l-aċċess mhux awtorizzat, b’kunsiderazzjoni tar-riskju ppreżentat mill-ipproċessar u n-natura tad-data personali li tkun qed tiġi pproċessata. Il-miżuri organizzattivi jinkludu r-restrizzjoni tal-aċċess għad-data personali għal persuni awtorizzati biss bi ħtieġa leġittima ta’ tagħrif għall-finijiet ta’ din l-operazzjoni ta’ pproċessar.","privacy-statement-contact.7-access_data.0":"Id-data personali kollha pprovduta minnek tista’ tiġi aċċessata mill-persunal tal-Kummissjoni fuq bażi ta’ “ħtieġa ta’ tagħrif”. Barra minn hekk, l-aċċess għad-data personali tiegħek huwa pprovdut lill-kuntrattur tagħna fuq bażi ta’ “ħtieġa ta’ tagħrif”.","privacy-statement-contact.7-access_data.1":'Bl-għan li tiżdied il-viżibbiltà tal-Ambaxxatur tal-CodeWeek, tal-Għalliema Ewlieni jew tal-attivitajiet irreġistrati’, id-data personali kollha tiegħek tiġi ppubblikata fuq dan is- sit web.',"privacy-statement-contact.7-access_data.2":"Barra minn hekk, l - Unità G.2 tista’ taqsam id - dettalji ta’ kuntatt tiegħek ma’ kwalunkwe membru tal - pubbliku jew parti kkonċernata li jkollhom jikkuntattjawk fir - rigward tal - CodeWeek . ‘Għall - organizzaturi ta’ attivitajiet, jekk jogħġbok innota li l - Ambaxxatur rilevanti għal pajjiżek jew l - Unità G.2 tista’ tuża d - data personali li pprovdejt biex tirreġistra attività biex tikkuntattjak fir - rigward ta’ din l - attività . ","privacy-statement-contact.8-rights.0":"Inti tajt il - kunsens tiegħek biex id - data personali tiegħek tiġi pprovduta lill - Unità G.2 għal din l - operazzjoni ta’ proċessar . Tista’ tirtira l - kunsens tiegħek fi kwalunkwe ħin billi tinnotifika lill - Unità G.2 fuq CNECT - G2@ec . europa . eu . L - irtirar mhux se jaffettwa l - legalità tal - ipproċessar imwettaq qabel ma tkun irtirajt il - kunsens .","privacy-statement-contact.10-detailed-info.0":"Din l - operazzjoni ta’ pproċessar speċifika ġiet inkluża fir - reġistru pubbliku tal - UPD bir - referenza tan - notifika ta’ legat li ġejja: DPR - EC - 02631 Ġestjoni tal - punti ta’ kuntatt għall - politiki, il - programmi u l - proġetti tad - DĠ CONNECT . ","privacy-statement.title":"PROTEZZJONI TAD-DATA PERSONALI TIEGĦEK","privacy-statement.processing-operation.0":"Operazzjoni ta' pproċessar","privacy-statement.processing-operation.1":"L-ipproċessar ta' data personali fuq codeweek.eu, inklużi l-indirizzi IP, mill-viżitaturi tas-siti web disponibbli għall-pubbliku.","privacy-statement.data-controller.0":"Kontrollur tad-Data","privacy-statement.data-controller.1":"Il-Kummissjoni Ewropea, id-Direttorat Ġenerali għan-Networks tal-Komunikazzjonijiet, il-Kontenut u t-Teknoloġija, Unità G.2.","privacy-statement.record-reference":"Referenza tar-reġistrazzjoni","privacy-statement.table-of-contents":"Werrej","privacy-statement.1-intro.title":"Introduzzjoni","privacy-statement.1-intro.items.1":`Il-Kummissjoni Ewropea (minn hawn ‘il quddiem "il-Kummissjoni\\") ntrabtet li tipproteġi d-data personali tiegħek u li tirrispetta l-privatezza tiegħek. Il-Kummissjoni tiġbor u tipproċessa ulterjorment id-data personali skont Regolament (UE) 2018/1725 tal-Parlament Ewropew u tal-Kunsill tat-23 ta' Ottubru 2018 dwar il-protezzjoni ta' persuni fiżiċi fir-rigward tal-ipproċessar ta' data personali mill-istituzzjonijiet, korpi, uffiċċji u aġenziji tal-Unjoni u dwar il-moviment liberu ta' tali data (li jħassar ir-Regolament (KE) Nru 45/2001).`,"privacy-statement.1-intro.items.2":"Din l-istqarrija ta' privatezza tispjega għaliex nipproċessaw id-data personali tiegħek, il-mod kif niġbru u nittrattaw id-data personali kollha li tiġi pprovduta kif ukoll kif niżguraw il-protezzjoni tagħha, kif dik l-informazzjoni tintuża, u liema drittijiet għandek b'rabta mad-data personali tiegħek. Tispeċifika wkoll id-dettalji ta' kuntatt tal-Kontrollur tad-Data responsabbli li tista' teżerċita d-drittijiet tiegħek miegħu, tal-Uffiċjal tal-Protezzjoni tad-Data u tal-Kontrollur Ewropew għall-Protezzjoni tad-Data.","privacy-statement.1-intro.items.3.0":"L-informazzjoni relatata mal-operazzjoni tal-ipproċessar","privacy-statement.1-intro.items.3.1":"L-ipproċessar tad-data fuq codeweek.eu","privacy-statement.1-intro.items.3.2":"l-impenn tal-Kummissjoni huwa ppreżentat hawn taħt.","privacy-statement.2-why.title":"Għaliex u kif nipproċessaw id-data personali tiegħek?","privacy-statement.2-why.items.0":"Għan tal-operazzjoni ta' pproċessar","privacy-statement.2-why.items.1":"Id-Direttorat Ġenerali tal-Kummissjoni għan-Networks tal-Komunikazzjonijiet, il-Kontenut u t-Teknoloġija joffri għadd ta' siti web esterni. L-istruttura teknika tiġbor u tuża l-informazzjoni personali tiegħek biex tkun tista' tipprovdi s-siti web li jinsabu fiżikament barra l-infrastruttura tal-hosting ikkontrollata mill-Kummissjoni.","privacy-statement.2-why.items.2":"Id-data personali tiegħek mhijiex se tintuża biex jittieħdu deċiżjonijiet b'mod awtomatizzat, inkluż it-tfassil ta' profili.","privacy-statement.3-legal_process.title":"Fuq liema bażi(jiet) ġuridika/ġuridiċi nipproċessaw id-data personali tiegħek?","privacy-statement.3-legal_process.items.0":"Nipproċessaw id-data personali tiegħek, minħabba diversi affarijiet:","privacy-statement.3-legal_process.items.1":`L-Artikolu 5(1)(a) tar-Regolament (UE) 2018/1725: dan l-ipproċessar huwa l-ipproċessar ikun meħtieġ għat-twettiq ta' kompitu li jsir fl-interess pubbliku jew fl-eżerċitar ta' awtorità uffiċjali mogħtija lill-istituzzjoni jew lill-korp tal-Unjoni`,"privacy-statement.3-legal_process.items.2":"Fil-fatt, l-għoti ta' informazzjoni lill-pubbliku ġenerali huwa kompitu li jirriżulta mill-prerogattivi proprji tal-Kummissjoni Ewropea fil-livell istituzzjonali, kif previst fl-Artikolu 58(2)(d) tar-Regolament (UE, Euratom) 2018/1046 tal-Parlament Ewropew u tal-Kunsill tat-18 ta' Lulju 2018 rigward ir-regoli finanzjarji applikabbli għall-baġit ġenerali tal-Unjoni (ĠU L 193, 30.7.2018, p. 1). Niżguraw li jiġu implimentati salvagwardji adegwati u speċifiċi għall-ipproċessar tad-data personali, f'konformità mal-leġiżlazzjoni applikabbli dwar il-protezzjoni tad-data.","privacy-statement.3-legal_process.items.3":`Artikolu 5(1)(d) tar-Regolament (UE) 2018/1725: għall-attivitajiet ta' pproċessar li jikkonsistu fil-cookies u l-awtentikazzjoni il-kunsens tiegħek huwa neċessarju. F'konformità mal-Artikolu 3(15) u l-Artikolu 7 tar-Regolament (UE) 2018/1725, il-kunsens irid jingħata b'mod liberu, speċifiku, infurmat u mhux ambigwu.`,"privacy-statement.3-legal_process.items.4":"Ksibna l-kunsens tiegħek direttament mingħandek. Jista' jkun li tkun esprimejt dan permezz ta' email, sottomessa permezz ta' formola ta' reġistrazzjoni elettronika, jew fi kwalunkwe forma oħra bil-miktub.","privacy-statement.4-collect_data.title":"Liema data personali niġbru u nkomplu nipproċessaw?","privacy-statement.4-collect_data.items.0":"Sabiex titwettaq din l-operazzjoni ta' pproċessar, l-Unità G.2 tiġbor il-kategoriji ta' data personali li ġejjin:","privacy-statement.4-collect_data.items.1":"L-indirizz tal-Protokoll tal-Internet (indirizz IP) jew l-ID tal-apparat użat biex jinkiseb aċċess għas-sit web.","privacy-statement.4-collect_data.items.2":"Mingħajr dan l-ipproċessar ma tkunx tista' tistabbilixxi konnessjoni teknika bejn l-apparati tiegħek u l-infrastruttura tas-server u għalhekk ma tkunx tista' taċċessa s-sit web tagħna.","privacy-statement.4-collect_data.items.3":"Sabiex tkun tista'tawtentika fuq din il-paġna, l-Unità G.2 tiġbor il-kategoriji ta' data personali li ġejjin:","privacy-statement.4-collect_data.items.4":"Indirizz tal-email","privacy-statement.4-collect_data.items.5":"Password; jew","privacy-statement.4-collect_data.items.6":"Awtentikazzjoni tal-midja soċjali.","privacy-statement.5-how_long.title":"Għal kemm żmien inżommu d-data personali tiegħek?","privacy-statement.5-how_long.items.0":"L-unità G.2 iżżomm biss id-data personali tiegħek għaż-żmien meħtieġ biex jintlaħaq l-għan tal-ġbir jew tal-ipproċessar ulterjuri, jiġifieri għat-tul tas-sessjoni tal-ibbrawżjar. Barra minn hekk, l-indirizzi IP jistgħu jiġu ssejvjati għal sena fil-log fajls tas-servizzi għal raġunijiet ta' sigurtà. Fir-rigward tal-għodda analitika, l-indirizz IP u l-ID tal-apparat (eż. in-numru IMEI u l-indirizz WIFI MAC) jitħassru immedjatament meta jinqatgħu.","privacy-statement.6-protect_data.title":"Kif nipproteġu u nissalvagwardjaw id-data personali tiegħek?","privacy-statement.6-protect_data.items.0":"Id-data kollha f'format elettroniku (emails, dokumenti, bażijiet tad-data, settijiet ta' data applowdjati, eċċ.) tinħażen fuq is-servers tal-Kummissjoni Ewropea. L-operazzjonijiet tal-ipproċessar kollha jitwettqu skont id-","privacy-statement.6-protect_data.items.1":"Deċiżjoni tal-Kummissjoni (UE, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":", tal-10 ta' Jannar dwar is-sigurtà tas-sistemi ta' komunikazzjoni u informazzjoni fil-Kummissjoni Ewropea.","privacy-statement.6-protect_data.items.3":"Sabiex tipproteġi d-data personali tiegħek, il-Kummissjoni daħħlet fis-seħħ għadd ta' miżuri tekniċi u organizzazzjonali. Il-miżuri tekniċi jinkludu azzjonijiet xierqa biex jindirizzaw is-sigurtà online, ir-riskju ta' telf tad-data, it-tibdil tad-data jew l-aċċess mhux awtorizzat, b'kunsiderazzjoni tar-riskju ppreżentat mill-ipproċessar u n-natura tad-data personali li tkun qed tiġi pproċessata. Il-miżuri organizzattivi jinkludu r-restrizzjoni tal-aċċess għad-data personali għal persuni awtorizzati biss bi ħtieġa leġittima ta' tagħrif għall-finijiet ta' din l-operazzjoni ta' pproċessar.","privacy-statement.7-access_data.title":"Min għandu aċċess għad-data personali tiegħek u lil min tiġi żvelata?","privacy-statement.7-access_data.items.0":`L-aċċess għad-data personali tiegħek hu pprovdut lill-istaff tal-Kummissjoni responsabbli għat-twettiq ta' din l-operazzjoni ta' pproċessar u lill-istaff awtorizzat skont il-prinċipju tal-"ħtieġa ta' tagħrif\\". Dan l-istaff jirrispetta ftehimiet statutorji, u fejn meħtieġ, ftehimiet addizzjonali ta' kunfidenzjalità.`,"privacy-statement.7-access_data.items.1":"Barra minn hekk, l-aċċess għad-data personali tiegħek jista' jingħata lill-kuntratturi esterni li jaħdmu f'isem u skont ftehim kuntrattwali mas-servizz tal-Kummissjoni li jippossjedi s-siti web u li huma involuti fil-ħolqien, il-manutenzjoni, il-ġestjoni u l-arkivjar ta' siti web skont il-prinċipju ta' ‘ħtieġa ta' għarfien'.","privacy-statement.7-access_data.items.2":"L-informazzjoni li niġbru mhu se tingħata lil ebda parti terza, ħlief sal-punt u għall-iskop li nistgħu nkunu meħtieġa li nagħmlu dan bil-liġi.","privacy-statement.8-rights.title":"X'inhuma d-drittijiet tiegħek u kif tista' teżerċitahom?","privacy-statement.8-rights.items.0":`Inti għandek drittijiet speċifiċi bħala "suġġett tad-data\\" skont il-Kapitolu III (l-Artikoli 14-25) tar-Regolament (UE) 2018/1725, b'mod partikolari d-dritt li taċċessa, tirrettifika jew tħassar id-data personali tiegħek u d-dritt li tillimita l-ipproċessar tad-data personali tiegħek. Meta applikabbli, għandek id-dritt ukoll li toġġezzjona għall-ipproċessar jew id-dritt għall-portabbiltà tad-data.`,"privacy-statement.8-rights.items.1":"Għandek id-dritt li toġġezzjona għall-ipproċessar tad-data personali tiegħek, li jitwettaq legalment skont l-Artikolu 5(1)(a).","privacy-statement.8-rights.items.2":"Inti tajt il-kunsens tiegħek biex tipprovdi d-data personali tiegħek għal din l-operazzjoni ta' pproċessar. Tista' tirtira l-kunsens tiegħek fi kwalunkwe ħin billi tinnotifika lill-Unità G.2. L-irtirar mhux se jaffettwa l-legalità tal-ipproċessar imwettaq qabel ma inti rtirajt il-kunsens tiegħek.","privacy-statement.8-rights.items.3":"Tista' teżerċita d-drittijiet tiegħek billi tikkuntattja lill-Kontrollur tad-Data, jew f'każ ta' kunflitt lill-Uffiċjal tal-Protezzjoni tad-Data. Jekk ikun meħtieġ, tista' tikkuntattja wkoll lill-Kontrollur Ewropew għall-Protezzjoni tad-Data. L-informazzjoni ta' kuntatt tagħhom tinsab fl-Intestatura 9 hawn taħt.","privacy-statement.8-rights.items.4":"Jekk tixtieq teżerċita d-drittijiet tiegħek fil-kuntest ta' operazzjoni ta' pproċessar speċifika waħda jew aktar, fit-talba tiegħek ipprovdi d-deskrizzjoni tagħhom (jiġifieri r-referenza/i tar-reġistrazzjoni tagħhom kif speċifikat fl-Intestatura 10 hawn taħt).","privacy-statement.9-contact.title":"Informazzjoni ta' kuntatt","privacy-statement.9-contact.data-controller.title":"Il-Kontrollur tad-Data","privacy-statement.9-contact.data-controller.text":"Jekk tixtieq teżerċita d-drittijiet tiegħek skont ir-Regolament (UE) 2018/1725, jew jekk għandek xi kummenti, mistoqsijiet jew tħassib, jew jekk tixtieq tressaq ilment rigward il-ġbir u l-użu tad-data personali tiegħek, ikkuntattja lill-Kontrollur tad-Data, Unità G.2, il-Kummissjoni Ewropea,hawn","privacy-statement.9-contact.data-protection-officer.title":"L-Uffiċjal tal-Protezzjoni tad-Data (UPD) tal-Kummissjoni","privacy-statement.9-contact.data-protection-officer.text":"Tista' tikkuntattja lill-Uffiċjal tal-Protezzjoni tad-Data (DATA-PROTECTION-OFFICER@ec.europa.eu) dwar kwistjonijiet relatati mal-ipproċessar tad-data personali tiegħek skont ir-Regolament (UE) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Il-Kontrollur Ewropew għall-Protezzjoni tad-Data (KEPD)","privacy-statement.9-contact.european-data-protection.text":`Għandek id-dritt għal azzjoni ta' regress, jiġifieri tista' tressaq ilment lill-Kontrollur Ewropew tal-Protezzjoni tad-Data permezz ta' (edps@edps.europa.eu) jekk jidhirlek li d-drittijiet tiegħek skont ir-Regolament (UE) 2018/1725 inkisru b'riżultat tal-ipproċessar tad-data personali tiegħek mill-Kontrollur tad-Data.`,"privacy-statement.10-detailed-info.title":"Fejn tista' ssib informazzjoni aktar iddettaljata?","privacy-statement.10-detailed-info.items.0":`L-uffiċjal tal-Protezzjoni tad-Data tal-Kummissjoni (UPD) jippubblika r-reġistru tal-operazzjonijiet kollha ta' pproċessar tad-data personali mill-Kummissjoni, li jkunu ġew dokumentati u nnotifikati lilu. Tista' taċċessa r-reġistru bil-link li ġejja: https://ec.europa.eu/dpo-register`,"privacy-statement.10-detailed-info.items.1":"Din l-operazzjoni ta' pproċessar speċifika ġiet inkluża fir-reġistru pubbliku tal-UPD bir-Referenza tar-Rekord li ġejja: DPR-EC-09706.1.","privacy.title":"PROTEZZJONI TAD-DATA PERSONALI TIEGĦEK","privacy.1-intro.title":"1. Introduzzjoni","privacy.1-intro.items.1":"

    Il-Kummissjoni Ewropea (iktar ’il quddiem “il-Kummissjoni”) hija impenjata li tipproteġi d-data personali tiegħek u li tirrispetta l-privatezza tiegħek. Il-Kummissjoni tiġbor u ulterjorment tipproċessa data personali skont ir-Regolament (UE) 2018/1725 tal-Parlament Ewropew u tal-Kunsill tat‑23 ta’ Ottubru 2018 dwar il-protezzjoni ta’ persuni fiżiċi fir-rigward tal-ipproċessar ta’ data personali mill-istituzzjonijiet, korpi, uffiċċji u aġenziji tal-Unjoni u dwar il-moviment liberu ta’ tali data (tħassar ir-Regolament (KE) Nru 45/2001)

    ","privacy.1-intro.items.2":"

    Din id-dikjarazzjoni tal-privatezza tispjega r-raġuni għalfejn il-ġbir u l-ipproċessar, il-mod kif niġbru, nimmaniġġjaw u niżguraw il-protezzjoni tad-data personali pprovduta, kif tintuża dik l-informazzjoni u liema drittijiet tista’ teżerċita b’rabta mad-data personali tiegħek (id-dritt għall-aċċess, rettifika, imblukkar eċċ.) Tispeċifika wkoll id-dettalji tal-kuntatt tal-Kontrollur tad-Data responsabbli, li miegħu inti tista’ teżerċita d-drittijiet tiegħek, l-Uffiċjal tal-Protezzjoni tad-Data u l-Kontrollur Ewropew għall-Protezzjoni tad-Data.

    ","privacy.1-intro.items.3":"

    Din id-dikjarazzjoni dwar il-privatezza tikkonċerna l-ġbir u l-pubblikazzjoni ta’ data personali fuq is-sit web aċċessibbli pubblikament Codeweek.eu, ta’ persuni li jservu bħala punti ta’ kuntatt għall-attivitajiet ta; Code Week tal-UE (Ambaxxaturi ta’ Code Week, Koordinaturi tal-Ministeru għall-Edukazzjoni, Għalliema Ewlenin kif ukoll organizzaturi ta’ attivitajiet u avvenimenti).

    ","privacy.2-why.title":"2. Għaliex nipproċessaw id-data tiegħek?","privacy.2-why.items.1":"

    Il-Kummissjoni Ewropea tiġbor u tippubblika l-informazzjoni personali tiegħek biex tiffaċilita l-identifikazzjoni ta’ punti ta’ kuntatt minn partijiet ikkonċernati jew ċittadini interessati. L-offerta ta’ persuni reali bħala punti ta’ kuntatt hija l-aħjar u l-iktar mod effiċjenti biex tiżgura li n-nies interessati jkunu jistgħu jagħmlu kuntatt mas-servizzi tal-Kummissjoni.

    ","privacy.2-why.items.2":"

    Id-data personali tiegħek mhux se tintuża għal teħid ta’ deċiżjonijiet awtomatizzati inkluż it-tfassil ta’ profil.

    ","privacy.3-legal_process.title":"3. Fuq liema bażi(jiet) legali nipproċessaw id-data personali tiegħek","privacy.3-legal_process.items.1":"

    L-operazzjonijiet ta’ pproċessar ta’ data personali għall-pubblikazzjoni ta’ punti ta’ kuntatt huma legali skont l-Artikolu 5(1)(d) tar-Regolament (UE) 2018/1725 minħabba li inti tajt il-kunsens tiegħek għall-ipproċessar tad-data personali tiegħek permezz ta’ formola web jew meta int qbilt li aħna nużaw l-email u l-identifikatur tal-utent tiegħek jekk tkun irreġistrajt permezz ta’ netwerk soċjali.

    ","privacy.4-collect_data.title":"4. Liema data personali niġbru u ulterjorment nipproċessaw?","privacy.4-collect_data.items.1":"

    Id-data personali miġbura hija informazzjoni li tagħmel l-identifikazzjoni tiegħek bħala punt ta’ kuntatt aktar faċli u żżid il-viżibbiltà tiegħek għall-pubbliku, jiġifieri: titolu, isem, kunjom, pożizzjoni, indirizzi professjonali tal-posta u tal-posta elettronika, numru tat-telefon, stampa, kont tal-midja soċjali, bijografija.

    ","privacy.4-collect_data.items.2":"

    Int ipprovdejt din id-data personali fuq bażi volontarja, billi mlejt il-formola tal-applikazzjoni.

    ","privacy.4-collect_data.items.3":"

    Il-provvista ta’ ċerta data personali hija obbligatorja għall-pubblikazzjoni ta’ attivitajiet u/jew informazzjoni ta’ kuntatt possibbli fuq is-sit web codeweek.eu. Jekk ma tipprovdix id-data personali tiegħek, l-attività tiegħek ma tiġix ippubblikata, u/jew inti ma tkunx tista’ tieħu sehem fin-netwerks imsemmija qabel.

    ","privacy.4-collect_data.items.4":"

    Int tipprovdi d-data personali l-oħra kollha fuq bażi volontarja.

    ","privacy.4-collect_data.items.5":"Meta tabbona għall-bullettin tagħna, l-indirizz tal-posta elettronika tiegħek jiżdied mal-lista tal-posta elettronika tal-EU Code Week, li hija amministrata minn Mailerlite.com. Jekk jogħġbok aqra l- privacy policy: ta’ Mailerlite: https://www.mailerlite.com/legal/privacy-policy. Tista’ tagħżel li ma taċċettax li tirċievi il-bullettin, fi kwalunkwe ħin, billi tuża l-link unsubscribe fil-posta elettronika li tirċievi minn għandna jew tista’ tibgħatilna posta elettronika fuq info@codeweek.eu b’ unsubscribe fis-suġġett.","privacy.5-how_long.title":"5. Għal kemm żmien inżommu d-data personali tiegħek?","privacy.5-how_long.items.1":"

    Il-Kummissjoni żżomm biss id-data personali tiegħek għall-żmien meħtieġ biex twettaq l-iskop ta’ ġbir jew ipproċessar ulterjuri deskritt fil-punt 2, jiġifieri sakemm inti sservi bħala punt ta’ kuntatt.

    ","privacy.5-how_long.items.2":"

    Id-data personali tiegħek se titneħħa mis-sit web disponibbli pubblikament malli twaqqaf il-funzjoni tal-punt ta’ kuntatt tiegħek sakemm ma tkunx tajt il-ftehim tiegħek biex tkun inkluż fid-database għal attivitajiet futuri.

    ","privacy.6-protect_data.title":"6. Kif nipproteġu u nħarsu d-data personali tiegħek?","privacy.6-protect_data.items.1":"

    Id-data personali kollha f’format elettroniku (posta elettronika, dokumenti, bażijiet tad-data, pakketti ta’ data mtella’, eċċ.) hija maħżuna fuq is-servers tal-Kummissjoni Ewropea jew tal-kuntrattur tagħha. L-operazzjonijiet kollha ta’ pproċessar qed jitwettqu skont id-Deċiżjoni tal-Kummissjoni (UE, Euratom) 2017/46 tal-10 ta’ Jannar 2017 dwar is-sigurtà tas-sistemi ta’ komunikazzjoni u informazzjoni fil-Kummissjoni Ewropea.

    ","privacy.6-protect_data.items.2":"

    Il-kuntratturi tal-Kummissjoni huma marbuta bi klawżola kuntrattwali speċifika għal kwalunkwe operazzjonijiet ta’ pproċessar tad-data tiegħek f’isem il-Kummissjoni, u mill-obbligi ta’ kunfidenzjalità li ġejjin mit-traspożizzjoni tar-Regolament Ġenerali dwar il-Protezzjoni tad-Data fl-Istati Membri tal-UE (ir-Regolament “GDPR” (UE) 2016/679).

    ","privacy.6-protect_data.items.3":"

    Sabiex tipproteġi d-data personali tiegħek, il-Kummissjoni daħħlet fis-seħħ numru ta’ miżuri tekniċi u organizzattivi. Il-miżuri tekniċi jinkludu azzjonijiet xierqa biex jindirizzaw is-sigurtà online, ir-riskju ta’ telf ta’ data, alterazzjoni ta’ data jew aċċess mhux awtorizzat, b’kunsiderazzjoni tar-riskju ppreżentat mill-ipproċessar u n-natura tad-data personali li qed tiġi pproċessata. Miżuri ta’ organizzazzjoni jinkludu restrizzjoni tal-aċċess għad-data personali biss għal persuni awtorizzati li għandhom bżonn leġittimu li jkunu jafu għall-finijiet ta’ din l-operazzjoni ta’ pproċessar.

    ","privacy.7-access_data.title":"7. Min għandu aċċess għall-informazzjoni tiegħek u lil min tiġi żvelata?","privacy.7-access_data.items.1":"

    L-aċċess għad-data personali tiegħek huwa pprovdut lill-persunal tal-Kummissjoni responsabbli biex iwettaq din l-operazzjoni ta’ pproċessar u lill-persunal awtorizzat skont il-prinċipju ta’ “meħtieġ li tkun taf”. Tali persunal jimxi skont ftehim statutorju, u meta jkun meħtieġ, ma’ ftehim addizzjonali ta’ kunfidenzjalità.

    ","privacy.7-access_data.items.2":"

    B’mod konkret, id-data personali kollha pprovduta minnek tista’ tiġi aċċessata mill-amministraturi tas-siti web (persunal tal-Kummissjoni), kif ukoll minn persunal ieħor tal-Kummissjoni fuq bażi ta’ meħtieġ li tkun taf.. Barra minn hekk, l-informazzjoni personali u l-informazzjoni dwar l-avvenimenti tiegħek se jiġu kondiviżi ma’ membri tal-Ambaxxaturi tal-Ġimgħa Ewropea tal-Ikkowdjar u netwerks ta’ koordinaturi Edukattivi għal organizzazzjoni ta’ attivitajiet lokali jew segwitu.

    ","privacy.7-access_data.items.3":"

    Bil-għan li tiżdied il-viżibilità tal-punti ta’ kuntatt, id-data personali tiegħek hija ppubblikata mingħajr ebda limitazzjoni ta’ aċċess fuq is-sit web pubbliku: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Rigward it-trasferiment ta’ data lil partijiet terzi

    ","privacy.7-access_data.items.5":"

    L-informazzjoni li niġbru mhux se tingħata lil ebda parti terza, ħlief sal-punt u għall-iskop li aħna nistgħu nkunu meħtieġa li nagħmlu hekk bil-liġi.

    ","privacy.8-rights.title":"8. X’inhuma d-drittijiet tiegħek u kif tista’ teżerċitahom?","privacy.8-rights.items.1":"

    Int għandek drittijiet speċifiċi bħala “suġġett tad-data” skont il-Kapitolu III (Artikoli 14-25) tar-Regolament (UE) 2018/1725, b’mod partikolari d-dritt li taċċessa, tirranġa jew tħassar id-data personali tiegħek u d-dritt li tillimita l-ipproċessar tad-data personali tiegħek. Fejn applikabbli, inti għandek ukoll id-dritt li toġġezzjona għall-ipproċessar jew id-dritt għall-portabbiltà tad-data.

    ","privacy.8-rights.items.2":"

    Inti tajt il-kunsens li tipprovdi d-data personali tiegħek lilna għall-operazzjoni ta’ pproċessar preżenti u tista’ tirtira l-kunsens tiegħek fi kwalunkwe ħin billi tinnotifika lill-Kontrollur tad-Data. L-irtirar ma jaffettwax il-legalità tal-ipproċessar li jkun sar qabel ma rtirajt il-kunsens.

    ","privacy.8-rights.items.3":"

    Tista’ teżerċita d-drittijiet tiegħek billi tikkuntattja lill-Kontrollur tad-Data, jew f’każ ta’ kunflitt lill-Uffiċjal tal-Protezzjoni tad-Data. Jekk meħtieġ, tista’ wkoll tindirizza lill-Kontrollur Ewropew għall-Protezzjoni tad-Data. L-informazzjoni ta’ kuntatt tagħhom hija mogħtija fl-Intestatura 9 hawn taħt.

    ","privacy.9-contact.title":"9. Dettalji ta’ Kuntatt","privacy.9-contact.data-controller.title":"-Il-Kontrollur tad-Data","privacy.9-contact.data-controller.text":"

    Jekk tixtieq teżerċita d-drittijiet tiegħek skont ir-Regolament (UE) 2018/1725, jew jekk għandek kummenti, mistoqsijiet jew tħassib, jew jekk tixtieq tibgħat ilment rigward il-ġbir u l-użu tad-data personali tiegħek, jekk jogħġbok ikkuntattja lill-Kontrollur tad-Data,

    ","privacy.9-contact.data-controller.address":"Id-Direttorat Ġenerali għan-Netwerks tal-Komunikazzjonijiet, Unità tal-Kontenut u t-Teknoloġija Unità G2
    Bini BU25
    B-1049 Brussell
    ","privacy.9-contact.data-controller.email":"Email: ","privacy.9-contact.data-protection-officer.title":"-L-Uffiċjal tal-Protezzjoni tad-Data (DPO) tal-Kummissjoni","privacy.9-contact.data-protection-officer.text":'

    Tista’ tikkuntattja lill-Uffiċjal tal-Protezzjoni tad-Data (DATA- PROTECTION-OFFICER@ec.europa.eu) rigward kwistjonijiet relatati mal-ipproċessar tad-data personali tiegħek skont ir-Regolament (UE) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"-Il-Kontrollur Ewropew tal-Protezzjoni tad-Data (EDPS)","privacy.9-contact.european-data-protection.text":'

    Għandek id-dritt li tagħmel rikors (jiġifieri tista’ tressaq ilment) lill-Kontrollur Ewropew tal-Protezzjoni tad-Data (edps@edps.europa.eu) jekk taħseb li d-drittijiet tiegħek skont ir-Regolament (UE) 2018/1725 ġew miksura kawża tal-ipproċessar tad-data personali tiegħek mill-Kontrollur tad-Data.

    ',"remote-teaching.remote-teaching":"t-tagħlim mill-bogħod","remote-teaching.intro.title":"Il-Ġimgħa tal-Ikkowdjar u t-tagħlim mill-bogħod","remote-teaching.intro.text":"L-edukazzjoni mill-bogħod tista’ tkun pjuttost ta’ sfida għall-għalliema u l-istudenti u hemm ħafna ostakli x’jingħelbu. Madankollu, it-tagħlim tal-ikkowdjar, il-ħsieb komputazzjonali – anke r-robotika – m’għandux għalfejn jieqaf minħabba li l-istudenti tiegħek jinsabu d-dar. Dawn huma xi suġġerimenti u riżorsi li nittamaw li jistgħu jgħinuk.","remote-teaching.intro.points.1":"din hija ġabra ta’ videos qosra, materjal do-it-yourself, puzzles, logħob, u sfidi tal-ikkowdjar għall-użu ta’ kuljum fil-familja kif ukoll fl-iskola.","remote-teaching.intro.points.2.0":"Ikkowdjar Unplugged","remote-teaching.intro.points.2.1":"hawn se ssib attivitajiet differenti li tista’ tagħmel id-dar faċilment biex titgħallem jew biex tgħallem l-ikkowdjar b’materjali ta’ kuljum.","remote-teaching.intro.points.3.0":"Bits tat-tagħlim","remote-teaching.intro.points.3.1":"hawn se ssib “Bits tat-Tagħlim” jew tutorials dwar l-Iżvilupp Sostenibbli u l-Intelliġenza Artifiċjali li jinkludu taqsimiet ta’ tagħlim mill-bogħod fil-Pjanijiet tal-Lezzjonijiet tagħhom.","remote-teaching.intro.points.4.0":"Repożitorju tar-riżorsi","remote-teaching.intro.points.4.1":"ħafna mir-riżorsi fir-repożitorju jistgħu jintużaw ukoll f’xenarji ta’ tagħlim mill-bogħod. Tista’ ssib riżorsi biex tgħallem l-ikkowdjar, jew biex titgħallem l-ikkowdjar.","remote-teaching.intro.points.5.0":"Webinars dwar l-Ikkowdjar mid-dar","remote-teaching.intro.points.5.1":"kont taf li l-Ġimgħa tal-Ikkowdjar organizzat diversi webinars dwar kif titgħallem u tgħallem l-ikkowdjar mid-dar? Agħtihom daqqa t’għajn!","remote-teaching.tips.title":"7 suġġerimenti biex tgħallem l-ikkowdjar mill-bogħod","remote-teaching.tips.points.1.0":"Sir familjari mal-kunċetti, il-lingwa tal-ipprogrammar, u s-software","remote-teaching.tips.points.1.1":"filwaqt li l-istudenti jistgħu jitgħallmu l-ikkowdjar u l-ipprogrammar b’mod semiawtonomu billi jippruvaw u jitgħallmu mill-iżbalji, se jkollok bżonn tiggwidahom u tgħinhom isibu l-iżbalji fis-sintassi tagħhom. Kun lest(a) li tibdel u tadatta jekk għodda diġitali jew lingwa tal-ipprogrammar ma jkollhiex ir-riżultati tat-tagħlim li kont qed tistenna.","remote-teaching.tips.points.2.0":"Agħti s-setgħa lill-istudenti","remote-teaching.tips.points.2.1":"għin lill-istudenti biex jilħqu l-potenzjal sħiħ tagħhom billi tipprovdi lezzjonijiet motivanti u sinifikanti. Ħallihom jesploraw il-ħiliet u l-kreattività tagħhom billi tippermettilhom jagħżlu l-proġetti u l-eżiti tagħhom stess. Barra minn hekk, nirrakkomandawlek li tkun realistiku/a u li tistabbilixxi miri li jistgħu jinkisbu mill-istudenti tiegħek.","remote-teaching.tips.points.3.0":"Ħeġġeġ lill-istudenti biex jaħdmu fi gruppi","remote-teaching.tips.points.3.1":`l-istudenti mhux biss se jieħdu aktar gost jipprattikaw l-ikkowdjar fi gruppi, iżda dan se jgħinhom ukoll biex jirnexxilhom iwettqu proġetti aktar kumplessi u kreattivi. Barra minn hekk, it-tagħlim mill-bogħod jista’ jiżola xi studenti, u l-ħidma fi gruppi tista’ tipprevjeni dan. Pereżempju, tista’ toħloq kmamar tal-laqgħat online għall-istudenti tiegħek biex jinġabru fi gruppi, jew tista’ tistabbilixxi valutazzjoni bejn il-pari billi tistieden lill-istudenti jagħtu u jirċievu feedback kostruttiv dwar il-proġetti ta’ xulxin. -`,"remote-teaching.tips.points.4.0":"Esplora software miftuħ u pjattaformi online bla ħlas għat-tagħlim dwar kif tikkodifika","remote-teaching.tips.points.4.1":"hemm ħafna riżorsi ta’ kwalità tajba biex wieħed jitgħallem u jgħallem l-ikkowdjar, li huma avvanzati filwaqt li jibqgħu faċli biex jintużaw. Dawn huma għodod bla ħlas li tista’ tħalli lill-istudenti tiegħek jużaw mingħajr ma jkollhom għalfejn jixtru liċenzji jew iniżżlu s-software. Tista’ ssib il-maġġor parti tagħhom fir-Repożitorju tal-Ġimgħa tal-Ikkowdjar, eż. Scratch, App Inventor, Code.org, EarSketch, Sonic Pi, u oħrajn simili. Kif rajna bil-Bits tat-Tagħlim tal-Ġimgħa tal-Ikkowdjar, tista’ tapplika dawn l-għodod għal kwalunkwe suġġett!","remote-teaching.tips.points.5.0":"Ara li tkun attività ta’ gost","remote-teaching.tips.points.5.1":"l-ewwel passi tiegħek fl-ikkowdjar għandhom ikunu interessanti u li tieħu gost tagħmilhom, u filwaqt li jista’ jkun li m’għandikx l-opportunità li taqsam dan il-gost b’mod fiżiku din id-darba, hemm modi kif tilgħab u tieħu gost flimkien! Pereżempju, tista’ tipproponi lill-istudenti tiegħek biex jieħdu pawża mil-lezzjoni biex jikkonnettjaw u jilagħbu CodyColor flimkien, logħba edukattiva li tista’ tintlagħab minn ħafna plejers imfassla għat-tagħlim tal-ħsieb komputazzjonali waqt il-logħob.","remote-teaching.tips.points.6.0":"Simulazzjoni tal-interazzjoni reali fil-klassi","remote-teaching.tips.points.6.1":"it-teknoloġija tippermettilna nirreplikaw tal-inqas parzjalment, it-tip ta’ interazzjoni li sseħħ fil-klassi. Tista’ tħeġġeġ lill-istudenti jixegħlu l-kameras tagħhom f’ħinijiet partikolari, jgħollu idejhom virtwalment, jistaqsu mistoqsijiet personalment jew fiċ-chat, iwieġbu għal stħarriġ u kwiżżijiet diġitali, u attivitajiet simili. Xi għodod diġitali bla ħlas li tista’ tuża għal dan l-għan huma Zoom, Microsoft Teams, GoToMeeting jew Jitsi għal lezzjonijiet fil-klassi f’ħin reali, u Kahoot, Mentimeter jew Google Forms għall-kwiżżijiet u l-interazzjoni fil-klassi. Dan jgħin lill-istudenti jħossuhom li huma fil-klassi u jħossuhom konnessi ma’ sħabhom.","remote-teaching.tips.points.7.0":"Kun żgur mid-disponibbiltà u l-affordabbiltà tal-materjali","remote-teaching.tips.points.7.1":"kun ċert(a) li l-lezzjonijiet tal-ikkowdjar tiegħek ikunu realistiċi u inklużivi billi tiżgura li l-materjali meħtieġa jkunu faċli biex issibhom fi kwalunkwe dar, u li l-istudenti kollha jkunu jistgħu jiksbuhom jew li tipprovdi adattamenti lil dawk li jistgħu ma jkunux jistgħu jiksbuhom. Pereżempju, attivitajiet ta’ kkowdjar unplugged jeħtieġu materjali rħas bħal imqass, karti, jew markaturi. Meta taħdem bl-eżerċizzji tal-ikkowdjar online, kun żgur li l-istudenti kollha jkollhom aċċess id-dar għal tablet jew kompjuter u konnessjoni tal-internet affidabbli.","remote-teaching.tips.conclusion":"Kif titgħallem u tgħallem l-ikkowdjar u l-ipprogrammar f’ambjenti ta’ tagħlim mill-bogħod? Għandek xi suġġerimenti għal professjonisti oħra tal-edukazzjoni? Żid kumment fil-forum ta’ hawn taħt!","report.title":"Irrapporta l-avveniment tiegħek ta’ #EUCodeWeek","report.event_title":"Titlu tal-avveniment","report.number_required":"Jekk jogħġbok ipprovdi stima approssimattiva anki jekk m’għandekx id-data eżatta.","report.phrase1":"Tista’ timla din il-formola darba biss! Jekk jogħġbok iċċekkja d-data tiegħek sew. Jekk tagħmel żball, ","report.phrase2":"Wara li tissottometti r-rapport, ser jinħareġ ċertifikat personalizzat b’mod awtomatiku għall-parteċipazzjoni fil-Ġimgħa tal-Ikkowdjar u dan ser isir disponibbli lilek biex tniżżlu jew tikkondividih. Tista’ tara eżempju ta’ ċertifikat hawn.","report.phrase3":"L-oqsma meħtieġa huma mmarkati b’*asterisk.","report.phrase4":"Tista’ timla din il-formola darba biss! Jekk jogħġbok iċċekkja d-data tiegħek sew. Jekk tagħmel żball,","report.contactus":"ikkuntattjana","report.participants_count.label":"Għadd tal-parteċipanti","report.average_participant_age.label":"Età medja tal-parteċipanti","report.percentage_of_females.label":"Perċentwal ta’ nisa","report.codeweek_for_all_participation_code.label":"Kodiċi ta’ parteċipazzjoni għall-Ġimgħa tal-Ikkowdjar għal kulħadd","report.codeweek_for_all_participation_code.help":"Hawn tista’ ddaħħal il-kodiċi tal-isfida Ġimgħa tal-Ikkowdjar għal Kulħadd, jekk għandek wieħed. Jekk m’intix tipparteċipa, kemm tinjora dan il-qasam.","report.name_for_certificate.label":"Isem għaċ-ċertifikat","report.name_for_certificate.help":"Ibdel dan għall-isem tal-organizzatur tal-avveniment li ser jinħariġlu ċertifikat ta’ parteċipazzjoni fil-Ġimgħa tal-Ikkowdjar. Jekk jogħġbok uża biss ittri ASCII (Latin). Ittri b’aċċenti, umlauts u l-bqija mhumiex appoġġjati.","report.submit":"Issottometti Rapport ta’ Avveniment","report.thanks_page.title":"Grazzi talli rrappurtajt l-avveniment tiegħek!","report.thanks_page.certificate_ready":"Iċ-ċertifikat tiegħek lest.","report.thanks_page.download_button":"Ikklikkja hawn biex tniżżlu.","report.thanks_page.back_events":"Mur lura għall-avveniment tiegħek","resources.search_resources":"Fittex ir-riżorsi","resources.types":"Tipi","resources.levels":"Livelli","resources.programming_languages":"Lingwi tal-Ipprogrammar","resources.categories":"Kategoriji","resources.Languages":"Lingwi","resources.Subjects":"Suġġetti","resources.share":"Ixxerja","resources.communication_toolkit":"Sett ta’ Għodod għall-Komunikazzjonijiet","resources.teachers_toolkit":"Sett ta’ Għodod għall-Għalliema","resources.leaflet":"Fuljett","resources.how_to_organise_an_activity":"Kif torganizza attività?","resources.resources.languages.Russian":"Russu","resources.resources.languages.Norwegian":"Norveġiż","resources.resources.languages.Mandarin":"Mandarin","resources.resources.languages.Japanese":"Ġappuniż","resources.resources.languages.All targeted languages":"Il-lingwi kollha fil-mira","resources.resources.levels.Beginner":"Prinċipjant","resources.resources.levels.Intermediate":"Intermedju","resources.resources.levels.Advanced":"Avvanzat","resources.resources.levels.Pre-primary education":"Edukazzjoni ta’ qabel il-primarja","resources.resources.levels.Primary school (5-12)":"Skola primarja (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Skola sekondarja baxxa (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Skola sekondarja għolja (16-18)","resources.resources.levels.Higher Education":"Edukazzjoni Ogħla","resources.resources.levels.Other":"Oħrajn","resources.resources.subjects.Art":"Arti","resources.resources.subjects.Biology":"Bijoloġija","resources.resources.subjects.Chemistry":"Kimika","resources.resources.subjects.Computer Science":"Xjenza tal-Kompjuter","resources.resources.subjects.Culture":"Kultura","resources.resources.subjects.Economics":"Ekonomija","resources.resources.subjects.Foreign Languages":"Lingwi Barranin","resources.resources.subjects.Geography":"Ġeografija","resources.resources.subjects.Geology":"Ġeoloġija","resources.resources.subjects.History":"Storja","resources.resources.subjects.Language and Literature":"Lingwa u Letteratura","resources.resources.subjects.Mathematics":"Matematika","resources.resources.subjects.Natural Sciences":"Xjenzi Naturali","resources.resources.subjects.Physical Education":"Edukazzjoni Fiżika","resources.resources.subjects.Physics":"Il-Fiżika","resources.resources.subjects.Coding":"Ikkowdjar","resources.resources.subjects.Special Education Needs":"Edukazzjoni għall-Bżonnijiet Speċjali","resources.resources.subjects.Other":"Oħrajn","resources.resources.types.Tutorial":"Taħriġ","resources.resources.types.Website":"Websajt","resources.resources.types.Online Course":"Kors Online","resources.resources.types.Video":"Vidjo","resources.resources.types.Audio":"Awdjo","resources.resources.types.Application":"Applikazzjoni","resources.resources.types.Game":"Logħba","resources.resources.types.Graphic Material":"Materjal Grafiku","resources.resources.types.Presentation":"Preżentazzjoni","resources.resources.types.Toolkit":"Sett ta’ għodod","resources.resources.types.Other":"Oħrajn","resources.resources.types.Lesson Plan":"Pjan ta’ Lezzjoni","resources.resources.types.Guide":"Gwida","resources.resources.categories.Coding":"Ikkowdjar","resources.resources.categories.Programming":"Ipprogrammar","resources.resources.categories.Computational Thinking":"Ħsieb Komputazzjonali","resources.resources.categories.Robotics":"Robotika","resources.resources.categories.Making":"Tagħmel","resources.resources.categories.Tinkering":"Tilgħab","resources.resources.categories.Unplugged Activities":"Attivitajiet Mhux fuq il-Kompjuter","resources.resources.categories.Other":"Oħrajn","school.name":"Isem l-iskola","school.location":"Il-post tal-iskola","school.description":"Deskrizzjoni tal-iskola","school.school":"Skola","school.add":"Żid","school.list":"Lista","school.required.name":"Isem l-iskola huwa meħtieġ","school.required.location":"Il-post tal-iskola huwa meħtieġ","schools.1.title1":"Għaliex għandek iddaħħal l-ikkowdjar fil-klassi tiegħek?","schools.1.title2":"L-ikkowdjar kif jista’ jkun ta’ benefiċċju għall-istudenti tiegħek? X'ser tiggwadanja int bħala għalliem?","schools.1.content.0":"Aħna nemmnu li l-litteriżmu bażiku ta’ kwalunkwe persuna fiż-żmien diġitali għandu jinkludi fehim tal-ikkowdjar u l-iżvilupp ta’ kompetenzi kruċjali relatati mat-tħassib komputazzjonali, bħal soluzzjoni tal-problemi, kollaborazzjoni u ħiliet analitiċi.","schools.1.content.1":"It-tagħlim tal-ikkowdjar jista’ jagħti s-setgħa lill-istudenti biex ikunu fuq quddiem ta’ soċjetà kompetenti b’mod diġitali, jiżviluppaw fehim aħjar tad-dinja madwarhom u jkollhom opportunitajiet aħjar biex jirnexxu fil-ħajjiet personali u professjonali tagħhom.","schools.1.content.2":"Il-Ġimgħa tal-Ikkowdjar toffri lill-istudenti kollha l-possibbiltà li jagħmlu l-ewwel passi bħala kreaturi diġitali, billi tipprovdi lill-iskejjel u lill-għalliema opportunitajiet ta’ żvilupp professjonali bla ħlas, materjali ta’ tagħlim, sfidi internazzjonali u opportunitajiet għal skambju.","schools.1.button.label":"Trid tibda minnufih? Irreġistra hawn!","schools.2.title1":"Lest/a biex tinvolvi ruħek?","schools.2.title2":"Organizza lezzjoni, sessjoni ta’ taħriġ, jew avveniment, u mmarkah fuq il-mappa.","schools.2.content.0":"Sew jekk għandek għaħrfien ta’ kkowdjar jew programazzjoni kif ukoll jekk le, tista’ torganizza lezzjoni faċilment fil-klassi tiegħek, jum għall-pubbliku, jew avveniment fl-iskola tiegħek. Kemm issib data u tirreġistra l-attività fil-mappa ta’ hawn taħt. Jekk tħoss li għandek bżonn appoġġ biex tipprepara lezzjoni bl-ikkowdjar, aqbeż għat-taqsima li jmiss.","schools.2.content.1":"Agħti titwila lejn xi eżempji ta’ attivitajiet li qegħdin jiġu organizzati billi tibbrawżja l-mappa ta’ hawn taħt u żżid l-attività tiegħek biex tingħaqad ma’ eluf ta’ edukaturi bħalek madwar l-Ewropa u lil hinn:","schools.2.button.label":"Lest/a biex tipprova? Żid attività!","schools.3.title1":"Qatt ma għamilt Ikkowdjar? Tinkwetax","schools.3.title2":"L-għodod tagħna jgħinu biex jintroċuduk għall-ikkowdjar qabel twasslu lill-istudenti tiegħek","schools.3.content.0":"Jekk inti interessant biex iddaħħal l-ikkowdjar fil-klassi tiegħek iżda ma tafx minn fejn se tibda, tinkwetax! Tim internazzjonali ta’ għalliema u esperti żviluppaw sett ta’ moduli qosra ta’ taħriġ online biex jgħinuk tibda.","schools.3.content.1":"Mhi meħtieġa l-ebda esperjenza ta’ kkowdjar biex issegwi l-għajnuniet ta' tagħlim tagħna!","schools.3.button.label":"Aċċessa l-moduli ta’ taħriġ","schools.4.title1":"Qed tfittex sfida żejda?","schools.4.title2":"Ibni netwerk ta’ attivitajiet, involvi studenti kemm jista’ jkun, u ikseb iċ-Ċertifikat ta’ Eċċellenza","schools.4.content.0":"Ġimgħa tal-Ikkowdjar għal Kulħadd tisfidak biex tingħaqad ma’ għalliema jew skejjel oħra u tipparteċipa f’komunità internazzjonali ta’ nies bl-istess mentalità biex tagħti lill-istudenti l-opportunità biex jagħmlu l-ewwel passi tagħhom fl-ikkowdjar. Ibni alleanza li tinvolvi aktar minn 1000 student u ser tikseb iċ-Ċertifikat ta’ Eċċellenza.","schools.4.button.label":"Tgħallem aktar dwar l-isfida Ġimgħa tal-Ikkowdjar għal Kulħadd","schools.title":"L-iskejjel: wassal il-Ġimgħa tal-Ikkowdjar lill-istudenti tiegħek","scoreboard.title":"Liema pajjiżi qedin jeċċellaw f’attivitajiet tal-coding?","scoreboard.paragraph":"Din it-tabella ta’ valutazzjoni hija rranġata skont in-numru ta’ avvenimenti ta’ kkowdjar elenkati għall-popolazzjoni, għalhekk tiħux qatgħa jekk tara xi wħud mill-pajjiżi iżgħar iktar ’il fuq fil-lista!","scoreboard.parcipating_with":"qed jipparteċipa ma’","scoreboard.events":"avvenimenti","search.audience_title":"Udjenza","search.theme_title":"Tema","search.placeholder":"Fittex isem avveniment jew tag","search.submit":"Fittex","search.label_country":"Agħżel pajjiż","search.last_year_events.label":"Inkludi avvenimenti tas-sena li għaddiet","search.last_year_events.yes":"Iva","search.last_year_events.no":"Le","search.search_counter":"qabbel il-kriterji tat-tiftixa tiegħek","search.event":"avveniment","search.events":"avvenimenti","search.year":"sena","search.audiences":"Udjenzi","search.themes":"Temi","search.countries":"Pajjiżi","search.search_placeholder":"Tfittxija skond it-titlu","snippets.featured-activities":"Dawn huma l-attivitajiet li jmiss tal-Ġimgħa Ewropea tal-Ikkowdjar li jilqgħu lill-parteċipanti online. Tista’ tiffiltra skont il-lingwa u x-xahar u, billi tikklikkja fuq “ara” se taċċessa d-dettalji kollha dwar l-attività u l-kuntatti tal-organizzaturi. Ħu gost!","snippets.learn":"L-ikkowdjar u l-ipprogrammar huma kompetenzi ewlenin li qed jintalbu dejjem aktar f’kull qasam, u l-Ġimgħa Ewropea tal-Ikkowdjar trid tappoġġjak fit-tagħlim tiegħek! Ibbrawżja r-repożitorju tagħna u sib ir-riżorsa perfetta biex tibda jew tkompli l-vjaġġ tiegħek fl-ikkowdjar. Ir-riżorsi ta’ tagħlim kollha huma bla ħlas. Tinsiex li tista’ tiffiltra t-tfittxija tiegħek skont it-tip ta’ riżorsa, il-livell tal-ħiliet, il-lingwa tal-ipprogrammar, il-kategorija u l-lingwa.","snippets.teach":"L-ikkowdjar u l-ipprogrammar huma kompetenzi ewlenin li se jiftħu possibbiltajiet ġodda għall-istudenti u t-tfal tiegħek. Trid tgħallem l-ikkowdjar id-dar, fil-klassi jew fil-klabb tal-ikkowdjar? Ibbrawżja r-repożitorju tagħna biex issib l-aktar riżorsa xierqa biex iddaħħal l-ikkowdjar u l-ipprogrammar fil-prattika tat-tagħlim tiegħek. Dawn ir-riżorsi kollha huma bla ħlas. Tinsiex li tista’ tiffiltra t-tfittxija tiegħek skont it-tip ta’ riżorsa, il-livell tal-ħiliet, il-lingwa tal-ipprogrammar, is-suġġett, il-kategorija u l-lingwa.","snippets.toolkits.0":"F’din it-taqsima se ssib materjal li jgħinek torganizza l-attività tiegħek tal-Ġimgħa Ewropea tal-Ikkowdjar, u tippromwovi l-inizjattiva mal-komunità tiegħek.","snippets.toolkits.1":"Sett ta’ għodod ta’ komunikazzjoni","snippets.toolkits.2":"sib hawnhekk il-logos uffiċjali tal-Ġimgħa Ewropea tal-Ikkowdjar, il-badge, il-fuljett, il-kartelluni, it-templates PowerPoint u Word, eżempji ta’ posts tal-media soċjali, u illustrazzjonijiet.","snippets.toolkits.3":"Sett ta’ għodod għall-għalliema","snippets.toolkits.4":"sib hawnhekk il-logos uffiċjali tal-Ġimgħa Ewropea tal-Ikkowdjar, il-badge, it-template taċ-ċertifikat tal-parteċipazzjoni għall-istudenti tiegħek, preżentazzjoni introduttorja dwar il-Ġimgħa Ewropea tal-Ikkowdjar, u l-materjal tal-media soċjali.","snippets.toolkits.5":"Fuljett uffiċjali tal-Ġimgħa Ewropea tal-Ikkowdjar.","snippets.about.goal":"L-għan huwa li tingħata għajnuna lil aktar żgħażagħ biex isiru esperti fl-affarijiet bażiċi tal-kodifikazzjoni u tal-ħsieb komputazzjonali.","snippets.guide.tutorials.1":"Ara","snippets.guide.tutorials.2":"t-tutorials u t-taħriġ tagħna","snippets.guide.tutorials.3":"disponibbli f’29 lingwa biex titħejjew għall-organizzazzjoni ta’ attivitajiet fejn iż-żgħażagħ jitgħallmu l-kodifikazzjoni u l-ħsieb komputazzjonali.","snippets.dance.menu":"L-Isfida taż-Żfin","snippets.dance.subtitle":"Min qal li l-programmaturi ma jafux jiżfnu? Aħna ser nagħtuk prova mod ieħor permezz tal-isfida #EUCodeWeekDance","snippets.dance.kontenut":"Dawk kollha minn skejjel, għalliema, libreriji sal-klabbs tal-ikkowdjar, negozji u awtoritajiet pubbliċi huma mistiedena jiċċelebraw il-Ġimgħa Ewropea tal-Ikkowdjar billi jorganizzaw attività ta' #EUCodeWeekDance u jżiduha mal-mappa tal-Ġimgħa tal-Ikkowdjar.","snippets.treasure-hunt.menu":"Treasure Hunt","snippets.treasure-hunt.subtitle":"Din hija logħba dwar it-Telegramma","snippets.videos.1":"Ara l-vidjos tal-ambaxxaturi tal-Ġimgħa Ewropea tal-Ikkowdjar dwar il-valuri tagħna","snippets.videos.2":"Ara lil Katja Oslojak, Ambaxxatriċi għas-Slovenja, dwar għaliex il-Ġimgħa tal-Ikkowdjar hija indipendenti","snippets.videos.3":"Ara lil Laurent Touché, Ambaxxatur għal Franza, dwar għaliex il-Ġimgħa tal-Ikkowdjar hija għal kulħadd","snippets.videos.4":"Ara lil Fatma Bouaziz, Ambaxxatriċi għat-Tuneżija dwar għaliex il-Ġimgħa tal-Ikkowdjar hija glokali","snippets.videos.5":"Ara lil Linda Sinka, Ambaxxatriċi għal-Latvja dwar għaliex il-Ġimgħa tal-Ikkowdjar hija dwar il-kooperazzjoni","snippets.videos.6":"Ara lil Alessandro Bogliolo, Ambaxxatur għall-Italja dwar għaliex il-Ġimgħa tal-Ikkowdjar hija mingħajr skop ta' qligħ","snippets.videos.7":"Ara lil Marjana Prifti, Ambaxxatriċi għall-Albanija dwar għaliex il-Ġimgħa tal-Ikkowdjar tinkoraġġixxi l-innovazzjoni u l-kreattività","snippets.videos.8":"Ara lil Cristiana Lucaci, Ambaxxatriċi għar-Rumanija dwar għaliex il-Ġimgħa tal-Ikkowdjar hija grata lejn il-komunità tagħha","training.learning_bits":"Għajnuniet ta’ Tagħlim tal-Ġimgħa tal-Ikkowdjar","training.title":"Materjal ta’ taħriġ u korsijiet online mingħajr ħlas","training.text":`

    Hawn tista’ ssib materjal u riżorsi ta’ taħriġ bla ħlas li ser jgħinuk tibda u tippjana l-lezzjoni innovattivi tiegħek li jmiss.

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    1. Għajnuniet ta’ Tagħlim tal-Ġimgħa tal-Ikkowdjar

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    Mhi meħtieġa ebda esperjenza preċedenti fl-ikkowdjar jew fl-ipprogrammar, u kull modulu jieħu biss madwar 15-il minuta biex tlestih. Il-modulu jintroduċuk għal kunċetti ewlenin relatati mal-ikkowdjar u attivitajiet tal-ħsieb komputazzjonali. Barra minn hekk, il-moduli jagħtuk ukoll għajnuniet prattiċi u pariri dwar kif tintegra l-kunċetti fil-klassi tiegħek.

    `,"training.text_2":`

    Issa li lestejt waħda jew aktar mill-Għajnuniet ta’ Tagħlim tal-Ġimgħa tal-Ikkowdjar, nittamaw li tħossok komdu biżżejjed biex twassal xi kreattività diġitali fil-klassi tiegħek u timmarka l-attività tiegħek fuq il-Mappa tal-Ġimgħa tal-Ikkowdjar!

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    Tista’ faċilment torganizza lezzjoni fil-klassi tiegħek, jum għall-pubbliku jew avveniment fl-iskola tiegħek. Kemm issib data u tirreġistra l-attività tiegħek fuq il-mappa tal-Ġimgħa tal-Ikkowdjar. Kull organizzatur ta’ attività ser jirċievi ċertifikat ta’ parteċipazzjoni għall-isforz tiegħu.

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    Jekk tixtieq tingħaqad ma’ grupp internazzjonali ta’ għalliema entużjastiċi, issieħeb fil-grupp ta’ Facebook tal-Ġimgħa tal-UE tal-Ikkowdjar għall-għalliema! Biex tieħu pass oltre u tikkollabora ma’ skejjel oħra f’pajjiżek jew bejn il-fruntieri – issieħeb fl-isfida Ġimgħa tal-Ikkowdjar għal Kulħadd.

    `,"training.lessons.1.title":"L-ikkowdjar mingħajr teknoloġija diġitali (mhux ipplaggjat)","training.lessons.1.author":"Minn Alessandro Bogliolo","training.lessons.1.text":`

    L-ikkowdjar huwa l-lingwa tal-oġġetti, li jippermettilna niktbu programmi biex nagħtu funzjonalitajiet ġodda lil għexieren ta’ biljuni ta’ oġġetti programmabbli madwarna. L-ikkowdjar huwa l-aktar mod mgħaġġel ta’ kif l-ideat tagħna jsiru realtà u l-aktar mod effettiv ta’ kif niżviluppaw kapaċitajiet ta’ ħsieb komputazzjonali. Madankollu, it-teknoloġija mhijiex meħtieġa strettament biex jiġi żviluppat ħsieb komputazzjonali. Anzi, il-ħiliet tal-ħsieb komputazzjonali tagħna huma essenzjali biex it-teknoloġija taħdem.

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    F’dan il-vidjo, Alessandro Bogliolo, Professur tas-Sistemi tal-Kompjuter fl-Italja u Koordinatur tal-Ġimgħa Ewropea tal-Ikkowdjar, ser jintroduċi attivitajiet ta’ kkowdjar mhux ipplaggjar li jistgħu jiġu pprattikati mingħajr ebda apparat elettroniku. L-iskop ewlieni ta’ attivitajiet mhux ipplaggjati huwa li jonqsu l-ostakoli ta’ aċċess biex l-ikkowdjar jasal f’kull skola, irrispettivament mill-finanzjament u t-tagħmir.

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    Attivitajiet ta’ kkowdjar mhux ipplaggjat jiżvelaw l-aspetti komputazzjonali tad-dinja fiżika madwarna.

    `,"training.lessons.1.activities.1":"Attività 1 – CodyRoby għall-Iskola Primarja","training.lessons.1.activities.2":"Attività 2 – CodyRoby għall-ewwel livelli tal-Iskola Sekondarja","training.lessons.1.activities.3":"Attività 3 – CodyRoby għall-Iskola Sekondarja","training.lessons.2.title":"Il-ħsieb komputazzjonali u s-solvien tal-problemi","training.lessons.2.author":"Minn Miles Berry","training.lessons.2.text":`

    Il-ħsieb komputazzjonali (CT, computational thinking) jiddeskrivi mod ta’ kif tħares lejn il-problemi u s-sistemi sabiex ikun jista’ jintuża kompjuter biex jgħinna nsolvuhom jew nifhmuhom. Il-ħsieb komputazzjonali mhuwiex biss essenzjali għall-iżvilupp ta’ programmi tal-kompjuter, iżda jista’ jintuża wkoll biex jappoġġja soluzzjoni tal-problemi fid-dixxiplini kollha.

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    Tista’ tgħallem CT lill-istudenti tiegħek billi tgħidilhom jaqsmu problemi kumplessi f’oħrajn iżgħar (dekompożizzjoni), jagħrfu xejriet (rikonoxximent ta’ xejra), jidentifikaw id-dettalji rilevanti għas-soluzzjoni ta’ problema (astrazzjoni); jew jistabbilixxu r-regoli jew l-istruzzjonijiet li għandhom jiġu segwiti sabiex jinkiseb ir-riżultat mixtieq (disinn ta’ algoritmu). CT jista’ jiġi mgħallem f’dixxiplini differenti, pereżempju fil-Matematika (issib ir-regoli għall-fatturament ta’ polinomjali tat-tieni ordni), Letteratura (biex taqsam l-analiżi ta’ poeżija f’analiżi ta’ metru, rima u struttura), Lingwi (ssib xejriet fl-ittri tal-aħħar ta’ verb li jaffettwaw l-ortografija tiegħu meta jinbidel it-temp) u bosta oħrajn.

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    F’dan il-vidjow, Miles Berry, Lettur Prinċipali fl-Università ta’ Roehampton School of Education at Guildford (ir-Renju Unit), ser jintroduċi l-kunċett tal-ħsieb komputazzjoni u l-modi differenti ta’ kif għalliem jista’ jintegrah fil-klassi b’logħob sempliċi.

    `,"training.lessons.2.activities.1":"Attività 1 – L-Iżvilupp ta’ Raġunament Matematiku għall-Iskola Primarja","training.lessons.2.activities.2":"Attività 2 – Familjarità mal-Algoritmi għall-ewwel livelli tal-Iskola Sekondarja","training.lessons.2.activities.3":"Attività 3 – Algoritmi għall-ogħla livelli tal-Iskola Sekondarja","training.lessons.3.title":"L-ipprogrammar viżiv – introduzzjoni għal Scratch","training.lessons.3.author":"Minn Margo Tinawi","training.lessons.3.text":`

    L-ipprogrammar viżiv jippermetti lill-bnedmin jiddeskrivu proċessi billi jużaw illustrazzjonijiet jew grafiċi. Normalment, nitkellmu dwar ipprogrammar viżiv għall-kuntrarju ta’ pprogrammar bbażata fuq it-test. Il-lingwi tal-ipprogrammar viżiv (VPLs) huma adattati b’mod speċjali tajjeb biex jintroduċu ħsieb algoritmiku lit-tfal (u anki adulti). Bil-VPLs, ikun hemm inqas x’taqra u l-ebda sintassi x'tiġi implimentata.

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    F’dan il-vidjo, Margo Tinawi, Għalliem tal-Iżvilupp tal-Web f’Le Wagon u Kofundatur ta’ Techies Lab asbl (il-Belġju), ser jgħinek tiskopri Scratch, waħda mill-aktar popolari li tintuża madwar id-dinja kollha. Scratch ġiet żviluppata mill-MIT fl-2002, u sa minn dakinhar, inbniet komunità kbira madwarha, fejn tista’ ssib miljuni ta’ proġetti biex tirreplikahom mal-istudenti tiegħek u għadd kbira ta’ lezzjonijiet b’diversi lingwi.

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    M’hemmx għalfejn ikollok esperjenza fl-ikkowdjar biex tuża Scratch, u tista’ tużaha fis-suġġetti differenti kollha! Pereżempju, meta tuża Scratch bħala għodda ta’ rakkontar tal-istejjer diġitali, l-istudenti jistgħu joħolqu stejjer, juru problema tal-matematika jew jieħdu sehem f'konkors tal-arti biex jitgħallmu dwar il-wirt kulturali, filwaqt li jitgħallmu l-ikkowdjar u l-ħsieb komputazzjonali, u l-aktar importanti, jieħdu pjaċir.

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    Scratch hija għodda bla ħlas, intuwittiva ħafna u ta’ motivazzjoni għall-istudenti tiegħek. Agħti titwila lejn il-vidjo ta’ Margo biex titgħallem kif tibda.

    `,"training.lessons.3.activities.1":"Attività 1 – Scratch Bażiku għall-Iskola Primarja","training.lessons.3.activities.2":"Attività 2 – Scratch Bażiku għall-ewwel livelli tal-Iskola Sekondarja","training.lessons.3.activities.3":"Attività 3 – Scratch Bażiku għall-Iskola Sekondarja","training.lessons.4.title":"Il-ħolqien ta’ logħob edukattiv bi Scratch","training.lessons.4.author":"Minn Jesús Moreno León","training.lessons.4.text":`

    Il-ħsieb kritiku, il-persistenza, is-solvien tal-problemi, il-ħsieb komputazzjonali u l-kreattività huma biss xi wħud mill-ħiliet ewlenin li l-istudenti tiegħek jeħtieġu biex jirnexxu fis-seklu 21, u l-ikkowdjar jista’ jgħinek tikseb dawn b’mod pjaċevoli u mimli motivazzjoni.

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    Il-kunċetti algoritmiċi tal-kontroll tal-fluss permezz ta’ sekwenzi ta’ istruzzjonijiet u loops, rappreżentazzjoni tad-data permezz ta’ varjabbli u listi, jew is-sinkronizzazzjoni ta’ proċessi jistgħu jidhru bħala kunċetti kkumplikati iżda f’dan il-vidjo se ssib li huma eħfef biex titgħallimhom milli taħseb.

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    F’dan il-vidjo, Jesús Moreno León, għalliem tax-Xjenza tal-Kompjuter u riċerkatur minn Spanja, ser jispjega kif tista’ tiżviluppa dawn u ħiliet oħra fl-istudenti tiegħek waqt li jieħdu pjaċir. Kif jista’ jsir dan? Billi toħloq logħba ta’ mistoqsijiet u tweġibiet fi Scratch, il-lingwa tal-ipprogrammar l-aktar popolari li tintuża fl-iskejjel madwar id-dinja. Scratch mhux biss itejjeb il-ħsieb komputazzjoni, iżda wkoll tippermetti l-introduzzjoni ta’ elementi ta’ gamifikazzjoni fl-iklassi biex iżżomm l-istudenti tiegħek motivati filwaqt li jitgħallmu u jieħdu pjaċir.

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    Agħti titwila lejn il-vidjo biex tara kif tibda:

    `,"training.lessons.4.activities.1":"Attività 1 - Logħba ta’ mistoqsijiet u tweġibiet bi Scratch għall-Iskola Primarja","training.lessons.4.activities.2":"Attività 2 - Logħba ta’ mistoqsijiet u tweġibiet bi Scratch għall-ewwel livelli tal-Iskola Sekondarja","training.lessons.4.activities.3":"Attività 3 - Logħba ta’ mistoqsijiet u tweġibiet bi Scratch għall-Iskola Sekondarja","training.lessons.5.title":"Il-ħolqien, ir-robotika u t-tiswija fil-klassi","training.lessons.5.author":"Minn Tullia Urschitz","training.lessons.5.text":`

    L-integrazzjoni tal-ikkowdjar, it-tiswija, ir-robotika u l-mikroelettronika bħala għodod ta’ tagħlim fil-kurrikuli tal-iskola hija ċentrali fl-edukazzjoni tas-seklu 21.

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    L-użu tat-tiswija u tar-robotika fl-iskejjel għandu ħafna benefiċċji għall-istudenti, peress li dan jgħin jivżiluppa kompetenzi ewlenin bħal soluzzjoni tal-problemi, xogħol f’tim u kollaborazzjoni. Dan itejjeb ukoll il-kreattività u l-fiduċja tal-istudenti u jista’ jgħin lill-istudenti jiżviluppaw perseveranza u determinazzjoni meta jaffaċċjaw l-isfidi. Ir-robotika hija qasam li jippromwovi l-inklussività, peress li hija faċilment aċċessibbli għal firxa wiesgħa ta’ studenti b’talenti u b'ħiliet differenti (kemm subien kif ukoll bniet) u tinfluwenza b’mod pożittiv lill-istudenti fuq l-ispettru tal-awtiżmu.

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    Agħti titwila lejn dan il-vidjo fejn Tullia Urschitz, ambaxxatriċi Taljana ta’ Scientix u għalliema ta’ STEM f’Sant’Ambrogio Di Valpolicella, l-Italja, ser tagħti xi eżempji prattiċi ta’ kif l-għalliema jistgħu jintegraw it-tiswija u r-robotika fil-klassi, b’hekk jibdlu l-istudenti passivi f’oħrajn entużjastiċi li joħolqu xi ħaġa.

    `,"training.lessons.5.activities.1":"Attività 1 - Kif tagħmel id mekkanika tal-ħardbord għall-Iskola Primarja","training.lessons.5.activities.2":"Attività 2 - Kif tagħmel id mekkanika jew robotika għall-ewwel livelli tal-Iskola Sekondarja","training.lessons.5.activities.3":"Attività 3 - Kif tagħmel id mekkanika jew robotika għall-ogħla livelli tal-Iskola Sekondarja","training.lessons.6.title":"App Inventor u l-Iżvilupp tal-Apps","training.lessons.6.author":"Minn Rosanna Kurrer","training.lessons.6.text":`

    Agħti daqqa t’għajn lejn dan il-video fejn Rosanna Kurrer, (il-Fundatriċi ta’ CyberWayFinder) tispjega x’inhu App Inventor, turi l-vantaġġi tal-użu tal-iżvilupp tal-Apps fil-klassi u tagħti xi eżempji prattiċi dwar kif l-għalliema jistgħu jintegraw l-App Inventor fil-klassi, u jittrasformaw studenti passivi fi f’kreaturi entużjasti ta’ logħbiet.

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    Aħna kollha nużaw l-applikazzjonijiet peress li huma mod konvenjenti u mod rapidu biex nikkoordinaw l-attivitajiet tagħna. Huma wkoll qed jintużaw aktar u aktar fl-edukazzjoni peress li dawn jippermettu tagħlim personalizzat u jippermettu lill-utenti jiksbu informazzjoni, għalhekk għaliex ma tagħtix lill-istudenti tiegħek is-setgħa li jibnu app edukattiva għall-oħrajn?

    `,"training.lessons.6.activities.1":"Attività 1 – Titlu, għal Skola Primarja","training.lessons.6.activities.2":"Attività 2 – Titlu, għal Skola Sekondarja Inferjuri","training.lessons.6.activities.3":"Attività 3 – Titlu, għal Skola Sekondarja Superjuri","training.lessons.7.title":"Innavikar u Kreattività","training.lessons.7.author":"minn Diogo da Silva","training.lessons.7.text":`

    L-impjiegi u l-postijiet tax-xogħol qed jinbidlu u l-edukazzjoni qed issegwi fil-passi tagħhom. Meta l-istudenti jkunu qed jitħejjew għall-karrieri tas-seklu 21, ħiliet ġodda bħall-innavikar, il-kreattività, u l-hacking isiru essenzjali peress li jnaqqsu d-distakk bejn l-iskola u r-realtà. Bit-trasformazzjoni tal-klassi f’ambjent kollaborattiv li jiffoka fuq is-soluzzjoni tal-problemi, l-istudenti huma kapaċi jinvolvu ruħhom u jirnexxu. Dawn l-attivitajiet jippromwovu d-diskussjoni, u b’hekk jippermettu li l-klassi ssir ċentru ta’ komunikazzjoni, fejn kull kontribuzzjoni hija importanti.

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    Agħti daqqa t’għajn lill-video hawn taħt, fejn għalliem Portugiż tas-suġġetti STEAM, Diogo da Silva, membru tal-Escola Global, jieħdok pass pass fl-iżvilupp ta’ lezzjoni li twassal biex l-istudenti tiegħek jinnavikaw, jikkreaw u jiħħekkjaw biex isibu soluzzjoni.

    `,"training.lessons.7.activities.1":"Attività 1 – Titlu, għal Skola Primarja","training.lessons.7.activities.2":"Attività 2 – Titlu, għal Skola Sekondarja Inferjuri","training.lessons.7.activities.3":"Attività 3 – Titlu, għal Skola Sekondarja Superjuri","training.lessons.8.title":"Ikkowdjar għas-suġġetti kollha","training.lessons.8.author":"Minn M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Meta taħseb dwar l-ikkowdjar fil-klassi, l-ewwel stampa li tiġik f’rasek hija dik tal-kompjuters, it-Teknoloġija, il-Matematika jew ix-Xjenza. Madankollu, minħabba li l-istudenti għandhom għadd ta’ interessi u suġġetti, għaliex ma niħdux vantaġġ minn dan u nimplimentaw l-ikkowdjar fil-kurrikulu kollu?

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    L-integrazzjoni tal-ikkowdjar fil-klassi għandha ħafna benefiċċji, peress li tgħinhom jiżviluppaw il-ħsieb kritiku u l-ħiliet ta’ soluzzjoni tal-problemi, isiru utenti attivi u jmexxu l-proċess ta’ tagħlim tagħhom stess, li huwa essenzjali fl-iskejjel. Madankollu, l-aktar ħaġa importanti hi li l-istudenti tiegħek se jitgħallmu waqt li jieħdu pjaċir!

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    Il-lingwi, il-mużika jew is-suġġetti STEM (xjenza, teknoloġija, inġinerija u matematika) huma biss ftit mis-suġġetti li l-għalliema jistgħu jikkodifikaw fihom għax-xjenzati, il-mużiċisti, l-artisti tal-futur, fil-verità għal kulħadd! L-għalliema kollha jistgħu jintegraw l-ikkowdjar u l-ħsieb komputazzjonali fil-klassi. L-użu ta’ lezzjoni b’CLIL (tagħlim integrat tal-kontenut u tal-lingwa) biex tispjega algoritmu tal-ħajja ta’ kuljum il-ħolqien ta’ felt joystick biex tgħallem dwar ix-xjenza jew l-użu ta’ robots edukattivi biex tagħti spinta lill-motivazzjoni fil-matematika huma xi eżempji ta’ attivitajiet li tista’ tagħmel fil-klassi tiegħek.

    -

    Agħti daqqa t’għajn lill-video hawn taħt biex tara kif l-għalliema tal-Mużika, tax-Xjenza jew tal-Lingwi jistgħu jintegraw b’mod faċli l-ikkowdjar u l-ħsieb komputazzjonali fil-klassi, anki jekk m’għandekx esperjenza preċedenti.

    `,"training.lessons.8.activities.1":"Attività 1 Robotika u inklużjoni għall-iskejjel primarji għas-suġġetti STEM","training.lessons.8.activities.2":"Attività 2 Mużika hija kkowdjar","training.lessons.8.activities.3":"Attività 3 Innavikar u kkowdjar ma’ Makey Makey","training.lessons.8.activities.4":"Attività 4 Algoritmu tal-ħajja ta’ kuljum għal lezzjoni b'CLIL","training.lessons.9.title":"Nagħmlu automaton b'mikro:bit","training.lessons.9.author":"Minn Pauline Maas","training.lessons.9.text":`

    - Meta tuża Mikro:bit, il-kompjuter daqs but li jista’ jiġi pprogrammat faċilment, jista’ jkun mod divertenti u faċli biex tagħmel kreazzjonijiet interessanti, minn robots sa strumenti mużikali mal-istudenti tiegħek, waqt li fl-istess ħin tgħallimhom kif jikkodifikaw. Huwa sempliċi u faċli biex jintuża anke mill-iżgħar programmaturi, filwaqt li fl-istess ħin huwa b’saħħtu biżżejjed għal studenti aktar avvanzati. Tista’ tinkorporah f’varjetà ta’ lezzjonijiet mill-istorja sal-matematika u anke x-xjenza. Il-possibbiltajiet huma bla tmiem. Il-Mikro: bit huwa mod impenjattiv u rħis kif tgħallem lill-istudenti dwar l-ikkodifikar waqt li jnissel il-ħiliet kruċjali bħall-ħsieb komputazzjonali, is-soluzzjoni tal-problemi u l-kreattività. -

    -

    -F’dan il-vidjow, Pauline Maas, għalliema tax-Xjenza tal-Kompjuter fi Koninklijke Visio, se tintroduċi l-Mikro:bit u tagħti ftit eżempji prattiċi ta’ kif l-għalliema jistgħu jintegrawh fil-klassi, billi jittrasformaw lill-istudenti passivi f’ideaturi entużjasti. -

    `,"training.lessons.9.activities.1":"Morse Code bil-mikro:bit, għall-Iskejjel Primarji","training.lessons.9.activities.2":"Escape room bil-mikro:bit, għall-Iskejjel Sekondarji tal-ewwel livell","training.lessons.9.activities.3":"Nagħmlu automaton, għall-Iskejjel Sekondarji Għolja","training.lessons.10.title":"Kodifikazzjoni kreattiva b’Python","training.lessons.10.author":"minn Ivana Vezjak","training.lessons.10.text":`

    -Li timxi minn programmar viżiv għal dak ibbażat fuq it-test hija mogħdija naturali fil-kodifikazzjoni. Filwaqt li l-ipprogrammar viżiv ħafna drabi huwa tajjeb għall-prinċipjanti, wara ftit żmien, l-istudenti jistgħu jkunu mxennqa għal sfida ġdida. L-ipprogrammar ibbażat fuq it-test huwa l-pass li jmiss għal kull min irid jidħol aktar fil-fond fil-programmazzjoni u l-ħsieb komputazzjonali. -

    -

    -F'dan il-video, Ivana Vezjak tintroduċik għas-sintassi bażika ta’ Python. Python hija waħda mill-iktar lingwi ta’ programmazzjoni popolari llum, użata f’ħafna oqsma bħax-xjenza tad-data, l-AI, it-tagħlim bil-magni, l-iżvilupp tal-web, eċċ. Filwaqt li Python hija lingwa ta’ programmazzjoni b’saħħitha użata minn programmaturi b’esperjenza, tista’ wkoll tintuża minn dawk li ma għandhom ebda esperjenza ta’ kodifikazzjoni minħabba s-sempliċità u s-sintassi ċara tagħha. -

    -

    -B’Python, l-istudenti jistgħu joħolqu kwiżż dwar avvenimenti storiċi, isolvu problemi tal-matematika u jagħmlu simulazzjonijiet tal-fiżika, joħolqu logħob, jibnu siti web, iwettqu analiżi tad-data għal proġetti xjentifiċi u ħafna aktar. Python għandha librerija standard rikka u estensiva, komunità kbira u għadd kbir ta’ tutorials u proġetti disponibbli online, li jistgħu jintużaw għat-tagħlim, it-taħriġ u l-prattika. Jekk jikkodifikaw b’Python, janalizzaw programmi u jsewwu bugs, l-istudenti jiżviluppaw il-kreattività u jitgħallmu kif ikunu konsistenti, persistenti u paċenzjużi. Jitgħallmu ħiliet ta’ ħsieb analitiku u ta’ soluzzjoni ta’ problemi billi jaqsmu problemi kumplessi f’komponenti iżgħar. Dawn il-kompetenzi għandhom jgħinuhom jindirizzaw problemi f’kull qasam ta’ ħajjithom. -

    `,"training.lessons.10.activities.1":"L-ewwel kwiżż tiegħi, għall-Iskejjel Primarji","training.lessons.10.activities.2":"Hangman, għall-Iskejjel Sekondarji tal-Ewwel Livell","training.lessons.10.activities.3":"Aqta’ l-bandiera!, għall-Iskejjel Sekondarji Għolja","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Librerija Standard ta’ Python","training.lessons.10.links.1.description":"Ġabra ta’ kodiċi u moduli mibnija minn qabel (eż. modulu ta’ fekruna, modulu tal-matematika eċċ.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Logħba tal-vidjow edukattiva għat-tagħlim ta’ kunċetti ta’ programmazzjoni.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"Proġetti ta’ CodeClub","training.lessons.10.links.3.description":"Proġetti ta’ programmazzjoni pass-pass, minn prinċipjanti sa avvanzati, għat-tfal.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Ivvinta l-logħob tal-kompjuter tiegħek b’Python","training.lessons.10.links.4.description":"Ktieb li se jgħallmek kif għandek tipprogramma l-logħob tal-kompjuter tiegħek b’Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Komunità edukattiva fejn studenti u għalliema jistgħu jħarrġu lilhom infushom permezz ta’ għadd ta’ sfidi.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Is-Siegħa ta’ Python","training.lessons.10.links.6.description":"Ġabra ta’ lezzjonijiet ta’ introduzzjoni għal Python (ibbażati fuq it-test u blokki) permezz ta’ Trinkets interattivi.","training.lessons.10.links.title":"Riżorsi oħra relatati","training.lessons.11.title":"Ikkowdjar għal Inklużjoni","training.lessons.11.author":"mit-tim tal-Ġimgħa tal-Ikkowdjar","training.lessons.11.text":`

    - Li ddaħħal l-ikkowdjar fil-klassi tiegħek jista’ jkun diffiċli, speċjalment jekk għandek studenti b’ċerti diżabilitajiet fil-klassi tiegħek. Iżda huwa importanti li żżomm f’moħħok li kulħadd jista’ jitgħallem kif jikkowdja indipendentement mill-kapaċitajiet tiegħu. It-tfal bi bżonnijiet speċjali jistgħu jibbenefikaw bil-kbir mill-aspetti tat-tagħlim tal-ikkowdjar għax dan jgħallem lill-istudenti ħiliet importanti dwar il-ħajja bħal kif isolvu l-problemi, l-organizzazzjoni u l-indipendenza. L-ikkowdjar jista’ jtejjeb ukoll il-ħiliet interpersonali u l-ħiliet soċjali permezz ta’ kollaborazzjoni u ħidma f’tim. Dawn huma ħiliet li ħafna tfal b’diżabilità jsibu diffikultà biex jagħmluhom. B’mod iktar importanti, l-istudenti jieħdu gost waqt li jitgħallmu flimkien ma’ sħabhom. -

    -F’dan il-vidjow, it-tim tal-Ġimgħa tal-Ikkowdjar se jurik xi attivitajiet prattiċi, faċli u divertenti li huma adattati b’mod speċjali għal studenti li għandhom defiċjenzi tal-vista, bis-sindromu Down u studenti fl-Ispettru tal-Awtiżmu, li l-għalliema jistgħu jdaħħluhom fil-klassi tagħhom faċilment. -

    `,"training.lessons.11.activities.1":"Kartuna tal-bajd Manwali (“Egg Carton Unplugged”)","training.lessons.11.activities.2":"Ġurdien intelliġenti ħafna (“A very smart mouse”) ","training.lessons.11.activities.3":"Stilla tagħmel l-istilel (“A star making stars”) ","training.lessons.12.title":"L-ikkowdjar għal skopijiet ta’ żvilupp sostenibbli","training.lessons.12.author":"minn Francisco Javier Masero, Cristina Nicolaita u Erviola Konomi","training.lessons.12.text.1":"L-edukazzjoni tradizzjonali tipprovdi l-istudenti bi ftit opportunitajiet biex jifhmu u jsolvu l-problemi tad-dinja reali, bħalma huma l-bidla fil-klima globali, l-ugwaljanza bejn is-sessi, il-ġuħ, il-faqar jew is-saħħa tajba u l-benesseri.","training.lessons.12.text.2":"L-Għanijiet ta’ Żvilupp Sostenibbli (SDGs) huma fil-qalba tal-Aġenda 2030 għall-Iżvilupp Sostenibbli li ġew adottati mill-istati membri kollha tan-Nazzjonijiet Uniti biex iservu ta’ pjan direzzjonali fl-akkwist tal-paċi u l-prosperità fuq il-pjaneta billi jħeġġu l-iżvilupp globali. L-għalliema jistgħu jużaw l-SDGs fil-klassi bħala għodda għall-istudenti biex jiżviluppaw il-ħsieb kritiku u wkoll biex jgħinuhom isibu l-identità u l-għan tagħhom. L-għaqda tal-elementi bażiċi tal-ikkowdjar u l-ħsieb komputazzjonali flimkien mal-SDGs se żżid il-kunfidenza tal-istudenti tiegħek u se tkun tista’ tgħinhom jiżviluppaw il-kreattività tagħhom, l-ispirtu intraprenditorjali tagħhom, u l-ħiliet tagħhom ta’ komunikazzjoni u ta’ kif isolvu l-problemi.","training.lessons.12.text.3":"Fl-attivitajiet t’hawn isfel, l-istudenti se japplikaw il-prinċipji Scratch, l-ikkowdjar ASCII u l-ikkowdjar mhux ipplaggjat għal suġġetti kurrenti li għandhom rilevanza globali u soċjali. L-għalliema se jqajmu għarfien dwar l-għanijiet tal-iżvilupp sostenibbli filwaqt li jgħinuhom jiżviluppaw l-empatija, iċ-ċittadinanza attiva, u l-ħiliet prosoċjali b’mod divertenti u interattiv.","training.lessons.12.text.4":"Kull pjan tal-lezzjoni jiffoka fuq wieħed mill-SDGs:","training.lessons.12.text.5":"Għan ta’ Żvilupp Sostenibbli 3: Iżgura ħajja sana u ppromwovi l-benesseri għal kulħadd f’kull età","training.lessons.12.text.6":"Għan ta’ Żvilupp Sostenibbli 5: Akkwista l-ugwaljanza bejn is-sessi u agħti setgħa lin-nisa u lit-tfajliet kollha","training.lessons.12.text.7":"Għan ta’ Żvilupp Sostenibbli 13: Ħu azzjoni urġenti biex tiġġieled il-bidla fil-klima u l-impatti tagħha","training.lessons.12.activities.1":"Il-proġett Karateka: Tgħallem il-karatè permezz tal-ipprogrammar, għall-Iskejjel tal-Primarja, tas-Sekondarja tal-Ewwel Livell, u tas-Sekondarja tat-Tieni Livell","training.lessons.12.activities.2":"Għanijiet tal-Iżvilupp Sostenibbli u l-ikkowdjar għall-bidla fil-klima, għall-Iskejjel tal-Primarja","training.lessons.12.activities.3":"L-Ikkowdjar għall-ugwaljanza bejn is-sessi, għall-Iskejjel tas-Sekondarja tat-Tieni Livell","training.lessons.13.title":"Introduzzjoni għall-Intelliġenza Artifiċjali fil-klassi tal-iskola","training.lessons.13.author":"minn Artur Coelho u Marjana Prifti Skenduli","training.lessons.13.text.1":"L-Intelliġenza Artifiċjali (IA) għandha impatt fuq ħafna oqsma fil-ħajja tagħna ta’ kuljum: tikkoreġi b’mod awtomatiku dak li tikteb fuq il-mowbajl tiegħek, tagħżel il-mużika li ddoqq l-app favorita tiegħek tal-mużika, u tiftakar il-passwords tiegħek meta tinsiehom. L-IA tirreferi għal taħlita tat-tagħlim bil-magni, ir-robotika, u l-algoritmi u għandha applikazzjonijiet fl-oqsma kollha: mix-xjenza informatika għall-manifatturar, u mill-mediċina għall-moda. Għalhekk, ma nistgħux ninnegaw il-post importanti li l-IA għandha fil-ħajja u fis-soċjetà tagħna u għandha rwol ewlieni fl-iżvilupp tax-xjenza. U bħal kull fenomenu importanti ieħor f’ħajjitna, l-istudenti se jibbenifikaw jekk jitgħallmu dwarha. Imma kif nistgħu ngħallmu xi ħaġa daqstant kumplessa bħalma hi l-IA?","training.lessons.13.text.2":"Din l-Għajnuna tat-Tagħlim se tgħinek tispjega l-IA lill-istudenti tiegħek u r-rwol tagħha f’ħajjithom. Dawn l-attivitajiet huma maħsuba għal min mhuwiex espert fis-suġġett sabiex ikun jista’ faċilament jifhem il-kontenut u jikkategorizza termini kumplessi b’mod effettiv f’ideat li jistgħu jinftiehmu faċilment. Permezz ta’ dawn il-pjanijiet tal-lezzjonijiet se tkun tista’ tgħin l-istudenti jitgħallmu dwar fejn tintuża l-IA u xi wħud mill-mekkaniżmi warajha. Dawn l-attivitajiet huma maħsuba biex l-istudenti jiżviluppaw il-ħiliet analitiċi u l-ħiliet tal-ħsieb kritiku: pereżempju, fl-attività ta’ Marjana, l-istudenti se jkunu jistgħu jiżviluppaw sistema sħiħa ta’ klassifikazzjoni. Dawn l-attivitajiet se jgħinu wkoll l-istudenti biex jifhmu l-applikazzjonijiet varjati tal-IA: fl-attività ta’ Artur, l-istudenti se jitgħallmu dwar ir-rabta bejn l-IA u l-Arti u kif l-IA tista’ tintuża biex ittejjeb l-espressjoni viżwali. Permezz ta’ dawn l-attivitajiet, l-istudenti se jirriflettu wkoll fuq il-perikli tal-IA u l-impatt tagħhom.","training.lessons.13.activities.1":"L-Arti tal-Umani u l-IA, għall-Iskejjel tal-Primarja","training.lessons.13.activities.2":"Ngħallmu l-Magni kif Jikklassifikaw: Introduzzjoni għat-Tagħlim Sorveljat bil-Magni, għall-Iskola Sekondarja tal-Ewwel Livell","training.lessons.13.activities.3":"Ngħallmu l-Magni kif Jikklassifikaw: Introduzzjoni għat-Tagħlim Sorveljat bil-Magni, għall-Iskola Sekondarja tat-Tieni Livell","training.lessons.14.title":"It-Tagħlim fl-Era ta’ Magni Intelliġenti","training.lessons.14.author":"minn Adil Tugyan, Georgia Lascaris u Marco Neves","training.lessons.14.text.1":"F’dawn l-aħħar snin, il-progress li għamlet l-IA kien tassew impressjonanti grazzi għall-avvanzi mgħaġġla fil-qawwa komputazzjonali u d-disponibbiltà ta’ ammonti kbar ta’ dejta. Dan wassal għal investimenti sostanzjali fir-riċerka tal-IA u l-espansjoni rapida tal-industrija tal-IA li wasslu biex l-IA saret ir-revoluzzjoni teknoloġika maġġuri ta’ żminijietna. L-IA hija kull fejn inħarsu. Saret parti mir-rutina tagħna ta’ kuljum tant li ġieli, lanqas inqisuha bħala IA: kważi ta’ kuljum nużaw ir-rakkomandazzjoni online, ir-rikonoxximent tal-uċuħ, sistemi ta’ sigurtà u assistenti bil-vuċi. Imma xi ngħidu dwar l-edukazzjoni?","training.lessons.14.text.2":"L-IA għandha l-potenzjal enormi biex tippermetti modi ġodda kif wieħed jgħallem u jitgħallem, u biex ittejjeb it-tagħlim tal-istudenti. Din l-Għajnuna tat-Tagħlim se tgħinek tintegra attivitajiet awtentiċi tal-IA fit-tagħlim tiegħek u se tgħinek tħejji l-istudenti tiegħek għal ħajja u karriera f’dinja msawra mill-IA. Dawn l-attivitajiet tfasslu għall-istudenti sabiex jiżviluppaw il-kurżità tagħhom, u l-ħiliet tagħhom tal-kreattività u ta’ kif isolvu l-problemi: pereżempju, fl-attività ta’ Adil l-istudenti se jitgħallmu dwar l-algoritmi u n-networks newrali u se jiġu mħeġġa biex joħolqu n-network newrali tagħhom stess sabiex jivviżwalizzaw il-moħħ ta’ IA. Georgia se tiggwida l-istudenti tiegħek fl-iżvilupp pass pass ta’ chatbot. L-istudenti se jibnu ċ-chatbot tagħhom stess, jippreparaw settijiet ta’ dejta ta’ mistoqsijiet u tweġibiet u jħarrġuh sabiex ikun jista’ jwieġeb mistoqsijiet relatati mal-Covid-19. Fl-attività ta’ Marco, l-istudenti se jesploraw il-benefiċċji u l-isfidi tal-magni intelliġenti fil-ħajja u fix-xogħol ta’ kuljum. Liem huma r-riskji tal-IA li jeħtieġ nikkunsidraw? X’impatti se tħalli l-IA fuq il-futur tad-dinja tax-xogħol ? X’karrieri se jiġu offruti lilhom meta jidħlu fis-suq tax-xogħol fil-futur ?","training.lessons.14.activities.1":"L-IA u n-Networks Newrali tagħha, għall-Iskejjel tal-Primarja","training.lessons.14.activities.2":"Iċ-Chatbot tiegħi ta’ Covid-19, għall-Iskejjel Sekondarji tal-Ewwel Livell","training.lessons.14.activities.3":"Ngħixu fl-Era ta’ “Magni Intelliġenti”: L-Isfidi u Opportunitajiet, għall-Iskejjel Sekondarji tat-Tieni Livell","training.lessons.14.activities.title":"Fil-pjanijiet tal-lezzjonijiet t’hawn isfel, l-istudenti se jitgħallmu dwar il-magni intelliġenti b’mod divertenti u interattiv.","training.lessons.15.title":"Estrazzjoni tal-Litteriżmu Medjatiku","training.lessons.15.author":"minn Marijana Smolčec, Tea Horvatić u Sanja Božinović","training.lessons.15.text.0":"L-edukazzjoni tal-litteriżmu medjatiku qatt ma kienet aktar importanti għall-istudenti tal-lum. Studenti ta’ kull età għandhom bżonn jiksbu ħiliet, għarfien u attitudnijiet rilevanti biex ikunu jistgħu jinnavigaw fid-dinja tagħna mimlija midja. Il-ħiliet tal-litteriżmu medjatiku jgħinuhom jużaw kontenut online kredibbli u jirrikonoxxu sorsi ta’ informazzjoni qarrieqa. Huma se jifhmu kif jivverifikaw l-informazzjoni li jsibu online u jinterpretawha b’mod kritiku. Huma jqajmu l-għarfien tagħhom dwar l-użu xieraq tax-xogħol kreattiv u japplikaw it-tagħlim tagħhom meta joħolqu l-kontenut kreattiv tagħhom stess.","training.lessons.15.text.1":"Dan il-Learning Bit jippermettilek timplimenta diversi strateġiji u tekniki biex tagħti s-setgħa lill-istudenti tiegħek biex isiru litterati fil-midja. Fl-attività ta’ Marijana, l-istudenti jitgħallmu kif jużaw il-kontenut tal-web b’mod sikur u responsabbli. Huma jiġu introdotti għal tipi differenti ta’ liċenzji u jiżviluppaw app sempliċi biex juru kif jaqsmu sew ix-xogħol kreattiv. Fl-attività ta’ Tea, l-istudenti jibdew quest biex jitgħallmu dwar clickbaits. Permezz ta’ kompiti ta’ involviment l-istudenti jesploraw strateġiji biex jidentifikaw u jiskopru clickbaits u jitgħallmu kif jevitawhom. Sanja tippermetti lill-istudenti jesploraw u janalizzaw u jevalwaw b’mod kritiku l-kontenut tal-web, ir-rilevanza, il-preċiżjoni, l-oriġini u l-iskop tiegħu. Huma jitgħallmu kif isibu sorsi online affidabbli u kif jagħrfu informazzjoni online falza.","training.lessons.15.text.2":"Fil-pjanijiet tal-lezzjoni t’hawn taħt, ser issib attivitajiet ta’ ispirazzjoni u involviment biex ittejjeb il-ħiliet tal-litteriżmu medjatiku tal-istudenti:","training.lessons.15.activities.1":"Huwa b’xejn jekk ikun fuq l-Internet?","training.lessons.15.activities.2":"Tikklikkja jew ma tikklikkjax","training.lessons.15.activities.3":"Verifika tal-fatti","training.lessons.16.title":"IR-RAKKONTAR TAL-ISTEJJER PERMEZZ TA’ HEDY","training.lessons.16.author":"ta’ Felienne Hermans","training.lessons.16.text.0":"L-istudenti tiegħek diġà ħakmu l-lingwaġġ ta’ pprogrammar viżiv, iżda għadhom ma jħossuhomx lesti li japprofondixxu l-għarfien tagħhom dwar lingwaġġ ta’ pprogrammar ibbażat fuq it-test? Mela dan il-komponent ta’ tagħlim huwa perfett għalik u għall-istudenti tiegħek għaliex se jgħinhom jimlew il-vojt bejn lingwaġġ ta’ pprogrammar viżiv u lingwaġġ ta’ pprogrammar ibbażat fuq it-test. Il-komponent ta’ tagħlim Ir-rakkontar tal-istejjer permezz ta’ Hedy fih tliet pjanijiet ta’ lezzjonijiet li jużaw Hedy – lingwagg ta’ pprogrammar gradwali biex it-tfal jiġu mgħallma jipprogrammaw.","training.lessons.16.text.1":"Hedy hija mmirata għal tfal li jridu jibdew b’lingwi ta’ pprogrammar testwali, iżda li kieku kellhom jibdew jaħdmu b’Python jistgħu jsibuh kumpless wisq. Il-lingwi gradwali jużaw livelli ta’ lingwa differenti, fejn kull livell iżid kunċetti ġodda u kumplessità sintattika. Fi tmiem is-sekwenza tal-livelli ta’ Hedy, l-istudenti jkunu ħakmu sottogrupp ta’ Python sintattikament validu.","training.lessons.16.text.2":"F’dan il-Komponent ta’ Tagħlim se ssib attivitajiet ta’ ispirazzjoni u ta’ involviment biex tgħin lill-istudenti tiegħek jużaw b’mod effiċjenti l-lingwi ta’ pprogrammar ibbażati fuq it-test. Billi joħolqu l-istejjer interattivi tagħhom, gradwalment se jitgħallmu l-ipprogrammar, mingħajr ma jkollhom jitgħallmu kollox f’daqqa. Fil-pjan tal-lezzjonijiet għall-iskola primarja, l-istudenti jiġu introdotti għall-kunċetti bażiċi tal-ipprogrammar. Il-pjan tal-lezzjonijiet għall-edukazzjoni sekondarja tal-ewwel livell jintroduċi kunċetti ta’ pprogrammar ulterjuri, filwaqt li l-pjan tal-lezzjonijiet għall-edukazzjoni sekondarja tat-tieni livell jippermetti lill-istudenti jipprogrammaw stejjer u attivitajiet aktar kumplessi.","training.lessons.16.text.3":"Agħti titwila lill-istorja interattiva ta’ hawn taħt biex tara kif il-qarrejja jistgħu jipparteċipaw fl-istorja u kif trawwem l-involviment attiv tagħhom.","training.lessons.16.activities.1":"Oħloq l-istorja interattiva tiegħek permezz ta’ Hedy għall-istudenti tal-iskola primarja","training.lessons.16.activities.2":"Oħloq l-istorja interattiva tiegħek permezz ta’ Hedy għall-istudenti tal-iskola sekondarja tal-ewwel livell","training.lessons.16.activities.3":"Oħloq l-istorja interattiva tiegħek permezz ta’ Hedy għall-istudenti tal-iskola sekondarja tat-tieni livell","training.lessons.17.title":"Ħoss il-Kodiċi","training.lessons.17.author":"minn Alenka Miljević","training.lessons.17.text.0":"Il-benesseri soċjali u emozzjonali hi l-kapaċità li tkun reżiljenti, tkun taf kif tiġġestjona l-emozzjonijiet tiegħek u tirrispondi għall-emozzjonijiet ta’ nies oħra, tiżviluppa relazzjonijiet utli ma’ oħrajn, tiġġenera emozzjonijiet li jwasslu għal sentimenti tajba u toħloq network ta’ appoġġ emozzjonali tiegħek stess. Il-ħiliet soċjali u emozzjonali li ż-żgħażagħ jitgħallmu fl-iskola jgħinuhom jibnu reżiljenza u jissettjaw mudell dwar kif ser jiġġestjonaw is-saħħa fiżika u mentali tagħhom matul il-ħajja kollha tagħhom. (Il-Kunsill tal-Ewropa)","training.lessons.17.text.1":"Il-Komponent ta’ Tagħlim Ħoss il-Kodiċi ser jippermettilek trawwem il-benesseri soċjali u emozzjonali tal-istudenti tiegħek billi tagħraf, tispjega, tifhem u tirrispondi għal sentimenti pożittivi u negattivi u emozzjonijiet ħalli tibni empatija u reżiljenza. F’dan il-Komponent ta’ Tagħlim ser issib attivitajiet ta’ ispirazzjoni u ta’ involviment biex tgħin lill-istudenti tiegħek jiżviluppaw ħiliet biex ileħħqu ma’ emozzjonijiet differenti permezz tal-ikkowdjar. L-istudenti tiegħek ser jitgħallmu jesprimu s-sentimenti tagħhom u kif jirreaġixxu għas-sentimenti tal-pari tagħhom bl-għajnuna ta’ robot Bee bot.","training.lessons.17.text.2":"Il-komponent ta’ tagħlim Ħoss il-Kodiċi jikkonsisti fi tliet pjanijiet ta’ lezzjonijiet li jużaw ir-robot edukattiv Bee-bot biex joħloqu attivitajiet li jħeġġu lill-istudenti jitkellmu dwar l-emozzjonijiet u jiżviluppaw empatija. Fil-pjan ta’ lezzjoni għall-iskola primarja, l-istudenti jipprogrammaw Bee-bot biex jitkellmu dwar emozzjonijiet bħal dwejjaq, ferħ, biża’ u rabja u jiskopru raġunijiet li jispjegaw għaliex huma u l-pari tagħhom iħossu dawn l-emozzjonijiet. Il-pjan ta’ lezzjoni għall-iskola sekondarja baxxa jħeġġeġ lill-istudenti biex jipprogrammaw Bee-bot, jagħrfu s-sentimenti tagħhom stess u tal-pari tagħhom, jifhmu x’ikkawżawhom u kif jirrispondu għalihom. Il-pjan ta’ lezzjoni għall-iskola sekondarja għolja jgħin lill-istudenti jinnavigaw Bee-bot u jivvintaw stejjer dwar is-sentimenti, ir-reżiljenza u l-empatija.","training.lessons.17.text.3":"Jekk m’għandekx robot fil-klassi tiegħek, dan il-Komponent ta’ Tagħlim se jipprovdilek ideat għal attivitajiet mhux ipplaggjati li jrawwem l-iżvilupp ta’ ħiliet soċjali u emozzjonali. L-interattiv t’hawn taħt jagħti ħarsa ġenerali qasira tal-attivitajiet li tista’ tagħmel ġol-klassi tiegħek.","training.lessons.17.activities.1":"Kodiċi - Ħoss - Tgħallem għall-istudenti tal-iskola primarja","training.lessons.17.activities.2":"Qalbi mhix iebsa għal studenti tal-iskola sekondarja baxxa","training.lessons.17.activities.3":"Ikkowdjali għall-burdata għal studenti tal-iskola sekonardja għolja","training.lessons.18.title":"SOS Ilma","training.lessons.18.author":"minn Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS Ilma hu rispons għall-bżonn li nindirizzaw il-problema tat-tniġġis tal-ilma. Minkejja l-isforzi magħmula dawn l-aħħar snin, għad fadal 2 biljun persuna fid-dinja li għad ma għandhomx aċċess għal ilma tax-xorb sikur. Dan ifisser il l-Għan ta' Żvilupp Sostenibbli (SDG) 6 tal-Aġenda 2030, li jgħid li kulħadd għandu jkollu aċċess għal ilma ġestit b'mod sikur u sanitazzjoni sal-2030, għadu 'l bogħod milli jintlaħaq. L-istess jgħodd għal SDG 14, ħajja taħt l-ilma, li għandu l-għan li jikkonserva u juża l-oċeani, l-ibħra u riżorsi tal-baħar b'mod sostenibbli għal żvilupp sostenibbli.","training.lessons.18.text.1":"Dan il-Bit tal-Apprendiment jiffoka fuq il-kwistjoni rilevanti u topika ta' miżuri tal-kwalità tal-ilma u n-niġġiesa l-ġodda li jisfidaw il-kawlità tal-ilma. L-istudenti ser ikollhom l-opportunità jinvestigaw u jfittxu soluzzjonijiet għal problemi reali relatati mal-ilma u l-ambjent, li ser iħallihom jiżviluppaw ħiliet bħal riċerka, ħsieb kritiku u soluzzjoni ta' problemi.","training.lessons.18.text.2":"Il-pjan tal-lezzjoni jinkludi attivitajiet prattiċi u kreattivi, bħall-ipprogrammar fi Scratch, il-bidu għal tagħlim awtomatiku u intelliġenza artifijali tat-Tagħlim bit-Tagħlim Awtomatiku u l-bini ta' vetturi ggwidati bis-settijiet tal-Lego għal kampjuni tal-ilma u analiżi tal-pH tal-ilma. Dawn l-attivitajiet ser iħallu lill-istudenti jpoġġu l-ħiliet u għarfien tagħhom fil-prattika f'ambjent interattiv u ta' logħob, li ser iżid il-motivazzjoni u l-interess tagħhom fil-proġett.","training.lessons.18.text.3":"Għall-implimentazzjoni ta' dan il-Bit tal-Apprendiment, nissuġġerixxu li tiżviluppaw it-tliet attivitajiet fil-klassi, li tispiċċaw il-proġett kollu u tiksbu proċess ta' tagħlim li jkun ifisser aktar u li jimmotiva aktar. Madankollu, kull attivita tista' ssir waħedha.","training.lessons.18.activities.1":"SOS Ilma bi Scratch","training.lessons.18.activities.2":"SOS Ilma b'Tagħlim Awtomatiku","training.lessons.18.activities.3":"SOS Ilma bir-Robotika","training.download_video_script":"","training.ready_to_share":"Lest biex taqsam dak li tgħallimt mal-istudenti tiegħek?","training.choose_lessons":"Agħżel wieħed mill-pjanijiet tal-lezzjoni hawn taħt u organizza attività mal-istudenti tiegħek.","training.footer.title":"Tinsiex iżżid l-attività tiegħek fuq il-Mappa tal-Ġimgħa tal-Ikkowdjar!","training.footer.text":`

    - Tista’ faċilment torganizza lezzjoni fil-klassi tiegħek, jum għall-pubbliku, jew avveniment fl-iskola tiegħek. Kemm issib data u rreġistra l-attività tiegħek fil-mappa tal-Ġimgħa tal-Ikkowdjar. Kull organizzatur ta’ attività ser jirċievi ċertifikat ta’ parteċipazzjoni għall-isforz tagħhom.

    - -

    - Jekk tixtieq tingħaqad ma’ grupp internazzjonali ta’ għalliema entużjastiċi, issieħeb fil-grupp ta’ Facebook tal-Ġimgħa tal-UE tal-Ikkowdjar għall-għalliema! Biex tieħu pass oltre u tikkollabora ma’ skejjel oħra f’pajjiżek jew bejn il-fruntieri – issieħeb fl-isfida Ġimgħa tal-Ikkowdjar għal Kulħadd. -

    `,"validation.accepted":"L-:attribute għandu jiġi aċċettat.","validation.active_url":"L-:attribute mhuwiex URL validu.","validation.after":"L-:attribute għandu jkun data wara :data.","validation.after_or_equal":"L-:attribute għandu jkun data wara jew daqs :data.","validation.alpha":"L-:attribute jista’ jkun fih ittri biss.","validation.alpha_dash":"L-:attribute jista’ jkun fih biss ittri, numri, singijiet.","validation.alpha_num":"L-:attribute jista’ jkun fih biss ittri u numri.","validation.array":"L-:attribute għandu jkun firxa.","validation.before":"L-:attribute għandu jkun data qabel :data.","validation.before_or_equal":"L-:attribute għandu jkun data qabel jew daqs :data.","validation.between.numeric":"L-:attribute għandu jkun bejn :min u :mass.","validation.between.file":"L-:attribute għandu jkun bejn :min u :mass kilobytes.","validation.between.string":"L-:attribute għandu jkun bejn :min u :mass karattri.","validation.between.array":"L-:attribute għandu jkun bejn :min u :mass oġġetti.","validation.boolean":"Il-qasam tal-:attribute għandu jkun veru jew falz.","validation.confirmed":"Il-konferma tal-:attribute ma taqbilx.","validation.date":"L-:attribute mhuwiex data valida.","validation.date_format":"L-:attribute ma jaqbilx mal-format :format.","validation.different":"L-:attribute u :oħrajn għandu jkun differenti.","validation.digits":"L-:attribute għandu jkun :ċifri ċifri.","validation.digits_between":"L-:attribute għandu jkun bejn :min u :mass figuri.","validation.dimensions":"L-:attribute għandu dimensjonijiet tal-immaġni mhux validi.","validation.distinct":"Il-qasam tal-attribut għandu valur duplikat.","validation.email":"L-:attribute għandu jkun indirizz tal-posta elettronika validu.","validation.exists":"L-:attribute magħżul mhuwiex validu.","validation.file":"L-:attribute għandu jkun fajl.","validation.filled":"Il-qasam tal-:attribute għandu jkollu valur.","validation.image":"L-:attribute għandu jkun immaġni.","validation.in":"L-:attribute magħżul mhuwiex validu.","validation.in_array":"Il-qasam tal-:attribute ma jaqbilx ma’ :oħrajn.","validation.integer":"L-:attribute għandu jkun numru sħiħ.","validation.ip":"L-:attribute għandu jkun indirizz tal-IP validu.","validation.ipv4":"L-:attribute għandu jkun indizz tal-IPv4 validu.","validation.ipv6":"L-:attribute għandu jkun indirizz tal-IPv6 validu.","validation.json":"L-:attribute għandu jkun string JSON valida.","validation.max.numeric":"L-:attribute ma jistax ikun ikbar minn :mass.","validation.max.file":"L-:attribute ma jistax ikun ikbar minn :mass kilobytes.","validation.max.string":"L-:attribute ma jistax ikun ikbar minn :mass karattri.","validation.max.array":"L-:attribute ma jistax ikollu aktar minn :mass oġġetti.","validation.mimes":"L-:attribute għandu jkun fajl ta’ tip: :valuri.","validation.mimetypes":"L-:attribute għandu jkun fajl ta’ tip: :valuri.","validation.min.numeric":"L-:attribute għandu jkun tal-inqas :min.","validation.min.file":"L-:attribute għandu jkun tal-inqas :min kilobytes.","validation.min.string":"L-:attribute għandu jkun tal-inqas :min karattri.","validation.min.array":"L-:attribute għandu jkun tal-inqas :min oġġetti.","validation.not_in":"L-:attribute magħżul mhuwiex validu.","validation.not_regex":"Il-format tal-:attribute mhuwiex validu.","validation.numeric":"L-:attribute għandu jkun numru.","validation.present":"Il-qasam tal-:attribute għandu jkun preżenti.","validation.regex":"Il-format tal-:attribute mhuwiex validu.","validation.required":"Il-qasam tal-:attribute huwa meħtieġ.","validation.required_if":"Il-qasam tal-:attribute huwa meħtieġ meta :oħrajn ikun :valur.","validation.required_unless":"Il-qasam tal-:attribute huwa meħtieġ sakemm :oħrajn ma jkunx fi :valuri.","validation.required_with":"Il-qasam tal-:attribute huwa meħtieġ meta :valuri jkun preżenti.","validation.required_with_all":"Il-qasam tal-:attribute huwa meħtieġ meta :valuri jkun preżenti.","validation.required_without":"Il-qasam tal-:attribute huwa meħtieġ meta :valuri ma jkunx preżenti.","validation.required_without_all":"Il-qasam tal-:attribute huwa meħtieġ meta ebda wieħed minn :valuri ma jkun preżenti.","validation.same":"L-:attribute u :oħrajn għandhom jaqblu.","validation.size.numeric":"L-:attribute għandu jkun :daqs.","validation.size.file":"L-:attribute għandu jkun :daqs kilobytes.","validation.size.string":"L-:attribute għandu jkun :daqs karattri.","validation.size.array":"L-:attribute għandu jkun :daqs oġġetti.","validation.string":"L-:attribute għandu jkun string.","validation.timezone":"L-:attribute għandu jkun żona valida.","validation.unique":"L-:attribute diġà ttieħed.","validation.uploaded":"L-:attribute ma ttellax b’suċċess.","validation.url":"Il-format tal-:attribute mhuwiex validu.","validation.custom.attribute-name.rule-name":"messaġġ-personalizzat","values.1.title":"Il-Ġimgħa tal-UE tal-Ikkowdjar hija indipendenti","values.1.content":"Il-Ġimgħa tal-UE tal-Ikkowdjar hija komunità mmexxija mill-voluntiera. Il-ħidma tagħna mhijiex bi skop ta’ interess ekonomiku. Nirrispettaw u nagħtu valur lill-ideat, twemmin u kulturi ta’ nies oħrajn. Nieħdu sehem fil-Ġimgħa tal-UE tal-Ikkowdjar għax nemmnu fl-importanza ta’ dak li qed nagħmlu. Dan hu li jsaħħaħna. Nixtiequ li l-għarfien dwar il-ħsieb komputazzjonali, l-ikkowdjar, l-ipprogrammar, ix-xjenza tal-kompjuters, ir-robotika, il-manipulazzjoni tal-hardware u l-ħiliet diġitali jkunu aċċessibbli għal kulħadd.","values.2.title":"Il-Ġimgħa tal-UE tal-Ikkowdjar hija għal kulħadd","values.2.content":"Kulħadd jista’ jorganizza attivitajiet tal-Ġimgħa tal-UE tal-Ikkowdjar. Nifhmu li huwa essenzjali li l-avvenimenti tal-Ġimgħa tal-UE tal-Ikkowdjar jiġu organizzati għal kulħadd, irrispettivament mill-età, kulur, ġeneru, sfond kulturali jew ħiliet intellettwali ta’ dak li jkun. L-attivitajiet jistgħu jwasslu lill-parteċipanti biex jiżviluppaw interess u kurżità jew jgħinuhom biex jiżviluppaw aktar il-ħiliet tagħhom. Il-prinċipji tagħna huma l-ugwaljanza, ir-rispett, il-libertà u l-inklussività. Nixtiequ li l-parteċipanti kollha tagħna jesperjenzaw it-teknoloġija u jużawha b’mod divertenti biex joħolqu affarijiet ġodda.","values.3.title":"Il-Ġimgħa tal-UE tal-Ikkowdjar hija glokali","values.3.content.1":"L-għan tal-Ġimgħa tal-UE tal-Ikkowdjar hu li jkun aċċessibbli għal kulħadd, irrispettivament mill-post fejn toqgħod, sew jekk hu f’belt kbira, reġjun kapitali jew villaġġ remot. Nagħtu attenzjoni partikolari sabiex nagħtu appoġġ lil organizzaturi lokali permezz ta’","values.3.content.2":"materjali","values.3.content.3":"bil-lingwa tagħhom u magħmulin apposta għalihom.","values.3.content.4":"Il-mappa tal-Ġimgħa tal-UE tal-Ikkowdjar","values.3.content.5":"hija l-għodda ewlenija fejn kull attività tiġi rreġistrata u għandha lokazzjoni preċiża. Fl-istess waqt, il-Ġimgħa tal-UE tal-Ikkowdjar hija globali u tilqa’ nies minn madwar id-dinja fil-komunità tagħha, u għalhekk, inqisu lilna nfusna bħala ‘glokali’.","values.4.title":"Il-Ġimgħa tal-UE tal-Ikkowdjar hija dwar il-kooperazzjoni","values.4.content.1":"Il-membri tal-komunità tal-Ġimgħa tal-UE tal-Ikkowdjar jinteraġġixxu flimkien, jaqsmu informazzjoni ma’ xulxin, jitgħallmu minn xulxin, u flimkien, jibnu l-għarfien. Aħna magħqudin flimkien u nappoġġjaw lil xulxin. Naqsmu r-riżorsi, l-ideat u l-aħjar prattiki. Ninkoraġġixxu s-sħubiji u l-iskambju tal-għarfien.","values.4.content.2":"L-isfida tal-Ġimgħa tal-Ikkowdjar għal Kulħadd ","values.4.content.3":"għandha l-għan li tgħaqqad il-fruntieri u l-komunitajiet, u tgħin biex tkattar l-enerġija pożittiva u tibni rabtiet ma’ persuni li jistgħu jitgħallmu minn xulxin.","values.5.title":"Il-Ġimgħa tal-UE tal-Ikkowdjar m’għandhiex skop ta’ qligħ","values.5.content.1":"L-attivitajiet kollha tal-Ġimgħa tal-UE tal-Ikkowdjar huma mingħajr skop ta’ qligħ.","values.5.content.2":"Ir-riżorsi","values.5.content.3":"kollha fuq il-websajt tal-Ġimgħa tal-UE tal-Ikkowdjar huma b’xejn. It-taħriġ kollu u l-korsijiet online kollha tal-Ġimgħa tal-UE tal-Ikkowdjar huma b’xejn.","values.6.title":"Il-Ġimgħa tal-UE tal-Ikkowdjar tinkoraġġixxi l-kreattività u l-innovazzjoni","values.6.content":"Il-Ġimgħa tal-UE tal-Ikkowdjar tinkoraġġixxi l-kreattività, l-innovazzjoni u li wieħed jaħseb fit-tul. Aħna favur u napprezzaw il-feedback u l-kritika li nirċievu sabiex inkunu nistgħu nieħdu deċiżjonijiet infurmati u niżviluppaw il-Ġimgħa tal-UE tal-Ikkowdjar. Anke n-nuqqasijiet se jtejbuna, kemm bħala individwi kif ukoll bħala komunità.","values.7.title":"Il-Ġimgħa tal-UE tal-Ikkowdjar tirringrazzja lill-komunità tagħha","values.7.content":"Nirringrazzjaw l-appoġġ tal-għalliema, tal-kowċis u ta’ organizzaturi oħrajn tal-attivitajiet, lill-istudenti, lill-ġenituri, lill-klabbs tal-ikkowdjar u lill-imsieħba kollha li naħdmu magħhom. Ilkoll kemm aħna għandha l-istess għan. Nixtiequ noħolqu l-għarfien dwar il-ħsieb komputazzjonali, l-ikkowdjar, ix-xjenza tal-kompjuters, u l-ħiliet diġitali ma’ kemm jista’ jkun nies.","values.title":"Dikjarazzjoni ta’ valur tal-Ġimgħa tal-UE tal-Ikkowdjar","values.description.1.1":"Il-Ġimgħa tal-UE tal-Ikkowdjar huwa moviment immexxi minn voluntiera –","values.description.1.2":"ambaxxaturi","values.description.1.3":", għalliema esperti u entużasti tal-ikkowdjar madwar id-dinja. Hija appoġġjata mill-","values.description.1.4":"Kummissjoni Ewropea","values.description.1.5":"u minn ministri tal-edukazzjoni fl-Unjoni Ewropea u fil-pajjiżi tal-Balkani tal-Punent.","values.description.2":"Fil-qalba tal-Ġimgħa tal-UE tal-Ikkowdjar hemm il-komunità ta’ organizzaturi voluntiera tal-attivitajiet li huma għalliema, mentors, klabbs tal-ikkowdjar, libreriji, kumpaniji privati, ġenituri u organizzazzjonijiet mhux governattivi. Niddedikaw il-ħin, l-enerġija u l-ħiliet tagħna biex noħolqu għarfien dwar il-ħsieb komputazzjonali, l-ikkowdjar, ir-robotika, il-manipulazzjoni tal-hardware, ix-xjenza tal-kompjuters u l-ħiliet diġitali ma’ kemm jista’ jkun nies fl-Ewropa u madwar id-dinja.","values.description.3":"Il-Ġimgħa tal-UE tal-Ikkowdjar hija magħmula wkoll minn miljuni ta’ parteċipanti, jiġifieri, nies ta’ ġeneri, etajiet, sfondi, kulturi u ħiliet differenti minn madwar id-dinja.","values.description.4":"Aħna kburin li aħna l-Ġimgħa tal-UE tal-Ikkowdjar. Dawn huma l-valuri tagħna u dejjem jiggwidaw il-ħidma u d-deċiżonijiet tagħna","why-coding.titles.0":"Għaliex għandek tikkodifika?","why-coding.titles.1":"Dan jirrigwarda t-trasformazzjoni tal-ideat f’xi ħaġa konkreta","why-coding.titles.2":"Hija wkoll dwar l-iżvilupp ta’ kompetenzi ewlenin","why-coding.titles.3":"Fl-aħħar nett, dan kollu hu dwar it-tfassil tal-futur tagħna","why-coding.texts.0":"Jirrigwarda lil Pia, li ħasset li kellha tistudja l-liġi, minkejja li dejjem ħadet gost tipprattika l-matematika u tilgħab bil-kompjuters. U lil Mark, li għandu idea għal network soċjali aħjar iżda ma jafx kif għandu jibnih waħdu. Hemm Alice, li toħlom dwar il-produzzjoni tar-robots minħabba li l-ġenituri tagħha ma jippermettulhiex li jkollha qattus. U intom li diġà qed tgħinu biex dan il-ħolm isir realtà.","why-coding.texts.1":'Fil-fatt, huwa dwarna lkoll u kif aħna nsawru ħajjitna u l-futur tagħna. Nistgħu nagħmlu ħafna aktar milli sempliċiment "share" jew "like". Nistgħu nbiddlu l-ideat tagħna f’realtà, nibnu affarijiet li se jġibu l-ferħ lill-oħrajn.',"why-coding.texts.2":"Qatt ma kien aktar faċli li tiżviluppa app, tibni r-robot tiegħek stess, jew min jaf - saħansitra tivvinta l-karozza li ttir! Dan mhuwiex vjaġġ komdu, iżda huwa vjaġġ mimli sfidi kreattivi, ħafna divertiment u komunità ta’ appoġġ warajk. Lest(a) li taċċetta l-isfida u ssir kreatur diġitali?","why-coding.texts.3":"Il-lingwi tal-ipprogrammar huma bħal kwalunkwe lingwa oħra. Biss f’dan il-każ, it-tfal ma jitgħallmux jesprimu ruħhom u jikkomunikaw ma’ nies oħra. Minflok, isiru jafu kif jikkomunikaw bit-teknoloġija. Teknoloġija li tinsab madwarna - fl-ismartphones, fil-kompjuters, fil-vetturi, kullimkien!","why-coding.texts.4":"Iżda l-fehim u l-komunikazzjoni bil-kompjuters huma biss parti minn dan kollu. L-ikkowdjar jgħin ukoll fl-iżvilupp ta’ kompetenzi multidixxiplinari bħall-ħsieb komputazzjonali, is-soluzzjoni tal-problemi, il-kreattività u x-xogħol f’tim - ħiliet eċċellenti għall-oqsma kollha tal-ħajja. Il-kapaċità li ssolvi l-problemi, li tkun taf taffronta l-falliment u li terġa’ tipprova, jew li tikkollabora ma’ oħrajn, huma karatteristiċi mfittxija f’ħafna oqsma.","why-coding.texts.5":"Seklu ilu, il-lingwi tal-ipprogrammar lanqas biss kienu jeżistu. Illum, l-ikkowdjar jinsab kullimkien madwarna u tista’ tgħid kollox jista’ jiġi pprogrammat - anke ż-żraben jew il-kaxxi taċ-ċereali! Allura għaliex inħallu lill-oħrajn ifasslu l-futur tagħna meta nistgħu nkunu aħna li niġġenerawh u nistgħu ndawru f’realtà l-viżjonijiet u l-ideat tagħna? Wara kollox, l-uniku limitu huwa l-immaġinazzjoni tagħna.","why-coding.texts.6":"Alessandro Bogliolo, il-koordinatur tat-tim ta' ambaxxaturi voluntieri tal-Ġimgħa Ewropea tal-Ikkowdjar qal:","why-coding.texts.7":"Mill-bidu taż-żminijiet, il-bniedem għamel ħafna affarijiet bil-ġebel, bil-ħadid, b'karta u lapes li biddlu ħajjitna. Issa ngħixu f’era differenti fejn id-dinja tagħna hi ffurmata f’kowds. Żminijiet differenti jirrikjedu impjiegi differenti, u domanda differenti ta’ ħiliet. Matul Il-Ġimgħa tal-Ikkowdjar nixtiequ nagħtu l-opportunità lil kull Ewropew jiskopri l-ikkowdjar u jieħu gost jipprattika. Ejjew nitgħallmu l-ikkowdjar biex infasslu l-futur tagħna","why-coding.texts.8":"Fl-aħħar mill-aħħar, l-ipprogrammar huwa ħila mfittxija fi kważi kwalunkwe industrija - mhux biss fit-teknoloġija, iżda wkoll fil-finanzi, fil-kura tas-saħħa, fix-xjenza, saħansitra fid-disinn jew fl-agrikoltura, u d-domanda għal din il-ħila dejjem tikber. Tfal li jafu kif jikkodifikaw, li jifhmu kif taħdem it-teknoloġija, għandhom ċertu vantaġġ, irrispettivament mit-triq tal-karriera li eventwalment jagħżlu.","why-coding.texts.9":"Tħossok ispirat?","why-coding.texts.10":"Ingħaqad fil-Ġimgħa Ewropea tal-Ikkowdjar!","why-coding.texts.11":"Għandek bżonn aktar fuqhiex taħseb?","why-coding.texts.12":"Żur il-blog tagħna għal aktar."};export{i as default}; diff --git a/public/build/assets/php_nl-B5LWenOi.js b/public/build/assets/php_nl-B5LWenOi.js deleted file mode 100644 index b5f9f4449..000000000 --- a/public/build/assets/php_nl-B5LWenOi.js +++ /dev/null @@ -1,98 +0,0 @@ -const e={"about.when-title":"De EU-programmeerweek van 2024 vindt plaats van 14 t/m 27 oktober.","about.when-text":"

    De EU-programmeerweek is een burgerinitiatief waarin creativiteit, probleemoplossing en samenwerking worden gestimuleerd door middel van programmeren en andere technische activiteiten. Het idee erachter is om programmeren zichtbaarder te maken, om jongeren, volwassenen en ouderen te laten zien hoe je ideeën met programmeercode tot leven kunt brengen, om deze vaardigheden te ontsluieren en om gemotiveerde mensen bij elkaar te brengen om te leren.

    ","about.codeweek_in_numbers-title":"De programmeerweek in cijfers","about.codeweek_in_numbers-text":`

    In 2021 deden 4 miljoen mensen in meer dan 80 landen over de hele wereld mee aan de EU-programmeerweek.

    -

    De gemiddelde deelnemer was 11 jaar oud en 49% van de deelnemers in 2021 waren vrouwen of meisjes. 88% van de evenementen in het kader van de EU-programmeerweek vond plaats op scholen, waaruit blijkt dat de inspanningen om leerkrachten tijdens de campagne van 2021 mondiger te maken, succesvol zijn geweest.

    -

    Iedereen mag een activiteit organiseren of met een activiteit meedoen. Kies gewoon een onderwerp en doelgroep en zet je activiteit op de kaart.

    `,"about.run_by_volunteers-title":"Georganiseerd door vrijwilligers","about.run_by_volunteers-text":'

    De EU-programmeerweek wordt georganiseerd door vrijwilligers. Een of meer ambassadeurs van de programmeerweek coördineren het initiatief in hun land, maar daarnaast kan iedereen zelf een activiteit organiseren en dat op de kaart zetten op codeweek.eu.

    ',"about.supported_by_commission-title":"Ondersteund door de Europese commissie","about.supported_by_commission-text":'

    De EU-programmeerweek werd in 2013 door de Young Advisors gelanceerd voor de digitale agenda van Europa. De Europese Commissie ondersteunt de EU-programmeerweek als onderdeel van de strategie voor een digitale eengemaakte markt. In het actieplan voor digitaal onderwijs moedigt de Commissie vooral scholen aan om mee te doen met het initiatief.

    ',"about.schools-title":"Scholen","about.schools-text":'

    Scholen op elk niveau en leraren van alle vakken worden in het bijzonder uitgenodigd om mee te doen met de EU-programmeerweek, om hun leerlingen de kans te geven digitale creativiteit en programmeren te ontdekken. Kom meer te weten over het initiatief en over hoe je je activiteit organiseert op de speciale website voor leraren: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Waarom programmeren?","about.why_coding-text":`

    Het gaat over Pia, die dacht dat ze rechten moest gaan studeren, ook al hield ze altijd al van wiskunde en van spelen op de computer. Het gaat over Mark, die ideeën heeft voor een beter sociaal netwerk, maar dat zelf niet kan bouwen. Het gaat over Alice, die ervan droomt om robots te maken, omdat ze van haar ouders geen kat mag hebben.

    - -

    Het gaat over die mensen die deze dromen al helpen waar te maken.

    - -

    Eigenlijk gaat het over ons allemaal. Over onze toekomst. Technologie geeft ons leven vorm, maar we laten een kleine minderheid beslissen waarvoor en hoe we technologie gebruiken. We kunnen veel meer dan alleen dingen delen en op vind-ik-leukknoppen klikken. We kunnen onze gekke ideeën tot leven brengen, dingen bouwen die anderen plezier bezorgen.

    - -

    Het was nog nooit zo eenvoudig om een eigen app te maken, je eigen robot te bouwen of, waarom ook niet, vliegende auto’s uit te vinden! Het is geen makkelijke weg, maar wel een weg vol creatieve uitdagingen, een ondersteunende community en hartstikke veel plezier. Ben jij er klaar voor om de uitdaging aan te gaan en een maker te worden?

    - -

    Programmeren helpt je ook vaardigheden te ontwikkelen als computationeel denken, problemen oplossen, creatief zijn en samenwerken – vaardigheden waar je echt iets aan hebt in het leven.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, coördinator van het team van vrijwilligers van de EU-programmeerweek, vertelt:

    -

    „De mens heeft altijd al van alles met steen, ijzer, papier en potlood gedaan, wat ons leven heeft veranderd. Tegenwoordig leven we in een ander tijdperk, in een wereld die is opgebouwd uit programmeercode. Verschillende tijdperken vragen om verschillende banen en vaardigheden. Tijdens de programmeerweek willen we elke Europeaan de mogelijkheid geven om programmeren te ontdekken en er plezier mee te beleven. Laten we leren programmeren om onze toekomst vorm te geven.”

    -
    -

    `,"about.join_codeweek-title":"Meedoen met de EU-programmeerweek","about.join_codeweek-text":'

    Doe mee met de EU-programmeerweek: organiseer een programmeeractiviteit in jouw woonplaats, doe mee met de Code Week 4 All-uitdaging en verbindende activiteiten in andere community’s en landen of help ons de visie van de programmeerweek te verspreiden als ambassadeur van de EU-programmeerweek in jouw land!

    ',"about.partners_and_sponsors":"Partners en sponsoren","ambassador.title":"Ambassadeurs van de EU-Programmeerweek","ambassador.your_current_country":"Je huidige land","ambassador.visit_the":"Bezoek de","ambassador.local_facebook_page":"lokale Facebook-pagina","ambassador.local_website":"Lokale website","ambassador.ambassadors":"Ambassadeurs","ambassador.no_ambassadors":"Nog geen ambassadeurs","ambassador.countries_with_ambassadors":"Landen met ambassadeurs","ambassador.why_dont_you_volunteer":"Meld je aan als vrijwilliger!","auth.failed":"Deze aanmeldgegevens stemmen niet overeen met onze gegevens.","auth.throttle":"Te veel aanmeldingspogingen. Probeer het over :seconds seconden opnieuw.","base.languages.en":"Engels","base.languages.fr":"Frans","base.languages.bg":"Bulgaars","base.languages.mt":"Maltees","base.languages.hr":"Kroatisch","base.languages.de":"Duits","base.languages.pl":"Pools","base.languages.cs":"Tsjechisch","base.languages.el":"Grieks","base.languages.pt":"Portugees","base.languages.da":"Deens","base.languages.hu":"Hongaars","base.languages.ro":"Roemeens","base.languages.nl":"Nederlands","base.languages.ga":"Iers","base.languages.sk":"Slowaaks","base.languages.it":"Italiaans","base.languages.sl":"Sloveens","base.languages.et":"Ests","base.languages.lv":"Lets","base.languages.es":"Spaans","base.languages.fi":"Fins","base.languages.lt":"Litouws","base.languages.se":"Zweeds","base.languages.sv":"Zweeds","base.languages.al":"Albanees","base.languages.ba":"Bosnisch","base.languages.mk":"Macedonisch","base.languages.me":"Montenegrijns","base.languages.rs":"Servisch","base.languages.tr":"Turks ","base.resources_local_title":"Hulpmiddelen voor programmeren van","base.days":"Dagen","base.hours":"Uur","base.minutes":"Minuten","base.seconds":"Seconden","base.still_have_question":"Heb je nog vragen?","base.drop_us_a_line":"Stuur ons dan even een berichtje!","base.get_in_touch":"CONTACT OPNEMEN","base.footer_msg":"Een burgerinitiatief dat door vrijwilligers wordt georganiseerd met steun van de Europese Commissie.","base.email":"E-mail","base.display_email":"E-mail weergeven","base.first_name":"Voornaam","base.last_name":"Achternaam","base.your_website":"Je website","base.biography":"Biografie","base.update":"Bijwerken","base.delete":"Verwijderen","base.choose a file":"Een bestand kiezen","base.learning_bits":"Leerbits","base.codeweek":"Programmeerweek","base.bring_codeweek_to_your_students":"Trakteer je leerlingen op de programmeerweek","base.or":"of","base.newsletter":"Nieuwsbrief","certificates.certificates_for":"Certificaten voor ","certificates.no_certificates":"Er zijn nog geen certificaten.","challenges-content.chatbot.title":"Maak een chatbot","challenges-content.chatbot.author":"EU-programmeerweek-team","challenges-content.chatbot.purposes.0":"Programmeren van interactieve raadsels","challenges-content.chatbot.purposes.1":"Programmeren gebruiken voor dialogen tussen een chatbot en een gebruiker","challenges-content.chatbot.description":"Programmeer een gesprek tussen een chatbot en een gebruiker die probeert een raadsel op te lossen. Probeer een chatbot te maken die kan praten als een mens. In plaats van een raadsel kun je een dialoog programmeren tussen een chatbot en een gebruiker.","challenges-content.chatbot.instructions.0":"Bedenk een raadsel","challenges-content.chatbot.instructions.1":"Log in op","challenges-content.chatbot.instructions.2":"of maak een nieuw account aan. (Bedenk bij het aanmaken van een nieuw account dat echte namen vanwege de privacy niet zijn toegestaan in Pencil Code.)","challenges-content.chatbot.instructions.3":"Klik op Imagine (fantaseer) en Make your own (maak je eigen creatie)","challenges-content.chatbot.instructions.4":"Gebruik blokken of de tekstmodus om je raadsel te schrijven","challenges-content.chatbot.instructions.5":"Of gebruik in plaats daarvan","challenges-content.chatbot.instructions.6":"deze code","challenges-content.chatbot.instructions.7":"en pas deze aan aan je raadsel, of selecteer Answering a Riddle (een raadsel oplossen) in het menu en bewerk de code","challenges-content.chatbot.example":"Bekijk dit voorbeeld van een raadsel.","challenges-content.chatbot.more.0":"Deze code is een bewerking van de Pencil Code-activiteit","challenges-content.chatbot.more.1":"Answering a Riddle","challenges-content.paper-circuit.title":"Unplug en programmeer: creëer een papieren circuit","challenges-content.paper-circuit.author":"EU-programmeerweek-team","challenges-content.paper-circuit.purposes.0":"Bevorderen van creativiteit","challenges-content.paper-circuit.purposes.1":"Ontwikkelen van probleemoplossende vaardigheden","challenges-content.paper-circuit.description.0":"Teken een object naar keuze. Dat kan een sterrenhemel zijn, een lieveheersbeestje, een robot, een kerstboom of wat je maar kunt bedenken. Maak je project persoonlijk met de EU-programmeerweek-visuals: doorzoek de","challenges-content.paper-circuit.description.1":"EU-programmeerweek-toolkit voor leraren","challenges-content.paper-circuit.description.2":"en download de gewenste logo’s of visuals. Je kunt zelfs een uitnodiging voor de EU-programmeerweek maken in de vorm van een papieren circuit. Neem in je circuit een motiverende boodschap op en stimuleer andere leraren om aan de programmeerweek deel te nemen en/of naar de website voor scholen te gaan.","challenges-content.paper-circuit.instructions.0":"Teken een object en beslis welke onderdelen verlicht moeten worden (bijv. de sterren).","challenges-content.paper-circuit.instructions.1":"Maak met een potlood een gat in het papier en plaats een led-sticker op elk te verlichten onderdeel. ","challenges-content.paper-circuit.instructions.2":"Teken een cirkel waar je de knoopcelbatterij plaatst.","challenges-content.paper-circuit.instructions.3":"Teken een “+”- en een “-”-spoor op de achterzijde van het papier. Zorg ervoor dat de lange poot van de led-circuitsticker is verbonden met de “+”-zijde van de batterij en de korte met de “-”-zijde van de batterij.","challenges-content.paper-circuit.instructions.4":"Leg de kopertape op de sporen.","challenges-content.paper-circuit.instructions.5":"Maak een vouw zodat wanneer het papier de batterij bedekt, de led wordt verlicht. Je kunt een paperclip gebruiken voor goed contact met de kopertape.","challenges-content.paper-circuit.instructions.6":"Maak een foto van je papieren circuit en deel deze op Instagram, waarbij je uitlegt waarom jij denkt dat mensen aan dit initiatief moeten deelnemen. ","challenges-content.paper-circuit.example":"Bekijk enkele voorbeelden van papieren circuits","challenges-content.paper-circuit.materials.0":"papier of karton","challenges-content.paper-circuit.materials.1":"kleurpotlood of markeerstift","challenges-content.paper-circuit.materials.2":"knoopcelbatterij","challenges-content.paper-circuit.materials.3":"kopertape","challenges-content.paper-circuit.materials.4":"led-circuitstickers","challenges-content.paper-circuit.materials.5":"paperclip","challenges-content.dance.title":"Creëer een dans","challenges-content.dance.author":"EU-programmeerweek-team","challenges-content.dance.purposes.0":"Leren van basisprogrammeerconcepten","challenges-content.dance.purposes.1":"Leren hoe je personages tot leven brengt","challenges-content.dance.description":"In deze uitdaging creëer je een serie personages die samen gaan dansen. Gebruik de ingebouwde mediabibliotheek voor het selecteren van personages en muziekfragmenten, of creëer deze zelf. Je laat de personages tot leven komen om samen te dansen en met elkaar te praten.","challenges-content.dance.instructions.0":"Log in op","challenges-content.dance.instructions.1":"als leraar. Maak leerlingaccounts aan en deel deze met je je leerlingen. Je kunt ook een klascode delen waarna je leerlingen zich kunnen registreren met hun e-mailadres van school. Als je leerling bent, kun je als leerling inloggen. Er zal dan worden gevraagd naar het e-mailadres van een van je ouders, zodat zij je account kunnen goedkeuren.","challenges-content.dance.instructions.2":"Klik op","challenges-content.dance.instructions.3":"en geef een titel","challenges-content.dance.instructions.4":"Ga naar","challenges-content.dance.instructions.5":"om een achtergrond in te voegen door op het tandwiel-icoontje te klikken. Kies een achtergrond uit de Media Library (mediabibliotheek), upload je eigen afbeelding of maak een foto en upload die. Kies een audiofragment en voeg dit toe:","challenges-content.dance.instructions.6":"Klik op de","challenges-content.dance.instructions.7":"knop om personages of objecten toe te voegen die je tot leven wilt brengen, zodat ze kunnen bewegen en met elkaar kunnen praten en op elkaar kunnen reageren. Kies twee of drie personages die je leuk vindt. Je kunt je eigen acteurs tekenen of de bestaande aanpassen. Verander de kleding van je personage door op het potlood-icoontje te klikken.","challenges-content.dance.instructions.8":"Klik op elke acteur en breng deze tot leven door de volgende blokken toe te voegen","challenges-content.dance.instructions.9":"Kies een","challenges-content.dance.instructions.10":"say block (spreekblok)","challenges-content.dance.instructions.11":"en je acteurs kunnen met elkaar praten. Verander de vorm van de tekstballonnen, het lettertype en de lettergrootte","challenges-content.dance.example.0":"Bekijk","challenges-content.dance.example.1":"dit voorbeeld","challenges-content.dance.example.2":"van dansende robots. Gebruik het gerust en maak een nieuwe remix.","challenges-content.compose-song.title":"Maak een muzikale compositie","challenges-content.compose-song.author":"EU-programmeerweek-team","challenges-content.compose-song.purposes.0":"Leren programmeren door middel van muziek","challenges-content.compose-song.purposes.1":"Muziekgenres en instrumenten onderscheiden","challenges-content.compose-song.purposes.2":"Een liedje componeren door geluidsfragmenten te mixen","challenges-content.compose-song.description":"In deze uitdaging maak je een muzikale compositie met behulp van een programmeertaal. Je kunt ingebouwde geluidsfragmenten gebruiken of je eigen geluidsfragmenten opnemen en mixen om een muzikale compositie te maken. Run je code in het Digital Audio Workstation en luister naar de muziek die je hebt geprogrammeerd. Speel met verschillende geluiden en effecten om je muziekstuk te bewerken.","challenges-content.compose-song.instructions.0":"Log in op","challenges-content.compose-song.instructions.1":"Klik hier om een script te maken","challenges-content.compose-song.instructions.2":"Geef je script een naam en kies","challenges-content.compose-song.instructions.3":"als programmeertaal","challenges-content.compose-song.instructions.4":"Begin je code te schrijven tussen de regels","challenges-content.compose-song.instructions.5":"en","challenges-content.compose-song.instructions.6":"","challenges-content.compose-song.instructions.7":"Doorzoek de muziekfragmenten in de","challenges-content.compose-song.instructions.8":"Sound Library (geluidsbibliotheek)","challenges-content.compose-song.instructions.9":"en selecteer de muziekgenres, artiesten en instrumenten die je leuk vindt","challenges-content.compose-song.instructions.10":"Om een geluidsfragment aan je liedje toe te voegen, typ je","challenges-content.compose-song.instructions.11":"Tussen de haakjes moeten de volgende 4 parameters staan, gescheiden door komma’s","challenges-content.compose-song.instructions.12":"Sound clip (geluidsfragment)","challenges-content.compose-song.instructions.13":"plaats je cursor tussen de haakjes, ga naar de Sound Library, selecteer een fragment en plak dit door op het blauwe plak-icoontje te klikken","challenges-content.compose-song.instructions.14":"Track number (tracknummer)","challenges-content.compose-song.instructions.15":"tracks helpen je je geluid te organiseren naar type instrument (zang, bas, drum, keyboard, enz.). Voeg zoveel tracks (instrumenten) toe als je wilt. Tracks worden getoond als rijen die door het Digital Audio Workstation lopen","challenges-content.compose-song.instructions.16":"Start measure (start maat)","challenges-content.compose-song.instructions.17":"geeft aan wanneer je geluid begint. Maten zijn muzikale tijdeenheden. Eén maat is 4 tellen","challenges-content.compose-song.instructions.18":"End measure (einde maat)","challenges-content.compose-song.instructions.19":"geeft aan wanneer je geluid eindigt","challenges-content.compose-song.instructions.20":"Zo’n coderegel ziet er als volgt uit","challenges-content.compose-song.instructions.21":"Je kunt verschillende effecten toevoegen, zoals volume om het geluid van je compositie te versterken. Volume varieert van -60,0 decibel tot 12,0 decibel waarbij 0,0 het oorspronkelijke volume is.","challenges-content.compose-song.instructions.22":"Write (schrijf)","challenges-content.compose-song.instructions.23":"Schrijf tussen de haakjes het nummer van de track, VOLUME, GAIN, niveau van het volume, de maat waarin dit start, het niveau en de maat wanneer het eindigt","challenges-content.compose-song.instructions.24":"Dit is een voorbeeld van een fade-in-effect","challenges-content.compose-song.instructions.25":"en een fade-out-effect","challenges-content.compose-song.example.0":"Luister naar","challenges-content.compose-song.example.1":"een voorbeeld van een liedje dat is geprogrammeerd met Earsketch","challenges-content.compose-song.example.2":"Je kunt de code importeren en bewerken","challenges-content.sensing-game.title":"Maak een videosensing-game","challenges-content.sensing-game.author":"EU-programmeerweek-team","challenges-content.sensing-game.purposes.0":"Programmeren van bewegende objecten","challenges-content.sensing-game.purposes.1":"Leren begrijpen hoe je digitale animatie met fysieke bewegingen bestuurt","challenges-content.sensing-game.purposes.2":"Componeren van een liedje door geluidsfragmenten te mixen","challenges-content.sensing-game.description":"In deze uitdaging creëer je een eenvoudige game waarbij een videocamera wordt gebruikt als sensor om beweging waar te nemen. Hierdoor kun je je animatie met fysieke bewegingen besturen. In deze game is het de bedoeling om binnen 30 seconden zoveel mogelijk EU-programmeerweek-bubbels te verzamelen. In plaats van bubbels verzamelen kun je een game creëren waarin je een personage achtervolgt of ballonnen laat knallen met je handen.","challenges-content.sensing-game.instructions.0":"Log in op","challenges-content.sensing-game.instructions.1":"Klik op","challenges-content.sensing-game.instructions.2":"Voeg een uitbreiding toe","challenges-content.sensing-game.instructions.3":"en kies","challenges-content.sensing-game.instructions.4":"Video","challenges-content.sensing-game.instructions.5":"Hierdoor zal worden waargenomen hoe snel een object beweegt. Hoe lager het getal, hoe gevoeliger voor beweging.","challenges-content.sensing-game.instructions.6":"Voeg een sprite toe. Kies een geluid en voeg het toe aan je sprite. Als je wilt, voeg je","challenges-content.sensing-game.instructions.7":"Maak een kloon","challenges-content.sensing-game.instructions.8":"toe om je sprite te dupliceren.","challenges-content.sensing-game.instructions.9":"Creëer twee variabelen: een voor","challenges-content.sensing-game.instructions.10":"Score","challenges-content.sensing-game.instructions.11":"en de andere voor ","challenges-content.sensing-game.instructions.12":"Klok","challenges-content.sensing-game.instructions.13":"en voeg ze toe aan je sprite. Stel de klok in op 30 en voeg toe:","challenges-content.sensing-game.instructions.14":"Verander Klok met -1)","challenges-content.sensing-game.instructions.15":"Creëer een nieuw sprite","challenges-content.sensing-game.instructions.16":"Game Over","challenges-content.sensing-game.instructions.17":"om de game te beëindigen. Je kunt ook een sprite creëren met de naam van je game, bijv. Verzamel alle EU-programmeerweek-bubbels.","challenges-content.sensing-game.example.0":"Speel een videosensing-game Verzamel alle EU-programmeerweek-bubbels. Voel je vrij een remix te maken","challenges-content.sensing-game.example.1":"van dit project","challenges-content.calming-leds.title":"Rustgevende leds: creëer een eenvoudig apparaat met micro:bit","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 minuten","challenges-content.calming-leds.materials.0":"een micro:bit-apparaat en accu (indien beschikbaar)","challenges-content.calming-leds.materials.1":"een laptop of tablet waarmee je Microsoft MakeCode en Youtube kunt bezoeken","challenges-content.calming-leds.materials.2":"microbit.org voor de bronnen van de activiteit","challenges-content.calming-leds.description":"Leerlingen creëren een digitaal apparaat met behulp van leds dat hen kan helpen hun ademhaling te reguleren en zich rustiger te voelen. Ze worden gevraagd eenvoudige code te schrijven en animaties en sequenties uit te proberen.","challenges-content.calming-leds.instructions.0":"Het doel is een werkend, rustgevend led-apparaat maken dat je kunt gebruiken om je ademhaling te reguleren. Dit apparaat kan worden gemaakt op een fysiek micro:bit-bord, of op de simulator in de MakeCode-editor.","challenges-content.calming-leds.instructions.1":"De uitdaging kan worden uitgevoerd door de MakeCode-editor te gebruiken en een eenvoudige codesequentie te schrijven zoals in de video/het screenshot wordt getoond.","challenges-content.calming-leds.instructions.2":"Om de uitdaging te ontwikkelen, kunnen leerlingen verschillende animaties onderzoeken en aan de slag gaan met de animatie waarvan ze willen dat die hen helpt om rustig of vrolijk te worden.","challenges-content.calming-leds.instructions.3":"Meer informatie en video-instructies op","challenges-content.calming-leds.instructions.4":"deze link","challenges-content.calming-leds.example":"Ga naar deze pagina voor instructies en video’s van de uitgevoerde uitdaging plus hoe je programmeert","challenges-content.calming-leds.purposes.0":"Ontwerpen van een eenvoudig digitaal voorwerp dat je kan helpen","challenges-content.calming-leds.purposes.1":"Onderzoeken van sequenties en animaties en hoe deze werken","challenges-content.calming-leds.purposes.2":"Testen en debuggen van eenvoudige code","challenges-content.calming-leds.purposes.3":"Een ontwerp herhalen door de animaties sneller of langzamer te maken","challenges-content.computational-thinking-and-computational-fluency.title":"Computational Thinking en Computational Fluency met ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – EU-programmeerweek-ambassadeur voor Griekenland","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Kennismaken met nieuwe opdrachten en interface.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Creëren van eenvoudige programma’s met eenvoudige oorzaak-en-gevolg-opdrachten.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Uitvoeren van eenvoudige debugging door uitproberen.","challenges-content.computational-thinking-and-computational-fluency.description":"In deze uitdaging integreren kinderen CT-concepten in hun projecten met behulp van de ScratchJr-app om hun verhalen aansprekender, spannender en emotioneler te maken.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"Voor ScratchJr is het niet nodig dat kinderen kunnen lezen. Alle instructies en menu-opties zijn te vinden door middel van symbolen en kleuren. De uitdaging kan worden uitgevoerd in de klas, practicumruimte of zelfs buiten, omdat geen internet nodig is.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Kinderen gebruiken de stad als achtergrond en gebruiken programmeerblokken om een auto door de stad te laten rijden.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Kinderen kunnen geluids- en bewegingsblokken en herhaalblokken gebruiken om personages te laten dansen.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Kinderen kiezen een achtergrond en een personage en gebruiken een bewegingsblok om een auto door de stad te laten rijden. Kinderen kunnen het snelheidsblok gebruiken om een personage sneller of langzamer te laten bewegen.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"De gratis app","challenges-content.computational-thinking-and-computational-fluency.materials.1":"werkt op verschillende besturingssystemen en op verschillende soorten slimme apparaten","challenges-content.computational-thinking-and-computational-fluency.materials.2":"En de","challenges-content.computational-thinking-and-computational-fluency.materials.3":"website biedt veel gratis onderwijsmateriaal","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minuten","challenges-content.ai-hour-of-code.title":"Uurtje AI programmeren","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Creëren van programmeeroplossingen met sequenties, events, loops en conditionals","challenges-content.ai-hour-of-code.purposes.1":"Ontleden van de stappen die nodig zijn om een probleem op te lossen via een nauwkeurige opeenvolging van instructies (sequentie)","challenges-content.ai-hour-of-code.purposes.2":"Uitproberen van programmeerconcepten","challenges-content.ai-hour-of-code.description":"Een dorp wordt door brand bedreigd en heeft jou nodig om een oplossing te programmeren! Ontmoet je programmeerassistent, de Minecraft Agent, en programmeer de Agent om het bos te doorzoeken en gegevens te verzamelen. Deze gegevens helpen de Agent te voorspellen waar branden zullen ontstaan. Programmeer de Agent vervolgens om te voorkomen dat het vuur zich verspreidt, levens te redden en het bos weer tot leven te brengen. Leer de basis van het programmeren en werk met een levensecht voorbeeld van kunstmatige intelligentie (AI).","challenges-content.ai-hour-of-code.instructions":"Download het lesplan hier","challenges-content.ai-hour-of-code.materials.0":"Installeer Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Na installatie van Minecraft Education Edition staat de uitdaging op","challenges-content.ai-hour-of-code.materials.2":"deze website","challenges-content.create-a-dance.title":"Creëer een dans op de ‘Ode to Code’!","challenges-content.create-a-dance.purposes":"Programmeren op een leuke manier oefenen en je verbonden voelen met de EU-programmeerweek-gemeenschap.","challenges-content.create-a-dance.description.0":"Creëer een dans op de ‘Ode to Code’! Gebruik de ","challenges-content.create-a-dance.description.1":"tutorial Dansfeest","challenges-content.create-a-dance.description.2":"om een dans te programmeren op de ‘Ode to Code’. Het officiële EU-programmeerweek-lied is een van de opties onder Dansfeest.","challenges-content.create-a-dance.instructions.0":"Instructies worden in de vorm van video’s getoond binnen","challenges-content.create-a-dance.instructions.1":"de tutorial","challenges-content.create-a-dance.instructions.2":"en zijn ook bovenaan ieder level te vinden","challenges-content.create-a-dance.example":"De mooiste creaties van leerlingen zijn te vinden op de volgende pagina","challenges-content.create-a-dance.materials":"De Code.org-tutorial","challenges-content.create-a-simulation.title":"Creëer een simulatie!","challenges-content.create-a-simulation.purposes.0":"Meer leren over simulaties waarbij de volgende variabelen worden geïntroduceerd: een menigte creëren, herstelpercentages, dragen van mondmaskers en vaccins.","challenges-content.create-a-simulation.purposes.1":"Activeren van aanwezige kennis over virusuitbraken in de echte wereld die van toepassing is op een fictief scenario.","challenges-content.create-a-simulation.description":"Schrijf code om je eigen simulatie van de virusuitbraak in Monster Town te creëren en uit te voeren. Leer programmeren en voorspel wat er gaat gebeuren met de buren van Monster Town.","challenges-content.create-a-simulation.instructions.0":"Instructies worden in de vorm van video’s getoond binnen","challenges-content.create-a-simulation.instructions.1":"de tutorial","challenges-content.create-a-simulation.instructions.2":"en zijn ook bovenaan ieder level te vinden","challenges-content.create-a-simulation.example":"Wanneer je klaar bent, kun je je simulatie met anderen delen. Deel je ideeën over wat we volgens jou kunnen doen om anderen gezond te houden wanneer we getroffen worden door een virus.","challenges-content.create-a-simulation.materials":"De Code.org-tutorial","challenges-content.create-your-own-masterpiece.title":"Creëer je eigen meesterwerk!","challenges-content.create-your-own-masterpiece.audience":"Alle leeftijden","challenges-content.create-your-own-masterpiece.purpose":"Kennismaken met concepten van computerwetenschap en creativiteit inspireren","challenges-content.create-your-own-masterpiece.description":"Creëer je eigen meesterwerk met Kunstenaar! Gebruik codeblokken om je kunstenaar een uniek kunstwerk te laten maken.","challenges-content.create-your-own-masterpiece.instructions":"Instructies zijn bovenaan ieder level te vinden","challenges-content.create-your-own-masterpiece.example":"Voorbeelden zijn te vinden op deze pagina onder Tekenen","challenges-content.create-your-own-masterpiece.materials.0":"Het eerste level van de tutorial vind je","challenges-content.create-your-own-masterpiece.materials.1":"HIER","challenges-content.cs-first-unplugged-activities.title":"CS First Unplugged-activiteiten","challenges-content.cs-first-unplugged-activities.purposes.0":"Ondersteunen van leerlingen die onderwijs vanuit huis volgen","challenges-content.cs-first-unplugged-activities.purposes.1":"Iedereen even losmaken van het scherm","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged is een reeks activiteiten die leerlingen laten kennismaken met CS-concepten zonder computer. We hebben de les ontwikkeld om te laten zien dat Computer Science veel meer is dan alleen code.","challenges-content.cs-first-unplugged-activities.instructions.0":"Het Engelstalige boekje met alle activiteiten vind je via deze","challenges-content.cs-first-unplugged-activities.instructions.1":"link","challenges-content.cs-first-unplugged-activities.instructions.2":"en een Engelstalig lesplan vind je via deze","challenges-content.cs-first-unplugged-activities.instructions.3":"De activiteiten in deze les kunnen individueel worden uitgevoerd en in willekeurige volgorde","challenges-content.cs-first-unplugged-activities.instructions.4":"De leraar kan een foto van het leerproces maken en deze delen op Instagram met #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Naast het boekje met activiteiten zijn voor een aantal activiteiten extra materialen nodig of handig.","challenges-content.cs-first-unplugged-activities.materials.1":"Kleine voorwerpen (zoals gedroogde bonen) om te gebruiken op de Network a Neighborhood-kaart.","challenges-content.cs-first-unplugged-activities.materials.2":"Een schaar om het Send a Secret Message-codewiel uit te knippen.","challenges-content.cs-first-unplugged-activities.materials.3":"Karton en lijm om het Send a Secret Message-codewiel steviger te maken.","challenges-content.cs-first-unplugged-activities.materials.4":"Een punaise, tandenstoker, splitpen of rechtgebogen paperclip om de cirkels van het Send a Secret Message-codewiel aan elkaar vast te maken.","challenges-content.family-care.title":"Gezinszorg","challenges-content.family-care.experience":"Voor iedereen","challenges-content.family-care.duration":"5 tot 10 uur","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Onderzoek doen naar problemen op het gebied van ‘gezinszorg’ waar we dagelijks tegenaan lopen;","challenges-content.family-care.purposes.1":"Problemen zien als kansen en tot creatieve oplossingen komen;","challenges-content.family-care.purposes.2":"Programmeren gebruiken om op een innovatieve manier tot oplossingen te komen;","challenges-content.family-care.purposes.3":"Posters ontwerpen en je oplossingen aan anderen presenteren;","challenges-content.family-care.purposes.4":"Sociale media inzetten om je projecten impact te geven. ","challenges-content.family-care.description.0":"Wat komt in je op als we praten over thuis ? Een fijn huis ? Lekker eten dat door je ouders is klaargemaakt ? Een(geheim) plekje voor jezelf ? Een warm thuis zorgt ervoor dat lichaam en geest kunnen bijtanken. Tegenwoordig zijn ouders vaak druk met gezin en werk. Wanneer je bij vrienden bent, kun je je katjes niet alleen laten. Maar hoe zorg je voor je dierbaren als je niet samen bent ? Het thema van deze uitdaging is","challenges-content.family-care.description.1":"Gezinszorg","challenges-content.family-care.description.2":"Op basis van dit thema worden leerlingen gestimuleerd om ideeën te ontwikkelen over hoe je liefde en zorg kunt geven met behulp van programmeren en hardware. Dit zijn enkele vragen waar je over kunt nadenken","challenges-content.family-care.description.3":"Met hoeveel gezinsleden woon je thuis ? Wie zijn zij ? Loop je tegen problemen aan als jullie samen zijn ? Wat voor type zorg hebben zij nodig ? ","challenges-content.family-care.description.4":"Ken je iemand bij wie het, meer dan bij anderen in je gemeenschap, aan gezinszorg ontbreekt ? Hoe kun je hem of haar helpen ? ","challenges-content.family-care.instructions.0":"Brainstorm en doe onderzoek naar het thema gezinszorg","challenges-content.family-care.instructions.1":"Maak een overzicht van eventuele problemen","challenges-content.family-care.instructions.2":"Verzin mogelijke oplossingen","challenges-content.family-care.instructions.3":"Selecteer een oplossing","challenges-content.family-care.instructions.4":"Programmeer en bouw de structuur","challenges-content.family-care.instructions.5":"Ontwerp een poster waarop je je project uiteenzet","challenges-content.family-care.instructions.6":"Presenteer je project aan je leraren en gezinsleden","challenges-content.family-care.example.0":"Voorbeelden vind je ","challenges-content.family-care.example.1":"en","challenges-content.family-care.materials.0":"Programmeertool:","challenges-content.family-care.materials.1":"of download de","challenges-content.family-care.materials.2":"pc-versie","challenges-content.family-care.materials.3":"mBlock is een programmeertaal die is gebaseerd op Scratch","challenges-content.family-care.materials.4":"Deze uitdaging is ook gebaseerd op MakeX global Spark Competition, een creatief ontwerpprogramma voor kinderen van 6 tot 13 jaar. ","challenges-content.family-care.materials.5":"Het deelnemende team zal over dit thema moeten nadenken en een oplossing uitdenken door software te programmeren en hardware te bouwen. ","challenges-content.family-care.materials.6":"Leerlingen worden gestimuleerd om de uitdaging tijdens de Codeweek uit te voeren en het naar internationaal niveau te tillen om met andere leerlingen te communiceren en prijzen te winnen. ","challenges-content.family-care.materials.7":"Ga voor meer informatie naar:","challenges-content.family-care.materials.8":"of neem contact met ons op via","challenges-content.virtual-flower-field.title":"Creëer je virtuele bloemenweide","challenges-content.virtual-flower-field.author":"Jadga Huegle – Meet and Code-coach en lid van het SAP Snap!-team","challenges-content.virtual-flower-field.duration":"30-60 minuten","challenges-content.virtual-flower-field.purposes.0":"Kennismaken met programmeren met een eenvoudig maar aansprekend project. ","challenges-content.virtual-flower-field.purposes.1":"Leren dat programmeren kunstzinnig kan zijn en tot prachtige resultaten kan leiden. ","challenges-content.virtual-flower-field.purposes.2":"De herfst vrolijker maken met kleurige bloemen en de EU-programmeerweek. ","challenges-content.virtual-flower-field.purposes.3":"De diversiteit laten zien van de bloemen in de wereld. ","challenges-content.virtual-flower-field.purposes.4":"Bijdragen aan de doelstellingen voor duurzame ontwikkeling, met name doelstelling 13 – Klimaatverandering, door events te programmeren die leiden tot beter onderwijs over klimaatverandering door bewustwording te creëren. ","challenges-content.virtual-flower-field.description":"Ontwikkel een programma in Snap!waarmee je een virtuele bloemenweide kunt creëren met verschillende soorten bloemen, met verschillende aantallen bloemblaadjes. ","challenges-content.virtual-flower-field.instructions.0":"Heb je inspiratie nodig om met deze uitdaging aan de slag te gaan ? Bekijk","challenges-content.virtual-flower-field.instructions.1":"deze video","challenges-content.virtual-flower-field.instructions.2":"of gebruik","challenges-content.virtual-flower-field.instructions.3":"dit document","challenges-content.virtual-flower-field.instructions.4":"om mee te doen","challenges-content.virtual-flower-field.instructions.5":"De uitdaging kan worden uitgevoerd door een virtuele bloemenweide te programmeren in Snap!(of Scratch) en een screenshot of foto van het resultaat online te zetten. ","challenges-content.virtual-flower-field.instructions.6":"De bloemenweide moet verschillende soorten bloemen bevatten, met verschillende aantallen bloemblaadjes. Het is het best als de bloemen worden geprogrammeerd. Dit betekent dat ze worden gemaakt door de bloemblaadjes steeds te stempelen en te draaien(of te tekenen en te draaien).","challenges-content.virtual-flower-field.instructions.7":"Post een afbeelding van je virtuele bloemenweide met #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"We adviseren het gebruik van","challenges-content.virtual-flower-field.materials.1":"maar het project werkt ook in","challenges-content.haunted-house.title":"Spookhuis in Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Universiteit Leiden – Ramon Moorlag, I&I-CodeWeek NL","challenges-content.haunted-house.audience":"Leraren en opvoedkundigen","challenges-content.haunted-house.duration":"1 of 2 uur, afhankelijk van aanwezige kennis","challenges-content.haunted-house.purposes.0":"Een interactief spookhuisverhaal maken.","challenges-content.haunted-house.purposes.1":"Leren programmeren met Hedy.","challenges-content.haunted-house.description":"Met Hedy ga je een spookhuisverhaal maken met interactieve elementen. Iedere keer als de code wordt uitgevoerd, wordt een nieuw verhaal gecreëerd. Het verhaal kan ook hardop worden voorgelezen door je computer en online gedeeld.","challenges-content.haunted-house.instructions.0":"Open een browser en ga naar hedycode.com.","challenges-content.haunted-house.instructions.1":"Volg de instructies voor levels 1-4. Gebruik de tabs ‘Level’ en ‘Spookhuis’.","challenges-content.haunted-house.instructions.2":"Met behulp van deze levels schrijven we een interactief spookhuisverhaal.","challenges-content.haunted-house.instructions.3":"Leraren vinden hun Hedy-lesplan","challenges-content.haunted-house.instructions.4":"hier","challenges-content.haunted-house.instructions.5":"Een video waarin Felienne Hermans Hedy toelicht vind je via","challenges-content.haunted-house.instructions.6":"deze link","challenges-content.haunted-house.example":"Spookhuis – voorbeeld level","challenges-content.haunted-house.materials.0":"Hedy op","challenges-content.haunted-house.materials.1":"level 1 tot 4","challenges-content.inclusive-app-design.title":"Ontwerp van een inclusieve app","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minuten + optionele uitbreidingsactiviteiten","challenges-content.inclusive-app-design.purposes.0":"Brainstormen, plannen, een prototype maken en een idee delen voor een app die voor iedereen toegankelijk is en die iedereen kan begrijpen.","challenges-content.inclusive-app-design.description":"Geweldige apps beginnen met een geweldig idee. Bij deze activiteit komen leerlingen met een idee voor een app over een onderwerp dat zij belangrijk vinden. Ze ontdekken vervolgens hoe ze een app kunnen ontwerpen die inclusief en toegankelijk is.","challenges-content.inclusive-app-design.instructions.0":"Alle instructies vind je via deze link","challenges-content.inclusive-app-design.instructions.1":"Met dit lesplan van één uur kunnen leraren ervoor zorgen dat leerlingen","challenges-content.inclusive-app-design.instructions.2":"leren over het ontwerp van inclusieve apps","challenges-content.inclusive-app-design.instructions.3":"brainstormen over onderwerpen die zij belangrijk vinden om te komen tot een idee voor een app","challenges-content.inclusive-app-design.instructions.4":"hun app-ideeën uiteenzetten en activiteiten voor gebruikers plannen","challenges-content.inclusive-app-design.instructions.5":"een prototype van een deel van hun app maken in Keynote","challenges-content.inclusive-app-design.instructions.6":"demo’s van hun prototypes delen en beschrijven hoe zij gebruikers met verschillende achtergronden en mogelijkheden steunen","challenges-content.inclusive-app-design.materials.0":"Verken de Inclusive App Design Activity in het Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Keynote op de iPad of Mac wordt aanbevolen, maar is niet vereist.","challenges-content.silly-eyes.title":"Wiebelogen","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 minuten","challenges-content.silly-eyes.purposes.0":"Creëren van een project met gebruikersinteractie.","challenges-content.silly-eyes.purposes.1":"Personaliseren van een project met kleur- en grafische effecten.","challenges-content.silly-eyes.purposes.2":"Leren over ontwerp bij digitaal creëren.","challenges-content.silly-eyes.description":"In dit project ontwerp en maak je een personage met wiebelogen. De grote wiebelogen van het personage volgen de muisaanwijzer en brengen je personage tot leven.","challenges-content.silly-eyes.instructions":"De volledige projectbeschrijving vind je hier","challenges-content.silly-eyes.example":"Bekijk Gobo, Under the sea en Don't eat donut","challenges-content.train-ai-bot.title":"Train een AI-bot!","challenges-content.train-ai-bot.purposes":"Leren over kunstmatige intelligentie (AI), machine learning, trainen van gegevens, en vooringenomenheid, terwijl je je verdiept in ethische kwesties en onderzoekt hoe AI kan worden gebruikt voor het aanpakken van wereldproblemen.","challenges-content.train-ai-bot.description":"Train een AI-bot met AI for Oceans (AI voor oceanen). Bij deze activiteit programmeer of train je AI (kunstmatige intelligentie) om vis van afval te onderscheiden. Laten we de oceaan schoonmaken!","challenges-content.train-ai-bot.instructions.0":"Instructies worden in de vorm van video’s getoond binnen de tutorial","challenges-content.train-ai-bot.instructions.1":"en zijn ook bovenaan ieder level te vinden","challenges-content.train-ai-bot.materials.0":"De tutorial vind je hier","challenges-content.train-ai-bot.materials.1":"Deze tutorial is beschikbaar in meer dan 25 talen","challenges-content.build-calliope.title":"Bouw je eigen Calliope mini-fitnesstrainer","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope GmbH","challenges-content.build-calliope.purposes.0":"Leer spelenderwijs meer over reeksen, animaties, herhalingen en variabelen.","challenges-content.build-calliope.purposes.1":"Ontwerp een structuurschema.","challenges-content.build-calliope.purposes.2":"Test en debug code.","challenges-content.build-calliope.purposes.3":"Optimaliseer een programma door middel van trial and error, controle en het aanpassen van gebruiksvriendelijkheid.","challenges-content.build-calliope.duration":"20-30 minuten","challenges-content.build-calliope.description":"Deelnemers gaan een digitaal gecontroleerd prototype ontwikkelen dat gekleurde leds gebruikt om vooraf bedachte fitnessoefeningen met 10 onderdelen te reproduceren.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (indien beschikbaar)","challenges-content.build-calliope.materials.1":'Een laptop of tablet waarmee je naar https://makecode.calliope.cc of https://calliope.cc en YouTube kunt gaan om toegang te krijgen tot de bronnen voor deze activiteit.',"challenges-content.build-calliope.instructions.0":"Zet om te beginnen een plan op en bepaal de volgorde van de fitnessonderdelen. Programmeer de RGB-led van de Calliope mini met gebruik van het schema om één van de 5 kleuren weer te geven op het vooraf bepaalde tempo. Creëer daarna een variabele voor het tempo en programmeer herhalingen met behulp van loops.","challenges-content.build-calliope.instructions.1":"Vergeet niet dat je je programma ook met ons kan delen via info@calliope.cc - we zien graag wat je hebt gemaakt! We verloten trouwens ook 30 Calliope mini's onder de inzendingen!","challenges-content.build-calliope.instructions.2":"Deel de QR-code van jouw project op Instagram, voeg de hashtag #EUCodeWeekChallenge toe en gebruik @CodeWeekEU.","challenges-content.build-calliope.example.0":"Je kunt ook sporten terwijl je achter de computer zit.","challenges-content.build-calliope.example.1":"Creëer een fitnessprototype met de Calliope mini die ook getest kan worden in de simulator. De uitdaging wordt gedaan in de MakeCode-editor door een simpele codereeks te programmeren (zie screenshot).","challenges-content.build-calliope.example.2":"Kies 5 verschillende kleuren en wijs aan elk een fitnessoefening toe, bijv. squats of jumping jacks. De kleuren kunnen op elke volgorde worden weergegeven en getraind.","challenges-content.common.share":"Deel de link of QR-code van je project op Instagram of Facebook, voeg de hashtag #EUCodeWeekChallenge toe en vermeld @CodeWeekEU.","challenges-content.common.audience.0":"Leraren en opvoeders","challenges-content.common.audience.1":"basisschool (6 tot 12 jaar)","challenges-content.common.audience.2":"onderbouw middelbare school (12 tot 16 jaar)","challenges-content.common.audience.3":"bovenbouw middelbare school (16 tot 18 jaar)","challenges-content.code-a-dice.title":"Programmeer een dobbelsteen om te rollen","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Programmeren van interactieve raadsels","challenges-content.code-a-dice.purposes.1":"Programmeren van een model van een willekeurig bewegend object dat kan worden gebruikt als het echte object niet beschikbaar is","challenges-content.code-a-dice.description":"In deze uitdaging programmeer je een dobbelsteen om op een willekeurige manier te rollen als jij daarvoor opdracht geeft. Je kunt ieder type dobbelsteen kiezen, met zoveel vlakken als je wilt (zoals de dobbelstenen die in rollenspelen worden gebruikt), en ook geluiden toevoegen.","challenges-content.code-a-dice.instructions.0":"Log in op Scratch","challenges-content.code-a-dice.instructions.1":"Kies een achtergrond","challenges-content.code-a-dice.instructions.2":"Creëer je dobbelsteen-sprite of zoek een sprite op internet en upload deze naar je programma","challenges-content.code-a-dice.instructions.3":"Creëer zoveel kostuums voor de sprite als het aantal vlakken van de gekozen dobbelsteen, elk met een ander getal erop","challenges-content.code-a-dice.instructions.4":"Kies hoe je de dobbelsteen wilt laten rollen (door het indrukken van een toets op het toetsenbord, door op de sprite te klikken, enz.) en schrijf de code","challenges-content.code-a-dice.instructions.5":"Programmeer de sprite om willekeurig van kostuum te veranderen aan het eind van de rol","challenges-content.code-a-dice.instructions.6":"Voeg geluidseffecten toe","challenges-content.code-a-dice.example":"Rol een D20-dobbelsteen","challenges-content.personal-trainer.title":"Personal trainer met een micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Programmeren van een micro:bit om zoemer en ledpaneel te gebruiken","challenges-content.personal-trainer.purposes.1":"Creëren van een persoonlijk apparaat om je lichaamsbeweging te monitoren","challenges-content.personal-trainer.purposes.2":"Programmeren van een micro:bit om je gezondheid te verbeteren door sport","challenges-content.personal-trainer.description":"Met deze uitdaging kun je je micro:bit programmeren om oefen- en rusttijden aan te geven tijdens het doen van je lichamelijke oefeningen. Je monitort je lichaamsbeweging op school, thuis of in het park.","challenges-content.personal-trainer.instructions.0":"Wanneer A+B: creëer een timer die in 3 seconden aftelt waarbij elke seconde een muzieknoot klinkt en toon het woord GO!","challenges-content.personal-trainer.instructions.1":"Toon tijdens de eerste oefening gedurende 20 seconden een knipperend vierkant van 2x2. Speel vervolgens een geluid af en houd het vierkant stil. Tijdens de resterende tijd moet gedurende 10 seconden een andere knipperende afbeelding worden getoond. Wanneer dit klaar is: speel een geluid af.","challenges-content.personal-trainer.instructions.2":"Herhaal vervolgens dezelfde actie maar toon gedurende de oefentijd een vierkant van 3x3. Herhaal deze actie totdat het vierkant van 5x5 wordt getoond.","challenges-content.personal-trainer.duration":"30-40 minuten","challenges-content.create-a-spiral.title":"Maak een spiraal","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Kennismaken en oefenen met lussen en variabelen.","challenges-content.create-a-spiral.purposes.1":"Bevorderen van creativiteit bij programmeren.","challenges-content.create-a-spiral.purposes.2.description":"In deze uitdaging schrijf je met Scratch een project om een spiraal te creëren met behulp van de pen-blokken, een lus en een variabele.","challenges-content.create-a-spiral.purposes.3.instructions.0":"De pen-blokken","challenges-content.create-a-spiral.purposes.3.instructions.1":"Creëer een nieuw project en noem het Spiraal.","challenges-content.create-a-spiral.purposes.3.instructions.2":"Klik op het paarse icoontje “Voeg een uitbreiding toe” linksonder op het scherm","challenges-content.create-a-spiral.purposes.3.instructions.3":"Selecteer “pen”: de pen-blokken zijn nu beschikbaar voor je project!","challenges-content.create-a-spiral.purposes.3.instructions.4":"Om je project te starten, sleep je het blok “wanneer op groene vlag wordt geklikt” naar het programmeerveld:","challenges-content.create-a-spiral.purposes.3.instructions.5":"Je moet met een lege pagina beginnen: binnen de pen-blokken voeg je het “wis alles”-blok toe:","challenges-content.create-a-spiral.purposes.3.instructions.6":"Je wilt beginnen met tekenen in het midden van het veld, wat betekent dat je sprite naar het midden van het veld moet gaan (0,0):","challenges-content.create-a-spiral.purposes.3.instructions.7":"Je sprite kan bewegen zonder te tekenen, of bewegen en tekenen:","challenges-content.create-a-spiral.purposes.3.instructions.8":"wanneer je wilt dat je sprite tekent, gebruik je het “pen neer”-blok","challenges-content.create-a-spiral.purposes.3.instructions.9":"wanneer je dat niet wilt, gebruik je het “pen op”-blok","challenges-content.create-a-spiral.purposes.3.instructions.10":"Nu wil je tekenen! Voeg het “pen neer”-blok toe:","challenges-content.create-a-spiral.purposes.3.instructions.11":"De zeshoek","challenges-content.create-a-spiral.purposes.3.instructions.12":"Voeg onderstaande blokken toe aan je project:","challenges-content.create-a-spiral.purposes.3.instructions.13":"Je hebt nu een zesde van je zeshoek. Deze sequentie moet je 6 keer herhalen:","challenges-content.create-a-spiral.purposes.3.instructions.14":"De spiraal","challenges-content.create-a-spiral.purposes.3.instructions.15":"Om een spiraal te creëren, moet je 2 toevoegen aan de lengte van elke volgende zijde.","challenges-content.create-a-spiral.purposes.3.instructions.16":"Hiervoor gebruik je een variabele.","challenges-content.create-a-spiral.purposes.3.instructions.17":"Klik in het Variabelen-blok op “Maak een variabele”","challenges-content.create-a-spiral.purposes.3.instructions.18":"Noem deze lengte en klik op OK:","challenges-content.create-a-spiral.purposes.3.instructions.19":"De spiraal zal gaan groeien, je moet klein beginnen: stel de eerste lengte in op 10 en voeg dit blok in voor de lus.","challenges-content.create-a-spiral.purposes.3.instructions.20":"Voeg de variabele “lengte” in in het “neem … stappen”-blok","challenges-content.create-a-spiral.purposes.3.instructions.21":"Om de spiraal te laten groeien, moet je ook in iedere lus de lengte groter maken: voeg het blok onderaan toe aan het eind van de lus:","challenges-content.create-a-spiral.purposes.3.instructions.22":"Hier is je huidige project:","challenges-content.create-a-spiral.purposes.3.instructions.23":"Een prachtige spiraal ","challenges-content.create-a-spiral.purposes.3.instructions.24":"Je hebt een spiraal getekend! Voor een oneindige spiraal vervang je de “herhaal 6”-lus met de lus “oneindig”:","challenges-content.create-a-spiral.purposes.3.instructions.25":"Voor een kleurrijke spiraal voeg je het volgende blok toe in de lus:","challenges-content.create-a-spiral.purposes.3.instructions.26":"Wanneer je opnieuw begint, tekent de sprite een ongewenste lijn. Om dit te voorkomen, voeg je een “pen op”-blok toe aan het begin van het project.","challenges-content.create-a-spiral.purposes.3.instructions.27":"Hier is je eindproject:","challenges-content.create-a-spiral.purposes.3.instructions.28":"Gefeliciteerd! Je hebt een mooie spiraal gemaakt!","challenges-content.play-against-ai.title":"Creëer en speel tegen AI - Steen, Papier, Schaar","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"Begrijpen hoe de cyclus van machine learning werkt.","challenges-content.play-against-ai.purposes.1":"Bouwen van een machine learning model met behulp van Teachable Machine","challenges-content.play-against-ai.purposes.2":"Bekend worden met de Pictoblox-tool en importeren van het gecreëerde model in het project","challenges-content.play-against-ai.purposes.3":"Instellen van het veld en de personages, creëren en initialiseren van variabelen in Pictoblox","challenges-content.play-against-ai.purposes.4":"Initialiseren van het spel, identificeren van bewegingen van spelers, programmeren van willekeurige AI-bewegingen","challenges-content.play-against-ai.purposes.5":"Creëren en testen van een game met AI als tegenspeler in een spelletje steen, papier, schaar.","challenges-content.play-against-ai.description":"We gaan met behulp van Teachable Machine een model maken met afbeeldingen waarbij we drie klassen gebruiken: Steen, Papier en Schaar. Het model wordt geladen in Pictoblox en gebruikt om een game te maken die we kunnen spelen tegen AI.","challenges-content.play-against-ai.duration":"90 minuten","challenges-content.play-against-ai.instructions.0":"Creëer een nieuw image project op Teachable Machine met 3 klassen genaamd Steen, Papier en Schaar. Neem voor iedere klasse ten minste 400 foto's met een camera. Zorg voor een heldere achtergrond. Train en exporteer het model. Upload het model en kopieer de link.","challenges-content.play-against-ai.instructions.1":"Maak een gratis account aan op de Pictoblox-website. Voeg een uitbreiding voor machine learning toe en upload een model. Stel het veld, de variabelen en sprites in. Initialiseer de game, identificeer de bewegingen van de spelers en de bewegingen van AI, en wie de ronde wint.","challenges-content.play-against-ai.instructions.2":"Train de data voor het spel.","challenges-content.play-against-ai.instructions.3":"Test het model.","challenges-content.play-against-ai.instructions.4":"Exporteer het model.","challenges-content.play-against-ai.instructions.5":"Voeg de uitbreiding machine learning toe en upload het model.","challenges-content.play-against-ai.instructions.6":"Stel veld, variabelen en sprite in.","challenges-content.play-against-ai.instructions.7":"Initialiseer de game.","challenges-content.play-against-ai.instructions.8":"Identificeer bewegingen van de speler.","challenges-content.play-against-ai.instructions.9":"Stel willekeurige AI-bewegingen in.","challenges-content.play-against-ai.instructions.10":"Zend willekeurige AI-bewegingen uit.","challenges-content.play-against-ai.instructions.11":"Maak drie blokken. Wie wint de ronde?","challenges-content.play-against-ai.instructions.12":"Controleer of de speler de ronde wint.","challenges-content.play-against-ai.instructions.13":"Controleer of AI de ronde wint.","challenges-content.play-against-ai.instructions.14":"Controleer of de ronde in gelijkspel eindigt.","challenges-content.play-against-ai.instructions.15":"Programmeerblokken.","challenges-content.play-against-ai.instructions.16":"Steen Papier Schaar-sprite","challenges-content.air-drawing-with-AI.title":"Luchttekening met AI","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"Schrijven van een programma met behulp van de uitbreiding Human Body Detection om de beweging van vingers voor de camera te herkennen.","challenges-content.air-drawing-with-AI.purposes.1":"Programmeren met eenvoudige blokken in enkele regels code.","challenges-content.air-drawing-with-AI.purposes.2":"Zien van een voorbeeld van het gebruik van AI","challenges-content.air-drawing-with-AI.description":"Een programma creëren waarmee gebruikers voor de camera in de lucht kunnen tekenen met hun hand (wijsvinger) en waarbij alles wat zij tekenen automatisch op de Pictoblox-stage wordt weergegeven.","challenges-content.air-drawing-with-AI.instructions.0":"Maak een account aan op Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"volg de visuele instructies voor het:","challenges-content.air-drawing-with-AI.instructions.2":"toevoegen van de uitbreidingen Human Body Detection en Pen;","challenges-content.air-drawing-with-AI.instructions.3":"instellen van de stage en toevoegen van een sprite (Pencil) en extra sprites voor: Pen Down, Pen Up, Delete All;","challenges-content.air-drawing-with-AI.instructions.4":"schrijf een code voor de sprite Pencil om de vinger te volgen","challenges-content.air-drawing-with-AI.instructions.5":"schrijf een code voor de knoppen: Pen Up, Pen Down en Delete All en ook voor Pen","challenges-content.air-drawing-with-AI.instructions.6":"Nu ben je klaar om je eigen tekeningen te maken met verschillende penkleuren en -diktes.","challenges-content.air-drawing-with-AI.materials.0":"Een laptop of computer met een camera","challenges-content.air-drawing-with-AI.materials.1":"De nieuwste versie van PictoBlox gedownload (aanbevolen) of online (gratis)","challenges-content.air-drawing-with-AI.materials.2":"Pictoblox-account (gratis)","challenges-content.air-drawing-with-AI.materials.3":"Goede internetverbinding","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"De basisconcepten van machine learning en tekstherkenning leren.","challenges-content.emobot-kliki.purposes.1":"De rol van emoties in communicatie begrijpen.","challenges-content.emobot-kliki.purposes.2":"Code gebruiken om dialogen te creëren tussen een chatbot en een gebruiker.","challenges-content.emobot-kliki.purposes.3":"Begrijpen hoe computers emoties kunnen herkennen met behulp van tekstanalyse en passend kunnen reageren.","challenges-content.emobot-kliki.description.0":"Creëer een Emotional Bot in Scratch die een blij gezicht kan tonen bij positieve boodschappen (als je iets aardigs zegt), een boos gezicht bij negatieve boodschappen (als je gemeen bent) en een beduusd gezicht als de boodschap onduidelijk is.","challenges-content.emobot-kliki.description.1":"Onze Emobot Kliki zal complimenten en beledigingen herkennen zodat we kunnen zien hoe computers kunnen worden getraind om emoties te herkennen.","challenges-content.emobot-kliki.instructions.0":"Begin met het programmeren van een lijst regels om te bepalen wat aardig of vriendelijk is, en wat onaardig of gemeen is.","challenges-content.emobot-kliki.instructions.1":"Log in op https://machinelearningforkids.co.uk/ of maak een nieuw account aan.","challenges-content.emobot-kliki.instructions.2":"Maak een nieuw machine learning model waarbij je 3 nieuwe labels toevoegt, noem het eerste “aardig”, het tweede “onaardig” en – dit is optioneel – als je wilt dat de robot je naam herkent, maak je een derde label “naam”.","challenges-content.emobot-kliki.instructions.3":"Train het nieuwe machine learning model, test het en gebruik het voor het maken van een Emobot in Scratch.","challenges-content.emobot-kliki.instructions.4":"Start de Scratch 3-editor, verwijder de Cat-sprite, voeg 3 nieuwe sprites in die zijn gemaakt door Microsoft Bing Image Creator (de computertekeningen blij, boos en onzeker) of creëer een nieuwe sprite door op het Paint-icoontje te klikken en drie exemplaren van het kostuum te tekenen voor de gezichten blij, boos en onzeker.","challenges-content.emobot-kliki.instructions.5":"Klik op de “Code”-tab en voer het volgende script in.","challenges-content.emobot-kliki.example.0":"Deel je Emobot Kliki met je vrienden en leer meer over AI en emoties!","challenges-content.emobot-kliki.example.1":"In plaats van een computertekening kun je iets anders proberen, zoals een dier. In plaats van aardig en gemeen kun je het personage trainen om andere soorten boodschappen te herkennen.","challenges-content.craft-magic.title":"Handgemaakte magie met AI-handgebaren","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Bevorderen van programmeervaardigheden onder leerlingen waardoor zij basiscommando’s kunnen gebruiken.","challenges-content.craft-magic.purposes.1":"Ontwikkelen van algoritmisch denken door complexe taken op te breken in beheersbare stappen.","challenges-content.craft-magic.purposes.2":"Aanmoedigen van creatieve probleemoplossing bij het vinden van unieke toepassingen van handgebaren voor tekenen en schrijven.","challenges-content.craft-magic.purposes.3":"Bijdragen aan het begrip van AI-concepten, met name hoe AI computers in staat stelt handgebaren te herkennen en uit te leggen.","challenges-content.craft-magic.purposes.4":"Creëren van bewustwording van de betekenis van technologie voor personen met een beperking.","challenges-content.craft-magic.purposes.5":"Stimuleren van gezamenlijke probleemoplossing en teamwerk onder leerlingen als zij samenwerken om hun programma’s voor handgebaren te verbeteren.","challenges-content.craft-magic.purposes.6":"Koppelen van programmeervaardigheden en computationeel denken aan praktische toepassingen, waarbij de belangrijke impact van technologie op mensen\\mensenlevens wordt benadrukt en afgestemd op de doelstellingen voor duurzame ontwikkeling (SDGs).","challenges-content.craft-magic.duration.0":"90 min. voor leerlingen van 10-12","challenges-content.craft-magic.duration.1":"45 min. voor leerlingen van 12-15","challenges-content.craft-magic.description":"Creëer op creatieve en boeiende wijze een op Scratch-blokken gebaseerd programma met behulp van de AI-uitbreiding “Human Body Detection” om op een scherm te tekenen zonder dat een muis of aanraakscherm nodig is.","challenges-content.craft-magic.instructions.0":"Verbind met https://ai.thestempedia.com en maak een leerkrachtaccount en leerlingenaccounts aan.","challenges-content.craft-magic.instructions.1":"Importeer de uitbreidingen ‘Human Body Detection’,’ Pen’,’ Text to Speech’.","challenges-content.craft-magic.instructions.2":"Voeg de sprite ‘potlood’ uit de bibliotheek toe en creëer 7 sprites (‘schrijf’, ‘wis’, ‘zwart’, ‘rood’, ‘blauw’, ‘groen’, ‘roze’).","challenges-content.craft-magic.instructions.3":"Schrijf commando’s om te controleren wat er gebeurt wanneer de sprite ‘potlood’ een van de andere sprites raakt.","challenges-content.craft-magic.instructions.4":"Schrijf commando’s zodat de camera handbewegingen kan herkennen en beweeg het potlood naar de x- en y-coördinaten van je wijsvinger.","challenges-content.craft-magic.instructions.5":"Verander van kostuum aan het eind van de rol.","challenges-content.craft-magic.instructions.6":"Voeg geluidseffecten toe.","challenges-content.craft-magic.materials.0":"Programmeerplatform https://ai.thestempedia.com (gratis)","challenges-content.craft-magic.materials.1":"leerkrachtaccount (gratis)","challenges-content.craft-magic.materials.2":"leerlingaccount (gratis)","challenges-content.craft-magic.materials.3":"Computers met camera","challenges-content.craft-magic.materials.4":"Internetverbinding","challenges-content.circle-of-dots.title":"Een cirkel van stippen","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Schrijven van een programmeercode voor het tekenen van een lijn met punten.","challenges-content.circle-of-dots.purposes.1":"Schrijven van een programmeercode voor het tekenen van een lijn met streepjes.","challenges-content.circle-of-dots.purposes.2":"Schrijven van een programmeercode voor het tekenen van een cirkel.","challenges-content.circle-of-dots.purposes.3":"Schrijven van een programmeercode voor het tekenen van een cirkel van punten (streepjes).","challenges-content.circle-of-dots.description":"Teken een cirkel van punten of streepjes.","challenges-content.circle-of-dots.duration":"40 minuten","challenges-content.circle-of-dots.instructions.0":"Een punt-blok bouwen.","challenges-content.circle-of-dots.instructions.1":"Een streepjes-blok bouwen.","challenges-content.circle-of-dots.instructions.2":"Een cirkel van punten maken.","challenges-content.circle-of-dots.instructions.3":"Een cirkel van streepjes maken.","challenges-content.coding-escape-room.title":"Maak een escaperoom met code","challenges-content.coding-escape-room.author":"Stefania Altieri en Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Onderwijzen/leren van en reflecteren op programmeerconcepten.","challenges-content.coding-escape-room.purposes.1":"Gebruiken van eenvoudige programmeertools.","challenges-content.coding-escape-room.purposes.2":"Ontwikkelen van computationeel denken en probleemoplossend vermogen","challenges-content.coding-escape-room.description.0":"Zo creëer je een escape-ervaring met code:","challenges-content.coding-escape-room.description.1":"Je kunt gebruikmaken van Google Forms, Genial.ly, Google Slides– iedere tool voor het creëren van storytelling op basis van code;).","challenges-content.coding-escape-room.duration":"90 minuten","challenges-content.coding-escape-room.instructions":"Je kunt je leerlingen in kleine groepen verdelen, ze kunnen spelen en vervolgens nog een uitdaging creëren met de template: ","challenges-content.coding-escape-room.materials.0":"Iedere tool kan worden gebruikt (Google en Microsoft Platform om documenten, presentaties en bladen te creëren en te delen). Ieder(e) programmeerconcept, -tool of -teken gekoppeld aan ICT en programmeren.","challenges-content.coding-escape-room.example.0":"Spelers maken kennis met een aantal tekens die een zeer belangrijke rol hadden in de geschiedenis van ICT en basisconcepten van coderen en programmeren. Dit is de beste manier om te leren en actief deel te nemen. Deze game kan in teams worden gespeeld of alleen, als uitdaging of als wedstrijd. Leerlingen kunnen daarna iets vergelijkbaars creëren en competenties ontwikkelen als creativiteit en programmeervaardigheden.","challenges-content.coding-escape-room.example.1":"Dit is een zeer praktisch hulpmiddel dat opnieuw kan worden gebruikt en eenvoudig kan worden nagemaakt. Google Forms is een van de mogelijke tools. Je kunt ook gebruikmaken van Google Slides, Genial.ly of Emaze, of iedere andere tool voor het creëren van je eigen verhalen en avonturen.","challenges-content.coding-escape-room.example.2":"De escape-uitdaging is onderverdeeld in sessies. Als je het juiste antwoord weet, kun je verder. Leerlingen moeten zelf de programmeer-quizzen bedenken.","challenges-content.let-the-snake-run.title":"Laat de slang bewegen","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Programmeren van de slang(-bewegingen) op hun eigen micro:bit.","challenges-content.let-the-snake-run.purposes.1":"Instellen van de juiste plaatsing en timing voor de gezamenlijke animatie.","challenges-content.let-the-snake-run.description":"Leerlingen moeten code schrijven om de slang door naast elkaar liggende micro:bits te navigeren. Dit moet zo worden gedaan dat het lijkt alsof de slang van de ene micro:bit naar de andere beweegt.","challenges-content.let-the-snake-run.duration":"30 minuten","challenges-content.let-the-snake-run.instructions.0":"Ontwerp een pad dat loopt door verschillende, naast elkaar liggende micro:bits (bijv. in een vierkant van 2x2).","challenges-content.let-the-snake-run.instructions.1":"Schrijf code als een slang die zich voortbeweegt over een pad.","challenges-content.let-the-snake-run.instructions.2":"Werk op je eigen apparaat en leg de apparaten vervolgens bij elkaar en voer de code uit.","challenges-content.let-the-snake-run.instructions.3":"Houd rekening met timing en plaatsing: als de slang de ene micro:bit verlaat, zal hij in de volgende micro:bit verschijnen.","challenges-content.let-the-snake-run.instructions.4":"Meer uitdagingen: Met micro:bit v2 kun je muziek afspelen totdat de slang je apparaat verlaat.","challenges-content.let-the-snake-run.instructions.5":"Geef je slang vorm door de helderheid van je leds te veranderen.","challenges-content.let-the-snake-run.instructions.6":"Probeer langere of meerdere slangen te maken.","challenges-content.let-the-snake-run.example.0":"Dit is een voorbeeld voor een slang van 6 pixels met 4 micro:bits in een vierkant van 2x2: ","challenges-content.let-the-snake-run.example.1":"Programmeer de eerste micro:bit (de leerkracht kan dit doen)","challenges-content.let-the-snake-run.example.2":"Alle code wordt geïnitieerd door deze micro:bit, die een radiosignaal zendt naar andere micro:bits wanneer op de A-knop wordt gedrukt.","challenges-content.let-the-snake-run.example.3":"Coderen van de beweging van de slang","challenges-content.let-the-snake-run.example.4":"Elke micro:bit moet zich in dezelfde radiogroep bevinden als de eerste micro:bit.","challenges-content.let-the-snake-run.example.5":"Alle animaties beginnen wanneer het radiosignaal is ontvangen.","challenges-content.let-the-snake-run.example.6":"De animatie van de eerste micro:bit is onmiddellijk te zien, de andere wachten tot de slang daar arriveert.","challenges-content.let-the-snake-run.example.7":"De tijd tussen de twee fasen bepaalt de snelheid van de slang.","challenges-content.let-the-snake-run.materials.0":"micro:bits (indien mogelijk voor iedere leerling)","challenges-content.let-the-snake-run.materials.1":"laptop of computer voor de editor makecode.micro:bit.org","challenges-content.illustrate-a-joke.title":"Illustreer een grap met Bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Ontwerpen van een kleine game waar de gebruiker het antwoord vindt op een grappig raadsel.","challenges-content.illustrate-a-joke.description":"De leerlingen ontwerpen een game waarin de gebruiker het antwoord vindt op een grappig raadsel wanneer het personage een object op het speelveld raakt. De leerlingen gebruiken basisfuncties van Bitsy om de uitdaging uit te voeren.","challenges-content.illustrate-a-joke.instructions.0":"Denk aan een grappig raadsel. Ga naar Bitsy en start een nieuw project. Je hebt nodig:","challenges-content.illustrate-a-joke.instructions.1":"een avatar - sprite die je kunt laten rondbewegen","challenges-content.illustrate-a-joke.instructions.2":"Een witte kat op een paarse achtergrond","challenges-content.illustrate-a-joke.instructions.3":"Automatisch gegenereerde beschrijving","challenges-content.illustrate-a-joke.instructions.4":"een object waar je avatar heen moet","challenges-content.illustrate-a-joke.instructions.5":"een kamer - de achtergrond van je programma","challenges-content.illustrate-a-joke.instructions.6":"twee boodschappen: een vraag en een antwoord","challenges-content.illustrate-a-joke.instructions.7":"Het voltooide spel kan worden gedownload als html-bestand.","challenges-content.illustrate-a-joke.example":"Op deze website zie je een voorbeeld van een grap en er is een link naar een digitaal whiteboard:","challenges-content.illustrate-a-joke.materials":"Bitsy werkt in een browser","challenges-content.app-that-counts-in-several-languages.title":"App die in verschillende talen telt","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Leren hoe je een simpele app maakt.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Leren programmeren met blokken.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Leren hoe je labels, knoppen, afbeeldingen, sensoren en media toevoegt.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Leren hoe je elementen op een app-scherm organiseert.","challenges-content.app-that-counts-in-several-languages.description":"De app laat je tellen in meerdere talen zodra je op een knop drukt. Wanneer de gebruiker de smartphone schudt, gaat de teller terug naar nul. De uitdaging is nog een taal toe te voegen.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Voor het uitvoeren van de uitdaging moet je de andere taal bepalen waarin je de app wilt laten tellen.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Vervolgens download je van internet (bijv. van Pixabay of Unsplash) de vlag van dat land en upload je deze naar het platform MIT APP Inventor via het element “flag”, in de eigenschap “Picture”.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Vervolgens moet je weten hoe je de naam van het land spelt in het Engels en hoe je in de taal van dat land “verlaten” en “indrukken” zegt.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Tot slot moet je de benodigde blokken invoeren zodat de app in de nieuwe taal kan werken.","challenges-content.app-that-counts-in-several-languages.materials.0":"Om een app te ontwikkelen heb je een computer of laptop met internettoegang nodig.","challenges-content.app-that-counts-in-several-languages.materials.1":"Maak een account aan op het platform MIT APP Inventor, te bereiken via https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Het is ook nodig om de MIT AI2 Companion-app op de smartphone te installeren om de ontwikkelde applicatie te testen.","challenges-content.coding-with-art-through-storytelling.title":"Programmeren met kunst via Storytelling","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara en Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Bevorderen van vaardigheden als observeren, interpreteren en vragen stellen door kunst.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Creatief zijn en met anderen samenwerken voor een gezamenlijk doel","challenges-content.coding-with-art-through-storytelling.purposes.2":"Creëren van een algoritme om het verhaal na te vertellen.","challenges-content.coding-with-art-through-storytelling.description":"Bij deze uitdaging worden leerlingen geïnspireerd door een kunstwerk, en gaan ze een verhaal bedenken en illustreren. Vervolgens gaan ze proberen het verhaal na te vertellen met behulp van een programmeerbare robotkit of als activiteit zonder computer.","challenges-content.coding-with-art-through-storytelling.materials.0":"Deze activiteit kan worden uitgevoerd als activiteit zonder computer of met behulp van een educatieve programmeerbare robot zoals een Bee-Bot/Blue-Bot/muisrobot.","challenges-content.coding-with-art-through-storytelling.materials.1":"Bee-Bot routekaarten of routekaarten voor de activiteit zonder computer","challenges-content.coding-with-art-through-storytelling.materials.2":"in het Grieks","challenges-content.coding-with-art-through-storytelling.materials.3":"Ga voor meer informatie over (de Thinking Routine Toolbox van) Project Zero naar","challenges-content.coding-with-art-through-storytelling.example.0":"Leerkracht en leerlingen ontwerpen met de routekaarten een algoritme dat de Bee-Bot of andere robot instructies geeft om op de mat naar de eerste gebeurtenis uit het verhaal te gaan. Leerlingen werken in teams van 3-4 om voor de robot een algoritme te ontwerpen om naar de volgende sequentie te gaan. Leerlingen testen hun algoritmen op de mat in de klas en passen deze waar nodig aan.","challenges-content.coding-with-art-through-storytelling.example.1":"Ze proberen langs zoveel mogelijk gebeurtenissen uit het verhaal te bewegen","challenges-content.coding-with-art-through-storytelling.example.2":"Deze activiteit kan ook worden uitgevoerd als activiteit zonder computer.","challenges-content.coding-with-art-through-storytelling.example.3":"Eén kind is de robot - een ander kind de programmeur. Deze programmeur ontwerpt met behulp van de routekaarten een algoritmisch pad om de robot van de ene naar de andere afbeelding te helpen bewegen en het verhaal na te vertellen. Iedere keer als de robot een afbeelding bereikt, wordt deze gevraagd een deel van het verhaal te vertellen.","challenges-content.coding-with-art-through-storytelling.instructions.0":"De leerkracht vraagt leerlingen een schilderij/foto te bekijken.","challenges-content.coding-with-art-through-storytelling.instructions.1":'Zij gebruiken de denkroutine "Begin, Midden, Einde" (Project Zero van Harvard School) om een verhaal te bedenken.',"challenges-content.coding-with-art-through-storytelling.instructions.2":"De leerkracht vraagt hen: Als dit kunstwerk het begin/midden/einde van een verhaal is, wat zal er dan later/eerder/aan het einde gebeuren?","challenges-content.coding-with-art-through-storytelling.instructions.3":"Leerlingen illustreren de gebeurtenissen van het verhaal.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Aan de hand van het verhaal plaatsen leerlingen de gebeurtenissen in het raster. Met behulp van routekaarten ontwerpen ze een algoritme om de Bee-Bot te helpen het verhaal na te vertellen.","challenges-content.coding-with-legoboost.title":"Coderen en programmeren met de LegoBoost-uitbreiding in Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"Bouwen van modellen met behulp van LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"Ontwikkelen van programmeervaardigheden in Scratch.","challenges-content.coding-with-legoboost.purposes.2":"Programmeren van robots met behulp van commando's variërend van eenvoudig tot complex.","challenges-content.coding-with-legoboost.description":"In deze uitdaging gebruiken leerlingen de LegoBoost-uitbreiding in Scratch en voeren ze in de applicatie codes in om de robots vooruit en achteruit te laten bewegen, obstakels te laten vermijden en spraakcommando’s op te laten volgen.","challenges-content.coding-with-legoboost.duration":"120 minuten","challenges-content.coding-with-legoboost.instructions.0":"Log in op de applicatie Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Start Scratch Link en activeer Bluetooth op de laptop.","challenges-content.coding-with-legoboost.instructions.2":"Klik in Scratch op “Voeg een uitbreiding toe” en kies LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Voeg een afbeelding toe over de EU CodeWeek.","challenges-content.coding-with-legoboost.instructions.4":"Zet de twee motoren A en B AAN, en bij het bereiken van een rood obstakel UIT.","challenges-content.coding-with-legoboost.instructions.5":"In de groene kleur staat motor A AAN, in de zwarte kleur staat motor B AAN.","challenges-content.coding-with-legoboost.instructions.6":"Er worden groene, rode en zwarte obstakels op een route geplaats.","challenges-content.coding-with-legoboost.instructions.7":"Voeg commando’s toe voor bewegen en bochten in de vorm van pijlen en tekst-naar-spraak bij het tegenkomen van een obstakel.","challenges-content.coding-with-legoboost.instructions.8":"Test het uit!","challenges.title":"EU-PROGRAMMEERWEEK-UITDAGINGEN","challenges.date":"9-24 oktober 2021","challenges.common.target-audience":"Doelgroep","challenges.common.pre-primary":"Kleuters (3-6 jaar)","challenges.common.experience":"Ervaring","challenges.common.duration":"Duur","challenges.common.materials":"Aanbevolen materialen","challenges.common.purpose":"Doel","challenges.common.description":"Beschrijving","challenges.common.instructions":"Instructies","challenges.common.example":"Voorbeeld","challenges.common.written-by.0":"Deze uitdaging is geschreven door","challenges.common.written-by.1":"en is onderdeel van de","challenges.common.teachers":"Leraren","challenges.common.students":"Leerlingen","challenges.common.beginner":"Beginner","challenges.common.intermediate":"Gemiddeld","challenges.common.advanced":"Gevorderd","challenges.common.1-hour":"1 uur","challenges.main.0":"Tijdens de EU-programmeerweek, van 9 tot 24 oktober 2021, nodigen we je uit om een of meer van de EU-programmeerweek-uitdagingen uit te voeren.","challenges.main.1":"Wat zijn uitdagingen van de EU-programmeerweek ?","challenges.main.2":"EU-programmeerweek-uitdagingen zijn activiteiten die je alleen kunt doen, in de klas, met collega’s of vrienden. Wil je graag deelnemen aan de programmeerweek, maar weet je niet wat je zou kunnen organiseren? Zoek niet verder! Samen met partners van de programmeerweek hebben we een aantal eenvoudig te maken uitdagingen bedacht, met concrete voorbeelden van de manier waarop deze in de klas of in een groep kunnen worden gebruikt. Er wordt ook uitgelegd hoe de uitdagingen kunnen worden uitgevoerd, maar deze uitleg kun je aanpassen aan de behoefte, interesse en leeftijd van je deelnemers. Je kunt zelf kiezen welke tools en technologieën je gebruikt, maar we adviseren opensourcemateriaal.","challenges.main.3":"Kies één of meerdere uitdagingen, pas deze aan voor je groep of klas en deel de resultaten op Instagram om nog meer collega’s en vrienden te stimuleren aan de programmeerweek deel te nemen!","challenges.main.4":"Klik op de uitdaging voor meer informatie:","challenges.main.5":"Wie kan er meedoen?","challenges.main.6":"Iedereen (scholen, leraren, bibliotheken, programmeerclubs, bedrijven en overheidsinstellingen) wordt uitgenodigd om de EU-programmeerweek 2021 te vieren met het uitvoeren van een #EUCodeWeekChallenge.","challenges.main.7":"Hoe kun je deelnemen aan een uitdaging van de EU-programmeerweek 2021?","challenges.main.8":"Kies een uitdaging die je graag wilt uitvoeren.","challenges.main.9":"Verdeel je deelnemers in tweetallen of groepjes. Teamwork en samenwerking zijn onmisbaar bij het uitvoeren van een uitdaging, zowel bij live activiteiten als bij nationale of internationale online activiteiten waarbij moet worden samengewerkt.","challenges.main.10":"Deel je uitdaging","challenges.main.11":"Zou je programmeerweek-goodies willen winnen? Ja? Laat je werk viraal gaan!","challenges.main.12":"Deel je uitdaging op Instagram nadat je deze hebt uitgevoerd.","challenges.main.13":"Tijdens de programmeerweek van 9 tot 24 oktober worden elke dag winnaars geselecteerd en op ons Instagram-kanaal bekendgemaakt. Vergeet dus niet om regelmatig je meldingen te checken.","challenges.share.0":"Hoe deel je je uitdaging(en) op Instagram?","challenges.share.1":"Tik op de knop Profiel bewerken","challenges.share.2":"Voeg de link naar je werk toe in het veld Website en sla op","challenges.share.3":"Creëer een nieuw bericht","challenges.share.4":"Voeg een screenshot van je werk toe","challenges.share.5":"Geef een pakkende beschrijving","challenges.share.6":"Zorg ervoor dat je ‘Link in Bio’ specificeert","challenges.share.7":"Voeg #EUCodeWeekChallenge toe","challenges.share.8":"Vermeld en tag @CodeWeekEU","challenges.share.9":"Deel je je uitdaging(en) liever op Facebook?","challenges.share.10":"EU-programmeerweek post iedere dag een nieuw bericht over de uitdagingen op zijn","challenges.share.11":"Facebook-pagina.","challenges.share.12":"De prijswinnaar wordt gekozen uit de reacties onder het bericht.","challenges.share.13":"Hoe werkt het?","challenges.share.14":"Je hoeft alleen maar op het bericht te reageren met de link naar je werk.","challenges.share-box.0":"Deel de link naar je werk in je","challenges.share-box.1":"Instagram Bio","challenges.share-box.2":"Tik op de knop","challenges.share-box.3":"Profiel bewerken","challenges.share-box.4":"op je Instagram en voeg de link naar je werk toe in het veld Website. Maak vervolgens een nieuw bericht, voeg een screenshot van je werk toe, schrijf ","challenges.share-box.5":"Link in Bio","challenges.share-box.6":"neem de hashtag #EUCodeWeekChallenge op en vermeld @CodeWeekEU","challenges.share-box.7":"Deel je je uitdaging(en) liever op","challenges.share-box.8":"EU-programmeerweek pint","challenges.share-box.9":"een nieuw bericht over de uitdagingen op zijn","challenges.share-box.10":"Facebook-pagina","challenges.share-box.11":"Je hoeft vervolgens alleen maar op het bericht te reageren met de link naar je werk.","challenges.share-box.12":"Tijdens de programmeerweek van 9 tot 24 oktober worden elke dag winnaars van programmeerweek-goodies geselecteerd. Zij worden op onze Instagram- en Facebook-kanalen bekendgemaakt, dus vergeet niet om regelmatig je meldingen te checken.","challenges.take-part.0":"Waarom zou je deelnemen aan een uitdaging van de EU-programmeerweek?","challenges.take-part.1":"Om zelf problemen op te lossen en te programmeren.","challenges.take-part.2":"Om samen te werken met gelijkgestemden.","challenges.take-part.3":"Om de boodschap over het belang van programmeren te verspreiden.","challenges.download.0":"Klik","challenges.download.1":"hier","challenges.download.2":"om deze uitdaging als Word-document te downloaden","challenges.bingo.0":"Voer alle uitdagingen uit","challenges.bingo.1":"Uitdaging uitgevoerd? Print","challenges.bingo.2":"de bingokaart","challenges.bingo.3":"en kruis het kleine witte rondje linksboven aan","challenges.bingo.4":"Deel je uitdaging op sociale media en maak kans op een aantal coole programmeerweek-prijzen","challenges.bingo.5":"Upload een foto met de volle rij(en), kolom(men), of nog beter de volle bingokaart naar","challenges.bingo.6":"Facebook, Instagram of Twitter","challenges.bingo.7":"Gebruik de","codeweek4all.title":"Code Week 4 All-uitdaging","codeweek4all.text":"De Code Week 4 All-uitdaging moedigt je aan je activiteiten te koppelen met die van je vrienden, collega's en bekenden om samen het Certificaat van uitmuntendheid van de Programmeerweek te behalen.","codeweek4all.what.title":"Wat is dat?","codeweek4all.what.content":`

    Je kunt je eigen activiteit op de kaart van de EU-programmeerweek zetten, maar je kunt ook anderen in je netwerk overhalen dit te doen. Als jij met je groep een van de volgende drempels bereikt, krijgen jullie allemaal een Programmeerweek-certificaat van uitmuntendheid.

    -

    Criteria om het Certificaat van uitmuntendheid te behalen:

    `,"codeweek4all.what.criteria1":"deelname van 500 studenten","codeweek4all.what.criteria2":"10 gelinkte activiteiten (door 10 verschillende organisatoren)","codeweek4all.what.criteria3":"betrokkenheid van 3 landen","codeweek4all.what.andor":"en/of","codeweek4all.howto.title":"Hoe kun je deelnemen?","codeweek4all.howto.time":"De Code Week 4 All-uitdaging duurt tot het einde van het kalenderjaar. De certificaten worden in het begin van het volgende jaar uitgegeven, in januari of februari.","codeweek4all.howto.content":'Ga naar de pagina Activiteit toevoegen en vul de benodigde gegevens van je programmeeractiviteit in.',"codeweek4all.howto.first_alliance.1":"Klik op Verzenden.","codeweek4all.howto.first_alliance.2":"Zodra je activiteit is geaccepteerd, krijg je een bevestigingsmail met je unieke Code Week 4 All-code.","codeweek4all.howto.first_alliance.3":"Kopieer de code en deel deze met je collega's en andere mensen in je netwerk die ook een programmeeractiviteit opzetten. Zegt het voort en overtuig anderen om mee te doen!","codeweek4all.howto.first_alliance.4":"Na afloop van de campagne vragen we alle organisatoren hoeveel deelnemers zij bij hun activiteit hebben betrokken. Als je de drempel hebt weten te bereiken, krijgen jij en al je collega's uit je netwerk het Certificaat van uitmuntendheid!","codeweek4all.howto.first_alliance.title":"Als je de initiatiefnemer van je groep bent:","codeweek4all.howto.existing_alliance.1":"Plak het wachtwoord dat je van de initiator, dus diegene die de groep heeft opgezet, hebt gekregen in het veldvak CODE WEEK 4 ALL CODE.","codeweek4all.howto.existing_alliance.2":"Klik op Verzenden.","codeweek4all.howto.existing_alliance.3":"Zegt het voort (ook de code!) zodat er meer organisatoren zich bij jullie groep aansluiten.","codeweek4all.howto.existing_alliance.4":"Na afloop van de campagne vragen we alle organisatoren hoeveel deelnemers zij bij hun activiteit hebben betrokken. Als je de drempel hebt weten te bereiken, krijgen jij en al je collega's uit je netwerk het Certificaat van uitmuntendheid!","codeweek4all.howto.existing_alliance.title":"Als je je aansluit bij een bestaande groep:","codeweek4all.why.1":"Om de boodschap over het belang van programmeren te verspreiden.","codeweek4all.why.2":"Om een groot aantal studenten betrokken te zien raken.","codeweek4all.why.3":"Om contacten te leggen met organisaties en/of scholen in je gemeenschap of het buitenland.","codeweek4all.why.4":"Om ondersteuning te vinden bij andere organisatoren en docenten.","codeweek4all.why.5":"Om het Certificaat van uitmuntendheid te behalen.","codeweek4all.why.title":"Waarom meedoen aan de uitdaging?","codeweek4all.superorganiser-title":"Certificaat Superorganiser","codeweek4all.superorganiser":'Je kunt ook een Certificaat Superorganiser krijgen. Daarvoor moet je ten minste 10 verschillende activiteiten op je school, binnen je organisatie of online organiseren en registreren.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Vragen","coding-at-home.material.required":"Benodigd materiaal","coding-at-home.material.chequered":"geblokt bord","coding-at-home.material.footprint":"kaartjes met afbeeldingen van voetstappen","coding-at-home.intro.title":"Inleiding tot Coding@Home","coding-at-home.explorer.title":"De verkenner","coding-at-home.explorer.text":"De verkenner is de eerste Coding@Home-activiteit. Beweeg de verkenner over het bord om het doel te bereiken na zoveel mogelijk vierkanten te hebben bezocht. ","coding-at-home.explorer.questions.content.1":"V1. Kan de verkenner met de in de video getoonde start- en finishposities alle vierkanten op het bord bezoeken?","coding-at-home.explorer.questions.content.2":"V2. Welke start- en finishposities voorkomen dat de verkenner het grootst mogelijke aantal vierkanten op het bord kan bezoeken?","coding-at-home.right-and-left.title":"Rechts en links","coding-at-home.right-and-left.text":"Rechts en links is een wedstrijd- en teamspel. De twee teams werken samen om een route naar het doel uit te stippelen, terwijl ze erom wedijveren wie zoveel mogelijk van de aan hen gegeven kaartjes gebruikt: het gele team probeert zoveel mogelijk bochten naar links te leggen en het rode team zoveel mogelijk bochten naar rechts.","coding-at-home.right-and-left.questions.content.1":"V1. Zoals de start- en finishposities zijn aangegeven in de eerste wedstrijd in deze video, is het dan voor een van de twee teams mogelijk om te winnen?","coding-at-home.right-and-left.questions.content.2":"V2. Zoals de start- en finishposities zijn aangegeven in het door Anna gewonnen spel, zou er dan een gelijkspel kunnen zijn?","coding-at-home.right-and-left.questions.content.3":"V3. Zijn er start- en finishposities die in het voordeel van een van de twee teams zijn?","coding-at-home.right-and-left.questions.content.4":"V4. Is het, gelet op de verdeling tussen de start- en finishposities , mogelijk om te voorspellen wat het verschil zal zijn tussen het winnende en het verliezende team?","coding-at-home.keep-off-my-path.title":"Blijf van mijn pad","coding-at-home.keep-off-my-path.text":"Blijf van mijn pad is een wedstrijdspel met twee teams. Vanaf twee tegenoverliggende zijden van het bord stellen de twee teams paden samen die elkaar in de weg moeten gaan zitten. Het team dat voorkomt dat het andere zijn pad uitbreidt, wint.","coding-at-home.keep-off-my-path.questions.content.1":"V1. Zijn er startpunten die een van de twee teams bevoordelen?","coding-at-home.keep-off-my-path.questions.content.2":"V2. Kan het in gelijkspel eindigen?","coding-at-home.keep-off-my-path.questions.content.3":"V3. Heeft de speler die begint een voordeel?","coding-at-home.keep-off-my-path.questions.content.4":"V4. Is er een waterdichte spelstrategie die de speler die begint kan overnemen om er zeker van te zijn dat hij nooit verliest?","coding-at-home.tug-of-war.title":"Touwtrekken","coding-at-home.tug-of-war.text":"Touwtrekken is een samenwerkings- en wedstrijdspel. Vanaf middenonderaan op het bord werken twee teams (geel en rood) samen om de bovenzijde te bereiken. Het gele team probeert de vakjes aan de linkerzijde te bereiken, terwijl het rode team de vakjes aan de rechterzijde probeert te bereiken.","coding-at-home.tug-of-war.questions.content.1":"V1. Is er een strategie die altijd tot de overwinning leidt?","coding-at-home.tug-of-war.questions.content.2":"V2. Heeft de speler die begint een voordeel?","coding-at-home.tug-of-war.questions.content.3":"V3. Als de twee spelers even oplettend zijn, eindigt het spel dan altijd in gelijkspel, d.w.z. in het midden?","coding-at-home.explorer-without-footprints.title":"De Verkenner zonder voetstappen","coding-at-home.explorer-without-footprints.text":"De verkenner loopt over het bord vanaf het startpunt naar het doel en probeert alle vakjes aan te doen. Terwijl de verkenner loopt, laat hij gekleurde voetstappen achter, die de robot in staat stellen de stappen te volgen door de kleuren te interpreteren. Het spel wordt nog intrigerender als de verkenner de voetstappen wegwerkt en alleen de kleuren overblijven.","coding-at-home.explorer-without-footprints.material":"rode, gele en grijze markeerstiften (of potloden).","coding-at-home.explorer-without-footprints.questions.content.1":"V1. Wat is het verschil tussen een bord vol met gekleurde voetstappen en een met kleuren, maar zonder de voetstappen?","coding-at-home.explorer-without-footprints.questions.content.2":"V2. Welk bord biedt meer bewegingsvrijheid met behoud van dezelfde richtingsregels zoals aangegeven door de kleur?","coding-at-home.explorer-without-footprints.questions.content.3":"V3. Zijn er paden mogelijk op het bord met kleuren die niet mogelijk zijn op het bord met gekleurde voetstappen?","coding-at-home.explorer-without-footprints.questions.content.4":"V4. Zijn er paden mogelijk op het bord met gekleurde voetstappen die niet mogelijk zijn op het bord met alleen maar kleuren?","coding-at-home.walk-as-long-as-you-can.title":"Wandel zolang je kunt","coding-at-home.walk-as-long-as-you-can.text":"Bij deze activiteit is het de bedoeling om zo lang mogelijk op het bord te blijven met behulp van kleuren in plaats van voetstappen. De activiteit wordt moeilijker als de bewegingsvrijheid toeneemt.","coding-at-home.walk-as-long-as-you-can.coloured-cards":"gekleurde kaarten of rode, gele en grijze markeerstiften","coding-at-home.walk-as-long-as-you-can.questions.content.1":"V1. Wanneer botsen de twee routes en blokkeren ze elkaar?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"V2. Dit spel wordt voorgesteld als een spel voor twee spelers. Kan je het met drie of vier spelers spelen? Moeten we de regels wijzigen?","coding-at-home.ada-charles-roby.title":"Ada, Charles en Roby","coding-at-home.ada-charles-roby.text":"Het verhaal van Ada Lovelace en Charles Babbage is heel interessant. Ze bedachten en programmeerden computers honderd jaar voordat ze werden uitgevonden.","coding-at-home.ada-charles-roby.material":"boetseerklei en een kort potlood","coding-at-home.ada-charles-roby.questions.content.1":"V1. Beeld je in dat de robot die je hebt gebouwd met boetseerklei en een potlood naar gelijk welke positie op het bord kan bewegen en, indien nodig, zijn afgelegde route kan traceren. Welke instructies zou je gebruiken om de robot te programmeren?","coding-at-home.cody-and-roby.title":"Cody en Roby","coding-at-home.cody-and-roby.text":"Dit is een rollenspel met Cody de programmeur en Roby de robot. In de video worden de kaarten van CodyRoby voorgesteld en die gaan we nu gebruiken om de bewegingen op het bord te bepalen. Cody zal deze kaarten gebruiken om Roby instructies te geven over hoe hij over het bord moet bewegen.","coding-at-home.cody-and-roby.material":"geblokt bord met aanduidingen, instructiekaarten (links, rechts, rechtdoor) en eventueel speelstukken om op het bord te plaatsen","coding-at-home.cody-and-roby.starter-kit":"Starterkit CodyRoby","coding-at-home.cody-and-roby.questions.content.1":"V1. Waar komt Roby aan als hij vanuit positie C2 naar het zuiden gericht de laatste reeks met instructies uitvoert die in de video wordt getoond?","coding-at-home.cody-and-roby.questions.content.2":"V2. Kunnen de bewegingen van Roby door de laatste reeks instructies van de video uit te voeren, worden beschreven door de instructies van CodyFeet of CodyColor toe te passen op het bord?","coding-at-home.cody-and-roby.questions.content.3":"V3. De drie soorten instructies die in de video worden voorgesteld (de groene, rode en gele kaarten) vormen samen een instructieset die Roby naar gelijk waar op het bord kan brengen. Kun je een instructieset bedenken met minder dan drie instructies om hetzelfde te bereiken?","coding-at-home.the-tourist.title":"De toerist","coding-at-home.the-tourist.text":"Met de CodyRoby-kaarten kunnen twee teams elkaar uitdagen om zo snel mogelijk de reeks instructies te vinden waarmee de toerist voorbij alle monumenten komt die ze wil bezoeken","coding-at-home.the-tourist.material":"Grotere kaarten kunnen handig zijn om op de grond te spelen","coding-at-home.the-tourist.questions.content.1":"V1. Met welke reeks instructies wordt de toerist naar het standbeeld van Rafaël gebracht in het eerste voorbeeld uit de video?","coding-at-home.the-tourist.questions.content.2":"V2. Met welke reeks instructies wordt de toerist naar de Torricini van het Hertogelijk Paleis gebracht in het tweede voorbeeld uit de video?","coding-at-home.the-tourist.questions.content.3":"V3. Kun je een leuke manier bedenken om wat aan beweging te doen telkens wanneer een van de twee teams een kaart moet kiezen om toe te voegen aan het programma? Bedenk een manier door een nieuwe invalshoek uit te werken voor de estafetteloop.","coding-at-home.material2.chequered-with-labels":"speelbord met opschriften","coding-at-home.material2.cards":"24 vooruit-kaarten, 8 linksaf-kaarten en 8 rechtsaf-kaarten","coding-at-home.material2.larger-cards":"Als het spel op de grond wordt gespeeld, zijn grotere kaarten wel handig","coding-at-home.material2.video":"In de video wordt uitgelegd hoe je het spel ook zonder kaarten kan spelen","coding-at-home.material2.pieces-of-paper":"Er zijn ook 24 papieren vierkantjes nodig om al bezochte vakjes te bedekken","coding-at-home.material2.card-alternative":"In plaats van de CodyRoby-kaarten kan je ook kaarticoontjes gebruiken","coding-at-home.material2.small-drawings":"Als extraatje kunnen tekeningetjes worden gebruikt die helpen het verhaal te vertellen, zoals die uit de video.","coding-at-home.material2.rest-of-cards":"Daarnaast gebruiken we de kaarten van CodyRoby, CodyFeet of CodyColour.","coding-at-home.catch-the-robot.title":"Vang de robot","coding-at-home.catch-the-robot.text":'"Vang de robot" is een competitief bord of vloerspel tussen twee spelers of teams. De speler die de robot van de tegenspeler vangt door op het bord diens vakje te bereiken, wint. Doordat de spelers niet weten welke kaart ze trekken, moeten ze hun strategie voortdurend aanpassen.',"coding-at-home.catch-the-robot.questions.content.1":"V1. Als de roze robot (Roby) met zijn gezicht naar het noorden op het middelste vakje, C3, staat, en de roze speler 2 vooruit-kaarten, 2 linksaf-kaarten en 1 rechtsaf-kaart heeft, welke vakjes kan hij dan bereiken?","coding-at-home.the-snake.title":"De slang","coding-at-home.the-snake.text":"De slang is een soort solitaire met CodyRoby-kaarten. Het doel van het spel is met de slang alle vakjes van het bord te bezoeken zonder dat de slang in zijn eigen staart bijt.","coding-at-home.the-snake.questions.content.1":"V1. Zijn er beginvakjes van waaruit het onmogelijk is alle vakjes te bezoeken zonder in de staart van de slang te bijten?","coding-at-home.storytelling.title":"Verhalen vertellen","coding-at-home.storytelling.text":"Vandaag gaan we verhalen vertellen! Gebruik de instructies van CodyRoby, de voetafdrukken van CodyFeet en de kleuren van CodyColour om de pionnen over het bord te sturen om een verhaal te vertellen. Verspreid de verschillende delen van het verhaal over het bord.","coding-at-home.storytelling.questions.content.1":"V1. Wat helpt Roby het meest om het verhaal te vertellen?","coding-at-home.storytelling.questions.content.2":"V2. Kun je de verschillende delen van het verhaal dat je wilt vertellen zo over het bord verdelen dat het onmogelijk is ze allemaal met CodyFeet binnen te halen?","coding-at-home.two-snakes.title":"De twee slangen","coding-at-home.two-snakes.text":"Twee slangen bewegen met behulp van de CodyRoby-kaarten over het veld en proberen elkaar te blokkeren. De basisregel is eenvoudig: je kunt niet terug naar een vakje waar al een slang is geweest. De slang die het langst vrij kan bewegen is de winnaar.","coding-at-home.two-snakes.material":"CodyRoby-kaarten, een speelveld van 5 × 5, twee pionnen en stukjes papier om te markeren welke vakjes al zijn bezocht.","coding-at-home.two-snakes.questions.content.1":"V1. Als de twee spelers in de oorspronkelijke opstelling in de video geen gele kaarten trekken om naar links te draaien, welke kaarten hopen ze dan te trekken?","coding-at-home.round-trip.title":"Rondreis","coding-at-home.round-trip.text":"De teams spelen om beurten. De eerste speler plant de heenreis en de tweede speler moet Roby terugbrengen naar het beginpunt. Dat lijkt makkelijk, maar dat is niet zo, vooral als je de zetten in je hoofd plant zonder Roby echt te verplaatsen...","coding-at-home.round-trip.material":"CodyRoby-kaarten, een speelveld van 5 × 5, twee pionnen en stukjes papier om te markeren welke vakjes al zijn bezocht.","coding-at-home.round-trip.questions.content.1":"V1. Is het mogelijk dat het programma waarmee Roby terugkomt naar het beginpunt korter is (dus uit minder instructies bestaat) dan de heenreis?","coding-at-home.meeting-point.title":"Trefpunt","coding-at-home.meeting-point.text":"Deze keer plannen we onze zetten voordat we beginnen. De twee teams leggen kaarten op tafel om de reeks instructies te creëren waarmee hun respectieve robots bewegen, maar deze worden niet verplaatst tot een van de spelers “Start!” zegt. Op dat moment stoppen zij met programmeren en begint de actie. De speler die “Start!” zei, wint alleen als de twee robots, die de instructies van hun team uitvoeren, op hetzelfde vakje uitkomen.","coding-at-home.meeting-point.material":"CodyRoby-kaarten, een speelveld van 5 × 5 en twee pionnen.","coding-at-home.meeting-point.questions.content.1":"V1. Als je denkt dat het mogelijk is dat de twee robots nooit bij elkaar komen, verzin dan spelregels die alle mogelijke situaties afdekken.","coding-at-home.follow-the-music.title":"Volg de muziek","coding-at-home.follow-the-music.text":"Als de reeks programmeerinstructies zich regelmatig herhaalt, lijkt het alsof deze een ritme hebben. Als we aan elke instructie een geluid koppelen, kunnen we Roby met muziek sturen. Dat is precies wat we deze keer gaan doen. Ik maak een programma voor je met verschillende geluiden die voor verschillende instructies staan en jij verplaatst Roby over het bord door deze geluidsinstructies op te volgen.","coding-at-home.follow-the-music.material":"We hebben de CodyRoby-kaarten, het speelveld en de pion nodig en we moeten drie verschillende geluiden maken. Ik heb drie glazen met verschillende hoeveelheden water gebruikt, wat gebruik jij?","coding-at-home.follow-the-music.questions.content.1":"V1. Probeer de video te volgen en je te laten sturen door de geluiden van de glazen zonder naar de kaarten te kijken. Kun je de instructies van de geluiden herkennen en uitvoeren?","coding-at-home.follow-the-music.questions.content.2":"V2. Kies drie geluiden om aan de drie basisinstructies te koppelen. Bedenk een reeks geluiden die je eindeloos kunt herhalen zonder Roby van het speelveld te sturen...","coding-at-home.colour-everything.title":"Lekker kleuren","coding-at-home.colour-everything.text":"Kunnen we de robots zo over het bord laten lopen dat zij een tekening maken? Bij deze activiteit programmeren we pixel art, zeg maar afbeeldingen die uit blokjes bestaan, door vakjes van het bord in te kleuren, net als pixels op een scherm.","coding-at-home.colour-everything.material":"CodyRoby-kaarten, een geruit bord en een pion. Om de vakjes in te kleuren, leg je er een stukje gekleurd papier op, of je kleurt ze met een stift natuurlijk.","coding-at-home.colour-everything.questions.content.1":"Kun je de twee hartjes aan het eind van de video tekenen door de robot langs alle nodige vakjes te sturen, zonder twee keer op hetzelfde vakje te komen?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter en CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Wat is het verschil tussen een plotter en een printer? Dat ontdek je al spelend met dit programmeerspel, zonder dat je een computer nodig hebt!","coding-at-home.codyplotter-and-codyprinter.material":"naast de CodyRoby-set, heb ik een groene stift gebruikt, en van klei een robot gemaakt, maar zonder gaat het ook.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Leg uit, wat is het verschil tussen een plotter en een printer?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Wat voor tekening zou de RobyPrinter maken als hij de lijnen op het bord zou volgen volgens de commando’s aan het eind van de video?","coding-at-home.boring-pixels.title":"Saaie pixels!/Met nummers","coding-at-home.boring-pixels.text":"Als we Roby instructies geven om een vakje voor vakje, pixel voor pixel, een tekening te maken, ontdekken we dat we het een stuk interessanter kunnen maken door cijfers te gebruiken voor rijen waarin veel vakjes dezelfde kleur hebben. Computers doen precies hetzelfde...","coding-at-home.boring-pixels.material":"geruit papier, of een tekening van een vierkant bestaande uit 5 × 5 vierkantjes, en een viltstift. Om de tekening te programmeren, kun je pen en papier gebruiken.","coding-at-home.boring-pixels.questions.content.1":"Probeer een tekening van vierkantjes te maken, en programmeer dat met RLE. De tekening telt een aantal vakjes, maar in hoeveel stappen kun je dat programmeren als je RLE toepast?","coding-at-home.turning-code-into-pictures.title":"Van code naar tekening","coding-at-home.turning-code-into-pictures.text.1":"We hebben nu gezien dat we een tekening kunnen programmeren, vastleggen in code. Ik heb een tekening bedacht, en die omgezet in letters en cijfers, en die heb ik je gegeven. Bekijk nu de cijfers en letters, ontleed de code, en probeer mijn tekening na te maken.","coding-at-home.turning-code-into-pictures.text.2":"Ik zal je de tekening laten zien, maar als je de code kunt ontleden kun je hem natuurlijk zelf op papier laten verschijnen!","coding-at-home.turning-code-into-pictures.material":"papier (liefst geruit) en een pen.","coding-at-home.turning-code-into-pictures.questions.content.1":"Probeer de code te ontcijferen en maak zelf de tekening na die ik aan het eind van de video laat zien.","coding-at-home.texts.1":`De "Coding@Home" zijn korte video's met doe-het-zelf-materiaal, puzzels, boeiende spelletjes en programmeeruitdagingen voor dagelijks gebruik in het gezin en op school. Je hebt geen voorkennis van codering nodig en je hebt geen elektronische apparaten nodig om de activiteiten uit te voeren. De activiteiten zullen het digitaal denken stimuleren en de vaardigheden van leerlingen, ouders en leerkrachten thuis of op school bevorderen.`,"coding-at-home.texts.2":'De serie Coding@Home van de EU Code Week bouwt voort op het initiatief “Coding in famiglia” van de Universiteit van Urbino en de Vereniging CodeMOOCnet, in samenwerking met Rai Cultura. De activiteiten worden gepresenteerd door Alessandro Bogliolo, hoogleraar informatieverwerkingssystemen aan de Universiteit van Urbino, ambassadeur van de italiaanse EU Code Week, coördinator van alle andere ambassadeurs en lid van de raad van bestuur van de Digital Skills and Jobs Coalition,. ',"coding-at-home.texts.3":'Als je geïnteresseerd bent in meer snoerloze activiteiten of activiteiten in verschillende programmeertalen, robotica, micro:bit enz., bekijk dan de EU Code Weeks "Learning Bits" met videotutorials en lesplannen voor het basis-, lager- en hoger voortgezet onderwijs. Kijk ook op de pagina met hulpmiddelen van de EU Code Week voor leerlingen en leerkrachten ',"community.titles.0":"Gemeenschap","community.titles.1":"Ambassadeurs","community.titles.2":"Leidende leerkrachten","community.titles.3":"Edu-coördinatoren","community.titles.4":"Word vrijwilliger voor de EU-programmeerweek ","community.intro.0":"Een grote internationale gemeenschap van vrijwilligers maakt van de EU-programmeerweek een succes. Op deze pagina kunt u kennismaken met de leden in uw land.","community.intro.1":"De EU-programmeerweek wordt gedragen door ambassadeurs, leidende leerkrachten en vertegenwoordigers van ministeries van onderwijs in de EU en de landen van de Westelijke Balkan – de zogenaamde Edu-coördinatoren","community.intro.2":"Kies uw land en kom meer te weten over uw lokale gemeenschap:","community.ambassadors":"In elk land zijn de ambassadeurs van de EU-programmeerweek het belangrijkste contactpunt voor de programmeerweek. Zij dragen de visie van de programmeerweek lokaal uit. De ambassadeurs brengen mensen, bedrijven en gemeenschappen die geïnteresseerd zijn in de EU-programmeerweek met elkaar in contact. Ze moedigen organisatoren aan om activiteiten op de kaart van de programmeerweek te zetten en moedigen mensen aan deel te nemen aan de EU-programmeerweek. Daarnaast evalueren zij de activiteiten in hun land en keuren deze goed. Tot slot werken de ambassadeurs samen met hun collega’s in andere landen en komen ze regelmatig bijeen om te bespreken hoe het initiatief verder kan worden uitgebouwd.","community.leading-teachers":"De leidende leerkrachten vormen een actieve gemeenschap van meer dan 450 leerkrachten uit heel Europa. Ze brengen scholen, leerkrachten en leerlingen die willen deelnemen aan de programmeerweek met elkaar in contact en moedigen hen aan activiteiten te organiseren en ze op de kaart van de programmeerweek te zetten. De leidende leerkrachten geven in hun eigen taal webinars over professionele ontwikkeling en fungeren als referentiepunt voor andere leerkrachten in hun eigen land en in de rest van Europa. Zij promoten het initiatief ook lokaal.","community.cta":"Bent u leerkracht, dan kunt u op de kaart leidende leerkrachten in uw buurt zoeken.","community.edu":"De Edu-coördinatoren van de EU-programmeerweek zijn correspondenten in ministeries van onderwijs en andere onderwijsautoriteiten en -organisaties die deelnemen aan de EU-programmeerweek. De Edu-coördinatoren versterken het initiatief door steun te bieden aan leerkrachten en scholen in het hele land. Ze staan onder meer in contact met scholen die al deelnemen aan de EU-programmeerweek om te leren over hun beste praktijken en ervaringen uit te wisselen. Scholen die aan het initiatief willen deelnemen, worden ook ondersteund door de Edu-coördinatoren die middelen en lesmateriaal ter beschikking stellen en hen op andere mogelijkheden binnen de gemeenschap attenderen.","community.volunteer.0":"U hoeft geen officiële rol te spelen in de gemeenschap van de EU-programmeerweek om deel te nemen. Iedereen kan activiteiten organiseren, anderen lesgeven en enthousiast maken over bijvoorbeeld programmeren, robotica, hardware of 3D-printen, en hun activiteit zetten.","community.volunteer.1":"op de kaart.","community.volunteer.2":"Maar als u als vrijwilliger programmeren wilt promoten en als u gelooft in de","community.volunteer.3":"visie","community.volunteer.4":"en","community.volunteer.5":"waarden","community.volunteer.6":"van de EU-programmeerweek, kunt u een leidende leerkracht of ambassadeur worden","community.volunteer.7":"Bent u een leerkracht met een grote passie voor programmeren, kijk dan voor meer informatie over de rol en de voordelen van leidende leerkrachten","community.volunteer.8":"hier","community.volunteer.9":"U kunt zich kandidaat stellen om leidende leerkracht te worden door in te vullen. Het aantal leidende leerkrachten per land is beperkt.","community.volunteer.10":"dit onlineformulier","community.volunteer.11":"Dat betekent dat aanvragen slechts voor bepaalde specifieke landen tegelijk kunnen worden ingediend.","community.volunteer.12":"Wilt u in uw land programmeren promoten, kijk dan eens naar de","community.volunteer.13":"verantwoordelijkheden van de ambassadeurs","community.volunteer.14":"en bekijk de lijst van ambassadeurs van de EU-programmeerweek","community.volunteer.15":"Als er in uw land ambassadeurs zijn, neem dan rechtstreeks contact op met hen en ontdek hoe u het initiatief het best kunt steunen. Als er in uw land geen ambassadeur is, kunt u contact opnemen met info@codeweek.eu.","cookie.uses_cookies":"We gebruiken cookies op deze site voor een vlottere surf-ervaring","cookie.accept":"Ja, ik accepteer cookies","cookie.refuse":"Nee, ik accepteer geen cookies","cookie.cookies":"Cookies","cookie.find_out_more_on":"Lees ","cookie.how_we_use":"hoe we cookies gebruiken en hoe u uw instellingen kunt aanpassen","cookie_policy.title":"Cookiebeleid","cookie_policy.what.title":"Wat zijn cookies?","cookie_policy.what.text":"

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    `,"copyright.title":"Copyrightvermelding","copyright.training.0":"De EU Code Week-website voor scholen","copyright.training.1":"wordt ondersteund door de Europese Commissie","copyright.licence.0":"Tenzij anders vermeld, wordt de inhoud die op deze site beschikbaar wordt gesteld gelicentieerd onder een","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en","copyright.licence.2":"Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) -licentie","copyright.creative-commons":"Licentieverlening onder Creative Commons-licenties heeft op zichzelf geen invloed op het eigendom van het auteursrecht","copyright.third-party":"Inhoud van websites van derden is onderworpen aan hun eigen copyrightbeperkingen; raadpleeg de site van herkomst voor meer informatie","countries.all":"Alle landen","countries.Cloud":"Cloud","countries.Andorra":"Andorra","countries.United Arab Emirates":"Verenigde Arabische 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Barthelemy":"Saint-Barthélemy","countries.Bermuda":"Bermuda","countries.Brunei":"Brunei","countries.Bolivia":"Bolivia","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, Sint Eustatius en Saba ","countries.Brazil":"Brazilië","countries.Bahamas":"Bahama's","countries.Bhutan":"Bhutan","countries.Bouvet Island":"Bouveteiland","countries.Botswana":"Botswana","countries.Belarus":"Belarus","countries.Belize":"Belize","countries.Canada":"Canada","countries.Cocos Islands":"Cocoseilanden","countries.Democratic Republic of the Congo":"Congo (Kinshasa)","countries.Central African Republic":"Centraal-Afrikaanse Republiek","countries.Republic of the Congo":"Congo (Brazzaville)","countries.Switzerland":"Zwitserland","countries.Ivory Coast":"Ivoorkust","countries.Cook Islands":"Cookeilanden","countries.Chile":"Chili","countries.Cameroon":"Kameroen","countries.China":"China","countries.Colombia":"Colombia","countries.Costa Rica":"Costa Rica","countries.Serbia and Montenegro":"Servië en Montenegro","countries.Cuba":"Cuba","countries.Cape Verde":"Kaapverdië","countries.Curacao":"Curaçao","countries.Christmas Island":"Christmaseiland","countries.Cyprus":"Cyprus","countries.Czech Republic":"Tsjechië","countries.Germany":"Duitsland","countries.Djibouti":"Djibouti","countries.Denmark":"Denemarken","countries.Dominica":"Dominica","countries.Dominican Republic":"Dominicaanse Republiek","countries.Algeria":"Algerije","countries.Ecuador":"Ecuador","countries.Estonia":"Estland","countries.Egypt":"Egypte","countries.Western Sahara":"Westelijke Sahara","countries.Eritrea":"Eritrea","countries.Spain":"Spanje","countries.Ethiopia":"Ethiopië","countries.Finland":"Finland","countries.Fiji":"Fiji","countries.Falkland Islands":"Falklandeilanden","countries.Micronesia":"Micronesië","countries.Faroe Islands":"Faröereilanden","countries.France":"Frankrijk","countries.Gabon":"Gabon","countries.United Kingdom":"Verenigd Koninkrijk","countries.Grenada":"Grenada","countries.Georgia":"Georgië","countries.French Guiana":"Frans-Guyana","countries.Guernsey":"Guernsey","countries.Ghana":"Ghana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Groenland","countries.Gambia":"Gambia","countries.Guinea":"Guinee","countries.Guadeloupe":"Guadeloupe","countries.Equatorial Guinea":"Equatoriaal-Guinea","countries.Greece":"Griekenland","countries.South Georgia and the South Sandwich Islands":"Zuid-Georgië en de Zuidelijke Sandwicheilanden","countries.Guatemala":"Guatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Guinee-Bissau","countries.Guyana":"Guyana","countries.Hong Kong":"Hongkong","countries.Heard Island and McDonald Islands":"Heardeiland en McDonaldeilanden","countries.Honduras":"Honduras","countries.Croatia":"Kroatië","countries.Haiti":"Haďti","countries.Hungary":"Hongarije","countries.Indonesia":"Indonesië","countries.Ireland":"Ierland","countries.Israel":"Israël","countries.Isle of Man":"Man","countries.India":"India","countries.British Indian Ocean Territory":"Brits Territorium in de Indische Oceaan","countries.Iraq":"Irak","countries.Iran":"Iran","countries.Iceland":"IJsland","countries.Italy":"Italië","countries.Jersey":"Jersey","countries.Jamaica":"Jamaica","countries.Jordan":"Jordanië","countries.Japan":"Japan","countries.Kenya":"Kenia","countries.Kyrgyzstan":"Kirgizië","countries.Cambodia":"Cambodja","countries.Kiribati":"Kiribati","countries.Comoros":"Comoren","countries.Saint Kitts and Nevis":"Saint Kitts en Nevis","countries.North Korea":"Noord-Korea","countries.South Korea":"Zuid-Korea","countries.Kuwait":"Koeweit","countries.Cayman Islands":"Kaaimaneilanden","countries.Kazakhstan":"Kazachstan","countries.Laos":"Laos","countries.Lebanon":"Libanon","countries.Saint Lucia":"Saint Lucia","countries.Liechtenstein":"Liechtenstein","countries.Sri Lanka":"Sri Lanka","countries.Liberia":"Liberia","countries.Lesotho":"Lesotho","countries.Lithuania":"Litouwen","countries.Luxembourg":"Luxemburg","countries.Latvia":"Letland","countries.Libya":"Libië","countries.Morocco":"Marokko","countries.Monaco":"Monaco","countries.Moldova":"Moldavië","countries.Montenegro":"Montenegro","countries.Saint Martin":"Sint-Maarten","countries.Madagascar":"Madagascar","countries.Marshall Islands":"Marshalleilanden","countries.Macedonia":"Noord-Macedonië","countries.Mali":"Mali","countries.Myanmar":"Myanmar","countries.Mongolia":"Mongolië","countries.Macao":"Macao","countries.Northern Mariana Islands":"Noordelijke Marianen","countries.Martinique":"Martinique","countries.Mauritania":"Mauritanië","countries.Montserrat":"Montserrat","countries.Malta":"Malta","countries.Mauritius":"Mauritius","countries.Maldives":"Maldiven","countries.Malawi":"Malawi","countries.Mexico":"Mexico","countries.Malaysia":"Maleisië","countries.Mozambique":"Mozambique","countries.Namibia":"Namibië","countries.New Caledonia":"Nieuw-Caledonië","countries.Niger":"Niger","countries.Norfolk Island":"Norfolk","countries.Nigeria":"Nigeria","countries.Nicaragua":"Nicaragua","countries.Netherlands":"Nederland","countries.Norway":"Noorwegen","countries.Nepal":"Nepal","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Nieuw-Zeeland","countries.Oman":"Oman","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Frans-Polynesië","countries.Papua New Guinea":"Papoea-Nieuw-Guinea","countries.Philippines":"Filipijnen","countries.Pakistan":"Pakistan","countries.Poland":"Polen","countries.Saint Pierre and Miquelon":"Saint-Pierre en Miquelon","countries.Pitcairn":"Pitcairneilanden","countries.Puerto Rico":"Puerto Rico","countries.Palestine":"Palestina","countries.Portugal":"Portugal","countries.Palau":"Palau","countries.Paraguay":"Paraguay","countries.Qatar":"Qatar","countries.Reunion":"Réunion","countries.Romania":"Roemenië","countries.Serbia":"Servië","countries.Russia":"Rusland","countries.Rwanda":"Rwanda","countries.Saudi Arabia":"Saudi-Arabië","countries.Solomon Islands":"Salomonseilanden","countries.Seychelles":"Seychellen","countries.Sudan":"Soedan","countries.Sweden":"Zweden","countries.Singapore":"Singapore","countries.Saint Helena":"Sint Helena","countries.Slovenia":"Slovenië","countries.Svalbard and Jan Mayen":"Svalbard and Jan Mayen","countries.Slovakia":"Slovakije","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somalië","countries.Suriname":"Suriname","countries.South Sudan":"Zuid-Soedan","countries.Sao Tome and Principe":"Sao Tomé en Principe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Sint Maarten","countries.Syria":"Syrië","countries.Swaziland":"Swaziland","countries.Turks and Caicos Islands":"Turks- en Caicoseilanden","countries.Chad":"Tsjaad","countries.French Southern Territories":"Franse Zuidelijke en Antarctische Gebieden","countries.Togo":"Togo","countries.Thailand":"Thailand","countries.Tajikistan":"Tadzjikistan","countries.Tokelau":"Tokelau-eilanden","countries.East Timor":"Oost-Timor","countries.Turkmenistan":"Turkmenistan","countries.Tunisia":"Tunesië","countries.Tonga":"Tonga","countries.Turkey":"Turkije","countries.Trinidad and Tobago":"Trinidad en Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Taiwan","countries.Tanzania":"Tanzania","countries.Ukraine":"Oekraďne","countries.Uganda":"Oeganda","countries.United States Minor Outlying Islands":"Kleine afgelegen eilanden van de Verenigde Staten","countries.United States":"Verenigde Staten","countries.Uruguay":"Uruguay","countries.Uzbekistan":"Oezbekistan","countries.Vatican":"Vaticaan","countries.Saint Vincent and the Grenadines":"Saint Vincent en de Grenadines","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Britse Maagdeneilanden","countries.U.S. Virgin Islands":"Amerikaanse Maagdeneilanden","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis en Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Jemen","countries.Mayotte":"Mayotte","countries.South Africa":"Zuid-Afrika","countries.Zambia":"Zambia","countries.Zimbabwe":"Zimbabwe","cw2020.common.resources":"Wat je nodig zal hebben","cw2020.common.soundtrack":"De soundtrack van Code Week","cw2020.common.moves":"De bewegingen","cw2020.common.dance-example":"Een voorbeeld van de Code Week Dance","cw2020.common.organizer-guide":"Gids voor de organisator","cw2020.title.0":"EU Code Week","cw2020.title.1":"2020","cw2020.intro":"Dit jaar zetten we het programmeren van 10 tot 25 oktober in de kijker! Gezien de huidige gezondheidssituatie zorgen we dit jaar voor meer online activiteiten in de Code Week. We bieden leuke, nieuwe, pakkende activiteiten aan waar je vanuit huis of op school aan mee kan doen","cw2020.online-activities.title":"Uitgelichte open online activiteiten","cw2020.online-activities.subtitle.0":"Om het makkelijker te maken op afstand mee te doen met de Code Week-activiteiten hebben we een","cw2020.online-activities.subtitle.1":"kalender","cw2020.online-activities.subtitle.2":"gemaakt met alle online activiteiten","cw2020.online-activities.section1.title":"Wat is een online activiteit?","cw2020.online-activities.section1.content":"Online activiteiten kunnen alle soorten activiteiten zijn die je normaal gesproken op de Code Week-website registreert, alleen vindt nu alles online plaats. Het is de bedoeling dat het zo gemakkelijker wordt voor iedereen om mee te doen met online programmeersessies of -workshops zonder enige gezondheidsrisico's","cw2020.online-activities.section2.title":"Uitgelichte open activiteiten","cw2020.online-activities.section2.content":"Je kan jouw online activiteiten beschikbaar maken voor iedereen, als je dit zou willen. Mensen van over de hele wereld kunnen deelnemen aan open online activiteiten in het Engels of hun eigen taal. We zullen een aantal van de meest avontuurlijke open online activiteiten kiezen en zetten die in een activiteitenkalender op onze website ","cw2020.online-activities.section3.title":"Wat houdt dit in voor deelnemers","cw2020.online-activities.section3.content.0":"Tijdens Code Week kan je elke dag de","cw2020.online-activities.section3.content.1":"kalender","cw2020.online-activities.section3.content.2":"bekijken en meedoen met de activiteiten die je het meest interesseren. De onderwerpen van deze evenementen variëren van workshops over robotica, e-learning cursussen en webinars naar werkgroepen over programmeren, en nog veel meer. Dus kies wat je wilt","cw2020.dance.title":"Code week Dance","cw2020.dance.subtitle":"Wie zei dat programmeurs niet konden dansen? Om Code Week 2020 te vieren hebben we een nieuwe activiteit bedacht - de #EUCodeWeekDance challenge","cw2020.dance.section1.title":"Wie mag er meedoen?","cw2020.dance.section1.content.0":"Iedereen op scholen, waaronder leraren, en bibliotheken, maar ook programmeerclubjes, bedrijven en overheden zijn uitgenodigd om de EU-Code Week 2020 te vieren door een # CodeWeekDance activiteit te organiseren en toe te voegen aan de","cw2020.dance.section1.content.1":"Code Week-kaart","cw2020.dance.section2.title":"Hoe kan je meedoen?","cw2020.dance.section2.content":"Kies uit de vijf soorten activiteiten of bedenkter zelf één. Wat voor activiteit je ook kiest, vergeet deze niet toe te voegen aan onze kaart","cw2020.dance.activity1.title":"Programmeer een vriend of ouder — je hebt geen computer nodig","cw2020.dance.activity1.subtitle":"Met programmeren geef je commando's aan een elektronisch apparaat. Maar eigenlijk heb je helemaal geen computer nodig om te programmeren. Kies in plaats daarvan een partner - misschien een klasgenootje, een vriend, een ouder of zelfs een leraar, en geef ze instructies voor de #EUCodeWeekDance die ze precies moeten volgen ","cw2020.dance.activity1.resources.0":"Een handleiding door Code.org voor het organiseren van een unplugged dansfeestje","cw2020.dance.activity1.resources.1":"Een leerstuk over het programmeren van je mens-robot","cw2020.dance.activity2.title":"Visueel programmeren","cw2020.dance.activity2.subtitle":"Programmeer jouw Code Week Dance met Scratch. Gebruik de Code Week-personages of maak ze zelf met Scratch en programmeer ze om de #EUCodeWeekDance te doen.","cw2020.dance.activity2.resources.0":"Een voorbeeld van een Scratch #EUCodeWeekDance project","cw2020.dance.activity2.resources.1":"De Code Week-personages","cw2020.dance.activity2.resources.2":"Een handleiding door Code.org voor het animeren van een personage","cw2020.dance.activity2.resources.3":"Een handleiding door Code.org voor het organiseren van jouw dansfeestje","cw2020.dance.activity2.resources.4":"Deel jouw project met ons in de Scratch Studio.","cw2020.dance.activity3.title":"Programmeren met tekst","cw2020.dance.activity3.subtitle":"Maak jouw #EUCodeWeekDance liedje in Python of JavaScript met behulp van muziekprogrammeerplatforms zoals EarSketch of Sonic Pi","cw2020.dance.activity3.resources.0":"Een snelcursus muziek maken met EarSketch ”","cw2020.dance.activity3.resources.1":"Een snelcursus muziek maken met Sonic Pi","cw2020.dance.activity4.title":"Robotica","cw2020.dance.activity4.subtitle":"Programmeer jouw robot om instructies op te volgen en de Code Week Dance uit te voeren","cw2020.dance.activity4.resources.0":"Een snelcursus programmeren van robots","cw2020.dance.activity5.title":"Live Dance Challenge","cw2020.dance.activity5.subtitle":"Neem een video van jezelf, jouw team of jouw robot die de #EUCodeWeekDance doet, en deel de video op Instagram met de kans om viraal te gaan en Code Week-goodies te winnen! Heb je interesse? Volg deze stappen:","cw2020.dance.activity5.resources.0":"Neem de video op in je Instagram-verhaal","cw2020.dance.activity5.resources.1":"Volg","cw2020.dance.activity5.resources.2":"@CodeWeekEU op Instagram","cw2020.dance.activity5.resources.3":"Noem @CodeWeekEU in jouw verhaal met het dansje en gebruik de hashtag #EUCodeWeekDance","cw2020.dance.outro.0":"Er zullen elke dag winnaars worden geselecteerd. Deze worden bekend gemaakt via onze Instagram-verhaal, dus vergeet niet om regelmatig je meldingen te bekijken, misschien heb je vandaag wel geluk","cw2020.dance.outro.1":"De #EUCodeWeekDance is gebaseerd op de","cw2020.dance.outro.2":"Ode to Code","cw2020.dance.outro.3":"gecomponeerd door Brendan Paolini, en de dans is ontwikkeld door Bianca Maria Berardi in 2015, geïnspireerd door een idee van Alessandro Bogliolo, Professor of Computer Systems aan de Universiteit van Urbino","cw2020.treasure-hunt.title":"Code Week-schattenzoektocht","cw2020.treasure-hunt.subtitle.0":"Dit is een spel op Telegram dat makkelijk genoeg is voor beginners en tegelijkertijd uitdagend genoeg voor ervaren spelers","cw2020.treasure-hunt.subtitle.1":"De Code Week-schattenzoektocht","cw2020.treasure-hunt.subtitle.2":"kan je het beste spelen achter de desktop of laptop, met een mobiele telefoon in de hand. In het spel moet je programmeerpuzzels oplossen en word je door de geschiedenis van programmeren, computerwetenschap en technologie in Europa heen geleid","cw2020.treasure-hunt.section.title":"Dit heb je nodig om het te spelen","cw2020.treasure-hunt.section.content.0":"Download de Telegram-app. Die is beschikbaar voor","cw2020.treasure-hunt.section.content.1":"Desktop","cw2020.treasure-hunt.section.content.2":"Je kan het spel spelen op jouw desktop, laptop of smartphone. We raden aan om het op de computer te spelen zodat je de instructies kan krijgen en via de Telegram-app op je telefoon de programmeerpuzzels op kan lossen","cw2020.treasure-hunt.section.content.3":"Om te beginnen","cw2020.treasure-hunt.section.content.4":"open je het spel","cw2020.treasure-hunt.section.content.5":"en scan je de QR-code, die brengt je naar de Telegram-app en daar vind je de eerste reeks instructies","cw2020.treasure-hunt.section.content.6":"Om te winnen moet je 10 programmeerpuzzels oplossen en 10 locaties op de kaart van Europa vinden die te maken hebben met de opkomst van codering en technologie","cw2020.treasure-hunt.section.content.7":"Als je het spel hebt voltooid, deel dan je score met jouw vrienden via de hashtag #EUCodeWeek en daag ze uit om ook te spelen en te leren over de geschiedenis van programmeren. Laten we kijken wie de hoogste scores behaalt","cw2020.treasure-hunt.section.content.8":"De Code Week-schattenzoektocht is de virtuele versie van de oorspronkelijke EU Code Week-schattenzoektocht die voor het eerst werd opgezet door Alessandro Bogliolo, Professor of Computer Systems aan de Universiteit van Urbino. Als je meer over zijn oorspronkelijke spel wil weten, kijk dan op onze","cw2020.treasure-hunt.section.content.9":"blog","cw2020.kick-off.title":"Start-evenement: 8 oktober 2020","cw2020.kick-off.content.0":"Code Week 2020 begint op 8 oktober om 17:00 uur plaatselijke tijd Amsterdam/Brussel. Het evenement zal worden uitgezonden via Facebook Live, Instagram TV en YouTube Live","cw2020.kick-off.content.1":"Onze spannende line-up bevat de volgende gastsprekers","cw2020.kick-off.content.2":"EU-commissaris voor Interne Markt","cw2020.kick-off.content.3":"EU-commissaris voor Innovatie, Onderzoek, Cultuur, Onderwijs en Jeugdzaken","cw2020.kick-off.content.4":"maker van Scratch en Professor of Learning Research bij het MIT Media Lab","cw2020.kick-off.content.5":"auteur en illustrator van Hello Ruby","cw2020.kick-off.content.6":"en","cw2020.kick-off.content.7":"voorzitter van de Franse non-profitorganisatie E-MMA die genderdiversiteit in technologie voorthelpt","cw2020.kick-off.content.8":"En als dit nog niet genoeg is, laat het team van Code Week ook nieuwe websitefuncties, hulpbronnen en challenges zien","cw2020.kick-off.content.9":"professor of Computer Systems aan de Universiteit van Urbino en coördinator van de","cw2020.kick-off.content.10":"Code Week-ambassadeurs","cw2020.kick-off.content.11":"zal je meer vertellen over de virtuele schattenzoektocht van Code Week","cw2020.kick-off.content.12":"En xxx zal je informatie geven over de nieuwe #EUCodeWeekDance-challenge","cw2020.kick-off.content.13":"We zullen ook contact onderhouden met scholen en leerlingen uit heel Europa die hun programmeerverhalen zullen delen en ideeën uit kunnen wisselen met de gastsprekers","cw2020.kick-off.content.14":"Je krijgt ook de kans om jouw gedachten en ideeën te delen, en om vragen te stellen. Daar hoef je alleen onze livestream voor te kijken","cw2020.kick-off.content.15":"of","cw2020.kick-off.content.16":"op 8 oktober 2020 om 17:00-18.30 MET te reageren of tweeten met de #EUCodeWeek hashtag","cw2020.get-involved.title":"Hoe je mee kan doen","cw2020.get-involved.subtitle":"Kan je niet wachten om te beginnen met programmeren? Als je lid wil worden van onze EU Code Week Community maar je weet niet waar je moet beginnen, kijk dan naar deze hulpmiddelen die je kunnen helpen, net op tijd voor ons jaarlijkse evenement in oktober","cw2020.get-involved.content.0":"Aan de slag met Code Week","cw2020.get-involved.content.1":"Hoe je een Code Week activiteit toevoegt","cw2020.get-involved.content.2":"Leerpakketjes","cw2020.get-involved.content.3":"Deep Dive MOOC (online cursus)","cw2020.get-involved.content.4":"Coding@Home filmpjes","edit.title":"Bewerk je #EUCodeWeek-evenement","edit.required_fields":"Verplichte velden zijn gemarkeerd met een sterretje (*). Je kunt de vermelding van het evenement ook in je lokale taal toevoegen.","edit.description":"Beschrijving","edit.audience":"Doelgroep","edit.theme":"Thema","edit.location":"Locatie","edit.website":"Website","edit.contact":"Contactpersoon","edit.tags":"Tags","edit.image":"Afbeelding","edit.help":"Grotere afbeeldingen worden verkleind tot 256 x 512 pixels. De maximale uploadgrootte is 256 x 1024.","edit.aspect":"Welk aspect van programmeren komt aan bod tijdens jouw evenement?","edit.address":"Typ een adres of klik op de kaart hieronder om een ?locatie in te stellen.","edit.privacy_disclaimer.header":"Jouw contactgegevens","edit.privacy_disclaimer.text_1":"Deze informatie is alleen zichtbaar voor ","edit.privacy_disclaimer.link_1":"Ambassadeurs van de EU-Programmeerweek","edit.privacy_disclaimer.text_2":" en organisatoren van de Programmeerweek. Zij controleren je evenement voordat het op de kaart verschijnt en het is mogelijk dat ze contact met je opnemen als de informatie moet worden gewijzigd of om je een enquęte voor statistische doeleinden te sturen na het evenement.","edit.privacy_disclaimer.contact_email":"E-mailadres van je contactpersoon","edit.edit":"Evenement bewerken","event.main_title":"Voeg jouw #EUCodeWeek-evenement toe","event.button":"Evenement toevoegen","event.howto":"Je eigen evenement organiseren","event.required":"Verplichte velden zijn gemarkeerd met een sterretje (*). Je kunt de vermelding van het evenement ook in je lokale taal toevoegen.","event.audience_title":"Doelgroep","event.theme_title":"Thema","event.scoreboard_by_country":"scorebord","event.get_involved":"Meedoen","event.organize_or_support_events":"Organiseer of ondersteun evenementen in jouw gemeente","event.or_contact_your":"of neem contact op met je","event.eu_code_week_ambassadors":"Ambassadeurs van de EU-Programmeerweek","event.show_events_for":"Evenementen weergeven voor ","event.who":"Voor wie is het evenement bedoeld?","event.tags":"Tags","event.image":"Afbeelding","event.start.label":"Begindatum","event.start.placeholder":"Wanneer begint de activiteit?","event.end.label":"Einddatum","event.end.placeholder":"Wanneer eindigt de activiteit?","event.organizer.label":"Naam van de organisatie","event.organizer.placeholder":"Organisatie waar je werkt of vrijwilligerswerk doet","event.website.label":"Website van de organisator","event.website.placeholder":"Heb je een website met meer informatie?","event.description.label":"Beschrijving","event.description.placeholder":"Beschrijf kort de geplande activiteit.","event.contact.label":"E-mail contactpersoon","event.contact.placeholder":"Dit e-mailadres wordt gebruikt voor belangrijke correspondentie over de EU-Programmeerweek","event.contact.explanation":"Het e-mailadres van je contactpersoon zal alleen zichtbaar zijn voor de Ambassadeurs van de EU-Programmeerweek en organisatoren van de Programmeerweek. Zij controleren je evenement voordat het op de kaart verschijnt en het is mogelijk dat ze contact met je opnemen als de informatie moet worden gewijzigd of om je een enquęte voor statistische doeleinden te sturen na het evenement.","event.public.label":"Openbare e-mail","event.public.placeholder":"Wil je een e-mailadres van een contactpersoon weergeven?","event.title.label":"Titel activiteit","event.title.placeholder":"Wat is de naam van de activiteit?","event.address.label":"Adres","event.address.placeholder":"Waar vindt de activiteit plaats?","event.organizertype.label":"Type organisatie","event.organizertype.placeholder":"Selecteer het type organisator","event.organizertype.school":"School","event.organizertype.library":"Bibliotheek","event.organizertype.non profit":"Vereniging zonder winstoogmerk","event.organizertype.private business":"Privébedrijf","event.organizertype.other":"Overige","event.audience.Pre-school children":"Kleuters","event.audience.Elementary school students":"Scholieren van de basisschool","event.audience.High school students":"Scholieren van de middelbare school","event.audience.Graduate students":"Studenten","event.audience.Post graduate students":"Postdoctorale studenten","event.audience.Employed adults":"Werkende volwassenen","event.audience.Unemployed adults":"Werkloze volwassenen","event.audience.Other (see description)":"Overige (zie beschrijving)","event.audience.Teachers":"Leraren","event.theme.Basic programming concepts":"Basisconcepten voor programmeren","event.theme.Web development":"Webontwikkeling","event.theme.Mobile app development":"Ontwikkeling van mobiele apps","event.theme.Software development":"Software ontwikkeling","event.theme.Data manipulation and visualisation":"Gegevensmanipulatie en visualisatie","event.theme.Robotics":"Robotica","event.theme.Hardware":"Hardware","event.theme.Other":"Overige","event.theme.Unplugged activities":"Activiteiten zonder computer","event.theme.Playful coding activities":"Speelse programmeeractiviteiten","event.theme.Art and creativity":"Kunst en creativiteit","event.theme.Visual/Block programming":"Visueel programmeren/programmeren met blokken","event.theme.Game design":"Ontwerp van games","event.theme.Internet of things and wearable computing":"Internet of things en wearable computing","event.theme.3D printing":"3D printen","event.theme.Augmented reality":"Augmented reality","event.theme.Artificial intelligence":"Kunstmatige intelligentie","event.theme.Motivation and awareness raising":"Motivatie en bewustzijn","event.theme.Promoting diversity":"Bevordering van diversiteit","event.codeweek_for_all_participation_code.title":"CODE WEEK 4 ALL-CODE","event.codeweek_for_all_participation_code.explanation":"Als je een Code Week 4 All-code hebt ontvangen van een schoolcollega of een vriend plak je deze hier; anders laat je dit veld leeg. Er is meer info over Code Week 4 All beschikbaar","event.codeweek_for_all_participation_code.link":"hier","event.thanks_page.title":"Bedankt voor het toevoegen van je evenement!","event.thanks_page.phrase1":"Een van onze lokale ambassadeurs zal je evenement nu controleren","event.thanks_page.phrase2":"en nakijken of alles in orde is.","event.thanks_page.phrase3":"Als je vragen hebt, neem dan contact op met een van onze","event.thanks_page.phrase4":"nationale ambassadeurs","event.thanks_page.phrase5":"of stuur ons een","event.thanks_page.phrase6":"e-mail","event.thanks_page.phrase7":"Je kunt je Code Week 4 All-code delen met andere mensen:","event.activitytype.label":"Type activiteit","event.activitytype.placeholder":"","event.activitytype.open-online":"Online activiteit - open voor iedereen","event.activitytype.invite-online":"Online activiteit - alleen met uitnodiging","event.activitytype.open-in-person":"Offline activiteit - open voor iedereen","event.activitytype.invite-in-person":"Offline activiteit - alleen met uitnodiging","event.privacy":"Ik heb de privacyverklaring die in dit document beschreven staat gelezen en ga ermee akkoord.","event.country":"Land","event.loading":"Aan het laden...","event.add_activity":"Activiteit toevoegen","event.edit_activity":"Activiteit bewerken","event.update_activity":"Activiteit bijwerken","event.delete_activity":"Activiteit verwijderen","event.total_pending_events":"Totaal van aankomende evenementen:","event.no_pending_events":"Geen aankomend evenement gevonden voor","event.all_countries":"Alle landen","event.current_status":"Huidige status","event.actions":"Acties","event.certificate_ready":"Je Programmeerweek-certificaat is klaar. Je kunt het downloaden of rechtstreeks delen.","event.view_your_certificate":"Je certificaat hier bekijken","event.submit_event_and_report":"Dien een melding voor dit evenement in en vraag je Programmeerweek-certificaat aan.","event.report_and_claim":"Evenement melden en certificaat aanvragen","eventdetails.organised_by":"Georganiseerd door: ","eventdetails.contact_email":"E-mailadres van contactpersoon: ","eventdetails.happening_at":"Vindt plaats in: ","eventdetails.from":"Van ","eventdetails.to":" tot ","eventdetails.description":"Beschrijving: ","eventdetails.more_info":"Meer informatie: ","eventdetails.audience":"Dit evenement is voor: ","eventdetails.themes":"Hoofdthema’s: ","eventdetails.tags":"Tags: ","eventdetails.share":"Deel het evenement: ","eventdetails.email.tooltip":"Klik om dit naar een vriend te e-mailen","eventdetails.email.subject":"Kijk eens naar dit geweldige programmeerevenement","eventdetails.email.body_1":"Hallo, kijk eens naar ","eventdetails.email.body_2":"evenement om ","eventdetails.edit":"Evenement bewerken","eventdetails.note":"OPMERKING: ","eventdetails.pending_warning":"Deze gebeurtenis wordt nog beoordeeld door ","eventdetails.pending_link":"moderatoren","eventdetails.nearby_upcoming_events":"Aankomende evenementen in de buurt:","eventreports.reports_by":"Evenementen die nog zullen worden gemeld door ","eventreports.no_reports":"Er zijn nog geen evenementen die moeten worden gemeld.","eventreports.report":`De onderstaande evenementen zijn gestart of zijn al voltooid. Vul een paar cijfers voor - het evenement in voor statistische doeleinden en vraag je deelnamecertificaat voor de Programmeerweek aan. Je - krijgt één certificaat per evenement.`,"guide.title":"Gids","guide.organise_activity":"Organiseer je eigen activiteit met #EUCodeWeek","guide.register_activity":"Meld je activiteit hier aan","guide.what.title":"Wat is de EU-programmeerweek?","guide.what.content":'

    De EU-programmeerweek is een burgerinitiatief dat door vrijwilligers georganiseerd wordt met steun van de Europese Commissie. Iedereen - scholen, leerkrachten, bibliotheken, programmeerclubs, bedrijven en overheidsinstellingen - kan een #EUCodeWeek-activiteit organiseren en dit op de kaart van codeweek.eu zetten.

    ',"guide.what_you_need_organise.title":"Wat heb je nodig om een activiteit te organiseren?","guide.what_you_need_organise.items.1":"Een groep mensen die graag willen leren. Bijvoorbeeld je vrienden, kinderen, tieners, volwassen collega’s, kennissen, ouders of grootouders. Vergeet niet dat twee mensen samen al een groep vormen!","guide.what_you_need_organise.items.2":"Leerkrachten of trainers die bekend zijn programmeren en die weten hoe ze anderen moeten onderwijzen en inspireren. Het aantal hangt af van het soort evenement en de omvang ervan.","guide.what_you_need_organise.items.3":"Een plek om te leren. Klaslokalen, bibliotheken, vergaderzalen en verschillende openbare ruimten zijn allemaal fantastische locaties voor evenementen.","guide.what_you_need_organise.items.4":"Computers en een internetverbinding. Afhankelijk van je doelgroep kan deelnemers gevraagd worden een eigen laptop mee te nemen.","guide.what_you_need_organise.items.5":'Programmeren zonder snoeren. Je hebt niet per se computers en een internetverbinding nodig om mensen als een computer te leren denken. Kijk maar eens naar onze Unplugged leerbits en ga aan de slag.',"guide.what_you_need_organise.items.6":`Lesmateriaal. Laat deelnemers zien hoe leuk het kan zijn om zelf iets nieuws te maken. Bekijk onze pagina met bronnen en leerbits met video tutorials en lesplannen en pas ze aan aan de behoeften van je groep.`,"guide.what_you_need_organise.items.7":`Een methode om deelnemers te registreren. Als je maar beperkte ruimte tot je beschikking hebt, gebruik dan online tools zoals Google Formulieren en Eventbrite om deelnemers te registreren.`,"guide.what_you_need_organise.items.8":'Zet je evenement ook op de kaart van de programmeerweek!',"guide.how_to.title":"Hoe organiseer je een activiteit?","guide.how_to.items.1":"Hoe je programmeerevenement eruit ziet, is helemaal aan jou. We adviseren je wel om wat praktische oefentijd in te plannen, waarin deelnemers zelf iets kunnen maken of wat kunnen experimenteren met hardware.","guide.how_to.items.2":'Maak gebruik van tools en technologieën die geschikt zijn voor je doelgroep. We adviseren gebruik te maken van open source materiaal dat vrij beschikbaar is.',"guide.how_to.items.3":"Zorg dat deelnemers aan het eind van je evenement aan elkaar laten zien wat ze hebben gemaakt.","guide.how_to.items.4":`Zegt het voort! Promoot wat je tijdens je activiteit hebt gedaan en deel het op sociale media met behulp van de hashtag #EUCodeWeek. Deel het ook in de lerarengroep van de EU-programmeerweek en op Twitter (@CodeWeekEU). Praat met je vrienden, mede-onderwijzers, de lokale pers en maak een persbericht!`,"guide.how_to.items.5":'Vergeet niet je activiteit toe te voegen aan de kaart van de programmeerweek!',"guide.material.title":"Promotiemateriaal","guide.material.text":'

    Bekijk onze blog voor de laatste informatie en pas het laatste persbericht naar behoeften aan of schrijf je eigen persbericht:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Voorbereiding van de EU-programmeerweek 2019 gaat van start (beschikbaar in 29 talen)',"guide.toolkits.title":"Download de volgende toolkits om aan de slag te kunnen:","guide.toolkits.communication_toolkit":"Communicatie-toolkit","guide.toolkits.teachers_toolkit":"Leraren-toolkit","guide.questions.title":"Vragen?","guide.questions.content":'

    Heb je vragen over het opzetten en promoten van je eigen #EUCodeWeek-evenement? Neem dan contact op met een van de ambassadeurs van de EU-programmeerweek in jouw land.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Breng je ideeën tot leven!","hackathons.sections.1.title":"Zes hackathons, zes uitdagingen","hackathons.sections.1.content.1":"Woon jij in Griekenland, Letland, Ierland, Italië, Roemenië of Slovenië? Ben je creatief, ambitieus en geïnteresseerd in de toekomst van technologie? Dit is jouw kans! Doe mee aan een van de hackathons van de EU-programmeerweek #EUCodeWeek en ontwikkel een innovatieve oplossing die mee de technologische revolutie op gang brengt!","hackathons.sections.1.content.2":"De EU-programmeerweek 2021 omvat zes bijzondere hackathons voor leerlingen van 15-19 jaar uit het secundair onderwijs, die teams vormen en samen hun programmeervaardigheden inzetten om lokale problemen op te lossen. Na 24 uur hacken stelt elk team zijn ideeën voor aan een panel van experts, die 10 teams selecteren voor de finale. Alle teams krijgen evenveel tijd, middelen en toegang tot mentors en expertise om de uitdaging tot een goed einde te brengen, maar slechts 10 van hen krijgen de kans om in de volgende ronde hun prototype te ontwikkelen, door experts gecoacht te worden en in het najaar deel te nemen aan de hackathonfinale. Tijdens de finale strijden de teams om coole IT-uitrusting en een kans om hun prototype met de steun van mentors en coaches verder uit te werken.","hackathons.sections.2.title":"Hoe kan ik meedoen?","hackathons.sections.2.content.1":"Selecteer de hackathon in jouw land en registreer je in enkele eenvoudige stappen. Je kunt je solo inschrijven, of met een team van 6 personen. Als je met vrienden of klasgenoten deelneemt, vergeet dan niet om je team een naam te geven. De inschrijvingen voor elke hackathon verlopen apart, dus volg de hackathon in jouw land op de voet!","hackathons.sections.3.title":"Wie zijn de organisatoren?","hackathons.sections.3.content.1":"De EU-programmeerweek hackathons worden mede georganiseerd door de Europese Commissie en lokale EU-","hackathons.sections.3.content.2":"programmeerweek-ambassadeurs","hackathons.sections.3.content.3":", en worden gefinancierd door het Europees Parlement. Het is de bedoeling om te laten zien hoe met behulp van de creativiteit, het enthousiasme, de vernieuwende ideeën en de programmeervaardigheden van jongeren concrete oplossingen tot leven komen.","hackathons.sections.4.title":"Hoe ziet een hackathon eruit?","hackathons.sections.4.content.1":"De hackathon van de EU-programmeerweek begint met een online hackathon van 24 uur. Ervaren mentors helpen de teams op weg, en er zullen workshops zijn om de deelnemers op een leuke manier nieuwe vaardigheden bij te brengen. De hackathon is voor de deelnemers ook een perfecte kans om een netwerk uit te bouwen en kennis te maken met mensen in de Europese tech-sector. Aan het einde van de hackathon stelt elk team zijn oplossing voor aan een vakjury.","hackathons.sections.4.content.2":"Voor de tien beste teams is de hackathon nog niet afgelopen: zij krijgen de hele zomer training en coaching. In september of oktober nemen de winnaars dan deel aan een 12 uur lange face-to-face hackathon (die online zal doorgaan als de gezondheidssituatie op dat moment geen fysiek evenement toelaat).","hackathons.sections.5.title":"Ik heb geen programmeerervaring – wat kan ik doen?","hackathons.sections.5.content.1":"Tegelijkertijd met de hackathon zijn er workshops voor beginners op het gebied van programmeren, en is er voor deelnemers gelegenheid om te knutselen met hardware, robotica, enzovoort om de basisbeginselen van computationeel denken en programmeren onder de knie te krijgen. Ga naar jouw lokale pagina voor meer informatie over hoe je je kunt aanmelden.","hackathons.sections.6.title":"Partners","hackathons.sections.7.title":"Doe mee!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Roemenië","hackathons.cities.1.date":"25-26 september 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Ierland","hackathons.cities.2.date":"23-24 september 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Italië","hackathons.cities.3.date":"24-25 september 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Griekenland","hackathons.cities.4.date":"9 oktober 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Slovenië","hackathons.cities.5.date":"18-19 september 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Letland","hackathons.cities.6.date":"1 oktober 2021","hackathons.final.1":"Finale in","hackathons.final.2":"september/oktober 2021","home.about":"De EU-programmeerweek is een burgerinitiatief dat erop is gericht om programmeren en digitale vaardigheden op een leuke, aantrekkelijke manier voor iedereen bereikbaar te maken.","home.when":"14 - 27 oktober 2024","home.when_text":"Leren programmeren helpt ons de snel veranderende wereld om ons heen te begrijpen, ons begrip van de werking van technologie te vergroten en vaardigheden en mogelijkheden te ontwikkelen om nieuwe ideeën te ontdekken en te innoveren.","home.school_banner_title":"Doe mee!","home.school_banner_text":"Ben je een leraar?","home.school_banner_text2":"Klik hier voor meer informatie over hoe je kunt meedoen!","home.organize_activity_title":"Organiseer of doe mee met een activiteit","home.organize_activity_text":'Iedereen mag een activiteit organiseren of met ?een activiteit meedoen. Kies gewoon een onderwerp en doelgroep en zet je activiteit op de kaart, of blader door evenementen in je regio.',"home.get_started_title":"Aan de slag","home.get_started_text":'Weet je niet precies hoe je aan de slag gaat? Neem een kijkje op de how-to pagina en download onze toolkits voor organisatoren om aan de slag te gaan en de boodschap te verspreiden.',"home.access_resources_title":"Toegang tot hulpmiddelen en training","home.access_resources_text":'Als je niet weet hoe je een activiteit moet organiseren, bezoek dan onze leermiddelenpagina en blader door het trainingsmateriaal met leerbits voor begeleiding en op maat gesneden lesplannen.',"locations.title":"Activiteitenlocaties","locations.description.0":"Selecteer een locatie voor uw volgende activiteit uit de onderstaande lijst OF registreer een nieuwe locatie via","locations.description.1":"activiteit creëren","login.login":"Aanmelden","login.register":"Registreren","login.github":"Aanmelden met Github","login.twitter":"Aanmelden met Twitter","login.facebook":"Aanmelden met Facebook","login.google":"Aanmelden met Google","login.azure":"Aanmelden met Azure","login.email":"E-mail","login.password":"Wachtwoord","login.remember":"Onthoud mijn gegevens","login.forgotten_password":"Ben je je wachtwoord vergeten?","login.no_account":"Heb je geen account?","login.signup":"Meld je aan","login.reset":"Je wachtwoord opnieuw instellen","login.send_password":"Link voor het opnieuw instellen van wachtwoord verzenden","login.confirm_password":"Wachtwoord bevestigen","login.name":"naam","menu.learn":"Leren","menu.teach":"Onderwijzen","menu.training":"Vorming","menu.toolkits":"Presentaties en Toolkits","menu.why":"WAAROM","menu.home":"Start","menu.events":"Activiteiten","menu.ambassadors":"Ambassadeurs","menu.resources":"Hulpmiddelen","menu.schools":"Scholen","menu.about":"Over","menu.blog":"Blog","menu.news":"Nieuws","menu.search":"Typ en druk op Enter...","menu.map":"Kaart","menu.add_event":"Evenement toevoegen","menu.search_event":"Evenementen zoeken","menu.hello":"Hallo","menu.profile":"Profiel","menu.pending":"Aankomende evenementen","menu.your_events":"Mijn activiteiten","menu.your_certificates":"Mijn certificaten","menu.report":"meld jouw activiteiten","menu.volunteers":"Vrijwilligers","menu.logout":"Afmelden","menu.signin":"Aanmelden","menu.privacy":"Privacy","menu.participation":"Deelnamecertificaat","menu.values":"Onze waardes","menu.featured_activities":"Uitgelichte activiteiten","menu.codeweek2020":"Editie 2020","mooc.free-online-courses":"Gratis online cursussen","mooc.intro":"De EU-codeweek biedt mogelijkheden voor professionele ontwikkeling in de vorm van online cursussen. Het doel is om de leerkrachten te ondersteunen om programmeren en digitaal denken in het klaslokaal te brengen.","mooc.icebreaker.title":'De inleidende "ijsbreker"-cursus',"mooc.icebreaker.text.0":"De","mooc.icebreaker.text.1":"EU Code Week-ijsbrekercursus","mooc.icebreaker.text.2":"is een vijf uur durende cursus in het Engels die zich richt op iedereen die geïnteresseerd is in de basisprincipes van programmeren en digitaal denken. De deelnemers leren hoe ze nieuwsgierigheid en een innovatieve geest bij jongeren kunnen opwekken en hen tegelijkertijd in staat stellen om digitale scheppers te worden. De cursus helpt deelnemers om de voordelen en relevantie van digitaal denken en programmeren in ons dagelijks leven te ontdekken. Hij biedt ook ideeën, gratis trainingsmateriaal en middelen om leuke en educatieve activiteiten voor kinderen te organiseren, altijd en overal - vooral tijdens Code Week.","mooc.icebreaker.text.3":"U hebt geen eerdere ervaring of kennis over programmeren nodig om aan deze cursus deel te kunnen nemen, alleen een nieuwsgierige instelling. ","mooc.icebreaker.registration.0":"U kunt zich hier","mooc.icebreaker.registration.1":"inschrijven voor de cursus, die plaatsvindt tussen 16 september en 30 oktober 2020. Houd er rekening mee dat u een account moet aanmaken in de European Schoolnet Academy om u te kunnen aanmelden. ","mooc.icebreaker.check-out":"Bekijk de editie van 2019.","mooc.deep-dive.title":'De diepgaande "Deep Dive"-cursus',"mooc.deep-dive.text.0":"De online EU Code Week Deep Dive cursus is een vijfentwintig uur durende cursus in het Engels die docenten de mogelijkheid biedt om vertrouwd te raken met de programmeerprincipes en de kennis en het vertrouwen te krijgen om eenvoudige en leuke, interactieve programmeeractiviteiten met hun studenten te organiseren. Docenten ontdekken de gratis","mooc.deep-dive.text.1":"middelen","mooc.deep-dive.text.2":"en het trainingsmateriaal van EU Code Week, die in 29 talen beschikbaar zijn, en bepaalde aspecten van programmeren, zoals digitaal denken, snoerloze activiteiten en de eindeloze mogelijkheden van robotica, knutselen en maken, visuele programmeertalen, het maken van apps en nog veel meer.","mooc.deep-dive.course-link":"Bekijk de “Deep dive”-cursus van 2019","mooc.social-media.0":"Volg","mooc.social-media.1":"EU Code Week op sociale media","mooc.social-media.2":"om te weten te komen wanneer de volgende cursus van start gaat","myevents.created_by":"Alle evenementen gemaakt door ","myevents.no_events.first_call_to_action":"Je hebt nog geen evenementen toegevoegd. Je kunt er ","myevents.no_events.first_link":"nu een toevoegen","myevents.no_events.second_call_to_action":"of lees onze ","myevents.no_events.second_link":"gids voor organisatoren","myevents.view":"Bekijken","myevents.status.APPROVED":"GOEDGEKEURD","myevents.status.REJECTED":"GEWEIGERD","myevents.status.PENDING":"IN BEHANDELING","myevents.status.REPORTED":"GEMELD","pagination.previous":"Vorige","pagination.next":"Volgende","participation.title":"Deelnamecertificaten aanmaken voor je klas","participation.phrase1":"Vul het formulier in met de namen van je leerlingen gescheiden door een komma en je ontvangt de individuele certificaten van deelname.","participation.names.label":"Namen voor certificaat","participation.names.help":"Gebruik een komma tussen de naam van elke deelnemer","participation.event_name.label":"Naam activiteit","participation.event_name.help":"De naam van je activiteit die op het certificaat wordt afgedrukt","participation.event_date.label":"Datum activiteit","participation.event_date.help":"De datum van je activiteit die op het certificaat wordt afgedrukt","participation.submit":"Certificaten aanmaken","participation.thanks_page.title":"Je certificaten zijn aangemaakt!","participation.thanks_page.phrase1":"Klik op deze link om het zip-bestand met alle certificaten te downloaden","passwords.password":"Wachtwoorden moeten uit minimaal zes tekens bestaan en overeenstemmen met de bevestiging.","passwords.reset":"Je wachtwoord is opnieuw ingesteld!","passwords.sent":"We hebben je link voor het opnieuw instellen van je wachtwoord per e-mail verzonden!","passwords.token":"Dit wachtwoordherstel-token is ongeldig.","passwords.user":"We kunnen geen gebruiker met dat e-mailadres vinden.","privacy-statement-contact.subtitle":"Deze privacyverklaring geeft informatie over de verwerking en de bescherming van uw persoonsgegevens.","privacy-statement-contact.processing-operation.0":"Verwerking","privacy-statement-contact.processing-operation.1":"beheer van Code Week Ambassadors, Leading Teachers en de registratie van activiteiten op de website","privacy-statement-contact.data-processors.0":"Verwerkers","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. en EUN Partnership AISBL (het Europese Scholen Netwerk), info@codeweek.eu","privacy-statement-contact.1-intro.0":"De informatie met betrekking tot de verwerking van persoonsgegevens voor het beheer van Code Week Ambassadors, Leading Teachers en de registratie van activiteiten op de website.","privacy-statement-contact.3-legal_process.0":'Rechtmatigheid van de verwerking: Eenheid G.2 verzamelt, bewaart en publiceert uw persoonsgegevens, omdat u uw uitdrukkelijke toestemming hebt gegeven door een vakje aan te kruisen toen u zich aanmeldde om Code Week Ambassador of Leading Teacher te worden of toen u een verzoek indiende om een evenement aan te melden op EU Code Week.',"privacy-statement-contact.4-collect_data.0":"De persoonsgegevens die verplicht worden verzameld voor Ambassadors en Leading Teachers zijn:","privacy-statement-contact.4-collect_data.1":"naam","privacy-statement-contact.4-collect_data.2":"e-mailadres","privacy-statement-contact.4-collect_data.3":"wachtwoord","privacy-statement-contact.4-collect_data.4":"afbeelding","privacy-statement-contact.4-collect_data.5":"biografie","privacy-statement-contact.4-collect_data.6":"titel","privacy-statement-contact.4-collect_data.7":"expertisegebied voor Leading Teachers.","privacy-statement-contact.4-collect_data.8":"Als u een activiteit aanmeldt, worden de volgende persoonsgegevens verplicht verzameld:","privacy-statement-contact.4-collect_data.9":"naam van de organisatie","privacy-statement-contact.4-collect_data.10":"soort organisatie","privacy-statement-contact.4-collect_data.11":"e-mailadres contactpunt","privacy-statement-contact.4-collect_data.12":"Het verstrekken van deze gegevens is verplicht om Code Week Ambassador of Leading Teacher te worden of om een activiteit aan te melden op de website van Code Week.","privacy-statement-contact.4-collect_data.13":"Daarnaast kunnen Ambassadors en Leading Teachers vrijwillig de volgende persoonsgegevens verstrekken:","privacy-statement-contact.4-collect_data.14":"accounts op sociale media","privacy-statement-contact.4-collect_data.15":"Organisatoren van een activiteit kunnen vrijwillig de volgende persoonsgegevens verstrekken:","privacy-statement-contact.4-collect_data.16":"openbaar e-mailadres contactpunt","privacy-statement-contact.4-collect_data.17":"website van de organisator","privacy-statement-contact.4-collect_data.18":"Code Week for All Code","privacy-statement-contact.4-collect_data.19":"Voor organisatoren van activiteiten: de betrokken Ambassador voor uw land of Eenheid G.2 kan de persoonsgegevens die u hebt verstrekt om een activiteit aan te melden, gebruiken om contact met u op te nemen in verband met die activiteit.","privacy-statement-contact.4-collect_data.20":"U hebt uw persoonsgegevens verstrekt op de","privacy-statement-contact.4-collect_data.21":"inlogpagina van de website van Code Week","privacy-statement-contact.4-collect_data.22":"en op de","privacy-statement-contact.4-collect_data.23":"pagina voor het aanmelden van de activiteit.","privacy-statement-contact.5-how_long.0":"Alle persoonsgegevens worden uit de databanken gewist als u zich uit het initiatief terugtrekt of 5 jaar na afloop van het initiatief.","privacy-statement-contact.6-protect_data.0":'Alle gegevens in elektronisch formaat (e-mails, documenten, databanken, geüploade gegevens enz.) worden opgeslagen op de servers van de Europese Commissie of die van haar contractanten. Alle verwerkingen worden uitgevoerd overeenkomstig Besluit (EU, Euratom) 2017/46 van de Commissie van 10 januari 2017 over de beveiliging van communicatie- en informatiesystemen binnen de Europese Commissie.',"privacy-statement-contact.6-protect_data.1":'Voor contractanten van de Commissie gelden specifieke contractuele bepalingen voor de verwerking van persoonsgegevens namens de Commissie, en verplichtingen inzake vertrouwelijkheid die voortvloeien uit de omzetting van de algemene verordening gegevensbescherming in de EU-lidstaten (“AVG” Verordening (EU) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Om uw persoonsgegevens te beschermen heeft de Commissie een aantal technische en organisatorische maatregelen genomen. De technische maatregelen omvatten passende maatregelen op het gebied van onlineveiligheid, om het risico van gegevensverlies, wijziging van gegevens of ongeoorloofde toegang tegen te gaan, waarbij rekening wordt gehouden met het risico dat de verwerking en de aard van de verwerkte persoonsgegevens meebrengt. De organisatorische maatregelen houden in dat uw persoonsgegevens alleen toegankelijk zijn voor bevoegde personen die deze gegevens moeten kennen met het oog op de verwerking hiervan.","privacy-statement-contact.7-access_data.0":"Alle door u verstrekte persoonsgegevens zijn toegankelijk voor het personeel van de Commissie volgens het “need to know”-beginsel. Bovendien wordt aan onze contractanten toegang verleend tot uw persoonsgegevens volgens het “need to know”-beginsel.","privacy-statement-contact.7-access_data.1":'Om de zichtbaarheid van de Code Week Ambassador, de Leading Teacher of de aangemelde activiteiten te vergroten, worden al uw persoonsgegevens gepubliceerd op de volgende website.',"privacy-statement-contact.7-access_data.2":"Bovendien kan Eenheid G.2 uw contactgegevens delen met het publiek of belanghebbenden die contact met u moeten opnemen in verband met Code Week. Voor organisatoren van activiteiten: de betrokken Ambassador voor uw land of Eenheid G.2 kan de persoonsgegevens die u hebt verstrekt om een activiteit aan te melden, gebruiken om contact met u op te nemen in verband met die activiteit.","privacy-statement-contact.8-rights.0":"U hebt Eenheid G.2 toestemming gegeven voor de verwerking van uw gegevens. U kunt uw toestemming te allen tijde intrekken door Eenheid G.2 hiervan in kennis te stellen via CNECT-G2@ec.europa.eu. De intrekking is niet van invloed op de rechtmatigheid van de verwerking die heeft plaatsgevonden voordat u de toestemming hebt ingetrokken.","privacy-statement-contact.10-detailed-info.0":"Deze specifieke verwerking is opgenomen in het openbaar register van de DPO met de volgende referentie: DPR-EC-02631 Beheer van contactpunten voor beleid, programma’s en projecten van DG CONNECT.","privacy-statement.title":"BESCHERMING VAN UW PERSOONSGEGEVENS","privacy-statement.processing-operation.0":"Verwerking","privacy-statement.processing-operation.1":"Verwerking van persoonsgegevens op codeweek.eu, inclusief IP-adressen, door bezoekers van de openbare websites.","privacy-statement.data-controller.0":"Verwerkingsverantwoordelijke","privacy-statement.data-controller.1":"Europese Commissie, Directoraat-generaal Communicatienetwerken, Inhoud en Technologie, Eenheid G.2.","privacy-statement.record-reference":"Referentienummer","privacy-statement.table-of-contents":"Inhoudsopgave","privacy-statement.1-intro.title":"Inleiding","privacy-statement.1-intro.items.1":'De Europese Commissie (“de Commissie”) hecht veel waarde aan de bescherming van uw persoonsgegevens en heeft respect voor uw privacy. De Commissie verzamelt en verwerkt persoonsgegevens overeenkomstig Verordening (EU) 2018/1725 van het Europees Parlement en de Raad van 23 oktober 2018 betreffende de bescherming van natuurlijke personen in verband met de verwerking van persoonsgegevens door de instellingen, organen en instanties van de Unie en betreffende het vrije verkeer van die gegevens (en tot intrekking van Verordening (EG) nr. 45/2001).',"privacy-statement.1-intro.items.2":"Deze privacyverklaring geeft uitleg over de reden voor de verwerking van uw persoonsgegevens, de manier waarop wij alle verstrekte persoonsgegevens verzamelen, verwerken en beschermen, hoe die informatie wordt gebruikt en welke rechten u heeft met betrekking tot uw persoonsgegevens. U vindt hier ook de contactgegevens van de verwerkingsverantwoordelijke bij wie u terecht kunt als u van uw rechten gebruik wilt maken, de functionaris voor gegevensbescherming en de Europese Toezichthouder voor gegevensbescherming.","privacy-statement.1-intro.items.3.0":"De informatie met betrekking tot de verwerking","privacy-statement.1-intro.items.3.1":"Gegevensverwerking op codeweek.eu","privacy-statement.1-intro.items.3.2":"uitgevoerd door de Commissie, wordt hieronder weergegeven.","privacy-statement.2-why.title":"Waarom en hoe verwerken wij uw persoonsgegevens?","privacy-statement.2-why.items.0":"Doel van de verwerking","privacy-statement.2-why.items.1":"Het Directoraat-generaal Communicatienetwerken, Inhoud en Technologie van de Europese Commissie biedt een aantal externe websites aan. Het systeem verzamelt en gebruikt uw persoonsgegevens om websites te kunnen aanbieden die zich fysiek buiten de door de Commissie gecontroleerde hostinginfrastructuur bevinden.","privacy-statement.2-why.items.2":"Uw persoonsgegevens worden niet gebruikt voor geautomatiseerde besluitvorming, met inbegrip van profilering.","privacy-statement.3-legal_process.title":"Op basis van welke juridische grondslag(en) verwerken wij uw persoonsgegevens?","privacy-statement.3-legal_process.items.0":"Wij verwerken uw persoonsgegevens om meerdere redenen:","privacy-statement.3-legal_process.items.1":'Artikel 5, lid 1, punt a), van Verordening (EU) 2018/1725 : deze verwerking is noodzakelijk voor de vervulling van een taak in het algemeen belang of in het kader van de uitoefening van het openbaar gezag dat aan de instelling of het orgaan van Unie is verleend.',"privacy-statement.3-legal_process.items.2":"Het brede publiek informeren is immers een taak die voortvloeit uit de prerogatieven op institutioneel vlak van de Europese Commissie, zoals bepaald in artikel 58, lid 2, punt d), van Verordening (EU, Euratom) 2018/1046 van het Europees Parlement en de Raad van 18 juli 2018 tot vaststelling van de financiële regels van toepassing op de algemene begroting van de Unie (PB L 193 van 30.7.2018, blz. 1). Wij garanderen dat er passende en specifieke waarborgen zijn voor de verwerking van persoonsgegevens, overeenkomstig de geldende wetgeving.","privacy-statement.3-legal_process.items.3":'Artikel 5, lid 1, punt d), van Verordening (EU) 2018/1725: voor de verwerkingsactiviteiten bestaande uit cookies en authenticatie is uw toestemming noodzakelijk. Overeenkomstig artikel 3, punt 15, en artikel 7 van Verordening (EU) 2018/1725 moet de toestemming een vrije, specifieke, geïnformeerde en ondubbelzinnige wilsuiting zijn.',"privacy-statement.3-legal_process.items.4":"Wij hebben uw toestemming rechtstreeks van u verkregen. U kunt dit kenbaar hebben gemaakt via een e-mail, via een e-registratieformulier of in een andere schriftelijke vorm.","privacy-statement.4-collect_data.title":"Welke persoonsgegevens verzamelen en verwerken wij?","privacy-statement.4-collect_data.items.0":"Om deze verwerking te kunnen uitvoeren, verzamelt eenheid G.2 de volgende categorieën persoonsgegevens:","privacy-statement.4-collect_data.items.1":"het Internet Protocol-adres (IP-adres) of de ID van het apparaat dat wordt gebruikt om toegang te krijgen tot de website.","privacy-statement.4-collect_data.items.2":"Zonder deze verwerking kunt u geen technische verbinding tot stand brengen tussen uw apparaten en de serverinfrastructuur en hebt u dus geen toegang tot onze website.","privacy-statement.4-collect_data.items.3":"Om u te kunnen authenticeren op deze website, verzamelt eenheid G.2 de volgende categorieën persoonsgegevens:","privacy-statement.4-collect_data.items.4":"e-mailadres","privacy-statement.4-collect_data.items.5":"wachtwoord; of","privacy-statement.4-collect_data.items.6":"authenticatiegegevens via sociale media.","privacy-statement.5-how_long.title":"Hoe lang bewaren wij uw persoonsgegevens?","privacy-statement.5-how_long.items.0":"Eenheid G.2 bewaart uw persoonsgegevens slechts gedurende de tijd die nodig is om het doel van de verzameling of verdere verwerking te bereiken, namelijk voor de duur van de browsersessie. Bovendien kunnen IP-adressen om veiligheidsredenen gedurende een jaar worden opgeslagen in de logbestanden van de diensten. Wat de analysetool betreft, worden het IP-adres en de apparaat-ID (bv. het IMEI-nummer en het WIFI MAC-adres) onmiddellijk gewist wanneer de verbinding wordt verbroken.","privacy-statement.6-protect_data.title":"Hoe beschermen en beveiligen wij uw persoonsgegevens?","privacy-statement.6-protect_data.items.0":"Alle persoonsgegevens in elektronische vorm (e-mails, documenten, databases, geüploade series gegevens enz.) worden op de servers van de Europese Commissie opgeslagen. Alle verwerkingen voldoen aan","privacy-statement.6-protect_data.items.1":"Besluit (EU, Euratom) 2017/46 van de Commissie","privacy-statement.6-protect_data.items.2":"van 10 januari 2017 over de beveiliging van communicatie- en informatiesystemen binnen de Europese Commissie.","privacy-statement.6-protect_data.items.3":"Om uw persoonsgegevens te beschermen, heeft de Commissie een aantal technische en organisatorische maatregelen genomen. De technische maatregelen voorzien in een adequaat niveau van netwerkbeveiliging en bescherming van uw gegevens tegen verlies, verandering en ongeoorloofde toegang, dat is afgestemd op de risico's van de verwerking en de aard van de verwerkte persoonsgegevens. De organisatorische maatregelen houden in dat uw persoonsgegevens alleen toegankelijk zijn voor bevoegde personen die deze gegevens moeten kennen met het oog op de verwerking hiervan.","privacy-statement.7-access_data.title":"Wie heeft toegang tot uw gegevens en aan wie worden deze meegedeeld?","privacy-statement.7-access_data.items.0":`Uw persoonsgegevens zijn alleen toegankelijk voor medewerkers van de Commissie die verantwoordelijk zijn voor de verwerking ervan en voor bevoegd personeel volgens het “need-to-know”-beginsel. Deze personeelsleden zijn gehouden aan statutaire, en waar nodig, aanvullende overeenkomsten inzake vertrouwelijkheid,’, - ‘Bovendien kan toegang tot uw persoonsgegevens worden verleend aan externe contractanten die werken namens en onder een contractuele overeenkomst met de dienst van de Commissie die eigenaar is van de websites, en die zich bezighouden met het creëren, onderhouden, beheren en archiveren van websites volgens het “need to know”-beginsel.`,"privacy-statement.7-access_data.items.1":"We geven geen gegevens door aan derden, tenzij we daartoe wettelijk verplicht zijn.","privacy-statement.8-rights.title":"Wat zijn uw rechten en hoe kunt u ze uitoefenen?","privacy-statement.8-rights.items.0":"U hebt specifieke rechten als “betrokkene” ingevolge hoofdstuk III (artikelen 14 tot en met 25) van Verordening (EU) 2018/1725, met name het recht om uw persoonsgegevens te raadplegen, te corrigeren of te wissen en het recht om de verwerking van uw persoonsgegevens te beperken. Voor zover van toepassing, hebt u ook het recht om bezwaar te maken tegen de verwerking of het recht om uw gegevens over te dragen.","privacy-statement.8-rights.items.1":"U hebt het recht om bezwaar te maken tegen de – uit hoofde van artikel 5, lid 1, punt a), rechtmatige – verwerking van uw persoonsgegevens.","privacy-statement.8-rights.items.2":"U hebt toestemming gegeven voor de verwerking van uw gegevens. U kunt uw toestemming te allen tijde intrekken door eenheid G.2. hiervan in kennis te stellen. De intrekking is niet van invloed op de rechtmatigheid van de verwerking die heeft plaatsgevonden voordat u de toestemming hebt ingetrokken.","privacy-statement.8-rights.items.3":"U kunt uw rechten uitoefenen door contact op te nemen met de verwerkingsverantwoordelijke of, in geval van een geschil, met de functionaris voor gegevensbescherming. Indien nodig kunt u zich ook tot de Europese Toezichthouder voor gegevensbescherming wenden. Hun contactgegevens staan vermeld in punt 9.","privacy-statement.8-rights.items.4":"Indien u uw rechten in het kader van een of meer specifieke verwerkingshandelingen wenst uit te oefenen, vermeld in uw verzoek dan het referentienummer (zie punt 10).","privacy-statement.9-contact.title":"Contactgegevens","privacy-statement.9-contact.data-controller.title":"Verwerkingsverantwoordelijke","privacy-statement.9-contact.data-controller.text":"Wilt u gebruikmaken van uw rechten uit hoofde van Verordening (EU) 2018/1725 of hebt u vragen, opmerkingen, bezwaren of een klacht in verband met de verzameling en het gebruik van uw persoonsgegevens, neem dan contact op met de verwerkingsverantwoordelijke, Eenheid G.2, Europese Commissie, via","privacy-statement.9-contact.data-protection-officer.title":"De functionaris voor gegevensbescherming (DPO) van de Commissie","privacy-statement.9-contact.data-protection-officer.text":"U kunt contact opnemen met de functionaris voor gegevensbescherming (DATA-PROTECTION-OFFICER@ec.europa.eu) met betrekking tot kwesties in verband met de verwerking van uw persoonsgegevens krachtens Verordening (EU) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Europese Toezichthouder voor gegevensbescherming (EDPS)","privacy-statement.9-contact.european-data-protection.text":'Als u meent dat bij de verwerking van uw persoonsgegevens door de verwerkingsverantwoordelijke uw rechten op grond van Verordening (EU) 2018/1725 geschonden zijn, kunt u bezwaar maken (d.w.z. een klacht indienen) bij de Europese Toezichthouder voor gegevensbescherming (edps@edps.europa.eu).',"privacy-statement.10-detailed-info.title":"Waar vindt u meer informatie?","privacy-statement.10-detailed-info.items.0":'De functionaris voor gegevensbescherming van de Commissie (DPO) publiceert het register van alle verwerkingen van persoonsgegevens door de Commissie die gedocumenteerd en aan hem gemeld zijn. Dit register kunt u raadplegen op: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Deze specifieke verwerking is in het openbaar register van de DPO opgenomen met de volgende referentie: DPR-EC-09706.1.","privacy.title":"BESCHERMING VAN JE PERSOONSGEGEVENS","privacy.1-intro.title":"1. Introductie","privacy.1-intro.items.1":"

    De Europese Commissie (hierna „de Commissie”) hecht veel belang aan de bescherming van je persoonsgegevens en je persoonlijke levenssfeer De Commissie verzamelt en verwerkt persoonsgegevens overeenkomstig Verordening (EU) 2018/1725 van het Europees Parlement en de Raad van 23 oktober 2018 betreffende de bescherming van natuurlijke personen in verband met de verwerking van persoonsgegevens door de instellingen, organen en instanties van de Unie en betreffende het vrije verkeer van die gegevens (en tot intrekking van Verordening (EG) nr. 45/2001).

    ","privacy.1-intro.items.2":"

    Deze privacyverklaring licht de reden toe waarom we je persoonsgegevens verzamelen, de wijze waarop we de verstrekte gegevens verzamelen, behandelen en de bescherming ervan verzekeren, hoe die informatie wordt gebruikt en welke rechten je hebt met trekking tot je persoonsgegevens (het recht op inzage, rectificatie, beperking van verwerking enz.). Hierin staan ook de contactgegevens van de verwerkingsverantwoordelijke waar je je rechten kunt uitoefenen, de functionaris voor gegevensbescherming en de Europese Toezichthouder voor gegevensbescherming.

    ","privacy.1-intro.items.3":"

    Deze privacyverklaring heeft betrekking op het verzamelen en publiceren van persoonsgegevens op de algemeen toegankelijke website codeweek.eu, van personen die als contactpersoon fungeren voor activiteiten in het kader van de EU-programmeerweek (ambassadeurs van de programmeerweek, coördinatoren van ministeries van Onderwijs, verantwoordelijke leraren en organisatoren van activiteiten en evenementen).

    ","privacy.2-why.title":"2. Waarom verwerken we je gegevens?","privacy.2-why.items.1":"

    De Europese Commissie verzamelt en publiceert je persoonsgegevens om de identificatie van contactpunten door belanghebbenden en geïnteresseerde burgers te vergemakkelijken. Gebruik maken van echte personen als contactpunt is de beste en meest efficiënte manier om ervoor te zorgen dat geïnteresseerden in contact kunnen komen met de diensten van de Commissie.

    ","privacy.2-why.items.2":"

    Je persoonsgegevens zullen niet worden gebruikt voor geautomatiseerde besluitvorming, waaronder profilering.

    ","privacy.3-legal_process.title":"3. Op welke juridische gronden verwerken we je persoonsgegevens?","privacy.3-legal_process.items.1":"

    De verwerking van persoonsgegevens voor de publicatie van contactpunten is wettig volgens artikel 5, lid 1, onder d), van Verordening (EU) 2018/1725, omdat je toestemming hebt gegeven voor de verwerking van je persoonsgegevens via een webformulier of toen je instemde met het gebruik van je e-mail en gebruikersnaam, als je je via een sociaal netwerk hebt aangemeld.

    ","privacy.4-collect_data.title":"4. Welke persoonsgegevens verzamelen en verwerken we?","privacy.4-collect_data.items.1":"

    De persoonsgegevens die worden verzameld betreffen informatie waardoor je gemakkelijker kan worden geïdentificeerd als contactpersoon en je beter zichtbaar bent voor het publiek, namelijk: titel, naam, achternaam, functie, zakelijk postadres en e-mailadres, telefoonnummer, foto, socialmedia-account, biografie.

    ","privacy.4-collect_data.items.2":"

    Je hebt deze gegevens op vrijwillig basis verstrekt, door het aanmeldingsformulier in te vullen.

    ","privacy.4-collect_data.items.3":"

    De verstrekking van bepaalde persoonsgegevens is verplicht voor de publicatie van activiteiten en/of contactmogelijkheden op de website codeweek.eu. Indien je je persoonsgegevens niet verstrekt, kan je activiteit niet worden gepubliceerd en/of kun je niet deelnemen aan de bovengenoemde netwerken.

    ","privacy.4-collect_data.items.4":"

    Alle andere informatie verstrek je op vrijwillige basis.

    ","privacy.4-collect_data.items.5":"Wanneer u zich abonneert op onze nieuwsbrief  zal uw emailadres gedeeld worden met Mailerlite.com. Zij verzorgen de verzending van de nieuwsbrief. Het privacystatement kunt u vinden op deze website: https://www.mailerlite.com/legal/privacy-policy. Afmelden kan eenvoudig door op de link 'Unsubscribe' te klikken in iedere nieuwsbrief. ","privacy.5-how_long.title":"5. Hoe lang bewaren wij je persoonsgegevens?","privacy.5-how_long.items.1":"

    De Commissie bewaart je persoonsgegevens niet langer dan noodzakelijk is voor het onder punt 2 vermelde doel waarvoor ze zijn verzameld of verwerkt, namelijk zo lang als je als contactpersoon fungeert.

    ","privacy.5-how_long.items.2":"

    Je persoonsgegevens worden van de algemeen toegankelijke website verwijderd zodra je geen contactpersoon meer bent, tenzij je toestemming hebt gegeven om in de database te worden opgenomen voor toekomstige activiteiten.

    ","privacy.6-protect_data.title":"6. Hoe beschermen en beveiligen wij je persoonsgegevens?","privacy.6-protect_data.items.1":"

    Alle persoonsgegevens in elektronisch formaat (e-mails, documenten, databases, geüploade batches van gegevens, enz.) worden opgeslagen op de servers van de Europese Commissie of haar contractant. Alle verwerkingen worden uitgevoerd overeenkomstig het Besluit (EU, Euratom) 2017/46 van de Commissie van 10 januari 2017 over de beveiliging van communicatie- en informatiesystemen binnen de Europese Commissie.

    ","privacy.6-protect_data.items.2":"

    De contractanten van de Commissie zijn gebonden aan een specifieke contractuele clausule voor de verwerking van je gegevens namens de Commissie, en aan de geheimhoudingsverplichtingen die voortvloeien uit de omzetting van de algemene verordening gegevensbescherming in de EU-lidstaten („AVG” (EU) 2016/679).

    ","privacy.6-protect_data.items.3":"

    Om je persoonsgegevens te beschermen heeft de Commissie een aantal technische en organisatorische maatregelen genomen. Technische maatregelen omvatten passende acties gericht op online beveiliging, het risico van gegevensverlies, de wijziging van gegevens of de ongeoorloofde toegang, rekening houdend met de risico's die zich voordoen bij de verwerking en de aard van de persoonsgegevens die worden verwerkt. Organisatorische maatregelen omvatten het beperken van de toegang tot de persoonsgegevens tot uitsluitend bevoegde personen met een „need-to-know” voor het doel van deze verwerking.

    ","privacy.7-access_data.title":"7. Wie heeft toegang tot je gegevens en aan wie worden ze verstrekt?","privacy.7-access_data.items.1":"

    Toegang tot je persoonsgegevens wordt verstrekt aan het personeel van de Commissie dat verantwoordelijk is voor de uitvoering van deze verwerking en aan bevoegd personeel op basis van het „need-to-know”-principe. Dit personeel houdt zich aan wettelijke verplichtingen en, indien vereist, aanvullende geheimhoudingsverklaringen.

    ","privacy.7-access_data.items.2":"

    Dit houdt in dat de beheerders van de websites (personeel van de Commissie) en ook ander personeel van de Commissie op basis van „need-to-know” toegang hebben tot alle door jou verstrekte persoonsgegevens.. Daarnaast worden jouw persoonsgegevens en informatie over je evenement gedeeld met leden van de netwerken van ambassadeurs en onderwijscoördinatoren van de EU-programmeerweek voor de organisatie van lokale evenementen of opvolging.

    ","privacy.7-access_data.items.3":"

    Om de zichtbaarheid van de contactpunten te verhogen worden je persoonsgegevens zonder toegangsbeperking gepubliceerd op de openbare website: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Betreffende de doorgifte van gegevens aan derden

    ","privacy.7-access_data.items.5":"

    De informatie die we verzamelen wordt niet doorgegeven aan derden, behalve voor zover en voor de doeleinden waarvoor we hiertoe wettelijk verplicht zijn.

    ","privacy.8-rights.title":"8. Wat zijn je rechten en hoe kun je deze uitoefenen?","privacy.8-rights.items.1":"

    Je hebt als „betrokkene” specifieke rechten uit hoofde van hoofdstuk III (artikel 14-25) van Verordening (EU) 2018/1725, met name het recht op inzage, rectificatie en wissing van je persoonsgegevens en het recht op beperking van de verwerking van je persoonsgegevens. In voorkomend geval heb je ook het recht tegen de verwerking bezwaar te maken of het recht op gegevensoverdraagbaarheid.

    ","privacy.8-rights.items.2":"

    Je hebt ermee ingestemd je persoonsgegevens ten behoeve van de onderhavige verwerking aan ons te verstrekken en je kunt je toestemming te allen tijde intrekken door de verwerkingsverantwoordelijke daarvan in kennis te stellen. Het intrekken van de toestemming laat de rechtmatigheid van de verwerking die is uitgevoerd voordat je de toestemming hebt ingetrokken, onverlet.

    ","privacy.8-rights.items.3":"

    Je kunt je rechten uitoefenen door contact op te nemen met de verwerkingsverantwoordelijke of, bij geschillen, met de functionaris voor gegevensbescherming. Desnoods kun je je ook tot de Europese Toezichthouder voor gegevensbescherming wenden. De contactgegevens vind je hieronder bij punt 9.

    ","privacy.9-contact.title":"9. Contactgegevens","privacy.9-contact.data-controller.title":"-De verwerkingsverantwoordelijke:","privacy.9-contact.data-controller.text":"

    Indien je je rechten op grond van Verordening (EU) 2018/1725 wilt uitoefenen, of indien je opmerkingen, vragen of bedenkingen hebt, of indien je een klacht wilt indienen betreffende de verzameling en het gebruik van je persoonsgegevens, neem dan contact op met de verwerkingsverantwoordelijke,

    ","privacy.9-contact.data-controller.address":"Directoraat-generaal Communicatienetwerken, Inhoud en Technologie Eenheid G2
    Gebouw BU25
    B-1049 Brussel
    ","privacy.9-contact.data-controller.email":"E-mail: ","privacy.9-contact.data-protection-officer.title":"-De functionaris voor gegevensbescherming (DPO) van de Commissie","privacy.9-contact.data-protection-officer.text":'

    Je kunt contact opnemen met de functionaris voor gegevensbescherming (DATA-PROTECTION-OFFICER@ec.europa.eu) voor kwesties met betrekking tot de verwerking van je persoonsgegevens uit hoofde van Verordening (EU) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"-De Europese Toezichthouder voor gegevensbescherming (EDPS)","privacy.9-contact.european-data-protection.text":'

    Je hebt het recht je te wenden tot (d.w.z. een klacht in te dienen bij) de Europese Toezichthouder voor gegevensbescherming (edps@edps.europa.eu) indien je van mening bent dat je rechten uit hoofde van Verordening (EU) 2018/1725 zijn geschonden als gevolg van de verwerking van je persoonsgegevens door de verwerkingsverantwoordelijke.

    ',"remote-teaching.remote-teaching":"Afstandsonderwijs","remote-teaching.intro.title":"Programmeerweek en afstandsonderwijs","remote-teaching.intro.text":"Onderwijs op afstand kan lastig zijn voor leerkrachten en leerlingen: er komt heel wat bij kijken. Maar onderwijs over programmeren, computergericht denken en zelfs over robotica hoeft niet te stoppen als de leerlingen thuis zijn. Deze links en hulpmiddelen kunnen van pas komen.","remote-teaching.intro.points.1":"een verzameling korte video’s, doe-het-zelfmateriaal, puzzels, spellen en programmeeropgaven voor thuis en op school.","remote-teaching.intro.points.2.0":"Programmeren zonder computer","remote-teaching.intro.points.2.1":"verschillende activiteiten die je thuis met van alledaags materiaal kunt doen om programmeren te leren of er les over te geven.","remote-teaching.intro.points.3.0":"Leerpakketjes","remote-teaching.intro.points.3.1":"leerpakketjes en tutorials over duurzame ontwikkeling en kunstmatige intelligentie met informatie voor afstandsonderwijs.","remote-teaching.intro.points.4.0":"Overzicht hulpmiddelen","remote-teaching.intro.points.4.1":"een groot deel van de hulpmiddelen kan ook worden gebruikt voor afstandsonderwijs. Hiermee kunnen leerkrachten lesgeven in programmeren en leerlingen programmeren leren.","remote-teaching.intro.points.5.0":"Webinars over thuis programmeren","remote-teaching.intro.points.5.1":"afstandsonderwijs geven en thuis leren: de programmeerweek heeft verschillende webinars te bieden. Benieuwd? Neem gerust een kijkje.","remote-teaching.tips.title":"7 tips voor afstandsonderwijs over programmeren","remote-teaching.tips.points.1.0":"Verdiep je in de concepten, de programmeertaal en de software","remote-teaching.tips.points.1.1":"Leerlingen kunnen grotendeels zelfstandig leren programmeren door uitproberen, maar ze hebben hulp nodig bij het vinden van fouten in de syntaxis. Als een digitale tool of een programmeertaal niet de leerresultaten oplevert die u had verwacht, probeert u iets anders.","remote-teaching.tips.points.2.0":"Help leerlingen helpen autonoom te worden","remote-teaching.tips.points.2.1":"Help de leerlingen om hun mogelijkheden te benutten door middel van motiverende en zinvolle les. Laat ze zelf hun projecten en output kiezen en zet ze er op die manier toe aan hun vaardigheden en creativiteit te ontdekken. Blijf wel realistisch en zorg ervoor dat de doelstellingen voor de leerlingen haalbaar zijn.","remote-teaching.tips.points.3.0":"Moedig studenten aan om in groepen te werken","remote-teaching.tips.points.3.1":`Programmeren in groepen is niet alleen leuker, maar helpt leerlingen ook bij complexere en creatievere projecten. Bovendien raken sommige leerlingen door afstandsonderwijs geïsoleerd, en werken in groepen kan dat voorkomen. U kunt bijvoorbeeld online ontmoetingsplekken creëren waar leerlingen in groepen bijeen kunnen komen, of leerlingen vragen constructieve feedback over elkaars projecten te geven. -`,"remote-teaching.tips.points.4.0":"Ga na welke open software en gratis onlineplatforms er beschikbaar zijn","remote-teaching.tips.points.4.1":"Er zijn veel goede leermiddelen beschikbaar voor onderwijs over programmeren. Deze zijn vaak geavanceerd en toch gebruiksvriendelijk. Leerling kunnen deze tools gratis gebruiken: ze hoeven geen licentie te kopen of software te downloaden. De meeste zijn beschikbaar in het overzicht van de programmeerweek, zoals Scratch, App Inventor, Code.org, EarSketch en Sonic Pi. Net als bij de leerpakketjes voor de programmeerweek kunt u deze tools voor elk onderwerp gebruiken.","remote-teaching.tips.points.5.0":"Zorg ervoor dat het leuk is","remote-teaching.tips.points.5.1":"Beginnen met programmeren moet interessant en leuk zijn. Ook als u zelf niet ter plekke bent, kunt u ervoor zorgen dat de leerlingen op een speelse en leuke manier met de stof omgaan. U kunt bijvoorbeeld een pauze inlassen en de leerlingen samen CodyColor laten spelen. Dat is een educatief multiplayerspel waarmee leerlingen spelenderwijs computergericht leren denken.","remote-teaching.tips.points.6.0":"Simuleer interactie als in een klaslokaal","remote-teaching.tips.points.6.1":"Dankzij technologie kunnen we de interactie in een klaslokaal ten minste gedeeltelijk nabootsen. Leerlingen kunnen bijvoorbeeld hun camera aanzetten, virtueel hun hand opsteken, live of in een chat vragen stellen, antwoord geven op een digitale enquête of een toets afleggen. Een aantal digitale tools die u daarvoor kunt gebruiken: Zoom, Microsoft Teams, GoToMeeting of Jitsi voor livesessies, en Kahoot, Mentimeter of Google Forms voor toetsen en klassikale interactie. Daardoor lijkt het voor leerlingen alsof ze in samen in een lokaal zijn.","remote-teaching.tips.points.7.0":"Zorg ervoor dat het lesmateriaal beschikbaar en betaalbaar is","remote-teaching.tips.points.7.1":"De programmeerlessen die u geeft, moeten realistisch en inclusief zijn. Zorg er dus voor dat het nodige materiaal gemakkelijk te vinden is in elk huishouden en dat alle leerlingen erover kunnen beschikken. Als dat niet lukt, zorg er dan voor dat er alternatieven zijn. Voor programmeeractiviteiten zonder computer volstaat bijvoorbeeld goedkoop materiaal, denk daarbij aan een schaar, papier en viltstiften. Voor online-programmeeroefeningen moeten alle leerlingen thuis toegang hebben tot een tablet of computer en een stabiele internetverbinding.","remote-teaching.tips.conclusion":"Hoe werkt programmeerles in een online-onderwijsomgeving? Heeft u tips voor andere leerkrachten? Schrijf een post in het forum hieronder.","report.title":"Meld je #EUCodeWeek-evenement aan","report.event_title":"Titel van evenement","report.number_required":"Geef een ruwe schatting, ook als je niet over exacte gegevens beschikt.","report.phrase1":"Je kunt dit formulier maar één keer invullen. Controleer je gegevens zorgvuldig. Als je een fout maakt, ","report.phrase2":"Nadat je het rapport hebt verzonden, wordt automatisch een persoonlijk certificaat voor deelname aan de Programmeerweek uitgegeven. Je kunt dit certificaat vervolgens downloaden of delen. Hier zie je een voorbeeldcertificaat.","report.phrase3":"Verplichte velden zijn gemarkeerd met een sterretje (*).","report.phrase4":"Je kunt dit formulier maar één keer invullen. Controleer je gegevens zorgvuldig. Als je een fout maakt,","report.contactus":"neem contact met ons op","report.participants_count.label":"Aantal deelnemers","report.average_participant_age.label":"Gemiddelde leeftijd van deelnemers","report.percentage_of_females.label":"Percentage vrouwen","report.codeweek_for_all_participation_code.label":"Deelnamecode Codeweek4All - Programmeerweek voor iedereen","report.codeweek_for_all_participation_code.help":"Je kunt hier je Codeweek4All challengecode plaatsen, als je er een hebt. Als je niet meedoet, mag je dit veld negeren.","report.name_for_certificate.label":"Naam voor certificaat","report.name_for_certificate.help":"Wijzig dit in de naam van de organisator van het evenement, die een certificaat van deelname aan de Programmeerweek ontvangt. Gebruik alleen ASCII-letters (Latijn). Letters met accenten, umlauts en dergelijke worden niet ondersteund.","report.submit":"Evenementenmelding indienen","report.thanks_page.title":"Bedankt voor het melden van je evenement!","report.thanks_page.certificate_ready":"Je certificaat is klaar.","report.thanks_page.download_button":"Klik hier om het te downloaden.","report.thanks_page.back_events":"Ga terug naar je evenement","resources.search_resources":"Hulpmiddelen zoeken","resources.types":"Types","resources.levels":"Niveaus","resources.programming_languages":"Programmeertalen","resources.categories":"Categorieën","resources.Languages":"Talen","resources.Subjects":"Vakken","resources.share":"Delen","resources.communication_toolkit":"Communicatie-toolkit","resources.teachers_toolkit":"Toolkit voor leerkrachten","resources.leaflet":"Brochure","resources.how_to_organise_an_activity":"Hoe organiseer je een activiteit?","resources.resources.languages.Russian":"Russisch","resources.resources.languages.Norwegian":"Noors","resources.resources.languages.Mandarin":"Mandarijn","resources.resources.languages.Japanese":"Japans","resources.resources.languages.All targeted languages":"Alle beoogde talen","resources.resources.levels.Beginner":"Beginner","resources.resources.levels.Intermediate":"Gemiddeld","resources.resources.levels.Advanced":"Gevorderd","resources.resources.levels.Pre-primary education":"Voorschools onderwijs","resources.resources.levels.Primary school (5-12)":"Lagere school (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Onderbouw middelbare school (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Bovenbouw middelbare school (16-18)","resources.resources.levels.Higher Education":"Hoger onderwijs","resources.resources.levels.Other":"Overige","resources.resources.subjects.Art":"Kunst","resources.resources.subjects.Biology":"Biologie","resources.resources.subjects.Chemistry":"Scheikunde","resources.resources.subjects.Computer Science":"Informatica","resources.resources.subjects.Culture":"Cultuur","resources.resources.subjects.Economics":"Economie","resources.resources.subjects.Foreign Languages":"Vreemde talen","resources.resources.subjects.Geography":"Aardrijkskunde","resources.resources.subjects.Geology":"Geologie","resources.resources.subjects.History":"Geschiedenis","resources.resources.subjects.Language and Literature":"Taal en literatuur","resources.resources.subjects.Mathematics":"Wiskunde","resources.resources.subjects.Natural Sciences":"Natuurwetenschappen","resources.resources.subjects.Physical Education":"Lichamelijke opvoeding","resources.resources.subjects.Physics":"Natuurkunde","resources.resources.subjects.Coding":"Codering","resources.resources.subjects.Special Education Needs":"Bijzondere onderwijsbehoeften","resources.resources.subjects.Other":"Overige","resources.resources.types.Tutorial":"Tutorial","resources.resources.types.Website":"Website","resources.resources.types.Online Course":"Onlinecursus","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Toepassing","resources.resources.types.Game":"Game","resources.resources.types.Graphic Material":"Grafisch materiaal","resources.resources.types.Presentation":"Presentatie","resources.resources.types.Toolkit":"Toolkit","resources.resources.types.Other":"Overige","resources.resources.types.Lesson Plan":"Lesplan","resources.resources.types.Guide":"Gids","resources.resources.categories.Coding":"Codering","resources.resources.categories.Programming":"Programmering","resources.resources.categories.Computational Thinking":"Computationeel denken","resources.resources.categories.Robotics":"Robotica","resources.resources.categories.Making":"Vervaardiging","resources.resources.categories.Tinkering":"Knutselen","resources.resources.categories.Unplugged Activities":"Activiteiten zonder computer","resources.resources.categories.Other":"Overige","school.name":"Naam van de school","school.location":"Locatie van de school","school.description":"Beschrijving van de school","school.school":"School","school.add":"Toevoegen","school.list":"Lijst","school.required.name":"Naam van de school is vereist","school.required.location":"Locatie van de school is vereist","schools.1.title1":"Waarom is het nuttig om te leren programmeren op school?","schools.1.title2":"Welke voordelen heeft programmeren voor je leerlingen? Welke voordelen heeft het voor jou als leerkracht?","schools.1.content.0":"We geloven dat in een digitaal tijdperk iedereen over basisvaardigheden moet beschikken zoals inzicht in programmeren en de ontwikkeling van essentiële vaardigheden in verband met computationeel denken, zoals probleemoplossing, samenwerking en analytische vaardigheden.","schools.1.content.1":"Als je leerlingen leren programmeren, krijgen ze de middelen aangereikt om voorop te lopen in een digitaal competente samenleving, een beter begrip van de wereld om hen heen te ontwikkelen en betere kansen te krijgen op succes in hun persoonlijke en professionele leven.","schools.1.content.2":"Dankzij de Programmeerweek krijgen alle leerlingen en studenten de mogelijkheid om hun eerste stappen te zetten als digitale makers, omdat scholen en leraren gratis professionele ontwikkelingskansen, lesmateriaal, internationale uitdagingen en uitwisselingsmogelijkheden aangeboden krijgen.","schools.1.button.label":"Wil je direct aan de slag kunnen? Meld je hier aan!","schools.2.title1":"Klaar om mee te doen?","schools.2.title2":"Organiseer een les, een trainingssessie of een evenement en zet je initiatief op de kaart.","schools.2.content.0":"Het maakt niet uit of je zelf over codeer- of programmeerkennis beschikt; je kunt gemakkelijk een les in je klas, een opendeurdag of een evenement op je school organiseren. Zoek gewoon een datum en registreer je activiteit op de onderstaande kaart. Als je denkt dat je ondersteuning nodig hebt bij het voorbereiden van een les rond programmeren, ga dan door naar het volgende gedeelte.","schools.2.content.1":"Bekijk enkele voorbeelden van activiteiten die worden georganiseerd op de onderstaande kaart en voeg net als duizenden andere leraren in Europa en daarbuiten uw eigen activiteit toe: ","schools.2.button.label":"Klaar om het te proberen? Voeg een activiteit toe!","schools.3.title1":"Nog nooit eerder geprogrammeerd? Geen zorgen","schools.3.title2":"Onze hulpmiddelen helpen je kennismaken met programmeren voordat je ermee aan de slag gaat met je leerlingen of studenten","schools.3.content.0":"Als je geïnteresseerd bent in programmeren in je klas, maar je weet niet waar te beginnen, maak je geen zorgen! Een internationaal team van leraren en experts heeft een reeks korte online trainingsmodules ontwikkeld om je op weg te helpen. ","schools.3.content.1":"Je hebt geen ervaring met programmeren nodig om onze leerbits te volgen!","schools.3.button.label":"Ga naar de trainingsmodules","schools.4.title1":"Wil je een extra uitdaging aangaan?","schools.4.title2":"Bouw een netwerk van activiteiten, betrek er zoveel mogelijk leerlingen of studenten bij en verdien het Certificaat van uitmuntendheid","schools.4.content.0":"Code Week 4 All daagt je uit om samen te werken met andere leraren of scholen en mee te doen met een internationale gemeenschap van gelijkgestemde mensen die leerlingen en studenten de mogelijkheid bieden om hun eerste stappen in programmeren te zetten. Als je meer dan duizend leerlingen en/of studenten kunt betrekken bij je initiatief, verdien je het Certificaat van uitmuntendheid.","schools.4.button.label":"Meer informatie over de Code Week 4 All-uitdaging","schools.title":"Scholen: trakteer je leerlingen op de Programmeerweek","scoreboard.title":"In welke landen bruist het van de programmeeractiviteiten ?","scoreboard.paragraph":"Het scorebord wordt gesorteerd volgens het aantal weergegeven programmeerevenementen per inwoner. Vandaar dat je enkele van de kleinere landen hoger op de lijst kunt zien staan!","scoreboard.parcipating_with":"neemt deel met","scoreboard.events":"evenementen","search.audience_title":"Doelgroep","search.theme_title":"Thema","search.placeholder":"Zoek naar naam of tag van evenement","search.submit":"Zoek","search.label_country":"Selecteer land","search.last_year_events.label":"Evenementen van vorig jaar ook opnemen","search.last_year_events.yes":"Ja","search.last_year_events.no":"Nee","search.search_counter":"stemmen overeen met je zoekcriteria","search.event":"evenement","search.events":"evenementen","search.year":"jaar","search.audiences":"Doelgroepen","search.themes":"themas","search.countries":"Landen","search.search_placeholder":"Zoek op titel of beschrijving","snippets.featured-activities":"Een overzicht van de onlineactiviteiten van de EU-programmeerweek. U kunt filteren op taal en maand. Als u op “view” klikt, krijgt u informatie over de activiteit en de contactpersonen. Veel plezier!","snippets.learn":"Programmeren is een belangrijke vaardigheid waarnaar in elke sector steeds meer vraag is. De EU-programmeerweek helpt iedereen die wil leren programmeren. Blader door het overzicht en zoek het perfecte middel om je programmeeravontuur te starten of voort te zetten. Alle hulpmiddelen worden gratis ter beschikking gesteld. Denk eraan: je kunt filteren op soort hulpmiddel, vaardigheidsniveau, programmeertaal, categorie en taal.","snippets.teach":"Programmeren is een belangrijke vaardigheid die uw leerlingen en kinderen nieuwe mogelijkheden biedt. Wilt u thuis, in de klas of bij een club lesgeven in programmeren? Blader door het overzicht om het hulpmiddel te vinden dat het beste bij uw onderwijspraktijk past. Alle hulpmiddelen worden gratis ter beschikking gesteld. Denk eraan: u kunt filteren op soort hulpmiddel, vaardigheidsniveau, programmeertaal, onderwerp, categorie en taal.","snippets.toolkits.0":"In deze rubriek vindt u materiaal dat u helpt om uw activiteit in het kader van de EU-programmeerweek te organiseren en het initiatief in uw gemeenschap te promoten.","snippets.toolkits.1":"Communicatiepakket","snippets.toolkits.2":"officiële logo’s, badge, flyer en poster van de EU-programmeerweek, PowerPoint- en Word-templates, voorbeelden van posts op sociale media en illustraties.","snippets.toolkits.3":"Pakket voor leerkrachten","snippets.toolkits.4":"officiële logo’s en badge van de EU-programmeerweek, het model van het deelnamecertificaat voor uw leerlingen, een inleidende presentatie over de EU-programmeerweek en materiaal voor sociale media.","snippets.toolkits.5":"Officiële brochure van de EU-programmeerweek.","snippets.about.goal":"Het doel is jonge mensen te helpen om de basis van coderen en computationeel denken onder de knie te krijgen.","snippets.guide.tutorials.1":"Bekijk onze","snippets.guide.tutorials.2":"tutorials en trainingen","snippets.guide.tutorials.3":"die beschikbaar zijn in 29 talen voor het organiseren van activiteiten waarmee jonge mensen kunnen leren coderen en computationeel denken.","snippets.dance.menu":"Dance Challenge","snippets.dance.subtitle":"Wie zei dat programmeurs niet konden dansen? We zullen het tegendeel bewijzen met de #EUCodeWeekDance challenge.","snippets.dance.content":"Iedereen op scholen, waaronder leraren, en bibliotheken, maar ook programmeerclubjes, bedrijven en overheden zijn uitgenodigd om de EU Code Week te vieren door een #EUCodeWeekDance-activiteit te organiseren en toe te voegen aan de kaart van de EU Code Week.","snippets.treasure-hunt.menu":"Schattenzoektocht","snippets.treasure-hunt.subtitle":"Dit is een spel op Telegram","snippets.videos.1":"Bekijk video‘s van de ambassadeurs van de EU Code Week over onze waarden","snippets.videos.2":"Kijk naar Katja Ošljak, de ambassadeur voor Slovenië, over waarom de Code Week onafhankelijk is","snippets.videos.3":"Kijk naar Laurent Touché, de ambassadeur voor Frankrijk, over waarom de Code Week voor iedereen is","snippets.videos.4":"Kijk naar Fatma Bouaziz, de ambassadeur voor Tunesië, over waarom de Code Week glokaal is","snippets.videos.5":"Kijk naar Linda Sinka, de ambassadeur voor Letland, over waarom de Code Week over samenwerking gaat","snippets.videos.6":"Kijk naar Alessandro Bogliolo, de ambassadeur voor Italië, over waarom de Code Week geen winstoogmerk heeft","snippets.videos.7":"Kijk naar Marjana Prifti, de ambassadeur voor Albanië, over waarom de Code Week innovatie en creativiteit bevordert","snippets.videos.8":"Kijk naar Cristiana Lucaci, de ambassadeur voor Roemenië, over waarom de Code Week zijn gemeenschap dankbaar is","training.learning_bits":"Leerbits van de programmeerweek","training.title":"Gratis trainingsmateriaal en online cursussen","training.text":`

    Hier vind je gratis trainingsmateriaal en bronnen waarmee je aan de slag kunt en je volgende innovatieve les kunt plannen.

    -

    1. Leerbitjes

    -

    Je hoeft geen ervaring te hebben met programmeercode of programmeren. Elke module duurt ongeveer 15 minuten. In de modules maak je kennis met basisconcepten van programmeren en activiteiten voor computationeel denken. Bovendien vind je in de modules praktische tips en adviezen over hoe je de concepten kunt verwerken in je lessen.

    `,"training.text_2":`

    Je hebt inmiddels een of meer leerbits van de programmeerweek gedaan. We hopen dat je je nu zeker genoeg voelt om digitale creativiteit naar je klaslokaal te halen en je activiteit op de kaart van de programmeerweek te zetten!

    - -

    Je kunt gemakkelijk een les in je klas, een opendeurdag of een evenement op je school organiseren. Zoek gewoon een datum en registreer je activiteit op de kaart van de programmeerweek. Iedereen die een activiteit organiseert, krijgt een deelnamecertificaat voor zijn of haar inzet.

    - -

    Wil je in contact komen met een internationale groep enthousiaste leraren? Word dan lid van de Facebook-groep van de EU-programmeerweek voor leraren! Als je nog een stap verder wilt gaan en wilt samenwerken met andere scholen in je land of andere landen, doe dan mee met de Code Week 4 All-uitdaging.

    `,"training.lessons.1.title":"Programmeren zonder digitale technologie (zonder snoeren)","training.lessons.1.author":"Door Alessandro Bogliolo","training.lessons.1.text":`

    Programmeertaal is de taal van het internet of things: we kunnen er programma’s mee schrijven om de tientallen miljarden programmeerbare objecten om ons heen nieuwe functionaliteit te geven. Programmeren is de snelste manier om onze ideeën om te zetten in werkelijkheid en de meest doeltreffende manier om vaardigheden op het gebied van computationeel denken te ontwikkelen. Maar er is niet per se technologie nodig om te leren denken als een computer. Sterker nog, onze vaardigheden in computationeel denken zijn juist van essentieel belang om technologie te laten werken.

    - -

    In deze video vertelt Alessandro Bogliolo, hoogleraar Computersystemen in Italië en coördinator van de EU-programmeerweek, over unplugged programmeren, waarbij je geen elektronische apparaten nodig hebt. Het belangrijkste doel van unplugged activiteiten is om blokkades weg te nemen en programmeren in elke school mogelijk te maken, ongeacht de financiële middelen en apparatuur.

    - -

    Bij unplugged programmeren worden de computationele aspecten van de fysieke wereld om ons heen duidelijk.

    `,"training.lessons.1.activities.1":"Activiteit 1 – CodyRoby voor het basisonderwijs","training.lessons.1.activities.2":"Activiteit 2 – CodyRoby voor de onderbouw van het middelbaar onderwijs","training.lessons.1.activities.3":"Activiteit 3 – CodyRoby voor het middelbaar onderwijs","training.lessons.2.title":"Computationeel denken en problemen oplossen","training.lessons.2.author":"Door Miles Berry","training.lessons.2.text":`

    Computationeel denken is een manier om problemen en systemen zo te benaderen dat we ze met hulp van een computer kunnen oplossen of begrijpen. Het is niet alleen van essentieel belang voor de ontwikkeling van computerprogramma’s, maar kan ook worden gebruikt om te helpen bij het oplossen van problemen in alle vakken.

    - -

    Je kunt je leerlingen leren computationeel te denken door ze complexe problemen te laten opbreken in kleinere problemen (decompositie), patronen te laten herkennen (patroonherkenning), te laten vaststellen welke details relevant zijn voor het oplossen van het probleem (abstractie) of door regels of instructies op te stellen die ze moeten opvolgen om een gewenst resultaat te bereiken (algoritmeontwerp). Computationeel denken kan bij verschillende vakken worden onderwezen, bijvoorbeeld bij wiskunde (zoek uit wat de regels zijn voor het in factoren ontbinden van een tweedegraads polynoom), Nederlands (de analyse van een gedicht opbreken in metrum-, rijm- en structuuranalyse), een vreemde taal (patronen zoeken in de laatste letters van een werkwoord waarvan de spelling verandert wanneer de tijd verandert) en nog veel meer.

    - -

    In deze video vertelt Miles Berry, hoofddocent aan de School of Education van de University of Roehampton in Guildford (Verenigd Koninkrijk), over het concept van computationeel denken en de manieren waarop een leraar dit met eenvoudige games in lessen kan verwerken.

    `,"training.lessons.2.activities.1":"Activiteit 1 – Leren wiskundig redeneren voor het basisonderwijs","training.lessons.2.activities.2":"Activiteit 2 – Kennismaken met algoritmen voor de onderbouw van het middelbaar onderwijs","training.lessons.2.activities.3":"Activiteit 3 – Algoritmen voor de bovenbouw van het middelbaar onderwijs","training.lessons.3.title":"Visueel programmeren – kennismaking met Scratch","training.lessons.3.author":"Door Margo Tinawi","training.lessons.3.text":`

    Met visueel programmeren kun je processen beschrijven aan de hand van illustraties of grafische afbeeldingen. Meestal wordt visueel programmeren gezien als tegenhanger van tekstgebaseerd programmeren. Visuele programmeertalen zijn met name geschikt om kinderen (maar ook volwassenen) kennis te laten maken met algoritmisch denken. Met visuele programmeertalen hoef je minder te lezen en niet op de zinsbouw te letten.

    - -

    In deze video helpt Margo Tinawi, lerares Webontwikkeling bij Le Wagon en medeoprichter van Techies Lab asbl (België), je Scratch te ontdekken, een van de populairste visuele programmeertalen die over de hele wereld wordt gebruikt. Scratch is in 2002 ontwikkeld door MIT. Sindsdien is er een grote community omheen gecreëerd, met miljoenen projecten die je met je leerlingen kunt nadoen en talloze tutorials in verschillende talen.

    - -

    Je hoeft voor het gebruik van Scratch geen programmeerervaring te hebben en je kunt het gebruiken voor alle vakken! Als je Scratch bijvoorbeeld gebruikt als hulpmiddel voor digital storytelling, kunnen studenten verhalen maken, een wiskundeprobleem in beeld brengen of een kunstwedstrijd houden om meer te leren over cultureel erfgoed, terwijl ze leren programmeren en computationeel denken en, vooral, plezier hebben.

    - -

    Scratch is gratis, werkt zeer intuïtief en zal je leerlingen zeker motiveren. Bekijk de video van Margo en zie hoe je aan de slag kunt gaan.

    `,"training.lessons.3.activities.1":"Activiteit 1 – De basis van Scratch voor het basisonderwijs","training.lessons.3.activities.2":"Activiteit 2 – De basis van Scratch voor de onderbouw van het middelbaar onderwijs","training.lessons.3.activities.3":"Activiteit 3 – De basis van Scratch voor het middelbaar onderwijs","training.lessons.4.title":"Educatieve games maken met Scratch","training.lessons.4.author":"Door Jesús Moreno León","training.lessons.4.text":`

    Kritisch denken, volharding, probleemoplossing, computationeel denken en creativiteit zijn slechts een paar van de basisvaardigheden die je leerlingen nodig hebben om succesvol te zijn in de 21e eeuw. Programmeren kan je helpen ze die vaardigheden op een leuke, motiverende manier te leren.

    - -

    Algoritmebegrippen als flow control met reeksen instructies en lussen, gegevensweergave met variabelen en lijsten, of processynchronisatie lijken misschien ingewikkelde concepten, maar in deze video zie je dat ze gemakkelijker te leren zijn dan je denkt.

    - -

    In deze video legt Jesús Moreno León, een informaticaleraar en onderzoeker uit Spanje, uit hoe je je leerlingen deze en andere vaardigheden op een leuke manier kunt leren. Hoe? Door een vraag- en antwoordspel te maken met Scratch, de populairste programmeertaal die op scholen over de hele wereld wordt gebruikt. Scratch verbetert niet alleen het computationeel denken, maar maakt het ook mogelijk om gamificatie-elementen in te zetten in de klas om je leerlingen gemotiveerd te houden terwijl ze leren en plezier maken.

    - -

    Bekijk de video en zie hoe je aan de slag kunt gaan.

    `,"training.lessons.4.activities.1":"Activiteit 1 – Vraag- en antwoordspel met Scratch voor het basisonderwijs","training.lessons.4.activities.2":"Activiteit 2 – Vraag- en antwoordspel met Scratch voor de onderbouw van het middelbaar onderwijs","training.lessons.4.activities.3":"Activiteit 3 – Vraag- en antwoordspel met Scratch voor het middelbaar onderwijs","training.lessons.5.title":"Creatief met robotica en sleutelen in de klas","training.lessons.5.author":"Door Tullia Urschitz","training.lessons.5.text":`

    In het onderwijs van de 21e eeuw zijn programmeren, sleutelen, robotica en micro-elektronica in het schoolcurriculum geïntegreerd als leer- en lestools.

    - -

    Het gebruik van sleutelen en robotica in scholen heeft veel voordelen voor leerlingen, omdat ze er belangrijke vaardigheden mee ontwikkelen, zoals probleemoplossing, teamwork en samenwerking. Ook stimuleert het de creativiteit en het zelfvertrouwen van de leerlingen en kan het ze leren om met meer volharding en vastberadenheid om te gaan met uitdagingen. Robotica is ook een vakgebied dat inclusiviteit stimuleert, doordat het zeer toegankelijk is voor allerlei leerlingen (jongens en meisjes) met verschillende talenten en vaardigheden. Daarnaast heeft het een positieve invloed op leerlingen met een stoornis in het autismespectrum.

    - -

    Bekijk deze video, waarin Tullia Urschitz, Scientix-ambassadeur in Italië en STEM-lerares in Sant’Ambrogio Di Valpolicella (ook Italië), een aantal praktische voorbeelden geeft van hoe leraren sleutelen en robotica kunnen verwerken in hun lessen en zo passieve leerlingen kunnen laten veranderen in enthousiaste creatievelingen.

    `,"training.lessons.5.activities.1":"Activiteit 1 – Een mechanische hand van hardboard maken voor het basisonderwijs","training.lessons.5.activities.2":"Activiteit 2 – Een mechanische hand of robothand maken voor de onderbouw van het middelbaar onderwijs","training.lessons.5.activities.3":"Activiteit 3 – Een mechanische hand of robothand maken voor de bovenbouw van het middelbaar onderwijs","training.lessons.6.title":"Apps ontwikkelen met App Inventor","training.lessons.6.author":"Door Rosanna Kurrer","training.lessons.6.text":`

    In deze video legt Rosanna Kurrer (oprichter van CyberWayFinder) uit wat App Inventor is en wat de voordelen zijn van het programmeren en ontwikkelen van apps op school. Ze geeft een paar praktijkvoorbeelden die laten zien hoe leerkrachten App Inventor in de les kunnen gebruiken en van passieve leerlingen enthousiastte gamebouwers kunnen maken.

    -

    We gebruiken allemaal apps. Apps zijn handig en een snelle manier om taken te coördineren. Ze worden ook steeds vaker in het onderwijs gebruikt omdat ze gebruikt kunnen worden om de lessen individueel af te stemmen op de leerling, en die er snel informatie mee kan verzamelen. Waarom niet eens aan uw leerlingen vragen om voor anderen een educatieve app te ontwikkelen?

    `,"training.lessons.6.activities.1":"Activiteit 1 – Voor het basisonderwijs","training.lessons.6.activities.2":"Activiteit 2 – Voor de onderbouw van het middelbaar onderwijs","training.lessons.6.activities.3":"Activiteit 3 – Voor de bovenbouw van het middelbaar onderwijs","training.lessons.7.title":"Knutselen met programmeertaal: tinkering, making en hacking","training.lessons.7.author":"door Diogo da Silva","training.lessons.7.text":`

    Banen en werkplekken veranderen, en het onderwijs verandert mee. Nieuwe vaardigheden zoals tinkering, making en hacking worden steeds belangrijker om leerlingen voor te bereiden op een loopbaan in de eenentwintigste eeuw, en ze maken de kloof tussen het onderwijs en het dagelijks leven kleiner. Als de klas een plek wordt waar iedereen samen problemen oplost, is dat leuker en motiverender voor de leerlingen. Zulke activiteiten bevorderen het overleg en maken van de klas een communicatiehub, waar elke bijdrage telt.

    -

    In deze video legt de Portugese STEAM-leraar Diogo da Silva, lid van de Escola Global, stap voor stap uit hoe u lessen kunt organiseren waarbij leerlingen door tinkering, making en hacking problemen oplossen.

    `,"training.lessons.7.activities.1":"Activiteit 1 – Voor het basisonderwijs","training.lessons.7.activities.2":"Activiteit 2 – Voor de onderbouw van het middelbaar onderwijs","training.lessons.7.activities.3":"Activiteit 3 – Voor de bovenbouw van het middelbaar onderwijs","training.lessons.8.title":"Programmeren bij alle vakken","training.lessons.8.author":"Door M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Wie denkt aan programmeren op school, denkt al snel aan vakken als informatica, techniek, wiskunde of natuurwetenschappen. Maar niet alle leerlingen hebben hetzelfde vakkenpakket en daarom zou het een goed idee zijn om het programmeren in alle vakken te integreren.

    -

    Dat heeft veel voordelen: leerlingen leren zo kritisch en probleemoplossend te denken, gaan op eigen initiatief programmeren en nemen daarmee hun leerproces in eigen hand, allemaal essentiële zaken op school. Maar het belangrijkste voordeel is dat ze met meer plezier leren!

    -

    Talen, muziek en exacte wetenschappen zijn maar enkele vakken waarbij leerkrachten het leren programmeren kunnen opnemen. Voor toekomstige wetenschappers, musici en kunstenaars, maar eigenlijk voor iedereen! Elke leerkracht kan het programmeren en computergericht denken in zijn lessen verwerken. Bij vakken die in een vreemde taal worden gegeven, kan een algoritme uit het dagelijks leven worden uitgelegd, bij techniek kan een joystick worden gemaakt en een onderwijsrobot kan de wiskundeles aantrekkelijker maken. En zo zijn er nog veel meer voorbeelden te bedenken.

    -

    Bekijk de video en ontdek hoe muziek-, natuurkunde- of taaldocenten het programmeren en computergericht denken in hun lessen kunnen integreren, zelfs zonder enige voorkennis.

    `,"training.lessons.8.activities.1":"Activiteit 1 Robotica en inclusie in de STEM-vakken in het basisonderwijs","training.lessons.8.activities.2":"Activiteit 2 Muziek is programmeren","training.lessons.8.activities.3":"Activiteit 3 Knutselen en programmeren met Makey Makey","training.lessons.8.activities.4":"Activiteit 4 Een algoritme uit het dagelijks leven bij een les in een andere taal","training.lessons.9.title":"Een automaton maken met een micro:bit","training.lessons.9.author":"door Pauline Maas","training.lessons.9.text":`

    - Met een micro:bit, een eenvoudig te programmeren computer op zakformaat, kun je met je leerlingen op een leuke en eenvoudige manier interessante dingen maken, variërend van robots tot muziekinstrumenten, terwijl je ze tegelijkertijd leert programmeren. Het is eenvoudig en zelfs voor de jongste programmeurs gemakkelijk te gebruiken, en tegelijkertijd krachtig genoeg voor leerlingen die al wat meer kunnen en willen. Je kunt het in een breed scala aan lessen opnemen, variërend van geschiedenis tot wiskunde en zelfs natuurkunde of scheikunde. Er zijn talloze mogelijkheden. De micro:bit biedt een aantrekkelijke en voordelige manier om leerlingen te leren programmeren en ze tegelijkertijd essentiële vaardigheden als computationeel denken, probleemoplossing en creativiteit bij te brengen. -

    -

    -In deze video introduceert Pauline Maas, ICT-docent bij Koninklijke Visio, de micro:bit en laat ze met een paar praktijkvoorbeelden zien hoe leraren dit in hun lessen kunnen integreren en van passieve leerlingen enthousiaste ontwikkelaars kunnen maken. -

    `,"training.lessons.9.activities.1":"Morse met de micro:bit, voor de lagere school","training.lessons.9.activities.2":"Escaperoom met de micro:bit, voor de onderbouw van het middelbaar onderwijs","training.lessons.9.activities.3":"Een automaton maken, voor de bovenbouw van het middelbaar onderwijs","training.lessons.10.title":"Creatief programmeren met Python","training.lessons.10.author":"door Ivana Vezjak","training.lessons.10.text":`

    -De overgang van visueel naar tekstgebaseerd programmeren is een vrij gangbare stap. Visueel programmeren biedt een prima kennismaking voor beginners, maar leerlingen zijn na een tijdje vaak wel toe aan een nieuwe uitdaging. Tekstgebaseerd programmeren is de volgende stap voor iedereen die zijn kennis van programmeren en computationeel denken wil vergroten. -

    -

    -In deze video laat Ivana Vezjak je kennismaken met de basissyntaxis van Python. Python is momenteel een van de populairste programmeertalen en wordt gebruikt op het gebied van datawetenschappen, kunstmatige intelligentie, machinaal leren, webontwikkeling, enzovoort. Python is een krachtige programmeertaal die door ervaren programmeurs wordt gebruikt, maar kan vanwege de eenvoud en heldere syntaxis ook prima worden gebruikt door mensen zonder enige programmeerervaring. -

    -

    -Met Python kunnen leerlingen quizzen maken over historische gebeurtenissen, wiskundevraagstukken oplossen en natuurkundige simulaties maken, games en websites maken, gegevensanalyse uitvoeren bij wetenschappelijke projecten en nog veel meer. Voor Python zijn online een rijke en uitgebreide standaardbibliotheek, een grote community en veel tutorials en projecten te vinden die voor het geven van onderwijs en bij het leren en oefenen kunnen worden gebruikt. Met programmeren in Python, het analyseren van programma's en het oplossen van problemen ontwikkelen leerlingen hun creativiteit en trainen ze consistentie, doorzettingsvermogen en geduld. Ze leren vaardigheden aan voor analytisch denken en probleemoplossing door complexe problemen op te delen in kleinere onderdelen. Deze competenties helpen hen bij het aanpakken van problemen in alle aspecten van het leven. -

    `,"training.lessons.10.activities.1":"Mijn eerste quiz, voor het basisonderwijs","training.lessons.10.activities.2":"Galgje, voor de onderbouw van het middelbaar onderwijs","training.lessons.10.activities.3":"Raad de vlag, voor de bovenbouw van het middelbaar onderwijs","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Standaard Python-bibliotheek","training.lessons.10.links.1.description":"Verzameling vooraf samengestelde code en modules (b.v. turtle-module, math-module, enzovoort).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Educatieve videogame voor het leren van programmeerconcepten.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/nl-NL/codeclub","training.lessons.10.links.3.title":"CodeClub-projecten","training.lessons.10.links.3.description":"Stapsgewijze programmeerprojecten voor kinderen, van beginners tot gevorderden.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Ontwikkel je eigen computergames met Python","training.lessons.10.links.4.description":"Boek waarin je leert hoe je met Python je eigen computerspellen kunt programmeren.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Educatieve community waar leerlingen en leraren hun eigen vaardigheden met een reeks vraagstukken kunnen trainen","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Verzameling inleidende lessen over Python (zowel tekstgebaseerd als blokken) met interactieve Trinkets.","training.lessons.10.links.title":"Andere gerelateerde hulpmiddelen","training.lessons.11.title":"Programmeren voor inclusie","training.lessons.11.author":"door het team van de programmeerweek","training.lessons.11.text":`

    - Het kan best lastig zijn om programmeren te introduceren in je lessen, helemaal als je leerlingen met een beperking in je klas hebt. Maar vergeet niet dat iedereen, ongeacht zijn of haar vaardigheden, kan leren programmeren. Voor kinderen met speciale behoeften kan het leren van bepaalde aspecten van programmeren enorm helpen bij het leren van belangrijke levensvaardigheden, zoals probleemoplossing en onafhankelijkheid. Programmeren kan ook helpen interpersoonlijke vaardigheden en sociale vaardigheden te verbeteren via samenwerking en teamwork; dit zijn vaardigheden waar veel kinderen met een beperking moeite mee hebben. Maar het belangrijkste: leerlingen beleven er plezier aan samen met hun leeftijdgenoten te leren. -

    - In deze video laat het team van de programmeerweek een aantal praktische, eenvoudige en leuke programmeeractiviteiten zien die speciaal zijn aangepast voor leerlingen met een visuele beperking of downsyndroom en leerlingen met een vorm van autisme, die leraren gemakkelijk in de les kunnen introduceren. -

    `,"training.lessons.11.activities.1":"Eierdoos unplugged","training.lessons.11.activities.2":"Een erg slimme muis","training.lessons.11.activities.3":"Een ster die sterren voortbrengt","training.lessons.12.title":"Programmeren voor duurzame ontwikkelingsdoelen","training.lessons.12.author":"door Francisco Javier Masero, Cristina Nicolaita en Erviola Konomi","training.lessons.12.text.1":"Traditioneel onderwijs biedt leerlingen weinig mogelijkheden om de echte wereldproblemen te begrijpen en op te lossen, zoals wereldwijde klimaatverandering, genderongelijkheid, honger, armoede of ziekte.","training.lessons.12.text.2":"De doelstellingen voor duurzame ontwikkeling (SDG's, Sustainable Development Goals) vormen de kern van de agenda voor duurzame ontwikkeling voor 2030, die door alle lidstaten van de Verenigde Naties is aangenomen als een routekaart om vrede en welvaart op de planeet te bereiken, waarbij mondiale ontwikkeling wordt aangemoedigd. Leerkrachten kunnen de SDG's in de klas gebruiken als hulpmiddel voor leerlingen om bij hen kritisch denken te ontwikkelen, maar ook om hen te helpen hun identiteit en hun levensdoel te vinden. Het combineren van de basiselementen van programmeren en computerdenken met de SDG's zal het vertrouwen van je leerlingen vergroten, en je helpt hen daarmee hun creativiteit, ondernemersgeest en hun probleemoplossende of communicatieve vaardigheden te ontwikkelen.","training.lessons.12.text.3":"In de onderstaande activiteiten zullen de leerlingen de principes van Scratch, ASCII-codering en programmeren zonder computer toepassen op onderwerpen die vandaag de dag wereldwijd en maatschappelijk relevant zijn. De leerkrachten zullen de doelstellingen van duurzame ontwikkeling onder de aandacht brengen en hen tegelijkertijd helpen om op een leuke en boeiende manier empathie, actief burgerschap en sociale vaardigheden te ontwikkelen.","training.lessons.12.text.4":"Deze lesplannen richten zich elk op een van de SDG's:","training.lessons.12.text.5":"Duurzaam ontwikkelingsdoel 3: Voor een gezond leven zorgen en het welzijn van alle mensen van alle leeftijden bevorderen","training.lessons.12.text.6":"Duurzaam ontwikkelingsdoel 5: Voor gendergelijkheid zorgen en alle vrouwen en meisjes mondig maken","training.lessons.12.text.7":"Duurzaam ontwikkelingsdoel 13: Snel maatregelen treffen om de klimaatverandering en de gevolgen daarvan te bestrijden","training.lessons.12.activities.1":"Karateka-project: Kennismaken met karate door middel van programmeren, voor de lagere school en de onder- en bovenbouw van de middelbare school","training.lessons.12.activities.2":"Doelstellingen voor duurzame ontwikkeling en programmeren voor klimaatverandering, voor de basisschool","training.lessons.12.activities.3":"Programmeren voor gendergelijkheid, voor de bovenbouw van de middelbare school","training.lessons.13.title":"Inleiding tot Artificiële Intelligentie in het klaslokaal","training.lessons.13.auteur":"door Artur Coelho en Marjana Prifti Skenduli","training.lessons.13.text.1":"Artificiële Intelligentie (AI) heeft een impact op vele terreinen in het dagelijkse leven: het corrigeert de tekst die je op je telefoon typt, kiest de muziek die je favoriete muziek-app afspeelt en onthoudt je wachtwoorden voor als je ze bent vergeten. AI verwijst naar een combinatie van machinaal leren, robotica en algoritmes, met toepassingen op alle terreinen: van computerwetenschap tot productie en van geneeskunde tot mode. Daarom neemt AI een onmiskenbare plaats in ons leven en in onze samenleving in en speelt een sleutelrol in de ontwikkeling van de wetenschap. En zoals alle bij andere belangrijke fenomenen in ons leven, hebben de leerlingen er baat bij om er iets over te leren. Maar hoe kun je lesgeven over zulke complexe materie als AI?","training.lessons.13.text.2":"Dit leerproces helpt je om uit te leggen wat AI is en welke rol AI speelt in het leven van de leerlingen. Deze activiteiten zijn bedoeld voor leken om de inhoud gemakkelijk te begrijpen en om complexe concepten effectief op te kunnen splitsen in gemakkelijk te begrijpen ideeën. Met deze lesplannen kun je de leerlingen helpen om het gebruik van AI en enkele van de achterliggende mechanismen te leren begrijpen. Deze activiteiten zijn bedoeld voor leerlingen om hun analytische en kritische denkvermogen te ontwikkelen: in Marjana's activiteit ontwikkelen leerlingen bijvoorbeeld een zogenaamde classificatiepijplijn. Deze activiteiten helpen de leerlingen ook om de verschillende toepassingen van AI te begrijpen: in Artur's activiteit leren ze over de link tussen AI en kunst, en hoe AI kan worden gebruikt om visuele expressie te verbeteren. Dankzij deze activiteiten gaan de leerlingen ook nadenken over de gevaren van AI en de impact ervan.","training.lessons.13.activities.1":"Menselijke-AI kunst, voor de basisschool","training.lessons.13.activities.2":"Machines leren classificeren: Introductie op Begeleid Machineleren, voor de onderbouw van de middelbare school","training.lessons.13.activities.3":"Machines leren classificeren: Introductie op Begeleid Machineleren, voor de bovenbouw van de middelbare school","training.lessons.14.title":"Leren in het tijdperk van intelligente machines","training.lessons.14.author":"door Adil Tugyan, Georgia Lascaris en Marco Neves","training.lessons.14.text.1":"De vooruitgang van AI in de afgelopen jaren is indrukwekkend geweest dankzij de snelle vooruitgang in rekenkracht en de beschikbaarheid van grote hoeveelheden gegevens. Dit heeft geleid tot aanzienlijke investeringen in AI-onderzoek en een snelle uitbreiding van de AI-sector, waardoor AI een belangrijke technologische revolutie van onze tijd is geworden. AI is overal om ons heen. Het is een deel van onze dagelijkse routine geworden, zozeer zelfs dat we er soms niet aan denken dat het AI is: we gebruiken bijna elke dag online-aanbevelingen, gezichtsherkenning, beveiligingssystemen en spraakassistenten. Maar hoe zit het met onderwijs? ","training.lessons.14.text.2":"AI heeft een enorm potentieel om nieuwe manieren van onderwijs en leren mogelijk te maken en het leren van leerlingen te verbeteren. Deze Learning Bit zal je helpen authentieke AI-activiteiten in je lessen te integreren en je helpen om je leerlingen voor te bereiden op een leven en een carrière in een wereld die wordt vormgegeven door AI. Deze activiteiten zijn zodanig opgezet, dat de leerlingen hun nieuwsgierigheid, probleemoplossend vermogen en creativiteit kunnen ontwikkelen: in de activiteit van Adil bijvoorbeeld, leren de leerlingen over algoritmen en neurale netwerken en worden ze aangemoedigd hun eigen neurale netwerk te creëren om een AI-brein te visualiseren. Georgia begeleidt je leerlingen door de stap-voor-stap-ontwikkeling van een chatbot. Leerlingen bouwen hun eigen chatbot, bereiden datasets met vragen en antwoorden voor en trainen hem, zodat hij vragen over Covid-19 kan beantwoorden. In de activiteit van Marco onderzoeken de leerlingen de voordelen en uitdagingen van intelligente machines in het leven en werk van alledag. Wat zijn de risico's van AI waarmee we rekening moeten houden? Welke gevolgen heeft AI voor de toekomst van de werkgelegenheid? Welke banen worden hen aangeboden wanneer zij in de toekomst de arbeidsmarkt betreden?","training.lessons.14.activities.1":"AI en zijn neurale netwerken, voor de basisschool","training.lessons.14.activities.2":"Mijn Covid-19-chatbot, voor de onderbouw van het middelbare onderwijs","training.lessons.14.activities.3":'Leven in het tijdperk van "slimme machines": Uitdagingen en kansen voor de bovenbouw van het middelbaar onderwijs',"training.lessons.14.activities.title":"In de onderstaande lesplannen leren leerlingen op een leuke en boeiende manier over intelligente machines.","training.lessons.15.title":"Mediageletterdheid ontwikkelen","training.lessons.15.author":"door Marijana Smolčec, Tea Horvatić en Sanja Božinović","training.lessons.15.text.0":"Onderwijs in mediageletterdheid is nog nooit zo belangrijk geweest als nu voor studenten. Studenten en leerlingen van alle leeftijden moeten relevante vaardigheden, kennis en houdingen leren om te kunnen navigeren in deze mediarijke wereld. Mediavaardigheden helpen hen betrouwbare online informatie te gebruiken en misleidende informatiebronnen te herkennen. Ze leren te begrijpen hoe informatie die zij online vinden te controleren en kritisch te interpreteren. Het verhoogt hun bewustzijn van het juist gebruik van creatief werk en zij kunnen het geleerde toepassen bij het maken van hun eigen creatieve inhoud.","training.lessons.15.text.1":"Deze leerstof stelt u in staat verschillende strategieën en technieken te implementeren om uw studenten mediageletterd te maken. In de activiteit van Marijana leren studenten hoe zij informatie van het internet veilig en verantwoord kunnen gebruiken. Verschillende soorten licenties worden aan hen geïntroduceerd en ze ontwikkelen een eenvoudige app om te laten zien hoe creatief werk op de juiste manier gedeeld wordt. In de activiteit van Tea gaan de studenten op missie om over clickbaits te leren. Door middel van leuke en interessante taken verkennen studenten strategieën om clickbaits te identificeren en bloot te leggen en leren hoe ze te vermijden. Sanja stelt haar studenten in staat internetinformatie, en de relevantie, nauwkeurigheid, oorsprong en het doel ervan, te verkennen en kritisch te analyseren en te beoordelen. Ze leren hoe ze betrouwbare online bronnen kunnen vinden en hoe ze nepinformatie online kunnen herkennen.","training.lessons.15.text.2":"In de onderstaande lesplannen vindt u inspirerende en boeiende activiteiten om de mediageletterdheid van studenten te verbeteren.","training.lessons.15.activities.1":"Is het gratis als het op internet staat?","training.lessons.15.activities.2":"Klikken of niet klikken","training.lessons.15.activities.3":"Feiten controleren","training.lessons.16.title":"EEN VERHAAL MAKEN MET HEDY","training.lessons.16.author":"door Felienne Hermans","training.lessons.16.text.0":"Hebben je leerlingen al een visuele programmeertaal onder de knie, maar zijn ze er nog niet helemaal klaar voor om dieper in te gaan op een op tekst gebaseerde programmeertaal? Dan is deze leerbit speciaal voor jou en je leerlingen, omdat het hen zal helpen de kloof tussen een visuele en een op tekst gebaseerde programmeertaal te overbruggen. De leerbit Een verhaal maken met Hedy bestaat uit drie lesplannen met Hedy - een graduele programmeertaal om kinderen te leren programmeren.","training.lessons.16.text.1":"Hedy is bedoeld voor kinderen die aan de slag willen met tekstuele programmeertalen, maar voor wie het starten met Python misschien nog te complex is. Graduele talen gebruiken verschillende taalniveaus, waarbij elk niveau nieuwe concepten en syntactische complexiteit toevoegt. Aan het einde van de Hedy-niveaureeks beheersen leerlingen een gedeelte van syntactisch geldige Python.","training.lessons.16.text.2":"In deze leerbit vind je inspirerende en boeiende activiteiten om je leerlingen te helpen efficiënt gebruik te maken van op tekst gebaseerde programmeertalen. Door hun eigen interactieve verhalen te maken, leren ze geleidelijk aan programmeren, zonder dat ze alles één keer hoeven te leren. In het lesplan voor de basisschool maken leerlingen kennis met de basisbegrippen van programmeren. Het lesplan voor de onderbouw van de middelbare school introduceert verdere programmeerconcepten, en met het lesplan voor de bovenbouw van de middelbare school leren leerlingen complexere verhalen en activiteiten programmeren.","training.lessons.16.text.3":"Bekijk het interactieve verhaal hieronder om te zien hoe lezers kunnen deelnemen aan het verhaal en hoe het hun actieve betrokkenheid bevordert.","training.lessons.16.activities.1":"Maak je eigen interactieve verhaal met Hedy voor basisschoolleerlingen","training.lessons.16.activities.2":"Maak je eigen interactieve verhaal met Hedy voor leerlingen van de onderbouw van de middelbare school","training.lessons.16.activities.3":"Maak je eigen interactieve verhaal met Hedy voor leerlingen van de bovenbouw van de middelbare school","training.lessons.17.title":"Programmeren met gevoel","training.lessons.17.author":"door Alenka Miljević","training.lessons.17.text.0":"Sociaal en emotioneel welzijn is het vermogen om veerkrachtig te zijn, te weten hoe je je emoties onder controle kunt houden en hoe je kunt reageren op de emoties van andere mensen, het ontwikkelen van diepgaande relaties met anderen, het voelen van emoties die leiden tot een goed humeur en het creëren van je eigen emotionele ondersteuningsnetwerk. De sociale en emotionele vaardigheden die jonge mensen leren op school, helpen hen om veerkrachtig te zijn en het patroon in werking te stellen dat zij zullen gebruiken om hun fysieke en mentale gezondheid te behouden gedurende de rest van hun leven. (Raad van Europa)","training.lessons.17.text.1":"Met de leerbit Programmeren met gevoel kun je het sociale en emotionele welzijn van je leerlingen begeleiden door positieve en negatieve gevoelens en emoties te erkennen, uit te leggen en erop te reageren om empathie en veerkracht te leren. In deze leerbit vind je inspirerende en boeiende activiteiten om je leerlingen te helpen vaardigheden voor het omgaan met verschillende emoties te ontwikkelen door middel van programmeren. De leerlingen leren hoe ze hun gevoelens moeten uiten en hoe ze kunnen reageren op de emoties van hun klasgenoten met behulp van een Bee-Bot-robot.","training.lessons.17.text.2":"De leerbit Programmeren met gevoel bestaat uit drie lesplannen die een educatieve robot, de Bee-Bot, gebruiken om activiteiten te creëren die leerlingen aanmoedigen om te praten over emoties en om empathie te ontwikkelen. Bij het lesplan voor het basisonderwijs programmeren leerlingen een Bee-Bot om te praten over emoties zoals verdriet, blijdschap, angst en boosheid en ontdekken ze waarom zij en hun klasgenoten deze emoties voelen. Het lesplan voor de onderbouw in het voortgezet onderwijs moedigt leerlingen aan om de Bee-Bot te programmeren, hun eigen gevoelens en die van hun klasgenoten te herkennen en te begrijpen waarom ze zich zo voelen en hoe ze erop moeten reageren. Met het leerplan voor de bovenbouw in het voortgezet onderwijs kunnen leerlingen de Bee-Bot besturen en verhalen bedenken over gevoelens, veerkrachtigheid en empathie.","training.lessons.17.text.3":"Als je geen educatieve robot hebt in je klaslokaal, zal deze leerbit je inspiratie geven voor unplugged activiteiten die de ontwikkeling van sociale en emotionele vaardigheden ondersteunen. Het interactieve gedeelte hieronder geeft een kort overzicht van de activiteiten die je kunt doen in de klas:","training.lessons.17.activities.1":"Programmeer - Voel - Leer voor het basisonderwijs","training.lessons.17.activities.2":"Mijn hart is niet van steen voor de onderbouw voortgezet onderwijs","training.lessons.17.activities.3":"Programmeer mijn gevoelens voor de bovenbouw voortgezet onderwijs","training.lessons.18.title":"SOS Water","training.lessons.18.author":"door Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS Water is een antwoord op de noodzaak om de problemen op het gebied van watervervuiling aan te pakken. Ondanks de inspanningen van de afgelopen jaren zijn er wereldwijd nog steeds 2 miljard mensen die geen toegang hebben tot veilig drinkwater. Dit betekent dat Duurzame Ontwikkelingsdoelstelling 6 van de Agenda voor 2030, waarin staat dat alle mensen in 2030 toegang moeten hebben tot veilig beheerd water en sanitaire voorzieningen, nog lang niet is bereikt. Hetzelfde geldt voor Duurzame Ontwikkelingsdoelstelling 14, Leven in het water, die gericht is op het behoud en duurzaam gebruik van de oceanen, zeeën en mariene hulpbronnen voor duurzame ontwikkeling.","training.lessons.18.text.1":"Deze leerbit richt zich op het relevante en actuele onderwerp waterkwaliteitsmeting en de nieuwe verontreinigende stoffen die een probleem vormen voor de waterkwaliteit. Leerlingen krijgen de kans om echte problemen op het gebied van water en milieu te onderzoeken en er oplossingen voor te zoeken, waardoor ze vaardigheden als onderzoek, kritisch denken en het oplossen van problemen kunnen ontwikkelen.","training.lessons.18.text.2":"De lesplannen bevatten praktische en creatieve activiteiten, zoals programmeren in Scratch, een inleiding tot machine learning en kunstmatige intelligentie met Learning ML en het bouwen van een op afstand bestuurbaar voertuig met een LEGO-set dat watermonsters kan nemen en de pH van water kan analyseren. Door deze activiteiten kunnen leerlingen hun vaardigheden en kennis in een interactieve en speelse omgeving in de praktijk brengen, wat hun motivatie en interesse in het project vergroot.","training.lessons.18.text.3":"Voor de implementatie van deze leerbit wordt voorgesteld om de drie activiteiten in de les te ontwikkelen, om het hele project te voltooien en zo een zinvoller en motiverender leerproces te realiseren. Elke activiteit kan echter ook afzonderlijk worden uitgevoerd.","training.lessons.18.activities.1":"SOS Water met Scratch","training.lessons.18.activities.2":"SOS Water met machine learning","training.lessons.18.activities.3":"SOS Water met robotica","training.download_video_script":"Het videoscript downloaden","training.ready_to_share":"Ben je er klaar voor om wat je hebt geleerd te delen met je leerlingen?","training.choose_lessons":"Kies een van de onderstaande lesplannen en organiseer een activiteit met je leerlingen.","training.footer.title":"Vergeet niet je activiteit toe te voegen aan de kaart van de programmeerweek!","training.footer.text":`

    Je kunt gemakkelijk een les in je klas, een opendeurdag of een evenement op je school organiseren. Zoek gewoon een datum en registreer je activiteit op de kaart van de EU-programmeerweek. Iedereen die een activiteit organiseert, krijgt een deelnamecertificaat voor zijn of haar inzet.

    - -

    Wil je in contact komen met een internationale groep enthousiaste leraren? Word dan lid van de Facebook-groep van de EU-programmeerweek voor leraren! Als je nog een stap verder wilt gaan en wilt samenwerken met andere scholen in je land of andere landen, doe dan mee met de Code Week 4 All-uitdaging.

    `,"validation.accepted":":attribute moet geaccepteerd worden.","validation.active_url":":attribute is geen geldige URL.","validation.after":":attribute moet een datum na :date zijn.","validation.after_or_equal":":attribute moet een datum na of gelijk aan :date zijn.","validation.alpha":":attribute mag alleen letters bevatten.","validation.alpha_dash":":attribute mag alleen letters, nummers en streepjes bevatten.","validation.alpha_num":":attribute mag alleen letters en cijfers bevatten.","validation.array":":attribute moet een matrix zijn.","validation.before":":attribute moet een datum vóór :date zijn.","validation.before_or_equal":":attribute moet een datum vóór of gelijk aan :date zijn.","validation.between.numeric":":attribute moet tussen :min en :max liggen.","validation.between.file":":attribute moet tussen :min en :max kilobytes groot zijn.","validation.between.string":":attribute moet tussen :min en :max tekens lang zijn.","validation.between.array":":attribute moet tussen :min en :max items bevatten.","validation.boolean":"Het veld :attribute moet waar of onwaar zijn.","validation.confirmed":"De bevestiging van :attribute stemt niet overeen met de eigenlijke waarde.","validation.date":":attribute is geen geldige datum.","validation.date_format":":attribute heeft niet de indeling :format.","validation.different":":attribute en :other moeten verschillen.","validation.digits":":attribute moet :digits digits bevatten.","validation.digits_between":":attribute moet tussen :min en :max digits bevatten.","validation.dimensions":"De afmetingen van de afbeelding van :attribute zijn ongeldig.","validation.distinct":"Het veld :attribute is niet uniek.","validation.email":":attribute moet geldig e-mailadres zijn.","validation.exists":"De geselecteerde :attribute is niet geldig.","validation.file":":attribute moet een bestand zijn.","validation.filled":"Het veld :attribute moet een waarde bevatten.","validation.image":":attribute moet een afbeelding zijn.","validation.in":"Geselecteerde :attribute is niet geldig.","validation.in_array":"Het veld :attribute bestaat niet in :other.","validation.integer":":attribute moet een geheel getal zijn.","validation.ip":":attribute moet een geldig IP-adres zijn.","validation.ipv4":":attribute moet een geldig IPv4-adres zijn.","validation.ipv6":":attribute moet een geldig IPv6-adres zijn.","validation.json":":attribute moet een geldige JSON-string zijn.","validation.max.numeric":":attribute mag niet groter zijn dan :max.","validation.max.file":":attribute mag niet groter zijn dan :max kilobytes.","validation.max.string":":attribute mag niet langer zijn dan :max tekens.","validation.max.array":":attribute mag niet meer dan dan :max items bevatten.","validation.mimes":":attribute moet een bestand zijn van het type: :values.","validation.mimetypes":":attribute moet een bestand zijn van het type: :values.","validation.min.numeric":":attribute moet ten minste :min zijn.","validation.min.file":":attribute moet ten minste :min kilobytes groot zijn.","validation.min.string":":attribute moet ten minste :min tekens lang zijn.","validation.min.array":":attribute moet ten minste :min items bevatten.","validation.not_in":"Geselecteerde :attribute is niet geldig.","validation.not_regex":"De indeling van :attribute is ongeldig.","validation.numeric":":attribute moet een getal zijn.","validation.present":"Het veld :attribute moet aanwezig zijn.","validation.regex":"De indeling van :attribute is ongeldig.","validation.required":"Het veld :attribute is vereist.","validation.required_if":"Het veld :attribute is vereist wanneer :other :value is.","validation.required_unless":"Het veld :attribute is vereist wanneer :other in :value is.","validation.required_with":"Het veld :attribute is vereist wanneer :values aanwezig is.","validation.required_with_all":"Het veld :attribute is vereist wanneer :values aanwezig is.","validation.required_without":"Het veld :attribute is vereist wanneer :values niet aanwezig is.","validation.required_without_all":"Het veld :attribute is vereist wanneer geen van de :values aanwezig zijn.","validation.same":":attribute en :other moeten overeenstemmen.","validation.size.numeric":":attribute moet :size zijn.","validation.size.file":":attribute moet :size kilobytes zijn.","validation.size.string":":attribute moet :size tekens lang zijn.","validation.size.array":":attribute moet :size items bevatten.","validation.string":":attribute moet een tekenreeks zijn.","validation.timezone":":attribute moet een geldige zone zijn.","validation.unique":":attribute is al ingenomen.","validation.uploaded":":attribute kan niet worden geüpload.","validation.url":"De indeling van :attribute is ongeldig.","validation.custom.attribute-name.rule-name":"custom-message","values.1.title":"EU Code Week is onafhankelijk","values.1.content":"EU Code Week is een gemeenschap die door vrijwilligers wordt gedragen. We handelen niet uit economisch belang. We respecteren en waarderen de ideeën, overtuigingen en culturen van andere mensen. We nemen deel aan EU Code Week omdat we geloven in het belang van wat we doen. Dat is onze kracht. We willen digitaal denken, programmeren, computerwetenschappen, robotica, sleutelen aan hardware en digitale vaardigheden in het algemeen voor iedereen toegankelijk maken.","values.2.title":"EU Code Week is er voor iedereen.","values.2.content":"Iedereen kan activiteiten in het kader van EU Code Week organiseren. Wij begrijpen dat het van essentieel belang is dat EU Code Week voor iedereen wordt georganiseerd, ongeacht leeftijd, huidskleur, geslacht, culturele achtergrond of intellectuele capaciteiten. De activiteiten kunnen een ingang vormen om interesse en nieuwsgierigheid op te wekken of om vaardigheden verder te ontwikkelen. Gelijkheid, respect, vrijheid en inclusiviteit zijn onze principes. We willen dat alle deelnemers op een leuke manier technologie kunnen ervaren en er iets mee creëren.","values.3.title":"EU Code Week is ‘glokaal’","values.3.content.1":"EU Code Week heeft de ambitie om u te bereiken, ongeacht of u in een grote stad, een regionale hoofdstad of een afgelegen dorp woont. We besteden bijzondere aandacht aan het ondersteunen van lokale organisatoren met","values.3.content.2":"materiaal","values.3.content.3":"in hun taal en afgestemd op hun behoeften.","values.3.content.4":"De EU Code Week-kaart","values.3.content.5":'is het belangrijkste instrument waarmee elke activiteit wordt geregistreerd en een precieze locatie heeft. Tegelijkertijd is EU Code Week mondiaal en verwelkomt mensen uit de hele wereld in zijn gemeenschap. Wij zijn "glokaal".',"values.4.title":"EU Code Week gaat over samenwerking","values.4.content.1":"De leden van EU Code Week werken met elkaar samen, wisselen informatie uit, leren van elkaar en bouwen samen kennis op. We zijn met elkaar verbonden en steunen elkaar. We delen middelen, ideeën en best practices. We moedigen partnerschappen en het delen van kennis aan.","values.4.content.2":"De EU Code Week 4 All challenge","values.4.content.3":"is gericht op het bouwen van bruggen over grenzen en gemeenschappen heen. Hij helpt om positieve energie te verspreiden en verbindt mensen die van elkaar kunnen leren.","values.5.title":"EU Code Week heeft geen winstoogmerk","values.5.content.1":"Alle EU Code Week-activiteiten hebben geen winstoogmerk. Alle","values.5.content.2":"middelen","values.5.content.3":"op de website van de EU-codeweek zijn gratis. Alle EU Code Week-trainingen en online cursussen zijn gratis.","values.6.title":"EU Code Week stimuleert creativiteit en innovatie","values.6.content":"EU Code Week stimuleert creativiteit, innovatie en toekomstgericht denken. We staan open en zijn dankbaar voor feedback en kritiek, zodat we met kennis van zaken beslissingen kunnen nemen en de EU Code Week verder ontwikkelen. Zelfs mislukkingen zullen ons doen groeien, als individu en als gemeenschap.","values.7.title":"EU Code Week is zijn gemeenschap dankbaar","values.7.content":"We zijn dankbaar voor de steun van leerkrachten, coaches en andere organisatoren van activiteiten, studenten, ouders, programmeerclubs en alle partners waarmee we samenwerken. We hebben allemaal hetzelfde doel. We willen computerdenken, programmeren, computerwetenschappen en digitale vaardigheden in het algemeen naar zoveel mogelijk mensen toe brengen.","values.title":"Waardeverklaring EU Code Week","values.description.1.1":"EU Code Week is een beweging die wordt gerund door vrijwilligers -","values.description.1.2":"ambassadeurs","values.description.1.3":", vooraanstaande leraren en programmeerliefhebbers van over de hele wereld. Code Week wordt gesteund door de","values.description.1.4":"Europese Commissie","values.description.1.5":"en de ministeries van Onderwijs in de Europese Unie en de landen van de Westelijke Balkan.","values.description.2":"De kern van EU Code Week wordt gevormd door de gemeenschap van vrijwilligersorganisaties die uit leraren, mentoren, programmeerclubs, bibliotheken, particuliere bedrijven, ouders en niet-gouvernementele organisaties bestaat. We besteden onze tijd, energie en vaardigheden om digitaal denken, programmeren, robotica, sleutelen aan hardware, computerwetenschappen en digitale vaardigheden in het algemeen, zoveel mogelijk onder de aandacht van mensen in Europa en de rest van de wereld te brengen.","values.description.3":"EU Code Week staat ook voor de miljoenen deelnemers, die uit mensen van alle geslachten, leeftijden, achtergronden, culturen en vaardigheden uit de hele wereld bestaan.","values.description.4":"We zijn er trots op EU Code Week te zijn. Dit zijn onze waarden. Zij bepalen ons werk en onze beslissingen te allen tijde.","why-coding.titles.0":" Waarom programmeren?","why-coding.titles.1":" Omdat je er ideeën mee in de praktijk kan brengen","why-coding.titles.2":" Het doet ertoe omdat je er belangrijke vaardigheden mee ontwikkelt","why-coding.titles.3":" Het doet ertoe voor onze toekomst","why-coding.texts.0":"Het doet ertoe voor Pia, die vond dat ze rechten moest studeren, hoewel ze wiskunde en spelen met computers altijd al leuk vond. Het doet ertoe voor Mark, die een idee heeft voor een beter sociaal netwerk, maar niet weet hoe hij dat zelf kan ontwikkelen. Het doet ertoe voor Alice, die ervan droomt robots te maken omdat ze van haar ouders geen kat mag. En het doet ertoe voor degenen die nu al helpen om die dromen waar te maken.","why-coding.texts.1":"Het doet er in feite voor ons allemaal toe, en voor de manier waarop we ons leven en onze toekomst vormgeven. We kunnen veel meer dan alleen maar posts “delen” en “leuk vinden”. We kunnen onze ideeën in de praktijk brengen en dingen bouwen waaraan andere mensen plezier beleven.","why-coding.texts.2":"Het was nog nooit zo makkelijk om een app te ontwikkelen, je eigen robot te bouwen of, wie weet, een vliegende auto uit te vinden. Dat avontuur is zeker niet makkelijk, maar zit vol met creatieve uitdagingen, veel plezier en een ondersteunende gemeenschap die achter je staat. Klaar om de uitdaging aan te gaan en digitale maker te worden?","why-coding.texts.3":"Programmeertalen lijken op gewone talen. Maar kinderen leren ze niet om zichzelf uit te drukken en met anderen te communiceren. In plaats daarvan ontdekken ze hoe ze met technologie kunnen communiceren. Die technologie is overal om ons heen – in onze smartphones, computers, voertuigen, overal!","why-coding.texts.4":"Maar het gaat om meer dan computers begrijpen en ermee communiceren. Programmeren helpt ook bij de ontwikkeling van multidisciplinaire vaardigheden, zoals computergericht en probleemoplossend denken, creativiteit en teamwerk – vaardigheden die in elke levensloop goed van pas komen. Het vermogen om problemen op te lossen, met mislukkingen om te gaan en het opnieuw te proberen, of met anderen samen te werken: in allerlei sectoren is er vraag naar.","why-coding.texts.5":"Een eeuw geleden bestonden er geen programmeertalen. Tegenwoordig zijn ze overal en kan bijna alles worden geprogrammeerd, zelfs schoenen en verpakkingen van ontbijtgranen! Waarom zouden we anderen dus onze toekomst laten bepalen, terwijl we zelf makers kunnen worden en we onze visies en ideeën kunnen realiseren? Tenslotte zijn de mogelijkheden zo goed als onbegrensd.","why-coding.texts.6":"Alessandro Bogliolo, coördinator van het team van vrijwillige ambassadeurs van de EU-programmeerweek:","why-coding.texts.7":"Vroeger deed de mens veel met steen, ijzer, papier en potlood, en dat heeft ons leven veranderd. We leven nu in een ander tijdperk, waarin onze wereld wordt vormgegeven met behulp van computertaal. Elk tijdperk heeft zijn eigen banen die bepaalde vaardigheden vereisen. Tijdens de programmeerweek willen we elke Europeaan de kans geven programmeren te ontdekken en er plezier aan te beleven. Laten we leren programmeren en daarmee onze toekomst vormgeven","why-coding.texts.8":"Programmeren is tenslotte in bijna elke bedrijfstak een gewilde vaardigheid – niet alleen in de technologie, maar ook in de financiën, gezondheidszorg, wetenschap, zelfs in design en landbouw, en de vraag neemt alleen maar toe. Kinderen die kunnen programmeren en die begrijpen hoe technologie werkt, hebben een streepje voor, onafhankelijk van de loopbaan die ze uiteindelijk inslaan.","why-coding.texts.9":"Geïnspireerd?","why-coding.texts.10":"Doe mee aan de EU-programmeerweek!","why-coding.texts.11":" Meer weten?","why-coding.texts.12":" Ga naar onze blog."};export{e as default}; diff --git a/public/build/assets/php_pl-Y7M4iaJu.js b/public/build/assets/php_pl-Y7M4iaJu.js deleted file mode 100644 index ca78ead9b..000000000 --- a/public/build/assets/php_pl-Y7M4iaJu.js +++ /dev/null @@ -1,99 +0,0 @@ -const a={"about.when-title":"W 2024 roku Europejski Tydzień Kodowania odbędzie się w dniach od 14 do 27 października.","about.when-text":"

    Europejski Tydzień Kodowania to oddolna inicjatywa, w ramach której świętujemy kreatywność, rozwiązywanie problemów i współpracę poprzez programowanie i inne działania związane z technologią. Główną ideą stojącą za wydarzeniem jest promowanie programowania poprzez pokazywanie młodzieży i dorosłym sposobów na realizację pomysłów przy pomocy kodu, rozwiewanie wątpliwości i mitów otaczających te umiejętności oraz gromadzenie zmotywowanych jednostek w celu wspólnej nauki.

    ","about.codeweek_in_numbers-title":"Tydzień Kodowania w liczbach","about.codeweek_in_numbers-text":`

    W 2021 roku w wydarzeniach Tygodnia Kodowania wzięło udział 4 miliona uczestników mieszkających w ponad 80 krajach na całym świecie.

    -

    Przeciętny uczestnik miał 11 lat, a kobiety i dziewczynki stanowiły w 2021 r. 49% wszystkich osób, które wzięły udział w projekcie. 88% wydarzeń organizowanych w ramach Europejskiego Tygodnia Kodowania odbyło się w szkołach, co wskazuje na sukces działań wspierających nauczycieli podczas edycji realizowanej w 2021 r.

    -

    Każdy może zorganizować własne wydarzenie lub wziąć udział w różnych aktywnościach. Wybierz temat i grupę odbiorców, a następnie dodaj aktywność do mapy.

    `,"about.run_by_volunteers-title":"Wszystko dzięki wolontariuszom","about.run_by_volunteers-text":'

    Europejski Tydzień Kodowania odbywa się dzięki pracy ochotników i wolontariuszy. Nasi Ambasadorzy Tygodnia Kodowania koordynują działania w ramach inicjatywy, odbywające się w poszczególnych krajach, jednak każdy ma możliwość zorganizowania własnego wydarzenia i umieszczenia go na mapie znajdującej się pod adresem codeweek.eu.

    ',"about.supported_by_commission-title":"Wsparcie Komisji Europejskiej","about.supported_by_commission-text":'

    Inicjatywa Europejskiego Tygodnia Kodowania została zapoczątkowana w 2013 roku przez Młodych Doradców na rzecz Europejskiej Agendy Cyfrowej. Komisja Europejska wspiera Europejski Tydzień Kodowania w ramach strategii tworzenia jednolitego rynku cyfrowego. Opracowany przez Komisję plan działania w dziedzinie edukacji cyfrowej zachęca do uczestnictwa w inicjatywie przede wszystkim szkoły.

    ',"about.schools-title":"Szkoły","about.schools-text":'

    Do udziału w wydarzeniach związanych z Europejskim Tygodniem Kodowania zachęcamy przede wszystkim szkoły na wszystkich szczeblach kształcenia, a także nauczycieli wszystkich przedmiotów, dzięki którym uczniowie będą mogli skorzystać z możliwości zapoznania się ze światem programowania i kreatywności w świecie cyfrowym. Dowiedz się więcej na temat inicjatywy oraz organizacji własnych wydarzeń ze strony internetowej skierowanej do nauczycieli: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Dlaczego programowanie?","about.why_coding-text":`

    Dla ludzi takich jak Pia, która czuła się zmuszona do pójścia na studia prawnicze, mimo że zawsze lubiła matematykę i zabawę z komputerami. Dla ludzi takich jak Mark, który ma pomysł na lepsze media społecznościowe, ale nie umie go samodzielnie zrealizować. Dla ludzi takich jak Alice, która marzy o budowaniu robotów, ponieważ jej rodzice nie pozwalają jej przygarnąć kotka.

    - -

    To wydarzenie dla wszystkich tych osób, które już teraz robią wszystko, aby zrealizować swoje marzenia.

    - -

    Tak naprawdę to wydarzenie dla nas wszystkich. Dla naszej przyszłości. Technologia kształtuje nasze życia, ale pozwalamy, aby mniejszość decydowała o tym, w jaki sposób ją wykorzystujemy. Możemy zrobić coś więcej niż tylko udostępniać treści i klikać „lubię to!”. Możemy realizować nasze szalone pomysły i tworzyć rzeczy, które sprawią radość innym osobom.

    - -

    Jeszcze nigdy w historii opracowanie własnej aplikacji, zbudowanie robota czy wynalezienie latających samochodów nie było takie proste. Droga do osiągnięcia takiego celu nie jest prosta, jednak jest to droga wypełniona kreatywnymi wyzwaniami, na której spotkasz pomocnych członków społeczności i będziesz się doskonale bawić na każdym kroku. Przygotuj się na wyzwanie i zostań twórcą.

    - -

    Programowanie pozwala także rozwijać kompetencje takie jak myślenie obliczeniowe, rozwiązywanie problemów, kreatywność oraz pracę zespołową, które zdecydowanie przydadzą się każdemu, niezależnie od obranej ścieżki kariery.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, koordynator zespołu ambasadorów – wolontariuszy działających na rzecz Europejskiego Tygodnia Kodowania, powiedział:

    -

    „Od zarania dziejów robiliśmy wiele rzeczy przy pomocy kamieni, żelaza, papieru czy ołówka – wszystkie te rzeczy odmieniły nasze życia. Obecnie żyjemy w innej epoce, w której to kod kształtuje świat. Różne epoki mają różne zawody i wymagania dotyczące umiejętności. W ramach Europejskiego Tygodnia Kodowania chcemy dać każdemu Europejczykowi i każdej Europejce możliwość odkrycia programowania i dobrej zabawy, z którą się wiąże ta umiejętność. Nauczmy się programowania, aby kształtować naszą przyszłość”.

    -
    -

    `,"about.join_codeweek-title":"Włącz się w Europejski Tydzień Kodowania","about.join_codeweek-text":'

    Włącz się w Europejski Tydzień Kodowania, organizując wydarzenia związane z programowaniem w swoim mieście, biorąc udział w wyzwaniu w ramach Tygodnia Kodowania dla wszystkich „Code Week 4 All” oraz innych wydarzeniach organizowanych w wielu krajach i środowiskach, a także promując wizję Tygodnia Kodowania jako Ambasador Europejskiego Tygodnia Kodowania w swoim kraju.

    ',"about.partners_and_sponsors":"Partnerzy i sponsorzy","ambassador.title":"Ambasadorzy Europejskiego Tygodnia Kodowania","ambassador.your_current_country":"Twój obecny kraj","ambassador.visit_the":"Do odwiedzenia:","ambassador.local_facebook_page":"lokalna strona w serwisie Facebook","ambassador.local_website":"lokalna strona internetowa","ambassador.ambassadors":"Ambasadorzy","ambassador.no_ambassadors":"Brak ambasadorów","ambassador.countries_with_ambassadors":"Kraje posiadające ambasadorów","ambassador.why_dont_you_volunteer":"Może chcesz zostać wolontariuszem?","auth.failed":"Nie znaleziono danych odpowiadających tym danym uwierzytelniającym w naszym systemie.","auth.throttle":"Podjęto zbyt wiele prób logowania. Spróbuj ponownie za :seconds s.","base.languages.en":"angielski","base.languages.fr":"francuski","base.languages.bg":"bułgarski","base.languages.mt":"maltański","base.languages.hr":"chorwacki","base.languages.de":"niemiecki","base.languages.pl":"polski","base.languages.cs":"czeski","base.languages.el":"grecki","base.languages.pt":"portugalski","base.languages.da":"duński","base.languages.hu":"węgierski","base.languages.ro":"rumuński","base.languages.nl":"holenderski","base.languages.ga":"irlandzki","base.languages.sk":"słowacki","base.languages.it":"włoski","base.languages.sl":"słoweński","base.languages.et":"estoński","base.languages.lv":"łotewski","base.languages.es":"hiszpański","base.languages.fi":"fiński","base.languages.lt":"litewski","base.languages.se":"szwedzki","base.languages.sv":"szwedzki","base.languages.al":"albański","base.languages.ba":"bośniacki","base.languages.mk":"macedoński","base.languages.cnr":"czarnogórski","base.languages.sr":"serbski","base.languages.tr":"turecki","base.resources_local_title":"Zasoby dotyczące kodowania z","base.days":"Dni","base.hours":"Godziny","base.minutes":"Minuty","base.seconds":"Sekundy","base.still_have_question":"Nadal masz jakieś pytania?","base.drop_us_a_line":"Żaden problem – po prostu napisz do nas!","base.get_in_touch":"SKONTAKTUJ SIĘ Z NAMI","base.footer_msg":"Oddolna inicjatywa realizowana przez wolontariuszy i wspierana przez Komisję Europejską.","base.email":"Adres e-mail","base.display_email":"Wyświetl adres e-mail","base.first_name":"Imię","base.last_name":"Nazwisko","base.your_website":"Strona internetowa","base.biography":"Biografia","base.update":"Zmień","base.delete":"Usuń","base.choose a file":"Wybierz plik","base.learning_bits":"Materiały dydaktyczne","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Daj swoim uczniom szansę na udział w Tygodniu Kodowania","base.or":"lub","base.newsletter":"Newsletter","certificates.certificates_for":"Certyfikaty dla ","certificates.no_certificates":"Nie ma jeszcze żadnych certyfikatów.","challenges-content.chatbot.title":"Tworzenie czatbota","challenges-content.chatbot.author":"Zespół Europejskiego Tygodnia Kodowania","challenges-content.chatbot.purposes.0":"Tworzenie interaktywnych zagadek za pomocą kodu","challenges-content.chatbot.purposes.1":"Pisanie dialogu między czatbotem a użytkownikiem za pomocą kodu","challenges-content.chatbot.description":"Zapisz za pomocą kodu rozmowę między czatbotem a użytkownikiem, który próbuje rozwiązać zagadkę. Spróbuj stworzyć czatbota, który będzie rozmawiał jak człowiek. Zamiast zagadki możesz też napisać dialog między czatbotem a użytkownikiem.","challenges-content.chatbot.instructions.0":"Wymyśl zagadkę","challenges-content.chatbot.instructions.1":"Zaloguj się na platformie","challenges-content.chatbot.instructions.2":"lub utwórz na niej konto. (Jeśli musisz utworzyć nowe konto, pamiętaj, że ze względu na ochronę prywatności na platformie Pencil Code nie można używać prawdziwych imion i nazwisk).","challenges-content.chatbot.instructions.3":"Kliknij opcję „Imagine” (Kreatywność), a następnie „Make your own” (Własny pomysł)","challenges-content.chatbot.instructions.4":"Zapisz swoją zagadkę w trybie blokowym lub tekstowym","challenges-content.chatbot.instructions.5":"Możesz też użyć","challenges-content.chatbot.instructions.6":"tego kodu","challenges-content.chatbot.instructions.7":"i dopasować go do swojej zagadki lub wybrać z menu opcję „Answering a riddle” (Rozwiązywanie zagadki) i zmodyfikować proponowany kod","challenges-content.chatbot.example":"Oto przykładowa zagadka:","challenges-content.chatbot.more.0":"Proponowany kod utworzono na podstawie ćwiczenia dostępnego na stronie Pencil Code pod nazwą","challenges-content.chatbot.more.1":"„Answering the Riddle”","challenges-content.paper-circuit.title":"Kodowanie bez komputera: kartka z obwodem elektrycznym","challenges-content.paper-circuit.author":"Zespół Europejskiego Tygodnia Kodowania","challenges-content.paper-circuit.purposes.0":"Pobudzanie kreatywności","challenges-content.paper-circuit.purposes.1":"Ćwiczenie umiejętności rozwiązywania problemów","challenges-content.paper-circuit.description.0":"Stwórz dowolny rysunek. Może być to niebo nocą, biedronka, robot, choinka świąteczna lub cokolwiek innego, co przyjdzie Ci do głowy. Możesz też wykorzystać w swoim projekcie materiały wizualne przygotowane z okazji Europejskiego Tygodnia Kodowania. Znajdziesz je w","challenges-content.paper-circuit.description.1":"zestawie narzędzi dla nauczycieli na stronie Europejskiego Tygodnia Kodowania","challenges-content.paper-circuit.description.2":"z którego możesz swobodnie pobierać wszystkie logo i materiały wizualne. Możesz nawet zaprojektować zaproszenie na Europejski Tydzień Kodowania, które będzie miało formę kartki z obwodem elektrycznym. Umieść na takiej kartce tekst zachęcający innych nauczycieli do udziału w Tygodniu Kodowania i/lub wejścia na stronę wydarzenia przeznaczoną dla szkół.","challenges-content.paper-circuit.instructions.0":"Stwórz rysunek i zdecyduj, które elementy będą podświetlane (np. gwiazdy).","challenges-content.paper-circuit.instructions.1":"Przedziuraw kartkę ołówkiem i umieść naklejaną diodę LED w każdej podświetlanej części. ","challenges-content.paper-circuit.instructions.2":"Narysuj okrąg, w którym umieścisz baterię guzikową.","challenges-content.paper-circuit.instructions.3":"Po drugiej stronie kartki narysuj ścieżkę plus (+) i ścieżkę minus (-). Upewnij się, że dłuższa nóżka diody LED jest połączona ze stroną „+” baterii, a krótsza nóżka – ze stroną „-”.","challenges-content.paper-circuit.instructions.4":"Naklej taśmę miedzianą na obie ścieżki.","challenges-content.paper-circuit.instructions.5":"Złóż kartkę tak, by zetknięcie papieru z baterią zapalało diodę LED. Możesz użyć spinacza, by zapewnić dobry styk z taśmą miedzianą.","challenges-content.paper-circuit.instructions.6":"Zrób zdjęcie swojej kartki z obwodem elektrycznym i udostępnij je na Instagramie. Napisz też, dlaczego uważasz to ćwiczenie za wartościowe. ","challenges-content.paper-circuit.example":"Oto przykładowe kartki z obwodem elektrycznym","challenges-content.paper-circuit.materials.0":"kartka lub tektura","challenges-content.paper-circuit.materials.1":"kredki lub pisaki","challenges-content.paper-circuit.materials.2":"bateria guzikowa","challenges-content.paper-circuit.materials.3":"taśma miedziana","challenges-content.paper-circuit.materials.4":"naklejane diody LED","challenges-content.paper-circuit.materials.5":"spinacz","challenges-content.dance.title":"Przygotowanie układu tanecznego","challenges-content.dance.author":"Zespół Europejskiego Tygodnia Kodowania","challenges-content.dance.purposes.0":"Nauka podstawowych koncepcji programistycznych","challenges-content.dance.purposes.1":"Nauka animowania postaci","challenges-content.dance.description":"To wyzwanie polega na stworzeniu postaci, które będą wspólnie tańczyć. Możesz stworzyć własne postaci i podkłady muzyczne lub skorzystać z zasobów wbudowanej biblioteki multimediów. Masz za zadanie animować postaci tak, by ze sobą tańczyły i rozmawiały.","challenges-content.dance.instructions.0":"Zaloguj się na platformie","challenges-content.dance.instructions.1":"jako nauczyciel. Utwórz konta dla uczniów i udostępnij je podopiecznym. Zamiast tego możesz też udostępnić uczniom kod klasy, by mogli się zarejestrować na platformie za pomocą szkolnego adresu e-mail. Jeśli jesteś uczniem, możesz zarejestrować się jako uczeń, ale musisz wtedy podać adres e-mail opiekuna, który zatwierdzi Twoje konto","challenges-content.dance.instructions.2":"Kliknij opcję","challenges-content.dance.instructions.3":"(Utwórz projekt – pusty projekt z kodowania blokowego) i nadaj projektowi tytuł","challenges-content.dance.instructions.4":"Przejdź do zakładki","challenges-content.dance.instructions.5":"(Scena) i kliknij ikonę zębatki, by dodać tło. Możesz wybrać tło z obszaru Media Library (Biblioteka multimediów), przesłać swój obraz lub zrobić i wczytać własne zdjęcie. Wybierz klip audio i dodaj go do sceny:","challenges-content.dance.instructions.6":"Kliknij przycisk","challenges-content.dance.instructions.7":"(Dodaj artystę) i dodaj postaci lub obiekty, które chcesz animować, by mogły się poruszać, rozmawiać i wchodzić ze sobą w interakcje. Wybierz dwie lub trzy dowolne postaci. Możesz zmodyfikować dostępnych bohaterów lub narysować własnych. Strój postaci zmienisz, klikając ikonę ołówka.","challenges-content.dance.instructions.8":"Kliknij każdą postać i animują ją, dodając następujące bloki","challenges-content.dance.instructions.9":"Dodaj","challenges-content.dance.instructions.10":"blok „say”","challenges-content.dance.instructions.11":"(powiedz), by Twoje postaci zaczęły ze sobą rozmawiać. Możesz zmienić kształty dymków, a także czcionkę i rozmiar zapisanego w nich tekstu","challenges-content.dance.example.0":"Zobacz","challenges-content.dance.example.1":"ten przykład","challenges-content.dance.example.2":"z tańczącymi robotami. Możesz swobodnie go używać i modyfikować.","challenges-content.compose-song.title":"Komponowanie muzyki","challenges-content.compose-song.author":"Zespół Europejskiego Tygodnia Kodowania","challenges-content.compose-song.purposes.0":"Nauka kodowania przez muzykę","challenges-content.compose-song.purposes.1":"Rozpoznawanie różnych gatunków i instrumentów muzycznych","challenges-content.compose-song.purposes.2":"Skomponowanie utworu przez zmiksowanie różnych klipów muzycznych","challenges-content.compose-song.description":"Celem tego wyzwania jest skomponowanie muzyki za pomocą języka programowania. Możesz skorzystać z gotowych klipów lub stworzyć własne i zmiksować je, by skomponować muzykę. Gotowy kod uruchom w cyfrowej stacji roboczej i odtwórz napisaną przez siebie muzykę. Wypróbuj różne dźwięki i efekty, by zmodyfikować swój utwór.","challenges-content.compose-song.instructions.0":"Zaloguj się na platformie","challenges-content.compose-song.instructions.1":"Wybierz opcję „Click here to make a script” (Kliknij tutaj, by utworzyć skrypt)","challenges-content.compose-song.instructions.2":"Nazwij swój skrypt i wybierz","challenges-content.compose-song.instructions.3":"jako język programowania","challenges-content.compose-song.instructions.4":"Zacznij pisać kod miedzy wierszami","challenges-content.compose-song.instructions.5":"i","challenges-content.compose-song.instructions.6":"","challenges-content.compose-song.instructions.7":"Przejrzyj klipy muzyczne w obszarze","challenges-content.compose-song.instructions.8":"„Sound Library”","challenges-content.compose-song.instructions.9":"(Biblioteka dźwięków) i wybierz ulubione gatunki muzyczne, artystów i instrumenty","challenges-content.compose-song.instructions.10":"By dodać do swojej piosenki klip dźwiękowy, wpisz polecenie","challenges-content.compose-song.instructions.11":"Między nawiasami powinny znaleźć się cztery następujące parametry oddzielone od siebie przecinkami","challenges-content.compose-song.instructions.12":"Klip dźwiękowy","challenges-content.compose-song.instructions.13":"Umieść kursor między nawiasami, przejdź do obszaru „Sound Library” (Biblioteka dźwięków), wybierz klip i wklej go, klikając niebieską ikonę wklejania","challenges-content.compose-song.instructions.14":"Numer ścieżki","challenges-content.compose-song.instructions.15":"oznaczenie ścieżek pomaga uporządkować dźwięki według rodzaju instrumentu (głos, gitara basowa, perkusja, keyboard itd.). Możesz dodać dowolną liczbę ścieżek (instrumentów). Ścieżki są wyświetlane jako wiersze w cyfrowej stacji roboczej","challenges-content.compose-song.instructions.16":"Początek metrum","challenges-content.compose-song.instructions.17":"wskazuje, kiedy ma rozpocząć się odtwarzanie danego dźwięku. Metra to muzyczne jednostki czasu. Jedno metrum składa się z czterech pulsów","challenges-content.compose-song.instructions.18":"Koniec metrum","challenges-content.compose-song.instructions.19":"wskazuje, kiedy ma zakończyć się odtwarzanie danego dźwięku.","challenges-content.compose-song.instructions.20":"Taki wiersz kodu będzie wyglądał następująco","challenges-content.compose-song.instructions.21":"Możesz dodać do kompozycji różne efekty, na przykład określone natężenie dźwięku, by poprawić jej brzmienie. Natężenie dźwięku może wynosić od -60 decybeli do 12 decybeli, gdzie 0 odpowiada oryginalnej głośności utworu.","challenges-content.compose-song.instructions.22":"Wprowadź polecenie","challenges-content.compose-song.instructions.23":"W nawiasie wpisz numer ścieżki, VOLUME, GAIN, poziom głośności, start metrum, końcowy poziom głośności i koniec metrum","challenges-content.compose-song.instructions.24":"Oto przykładowy efekt zgłaśniania","challenges-content.compose-song.instructions.25":"i efekt wyciszania","challenges-content.compose-song.example.0":"Posłuchaj","challenges-content.compose-song.example.1":"przykładowej piosenki napisanej za pomocą kodu na platformie Earsketch","challenges-content.compose-song.example.2":"Możesz zaimportować i zmodyfikować ten kod","challenges-content.sensing-game.title":"Stwórz grę opartą na czujniku wideo","challenges-content.sensing-game.author":"Zespół Europejskiego Tygodnia Kodowania","challenges-content.sensing-game.purposes.0":"Kodowanie animowanych obiektów","challenges-content.sensing-game.purposes.1":"Zrozumienie zasad sterowania animacją cyfrową za pomocą ruchu","challenges-content.sensing-game.purposes.2":"Skomponowanie utworu przez zmiksowanie różnych klipów muzycznych","challenges-content.sensing-game.description":"To wyzwanie polega na przygotowaniu prostej gry, w której kamera wideo jest wykorzystywana jako czujnik ruchu, dzięki czemu użytkownik może kontrolować animację za pomocą ruchu. Celem gry jest zebranie jak największej liczby baniek Europejskiego Tygodnia Kodowania w ciągu 30 sekund. Możesz też stworzyć grę, w której zamiast zbierania baniek trzeba ścigać bohatera lub przebijać balony dłońmi.","challenges-content.sensing-game.instructions.0":"Zaloguj się na platformie","challenges-content.sensing-game.instructions.1":"Kliknij opcję","challenges-content.sensing-game.instructions.2":"Dodaj rozszerzenie","challenges-content.sensing-game.instructions.3":"i wybierz opcję","challenges-content.sensing-game.instructions.4":"Czujniki wideo","challenges-content.sensing-game.instructions.5":"Pozwoli to określać, jak szybko porusza się obiekt. Im mniejsza liczba, tym wrażliwszy na ruch jest czujnik.","challenges-content.sensing-game.instructions.6":"Dodaj duszka. Wybierz dźwięk dla swojego duszka. Jeśli chcesz, możesz też wybrać opcję","challenges-content.sensing-game.instructions.7":"Utwórz klona","challenges-content.sensing-game.instructions.8":"(create a clone), by powielić duszka.","challenges-content.sensing-game.instructions.9":"Utwórz dwie zmienne: jedną dla parametru","challenges-content.sensing-game.instructions.10":"Score","challenges-content.sensing-game.instructions.11":"(Wynik), a drugą dla parametru","challenges-content.sensing-game.instructions.12":"Stoper","challenges-content.sensing-game.instructions.13":"i dodaj je do duszka. Ustaw wartość parametru Stoper jako 30 i dodaj opcję","challenges-content.sensing-game.instructions.14":"Zmień Stoper o -1","challenges-content.sensing-game.instructions.15":"Utwórz nowego duszka o nazwie","challenges-content.sensing-game.instructions.16":"Game Over","challenges-content.sensing-game.instructions.17":"(Koniec gry), który zakończy grę. Możesz też utworzyć duszka, którego nazwa będzie tytułem gry, np. „Zbierz wszystkie bańki Europejskiego Tygodnia Kodowania”.","challenges-content.sensing-game.example.0":"Poniżej możesz zagrać w grę „Zbierz wszystkie bańki Europejskiego Tygodnia Kodowania”, która wykorzystuje czujnik wideo. Możesz swobodnie modyfikować","challenges-content.sensing-game.example.1":"ten projekt","challenges-content.calming-leds.title":"Kojące światło LED: budowanie prostego urządzenia opartego na minikomputerze micro:bit","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 minut","challenges-content.calming-leds.materials.0":"urządzenie micro:bit z pojemnikiem na baterie (jeśli jest dostępne)","challenges-content.calming-leds.materials.1":"laptop lub tablet, na którym można otworzyć strony Microsoft MakeCode i Youtube","challenges-content.calming-leds.materials.2":"materiały edukacyjne ze strony microbit.org","challenges-content.calming-leds.description":"Uczniowie mają utworzyć z diod LED urządzenie cyfrowe, które pomoże im się wyciszyć i wyrównać oddech. W tym celu zostaną poproszeni o napisanie prostego kodu, co pomoże im dowiedzieć się więcej o animacjach i sekwencjach.","challenges-content.calming-leds.instructions.0":"Zadanie polega na zbudowaniu działającego urządzenia LED do relaksacji, które będzie pomagać w wyrównaniu oddechu. Urządzenia można zbudować przy użyciu prawdziwej płytki micro:bit lub jej symulatora w edytorze MakeCode. ","challenges-content.calming-leds.instructions.1":"Ćwiczenie można wykonać, piszcząc prostą sekwencję kodu w edytorze MakeCode zgodnie z instrukcjami pokazanymi w filmie / na zrzucie ekranu. ","challenges-content.calming-leds.instructions.2":"Zakres ćwiczenia można poszerzyć, by uczniowie mogli poznać różne animacje i sami wymyślili taką, która pomoże im się wyciszyć lub poczuć lepiej. ","challenges-content.calming-leds.instructions.3":"Więcej informacji i filmiki instruktażowe można znaleźć","challenges-content.calming-leds.instructions.4":"tutaj","challenges-content.calming-leds.example":"Na tej stronie można znaleźć instrukcje i filmiki pokazujące wykonanie zadania oraz kod, który należy napisać","challenges-content.calming-leds.purposes.0":"Budowa prostego i praktycznego urządzenia cyfrowego","challenges-content.calming-leds.purposes.1":"Poszerzenie wiedzy o sekwencjach i animacjach oraz sposobie ich działania","challenges-content.calming-leds.purposes.2":"Testowanie i debugowanie prostego kodu","challenges-content.calming-leds.purposes.3":"Poprawianie projektu przez przyspieszanie lub spowalnianie animacji","challenges-content.computational-thinking-and-computational-fluency.title":"Rozwijanie myślenia komputacyjnego i biegłości liczenia za pomocą języka ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – Ambasador Europejskiego Tygodnia Kodowania, Grecja","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Poznanie nowych poleceń i nowego interfejsu. ","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Utworzenie prostych programów opartych na prostych poleceniach przyczynowo-skutkowych. ","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Przeprowadzenie prostego debugowania metodą prób i błędów. ","challenges-content.computational-thinking-and-computational-fluency.description":"W trakcie ćwiczenia dzieci będą używać aplikacji ScratchJr, by tworzyć za jej pomocą ciekawsze, bardziej wciągające historie, a w swoich projektach wykorzystają myślenie komputacyjne. ","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"Z aplikacji ScratchJr mogą korzystać dzieci, które nie potrafią jeszcze czytać, ponieważ wszystkie instrukcje i opcje menu są oznakowane za pomocą symboli i kolorów. do wykonania ćwiczenia nie potrzeba internetu, więc można wykonać je w klasie, pracowni, a nawet na otwartej przestrzeni. ","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Dzieci używają miasta jako tła i przy użyciu bloków kodu prowadzą samochód przez jego ulice. ","challenges-content.computational-thinking-and-computational-fluency.example.0":"Za pomocą bloków ruchu i dźwięków oraz bloków ponownego uruchomienie dziecko może sprawić, że jego postaci zaczną tańczyć. ","challenges-content.computational-thinking-and-computational-fluency.example.1":"Dziecko może wybrać tło i postać, a następnie za pomocą bloku ruchu spowodować, że auto będzie jechać po ulicach miasta. Użycie bloku szybkości pozwala przyspieszyć lub spowolnić ruch postaci. ","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Aplikacja","challenges-content.computational-thinking-and-computational-fluency.materials.1":"jest bezpłatna i działa na różnych systemach operacyjnych oraz na różnych urządzeniach cyfrowych","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Ponadto na stronie","challenges-content.computational-thinking-and-computational-fluency.materials.3":"można znaleźć wiele bezpłatnych materiałów edukacyjnych","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minut","challenges-content.ai-hour-of-code.title":"Godzina kodowania z AI","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Utworzenie rozwiązań opartych na kodzie obejmującym sekwencje, zdarzenia, pętle i instrukcje warunkowe","challenges-content.ai-hour-of-code.purposes.1":"Rozłożenie kroków potrzebnych do rozwiązania problemu na precyzyjną sekwencję instrukcji","challenges-content.ai-hour-of-code.purposes.2":"Poznanie koncepcji programistycznych","challenges-content.ai-hour-of-code.description":"Wiosce grozi pożar, przed którym może uchronić ją tylko napisane przez Ciebie rozwiązanie!Poznaj swojego pomocnika, minecraftowego Agenta, a następnie zaprogramuj go tak, by przeczesywał las i zbierał w nim dane. Zgromadzone dane pomogą agentowi przewidzieć, gdzie wybuchnie ogień. Następnie zaprogramuj agenta tak, by pomógł Ci w zatrzymaniu pożaru, ocaleniu wioski i przywróceniu lasu do życia. Wykonując tę misję, poznasz podstawy kodowania i przykład realnego wykorzystania sztucznej inteligencji(ang. AI). ","challenges-content.ai-hour-of-code.instructions":"Plan lekcji można pobrać tutaj","challenges-content.ai-hour-of-code.materials.0":"Zainstalowana gra Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Po zainstalowaniu gry Minecraft Education Edition wyzwanie będzie dostępne na","challenges-content.ai-hour-of-code.materials.2":"tej stronie","challenges-content.create-a-dance.title":"Wymyśl taniec do utworu „Oda do kodu”!","challenges-content.create-a-dance.purposes":"Ćwiczenie kodowania przez zabawę i budowanie poczucia przynależności do społeczności Europejskiego Tygodnia Kodowania. ","challenges-content.create-a-dance.description.0":"Wymyśl taniec do utworu „Oda do kodu”(Ode to Code)!W","challenges-content.create-a-dance.description.1":"samouczku projektu Dance Party(Potańcówka)","challenges-content.create-a-dance.description.2":"znajdziesz instrukcje, jak zaprogramować taniec do „Ody do kodu”. Oficjalny hymn Europejskiego Tygodnia Kodowania jest dostępny jako jeden z utworów do wyboru w projekcie Potańcówka. ","challenges-content.create-a-dance.instructions.0":"Instrukcje są dostępne w formie filmików w","challenges-content.create-a-dance.instructions.1":"samouczku","challenges-content.create-a-dance.instructions.2":"i w górnej części każdego poziomu","challenges-content.create-a-dance.example":"Wybrane prace uczniów można znaleźć na stronie","challenges-content.create-a-dance.materials":"Samouczek Code. org","challenges-content.create-a-simulation.title":"Stwórz symulację!","challenges-content.create-a-simulation.purposes.0":"Zdobycie wiedzy o symulacjach poprzez wykorzystanie takich zmiennych, jak: powstawanie tłumu, wskaźniki wyzdrowień, noszenie masek i szczepionki. ","challenges-content.create-a-simulation.purposes.1":"Odniesienie posiadanej już wiedzy o rzeczywistych epidemiach chorób wirusowych do fikcyjnego scenariusza. ","challenges-content.create-a-simulation.description":"Napisz kod, by utworzyć i przeprowadzić własną symulację wybuchu epidemii w Mieście potworów. Dowiedz się, jak napisać kod i przygotować prognozy dotyczące tego, co wydarzy się w miejscowościach blisko Miasta potworów. ","challenges-content.create-a-simulation.instructions.0":"Instrukcje są dostępne w formie filmików w","challenges-content.create-a-simulation.instructions.1":"samouczku","challenges-content.create-a-simulation.instructions.2":"i w górnej części każdego poziomu","challenges-content.create-a-simulation.example":"Gotową symulację możesz udostępnić w Internecie. Podziel się przy tym swoim pomysłem na to, co należy robić, by zadbać o zdrowie innych, gdy w mieście pojawi się wirus. ","challenges-content.create-a-simulation.materials":"Samouczek Code. org","challenges-content.create-your-own-masterpiece.title":"Stwórz własne arcydzieło!","challenges-content.create-your-own-masterpiece.audience":"Bez ograniczeń wiekowych","challenges-content.create-your-own-masterpiece.purpose":"Przybliżenie koncepcji informatycznych za pomocą rysowania i rozwijanie wyobraźni","challenges-content.create-your-own-masterpiece.description":"Stwórz swoje arcydzieło z pomocą artysty!Użyj bloków kodu, by sterować artystą, który wykona Twój wyjątkowy projekt. ","challenges-content.create-your-own-masterpiece.instructions":"Instrukcje do każdego poziomu są wyświetlane w górnej części ekranu","challenges-content.create-your-own-masterpiece.example":"Projekty artystyczne można znaleźć w sekcji Drawing(Rysowanie) na tej stronie:","challenges-content.create-your-own-masterpiece.materials.0":"Pierwszy poziom samouczka można znaleźć","challenges-content.create-your-own-masterpiece.materials.1":"TUTAJ","challenges-content.cs-first-unplugged-activities.title":"CS First Unplugged – ćwiczenia bez komputera","challenges-content.cs-first-unplugged-activities.purposes.0":"Wsparcie uczniów, którzy uczą się z domu","challenges-content.cs-first-unplugged-activities.purposes.1":"Odpoczynek od pracy przed ekranem","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged to zestaw ćwiczeń, które przybliżają uczniom koncepcje informatyczne, ale nie wymagają korzystania z komputera. Opracowaliśmy tę lekcję, by pokazać, że informatyka to dużo więcej niż tylko programowanie. ","challenges-content.cs-first-unplugged-activities.instructions.0":"Broszurę ze wszystkimi ćwiczeniami(w języku angielskim) można znaleźć","challenges-content.cs-first-unplugged-activities.instructions.1":"tutaj","challenges-content.cs-first-unplugged-activities.instructions.2":"a scenariusz lekcji(w języku angielskim) –","challenges-content.cs-first-unplugged-activities.instructions.3":"Ćwiczenia zawarte w tej lekcji można wykonywać niezależnie i w dowolnej kolejności","challenges-content.cs-first-unplugged-activities.instructions.4":"Nauczyciel może sfotografować pracę uczniów udostępnić zdjęcia na Instagramie z hasztagiem #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Oprócz broszury z ćwiczeniami do wykonania niektórych zadań potrzebne są także dodatkowe materiały.","challenges-content.cs-first-unplugged-activities.materials.1":"Małe pionki (na przykład suche ziarna fasoli) do postawienia na mapie w ćwiczeniu „Sieć w sąsiedztwie”.","challenges-content.cs-first-unplugged-activities.materials.2":"Nożyczki do wycięcia koła szyfrowego z ćwiczenia „Wysyłanie tajnej wiadomości”.","challenges-content.cs-first-unplugged-activities.materials.3":"Tektura i klej, by usztywnić koło szyfrowe z ćwiczenia „Wysyłanie tajnej wiadomości”.","challenges-content.cs-first-unplugged-activities.materials.4":"Pinezka, wykałaczka lub wyprostowany spinacz do połączenia elementów koła szyfrowego z ćwiczenia „Wysyłanie tajnej wiadomości”.","challenges-content.family-care.title":"Pomoc domownikom","challenges-content.family-care.experience":"Dla wszystkich","challenges-content.family-care.duration":"5–10 godzin","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Analiza problemu „opieki nad bliskimi”, z którym mierzymy się codziennie;","challenges-content.family-care.purposes.1":"Dostrzeżenie w problemach szans i znalezienie kreatywnych rozwiązań;","challenges-content.family-care.purposes.2":"Stworzenie innowacyjnych rozwiązań za pomocą kodu;","challenges-content.family-care.purposes.3":"Zaprojektowanie plakatów i przedstawienie rozwiązań szerszemu gronu osób;","challenges-content.family-care.purposes.4":"Wykorzystanie mediów społecznościowych do nadania projektom mocy sprawczej. ","challenges-content.family-care.description.0":"Co przychodzi Ci do głowy, gdy słyszysz słowo dom? Zgrabny budynek? Obfity obiad przygotowany przez rodziców? Prywatna przestrzeń tylko dla siebie? Ciepło domowego ogniska pozwala nam zregenerować umysł i ciało. Tempo współczesnego świata sprawia jednak, że rodzice zawsze są w biegu. A Ty nie możesz zostawić swoich zwierzaków samych sobie, gdy spotykasz się ze znajomymi. Jak więc troszczyć się o bliskich i podopiecznych, gdy jest się daleko? Tematem tego wyzwania jest","challenges-content.family-care.description.1":"Pomoc domownikom","challenges-content.family-care.description.2":"Zgodnie z tym tematem uczniowie są zachęcani do szukania pomysłów na okazywanie miłości i troski za pomocą programowania i rozwiązań sprzętowych. Oto kilka pytań do przemyślenia","challenges-content.family-care.description.3":"Ilu członków rodziny mieszka w Twoim domu? Kim oni są? Czy mieszkanie z nimi niesie ze sobą jakieś problemy? Jakiego rodzaju opieki potrzebują te osoby?","challenges-content.family-care.description.4":"Czy znasz kogoś, komu bardziej niż innym w Twojej społeczności, brakuje opieki bliskich? Jak możesz pomóc tej osobie?","challenges-content.family-care.instructions.0":"Przeprowadź burzę mózgów i analizę dotyczącą pomocy domownikom","challenges-content.family-care.instructions.1":"Spisz wszystkie problemy","challenges-content.family-care.instructions.2":"Wymyśl możliwe rozwiązania","challenges-content.family-care.instructions.3":"Wybierz rozwiązanie","challenges-content.family-care.instructions.4":"Zaprogramuj rozwiązanie i opracuj jego strukturę","challenges-content.family-care.instructions.5":"Zaprojektuj plakat z planem Twojego rozwiązania","challenges-content.family-care.instructions.6":"Pokaż go nauczycielom i rodzinie","challenges-content.family-care.example.0":"Przykładowe rozwiązania można znaleźć na stronie","challenges-content.family-care.example.1":"i","challenges-content.family-care.materials.0":"Narzędzie programistyczne:","challenges-content.family-care.materials.1":"lub jego pobrana","challenges-content.family-care.materials.2":"wersja na komputer PC","challenges-content.family-care.materials.3":"mBlock jest językiem programowania opartym na języku Scratch","challenges-content.family-care.materials.4":"To wyzwanie jest również zadaniem z konkursu MakeX Global Spark Competition – zawodów w kreatywnym projektowaniu adresowanych do dzieci w wieku od 6 do 13 lat.","challenges-content.family-care.materials.5":"Uczestnicy zawodów muszą opracować rozwiązanie związane z konkretnym tematem, używając do tego języka programowania i platformy sprzętowej.","challenges-content.family-care.materials.6":"Uczniowie mogą wykonać zadanie w czasie Tygodnia Kodowania, a następnie pokazać je na poziomie międzynarodowym, by nawiązać kontakty z innymi dziećmi i wygrać nagrody.","challenges-content.family-care.materials.7":"W celu uzyskania dodatkowych informacji należy wejść a stronę:","challenges-content.family-care.materials.8":"lub napisać do nas na adres","challenges-content.virtual-flower-field.title":"Hodowanie wirtualnych kwiatów","challenges-content.virtual-flower-field.author":"Jadga Huegle – trenerka Meet and Code i członkini zespołu SAP Snap!","challenges-content.virtual-flower-field.duration":"30–60 minut","challenges-content.virtual-flower-field.purposes.0":"Nauka programowania oparta na prostym, ale dającym duże możliwości wyrazu projekcie.","challenges-content.virtual-flower-field.purposes.1":"Zrozumienie, że programowanie może być sztuką i pozwala otrzymać piękne efekty.","challenges-content.virtual-flower-field.purposes.2":"Wykorzystanie kolorowych kwiatów i Europejskiego Tygodnia Kodowania do dodania jesieni kolorów.","challenges-content.virtual-flower-field.purposes.3":"Pokazanie, jak różnorodny jest świat kwiatów.","challenges-content.virtual-flower-field.purposes.4":"Udział w realizacji celów zrównoważonego rozwoju, a zwłaszcza działania w dziedzinie klimatu (SDG13) przez organizację wydarzeń zawiązanych z programowaniem, które promują edukację w zakresie zmiany klimatu i podnoszą jej świadomość.","challenges-content.virtual-flower-field.description":"Za pomocą języka Snap! napisz program, w którym można wyhodować pole wirtualnych rozmaitych kwiatów o różnej liczbie płatków.","challenges-content.virtual-flower-field.instructions.0":"Jeśli nie masz pomysłu, jak podejść do tego wyzwania, obejrzyj","challenges-content.virtual-flower-field.instructions.1":"ten filmik","challenges-content.virtual-flower-field.instructions.2":"lub skorzystaj z","challenges-content.virtual-flower-field.instructions.3":"tego dokumentu","challenges-content.virtual-flower-field.instructions.4":"i postępuj zgodnie z instrukcjami","challenges-content.virtual-flower-field.instructions.5":"Zadanie można wykonać, programując wirtualną łąkę kwietną w języku Snap! (lub Scratch), a efekty pracy można sfotografować i opublikować w Internecie.","challenges-content.virtual-flower-field.instructions.6":"Na polu powinny rosnąć rozmaite kwiaty z różną liczbą płatków. Kwiaty powinny zostać zaprogramowane, co znaczy, ze trzeba je uzyskać metodą wielokrotnego odbijania i obracania płatków (lub rysowania i obracania).","challenges-content.virtual-flower-field.instructions.7":"Post ze zdjęciem Twojego wirtualnego ogrodu kwietnego należ opatrzyć hasztagiem #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"zachęcamy do wykonania zadania za pomocą języka","challenges-content.virtual-flower-field.materials.1":"choć możliwe jest też użycie języka","challenges-content.haunted-house.title":"Nawiedzony dom w Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Uniwersytet w Lejdzie – Ramon Moorlag, I & I – Tydzień Kodowania, Holandia","challenges-content.haunted-house.audience":"Nauczyciele i edukatorzy","challenges-content.haunted-house.duration":"1–2 godz. w zależności od posiadanej wcześniej wiedzy","challenges-content.haunted-house.purposes.0":"Stworzenie interaktywnej historii o nawiedzonym domu. ","challenges-content.haunted-house.purposes.1":"Nauka programowania w języku Hedy. ","challenges-content.haunted-house.description":"Zadanie polega na napisaniu w języku Hedy interaktywnego opowiadania o nawiedzonym domu. Każde uruchomienie kodu ma generować nową historię. Historia może zostać odczytana na głos przez komputer lub udostępniona w Internecie. ","challenges-content.haunted-house.instructions.0":"Zacznij od otworzenia przeglądarki i przejścia do witryny hedycode. com. ","challenges-content.haunted-house.instructions.1":"Wykonaj instrukcje dla poziomów 1–4. Skorzystaj z zakładek „Level”(Poziom) i „Haunted house”(Nawiedzony dom)","challenges-content.haunted-house.instructions.2":"Korzystając z tych poziomów, napiszemy interaktywną historię Nawiedzonego domu. ","challenges-content.haunted-house.instructions.3":"Przeznaczony dla nauczycieli scenariusz lekcji z językiem Hendy można znaleźć","challenges-content.haunted-house.instructions.4":"tutaj","challenges-content.haunted-house.instructions.5":"Nagranie prezentacji, w której Felienne Hermans przedstawia język Hedy, można znaleźć","challenges-content.haunted-house.instructions.6":"tutaj","challenges-content.haunted-house.example":"Przykładowy nawiedzony dom na poziomie","challenges-content.haunted-house.materials.0":"Język Hedy na","challenges-content.haunted-house.materials.1":"poziomach od 1 do 4","challenges-content.inclusive-app-design.title":"Aplikacja dla każdego","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minut + opcjonalne ćwiczenia dodatkowe","challenges-content.inclusive-app-design.purposes.0":"Przeprowadzenie burzy mózgów, zaplanowanie i stworzenie prototypu i udostępnienie innym wymyślonej aplikacji, która będzie dla każdego zrozumiała i łatwa w obsłudze. ","challenges-content.inclusive-app-design.description":"Dobre aplikacje rodzą się z dobrych pomysłów. W tym zadaniu uczniowie wymyślą aplikację zgodną z ich zainteresowaniami i odkryją, jak projektować aplikacje, by były inkluzywne i miały ułatwienia dostępu.","challenges-content.inclusive-app-design.instructions.0":"Wszystkie instrukcje można znaleźć pod tym adresem","challenges-content.inclusive-app-design.instructions.1":"Jest to scenariusz jednogodzinnej lekcji, za pomocą którego nauczyciel może pomóc uczniom:","challenges-content.inclusive-app-design.instructions.2":"Poznać zasady tworzenia inkluzywnych aplikacji","challenges-content.inclusive-app-design.instructions.3":"Przeprowadzić burze mózgów, by znaleźć pomysł na aplikacje","challenges-content.inclusive-app-design.instructions.4":"Stworzyć zarys swoich pomysłów na aplikacje i zaplanować zadania związane z użytkownikami","challenges-content.inclusive-app-design.instructions.5":"Przygotować prototyp jednej z części aplikacji w programie Keynote","challenges-content.inclusive-app-design.instructions.6":"Przedstawić demonstracje prototypów i opisać sposób, w jaki wspierają one użytkowników o różnych doświadczeniach i możliwościach","challenges-content.inclusive-app-design.materials.0":"Opis ćwiczenia w zakresie tworzenia aplikacji inkluzywnych dostępny na portalu Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Program Keynote na iPadzie lub Macu jest zalecany, ale nie wymagany. ","challenges-content.silly-eyes.title":"Rozbiegane oczy","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 minut","challenges-content.silly-eyes.purposes.0":"Wykonanie projektu opartego na interakcji z użytkownikiem. ","challenges-content.silly-eyes.purposes.1":"Spersonalizowanie projektu za pomocą kolorów i efektów graficznych. ","challenges-content.silly-eyes.purposes.2":"Poznanie zasad projektowania w środowisku cyfrowym. ","challenges-content.silly-eyes.description":"To zadanie polega na zaprojektowaniu i stworzeniu postaci o rozbieganych oczach. Duże, rozbiegane oczy postaci będą wodzić za kursorem, dzięki czemu postać ożyje. ","challenges-content.silly-eyes.instructions":"Pełny opis projektu można znaleźć tutaj","challenges-content.silly-eyes.example":"Sprawdź projekty „Gobo“, „Under the sea “ i „Don't eat donut“","challenges-content.train-ai-bot.title":"Wytrenuj bota AI!","challenges-content.train-ai-bot.purposes":"Poszerzenie wiedzy o sztucznej inteligencji (AI), uczeniu maszynowym, trenowaniu danych i odchyleniach oraz problemach etycznych i sposobach wykorzystywania AI do rozwiązywania globalnych problemów.","challenges-content.train-ai-bot.description":"Wytrenuj bota AI w programie „AI dla oceanów”. To zadanie polega na zaprogramowaniu lub wytrenowaniu AI (sztucznej inteligencji), by odróżniała ryby od śmieci. Czas posprzątać ocean!","challenges-content.train-ai-bot.instructions.0":"Instrukcje są dostępne w formie filmików w samouczku","challenges-content.train-ai-bot.instructions.1":"i w górnej części każdego poziomu","challenges-content.train-ai-bot.materials.0":"Samouczek można znaleźć tutaj","challenges-content.train-ai-bot.materials.1":"Jest on dostępny w ponad 25 językach","challenges-content.build-calliope.title":"Zbuduj swojego własnego mini trenera fitness Calliope","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"W zabawny sposób poznaj sekwencje, animacje, powtórzenia i zmienne.","challenges-content.build-calliope.purposes.1":"Stwórz structure schematu.","challenges-content.build-calliope.purposes.2":"Przetestuj I debuguj kod.","challenges-content.build-calliope.purposes.3":"Optymalizacja programu metodą prób i błędów, sprawdzanie i dostosowywanie użyteczności.","challenges-content.build-calliope.duration":"20-30 minut","challenges-content.build-calliope.description":" Uczestnicy opracują sterowany cyfrowo prototyp, który wykorzystuje kolorową świecącą diodę LED do odtworzenia zaplanowanego z góry 10-punktowego ćwiczenia fitness.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (jeśli dostępny)","challenges-content.build-calliope.materials.1":'Laptop albo tablet z którym możesz odwiedzićhttps://makecode.calliope.cc albohttps://calliope.cc i YouTube żeby mieć dostęp do zasobów potrzebnych do działania.',"challenges-content.build-calliope.instructions.0":"Na początek stwórz plan i ustal kolejność ćwiczeń. Korzystając z harmonogramu, zaprogramuj diodę LED RGB Calliope mini, aby wyświetlała jeden z 5 kolorów we wstępnie zdefiniowanym tempie. Następnie utwórz zmienną dla tempa i zaprogramuj powtórzenia za pomocą pętli.","challenges-content.build-calliope.instructions.1":"Pamiętaj, że jeśli zaimplementowałeś program w sposób, który Ci odpowiada, możesz również podzielić się nim z nami pod adresem info@calliope.cc-jesteśmy podekscytowani, widząc, co z tego zrobisz! Przy okazji, wśród zgłoszeń rozdamy 30 figurek Calliope!","challenges-content.build-calliope.instructions.2":"Udostępnij kod QR swojego projektu na Instagramie, dodaj hashtag #EUCodeWeekChallenge i wspomnij @CodeWeekEU.","challenges-content.build-calliope.example.0":"Siedząc przy komputerze: Ty też możesz uprawiać sport.","challenges-content.build-calliope.example.1":"Stwórz prototyp fitness za pomocą mini Calliope, który można również przetestować w symulatorze. Wyzwanie wykonuje się w edytorze MakeCode poprzez zaprogramowanie prostej sekwencji kodu (patrz zrzut ekranu).","challenges-content.build-calliope.example.2":"Wybierz 5 różnych kolorów i każdemu z nich przypisz ćwiczenie fitness, np. przysiady lub pajacyki. Następnie kolory można ustawiać w dowolnej kolejności i trenować.","challenges-content.common.share":"Udostępnij odnośnik lub kod QR do swojego projektu na Instagramie lub Facebooku, dodaj hasztag #EUCodeWeekChallenge oraz oznasz @CodeWeekEU.","challenges-content.common.audience.0":"Nauczyciele i edukatorzy","challenges-content.common.audience.1":"Uczniowie szkół podstawowych (6–12 lat)","challenges-content.common.audience.2":"Uczniowie szkół podstawowych/ponadpodstawowych (12–16 lat)","challenges-content.common.audience.3":"Uczniowie szkół średnich (16–18 lat)","challenges-content.code-a-dice.title":"Kodowanie rzutu kostką","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Tworzenie interaktywnych zagadek za pomocą kodu","challenges-content.code-a-dice.purposes.1":"Kodowanie symulacji poruszającego się losowo obiektu do wykorzystania, jeśli rzeczywisty obiekt nie będzie dostępny","challenges-content.code-a-dice.description":"W tym wyzwaniu należy zakodować rzut kostką tak, by uzyskać losowy wynik po wydaniu polecenia. Można wybrać dowolny typ kostki z dowolną liczbą boków, przypominającą kostki używane w grach RPG. Można nawet dodać dźwięki","challenges-content.code-a-dice.instructions.0":"Zaloguj się do Scratch","challenges-content.code-a-dice.instructions.1":"Wybierz tło","challenges-content.code-a-dice.instructions.2":"Stwórz grafikę dla swojej kostki lub wyszukaj kostkę w sieci i dodaj ją do swojego programu","challenges-content.code-a-dice.instructions.3":"Stwórz tyle wariantów grafiki, ile ścianek ma wybrana kostka – na każdej z nich musi znajdować się inna cyfra","challenges-content.code-a-dice.instructions.4":"Wybierz zdarzenie, które spowoduje rzut kostką (naciśnięcie przycisku na klawiaturze, kliknięcie obrazka itp.), a następnie napisz kod","challenges-content.code-a-dice.instructions.5":"Napisz kod dla obrazka, by losowo zmieniał wygląd, gdy kostka przestanie się toczyć","challenges-content.code-a-dice.instructions.6":"Dodaj efekty dźwiękowe","challenges-content.code-a-dice.example":"Rzuć kostką o 20 ściankach","challenges-content.personal-trainer.title":"Trener osobisty z micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Napisanie kodu dla micro:bit w celu wykorzystania brzęczyka i panelu LED","challenges-content.personal-trainer.purposes.1":"Zbudowanie urządzenia osobistego kontrolującego aktywność fizyczną","challenges-content.personal-trainer.purposes.2":"Napisanie kodu dla micro:bit, by poprawić stan zdrowia poprzez sport","challenges-content.personal-trainer.description":"Wyzwanie to umożliwia napisanie kodu dla micro:bit, by można było kontrolować czasy powtórzeń ćwiczeń fizycznych w połączeniu z czasami odpoczynku. Dzięki temu można monitorować swoją aktywność fizyczną w szkole, w domu lub w parku","challenges-content.personal-trainer.instructions.0":"Kiedy A+B, utwórz 3-sekundowy licznik odliczający w dół odtwarzający nutę po każdej sekundzie i wyświetlający słowo „GO!”","challenges-content.personal-trainer.instructions.1":"W trakcie pierwszego ćwiczenia wyświetlaj błyskający kwadrat o wymiarach 2x2 przez 20 sekund. Następnie odtwórz dźwięk i zatrzymaj kwadrat. Przez pozostały czas kolejny błyskający obraz musi być wyświetlany przez 10 sekund. Po jego zakończeniu odtwórz dźwięk","challenges-content.personal-trainer.instructions.2":"Następnie powtórz to samo działanie, ale wyświetlaj panel o wymiarach 3x3 przez czas trwania ćwiczenia. Powtórz te działania do momentu wyświetlenia panelu 5x5","challenges-content.personal-trainer.duration":"30–40 minut","challenges-content.create-a-spiral.title":"Utwórz spiralę","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Poznanie i przećwiczenie pętli oraz zmiennych","challenges-content.create-a-spiral.purposes.1":"Zwiększenie kreatywności w kodowaniu.","challenges-content.create-a-spiral.description":"W tym wyzwaniu napiszesz projekt na platformie Scratch, w ramach którego stworzysz spiralę, wykorzystując blok pisaka, pętlę i zmienną","challenges-content.create-a-spiral.instructions.0":"Bloki pisaka","challenges-content.create-a-spiral.instructions.1":"Utwórz nowy projekt i nazwij go Spirala","challenges-content.create-a-spiral.instructions.2":"Kliknij fioletową ikonę ”Dodaj rozszerzenie” w dolnej lewej części okna","challenges-content.create-a-spiral.instructions.3":"Wybierz “pisak”: możesz już wykorzystać bloki pisaka w swoim projekcie!","challenges-content.create-a-spiral.instructions.4":"Aby rozpocząć swój projekt, przeciągnij i upuść blok “po kliknięciu zielonej flagi”:","challenges-content.create-a-spiral.instructions.5":`Musisz zacząć od pustej strony: w blokach dodaj bryłę “wyczyść wszystko” - Rysowanie zaczyna się na środku pola, co oznacza, że Twój obrazek musi przenieść się na środek (0;0):`,"challenges-content.create-a-spiral.instructions.6":"Twój obrazek może się przemieszczać bez pozostawiania śladu lub przemieszczać się i jednocześnie rysować:","challenges-content.create-a-spiral.instructions.7":"jeśli chcesz, żeby rysował, możesz użyć bloku dla opuszczonego pisaka","challenges-content.create-a-spiral.instructions.8":"jeśli tego nie chcesz, możesz użyć bloku dla podniesionego pisaka","challenges-content.create-a-spiral.instructions.9":"Chcesz coś narysować? Dodaj blok “opuszczony pisak”:","challenges-content.create-a-spiral.instructions.10":"Sześciokąt","challenges-content.create-a-spiral.instructions.11":"Dodaj poniższe bloki do swojego projektu:","challenges-content.create-a-spiral.instructions.12":"Masz teraz jedną szóstą swojego heksagonu. Musisz powtórzyć tę sekwencję 6 razy:","challenges-content.create-a-spiral.instructions.13":"Spirala","challenges-content.create-a-spiral.instructions.14":"Aby stworzyć spiralę, musisz dodać 2 do długości każdego kolejnego boku.","challenges-content.create-a-spiral.instructions.15":"Aby to zrobić, należy użyć zmiennej.","challenges-content.create-a-spiral.instructions.16":"W blokach zmiennych kliknij Utwórz zmienną","challenges-content.create-a-spiral.instructions.17":"Nazwij ją długość, a następnie kliknij OK:","challenges-content.create-a-spiral.instructions.18":"Spirala będzie rosnąć, dlatego musisz zacząć od małych wartości: ustaw wartość pierwszej długości równą 10 i wstaw ten blok przed pętlą.","challenges-content.create-a-spiral.instructions.19":"Wstaw zmienną “długość” w bloku “przemieść się o … kroków”","challenges-content.create-a-spiral.instructions.20":"Aby spirala rosła, również długość musi rosnąć przy każdej pętli: dodaj blok poniżej na końcu pętli:","challenges-content.create-a-spiral.instructions.21":"Oto twój obecny projekt:","challenges-content.create-a-spiral.instructions.22":"Piękna spirala","challenges-content.create-a-spiral.instructions.23":"Udało ci się narysować spiralę! Aby ciągnęła się w nieskończoność, zastąp pętlę “powtórz 6” pętlą “w nieskończoność”:","challenges-content.create-a-spiral.instructions.24":"Aby narysować kolorową spiralę, dodaj następujący blok do pętli:","challenges-content.create-a-spiral.instructions.25":"Gdy ponownie rozpoczynasz, obrazek rysuje niechcianą linię. Aby temu zapobiec, dodaj blok “podniesiony pisak” na początku projektu.","challenges-content.create-a-spiral.instructions.26":"Oto twój projekt końcowy:","challenges-content.create-a-spiral.instructions.27":"Gratulacje! Udało ci się utworzyć piękną spiralę!","challenges-content.play-against-ai.title":"Twórz i graj ze sztuczną inteligencją – gra w kamień, papier, nożyce","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"zrozumienie, jak działa cykl uczenia maszynowego","challenges-content.play-against-ai.purposes.1":"zbudowanie modelu uczenia maszynowego z wykorzystaniem Maszyny, którą można uczyć","challenges-content.play-against-ai.purposes.2":"zapoznanie się z narzędziem Pictoblox oraz zaimportowanie stworzonego modelu do projektu","challenges-content.play-against-ai.purposes.3":"wyznaczenie pola i obiektów, utworzenie i zainicjowanie zmiennych w Pictoblox","challenges-content.play-against-ai.purposes.4":"zainicjowanie gry, określenie ruchów gracza, zaprogramowanie losowych ruchów SI","challenges-content.play-against-ai.purposes.5":"stworzenie i przetestowanie gry, w której sztuczna inteligencja jest przeciwnikiem w grze w kamień, papier, nożyce","challenges-content.play-against-ai.description":"Stworzymy model, wykorzystując Maszynę, którą można uczyć, na podstawie obrazów z wykorzystaniem trzech klas: kamień, papier, nożyce. Model zostanie wczytany w Pictoblox i wykorzystany do stworzenia gry, w której możemy grać przeciwko SI","challenges-content.play-against-ai.duration":"90 minut","challenges-content.play-against-ai.instructions.0":"Stwórz nowy projekt obrazu na Maszynie, którą można uczyć z 3 klasami o nazwie Kamień, Papier i Nożyce. Dla każdej klasy zrób aparatem co najmniej 400 zdjęć. Upewnij się, że masz czyste tło. Przeszkol i wyeksportuj model. Prześlij model i skopiuj odnośnik.","challenges-content.play-against-ai.instructions.1":"Utwórz nowe konto na stronie Pictoblox. 'Dodaj Rozszerzenie dla Maszyny, którą można uczyć i prześlij model. Ustaw pole, zmienne i obrazki. Rozpocznij grę, ustal ruchy gracza oraz ruchy SI, a także to, kto wygrywa daną rundę.","challenges-content.play-against-ai.instructions.2":"Przeprowadź szkolenie z użyciem danych dotyczących gry.","challenges-content.play-against-ai.instructions.3":"Testowanie modelu.","challenges-content.play-against-ai.instructions.4":"Wyeksportuj model.","challenges-content.play-against-ai.instructions.5":"Dodaj rozszerzenie dla uczenia maszynowego i załaduj model.","challenges-content.play-against-ai.instructions.6":"Ustaw pole, zmienne i Obrazek.","challenges-content.play-against-ai.instructions.7":"Rozpocznij grę.","challenges-content.play-against-ai.instructions.8":"Określ ruchy gracza.","challenges-content.play-against-ai.instructions.9":"Skonfiguruj losowe ruchy SI.","challenges-content.play-against-ai.instructions.10":"Nadaj losowe ruchy SI.","challenges-content.play-against-ai.instructions.11":"Stwórz trzy bloki. Kto wygrywa rundę? ","challenges-content.play-against-ai.instructions.12":"Sprawdź, czy gracz wygrywa rundę.","challenges-content.play-against-ai.instructions.13":"Sprawdź, czy SI wygrywa rundę.","challenges-content.play-against-ai.instructions.14":"Sprawdź, czy runda zakończyła się remisem.","challenges-content.play-against-ai.instructions.15":"Zaprogramuj bloki.","challenges-content.play-against-ai.instructions.16":"Obrazek Kamień, papier, nożyce","challenges-content.air-drawing-with-AI.title":"Rysowanie w powietrzu z SI","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"napisanie programu z wykorzystaniem rozszerzenia do wykrywania ludzkiego ciała na potrzeby rozpoznawania ruchu palców przed kamerą.","challenges-content.air-drawing-with-AI.purposes.1":"kodowanie z prostymi blokami w kilku linijkach kodu.","challenges-content.air-drawing-with-AI.purposes.2":"zobaczenie przykładu wykorzystania SI","challenges-content.air-drawing-with-AI.description":"Stworzenie programu, który umożliwia użytkownikowi rysowanie w powietrzu rękami (palcem wskazującym) przed kamerą – wszystko, co narysuje, zostaje automatycznie wyświetlone w polu programu Pictoblox.","challenges-content.air-drawing-with-AI.instructions.0":"Utwórz nowe konto na stronie Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"postępuj zgodnie z instrukcjami wizualnymi, aby:","challenges-content.air-drawing-with-AI.instructions.2":"dodaj rozszerzenia Wykrywanie ludzkiego ciała oraz Pisak;","challenges-content.air-drawing-with-AI.instructions.3":"skonfiguruj pole i dodaj obrazek (Ołówek) oraz dodatkowe obrazki dla: Opuszczony pisak, Podniesiony pisak, Usuń wszystko; ","challenges-content.air-drawing-with-AI.instructions.4":"napisz kod dla obrazka Ołówek, by podążał za palcem","challenges-content.air-drawing-with-AI.instructions.5":"napisz kod dla przycisków: Opuszczony pisak, Podniesiony pisak oraz Usuń wszystko, a także dla Pisaka","challenges-content.air-drawing-with-AI.instructions.6":"Możesz już tworzyć własne rysunki i używać różnych kolorów oraz wielkości pisaka.","challenges-content.air-drawing-with-AI.materials.0":"Laptop lub komputer z kamerą","challenges-content.air-drawing-with-AI.materials.1":"Pobrana najnowsza wersja PictoBlox (zalecane) lub internetowa wersja Pictoblox (bezpłatne)","challenges-content.air-drawing-with-AI.materials.2":"Konto Pictoblox (bezpłatne)","challenges-content.air-drawing-with-AI.materials.3":"Dobry dostęp do internetu","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Nauczenie się podstawowych koncepcji uczenia maszynowego i rozpoznawania tekstu.","challenges-content.emobot-kliki.purposes.1":"Zrozumienie roli emocji w komunikacji.","challenges-content.emobot-kliki.purposes.2":"Pisanie dialogu między czatbotem a użytkownikiem za pomocą kodu.","challenges-content.emobot-kliki.purposes.3":"Zrozumienie, w jaki sposób komputery są w stanie rozpoznawać tony emocjonalne poprzez analizę tekstu i odpowiednio na nie reagować.","challenges-content.emobot-kliki.description.0":"Stwórz bota emocji w Scratch, który będzie potrafił wyświetlać szczęśliwą twarz dla pozytywnych komunikatów (jeśli powiesz mu coś miłego), zagniewaną twarz dla negatywnych komunikatów (jeśli powiesz mu coś wrednego) oraz twarz wyrażającą zdezorientowanie, jeśli wiadomość będzie niejasna.","challenges-content.emobot-kliki.description.1":"Nasz Emobot Kliki rozpozna komplementy i obraźliwe treści, zobaczymy więc, jak można wyszkolić komputery, by rozpoznawały emocjonalne nacechowanie komunikatów.","challenges-content.emobot-kliki.instructions.0":"Aby rozpocząć, zaprogramuj listę zasad określającą, co jest miłe lub uprzejme oraz co jest złe lub wredne.","challenges-content.emobot-kliki.instructions.1":"Zaloguj się na stronie https://machinelearningforkids.co.uk/ lub utwórz nowe konto.","challenges-content.emobot-kliki.instructions.2":"Stwórz nowy model uczenia maszynowego, dodając 3 nowe etykiety, pierwszą o nazwie “miłe”, drugą o nazwie “złe” oraz, opcjonalnie, jeśli chcesz, by bot rozpoznawał Twoje imię – trzecią etykietę o nazwie “imię”.","challenges-content.emobot-kliki.instructions.3":"Wyszkol nowy model uczenia maszynowego, przetestuj go i wykorzystaj, by stworzyć Emobota w Scratch.","challenges-content.emobot-kliki.instructions.4":"Uruchom edytor Scratch 3, usuń obrazek kota, wprowadź 3 nowe obrazki stworzone przez kreatora obrazów Microsoft Bing (rysunek komputera, który jest szczęśliwy, zagniewany i niepewny) lub stwórz nowy obrazek, klikając ikonę Rysuj i tworząc trzy kopie kostiumu z twarzą szczęśliwą, zagniewaną i niepewną.","challenges-content.emobot-kliki.instructions.5":"Kliknij kartę “Kod” i wprowadź następujący skrypt.","challenges-content.emobot-kliki.example.0":"Udostępnij swojego Emobota Kliki swoim znajomym i dowiedz się więcej na temat SI oraz emocji!","challenges-content.emobot-kliki.example.1":"Zamiast rysunku komputera możesz spróbować czegoś innego, na przykład zwierzęcia. Możesz wyszkolić postać, by rozpoznawała inne typy wiadomości niż miłe i wredne.","challenges-content.craft-magic.title":"Twórz magię dzięki gestom rozpoznawanym przez SI","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Rozwijanie umiejętności kodowania wśród uczniów, umożliwianie im stosowania podstawowych poleceń.","challenges-content.craft-magic.purposes.1":"Opracowywanie umiejętności myślenia algorytmicznego poprzez rozbijanie złożonych zadań na dające się wykonać działania.","challenges-content.craft-magic.purposes.2":"Zachęcanie do kreatywnego rozwiązywania problemów przy znajdowaniu unikalnych zastosowań gestów dla rysowania i pisania.","challenges-content.craft-magic.purposes.3":"Lepsze zrozumienie koncepcji SI, w szczególności tego, w jaki sposób SI umożliwia komputerom rozpoznawanie i interpretowanie gestów.","challenges-content.craft-magic.purposes.4":"Zwiększenie świadomości na temat znaczenia technologii dla osób z niepełnosprawnościami.","challenges-content.craft-magic.purposes.5":"Promowanie współpracy przy rozwiązywanie problemów oraz pracy zespołowej wśród uczniów, ich wspólna praca nad ulepszeniem programów rozpoznających gesty.","challenges-content.craft-magic.purposes.6":"Łączenie umiejętności z zakresu kodowania i myślenia obliczeniowego z rzeczywistymi zastosowaniami, podkreślanie ogromnego wpływu technologii na ludzkie życie oraz dostosowanie działań do Celów zrównoważonego rozwoju","challenges-content.craft-magic.duration.0":"90 minut dla uczniów w wieku 10–12 lat","challenges-content.craft-magic.duration.1":"45 minut dla uczniów w wieku 12–15 lat","challenges-content.craft-magic.description":"Utwórz program bazujący na blokach w Scratch, wykorzystując rozszerzenie SI “Ludzkie ciało” w kreatywny i angażujący sposób, aby rysować na ekranie bez konieczności stosowania tradycyjnej myszki czy ekranu dotykowego.","challenges-content.craft-magic.instructions.0":"Połącz się ze stroną https://ai.thestempedia.com i utwórz konta dla nauczyciela i uczniów.","challenges-content.craft-magic.instructions.1":"Zaimportuj rozszerzenia ‘Wykrywanie ludzkiego ciała’,’ Pisak’,Zamiana tekstu na mowę’.","challenges-content.craft-magic.instructions.2":"Dodaj obrazek ‘Ołówek’ z biblioteki i stwórz 7 obrazków (‘pisz’, ‘wyczyść’, ‘czarny’, ‘czerwony’, ‘niebieski’, ‘zielony’, ‘różowy’).","challenges-content.craft-magic.instructions.3":"Napisz polecenia, by sprawdzić, co się stanie, gdy obrazek ‘ołówek’ dotknie jednego z innych obrazków.","challenges-content.craft-magic.instructions.4":"Napisz polecenia, by umożliwić kamerze rozpoznanie Ustawienia dłoni i przenieś ołówek na współrzędne x i y Twojego palca wskazującego.","challenges-content.craft-magic.instructions.5":"Zmień kostium na koniec toczenia się obiektu.","challenges-content.craft-magic.instructions.6":"Dodaj efekty dźwiękowe.","challenges-content.craft-magic.materials.0":"Platforma do programowania https://ai.thestempedia.com (bezpłatna)","challenges-content.craft-magic.materials.1":"konto nauczyciela (bezpłatne)","challenges-content.craft-magic.materials.2":"konto ucznia (bezpłatne)","challenges-content.craft-magic.materials.3":"Komputery z kamerą","challenges-content.craft-magic.materials.4":"Dostęp do internetu,","challenges-content.circle-of-dots.title":"Koło z kropek","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Napisanie kodu skutkującego narysowaniem linii złożonej z punktów.","challenges-content.circle-of-dots.purposes.1":"Napisanie kodu skutkującego narysowaniem linii złożonej z myślników.","challenges-content.circle-of-dots.purposes.2":"Napisanie kodu skutkującego narysowaniem koła.","challenges-content.circle-of-dots.purposes.3":"Napisz kod skutkujący narysowaniem koła złożonego z kropek (myślników).","challenges-content.circle-of-dots.description":"Narysuj koło złożone z kropek lub myślników.","challenges-content.circle-of-dots.duration":"40 minut","challenges-content.circle-of-dots.instructions.0":"Budowanie bloku z kropek.","challenges-content.circle-of-dots.instructions.1":"Budowanie bloku z myślników.","challenges-content.circle-of-dots.instructions.2":"Zbudowanie koła z kropki.","challenges-content.circle-of-dots.instructions.3":"Zbudowanie koła z myślnika.","challenges-content.coding-escape-room.title":"Tworzenie pokoju zagadek programistycznych","challenges-content.coding-escape-room.author":"Stefania Altieri i Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Nauczanie/uczenie się koncepcji związanych z kodowaniem i zastanawianie się nad nimi.","challenges-content.coding-escape-room.purposes.1":"Korzystanie z prostych narzędzi do kodowania.","challenges-content.coding-escape-room.purposes.2":"Rozwijanie myślenia obliczeniowego i rozwiązywania problemów","challenges-content.coding-escape-room.description.0":"Tworzenie zagadek związanych z kodowaniem, takich jak ta:","challenges-content.coding-escape-room.description.1":"Możesz użyć formularza Google, Genially, prezentacji Google lub dowolnego innego narzędzia, by stworzyć historię do opowiedzenia w oparciu o kodowanie ;)","challenges-content.coding-escape-room.duration":"90 minut","challenges-content.coding-escape-room.instructions":"Możesz podzielić uczniów na małe grupy, mogą się pobawić, a następnie stworzyć kolejne wyzwanie z szablonem: ","challenges-content.coding-escape-room.materials.0":"Możesz użyć dowolnego narzędzia (platforma Google i Microsoft do tworzenia i udostępniania dokumentów, prezentacji i arkuszy kalkulacyjnych). Każdy konstrukt, narzędzie lub postać powiązane z TIK i kodowaniem","challenges-content.coding-escape-room.example.0":"W formie zabawy zaprezentowano niektóre postacie, które odegrały bardzo ważną rolę w historii TIK, a także podstawowe koncepcje z zakresu kodowania i programowania. To najlepszy sposób uczenia się i aktywnego uczestnictwa. W grę można grać w zespołach lub pojedynczo, podobnie jak w przypadku wyzwania czy konkursu. Następnie uczniowie mogą stworzyć coś podobnego, rozwijając przy tym kompetencje takie jak kreatywność i umiejętność kodowania.","challenges-content.coding-escape-room.example.1":"To bardzo praktyczne rozwiązanie, które można wykorzystać ponownie i łatwo odtworzyć. Formularze Google to jedno z dostępnych narzędzi. Można również użyć slajdów Google, Genial.ly, Emaze lub dowolnego innego narzędzia do tworzenia historii oraz własnych przygód","challenges-content.coding-escape-room.example.2":"Wyzwanie w pokoju zagadek jest podzielone na poszczególne sesje. Jeśli odgadnie się rozwiązanie, można przejść dalej. Uczniowie muszą stworzyć quizy dotyczące kodowania","challenges-content.let-the-snake-run.title":"Niech wąż pobiegnie","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Napisanie kodu dla ruchu węża na własnym micro:bit.","challenges-content.let-the-snake-run.purposes.1":"Wyznaczenie właściwego miejsca i czasu dla wspólnej animacji","challenges-content.let-the-snake-run.description":"Uczniowie muszą napisać kody, by nawigować wężem przez micro:bity jeden obok drugiego. Trzeba to zrobić w taki sposób, aby wyglądało na to, że wąż biegnie od jednego micro:bitu do drugiego.","challenges-content.let-the-snake-run.duration":"30 minut","challenges-content.let-the-snake-run.instructions.0":"Zaprojektowanie ścieżki, która przebiega przez kilka micro:bitów jeden obok drugiego (np. utworzenie kwadratu 2x2).","challenges-content.let-the-snake-run.instructions.1":"Pisz kody, gdy wąż porusza się wzdłuż ścieżki.","challenges-content.let-the-snake-run.instructions.2":"Pracuj na własnym urządzeniu, a następnie połącz je i uruchom kod.","challenges-content.let-the-snake-run.instructions.3":"Weź pod uwagę czas i rozmieszczenie: Jeśli wąż wyjdzie z jednego micro:bitu, pojawi się w kolejnym micro:bicie.","challenges-content.let-the-snake-run.instructions.4":"Dalsze wyzwania: Z micro:bit wer. 2 odtwarzaj muzykę do momentu, gdy wąż opuści urządzenie.","challenges-content.let-the-snake-run.instructions.5":"Zaprojektuj węża, zmieniając jasność LED.","challenges-content.let-the-snake-run.instructions.6":"Próbuj dłużej lub z większą liczbą węży.","challenges-content.let-the-snake-run.example.0":"Oto przykład dla węża o długości 6 pikseli z 4 micro:bitami tworzącymi kwadrat 2x2: ","challenges-content.let-the-snake-run.example.1":"Kodowanie uruchomienia micro:bita (może to zrobić nauczyciel)","challenges-content.let-the-snake-run.example.2":"Wszystkie kody są rozpoczynane przez ten micro:bit, który wysyła sygnał radiowy do innych micro:bitów po naciśnięciu klawisza A.","challenges-content.let-the-snake-run.example.3":"Napisanie kodu dla ruchu węża","challenges-content.let-the-snake-run.example.4":"Każdy micro:bit musi znajdować się w tej samej grupie radiowej co początkowy micro:bit.","challenges-content.let-the-snake-run.example.5":"Wszystkie animacje rozpoczynają się po otrzymaniu sygnału radiowego.","challenges-content.let-the-snake-run.example.6":"Animacja pierwszego micro:bitu staje się od razu widoczna, inne zaś pojawiają się dopiero, gdy dotrze do nich wąż.","challenges-content.let-the-snake-run.example.7":"Czas pomiędzy tymi dwiema fazami określa prędkość węża.","challenges-content.let-the-snake-run.materials.0":"micro:bity (jeśli to możliwe, dla każdego ucznia)","challenges-content.let-the-snake-run.materials.1":"laptop lub komputer do uruchomienia edytora makecode.microbit.org","challenges-content.illustrate-a-joke.title":"Zilustruj żart z bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Zaprojektowanie niewielkiej gdy, w której użytkownik znajduje odpowiedź na pytanie z żartu.","challenges-content.illustrate-a-joke.description":"Uczniowie projektują grę, w której użytkownik znajduje odpowiedź na pytanie z żartu, gdy figura uderza w obiekt na polu zabaw. Uczniowie wykorzystują podstawowe funkcje bitsy, by ukończyć wyzwanie.","challenges-content.illustrate-a-joke.instructions.0":"Pomyśl o pytaniu z żartu. Przejdź do bitsy i rozpocznij nowy projekt. Będziesz potrzebować następujących elementów:","challenges-content.illustrate-a-joke.instructions.1":"awatar – obrazek, którym możesz poruszać","challenges-content.illustrate-a-joke.instructions.2":"Biały kot na fioletowym tle","challenges-content.illustrate-a-joke.instructions.3":"Automatycznie wygenerowany opis","challenges-content.illustrate-a-joke.instructions.4":"obiekt, do którego Twój awatar ma dotrzeć","challenges-content.illustrate-a-joke.instructions.5":"pomieszczenie– tło programu","challenges-content.illustrate-a-joke.instructions.6":"dwie wiadomości: pytanie i odpowiedź","challenges-content.illustrate-a-joke.instructions.7":"Ukończoną grę można pobrać jako plik html","challenges-content.illustrate-a-joke.example":"Na tej stronie widać przykład żartu, jest też odnośnik do cyfrowej tablicy:","challenges-content.illustrate-a-joke.materials":"bitsy uruchamia się w przeglądarce","challenges-content.app-that-counts-in-several-languages.title":"Aplikacja, która liczy w kilku językach","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Nauka tworzenia prostej animacji . ","challenges-content.app-that-counts-in-several-languages.purposes.1":"Nauka programowania poprzez bloki . ","challenges-content.app-that-counts-in-several-languages.purposes.2":"Nauka dodawania Etykiet, przycisków, obrazów, czujników i mediów . ","challenges-content.app-that-counts-in-several-languages.purposes.3":"Nauka organizowania elementów na ekranie aplikacji . ","challenges-content.app-that-counts-in-several-languages.description":"Aplikacja umożliwia liczenie w wielu językach po naciśnięciu przycisku . Gdy użytkownik potrząsa smartfonem, licznik zeruje się . Wyzwanie polega na dodaniu kolejnego języka . ","challenges-content.app-that-counts-in-several-languages.instructions.0":"Aby ukończyć wyzwanie, trzeba zdefiniować inny język, w którym aplikacja ma liczyć . ","challenges-content.app-that-counts-in-several-languages.instructions.1":"Następnie trzeba pobrać z Internetu (np. z Pixabay lub Unsplash) flagę danego kraju i przesłać ją na platformę MIT APP Inventor poprzez element o nazwie flaga we właściwościach Obrazu.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Następnie należy dowiedzieć się, jak napisać nazwę danego kraju po angielsku i jak powiedzieć „zostaw” i „naciśnij mnie” w języku danego kraju . ","challenges-content.app-that-counts-in-several-languages.instructions.3":"Na koniec trzeba dodać konieczne bloki, aby aplikacja działała w nowym języku . ","challenges-content.app-that-counts-in-several-languages.materials.0":"Aby stworzyć aplikację, potrzebujesz komputera lub laptopa z dostępem do Internetu . ","challenges-content.app-that-counts-in-several-languages.materials.1":"Utwórz konto na platformie MIT APP Inventor, dostępnej pod adresem https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Konieczne jest również zainstalowanie aplikacji MIT AI2 Companion na smartfonie w celu przetestowania stworzonej aplikacji","challenges-content.coding-with-art-through-storytelling.title":"Kodowanie ze sztuką poprzez opowiadanie opowieści","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara i Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Rozwijanie umiejętności obserwacji, interpretacji i kwestionowania poprzez zaangażowanie w sztukę.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Bycie kreatywnym i współpraca z innymi na rzecz wspólnego celu","challenges-content.coding-with-art-through-storytelling.purposes.2":"Stworzenie algorytmu w celu ponownego opowiedzenia historii.","challenges-content.coding-with-art-through-storytelling.description":"W tym wyzwaniu uczniowie zainspirują się dziełem sztuki, stworzą historię i zilustrują ją. Następnie spróbują ponownie opowiedzieć historię, wykorzystując możliwy do zaprogramowania zestaw robotyczny lub zrobią to w ramach działań bez wykorzystania elektroniki.","challenges-content.coding-with-art-through-storytelling.materials.0":"Działanie to można wdrożyć jako zabawę bez wykorzystania elektroniki lub poprzez wykorzystanie edukacyjnego robota możliwego do zaprogramowania, takiego jak beebot/bluebot/robot mysz.","challenges-content.coding-with-art-through-storytelling.materials.1":"karty ze strzałkami beebot lub karty ze strzałkami na potrzeby działania bez wykorzystania elektroniki","challenges-content.coding-with-art-through-storytelling.materials.2":"po grecku","challenges-content.coding-with-art-through-storytelling.materials.3":"Dowiedzenie się więcej na temat narzędzi Thinking Routine dostępnych w projekcie Project Zero, który można odwiedzić","challenges-content.coding-with-art-through-storytelling.example.0":"Nauczyciel pracuje z uczniami, aby stworzyć model tego, w jaki sposób zaprojektować algorytm z kartami obejmującymi instrukcje dla Bee-Bota lub innego robota, by dotarł do pierwszego wydarzenia w historii na macie. Uczniowie pracują w grupach liczących 3–4 osoby, aby zaprojektować algorytm dla robota, aby przeszedł przejść do kolejnej sekwencji. Uczniowie testują swoje algorytmy na klasowej macie i w razie konieczności usuwają z nich błędy.","challenges-content.coding-with-art-through-storytelling.example.1":"Przemieszczają się przez jak najwięcej wydarzeń w ramach historii","challenges-content.coding-with-art-through-storytelling.example.2":"Działanie to można wdrożyć jako zabawę bez wykorzystania elektroniki.","challenges-content.coding-with-art-through-storytelling.example.3":"Jedno z dzieci jest robotem, inne – programistą. Programista tworzy ścieżkę algorytmiczną, wykorzystując karty ze strzałkami, aby pomóc robotowi przemieszczać się z jednego obrazu do drugiego i ponownie opowiedzieć historię. Za każdym razem, gdy robot znajdzie się na obrazie, prosi się go o opowiedzenie części historii.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Nauczyciel prosi uczniów o obserwowanie obrazu/zdjęcia.","challenges-content.coding-with-art-through-storytelling.instructions.1":"Wykorzystują rutynę myślową „Początek, środek, koniec” (Project Zero uczelni Harvard School) w celu utworzenia historii.","challenges-content.coding-with-art-through-storytelling.instructions.2":"Nauczyciel pyta ich: „Jeśli to dzieło sztuki to początek/środek/koniec historii, co może wydarzyć się później/co mogło wydarzyć się wcześniej/jak historia może się kończyć?”","challenges-content.coding-with-art-through-storytelling.instructions.3":"Uczniowie ilustrują wydarzenia z historii.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Uczniowie przypominają sobie historię i umieszczają wydarzenia na siatce. Używając kart ze strzałkami, tworzą algorytm pomagający beebotowi ponownie opowiedzieć historię.","challenges-content.coding-with-legoboost.title":"Kodowanie i programowanie z LegoBoost – rozszerzeniem do Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"budowanie modeli z wykorzystaniem LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"rozwijanie umiejętności programowania w Scratch.","challenges-content.coding-with-legoboost.purposes.2":"programowanie robotów z wykorzystaniem poleceń od prostych po złożone.","challenges-content.coding-with-legoboost.description":"W tym wyzwaniu uczniowie wykorzystają rozszerzenie LegoBoost do Scratch i wprowadzą kody do aplikacji, aby roboty ruszały się do przodu, do tyłu, unikały przeszkód i stosowały się do poleceń głosowych.","challenges-content.coding-with-legoboost.duration":"120 minut","challenges-content.coding-with-legoboost.instructions.0":"Zaloguj się do aplikacji Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Uruchom odnośnik do Scratch i włącz funkcję Bluetooth w laptopie.","challenges-content.coding-with-legoboost.instructions.2":"Kliknij opcję Dodaj rozszerzenie ze Scratch i wybierz LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Dodaj obraz dotyczący Unijnego Tygodnia Kodowania.","challenges-content.coding-with-legoboost.instructions.4":"Ustaw status dwóch silników AB jako Włączony, a w przypadku napotkania na czerwoną przeszkodę, jako Wyłączony.","challenges-content.coding-with-legoboost.instructions.5":"W zielonej przeszkodzie silnik A jest Włączony, w czarnej przeszkodzie silnik B jest Włączony.","challenges-content.coding-with-legoboost.instructions.6":"Zielone, czerwone i czarne przeszkody zostaną umieszczone na trasie.","challenges-content.coding-with-legoboost.instructions.7":"Dodaj polecenia na potrzeby ruchu i zmian kierunku w przypadku napotkania przeszkody poprzez strzałki oraz konwersję tekstu na mowę.","challenges-content.coding-with-legoboost.instructions.8":"Przetestuj!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1H199uv4tVyYFlDN1EeCmF_KggC1WDc5s","challenges.title":"WYZWANIA EUROPEJSKIEGO TYGODNIA KODOWANIA","challenges.date":"9–24 października 2021","challenges.common.target-audience":"Grupa docelowa","challenges.common.pre-primary":"Dzieci w wieku przedszkolnym","challenges.common.experience":"Poziom zaawansowania","challenges.common.duration":"Czas trwania","challenges.common.materials":"Zalecane materiały","challenges.common.purpose":"Cel","challenges.common.description":"Opis","challenges.common.instructions":"Instrukcje","challenges.common.example":"Przykład","challenges.common.written-by.0":"Autorem tego wyzwania jest","challenges.common.written-by.1":"i jest ono częścią projektu","challenges.common.teachers":"Nauczyciele","challenges.common.students":"Uczniowie","challenges.common.beginner":"Początkujący","challenges.common.intermediate":"Średnio zaawansowany","challenges.common.advanced":"Zaawansowany","challenges.common.1-hour":"1 godz.","challenges.main.0":"Zachęcamy do wzięcia udziału w co najmniej jednym wyzwaniu Europejskiego Tygodnia Kodowania, który odbędzie się między 9 a 24 października 2021 r.","challenges.main.1":"Czym są Wyzwaniu Europejskiego Tygodnia Kodowania ?","challenges.main.2":"Wyzwaniu Europejskiego Tygodnia Kodowania 2021 to zadania, które można wykonać samodzielnie, w ramach lekcji, wspólnie z koleżankami i kolegami z klasy lub ze znajomymi. Chcesz wziąć udział w Tygodniu Kodowania, ale nie wiesz, jak go zorganizować? To nic trudnego! Wspólnie z partnerami Tygodnia Kodowania przygotowaliśmy łatwe do realizacji wyzwania wraz z konkretnymi przykładami pokazującymi, jak wykorzystać te zadania podczas pracy w klasie lub grupie. Znajdziesz tu także wskazówki, jak wykonać poszczególne zadania, które możesz też dostosować do potrzeb, zainteresowań i wieku uczestników. Możesz wykorzystać w tym celu dowolne narzędzia i technologie, ale polecamy pracę z zasobami open source.","challenges.main.3":"Wybierz co najmniej jedno wyzwanie i dostosuj je do potrzeb swojej grupy lub klasy. Podziel się efektami Waszej pracy na Instagramie, by zachęcić jeszcze więcej znajomych do wspólnej zabawy podczas Tygodnia Kodowania!","challenges.main.4":"Kliknij wyzwanie, by dowiedzieć się o nim więcej:","challenges.main.5":"Kto może dołączyć?","challenges.main.6":"Wszyscy (szkoły, nauczyciele, biblioteki, kółka informatyczne, firmy i instytucje publiczne) mogą świętować Europejski Tydzień Kodowania 2021 i wziąć udział w proponowanych wyzwaniach #EUCodeWeekChallenge.","challenges.main.7":"Jak wziąć udział w Wyzwaniu Europejskiego Tygodnia Kodowania 2021?","challenges.main.8":"Wybierz wyzwanie, do którego chcesz przystąpić.","challenges.main.9":"Podziel uczestników na pary lub grupy. Współpraca i praca zespołowa są kluczem do wykonania zadania niezależnie od tego, czy jest ono realizowane w klasie, czy przez internet, na poziomie krajowym, czy międzynarodowym.","challenges.main.10":"Pokaż innym swoją pracę","challenges.main.11":"Chcesz wygrać nagrody Europejskiego Tygodnia Kodowania? W takim razie niech Twoją pracę zobaczy cały świat!","challenges.main.12":"Po wykonaniu zadania podziel się tym doświadczeniem na Instagramie.","challenges.main.13":"Zwycięzców będziemy wybierać codziennie podczas Tygodnia Kodowania, czyli od 9 do 24 października, i ogłaszać na naszym profilu na Instagramie, dlatego warto sprawdzać powiadomienia regularnie.","challenges.share.0":"Jak dzielić się zrealizowanymi wyzwaniami na Instagramie?","challenges.share.1":"Stuknij przycisk „Edytuj profil”","challenges.share.2":"Dodaj odsyłacz do swojej pracy w polu „Witryna internetowa” i zapisz zmiany","challenges.share.3":"Utwórz nowy post","challenges.share.4":"Dodaj zrzut ekranu przedstawiający Twoją pracę","challenges.share.5":"Napisz ciekawy opis","challenges.share.6":"Pamiętaj, żeby dodać zwrot „Link w bio”","challenges.share.7":"Dodaj hasztag #EUCodeWeekChallenge","challenges.share.8":"Oznacz profil @CodeWeekEU i wspomnij o nim w opisie","challenges.share.9":"Wolisz podzielić się swoją pracą na Facebooku?","challenges.share.10":"Na stronie Europejskiego Tygodnia Kodowania na portalu","challenges.share.11":"Facebook","challenges.share.12":"codziennie będzie pojawiać się przypięty post z nowym wyzwaniem. Każdego dnia będziemy wybierać komentarz pod postem, którego autor otrzyma od nas nagrodę","challenges.share.13":"Jak to działa?","challenges.share.14":"Po prostu zostaw pod postem komentarz z łączem do swojej pracy.","challenges.share-box.0":"Udostępnij łącze do swojej pracy w swoim","challenges.share-box.1":"biogramie w serwisie Instagram","challenges.share-box.2":"Stuknij przycisk","challenges.share-box.3":"”Edytuj profil”","challenges.share-box.4":"na swoim Instagramie i dodaj łącze do swojej pracy w polu „Witryna internetowa”. Następnie utwórz nowy post ze zrzutem ekranu przedstawiającym Twoją pracę i dodaj zwrot ","challenges.share-box.5":"Link w bio","challenges.share-box.6":"użyj hasztagu #EUCodeWeekChallenge i wspomnij o koncie @CodeWeekEU","challenges.share-box.7":"Wolisz podzielić się swoją pracą na","challenges.share-box.8":"Europejski Tydzień Kodowania:","challenges.share-box.9":"będzie przypinać post z nowym wyzwaniem","challenges.share-box.10":"na swoim profilu na Facebooku","challenges.share-box.11":"Musisz tylko dodać pod tym postem komentarz z łączem do swojej pracy","challenges.share-box.12":"Zwycięzców będziemy wybierać codziennie podczas Tygodnia Kodowania, czyli od 9 do 24 października, i ogłaszać na naszych profilach na Instagramie i Facebooku, dlatego warto sprawdzać powiadomienia regularnie.","challenges.take-part.0":"Powody, dla których warto wziąć udział w wyzwaniu Europejskiego Tygodnia Kodowania","challenges.take-part.1":"Udział w zadaniach wymagających rozwiązywania problemów i kodowania.","challenges.take-part.2":"Współpraca z kolegami i koleżankami.","challenges.take-part.3":"Uświadamianie roli, jaką odgrywa kodowanie.","challenges.download.0":"Kliknij","challenges.download.1":"tutaj","challenges.download.2":"i pobierz wyzwanie w formie dokumentu programu Word","challenges.bingo.0":"Wykonaj wszystkie wyzwania","challenges.bingo.1":"Zadanie wykonane? Wydrukuj","challenges.bingo.2":"kartę do gry w bingo","challenges.bingo.3":"i zaznacz małą białą kropkę w lewym górnym rogu odpowiedniego rysunku","challenges.bingo.4":"Udostępnij swoją pracę w mediach społecznościowych i wygraj wspaniałe nagrody Tygodnia Kodowania","challenges.bingo.5":"Wystarczy, że wrzucisz zdjęcie wypełnionego wiersza, kolumny, a najlepiej całego bingo na","challenges.bingo.6":"Facebook, Instagram lub Twitter","challenges.bingo.7":"Nie zapomnij o hasztagu","codeweek4all.title":"Wyzwanie „Code Week 4 All”","codeweek4all.text":"Wyzwanie w ramach Tygodnia Kodowania dla wszystkich „Code Week 4 All” zachęca do połączenia swoich wydarzeń z innymi organizowanymi przez twoich przyjaciół, kolegów i znajomych w celu zdobycia Certyfikatu Doskonałości Tygodnia Kodowania.","codeweek4all.what.title":"Czym jest wyzwanie „Code Week 4 All”?","codeweek4all.what.content":`

    Możesz nie tylko dodać swoje wydarzenie na mapę Europejskiego Tygodnia Kodowania, ale także zachęcić do tego innych z sieci twoich kontaktów. Jeśli twojemu sojuszowi uda się osiągnąć któryś z poniższych progów, zdobędziecie Certyfikat Doskonałości Tygodnia Kodowania!

    -

    Kryteria, które należy spełnić, by zdobyć Certyfikat Doskonałości:

    `,"codeweek4all.what.criteria1":"500 uczestników","codeweek4all.what.criteria2":"10 połączonych aktywności (przez 10 różnych organizatorów)","codeweek4all.what.criteria3":"3 zaangażowane państwa","codeweek4all.what.andor":"i/lub","codeweek4all.howto.title":"Jak wziąć udział w wyzwaniu?","codeweek4all.howto.time":"Wyzwanie „Code Week 4 All” potrwa do końca bieżącego roku kalendarzowego. Dyplomy dla uczestników zostaną wydane z początkiem kolejnego roku – w styczniu lub lutym.","codeweek4all.howto.content":'Wejdź na Dodaj wydarzenie i wypełnij wymagane dane dotyczące twojego wydarzenia.',"codeweek4all.howto.first_alliance.1":"Kliknij Dodaj wydarzenie.","codeweek4all.howto.first_alliance.2":"Gdy twoje wydarzenie zostanie zaakceptowane, otrzymasz potwierdzenie e-mailem wraz z unikatowym kodem wyzwania „Code Week 4 All”.","codeweek4all.howto.first_alliance.3":"Skopiuj kod i podziel się nim z kolegami oraz pozostałymi kontaktami w sieci, którzy także organizują wydarzenie związanie z kodowaniem. Promuj inicjatywę, aby zachęcić innych do wzięcia udziału w wyzwaniu!","codeweek4all.howto.first_alliance.4":"Po zakończeniu kampanii organizatorzy każdego wydarzenia zostaną poproszeni o przedstawienie raportu dotyczącego liczby uczestników, których udało im się zaangażować. Jeśli uda wam się osiągnąć któryś z progów, ty i twoi koledzy, którzy należeli do twojej sieci, otrzymacie Certyfikat Doskonałości!","codeweek4all.howto.first_alliance.title":"Jeśli rejestrujesz się jako pierwszy w swoim sojuszu:","codeweek4all.howto.existing_alliance.1":"W pole KOD UCZESTNICTWA W TYGODNIU KODOWANIA DLA WSZYSTKICH wklej kod uczestnictwa otrzymany od organizatora, który stworzył wasz sojusz.","codeweek4all.howto.existing_alliance.2":"Kliknij Dodaj wydarzenie.","codeweek4all.howto.existing_alliance.3":"Promuj inicjatywę (i podziel się kodem!), aby pozyskać większą liczbę organizatorów dla swojego sojuszu.","codeweek4all.howto.existing_alliance.4":"Po zakończeniu kampanii organizatorzy każdego wydarzenia zostaną poproszeni o przedstawienie raportu dotyczącego liczby uczestników, których udało im się zaangażować. Jeśli uda wam się osiągnąć któryś z progów, ty i twoi koledzy, którzy należeli do twojej sieci, otrzymacie Certyfikat Doskonałości!","codeweek4all.howto.existing_alliance.title":"Jeśli chcesz dołączyć do istniejącego sojuszu:","codeweek4all.why.1":"By promować znaczenie kodowania.","codeweek4all.why.2":"By zaangażować dużą liczbę uczniów.","codeweek4all.why.3":"By nawiązać znajomości z organizatorami i/lub szkołami z twojej społeczności lub z innych państw.","codeweek4all.why.4":"By wesprzeć innych organizatorów i nauczycieli.","codeweek4all.why.5":"By zdobyć Certyfikat Doskonałości.","codeweek4all.why.title":"Dlaczego warto dołączyć do wyzwania?","codeweek4all.superorganiser-title":"Dyplom Super Organizatora","codeweek4all.superorganiser":'Możesz także zdobyć dyplom Super Organizatora – wystarczy, że zorganizujesz i zgłosisz co najmniej 10 różnych wydarzeń i działań w swojej szkole, organizacji lub online.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Pytania","coding-at-home.material.required":"Wymagany materiał","coding-at-home.material.chequered":"szachownica","coding-at-home.material.footprint":"karty z obrazkami śladów stóp","coding-at-home.intro.title":"Wprowadzenie do Coding@Home","coding-at-home.explorer.title":"Odkrywca","coding-at-home.explorer.text":"Gra Odkrywca jest pierwszym z zadań w ramach Coding@Home. Przesuwaj odkrywcę po planszy, aby dotrzeć do celu po odwiedzeniu jak największej liczby pól. ","coding-at-home.explorer.questions.content.1":"Q1. Czy dzięki przedstawionym na filmie punktom startowym i docelowym, odkrywca może odwiedzić wszystkie pola na szachownicy?","coding-at-home.explorer.questions.content.2":"Q2. Które punkty startowe i docelowe uniemożliwiają odkrywcy odwiedzenie jak największej ilości pól na szachownicy?","coding-at-home.right-and-left.title":"Prawo, lewo","coding-at-home.right-and-left.text":"Gra Prawo, lewo jest grą opartą na konkurencji, jak i współpracy. Obie drużyny współpracują ze sobą, aby stworzyć ścieżkę do celu, podczas gdy rywalizują o wykorzystanie jak największej liczby przypisanych im kart: drużyna żółta stara się wykonać jak najwięcej zwrotów w lewo, a drużyna czerwona - jak najwięcej zwrotów w prawo.","coding-at-home.right-and-left.questions.content.1":"Q1. Czy przy ustalonym punkcie startowym i docelowym, jak w pierwszej rozgrywce w tym filmie, możliwe jest, aby jedna z dwóch drużyn wygrała?","coding-at-home.right-and-left.questions.content.2":"Q2. Czy osiągnięcie remisu jest możliwe dla ustalonego punktu startowego i docelowego, jak w przypadku rozgrywki wygranej przez Annę?","coding-at-home.right-and-left.questions.content.3":"Q3. Czy istnieją jakieś ustalenia dotyczące rozpoczęcia i zakończenia rozgrywki, które faworyzują jedną z dwóch drużyn?","coding-at-home.right-and-left.questions.content.4":"Q4. Biorąc pod uwagę dyspozycję między punktem startowym a docelowym, czy można przewidzieć, jaka będzie różnica punktów między zwycięską i przegraną drużyną?","coding-at-home.keep-off-my-path.title":"Zejdź z mojej ścieżki","coding-at-home.keep-off-my-path.text":"„Zejdź z mojej ścieżki” to gra konkurencyjna, w której udział biorą dwie drużyny. Zaczynając od przeciwległych krańców planszy, obie drużyny budują ścieżki, które nachodzą na siebie. Wygrywa ta drużyna, której uda się zablokować budowę ścieżki przez drugą drużynę.","coding-at-home.keep-off-my-path.questions.content.1":"Q1. Czy istnieją punkty startowe, które faworyzują jedną z dwóch drużyn?","coding-at-home.keep-off-my-path.questions.content.2":"Q2. Czy gra może zakończyć się remisem?","coding-at-home.keep-off-my-path.questions.content.3":"Q3. Czy gracz rozpoczynający grę ma przewagę nad innymi graczami?","coding-at-home.keep-off-my-path.questions.content.4":"Q4. Czy istnieje niepodważalna strategia gry, którą gracz poruszający się jako pierwszy, może zastosować, aby upewnić się, że nigdy nie przegra?","coding-at-home.tug-of-war.title":"Przeciąganie liny","coding-at-home.tug-of-war.text":"„Przeciąganie liny” to gra polegająca na współpracy i rywalizacji. Zaczynając od środka dolnej części planszy, dwie drużyny (żółta i czerwona) współpracują ze sobą, aby dotrzeć na górną część planszy. Drużyna żółta stara się dotrzeć do pól po lewej stronie, a drużyna czerwona do pól po prawej stronie.","coding-at-home.tug-of-war.questions.content.1":"Q1. Czy istnieje strategia, która zawsze będzie prowadzić do zwycięstwa?","coding-at-home.tug-of-war.questions.content.2":"Q2. Czy gracz rozpoczynający rozgrywkę ma przewagę nad innymi graczami?","coding-at-home.tug-of-war.questions.content.3":"Q3. Jeśli obaj gracze są równie uważni, czy gra zawsze kończy się remisem, tzn. w środku?","coding-at-home.explorer-without-footprints.title":"Odkrywca bez œladów","coding-at-home.explorer-without-footprints.text":"Odkrywca spaceruje po planszy, zaczyna w punkcie wyjścia i kieruje się do celu, starając się odwiedzić wszystkie pola. Podczas spaceru odkrywca pozostawia kolorowe ślady, które pozwalają robotowi na śledzenie kroków poprzez interpretację kolorów. Gra staje się jeszcze bardziej intrygująca, gdy odkrywca usuwa ślady, pozostawiając jedynie kolory.","coding-at-home.explorer-without-footprints.material":"oraz czerwony, żółty i szary marker (lub ołówek)","coding-at-home.explorer-without-footprints.questions.content.1":"Q1. Jaka jest różnica między planszą pełną kolorowych odcisków stóp a tą z kolorami, ale bez śladów stóp?","coding-at-home.explorer-without-footprints.questions.content.2":"Q2. Która plansza oferuje większą swobodę ruchu, zachowując te same zasady dla skręcania, jak te określone przez kolor?","coding-at-home.explorer-without-footprints.questions.content.3":"Q3. Czy na planszy z kolorami istnieją ścieżki, które nie są możliwe na planszy z kolorowymi odciskami stóp?","coding-at-home.explorer-without-footprints.questions.content.4":"Q4. Czy na planszy z kolorowymi odciskami stóp istnieją ścieżki, które nie są możliwe na planszy zawierającej wyłącznie kolory?","coding-at-home.walk-as-long-as-you-can.title":" Idź tak długo, jak możesz","coding-at-home.walk-as-long-as-you-can.text":`Celem tego zadania jest pozostanie jak najdłużej na planszy przy użyciu kolorów zamiast śladów stóp. Zadanie staje się trudniejsze, w miarę jak zwiększa się swoboda ruchów. -kolorowe karty lub czerwony, żółty i szary pisak`,"coding-at-home.walk-as-long-as-you-can.questions.content.1":" Pytanie 1. Kiedy dwie ścieżki krzyżują się ze sobą i blokują się nawzajem?","coding-at-home.walk-as-long-as-you-can.questions.content.2":" Pytanie 2. Czy ta gra została zaprezentowana jako gra dla dwóch graczy? Czy można w nią grać w 3 lub 4 osoby? Czy musimy wtedy zmienić zasady gry?","coding-at-home.ada-charles-roby.title":"Ada, Charles i Roby","coding-at-home.ada-charles-roby.text":"Historia Ady Lovelace i Charlesa Baggage'a jest bardzo interesująca. Wymyślili oni i zaprogramowali komputery sto lat przed ich wynalezieniem.","coding-at-home.ada-charles-roby.material":"modelina i krótki ołówek","coding-at-home.ada-charles-roby.questions.content.1":"Pytanie 1. Spróbuj wyobrazić sobie, że robot, którego zrobiłeś/zrobiłaś z modeliny i ołówka, może poruszać się po planszy, żeby zająć dowolną pozycję. Następnie, w razie potrzeby, wyobraź sobie ścieżkę, jaką robot przejdzie. Jakie instrukcje wykorzystałbyś/wykorzystałabyś, żeby go zaprogramować?","coding-at-home.cody-and-roby.title":"Cody i Roby","coding-at-home.cody-and-roby.text":"Jest to gra z odtwarzaniem ról programisty Cody'ego i robota Roby'ego. W materiale wideo pokazano karty do gry CodyRoby, które od tej pory będą nam służyć do określania ruchów na planszy. Cody będzie używać tych kart, żeby dawać Roby'emu instrukcje, jak ma się poruszać po planszy.","coding-at-home.cody-and-roby.material":"plansza z oznaczonymi polami, karty z instrukcjami(skręt w lewo, skręt w prawo, ruch do przodu) i dowolne pionki, które zostaną umieszczone na planszy","coding-at-home.cody-and-roby.starter - kit":"zestaw startowy CodyRoby","coding-at-home.cody-and-roby.questions.content.1":"Pytanie 1. Gdzie dojdzie Roby, jeżeli wyruszy z pola C2 na południe i wykona ostatni ciąg instrukcji pokazany w materiale wideo ?","coding-at-home.cody-and-roby.questions.content.2":"Pytanie 2. Czy ruchy Roby'ego wykonującego ostatni ciąg instrukcji pokazany w materiale wideo można opisać na planszy przy użyciu instrukcji CodyFeet lub CodyColor?","coding-at-home.cody-and-roby.questions.content.3":"Pytanie 3. Trzy rodzaje instrukcji, które są przedstawione w materiale wideo jako zielona, czerwona i żółta karta, stanowią zestaw instrukcji, za pomocą których można przesunąć Roby'ego w dowolne miejsce na planszy. Czy możesz wymyślić zestaw składający się z mniej niż trzech instrukcji, aby uzyskać ten sam efekt ?","coding-at-home.the-tourist.title":"Turysta","coding-at-home.the-tourist.text":"Używając kart CodyRoby, dwie drużyny rywalizują ze sobą, starając się wymyślić w jak najkrótszym czasie ciąg instrukcji, za pomocą których turystka dojdzie do zabytków, które chce odwiedzić na planszy.","coding-at-home.the-tourist.material":"Większe karty mogą być praktyczne, jeżeli chcesz grać na podłodze.","coding-at-home.the-tourist.questions.content.1":"Pytanie 1. Jaki ciąg instrukcji zaprowadzi turystkę do pomnika Rafaela w pierwszym przykładzie pokazanym w materiale wideo ? ","coding-at-home.the-tourist.questions.content.2":"Pytanie 2. Jaki ciąg instrukcji zaprowadzi turystkę do wież Pałacu Książęcego w drugim przykładzie pokazanym w materiale wideo ? ","coding-at-home.the-tourist.questions.content.3":"Pytanie 3. Czy możesz wymyślić zabawny pomysł na ćwiczenie, które można by dodać do programu i wykonywać za każdym razem, kiedy jedna z drużyn wybiera kartę ? Wymyśl go, analizując jeszcze raz sztafetę pokazaną w materiale wideo. ","coding-at-home.material2.chequered-with-labels":"plansza na wzór szachownicy z oznaczonymi polami","coding-at-home.material2.cards":"24 karty „Idź naprzód”, 8 kart „Skręć w lewo” oraz 8 kart „Skręć w prawo” do wyznaczania kierunku","coding-at-home.material2.larger-cards":"Do gry na podłodze zalecane są większe karty","coding-at-home.material2.video":"W filmie wideo wyjaśniono również, jak wygląda gra bez talii kart","coding-at-home.material2.pieces-of-paper":"Potrzeba również 24 kawałków papieru, aby oznaczyć już odwiedzone pola","coding-at-home.material2.card-alternative":"Jako alternatywę dla talii kart CodyRoby można wykorzystać ikony kart dostępne tutaj","coding-at-home.material2.small-drawings":"Dodatkiem mogą być małe rysunki jako pomoc w opowiedzeniu historii. Te wykorzystane w filmie wideo można znaleźć tutaj","coding-at-home.material2.rest-of-cards":"Oprócz tego potrzebujemy kart z CodyRoby, CodyFeet lub CodyColour.","coding-at-home.catch-the-robot.title":"Złap robota","coding-at-home.catch-the-robot.text":"„Złap robota” to gra, w której rywalizuje się na planszy lub na podłodze. Wygrywa zawodnik, któremu uda się złapać robota przeciwnej drużyny poprzez dotarcie do jego pola na planszy. Losowanie kart do gry oznacza, że obie drużyny muszą ciągle dopasowywać swoją strategię.","coding-at-home.catch-the-robot.questions.content.1":"P1. Jeżeli różowy pionek (Roby) znajduje się na centralnym polu C3 i jest zwrócony na północ, a różowa drużyna ma 2 karty „Idź naprzód”, 2 karty „Skręć w lewo” i 1 kartę „Skręć w prawo”, na których polach może stanąć pionek?","coding-at-home.the-snake.title":"Wąż","coding-at-home.the-snake.text":"„Wąż” to rodzaj pasjansa, w którego gra się z użyciem kart CodyRoby. Celem gry jest przeprowadzenie węża przez wszystkie pola na planszy tak, aby nie ugryzł się w ogon.","coding-at-home.the-snake.questions.content.1":"P1. Czy istnieją jakieś punkty startowe, które sprawiają, że odwiedzenie wszystkich pól bez ugryzienia ogona węża nie jest możliwe?","coding-at-home.storytelling.title":"Opowiadanie historii","coding-at-home.storytelling.text":"Dzisiejszy temat to opowiadanie historii! Wykorzystaj instrukcje do CodyRoby, ślady stóp z CodyFeet lub kolory z CodyColour, aby pokierować pionkami na planszy i opowiedzieć historię. Rozstaw różne elementy historii na planszy.","coding-at-home.storytelling.questions.content.1":"P1. Które narzędzie daje największą swobodę podczas sterowania Roby w celu opowiedzenia historii?","coding-at-home.storytelling.questions.content.2":"P2. Czy możliwe jest ułożenie na planszy elementów historii, którą chcemy opowiedzieć, w taki sposób, że zebranie ich wszystkich za pomocą CodyFeet nie będzie możliwe?","coding-at-home.two-snakes.title":"Dwa węże","coding-at-home.two-snakes.text":"Za pomocą kart CodyRoby dwa węże poruszają się po planszy i próbują wzajemnie sobie zablokować ruch.. Podstawowa zasada jest bardzo prosta: nie możesz przejść na pole, na którym wąż już był. Zwycięzcą jest wąż, który jest w stanie najdłużej swobodnie się poruszać.","coding-at-home.two-snakes.material":"Talia kart CodyRoby, plansza na wzór szachownicy o rozmiarach 5 × 5 pól, dwa pionki i kawałki papieru, aby oznaczać już odwiedzone pola.","coding-at-home.two-snakes.questions.content.1":"P1. W początkowej konfiguracji pokazanej na filmie, jeśli obaj gracze nie wyciągną żółtych kart pozwalających skręcić w lewo, na jakie karty powinni liczyć?","coding-at-home.round-trip.title":"Tam i z powrotem","coding-at-home.round-trip.text":"Drużyny grają po kolei. Pierwsza wytycza drogę w jedną stronę, a druga musi sprowadzić Roby’ego z powrotem do punktu startowego. Wydaje się to proste, ale nie jest, zwłaszcza kiedy planujesz ruchy tylko w wyobraźni, bez poruszania Robym w rzeczywistości...","coding-at-home.round-trip.material":"Talia kart CodyRoby, plansza na wzór szachownicy o rozmiarach 5 × 5 pól, dwa pionki i kawałki papieru, aby oznaczać już odwiedzone pola.","coding-at-home.round-trip.questions.content.1":"P1. Czy program, który sprowadza Roby’ego z powrotem do punktu startowego, może być krótszy (tj. składać się z mniejszej liczby poleceń) niż program, który wyznacza drogę w tamtą stronę?","coding-at-home.meeting-point.title":"Miejsce spotkania","coding-at-home.meeting-point.text":"Tym razem planujemy ruchy przed rozpoczęciem gry. Obie drużyny wykładają karty, aby utworzyć ciąg poleceń sterujących ich robotami, ale żaden robot nie rusza się, dopóki jeden z graczy nie powie: „Start!”. W tym momencie kończy się programowanie, a zaczyna akcja. Gracz, który powiedział „Start!”, wygrywa tylko wtedy, gdy oba roboty wykonujące polecenia swojej drużyny znajdą się na tym samym polu.","coding-at-home.meeting-point.material":"Talia kart CodyRoby, plansza na wzór szachownicy o rozmiarach 5 × 5 pól, dwa pionki.","coding-at-home.meeting-point.questions.content.1":"P1. Jeśli uważasz, że możliwe jest, aby oba roboty nigdy się nie spotkały, wymyśl zasady gry, które uwzględnią wszystkie możliwe sytuacje.","coding-at-home.follow-the-music.title":"Podążaj za muzyką","coding-at-home.follow-the-music.text":"Kiedy ciągi poleceń w kodzie powtarzają się co jakiś czas, wygląda to tak, jakby miały rytm. Jeżeli poszczególnym poleceniom przypiszemy dźwięki, będziemy mogli sterować Robym za pomocą muzyki. Właśnie to zrobimy tym razem. Napiszę dla was program z użyciem różnych dźwięków oznaczających poszczególne polecenia, a wy będziecie przemieszczać Roby’ego po planszy, wykonując te polecenia dźwiękowe.","coding-at-home.follow-the-music.material":"Poza talią kart CodyRoby, planszą na wzór szachownicy i pionkiem potrzebujemy czegoś, co umożliwi wytworzenie trzech różnych dźwięków. Ja użyłem trzech szklanek w różnym stopniu napełnionych wodą, a co wy wykorzystacie?","coding-at-home.follow-the-music.questions.content.1":"P1. Spróbuj śledzić film wideo i podążać za dźwiękami, które wydają szklanki, bez patrzenia na karty. Czy możesz rozróżnić i wykonać polecenia odpowiadające dźwiękom?","coding-at-home.follow-the-music.questions.content.2":"P2. Wybierz trzy dźwięki, które przypiszesz trzem podstawowym poleceniom. Wymyśl sekwencję dźwięków, którą możesz powtarzać bez końca w taki sposób, by Roby nigdy nie znalazł się poza planszą...","coding-at-home.colour-everything.title":"Pokoloruj wszystko","coding-at-home.colour-everything.text":"Czy można sterować robotami po planszy w taki sposób, aby ich trasy tworzyły rysunek? W tym zadaniu bawimy się w kodowanie pikseli i rysowanie, kolorując pola na szachownicy podobnie jak piksele na ekranie.","coding-at-home.colour-everything.material":"Talia kart CodyRoby, plansza w kratki i pionek. Do kolorowania pól użyj kawałków papieru, umieszczając je na odpowiednich polach, lub pokoloruj pola markerami.","coding-at-home.colour-everything.questions.content.1":"Czy można narysować dwa serca, jak w końcowej części filmu, przechodząc robotem przez wszystkie niezbędne pola, ale nigdy nie przechodząc dwa razy przez to samo pole?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter i CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Czym się różni ploter od drukarki? Odpowiedź znajdziesz w tej grze, która nie wymaga komputera.","coding-at-home.codyplotter-and-codyprinter.material":"oprócz zestawu CodyRoby korzystałem z zielonego markera i nowego robota z modeliny, ale nie są to niezbędne akcesoria.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Czy możesz wyjaśnić różnicę między ploterem a drukarką?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Jaki rysunek powstanie, jeśli RobyPrinter wykona sekwencję poleceń podyktowaną pod koniec filmu, poruszając się wzdłuż linii na planszy?","coding-at-home.boring-pixels.title":"Nudne piksele!/Korzystamy z liczb","coding-at-home.boring-pixels.text":"Roby dostaje instrukcje rysowania – pole po polu, piksel po pikselu. Jeżeli kolejne kwadraty pod rząd mają ten sam kolor, możemy wykorzystać liczby, aby zadanie było ciekawsze. Komputery działają podobnie...","coding-at-home.boring-pixels.material":"zeszyt w kratkę lub plansza w kratkę 5×5 narysowana na kartce papieru, długopis. Kod rysunku możesz zapisać długopisem na kartce papieru.","coding-at-home.boring-pixels.questions.content.1":"Przygotuj kratkowany wzór i spróbuj zapisać go, korzystając z kodowania długości serii (RLE). Rozmiar wzoru to liczba kwadratów, a jaki będzie rozmiar kodu RLE?","coding-at-home.turning-code-into-pictures.title":"Zamiana kodu na rysunek","coding-at-home.turning-code-into-pictures.text.1":"Przekonaliśmy się, że można napisać kod, który pozwala narysować rysunek. Przygotowałem rysunek i zastosowałem kod, aby zamienić rysunek na ciąg liter i liczb, które Ci podałem. Przyjrzyj się literom i liczbom i wykorzystaj kod, aby odtworzyć rysunek.","coding-at-home.turning-code-into-pictures.text.2":"Oto rysunek, który przygotowałem. Narysuj go w swoim zeszycie. Może to zrobić każdy, kto zna kod!","coding-at-home.turning-code-into-pictures.material":"papier (najlepiej w kratkę) i długopis.","coding-at-home.turning-code-into-pictures.questions.content.1":"Spróbuj odkodować i narysować obrazki, o których mowa pod koniec filmu.","coding-at-home.texts.1":'Coding@Home" to zbiór krótkich filmów z materiałami do samodzielnego wykonania, łamigłówkami, wciągającymi grami i wyzwaniami związanymi z kodowaniem do codziennego użytku w rodzinie i w szkole. Nie potrzebujesz posiadać żadnej wiedzy na temat kodowania i nie potrzebujesz żadnych urządzeń elektronicznych do wykonywania zadań. Działania te będą stymulować myślenie obliczeniowe i rozwijać umiejętności uczniów, rodziców i nauczycieli w domu lub w szkole.',"coding-at-home.texts.2":'Seria Coding@Home w ramach Europejskiego Tygodnia Kodowania opiera się na inicjatywie „Rodzinnego kodowania” Uniwersytetu w Urbino i Stowarzyszenia CodeMOOCnet we współpracy z Rai Cultura. Zadania prezentuje Alessandro Bogliolo, który jest profesorem ds. systemów przetwarzania informacji na Uniwersytecie w Urbino, włoski ambasador Europejskiego Tygodnia Kodowania i koordynator wszystkich ambasadorów, a także członek Rady Zarządzającej ds. Umiejętności i Zatrudnienia w Sektorze Cyfrowym. ',"coding-at-home.texts.3":'Jeśli jesteś zainteresowany większą ilością zajęć, które można wykonać bez elektryczności i bez wykorzystywania jakichkolwiek urządzeń elektronicznych lub zajęciami w różnych językach programowania, robotyką, oprogramowaniem sprzętowym mikro:bit itp. sprawdź „Materiały szkoleniowe” Europejskiego Tygodnia Kodowania obejmujące filmy instruktażowe i plany lekcji dla szkół podstawowych, gimnazjalnych i ponadgimnazjalnych. Zajrzyj również na stronę z zasobami Europejskiego Tygodnia Kodowania dla uczniów oraz nauczycieli.',"community.titles.0":"Społeczność","community.titles.1":"Ambasadorzy","community.titles.2":"Nauczyciele prowadzący","community.titles.3":"Koordynatorzy edukacyjni","community.titles.4":"Wolontariusze Europejskiego Tygodnia Kodowania","community.intro.0":"Sukces Europejskiego Tygodnia Kodowania nie byłby możliwy bez udziału szerokiej międzynarodowej społeczności wolontariuszy. Poznaj jej członków, którzy prężnie działają w Twoim kraju.","community.intro.1":"Filarem Europejskiego Tygodnia Kodowania są jego ambasadorzy – nauczyciele prowadzący i przedstawiciele ministerstw edukacji krajów UE i Bałkanów Zachodnich – nasi koordynatorzy edukacyjni ","community.intro.2":"Dowiedz się więcej o swojej lokalnej społeczności, wybierając kraj","community.ambassadors":"W każdym kraju Ambasadorzy Europejskiego Tygodnia Kodowania są głównymi osobami do kontaktu w kwestiach związanych z Tygodniem Kodowania, a ich zadaniem jest promowanie wizji Tygodnia Kodowania wśród lokalnych społeczności. Ambasadorzy ułatwiają współpracę między ludźmi, przedsiębiorstwami i grupami społecznymi pragnącymi wesprzeć Europejski Tydzień Kodowania. Zachęcają organizatorów do tego, by rejestrowali swoje wydarzenia związane z kodowaniem na mapie Tygodnia Kodowania, a także szeroko promują uczestnictwo w Europejskim Tygodniu Kodowania. Odpowiadają też za przegląd i zatwierdzanie wydarzeń w ich kraju. Ambasadorzy we wszystkich krajach współpracują ze sobą, a także odbywają regularne spotkania, na których omawiają możliwości dalszego rozwoju tej inicjatywy.","community.leading-teachers":"Nauczyciele prowadzący tworzą prężnie działającą społeczność ponad 450 dydaktyków z całej Europy. Pomagają budować sieci kontaktów między szkołami, nauczycielami i uczniami zainteresowanymi udziałem w Tygodniu Kodowania i zachęcają ich do organizowania aktywności i rejestrowania ich na mapie Tygodnia Kodowania. Prowadzą w swoich językach seminaria internetowe dotyczące rozwoju zawodowego, a ich działania służą jako wzór do naśladowania dla innych nauczycieli nie tylko w kraju, ale i w Europie. Do ich zadań należy też promowanie tej inicjatywy wśród lokalnych społeczności.","community.cta":"Jesteś nauczycielem? Skontaktuj się z jednym z nauczycieli prowadzących w Twojej okolicy – znajdziesz ich na mapie.","community.edu":"Koordynatorzy edukacyjni Europejskiego Tygodnia Kodowania to korespondenci z krajowych ministerstw edukacji lub innych władz i organizacji oświatowych uczestniczących w Europejskim Tygodniu Kodowania. Zadaniem koordynatorów jest umacnianie podstaw inicjatywy poprzez wspieranie nauczycieli i szkół w całym kraju. Obejmuje to prowadzenie komunikacji ze szkołami, które już uczestniczą w Europejskim Tygodniu Kodowania, aby poznać ich najlepsze praktyki i umożliwić wymianę doświadczeń. Koordynatorzy edukacyjni wspierają również szkoły, które chcą dołączyć do inicjatywy, udostępniając im zasoby i materiały edukacyjne oraz przedstawiając im możliwości dostępne w ich społeczności.","community.volunteer.0":"Nie musisz pełnić oficjalnej roli w społeczności Europejskiego Tygodnia Kodowania, aby być wziąć w nim aktywnie udział. Każdy może zorganizować aktywności mające na celu naukę i promowanie kodowania, robotyki, majsterkowania przy sprzęcie, drukowania 3D itp. i umieścić je","community.volunteer.1":"na mapie wydarzeń.","community.volunteer.2":"Jeśli jednak chcesz zrobić coś więcej i poświęcić swój czas, aby zarażać innych pasją do kodowania, a także podzielasz","community.volunteer.3":"wizję","community.volunteer.4":"i","community.volunteer.5":"wartości","community.volunteer.6":"Europejskiego Tygodnia Kodowania, możesz zostać nauczycielem prowadzącym lub ambasadorem","community.volunteer.7":"Jesteś pedagogiem i podzielasz nasze zamiłowanie do nauczania i uczenia się programowania? Dowiedz się więcej na temat roli nauczycieli prowadzących i korzyści, jakie się z tym wiążą, klikając","community.volunteer.8":"tutaj","community.volunteer.9":"Jeśli oferta Cię zainteresuje, zgłoś swoją kandydaturę na nauczyciela prowadzącego, wypełniając","community.volunteer.10":"ten formularz online.","community.volunteer.11":"Pamiętaj, że liczba nauczycieli prowadzących w każdym kraju jest z góry określona. Nabór prowadzony jest w poszczególnych krajach w zależności od liczby wolnych miejsc w danym momencie.","community.volunteer.12":"Jeśli chcesz szerzyć pasję do kodowania w swoim kraju, zapoznaj się z","community.volunteer.13":"zadaniami ambasadorów","community.volunteer.14":"i zajrzyj na listę Ambasadorów Europejskiego Tygodnia Kodowania","community.volunteer.15":"Jeśli w Twoim kraju działają już nasi ambasadorzy, skontaktuj się z nimi bezpośrednio i dowiedz się, co możesz zrobić, aby wesprzeć inicjatywę. Jeżeli w Twoim kraju nie ma jeszcze ambasadorów, skontaktuj się z nami, pisząc na adres info@codeweek.eu.","cookie.uses_cookies":"W celu zapewnienia wyższej jakości usług, ta strona używa cookies","cookie.accept":"Akceptuję cookies","cookie.refuse":"Nie akceptuję cookies","cookie.cookies":"Cookies","cookie.find_out_more_on":"Dowiedz się, ","cookie.how_we_use":"jak używamy cookies i jak można zmienić swoje ustawienia","cookie_policy.title":"Polityka dotycząca plików cookie","cookie_policy.what.title":"Czym są pliki cookie?","cookie_policy.what.text":"

    Plik cookie to mały plik tekstowy, który strona internetowa przechowuje na komputerze lub urządzeniu przenośnym użytkownika odwiedzającego stronę internetową.

    ","cookie_policy.what.first_party":"Pliki cookie administratora to pliki należące do odwiedzanej strony internetowej. Tylko ta strona internetowa może je odczytać. Strona internetowa może ewentualnie korzystać z serwisów zewnętrznych, które również posiadają własne pliki cookie – są to pliki cookie osób trzecich.","cookie_policy.what.persistent_cookies":"Trwałe pliki cookie są zapisywane na komputerze użytkownika i nie są automatycznie usuwane po zamknięciu przeglądarki w przeciwieństwie do sesyjnych plików cookie, które są usuwane po zamknięciu przeglądarki.","cookie_policy.what.items":`

    Przy pierwszej wizycie na stronie internetowej Tygodnia Kodowania, zostaną Państwo poproszeni o zaakceptowanie lub odrzucenie plików cookie.

    - -

    Celem jest umożliwienie witrynie zapamiętania Państwa preferencji (takich jak nazwa użytkownika, język itp.) na pewien czas.

    - -

    Dzięki temu nie trzeba ponownie wprowadzać tych samych danych podczas jednych odwiedzin na stronie.

    - -

    Pliki cookie mogą być również używane do sporządzania anonimowych statystyk o korzystaniu z stron internetowych.

    -

    `,"cookie_policy.how.title":"Do czego służą pliki cookie?","cookie_policy.how.text1":`

    Tydzień Kodowania używa głównie „plików cookie administratora”. Są to pliki tworzone i kontrolowane przez nas, nie przez organizację zewnętrzną.

    -`,"cookie_policy.how.text2":`

    Przeglądanie niektórych z naszych stron wymaga jednak wyrażenia zgody na pliki cookie organizacji zewnętrznych.

    -`,"cookie_policy.how.3types.1":"przechowywania preferencji odwiedzających","cookie_policy.how.3types.2":"zapewniania operacyjności naszych stron internetowych","cookie_policy.how.3types.3":"gromadzenia danych analitycznych (dotyczących zachowań użytkowników)","cookie_policy.how.3types.title":"Używamy 3 rodzajów plików cookie administratora w celu:","cookie_policy.how.table.name":"Nazwa","cookie_policy.how.table.service":"Usługa","cookie_policy.how.table.purpose":"Cel","cookie_policy.how.table.type_duration":"Rodzaj i ważność pliku cookie","cookie_policy.how.visitor_preferences.title":"Preferencje odwiedzających","cookie_policy.how.visitor_preferences.text":"

    Są one zapisywane przez nas i tylko my możemy je odczytać. Dzięki nim możemy ustalić:

    ","cookie_policy.how.visitor_preferences.item":"Czy zaakceptowali Państwo (lub nie) zasady dotyczące plików cookie","cookie_policy.how.visitor_preferences.table.1.service":"Zgoda na pliki cookie","cookie_policy.how.visitor_preferences.table.1.purpose":"Zapamiętuje preferencje dotyczące plików cookie (użytkownik nie będzie pytany ponownie)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Sesyjny plik cookie administratora, usuwany po zamknięciu przeglądarki","cookie_policy.how.operational_cookies.title":"Operacyjne pliki cookie","cookie_policy.how.operational_cookies.text":"

    Niektóre pliki cookie są niezbędne do poprawnego funkcjonowania niektórych stron. Z tego powodu ich stosowanie nie wymaga Państwa zgody. Są to przede wszystkim:

    ","cookie_policy.how.operational_cookies.item":"techniczne pliki cookie wymagane w niektórych systemach informatycznych","cookie_policy.how.technical_cookies.title":"Techniczne pliki cookie","cookie_policy.how.technical_cookies.table.1.purpose":"Utrzymuje bezpieczeństwo sesji podczas odwiedzin na stronie.","cookie_policy.how.technical_cookies.table.1.type_duration":"Sesyjny plik cookie administratora, usuwany po zamknięciu przeglądarki","cookie_policy.how.technical_cookies.table.2.purpose":"Utrzymuje bezpieczną sesję przez dłuższy czas, zapobiegając utracie sesji po zamknięciu przeglądarki.","cookie_policy.how.technical_cookies.table.2.type_duration":"Trwały plik cookie administratora, 60 miesięcy","cookie_policy.how.technical_cookies.table.3.purpose":"Przechowuje informacje o preferowanym języku użytkownika","cookie_policy.how.technical_cookies.table.3.type_duration":"Sesyjny plik cookie administratora, usuwany po zamknięciu przeglądarki","cookie_policy.how.analytics_cookies.title":"Analityczne pliki cookie","cookie_policy.how.analytics_cookies.items":`

    Używamy ich wyłącznie do wewnętrznych analiz. Dzięki nim dowiadujemy się, w jaki sposób możemy ulepszyć usługi, które świadczymy dla wszystkich naszych użytkowników.

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    Pliki cookie analizują interakcję anonimowego użytkownika ze stroną (gromadzone dane nie odnoszą się do konkretnej osoby).

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    Dane te nie są udostępniane osobom trzecim ani wykorzystywane do innych celów. Anonimowe statystyki mogą być udostępniane usługodawcom zajmującym się projektami komunikacyjnymi na podstawie umowy z Komisją.

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    `,"copyright.title":"Informacja o prawach autorskich","copyright.training.0":"Strona internetowa Europejski Tydzień Kodowania – materiały szkoleniowe","copyright.training.1":"jest usługą wspieraną przez Komisję Europejską","copyright.licence.0":"O ile nie zaznaczono inaczej, treści udostępniane na tej witrynie są licencjonowane na podstawie licencji","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.pl","copyright.licence.2":"Creative Commons - Uznanie autorstwa- Użycie niekomercyjne - Na tych samych warunkach 4.0 Międzynarodowe (CC BY-NC-SA 4.0)","copyright.creative-commons":"Licencjonowanie na podstawie licencji Creative Commons samo w sobie nie wpływa na własność praw autorskich","copyright.third-party":"Treści pochodzące z witryn stron trzecich podlegają ich własnym ograniczeniom praw autorskich. Aby uzyskać więcej informacji na temat treści znajdujących się na stronach trzecich, należy skonsultować bezpośrednio owe witryny","countries.all":"Wszystkie kraje","countries.Cloud":"Chmura","countries.Andorra":"Andora","countries.United Arab Emirates":"Zjednoczone Emiraty Arabskie","countries.Afghanistan":"Afganistan","countries.Antigua and Barbuda":"Antigua i Barbuda","countries.Anguilla":"Anguilla","countries.Albania":"Albania","countries.Armenia":"Armenia","countries.Netherlands Antilles":"Antyle Holenderskie","countries.Angola":"Angola","countries.Antarctica":"Antarktyda","countries.Argentina":"Argentyna","countries.American Samoa":"Samoa Amerykańskie","countries.Austria":"Austria","countries.Australia":"Australia","countries.Aruba":"Aruba","countries.Aland Islands":"Wyspy Alandzkie","countries.Azerbaijan":"Azerbejdżan","countries.Bosnia and Herzegovina":"Bośnia i Hercegowina","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladesz","countries.Belgium":"Belgia","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bułgaria","countries.Bahrain":"Bahrajn","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Saint-Barthélemy","countries.Bermuda":"Bermudy","countries.Brunei":"Brunei","countries.Bolivia":"Boliwia","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, Sint Eustatius i Saba ","countries.Brazil":"Brazylia","countries.Bahamas":"Bahamy","countries.Bhutan":"Bhutan","countries.Bouvet Island":"Wyspa Bouveta","countries.Botswana":"Botswana","countries.Belarus":"Białoruś","countries.Belize":"Belize","countries.Canada":"Kanada","countries.Cocos Islands":"Wyspy Kokosowe","countries.Democratic Republic of the Congo":"Demokratyczna Republika Konga","countries.Central African Republic":"Republika Środkowoafrykańska","countries.Republic of the Congo":"Republika Konga","countries.Switzerland":"Szwajcaria","countries.Ivory Coast":"Wybrzeże Kości Słoniowej","countries.Cook Islands":"Wyspy Cooka","countries.Chile":"Chile","countries.Cameroon":"Kamerun","countries.China":"Chiny","countries.Colombia":"Kolumbia","countries.Costa Rica":"Kostaryka","countries.Serbia and Montenegro":"Serbia i Czarnogóra","countries.Cuba":"Kuba","countries.Cape Verde":"Wyspy Zielonego Przylądka","countries.Curacao":"Curaçao","countries.Christmas Island":"Wyspa Bożego Narodzenia","countries.Cyprus":"Cypr","countries.Czech Republic":"Republika Czeska","countries.Germany":"Niemcy","countries.Djibouti":"Dżibuti","countries.Denmark":"Dania","countries.Dominica":"Dominika","countries.Dominican Republic":"Republika Dominikańska","countries.Algeria":"Algieria","countries.Ecuador":"Ekwador","countries.Estonia":"Estonia","countries.Egypt":"Egipt","countries.Western Sahara":"Sahara Zachodnia","countries.Eritrea":"Erytrea","countries.Spain":"Hiszpania","countries.Ethiopia":"Etiopia","countries.Finland":"Finlandia","countries.Fiji":"Fidżi","countries.Falkland Islands":"Falklandy","countries.Micronesia":"Mikronezja","countries.Faroe Islands":"Wyspy Owcze","countries.France":"Francja","countries.Gabon":"Gabon","countries.United Kingdom":"Zjednoczone Królestwo","countries.Grenada":"Grenada","countries.Georgia":"Gruzja","countries.French Guiana":"Gujana Francuska","countries.Guernsey":"Guernsey","countries.Ghana":"Ghana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Grenlandia","countries.Gambia":"Gambia","countries.Guinea":"Gwinea","countries.Guadeloupe":"Gwadelupa","countries.Equatorial Guinea":"Gwinea Równikowa","countries.Greece":"Grecja","countries.South Georgia and the South Sandwich Islands":"Georgia Południowa i Sandwich Południowy","countries.Guatemala":"Gwatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Gwinea Bissau","countries.Guyana":"Gujana","countries.Hong Kong":"Hongkong","countries.Heard Island and McDonald Islands":"Wyspy Heard i McDonalda","countries.Honduras":"Honduras","countries.Croatia":"Chorwacja","countries.Haiti":"Haiti","countries.Hungary":"Węgry","countries.Indonesia":"Indonezja","countries.Ireland":"Irlandia","countries.Israel":"Izrael","countries.Isle of Man":"Wyspa Man","countries.India":"Indie","countries.British Indian Ocean Territory":"Brytyjskie Terytorium Oceanu Indyjskiego","countries.Iraq":"Irak","countries.Iran":"Iran","countries.Iceland":"Islandia","countries.Italy":"Włochy","countries.Jersey":"Jersey","countries.Jamaica":"Jamajka","countries.Jordan":"Jordania","countries.Japan":"Japonia","countries.Kenya":"Kenia","countries.Kyrgyzstan":"Kirgistan","countries.Cambodia":"Kambodża","countries.Kiribati":"Kiribati","countries.Comoros":"Komory","countries.Saint Kitts and Nevis":"Saint Kitts i Nevis","countries.North Korea":"Korea Północna","countries.South Korea":"Korea Południowa","countries.Kuwait":"Kuwejt","countries.Cayman Islands":"Kajmany","countries.Kazakhstan":"Kazachstan","countries.Laos":"Laos","countries.Lebanon":"Liban","countries.Saint Lucia":"Saint Lucia","countries.Liechtenstein":"Liechtenstein","countries.Sri Lanka":"Sri Lanka","countries.Liberia":"Liberia","countries.Lesotho":"Lesotho","countries.Lithuania":"Litwa","countries.Luxembourg":"Luksemburg","countries.Latvia":"Łotwa","countries.Libya":"Libia","countries.Morocco":"Maroko","countries.Monaco":"Monako","countries.Moldova":"Mołdawia","countries.Montenegro":"Czarnogóra","countries.Saint Martin":"Saint-Martin","countries.Madagascar":"Madagaskar","countries.Marshall Islands":"Wyspy Marshalla","countries.Macedonia":"Macedonia Północna","countries.Mali":"Mali","countries.Myanmar":"Mjanma","countries.Mongolia":"Mongolia","countries.Macao":"Makao","countries.Northern Mariana Islands":"Mariany Północne","countries.Martinique":"Martynika","countries.Mauritania":"Mauretania","countries.Montserrat":"Montserrat","countries.Malta":"Malta","countries.Mauritius":"Mauritius","countries.Maldives":"Malediwy","countries.Malawi":"Malawi","countries.Mexico":"Meksyk","countries.Malaysia":"Malezja","countries.Mozambique":"Mozambik","countries.Namibia":"Namibia","countries.New Caledonia":"Nowa Kaledonia","countries.Niger":"Niger","countries.Norfolk Island":"Wyspa Norfolk","countries.Nigeria":"Nigeria","countries.Nicaragua":"Nikaragua","countries.Netherlands":"Holandia","countries.Norway":"Norwegia","countries.Nepal":"Nepal","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Nowa Zelandia","countries.Oman":"Oman","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Polinezja Francuska","countries.Papua New Guinea":"Papua-Nowa Gwinea","countries.Philippines":"Filipiny","countries.Pakistan":"Pakistan","countries.Poland":"Polska","countries.Saint Pierre and Miquelon":"Saint-Pierre i Miquelon","countries.Pitcairn":"Pitcairn","countries.Puerto Rico":"Portoryko","countries.Palestine":"Palestyna","countries.Portugal":"Portugalia","countries.Palau":"Palau","countries.Paraguay":"Paragwaj","countries.Qatar":"Katar","countries.Reunion":"Reunion","countries.Romania":"Rumunia","countries.Serbia":"Serbia","countries.Russia":"Rosja","countries.Rwanda":"Rwanda","countries.Saudi Arabia":"Arabia Saudyjska","countries.Solomon Islands":"Wyspy Salomona","countries.Seychelles":"Seszele","countries.Sudan":"Sudan","countries.Sweden":"Szwecja","countries.Singapore":"Singapur","countries.Saint Helena":"Święta Helena","countries.Slovenia":"Słowenia","countries.Svalbard and Jan Mayen":"Svalbard i Jan Mayen","countries.Slovakia":"Słowacja","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somalia","countries.Suriname":"Surinam","countries.South Sudan":"Sudan Południowy","countries.Sao Tome and Principe":"Wyspy Świętego Tomasza i Książęca","countries.El Salvador":"Salwador","countries.Sint Maarten":"Sint Maarten","countries.Syria":"Syria","countries.Swaziland":"Suazi","countries.Turks and Caicos Islands":"Turks i Caicos","countries.Chad":"Czad","countries.French Southern Territories":"Francuskie Terytoria Południowe","countries.Togo":"Togo","countries.Thailand":"Tajlandia","countries.Tajikistan":"Tadżykistan","countries.Tokelau":"Tokelau","countries.East Timor":"Timor Wschodni","countries.Turkmenistan":"Turkmenistan","countries.Tunisia":"Tunezja","countries.Tonga":"Tonga","countries.Turkey":"Turcja","countries.Trinidad and Tobago":"Trynidad i Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Tajwan","countries.Tanzania":"Tanzania","countries.Ukraine":"Ukraina","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Małe Oddalone Wyspy Stanów Zjednoczonych","countries.United States":"Stany Zjednoczone","countries.Uruguay":"Urugwaj","countries.Uzbekistan":"Uzbekistan","countries.Vatican":"Watykan","countries.Saint Vincent and the Grenadines":"Saint Vincent i Grenadyny","countries.Venezuela":"Wenezuela","countries.British Virgin Islands":"Brytyjskie Wyspy Dziewicze","countries.U.S. Virgin Islands":"Wyspy Dziewicze Stanów Zjednoczonych","countries.Vietnam":"Wietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis i Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosowo","countries.Yemen":"Jemen","countries.Mayotte":"Majotta","countries.South Africa":"Republika Południowej Afryki","countries.Zambia":"Zambia","countries.Zimbabwe":"Zimbabwe","cw2020.common.resources":"Zasoby, których będziesz potrzebować","cw2020.common.soundtrack":"Ścieżka dźwiękowa Tygodnia Kodowania","cw2020.common.moves":"Kroki","cw2020.common.dance-example":"Przykład tańca Tygodnia Kodowania","cw2020.common.organizer-guide":"Przewodnik organizatora","cw2020.title.0":"EU Code Week","cw2020.title.1":"Edycja 2020","cw2020.intro":"W tym roku świętujemy kodowanie od 10 do 25 października! Z powodu obecnej sytuacji epidemicznej więcej zajęć w ramach tegorocznego Tygodnia Kodowania odbędzie się online. Zaproponujemy nowe zabawne i ciekawe zajęcia, w których można wziąć udział zdalnie z domu lub ze szkoły","cw2020.online-activities.title":"Ogólnodostępne zajęcia online","cw2020.online-activities.subtitle.0":"Aby ułatwić zdalne uczestnictwo w zajęciach organizowanych w ramach Tygodnia Kodowania, opracowaliśmy","cw2020.online-activities.subtitle.1":"harmonogram","cw2020.online-activities.subtitle.2":"zajęć online","cw2020.online-activities.section1.title":"Czym są zajęcia online?","cw2020.online-activities.section1.content":"Zajęcia online nie różnią się niczym od zajęć, które zazwyczaj dodaje się na stronie internetowej Tygodnia Kodowania i na które można się tam zarejestrować – jedyna różnica jest taka, że tym razem odbędą się online. Chodzi o to, by ułatwić chętnym udział w sesjach kodowania i warsztatach w całości online bez narażania ich zdrowia.","cw2020.online-activities.section2.title":"Ogólnodostępne zajęcia","cw2020.online-activities.section2.content":"Jeśli chcesz, możesz wszystkim udostępnić swoje zajęcia online. Ludzie z całego świata będą mogli wziąć udział w otwartych zajęciach online w języku angielskim lub w języku lokalnym. Wybierzemy najbardziej interesujące zajęcia online, które są dostępne dla wszystkich, i uwzględnimy je w kalendarzu wydarzeń na naszej stronie internetowej.","cw2020.online-activities.section3.title":"Co to oznacza dla uczestników","cw2020.online-activities.section3.content.0":"Każdego dnia Tygodnia Kodowania będziesz mógł/mogła sprawdzić","cw2020.online-activities.section3.content.1":"harmonogram","cw2020.online-activities.section3.content.2":"i wziąć udział w zajęciach, które najbardziej Cię interesują. Tematy tych wydarzeń są zróżnicowane: od warsztatów poświęconych robotyce, po kursy e-kształcenia, seminaria internetowe, instruktaże kodowania i wiele innych. Wybór należy do Ciebie!","cw2020.dance.title":"Taniec Tygodnia Kodowania","cw2020.dance.subtitle":"Kto powiedział, że programiści nie umieją tańczyć? Aby uczcić edycję Tygodnia Kodowania 2020, rzucamy nowe wyzwanie taneczne – #EUCodeWeekDance challenge","cw2020.dance.section1.title":"Kto może wziąć w nim udział?","cw2020.dance.section1.content.0":"Zapraszamy wszystkich: szkoły, nauczycieli, biblioteki, kluby kodowania, przedsiębiorstwa i organy publiczne do świętowania unijnego Tygodnia Kodowania 2020. Wystarczy zorganizować zajęcia taneczne #EUCodeWeekDance i dodać je do","cw2020.dance.section1.content.1":"mapy Tygodnia Kodowania","cw2020.dance.section2.title":"Jak można wziąć udział?","cw2020.dance.section2.content":"Wybierz dowolne z pięciu rodzajów zajęć lub wymyśl własne. Niezależnie od tego, jakie zajęcia wybierzesz, nie zapomnij dodać ich do naszej mapy","cw2020.dance.activity1.title":"Zaprogramuj kolegę lub rodzica – komputer nie jest potrzebny","cw2020.dance.activity1.subtitle":"Za pomocą kodowania wydajesz komendy urządzeniom elektronicznym. Z technicznego punktu widzenia nie potrzebujesz jednak komputera, aby móc kodować. Zaproś partnera – może to być kolega z klasy, przyjaciel, rodzic, a nawet nauczyciel – i pokaż mu, jak wykonywać taniec #EUCodeWeekDance. Pamiętaj, że trzeba dokładnie trzymać się kroków","cw2020.dance.activity1.resources.0":"Przewodnik sporządzony przez Code.org na temat tego, jak zorganizować własną imprezę taneczną bez prądu","cw2020.dance.activity1.resources.1":"Parę słów o tym, jak zaprogramować ludzkiego robota","cw2020.dance.activity2.title":"Programowanie wizualne","cw2020.dance.activity2.subtitle":"Zakoduj swój taniec Tygodnia Kodowania w Scratchu. Zastosuj postaci Tygodnia Kodowania lub stwórz własne w Scratchu i zaprogramuj je, żeby wykonywały taniec Tygodnia Kodowania #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Przykład projektu tanecznego #EUCodeWeekDance w języku Scratch","cw2020.dance.activity2.resources.1":"Postaci Tygodnia Kodowania","cw2020.dance.activity2.resources.2":"Przewodnik sporządzony przez Code.org na temat tego, jak animować postać","cw2020.dance.activity2.resources.3":"Przewodnik sporządzony przez Code.org na temat tego, jak zorganizować własną imprezę taneczną","cw2020.dance.activity2.resources.4":"Udostępnij nam swój projekt w Scratch Studio","cw2020.dance.activity3.title":"Programowanie tekstowe","cw2020.dance.activity3.subtitle":"Stwórz motyw muzyczny Tygodnia Kodowania #EUCodeWeekDance w języku programowania Python lub JavaScript przy użyciu platform do tworzenia muzyki za pomocą kodowania takich jak EarSketch czy Sonic Pi","cw2020.dance.activity3.resources.0":"Wskazówki, jak tworzyć muzykę przy użyciu EarSketch","cw2020.dance.activity3.resources.1":"Wskazówki, jak tworzyć muzykę przy użyciu Sonic Pi","cw2020.dance.activity4.title":"Robotyka","cw2020.dance.activity4.subtitle":"Zaprogramuj swojego robota tak, aby wykonywał Twoje instrukcje i zatańczył taniec Tygodnia Kodowania","cw2020.dance.activity4.resources.0":"Wskazówki na temat programowania robotów","cw2020.dance.activity5.title":"Wyzwanie tańca na żywo","cw2020.dance.activity5.subtitle":"Nagraj wideo, na którym Ty, Twoja drużyna lub Twój robot wykonujecie taniec Tygodnia Kodowania #EUCodeWeekDance, udostępnij je na Instagramie i przekonaj się, czy zdobędziesz popularność i wygrasz gadżety Tygodnia Kodowania! Jesteś zainteresowany/zainteresowana? Oto, co musisz zrobić:","cw2020.dance.activity5.resources.0":"Nagraj wideo za pomocą Instagram Stories","cw2020.dance.activity5.resources.1":"Śledź","cw2020.dance.activity5.resources.2":"@CodeWeekEU na Instagramie","cw2020.dance.activity5.resources.3":"Umieść w swoim klipie tanecznym @CodeWeekEU i zamieść hashtag #EUCodeWeekDance","cw2020.dance.outro.0":"Zwycięzcy będą wybierani codziennie i ogłaszani na naszym kanale na Instagramie za pośrednictwem Stories, więc sprawdzaj regularnie powiadomienia, bo szczęście może się do Ciebie uśmiechnąć właśnie dziś","cw2020.dance.outro.1":"Taniec Tygodnia Kodowania #EUCodeWeekDance opiera się na","cw2020.dance.outro.2":"odzie do kodu (ang. „Ode to Code”)","cw2020.dance.outro.3":"skomponowanej przez Brendana Paoliniego i choreografii wymyślonej przez Biankę Marię Berardi w 2015 r., na podstawie pomysłu Alessandro Bogliolo, profesora systemów komputerowych na Uniwersytecie w Urbino","cw2020.treasure-hunt.title":"Gra w podchody w ramach Tygodnia Kodowania","cw2020.treasure-hunt.subtitle.0":"Jest to gra na aplikacji Telegram, która jest wystarczająco prosta dla uczestników początkujących, ale też dostatecznie ekscytująca dla osób zaawansowanych","cw2020.treasure-hunt.subtitle.1":"Gra w podchody w ramach Tygodnia Kodowania","cw2020.treasure-hunt.subtitle.2":"to gra, w którą najlepiej grać na komputerze, mając w ręku smartfona. Gracze będą musieli rozwiązać zagadki dotyczące kodowania, poznając jednocześnie historię kodowania, informatyki i technologii komputerowych w Europie","cw2020.treasure-hunt.section.title":"Aby zacząć grać, musisz","cw2020.treasure-hunt.section.content.0":"pobrać aplikacje Telegram. Jest dostępna","cw2020.treasure-hunt.section.content.1":"dla komputerów stacjonarnych","cw2020.treasure-hunt.section.content.2":"W naszą grę można grać na komputerze stacjonarnym, laptopie lub na smartfonie. Proponujemy grać na komputerze, bo wtedy można otrzymywać instrukcje i rozwiązywać zagadki związane z kodowaniem na aplikacji Telegram na smartfonie","cw2020.treasure-hunt.section.content.3":"Aby grać","cw2020.treasure-hunt.section.content.4":"otwórz grę","cw2020.treasure-hunt.section.content.5":"i zeskanuj kod QR, który przeniesie Cię do aplikacji Telegram, gdzie znajdziesz pierwsze instrukcje","cw2020.treasure-hunt.section.content.6":"Aby wygrać, musisz rozwiązać 10 zagadek związanych z kodowaniem i znaleźć 10 miejsc na mapie Europy, które są powiązane z rozwojem kodowania i technologii","cw2020.treasure-hunt.section.content.7":"Po zakończeniu gry udostępnij swój wynik kolegom, używając hashtaga #EUCodeWeek, i ich też zaproś do zabawy i zapoznania się z historią kodowania. Ciekawe, kto uzyska najlepszy wynik","cw2020.treasure-hunt.section.content.8":"Podchody w ramach Tygodnia Kodowania to zainaugurowana wersja wirtualna oryginalnej gry, którą pierwotnie opracował Alessandro Bogliolo, profesor systemów komputerowych na Uniwersytecie w Urbino. Aby dowiedzieć się więcej o pierwotnej grze, odwiedź nasz","cw2020.treasure-hunt.section.content.9":"blog","cw2020.kick-off.title":"Inauguracja: 8 października 2020 r.","cw2020.kick-off.content.0":"Wirtualna inauguracja Tygodnia Kodowania 2020 odbędzie się 8 października o godz. 17.00 czasu obowiązującego w Berlinie/Brukseli/Paryżu. Wydarzenie to będzie transmitowane przez Facebook Live, Instagram TV i YouTube Live","cw2020.kick-off.content.1":"Wśród zaproszonych ciekawych prelegentów znajdują się","cw2020.kick-off.content.2":"komisarz UE do spraw rynku wewnętrznego","cw2020.kick-off.content.3":"komisarz UE do spraw innowacji, badań naukowych, kultury, edukacji i młodzieży","cw2020.kick-off.content.4":"twórca języka programowania Scratch i profesor zajmujący się badaniami nad uczeniem się w Media Lab na MIT","cw2020.kick-off.content.5":"autorka i ilustratorka Hello Ruby","cw2020.kick-off.content.6":"a także","cw2020.kick-off.content.7":"przewodnicząca francuskiej organizacji non-profit E-MMA, która promuje równość płci w dziedzinach technicznych","cw2020.kick-off.content.8":"A żeby było jeszcze ciekawiej, zespół Tygodnia Kodowania będzie również prezentował nowe funkcje strony internetowej, zawarte tam zasoby i konkursy","cw2020.kick-off.content.9":"profesor systemów komputerowych na Uniwersytecie w Urbino i koordynator","cw2020.kick-off.content.10":"ambasadorów Tygodnia Kodowania","cw2020.kick-off.content.11":"będzie opowiadał o wirtualnej grze w podchody w ramach Tygodnia Kodowania","cw2020.kick-off.content.12":"A xxx zapowie nowe wyzwanie taneczne #EUCodeWeekDance","cw2020.kick-off.content.13":"Będziemy również łączyć się ze szkołami i uczniami z całej Europy, którzy opowiedzą nam o swoich przygodach z kodowaniem i podzielą się pomysłami z naszymi prelegentami","cw2020.kick-off.content.14":"Każdy będzie mógł zabrać głos, przedstawić swoje pomysły i zadać pytanie. Wystarczy włączyć streaming na","cw2020.kick-off.content.15":"lub","cw2020.kick-off.content.16":"8 października 2020 r. między godz. 17.00 a 18.30 czasu środkowoeuropejskiego i komentować lub tweetować z hashtagiem #EUCodeWeek","cw2020.get-involved.title":"Jak wziąć udział","cw2020.get-involved.subtitle":"Chcesz rozpocząć przygodę z kodowaniem już teraz? Jeśli chcesz przyłączyć się do społeczności Europejskiego Tygodnia Kodowania, ale nie wiesz jak, zajrzyj do poniższych materiałów. Dowiesz się z nich, jak zacząć kodować, i przygotujesz się do naszych corocznych obchodów Europejskiego Tygodnia Kodowania w październiku","cw2020.get-involved.content.0":"Europejski Tydzień Kodowania dla początkujących","cw2020.get-involved.content.1":"Jak dodać zajęcia w ramach Tygodnia Kodowania","cw2020.get-involved.content.2":"Moduły szkoleniowe","cw2020.get-involved.content.3":"Masowy, otwarty kurs internetowy Deep Dive","cw2020.get-involved.content.4":"Seria Coding@Ho4me","edit.title":"Edytuj swoje wydarzenie #EUCodeWeek","edit.required_fields":"Pola wymagane oznaczono gwiazdką *. Możesz dodać informacje o wydarzeniu w swoim lokalnym języku.","edit.description":"Opis","edit.audience":"Adresaci","edit.theme":"Temat","edit.location":"Lokalizacja","edit.website":"Strona internetowa","edit.contact":"Kontakt","edit.tags":"Tagi","edit.image":"Grafika","edit.help":"Większe obrazy zostaną przeskalowane do rozmiaru 256 × 512 pikseli. Maksymalny rozmiar przesyłanego obrazu wynosi 256 × 1024.","edit.aspect":"Jakiego aspektu kodowania będzie dotyczyć Twoje wydarzenie?","edit.address":"Wpisz adres lub kliknij mapę poniżej, aby ustawić lokalizację.","edit.privacy_disclaimer.header":"Twoje dane kontaktowe","edit.privacy_disclaimer.text_1":"Te informacje będą widoczne wyłącznie dla ","edit.privacy_disclaimer.link_1":"ambasadorów Europejskiego Tygodnia Kodowania","edit.privacy_disclaimer.text_2":" i organizatorów Europejskiego Tygodnia Kodowania, którzy sprawdzą Twoje wydarzenie, zanim pojawi się ono na mapie. Mogą się oni z Tobą skontaktować, jeżeli wymagane będzie wprowadzenie zmian w wydarzeniu, lub aby przeprowadzić ankietę w celach statystycznych po zakończeniu wydarzenia.","edit.privacy_disclaimer.contact_email":"Twój adres e-mail","edit.edit":"Edytuj wydarzenie","event.main_title":"Dodaj swoje wydarzenie #EUCodeWeek","event.button":"Dodaj wydarzenie","event.howto":"Jak zorganizować wydarzenie","event.required":"Pola wymagane oznaczono gwiazdką *. Możesz dodać informacje o wydarzeniu w swoim lokalnym języku.","event.audience_title":"Adresaci","event.theme_title":"Temat","event.scoreboard_by_country":"Tablica wyników","event.get_involved":"Weź udział","event.organize_or_support_events":"Organizuj lub wspieraj wydarzenia w swoim mieście","event.or_contact_your":"lub skontaktuj się z","event.eu_code_week_ambassadors":"Ambasadorami Europejskiego Tygodnia Kodowania","event.show_events_for":"Pokaż wydarzenia dla ","event.who":"Do kogo skierowane jest wydarzenie?","event.tags":"Tagi","event.image":"Grafika","event.start.label":"Data rozpoczęcia","event.start.placeholder":"Kiedy rozpoczyna się aktywność?","event.end.label":"Data zakończenia","event.end.placeholder":"Kiedy kończy się aktywność?","event.organizer.label":"Nazwa organizacji","event.organizer.placeholder":"Organizacja, na rzecz której pracujesz lub działasz jako wolontariusz","event.website.label":"Strona internetowa organizatora","event.website.placeholder":"Czy dostępna jest strona internetowa, na której można znaleźć więcej informacji?","event.description.label":"Opis","event.description.placeholder":"Opisz w skrócie planowaną aktywność.","event.contact.label":"Adres e-mail","event.contact.placeholder":"Na ten adres e-mail wysyłane będą ważne wiadomości dotyczące Europejskiego Tygodnia Kodowania","event.contact.explanation":"Twój adres e-mail będzie widoczny wyłącznie dla ambasadorów i organizatorów Europejskiego Tygodnia Kodowania, którzy sprawdzą Twoje wydarzenie, zanim pojawi się ono na mapie. Mogą się oni z Tobą skontaktować, jeżeli wymagane będzie wprowadzenie zmian w wydarzeniu, lub aby przeprowadzić ankietę w celach statystycznych po zakończeniu wydarzenia.","event.public.label":"Publiczny adres e-mail","event.public.placeholder":"Czy chcesz, aby adres e-mail do kontaktu był wyświetlany?","event.title.label":"Tytuł aktywności","event.title.placeholder":"Jaką nazwę nosi aktywność?","event.address.label":"Adres","event.address.placeholder":"Gdzie będzie się odbywać aktywność?","event.organizertype.label":"Typ organizacji","event.organizertype.placeholder":"Wybierz typ organizatora","event.organizertype.school":"Szkoła","event.organizertype.library":"Biblioteka","event.organizertype.non profit":"Organizacja nienastawiona na zysk","event.organizertype.private business":"Przedsiębiorstwo prywatne","event.organizertype.other":"Inny","event.audience.Pre-school children":"Dzieci w wieku przedszkolnym","event.audience.Elementary school students":"Uczniowie szkoły podstawowej","event.audience.High school students":"Uczniowie szkoły średniej","event.audience.Graduate students":"Studenci studiów licencjackich","event.audience.Post graduate students":"Studenci studiów magisterskich","event.audience.Employed adults":"Osoby dorosłe aktywne zawodowo","event.audience.Unemployed adults":"Osoby dorosłe nieaktywne zawodowo","event.audience.Other (see description)":"Inne (patrz opis)","event.audience.Teachers":"Nauczyciele","event.theme.Basic programming concepts":"Podstawowe pojęcia związane z programowaniem","event.theme.Web development":"Tworzenie stron internetowych","event.theme.Mobile app development":"Tworzenie aplikacji mobilnych","event.theme.Software development":"Tworzenie oprogramowania","event.theme.Data manipulation and visualisation":"Manipulacja i wizualizacja danych","event.theme.Robotics":"Robotyka","event.theme.Hardware":"Sprzęt","event.theme.Other":"Inne","event.theme.Unplugged activities":"Zajęcia bez elektryczności","event.theme.Playful coding activities":"Zabawy związane z kodowaniem","event.theme.Art and creativity":"Sztuka i kreatywność","event.theme.Visual/Block programming":"Programowanie wizualne/blokowe","event.theme.Game design":"Tworzenie gier komputerowych","event.theme.Internet of things and wearable computing":"Internet przedmiotów i urządzenia komputerowe do noszenia","event.theme.3D printing":"Druk 3D","event.theme.Augmented reality":"Rzeczywistość rozszerzona","event.theme.Artificial intelligence":"Sztuczna inteligencja","event.theme.Motivation and awareness raising":"Zwiększanie motywacji i podnoszenie świadomości","event.theme.Promoting diversity":"Wspieranie różnorodności","event.codeweek_for_all_participation_code.title":"KOD UCZESTNICTWA W TYGODNIU KODOWANIA DLA WSZYSTKICH","event.codeweek_for_all_participation_code.explanation":"W tym miejscu wklej kod uczestnictwa w Tygodniu kodowania dla wszystkich „Code Week 4 all” otrzymany od kolegi ze szkoły lub przyjaciela. Jeżeli nie posiadasz kodu, pozostaw pole puste. Więcej informacji na temat Tygodnia kodowania dla wszystkich znajdziesz","event.codeweek_for_all_participation_code.link":"tutaj","event.thanks_page.title":"Dziękujemy za dodanie wydarzenia!","event.thanks_page.phrase1":"Jeden z naszych lokalnych ambasadorów sprawdzi Twoje wydarzenie,","event.thanks_page.phrase2":"aby upewnić się, że wszystko jest w porządku.","event.thanks_page.phrase3":"Jeżeli masz pytania, skontaktuj się z jednym z naszych","event.thanks_page.phrase4":"krajowych ambasadorów","event.thanks_page.phrase5":"lub wyślij do nas wiadomość","event.thanks_page.phrase6":"e-mail","event.thanks_page.phrase7":"Możesz udostępnić kod uczestnictwa w Tygodniu kodowania dla wszystkich innym osobom:","event.activitytype.label":"Rodzaj sesji","event.activitytype.placeholder":"","event.activitytype.open-online":"Sesja online - ogólnodostępna","event.activitytype.invite-online":"Sesja online - na zaproszenie","event.activitytype.open-in-person":"Sesja offline - ogólnodostępna","event.activitytype.invite-in-person":"Sesja offline - na zaproszenie","event.privacy":"Przeczytałem /Przeczytałam i zgadzam się z warunkami polityki prywatności opisanymi w tym dokumencie.","event.country":"Kraj","event.loading":"Ładowanie…","event.add_activity":"Dodaj aktywność","event.edit_activity":"Edytuj aktywność","event.update_activity":"Zmień aktywność","event.delete_activity":"Usuń aktywność","event.total_pending_events":"Ogólna liczba zaplanowanych wydarzeń:","event.no_pending_events":"Brak zaplanowanych wydarzeń w:","event.all_countries":"Wszystkie kraje","event.current_status":"Aktualny status","event.actions":"Działania","event.certificate_ready":"Twój certyfikat Tygodnia Kodowania jest gotowy. Możesz go pobrać lub udostępnić go bezpośrednio.","event.view_your_certificate":"Zobacz swój certyfikat","event.submit_event_and_report":"Prześlij sprawozdanie z tego wydarzenia, aby otrzymać certyfikat Tygodnia Kodowania.","event.report_and_claim":"Zgłoś wydarzenie i odbierz certyfikat.","eventdetails.organised_by":"Organizator: ","eventdetails.contact_email":"Adres e-mail: ","eventdetails.happening_at":"Miejsce wydarzenia: ","eventdetails.from":"Od ","eventdetails.to":" do ","eventdetails.description":"Opis: ","eventdetails.more_info":"Dodatkowe informacje: ","eventdetails.audience":"Adresaci wydarzenia: ","eventdetails.themes":"Główne tematy: ","eventdetails.tags":"Tagi: ","eventdetails.share":"Udostępnij wydarzenie: ","eventdetails.email.tooltip":"Kliknij, aby wysłać do znajomego","eventdetails.email.subject":"Dowiedz się więcej na temat tego wspaniałego wydarzenia","eventdetails.email.body_1":"Cześć! Przesyłam informacje o ","eventdetails.email.body_2":"wydarzeniu, które odbędzie się w ","eventdetails.edit":"Edytuj wydarzenie","eventdetails.note":"UWAGA: ","eventdetails.pending_warning":"To wydarzenie jest nadal sprawdzane przez ","eventdetails.pending_link":"moderatorów","eventdetails.nearby_upcoming_events":"Nadchodzące wydarzenia w Twojej okolicy:","eventreports.reports_by":"Wydarzenia oczekujące na zgłoszenie przez ","eventreports.no_reports":"Brak wydarzeń do zgłoszenia.","eventreports.report":"Wydarzenia wymienione poniżej już się rozpoczęły lub zakończyły. Wprowadź dane liczbowe dotyczące wydarzenia, które zostaną wykorzystane w celach statystycznych, a następnie odbierz certyfikat uczestnictwa w Tygodniu Kodowania. Otrzymasz jeden certyfikat za jedno wydarzenie.","guide.title":"Przewodnik","guide.organise_activity":"Zorganizuj własne wydarzenie z Tygodniem Kodowania #EUCodeWeek","guide.register_activity":"Zarejestruj swoje wydarzenie","guide.what.title":"Czym jest Europejski Tydzień Kodowania?","guide.what.content":'

    Europejski Tydzień Kodowania to oddolna inicjatywa realizowana przez wolontariuszy i wspierana przez Komisję Europejską. Każdy może zorganizować wydarzenie w ramach Tygodnia Kodowania #EUCodeWeek – szkoły, nauczyciele, biblioteki, kluby kodowania, przedsiębiorstwa, organy publiczne – i umieścić je na mapie wydarzeń codeweek.eu.

    ',"guide.what_you_need_organise.title":"Co jest potrzebne do organizacji wydarzenia?","guide.what_you_need_organise.items.1":"Grupa ludzi chcących zdobywać wiedzę. Mogą to być na przykład twoi znajomi, dzieci, młodzież, współpracownicy, rodzice lub dziadkowie. Pamiętaj, że dwie osoby to już grupa!","guide.what_you_need_organise.items.2":"Nauczyciele lub instruktorzy, którzy znają się na kodowaniu oraz wiedzą, jak uczyć i inspirować innych. Liczba takich osób jest uzależniona od rodzaju i skali wydarzenia.","guide.what_you_need_organise.items.3":"Miejsce, w którym odbędzie się wydarzenie. Klasy, biblioteki, sale konferencyjne czy różnego rodzaju przestrzenie publiczne idealnie sprawdzą się jako miejsca wydarzeń.","guide.what_you_need_organise.items.4":"Komputery i dostęp do internetu. W zależności od swojej grupy docelowej możesz poprosić uczestników o przyniesienie swoich laptopów. ","guide.what_you_need_organise.items.5":'Kodowanie bez prądu. Tak naprawdę nie potrzebujesz komputerów ani połączenia z internetem, aby nauczyć się myślenia programistycznego. Na początek spójrz na nasze materiały szkoleniowe kodowania bez prądu.',"guide.what_you_need_organise.items.6":`Materiały edukacyjne. Pokaż uczestnikom, jak świetną zabawą jest samodzielne stworzenie czegoś od podstaw. Odwiedź naszą stronę z zasobami i materiałami szkoleniowymi, gdzie dostępne są filmy instruktażowe oraz scenariusze zajęć, które możesz dopasować do potrzeb swojej grupy.`,"guide.what_you_need_organise.items.7":`Rejestracja uczestników. Jeśli liczba uczestników twojego wydarzenia jest ograniczona, możesz wykorzystać narzędzia internetowe takie jak Formularze Google i Eventbrite w celu rejestracji uczestników.`,"guide.what_you_need_organise.items.8":'Pamiętaj, aby zaznaczyć swoje wydarzenie na mapie Tygodnia Kodowania!',"guide.how_to.title":"Jak zorganizować wydarzenie?","guide.how_to.items.1":"Format twojego wydarzenia zależy wyłącznie od ciebie. Zalecamy jednak, żeby część wydarzenia stanowiły praktyczne warsztaty, podczas których uczestnicy będą mogli samodzielnie coś stworzyć lub pomajsterkować przy sprzęcie.","guide.how_to.items.2":'Wykorzystaj narzędzia i technologie odpowiednie dla grupy docelowej twojego wydarzenia. Zalecamy skorzystanie z darmowych materiałów open source.',"guide.how_to.items.3":"Na koniec wydarzenia poproś uczestników o demonstrację i prezentację stworzonych przez nich prac.","guide.how_to.items.4":`Promuj inicjatywę! Promuj swoje wydarzenie i podziel się nim w mediach społecznościowych za pomocą hashtagu #EUCodeWeek. Możesz to zrobić także na grupie nauczycieli Europejskiego Tygodnia Kodowania i na Twitterze (@CodeWeekEU). Porozmawiaj ze swoimi znajomymi, innymi nauczycielami, lokalną prasą oraz przygotuj komunikat prasowy.`,"guide.how_to.items.5":'Nie zapomnij o dodaniu swojego wydarzenia na mapie Tygodnia Kodowania.',"guide.material.title":"Materiały promocyjne","guide.material.text":'

    Wejdź na nasz blog, aby zapoznać się z najświeższymi informacjami. Dopasuj ostatni komunikat prasowy do swoich potrzeb lub napisz swój własny:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Przygotowania do Europejskiego Tygodnia Kodowania 2019 (dostępne w 29 wersjach językowych)',"guide.toolkits.title":"Zacznij od pobrania poniższych zestawów narzędzi:","guide.toolkits.communication_toolkit":"Zestaw materiałów promocyjnych","guide.toolkits.teachers_toolkit":"Zestaw narzędzi dla nauczycieli","guide.questions.title":"Jakieś pytania?","guide.questions.content":'

    Jeśli masz jakiekolwiek pytania dotyczące organizacji oraz promocji wydarzenia w ramach #EUCodeWeek, skontaktuj się z Ambasadorami Europejskiego Tygodnia Kodowania w swoim kraju.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Wciel swoje pomysły w życie!","hackathons.sections.1.title":"6 maratonów programowania, 6 wyzwań","hackathons.sections.1.content.1":"Mieszkasz w Grecji, Łotwie, Irlandii, Włoszech, Rumunii lub Słowenii? Jesteś kreatywny, ambitny i interesujesz się przyszłością technologii? To Twoja szansa! Dołącz do jednego z hackathonów EU Code Week i opracuj innowacyjne rozwiązanie, które pozwoli Ci stanąć na czele technologicznej rewolucji!","hackathons.sections.1.content.2":"W 2021 roku, w ramach EU Code Week, odbędzie się sześć niezwykłych hackathonów, podczas których uczniowie w wieku 15–19 lat uczęszczający do szkół ponadgimnazjalnych zostaną zaproszeni do utworzenia zespołów. Wykorzystają oni swoje umiejętności kodowania do rozwiązania lokalnego wyzwania. Po 24 godzinach hakowania, każdy zespół zaprezentuje swoje pomysły zespołowi ekspertów, który wybierze 10 drużyn finałowych. Wszystkie zespoły będą miały tyle samo czasu, takie same zasoby, dostęp do mentorów i ekspertyz, aby ukończyć wyzwanie. Tylko 10 dostanie szansę na przejście do następnej rundy, rozwinięcie swojego prototypu, otrzymanie fachowego coachingu i wzięcie udziału w finałowym hackathonie jesienią. To wtedy zespoły będą walczyć o to, kto wygra fajny sprzęt IT i szansę na mentoring i coaching, aby dalej rozwijać swój prototyp.","hackathons.sections.2.title":"Jak wziąć udział w imprezie?","hackathons.sections.2.content.1":"Wybierz hackathon w swoim kraju i przejdź przez kilka prostych kroków, aby się zarejestrować. Możesz dołączyć jako osoba indywidualna lub jako sześcioosobowy zespół. Nie zapomnij podać nazwy zespołu podczas rejestracji, jeśli dołączasz z przyjaciółmi lub kolegami z klasy. Każdy hackathon otworzy swoją rejestrację osobno, więc śledź hackathon w swoim kraju!","hackathons.sections.3.title":"Kim są organizatorzy?","hackathons.sections.3.content.1":"Maratony programowania w ramach Europejskiego Tygodnia Kodowania są współorganizowane przez Komisję Europejską oraz lokalnych ","hackathons.sections.3.content.2":"Ambasadorów Tygodnia Kodowania","hackathons.sections.3.content.3":". Finansuje je Parlament Europejski. Celem maratonów programowania jest pokazanie, w jaki sposób konkretne rozwiązania rodzą się dzięki kreatywności, entuzjazmowi i świeżym pomysłom młodych ludzi, a także ich umiejętnościom w zakresie kodowania.","hackathons.sections.4.title":"Jak wygląda maraton programowania?","hackathons.sections.4.content.1":"Hackathon EU Code Week to podróż, która rozpoczyna się 24-godzinnym hackathonem online. Doświadczeni mentorzy będą trenować zespoły, odbędą się także warsztaty dające uczestnikom możliwość nauczenia się nowych umiejętności i dobrej zabawy. Hackathon jest również doskonałą okazją dla uczestników do nawiązania kontaktów i spotkania z ludźmi z europejskiego sektora technologicznego. Na koniec hackathonu każdy zespół zaprezentuje swoje rozwiązanie przed jury ekspertów. ","hackathons.sections.4.content.2":"W trakcie lata dziesięć najlepszych zespołów będzie kontynuowało swoją podróż przez hackathon i otrzyma szkolenia i mentoring. Zwycięzcy wezmą następnie udział w finałowym, 12-godzinnym, bezpośrednim, krajowym hackathonie we wrześniu lub październiku (który odbędzie się online, jeśli stan zdrowia publicznego nie pozwoli na fizyczne spotkanie).","hackathons.sections.5.title":"Nie znam się na kodowaniu. Co mogę zrobić?","hackathons.sections.5.content.1":"Równolegle z maratonami programowania odbędą się warsztaty dla początkujących miłośników kodowania, majsterkowania przy sprzęcie, robotyki itp., podczas których uczestnicy będą uczyć się podstaw myślenia obliczeniowego i kodowania. Więcej informacji na temat rejestracji można znaleźć na lokalnej stronie wydarzenia.","hackathons.sections.6.title":"Partnerzy","hackathons.sections.7.title":"Weź udział w zabawie!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Rumunia","hackathons.cities.1.date":"25-26 września 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Irlandia","hackathons.cities.2.date":"23-24 września 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Włochy","hackathons.cities.3.date":"24-25 września 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Grecja","hackathons.cities.4.date":"9 październik 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Słowenia","hackathons.cities.5.date":"18-19 września 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Łotwa","hackathons.cities.6.date":"1 październik 2021","hackathons.final.1":"Finał","hackathons.final.2":"Wrzesień/październik 2021","home.about":"EU Code Week, czyli Europejski Tydzień Kodowania, to oddolna inicjatywa promująca programowanie i umiejętności cyfrowe wśród uczestników w ciekawy i interesujący sposób.","home.when":"14-27 października 2024 roku","home.when_text":"Nauka kodowania pomaga wszystkim zrozumieć otaczający nas świat, który ulega ciągłym zmianom. Dołącz do miliona organizatorów i uczestników. Inspiruj rozwój kodowania, myślenia obliczeniowego by rozwijać nowe pomysły i wprowadzać innowacje na przyszłość.","home.school_banner_title":"Weź udział!","home.school_banner_text":"Czy jesteś nauczycielem?","home.school_banner_text2":"Kliknij tutaj, aby dowiedzieć się, jak wziąć udział!","home.organize_activity_title":"Zorganizuj wydarzenie lub weź udział w aktywności","home.organize_activity_text":'Każdy może zorganizować własne wydarzenie lub wziąć udział w różnych aktywnościach. Wystarczy wybrać temat i grupę odbiorców, a następnie dodać swoją aktywność do mapy; można także wyszukać wydarzenia odbywające się w pobliżu.',"home.get_started_title":"Zacznij przygotowania","home.get_started_text":'Nie wiesz, jak rozpocząć przygotowania? Zapoznaj się z naszym poradnikiem i pobierz nasze zestawy narzędzi dla organizatorów, które pomogą ci przygotować i wypromować twoje wydarzenie.',"home.access_resources_title":"Uzyskaj dostęp do zasobów i szkoleń","home.access_resources_text":'Jeśli masz jakiekolwiek wątpliwości dotyczące organizacji wydarzenia lub aktywności, odwiedź naszą stronę z zasobami dla nauczycieli oraz bibliotekę materiałów dydaktycznych, w których znajdziesz wskazówki, a także skrojone na miarę plany zajęć.',"locations.title":"Miejsca organizacji wydarzeń","locations.description.0":"Wybierz miejsce do organizacji wydarzenia z poniższej listy lub zarejestruj nowe miejsce w zakładce","locations.description.1":"rejestracja wydarzenia","login.login":"Zaloguj się","login.register":"Zarejestruj się","login.github":"Zaloguj się poprzez serwis Github","login.twitter":"Zaloguj się poprzez serwis Twitter","login.facebook":"Zaloguj się poprzez serwis Facebook","login.google":"Zaloguj się poprzez serwis Google","login.azure":"Zaloguj się poprzez serwis Azure","login.email":"Adres e-mail","login.password":"Hasło","login.remember":"Zapamiętaj mnie","login.forgotten_password":"Nie pamiętasz hasła?","login.no_account":"Nie masz jeszcze konta?","login.signup":"Zarejestruj się","login.reset":"Zresetuj hasło","login.send_password":"Prześlij odnośnik resetujący hasło","login.confirm_password":"Potwierdź hasło","login.name":"imię","menu.learn":"Ucz się","menu.teach":"Nauczaj","menu.training":"Szkól","menu.toolkits":"Prezentacje i zestawy narzędzi","menu.why":"DLACZEGO","menu.home":"Strona główna","menu.events":"Zajęcia","menu.ambassadors":"Ambasadorzy","menu.resources":"Zasoby","menu.schools":"Szkoły","menu.about":"Informacje","menu.blog":"Blog","menu.news":"Wiadomości","menu.search":"Wpisz i naciśnij Enter...","menu.map":"Mapa","menu.add_event":"Dodaj wydarzenie","menu.search_event":"Wyszukaj wydarzenie","menu.hello":"Witaj","menu.profile":"Profil","menu.pending":"Oczekujące wydarzenia","menu.your_events":"Moje zajęcia","menu.your_certificates":"Moje certyfikaty","menu.report":"Zgłoś moje zajęcia","menu.volunteers":"Wolontariusze","menu.logout":"Wyloguj się","menu.signin":"Zaloguj się","menu.privacy":"Prywatność","menu.participation":"Certyfikat uczestnictwa","menu.values":"Nasze wartości","menu.featured_activities":"Polecane zajęcia","menu.codeweek2020":"Edycja 2020","mooc.free-online-courses":"2. Bezpłatne kursy online","mooc.intro":"Europejski Tydzień Kodowania oferuje możliwości rozwoju zawodowego w formie kursów online. Celem jest wspieranie nauczycieli we wprowadzaniu kodowania i myślenia obliczeniowego do klas.","mooc.icebreaker.title":"Kurs wprowadzający „Icebreaker”","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"Kurs wprowadzający Icebreaker w ramach Europejskiego Tygodnia Kodowania","mooc.icebreaker.text.2":"jest pięciogodzinnym kursem w języku angielskim, który jest skierowany do wszystkich zainteresowanych podstawami kodowania i myślenia obliczeniowego. Uczestnicy uczą się, jak rozbudzać w młodych ludziach ciekawość i innowacyjnego ducha, jednocześnie dając im możliwość stania się twórcami treści cyfrowych. Kurs pomaga uczestnikom odkryć korzyści i znaczenie myślenia i kodowania obliczeniowego w codziennym życiu. Dostarcza również pomysły, darmowe materiały szkoleniowe i zasoby do organizowania zabaw i zajęć edukacyjnych dla dzieci, zawsze i wszędzie – zwłaszcza podczas Tygodnia Kodowania.","mooc.icebreaker.text.3":"Nie potrzebujesz żadnego wcześniejszego doświadczenia ani wiedzy z zakresu kodowania, aby uczestniczyć w tym kursie, wystarczy dociekliwy umysł. ","mooc.icebreaker.registration.0":"Tutaj zarejestrujesz się","mooc.icebreaker.registration.1":"na kurs, który trwa od 16 września i 30 października 2020 roku. Pamiętaj, aby się zarejestrować, należy założyć konto w European Schoolnet Academy. ","mooc.icebreaker.check-out":"Zobacz informacje na temat edycji w 2019 r.","mooc.deep-dive.title":"Pogłębiający kurs „Deep Dive”","mooc.deep-dive.text.0":"Kurs online Deep Dive w ramach Europejskiego Tygodnia Kodowania jest dwudziestopięciogodzinnym kursem w języku angielskim, który oferuje nauczycielom możliwość zapoznania się z zasadami kodowania oraz zdobycia wiedzy i pewności siebie w celu zorganizowania prostych i przyjemnych, interaktywnych zajęć z kodowania ze swoimi uczniami. Nauczyciele odkrywają bezpłatne","mooc.deep-dive.text.1":"zasoby","mooc.deep-dive.text.2":"i materiały szkoleniowe w ramach Europejskiego Tygodnia Kodowania dostępne w 29 językach, a także szczególne aspekty kodowania, takie jak myślenie obliczeniowe, działania bez wykorzystywania urządzeń elektronicznych oraz nieskończone możliwości robotyki, majsterkowania i tworzenia, języków programowania wizualnego, tworzenia aplikacji i wiele innych.","mooc.deep-dive.course-link":'Sprawdź kurs „Deep Dive" w 2019 roku.',"mooc.social-media.0":"Obserwuj","mooc.social-media.1":"Europejski Tydzień Kodowania w mediach społecznościowych,","mooc.social-media.2":"aby dowiedzieć się, kiedy rozpocznie się następny kurs","myevents.created_by":"Wszystkie wydarzenia utworzone przez ","myevents.no_events.first_call_to_action":"Nie dodano jeszcze żadnych wydarzeń. Do dzieła, ","myevents.no_events.first_link":"dodaj wydarzenie teraz","myevents.no_events.second_call_to_action":"lub przeczytaj nasz ","myevents.no_events.second_link":"przewodnik dla organizatorów","myevents.view":"Wyświetl","myevents.status.APPROVED":"ZATWIERDZONE","myevents.status.REJECTED":"ODRZUCONE","myevents.status.PENDING":"OCZEKUJĄCE","myevents.status.REPORTED":"ZGŁOSZONO","pagination.previous":"Wstecz","pagination.next":"Dalej","participation.title":"Wygeneruj certyfikaty uczestnictwa dla swojej grupy","participation.phrase1":"Wypełnij formularz, podając imiona i nazwiska uczniów oddzielone przecinkami, a następnie otrzymasz indywidualne certyfikaty uczestnictwa dla każdego ucznia","participation.names.label":"Imiona i nazwiska na certyfikatach","participation.names.help":"Pamiętaj o oddzieleniu poszczególnych imion i nazwisk uczestników przecinkami","participation.event_name.label":"Nazwa wydarzenia","participation.event_name.help":"Nazwa wydarzenia, która zostanie umieszczona na certyfikacie","participation.event_date.label":"Data wydarzenia","participation.event_date.help":"Data wydarzenia, która zostanie umieszczona na certyfikacie","participation.submit":"Generuj certyfikaty","participation.thanks_page.title":"Twoje certyfikaty zostały wygenerowane!","participation.thanks_page.phrase1":"Kliknij ten odnośnik, aby pobrać archiwum ZIP zawierające wszystkie certyfikaty","passwords.password":"Hasła muszą zawierać co najmniej sześć znaków i być zgodne z wartością wpisaną w polu potwierdzenia.","passwords.reset":"Twoje hasło zostało zresetowane!","passwords.sent":"Wysłaliśmy do Ciebie wiadomość e-mail z łączem do zresetowania hasła!","passwords.token":"Ten token do zresetowania hasła jest nieprawidłowy.","passwords.user":"Nie znaleziono użytkownika z tym adresem e-mail.","privacy-statement-contact.subtitle":"To oświadczenie o ochronie prywatności zawiera informacje o przetwarzaniu i ochronie danych osobowych.","privacy-statement-contact.processing-operation.0":"Operacja przetwarzania danych osobowych","privacy-statement-contact.processing-operation.1":"zarządzanie – ambasadorzy Tygodnia Kodowania, nauczyciele prowadzący i rejestracja wydarzeń na stronie internetowej","privacy-statement-contact.data-processors.0":"Podmioty przetwarzające dane","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. i EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Informacje dotyczące przetwarzania danych osobowych na potrzeby zarządzania ambasadorami Tygodnia Kodowania, nauczycielami prowadzącymi i rejestracją wydarzeń na stronie internetowej.","privacy-statement-contact.3-legal_process.0":'Zgodność z prawem operacji przetwarzania danych: Dział G.2 gromadzi, przechowuje i publikuje dane osobowe, ponieważ udzielono na to wyraźnej zgody, zaznaczając odpowiednie pole, podczas zgłoszenia do pełnienia funkcji ambasadora Tygodnia Kodowania lub nauczyciela prowadzącego albo podczas rejestracji wydarzenia na stronie Europejskiego Tygodnia Kodowania.',"privacy-statement-contact.4-collect_data.0":" Obowiązkowe dane osobowe gromadzone w przypadku ambasadorów i nauczycieli prowadzących to:","privacy-statement-contact.4-collect_data.1":"Imię i nazwisko","privacy-statement-contact.4-collect_data.2":"Adres e-mail","privacy-statement-contact.4-collect_data.3":"Hasło","privacy-statement-contact.4-collect_data.4":"Zdjęcie","privacy-statement-contact.4-collect_data.5":"Biografia","privacy-statement-contact.4-collect_data.6":"Tytuł","privacy-statement-contact.4-collect_data.7":"Dziedzina wiedzy specjalistycznej nauczyciela prowadzącego.","privacy-statement-contact.4-collect_data.8":"Przy rejestracji wydarzeń obowiązkowo gromadzone są następujące dane osobowe:","privacy-statement-contact.4-collect_data.9":"Nazwa organizacji","privacy-statement-contact.4-collect_data.10":"Rodzaj organizacji","privacy-statement-contact.4-collect_data.11":"Adres e-mail do kontaktu","privacy-statement-contact.4-collect_data.12":"Podanie tych danych jest obowiązkowe, aby móc zostać ambasadorem Tygodnia Kodowania, nauczycielem prowadzącym lub zarejestrować wydarzenie na stronie internetowej Tygodnia Kodowania.","privacy-statement-contact.4-collect_data.13":"Oprócz tego ambasadorowie i nauczyciele prowadzący mogą nieobowiązkowo podać następujące dane osobowe:","privacy-statement-contact.4-collect_data.14":"Profile w mediach społecznościowych","privacy-statement-contact.4-collect_data.15":"Organizatorzy wydarzeń mogą nieobowiązkowo podać następujące dane:","privacy-statement-contact.4-collect_data.16":"Adres e-mail do kontaktów publicznych","privacy-statement-contact.4-collect_data.17":"Strona internetowa organizacji","privacy-statement-contact.4-collect_data.18":"Kod CodeWeek4ALL","privacy-statement-contact.4-collect_data.19":"W przypadku organizatorów wydarzeń należy pamiętać, że odpowiedni ambasador w Twoim kraju lub dział G.2 mogą wykorzystać dane osobowe przekazane przez Ciebie przy rejestracji wydarzenia do skontaktowania się z Tobą w związku z tym wydarzeniem.","privacy-statement-contact.4-collect_data.20":"Podano dane osobowe na","privacy-statement-contact.4-collect_data.21":"stronie logowania Tygodnia Kodowania","privacy-statement-contact.4-collect_data.22":"i na","privacy-statement-contact.4-collect_data.23":"stronie rejestracji wydarzenia.","privacy-statement-contact.5-how_long.0":"Wszelkie dane osobowe zostaną usunięte z baz danych, jeżeli wycofasz się z inicjatywy lub pięć lat po jej zakończeniu.","privacy-statement-contact.6-protect_data.0":'Wszystkie dane osobowe w formacie elektronicznym (wiadomości e-mail, dokumenty, bazy danych, przesłane zbiory danych itp.) są przechowywane na serwerach Komisji Europejskiej lub jej podwykonawców. Wszystkie operacje przetwarzania danych prowadzone są zgodnie z decyzją Komisji (UE, Euratom) 2017/46 , z dnia 10 stycznia 2017 r. w sprawie bezpieczeństwa systemów teleinformatycznych w Komisji Europejskiej.',"privacy-statement-contact.6-protect_data.1":'Przy prowadzeniu operacji przetwarzania danych w imieniu Komisji podwykonawcy muszą przestrzegać specjalnej klauzuli umownej, a także obowiązków w zakresie poufności danych wynikających z wdrożenia ogólnego rozporządzenia o ochronie danych w państwach członkowskich UE (‘RODO’ rozporządzenie (UE) 2016/679)).',"privacy-statement-contact.6-protect_data.2":"W celu ochrony danych osobowych Komisja wprowadziła szereg środków technicznych i organizacyjnych. Środki techniczne obejmują odpowiednie działania w zakresie bezpieczeństwa online, ryzyka utraty danych, modyfikowania danych lub nieuprawnionego dostępu, z uwzględnieniem ryzyka związanego z przetwarzaniem oraz charakterem przetwarzanych danych osobowych. Środki organizacyjne obejmują ograniczenie dostępu do danych osobowych – dostęp do nich mają wyłącznie osoby upoważnione, które z uzasadnionych względów muszą mieć do nich dostęp w celu ich przetwarzania.","privacy-statement-contact.7-access_data.0":"Wszystkie przekazane przez Ciebie dane osobowe są dostępne dla pracowników Komisji na zasadzie ograniczonego dostępu. Ponadto nasz wykonawca ma dostęp do Twoich danych osobowych na zasadzie ograniczonego dostępu.","privacy-statement-contact.7-access_data.1":'W celu zwiększenia widoczności ambasadora Tygodnia Kodowania, nauczyciela prowadzącego lub zarejestrowanych wydarzeń wszystkie Twoje dane osobowe są publikowane na następującej stronie internetowej.',"privacy-statement-contact.7-access_data.2":"Poza tym dział G.2 może udostępnić Twoje dane kontaktowe szerokiemu ogółowi lub zainteresowanym stronom, które będą potrzebowały skontaktować się z Tobą w związku z Tygodniem Kodowania. W przypadku organizatorów wydarzeń należy pamiętać, że odpowiedni ambasador w Twoim kraju lub dział G.2 mogą wykorzystać dane osobowe przekazane przez Ciebie przy rejestracji wydarzenia do skontaktowania się z Tobą w związku z tym wydarzeniem.","privacy-statement-contact.8-rights.0":"Wyrażono zgodę na przekazanie danych osobowych działowi G.2 w związku z tą operacją przetwarzania danych. Zgodę można wycofać w dowolnym momencie, powiadamiając o tym dział G.2 na adres CNECT-G2@ec.europa.eu. Wycofanie zgody nie będzie miało wpływu na legalność przetwarzania danych osobowych, które miało miejsce przed wycofaniem tej zgody.","privacy-statement-contact.10-detailed-info.0":"Ta konkretna operacja przetwarzania danych została ujęta w rejestrze publicznym inspektora ochrony danych pod starszym numerem: DPR-EC-02631 Zarządzanie punktami kontaktowymi dla polityk, programów i projektów DG CONNECT.","privacy-statement.title":"OCHRONA DANYCH OSOBOWYCH","privacy-statement.processing-operation.0":"Operacja przetwarzania danych osobowych","privacy-statement.processing-operation.1":"Przetwarzanie danych osobowych na stronie codeweek.eu, w tym adresów IP, przez odwiedzających publicznie dostępne strony internetowe.","privacy-statement.data-controller.0":"Administrator danych","privacy-statement.data-controller.1":"Komisja Europejska, Dyrekcja Generalna ds. Sieci Komunikacyjnych, Treści i Technologii, Dział G.2.","privacy-statement.record-reference":"Numer w rejestrze","privacy-statement.table-of-contents":"Spis treści","privacy-statement.1-intro.title":"Wprowadzenie","privacy-statement.1-intro.items.1":'Komisja Europejska (zwana dalej „Komisją”) jest zobowiązana do ochrony danych osobowych i do poszanowania prywatności osób, których dane dotyczą. Komisja gromadzi i przetwarza dane osobowe zgodnie z rozporządzeniem Parlamentu Europejskiego i Rady (UE) 2018/1725 z dnia 23 października 2018 r. w sprawie ochrony osób fizycznych w związku z przetwarzaniem danych osobowych przez instytucje, organy i jednostki organizacyjne Unii i swobodnego przepływu takich danych (uchylającym rozporządzenie (WE) nr 45/2001).',"privacy-statement.1-intro.items.2":"W tym oświadczeniu o ochronie prywatności wyjaśniamy, dlaczego przetwarzamy dane osobowe, w jaki sposób je gromadzimy i przetwarzamy oraz jak zapewniamy ich ochronę, a także w jaki sposób pozyskiwane informacje są wykorzystywane oraz jakie prawa przysługują osobom, których dane dotyczą, w odniesieniu do tych danych. Podajemy również dane kontaktowe odpowiedniego administratora danych, u którego można dochodzić swoich praw, inspektora ochrony danych i Europejskiego Inspektora Ochrony Danych.","privacy-statement.1-intro.items.3.0":"Informacje dotyczące operacji przetwarzania danych","privacy-statement.1-intro.items.3.1":"Operacje przetwarzania danych na stronie codeweek.eu","privacy-statement.1-intro.items.3.2":"realizowane przez Komisję przedstawiono poniżej","privacy-statement.2-why.title":"Dlaczego i jak przetwarzamy dane osobowe?","privacy-statement.2-why.items.0":"Cel przetwarzania danych","privacy-statement.2-why.items.1":"Dyrekcja Generalna Komisji ds. Sieci Komunikacyjnych, Treści i Technologii oferuje szereg zewnętrznych stron internetowych. Struktura techniczna gromadzi i wykorzystuje dane osobowe, aby móc udostępnić strony internetowe, które fizycznie znajdują się poza infrastrukturą hostingową kontrolowaną przez Komisję.","privacy-statement.2-why.items.2":"Dane osobowe nie będą wykorzystywane do zautomatyzowanego podejmowania decyzji ani do profilowania.","privacy-statement.3-legal_process.title":"Na jakiej podstawie prawnej przetwarzamy dane osobowe?","privacy-statement.3-legal_process.items.0":"Przetwarzamy dane osobowe na kilku podstawach:","privacy-statement.3-legal_process.items.1":'Artykuł 5 ust. 1 lit. a) rozporządzenia (UE) 2018/1725: przetwarzanie jest niezbędne do wykonania zadania realizowanego w interesie publicznym lub w ramach sprawowania władzy publicznej powierzonej instytucji lub organowi Unii.',"privacy-statement.3-legal_process.items.2":"Informowanie ogółu społeczeństwa jest zadaniem wynikającym z prerogatyw Komisji Europejskiej na poziomie instytucjonalnym, jak przewidziano w art. 58 ust. 2 lit. d) rozporządzenia Parlamentu Europejskiego i Rady (UE, Euratom) 2018/1046 z dnia 18 lipca 2018 r. w sprawie zasad finansowych mających zastosowanie do budżetu ogólnego Unii (Dz.U. L 193 z 30.7.2018, s. 1). Zapewniamy wdrożenie odpowiednich i konkretnych zabezpieczeń w odniesieniu do przetwarzania danych osobowych, zgodnie z obowiązującymi przepisami o ochronie danych.","privacy-statement.3-legal_process.items.3":'Art. 5 ust. 1 lit. d) rozporządzenia (UE) 2018/1725: w odniesieniu do czynności przetwarzania obejmujących pliki cookie i uwierzytelnianie Twoja zgoda jest niezbędna. Zgodnie z art. 3 pkt 15 i art. 7 rozporządzenia (UE) 2018/1725 zgoda musi być dobrowolna, konkretna, świadoma i jednoznaczna.',"privacy-statement.3-legal_process.items.4":"Pozyskaliśmy od Ciebie zgodę bezpośrednio. Zgoda mogła zostać przekazana pocztą elektroniczną, za pośrednictwem formularza e-rejestracji lub w dowolnej innej formie pisemnej.","privacy-statement.4-collect_data.title":"Jakie dane osobowe gromadzimy i przetwarzamy?","privacy-statement.4-collect_data.items.0":"W celu przeprowadzenia tej operacji przetwarzania danych dział G.2 gromadzi następujące kategorie danych osobowych:","privacy-statement.4-collect_data.items.1":"Adres IP lub identyfikator urządzenia używanego do uzyskania dostępu do strony internetowej.","privacy-statement.4-collect_data.items.2":"Bez tej operacji przetwarzania nie będziesz w stanie nawiązać połączenia technicznego między Twoimi urządzeniami a infrastrukturą serwera, a zatem nie będziesz mógł uzyskać dostępu do naszej strony internetowej.","privacy-statement.4-collect_data.items.3":"W celu uwierzytelnienia na tej stronie dział G.2 gromadzi następujące kategorie danych osobowych:","privacy-statement.4-collect_data.items.4":"Adres e-mail","privacy-statement.4-collect_data.items.5":"Hasło; lub","privacy-statement.4-collect_data.items.6":"Uwierzytelnienie mediów społecznościowych","privacy-statement.5-how_long.title":"Jak długo przechowujemy dane osobowe?","privacy-statement.5-how_long.items.0":"Dział G.2 przechowuje dane osobowe wyłącznie przez okres niezbędny do osiągnięcia celu gromadzenia lub dalszego przetwarzania danych, tj. przez czas trwania sesji przeglądania. Ponadto adresy IP mogą zostać zapisane przez rok w rejestrze logów służb ze względów bezpieczeństwa. Jeżeli chodzi o narzędzie do analizy, natychmiast po odłączeniu usuwa się adres IP i identyfikator urządzenia (np. numer IMEI i adres WIFI MAC).","privacy-statement.6-protect_data.title":"Jak chronimy i zabezpieczamy dane osobowe?","privacy-statement.6-protect_data.items.0":"Wszystkie dane osobowe w formacie elektronicznym (wiadomości e-mail, dokumenty, bazy danych, przesłane zestawy danych itp.) są przechowywane na serwerach Komisji Europejskiej. Wszystkie operacje przetwarzania danych prowadzone są na podstawie","privacy-statement.6-protect_data.items.1":"decyzji Komisji (UE, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":"z dnia 10 stycznia 2017 r. w sprawie bezpieczeństwa systemów teleinformatycznych w Komisji Europejskiej.","privacy-statement.6-protect_data.items.3":"W celu ochrony Twoich danych osobowych Komisja wprowadziła szereg środków technicznych i organizacyjnych. Środki techniczne obejmują odpowiednie działania w zakresie bezpieczeństwa online, ryzyka utraty danych, modyfikowania danych lub nieuprawnionego dostępu, z uwzględnieniem ryzyka związanego z przetwarzaniem oraz charakterem przetwarzanych danych osobowych. Środki organizacyjne obejmują ograniczenie dostępu do danych osobowych – dostęp do nich mają wyłącznie osoby upoważnione, które z uzasadnionych względów muszą mieć do nich dostęp w celu ich przetwarzania.","privacy-statement.7-access_data.title":"Kto ma dostęp do danych osobowych i komu są one ujawniane?","privacy-statement.7-access_data.items.0":"Dostęp do danych osobowych mają pracownicy Komisji odpowiedzialni za prowadzenie danej operacji przetwarzania danych oraz upoważnieni pracownicy zgodnie z zasadą ograniczonego dostępu. Pracownicy ci muszą przestrzegać regulaminowych, a także – w razie potrzeby – dodatkowych zasad zachowania poufności.","privacy-statement.7-access_data.items.1":"Ponadto dostęp do Twoich danych osobowych można zapewnić wykonawcom zewnętrznym pracującym w imieniu i na podstawie umowy zawartej ze służbami Komisji będącymi właścicielami stron internetowych i zaangażowanymi w tworzenie, utrzymywanie, zarządzanie i archiwizację stron internetowych zgodnie z zasadą ograniczonego dostępu.","privacy-statement.7-access_data.items.2":"Informacje, które gromadzimy, nie zostaną przekazane żadnej osobie trzeciej, o ile nie zostaniemy do tego zobowiązani – w określonym zakresie i w konkretnym celu – na mocy prawa.","privacy-statement.8-rights.title":"Jakie prawa przysługują osobom, których dane dotyczą, i jak można ich dochodzić?","privacy-statement.8-rights.items.0":"Zgodnie z przepisami rozdziału III (art. 14-25) rozporządzenia (UE) 2018/1725 ‘osobom, których dane dotyczą’ przysługują szczególne prawa, w szczególności prawo do dostępu do danych osobowych, ich sprostowania lub usunięcia oraz prawo do ograniczenia przetwarzania danych osobowych. W stosownych przypadkach osoby, których dane dotyczą, mają również prawo do wniesienia sprzeciwu wobec przetwarzania danych i prawo do przenoszenia danych.","privacy-statement.8-rights.items.1":"Przysługuje Ci prawo wniesienia sprzeciwu wobec przetwarzania Twoich danych osobowych, które odbywa się zgodnie z prawem na podstawie art. 5 ust. 1 lit. a).","privacy-statement.8-rights.items.2":"Wyrażono zgodę na przekazanie danych osobowych w związku z tą operacją przetwarzania. Zgodę tę można wycofać w dowolnym momencie poprzez powiadomienie o tym działu G.2. Wycofanie zgody nie będzie miało wpływu na zgodność z prawem operacji przetwarzania danych dokonanych przed wycofaniem zgody.","privacy-statement.8-rights.items.3":"Aby skorzystać z tych praw, należy skontaktować się z administratorem danych lub, w przypadku konfliktu, z inspektorem ochrony danych. W razie potrzeby można również zwrócić się do Europejskiego Inspektora Ochrony Danych. Dane kontaktowe podano poniżej w punkcie 9.","privacy-statement.8-rights.items.4":"Korzystając z tych praw w odniesieniu do konkretnej operacji przetwarzania, należy w przesłanym wniosku podać opis tej operacji (tj. numer w rejestrze podany w punkcie 10 poniżej).","privacy-statement.9-contact.title":"Dane kontaktowe","privacy-statement.9-contact.data-controller.title":"Administrator danych","privacy-statement.9-contact.data-controller.text":"Jeżeli chcesz dochodzić swoich praw na podstawie rozporządzenia (UE) 2018/1725 lub jeśli masz uwagi, pytania lub zastrzeżenia, bądź też jeżeli chcesz złożyć skargę dotyczącą gromadzenia i wykorzystania Twoich danych osobowych, prosimy o kontakt z administratorem danych działu G.2 w Komisji Europejskiej na adres","privacy-statement.9-contact.data-protection-officer.title":"Inspektor ochrony danych Komisji Europejskiej","privacy-statement.9-contact.data-protection-officer.text":"Możesz skontaktować się z inspektorem ochrony danych (DATA-PROTECTION-OFFICER@ec.europa.eu) w odniesieniu do kwestii związanych z przetwarzaniem danych osobowych na podstawie rozporządzenia (UE) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Europejski Inspektor Ochrony Danych (EIOD)","privacy-statement.9-contact.european-data-protection.text":'Masz prawo do odwołania się (tj. wniesienia skargi) do Europejskiego Inspektora Ochrony Danych (edps@edps.europa.eu) jeżeli uważasz, że Twoje prawa wynikające z rozporządzenia (UE) 2018/1725 zostały naruszone w wyniku przetwarzania Twoich danych osobowych przez administratora danych.',"privacy-statement.10-detailed-info.title":"Gdzie znaleźć więcej informacji?","privacy-statement.10-detailed-info.items.0":'Inspektor ochrony danych Komisji publikuje rejestr wszystkich udokumentowanych i zgłoszonych mu operacji przetwarzania danych osobowych przez Komisję. Rejestr ten jest dostępny pod adresem: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Ta operacja przetwarzania została ujęta w rejestrze publicznym inspektora ochrony danych pod numerem: DPR-EC-09706.1.","privacy.title":"OCHRONA PAŃSTWA DANYCH OSOBOWYCH","privacy.1-intro.title":"1. Wprowadzenie","privacy.1-intro.items.1":"

    Komisja Europejska (zwana dalej „Komisją”) jest zobowiązana do ochrony Państwa danych osobowych i poszanowania Państwa prywatności. Komisja gromadzi i przetwarza dane osobowe zgodnie z rozporządzeniem (UE) 2018/1725 Parlamentu Europejskiego i Rady z dnia 23 października 2018 roku w sprawie ochrony osób fizycznych w związku z przetwarzaniem danych osobowych przez instytucje, organy i jednostki organizacyjne Unii i swobodnego przepływu takich danych oraz uchylenia rozporządzenia (WE) nr 45/2001.

    ","privacy.1-intro.items.2":"

    Niniejsze oświadczenie o ochronie prywatności wyjaśnia powód gromadzenia i przetwarzania danych, sposoby, w jakie gromadzimy i przetwarzamy wszystkie udostępniane przez Państwa dane osobowe, a także zapewniamy ich ochronę oraz w jaki sposób informacje te są wykorzystywane i z jakich praw mogą Państwo korzystać w odniesieniu do swoich danych osobowych (prawo dostępu, sprostowania, zablokowania itp.). Oświadczenie określa również dane kontaktowe właściwego administratora danych, który pomoże Państwu w egzekwowaniu należnych praw, inspektora ochrony danych oraz Europejskiego Inspektora Ochrony Danych.

    ","privacy.1-intro.items.3":"

    Niniejsze oświadczenie o ochronie prywatności dotyczy gromadzenia i publikowania danych osobowych osób za pośrednictwem publicznie dostępnej strony internetowej Codeweek.eu. Są to dane kontaktowe osób związanych z działaniami prowadzonymi w ramach Europejskiego Tygodnia Kodowania (ambasadorów Tygodnia Kodowania, koordynatorów Ministerstwa Edukacji, Nauczycieli Prowadzących oraz organizatorów działań i wydarzeń).

    ","privacy.2-why.title":"2. Dlaczego przetwarzamy Państwa dane?","privacy.2-why.items.1":"

    Komisja Europejska gromadzi i publikuje Państwa dane osobowe w celu ułatwienia identyfikacji osób kontaktowych przez zainteresowane strony lub obywateli. Udostępnianie danych prawdziwych osób jako osób kontaktowych jest najlepszym i najskuteczniejszym sposobem zapewnienia zainteresowanym stronom możliwości kontaktu ze służbami Komisji.

    ","privacy.2-why.items.2":"

    Państwa dane osobowe nie będą wykorzystywane w systemach zautomatyzowanego podejmowania decyzji, w tym w celu profilowania.

    ","privacy.3-legal_process.title":"3. Na jakiej podstawie prawnej przetwarzane są Państwa dane osobowe?","privacy.3-legal_process.items.1":"

    Przetwarzanie danych osobowych na potrzeby publikacji danych osób kontaktowych jest zgodne z prawem na mocy art. 5 ust 1 lit d) rozporządzenia (UE) 2018/1725, ponieważ wyrazili Państwo zgodę na przetwarzanie Państwa danych osobowych za pośrednictwem formularza internetowego lub wyrazili Państwo zgodę na przetwarzanie przez nas Państwa adresu e-mail i nazwy użytkownika, jeśli zapisali się Państwo za pośrednictwem sieci społecznościowej.

    ","privacy.4-collect_data.title":"4. Jakie dane osobowe gromadzimy i przetwarzamy?","privacy.4-collect_data.items.1":"

    Zebrane dane osobowe to informacje umożliwiające identyfikację osoby kontaktowej i zwiększające jej widoczność wśród użytkowników, obejmują: tytuł, imię, nazwisko, stanowisko, służbowe adresy pocztowe i e-mail, numer telefonu, zdjęcie, konto w mediach społecznościowych, a także biogram.

    ","privacy.4-collect_data.items.2":"

    Podali Państwo te dane osobowe dobrowolnie, podczas wypełniania formularza zgłoszeniowego.

    ","privacy.4-collect_data.items.3":"

    Podanie niektórych danych osobowych jest obowiązkowe w celu publikacji działań lub danych kontaktowych na stronie internetowej codeweek.eu. Jeśli nie podadzą Państwo swoich danych osobowych, Państwa działanie nie zostanie opublikowane lub nie będą Państwo mieli możliwości uczestniczyć w wyżej wymienionych społecznościach.

    ","privacy.4-collect_data.items.4":"

    Wszystkie inne dane osobowe podają Państwo dobrowolnie.

    ","privacy.4-collect_data.items.5":"Po zaprenumerowaniu naszego newslettera adres e-mail zostanie dodany na listę mailingową Europejskiego Tygodnia Kodowania - EU Code Week, którą zarządza Mailerlite.com. Prosimy o zapoznanie się z polityką ochrony prywatności Mailerlite: Https://www.mailerlite.com/legal/privacy-policy. W każdej chwili mogą Państwo zrezygnować z otrzymywania newsletterów, korzystając z linku „unsubscribe” (zrezygnuj z subskrypcji) w wiadomościach e-mail, które otrzymasz od nas, lub mogą Państwo wysłać nam e-mail na adres info@codeweek.eu z zakładką „unsubscribe” w temacie. ","privacy.5-how_long.title":"5. Jak długo przechowujemy Państwa dane osobowe?","privacy.5-how_long.items.1":"

    Komisja przechowuje Państwa dane osobowe jedynie przez okres niezbędny do realizacji celu gromadzenia lub dalszego przetwarzania danych, o którym mowa w punkcie 2, czyli tak długo, jak długo będą Państwo pełnić rolę osoby kontaktowej.

    ","privacy.5-how_long.items.2":"

    Państwa dane osobowe zostaną usunięte z publicznie dostępnej strony internetowej z chwilą, gdy zdecydują się Państwo o zaprzestaniu pełnienia roli osoby kontaktowej, chyba że wyrazili Państwo zgodę na umieszczenie ich w bazie danych na potrzeby przyszłych działań.

    ","privacy.6-protect_data.title":"6. W jaki sposób chronimy i zabezpieczamy Państwa dane osobowe?","privacy.6-protect_data.items.1":"

    Wszystkie dane osobowe w formacie elektronicznym (wiadomości e-mail, dokumenty, bazy danych, przesłane partie danych itp.) są przechowywane na serwerach Komisji Europejskiej lub jej usługodawcy. Wszystkie operacje przetwarzania są przeprowadzane zgodnie z decyzją Komisji (UE, Euratom) 2017/46 z dnia 10 stycznia 2017 roku w sprawie bezpieczeństwa systemów teleinformatycznych w Komisji Europejskiej.

    ","privacy.6-protect_data.items.2":'

    Usługodawcy Komisji są zobowiązani szczególną klauzulą umowną dotycząca wszelkich operacji przetwarzania Państwa danych w imieniu Komisji oraz objęci obowiązkami w zakresie poufności wynikającymi z transpozycji ogólnego rozporządzenia o ochronie danych w państwach członkowskich UE (Rozporządzenie "RODO"(UE) 2016/679).

    ',"privacy.6-protect_data.items.3":"

    Komisja wprowadziła szereg środków technicznych i organizacyjnych w celu ochrony Państwa danych osobowych. Środki techniczne obejmują odpowiednie działania w zakresie bezpieczeństwa online, ryzyka utraty danych, zmiany danych lub nieuprawnionego dostępu, z uwzględnieniem ryzyka związanego z przetwarzaniem i charakteru przetwarzanych danych osobowych. Środki organizacyjne obejmują ograniczenie dostępu do danych osobowych wyłącznie do osób upoważnionych, które wymagają dostępu do danych ze względu na uzasadnione potrzeby związane z ich przetwarzaniem.

    ","privacy.7-access_data.title":"7. Kto ma dostęp do Państwa danych i komu są one ujawniane?","privacy.7-access_data.items.1":"

    Dostęp do Państwa danych osobowych mają pracownicy Komisji odpowiedzialni za ich przetwarzanie oraz upoważnieni pracownicy zgodnie z zasadą ograniczonego dostępu. Pracownicy ci podlegają przepisom ustawowym, a w razie potrzeby także dodatkowym umowom o zachowaniu poufności.

    ","privacy.7-access_data.items.2":"

    Oznacza to, że wszystkie dane osobowe dostarczone przez Państwa mogą być udostępnione administratorom stron internetowych (pracownikom Komisji), jak również innym pracownikom Komisji na zasadzie ograniczonego dostępu.. Ponadto Państwa dane osobowe i informacje o wydarzeniach będą udostępniane członkom społeczności ambasadorów Europejskiego Tygodnia Kodowania i sieci koordynatorów edukacyjnych na potrzeby organizacji lokalnych działań lub działań następczych.

    ","privacy.7-access_data.items.3":"

    W celu zwiększenia widoczności osób kontaktowych, Państwa dane osobowe są publikowane bez żadnych ograniczeń dostępu na publicznej stronie internetowej https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    W odniesieniu do przekazywania danych podmiotom zewnętrznym

    ","privacy.7-access_data.items.5":"

    Dane, które gromadzimy, nie będą przekazywane podmiotom zewnętrznym, chyba że w zakresie i w celu, w jakim jest to wymagane przez prawo.

    ","privacy.8-rights.title":"8. Jakie są Państwa prawa i jak mogą Państwo z nich korzystać?","privacy.8-rights.items.1":"

    Posiadają Państwo szczególne prawa jako „osoba, której dane dotyczą” na mocy rozdziału III (art. 14–25) rozporządzenia (UE) 2018/1725, w szczególności prawo dostępu do danych osobowych, ich aktualizacji lub usuwania oraz prawo do ograniczenia przetwarzania danych osobowych. W stosownych przypadkach mają Państwo również prawo do sprzeciwu wobec przetwarzania lub prawo do przenoszenia danych.

    ","privacy.8-rights.items.2":"

    Zgodzili się Państwo na przekazanie nam swoich danych osobowych na potrzeby obecnej operacji przetwarzania danych i mogą Państwo wycofać swoją zgodę w dowolnym momencie, powiadamiając o tym administratora danych. Wycofanie zgody nie wpłynie na legalność przetwarzania danych przed wycofaniem zgody.

    ","privacy.8-rights.items.3":"

    Mogą Państwo korzystać ze swoich praw przez skontaktowanie się z administratorem Państwa danych lub, w przypadku sporów, także z inspektorem ochrony danych. W razie potrzeby mogą Państwo również zwrócić się do Europejskiego Inspektora Ochrony Danych. Stosowne dane kontaktowe znajdują się poniżej, w rozdziale 9.

    ","privacy.9-contact.title":"9. Dane kontaktowe","privacy.9-contact.data-controller.title":"– Administrator danych","privacy.9-contact.data-controller.text":"

    Jeżeli chcą Państwo skorzystać z praw przysługujących Państwu na mocy rozporządzenia (UE) 2018/1725, mają Państwo uwagi, pytania lub wątpliwości lub chcą Państwo złożyć skargę dotyczącą gromadzenia i wykorzystywania Państwa danych osobowych, prosimy o kontakt z administratorem danych,

    ","privacy.9-contact.data-controller.address":"Dyrekcja Generalna ds. Sieci Komunikacyjnych, Treści i Technologii Jednostka G2
    Budynek BU25
    B-1049 Bruksela
    ","privacy.9-contact.data-controller.email":"E-mail: ","privacy.9-contact.data-protection-officer.title":"–Inspektor ochrony danych (IOD) Komisji","privacy.9-contact.data-protection-officer.text":'

    Mogą Państwo skontaktować się z inspektorem ochrony danych (DATA-PROTECTION-OFFICER@ec.europa.eu) w kwestiach związanych z przetwarzaniem Państwa danych osobowych na mocy rozporządzenia (UE) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"–Europejski Inspektor Ochrony Danych (EIOD)","privacy.9-contact.european-data-protection.text":'

    Mają Państwo prawo do odwołania się (tzn. złożenia skargi) do Europejskiego Inspektora Ochrony Danych (edps@edps.europa.eu), jeśli uważają Państwo, że Państwa prawa wynikające z rozporządzenia (UE) 2018/1725 zostały naruszone w wyniku przetwarzania Państwa danych osobowych przez administratora danych.

    ',"remote-teaching.remote-teaching":"Zdalnego nauczania","remote-teaching.intro.title":"Tydzień Kodowania w dobie zdalnego nauczania","remote-teaching.intro.text":"Zdalna edukacja może być wyzwaniem dla nauczycieli i uczniów i wiąże się z wieloma przeszkodami, z którymi trzeba sobie poradzić. Twoi uczniowie zostali w domach? To nie znaczy, że musisz wstrzymywać zajęcia z programowania, myślenia obliczeniowego czy robotyki. Oto kilka wskazówek i zasobów, które mogą Ci pomóc.","remote-teaching.intro.points.1":"to zbiór krótkich filmów z materiałami do samodzielnego wykonania, łamigłówkami, wciągającymi grami i wyzwaniami związanymi z kodowaniem do codziennego użytku w rodzinie i w szkole.","remote-teaching.intro.points.2.0":"Kodowanie bez prądu","remote-teaching.intro.points.2.1":"znajdziesz tu masę ciekawych zadań i materiałów, które możesz z łatwością wykonać w domu, aby nauczyć siebie i innych programowania.","remote-teaching.intro.points.3.0":"Materiały szkoleniowe","remote-teaching.intro.points.3.1":"w tym miejscu znajdziesz materiały szkoleniowe do samodzielnej nauki na temat zrównoważonego rozwoju i sztucznej inteligencji, zawierające plany lekcji, w których znajdziesz także wskazówki dotyczące nauczania zdalnego.","remote-teaching.intro.points.4.0":"Baza zasobów","remote-teaching.intro.points.4.1":"wiele materiałów dostępnych w bazie zasobów można wykorzystać również do zdalnej nauki. Znajdziesz tam zasoby zarówno do nauczania, jak i uczenia się kodowania.","remote-teaching.intro.points.5.0":"Webinaria- Coding from home","remote-teaching.intro.points.5.1":"czy wiesz, że w ramach Tygodnia Kodowania zorganizowano serię webinariów na temat sposobów nauczania i uczenia się kodowania z domu? Obejrzyj je!","remote-teaching.tips.title":"7 wskazówek, jak nauczać kodowania zdalnie","remote-teaching.tips.points.1.0":"Poznaj główne pojęcia, opanuj język programowania i oswój się z oprogramowaniem","remote-teaching.tips.points.1.1":"uczniowie mogą uczyć się kodowania i programowania częściowo samodzielnie, metodą prób i błędów, ale Twoim zadaniem jest wspieranie ich w tym procesie i podpowiadanie, gdzie popełnili błędy w składni. Jeśli wybrane przez Ciebie narzędzie cyfrowe lub język programowania nie przynoszą oczekiwanych efektów kształcenia, musisz być przygotowanym na zmianę lub dostosowanie ich do potrzeb.","remote-teaching.tips.points.2.0":"Ucz samodzielności","remote-teaching.tips.points.2.1":"zadbaj o to, by Twoje lekcje były przemyślane i inspirujące. Dzięki temu pomożesz swoim uczniom osiągnąć ich pełen potencjał. Pozwól im samodzielnie odkrywać własne umiejętności i nowe pokłady kreatywności, dając im możliwość wyboru projektów, w jakich chcą uczestniczyć, i wyników, jakie chcą osiągnąć. Pamiętaj jednak, aby wyznaczać swoim uczniom realistyczne cele, takie, które są możliwe do osiągnięcia.","remote-teaching.tips.points.3.0":"Zachęcaj uczniów do pracy w grupach","remote-teaching.tips.points.3.1":`programowanie w grupach to nie tylko większa frajda, ale też możliwość realizacji bardziej skomplikowanych i kreatywnych projektów. Co więcej, podczas zdalnej nauki niektórzy uczniowie mogą czuć się odizolowani, a z pomocą może przyjść praca w grupie. Możesz na przykład stworzyć dla swoich uczniów internetowe pokoje spotkań, w których mogą realizować pracę w grupach, lub wprowadzić wzajemną ocenę, zachęcając uczniów do dzielenia się konstruktywnymi uwagami na temat projektów przygotowanych przez ich kolegów. -`,"remote-teaching.tips.points.4.0":"Poznaj możliwości, jakie oferują otwarte oprogramowanie i darmowe platformy internetowe do nauki kodowania","remote-teaching.tips.points.4.1":"dostępnych jest wiele wysokiej jakości zasobów do uczenia się i nauczania kodowania, które mimo wysokiego poziomu zaawansowania są łatwe w użyciu. Są to darmowe narzędzia, które możesz wykorzystać podczas lekcji bez konieczności zakupu licencji czy pobierania oprogramowania. Większość z nich znajdziesz w bazie zasobów Tygodnia Kodowania – są to na przykład Scratch, App Inventor, Code.org, EarSketch, Sonic Pi i wiele innych. Tak jak w przypadku materiałów szkoleniowych Tygodnia Kodowania narzędzia te można wykorzystać na potrzeby dowolnego tematu!","remote-teaching.tips.points.5.0":"Pamiętaj o zabawie","remote-teaching.tips.points.5.1":"stawiając pierwsze kroki w nauce kodowania, postaw na atrakcyjność i zabawę. Choć w przypadku zdalnego nauczania nie masz możliwości na żywo podzielić się swoim entuzjazmem z uczniami, jest wiele sposobów na to, by ciekawie spędzić z nimi czas. Możesz na przykład zaproponować uczniom przerwę w lekcji, podczas której wszyscy razem zagracie w grę CodyColor. To gra edukacyjna dla wielu graczy rozwijająca umiejętności myślenia programistycznego.","remote-teaching.tips.points.6.0":"Przygotuj warunki zbliżone do interakcji w klasie","remote-teaching.tips.points.6.1":"dzięki współczesnej technologii możemy choć częściowo odwzorować interakcje, które normalnie zachodzą w sali lekcyjnej. Zachęcaj uczniów do tego, by włączali kamerę w określonych sytuacjach, zgłaszali się do odpowiedzi za pomocą wirtualnych funkcji, zadawali pytania na głos lub na czacie, udzielali odpowiedzi w ankietach i sprawdzianach internetowych itd. Możesz skorzystać z bezpłatnych narzędzi cyfrowych, które to umożliwiają: do prowadzenia lekcji na żywo służą Zoom, Microsoft Teams, GoToMeeting lub Jitsi, a Kahoot, Mentimeter lub Google Forms przydadzą się do przygotowania klasówek i prowadzenia interakcji klasowych. Dzięki temu uczniowie poczują się, jakby byli w sali lekcyjnej wśród swoich rówieśników.","remote-teaching.tips.points.7.0":"Sprawdź dostępność i ceny materiałów","remote-teaching.tips.points.7.1":"zadbaj o to, by Twoje zajęcia z kodowania były realistyczne i nie wykluczały niektórych uczniów. Upewnij się, że materiały niezbędne do wykonania zadania są łatwo dostępne w każdym domu albo że wszyscy uczniowie są w stanie je zdobyć. Jeśli nie jest to możliwe, dostosuj zadania w taki sposób, aby umożliwić każdemu udział w zajęciach. Na przykład na zajęciach z kodowania bez prądu przydadzą się niedrogie przybory, takie jak nożyczki, kartki papieru czy markery. Przygotowując zadania z kodowania za pośrednictwem internetu, upewnij się, że wszyscy uczniowie mają dostęp do tabletu lub komputera oraz do dobrego połączenia internetowego.","remote-teaching.tips.conclusion":"A jak Ty uczysz się lub nauczasz kodowania i programowania w dobie nauki zdalnej? Masz jakieś porady dla innych nauczycieli? Dodaj komentarz i weź udział w dyskusji!","report.title":"Zgłoś swoje wydarzenie #EUCodeWeek","report.event_title":"Tytuł wydarzenia","report.number_required":"Podaj informacje szacunkowe, nawet jeżeli nie masz dokładnych danych.","report.phrase1":"Możesz wypełnić ten formularz tylko raz! Sprawdź dokładnie wprowadzone dane. Jeżeli znajdziesz błąd, ","report.phrase2":"Po przesłaniu zgłoszenia zostanie automatycznie wystawiony certyfikat uczestnictwa w Tygodniu Kodowania, który możesz pobrać lub udostępnić. Przykładowy certyfikat można znaleźć tutaj.","report.phrase3":"Pola wymagane oznaczono gwiazdką *.","report.phrase4":"Możesz wypełnić ten formularz tylko raz! Sprawdź dokładnie wprowadzone dane. Jeżeli znajdziesz błąd,","report.contactus":"skontaktuj się z nami","report.participants_count.label":"Liczba uczestników","report.average_participant_age.label":"Średni wiek uczestników","report.percentage_of_females.label":"Odsetek kobiet","report.codeweek_for_all_participation_code.label":"Kod uczestnictwa w Tygodniu kodowania dla wszystkich","report.codeweek_for_all_participation_code.help":"W tym miejscu możesz wprowadzić kod uczestnictwa w wyzwaniu „CodeWeek4All”, jeżeli taki posiadasz. Jeżeli nie bierzesz udziału, zignoruj to pole.","report.name_for_certificate.label":"Imię i nazwisko na certyfikacie","report.name_for_certificate.help":"Zmień je na imię i nazwisko organizatora wydarzenia, który otrzyma certyfikat uczestnictwa w Tygodniu Kodowania. Używaj wyłącznie znaków ASCII (alfabetu łacińskiego). Litery zawierające akcenty, umlauty i podobne znaki nie są obsługiwane.","report.submit":"Prześlij zgłoszenie wydarzenia","report.thanks_page.title":"Dziękujemy za zgłoszenie wydarzenia!","report.thanks_page.certificate_ready":"Twój certyfikat jest gotowy.","report.thanks_page.download_button":"Kliknij tutaj, aby go pobrać.","report.thanks_page.back_events":"Powrót do wydarzenia","resources.search_resources":"Wyszukaj w zasobach","resources.types":"Rodzaje","resources.levels":"Poziomy","resources.programming_languages":"Języki programowania","resources.categories":"Kategorie","resources.Languages":"Języki","resources.Subjects":"Tematy","resources.share":"Udostępnij","resources.communication_toolkit":"Zestaw materiałów promocyjnych","resources.teachers_toolkit":"Zestaw narzędzi dla nauczycieli","resources.leaflet":"Ulotka","resources.how_to_organise_an_activity":"Jak zorganizować aktywność?","resources.resources.languages.Russian":"rosyjski","resources.resources.languages.Norwegian":"norweski","resources.resources.languages.Mandarin":"mandaryński","resources.resources.languages.Japanese":"japoński","resources.resources.languages.All targeted languages":"Wszystkie języki","resources.resources.levels.Beginner":"początkujący","resources.resources.levels.Intermediate":"średnio zaawansowany","resources.resources.levels.Advanced":"zaawansowany","resources.resources.levels.Pre-primary education":"Edukacja przedszkolna","resources.resources.levels.Primary school (5-12)":"Szkoła podstawowa (5–12)","resources.resources.levels.Lower secondary school (12-16)":"Szkoła ponadpodstawowa (12–16)","resources.resources.levels.Upper secondary school (16-18)":"Szkoła średnia (16–18)","resources.resources.levels.Higher Education":"Szkolnictwo wyższe","resources.resources.levels.Other":"Inne","resources.resources.subjects.Art":"Sztuka","resources.resources.subjects.Biology":"Biologia","resources.resources.subjects.Chemistry":"Chemia","resources.resources.subjects.Computer Science":"Informatyka","resources.resources.subjects.Culture":"Wiedza o kulturze","resources.resources.subjects.Economics":"Ekonomia","resources.resources.subjects.Foreign Languages":"Języki obce","resources.resources.subjects.Geography":"Geografia","resources.resources.subjects.Geology":"Geologia","resources.resources.subjects.History":"Historia","resources.resources.subjects.Language and Literature":"Język i literatura","resources.resources.subjects.Mathematics":"Matematyka","resources.resources.subjects.Natural Sciences":"Nauki przyrodnicze","resources.resources.subjects.Physical Education":"Wychowanie fizyczne","resources.resources.subjects.Physics":"Fizyka","resources.resources.subjects.Coding":"Kodowanie","resources.resources.subjects.Special Education Needs":"Specjalne potrzeby edukacyjne","resources.resources.subjects.Other":"Inne","resources.resources.types.Tutorial":"Przewodnik","resources.resources.types.Website":"Strona internetowa","resources.resources.types.Online Course":"Kurs on-line","resources.resources.types.Video":"Film","resources.resources.types.Audio":"Dźwięk","resources.resources.types.Application":"Aplikacja","resources.resources.types.Game":"Gra","resources.resources.types.Graphic Material":"Materiał graficzny","resources.resources.types.Presentation":"Prezentacja","resources.resources.types.Toolkit":"Zestaw narzędzi","resources.resources.types.Other":"Inne","resources.resources.types.Lesson Plan":"Plan zajęć","resources.resources.types.Guide":"Przewodnik","resources.resources.categories.Coding":"Kodowanie","resources.resources.categories.Programming":"Programowanie","resources.resources.categories.Computational Thinking":"Myślenie obliczeniowe","resources.resources.categories.Robotics":"Robotyka","resources.resources.categories.Making":"Tworzenie","resources.resources.categories.Tinkering":"Majsterkowanie","resources.resources.categories.Unplugged Activities":"Zajęcia bez elektryczności","resources.resources.categories.Other":"Inne","school.name":"Nazwa szkoły","school.location":"Lokalizacja szkoły","school.description":"Opis szkoły","school.school":"Szkoła","school.add":"Dodaj","school.list":"Lista","school.required.name":"Nazwa szkoły jest wymagana","school.required.location":"Lokalizacja szkoły jest wymagana","schools.1.title1":"Dlaczego warto zorganizować lekcję na temat kodowania?","schools.1.title2":"Jakie korzyści kodowanie przynosi uczniom? Jak na tym zyskają nauczyciele?","schools.1.content.0":"Wierzymy, że w erze cyfrowej program nauczania informatyki powinien obejmować podstawy kodowania oraz rozwój kluczowych kompetencji związanych z myśleniem obliczeniowym, takich jak rozwiązywanie problemów, współpraca i umiejętności analityczne","schools.1.content.1":"Nauka kodowania może pomóc uczniom w osiągnięciu wysokiego poziomu kompetencji cyfrowych i lepszym zrozumieniu otaczającego ich świata, a także zwiększyć ich szanse na odniesienie sukcesu w życiu osobistym i zawodowym","schools.1.content.2":"Tydzień Kodowania oferuje wszystkim uczniom możliwość podjęcia pierwszych kroków w kierunku tworzenia treści cyfrowych poprzez zapewnienie szkołom i nauczycielom bezpłatnych możliwości rozwoju zawodowego, materiałów dydaktycznych, wyzwań międzynarodowych i programów wymiany","schools.1.button.label":"Chcesz zacząć już teraz? Zarejestruj się tutaj!","schools.2.title1":"Chcesz się zaangażować?","schools.2.title2":"Zorganizuj lekcję, sesję szkoleniową lub wydarzenie i przypnij je na mapie","schools.2.content.0":"Aby zorganizować lekcję w klasie, dzień otwarty lub wydarzenie w szkole, nie musisz posiadać żadnej wiedzy na temat kodowania ani programowania. Wybierz tylko datę i zarejestruj aktywność na mapie poniżej. Jeżeli potrzebujesz pomocy w przygotowaniu lekcji na temat kodowania, przejdź do kolejnej sekcji","schools.2.content.1":"Zapoznaj się z przykładami organizowanych aktywności, przeglądając mapę poniżej a następnie dodaj własną inicjatywę, dołączając w ten sposób do tysięcy pedagogów z całej Europy i świata: ","schools.2.button.label":"Chcesz spróbować? Dodaj aktywność!","schools.3.title1":"Nie wiesz nic na temat kodowania? Nie martw się","schools.3.title2":"Dzięki naszym narzędziom możesz dowiedzieć się więcej o kodowaniu, zanim zorganizujesz lekcję","schools.3.content.0":"Jeżeli chcesz zorganizować lekcję na temat kodowania, ale nie wiesz, gdzie zacząć, mamy dla Ciebie rozwiązanie! Skorzystaj z pomocy zestawu krótkich modułów szkoleń internetowych opracowanych przez międzynarodowy zespół nauczycieli i ekspertów","schools.3.content.1":"Nie musisz posiadać żadnej wiedzy na temat kodowania, aby zrozumieć nasze materiały szkoleniowe!","schools.3.button.label":"Przejdź do modułów szkoleniowych","schools.4.title1":"Szukasz dodatkowego wyzwania?","schools.4.title2":"Stwórz sieć aktywności, zachęć do udziału jak największą liczbę uczniów i zdobądź Certyfikat doskonałości","schools.4.content.0":"Weź udział w specjalnym wyzwaniu w ramach Tygodnia Kodowania dla wszystkich: połącz siły z innymi nauczycielami lub szkołami i zostań częścią społeczności podobnie myślących osób, które chcą dać uczniom możliwość stawiania pierwszych kroków w kodowaniu. Nawiąż współpracę z innymi nauczycielami, by zaangażować ponad 500 uczniów i otrzymać Certyfikat doskonałości","schools.4.button.label":"Więcej informacji na temat wyzwania w ramach Tygodnia Kodowania dla wszystkich","schools.title":"Szkoły: umożliwianie uczniom udziału w Tygodniu Kodowania","scoreboard.title":"W których krajach odbywa się najwięcej wydarzeń dotyczących kodowania?","scoreboard.paragraph":"Dane na tablicy wyników są uporządkowane według liczby wydarzeń związanych z kodowaniem w stosunku do populacji, a zatem niektóre z mniejszych państw mogą znaleźć się wyżej na liście!","scoreboard.parcipating_with":"uczestniczy w","scoreboard.events":"wydarzeń","search.audience_title":"Adresaci","search.theme_title":"Temat","search.placeholder":"Wyszukaj nazwę lub tag wydarzenia","search.submit":"Wyszukaj","search.label_country":"Wybierz kraj","search.last_year_events.label":"Uwzględnij wydarzenia z ostatnich lat","search.last_year_events.yes":"Tak","search.last_year_events.no":"Nie","search.search_counter":"pasuje do Twoich kryteriów wyszukiwania","search.event":"wydarzeniu","search.events":"wydarzeniach","search.year":"rok","search.audiences":"Publiczność","search.themes":"Tematy","search.countries":"Kraje","search.search_placeholder":"Szukaj według tytułu lub opisu","snippets.featured-activities":"Oto lista nadchodzących wydarzeń Europejskiego Tygodnia Kodowania, w których możesz wziąć udział zdalnie. Możesz przefiltrować je według języka lub daty. Aby dowiedzieć się więcej na temat danego wydarzenia i uzyskać dane kontaktowe do jego organizatorów, kliknij „wyświetl”. Miłej zabawy!","snippets.learn":"Kodowanie i programowanie to jedne z najważniejszych kompetencji, coraz częściej wymaganych w każdej dziedzinie. Dzięki Europejskiemu Tygodniowi Kodowania ich nauka będzie o wiele łatwiejsza! W naszej bazie na pewno znajdziesz zasoby, które pomogą Ci rozpocząć przygodę z kodowaniem lub rozwijać już zdobyte umiejętności. Wszystkie zasoby są bezpłatne. Nasza baza pozwala wyszukiwać zasoby według rodzaju, poziomu, języka programowania, kategorii i języka.","snippets.teach":"Kodowanie i programowanie to jedne z najważniejszych kompetencji, które otwierają przed dziećmi i uczniami nowe możliwości. Chcesz nauczać kodowania w domu, w sali lekcyjnej lub w klubie kodowania? W naszej bazie znajdziesz najlepsze zasoby, dzięki którym wprowadzisz elementy kodowania i programowania do swoich planów lekcji. Wszystkie zasoby są bezpłatne. Nasza baza pozwala wyszukiwać zasoby według rodzaju, poziomu, języka programowania, tematu, kategorii i języka.","snippets.toolkits.0":"W tej sekcji znajdziesz materiały, które pomogą Ci zorganizować własne wydarzenie w ramach Tygodnia Kodowania i wypromować tę inicjatywę wśród członków Twojej społeczności.","snippets.toolkits.1":"Zestaw narzędzi komunikacyjnych","snippets.toolkits.2":"znajdziesz tu oficjalne wzory logo, odznaki, broszury, plakatu Europejskiego Tygodnia Kodowania w formacie PowerPoint i Word, a także przykładowe posty do umieszczenia w mediach społecznościowych i ilustracje.","snippets.toolkits.3":"Zestaw narzędzi dla nauczycieli","snippets.toolkits.4":"znajdziesz tu oficjalne logo i odznakę Europejskiego Tygodnia Kodowania, wzór certyfikatu uczestnictwa dla uczniów, prezentację na temat Europejskiego Tygodnia Kodowania oraz materiały do wykorzystania w mediach społecznościowych.","snippets.toolkits.5":"Oficjalna ulotka Europejskiego Tygodnia Kodowania","snippets.about.goal":"Chcemy, żeby więcej młodzieży opanowało podstawy kodowania i myślenia obliczeniowego.","snippets.guide.tutorials.1":"Zapoznaj się z naszymi","snippets.guide.tutorials.2":"materiałami instruktażowymi i szkoleniowymi","snippets.guide.tutorials.3":"dostępnymi w 29 językach i pomyśl o zorganizowaniu zajęć, na których młodzież będzie mogła nauczyć się kodowania i myślenia obliczeniowego.","snippets.dance.menu":"Wyzwanie taneczne","snippets.dance.subtitle":"Kto powiedział, że programiści nie umieją tańczyć? Podczas wyzwania tanecznego #EUCodeWeekDance udowodnimy, że jest inaczej.","snippets.dance.content":"Zapraszamy wszystkich: szkoły, nauczycieli, biblioteki, kluby kodowania, przedsiębiorstwa i organy publiczne do świętowania Europejskiego Tygodnia Kodowania. Wystarczy zorganizować zajęcia taneczne #EUCodeWeekDance i dodać je do mapy Tygodnia Kodowania.","snippets.treasure-hunt.menu":"Gra w podchody","snippets.treasure-hunt.subtitle":"Jest to gra na aplikacji Telegram","snippets.videos.1":"Obejrzyj filmy, na których ambasadorzy Europejskiego Tygodnia Kodowania opowiadają o naszych wartościach","snippets.videos.2":"Katja Osljak, ambasadorka ze Słowenii, opowiada, dlaczego Tydzień Kodowania jest niezależny","snippets.videos.3":"Laurent Touché, ambasador z Francji, opowiada, dlaczego Tydzień Kodowania jest dla wszystkich","snippets.videos.4":"Fatma Bouaziz, ambasadorka z Tunezji, opowiada, dlaczego Tydzień Kodowania ma charakter globalny, a jednocześnie odpowiada na potrzeby lokalne","snippets.videos.5":"Linda Sinka, ambasadorka z Łotwy, opowiada, dlaczego Tydzień Kodowania kładzie nacisk na współpracę","snippets.videos.6":"Alessandro Bogliolo, ambasador z Włoch, opowiada, dlaczego Tydzień Kodowania ma charakter non-profit","snippets.videos.7":"Marjana Prifti, ambasadorka z Albanii, opowiada, dlaczego Tydzień Kodowania zachęca do innowacji i kreatywności","snippets.videos.8":"Cristiana Lucaci, ambasadorka z Rumunii, opowiada, dlaczego Tydzień Kodowania jest wdzięczny skupionej wokół niego społeczności","training.learning_bits":"Tydzień Kodowania – materiały szkoleniowe","training.title":"Bezpłatne materiały szkoleniowe i kursy online","training.text":`

    W tym miejscu znajdziesz darmowe materiały szkoleniowe i informacje, które pomogą ci postawić pierwsze kroki na drodze do zaplanowania następnych innowacyjnych zajęć dla uczniów.

    -

    1. materiały szkoleniowe

    -

    Nie wymagamy od ciebie żadnego doświadczenia z kodowaniem ani programowaniem. Ukończenie każdego z przedstawionych modułów szkoleniowych zajmie ci około 15 minut. Zaprezentowane moduły przedstawiają najważniejsze zagadnienia związane z programowaniem i zadania dotyczące myślenia obliczeniowego. W modułach znajdziesz także praktyczne porady i wskazówki na temat prezentacji opisywanych koncepcji w klasie.

    `,"training.text_2":`

    Mamy nadzieję, że zapoznanie się z materiałami szkoleniowymi dotyczącymi Tygodnia Kodowania sprawiło, że czujesz się już na siłach do wprowadzenia odrobiny cyfrowej kreatywności do swojej klasy i dodania swojego wydarzenia do mapy Tygodnia Kodowania.

    - -

    Możesz z łatwością zorganizować lekcję w klasie, dzień otwarty lub wydarzenie w swojej szkole. Wybierz tylko datę i dodaj swoje wydarzenie na mapie Tygodnia Kodowania. Każdy organizator wydarzenia otrzyma certyfikat uczestnictwa za udział i włożony wysiłek.

    - -

    Jeśli chcesz nawiązać kontakty z międzynarodową grupą nauczycieli – entuzjastów, dołącz do grupy dla nauczycieli poświęconej Europejskiemu Tygodniowi Kodowania na Facebooku! Aby pójść o krok dalej i nawiązać współpracę z innymi szkołami w twoim kraju lub w całej Europie, podejmij wyzwanie Tygodnia Kodowania dla wszystkich „Code Week 4 All”.

    `,"training.lessons.1.title":"Kodowanie bez technologii cyfrowych (bez prądu)","training.lessons.1.author":"Autor: Alessandro Bogliolo","training.lessons.1.text":`

    Kod to język maszyn – umożliwia nam pisanie programów, dzięki którym dodajemy nowe funkcje do dziesiątek miliardów programowalnych przedmiotów, które otaczają nas w codziennym życiu. Kodowanie stanowi najszybszy sposób realizacji naszych pomysłów, a także najskuteczniejszą metodę rozwoju umiejętności myślenia obliczeniowego. Warto jednak pamiętać o tym, że korzystanie z technologii nie jest warunkiem koniecznym do zdobycia tej umiejętności. W praktyce jest wręcz przeciwnie – to nasza umiejętność myślenia obliczeniowego jest kluczem, dzięki któremu możemy sprawić, że technologia działa tak, jak tego chcemy.

    - -

    W przedstawionym filmie Alessandro Bogliolo, profesor wykładający zagadnienia związane z systemami komputerowymi we Włoszech oraz koordynator Europejskiego Tygodnia Kodowania, przedstawi serię zadań związanych z kodowaniem, które można wykonać bez elektryczności i bez wykorzystywania jakichkolwiek urządzeń elektronicznych. Głównym celem zajęć bez elektryczności jest zlikwidowanie barier w dostępie, a także wprowadzenie kodowania do każdej szkoły, niezależnie od posiadanego wyposażenia oraz funduszy.

    - -

    Zajęcia z programowania bez prądu pozwalają wszystkim uczestnikom odkryć różnorodne aspekty obliczeniowe otaczającego świata.

    `,"training.lessons.1.activities.1":"Zajęcia 1 – CodyRoby dla szkół podstawowych","training.lessons.1.activities.2":"Zajęcia 2 – CodyRoby dla szkół ponadpodstawowych","training.lessons.1.activities.3":"Zajęcia 3 – CodyRoby dla szkół średnich","training.lessons.2.title":"Myślenie obliczeniowe i rozwiązywanie problemów","training.lessons.2.author":"Autor: Miles Berry","training.lessons.2.text":`

    Pojęcie „myślenie obliczeniowe” opisuje sposób postrzegania problemów i systemów w sposób umożliwiający wykorzystanie komputera w celu ich rozwiązania lub lepszego zrozumienia. Tego rodzaju myślenie jest potrzebne nie tylko w celu tworzenia programów komputerowych – można je także wykorzystać w celu wspomagania procesu rozwiązywania problemów we wszystkich dziedzinach.

    - -

    Możesz pomóc swoim uczniom w nauce i zrozumieniu myślenia obliczeniowego poprzez naukę rozkładania złożonych problemów na czynniki pierwsze, dostrzegania wzorców, dostrzegania ważnych elementów pozwalających na rozwiązanie postawionych problemów (abstrakcja) oraz opracowywanie zasad i reguł działania, których przestrzeganie może doprowadzić do osiągnięcia założonego celu (opracowywanie algorytmów). Nauka myślenia obliczeniowego może stanowić część wielu różnych przedmiotów, między innymi matematyki (określanie zasad rozkładu na czynniki wielomianów drugiego rzędu), literatury (rozkład analizy wiersza na analizę metrum, rymów oraz struktury), języków obcych (poszukiwanie wzorców końcówek wyrazowych wpływających na wymowę przy zmianie czasu gramatycznego) oraz wielu innych.

    - -

    W przedstawionym filmie Miles Berry, wykładowca School of Education na Roehampton University (Zjednoczone Królestwo), przedstawi koncepcję myślenia obliczeniowego oraz różnych sposobów, przy użyciu których nauczyciel może włączyć tego rodzaju myślenie do zajęć dzięki prostym grom i zabawom.

    `,"training.lessons.2.activities.1":"Zajęcia 1 – Rozwijanie myślenia matematycznego dla szkół podstawowych","training.lessons.2.activities.2":"Zajęcia 2 – Pierwsze spotkanie z algorytmami dla szkół ponadpodstawowych","training.lessons.2.activities.3":"Zajęcia 3 – Algorytmy dla szkół średnich","training.lessons.3.title":"Programowanie wizualne – wprowadzenie do języka Scratch","training.lessons.3.author":"Autorka: Margo Tinawi","training.lessons.3.text":`

    Programowanie wizualne pozwala ludziom opisywać złożone procesy przy pomocy ilustracji lub obrazów. Zwykle programowanie wizualne jest stawiane jako przeciwieństwo programowania tekstowego. Wizualne języki programowania są doskonałym narzędziem pozwalającym na przedstawienie zagadnień związanych z algorytmami i myśleniem algorytmicznym dzieciom, a nawet osobom dorosłym. Tego rodzaju języki pozwalają na rozpoczęcie nauki bez konieczności czytania kodu i zapoznawania się ze składnią danego języka.

    - -

    W przedstawionym filmie Margo Tinawi, nauczycielka tworzenia stron internetowych z organizacji Le Wagon oraz współzałożycielka firmy Techies Lab asbl (Belgia), pomoże ci odkryć Scratch – jeden z najbardziej popularnych wizualnych języków programowania, wykorzystywany na całym świecie. Język Scratch został opracowany przez pracowników MIT w 2002 roku i od tamtej pory skupił wokół siebie ogromną społeczność, dzięki której możesz odkryć miliony projektów do wspólnej zabawy ze swoimi uczniami, a także skorzystać z niezliczonych poradników w wielu językach.

    - -

    Aby korzystać z języka Scratch, nie potrzebujesz żadnego doświadczenia programistycznego, a co ważniejsze, możesz wpleść ten język programowania do zajęć z niemal każdego przedmiotu! Możesz na przykład wykorzystać Scratch jako narzędzie służące do tworzenia cyfrowych opowieści, dzięki czemu uczniowie będą mogli zaprezentować własne historie, zilustrować zagadnienia matematyczne lub wziąć udział w konkursie plastycznym, w ramach którego dowiedzą się czegoś nowego na temat dziedzictwa kulturowego, jednocześnie ucząc się kodowania, myślenia obliczeniowego i – przede wszystkim – doskonale się bawiąc.

    - -

    Scratch to intuicyjne narzędzie, które motywuje uczniów do nauki, a co najważniejsze, jest dostępne całkowicie za darmo. Obejrzyj film przygotowany przez Margo, z którego dowiesz się, jak zacząć.

    `,"training.lessons.3.activities.1":"Zajęcia 1 – Podstawy języka Scratch dla szkół podstawowych","training.lessons.3.activities.2":"Zajęcia 2 – Podstawy języka Scratch dla szkół ponadpodstawowych","training.lessons.3.activities.3":"Zajęcia 3 – Podstawy języka Scratch dla szkół średnich","training.lessons.4.title":"Tworzenie gier edukacyjnych w języku Scratch","training.lessons.4.author":"Autor: Jesús Moreno León","training.lessons.4.text":`

    Krytyczne myślenie, wytrwałość, rozwiązywanie problemów, myślenie obliczeniowe i kreatywność to wyłącznie niektóre spośród kluczowych umiejętności, których potrzebują twoi uczniowie, by móc odnieść sukces w gospodarce XXI wieku, a programowanie może im pomóc w zdobyciu tych umiejętności w ciekawy i motywujący sposób.

    - -

    Koncepcje takie jak kontrola przepływu w algorytmach przy pomocy sekwencji instrukcji i pętli, przedstawianie danych przy pomocy zmiennych i list oraz synchronizacja procesów mogą się na pierwszy rzut oka wydawać skomplikowane, jednak w tym filmie zobaczysz, że tak naprawdę są prostsze, niż myślisz.

    - -

    W filmie Jesús Moreno León, nauczyciel informatyki i naukowiec z Hiszpanii, wyjaśnia w jaki sposób możesz pomóc swoim uczniom w rozwijaniu tych i podobnych umiejętności, a jednocześnie zadbać o to, aby się świetnie przy tym bawili. W jaki sposób? Przez stworzenie prostej gry w pytania i odpowiedzi w języku Scratch – najpopularniejszym języku programowania wykorzystywanym w szkołach na całym świecie. Scratch nie tylko pomaga w rozwijaniu umiejętności myślenia obliczeniowego, ale także pozwala na wprowadzenie do zajęć elementów grywalizacji w celu motywowania uczniów i sprawienia, że nauka będzie dla nich doskonałą zabawą.

    - -

    Obejrzyj film, z którego dowiesz się, od czego zacząć:

    `,"training.lessons.4.activities.1":"Zajęcia 1 - Gra w pytania i odpowiedzi w języku Scratch dla szkół podstawowych","training.lessons.4.activities.2":"Zajęcia 2 - Gra w pytania i odpowiedzi w języku Scratch dla szkół ponadpodstawowych","training.lessons.4.activities.3":"Zajęcia 3 - Gra w pytania i odpowiedzi w języku Scratch dla szkół średnich","training.lessons.5.title":"Majsterkowanie, grzebanie i robotyka w klasie","training.lessons.5.author":"Autorka: Tullia Urschitz","training.lessons.5.text":`

    Włączenie programowania, majsterkowania, robotyki i elektroniki do programów szkolnych jako narzędzi w procesie nauczania stanowi klucz do kształcenia na miarę XXI wieku.

    - -

    Wykorzystanie majsterkowania i robotyki w szkołach niesie za sobą wiele korzyści dla uczniów, ponieważ pomaga im rozwijać kluczowe umiejętności, takie jak pracę w grupie, rozwiązywanie problemów i współpracę. Dodatkowo takie zajęcia sprzyjają rozwojowi kreatywności i pewności siebie, jednocześnie pomagając uczniom w nauce wytrwałości i determinacji w pokonywaniu pojawiających się wyzwań. Robotyka to także dziedzina, która sprzyja integracji, ponieważ jest przystępna dla uczniów charakteryzujących się różnorodnymi umiejętnościami, niezależnie od ich płci. Doskonale sprawdza się także jako narzędzie do aktywizowania uczniów ze stwierdzonymi zaburzeniami ze spektrum autyzmu.

    - -

    Zapraszamy do obejrzenia filmu, w którym Tullia Urshchitz, ambasadorka organizacji Scientix z Włoch oraz nauczycielka przedmiotów ścisłych we włoskim mieście Sant’Ambrogio Di Valpolicella, przedstawi kilka praktycznych przykładów, dzięki którym nauczyciele będą mogli skutecznie włączyć majsterkowanie i robotykę do programu nauczania w klasie, motywując pasywnych uczniów do zostania majsterkowiczami.

    `,"training.lessons.5.activities.1":"Zajęcia 1 – Jak wykonać mechaniczne ramię ze sklejki dla szkół podstawowych","training.lessons.5.activities.2":"Zajęcia 2 – Jak wykonać mechaniczne ramię ze sklejki dla szkół ponadpodstawowych","training.lessons.5.activities.3":"Zajęcia 3 – Jak wykonać mechaniczne ramię ze sklejki dla szkół średnich","training.lessons.6.title":"Tworzenie aplikacji za pomocą App Inventor","training.lessons.6.author":"Autorka: Rosanna Kurrer","training.lessons.6.text":`

    Obejrzyj film, w którym Rosanna Kurrer, (założycielka CyberWayFinder) wyjaśnia, czym jest App Inventor, przedstawia zalety tworzenia aplikacji podczas lekcji i podaje kilka praktycznych przykładów, w jaki sposób nauczyciele mogą wykorzystać platformę App Inventor w klasie, zamieniając biernych uczniów w entuzjastycznych twórców gier.

    -

    Wszyscy korzystamy z aplikacji, ponieważ są one wygodnym i szybkim sposobem koordynowania naszych działań. Są one również coraz częściej wykorzystywane w edukacji, ponieważ pozwalają na indywidualną naukę i umożliwiają użytkownikom zdobywanie informacji. Dlaczego więc nie dać uczniom możliwości stworzenia aplikacji edukacyjnej dla innych?

    `,"training.lessons.6.activities.1":"Zajęcia nr 1 – Tytuł, na poziomie szkoły podstawowej","training.lessons.6.activities.2":"Zajęcia nr 2 – Tytuł, na poziomie szkoły średniej I stopnia","training.lessons.6.activities.3":"Zajęcia nr 3 – Tytuł, na poziomie szkoły średniej II stopnia","training.lessons.7.title":"Majsterkowanie i kreatywność","training.lessons.7.author":"Autor: Diogo da Silva","training.lessons.7.text":`

    Miejsca i warunki pracy ulegają zmianie, a edukacja podąża ich śladem. Przygotowanie uczniów do pracy w XXI wieku musi uwzględniać nowe umiejętności, takie jak majsterkowanie, budowanie czegoś lub tworzenie oprogramowania, ponieważ pozwalają one zmniejszyć dystans między szkołą a rzeczywistością. Dzięki przekształceniu klasy w środowisko współpracy, w którym nacisk kładzie się na rozwiązywanie problemów, uczniowie są w stanie się zaangażować i rozwijać. Zadania tego rodzaju sprzyjają dyskusji i pozwalają, aby klasa stała się centrum komunikacji, w którym liczy się każdy wkład.

    -

    Obejrzyj poniższy film, w którym portugalski nauczyciel nauk przyrodniczych, technologii, inżynierii, sztuki i matematyki Diogo da Silva, członek Escola Global, pokazuje krok po kroku, jak przygotować lekcję, podczas której Twoi uczniowie uczą się rozwiązywać zadania, majsterkując, budując coś i tworząc oprogramowanie.

    `,"training.lessons.7.activities.1":"Zajęcia nr 1 – Tytuł, na poziomie szkoły podstawowej","training.lessons.7.activities.2":"Zajęcia nr 2 – Tytuł, na poziomie szkoły średniej I stopnia","training.lessons.7.activities.3":"Zajęcia nr 3 – Tytuł, na poziomie szkoły średniej II stopnia","training.lessons.8.title":"Kodowanie w ramach wszystkich przedmiotów","training.lessons.8.author":"M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Gdy mowa o kodowaniu podczas lekcji, pierwsze, co przychodzi na myśl, to komputery, technologia, matematyka lub nauki przyrodnicze. Ponieważ uczniowie mają wiele zainteresowań i przedmiotów, dlaczego nie wykorzystać tego na naszą korzyść i nie wprowadzić kodowania do całego programu nauczania?

    -

    Wykorzystanie kodowania podczas lekcji ma wiele zalet, ponieważ dzięki niemu uczniowie rozwijają krytyczne myślenie i umiejętność rozwiązywania problemów, stają się aktywni i kierują własnym procesem uczenia się, a to ma zasadnicze znaczenie w szkole. Najważniejsze jest jednak to, że Twoi uczniowie będą się bawić podczas nauki!

    -

    Języki, muzyka czy tzw. STEM (ang. science, technology, engineering and maths – nauki przyrodnicze, technologia, inżynieria i matematyka) to tylko niektóre przedmioty, które nauczyciele mogą „zakodować” dla przyszłych naukowców, muzyków, artystów – naprawdę dla każdego! Wszyscy nauczyciele mogą wykorzystać kodowanie i myślenie komputacyjne podczas lekcji. Zastosowanie metody zintegrowanego kształcenia przedmiotowo-językowego, tzw. CLIL (ang. content and language integrated learning) do wyjaśnienia algorytmów w życiu codziennym, budowa filcowego joysticka do zgłębiania nauk przyrodniczych lub wykorzystanie robotów edukacyjnych do zwiększania motywacji na lekcji matematyki to tylko niektóre przykłady działań, które możesz zrealizować w sali lekcyjnej.

    -

    Na tym filmie zobaczysz, jak nauczyciele muzyki, nauk przyrodniczych lub języków mogą łatwo wykorzystać kodowanie i myślenie komputacyjne podczas lekcji, nawet jeśli nie mają żadnego wcześniejszego doświadczenia w tym zakresie.

    `,"training.lessons.8.activities.1":"Zajęcia nr 1. Robotyka i integracja na poziomie szkoły podstawowej na zajęciach z nauk przyrodniczych, technologii, inżynierii i matematyki ","training.lessons.8.activities.2":"Zajęcia nr 2. Muzyka to kodowanie","training.lessons.8.activities.3":"Zajęcia nr 3. Majsterkowanie i kodowanie z wykorzystaniem Makey Makey","training.lessons.8.activities.4":"Zajęcia nr 4. Algorytmy w życiu codziennym w zintegrowanym kształceniu przedmiotowo-językowym","training.lessons.9.title":"Tworzenie automatu za pomocą urządzenia micro:bit","training.lessons.9.author":"Pauline Maas","training.lessons.9.text":`

    - Micro:bit to łatwe do zaprogramowania, kieszonkowe urządzenie obliczeniowe, które pozwoli ci w łatwy i przyjemny sposób tworzyć wspólnie z uczniami przeróżne rozwiązania – od robotów po instrumenty muzyczne – ucząc ich jednocześnie programowania. To proste narzędzie, które nie sprawia kłopotów w obsłudze nawet najmłodszym programistom, a przy tym jest wystarczająco rozbudowane, by zainteresować bardziej doświadczonych uczniów. Można je wykorzystać na wielu różnych lekcjach, na przykład na historii, matematyce, a nawet podczas zajęć z przedmiotów przyrodniczych. Możliwości są nieograniczone. Micro:bit jest niedrogim, rozbudzającym ciekawość rozwiązaniem, które uczy programowania i rozwija inne potrzebne umiejętności, takie jak myślenie obliczeniowe, rozwiązywanie problemów i kreatywne działanie. -

    -

    -W proponowanym filmiku Pauline Maas, nauczycielka informatyki w szkole Koninklijke Visio, prezentuje urządzenie micro:bit i daje kilka praktycznych wskazówek, jak wykorzystać je na lekcjach, by zmienić uczniów z biernych użytkowników technologii w jej zaangażowanych twórców. -

    `,"training.lessons.9.activities.1":"Kod Morse’a z micro:bit, dla młodszych klas szkoły podstawowej","training.lessons.9.activities.2":"Pokój zagadek z micro:bit, dla starszych klas szkoły podstawowej","training.lessons.9.activities.3":"Tworzenie automatu, dla szkół ponadpodstawowych","training.lessons.10.title":"Kreatywne programowanie z Pythonem","training.lessons.10.author":"Ivana Vezjak","training.lessons.10.text":`

    -Przejście z programowania wizualnego do tekstowego jest naturalnym krokiem w nauce programowania. Programowanie wizualne często sprawdza się w wypadku osób początkujących, ale po pewnym czasie uczniowi może zabraknąć nowych wyzwań. Programowanie tekstowe to następny etap wtajemniczenia dla każdego, kto chce rozwinąć umiejętność pisania kodu i myślenia obliczeniowego. -

    -

    - W proponowanym filmiku Ivana Vezjak przybliża podstawową składnię języka Python. Python jest dziś jednym z najpopularniejszych języków programowania, który znajduje zastosowanie w wielu różnych obszarach, takich jak analityka danych, sztuczna inteligencja, uczenie maszynowe, tworzenie stron internetowych itp. Choć Python jest niezwykle funkcjonalnym językiem programowania, którym posługują się doświadczeni programiści, ma na tyle prostą i zrozumiałą składnię, że mogą korzystać z niego również osoby niemające wcześniej styczności z kodowaniem. -

    -

    -Za pomocą Pythona uczniowie mogą między innymi przygotowywać quizy historyczne, rozwiązywać zadania matematyczne i przygotowywać symulację zjawisk fizycznych, tworzyć gry, budować strony internetowe, analizować dane na potrzeby projektów badawczych – a to tylko niektóre z możliwości. Python oferuje bogatą, rozszerzoną biblioteką standardową, skupia się wokół niego duża społeczność użytkowników, a w Internecie dostępnych jest wiele samouczków i projektów, które można wykorzystać do nauczania, poznawania i ćwiczenia tego języka. Pisząc kod w języku Python, analizując programy i naprawiając błędy, uczniowie rozwijają kreatywność i ćwiczą konsekwencję, wytrwałość i cierpliwość. Ponadto uczą się też analitycznego myślenia i rozwiązywania problemów, rozkładając złożone zagadnienia na mniejsze części. Dzięki tym kompetencjom łatwiej im będzie pokonywać przeszkody napotykane w różnych aspektach życia. -

    `,"training.lessons.10.activities.1":"Mój pierwszy quiz, dla młodszych klas szkoły podstawowej","training.lessons.10.activities.2":"Wisielec, dla starszych klas szkoły podstawowej","training.lessons.10.activities.3":"Dopasuj flagę, dla szkół ponadpodstawowych","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Standardowa biblioteka Pythona","training.lessons.10.links.1.description":"Kolekcja gotowych fragmentów kodu i modułów (np. moduł turtle, moduł math itd.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Edukacyjna gra wideo do nauki pojęć związanych z programowaniem.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/pl-PL/codeclub","training.lessons.10.links.3.title":"Projekty CodeClub","training.lessons.10.links.3.description":"Projekty dla dzieci do stopniowej nauki programowania – od poziomu podstawowego do zaawansowanego.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Książka „Invent your own computer games with Python”","training.lessons.10.links.4.description":"Dzięki tej książce dowiesz się, jak napisać własną grę komputerową w Pythonie.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Społeczność edukacyjna, w której uczniowie i nauczyciele mogą ćwiczyć swoje umiejętności, podejmując różne wyzwania.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Kolekcja lekcji wprowadzających do nauki Pythona (w formie tekstowej i blokowej) przy użyciu interaktywnego edytora Trinket.","training.lessons.10.links.title":"Inne powiązane zasoby","training.lessons.11.title":"Integracja przez kodowanie","training.lessons.11.author":"według zespołu Tygodnia Kodowania","training.lessons.11.text":`

    - Włączenie programowania do zajęć może być wyzwaniem, zwłaszcza jeśli w klasie są uczniowie z różnymi niepełnosprawnościami. Trzeba jednak pamiętać, że programowania może nauczyć się każdy, niezależnie od ograniczeń. Nauka różnych aspektów programowania może przynieść dziecku o specjalnych potrzebach liczne korzyści, ponieważ pomaga mu rozwinąć ważne w życiu kompetencje, takie jak umiejętność rozwiązywania problemów, zorganizowanie i samodzielność. Współdziałanie i praca w grupie podczas kodowania mogą pomóc w doskonaleniu zdolności społecznych i interpersonalnych, z którymi dzieci z niepełnosprawnościami często mają trudności. Najważniejsze jest jednak to, że nauka z rówieśnikami sprawia uczniom po prostu frajdę. -

    -W proponowanym filmie zespół Tygodnia Kodowania prezentuje kilka praktycznych, łatwych i przyjemnych ćwiczeń z programowania, które dostosowano specjalnie do potrzeb uczniów z wadami wzroku, zespołem Downa lub zaburzeniami ze spektrum autyzmu. Ćwiczenia te nauczyciel bez trudu może włączyć do programu swoich zajęć. -

    `,"training.lessons.11.activities.1":"Wytłaczanka offline","training.lessons.11.activities.2":"Bardzo bystra mysz ","training.lessons.11.activities.3":"Gwiezdna robota","training.lessons.12.title":"Kodowanie celów zrównoważonego rozwoju","training.lessons.12.author":"Francisco Javier Masero, Cristina Nicolaita i Erviola Konomi","training.lessons.12.text.1":"Tradycyjna edukacja daje uczniom niewiele możliwości zrozumienia i rozwiązania rzeczywistych problemów, takich jak globalne zmiany klimatyczne, równość płci, głód, ubóstwo lub dobry stan zdrowia i dobrobyt.","training.lessons.12.text.2":"Cele Zrównoważonego Rozwoju (SDG) stanowią trzon Agendy Zrównoważonego Rozwoju do 2030 r., przyjętej przez wszystkie państwa członkowskie ONZ jako mapa drogowa na rzecz osiągnięcia pokoju i dobrobytu na naszej planecie, zachęcająca do globalnego rozwoju. Nauczyciele mogą używać SDG w klasie jako narzędzia dla uczniów do rozwijania ich krytycznego myślenia, ale również do pomocy w odnalezieniu ich tożsamości i celu. Połączenie podstawowych elementów kodowania i myślenia obliczeniowego z SDG zwiększy pewność siebie uczniów i pomoże im rozwinąć kreatywność, ducha przedsiębiorczości, umiejętności rozwiązywania problemów lub komunikacji.","training.lessons.12.text.3":"W poniższych działaniach uczniowie będą stosować zasady języka programowania Scratch, ASCII i kodowania bez komputera do tematów o znaczeniu globalnym i społecznym w dzisiejszych czasach. Nauczyciele będą podnosić świadomość na temat celów zrównoważonego rozwoju, jednocześnie pomagając im rozwijać empatię, aktywną postawę obywatelską i umiejętności prospołeczne w zabawny i angażujący sposób.","training.lessons.12.text.4":"Każdy z tych planów lekcji koncentruje się na jednym z SDG:","training.lessons.12.text.5":"Cel zrównoważonego rozwoju 3: Zapewnić zdrowe życie i promować dobre samopoczucie dla wszystkich w każdym wieku","training.lessons.12.text.6":"Cel zrównoważonego rozwoju 5: Osiągnąć równość płci i wzmocnić pozycję wszystkich kobiet i dziewcząt","training.lessons.12.text.7":"Cel zrównoważonego rozwoju 13: Podjąć pilne działania w celu przeciwdziałania zmianom klimatycznym i ich skutkom","training.lessons.12.activities.1":"Projekt Karateka: Poznanie karate poprzez programowanie, dla szkoły podstawowej, gimnazjum i ponadpodstawowej","training.lessons.12.activities.2":"Cele zrównoważonego rozwoju i kodowanie zmian klimatycznych, dla szkoły podstawowej","training.lessons.12.activities.3":"Kodowanie dla równości płci, dla szkoły ponadpodstawowej","training.lessons.13.title":"Wprowadzenie do sztucznej inteligencji podczas zajęć w klasie","training.lessons.13.autor":"Artur Coelho i Marjana Prifti Skenduli","training.lessons.13.text.1":"Sztuczna inteligencja (AI) ma wpływ na wiele dziedzin życia codziennego: autokorektę tekstu, który piszesz w telefonie, wybór muzyki, którą odtwarza twoja ulubiona aplikacja muzyczna i zapamiętuje twoje hasła, gdy o nich zapomniałeś. Sztuczna inteligencja odnosi się do połączenia uczenia maszynowego, robotyki i algorytmów z zastosowaniami we wszystkich dziedzinach: od informatyki do produkcji i od medycyny do mody. Dlatego też ma ona niezaprzeczalne miejsce w naszym życiu i w naszych społeczeństwach i odgrywa kluczową rolę w rozwoju nauki. I jak każde inne ważne zjawisko w naszym życiu, uczniowie skorzystają na tym, że się o nim dowiedzą. Ale jak uczyć o tak złożonej rzeczy jaką jest sztuczna inteligencja?","training.lessons.13.text.2":"Ten bit dydaktyczny pomoże Ci wyjaśnić uczniom, czym jest sztuczna inteligencja i jaką rolę odgrywa w ich życiu. Działania te są przeznaczone dla osób nie będących ekspertami, które z łatwością rozumieją treść i są w stanie skutecznie rozbić złożone terminy na łatwo zrozumiałe idee. Dzięki tym planom lekcyjnym możesz pomóc uczniom nauczyć się korzystać ze sztucznej inteligencji i niektórych mechanizmów, które są z nią związane. Zajęcia te mają na celu rozwinięcie u uczniów umiejętności analitycznego i krytycznego myślenia: na przykład, w ramach zajęć, które prowadzi Marjana uczniowie opracowują ciąg klasyfikacyjny. Zajęcia te pomogą również uczniom zrozumieć różne zastosowania sztucznej inteligencji: podczas wszystkich zajęć z Arturem dowiedzą się o związku między sztuczną inteligencją, a sztuką oraz o tym, jak można wykorzystać sztuczną inteligencję do wzmocnienia ekspresji wizualnej. Dzięki tym działaniom uczniowie będą również zastanawiać się nad zagrożeniami związanymi ze sztuczną inteligencją i ich wpływem.","training.lessons.13.activities.1":"Człowiek-Sztuczna inteligencja- Sztuka, dla szkoły podstawowej","training.lessons.13.activities.2":"Maszyny samouczące się do klasyfikowania: Wprowadzenie do Nadzorowanego uczenia się maszyn, dla uczniów szkoły ponadpodstawowej pierwszego stopnia","training.lessons.13.activities.3":"Maszyny samouczące się do klasyfikowania: Wprowadzenie do Nadzorowanego uczenia się maszyn, dla uczniów szkoły ponadpodstawowej drugiego stopnia","training.lessons.14.title":"Nauczanie w erze inteligentnych maszyn","training.lessons.14.author":"autorzy: Adil Tugyan, Georgia Lascaris i Marco Neves","training.lessons.14.text.1":"Rozwój sztucznej inteligencji w ostatnich latach był imponujący dzięki szybkiemu postępowi w mocy obliczeniowej i dostępności dużej ilości danych. Doprowadziło to do znacznych inwestycji w badania nad sztuczną inteligencją i szybkiego rozwoju dziedziny związanej ze sztuczną inteligencją, czyniąc z niej główną rewolucję technologiczną naszych czasów. Sztuczna inteligencja jest wszędzie wokół nas. Stała się ona częścią naszej codziennej rutyny, do tego stopnia, że czasami nie myślimy o niej jako o sztucznej inteligencji: niemal codziennie korzystamy z rekomendacji online, wykrywania twarzy, systemów bezpieczeństwa i asystentów głosowych. A co z edukacją? ","training.lessons.14.text.2":"Sztuczna inteligencja charakteryzuje się ogromnym potencjałem umożliwiającym nowe sposoby nauczania i uczenia się oraz poprawiającym uczenie się uczniów. Ten Bit dydaktyczny pomoże Ci w zintegrowaniu autentycznych działań związanych ze sztuczną inteligencją z Twoim nauczaniem i pomoże Ci w przygotowaniu Twoich uczniów do życia i kariery w świecie kształtowanym przez sztuczną inteligencję. Zajęcia te zostały zaprojektowane tak, aby uczniowie rozwijali swoją ciekawość, umiejętność rozwiązywania problemów i kreatywność: na przykład w ćwiczeniu Adila uczniowie poznają algorytmy i sieci neuronowe oraz są zachęcani do tworzenia własnych sieci neuronowych w celu wizualizacji mózgu sztucznej inteligencji. Georgia przeprowadzi Twoich uczniów krok po kroku przez stworzenie chatbota. Uczniowie zbudują własnego chatbota, przygotują zestawy pytań i odpowiedzi oraz wytrenują go tak, aby mógł odpowiadać na pytania dotyczące Covid-19. Podczas zajęć Marco uczniowie będą badać korzyści i wyzwania związane z inteligentnymi maszynami w życiu codziennym i w pracy. Jakie są zagrożenia związane ze sztuczną inteligencją, które musimy wziąć pod uwagę? Jaki wpływ będzie miała sztuczna inteligencja na przyszłość pracy? Jakie miejsca pracy będą oferowane uczniom, gdy w przyszłości wejdą na rynek pracy?","training.lessons.14.activities.1":"Sztuczna inteligencja i jej sieci neuronowe, dla szkoły podstawowej","training.lessons.14.activities.2":"Mój Chatbot o Covid-19 , dla uczniów gimnazjum","training.lessons.14.activities.3":"Życie w epoce „inteligentnych maszyn”: wyzwania i szanse, dla uczniów szkoły ponadpodstawowej","training.lessons.14.activities.title":"W ramach lekcji prowadzonych zgodnie z poniższymi scenariuszami, uczniowie w zabawny i wciągający sposób poznają inteligentne maszyny.","training.lessons.15.title":"Umiejętność korzystania z mediów","training.lessons.15.author":"Marijana Smolčec, Tea Horvatić and Sanja Božinović","training.lessons.15.text.0":"Nabywanie umiejętności korzystania z mediów nigdy nie była ważniejsza dla uczniów niż dzisiaj. Uczniowie w każdym wieku muszą zdobyć odpowiednie umiejętności, wiedzę i postawy, aby móc poruszać się w naszym bogatym w media świecie. Umiejętności korzystania z mediów pomogą im korzystać z wiarygodnych treści online i rozpoznawać wprowadzające w błąd źródła informacji. Zrozumieją, jak weryfikować informacje znalezione w Internecie i krytycznie je zinterpretować. Podniosą świadomość prawidłowego wykorzystania pracy twórczej i wykorzystają zdobytą wiedzę przy tworzeniu własnych treści twórczych","training.lessons.15.text.1":"Ten bit szkoleniowy pozwoli Ci wdrożyć różne strategie i techniki, aby umożliwić uczniom nabycie umiejętności korzystania z mediów. W działalności Marijany uczniowie uczą się, jak bezpiecznie i odpowiedzialnie korzystać z treści internetowych. Poznają różne rodzaje licencji i opracowują prostą aplikację, aby zademonstrować, jak prawidłowo udostępniać prace twórcze. W ramach aktywności Tea uczniowie wyruszają na poszukiwanie wiedzy o klikbejtach. Poprzez angażujące zadania uczniowie odkrywają strategie identyfikowania i odkrywania klikbejtów oraz uczą się, jak ich unikać. Sanja pozwala uczniom odkrywać i krytycznie analizować i oceniać treści internetowe, ich trafność, dokładność, pochodzenie i cel. Uczą się, jak znajdować wiarygodne źródła w Internecie i jak rozpoznawać fałszywe informacje w Internecie.","training.lessons.15.text.2":"W poniższych scenariuszach lekcji znajdziesz inspirujące i angażujące zajęcia, które poprawią umiejętności uczniów w zakresie umiejętności korzystania z mediów:","training.lessons.15.activities.1":"Czy jeśli jest coś dostępne Internecie, to jest bezpłatne?","training.lessons.15.activities.2":"Kliknąć czy nie kliknąć","training.lessons.15.activities.3":"Sprawdzanie faktów","training.lessons.16.title":"OPOWIADANIE HISTORII Z HEDY","training.lessons.16.author":"Felienne Hermans","training.lessons.16.text.0":"Czy twoi uczniowie opanowali już wizualny język programowania, ale nie czują się jeszcze gotowi na programowanie w języku opartym na tekście? W takim razie te zajęcia są właśnie dla ciebie i dla twoich uczniów – dzięki nim będą w stanie w prosty sposób przejść od wizualnych do tekstowych języków programowania. Zajęcia Opowiadanie historii z Hedy składają się z trzech planów zajęć opartych na stopniowanym języku programowania Hedy, opracowanym w celu uczenia dzieci programowania.","training.lessons.16.text.1":"Język Hedy jest przeznaczony dla dzieci, które chcą rozpocząć przygodę z tekstowymi językami programowania, a dla których Python może być jeszcze zbyt skomplikowany i przytłaczający. Języki stopniowane pozwalają na naukę opartą na kolejnych poziomach – każdy poziom dodaje nowe pojęcia i zwiększa złożoność składni. Po przejściu przez wszystkie poziomy języka Hedy, uczniowie opanowują określony zbiór poleceń języka Python.","training.lessons.16.text.2":"Materiały dydaktyczne zawierają inspirujące i ciekawe zadania, które pomogą uczniom efektywnie wykorzystywać tekstowe języki programowania. Tworząc własne interaktywne opowieści uczniowie stopniowo uczą się programowania, przy czym nie muszą poznawać wszystkich zagadnień jednocześnie. W scenariuszu zajęć dla uczniów szkół podstawowych uczniowie zapoznają się z podstawowymi pojęciami dotyczącymi programowania. Scenariusz zajęć dla uczniów starszych klas szkoły podstawowej wprowadza kolejne koncepcje, natomiast scenariusz dla uczniów szkół średnich uczy programowania bardziej złożonych opowieści i zadań.","training.lessons.16.text.3":"Zobacz interaktywne opowieści poniżej, aby dowiedzieć się, jak czytelnicy mogą w nich uczestniczyć i jak doskonale wpływają na zaangażowanie.","training.lessons.16.activities.1":"Stwórz własną interaktywną opowieść z Hedy dla uczniów szkół podstawowych","training.lessons.16.activities.2":"Stwórz własną interaktywną opowieść z Hedy dla uczniów starszych klas szkół podstawowych","training.lessons.16.activities.3":"Stwórz własną interaktywną opowieść z Hedy dla uczniów szkół średnich","training.lessons.17.title":"Poczuj kod","training.lessons.17.author":"Autorka: Alenka Miljević","training.lessons.17.text.0":"Dobrostan społeczny i emocjonalny oznacza odporność, umiejętność radzenia sobie z własnymi emocjami i reagowania na emocje innych ludzi, nawiązywanie i pielęgnowanie relacji z innymi, odczuwanie emocji prowadzących do pozytywnych uczuć i budowanie własnej sieci wsparcia emocjonalnego. Umiejętności społeczne i emocjonalne zdobywane przez młodzież w szkołach pomagają im w budowaniu odporności i stanowią wzorzec postępowania, przy pomocy którego będą przez całe życie dbać o swoje zdrowie psychiczne i fizyczne. (Rada Europy)","training.lessons.17.text.1":"Lekcja Poczuj kod pozwala zadbać o dobrostan społeczny i emocjonalny dzięki rozpoznaniu, wyjaśnianiu, rozumieniu i reagowaniu na pozytywne i negatywne uczucia i emocje w celu budowania empatii i odporności. Materiały dydaktyczne zawierają inspirujące i ciekawe zadania, które pomogą uczniom efektywnie rozwijać umiejętności radzenia sobie z różnymi emocjami dzięki programowaniu. W czasie lekcji uczniowie dowiedzą się, w jaki sposób mogą wyrażać swoje uczucia i reagować na emocje rówieśników z pomocą robota Bee-Bot.","training.lessons.17.text.2":"Materiały dydaktyczne do lekcji Poczuj kod obejmują trzy plany zajęć oparte na wykorzystaniu edukacyjnego robota Bee-Bot w celu prowadzenia zabaw zachęcających uczniów do rozmawiania o emocjach i rozwijania empatii. W czasie lekcji dla uczniów młodszych klas szkół podstawowych uczestnicy zaprogramują robota Bee-Bot, by mówić o emocjach takich jak smutek, radość, strach i złość oraz odkrywać powody, dla których oni i ich rówieśnicy odczuwają te emocje. Plan zajęć dla uczniów starszych klas szkół podstawowych zachęca uczestników do programowania robota Bee-Bot, rozpoznawania uczuć – zarówno swoich, jak i rówieśników, a także rozumienia ich przyczyn oraz reagowania na nie. Plan zajęć dla uczniów szkół średnich pozwala uczestnikom na przejęcie kontroli nad robotem Bee-Bot w celu tworzenia własnych historii o uczuciach, odporności i empatii.","training.lessons.17.text.3":"Jeśli szkoła nie dysponuje robotem edukacyjnym, w materiałach dydaktycznych można znaleźć także pomysły na zajęcia bez prądu, które pozwolą na rozwój umiejętności społecznych i emocjonalnych uczniów. Poniżej znajduje się krótkie omówienie ćwiczeń i aktywności, które można przeprowadzić w klasie:","training.lessons.17.activities.1":"Koduj – Czuj – Ucz się dla uczniów młodszych klas szkół podstawowych","training.lessons.17.activities.2":"Moje serce nie jest z kamienia dla uczniów starszych klas szkół podstawowych","training.lessons.17.activities.3":"Zaprogramuj uczucia dla uczniów szkół średnich","training.lessons.18.title":"SOS Water","training.lessons.18.author":"autor: Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS Water jest odpowiedzią na potrzebę rozwiązania problemu zanieczyszczenia wody. Pomimo wysiłków podejmowanych w ostatnich latach 2 miliardy ludzi na całym świecie wciąż nie mają dostępu do bezpiecznej wody pitnej. W praktyce oznacza to, że realizacja szóstego Celu Zrównoważonego Rozwoju wchodzącego w skład Agendy 2030 ONZ, według którego wszyscy ludzie powinni mieć dostęp do bezpiecznej wody oraz urządzeń sanitarnych do 2030 roku, wciąż pozostaje odległa. To samo można powiedzieć o czternastym Celu Zrównoważonego Rozwoju dotyczącym życia w morzach i oceanach, którego założeniem jest ochrona i zrównoważone wykorzystanie oceanów, mórz i zasobów morskich na rzecz zrównoważonego rozwoju","training.lessons.18.text.1":"Zajęcia skupiają się na ważnej i wciąż aktualnej kwestii pomiaru jakości wody i nowych zanieczyszczeń, które wpływają na jakość wody. Uczniowie będą mieli możliwość zbadania i znalezienia rozwiązań rzeczywistych problemów związanych z wodą i środowiskiem, co pozwoli im rozwinąć umiejętności badawcze, a także kompetencje krytycznego myślenia i rozwiązywania problemów","training.lessons.18.text.2":"Opracowane plany zajęć obejmują praktyczne i kreatywne zadania, w tym programowanie w języku Scratch, wprowadzenie do uczenia maszynowego i sztucznej inteligencji z platformą Learning Machine Learning oraz budowanie pojazdów do gromadzenia próbek wody i analizy jej pH z zestawów klocków Lego. Wszystkie te działania pozwolą uczniom wykorzystać ich umiejętności i wiedzę w praktyce w interaktywnym i interesującym środowisku, co zwiększy ich motywację i zainteresowanie projektem","training.lessons.18.text.3":"Realizacja tego działania zakłada realizację trzech działań w klasach, dzięki którym będzie możliwe ukończenie całego projektu w ramach interesujących i motywujących zajęć. Każde z tych zadań może być jednak zrealizowane oddzielnie","training.lessons.18.activities.1":"SOS Water z platformą Scratch","training.lessons.18.activities.2":"SOS Water z uczeniem maszynowym","training.lessons.18.activities.3":"SOS Water z LEGO Robotics","training.download_video_script":"","training.ready_to_share":"Czujesz, że jesteś w stanie podzielić się zdobytą wiedzą z uczniami?","training.choose_lessons":"Wybierz jeden z poniższych planów zajęć i zorganizuj zajęcia dla swoich uczniów.","training.footer.title":"Nie zapomnij o zaznaczeniu swojego wydarzenia na mapie Tygodnia Kodowania.","training.footer.text":`

    Możesz z łatwością zorganizować lekcję w klasie, dzień otwarty lub wydarzenie w swojej szkole. Wybierz tylko datę i dodaj swoje wydarzenie na mapie Tygodnia Kodowania. Każdy organizator wydarzenia otrzyma certyfikat uczestnictwa za udział i włożony wysiłek.

    - -

    Jeśli chcesz nawiązać kontakty z międzynarodową grupą nauczycieli – entuzjastów, dołącz do grupy dla nauczycieli poświęconej Europejskiemu Tygodniowi Kodowania na Facebooku! Aby pójść o krok dalej i nawiązać współpracę z innymi szkołami w twoim kraju lub w całej Europie, podejmij wyzwanie Tygodnia Kodowania dla wszystkich „Code Week 4 All”.

    `,"validation.accepted":"Należy zaakceptować :attribute.","validation.active_url":":attribute nie jest prawidłowym adresem URL.","validation.after":":attribute musi być datą późniejszą niż :date.","validation.after_or_equal":":attribute nie może być datą wcześniejszą niż :date.","validation.alpha":":attribute może zawierać wyłącznie litery.","validation.alpha_dash":":attribute może zawierać wyłącznie litery, cyfry i myślniki.","validation.alpha_num":":attribute może zawierać wyłącznie litery i cyfry.","validation.array":":attribute musi być tablicą.","validation.before":":attribute musi być datą wcześniejszą niż :date.","validation.before_or_equal":":attribute nie może być datą późniejszą niż :date.","validation.between.numeric":":attribute musi mieścić się w zakresie od :min do :max.","validation.between.file":":attribute musi wynosić od :min do :max kilobajtów.","validation.between.string":":attribute musi zawierać od :min do :max znaków.","validation.between.array":":attribute musi zawierać od :min do :max elementów.","validation.boolean":"Pole :attribute musi mieć wartość „prawda” lub „fałsz”.","validation.confirmed":"Wartość w polu potwierdzenia :attribute jest niezgodna.","validation.date":":attribute nie jest prawidłową datą.","validation.date_format":":attribute i format :format nie są zgodne.","validation.different":":attribute i :other muszą się różnić.","validation.digits":":attribute musi składać się z :digits cyfr.","validation.digits_between":":attribute musi zawierać od :min do :max cyfr.","validation.dimensions":":attribute ma nieprawidłowe wymiary obrazu.","validation.distinct":"Pole :attribute zawiera zduplikowaną wartość.","validation.email":":attribute musi być prawidłowym adresem e-mail.","validation.exists":"Wybrano nieprawidł. :attribute.","validation.file":":attribute musi być plikiem.","validation.filled":"Pole :attribute zmusi zawierać wartość.","validation.image":":attribute musi być obrazem.","validation.in":"Wybrano nieprawidł. :attribute.","validation.in_array":"Pole :attribute nie istnieje w :other.","validation.integer":":attribute musi być liczbą całkowitą.","validation.ip":":attribute musi być prawidłowym adresem IP.","validation.ipv4":":attribute musi być prawidłowym adresem IPv4.","validation.ipv6":":attribute musi być prawidłowym adresem IPv6.","validation.json":":attribute musi być prawidłowym ciągiem JSON.","validation.max.numeric":":attribute nie może przekraczać :max.","validation.max.file":":attribute nie może przekraczać :max kilobajtów.","validation.max.string":":attribute nie może przekraczać :max znaków.","validation.max.array":":attribute nie może zawierać więcej niż :max elementów.","validation.mimes":":attribute musi być plikiem typu: :values.","validation.mimetypes":":attribute musi być plikiem typu: :values.","validation.min.numeric":":attribute musi wynosić co najmniej :min.","validation.min.file":":attribute musi wynosić co najmniej :min kilobajtów.","validation.min.string":":attribute musi zawierać co najmniej :min znaków.","validation.min.array":":attribute musi zawierać co najmniej :min elementów.","validation.not_in":"Wybrano nieprawidł. :attribute.","validation.not_regex":"Format :attribute jest nieprawidłowy.","validation.numeric":":attribute musi być liczbą.","validation.present":"Pole :attribute musi być obecne.","validation.regex":"Format :attribute jest nieprawidłowy.","validation.required":"Pole :attribute jest wymagane.","validation.required_if":"Pole :attribute jest wymagane, gdy :other ma wartość :value.","validation.required_unless":"Pole :attribute jest wymagane, chyba że :other wyrażono w :values.","validation.required_with":"Pole :attribute jest wymagane, gdy wartość :values jest obecna.","validation.required_with_all":"Pole :attribute jest wymagane, gdy wartość :values jest obecna.","validation.required_without":"Pole :attribute jest wymagane, gdy wartość :values nie jest obecna.","validation.required_without_all":"Pole :attribute jest wymagane, gdy żadna z wartości :values nie jest obecna.","validation.same":":attribute i :other muszą być zgodne.","validation.size.numeric":":attribute musi wynosić :size.","validation.size.file":":attribute musi wynosić :size kilobajtów.","validation.size.string":":attribute musi zawierać :size znaków.","validation.size.array":":attribute musi zawierać :size elementów.","validation.string":":attribute musi być ciągiem.","validation.timezone":":attribute musi być prawidłową strefą.","validation.unique":":attribute jest już w użyciu.","validation.uploaded":"Nie udało się przesłać :attribute.","validation.url":"Format :attribute jest nieprawidłowy.","validation.custom.attribute-name.rule-name":"custom-message","values.1.title":"Europejski Tydzień Kodowania jest niezależny","values.1.content":"Europejski Tydzień Kodowania jest przedsięwzięciem społeczności kierowanej przez wolontariuszy. Nie działamy w interesie gospodarczym. Szanujemy i cenimy idee, przekonania i kulturę innych ludzi. Bierzemy udział w Europejskim Tygodniu Kodowania, ponieważ wierzymy w znaczenie naszych działań. Są one naszą siłą. Chcemy, aby myślenie obliczeniowe, kodowanie, programowanie, informatyka, robotyka, majsterkowanie przy sprzęcie i szeroko pojęte umiejętności cyfrowe były dostępne dla każdego.","values.2.title":"Europejski Tydzień Kodowania jest dla każdego","values.2.content":"Każdy może wziąć udział w organizacji Europejskiego Tygodnia Kodowania. Rozumiemy, że ważne jest, aby wydarzenia w ramach Europejskiego Tygodnia Kodowania były organizowane dla wszystkich, niezależnie od ich wieku, koloru skóry, płci, pochodzenia kulturowego czy możliwości intelektualnych. Zajęcia mogą być punktem wyjścia do wzbudzenia zainteresowania i ciekawości lub pomóc w dalszym rozwoju umiejętności. Równość, szacunek, wolność i integralność to nasze zasady. Chcemy, aby wszyscy uczestnicy mieli możliwość poznania technologii i wykorzystania jej w przyjemny sposób.","values.3.title":"Europejski Tydzień Kodowania ma charakter glokalizacyjny.","values.3.content.1":"Celem Europejskiego Tygodnia Kodowania jest dotarcie do uczestników niezależnie od tego, czy mieszkają w dużym mieście, stolicy regionu czy odległej wiosce. Szczególną uwagę zwracamy na wspieranie lokalnych organizatorów poprzez","values.3.content.2":"materiały","values.3.content.3":"w ich języku i dostosowane do ich potrzeb.","values.3.content.4":"Mapa Europejskiego Tygodnia Kodowania","values.3.content.5":"jest kluczowym narzędziem, w którym każda czynność jest rejestrowana i ma dokładną lokalizację. Jednocześnie Europejski Tydzień Kodowania ma charakter globalny i przyjmuje ludzi z całego świata do swojej społeczności. Jesteśmy glokalizacyjni.","values.4.title":"Europejski Tydzień Kodowania polega na współpracy","values.4.content.1":"Członkowie społeczności Europejskiego Tygodnia Kodowania współdziałają, wymieniają się informacjami, uczą się od siebie nawzajem i wspólnie tworzą wiedzę. Jesteśmy ze sobą połączeni i wspieramy się wzajemnie. Dzielimy się zasobami, pomysłami i najlepszymi praktykami. Zachęcamy do partnerstwa i dzielenia się wiedzą.","values.4.content.2":"Wyzwanie w ramach Tygodnia Kodowania dla wszystkich „Code Week 4 All”","values.4.content.3":"ma na celu budowanie mostów ponad granicami i społecznościami. Pomaga w rozprzestrzenianiu pozytywnej energii i łączy ludzi, którzy mogą się od siebie uczyć.","values.5.title":"Europejski Tydzień Kodowania jest przedsięwzięciem non-profit","values.5.content.1":"Wszystkie działania w ramach Europejskiego tygodnia Kodowania mają charakter non-profit. Wszystkie","values.5.content.2":"zasoby","values.5.content.3":"na stronie internetowej Europejskiego Tygodnia Kodowania są bezpłatne. Wszystkie szkolenia i kursy online w ramach Europejskiego Tygodnia Kodowania są bezpłatne.","values.6.title":"Europejski Tydzień Kodowania zachęca do kreatywności i innowacji","values.6.content":"Tydzień Kodeksu UE zachęca do kreatywności, innowacji i myślenia przyszłościowego. Jesteśmy otwarci i wdzięczni za informacje zwrotne i krytykę, dzięki czemu możemy podejmować świadome decyzje i rozwijać Europejski Tydzień Kodowania. Nawet porażki sprawią, że będziemy się rozwijać, jako jednostki i jako społeczność.","values.7.title":"Europejski Tydzień Kodowania jest wdzięczny swojej społeczności","values.7.content":"Jesteśmy wdzięczni za wsparcie nauczycieli, trenerów i innych organizatorów aktywności, uczniów, rodziców, klubów kodowania i wszystkich partnerów, z którymi współpracujemy. Wszyscy mamy ten sam cel. Chcemy, aby myślenie obliczeniowe, kodowanie, informatyka i umiejętności cyfrowe były dostępne dla jak największej liczby osób.","values.title":"Zestawienie wartości Europejskiego Tygodnia Kodowania","values.description.1.1":"Europejski Tydzień Kodowania jest przedsięwzięciem realizowanym przez wolontariuszy –","values.description.1.2":"ambasadorów","values.description.1.3":"wiodących nauczycieli i entuzjastów kodowania na całym świecie. Jest ono wspierane przez","values.description.1.4":"Komisję Europejską","values.description.1.5":"i ministerstwa edukacji w Unii Europejskiej i krajach Bałkanów Zachodnich.","values.description.2":"Głównym ośrodkiem Europejskiego Tygodnia Kodowania jest grupa organizatorów działalności wolontariackiej, w skład której wchodzą nauczyciele, mentorzy, kluby kodowania, biblioteki, firmy prywatne, rodzice i organizacje pozarządowe. Poświęcamy nasz czas, energię i umiejętności, by jak największej liczbie osób w Europie i na całym świecie przekazać myślenie obliczeniowe, kodowanie, robotykę, majsterkowanie przy sprzęcie i szeroko pojęte umiejętności cyfrowe.","values.description.3":"W Europejskim Tygodniu Kodowania bierze udział milion uczestników, którzy są przedstawicielami różnej płci, wieku, pochodzenia, kultur i umiejętności z całego świata.","values.description.4":"Jesteśmy dumni, że możemy tworzyć Europejski Tydzień Kodowania. Oto nasze wartości. Przez cały czas kierują one naszą pracą i decyzjami.","why-coding.titles.0":"Dlaczego programowanie?","why-coding.titles.1":"Bo pozwala urzeczywistniać pomysły","why-coding.titles.2":"Kodowanie pozwala rozwijać kluczowe kompetencje","why-coding.titles.3":"Chodzi o kształtowanie przyszłości","why-coding.texts.0":"Dla ludzi takich jak Pia, która czuła się zmuszona do pójścia na studia prawnicze, mimo że zawsze lubiła matematykę i zabawę z komputerami. Dla ludzi takich jak Mark, który ma pomysł na lepsze media społecznościowe, ale nie wie, jak go samodzielnie zrealizować. Dla ludzi takich jak Alice, która marzy o budowaniu robotów, ponieważ jej rodzice nie pozwalają jej przygarnąć kotka. Oraz dla wszystkich tych osób, które już teraz robią wszystko, aby zrealizować swoje marzenia.","why-coding.texts.1":"Kodowanie towarzyszy nam w życiu codziennym, pozwala kształtować naszą przyszłość. Możemy zrobić coś więcej niż tylko udostępniać treści i klikać „lubię to!”. Możemy realizować nasze pomysły i tworzyć rzeczy, które sprawią radość innym osobom.","why-coding.texts.2":"Jeszcze nigdy opracowanie własnej aplikacji, zbudowanie robota, a może nawet wynalezienie latającego samochodu nie było takie proste. Droga do osiągnięcia takiego celu nie jest prosta, jednak jest to droga wypełniona kreatywnymi wyzwaniami, na której spotkasz pomocnych członków społeczności i będziesz się doskonale bawić na każdym kroku. Przygotuj się na wyzwanie i zostań twórcą cyfrowych treści.","why-coding.texts.3":"Języki programowania nie różnią się od innych języków. Ale w tym przypadku dzieci nie uczą się wyrażania opinii czy komunikacji z innymi. Nauka języków programowania pozwala im opanować komunikację z technologią, która nas otacza – jest w naszych smartfonach, komputerach, pojazdach – dosłownie wszędzie!","why-coding.texts.4":"Zrozumienie jej i umiejętność komunikowania się z komputerami to jednak nie wszystko. Kodowanie sprzyja też rozwojowi kompetencji w wielu obszarach, takich jak myślenie obliczeniowe, rozwiązywanie problemów, kreatywność i praca zespołowa, które zdecydowanie przydadzą się każdemu, niezależnie od obranej ścieżki kariery. Umiejętność rozwiązywania problemów, radzenia sobie z porażkami i niepoddawania się lub umiejętność współpracy z innymi są pożądane w wielu różnych dziedzinach.","why-coding.texts.5":"Sto lat temu nikt jeszcze nawet nie słyszał o językach programowania. Dziś kodowanie towarzyszy nam na każdym kroku. Wszystko można zaprogramować – nawet buty czy pudełka na owsiankę! Dlaczego więc inni mieliby decydować o naszej przyszłości? Sami możemy zostać twórcami i realizować nasze wizje i pomysły. Jedyne, co nas ogranicza, to nasza wyobraźnia.","why-coding.texts.6":"Alessandro Bogliolo, koordynator zespołu ambasadorów – wolontariuszy działających na rzecz Europejskiego Tygodnia Kodowania, powiedział:","why-coding.texts.7":"Od zarania dziejów robiliśmy wiele rzeczy przy pomocy kamieni, żelaza, papieru czy ołówka – wszystkie te rzeczy odmieniły nasze życie. Obecnie żyjemy w innej epoce, w której to kod kształtuje świat. Różne epoki mają różne zawody i wymagania dotyczące umiejętności. W ramach Europejskiego Tygodnia Kodowania chcemy dać każdemu Europejczykowi i każdej Europejce możliwość odkrycia programowania i dobrej zabawy, z którą się wiąże ta umiejętność. Nauczmy się programowania, aby kształtować naszą przyszłość","why-coding.texts.8":"Wreszcie programowanie jest bardzo pożądaną umiejętnością w niemal każdej branży – nie tylko w technologii, ale też w finansach, opiece zdrowotnej, nauce, a nawet w projektowaniu czy rolnictwie. A zapotrzebowanie to będzie coraz większe. Dzieci, które nauczą się kodować, które zrozumieją, jak działa technologia, zdobędą przewagę nad rówieśnikami, niezależnie od tego, jaką ścieżkę kariery wybiorą w przyszłości.","why-coding.texts.9":"Przekonaliśmy Cię?","why-coding.texts.10":"Weź udział w Europejskim Tygodniu Kodowania!","why-coding.texts.11":"Czujesz niedosyt?","why-coding.texts.12":"Zajrzyj na naszego bloga, gdzie znajdziesz wiele ciekawych informacji."};export{a as default}; diff --git a/public/build/assets/php_pt-Bmk_5Asu.js b/public/build/assets/php_pt-Bmk_5Asu.js deleted file mode 100644 index a4ab2b6fa..000000000 --- a/public/build/assets/php_pt-Bmk_5Asu.js +++ /dev/null @@ -1,110 +0,0 @@ -const e={"about.when-title":"Em 2024, a Semana Europeia da Programação irá decorrer entre 14 e 27 de outubro.","about.codeweek_in_numbers-title":"Semana da Programação em números","about.run_by_volunteers-title":"Executada por voluntários","about.supported_by_commission-title":"Apoiada pela Comissão Europeia","about.schools-title":"Escolas","about.why_coding-title":"Porquê a programação?","about.join_codeweek-title":"Participe na Semana Europeia da Programação","about.when-text":` -

    - A Semana Europeia da Programação é uma iniciativa de base que celebra a criatividade, a resolução de problemas e a colaboração através da programação e de outras atividades tecnológicas. A ideia é tornar a programação mais visível, mostrar aos jovens, adultos e idosos a forma de dar vida às ideias através da programação, desmistificar estas competências e reunir pessoas motivadas para aprender. -

    `,"about.codeweek_in_numbers-text":`

    Em 2021, 4 milhões de pessoas em mais de 80 países à volta do mundo participaram na Semana Europeia da Programação.

    -

    A idade média dos participantes rondou os 11 anos e 49 % dos participantes em 2021 eram mulheres ou raparigas. 88 % dos eventos da Semana Europeia da Programação decorreram em escolas, o que demonstra que os esforços para capacitar os professores na campanha de 2021 tiveram êxito.

    -

    Qualquer pessoa pode organizar ou juntar-se a uma atividade. Basta escolher um tema e um público-alvo e adicionar a sua atividade ao mapa.

    `,"about.run_by_volunteers-text":` -

    - A Semana Europeia da Programação foi lançada em 2013 pelo grupo Young Advisors for the Digital Agenda Europe. A Comissão Europeia apoia a Semana Europeia da Programação no âmbito da sua estratégia para o Mercado Único Digital. No Plano de Ação para a Educação Digital, a Comissão incentiva especialmente as escolas a aderirem à iniciativa. O objetivo é alcançar 50 % do conjunto das escolas da Europa até 2020. -

    `,"about.supported_by_commission-text":` -

    - A Semana Europeia da Programação foi lançada em 2013 pelo grupo Young Advisors for the Digital Agenda Europe. A Comissão Europeia apoia a Semana Europeia da Programação no âmbito da sua estratégia para o Mercado Único Digital. No Plano de Ação para a Educação Digital, a Comissão incentiva especialmente as escolas a aderirem à iniciativa. -

    `,"about.schools-text":` -

    - As escolas de todos os níveis de ensino e os professores de todas as disciplinas são particularmente convidados a participarem na Semana Europeia da Programação, para proporcionar a oportunidade aos seus alunos de explorarem a criatividade digital e a programação. Saiba mais sobre a iniciativa e sobre como organizar a sua atividade através página Web dedicada aos professores: CodeWeek.eu/Schools -

    `,"about.why_coding-text":` -

    Tem a ver com a Pia, que achava que tinha de estudar direito, embora sempre tivesse gostado de matemática e de mexer em computadores. Tem a ver com o Mark, que tem uma ideia para uma rede social melhor, mas não consegue desenvolvê-la sozinho. Tem a ver com a Alice, que sonha em fazer robôs porque os seus pais não a deixam ter um gato.

    -

    Tem a ver com aqueles que já estão a ajudar a tornar estes sonhos realidade.

    -

    Na verdade, tem a ver com todos nós. O nosso futuro. A tecnologia está a moldar a nossa vida, mas estamos a permitir que uma minoria decida para que finalidade a usamos e de que forma o fazemos. Podemos fazer melhor do que apenas partilhar e gostar de coisas. Podemos dar vida às nossas ideias loucas, construir coisas que darão alegria aos outros.

    -

    Nunca foi tão fácil criar uma aplicação, construir um robô ou inventar carros voadores, por que não! Não é um caminho fácil, mas é um caminho repleto de desafios criativos, com uma comunidade de apoio e muita diversão. Está pronto para aceitar o desafio e tornar-se inventor?

    -

    A programação também ajuda a desenvolver competências como o pensamento computacional, a resolução de problemas, a criatividade e o trabalho em equipa — que são competências verdadeiramente úteis em todos os quadrantes.

    `,"about.why_coding-quote":` -

    - Alessandro Bogliolo, coordenador da equipa de embaixadores da Semana Europeia da Programação, disse: -

    -

    - «Desde o início dos tempos fizemos muitas coisas utilizando pedra, ferro, papel e lápis que transformaram nossas vidas. Agora, vivemos numa era diferente, em que o nosso mundo é moldado por meio da programação. As diferentes eras têm uma procura diferente de empregos e competências. Durante a Semana Europeia da Programação queremos dar a todos os europeus a oportunidade de descobrirem a programação e de se divertirem. Vamos aprender a programar para moldar o nosso futuro.» -

    -
    -

    `,"about.join_codeweek-text":` -

    Participe na Semana Europeia da Programação organizando uma atividade de programação na sua cidade, participando no desafio «Code Week 4 all» ou ajudando-nos a transmitir a visão da Semana da Programação enquanto embaixador da Semana Europeia da Programação no seu país!

    `,"about.partners_and_sponsors":"Parceiros e Patrocinadores","ambassador.title":"Embaixadores da Semana Europeia da Programação","ambassador.your_current_country":"O seu país atual","ambassador.visit_the":"Visite","ambassador.local_facebook_page":"a página do Facebook local","ambassador.local_website":"o sítio Web local","ambassador.ambassadors":"Embaixadores","ambassador.no_ambassadors":"Ainda sem embaixadores","ambassador.countries_with_ambassadors":"Países com embaixadores","ambassador.why_dont_you_volunteer":"Por que não oferecer-se como voluntário(a)?","auth.failed":"Estas credenciais não correspondem aos nossos registos.","auth.throttle":"Demasiadas tentativas de início de sessão. Por favor, tente novamente em :segundos segundos.","base.languages.en":"Inglês","base.languages.fr":"Francês","base.languages.bg":"Búlgaro","base.languages.mt":"Maltês","base.languages.hr":"Croata","base.languages.de":"Alemão","base.languages.pl":"Polaco","base.languages.cs":"Checo","base.languages.el":"Grego","base.languages.pt":"Português","base.languages.da":"Dinamarquês","base.languages.hu":"Húngaro","base.languages.ro":"Romeno","base.languages.nl":"Neerlandês","base.languages.ga":"Irlandês","base.languages.sk":"Eslovaco","base.languages.it":"Italiano","base.languages.sl":"Esloveno","base.languages.et":"Estónio","base.languages.lv":"Letão","base.languages.es":"Espanhol","base.languages.fi":"Finlandês","base.languages.lt":"Lituano","base.languages.se":"Sueco","base.languages.sv":"Sueco","base.languages.al":"Albanês","base.languages.ba":"Bósnio","base.languages.mk":"Macedónio","base.languages.me":"Montenegrino","base.languages.rs":"Sérvio","base.languages.tr":"Turco","base.resources_local_title":"Recursos de programação de","base.days":"Dias","base.hours":"Horas","base.minutes":"Minutos","base.seconds":"Segundos","base.still_have_question":"Ainda tem dúvidas?","base.drop_us_a_line":"Envie-nos as suas questões!","base.get_in_touch":"FALE CONNOSCO","base.footer_msg":"Uma iniciativa popular levada a cabo por voluntários e apoiada pela Comissão Europeia.","base.email":"Endereço de correio eletrónico","base.display_email":"Mostrar endereço de correio eletrónico","base.first_name":"Nome","base.last_name":"Apelido","base.your_website":"O seu sítio Web","base.biography":"Dados biográficos","base.update":"Atualizar","base.delete":"Apagar","base.choose a file":"Selecionar um ficheiro","base.learning_bits":"Bits de aprendizagem","base.codeweek":"Semana Europeia da Programação","base.bring_codeweek_to_your_students":"Faça chegar a Semana da Programação aos seus alunos","base.or":"ou","base.newsletter":"Newsletter","certificates.certificates_for":"Certificados para ","certificates.no_certificates":"Ainda não há certificados.","challenges-content.chatbot.title":"Criar um robô de conversação","challenges-content.chatbot.author":"Equipa da Semana Europeia da Programação","challenges-content.chatbot.purposes.0":"Programar enigmas interativos","challenges-content.chatbot.purposes.1":"Utilizar a programação para criar diálogos entre um robô de conversação e um utilizador","challenges-content.chatbot.description":"Programe uma conversa entre um robô de conversação e um utilizador que está a tentar resolver um enigma. Tente criar um robô de conversação que possa conversar como uma pessoa. Em vez de um enigma, pode criar um diálogo entre um robô de conversação e um utilizador.","challenges-content.chatbot.instructions.0":"Pense num enigma","challenges-content.chatbot.instructions.1":"Inicie sessão em","challenges-content.chatbot.instructions.2":"ou crie uma conta nova. (Se criar uma conta nova, saiba que não são permitidos nomes reais no Pencil Code, por motivos de privacidade.)","challenges-content.chatbot.instructions.3":'Clique em "Imagine" (Imaginar) e "Make your own" (Crie o seu)',"challenges-content.chatbot.instructions.4":"Utilize blocos ou um modo baseado em texto para escrever o seu enigma","challenges-content.chatbot.instructions.5":"Em alternativa, pode utilizar","challenges-content.chatbot.instructions.6":"este código","challenges-content.chatbot.instructions.7":'e adaptá-lo ao seu enigma, ou pode selecionar "Answering a riddle" (Responder a um enigma) no menu e editá-lo',"challenges-content.chatbot.example":"Veja este exemplo de um enigma.","challenges-content.chatbot.more.0":"Este código foi adaptado da atividade do Pencil Code","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Desligar e programar: criar um circuito de papel","challenges-content.paper-circuit.author":"Equipa da Semana Europeia da Programação","challenges-content.paper-circuit.purposes.0":"Aumentar a criatividade","challenges-content.paper-circuit.purposes.1":"Desenvolver competências de resolução de problemas","challenges-content.paper-circuit.description.0":"Desenhe qualquer objeto à sua escolha. Pode ser o céu noturno, uma joaninha, um robô, uma árvore de Natal ou qualquer coisa que possa imaginar. Não hesite em personalizar o seu projeto com os recursos visuais da Semana Europeia da Programação: pode explorar as","challenges-content.paper-circuit.description.1":"Ferramentas para professores","challenges-content.paper-circuit.description.2":"e descarregar qualquer logótipo ou imagem que desejar. Pode até criar um convite em circuito de papel para a Semana Europeia da Programação. Adicione uma mensagem motivadora no seu circuito para incentivar outros professores a participarem na Semana da Programação e/ou a visitarem o sítio Web dedicado às escolas.","challenges-content.paper-circuit.instructions.0":"Desenhe um objeto e decida que partes serão iluminadas (por exemplo, estrelas).","challenges-content.paper-circuit.instructions.1":"Faça um buraco no papel com um lápis e insira um adesivo LED em cada parte iluminada. ","challenges-content.paper-circuit.instructions.2":"Desenhe um círculo, onde colocará a pilha tipo moeda.","challenges-content.paper-circuit.instructions.3":'Desenhe uma faixa + e uma faixa-no outro lado do papel. Certifique-se de que a perna mais longa do adesivo do circuito LED fica ligada ao lado "+" da pilha e a mais curta ao lado "-" da pilha.',"challenges-content.paper-circuit.instructions.4":"Coloque a fita de cobre nas faixas.","challenges-content.paper-circuit.instructions.5":"Crie uma dobra para que, quando o papel cobrir a pilha, o LED fique iluminado. Pode utilizar um clipe para garantir o bom contacto com a fita de cobre.","challenges-content.paper-circuit.instructions.6":"Tire uma fotografia do seu circuito de papel e partilhe-a no Instagram, explicando porque acha que vale a pena participar nesta iniciativa. ","challenges-content.paper-circuit.example":"Veja alguns exemplos de circuitos de papel","challenges-content.paper-circuit.materials.0":"papel ou cartão","challenges-content.paper-circuit.materials.1":"lápis de cera ou marcador","challenges-content.paper-circuit.materials.2":"pilha tipo moeda","challenges-content.paper-circuit.materials.3":"fita de cobre","challenges-content.paper-circuit.materials.4":"adesivos de circuito LED","challenges-content.paper-circuit.materials.5":"clipe","challenges-content.dance.title":"Criar uma dança","challenges-content.dance.author":"Equipa da Semana Europeia da Programação","challenges-content.dance.purposes.0":"Aprender conceitos básicos de programação","challenges-content.dance.purposes.1":"Aprender a animar personagens","challenges-content.dance.description":"Neste desafio, criará um conjunto de personagens que dançarão juntos. Utilizará uma biblioteca multimédia integrada para selecionar personagens e clipes de música, ou poderá criar os seus. Animará os personagens para dançarem e conversarem uns com os outros.","challenges-content.dance.instructions.0":"Inicie sessão em","challenges-content.dance.instructions.1":"como professor. Crie contas de alunos e partilhe-as com os seus alunos. Em alternativa, partilhe um código de turma e peça aos seus alunos que se registem com o respetivo endereço de correio eletrónico da escola. Os alunos também podem aderir como alunos, mas ser-lhes-á pedido que forneçam o endereço de correio eletrónico dos pais, para que estes possam aprovar a conta.","challenges-content.dance.instructions.2":"Clique em","challenges-content.dance.instructions.3":"e atribua um título","challenges-content.dance.instructions.4":"Vá a","challenges-content.dance.instructions.5":"para adicionar um fundo clicando no ícone da engrenagem. Escolha um fundo da Media Library (biblioteca multimédia), carregue a sua própria imagem ou pode até tirar uma fotografia e carregá-la. Escolha um clipe de áudio e adicione-o ao palco:","challenges-content.dance.instructions.6":"Clique no botão","challenges-content.dance.instructions.7":"para adicionar os personagens ou objetos que irá animar para que se possam mover, conversar e interagir uns com os outros. Adicione dois ou três personagens à sua escolha. Pode desenhar os seus próprios atores ou modificar os existentes. Adicione trajes diferentes ao seu personagem clicando no ícone do lápis.","challenges-content.dance.instructions.8":"Clique em cada ator e anime-o adicionando os seguintes blocos","challenges-content.dance.instructions.9":"Adicione um","challenges-content.dance.instructions.10":"bloco de fala (say)","challenges-content.dance.instructions.11":"para que os atores conversem uns com os outros. Altere a forma dos balões de fala e o tipo e tamanho de letra","challenges-content.dance.example.0":"Veja","challenges-content.dance.example.1":"este exemplo","challenges-content.dance.example.2":"de robôs dançarinos. Não hesite em utilizá-lo e remisturá-lo.","challenges-content.compose-song.title":"Criar uma composição musical","challenges-content.compose-song.author":"Equipa da Semana Europeia da Programação","challenges-content.compose-song.purposes.0":"Aprender a programar através da música","challenges-content.compose-song.purposes.1":"Distinguir géneros e instrumentos musicais","challenges-content.compose-song.purposes.2":"Compor uma música misturando clipes de som","challenges-content.compose-song.description":"Neste desafio, criará uma composição musical utilizando uma linguagem de programação. Pode utilizar clipes de som incorporados ou gravar os seus próprios e misturá-los para criar uma composição musical. Execute o seu código na Digital Audio Workstation (estação de trabalho de áudio digital) e ouça a música que programou. Brinque com os diferentes sons e efeitos para modificar a sua peça musical.","challenges-content.compose-song.instructions.0":"Inicie sessão em","challenges-content.compose-song.instructions.1":'Clique em "Click here to make a script" (Clicar aqui para criar um script)',"challenges-content.compose-song.instructions.2":"Atribua um nome ao seu script e escolha","challenges-content.compose-song.instructions.3":"como linguagem de programação","challenges-content.compose-song.instructions.4":"Comece a escrever o seu código entre as linhas","challenges-content.compose-song.instructions.5":"e","challenges-content.compose-song.instructions.6":".","challenges-content.compose-song.instructions.7":"Pesquise os clipes de música na","challenges-content.compose-song.instructions.8":"Sound Library (Biblioteca de sons)","challenges-content.compose-song.instructions.9":"e selecione os géneros musicais, os artistas e os instrumentos de que gosta","challenges-content.compose-song.instructions.10":"Para adicionar um clipe de som à sua música, escreva","challenges-content.compose-song.instructions.11":"Entre os parênteses, deve colocar os quatro parâmetros seguintes, separados por vírgulas","challenges-content.compose-song.instructions.12":"Clipe de som","challenges-content.compose-song.instructions.13":"coloque o cursor entre os parênteses, aceda à Sound Library (Biblioteca de sons), selecione um clipe e cole-o clicando no ícone azul de colar","challenges-content.compose-song.instructions.14":"Número da faixa","challenges-content.compose-song.instructions.15":"as faixas ajudam a organizar os sons por tipo de instrumento (vozes, baixo, bateria, teclas, etc.). Adicione as faixas (instrumentos) que quiser. As faixas são exibidas como linhas que percorrem a Digital Audio Workstation (Estação de trabalho de áudio digital)","challenges-content.compose-song.instructions.16":"Compasso inicial","challenges-content.compose-song.instructions.17":"indica quando o som começará a ser reproduzido. Os compassos são unidades de tempo musicais. Um compasso tem quatro tempos","challenges-content.compose-song.instructions.18":"Compasso final","challenges-content.compose-song.instructions.19":"indica quando o som parará de ser reproduzido","challenges-content.compose-song.instructions.20":"Esta linha de código tem o seguinte aspeto","challenges-content.compose-song.instructions.21":"Pode adicionar efeitos diferentes, como o volume, para melhorar o som da sua composição. O volume vai de -60,0 decibéis a 12,0 decibéis, sendo 0,0 o volume original.","challenges-content.compose-song.instructions.22":"Escreva","challenges-content.compose-song.instructions.23":"Entre os parênteses, escreva o número da faixa, VOLUME, GAIN, o nível do volume, o compasso em que começa, o nível e o compasso em que termina","challenges-content.compose-song.instructions.24":"Este é um exemplo de efeito de aparecimento gradual","challenges-content.compose-song.instructions.25":"e de efeito de desaparecimento gradual","challenges-content.compose-song.example.0":"Escute","challenges-content.compose-song.example.1":"um exemplo de uma música programada com Earsketch","challenges-content.compose-song.example.2":"Pode importar o código e editá-lo","challenges-content.sensing-game.title":"Criar um jogo de vídeo sensorial","challenges-content.sensing-game.author":"Equipa da Semana Europeia da Programação","challenges-content.sensing-game.purposes.0":"Programar objetos animados","challenges-content.sensing-game.purposes.1":"Aprender a controlar animação digital com movimentos físicos","challenges-content.sensing-game.purposes.2":"Compor uma música misturando clipes de som","challenges-content.sensing-game.description":"Neste desafio, criará um jogo simples que utiliza uma câmara de vídeo como sensor para detetar movimentos, o que significa que poderá controlar a sua animação com movimentos físicos. Neste jogo, a tarefa é recolher o maior número possível de bolhas da Semana Europeia da Programação em 30 segundos. Em vez de recolher bolhas, pode criar um jogo em que persegue um personagem ou rebenta balões com as mãos.","challenges-content.sensing-game.instructions.0":"Inicie sessão no","challenges-content.sensing-game.instructions.1":"Clique em","challenges-content.sensing-game.instructions.2":"Adicionar Extensão","challenges-content.sensing-game.instructions.3":"e escolha","challenges-content.sensing-game.instructions.4":"Vídeo Sensorial","challenges-content.sensing-game.instructions.5":"Este detetará a rapidez com que um objeto se move. Quanto menor for o número, mais sensível será ao movimento.","challenges-content.sensing-game.instructions.6":"Adicione um ator (Actor). Escolha um som e adicione-o ao ator. Se quiser, pode adicionar o bloco","challenges-content.sensing-game.instructions.7":"cria um clone","challenges-content.sensing-game.instructions.8":"para duplicar o seu ator.","challenges-content.sensing-game.instructions.9":"Crie duas variáveis: uma chamada","challenges-content.sensing-game.instructions.10":"Pontuação","challenges-content.sensing-game.instructions.11":"e outra","challenges-content.sensing-game.instructions.12":"Cronómetro","challenges-content.sensing-game.instructions.13":"e adicione-as ao ator. Defina o Cronómetro para 30 e adicione","challenges-content.sensing-game.instructions.14":"adiciona a Cronómetro o valor -1","challenges-content.sensing-game.instructions.15":"Crie um novo ator","challenges-content.sensing-game.instructions.16":"Game Over","challenges-content.sensing-game.instructions.17":"para terminar o jogo. Também pode criar um ator com o título do seu jogo, por exemplo Apanhar todas as bolhas da Semana Europeia da Programação.","challenges-content.sensing-game.example.0":"Jogue o jogo de vídeo sensorial Apanhar todas as bolhas da Semana Europeia da Programação. Não hesite em remisturar","challenges-content.sensing-game.example.1":"este projeto","challenges-content.calming-leds.title":"LED calmantes: criar um dispositivo simples com micro:bit","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 minutos","challenges-content.calming-leds.materials.0":"um dispositivo micro:bit e uma bateria (se disponível)","challenges-content.calming-leds.materials.1":"um computador portátil ou tablet para aceder ao Microsoft MakeCode e ao YouTube","challenges-content.calming-leds.materials.2":"microbit.org para os recursos da atividade","challenges-content.calming-leds.description":"Os alunos criam um dispositivo digital utilizando LED que os podem ajudar a regular a respiração e a sentir-se mais calmos. Ser-lhes-á pedido que escrevam um código simples, explorando animações e sequências.","challenges-content.calming-leds.instructions.0":"O objetivo é criar um dispositivo LED calmante que possa ser utilizado para regular a respiração. Este dispositivo pode ser criado numa placa física micro:bit ou no simulador do editor MakeCode.","challenges-content.calming-leds.instructions.1":"O desafio pode ser realizado utilizando o editor MakeCode e escrevendo uma sequência simples de código, conforme indicado no vídeo/captura de ecrã.","challenges-content.calming-leds.instructions.2":"Para realizar o desafio, os alunos podem explorar diferentes animações e aplicar a sua criatividade à animação que gostariam de ver para os ajudar a sentir-se calmos ou felizes.","challenges-content.calming-leds.instructions.3":"Mais informações e instruções em vídeo","challenges-content.calming-leds.instructions.4":"nesta ligação","challenges-content.calming-leds.example":"Visite esta página para obter instruções e vídeos do desafio concluído e de como escrever o código","challenges-content.calming-leds.purposes.0":"Conceber um artefacto digital simples com uma finalidade útil","challenges-content.calming-leds.purposes.1":"Explorar sequências e animações e o modo como funcionam","challenges-content.calming-leds.purposes.2":"Testar e depurar um código simples","challenges-content.calming-leds.purposes.3":"Repetir um design, tornando as animações mais rápidas ou mais lentas","challenges-content.computational-thinking-and-computational-fluency.title":"Pensamento e fluência computacionais com o ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – Embaixador da Semana Europeia da Programação na Grécia","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Familiarizar-se com novos comandos e interfaces.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Criar programas simples com comandos simples de causa e efeito.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Executar depuração simples através de tentativa e erro.","challenges-content.computational-thinking-and-computational-fluency.description":"Neste desafio, as crianças integrarão conceitos de pensamento computacional nos seus projetos utilizando a aplicação ScratchJr, para tornar as suas histórias mais envolventes, empolgantes e emocionais.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"Para utilizarem o ScratchJr, as crianças não têm de saber ler nem escrever. Todas as instruções e opções de menu são identificáveis através de símbolos e cores. O desafio pode ser realizado na sala de aula, no laboratório ou até ao ar livre, uma vez que não é necessária Internet.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"As crianças utilizam a cidade como pano de fundo e utilizam blocos de programação para fazer um carro atravessar a cidade.","challenges-content.computational-thinking-and-computational-fluency.example.0":"As crianças podem utilizar blocos de som e movimento e blocos de recomeço para que os personagens dancem.","challenges-content.computational-thinking-and-computational-fluency.example.1":"As crianças escolhem um plano de fundo e um personagem e utilizam um bloco de movimento para fazer um carro atravessar a cidade. Podem utilizar o bloco de velocidade para acelerar ou desacelerar um personagem.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"A aplicação gratuita","challenges-content.computational-thinking-and-computational-fluency.materials.1":"funciona em vários sistemas operativos e tipos de dispositivos inteligentes","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Além disso, o sítio Web","challenges-content.computational-thinking-and-computational-fluency.materials.3":"oferece muitos materiais educacionais gratuitos","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minutos","challenges-content.ai-hour-of-code.title":"Hora da programação: IA","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Criar soluções de programação que incluam sequências, eventos, ciclos e condicionais","challenges-content.ai-hour-of-code.purposes.1":"Decompor os passos necessários para resolver um problema numa sequência precisa de instruções","challenges-content.ai-hour-of-code.purposes.2":"Explorar conceitos de programação","challenges-content.ai-hour-of-code.description":"Uma aldeia é ameaçada pelo fogo e precisa de si para programar uma solução! Encontre o seu ajudante de programação, o Agente Minecraft, e depois programe o Agente para explorar a floresta e recolher dados. Esses dados ajudarão o Agente a prever onde ocorrerão incêndios. Em seguida, programe o Agente para ajudar a impedir a propagação do fogo, salvar a aldeia e trazer a vida de volta à floresta. Aprenda o básico da programação e explore um exemplo real de inteligência artificial (IA).","challenges-content.ai-hour-of-code.instructions":"Transfira o plano de aula aqui","challenges-content.ai-hour-of-code.materials.0":"Instale o Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Depois de instalar o Minecraft Education Edition, o desafio está disponível","challenges-content.ai-hour-of-code.materials.2":"neste sítio Web","challenges-content.create-a-dance.title":"Criar uma dança com Ode to Code!","challenges-content.create-a-dance.purposes":"Praticar a programação de uma forma divertida e sentir-se ligado à comunidade da Semana Europeia da Programação.","challenges-content.create-a-dance.description.0":"Crie uma dança com Ode to Code! Utilize o","challenges-content.create-a-dance.description.1":"tutorial Dance Party (Festa da Dança)","challenges-content.create-a-dance.description.2":"para programar uma dança ao som de Ode to Code. O hino oficial da Semana Europeia da Programação é uma das opções listadas no Dance Party.","challenges-content.create-a-dance.instructions.0":"As instruções são apresentadas como vídeos no","challenges-content.create-a-dance.instructions.1":"tutorial","challenges-content.create-a-dance.instructions.2":"e também estão escritas no topo de cada nível","challenges-content.create-a-dance.example":"Pode encontrar criações de alunos em destaque na página seguinte","challenges-content.create-a-dance.materials":"Tutorial da Code.org","challenges-content.create-a-simulation.title":"Criar uma simulação!","challenges-content.create-a-simulation.purposes.0":"Aprender sobre simulações ao introduzir as seguintes variáveis: criação de uma multidão, taxas de recuperação, uso de máscaras e vacinas.","challenges-content.create-a-simulation.purposes.1":"Ativar o conhecimento prévio sobre surtos de vírus no mundo real, que será aplicado a um cenário fictício.","challenges-content.create-a-simulation.description":"Escreva um programa para criar e executar a sua própria simulação do surto de vírus na Cidade dos Monstros. Aprenda a programar e a fazer previsões sobre o que acontecerá aos vizinhos da Cidade dos Monstros.","challenges-content.create-a-simulation.instructions.0":"As instruções são apresentadas como vídeos no","challenges-content.create-a-simulation.instructions.1":"tutorial","challenges-content.create-a-simulation.instructions.2":"e também estão escritas no topo de cada nível","challenges-content.create-a-simulation.example":"Quando terminar, pode partilhar a sua simulação com outras pessoas. Partilhe a sua mensagem sobre o que pensa que podemos fazer para ajudar a manter os outros saudáveis quando um vírus chega à cidade.","challenges-content.create-a-simulation.materials":"Tutorial da Code.org","challenges-content.create-your-own-masterpiece.title":"Crie a sua própria obra-prima!","challenges-content.create-your-own-masterpiece.audience":"Aceitável para todas as idades","challenges-content.create-your-own-masterpiece.purpose":"Introduzir conceitos da informática de forma visual e inspirar a criatividade","challenges-content.create-your-own-masterpiece.description":"Crie a sua própria obra-prima com o Artist! Utilize blocos de código para criar uma obra de arte única no Artist.","challenges-content.create-your-own-masterpiece.instructions":"As instruções são apresentadas no topo de cada nível","challenges-content.create-your-own-masterpiece.example":"Pode encontrar exemplos do Artist nesta página, na secção Drawing (Desenho)","challenges-content.create-your-own-masterpiece.materials.0":"O primeiro nível do tutorial pode ser encontrado","challenges-content.create-your-own-masterpiece.materials.1":"AQUI","challenges-content.cs-first-unplugged-activities.title":"Atividades em CS First Unplugged","challenges-content.cs-first-unplugged-activities.purposes.0":"Apoiar os alunos que estudam a partir de casa","challenges-content.cs-first-unplugged-activities.purposes.1":"Proporcionar a todos uma pausa dos ecrãs","challenges-content.cs-first-unplugged-activities.description":"O CS First Unplugged é um conjunto de atividades que apresenta aos alunos conceitos da informática sem um computador. Concebemos esta aula para demonstrar que a informática é muito mais do que programação.","challenges-content.cs-first-unplugged-activities.instructions.0":"Encontrará a brochura de todas as atividades em inglês nesta","challenges-content.cs-first-unplugged-activities.instructions.1":"hiperligação","challenges-content.cs-first-unplugged-activities.instructions.2":"bem como o plano de aula em inglês nesta","challenges-content.cs-first-unplugged-activities.instructions.3":"As atividades desta aula podem ser concluídas individualmente e em qualquer ordem","challenges-content.cs-first-unplugged-activities.instructions.4":"O professor pode tirar uma fotografia do processo de aprendizagem e partilhá-la no Instagram utilizando o hashtag #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Para além da brochura da atividade, algumas atividades requerem ou beneficiam opcionalmente de materiais adicionais.","challenges-content.cs-first-unplugged-activities.materials.1":'Pequenos contadores (como feijões secos) para utilizar no mapa "Ligue um bairro à rede".',"challenges-content.cs-first-unplugged-activities.materials.2":'Tesoura para cortar a roda criptográfica "Envie uma mensagem secreta".',"challenges-content.cs-first-unplugged-activities.materials.3":'Cartão e cola para dar rigidez adicional à roda criptográfica "Envie uma mensagem secreta".',"challenges-content.cs-first-unplugged-activities.materials.4":'Um pionés, um palito ou um clipe desenrolado para ligar a roda criptográfica "Envie uma mensagem secreta".',"challenges-content.family-care.title":"Cuidados familiares","challenges-content.family-care.experience":"Aberta a todos","challenges-content.family-care.duration":"5 a 10 horas","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":'Estudar o problema dos "cuidados familiares" que enfrentamos no dia-a-dia;',"challenges-content.family-care.purposes.1":"Ver os problemas como oportunidades e gerar soluções criativas;","challenges-content.family-care.purposes.2":"Utilizar o código para concretizar as soluções de forma inovadora;","challenges-content.family-care.purposes.3":"Conceber cartazes e apresentar as soluções a outras pessoas;","challenges-content.family-care.purposes.4":"Utilizar as redes sociais para criar impacto com os projetos.","challenges-content.family-care.description.0":"Em que pensas quando falamos de um lar? Uma bela casa? Um grande jantar preparado pelos teus pais? Um espaço secreto para ti? Um lar acolhedor reabastece o nosso corpo e espírito, como uma bomba de gasolina. No meio da agitação da vida moderna, os pais estão sempre ocupados com o trabalho. Quando sais com amigos, não podes deixar os teus gatinhos para trás. Mas como podes cuidar de quem gostas quando estás fora? O tema do desafio é","challenges-content.family-care.description.1":"Cuidados familiares","challenges-content.family-care.description.2":"Com base neste tema, os alunos são incentivados a desenvolver uma ideia para transmitirem amor e carinho através da programação e do hardware. Seguem-se algumas perguntas em que deves pensar","challenges-content.family-care.description.3":"Quantos membros da família há na tua casa? Quem são eles? Deparaste-te com algum problema ao morares com eles? De que tipos de cuidados precisam?","challenges-content.family-care.description.4":"Conheces alguém que tenha maior necessidade de cuidados familiares na tua comunidade? Como podes ajudá-los?","challenges-content.family-care.instructions.0":"Reúne ideias e investiga o tema dos cuidados familiares","challenges-content.family-care.instructions.1":"Enumera quaisquer problemas","challenges-content.family-care.instructions.2":"Gera possíveis soluções","challenges-content.family-care.instructions.3":"Seleciona uma solução","challenges-content.family-care.instructions.4":"Programa e constrói a estrutura","challenges-content.family-care.instructions.5":"Cria um cartaz para expor o teu projeto","challenges-content.family-care.instructions.6":"Apresenta-o aos teus professores e familiares","challenges-content.family-care.example.0":"Podes encontrar alguns exemplos em","challenges-content.family-care.example.1":"e","challenges-content.family-care.materials.0":"Ferramenta de programação:","challenges-content.family-care.materials.1":"ou descarrega a","challenges-content.family-care.materials.2":"versão para PC","challenges-content.family-care.materials.3":"mBlock é uma linguagem de programação baseada em Scratch","challenges-content.family-care.materials.4":"Este desafio também foi adaptado a partir do MakeX Global Spark Competition, um programa de design criativo baseado em projetos para jovens dos 6 aos 13 anos.","challenges-content.family-care.materials.5":"A equipa participante terá de se concentrar no tema específico e conceber uma solução através da programação de software e da construção de hardware.","challenges-content.family-care.materials.6":"Os alunos são encorajados a completar o desafio na Semana da Programação e a passá-lo para o nível internacional para comunicar com outros alunos e ganhar prémios.","challenges-content.family-care.materials.7":"Para mais informações, ver:","challenges-content.family-care.materials.8":"ou enviar mensagem para","challenges-content.virtual-flower-field.title":"Cultivar um campo de flores virtual","challenges-content.virtual-flower-field.author":'Jadga Huegle-orientador "Meet and Code" e parte da equipa SAP Snap!',"challenges-content.virtual-flower-field.duration":"30-60 minutos","challenges-content.virtual-flower-field.purposes.0":"Conhecer a programação com um projeto simples, mas expressivo.","challenges-content.virtual-flower-field.purposes.1":"Aprender que a programação pode ser artística e levar a resultados bonitos.","challenges-content.virtual-flower-field.purposes.2":"Tornar o outono mais brilhante com flores coloridas e a Semana Europeia da Programação.","challenges-content.virtual-flower-field.purposes.3":"Mostrar a diversidade de flores na Terra.","challenges-content.virtual-flower-field.purposes.4":"Contribuir para os Objetivos de Desenvolvimento Sustentável (ODS), especialmente o ODS13 – Alterações climáticas, criando eventos de programação que melhorem a educação sobre as alterações climáticas por meio da sensibilização para este tema.","challenges-content.virtual-flower-field.description":"Desenvolva um programa no Snap! que cultive um campo de flores virtual com diferentes tipos de flores e diferentes números de pétalas.","challenges-content.virtual-flower-field.instructions.0":"Se precisar de inspiração para começar o desafio, veja","challenges-content.virtual-flower-field.instructions.1":"este vídeo","challenges-content.virtual-flower-field.instructions.2":"ou utilize","challenges-content.virtual-flower-field.instructions.3":"este documento","challenges-content.virtual-flower-field.instructions.4":"com instruções","challenges-content.virtual-flower-field.instructions.5":"Pode concluir o desafio programando um campo de flores virtual no Snap! (ou no Scratch) e publicando uma captura de ecrã ou fotografia do resultado na Internet.","challenges-content.virtual-flower-field.instructions.6":"O campo de flores deve conter diferentes tipos de flores com diferentes números de pétalas. Idealmente, as flores são programadas, o que significa que são construídas apondo e virando (ou desenhando e virando) pétalas repetidamente.","challenges-content.virtual-flower-field.instructions.7":"Publique uma imagem do seu jardim de flores virtual com #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Recomendamos a utilização de","challenges-content.virtual-flower-field.materials.1":"no entanto, o projeto também funciona em","challenges-content.haunted-house.title":"Casa Assombrada em Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Leiden University – Ramon Moorlag, I&I – CodeWeek NL","challenges-content.haunted-house.audience":"Professores e educadores","challenges-content.haunted-house.duration":"1 hora ou 2 horas, dependendo do conhecimento prévio","challenges-content.haunted-house.purposes.0":"Criar uma história interativa sobre uma Casa Assombrada.","challenges-content.haunted-house.purposes.1":"Aprender programação com Hedy.","challenges-content.haunted-house.description":"Com Hedy, criará uma história sobre uma Casa Assombrada com elementos interativos. Sempre que o código é executado, é criada uma nova história. A história também pode ser lida em voz alta pelo computador e partilhada na Internet.","challenges-content.haunted-house.instructions.0":"Comece por abrir um navegador e aceda a hedycode.com.","challenges-content.haunted-house.instructions.1":"Siga as instruções dos níveis 1-4. Utilize os separadores “Nível” e “Haunted house” (Casa assombrada).","challenges-content.haunted-house.instructions.2":"Com a ajuda destes níveis, vamos escrever uma história interativa sobre uma casa assombrada.","challenges-content.haunted-house.instructions.3":"Os professores podem encontrar um plano de aula do Hedy","challenges-content.haunted-house.instructions.4":"aqui","challenges-content.haunted-house.instructions.5":"Pode encontrar uma gravação de Felienne Hermans a apresentar o Hedy","challenges-content.haunted-house.instructions.6":"nesta ligação","challenges-content.haunted-house.example":"Exemplo de casa assombrada no nível","challenges-content.haunted-house.materials.0":"Hedy em","challenges-content.haunted-house.materials.1":"níveis 1 a 4","challenges-content.inclusive-app-design.title":"Conceção de aplicação inclusiva","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minutos + atividades de extensão facultativas","challenges-content.inclusive-app-design.purposes.0":"Reunir ideias, planear, criar protótipos e partilhar uma ideia de aplicação acessível e compreensível para todos.","challenges-content.inclusive-app-design.description":"As grandes aplicações começam com grandes ideias. Nesta atividade, os alunos apresentarão uma ideia para uma aplicação sobre um tema do seu interesse e descobrirão como criar aplicações tendo em mente a inclusão e a acessibilidade.","challenges-content.inclusive-app-design.instructions.0":"Encontrará todas as instruções nesta hiperligação","challenges-content.inclusive-app-design.instructions.1":"Com este plano de aula de uma hora, os educadores podem orientar os alunos para","challenges-content.inclusive-app-design.instructions.2":"Aprenderem sobre a conceção de aplicações inclusivas","challenges-content.inclusive-app-design.instructions.3":"Debaterem temas do seu interesse até terem uma ideia para uma aplicação","challenges-content.inclusive-app-design.instructions.4":"Descreverem as suas ideias e planearem as atividades do utilizador","challenges-content.inclusive-app-design.instructions.5":"Criarem um protótipo da sua aplicação no Keynote","challenges-content.inclusive-app-design.instructions.6":"Partilharem demonstrações dos seus protótipos e descreverem como apoiam os utilizadores com diferentes origens e capacidades","challenges-content.inclusive-app-design.materials.0":"Explore a atividade de conceção de aplicação inclusiva no Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Recomenda-se ter o Keynote no iPad ou Mac, mas não é obrigatório.","challenges-content.silly-eyes.title":"Olhos divertidos","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 minutos","challenges-content.silly-eyes.purposes.0":"Criar um projeto com interação do utilizador.","challenges-content.silly-eyes.purposes.1":"Personalizar um projeto com efeitos de cores e imagens.","challenges-content.silly-eyes.purposes.2":"Aprender sobre conceção na criação digital.","challenges-content.silly-eyes.description":"Neste projeto, conceberá e criará um personagem com olhos divertidos. Os olhos grandes e divertidos do personagem seguirão o ponteiro do rato para dar vida ao seu personagem.","challenges-content.silly-eyes.instructions":"Aceda à descrição completa do projeto aqui","challenges-content.silly-eyes.example":`Veja "Gobo", "Under the sea" e "Don't eat donut"`,"challenges-content.train-ai-bot.title":"Treinar um robô de IA!","challenges-content.train-ai-bot.purposes":"Aprender sobre inteligência artificial (IA), aprendizagem automática, dados de formação e compensação, explorando ao mesmo tempo questões éticas e o modo como a IA pode ser utilizada para resolver problemas mundiais.","challenges-content.train-ai-bot.description":'Treine um robô de IA com "AI for Oceans" (IA para os oceanos). Nesta atividade, irá programar ou treinar IA (inteligência artificial) para identificar peixes ou lixo. Vamos limpar o oceano!',"challenges-content.train-ai-bot.instructions.0":"As instruções são apresentadas como vídeos no tutorial","challenges-content.train-ai-bot.instructions.1":"e também estão escritas no topo de cada nível","challenges-content.train-ai-bot.materials.0":"O tutorial pode ser encontrado aqui","challenges-content.train-ai-bot.materials.1":"Este tutorial está disponível em mais de 25 idiomas","challenges-content.build-calliope.title":"Criar o seu próprio treinador de fitness Calliope mini","challenges-content.build-calliope.author":"Amazon Future Engineer | Iniciativa Meet and Code. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Conhecer de forma lúdica sequências, animações, repetições e variáveis.","challenges-content.build-calliope.purposes.1":"Conceber um gráfico de estrutura.","challenges-content.build-calliope.purposes.2":"Testar e depurar o código.","challenges-content.build-calliope.purposes.3":"Otimizar um programa por tentativa e erro, verificando e ajustando a usabilidade.","challenges-content.build-calliope.duration":"20-30 minutos","challenges-content.build-calliope.description":"Os participantes desenvolverão um protótipo controlado digitalmente que utiliza um LED incandescente colorido para reproduzir um exercício de fitness preconcebido com 10 unidades.","challenges-content.build-calliope.materials.0":"StarterBox (caixa para iniciantes) Calliope mini (se disponível)","challenges-content.build-calliope.materials.1":'Computador portátil ou táblete para aceder a https://makecode.calliope.cc ou https://calliope.cc e ao YouTube, para obter os recursos desta atividade.',"challenges-content.build-calliope.instructions.0":"Para começar, crie um plano e determine a ordem das unidades de exercício. Utilizando o plano, programe o LED RGB do Calliope mini para exibir uma das cinco cores ao ritmo predefinido. Em seguida, crie uma variável para o ritmo e programe repetições utilizando ciclos.","challenges-content.build-calliope.instructions.1":"Não se esqueça: se ficou satisfeito com a sua programação, pode também partilhá-la connosco em info@calliope.cc — estamos ansiosos por ver o seu trabalho! A propósito, vamos oferecer 30 Calliope minis entre as submissões!","challenges-content.build-calliope.instructions.2":"Partilhe o código QR do seu projeto no Instagram, adicione a hashtag #EUCodeWeekChallenge e mencione @CodeWeekEU.","challenges-content.build-calliope.example.0":"Enquanto está sentado à frente do computador: também pode ser desportivo.","challenges-content.build-calliope.example.1":"Crie um protótipo de fitness com o Calliope mini que também pode ser testado no simulador. O desafio é realizado no editor MakeCode através da programação de uma sequência de código simples (veja a captura de ecrã).","challenges-content.build-calliope.example.2":"Escolha cinco cores diferentes e atribua um exercício de fitness a cada uma delas, por exemplo agachamentos ou polichinelos. Em seguida, as cores podem ser alinhadas em qualquer ordem e treinadas.","challenges-content.common.share":"Partilha a hiperligação ou o código QR do teu projeto no Instagram ou Facebook, adiciona a hashtag #EUCodeWeekChallenge e menciona @CodeWeekEU.","challenges-content.common.audience.0":"Professores e educadores","challenges-content.common.audience.1":"Alunos do primeiro e segundo ciclos do ensino básico (dos 6 aos 12 anos de idade)","challenges-content.common.audience.2":"Alunos do terceiro ciclo do ensino básico (dos 12 aos 16 anos de idade)","challenges-content.common.audience.3":"Alunos do ensino secundário (dos 16 aos 18 anos de idade)","challenges-content.code-a-dice.title":"Codifica um dado para ser lançado","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Codifica enigmas interativos","challenges-content.code-a-dice.purposes.1":"Codificar uma simulação de um objeto em movimento aleatório a utilizar se o objeto real não estiver disponível","challenges-content.code-a-dice.description":"Neste desafio, vais codificar um dado para ser lançado aleatoriamente através de um comando teu. Podes escolher qualquer tipo de dado com o número de faces que quiseres, como os usados em jogos de representação de papéis, e podes também acrescentar sons.","challenges-content.code-a-dice.instructions.0":"Inicia sessão no Scratch","challenges-content.code-a-dice.instructions.1":"Escolhe um cenário","challenges-content.code-a-dice.instructions.2":"Cria o teu ator do dado ou procura um na Internet e carrega-o para o teu programa","challenges-content.code-a-dice.instructions.3":"Cria tantos trajes para o ator quantas as faces do dado escolhido, cada um deles com um número diferente","challenges-content.code-a-dice.instructions.4":"Escolhe como queres que o dado comece a rolar (ao pressionar uma tecla do teclado, ao clicar no ator, etc.) e escreve o código","challenges-content.code-a-dice.instructions.5":"Programa o ator para mudar de traje aleatoriamente no final do lançamento","challenges-content.code-a-dice.instructions.6":"Adiciona efeitos sonoros","challenges-content.code-a-dice.example":"Lançar um dado D-20","challenges-content.personal-trainer.title":"Personal trainer com micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Programar o micro:bit para utilizar o sinal sonoro e o painel de leds","challenges-content.personal-trainer.purposes.1":"Criar um dispositivo pessoal para controlar a tua atividade física","challenges-content.personal-trainer.purposes.2":"Programar o micro:bit para melhorar a tua saúde através do desporto","challenges-content.personal-trainer.description":"Este desafio permite programar o teu micro:bit para controlar os tempos de repetição dos exercícios físicos combinados com o tempo de descanso . Controlarás a tua atividade física na escola, em casa ou no parque . ","challenges-content.personal-trainer.instructions.0":"Quando A + B, cria um temporizador de contagem decrescente de 3 segundos com um som de nota musical a cada segundo e apresenta a palavra GO!","challenges-content.personal-trainer.instructions.1":"Durante o primeiro exercício, apresenta um quadrado de 2x2 a piscar durante 20 segundos . De seguida, toca um som e mantém o quadrado fixo . Durante o tempo restante, deve ser apresentada outra imagem a piscar durante 10 segundos . Quando terminar, toca um som . ","challenges-content.personal-trainer.instructions.2":"Em seguida, repete a mesma ação, mas apresenta um painel de 3x3 durante o tempo do exercício . Repete estas ações até que seja apresentado o painel de 5x5 . ","challenges-content.personal-trainer.duration":"30-40 minutos","challenges-content.create-a-spiral.title":"Criar uma espiral","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Aprender e praticar o loop e as variáveis . ","challenges-content.create-a-spiral.purposes.1":"Aumentar a criatividade na codificação","challenges-content.create-a-spiral.description":"Neste desafio, vais escrever um projeto com o Scratch para criar uma espiral, utilizando os blocos de canetas, um loop e uma variável . ","challenges-content.create-a-spiral.instructions.0":"Os blocos de canetas","challenges-content.create-a-spiral.instructions.1":"Cria um novo projeto e dá-lhe o nome Espiral","challenges-content.create-a-spiral.instructions.2":"Clica no ícone roxo «Adicionar extensão» no canto inferior esquerdo da janela","challenges-content.create-a-spiral.instructions.3":"Seleciona «caneta»: os blocos de canetas estão agora disponíveis para o teu projeto!","challenges-content.create-a-spiral.instructions.4":"Para iniciar o teu projeto, arrasta e larga o bloco «quando alguém clicar em bandeira verde»","challenges-content.create-a-spiral.instructions.5":"Tens de começar com uma página em branco: dentro dos blocos de canetas, adiciona o bloco «apagar tudo»:","challenges-content.create-a-spiral.instructions.6":"Queres começar a desenhar no centro do palco, o que significa que o teu ator tem de ir para o centro do palco(0, 0):","challenges-content.create-a-spiral.instructions.7":"O teu ator pode mover-se sem desenhar, ou mover-se e desenhar:","challenges-content.create-a-spiral.instructions.8":"quando quiseres desenhar, podes utilizar o bloco de baixar a caneta","challenges-content.create-a-spiral.instructions.9":"quando não quiseres desenhar, podes utilizar o bloco de levantar a caneta","challenges-content.create-a-spiral.instructions.10":"Agora, queres desenhar!Acrescenta o bloco «baixa a tua caneta»:","challenges-content.create-a-spiral.instructions.11":"O hexágono","challenges-content.create-a-spiral.instructions.12":"Adiciona os blocos abaixo ao teu projeto:","challenges-content.create-a-spiral.instructions.13":"Agora já tens um sexto do teu hexágono . Tens de repetir esta sequência 6 vezes:","challenges-content.create-a-spiral.instructions.14":"A espiral","challenges-content.create-a-spiral.instructions.15":"Para criar uma espiral, é necessário adicionar 2 ao comprimento de cada lado seguinte . ","challenges-content.create-a-spiral.instructions.16":"Para o efeito, utilizarás < strong>variável . ","challenges-content.create-a-spiral.instructions.17":"Nos blocos de variáveis, clica em «Criar uma variável","challenges-content.create-a-spiral.instructions.18":"Atribui-lhe o nome comprimento e clica em OK:","challenges-content.create-a-spiral.instructions.19":"A espiral vai crescer, por isso é preciso começar devagar: define o primeiro comprimento para 10 e insere este bloco antes do anel . ","challenges-content.create-a-spiral.instructions.20":"Insere a variável «comprimento» no bloco «mover ... passos»","challenges-content.create-a-spiral.instructions.21":"Para que a espiral cresça, também é necessário que o comprimento aumente em cada anel: adiciona o bloco abaixo no final do anel:","challenges-content.create-a-spiral.instructions.22":"Aqui está o teu projeto atual:","challenges-content.create-a-spiral.instructions.23":"Uma bela espiral","challenges-content.create-a-spiral.instructions.24":"Desenhaste uma espiral!Para que não pare, substitui o anel «repete 6 vezes» pelo anel «repetepara sempre»:","challenges-content.create-a-spiral.instructions.25":"Para desenhares uma espiral colorida, adiciona o seguinte bloco no anel:","challenges-content.create-a-spiral.instructions.26":"Quando recomeçares, o ator desenha uma linha não desejada . Para o evitar, adiciona um bloco «levanta a tua caneta» no início do projeto . ","challenges-content.create-a-spiral.instructions.27":"Eis o teu projeto final:","challenges-content.create-a-spiral.instructions.28":"Parabéns!Criaste uma bela espiral!","challenges-content.play-against-ai.title":"Cria e joga contra a IA-Jogo de Pedra, Papel, Tesoura","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"compreender como funciona o ciclo de aprendizagem automática . ","challenges-content.play-against-ai.purposes.1":"construir um modelo de aprendizagem automática utilizando a Teachable Machine","challenges-content.play-against-ai.purposes.2":"conhecer a ferramenta Pictoblox e importar o modelo criado para o projeto","challenges-content.play-against-ai.purposes.3":"definir o cenário e as personagens, criar e iniciar variáveis no Pictoblox","challenges-content.play-against-ai.purposes.4":"iniciar o jogo, identificar os movimentos dos jogadores, programar movimentos aleatórios da IA","challenges-content.play-against-ai.purposes.5":"criar e testar um jogo que envolve a inteligência artificial como oponente num jogo de Pedra, Papel, Tesoura . ","challenges-content.play-against-ai.description":"Iremos criar um modelo utilizando a Teachable Machine a partir de imagens utilizando três classes: Pedra, Papel e Tesoura . O modelo será carregado no Pictoblox e utilizado para criar um jogo que podemos jogar contra a IA . ","challenges-content.play-against-ai.duration":"90 minutos","challenges-content.play-against-ai.instructions.0":"Cria um novo projeto de imagem na Teachable machine com 3 classes chamadas Pedra, Papel e Tesoura . Para cada classe, tira com a câmara pelo menos 400 fotografias . Certifica-te de que tens um fundo claro . Treina e exporta o modelo . Carrega o modelo e copia a hiperligação . ","challenges-content.play-against-ai.instructions.1":"Cria uma conta gratuita no sítio Web do Pictoblox . Adiciona uma extensão de aprendizagem automática e carrega um modelo . Define o palco, as variáveis e os atores . Inicia o jogo, identifica os movimentos do jogador e os movimentos da IA e quem ganha a ronda . ","challenges-content.play-against-ai.instructions.2":"Treina os dados para o jogo.","challenges-content.play-against-ai.instructions.3":"Testa o modelo.","challenges-content.play-against-ai.instructions.4":"Exportar o modelo.","challenges-content.play-against-ai.instructions.5":"Adiciona a extensão de aprendizagem automática e carrega o modelo.","challenges-content.play-against-ai.instructions.6":"Define o palco, as variáveis e o ator.","challenges-content.play-against-ai.instructions.7":"Inicia o jogo.","challenges-content.play-against-ai.instructions.8":"Identifica os Movimentos do Jogador.","challenges-content.play-against-ai.instructions.9":"Define Movimentos aleatórios da IA.","challenges-content.play-against-ai.instructions.10":"Transmite movimentos aleatórios da IA.","challenges-content.play-against-ai.instructions.11":"Faz três blocos. Quem ganha a ronda? ","challenges-content.play-against-ai.instructions.12":"Verifica se o jogador ganha a ronda","challenges-content.play-against-ai.instructions.13":"Verifica se a IA ganha a ronda.","challenges-content.play-against-ai.instructions.14":"Verifica se a ronda é um empate.","challenges-content.play-against-ai.instructions.15":"Blocos de programas.","challenges-content.play-against-ai.instructions.16":"Ator Pedra, Papel e Tesoura","challenges-content.air-drawing-with-AI.title":"Desenho aéreo com IA","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"escrever um programa que utilize a extensão de deteção do corpo humano para reconhecer o movimento dos dedos em frente à câmara.","challenges-content.air-drawing-with-AI.purposes.1":"programar com blocos simples em poucas linhas de código.","challenges-content.air-drawing-with-AI.purposes.2":"ver um exemplo de utilização da IA","challenges-content.air-drawing-with-AI.description":"Criação de um programa que permite ao utilizador desenhar no ar com a mão (dedo indicador) em frente à câmara e tudo o que desenha é automaticamente apresentado no palco do Pictoblox.","challenges-content.air-drawing-with-AI.instructions.0":"Cria uma conta no Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"segue as instruções visuais para:","challenges-content.air-drawing-with-AI.instructions.2":"adiciona extensões de Deteção do corpo humano e Caneta;","challenges-content.air-drawing-with-AI.instructions.3":"define o cenário e adiciona o ator (Lápis) e outros atores para: Baixar a Caneta, Levantar a Caneta, Apagar tudo; ","challenges-content.air-drawing-with-AI.instructions.4":"escreve um código para que o ator Lápis siga o dedo","challenges-content.air-drawing-with-AI.instructions.5":"escreve um código para os botões: Levantar a Caneta, Baixar a Caneta e Apagar tudo e também para a Caneta","challenges-content.air-drawing-with-AI.instructions.6":"Agora podes fazer os teus próprios desenhos e brincar com diferentes cores e tamanhos de caneta.","challenges-content.air-drawing-with-AI.materials.0":"Um computador portátil ou um computador com uma câmara","challenges-content.air-drawing-with-AI.materials.1":"A última versão do PictoBlox descarregada (recomendado) ou o Pictoblox em linha (gratuito)","challenges-content.air-drawing-with-AI.materials.2":"Conta Pictoblox (gratuita)","challenges-content.air-drawing-with-AI.materials.3":"Boa ligação à Internet","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Aprender conceitos básicos de aprendizagem automática e reconhecimento de texto.","challenges-content.emobot-kliki.purposes.1":"Compreender o papel das emoções na comunicação.","challenges-content.emobot-kliki.purposes.2":"Utilizar código para criar diálogos entre o chatbot e um utilizador.","challenges-content.emobot-kliki.purposes.3":"Compreender como os computadores podem reconhecer tónicas emocionais através da análise de textos e responder em conformidade.","challenges-content.emobot-kliki.description.0":"Criar um Bot Emocional no Scratch que possa mostrar uma cara feliz para mensagens positivas (se lhe dissermos coisas simpáticas), uma cara zangada para mensagens negativas (se lhe dissermos coisas más) e uma cara confusa se a mensagem não for especificada.","challenges-content.emobot-kliki.description.1":"O nosso Emobot Kliki reconhece elogios e insultos, por isso vamos ver como os computadores podem ser treinados para reconhecer a tónica emocional.","challenges-content.emobot-kliki.instructions.0":"Para começar, programa uma lista de regras sobre o que é bom ou simpático e o que é mau ou mesquinho.","challenges-content.emobot-kliki.instructions.1":"Inicia sessão em https://machinelearningforkids.co.uk/ ou criar uma nova conta.","challenges-content.emobot-kliki.instructions.2":'Cria um novo modelo de aprendizagem automática adicionando 3 novas etiquetas, a primeira chamada "simpática", a segunda chamada "má" e, facultativamente, se quiseres reconhecer o teu nome, cria uma terceira etiqueta chamada «nome».',"challenges-content.emobot-kliki.instructions.3":"Treina o novo modelo de aprendizagem automática, testa-o e utiliza-o para criar o Emobot no Scratch.","challenges-content.emobot-kliki.instructions.4":"Lança o editor Scratch 3, apaga o ator do gato, insere 3 novos atores criados pelo Microsoft Bing Image Creator (animação de computador feliz, zangada e inseguro) ou cria um novo ator clicando no ícone Pintar, desenhando três cópias do traje para a cara feliz, zangada e insegura.","challenges-content.emobot-kliki.instructions.5":"Clica no separador «Código» e introduz o seguinte guião.","challenges-content.emobot-kliki.example.0":"Partilha o teu Emobot Kliki com os teus amigos e aprende mais sobre IA e as emoções!","challenges-content.emobot-kliki.example.1":"Em vez de uma animação de computador, podes tentar algo diferente, como um animal. 'Em vez de emoções de simpatia ou antipatia, podes treinar a personagem para reconhecer outros tipos de mensagens . ","challenges-content.craft-magic.title":"Criar magia com gestos de mão de IA","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Cultivar as competências de programação dos alunos, permitindo-lhes utilizar comandos básicos . ","challenges-content.craft-magic.purposes.1":"Desenvolver competências de raciocínio algorítmico através da decomposição de tarefas complexas em etapas gerenciáveis . ","challenges-content.craft-magic.purposes.2":"Incentivar a resolução criativa de problemas para encontrar aplicações únicas dos gestos das mãos para desenhar e escrever . ","challenges-content.craft-magic.purposes.3":"Promover a compreensão dos conceitos de IA, nomeadamente a forma como a IA permite que os computadores reconheçam e interpretem os gestos das mãos . ","challenges-content.craft-magic.purposes.4":"Sensibilizar para a importância da tecnologia para as pessoas com deficiência . ","challenges-content.craft-magic.purposes.5":"Promover a resolução colaborativa de problemas e o trabalho de equipa entre os alunos enquanto trabalham em conjunto para melhorar os seus programas de gestos com as mãos . ","challenges-content.craft-magic.purposes.6":"Ligar as competências de programação e de pensamento computacional a aplicações do mundo real, realçando o impacto significativo da tecnologia na vida das pessoas e alinhando-se com os Objetivos de Desenvolvimento Sustentável(ODS) . ","challenges-content.craft-magic.duration.0":"90 min . para alunos 10-12","challenges-content.craft-magic.duration.1":"45 min . para alunos 12-15","challenges-content.craft-magic.description":"Criar um programa baseado em blocos Scratch utilizando a extensão AI «Corpo Humano» de uma forma criativa e cativante, a fim de desenhar num ecrã sem necessidade de um rato tradicional ou de um ecrã tátil . ","challenges-content.craft-magic.instructions.0":"Liga-te a https://ai.thestempedia.com e cria uma conta de professor e alunos.","challenges-content.craft-magic.instructions.1":"Importa as as extensões 'Deteção do corpo humano', 'Caneta', 'Texto para voz'.","challenges-content.craft-magic.instructions.2":"Adiciona o ator 'Lápis' da biblioteca e cria 7 atores ('escrever', 'limpar', 'preto', 'vermelho', 'azul', 'verde', 'cor-de-rosa').","challenges-content.craft-magic.instructions.3":"Escreve comandos para verificar o que acontece quando o ator 'lápis 'toca num dos outros atores.","challenges-content.craft-magic.instructions.4":"Escreve comandos para permitir que a câmara reconheça a pose da mão e mova o lápis para as coordenadas x e y do teu dedo indicador.","challenges-content.craft-magic.instructions.5":"Muda de traje no fim da rotação.","challenges-content.craft-magic.instructions.6":"Adiciona efeitos sonoros","challenges-content.craft-magic.materials.0":"Plataforma de programação https://ai.thestempedia.com (gratuita)","challenges-content.craft-magic.materials.1":"conta de professor (gratuita)","challenges-content.craft-magic.materials.2":"conta de aluno (gratuita)","challenges-content.craft-magic.materials.3":"Computadores com câmara","challenges-content.craft-magic.materials.4":"Ligação à Internet","challenges-content.circle-of-dots.title":"Um círculo de pontos","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Escrever código para desenhar uma linha de pontos.","challenges-content.circle-of-dots.purposes.1":"Escrever código para desenhar uma linha de traços.","challenges-content.circle-of-dots.purposes.2":"Escrever código para desenhar um círculo.","challenges-content.circle-of-dots.purposes.3":"Escrever código para desenhar um círculo de pontos (traços).","challenges-content.circle-of-dots.description":"Desenhar um círculo a partir de pontos ou traços.","challenges-content.circle-of-dots.duration":"40 minutos","challenges-content.circle-of-dots.instructions.0":"Constrói um bloco de pontos.","challenges-content.circle-of-dots.instructions.1":"Constrói um bloco de traços.","challenges-content.circle-of-dots.instructions.2":"Constrói um círculo a partir de um ponto.","challenges-content.circle-of-dots.instructions.3":"Constrói um círculo a partir de um traço.","challenges-content.coding-escape-room.title":"Cria uma sala de fuga de programação","challenges-content.coding-escape-room.author":"Stefania Altieri e Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Ensinar/aprender e refletir sobre conceitos de programação.","challenges-content.coding-escape-room.purposes.1":"Utilizar ferramentas de programação simples.","challenges-content.coding-escape-room.purposes.2":"Desenvolver o pensamento computacional e a resolução de problemas.","challenges-content.coding-escape-room.description.0":"Criar uma experiência de programação de fuga como esta:","challenges-content.coding-escape-room.description.1":"Pode usar o google form, o genially, o google presentation, qualquer ferramenta para criar uma narrativa baseada em programação ;).","challenges-content.coding-escape-room.duration":"90 minutos","challenges-content.coding-escape-room.instructions":"Pode dividir os seus alunos em pequenos grupos, eles podem jogar e depois criar outro desafio com o modelo: ","challenges-content.coding-escape-room.materials.0":"Pode ser utilizada qualquer ferramenta (plataforma Google e Microsoft para criar e partilhar documentos, apresentações e folhas). Qualquer construção, ferramenta ou personagem no domínio da programação ligado às TIC e à programação.","challenges-content.coding-escape-room.example.0":"Algumas personagens que tiveram um papel muito importante na história das TIC e conceitos básicos de codificação e programação são introduzidos através do jogo. Esta é a melhor forma de aprender e de participar ativamente. Este jogo pode ser jogado em equipas ou individualmente, como um desafio ou concurso. Os alunos podem depois criar algo semelhante e desenvolver competências como a criatividade e as competências de programação.","challenges-content.coding-escape-room.example.1":"Trata-se de um recurso muito prático para ser reutilizado e facilmente recriado. Os formulários Google são uma das ferramentas possíveis. Também pode utilizar o Google slides, o Genial.ly ou o Emaze ou qualquer outra ferramenta para criar histórias de encruzilhada e as suas próprias aventuras.","challenges-content.coding-escape-room.example.2":"O desafio da fuga está dividido em sessões. Se adivinharem, podem avançar. Os alunos têm de criar os questionários de programação","challenges-content.let-the-snake-run.title":"Deixem a cobra fugir","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Programar o movimento da cobra no seu próprio micro:bit.","challenges-content.let-the-snake-run.purposes.1":"Definir a posição e o tempo corretos para a animação das articulações.","challenges-content.let-the-snake-run.description":"Os alunos devem escrever códigos para orientar a cobra através de micro:bits próximos uns dos outros. Tal tem de ser feito de forma a parecer que a cobra está a fugir de um micro:bit para o outro.","challenges-content.let-the-snake-run.duration":"30 minutos","challenges-content.let-the-snake-run.instructions.0":"Desenha um trilho que atravesse vários micro:bits próximos entre si(por exemplo, formando um quadrado de 2x2).","challenges-content.let-the-snake-run.instructions.1":"Escreve os códigos de como uma serpente se move ao longo de um trilho . ","challenges-content.let-the-snake-run.instructions.2":"Trabalha no teu próprio dispositivo, depois junta-os e executa o código . ","challenges-content.let-the-snake-run.instructions.3":"Considera o momento e a colocação: Se a serpente sair de um micro:bit, aparecerá no micro:bit seguinte . ","challenges-content.let-the-snake-run.instructions.4":"Outros desafios: Com o micro:bit v2, reproduz música até que a cobra saia do dispositivo . ","challenges-content.let-the-snake-run.instructions.5":"Desenha a cobra alterando o brilho dos LED . ","challenges-content.let-the-snake-run.instructions.6":"Tenta usar mais tempo, ou mais cobras . ","challenges-content.let-the-snake-run.example.0":"Este é um exemplo para uma cobra de 6 píxeis de comprimento com 4 micro:bits formando um quadrado de 2x2: ","challenges-content.let-the-snake-run.example.1":"Programa o micro:bit inicial(o professor pode fazê-lo)","challenges-content.let-the-snake-run.example.2":"Todos os códigos são iniciados por este micro:bit, que envia um sinal de rádio para outros micro:bits quando o botão A é premido . ","challenges-content.let-the-snake-run.example.3":"Programar o movimento das cobras","challenges-content.let-the-snake-run.example.4":"Cada micro:bit deve estar no mesmo grupo de rádio que o micro:bit inicial . ","challenges-content.let-the-snake-run.example.5":"Todas as animações começam quando o sinal de rádio é recebido . ","challenges-content.let-the-snake-run.example.6":"A animação do primeiro microbit é imediatamente visível, as outras esperam até que a cobra lá chegue . ","challenges-content.let-the-snake-run.example.7":"O tempo entre as duas fases determina a velocidade da cobra . ","challenges-content.let-the-snake-run.materials.0":"micro:bits(para cada aluno, se possível)","challenges-content.let-the-snake-run.materials.1":"portátil ou computador para o editor makecode . microbit . org","challenges-content.illustrate-a-joke.title":"Ilustrar uma anedota com o bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Criar um pequeno jogo em que o utilizador encontra a resposta a uma pergunta com piada . ","challenges-content.illustrate-a-joke.description":"Os alunos criam um jogo em que o utilizador encontra a resposta a uma pergunta com piada quando a figura atinge um objeto no campo de jogo . Os alunos utilizam as funcionalidades básicas do bitsy para completar o desafio . ","challenges-content.illustrate-a-joke.instructions.0":"Pensa numa pergunta com piada . Usa o bitsy e inicia um novo projeto . Vais precisar de:","challenges-content.illustrate-a-joke.instructions.1":"um avatar-um ator que se pode movimentar","challenges-content.illustrate-a-joke.instructions.2":"Um gato branco sobre um fundo roxo","challenges-content.illustrate-a-joke.instructions.3":"Descrição gerada automaticamente","challenges-content.illustrate-a-joke.instructions.4":"um objeto ao qual o teu avatar tem de se dirigir","challenges-content.illustrate-a-joke.instructions.5":"uma sala-o fundo do teu programa","challenges-content.illustrate-a-joke.instructions.6":"duas mensagens: uma pergunta e uma resposta","challenges-content.illustrate-a-joke.instructions.7":"O jogo acabado pode ser descarregado como um ficheiro html . ","challenges-content.illustrate-a-joke.example":"Neste sítio Web, podes ver um exemplo de uma piada e existe uma ligação para um quadro branco digital:","challenges-content.illustrate-a-joke.materials":"O bitsy funciona num browser","challenges-content.app-that-counts-in-several-languages.title":"Aplicação que conta em várias línguas","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Aprender a criar uma aplicação simples . ","challenges-content.app-that-counts-in-several-languages.purposes.1":"Aprender a programar através de blocos . ","challenges-content.app-that-counts-in-several-languages.purposes.2":"Aprender a adicionar etiquetas, botões, imagens, sensores e media . ","challenges-content.app-that-counts-in-several-languages.purposes.3":"Aprender a organizar elementos no ecrã de uma aplicação . ","challenges-content.app-that-counts-in-several-languages.description":"A aplicação permite-te contar em várias línguas ao premir um botão . Sempre que o utilizador abana o smartphone, a contagem volta a zero . O desafio é acrescentar outra língua . ","challenges-content.app-that-counts-in-several-languages.instructions.0":"Para completar o desafio, é necessário definir a outra língua em que pretendes que a aplicação conte . ","challenges-content.app-that-counts-in-several-languages.instructions.1":"Em seguida, tens de descarregar da Internet(por exemplo, do Pixabay ou do Unsplash) a bandeira desse país e carregá-la para a plataforma MIT APP Inventor através do elemento chamado flag, na propriedade Picture . ","challenges-content.app-that-counts-in-several-languages.instructions.2":"A seguir, deves descobrir como se escreve o nome do país em inglês e como se diz «sair» e «prime aqui» na língua desse país . ","challenges-content.app-that-counts-in-several-languages.instructions.3":"Por fim, é necessário adicionar os blocos necessários para que a aplicação funcione na nova língua . ","challenges-content.app-that-counts-in-several-languages.materials.0":"Para desenvolver uma aplicação é necessário um computador ou um portátil com acesso à Internet . ","challenges-content.app-that-counts-in-several-languages.materials.1":"Criar uma conta na plataforma MIT APP Inventor, acessível através do endereço https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"É também necessário instalar a aplicação MIT AI2 Companion no smartphone para testar a aplicação desenvolvida.","challenges-content.coding-with-art-through-storytelling.title":"Programar com arte através da narração de estórias","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara e Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Cultivar as competências de observação, interpretação e questionamento através do envolvimento com a arte.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Ser criativo e colaborar com os outros em prol de um objetivo comum","challenges-content.coding-with-art-through-storytelling.purposes.2":"Criar um algoritmo para recontar a estória.","challenges-content.coding-with-art-through-storytelling.description":"Neste desafio, os alunos inspiram-se numa obra de arte, criam uma estória e ilustram-na. Em seguida, tentarão recontar a estória utilizando um kit robótico programável/ou como atividade não ligada à corrente.","challenges-content.coding-with-art-through-storytelling.materials.0":"Esta atividade pode ser implementada como uma atividade não ligada à corrente ou utilizando um robô educativo programável, como o beebot/bluebot/robô rato.","challenges-content.coding-with-art-through-storytelling.materials.1":"cartões de setas beebot ou cartões de setas para a atividade não ligada à corrente","challenges-content.coding-with-art-through-storytelling.materials.2":"em grego","challenges-content.coding-with-art-through-storytelling.materials.3":"Para saber mais sobre a Caixa de Ferramentas da Rotina de Pensamento do Projeto Zero, pode visitar","challenges-content.coding-with-art-through-storytelling.example.0":"O professor trabalha com os alunos para modelar a forma de conceber um algoritmo com os cartões que fornecerão instruções para que o Bee-Bot ou outro robô chegue ao primeiro evento da estória no tabuleiro. Os alunos trabalham em equipas de 3-4 para criar um algoritmo para que o robô passe à sequência seguinte. Os alunos testam os seus algoritmos no tabuleiro da turma e depuram-nos, se necessário.","challenges-content.coding-with-art-through-storytelling.example.1":"Continuam a passar pelo maior número possível de acontecimentos da estória","challenges-content.coding-with-art-through-storytelling.example.2":"Esta atividade também pode ser implementada como uma atividade não ligada à corrente.","challenges-content.coding-with-art-through-storytelling.example.3":"Uma criança é o robô-outra criança é o programador. O programador cria um percurso algorítmico utilizando os cartões com setas para ajudar o robô a passar de uma imagem para outra e a recontar a estória. Cada vez que o robô se encontra numa imagem, é-lhe pedido que conte uma parte da estória.","challenges-content.coding-with-art-through-storytelling.instructions.0":"O professor pede aos alunos que observem uma pintura/fotografia.","challenges-content.coding-with-art-through-storytelling.instructions.1":"Utilizam a rotina de pensamento «Princípio, Meio, Fim» (Projeto Zero da Escola de Harvard) para criar uma estória.","challenges-content.coding-with-art-through-storytelling.instructions.2":"O professor pergunta-lhes: «Se esta obra de arte é o início/meio/fim de uma estória, o que poderá acontecer a seguir/antes/no fim?","challenges-content.coding-with-art-through-storytelling.instructions.3":"Os alunos ilustram os acontecimentos da estória.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Os alunos recordam a estória e colocam os acontecimentos na grelha. Utilizando cartões com setas, criam um algoritmo que ajuda o beebot a recontar a estória.","challenges-content.coding-with-legoboost.title":"Codificação e programação com o LegoBoost-extensão Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"construir modelos utilizando o LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"desenvolver competências de programação em Scratch.","challenges-content.coding-with-legoboost.purposes.2":"programar robots através de comandos que vão desde simples a complexos.","challenges-content.coding-with-legoboost.description":"Neste desafio, os alunos utilizarão a extensão Scratch-LegoBoost e introduzirão códigos na aplicação para que os robôs avancem, recuem, evitem obstáculos e executem comandos de voz.","challenges-content.coding-with-legoboost.duration":"120 minutos","challenges-content.coding-with-legoboost.instructions.0":"Inicia sessão na aplicação Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Inicia o Scratch Link e ativa o Bluetooth no computador portátil.","challenges-content.coding-with-legoboost.instructions.2":"Clica em Adicionar extensão no Scratch e escolhe LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Adiciona uma imagem sobre a Semana Europeia da Programação.","challenges-content.coding-with-legoboost.instructions.4":"Define os dois motores AB para ON e, quando encontrar um obstáculo vermelho, para OFF.","challenges-content.coding-with-legoboost.instructions.5":"Na cor verde, o motor A está definido para ON, na cor preta, o motor B está ON.","challenges-content.coding-with-legoboost.instructions.6":"Serão colocados obstáculos verdes, vermelhos e pretos num percurso.","challenges-content.coding-with-legoboost.instructions.7":"Adiciona comandos de movimento e viragem a partir de setas e de conversão de texto em voz quando se encontra um obstáculo","challenges-content.coding-with-legoboost.instructions.8":"Testa-o!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1ZYVPzfUHwEqxzqmCRs-H0UxjQQIxU-Pq","challenges.title":"DESAFIOS DA SEMANA EUROPEIA DA PROGRAMAÇÃO","challenges.date":"9-24 de outubro de 2021","challenges.common.target-audience":"Público-alvo","challenges.common.pre-primary":"Alunos do ensino pré-escolar","challenges.common.experience":"Experiência","challenges.common.duration":"Duração","challenges.common.materials":"Materiais recomendados","challenges.common.purpose":"Finalidade","challenges.common.description":"Descrição","challenges.common.instructions":"Instruções","challenges.common.example":"Exemplo","challenges.common.written-by.0":"Este desafio foi elaborado por","challenges.common.written-by.1":"e faz parte dos","challenges.common.teachers":"Professores","challenges.common.students":"Alunos","challenges.common.beginner":"Iniciante","challenges.common.intermediate":"Intermédio","challenges.common.advanced":"Avançado","challenges.common.1-hour":"1 hora","challenges.main.0":"Durante a Semana Europeia da Programação, de 9 a 24 de outubro de 2021, convidamo-lo a realizar um ou mais dos desafios da Semana Europeia da Programação.","challenges.main.1":"O que são os desafios da Semana Europeia da Programação ?","challenges.main.2":"Os desafios da Semana Europeia da Programação são atividades que pode fazer sozinho, na sala de aula, com colegas ou com amigos. Gostaria de participar na Semana da Programação, mas não tem nenhuma ideia do que pode organizar? Não procure mais! Juntamente com os parceiros da Semana da Programação, concebemos uma seleção de desafios fáceis, que incluem exemplos concretos de utilização em sala de aula ou em grupo. Fornecemos também orientações sobre como completar os desafios, que poderá adaptar em função das necessidades, interesses e idades dos participantes. Pode utilizar as ferramentas e tecnologias da sua preferência, mas recomendamos os recursos de fonte aberta.","challenges.main.3":"Escolha um ou vários desafios, adapte-os ao seu grupo ou sala de aula e partilhe os resultados no Instagram para incentivar ainda mais colegas e amigos a divertirem-se na Semana da Programação!","challenges.main.4":"Clique nos desafios para obter mais informações:","challenges.main.5":"Quem pode participar?","challenges.main.6":"Todos (escolas, professores, bibliotecas, grupos de programadores, empresas, autoridades públicas) são convidados a celebrar a Semana Europeia da Programação 2021 através da realização de um #EUCodeWeekChallenge.","challenges.main.7":"Como posso participar nos desafios da Semana Europeia da Programação 2021?","challenges.main.8":"Selecione um desafio que gostaria de realizar.","challenges.main.9":"Junte os participantes em pares ou em grupos. O trabalho em equipa e a colaboração são fundamentais para concluir um desafio com sucesso, quer organize a sua atividade presencialmente, quer em linha como uma atividade de colaboração nacional ou internacional.","challenges.main.10":"Partilhe o seu desafio","challenges.main.11":"Gostaria de ganhar ofertas da Semana da Programação? Se sim, faça com que o seu trabalho se torne viral!","challenges.main.12":"Depois de concluir o desafio, partilhe-o no Instagram.","challenges.main.13":"Durante todos os dias da Semana da Programação, de 9 a 24 de outubro, serão selecionados e anunciados vencedores no nosso canal do Instagram. Por isso, não se esqueça de verificar as suas notificações regularmente.","challenges.share.0":"Como partilhar os seus desafios no Instagram","challenges.share.1":"Toque no botão Editar perfil","challenges.share.2":"Adicione a hiperligação para o seu trabalho no campo Site e guarde","challenges.share.3":"Crie uma nova publicação","challenges.share.4":"Adicione uma captura de ecrã do seu trabalho","challenges.share.5":"Escreva uma descrição apelativa","challenges.share.6":'Certifique-se de que especifica "Link na Bio"',"challenges.share.7":"Adicione #EUCodeWeekChallenge","challenges.share.8":"Mencione e identifique @CodeWeekEU","challenges.share.9":"Prefere partilhar os seus desafios no Facebook?","challenges.share.10":"Todos os dias, a Semana Europeia da Programação afixará uma nova publicação de desafio na respetiva página do","challenges.share.11":"Facebook","challenges.share.12":"e selecionará o vencedor do prémio a partir dos comentários da publicação.","challenges.share.13":"Como funciona?","challenges.share.14":"Basta comentar a publicação com a hiperligação para o seu trabalho.","challenges.share-box.0":"Partilhe a hiperligação para o seu trabalho na sua","challenges.share-box.1":"bio do Instagram","challenges.share-box.2":"toque no botão","challenges.share-box.3":"Editar perfil","challenges.share-box.4":"no seu Instagram e adicione a hiperligação para o seu trabalho no campo Site. Em seguida, crie uma nova publicação, adicione uma captura de ecrã do seu trabalho, escreva ","challenges.share-box.5":"Link na Bio","challenges.share-box.6":"adicione a hashtag #EUCodeWeekChallenge e mencione @CodeWeekEU","challenges.share-box.7":"Prefere partilhar os seus desafios no","challenges.share-box.8":"A Semana Europeia da Programação afixará","challenges.share-box.9":"uma nova publicação de desafio na respetiva","challenges.share-box.10":"página do Facebook","challenges.share-box.11":"Depois, basta comentar a publicação com a hiperligação para o seu trabalho","challenges.share-box.12":"Durante todos os dias da Semana da Programação, de 9 a 24 de outubro, serão selecionados vencedores para receberem ofertas da Semana da Programação e serão anunciados nos nossos canais do Instagram e Facebook. Por isso, não se esqueça de verificar as suas notificações regularmente","challenges.take-part.0":"Porquê participar num desafio da Semana Europeia da Programação?","challenges.take-part.1":"Para participar em atividades de resolução de problemas e programação.","challenges.take-part.2":"Para trabalhar em conjunto com os colegas.","challenges.take-part.3":"Para divulgar a importância da programação.","challenges.download.0":"Clique","challenges.download.1":"aqui","challenges.download.2":"para descarregar este desafio como um documento do Word","challenges.bingo.0":"Conclua todos os desafios","challenges.bingo.1":"Concluiu o desafio? Imprima","challenges.bingo.2":"o cartão de bingo","challenges.bingo.3":"e assinale a bolinha branca no canto superior esquerdo","challenges.bingo.4":"Partilhe o seu desafio nas redes sociais e ganhe prémios incríveis da Semana da Programação","challenges.bingo.5":"Basta carregar uma fotografia da(s) linha(s) ou coluna(s) completa(s) ou, ainda melhor, do bingo completo, no","challenges.bingo.6":"Facebook, Instagram ou Twitter","challenges.bingo.7":"Certifique-se de que utiliza a hashtag","codeweek4all.title":"Desafio Code Week 4 All","codeweek4all.text":"O desafio Code Week 4 All incentiva os participantes a ligarem as suas atividades a atividades organizadas por amigos, colegas e conhecidos para, juntos, conquistarem o Certificado de Excelência da Semana da Programação.","codeweek4all.what.title":"O que é?","codeweek4all.what.content":`

    Para além de inscreverem as suas atividades no mapa da Semana Europeia da Programação, os participantes também podem incentivar outros elementos das respetivas redes a fazerem o mesmo. Se o participante e a respetiva aliança alcançarem uma das seguintes metas, conquistarão todos o Certificado de Excelência da Semana da Programação!

    -

    Critérios para conquistar o Certificado de Excelência:

    `,"codeweek4all.what.criteria1":"Participação de 500 alunos","codeweek4all.what.criteria2":"10 atividades ligadas (por 10 Organizações diferentes)","codeweek4all.what.criteria3":"Envolvimento de 3 países","codeweek4all.what.andor":"e/ou","codeweek4all.howto.title":"Como posso participar?","codeweek4all.howto.time":"O desafio Code Week 4 All decorre até ao final do ano civil. Os certificados serão emitidos no início do próximo ano (em janeiro ou fevereiro).","codeweek4all.howto.content":'Visite a página Adicionar Evento e preencha os dados necessários relativos à sua atividade de programação.',"codeweek4all.howto.first_alliance.1":"Clique em Enviar.","codeweek4all.howto.first_alliance.2":'Assim que a sua atividade for aceite, receberá uma mensagem de correio eletrónico de confirmação com o seu código "Code Week 4 All" único.',"codeweek4all.howto.first_alliance.3":"Copie o código e partilhe-o com os seus colegas e outras pessoas conhecidas que também estejam a organizar uma atividade de programação. Espalhe a palavra para incentivar outros a participar!","codeweek4all.howto.first_alliance.4":"Terminada a campanha, todos os organizadores de atividades serão convidados a declarar o número de participantes que angariaram. Caso tenha conseguido alcançar a meta, receberá o Certificado de Excelência, juntamente com os seus colegas que tenham participado na sua rede!","codeweek4all.howto.first_alliance.title":"Se for o primeiro da sua aliança:","codeweek4all.howto.existing_alliance.1":"Cole o código que recebeu do iniciador da atividade, o primeiro a criar a aliança, na célula CÓDIGO CODE WEEK 4 ALL.","codeweek4all.howto.existing_alliance.2":"Clique em Enviar.","codeweek4all.howto.existing_alliance.3":"Passe a palavra (e o código!) para que mais organizadores se juntem à sua aliança.","codeweek4all.howto.existing_alliance.4":"Terminada a campanha, todos os organizadores de atividades serão convidados a declarar o número de participantes que angariaram. Caso tenha conseguido alcançar a meta, receberá o Certificado de Excelência, juntamente com os seus colegas que tenham participado na sua rede!","codeweek4all.howto.existing_alliance.title":"Se pretender juntar-se a uma aliança existente:","codeweek4all.why.1":"Para divulgar a importância da programação.","codeweek4all.why.2":"Para envolver um grande número de alunos.","codeweek4all.why.3":"Para estabelecer ligações com organizações e/ou escolas, quer na sua comunidade, quer a nível internacional.","codeweek4all.why.4":"Para obter apoio de outros organizadores e professores.","codeweek4all.why.5":"Para ganhar um Certificado de Excelência.","codeweek4all.why.title":"Porquê aceitar o desafio?","codeweek4all.superorganiser-title":"Certificado de Super Organizador","codeweek4all.superorganiser":'Também pode obter um Certificado de Super Organizador. Para consegui-lo, tem de organizar e registar, no mínimo, 10 atividades distintas na sua escola, organização ou em linha.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Perguntas","coding-at-home.material.required":"Material necessário","coding-at-home.material.chequered":"tabuleiro quadriculado","coding-at-home.material.footprint":"peças com imagens de pegadas","coding-at-home.intro.title":"Introdução à Coding@Home","coding-at-home.explorer.title":"O Explorador","coding-at-home.explorer.text":"«O Explorador» é a primeira atividade da Coding@Home. Desloque o explorador pelo tabuleiro para chegar ao destino, após passar pelo maior número de casas possível. ","coding-at-home.explorer.questions.content.1":"P1. Com as posições de partida e de chegada indicadas no vídeo, é possível o explorador passar por todas as casas do tabuleiro?","coding-at-home.explorer.questions.content.2":"P2. Quais são as posições de partida e de chegada que impedem o explorador de visitar o maior número de casas no tabuleiro?","coding-at-home.right-and-left.title":"Direita e esquerda","coding-at-home.right-and-left.text":"«Direita e esquerda» é um jogo competitivo e colaborativo. As duas equipas colaboram para criar um caminho em direção ao destino, enquanto competem para utilizar o maior número possível de peças que lhes são atribuídas: a equipa amarela tenta inserir o maior número possível de voltas para a esquerda e a equipa vermelha tenta inserir o maior número possível de voltas para a direita.","coding-at-home.right-and-left.questions.content.1":"P1. Com a partida e a chegada organizadas como no primeiro jogo do vídeo, é possível que uma das duas equipas ganhe?","coding-at-home.right-and-left.questions.content.2":"P2. Com a partida e a chegada organizadas como no jogo em que a Anna ganhou, poderia haver um empate?","coding-at-home.right-and-left.questions.content.3":"P3. É possível organizar a partida e a chegada de forma a favorecer uma das duas equipas?","coding-at-home.right-and-left.questions.content.4":"P4. Tendo em conta a disposição entre as posições de partida e de chegada, é possível prever qual será a distância entre a equipa vencedora e a perdedora?","coding-at-home.keep-off-my-path.title":"Sai do meu caminho","coding-at-home.keep-off-my-path.text":"«Sai do meu caminho» é um jogo competitivo entre duas equipas. Partindo de extremos opostos do tabuleiro, as duas equipas constroem caminhos que criam entraves uma à outra. Ganha a equipa que conseguir impedir que a outra expanda o seu caminho.","coding-at-home.keep-off-my-path.questions.content.1":"P1. Existe algum ponto de partida que possa favorecer uma das duas equipas?","coding-at-home.keep-off-my-path.questions.content.2":"P2. Pode haver um empate?","coding-at-home.keep-off-my-path.questions.content.3":"P3. O jogador que avança primeiro está em vantagem?","coding-at-home.keep-off-my-path.questions.content.4":"P4. Existe uma estratégia de jogo inatacável que o primeiro jogador pode adotar para garantir que nunca perde?","coding-at-home.tug-of-war.title":"Braço-de-ferro","coding-at-home.tug-of-war.text":"«Braço-de-ferro» é um jogo colaborativo e competitivo. A partir do centro inferior do tabuleiro, duas equipas (amarela e vermelha) trabalham em conjunto para chegar ao topo. A equipa amarela tenta chegar às caixas da esquerda, enquanto a equipa vermelha tenta chegar às caixas da direita.","coding-at-home.tug-of-war.questions.content.1":"P1. Existe uma estratégia que resulte sempre em vitória?","coding-at-home.tug-of-war.questions.content.2":"P2. O jogador que avança primeiro está em vantagem?","coding-at-home.tug-of-war.questions.content.3":"P3. Se os dois jogadores estiverem igualmente atentos, pode o jogo terminar sempre num empate, ou seja, no centro?","coding-at-home.explorer-without-footprints.title":"Explorador sem pegadas","coding-at-home.explorer-without-footprints.text":"O explorador percorre o tabuleiro desde o ponto de partida até ao ponto de chegada, tentando passar por todas as casas. À medida que o explorador avança, vai deixando pegadas coloridas, que permitem ao robô seguir os seus passos ao interpretar as cores. O jogo torna-se ainda mais desafiante quando o explorador limpa as pegadas deixando apenas as cores.","coding-at-home.explorer-without-footprints.material":"bem como marcadores (ou lápis) em vermelho, amarelo e cinzento","coding-at-home.explorer-without-footprints.questions.content.1":"P1. Qual é a diferença entre um tabuleiro repleto de pegadas coloridas e um com cores mas sem pegadas?","coding-at-home.explorer-without-footprints.questions.content.2":"P2. Qual dos tabuleiros oferece mais liberdade de movimento, mantendo as mesmas regras de mudança de direção indicadas pela cor?","coding-at-home.explorer-without-footprints.questions.content.3":"P3. Existem caminhos possíveis no tabuleiro com cores que não são possíveis no tabuleiro com pegadas coloridas?","coding-at-home.explorer-without-footprints.questions.content.4":"P4. Existem caminhos possíveis no tabuleiro com pegadas coloridas que não são possíveis no tabuleiro que apenas tenha cores?","coding-at-home.walk-as-long-as-you-can.title":"Caminha enquanto puderes","coding-at-home.walk-as-long-as-you-can.text":"Nesta atividade, o desafio consiste em permanecer no tabuleiro o máximo de tempo possível utilizando cores em vez de pegadas. A atividade torna-se mais difícil à medida que a liberdade de movimentos aumenta","coding-at-home.walk-as-long-as-you-can.coloured-cards":"peças coloridas ou marcadores vermelhos, amarelos e cinzentos","coding-at-home.walk-as-long-as-you-can.questions.content.1":"P1. Em que circunstâncias é que os dois caminhos se cruzam e se bloqueiam mutuamente?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"P2. Este jogo é apresentado como um jogo para dois jogadores. É possível jogá-lo a 3 ou 4 jogadores? É necessário alterar as regras?","coding-at-home.ada-charles-roby.title":"Ada, Charles e Roby","coding-at-home.ada-charles-roby.text":"A história de Ada Lovelace e Charles Babbage é interessante. Eles criaram e programaram computadores cem anos antes de estes terem sido inventados.","coding-at-home.ada-charles-roby.material":"plasticina e um pequeno lápis","coding-at-home.ada-charles-roby.questions.content.1":"P1. Imagina que o robô que construíste com plasticina e um lápis pode mover-se através do tabuleiro para chegar a qualquer posição e, se necessário, traçar o seu caminho. Que instruções utilizarias para o programar?","coding-at-home.cody-and-roby.title":"Cody e Roby","coding-at-home.cody-and-roby.text":"Este é um jogo de simulação com o programador, Cody, e o robô, Roby. O vídeo apresenta as cartas do CodyRoby, que utilizaremos a partir de agora para determinar os movimentos no tabuleiro. O Cody utilizará estas cartas para dar instruções ao Roby sobre a forma de se mover no tabuleiro.","coding-at-home.cody-and-roby.material":"tabuleiro quadriculado com legendas, cartas de instruções (esquerda, direita, em frente) e obstáculos a colocar no tabuleiro","coding-at-home.cody-and-roby.starter-kit":"kit de iniciação CodyRoby","coding-at-home.cody-and-roby.questions.content.1":"P1. Onde chega o Roby se, a partir da posição C2 e virado para o Sul, executar a última sequência de instruções indicadas no vídeo?","coding-at-home.cody-and-roby.questions.content.2":"P2. Os movimentos que o Roby faz ao seguir a última sequência de instruções apresentada no vídeo poderiam ser descritos aplicando as instruções do CodyFeet ou do CodyColor ao tabuleiro?","coding-at-home.cody-and-roby.questions.content.3":"P3. Os três tipos de instruções introduzidas no vídeo, representados pelas cartas verdes, vermelhas e amarelas, constituem um conjunto de instruções capaz de conduzir o Roby até qualquer ponto do tabuleiro. Consegues pensar numa forma de fazer o mesmo com um conjunto de menos de 3 instruções?","coding-at-home.the-tourist.title":"O/A turista","coding-at-home.the-tourist.text":"Duas equipas utilizam as cartas CodyRoby para formar o mais rapidamente possível a sequência de instruções que guiarão a turista através do tabuleiro até ao monumento que ela pretende visitar.","coding-at-home.the-tourist.material":"Pode ser útil utilizar cartas maiores para jogar no chão","coding-at-home.the-tourist.questions.content.1":"P1. Que sequência de instruções guiaria a turista até à estátua de Rafael no primeiro exemplo apresentado no vídeo?","coding-at-home.the-tourist.questions.content.2":"P2. Que sequência de instruções guiaria a turista até às Torricini do Palácio Ducal no segundo exemplo apresentado no vídeo?","coding-at-home.the-tourist.questions.content.3":"P3. Consegues pensar num exercício divertido para fazer cada vez que uma equipa escolhe uma carta para acrescentar ao programa? Inventa um inspirando-te na corrida de estafetas apresentada no vídeo","coding-at-home.material2.chequered-with-labels":"tabuleiro quadriculado com etiquetas","coding-at-home.material2.cards":"24 cartas «ir em frente», 8 cartas «virar à esquerda» e 8 cartas «virar à direita»","coding-at-home.material2.larger-cards":"é recomendável utilizar cartas maiores caso se jogue no chão","coding-at-home.material2.video":"No vídeo explica-se também como jogar sem o baralho de cartas","coding-at-home.material2.pieces-of-paper":"São também necessários 24 pedaços de papel, para colocar nas casas já visitadas","coding-at-home.material2.card-alternative":"Como alternativa ao baralho de cartas CodyRoby, é possível utilizar os ícones das cartas disponíveis aqui","coding-at-home.material2.small-drawings":"É possível recorrer a pequenos desenhos para ajudar a contar a história. Encontram-se aqui os desenhos utilizados no vídeo","coding-at-home.material2.rest-of-cards":"Nas outras situações, utilizamos as cartas CodyRoby, CodyFeet ou CodyColour.","coding-at-home.catch-the-robot.title":"Caça ao robô","coding-at-home.catch-the-robot.text":"A caça ao robô é um jogo competitivo, que pode ser jogado em cima da mesa ou no chão. Vence o jogador que conseguir caçar o robô da equipa adversária, chegando à respetiva casa no tabuleiro. Como as cartas são tiradas à sorte, ambas as equipas têm constantemente de adaptar as suas estratégias.","coding-at-home.catch-the-robot.questions.content.1":"P1. Se o peão cor-de-rosa (Roby) estiver na casa central C3 voltado para norte e a equipa cor-de-rosa tiver 2 cartas «ir em frente», 2 cartas «virar à esquerda» e 1 carta «virar à direita», para que casas se pode o peão deslocar?","coding-at-home.the-snake.title":"A cobra","coding-at-home.the-snake.text":"A cobra é um jogo de paciência jogado com cartas CodyRoby. O objetivo do jogo é fazer passar a cobra por todas as casas do tabuleiro sem que morda a cauda.","coding-at-home.the-snake.questions.content.1":"P1. Existem pontos de partida que tornem impossível passar por todas as casas sem morder a cauda da cobra?","coding-at-home.storytelling.title":"Contar histórias","coding-at-home.storytelling.text":"Hoje é dia de contar histórias! Utiliza as instruções do CodyRoby, as pegadas do CodyFeet ou as cores do CodyColour para guiares os peões no tabuleiro de modo a contar uma história. Espalha diferentes partes da história pelo tabuleiro.","coding-at-home.storytelling.questions.content.1":"P1. Qual é a ferramenta mais versátil para ajudar o Roby a contar uma história?","coding-at-home.storytelling.questions.content.2":"P2. Consegues colocar as partes da história que pretendes contar no tabuleiro em posições que tornem impossível obtê-las todas com o CodyFeet?","coding-at-home.two-snakes.title":"As duas cobras","coding-at-home.two-snakes.text":"Utilizando as cartas do CodyRoby, duas cobras movem-se pelo tabuleiro na tentativa de se bloquearem uma à outra. A regra principal é muito simples: não pode voltar para uma casa já visitada por uma cobra. O vencedor é a cobra que se conseguir mover livremente durante mais tempo.","coding-at-home.two-snakes.material":"Cartas do CodyRoby, um tabuleiro 5 x 5, dois peões, e papelinhos para marcar as casas já visitadas.","coding-at-home.two-snakes.questions.content.1":"Q1. Na parte inicial do vídeo, se não calhar aos dois jogadores cartas amarelas «virar à esquerda», que cartas devem esperar retirar?","coding-at-home.round-trip.title":"Viagem de ida e volta","coding-at-home.round-trip.text":"Cada equipa espera pela sua vez. A primeira equipa programa a viagem de ida, enquanto a segunda deve fazer regressar o Roby ao ponto de partida. Parece fácil mas não é, em particular se programar as jogadas de cabeça sem mover o Roby no tabuleiro...","coding-at-home.round-trip.material":"Cartas do CodyRoby, um tabuleiro 5 x 5, dois peões, e papelinhos para marcar as casas já visitadas.","coding-at-home.round-trip.questions.content.1":"Q1. É possível que o trajeto que faz regressar o Roby seja mais curto, isto é, que seja composto por menos instruções, que a viagem de ida?","coding-at-home.meeting-point.title":"Ponto de encontro","coding-at-home.meeting-point.text":"Desta vez, podemos planear as jogadas antes de começar. As duas equipas colocam as cartas na mesa para criar a sequência de instruções que moverão os respetivos robôs, mas nenhum se move até um dos jogadores dizer «Começar!». Nesse momento, a programação termina e a ação começa. O jogador que disse «Começar!» ganha apenas se os dois robôs, cada um executando as instruções da sua equipa, terminarem na mesma casa.","coding-at-home.meeting-point.material":"Cartas do CodyRoby, um tabuleiro 5 x 5 e dois peões.","coding-at-home.meeting-point.questions.content.1":"Q1. Se achar possível que os dois robôs nunca se encontrem, inventa novas regras para abranger todas as situações possíveis.","coding-at-home.follow-the-music.title":"Seguir a música","coding-at-home.follow-the-music.text":"Quando as sequências de instruções de programação se repetem de forma periódica, é como se criassem um ritmo. Se associarmos um som a cada instrução, podemos guiar o Roby com música. É precisamente o que vamos fazer desta vez. Vou criar um programa utilizando diferentes sons para representar as diferentes instruções, e vai mover o Roby pelo tabuleiro seguindo estas instruções sonoras.","coding-at-home.follow-the-music.material":"Para além das cartas do CodyRoby, do tabuleiro e dos peões, precisamos de criar três sons diferentes. Eu utilizei três copos com diferentes quantidades de água. O que vai utilizar?","coding-at-home.follow-the-music.questions.content.1":"Q1. Tente seguir o vídeo e guiar-se com os sons produzidos pelos copos, sem olhar para as cartas. Consegue reconhecer e executar as instruções mediante os sons?","coding-at-home.follow-the-music.questions.content.2":"Q2. Escolha três sons para associar às três instruções básicas. Elabore uma sequência de sons que podia repetir continuamente sem que o Roby nunca saísse do tabuleiro...","coding-at-home.colour-everything.title":"Colorir tudo","coding-at-home.colour-everything.text":"Podemos guiar os robôs no tabuleiro de forma a que o seu rasto faça um desenho? Nesta atividade, utilizamos a programação e a arte do píxel para fazer desenhos colorindo as casas de um tabuleiro quadriculado, como os pixéis num ecrã.","coding-at-home.colour-everything.material":"As cartas CodyRoby, um tabuleiro e um peão. Para colorir as casas, coloca bocados de papel em cima das casas ou pinta-as com marcadores.","coding-at-home.colour-everything.questions.content.1":"É possível desenhar os dois corações como na parte final do vídeo guiando o robô sobre todas as casas necessárias sem nunca passar duas vezes pela mesma casa?","coding-at-home.codyplotter-and-codyprinter.title":"Cody Traçador e Cody Impressora","coding-at-home.codyplotter-and-codyprinter.text":"Qual a diferença entre um traçador (impressora linha a linha) e uma impressora normal? Descobre fazendo esta atividade sem estares em linha.","coding-at-home.codyplotter-and-codyprinter.material":"Além do kit CodyRoby, utilizei um marcador verde e um robô novo de barro, mas isto não é obrigatório.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Podes explicar a diferença entre um traçador e uma impressora?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Que desenho faria o Roby Impressora deslocando-se entre as linhas do tabuleiro se executasse a série de comandos ditada no final do vídeo?","coding-at-home.boring-pixels.title":"Pixéis aborrecidos!/Utilização de números","coding-at-home.boring-pixels.text":"Se dermos instruções ao Roby para fazer uma imagem, píxel a píxel, veremos que, quando muitos quadrados de uma linha tiverem a mesma cor, podemos usar números para tornar isto mais interessante. É o que fazem os computadores...","coding-at-home.boring-pixels.material":"um caderno de papel quadriculado ou um tabuleiro quadriculado 5 × 5 desenhado numa folha de papel e uma caneta de feltro. Para anotar o código do desenho, podes usar papel e caneta.","coding-at-home.boring-pixels.questions.content.1":"Tenta desenhar um tabuleiro quadriculado e representa-o através da códificação RLE. O tamanho do desenho é igual ao número de casas, mas qual é o tamanho da sua representação RLE ?","coding-at-home.turning-code-into-pictures.title":"Converter o código em imagens","coding-at-home.turning-code-into-pictures.text.1":"Acabámos de ver que é possível criar um código que nos permite desenhar uma imagem. Pensei num desenho e usei um código para o converter em números e letras, que te comuniquei. Toma nota dos números e letras e usa o código para fazeres o desenho.","coding-at-home.turning-code-into-pictures.text.2":"Esta é a imagem que eu imaginei. Vê se consegues que apareça no teu caderno e nos cadernos de todos que conhecem o código!","coding-at-home.turning-code-into-pictures.material":"uma folha de papel (de preferência quadriculado) e uma caneta.","coding-at-home.turning-code-into-pictures.questions.content.1":"Tenta descodificar e desenhar as imagens de que falo no final do vídeo.","coding-at-home.texts.1":"A Coding@Home é uma coleção de vídeos curtos, materiais do tipo «faça-você-mesmo», quebra-cabeças, jogos e desafios de programação para o dia a dia em família bem como na escola. Não necessita de conhecimentos prévios nem de dispositivos eletrónicos para realizar as atividades. As atividades irão estimular o pensamento computacional e cultivar as competências dos alunos, dos pais e dos professores em casa ou na escola.","coding-at-home.texts.2":'A série Coding@Home da Semana Europeia da Programação tem por base a iniciativa “Coding in famiglia” da Universidade de Urbino e a CodeMOOCnet Association em cooperação com a Rai Cultura. Alessandro Bogliolo é professor de Sistemas de Processamento de Informação na Universidade de Urbino, embaixador italiano da Semana Europeia da Programação, coordenador de todos os embaixadores e membro do conselho de administração da Digital Skills and Jobs Coalition. ',"coding-at-home.texts.3":'Se estiver interessado em mais atividades sem recurso a computadores ou em atividades em diferentes linguagens de programação, robótica, micro:bit, etc., consulte os «Bits de Aprendizagem» da Semana Europeia da Programação com vídeos didáticos e planos de aula para escolas do 1.º, 2.º e 3.º ciclo do ensino básico e do ensino secundário. Visite também a página de recursos da Semana Europeia da Programação para alunos e professores. ',"community.titles.0":"Comunidade","community.titles.1":"Embaixadores","community.titles.2":"Professores notáveis","community.titles.3":"Coordenadores educativos","community.titles.4":"Voluntários da Semana Europeia da Programação","community.intro.0":"O sucesso da Semana Europeia da Programação deve-se a uma vasta comunidade internacional de voluntários. Nesta página, pode ficar a conhecer os membros ativos no seu país.","community.intro.1":"A espinha dorsal da Semana Europeia da Programação são os Embaixadores, os Professores notáveis e os representantes dos Ministérios da Educação da UE e dos países dos Balcãs Ocidentais — os «Coordenadores educativos»","community.intro.2":"Selecione o seu país para saber mais sobre a sua comunidade local:","community.ambassadors":"Os Embaixadores da Semana Europeia da Programação são o principal ponto de contacto desta iniciativa em cada país e ajudam a divulgar localmente a visão subjacente à mesma. Os Embaixadores ligam pessoas, empresas e comunidades interessadas em apoiar a Semana Europeia da Programação, incentivam os organizadores de atividades de programação a registarem-nas no mapa da Semana da Programação e promovem a participação, em geral, na Semana Europeia da Programação. Além disso, os Embaixadores analisam e aprovam as atividades nos seus países. Os Embaixadores trabalham também com os seus pares noutros países e reúnem-se regularmente para debater formas de expandir a iniciativa.","community.leading-teachers":"Os Professores notáveis constituem uma comunidade ativa de mais de 450 educadores de toda a Europa. Ajudam a ligar escolas, professores e alunos interessados em participar na Semana da Programação e incentivam-nos a organizar atividades e a registarem-nas no mapa da Semana da Programação. Os Professores notáveis realizam webinários sobre desenvolvimento profissional, na sua língua, e são um ponto de referência para outros professores no seu país, mas também na Europa. Além disso, promovem a iniciativa a nível local.","community.cta":"Se é professor, pode procurar Professores notáveis próximos de si no mapa e contactá-los.","community.edu":"Os Coordenadores educativos da Semana Europeia da Programação são correspondentes nos Ministérios da Educação ou outras autoridades e organizações educativas que participam na Semana Europeia da Programação. Os Coordenadores educativos reforçam as bases da iniciativa, apoiando os professores e as escolas a nível nacional. Tal inclui a comunicação com escolas que já participam na Semana Europeia da Programação, para ficarem a conhecer as suas boas práticas e partilharem experiências. Os Coordenadores educativos também apoiam as escolas que queiram participar na iniciativa, disponibilizando recursos, material didático e oportunidades na comunidade.","community.volunteer.0":"Não tem de assumir um papel oficial na comunidade da Semana Europeia da Programação para fazer parte do movimento. Todos podem organizar atividades para ensinar e inspirar as pessoas a codificar, experimentar robótica, brincar com hardware, impressão 3D, etc., e assinalar essas atividades","community.volunteer.1":"no mapa.","community.volunteer.2":"No entanto, se quiser oferecer o seu tempo para promover a programação e acreditar na","community.volunteer.3":"visão","community.volunteer.4":"e","community.volunteer.5":"nos valores","community.volunteer.6":"da Semana Europeia da Programação, pode acabar por se tornar um Professor notável ou um Embaixador","community.volunteer.7":"Se é um educador tão apaixonado por aprender e ensinar programação quanto nós, pode saber mais sobre o papel e os benefícios dos Professores notáveis","community.volunteer.8":"aqui.","community.volunteer.9":"Depois, pode candidatar-se a tornar-se um Professor notável preenchendo este","community.volunteer.10":"formulário de candidatura em linha.","community.volunteer.11":"Tenha em conta que o número de Professores notáveis por país é fixo, ou seja, num dado momento as candidaturas só estão abertas para alguns países específicos.","community.volunteer.12":"Se pretende promover a programação no seu país, informe-se sobre as","community.volunteer.13":"responsabilidades dos Embaixadores","community.volunteer.14":"e consulte rapidamente a lista de embaixadores da Semana Europeia da Programação.","community.volunteer.15":"Se houver Embaixadores no seu país, contacte-os diretamente para saber qual a melhor forma de apoiar a iniciativa. Se não houver nenhum, pode contactar info@codeweek.","cookie.uses_cookies":"Este sítio utiliza cookies (testemunhos de conexão) para facilitar a navegação","cookie.accept":"Aceito os cookies","cookie.refuse":"Recuso os cookies","cookie.cookies":"Cookies","cookie.find_out_more_on":"Mais informações sobre a ","cookie.how_we_use":"utilização de cookies e a alteração de parâmetros","cookie_policy.title":"Política de cookies","cookie_policy.what.title":"O que são cookies?","cookie_policy.what.text":"

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    Estes cookies são instalados por nós e só nós os podemos ler. Estes cookies registam:

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    cookies sem os quais determinadas páginas não funcionam, pelo que a sua instalação não está dependente do seu consentimento. Trata-se, nomeadamente, de:

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    Prestadores de serviços no sítio Web da Semana Europeia da Programação`,"cookie_policy.third-party.items.2":"Os serviços prestados por terceiros escapam ao controlo do sítio Web da Semana Europeia da Programação. Os prestadores podem, em qualquer momento, alterar as condições do serviço, a utilização e a finalidade dos cookies, etc.","cookie_policy.how-manage.title":"Como gerir os cookies?","cookie_policy.how-manage.items":`

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    Gerir cookies analíticos

    Para gerir as suas preferências em matéria de cookies analíticos, consulte a página dedicada.

    `,"copyright.title":"Nota sobre Direitos de Autor","copyright.training.0":"O website da Semana Europeia da Programação para as escolas","copyright.training.1":"é um serviço suportado pela Comissão Europeia","copyright.licence.0":"Exceto quando indicado em contrário, o conteúdo disponibilizado neste website é licenciado sob uma licença","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.pt","copyright.licence.2":"Creative Commons Atribuição-NãoComercial-Compartilha Igual 4.0 Internacional (CC BY-NC-SA 4.0)","copyright.creative-commons":"O licenciamento sob licenças Creative Commons não afeta por si só a propriedade dos direitos de autor","copyright.third-party":"O conteúdo de websites de terceiros está sujeito às suas próprias restrições de direitos de autor. Consulte o website de origem para obter mais informações","countries.all":"Todos os países","countries.Cloud":"Nuvem","countries.Andorra":"Andorra","countries.United Arab Emirates":"Emirados Árabes Unidos","countries.Afghanistan":"Afeganistão","countries.Antigua and Barbuda":"Antígua e Barbuda","countries.Anguilla":"Anguila","countries.Albania":"Albânia","countries.Armenia":"Arménia","countries.Netherlands Antilles":"Antilhas Neerlandesas","countries.Angola":"Angola","countries.Antarctica":"Antártida","countries.Argentina":"Argentina","countries.American Samoa":"Samoa Americana","countries.Austria":"Áustria","countries.Australia":"Austrália","countries.Aruba":"Aruba","countries.Aland Islands":"Ilhas Alanda","countries.Azerbaijan":"Azerbaijão","countries.Bosnia and Herzegovina":"Bósnia e Herzegovina","countries.Barbados":"Barbados","countries.Bangladesh":"Azerbaijão","countries.Belgium":"Bélgica","countries.Burkina Faso":"Burquina Faso","countries.Bulgaria":"Bulgária","countries.Bahrain":"Barém","countries.Burundi":"Burundi","countries.Benin":"Benim","countries.Saint Barthelemy":"São Bartolomeu","countries.Bermuda":"Bermudas","countries.Brunei":"Brunei","countries.Bolivia":"Bolívia","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, Santo Eustáquio e Saba ","countries.Brazil":"Brasil","countries.Bahamas":"Baamas","countries.Bhutan":"Butão","countries.Bouvet Island":"Ilha Bouvet","countries.Botswana":"Botsuana","countries.Belarus":"Bielorrússia","countries.Belize":"Belize","countries.Canada":"Canadá","countries.Cocos Islands":"Ilhas dos Cocos","countries.Democratic Republic of the Congo":"República Democrática do Congo","countries.Central African Republic":"República Centro-Africana","countries.Republic of the Congo":"República do Congo","countries.Switzerland":"Suíça","countries.Ivory Coast":"Costa do Marfim","countries.Cook Islands":"Ilhas Cook","countries.Chile":"Chile","countries.Cameroon":"Camarões","countries.China":"China","countries.Colombia":"Colômbia","countries.Costa Rica":"Costa Rica","countries.Serbia and Montenegro":"Sérvia e Montenegro","countries.Cuba":"Cuba","countries.Cape Verde":"Cabo Verde","countries.Curacao":"Curaçau","countries.Christmas Island":"Ilha do Natal","countries.Cyprus":"Chipre","countries.Czech Republic":"República Checa","countries.Germany":"Alemanha","countries.Djibouti":"Jibuti","countries.Denmark":"Dinamarca","countries.Dominica":"Domínica","countries.Dominican Republic":"República Dominicana","countries.Algeria":"Argélia","countries.Ecuador":"Equador","countries.Estonia":"Estónia","countries.Egypt":"Egito","countries.Western Sahara":"Sara Ocidental","countries.Eritrea":"Eritreia","countries.Spain":"Espanha","countries.Ethiopia":"Etiópia","countries.Finland":"Finlândia","countries.Fiji":"Fiji","countries.Falkland Islands":"Ilhas Falkland","countries.Micronesia":"Micronésia","countries.Faroe Islands":"Ilhas Faroé","countries.France":"França","countries.Gabon":"Gabão","countries.United Kingdom":"Reino Unido","countries.Grenada":"Granada","countries.Georgia":"Geórgia","countries.French Guiana":"Guiana Francesa","countries.Guernsey":"Guernesey","countries.Ghana":"Gana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Gronelândia","countries.Gambia":"Gâmbia","countries.Guinea":"Guiné","countries.Guadeloupe":"Guadalupe","countries.Equatorial Guinea":"Guiné Equatorial","countries.Greece":"Grécia","countries.South Georgia and the South Sandwich Islands":"Ilhas Geórgia do Sul e Sandwich do Sul","countries.Guatemala":"Guatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Guiné-Bissau","countries.Guyana":"Guiana","countries.Hong Kong":"Hong Kong","countries.Heard Island and McDonald Islands":"Ilha Heard e Ilhas McDonald","countries.Honduras":"Honduras","countries.Croatia":"Croácia","countries.Haiti":"Haiti","countries.Hungary":"Hungria","countries.Indonesia":"Indonésia","countries.Ireland":"Irlanda","countries.Israel":"Israel","countries.Isle of Man":"Ilha de Man","countries.India":"Índia","countries.British Indian Ocean Territory":"Território Britânico do Oceano Índico","countries.Iraq":"Iraque","countries.Iran":"Irão","countries.Iceland":"Islândia","countries.Italy":"Itália","countries.Jersey":"Jersey","countries.Jamaica":"Jamaica","countries.Jordan":"Jordânia","countries.Japan":"Japão","countries.Kenya":"Quénia","countries.Kyrgyzstan":"Quirguistão","countries.Cambodia":"Camboja","countries.Kiribati":"Quiribáti","countries.Comoros":"Comores","countries.Saint Kitts and Nevis":"São Cristóvão e Neves","countries.North Korea":"Coreia do Norte","countries.South Korea":"Coreia do Sul","countries.Kuwait":"Koweit","countries.Cayman Islands":"Ilhas Caimão","countries.Kazakhstan":"Cazaquistão","countries.Laos":"Laos","countries.Lebanon":"Líbano","countries.Saint Lucia":"Santa Lúcia","countries.Liechtenstein":"Listenstaine","countries.Sri Lanka":"Sri Lanca","countries.Liberia":"Libéria","countries.Lesotho":"Lesoto","countries.Lithuania":"Lituânia","countries.Luxembourg":"Luxemburgo","countries.Latvia":"Letónia","countries.Libya":"Líbia","countries.Morocco":"Marrocos","countries.Monaco":"Mónaco","countries.Moldova":"Moldávia","countries.Montenegro":"Montenegro","countries.Saint Martin":"São Martinho","countries.Madagascar":"Madagáscar","countries.Marshall Islands":"Ilhas Marshall","countries.Macedonia":"Macedónia do Norte","countries.Mali":"Mali","countries.Myanmar":"Mianmar","countries.Mongolia":"Mongólia","countries.Macao":"Macau","countries.Northern Mariana Islands":"Ilhas Marianas do Norte","countries.Martinique":"Martinica","countries.Mauritania":"Mauritânia","countries.Montserrat":"Monserrate","countries.Malta":"Malta","countries.Mauritius":"Maurícia","countries.Maldives":"Maldivas","countries.Malawi":"Maláui","countries.Mexico":"México","countries.Malaysia":"Malásia","countries.Mozambique":"Moçambique","countries.Namibia":"Namíbia","countries.New Caledonia":"Nova Caledónia","countries.Niger":"Níger","countries.Norfolk Island":"Ilha Norfolk","countries.Nigeria":"Nigéria","countries.Nicaragua":"Nicarágua","countries.Netherlands":"Países Baixos","countries.Norway":"Noruega","countries.Nepal":"Nepal","countries.Nauru":"Nauru","countries.Niue":"Niuê","countries.New Zealand":"Nova Zelândia","countries.Oman":"Omã","countries.Panama":"Panamá","countries.Peru":"Peru","countries.French Polynesia":"Polinésia Francesa","countries.Papua New Guinea":"Papua-Nova Guiné","countries.Philippines":"Filipinas","countries.Pakistan":"Paquistão","countries.Poland":"Polónia","countries.Saint Pierre and Miquelon":"São Pedro e Miquelão","countries.Pitcairn":"Ilhas Pitcairn","countries.Puerto Rico":"Porto Rico","countries.Palestine":"Palestina","countries.Portugal":"Portugal","countries.Palau":"Palau","countries.Paraguay":"Paraguai","countries.Qatar":"Catar","countries.Reunion":"Reunião","countries.Romania":"Roménia","countries.Serbia":"Sérvia","countries.Russia":"Rússia","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Arábia Saudita","countries.Solomon Islands":"Ilhas Salomão","countries.Seychelles":"Seicheles","countries.Sudan":"Sudão","countries.Sweden":"Suécia","countries.Singapore":"Singapura","countries.Saint Helena":"Santa Helena","countries.Slovenia":"Eslovénia","countries.Svalbard and Jan Mayen":"Svalbard e Jan Mayen","countries.Slovakia":"Eslováquia","countries.Sierra Leone":"Serra Leoa","countries.San Marino":"São Marinho","countries.Senegal":"Senegal","countries.Somalia":"Somália","countries.Suriname":"Suriname","countries.South Sudan":"Sudão do Sul","countries.Sao Tome and Principe":"São Tomé e Príncipe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"São Martinho","countries.Syria":"Síria","countries.Swaziland":"Suazilândia","countries.Turks and Caicos Islands":"Ilhas Turcas e Caicos","countries.Chad":"Chade","countries.French Southern Territories":"Terras Austrais e Antárticas Francesas","countries.Togo":"Togo","countries.Thailand":"Tailândia","countries.Tajikistan":"Tajiquistão","countries.Tokelau":"Toquelau","countries.East Timor":"Timor-Leste","countries.Turkmenistan":"Turquemenistão","countries.Tunisia":"Tunísia","countries.Tonga":"Tonga","countries.Turkey":"Turquia","countries.Trinidad and Tobago":"Trindade e Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Taiwan","countries.Tanzania":"Tanzânia","countries.Ukraine":"Ucrânia","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Ilhas Menores Afastadas dos Estados Unidos","countries.United States":"Estados Unidos da América","countries.Uruguay":"Uruguai","countries.Uzbekistan":"Usbequistão","countries.Vatican":"Vaticano","countries.Saint Vincent and the Grenadines":"São Vicente e Granadinas","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Ilhas Virgens Britânicas","countries.U.S. Virgin Islands":"Ilhas Virgens dos Estados Unidos","countries.Vietnam":"Vietname","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis e Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Iémen","countries.Mayotte":"Maiote","countries.South Africa":"África do Sul","countries.Zambia":"Zâmbia","countries.Zimbabwe":"Zâmbia","cw2020.common.resources":"Recursos de que vais precisar","cw2020.common.soundtrack":"Banda sonora da Semana Europeia da Programação","cw2020.common.moves":"Os movimentos","cw2020.common.dance-example":"Exemplo de dança da Semana Europeia da Programação","cw2020.common.organizer-guide":"Guia do organizador","cw2020.title.0":"EU Code Week","cw2020.title.1":"Edição de 2020","cw2020.intro":"Este ano, comemoramos a programação de 10 a 25 de outubro de 2020! Dada a situação sanitária atual, este ano traremos mais atividades da Semana Europeia da Programação para a Internet. Vamos lançar novas atividades divertidas e estimulantes em que é possível participar à distância, em casa ou na escola","cw2020.online-activities.title":"Atividades abertas disponíveis em linha","cw2020.online-activities.subtitle.0":"Para facilitar a participação à distância nas atividades da Semana Europeia da Programação, lançaremos um","cw2020.online-activities.subtitle.1":"calendário","cw2020.online-activities.subtitle.2":"das atividades disponíveis em linha","cw2020.online-activities.section1.title":"O que é uma atividade em linha?","cw2020.online-activities.section1.content":"Uma atividade em linha pode ser qualquer atividade que, normalmente, seria adicionada ou registada no sítio Web da Semana Europeia da Programação: a única diferença é que será realizada na Internet. A ideia é facilitar a participação em sessões de programação e em workshops inteiramente pela Internet, sem pôr em risco a saúde das pessoas","cw2020.online-activities.section2.title":"Atividades abertas disponíveis","cw2020.online-activities.section2.content":"Se quiseres, podes colocar as tuas atividades em linha à disposição de todos. Poderão participar em atividades abertas em linha pessoas de todo o mundo, em inglês ou na língua local. Selecionaremos as atividades em linha mais entusiasmantes que estejam abertas a todos e apresentaremos essas atividades num calendário no nosso sítio Web","cw2020.online-activities.section3.title":"Que significa isto para os participantes","cw2020.online-activities.section3.content.0":"Todos os dias da Semana Europeia da Programação, poderás navegar no","cw2020.online-activities.section3.content.1":"calendário","cw2020.online-activities.section3.content.2":"e participar nas atividades que te interessem mais. As atividades disponíveis incluem temas diversos como workshops de robótica, cursos de aprendizagem e seminários em linha (webinars), tutoriais de programação e muito mais. Portanto, basta escolheres","cw2020.dance.title":"Dança da Semana Europeia da Programação","cw2020.dance.subtitle":"Quem disse que os programadores não sabem dançar? Para comemorar a edição de 2020 da Semana Europeia da Programação, lançaremos uma nova atividade – o desafio #EUCodeWeekDance","cw2020.dance.section1.title":"Quem pode participar?","cw2020.dance.section1.content.0":"Todas as pessoas, escolas, professores, bibliotecas, clubes de programação, empresas e autoridades públicas são convidados a comemorar a Semana Europeia da Programação de 2020, organizando uma atividade #EUCodeWeekDance e acrescentando-a ao","cw2020.dance.section1.content.1":"Mapa da Semana Europeia da Programação","cw2020.dance.section2.title":"Como participar?","cw2020.dance.section2.content":"Escolhe um dos cinco tipos de atividades ou apresenta a tua própria atividade. Independentemente da atividade que escolheres, não te esqueças de a acrescentar ao nosso mapa","cw2020.dance.activity1.title":"Programa um amigo ou um pai – não é necessário o computador","cw2020.dance.activity1.subtitle":"A programação permite dar ordens a um dispositivo eletrónico. Mas, tecnicamente, não é necessário um computador para se poder programar. Em vez disso, escolhe um parceiro – pode ser um colega, um amigo, um pai ou até um professor, e dá-lhe instruções sobre o modo de executar a #EUCodeWeekDance, que deve seguir de forma precisa","cw2020.dance.activity1.resources.0":"Guia da Code.org para organizares a tua Festa Dançante sem recurso a computadores","cw2020.dance.activity1.resources.1":"Bit de aprendizagem para programares o teu robô humano","cw2020.dance.activity2.title":"Programação visual","cw2020.dance.activity2.subtitle":"Programa no Scratch a tua dança da Semana Europeia da Programação. Utiliza as personagens da Semana Europeia da Programação, ou cria as tuas próprias personagens no Scratch, e programa-as para executar a #EUCodeWeekDance","cw2020.dance.activity2.resources.0":"Exemplo de um projeto da #EUCodeWeekDance realizado com o Scratch","cw2020.dance.activity2.resources.1":"Personagens da Semana Europeia da Programação","cw2020.dance.activity2.resources.2":"Guia da Code.org sobre animação de personagens","cw2020.dance.activity2.resources.3":"Guia da Code.org para organizares a tua Festa Dançante","cw2020.dance.activity2.resources.4":"Partilha o teu projeto connosco neste estúdio Scratch.","cw2020.dance.activity3.title":"Programação baseada em texto","cw2020.dance.activity3.subtitle":"Desenvolve o tema musical da #EUCodeWeekDance com Python ou JavaScript, utilizando plataformas de criação de música baseadas em código, como a EarSketch ou a Sonic Pi","cw2020.dance.activity3.resources.0":"Tutorial sobre criação de música com a EarSketch","cw2020.dance.activity3.resources.1":"Tutorial sobre criação de música com a Sonic Pi","cw2020.dance.activity4.title":"Robótica","cw2020.dance.activity4.subtitle":"Programa o teu robô para seguir as tuas instruções e executar a dança da Semana Europeia da Programação","cw2020.dance.activity4.resources.0":"Tutorial sobre programação de robôs","cw2020.dance.activity5.title":"Desafio de dança em direto","cw2020.dance.activity5.subtitle":"Grava um vídeo de ti próprio, da tua equipa ou do teu robô enquanto executam a #EUCodeWeekDance e partilha-o no Instagram: poderás tornar-te «viral» e ganhar prémios da Semana Europeia da Programação! Interessada(o)? Segue os passos seguintes:","cw2020.dance.activity5.resources.0":"Grava o vídeo utilizando as histórias (Stories) do Instagram","cw2020.dance.activity5.resources.1":"Segue","cw2020.dance.activity5.resources.2":"@CodeWeekEU no Instagram","cw2020.dance.activity5.resources.3":"Menciona @CodeWeekEU na tua história com a dança e certifica-te de que utilizas o hashtag #EUCodeWeekDance","cw2020.dance.outro.0":"Serão selecionados vencedores todos os dias, anunciados no nosso canal Instagram através das histórias (Stories). Por isso, não te esqueças de verificar regularmente as tuas notificações: talvez hoje seja o teu dia de sorte","cw2020.dance.outro.1":"A #EUCodeWeekDance baseia-se na","cw2020.dance.outro.2":"Ode to Code","cw2020.dance.outro.3":"composta por Brendan Paolini, e na dança desenvolvida por Bianca Maria Berardi em 2015, a partir de uma ideia de Alessandro Bogliolo, professor de Informática na Universidade de Urbino","cw2020.treasure-hunt.title":"Caça ao tesouro da Semana Europeia da Programação","cw2020.treasure-hunt.subtitle.0":"Este é um jogo no Telegram que é suficientemente simples para principiantes, mas também estimulante, para manter os participantes experientes interessados","cw2020.treasure-hunt.subtitle.1":"A caça ao tesouro da Semana Europeia da Programação","cw2020.treasure-hunt.subtitle.2":"é um jogo que se joga de preferência num computador com um telemóvel na mão. O jogo pedir-te-á para resolveres os desafios de programação e guiar-te-á através da história da programação, da informática e da tecnologia na Europa","cw2020.treasure-hunt.section.title":"Para começar a jogar precisas de","cw2020.treasure-hunt.section.content.0":"descarregar a aplicação Telegram. Está disponível para","cw2020.treasure-hunt.section.content.1":"computador de secretária","cw2020.treasure-hunt.section.content.2":"Podes jogar o jogo no teu computador de secretária ou portátil, ou no teu smartphone. Aconselhamos-te a usar o teu computador, para poderes receber as instruções e resolver os desafios de programação na aplicação Telegram no teu telemóvel","cw2020.treasure-hunt.section.content.3":"Para jogar","cw2020.treasure-hunt.section.content.4":"abre o jogo","cw2020.treasure-hunt.section.content.5":"e digitaliza o código QR, que te levará à aplicação Telegram e te dará o primeiro conjunto de instruções","cw2020.treasure-hunt.section.content.6":"Para ganhar, tens de resolver 10 desafios de programação e de encontrar 10 locais no mapa da Europa relacionados com o desenvolvimento da programação e da tecnologia","cw2020.treasure-hunt.section.content.7":"Depois de completares o jogo, podes partilhar a tua pontuação com os teus amigos utilizando a hashtag #EUCodeWeek e desafiá-los a jogarem também e a descobrirem a história da programação. Vamos ver quem obtém a melhor pontuação","cw2020.treasure-hunt.section.content.8":"A caça ao tesouro da Semana Europeia da Programação é a versão virtual da caça ao tesouro original, que foi criada pela primeira vez por Alessandro Bogliolo, Professor de Sistemas Informáticos na Universidade de Urbino. Para mais informações sobre o jogo original, visita o nosso","cw2020.treasure-hunt.section.content.9":"blog","cw2020.kick-off.title":"Evento de lançamento: 8 de outubro de 2020","cw2020.kick-off.content.0":"O lançamento virtual da Semana Europeia da Programação de 2020 terá lugar em 8 de outubro, às 17:00 horas de Berlim/Bruxelas/Paris. O evento será transmitido em direto no Facebook Live, no Instagram TV e no YouTube Live","cw2020.kick-off.content.1":"A nossa entusiasmante lista de participantes inclui os seguintes oradores convidados","cw2020.kick-off.content.2":"o Comissário da UE para o Mercado Interno","cw2020.kick-off.content.3":"a Comissária da UE para a Inovação, a Investigação, a Cultura, a Educação e a Juventude","cw2020.kick-off.content.4":"o criador do Scratch e Professor de Pesquisa de Aprendizagem no MIT Media Lab","cw2020.kick-off.content.5":"o autor e ilustrador de Hello Ruby","cw2020.kick-off.content.6":"e","cw2020.kick-off.content.7":"a presidente da E-MMA, uma organização francesa sem fins lucrativos que promove a diversidade de género no domínio da tecnologia","cw2020.kick-off.content.8":"Além disso, a equipa da Semana Europeia da Programação apresentará também novas funcionalidades, recursos e desafios do novo sítio Web","cw2020.kick-off.content.9":"o Professor de Sistemas Informáticos na Universidade de Urbino e coordenador dos","cw2020.kick-off.content.10":"embaixadores da Semana Europeia da Programação","cw2020.kick-off.content.11":"dar-te-á mais informações sobre a caça ao tesouro da Semana Europeia da Programação","cw2020.kick-off.content.12":"e xxx desvendará as linhas principais do novo desafio #EUCodeWeekDance ","cw2020.kick-off.content.13":"Vamos também estar em contacto com escolas e estudantes de toda a Europa, que irão partilhar as suas histórias sobre programação e trocar ideias com os oradores convidados","cw2020.kick-off.content.14":"Também terás a oportunidade de partilhar as tuas ideias e de fazer perguntas. Só precisas de te ligar à nossa transmissão em direto em","cw2020.kick-off.content.15":"ou","cw2020.kick-off.content.16":"em 8 de outubro de 2020, às 17:00 - 18:30 CET, e deixar o teu comentário ou twittar com o hashtag #EUCodeWeek","cw2020.get-involved.title":"Como aderir à comunidade","cw2020.get-involved.subtitle":"Não consegues esperar para começar a programar ? Se gostarias de aderir à comunidade da Semana Europeia da Programação, mas não sabes por onde começar, consulta estes recursos: serão uma ajuda para te preparares, mesmo a tempo da nossa comemoração anual em outubro","cw2020.get-involved.content.0":"Preparação para a Semana Europeia da Programação","cw2020.get-involved.content.1":"Como acrescentar uma atividade da Semana Europeia da Programação","cw2020.get-involved.content.2":"Bits de aprendizagem","cw2020.get-involved.content.3":"Curso em linha aberto a todos «Deep Dive»","cw2020.get-involved.content.4":"Série Coding@Home","edit.title":"Editar o seu evento #EUCodeWeek","edit.required_fields":"Os campos de preenchimento obrigatório estão marcados com um * asterisco. Pode adicionar a listagem de eventos na língua do seu país.","edit.description":"Descrição","edit.audience":"Público","edit.theme":"Tema","edit.location":"Local","edit.website":"Sítio Web","edit.contact":"Contacto","edit.tags":"Etiquetas","edit.image":"Imagem","edit.help":"As imagens maiores serão redimensionadas para 256 x 512 píxeis. O limite máximo para carregamento é de 256 x 1024.","edit.aspect":"Sobre que vertente da programação incidirá o seu evento?","edit.address":"Introduza um endereço ou clique no mapa abaixo para definir um local.","edit.privacy_disclaimer.header":"Os seus dados de contacto","edit.privacy_disclaimer.text_1":"Esta informação só estará visível para ","edit.privacy_disclaimer.link_1":"os embaixadores da Semana Europeia da Programação","edit.privacy_disclaimer.text_2":" e os organizadores da Semana da Programação, que verificarão o seu evento antes de o mesmo aparecer no mapa e poderão contactá-lo caso seja necessário editá-lo ou para aplicar inquéritos para fins estatísticos após o evento.","edit.privacy_disclaimer.contact_email":"O seu endereço eletrónico de contacto","edit.edit":"Editar evento","event.main_title":"Adicione o seu evento #EUCodeWeek","event.button":"Adicionar Evento","event.howto":"Como organizar o seu evento","event.required":"Os campos de preenchimento obrigatório estão marcados com um * asterisco. Pode adicionar a listagem de eventos na língua do seu país.","event.audience_title":"Público","event.theme_title":"Tema","event.scoreboard_by_country":"Classificação","event.get_involved":"Participe","event.organize_or_support_events":"Organize ou apoie eventos na sua cidade","event.or_contact_your":"ou contacte os seus","event.eu_code_week_ambassadors":"embaixadores da Semana Europeia da Programação","event.show_events_for":"Mostrar eventos de ","event.who":"A quem se destina o evento?","event.tags":"Etiquetas","event.image":"Imagem","event.start.label":"Data de início","event.start.placeholder":"Quando tem início a atividade?","event.end.label":"Data de termo","event.end.placeholder":"Quando termina a atividade?","event.organizer.label":"Nome da organização","event.organizer.placeholder":"Organização em que trabalha ou na qual é voluntário","event.website.label":"Sítio Web do(s) organizador(es)","event.website.placeholder":"Tem um sítio Web com mais informações?","event.description.label":"Descrição","event.description.placeholder":"Descreva sucintamente a atividade prevista.","event.contact.label":"Endereço eletrónico de contacto","event.contact.placeholder":"Este endereço eletrónico será utilizado para correspondência importante relativa à Semana Europeia da Programação","event.contact.explanation":"O seu endereço de contacto apenas será visível para os embaixadores da Semana Europeia da Programação e para os organizadores da Semana da Programação, que verificarão o seu evento antes de o mesmo aparecer no mapa e poderão contactá-lo caso seja necessário editá-lo ou para aplicar inquéritos para fins estatísticos após o evento.","event.public.label":"Endereço eletrónico público","event.public.placeholder":"Pretende ter um endereço de contacto visível?","event.title.label":"Título da atividade","event.title.placeholder":"Qual é o nome da atividade?","event.address.label":"Morada","event.address.placeholder":"Onde será realizada a atividade?","event.organizertype.label":"Tipo de organização","event.organizertype.placeholder":"Selecione o tipo de organizador","event.organizertype.school":"Escola","event.organizertype.library":"Biblioteca","event.organizertype.non profit":"Organização sem fins lucrativos","event.organizertype.private business":"Empresa privada","event.organizertype.other":"Outro","event.audience.Pre-school children":"Crianças em idade pré-escolar","event.audience.Elementary school students":"Alunos do ensino básico","event.audience.High school students":"Alunos do ensino secundário","event.audience.Graduate students":"Estudantes universitários","event.audience.Post graduate students":"Alunos de pós-graduação","event.audience.Employed adults":"Adultos empregados","event.audience.Unemployed adults":"Adultos desempregados","event.audience.Other (see description)":"Outros (ver descrição)","event.audience.Teachers":"Professores","event.theme.Basic programming concepts":"Noções básicas de programação","event.theme.Web development":"Desenvolvimento Web","event.theme.Mobile app development":"Desenvolvimento de aplicações para dispositivos móveis","event.theme.Software development":"Desenvolvimento de software","event.theme.Data manipulation and visualisation":"Manipulação e visualização de dados","event.theme.Robotics":"Robótica","event.theme.Hardware":"Hardware","event.theme.Other":"Outro","event.theme.Unplugged activities":"Atividades sem recurso a computador","event.theme.Playful coding activities":"Atividades de programação lúdicas","event.theme.Art and creativity":"Arte e criatividade","event.theme.Visual/Block programming":"Programação Visual/Blocos","event.theme.Game design":"Conceção de jogos","event.theme.Internet of things and wearable computing":"Internet das coisas e computadores vestíveis (wearable)","event.theme.3D printing":"Impressão 3D","event.theme.Augmented reality":"Realidade aumentada","event.theme.Artificial intelligence":"Inteligência artificial","event.theme.Motivation and awareness raising":"Motivação e sensibilização","event.theme.Promoting diversity":"Promoção da diversidade","event.codeweek_for_all_participation_code.title":"CÓDIGO CODE WEEK 4 ALL","event.codeweek_for_all_participation_code.explanation":"Se recebeu um código «Code Week 4 all» de um colega de escola ou de um amigo cole-o aqui, caso contrário deixe este espaço em branco. Pode consultar mais informações sobre o «Code Week 4 All»","event.codeweek_for_all_participation_code.link":"aqui","event.thanks_page.title":"Obrigado por adicionar o seu evento!","event.thanks_page.phrase1":"Um dos nossos embaixadores locais irá agora analisar o seu evento","event.thanks_page.phrase2":"e garantir que está tudo certo.","event.thanks_page.phrase3":"Para qualquer esclarecimento, contacte um dos nossos","event.thanks_page.phrase4":"embaixadores nacionais","event.thanks_page.phrase5":"ou envie-nos uma","event.thanks_page.phrase6":"mensagem de correio eletrónico","event.thanks_page.phrase7":"Pode partilhar o seu código Codeweek4All com outras pessoas:","event.activitytype.label":"Tipo de atividade","event.activitytype.placeholder":"","event.activitytype.open-online":"Atividade conectada aberta","event.activitytype.invite-online":"Atividade privada conectada","event.activitytype.open-in-person":"Atividade em pessoa aberta","event.activitytype.invite-in-person":"Atividade em pessoa privada","event.privacy":"Li e concordo com os termos da política de privacidade descritos neste documento.","event.country":"País","event.loading":"A carregar...","event.add_activity":"Adicionar atividade","event.edit_activity":"Editar atividade","event.update_activity":"Atualizar atividade","event.delete_activity":"Apagar atividade","event.total_pending_events":"Total de eventos pendentes:","event.no_pending_events":"Não foram encontrados eventos pendentes para","event.all_countries":"Todos os países","event.current_status":"Estado atual","event.actions":"Ações","event.certificate_ready":"O seu certificado da Semana da Programação está pronto. Pode transferi-lo ou partilhá-lo diretamente.","event.view_your_certificate":"Visualize o seu certificado aqui","event.submit_event_and_report":"Apresente um relatório relativo a este evento e solicite o seu certificado de participação na Semana da Programação.","event.report_and_claim":"Apresentar relatório de evento e solicitar certificado","eventdetails.organised_by":"Organizado por: ","eventdetails.contact_email":"Endereço eletrónico de contacto: ","eventdetails.happening_at":"Local do evento: ","eventdetails.from":"De ","eventdetails.to":" a ","eventdetails.description":"Descrição: ","eventdetails.more_info":"Mais Informações: ","eventdetails.audience":"Destinatários do evento: ","eventdetails.themes":"Principais temas: ","eventdetails.tags":"Etiquetas: ","eventdetails.share":"Partilhar o evento: ","eventdetails.email.tooltip":"Clicar para enviar por correio eletrónico a um amigo","eventdetails.email.subject":"Considera este excelente evento de programação","eventdetails.email.body_1":"Olá, dá uma vista de olhos ","eventdetails.email.body_2":"evento em ","eventdetails.edit":"Editar evento","eventdetails.note":"NOTA: ","eventdetails.pending_warning":"Este evento encontra-se ainda em análise pelos ","eventdetails.pending_link":"moderadores","eventdetails.nearby_upcoming_events":"Futuros eventos em locais próximos:","eventreports.reports_by":"Eventos que aguardam relatório de ","eventreports.no_reports":"Ainda não há eventos comunicados.","eventreports.report":"Os eventos enumerados abaixo já tiveram início ou já foram concluídos. Introduza alguns números para efeitos estatísticos relativos ao evento e solicite o seu certificado de participação na Semana da Programação. Receberá um certificado por cada evento.","guide.title":"Guia","guide.organise_activity":"Organize a sua própria atividade com a #EUCodeWeek","guide.register_activity":"Inscreva a sua atividade aqui","guide.what.title":"O que é a Semana Europeia da Programação?","guide.what.content":'

    A Semana Europeia da Programação é um movimento popular levado a cabo por voluntários e apoiado pela Comissão Europeia. Qualquer entidade — escolas, professores, bibliotecas, grupos de programadores, empresas, autoridades públicas — pode organizar uma atividade #EUCodeWeek e adicioná-la ao mapa do codeweek.eu.

    ',"guide.what_you_need_organise.title":"O que é preciso para organizar uma atividade?","guide.what_you_need_organise.items.1":"Um grupo de pessoas dispostas a aprender. Por exemplo, os seus amigos, filhos, adolescentes, colegas adultos, amigos, pais ou avós. Recordamos que com duas pessoas já se forma um grupo!","guide.what_you_need_organise.items.2":"Professores ou formadores que saibam programar e como ensinar e inspirar os outros. O número depende do tipo e da dimensão do evento.","guide.what_you_need_organise.items.3":"Um espaço onde aprender. Salas de aula, bibliotecas, salas de conferência e vários espaços públicos são excelente locais para o evento.","guide.what_you_need_organise.items.4":"Computadores e ligação à Internet. Dependendo do grupo-alvo, poderá pedir aos participantes que tragam os seus próprios computadores portáteis.","guide.what_you_need_organise.items.5":'Programação sem recurso a computador. Não é necessário dispor de computadores e de ligação à Internet para aprender o pensamento computacional. Veja o nosso Bit de aprendizagem de programação sem recurso a computadores (unplugged) para começar.',"guide.what_you_need_organise.items.6":`Materiais didáticos. Mostre aos participantes como pode ser divertido criarem algo por si próprios. Veja a nossa página de recursos e os bits de aprendizagem com tutoriais em vídeo e planos de aulas e adapte-os às necessidades do seu grupo.`,"guide.what_you_need_organise.items.7":`Inscreva os participantes. Se tiver espaço limitado disponível, pode utilizar ferramentas em linha, como os Formulários do Google e o Eventbrite, para realizar as inscrições.`,"guide.what_you_need_organise.items.8":'Não se esqueça de marcar a sua atividade no mapa da Semana da Programação!',"guide.how_to.title":"Como organizar a sua atividade?","guide.how_to.items.1":"O formato do seu evento de programação é deixado ao seu critério, mas recomendamos que inclua um período de trabalho prático, durante o qual os participantes possam criar por sua iniciativa e/ou trabalhar com hardware.","guide.how_to.items.2":'Utilize ferramentas e tecnologias adequadas ao seu grupo-alvo. Recomendamos que utilize materiais de fonte aberta disponibilizados gratuitamente.',"guide.how_to.items.3":"No final do evento, incentive os participantes a mostrarem e apresentarem entre si as suas criações.","guide.how_to.items.4":`Passe a palavra! Promova e partilhe o que fez durante a sua atividade nas redes sociais utilizando a hashtag #EUCodeWeek. Também pode partilhar no grupo de professores da Semana Europeia da Programação e no Twitter (@CodeWeekEU). Fale com os seus amigos, com colegas professores e com a imprensa local e escreva um comunicado de imprensa.`,"guide.how_to.items.5":'Não se esqueça de adicionar a sua atividade ao mapa da Semana da Programação!',"guide.material.title":"Material promocional","guide.material.text":'

    Veja o nosso blogue para obter as últimas informações. Pode adaptar o comunicado de imprensa mais recente às suas necessidades, ou criar o seu próprio comunicado de imprensa:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Preparativos para comemorar a Semana Europeia da Programação 2019 (disponível em 29 idiomas)',"guide.toolkits.title":"Transfira os seguintes conjuntos de ferramentas para começar:","guide.toolkits.communication_toolkit":"Conjunto de ferramentas de comunicação","guide.toolkits.teachers_toolkit":"Conjunto de ferramentas para os professores","guide.questions.title":"Dúvidas?","guide.questions.content":'

    Se tiver dúvidas sobre como organizar e promover seu evento #EUCodeWeek, contacte um dos embaixadores da Semana Europeia da Programação do seu país.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Dá vida às tuas ideias!","hackathons.sections.1.title":"6 maratonas de programação, 6 desafios","hackathons.sections.1.content.1":"Vive na Grécia, Letónia, Irlanda, Itália, Roménia ou Eslovénia? É criativo, ambicioso e está interessado no futuro da tecnologia? Esta é a sua oportunidade! Participe numa das hackathons da Semana Europeia da Programação e desenvolva uma solução inovadora que o colocará na linha da frente da revolução tecnológica!","hackathons.sections.1.content.2":"Em 2021, a Semana Europeia da Programação organiza seis hackathons extraordinárias e convida estudantes dos 15 aos 19 anos, do ensino secundário, a formarem equipas e a utilizarem as suas capacidades de programação para resolver um desafio local. Após 24 horas de hacking, cada equipa tem de apresentar as suas ideias a um painel de peritos, que vai escolher as 10 equipas finalistas. Todas as equipas disporão do mesmo tempo, recursos e acesso a mentores e especialistas para completar o desafio, mas apenas 10 terão a oportunidade de prosseguir para a próxima fase, desenvolver o seu protótipo, obter formação especializada e participar na final da hackathon no Outono. Nesta fase, as equipas terão de competir para decidir quem ganha o fantástico equipamento informático e a oportunidade de participar em ações de tutoria e acompanhamento para desenvolver ainda mais o seu protótipo.","hackathons.sections.2.title":"Como posso participar?","hackathons.sections.2.content.1":"Selecione a hackathon do seu país e siga alguns passos simples para se registar. Pode participar individualmente ou em equipa de seis pessoas. Se participar com amigos ou colegas de turma, não se esqueça de indicar o nome da sua equipa quando se registar. Cada hackathon tem de abrir o seu registo separadamente, por isso, siga a hackathon do seu país!","hackathons.sections.3.title":"Quem são os organizadores?","hackathons.sections.3.content.1":"As maratonas de programação da Semana Europeia da Programação são coorganizadas pela Comissão Europeia com os ","hackathons.sections.3.content.2":"Embaixadores da Semana Europeia da Programação","hackathons.sections.3.content.3":" a nível local e são financiadas pelo Parlamento Europeu. O objetivo é demonstrar de que modo a criatividade, o entusiasmo, as ideias frescas e as competências de programação dos jovens podem contribuir para dar vida a soluções concretas.","hackathons.sections.4.title":"Em que consiste uma maratona de programação?","hackathons.sections.4.content.1":"A hackathon da Semana Europeia da Programação é uma jornada que tem início uma hackathon online de 24 horas. Mentores experientes irão acompanhar as equipas e serão organizadas oficinas para oferecer aos participantes a oportunidade de adquirirem novas competências ao mesmo tempo que divertem. A hackathon é também uma excelente oportunidade para os participantes se ligarem em rede e socializarem com pessoas do setor tecnológico europeu. No fim da hackathon, cada equipa apresentará a sua solução a um júri especializado.","hackathons.sections.4.content.2":"As dez melhores equipas continuarão a sua jornada hackathon e receberão formação e tutoria durante o Verão. Os vencedores participarão na final da hackathon nacional presencial de 12 horas em setembro ou outubro (que terá lugar online se a situação de saúde pública não permitir um encontro físico).","hackathons.sections.5.title":"Não sei programar – o que posso fazer?","hackathons.sections.5.content.1":"Paralelamente à maratona de programação, haverá ateliês de programação, hardware, robótica e outros temas para iniciantes, permitindo aos participantes adquirir algumas noções básicas de pensamento computacional e programação. Na tua página local, podes obter mais informações sobre as inscrições.","hackathons.sections.6.title":"Parceiros","hackathons.sections.7.title":"Participe e divirta-se!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Roménia","hackathons.cities.1.date":"25-26 setembro 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Irlanda","hackathons.cities.2.date":"23-24 setembro 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Itália","hackathons.cities.3.date":"24-25 setembro 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Grécia","hackathons.cities.4.date":"9 de Outubro de 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Eslovénia","hackathons.cities.5.date":"18-19 setembro 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Letónia","hackathons.cities.6.date":"1 de Outubro de 2021","hackathons.final.1":"Final em","hackathons.final.2":"Setembro/Outubro de 2021","home.about":"A Semana Europeia da Programação é uma iniciativa popular que visa levar a programação e a literacia digital a todos de uma forma divertida e atrativa...","home.when":"14-27 de outubro de 2024","home.when_text":"Aprender a programar ajuda-nos a entender o mundo em rápida evolução à nossa volta, a expandir o nosso conhecimento sobre o funcionamento da tecnologia e a desenvolver competências e capacidades para explorar novas ideias e inovar.","home.school_banner_title":"Participe!","home.school_banner_text":"É professor(a)?","home.school_banner_text2":"Clique aqui para saber como pode participar!","home.organize_activity_title":"Organize ou participe numa atividade","home.organize_activity_text":'Qualquer pessoa pode organizar ou participar \u2028numa atividade. Basta escolher um tema e o público-alvo e adicionar a sua atividade ao mapa, ou procurar eventos na sua área.',"home.get_started_title":"Comece","home.get_started_text":'Não sabe como começar? Consulte a página de instruções e transfira os nossos conjuntos de ferramentas para organizadores para se preparar e passe a palavra.',"home.access_resources_title":"Aceda a recursos e formação","home.access_resources_text":'Se não sabe ao certo como organizar uma atividade, visite a nossa página de recursos de ensino e os bits de aprendizagem para obter orientações e planos de aula adaptados.',"locations.title":"Locais das atividades","locations.description.0":"Para a sua próxima atividade, selecione um local na lista abaixo OU registe um novo local em","locations.description.1":"criação de atividade","login.login":"Iniciar sessão","login.register":"Efetuar registo","login.github":"Iniciar sessão com o Github","login.twitter":"Iniciar sessão com o Twitter","login.facebook":"Iniciar sessão com o Facebook","login.google":"Iniciar sessão com o Google","login.azure":"Iniciar sessão com o Azure","login.email":"Endereço de correio eletrónico","login.password":"Palavra-passe","login.remember":"Lembrar-me","login.forgotten_password":"Esqueceu-se da sua palavra-passe?","login.no_account":"Não tem conta?","login.signup":"Registar","login.reset":"Repor a palavra-passe","login.send_password":"Enviar ligação para repor a palavra-passe","login.confirm_password":"Confirmar palavra-passe","login.name":"nome","menu.learn":"Aprender","menu.teach":"Ensinar","menu.training":"Formação","menu.toolkits":"Apresentações e ferramentas","menu.why":"PORQUÊ","menu.home":"Início","menu.events":"Actividades","menu.ambassadors":"Embaixadores","menu.resources":"Recursos","menu.schools":"Escolas","menu.about":"Sobre","menu.blog":"Blog","menu.news":"Notícias","menu.search":"Introduza o texto e pressione a tecla Enter...","menu.map":"Mapa","menu.add_event":"Adicionar Evento","menu.search_event":"Pesquisar eventos","menu.hello":"Olá","menu.profile":"Perfil","menu.pending":"Eventos pendentes","menu.your_events":"Minhas atividades","menu.your_certificates":"Meus certificados","menu.report":"Relatar meus eventos","menu.volunteers":"Voluntários","menu.logout":"Terminar sessão","menu.signin":"Iniciar sessão","menu.privacy":"Privacidade","menu.participation":"Certificado de participação","menu.values":"Os nossos valores","menu.featured_activities":"Atividades em destaque ","menu.codeweek2020":"Edição 2020","mooc.free-online-courses":"Cursos online gratuitos","mooc.intro":"A Semana Europeia da Programação oferece oportunidades de desenvolvimento profissional sob a forma de cursos online. Tem como objetivo ajudar os professores a levarem a programação e o pensamento computacional para a sala de aula.","mooc.icebreaker.title":"Curso introdutório «Icebreaker»","mooc.icebreaker.text.0":"O","mooc.icebreaker.text.1":"curso «Icebreaker» da Semana Europeia da Programação","mooc.icebreaker.text.2":"é um curso de cinco horas em inglês que se destina a todos os interessados em noções básicas de programação e pensamento computacional. Os participantes aprendem a despertar a curiosidade e o espírito inovador nos jovens, capacitando-os, ao mesmo tempo, para se tornarem criadores digitais. O curso ajuda os participantes a descobrirem os benefícios e a importância do pensamento computacional e da programação no nosso dia a dia. Também fornece ideias, recursos e materiais de formação gratuitos para organizar atividades lúdicas e educativas para crianças, a qualquer hora e em qualquer lugar – especialmente durante a Semana da Programação.1","mooc.icebreaker.text.3":"Não necessita de experiência nem conhecimentos prévios de programação para participar neste curso, só de uma mente curiosa. ","mooc.icebreaker.registration.0":"As inscrições estão abertas aqui","mooc.icebreaker.registration.1":"para o curso que decorre entre 16 de setembro e 30 de outubro de 2020. Para se poder inscrever, deverá criar uma conta na European Schoolnet Academy. ","mooc.icebreaker.check-out":"Consulte a edição de 2019.","mooc.deep-dive.title":"Curso aprofundado «Deep Dive»","mooc.deep-dive.text.0":"O curso online «Deep Dive» da Semana Europeia da Programação é um curso de 25 horas em inglês que oferece aos professores a oportunidade de se familiarizarem com os princípios relacionados com a programação e de adquirirem o conhecimento e a confiança para organizar atividades de programação fáceis, lúdicas e interativas com os seus alunos. Os professores têm acesso a","mooc.deep-dive.text.1":"recursos","mooc.deep-dive.text.2":"e materiais de formação gratuitos da Semana Europeia da Programação disponíveis em 29 línguas e aprendem aspetos particulares da programação, como o pensamento computacional, atividades sem recurso a computadores e as infinitas possibilidades da robótica, experimentação e execução, linguagens de programação visual, criação de apps e muito mais.","mooc.deep-dive.course-link":"Consulte o curso «Deep Dive» de 2019.","mooc.social-media.0":"Siga a","mooc.social-media.1":"Semana Europeia da Programação nas redes sociais","mooc.social-media.2":"para saber quando irá começar o próximo curso","myevents.created_by":"Todos os eventos criados por ","myevents.no_events.first_call_to_action":"Ainda não adicionou nenhum evento. Por que não","myevents.no_events.first_link":"adiciona um evento agora","myevents.no_events.second_call_to_action":"ou lê o nosso ","myevents.no_events.second_link":"guia para organizadores?","myevents.view":"Ver","myevents.status.APPROVED":"APROVADO","myevents.status.REJECTED":"REJEITADO","myevents.status.PENDING":"PENDENTE","myevents.status.REPORTED":"RELATÓRIO APRESENTADO","pagination.previous":"Anterior","pagination.next":"Seguinte","participation.title":"Gerar certificados de participação para os seus alunos","participation.phrase1":"Preencha o formulário com os nomes dos seus alunos separados por vírgulas e obtenha os certificados de participação individuais","participation.names.label":"Nomes para o certificado","participation.names.help":"Insira uma vírgula para separar os nomes dos participantes","participation.event_name.label":"Nome da atividade","participation.event_name.help":"O nome da atividade a constar do certificado","participation.event_date.label":"Data da atividade","participation.event_date.help":"A data da atividade a constar do certificado","participation.submit":"Gerar certificados","participation.thanks_page.title":"Os seus certificados foram gerados!","participation.thanks_page.phrase1":"Clique nesta ligação para transferir o ficheiro zip com todos os certificados","passwords.password":"As palavras-passe devem ter pelo menos seis carateres e corresponder à confirmação.","passwords.reset":"A sua palavra-passe foi alterada!","passwords.sent":"Enviámos uma mensagem de correio eletrónico com a ligação para a redefinição da sua palavra-passe!","passwords.token":"Este código de autenticação para redefinir a palavra-passe é inválido.","passwords.user":"Nao conseguimos encontrar um utilizador com esse endereço de correio eletrónico.","privacy-statement-contact.subtitle":"A presente declaração de confidencialidade contém informações sobre o tratamento e a proteção dos seus dados pessoais.","privacy-statement-contact.processing-operation.0":"Operação de tratamento de dados","privacy-statement-contact.processing-operation.1":"gestão dos embaixadores da Semana da Programação, dos professores notáveis e do registo de atividades no sítio Web","privacy-statement-contact.data-processors.0":"Responsáveis pelo tratamento de dados","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. e Parceria EUN AISBL (Rede Escolar Europeia), info@codeweek.eu","privacy-statement-contact.1-intro.0":"As informações relativas ao tratamento de dados pessoais para a gestão dos embaixadores da Semana da Programação, dos professores notáveis e do registo de atividades no sítio Web.","privacy-statement-contact.3-legal_process.0":'Legalidade da operação de tratamento de dados: A Unidade G.2 recolhe, armazena e publica os seus dados pessoais, visto que deu explicitamente o seu consentimento ao assinalar uma casa a esse respeito quando se inscreveu como embaixador ou professor notável da Semana da Programação ou quando se candidatou para registar um evento na Semana Europeia da Programação.',"privacy-statement-contact.4-collect_data.0":"Os dados pessoais obrigatórios recolhidos no que se refere a embaixadores e professores notáveis são os seguintes:","privacy-statement-contact.4-collect_data.1":"Nome","privacy-statement-contact.4-collect_data.2":"Endereço eletrónico","privacy-statement-contact.4-collect_data.3":"Palavra-passe","privacy-statement-contact.4-collect_data.4":"Fotografia","privacy-statement-contact.4-collect_data.5":"Biografia","privacy-statement-contact.4-collect_data.6":"Título","privacy-statement-contact.4-collect_data.7":"Área de especialização, no que se refere aos professores notáveis.","privacy-statement-contact.4-collect_data.8":"Quando regista uma atividade, os dados pessoais obrigatórios recolhidos são:","privacy-statement-contact.4-collect_data.9":"Nome da organização","privacy-statement-contact.4-collect_data.10":"Tipo de organização","privacy-statement-contact.4-collect_data.11":"Endereço eletrónico de contacto","privacy-statement-contact.4-collect_data.12":"O fornecimento destes dados é obrigatório para se tornar embaixador da Semana da Programação ou professor notável ou para registar uma atividade no sítio Web da Semana Europeia da Programação.","privacy-statement-contact.4-collect_data.13":"Ademais, os embaixadores e os professores notáveis podem fornecer voluntariamente os seguintes dados pessoais:","privacy-statement-contact.4-collect_data.14":"Contas em meios sociais digitais","privacy-statement-contact.4-collect_data.15":"Os organizadores de atividades podem fornecer voluntariamente os seguintes dados:","privacy-statement-contact.4-collect_data.16":"Endereço eletrónico de contacto","privacy-statement-contact.4-collect_data.17":"Sítio Web do organizador","privacy-statement-contact.4-collect_data.18":"Código da Semana da Programação para Todos (Code Week 4 All)","privacy-statement-contact.4-collect_data.19":"No que se refere aos organizadores de atividades, note-se que o embaixador do país em causa ou a Unidade G.2 podem utilizar os dados pessoais fornecidos aquando do registo de uma atividade para os contactarem a respeito dessa atividade.","privacy-statement-contact.4-collect_data.20":"Forneceu os seus dados pessoais na","privacy-statement-contact.4-collect_data.21":"Página de início de sessão do sítio Web da Semana da Programação","privacy-statement-contact.4-collect_data.22":"e na","privacy-statement-contact.4-collect_data.23":"página de registo de atividade","privacy-statement-contact.5-how_long.0":"Todos os dados pessoais serão apagados das bases de dados caso se retire da iniciativa ou 5 anos após o termo da mesma.","privacy-statement-contact.6-protect_data.0":'Todos os dados pessoais em formato eletrónico (mensagens de correio eletrónico, documentos, bases de dados, lotes de dados carregados, etc.) são conservados nos servidores da Comissão Europeia ou dos seus contratantes. Todas as operações de tratamento de dados são efetuadas em conformidade com a Decisão (UE, Euratom) 2017/46 da Comissão, de 10 de janeiro de 2017, relativa à segurança dos sistemas de comunicação e de informação na Comissão Europeia.',"privacy-statement-contact.6-protect_data.1":'Os contratantes da Comissão estão sujeitos a uma cláusula contratual específica respeitante a todas as operações de tratamento de dados pessoais em nome da Comissão e pelas obrigações de confidencialidade decorrentes da transposição do Regulamento Geral de Proteção de Dados nos Estados-Membros da UE [Regulamento (UE) 2016/679 , dito «RGPD»].',"privacy-statement-contact.6-protect_data.2":"A Comissão tomou uma série de medidas técnicas e organizativas para proteger os seus dados pessoais. As medidas técnicas incluem ações adequadas para garantir a segurança em linha e proteger do risco de perda ou alteração de dados, ou de acesso não autorizado aos mesmos, tendo em conta o risco inerente ao tratamento e a natureza dos dados pessoais tratados. As medidas organizativas incluem a restrição do acesso aos dados apenas a pessoas devidamente autorizadas e com necessidade legítima de tomar conhecimento dos mesmos para efeitos desta operação de tratamento de dados.","privacy-statement-contact.7-access_data.0":"Todos os dados pessoais fornecidos por si podem ser consultados pelo pessoal da Comissão segundo o princípio da “necessidade de tomar conhecimento”. Ademais, o acesso aos seus dados pessoais é facultado ao nosso contratante segundo o princípio da “necessidade de tomar conhecimento”.","privacy-statement-contact.7-access_data.1":'A fim de aumentar a visibilidade dos embaixadores, dos professores notáveis ou das atividades registadas da Semana da Programação, todos os seus dados pessoais são publicados no seguinte sítio Web.',"privacy-statement-contact.7-access_data.2":"Ademais, a Unidade G.2 pode partilhar os seus dados de contacto com qualquer pessoa ou parte interessada que precise de o/a contactar a respeito da Semana da Programação. No que se refere aos organizadores de atividades, note-se que o embaixador do país em causa ou a Unidade G.2 podem utilizar os dados pessoais fornecidos aquando do registo de uma atividade para os contactarem a respeito dessa atividade.","privacy-statement-contact.8-rights.0":"Autorizou o envio dos seus dados pessoais à Unidade G.2 para a presente operação de tratamento de dados. Pode retirar o seu consentimento a qualquer momento mediante notificação à Unidade G.2 através do endereço CNECT-G2@ec.europa.eu. A retirada do seu consentimento não afeta a licitude do tratamento de dados efetuado anteriormente.","privacy-statement-contact.10-detailed-info.0":"Esta operação de tratamento de dados específica foi incluída no registo público do encarregado da proteção de dados (EPD), com a seguinte referência: DPR-EC-02631 Gestão dos pontos de contacto das políticas, programas e projetos da DG CONNECT.","privacy-statement.title":"PROTEÇÃO DOS SEUS DADOS PESSOAIS","privacy-statement.processing-operation.0":"Operação de tratamento de dados","privacy-statement.processing-operation.1":"Tratamento de dados pessoais em codeweek.eu, incluindo endereços IP, dos visitantes dos sítios Web acessíveis ao público.","privacy-statement.data controller.0":"Responsável pelo tratamento de dados","privacy-statement.data controller.1":"Comissão Europeia, Direção-Geral das Redes de Comunicação, Conteúdos e Tecnologias, Unidade G.2.","privacy-statement.record-reference":"Referência do registo","privacy-statement.table-of-contents":"Índice","privacy-statement.1-intro.title":"Introdução","privacy-statement.1-intro.itens.1":'A Comissão Europeia (a seguir designada por «Comissão») compromete-se a proteger os seus dados pessoais e a respeitar a sua privacidade. A Comissão recolhe e procede ao tratamento de dados pessoais ao abrigo do Regulamento (UE) 2018/1725 do Parlamento Europeu e do Conselho, de 23 de outubro de 2018, relativo à proteção das pessoas singulares no que diz respeito ao tratamento de dados pessoais pelas instituições e pelos órgãos e organismos da União e à livre circulação desses dados, e que revoga o Regulamento (CE) n.º 45/2001.',"privacy-statement.1-intro.itens.2":"A presente declaração de confidencialidade explica o motivo do tratamento dos seus dados pessoais, descreve a forma como recolhemos, gerimos e asseguramos a proteção de todos os dados pessoais fornecidos, e refere como essas informações são utilizadas e os direitos que lhe assistem relativamente a esses dados. Indica igualmente os dados de contacto do responsável pelo tratamento de dados a quem se pode dirigir para exercer os seus direitos, do encarregado pela proteção de dados (EPD) e da Autoridade Europeia para a Proteção de Dados.","privacy-statement.1-intro.itens.3.0":"Em seguida, apresentam-se as informações relativas à operação de tratamento de dados","privacy-statement.1-intro.itens.3.1":"Tratamento de dados em codeweek.eu","privacy-statement.1-intro.itens.3.2":"realizada pela Comissão.","privacy-statement.2-why.title":"Por que motivo e de que forma tratamos os seus dados pessoais?","privacy-statement.2-why.items.0":"Finalidade da operação de tratamento de dados","privacy-statement.2-why.items.1":"A Direção-Geral das Redes de Comunicação, Conteúdos e Tecnologias da Comissão disponibiliza uma série de sítios Web externos. A configuração técnica recolhe e utiliza as suas informações pessoais de modo a apresentar os sítios Web situados fisicamente fora da infraestrutura de acolhimento controlada pela Comissão.","privacy-statement.2-why.items.2":"Os seus dados pessoais não serão utilizados para decisões automatizadas, incluindo a definição de perfis.","privacy-statement.3-legal_process.title":"Em que fundamentos jurídicos nos baseamos para o tratamento dos seus dados pessoais?","privacy-statement.3-legal_process.items.0":"Tratamos os seus dados pessoais por diversos motivos:","privacy-statement.3-legal_process.items.1":'Artigo 5.º, n.º 1, alínea a), do Regulamento (UE) 2018/1725: tratamento necessário para o exercício de funções de interesse público ou para o exercício da autoridade pública de que a instituição ou o órgão da União estão investidos.',"privacy-statement.3-legal_process.items.2":"Com efeito, informar o público em geral é uma tarefa decorrente das prerrogativas institucionais da Comissão Europeia, tal como previsto no artigo 58.º, n.º 2, alínea d), do Regulamento (UE, Euratom) 2018/1046 do Parlamento Europeu e do Conselho, de 18 de julho de 2018, relativo às disposições financeiras aplicáveis ao orçamento geral da União (JO L 193 de 30.7.2018, p. 1). Garantimos a aplicação de salvaguardas adequadas e específicas do tratamento de dados pessoais, em conformidade com a legislação aplicável em matéria de proteção de dados.","privacy-statement.3-legal_process.items.3":'Artigo 5.º, n.º 1, alínea d), do Regulamento (UE) 2018/1725: para as atividades de tratamento relativas a testemunhos de conexão (cookies) e autenticação, o seu consentimento é necessário. Em conformidade com o artigo 3.º, n.º 15, e o artigo 7.º do Regulamento (UE) 2018/1725, o consentimento deve ser expresso livremente, específico, informado e inequívoco.',"privacy-statement.3-legal_process.items.4":"Obtivemos o seu consentimento diretamente de si. Pode tê-lo dado por correio eletrónico, através do formulário de registo eletrónico ou por qualquer outra forma escrita.","privacy-statement.4-collect_data.title":"Que dados pessoais são recolhidos e posteriormente tratados por nós?","privacy-statement.4-collect_data.items.0":"Para efetuar este tratamento de dados, a Unidade G.2 recolhe as seguintes categorias de dados pessoais:","privacy-statement.4-collect_data.items.1":"Endereço de Protocolo de Internet (endereço IP) ou o identificador do dispositivo utilizado para aceder ao sítio Web.","privacy-statement.4-collect_data.items.2":"Sem este tratamento, não poderá estabelecer uma ligação técnica entre os seus dispositivos e a infraestrutura do servidor e, por conseguinte, não poderá aceder ao nosso sítio Web.","privacy-statement.4-collect_data.items.3":"Para que se possa autenticar neste sítio Web, a Unidade G.2 recolhe as seguintes categorias de dados pessoais:","privacy-statement.4-collect_data.items.4":"Endereço eletrónico","privacy-statement.4-collect_data.items.5":"Palavra-passe; ou","privacy-statement.4-collect_data.items.6":"Autenticação por meios sociais digitais.","privacy-statement.5-how_long.title":"Durante quanto tempo conservamos os seus dados pessoais?","privacy-statement.5-how_long.items.0":"A Unidade G.2 conserva os seus dados pessoais unicamente durante o tempo necessário para cumprir o objetivo que presidiu à recolha ou ao tratamento dos mesmos, nomeadamente durante a sessão de navegação. Ademais, os endereços IP podem ser guardados durante um ano nos ficheiros de registo dos serviços por motivos de segurança. Quanto à ferramenta de análise, o endereço IP e o identificador do dispositivo (por exemplo, o número IMEI e o endereço MAC WIFI) são imediatamente apagados no momento da desconexão.","privacy-statement.6-protect_data.title":"Como asseguramos a proteção dos seus dados pessoais?","privacy-statement.6-protect_data.items.0":"Todos os dados pessoais em formato eletrónico (mensagens eletrónicas, documentos, bases de dados, lotes de dados carregados, etc.) são armazenados nos servidores da Comissão Europeia. Todas as operações de tratamento de dados são efetuadas em conformidade com a","privacy-statement.6-protect_data.items.1":"Decisão (UE, Euratom) 2017/46 da Comissão","privacy-statement.6-protect_data.items.2":", de 10 de janeiro de 2017, relativa à segurança dos sistemas de comunicação e de informação na Comissão Europeia.","privacy-statement.6-protect_data.items.3":"A Comissão tomou várias medidas técnicas e organizativas para proteger os seus dados pessoais. As medidas técnicas incluem ações adequadas para garantir a segurança em linha e proteger do risco de perda ou alteração dos dados, ou de acesso não autorizado, tendo em conta o risco inerente ao tratamento e à natureza dos dados pessoais tratados. As medidas organizativas incluem a restrição do acesso aos dados apenas a pessoas devidamente autorizadas e com necessidade legítima de tomar conhecimento dos mesmos para efeitos desta operação de tratamento de dados.","privacy-statement.7-access_data.title":"Quem pode aceder aos seus dados pessoais e a quem podem ser divulgados?","privacy-statement.7-access_data.items.0":"O acesso aos seus dados pessoais é facultado ao pessoal da Comissão responsável por efetuar a presente operação de tratamento de dados, bem como a pessoal autorizado segundo o princípio da «necessidade de tomar conhecimento». O pessoal em causa está sujeito a obrigações estatutárias e, se necessário, a acordos de confidencialidade suplementares.","privacy-statement.7-access_data.items.1":"Ademais, o acesso aos seus dados pessoais pode ser facultado a contratantes externos que trabalhem em nome e ao abrigo de um acordo contratual com o serviço da Comissão proprietário dos sítios Web e que se dediquem à criação, manutenção, gestão e arquivo de sítios Web segundo o princípio da “necessidade de tomar conhecimento”.","privacy-statement.7-access_data.items.2":"As informações que recolhemos não serão transmitidas a terceiros, exceto na medida e para os efeitos previstos na legislação.","privacy-statement.8-rights.title":"Quais são os direitos que lhe assistem e como os pode exercer?","privacy-statement.8-rights.items.0":"Enquanto «titular dos dados», assistem-lhe direitos específicos ao abrigo do capítulo III (artigos 14.º a 25.º) do Regulamento (UE) 2018/1725, nomeadamente o direito de aceder, retificar e apagar os seus dados pessoais e o direito de limitar o respetivo tratamento. Tem também o direito, se for caso disso, de se opor ao tratamento dos seus dados pessoais e o direito de portabilidade dos mesmos.","privacy-statement.8-rights.items.1":"Tem o direito de se opor ao tratamento dos seus dados pessoais, licitamente efetuado nos termos do artigo 5.º, n.º 1, alínea a).","privacy-statement.8-rights.items.2":"Consentiu em fornecer os seus dados pessoais para a presente operação de tratamento de dados. Pode revogar o seu consentimento a qualquer momento mediante notificação à Unidade G.2. A revogação do seu consentimento não compromete a licitude do tratamento de dados efetuado anteriormente.","privacy-statement.8-rights.items.3":"Para exercer os seus direitos, contacte o responsável pelo tratamento de dados ou, em caso de litígio, o encarregado da proteção de dados (EPD). Se necessário, pode igualmente dirigir-se à Autoridade Europeia para a Proteção de Dados. Os dados de contacto estão disponíveis no ponto 9 abaixo.","privacy-statement.8-rights.items.4":"Se pretender exercer os seus direitos no contexto de uma ou várias operações de tratamento específicas, deve descrever essas operações no seu pedido (ou seja, indicar a(s) referência(s) de registo das mesmas, tal como especificado no ponto 10 abaixo).","privacy-statement.9-contact.title":"Contactos","privacy-statement.9-contact.data-controller.title":"Responsável pelo tratamento de dados","privacy-statement.9-contact.data-controller.text":"Se pretender exercer os direitos que lhe são conferidos pelo Regulamento (UE) 2018/1725, ou se tiver observações, perguntas ou dúvidas, ou se quiser apresentar uma queixa relativa à recolha e utilização dos seus dados pessoais, contacte o responsável pelo tratamento de dados, Unidade G.2, Comissão Europeia, em","privacy-statement.9-contact.data-protection-officer.title":"Encarregado da proteção de dados (EPD) da Comissão","privacy-statement.9-contact.data-protection-officer.text":"Pode contactar o encarregado da proteção de dados (DATA-PROTECTION-OFFICER@ec.europa.eu) para questões relacionadas com o tratamento dos seus dados pessoais ao abrigo do Regulamento (UE) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Autoridade Europeia para a Proteção de Dados (AEPD)","privacy-statement.9-contact.european-data-protection.text":'Se considerar que os direitos que lhe são conferidos pelo Regulamento (UE) 2018/1725 foram infringidos em resultado do tratamento dos seus dados pessoais pelo responsável pelo tratamento de dados, (edps@edps.europa.eu) assiste-lhe o direito de recorrer (isto é, apresentar uma queixa) à Autoridade Europeia para a Proteção de Dados.',"privacy-statement.10-detailed-info.title":"Onde pode encontrar informações mais detalhadas?","privacy-statement.10-detailed-info.items.0":'O encarregado da proteção de dados (EPD) da Comissão publica um registo de todas as operações de tratamento de dados pessoais efetuadas pela Comissão que lhe tenham sido comunicadas e documentadas. Pode aceder ao registo através da seguinte hiperligação: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"A presente operação de tratamento de dados foi inscrita no registo público do encarregado da proteção de dados (EPD) com a seguinte referência de registo: DPR-EC-09706.1.","privacy.title":"PROTEÇÃO DOS SEUS DADOS PESSOAIS","privacy.1-intro.title":"1. Introdução","privacy.1-intro.items.1":"

    A Comissão Europeia (a seguir designada «Comissão») está empenhada em proteger os seus dados pessoais e respeitar a sua privacidade. A Comissão recolhe e trata dados pessoais ao abrigo do Regulamento (UE) 2018/1725 do Parlamento Europeu e do Conselho, de 23 de outubro de 2018, relativo à proteção das pessoas singulares no que diz respeito ao tratamento de dados pessoais pelas instituições e pelos órgãos e organismos da União e à livre circulação desses dados (que revoga o Regulamento (CE) n.º 45/2001).

    ","privacy.1-intro.items.2":"

    A presente declaração de privacidade explica o motivo por que recolhemos e tratamos dados pessoais, a forma como os recolhemos, processamos e garantimos a sua proteção, o modo como a informação obtida é utilizada e os direitos que lhe assistem relativamente aos seus dados pessoais (o direito a aceder, retificar, bloquear, etc.). Indica igualmente os contactos do responsável pelo tratamento a quem pode dirigir-se para exercer os seus direitos, do encarregado da proteção dos dados e da Autoridade Europeia para a Proteção de Dados.

    ","privacy.1-intro.items.3":"

    A presente declaração de privacidade diz respeito à recolha e publicação de dados pessoais no sítio Codeweek.eu acessível ao público, das pessoas que servem de pontos de contacto para as atividades da Semana Europeia da Programação (embaixadores da Semana Europeia da Programação, coordenadores dos ministérios da Educação, professores proeminentes, bem como organizadores de atividades e eventos).

    ","privacy.2-why.title":"2. Por que motivo tratamos os seus dados?","privacy.2-why.items.1":"

    A Comissão Europeia recolhe e publica as suas informações pessoais para facilitar a identificação dos pontos de contacto por parte dos intervenientes ou cidadãos interessados. A disponibilização de pessoas reais como pontos de contacto é a melhor e mais eficaz forma de assegurar que as pessoas interessadas podem entrar em contacto com os serviços da Comissão.

    ","privacy.2-why.items.2":"

    Os seus dados pessoais não serão utilizados para uma tomada automatizada de decisões, incluindo a definição de perfis.

    ","privacy.3-legal_process.title":"3. Quais os fundamentos jurídicos em que nos baseamos para tratar os seus dados pessoais?","privacy.3-legal_process.items.1":"

    As operações de tratamento de dados pessoais para a publicação de pontos de contacto são lícitas ao abrigo do artigo 5.º, n.º 1, alínea d), do Regulamento (UE) 2018/1725, uma vez que deu o seu consentimento ao tratamento dos seus dados pessoais através de um formulário em linha ou quando aceitou que utilizemos o seu endereço eletrónico e nome de utilizador, caso se tenha registado numa rede social.

    ","privacy.4-collect_data.title":"4. Que dados pessoais recolhemos e tratamos posteriormente?","privacy.4-collect_data.items.1":"

    Os dados pessoais recolhidos são informações que facilitam a sua identificação como ponto de contacto e aumentam a sua visibilidade para o público, nomeadamente: título, nome, apelido, cargo, endereço postal e endereço eletrónico profissionais, número de telefone, fotografia, conta nas redes sociais, biografia.

    ","privacy.4-collect_data.items.2":"

    Forneceu estes dados pessoais a título voluntário mediante o preenchimento do formulário de candidatura.

    ","privacy.4-collect_data.items.3":"

    O fornecimento de determinados dados pessoais é obrigatório para a publicação de atividades e/ou informações de contacto no sítio codeweek.eu. Se não fornecer os seus dados pessoais, a sua atividade não será publicada e/ou não será capaz de participar nas redes acima indicadas.

    ","privacy.4-collect_data.items.4":"

    Os restantes dados pessoais são fornecidos a título voluntário.

    ","privacy.4-collect_data.items.5":"Ao assinar a nossa newsletter, o seu endereço eletrónico é acrescentado à lista de endereços da Semana Europeia da Programação, que é gerida por Mailerlite.com. leia a política de privacidade da Mailerlite: Https://www.mailerlite.com/legal/privacy-policy. Pode optar por não receber a newsletter, a qualquer momento, utilizando a ligação «unsubscribe» nas mensagens de correio eletrónico que receber, ou enviar-nos uma mensagem eletrónica para info@codeweek.eu com a palavra «Unsubscribe» no campo do «Assunto».","privacy.5-how_long.title":"5. Durante quanto tempo conservamos os seus dados pessoais?","privacy.5-how_long.items.1":"

    A Comissão conserva os seus dados pessoais apenas durante o tempo necessário para cumprir o objetivo que presidiu à recolha ou ao tratamento dos mesmos, descrito no ponto 2, nomeadamente enquanto servir de ponto de contacto.

    ","privacy.5-how_long.items.2":"

    Os seus dados pessoais serão removidos do sítio Web disponível ao público logo que deixe de exercer a sua função de ponto de contacto, a menos que tenha autorizado a sua inclusão na base de dados para atividades futuras.

    ","privacy.6-protect_data.title":"6. Como protegemos e salvaguardamos os seus dados pessoais?","privacy.6-protect_data.items.1":"

    Todos os dados pessoais em formato eletrónico (mensagens eletrónicas, documentos, bases de dados, lotes de dados carregados, etc.) são armazenados em servidores da Comissão Europeia ou de empresas por ela contratadas para o efeito. Todas as operações de tratamento são realizadas nos termos da Decisão (UE, Euratom) 2017/46 da Comissão, de 10 de janeiro de 2017, relativa à segurança dos sistemas de comunicação e de informação na Comissão Europeia.

    ","privacy.6-protect_data.items.2":"

    Os contratantes da Comissão estão vinculados por uma cláusula contratual específica respeitante às operações de tratamento dos seus dados em nome da Comissão e pelas obrigações de confidencialidade decorrentes da transposição do Regulamento Geral sobre a Proteção de Dados nos Estados-Membros da UE (Regulamento (UE) 2016/679 — RGPD).

    ","privacy.6-protect_data.items.3":"

    A Comissão adotou várias medidas técnicas e organizativas para proteger os seus dados pessoais. As medidas técnicas incluem ações adequadas para garantir a segurança em linha e minimizar o risco de perda, alteração ou acesso não autorizado aos dados, tendo em conta o risco inerente ao tratamento e a natureza dos dados pessoais objeto de tratamento. As medidas organizativas incluem a limitação do acesso aos dados pessoais exclusivamente a pessoas autorizadas com uma necessidade legítima de tomar conhecimento dos dados para efeitos da operação de tratamento.

    ","privacy.7-access_data.title":"7. Quem tem acesso aos seus dados e a quem podem ser divulgados?","privacy.7-access_data.items.1":"

    O acesso aos seus dados pessoais é facultado a membros do pessoal da Comissão Europeia responsáveis pela execução da operação de tratamento e a membros do pessoal autorizados, em conformidade o princípio da «necessidade de tomar conhecimento». As pessoas em causa estão obrigadas a respeitar os acordos de confidencialidade estatutários e, se necessário, acordos de confidencialidade adicionais.

    ","privacy.7-access_data.items.2":"

    Mais concretamente, todos os dados pessoais fornecidos por si podem ser acedidos pelos administradores dos sítios Web (membros do pessoal da Comissão), bem como por outros membros do pessoal da Comissão com base na «necessidade de tomar conhecimento».. Além disso, as suas informações pessoais e informações de eventos serão partilhadas com membros das redes de embaixadores da Semana Europeia da Programação e de coordenadores pedagógicos para a organização ou o seguimento de atividades locais.

    ","privacy.7-access_data.items.3":"

    Tendo em vista o aumento da visibilidade dos pontos de contacto, os seus dados pessoais são publicados sem qualquer limitação de acesso no sítio Web público: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Relativamente à transferência de dados para terceiros

    ","privacy.7-access_data.items.5":"

    As informações que recolhemos não serão cedidas a qualquer terceiro, exceto na medida e para os efeitos previstos por lei.

    ","privacy.8-rights.title":"8. Quais são os seus direitos e como pode exercê-los?","privacy.8-rights.items.1":"

    Enquanto «titular de dados», assistem-lhe direitos específicos ao abrigo do capítulo III (artigos 14.º a 25.º) do Regulamento (UE) 2018/1725, designadamente o direito a aceder, retificar ou apagar os seus dados pessoais e o direito de limitar o tratamento dos seus dados pessoais. Quando aplicável, também lhe assiste o direito de se opor ao tratamento ou o direito à portabilidade dos dados.

    ","privacy.8-rights.items.2":"

    Embora tenha consentido em fornecer-nos os seus dados pessoais para a presente operação de tratamento, pode retirar o seu consentimento, em qualquer momento, notificando o responsável pelo tratamento. A retirada do consentimento não afeta a licitude do tratamento anteriormente efetuado.

    ","privacy.8-rights.items.3":"

    Pode exercer os seus direitos contactando o responsável pelo tratamento ou, em caso de conflito, o encarregado da proteção de dados. Caso necessário, pode igualmente dirigir-se à Autoridade Europeia para a Proteção de Dados. Os contactos são indicados no ponto 9 abaixo.

    ","privacy.9-contact.title":"9. Contactos","privacy.9-contact.data-controller.title":"– Responsável pelo tratamento","privacy.9-contact.data-controller.text":"

    Se pretender exercer os direitos que lhe assistem ao abrigo do Regulamento (UE) 2018/1725, tiver observações, perguntas ou dúvidas ou quiser apresentar uma reclamação relativa à recolha e utilização dos seus dados pessoais, contacte o responsável pelo tratamento:

    ","privacy.9-contact.data-controller.address":"Direção-Geral das Redes de Comunicação, Conteúdos e Tecnologias, Unidade G2
    Edifício BU25
    B-1049 Bruxelas
    ","privacy.9-contact.data-controller.email":"Endereço eletrónico: ","privacy.9-contact.data-protection-officer.title":"– Encarregado da proteção de dados (EPD) da Comissão","privacy.9-contact.data-protection-officer.text":'

    Para questões relacionadas com o tratamento dos seus dados pessoais ao abrigo do Regulamento (UE) 2018/1725, pode contactar o encarregado da proteção de dados (DATA-PROTECTION-OFFICER@ec.europa.eu).

    ',"privacy.9-contact.european-data-protection.title":"– Autoridade Europeia para a Proteção de Dados (AEPD)","privacy.9-contact.european-data-protection.text":'

    Caso considere que os seus direitos ao abrigo do Regulamento (UE) 2018/1725 foram infringidos em resultado do tratamento dos seus dados pessoais pelo responsável pelo tratamento, pode apresentar uma reclamação à Autoridade Europeia para a Proteção de Dados (edps@edps.europa.eu).

    ',"remote-teaching.remote-teaching":"Ensino a distância","remote-teaching.intro.title":"Semana da Programação e ensino a distância","remote-teaching.intro.text":"O ensino a distância pode constituir um enorme desafio para professores e alunos, e há muitos obstáculos a ultrapassar. No entanto, não é preciso interromper o ensino de programação, de pensamento computacional ou até de robótica, por os alunos estarem em casa. Eis algumas dicas e recursos que esperamos que lhe sejam úteis.","remote-teaching.intro.points.1":"uma coleção de vídeos curtos, materiais que cada um pode preparar sozinho, quebra-cabeças, jogos e desafios de programação para o quotidiano, tanto em ambiente familiar como escolar.","remote-teaching.intro.points.2.0":"Programação manual","remote-teaching.intro.points.2.1":"aqui encontrará várias atividades que pode realizar facilmente em casa, para aprender ou ensinar a programar com materiais corriqueiros.","remote-teaching.intro.points.3.0":"Bits de aprendizagem","remote-teaching.intro.points.3.1":"aqui encontrará «bits de aprendizagem» ou tutoriais sobre desenvolvimento sustentável e inteligência artificial, incluindo secções de ensino a distância nos seus Projetos Pedagógicos.","remote-teaching.intro.points.4.0":"Repositório de recursos","remote-teaching.intro.points.4.1":"muitos dos recursos do repositório também podem ser usados no ensino a distância. Pode encontrar recursos para ensinar ou aprender a programar.","remote-teaching.intro.points.5.0":"Webinários sobre programação em casa","remote-teaching.intro.points.5.1":"sabia que a Semana da Programação organizou vários webinários sobre como aprender e ensinar a programar em casa? Descubra-os!","remote-teaching.tips.title":"7 dicas para ensinar programação a distância","remote-teaching.tips.points.1.0":"Familiarize-se com os conceitos, a linguagem de programação e o software","remote-teaching.tips.points.1.1":"embora os alunos possam aprender a codificar e a programar de forma semiautónoma, por tentativa e erro, terá de os orientar e ajudar a encontrar erros de sintaxe. Prepare-se para mudar e adaptar-se caso uma ferramenta digital ou uma linguagem de programação não proporcione os resultados de aprendizagem esperados.","remote-teaching.tips.points.2.0":"Reforce as capacidades dos alunos","remote-teaching.tips.points.2.1":"ajude os seus alunos a explorarem todo o seu potencial, preparando aulas motivadoras e estimulantes. Deixe-os explorar as competências e a criatividade de que dispõem, permitindo-lhes escolher os seus próprios projetos e resultados. Além disso, recomendamos-lhe que seja realista e defina objetivos que os seus alunos consigam atingir","remote-teaching.tips.points.3.0":"Incentive os alunos a trabalharem em grupos","remote-teaching.tips.points.3.1":`programar em grupo não só é mais divertido, como também ajuda os alunos a realizar projetos mais complexos e criativos. Além disso, o ensino a distância pode isolar alguns alunos, e o trabalho em grupo pode impedir que tal aconteça. Por exemplo, pode criar salas de reunião em linha para que os seus alunos trabalhem em grupo, ou estabelecer um sistema de avaliação pelos pares, mediante o qual os alunos dão e recebem comentários construtivos sobre os projetos uns dos outros. -`,"remote-teaching.tips.points.4.0":"Explore software de fonte aberta e plataformas em linha gratuitas para aprender a programar","remote-teaching.tips.points.4.1":"há muitos recursos de boa qualidade para aprender e ensinar a programar, que são simultaneamente avançados e fáceis de usar. Trata-se de ferramentas gratuitas que os seus alunos podem utilizar, sem terem de adquirir licenças ou descarregar software. A maioria está disponível no repositório da Semana da Programação; por exemplo: Scratch, App Inventor, Code.org, EarSketch, Sonic Pi, e muitas mais. Como vimos com os bits de aprendizagem da Semana da Programação, pode utilizar estas ferramentas em qualquer domínio!","remote-teaching.tips.points.5.0":"Mantenha a boa disposição","remote-teaching.tips.points.5.1":"os primeiros passos na programação devem ser atraentes e divertidos e, embora, desta vez, não tenha a oportunidade de partilhar este prazer pessoalmente, há formas de jogar e de se divertir em conjunto! Por exemplo, pode propor aos seus alunos que façam uma pausa da aula para se ligarem e jogarem em conjunto o CodyColor, um jogo educativo multijogador concebido para aprender o pensamento computacional na prática.","remote-teaching.tips.points.6.0":"Simule as interações de uma sala de aula real","remote-teaching.tips.points.6.1":"a tecnologia permite-nos reproduzir, pelo menos parcialmente, o tipo de interação que ocorreria na sala de aula. Pode incentivar os seus alunos a ligarem as câmaras em determinados momentos, a levantarem as mãos de forma virtual, a fazerem perguntas oralmente ou por escrito, a responderem a sondagens e questionários digitais, e muito mais. Para o efeito, pode usar algumas ferramentas digitais gratuitas, como o Zoom, o Microsoft Teams, o GoToMeeting ou o Jitsi — para criar o ambiente de aula ao vivo — e o Kahoot, o Mentimeter ou o Google Forms — para criar questionários e outras interações. Tal ajudaria os alunos a sentirem-se como numa sala de aula, ligados aos seus colegas.","remote-teaching.tips.points.7.0":"Garanta a disponibilidade e a acessibilidade dos materiais","remote-teaching.tips.points.7.1":"certifique-se de que as suas aulas de programação são realistas e inclusivas, garantindo que os materiais necessários são fáceis de encontrar em qualquer agregado familiar e que todos os estudantes podem obtê-los, ou prepare adaptações para quem não o consiga fazer. Por exemplo, as atividades de programação manual exigem materiais pouco dispendiosos, como tesouras, papel ou marcadores. Ao trabalhar com exercícios de programação em linha, certifique-se de que todos os alunos dispõem, em casa, de um tablete ou computador e de uma ligação fiável à Internet.","remote-teaching.tips.conclusion":"Como aprende e ensina a codificar e programar em ambientes de ensino a distância? Tem alguma dica para outros profissionais do ensino? Acrescente um comentário no fórum abaixo!","report.title":"Comunicar o seu evento #EUCodeWeek","report.event_title":"Título do evento","report.number_required":"Indique uma estimativa aproximada, mesmo que não disponha de dados exatos.","report.phrase1":"Este formulário só pode ser preenchido uma vez! Verifique atentamente os seus dados. Em caso de erro, ","report.phrase2":"Após a apresentação do relatório do evento, será emitido automaticamente um certificado personalizado de participação na Semana da Programação, que poderá descarregar ou partilhar. Pode visualizar um modelo de certificado aqui.","report.phrase3":"Os campos de preenchimento obrigatório estão marcados com um * asterisco.","report.phrase4":"Este formulário só pode ser preenchido uma vez! Verifique atentamente os seus dados. Em caso de erro,","report.contactus":"contacte-nos","report.participants_count.label":"Contagem de participantes","report.average_participant_age.label":"Idade média dos participantes","report.percentage_of_females.label":"Percentagem de participantes do sexo feminino","report.codeweek_for_all_participation_code.label":"Código de participação «Codeweek4All»","report.codeweek_for_all_participation_code.help":"Caso tenha obtido um código para o desafio Codeweek4All, pode introduzi-lo aqui. Se não for participante, ignore este campo.","report.name_for_certificate.label":"Nome para o certificado","report.name_for_certificate.help":"Altere para o nome do organizador do evento que receberá um certificado de participação na Semana da Programação. Utilize apenas carateres ASCII (latim). Não são permitidas letras com acentos, tremas e similares.","report.submit":"Enviar Comunicação de Evento","report.thanks_page.title":"Obrigado por comunicar o seu evento!","report.thanks_page.certificate_ready":"O seu certificado está pronto.","report.thanks_page.download_button":"Clique aqui para descarregá-lo.","report.thanks_page.back_events":"Voltar para o seu evento","resources.search_resources":"Procurar recursos","resources.types":"Tipos","resources.levels":"Níveis","resources.programming_languages":"Linguagens de programação","resources.categories":"Categorias","resources.Languages":"Idiomas","resources.Subjects":"Assuntos","resources.share":"Partilhar","resources.communication_toolkit":"Conjunto de ferramentas de comunicação","resources.teachers_toolkit":"Conjunto de ferramentas para os professores","resources.leaflet":"Folheto","resources.how_to_organise_an_activity":"Como organizar uma atividade?","resources.resources.languages.Russian":"Russo","resources.resources.languages.Norwegian":"Norueguês","resources.resources.languages.Mandarin":"Mandarim","resources.resources.languages.Japanese":"Japonês","resources.resources.languages.All targeted languages":"Todas as línguas visadas","resources.resources.levels.Beginner":"Iniciante","resources.resources.levels.Intermediate":"Intermédio","resources.resources.levels.Advanced":"Avançado","resources.resources.levels.Pre-primary education":"Ensino pré-escolar","resources.resources.levels.Primary school (5-12)":"Primeiro ciclo do ensino básico (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Segundo e terceiro ciclos do ensino básico (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Ensino secundário (16-18)","resources.resources.levels.Higher Education":"Ensino superior","resources.resources.levels.Other":"Outro","resources.resources.subjects.Art":"Arte","resources.resources.subjects.Biology":"Biologia","resources.resources.subjects.Chemistry":"Química","resources.resources.subjects.Computer Science":"Informática","resources.resources.subjects.Culture":"Cultura","resources.resources.subjects.Economics":"Economia","resources.resources.subjects.Foreign Languages":"Línguas Estrangeiras","resources.resources.subjects.Geography":"Geografia","resources.resources.subjects.Geology":"Geologia","resources.resources.subjects.History":"História","resources.resources.subjects.Language and Literature":"Língua e Literatura","resources.resources.subjects.Mathematics":"Matemática","resources.resources.subjects.Natural Sciences":"Ciências da Natureza","resources.resources.subjects.Physical Education":"Educação Física","resources.resources.subjects.Physics":"Física","resources.resources.subjects.Coding":"Codificação","resources.resources.subjects.Special Education Needs":"Necessidades Educativas Especiais","resources.resources.subjects.Other":"Outro","resources.resources.types.Tutorial":"Tutorial","resources.resources.types.Website":"Sítio Web","resources.resources.types.Online Course":"Curso em linha","resources.resources.types.Video":"Vídeo","resources.resources.types.Audio":"Áudio","resources.resources.types.Application":"Aplicação","resources.resources.types.Game":"Jogo","resources.resources.types.Graphic Material":"Material gráfico","resources.resources.types.Presentation":"Apresentação","resources.resources.types.Toolkit":"Conjunto de ferramentas","resources.resources.types.Other":"Outro","resources.resources.types.Lesson Plan":"Plano de aula","resources.resources.types.Guide":"Guia","resources.resources.categories.Coding":"Codificação","resources.resources.categories.Programming":"Programação","resources.resources.categories.Computational Thinking":"Pensamento computacional","resources.resources.categories.Robotics":"Robótica","resources.resources.categories.Making":"Making","resources.resources.categories.Tinkering":"Tinkering","resources.resources.categories.Unplugged Activities":"Atividades sem recurso a computador","resources.resources.categories.Other":"Outro","school.name":"Nome da escola","school.location":"Localização da escola","school.description":"Descrição da escola","school.school":"Escola","school.add":"Adicionar","school.list":"Listar","school.required.name":"É necessário indicar o nome da escola","school.required.location":"É necessário indicar a localização da escola","schools.1.title1":"Por que razão deve levar a programação para a sua sala de aula?","schools.1.title2":"Como é que a programação pode beneficiar os seus alunos? Como pode beneficiar enquanto professor?","schools.1.content.0":"Consideramos que a literacia básica de qualquer pessoa na era digital deve incluir uma compreensão da programação e o desenvolvimento de competências fundamentais relacionadas com o pensamento computacional, tais como competências a nível da resolução de problemas, da colaboração e da análise.","schools.1.content.1":"Aprender a programar pode capacitar os seus alunos para estarem na vanguarda de uma sociedade digitalmente competente, desenvolverem uma melhor compreensão do mundo que os rodeia e terem melhores hipóteses de ser bem-sucedidos na vida pessoal e profissional.","schools.1.content.2":"A Semana da Programação oferece a todos os alunos a possibilidade de darem os primeiros passos como criadores de conteúdos digitais, proporcionando às escolas e aos professores oportunidades de desenvolvimento profissional, materiais didáticos, desafios internacionais e oportunidades de intercâmbio.","schools.1.button.label":"Quer começar de imediato? Registe-se aqui!","schools.2.title1":"Pronto para participar?","schools.2.title2":"Organize uma aula, uma sessão de formação ou um evento e marque-o no mapa.","schools.2.content.0":"Quer tenha ou não alguns conhecimentos de programação, pode organizar facilmente uma aula na sua sala de aula, um dia aberto ou um evento na sua escola. Para isso, basta fixar uma data e registar a sua atividade no mapa abaixo. Caso necessite de ajuda para preparar uma aula sobre programação, passe diretamente para a próxima secção.","schools.2.content.1":"Veja alguns exemplos de atividades que estão a ser organizadas, percorrendo o mapa que se segue e adicione a sua para se juntar a milhares de educadores dentro e fora da Europa: ","schools.2.button.label":"Pronto para tentar? Adicione uma atividade!","schools.3.title1":"Não tem experiência em programação? Não se preocupe","schools.3.title2":"As nossas ferramentas irão ajudá-lo a iniciar-se na programação antes de levá-la aos seus alunos","schools.3.content.0":"Se tem interesse em levar a programação para a sua sala de aula, mas não sabe por onde começar, não se preocupe! Uma equipa internacional de professores e especialistas tem vindo a desenvolver um conjunto de pequenos módulos de formação em linha para ajudá-lo a começar.","schools.3.content.1":"Não é necessário ter experiência em programação para acompanhar os nossos bits de aprendizagem!","schools.3.button.label":"Aceda aos módulos de formação","schools.4.title1":"Procura um desafio adicional?","schools.4.title2":"Crie uma rede de atividades, envolva o maior número de alunos possível e ganhe o Certificado de Excelência","schools.4.content.0":"O Code Week 4 All desafia-o unir forças com outros professores ou escolas e participar numa comunidade internacional de pessoas com as mesmas ideias, proporcionando aos alunos a oportunidade de darem os primeiros passos na programação. Constitua uma aliança que envolva mais de 500 alunos e receberá o Certificado de Excelência.","schools.4.button.label":"Saiba mais sobre o desafio Code Week 4 All","schools.title":"Escolas: faça chegar a Semana da Programação aos seus alunos","scoreboard.title":"Que paises estão a fervilhar com atividades de programação? ","scoreboard.paragraph":"O painel está organizado por número de eventos de programação enumerados por população, pelo que não se surpreenda ao ver alguns dos países mais pequenos ocuparem o topo da lista!","scoreboard.parcipating_with":"participa com","scoreboard.events":"eventos","search.audience_title":"Público","search.theme_title":"Tema","search.placeholder":"Pesquisar nome ou etiqueta do evento","search.submit":"Pesquisar","search.label_country":"Selecionar país","search.last_year_events.label":"Incluir eventos do ano passado","search.last_year_events.yes":"Sim","search.last_year_events.no":"Não","search.search_counter":"corresponde(m) aos seus critérios de pesquisa","search.event":"evento","search.events":"eventos","search.year":"ano","search.audiences":"Público","search.themes":"Temas","search.countries":"Países","search.search_placeholder":"Busca por título ou descrição","snippets.featured-activities":"Pode encontrar aqui as próximas atividades da Semana Europeia da Programação que darão as boas-vindas aos participantes em linha. Pode filtrar por língua e mês e, clicando em «Ver», aceder a todas as informações sobre a atividade e os contactos dos organizadores. Divirtam-se!","snippets.learn":"A codificação e a programação são competências essenciais, cada vez mais procuradas em todos os domínios, e a Semana Europeia da Programação pretende ajudá-lo na sua aprendizagem! Navegue no nosso repositório e encontre o recurso perfeito para iniciar ou prosseguir a sua viagem pela programação. Todos estes recursos são gratuitos. Não se esqueça de que pode filtrar a sua pesquisa por tipo de recurso, nível de competência, linguagem de programação, categoria e língua.","snippets.teach":"A codificação e a programação são competências essenciais que abrirão novas possibilidades para os seus alunos e os seus filhos. Quer ensinar programação em casa, na sala de aula ou num clube de programadores? Navegue no nosso repositório para encontrar o recurso mais adequado para introduzir a codificação e a programação na sua prática pedagógica. Todos estes recursos são gratuitos. Não se esqueça de que pode filtrar a sua pesquisa por tipo de recurso, nível de competência, linguagem de programação, assunto, categoria e língua.","snippets.toolkits.0":"Nesta secção, encontrará material que o ajudará a organizar a sua atividade da Semana Europeia da Programação e a promover a iniciativa junto da sua comunidade.","snippets.toolkits.1":"Ferramentas de comunicação","snippets.toolkits.2":"encontrará aqui os logótipos, cartões de acesso, folhetos, cartazes, modelos PowerPoint e Word, exemplos de publicações nas redes sociais e ilustrações oficiais da Semana Europeia da Programação.","snippets.toolkits.3":"Ferramentas para professores","snippets.toolkits.4":"encontrará aqui os logótipos oficiais da Semana Europeia da Programação, cartões de acesso, modelos de certificado de participação para os seus alunos e uma apresentação introdutória sobre a Semana Europeia da Programação, bem como materiais para partilhar nas redes sociais.","snippets.toolkits.5":"Folheto oficial da Semana Europeia da Programação.","snippets.about.goal":"O objetivo é ajudar os jovens a dominarem os princípios básicos da programação e o pensamento computacional.","snippets.guide.tutorials.1":"Veja os nossos","snippets.guide.tutorials.2":"tutoriais e as nossas formações","snippets.guide.tutorials.3":"disponíveis em 29 línguas para preparar a organização de atividades, nas quais os jovens aprendem a programação e o pensamento computacional.","snippets.dance.menu":"Desafia Dançar","snippets.dance.subtitle":"Quem disse que os programadores não sabem dançar? Vamos provar o contrário com o desafio #EUCodeWeekDance.","snippets.dance.content":"Todas as pessoas, escolas, professores, bibliotecas, clubes de programação, empresas e autoridades públicas são convidados a comemorar a Semana Europeia da Programação, organizando uma atividade #EUCodeWeekDance e acrescentando-a ao mapa da Semana Europeia da Programação.","snippets.treasure-hunt.menu":"Caça ao tesouro","snippets.treasure-hunt.subtitle":"Este é um jogo no Telegram","snippets.videos.1":"Ver os vídeos dos Embaixadores da Semana Europeia da Programação sobre os nossos valores","snippets.videos.2":"Ver Katja Osljak, Embaixadora da Eslovénia, sobre a razão pela qual a Semana da Programação é independente","snippets.videos.3":"Ver Laurent Touché, Embaixador de França, sobre a razão pela qual a Semana da Programação é para todos","snippets.videos.4":"Ver Fatma Bouaziz, Embaixadora da Tunísia, sobre a razão pela qual a Semana da Programação é «glocal»","snippets.videos.5":"Ver Linda Sinka, Embaixadora da Letónia sobre a razão pela qual a Semana da Programação é sinónimo de cooperação","snippets.videos.6":"Ver Alessandro Bogliolo, Embaixador de Itália, sobre a razão pela qual a Semana da Programação não tem fins lucrativos","snippets.videos.7":"Ver Marjana Prifti, Embaixadora da Albânia, sobre a razão pela qual a Semana da Programação promove a criatividade e a inovação","snippets.videos.8":"Ver Cristiana Lucaci, Embaixadora da Roménia, sobre razão pela qual a Semana da Programação é grata à sua comunidade","training.learning_bits":"Bits de Aprendizagem da Semana da Programação","training.title":"Materiais de formação e cursos online gratuitos","training.text":`

    Encontrará aqui materiais e recursos pedagógicos gratuitos que o ajudarão a iniciar e planificar a sua próxima aula inovadora.

    -

    1. Bits de aprendizagem

    -

    Não é necessário ter experiência em programação, e apenas são necessários cerca de 15 minutos para concluir cada módulo. Os módulos apresentam-lhe os principais conceitos relacionados com as atividades de programação e de pensamento computacional. Além disso, os módulos também fornecem sugestões e conselhos práticos sobre a forma de integrar os conceitos na sua sala de aula.

    `,"training.text_2":`

    Agora que já concluiu um ou mais bits de aprendizagem da Semana Europeia da Programação, esperamos que se sinta suficientemente à vontade para levar um certo nível de criatividade digital para sua sala de aula e marcar a sua atividade no Mapa da Semana da Programação!

    - -

    Pode organizar facilmente uma aula na sua sala de aula, um dia aberto ou um evento na sua escola. Para isso, basta encontrar uma data e registar a sua atividade no mapa da Semana da Programação. Cada organizador de atividades receberá um certificado de participação em reconhecimento do seu esforço.

    - -

    Se desejar fazer parte de um grupo internacional de professores entusiastas, adira ao grupo de professores da Semana Europeia da programação no Facebook! Para ir mais longe e colaborar com outras escolas no seu país ou além-fronteiras, participe no desafio Code Week 4 All.

    `,"training.lessons.1.title":"Programação sem tecnologia digital (unplugged)","training.lessons.1.author":"Por Alessandro Bogliolo","training.lessons.1.text":`

    A programação é a linguagem das coisas, permitindo-nos escrever programas para atribuir novas funcionalidades às dezenas de milhares de milhões de objetos programáveis que nos rodeiam. A programação é a forma mais rápida de dar vida às nossas ideias e a forma mais eficaz de desenvolver competências ao nível do pensamento computacional. No entanto, a tecnologia não é rigorosamente necessária para o desenvolvimento do pensamento computacional. Pelo contrário, as nossas competências na esfera do pensamento computacional são essenciais para que a tecnologia possa funcionar.

    - -

    Neste vídeo, Alessandro Bogliolo, professor de sistemas informáticos na Itália e coordenador da Semana Europeia da Programação, apresentará atividades de programação que podem ser levadas a cabo sem recurso a qualquer dispositivo eletrónico. O objetivo principal das atividades sem recurso a computadores é reduzir os entraves que limitam a inclusão da programação em todas as escolas, independentemente do financiamento e do equipamento.

    - -

    As atividades de programação sem recurso a computadores permitem descobrir os aspetos informáticos do mundo físico que nos rodeia.

    `,"training.lessons.1.activities.1":"Atividade 1 — CodyRoby para o primeiro ciclo do ensino básico","training.lessons.1.activities.2":"Atividade 2 — CodyRoby para o segundo e terceiro ciclos do ensino básico","training.lessons.1.activities.3":"Atividade 3 — CodyRoby para o ensino secundário","training.lessons.2.title":"Pensamento computacional e resolução de problemas","training.lessons.2.author":"Por Miles Berry","training.lessons.2.text":`

    O pensamento computacional (CT) descreve uma forma de analisar problemas e sistemas de modo que um computador possa ser utilizado para ajudar-nos a resolvê-los ou a compreendê-los. O pensamento computacional não é apenas essencial para o desenvolvimento de programas de computador, como também pode ser utilizado para apoiar a resolução de problemas em todas as disciplinas.

    - -

    Pode ensinar CT aos seus alunos levando-os a: decompor problemas complexos em níveis de menor complexidade (decomposição), reconhecer padrões (reconhecimento de padrões), identificar os pormenores relevantes para a resolução de um problema (abstração); ou definindo as regras ou instruções a seguir para alcançar o resultado desejado (obtenção de algoritmos). O CT pode ser ensinado em diferentes disciplinas, por exemplo, na matemática (compreender as regras de resolução de polinómios de 2.º grau), na literatura (dividir a análise de um poema em análise da métrica, da rima e da estrutura), nas línguas (encontrar padrões na terminação de um verbo que afetam a sua ortografia nos diferentes tempos verbais), bem como em muitas outras.

    - -

    Neste vídeo, Miles Berry, assistente principal da Escola de Educação da Universidade de Roehampton, em Guildford (Reino Unido), apresentará o conceito de pensamento computacional e as diferentes formas através das quais um professor pode integrá-lo na sala de aula com jogos simples.

    `,"training.lessons.2.activities.1":"Atividade 1 — Desenvolvimento do raciocínio matemático para o primeiro ciclo do ensino básico","training.lessons.2.activities.2":"Atividade 2 — Conhecimento de algoritmos para o segundo e terceiro ciclos do ensino básico","training.lessons.2.activities.3":"Atividade 3 — Algoritmos para o ensino secundário","training.lessons.3.title":"Programação visual — introdução ao Scratch","training.lessons.3.author":"Por Margo Tinawi","training.lessons.3.text":`

    A programação visual permite que as pessoas descrevam processos utilizando ilustrações ou gráficos. Habitualmente, referimo-nos à programação visual por oposição à programação baseada em texto. As linguagens de programação visual (VPL) estão especialmente bem adaptadas para iniciar as crianças (e até os adultos) no pensamento algorítmico. Com as VPL, há menos para ler e não é necessário aplicar uma sintaxe.

    - -

    Neste vídeo, Margo Tinawi, professora de desenvolvimento de conteúdos Web na Le Wagon e cofundadora do Techies Lab asbl (Bélgica), irá ajudá-lo a descobrir o Scratch, uma das mais populares VPL utilizadas em todo o mundo. O Scratch foi desenvolvido pelo MIT em 2002, e desde então estabeleceu-se uma grande comunidade em seu redor, onde poderá encontrar milhões de projetos para replicar com os seus alunos e inúmeros tutoriais em vários idiomas.

    - -

    Não é necessário ter experiência em programação para utilizar o Scratch, e poderá utilizá-lo nas diferentes disciplinas! Por exemplo, utilizando o Scratch como uma ferramenta digital para contar histórias, os alunos podem criar histórias, ilustrar um problema de matemática ou participar num concurso de arte para conhecerem o património cultural, aprendendo simultaneamente programação e pensamento computacional e, mais importante, divertindo-se.

    - -

    O Scratch é uma ferramenta gratuita, muito intuitiva e motivante para os seus alunos. Veja o vídeo da professora Margo para ficar a saber como começar.

    `,"training.lessons.3.activities.1":"Atividade 1 — Scratch de nível básico para o primeiro ciclo do ensino básico","training.lessons.3.activities.2":"Atividade 2 — Scratch de nível básico para o segundo e terceiro ciclos do ensino básico","training.lessons.3.activities.3":"Atividade 3 — Scratch de nível básico para o ensino secundário","training.lessons.4.title":"Criar jogos didáticos com o Scratch","training.lessons.4.author":"Por Jesús Moreno León","training.lessons.4.text":`

    O pensamento crítico, a persistência, a resolução de problemas, o pensamento computacional e a criatividade são apenas algumas das competências essenciais de que os seus alunos necessitam para ter sucesso no século XXI, e a programação pode ajudá-lo no desenvolvimento destas competências de uma forma divertida e motivante.

    - -

    As noções algorítmicas de controlo de fluxo com recurso a sequências de instruções e loops, a representação de dados através de variáveis e listas ou a sincronização de processos podem parecer conceitos complicados, mas neste vídeo descobrirá que são mais fáceis de aprender do que imagina.

    - -

    Neste vídeo, Jesús Moreno León, professor de informática e investigador, de Espanha, explicará de que modo poderá promover estas e outras competências nos seus alunos de forma divertida. Como fazê-lo? Criando um jogo de perguntas e respostas no Scratch, a linguagem de programação mais popular utilizada em escolas de todo o mundo. O Scratch desenvolve não só o pensamento computacional, como também permite a introdução de elementos de ludificação na sala de aula para manter os seus alunos motivados enquanto aprendem, divertindo-se.

    - -

    Veja o vídeo para ficar a saber como começar:

    `,"training.lessons.4.activities.1":"Atividade 1 — Jogo de perguntas e respostas com o Scratch para o primeiro ciclo do ensino básico","training.lessons.4.activities.2":"Atividade 2 — Jogo de perguntas e respostas com o Scratch para o segundo e terceiro ciclos do ensino básico","training.lessons.4.activities.3":"Atividade 3 — Jogo de perguntas e respostas com o Scratch para o ensino secundário","training.lessons.5.title":"Trabalhos de robótica e com hardware na sala de aula","training.lessons.5.author":"Por Tullia Urschitz","training.lessons.5.text":`

    A integração da programação, dos trabalhos com hardware, da robótica e da microeletrónica como ferramentas de ensino e aprendizagem nos programas escolares é fundamental na educação do século XXI.

    - -

    Os trabalhos com hardware e robótica nas escolas trazem inúmeros benefícios para os alunos, pois ajudam a desenvolver competências essenciais como a resolução de problemas, o trabalho em equipa e a colaboração. Além disso, aumentam a criatividade e a confiança dos alunos e podem ajudar os alunos a desenvolverem a perseverança e a determinação quando são confrontados com desafios. A robótica é uma área que promove também a inclusão, pois é de fácil acesso a um amplo leque de estudantes com diferentes talentos e competências (rapazes e raparigas) e exerce uma influência positiva junto dos alunos com perturbações do espetro do autismo.

    - -

    Veja este vídeo em que Tullia Urschitz, embaixadora da Scientix italiana e professora de CTEM em Sant'Ambrogio Di Valpolicella, Itália, apresentará alguns exemplos práticos sobre como os professores podem integrar os trabalhos de com hardware e a robótica na sala de aula, transformando estudantes passivos em criadores entusiastas.

    `,"training.lessons.5.activities.1":"Atividade 1 — Como construir uma mão mecânica num painel duro para o primeiro ciclo do ensino básico","training.lessons.5.activities.2":"Atividade 2 — Como construir uma mão mecânica ou robótica para o segundo e terceiro ciclos do ensino básico","training.lessons.5.activities.3":"Atividade 3 — Como construir uma mão mecânica ou robótica para o ensino secundário","training.lessons.6.title":"A App Inventor e o desenvolvimento de aplicações","training.lessons.6.author":"Por Rosanna Kurrer","training.lessons.6.text":`

    Veja este vídeo em que Rosanna Kurrer (fundadora da CyberWayFinder) explica o que é a App Inventor, descreve as vantagens de desenvolver aplicações na sala de aula e apresenta alguns exemplos práticos de como os professores podem integrar a App Inventor nas suas aulas, transformando alunos passivos em criadores de jogos entusiastas.

    -

    Todos nós utilizamos aplicações, uma vez que estas nos ajudam a coordenar as nossas atividades de forma rápida e cómoda. As aplicações são também cada vez mais usadas no ensino, porque possibilitam uma aprendizagem personalizada e a aquisição de informação pelos seus utilizadores. Por isso, porque não dar aos seus alunos os meios necessários para criarem uma aplicação didática que possa ser útil a outras pessoas?

    `,"training.lessons.6.activities.1":"Atividade 1 – Título, para o primeiro ciclo do ensino básico","training.lessons.6.activities.2":"Atividade 2 – Título, para o segundo e terceiro ciclos do ensino básico","training.lessons.6.activities.3":"Atividade 3 – Título, para o ensino secundário","training.lessons.7.title":"Experimentar e fazer","training.lessons.7.author":"Por Diogo da Silva","training.lessons.7.text":`

    Os postos de trabalho e os locais de trabalho estão a mudar e a educação segue o mesmo caminho. Na missão de preparar os alunos para a vida profissional do século XXI, há novas competências, como a capacidade de experimentar, fazer e descobrir novas soluções, que se tornaram essenciais porque reduzem a distância entre a escola e a vida real. Ao transformar a sala de aula num espaço de colaboração centrado na resolução de problemas, está a dar aos alunos a possibilidade de participar e crescer. Estas atividades promovem o debate, permitindo que a sala de aula se torne uma plataforma de comunicação onde todos os contributos contam.

    -

    No vídeo a seguir, Diogo da Silva, um professor português da área de STEAM (ciência, tecnologia, engenharia, arte e matemática) e membro da Escola Global, descreve, passo a passo, o desenvolvimento de uma aula que leva os alunos a experimentar, fazer e encontrar as suas próprias soluções.

    `,"training.lessons.7.activities.1":"Atividade 1 – Título, para o primeiro ciclo do ensino básico","training.lessons.7.activities.2":"Atividade 2 – Título, para o segundo e terceiro ciclos do ensino básico","training.lessons.7.activities.3":"Atividade 3 – Título, para o ensino secundário","training.lessons.8.title":"Programar em todas as disciplinas","training.lessons.8.author":"Por M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Quando pensamos em programação na sala de aula, lembramo-nos imediatamente de computadores, tecnologias, matemática ou ciências. No entanto, uma vez que os alunos têm múltiplos interesses e disciplinas, por que não tirar partido desse facto e ensinar programação em todas as matérias?

    -

    A integração da programação na sala de aula tem muitas vantagens, ajudando os alunos a desenvolverem o espírito crítico e a capacidade de resolução de problemas, a tornarem-se utilizadores ativos e a assumirem a liderança do seu próprio processo de aprendizagem, uma atitude essencial na escola. O mais importante, porém, é que os seus alunos estarão a aprender divertindo-se!

    -

    As disciplinas de línguas e música ou na área da ciência, tecnologia, engenharia e matemática (CTEM) são apenas alguns dos domínios em que os professores podem usar a programação em benefício da formação de futuros cientistas, músicos, artistas e, na verdade, de qualquer pessoa. Qualquer professor pode integrar a programação e o pensamento computacional na sala de aula. Aproveitar uma aula de aprendizagem integrada de línguas e conteúdos (AILC) para explicar um algoritmo utilizado na vida diária, criar um joystick em feltro para aprender ciências ou usar robôs educativos para motivar os alunos para a disciplina de matemática são alguns exemplos de atividades que pode realizar na sua sala de aula.

    -

    O vídeo a seguir mostra-lhe como professores de música, ciências e línguas conseguiram integrar facilmente a programação e o pensamento computacional nas suas aulas, mesmo sem ter experiência anterior.

    `,"training.lessons.8.activities.1":"Atividade 1 Robótica e inclusão para o primeiro ciclo do ensino básico no domínio das CTEM","training.lessons.8.activities.2":"Atividade 2 Música é programação!","training.lessons.8.activities.3":"Atividade 3 Improvisar e programar com a Makey Makey","training.lessons.8.activities.4":"Atividade 4 Um algoritmo da vida diária para uma aula de AILC","training.lessons.9.title":"Construção de um autómato com um micro:bit","training.lessons.9.author":"Pauline Maas","training.lessons.9.text":`

    - Utilizar um micro:bit, um computador de bolso facilmente programável, pode ser uma forma divertida e fácil de criar invenções interessantes — desde robôs até instrumentos musicais — com os seus alunos, enquanto os ensina a programar. É simples e fácil de utilizar, mesmo para os programadores mais jovens, sendo também suficientemente desafiante para alunos de níveis avançados. Pode integrá-lo em diferentes disciplinas, desde História e Matemática até Ciências. As possibilidades são infinitas. O micro:bit é uma forma atrativa e económica de ensinar programação aos alunos, incutindo-lhes simultaneamente competências fundamentais como o pensamento computacional, a capacidade de resolução de problemas e a criatividade. -

    -

    -Neste vídeo, Pauline Maas, professora de Ciência de Computadores no centro Koninklijke Visio, apresentará o micro:bit e dará alguns exemplos práticos de formas como os professores o podem integrar na sala de aula, transformando alunos passivos em criadores entusiastas. -

    `,"training.lessons.9.activities.1":"Código Morse com o micro:bit, para o primeiro ciclo do ensino básico","training.lessons.9.activities.2":"Sala de fuga com o micro:bit, para o segundo e terceiro ciclos do ensino básico","training.lessons.9.activities.3":"Construção de um autómato, para o ensino secundário","training.lessons.10.title":"Programação criativa com Python","training.lessons.10.author":"Ivana Vezjak","training.lessons.10.text":`

    -Passar da programação visual para a programação baseada em texto é uma transição natural. Embora a programação visual seja, em regra, excelente para principiantes, com o passar do tempo, os alunos podem ansiar por um novo desafio. A programação baseada em texto é a etapa seguinte para quem quer aprofundar a programação e o pensamento computacional. -

    -

    -Neste vídeo, Ivana Vezjak apresenta a sintaxe básica do Python. Atualmente, o Python é uma das linguagens de programação mais populares, utilizada em muitos campos, tais como ciência de dados, IA, aprendizagem automática, desenvolvimento Web, etc. Embora o Python seja uma linguagem de programação poderosa utilizada por programadores experientes, pode ser utilizada até mesmo por quem não tem qualquer experiência em programação, dada a sua simplicidade e clareza de sintaxe. -

    -

    -Com o Python, os alunos podem criar questionários sobre acontecimentos históricos, resolver problemas de Matemática e fazer simulações de Física, criar jogos, criar páginas Web, efetuar análises de dados para projetos científicos e muito mais. O Python conta com uma biblioteca-padrão rica e extensa, uma vasta comunidade e um grande número de tutoriais e projetos disponíveis em linha, que podem ser utilizados para o ensino, a aprendizagem e a prática. Ao programar em Python, analisar programas e corrigir erros de programação, os alunos desenvolvem a criatividade e aprendem a ser coerentes, persistentes e pacientes. Adquirem competências ao nível do pensamento analítico e da resolução de problemas, decompondo problemas complexos em níveis de menor complexidade. Estas competências irão ajudá-los a mudar a forma como abordam os problemas em todos os outros domínios da sua vida. -

    `,"training.lessons.10.activities.1":"O meu primeiro questionário, para o primeiro ciclo do ensino básico","training.lessons.10.activities.2":"Jogo da forca, para o segundo e terceiro ciclos do ensino básico","training.lessons.10.activities.3":"Jogo das bandeiras, para o ensino secundário","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Biblioteca Padrão do Python","training.lessons.10.links.1.description":"Uma coleção de códigos e módulos predefinidos (p. ex., módulo Turtle, módulo Math, etc.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Videojogo didático para aprender conceitos de programação.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/pt-PT/codeclub","training.lessons.10.links.3.title":"Projetos CodeClub","training.lessons.10.links.3.description":"Projetos de programação passo a passo para crianças, desde o nível básico até ao avançado.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Invente os seus jogos de computador com o Python","training.lessons.10.links.4.description":"Um livro que o ensinará a programar os seus próprios jogos de computador com o Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Comunidade pedagógica na qual alunos e professores podem praticar através de uma série de desafios.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Um conjunto de aulas introdutórias de Python (quer com base em texto, quer em blocos), que utilizam Trinkets interativos.","training.lessons.10.links.title":"Outros recursos relacionados","training.lessons.11.title":"Programação para a inclusão","training.lessons.11.author":"pela equipa da Semana da Programação","training.lessons.11.text":`

    - Levar a programação para a sala de aula pode ser desafiante, especialmente se tiver alunos com determinadas deficiências. Mas é importante lembrar que qualquer pessoa, independentemente das suas capacidades, pode aprender a programar. As crianças com necessidades especiais podem beneficiar muito dos aspetos de aprendizagem da programação, porque esta ensina aos alunos competências importantes para a vida, como a capacidade de resolução de problemas, a organização e a autonomia. A programação também pode melhorar as competências interpessoais e sociais por meio da colaboração e do trabalho em equipa, competências essas com as quais muitas crianças se debatem. Acima de tudo, os alunos divertem-se enquanto aprendem juntamente com os seus colegas. -

    -Neste vídeo, a equipa da Semana da Programação vai mostrar-lhe algumas atividades de programação práticas, fáceis e divertidas especialmente adaptadas para alunos com deficiências visuais, síndrome de Down e perturbações do espetro do autismo, que os professores podem introduzir facilmente na sala de aula. -

    `,"training.lessons.11.activities.1":"Embalagem de ovos sem fios","training.lessons.11.activities.2":"Um rato muito esperto","training.lessons.11.activities.3":"Uma estrela que cria estrelas","training.lessons.12.title":"A programação para objetivos de desenvolvimento sustentável","training.lessons.12.author":"Francisco Javier Masero, Cristina Nicolaita e Erviola Konomi","training.lessons.12.text.1":"O ensino tradicional oferece aos alunos poucas oportunidades para compreenderem e resolverem problemas do mundo real, nomeadamente as alterações climáticas globais, a igualdade de género, a fome, a pobreza ou a saúde e o bem-estar.","training.lessons.12.text.2":"Os Objetivos de Desenvolvimento Sustentável (ODS) são o núcleo da Agenda para o Desenvolvimento Sustentável de 2030, adotada por todos os estados membros das Nações Unidas como um roteiro conducente à paz e à prosperidade no planeta, promovendo o desenvolvimento global. Os professores podem usar os ODS na sala de aula como uma ferramenta que permite que os alunos não só desenvolvam o pensamento crítico, mas também para os ajude a encontrarem sua identidade e propósito. A combinação de elementos básicos de programação e o pensamento computacional com os ODS aumentará a confiança dos alunos, ajudando-os a desenvolver a criatividade, o espírito empreendedor, a resolução de problemas e competências de comunicação.","training.lessons.12.text.3":"Nas atividades que se seguem, os alunos aplicarão os princípios do Scratch, a codificação ASCII e a programação «unplugged» em tópicos que são atualmente de relevância global e social. Os professores irão consciencializar os alunos para os objetivos de desenvolvimento sustentável, ajudando-os a desenvolver empatia, cidadania ativa e competências sociais de uma forma divertida e motivadora.","training.lessons.12.text.4":"Cada um destes planos de aula está focado num ODS:","training.lessons.12.text.5":"Objetivo de Desenvolvimento Sustentável 3: Assegurar uma vida saudável e promover o bem-estar para todos, em todas as idades","training.lessons.12.text.6":"Objetivo de Desenvolvimento Sustentável 5: Alcançar a igualdade de género e capacitar todas as mulheres e raparigas","training.lessons.12.text.7":"Objetivo de Desenvolvimento Sustentável 13: Tomar medidas urgentes de luta contra as alterações climáticas e os seus impactos","training.lessons.12.activities.1":"Projeto «Katareka»: Conhecer o caraté através da programação, para o ensino básico e secundário","training.lessons.12.activities.2":"Objetivos de desenvolvimento sustentável e programação para as alterações climáticas, para o 1.º e o 2.º ciclo do ensino básico","training.lessons.12.activities.3":"Programação para a igualdade de género, para o ensino secundário","training.lessons.13.title":"Introdução à Inteligência Artificial na sala de aula","training.lessons.13.author":"Artur Coelho e Marjana Prifti Skenduli","training.lessons.13.text.1":"A Inteligência Artificial (IA) tem impacto em muitos aspetos do dia-a-dia: autocorrige o texto que escrevemos no telemóvel, escolhe a canção que a nossa app de música favorita toca e memoriza as palavras-passe quando nos esquecemos delas. A IA refere-se a uma combinação de aprendizagem automática, robótica e algoritmos, com aplicações em todos os campos: da informática ao fabrico e da medicina à moda. Por conseguinte, ocupa um lugar indiscutível na nossa vida e na nossa sociedade, além de desempenhar um papel fundamental no desenvolvimento científico. E, à semelhança de qualquer outro fenómeno importante na vida, os alunos beneficiarão com a sua aprendizagem. Mas como ensinar algo tão complexo como a IA?","training.lessons.13.text.2":"Este Bit de Aprendizagem irá ajudá-lo a explicar aos seus alunos o que é a IA e qual o papel que ela desempenha na vida dos mesmos. Estas atividades foram concebidas de forma a permitir que não especialistas compreendam facilmente os conteúdos e sejam capazes de simplificar eficazmente termos complexos, transformando-os em ideias de fácil compreensão. Com estes planos de aula, poderá ajudar os alunos a aprenderem as utilizações da IA e alguns dos mecanismos subjacentes a ela. Estas atividades foram concebidas para que os alunos desenvolvam competências analíticas e de pensamento crítico: por exemplo, nas atividades da Marjana, os alunos desenvolvem um pipeline de classificação. Estas atividades irão também ajudar os alunos a compreenderem as diversas aplicações da IA: na atividade do Artur, ficam a conhecer a relação entre IA e arte, e como a IA pode ser usada para melhorar a expressão visual. Com estas atividades, os alunos irão também refletir sobre os perigos da IA e seu impacto.","training.lessons.13.activities.1":"Arte Humano-IA, para o 1.º e o 2.º ciclo do ensino básico","training.lessons.13.activities.2":"Ensinar máquinas a classificar: Introdução à Aprendizagem Automática Supervisionada, para o 3.º ciclo do ensino básico","training.lessons.13.activities.3":"Ensinar máquinas a classificar: Introdução à Aprendizagem Automática Supervisionada, para o ensino secundário","training.lessons.14.title":"Aprender na era das máquinas inteligentes","training.lessons.14.author":"por Adil Tugyan, Georgia Lascaris e Marco Neves","training.lessons.14.text.1":"O progresso da IA nos últimos anos tem sido impressionante graças aos rápidos avanços na capacidade computacional e à disponibilidade de grandes quantidades de dados. Isto levou a investimentos substanciais na investigação em IA e à rápida expansão da indústria da IA, convertendo-a numa grande revolução tecnológica do nosso tempo. A IA está à nossa volta. Tornou-se parte da nossa rotina diária, de tal forma que por vezes não pensamos nela como IA: usamos recomendações online, deteção facial, sistemas de segurança e assistentes de voz quase todos os dias. Mas e a educação? ","training.lessons.14.text.2":"A IA tem um enorme potencial para permitir novas formas de ensino e aprendizagem e para melhorar a aprendizagem dos alunos. Este bit de aprendizagem ajudá-lo-á a integrar atividades de IA autênticas no seu método de ensino e ajudá-lo-á a preparar os seus alunos para uma vida pessoal e profissional num mundo moldado pela IA. Estas atividades foram concebidas para que os alunos desenvolvam a curiosidade, a capacidade de resolução de problemas e a criatividade: por exemplo, na atividade do Adil, os alunos aprendem sobre algoritmos e redes neuronais e são encorajados a criar a sua própria rede neuronal para que consigam visualizar um cérebro de IA. A Georgia guiará os alunos no desenvolvimento passo a passo de um chatbot. Os alunos irão criar o seu próprio chatbot, preparando conjuntos de dados de perguntas e respostas e treinando-o para que seja capaz de responder a perguntas sobre a Covid-19. Na atividade do Marco, os alunos exploram os benefícios e os desafios das máquinas inteligentes na vida quotidiana e no trabalho. Quais são os riscos da IA que temos de considerar? Que impactos terá a IA no futuro do trabalho? Que empregos ser-lhes-ão oferecidos quando entrarem no mercado de trabalho dentro de alguns anos?","training.lessons.14.activities.1":"A IA e as suas redes neuronais, para o 1.º e o 2.º ciclos do ensino básico","training.lessons.14.activities.2":"O meu chatbot sobre a Covid-19, para o 3.º ciclo do ensino básico","training.lessons.14.activities.3":"Viver na era das “Máquinas Inteligentes”: desafios e oportunidades, para o ensino secundário","training.lessons.14.activities.title":"Nos planos de aula abaixo, os alunos irão aprender sobre máquinas inteligentes de uma forma divertida e cativante.","training.lessons.15.title":"Mineração de Literacia dos Meios de Comunicação Social","training.lessons.15.author":"por Marijana Smolčec, Tea Horvatić e Sanja Božinović","training.lessons.15.text.0":"A educação em literacia multimédia nunca foi tão importante para os alunos da atualidade Os alunos de todas as faixas etárias precisam de adquirir competências, conhecimentos e atitudes relevantes para poderem navegar no nosso mundo rico em meios de comunicação social. As competências em literacia dos meios de comunicação social ajudar-los-ão a utilizar conteúdos online credíveis e a reconhecer fontes de informação enganosas. Compreenderão como verificar a informação que encontram online e interpretá-la de forma crítica. Eles aumentarão a sua consciencialização sobre o uso adequado do trabalho criativo e aplicarão a sua aprendizagem na criação dos seus próprios conteúdos criativos","training.lessons.15.text.1":"Este Learning Bit permitir-lhe-á implementar várias estratégias e técnicas para capacitar os seus alunos a tornarem-se alfabetizados sobre os meios de comunicação social. Na atividade da Marijana, os alunos aprendem como usar o conteúdo Web de forma segura e responsável. São introduzidos a diferentes tipos de licenças e desenvolvem uma aplicação simples para demonstrar como partilhar adequadamente o trabalho criativo. Na atividade da Tea, os alunos embarcam numa aventura para aprender os os clickbaits. Através de tarefas interessantes, os alunos exploram estratégias para identificar e descobrir clickbaits e aprender como evitá-los. Sanja permite aos alunos explorar, analisar e avaliar criticamente o conteúdo da Web, a sua relevância, exatidão, origem e finalidade. Aprendem a encontrar fontes fiáveis online e a reconhecer informações falsas online.","training.lessons.15.text.2":"Nos planos de aula abaixo, encontrará atividades inspiradoras e interessantes para melhorar as capacidades de alfabetização dos estudantes no domínio dos meios de comunicação social:","training.lessons.15.activities.1":"É gratuito se estiver na Internet?","training.lessons.15.activities.2":"Clicar ou não clicar","training.lessons.15.activities.3":"Verificação de factos","training.lessons.16.title":"CONTAR HISTÓRIAS COM HEDY","training.lessons.16.author":"por Felienne Hermans","training.lessons.16.text.0":"Os seus alunos já dominam uma linguagem de programação visual, mas não se sentem prontos para mergulhar mais fundo numa linguagem de programação baseada em texto? Então este bit de aprendizagem é perfeito para si e para os seus alunos, porque irá ajudá-los a preencher o fosso entre a linguagem de programação visual e a baseada em texto. O bit de aprendizagem Contar histórias com Hedy inclui três planos de aula que utilizam Hedy — uma linguagem de programação gradual para ensinar programação a crianças","training.lessons.16.text.1":"A Hedy destina-se a crianças que querem começar com linguagens de programação textual, mas para as quais começar com Python poderia ser demasiado complexo. As linguagens gradativas utilizam diferentes níveis de linguagem, em que cada nível adiciona novos conceitos e complexidade sintática. No final da sequência de níveis da Hedy, os alunos dominam um subconjunto de Python sintaticamente válido.","training.lessons.16.text.2":"Neste bit de aprendizagem encontrará atividades inspiradoras e envolventes, para ajudar os seus alunos a utilizarem eficientemente linguagens de programação baseadas em texto. Ao criarem as suas próprias histórias interativas, aprenderão gradualmente a programar, sem terem de aprender tudo de uma só vez. No plano de aula para o primeiro ciclo do ensino básico, são apresentados os conceitos básicos de programação. O plano de aula para o segundo e terceiro ciclos do ensino básico introduz outros conceitos de programação, enquanto o plano de aula para o ensino secundário permite que os alunos programem histórias e atividades mais complexas.","training.lessons.16.text.3":"Consulte a história interativa abaixo para ver como os leitores podem participar na história e como ela promove o seu envolvimento ativo.","training.lessons.16.activities.1":"Criar uma história interativa com Hedy para alunos do primeiro ciclo do ensino básico","training.lessons.16.activities.2":"Criar uma história interativa com Hedy para alunos do segundo e terceiro ciclos do ensino básico","training.lessons.16.activities.3":"Criar uma história interativa com Hedy para alunos do ensino secundário","training.lessons.17.title":"Sentir a programação","training.lessons.17.author":"por Alenka Miljević","training.lessons.17.text.0":"O bem-estar social e emocional é a capacidade de ser resiliente, saber gerir as próprias emoções e responder às emoções de outras pessoas, desenvolver relacionamentos significativos com outros, gerar emoções que levam a bons sentimentos e criar a própria rede de apoio emocional. As competências sociais e emocionais que os jovens aprendem na escola ajudam a aumentar a sua resiliência e a traçar o rumo de como irão gerir a sua saúde física e mental ao longo das suas vidas (Conselho da Europa).","training.lessons.17.text.1":"O bit de aprendizagem Sentir a programação permitir-lhe-á promover o bem-estar social e emocional dos seus alunos, reconhecendo, explicando, entendendo e respondendo a sentimentos e emoções positivos e negativos, a fim de criar empatia e aumentar a resiliência. Neste bit de aprendizagem encontrará atividades inspiradoras e envolventes, para ajudar os seus alunos a desenvolverem competências para lidarem com as diferentes emoções através da programação. Os seus alunos aprenderão a expressar os seus sentimentos e a reagir às emoções dos seus colegas com a ajuda de um robô Bee-Bot.","training.lessons.17.text.2":"O bit de aprendizagem Sentir a programação inclui três planos de aula que utilizam um robô educativo Bee-Bot para criar atividades que incentivam os alunos a falarem sobre emoções e a desenvolverem empatia. No plano de aula para o primeiro ciclo do ensino básico, os alunos programam um Bee-Bot para falarem sobre emoções como a tristeza, a felicidade, o medo e a raiva, e descobrirem as razões pelas quais eles e os seus colegas sentem essas emoções. O plano de aula para o segundo e terceiro ciclos do ensino básico incentiva os alunos a programarem um Bee-Bot, a reconhecerem os seus próprios sentimentos e os dos seus colegas, a entenderem o que os causou e como reagir aos mesmos. O plano de aula para o ensino secundário permite que os alunos naveguem um Bee-Bot e inventem histórias sobre sentimentos, resiliência e empatia.","training.lessons.17.text.3":"Se não tiver um robô educativo na sua sala de aula, este bit de aprendizagem fornece-lhe ideias para atividades sem recurso a computadores que promovem o desenvolvimento de competências sociais e emocionais. A história interativa abaixo apresenta uma breve visão geral das atividades que pode realizar na sua sala de aula:","training.lessons.17.activities.1":"Programar - Sentir - Aprender para alunos do primeiro ciclo do ensino básico","training.lessons.17.activities.2":"O meu coração não é de pedra para alunos do segundo e terceiro ciclos do ensino básico","training.lessons.17.activities.3":"Programar-me para o estado de espírito para alunos do ensino secundário","training.lessons.18.title":"SOS Água","training.lessons.18.author":"por Francisco Delgado Cecilia","training.lessons.18.text.0":"O SOS Água é uma resposta à necessidade de resolver o problema da poluição da água. Apesar dos esforços envidados nos últimos anos, continua a haver 2 mil milhões de pessoas em todo o mundo que não têm acesso a água potável segura. Assim sendo, o Objetivo de Desenvolvimento Sustentável (ODS) n.º 6 da Agenda 2030, que preconiza que todas as pessoas devem ter acesso a água e saneamento geridos de forma segura até 2030, ainda está longe de ser alcançado. Verifica-se o mesmo em relação ao ODS n.º 14, referente à vida subaquática, que visa conservar e usar de forma sustentável os oceanos, mares e os recursos marinhos para o desenvolvimento sustentável.","training.lessons.18.text.1":"Este bit de aprendizagem centra-se no tema pertinente e atual da gestão da qualidade da água e nos novos poluentes que ameaçam a qualidade da água. Os alunos terão a oportunidade de investigar e procurar soluções para problemas reais relacionados com a água e com o ambiente, que lhes permitirão desenvolver competências como a investigação, o pensamento crítico e a resolução de problemas.","training.lessons.18.text.2":"Os planos de aula incluem atividades práticas e criativas, como a programação no Scratch, a iniciação à aprendizagem automática e à inteligência artificial com Learning Machine Learning e a construção de veículos guiados com conjuntos Lego para a recolha de amostras de água e a análise do pH da água. Estas atividades permitirão aos alunos colocar as suas competências e conhecimentos em prática num ambiente interativo e lúdico, que aumentará a sua motivação e interesse no projeto.","training.lessons.18.text.3":"Para a implementação deste bit de aprendizagem, propõe-se desenvolver as três atividades na sala de aula, completar todo o projeto e obter um processo de aprendizagem mais significativo e motivador. Contudo, cada atividade pode ser realizada isoladamente.","training.lessons.18.activities.1":"SOS Água com Scratch","training.lessons.18.activities.2":"SOS Água com aprendizagem automática","training.lessons.18.activities.3":"SOS Água com robótica","training.download_video_script":"Descarregue o guião do vídeo","training.ready_to_share":"Está pronto para partilhar com os seus alunos o que aprendeu?","training.choose_lessons":"Selecione um dos planos de aula abaixo e organize uma atividade com seus alunos.","training.footer.title":"Não se esqueça de adicionar a sua atividade no mapa da Semana da Programação!","training.footer.text":`

    Pode organizar facilmente uma aula na sua sala de aula, um dia aberto ou um evento na sua escola. Para isso, basta encontrar uma data e registar a sua atividade no mapa da Semana da Programação. Cada organizador de atividades receberá um certificado de participação em reconhecimento do seu esforço.

    - -

    Se desejar fazer parte de um grupo internacional de professores entusiastas, adira ao grupo de professores da Semana Europeia da Programação no Facebook! Para ir mais longe e colaborar com outras escolas no seu país ou além-fronteiras, participe no desafio Code Week 4 All.

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Não agimos por interesse económico. Respeitamos e valorizamos as ideias, as crenças e as culturas de outras pessoas. Participamos na Semana Europeia da Programação, porque acreditamos naquilo que fazemos. Esta é a nossa força. Queremos tornar o pensamento computacional, a programação, a informática, a robótica, a experimentação de hardware e as competências digitais em geral acessíveis a todos.","values.2.title":"A Semana Europeia da Programação é para todos","values.2.content":"Todos podemos organizar atividade no âmbito da Semana Europeia da Programação. Compreendemos que é essencial que os eventos da Semana Europeia da Programação sejam organizados para todos, independentemente da sua idade, cor, género, contexto cultural ou capacidades intelectuais. As atividades podem ser um ponto de entrada para despertar o interesse e a curiosidade ou ajudar a desenvolver ainda mais as competências. Igualdade, respeito, liberdade e inclusão são os nossos princípios. Queremos que todos os participantes experimentem e criem com a tecnologia de uma forma divertida.","values.3.title":"A Semana Europeia da Programação é «glocal»","values.3.content.1":"A Semana Europeia da Programação tem a ambição de chegar até si, independentemente de viver numa grande cidade, numa capital distrital ou numa aldeia remota. Dedicamos especial atenção em apoiar os organizadores locais com","values.3.content.2":"materiais","values.3.content.3":"na sua língua e que sejam adequados às suas necessidades.","values.3.content.4":"O mapa da Semana Europeia da Programação","values.3.content.5":"é a ferramenta chave onde cada atividade é registada, com uma localização exata. Ao mesmo tempo, a Semana Europeia da Programação é global e acolhe pessoas de todo o mundo na sua comunidade. Somos «glocais».","values.4.title":"A Semana Europeia da Programação é sinónimo de cooperação","values.4.content.1":"Os membros da comunidade da Semana Europeia da Programação interagem, trocam informações, aprendem uns com os outros e constroem conhecimentos em conjunto. Estamos ligados e apoiamo-nos uns aos outros. Partilhamos recursos, ideias e melhores práticas. Incentivamos as parcerias e a partilha de conhecimentos.","values.4.content.2":"O desafio EU Code Week 4 All","values.4.content.3":"visa construir pontes entre fronteiras e comunidades. Ajuda a espalhar a energia positiva e estabelece ligações entre pessoas que podem aprender umas com as outras.","values.5.title":"A Semana Europeia da Programação não tem fins lucrativos","values.5.content.1":"Todas as atividades da Semana Europeia da Programação são sem fins lucrativos. Todos os","values.5.content.2":"recursos","values.5.content.3":"disponibilizados no site da Semana Europeia da Programação são gratuitos. Todas as formações e cursos online da Semana Europeia da Programação são gratuitos.","values.6.title":"A Semana Europeia da Programação promove a criatividade e a inovação","values.6.content":"A Semana Europeia da Programação promove a criatividade, a inovação e o pensamento visionário. As opiniões e as críticas são bem-vindas para que possamos tomar decisões informadas e desenvolver a Semana Europeia da Programação. Até mesmo os erros nos farão crescer, enquanto indivíduos e enquanto comunidade.","values.7.title":"A Semana Europeia da Programação está grata à sua comunidade","values.7.content":"Agradecemos o apoio de professores, orientadores e outros organizadores de atividades, estudantes, pais, clubes de programação e todos os parceiros com quem trabalhamos. Todos partilhamos o mesmo objetivo. Queremos levar o pensamento computacional, a programação, a informática e as competências digitais em geral ao maior número de pessoas possível.","values.title":"Declaração de valores da Semana Europeia da Programação","values.description.1.1":"A Semana Europeia da Programação é um movimento organizado por voluntários –","values.description.1.2":"embaixadores","values.description.1.3":", professores líderes e entusiastas da programação de todo o mundo. Conta com o apoio da","values.description.1.4":"Comissão Europeia","values.description.1.5":"e dos ministérios da educação dos países da União Europeia e dos Balcãs Ocidentais.","values.description.2":"No centro da Semana Europeia da Programação está a comunidade de organizadores voluntários de atividades, que são professores, mentores, clubes de programação, bibliotecas, empresas privadas, pais e organizações não governamentais. Dedicamos o nosso tempo, energia e competências para levar o pensamento computacional, a programação, a robótica, a experimentação de hardware, a informática e as competências digitais em geral ao maior número possível de pessoas na Europa e em todo o mundo.","values.description.3":"A Semana Europeia da Programação é também composta pelos seus milhões de participantes, que são pessoas de todos os géneros, idades, origens, culturas e habilitações do mundo inteiro.","values.description.4":"Temos orgulho em ser a Semana Europeia da Programação. Estes são os nossos valores. São eles que guiam o nosso trabalho e as nossas decisões em todos os momentos.","why-coding.titles.0":"Porquê programar?","why-coding.titles.1":"Trata-se de dar vida às suas ideias","why-coding.titles.2":"Trata-se também de desenvolver competências essenciais","why-coding.titles.3":"Por último, trata-se de moldar o nosso futuro","why-coding.texts.0":"Trata-se da Bia, que decidiu estudar Direito, embora sempre tivesse gostado de matemática e de brincar com computadores. Trata-se do Marco, que tem uma ideia para criar uma rede social melhor, mas que não sabe fazê-lo sozinho. Trata-se da Alice, que sonha em construir robôs pois os seus pais não a deixam ter um gato. Trata-se de todos vocês, que já estão a ajudar a tornar estes sonhos realidade.","why-coding.texts.1":"Na verdade, diz respeito a todos nós e à forma como moldamos as nossas vidas e o nosso futuro. Podemos fazer melhor do que apenas partilhar e gostar de publicações. Podemos dar vida às nossas ideias, construir algo que dê prazer a outros.","why-coding.texts.2":"Nunca foi tão fácil desenvolver uma aplicação, construir o próprio robô ou — quem sabe? — até mesmo inventar um carro voador! Não será uma viagem tranquila, mas será uma viagem cheia de desafios criativos e carradas de diversão, que contará com o apoio de uma forte comunidade. Está pronto para aceitar o desafio e tornar-se um criador digital?","why-coding.texts.3":"As linguagens de programação são semelhantes a qualquer outra língua. Só que, neste caso, as crianças não aprendem a exprimir-se e a comunicar com outras pessoas. Em vez disso, passam a saber como comunicar com a tecnologia que nos rodeia — nos nossos telemóveis, computadores, veículos, em todo o lado!","why-coding.texts.4":"Porém, compreender e comunicar com computadores é apenas uma parte do processo. A programação também ajuda a desenvolver competências transversais, como o pensamento computacional, a resolução de problemas, a criatividade e o trabalho em equipa — competências excelentes para todos os quadrantes da vida. A capacidade de resolver problemas, de lidar com o insucesso e de tentar de novo, ou de colaborar com outros, são características procuradas em muitos domínios.","why-coding.texts.5":"Há um século, as linguagens de programação nem sequer existiam. Hoje, os códigos informáticos rodeiam-nos e (quase) tudo pode ser programado — mesmo sapatos ou caixas de cereais! Assim, por que devemos deixar que outros moldem o nosso futuro quando podemos fazê-lo nós mesmos, concretizando as nossas visões e ideias? Afinal, o único limite é a nossa imaginação.","why-coding.texts.6":"Alessandro Bogliolo, que coordena a equipa de embaixadores voluntários da Semana Europeia da Programação, explica:","why-coding.texts.7":"Desde sempre, fizemos grandes coisas que transformaram radicalmente as nossas vidas com a ajuda de pedra, de metais e, depois, de papel e tinta. Atualmente, vivemos numa nova era, na qual o código informático tem um papel central. Cada época é caracterizada por profissões e competências diferentes. Durante a Semana da Programação queremos dar a oportunidade a todos os europeus de descobrir de uma forma lúdica o que é a programação informática. Vamos aprender a programar para moldar o nosso futuro","why-coding.texts.8":"Em última análise, a programação é uma competência procurada em quase todos os setores — não só no domínio da tecnologia, mas também das finanças, dos cuidados de saúde, da ciência, até mesmo do design ou da agricultura, e a procura continua a aumentar. As crianças que sabem programar, que compreendem como funciona a tecnologia, têm uma certa vantagem, independentemente do percurso profissional que venham a escolher.","why-coding.texts.9":"Sente-se inspirado?","why-coding.texts.10":"Junte-se à Semana Europeia da Programação!","why-coding.texts.11":"Quer mais fontes de informação?","why-coding.texts.12":"Visite o nosso blogue para saber mais."};export{e as default}; diff --git a/public/build/assets/php_ro-KzUbz37q.js b/public/build/assets/php_ro-KzUbz37q.js deleted file mode 100644 index 58a094898..000000000 --- a/public/build/assets/php_ro-KzUbz37q.js +++ /dev/null @@ -1,96 +0,0 @@ -const e={"about.when-title":"În 2024, Săptămâna UE a programării va avea loc între 14 și 27 octombrie.","about.when-text":"

    Săptămâna UE a programării este o mișcare de bază care celebrează creativitatea, rezolvarea de probleme și colaborarea prin programare și alte activități tehnologice. Ideea este de a face programarea mai vizibilă, de a le arăta tinerilor, adulților și vârstnicilor cum își pot aduce ideile la viață prin programare, de a demistifica aceste aptitudini și de a aduce oamenii motivați împreună, pentru a învăța.

    ","about.codeweek_in_numbers-title":"Săptămâna programării în cifre","about.codeweek_in_numbers-text":`

    În 2021, 4 milioane de oameni din peste 80 de țări din întreaga lume au luat parte la UE Code Week.

    -

    Vârsta medie a participanților a fost de 11 ani, iar 49 % dintre participanți în 2021 au fost femei sau fete. 88 % din evenimentele din Săptămâna UE a programării au avut loc în școli, ceea ce arată că eforturile de abilitare a cadrelor didactice în timpul campaniei din 2021 au avut succes.

    -

    Oricine este binevenit să organizeze sau să participe la o activitate. Alege un subiect și un public țintă și adaugă activitatea ta pe hartă

    `,"about.run_by_volunteers-title":"Organizată de voluntari","about.run_by_volunteers-text":'

    Săptămâna UE a programării este organizată de voluntari. Unu sau mai mulți ambasadori ai Săptămânii programării coordonează inițiativa în țara lor, dar oricine poate organiza propria activitate, pe care o poate adăuga pe harta codeweek.eu.

    ',"about.supported_by_commission-title":"Sprijinită de Comisia Europeană","about.supported_by_commission-text":'

    Săptămâna UE a programării a fost lansată în 2013 de Young Advisors for the Digital Agenda Europe (Tineri consilieri pentru Agenda digitală pentru Europa). Comisia Europeană sprijină Săptămâna UE a programării, ca parte a strategiei sale pentru o piață unică digitală. În cadrul Planului de acțiune pentru educație digitală, Comisia încurajează în special școlile să se alăture acestei inițiative.

    ',"about.schools-title":"Școli","about.schools-text":'

    Școlile de orice nivel și profesorii de toate materiile sunt invitați în mod deosebit să participe la Săptămâna UE a programării, să le ofere elevilor lor ocazia de a explora creativitatea digitală și programarea. Aflați mai multe despre inițiativă și cum să vă organizați activitatea prin intermediul paginii web dedicate profesorilor: CodeWeek.eu/Schools

    ',"about.why_coding-title":"De ce programare?","about.why_coding-text":`

    Este vorba despre Pia, care a crezut că trebuie să studieze dreptul, deși i-a plăcut întotdeauna matematica și să se joace cu computerele. Este vorba despre Mark, care are ideea unei rețele sociale mai bune, dar nu o poate crea de unul singur. Este vorba despre Alice, care visează să facă roboți, deoarece părinții nu-i dau voie să aibă o pisică.

    - -

    Este vorba despre aceia dintre voi care deja ajutați aceste visuri să devină realitate.

    - -

    De fapt, este vorba despre noi toți. Despre viitorul nostru. Tehnologia ne formează viețile, dar lăsăm o minoritate să decidă pentru ce și cum o folosim. Putem face mai mult decât doar să dăm like-uri și să distribuim conținut. Ne putem aduce ideile trăsnite la viață, creând lucruri care le vor aduce bucurie altora.

    - -

    Nu a fost nicicând mai ușor să îți creezi propria aplicație, să îți construiești propriul robot sau, de ce nu, să inventezi mașini zburătoare! Nu este o călătorie ușoară, dar este o călătorie plină de provocări creative, o comunitate care te susține și foarte multă distracție. Ești gata să accepți provocarea și să devii un creator?

    - -

    Programarea ajută, de asemenea, la dezvoltarea competențelor cum sunt gândirea computațională, rezolvarea de probleme, creativitatea și munca în echipă – competențe foarte bune pentru toate categoriile sociale.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, coordonator al echipei de voluntari ambasadori ai Săptămânii UE a programării, a declarat:

    -

    „Din cele mai vechi timpuri am făcut multe lucruri folosind piatra, fierul, hârtia și creionul, lucruri care ne-au transformat viețile. Acum trăim într-o altă eră, în care lumea noastră este marcată de programare. Diferitele ere au nevoi diferite în ceea ce privește locurile de muncă și competențele. În timpul Săptămânii programării dorim să oferim fiecărui european ocazia de a descoperi și de a se distra cu programarea. Haideți să învățăm să programăm pentru a ne modela viitorul.”

    -
    -

    `,"about.join_codeweek-title":"Alăturați-vă Săptămânii UE a programării","about.join_codeweek-text":'

    Alăturați-vă Săptămânii UE a programării prin organizarea unei activități de programare în propriul oraș, participând la provocarea „Săptămâna programării pentru toți” și conectând activități între comunități și peste granițe sau ajutând la răspândirea viziunii Săptămânii programării în calitate de ambasador al Săptămânii UE a programării pentru țara dumneavoastră!

    ',"about.partners_and_sponsors":"Parteneri și sponsori","ambassador.title":"Ambasadori ai Săptămânii UE a programării","ambassador.your_current_country":"Țara dumneavoastră actuală","ambassador.visit_the":"Vizitați","ambassador.local_facebook_page":"pagina locală de Facebook","ambassador.local_website":"Site local","ambassador.ambassadors":"Ambasadori","ambassador.no_ambassadors":"Încă nu există ambasadori","ambassador.countries_with_ambassadors":"Țări cu ambasadori","ambassador.why_dont_you_volunteer":"De ce nu vă oferiți voluntar?","auth.failed":"Aceste date de conectare nu coincid cu înregistrările noastre.","auth.throttle":"Prea multe încercări de conectare. Vă rugăm să încercați din nou în :secunde secunde.","base.languages.en":"Engleză","base.languages.fr":"Franceză","base.languages.bg":"Bulgară","base.languages.mt":"Malteză","base.languages.hr":"Croată","base.languages.de":"Germană","base.languages.pl":"Polonă","base.languages.cs":"Cehă","base.languages.el":"Greacă","base.languages.pt":"Portugheză","base.languages.da":"Daneză","base.languages.hu":"Maghiară","base.languages.ro":"Română","base.languages.nl":"Olandeză","base.languages.ga":"Irlandeză","base.languages.sk":"Slovacă","base.languages.it":"Italiană","base.languages.sl":"Slovenă","base.languages.et":"Estonă","base.languages.lv":"Letonă","base.languages.es":"Spaniolă","base.languages.fi":"Finlandeză","base.languages.lt":"Lituaniană","base.languages.se":"Suedeză","base.languages.sv":"Suedeză","base.languages.al":"Albaneză","base.languages.ba":"Bosniacă","base.languages.mk":"Macedoneană","base.languages.me":"Muntenegreană","base.languages.rs":"Sârbă","base.languages.tr":"Turcă","base.resources_local_title":"Resurse de programare din","base.days":"Zile","base.hours":"Ore","base.minutes":"Minute","base.seconds":"Secunde","base.still_have_question":"Încă ai o întrebare?","base.drop_us_a_line":"Scrie-ne un rând!","base.get_in_touch":"CONTACTEAZĂ-NE","base.footer_msg":"O inițiativă de bază organizată de voluntari și sprijinită de Comisia Europeană.","base.email":"E-mail","base.display_email":"Afișare e-mail","base.first_name":"Prenumele","base.last_name":"Numele de familie","base.your_website":"Site-ul tău web","base.biography":"Biografie","base.update":"Actualizare","base.delete":"Ștergere","base.choose a file":"Alege un fișier","base.learning_bits":"Module de învățare","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Aduceți Săptămâna programării elevilor dumneavoastră","base.or":"sau","base.newsletter":"Newsletter","certificates.certificates_for":"Certificate pentru ","certificates.no_certificates":"Încă nu există certificate.","challenges-content.chatbot.title":"Să construim un chatbot","challenges-content.chatbot.author":"Echipa Săptămânii UE a programării","challenges-content.chatbot.purposes.0":"Să programăm ghicitori interactive","challenges-content.chatbot.purposes.1":"Să folosim programarea pentru a crea dialoguri între un chatbot și un utilizator","challenges-content.chatbot.description":"Să programăm o conversație între chatbot și un utilizator care încearcă să rezolve o ghicitoare. Încercați să faceți un chatbot care să poată purta o discuție ca o persoană. În locul unei ghicitori, puteți crea un dialog între un chatbot și un utilizator.","challenges-content.chatbot.instructions.0":"Gândiți-vă la o ghicitoare","challenges-content.chatbot.instructions.1":"Conectați-vă la","challenges-content.chatbot.instructions.2":"sau creați un cont. (Când creați un cont, rețineți că Pencil Code nu permite folosirea numelor reale, din motive de confidențialitate.)","challenges-content.chatbot.instructions.3":"Faceți clic pe Imagine (Imaginați-vă) și pe Make your own (Creați propria variantă)","challenges-content.chatbot.instructions.4":"Folosiți blocuri sau metoda bazată pe text pentru a vă scrie ghicitoarea","challenges-content.chatbot.instructions.5":"Ca alternativă, puteți folosi","challenges-content.chatbot.instructions.6":"acest cod","challenges-content.chatbot.instructions.7":"și îl puteți adapta la ghicitoarea voastră sau puteți selecta Answering a riddle (Dezlegarea unei ghicitori) din meniu și puteți edita conținutul","challenges-content.chatbot.example":"Priviți acest exemplu de ghicitoare.","challenges-content.chatbot.more.0":"Acest cod a fost adaptat pornind de la activitatea Pencil Code","challenges-content.chatbot.more.1":" Answering the Riddle","challenges-content.paper-circuit.title":"Programarea fără calculator: creați un circuit pe hârtie","challenges-content.paper-circuit.author":"Echipa Săptămânii UE a programării","challenges-content.paper-circuit.purposes.0":"Dezvoltați creativitatea","challenges-content.paper-circuit.purposes.1":"Dezvoltați competențele de rezolvare a problemelor","challenges-content.paper-circuit.description.0":"Desenați orice obiect preferați. Poate fi un cer înstelat, o buburuză, un robot, un brad de Crăciun sau orice vă trece prin minte. Personalizați-vă proiectul cu elemente vizuale din Săptămâna UE a programării: puteți explora","challenges-content.paper-circuit.description.1":"setul de instrumente al cadrelor didactice pentru Săptămâna UE a programării","challenges-content.paper-circuit.description.2":"și puteți descărca orice logo sau orice element vizual doriți. Puteți chiar să creați un o invitație la Săptămâna UE a programării sub formă de circuit pe hârtie. Adăugați un mesaj motivant la circuitul creat, pentru a încuraja și alte cadre didactice să participe la Săptămâna programării și/sau să viziteze site-ul dedicat școlilor.","challenges-content.paper-circuit.instructions.0":"Desenați un obiect și decideți care părți vor fi iluminate (de exemplu, stelele).","challenges-content.paper-circuit.instructions.1":"Găuriți foaia cu un creion și introduceți un autocolant cu led în fiecare parte iluminată. ","challenges-content.paper-circuit.instructions.2":"Desenați un cerc în locul în care veți așeza bateria tip pastilă.","challenges-content.paper-circuit.instructions.3":"Desenați un traseu + și un traseu-pe cealaltă parte a foii. Asigurați-vă că segmentul mai lung al autocolantului cu circuit cu led este conectat la fața „+” a bateriei, iar segmentul mai scurt, la fața „-” a bateriei.","challenges-content.paper-circuit.instructions.4":"Aplicați banda de cupru pe trasee.","challenges-content.paper-circuit.instructions.5":"Faceți un pliu astfel încât ledul să lumineze când foaia acoperă bateria. Puteți folosi o agrafă de hârtie pentru a asigura un contact bun cu banda de cupru.","challenges-content.paper-circuit.instructions.6":"Fotografiați circuitul de hârtie pe care l-ați realizat și distribuiți-l pe Instagram, explicând de ce considerați că merită să participați la această inițiativă. ","challenges-content.paper-circuit.example":"Consultați exemple de circuite pe hârtie","challenges-content.paper-circuit.materials.0":"hârtie sau carton","challenges-content.paper-circuit.materials.1":"creioane colorate sau marker","challenges-content.paper-circuit.materials.2":"baterie de tip pastilă","challenges-content.paper-circuit.materials.3":"bandă de cupru","challenges-content.paper-circuit.materials.4":"autocolante cu circuit cu led","challenges-content.paper-circuit.materials.5":"agrafă de hârtie","challenges-content.dance.title":"Creați un dans","challenges-content.dance.author":"Echipa săptămânii UE a programării","challenges-content.dance.purposes.0":"Pentru învățarea conceptelor de bază ale programării","challenges-content.dance.purposes.1":"Pentru a învăța cum se pot anima niște personaje","challenges-content.dance.description":"În această provocare veți crea un set de personaje care vor dansa împreună. Veți folosi biblioteca audiovizuală (Media Library) încorporată pentru a selecta personajele și clipurile muzicale sau puteți crea unele proprii. Veți anima personajele astfel încât să danseze și să discute între ele.","challenges-content.dance.instructions.0":"Conectați-vă la","challenges-content.dance.instructions.1":"ca profesor. Creați conturi pentru elevi și transmiteți-le elevilor. Ca alternativă, partajați un cod al clasei și cereți-le elevilor să se înregistreze cu adresa de e-mail a școlii lor. Dacă ești elev(ă), poți participa ca elev(ă), dar ți se va cere să dai adresa de e-mail a unui părinte, pentru ca acesta să poată aproba contul tău.","challenges-content.dance.instructions.2":"Faceți clic pe","challenges-content.dance.instructions.3":"și stabiliți un titlu","challenges-content.dance.instructions.4":"Accesați","challenges-content.dance.instructions.5":"pentru a adăuga un fundal făcând clic pe pictograma sub formă de rotiță dințată. Alegeți un fundal din Biblioteca audiovizuală, încărcați propria imagine sau faceți o poză și încărcați-o. Alegeți un clip audio și adăugați-l la scenă (stage):","challenges-content.dance.instructions.6":"Faceți clic pe butonul","challenges-content.dance.instructions.7":"pentru a adăuga personajele sau obiectele pe care le veți anima, astfel încât acestea să poată să se miște, să vorbească și să interacționeze unele cu altele. Adăugați două sau trei personaje, la alegere. Puteți desena propriii actori sau îi puteți modifica pe cei existenți. Adăugați diferite costume la personajul dvs. făcând clic pe pictograma sub formă de creion.","challenges-content.dance.instructions.8":"Faceți clic pe fiecare actor și animați-l adăugând blocurile următoare","challenges-content.dance.instructions.9":"Adăugați un","challenges-content.dance.instructions.10":"bloc de vorbire (say)","challenges-content.dance.instructions.11":"și faceți ca actorii să vorbească unii cu alții. Modificați forma baloanelor de dialog, precum și fontul și mărimea textului","challenges-content.dance.example.0":"Priviți","challenges-content.dance.example.1":"acest exemplu","challenges-content.dance.example.2":"de roboți dansatori. Puteți să-l folosiți și să-l remixați după preferințe.","challenges-content.compose-song.title":"Creați o compoziție muzicală","challenges-content.compose-song.author":"Echipa Săptămâna UE a programării","challenges-content.compose-song.purposes.0":"Învățarea programării prin muzică","challenges-content.compose-song.purposes.1":"Diferențierea genurilor și a instrumentelor muzicale","challenges-content.compose-song.purposes.2":"Compunerea unei melodii prin mixarea unor clipuri audio","challenges-content.compose-song.description":"În această provocare veți crea o compoziție muzicală folosind un limbaj de programare. Puteți folosi clipuri audio încorporate sau puteți să vă înregistrați propriile clipuri și să le mixați pentru a crea o compoziție muzicală. Executați codul în Digital Audio Workstation (programul de înregistrare și editare audio) și ascultați muzica pe care ați programat-o. Jucați-vă cu diferite sunete și efecte pentru a vă modifica piesa muzicală.","challenges-content.compose-song.instructions.0":"Conectați-vă la","challenges-content.compose-song.instructions.1":"Faceți clic aici pentru a crea un script","challenges-content.compose-song.instructions.2":"Denumiți-vă scriptul și alegeți","challenges-content.compose-song.instructions.3":"ca limbaj de programare","challenges-content.compose-song.instructions.4":"Începeți să vă scrieți codul între rândurile","challenges-content.compose-song.instructions.5":"și","challenges-content.compose-song.instructions.6":"","challenges-content.compose-song.instructions.7":"Ascultați clipurile muzicale din","challenges-content.compose-song.instructions.8":"Biblioteca audio","challenges-content.compose-song.instructions.9":"și selectați genurile muzicale, artiștii și instrumentele care vă plac","challenges-content.compose-song.instructions.10":"Pentru a adăuga un clip audio la propria melodie, tastați","challenges-content.compose-song.instructions.11":"Între paranteze trebuie să se afle următorii 4 parametri, separați prin virgule","challenges-content.compose-song.instructions.12":"Clip audio","challenges-content.compose-song.instructions.13":"Poziționați-vă cursorul între paranteze, accesați Biblioteca audio, selectați un clip și lipiți-l făcând clic pe pictograma albastră de lipire","challenges-content.compose-song.instructions.14":"Numărul pistei","challenges-content.compose-song.instructions.15":"Pistele vă ajută să vă organizați sunetele în funcție de tipul de instrument (voce, bas, percuție, clape etc.). Adăugați oricâte piste (instrumente) doriți. Pistele sunt afișate ca rânduri de la stânga la dreapta în Digital Audio Workstation","challenges-content.compose-song.instructions.16":"Măsura de început","challenges-content.compose-song.instructions.17":"indică punctul din care va începe redarea sunetului. Măsurile sunt unități de timp în muzică. O măsură înseamnă 4 timpi","challenges-content.compose-song.instructions.18":"Măsura de sfârșit","challenges-content.compose-song.instructions.19":"indică punctul în care va înceta redarea sunetului","challenges-content.compose-song.instructions.20":"O asemenea linie de cod va arăta astfel","challenges-content.compose-song.instructions.21":"Puteți adăuga diferite efecte, cum ar fi volumul, pentru a modifica sunetul compoziției proprii. Intervalul de volum este de la -60,0 decibeli până la 12,0 decibeli, 0,0 fiind volumul inițial.","challenges-content.compose-song.instructions.22":"Scrieți","challenges-content.compose-song.instructions.23":"În paranteze, scrieți numărul pistei, VOLUME, GAIN, nivelul volumului, măsura de la care începe, nivelul și măsura la care se termină","challenges-content.compose-song.instructions.24":"Acesta este un exemplu de efect de fade-in (intrare cu creșterea treptată a volumului)","challenges-content.compose-song.instructions.25":"și de fade-out (ieșire cu scăderea treptată a volumului)","challenges-content.compose-song.example.0":"Ascultați","challenges-content.compose-song.example.1":"un exemplu de melodie programată cu Earsketch","challenges-content.compose-song.example.2":"Puteți să importați codul și să-l editați","challenges-content.sensing-game.title":"Creați un joc cu senzori video","challenges-content.sensing-game.author":"Echipa Săptămânii UE a programării","challenges-content.sensing-game.purposes.0":"Programarea unor obiecte animate","challenges-content.sensing-game.purposes.1":"Dezvoltarea înțelegerii modului în care se poate controla animația digitală prin mișcare fizică","challenges-content.sensing-game.purposes.2":"Compunerea unei melodii prin mixarea unor clipuri audio","challenges-content.sensing-game.description":"În această provocare veți crea un joc simplu care folosește o cameră video ca senzor pentru detectarea mișcării, ceea ce înseamnă că veți putea să vă comandați animația cu mișcare fizică. În acest joc, sarcina este de a colecta cât mai multe buline Săptămâna UE a programării în 30 de secunde. În loc să colectați buline, puteți crea un joc în care urmăriți un personaj sau spargeți baloane cu mâinile.","challenges-content.sensing-game.instructions.0":"Conectați-vă la","challenges-content.sensing-game.instructions.1":"Faceți clic pe","challenges-content.sensing-game.instructions.2":"Adăugă o extensie","challenges-content.sensing-game.instructions.3":"și alegeți","challenges-content.sensing-game.instructions.4":"Detectare video","challenges-content.sensing-game.instructions.5":"Va detecta cât de rapid se mișcă un obiect. Dacă numărul este mai mic, sensibilitatea la mișcare va crește.","challenges-content.sensing-game.instructions.6":"Adăugați o entitate grafică. Alegeți un sunet și adăugați-l la propria entitate grafică. Dacă doriți, puteți adăuga","challenges-content.sensing-game.instructions.7":"Creează o clonă","challenges-content.sensing-game.instructions.8":"pentru a vă dubla entitatea grafică.","challenges-content.sensing-game.instructions.9":"Creați două variabile: una pentru","challenges-content.sensing-game.instructions.10":"Punctaj","challenges-content.sensing-game.instructions.11":"și cealaltă pentru","challenges-content.sensing-game.instructions.12":"Cronometru","challenges-content.sensing-game.instructions.13":"și adăugați-le la entitatea grafică. Setați Cronometrul la 30 și adăugați","challenges-content.sensing-game.instructions.14":"Modifică Cronometru cu -1","challenges-content.sensing-game.instructions.15":"Creați o entitate grafică nouă","challenges-content.sensing-game.instructions.16":"Sfârșitul jocului","challenges-content.sensing-game.instructions.17":"pentru a încheia jocul. Puteți crea o entitate grafică și cu titlul jocului, de exemplu, Colectează toate bulinele Săptămâna UE a programării.","challenges-content.sensing-game.example.0":"Jucați un joc video intitulat Colectează toate bulinele Săptămâna UE a programării. Remixați după preferințe","challenges-content.sensing-game.example.1":"acest proiect","challenges-content.calming-leds.title":"Leduri liniștitoare: creați un dispozitiv simplu cu micro:bit","challenges-content.calming-leds.author":"Fundația Educațională Micro:bit","challenges-content.calming-leds.duration":"20 de minute","challenges-content.calming-leds.materials.0":"un dispozitiv micro:bit și un acumulator (dacă este disponibil)","challenges-content.calming-leds.materials.1":"un laptop sau tabletă de pe care puteți vizita Microsoft MakeCode și Youtube","challenges-content.calming-leds.materials.2":"microbit.org pentru resursele necesare activității","challenges-content.calming-leds.description":"Elevii creează un dispozitiv digital folosind leduri care îi pot ajuta să își regleze respirația și să se liniștească. Li se va cere să scrie un cod simplu, explorând animații și secvențe de cod.","challenges-content.calming-leds.instructions.0":"Obiectivul este de a crea un dispozitiv funcțional cu leduri liniștitoare, care să poată fi folosit pentru reglarea respirației. Acest dispozitiv se poate crea pe o placă micro:bit sau pe simulatorul din editorul MakeCode.","challenges-content.calming-leds.instructions.1":"Provocarea se poate finaliza folosind editorul MakeCode și scriind o secvență de cod simplă, așa cum se vede în videoclip/în captura de ecran.","challenges-content.calming-leds.instructions.2":"Pentru a dezvolta provocarea, elevii pot explora diverse animații și pot fi creativi cu animația pe care ar dori să o vadă pentru a-i ajuta să se simtă liniștiți sau fericiți.","challenges-content.calming-leds.instructions.3":"Mai multe informații și instrucțiuni video la","challenges-content.calming-leds.instructions.4":"acest link","challenges-content.calming-leds.example":"Vizitați această pagină pentru instrucțiuni și videoclipuri ale provocării finalizate, precum și pentru instrucțiuni despre cum să programați","challenges-content.calming-leds.purposes.0":"Conceperea unui artefact digital cu un scop util","challenges-content.calming-leds.purposes.1":"Explorarea secvențelor, a animațiilor și a funcționării acestora","challenges-content.calming-leds.purposes.2":"Testarea și depanarea unui cod simplu","challenges-content.calming-leds.purposes.3":"Repetarea unui model prin mărirea sau reducerea vitezei animațiilor","challenges-content.computational-thinking-and-computational-fluency.title":"Gândire computațională și fluență computațională cu ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – Ambasador al Săptămânii UE a programării în Grecia","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Familiarizarea cu comenzi noi și cu o interfață nouă.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Crearea unor programe simple cu comenzi simple de tip cauză și efect.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Efectuarea unei depanări simple prin metoda încercării.","challenges-content.computational-thinking-and-computational-fluency.description":"În această provocare, copiii vor integra concepte ale gândirii computaționale în proiectele proprii, folosind aplicația ScratchJr pentru a-și face poveștile mai captivante, mai palpitante și mai pline de emoție.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr nu necesită abilități de scris-citit din partea copiilor. Toate instrucțiunile și opțiunile de meniu sunt identificabile prin simboluri și culori. Provocarea se poate finaliza în clasă, în laborator sau chiar în aer liber, deoarece nu este necesar accesul la internet.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Copiii folosesc orașul ca fundal și utilizează blocuri de cod pentru a face o mașină să se deplaseze prin oraș.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Copiii pot folosi blocuri de sunet și mișcare și blocuri de repornire pentru a face personajele să danseze.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Copiii își aleg un fundal și un personaj și folosesc un bloc de mișcare pentru a face o mașină să se deplaseze prin oraș. Copiii pot folosi blocul de viteză pentru a accelera sau a încetini un personaj.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Aplicația gratuită","challenges-content.computational-thinking-and-computational-fluency.materials.1":"funcționează în diverse sisteme de operare și pe diverse tipuri de dispozitive inteligente","challenges-content.computational-thinking-and-computational-fluency.materials.2":"În plus,","challenges-content.computational-thinking-and-computational-fluency.materials.3":"site-ul web oferă o mulțime de materiale educative","challenges-content.computational-thinking-and-computational-fluency.duration":"90 de minute","challenges-content.ai-hour-of-code.title":"Ora de programare IA","challenges-content.ai-hour-of-code.author":"Minecraft – ediția educativă","challenges-content.ai-hour-of-code.purposes.0":"Crearea unor soluții de programare care să cuprindă secvențe, evenimente, bucle și condiții","challenges-content.ai-hour-of-code.purposes.1":"Descompunerea pașilor necesari pentru rezolvarea unei probleme într-o succesiune precisă de instrucțiuni","challenges-content.ai-hour-of-code.purposes.2":"Explorarea conceptelor de programare","challenges-content.ai-hour-of-code.description":"Un sat este amenințat de incendiu și are nevoie de voi să programați o soluție! Faceți cunoștință cu ajutorul vostru la programare, Agentul Minecraft, iar apoi programați agentul să colinde pădurea și să colecteze date. Aceste date îl vor ajuta pe agent să anticipeze în ce locuri vor izbucni incendii. Programați apoi agentul pentru a ajuta la prevenirea răspândirii incendiului, a salva satul și a readuce vietățile în pădure. Învățați bazele programării și explorați un exemplu de inteligență artificială (IA) din realitate.","challenges-content.ai-hour-of-code.instructions":"Descărcați de aici planul de lecție","challenges-content.ai-hour-of-code.materials.0":"Instalați Minecraft: ediția educativă","challenges-content.ai-hour-of-code.materials.1":"După ce instalați Minecraft – ediția educativă, provocarea se găsește pe","challenges-content.ai-hour-of-code.materials.2":"acest site web","challenges-content.create-a-dance.title":"Creați un dans cu Odă programării!","challenges-content.create-a-dance.purposes":"Exersarea distractivă a programării și integrarea în comunitatea Săptămânii UE a programării.","challenges-content.create-a-dance.description.0":"Creați un dans cu Odă programării (Ode to Code)! Folosiți tutorialul","challenges-content.create-a-dance.description.1":"Petrecere cu dans","challenges-content.create-a-dance.description.2":"pentru a programa un dans cu Odă programării. Imnul oficial al Săptămânii UE a programării este prezentat ca selecție în Petrecerea cu dans.","challenges-content.create-a-dance.instructions.0":"Instrucțiunile sunt prezentate ca înregistrări video în","challenges-content.create-a-dance.instructions.1":"tutorial","challenges-content.create-a-dance.instructions.2":"și sunt și scrise la fiecare nivel, în partea de sus","challenges-content.create-a-dance.example":"Creațiile prezentate ale elevilor se pot găsi pe pagina următoare","challenges-content.create-a-dance.materials":"Tutorialul Code.org","challenges-content.create-a-simulation.title":"Creați o simulare!","challenges-content.create-a-simulation.purposes.0":"Familiarizarea cu simulările în timpul introducerii următoarelor variabile: crearea unei mulțimi, ratele de vindecare, purtarea măștii și vaccinuri.","challenges-content.create-a-simulation.purposes.1":"Activarea cunoștințelor anterioare despre epidemii virale din lumea reală care se vor aplica unui scenariu fictiv.","challenges-content.create-a-simulation.description":"Scrieți codul de programare pentru a vă crea și a vă executa propria simulare a epidemiei virale în Monster Town (Orașul Monștrilor). Învățați să programați și faceți previziuni despre ce se va întâmpla cu vecinii Monster Town (Orașului Monștrilor).","challenges-content.create-a-simulation.instructions.0":"Instrucțiunile sunt prezentate ca înregistrări video în","challenges-content.create-a-simulation.instructions.1":"tutorial","challenges-content.create-a-simulation.instructions.2":"și sunt și scrise la fiecare nivel, în partea de sus","challenges-content.create-a-simulation.example":"Când sunteți gata, le puteți distribui și altora simularea pe care ați creat-o. Distribuiți mesajul vostru despre ce credeți că putem face pentru a-i ajuta pe alții să se însănătoșească atunci când pătrunde un virus în oraș.","challenges-content.create-a-simulation.materials":"Tutorialul Code.org","challenges-content.create-your-own-masterpiece.title":"Creați-vă propria capodoperă!","challenges-content.create-your-own-masterpiece.audience":"Potrivit pentru toate vârstele","challenges-content.create-your-own-masterpiece.purpose":"Prezentarea vizuală a conceptelor informatice și inspirarea creativității","challenges-content.create-your-own-masterpiece.description":"Creați-vă propria capodoperă cu un artist! Folosiți blocuri de cod pentru a-l face pe artistul vostru să creeze o operă de artă unică.","challenges-content.create-your-own-masterpiece.instructions":"Instrucțiunile sunt enumerate în partea de sus a fiecărui nivel","challenges-content.create-your-own-masterpiece.example":"Exemplele de artiști se găsesc pe această pagină, sub desen","challenges-content.create-your-own-masterpiece.materials.0":"Primul nivel al tutorialului se găsește","challenges-content.create-your-own-masterpiece.materials.1":"AICI","challenges-content.cs-first-unplugged-activities.title":"CS First Unplugged: Activități din Informatica întâi fără calculator","challenges-content.cs-first-unplugged-activities.purposes.0":"Sprijinirea elevilor care învață de acasă","challenges-content.cs-first-unplugged-activities.purposes.1":"Crearea posibilității ca toți să ia o pauză de la ecranul calculatorului","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged reprezintă un set de activități care le prezintă elevilor concepte informatice fără să necesite un computer. Am conceput această lecție pentru a demonstra că informatica nu se reduce nici pe departe la codul de program.","challenges-content.cs-first-unplugged-activities.instructions.0":"Veți găsi broșura tuturor activităților în limba engleză la acest","challenges-content.cs-first-unplugged-activities.instructions.1":"link","challenges-content.cs-first-unplugged-activities.instructions.2":"precum și planul de lecție în limba engleză la acest","challenges-content.cs-first-unplugged-activities.instructions.3":"Activitățile din această lecție pot fi realizate individual și în orice ordine","challenges-content.cs-first-unplugged-activities.instructions.4":"Profesorul poate fotografia procesul de învățare și poate distribui fotografiile pe Instagram folosind #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Pe lângă broșura activității, pentru unele activități sunt necesare sau pot fi bine-venite materiale suplimentare.","challenges-content.cs-first-unplugged-activities.materials.1":"Mici contoare (de exemplu, boabe de fasole) de utilizat pe harta din Network a Neighbourhood (Creați o rețea de cartier).","challenges-content.cs-first-unplugged-activities.materials.2":"Foarfecă pentru a decupa discul de încifrare Send a Secret Message (Trimiteți un mesaj secret).","challenges-content.cs-first-unplugged-activities.materials.3":"Carton și lipici pentru rigidizarea discului de încifrare de la Trimiteți un mesaj secret.","challenges-content.cs-first-unplugged-activities.materials.4":"O piuneză, o scobitoare sau o agrafă de hârtie desfăcută pentru a conecta discul de încifrare de la Trimiteți un mesaj secret.","challenges-content.family-care.title":"Îngrijirea familiei","challenges-content.family-care.experience":"Deschis tuturor","challenges-content.family-care.duration":"5-10 ore","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Analizarea aspectelor de „îngrijire a familiei” cu care ne confruntăm zilnic;","challenges-content.family-care.purposes.1":"Vederea problemelor ca oportunități și generarea unor soluții creative;","challenges-content.family-care.purposes.2":"Utilizarea programării pentru realizarea inovatoare a unor soluții;","challenges-content.family-care.purposes.3":"Conceperea unor afișe și prezentarea soluțiilor în fața altora;","challenges-content.family-care.purposes.4":"Utilizarea rețelelor sociale pentru a genera impacturi prin proiectele voastre.","challenges-content.family-care.description.0":"Ce vă vine în minte când vorbim despre locuință? O casă frumoasă? O cină copioasă gătită de către părinți? Un loc secret numai al vostru? Căldura de acasă ne umple de energie corpul și spiritul ca o stație de benzină. În mijlocul agitației vieții moderne, părinții sunt mereu ocupați cu munca. Când petreceți timp cu prietenii, nu vă puteți lăsa pisicile în urmă. Dar cum puteți avea grijă de cei apropiați când nu sunteți împreună? Tema provocării este","challenges-content.family-care.description.1":"Îngrijirea familiei","challenges-content.family-care.description.2":"Pe baza acestei teme, elevii sunt încurajați să dezvolte o idee pentru a transmite dragoste și îngrijire prin programare și prin hardware. Iată câteva întrebări la care să vă gândiți","challenges-content.family-care.description.3":"Câți membri ai familiei aveți acasă? Cine sunt aceștia? Ați întâmpinat vreodată probleme când ați stat cu ei? De ce fel de îngrijire au nevoie aceștia?","challenges-content.family-care.description.4":"Cunoașteți pe cineva căruia îi lipsește îngrijirea familiei mai mult decât altora din comunitatea voastră? Cum îi puteți ajuta pe acești oameni?","challenges-content.family-care.instructions.0":"Faceți brainstorming și cercetare pe tema îngrijirii familiei","challenges-content.family-care.instructions.1":"Enumerați eventualele probleme","challenges-content.family-care.instructions.2":"Generați posibile soluții","challenges-content.family-care.instructions.3":"Selectați o soluție","challenges-content.family-care.instructions.4":"Programați și construiți structura","challenges-content.family-care.instructions.5":"Concepeți un afiș pentru organizarea proiectului vostru","challenges-content.family-care.instructions.6":"Prezentați-l profesorilor și membrilor familiei","challenges-content.family-care.example.0":"Puteți folosi ca inspirație exemplele de aici","challenges-content.family-care.example.1":"și","challenges-content.family-care.materials.0":"Instrumentul de programare:","challenges-content.family-care.materials.1":"sau descărcați","challenges-content.family-care.materials.2":"versiunea pentru PC","challenges-content.family-care.materials.3":"mBlock este un limbaj de programare bazat pe Scratch","challenges-content.family-care.materials.4":"Această provocare este și ea adaptată pornind de la competiția MakeX Global Spark, un program de proiectare creativă la nivel de proiect pentru copiii cu vârsta între 6 și 13 ani.","challenges-content.family-care.materials.5":"Echipa participantă va trebui să se concentreze pe tema specifică și să conceapă o soluție prin programare de software și construcția de hardware.","challenges-content.family-care.materials.6":"Elevii sunt încurajați să finalizeze provocarea din Săptămâna programării și să o ducă la nivelul internațional ca să comunice cu alți elevi și să câștige premii.","challenges-content.family-care.materials.7":"Pentru mai multe informații, consultați:","challenges-content.family-care.materials.8":"sau contactați-ne la","challenges-content.virtual-flower-field.title":"Cultivați-vă propriul câmp cu flori","challenges-content.virtual-flower-field.author":"Jadga Huegle – formator Meet and Code și membră a echipei SAP Snap!","challenges-content.virtual-flower-field.duration":"30-60 de minute","challenges-content.virtual-flower-field.purposes.0":"Familiarizarea cu programarea printr-un proiect simplu, dar grăitor.","challenges-content.virtual-flower-field.purposes.1":"Înțelegerea faptului că programarea poate fi artistică și poate da rezultate frumoase.","challenges-content.virtual-flower-field.purposes.2":"Înveselirea toamnei cu flori multicolore și cu Săptămâna UE a programării.","challenges-content.virtual-flower-field.purposes.3":"Prezentarea diversității florilor de pe Pământ.","challenges-content.virtual-flower-field.purposes.4":"Contribuția la obiectivele de dezvoltare durabilă (ODD), în special la ODD13 privind schimbările climatice, prin crearea unor evenimente de programare care ajută la educația în domeniul schimbărilor climatice cu ajutorul unor activități de conștientizare pe această temă.","challenges-content.virtual-flower-field.description":"Elaborarea în Snap! a unui program care cultivă un câmp virtual cu flori diverse ca tip și ca număr de petale.","challenges-content.virtual-flower-field.instructions.0":"Dacă aveți nevoie de inspirație pentru a începe această provocare, consultați","challenges-content.virtual-flower-field.instructions.1":"acest videoclip","challenges-content.virtual-flower-field.instructions.2":"sau folosiți","challenges-content.virtual-flower-field.instructions.3":"acest document","challenges-content.virtual-flower-field.instructions.4":"pentru a face ceva asemănător","challenges-content.virtual-flower-field.instructions.5":"Această provocare se poate finaliza programând un câmp virtual cu flori în Snap! (sau Scratch) și postând online o captură de ecran sau o fotografie cu rezultatul.","challenges-content.virtual-flower-field.instructions.6":"Câmpul cu flori ar trebui să conțină flori diverse ca tip și ca număr de petale. În mod ideal, florile trebuie să fie programate, adică să fie realizate prin ștampilarea și răsucirea (sau prin desenarea și răsucirea) repetată a petalelor.","challenges-content.virtual-flower-field.instructions.7":"Postați o imagine cu grădina voastră virtuală cu flori folosind hashtagul #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Vă recomandăm să folosiți","challenges-content.virtual-flower-field.materials.1":"dar proiectul funcționează și în","challenges-content.haunted-house.title":"Haunted House in Hedy (Casa bântuită în Hedy)","challenges-content.haunted-house.author":"Felienne Hermans, Universitatea din Leiden – Ramon Moorlag, I&I – CodeWeek NL","challenges-content.haunted-house.audience":"Profesori și cadre didactice","challenges-content.haunted-house.duration":"1 oră sau 2 ore, în funcție de cunoștințele anterioare","challenges-content.haunted-house.purposes.0":"Crearea unei povești interactive despre o casă bântuită.","challenges-content.haunted-house.purposes.1":"Învățarea programării cu Hedy.","challenges-content.haunted-house.description":"Cu Hedy veți crea o poveste cu o casă bântuită folosind elemente interactive. La fiecare execuție a codului se va crea o poveste nouă. Povestea poate fi și citită cu voce tare de către computer și poate fi distribuită online.","challenges-content.haunted-house.instructions.0":"Pentru început, deschideți un browser și accesați hedycode.com.","challenges-content.haunted-house.instructions.1":"Urmați instrucțiunile pentru nivelurile 1-4. Folosiți filele ‘Level’(Nivel) and ‘Haunted house (Casa bântuită).’","challenges-content.haunted-house.instructions.2":"Cu ajutorul acestor niveluri vom scrie o poveste interactivă despre o casă bântuită.","challenges-content.haunted-house.instructions.3":"Profesorii pot găsi un plan de lecție Hedy","challenges-content.haunted-house.instructions.4":"aici","challenges-content.haunted-house.instructions.5":"Puteți găsi o înregistrare în care Felienne Hermans prezintă Hedy la","challenges-content.haunted-house.instructions.6":"acest link","challenges-content.haunted-house.example":"Exemplu de casă bântuită la nivelul","challenges-content.haunted-house.materials.0":"Hedy la","challenges-content.haunted-house.materials.1":"nivelurile 1-4","challenges-content.inclusive-app-design.title":"Inclusive App Design (Conceperea de aplicații favorabile incluziunii)","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 de minute + activități suplimentare opționale","challenges-content.inclusive-app-design.purposes.0":"Brainstorming, planificare, conceperea unui prototip și distribuirea unei idei de aplicație pe care să o poată accesa și înțelege toată lumea.","challenges-content.inclusive-app-design.description":"Aplicațiile excelente pornesc de la idei excelente. În această activitate, elevii vor veni cu o idee de aplicație pe o temă care contează pentru ei, iar apoi vor descoperi cum să proiecteze aplicații ținând cont de incluziune și de accesibilitate.","challenges-content.inclusive-app-design.instructions.0":"Veți găsi toate instrucțiunile la acest link","challenges-content.inclusive-app-design.instructions.1":"Cu acest plan de lecție de o oră, cadrele didactice îi pot îndruma pe elevi pentru","challenges-content.inclusive-app-design.instructions.2":"Învățarea despre conceperea de aplicații favorabile incluziunii","challenges-content.inclusive-app-design.instructions.3":"Brainstorming pe teme care contează pentru ei pentru a găsi o idee de aplicație","challenges-content.inclusive-app-design.instructions.4":"Prezentarea ideilor lor de aplicație și planificarea activităților","challenges-content.inclusive-app-design.instructions.5":"Realizarea prototipului pentru o parte a aplicației lor în Keynote","challenges-content.inclusive-app-design.instructions.6":"Distribuirea de versiuni demonstrative ale prototipurilor lor și descrierea modului în care vin în sprijinul utilizatorilor din diverse contexte și cu diverse abilități","challenges-content.inclusive-app-design.materials.0":"Explorarea conceperii de aplicații favorabile incluziunii la Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Se recomandă Keynote pe iPad sau Mac, dar nu este necesar.","challenges-content.silly-eyes.title":"Silly eyes (Ochi caraghioși)","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 de minute","challenges-content.silly-eyes.purposes.0":"Crearea unui proiect cu interacțiune cu utilizatorul.","challenges-content.silly-eyes.purposes.1":"Personalizarea unui proiect cu efecte cromatice și grafice.","challenges-content.silly-eyes.purposes.2":"Învățarea despre design în creațiile digitale.","challenges-content.silly-eyes.description":"În acest proiect veți concepe și veți crea un personaj cu ochi caraghioși. Ochii mari și caraghioși ai personajului vor urma săgeata mouse-ului pentru a trezi la viață personajul vostru.","challenges-content.silly-eyes.instructions":"Accesați descrierea completă a proiectului aici","challenges-content.silly-eyes.example":"Aflați despre Gobo, Under the sea (Adâncul mării) și Don't eat donut (Nu mânca gogoașa)","challenges-content.train-ai-bot.title":"Antrenați un robot IA!","challenges-content.train-ai-bot.purposes":"Deprinderea unor noțiuni privind inteligența artificială (IA), învățarea automatizată, datele de formare și predispoziție, explorând aspecte etice și modul în care se poate folosi IA pentru a aborda probleme ale lumii.","challenges-content.train-ai-bot.description":"Antrenarea unui robot cu IA pentru Oceane. În această activitate, veți programa sau veți antrena IA (inteligența artificială) pentru a deosebi peștii de deșeuri. Să curățăm oceanul!","challenges-content.train-ai-bot.instructions.0":"Instrucțiunile sunt prezentate ca înregistrări video în tutorial","challenges-content.train-ai-bot.instructions.1":"și sunt și scrise la fiecare nivel, în partea de sus","challenges-content.train-ai-bot.materials.0":"Tutorialul se găsește aici","challenges-content.train-ai-bot.materials.1":"Acest tutorial este disponibil în peste 25 de limbi","challenges-content.build-calliope.title":"Construiește-ți propriul mini antrenor de fitness Calliope","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code vs. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Să descoperi prin joacă secvențe, animații, repetări și variabile.","challenges-content.build-calliope.purposes.1":"Să proiectezi o diagramă.","challenges-content.build-calliope.purposes.2":"Să testezi și să verifici cod.","challenges-content.build-calliope.purposes.3":"Să optimizezi un program prin încercare și eroare, verificând și ajustând uzabilitatea.","challenges-content.build-calliope.duration":"20-30 minute","challenges-content.build-calliope.description":"Participanții vor dezvolta un prototip controlat digital care folosește un LED strălucitor colorat pentru a reproduce un exercițiu de fitness predefinit cu 10 unități.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (dacă este disponibilă)","challenges-content.build-calliope.materials.1":'Laptop sau tabletă de pe care poți vizitahttps://makecode.calliope.ccsauhttps://calliope.cc și YouTube pentru a avea acces la resursele pentru activitate.',"challenges-content.build-calliope.instructions.0":"Pentru a începe, creează un plan și stabilește ordinea unităților din exercițiu. Folosind programul, programează LED-ul RGB de pe Calliope mini pentu a afișa una dintre cele 5 culori într-un ritm predefinit. Apoi creează o variabilă pentru ritm și repetițiile programului folosind bucle.","challenges-content.build-calliope.instructions.1":"Nu uita, dacă îți place cum ai implementat programul, îl poți împărtăși cu noi la info@calliope.cc – suntem curioși să vedem cum a ieșit! Apropo, oferim cadou 30 de Clliope mini printre cei care ne trimit!","challenges-content.build-calliope.instructions.2":"Distribuie codul QR al proiectului tău pe Instagram, adaugă hashtag-ul #EUCodeWeekChallenge și menționează @CodeWeekEU.","challenges-content.build-calliope.example.0":"În timp ce stai la computer: te poți antrena și tu.","challenges-content.build-calliope.example.1":"Creează un prototip de fitness cu Calliope mini care poate fi testat și ca simulator. Provocarea este făcută în editorul MakeCode prin programarea unei simple secvențe de cod (vezi captura de ecran).","challenges-content.build-calliope.example.2":"Alege 5 culori diferite și atribuie un exercițiu de fitness fiecăreia dintre ele, ex: genuflexiuni sau sărituri pe loc. Apoi culorile pot fi aliniate în orice ordine și antrenate.","challenges-content.common.share":"Partajează linkul sau codul QR al proiectului tău pe Instagram sau Facebook, adaugă hashtagul #EUCodeWeekChallenge și menționează @CodeWeekEU.","challenges-content.common.audience.0":"Profesori și cadre didactice","challenges-content.common.audience.1":"Elevi din învățământul primar (6-12 ani)","challenges-content.common.audience.2":"Elevi de gimnaziu (12-16 ani)","challenges-content.common.audience.3":"Elevi de liceu (16-18 ani)","challenges-content.code-a-dice.title":"Programează un joc de zaruri","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Programează ghicitori interactive","challenges-content.code-a-dice.purposes.1":"Pentru a programa o simulare a unui obiect care se deplasează aleatoriu, pentru a fi utilizat în cazul în care obiectul real nu este disponibil","challenges-content.code-a-dice.description":"În această probă vei programa un zar care va fi aruncat la întâmplare, la comanda ta. Poți alege orice tip de zar cu numărul de fețe pe care îl dorești, precum cele folosite în jocurile pe roluri și poți adăuga și sunete. ","challenges-content.code-a-dice.instructions.0":"Conectează-te la Scratch","challenges-content.code-a-dice.instructions.1":"Alege un fundal","challenges-content.code-a-dice.instructions.2":"Creează elementul grafic sprite al zarurilor sau caută unul pe internet și încarcă-l în programul tău","challenges-content.code-a-dice.instructions.3":"Crează un număr de „costume” pentru elementul grafic sprite egal cu numărul de fețe ale zarurilor alese, fiecare dintre ele afișând un număr diferit","challenges-content.code-a-dice.instructions.4":"Alege cum se vor rostogoli zarurile (apăsând o tastă, făcând clic pe elementul grafic sprite etc.) și scrie codul","challenges-content.code-a-dice.instructions.5":"Programează elementul grafic sprite pentru a schimba aleatoriu „costumul” la sfârșitul aruncării","challenges-content.code-a-dice.instructions.6":"Adaugă efecte sonore","challenges-content.code-a-dice.example":"Aruncă un zar cu 20 de fețe","challenges-content.personal-trainer.title":"Antrenor personal cu micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Pentru a programa micro:bit cu scopul de a utiliza soneria și panoul cu leduri","challenges-content.personal-trainer.purposes.1":"Pentru a crea un dispozitiv personal care să-ți urmărească activitatea fizică","challenges-content.personal-trainer.purposes.2":"Pentru a programa micro:bit cu scopul de a-ți îmbunătăți sănătatea prin sport","challenges-content.personal-trainer.description":"Această provocare îți permite să îți programezi micro:bit-ul pentru a controla timpii de repetiție ai exercițiilor fizice împreună cu timpul de odihnă. Vei urmări activitatea ta fizică la școală, acasă sau în parc.","challenges-content.personal-trainer.instructions.0":"Când A+B, creează un cronometru cu numărătoare inversă de 3 secunde cu un sunet de notă muzicală la fiecare secundă și afișează cuvântul GO!","challenges-content.personal-trainer.instructions.1":"În timpul primului exercițiu, afișează un pătrat 2x2 care se aprinde intermitent timp de 20 de secunde. Apoi redă un sunet și menține pătratul fix. În timpul rămas, trebuie să fie afișată o altă imagine care se aprinde intermitent timp de 10 secunde. La final, se va reda un sunet.","challenges-content.personal-trainer.instructions.2":"Apoi repetă aceeași acțiune, dar afișează un panou 3x3 pentru durata exercițiului. Repetă aceste acțiuni până când este afișat panoul 5x5.","challenges-content.personal-trainer.duration":"30-40 de minute","challenges-content.create-a-spiral.title":"Creează o spirală","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Pentru a învăța și a exersa bucla și variabilele.","challenges-content.create-a-spiral.purposes.1":"Pentru a spori creativitatea în programare.","challenges-content.create-a-spiral.description":"În această probă vei scrie un proiect cu Scratch pentru a crea o spirală, folosind blocurile stilou, o buclă și o variabilă.","challenges-content.create-a-spiral.instructions.0":"Blocurile stilou","challenges-content.create-a-spiral.instructions.1":"Crează un nou proiect și numește-l Spirală.","challenges-content.create-a-spiral.instructions.2":"Fă clic pe pictograma mov „Add extension” (Adaugă o extensie) din partea stângă jos a ferestrei","challenges-content.create-a-spiral.instructions.3":"Selectează stiloul: blocurile stilou sunt acum disponibile pentru proiectul tău!","challenges-content.create-a-spiral.instructions.4":"Pentru a începe proiectul, glisează și fixează blocul „când se face clic pe steagul verde”:","challenges-content.create-a-spiral.instructions.5":"Trebuie să începi cu o pagină albă: în cadrul blocurilor stilou, adaugă blocul „erase all” (șterge tot):","challenges-content.create-a-spiral.instructions.6":"Trebuie să desenezi în centrul scenei, ceea ce înseamnă că elementul tău grafic sprite va trebui plasat în centrul scenei (0,0):","challenges-content.create-a-spiral.instructions.7":"Elementul grafic sprite se poate mișca fără a desena, sau se poate mișca și desena:","challenges-content.create-a-spiral.instructions.8":"când vrei să deseneze, poți folosi blocul stilou în jos","challenges-content.create-a-spiral.instructions.9":"când nu vrei acest lucru, poți folosi blocul stilou în sus","challenges-content.create-a-spiral.instructions.10":"Acum trebuie să desenezi! Adaugă blocul „stilou în jos”:","challenges-content.create-a-spiral.instructions.11":"Hexagonul","challenges-content.create-a-spiral.instructions.12":"Adaugă blocurile de mai jos la proiectul tău:","challenges-content.create-a-spiral.instructions.13":"Acum ai o șesime din hexagonul tău. Trebuie să repeți această secvență de 6 ori:","challenges-content.create-a-spiral.instructions.14":"Spirala","challenges-content.create-a-spiral.instructions.15":"Pentru a crea o spirală, va trebui să adaugi 2 la lungimea fiecărei laturi următoare.","challenges-content.create-a-spiral.instructions.16":"Pentru a face acest lucru, vei folosi o variabilă .>","challenges-content.create-a-spiral.instructions.17":"În blocurile de variabile, fă clic pe „Make a Variable” (Fă o variabilă)","challenges-content.create-a-spiral.instructions.18":"Numește-o lungime, apoi fă clic pe OK:","challenges-content.create-a-spiral.instructions.19":"Spirala va crește; va trebui să începi cu o lungime mică: setează prima lungime la 10 și introdu acest bloc înainte de buclă.","challenges-content.create-a-spiral.instructions.20":"Introdu variabila „length” (lungime) în blocul „move ... steps” (mutare... pași)","challenges-content.create-a-spiral.instructions.21":"Pentru ca spirala să crească, trebuie, de asemenea, ca lungimea să crească în fiecare buclă: adaugă blocul de mai jos la sfârșitul buclei:","challenges-content.create-a-spiral.instructions.22":"Iată proiectul tău actual:","challenges-content.create-a-spiral.instructions.23":"O spirală frumoasă","challenges-content.create-a-spiral.instructions.24":"Ai desenat o spirală! Pentru ca aceasta să continue la nesfârșit, înlocuiește bucla „repeat 6” (repetă 6) cu bucla „forever”: (mereu)","challenges-content.create-a-spiral.instructions.25":"Pentru a desena o spirală colorată, adaugă următorul bloc în buclă:","challenges-content.create-a-spiral.instructions.26":"Când o iei de la capăt, elementul grafic sprite desenează o linie nedorită. Pentru a preveni acest lucru, adaugă un bloc „stilou în sus” la începutul proiectului.","challenges-content.create-a-spiral.instructions.27":"Iată proiectul tău final:","challenges-content.create-a-spiral.instructions.28":"Felicitări! Ai creat o spirală minunată!","challenges-content.play-against-ai.title":"Creează și joacă-te cu IA-Jocul piatră, foarfecă, hârtie","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"pentru a înțelege cum funcționează ciclul de învățare automată.","challenges-content.play-against-ai.purposes.1":"pentru a construi un model de învățare automată folosind Teachable Machine","challenges-content.play-against-ai.purposes.2":"pentru a te familiariza cu instrumentul Pictoblox și a importa modelul creat în proiect","challenges-content.play-against-ai.purposes.3":"pentru a stabili scena și personajele, creează și inițializează variabile în Pictoblox","challenges-content.play-against-ai.purposes.4":"pentru a inițializa jocul, a identifica mișcările jucătorilor, a programa mișcări aleatorii ale IA","challenges-content.play-against-ai.purposes.5":"pentru a crea și testa un joc care implică inteligența artificială ca adversar într-un joc de piatră, hârtie, foarfecă.","challenges-content.play-against-ai.description":"Vom crea un model folosind Teachable Machine din imagini folosind trei clase: piatră, foarfecă și hârtie. Modelul va fi încărcat în Pictoblox și folosit pentru a crea un joc pe care îl putem juca împotriva IA.","challenges-content.play-against-ai.duration":"90 de minute","challenges-content.play-against-ai.instructions.0":"Creează un nou proiect de imagine pe Teachable machine cu 3 clase numite piatră, hârtie și foarfecă. Pentru fiecare clasă, fotografiază cu aparatul foto cel puțin 400 de imagini. Asigură-te că ai un fundal clar. Antrenează și exportă modelul. Încarcă modelul și copiază linkul.","challenges-content.play-against-ai.instructions.1":"Creează un cont gratuit pe site-ul Pictoblox. Adaugă o extensie Machine Learning și încarcă un model. Stabilește scena, variabilele și elementele grafice sprite. Inițializează jocul, identifică mutările jucătorilor și mutările IA și cine câștigă runda.","challenges-content.play-against-ai.instructions.2":"Antrenează datele pentru joc.","challenges-content.play-against-ai.instructions.3":"Testarea modelului.","challenges-content.play-against-ai.instructions.4":"Exportă modelul.","challenges-content.play-against-ai.instructions.5":"Adaugă extensia Machine Learning și încarcă modelul.","challenges-content.play-against-ai.instructions.6":"Stabilește scena, variabilele și elementul grafic sprite.","challenges-content.play-against-ai.instructions.7":"Inițializează jocul.","challenges-content.play-against-ai.instructions.8":"Identifică mutările jucătorului.","challenges-content.play-against-ai.instructions.9":"Stabilește mișcări IA aleatorii.","challenges-content.play-against-ai.instructions.10":"Transmite mișcări IA aleatorii.","challenges-content.play-against-ai.instructions.11":"Realizează trei blocuri. Cine câștigă runda? ","challenges-content.play-against-ai.instructions.12":"Verifică dacă jucătorul câștigă runda.","challenges-content.play-against-ai.instructions.13":"Verifică dacă IA câștigă runda.","challenges-content.play-against-ai.instructions.14":"Verifică dacă este egalitate.","challenges-content.play-against-ai.instructions.15":"Programează blocurile.","challenges-content.play-against-ai.instructions.16":"Elementul grafic sprite pentru piatră hârtie foarfecă","challenges-content.air-drawing-with-AI.title":"Desen în aer cu IA","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"pentru a scrie un program care utilizează extensia de detectare a corpului uman, pentru a recunoaște mișcarea degetelor în fața camerei.","challenges-content.air-drawing-with-AI.purposes.1":"pentru a codifica cu blocuri simple în câteva linii de cod.","challenges-content.air-drawing-with-AI.purposes.2":"pentru a vedea un exemplu de utilizare a IA","challenges-content.air-drawing-with-AI.description":"Crearea unui program care permite utilizatorului să deseneze în aer cu mâna (degetul arătător) în fața camerei și tot ceea ce desenează este afișat automat pe scena Pictoblox.","challenges-content.air-drawing-with-AI.instructions.0":"Creează un cont gratuit pe site-ul Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"urmează instrucțiunile vizuale pentru:","challenges-content.air-drawing-with-AI.instructions.2":"adaugă extensiile Human Body Detection (detectarea corpului uman) și Pen (stilou);","challenges-content.air-drawing-with-AI.instructions.3":"stabilește scena și adaugă elementul grafic sprite (stilou) și elemente grafice sprite adiționale pentru: Stilou în jos, Stilou în sus, Șterge tot; ","challenges-content.air-drawing-with-AI.instructions.4":"scrie un cod pentru ca elementul grafic sprite Stilou să urmărească degetul","challenges-content.air-drawing-with-AI.instructions.5":"scrie un cod pentru butoanele: Stilou în sus, Stilou în jos și Șterge tot și pentru Stilou","challenges-content.air-drawing-with-AI.instructions.6":"Acum ești gata să creezi propriile desene și să te joci cu diferite culori și dimensiuni ale stiloului.","challenges-content.air-drawing-with-AI.materials.0":"Un laptop sau un computer cu o cameră","challenges-content.air-drawing-with-AI.materials.1":"Cea mai recentă versiune descărcată de PictoBlox (recomandat) sau Pictoblox online (gratuit)","challenges-content.air-drawing-with-AI.materials.2":"Cont Pictoblox (gratuit)","challenges-content.air-drawing-with-AI.materials.3":"Conexiune la internet bună","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Pentru a învăța conceptele de bază ale învățării automate și ale recunoașterii textului.","challenges-content.emobot-kliki.purposes.1":"Pentru a înțelege rolul emoțiilor în comunicare.","challenges-content.emobot-kliki.purposes.2":"Pentru a utiliza programarea pentru a crea dialoguri între un chatbot și un utilizator.","challenges-content.emobot-kliki.purposes.3":"Pentru a înțelege modul în care computerele pot recunoaște tonurile emoționale prin analiza textului și să răspundă în consecință.","challenges-content.emobot-kliki.description.0":"Creează un emobot în Scratch care poate afișa o față fericită pentru mesaje pozitive (dacă îi spui lucruri frumoase), o față nervoasă pentru mesaje negative (dacă îi spui lucruri urâte) și o față confuză dacă mesajul este neclar.","challenges-content.emobot-kliki.description.1":"Emobotul nostru Kliki va recunoaște complimentele și insultele, așa că vom vedea cum pot fi antrenate computerele să recunoască tonul emoțional.","challenges-content.emobot-kliki.instructions.0":"Pentru a începe, programează o listă de reguli pentru ceea ce este drăguț sau amabil și ceea ce este rău sau meschin.","challenges-content.emobot-kliki.instructions.1":"Conectează-te la https://machinelearningforkids.co.uk/ sau creează un cont nou.","challenges-content.emobot-kliki.instructions.2":"Creează un nou model de învățare automată adăugând 3 etichete noi, prima se numește „frumos”, a doua se numește „rău” și, opțional, dacă vrei să-ți recunoască numele, creează o a treia etichetă numită „nume”.","challenges-content.emobot-kliki.instructions.3":"Antrenează noul model de învățare automată, testează-l și folosește-l pentru a crea Emobot în Scratch.","challenges-content.emobot-kliki.instructions.4":"Lansează editorul Scratch 3, șterge elementul grafic sprite cat, inserează 3 elemente grafice sprite noi realizate de Microsoft Bing Image Creator (desene animate pe calculator fericite, furioase și nesigure) sau creează un nou element grafic sprite făcând clic pe pictograma Paint, desenând trei copii ale „costumului” pentru fața fericită, furioasă și nesigură.","challenges-content.emobot-kliki.instructions.5":"Fă clic pe fila „Code” (cod) și introdu următorul script.","challenges-content.emobot-kliki.example.0":"Partajează Emobot Kliki cu prietenii tăi și învață mai multe despre IA și emoții!","challenges-content.emobot-kliki.example.1":"În loc de un desen animat pe calculator poți încerca ceva diferit, cum ar fi un animal. În loc de amabilitate și răutate ai putea antrena personajul să recunoască alte tipuri de mesaje.","challenges-content.craft-magic.title":"Creează magie cu gesturi de mână IA","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Pentru a dezvolta abilitățile de programare în rândul elevilor, permițându-le să utilizeze comenzi de bază.","challenges-content.craft-magic.purposes.1":"Pentru a dezvolta abilități de gândire algoritmică prin defalcarea sarcinilor complexe în etape ușor de gestionat.","challenges-content.craft-magic.purposes.2":"Pentru a încuraja rezolvarea creativă a problemelor în ceea ce privește găsirea unor aplicații unice ale gesturilor mâinilor pentru desen și scris.","challenges-content.craft-magic.purposes.3":"Pentru a stimula înțelegerea conceptelor de IA, în special a modului în care IA permite computerelor să recunoască și să interpreteze gesturile mâinilor.","challenges-content.craft-magic.purposes.4":"Pentru a crește gradul de conștientizare cu privire la importanța tehnologiei pentru persoanele cu dizabilități.","challenges-content.craft-magic.purposes.5":"Pentru a promova colaborarea în rezolvarea problemelor și munca în echipă între elevi în timp ce lucrează împreună pentru a-și îmbunătăți programele de gesturi ale mâinilor.","challenges-content.craft-magic.purposes.6":"Pentru a conecta abilitățile de programare și de gândire computațională la aplicațiile din lumea reală, punând accentul pe impactul semnificativ al tehnologiei asupra vieții oamenilor și alinierea la Obiectivele de dezvoltare durabilă (ODD).","challenges-content.craft-magic.duration.0":"90 min pentru elevi 10-12","challenges-content.craft-magic.duration.1":"45 min pentru elevi 12-15","challenges-content.craft-magic.description":"Creează un program Scratch bazat pe blocuri folosind extensia IA „Human Body” (corpul uman) într-un mod creativ și atractiv, pentru a desena pe un ecran fără a avea nevoie de un mouse tradițional sau de un ecran tactil.","challenges-content.craft-magic.instructions.0":"Conectează-te la https://ai.thestempedia.com și creează un cont pentru cadru didactic și elevi.","challenges-content.craft-magic.instructions.1":"Importă extensiile „Human Body Detection”, „Pen”, „Text to Speech”.","challenges-content.craft-magic.instructions.2":"Adaugă elementul grafic sprite „Stilou” din bibliotecă și creează 7 elemente grafice sprite („scrie”, „șterge”, „negru”, „roșu”, „albastru”, „verde”, „roz”).","challenges-content.craft-magic.instructions.3":"Scrie comenzi pentru a verifica ce se întâmplă atunci când elementul grafic sprite „stilou” atinge una dintre celelalte entități grafice.","challenges-content.craft-magic.instructions.4":"Scrie comenzi care să permită camerei să recunoască poziția mâinii și să mute stiloul la coordonatele x și y ale degetului arătător.","challenges-content.craft-magic.instructions.5":"Schimbă costumele la sfârșitul aruncării","challenges-content.craft-magic.instructions.6":"Adaugă efecte sonore.","challenges-content.craft-magic.materials.0":"Programarea platformei https://ai.thestempedia.com (gratuit)","challenges-content.craft-magic.materials.1":"cont cadru didactic (gratuit)","challenges-content.craft-magic.materials.2":"cont elev (gratuit)","challenges-content.craft-magic.materials.3":"Calculatoare cu cameră","challenges-content.craft-magic.materials.4":"Conexiune la internet","challenges-content.circle-of-dots.title":"Un cerc de puncte","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Pentru a scrie cod pentru a desena o linie de puncte.","challenges-content.circle-of-dots.purposes.1":"Pentru a scrie cod pentru a desena o linie de liniuțe.","challenges-content.circle-of-dots.purposes.2":"Pentru a scrie cod pentru a desena un cerc.","challenges-content.circle-of-dots.purposes.3":"Scrie cod pentru a desena un cerc de puncte (liniuțe).","challenges-content.circle-of-dots.description":"Desenează un cerc format din puncte și liniuțe.","challenges-content.circle-of-dots.duration":"40 de minute","challenges-content.circle-of-dots.instructions.0":"Construirea unui bloc din puncte.","challenges-content.circle-of-dots.instructions.1":"Construirea unui bloc din liniuțe.","challenges-content.circle-of-dots.instructions.2":"Construirea unui cerc din puncte.","challenges-content.circle-of-dots.instructions.3":"Construirea unui cerc din liniuțe.","challenges-content.coding-escape-room.title":"Crearea unei escape room cu ajutorul programării","challenges-content.coding-escape-room.author":"Stefania Altieri ași Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Pentru a preda/învăța și a reflecta asupra conceptelor de programare.","challenges-content.coding-escape-room.purposes.1":"Pentru a utiliza instrumente de programare simple.","challenges-content.coding-escape-room.purposes.2":"Pentru a dezvolta gândirea computațională și abilitățile de rezolvare a problemelor.","challenges-content.coding-escape-room.description.0":"Creează o experiență escape room cu ajutorul programării:","challenges-content.coding-escape-room.description.1":"Poți să folosești Google Forms, Genially, Google presentation, orice instrument pentru a spune o poveste bazată pe programare ;).","challenges-content.coding-escape-room.duration":"90 de minute","challenges-content.coding-escape-room.instructions":"Poți să-ți împarți elevii în grupuri mici, ei se pot juca și apoi pot crea o altă provocare pe baza șablonului: ","challenges-content.coding-escape-room.materials.0":"Poți să folosești orice instrument (platforma Google și Microsoft pentru a crea și partaja documente, prezentări și foi). Orice construcție de programare, instrument sau caracter legat de TIC și de programare.","challenges-content.coding-escape-room.example.0":"Anumite personaje care au avut un rol foarte important în istoria TIC și conceptele de bază ale codării și programării, sunt introduse prin joc . Acesta este cel mai bun mod de a învăța și de a participa activ . Acest joc poate fi jucat în echipe sau individual, ca o provocare sau o competiție . Elevii pot crea apoi ceva similar și își pot dezvolta competențe precum creativitatea și abilitățile de programare . ","challenges-content.coding-escape-room.example.1":"Aceasta este o resursă foarte practică care poate fi reutilizată și care este ușor de recreat . Google Forms este unul dintre instrumentele posibile . Poți folosi, de asemenea, Google slides, Genial . ly sau Emaze sau orice alt instrument pentru a crea propriile povești și aventuri . ","challenges-content.coding-escape-room.example.2":"Provocarea escape room este împărțită în sesiuni . Dacă ghicești, poți să avansezi . Elevii pot să creeze întrebările de programare . ","challenges-content.let-the-snake-run.title":"Lasă șarpele să fugă","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Pentru a programa mișcarea șarpelui pe propriul micro:bit . ","challenges-content.let-the-snake-run.purposes.1":"Pentru a seta amplasarea și sincronizarea corectă pentru animația comună . ","challenges-content.let-the-snake-run.description":"Elevii trebuie să scrie coduri pentru a naviga șarpele printr-o serie de micro:biți unul lângă altul . Trebuie făcut astfel încât să pară că șarpele fuge de la un micro:bit la altul . ","challenges-content.let-the-snake-run.duration":"30 de minute","challenges-content.let-the-snake-run.instructions.0":"Proiectează un traseu care trece prin mai mulți micro:biți unul lângă altul(de exemplu, formând un pătrat 2x2).","challenges-content.let-the-snake-run.instructions.1":"Scrie cod pentru un șarpe care se deplasează pe un traseu . ","challenges-content.let-the-snake-run.instructions.2":"Lucrează pe propriul tău dispozitiv, apoi pune-le împreună și rulează codul . ","challenges-content.let-the-snake-run.instructions.3":"Ia în considerare sincronizarea și amplasarea: Dacă șarpele iese de pe un micro:bit, va apărea pe următorul micro:bit . ","challenges-content.let-the-snake-run.instructions.4":"Provocări suplimentare: Cu micro:bit v2, redă muzică până când șarpele părăsește dispozitivul . ","challenges-content.let-the-snake-run.instructions.5":"Proiectează șarpele prin schimbarea luminozității LED-urilor . ","challenges-content.let-the-snake-run.instructions.6":"Încearcă să-l faci mai lung sau să faci mai mulți șerpi . ","challenges-content.let-the-snake-run.example.0":"Acesta este un exemplu pentru un șarpe lung de 6 pixeli cu 4 micro:biți care formează un pătrat 2x2: ","challenges-content.let-the-snake-run.example.1":"Programarea micro:bit-ului de pornire(o poate face cadrul didactic)","challenges-content.let-the-snake-run.example.2":"Toate codurile sunt inițiate de acest micro:bit, care trimite un semnal radio către alți micro:biți atunci când este apăsat butonul A . ","challenges-content.let-the-snake-run.example.3":"Programarea mișcării șarpelui","challenges-content.let-the-snake-run.example.4":"Fiecare micro:bit trebuie să fie în același grup radio ca și micro:bitul de pornire . ","challenges-content.let-the-snake-run.example.5":"Toate animațiile încep atunci când se primește semnalul radio . ","challenges-content.let-the-snake-run.example.6":"Animația primului microbit este vizibilă imediat, celelalte așteaptă până când șarpele ajunge acolo . ","challenges-content.let-the-snake-run.example.7":"Timpul dintre cele două faze determină viteza șarpelui . ","challenges-content.let-the-snake-run.materials.0":"micro:biți(pentru fiecare elev, dacă este posibil)","challenges-content.let-the-snake-run.materials.1":"laptop sau calculator pentru editorul makecode . microbit . org","challenges-content.illustrate-a-joke.title":"Ilustrarea unei glume cu bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Pentru a proiecta un mic joc în care utilizatorul găsește răspunsul la o întrebare glumeață . ","challenges-content.illustrate-a-joke.description":"Elevii proiectează un joc în care utilizatorul găsește răspunsul la o întrebare glumeață atunci când figura lovește un obiect pe câmpul de joc . Elevii folosesc caracteristicile de bază ale lui bitsy pentru a finaliza provocarea . ","challenges-content.illustrate-a-joke.instructions.0":"Gândește-te la o întrebare glumeață . Accesează bitsy și începe un proiect nou . Vei avea nevoie de:","challenges-content.illustrate-a-joke.instructions.1":"un avatar-element grafic sprite pe care îl poți mișca","challenges-content.illustrate-a-joke.instructions.2":"O pisică albă pe un fundal violet","challenges-content.illustrate-a-joke.instructions.3":"Descriere generată automat","challenges-content.illustrate-a-joke.instructions.4":"un obiect la care trebuie să ajungă avatarul tău","challenges-content.illustrate-a-joke.instructions.5":"o cameră-fundalul programului tău","challenges-content.illustrate-a-joke.instructions.6":"două mesaje: o întrebare și un răspuns","challenges-content.illustrate-a-joke.instructions.7":"Jocul finalizat poate fi descărcat ca fișier html . ","challenges-content.illustrate-a-joke.example":"Pe acest site web poți vedea un exemplu de glumă și există un link către o tablă digitală:","challenges-content.illustrate-a-joke.materials":"bitsy rulează într-un browser","challenges-content.app-that-counts-in-several-languages.title":"Aplicație care numără în mai multe limbi","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Pentru a învăța cum să creezi o aplicație simplă . ","challenges-content.app-that-counts-in-several-languages.purposes.1":"Pentru a învăța să programezi folosind blocuri . ","challenges-content.app-that-counts-in-several-languages.purposes.2":"Pentru a învăța cum să adaugi etichete, butoane, imagini, senzori și media . ","challenges-content.app-that-counts-in-several-languages.purposes.3":"Pentru a învăța cum să organizezi elemente pe ecranul unei aplicații . ","challenges-content.app-that-counts-in-several-languages.description":"Aplicația îți permite să numeri în mai multe limbi, prin simpla apăsare a unui buton . De fiecare dată când utilizatorul scutură smartphone-ul, numărătoarea revine la zero . Provocarea este să adaugi o altă limbă . ","challenges-content.app-that-counts-in-several-languages.instructions.0":"Pentru a finaliza provocarea, trebuie să definești cealaltă limbă în care vrei să numere aplicația . ","challenges-content.app-that-counts-in-several-languages.instructions.1":"Apoi trebuie să descarci de pe internet(de exemplu, de pe Pixabay sau Unsplash) steagul acelei țări și să îl încarci pe platforma MIT APP Inventor, prin intermediul elementului numit flag, în proprietatea Picture . ","challenges-content.app-that-counts-in-several-languages.instructions.2":"În continuare ar trebui să afli cum se scrie numele țării în engleză și cum să spui „ieși și apasă-mă” în limba țării respective . ","challenges-content.app-that-counts-in-several-languages.instructions.3":"În cele din urmă, trebuie să adaugi blocurile necesare pentru ca aplicația să funcționeze în noua limbă . ","challenges-content.app-that-counts-in-several-languages.materials.0":"Pentru a dezvolta o aplicație ai nevoie de un calculator sau de un laptop cu acces la internet . ","challenges-content.app-that-counts-in-several-languages.materials.1":"Creează un cont pe platforma MIT APP Inventor, accesibilă prin intermediul https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"De asemenea, este necesară instalarea aplicației MIT AI2 Companion pe smartphone, pentru a testa aplicația dezvoltată.","challenges-content.coding-with-art-through-storytelling.title":"Programare cu ajutorul artei prin Storytelling","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara și Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Pentru a dezvolta abilitățile de observare, interpretare și sondare prin implicarea în artă.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Pentru a fi creativ și a colabora cu alții pentru un scop comun","challenges-content.coding-with-art-through-storytelling.purposes.2":"Pentru a crea un algoritm pentru a povesti din nou povestea","challenges-content.coding-with-art-through-storytelling.description":"În această provocare, elevii se vor inspira dintr-o lucrare de artă, vor crea o poveste și o vor ilustra. Apoi vor încerca să repovestească povestea folosind un kit robotic programabil/sau în cadrul unei activități fără dispozitive.","challenges-content.coding-with-art-through-storytelling.materials.0":"Această activitate poate fi implementată ca o activitate fără dispozitive sau prin utilizarea unui robot educațional programabil, cum ar fi robotul beebot/bluebot/mouse.","challenges-content.coding-with-art-through-storytelling.materials.1":"cartonașe săgeată beebot sau cartonașe săgeată pentru activitatea fără dispozitive","challenges-content.coding-with-art-through-storytelling.materials.2":"în greacă","challenges-content.coding-with-art-through-storytelling.materials.3":"Pentru a afla mai multe despre Project Zero's Thinking Routine Toolbox(Cutia de instrumente pentru rutina de gândire a Proiectului Zero)","challenges-content.coding-with-art-through-storytelling.example.0":"Profesorul lucrează cu elevii pentru a modela modul de proiectare a unui algoritm cu ajutorul cartonașelor cu instrucțiuni pentru ca Bee-Bot sau alt robot să ajungă la primul eveniment din poveste de pe covoraș . Elevii lucrează în echipe de câte 3-4 pentru a proiecta un algoritm pentru ca robotul să se deplaseze la următoarea secvență . Elevii își testează algoritmii pe covorașul clasei și repară erorile, dacă este necesar . ","challenges-content.coding-with-art-through-storytelling.example.1":"Continuă să treacă prin cât mai multe evenimente de poveste","challenges-content.coding-with-art-through-storytelling.example.2":"Această activitate poate fi implementată și ca o activitate fără dispozitive . ","challenges-content.coding-with-art-through-storytelling.example.3":"Un copil este robotul, iar un alt copil este programatorul . Programatorul creează un traseu algoritmic cu ajutorul cartonașelor cu săgeți pentru a ajuta robotul să se deplaseze de la o imagine la alta și să repovestească povestea . De fiecare dată când robotul apare într-o imagine, i se cere să spună o parte din poveste . ","challenges-content.coding-with-art-through-storytelling.instructions.0":"Profesorul le cere elevilor să privească o pictură / fotografie . ","challenges-content.coding-with-art-through-storytelling.instructions.1":"Ei folosesc rutina de gândire „Început, mijloc, sfârșit”(Proiectul Zero de la Harvard School) pentru a crea o poveste . ","challenges-content.coding-with-art-through-storytelling.instructions.2":"Profesorul îi întreabă: „Dacă această lucrare este începutul / mijlocul / sfârșitul unei povești, ce s-ar putea întâmpla în continuare / înainte / la sfârșit ? ","challenges-content.coding-with-art-through-storytelling.instructions.3":"Elevii ilustrează evenimentele din poveste . ","challenges-content.coding-with-art-through-storytelling.instructions.4":"Elevii își amintesc povestea și pun evenimentele în grilă . Cu ajutorul cartonașelor cu săgeți, ei creează un algoritm care îl ajută pe beebot să spună din nou povestea . ","challenges-content.coding-with-legoboost.title":"Codarea și programarea cu LegoBoost-extensia Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"pentru a construi modele folosind LegoBoost . ","challenges-content.coding-with-legoboost.purposes.1":"pentru a dezvolta abilități de programare în Scratch . ","challenges-content.coding-with-legoboost.purposes.2":"pentru a programa roboți folosind comenzi atât simple, cât și complexe . ","challenges-content.coding-with-legoboost.description":"În această provocare, elevii vor folosi extensia Scratch-LegoBoost și vor introduce coduri în aplicație, pentru ca roboții să se deplaseze înainte, înapoi, să evite obstacole și să dea comenzi vocale . ","challenges-content.coding-with-legoboost.duration":"120 de minute","challenges-content.coding-with-legoboost.instructions.0":"Conectează-te la aplicația Scratch . mit . edu . ","challenges-content.coding-with-legoboost.instructions.1":"Lansează Scratch Link și activează Bluetooth pe laptop . ","challenges-content.coding-with-legoboost.instructions.2":"Dă clic pe „Add an Extension from Scratch”(adaugă extensie de la Scratch) și alege LegoBoost . ","challenges-content.coding-with-legoboost.instructions.3":"Adaugă o imagine despre Săptămâna UE a programării . ","challenges-content.coding-with-legoboost.instructions.4":"Configurează cele două motoare AB ca fiind PORNIT și respectiv OPRIT atunci când întâlnești un obstacol roșu . ","challenges-content.coding-with-legoboost.instructions.5":"La culoarea verde, motorul A este PORNIT, la culoarea negru motorul B este PORNIT . ","challenges-content.coding-with-legoboost.instructions.6":"Obstacolele verzi, roșii și negre vor fi incluse pe o rută . ","challenges-content.coding-with-legoboost.instructions.7":"Adaugă comenzi pentru mișcare și viraje de la săgeți și text-to-speech atunci când întâlnești un obstacol . ","challenges-content.coding-with-legoboost.instructions.8":"Testează!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1vjvLcps9XK-EVLfyUn-lXU_cwX193AfF","challenges.title":"PROVOCĂRILE SĂPTĂMÂNII UE A PROGRAMĂRII","challenges.date":"9-24 octombrie 2021","challenges.common.target-audience":"Publicul-țintă","challenges.common.pre-primary":"Copiii preșcolari","challenges.common.experience":"Experiență","challenges.common.duration":"Durată","challenges.common.materials":"Materiale recomandate","challenges.common.purpose":"Obiectiv","challenges.common.description":"Descriere","challenges.common.instructions":"Instrucțiuni","challenges.common.example":"Exemplu","challenges.common.written-by.0":"Această provocare a fost scrisă de","challenges.common.written-by.1":"și face parte din categoria","challenges.common.teachers":"Cadre didactice","challenges.common.students":"Elevi","challenges.common.beginner":"Începători","challenges.common.intermediate":"Intermediari","challenges.common.advanced":"Avansați","challenges.common.1-hour":"1 oră","challenges.main.0":"Pe parcursul Săptămânii UE a programării, în perioada 9-24 octombrie 2021, vă invităm să parcurgeți una sau mai multe dintre provocările Săptămânii UE a programării.","challenges.main.1":"Ce sunt provocările Săptămânii UE a programării ?","challenges.main.2":"Provocările Săptămânii UE a programării sunt activități pe care le puteți face individual, în clasă, cu colegii sau cu prietenii. Ați dori să participați la Săptămâna UE a programării, dar nu aveți o idee clară despre ce să organizați? Nu trebuie să mai căutați! Am conceput, împreună cu partenerii Săptămânii UE a programării, o selecție de provocări ușor de parcurs, cu exemple concrete pentru utilizarea la clasă sau într-un grup. Există și orientări privind modul de finalizare a provocărilor, dar le puteți și adapta în funcție de nevoile, interesele și vârsta participanților dvs. Puteți folosi orice instrumente și tehnologii doriți, dar vă recomandăm resursele open-source.","challenges.main.3":"Alegeți una sau mai multe provocări, adaptați-o la grupul sau clasa dvs. și distribuiți rezultatele pe Instagram pentru a încuraja și mai mulți colegi și prieteni să participe la activitățile distractive din Săptămâna programării!","challenges.main.4":"Faceți clic pe provocare pentru a afla mai multe despre aceasta:","challenges.main.5":"Cine poate participa?","challenges.main.6":"Toată lumea (școli, cadre didactice, biblioteci, cluburi de programare, firme, autorități publice) este invitată să sărbătorească Săptămâna UE a programării 2021 finalizând o provocare #EUCodeWeekChallenge.","challenges.main.7":"Cum puteți participa la provocarea Săptămânii UE a programării 2021?","challenges.main.8":"Selectați o provocare pe care ați dori să o finalizați.","challenges.main.9":"Organizați-vă participanții în perechi sau în grupuri. Munca de echipă și colaborarea sunt esențiale pentru a reuși să finalizați o provocare, indiferent dacă vă organizați activitatea în persoană sau online, ca activitate de colaborare națională sau internațională.","challenges.main.10":"Distribuiți-vă provocarea","challenges.main.11":"Doriți să câștigați niște premii în cadrul Săptămânii programării? Dacă da, faceți așa încât lucrarea pe care ați realizat-o să ajungă virală!","challenges.main.12":"După ce ați finalizat provocarea, distribuiți-o pe Instagram.","challenges.main.13":"Câștigătorii vor fi selectați zilnic pe parcursul Săptămânii programării, în perioada 9-24 octombrie, și anunțați pe canalul nostru de Instagram, așa că nu uitați să vă verificați periodic notificările.","challenges.share.0":"Cum vă puteți distribui provocarea (provocările) pe Instagram?","challenges.share.1":"Apăsați butonul Edit profile (Editare profil)","challenges.share.2":"Adăugați linkul la lucrarea pe care ați realizat-o în câmpul Website (site web) și salvați","challenges.share.3":"Creați o postare nouă","challenges.share.4":"Adăugați o captură de ecran cu lucrarea dvs.","challenges.share.5":"Scrieți o descriere captivantă","challenges.share.6":"Nu uitați să precizați „Link în biografie’","challenges.share.7":"Adăugați #EUCodeWeekChallenge","challenges.share.8":"Menționați și etichetați @CodeWeekEU","challenges.share.9":"Preferați să vă distribuiți provocarea (provocările) pe Facebook?","challenges.share.10":"Săptămâna UE a programării va fixa zilnic pe pagina sa de","challenges.share.11":"Facebook","challenges.share.12":"o postare nouă cu o provocare și va selecta câștigătorul premiului din comentariile de sub postare.","challenges.share.13":"Cum funcționează?","challenges.share.14":"Adăugați pur și simplu un comentariu la postare, cu un link la lucrarea pe care ați realizat-o.","challenges.share-box.0":"Distribuiți linkul la lucrarea pe care ați realizat-o în","challenges.share-box.1":"Biografia dvs. Instagram","challenges.share-box.2":"apăsați butonul","challenges.share-box.3":"Edit Profile (Editare profil)","challenges.share-box.4":"din contul dvs. de Instagram și adăugați linkul la lucrarea pe care ați realizat-o în câmpul Website (site web). După aceea, creați o postare nouă, adăugați o captură de ecran cu lucrarea pe care ați realizat-o, scrieți","challenges.share-box.5":"Link în biografie","challenges.share-box.6":"adăugați hashtagul #EUCodeWeekChallenge și menționați @CodeWeekEU","challenges.share-box.7":"Preferați să vă distribuiți provocarea (provocările) pe","challenges.share-box.8":"Săptămâna UE a programării va fixa","challenges.share-box.9":"o nouă postare cu o provocare pe","challenges.share-box.10":"pagina sa de Facebook","challenges.share-box.11":"Apoi trebuie doar să adăugați un comentariu la postare, cu linkul la lucrarea pe care ați realizat-o","challenges.share-box.12":"Câștigătorii vor fi selectați și vor primi premii ale Săptămânii programării în fiecare zi pe parcursul Săptămânii programării, în perioada 9-24 octombrie, și vor fi anunțați pe canalele noastre de Instagram și Facebook, așa că nu uitați să vă verificați periodic notificările","challenges.take-part.0":"De ce să participați la o provocare a Săptămânii UE a programării?","challenges.take-part.1":"Pentru a vă implica în activități de rezolvare a problemelor și de programare.","challenges.take-part.2":"Pentru a lucra alături de colegi.","challenges.take-part.3":"Pentru a răspândi mesajul despre importanța programării.","challenges.download.0":"Faceți clic","challenges.download.1":"aici","challenges.download.2":"pentru a descărca această provocare ca document Word","challenges.bingo.0":"Finalizați toate provocările","challenges.bingo.1":"Ați finalizat provocarea? Printați","challenges.bingo.2":"cardul bingo","challenges.bingo.3":"și marcați bulina albă din stânga sus","challenges.bingo.4":"Distribuiți-vă provocarea (provocările) în rețelele sociale și câștigați premii cool ale Săptămânii UE a programării","challenges.bingo.5":"Trebuie doar să încărcați o fotografie cu rândul (rândurile), coloana (coloanele) – sau, mai bine, cu întregul bingo – pe","challenges.bingo.6":"Facebook, Instagram sau Twitter","challenges.bingo.7":"Nu uitați să folosiți","codeweek4all.title":"Provocarea „Săptămâna programării pentru toți”","codeweek4all.text":"Provocarea „Săptămâna programării pentru toți” vă încurajează să vă conectați activitățile cu altele organizate de prieteni, colegi și cunoștințe, câștigând împreună certificatul de excelență al Săptămânii programării.","codeweek4all.what.title":"Ce este aceasta?","codeweek4all.what.content":`

    Suplimentar față de înregistrarea activității dumneavoastră pe harta Săptămânii programării UE, puteți implica și alte persoane din rețeaua dumneavoastră să facă același lucru. Dacă dumneavoastră și alianța dumneavoastră atingeți unul dintre pragurile următoare, veți câștiga certificatul de excelență al Săptămânii programării!

    -

    Criterii pentru câștigarea certificatului de excelență:

    `,"codeweek4all.what.criteria1":"500 de studenți participanți","codeweek4all.what.criteria2":"10 activități corelate (de 10 organizatori diferiți)","codeweek4all.what.criteria3":"3 țări implicate","codeweek4all.what.andor":"și/sau","codeweek4all.howto.title":"Cum participați?","codeweek4all.howto.time":"Provocarea „Săptămâna programării pentru toți” durează până la sfârșitul anului calendaristic. Certificatele vor fi eliberate la începutul anului următor, în ianuarie sau februarie.","codeweek4all.howto.content":'Vizitați pagina Adăugare activitate și completați detaliile necesare ale activității dumneavoastră de programare.',"codeweek4all.howto.first_alliance.1":"Faceți clic pe Trimite.","codeweek4all.howto.first_alliance.2":"Odată ce activitatea dumneavoastră a fost acceptată, veți primi un e-mail de confirmare cu codul dumneavoastră unic pentru Săptămâna programării pentru toți.","codeweek4all.howto.first_alliance.3":"Copiați codul și partajați-l cu colegii dumneavoastră și cu alte persoane din rețeaua dumneavoastră care organizează o activitate de programare. Răspândiți mesajul pentru a-i încuraja și pe alții să participe!","codeweek4all.howto.first_alliance.4":"După încheierea campaniei, tuturor organizatorilor de activități li se va solicita să raporteze numărul de participanți implicați în activitatea lor. Dacă ați reușit să atingeți pragul, dumneavoastră și colegii dumneavoastră care au făcut parte din rețeaua dumneavoastră veți primi certificatul de excelență!","codeweek4all.howto.first_alliance.title":"Dacă sunteți prima persoană din alianța dumneavoastră:","codeweek4all.howto.existing_alliance.1":"Lipiți codul pe care l-ați primit de la inițiator, pentru a crea mai întâi alianța, în celula CODUL SĂPTĂMÂNII PROGRAMĂRII PENTRU TOȚI.","codeweek4all.howto.existing_alliance.2":"Faceți clic pe Trimite.","codeweek4all.howto.existing_alliance.3":"Răspândiți mesajul (și codul!) pentru a determina mai mulți organizatori să se alăture alianței dumneavoastră.","codeweek4all.howto.existing_alliance.4":"După încheierea campaniei, tuturor organizatorilor de activități li se va solicita să raporteze numărul de participanți implicați în activitatea lor. Dacă ați reușit să atingeți pragul, dumneavoastră și colegii dumneavoastră care au făcut parte din rețeaua dumneavoastră veți primi certificatul de excelență!","codeweek4all.howto.existing_alliance.title":"Dacă vă alăturați unei alianțe existente:","codeweek4all.why.1":"Pentru a răspândi mesajul cu privire la importanța programării.","codeweek4all.why.2":"Pentru a determina un număr mare de studenți să se implice.","codeweek4all.why.3":"Pentru a crea legături cu organizatori și/sau școli din comunitatea dumneavoastră sau la nivel internațional.","codeweek4all.why.4":"Pentru a găsi sprijin din partea altor organizatori și profesori.","codeweek4all.why.5":"Pentru a câștiga un certificat de excelență.","codeweek4all.why.title":"De ce să vă alăturați provocării?","codeweek4all.superorganiser-title":"Certificat de Super Organizator","codeweek4all.superorganiser":'De asemenea, poți obține un certificat de Super Organizator. Pentru aceasta este necesar să organizezi și să înscrii cel puțin 10 activități separate la școala sau organizația ta, sau online.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Întrebări","coding-at-home.material.required":"Material necesar","coding-at-home.material.chequered":"tablă de joc","coding-at-home.material.footprint":"cartonașe cu imagini cu urme de pași","coding-at-home.intro.title":"Introducere în Coding@Home","coding-at-home.explorer.title":"Exploratorul","coding-at-home.explorer.text":"Exploratorul este prima activitate Coding@Home. Deplasați exploratorul pe tabla de joc pentru a ajunge la destinație, după ce a vizitat cât mai multe căsuțe posibil. ","coding-at-home.explorer.questions.content.1":"Î1. Cu pozițiile de pornire și de destinație prezentate în videoclip, poate exploratorul să viziteze toate căsuțele de pe tabla de joc?","coding-at-home.explorer.questions.content.2":"Î2. Care sunt pozițiile de pornire și destinație care nu lasă exploratorul să viziteze cele mai multe căsuțe de pe tabla de joc?","coding-at-home.right-and-left.title":"Dreapta și stânga","coding-at-home.right-and-left.text":"Dreapta și stânga este un joc competitiv și colaborativ. Cele două echipe colaborează pentru a construi o rută către destinație, dar în același timp concurează pentru a folosi cât mai multe dintre cartonașele pe care le primește fiecare: echipa galbenă încearcă să așeze cât mai multe mutări posibile la stânga, iar echipa roșie încearcă să așeze cât mai multe mutări posibile la dreapta.","coding-at-home.right-and-left.questions.content.1":"Î1. Cu pozițiile de pornire și de destinație aranjate precum în prima rundă a acestui videoclip, poate să câștige una dintre cele două echipe?","coding-at-home.right-and-left.questions.content.2":"Î2. Cu pozițiile de pornire și de destinație aranjate precum în runda câștigată de Anna, poate să fie egalitate?","coding-at-home.right-and-left.questions.content.3":"Î3. Există vreun aranjament de pornire și de destinație care să favorizeze una dintre cele două echipe?","coding-at-home.right-and-left.questions.content.4":"Î4. Cunoscând amplasarea pozițiilor de pornire și de destinație, este posibil să anticipăm care va fi distanța dintre echipa câștigătoare și cea pierzătoare?","coding-at-home.keep-off-my-path.title":"Nu-mi sta în cale","coding-at-home.keep-off-my-path.text":"„Nu-mi sta în cale” este un joc competitiv cu două echipe. Începând din părți opuse ale tablei de joc, cele două echipe își construiesc rute care să se blocheze reciproc. Echipa care o blochează pe cealaltă să își extindă ruta câștigă.","coding-at-home.keep-off-my-path.questions.content.1":"Î1. Există poziții de pornire care favorizează una dintre cele două echipe?","coding-at-home.keep-off-my-path.questions.content.2":"Î2. Se poate ajunge la egalitate?","coding-at-home.keep-off-my-path.questions.content.3":"Î3. Are un avantaj jucătorul care pornește primul?","coding-at-home.keep-off-my-path.questions.content.4":"Î4. Există vreo strategie de joc infailibilă pe care o poate adopta jucătorul care face prima mutare pentru a se asigura că nu pierde niciodată?","coding-at-home.tug-of-war.title":"Trasul parâmei","coding-at-home.tug-of-war.text":"„Trasul parâmei” este un joc colaborativ și competitiv. Pornind din centrul părții de jos a tablei de joc, două echipe (galbenă și roșie) colaborează pentru a ajunge în partea de sus. Echipa galbenă încearcă să ajungă la căsuțele din stânga, în timp ce echipa roșie încearcă să ajungă la căsuțele din dreapta.","coding-at-home.tug-of-war.questions.content.1":"Î1. Există vreo strategie care să asigure întotdeauna victoria?","coding-at-home.tug-of-war.questions.content.2":"Î2. Are un avantaj jucătorul care pornește primul?","coding-at-home.tug-of-war.questions.content.3":"Î3. Dacă cei doi jucători sunt la fel de calculați în mutări, se va ajunge întotdeauna la egalitate, adică în centru?","coding-at-home.explorer-without-footprints.title":"Exploratorul fără urme","coding-at-home.explorer-without-footprints.text":"Exploratorul se deplasează pe tabla de joc, din poziția de pornire spre cea de destinație, încercând să viziteze toate căsuțele. Pe măsură ce se deplasează, acesta lasă urme de pași colorate, care îi permit robotului să urmeze pașii, interpretând culorile. Jocul devine și mai incitant atunci când exploratorul șterge urmele de pași, lăsând în urmă numai culorile.","coding-at-home.explorer-without-footprints.material":"precum și un marker roșu, unul galben și unul gri (sau creioane cu aceste culori)","coding-at-home.explorer-without-footprints.questions.content.1":"Î1. Care este diferența dintre tabla de joc plină de urme de pași colorate și cea fără urme de pași, numai cu culori?","coding-at-home.explorer-without-footprints.questions.content.2":"Î2. Care tablă de joc oferă mai multă libertate de mișcare, păstrându-se aceleași reguli pentru deplasare, așa cum indică culorile?","coding-at-home.explorer-without-footprints.questions.content.3":"Î3. Există rute posibile pe tabla de joc cu culori care nu sunt posibile pe tabla de joc cu urme de pași colorate?","coding-at-home.explorer-without-footprints.questions.content.4":"Î4. Există rute posibile pe tabla de joc cu urme de pași colorate care nu sunt posibile pe tabla de joc numai cu culori?","coding-at-home.walk-as-long-as-you-can.title":"Mergi cât poți de mult","coding-at-home.walk-as-long-as-you-can.text":"În această activitate, provocarea este să rămâi cât mai mult pe tablă, folosind culori în loc de urme de pași. Activitatea devine mai dificilă când crește libertatea de mișcare","coding-at-home.walk-as-long-as-you-can.coloured-cards":"jetoane colorate sau markere roșii, galbene și gri","coding-at-home.walk-as-long-as-you-can.questions.content.1":"Q1. Când se intersectează și se blochează cele două traiectorii?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"Q2. Acest joc e prezentat ca joc cu doi jucători. E posibil să fie jucat în 3 sau în 4? Trebuie să schimbăm regulile?","coding-at-home.ada-charles-roby.title":"Ada, Charles și Roby","coding-at-home.ada-charles-roby.text":"Ada Lovelace și Charles Babbage au o poveste interesantă. Ei au conceput și au programat calculatoare cu o sută de ani înainte ca ele să fie inventate","coding-at-home.ada-charles-roby.material":"plastilină și un creion scurt","coding-at-home.ada-charles-roby.questions.content.1":"Q1. Încearcă să-ți imaginezi că robotul pe care l-ai construit din plastilină și un creion poate să se miște pe tablă ca să ajungă în orice poziție și, la nevoie, să își traseze traiectoria. Ce instrucțiuni ai folosi pentru a-l programa?","coding-at-home.cody-and-roby.title":"Cody și Roby","coding-at-home.cody-and-roby.text":"Acesta este un joc de roluri cu un programator, Cody, și un robot, Roby. Clipul prezintă cartonașele CodyRoby, pe care le vom folosi de acum înainte pentru a determina mutările pe tablă. Cody va folosi aceste cartonașe pentru a-i da lui Roby instrucțiuni ca să se miște pe tablă","coding-at-home.cody-and-roby.material":"tablă cu pătrățele și etichete, cartonașe cu instrucțiuni (stânga, dreapta, înainte) și contoarele de pus pe tablă","coding-at-home.cody-and-roby.starter-kit":"kitul de început CodyRoby","coding-at-home.cody-and-roby.questions.content.1":"Q1. Unde ajunge Roby dacă, pornind din poziția C2 îndreptat spre sud, execută ultima secvență de instrucțiuni arătată în clip?","coding-at-home.cody-and-roby.questions.content.2":"Q2. Se pot descrie mișcările făcute de Roby prin executarea ultimei secvențe de instrucțiuni arătate în clip prin aplicarea instrucțiunilor CodyFeet sau CodyColor pe tablă?","coding-at-home.cody-and-roby.questions.content.3":"Q3. Cele trei tipuri de instrucțiuni introduse în clip, reprezentate de cartonașele verzi, roșii și galbene, reprezintă un set de instrucțiuni cu care Roby poate ajunge oriunde pe tablă. Poți inventa un set de instrucțiuni cu mai puțin de 3 instrucțiuni pentru același scop?","coding-at-home.the-tourist.title":"Turistul","coding-at-home.the-tourist.text":"Cu cartonașele CodyRoby, cele două echipe se întrec în a găsi în cel mai scurt timp ssecvența de instrucțiuni care vor duce turistul la monumentele pe care vrea să le viziteze pe tablă","coding-at-home.the-tourist.material":"Cu cartonașe mai mari se poate juca pe podea","coding-at-home.the-tourist.questions.content.1":"Q1. Ce secvență de instrucțiuni ar duce turistul la statuia lui Rafael din primul exemplu arătat în clip?","coding-at-home.the-tourist.questions.content.2":"Q2. Ce secvență de instrucțiuni ar duce turistul la fațada Torricini a Palatului Ducal în al doilea exemplu arătat în clip?","coding-at-home.the-tourist.questions.content.3":"Q3. Te poți gândi la un mod amuzant de a face mișcare de fiecare dată când o echipă alege un cartonaș pentru a-l adăuga la program? Inventează o modalitate regândind cursa cu ștafetă arătată în clip","coding-at-home.material2.chequered-with-labels":"tablă cu căsuțe și cu etichete","coding-at-home.material2.cards":"24 de cărți „Mergi înainte”, 8 cărți „Întoarce-te la stânga” și 8 cărți „Întoarce-te la dreapta”","coding-at-home.material2.larger-cards":"Dacă jucați pe jos, se recomandă cărți de dimensiuni mai mari","coding-at-home.material2.video":"Materialul video explică, de asemenea, cum puteți juca și fără pachetul de cărți de joc","coding-at-home.material2.pieces-of-paper":"Este nevoie și de 24 de bucățele de hârtie care se plasează pe căsuțele prin care deja ați trecut","coding-at-home.material2.card-alternative":"Ca alternativă la cărțile CodyRoby, puteți utiliza pictogramele disponibile aici","coding-at-home.material2.small-drawings":"În plus, s-ar putea folosi desene de mici dimensiuni care să ajute la prezentarea poveștii. Cele utilizate în materialul video sunt aici","coding-at-home.material2.rest-of-cards":"În rest, folosim cărțile CodyRoby, CodyFeet sau CodyColour.","coding-at-home.catch-the-robot.title":"Prinde robotul","coding-at-home.catch-the-robot.text":"Prinde robotul este un joc competitiv care se poate juca pe masă sau pe jos. Câștigă jucătorul care capturează robotul echipei adverse ajungând în căsuța lui pe tabla de joc. Din cauza caracterului aleatoriu al cărților de joc, ambele echipe trebuie să își ajusteze în mod continuu strategia de joc.","coding-at-home.catch-the-robot.questions.content.1":"1. Dacă pionul roz (Roby) se află în căsuța din mijloc – C3 –, cu fața spre nord, iar echipa roz are 2 cărți „Mergi înainte”, 2 cărți „Întoarce-te la stânga” și 1 carte „Întoarce-te la dreapta”, în ce căsuțe se poate deplasa?","coding-at-home.the-snake.title":"Șarpele","coding-at-home.the-snake.text":"Șarpele este un fel de Solitaire care se joacă cu cărți CodyRoby. Scopul jocului este să mutați șarpele prin toate căsuțele de pe tablă fără ca acesta să își muște coada.","coding-at-home.the-snake.questions.content.1":"1. Există puncte de pornire care fac imposibilă trecerea prin toate căsuțele fără ca șarpele să își muște coada?","coding-at-home.storytelling.title":"Spune o poveste!","coding-at-home.storytelling.text":"Tema de astăzi sunt poveștile! Folosiți instrucțiunile CodyRoby, cartonașele CodyFeet sau culorile CodyColour pentru a muta pionul pe tabla de joc pentru a spune o poveste. Plasați diferitele elemente ale poveștii pe tabla de joc.","coding-at-home.storytelling.questions.content.1":"1. Care este instrumentul cel mai versatil cu ajutorul căruia Roby poate să spună o poveste?","coding-at-home.storytelling.questions.content.2":"2. Puteți aranja părțile din povestea pe care doriți să o spuneți pe tabla de joc în așa fel încât să fie imposibil să le recuperați pe toate cu ajutorul CodyFeet?","coding-at-home.two-snakes.title":"Cei doi șerpi","coding-at-home.two-snakes.text":"Cu ajutorul cărților CodyRoby, doi șerpi se deplasează pe tabla de joc încercând să își obstrucționeze reciproc mișcările. Regula de bază este foarte simplă: nu te poți întoarce la o casetă care a fost deja vizitată de un șarpe. Câștigătorul este șarpele care reușește să se miște liber cel mai mult.","coding-at-home.two-snakes.material":"Cărți CodyRoby, o tablă de joc cu pătrățele 5×5, doi pioni și bucăți de hârtie care vor fi utilizate ca să marchezi casetele deja vizitate","coding-at-home.two-snakes.questions.content.1":"Î1. În configurația inițială arătată în clip, dacă cei doi jucători nu trag cărți galbene ca să meargă la stânga, ce cărți ar trebui să spere că for trage?","coding-at-home.round-trip.title":"Round trip (Traseu dus-întors)","coding-at-home.round-trip.text":"Echipele joacă pe rând. Prima echipă concepe traseul dus, în timp ce a doua trebuie să îl aducă pe Roby înapoi la punctul de pornire. Pare ușor, dar nu este, mai ales dacă planifici mișcările doar în minte, fără să îl deplasezi efectiv pe Roby...","coding-at-home.round-trip.material":"Cărți CodyRoby, o tablă de joc cu pătrățele 5×5, doi pioni și bucăți de hârtie care vor fi utilizate ca să marchezi casetele deja vizitate","coding-at-home.round-trip.questions.content.1":"Î1. Este posibil ca programul care îl aduce pe Roby înapoi la punctul de plecare să fie mai scurt (cu alte cuvinte să fie compus din mai puține instrucțiuni) decât cel pentru traseul dus?","coding-at-home.meeting-point.title":"Meeting point (Punctul de întâlnire)","coding-at-home.meeting-point.text":"De această dată ne planificăm mișcările înainte să începem. Cele două echipe pun cărți pe masă pentru a crea secvența de instrucțiuni cu care se vor deplasa roboții lor respectivi, dar nu se face nicio mutare până când unul dintre jucători nu spune „Start!”. În acel moment se încheie programarea și începe acțiunea. Jucătorul care a zis „Start!” câștigă numai dacă cei doi roboți care execută fiecare instrucțiunile propriei echipe ajung în aceeași casetă.","coding-at-home.meeting-point.material":"Cărți CodyRoby, o tablă de joc cu pătrățele 5×5, doi pioni.","coding-at-home.meeting-point.questions.content.1":"Î1. Dacă crezi că este posibil ca cei doi roboți să nu se întâlnească niciodată, inventează reguli ale jocului care să acopere toate situațiile posibile.","coding-at-home.follow-the-music.title":"Follow the music (Urmează muzica)","coding-at-home.follow-the-music.text":"Când secvențele de instrucțiuni de programare se repetă periodic, este ca și cum ar avea un ritm. Dacă asociem un sunet fiecărei instrucțiuni, îl putem ghida pe Roby prin muzică. Este exact ce urmează să facem acum. O să creez un program pentru voi folosind diverse sunete pentru a reprezenta diverse instrucțiuni, și voi îl veți deplasa pe Roby pe tabla de joc urmând aceste instrucțiuni sonore.","coding-at-home.follow-the-music.material":"pe lângă cărțile CodyRoby, tabla de joc cu pătrățele și pionul, trebuie să facem trei sunete diferite. Eu am folosit trei pahare umplute cu cantități diferite de apă - tu ce vei folosi?","coding-at-home.follow-the-music.questions.content.1":"Î1. Încearcă să urmărești clipul video și să te lași ghidat de sunetele produse de pahare, fără a te uita la cărți. Poți să recunoști și să execuți instrucțiunile date prin sunete?","coding-at-home.follow-the-music.questions.content.2":"Î2. Alege trei sunete pe care să le asociezi cu cele trei instrucțiuni de bază. Inventează o secvență de sunete pe care ai putea să le repeți la infinit fără ca Roby să iasă de pe tablă...","coding-at-home.colour-everything.title":"Colorează tot","coding-at-home.colour-everything.text":"Putem ghida roboții pe tabla de joc astfel încât urmele lor să formeze un desen? În această activitate, facem codaj și artă cu pixeli – formăm imagini colorând casetele de pe o tablă de joc cu pătrățele, ca și cum am avea pixeli pe un ecran.","coding-at-home.colour-everything.material":"Cărți CodyRoby, o tablă de joc cu pătrățele și un pion. Pentru a colora casetele, fie pune deasupra bucățele de hârtie, fie colorează-le cu carioci","coding-at-home.colour-everything.questions.content.1":"Este posibil să desenăm cele două inimi, ca la finalul videoclipului, ghidând robotul prin toate casetele necesare, fără să trecem de două ori prin aceeași casetă?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter și CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Care este diferența dintre un plotter și o imprimantă? Află făcând această activitate de programare.","coding-at-home.codyplotter-and-codyprinter.material":"pe lângă setul CodyRoby, am folosit o cariocă verde și un nou roboțel din plastilină, dar el este opțional.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Știi să explici diferența dintre un plotter și o imprimantă?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Ce model ar face RobyPrinter deplasându-se de-a lungul liniilor de pe tabla de joc, dacă ar executa seria de comenzi dictată la sfârșitul videoclipului?","coding-at-home.boring-pixels.title":"Pixeli plictisitori!/Folosirea numerelor","coding-at-home.boring-pixels.text":"Dacă îi dăm lui Roby instrucțiuni pentru a crea o imagine pătrățel cu pătrățel, pixel cu pixel, descoperim că atunci când multe pătrățele de pe același rând au aceeași culoare, putem folosi numere pentru a face lucrurile mai interesante. Calculatoarele fac același lucru...","coding-at-home.boring-pixels.material":"caiet cu pătrățele sau tablă de joc cu 5 pe 5 pătrate desenate pe o bucată de hârtie, cariocă subțire. Pentru a reprezenta codul desenului poți folosi un pix și o foaie.","coding-at-home.boring-pixels.questions.content.1":"Încearcă să creezi un model din pătrățele și reprezintă-l cu codificarea RLE. Dimensiunea modelului este egală cu numărul de pătrățele, dar care este dimensiunea reprezentării RLE?","coding-at-home.turning-code-into-pictures.title":"Transformăm codul în imagini","coding-at-home.turning-code-into-pictures.text.1":"Am văzut deci că putem crea un cod care ne permite să desenăm o imagine. M-am gândit la un desen și am utilizat un cod pentru a-l transforma în litere și numere. Ți l-am dat. Observă literele și numerele și folosește codul pentru a reconstrui desenul.","coding-at-home.turning-code-into-pictures.text.2":"Iată imaginea la care m-am gândit. Transfer-o pe caietul tău și pe caietele tuturor celor care știu codul!","coding-at-home.turning-code-into-pictures.material":"foaie (preferabil cu pătrățele) și un pix.","coding-at-home.turning-code-into-pictures.questions.content.1":"Încearcă să decodezi și să desenezi imaginile pe care le menționez la sfârșitul videoclipului.","coding-at-home.texts.1":"„Coding@Home” însumează scurte videoclipuri cu materiale de tipul „fă singur”, puzzle-uri, jocuri antrenante și competiții de programare pentru activități zilnice atât în familie, cât și la școală. Nu aveți nevoie de cunoștințe inițiale de programare și nici de dispozitive electronice pentru aceste activități. Activitățile vor stimula gândirea computațională și vor dezvolta abilitățile elevilor, părinților și profesorilor acasă sau la școală.","coding-at-home.texts.2":'Seria Coding@Home din cadrul Săptămânii UE a programării s-a dezvoltat având la bază inițiativa “Coding in famiglia” a Universității din Urbino și a Asociației CodeMOOCnet, în colaborare cu Rai Cultura. Activitățile sunt prezentate de Alessandro Bogliolo, profesor de sisteme computerizate la Universitatea din Urbino, ambasador al Italiei la Săptămâna UE a programării și coordonator al tuturor ambasadorilor, precum și membru al Consiliului director al Coaliției pentru aptitudini și locuri de muncă digitale. ',"coding-at-home.texts.3":'Dacă vă interesează mai multe activități necomputerizate, sau activități în diferite limbaje de programare, robotică, micro:bit etc., accesați „Modulele de învățare” ale Săptămânii UE a programării pentru tutoriale video și planuri de lecții pentru școala primară, gimnaziu și liceu. De asemenea, aruncați o privire și peste pagina cu resurse a Săptămânii UE a programării pentru începători și profesori. ',"community.titles.0":"Comunitatea","community.titles.1":"Ambasadorii","community.titles.2":"Profesorii coordonatori","community.titles.3":"Coordonatorii educaționali","community.titles.4":"Voluntar pentru Săptămâna UE a programării","community.intro.0":"Săptămâna UE a programării prosperă datorită unei vaste comunități internaționale de voluntari. În cadrul acestei pagini puteți face cunoștință cu membrii care activează în țara dumneavoastră.","community.intro.1":"Piatra de temelie a Săptămânii UE a programării este reprezentată de ambasadorii, profesorii coordonatori și reprezentanții ministerelor educației din țările UE și din Balcanii de Vest - „coordonatorii educaționali”","community.intro.2":"Aflați mai multe despre comunitatea locală selectând țara:","community.ambassadors":"Ambasadorii Săptămânii UE a programării sunt principalul punct de contact al Săptămânii programării în fiecare țară și contribuie la diseminarea viziunii acesteia la nivel local. Ambasadorii pun în legătură persoane, companii și comunități interesate să sprijine Săptămâna UE a programării. Ei încurajează organizatorii să înregistreze activități de programare pe harta Săptămânii programării și promovează participarea generală la aceasta. De asemenea, ambasadorii analizează și aprobă activitățile din țara lor. În plus, colaborează cu omologii lor din alte țări și se reunesc periodic pentru a discuta despre modalități de dezvoltare în continuare a inițiativei.","community.leading-teachers":"Profesorii coordonatori reprezintă o comunitate activă alcătuită din peste 450 de pedagogi din întreaga Europă. Aceștia contribuie la stabilirea de legături între școlile, profesorii și elevii care doresc să participe la Săptămâna programării și îi încurajează să organizeze activități și să le înregistreze pe harta Săptămânii programării. Profesorii coordonatori susțin webinare de dezvoltare profesională în limba lor și constituie un punct de referință pentru alți profesori din țară, dar și din Europa. De asemenea, aceștia promovează inițiativa la nivel local.","community.cta":"Dacă sunteți profesor, puteți găsi pe hartă profesorii coordonatori din zona dumneavoastră, cu care puteți lua legătura","community.edu":"Coordonatorii educaționali ai Săptămânii UE a programării sunt corespondenți din cadrul ministerelor educației sau al altor autorități și organizații din domeniul învățământului care participă la această inițiativă. Coordonatorii educaționali consolidează bazele inițiativei, sprijinind profesorii și școlile la nivel național. Aceasta include comunicarea cu școlile care participă deja la Săptămâna UE a programării, pentru a afla bune practici ale acestora și a face schimb de experiență. Coordonatorii educaționali vin și în sprijinul școlilor care doresc să participe la inițiativă, punându-le la dispoziție resursele disponibile, materiale de învățare și oportunități în cadrul comunității.","community.volunteer.0":"Nu este necesar să vă asumați un rol oficial în comunitatea Săptămânii UE a programării pentru a participa la această inițiativă. Oricine poate organiza activități prin care să-i învețe și să-i inspire pe oameni să programeze, să facă robotică, să repare hardware, să folosească o imprimantă 3D etc. și își poate marca activitatea","community.volunteer.1":"pe hartă.","community.volunteer.2":`Totuși, dacă doriți să oferiți din timpul dumneavoastră pentru a promova programarea și credeți - în`,"community.volunteer.3":"viziunea","community.volunteer.4":"și","community.volunteer.5":"valorile","community.volunteer.6":"Săptămânii UE a programării, puteți deveni profesor coordonator sau ambasador.","community.volunteer.7":"Dacă sunteți un pedagog pasionat de predarea și de învățarea programării, așa cum suntem noi, puteți afla mai multe despre rolul de profesor coordonator și despre beneficiile aferente acestuia","community.volunteer.8":"aici","community.volunteer.9":"Apoi vă puteți înscrie pentru a deveni profesor coordonator completând acest","community.volunteer.10":"formular online de candidatură.","community.volunteer.11":"Vă rugăm să rețineți că există un număr fix de profesori coordonatori pentru fiecare țară, ceea ce înseamnă că nu sunt deschise locuri vacante pentru candidaturi pentru toate țările în același timp.","community.volunteer.12":"Dacă doriți să promovați programarea în țara dumneavoastră, analizați","community.volunteer.13":"responsabilitățile ambasadorilor","community.volunteer.14":"și consultați lista Ambasadorilor Săptămânii UE a programării.","community.volunteer.15":"Dacă există ambasadori în țara dumneavoastră, vă rugăm să îi contactați direct pentru a vedea cum puteți sprijini cel mai bine inițiativa. Dacă nu există niciun ambasador în țara dumneavoastră, contactați-ne la adresa info@codeweek.eu.","cookie.uses_cookies":"Pentru a vă ajuta să navigaţi cât mai bine, site-ul utilizează cookie-uri","cookie.accept":"Accept cookie-urile","cookie.refuse":"Nu accept cookie-urile","cookie.cookies":"Cookie-urile","cookie.find_out_more_on":"Mai multe informaţii despre ","cookie.how_we_use":"cum utilizăm cookie-urile şi despre cum vă puteţi modifica setările","cookie_policy.title":"Politica privind modulele cookie","cookie_policy.what.title":"Ce sunt modulele cookie?","cookie_policy.what.text":"

    Un modul cookie este un mic fișier text pe care un site îl stochează pe calculatorul dvs. sau pe dispozitivul dvs. mobil atunci când vizitați site-ul.

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    Codeweek folosește predominant „module cookie originale”. Acestea sunt module cookie setate și controlate de noi, nu printr-o organizație externă.

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    Cu toate acestea, pentru a vizualiza unele dintre paginile noastre, va trebui să acceptați module cookie de la organizații externe.

    ","cookie_policy.how.3types.1":"stoca preferințele vizitatorilor","cookie_policy.how.3types.2":"face ca site-urile noastre să fie operaționale","cookie_policy.how.3types.3":"colecta date analitice (cu privire la comportamentul utilizatorilor)","cookie_policy.how.3types.title":"Cele trei tipuri de module cookie originale pe care le folosim au rolul de a:","cookie_policy.how.table.name":"Nume","cookie_policy.how.table.service":"Serviciu","cookie_policy.how.table.purpose":"Scop","cookie_policy.how.table.type_duration":"Tip de modul cookie și durata","cookie_policy.how.visitor_preferences.title":"Preferințele vizitatorilor","cookie_policy.how.visitor_preferences.text":"

    Acestea sunt setate de noi și doar noi le putem citi. Ele rețin:

    ","cookie_policy.how.visitor_preferences.item":"dacă ați fost de acord cu (sau ați refuzat) politica privind modulele cookie a acestui site","cookie_policy.how.visitor_preferences.table.1.service":"Kitul de consimțire la module cookie","cookie_policy.how.visitor_preferences.table.1.purpose":"Stochează preferințele dvs. (astfel încât nu veți fi întrebat din nou)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Modulele cookie originale pentru sesiune șterse după ce închideți browser-ul","cookie_policy.how.operational_cookies.title":"Module cookie operaționale","cookie_policy.how.operational_cookies.text":"

    Există unele module cookie pe care trebuie să le includem pentru ca anumite pagini să funcționeze. Din acest motiv ele nu necesită consimțământul dvs. În particular:

    ","cookie_policy.how.operational_cookies.item":"module cookie tehnice necesare pentru anumite sisteme IT","cookie_policy.how.technical_cookies.title":"Module cookie tehnice","cookie_policy.how.technical_cookies.table.1.purpose":"Întrețin o sesiune sigură pentru dvs., pe durata vizitei dvs.","cookie_policy.how.technical_cookies.table.1.type_duration":"Modulele cookie originale pentru sesiune șterse după ce închideți browser-ul","cookie_policy.how.technical_cookies.table.2.purpose":"Întrețin o sesiune sigură pentru dvs. pe o perioadă mai îndelungată, prevenind pierderea sesiunii la închiderea browser-ului.","cookie_policy.how.technical_cookies.table.2.type_duration":"Module cookie originale persistente, 60 de luni","cookie_policy.how.technical_cookies.table.3.purpose":"Stochează limba preferată a utilizatorului","cookie_policy.how.technical_cookies.table.3.type_duration":"Modulele cookie originale pentru sesiune șterse după ce închideți browser-ul","cookie_policy.how.analytics_cookies.title":"Module cookie analitice","cookie_policy.how.analytics_cookies.items":`

    Folosim aceste module cookie doar pentru cercetare internă cu privire la modul în care ne putem îmbunătăți serviciul pe care îl furnizăm pentru toți utilizatorii noștri.

    - -

    Modulele cookie evaluează doar modul în care interacționați cu site-ul nostru – ca utilizator anonim (datele colectate nu vă identifică personal).

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    De asemenea, aceste date nu sunt partajate cu nicio terță parte și nu sunt utilizate în niciun alt scop. Statisticile anonimizate pot fi partajate cu contractanți care lucrează la proiecte de comunicare în conformitate cu un acord contractual încheiat cu Comisia.

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    Cu toate acestea, aveți libertatea de a refuza aceste tipuri de module cookie – fie prin banner-ul cookie pe care îl veți vedea pe prima pagină pe care o vizitați, fie vizitând pagina dedicată.

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Serviciul Web Analytics pe baza programului software cu sursă deschisă Matomo","cookie_policy.how.analytics_cookies.table.1.purpose":"Recunoaște vizitatorii site-ului (anonim – nu sunt colectate informații cu caracter personal referitoare la utilizator)","cookie_policy.how.analytics_cookies.table.1.type_duration":"Module cookie originale persistente, 20 de zile","cookie_policy.how.analytics_cookies.table.2.service":"Serviciul Web Analytics pe baza programului software cu sursă deschisă Matomo","cookie_policy.how.analytics_cookies.table.2.purpose":"Identifică paginile vizualizate de același utilizator în timpul aceleași vizite (anonim – nu sunt colectate informații cu caracter personal referitoare la utilizator)","cookie_policy.how.analytics_cookies.table.2.type_duration":"Module cookie originale persistente, 30 de minute","cookie_policy.third-party.title":"Module cookie de la terți","cookie_policy.third-party.items.1":`

    Unele dintre paginile noastre afișează conținut de la furnizori externi, de ex. YouTube, Facebook și Twitter.

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    Pentru a vizualiza acest conținut al terței părți, trebuie să acceptați mai întâi clauzele și condițiile lor specifice. Acestea includ politicile lor privind modulele cookie, asupra cărora nu avem niciun control.

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    Dar dacă nu doriți să vizualizați acest conținut, nu vor fi instalate pe dispozitivul dvs. niciun fel de module cookie de la terți.

    Furnizori terți pe Codeweek`,"cookie_policy.third-party.items.2":"Aceste servicii de la terțe părți sunt în afara controlului site-ului Codeweek. Furnizorii își pot modifica oricând clauzele referitoare la serviciu, scop și utilizarea de module cookie etc.","cookie_policy.how-manage.title":"Cum puteți gestiona modulele cookie?","cookie_policy.how-manage.items":`

    Puteți gestiona/șterge module cookie după cum doriți – pentru detalii consultați aboutcookies.org.

    Îndepărtarea modulelor cookie de pe dispozitivul dvs.

    - -

    Puteți șterge toate modulele cookie care sunt deja pe dispozitivul dvs. prin ștergerea istoricului de navigare al browser-ului dvs. Acest lucru va îndepărta toate modulele cookie de la toate site-urile pe care le-ați vizitat.

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    Rețineți însă că puteți pierde și unele informații salvate (de ex. detalii de conectare salvate, preferințe de site-uri).

    Gestionarea modulelor cookie specifice site-urilor

    Pentru un control mai detaliat asupra modulelor cookie specifice site-urilor, verificați setările de confidențialitate și cele privind modulele cookie din browser-ul dvs. preferat

    Blocarea modulelor cookie

    Puteți seta aproape toate browser-ele moderne să prevină ca orice modul cookie să fie plasat pe dispozitivul dvs., dar în acest caz este posibil să trebuiască să ajustați manual unele preferințe de fiecare dată când vizitați un site/o pagină. Iar unele servicii și funcționalități este posibil să nu funcționeze deloc bine (de ex. înregistrarea de profiluri).

    Gestionarea modulelor noastre cookie analitice

    Puteți gestiona preferințele dvs. privind modulele cookie din secțiunea noastră Analytics de pe pagina dedicată.

    `,"copyright.title":"Aviz de copyright","copyright.training.0":"Site-ul web al Săptămânii UE a Programării pentru școli","copyright.training.1":"este un serviciu susținut de Comisia Europeană","copyright.licence.0":"Cu excepția cazului în care se prevede altfel, conținutul pus la dispoziție pe acest site este licențiat în baza unei licențe ","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.ro","copyright.licence.2":"Creative Commons Atribuire-NonComercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)","copyright.creative-commons":"Licențierea sub licențe Creative Commons nu afectează de la sine proprietatea drepturilor de autor","copyright.third-party":"Conținutul de pe site-urile terțelor părți este supus propriilor restricții privind drepturile de autor; vă rugăm să consultați site-ul de origine pentru mai multe informații","countries.all":"Toate țările","countries.Cloud":"Cloud","countries.Andorra":"Andorra","countries.United Arab Emirates":"Emiratele Arabe Unite","countries.Afghanistan":"Afganistan","countries.Antigua and Barbuda":"Antigua și Barbuda","countries.Anguilla":"Anguilla","countries.Albania":"Albania","countries.Armenia":"Armenia","countries.Netherlands Antilles":"Antilele Olandeze","countries.Angola":"Angola","countries.Antarctica":"Antarctica","countries.Argentina":"Argentina","countries.American Samoa":"Samoa Americană","countries.Austria":"Austria","countries.Australia":"Australia","countries.Aruba":"Aruba","countries.Aland Islands":"Insulele Aland","countries.Azerbaijan":"Azerbaidjan","countries.Bosnia and Herzegovina":"Bosnia și Herțegovina","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladesh","countries.Belgium":"Belgia","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bulgaria","countries.Bahrain":"Bahrain","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Saint-Barthelemy","countries.Bermuda":"Bermuda","countries.Brunei":"Brunei","countries.Bolivia":"Bolivia","countries.Bonaire, Saint Eustatius and Saba ":"Insulele Caraibe Olandeze ","countries.Brazil":"Brazilia","countries.Bahamas":"Bahamas","countries.Bhutan":"Bhutan","countries.Bouvet Island":"Insula Bouvet","countries.Botswana":"Botswana","countries.Belarus":"Belarus","countries.Belize":"Belize","countries.Canada":"Canada","countries.Cocos Islands":"Insulele Cocos","countries.Democratic Republic of the Congo":"Republica Democrată Congo","countries.Central African Republic":"Republica Centrafricană","countries.Republic of the Congo":"Republica Congo","countries.Switzerland":"Elveția","countries.Ivory Coast":"Coasta de Fildeș","countries.Cook Islands":"Insulele Cook","countries.Chile":"Chile","countries.Cameroon":"Camerun","countries.China":"China","countries.Colombia":"Columbia","countries.Costa Rica":"Costa Rica","countries.Serbia and Montenegro":"Serbia și Muntenegru","countries.Cuba":"Cuba","countries.Cape Verde":"Republica Capului Verde","countries.Curacao":"Curacao","countries.Christmas Island":"Insula Crăciunului","countries.Cyprus":"Cipru","countries.Czech Republic":"Republica Cehă","countries.Germany":"Germania","countries.Djibouti":"Djibouti","countries.Denmark":"Danemarca","countries.Dominica":"Dominica","countries.Dominican Republic":"Republica Dominicană","countries.Algeria":"Algeria","countries.Ecuador":"Ecuador","countries.Estonia":"Estonia","countries.Egypt":"Egipt","countries.Western Sahara":"Sahara Occidentală","countries.Eritrea":"Eritreea","countries.Spain":"Spania","countries.Ethiopia":"Etiopia","countries.Finland":"Finlanda","countries.Fiji":"Fiji","countries.Falkland Islands":"Insulele Falkland","countries.Micronesia":"Micronezia","countries.Faroe Islands":"Insulele Feroe","countries.France":"Franța","countries.Gabon":"Gabon","countries.United Kingdom":"Regatul Unit","countries.Grenada":"Grenada","countries.Georgia":"Georgia","countries.French Guiana":"Guyana Franceză","countries.Guernsey":"Guernsey","countries.Ghana":"Ghana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Groenlanda","countries.Gambia":"Gambia","countries.Guinea":"Guineea","countries.Guadeloupe":"Guadelupa","countries.Equatorial Guinea":"Guineea Ecuatorială","countries.Greece":"Grecia","countries.South Georgia and the South Sandwich Islands":"Georgia de Sud și Insulele Sandwich de Sud","countries.Guatemala":"Guatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Guineea-Bissau","countries.Guyana":"Guyana","countries.Hong Kong":"Hong Kong","countries.Heard Island and McDonald Islands":"Insula Heard și Insulele McDonald","countries.Honduras":"Honduras","countries.Croatia":"Croația","countries.Haiti":"Haiti","countries.Hungary":"Ungaria","countries.Indonesia":"Indonezia","countries.Ireland":"Irlanda","countries.Israel":"Israel","countries.Isle of Man":"Insula Man","countries.India":"India","countries.British Indian Ocean Territory":"Teritoriul Britanic din Oceanul Indian","countries.Iraq":"Irak","countries.Iran":"Iran","countries.Iceland":"Islanda","countries.Italy":"Italia","countries.Jersey":"Domeniul Jersey","countries.Jamaica":"Jamaica","countries.Jordan":"Iordania","countries.Japan":"Japonia","countries.Kenya":"Kenya","countries.Kyrgyzstan":"Kârgâzstan","countries.Cambodia":"Cambodgia","countries.Kiribati":"Kiribati","countries.Comoros":"Comore","countries.Saint Kitts and Nevis":"Saint Kitts și Nevis","countries.North Korea":"Coreea de Nord","countries.South Korea":"Coreea de Sud","countries.Kuwait":"Kuweit","countries.Cayman Islands":"Insulele Cayman","countries.Kazakhstan":"Kazahstan","countries.Laos":"Laos","countries.Lebanon":"Liban","countries.Saint Lucia":"Saint Lucia","countries.Liechtenstein":"Liechtenstein","countries.Sri Lanka":"Sri Lanka","countries.Liberia":"Liberia","countries.Lesotho":"Lesotho","countries.Lithuania":"Lituania","countries.Luxembourg":"Luxemburg","countries.Latvia":"Letonia","countries.Libya":"Libia","countries.Morocco":"Maroc","countries.Monaco":"Monaco","countries.Moldova":"Republica Moldova","countries.Montenegro":"Muntenegru","countries.Saint Martin":"Saint-Martin","countries.Madagascar":"Madagascar","countries.Marshall Islands":"Insulele Marshall","countries.Macedonia":"Macedonia de Nord","countries.Mali":"Mali","countries.Myanmar":"Myanmar","countries.Mongolia":"Mongolia","countries.Macao":"Macao","countries.Northern Mariana Islands":" Insulele Mariane de Nord","countries.Martinique":"Martinica","countries.Mauritania":"Mauritania","countries.Montserrat":"Montserrat","countries.Malta":"Malta","countries.Mauritius":"Mauritius","countries.Maldives":"Maldive","countries.Malawi":"Malawi","countries.Mexico":"Mexic","countries.Malaysia":"Malaysia","countries.Mozambique":"Mozambic","countries.Namibia":"Namibia","countries.New Caledonia":"Noua Caledonie","countries.Niger":"Niger","countries.Norfolk Island":"Insula Norfolk","countries.Nigeria":"Nigeria","countries.Nicaragua":"Nicaragua","countries.Netherlands":"Olanda","countries.Norway":"Norvegia","countries.Nepal":"Nepal","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Noua Zeelandă","countries.Oman":"Oman","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Polinezia Franceză","countries.Papua New Guinea":"Papua-Noua Guinee","countries.Philippines":"Filipine","countries.Pakistan":"Pakistan","countries.Poland":"Polonia","countries.Saint Pierre and Miquelon":"Saint-Pierre și Miquelon","countries.Pitcairn":"Insulele Pitcairn","countries.Puerto Rico":"Puerto Rico","countries.Palestine":"Palestina","countries.Portugal":"Portugalia","countries.Palau":"Palau","countries.Paraguay":"Paraguay","countries.Qatar":"Qatar","countries.Reunion":"Reunion","countries.Romania":"România","countries.Serbia":"Serbia","countries.Russia":"Rusia","countries.Rwanda":"Rwanda","countries.Saudi Arabia":"Arabia Saudită","countries.Solomon Islands":"Insulele Solomon","countries.Seychelles":"Seychelles","countries.Sudan":"Sudan","countries.Sweden":"Suedia","countries.Singapore":"Singapore","countries.Saint Helena":"Sfânta Elena","countries.Slovenia":"Slovenia","countries.Svalbard and Jan Mayen":"Svalbard și Jan Mayen","countries.Slovakia":"Slovacia","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somalia","countries.Suriname":"Suriname","countries.South Sudan":"Sudanul de Sud","countries.Sao Tome and Principe":"São Tomé și Principe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Sint-Maarten","countries.Syria":"Siria","countries.Swaziland":"Swaziland","countries.Turks and Caicos Islands":"Insulele Turks și Caicos","countries.Chad":"Ciad","countries.French Southern Territories":"Teritoriile Australe și Antarctice Franceze","countries.Togo":"Togo","countries.Thailand":"Thailanda","countries.Tajikistan":"Tadjikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Timorul de Est","countries.Turkmenistan":"Turkmenistan","countries.Tunisia":"Tunisia","countries.Tonga":"Tonga","countries.Turkey":"Turcia","countries.Trinidad and Tobago":"Trinidad și Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Taiwan","countries.Tanzania":"Tanzania","countries.Ukraine":"Ucraina","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Insulele Minore Îndepărtate ale Statelor Unite","countries.United States":"Statele Unite","countries.Uruguay":"Uruguay","countries.Uzbekistan":"Uzbekistan","countries.Vatican":"Vatican","countries.Saint Vincent and the Grenadines":"Saint Vincent și Grenadinele","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Insulele Virgine Britanice","countries.U.S. Virgin Islands":"Insulele Virgine Americane","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis și Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Yemen","countries.Mayotte":"Mayotte","countries.South Africa":"Africa de Sud","countries.Zambia":"Zambia","countries.Zimbabwe":"Zimbabwe","cw2020.common.resources":"Resursele de care veți avea nevoie","cw2020.common.soundtrack":"Coloana sonoră a Săptămânii programării","cw2020.common.moves":"Mișcările","cw2020.common.dance-example":"Un exemplu de dans din Săptămâna programării","cw2020.common.organizer-guide":"Ghidul organizatorului","cw2020.title.0":"EU Code Week","cw2020.title.1":"Ediția 2020","cw2020.intro":"Anul acesta, între 10 și 25 octombrie 2020, sărbătorim programarea! Din cauza situației sanitare actuale, anul acesta mai multe activități ale Săptămânii europene a programării se vor desfășura online. Vom lansa noi activități distractive și antrenante la care veți putea participa de la distanță, de acasă sau de la școală ","cw2020.online-activities.title":"Activități online deschise propuse","cw2020.online-activities.subtitle.0":"Pentru a facilita participarea de la distanță la activitățile Săptămânii europene a programării, lansăm un","cw2020.online-activities.subtitle.1":"calendar","cw2020.online-activities.subtitle.2":"al activităților online propuse","cw2020.online-activities.section1.title":"Ce este o activitate online?","cw2020.online-activities.section1.content":"Activitate online poate fi orice activitate pe care, de regulă, ați adăuga-o sau ați înregistra-o pe site-ul web al Săptămânii programării — singura diferență fiind că aceasta va avea loc online. Ideea este să se faciliteze participarea persoanelor la sesiuni și ateliere de programare în întregime online, fără a le pune în pericol sănătatea","cw2020.online-activities.section2.title":"Activități online deschise propuse","cw2020.online-activities.section2.content":"Dacă doriți, activitățile dumneavoastră online pot deveni disponibile pentru oricine. Oameni din întreaga lume vor putea participa la activități online deschise, fie în limba engleză, fie în limba lor locală. Vom selecta cele mai interesante activități online care sunt deschise tuturor și le vom include într-un calendar al evenimentelor pe site-ul nostru web","cw2020.online-activities.section3.title":"Ce înseamnă acest lucru pentru participanți","cw2020.online-activities.section3.content.0":" În fiecare zi a Săptămânii programării, veți putea consulta","cw2020.online-activities.section3.content.1":"calendarul","cw2020.online-activities.section3.content.2":"și veți putea lua parte la activitățile care vă interesează cel mai mult. Temele acestor evenimente incluse sunt foarte diverse: ateliere de robotică, cursuri de e-learning, webinare, tutoriale de programare și multe altele. Așa că, aveți de unde alege","cw2020.dance.title":"Dans în Săptămâna programării","cw2020.dance.subtitle":"Cine a spus că programatorii nu pot dansa? Pentru a sărbători ediția din 2020 a Săptămânii programării, lansăm o nouă activitate — concursul #EUCodeWeekDance","cw2020.dance.section1.title":"Cine poate participa?","cw2020.dance.section1.content.0":"Oricine. Școlile, profesorii, bibliotecile, cluburile de programare, întreprinderile și autoritățile publice sunt invitate să sărbătorească Săptămâna UE a programării 2020, prin organizarea unei activități #EUCodeWeekDance și să o adauge pe","cw2020.dance.section1.content.1":"harta Săptămânii programării","cw2020.dance.section2.title":"Care sunt modalitățile de participare?","cw2020.dance.section2.content":"Alegeți dintre cinci tipuri de activități sau propuneți o activitate. Indiferent de activitatea pe care o alegeți, nu uitați să o adăugați pe harta noastră","cw2020.dance.activity1.title":"Programează un prieten sau un părinte - nu e nevoie de computer","cw2020.dance.activity1.subtitle":"Programarea vă permite să dați comenzi unui dispozitiv electronic. Dar, din punct de vedere tehnic, nu aveți nevoie de un computer pentru a putea programa. În schimb, puteți să vă alegeți un partener – un coleg de clasă, un prieten, un părinte sau chiar un profesor, și să îi dați instrucțiuni pentru dansul #EUCodeWeekDance, instrucțiuni pe care trebuie să le urmeze cu strictețe","cw2020.dance.activity1.resources.0":"Ghid redactat de Code.org pentru a vă organiza petrecerea fără utilizarea tehnologiei (unplugged)","cw2020.dance.activity1.resources.1":"Un modul de învățare a felului în care să vă programați robotul umanoid","cw2020.dance.activity2.title":"Programare vizuală ","cw2020.dance.activity2.subtitle":"Programează-ți dansul din Săptămâna programării în limbajul de programare Scratch. Utilizează personajele Săptămânii programării sau creează-ți propriile personaje în limbajul Scratch și programează-le pentru #EUCodeWeekDance","cw2020.dance.activity2.resources.0":"Un exemplu de proiect #EUCodeWeekDance în Scratch","cw2020.dance.activity2.resources.1":"Personajele Săptămânii programării","cw2020.dance.activity2.resources.2":"Ghid redactat de Code.org cu privire la modul de animare a unui personaj ","cw2020.dance.activity2.resources.3":"Ghid redactat Code.org cu privire la modul în care să vă organizați petrecerea","cw2020.dance.activity2.resources.4":"Împărtășiți-ne proiectul vostru în acest studio Scratch.","cw2020.dance.activity3.title":"Programare sub formă de text","cw2020.dance.activity3.subtitle":"Produceți tema #EUCodeWeekDance cu Python sau cu JavaScript, utilizând platforme de creare a muzicii bazate pe coduri precum EarSketch sau Sonic Pi","cw2020.dance.activity3.resources.0":"Tutorial privind modul în care se produce muzică cu ajutorul EarSketch","cw2020.dance.activity3.resources.1":"Tutorial privind modul în care se creează muzică cu ajutorul Sonic Pi","cw2020.dance.activity4.title":"Robotică","cw2020.dance.activity4.subtitle":"Programați-vă robotul să vă urmeze instrucțiunile și să danseze Dansul Săptămânii programării","cw2020.dance.activity4.resources.0":"Tutorial privind programarea roboților","cw2020.dance.activity5.title":"Live Dance Challenge","cw2020.dance.activity5.subtitle":"Faceți o înregistrare video cu voi, cu echipa sau cu robotul vostru când dansați #EUCodeWeekDance și distribuiți-o pe Instagram. Aveți astfel o șansă să devină virală și să câștigați cadouri oferite în Săptămâna programării! Sunteți interesat? Urmați pașii de mai jos:","cw2020.dance.activity5.resources.0":"Înregistrați filmul video utilizând Instagram Stories","cw2020.dance.activity5.resources.1":"Urmăriți","cw2020.dance.activity5.resources.2":"@CodeWeekEU pe Instagram","cw2020.dance.activity5.resources.3":"Menționați @CodeWeekEU în povestea voastră de pe Instagram în care ați inclus dansul și aveți grijă să folosiți hashtagul #EUCodeWeekDance","cw2020.dance.outro.0":"Selecția câștigătorilor va avea loc zilnic, iar aceștia vor fi anunțați pe canalul nostru Instagram la Stories, deci nu uitați să vă verificați periodic notificările, s-ar putea să aveți noroc chiar azi ","cw2020.dance.outro.1":"#EUCodeWeekDance se bazează pe","cw2020.dance.outro.2":"Odă programării","cw2020.dance.outro.3":"compusă de Brendan Paolini, iar dansul a fost realizat de Bianca Maria Berardi în 2015, pornind de la o idee a lui Alessandro Bogliolo, profesor de sisteme informatice la Universitatea din Urbino","cw2020.treasure-hunt.title":"Vânătoarea de comori din Săptămâna programării","cw2020.treasure-hunt.subtitle.0":"Acesta este un joc pe Telegram suficient de simplu pentru începători, dar care este în același timp destul de dificil ca să suscite interesul participanților experimentați","cw2020.treasure-hunt.subtitle.1":"Vânătoarea de comori din Săptămâna programării","cw2020.treasure-hunt.subtitle.2":"se joacă cel mai bine pe computer, cu telefonul mobil în mână. Jocul vă va cere să găsiți soluții la probleme de programare și vă va purta prin istoria programării, a informaticii și tehnologiei din Europa","cw2020.treasure-hunt.section.title":"Pentru a începe jocul trebuie să","cw2020.treasure-hunt.section.content.0":"Descărcați aplicația Telegram. Aceasta este disponibilă pentru","cw2020.treasure-hunt.section.content.1":"Desktop","cw2020.treasure-hunt.section.content.2":"Puteți să jucați pe computer, pe laptop sau pe smartphone Vă recomandăm să îl jucați pe computer, astfel încât să puteți obține instrucțiunile și să soluționați problemele de programare în aplicația Telegram de pe telefon","cw2020.treasure-hunt.section.content.3":"Pentru a juca","cw2020.treasure-hunt.section.content.4":"deschideți jocul","cw2020.treasure-hunt.section.content.5":"și scanați codul QR care vă va duce la aplicația Telegram și vă va da primul set de instrucțiuni","cw2020.treasure-hunt.section.content.6":"Pentru a câștiga, trebuie să rezolvați 10 probleme de programare și să găsiți 10 locuri pe harta Europei care sunt legate de dezvoltarea programării și tehnologiei","cw2020.treasure-hunt.section.content.7":"După ce finalizați jocul, comunicați punctajul pe care l-ați obținut prietenilor voștri utilizând #EUCodeWeek și provocați-i să joace și ei și să afle mai multe despre istoria programării. Haideți să vedem cine obține cele mai bune rezultate","cw2020.treasure-hunt.section.content.8":"Vânătoarea de comori din Săptămâna programării este versiunea virtuală a Vânătorii de comori originale din Săptămâna europeană a programării care a fost creată pentru prima dată de Alessandro Bogliolo, profesor de sisteme informatice la Universitatea din Urbino. Pentru a afla mai multe despre jocul său original, vizitați","cw2020.treasure-hunt.section.content.9":"blogul nostru","cw2020.kick-off.title":"Evenimentul de lansare: 8 octombrie 2020","cw2020.kick-off.content.0":"Lansarea virtuală a Săptămânii programării din 2020 va avea loc în data de 8 octombrie, la 5 după-amiază, ora Berlinului/Bruxelles-ului/Parisului. Evenimentul va fi transmis în direct pe Facebook Live, pe Instagram TV și pe YouTube Live","cw2020.kick-off.content.1":"Printre vorbitorii noștri invitați de marcă se numără","cw2020.kick-off.content.2":"comisarul UE pentru piața unică","cw2020.kick-off.content.3":"comisarul UE pentru inovare, cercetare, cultură, educație și tineret","cw2020.kick-off.content.4":"creatorul limbajului de programare Scratch și profesor de cercetare în domeniul învățării din cadrul Media Lab al Institutului de Tehnologie din Massachusetts","cw2020.kick-off.content.5":"autorul și ilustratorul Hello Ruby","cw2020.kick-off.content.6":"și","cw2020.kick-off.content.7":"președintele organizației franceze nonprofit E-MMA, care promovează diversitatea de gen în sectorul tehnologiei","cw2020.kick-off.content.8":"Iar dacă nu este îndeajuns, echipa Săptămânii programării va prezenta și noi caracteristici, resurse și provocări ale site-urilor web.","cw2020.kick-off.content.9":"profesor de sisteme informatice la Universitatea din Urbino și coordonatorul","cw2020.kick-off.content.10":"ambasadorilor Săptămânii programării","cw2020.kick-off.content.11":" vă va spune mai multe despre Vânătoarea virtuală de comori din Săptămâna programării","cw2020.kick-off.content.12":"iar xxx vă va oferi informațiile preliminare privind noul concurs #EUCodeWeekDance","cw2020.kick-off.content.13":"Vom intra, de asemenea, în legătură cu școli și elevi din întreaga Europă, care ne vor împărtăși experiențele lor privind programarea și vor face schimb de idei cu vorbitorii invitați","cw2020.kick-off.content.14":"De asemenea, veți avea ocazia să împărtășiți din gândurile și ideile voastre și să adresați întrebări Tot ce aveți de făcut este să urmăriți transmisia noastră în direct pe","cw2020.kick-off.content.15":"sau","cw2020.kick-off.content.16":"pe 8 octombrie 2020 între orele 17:00-18.30 CET și să formulați comentarii sau să postați mesaje Twitter cu hashtagul #EUCodeWeek","cw2020.get-involved.title":"Cum să participați","cw2020.get-involved.subtitle":"Sunteți nerăbdători să începeți să programați? Dacă doriți să vă alăturați comunității Săptămânii europene a programării, dar nu știți de unde să începeți, aruncați o privire pe aceste resurse care vă vor ajuta să începeți, exact la timp pentru evenimentul nostru anual din octombrie","cw2020.get-involved.content.0":"Cum să începeți să participați la Săptămâna programării","cw2020.get-involved.content.1":"Cum se adaugă o activitate pentru Săptămâna programării","cw2020.get-involved.content.2":"Materiale de învățare","cw2020.get-involved.content.3":"Curs online deschis cuprinzător de învățare aprofundată ","cw2020.get-involved.content.4":"Seria Coding@Home","edit.title":"Editați-vă evenimentul #EUCodeWeek","edit.required_fields":"Câmpurile obligatorii sunt marcate cu un * asterisc. Adăugați lista de evenimente în limba locală.","edit.description":"Descriere","edit.audience":"Public","edit.theme":"Temă","edit.location":"Locație","edit.website":"Site","edit.contact":"Contact","edit.tags":"Etichete","edit.image":"Imagine","edit.help":"Imaginile mai mari vor fi redimensionate la 256 x 512 pixeli. Dimensiunea maximă de încărcare este de 256 x 1024.","edit.aspect":"Ce aspect al programării va fi acoperit de evenimentul dumneavoastră?","edit.address":"Introduceți o adresă sau dați clic pe harta de mai jos pentru a stabili o locație.","edit.privacy_disclaimer.header":"Informațiile dumneavoastră de contact","edit.privacy_disclaimer.text_1":"Această informație va fi vizibilă numai pentru ","edit.privacy_disclaimer.link_1":"Ambasadori ai Săptămânii UE a programării","edit.privacy_disclaimer.text_2":" și organizatori ai Săptămânii programării, care vor verifica evenimentul înainte să apară pe hartă și vă pot contacta dacă sunt necesare editări sau pentru realizarea de sondaje în scopuri statistice după eveniment.","edit.privacy_disclaimer.contact_email":"E-mailul dumneavoastră de contact","edit.edit":"Editare eveniment","event.main_title":"Adăugați-vă evenimentul #EUCodeWeek","event.button":"Adăugare eveniment","event.howto":"Cum să vă organizați propriului eveniment","event.required":"Câmpurile obligatorii sunt marcate cu un * asterisc. Adăugați lista de evenimente în limba locală.","event.audience_title":"Public","event.theme_title":"Temă","event.scoreboard_by_country":"Tablou de bord","event.get_involved":"Implică-te","event.organize_or_support_events":"Organizați sau sprijiniți evenimente în orașul dumneavoastră","event.or_contact_your":"sau contactați","event.eu_code_week_ambassadors":"Ambasadori ai Săptămânii UE a programării","event.show_events_for":"Vizualizare evenimente pentru ","event.who":"Pentru cine este evenimentul?","event.tags":"Etichete","event.image":"Imagine","event.start.label":"Data de începere","event.start.placeholder":"Când începe activitatea?","event.end.label":"Data de încheiere","event.end.placeholder":"Când se încheie activitatea?","event.organizer.label":"Denumirea organizației","event.organizer.placeholder":"Organizația în care lucrați sau pentru care sunteți voluntar","event.website.label":"Site-ul organizatorului","event.website.placeholder":"Aveți un site cu mai multe informații?","event.description.label":"Descriere","event.description.placeholder":"Descrieți pe scurt activitatea planificată.","event.contact.label":"E-mail de contact","event.contact.placeholder":"Acest e-mail va fi folosit pentru corespondență importantă pe tema Săptămâna UE a programării","event.contact.explanation":"E-mail dumneavoastră de contact va fi vizibil numai pentru Ambasadorii Săptămânii UE a programării și pentru organizatorii Săptămânii programării, care vă vor verifica evenimentul înainte să apară pe hartă și vă pot contacta dacă sunt necesare editări sau pentru a realiza sondaje în scopuri statistice după eveniment.","event.public.label":"E-mail public","event.public.placeholder":"Doriți să afișați un e-mail de contact?","event.title.label":"Titlul activității","event.title.placeholder":"Care este denumirea activității?","event.address.label":"Adresă","event.address.placeholder":"Unde va avea loc activitatea?","event.organizertype.label":"Tipul organizației","event.organizertype.placeholder":"Selectați tipul de organizator","event.organizertype.school":"Școală","event.organizertype.library":"Bibliotecă","event.organizertype.non profit":"Organizație non-profit","event.organizertype.private business":"Societate privată","event.organizertype.other":"Altele","event.audience.Pre-school children":"Copii preșcolari","event.audience.Elementary school students":"Elevi de școală primară","event.audience.High school students":"Elevi de liceu","event.audience.Graduate students":"Studenţi ai instituţiilor universitare","event.audience.Post graduate students":"Studenţi ai instituţiilor postuniversitare ","event.audience.Employed adults":"Adulți angajați","event.audience.Unemployed adults":"Adulți neangajați","event.audience.Other (see description)":"Alții (consultați descrierea)","event.audience.Teachers":"Profesori","event.theme.Basic programming concepts":"Concepte de programare de bază","event.theme.Web development":"Dezvoltare web","event.theme.Mobile app development":"Dezvoltare de aplicații mobile","event.theme.Software development":"Dezvoltare de software","event.theme.Data manipulation and visualisation":"Manipulare și vizualizare de date","event.theme.Robotics":"Robotică","event.theme.Hardware":"Hardware","event.theme.Other":"Altele","event.theme.Unplugged activities":"Activități fără calculator","event.theme.Playful coding activities":"Activități de programare în joacă","event.theme.Art and creativity":"Artă și creativitate","event.theme.Visual/Block programming":"Programare vizuală/bloc","event.theme.Game design":"Design de jocuri","event.theme.Internet of things and wearable computing":"Internetul obiectelor și calculatoare portabile","event.theme.3D printing":"Imprimare 3D","event.theme.Augmented reality":"Realitate augmentată","event.theme.Artificial intelligence":"Inteligență artificială","event.theme.Motivation and awareness raising":"Motivare și sensibilizare","event.theme.Promoting diversity":"Promovarea diversității","event.codeweek_for_all_participation_code.title":"COD SĂPTĂMÂNA PROGRAMĂRII PENTRU TOȚI","event.codeweek_for_all_participation_code.explanation":"Dacă ați primit un cod Săptămâna programării pentru toți de la un coleg de școală sau de la un prieten, introduceți-l aici, în caz contrar lăsați spațiul necompletat. Mai multe informații despre Săptămâna programării pentru toți sunt disponibile","event.codeweek_for_all_participation_code.link":"aici","event.thanks_page.title":"Vă mulțumim pentru adăugarea evenimentului dumneavoastră!","event.thanks_page.phrase1":"Unul dintre ambasadorii noștri locali va revizui acum evenimentul dumneavoastră","event.thanks_page.phrase2":"și se va asigura că totul este în regulă.","event.thanks_page.phrase3":"Dacă aveți întrebări, contactați unul dintre","event.thanks_page.phrase4":"ambasadorii naționali","event.thanks_page.phrase5":"sau trimiteți-ne un","event.thanks_page.phrase6":"e-mail","event.thanks_page.phrase7":"Puteți distribui codul dumneavoastră Săptămâna programării pentru toți și altora:","event.activitytype.label":"Tip de activitate","event.activitytype.placeholder":"","event.activitytype.open-online":"Activitate on-line","event.activitytype.invite-online":"Activitate on-line privată","event.activitytype.open-in-person":"Activitate off-line","event.activitytype.invite-in-person":"Activitate off-line privată","event.privacy":"Am citit şi sunt de acord cu termenii politicii de confidenţialitate descrişi în acest document.","event.country":"Țara","event.loading":"Se încarcă...","event.add_activity":"Adaugă activitatea","event.edit_activity":"Editează activitatea","event.update_activity":"Actualizează activitatea","event.delete_activity":"Șterge activitatea","event.total_pending_events":"Total evenimente în așteptare:","event.no_pending_events":"Niciun eveniment în așteptare identificat pentru","event.all_countries":"Toate țările","event.current_status":"Situația actuală","event.actions":"Acțiuni","event.certificate_ready":"Certificatul tău de participare la Săptămâna programării este gata. Îl poți descărca sau partaja direct.","event.view_your_certificate":"Vizualizează certificatul tău aici","event.submit_event_and_report":"Trimite un raport pentru acest eveniment și solicită certificatul tău de participare la Săptămâna programării.","event.report_and_claim":"Raportează evenimentul și solicită certificatul","eventdetails.organised_by":"Organizat de: ","eventdetails.contact_email":"E-mail de contact: ","eventdetails.happening_at":"Are loc la: ","eventdetails.from":"De la ","eventdetails.to":" la ","eventdetails.description":"Descriere: ","eventdetails.more_info":"Mai multe informații: ","eventdetails.audience":"Aceste eveniment este pentru: ","eventdetails.themes":"Teme principale: ","eventdetails.tags":"Etichete: ","eventdetails.share":"Distribuiți evenimentul: ","eventdetails.email.tooltip":"Clic pentru a trimite unui prieten pe e-mail","eventdetails.email.subject":"Uitați-vă la acest eveniment minunat de programare","eventdetails.email.body_1":"Bună, iată un ","eventdetails.email.body_2":"eveniment la ","eventdetails.edit":"Editare eveniment","eventdetails.note":"NOTĂ: ","eventdetails.pending_warning":"Acest eveniment este încă revizuit de ","eventdetails.pending_link":"moderatori","eventdetails.nearby_upcoming_events":"Evenimente viitoare în apropiere:","eventreports.reports_by":"Evenimente care așteaptă raport ","eventreports.no_reports":"Nu există încă evenimente de raportat.","eventreports.report":"Evenimentele de mai jos au început sau s-au încheiat deja. Completați câteva numere în scopuri statistice pentru eveniment și solicitați certificatul dumneavoastră de participare la Săptămâna programării. Veți primi un certificat pentru fiecare eveniment.","guide.title":"Ghid","guide.organise_activity":"Organizați-vă propria activitate cu #EUCodeWeek","guide.register_activity":"Înregistrați-vă activitatea aici","guide.what.title":"Ce este Săptămâna UE a programării?","guide.what.content":'

    Săptămâna UE a programării este o mișcare de bază organizată de voluntari și sprijinită de Comisia Europeană. Oricine – școli, profesori, biblioteci, cluburi de programare, întreprinderi, autorități publice – poate organiza o activitate #EUCodeWeek pe care să o adauge pe harta de pe site-ul codeweek.eu.

    ',"guide.what_you_need_organise.title":"De ce aveți nevoie pentru a organiza o activitate?","guide.what_you_need_organise.items.1":"Un grup de oameni dornici să învețe. De exemplu, prietenii dumneavoastră, copii, adolescenți, colegi adulți, părinți sau bunici. Rețineți, doi înseamnă deja un grup!","guide.what_you_need_organise.items.2":"Formatori sau instructori care știu programare și cum să îi învețe și să îi inspire pe ceilalți. Numărul depinde de tipul și amploarea evenimentului.","guide.what_you_need_organise.items.3":"Un loc de desfășurare. Săli de clasă, biblioteci, săli de conferință și diverse spații publice – toate sunt locuri excelente pentru evenimente.","guide.what_you_need_organise.items.4":"Calculatoare și conexiune la internet. În funcție de grupul dumneavoastră țintă, le puteți cere participanților să își aducă propriile laptopuri.","guide.what_you_need_organise.items.5":'Programare fără calculator. De fapt nu aveți nevoie de calculatoare și de conexiune la internet pentru a deprinde gândirea computațională. Uitați-vă la Modulul nostru de învățare fără dispozitive electronice pentru a începe.',"guide.what_you_need_organise.items.6":`Materiale de învățare. Arătați-le participanților cât de distractiv este să creeze ceva pe cont propriu. Studiați pagina de resurse și modulele de învățare cu tutoriale video și planuri de lecții și adaptați-le nevoilor grupului dumneavoastră.`,"guide.what_you_need_organise.items.7":`Înregistrați participanții. Dacă aveți un număr limitat de locuri disponibile, puteți utiliza instrumente online precum formulare Google și Eventbrite pentru a înregistra participanții.`,"guide.what_you_need_organise.items.8":'Amintiți-vă să adăugați activitatea dumneavoastră pe harta Săptămânii programării!',"guide.how_to.title":"Cum să vă organizați activitatea?","guide.how_to.items.1":"Formatul evenimentului dumneavoastră de programare este la latitudinea dumneavoastră, dar vă recomandăm să includeți activități practice, care să le permită participanților să creeze pe cont propriu și/sau să meșterească cu componente hardware.","guide.how_to.items.2":'Folosiți instrumente și tehnologii adecvate pentru grupul dumneavoastră țintă. Recomandăm utilizarea materialelor disponibile în mod gratuit, de tip open source.',"guide.how_to.items.3":"Încurajați participanții să le arate și să le prezinte celorlalți ce au creat la sfârșitul evenimentului dumneavoastră.","guide.how_to.items.4":`Răspândiți vestea! Promovați și partajați pe rețelele de socializare ce ați făcut în timpul activității, folosind hashtagul #EUCodeWeek. Puteți partaja, de asemenea, în Grupul profesorilor Săptămânii UE a programării și pe Twitter (@CodeWeekEU). Vorbiți-le prietenilor, colegilor cadre didactice, presei locale și dați un comunicat de presă.`,"guide.how_to.items.5":'Nu uitați să vă adăugați activitatea pe harta Săptămânii programării!',"guide.material.title":"Material promoțional","guide.material.text":'

    Consultați blogul nostru pentru informații recente și adaptați nevoilor dumneavoastră cele mai recente comunicate de presă sau creați-vă propriul comunicat de presă:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Pregătiri pentru a sărbători Săptămâna UE a programării 2019 (disponibil în 29 de limbi)',"guide.toolkits.title":"Descărcați următoarele seturi de instrumente pentru a vă ajuta să începeți:","guide.toolkits.communication_toolkit":"Set de instrumente de comunicare","guide.toolkits.teachers_toolkit":"Set de instrumente pentru profesori","guide.questions.title":"Întrebări?","guide.questions.content":'

    Dacă aveți întrebări cu privire la organizarea și promovarea evenimentului dumneavoastră #EUCodeWeek, luați legătura cu unul dintre ambasadorii Săptămânii UE a programării din țara dumneavoastră.

    ',"hackathon-romania.title":"EU Code Week HACKATHON","hackathon-romania.subtitle":"Dă viață ideilor tale!","hackathon-romania.misc.0":"Citește regulamentul și codul de conduită","hackathon-romania.misc.1":"Înregistrările pentru EU Code Week Hackathon și pentru evenimentele conexe vor fi gestionate de EU Survey.","hackathon-romania.misc.2":"Partenerii noștri","hackathon-romania.sections.1.content.0":"Visezi să dezvolți o aplicație cu care să dai lovitura? Știi moduri în care soluțiile inovatoare în tehnologie ar putea fi de ajutor pentru școala, orașul sau regiunea ta? Dacă dorești să devii antreprenor sau ai o idee genială pe care vrei să o prezinți lumii întregi, dar nu știi de unde să începi, atunci așteptarea ta a luat sfârșit! ","hackathon-romania.sections.1.content.1":"EU Code Week Hackathon","hackathon-romania.sections.1.content.2":"începe cu provocarea de a dezvolta un cod care să rezolve o provocare din viața reală în doar 24 de ore. Echipele clasate pe primele 5 locuri vor primi ulterior instruire și mentorat de la experți în domeniu, pentru a se pregăti pentru a doua rundă, cea finală, în urma căreia se va selecta câștigătorul absolut. Echipa norocoasă va beneficia în continuare de coaching și mentorat pentru ideile sale și va primi echipamente IT atractive. Echipa câștigătoare își va asigura și un loc în cadrul unei prezentări europene, în care toți câștigătorii hackathoanelor își vor prezenta ideile în fața unui juriu european, în timpul evenimentului oficial EU Code Week (Săptămâna UE a programării) derulat între 9 și 24 octombrie 2021.","hackathon-romania.sections.1.content.3":"Hackathonul Săptămâna UE a programării îți va stârni cu siguranță curiozitatea, va fi o sursă de inspirație pentru creativitatea ta, îți va încuraja spiritul antreprenorial și va aduce la viață ideile tale. ","hackathon-romania.sections.2.title":"La ce să te aștepți?","hackathon-romania.sections.2.content.0":"Coaching din partea unor experți","hackathon-romania.sections.2.content.1":"Ateliere de aptitudini","hackathon-romania.sections.2.content.2":"Activități distractive","hackathon-romania.sections.2.content.3":"Șansa de a cunoaște persoane cu aceleași preocupări","hackathon-romania.sections.2.content.4":"Șansa de a câștiga mentorat și coaching, dar și echipamente IT atractive","hackathon-romania.sections.2.content.5":"Șansa de a participa la hackathonul final și de a face cunoștință cu cei mai buni dintre cei mai buni, în persoană!","hackathon-romania.sections.3.content.0":"Înregistrează-te acum la","hackathon-romania.sections.3.content.1":"EU Code Week Hackathon România","hackathon-romania.sections.3.content.2":"și dă viață ideilor tale!","hackathon-romania.sections.4.title":"Propune provocări care să fie soluționate în cadrul Hackathonului","hackathon-romania.sections.4.content.0":"Ai vrea să-ți transformi comunitatea într-un centru de inovație ecologică și sustenabilă în România? Dacă da, propune o provocare care să fie „rezolvată” în cadrul Hackathonului. Un lucru concret care te poate ajuta pe tine personal, școala, orașul sau comunitatea ta.","hackathon-romania.sections.4.content.1":"Propune o provocare","hackathon-romania.sections.4.content.2":"Voturile pentru provocarea din România vor începe pe 24 martie.","hackathon-romania.sections.5.title":"Votează provocările care să fie „rezolvate”","hackathon-romania.sections.5.content.0":"Ideea EU Code Week Hackathon este de a arăta cum soluțiile concrete prind viață cu ajutorul creativității, entuziasmului, inovației și aptitudinilor de programare ale tinerilor. „Concret” înseamnă rezolvarea unor probleme reale – lucruri care te afectează personal sau care afectează școala, comunitatea sau orașul tău, ori provocări specifice din zona ta.","hackathon-romania.sections.5.content.1":"Votează ce contează cel mai mult pentru tine!","hackathon-romania.sections.5.content.2":"Provocarea finală selectată va fi anunțată la începutul Hackathonului.","hackathon-romania.sections.6.title":"Provocarea","hackathon-romania.sections.6.content.0":"Ideea EU Code Week Hackathon este de a arăta cum soluțiile concrete prind viață cu ajutorul creativității, entuziasmului, ideilor noi și aptitudinilor de programare ale tinerilor. „Concret” înseamnă rezolvarea unor probleme reale – lucruri care te afectează personal sau care afectează școala, comunitatea sau orașul tău, ori provocări specifice din zona ta.","hackathon-romania.sections.6.content.1":"Pe baza votului publicului, provocarea pentru Hackathonul din România este:","hackathon-romania.sections.6.content.2":"Pe baza votului publicului, provocarea pentru Hackathonul din România a fost:","hackathon-romania.sections.6.challenges.0":"Combaterea știrilor false","hackathon-romania.sections.6.challenges.1":"Pune-te în mișcare!","hackathon-romania.sections.6.challenges.2":"Aer mai curat în orașe","hackathon-romania.sections.7.title":"Centrul de resurse","hackathon-romania.sections.8.title":"Program","hackathon-romania.sections.8.content.0.0":"Hackathonul Săptămâna UE a programării are","hackathon-romania.sections.8.content.0.1":" trei runde distincte","hackathon-romania.sections.8.content.1":"Hackathonul online de 24 de ore. Dintre toate echipele participante, se vor alege doar 5 echipe care vor rămâne în competiție. Instruire online și mentorat gratuite pentru toate cele 5 echipe, pe durata verii 2021.","hackathon-romania.sections.8.content.2":"Runda finală: hackathonul. 5 echipe au primit instruire identică în runda a doua, dar o singură echipă va fi câștigătoare. Liceenii cu vârste între 15 și 19 ani vor concura în echipe pentru a soluționa o „provocare locală” selectată din cadrul propunerilor transmise înainte de prima rundă.","hackathon-romania.sections.8.content.3":"Fiecare echipă câștigătoare pe plan național va concura în confruntarea europeană, în care fiecare echipă își va prezenta soluția în fața unui juriu european în timpul evenimentului oficial EU Code Week (Săptămâna UE a programării), derulat între 9 și 24 octombrie 2021.","hackathon-romania.sections.8.content.4":"În 2021, EU Code Week (Săptămâna UE a programării) include șase hackathoane extraordinare în care sunt invitați liceeni cu vârste între 15 și 19 ani, care vor forma echipe și își vor utiliza aptitudinile de programare pentru a soluționa o provocare locală. După 24 de ore de programare, fiecare echipă își va prezenta ideile în fața unui panou de experți care va alege cele 5 echipe finaliste. Toate echipele vor avea la dispoziție o perioadă egală de timp, resurse identice și acces la mentori și expertiză pentru a finaliza provocarea, dar numai 5 echipe vor primi șansa de a trece în runda următoare, unde își vor dezvolta prototipul, vor beneficia de coaching din partea experților și vor lua parte la hackathonul final din toamnă. În finală, echipele se vor confrunta pentru a stabili cine câștigă accesorii IT și șansa de a primi mentorat și coaching pentru a-și dezvolta prototipul în continuare.","hackathon-romania.sections.8.content.5":"Echipa ta nu va primi garantat un loc în runda a doua, chiar dacă ați soluționat cu succes provocarea. Nu uitați că sunteți în concurs cu celelalte echipe, iar juriul va lua în considerare metoda utilizată, felul în care ați utilizat timpul pus la dispoziție și calitatea prototipului pentru a selecta candidații care vor promova! ","hackathon-romania.sections.8.content.6":"Dacă echipa ta se află printre cele 5 finaliste, puteți lucra la ideea voastră peste vară. Pentru a vă ajuta, vă oferim instruire gratuită pentru dezvoltare și design UX. Echipa ta poate primi și ajutorul unui mentor, care se va asigura că sunteți pe calea cea bună.","hackathon-romania.sections.8.content.7":"Cele 5 echipe finaliste vor lua parte la un hackathon de 12 ore, online. Aici, echipele vor concura pentru a stabili care sunt cei mai buni tineri programatori la nivel național, putând câștiga premii constând în echipamente IT atractive, precum și coaching și mentorat pentru ideile lor în continuare.","hackathon-romania.sections.9.title":"Informații practice","hackathon-romania.sections.9.content.0":"Hackathon-ul va avea loc la fața locului în perioada 25-26 septembrie 2021.","hackathon-romania.sections.9.content.1":"Participarea la hackathon este gratuită.","hackathon-romania.sections.10.title":"Juriu și mentori","hackathon-romania.sections.10.content.0":"Imaginează-ți că ești într-o cameră virtuală plină de designeri, dezvoltatori, creatori, programatori și mentori de afaceri, toți plini de curiozitate și motivație, la fel ca tine. EU Code Week Hackathon România reunește personalități marcante din lumea afacerilor, IT, investitorilor de capital de risc, educației, precum și lideri, influențatori și formatori locali, naționali și europeni, care vor îndruma și vor susține echipa ta în timpul acestui maraton intensiv.","hackathon-romania.sections.10.content.1":"Înregistrează-te acum la","hackathon-romania.sections.10.content.2":"EU Code Week Hackathon","hackathon-romania.sections.10.content.3":"și transformă-ți ideile în realitate!","hackathon-romania.sections.11.title":"Evenimente conexe","hackathon-romania.sections.11.content.0":"În legătură cu hackathonul se vor organiza ateliere pentru începători pe teme legate de programare, experimente cu echipamente hardware și robotică și multe altele, pentru ca participanții să învețe câteva noțiuni de bază despre gândirea computațională și programare. Din aprilie până în septembrie vom organiza evenimente conexe împreună cu partenerii noștri extraordinari din cadrul hackathoanelor EU Code Week (Săptămâna UE a programării), evenimente la care poți participa gratuit! Află care sunt activitățile și înregistrează-te pentru a primi linkul.","hackathon-romania.sections.11.events.1.title":"Animarea unui nume","hackathon-romania.sections.11.events.1.content.0":"Ai între 9 și 14 ani și vrei să afli mai multe despre programare? Acest atelier e perfect pentru tine! Vei crea o animație, te vei distra și vei dobândi rapid aptitudini de programare. Cu doar câteva blocuri și clicuri, poți face un personaj („sprite”) să danseze, să vorbească sau îl poți anima în diferite moduri. În plus, conceptele informatice pe care le vom folosi în Scratch pentru CS First pot fi aplicate în alte limbaje de programare avansate, cum ar fi Python sau Java. ","hackathon-romania.sections.11.events.1.content.1":"Înregistrează-te și participă la această activitate și vei putea:","hackathon-romania.sections.11.events.1.content.2":"să folosești un limbaj de programare pe bază de blocuri;","hackathon-romania.sections.11.events.1.content.3":"să cunoști concepte informatice importante, precum evenimente, succesiuni și bucle;","hackathon-romania.sections.11.events.1.content.4":"să creezi un proiect de animație în Scratch pentru CS First.","hackathon-romania.sections.11.events.1.content.5":"Data: miercuri, 12 mai, ora 14:00 -> fă clic","hackathon-romania.sections.11.events.1.content.6":"aici","hackathon-romania.sections.11.events.1.content.7":"pentru a te înregistra!","hackathon-romania.sections.11.events.1.content.8":"Mai multe informații:","hackathon-romania.sections.11.events.2.title":"Atelierul pentru programare creativă","hackathon-romania.sections.11.events.2.content.0":"Învață noțiuni de bază Python cu instrumentele de programare creative imagiLabs! Perfect pentru copiii cu vârste între 9 și 15 ani, în cadrul acestui atelier de o oră și jumătate pentru începători, programatorii vor învăța diverse lucruri, de la activarea pixelilor unul câte unul, la crearea de animații colorate. ","hackathon-romania.sections.11.events.2.content.1":"Data: sâmbătă, 5 iunie, ora 15:00 -> fă clic","hackathon-romania.sections.11.events.2.content.2":"aici","hackathon-romania.sections.11.events.2.content.3":"pentru a te înregistra!","hackathon-romania.sections.11.events.2.content.4":"Descarcă aplicația gratuită imagiLabs pe dispozitivul tău iOS sau Android și începe chiar azi. Pentru atelierul virtual nu vei avea nevoie de imagiCharms!","hackathon-romania.sections.11.events.makex.title.0":"Instruire în robotică de MakeX/MakeBlock","hackathon-romania.sections.11.events.makex.title.1":"Instruire în robotică seria 1 – Introducere în robotică și concurs de robotică, eveniment organizat de MakeX/MakeBlock","hackathon-romania.sections.11.events.makex.title.2":"Instruire în robotică seria 2 – Programare și construcție de hardware, eveniment organizat de MakeX/MakeBlock","hackathon-romania.sections.11.events.makex.title.3":"Instruire în robotică seria 3 – Cunoștințe împărtășite de mentori și câștigare de premii, eveniment organizat de MakeX/MakeBlock","hackathon-romania.sections.11.events.makex.content.0":"MakeX, o platformă globală de concursuri de robotică, prezintă o serie cuprinzătoare de cursuri de instruire în domeniul roboticii educative pentru profesori și mentori interesați de învățarea practică, educația în domeniile STIAM (știință, tehnologie, inginerie, artă și matematică), concursuri de programare și robotică pentru elevi de toate vârstele, utilizând software și hardware de ultimă generație cum ar fi mBot2, laserbox și mBlock5.","hackathon-romania.sections.11.events.makex.content.1":"De la introducerea în robotică, programare și construcție de hardware, la cunoștințele împărtășite de mentori și câștigarea de premii, veți cunoaște procesul de învățare pe bază de proiect și veți afla cum să organizați elevii care pot utiliza platforme de concursuri pentru a rezolva probleme din viața reală. Profesorii care organizează programe de învățământ în domeniul roboticii la școală sunt bineveniți și vor avea posibilitatea de a înțelege mai bine programarea, gândirea computațională, conceptele pedagogice, elementele hardware în domeniul roboticii și tehnicile de depanare.","hackathon-romania.sections.11.events.makex.content.2":"aici","hackathon-romania.sections.11.events.makex.content.3":"pentru a vă înregistra!","hackathon-romania.sections.11.events.makex.content.4":"Mai multe informații:","hackathon-romania.sections.11.events.makex.content.5":"https://www.makex.cc/en","hackathon-romania.sections.11.events.makex.dates.0":"Data: 1 iunie, ora 11:00 CEST -> faceți clic","hackathon-romania.sections.11.events.makex.dates.1":"Data: 3 iunie, ora 11:00 CEST -> faceți clic","hackathon-romania.sections.11.events.makex.dates.2":"Data: 8 iunie, ora 11:00 CEST -> faceți clic","hackathon-romania.sections.12.title":"Despre CODEWEEK.EU","hackathon-romania.sections.12.content.0":"EU Code Week (Săptămâna UE a programării – #EUCodeWeek) este o mișcare fundamentală derulată de voluntari pentru promovarea competențelor digitale prin intermediul unor activități asociate cu programarea și informatica. Aceasta reprezintă o sursă de inspirație și implicare pentru explorarea de noi idei și inovații pentru viitor. Activitățile pentru ","hackathon-romania.sections.12.content.1":"EU Code Week (Săptămâna UE a programării)","hackathon-romania.sections.12.content.2":"au loc în întreaga lume între 9 și 24 octombrie. ","hackathon-romania.sections.12.content.3":"Ideea EU Code Week Hackathon este de a arăta cum soluțiile concrete prind viață cu ajutorul creativității, entuziasmului, ideilor noi și aptitudinilor de programare ale tinerilor. Hackathoanele sunt create și organizate în comun de","hackathon-romania.sections.12.content.4":"Comisia Europeană","hackathon-romania.sections.12.content.5":"și ambasadorii locali","hackathon-romania.sections.12.content.6":"EU Code Week (Săptămâna UE a programării)","hackathon-romania.sections.12.content.7":"Inițiativa este finanțată de","hackathon-romania.sections.12.content.8":"Parlamentul European","hackathon-romania.sections.12.content.9":"Descoperă mai multe","hackathon-romania.sections.winners.0":"Felicitări tuturor participantilor primei editii european code week hackaton, a fost o placere sa va avem alaturi. Speram sa v ati distrat la fel de bine ca noi! ","hackathon-romania.sections.winners.1":"Salutam echipele castigatoare cu laude speciale. Echipele selectate pentru finala, care si vor lua locul de la 25 - 26 septembrie, sunt urmatoarele : ","hackathon-romania.sections.winners.2":"Asteptam cu nerabdare sa va vedem acolo. Coaching si premii garantate.","hackathon-romania.sections.winners.3":"Fiecare echipă câștigătoare pe plan național va concura în confruntarea europeană, în care fiecare echipă își va prezenta soluția în fața unui juriu european în timpul evenimentului oficial EU Code Week (Săptămâna UE a programării), derulat între 9 și 24 octombrie 2021. Campioana europeană, în afară de glorie, va câștiga și echipamente IT suplimentare.","hackathon-romania.sections.focus.0":"Despre hackathon-ul online de 24 de ore:","hackathon-romania.sections.focus.1":"Introducere in European Code Week Hackaton România","hackathon-romania.sections.focus.2":"Descoperirea întreceri pentru săptămâna EU Code Week România","hackathon-romania.sections.focus.3":"Prezentarea soluțiilor pentru EU Code Week România","hackathon-romania.sections.focus.4":"Anuntarea castigatorilor la EU Code Week Hackaton România","hackathon-romania.sections.mentors.1.0":"Diana Maria Ghitun este masterand, alumni al Computer Science (MSc.) la King's College Londra. De la absolvire, ea a avut oportunitatea sa lucreze in diverse tipuri de companii, de la fin tech startups la coporatii, cat si in research.","hackathon-romania.sections.mentors.1.1":"In prezent, Diana lucreaza ca si Senior Software Engineer la Take Off Labs in Cluj Napoca, loc unde si-a gasit o noua pasiune pentru Ruby on Rails si React Native. ","hackathon-romania.sections.mentors.2.0":"Sunt o persoana proactiva, curioasa si ambitioasa, care isi doreste se sa autodepaseasca si sa descopere noi viziuni si experiente intr-un mediu dinamic. ","hackathon-romania.sections.mentors.2.1":"Imi place foarte mult sa lucrez cu generatii care gandesc si actioneaza diferit fata de mine. In felul acesta pot castiga perspective si idei noi.","hackathon-romania.sections.mentors.3.0":"George a fondat si conduce WiseUp, o agenție de prototipare. În activitatea lui, George folosește tehnici de Lean Startup, Design Thinking & Data Science pentru a ajuta antreprenori si directori ca sa ia decizii pe baza de date.","hackathon-romania.sections.mentors.3.1":"În trecut a proiectat si condus multiple acceleratoare de startup-uri, a mentorat startupuri si corporații.","hackathon-romania.sections.mentors.4.0":"Numele meu este Ioana Alexandru. Lucrez la Google ca software engineer și în paralel urmez un program de master în grafică pe calculator - e o adevărată provocare, dar mă motivează să fiu mereu în priză. Am avut două internship-uri peste vară în 2018 și 2019, care m-au făcut să mă îndrăgostesc de cultura Google, iar acum sunt angajată din noiembrie 2020.","hackathon-romania.sections.mentors.4.1":"În companie lucrez pe partea de infrastructură, iar în afara ei folosesc de principiu Unity și Flutter. În timpul liber, fac călărie și mă joc jocuri video (PC, Oculus, Switch).","hackathon-romania.sections.mentors.5.0":"Antreprenor, Program Manager si Software Quality Advocate.","hackathon-romania.sections.mentors.5.1":"10+ ani experienta in diferite tipuri de proiecte, imi place sa invat lucruri noi si sa gasesc solutii inovative.","hackathon-romania.sections.mentors.6.0":"Data scientist, momentan intern la Google in Elvetia. Pasionată de antreprenoriat și inovație, activez ca Startup Manager la EPFL Entrepreneur Club și conduc o echipa de investiții formată din studenți la Wingman Campus Fund.","hackathon-romania.sections.mentors.6.1":"Sustinatoare a diversității în technologie, conducând Girls Who Code Iași până anul trecut.","hackathon-romania.sections.mentors.7.0":"Sunt profesor de informatica si imi place foarte mult ceea ce fac. Ca proefsie de baza, sunt inginer automatist. Sunt profesor de 30 de ani. Predau informatica si TIC la liceu, la un colegiu tehnic si la scoala Postliceala Analist-Programator. Sunt instructor si formator national Cisco Academy. Predau C++, Java, Oracle SQL si robotica (in cadrul cercului de informatica) si imi place sa ma ocup si de hardware si de retelistica.","hackathon-romania.sections.mentors.7.1":"Imi plac provocarile, imi place sa lucrez in proiecte cu elevii mei si vreau sa invat tot timpul lucruri noi.","hackathon-romania.sections.mentors.8.0":"Arhitect de solutii software cu peste 10 ani de experienta in dezvoltarea de aplicatii enterprise. La ora actuala proiecteaza solutii pe zona de cloud computing si robotic process automation pentru mai multe industrii.","hackathon-romania.sections.mentors.8.1":"Leader al IBM Technical Expert Council in Romania si al programului de meetups IBM Developer. Intraprenor pasionat si organizator de hackathoane.","hackathon-romania.sections.mentors.9.0":"Pasionată de software development și tehnologie în general, întotdeauna urmăresc ca produsele și proiectele la care lucrez să se ghideze după cele mai înalte standarde de calitate. Atunci când nu scriu cod îmi place să împărtășesc cu ceilalti din experiența mea fiind speaker si technical trainer în cadrul conferințelor. ","hackathon-romania.sections.mentors.9.1":"Sunt motivată de provocări și dorința de experimenta cu proiecte diverse, însă nu uit nicio secundă să mă bucur de proces.","hackathon-romania.sections.mentors.10.0":"Sunt absolvent al Universității din București. Sunt specialist IT concentrându-mă pe tehnologii Cloud, arhitectura microservice și DevOps. În timp ce mă consider un poliglot al limbajelor de programare, JAVA este limbajul meu de bază, iar Spring Framework este prima mea alegere ori de câte ori proiectez și construiesc o nouă aplicație. Activitățile mele profesionale constă într-o combinație de BA, DEV și IT Operation, cu accent pe dezvoltare.","hackathon-romania.sections.mentors.11.0":"Când nu proiectează cursuri și traininguri pentru profesori și ONG-uri în cadrul Asociației Techsoup, își dedică timpul sporturilor în aer liber, călătoriilor și protecției liliecilor. Este Forbes 30 under 30, ChangemakerXchange Fellow și a fost Ambasador EU Code Week timp de 5 ani până în 2020. Conectând oameni și resurse, Ana consideră că tehnologia este esențială pentru a încuraja dezvoltarea societății în care trăim prin colaborare.","hackathon-romania.sections.after.0":"Ce urmează?","hackathon-romania.sections.after.1":"Echipele calificate lucrează acum la prototipul lor și se vor întâlni la hackathonul final pe data de X pentru a se confrunta și a decide câștigătorul hackathonului X. Nu uita să ne urmărești aici și pe platformele de comunicare socială pentru actualizări din partea echipelor concurente! ","hackathon-romania.sections.after.2":"EU Code Week Hackathon România oferă tinerilor inteligenți și pasionați oportunitatea de a-și pune în practică aptitudinile de programare și ideile creative pentru a rezolva o provocare locală concretă. După un hackathon virtual inițial de 24 de ore, 5 echipe au trecut în următoarea etapă. Finaliștii au lucrat la prototipurile lor peste vară, sub îndrumarea mentorilor, și sunt acum pregătiți de concurs! Parcursul în cadrul hackathonului Săptămâna programării se încheie cu o confruntare de aptitudini, cunoștințe și creativitate în cadrul hackathonului final din X septembrie/octombrie din [orașul].","hackathon-romania.sections.after.3":"Câștigătorii","hackathon-romania.sections.after.4":"Vizualizează toți câștigătorii","hackathon-romania.sections.after.5":"Galerie","hackathon-romania.sections.after.6":"Urmărește „tinerii programatori” din România în acțiune în timpul EU Code Week Hackathon","hackathon-romania.sections.after.7":"Panou de sprijin","hackathon-romania.sections.after.8":"Și mulțumim pentru postările pe Twitter, pe TikTok și pentru întregul sprijin din timpul Hackathoanelor! Vizualizează aici o selecție video!","hackathon-romania.sections.after.9":"Juriu și mentori","hackathon-romania.sections.after.10":"EU Code Week Hackathon România a reunit personalități marcante din lumea afacerilor, IT, investitorilor de capital de risc, educației, precum și lideri, influențatori și formatori locali, naționali și europeni, pentru a-i îndruma și susține pe participanți în timpul hackathonului intensiv. Membrii juriului au fost aleși special pentru a stabili echipa câștigătoare finală, în funcție de orientările relevante și de regulamentul concursului.","hackathon-romania.sections.after.11":"Citește orientările","hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Dă viață ideilor tale!","hackathons.sections.1.title":"6 evenimente hackathon, 6 provocări","hackathons.sections.1.content.1":"Locuiești în Grecia, Letonia, Irlanda, Italia, România sau Slovenia? Ești o persoană creativă, ambițioasă și interesată de viitorul tehnologiei? Aceasta este șansa ta! Înscrie-te la unul din hackathoanele Săptămâna UE a programării și dezvoltă o soluție inovatoare care te va propulsa în plutonul fruntaș al revoluției tehnologice!","hackathons.sections.1.content.2":"În 2021, EU Code Week (Săptămâna UE a programării) include șase hackathoane extraordinare în care sunt invitați liceeni în vârstă de 15-19 ani, care vor forma echipe și își vor utiliza aptitudinile de programare pentru a soluționa o provocare locală. După 24 de ore de programare, fiecare echipă își va prezenta ideile în fața unui panou de experți care va alege cele 10 echipe finaliste. Toate echipele vor avea la dispoziție o perioadă egală de timp, resurse identice și acces la mentori și expertiză pentru a finaliza provocarea, dar numai 10 echipe vor primi șansa de a trece în runda următoare, unde își vor dezvolta prototipul, vor beneficia de coaching din partea experților și vor lua parte la hackathonul final din toamnă. Aici, echipele se vor confrunta pentru a stabili cine câștigă echipamente IT atractive și șansa de a primi mentorat și coaching pentru a-și dezvolta prototipul în continuare.","hackathons.sections.2.title":"Cum pot participa?","hackathons.sections.2.content.1":"Selectează hackathonul din țara ta și urmează cei câțiva pași simpli pentru a te înregistra. Te poți înscrie individual sau în echipe de șase persoane. Dacă te înscrii împreună cu mai mulți prieteni sau colegi, nu uita să indici numele echipei atunci când te înscrii. Fiecare hackathon va organiza separat înscrierile, așadar urmărește hackathonul din țara ta!","hackathons.sections.3.title":"Cine sunt organizatorii?","hackathons.sections.3.content.1":"Evenimentele hackathon din cadrul Săptămânii UE a programării sunt organizate în colaborare de către Comisia Europeană și de către ","hackathons.sections.3.content.2":"ambasadorii locali ai Săptămânii UE a programării","hackathons.sections.3.content.3":" și sunt finanțate de Parlamentul European. Obiectivul este să arătăm cum pot prinde viață soluții concrete cu ajutorul creativității, al entuziasmului, al ideilor noi și al competențelor de programare ale tinerilor.","hackathons.sections.4.title":"Cum arată un hackathon?","hackathons.sections.4.content.1":"EU Code Week Hackathon este o călătorie care începe cu un hackathon online de 24 de ore. Mentori experimentați vor oferi coaching pentru echipe și vor exista ateliere care vor da participanților oportunitatea de a învăța aptitudini noi și de a se distra. Hackathonul este, de asemenea, o oportunitate pentru participanți de a își crea relații și de a socializa cu persoane din sectorul european de tehnologie. La sfârșitul hackathonului, fiecare echipă își va prezenta soluția în fața unui juriu format din experți. ","hackathons.sections.4.content.2":"Cele mai bune zece echipe își vor continua parcursul în cadrul hackathonului și vor primi instruire și mentorat în vară. Ulterior, câștigătorii vor lua parte la hackathonul național final de 12 ore față în față, organizat în septembrie sau octombrie (care va avea loc online dacă situația în materie de sănătate publică nu permite o întâlnire fizică).","hackathons.sections.5.title":"Nu mă pricep la programare – ce pot să fac?","hackathons.sections.5.content.1":"În paralel cu evenimentul hackathon vor exista și ateliere pentru cei care sunt începători la programare, la meșteritul cu aparate, la robotică și așa mai departe. În cadrul acestora, participanții se vor putea iniția în bazele gândirii computaționale și ale programării. Pe pagina ta locală vei găsi mai multe informații despre cum te poți înscrie.","hackathons.sections.6.title":"Parteneri","hackathons.sections.7.title":"Alătură-te distracției!","hackathons.cities.1.city":"","hackathons.cities.1.country":"România","hackathons.cities.1.date":"25-26 septembrie 2021","hackathons.cities.2.city":"","hackathons.cities.2.country":"Irlanda","hackathons.cities.2.date":"23-24 septembrie 2021","hackathons.cities.3.city":"","hackathons.cities.3.country":"Italia","hackathons.cities.3.date":"24-25 septembrie 2021","hackathons.cities.4.city":"","hackathons.cities.4.country":"Grecia","hackathons.cities.4.date":"9 octombrie 2021","hackathons.cities.5.city":"","hackathons.cities.5.country":"Slovenia","hackathons.cities.5.date":"18-19 septembrie 2021","hackathons.cities.6.city":"","hackathons.cities.6.country":"Letonia","hackathons.cities.6.date":"1 octombrie 2021","hackathons.final.1":"Finala în","hackathons.final.2":"septembrie/octombrie 2021","home.about":"Săptămâna UE a programării este o inițiativă de bază care își propune să aducă programarea și competențele digitale la îndemâna tuturor într-un mod distractiv și antrenant.","home.when":"14-27 octombrie 2024","home.when_text":"Învățarea programării ne ajută să înțelegem lumea care se schimbă rapid în jurul nostru, să ne extindem înțelegerea cu privire la modul în care funcționează tehnologia și să dezvoltăm competențe și abilități pentru a explora noi idei și pentru a inova.","home.school_banner_title":"Implică-te!","home.school_banner_text":"Sunteți profesor?","home.school_banner_text2":"Clic aici pentru a afla cum vă puteți implica!","home.organize_activity_title":"Organizează sau participă la o activitate","home.organize_activity_text":'Oricine este binevenit să organizeze sau să participe \u2028la o activitate. Alege un subiect și un public țintă și adaugă activitatea ta pe hartă sau caută evenimente în zona ta.',"home.get_started_title":"Începe","home.get_started_text":'Nu ești sigur cum să începi? Consultă pagina informativă și descarcă setul nostru de instrumente pentru organizatori pentru a te pregăti și răspândește mesajul.',"home.access_resources_title":"Accesează resurse și instruire","home.access_resources_text":'Dacă nu ești sigur cum să organizezi o activitate, vizitează pagina noastră de resurse didactice și materialele din module de învățare pentru îndrumare și planuri de lecții personalizate.',"locations.title":"Locații pentru activități","locations.description.0":"Pentru următoarea dumneavoastră activitate, selectați o locație din lista de mai jos SAU înregistrați o locație nouă în","locations.description.1":"creare activitate","login.login":"Conectare","login.register":"Înregistrare","login.github":"Conectare cu Github","login.twitter":"Conectare cu Twitter","login.facebook":"Conectare cu Facebook","login.google":"Conectare cu Google","login.azure":"Conectare cu Azure","login.email":"E-mail","login.password":"Parolă","login.remember":"Reține-mă","login.forgotten_password":"Parolă uitată?","login.no_account":"Nu ai cont?","login.signup":"Înregistrează-te","login.reset":"Resetează parola","login.send_password":"Trimite link de resetare a parolei","login.confirm_password":"Confirmare parolă","login.name":"Nume","menu.learn":"A învăța","menu.teach":"A preda","menu.training":"Curs","menu.challenges":"Provocările","menu.toolkits":"Prezentări și instrumente","menu.why":"DE CE","menu.home":"Pagina de pornire","menu.events":"Activităţi","menu.ambassadors":"Ambasadori","menu.resources":"Resurse","menu.schools":"Școli","menu.about":"Despre","menu.blog":"Blog","menu.news":"Noutăți","menu.search":"Introduceți și apăsați Enter...","menu.map":"Hartă","menu.add_event":"Adăugare eveniment","menu.search_event":"Căutate evenimente","menu.hello":"Bună","menu.profile":"Profil","menu.pending":"Evenimente în așteptare","menu.your_events":"Activităţile mele","menu.your_certificates":"Certificatele mele","menu.report":"Raportul meu de activități","menu.volunteers":"Voluntari","menu.logout":"Deconectare","menu.signin":"Conectare","menu.privacy":"Confidențialitate","menu.participation":"Certificat de participare","menu.values":"Valorile noastre","menu.featured_activities":"Activități prevăzute","menu.codeweek2020":"Ediția 2020","moderation.description.title":"Lipsește o descriere adecvată","moderation.description.text":"Vă rugăm să îmbunătățiți descrierea și să menționați în detaliu ce veți face și cum această activitate are legătură cu programarea și gândirea critică. Mulțumim!","moderation.missing-details.title":"Lipsesc detalii importante","moderation.missing-details.text":"Vă rugăm să adăugați mai multe detalii cu privire la obiectivele activității și cum veți folosi tehnologia, programarea și gândirea critică. Mulțumim!","moderation.duplicate.title":"Duplicat","moderation.duplicate.text":"Această activitate pare a fi un duplicat după o altă activitate care are loc în același timp. Dacă nu este duplicat, vă rugăm să schimbați descrierea și titlul astfel încât să reflecte că sunt activități diferite.","moderation.not-related.title":"Nu este despre programare","moderation.not-related.text":"Vă rugăm să adăugați mai multe informații la obiectivele activității și cum veți folosi tehnologia, programarea și gândirea critică. Mulțumim!","mooc.free-online-courses":"Cursuri online gratuite","mooc.intro":"Săptămâna UE a programării oferă oportunități de dezvoltare profesională sub forma unor cursuri online. Scopul este acela de a sprijinii profesorii să aducă în sala de clasă noțiuni de programare și gândire computațională.","mooc.icebreaker.title":"Cursul introductiv „Icebreaker”","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"Cursul „Icebreaker” din cadrul Săptămânii EU a programării","mooc.icebreaker.text.2":"este un curs de cinci ore în limba engleză care se adresează oricărei persoane interesate de noțiunile de bază ale programării și gândirii computaționale. Participanții vor învăța cum să inspire curiozitatea și spiritul inovator al tinerilor și să le transmită în același timp libertatea de a deveni creatori digitali. Acest curs ajută participanții să descopere beneficiile și relevanța gândirii computaționale și programării în viața noastră cotidiană. De asemenea, cursul mai oferă idei, materiale de instruire și resurse gratuite pentru organizarea de activități distractive și educaționale pentru copii, oricând, oriunde – mai ales în Săptămâna programării.","mooc.icebreaker.text.3":"Nu aveți nevoie de experiență anterioară sau de cunoștințe de programare pentru a participa la acest curs, ci doar de o minte curioasă. ","mooc.icebreaker.registration.0":"Înscrierile au început","mooc.icebreaker.registration.1":"aici pentru cursul care se desfășoară între 16 septembrie și 30 octombrie 2020. Rețineți faptul că pentru înscriere trebuie să vă creați un cont pe European Schoolnet Academy. ","mooc.icebreaker.check-out":"Vezi ediția 2019.","mooc.deep-dive.title":"Cursul de aprofundare „Deep Dive”","mooc.deep-dive.text.0":"Cursul online Deep Dive din cadrul Săptămânii UE a programării este un curs de 25 de ore în limba engleză care oferă profesorilor șansa de a se familiariza cu principiile programării și de a acumula cunoștințele și încrederea necesare pentru a organiza cu elevii lor activități de programare ușoare, distractive și interactive. Profesorii vor descoperi","mooc.deep-dive.text.1":"resursele","mooc.deep-dive.text.2":"gratuite ale Săptămânii UE a programării, precum și materialele de instruire disponibile în 29 de limbi, dar și aspectele particulare ale programării, precum gândirea computațională, activitățile fără dispozitive electronice și infinitele posibilități de robotică, experimentare și construire, limbaje de programare vizuală, creare de aplicații și multe altele.","mooc.deep-dive.course-link":"Vezi cursul „Deep dive” 2019.","mooc.social-media.0":"Urmăriți","mooc.social-media.1":"Săptămâna UE a programării pe rețelele sociale","mooc.social-media.2":"pentru a afla când va începe următorul curs","myevents.created_by":"Toate evenimentele create de ","myevents.no_events.first_call_to_action":"Încă nu ați adăugat niciun eveniment. De ce nu o faceți","myevents.no_events.first_link":"adăugați unul acum","myevents.no_events.second_call_to_action":"sau citiți ","myevents.no_events.second_link":"ghidul pentru organizatori","myevents.view":"Vizualizare","myevents.status.APPROVED":"APROBAT","myevents.status.REJECTED":"REPINS","myevents.status.PENDING":"ÎN AȘTEPTARE","myevents.status.REPORTED":"RAPORTARE","pagination.previous":"Precedent","pagination.next":"Următor","participation.title":"Generează certificate de participare pentru clasa ta","participation.phrase1":"Completează formularul cu numele elevilor tăi, separate prin virgulă și vei primi certificatele de participare individuale","participation.names.label":"Nume pentru certificat","participation.names.help":"Folosește virgula între numele fiecărui participant","participation.event_name.label":"Denumirea activității","participation.event_name.help":"Denumirea activității tale care va fi tipărită pe certificat","participation.event_date.label":"Data activității","participation.event_date.help":"Data activității tale care va fi tipărită pe certificat","participation.submit":"Generează certificate","participation.thanks_page.title":"Certificatele tale au fost generate!","participation.thanks_page.phrase1":"Fă clic pe acest link pentru a descărca fișierul zip cu toate certificatele","passwords.password":"Parolele trebuie să aibă un număr de cel puțin șase caractere și să coincidă cu confirmarea.","passwords.reset":"Parola dumneavoastră a fost resetată!","passwords.sent":"V-am trimis prin e-mail linkul de resetare a parolei dumneavoastră!","passwords.token":"Acest simbol de resetare a parolei este invalid.","passwords.user":"Nu reușim să găsim un utilizator cu această adresă de e-mail.","privacy-statement-contact.subtitle":"Prezenta declarație de confidențialitate oferă informații cu privire la prelucrarea și protecția datelor dumneavoastră cu caracter personal.","privacy-statement-contact.processing-operation.0":"Operațiunea de prelucrare","privacy-statement-contact.processing-operation.1":"gestionarea ambasadorilor Săptămânii Programării, a profesorilor coordonatori și a înregistrării activităților pe site-ul web","privacy-statement-contact.data-processors.0":"Persoane împuternicite de operator","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. și EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Informațiile referitoare la prelucrarea datelor cu caracter personal pentru gestionarea ambasadorilor Săptămânii Programării, a profesorilor coordonatori și a înregistrării activităților pe site-ul web.","privacy-statement-contact.3-legal_process.0":'Legalitatea operațiunii de prelucrare a datelor: Unitatea G.2 colectează, stochează și publică datele dumneavoastră cu caracter personal deoarece v-ați dat consimțământul explicit prin bifarea unei căsuțe atunci când v-ați înscris pentru a deveni ambasador al Săptămânii Programării sau profesor coordonator ori pentru a înregistra un eveniment în cadrul Săptămânii Europene a Programării.',"privacy-statement-contact.4-collect_data.0":"Datele cu caracter personal colectate în mod obligatoriu în cazul ambasadorilor și al profesorilor coordonatori sunt următoarele:","privacy-statement-contact.4-collect_data.1":"nume","privacy-statement-contact.4-collect_data.2":"adresa de e-mail","privacy-statement-contact.4-collect_data.3":"parolă","privacy-statement-contact.4-collect_data.4":"fotografie","privacy-statement-contact.4-collect_data.5":"biografie","privacy-statement-contact.4-collect_data.6":"titulatură","privacy-statement-contact.4-collect_data.7":"domeniul de expertiză în cazul profesorilor coordonatori.","privacy-statement-contact.4-collect_data.8":"Atunci când înregistrați o activitate, datele cu caracter personal colectate în mod obligatoriu sunt următoarele:","privacy-statement-contact.4-collect_data.9":"denumirea organizației","privacy-statement-contact.4-collect_data.10":"tipul de organizație:","privacy-statement-contact.4-collect_data.11":"adresa de e-mail de contact","privacy-statement-contact.4-collect_data.12":"Furnizarea acestor date este obligatorie pentru a deveni ambasador al Săptămânii Programării sau profesor coordonator ori pentru a înregistra un eveniment pe site-ul web al Săptămânii Programării.","privacy-statement-contact.4-collect_data.13":"În plus, ambasadorii și profesorii coordonatori pot să furnizeze în mod voluntar următoarele date cu caracter personal:","privacy-statement-contact.4-collect_data.14":"conturile de pe platformele de comunicare socială","privacy-statement-contact.4-collect_data.15":"Organizatorii de activități pot să furnizeze în mod voluntar următoarele date:","privacy-statement-contact.4-collect_data.16":"adresa de e-mail de contact pentru public","privacy-statement-contact.4-collect_data.17":"site-ul web al organizatorului","privacy-statement-contact.4-collect_data.18":"Săptămâna Programării pe înțelesul tuturor","privacy-statement-contact.4-collect_data.19":"Atragem atenția organizatorilor de activități asupra faptului că ambasadorul relevant pentru țara dumneavoastră sau unitatea G.2 poate utiliza datele cu caracter personal pe care le-ați furnizat în scopul înregistrării unei activități pentru a vă contacta în legătură cu activitatea respectivă.","privacy-statement-contact.4-collect_data.20":"Ați furnizat datele dumneavoastră cu caracter personal pe","privacy-statement-contact.4-collect_data.21":"pagina de conectare a site-ului web al Săptămânii Programării","privacy-statement-contact.4-collect_data.22":"și pe","privacy-statement-contact.4-collect_data.23":"pagina de înregistrare a activității.","privacy-statement-contact.5-how_long.0":"Toate datele cu caracter personal vor fi șterse din bazele de date dacă vă retrageți din inițiativă sau după 5 ani de la încheierea inițiativei.","privacy-statement-contact.6-protect_data.0":'Toate datele cu caracter personal în format electronic (e-mailuri, documente, baze de date, seturi de date încărcate etc.) sunt stocate fie pe serverele Comisiei Europene, fie pe cele ale contractanților săi. Toate operațiunile de prelucrare se desfășoară în temeiul Deciziei (UE, Euratom) 2017/46 a Comisiei, din 10 ianuarie 2017 privind securitatea sistemelor informatice și de comunicații în cadrul Comisiei Europene.',"privacy-statement-contact.6-protect_data.1":'Contractanții Comisiei au obligația de a respecta atât o clauză contractuală specifică pentru orice operațiune de prelucrare a datelor dumneavoastră în numele Comisiei, cât și obligațiile de confidențialitate care decurg din transpunerea Regulamentului general privind protecția datelor în statele membre ale UE (‘RGPD’ Regulamentul (UE) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Pentru a vă proteja datele cu caracter personal, Comisia a instituit o serie de măsuri tehnice și organizatorice. Printre măsurile tehnice se numără acțiuni adecvate menite să garanteze securitatea online, să evite riscul pierderii datelor, al modificării datelor sau al accesului neautorizat, ținând seama de riscul pe care îl prezintă prelucrarea datelor și natura datelor cu caracter personal prelucrate. Printre măsurile organizatorice se numără restricționarea accesului la datele cu caracter personal numai la persoanele autorizate, care au o nevoie legitimă de a le cunoaște în scopul desfășurării acestei operațiuni de prelucrare.","privacy-statement-contact.7-access_data.0":"Toate datele cu caracter personal pe care le furnizați pot fi accesate de personalul Comisiei pe baza principiului „necesității de a cunoaște”. În plus, se acordă acces la datele dumneavoastră cu caracter personal contractantului nostru, pe baza principiului „necesității de a cunoaște”.","privacy-statement-contact.7-access_data.1":'Pentru a spori vizibilitatea ambasadorului, a profesorilor coordonatori sau a activităților înregistrate în cadrul Săptămânii Programării, toate datele dumneavoastră cu caracter personal sunt publicate pe următorul site web.',"privacy-statement-contact.7-access_data.2":"În plus, unitatea G.2 ar putea să furnizeze datele dumneavoastră de contact oricărui cetățean sau oricărei părți interesate care ar trebui să ia legătura cu dumneavoastră referitor la Săptămâna Programării. Atragem atenția organizatorilor de activități asupra faptului că ambasadorul relevant pentru țara dumneavoastră sau unitatea G.2 poate utiliza datele cu caracter personal pe care le-ați furnizat în scopul înregistrării unei activități pentru a vă contacta în legătură cu activitatea respectivă.","privacy-statement-contact.8-rights.0":"V-ați dat consimțământul să furnizați unității G.2 datele dumneavoastră cu caracter personal în scopul efectuării prezentei operațiuni de prelucrare. Vă puteți retrage consimțământul în orice moment, prin notificarea unității G.2, la adresa CNECT-G2@ec.europa.eu. Retragerea consimțământului nu va afecta legalitatea prelucrării efectuate înainte de retragerea consimțământului dumneavoastră.","privacy-statement-contact.10-detailed-info.0":"Această operațiune specifică de prelucrare a fost inclusă în registrul public al RPD cu următorul număr de înregistrare: DPR-EC-02631 Gestionarea punctelor de contact pentru politicile, programele și proiectele DG CONNECT.","privacy-statement.title":"PROTECȚIA DATELOR DUMNEAVOASTRĂ CU CARACTER PERSONAL","privacy-statement.processing-operation.0":"Operațiunea de prelucrare","privacy-statement.processing-operation.1":"Prelucrarea datelor cu caracter personal pe codeweek.eu, inclusiv adresele IP, de către vizitatorii site-urilor web accesibile publicului.","privacy-statement.data-controller.0":"Operatorul de date","privacy-statement.data-controller.1":"Comisia Europeană, Direcția Generală Rețele de Comunicații, Conținut și Tehnologie, Unit G.2.","privacy-statement.record-reference":"Numărul de referință","privacy-statement.table-of-contents":"Cuprins","privacy-statement.1-intro.title":"Introducere","privacy-statement.1-intro.items.1":'Comisia Europeană (denumită în continuare „Comisia”) se angajează să asigure protecția datelor dumneavoastră cu caracter personal și să vă respecte viața privată. Comisia colectează și prelucrează date cu caracter personal în temeiul Regulamentului (UE) 2018/1725 al Parlamentului European și al Consiliului din 23 octombrie 2018 privind protecția persoanelor fizice în ceea ce privește prelucrarea datelor cu caracter personal de către instituțiile, organele, oficiile și agențiile Uniunii și privind libera circulație a acestor date [de abrogare a Regulamentului (CE) nr. 45/2001].',"privacy-statement.1-intro.items.2":"Prezenta declarație de confidențialitate explică de ce vă prelucrăm datele cu caracter personal, cum colectăm, gestionăm și protejăm toate datele cu caracter personal care ne sunt furnizate, cum utilizăm informațiile obținute astfel și ce drepturi aveți în raport cu datele dumneavoastră cu caracter personal. De asemenea, precizează datele de contact ale operatorului de date responsabil pe care îl puteți contacta pentru a vă exercita drepturile, ale responsabilului cu protecția datelor și ale Autorității Europene pentru Protecția Datelor.","privacy-statement.1-intro.items.3.0":"Informațiile referitoare la operațiunea de prelucrare","privacy-statement.1-intro.items.3.1":"Prelucrarea datelor pe codeweek.eu","privacy-statement.1-intro.items.3.2":"efectuată de Comisie este prezentată mai jos.","privacy-statement.2-why.title":"De ce și cum prelucrăm datele dumneavoastră cu caracter personal?","privacy-statement.2-why.items.0":"Scopul operațiunii de prelucrare","privacy-statement.2-why.items.1":"Direcția Generală Rețele de Comunicații, Conținut și Tehnologie din cadrul Comisiei oferă o serie de site-uri web externe. Configurația tehnică permite colectarea și utilizarea datelor dumneavoastră cu caracter personal pentru a furniza site-urile web care se află fizic în afara infrastructurii de găzduire controlate de Comisie.","privacy-statement.2-why.items.2":"Datele dumneavoastră cu caracter personal nu vor fi utilizate pentru procese decizionale automatizate și nici pentru crearea de profiluri.","privacy-statement.3-legal_process.title":"Care este temeiul juridic sau care sunt temeiurile juridice pe baza căruia (cărora) prelucrăm datele dumneavoastră cu caracter personal?","privacy-statement.3-legal_process.items.0":"Prelucrăm datele dumneavoastră cu caracter personal în baza mai multor temeiuri:","privacy-statement.3-legal_process.items.1":'articolul 5 alineatul (1) litera (a) din Regulamentul (UE) 2018/1725: această prelucrare este necesară pentru îndeplinirea unei sarcini care servește unui interes public sau care rezultă din exercitarea autorității publice cu care este învestită instituția sau organismul Uniunii.',"privacy-statement.3-legal_process.items.2":"Informarea publicului larg este o sarcină care rezultă din prerogativele Comisiei Europene la nivel instituțional, așa cum se prevede la articolul 58 alineatul (2) litera (d) din Regulation (EU, Euratom) 2018/1046 of the European Parliament and of the Council of 18 July 2018 on the financial rules applicable to the general budget of the Union (JO L 193, 30.7.2018, p. 1). Ne asigurăm că sunt puse în aplicare garanții adecvate și specifice în ceea ce privește prelucrarea datelor cu caracter personal, în concordanță cu legislația aplicabilă privind protecția datelor.","privacy-statement.3-legal_process.items.3":'articolul 5 alineatul (1) litera (d) din Regulamentul (UE) 2018/1725: în cazul activităților de prelucrare care constau în cookie-uri și autentificare, consimțământul dumneavoastră este necesar. În conformitate cu articolul 3 punctul 15 și cu articolul 7 din Regulamentul (UE) 2018/1725, consimțământul trebuie să fie o manifestare de voință liberă, specifică, în cunoștință de cauză și lipsită de ambiguitate.',"privacy-statement.3-legal_process.items.4":"Am obținut consimțământul dumneavoastră direct de la dumneavoastră. Este posibil ca acesta să fi fost exprimat printr-un e-mail, prin intermediul unui formular de înregistrare electronică sau în orice altă formă scrisă.","privacy-statement.4-collect_data.title":"Care sunt categoriile de date cu caracter personal pe care le colectăm și le prelucrăm ulterior?","privacy-statement.4-collect_data.items.0":"Pentru a efectua această operațiune de prelucrare, Unit G.2 colectează următoarele categorii de date cu caracter personal:","privacy-statement.4-collect_data.items.1":"Adresa de protocol de internet (adresa IP) sau identificatorul dispozitivului utilizat pentru accesarea site-ului web.","privacy-statement.4-collect_data.items.2":"Fără această prelucrare, nu veți putea stabili o conexiune tehnică între dispozitivele dumneavoastră și infrastructura serverului și, prin urmare, nu veți putea accesa site-ul nostru web.","privacy-statement.4-collect_data.items.3":"Pentru a vă autentifica pe acest site web, Unit G.2 colectează următoarele categorii de date cu caracter personal:","privacy-statement.4-collect_data.items.4":"adresa de e-mail","privacy-statement.4-collect_data.items.5":"parola; sau","privacy-statement.4-collect_data.items.6":"autentificarea pe platformele de comunicare socială.","privacy-statement.5-how_long.title":"Cât timp păstrăm datele dumneavoastră cu caracter personal?","privacy-statement.5-how_long.items.0":"Unit G.2 vă păstrează datele cu caracter personal doar atât timp cât este necesar pentru colectarea sau prelucrarea ulterioară, adică pe durata sesiunii de navigare. În plus, adresele IP ar putea fi salvate timp de un an în fișierele-jurnal ale serviciilor, din motive de securitate. În ceea ce privește instrumentul de analiză, adresa IP și identificatorul dispozitivului (de exemplu numărul IMEI și adresa MAC WIFI) sunt șterse imediat la momentul deconectării.","privacy-statement.6-protect_data.title":"Cum protejăm și păstrăm datele dumneavoastră cu caracter personal?","privacy-statement.6-protect_data.items.0":"Toate datele cu caracter personal în format electronic (e-mailuri, documente, baze de date, loturi de date încărcate etc.) sunt stocate pe serverele Comisiei Europene. Toate operațiunile de prelucrare sunt efectuate în temeiul","privacy-statement.6-protect_data.items.1":"Deciziei (UE, Euratom) 2017/46 a Comisiei","privacy-statement.6-protect_data.items.2":"din 10 ianuarie 2017 privind securitatea sistemelor informatice și de comunicații în cadrul Comisiei Europene.","privacy-statement.6-protect_data.items.3":"Pentru a vă proteja datele cu caracter personal, Comisia a instituit o serie de măsuri tehnice și organizatorice. Printre măsurile tehnice se numără acțiuni adecvate menite să garanteze securitatea online și să evite riscul pierderii datelor, al modificării datelor sau al accesului neautorizat, ținând seama de riscul pe care îl prezintă prelucrarea datelor și natura datelor cu caracter personal prelucrate. Printre măsurile organizatorice se numără restricționarea accesului la datele cu caracter personal numai la persoanele autorizate care au o nevoie legitimă de a le cunoaște în scopul desfășurării acestei operațiuni de prelucrare.","privacy-statement.7-access_data.title":"Cine are acces la datele dumneavoastră cu caracter personal și cui sunt acestea divulgate?","privacy-statement.7-access_data.items.0":"Se acordă acces la datele dumneavoastră cu caracter personal personalului Comisiei responsabil cu efectuarea acestei operațiuni de prelucrare și personalului autorizat, în conformitate cu principiul „necesității de a cunoaște”. Acest personal respectă dispozițiile legale și, atunci când este necesar, acordurile de confidențialitate suplimentare.","privacy-statement.7-access_data.items.1":"În plus, este posibil să se acorde acces la datele dumneavoastră cu caracter personal contractanților externi care lucrează în numele serviciului Comisiei ce deține site-urile web și în baza unui acord contractual cu serviciul menționat și care participă la activitatea de creare, întreținere, gestionare și arhivare a site-urilor web în conformitate cu principiul „necesității de a cunoaște”.","privacy-statement.7-access_data.items.2":"Informațiile pe care le colectăm nu vor fi divulgate unor părți terțe, cu excepția cazului în care acest lucru este necesar în scopul asigurării respectării legii.","privacy-statement.8-rights.title":"Ce drepturi aveți și cum vi le puteți exercita?","privacy-statement.8-rights.items.0":"În calitate de „persoană vizată”, în temeiul capitolului III (articolele 14-25) din Regulamentul (UE) 2018/1725, beneficiați de drepturi specifice, în special de dreptul de a accesa, de a rectifica sau de a șterge datele dumneavoastră cu caracter personal și de dreptul de a restricționa prelucrarea acestora. De asemenea, dacă este cazul, aveți dreptul de a vă opune prelucrării sau dreptul la portabilitatea datelor.","privacy-statement.8-rights.items.1":"Aveți dreptul de a vă opune prelucrării datelor dumneavoastră cu caracter personal care este efectuată în mod legal în temeiul articolului 5 alineatul (1) litera (a).","privacy-statement.8-rights.items.2":"V-ați dat consimțământul să furnizați datele dumneavoastră cu caracter personal în scopul efectuării prezentei operațiuni de prelucrare. Vă puteți retrage consimțământul în orice moment, prin notificarea Unit G.2. Retragerea consimțământului nu va afecta legalitatea prelucrării efectuate înainte de retragerea consimțământului dumneavoastră.","privacy-statement.8-rights.items.3":"Vă puteți exercita drepturile contactând operatorul de date sau, în caz de conflict, responsabilul cu protecția datelor. Dacă este necesar, vă puteți adresa, de asemenea, Autorității Europene pentru Protecția Datelor. Datele de contact ale acestora sunt furnizate în secțiunea 9 de mai jos.","privacy-statement.8-rights.items.4":"În cazul în care doriți să vă exercitați drepturile în contextul uneia sau mai multor operațiuni de prelucrare specifice, vă rugăm să le descrieți în cererea dumneavoastră [și anume să furnizați numărul sau numerele de înregistrare, astfel cum este (sunt) specificat(e) în secțiunea 10 de mai jos].","privacy-statement.9-contact.title":"Date de contact","privacy-statement.9-contact.data-controller.title":"Operatorul de date","privacy-statement.9-contact.data-controller.text":"Dacă doriți să vă exercitați drepturile în temeiul Regulamentului (UE) 2018/1725, dacă aveți observații, întrebări ori preocupări sau dacă doriți să depuneți o plângere cu privire la colectarea și utilizarea datelor dumneavoastră cu caracter personal, nu ezitați să contactați operatorul de date, unitatea G.2, Comisia Europeană, la următoarea adresă","privacy-statement.9-contact.data-protection-officer.title":"Responsabilul cu protecția datelor (RPD) din cadrul Comisiei","privacy-statement.9-contact.data-protection-officer.text":"Puteți contacta responsabilul cu protecția datelor (DATA-PROTECTION-OFFICER@ec.europa.eu) în legătură cu orice aspect referitor la prelucrarea datelor dumneavoastră cu caracter personal în temeiul Regulamentului (UE) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Autoritatea Europeană pentru Protecția Datelor (AEPD)","privacy-statement.9-contact.european-data-protection.text":'Aveți dreptul de a sesiza Autoritatea Europeană pentru Protecția Datelor (edps@edps.europa.eu) (și anume, puteți depune o plângere) în cazul în care considerați că drepturile dumneavoastră prevăzute în Regulamentul (UE) 2018/1725 au fost încălcate ca urmare a prelucrării datelor dumneavoastră cu caracter personal de către operatorul de date.',"privacy-statement.10-detailed-info.title":"Unde puteți găsi informații mai detaliate?","privacy-statement.10-detailed-info.items.0":'Responsabilul cu protecția datelor (RPD) din cadrul Comisiei publică registrul tuturor operațiunilor de prelucrare a datelor cu caracter personal efectuate de Comisie care au fost documentate și care i-au fost notificate. Puteți consulta registrul accesând linkul: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Această operațiune specifică de prelucrare a fost inclusă în registrul public al RPD cu următorul număr de înregistrare: DPR-EC-09706.1.","privacy.title":"PROTEJAREA DATELOR DVS. CU CARACTER PERSONAL","privacy.1-intro.title":"1. Introducere","privacy.1-intro.items.1":"

    Comisia Europeană (denumită în continuare „Comisia”) se angajează să protejeze datele dvs. cu caracter personal și să vă respecte confidențialitatea. Comisia colectează și prelucrează ulterior date cu caracter personal în conformitate cu Regulamentul (UE) 2018/1725 al Parlamentului European și al Consiliului din 23 octombrie 2018 privind protecția persoanelor fizice în ceea ce privește prelucrarea datelor cu caracter personal de către instituțiile, organele, oficiile și agențiile Uniunii și privind libera circulație a acestor date (de abrogare a Regulamentului (CE) nr. 45/2001).

    ","privacy.1-intro.items.2":"

    Această declarație de confidențialitate explică motivul colectării și prelucrării, modul în care colectăm, tratăm și asigurăm protecția tuturor datelor cu caracter personal, modul în care este utilizată informația și ce drepturi vă puteți exercita în legătură cu datele dvs. cu caracter personal (dreptul de a le accesa, rectifica, bloca etc.). Aceasta specifică, de asemenea, datele de contact ale operatorului de date prin intermediul căruia vă puteți exercita drepturile, ale responsabilului cu protecția datelor și ale Autorității Europene pentru Protecția Datelor.

    ","privacy.1-intro.items.3":"

    Declarația de confidențialitate se referă la colectarea și publicarea, pe site-ul accesibil publicului Codeweek.eu, de date cu caracter personal ale persoanelor care servesc drept puncte de contact pentru activități ale Săptămânii UE a programării (ambasadori ai Săptămânii UE a programării, coordonatori ai Ministerului Educației, cadre didactice de frunte, precum și organizatori de activități și evenimente).

    ","privacy.2-why.title":"2. De ce vă prelucrăm datele?","privacy.2-why.items.1":"

    Comisia Europeană colectează și publică informațiile dvs. cu caracter personal pentru a facilita identificarea punctelor de contact de către părțile interesate sau de către cetățenii interesați. Oferirea de persoane reale ca puncte de contact este cel mai bun și mai eficient mod de a asigura că persoanele interesate pot intra în contact cu serviciile Comisiei.

    ","privacy.2-why.items.2":"

    Datele dvs. cu caracter personal nu vor fi folosite pentru vreun proces decizional automat, inclusiv realizarea de profiluri.

    ","privacy.3-legal_process.title":"3. Pe ce temei(uri) juridic(e) prelucrăm datele dvs. cu caracter personal","privacy.3-legal_process.items.1":"

    Operațiunile de prelucrare a datelor cu caracter personal pentru publicarea punctelor de contact sunt legale în conformitate cu articolul 5(1)(d) al Regulamentului (UE) 2018/1725, datorită faptului că v-ați dat consimțământul pentru prelucrarea datelor dvs. cu caracter personal prin intermediul unui formular pe internet sau atunci când ați fost de acord să folosim adresa dvs. de e-mail și numele de utilizator dacă v-ați înregistrat printr-o rețea socială.

    ","privacy.4-collect_data.title":"4. Ce date cu caracter personal colectăm și prelucrăm ulterior?","privacy.4-collect_data.items.1":"

    Datele cu caracter personal colectate sunt informații care fac mai ușoară identificarea dvs. ca punct de contact și care vă sporesc vizibilitatea pentru public și anume: formula de adresare, numele, numele de familie, poziția, adresa profesională poștală și de e-mail, numărul de telefon, poza, contul de rețea socială, biografia.

    ","privacy.4-collect_data.items.2":"

    Ați furnizat aceste date în mod voluntar, prin completarea formularului de cerere.

    ","privacy.4-collect_data.items.3":"

    Furnizarea anumitor date cu caracter personal este obligatorie pentru publicarea activităților și/sau a informațiilor de contact posibile pe site-ul codeweek.eu. Dacă nu furnizați datele dvs. cu caracter personal, activitatea dvs. nu ar fi publicată și/sau nu ați putea lua parte la rețelele menționate anterior.

    ","privacy.4-collect_data.items.4":"

    Toate datele dvs. cu caracter personal le furnizați în mod voluntar.

    ","privacy.4-collect_data.items.5":'Când vă înscrieţi pentru newsletter, adresa dumneavoastră de email este adaugată în lista de contacte EU Code Week pentru distribuirea acestuia, gestionată de Mailerlite.com. Vă rugăm să citiţi politica de confidenţialitate Mailerlite: https://www.mailerlite.com/legal/privacy-policy. Puteţi să optaţi oricând pentru ștergerea din lista de trimitere, folosind link-ul "Unsubscribe” afișat în mesajele primite de la noi sau trimiţând un email către info@codeweek.eu, cu menţiunea “Unsubscribe” adăugată în câmpul "Subject". ',"privacy.5-how_long.title":"5. Cât timp păstrăm datele dvs. cu caracter personal?","privacy.5-how_long.items.1":"

    Comisia păstrează datele dvs. cu caracter personal numai pe durata de timp necesară pentru îndeplinirea scopului colectării sau prelucrării ulterioare descrise la punctul 2 și anume atât timp cât sunteți punct de contact.

    ","privacy.5-how_long.items.2":"

    Datele dvs. cu caracter personal vor fi eliminate de pe site-ul disponibil publicului de îndată ce vă încetați funcția de punct de contact, cu excepția cazului în care v-ați exprimat acordul să fiți inclus(ă) în baza de date pentru activități viitoare.

    ","privacy.6-protect_data.title":"6. Cum vă protejăm și garantăm datele cu caracter personal?","privacy.6-protect_data.items.1":"

    Toate datele cu caracter personal în format electronic (e-mail-uri, documente, baze de date, loturi de date încărcate etc.) sunt stocate fie pe serverele Comisiei Europene, fie pe cele ale contractantului său. Toate operațiunile de prelucrare sunt efectuate în conformitate cu Decizia (UE, Euratom) 2017/46 a Comisiei din 10 ianuarie 2017 privind securitatea sistemelor informatice și de comunicații în cadrul Comisiei Europene.

    ","privacy.6-protect_data.items.2":"

    Contractanții Comisiei sunt obligați, printr-o clauză contractuală specifică, cu privire la orice operațiuni de prelucrare a datelor dvs. în numele Comisiei și prin obligațiile de confidențialitate care derivă din transpunerea Regulamentul general privind protecția datelor în statele membre UE [Regulamentul (UE) 2016/679 „RGPD”].

    ","privacy.6-protect_data.items.3":"

    Pentru a vă proteja datele cu caracter personal, Comisia a pus în aplicare o serie de măsuri tehnice și organizatorice. Măsurile tehnice includ acțiuni adecvate pentru abordarea securității online, riscului de pierdere a datelor, modificării datelor sau accesului neautorizat, luând în considerare riscul prezentat de prelucrarea și de natura datelor cu caracter personal care sunt prelucrate. Măsurile organizatorice includ restricționarea accesului la datele cu caracter personal doar la persoanele autorizate cu o nevoie legitimă de a le cunoaște în scopul acestor operațiuni de prelucrare.

    ","privacy.7-access_data.title":"7. Cine are acces la datele dvs. și cui îi sunt dezvăluite acestea?","privacy.7-access_data.items.1":"

    Accesul la datele dvs. cu caracter personal este acordat personalului Comisiei responsabil de efectuarea acestei operațiuni de prelucrare și personalului autorizat pe baza principiului „nevoii de cunoaștere”. Acest personal respectă acorduri legale și, dacă este necesar, acorduri de confidențialitate suplimentare.

    ","privacy.7-access_data.items.2":"

    La modul concret, toate datele cu caracter personal furnizate de dvs. pot fi accesate de administratorii site-urilor (personalul Comisiei), precum și de alt personal al Comisiei, în măsura în care există nevoia de a cunoaște aceste date.. Mai mult, informațiile dvs. cu caracter personal și informațiile referitoare la evenimente vor fi împărtășite membrilor ambasadorilor Săptămânii UE a programării și rețelelor de coordonatori educaționali, pentru organizarea activităților locale sau pentru activități ulterioare.

    ","privacy.7-access_data.items.3":"

    În scopul sporirii vizibilității punctelor de contact, datele dvs. cu caracter personal sunt publicate fără vreo limitare a accesului pe site-ul public: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Cu privire la transferul datelor către terțe părți

    ","privacy.7-access_data.items.5":"

    Informațiile pe care le colectăm nu vor fi date niciunei terțe părți, decât în măsura și în scopul în care suntem obligați prin lege să facem acest lucru.

    ","privacy.8-rights.title":"8. Care sunt drepturile dvs. și cum vă puteți exercita aceste drepturi?","privacy.8-rights.items.1":"

    Aveți anumite drepturi în calitate de „persoană vizată” în conformitate cu Capitolul III (articolele 14-25) din Regulamentul (UE) 2018/1725, în particular dreptul de a accesa, de a rectifica sau de a șterge datele dvs. cu caracter personal și dreptul de a restricționa prelucrarea datelor dvs. cu caracter personal. După caz, aveți de asemenea dreptul de a vă opune prelucrării sau dreptul la portabilitatea datelor.

    ","privacy.8-rights.items.2":"

    V-ați dat consimțământul privind furnizarea datelor dvs. cu caracter personal către noi în scopul actualei operații de prelucrare și vă puteți retrage în orice moment consimțământul anunțând operatorul de date. Retragerea nu va afecta legalitatea prelucrării efectuate înainte de a vă retrage consimțământul.

    ","privacy.8-rights.items.3":"

    Vă puteți exercita drepturile contactând operatorul de date sau, în caz de conflict, contactând responsabilul cu protecția datelor. Dacă este necesar, puteți contacta și Autoritatea Europeană pentru Protecția Datelor. Datele de contact ale acesteia sunt indicate la punctul 9 de mai jos.

    ","privacy.9-contact.title":"9. Informații de contact","privacy.9-contact.data-controller.title":"- Operatorul de date","privacy.9-contact.data-controller.text":"

    Dacă doriți să vă exercitați drepturile în conformitate cu Regulamentul (UE) 2018/1725, sau dacă aveți comentarii, întrebări sau îngrijorări, sau dacă doriți să depuneți o plângere privind colectarea și utilizarea datelor dvs. cu caracter personal, puteți contacta operatorul de date,

    ","privacy.9-contact.data-controller.address":"Directorate-General for Communications Networks, Content and Technology (Direcția Generală pentru Rețele de comunicare, Conținut și Tehnologie) Unit G2
    Building BU25
    B-1049 Brussels
    ","privacy.9-contact.data-controller.email":"e-mail: ","privacy.9-contact.data-protection-officer.title":"- Responsabilul cu protecția datelor (RPD) din cadrul Comisiei","privacy.9-contact.data-protection-officer.text":'

    Puteți contacta Responsabilul cu protecția datelor (DATA-PROTECTION-OFFICER@ec.europa.eu) cu privire la probleme legate de prelucrarea datelor dvs. cu caracter personal în conformitate cu Regulamentul (UE) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"- Autoritatea Europeană pentru Protecția Datelor (AEPD)","privacy.9-contact.european-data-protection.text":'

    Aveți dreptul de a sesiza (adică de a depune o plângere la) Autoritatea Europeană pentru Protecția Datelor (edps@edps.europa.eu) în cazul în care considerați că v-au fost încălcate drepturile conferite prin Regulamentul (UE) 2018/1725 ca urmare a prelucrării datelor dvs. cu caracter personal de către operatorul de date.

    ',"remote-teaching.remote-teaching":"Predarea la distanță","remote-teaching.intro.title":"Săptămâna programării și predarea la distanță","remote-teaching.intro.text":"Educația la distanță poate fi o provocare pentru profesori și cursanți și există multe obstacole de depășit. Totuși, predarea programării, a gândirii computaționale - chiar și a roboticii - nu trebuie să se oprească pentru că elevii dumneavoastră sunt acasă. Iată câteva sfaturi și resurse care sperăm să vă ajute","remote-teaching.intro.points.1":"este o colecție de videoclipuri scurte, materiale de lucru individual, ghicitori, jocuri și provocări de programare pentru utilizare zilnică în familie sau la școală","remote-teaching.intro.points.2.0":"Coding Unplugged (Programare fără calculator)","remote-teaching.intro.points.2.1":"aici veți găsi diferite activități pe care le puteți desfășura cu ușurință acasă pentru a învăța sau a preda programare cu materiale de zi cu zi.","remote-teaching.intro.points.3.0":"Learning Bits (Module de învățare)","remote-teaching.intro.points.3.1":"aici veți găsi module de învățare sau tutoriale despre dezvoltarea durabilă și inteligența artificială, care includ secțiuni de predare la distanță în planurile de lecții.","remote-teaching.intro.points.4.0":"Depozitul de resurse","remote-teaching.intro.points.4.1":"multe dintre resursele din depozit pot fi utilizate și în scenarii de predare la distanță. Puteți găsi resurse pentru a preda programarea sau pentru a învăța programarea.","remote-teaching.intro.points.5.0":"Webinare de programare de acasă","remote-teaching.intro.points.5.1":"știați că Săptămâna programării a organizat mai multe webinare despre cum se poate învăța și preda programare de acasă? Le încercați?","remote-teaching.tips.title":"7 sfaturi pentru a preda programarea la distanță","remote-teaching.tips.points.1.0":"Familiarizați-vă cu conceptele, cu limbajul de programare și cu software-ul","remote-teaching.tips.points.1.1":"chiar dacă elevii pot învăța să codeze și să programeze în regim semiautonom prin încercare și eroare, va trebui să îi îndrumați și să-i ajutați să găsească erorile în sintaxa lor. Fiți gata să schimbați metoda și să vă adaptați dacă un instrument digital sau un limbaj de programare nu conduce la rezultatele învățării pe care le așteptați.","remote-teaching.tips.points.2.0":"Susțineți forțele proprii ale elevilor","remote-teaching.tips.points.2.1":"ajutați-i pe elevi să își atingă potențialul maxim oferind lecții motivante și semnificative. Lăsați-i să își exploreze abilitățile și creativitatea, permițându-le să își aleagă propriile proiecte și realizări. În plus, vă recomandăm să fiți realist și să vă stabiliți obiective realizabile de către elevi.","remote-teaching.tips.points.3.0":"Încurajați elevii să lucreze în grupuri","remote-teaching.tips.points.3.1":`programarea în grup nu este doar mai distractivă, ci ar și ajuta elevii să realizeze proiecte mai complexe și mai creative. În plus, învățarea la distanță poate fi un factor de izolare pentru unii elevi, iar lucrul în grup poate preveni acest lucru. De exemplu, puteți crea săli de întâlnire online pentru ca elevii dumneavoastră să se reunească în grupuri sau puteți configura o evaluare reciprocă invitând elevii să primească și să ofere feedback constructiv cu privire la proiectele celorlalți. -`,"remote-teaching.tips.points.4.0":"Explorați software-ul cu sursă deschisă și platformele online gratuite pentru a învăța să programați","remote-teaching.tips.points.4.1":"există multe resurse de bună calitate pentru a învăța și a preda programarea, care sunt avansate, dar totuși ușor de utilizat. Acestea sunt instrumente gratuite pe care elevii dumneavoastră le pot folosi fără a fi nevoiți să cumpere licențe sau să descarce software. Majoritatea se găsesc în depozitul Săptămânii programării, de exemplu, Scratch, App Inventor, Code.org, EarSketch, Sonic Pi, și așa mai departe. Așa cum am văzut în cazul modulelor de învățare (Learning Bits) din cadrul Săptămânii programării, puteți aplica aceste instrumente oricărui subiect!","remote-teaching.tips.points.5.0":"Păstrați predarea într-un registru de joacă","remote-teaching.tips.points.5.1":"primii pași în programare ar trebui făcuți într-o atmosferă antrenantă și amuzantă și, deși este posibil ca acum să nu puteți împărtăși personal această bucurie, există modalități de a vă juca și de a vă distra împreună! De exemplu, le puteți propune elevilor să ia o pauză de la lecție pentru a vă conecta și a vă juca împreună CodyColor, un joc educațional cu mai mulți jucători conceput pentru a învăța gândirea computațională prin joc.","remote-teaching.tips.points.6.0":"Stimulați o interacțiune de tipul celei din clasă","remote-teaching.tips.points.6.1":"tehnologia ne permite să reproducem, cel puțin parțial, tipul de interacțiune care ar avea loc în clasă. Vă puteți încuraja elevii să își pornească la anumite ore camerele, să ridice mâna virtual, să pună întrebări personal sau în chat, să răspundă la sondaje și la chestionare digitale etc. Câteva instrumente digitale gratuite pe care le-ați putea utiliza în acest scop sunt Zoom, Microsoft Teams, GoToMeeting sau Jitsi pentru sesiuni de clasă live și Kahoot, Mentimeter or Google Forms pentru chestionare și interacțiune în clasă. Astfel, elevii s-ar simți ca și cum ar fi în clasă și s-ar simți conectați cu colegii lor.","remote-teaching.tips.points.7.0":"Asigurați disponibilitatea și accesibilitatea materialelor","remote-teaching.tips.points.7.1":"asigurați-vă că lecțiile de programare sunt realiste și incluzive, asigurându-vă că materialele necesare sunt ușor de găsit în orice casă și că toți elevii le pot realiza sau, în caz contrar, că oferiți adaptări celor care nu ar avea această posibilitate. De exemplu, activitățile de programare fără calculator necesită materiale ieftine, cum ar fi foarfece, hârtie sau markere. Când lucrați cu exerciții de programare online, asigurați-vă că toți elevii au acces acasă la o tabletă sau la un calculator și o conexiune de internet fiabilă.","remote-teaching.tips.conclusion":"Cum să învățați și să predați codarea și programarea în medii de predare la distanță? Aveți sfaturi pentru alți profesioniști din educație? Adăugați un comentariu în forumul de mai jos!","report.title":"Raportați evenimentul dumneavoastră #EUCodeWeek","report.event_title":"Titlul evenimentului","report.number_required":"Vă rugăm să oferiți o estimare aproximativă, chiar dacă nu aveți date exacte.","report.phrase1":"Puteți completa o singură dată acest formular! Vă rugăm să verificați cu atenție datele. Dacă faceți o greșeală, ","report.phrase2":"După trimiterea raportului, un certificat personalizat pentru participarea la Săptămâna programării va fi emis automat și va fi disponibil pentru a fi descărcat sau distribuit. Puteți vedea un model de certificat aici.","report.phrase3":"Câmpurile obligatorii sunt marcate cu un * asterisc.","report.phrase4":"Puteți completa o singură dată acest formular! Vă rugăm să verificați cu atenție datele. Dacă faceți o greșeală,","report.contactus":"contactați-ne","report.participants_count.label":"Număr de participanți","report.average_participant_age.label":"Vârsta medie a participanților","report.percentage_of_females.label":"Procentaj de femei","report.codeweek_for_all_participation_code.label":"Cod de participare Săptămâna programării pentru toți","report.codeweek_for_all_participation_code.help":"Puteți introduce aici codul provocării Codeweek4All, dacă aveți un astfel de cod. Dacă nu participați, ignorați acest câmp.","report.name_for_certificate.label":"Nume pentru certificat","report.name_for_certificate.help":"Înlocuiți-l cu numele organizatorului evenimentului pentru care va fi emis un certificat de participare la Săptămâna programării. Vă rugăm să folosiți numai litere ASCII (alfabet latin). Literele cu accente, diacriticele și altele asemănătoare nu sunt compatibile.","report.submit":"Trimitere raport eveniment","report.thanks_page.title":"Mulțumim pentru raportul trimis pentru evenimentul dumneavoastră!","report.thanks_page.certificate_ready":"Certificatul dumneavoastră este gata.","report.thanks_page.download_button":"Clic aici pentru a-l descărca.","report.thanks_page.back_events":"Reveniți la evenimentul dumneavoastră","resources.search_resources":"Căutare resurse","resources.types":"Tipuri","resources.levels":"Niveluri","resources.programming_languages":"Limbaje de programare","resources.categories":"Categorii","resources.Languages":"Limba","resources.Subjects":"Subiecte","resources.share":"Partajare","resources.communication_toolkit":"Set de instrumente de comunicare","resources.teachers_toolkit":"Set de instrumente pentru profesori","resources.leaflet":"Broșură","resources.how_to_organise_an_activity":"Cum să organizezi o activitate?","resources.resources.languages.Russian":"Rusă","resources.resources.languages.Norwegian":"Norvegiană","resources.resources.languages.Mandarin":"Mandarină","resources.resources.languages.Japanese":"Japoneză","resources.resources.languages.All targeted languages":"Toate limbile vizate","resources.resources.levels.Beginner":"Începător","resources.resources.levels.Intermediate":"Intermediar","resources.resources.levels.Advanced":"Avansat","resources.resources.levels.Pre-primary education":"Învățământ preșcolar","resources.resources.levels.Primary school (5-12)":"Învățământ primar (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Învățământ gimnazial (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Învățământ liceal (16-18)","resources.resources.levels.Higher Education":"Învățământul superior","resources.resources.levels.Other":"Altele","resources.resources.subjects.Art":"Artă","resources.resources.subjects.Biology":"Biologie","resources.resources.subjects.Chemistry":"Chimie","resources.resources.subjects.Computer Science":"Știința calculatoarelor","resources.resources.subjects.Culture":"Cultură","resources.resources.subjects.Economics":"Economie","resources.resources.subjects.Foreign Languages":"Limbi străine","resources.resources.subjects.Geography":"Geografie","resources.resources.subjects.Geology":"Geologie","resources.resources.subjects.History":"Istorie","resources.resources.subjects.Language and Literature":"Limbă și literatură","resources.resources.subjects.Mathematics":"Matematică","resources.resources.subjects.Natural Sciences":"Științe naturale","resources.resources.subjects.Physical Education":"Educație fizică","resources.resources.subjects.Physics":"Fizică","resources.resources.subjects.Coding":"Programare","resources.resources.subjects.Special Education Needs":"Nevoi speciale pentru învățământ","resources.resources.subjects.Other":"Altele","resources.resources.types.Tutorial":"Tutorial","resources.resources.types.Website":"Site","resources.resources.types.Online Course":"Curs online","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Aplicație","resources.resources.types.Game":"Joc","resources.resources.types.Graphic Material":"Material grafic","resources.resources.types.Presentation":"Prezentare","resources.resources.types.Toolkit":"Set de instrumente","resources.resources.types.Other":"Altele","resources.resources.types.Lesson Plan":"Plan de lecție","resources.resources.types.Guide":"Ghid","resources.resources.categories.Coding":"Programare","resources.resources.categories.Programming":"Programare","resources.resources.categories.Computational Thinking":"Gândire computațională","resources.resources.categories.Robotics":"Robotică","resources.resources.categories.Making":"Elaborare","resources.resources.categories.Tinkering":"Ajustare","resources.resources.categories.Unplugged Activities":"Activități fără calculator","resources.resources.categories.Other":"Altele","school.name":"Numele școlii","school.location":"Locația școlii","school.description":"Descrierea școlii","school.school":"Școală","school.add":"Adăugare","school.list":"Listă","school.required.name":"Este necesar numele școlii","school.required.location":"Este necesară locația școlii","schools.1.title1":"De ce să aduceți programarea în clasă?","schools.1.title2":"Cum îi poate ajuta programarea pe elevii dumneavoastră? Care este avantajul dumneavoastră, ca profesor?","schools.1.content.0":"Considerăm că într-o eră digitală, competențele de bază ale oricărei persoane trebuie să includă o înțelegere a programării și dezvoltarea de competențe esențiale legate de gândirea computațională, cum ar fi rezolvarea de probleme, colaborarea și aptitudinile analitice.","schools.1.content.1":"Studierea programării îi poate stimula pe elevii dumneavoastră să fie în prim-planul unei societăți competente digital, să dezvolte o mai bună înțelegere a lumii care îi înconjoară și să aibă șanse mai bune de reușită în viața lor personală și profesională.","schools.1.content.2":"Săptămâna programării oferă tuturor elevilor posibilitatea de a face primii pași în calitate de creatori digitali, oferind școlilor și profesorilor oportunități gratuite de dezvoltare profesională, materiale didactice, provocări internaționale și posibilitatea de a face schimb de experiențe.","schools.1.button.label":"Doriți să începeți chiar acum Înregistrați-vă aici!","schools.2.title1":"Sunteți gata să vă implicați","schools.2.title2":"Organizați o lecție, o sesiune de formare sau un eveniment și adăugați-l pe hartă.","schools.2.content.0":"Indiferent dacă aveți sau nu cunoștințe despre coduri sau programare, puteți organiza cu ușurință o lecție în clasa dumneavoastră, o zi a porților deschise, sau un eveniment la școala dumneavoastră. Găsiți doar o dată și înregistrați-vă activitatea pe harta de mai jos. Dacă considerați că aveți nevoie de ajutor la pregătirea unui curs privind programarea, treceți la secțiunea următoare.","schools.2.content.1":"Uitați-vă la câteva exemple de activități care sunt organizate răsfoind harta de mai jos și adăugați propriile exemple pentru a vă alătura miilor de educatori din întreaga Europă și din restul lumii: ","schools.2.button.label":"Sunteți gata să încercați Adăugați o activitate!","schools.3.title1":"Novice în ale programării Nicio grijă","schools.3.title2":"Instrumentele noastre vă ajută să faceți cunoștință cu programarea înainte de a o prezenta elevilor dumneavoastră","schools.3.content.0":"Dacă sunteți interesat să aduceți programarea în clasa dumneavoastră dar nu știți unde să începeți, nu vă faceți griji! O echipă internațională de profesori și experți au elaborat un set de module scurte de instruire online pentru a vă ajuta să începeți.","schools.3.content.1":"Nu este nevoie de experiență anterioară în programare pentru a urmări modulele noastre de învățare!","schools.3.button.label":"Accesați modulele de instruire","schools.4.title1":"Căutați o provocare în plus?","schools.4.title2":"Construiți o rețea de activități, implicați cât mai mulți elevi și câștigați Certificatul de excelență","schools.4.content.0":"Săptămâna programării pentru toți vă provoacă să vă uniți forțele cu alți profesori sau alte școli și să faceți parte dintr-o comunitate internațională de oameni care împărtășesc aceeași viziune și care le oferă elevilor posibilitatea de a face primii pași în programare. Realizați o alianță care implică mai mult de 500 de elevi și veți câștiga Certificatul de excelență.","schools.4.button.label":"Aflați mai multe despre provocarea Săptămânii programării pentru toți","schools.title":"Școli: aduceți Săptămâna programării elevilor dumneavoastră","scoreboard.title":"Ce țări freamătă de activitate de programare?","scoreboard.paragraph":"Tabela de afișaj este sortată în funcție de numărul de evenimente de programare per locuitori, așa că să nu vă surprindă să vedeți țări mai mici care sunt mai sus în listă!","scoreboard.parcipating_with":"participă cu","scoreboard.events":"evenimente","search.audience_title":"Public","search.theme_title":"Temă","search.placeholder":"Căutați numele sau eticheta unui eveniment","search.submit":"Căutare","search.label_country":"Selectare țară","search.last_year_events.label":"Include evenimentele de anul trecut","search.last_year_events.yes":"Da","search.last_year_events.no":"Nu","search.search_counter":"corespunde criteriilor dumneavoastră de căutare","search.event":"eveniment","search.events":"evenimente","search.year":"an","search.audiences":"Public","search.themes":"Teme","search.countries":"Țări","search.search_placeholder":"Căutare după titlu și descriere","snippets.featured-activities":"Iată viitoarele activități prezentate în cadrul Săptămânii UE a programării care sunt deschise participării online. Le puteți filtra în funcție de limbă și de lună și, făcând clic pe „vizualizare”, veți accesa toate detaliile despre activitate și datele de contact ale organizatorilor. Distracție plăcută!","snippets.learn":"Codarea și programarea sunt competențe-cheie care sunt din ce în ce mai solicitate în toate domeniile, iar Săptămâna UE a programării dorește să vă sprijine în procesul de învățare! Consultați depozitul nostru și găsiți resursa perfectă pentru a vă începe sau a vă continua călătoria în domeniul programării. Toate aceste resurse sunt gratuite. Nu uitați că puteți filtra căutarea în funcție de tipul de resursă, de nivelul de competență, de limbajul de programare, de categorie și de limbă.","snippets.teach":"Codarea și programarea sunt competențe-cheie care vor deschide noi posibilități elevilor și copiilor dumneavoastră. Doriți să predați codarea acasă, în clasă sau într-un club de programare? Consultați depozitul nostru pentru a găsi cea mai adecvată resursă prin care să introduceți codarea și programarea în practica dumneavoastră de predare. Toate aceste resurse sunt gratuite. Nu uitați că puteți filtra căutarea în funcție de tipul de resursă, de nivelul de competență, de limbajul de programare, de subiect, de categorie și de limbă.","snippets.toolkits.0":"În această secțiune veți găsi materiale care vă vor ajuta să vă organizați activitatea din cadrul Săptămânii UE a programării și să promovați inițiativa împreună cu comunitatea dumneavoastră.","snippets.toolkits.1":"Set de instrumente de comunicare","snippets.toolkits.2":"găsiți aici logourile oficiale, ecusonul, broșura, afișul, modele PowerPoint și Word ale Săptămânii UE a programării, precum și exemple de postări pe platformele de comunicare socială și ilustrații.","snippets.toolkits.3":"Set de instrumente pentru profesori","snippets.toolkits.4":"găsiți aici logourile oficiale și ecusonul Săptămânii UE a programării, model de certificat de participare pentru elevii dumneavoastră, o prezentare introductivă despre Săptămâna UE a programării și materiale de pe platformele de comunicare socială.","snippets.toolkits.5":"Broșura oficială a Săptămânii UE a programării.","snippets.about.goal":"Scopul este să ajută mai mulți tineri să stăpânească elementele de bază ale programării și ale gândirii computaționale.","snippets.guide.tutorials.1":"Încearcă","snippets.guide.tutorials.2":"tutorialele și cursurile noastre","snippets.guide.tutorials.3":"disponibile în 29 de limbi și pregătește-te să organizezi activități prin care tinerii învață să programarea și gândirea computațională.","snippets.dance.menu":"Provocarea dansului","snippets.dance.subtitle":"Cine a spus că programatorii nu pot dansa? Prin provocarea #EUCodeWeekDance le vom dovedi că se înșală.","snippets.dance.content":"Oricine. Școlile, profesorii, bibliotecile, cluburile de programare, întreprinderile și autoritățile publice sunt invitate să sărbătorească Săptămâna UE a programării prin organizarea unei activități #EUCodeWeekDance și să o adauge pe harta Săptămânii programării.","snippets.treasure-hunt.menu":"Vânătoarea de comori","snippets.treasure-hunt.subtitle":"Acesta este un joc pe Telegram","snippets.videos.1":"Urmărește clipurile video ale ambasadorilor Săptămânii UE a programării referitoare la valorile noastre","snippets.videos.2":"Urmărește-o pe Katja Osljak, ambasadorul pentru Slovenia, explicând de ce Săptămâna programării este independentă","snippets.videos.3":"Urmărește-l pe Laurent Touché, ambasadorul pentru Franța, explicând de ce Săptămâna programării este pentru toată lumea","snippets.videos.4":"Urmărește-o pe Fatma Bouaziz, ambasadorul pentru Tunisia, explicând de ce Săptămâna programării este glocală","snippets.videos.5":"Urmărește-o pe Linda Sinka, ambasadorul pentru Letonia, explicând de ce în Săptămâna programării este vorba de cooperare","snippets.videos.6":"Urmărește-l pe Alessandro Bogliolo, ambasadorul pentru Italia, explicând de ce Săptămâna programării este non-profit","snippets.videos.7":"Urmărește-o pe Marjana Prifti, ambasadorul pentru Albania, explicând de ce Săptămâna programării încurajează inovarea și creativitatea","snippets.videos.8":"Urmărește-o pe Cristiana Lucaci, ambasadorul pentru România, explicând de ce Săptămâna programării îi este recunoscătoare comunității sale","training.learning_bits":"Module de învățare pentru Săptămâna programării","training.title":"Materiale de instruire și cursuri online gratuite","training.text":`

    Aici puteți găsi materiale de instruire și resurse gratuite care vă vor ajuta să începeți și să vă planificați următoarea lecție inovatoare.

    -

    1. Module de învățare

    -

    Nu este necesară experiență anterioară de scriere de cod sau programare, iar fiecare modul necesită aproximativ 15 minute pentru a fi finalizat. Modulele vă prezintă concepte-cheie legate de activități de programare și gândire computațională. În plus, modulele vă oferă idei și sfaturi practice cu privire la modul de integrare a conceptelor în clasa dumneavoastră.

    `,"training.text_2":`

    Acum că ați finalizat unu sau mai multe module de învățare pentru Săptămâna programării, sperăm că vă simțiți suficient de pregătit să aduceți puțină creativitate digitală în clasa dumneavoastră și să vă adăugați activitatea pe harta Săptămânii programării!

    - -

    Puteți organiza cu ușurință o lecție în clasa dumneavoastră, o zi a porților deschise sau un eveniment la școala dumneavoastră. Trebuie doar să găsiți o dată și să vă înregistrați activitatea pe harta Săptămânii programării. Fiecare organizator de activități va primi un certificat de participare pentru efortul depus.

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    Dacă doriți să intrați în legătură cu un grup internațional de profesori entuziaști, alăturați-vă grupului de Facebook pentru profesori Săptămâna UE a programării! Pentru a face un pas în plus și a colabora cu alte școli din țara dumneavoastră sau din străinătate, alăturați-vă provocării Săptămâna programării pentru toți.

    `,"training.lessons.1.title":"Programarea fără tehnologie digitală (fără dispozitive electronice)","training.lessons.1.author":"de Alessandro Bogliolo","training.lessons.1.text":`

    Programarea este limbajul lucrurilor, care ne permite să scriem programe care să confere noi funcționalități zecilor de miliarde de obiecte programabile din jurul nostru. Programarea este cea mai rapidă cale de a ne materializa ideile și cea mai eficientă cale de a dezvolta capacități de gândire computațională. Cu toate acestea, nu avem neapărat nevoie de tehnologie pentru a ne dezvolta gândirea computațională. Mai degrabă competențele noastre de gândire computațională sunt esențiale pentru a face ca tehnologia să funcționeze.

    - -

    În acest videoclip, Alessandro Bogliolo, profesor de sisteme computerizate în Italia și coordonator al Săptămânii europene a programării, va prezenta activități de programare fără calculator care pot fi desfășurate fără niciun dispozitiv electronic. Scopul principal al activităților fără calculator este de a coborî barierele de acces pentru a aduce programarea în orice școală, indiferent de finanțare sau echipamente.

    - -

    Activitățile de programare fără calculator dezvăluie aspectele computaționale ale lumii fizice din jurul nostru.

    `,"training.lessons.1.activities.1":"Activitatea 1 – CodyRoby pentru învățământul primar","training.lessons.1.activities.2":"Activitatea 2 – CodyRoby pentru învățământul gimnazial","training.lessons.1.activities.3":"Activitatea 3 – CodyRoby pentru învățământul liceal","training.lessons.2.title":"Gândirea computațională și rezolvarea de probleme","training.lessons.2.author":"de Miles Berry","training.lessons.2.text":`

    Gândirea computațională (GC) descrie un mod de a privi problemele și sistemele astfel încât să poată fi folosit un calculator pentru a ne ajuta să le rezolvăm sau să le înțelegem. Gândirea computațională nu este doar esențială pentru dezvoltarea de programe de calculator, ci poate fi folosită și pentru a susține rezolvarea de probleme în toate disciplinele.

    - -

    Îi puteți învăța pe elevii dumneavoastră GC solicitându-le să defalce probleme complexe în probleme mai mici (descompunere), să recunoască tipare (recunoaștere de tipare), să identifice detalii relevante pentru rezolvarea unei probleme (abstractizare); sau stabilind reguli sau instrucțiuni de urmat pentru obținere a unui rezultat dorit (conceperea unui algoritm). GC poate fi învățată în multe discipline diferite, de exemplu în matematică (găsirea regulilor pentru factorizarea polinoamelor de gradul 2), literatură (defalcarea analizei unei poezii în analiza metrului, a rimei și a structurii), limbi (găsirea de tipare în literele finale ale unui verb care afectează scrierea acestuia odată cu schimbarea timpului verbal) și multe altele.

    - -

    În acest videoclip, Miles Berry, lector principal la School of Education din Guildford, din cadrul Universității din Roehampton (Regatul Unit), va prezenta conceptul de gândire computațională și diversele moduri pe care un profesor le poate integra în clasă, prin jocuri simple.

    `,"training.lessons.2.activities.1":"Activitatea 1 – Dezvoltarea gândirii matematice pentru învățământul primar","training.lessons.2.activities.2":"Activitatea 2 – Familiarizarea cu algoritmi pentru învățământul gimnazial","training.lessons.2.activities.3":"Activitatea 3 – Algoritmi pentru învățământul liceal","training.lessons.3.title":"Programarea vizuală – introducere în Scratch","training.lessons.3.author":"de Margo Tinawi","training.lessons.3.text":`

    Programarea vizuală le permite oamenilor să descrie procese cu ajutorul ilustrațiilor sau al graficelor. De obicei, facem distincție între programarea vizuală și programarea bazată pe text. Limbajele de programare vizuală (LPV) sunt deosebit de bine adaptate pentru introducerea gândirii algoritmice la copii (și chiar la adulți). Cu ajutorul LPV este mai puțin de citit și nu există sintaxă de implementat.

    - -

    În acest videoclip, Margo Tinawi, profesoară de dezvoltare web la Le Wagon și cofondatoare a Techies Lab asbl (Belgia), vă va ajuta să descoperiți Scratch, unul dintre cele mai îndrăgite LPV, folosit în lumea întreagă. Scratch a fost elaborat de MIT în 2002, iar de atunci s-a format o comunitate numeroasă în jurul său, în care puteți găsi milioane de proiecte pe care le puteți replica împreună cu elevii dumneavoastră, precum și nenumărate tutoriale în mai multe limbi.

    - -

    Nu aveți nevoie de experiență de programare pentru a folosi Scratch și îl puteți folosi pentru orice materie! De exemplu, folosind Scratch ca instrument digital pentru spus povești, elevii pot crea povești, pot ilustra o problemă de matematică sau pot juca un concurs de artă pentru a învăța despre patrimoniul cultural, învățând în același timp programare și gândire computațională și, cel mai important, distrându-se.

    - -

    Scratch este un instrument gratuit, foarte intuitiv și motivant pentru elevii dumneavoastră. Urmăriți videoclipul lui Margo și învățați cum puteți începe.

    `,"training.lessons.3.activities.1":"Activitatea 1 – Bazele Scratch pentru învățământul primar","training.lessons.3.activities.2":"Activitatea 2 – Bazele Scratch pentru învățământul gimnazial","training.lessons.3.activities.3":"Activitatea 3 – Bazele Scratch pentru învățământul liceal","training.lessons.4.title":"Crearea de jocuri educaționale cu Scratch","training.lessons.4.author":"de Jesús Moreno León","training.lessons.4.text":`

    Gândirea critică, persistența, rezolvarea de probleme, gândirea computațională și creativitatea sunt doar câteva dintre competențele-cheie de care au nevoie elevii dumneavoastră pentru a avea succes în secolul 21, iar programarea vă poate ajuta să realizați aceste lucruri într-un mod distractiv și motivant.

    - -

    Noțiunile algoritmice de controlul fluxului folosind secvențe de instrucțiuni și bucle, reprezentarea datelor folosind variabile și liste sau sincronizarea proceselor pot părea concepte complicate, dar în acest videoclip veți afla că sunt mai ușor de învățat decât ați crede.

    - -

    În acest videoclip, Jesús Moreno León, un profesor de informatică și cercetător din Spania, vă va explica cum puteți dezvolta aceste și alte competențe la elevii dumneavoastră, în mod distractiv. Cum se poate face acest lucru? Creând un joc cu întrebări și răspunsuri în Scratch, cel mai îndrăgit limbaj de programare folosit în școli din lumea întreagă. Scratch nu doar intensifică gândirea computațională, ci permite de asemenea introducerea de elemente de „gamification” în clasă pentru a menține motivația elevilor în timp de învață și se distrează.

    - -

    Urmăriți videoclipul și învățați cum puteți începe:

    `,"training.lessons.4.activities.1":"Activitatea 1 – Joc cu întrebări și răspunsuri cu Scratch pentru învățământul primar","training.lessons.4.activities.2":"Activitatea 2 – Joc cu întrebări și răspunsuri cu Scratch pentru învățământul gimnazial","training.lessons.4.activities.3":"Activitatea 3 – Joc cu întrebări și răspunsuri cu Scratch pentru învățământul liceal","training.lessons.5.title":"Creație, robotică și meșterit în clasă","training.lessons.5.author":"de Tullia Urschitz","training.lessons.5.text":`

    Integrarea programării, a meșteritului, a roboticii și a microelectronicii ca instrumente de predare și învățare în programele școlare reprezintă cheia educației în secolul 21.

    - -

    Folosirea meșteritului și a roboticii în școli are multe beneficii pentru elevi, deoarece îi ajută să dezvolte competențe-cheie precum rezolvarea de probleme, munca în echipă și colaborarea. De asemenea, stimulează creativitatea și încrederea elevilor și îi poate ajuta pe aceștia să dezvolte perseverență și hotărâre atunci când se confruntă cu provocări. Robotica este, de asemenea, un domeniu care promovează incluziunea, deoarece este ușor accesibilă unei largi categorii de elevi cu diverse talente și competențe (atât băieți, cât și fete) și influențează în mod pozitiv elevii cu tulburări de spectru autist.

    - -

    Urmăriți acest videoclip în care Tullia Urschitz, ambasador italian al Scientix și profesoară STEM la Sant’Ambrogio Di Valpolicella, Italia, oferă câteva exemple practice cu privire la modul în care profesorii pot integra meșteritul și robotica în clasă, transformând astfel elevii pasivi în creatori entuziaști.

    `,"training.lessons.5.activities.1":"Activitatea 1 – Cum să faci o mână mecanică din placaj, pentru învățământul primar","training.lessons.5.activities.2":"Activitatea 2 – Cum să faci o mână mecanică sau robotizată, pentru învățământul gimnazial","training.lessons.5.activities.3":"Activitatea 3 – Cum să faci o mână mecanică sau robotizată, pentru învățământul liceal","training.lessons.6.title":"App Inventor și App Development","training.lessons.6.author":"de Rosanna Kurrer","training.lessons.6.text":`

    Urmăriți acest videoclip în care Rosanna Kurrer (fondatoarea CyberWayFinder) explică ce este App Inventor, trece în revistă avantajele utilizării App development în sala de clasă și oferă câteva exemple practice privind modul în care profesorii pot integra App Inventor în sala de clasă, transformând elevii pasivi în creatori de jocuri entuziaști.

    -

    Cu toții utilizăm aplicații, deoarece acestea reprezintă o modalitate convenabilă și rapidă de a ne coordona activitățile. De asemenea, aplicațiile sunt tot mai utilizate în educație, deoarece fac posibilă învățarea personalizată și le permit utilizatorilor să dobândească informații. Așadar, de ce să nu le dați elevilor dumneavoastră posibilitatea de a crea o aplicație educațională pentru alții?

    `,"training.lessons.6.activities.1":"Activitatea 1 – Titlu, pentru învățământul primar","training.lessons.6.activities.2":"Activitatea 2 – Titlu, pentru învățământul secundar inferior","training.lessons.6.activities.3":"Activitatea 3 – Titlu, pentru învățământul secundar superior","training.lessons.7.title":"Bricolajul și crearea","training.lessons.7.author":"de Diogo da Silva","training.lessons.7.text":`

    Posturile și locurile de muncă sunt în schimbare și educația le calcă pe urme. Pentru pregătirea elevilor pentru carierele din secolul 21, devin esențiale noi aptitudini, precum bricolajul, crearea și găsirea de soluții ingenioase, deoarece acestea diminuează decalajul dintre școală și realitate. Transformând sala de clasă într-un mediu de colaborare axat pe soluționarea problemelor, elevii se pot implica și pot progresa. Aceste activități promovează discuțiile, permițând astfel ca sala de clasă să devină un centru de comunicare, unde fiecare contribuție este importantă.

    -

    Urmăriți videoclipul de mai jos, în care profesorul portughez de STIM, Diogo da Silva, membru al Escola Global, vă explică pas cu pas cum să elaborați o lecție care să îi stimuleze pe elevi să bricoleze,, să creeze și să învețe să găsească soluții.

    `,"training.lessons.7.activities.1":"Activitatea 1 – Titlu, pentru învățământul primar","training.lessons.7.activities.2":"Activitatea 2 – Titlu, pentru învățământul secundar inferior","training.lessons.7.activities.3":"Activitatea 3 – Titlu, pentru învățământul secundar superior","training.lessons.8.title":"Utilizarea programării la toate materiile","training.lessons.8.author":"M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Când te gândești la programare în sala de clasă, te gândești imediat la calculatoare, technologie, matematică sau științe. Totuși, având în vedere că elevii au o serie de interese și de materii, de ce să nu folosim acest lucru în favoarea noastră și să nu punem în aplicare programarea la nivelul întregii programe școlare?

    -

    Integrarea codificării în sala de clasă are numeroase beneficii, deoarece ajută elevii să își dezvolte gândirea critică și capacitatea de a rezolva probleme, să devină utilizatori activi și să își coordoneze propriul proces de învățare, care este esențial în școli. Cu toate acestea, cel mai important lucru este că elevii dumneavoastră vor învăța și se vor distra în același timp!

    -

    Limbile străine, muzica sau STIM sunt doar câteva dintre materiile pe care profesorii le pot codifica pentru viitorii oameni de știință, muzicieni, artiști, de fapt pentru oricine! Toți profesorii pot integra programarea și gândirea computațională în sala de clasă. Utilizarea unei lecții CLIL pentru a explica un algoritm din viața cotidiană, crearea unui joystick din pâslă pentru a învăța despre știință sau utilizarea unor roboți didactici pentru a stimula motivația în matematică reprezintă câteva exemple de activități pe care le puteți desfășura în sala de clasă.

    -

    Urmăriți videoclipul de mai jos pentru a vedea modul în care profesorii de muzică, științe sau limbi străine pot integra cu ușurință programarea și gândirea computațională în sala de clasă, fără a avea vreo experiență anterioară.

    `,"training.lessons.8.activities.1":"Activitatea 1 Robotica și includerea pentru învățământul primar în STIM","training.lessons.8.activities.2":"Activitatea 2 Muzica înseamnă programare","training.lessons.8.activities.3":"Activitatea 3 Bricolajul și programarea cu Makey Makey","training.lessons.8.activities.4":"Activitatea 4 Un algoritm din viața cotidiană pentru o lecție CLIL","training.lessons.9.title":"Crearea unui automat folosind un micro:bit","training.lessons.9.author":"de Pauline Maas","training.lessons.9.text":`

    - Utilizarea unui micro:bit, computerul de buzunar ușor de programat, poate fi un mod distractiv și simplu de a realiza cu elevii dvs. creații interesante, de la roboți la instrumente muzicale, învățându-i în același timp să scrie cod. Este simplu și ușor de utilizat chiar și pentru cei mai tineri dintre programatori, fiind însă totodată suficient de puternic pentru elevii mai avansați. Îl puteți încorpora într-o varietate de lecții, de la istorie la matematică și chiar științe. Posibilitățile sunt nelimitate. Micro:bit este un mod interesant și necostisitor de a-i învăța pe elevi să scrie cod, dezvoltându-le în același timp abilități esențiale, precum gândirea computațională, rezolvarea problemelor și creativitatea. -

    -

    -În acest clip, Pauline Maas, profesoară de informatică la Koninklijke Visio, prezintă micro: bit și oferă câteva exemple practice de modalități în care profesorii îl pot integra la clasă, transformând elevii pasivi în creatori entuziaști. -

    `,"training.lessons.9.activities.1":"Codul Morse cu micro:bit, pentru învățământul primar","training.lessons.9.activities.2":"Escape room cu micro:bit, pentru învățământul gimnazial","training.lessons.9.activities.3":"Construirea unui automat, pentru învățământul liceal","training.lessons.10.title":"Creativitate la scrierea de cod cu Python","training.lessons.10.author":"de Ivana Vezjak","training.lessons.10.text":`

    -Trecerea de la programarea vizuală la cea sub formă de text reprezintă o continuare naturală în domeniul programării. Deși programarea vizuală este adesea excelentă pentru începători, după un timp este posibil ca elevii să își dorească o provocare nouă. Programarea sub formă de text este pasul următor pentru oricine dorește să își aprofundeze cunoștințele de programare și gândirea computațională. -

    -

    -În acest clip, Ivana Vezjak vă prezintă sintaxa de bază a limbajului Python. Python este unul dintre cele mai apreciate limbaje de programare de azi. Acesta se folosește în numeroase domenii, precum științele datelor, inteligența artificială, învățarea automatizată, crearea paginilor web etc. Deși Python este un limbaj de programare puternic, utilizat de programatori cu experiență, aceasta poate fi folosit chiar și de către cei care nu au experiență de programare, datorită simplității și sintaxei sale clare. -

    -

    -Cu Python, elevii pot să creeze jocuri cu întrebări despre evenimente istorice, să rezolve probleme de matematică și să realizeze simulări de fizică, să creeze jocuri, să construiască site-uri web, să efectueze analize de date pentru proiecte științifice și multe altele. Python are o bibliotecă standard bogată și cuprinzătoare, o comunitate numeroasă și un număr mare de tutoriale și proiecte disponibile online, care se pot folosi pentru predare, învățare și exersare. Scriind cod în Python, analizând programe și remediind erori, elevii își dezvoltă creativitatea și învață să fie consecvenți, perseverenți și răbdători. Aceștia deprind abilități de gândire analitică și de rezolvare a problemelor, defalcând problemele complexe în componente mai mici. Aceste competențe îi vor ajuta la abordarea problemelor din orice alt domeniu al vieții lor. -

    `,"training.lessons.10.activities.1":"Primul meu joc cu întrebări, pentru învățământul primar","training.lessons.10.activities.2":"Spânzurătoarea, pentru învățământul gimnazial","training.lessons.10.activities.3":"Ghicește steagul!, pentru învățământul liceal","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Biblioteca Python standard","training.lessons.10.links.1.description":"Colecție de cod gata scris și de module (de exemplu, modulul turtle, modulul math etc.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Un joc video educativ pentru învățarea conceptelor de programare prin joc.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/ro-RO/codeclub","training.lessons.10.links.3.title":"CodeClub projects","training.lessons.10.links.3.description":"De la începători la avansați, proiecte de programare pas cu pas pentru copii.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Inventați-vă propriile jocuri pe computer cu Python","training.lessons.10.links.4.description":"O carte care vă va învăța să vă programați propriile jocuri pe computer folosind Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"O comunitate educațională în care elevii și profesorii se pot pregăti parcurgând o serie de provocări.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"O colecție de lecții introductive privind Python (atât pe bază de text, cât și blocuri) folosind interfețe Trinket interactive.","training.lessons.10.links.title":"Alte resurse conexe","training.lessons.11.title":"Programarea pentru incluziune","training.lessons.11.author":"autor: echipa Săptămâna programării","training.lessons.11.text":`

    - Poate fi dificil să introduceți programarea în lecții, mai ales dacă aveți în clasă elevi cu anumite dizabilități. E important să rețineți însă că oricine, indiferent de abilitățile sale, poate învăța să programeze. Învățarea aspectelor programării le poate aduce mari beneficii copiilor cu nevoi speciale, deoarece aceasta ajută elevii să își dezvolte competențe importante pentru viață, precum rezolvarea problemelor, organizarea și independența. De asemenea, prin cooperare și muncă de echipă, programarea poate îmbunătăți abilitățile interpersonale și sociale, care reprezintă o dificultate pentru numeroși copii cu dizabilități. Iar cel mai important este că elevii se amuză învățând împreună cu colegii lor. -

    -În acest clip, echipa Săptămâna programării vă va arăta activități de programare practice, ușoare și distractive adaptate mai ales pentru elevii cu deficiențe de vedere, cu sindromul Down și cu tulburări din spectrul Autismului, activități pe care cadrele didactice pot să le aplice cu ușurință la clasă. -

    `,"training.lessons.11.activities.1":"Cofrajul de ouă","training.lessons.11.activities.2":"Un șoricel foarte isteț","training.lessons.11.activities.3":"O stea creează stele","training.lessons.12.title":"Programarea pentru obiective de dezvoltare sustenabilă","training.lessons.12.author":"de Francisco Javier Masero, Cristina Nicolaita și Erviola Konomi","training.lessons.12.text.1":"Educația tradițională oferă elevilor puține oportunități de a înțelege și de a rezolva probleme din lumea reală precum schimbările climatice la nivel global, egalitatea de gen, foametea, sărăcia sau o bună sănătate și bunăstarea.","training.lessons.12.text.2":"Obiectivele de dezvoltare sustenabilă (ODS) reprezintă nucleul Agendei pentru dezvoltare sustenabilă din 2030, adoptate de către toate statele membre ale Națiunilor Unite ca foaie de parcurs în scopul obținerii păcii și prosperității pe planetă și al încurajării dezvoltării globale. Profesorii pot folosi obiectivele ODS în sălile de clasă ca un instrument care să ajute elevii să își dezvolte gândirea critică, dar și să îi ajute să își descopere identitatea și scopul în viață. Combinarea elementelor de bază de programare și gândire computațională cu obiectivele ODS va spori încrederea elevilor dvs., iar dvs. îi veți ajuta să își dezvolte creativitatea, spiritul antreprenorial și abilitățile de rezolvare a problemelor sau de comunicare.","training.lessons.12.text.3":"În cadrul activităților expuse mai jos, elevii vor aplica principii de programare Scratch, ASCII, precum și de programare fără tehnologie digitală unor subiecte actuale cu relevanță globală și socială. Profesorii vor contribui la creșterea conștientizării importanței obiectivelor de dezvoltare sustenabilă, ajutând în același timp elevii să își dezvolte empatia, conștientizarea statutului de cetățean activ și abilitățile prosociale într-o manieră distractivă și participativă.","training.lessons.12.text.4":"Aceste planuri de cursuri se concentrează pe rând pe câte un obiectiv ODS:","training.lessons.12.text.5":"Obiectivul de dezvoltare sustenabilă 3: Asigurați o viață sănătoasă și promovați bunăstarea pentru toate persoanele, la toate vârstele ","training.lessons.12.text.6":" Obiectivul de dezvoltare sustenabilă 5: Asigurați egalitatea de gen și promovați afirmarea tuturor femeilor și fetelor ","training.lessons.12.text.7":" Obiectivul de dezvoltare sustenabilă 13: Luați măsuri urgente pentru combaterea schimbărilor climatice și a impactului acestora ","training.lessons.12.activities.1":"Proiectul Karateka: Învățând de karate prin intermediul programării, pentru clasele primare și ciclul inferior și superior de liceu ","training.lessons.12.activities.2":"Obiective de dezvoltare sustenabilă și programare pentru schimbările climatice, pentru clasele primare ","training.lessons.12.activities.3":"Programare pentru egalitatea de gen, pentru ciclul superior de liceu ","training.lessons.13.title":"Introducere în conceptul de Inteligență Artificială în sala de clasă","training.lessons.13.author":"de Artur Coelho și Marjana Prifti Skenduli","training.lessons.13.text.1":"Inteligența Artificială (AI) are impact asupra multor sfere din viața noastră zilnică: corectează automat mesajul pe care îl scrieți pe telefon, alege muzica pe care o redă aplicația voastră preferată de muzică și vă reamintește parolele atunci când le-ați uitat. AI se referă la o combinație de învățare automată, robotică și algoritmi cu aplicații din toate domeniile: de la informatică la fabricație și de la medicină la modă. Prin urmare, a câștigat un loc de necontestat în viețile noastre și în societățile noastre și joacă un rol cheie în dezvoltarea științifică. Și, precum orice alt fenomen important din viețile noastre, elevii vor avea beneficii învățând despre acesta. Însă, cum să abordăm predarea unui asemenea lucru complex precum AI?","training.lessons.13.text.2":"Acest modul de învățare vă va ajuta să le explicați elevilor ce este AI și ce rol joacă aceasta în viețile lor. Aceste activități sunt concepute în așa fel încât non-experții să poată înțelege cu ușurință conținutul și să poată descompune eficient termeni complecși în idei ușor de înțeles. Cu ajutorul acestor planuri de cursuri veți putea ajuta elevii să învețe modurile de utilizare a AI și unele dintre mecanismele care stau în spatele acesteia. Aceste activități au ca scop dezvoltarea abilităților de gândire analitică și critică ale elevilor: de exemplu, în activitatea Marjanei, elevii dezvoltă o cale de clasificare. Aceste activități vor ajuta elevii și să înțeleagă aplicațiile diverse ale AI: în activitatea lui Artur, elevii vor învăța despre legătura dintre AI și artă și modurile în care se poate folosi AI pentru a îmbunătăți expresia vizuală. În cadrul acestor activități, elevii vor reflecta și la pericolele reprezentate de AI și impactul acestora.","training.lessons.13.activities.1":"Arta umană-AI pentru clasele primare ","training.lessons.13.activities.2":"Învățarea mașinilor să clasifice: Introducere în Învățarea Automată Supervizată (Supervised Machine Learning) pentru elevii din ciclul inferior de liceu ","training.lessons.13.activities.3":" Învățarea mașinilor să clasifice: Introducere în Învățarea Automată Supervizată (Supervised Machine Learning) pentru elevii din ciclul superior de liceu ","training.lessons.14.title":"Învățarea în era mașinilor inteligente","training.lessons.14.author":"de Adil Tugyan, Georgia Lascaris și Marco Neves","training.lessons.14.text.1":"Progresele din ultimii ani în domeniul IA este impresionant datorită avansului rapid al puterii de procesare computerizată și datorită disponibilității unor volume mari de date. Aceasta a dus la investiții substanțiale în domeniul cercetării IA și la expansiunea rapidă a industriei IA, făcând ca IA să genereze o revoluție tehnologică majoră a vremurilor noastre. IA se găsește peste tot în jurul nostru. A devenit parte din rutina noastră zilnică atât de mult încât, uneori, nici nu ne gândim la ea ca IA; folosim recomandări online, detecția facială, sisteme de securitate și asistenți vocali aproape în fiecare zi. Însă cum este în cazul educației? ","training.lessons.14.text.2":"IA are un potențial imens de a permite noi modalități de predare și de învățare și de îmbunătățire a procesului de învățare al elevilor. Acest modul de învățare vă învață să integrați activități de IA autentică în procesul de predare și vă ajută să vă pregătiți elevii pentru viață și carieră într-o lume modelată de IA. Aceste activități sunt concepute pentru ca elevii să își antreneze curiozitatea și să își dezvolte abilitățile de soluționare a problemelor și de creativitate; de exemplu, în activitatea lui Adil, elevii învață despre algoritmi și despre rețelele neuronale și sunt încurajați să își creeze propria rețea neuronală pentru a vizualiza un creier de IA. Georgia va călăuzi elevii pas cu pas în etapele de dezvoltare a unui chatbot. Elevii își vor construi propriul chatbot, își vor pregăti seturi de date cu întrebări și răspunsuri și vor instrui chatbot-ul să răspundă la întrebări despre COVID-19. În cadrul activității lui Marco, elevii vor explora beneficiile și provocările mașinilor inteligente în viața și munca de zi cu zi. Există riscuri în ceea ce privește IA pe care trebuie să le luăm în considerare? Ce impact va avea IA asupra viitorului muncii? Ce joburi li se vor oferi mașinilor inteligente atunci când vor pătrunde pe piața muncii în viitor?","training.lessons.14.activities.1":"IA și rețelele sale neuronale, pentru școala primară","training.lessons.14.activities.2":"Chatbot-ul meu despre Covid-19, pentru învățământul secundar inferior","training.lessons.14.activities.3":"Viața în era „mașinilor inteligente”: Provocări și oportunități, pentru învățământul secundar superior","training.lessons.14.activities.title":"În planul de lecție de mai jos, elevii vor învăța despre mașinile inteligente într-un mod distractiv și captivant.","training.lessons.15.title":" Alfabetizarea media prin extracție de date","training.lessons.15.author":"de Marijana Smolčec, Tea Horvatić și Sanja Božinović","training.lessons.15.text.0":"Educația în materie de alfabetizare media nu a fost niciodată mai importantă pentru elevii de astăzi. Elevii de toate vârstele trebuie să dobândească deprinderi, cunoștințe și atitudini relevante pentru a putea naviga prin lumea noastră bogată în media. Abilitățile de alfabetizare media îi vor ajuta să folosească conținut online credibil și să recunoască sursele de informații înșelătoare. Vor înțelege cum să verifice informațiile pe care le găsesc în mediul online și cum să le să le interpreteze critic. Își vor crește gradul de conștientizare a utilizării corecte a muncii creative și vor aplica cunoștințele acumulate atunci când își creează propriul conținut creativ.","training.lessons.15.text.1":"Acest Modul de învățare vă va permite să implementați diverse strategii și tehnici pentru a-i abilita pe elevii dumneavoastră în a deveni literați în media. Prin activitățile lui Marijana, elevii învață cum să utilizeze conținutul web în siguranță și în mod responsabil. Acestora le sunt prezentate diferite tipuri de licențe și dezvoltă o aplicație simplă pentru a demonstra partajarea corectă a lucrărilor creative. Prin activitățile lui Tea, elevii pornesc într-o aventură pentru a descoperi momelile pentru clicuri. Parcurgând sarcini antrenante, elevii explorează strategii pentru identificarea și descoperirea momelilor pentru clicuri și învață cum să le evite. Sanja le dă elevilor ocazia să exploreze, respectiv să analizeze critic și să evalueze conținutul web, relevanța, acuratețea, originea și scopul acestuia. Ei învață cum să găsească surse online de încredere și cum să recunoască informațiile online false.","training.lessons.15.text.2":"În planurile de lecție de mai jos, veți găsi activități inspiratoare și antrenante pentru a perfecționa deprinderile de educație media ale elevilor:","training.lessons.15.activities.1":"Este gratuit dacă se găsește pe Internet?","training.lessons.15.activities.2":"A da sau a nu da clic","training.lessons.15.activities.3":"Verificarea informațiilor","training.lessons.16.title":"TEHNICA POVESTIRII CU HEDY","training.lessons.16.author":"de Felienne Hermans","training.lessons.16.text.0":"Elevii dumneavoastră stăpânesc deja un limbaj de programare vizual, dar nu se simt pregătiți să aprofundeze un limbaj de programare bazat pe text? Atunci modulul acesta de învățare este cât se poate de potrivit pentru dumneavoastră și pentru elevii dumneavoastră, deoarece îi va ajuta să facă legătura între un limbaj de programare vizual și unul bazat pe text. Modulul de învățare Tehnica povestirii cu Hedy cuprinde trei planuri de lecție care utilizează Hedy – un limbaj de programare gradual pentru a-i învăța pe copii programare.","training.lessons.16.text.1":"Hedy se adresează copiilor care doresc să se inițieze în limbajele de programare sub formă de text, dar pentru care Python ar putea fi prea complex deocamdată. Limbajele progresive utilizează diferite niveluri lingvistice, fiecare nivel adăugând concepte noi și complexitate sporită a sintaxei. La sfârșitul unui nivel Hedy, elevii stăpânesc un subset de limbaj Python valid din punct de vedere sintactic.","training.lessons.16.text.2":"În acest modul de învățare veți găsi activități atractive care pot servi drept inspirație, pentru a-i ajuta pe elevii dumneavoastră să utilizeze eficient limbajele de programare bazate pe text. Creându-și propriile povești interactive, aceștia vor învăța treptat programarea, fără a fi nevoiți să învețe totul dintr-o dată. În planul de lecție pentru învățământul primar, elevii fac cunoștință cu conceptele de bază ale programării. Planul de lecții pentru învățământul secundar inferior introduce concepte de programare suplimentare, iar planul de lecții pentru învățământul secundar superior le permite elevilor să programeze povești și activități mai complexe.","training.lessons.16.text.3":"Consultați povestea interactivă de mai jos pentru a vedea cum pot participa cititorii la poveste și cum îi încurajează aceasta să se implice activ.","training.lessons.16.activities.1":"Creați-vă propria poveste interactivă cu Hedy pentru elevii din ciclul primar","training.lessons.16.activities.2":"Creați-vă propria poveste interactivă cu Hedy pentru elevii din învățământul secundar inferior","training.lessons.16.activities.3":"Creați-vă propria poveste interactivă cu Hedy pentru elevii din învățământul secundar inferior","training.lessons.17.title":"Sentimente și programare","training.lessons.17.author":"de Alenka Miljević","training.lessons.17.text.0":"Starea de bine din punct de vedere social și emoțional reprezintă capacitatea de rezistență, de a ști cum să îți gestionezi propriile emoții și cum să reacționezi la emoțiile altora, de a dezvolta relații profunde cu ceilalți, de a genera emoții care duc la sentimente bune și de a-ți crea propria rețea de sprijin emoțional. Competențele sociale și emoționale pe care le învață copiii la școală îi ajută să își dezvolte rezistența și stabilesc un model pentru modul în care își vor gestiona sănătatea fizică și mintală pe tot parcursul vieții. (Consiliul Europei)","training.lessons.17.text.1":"Modulul de învățare Sentimente și programare vă va ajuta să promovați starea de bine socială și emoțională a elevilor dvs. prin recunoașterea, explicarea, înțelegerea și reacția la sentimente și emoții pozitive și negative, pentru a dezvolta empatia și rezistența elevilor. În acest modul de învățare veți găsi activități atractive care pot servi drept inspirație, pentru a-i ajuta pe elevii dvs. să facă față diferitor emoții prin programare. Elevii vor învăța cum să își exprime sentimentele și cum să reacționeze la emoțiile colegilor lor cu ajutorul unui robot Bee-Bot.","training.lessons.17.text.2":"Modulul de învățare Sentimente și programare cuprinde trei planuri de lecție care utilizează un robot educațional Bee-Bot pentru a crea activități care încurajează elevii să vorbească despre emoții și să își dezvolte empatia. În planul de lecție pentru ciclul primar, elevii programează un robot Bee-Bot pentru a vorbi despre emoții precum tristețea, fericirea, frica și furia și pentru a descoperi din ce motive simt ei și colegii lor aceste emoții. Planul de lecție pentru gimnaziu încurajează elevii să programeze un robot Bee-Bot, să își recunoască propriile sentimente și pe cele ale colegilor, să înțeleagă ce le provoacă și cum să reacționeze la ele. Planul de lecție pentru liceu le permite elevilor să dirijeze un robot Bee și să compună narațiuni despre sentimente, rezistență și empatie.","training.lessons.17.text.3":"Dacă nu aveți un robot educațional în sala de clasă, acest modul de învățare vă va oferi idei de activități unplugged care să stimuleze dezvoltarea abilităților sociale și emoționale. Planul interactiv de mai jos oferă o scurtă prezentare a activităților pe care le puteți desfășura în clasă:","training.lessons.17.activities.1":"Programează – simte – învață pentru elevii din ciclul primar","training.lessons.17.activities.2":"Nu am o inimă de piatră pentru elevii de gimnaziu","training.lessons.17.activities.3":"Programează-mi dispoziția pentru elevii de liceu","training.lessons.18.title":"SOS Apă","training.lessons.18.author":"de Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS Apă este un răspuns la necesitatea de a aborda problema poluării apei. În ciuda eforturilor depuse în ultimii ani, există încă 2 miliarde de oameni în întreaga lume care nu au acces la apă potabilă. Acest lucru înseamnă că Obiectivul de Dezvoltare Durabilă (ODD) 6 din Agenda 2030, care prevede că toți oamenii ar trebui să aibă acces la apă și canalizare gestionate în condiții de siguranță până în 2030, este departe de a fi atins. Același lucru este valabil și pentru ODD 14, privind viața subacvatică, care vizează conservarea și utilizarea durabilă a oceanelor, mărilor și resurselor marine în scopul dezvoltării durabile.","training.lessons.18.text.1":"Acest modul de învățare se concentrează pe problema relevantă și actuală a măsurării calității apei și pe noii poluanți care pun în pericol calitatea apei. Elevii vor avea ocazia să investigheze și să caute soluții la probleme reale legate de apă și de mediu, ceea ce le va permite să dezvolte abilități precum cercetarea, gândirea critică și rezolvarea de probleme.","training.lessons.18.text.2":"Planurile de lecții includ activități practice și creative, cum ar fi programarea în Scratch, inițierea în învățarea automată și inteligența artificială cu Learning Machine Learning și construirea de vehicule ghidate cu ajutorul seturilor Lego pentru prelevarea de probe de apă și analiza pH-ului apei. Aceste activități le vor permite elevilor să își pună în practică abilitățile și cunoștințele într-un mediu interactiv și ludic, ceea ce le va spori motivația și interesul pentru proiect.","training.lessons.18.text.3":"Pentru implementarea acestui modul de învățare se propune desfășurarea celor trei activități în clasă, pentru a finaliza întregul proiect și a obține un proces de învățare mai relevant și mai motivant. Cu toate acestea, fiecare activitate poate fi desfășurată în mod izolat.","training.lessons.18.activities.1":"SOS Apă cu Scratch","training.lessons.18.activities.2":"SOS Apă cu învățare automată","training.lessons.18.activities.3":"SOS Apă cu robotică","training.download_video_script":"Descărcați textul videoclipului","training.ready_to_share":"Sunteți gata să împărtășiți ce ați învățat cu elevii dumneavoastră?","training.choose_lessons":"Alegeți unul dintre planurile de lecție de mai jos și organizați o activitate cu elevii dumneavoastră.","training.footer.title":"Nu uitați să vă adăugați activitatea pe harta Săptămânii programării!","training.footer.text":`

    Puteți organiza cu ușurință o lecție în clasa dumneavoastră, o zi a porților deschise sau un eveniment la școala dumneavoastră. Trebuie doar să găsiți o dată și să vă înregistrați activitatea pe harta Săptămânii programării. Fiecare organizator de activități va primi un certificat de participare pentru efortul depus.

    - -

    Dacă doriți să intrați în legătură cu un grup internațional de profesori entuziaști, alăturați-vă grupului de Facebook pentru profesori Săptămâna UE a programării! Pentru a face un pas în plus și a colabora cu alte școli din țara dumneavoastră sau din străinătate, alăturați-vă provocării Săptămâna programării pentru toți.

    `,"validation.accepted":":atribut trebuie acceptat.","validation.active_url":":atribut nu este un URL valid.","validation.after":":atribut trebuie să fie o dată după :data.","validation.after_or_equal":":atribut trebuie să fie o dată după sau egală cu :data.","validation.alpha":":atribut poate conține numai litere.","validation.alpha_dash":":atribut poate conține numai litere, cifre și linii.","validation.alpha_num":":atribut poate conține numai litere și cifre.","validation.array":":atribut trebuie să fie un vector.","validation.before":":atribut trebuie să fie o dată înainte de :data.","validation.before_or_equal":":atribut trebuie să fie o dată înainte sau egală cu :data.","validation.between.numeric":":atribut trebuie să fie între :min și :max.","validation.between.file":":atribut trebuie să aibă între :min și :max kilobaiți.","validation.between.string":":atribut trebuie să aibă între :min și :max caractere.","validation.between.array":":atribut trebuie să aibă între :min și :max elemente.","validation.boolean":"Câmpul :atribut trebuie să fie adevărat sau fals.","validation.confirmed":"Confirmarea :atribut nu corespunde.","validation.date":":atribut nu este o dată validă.","validation.date_format":":atribut nu corespunde formatului :format.","validation.different":":atribut și :altele trebuie să fie diferite.","validation.digits":":atribut trebuie să aibă :cifre cifre.","validation.digits_between":":atribut trebuie să aibă între :min și :max cifre.","validation.dimensions":":atribut are dimensiuni nevalide pentru imagine.","validation.distinct":"Câmpul :atribut are o valoare dublată.","validation.email":":atribut trebuie să fie o adresă de e-mail validă.","validation.exists":":atribut selectat este nevalid.","validation.file":":atribut trebuie să fie un fișier.","validation.filled":":atribut trebuie să aibă o valoare.","validation.image":":atribut trebuie să fie o imagine.","validation.in":":atribut selectat este nevalid.","validation.in_array":"Câmpul :atribut nu există în :altele.","validation.integer":":atribut trebuie să fie un număr întreg.","validation.ip":":atribut trebuie să fie o adresă IP validă.","validation.ipv4":":atribut trebuie să fie o adresă IPv4 validă.","validation.ipv6":":atribut trebuie să fie o adresă IPv6 validă.","validation.json":":atribut trebuie să fie un șir JSON valid.","validation.max.numeric":":atribut nu trebuie să fie mai mare decât :max.","validation.max.file":":atribut nu trebuie să fie mai mare decât :max kilobaiți.","validation.max.string":":atribut nu trebuie să aibă mai mult de :max caractere.","validation.max.array":":atribut nu trebuie să aibă mai mult de :max elemente.","validation.mimes":":atribut trebuie să fie un fișier de tipul: :valori.","validation.mimetypes":":atribut trebuie să fie un fișier de tipul: :valori.","validation.min.numeric":":atribut trebuie să fie cel puțin :min.","validation.min.file":":atribut trebuie să aibă cel puțin :min kilobaiți.","validation.min.string":":atribut trebuie să aibă cel puțin :min caractere.","validation.min.array":":atribut trebuie să aibă cel puțin :min elemente.","validation.not_in":":atribut selectat este nevalid.","validation.not_regex":"Formatul :atribut este nevalid.","validation.numeric":":atribut trebuie să fie un număr.","validation.present":"Câmpul :atribut trebuie să fie prezent.","validation.regex":"Formatul :atribut este nevalid.","validation.required":"Câmpul :atribut este obligatoriu.","validation.required_if":"Câmpul :atribut este obligatoriu dacă :altele este :valoare.","validation.required_unless":"Câmpul :atribut este obligatoriu dacă :altele nu este în :valori.","validation.required_with":"Câmpul :atribut este obligatoriu dacă :valori este prezent.","validation.required_with_all":"Câmpul :atribut este obligatoriu dacă :valori este prezent.","validation.required_without":"Câmpul :atribut este obligatoriu dacă :valori nu este prezent.","validation.required_without_all":"Câmpul :atribut este obligatoriu dacă niciuna dintre :valori nu este prezentă.","validation.same":":atribut și :altele trebuie să coincidă.","validation.size.numeric":":atribut trebuie să aibă :dimensiune.","validation.size.file":":atribut trebuie să aibă :dimensiune kilobaiți.","validation.size.string":":atribut trebuie să aibă :dimensiune caractere.","validation.size.array":":atribut trebuie să conțină :dimensiune elemente.","validation.string":":atribut trebuie să fie un șir.","validation.timezone":":atribut trebuie să fie o zonă validă.","validation.unique":":atribut a fost deja alocat.","validation.uploaded":":atribut nu s-a încărcat.","validation.url":"Formatul :atribut este nevalid.","validation.custom.attribute-name.rule-name":"mesaj personalizat","values.1.title":"Săptămâna UE a programării este o comunitate independentă","values.1.content":"Săptămâna UE a programării este o comunitate pusă în mișcare de voluntari. Acțiunile noastre nu au un scop economic. Noi respectăm și valorizăm ideile, credințele și culturile altor oameni. Ne implicăm în Săptămâna UE a programării deoarece noi credem în importanța lucrurilor pe care le facem. În aceasta constă forța noastră. Ceea ce dorim este să facem accesibile pe scară largă, pentru oricine, noțiuni de gândire computațională, codare, programare, informatică, robotică, experimentare cu componente și abilități digitale.","values.2.title":"Săptămâna UE a programării este pentru toată lumea","values.2.content":"Oricine poate organiza activități în cadrul Săptămânii UE a programării. Noi credem că este esențial ca evenimentele din cadrul Săptămânii UE a programării să fie organizate pentru toată lumea, indiferent de vârstă, culoare, gen, mediu cultural sau capacități intelectuale. Activitățile pot reprezenta un punct de pornire care să stârnească interesul și curiozitatea sau să ajute și mai mult la dezvoltarea abilităților. Principiile noastre sunt egalitatea, respectul, libertatea și incluziunea. Ne dorim ca toți participanții să experimenteze tehnologia și să creeze într-o manieră veselă.","values.3.title":"Săptămâna UE a programării este glocală","values.3.content.1":"Săptămâna UE a programării are ambiția de a ajunge la voi, fie că locuiți într-un oraș mare, într-o capitală regională sau într-un sat îndepărtat. Noi acordăm o atenție particulară sprijinirii organizatorilor locali cu","values.3.content.2":"materiale","values.3.content.3":"în limba lor și armonizate cu nevoile lor.","values.3.content.4":"Harta Săptămânii UE a programării","values.3.content.5":"reprezintă instrumentul cheie în care este înregistrată și precis amplasată fiecare activitate. În același timp, Săptămâna UE a programării este globală și primește în comunitatea sa persoane din întreaga lume. Noi suntem „glocali”.","values.4.title":"Săptămâna UE a programării este despre cooperare","values.4.content.1":"Membrii comunității Săptămânii UE a programării interacționează, fac schimb de informații, învață unii de la ceilalți și clădesc împreună cunoaștere. Noi toți suntem conectați și ne sprijinim unii pe alții. Împărtășim resurse, idei și cele mai bune practici. Încurajăm parteneriate și împărtășirea cunoștințelor.","values.4.content.2":"Provocarea „Săptămâna UE a programării pentru toți”","values.4.content.3":"are scopul de a întinde punți peste granițe și comunități. Ajută la răspândirea energiei pozitive și conectează oameni care pot învăța unii de la alții.","values.5.title":"Săptămâna UE a programării este non-profit","values.5.content.1":"Toate activitățile din cadrul Săptămânii UE a programării sunt non-profit. Toate","values.5.content.2":"resursele","values.5.content.3":"de pe site-ul web al Săptămânii UE a programării sunt gratuite. Toate sesiunile de instruire și cursurile online ale Săptămânii UE a programării sunt gratuite.","values.6.title":"Săptămâna UE a programării încurajează creativitatea și inovația","values.6.content":"Săptămâna UE a programării încurajează creativitatea, inovația și gândirea orientată spre viitor. Suntem deschiși și recunoscători să primim feedback și critici, astfel încât să putem lua decizii informate și să dezvoltăm Săptămâna UE a programării. Chiar și eșecurile ne pot face să ne dezvoltăm, ca indivizi și comunitate.","values.7.title":"Săptămâna UE a programării este recunoscătoare comunității sale","values.7.content":"Suntem recunoscători pentru sprijinul profesorilor, instructorilor și altor organizatori de evenimente, elevilor, părinților, cluburilor de programare și tuturor partenerilor cu care colaborăm. Cu toții împărtășim același scop: dorim să promovăm pe scară largă noțiuni de gândire computațională, programare, informatică și abilități digitale care să ajungă la cât mai mulți oameni.","values.title":"Valorile împărtășite la Săptămâna UE a programării","values.description.1.1":"Săptămâna UE a programării este o mișcare realizată de voluntari –","values.description.1.2":"ambasadori","values.description.1.3":"profesori de marcă și entuziaști ai programării din toată lumea. Mișcarea este sprijinită de","values.description.1.4":"Comisia Europeană","values.description.1.5":"și ministerele educației din Uniunea Europeană și din țările din Balcanii de Vest.","values.description.2":"La baza Săptămânii UE a programării se află comunitatea de organizatori voluntari de activități reprezentată de profesori, mentori, cluburi de programare, biblioteci, companii private, părinți și organizații non-guvernamentale. Ne dedicăm timpul, energia și abilitățile pentru a promova pe scară largă noțiuni de gândire computațională, programare, robotică, experimentare cu componente, informatică și abilități digitale care să ajungă la cât mai mulți oameni din Europa și din întreaga lume.","values.description.3":"Săptămâna UE a programării se definește și prin milioanele sale de participanți din întreaga lume, oameni de toate genurile, vârstele, cu toate nivelurile de pregătire, din toate culturile și cu diferite seturi de abilități.","values.description.4":"Suntem mândri să fim Săptămâna UE a programării. Acestea sunt valorile noastre. Ele ne ghidează munca și deciziile în orice moment.","why-coding.titles.0":"De ce programare?","why-coding.titles.1":"Programarea transformă idei în realitate","why-coding.titles.2":"Programarea înseamnă și dezvoltarea de competențe-cheie","why-coding.titles.3":"Și în ultimul rând, programarea ne ajută să ne modelăm viitorul","why-coding.texts.0":"Este ceea ce i se potrivește Piei, care s-a simțit obligată să studieze dreptul, deși îi plăcuseră dintotdeauna matematica și jocul cu calculatoarele. Este ceea ce îi trebuie lui Mark, care are o idee de rețea de socializare mai bună, dar nu știe să o construiască singur. Este ceea ce îi trebuie lui Alice, care visează să creeze roboți pentru că părinții nu o lasă să aibă o pisică. Și este instrumentul vostru, al acelora care ajută deja astfel de visuri să se realizeze.","why-coding.texts.1":"De fapt, este un instrument pentru noi toți, un instrument cu care ne modelăm viața și viitorul. Putem face mai mult decât să distribuim și să apreciem postări. Putem să ne punem în practică ideile, să construim lucruri care să aducă bucurie altora.","why-coding.texts.2":"Nu a fost niciodată mai ușor să dezvolți o aplicație, să-ți construiești propriul robot sau - cine știe? - chiar să inventezi automobilul zburător! Nu este o călătorie confortabilă, dar este o călătorie plină de provocări creative, cu multă distracție și în care ai alături o comunitate care te sprijină. Ești pregătit să accepți provocarea și să devii un creator digital?","why-coding.texts.3":"Limbajele de programare sunt ca orice altă limbă. Doar că, în acest caz, copiii nu învață să se exprime și să comunice cu alți oameni. În schimb, ajung să înțeleagă cum să comunice cu tehnologia. Tehnologia care ne înconjoară - în telefoanele, calculatoarele, vehiculele noastre, oriunde!","why-coding.texts.4":"Dar înțelegerea calculatoarelor și comunicarea cu ele reprezintă doar un aspect. Programarea ajută și la dezvoltarea de competențe multidisciplinare, cum ar fi gândirea computațională, rezolvarea problemelor, creativitatea și lucrul în echipă - abilități excelente pentru toate situațiile de viață. Capacitatea de a rezolva probleme, de a accepta eșecul dar de a persevera sau de a colabora cu ceilalți sunt trăsături căutate în multe domenii.","why-coding.texts.5":"În urmă cu un secol, limbajele de programare nici nu existau. Astăzi, programarea este peste tot în jur și aproape orice se poate programa - chiar și pantofii sau cutiile de cereale! De ce să-i lăsăm pe alții să ne modeleze viitorul, când putem deveni creatori și ne putem realiza viziunea și ideile? La urma urmei, singura limită este cea a imaginației noastre.","why-coding.texts.6":"Alessandro Bogliolo, coordonatorul echipei de ambasadori voluntari ai Săptămânii UE a programării, spunea:","why-coding.texts.7":"De la începutul timpului, omul a făcut multe lucruri care ne-au transformat viața folosind piatră, fier, hârtie și creion. Acum trăim într-o altă eră, în care lumea noastră este modelată în coduri. Fiecare eră are profesii diferite și cere competențe diferite. În cursul Săptămânii programării, dorim să oferim fiecărui european ocazia de a descoperi programarea și de a se distra folosind-o. Haideți să învățăm programare pentru a ne modela viitorul.","why-coding.texts.8":"În ultimă instanță, programarea este o abilitate căutată în aproape orice sector economic - nu doar în tehnologie, ci și în finanțe, asistență medicală, știință, chiar și în design sau agricultură, iar cererea este din ce în ce mai mare. Copiii care știu să programeze, care înțeleg cum funcționează tehnologia, au un anumit avantaj, indiferent de cariera pe care o aleg în cele din urmă.","why-coding.texts.9":"Toate acestea te-au inspirat?","why-coding.texts.10":"Alătură-te Săptămânii UE a programării!","why-coding.texts.11":"Ai nevoie de mai mult material la care să reflectezi?","why-coding.texts.12":"Vizitează-ne blogul."};export{e as default}; diff --git a/public/build/assets/php_rs--_e3Hl2o.js b/public/build/assets/php_rs--_e3Hl2o.js deleted file mode 100644 index 739d266f0..000000000 --- a/public/build/assets/php_rs--_e3Hl2o.js +++ /dev/null @@ -1,121 +0,0 @@ -const a={"about.when-title":"U 2024. godini EU nedelja programiranja će se održati između 14. i 27. oktobra.","about.when-text":"

    EU nedelja programiranja je samonikli pokret koji slavi kreativnost, rešavanje problema i saradnju kroz programiranje i druge aktivnosti u vezi sa tehnologijom. Ideja je da se programiranje učini vidljivijim i dostupnijim, da se pokaže mladima, odraslima i starijim osobama kako se ideje realizuju pomoću kodova, da se demistifikuje programiranje i okupe motivisani ljudi da uče zajedno.

    ","about.codeweek_in_numbers-title":"Nedelja programiranja u brojevima","about.codeweek_in_numbers-text":`

    U 2021. godini, 4 miliona ljudi u više od 80 zemalja širom sveta učestvovalo je u EU nedelji programiranja.

    -

    Starost prosečnog učesnika u 2021. godini je bila 11 godina, a 49% učesnika su bile žene ili devojke. 88% događaja u okviru EU Nedelje programiranja je održano u školama što pokazuje da su napori da se osnaže nastavnici tokom kampanje 2021. godine bili uspešni.

    -

    Svako je dobrodošao da organizuje događaj ili da mu se priključi. Samo izaberite temu i ciljnu grupu i dodajte aktivnost na na mapu.

    `,"about.run_by_volunteers-title":"Volonteri u glavnoj ulozi","about.run_by_volunteers-text":'

    EU nedelju programiranja vode volonteri. Jedan ili više ambasadora Nedelje programiranja koordinira aktivnostima inicijative u svojoj zemlji, ali svako može da organizuje sopstveni događaj i da ga doda na codeweek.eu mapu.

    ',"about.supported_by_commission-title":"EU nedelju programiranja podržava Evropska komisija","about.supported_by_commission-text":'

    EU nedelju programiranja su pokrenuli 2013. godine Mladi savetnici Evropske Digitalne Agende. Evropska komisija podržava EU nedelju programiranja kao deo strategije za Jedinstveno digitalno tržište, i u okviru Akcionog plana za digitalno obrazovanje Evropska komisija posebno podstiče škole da se pridruže inicijativi.

    ',"about.schools-title":"Škole","about.schools-text":'

    Posebno su pozvane sve škole iz celokupnog obrazovnog sistema i svi predmetni nastavnici da učestvuju u EU nedelji programiranja kako bi pružili mogućnost svojim učenicima da istraže digitalnu kreativnost i programiranje. Saznajte više o inicijativi i kako da organizujete aktivnost putem veb stranice posvećene nastavnicima: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Zašto programiranje?","about.why_coding-text":`

    Zbog Pie, koja je osećala da mora da studira pravo, iako je oduvek uživala u matematici i igranju sa kompjuterima. Zbog Marka, koji ima ideju za bolju društvenu mrežu, ali ne može sam da je napravi. Zbog Alise koja mašta da pravi robote jer joj roditelji ne dozvoljavaju da ima mačku.

    - -

    Zbog onih među vama koji već pomažu da se ovi snovi ostvare.

    - -

    Zapravo, zbog svih nas. Zbog naše budućnosti. Tehnologija oblikuje naše živote, ali dozvoljavamo da mali broj ljudi odluči kako i za šta ćemo je koristiti. Možemo mnogo više od toga nego da samo delimo i lajkujemo stvari. Možemo da sprovedemo sopstvene lude ideje u delo, da napravimo stvari koje će da donesu radost drugima.

    - -

    Nikad nije bilo lakše napraviti svoju aplikaciju, svog robota ili možda konačno izmisliti leteće automobile, zašto da ne! Iako učenje programiranja nije lagano, puno je kreativnih izazova, a uz podršku zajednice i veoma je zabavno. Da li ste spremni da prihvatite izazov i postanete stvaralac?

    - -

    Programiranje pomaže u razvijanju kompetencija kao što su računarsko razmišljanje, rešavanje problema, kreativnost i timski rad – veštine koje su neophodne u svim životnim sferama.

    `,"about.why_coding-quote":`

    Alesandro Boljolo, koordinator tima ambasadora volontera EU nedelje programiranja, rekao je:

    -

    ‚‚Od početka čovečanstva napravili smo mnoge stvari koje su promenile naše živote koristeći kamen, gvožđe, papir i olovku. Sada živimo u drugačijoj eri gde je naš svet kodiran. Različite ere zahtevaju drugačije poslove i veštine. Tokom Nedelje programiranja želimo da svakom Evropljaninu pružimo priliku da otkrije šta je programiranje i da se zabavi programirajući. Naučimo kako da programiranjem oblikujemo našu budućnost.“

    -
    -

    `,"about.join_codeweek-title":"Pridružite se EU nedelji programiranja","about.join_codeweek-text":'

    Pridružite se EU nedelji programiranja organizovanjem aktivnosti u vezi sa programiranjem u svom gradu, učestvovanjem u izazovu Nedelja programiranja za sve i povezivanjem aktivnosti sa zajednicama u zemlji i van nje, ili nam pomozite da raširimo viziju Nedelje programiranja kao Ambasador EU nedelje programiranja za vašu zemlju!

    ',"about.partners_and_sponsors":"Partneri i sponzori","ambassador.title":"Ambasadori EU nedelje programiranja","ambassador.your_current_country":"Trenutni izbor zemlje","ambassador.visit_the":"Posetite","ambassador.local_facebook_page":"Facebook stranicu vaše zemlje","ambassador.local_website":"Veb-sajt za vašu zemlju","ambassador.ambassadors":"Ambasadori","ambassador.no_ambassadors":"Bez ambasadora","ambassador.countries_with_ambassadors":"Zemlje sa ambasadorima","ambassador.why_dont_you_volunteer":"Zašto ne postanete volonter?","auth.failed":"Ovi podaci ne postoje u našoj evidenciji.","auth.throttle":"Previše pokušaja prijavljivanja. Pokušajte ponovo za :seconds sekunde(i)","base.languages.en":"Engleski","base.languages.fr":"Francuski","base.languages.bg":"Bugarski","base.languages.mt":"Malteški","base.languages.hr":"Hrvatski","base.languages.de":"Nemački","base.languages.pl":"Poljski","base.languages.cs":"Češki","base.languages.el":"Grčki","base.languages.pt":"Portugalski","base.languages.da":"Danski","base.languages.hu":"Mađarski","base.languages.ro":"Rumunski","base.languages.nl":"Holandski","base.languages.ga":"Irski","base.languages.sk":"Slovački","base.languages.it":"Italijanski","base.languages.sl":"Slovenački","base.languages.et":"Estonski","base.languages.lv":"Letonski","base.languages.es":"Španski","base.languages.fi":"Finski","base.languages.lt":"Litvanski","base.languages.se":"Švedski","base.languages.sv":"Švedski","base.languages.al":"albanski","base.languages.ba":"bosanski","base.languages.mk":"makedonski","base.languages.me":"crnogorski","base.languages.rs":"srpski","base.languages.tr":"Turski","base.resources_local_title":"Programerski resursi iz","base.days":"Dana","base.hours":"Sati","base.minutes":"Minuta","base.seconds":"Sekundi","base.still_have_question":"Imate još pitanja?","base.drop_us_a_line":"Pišite nam!","base.get_in_touch":"STUPITE U KONTAKT","base.footer_msg":"Samonikli pokret koji vode volonteri i koji podržava Evropska komisija.","base.email":"Imejl","base.display_email":"Prikaži imejl","base.first_name":"Ime","base.last_name":"Prezime","base.your_website":"Vaš veb-sajt","base.biography":"Biografija","base.update":"Ažuriraj","base.delete":"Izbriši","base.choose a file":"Izaberite datoteku","base.learning_bits":"Moduli","base.codeweek":"Nedelja programiranja","base.bring_codeweek_to_your_students":"Organizujte Nedelju programiranja za svoje učenike","base.or":"Ili","base.newsletter":"Mesečne novosti","certificates.certificates_for":"Sertifikati za ","certificates.no_certificates":"Još uvek nema sertifikata.","challenges-content.chatbot.title":"Pravljenje robota za ćaskanje","challenges-content.chatbot.author":"Tim EU nedelje programiranja","challenges-content.chatbot.purposes.0":"Programirajte interaktivne zagonetke","challenges-content.chatbot.purposes.1":"Koristite kôd za kreiranje dijaloga između robota za ćaskanje i korisnika","challenges-content.chatbot.description":"Kodirajte razgovor između robota za ćaskanje i korisnika koji pokušava da reši zagonetku. Pokušajte da napravite robota za ćaskanje koji može da ćaska poput osobe. Umesto zagonetke, možete da kreirate dijalog između robota za ćaskanje i korisnika.","challenges-content.chatbot.instructions.0":"Smislite zagonetku","challenges-content.chatbot.instructions.1":"Prijavite se na","challenges-content.chatbot.instructions.2":"ili kreirajte novi nalog. (Kada kreirate novi nalog, vodite računa da prava imena nisu dozvoljena na Pencil Code-u zbog zaštite privatnosti.)","challenges-content.chatbot.instructions.3":"Kliknite na Imagine (Zamisli) i Make your own (Napravi sopstveni)","challenges-content.chatbot.instructions.4":"Za pisanje zagonetke koristite blokove ili režim zasnovan na tekstu","challenges-content.chatbot.instructions.5":"Alternativno možete da koristite","challenges-content.chatbot.instructions.6":"ovaj kod","challenges-content.chatbot.instructions.7":"i da ga prilagodite zagonetki ili možete izabrati „Answering a riddle“ (Odgovaranje na zagonetku) iz menija i urediti","challenges-content.chatbot.example":"Pogledajte ovaj primer zagonetke.","challenges-content.chatbot.more.0":"Ovaj kod je prilagođen iz Pencil Code aktivnosti","challenges-content.chatbot.more.1":"„Answering the Riddle“ (Odgovaranje na zagonetku)","challenges-content.paper-circuit.title":"Otkačite se i pišite kôd: Kreirajte papirno kolo","challenges-content.paper-circuit.author":"Tim EU nedelje programiranja","challenges-content.paper-circuit.purposes.0":"Povećajte kreativnost","challenges-content.paper-circuit.purposes.1":"Razvijte veštine rešavanja problema","challenges-content.paper-circuit.description.0":"Nacrtajte objekat po svom izboru. To može biti noćno nebo, bubamara, robot, božićna jelka ili bilo šta čega se setite. Slobodno personalizujte projekat uz vizuelne elemente EU nedelje programiranja: možete da istražite","challenges-content.paper-circuit.description.1":"alatke za nastavnike EU nedelje programiranja","challenges-content.paper-circuit.description.2":"i preuzmete bilo koji logotip ili vizuelni element po želji. Možete čak i da kreirate papirnu pozivnicu sa električnim kolom za EU nedelju programiranja. Dodajte motivacionu poruku u kolo kako biste ohrabrili ostale nastavnike da se pridruže Nedelji programiranja i/ili da pogledaju veb-sajt namenjen školama.","challenges-content.paper-circuit.instructions.0":"Nacrtajte predmet i odlučite koji delovi će biti osvetljeni (npr. zvezde).","challenges-content.paper-circuit.instructions.1":"Napravite rupu kroz papir pomoću olovke i umetnite LED nalepnicu u svaki osvetljeni deo. ","challenges-content.paper-circuit.instructions.2":"Nacrtajte krug gde ćete postaviti dugmastu bateriju.","challenges-content.paper-circuit.instructions.3":"Nacrtajte + i - traku na drugoj strani papira. Uverite se da je duži deo nalepnice sa LED kolom povezan za „+“ stranu baterije, a kraći deo za „-“ stranu baterije.","challenges-content.paper-circuit.instructions.4":"Postavite bakarnu traku na trake.","challenges-content.paper-circuit.instructions.5":"Savijte tako da papir pokriva bateriju koja osvetljava LED. Možete da koristite spajalicu kako biste osigurali dobar kontakt sa bakarnom trakom.","challenges-content.paper-circuit.instructions.6":"Slikajte papirno kolo i podelite na Instagramu, objašnjavajući zašto smatrate da je vredno učestvovati u ovoj inicijativi. ","challenges-content.paper-circuit.example":"Pogledajte neke od primera papirnih kola","challenges-content.paper-circuit.materials.0":"papir ili karton","challenges-content.paper-circuit.materials.1":"bojice ili marker","challenges-content.paper-circuit.materials.2":"dugmasta baterija","challenges-content.paper-circuit.materials.3":"bakarna traka","challenges-content.paper-circuit.materials.4":"nalepnice za LED kola","challenges-content.paper-circuit.materials.5":"spajalica","challenges-content.dance.title":"Kreirajte ples","challenges-content.dance.author":"Tim EU nedelje programiranja","challenges-content.dance.purposes.0":"Da biste naučili osnovne koncepte programiranja","challenges-content.dance.purposes.1":"Da biste naučili kako da animirate likove","challenges-content.dance.description":"U ovom izazovu kreiraćete skup likova koji će plesati zajedno. Koristićete ugrađenu medijsku biblioteku za izbor likova i muzičkih klipova ili možete da kreirate svoju. Animiraćete likove tako da plešu i međusobno razgovaraju.","challenges-content.dance.instructions.0":"Prijavite se na","challenges-content.dance.instructions.1":"kao nastavnik. Kreirajte učeničke naloge i podelite ih sa učenicima. Ili podelite kôd za odeljenje i neka se vaši učenici registruju sa školskom e-adresom. Ako ste učenik, možete da se pridružite kao učenik, ali će od vas biti zatraženo da navedete e-adresu roditelja kako bi mogli da potvrde vaš nalog.","challenges-content.dance.instructions.2":"Kliknite na","challenges-content.dance.instructions.3":"i dajte naslov","challenges-content.dance.instructions.4":"Idite na","challenges-content.dance.instructions.5":"da biste dodali pozadinu tako što ćete kliknuti na ikonu zupčanika. Odaberite pozadinu iz Media Library (Medijska biblioteka), otpremite sopstvenu sliku ili čak možete da se slikate i otpremite tu sliku. Odaberite audio snimak i dodajte ga u fazu:","challenges-content.dance.instructions.6":"Kliknite na dugme","challenges-content.dance.instructions.7":"da biste dodali likove ili predmete koje ćete animirati tako da mogu da se pomeraju, razgovaraju ili ostvaruju međusobnu interakciju. Dodajte dva ili tri lika po vašem izboru. Možete da nacrtate sopstvene glumce ili da izmenite postojeće. Dodajte različite kostime liku tako što ćete kliknuti na ikonu olovke.","challenges-content.dance.instructions.8":"Kliknite na svakog glumca i animirajte ga dodavanjem sledećih blokova","challenges-content.dance.instructions.9":"Dodajte","challenges-content.dance.instructions.10":"recite blok (say)","challenges-content.dance.instructions.11":"i neka vaši glumci razgovaraju međusobno. Promenite oblik oblačića za govor, kao i font i veličinu teksta","challenges-content.dance.example.0":"Pogledajte","challenges-content.dance.example.1":"ovaj primer","challenges-content.dance.example.2":"robota koji plešu. Slobodno ga koristite i remiksujte.","challenges-content.compose-song.title":"Napravite muzičku kompoziciju","challenges-content.compose-song.author":"Tim EU nedelje programiranja","challenges-content.compose-song.purposes.0":"Učenje programiranja kroz muziku","challenges-content.compose-song.purposes.1":"Razlikovanje muzičkih žanrova i instrumenata","challenges-content.compose-song.purposes.2":"Komponovanje pesme kombinovanjem zvučnih snimaka","challenges-content.compose-song.description":"U ovom izazovu kreiraćete muzičku kompoziciju koristeći programski jezik. Možete da koristite ugrađene zvučne snimke ili snimite sopstvene i kombinujete ih kako biste kreirali muzičku kompoziciju. Pokrenite svoj kôd u Digital Audio Workstation i slušajte muziku koju ste isprogramirali. Igrajte se sa različitim zvukovima i efektima kako biste izmenili svoju kompoziciju.","challenges-content.compose-song.instructions.0":"Prijavite se na","challenges-content.compose-song.instructions.1":"Kliknite ovde da biste napravili skriptu","challenges-content.compose-song.instructions.2":"Dajte svojoj skripti ime i odaberite","challenges-content.compose-song.instructions.3":"kao programski jezik","challenges-content.compose-song.instructions.4":"Započnite pisanje svog koda između","challenges-content.compose-song.instructions.5":"i","challenges-content.compose-song.instructions.6":"linija","challenges-content.compose-song.instructions.7":"Potražite muzičke snimke u ","challenges-content.compose-song.instructions.8":"Sound Library (Biblioteka zvukova)","challenges-content.compose-song.instructions.9":"i izaberite muzičke žanrove, umetnite i instrumente koje volite","challenges-content.compose-song.instructions.10":"Da biste dodali zvučni snimak u pesmu, unesite","challenges-content.compose-song.instructions.11":"U zagradama bi trebalo da budu sledeća 4 parametra, razdvojena zarezima","challenges-content.compose-song.instructions.12":"Zvučni snimak","challenges-content.compose-song.instructions.13":"Postavite pokazivač u zagradu, idite na Sound Library (Biblioteka zvukova), izaberite snimak i nalepite ga klikom na plavu ikonu za lepljenje","challenges-content.compose-song.instructions.14":"Broj numere","challenges-content.compose-song.instructions.15":"numere vam pomažu da organizujete zvukove prema instrument-type (tip instrumenta) (vokali, bas, bubnjevi, klavijature itd.). Dodajte koliko god želite numera (instrumenata). Numere se prikazuju kao redovi koji se prikazuju preko programa Digital Audio Workstation","challenges-content.compose-song.instructions.16":"Start measure (Početna mera)","challenges-content.compose-song.instructions.17":"označava kada će pesma početi da se reprodukuje. Mere su jedinice muzičkog vremena. Jedna mera iznosi 4 takta","challenges-content.compose-song.instructions.18":"End measure (Završna mera)","challenges-content.compose-song.instructions.19":"označava kada će pesma prestati da se reprodukuje","challenges-content.compose-song.instructions.20":"Takav red koda će izgledati ovako","challenges-content.compose-song.instructions.21":"Možete dodavati različite efekte, poput jačine zvuka kako biste pojačali zvuk kompozicije. Opseg jačine zvuka je od -60,0 decibela do 12,0 decibela gde 0,0 predstavlja originalnu jačinu zvuka.","challenges-content.compose-song.instructions.22":"Upišite:","challenges-content.compose-song.instructions.23":"U zagradi, upišite broj numere, VOLUME, GAIN, nivo jačine zvuka, meru kada počinje, nivo i meru kada se završava","challenges-content.compose-song.instructions.24":"Ovo je primer efekta pojačavanja","challenges-content.compose-song.instructions.25":"i utišavanja","challenges-content.compose-song.example.0":"Poslušajte","challenges-content.compose-song.example.1":"primer pesme programirane pomoću Earsketch","challenges-content.compose-song.example.2":"Možete da uvezete kôd i uređujete ga","challenges-content.sensing-game.title":"Napravite igru za video detekciju","challenges-content.sensing-game.author":"Tim EU nedelje programiranja","challenges-content.sensing-game.purposes.0":"Za programiranje animiranih objekata","challenges-content.sensing-game.purposes.1":"Za razvoj razumevanja kako da kontrolišete digitalnu animaciju fizičkim pokretima","challenges-content.sensing-game.purposes.2":"Za komponovanje pesme kombinovanjem zvučnih snimaka","challenges-content.sensing-game.description":"U ovom izazovu kreiraćete jednostavnu igru koja koristi video kameru kao senzor za detekciju pokreta, što znači da ćete moći da kontrolišete animaciju fizičkim pokretom. U ovoj igri zadatak je da prikupite što više oblačića EU nedelje programiranja u roku od 30 sekundi. Umesto prikupljanja oblačića, možete da kreirate igru u kojoj jurite lika ili razbijate balone rukama.","challenges-content.sensing-game.instructions.0":"Prijavite se na","challenges-content.sensing-game.instructions.1":"Kliknite na","challenges-content.sensing-game.instructions.2":"Dodajte proširenje","challenges-content.sensing-game.instructions.3":"i odaberite","challenges-content.sensing-game.instructions.4":"Video detekcija","challenges-content.sensing-game.instructions.5":"Detektovaće koliko brzo se objekat pomera. Ako je broj niži, biće osetljiviji na pokrete.","challenges-content.sensing-game.instructions.6":"Dodajte sprajt. Odaberite zvuk i dodajte u svoj sprajt. Ako želite, možete dodati","challenges-content.sensing-game.instructions.7":"Napravi duplikat","challenges-content.sensing-game.instructions.8":"da biste duplirali sprajt.","challenges-content.sensing-game.instructions.9":"Kreirajte dve promenljive: jednu za","challenges-content.sensing-game.instructions.10":"Rezultat","challenges-content.sensing-game.instructions.11":"i drugu za","challenges-content.sensing-game.instructions.12":"Tajmer","challenges-content.sensing-game.instructions.13":"i dodajte ih u sprajt. Postavite tajmer na 30 i dodajte","challenges-content.sensing-game.instructions.14":"Promenite tajmer za -1","challenges-content.sensing-game.instructions.15":"Kreirajte novi sprajt","challenges-content.sensing-game.instructions.16":"Kraj igre","challenges-content.sensing-game.instructions.17":"da biste završili igru. Možete da kreirate sprajt i sa naslovom igre, npr. Prikupite sve oblačiće EU nedelje programiranja.","challenges-content.sensing-game.example.0":"Reprodukujte video igru sa senzorima Sakupite sve oblačiće EU nedelje programiranja. Slobodno remiksujte","challenges-content.sensing-game.example.1":"ovaj projekat","challenges-content.calming-leds.title":"Umirujuća LED svetla: kreirajte jednostavan uređaj uz micro:bit","challenges-content.calming-leds.author":"Micro:bit Educational Foundation (Micro:bit Obrazovna osnova)","challenges-content.calming-leds.duration":"20 minuta","challenges-content.calming-leds.materials.0":"micro:bit uređaj i komplet baterija (ako je dostupno)","challenges-content.calming-leds.materials.1":"laptop ili tablet sa kojim možete da posetite Microsoft MakeCode i Youtube","challenges-content.calming-leds.materials.2":"microbit.org za resurse aktivnosti","challenges-content.calming-leds.description":"Učenici kreiraju digitalni uređaj koristeći LED svetla koja im mogu pomoći da regulišu disanje i osećaju se smirenije. Od njih će biti zatraženo da napišu jednostavan kôd, istražuju animacije i sekvence.","challenges-content.calming-leds.instructions.0":"Cilj je da kreiraju funkcionalan uređaj sa umirujućim LED svetlima koji mogu da koriste za regulisanje disanja. Ovaj uređaj možete da kreirate na fizičkoj micro:bit ploči ili na simulatoru u MakeCode editoru.","challenges-content.calming-leds.instructions.1":"Izazov možete dovršiti koristeći MakeCode editor i pisanjem jednostavne sekvence kodova kao što je prikazano u videu/snimku ekrana.","challenges-content.calming-leds.instructions.2":"Da bi razvili izazov, učenici mogu da istražuju različite animacije i budu kreativni sa animacijom koju žele da vide kako bi se osećali smireni ili srećni.","challenges-content.calming-leds.instructions.3":"više informacija i video uputstva su na","challenges-content.calming-leds.instructions.4":"ovoj vezi","challenges-content.calming-leds.example":"Posetite ovu stranicu za uputstva i video zapise dovršenog izazova plus kako da napišete kod","challenges-content.calming-leds.purposes.0":"Za dizajniranje jednostavnog digitalnog artefakta sa korisnom svrhom","challenges-content.calming-leds.purposes.1":"Za istraživanje sekvenci i animacija i kako rade","challenges-content.calming-leds.purposes.2":"Za testiranje i otklanjanje grešaka u jednostavnom kodu","challenges-content.calming-leds.purposes.3":"Za ponavljanje dizajna ubrzavanjem ili usporavanjem animacija","challenges-content.computational-thinking-and-computational-fluency.title":"Računarsko razmišljanje i savršeno znanje iz računara uz ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – grčki ambasador EU nedelje programiranja","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Za upoznavanje sa novim komandama i interfejsom.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Za kreiranje jednostavnih programa sa jednostavnim komandama uzroka i efekta.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Za obavljanje jednostavnog otklanjanja grešaka putem pokušaja i grešaka.","challenges-content.computational-thinking-and-computational-fluency.description":"U ovom izazovu deca će integrisati CT koncepte u svoje projekte korišćenjem ScratchJr aplikacije kako bi njihove priče bile interaktivnije, uzbudljivije i emotivnije.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr ne zahteva da deca znaju da čitaju. Sva uputstva i opcije menija mogu da se identifikuju putem simbola i boja. Izazov može biti završen u učionici, laboratoriji ili čak na otvorenom prostoru jer nije potreban internet.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Deca koriste grad kao pozadinu i koriste blokove kodiranja da bi se kola kretala kroz grad.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Deca mogu da koriste blokove zvukova i pokreta i da ponovo započinju blokove kako bi likovi plesali.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Deca biraju pozadinu i lika i koriste blok kretanja kako bi se automobil vozio kroz grad Deca mogu da koriste blok brzine da ubrzavaju ili usporavaju lika.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Besplatna aplikacija","challenges-content.computational-thinking-and-computational-fluency.materials.1":"radi na raznim operativnim sistemima i tipovima pametnih uređaja","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Takođe,","challenges-content.computational-thinking-and-computational-fluency.materials.3":"veb-lokacija nudi mnoštvo besplatnog edukativnog materijala","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minuta","challenges-content.ai-hour-of-code.title":"Sat veštačke inteligencije koda","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition (Minecraft obrazovno izdanje)","challenges-content.ai-hour-of-code.purposes.0":"Za kreiranje programerskih rešenja koja obuhvataju sekvence, događaje, petlje i kondicionale","challenges-content.ai-hour-of-code.purposes.1":"Za razlaganje koraka koji su potrebni za rešenje problema na precizne sekvence uputstava","challenges-content.ai-hour-of-code.purposes.2":"Za istraživanje koncepata kodiranja","challenges-content.ai-hour-of-code.description":"Selu preti požar i potrebno je da kodirate rešenje! Upoznajte se sa pomoćnikom za kodiranje, Minecraft agentom, a zatim programirajte agenta da se kreće kroz šumu i prikuplja podatke. Ovi podaci će pomoću agentu da predvidi gde će doći do požara. Zatim programirajte agenta tako da sprečava širenje požara, sačuva selo i vrati život u šumu. Naučite osnove programiranja i istražite primer veštačke inteligencije (AI) iz stvarnog sveta.","challenges-content.ai-hour-of-code.instructions":"Preuzmite plan lekcije ovde","challenges-content.ai-hour-of-code.materials.0":"Instalirajte Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Nakon što instalirate Minecraft obrazovno izdanje, izazov se nalazi na","challenges-content.ai-hour-of-code.materials.2":"ovoj veb-lokaciji","challenges-content.create-a-dance.title":"Kreirajte ples uz pesmu Ode to Code!","challenges-content.create-a-dance.purposes":"Da biste na zabavan način vežbali programiranje i osećali se povezano sa zajednicom EU nedelje programiranja.","challenges-content.create-a-dance.description.0":"Kreirajte ples uz pesmu Ode to Code! Koristite","challenges-content.create-a-dance.description.1":"uputstvo za plesnu zabavu","challenges-content.create-a-dance.description.2":"za kodiranje plesa uz pesmu Ode to Code. Zvanična himna EU nedelje programiranja je navedena kao izbor u opciji Dance Party (Plesna zabava).","challenges-content.create-a-dance.instructions.0":"Uputstva su prikazana u video snimku unutar","challenges-content.create-a-dance.instructions.1":"uputstva","challenges-content.create-a-dance.instructions.2":"a i zapisana su na vrhu svakog nivoa","challenges-content.create-a-dance.example":"Istaknute učeničke kreacije možete pronaći na sledećoj stranici","challenges-content.create-a-dance.materials":"Uputstvo sa Code.org","challenges-content.create-a-simulation.title":"Kreirajte simulaciju!","challenges-content.create-a-simulation.purposes.0":"Za učenje o simulacijama dok uvodite sledeće promenljive: kreiranje grupe, stope oporavka, nošenje maski i vakcine.","challenges-content.create-a-simulation.purposes.1":"Za aktiviranje prethodnog znanja o izbijanjima virusa u stvarnom svetu koji će se primenjivati na fiktivne scenarije.","challenges-content.create-a-simulation.description":"Pišite kôd za kreiranje i pokretanje sopstvene simulacije izbijanja virusa u Gradu Čudovišta (Monster Town). Saznajte da programirate i predviđate šta će se desiti komšijama u Gradu Čudovišta.","challenges-content.create-a-simulation.instructions.0":"Uputstva su prikazana u video snimku unutar","challenges-content.create-a-simulation.instructions.1":"uputstva","challenges-content.create-a-simulation.instructions.2":"a i zapisana su na vrhu svakog nivoa","challenges-content.create-a-simulation.example":"Kada budete završili, možete da podelite simulaciju sa drugima. Podelite poruku o tome šta mislite da možemo da uradimo da pomognemo da drugi ostanu zdravi kada se u gradu pojavi virus.","challenges-content.create-a-simulation.materials":"Uputstvo sa Code.org","challenges-content.create-your-own-masterpiece.title":"Kreirajte sopstveno remek-delo!","challenges-content.create-your-own-masterpiece.audience":"Prihvatljivo za sve uzraste","challenges-content.create-your-own-masterpiece.purpose":"Za uvođenje koncepata računarstva na vizuelan način i inspirisanje kreativnosti","challenges-content.create-your-own-masterpiece.description":"Kreirajte sopstveno remek-delo sa umetnikom! Koristite blokove koda kako bi vaš umetnik napravio jedinstveno umetničko delo.","challenges-content.create-your-own-masterpiece.instructions":"Uputstva su navedena na vrhu svakog nivoa","challenges-content.create-your-own-masterpiece.example":"Primere umetnika možete da pronađete na ovoj stranici u okviru crteža (Drawing)","challenges-content.create-your-own-masterpiece.materials.0":"Prvi nivo uputstva možete pronaći","challenges-content.create-your-own-masterpiece.materials.1":"OVDE","challenges-content.cs-first-unplugged-activities.title":"Prve aktivnosti računarstva van mreže","challenges-content.cs-first-unplugged-activities.purposes.0":"Za podršku učenicima koji uče od kuće","challenges-content.cs-first-unplugged-activities.purposes.1":"Da svi imaju mogućnost pauze od ekrana","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged je skup aktivnosti koje uvode učenicima koncepte CS-a bez računara. Dizajnirali smo ovu lekciju da bismo demonstrirali da je računarstvo mnogo više od kodiranja.","challenges-content.cs-first-unplugged-activities.instructions.0":"Pronaći ćete brošuru na engleskom za sve aktivnosti na ovoj","challenges-content.cs-first-unplugged-activities.instructions.1":"vezi","challenges-content.cs-first-unplugged-activities.instructions.2":"kao i plan lekcija na engleskom na ovoj","challenges-content.cs-first-unplugged-activities.instructions.3":"Aktivnosti u ovoj lekciji mogu biti dovršene pojedinačno i u bilo kom redosledu","challenges-content.cs-first-unplugged-activities.instructions.4":"Nastavnik može da slika proces učenja i da ga podeli na Instagramu koristeći #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Pored brošure o aktivnostima, neke aktivnosti zahtevaju ili opciono imaju koristi od dodatnih materijala.","challenges-content.cs-first-unplugged-activities.materials.1":"Mali brojači (poput suvog boba) za korišćenje na mreži ili mapi bliskog okruženja („Povežite komšiluk“).","challenges-content.cs-first-unplugged-activities.materials.2":"Makaze za isecanje točka za dešifrovanje „Pošaljite tajnu poruku“.","challenges-content.cs-first-unplugged-activities.materials.3":"Karton i lepak za obezbeđivanje dodatne čvrstoće za točak za dešifrovanje „Pošaljite tajnu poruku“.","challenges-content.cs-first-unplugged-activities.materials.4":"Špenadla, čačkalica ili ispravljena spajalica za povezivanje točka za dešifrovanje „Pošaljite tajnu poruku“.","challenges-content.family-care.title":"Briga o porodici","challenges-content.family-care.experience":"Otvoreno za sve","challenges-content.family-care.duration":"5 do 10 sati","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Za istraživanje problema ‘brige o porodici’ sa kojom se svakodnevno susrećemo;","challenges-content.family-care.purposes.1":"Za sagledavanje problema kao mogućnosti i generisanje kreativnih rešenja;","challenges-content.family-care.purposes.2":"Za korišćenje koda za inovativnu realizaciju rešenja;","challenges-content.family-care.purposes.3":"Za dizajniranje postera i prezentovanje rešenja drugima;","challenges-content.family-care.purposes.4":"Za korišćenje društvenih mreža za kreiranje uticaja vaših projekata.","challenges-content.family-care.description.0":"Šta vam pada na pamet kada razgovaramo o domu? Lepa kuća? Obilna večera koju su pripremili roditelji? Tajni prostor samo za vas? Topao dom napaja naša tela i duh poput benzinske pumpe. Usred halabuke modernog života, roditelji su uvek zauzeti zbog posla. Kada se družite sa prijateljima, ne možete da ostavite mačiće same. Ali kako da vodite računa o vašoj ekipi kad ste razdvojeni? Tema izazova je","challenges-content.family-care.description.1":"Briga o porodici","challenges-content.family-care.description.2":"Na osnovu ove teme, učenici se ohrabruju da razviju ideju prenošenja ljubavi i brige kroz programiranje i hardver. Ovde ima pitanja za razmišljanje","challenges-content.family-care.description.3":"Koliko članova porodice ima u vašem domu? Ko su oni? Da li ste imali problema kada ste boravili sa njima? Koja vrsta nege im je potrebna?","challenges-content.family-care.description.4":"Znate li nekoga kome nedostaje porodica više nego drugima u vašoj zajednici? Kako mu možete pomoći?","challenges-content.family-care.instructions.0":"Iznosite ideje i istražite temu brige o porodici","challenges-content.family-care.instructions.1":"Lista eventualnih problema","challenges-content.family-care.instructions.2":"Generišite moguća rešenja","challenges-content.family-care.instructions.3":"Izaberite rešenje","challenges-content.family-care.instructions.4":"Programirajte i napravite strukturu","challenges-content.family-care.instructions.5":"Dizajnirajte poster za nacrt projekta","challenges-content.family-care.instructions.6":"Predstavite ga svojim učiteljima i članovima porodice","challenges-content.family-care.example.0":"Pronađite neke primere odavde","challenges-content.family-care.example.1":"kao i","challenges-content.family-care.materials.0":"Alatka za programiranje:","challenges-content.family-care.materials.1":"ili preuzmite","challenges-content.family-care.materials.2":"Verzija računara","challenges-content.family-care.materials.3":"mBlock je programski jezik zasnovan na Scratchu","challenges-content.family-care.materials.4":"Ovaj izazov je takođe prilagođen iz MakeX Global Spark takmičenja, programa kreativnog dizajna zasnovanog na projektu za mlade ljude uzrasta od 6 do 13 godina.","challenges-content.family-care.materials.5":"Tim koji učestvuje će morati da se fokusira na određenu temu i osmisli rešenje putem programiranja softvera i pravljenja hardvera.","challenges-content.family-care.materials.6":"Učenici se ohrabruju da dovrše izazov u Nedelji programiranja i da ga iznesu na međunarodni nivo za komunikaciju sa drugim studentima i osvoje nagrade.","challenges-content.family-care.materials.7":"Za više informacija, proverite:","challenges-content.family-care.materials.8":"ili nam se obratite na","challenges-content.virtual-flower-field.title":"Uzgajajte virtuelno cvetno polje","challenges-content.virtual-flower-field.author":"Jadga Huegle – upoznajte trenera za kodiranje i člana SAP Snap! tima","challenges-content.virtual-flower-field.duration":"30-60 minuta","challenges-content.virtual-flower-field.purposes.0":"Za učenje programiranja jednostavnim, ali izražajnim projektom.","challenges-content.virtual-flower-field.purposes.1":"Za učenje da programiranje može biti umetničko i da dovede do lepih rezultata.","challenges-content.virtual-flower-field.purposes.2":"Za ulepšavanje jeseni raznobojnim cvećem i EU nedeljom programiranja.","challenges-content.virtual-flower-field.purposes.3":"Za prikaz raznolikosti cveća na Zemlji.","challenges-content.virtual-flower-field.purposes.4":"Za doprinos ciljevima održivog razvoja (SDG-ovi), posebno SDG13 -klimatske promene kreiranjem događaja programiranja koji poboljšavaju obrazovanje o klimatskim promenama putem podizanja svesti o ovoj temi.","challenges-content.virtual-flower-field.description":"Razvijte program u Snap! koji uzgaja virtuelno cvetno polje sa različitim tipovima cveća i različitim brojevima latica.","challenges-content.virtual-flower-field.instructions.0":"Ako vam je potrebna inspiracija o tome kako da započnete izazov, pogledajte","challenges-content.virtual-flower-field.instructions.1":"ovaj video","challenges-content.virtual-flower-field.instructions.2":"ili koristite","challenges-content.virtual-flower-field.instructions.3":"ovaj dokument","challenges-content.virtual-flower-field.instructions.4":"da biste pratili","challenges-content.virtual-flower-field.instructions.5":"Izazov može biti dovršen programiranjem virtuelnog cvetnog polja u aplikaciji Snap! (ili Scratch) i objavljivanjem snimka ekrana ili fotografije rezultata na mreži.","challenges-content.virtual-flower-field.instructions.6":"Cvetno polje bi trebalo da sadrži različite tipove cveća sa različitim brojem latica. Idealno, cveće se programira, što znači da su konstruisani ponovljenim pečatiranjem i okretanjem (ili crtanjem i okretanjem) latica.","challenges-content.virtual-flower-field.instructions.7":"Objavite sliku virtuelnog cvetnog vrta uz #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Preporučujemo da koristite","challenges-content.virtual-flower-field.materials.1":"međutim, projekat radi i u","challenges-content.haunted-house.title":"Ukleta kuća u Hady","challenges-content.haunted-house.author":"Felienne Hermans, univerzitet u Lajdenu - Ramon Moorlag, I&I - CodeWeek NL","challenges-content.haunted-house.audience":"Nastavnici i obrazovni kadar","challenges-content.haunted-house.duration":"1 ili 2 sata u zavisnosti od prethodnog znanja","challenges-content.haunted-house.purposes.0":"Za pravljenje interaktivne priče o ukletoj kući.","challenges-content.haunted-house.purposes.1":"Za učenje programiranja sa Hady.","challenges-content.haunted-house.description":"sa Hady, kreiraćete priču o ukletoj kući sa interaktivnim elementima. Svaki put kada kôd bude pokrenut, kreiraće se nova priča. Računar može pročitati priču i naglas i možete podeliti na mreži.","challenges-content.haunted-house.instructions.0":"Započnite otvaranjem pregledača i idite na hedycode.com.","challenges-content.haunted-house.instructions.1":"Pratite uputstva za nivoe 1-4. Koristite jezičke Level „Nivo“ i Hounted House „Ukleta kuća“.","challenges-content.haunted-house.instructions.2":"Pomoću ovih nivoa, napisaćemo interaktivnu priču o ukletoj kući.","challenges-content.haunted-house.instructions.3":"Nastavnici, plan lekcije Hedy možete pronaći","challenges-content.haunted-house.instructions.4":"ovde","challenges-content.haunted-house.instructions.5":"Možete pronaći snimak kako Felienne Hermans prezentuje Hedy na","challenges-content.haunted-house.instructions.6":"ovoj vezi","challenges-content.haunted-house.example":"Primer uklete kuće na nivou","challenges-content.haunted-house.materials.0":"Hedy na","challenges-content.haunted-house.materials.1":"nivou 1 do 4","challenges-content.inclusive-app-design.title":"Inkluzivan dizajn aplikacije","challenges-content.inclusive-app-design.author":"Apple Education (Apple obrazovanje)","challenges-content.inclusive-app-design.duration":"60 minuta + opcione produžene aktivnosti","challenges-content.inclusive-app-design.purposes.0":"Za iznošenje ideja, planiranje, pravljenje prototipa i deljenje ideje za aplikaciju kojoj bi svako mogao da pristupi i da je razume.","challenges-content.inclusive-app-design.description":"Sjajne aplikacije započinju sa sjajnim idejama. U ovoj aktivnosti, učenici će smisliti ideju za aplikaciju o temi do koje im je stalo, zatim otkrivaju kako da dizajniraju aplikacije imajući u vidu inkluziju i pristupačnost.","challenges-content.inclusive-app-design.instructions.0":"Pronaći ćete sva uputstva na ovoj vezi","challenges-content.inclusive-app-design.instructions.1":"Sa jednočasovnim planom lekcije, obrazovni kadar može da navodi učenike da","challenges-content.inclusive-app-design.instructions.2":"Saznaju o inkluzivnom dizajnu aplikacije","challenges-content.inclusive-app-design.instructions.3":"Iznesu ideje o temama do kojih im je stalo kako bi pronašli ideju za aplikaciju","challenges-content.inclusive-app-design.instructions.4":"Navedu svoje ideje za aplikacije i planiraju aktivnosti korisnika","challenges-content.inclusive-app-design.instructions.5":"Naprave prototip jednog dela aplikacije u Keynote","challenges-content.inclusive-app-design.instructions.6":"Dele demo verzije prototipova i opisuju kako podržavaju korisnike sa različitim poreklom i sposobnostima","challenges-content.inclusive-app-design.materials.0":"Istražite aktivnost dizajna inkluzivne aplikacije u Apple centru za učenje za nastavnike (Apple Teacher Learning Center)","challenges-content.inclusive-app-design.materials.1":"Preporučuje se Keynote na iPad ili Mac uređaju, ali nije obavezno.","challenges-content.silly-eyes.title":"Smešne oči","challenges-content.silly-eyes.author":"Raspberry Pi fondacija","challenges-content.silly-eyes.duration":"25 minuta","challenges-content.silly-eyes.purposes.0":"Za pravljenje projekta sa interakcijom korisnika.","challenges-content.silly-eyes.purposes.1":"Za personalizovanje projekta sa bojom i grafičkim efektima.","challenges-content.silly-eyes.purposes.2":"Za učenje o dizajnu u digitalnom marketingu.","challenges-content.silly-eyes.description":"U ovom projektu, dizajniraćete i kreirati lik sa smešnim očima. Velike, smešne oči lika pratiće pokazivač miša radi oživljavanja lika.","challenges-content.silly-eyes.instructions":"Pristupite punom opisu projekta ovde","challenges-content.silly-eyes.example":"Pogledajte Gobo, Under the sea (Ispod mora) i Don't eat donut (Ne jedi krofnu)","challenges-content.train-ai-bot.title":"Obučite AI robota!","challenges-content.train-ai-bot.purposes":"Da biste naučili o veštačkoj inteligenciji (AI), mašinskom učenju, podacima o obuci i sklonostima, dok istražujete etička pitanja i kako AI može da se koristi za rešavanje svetskih problema.","challenges-content.train-ai-bot.description":"Obučavanje AI robota uz AI for Oceans (AI za Okeani). U ovoj aktivnosti, programiraćete ili obučavati AI (veštačka inteligencija) za identifikovanje ribe ili đubreta. Očistimo okean!","challenges-content.train-ai-bot.instructions.0":"Uputstva se prikazuju kao video zapisi unutar uputstva","challenges-content.train-ai-bot.instructions.1":"a i zapisana su na vrhu svakog nivoa","challenges-content.train-ai-bot.materials.0":"Uputstva možete pronaći ovde","challenges-content.train-ai-bot.materials.1":"Ovo uputstvo je dostupno u preko 25 jezika","challenges-content.build-calliope.title":"Napravite vlasititi Calliope mini fitness trener","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Za razigrano upoznavanje sekvenci, animacija, ponavljanja i promenljivih.","challenges-content.build-calliope.purposes.1":"Da dizajniramo dijagram strukture.","challenges-content.build-calliope.purposes.2":"Da testiramo i otklanjamo greške u kodu .","challenges-content.build-calliope.purposes.3":"Za optimizaciju programa metodom pokušaja i grešaka, provjerom i podešavanjem upotrebljivosti.","challenges-content.build-calliope.duration":"20-30 minuta","challenges-content.build-calliope.description":"Učesnici će razviti digitalno kontrolisan prototip koji koristi šarene svijetleće LED diode da reprodukuje unaprijed zamišljenu fitnes vježbu od 10 jedinica.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (ukoliko je dostupan)","challenges-content.build-calliope.materials.1":'Laptop ili tablet pomoću koga možete posjetiti https://makecode.calliope.cc or https://calliope.cc i YouTube kako biste pristupili materijalima potrebnim za realizovanje aktivnosti.',"challenges-content.build-calliope.instructions.0":"Kako biste započeli, napravite plan i odredite redoslijed jedinica za vježbu. Koristeći raspored, programirajte RGB LED na Calliope mini tako da prikazuje jednu od 5 boja unaprijed definisanim tempom. Zatim kreirajte promjenljivu za tempo i programska ponavljanja koristeći petlje.","challenges-content.build-calliope.instructions.1":"Zapamtite, ako ste implementirali program na način koji vam se dopada, možete ga podijeliti i sa nama na info@calliope.cc - uzbuđeni smo da vidimo šta mislite o tome! Usput, poklanjamo 30 Calliope mini među podnesenim zahtjevima!","challenges-content.build-calliope.instructions.2":"Podijelite QR kod vašeg projekta na Instagramu, dodajte hashtag #EUCodeWeekChallenge i tagujte/pomenite @CodeWeekEU.","challenges-content.build-calliope.example.0":"I vi možete da se bavite sportom dok sjedite za računarom.","challenges-content.build-calliope.example.1":"Napravite fitnes prototip sa Calliope mini koji se takođe može testirati u simulatoru. Izazov se obavlja u uređivaču, MakeCode programiranjem jednostavne sekvence koda (pogledajte screenshot).","challenges-content.build-calliope.example.2":"Izaberite 5 različitih boja i dodijelite fitnes vejžbu svakoj od njih, npr. čučnjevi ili skokovi. Tada se boje mogu poredati bilo kojim redosledom i trenirati.","challenges-content.common.share":"Podelite vezu ili QR kod vašeg projekta na Instagramu ili Facebooku, dodajte heštag #EUCodeWeekChallenge i spomenite @CodeWeekEU.","challenges-content.common.audience.0":"Nastavnici i obrazovni kadar","challenges-content.common.audience.1":"Učenici osnovne škole (6 do 12 godina)","challenges-content.common.audience.2":"Učenici viših razreda osnovne i nižih razreda srednje škole (12 to 16 godina)","challenges-content.common.audience.3":"Učenici viših razreda srednje škole (16 to 18 godina)","challenges-content.code-a-dice.title":"Programiraj kockicu i baci je","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Programirajte interaktivne zagonetke","challenges-content.code-a-dice.purposes.1":"Za programiranje simulacije objekta koji se nasumično kreće koji će se koristiti ako pravi objekat nije dostupan","challenges-content.code-a-dice.description":"U ovom izazovu programiraćete kockicu da se nasumično kotrlja na vašu komandu. Možete da odaberete bilo koji tip kockice sa onoliko stranica koliko želite, kao one koje se koriste u igrama uloga, kao i da dodate zvukove. ","challenges-content.code-a-dice.instructions.0":"Prijavite se na Scratch","challenges-content.code-a-dice.instructions.1":"Odaberite pozadinu","challenges-content.code-a-dice.instructions.2":"Napravite svoj sprajt za kockicu ili potražite neki na internetu i otpremite ga u svoj program","challenges-content.code-a-dice.instructions.3":"Napravi onoliko kostima za taj sprajt koliko stranica ima na izabranoj kockici, pri čemu svaka od njih pokazuje drugi broj","challenges-content.code-a-dice.instructions.4":"Odaberite kako želite da kockica počne da se kotrlja (pritiskom na taster na tastaturi, klikom na sprajt itd.) i napišite kod","challenges-content.code-a-dice.instructions.5":"Kodirajte sprajt tako da nasumično menja kostim na kraju kotrljanja","challenges-content.code-a-dice.instructions.6":"Dodajte zvučne efekte","challenges-content.code-a-dice.example":"Zakotrljajte D-20 kockicu","challenges-content.personal-trainer.title":"Lični trener za micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Za programiranje micro:bita kako biste koristili zujalicu i led tablu","challenges-content.personal-trainer.purposes.1":"Za kreiranje ličnog uređaja koji će kontrolisati vaše fizičke aktivnosti","challenges-content.personal-trainer.purposes.2":"Za programiranje micro:bita za poboljšanje vašeg zdravlja pomoću sporta","challenges-content.personal-trainer.description":"Ovaj izazov vam omogućava da programirate vaš micro:bit tako da kontroliše vreme ponavljanja fizičkih vežbi u kombinaciji s vremenom za odmor. Pratićete vašu fizičku aktivnost u školi, kod kuće ili u parku.","challenges-content.personal-trainer.instructions.0":"Kada je A+B, kreirajte tajmer koji odbrojava 3 sekunde sa zvukom muzičke note svake sekunde i prikazuje reč KRENI!","challenges-content.personal-trainer.instructions.1":"Tokom prve vežbe, prikažite kvadrat dimenzija 2x2 koji treperi u trajanju od 20 sekundi. Zatim reprodukujte zvuk i neka kvadrat prestane da treperi. Tokom preostalog vremena, druga slika koja treperi mora da se prikazuje u trajanju od 10 sekundi. Kada se završi, reprodukujte zvuk.","challenges-content.personal-trainer.instructions.2":"Zatim ponovite istu radnju, ali prikažite tablu dimenzija 3x3 za vreme za vežbu. Ponavljajte ove radnje sve dok se ne bude prikazana tabla dimenzija 5x5.","challenges-content.personal-trainer.duration":"30-40 minuta","challenges-content.create-a-spiral.title":"Napravite spiralu","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Za učenje i vežbanje petlji i promenljivih.","challenges-content.create-a-spiral.purposes.1":"Za poboljšanje kreativnosti u programiranju.","challenges-content.create-a-spiral.description":"U ovom izazovu napisaćete projekat u Scratch-u za pravljenje spirale, korišćenjem blokova s olovkama, petlju i promenljivu.","challenges-content.create-a-spiral.instructions.0":"Blokovi s olovkama","challenges-content.create-a-spiral.instructions.1":"Napravite novi projekat i nazovite ga Spirala.","challenges-content.create-a-spiral.instructions.2":"Kliknite na ljubičastu ikonu „Dodaj proširenje“ na donjoj strani prozora","challenges-content.create-a-spiral.instructions.3":"Izaberite „olovku“: sada možete da koristite blokove s olovkama u svom projektu!","challenges-content.create-a-spiral.instructions.4":"Da biste započeli svoj projekat, prevucite i otpustite blok „kada se klikne na zelenu zastavicu“:","challenges-content.create-a-spiral.instructions.5":"Morate da započnete sa praznom stranicom: unutar blokova s olovkama, dodajte blok „obriši sve“:","challenges-content.create-a-spiral.instructions.6":"Počnite da crtate na sredini pozornice, što znači da vaš sprajt mora da ode do sredine pozornice (0,0):","challenges-content.create-a-spiral.instructions.7":"Vaš sprajt može da se pomera bez crtanja ili možete da ga prevlačite dok crta:","challenges-content.create-a-spiral.instructions.8":"kada poželite da crta, možete da koristite blok za spuštanje olovke","challenges-content.create-a-spiral.instructions.9":"kada to ne želite, možete da iskoristite blok za podizanje olovke","challenges-content.create-a-spiral.instructions.10":"Sada, želite da crtate! Dodajte blok „spuštanje olovke“:","challenges-content.create-a-spiral.instructions.11":"Šestougaonik","challenges-content.create-a-spiral.instructions.12":"Dodajte blokove u nastavku projekta, ispod:","challenges-content.create-a-spiral.instructions.13":"Sada imate jednu šestinu vašeg šestougaonika. 'Morate da 6 puta ponovite ovaj niz radnji:","challenges-content.create-a-spiral.instructions.14":"Spirala","challenges-content.create-a-spiral.instructions.15":"Da biste napravili spiralu, moraćete da dodate 2 dužini svake sledeće strane.","challenges-content.create-a-spiral.instructions.16":"Da biste to uradili, koristićete promenljivu.","challenges-content.create-a-spiral.instructions.17":"U blokovima sa promenljivima, kliknite na Napravi promenljivu","challenges-content.create-a-spiral.instructions.18":"Nazovite je dužina, a zatim kliknite na OK:","challenges-content.create-a-spiral.instructions.19":"Spirala će početi da raste, moraćete da počnete od male veličine: postavite prvu dužinu na 10, pa umetnite ovaj blok pre petlje.","challenges-content.create-a-spiral.instructions.20":"Umetnite promenljivu „dužina“ u blok „pomeri … koraka“","challenges-content.create-a-spiral.instructions.21":"Da bi spirala rasla, moraćete i da imate porast dužine u svakoj petlji: dodajte blok ispod na kraj petlje:","challenges-content.create-a-spiral.instructions.22":"Evo vašeg trenutnog projekta:","challenges-content.create-a-spiral.instructions.23":"Predivna spirala ","challenges-content.create-a-spiral.instructions.24":"Nacrtrali ste spiralu! Da bi se nastavljala u nedogled, zamenite petlju „ponovi 6“ petljom „zauvek“:","challenges-content.create-a-spiral.instructions.25":"Da biste nacrtali spiralu u boji, dodajte sledeći blok u petlju:","challenges-content.create-a-spiral.instructions.26":"Kada počnete iz početka, sprajt crta neželjenu liniju. Da biste to sprečili, dodajte blok „podizanje olovke“ na početak projekta.","challenges-content.create-a-spiral.instructions.27":"Evo vašeg konačnog projekta:","challenges-content.create-a-spiral.instructions.28":"Čestitamo! Napravili ste predivnu spiralu!","challenges-content.play-against-ai.title":"Napravite igru „ Kamen, papir, makaze' i igrajte je protiv veštačke inteligencije","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"da biste razumeli kako radi ciklus mašinskog učenja.","challenges-content.play-against-ai.purposes.1":"da biste napravili model mašinskog učenja korišćenjem mašine koja može da uči","challenges-content.play-against-ai.purposes.2":"da biste se upoznali sa Pictoblox alatkom i uvezli napravljeni model u projekat","challenges-content.play-against-ai.purposes.3":"da biste postavili pozornicu i likove, napravili i pokrenuli promenljive u Pictoblox-u","challenges-content.play-against-ai.purposes.4":"da biste inicirali igru, identifikovali poteze igrača, programirali nasumične poteze veštačke inteligencije","challenges-content.play-against-ai.purposes.5":"da biste napravili i testirali igru koja uključuje veštačku inteligenciju kao suparnika u igri Papir, kamen, makaze.","challenges-content.play-against-ai.description":"Napravićemo model korišćenjem Mašine koja može da uči iz slika korišćenjem sledeće tri klase: Kamen, makaze i papir. Model će biti učitan u Pictoblox i koristiće se za pravljenje igre koju možemo da igramo protiv veštačke inteligencije.","challenges-content.play-against-ai.duration":"90 minuta","challenges-content.play-against-ai.instructions.0":"Napravite novi projekat sa slikom na Mašini koja može da uči, sa 3 klase pod nazivom Kamen, papir i makaze. Za svaku klasu, zabeležite kamerom najmanje 400 slika. Uverite se da imate jasnu pozadinu. Obučite i izvezite model. Otpremite model i kopirajte vezu.","challenges-content.play-against-ai.instructions.1":"Napravite besplatni nalog na internet sajtu Pictoblox. Dodajte proširenje za mašinsko učenje i otpremite model. Postavite pozornicu, promenljive i sprajtove. Pokrenite igru, identifikujte poteze igrača i poteze veštačke inteligencije, kao i pravila za pobedu u partiji.","challenges-content.play-against-ai.instructions.2":"Obučavanje podacima za igru.","challenges-content.play-against-ai.instructions.3":"Testiranje modela.","challenges-content.play-against-ai.instructions.4":"Izvoz modela.","challenges-content.play-against-ai.instructions.5":"Dodajte proširenje za mašinsko učenje i učitajte model.","challenges-content.play-against-ai.instructions.6":"Postavite pozornicu, promenljive i sprajt.","challenges-content.play-against-ai.instructions.7":"Pokrenite igru.","challenges-content.play-against-ai.instructions.8":"Prepoznajte poteze igrača.","challenges-content.play-against-ai.instructions.9":"Postavite nasumične poteze veštačke inteligencije.","challenges-content.play-against-ai.instructions.10":"Emitujte nasumične poteze veštačke inteligencije.","challenges-content.play-against-ai.instructions.11":"Napravite tri bloka. Ko je pobednik partije? ","challenges-content.play-against-ai.instructions.12":"Proverite da li igrač pobeđuje u partiji.","challenges-content.play-against-ai.instructions.13":"Proverite da li veštačka inteligencija pobeđuje u partiji.","challenges-content.play-against-ai.instructions.14":"Proverite da li je partija nerešena.","challenges-content.play-against-ai.instructions.15":"Programirajte blokove.","challenges-content.play-against-ai.instructions.16":"Sprajt za Papir, kamen, makaze","challenges-content.air-drawing-with-AI.title":"Crtanje po vazduhu sa veštačkom inteligencijom","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"za pisanje programa pomoću proširenja za detekciju ljudskog tela za prepoznavanje pokreta prstiju ispred kamere.","challenges-content.air-drawing-with-AI.purposes.1":"za kodiranje sa jednostavnim blokovima u nekoliko redova koda.","challenges-content.air-drawing-with-AI.purposes.2":"za prikaz primera upotrebe veštačke inteligencije","challenges-content.air-drawing-with-AI.description":"Pravljenje programa koji omogućava korisniku da crta po vazduhu rukom (kažiprstom) ispred kamere, a sve što nacrta se automatski prikazuje na pozornici Pictoblox-a.","challenges-content.air-drawing-with-AI.instructions.0":"Napravite nalog na Pictoblox-u","challenges-content.air-drawing-with-AI.instructions.1":"pratite vizuelna uputstva za sledeće:","challenges-content.air-drawing-with-AI.instructions.2":"dodavanje proširenja Detekcija ljudskog tela i Olovka;","challenges-content.air-drawing-with-AI.instructions.3":"postavljanje pozornice i dodavanje sprajta (Olovka) i dodatnih sprajtova za sledeće: Spuštanje olovke, Podizanje olovke, Briši sve; ","challenges-content.air-drawing-with-AI.instructions.4":"napišite kod kako bi sprajt Olovka pratio prst","challenges-content.air-drawing-with-AI.instructions.5":"napišite kod za dugmiće: Podizanje olovke, Spuštanje olovke i Briši sve, kao i za Olovku","challenges-content.air-drawing-with-AI.instructions.6":"Sada ste spremni da pravite sopstvene crteže i igrate se sa različitim bojama i veličinama olovke.","challenges-content.air-drawing-with-AI.materials.0":"Laptop ili računar sa kamerom","challenges-content.air-drawing-with-AI.materials.1":"Najnovija verzija PictoBlox-a je preuzeta (preporučeno) ili onlajn Pictoblox (besplatan)","challenges-content.air-drawing-with-AI.materials.2":"Pictoblox nalog (besplatan)","challenges-content.air-drawing-with-AI.materials.3":"Dobra veza sa internetom","challenges-content.emobot-kliki.title":"Robot za emocije Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Da biste naučili osnovne koncepte mašinskog učenja i prepoznavanja teksta.","challenges-content.emobot-kliki.purposes.1":"Da biste razumeli ulogu emocija u komunikaciji.","challenges-content.emobot-kliki.purposes.2":"Da biste koristili kôd za kreiranje dijaloga između robota za ćaskanje i korisnika.","challenges-content.emobot-kliki.purposes.3":"Da biste razumeli kako računari mogu da prepoznaju emotivne nijanse kroz analizu teksta i da reaguju na odgovarajući način.","challenges-content.emobot-kliki.description.0":"Kreirajte emotivnog robota u Scratch-u koji može da prikazuje srećno lice za pozitivne poruke (ako mu kažete lepe stvari), ljutito lice za negativne poruke (ako mu kažete nešto neprijatno) i zbunjeno lice ako je poruka neodređena.","challenges-content.emobot-kliki.description.1":"Naš robot za emocije Kliki će prepoznati komplimente i uvrede, pa ćemo videti kako računari mogu da budu obučeni za prepoznavanje emotivnih nijansi.","challenges-content.emobot-kliki.instructions.0":"Za početak, programirajte listu pravila za to šta je lepo ili ljubazno, a šta je loše ili neprijatno.","challenges-content.emobot-kliki.instructions.1":"Prijavite se na https://machinelearningforkids.co.uk/ ili kreirajte novi nalog.","challenges-content.emobot-kliki.instructions.2":"Napravite novi model mašinskog učenja dodavanjem 3 nove oznake, prvu nazovite „fino“, drugu „loše“, a ako želite da prepoznaje i vaše ime, napravite i treću oznaku pod nazivom „ime“.","challenges-content.emobot-kliki.instructions.3":"Obučite novi model mašinskog učenja, testirajte ga i koristite za pravljenje robota za emocije u Scratch-u.","challenges-content.emobot-kliki.instructions.4":"Pokrenite Scratch 3 uređivač, izbrišite sprajt mačke, umetnite 3 nova sprajta koje je napravio Microsoft Bing Image Creator (računarski crtani likovi za izražavanje sreće, ljutnje i nesigurnosti) ili napravite novi sprajt klikom na ikonu za Bojanku crtanjem tri kopije kostima za srećno, ljutito i nesigurno lice.","challenges-content.emobot-kliki.instructions.5":"Kliknite na karticu „Kod“ i unesite sledeću skriptu.","challenges-content.emobot-kliki.example.0":"Podelite svog emotivnog robota Kliki sa prijateljima i naučite više o veštačkoj inteligenciji i osećanjima!","challenges-content.emobot-kliki.example.1":"Umesto računarskog crtanog lika, možete da isprobate nešto drugo, poput životinje. Umesto ljubaznih i neprijatnih, možete da obučite lik da prepoznaje i druge tipove poruka.","challenges-content.craft-magic.title":"Izvedite čarolije pomoću Veštački inteligentnih pokreta ruku ","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Za unapređivanje veština programiranja kod učenika, tako što će im bit omogućeno da koriste osnovne komande.","challenges-content.craft-magic.purposes.1":"Za razvoj veština algoritamskog razmišljanja raščlanjivanjem složenih zadataka u izvodljive pojedinačne korake.","challenges-content.craft-magic.purposes.2":"Za ohrabrivanje kreativnog rešavanja problema i pronalazak jedinstvenih primena pokreta ruku za crtanje i pisanje.","challenges-content.craft-magic.purposes.3":"Za negovanje i razumevanje koncepata veštačke inteligencije, posebno kako veštačka inteligencija omogućava računarima da prepoznaju i tumače pokrete ruku.","challenges-content.craft-magic.purposes.4":"Za podizanje svesti o značaju tehnologije za osobe sa invaliditetom.","challenges-content.craft-magic.purposes.5":"Za podsticanje rešavanja problema kroz saradnju i timski rad među učenicima, tako što će zajedno raditi na poboljšanju svojih programa za pokrete ruku.","challenges-content.craft-magic.purposes.6":"Za povezivanje veština programiranja i računarskog razmišljanja sa primenama u stvarnom svetu, naglašavajući značaj uticaja tehnologije na živote ljudi i usklađujući to sa Ciljevima održivog razvoja (COR).","challenges-content.craft-magic.duration.0":"90 min. za učenike 10-12","challenges-content.craft-magic.duration.1":"45 min. za učenike 12-15","challenges-content.craft-magic.description":"Napravite program zasnovana na blokovima u Scratch-u korišćenjem proširenja za veštačku inteligenciju „Ljudsko telo“ na kreativan i angažovan način, kako biste crtali po ekranu bez potrebe za tradicionalnim mišem ili ekranom osetljivim na dodir.","challenges-content.craft-magic.instructions.0":"Povežite se na https://ai.thestempedia.com i napravite naloge za nastavnike i učenike.","challenges-content.craft-magic.instructions.1":"Uvezite proširenja „Detekcija ljudskog tela“, „Olovka“, „Tekst u govor“.","challenges-content.craft-magic.instructions.2":"Dodajte sprajt „Olovka“ iz biblioteke i napravite 7 sprajtova („pisanje“, „brisanje“, „crno“, „crveno“, „plavo“, „zeleno“, „ružičasto“).","challenges-content.craft-magic.instructions.3":"Pišite komande kako biste proverili šta se dešava kada sprajt „olovka“ dodirne neki od drugih sprajtova.","challenges-content.craft-magic.instructions.4":"Pišite komande kako biste omogućili kameri da prepozna Pozu ruke i pomeri olovku na x i y koordinate vašeg kažiprsta.","challenges-content.craft-magic.instructions.5":"Promenite kostim na kraju kotrljanja.","challenges-content.craft-magic.instructions.6":"Dodajte zvučne efekte.","challenges-content.craft-magic.materials.0":"Platforma za programiranje https://ai.thestempedia.com (besplatno)","challenges-content.craft-magic.materials.1":"nalog za nastavnike (besplatno)","challenges-content.craft-magic.materials.2":"nalog za učenike (besplatno)","challenges-content.craft-magic.materials.3":"Računari sa kamerom","challenges-content.craft-magic.materials.4":"Veza sa internetom","challenges-content.circle-of-dots.title":"Krug od tačaka","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Da biste napisali kod za crtanje linije od tačaka.","challenges-content.circle-of-dots.purposes.1":"Da biste napisali kod za crtanje linije od crtica.","challenges-content.circle-of-dots.purposes.2":"Da biste napisali kod za crtanje kruga.","challenges-content.circle-of-dots.purposes.3":"Napišite kod za crtanje kruga od tačaka (crtica).","challenges-content.circle-of-dots.description":"Nacrtajte krug od tačaka ili crtica.","challenges-content.circle-of-dots.duration":"40 minuta","challenges-content.circle-of-dots.instructions.0":"Pravljenje bloka za tačke.","challenges-content.circle-of-dots.instructions.1":"Pravljenje bloka za crtice.","challenges-content.circle-of-dots.instructions.2":"Konstruisanje kruga od tačaka.","challenges-content.circle-of-dots.instructions.3":"Konstruisanje kruga od crtica.","challenges-content.coding-escape-room.title":"Pravljenje programirane sobe za bekstvo","challenges-content.coding-escape-room.author":"Stefania Altieri i Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Za podučavanje/učenje i razmišljanje o konceptima programiranja.","challenges-content.coding-escape-room.purposes.1":"Za korišćenje jednostavnih alatki za programiranje.","challenges-content.coding-escape-room.purposes.2":"Za razvoj računarskog načina razmišljanja i rešavanja problema.","challenges-content.coding-escape-room.description.0":"Kreiranje programiranog iskustva bekstva iz sobe poput ovog:","challenges-content.coding-escape-room.description.1":"Možete da koristite Google obrazac, Genial.ly, Google prezentaciju, bilo koju alatku za pravljenje priče na osnovu programiranja ;).","challenges-content.coding-escape-room.duration":"90 minuta","challenges-content.coding-escape-room.instructions":"Možete da podelite učenike u male grupe, tako da mogu da se igraju, a zatim naprave još jedan izazov pomoću šablona: ","challenges-content.coding-escape-room.materials.0":"Možete da koristite bilo koju alatku (Google i Microsoft platformu za pravljenje i deljenje dokumenata, prezentacija i listova). Bilo koju programersku konstrukciju, mehanizam i alatku, ili lik koji je u vezi sa informacionim i komunikacionim tehnologijama (ICT), ili sa programiranjem.","challenges-content.coding-escape-room.example.0":"Neki likovi koji su imali veoma važnu ulogu u istoriji ICT, kao i osnovni koncepti pisanja kodova i programiranja, predstavljaju se pomoću igre. Ovo je najbolji način za učenje i aktivno učešće. Ova igra može da se igra u timovima ili pojedinačno, poput izazova ili takmičenja. Učenici zatim mogu da naprave nešto slično i razviju sposobnosti poput kreativnosti i veština kodiranja.","challenges-content.coding-escape-room.example.1":"Ovo je veoma praktičan resurs koji može uvek iznova da se koristi i jednostavno se ponovo pravi. Google obrasci su jedna od mogućih alatki. Možete da koristite i Google slajdove, Genial.ly ili Emaze ili bilo koju drugu alatku za pravljenje priča sa prekretnicama i sopstvenih avantura.","challenges-content.coding-escape-room.example.2":"Izazov bekstva je podeljen u sesije. Ako pogodite, možete krenuti dalje. Učenici moraju da reše kvizove kodiranjem.","challenges-content.let-the-snake-run.title":"Neka zmija pojuri","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Za kodiranje pokreta zmije na sopstvenom micro:bit-u.","challenges-content.let-the-snake-run.purposes.1":"Za podešavanje pravilnog položaja i vremena za zajedničku animaciju.","challenges-content.let-the-snake-run.description":"Učenici moraju da pišu kodove kako bi se zmija kretala kroz micro:bit uređaje koji su postavljeni jedan pored drugog. To mora da bude urađeno tako da izgleda kao da zmija juri iz jednog micro:bit-a u drugi.","challenges-content.let-the-snake-run.duration":"30 minuta","challenges-content.let-the-snake-run.instructions.0":"Napravite stazu koja se pruža kroz nekoliko micro:bit-ova, jedan pored drugog (npr. formiraju kvadrat od 2x2).","challenges-content.let-the-snake-run.instructions.1":"Pišite kodove dok se zmija kreće stazom.","challenges-content.let-the-snake-run.instructions.2":"Radite na sopstvenom uređaju, a zatim ih spojite i pokrenite kod.","challenges-content.let-the-snake-run.instructions.3":"Uzmite u obzir vreme i mesto n akojem se zmija nalazi: Ako zmija izađe iz jednog micro:bit-a, mora da se pojavi u sledećem micro:bit-u.","challenges-content.let-the-snake-run.instructions.4":"Dodatni izazovi: Uz micro:bit v2, reprodukujte muziku sve dok zmija ne napusti vaš uređaj.","challenges-content.let-the-snake-run.instructions.5":"Dizajnirajte zmiju tako što ćete menjati osvetljenost LED dioda.","challenges-content.let-the-snake-run.instructions.6":"Isprobajte duže zmije ili više zmija.","challenges-content.let-the-snake-run.example.0":"Ovo je primer zmije dužine 6 piksela sa 4 micro:bit-a koji formiraju kvadrat od 2x2: ","challenges-content.let-the-snake-run.example.1":"Kodiranje početnog micro:bit-a (nastavnik to može da uradi)","challenges-content.let-the-snake-run.example.2":"Svi kodovi se pokreću preko ovog micro:bit-a koji šalje radio-signal drugim micro:bit-ovima kada se pritisne taster A.","challenges-content.let-the-snake-run.example.3":"Programiranje kretanja zmije","challenges-content.let-the-snake-run.example.4":"Svaki micro:bit mora da bude u istoj radio-grupi kao početni micro:bit.","challenges-content.let-the-snake-run.example.5":"Sve animacije počinju nakon prijema radio-signala.","challenges-content.let-the-snake-run.example.6":"Animacija prvog micro:bit-a je odmah vidljiva, druge čekaju sve dok zmija ne dođe do njih.","challenges-content.let-the-snake-run.example.7":"Vreme između dve faze određuje brzinu zmije.","challenges-content.let-the-snake-run.materials.0":"micro:bit uređaji (za svakog učenika, ako je moguće)","challenges-content.let-the-snake-run.materials.1":"laptop ili računar za makecode.microbit.org uređivač","challenges-content.illustrate-a-joke.title":"Ilustrujte šalu uz bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Za dizajniranje male igre u kojoj korisnik pronalazi odgovor na šaljivo pitanje.","challenges-content.illustrate-a-joke.description":"Učenici prave igru u kojoj korisnik pronalazi odgovor na šaljivo pitanje kada figura udari u predmet na polju za igru. Učenici koriste osnovne funkcije koje poseduje bitsy kako bi dovršili izazov.","challenges-content.illustrate-a-joke.instructions.0":"Smislite šaljivo pitanje. Idite na bitsy i započnite novi projekat. Biće vam potrebno:","challenges-content.illustrate-a-joke.instructions.1":"avatar – sprajt koji možete da pomerate naokolo","challenges-content.illustrate-a-joke.instructions.2":"Bela mačka na ljubičastoj pozadini","challenges-content.illustrate-a-joke.instructions.3":"Automatski generisani opis","challenges-content.illustrate-a-joke.instructions.4":"objekat do kojeg vaš avatar treba da stigne","challenges-content.illustrate-a-joke.instructions.5":"soba – pozadina vašeg programa","challenges-content.illustrate-a-joke.instructions.6":"dve poruke: pitanje i odgovor","challenges-content.illustrate-a-joke.instructions.7":"Završenu igru možete preuzeti u vidu html datoteke.","challenges-content.illustrate-a-joke.example":"Na ovoj veb-stranici vidite primer šale, a postoji i veza do digitalne table:","challenges-content.illustrate-a-joke.materials":"bitsy se pokreće u pregledaču","challenges-content.app-that-counts-in-several-languages.title":"Aplikacija koja broji na nekoliko jezika","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Da bi naučili kako se pravi jednostavna aplikacija.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Da bi naučili da programirate pomoću blokova.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Da bi naučili kako se dodaju oznake, dugmići, slike, senzori i medijske datoteke.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Da bi naučili kako da organizujete elemente na ekranu aplikacije.","challenges-content.app-that-counts-in-several-languages.description":"Aplikacija vam omogućava da brojite na više jezika jednim pritiskom na dugme. Kad god korisnik protrese pametni telefon, brojač se vraća na nulu. Izazov je dodati još jedan jezik.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Da biste dovršili izazov, morate da definišete drugi jezik na kojem želite da aplikacija broji.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Zatim morate da preuzmete sa interneta (npr. sa platformi Pixabay ili Unsplash) zastavicu te zemlje i otpremite je na platformu MIT APP Inventor putem elementa pod nazivom zastava, u svojstvu Slika.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Dalje, trebalo bi da pronađete kako se piše naziv zemlje na engleskom i kako se kaže „izađi“ i „pritisni me“ na jeziku te zemlje.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Na kraju, morate da dodate neophodne blokove kako bi aplikacija radila na novom jeziku.","challenges-content.app-that-counts-in-several-languages.materials.0":"Za razvoj aplikacije, potreban vam je računar ili laptop sa pristupom internetu.","challenges-content.app-that-counts-in-several-languages.materials.1":"Napravite nalog na platformi MIT APP Inventor, kojoj možete pristupiti sa adrese https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Takođe je neophodno instalirati aplikaciju MIT AI2 Companion na pametni telefon kako biste testirali razvijenu aplikaciju.","challenges-content.coding-with-art-through-storytelling.title":"Kodiranje sa umetnošću kroz Pričanje priča","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara i Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Za unapređivanje veština opažanja, tumačenja i postavljanja pitanja kroz umetničko angažovanje.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Da biste bili kreativni i sarađivali sa drugima na postizanju zajedničkog cilja","challenges-content.coding-with-art-through-storytelling.purposes.2":"Za pravljenje algoritma pomoću kojeg ćete ponovo ispričati priču.","challenges-content.coding-with-art-through-storytelling.description":"U ovom izazovu učenici će inspiraciju pronaći u umetnosti, napraviti priču i ilustrovati je. Zatim će pokušati ponovo da je ispričaju korišćenjem programabilnog robotskog kompleta/ili kao aktivnost bez tehničkih pomagala.","challenges-content.coding-with-art-through-storytelling.materials.0":"Ovu aktivnost možete primeniti kao aktivnost bez pomagala ili uz korišćenje obrazovnog edukativnog programabilnog robota kao što je beebot/bluebot/mouse robot.","challenges-content.coding-with-art-through-storytelling.materials.1":"beebot kartice sa strelicama za aktivnost bez pomagala","challenges-content.coding-with-art-through-storytelling.materials.2":"na grčkom","challenges-content.coding-with-art-through-storytelling.materials.3":"Da biste saznali više o Thinking Routine Toolbox koji je napravio Project Zero, možete da posetite","challenges-content.coding-with-art-through-storytelling.example.0":"Nastavnik radi sa učenicima na modelovanju načina za pravljenje algoritma pomoću kartica koje će obezbediti uputstva za Bee-Bot-a ili nekog drugog robota kako bi dobili prvi događaj priče na podlozi. 3-4 učenika rade u timovima za dizajniranje algoritma kako bi se robot kretao do sledeće sekvence. Učenici testiraju svoje algoritme na podlozi u razredu i otklanjaju greške ako ih ima.","challenges-content.coding-with-art-through-storytelling.example.1":"Nastavljaju da se kreću kroz koliko god mogu priča i događaja","challenges-content.coding-with-art-through-storytelling.example.2":"Ova aktivnost se može primeniti i kao aktivnost bez pomagala.","challenges-content.coding-with-art-through-storytelling.example.3":"Jedno dete je robot - drugo dete je programer. Programer pravi algoritamsku putanju korišćenjem kartica sa strelicama kako bi se robot pomerao sa jedne slike na drugu i ponovo pričao priču. Svaki put kada se robot nađe u nekoj od slika, od njega će biti zatraženo da ispriča deo priče.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Nastavnik traži od učenika da posmatraju sliku/fotografiju.","challenges-content.coding-with-art-through-storytelling.instructions.1":"Oni koriste rutinu razmišljanja „Početak, sredina, kraj“ (Project Zero škole na Harvardu) kako bi napravili priču.","challenges-content.coding-with-art-through-storytelling.instructions.2":"Nastavnik ih zatim pita: „Ako je ovo umetničko delo početak/sredina/kraj priče, šta bi moglo a se desi dalje/pre/na kraju?","challenges-content.coding-with-art-through-storytelling.instructions.3":"Učenici ilustruju događaje u priči.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Učenici se prisećaju priče i smeštaju događaje u koordinatnu mrežu. Korišćenjem kartica sa strelicama, oni prave algoritam pomažući beebot-u da ponovo ispriča priču.","challenges-content.coding-with-legoboost.title":"Kodiranje i programiranje uz LegoBoost - proširenje za Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"za pravljenje modela pomoću LegoBoost-a.","challenges-content.coding-with-legoboost.purposes.1":"za razvoj veština programiranja u Scratch-u.","challenges-content.coding-with-legoboost.purposes.2":"za programiranje robota korišćenjem komandi, od jednostavnih do složenih.","challenges-content.coding-with-legoboost.description":"U ovom izazovu, učenici će koristiti proširenje Scratch-LegoBoost i unositi linije koda u aplikaciju kako bi se roboti kretali napred, unazad, izbegavali prepreke i slušali glasovne komande.","challenges-content.coding-with-legoboost.duration":"120 minuta","challenges-content.coding-with-legoboost.instructions.0":"Prijavite se na Scratch.mit.edu aplikaciju.","challenges-content.coding-with-legoboost.instructions.1":"Pokrenite Scratch vezu i aktivirajte Bluetooth na laptopu.","challenges-content.coding-with-legoboost.instructions.2":"Kliknite na „Dodajte proširenje“ u Scratch-u i odaberite LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Dodajte sliku o EU nedelji programiranja.","challenges-content.coding-with-legoboost.instructions.4":"Postavite dva AB motora na uključeno, a kada dođe do crvene prepreke, na isključeno.","challenges-content.coding-with-legoboost.instructions.5":"U zelenoj boji, motor A je postavljen na uključeno, u crnoj boji, motor B je uključen.","challenges-content.coding-with-legoboost.instructions.6":"Zelena, crvena i crna prepreka će biti postavljene duž puta.","challenges-content.coding-with-legoboost.instructions.7":"Dodajte komande za kretanje i skretanja pomoću strelica i pretvaranja teksta u govor kada se naiđe na prepreku.","challenges-content.coding-with-legoboost.instructions.8":"Testirajte!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1oXO_Q6TMOojcmob98X2ida7XtKt1010h","challenges.title":"IZAZOVI EU NEDELJE PROGRAMIRANJA","challenges.date":"9-24. oktobra 2021.","challenges.common.target-audience":"Ciljna publika","challenges.common.pre-primary":"Predškolci","challenges.common.experience":"Iskustvo","challenges.common.duration":"Trajanje","challenges.common.materials":"Preporučeni materijali","challenges.common.purpose":"Cilj","challenges.common.description":"Opis","challenges.common.instructions":"Uputstva","challenges.common.example":"Primer","challenges.common.written-by.0":"Autor ovog izazova je","challenges.common.written-by.1":"i deo je","challenges.common.teachers":"Nastavnici","challenges.common.students":"Učenici","challenges.common.beginner":"Početnik","challenges.common.intermediate":"Srednji","challenges.common.advanced":"Napredni","challenges.common.1-hour":"1 sat","challenges.main.0":"Tokom EU nedelje programiranja, od 9. do 24. oktobra 2021. godine, pozivamo vas da obavite jedan ili više izazova EU nedelje programiranja.","challenges.main.1":"Šta su izazovi EU nedelje programiranja ?","challenges.main.2":"Izazovi EU nedelje programiranja su aktivnosti koje možete da obavite sami, u učionici, sa kolegama ili prijateljima. Želite da učestvujete u Nedelji programiranja, ali zapravo nemate ideju šta da organizujete? Ne tražite dalje! Zajedno sa partnerima Nedelje programiranja dizajnirali smo nekoliko izazova koje je lako napraviti, koji obuhvataju konkretne primere kako da ga koristite izazov u učionici ili grupi. Postoje i smernice kako da dovršite izazove, ali možete da ih prilagodite tako da odgovaraju vašim potrebama, interesovanjima i uzrastu učesnika. Možete koristiti bilo koju tehnologiju i alate, ali preporučujemo resurse otvorenog koda.","challenges.main.3":"Odaberite jedan ili nekoliko izazova, prilagodite ih svojoj grupi ili razredu, pa podelite rezultate na Instagramu kako biste ohrabrili još više kolega da se angažuju u zabavi za Nedelju programiranja!","challenges.main.4":"Kliknite na izazov da biste saznali više o tome:","challenges.main.5":"Ko može da se pridruži?","challenges.main.6":"Svako (škole, nastavnici, biblioteke, klubovi programiranja, preduzeća, javne ustanove) je pozvan da proslavi EU nedelju programiranja 2021 tako što će dovršiti #EUCodeWeekChallenge.","challenges.main.7":"Kako da učestvujete u izazovu EU nedelje programiranja 2021?","challenges.main.8":"Izaberite izazov koji biste da dovršite.","challenges.main.9":"Podelite učesnike u parove ili grupe. Timski rad i saradnja su ključni za uspešan dovršetak izazova bez obzira da li organizujete vašu aktivnost lično ili na mreži ili kao nacionalnu ili međunarodnu aktivnost saradnje.","challenges.main.10":"Podelite izazov","challenges.main.11":"Želite li da osvojite neke suvenire Nedelje programiranja? Ako želite, neka vaš rad postane viralan!","challenges.main.12":"Nakon što ste dovršili izazov, podelite ga na Instagramu.","challenges.main.13":"Pobednici će biti birani svakodnevno tokom Nedelje programiranja između 9. i 24. oktobra i najavljeni na našem Instagram kanalu, zato ne zaboravite da redovno proveravate obaveštenja.","challenges.share.0":"Kako da podelite izazove na Instagramu?","challenges.share.1":"Dodirnite dugme „Edit profile“ (Uredi profil)","challenges.share.2":"Dodajte vezu do vašeg rada u polju „Web-site“ (Veb-lokacija) i sačuvajte","challenges.share.3":"Kreirajte novu objavu","challenges.share.4":"Dodajte snimak ekrana vašeg rada","challenges.share.5":"Napišite primamljiv opis","challenges.share.6":"Obavezno navedite ‘Link in Bio’ (Veza u biografiji)","challenges.share.7":"Dodajte #EUCodeWeekChallenge","challenges.share.8":"Spomenite i označite @CodeWeekEU","challenges.share.9":"Više biste voleli da podelite izazove na Facebooku?","challenges.share.10":"EU nedelja programiranja će kačiti novu objavu Izazova na svojoj","challenges.share.11":"Facebook stranici","challenges.share.12":"svakog dana i izabraće pobednika za nagradu na osnovu komentara ispod objave.","challenges.share.13":"Kako to funkcioniše?","challenges.share.14":"Jednostavno prokomentarišite objavu sa vezom do vašeg rada.","challenges.share-box.0":"Podelite vezu do vašeg rada u vašoj","challenges.share-box.1":"Instagram biografiji","challenges.share-box.2":"dodirnite dugme","challenges.share-box.3":"Edit Profile (Uredi profil)","challenges.share-box.4":"na vašem Instagramu i dodajte vezu do vašeg rada u polje Website (Veb-lokacija). Nakon toga, kreirajte novu objavu, dodajte snimak ekrana vašeg rada, napišite ","challenges.share-box.5":"Link in Bio (Veza u biografiji)","challenges.share-box.6":"dodajte heštag #EUCodeWeekChallenge i spomenite @CodeWeekEU","challenges.share-box.7":"Više biste voleli da podelite izazove na","challenges.share-box.8":"EU Nedelja programiranja će zakačiti","challenges.share-box.9":"novu objavu izazova na svojoj","challenges.share-box.10":"Facebook stranici","challenges.share-box.11":"Zatim samo morate da prokomentarišete objavu sa vezom do vašeg rada","challenges.share-box.12":"Pobednici će biti birani svakodnevno i biće im ponuđeni suveniri Nedelje programiranja, i to između 9. i 24. oktobra. Biće i najavljeni na našim Instagram i Facebook kanalima, zato ne zaboravite da redovno proveravate obaveštenja","challenges.take-part.0":"Zašto da učestvujete na izazovu EU nedelje programiranja?","challenges.take-part.1":"Radi angažovanja u rešavanju problema i aktivnostima programiranja.","challenges.take-part.2":"Radi rada zajedno sa kolegama.","challenges.take-part.3":"Radi širenja poruke o značaju programiranja.","challenges.download.0":"Kliknite","challenges.download.1":"ovde","challenges.download.2":"da biste preuzeli ovaj izazov kao dokument u Word formatu","challenges.bingo.0":"Dovršite sve izazove","challenges.bingo.1":"Da li je izazov završen? Štampajte","challenges.bingo.2":"bingo karticu","challenges.bingo.3":"i označite beli oblačić sa gornje leve strane","challenges.bingo.4":"Podelite izazov na društvenim mrežama i osvojite neke kul nagrade Nedelje programiranja","challenges.bingo.5":"Prosto otpremite sliku sa dovršenim redovima, kolonama ili još bolje – ceo bingo – na","challenges.bingo.6":"Facebook, Instagram ili Twitter","challenges.bingo.7":"Obavezno koristite","codeweek4all.title":"Izazov Code Week 4 All","codeweek4all.text":`Code Week 4 All je izazov koji vas podstiče da povežete svoje aktivnosti sa drugim aktivnostima - koje organizuju vaši prijatelji, kolege i poznanici i da zajedno osvojite Sertifikat - izvrsnosti u okviru Nedelje programiranja.`,"codeweek4all.what.title":"Šta je to?","codeweek4all.what.content":`

    Pored toga što ćete prijaviti svoj događaj na mapu događaja EU Nedelje - programiranja, možete takođe da podstaknete i druge iz svoje mreže da učine isto. Ako vi - i vaš tim ispunite jedan od sledećih uslova, svi ćete osvojiti Sertifikat - izvrsnosti Nedelje programiranja!

    -

    Kriterijumi za osvajanje Sertifikata izvrsnosti:

    `,"codeweek4all.what.criteria1":"500 učesnika","codeweek4all.what.criteria2":"10 povezanih aktivnosti ( 10 različitih organizatora )","codeweek4all.what.criteria3":"3 zemlje učesnice","codeweek4all.what.andor":"I / Ili","codeweek4all.howto.title":"Kako učestvovati?","codeweek4all.howto.time":"Izazov Code Week 4 All traje do kraja kalendarske godine. Sertifikati će biti izdati početkom sledeće godine tokom januara ili februara.","codeweek4all.howto.content":`Posetite stranicu Dodavanje događaja i popunite potrebne detalje - o vašoj aktivnosti o programiranju.`,"codeweek4all.howto.first_alliance.1":"Kliknite na Pošalji.","codeweek4all.howto.first_alliance.2":`Kada vaša aktivnost bude prihvaćena, dobićete imejl potvrde sa jedinstvenom - šifrom za učestvovanje u izazovu Code Week 4 All.`,"codeweek4all.howto.first_alliance.3":`Kopirajte šifru i podelite je sa kolegama i ostalima u vašem timu koji - takođe organizuju aktivnost u vezi sa programiranjem. Prenesite vesti i podstaknite - druge da učestvuju!`,"codeweek4all.howto.first_alliance.4":`Nakon završetka kampanje, od svih organizatora aktivnosti će biti zatraženo - da podnesu izveštaj o tome koliko je bilo učesnika. Ako ste uspešno - ispunili uslove, vi i vaše kolege koji su bili deo vašeg tima dobićete - Sertifikat izvrsnosti!`,"codeweek4all.howto.first_alliance.title":"Ako ste prvi koji se prijavljuje u vašem timu:","codeweek4all.howto.existing_alliance.1":`Unesite šifru koju ste dobili od inicijatora, prvog koji je napravio tim, u - polje za šifru CODE WEEK 4 ALL.`,"codeweek4all.howto.existing_alliance.2":"Kliknite na Pošalji.","codeweek4all.howto.existing_alliance.3":`Prenesite vesti (i šifru!) kako bi se što više organizatora - pridružilo vašem timu.`,"codeweek4all.howto.existing_alliance.4":`Nakon završetka kampanje, od svih organizatora aktivnosti će biti zatraženo - da podnesu izveštaj o tome koliko je bilo učesnika. Ako ste uspešno - ispunili uslove, vi i vaše kolege koji su bili deo vašeg tima dobićete - Sertifikat izvrsnosti!`,"codeweek4all.howto.existing_alliance.title":"Ako se pridružujete već postojećem timu:","codeweek4all.why.1":"Širenje poruke o tome koliko je važno programiranje.","codeweek4all.why.2":"Aktiviranje velikoj broja učenika koji učestvuju.","codeweek4all.why.3":`Građenje veza sa organizacijama i / ili školama u vašoj zajednici ili - međunarodno.`,"codeweek4all.why.4":"Pronalaženje podrške drugih organizatora i nastavnika.","codeweek4all.why.5":"Osvajanje Sertifikata izvrsnosti.","codeweek4all.why.title":"Koji su razlozi da se pridružite izazovu?","codeweek4all.superorganiser-title":"Certifikat super organizatora","codeweek4all.superorganiser":'Također možete dobiti certifikat super organizatora. Da biste to učinili, trebate organizirati i registrirati najmanje 10 zasebnih aktivnosti u vašoj školi, organizaciji ili na mreži.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"","coding-at-home.material.required":"Materialet e nevojshme","coding-at-home.material.chequered":"tabela me katrorë","coding-at-home.material.footprint":"pllakëza me imazhe të gjurmëve","coding-at-home.intro.title":"Hyrje në Coding@Home","coding-at-home.explorer.title":"Eksploruesi","coding-at-home.explorer.text":"Eksploruesi është aktiviteti i parë i Coding@Home. Zhvendoseni eksploruesin nëpër tabelë për të arritur objektivin pasi të përshkoni sa më shumë katrorë. ","coding-at-home.explorer.questions.content.1":"P1. Me pozicionet e fillimit dhe mbarimit të paraqitura në video, a është e mundur që eksploruesi të përshkojë të gjitha kutitë në tabelë?","coding-at-home.explorer.questions.content.2":"P2. Cilat pozicione fillimi dhe mbarimi e pengojnë eksploruesin të përshkojë numrin më të madh të kutive në tabelë?","coding-at-home.right-and-left.title":"Djathtas dhe majtas","coding-at-home.right-and-left.text":"Djathtas dhe e majtas është një lojë konkurruese dhe bashkëpunuese. Të dy ekipet bashkëpunojnë për të krijuar një rrugëtim drejt objektivit, ndërsa ata garojnë të përdorin sa më shumë të pllakëza që u janë caktuar: skuadra e verdhë përpiqet të futë sa më shumë kthesa në të majtë dhe skuadra e kuqe përpiqet të futë sa më shumë kthesa në të djathtë të jetë e mundur.","coding-at-home.right-and-left.questions.content.1":"P1. Me fillimin dhe mbarimin e vendosur si në lojën e parë në këtë video, a është e mundur që një nga dy skuadrat të fitojë?","coding-at-home.right-and-left.questions.content.2":"P2. Me fillimin dhe mbarimin e vendosur si në lojën e fituar nga Ana, a mund të ketë barazim?","coding-at-home.right-and-left.questions.content.3":"P3. A ka ndonjë vendosje fillimi dhe mbarimi që favorizon njërën nga dy skuadrat?","coding-at-home.right-and-left.questions.content.4":"P4. Duke pasur parasysh prirjen ndërmjet pozicioneve të fillimit dhe të mbarimit, a është e mundur të parashikoni sa do të jetë boshllëku midis ekipit fitues dhe humbës?","coding-at-home.keep-off-my-path.title":"Beži sa moje putanje","coding-at-home.keep-off-my-path.text":"„Beži sa moje putanje“ je takmičarska igra sa dva tima. Krećući sa suprotnih krajeva table, dva tima prave putanje koje ometaju jedna drugu. Onaj tim koji uspe da spreči drugi tim da nastavi pravljenje svoje putanje je pobednik.","coding-at-home.keep-off-my-path.questions.content.1":"Pitanje 1. Da li postoje neke početne tačke koje favorizuju jednu od dve ekipe?","coding-at-home.keep-off-my-path.questions.content.2":"Pitanje 2. Da li igra može da se završi nerešeno?","coding-at-home.keep-off-my-path.questions.content.3":"Pitanje 3. Da li tim koji kreće prvi ima neku prednost?","coding-at-home.keep-off-my-path.questions.content.4":"Pitanje 4. Da li postoji neka sigurna strategija pomoću koje tim koji prvi igra može da bude siguran da nikada neće izgubiti?","coding-at-home.tug-of-war.title":"Potezanje konopca","coding-at-home.tug-of-war.text":"„Potezanje konopca“ je kolaborativna i takmičarska igra. Počevši od sredine donjeg reda na tabli, dva tima (žuti i crveni) rade zajedno kako bi došli do vrha. Žuti tim pokušava da stigne do polja na levoj strani, dok crveni tim pokušava da stigne do polja na desnoj.","coding-at-home.tug-of-war.questions.content.1":"Pitanje 1. Da li postoji strategija koja će uvek dovesti do pobede?","coding-at-home.tug-of-war.questions.content.2":"Pitanje 2. Da li tim koji kreće prvi ima neku prednost?","coding-at-home.tug-of-war.questions.content.3":"Pitanje 3. Ako su dva igrača podjednako pažljiva, da li se igra uvek završava nerešeno, tj. u sredini?","coding-at-home.explorer-without-footprints.title":"Istraživač bez tragova","coding-at-home.explorer-without-footprints.text":"Istraživač šeta po tabli od početne pozicije do cilja, pokušavajući da poseti sva polja. Dok hoda, Istraživač ostavlja obojene otiske stopala, koji robotu omogućavaju da prati njegove korake tako što tumači boje. Igra postaje još zanimljivija kada Istraživač obriše otiske stopala i ostavi samo boje.","coding-at-home.explorer-without-footprints.material":"kao i crveni, žuti i sivi flomasteri (ili olovke).","coding-at-home.explorer-without-footprints.questions.content.1":"Pitanje 1. Kakva je razlika između table pune obojenih otisaka stopala i table sa bojama, ali bez otisaka stopala?","coding-at-home.explorer-without-footprints.questions.content.2":"Pitanje 2. Koja tabla nudi veću slobodu kretanja, uz zadržavanje istih pravila za skretanje na osnovu boja?","coding-at-home.explorer-without-footprints.questions.content.3":"Pitanje 3. Da li na tabli sa bojama postoje neke putanje koje nisu moguće na tabli sa obojenim otiscima stopala?","coding-at-home.explorer-without-footprints.questions.content.4":"Pitanje 4. Da li na tabli sa obojenim otiscima stopala postoje neke putanje koje nisu moguće na tabli na kojoj su samo boje?","coding-at-home.walk-as-long-as-you-can.title":"Idi što dalje","coding-at-home.walk-as-long-as-you-can.text":"Cilj ove aktivnosti je da se što duže ostane na tabli pomoću boja umesto otisaka stopala. Ova aktivnost postaje sve teža kako se sloboda kretanja uvećava","coding-at-home.walk-as-long-as-you-can.coloured-cards":"obojene karte ili crveni, žuti i sivi markeri","coding-at-home.walk-as-long-as-you-can.questions.content.1":"P1. Kada se dve putanje ukrštaju i blokiraju jedna drugu?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"P2. Rečeno je da je ovo igra za dva igrača. Da li mogu da je igraju 3 ili 4 igrača? Da li onda moramo da promenimo pravila?","coding-at-home.ada-charles-roby.title":"Ejda, Čarls i Robi","coding-at-home.ada-charles-roby.text":"Priča o Ejdi Lavlejs i Čarlsu Bebidžu veoma je zanimljiva. Oni su zamislili i programirali računare sto godina pre izuma pravih računara","coding-at-home.ada-charles-roby.material":"plastelin i kraća drvena olovka","coding-at-home.ada-charles-roby.questions.content.1":"P1. Pokušajte da zamislite da vaš robot od olovke u plastelinu može da se kreće po tabli da bi stigao do bilo kog polja i da, po potrebi, ide svojim putem. Koje naredbe biste mu davali da ga programirate?","coding-at-home.cody-and-roby.title":"Kodi i Robi","coding-at-home.cody-and-roby.text":"Ovo je igra uloga u kojoj učestvuju programer Kodi i robot Robi. Ovaj video pokazuje karte iz seta Kodi i Robi koje ćemo od sada koristiti za određivanje pokreta na tabli. Kodi će ovim kartama davati naredbe Robiju kako da se pomera na tabli","coding-at-home.cody-and-roby.material":"izdeljena tabla sa oznakama, karte sa naredbama (levo, desno, pravo) i svi predmeti koji treba da se postave na tablu","coding-at-home.cody-and-roby.starter-kit":"Početni set Kodi i Robi","coding-at-home.cody-and-roby.questions.content.1":"P1. Gde će Robi da stigne ako, počev sa polja C2 i okrenut ka jugu, prati poslednji niz naredbi iz videa?","coding-at-home.cody-and-roby.questions.content.2":"P2. Mogu li se kretnje koje Robi izvodi dok prati poslednji niz naredbi iz videa opisati tako što ćemo postaviti naredbe, tj. Kodijeva stopala ili Kodijeve boje na tablu?","coding-at-home.cody-and-roby.questions.content.3":"P3. Tri vrste naredbi koje smo predstavili u videu u vidu zelenih, crvenih i žutih karata, čine skup naredbi koje Robija mogu da odvedu na bilo koje mesto na tabli. Možete li da osmislite set naredbi koji će moći da postigne isto to, ali sa manje od 3 naredbe?","coding-at-home.the-tourist.title":"Turista","coding-at-home.the-tourist.text":"Dva tima pokušavaju da izazovu protivnika da za najkraće moguće vreme pronađe niz naredbi na kartama iz seta Kodi i Robi koje će turistu odvesti do spomenika koji želi da poseti na tabli","coding-at-home.the-tourist.material":"Veće karte mogu biti zgodne za igru na podu","coding-at-home.the-tourist.questions.content.1":"P1. Koji niz naredbi će dovesti turistu do Rafaelove statue iz prvog primera koji je prikazan u videu?","coding-at-home.the-tourist.questions.content.2":"P2. Koji niz naredbi će dovesti turistu do fasade Torićini na Duždevoj palati iz drugog primera koji je prikazan u videu?","coding-at-home.the-tourist.questions.content.3":"P3. Možete li da smislite neki zabavan način da uradite neke fizičke vežbe svaki put kada jedan od dva tima izabere kartu koju će dodati u program? Smislite nešto tako što ćete ponovo promisliti o štafetnoj trci prikazanoj u videu","coding-at-home.material2.chequered-with-labels":"izdeljena tabla sa oznakama","coding-at-home.material2.cards":"24 karte sa naredbom „Idi pravo“, 8 karata sa naredbom „Okret levo“ i 8 karata sa naredbom „Okret desno“","coding-at-home.material2.larger-cards":"u verziji igre na podu, preporučuju se velike karte","coding-at-home.material2.video":"U ovom videu takođe je objašnjeno kako se može igrati bez špila karata","coding-at-home.material2.pieces-of-paper":"Potrebna su vam i 24 parčeta papira koja se postavljaju na polja kroz koja ste već prošli","coding-at-home.material2.card-alternative":"Kao zamenu za karte iz seta CodyRoby, možete da koristite oznake za karte koje postoje ovde","coding-at-home.material2.small-drawings":"Možete da dodate male crteže da biste lakše ispričali priču. Oni koji se pojavljuju u videu su ovde","coding-at-home.material2.rest-of-cards":"Za sve ostalo koristimo karte za CodyRoby, CodyFeet ili CodyColour.","coding-at-home.catch-the-robot.title":"Uhvati robota","coding-at-home.catch-the-robot.text":"Uhvati robota je takmičarska igra koja se može igrati na stolu ili na podu. Pobednik je igrač koji uhvati robota protivničkog tima dolaskom na njegovo polje na tabli. Proizvoljnost karata za igru traži od oba tima da neprestano menjaju svoje strategije.","coding-at-home.catch-the-robot.questions.content.1":"P1. Ako je crvena figura (Roby) u centralnom polju C3 i gleda na sever, a ružičasti tim ima 2 karte sa naredbom „Idi pravo“, 2 karte „Okret levo“ i 1 kartu „Okret desno“, na koja polja ona može da ode?","coding-at-home.the-snake.title":"Zmijica","coding-at-home.the-snake.text":"Zmijica je vrsta pasijansa koja se igra sa kartama iz seta CodyRoby. Cilj igre je da se zmijica provede kroz sva polja na tabli, ali tako da ne ugrize sopstveni rep.","coding-at-home.the-snake.questions.content.1":"P1. Postoje li neke početne tačke odakle nije moguće posetiti sva polja, a da se ne ugrize zmijin rep?","coding-at-home.storytelling.title":"Pričam ti priču","coding-at-home.storytelling.text":"Današnja tema je pripovedanje! Iskoristite uputstva za CodyRoby, otiske stopala iz seta CodyFeet ili boje iz seta CodyColour da biste navodili figure na tabli i tako ispričali priču. Razvezite delove priče po čitavoj tabli.","coding-at-home.storytelling.questions.content.1":"P1. Koja alatka je najsvestranija za navođenje robota Roby tokom pričanja priče?","coding-at-home.storytelling.questions.content.2":"P2. Možete li da rasporedite delove priče koju želite da ispričate na položaje na tabli tako da se do svih njih nikako ne može doći pomoću seta CodyFeet?","coding-at-home.two-snakes.title":"Dve zmijice","coding-at-home.two-snakes.text":"Dve zmijice se pomeraju na tabli na osnovu CodyRoby karata, trudeći se da otežaju kretanje onoj drugoj. Osnovno pravilo je vrlo jednostavno: ne možete da se vratite na polje preko kog je zmijica već prošla. Pobednik je ona zmijica koja najduže može slobodno da se kreće.","coding-at-home.two-snakes.material":"Karte CodyRoby, tabla sa 5×5 polja, dve figure i papirići kojima će se označavati polja preko kojih se već prešlo.","coding-at-home.two-snakes.questions.content.1":"P1. Ako uzmemo prvobitni raspored prikazan u videu i nijedan igrač ne izvuče žute karte za okret levo, kojim kartama bi trebalo da se nadaju?","coding-at-home.round-trip.title":"Povratno putovanje","coding-at-home.round-trip.text":"Timovi se smenjuju u igri. Prvi planira odlazno putovanje, dok drugi mora da vrati Robyja na početnu poziciju. Deluje jednostavno, ali nije, a naročito ako pokrete planirate samo u sebi, bez da uopšte pomerate Robyja...","coding-at-home.round-trip.material":"Karte CodyRoby, tabla sa 5×5 polja, dve figure i papirići kojima će se označavati polja preko kojih se već prešlo.","coding-at-home.round-trip.questions.content.1":"P1. Da li program koji će Robyja vratiti na početnu poziciju može da bude kraći (tj. da sadrži manje naredbi) od programa za odlazak?","coding-at-home.meeting-point.title":"Mesto sastanka","coding-at-home.meeting-point.text":"Ovog puta planiramo svoje pokrete pre nego što počnemo. Dva tima ređaju karte na stolu da bi napravili nizove naredbi prema kojima će svako pomerati svog robota, ali ništa se ne pomera dok neko od igrača ne vikne: „Start!“. U tom trenutku programiranje prestaje, a počinje akcija. Igrač koji naredi start pobeđuje samo ako se dva robota, od kojih svaki izvršava naredbe svog tima, nađu na istom polju.","coding-at-home.meeting-point.material":"Karte CodyRoby, tabla sa 5×5 polja i dve figure.","coding-at-home.meeting-point.questions.content.1":"P1. Ako mislite da je moguće da se dva robota nikada ne susretnu, smislite pravila igre koja pokrivaju sve moguće situacije.","coding-at-home.follow-the-music.title":"Igra po notama","coding-at-home.follow-the-music.text":"Kada se nizovi programerskih naredbi periodično ponavljaju, to je kao da imaju neki ritam. Ako svaku naredbu povežemo sa nekim zvukom, Robyja možemo da navodimo muzikom. To je upravo ono što ćemo sada raditi. Ja ću vam napraviti program koristeći različite zvukove koji će predstavljati različite naredbe, a vi ćete pomerati Robyja po tabli prateći te zvučne naredbe.","coding-at-home.follow-the-music.material":"Pored karata CodyRoby, table sa poljima i figure, moramo da napravimo i tri različita zvuka. Ja sam koristio tri čaše ispunjene različitim količinama vode. Šta ćete vi koristiti?","coding-at-home.follow-the-music.questions.content.1":"P1. Pokušajte da pratite video i zvukove koje proizvode čaše, bez gledanja u karte. Možete li da prepoznate i izvršite naredbe u vidu zvukova?","coding-at-home.follow-the-music.questions.content.2":"P2. Odaberite tri zvuka koja ćete povezati sa tri osnovne naredbe. Napravite niz zvukova koje možete da ponavljate u nedogled, bez izvođenja Robyja sa table...","coding-at-home.colour-everything.title":"Bojenje svega","coding-at-home.colour-everything.text":"Možemo li da vodimo robote po tabli tako da njihovi tragovi proizvedu nekakav crtež? Tokom ove aktivnosti, poigraćemo se programiranjem i piksel artom, odnosno pravićemo slike bojenjem polja na tabli, kao da su pikseli na ekranu","coding-at-home.colour-everything.material":"CodyRoby karte, izdeljena tabla i figura. Za bojenje polja iskoristite papiriće koje ćete postavljati na njih ili obojite polja markerima.","coding-at-home.colour-everything.questions.content.1":"Da li je moguće nacrtati dva srca sa kraja videa vođenjem robota preko svakog potrebnog polja, ali tako da se ni kroz jedno polje ne prođe dvaput?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPloter i CodyŠtampač","coding-at-home.codyplotter-and-codyprinter.text":"U čemu je razlika između plotera i štampača? Saznajte kroz aktivnosti u ovoj analognoj igri programiranja.","coding-at-home.codyplotter-and-codyprinter.material":"pored seta CodyRoby, koristio sam zeleni marker i novi robot od plastelina, ali to je opcionalno.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Možete li da objasnite razliku između plotera i štampača?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Kakav oblik bi RobyŠtampač proizveo kretanjem po redovima na tabli ako bi izvršio skup komandi koje su mu izdiktirane na kraju video?","coding-at-home.boring-pixels.title":"Dosadni pikseli!/Korišćenje brojeva","coding-at-home.boring-pixels.text":"Kada Robyju dajemo naredbe da napravi sliku polje po polje, tj. piksel po piksel, vidimo da u slučajevima kada više polja u jednom redu ima istu boju, možemo da koristimo brojeve da bilo zanimljivije. Računari rade isto to...","coding-at-home.boring-pixels.material":"sveska na kvadratiće ili tabla sa 5×5 polja koju ste nacrtali na papiru i flomaster. Za prikaz koda ili crteža možete da koristite olovku i papir.","coding-at-home.boring-pixels.questions.content.1":"Pokušajte da napravite oblik sa kvadratićima i prikažite ga u RLE kompresiji. Veličina oblika jednaka je broju polja, ali koja je veličina njegovog prikaza u RLE kompresiji?","coding-at-home.turning-code-into-pictures.title":"Pretvaranje koda u slike","coding-at-home.turning-code-into-pictures.text.1":"Sada smo videli da možemo da napravimo kod koji će nam omogućiti da nacrtamo sliku. Smislio sam jedan crtež i iskoristio sam kod da ga pretvorim u slova i brojeve koje sam vam dao. Obratite pažnju na slova i brojeve i rekonstruišite crtež na osnovu koda.","coding-at-home.turning-code-into-pictures.text.2":"Ovo je slika koju sam imao na umu; neka se ona pojavi u vašoj svesci i u sveskama svih onih koji razumeju kod!","coding-at-home.turning-code-into-pictures.material":"papir (poželjno na kvadratiće) i olovka.","coding-at-home.turning-code-into-pictures.questions.content.1":"Pokušajte da dešifrujete kod i nacrtate slike koje pominjem na kraju videa.","coding-at-home.texts.1":"Coding@Home është një koleksion i videove të shkurtra, modeleve që i bëni vetë, gjëegjëzave, lojërave dhe sfidave të kodimit për përdorim të përditshëm në familje, si dhe në shkollë. Ju nuk duhet të keni njohuri të mëparshme ose pajisje elektronike për të kryer aktivitetet. Aktivitetet stimulojnë mendimin llogaritës dhe kultivojnë aftësitë e nxënësve, prindërve dhe mësuesve në shtëpi ose në shkollë.","coding-at-home.texts.2":'Seria Coding@Home e EU Code Week bazohet në iniciativës “Coding in famiglia” të Universitetit të Urbinos dhe Shoqatës CodeMOOCnet në bashkëpunim me Rai Cultura. Alessandro Bogliolo është Profesori i Sistemeve të Përpunimit të Informacionit në Universitetin e Urbinos, Ambasador i EU Code Week dhe koordinator i të gjithë ambasadorëve si dhe anëtar i Bordit Drejtues të Koalicionit të Aftësive Dixhitale dhe Punës. ',"coding-at-home.texts.3":'Nëse jeni të interesuar për aktivitete më të shkëputura ose aktivitete në gjuhë të ndryshme programimi, robotikë, mikro:bit etj., vizitoni EU Code Week “Mësimet” me video mësimore dhe plane mësimore për shkollat e ciklit fillor, të mesme të ulëta dhe të mesme. Shikoni gjithashtu faqen e burimeve të EU Code Week për nxënësit dhe mësuesit. ',"community.titles.0":"Zajednica","community.titles.1":"Ambasadori","community.titles.2":"Glavni nastavnici","community.titles.3":"Koordinatori za obrazovanje","community.titles.4":"Volonter za EU nedelju programiranja","community.intro.0":"EU nedelja programiranja napreduje zahvaljujući velikoj zajednici međunarodnih volontera. Na ovoj stranici možete da upoznate članove koji su aktivni u vašoj zemlji.","community.intro.1":"Glavne uloge tokom EU nedelje programiranja imaju ambasadori, glavni nastavnici i predstavnici ministarstava obrazovanja u zemljama EU i Zapadnog Balkana tj. koordinatori za obrazovanje.","community.intro.2":"Izaberite svoju zemlju i saznajte više o svojoj lokalnoj zajednici:","community.ambassadors":"Ambasadori EU nedelje programiranja predstavljaju glavne osobe za kontakt u vezi sa Nedeljom programiranja u svakoj zemlji i pomažu lokalno širenje vizije ove manifestacije. Ambasadori povezuju ljude, kompanije i zajednice zainteresovane za pružanje podrške EU nedelji programiranja. Oni podstiču organizatore da upišu aktivnosti na mapu Nedelje programiranja i promovišu opšte učešće u EU nedelji programiranja. Ambasadori takođe pregledaju i odobravaju aktivnosti u svojim zemljama. Oni ujedno sarađuju sa svojim kolegama u drugim zemljama i redovno se sastaju da bi razgovarali o tome kako da dodatno unaprede ovu inicijativu.","community.leading-teachers":"Glavni nastavnici su aktivna zajednica od preko 450 obrazovnih stručnjaka iz čitave Evrope. Oni rade na povezivanju škola, nastavnika i učenika zainteresovanih za učešće u Nedelji programiranja i pomažu im u organizaciji aktivnosti i upisivanju tih aktivnosti na mapu Nedelje programiranja. Glavni nastavnici održavaju vebinare na temu profesionalnog razvoja nastavnicima na maternjem jeziku i oni su referentan kontakt za nastavnike u zemlji, ali i u Evropi. Oni takođe lokalno promovišu ovu inicijativu.","community.cta":"Ako ste nastavnik, osobu koja je vama najbliži glavni nastavnik možete da pronađete na mapi i da se povežete sa njom.","community.edu":"Koordinatori za obrazovanje tokom EU nedelje programiranje su pojedinci iz ministarstava obrazovanja ili drugih obrazovnih tela i organizacija učesnika EU nedelje programiranja. Koordinatori za obrazovanje jačaju temelje ove inicijative pružajući podršku nastavnicima i školama širom zemlje. To obuhvata komunikaciju sa školama koje već učestvuju u EU nedelji programiranja radi upoznavanja sa njihovim najboljim praksama i razmene iskustava. Koordinatori za obrazovanje takođe pomažu školama koje žele da učestvuju u ovoj inicijativi, pružajući im dostupne resurse, nastavne materijale i prilike za uključivanje u zajednicu.","community.volunteer.0":"Ne morate da imate neku zvaničnu ulogu u zajednici EU nedelje programiranja da biste postali deo pokreta. Svako može da organizuje aktivnosti u kojima će učiti i inspirisati ljude da programiraju, prave robote, popravljaju hardver ili se bave 3D štampom i slično i zakači njihove aktivnosti","community.volunteer.1":"na mapu.","community.volunteer.2":"Međutim, ako želite da posvetite svoje vreme promovisanju programiranja i ako verujete u","community.volunteer.3":"viziju","community.volunteer.4":"i","community.volunteer.5":"vrednosti","community.volunteer.6":"EU nedelje programiranja, možda biste mogli da postanete glavni nastavnik ili ambasador.","community.volunteer.7":"Ako ste prosvetni radnik koji pasionirano predaje i uči o programiranju kao što mi to radimo, možete da saznate više o ulozi i pogodnostima glavnih nastavnika.","community.volunteer.8":"ovde","community.volunteer.9":"Zatim možete da se prijavite za mesto glavnog nastavnika tako što ćete popuniti ovaj","community.volunteer.10":"obrazac za prijavu na mreži.","community.volunteer.11":"Imajte u vidu da je broj glavnih nastavnika u svakoj zemlji ograničen, što znači da su prijave otvorene samo za pojedine zemlje u isto vreme","community.volunteer.12":"Ako želite da promovišete programiranje u svojoj zemlji, pročitajte","community.volunteer.13":"zaduženja ambasadora","community.volunteer.14":"i pogledajte spisak ambasadora EU nedelje programiranja.","community.volunteer.15":"Ako postoje ambasadori u vašoj zemlji, javite im se direktno i vidite kako najbolje možete da podržite inicijativu. Ako u vašoj zemlji nema nikoga, možete da nam pišete na info@codeweek.eu.","cookie_policy.title":"Politika korišćenja kolačića","cookie_policy.what.title":"Šta su kolačići?","cookie_policy.what.text":"

    Kolačić je mala tekstualna datoteka koju veb-sajt skladišti na vašem računaru ili mobilnom uređaju kada posetite taj sajt.

    ","cookie_policy.what.first_party":"Direktni kolačići su kolačići koje postavlja veb-sajt koji posećujete. Samo taj-veb sajt može da ih čita. Pored toga, veb-sajt potencijalno može da koristi spoljne usluge, koje takođe postavljaju svoje kolačiće, poznate kao nezavisni kolačići.","cookie_policy.what.persistent_cookies":"Stalni kolačići su kolačići koji su sačuvani na računaru i koji se ne brišu automatski kada napustite pretraživač, za razliku od kolačića sesije, koji se tada brišu.","cookie_policy.what.items":`

    Prvi put kada posetite veb-sajt Nedelje programiranja, od vas će biti zatraženo da prihvatite ili odbijete kolačiće.

    - -

    Svrha je omogućiti sajtu da zapamti vaša željena podešavanja (kao što su korisničko ime, jezik itd.) tokom određenog vremenskog perioda.

    - -

    Na taj način ne morate ponovo da ih unosite kada pregledate sajt tokom iste posete.

    - -

    Kolačići mogu da se koriste i za dobijanje anonimnih statističkih podataka o iskustvu pregledanja na našim sajtovima.

    -

    `,"cookie_policy.how.title":"Kako koristimo kolačiće?","cookie_policy.how.text1":"

    Nedelja programiranja uglavnom koristi „direktne kolačiće“. To su kolačići koje postavljamo i kontrolišemo mi, a ne neka spoljna organizacija.

    ","cookie_policy.how.text2":"

    Međutim, da biste pregledali neke od naših stranica, moraćete da prihvatite kolačiće spoljnih organizacija.

    ","cookie_policy.how.3types.1":"skladištimo željena podešavanja posetioca","cookie_policy.how.3types.2":"naši veb-sajtovi butu operativni","cookie_policy.how.3types.3":"prikupljamo analitičke podatke (o ponašanju korisnika)","cookie_policy.how.3types.title":"3 tipa direktnih kolačića koje mi koristimo služe da:","cookie_policy.how.table.name":"Ime","cookie_policy.how.table.service":"Usluga","cookie_policy.how.table.purpose":"Svrha","cookie_policy.how.table.type_duration":"Tip i trajanje kolačića","cookie_policy.how.visitor_preferences.title":"Željena podešavanja posetilaca","cookie_policy.how.visitor_preferences.text":"

    Mi ih postavljamo i samo mi možemo da ih čitamo. Oni pamte:

    ","cookie_policy.how.visitor_preferences.item":"da li ste pristali (ili odbili) politiku korišćenja kolačića ovog sajta","cookie_policy.how.visitor_preferences.table.1.service":"Paket saglasnosti za kolačiće","cookie_policy.how.visitor_preferences.table.1.purpose":"Skladišti željena podešavanja za kolačiće (da vas ne bismo ponovo pitali)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Direktni kolačić sesije obrisan nakon što izađete iz pretraživača","cookie_policy.how.operational_cookies.title":"Operativni kolačići","cookie_policy.how.operational_cookies.text":"
    Postoje određeni kolačići koje moramo da obuhvatimo kako bi određeni veb-sajtovi funkcionisali. Stoga za njih nije potrebna vaša saglasnost. Posebno:
    ","cookie_policy.how.operational_cookies.item":"tehnički kolačići koje zahtevaju određeni IT sistemi","cookie_policy.how.technical_cookies.title":"Tehnički kolačići","cookie_policy.how.technical_cookies.table.1.purpose":"Održavaju vašu sesiju bezbednom tokom vaše posete.","cookie_policy.how.technical_cookies.table.1.type_duration":"Direktni kolačić sesije, obrisan nakon što izađete iz pretraživača","cookie_policy.how.technical_cookies.table.2.purpose":"Održava vašu sesiju bezbednom duže vremena sprečavajući gubitak sesije pri zatvaranju pretraživača.","cookie_policy.how.technical_cookies.table.2.type_duration":"Direktni trajni kolačić, 60 meseci","cookie_policy.how.technical_cookies.table.3.purpose":"Skladišti željeni jezik korisnika","cookie_policy.how.technical_cookies.table.3.type_duration":"Direktni kolačić sesije, obrisan nakon što izađete iz pretraživača","cookie_policy.how.analytics_cookies.title":"Analitički kolačići","cookie_policy.how.analytics_cookies.items":`

    Koristimo ih čisto za interno istraživanje o tome kako možemo poboljšati uslugu koju pružamo svim našim korisnicima.

    - -

    Kolačići jednostavno procenjuju kako ostvarujete interakciju sa našim veb-sajtom – kao anonimni korisnik (prikupljeni podaci ne identifikuju vas lično).

    - -

    Takođe, ovi podaci se ne dele ni sa jednom trećom stranom niti se koriste u neke druge svrhe. Anonimizovani statistički podaci mogu biti deljeni sa ugovaračima koji rade na projektima komunikacije u okviru ugovornog sporazuma sa Komisijom.

    - -

    Međutim, možete slobodno da odbijete ovaj tip kolačića – ili putem banera za kolačiće koji ćete videti na prvoj stranici koju posetite ili tako što ćete posetiti ovu namensku stranicu..

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Usluga veb-analitike, zasnovana na Matomo softveru sa otvorenim kodom","cookie_policy.how.analytics_cookies.table.1.purpose":"Prepoznaje posetioce veb-sajta (anonimno – ne prikupljaju se nikakve lične informacije o korisniku).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Direktni trajni kolačić, 20 dana","cookie_policy.how.analytics_cookies.table.2.service":"Usluga veb-analitike, zasnovana na Matomo softveru sa otvorenim kodom","cookie_policy.how.analytics_cookies.table.2.purpose":"Identifikuje prikaze stranice koje je obavio isti korisnik tokom iste posete. (anonimno – ne prikupljaju se nikakve lične informacije o korisniku).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Direktni trajni kolačić, 30 minuta","cookie_policy.third-party.title":"Kolačići trećih strana","cookie_policy.third-party.items.1":`

    Neke naše stranice prikazuju sadržaj spoljnih dobavljača, npr. YouTube, Facebook i Twitter.

    - -

    Da biste videli ovaj sadržaj trećih strana, prvo morate da prihvatite njihove određene uslove i odredbe. To obuhvata i njihovu politiku korišćenja kolačića, nad kojom nemamo kontrolu.

    - -

    Ali ako ne pogledate taj sadržaj, nikakvi nezavisni kolačići neće biti instalirani na vaš uređaj.

    Nezavisni pružaoci usluga na Nedelji programiranja`,"cookie_policy.third-party.items.2":"Ove usluge trećih strana su van kontrole veb-sajta Nedelje programiranja. Pružaoci usluga mogu, u bilo kom trenutku, da promene svoje uslove korišćenja usluge, svrhu i korišćenje kolačića itd.","cookie_policy.how-manage.title":"Kako vi možete da upravljate kolačićima?","cookie_policy.how-manage.items":`

    Vi možete da upravljate/brišete kolačiće po svom nahođenju – za detalje, pogledajte aboutcookies.org.

    Uklanjanje kolačića sa uređaja

    - -

    Možete obrisati sve kolačiće koje već imate na svom uređaju tako što ćete obrisati istoriju pregledanja u pretraživaču. Na taj način ćete ukloniti sve kolačiće sa svih veb-sajtova koje ste posetili.

    - -

    Budite svesni da možete izgubiti i neke sačuvane informacije (npr. sačuvani detalji o prijavljivanju, željena podešavanja sajta).

    Upravljanje kolačićima specifičnim za sajt

    Za detaljniju kontrolu nad kolačićima specifičnim za sajt, pogledajte podešavanja privatnosti i kolačića u željenom pretraživaču

    Blokiranje kolačića

    Većinu modernih pretraživača možete da podesite tako da sprečite postavljanje kolačića na vaš uređaj, ali ćete onda morati ručno da podesite neka željena podešavanja svaki put kada posetite sajt/stranicu. A neke usluge ili funkcionalnosti možda uopšte neće pravilno funkcionisati (npr. prijavljivanje na profil).

    Upravljanje našim analitičkim kolačićima

    Svojim željenim podešavanjima u vezi sa kolačićima možete upravljati iz naše Analitike na namenskoj stranici.

    `,"copyright.title":"Obaveštenje o autorskim pravima","copyright.training.0":"Veb stranica EU Code Veek za škole","copyright.training.1":"je usluga koju podržava Evropska komisija","copyright.licence.0":"Osim ako je drugačije navedeno, sadržaj dostupan na ovoj veb lokaciji licenciran je pod licencom","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.sr_LATN","copyright.licence.2":"Creative Commons Attribution-NonCom Commercial-ShareAlike 4.0 International (CC BI-NC-SA 4.0)","copyright.creative-commons":"Licenciranje pod Creative Commons licencama samo po sebi ne utiče na vlasništvo nad autorskim pravima","copyright.third-party":"Sadržaj sa veb lokacija trećih strana podleže sopstvenim ograničenjima autorskih prava; molimo posetite veb lokaciju za dodatne informacije","countries.all":"Sve zemlje","countries.Cloud":"Oblak","countries.Andorra":"Andora","countries.United Arab Emirates":"Ujedinjeni Arapski Emirati","countries.Afghanistan":"Avganistan","countries.Antigua and Barbuda":"Antigva i Barbuda","countries.Anguilla":"Angvila","countries.Albania":"Albanija","countries.Armenia":"Jermenija","countries.Netherlands Antilles":"Holandski Antili","countries.Angola":"Angola","countries.Antarctica":"Antarktik","countries.Argentina":"Argentina","countries.American Samoa":"Američka Samoa","countries.Austria":"Austrija","countries.Australia":"Australija","countries.Aruba":"Aruba","countries.Aland Islands":"Olandska Ostrva","countries.Azerbaijan":"Azerbejdžan","countries.Bosnia and Herzegovina":"Bosna i Hercegovina","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladeš","countries.Belgium":"Belgija","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bugarska","countries.Bahrain":"Bahrein","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Sent Bartelemi","countries.Bermuda":"Bermuda","countries.Brunei":"Brunej","countries.Bolivia":"Bolivija","countries.Bonaire, Saint Eustatius and Saba ":"Boner, Sveti Eustahije i Saba ","countries.Brazil":"Brazil","countries.Bahamas":"Bahame","countries.Bhutan":"Butan","countries.Bouvet Island":"Buve","countries.Botswana":"Bocvana","countries.Belarus":"Belorusija","countries.Belize":"Belize","countries.Canada":"Kanada","countries.Cocos Islands":"Kokosova Ostrva","countries.Democratic Republic of the Congo":"Demokratska Republika Kongo","countries.Central African Republic":"Centralnoafrička Republika","countries.Republic of the Congo":"Republika Kongo","countries.Switzerland":"Švajcarska","countries.Ivory Coast":"Obala Slonovače","countries.Cook Islands":"Kukova Ostrva","countries.Chile":"Čile","countries.Cameroon":"Kamerun","countries.China":"Kina","countries.Colombia":"Kolumbija","countries.Costa Rica":"Kostarika","countries.Serbia and Montenegro":"Srbija i Crna Gora","countries.Cuba":"Kuba","countries.Cape Verde":"Zelenortska Ostrva","countries.Curacao":"Kurasao","countries.Christmas Island":"Božićno Ostrvo","countries.Cyprus":"Kipar","countries.Czech Republic":"Češka Republika","countries.Germany":"Nemačka","countries.Djibouti":"Džibuti","countries.Denmark":"Danska","countries.Dominica":"Dominika","countries.Dominican Republic":"Dominikanska Republika","countries.Algeria":"Alžir","countries.Ecuador":"Ekvador","countries.Estonia":"Estonija","countries.Egypt":"Egipat","countries.Western Sahara":"Zapadna Sahara","countries.Eritrea":"Eritreja","countries.Spain":"Španija","countries.Ethiopia":"Etiopija","countries.Finland":"Finska","countries.Fiji":"Fidži","countries.Falkland Islands":"Folklandska Ostrva","countries.Micronesia":"Mikronezija","countries.Faroe Islands":"Farska Ostrva","countries.France":"Francuska","countries.Gabon":"Gabon","countries.United Kingdom":"Ujedinjeno Kraljevstvo","countries.Grenada":"Grenada","countries.Georgia":"Gruzija","countries.French Guiana":"Francuska Gvajana","countries.Guernsey":"Gernzi","countries.Ghana":"Gana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Grenland","countries.Gambia":"Gambija","countries.Guinea":"Gvineja","countries.Guadeloupe":"Gvadelup","countries.Equatorial Guinea":"Ekvatorijalna Gvineja","countries.Greece":"Grčka","countries.South Georgia and the South Sandwich Islands":"Južna Džordžija i Južna Sendvička Ostrva","countries.Guatemala":"Gvatemala","countries.Guam":"Gvam","countries.Guinea-Bissau":"Gvineja Bisao","countries.Guyana":"Gvajana","countries.Hong Kong":"Hongkong","countries.Heard Island and McDonald Islands":"Ostrvo Herd i ostrva Makdonald","countries.Honduras":"Honduras","countries.Croatia":"Hrvatska","countries.Haiti":"Haiti","countries.Hungary":"Mađarska","countries.Indonesia":"Indonezija","countries.Ireland":"Irska","countries.Israel":"Izrael","countries.Isle of Man":"Ostrvo Men","countries.India":"Indija","countries.British Indian Ocean Territory":"Britanska teritorija Indijskog okeana","countries.Iraq":"Irak","countries.Iran":"Iran","countries.Iceland":"Island","countries.Italy":"Italija","countries.Jersey":"Džerzi","countries.Jamaica":"Jamajka","countries.Jordan":"Jordan","countries.Japan":"Japan","countries.Kenya":"Kenija","countries.Kyrgyzstan":"Kirgistan","countries.Cambodia":"Kambodža","countries.Kiribati":"Kiribati","countries.Comoros":"Komori","countries.Saint Kitts and Nevis":"Sent Kits i Nevis","countries.North Korea":"Severna Koreja","countries.South Korea":"Južna Koreja","countries.Kuwait":"Kuvajt","countries.Cayman Islands":"Kajmanska Ostrva","countries.Kazakhstan":"Kazahstan","countries.Laos":"Laos","countries.Lebanon":"Liban","countries.Saint Lucia":"Sveta Lucija","countries.Liechtenstein":"Lihtenštajn","countries.Sri Lanka":"Šri Lanka","countries.Liberia":"Liberija","countries.Lesotho":"Lesoto","countries.Lithuania":"Litvanija","countries.Luxembourg":"Luksemburg","countries.Latvia":"Letonija","countries.Libya":"Libija","countries.Morocco":"Maroko","countries.Monaco":"Monako","countries.Moldova":"Moldavija","countries.Montenegro":"Crna Gora","countries.Saint Martin":"Sveti Martin","countries.Madagascar":"Madagaskar","countries.Marshall Islands":"Maršalska Ostrva","countries.Macedonia":"Северна Македониjа","countries.Mali":"Mali","countries.Myanmar":"Mjanmar","countries.Mongolia":"Mongolija","countries.Macao":"Makao","countries.Northern Mariana Islands":"Severna Marijanska Ostrva","countries.Martinique":"Martinik","countries.Mauritania":"Mauritanija","countries.Montserrat":"Montserat","countries.Malta":"Malta","countries.Mauritius":"Mauricijus","countries.Maldives":"Maldivi","countries.Malawi":"Malavi","countries.Mexico":"Meksiko","countries.Malaysia":"Malezija","countries.Mozambique":"Mozambik","countries.Namibia":"Namibija","countries.New Caledonia":"Nova Kaledonija","countries.Niger":"Niger","countries.Norfolk Island":"Ostrvo Norfok","countries.Nigeria":"Nigerija","countries.Nicaragua":"Nikaragva","countries.Netherlands":"Holandija","countries.Norway":"Norveška","countries.Nepal":"Nepal","countries.Nauru":"Nauru","countries.Niue":"Nijue","countries.New Zealand":"Novi Zeland","countries.Oman":"Oman","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Francuska Polinezija","countries.Papua New Guinea":"Papua Nova Gvineja","countries.Philippines":"Filipini","countries.Pakistan":"Pakistan","countries.Poland":"Poljska","countries.Saint Pierre and Miquelon":"Sen Pjer i Mikelon","countries.Pitcairn":"Ostrva Pitkern","countries.Puerto Rico":"Portoriko","countries.Palestine":"ПалестинаI","countries.Portugal":"Portugalija","countries.Palau":"Palau","countries.Paraguay":"Paragvaj","countries.Qatar":"Katar","countries.Reunion":"Reunion","countries.Romania":"Rumunija","countries.Serbia":"Srbija","countries.Russia":"Rusija","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Saudijska Arabija","countries.Solomon Islands":"Solomonova Ostrva","countries.Seychelles":"Sejšeli","countries.Sudan":"Sudan","countries.Sweden":"Švedska","countries.Singapore":"Singapur","countries.Saint Helena":"Sent Helena","countries.Slovenia":"Slovenija","countries.Svalbard and Jan Mayen":"Svalbard i Jan Majen","countries.Slovakia":"Slovačka Republika","countries.Sierra Leone":"Sijera Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somalija","countries.Suriname":"Surinam","countries.South Sudan":"Južni Sudan","countries.Sao Tome and Principe":"Sao Tome i Prinsipe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Sveti Martin","countries.Syria":"Sirija","countries.Swaziland":"Esvatini","countries.Turks and Caicos Islands":"Terks i Kejkos","countries.Chad":"Čad","countries.French Southern Territories":"Francuske južne i antarktičke zemlje","countries.Togo":"Togo","countries.Thailand":"Tajland","countries.Tajikistan":"Tadžikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Istočni Timor","countries.Turkmenistan":"Turkmenistan","countries.Tunisia":"Tunis","countries.Tonga":"Tonga","countries.Turkey":"Turska","countries.Trinidad and Tobago":"Trinidad i Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Tajvan","countries.Tanzania":"Tanzanija","countries.Ukraine":"Ukrajina","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Mala spoljna ostrva Sjedinjenih Država","countries.United States":"Sjedinjene Američke Države","countries.Uruguay":"Urugvaj","countries.Uzbekistan":"Uzbekistan","countries.Vatican":"Vatikan","countries.Saint Vincent and the Grenadines":"Sent Vinsent i Grenadini","countries.Venezuela":"Venecuela","countries.British Virgin Islands":"Britanska Devičanska Ostrva","countries.U.S. Virgin Islands":"Američka Devičanska Ostrva","countries.Vietnam":"Vijetnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Valis i Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Jemen","countries.Mayotte":"Majot","countries.South Africa":"Južnoafrička Republika","countries.Zambia":"Zambija","countries.Zimbabwe":"Zimbabve","cw2020.common.resources":"Resursi koji će vam biti potrebni","cw2020.common.soundtrack":"Muzika za Nedelju programiranja","cw2020.common.moves":"Pokreti","cw2020.common.dance-example":"Primer plesa u Nedelji programiranja","cw2020.common.organizer-guide":"Vodič organizatora","cw2020.title.0":"EU Code Week","cw2020.title.1":"Izdanje za 2020. godinu","cw2020.intro":"Ove godine ćemo se radovati programiranju od 10. do 25. oktobra 2020! Zbog aktuelne zdravstvene situacije, ove godine ćemo više aktivnosti iz Nedelje programiranja organizovati na mreži. Organizovaćemo nove zabavne i uzbudljive aktivnosti kojima možete da se pridružite na daljinu, od kuće ili iz škole","cw2020.online-activities.title":"Istaknute otvorene aktivnosti na mreži","cw2020.online-activities.subtitle.0":"Da bismo vam olakšali učešće u aktivnostima tokom Nedelje programiranja na daljinu, objavljujemo","cw2020.online-activities.subtitle.1":"kalendar","cw2020.online-activities.subtitle.2":"istaknutih aktivnosti na mreži","cw2020.online-activities.section1.title":"Šta je aktivnost na mreži?","cw2020.online-activities.section1.content":"U aktivnosti na mreži može spadati svaka aktivnost koju biste inače dodali ili za koju biste se upisali na sajtu Nedelje programiranja – jedina razlika je u tome što se održava na mreži. Zamisao je da se obezbedi jednostavno učešće na sesijama i radionicama posvećenim programiranju koje će biti u celosti na mreži bez rizika po zdravlje ljudi","cw2020.online-activities.section2.title":"Istaknute otvorene aktivnosti","cw2020.online-activities.section2.content":"Ukoliko želite, svoje aktivnosti na mreži možete da pokažete svima. Ljudi iz svih krajeva sveta moći će da učestvuju u otvorenim aktivnostima na mreži, bilo na engleskom ili na lokalnom jeziku. Najuzbudljivije aktivnosti na mreži koje su otvorene za sve ćemo izabrati i istaći u kalendaru događaja na svom sajtu","cw2020.online-activities.section3.title":"Šta ovo znači za učesnike","cw2020.online-activities.section3.content.0":"Svakoga dana u Nedelji programiranja, moći ćete da razgledate","cw2020.online-activities.section3.content.1":"kalendar","cw2020.online-activities.section3.content.2":"i da učestvujete u aktivnostima koje vas najviše zanimaju. Teme ovih istaknutih događaja idu od radionica o robotici, preko kurseva e-učenja do vebinara sa obukom za programere i još mnogo toga. Prema tome, nađite nešto za sebe","cw2020.dance.title":"Ples u Nedelji programiranja","cw2020.dance.subtitle":"Ko kaže da programeri ne umeju da igraju? Povodom Nedelje programiranja 2020, pokrećemo novu aktivnost – izazov #EUCodeWeekDance","cw2020.dance.section1.title":"Ko može da se pridruži?","cw2020.dance.section1.content.0":"Svi od škola, nastavnika, biblioteka, preko informatičkih sekcija, preduzeća i državnih ustanova pozvani su na proslavu Nedelje programiranja u EU 2020. tako što će organizovati aktivnost #EUCodeWeekDance i dodati je u","cw2020.dance.section1.content.1":"plan Nedelje programiranja","cw2020.dance.section2.title":"Kako možete da učestvujete?","cw2020.dance.section2.content":"Odaberite neku od pet vrsta aktivnosti ili ponudite neku svoju. Koju god aktivnost da odaberete, ne zaboravite da je dodate u naš plan","cw2020.dance.activity1.title":"Programirajte prijatelja ili roditelja – ne treba vam računar","cw2020.dance.activity1.subtitle":"Programiranjem zadajete komande elektronskom uređaju. Međutim, tehnički govoreći, ne treba vam računar da biste mogli da programirate. Izaberite partnera – to može biti vaš drug iz razreda, prijatelj, roditelj ili čak nastavnik – i izdajte mu naredbe kako da izvede ples #EUCodeWeekDance, ali moraće tačno da ga isprati","cw2020.dance.activity1.resources.0":"Vodič sa sajta Code.org za organizaciju analogne igranke","cw2020.dance.activity1.resources.1":"Mala lekcija o tome kako da programirate svog robota sa ljudskim likom","cw2020.dance.activity2.title":"Vizuelno programiranje","cw2020.dance.activity2.subtitle":"Programiranje plesa za nedelju programiranja u Scratchu. Koristite likove iz Nedelje programiranja ili napravite svoje u Scratchu i programirajte ih da odigraju ples #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Primer jednog #EUCodeWeekDance projekta u Scratchu","cw2020.dance.activity2.resources.1":"Likovi iz Nedelje programiranja","cw2020.dance.activity2.resources.2":"Vodič sa sajta Code.org za animaciju likova","cw2020.dance.activity2.resources.3":"Vodič sa sajta Code.org za organizaciju igranke","cw2020.dance.activity2.resources.4":"Podelite svoj projekat sa nama koristeći ovaj Scratch Studio.","cw2020.dance.activity3.title":"Tekstualno programiranje","cw2020.dance.activity3.subtitle":"Napravite temu #EUCodeWeekDance u Pythonu ili JavaScriptu na nekoj platformi za kreiranje muzike na osnovu koda, kao što je EarSketch ili Sonic Pi","cw2020.dance.activity3.resources.0":"Uputstvo za komponovanje muzike na platformi EarSketch","cw2020.dance.activity3.resources.1":"Uputstvo za stvaranje muzike na platformi Sonic Pi","cw2020.dance.activity4.title":"Robotika","cw2020.dance.activity4.subtitle":"Programirajte svog robota tako da izvršava vaše naredbe i izvede ples za Nedelju programiranja","cw2020.dance.activity4.resources.0":"Obuka za programiranje robota","cw2020.dance.activity5.title":"Izazov plesa uživo","cw2020.dance.activity5.subtitle":"Snimite video u kojem ćete biti vi, vaš tim ili vaš robot dok izvodi(te) #EUCodeWeekDance, podelite ga na Instagramu i pokušajte da postanete viralni i osvojite neke nagrade u Nedelji programiranja! Zainteresovani ste? Pratite ove korake:","cw2020.dance.activity5.resources.0":"Snimite video pomoću funkcije Instagram Stories","cw2020.dance.activity5.resources.1":"Počnite da pratite","cw2020.dance.activity5.resources.2":"@CodeWeekEU na Instagramu","cw2020.dance.activity5.resources.3":"Pomenite @CodeWeekEU u svojoj priči sa plesom i obavezno upotrebite heš oznaku #EUCodeWeekDance","cw2020.dance.outro.0":"Pobednici će se birati svakoga dana i biće proglašeni na našem Instagram kanalu u okviru funkcije Stories; stoga redovno proveravajte svoja obaveštenja jer je možda baš danas vaš srećan dan","cw2020.dance.outro.1":"Izazov #EUCodeWeekDance prati pesmu","cw2020.dance.outro.2":"Ode to Code","cw2020.dance.outro.3":"koju je komponovao Brendan Paolini, dok je korake aranžirala Bjanka Marija Berardi 2015. godine prema ideji Alesandra Boljola, profesora računarskih sistema na Univerzitetu u Urbinu","cw2020.treasure-hunt.title":"Potraga za blagom u Nedelji programiranja","cw2020.treasure-hunt.subtitle.0":"Ovo je igra u aplikaciji Telegram koja je dovoljno jednostavna za početnike, ali i dovoljno zahtevna da iskusni igrači prestanu da trepću","cw2020.treasure-hunt.subtitle.1":"Potraga za blagom u Nedelji programiranja","cw2020.treasure-hunt.subtitle.2":"je igra koju je najbolje igrati na PC računaru uz mobilni telefon u ruci. Igra će se od vas tražiti da rešite programerske zagonetke i provešće vas kroz istoriju programiranja, informatike i tehnologije u Evropi","cw2020.treasure-hunt.section.title":"Da biste mogli da počnete da igrate, morate da","cw2020.treasure-hunt.section.content.0":"preuzmete aplikaciju Telegram. Ona je dostupna za","cw2020.treasure-hunt.section.content.1":"računar","cw2020.treasure-hunt.section.content.2":"Igru možete da igrate ili na desktopu ili laptopu, ili na pametnom telefonu. Preporučujemo vam da je igrate na računaru, da biste mogli da dobijate uputstva i rešavate programerske zagonetke u aplikaciji Telegram na telefonu","cw2020.treasure-hunt.section.content.3":"Da biste počeli sa igrom","cw2020.treasure-hunt.section.content.4":"otvorite igru","cw2020.treasure-hunt.section.content.5":"i skenirajte QR kod koji će vas usmeriti na aplikaciju Telegram i dati vam prvi skup uputstava","cw2020.treasure-hunt.section.content.6":"Za pobedu je neophodno da rešite 10 programerskih zagonetki i pronađete 10 mesta na mapi Evrope koja se vezuju za razvoj programiranja i tehnologije","cw2020.treasure-hunt.section.content.7":"Kada završite igru, podelite svoj rezultat sa prijateljima koristeći heš oznaku #EUCodeWeek i pozovite ih da i oni igraju i saznaju više o istoriji programiranja. Hajde da vidimo ko će postići najbolje rezultate","cw2020.treasure-hunt.section.content.8":"Potraga za blagom u Nedelji programiranja je virtuelna verzija izvorne Potrage za blagom koju je osmislio Alesandro Boljiolo, profesor računarskih sistema na Univerzitetu u Urbinu. Da biste saznali više o originalnoj igri, posetite naš","cw2020.treasure-hunt.section.content.9":"blog","cw2020.kick-off.title":"Otvaranje: 8. oktobra 2020.","cw2020.kick-off.content.0":"Virtuelno otvaranje Nedelje programiranja 2020 održaće se 8. oktobra u 17 časova po berlinskom/briselskom/pariskom vremenu. Događaj će se emitovati uživo na kanalima Facebook Live, Instagram TV i YouTube Live","cw2020.kick-off.content.1":"Našu zanimljivi postavu govornika čine gosti","cw2020.kick-off.content.2":"komesar EU za unutrašnje tržište","cw2020.kick-off.content.3":"komesarka EU za inovacije, istraživanje, kulturu, obrazovanje i omladinu","cw2020.kick-off.content.4":"Autor Scratcha i profesor istraživanja učenja na institutu MIT Media Lab","cw2020.kick-off.content.5":"autorka i ilustratorka knjige Hello Ruby","cw2020.kick-off.content.6":"i","cw2020.kick-off.content.7":"predsednica E-MMA, francuske neprofitne organizacije koja promoviše rodnu raznolikost u tehnologiji","cw2020.kick-off.content.8":"A kao da to nije dovoljno, tim Nedelje programiranja će predstaviti nove funkcije, resurse i izazove na sajtu","cw2020.kick-off.content.9":"Profesor računarskih sistema na Univerzitetu u Urbinu i koordinator","cw2020.kick-off.content.10":"ambasadora Nedelje programiranja","cw2020.kick-off.content.11":"govoriće više o virtuelnoj Potrazi za blagom u Nedelji programiranja","cw2020.kick-off.content.12":"Xxx će vam najaviti novi izazov #EUCodeWeekDance","cw2020.kick-off.content.13":"Takođe ćemo biti povezani sa školama i učenicima širom Evrope koji će podeliti svoje programerske priče i razmenjivati ideje sa gostujućim predavačima","cw2020.kick-off.content.14":"I vi ćete imati priliku da podelite svoja razmišljanja i ideje i postavite pitanja. Sve što je potrebno je da se uključite u naše emitovanje uživo","cw2020.kick-off.content.15":"ili","cw2020.kick-off.content.16":"8. oktobra 2020. od 17:00 do 18:30 CET i napišete komentar ili tvit sa heš oznakom #EUCodeWeek","cw2020.get-involved.title":"Kako da se uključite","cw2020.get-involved.subtitle":"Jedva čekate da počnete da programirate? Ukoliko želite da se pridružite zajednici posvećenoj Nedelji programiranja u EU, ali ne znate odakle da počnete, pogledajte ove resurse koji će vam pomoći da napravite prve korake, tačno na vreme pred našu godišnju manifestaciju u oktobru","cw2020.get-involved.content.0":"Prvi koraci u Nedelji programiranja","cw2020.get-involved.content.1":"Kako da dodate aktivnost za Nedelju programiranja","cw2020.get-involved.content.2":"Male lekcije","cw2020.get-involved.content.3":"Veliki sveobuhvatni otvoreni kurs na mreži","cw2020.get-involved.content.4":"Serijal Programiranje kod kuće","edit.title":"Izmenite svoj #EUCodeWeek događaj","edit.required_fields":"Polja sa zvezdicom (*) su obavezna polja za unos. Slobodno dodajte listu događaja na svom jeziku.","edit.description":"Opis","edit.audience":"Ciljna grupa","edit.theme":"Tema","edit.location":"Lokacija","edit.website":"Veb-sajt","edit.contact":"Kontakt","edit.tags":"Oznake","edit.image":"Fotografije","edit.help":"Dimenzije većih fotografija će biti promenjene na 256 x 512 piksela. Maksimalna dimenzija fotografija za otpremanje je 256 x 1024.","edit.aspect":"Koji aspekt programiranja pokriva vaš događaj?","edit.address":"Ukucajte adresu ili kliknite na mapu ispod da podesite lokaciju.","edit.privacy_disclaimer.header":"Vaši kontakt podaci","edit.privacy_disclaimer.text_1":"Ove informacije će moći da vide samo ","edit.privacy_disclaimer.link_1":"Ambasadori EU nedelje programiranja","edit.privacy_disclaimer.text_2":` i organizatori - Nedelje programiranja koji - će proveriti događaj pre nego što se pojavi na mapi i koji vas mogu kontaktirati ukoliko su neophodne - izmene ili - radi prikupljanja statističkih podataka nakon događaja.`,"edit.privacy_disclaimer.contact_email":"Vaša imejl adresa","edit.edit":"Izmenite događaj","event.main_title":"Dodaj svoj #EUCodeWeek događaj","event.button":"Dodaj događaj","event.howto":"Kako da organizujete događaj?","event.required":"Polja sa zvezdicom (*) su obavezna polja za unos. Slobodno dodajte listu događaja na svom jeziku.","event.audience_title":"Ciljna grupa","event.theme_title":"Tema","event.scoreboard_by_country":"Tабeла","event.get_involved":"Pridružite se","event.organize_or_support_events":"Organizujete ili podržite događaje u svom gradu","event.or_contact_your":"ili kontaktirajte svog","event.eu_code_week_ambassadors":"Ambasadora EU nedelje programiranja","event.show_events_for":"Prikaži događaj za ","event.who":"Za koga je događaj?","event.tags":"Oznake","event.image":"Fotografije","event.start.label":"Datum početka","event.start.placeholder":"Kada počinje aktivnost?","event.end.label":"Datum završetka","event.end.placeholder":"Kada se aktivnost završava?","event.organizer.label":"Naziv organizacije","event.organizer.placeholder":"Organizacija za koju radite ili volontirate","event.website.label":"Veb-sajt organizacije","event.website.placeholder":"Da li imate veb-sajt sa više informacija?","event.description.label":"Opis","event.description.placeholder":"Ukratko opišite planiranu aktivnost","event.contact.label":"Kontakt imejl","event.contact.placeholder":"Ovaj imejl će se koristi za važnu komunikaciju u vezi sa svim aktivnostima EU nedelje programiranja","event.contact.explanation":"Vaš kontakt imejl će moći da vide samo ambasadori EU nedelje programiranja i organizatori Nedelje programiranja koji će proveriti događaj pre nego što se pojavi na mapi i koji vas mogu kontaktirati ukoliko su neophodne izmene ili radi prikupljanja statističkih podataka nakon događaja.","event.public.label":"Javni imejl","event.public.placeholder":"Da li želite da prikažete imejl za kontakt?","event.title.label":"Naziv aktivnosti","event.title.placeholder":"Koji je naziv aktivnosti?","event.address.label":"Adresa","event.address.placeholder":"Gde će se održati aktivnost?","event.organizertype.label":"Vrsta organizacije","event.organizertype.placeholder":"Izaberite vrstu organizatora","event.organizertype.school":"Škola","event.organizertype.library":"Biblioteka","event.organizertype.non profit":"Neprofitna organizacija","event.organizertype.private business":"Privatna firma","event.organizertype.other":"Drugo","event.audience.Pre-school children":"Predškolska deca","event.audience.Elementary school students":"Osnovci","event.audience.High school students":"Srednjoškolci","event.audience.Graduate students":"Studenti na osnovnim studijama","event.audience.Post graduate students":"Studenti na postdiplomskim studijama","event.audience.Employed adults":"Zaposleni","event.audience.Unemployed adults":"Nezaposleni","event.audience.Other (see description)":"Drugo (vidi opis)","event.audience.Teachers":"Nastavnici","event.theme.Basic programming concepts":"Osnovni koncepti programiranja","event.theme.Web development":"Veb-razvoj","event.theme.Mobile app development":"Razvoj mobilnih aplikacija","event.theme.Software development":"Razvoj softvera","event.theme.Data manipulation and visualisation":"Manipulacija i vizuelizacija podataka","event.theme.Robotics":"Robotika","event.theme.Hardware":"Hardver","event.theme.Other":"Drugo","event.theme.Unplugged activities":"Aktivnosti bez kompjutera","event.theme.Playful coding activities":"Razigrane aktivnosti iz programiranja","event.theme.Art and creativity":"Umetnost i kreativnost","event.theme.Visual/Block programming":"Vizuelno/blok programiranje","event.theme.Game design":"Dizajniranje igara","event.theme.Internet of things and wearable computing":"Internet stvari i nosivi računari","event.theme.3D printing":"3D štampanje","event.theme.Augmented reality":"Proširena stvarnost","event.theme.Artificial intelligence":"Veštačka inteligencija","event.theme.Motivation and awareness raising":"Podizanje svesti i motivacija","event.theme.Promoting diversity":"Promovisanje raznolikosti","event.codeweek_for_all_participation_code.title":"KOD „NEDELJA PROGRAMIRANJA ZA SVE“","event.codeweek_for_all_participation_code.explanation":"Ukoliko ste dobili kod „Nedelja programiranja za sve“ od kolege u školi ili prijatelja unesite ga ovde ili ostavite polje prazno. Više informacija o „Nedelji programiranja za sve“ je dostupno","event.codeweek_for_all_participation_code.link":"ovde","event.thanks_page.title":"Hvala što ste dodali događaj!","event.thanks_page.phrase1":"Jedan od naših lokalnih ambasadora će sada pregledati informacije o vašem događaju","event.thanks_page.phrase2":"i uveriti se da je u sve u redu.","event.thanks_page.phrase3":"Ako imate bilo kakvih pitanja, kontaktirajte jednog od naših","event.thanks_page.phrase4":"nacionalnih ambasadora","event.thanks_page.phrase5":"ili nam pošaljite","event.thanks_page.phrase6":"imejl","event.thanks_page.phrase7":"Možete da delite svoj kod „Nedelja programiranja za sve“ sa drugima:","event.activitytype.label":"Tip aktivnosti","event.activitytype.placeholder":"","event.activitytype.open-online":"Online aktivnost slobodnog učešća","event.activitytype.invite-online":"Online aktivnost po pozivu","event.activitytype.open-in-person":"Aktivnost slobodnog učešća","event.activitytype.invite-in-person":"Aktivnost po pozivu","event.privacy":"Прочитао-ла сам сам и слажем се са условима политике приватности описаних у овом документу.","event.country":"Zemlja","event.loading":"Učitava se...","event.add_activity":"Dodajte događaj","event.edit_activity":"Izmenite događaj","event.update_activity":"Ažurirajte događaj","event.delete_activity":"Izbrišite događaj","event.total_pending_events":"Ukupan broj događaja na čekanju:","event.no_pending_events":"Nije pronađen nijedan događaj na čekanju","event.all_countries":"Sve zemlje","event.current_status":"Trenutni status","event.actions":"Aktivnosti","event.certificate_ready":"Vaš sertifikat Nedelje programiranja je spreman. Slobodno ga preuzmite ili direktno podelite.","event.view_your_certificate":"Pogledajte svoj sertifikat ovde","event.submit_event_and_report":"Pošaljite izveštaj za ovaj događaj i zatražite svoj sertifikat Nedelje programiranja.","event.report_and_claim":"Podnesite izveštaj o događaju i zatražite sertifikat","eventdetails.organised_by":"Organizator: ","eventdetails.contact_email":"Imejl za kontakt: ","eventdetails.happening_at":"Mesto održavanja: ","eventdetails.from":"Od ","eventdetails.to":" do ","eventdetails.description":"Opis: ","eventdetails.more_info":"Više informacija: ","eventdetails.audience":"Ovaj događaj je za: ","eventdetails.themes":"Glavne teme: ","eventdetails.tags":"Oznake: ","eventdetails.share":"Podelite događaj: ","eventdetails.email.tooltip":"Kliknite da prosledite ove informacije imejlom prijatelju","eventdetails.email.subject":"Pogledajte ovaj fenomenalni događaj","eventdetails.email.body_1":"Zdravo, pogledajte ","eventdetails.email.body_2":"događaj na ","eventdetails.edit":"Izmenite događaj","eventdetails.note":"BELEŠKA: ","eventdetails.pending_warning":"Informacije o ovom događaju i dalje pregledaju ","eventdetails.pending_link":"moderatori","eventdetails.nearby_upcoming_events":"Predstojeći događaji u blizini:","eventreports.reports_by":"Događaji na čekanju za podnošenje izveštaja ","eventreports.no_reports":"Nema događaja za podnošenje izveštaja.","eventreports.report":`Događaji navedeni u nastavku su ili već počeli ili su završeni. Unesite nekoliko podataka - radi prikupljanja statističkih podataka u vezi sa događajem i podnesite zahtev za izdavanje sertifikata za učešće u Nedelji programiranja. Dobija se - jedan sertifikat po događaju.`,"guide.title":"Vodič","guide.organise_activity":"Organizujte svoj događaj u nedelji programiranja (#EUCodeWeek)","guide.register_activity":"Registrujte svoj događaj ovde","guide.what.title":"Šta je EU nedelja programiranja?","guide.what.content":'

    EU nedelja programiranja je samonikli pokret koji vode volonteri i koji podržava Evropska komisija. Svako – škole, nastavnici, biblioteke, klubovi programiranja, firme, vladine agencije – može da organizuje događaj #EUCodeWeek i da ga doda na codeweek.eu mapu.

    ',"guide.what_you_need_organise.title":"Šta vam je potrebno da biste organizovali događaj?","guide.what_you_need_organise.items.1":"Grupa ljudi koji su željni da uče. Na primer, vaši prijatelji, deca, tinejdžeri, saradnici, roditelji ili bake i deke. Zapamtite, dvoje su već grupa!","guide.what_you_need_organise.items.2":"Nastavnici ili instruktori koji su upoznati sa aktivnostima programiranja i znaju kako da uče i inspirišu druge. Broj zavisi od vrste i veličine događaja.","guide.what_you_need_organise.items.3":"Mesto gde se uči. Učionice, biblioteke, konferencijske sale i različiti javni prostori – sve su to sjajna mesta za organizovanje uspešnog događaja.","guide.what_you_need_organise.items.4":"Kompjuteri i internet veza. U zavisnosti od ciljne grupe, možete da zamolite učesnike da donesu svoje laptop računare.","guide.what_you_need_organise.items.5":'Programiranje bez računara. Zapravo vam nisu potrebni ni računari niti internet veza da biste naučili računarsko razmišljanje. Pogledajte naš Modul za učenje programiranja bez računara za početne korake.',"guide.what_you_need_organise.items.6":`Materijali za učenje Pokažite učesnicima koliko može da bude zabavno kada sami nešto naprave. Pogledajte našu stranicu sa resursima i module za učenje sa video vodičima i planovima lekcija i prilagodite ih potrebama vaše grupe.`,"guide.what_you_need_organise.items.7":`Registrujte učesnike. Ukoliko raspolažete ograničenim prostorom, možete da koristite onlajn alate kao što su Google forms i Eventbrite za registrovanje učesnika.`,"guide.what_you_need_organise.items.8":'Ne zaboravite da prikačite događaj na mapu događaja Nedelje programiranja!',"guide.how_to.title":"Kako organizovati događaj?","guide.how_to.items.1":"Format događaja kodiranja je na vama, ali preporučujemo da uključite praktičan deo, gde učesnici mogu sami da prave nešto i/ili da petljaju oko hardvera.","guide.how_to.items.2":'Koristite alate i tehnologije u skladu sa vašom ciljnom grupom. Preporučujemo korišćenje besplatnih i materijala sa otvorenim kodom.',"guide.how_to.items.3":"Zamolite učesnike da na kraju događaja pokažu i predstave jedni drugima ono što su napravili.","guide.how_to.items.4":`Prenesite vesti! Promovišite i delite šta ste radili tokom događaja na društvenim medijima koristeći heš oznaku #EUCodeWeek. Takođe možete da podelite informacije u grupi nastavnika EU nedelje programiranja i na Twitter-u (@CodeWeekEU). Pričajte o događaju sa prijateljima, kolegama, u lokalnim medijima i napravite saopštenje za javnost!`,"guide.how_to.items.5":'Ne zaboravite da dodate događaj na mapu događaja Nedelje programiranja!',"guide.material.title":"Promotivni materijal","guide.material.text":'

    Posetite naš blog za najnovije informacije i slobodno prilagodite najnovije saopštenje za štampu vašim potrebama ili napravite sopstveno:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'U pripremama za proslavu EU nedelje programiranja 2019 (dostupno na 29 jezika)',"guide.toolkits.title":"Preuzmite sledeći materijal uz koji ćete lako započeti pripreme:","guide.toolkits.communication_toolkit":"Priručnik za komunikaciju","guide.toolkits.teachers_toolkit":"Materijal za nastavnike","guide.questions.title":"Pitanja?","guide.questions.content":'

    Ukoliko imate pitanja u vezi sa organizacijom i promocijom svog #EUCodeWeek događaja, stupite u kontakt sa jednim od ambasadora EU nedelje programiranja iz svoje zemlje.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Oživite svoje ideje!","hackathons.sections.1.title":"6 hak-festova, 6 izazova","hackathons.sections.1.content.1":"Da li živite u Grčkoj, Letoniji, Irskoj, Italiji, Rumuniji ili Sloveniji? Da li ste kreativni, ambiciozni i zainteresovani za budućnost tehnologije? Sada je vaša prilika! Pridružite se jednom od hakatona u Evropskoj nedelji programiranja i razvijte inovativno rešenje koje će vas staviti na čelo tehnološke revolucije!","hackathons.sections.1.content.2":"U 2021. godini, EU Code Week (Evropska nedelja programiranja) donosi šest izvanrednih hakatona i poziva učenike starosti od 15 do 19 godina u višim razredima srednje škole da formiraju timove i upotrebe svoje veštine programiranja kako bi rešili lokalni izazov. Nakon 24-časovnog hakovanja, svaki tim će predstaviti svoje ideje panelu stručnjaka koji će izabrati 10 finalista. Svi timovi će na raspolaganju imati isto vreme, resurse i pristup mentorima i stručnjacima kako bi dovršili izazov, ali samo 10 timova će imati priliku da nastavi u sledeću rundu, da razvije svoj prototip, dobije stručno vođenje i učestvuje u završnom hakatonu na jesen. Tada će se timovi boriti za osvajanje IT opreme i priliku da dobiju mentorstvo i vođenje kako bi dalje razvili svoj prototip.","hackathons.sections.2.title":"Kako učestvovati?","hackathons.sections.2.content.1":"Izaberite hakaton u svojoj zemlji i pratite nekoliko jednostavnih koraka da biste se registrovali. Možete se pridružiti kao pojedinac ili kao tim od šest osoba. Ako se pridružite s prijateljima ili školskim drugovima, nemojte zaboraviti da navedete ime tima prilikom registracije. Svaki hakaton ima zasebnu registraciju pa zato pratite hakaton u svojoj zemlji!","hackathons.sections.3.title":"Ko su organizatori?","hackathons.sections.3.content.1":"Hak-festove EU Nedelje programiranja zajednički organizuju Evropska komisija i lokalni ","hackathons.sections.3.content.2":"ambasadori EU Nedelje programiranja","hackathons.sections.3.content.3":", a finansira Evropski parlament. Cilj je prikazati kako konkretna rešenja oživljavaju pomoću kreativnosti, entuzijazma, novih ideja i veština programiranja mladih.","hackathons.sections.4.title":"Kako izgleda hak-fest?","hackathons.sections.4.content.1":"EU Code Week Hackathon je putovanje koje počinje sa 24-časovnim hakatonom na internetu. Iskusni mentori će voditi timove i održavaće se radionice na kojima će učesnici imati priliku da nauče nove veštine i da se zabave. Hakaton je takođe odlična prilika da se učesnici povežu i druže s osobama iz evropskog tehničkog sektora. Na kraju hakatona svaki tim će predstaviti svoje rešenje stručnom žiriju.","hackathons.sections.4.content.2":"Deset najboljih timova će nastaviti svoj put i proći obuku i mentorstvo tokom leta. Pobednici će zatim učestvovati u završnom 12-časovnom nacionalnom hakatonu „licem u lice” u septembru ili oktobru (hakaton će se održati na internetu ako situacija s javnim zdravljem ne dozvoljava fizičko sastajanje).","hackathons.sections.5.title":"Ne znam da programiram – šta ja mogu da radim?","hackathons.sections.5.content.1":"Uporedo sa hak-festom, za početnike će biti organizovane radionice programiranja, rada sa hardverom, robotikom i tako dalje kako bi učesnici naučili osnove računarskog razmišljanja i programiranja. Potražite više informacija kako da se registrujete na vašem lokalnom veb-sajtu.","hackathons.sections.6.title":"Partneri","hackathons.sections.7.title":"Pridružite se zabavi!","hackathons.cities.1.city":"","hackathons.cities.1.country":"Rumunija","hackathons.cities.1.date":"od 25. do 26. septembra 2021 ","hackathons.cities.2.city":"","hackathons.cities.2.country":"Irska","hackathons.cities.2.date":"od 23. do 24. septembra 2021 ","hackathons.cities.3.city":"","hackathons.cities.3.country":"Italija","hackathons.cities.3.date":"od 24. do 25. septembra 2021 ","hackathons.cities.4.city":"","hackathons.cities.4.country":"Grčka","hackathons.cities.4.date":"9 oktobar 2021","hackathons.cities.5.city":"","hackathons.cities.5.country":"Slovenija","hackathons.cities.5.date":"od 18. do 19. septembra 2021 ","hackathons.cities.6.city":"","hackathons.cities.6.country":"Letonija","hackathons.cities.6.date":"1 oktobar 2021","hackathons.final.1":"Finale","hackathons.final.2":"Septembar/oktobar 2021.","home.about":"EU nedelja programiranja je samonikla inicijativa koja ima za cilj da približi programiranje i digitalnu pismenost svima na zabavan i zanimljiv način.","home.when":"14-27. oktobra 2024.","home.when_text":"Učenje programiranja nam pomaže da bolje shvatimo svet oko nas koji se brzo menja, da bolje razumemo kako tehnologija funkcioniše i razvijemo veštine i sposobnosti koje nam pomažu da istražujemo nove ideje i da inoviramo.","home.school_banner_title":"Pridružite se!","home.school_banner_text":"Da li ste predavač?","home.school_banner_text2":"Kliknite ovde i saznajte kako da se pridružite!","home.organize_activity_title":"Organizujte događaj ili se pridružite nekom","home.organize_activity_text":'Svako je dobrodošao da organizuje događaj \u2028ili da mu se priključi. Samo izaberite temu i ciljnu grupu i dodajte događaj na mapu događaja ili pretražite događaje u vašoj okolini.',"home.get_started_title":"Započnite","home.get_started_text":'Niste sigurni odakle da počnete? Pogledajte stranicu sa uputstvimai preuzmite naše priručnike za organizatore kako biste se pripremili i prenesite vesti.',"home.access_resources_title":"Pristupite resursima i obukama","home.access_resources_text":'Ako niste sigurni kako da organizujete događaj, posetite našu stranicu sa resursima za nastavnike i module za učenje kao smernice i prilagođene planove lekcija.',"locations.title":"Mesta aktivnosti","locations.description.0":"Za vašu sledeću aktivnost, izaberite mesto sa liste ispod ILI registrujte novo mesto pod","locations.description.1":"kreiranje aktivnosti","login.login":"Prijava","login.register":"Registrujte se","login.github":"Prijavite se pomoću Github naloga","login.twitter":"Prijavite se pomoću Twitter naloga","login.facebook":"Prijavite se pomoću Facebook naloga","login.google":"Prijavite se pomoću Google naloga","login.azure":"Prijavite se pomoću Azure naloga","login.email":"Imejl","login.password":"Lozinka","login.remember":"Zapamti me","login.forgotten_password":"Zaboravili ste lozinku?","login.no_account":"Nemate nalog?","login.signup":"Prijavite se","login.reset":"Resetujte lozinku","login.send_password":"Pošalji link za resetovanje lozinke","login.confirm_password":"Potvrdite lozinku","login.name":"ime","menu.learn":"За професоре","menu.teach":"За ученике","menu.training":"Oбука","menu.toolkits":"Презентациje и алати","menu.why":"ZAŠTO","menu.home":"Naslovna","menu.events":"Aktivnost","menu.ambassadors":"Ambasadori","menu.resources":"Resursi","menu.schools":"Škole","menu.about":"O nama","menu.blog":"Blog","menu.news":"Vesti","menu.search":"Ukucajte i pritisnite Enter...","menu.map":"Mapa","menu.add_event":"Dodajte događaj","menu.search_event":"Pretraga događaja","menu.hello":"Kontakt","menu.profile":"Moj profil","menu.pending":"Događaji na čekanju","menu.your_events":"Moji događaji","menu.your_certificates":"Moji sertifikati","menu.report":"Prijavite svoje događaje","menu.volunteers":"Volonteri","menu.logout":"Odjava","menu.signin":"Prijava","menu.privacy":"Politika privatnosti","menu.participation":"Sertifikat za učešće","menu.values":"Naše vrednosti","menu.featured_activities":"Istaknute aktivnosti","menu.codeweek2020":"Izdanje 2020.","mooc.free-online-courses":"Besplatni onlajn kursevi","mooc.intro":"EU nedelja kodiranja nudi prilike za profesionalni razvoj u vidu onlajn kurseva. Cilj je da se pruži podrška nastavnicima da kodiranje i računarski način razmišljanja donesu u svoje učionice.","mooc.icebreaker.title":'Uvodni kurs za „probijanje leda"',"mooc.icebreaker.text.0":"Ovaj","mooc.icebreaker.text.1":"kurs za „probijanje leda“ u okviru EU nedelje kodiranja","mooc.icebreaker.text.2":"je petočasovni kurs na engleskom jeziku namenjen svima koji su zainteresovani za osnove kodiranja i računarskog načina razmišljanja. Učesnici će naučiti kako da izazovu radoznalost i inovativni duh kod mladih ljudi, istovremeno ih ohrabrujući da postanu digitalni stvaraoci. Ovaj kurs pomaže učesnicima da otkriju prednosti i značaj računarskog načina razmišljanja i kodiranja u našim svakodnevnim životima. On takođe daje ideje, besplatne materijale za trening i resurse za organizovanje zabavnih i edukativnih aktivnosti za decu, bilo kada, bilo gde - a naročito tokom Nedelje kodiranja.","mooc.icebreaker.text.3":"Da biste učestvovali na ovom kursu nije vam potrebno prethodno iskustvo ili znanje o kodiranju, već samo radoznali um. ","mooc.icebreaker.registration.0":"Prijave su otvorene ovde","mooc.icebreaker.registration.1":"za kurs koji traje od 16. septembra i 30. oktobra. godine. Molimo imajte u vidu da je za prijavu potrebno da kreirate nalog na European Schoolnet Academy. ","mooc.icebreaker.check-out":"Pogledajte izdanje za 2019.","mooc.deep-dive.title":'Detaljni "Deep Dive" kurs',"mooc.deep-dive.text.0":'"Deep Dive" onlajn kurs u okviru EU nedelje kodiranja je dvadesetpetočasovni kurs na engleskom jeziku koji nastavnicima nudi mogućnost da se upoznaju sa principima vezanim za kodiranje i da steknu znanje i samopouzdanje da sa svojim učenicima organizuju zabavne, interaktivne aktivnosti vezane za kodiranje. Nastavnici će otkriti besplatne',"mooc.deep-dive.text.1":"resurse","mooc.deep-dive.text.2":"i materijale za trening u okviru EU nedelje kodiranja, dostupne na 29 jezika, kao i naročite aspekte kodiranja kao što su računarski način razmišljanja, aktivnosti vezane za programiranje bez računara, beskrajne mogućnosti robotike, prepravljanja i pravljenja, vizuelne jezike za programiranje, pravljenje aplikacija i još mnogo drugih stvari.","mooc.deep-dive.course-link":"Pogledajte “Deep dive” kurs iz 2019.","mooc.social-media.0":"Pratite","mooc.social-media.1":"EU nedelju kodiranja na društvenim mrežama","mooc.social-media.2":"da biste saznali kada će početi sledeći kurs","myevents.created_by":"Sve događaje je kreirao ","myevents.no_events.first_call_to_action":"Još niste dodali nijedan događaj. Možete to uraditi sada ","myevents.no_events.first_link":"dodajte događaj sada","myevents.no_events.second_call_to_action":"ili pročitajte naš ","myevents.no_events.second_link":"vodič za organizatore","myevents.view":"Pogledajte","myevents.status.APPROVED":"ODOBRENO","myevents.status.REJECTED":"ODBIJENO","myevents.status.PENDING":"NA ČEKANJU","myevents.status.REPORTED":"IZVEŠTAJ","pagination.previous":"Prethodna","pagination.next":"Sledeća","participation.title":"Generišite sertifikate o učešću za svoj razred","participation.phrase1":"Popunite obrazac imenima vaših učenika razdvojeno zarezom i dobićete pojedinačne sertifikate o učešću","participation.names.label":"Imena na koja glasi sertifikat","participation.names.help":"Koristite zarez između imena svakog učesnika","participation.event_name.label":"Naziv događaja","participation.event_name.help":"Naziv događaja koji će biti odštampan na sertifikatu","participation.event_date.label":"Datum događaja","participation.event_date.help":"Datum događaja koji će biti odštampan na sertifikatu","participation.submit":"Generišite sertifikate","participation.thanks_page.title":"Vaši sertifikati su generisani!","participation.thanks_page.phrase1":"Kliknite na ovaj link kako biste preuzeli zip datoteku sa svim sertifikatima","passwords.password":"Lozinka mora da ima najmanje 6 karaktera i da se podudara sa poljem potvrde lozinke.","passwords.reset":"Vaša lozinka je resetovana!","passwords.sent":"Poslali smo vam imejlom link o potvrdi resetovanja lozinke!","passwords.token":"Ovaj token za resetovanje lozinke je nevažeći.","passwords.user":"Ne možemo da pronađemo korisnika sa tom imejlom adresom.","privacy-statement-contact.subtitle":"Ova izjava o privatnosti pruža informacije o obradi i zaštiti vaših ličnih podataka.","privacy-statement-contact.processing-operation.0":"Postupak obrade","privacy-statement-contact.processing-operation.1":"upravljanje ambasadorima Nedelje programiranja, vodećim nastavnicima i registracija aktivnosti na veb stranici","privacy-statement-contact.data-processors.0":"Uređaji za obradu podataka","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. i EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Informacije u vezi sa obradom ličnih podataka radi upravljanja ambasadorima Nedelje programiranja, vodećim nastavnicima i registracijom aktivnosti na veb stranici.","privacy-statement-contact.3-legal_process.0":'Zakonitost postupka obrade: Služba G.2 prikuplja, čuva i objavljuje vaše lične podatke, jer ste dali svoj izričit pristanak time što ste označili polje za potvrdu kada ste se prijavili da postanete ambasador Nedelje programiranja, vodeći nastavnik ili kada ste podneli prijavu za registraciju događaja na Evropskoj nedelji programiranja.',"privacy-statement-contact.4-collect_data.0":"Obavezni lični podaci koji se prikupljaju za ambasadore i vodeće nastavnike su:","privacy-statement-contact.4-collect_data.1":"ime","privacy-statement-contact.4-collect_data.2":"e-adresa","privacy-statement-contact.4-collect_data.3":"lozinka","privacy-statement-contact.4-collect_data.4":"slika","privacy-statement-contact.4-collect_data.5":"biografija","privacy-statement-contact.4-collect_data.6":"naslov","privacy-statement-contact.4-collect_data.7":"specijalnost vodećih nastavnika.","privacy-statement-contact.4-collect_data.8":"Prilikom registracije aktivnosti, obavezni lični podaci koji se prikupljaju su:","privacy-statement-contact.4-collect_data.9":"naziv organizacije","privacy-statement-contact.4-collect_data.10":"tip organizacije","privacy-statement-contact.4-collect_data.11":"e-adrese za kontakt","privacy-statement-contact.4-collect_data.12":"Pružanje ovih podataka je obavezno da biste postali ambasador Nedelje programiranja, vodeći nastavnik ili da biste registrovali aktivnost na veb stranici.","privacy-statement-contact.4-collect_data.13":"Pored toga, ambasadori i vodeći nastavnici mogu dobrovoljno dati sledeće lične podatke:","privacy-statement-contact.4-collect_data.14":"naloge na društvenim mrežama","privacy-statement-contact.4-collect_data.15":"Organizatori aktivnosti mogu dobrovoljno dati sledeće podatke:","privacy-statement-contact.4-collect_data.16":"javnu e-adresu za kontakt","privacy-statement-contact.4-collect_data.17":"veb stranicu organizatora","privacy-statement-contact.4-collect_data.18":"Nedelju programiranja za sva programiranja","privacy-statement-contact.4-collect_data.19":"Za organizatore aktivnosti, imajte na umu da relevantni ambasador za vašu zemlju ili služba G.2 može koristiti lične podatke koje ste dali da registrujete aktivnost da bi vas kontaktirali u vezi sa navedenom aktivnošću.","privacy-statement-contact.4-collect_data.20":"Svoje lične podatke ste dali na","privacy-statement-contact.4-collect_data.21":"stranici za prijavu u okviru veb stranice Nedelje programiranja","privacy-statement-contact.4-collect_data.22":"i na","privacy-statement-contact.4-collect_data.23":"stranici za registraciju aktivnosti.","privacy-statement-contact.5-how_long.0":"Svi lični podaci će biti izbrisani iz baza podataka ako se povučete iz inicijative ili 5 godina nakon završetka inicijative.","privacy-statement-contact.6-protect_data.0":'Svi lični podaci u elektronskom formatu (e-poruke, dokumenti, baze podataka, učitani paketi podataka, itd) čuvaju se na serverima Evropske komisije ili njenih ugovarača. Svi postupci obrade se sprovode u skladu sa Odlukom Komisije (EU, Euratom) 2017/46, od 10. januara 2017. godine, o bezbednosti komunikacionih i informacionih sistema u Evropskoj komisiji.',"privacy-statement-contact.6-protect_data.1":'Ugovarači Komisije su posebnom ugovornom klauzulom preuzeli obaveze za sve postupke obrade vaših podataka u ime Komisije i obavezama poverljivosti koje proističu iz implementacije Opšte uredbe o zaštiti podataka u državama članicama Evropske unije (‘GDPR’ Uredba (EU) 2016/679).',"privacy-statement-contact.6-protect_data.2":"U cilju zaštite vaših ličnih podataka, Komisija je uvela niz tehničkih i organizacionih mera. Tehničke mere obuhvataju odgovarajuće postupke za rešavanje bezbednosti na internetu, rizika od gubitka podataka, izmene podataka ili neovlašćenog pristupa, uzimajući u obzir rizik koji obrada predstavlja i prirodu ličnih podataka koji se obrađuju. Organizacione mere obuhvataju ograničavanje pristupa ličnim podacima isključivo na ovlašćena lica koja imaju opravdanu potrebu da ih znaju za svrhe ovog postupka obrade.","privacy-statement-contact.7-access_data.0":"Osoblje Komisije može pristupiti svim ličnim podacima koje ste dali po osnovu principa „treba da znaju”. Pored toga, pristup vašim ličnim podacima omogućen je našem ugovaraču po osnovu principa „treba da znaju”.","privacy-statement-contact.7-access_data.1":'U svrhu povećanja vidljivosti ambasadora Nedelje programiranja, vodećeg nastavnika ili registrovanih aktivnosti, svi vaši lični podaci se objavljuju na sledećoj veb stranici.',"privacy-statement-contact.7-access_data.2":"Pored toga, služba G.2 može da podeli vaše podatke za kontakt sa bilo kojim članom javnosti ili zainteresovanim stranama koji bi trebalo da vas kontaktiraju u vezi sa Nedeljom programiranja. Za organizatore aktivnosti, imajte na umu da relevantni ambasador za vašu zemlju ili služba G.2 može koristiti lične podatke koje ste dali da registrujete aktivnost da bi vas kontaktirali u vezi sa navedenom aktivnošću.","privacy-statement-contact.8-rights.0":"Dali ste pristanak da svoje lične podatke date službi G.2 radi tekućeg postupka obrade. Možete povući svoj pristanak u bilo kom trenutku tako što ćete obavestiti službu G.2 na: CNECT-G2@ec.europa.eu. Povlačenje neće uticati na zakonitost obrade koja je izvršena pre nego što ste povukli pristanak.","privacy-statement-contact.10-detailed-info.0":"Ovaj specifični postupak obrade je obuhvaćen javnim registrom lica zaduženog za zaštitu podataka (DPO) sa sledećom postojećom referencom za obaveštenja: DPR-EC-02631 Upravljanje licima za kontakt za politike, programe i projekte DG CONNECT.","privacy-statement.title":"ZAŠTITA VAŠIH LIČNIH PODATAKA","privacy-statement.processing-operation.0":"Postupak obrade","privacy-statement.processing-operation.1":"Obrada ličnih podataka na codeweek.eu, uključujući IP adrese, posetilaca javno dostupnih veb stranica.","privacy-statement.data-controller.0":"Rukovalac podacima","privacy-statement.data-controller.1":"Evropska komisija, Generalni direktorat za komunikacione mreže, sadržaj i tehnologiju, služba G.2.","privacy-statement.record-reference":"Referenca evidencije","privacy-statement.table-of-contents":"Sadržaj","privacy-statement.1-intro.title":"Uvod","privacy-statement.1-intro.items.1":`Evropska komisija (u daljem tekstu 'Komisija' je posvećena zaštiti vaših ličnih podataka i poštovanju vaše privatnosti. Komisija prikuplja i dalje obrađuje lične podatke u skladu sa Uredbom (EU) 2018/1725 Evropskog parlamenta i Saveta, od 23. oktobra 2018. godine, o zaštiti fizičkih lica u smislu obrade ličnih podataka od strane institucija, organa, kancelarija i agencija i o slobodnom kretanju takvih podataka (koja stavlja van snage Uredbu (EZ) br. 45/2001).`,"privacy-statement.1-intro.items.2":"Ova izjava o privatnosti objašnjava razlog za obradu vaših ličnih podataka, način na koji ih prikupljamo, rukujemo njima i obezbeđujemo zaštitu svih dostavljenih ličnih podataka, kako se te informacije koriste i koja prava imate u vezi sa vašim ličnim podacima. Takođe navodi podatke za kontakt odgovornog rukovaoca podacima preko kog možete ostvariti svoja prava, lica zaduženog za zaštitu podataka i evropskog načelnika odeljenja za zaštitu podataka.","privacy-statement.1-intro.items.3.0":"Informacije u vezi sa postupkom obrade","privacy-statement.1-intro.items.3.1":"Obrada podataka na codeweek.eu","privacy-statement.1-intro.items.3.2":"koju Komisija vrši predstavljena je u daljem tekstu.","privacy-statement.2-why.title":"Zašto i kako obrađujemo vaše lične podatke?","privacy-statement.2-why.items.0":"Svrha postupka obrade","privacy-statement.2-why.items.1":"Generalni direktorat Komisije za komunikacione mreže, sadržaj i tehnologiju nudi niz spoljnih veb stranica. Tehnička konfiguracija prikuplja i koristi vaše lične podatke kako bi mogla omogućiti veb stranice koje se fizički nalaze van infrastrukture hostinga koju kontroliše Komisija.","privacy-statement.2-why.items.2":"Vaši lični podaci neće se koristiti za automatizovano donošenje odluka, uključujući profilisanje.","privacy-statement.3-legal_process.title":"Po kom/kojim pravnom/im osnovu/ima obrađujemo vaše lične podatke?","privacy-statement.3-legal_process.items.0":"Vaše lične podatke obrađujemo po nekoliko osnova:","privacy-statement.3-legal_process.items.1":'član 5(1)(a) Uredbe (EU) 2018/1725: takva obrada je neophodna radi izvršenja zadatka koji se obavlja u javnom interesu ili prilikom realizacije službenih ovlašćenja koja su poverena instituciji ili organu Evropske unije.',"privacy-statement.3-legal_process.items.2":"Zaista, informisanje široke javnosti je zadatak koji proizilazi iz sopstvenih prerogativa Evropske komisije na institucionalnom nivou, kao što je predviđeno članom 58 stav (2) tačka (d) Uredbe Evropskog parlamenta i Saveta (EU, Euratom) br. 2018/1046 od 18. jula 2018. godine o finansijskim pravilima koja se primenjuju na opšti budžet Unije  (SL L 193, 30.7.2018, str. 1). Vodimo računa da se primenjuju adekvatne i specifične mere zaštite za obradu ličnih podataka, u skladu sa važećim zakonodavstvom o zaštiti podataka.","privacy-statement.3-legal_process.items.3":'član 5 stav (1) tačka (d) Uredbe (EU) 2018/1725: za postupke obrade koji sadrže kolačiće i proveru identiteta neophodan je vaš pristanak. U skladu sa članom 3 stav (15) i članom 7 Uredbe (EU) 2018/1725, pristanak se mora dati slobodno, konkretno, informisano i nedvosmisleno.',"privacy-statement.3-legal_process.items.4":"Dobili smo vaš pristanak direktno od vas. Možda ste ga izrazili putem elektronske pošte, dostavili putem obrasca za e-registraciju, ili u bilo kom drugom pisanom obliku.","privacy-statement.4-collect_data.title":"Koje lične podatke prikupljamo i dalje obrađujemo?","privacy-statement.4-collect_data.items.0":"U cilju vršenja ovog postupka obrade, služba G.2 prikuplja sledeće kategorije ličnih podataka:","privacy-statement.4-collect_data.items.1":"adresu internet protokola (IP adresu) ili ID uređaja koji se koristi za pristupanje veb stranici.","privacy-statement.4-collect_data.items.2":"Bez ovakve obrade nećete moći da uspostavite tehničku vezu između vaših uređaja i serverske infrastrukture i stoga nećete moći da pristupite našoj veb stranici.","privacy-statement.4-collect_data.items.3":"Da bi se potvrdio vaš identitet na ovoj veb stranici, služba G.2 prikuplja sledeće kategorije ličnih podataka:","privacy-statement.4-collect_data.items.4":"e-adresu","privacy-statement.4-collect_data.items.5":"lozinku; ili","privacy-statement.4-collect_data.items.6":"proveru identiteta preko društvenih mreža","privacy-statement.5-how_long.title":"Koliko dugo čuvamo vaše lične podatke?","privacy-statement.5-how_long.items.0":"Služba G.2 čuva vaše lične podatke samo onoliko dugo koliko je potrebno za ispunjenje svrhe prikupljanja ili dalje obrade, odnosno za vreme trajanja sesije pretraživanja. Pored toga, IP adrese mogu se čuvati godinu dana u datotekama evidencije usluga iz bezbednosnih razloga. Što se tiče analitičkog alata, IP adresa i ID uređaja (npr. IMEI broj i WIFI MAC adresa) brišu se odmah nakon prekida veze.","privacy-statement.6-protect_data.title":"Kako štitimo i čuvamo vaše lične podatke?","privacy-statement.6-protect_data.items.0":"Svi lični podaci u elektronskom formatu (e-poruke, dokumenti, baze podataka, učitani paketi podataka, itd.) čuvaju se na serverima Evropske komisije. Svi postupci obrade se vrše u skladu sa","privacy-statement.6-protect_data.items.1":"Odlukom Komisije (EU, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":", od 10. januara 2017. godine, o bezbednosti komunikacionih i informacionih sistema u Evropskoj komisiji.","privacy-statement.6-protect_data.items.3":"U cilju zaštite vaših ličnih podataka, Komisija je uvela niz tehničkih i organizacionih mera. Tehničke mere obuhvataju odgovarajuće postupke za rešavanje bezbednosti na internetu, rizika od gubitka podataka, izmene podataka ili neovlašćenog pristupa, uzimajući u obzir rizik koji obrada predstavlja i prirodu ličnih podataka koji se obrađuju. Organizacione mere obuhvataju ograničavanje pristupa ličnim podacima isključivo na ovlašćena lica koja imaju opravdanu potrebu da ih znaju za svrhe ovog postupka obrade.","privacy-statement.7-access_data.title":"Ko ima pristup vašim ličnim podacima i kome se otkrivaju?","privacy-statement.7-access_data.items.0":"Pristup vašim ličnim podacima omogućen je osoblju Komisije odgovornom za sprovođenje ovog postupka obrade i ovlašćenom osoblju po osnovu principa „treba da znaju”. Takvo osoblje se pridržava statutarnih, a kada je to potrebno, i dodatnih ugovora o poverljivosti.","privacy-statement.7-access_data.items.1":"Štaviše, pristup vašim ličnim podacima može se obezbediti spoljnim ugovaračima koji rade u ime službe Komisije i na osnovu ugovornog sporazuma sa službom Komisije koja poseduje veb stranice, a koji učestvuju u kreiranju, održavanju, upravljanju i arhiviranju veb stranica prema principu „treba da znaju”.","privacy-statement.7-access_data.items.2":"Informacije koje prikupljamo neće se davati bilo kojoj trećoj strani, osim u meri i za svrhe za koje to od nas može zahtevati zakon.","privacy-statement.8-rights.title":"Koja su vaša prava i kako ih možete ostvariti?","privacy-statement.8-rights.items.0":"Imate posebna prava kao 'lice na koje se podaci odnose' u skladu s Poglavljem III (članovi 14-25) Uredbe (EU) 2018/1725, naročito pravo na pristup, ispravljanje ili brisanje vaših ličnih podataka i pravo na ograničavanje obrade vaših ličnih podataka. Ako je primenjivo, takođe imate pravo da uložite prigovor na obradu ili pravo na prenosivost podataka.","privacy-statement.8-rights.items.1":"Imate pravo da uložite prigovor na obradu vaših ličnih podataka, koja se zakonito sprovodi u skladu sa članom 5 stav (1) tačka ( a).Dali ste pristanak da svoje lične podatke pružite radi tekućeg postupka obrade. Možete povući svoju pristanak u bilo kom trenutku tako što ćete obavestiti službu G.2. Povlačenje neće uticati na zakonitost obrade koja je izvršena pre nego što ste povukli pristanak.","privacy-statement.8-rights.items.2":"Možete ostvariti svoja prava tako što ćete se obratiti rukovaocu podacima, ili, u slučaju sukoba, licu zaduženom za zaštitu podataka. Ako je potrebno, možete se obratiti i evropskom načelniku odeljenja za zaštitu podataka. Njihove kontakt informacije su navedene u sledećem odeljku 9.","privacy-statement.8-rights.items.3":"U slučaju da želite da ostvarite svoja prava u kontekstu jednog ili više specifičnih postupaka obrade, u svom zahtevu navedite njihov opis (tj. njihovu(e) referencu(e) u evidenciji) kao što je naznačeno u sledećem naslovu 10).","privacy-statement.9-contact.title":"Informacije o kontaktu","privacy-statement.9-contact.data-controller.title":"Rukovalac podacima","privacy-statement.9-contact.data-controller.text":"Ako želite da ostvarite svoja prava prema Uredbi (EU) 2018/1725, ili ako imate komentare, pitanja ili nedoumice, ili ako želite da podnesete žalbu u vezi sa prikupljanjem i upotrebom vaših ličnih podataka, slobodno se obratite rukovaocu podacima, služba G.2, Evropska komisija, na","privacy-statement.9-contact.data-protection-officer.title":"Lice zaduženo za zaštitu podataka (DPO) ispred Komisije","privacy-statement.9-contact.data-protection-officer.text":"Možete se obratiti licu zaduženom za zaštitu podataka (DATA-PROTECTION-OFFICER@ec.europa.eu) u vezi sa pitanjima koja se odnose na obradu vaših ličnih podataka u skladu s Uredbom (EU) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Evropski načelnik odeljenja za zaštitu podataka (EDPS)","privacy-statement.9-contact.european-data-protection.text":'Imate pravo da se obratite (tj. možete da uložite žalbu) Evropskom načelniku odeljenja za zaštitu podataka (edps@edps.europa.eu) ako smatrate da su povređena vaša prava iz Uredbe (EU) 2018/1725 kao rezultat obrade vaših ličnih podataka od strane rukovaoca podacima.',"privacy-statement.10-detailed-info.title":"Gde pronaći detaljnije informacije?","privacy-statement.10-detailed-info.items.0":`Lice zaduženo za zaštitu podataka (DPO) ispred Komisije' (DPO) objavljuje registar svih postupaka obrade ličnih podataka od strane Komisije, koji su dokumentovane i o kojima je obavešteno. Registru možete pristupiti putem sledećeg linka: https://ec.europa.eu/dpo-register`,"privacy-statement.10-detailed-info.items.1":"Ovaj specifični postupak obrade je obuhvaćen javnim registrom lica zaduženog za zaštitu podataka (DPO) sa sledećom referencom za evidenciju: DPR-EC-09706.1.","privacy.title":"ZAŠTITA LIČNIH PODATAKA","privacy.1-intro.title":"1. Uvod","privacy.1-intro.items.1":"

    Evropska komisija (u daljem tekstu „Komisija“) je posvećena zaštiti vaših ličnih podataka i poštovanju vaše privatnosti. Komisija prikuplja i dalje obrađuje lične podatke u skladu sa Uredbom (EU) 2018/1725 Evropskog parlamenta i Saveta od 23. oktobra 2018. godine o zaštiti fizičkih lica po pitanju obrade ličnih podataka od strane institucija, tela, kancelarija i agencija Unije i o slobodnom kretanju tih podataka (ukidajući Uredbu (EK) br. 45/2001).

    ","privacy.1-intro.items.2":"

    Ova izjava o privatnosti objašnjava razlog za prikupljanje i obradu, način na koji prikupljamo, obrađujemo i osiguravamo zaštitu svih navedenih ličnih podataka, kako se te informacije koriste i koja prava možete da primenjujete u vezi sa vašim ličnim podacima (pravo pristupa, ispravke, blokade itd.). Takođe navodi detalje o kontaktu odgovornog kontrolora podataka sa kojim možete da primenite ova prava, službenika za zaštitu podataka i evropskog supervizora za zaštitu podataka.

    ","privacy.1-intro.items.3":"

    Ova izjava o privatnosti se odnosi na prikupljanje i objavljivanje ličnih podataka na javno dostupnom veb-sajtu Codeweek.eu, lica koja služe kao kontakt osobe za aktivnosti EU Nedelje programiranja (ambasadori Nedelje programiranja, koordinatori Ministarstva obrazovanja, vodeći nastavnici, kao i organizatori aktivnosti i događaja).

    ","privacy.2-why.title":"2. Zbog čega obrađujemo vaše podatke?","privacy.2-why.items.1":"

    Evropska komisija prikuplja i objavljuje vaše lične informacije kako bi potpomogla da zainteresovane strane ili građani identifikuju kontakt osobe. Postavljanje stvarnih osoba kao kontakt osoba je najbolji i najefikasniji način da osiguramo da zainteresovana lica mogu da stupe u kontakt sa službama Komisije.

    ","privacy.2-why.items.2":"

    Vaši lični podaci se neće koristiti ni za kakvo automatsko odlučivanje, uključujući profilisanje.

    ","privacy.3-legal_process.title":"3. Prema kom pravnom osnovu obrađujemo vaše lične podatke","privacy.3-legal_process.items.1":"

    Operacije obrade ličnih podataka za objavljivanje ili kontakt osobe su zakonite prema članu 5(1)(d) Uredbe (EU) 2018/1725 jer ste dali svoj pristanak na obradu ličnih podataka putem veb-obrasca ili kada ste se složili da koristimo vaš imejl i korisničko ime ako ste se prijavili pomoću društvene mreže.

    ","privacy.4-collect_data.title":"4. Koje lične podatke prikupljamo i dalje obrađujemo?","privacy.4-collect_data.items.1":"

    Prikupljeni lični podaci su informacije koje olakšavaju vaše identifikovanje kao kontakt osobe i povećavaju vašu vidljivost za javnost, naime: zvanje, ime, prezime, pozicija, poslovna poštanska i imejl adresa, broj telefona, slika, nalog na društvenim mrežama, biografija.

    ","privacy.4-collect_data.items.2":"

    Ove podatke ste nam dali dobrovoljno, popunjavajući obrazac prijave.

    ","privacy.4-collect_data.items.3":"

    Navođenje određenih podataka je obavezno da bi bilo omogućeno objavljivanje aktivnosti i/ili kontakt podataka na veb-sajtu codeweek.eu. Ako ne navedete svoje lične podatke, vaša aktivnost ne bi bila objavljena i/ili ne biste mogli da učestvujete u gore navedenim mrežama.

    ","privacy.4-collect_data.items.4":"

    Sve ostale lične podatke navodite dobrovoljno.

    ","privacy.4-collect_data.items.5":"Kada se prijavite na naše mesečne novosti, vaša mejl adresa će biti dodata na mejling listu EU Code Week, kojim se upravlja na Mailerlite.com. Pročitajte politiku privatnosti na Mailerlite.com: https://www.mailerlite.com/legal/privacy-policy. Možete se odjaviti sa liste bilo kada koristeći “unsubscribe” link u mejlovima koji vam stižu ili nam možete poslati mejl na info@codeweek.eu sa “Unsubscribe” u naslovu.","privacy.5-how_long.title":"5. Koliko dugo čuvamo vaše lične podatke?","privacy.5-how_long.items.1":"

    Komisija čuva vaše lične podatke samo onoliko koliko je to potrebno da bi ispunila svrhu prikupljanja ili dalje obrade opisane u tački 2, naime dok predstavljate kontakt osobu.

    ","privacy.5-how_long.items.2":"

    Vaši lični podaci biće uklonjeni sa javno dostupnog veb-sajta čim više ne budete kontakt osoba osim ako ste dali pristanak da budete uključeni u bazu podataka za dalje aktivnosti.

    ","privacy.6-protect_data.title":"6. Kako štitimo i čuvamo vaše lične podatke?","privacy.6-protect_data.items.1":"

    Svi lični podaci u elektronskom obliku (imejlovi, dokumenta, baze podataka, otpremljene grupe podataka itd.) se čuvaju ili na serverima Evropske komisije ili njenih ugovarača. Sve operacije obrade se sprovode u skladu sa Odlukom Komisije (EU, Euratom) 2017/46 od 10. januara 2017. godine o bezbednosti komunikacionih i informacionih sistema u Evropskoj komisiji.

    ","privacy.6-protect_data.items.2":"

    Ugovarači Komisije su obvezani određenom ugovornom odredbom za sve operacije obrade vaših podataka u ime Komisije, kao i obavezama o poverljivosti koje proističu iz transpozicije Opšte uredbe o zaštiti podataka u državama članicama EU (Uredba „GDPR“ (EU) 2016/679).

    ","privacy.6-protect_data.items.3":"

    Kako bi zaštitila vaše lične podatke, Komisija je utvrdila izvestan broj tehničkih i organizacionih mera. Tehničke mere obuhvataju odgovarajuće radnje po pitanju bezbednosti na mreži, rizika od gubitka podataka, izmene podataka ili neovlašćenog pristupa, uzimajući u obzir rizik koji predstavljaju obrada i priroda ličnih podataka koji se obrađuju. Organizacione mere obuhvataju ograničavanje pristupa ličnim podacima isključivo ovlašćenim osobama sa legitimnom potrebom da znaju podatke u svrhe ove obrade.

    ","privacy.7-access_data.title":"7. Ko ima pristup vašim podacima i kome se oni razotkrivaju?","privacy.7-access_data.items.1":"

    Pristup vašim ličnim podacima dat je osoblju Komisije koje je odgovorno za sprovođenje ove obrade i ovlašćenom osoblju prema principu „neophodno je da znaju podatke“. Na takvo osoblje se odnose zakonski, a kada je to potrebno, dodatni ugovori o poverljivosti.

    ","privacy.7-access_data.items.2":"

    Konkretno, svim ličnim podacima koje navedete mogu da pristupe administratori veb-sajta (osoblje Komisije), kao i drugo osoblje Komisije koje ima potrebu da zna podatke.. Osim toga, vaše lične informacije i informacije o događajima će biti podeljene sa članovima ambasadora EU Nedelje programiranja i mrežama obrazovnih koordinatora za organizaciju lokalnih aktivnosti ili naknadnih radnji.

    ","privacy.7-access_data.items.3":"

    U svrhe povećanja vidljivosti kontakt osobe, vaši lični podaci se objavljuju bez ograničenja pristupa na javnom veb-sajtu: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Po pitanju prenosa podataka trećim licima

    ","privacy.7-access_data.items.5":"

    Informacije koje prikupljamo neće biti date nijednom trećem licu, osim u obimu i u svrhe koje mogu biti obavezne prema zakonu.

    ","privacy.8-rights.title":"8. Koja su vaša prava i kako možete da ih primenite?","privacy.8-rights.items.1":"

    Vi imate određena prava kao „subjekt podataka“ prema Poglavlju III (članovi 14-25) Uredbe (EU) 2018/1725, posebno pravo pristupa, ispravke ili brisanja ličnih podataka i pravo da ograničite obradu vaših ličnih podataka. Gde je to primenjivo, imate i pravo da se usprotivite obradi ili pravo na prenosivost podataka.

    ","privacy.8-rights.items.2":"

    Pristali ste da nam date svoje lične podatke za trenutnu obradu i možete povući svoju saglasnost u bilo kom trenutku tako što ćete obavestiti kontrolera podataka. Povlačenje neće uticati na zakonitost obrade koja je sprovedena pre povlačenja saglasnosti.

    ","privacy.8-rights.items.3":"

    Možete da primenite svoja prava tako što ćete se obratiti kontroleru podataka ili u slučaju sukoba, službeniku za zaštitu podataka. Po potrebi, možete se obratiti i evropskom supervizoru za zaštitu podataka. Njegove kontakt informacije su date u okviru Naslova 9 ispod.

    ","privacy.9-contact.title":"9. Kontakt informacije","privacy.9-contact.data-controller.title":"-Kontroler podataka","privacy.9-contact.data-controller.text":"

    Ako želite da se pozovete na svoja prava u okviru Uredbe (EU) 2018/1725 ili ako imate komentare, pitanja ili ste zabrinuti ili ako biste želeli da pošaljete pritužbu u vezi sa prikupljanjem i korišćenjem vaših ličnih podataka, slobodno se obratite kontroleru podataka,

    ","privacy.9-contact.data-controller.address":"Directorate-General for Communications Networks, Content and Technology Unit G2
    Building BU25
    B-1049 Brussels
    ","privacy.9-contact.data-controller.email":"imejl: ","privacy.9-contact.data-protection-officer.title":"-Službenik za zaštitu podataka (DPO) Komisije","privacy.9-contact.data-protection-officer.text":'

    Možete se obratiti službeniku za zaštitu podataka (DATA-PROTECTION-OFFICER@ec.europa.eu) po pitanju problema u vezi sa obradom vaših ličnih podataka u okviru Uredbe (EU) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"-Evropski supervizor za zaštitu podataka (EDPS)","privacy.9-contact.european-data-protection.text":'

    Imate pravo da se obratite (tj. možete uložiti žalbu) evropskom supervizoru za zaštitu podataka (edps@edps.europa.eu) ako smatrate da su vaša prava u okviru Uredbe (EU) 2018/1725 narušena kao rezultat obrade vaših ličnih podataka od strane kontrolera podataka.

    ',"remote-teaching.remote-teaching":"Nastava na daljinu","remote-teaching.intro.title":"Nedelja programiranja i nastava na daljinu","remote-teaching.intro.text":"Obrazovanje na daljinu može da bude veoma zahtevno i za nastavnike i za učenike i postoji mnogo poteškoća koje treba prevazići. Međutim, nastava programiranja, programerskog načina razmišljanja, pa čak i robotike, ne mora da se prekine zbog toga što su vaši učenici kod kuće. Nadamo se da će vam ovih nekoliko saveta i resursa pomoći.","remote-teaching.intro.points.1":"ovo je zbirka kratkih video zapisa, materijala koje možete sami da napravite, zagonetki, igara i programerskih zadataka koji mogu svakodnevno koristiti i u porodici i u školi.","remote-teaching.intro.points.2.0":"Analogno programiranje","remote-teaching.intro.points.2.1":"ovde možete da pronađete različite aktivnosti koje lako možete da obavljate kod kuće i učite i predajete programiranje koristeći materijale koje svi imaju.","remote-teaching.intro.points.3.0":"Male lekcije","remote-teaching.intro.points.3.1":"ovde ćete pronaći „Male lekcije“, odnosno obuke o održivom razvoju i veštačkoj inteligenciji koje u svojim nastavnim planovima imaju odeljke posvećene nastavi na daljinu.","remote-teaching.intro.points.4.0":"Zbirka resursa","remote-teaching.intro.points.4.1":"mnogi resursi iz ove zbirke mogu se koristiti i u okolnostima nastave na daljinu. Možete da pronađete resurse za nastavu programiranja, kao i za učenje programiranja.","remote-teaching.intro.points.5.0":"Vebinari o programiranju od kuće","remote-teaching.intro.points.5.1":"da li ste znali da je Nedelja programiranja organizovala nekoliko vebinara o tome kako predavati i učiti programiranje od kuće? Pogledajte ih!","remote-teaching.tips.title":"7 saveta za nastavu programiranja na daljinu","remote-teaching.tips.points.1.0":"Upoznajte se sa konceptima, programskim jezikom i softverom","remote-teaching.tips.points.1.1":"iako učenici mogu da uče programiranje skoro samostalno, metodom uviđanja svojih grešaka, moraćete da ih uputite i da im pomognete da pronađu greške u svojoj sintaksi. Budite spremni na promene i adaptacije ako neka digitalna alatka ili programski jezik ne dovedu do ishoda učenja kakve ste očekivali.","remote-teaching.tips.points.2.0":"Osnažujte učenike","remote-teaching.tips.points.2.1":"pomozite im da ostvare sav svoj potencijal tako što ćete im davati lekcije koje shvataju i koje ih motivišu. Pustite ih da ispituju svoje veštine i kreativnost tako što ćete im dozvoljavati da sami biraju svoje projekte i finalne proizvode. Pored toga, preporučujemo vam da budete realistični i da učenicima zadajete ciljeve koje oni mogu da postignu.","remote-teaching.tips.points.3.0":"Podstičite učenike na rad u grupama","remote-teaching.tips.points.3.1":`ne samo što je programiranje u grupama zabavnije, već će učenicima omogućiti da ostvare složenije i kreativnije projekte. Osim toga, neki učenici se mogu osećati usamljeno tokom učenja na daljinu, pa će grupni rad to sprečiti. Na primer, mogli biste da napravite sobe za sastanke na mreži u kojima će se vaši učenici okupljati u grupama, ili biste mogli da napravite grupno ocenjivanje tako što ćete ih pozvati da daju i dobijaju konstruktivna opažanja projekata drugih učenika. -`,"remote-teaching.tips.points.4.0":"Istražite softver otvorenog koda i besplatne platforme na mreži namenjene učenju programiranja:","remote-teaching.tips.points.4.1":"postoji mnogo kvalitetnih resursa za nastavu i učenje programiranja koji su u isto vreme i napredni i jednostavni za upotrebu. To su besplatne alatke koje možete da ponudite učenicima bez potrebe da plaćate licence ili preuzimate softver. Većinu možete da pronađete u zbirci Nedelje programiranja, na primer, Scratch, App Inventor, Code.org, EarSketch, Sonic Pi i tako dalje. Kao što smo videli kod malih lekcija Nedelje programiranja, ove alatke možete da primenite na bilo koju temu!","remote-teaching.tips.points.5.0":"Neka bude razigrano","remote-teaching.tips.points.5.1":"vaši prvi koraci u programiranju trebalo bi da budu zanimljivi i zabavni, a iako možda sada nećete moći da se zajedno radujete uživo, postoji načini za zajedničku igru i zabavu! Na primer, možete da predložite svojim učenicima da napravite pauzu od lekcije da zajedno odigrate CodyColor, edukativnu igru za više igrača koja je osmišljena za učenje programerskog načina razmišljanja kroz igru.","remote-teaching.tips.points.6.0":"Simulirajte komunikaciju iz prave učionice","remote-teaching.tips.points.6.1":"tehnologija nam dopušta da bar delom iskopiramo oblik komunikacije koju bismo imali u učionici. Možete da podstaknete svoje učenike da kamere uključuju u zadato vreme, da se virtuelno javljaju na času, postavljaju pitanja lično ili u programu za ćaskanje, daju odgovore u digitalnim anketama i kvizovima i tako dalje. Neke od besplatnih digitalnih alatki koje možete da koristite za ovo su Zoom, Microsoft Teams, GoToMeeting ili Jitsi za sesije u učionici uživo i Kahoot, Mentimeter ili Google obrasci za kvizove i komunikaciju u učionici. Ovo će učenicima pomoći da se osećaju bliže učionici i svojim drugovima.","remote-teaching.tips.points.7.0":"Neka materijali budu dostupni i povoljni","remote-teaching.tips.points.7.1":"postarajte se za to da vaši časovi programiranja budu realistični i inkluzivni tako što će potrebni materijali moći lako da se nađu u svakom domaćinstvu i da ili svi učenici mogu da dođu do njih, ili da obezbedite prilagođene verzije za one koji to ne mogu. Na primer, za analogno programiranje potrebni su jeftini materijali poput makaza, papira i markera. Kada radite vežbanja programiranja na mreži, proverite da li svi učenici kod kuće imaju tablet ili računar i pouzdanu internet vezu.","remote-teaching.tips.conclusion":"Kako učiti i predavati programiranje na daljinu? Imate li neke savete za ostale prosvetne stručnjake? Dodajte komentare na forumu u nastavku!","report.title":"Prijavite svoj #EUCodeWeek događaj","report.event_title":"Naziv događaja","report.number_required":"Molimo vas da unesete približne informacije ukoliko nemate tačne podatke.","report.phrase1":"Ovaj obrazac možete da popunite samo jednom! Molimo vas da pažljivo proverite svoje podatke. Ukoliko napravite grešku, ","report.phrase2":"Nakon što završite izveštaj, personalizovani sertifikat za učešće u Nedelji programiranja će se automatski pojaviti i biti dostupan za preuzimanje i deljenje. Primer sertifikata možete videti ovde.","report.phrase3":"Polja sa zvezdicom (*) su obavezna polja za unos.","report.phrase4":"Ovaj obrazac možete da popunite samo jednom! Molimo vas da pažljivo proverite svoje podatke. Ukoliko napravite grešku,","report.contactus":"kontaktirajte nas","report.participants_count.label":"Broj učesnika","report.average_participant_age.label":"Prosečna starost učesnika","report.percentage_of_females.label":"Procenat devojaka","report.codeweek_for_all_participation_code.label":"Promotivni kod „Nedelja programiranja za sve“","report.codeweek_for_all_participation_code.help":"Ovde možete uneti svoj kod „Nedelja programiranja za sve“ ukoliko ga imate. Ako ne učestvujete, samo preskočite ovo polje.","report.name_for_certificate.label":"Ime na koje da glasi sertifikat","report.name_for_certificate.help":"Promenite naziv u ime organizatora događaja koji će dobiti sertifikat o učešću u Nedelji programiranja. Molimo vas da koristite samo ASCII (latinska) slova Slova sa akcentima, umlautima i slično nisu podržana.","report.submit":"Pošaljite prijavu na događaj","report.thanks_page.title":"Hvala što ste prijavili svoj događaj!","report.thanks_page.certificate_ready":"Vaš sertifikat je spreman.","report.thanks_page.download_button":"Kliknite ovde za preuzimanje.","report.thanks_page.back_events":"Vratite se na svoj događaj","resources.search_resources":"Pretražite resurse","resources.types":"Tipovi","resources.levels":"Nivoi","resources.programming_languages":"Programski jezici","resources.categories":"Kategorije","resources.Languages":"Jezici","resources.Subjects":"Субјекти","resources.share":"Podelite","resources.communication_toolkit":"Priručnik za komunikaciju","resources.teachers_toolkit":"Materijal za nastavnike","resources.leaflet":"Letak","resources.how_to_organise_an_activity":"Kako organizovati događaj?","resources.resources.languages.Russian":"Ruski","resources.resources.languages.Norwegian":"Norveški","resources.resources.languages.Mandarin":"Mandarinski","resources.resources.languages.Japanese":"Japanski","resources.resources.languages.All targeted languages":"Svi ciljni jezici","resources.resources.levels.Beginner":"Početni","resources.resources.levels.Intermediate":"Srednji","resources.resources.levels.Advanced":"Napredni","resources.resources.levels.Pre-primary education":"Predškolsko obrazovanje","resources.resources.levels.Primary school (5-12)":"Predškolsko obrazovanje i niži razredi osnovne škole (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Viši razredi osnovne škole (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Srednja škola (16-18)","resources.resources.levels.Higher Education":"Više obrazovanje","resources.resources.levels.Other":"Drugo","resources.resources.subjects.Art":"Likovno","resources.resources.subjects.Biology":"Biologija","resources.resources.subjects.Chemistry":"Hemija","resources.resources.subjects.Computer Science":"Računarstvo","resources.resources.subjects.Culture":"Kultura","resources.resources.subjects.Economics":"Ekonomija","resources.resources.subjects.Foreign Languages":"Strani jezici","resources.resources.subjects.Geography":"Geografija","resources.resources.subjects.Geology":"Geologija","resources.resources.subjects.History":"Istorija","resources.resources.subjects.Language and Literature":"Srpski jezik i književnost","resources.resources.subjects.Mathematics":"Matematika","resources.resources.subjects.Natural Sciences":"Prirodne nauke","resources.resources.subjects.Physical Education":"Fizičko vaspitanje","resources.resources.subjects.Physics":"Fizika","resources.resources.subjects.Coding":"Programiranje","resources.resources.subjects.Special Education Needs":"Posebne potrebe u obrazovanju","resources.resources.subjects.Other":"Drugo","resources.resources.types.Tutorial":"Tutorijal","resources.resources.types.Website":"Veb-sajt","resources.resources.types.Online Course":"Onlajn kurs","resources.resources.types.Video":"Video zapis","resources.resources.types.Audio":"Audio zapis","resources.resources.types.Application":"Aplikacija","resources.resources.types.Game":"Igrica","resources.resources.types.Graphic Material":"Grafički materijal","resources.resources.types.Presentation":"Prezentacija","resources.resources.types.Toolkit":"Set materijala i alata","resources.resources.types.Other":"Drugo","resources.resources.types.Lesson Plan":"Nastavni planovi","resources.resources.types.Guide":"Vodič","resources.resources.categories.Coding":"Programiranje","resources.resources.categories.Programming":"Programiranje","resources.resources.categories.Computational Thinking":"Računarsko razmišljanje","resources.resources.categories.Robotics":"Robotika","resources.resources.categories.Making":"Izrada","resources.resources.categories.Tinkering":"Majstorisanje","resources.resources.categories.Unplugged Activities":"Aktivnosti bez kompjutera","resources.resources.categories.Other":"Drugo","school.name":"Naziv škole","school.location":"Lokacija škole","school.description":"Opis škole","school.school":"Škola","school.add":"Dodajte","school.list":"Lista","school.required.name":"Naziv škole je obavezno polje","school.required.location":"Lokacija škole je obavezno polje","schools.1.title1":"Zašto bi trebalo da uvedete programiranje u učionicu?","schools.1.title2":"Kako programiranje može da koristi učenicima? Šta vi kao nastavnici imate od toga?","schools.1.content.0":"Verujemo da osnovna pismenost u digitalnom dobu mora da uključuje razumevanje programiranja i razvoj ključnih kompetencija u vezi sa računarskim razmišljanjem, kao što su rešavanje problema, saradnja i analitičke veštine.","schools.1.content.1":"Učenje programiranja može da osnaži vaše učenike da budu na čelu digitalno kompetentnog društva, da bolje razumeju svet oko sebe i dobiju bolje šanse da budu uspešni u svom ličnom i profesionalnom životu","schools.1.content.2":"Nedelja programiranja nudi svim učenicima mogućnost da naprave svoje prve korake kao digitalni autori, pružajući školama i nastavnicima besplatne mogućnosti za profesionalni razvoj, nastavne materijale, međunarodne izazove i mogućnosti za razmenu.","schools.1.button.label":"Želite li odmah da počnete? Prijavite se ovde!","schools.2.title1":"Spremni da se pridružite?","schools.2.title2":"Organizujte čas, obuku ili događaj, i prikačite ga na mapu.","schools.2.content.0":"Bilo da imate neko znanje iz programiranja ili ne, možete lako da organizujete čas u svojoj učionici, otvoreni dan ili događaj u svojoj školi. Samo odredite datum i prijavite svoju aktivnost na mapi ispod. Ako mislite da vam je potrebna pomoć u pripremi časa programiranja, pređite na sledeći deo.","schools.2.content.1":"Pogledajte neke od primera aktivnosti koje se organizuju pretražujući mapu u nastavku and add your own to join thousands of fellow educators across Europe and beyond: ","schools.2.button.label":"Spremni da pokušate? Dodajte aktivnost!","schools.3.title1":"Niste upoznati sa kodiranjem? Bez brige","schools.3.title2":"Naši alati vam pomažu sa uvođenjem u programiranje pre nego što ga predstavite učenicima","schools.3.content.0":"Ukoliko ste zainteresovani da uvedete programiranje u učionicu, ali ne znate odakle da počnete, ne brinite! Međunarodni tim nastavnika i stručnjaka razvija set kratkih onlajn modula za trening kako bi vam pomogli da počnete.","schools.3.content.1":"Nije potrebno prethodno iskustvo u programiranju da biste pratili naše lekcije za učenje","schools.3.button.label":"Pristupite modulima za obuku","schools.4.title1":"Tražite dodatni izazov?","schools.4.title2":"Izgradite mrežu aktivnosti, uključite što više učenika i osvojite Sertifikat izvrsnosti","schools.4.content.0":"Nedelja programiranja za sve vas izaziva da udružite snage sa ostalim nastavnicima ili školama i učestvujete u međunarodnoj zajednici istomišljenika pružajući učenicima priliku na naprave svoje prve korake u programiranju. Organizujte događaj koji uključuje više od 500 učenika i dobićete Sertifikat izvrsnosti.","schools.4.button.label":"Saznajte više o izazovu Nedelja programiranja za sve","schools.title":"Škole: organizujte Nedelju programiranja za svoje učenike","scoreboard.title":"U kojim zemljama sve vri od programerskih aktivnosti?","scoreboard.paragraph":"Tabla sa rezultatima je sortirana po broju prijavljenih događaja po stanovništvu, tako da nemojte biti iznenađeni ako vidite neke od manjih zemalja na vrhu liste!","scoreboard.parcipating_with":"sarađuje sa","scoreboard.events":"događaji","search.audience_title":"Ciljna grupa","search.theme_title":"Tema","search.placeholder":"Pretražite naziv događaja ili oznaku","search.submit":"Pretraga","search.label_country":"Izaberite zemlju","search.last_year_events.label":"Uključite događaje iz prošle godine","search.last_year_events.yes":"Da","search.last_year_events.no":"Ne","search.search_counter":"odgovara vašim kriterijumima pretrage","search.event":"događaj","search.events":"događaji","search.year":"године","search.audiences":"Публика","search.themes":"Тема","search.countries":"Држава","search.search_placeholder":"Претраживање по наслову или опису","snippets.featured-activities":"Ovo su predstojeće istaknute aktivnosti tokom EU nedelje programiranja na koje se primaju učesnici na mreži. Možete da ih filtrirate po jeziku i mesecu, a klikom na dugme za prikaz pristupate svim aktivnostima i kontakt podacima organizatora. Uživajte!","snippets.learn":"Pisanje koda i programiranje su znanja koja su sve traženija u svim oblastima, a EU nedelja programiranja je tu sa namerom da vas podrži u učenju! Pregledajte našu zbirku i pronađite savršen resurs za početak ili nastavak svog puta. Svi ti resursi su besplatni. Ne zaboravite da svoju pretragu možete da filtrirate po vrsti resursa, nivou veština, programskom jeziku, kategoriji i jeziku.","snippets.teach":"Pisanje koda i programiranje su ključna znanja koja će doneti nove mogućnosti vašim učenicima i deci. Želite li da predajete programiranje od kuće, u učionici ili na informatičkoj sekciji? Pregledajte našu zbirku i pronađite najpogodniji resurs kojim ćete uvesti programiranje u svoju nastavnu praksu. Svi ti resursi su besplatni. Ne zaboravite da svoju pretragu možete da filtrirate po vrsti resursa, nivou veština, programskom jeziku, temi, kategoriji i jeziku.","snippets.toolkits.0":"U ovom odeljku ćete pronaći materijal sa kojim ćete lakše organizovati svoje aktivnosti tokom EU nedelje programiranja i promovisati inicijativu u svojoj zajednici. ","snippets.toolkits.1":"Komplet alatki za promociju","snippets.toolkits.2":"ovde ćete pronaći zvanične logotipe EU nedelje programiranja, predloške za bedževe, letke, postere, PowerPoint i Word, primere objava na društvenim mrežama, kao i ilustracije.","snippets.toolkits.3":"Komplet alatki za nastavnike","snippets.toolkits.4":"ovde ćete pronaći zvanične logotipe EU nedelje programiranja, bedž, predloške sertifikata za učenike koji su bili učesnici, uvodne prezentacije o EU nedelji programiranja i materijal za društvene mreže.","snippets.toolkits.5":"Zvanični letak EU nedelje programiranja.","snippets.about.goal":"Cilj je pomoći mladima da ovladaju osnovama programiranja i programerskim načinom razmišljanja.","snippets.guide.tutorials.1":"Pogledajte naša","snippets.guide.tutorials.2":"uputstva i obuke","snippets.guide.tutorials.3":"na 29 jezika da biste se pripremili za organizovanje aktivnosti tokom kojih će mladi moći da nauče programiranje i programerski način razmišljanja.","snippets.dance.menu":"Plesni izazov","snippets.dance.subtitle":"Ko kaže da programeri ne umeju da plešu? Dokazaćemo suprotno tokom izazova #EUCodeWeekDance.","snippets.dance.content":"Svi od škola, nastavnika, biblioteka, preko informatičkih sekcija, preduzeća i državnih ustanova pozvani su na proslavu Nedelje programiranja u EU tako što će organizovati aktivnost #EUCodeWeekDance i dodati je u plan Nedelje programiranja.","snippets.treasure-hunt.menu":"Potraga za blagom","snippets.treasure-hunt.subtitle":"Ovo je igra u aplikaciji Telegram","snippets.videos.1":"Pogledajte video zapise u kojima ambasadori Nedelje programiranja u EU govore o našim vrednostima","snippets.videos.2":"Pogledajte Katju Ošljak, ambasadorku za Sloveniju, koja govori o tome zašto je Nedelja programiranja nezavisna","snippets.videos.3":"Pogledajte Lorana Tušea, ambasadora za Francusku, koji govori o tome zašto je Nedelja programiranja namenjena svima","snippets.videos.4":"Pogledajte Fatmu Buaziz, ambasadorku za Tunis, koja govori o tome zašto je Nedelja programiranja i globalna i lokalna","snippets.videos.5":"Pogledajte Lindu Sinku, ambasadorku za Letoniju, koja govori o tome zašto je Nedelja programiranja posvećena saradnji","snippets.videos.6":"Pogledajte Alesandra Boljola, ambasadora za Italiju, koji govori o tome zašto je Nedelja programiranja neprofitna","snippets.videos.7":"Pogledajte Marjanu Prifti, ambasadorku za Albaniju, koja govori o tome zašto Nedelja programiranja podstiče inovativnost i kreativnost","snippets.videos.8":"Pogledajte Kristijanu Lukači, ambasadorku za Rumuniju, koja govori o tome zašto je Nedelja programiranja zahvalna svojim zajednicama","training.learning_bits":"Moduli Nedelje programiranja","training.title":"Besplatni materijali za trening i onlajn kursevi","training.text":`

    Ovde možete pronaći besplatne materijale i resurse za obuku koji će vam pomoći da počnete i isplanirate sledeću inovativnu lekciju.

    -

    1. Mini lekcije

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    Nije potrebno prethodno iskustvo u kodiranju ili programiranju, a za svaki modul je potrebno otprilike 15 minuta. Moduli vas uvode u ključne koncepte koji su u vezi sa aktivnostima vezanim za programiranje i računarsko razmišljanje. Osim toga, moduli vam takođe pružaju praktične savete o tome kako da integrišete te koncepte u učionici.

    -`,"training.text_2":`

    Sada kada ste završili jedan ili više modula Nedelje programiranja, nadamo se da ste spremni da uvedete kreativnu digitalnost u vašu učionicu i da prikačite aktivnost na mapu Nedelje programiranja!

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    Možete lako da organizujete čas u svojoj učionici, otvoreni dan ili događaj u svojoj školi. Samo odredite datum i prijavite svoju aktivnost na mapi Nedelje programiranja. Svi organizatori aktivnosti dobiće sertifikat o učešću za svoj trud.

    - -

    Ako želite da se povežete sa međunarodnom grupom nastavnika entuzijasta, pridružite se Facebook grupi EU nedelje programiranja za nastavnike! Da biste napravili korak dalje i sarađivali sa drugim školama u svojoj zemlji ili van granica – pridružite se izazovu Nedelja programiranja za sve.

    -`,"training.lessons.1.title":"Programiranje bez digitalne tehnologije (bez kompjutera)","training.lessons.1.author":"Autor: Alesandro Boljolo","training.lessons.1.text":`

    Programiranje je jezik stvari koji nam omogućava da pišemo programe kako bismo dobili nove funkcionalnosti za desetine milijardi programabilnih objekata. Programiranje je najbrži način da se naše ideje ostvare i najefikasniji način da se razviju sposobnosti računarskog razmišljanja. Međutim, tehnologija nije nužno potrebna za razvijanje računarskog razmišljanja. Naše sposobnosti računarskog razmišljanja su te koje su ključne i neophodne da bi tehnologija funkcionisala.

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    U ovom video snimku, Alesandro Boljolo, profesor računarskih sistema u Italiji i koordinator Evropske nedelje programiranja, predstaviće aktivnosti programiranja bez kompjutera koje mogu da se praktikuju bez bilo kakvih električnih uređaja. Glavni cilj aktivnosti bez kompjutera je da smanji prepreke pri uvođenju programiranja u sve škole bez obzira na finansiranje i opremu.

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    Aktivnosti programiranja bez kompjutera otkrivaju računarske aspekte fizičkog sveta oko nas.

    `,"training.lessons.1.activities.1":"Aktivnost 1 – CodyRoby za osnovnu školu","training.lessons.1.activities.2":"Aktivnost 2 – CodyRoby za niže razrede srednje škole","training.lessons.1.activities.3":"Aktivnost 3 – CodyRoby za srednju školu","training.lessons.2.title":"Računarsko razmišljanje i rešavanje problema","training.lessons.2.author":"Autor: Majls Beri","training.lessons.2.text":`

    Računarsko razmišljanje (RR) predstavlja način gledanja na probleme i sisteme tako da kompjuter može da pomogne u njihovom rešavanju ili razumevanju. Računarsko razmišljanje nije neophodno samo za razvijanje kompjuterskih programa, već se može koristiti i kao podrška rešavanju problema u svim disciplinama.

    - -

    Možete da predajete RR svojim učenicima tako što ćete ih učiti da razbijaju kompleksne probleme na manje (dekompozicija), da prepoznaju obrasce (prepoznavanje obrazaca), da identifikuju detalje relevantne za rešavanje problema (apstrakcija) ili da postave pravila i uputstva za praćenje radi postizanja željenog ishoda (dizajn algoritama). RR može da se predaje kroz sve discipline, na primer, u matematici (shvatiti pravila za faktorisanje polinoma 2. reda), književnosti (razložiti analizu pesme u analizu metra, rime i strukture), jezicima (pronaći obrasce u glagolskim završecima koji utiču na njihovo menjanje u različitim vremenima) i mnoge druge.

    - -

    U ovom video snimku, Majls Beri, predavač na Fakultetu za obrazovanje predmetnih nastavnika na Univerzitetu Ruhempton u Gildfordu (Velika Britanija), predstaviće koncept računarskog razmišljanja i različite načine na koje nastavnik može da ga integriše u svoju nastavu pomoću jednostavnih igrica.

    `,"training.lessons.2.activities.1":"Aktivnost 1 – Razvijanje matematičkog rezonovanja za osnovnu školu","training.lessons.2.activities.2":"Aktivnost 2 – Upoznavanje sa algoritmima za niže razrede srednje škole","training.lessons.2.activities.3":"Aktivnost 3 – Algoritmi za srednju školu","training.lessons.3.title":"Vizuelno programiranje – uvod u Scratch","training.lessons.3.author":"Autor: Margo Tinavi","training.lessons.3.text":`

    Vizuelno programiranje omogućava ljudima da predstave procese koristeći ilustracije ili grafiku. Obično se govori o vizuelnom programiranju kao suprotnom od tekstualnog programiranja. Vizuelni programski jezici (VPJ) su naročito prilagođeni da uvedu algoritamsko razmišljanje kod dece (pa čak i odraslih). Sa VPJ-ima ima manje materijala za čitanje i nema implementacije sintakse.

    - -

    U ovom video snimku, Margo Tinavi, profesor programiranja u -u i suosnivač inicijative (Belgija), pomoći će vam da otkrijete Scratch, jedan od najpopularnijih VPJ-a koji se koristi širom sveta. je razvijen od strane kompanije MIT 2002. godine, i od tada je stvorena velika zajednica oko njega, gde možete naći milione projekata koje možete da sprovodite sa svojim učenicima i bezbroj uputstava na raznim jezicima.

    - -

    Nije potrebno prethodno iskustvo u programiranju da biste koristili i možete ga koristiti za različite predmete! Na primer, pomoću -a, digitalnog alata za pričanje priča, učenici mogu da naprave priče, ilustruju matematički problem ili učestvuju u umetničkom takmičenju kako bi saznali više o kulturnom nasleđu dok istovremeno uče programiranje i računarsko razmišljanje, i što je najvažnije, zabavljaju se.

    - -

    Scratch je besplatan alat, veoma intuitivan, odličan za motivisanje vaših učenika. Pogledajte video u kom vam Margo pokazuje kako da počnete.

    `,"training.lessons.3.activities.1":"Aktivnost 1 – Osnove -a za osnovnu školu","training.lessons.3.activities.2":"Aktivnost 2 – Osnove -a za niže razrede srednje škole","training.lessons.3.activities.3":"Aktivnost 3 – Osnove -a za srednju školu","training.lessons.4.title":"Kreiranje edukativnih igrica u Scratch-u","training.lessons.4.author":"Autor: Hesus Moreno Leon","training.lessons.4.text":`

    Kritičko razmišljanje, upornost, rešavanje problema, računarsko razmišljanje i kreativnost su samo neke od ključnih veština koje vaši učenici treba da savladaju u 21. veku. Programiranje može da vam pomogne da uspete u tome na zabavan način koji motiviše vaše učenike.

    - -

    Algoritamski pojmovi o kontroli protoka koristeći sekvence instrukcija i petlje, predstavljanje podataka pomoću varijabli i lista ili sinhronizacija procesa mogu da zvuče kao komplikovani koncepti, ali u ovom video snimku otkrićete da ih je mnogo lakše naučiti nego što mislite.

    - -

    U ovom video snimku, Hesus Moreno Leon, profesor računarskih nauka i istraživač iz Španije, objasniće vam kako možete da razvijete ove i druge veštine kod vaših učenika dok se zabavljaju. Kako je to moguće? Pravljenjem igrice pitanja i odgovora u -u, najpopularnijem programskom jeziku koji se koristi u školama širom sveta. ne samo da podstiče računarsko razmišljanje već i omogućava uvođenje elemenata gemifikacije u učionicu kako bi održao motivaciju vašim učenicima dok uče i zabavljaju se.

    - -

    Pogledajte video i naučite kako da počnete.

    `,"training.lessons.4.activities.1":"Aktivnost 1 - Igrica pitanja i odgovora u -u za osnovnu školu","training.lessons.4.activities.2":"Aktivnost 2 - Igrica pitanja i odgovora u -u za niže razrede srednje škole","training.lessons.4.activities.3":"Aktivnost 3 - Igrica pitanja i odgovora u -u za srednju školu","training.lessons.5.title":"Izrada, robotika i majstorisanje u učionici","training.lessons.5.author":"Autor: Tulia Uršic","training.lessons.5.text":`

    Integracija programiranja, majstorisanja, robotike i mikroelektronike kao alata za nastavu i učenje u školske programe je ključna za obrazovanje u 21. veku.

    - -

    Primena majstorisanja i robotike u školama ima mnogo prednosti za učenike jer pomaže u razvijanju ključnih sposobnosti kao što su rešavanje problema, timski rad i saradnja. Takođe povećava kreativnost i samopouzdanje kod učenika i može da pomogne učenicima da razviju istrajnost i odlučnost pri suočavanju sa izazovima. Robotika je takođe polje koje promoviše inkluzivnost, jer je lako dostupno širokom spektru učenika sa različitim talentima i veštinama (kako dečacima, tako i devojčicama) i pozitivno utiče na učenike sa autizmom.

    - -

    Pogledajte ovaj video u kom Tulia Uršic, italijanski ambasador Scientix-a i STEM nastavnik u Sant’Ambrođo Di Valpoličeli u Italiji, daje neke od praktičnih primera kako nastavnici mogu da integrišu majstorisanje i robotiku u nastavu, čime pasivne učenike pretvaraju u entuzijastične stvaraoce.

    `,"training.lessons.5.activities.1":"Aktivnost 1 - Kako napraviti mehaničku ruku od lesonita za osnovnu školu","training.lessons.5.activities.2":"Aktivnost 2 - Kako napraviti mehaničku ili robotičku ruku za niže razrede srednje škole","training.lessons.5.activities.3":"Aktivnost 3 - Kako napraviti mehaničku ili robotičku ruku za srednju školu","training.lessons.6.title":"App Inventor i App Development","training.lessons.6.author":"Autorica: Rosana Kurer","training.lessons.6.text":`

    Pogledajte video u kom Rosana Kurer (osnivač CyberWayFinder) objašnjava šta je App Inventor, prolazi kroz prednosti razvoja aplikacija u učionici i daje neke praktične primere o tome kako nastavnici mogu da integrišu App Inventor u učionicu, preobražavajući i pasivne učenike u entuzijastične kreatore igara.

    -

    Svi mi koristimo aplikacije, jer su zgodan i brz način da koordiniramo svoje aktivnosti. Alikacije se takođe sve više i više koriste u obrazovanju, jer pružaju personalizovano učenje i omogućavaju korisnicima da dobiju informacije, pa zašto onda ne biste osnažili svoje učenike da izgade obrazovnu aplikaciju za druge?

    `,"training.lessons.6.activities.1":"Aktivnost 1 - Naslov, za osnovnu školu ","training.lessons.6.activities.2":"Aktivnost 2 - Naslov, za niže razrede srednje škole","training.lessons.6.activities.3":"Aktivnost 3 - Naslov, za više razrede srednje škole","training.lessons.7.title":"Mozganje i izrada","training.lessons.7.author":"Autor: Diogo da Silva","training.lessons.7.text":`

    Poslovi i radna mesta se menjaju, a obrazovanje ih prati u stopu. Kada spremamo učenike za karijeru 21. veka, nove veštine kao što su mozganje (eng. tinkering), izrada i hakovanje postaju suštinske, jer smanjuju jaz između škole i stvarnosti. Pretvarajući učionicu u kolaborativno okruženje koje se fokusira na rešavanje problema, učenici mogu da se angažuju i napreduju. Ove aktivnosti promovišu diskusiju i na taj način omogućavaju da učionica postane komunikacijsko čvorište, gde je svaki doprinos važan.

    -

    Pogledajte video ispod, gde vas portugalski STEAM (eng. nauka, tehnologija, inženjering, umetnost i matematika) učitelj Diogo da Silva, član pokreta Escola Global (Globalna škola), vodi korak po korak kroz razvijanje lekcije u kojoj vaši učenici mozgaju, izrađuju i hakuju svoj put do rešenja.

    `,"training.lessons.7.activities.1":"Aktivnost 1 - Naslov, za osnovnu školu ","training.lessons.7.activities.2":"Aktivnost 2 - Naslov, za niže razrede srednje škole","training.lessons.7.activities.3":"Aktivnost 3 - Naslov, za više razrede srednje škole","training.lessons.8.title":"Programiranje za sve nastavne predmete","training.lessons.8.author":"M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Kada razmišljate o programiranju u učionici, prva slika koja vam pada na pamet su računari, tehnologija, matematika ili nauka. Međutim, s obzirom na to da učenici imaju niz interesa i predmeta, zašto to ne biste to okrenuli u vašu korist i implementirali programiranje kroz čitav nastavni plan i program?

    -

    Integracija programiranja u učionici ima brojne prednosti, jer pomaže učenicima da razviju kritičko mišljenje i veštine rešavanja problema, postanu aktivni korisnici i vode sopstveni proces učenja, koji je ključan u školama. Ipak, najvažnije je da će vaši učenici učiti dok se zabavljaju!

    -

    Jezici, muzika ili prirodne nauke (MINT) su samo neki predmeti koje nastavnici mogu da programiraju za buduće naučnike, muzičare, umetnike, zaista - bilo koga! Svi nastavnici mogu integrisati programiranje i računarsko razmišljanje u učionici: koristeći lekcije stranih jezika da objasne algoritam svakodnevnog života, kreirajući džojstik kako bismo učili o nauci ili koristeći obrazovne robote da bi povećali motivaciju u matematici. To su samo neki primeri aktivnosti koje možete da sprovedete u svojoj učionici.

    -

    Pogledajte video ispod da biste videli kako nastavnici muzike, nauke ili jezika mogu lako integrisati programiranje i računarsko razmišljanje u učionici, iako nemaju prethodno iskustvo.

    `,"training.lessons.8.activities.1":"Aktivnost 1 Robotika i inkluzija za osnovnu školu u MINT predmetima","training.lessons.8.activities.2":"Aktivnost 2 Muzika je programiranje","training.lessons.8.activities.3":"Aktivnost 3 Mozganje i programiranje sa Makey Makey","training.lessons.8.activities.4":"Aktivnost 4 Algoritam svakodnevnog života za CLIL predavanje","training.lessons.9.title":"Pravljenje automata sa micro:bitom","training.lessons.9.author":"autor: Pauline Mas","training.lessons.9.text":`

    - Korišćenjem micro:bita, džepne verzije računara koji se lako programira, možete na zabavan i jednostavan način za pravite zanimljive kreacije sa vašim učenicima, od robota do muzičkih instrumenata, dok ih istovremeno podučavate kako da programiraju. Micro:bit je jednostavan je i lak za upotrebu čak i najmlađim programerima, a istovremeno je dovoljno moćan za naprednije učenike. Možete da ga koristite na časovima većine predmeta, od istorije, preko matematike, do nauke. Mogućnosti su neograničene. Pomoću micro:bita, na interesantan način koji pri tom nije ni skup, možete da podučavate programiranje i da istovremeno usađujete učenicima ključne veštine kao što su računarsko mišljenje, rešavanje problema i kreativnost. -

    -

    -U ovom videu će Pauline Mas, nastavnica računarstva u centru Koninklijke Visio, predstaviti Micro:bit i pokazati nekoliko praktičnih primera kako nastavnici mogu da ga integrišu u učionicu, pretvarajući pasivne učenike u entuzijastične stvaraoce. -

    `,"training.lessons.9.activities.1":"Morzeova azbuka sa micro:bitom, za osnovne škole","training.lessons.9.activities.2":"Bekstvo iz sobe sa micro:bitom, za više razrede osnovne škole","training.lessons.9.activities.3":"Pravljenje automata, za srednje škole","training.lessons.10.title":"Kreativno programiranje sa Pythonom","training.lessons.10.author":"autor: Ivana Vezjak","training.lessons.10.text":`

    -Prelazak sa vizuelnog programiranja na tekstualno je prirodan sled u programiranju. Iako je vizuelno programiranje često sjajno za početnike, posle nekog vremena, učenicima je potreban novi izazov. Tekstualno programiranje je sledeći korak za sve koji žele da uđu dublje u programiranje i računarsko razmišljanje. -

    -

    - U ovom videu, Ivana Vezjak će vam predstaviti osnovnu sintaksu Pythona. Python je jedan od najpopularnijih programskih jezika današnjice, koji se koristi u mnogim oblastima kao što su nauka o podacima, VI, mašinsko učenje, veb-razvoj, itd. Iako je Python moćan programski jezik koji koriste iskusni programeri, mogu da ga koriste čak i oni bez ikakvog iskustva u programiranju zahvaljujući njegovoj jednostavnosti i jasnoj sintaksi. -

    -

    -Pomoću Pythona učenici mogu da prave kvizove o istorijskim događajima, da rešavaju matematičke probleme i prave fizičke simulacije, da kreiraju igre, veb stranice, vrše analizu podataka za naučne projekte i još mnogo toga. Python ima bogatu i obimnu standardnu biblioteku, veliku zajednicu i veliki broj tutorijala i projekata dostupnih na internetu, koji mogu da se koriste za podučavanje, učenje i vežbanje. Programiranjem u Pythonu, analiziranjem programa i popravljanjem grešaka, učenici razvijaju kreativnost i uče kako da budu dosledni, uporni i strpljivi. Oni razvijaju analitičko mišljenje i veštine rešavanja problema razbijanjem složenih problema na manje komponente. Ove veštine će im pomoći u načinu na koji pristupaju problemima u bilo kom drugom segmentu svog života. -

    `,"training.lessons.10.activities.1":"Moj prvi kviz, za osnovnu školu","training.lessons.10.activities.2":"Igra vešala, za više razrede osnovne škole","training.lessons.10.activities.3":"Pogodi zastavu!, za srednju školu","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Standardna biblioteka Pythona","training.lessons.10.links.1.description":"Kolekcija ugrađenih funkcija i modula (npr. kornjačina grafika, matematički modul, itd.)","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Edukativna video igra za učenje koncepata programiranja.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/sr-SP/codeclub","training.lessons.10.links.3.title":"CodeClub projekti","training.lessons.10.links.3.description":"Projekti programiranja za decu objašnjeni korak po korak, od početnika do naprednih polaznika.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Osmislite svoju kompjutersku igricu sa Pythonom","training.lessons.10.links.4.description":"Knjiga koja će vas naučiti kako da programirate sopstvene kompjuterske igre pomoću Pythona.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Edukativna zajednica u kojoj učenici i nastavnici mogu da se obučavaju kroz niz izazova.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Kolekcija uvodnih lekcija u Pythonu (zasnovane na tekstualnom programiranju i postavljanju blokova) u interaktivnom okruženju Trinkets.","training.lessons.10.links.title":"Ostali povezani resursi","training.lessons.11.title":"Programiranje za inkluziju","training.lessons.11.author":"tima Nedelje programiranja","training.lessons.11.text":`

    - Uvođenje programiranja u učionicu može da predstavlja izazov, posebno ako u razredu imate učenike sa određenim smetnjama u razvoju. Ali važno je da zapamtite da svako, bez obzira na svoje sposobnosti, može da nauči kako da programira. Deca sa posebnim potrebama mogu u velikoj meri da imaju koristi od aspekata učenja programiranja jer na taj način đaci uče važne životne veštine poput rešavanja problema, organizacije i nezavisnosti. Programiranje može da poboljša i međuljudske i društvene veštine putem saradnje i timskog rada, a upravo su to veštine sa kojima deca sa smetnjama u razvoju imaju najviše poteškoća. Najvažnije, učenici se zabavljaju dok uče zajedno sa drugarima. -

    - U ovom videu tim Nedelje programiranja će vam pokazati neke praktične, jednostavne i zabavne aktivnosti programiranja koje su posebno prilagođene slabovidim učenicima, onima sa Daunovim sindromom i iz spektra autizma, koje nastavnici mogu jednostavno da predstave u učionici. -

    `,"training.lessons.11.activities.1":"Kutija za jaja bez računara","training.lessons.11.activities.2":"Veoma pametan miš","training.lessons.11.activities.3":"Zvezda pravi zvezde","training.lessons.12.title":"Kodiranje za ciljeve održivog razvoja","training.lessons.12.author":"napisali Francisko Havier Masero, Kristina Nikolaita i Erviola Konomi","training.lessons.12.text.1":"Tradicionalno obrazovanje pruža učenicima malo prilika za razumevanje i rešavanje problema iz stvarnog sveta kao što su globalne klimatske promene, ravnopravnost polova, glad, siromaštvo ili dobro zdravlje i dobrobit.","training.lessons.12.text.2":"Ciljevi održivog razvoja (SDG) su srž Agende za održivi razvoj do 2030. godine, koju su sve države članice Ujedinjenih nacija usvojile kao putokaz za postizanje mira i prosperiteta na planeti, podstičući globalni razvoj. Nastavnici mogu koristiti SDG-ove u učionici kao alat za razvijanje ključnog mišljenja učenika, ali i kao pomoć u pronalaženju identiteta i svrhe. Kombinacija osnovnih elemenata kodiranja i računskog razmišljanja sa SDG-ovima povećaće samopouzdanje vaših učenika, a vi ćete im pomoći da razviju svoju kreativnost, preduzetnički duh, veštine rešavanja problema ili komunikacijske veštine.","training.lessons.12.text.3":"U dole datim aktivnostima učenici će primeniti principe „Scratch“, ASCII kodiranja i „unplugged“ kodiranja na teme od globalne i društvene važnosti danas. Nastavnici će podizati svest o ciljevima održivog razvoja, pomažući im da na zabavan i zanimljiv način razviju empatiju, aktivno građanstvo i pro-društvene veštine.","training.lessons.12.text.4":"Ovi se planovi lekcija fokusiraju na svaki od SDG-ova:","training.lessons.12.text.5":"Cilj održivog razvoja 3: Osigurati zdrav život i promovisati dobrobit svih u svim dobnim grupama","training.lessons.12.text.6":"Cilj održivog razvoja 5: Postići rodnu ravnopravnost i osnažiti sve žene i devojke","training.lessons.12.text.7":"Cilj održivog razvoja 13: Preduzeti hitne mere u borbi protiv klimatskih promena i njihovih uticaja","training.lessons.12.activities.1":"Karateka projekat: Učenje karatea kroz programiranje, za osnovnu, nižu i višu srednju školu","training.lessons.12.activities.2":"Ciljevi održivog razvoja i kodiranje za klimatske promene, za osnovnu školu","training.lessons.12.activities.3":"Kodiranje za ravnopravnost polova, za srednju školu","training.lessons.13.title":"Uvod u veštačku inteligenciju u učionici","training.lessons.13.author":"autori Artur Koeljo i Marjana Prifti Skenduli","training.lessons.13.text.1":"Veštačka inteligencija (AI) utiče na mnoga područja svakodnevnog života: automatski ispravlja tekst koji pišete na telefonu, bira muziku koju vaša omiljena muzička aplikacija pušta i pamti vaše lozinke kad ste ih zaboravili. AI se odnosi na kombinaciju mašinskog učenja, robotike i algoritama, sa aplikacijama u svim poljima: od informatike do proizvodnje i od medicine do mode. Stoga ima neosporno mesto u našim životima i našim društvima i igra ključnu ulogu u razvoju nauke. I kao i svaki drugi važan fenomen u našem životu, i učenici će imati koristi od učenja o njemu. Ali kako podučavati o tako složenoj stvari kao što je AI?","training.lessons.13.text.2":"Ovaj deo učenja će vam pomoći da objasnite učenicima što je AI i koju ulogu on ima u životu učenika. Te su aktivnosti namenjene nestručnjacima da lako razumeju sadržaj i da složene pojmove mogu efikasno razbiti na lako razumljive ideje. Ovim planovima lekcija možete pomoći učenicima da nauče koristi AI i neke od mehanizama koji stoje iza njega. Te su aktivnosti namenjene učenicima da razviju svoje veštine analitičkog i ključnog mišljenja: na primer, u Marjaninoj aktivnosti učenici razvijaju klasifikacijski cevovod. Te će aktivnosti takođe pomoći učenicima da razumiju različite primjene vještačke inteligencije: u Arturovoj aktivnosti naučiće o vezi između veštačke inteligencije i umetnosti i kako se veštačka inteligencija može koristiti za poboljšanje vizuelnog izražavanja. Ovim aktivnostima učenici će takođe razmišljati o opasnostima veštačke inteligencije i njihovom uticaju.","training.lessons.13.activities.1":"Umetnost čovjek - veštačka inteligencija, osnovna škola","training.lessons.13.activities.2":"Učenje mašina da klasifikuju: Uvod u nadgledano mašinsko učenje, za niže srednje škole","training.lessons.13.activities.3":"Učenje mašina da klasifikuju: Uvod u nadgledano mašinsko učenje, za više srednje škole","training.lessons.14.title":"Učenje u doba inteligentnih mašina","training.lessons.14.author":"od autora: Adil Tugijan, Džordžija Laskaris i Marko Neves","training.lessons.14.text.1":"Napredak VI poslednjih godina je impresivan zahvaljujući brzom rastu računarske moći i dostupnosti velike količine podataka. To je dovelo do značajnih ulaganja u istraživanje VI i brzog širenja industrije VI, čineći VI velikom tehnološkom revolucijom našeg doba. VI je svuda oko nas. Ona je postala deo naše svakodnevne rutine, toliko da ponekad o njoj ne razmišljamo kao o VI: gotovo svakodnevno koristimo online preporuke, otkrivanje lica, sigurnosne sisteme i glasovne asistente. Ali šta je sa obrazovanjem? ","training.lessons.14.text.2":"VI ima ogroman potencijal u omogućavanju novih načina predavanja i učenja i poboljšanju procesa učenja za đake. Ovaj nastavni program pomoći će vam da integrišete autentične aktivnosti VI u vašu nastavu i pomoći vam da pripremite vaše učenike za život i karijeru u svetu koji oblikuje VI. Ove aktivnosti su dizajnirane tako da razviju kod učenika njihovu radoznalost, veštine rešavanja problema i kreativnosti: na primer, u Adil-ovoj aktivnosti, studenti uče o algoritmima i neuronskim mrežama i podstiču se da kreiraju sopstvenu neuronsku mrežu kako bi vizualizovali mozak VI. Džordžija će vaše učenike voditi korak-po-korak kroz razvoj chatbot-a. Učenici će napraviti svoj chatbot, pripremiti skupove podataka sa pitanjima i odgovorima i obučiti ga tako da može odgovarati na pitanja o bolesti Covid19. U Markovoj aktivnosti studenti će istražiti benefite i izazove inteligentnih mašina u svakodnevnom životu i radu. Koji su rizici VI koje moramo uzeti u obzir? Kakve će uticaje imati VI na budućnost rada? Koji će im poslovi biti ponuđeni kada u budućnosti izađu na tržište rada?","training.lessons.14.activities.1":"VI i njene neuronske mreže, za osnovnu školu","training.lessons.14.activities.2":"Moj Covid-19 Chatbot, za niže razrede srednjih škola","training.lessons.14.activities.3":"Život u doba „pametnih mašina“: Izazovi i mogućnosti, za više razrede srednjih škola","training.lessons.14.activities.title":"Kroz dole navedene nastavne planove, učenici će moći da na zabavan i zanimljiv način uče o inteligentnim mašinama.","training.lessons.15.title":"Rudarska medijska pismenost","training.lessons.15.author":"autori: Marijana Smolčec, Tea Horvatić i Sanja Božinović","training.lessons.15.text.0":"Obrazovanje za medijsku pismenost nikada nije bilo važnije za današnje učenike. Učenici svih uzrasta bi trebalo da steknu relevantne veštine, znanja i stavove da bi mogli da se snalaze u našem svetu bogatom medijima. Veštine medijske pismenosti pomoći će im da koriste verodostojne mrežne sadržaje i prepoznaju zavaravajuće izvore informacija. Razumeće kako da provere činjenice informacije koje pronađu na mreži i kako da ih kritički protumače. Oni će podići svoju svest o pravilnom korišćenju kreativnog rada i primeniće svoje učenje prilikom kreiranja sopstvenih kreativnih sadržaja","training.lessons.15.text.1":"Ovaj deo programa za učenje omogućiće vam primenu različitih strategija i tehnika da biste osnažili svoje učenike da postanu medijski pismeni. U Marijaninoj aktivnosti učenici uče kako bezbedno i odgovorno da koriste veb sadržaje. Upoznali su se sa različitim vrstama licenci i razvili su jednostavnu aplikaciju koja pokazuje pravilan način deljenja kreativnih radova. U Teinoj aktivnosti učenici započinju zadatak za učenje o mamcima za klik. Putem zanimljivih zadataka učenici istražuju strategije za prepoznavanje i otkrivanje mamaca za klik i uče kako ih izbeći. Sanja omogućuje učenicima da istražuju i kritički analiziraju i procenjuju veb sadržaj, njegovu relevantnost, tačnost, poreklo i svrhu. Uče kako da pronađu pouzdane izvore i kako da prepoznaju lažne podatke na internetu.","training.lessons.15.text.2":"U planovima lekcija ispod pronaći ćete inspirativne i zanimljive aktivnosti za poboljšanje veština medijske pismenosti učenika:","training.lessons.15.activities.1":"Da li je besplatno ako je na internetu?","training.lessons.15.activities.2":"Kliknuti ili ne kliknuti","training.lessons.15.activities.3":"Provera činjenica","training.lessons.16.title":"PRIČANJE PRIČE UZ HEDY","training.lessons.16.author":"autorke Felienne Hermans","training.lessons.16.text.0":"Da li su vaši učenici već savladali vizuelni programski jezik, ali ne osećaju se spremni da dublje zarone u programski jezik zasnovan na tekstu? Onda je ovo učenje upravo za vas i vaše učenike jer će im pomoći da premoste jaz između vizuelnog i programskog jezika zasnovanog na tekstu. Deo za učenje Pričanje priče sa Hedy sastoji se od tri plana lekcija koji koriste Hedy – postepeni programski jezik za učenje dece da programiraju.","training.lessons.16.text.1":"Hedy je namenjen decu koja žele da započnu sa programskim jezicima zasnovanim na tekstu, ali za koje je započinjanje sa Python-om možda i dalje previše složeno. Postepeni jezici koriste različite nivoe jezika, pri čemu svaki nivo dodaje nove koncepte i sintaksičku složenost. Na kraju niza nivoa u Hedy, učenici savladavaju podskup sintaksički važećeg Python-a.","training.lessons.16.text.2":"U ovom delu za učenje, pronaći ćete aktivnosti koje inspirišu i angažuju da biste pomogli učenicima da efikasno koriste programske jezike zasnovane na tekstu. Kreiranjem sopstvenih interaktivnih priča, postepeno će naučiti programiranje, bez potrebe da sve nauče odjednom. U planu lekcije za osnovnu školu, učenici se upoznaju sa osnovnim konceptima programiranja. Plan lekcija za niže razrede srednjih škola uvodi dalje koncepte programiranja, dok plan lekcija za više razrede srednjih škola omogućava učenicima da programiraju složenije priče i aktivnosti.","training.lessons.16.text.3":"Proverite interaktivnu priču ispod da biste videli kako čitaoci mogu da učestvuju u priči i kako ona neguje njihovo aktivno angažovanje.","training.lessons.16.activities.1":"Sastavite sopstvenu interaktivnu priču sa Hedy za učenike osnovne škole","training.lessons.16.activities.2":"Sastavite sopstvenu interaktivnu priču sa Hedy za učenike nižih razreda srednje škole","training.lessons.16.activities.3":"Sastavite sopstvenu interaktivnu priču sa Hedy za učenike viših razreda srednje škole","training.lessons.17.title":"Osetite kôd","training.lessons.17.author":"autor Alenka Miljević","training.lessons.17.text.0":"Društveno i emotivno blagostanje je sposobnost da budete otporni, da znate kako da upravljate svojim emocijama i reagujete na emocije drugih ljudi, razvijate smislene odnose sa drugima, generišete emocije koje dovode do dobrih osećanja i stvarate sopstvenu mrežu emotivne podrške. Društvene i emotivne veštine koje mladi uče u školi pomažu im da izgrade otpornost i postave obrazac kako će upravljati svojim fizičkim i mentalnim zdravljem tokom svog života. (Savet Evrope)","training.lessons.17.text.1":"Deo za učenje Osetite kôd omogućiće vam da negujete društvenu i emotivnu dobrobit vaših učenika prepoznavanjem, objašnjavanjem, razumevanjem i reagovanjem na pozitivna i negativna osećanja i emocije da biste izgradili empatiju i otpornost. U ovom delu za učenje, pronaći ćete inspirativne i zanimljive aktivnosti da biste pomogli učenicima da razviju veštine kojima će savladavati različite emocije putem programiranja. Učenici će naučiti kako da iskazuju svoja osećanja i kako da reaguju na emocije svojih vršnjaka, i to uz pomoć Bee-Bot robota.","training.lessons.17.text.2":"Deo za učenje Osetite kôd sastoji se od tri plana lekcija koji koriste Bee-Bot obrazovnog robota za stvaranje aktivnosti koje podstiču učenike da razgovaraju o emocijama i razvijaju empatiju. U planu lekcije za osnovnu školu, učenici programiraju Bee-Bota da priča o emocijama, poput tuge, sreće, straha i ljutnje, i da otkrivaju razloge zbog čega oni i njihovi vršnjaci osećaju te emocije. Plan lekcije za niže razrede srednje škole podstiče učenike da programiraju Bee-Bota, da prepoznaju sopstvena osećanja i osećanja vršnjaka, da razumeju šta je dovelo do njih i kako da reaguju na njih. Plan lekcije za više razrede srednje škole omogućava učenicima da pomeraju Bee-Bota i da izmišljaju priče o osećanjima, otpornosti i empatiji.","training.lessons.17.text.3":"Ako nemate obrazovnog robota u učionici, ovaj deo za učenje će vam dati ideje za aktivnosti bez računara koje neguju razvoj društvenih i emotivnih veština. Interaktivni deo u nastavku daje kratak pregled aktivnosti koje možete da primenite u učionici:","training.lessons.17.activities.1":"Programiraj - Osećaj - Uči za učenike osnovne škole","training.lessons.17.activities.2":"Moje srce nije od kamena za učenike nižih razreda srednje škole","training.lessons.17.activities.3":"Programiraj me prema raspoloženju za učenike viših razreda srednje škole","training.lessons.18.title":"Voda zove upomoć","training.lessons.18.author":"Francisco Delgado Cecilia","training.lessons.18.text.0":"Voda zove upomoć je odgovor na potrebu za rešavanje problema zagađenja vode. Uprkos naporima proteklih godina, i dalje 2 milijarde ljudi širom sveta neće imati pristup bezbednoj vodi za piće. To znači da smo još daleko od ostvarivanja Cilja održivog razvoja (SDG) 6 Agende 2030, koji navodi da bi svi ljudi trebalo da imaju pristup vodi i sanitarijama kojima se bezbedno upravlja do 2030. godine. Isto važi za SDG 14, Život pod vodom, koji za cilj ima očuvanje i održivo korišćenje okeana, mora i vodnih resursa za održivi razvoj.","training.lessons.18.text.1":"Ovaj modul za učenje se fokusira na relevantni problem merenja kvaliteta vode i novih zagađivača koji predstavljaju izazov po kvalitet vode. Učenici će imati priliku da istražuju i traže rešenja stvarnih problema u vezi sa vodom i okruženjem, što će im omogućiti da razvijaju veštine, kao što su istraživanje, kritičko razmišljanje i rešavanje problema.","training.lessons.18.text.2":"Planovi lekcija obuhvataju praktične i kreativne aktivnosti, kao što su programiranje na platformi Scratch, predstavljanje mašinskog učenja i veštačke inteligencije sa platformom Learning Machine Learning i pravljenje navođenih vozila sa Lego kompletima za uzorkovanje vode i analizu pH vrednosti vode. Ove aktivnosti će omogućiti učenicima daprimene svoje veštine i znanja u praksi u interaktivnom i razigranom okruženju, što će povećati njihovu motivisanost i zainteresovanost za projekat.","training.lessons.18.text.3":"Za primenu ovog modula za učenje predlaže se razvijanje tri aktivnosti u razredu, da bi se ceo projekat dovršio i postigao značajniji i motivisaniji proces učenja. Međutim, svaka aktivnost može da se obavi i izolovano.","training.lessons.18.activities.1":"Voda zove upomoć u Scratch-u","training.lessons.18.activities.2":"Voda zove upomoć sa mašinskim učenjem","training.lessons.18.activities.3":"Voda zove upomoć sa robotikom","training.download_video_script":"Preuzmite video skriptu","training.ready_to_share":"Spremni ste da podelite ono što ste naučili sa svojim učenicima?","training.choose_lessons":"Izaberite jedan od nastavnih planova u nastavku i organizujte aktivnost sa svojim učenicima.","training.footer.title":"Ne zaboravite da dodate vašu aktivnost na mapu događaja Nedelje programiranja!","training.footer.text":`

    Možete lako da organizujete čas u svojoj učionici, otvoreni dan ili događaj u svojoj školi. Samo odredite datum i prijavite svoju aktivnost na mapi Nedelje programiranja. Svi organizatori aktivnosti dobiće sertifikat o učešću za svoj trud.

    - -

    Ako želite da se povežete sa međunarodnom grupom nastavnika entuzijasta, pridružite se Facebook grupi EU nedelje programiranja za nastavnike! Da biste napravili korak dalje i sarađivali sa drugim školama u svojoj zemlji ili van granica – pridružite se izazovu Nedelja programiranja za sve.

    `,"validation.accepted":":attribute mora da bude prihvaćen.","validation.active_url":":attribute nije važeći URL.","validation.after":":attribute mora da bude datum nakon :date.","validation.after_or_equal":":attribute mora da bude datum nakon ili na dan :date.","validation.alpha":":attribute može da sadrži samo slova.","validation.alpha_dash":":attribute može da sadrži samo slova, brojeve i crtice.","validation.alpha_num":":attribute može da sadrži samo slova i brojeve.","validation.array":":attribute mora da bude niz.","validation.before":":attribute mora da bude datum pre :date.","validation.before_or_equal":":attribute mora da bude datum pre ili na dan :date.","validation.between.numeric":":attribute mora da bude između :min i :max.","validation.between.file":":attribute mora da bude između :min i :max kilobajta.","validation.between.string":":attribute mora da bude između :min i :max znakova.","validation.between.array":":attribute mora da bude između :min i :max stavki.","validation.boolean":"Polje :attribute mora da bude tačno ili netačno.","validation.confirmed":"Potvrda za :attribute se ne podudara.","validation.date":":attribute nije validan datum.","validation.date_format":":attribute ne odgovara formatu :format.","validation.different":":attribute i :other moraju da se razlikuju.","validation.digits":"Broj cifara za :attribute mora da bude :digits.","validation.digits_between":"Broj cifara za :attribute mora da bude između :min i :max.","validation.dimensions":":attribute ima neodgovarajuće dimenzije slike.","validation.distinct":":attribute polje ima duplu vrednost.","validation.email":":attribute imejl adresa mora da bude važeća.","validation.exists":"Izabrani :attribute je nevažeći.","validation.file":":attribute mora da bude datoteka.","validation.filled":"Polje :attribute mora da ima vrednost.","validation.image":":attribute mora da bude fotografija.","validation.in":"Izabrani atribut :attribute je nevažeći.","validation.in_array":"Polje :attribute ne postoji u :other.","validation.integer":":attribute mora da bude ceo broj.","validation.ip":":attribute mora da bude validna IP adresa.","validation.ipv4":":attribute mora da bude validna IPv4 adresa.","validation.ipv6":":attribute mora da bude validna IPv6 adresa.","validation.json":":attribute mora da bude validan JSON format.","validation.max.numeric":":attribute ne sme biti veći od :max.","validation.max.file":"Broj kilobajta za :attribute ne sme da bude veći do :max.","validation.max.string":"Broj znakova za :attribute ne sme da bude veći od :max.","validation.max.array":"Maksimalan broj stavki za :attribute ne sme da bude veći od :max.","validation.mimes":":attribute mora da bude vrsta datoteke: :values.","validation.mimetypes":":attribute mora da bude datoteka tipa: :values.","validation.min.numeric":":attribute mora da ima najmanje :min.","validation.min.file":"Broj kilobajta za :attribute mora da bude najmanje :min.","validation.min.string":"Broj znakova za :attribute mora da bude najmanje :min.","validation.min.array":"Broj stavki za :attribute mora da bude najmanje :min.","validation.not_in":"Izabrani atribut :attribute je nevažeći.","validation.not_regex":"Format :attribute je nevažeći.","validation.numeric":":attribute mora da bude broj.","validation.present":"Polje :attribute mora biti popunjeno.","validation.regex":"Format :attribute je nevažeći.","validation.required":"Polje :attribute je obavezno.","validation.required_if":"Polje :attribute je obavezno kada :other ima vrednost :value.","validation.required_unless":"Polje :attribute je obavezno osim ako :other ima vrednost :values.","validation.required_with":"Polje :attribute je obavezno kada su dostupne vrednosti :values.","validation.required_with_all":"Polje :attribute je obavezno kada su dostupne vrednosti :values.","validation.required_without":"Polje :attribute je obavezno kada nisu dostupne vrednosti :values.","validation.required_without_all":"Polje :attribute je obavezno kada nije dostupna nijedna vrednost od :values.","validation.same":"Polja :attribute i :other moraju da se podudaraju.","validation.size.numeric":":attribute mora da ima veličinu :size.","validation.size.file":"Veličina za :attribute mora da bude :size.","validation.size.string":"Broj znakova za :attribute mora da bude :size.","validation.size.array":"Broj stavki koje :attribute mora da sadrži je :size.","validation.string":":attribute mora da bude niz.","validation.timezone":":attribute mora biti važeća zona.","validation.unique":":attribute je već zauzet.","validation.uploaded":"Otpremanje :attribute nije uspelo.","validation.url":"Format :attribute je nevažeći.","validation.custom.attribute-name.rule-name":"prilagođena poruka","values.1.title":"EU nedelja kodiranja je nezavisna","values.1.content":"EU nedelja kodiranja je zajednica koju pokreću volonteri. Mi ne delujemo iz ekonomskih interesa. Mi poštujemo i cenimo ideje, verovanja i kulture drugih ljudi. Mi učestvujemo u EU nedelji kodiranja zato što verujemo u važnost onoga što radimo. To je naša snaga. Mi želimo da računarski način razmišljanja, kodiranje, programiranje, računarsku nauku, robotiku, rad sa hardverom i digitalne veštine učinimo dostupnim svima.","values.2.title":"EU nedelja kodiranja je za svakoga","values.2.content":"Svako može da organizuje aktivnosti u okviru EU nedelje kodiranja Mi razumemo da je od ključne važnosti da događaji u okviru EU nedelje kodiranja budu organizovani za svakoga, bez obzira na njegovu starost, boju kože, pol, kulturno poreklo ili intelektualne sposobnosti. Aktivnosti mogu da budu polazna tačka za stvaranje interesovanja i radoznalosti, ili mogu da pomognu u daljem razvoju veština. Jednakost, poštovanje, sloboda i inkluzivnost su naši principi. Želimo da svi učesnici dožive tehnologiju i stvaraju uz pomoć nje na jedan zabavan način.","values.3.title":"EU nedelja kodiranja je „glokalna“","values.3.content.1":"EU nedelja kodiranja ima ambiciju da dođe do vas, bez obzira da li živite u velikom gradu, regionalnom centru ili u zabačenom selu. Naročitu pažnju pridajemo pružanju podrške lokalnim organizatorima putem","values.3.content.2":"materijala","values.3.content.3":"na njihovom jeziku, i prilagođavanju njihovim potrebama.","values.3.content.4":"Ova mapa EU nedelje kodiranja","values.3.content.5":"je ključni alat u kojem je svaka aktivnost registrovana i ima preciznu lokaciju. Istovremeno, EU nedelja kodiranja je globalna, i rado prihvata ljude iz celog sveta u svoju zajednicu. Mi smo „glokalni“.","values.4.title":"U EU nedelji kodiranja naglasak je na saradnji","values.4.content.1":"Članovi zajednice EU nedelje kodiranja međusobno komuniciraju, razmenjuju informacije, uče jedni od drugih i zajedno stvaraju znanje. Mi smo povezani i podržavamo jedni druge. Mi delimo resurse, ideje i najbolje prakse. Mi ohrabrujemo partnerstva i deljenje znanja.","values.4.content.2":"Naš EU Code Week 4 All izazov","values.4.content.3":"ima za cilj izgradnju mostova preko granica i između zajednica. On pomaže da se proširi pozitivna energija i povezuje ljude koji mogu da nauče nešto jedni od drugih.","values.5.title":"EU nedelja kodiranja je neprofitna","values.5.content.1":"Sve aktivnosti u okviru Nedelje kodiranja su neprofitne. Svi","values.5.content.2":"resursi","values.5.content.3":"na veb-sajtu EU nedelje kodiranja su besplatni. Sve obuke i onlajn kursevi u okviru EU nedelje kodiranja su besplatni.","values.6.title":"EU nedelja kodiranja ohrabruje kreativnost i inovaciju","values.6.content":"EU nedelja kodiranja ohrabruje kreativnost, inovaciju i razmišljanje sa gledanjem unapred. Otvoreni smo i zahvalni za povratne informacije i kritike koje nam pomažu da donesemo dobre odluke i da dalje razvijamo EU nedelju kodiranja. Čak će nam i neuspesi pomoći da porastemo, kao pojedinci i kao zajednica.","values.7.title":"EU nedelja kodiranja je zahvalna svojoj zajednici","values.7.content":"Zahvalni smo na podršci predavača, trenera i organizatora drugih aktivnosti, studenata, roditelja, klubova za kodiranje i svih partnera sa kojima sarađuemo. Svi mi delimo isti cilj. Želimo da približimo računarski način razmišljanja, kodiranje, računarsku nauku i digitalne veštine što je moguće većem broju ljudi.","values.title":"Izjava o vrednosti EU nedelje kodiranja","values.description.1.1":"EU nedelja kodiranja je pokret kojim rukovode volonteri –","values.description.1.2":"ambasadori","values.description.1.3":", vodeći predavači i zaljubljenici u kodiranje širom sveta. Nju podržava","values.description.1.4":"Evropska Komisija","values.description.1.5":"i ministarstva obrazovanja u zemljama Evropske unije i Zapadnog Balkana.","values.description.2":"U središtu EU nedelje kodiranja je zajednica organizatora volonterskih aktivnosti, koju čine predavači, mentori, klubovi za kodiranje, biblioteke, privatne kompanije, roditelji i nevladine organizacije. Mi posvećujemo naše vreme, energiju i veštine kako bismo računarski način razmišljanja, kodiranje, robotiku, rad sa hardverom, računarsku nauku i digitalne veštine približili što je moguće većem broju ljudi u Evropi i širom sveta.","values.description.3":"EU nedelju kodiranja takođe čini i milion njenih učesnika, među kojima su ljudi svih polova, starosti, porekla, kultura i nivoa veština iz celog sveta.","values.description.4":"Ponosni smo što smo EU nedelja kodiranja. Ovo su naše vrednosti. One nam u svakom trenutku daju smernice u radu i donošenju odluka.","why-coding.titles.0":"Zašto programirati?","why-coding.titles.1":"Zbog sprovođenja svojih ideja u delo","why-coding.titles.2":"Radi se o razvijanju ključnih sposobnosti","why-coding.titles.3":"Najzad, zbog oblikovanja naše budućnosti","why-coding.texts.0":"Zbog Petre, koja je mislila da mora da studira prava, iako je oduvek volela matematiku i igre na računarima. Zbog Marka, koji je razmišljao o nekoj boljoj društvenoj mreži, ali nije znao kako da je sam napravi. Zbog Ane, koja mašta o tome da pravi robote jer joj roditelji ne dozvoljavaju da ima mačku. I zbog svih vas koji već pomažete da takvi snovi postanu stvarnost.","why-coding.texts.1":"Zapravo, tiče svih nas i toga kako oblikujemo svoje živote i svoju budućnost. Možemo da postignemo mnogo više od deljenja objava i slaganja sa njima. Možemo da ostvarimo svoje zamisli i napravimo stvari koje će usrećiti druge.","why-coding.texts.2":"Nikada nije bilo lakše napisati sopstvenu aplikaciju, napraviti svog robota, a ko zna – možda i izumeti leteći automobil! Ovo nije baš najlakši put, ali je put sa mnogo kreativnih izazova, tonama zabave i zajednicom koja vam daje podršku. Da li ste spremni da se uhvatite u koštac sa zadatkom i postanete digitalni kreator?","why-coding.texts.3":"Programski jezici su kao i svi drugi jezici. Samo što tu deca ne uče kako da se izražavaju da bi komunicirala sa drugim ljudima. Ona počinju da razumevaju kako da komuniciraju sa tehnologijom. Ta tehnologija je svuda oko nas – u pametnim telefonima, računarima, vozilima – svuda!","why-coding.texts.4":"Međutim, poznavanje računara i komunikacija sa njima samo je deo toga. Programiranje nam pomaže da razvijemo multidisciplinarna znanja, kao što su programerski način razmišljanja, rešavanje problema, kreativnost i timski rad, a to su sjajne veštine za sve oblasti. Mogućnost da rešavate probleme, izađete na kraj sa greškama i počnete ispočetka ili da sarađujete sa drugima su osobine koje se traže u svim poljima.","why-coding.texts.5":"Pre sto godina, programski jezici nisu ni postojali. Danas su programi svuda oko nas i praktično sve može da se programira, pa čak i patike ili kutije sa žitaricama! Zašto bismo puštali druge da odrede našu budućnost, kada možemo i sami da je stvaramo i ostvarimo sopstvene vizije i ideje? Najzad, samo je naša mašta granica.","why-coding.texts.6":"Alesandro Boljolo, koordinator tima ambasadora volontera na EU nedelji programiranja, je rekao:","why-coding.texts.7":"Od kad je sveta, postigli smo mnogo toga pomoću kamena, gvožđa, papira i olovke što je potpuno promenilo naše živote. Sada živimo u drugačijem vremenu u kojem se naš svet oblikuje programiranjem. Različita vremena traže različite poslove i veštine. Mi želimo da u Nedelji programiranja svakom Evropljaninu pružimo priliku da otkrije programiranje i da se pritom zabavi. Hajde da naučimo da programiramo i oblikujemo svoju budućnost.","why-coding.texts.8":"Najzad, programiranje je veština koja se ne traži samo u informatici, već u skoro svakoj delatnosti: u finansijama, zdravstvu, nauci, čak i dizajnu i poljoprivredi, a potražnja ne prestaje da raste. Deca koja poznaju programiranje i razumeju kako tehnologija funkcioniše imaće izvesnu prednost, bez obzira na karijeru koju će na kraju odabrati.","why-coding.texts.9":"Da li smo vas inspirisali?","why-coding.texts.10":"Pridružite se EU nedelji programiranja!","why-coding.texts.11":"Treba vam još tema za razmišljanje?","why-coding.texts.12":"Posetite naš blog za još njih."};export{a as default}; diff --git a/public/build/assets/php_sk-Ct8fIybC.js b/public/build/assets/php_sk-Ct8fIybC.js deleted file mode 100644 index 7d6b78564..000000000 --- a/public/build/assets/php_sk-Ct8fIybC.js +++ /dev/null @@ -1,117 +0,0 @@ -const e={"about.when-title":"V roku 2024 sa Európsky týždeň programovania koná od 14. do 27. októbra.","about.when-text":"

    Európsky týždeň programovania je nezávislé hnutie, ktoré oslavuje tvorivosť, riešenie problémov a spoluprácu prostredníctvom programovania a ďalších technologických aktivít. Zámerom je viac zviditeľniť programovanie, ukázať mladým, dospelým a starším ľuďom, ako vdýchnuť život nápadom pomocou programovania, rúcať mýty o týchto zručnostiach a spojiť motivovaných ľudí, aby sa spolu vzdelávali.

    ","about.codeweek_in_numbers-title":"Týždeň programovania v číslach","about.codeweek_in_numbers-text":`

    V roku 2021 sa Európskeho týždňa programovanie zúčastnilo 4 milióna ľudí vo viac ako 80 krajinách celého sveta.

    -

    Priemerný vek účastníkov bol 11 rokov a v roku 2021 bolo 49 % účastníkov ženského pohlavia. 88 % podujatí Európskeho týždňa programovania sa uskutočnilo na školách, čo dosvedčuje úspešnosť úsilia o vybavenie učiteľov zručnosťami počas kampane v roku 2021.

    -

    Ktokoľvek môže usporiadať aktivitu alebo sa zapojiť do aktivity. Stačí si vybrať tému a cieľovú skupinu a pridať aktivitu na mapu

    `,"about.run_by_volunteers-title":"Hnutie dobrovoľníkov","about.run_by_volunteers-text":'

    Európsky týždeň programovania organizujú dobrovoľníci. Jeden či niekoľkí veľvyslanci Týždňa programovania koordinujú iniciatívu vo svojej vlasti, no ktokoľvek môže usporiadať vlastnú programátorskú aktivitu a pridať ju na mapu na stránke codeweek.eu.

    ',"about.supported_by_commission-title":"S podporou Európskej komisie","about.supported_by_commission-text":'

    Európsky týždeň programovania rozprúdili v roku 2013 mladí poradcovia pre Digitálnu agendu Európy. Európska komisia podporuje Európsky týždeň programovania v rámci svojej stratégie v oblasti jednotného digitálneho trhu. V akčnom pláne digitálneho vzdelávania Komisia osobitne školy podnecuje, aby sa zapojili do tejto iniciatívy.

    ',"about.schools-title":"Školy","about.schools-text":'

    Školy na všetkých úrovniach a učitelia všetkých predmetov sú osobitne vyzvaní, aby sa zapojili do Európskeho týždňa programovania, čo umožní ich študentom zoznámiť sa s digitálnou tvorivosťou a programovaním. Ďalšie informácie o iniciatíve a návod na usporiadanie aktivity nájdete na našej webovej stránke pre učiteľov: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Prečo programovanie?","about.why_coding-text":`

    Je to o Pii, ktorá mala pocit, že musí študovať právo, hoci ju vždy bavila matematika a počítače. Je to o Markovi, ktorý má nápad na lepšiu sociálnu sieť, ale nevie ju sám vystavať. Je to o Alice, ktorá sníva o tom, že bude vyrábať roboty, pretože jej rodičia nedovolili mačku.

    - -

    Je to o všetkých vás, ktorí už pomáhate, aby sa tieto sny stali skutočnosťou.

    - -

    Vlastne je to o nás všetkých. O našej budúcnosti. Technológie formujú naše životy, a pritom len menšinu nechávame rozhodovať o tom, na čo a ako ich využívame. Dokážeme viac než len zdieľať a hodnotiť príspevky. Môžeme vdýchnuť život našim bláznivým nápadom, vybudovať veci, ktoré prinesú radosť ostatným.

    - -

    Nikdy nebolo jednoduchšie vytvoriť vlastnú aplikáciu, vyrobiť si robota, či dokonca vymyslieť lietajúce autá, veď prečo nie! Nie je to jednoduchá cesta, no je to cesta plná tvorivých výziev s komunitou pripravenou pomôcť a kopou zábavy. Ste pripravení prijať výzvu a stať sa tvorcom?

    - -

    Programovanie tiež pomáha rozvíjať schopnosti, ako sú výpočtové myslenie, riešenie problémov, tvorivosť a tímová práca, čo sú výborné zručnosti pre všetky oblasti života.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, koordinátor tímu veľvyslancov-dobrovoľníkov Európskeho týždňa programovania, uviedol:

    -

    „Od nepamäti vytvárame rôzne veci, ktoré zmenili náš život, pomocou kameňa, železa, papiera a ceruzky. Teraz žijeme v inej dobe, v ktorej sa náš svet premieta do programovacích výrazov. V rôznych dobách sa dopyt po jednotlivých pracovných miestach a zručnostiach líši. Počas týždňa programovania chceme dať všetkým Európanom šancu, aby objavili programovanie a zažili pri tom veľa zábavy. Naučme sa programovať a pretvorme našu budúcnosť.“

    -
    -

    `,"about.join_codeweek-title":"Zapojte sa do Európskeho týždňa programovania","about.join_codeweek-text":'

    Zapojte sa do Európskeho týždňa programovania usporiadaním programátorskej aktivity vo svojom meste, zapojením do výzvy Code Week 4 All a príbuzných aktivít v rôznych komunitách a krajinách alebo nám pomôžte šíriť víziu Týždňa programovania z pozície veľvyslanca Európskeho týždňa programovania vo svojej vlasti!

    ',"about.partners_and_sponsors":"Partneri a sponzori","ambassador.title":"Veľvyslanci Európskeho týždňa programovania","ambassador.your_current_country":"Vaša aktuálna krajina","ambassador.visit_the":"Navštívte","ambassador.local_facebook_page":"miestnu facebookovú stránku","ambassador.local_website":"miestnu webovú lokalitu","ambassador.ambassadors":"Veľvyslanci","ambassador.no_ambassadors":"Zatiaľ nie sú žiadni veľvyslanci","ambassador.countries_with_ambassadors":"Krajiny s veľvyslancami","ambassador.why_dont_you_volunteer":"Čo keby ste sa prihlásili?","auth.failed":"Tieto prihlasovacie údaje nezodpovedajú našim záznamom.","auth.throttle":"Príliš veľa pokusov o prihlásenie. Skúste znova o :seconds sek.","base.languages.en":"Angličtina","base.languages.fr":"Francúzština","base.languages.bg":"Bulharčina","base.languages.mt":"Maltčina","base.languages.hr":"Chorvátčina","base.languages.de":"Nemčina","base.languages.pl":"Poľština","base.languages.cs":"Čeština","base.languages.el":"Gréčtina","base.languages.pt":"Portugalčina","base.languages.da":"Dánčina","base.languages.hu":"Maďarčina","base.languages.ro":"Rumunčina","base.languages.nl":"Holandčina","base.languages.ga":"Írčina","base.languages.sk":"Slovenčina","base.languages.it":"Taliančina","base.languages.sl":"Slovinčina","base.languages.et":"Estónčina","base.languages.lv":"Lotyština","base.languages.es":"Španielčina","base.languages.fi":"Fínčina","base.languages.lt":"Litovčina","base.languages.se":"Švédčina","base.languages.sv":"Švédčina","base.languages.al":"albánčina","base.languages.ba":"bosniančina","base.languages.mk":"macedónčina","base.languages.me":"čiernohorčina","base.languages.rs":"srbčina","base.languages.tr":"turečtina","base.resources_local_title":"Zdroje o programovaní z","base.days":"Dni","base.hours":"Hodiny","base.minutes":"Minúty","base.seconds":"Sekundy","base.still_have_question":"Máte ďalšie otázky?","base.drop_us_a_line":"Napíšte nám.","base.get_in_touch":"OZVITE SA NÁM","base.footer_msg":"Iniciatíva na miestnej úrovni organizovaná dobrovoľníkmi s podporou Európskej komisie.","base.email":"E-mail","base.display_email":"Zobraziť e-mail","base.first_name":"Meno","base.last_name":"Priezvisko","base.your_website":"Váš web","base.biography":"Životopis","base.update":"Aktualizovať","base.delete":"Odstrániť","base.choose a file":"Vybrať súbor","base.learning_bits":"Hodiny programovania","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Zapojte svojich študentov do Týždňa programovania","base.or":"alebo","base.newsletter":"Newsletter","certificates.certificates_for":"Certifikáty pre ","certificates.no_certificates":"Zatiaľ nie sú žiadne certifikáty.","challenges-content.chatbot.title":"Vytvorte četbota","challenges-content.chatbot.author":"Tím Európskeho týždňa programovania","challenges-content.chatbot.purposes.0":"Programovať interaktívne hádanky","challenges-content.chatbot.purposes.1":"Vytvárať dialógy medzi četbotom a používateľom pomocou programovania","challenges-content.chatbot.description":"Naprogramujte konverzáciu medzi četbotom a používateľom, ktorý sa pokúša rozlúštiť hádanku. Skúste vytvoriť četbota, ktorý četuje ako človek. Namiesto hádanky môžete vytvoriť dialóg medzi četbotom a používateľom.","challenges-content.chatbot.instructions.0":"Vymyslite hádanku","challenges-content.chatbot.instructions.1":"Prihláste sa na","challenges-content.chatbot.instructions.2":"alebo si vytvorte nový účet. (Upozorňujeme, že z dôvodu ochrany súkromia nie je pri vytváraní nového účtu na platforme Pencil Code povolené používať skutočné mená.)","challenges-content.chatbot.instructions.3":"Kliknite na kategóriu Imagine (Vymýšľanie) a potom na položku Make your own (Vlastný výtvor)","challenges-content.chatbot.instructions.4":"Napíšte hádanku pomocou blokov alebo textu","challenges-content.chatbot.instructions.5":"Prípadne môžete využiť","challenges-content.chatbot.instructions.6":"tento kód","challenges-content.chatbot.instructions.7":"a prispôsobiť ho svojej hádanke alebo si z ponuky môžete vybrať položku Answering a riddle (Lúštenie hádanky) a upraviť ju","challenges-content.chatbot.example":"Pozrite si príklad hádanky.","challenges-content.chatbot.more.0":"Tento kód bol upravený z aktivity na platforme Pencil Code","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Programovanie bez počítača: Vytvorte papierový elektrický obvod","challenges-content.paper-circuit.author":"Tím Európskeho týždňa programovania","challenges-content.paper-circuit.purposes.0":"Rozprúdiť tvorivosť","challenges-content.paper-circuit.purposes.1":"Rozvinúť schopnosť riešiť problémy","challenges-content.paper-circuit.description.0":"Nakreslite ľubovoľnú vec. Môže to byť nočná obloha, lienka, robot, vianočný stromček alebo čokoľvek, čo vám napadne. Nebojte sa dotvoriť projekt vizuálnymi prvkami Európskeho týždňa programovania – pozrite si","challenges-content.paper-circuit.description.1":"sadu nástrojov Európskeho týždňa programovania pre učiteľov","challenges-content.paper-circuit.description.2":"a stiahnite si akékoľvek logo alebo vizuálny prvok. Mohli by ste dokonca vytvoriť papierovú pozvánku s elektrickým obvodom na Európsky týždeň programovania. Zahrňte do obvodu motivačnú správu, ktorou vyzvete ostatných učiteľov a učiteľky, aby sa zapojili do týždňa programovania, a/alebo aby sa pozreli na webové stránky venované školám.","challenges-content.paper-circuit.instructions.0":"Nakreslite niečo a vyberte, ktoré časti budú svietiť (napr. hviezdy).","challenges-content.paper-circuit.instructions.1":"Ceruzkou spravte diery do papiera a vložte nálepky LED do jednotlivých častí, ktoré budú svietiť. ","challenges-content.paper-circuit.instructions.2":"Nakreslite kruh na miesto, kde umiestnite gombíkovú batériu.","challenges-content.paper-circuit.instructions.3":'Na druhú stranu papiera nakreslite vedenie + a – prúdu. Dbajte na to, aby bola dlhšia časť vodivej nálepky LED pripojená k "+" pólu batérie a kratšia časť k "–" pólu batérie.',"challenges-content.paper-circuit.instructions.4":"Na vyznačené vedenie nalepte medenú pásku.","challenges-content.paper-circuit.instructions.5":"Vytvorte záhyb papiera cez batériu. Po zakrytí batérie by sa mali rozsvietiť svetlá LED. Môžete si pomôcť kancelárskou sponkou, aby ste zabezpečili dobrý kontakt s medenou páskou.","challenges-content.paper-circuit.instructions.6":"Odfotografujte svoj papierový elektrický obvod, zverejnite ho na Instagrame a uveďte, prečo sa podľa vás oplatí zapojiť sa do tejto iniciatívy. ","challenges-content.paper-circuit.example":"Pozrite si príklady papierových elektrických obvodov","challenges-content.paper-circuit.materials.0":"papier alebo kartón","challenges-content.paper-circuit.materials.1":"pastelky alebo fixky","challenges-content.paper-circuit.materials.2":"gombíková batéria","challenges-content.paper-circuit.materials.3":"medená páska","challenges-content.paper-circuit.materials.4":"vodivé nálepky LED","challenges-content.paper-circuit.materials.5":"kancelárska sponka","challenges-content.dance.title":"Zostavte tanec","challenges-content.dance.author":"Tím Európskeho týždňa programovania","challenges-content.dance.purposes.0":"Naučiť sa základy programovania","challenges-content.dance.purposes.1":"Naučiť sa animovať postavy","challenges-content.dance.description":"V tejto výzve vytvoríte súbor postáv, ktoré budú spolu tancovať. Postavy a hudobné klipy si vyberiete zo zabudovanej mediálnej knižnice alebo si môžete vytvoriť vlastné. Vašou úlohou bude animovať postavy, aby spolu tancovali a rozprávali sa medzi sebou.","challenges-content.dance.instructions.0":"Prihláste sa na","challenges-content.dance.instructions.1":"ako učiteľ či učiteľka. Vytvorte žiacke účty a pošlite ich žiakom. Prípadne môžete poskytnúť kód pre celú triedu a žiakov vyzvete, aby sa zaregistrovali pomocou školskej e-mailovej adresy. Ak si žiak či žiačka, môžeš sa pripojiť cez žiacky prístup, no bude sa vyžadovať e-mailová adresa niektorého z rodičov, ktorí následne môžu účet schváliť.","challenges-content.dance.instructions.2":"Kliknite na","challenges-content.dance.instructions.3":"a nazvite svoj tanec","challenges-content.dance.instructions.4":"Prejdite na","challenges-content.dance.instructions.5":"a vložte do scény pozadie kliknutím na ikonu ozubeného kolieska. Vyberte si pozadie z mediálnej knižnice, nahrajte vlastný obrázok alebo môžete dokonca spraviť a nahrať fotografiu. Vyberte si hudobný klip a vložte ho do projektu:","challenges-content.dance.instructions.6":"Kliknite na tlačidlo","challenges-content.dance.instructions.7":"a vložte postavy alebo predmety, ktoré budete animovať, aby sa mohli hýbať, rozprávať a vzájomne komunikovať. Vložte dve alebo tri postavy podľa svojho výberu. Môžete nakresliť aj vlastných hercov alebo upraviť existujúcich hercov. Ak chcete postavu preobliecť do iného kostýmu, kliknite na ikonu ceruzky.","challenges-content.dance.instructions.8":"Kliknite na jednotlivých hercov a animujte ich pomocou týchto blokov:","challenges-content.dance.instructions.9":"Pridajte","challenges-content.dance.instructions.10":"say blokov","challenges-content.dance.instructions.11":"a vytvorte dialóg medzi hercami. Zmeňte tvar bublín s replikami a písmo či veľkosť textu","challenges-content.dance.example.0":"Pozrite si","challenges-content.dance.example.1":"tento príklad","challenges-content.dance.example.2":"tancujúcich robotov. Môžete ho aj použiť a zremixovať.","challenges-content.compose-song.title":"Zložte hudobnú skladbu","challenges-content.compose-song.author":"Tím Európskeho týždňa programovania","challenges-content.compose-song.purposes.0":"Naučiť sa programovať pomocou hudby","challenges-content.compose-song.purposes.1":"Rozlišovať hudobné žánre a nástroje","challenges-content.compose-song.purposes.2":"Zložiť skladbu mixovaním hudobných klipov","challenges-content.compose-song.description":"V tejto výzve zložíte hudobnú skladbu pomocou programovacieho jazyka. Môžete použiť zabudované hudobné klipy alebo nahrať vlastné a zmixovať ich do hudobnej skladby. Spustite svoj kód v digitálnej zvukovej konzole (Digital Audio Workstation) a vypočujte si hudbu, ktorú ste naprogramovali. Pohrajte sa s rôznymi zvukmi a efektmi, ktorými môžete svoju skladbu dotvoriť.","challenges-content.compose-song.instructions.0":"Prihláste sa na","challenges-content.compose-song.instructions.1":"Kliknite sem a začnite tvoriť skript","challenges-content.compose-song.instructions.2":"Nazvite skript a zvoľte","challenges-content.compose-song.instructions.3":"za programovací jazyk","challenges-content.compose-song.instructions.4":"Začnite písať kód medzi riadkami","challenges-content.compose-song.instructions.5":"a","challenges-content.compose-song.instructions.6":"","challenges-content.compose-song.instructions.7":"Prehľadávajte hudobné klipy v","challenges-content.compose-song.instructions.8":"knižnici zvukov","challenges-content.compose-song.instructions.9":"a zvoľte si hudobné žánre, umelcov a nástroje, ktoré sa vám páčia","challenges-content.compose-song.instructions.10":"Ak chcete do skladby pridať zvukový klip, napíšte","challenges-content.compose-song.instructions.11":"Do zátvorky je potrebné uviesť tieto štyri parametre oddelené čiarkami","challenges-content.compose-song.instructions.12":"Zvukový klip","challenges-content.compose-song.instructions.13":"umiestnite kurzor do zátvorky, prejdite do knižnice zvukov, vyberte si klip a vložte ho kliknutím na modrú ikonu vkladania","challenges-content.compose-song.instructions.14":"Číslo stopy","challenges-content.compose-song.instructions.15":"pomocou stôp (tracks) si môžete organizovať zvuky podľa typu nástrojov (vokály, basy, bicie, klávesy atď.). Pridajte toľko stôp (nástrojov), koľko len chcete. Stopy sa zobrazujú ako riadky, ktoré sa prehrávajú v Digital Audio Workstation","challenges-content.compose-song.instructions.16":"Začiatočný takt","challenges-content.compose-song.instructions.17":"stanovuje, kedy sa váš zvuk začne prehrávať. Takty sú jednotky hudobného času. Jeden takt má štyri doby","challenges-content.compose-song.instructions.18":"Koncový takt","challenges-content.compose-song.instructions.19":"stanovuje, kedy sa váš zvuk prestane prehrávať.","challenges-content.compose-song.instructions.20":"Takýto riadok kódu bude vyzerať takto","challenges-content.compose-song.instructions.21":"Môžete doplniť rôzne efekty, napríklad hlasitosť, ktorou zvýšite zvuk skladby. Hlasitosť sa pohybuje od – 60,0 decibelov do 12,0 decibelov, pričom pôvodná hlasitosť je na úrovni 0,0 decibelov.","challenges-content.compose-song.instructions.22":"Napíšte","challenges-content.compose-song.instructions.23":"Do zátvorky napíšte číslo stopy, VOLUME, GAIN, úroveň hlasitosti, začiatočný takt a hlasitosť a koncový takt stopy","challenges-content.compose-song.instructions.24":"Toto je príklad efektu fade-in (postupné zosilňovanie hlasitosti)","challenges-content.compose-song.instructions.25":"a efektu fade-out (postupné zoslabovanie hlasitosti)","challenges-content.compose-song.example.0":"Vypočujte si","challenges-content.compose-song.example.1":"príklad skladby naprogramovanej v Earsketch","challenges-content.compose-song.example.2":"Tento kód môžete importovať a upraviť ho","challenges-content.sensing-game.title":"Vytvorte hru s video snímaním","challenges-content.sensing-game.author":"Tím Európskeho týždňa programovania","challenges-content.sensing-game.purposes.0":"Programovať animované objekty","challenges-content.sensing-game.purposes.1":"Lepšie pochopiť, ako ovládať digitálnu animáciu pomocou fyzického pohybu","challenges-content.sensing-game.purposes.2":"Zložiť skladbu mixovaním hudobných klipov","challenges-content.sensing-game.description":"V tejto výzve vytvoríte jednoduchú hru, ktorá využíva kameru ako snímač na zachytávanie pohybu, takže budete môcť ovládať svoju animáciu fyzickým pohybom. Úlohou v tejto hre je zozbierať čo najviac bublín Európskeho týždňa programovania za 30 sekúnd. Namiesto zbierania bublín môžete vytvoriť hru, v ktorej naháňate postavu alebo rukami zničíte balóny.","challenges-content.sensing-game.instructions.0":"Prihláste sa na","challenges-content.sensing-game.instructions.1":"Kliknite na","challenges-content.sensing-game.instructions.2":"Pridajte rozšírenie","challenges-content.sensing-game.instructions.3":"a zvoľte","challenges-content.sensing-game.instructions.4":"Video zist\\‘ovanie","challenges-content.sensing-game.instructions.5":"Táto funkcia bude snímať, ako rýchlo sa objekt pohybuje. Čím je číslo nižšie, tým citlivejšie sa pohyb bude vnímať.","challenges-content.sensing-game.instructions.6":"Pridajte postavu. Vyberte zvuk a pridajte ho k postave. Ak chcete, môžete využiť funkciu","challenges-content.sensing-game.instructions.7":"Naklonuj","challenges-content.sensing-game.instructions.8":"a duplikovať postavu.","challenges-content.sensing-game.instructions.9":"Vytvorte dve premenné: jednu pre","challenges-content.sensing-game.instructions.10":"Skóre","challenges-content.sensing-game.instructions.11":"a druhú pre","challenges-content.sensing-game.instructions.12":"Časovač","challenges-content.sensing-game.instructions.13":"a pridajte ich k postave. Nastavte časovač na 30 a pridajte","challenges-content.sensing-game.instructions.14":"Zmeň časovač o – 1","challenges-content.sensing-game.instructions.15":"Vytvorte novú postavu","challenges-content.sensing-game.instructions.16":"Koniec hry","challenges-content.sensing-game.instructions.17":"na skončenie hry. Môžete tiež vytvoriť postavu s názvom hry, napr. Zozbieraj všetky bubliny Európskeho týždňa programovania.","challenges-content.sensing-game.example.0":"Zahrajte sa hru s video snímaním Zozbieraj všetky bubliny Európskeho týždňa programovania. Môžete aj zremixovať","challenges-content.sensing-game.example.1":"tento projekt","challenges-content.calming-leds.title":"Utišujúce svetielka LED: vytvorte jednoduché zariadenie pomocou micro:bit","challenges-content.calming-leds.author":"Vzdelávacia nadácia micro:bit","challenges-content.calming-leds.duration":"20 minút","challenges-content.calming-leds.materials.0":"zariadenie micro:bit a akumulátorový zdroj (ak je k dispozícii)","challenges-content.calming-leds.materials.1":"prenosný počítač alebo tablet s prístupom na Microsoft MakeCode a Youtube","challenges-content.calming-leds.materials.2":"microbit.org s materiálmi na aktivity","challenges-content.calming-leds.description":"Žiaci vytvoria digitálne zariadenie využívajúce svetlá LED, pomocou ktorého si môžu ovládať dýchanie, aby sa upokojili. Ich úlohou je napísať jednoduchý kód, pohrať sa s animáciami a sekvenciami.","challenges-content.calming-leds.instructions.0":"Cieľom je vytvoriť fungujúce zariadenie LED na upokojenie, pomocou ktorého si môžete ovládať dýchanie. Takéto zariadenie možno vytvoriť na fyzickej doske micro:bit alebo na simulátore v editore MakeCode.","challenges-content.calming-leds.instructions.1":"Vo videu, prípadne na snímke obrazovky, si môžete pozrieť, ako zdolať túto výzvu pomocou editora MakeCode, v ktorom sa napíše jednoduchá sekvencia kódov.","challenges-content.calming-leds.instructions.2":"V rozšírenej verzii výzvy môžu žiaci vyskúšať rôzne animácie a pohrať sa s animáciou, na ktorú by sa chceli pozerať, keď sa usilujú dosiahnuť pokoj a pohodu.","challenges-content.calming-leds.instructions.3":"Ďalšie informácie a video pokyny nájdete na","challenges-content.calming-leds.instructions.4":"tomto odkaze","challenges-content.calming-leds.example":"Navštívte túto stránku, na ktorej nájdete pokyny a videá vypracovanej výzvy plus návod na programovanie","challenges-content.calming-leds.purposes.0":"Navrhnúť jednoduchý digitálny predmet na užitočný účel","challenges-content.calming-leds.purposes.1":"Preskúmať sekvencie a animácie a ich fungovanie","challenges-content.calming-leds.purposes.2":"Otestovať jednoduchý kód a odstrániť v ňom chyby","challenges-content.calming-leds.purposes.3":"Opakovať návrh, no so zrýchlením alebo spomalením animácií","challenges-content.computational-thinking-and-computational-fluency.title":"Výpočtové myslenie a výpočtová gramotnosť pomocou ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – veľvyslanec Európskeho týždňa programovania v Grécku","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Zoznámiť sa s novými príkazmi a rozhraním.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Vytvoriť jednoduché programy s jednoduchými príkazmi príčinnej súvislosti.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Uskutočniť jednoduché odstraňovanie chýb formou pokus – omyl.","challenges-content.computational-thinking-and-computational-fluency.description":"V tejto výzve deti vo svojich projektoch uplatnia výpočtové myslenie, pričom použijú aplikáciu ScratchJr, aby vytvorili pútavejšie, zaujímavejšie a expresívnejšie príbehy.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr nevyžaduje od detí, aby vedeli čítať a písať. Všetky pokyny a možnosti v ponuke sú identifikovateľné prostredníctvom symbolov a farieb. Výzvu možno vypracovať v triede, počítačovej učebni, ba dokonca aj na otvorenom priestranstve, keďže sa nevyžaduje internet.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Deti využívajú mesto ako pozadie a pomocou programovacích blokov presúvajú auto po meste.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Deti môžu využiť pohybové a zvukové bloky a opakovacie bloky na roztancovanie postáv.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Deti si vyberú pozadie a postavu a pomocou pohybového bloku posúvajú auto po meste. Deti môžu použiť rýchlostný blok na zrýchlenie alebo spomalenie postavy.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Bezplatná aplikácia","challenges-content.computational-thinking-and-computational-fluency.materials.1":"funguje v rôznych operačných systémoch a typoch inteligentných zariadení","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Webové sídlo","challenges-content.computational-thinking-and-computational-fluency.materials.3":"tiež ponúka množstvo bezplatných učebných materiálov","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minút","challenges-content.ai-hour-of-code.title":"Hodina programovania s umelou inteligenciou","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Vytvoriť programovacie riešenia zahŕňajúce sekvencie, udalosti, slučky a podmienky","challenges-content.ai-hour-of-code.purposes.1":"Rozfázovať kroky potrebné na vyriešenie problému do presnej sekvencie pokynov","challenges-content.ai-hour-of-code.purposes.2":"Preskúmať programátorské koncepcie","challenges-content.ai-hour-of-code.description":"Dedine hrozí požiar a potrebuje, aby ste jej naprogramovali riešenie! Spoznajte programovacieho pomocníka Minecraft Agent a potom ho naprogramujte tak, aby sa pohyboval po lese a zbieral údaje. Tieto údaje neskôr Agentovi pomôžu predpovedať, kde vznikne požiar. Následne naprogramujte Agenta tak, aby sa zabránilo šíreniu ohňa, zachránila sa dedina a aby sa do lesa vrátil život. Naučte sa základy programovania a preskúmajte príklad umelej inteligencie (AI) zo skutočného života.","challenges-content.ai-hour-of-code.instructions":"Tu si môžete stiahnuť plán vyučovacej hodiny","challenges-content.ai-hour-of-code.materials.0":"Nainštalovanie programu Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Po nainštalovaní Minecraft Education Edition prejdite na výzvu na","challenges-content.ai-hour-of-code.materials.2":"tomto webovom sídle","challenges-content.create-a-dance.title":"Zostavte tanec pomocou Ode to Code!","challenges-content.create-a-dance.purposes":"Precvičiť si programovanie zábavným spôsobom a spojiť sa s komunitou Európskeho týždňa programovania","challenges-content.create-a-dance.description.0":"Zostavte tanec pomocou Ode to Code! Použite","challenges-content.create-a-dance.description.1":"návod na Tanečnú párty","challenges-content.create-a-dance.description.2":"a naprogramujte tanec pomocou Ode to Code. Oficiálna hymna Európskeho týždňa programovania je zahrnutá do zoznamu skladieb v tanečnej párty.","challenges-content.create-a-dance.instructions.0":"Pokyny sa zobrazujú vo forme videí v rámci","challenges-content.create-a-dance.instructions.1":"návodu","challenges-content.create-a-dance.instructions.2":"a sú tiež napísané navrchu každej úrovne","challenges-content.create-a-dance.example":"Vybrané výtvory žiakov možno nájsť na tejto stránke","challenges-content.create-a-dance.materials":"Návod na Code.org","challenges-content.create-a-simulation.title":"Vytvorte simuláciu!","challenges-content.create-a-simulation.purposes.0":"Naučiť sa, čo sú to simulácie, a zároveň predstaviť tieto premenné: vytvorenie davu, miera zotavenia, nosenie rúšok a vakcíny.","challenges-content.create-a-simulation.purposes.1":"Aktivovať predchádzajúce znalosti o vírusovej nákaze v reálnom svete, ktoré sa uplatnia na fiktívny scenár.","challenges-content.create-a-simulation.description":"Napíšte kód a spustite vlastnú simuláciu vírusovej nákazy v mestečku Monster Town. Naučte sa programovať a predpovedať, čo sa stane so susedmi v mestečku Monster Town.","challenges-content.create-a-simulation.instructions.0":"Pokyny sa zobrazujú vo forme videí v rámci","challenges-content.create-a-simulation.instructions.1":"návodu","challenges-content.create-a-simulation.instructions.2":"a sú tiež napísané navrchu každej úrovne","challenges-content.create-a-simulation.example":"Keď skončíte, môžete sa o svoju simuláciu podeliť s ostatnými. Vyjadrite, čo môžeme podľa vás spraviť, aby sme ochránili zdravie ostatných, keď do mestečka prenikne vírus.","challenges-content.create-a-simulation.materials":"Návod na Code.org","challenges-content.create-your-own-masterpiece.title":"Vytvorte vlastné umelecké dielo!","challenges-content.create-your-own-masterpiece.audience":"Vhodné pre všetky vekové kategórie","challenges-content.create-your-own-masterpiece.purpose":"Vizuálne predstaviť koncepcie výpočtovej vedy a vzbudiť tvorivosť","challenges-content.create-your-own-masterpiece.description":"Vytvorte s umelcom originálne umelecké dielo!, Pomocou programovacích blokov zadaj svojmu umelcovi, ako má vytvoriť jedinečné umelecké dielo.","challenges-content.create-your-own-masterpiece.instructions":"Pokyny sú rozpísané navrchu každej úrovne","challenges-content.create-your-own-masterpiece.example":"Príklady umelcových výtvorov nájdete na tejto stránke pod kategóriou Kreslenie","challenges-content.create-your-own-masterpiece.materials.0":"Prvú úroveň návodu nájdete","challenges-content.create-your-own-masterpiece.materials.1":"TU","challenges-content.cs-first-unplugged-activities.title":"Prvé aktivity výpočtového myslenia bez počítača","challenges-content.cs-first-unplugged-activities.purposes.0":"Podporiť žiakov, ktorí sa učia z domu","challenges-content.cs-first-unplugged-activities.purposes.1":"Spraviť všetkým prestávku od obrazoviek","challenges-content.cs-first-unplugged-activities.description":"Prvé aktivity výpočtového myslenia bez počítača predstavujú súbor aktivít, prostredníctvom ktorých sa žiaci zoznamujú s koncepciami výpočtového myslenia mimo počítača. Cieľom tejto vyučovacej hodiny je preukázať, že výpočtová veda zďaleka nie je len o programovaní.","challenges-content.cs-first-unplugged-activities.instructions.0":"Brožúru v angličtine ku všetkým aktivitám nájdete na tomto","challenges-content.cs-first-unplugged-activities.instructions.1":"odkaze","challenges-content.cs-first-unplugged-activities.instructions.2":"a plán vyučovacej hodiny v angličtine na tomto","challenges-content.cs-first-unplugged-activities.instructions.3":"Aktivity z tejto vyučovacej hodiny možno uskutočniť oddelene v ľubovoľnom poradí","challenges-content.cs-first-unplugged-activities.instructions.4":"Učiteľka alebo učiteľ môže fotografovať vyučovací proces a zverejniť ho na Instagrame s hashtagom #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Okrem brožúry s aktivitami si niektoré aktivity vyžadujú alebo môžu byť voliteľne doplnené dodatočnými materiálmi.","challenges-content.cs-first-unplugged-activities.materials.1":"Malé predmety na počítanie (napr. sušená fazuľa), ktorú možno použiť na mape vytvárania sietí a susedských vzťahov.","challenges-content.cs-first-unplugged-activities.materials.2":"Nožnice na vystrihnutie šifrovacieho kolesa v aktivite zasielania tajných správ.","challenges-content.cs-first-unplugged-activities.materials.3":"Kartón a lepidlo na spevnenie šifrovacieho kolesa v aktivite zasielania tajných správ.","challenges-content.cs-first-unplugged-activities.materials.4":"Špendlík, špáradlo alebo vyrovnaná kancelárska sponka na spojenie šifrovacieho kolesa v aktivite zasielania tajných správ.","challenges-content.family-care.title":"Rodinná starostlivosť","challenges-content.family-care.experience":"Otvorené pre všetkých","challenges-content.family-care.duration":"5 až 10 hodín","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Skúmať otázku rodinnej starostlivosti, s ktorou každý deň prichádzame do styku;","challenges-content.family-care.purposes.1":"Vnímať problémy ako príležitosti a vytvárať kreatívne riešenia;","challenges-content.family-care.purposes.2":"Inovatívne rozpoznávať riešenia pomocou programovania;","challenges-content.family-care.purposes.3":"Vytvoriť plagáty a predstaviť riešenia ostatným;","challenges-content.family-care.purposes.4":"Využiť sociálne médiá, aby ste svojimi projektmi vytvorili vplyv.","challenges-content.family-care.description.0":"Čo si predstavíte, keď sa hovorí o domove? Pekný dom? Bohatú večeru, ktorú nachystali rodičia? Vaše tajné miesto? Teplom domova sa naše telá a duše dopĺňajú podobne ako na čerpacej stanici. V zhone moderného života sú rodičia často zaneprázdnení prácou. Keď idete von s kamarátmi, nemôžete nechať svoje mačiatka napospas osudu. No ako sa starať o blízkych, keď nie ste spolu? Témou tejto výzvy je","challenges-content.family-care.description.1":"Rodinná starostlivosť","challenges-content.family-care.description.2":"Na základe tejto témy sú žiaci vyzvaní, aby vymysleli, ako prejavovať lásku a starostlivosť pomocou programovania a hardvéru. Zamyslite sa nad týmito otázkami","challenges-content.family-care.description.3":"Koľko členov rodiny máte doma? Kto sú? Vyskytujú sa pri vašom spolunažívaní nejaké problémy? Akú starostlivosť potrebujú?","challenges-content.family-care.description.4":"Poznáte niekoho vo vašej komunite, komu chýba rodinná starostlivosť viac ako ostatným? Ako danej osobe môžete pomôcť?","challenges-content.family-care.instructions.0":"Vymýšľajte nápady a vyhľadávajte informácie na tému rodinnej starostlivosti","challenges-content.family-care.instructions.1":"Spravte zoznam všetkých problémov","challenges-content.family-care.instructions.2":"Vytvorte možné riešenia","challenges-content.family-care.instructions.3":"Vyberte jedno riešenie","challenges-content.family-care.instructions.4":"Naprogramujte a zostavte štruktúru","challenges-content.family-care.instructions.5":"Vytvorte plagát s načrtnutím projektu","challenges-content.family-care.instructions.6":"Predstavte ho učiteľom a rodine","challenges-content.family-care.example.0":"Niekoľko príkladov môžete načerpať tu","challenges-content.family-care.example.1":"a tu","challenges-content.family-care.materials.0":"Programovací nástroj:","challenges-content.family-care.materials.1":"alebo si stiahnite","challenges-content.family-care.materials.2":"počítačovú verziu","challenges-content.family-care.materials.3":"mBlock je programovací jazyk, ktorý sa vyvinul z jazyka Scratch","challenges-content.family-care.materials.4":"Táto výzva je tiež upravená zo súťaže MakeX Global Spark, čo je kreatívny program navrhovania projektov pre deti od 6 do 13 rokov.","challenges-content.family-care.materials.5":"Zúčastnený tím sa bude musieť zamerať na konkrétnu tému a zostaviť riešenie prostredníctvom softvérového programovania a hardvérovej konštrukcie.","challenges-content.family-care.materials.6":"Pozývame žiakov, aby výzvu vypracovali počas týždňa programovania, a aby sa s ňou prezentovali na medzinárodnej úrovni, čo im umožní komunikovať s inými žiakmi a vyhrať ceny.","challenges-content.family-care.materials.7":"Ďalšie informácie nájdete na:","challenges-content.family-care.materials.8":"alebo nás kontaktujte na","challenges-content.virtual-flower-field.title":"Vypestujte si virtuálny kvetinový záhon","challenges-content.virtual-flower-field.author":"Jadga Huegle – koučka Meet and Code a členka tímu SAP Snap!","challenges-content.virtual-flower-field.duration":"30 – 60 minút","challenges-content.virtual-flower-field.purposes.0":"Spoznať programovanie prostredníctvom jednoduchého no expresívneho projektu.","challenges-content.virtual-flower-field.purposes.1":"Naučiť sa, že programovanie môže byť umelecké a viesť ku krásnym výsledkom.","challenges-content.virtual-flower-field.purposes.2":"Rozjasniť jeseň vďaka farebným kvetom a Európskemu týždňu programovania.","challenges-content.virtual-flower-field.purposes.3":"Preukázať rozmanitosť kvetov na Zemi.","challenges-content.virtual-flower-field.purposes.4":"Prispieť k cieľom udržateľného rozvoja (SDG), a najmä k SDG13 – zmena klímy prostredníctvom vytvárania programovacích podujatí, ktorými sa zlepšuje vzdelávanie o zmene klímy prostredníctvom zvyšovania povedomia o tejto téme.","challenges-content.virtual-flower-field.description":"Vytvoriť program v nástroji Snap!, v ktorom vyrastie virtuálny kvetinový záhon s rozličnými typmi kvetov a rôznym počtom lupienkov.","challenges-content.virtual-flower-field.instructions.0":"Ak sa na začiatku výzvy potrebujete inšpirovať, pozrite si","challenges-content.virtual-flower-field.instructions.1":"toto video","challenges-content.virtual-flower-field.instructions.2":"alebo použite","challenges-content.virtual-flower-field.instructions.3":"tento dokument","challenges-content.virtual-flower-field.instructions.4":"s návodom","challenges-content.virtual-flower-field.instructions.5":"Na zdolanie výzvy musíte naprogramovať virtuálny kvetinový záhon v nástroji Snap! (alebo Scratch) a zverejniť snímku obrazovky alebo fotografiu výsledku online.","challenges-content.virtual-flower-field.instructions.6":"Kvetinový záhon by mal obsahovať rozličné typy kvetov s rôznym počtom lupienkov. Ideálne sú kvety naprogramované, to znamená, že sú vystavané opakovaným vytláčaním a otáčaním (alebo kreslením a otáčaním) lupienkov.","challenges-content.virtual-flower-field.instructions.7":"Zverejnite obrázok svojho virtuálneho kvetinového záhonu s hashtagom #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Odporúčame použiť","challenges-content.virtual-flower-field.materials.1":"no projekt tiež funguje v nástroji","challenges-content.haunted-house.title":"Strašidelný dom v Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Univerzita v Leidene – Ramon Moorlag, I&I – CodeWeek NL","challenges-content.haunted-house.audience":"Učitelia a pedagógovia","challenges-content.haunted-house.duration":"1 hodina až 2 hodiny v závislosti od predchádzajúcich znalostí","challenges-content.haunted-house.purposes.0":"Vytvoriť interaktívny príbeh o strašidelnom dome.","challenges-content.haunted-house.purposes.1":"Naučiť sa programovať pomocou Hedy.","challenges-content.haunted-house.description":"Pomocou Hedy vytvoríte príbeh o strašidelnom dome s interaktívnymi prvkami. Po každom spustení kódu sa vytvorí nový príbeh. Príbeh tiež môže nahlas prečítať váš počítač a môže sa zverejniť online.","challenges-content.haunted-house.instructions.0":"Najskôr otvorte prehliadač a prejdite na adresu hedycode.com.","challenges-content.haunted-house.instructions.1":"Riaďte sa pokynmi z úrovní 1 – 4. Použite karty Level (úroveň) a Haunted House (strašidelný dom).","challenges-content.haunted-house.instructions.2":"Pomocou týchto úrovní napíšeme interaktívny príbeh o strašidelnom dome.","challenges-content.haunted-house.instructions.3":"Učitelia, plán vyučovacej hodiny Hedy nájdete","challenges-content.haunted-house.instructions.4":"tu","challenges-content.haunted-house.instructions.5":"Nahrávku Felienne Hermans, ktorá predstavuje Hedy, nájdete na","challenges-content.haunted-house.instructions.6":"tomto odkaze","challenges-content.haunted-house.example":"Príklad strašidelného domu na úrovni","challenges-content.haunted-house.materials.0":"Hedy na","challenges-content.haunted-house.materials.1":"úrovniach 1 až 4","challenges-content.inclusive-app-design.title":"Návrh začleňujúcej aplikácie","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minút + voliteľné rozšírené aktivity","challenges-content.inclusive-app-design.purposes.0":"Vymýšľať, plánovať, vytvoriť prototyp a podeliť sa o nápad na aplikáciu, ku ktorej bude mať každý prístup a každý jej bude rozumieť.","challenges-content.inclusive-app-design.description":"Skvelé aplikácie sú postavené na skvelých nápadoch. V tejto aktivite žiaci a študenti vymyslia nápad na aplikáciu k téme, ktorá im je blízka, potom skúmajú ako pri navrhovaní aplikácií zohľadňovať začleňovanie všetkých ľudí a prístupnosť.","challenges-content.inclusive-app-design.instructions.0":"Všetky pokyny nájdete na tomto odkaze","challenges-content.inclusive-app-design.instructions.1":"Pomocou tohto jednohodinového učebného plánu môžu pedagógovia pomáhať žiakom a študentom, aby","challenges-content.inclusive-app-design.instructions.2":"sa naučili, ako vyzerá návrh začleňujúcej aplikácie","challenges-content.inclusive-app-design.instructions.3":"uvažovali o témach, ktoré sú im blízke, s cieľom nájsť nápad na aplikáciu","challenges-content.inclusive-app-design.instructions.4":"predstavili nápady na aplikáciu a naplánovali používateľské úkony","challenges-content.inclusive-app-design.instructions.5":"vytvorili prototyp jednej časti aplikácie v Keynote","challenges-content.inclusive-app-design.instructions.6":"sa podelili o demá svojich prototypov a opísali, ako pomáhajú používateľom z rôznych prostredí a s rôznymi schopnosťami","challenges-content.inclusive-app-design.materials.0":"Preskúmajte aktivitu navrhovania začleňujúcej aplikácie v učiteľskom vzdelávacom stredisku Apple","challenges-content.inclusive-app-design.materials.1":"Keynote na iPade alebo Macu sa odporúča, ale nie je to povinné.","challenges-content.silly-eyes.title":"Srandovné oči","challenges-content.silly-eyes.author":"Nadácia Raspberry Pi","challenges-content.silly-eyes.duration":"25 minút","challenges-content.silly-eyes.purposes.0":"Vytvoriť projekt s používateľskou interakciou.","challenges-content.silly-eyes.purposes.1":"Prispôsobiť projekt pomocou farieb a grafických efektov.","challenges-content.silly-eyes.purposes.2":"Naučiť sa, ako sa robia digitálne návrhy.","challenges-content.silly-eyes.description":"V tomto projekte navrhnete a vytvoríte postavu so srandovnými očami. Veľké, srandovné oči postavy budú sledovať kurzor myši a oživia vašu postavu.","challenges-content.silly-eyes.instructions":"Úplný opis projektu nájdete tu","challenges-content.silly-eyes.example":"Pozrite, toto je Gobo, Under the sea (Podmorský svet) a Don't eat donut (šiška, ktorá nechce, aby ste ju zjedli)","challenges-content.train-ai-bot.title":"Vytrénujte robota s umelou inteligenciou!","challenges-content.train-ai-bot.purposes":"Naučiť sa, čo je to umelá inteligencia (AI), strojové učenie, trénovacie údaje, a predsudky, a zároveň skúmať etické otázky, a ako možno využiť umelú inteligenciu pri riešení svetových problémov.","challenges-content.train-ai-bot.description":"Vytrénujte robota s umelou inteligenciou pre oceány (AI for Oceans). V tejto aktivite naprogramujete alebo vytrénujte umelú inteligenciu (AI) tak, aby vedela rozlišovať ryby od odpadu. Poďme spolu vyčistiť oceán!","challenges-content.train-ai-bot.instructions.0":"Pokyny sa zobrazujú vo forme videí v rámci návodu","challenges-content.train-ai-bot.instructions.1":"a sú tiež napísané navrchu každej úrovne","challenges-content.train-ai-bot.materials.0":"Návod je k dispozícii tu","challenges-content.train-ai-bot.materials.1":"Tento návod je dostupný vo vyše 25 jazykoch","challenges-content.build-calliope.title":"Vytvor si svojho vlastného mini fitness trénera Calliope","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Hravou formou spoznávať sekvencie, animácie, opakovania a premenné.","challenges-content.build-calliope.purposes.1":"Navrhnúť štruktúrny diagram.","challenges-content.build-calliope.purposes.2":"Testovať a odladiť kód.","challenges-content.build-calliope.purposes.3":"Optimalizovať program metódou pokus-omyl, kontrolou a úpravou použiteľnosti.","challenges-content.build-calliope.duration":"20-30 minút","challenges-content.build-calliope.description":"Účastníci vyvinú digitálne riadený prototyp, ktorý využíva farebnú žiariacu LED diódu na reprodukciu vopred vytvoreného 10-krokového fitness cvičenia.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (ak je k dispozícii)","challenges-content.build-calliope.materials.1":'Laptop alebo tablet, s ktorým môžeš navštíviť stránku https://makecode.calliope.cc alebo https://calliope.cc a kanál YouTube, skade vieš získať prístup k zdrojom pre túto aktivitu.',"challenges-content.build-calliope.instructions.0":"Na začiatok si vytvor plán a urči poradie cvičebných jednotiek. Pomocou plánu naprogramuj RGB LED na Calliope mini tak, aby zobrazovala jednu z 5 farieb preddefinovaným tempom. Potom vytvor premennú pre tempo a opakovanie programu pomocou slučiek.","challenges-content.build-calliope.instructions.1":"Nezabudni, že ak si program implementoval/ implementovala spôsobom, ktorý sa ti páči, môžeš ho zdieľať aj s nami na adrese info@calliope.cc – Už teraz sa tešíme, čo z toho urobíte! Mimochodom, medzi prihlásených účastníkov rozdávame 30 Calliope mini!","challenges-content.build-calliope.instructions.2":"Zdieľaj QR kód tvojho projektu na Instagrame, pridaj hashtag #EUCodeWeekChallenge a poznámku @CodeWeekEU.","challenges-content.build-calliope.example.0":"Keď sedíš pri počítači: aj vtedy môžeš športovať.","challenges-content.build-calliope.example.1":"Vytvor si fitness prototyp s Calliope mini, ktorý môžeš otestovať aj v simulátore. Simulácia sa vykonáva v editore MakeCode naprogramovaním jednoduchej kódovej sekvencie (pozri snímku obrazovky).","challenges-content.build-calliope.example.2":"Vyber si 5 rôznych farieb a ku každej z nich priraď kondičné cvičenie, napr. drepy alebo skákanie. Farby potom môžu byť počas tréningu zoradené v ľubovoľnom poradí.","challenges-content.common.share":"Uverejnite odkaz na váš projekt alebo jeho QR kód na Instagrame alebo Facebooku a uveďte hashtag #EUCodeWeekChallenge a označte @CodeWeekEU.","challenges-content.common.audience.0":"Učitelia a pedagógovia","challenges-content.common.audience.1":"Žiaci prvého stupňa základnej školy (6 až 12 rokov)","challenges-content.common.audience.2":"Žiaci druhého stupňa základnej školy (12 až 16 rokov)","challenges-content.common.audience.3":"Žiaci strednej školy (16 až 18 rokov)","challenges-content.code-a-dice.title":"Naprogramujte hraciu kocku","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Naprogramujte interaktívne hádanky","challenges-content.code-a-dice.purposes.1":"Naprogramujte simuláciu náhodne sa pohybujúceho objektu, ktorá sa má použiť, ak skutočný objekt nie je k dispozícii","challenges-content.code-a-dice.description":"V tejto výzve naprogramujete kocku, ktorá sa na váš príkaz náhodne hodí. Môžete si vybrať akýkoľvek typ kocky s počtom strán, aký sa vám páči, podobne ako u iných hracích kociek, a pridať aj zvuky. ","challenges-content.code-a-dice.instructions.0":"Prihláste sa do Scratch","challenges-content.code-a-dice.instructions.1":"Vyberte si pozadie","challenges-content.code-a-dice.instructions.2":"Vytvorte si pre svoju kocku postavičku alebo si ju vyhľadajte na webe a nahrajte ju do svojho programu","challenges-content.code-a-dice.instructions.3":"Vytvorte pre postavičku toľko kostýmov, koľko strán má vybraná kocka, pričom každá z nich ukazuje iné číslo","challenges-content.code-a-dice.instructions.4":"Vyberte si, akým spôsobom sa má kocka začať hádzať (stlačením klávesu na klávesnici, kliknutím na postavičku atď.) a napíšte kód","challenges-content.code-a-dice.instructions.5":"Naprogramujte postavičku tak, aby na konci hodu náhodne zmenila kostým","challenges-content.code-a-dice.instructions.6":"Pridajte zvukové efekty","challenges-content.code-a-dice.example":"Hoďte kockou s 20 stranami","challenges-content.personal-trainer.title":"Osobný tréner s micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Programovať micro:bit, aby ste mohli používať bzučiak a LED panel","challenges-content.personal-trainer.purposes.1":"Na vytvorenie osobného zariadenie na dohľad nad vašou fyzickou aktivitou","challenges-content.personal-trainer.purposes.2":"Na naprogramovanie micro:bit na zlepšenie zdravia prostredníctvom športu","challenges-content.personal-trainer.description":"Táto výzva vám umožňuje naprogramovať si micro:bit tak, aby ste ovládali časy opakovania fyzického cvičenia v kombinácii s časom odpočinku. Budete sledovať svoju fyzickú aktivitu v škole, doma alebo v parku.","challenges-content.personal-trainer.instructions.0":"Keď A+B, vytvorte 3-sekundový časovač na odpočítavanie, pričom každú sekundu zaznie zvuk, a zobrazte slovo GO!","challenges-content.personal-trainer.instructions.1":"Počas prvého cvičenia zobrazte na 20 sekúnd blikajúci štvorec 2x2. Potom prehrajte zvuk a udržte štvorec bez zmeny. Počas zostávajúceho času musí byť na 10 sekúnd zobrazený ďalší blikajúci obraz. Po dokončení prehrajte zvuk.","challenges-content.personal-trainer.instructions.2":"Potom zopakujte rovnakú akciu, ale počas cvičenia zobrazte panel 3x3. Opakujte tieto činnosti, až kým sa nezobrazí panel 5x5.","challenges-content.personal-trainer.duration":"30 – 40 minút","challenges-content.create-a-spiral.title":"Vytvorte špirálu","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Aby ste sa naučili a precvičili slučku a premenné.","challenges-content.create-a-spiral.purposes.1":"Aby ste zvýšili tvorivosť pri programovaní.","challenges-content.create-a-spiral.description":"V tejto výzve napíšete projekt pomocou programu Scratch na vytvorenie špirály, pričom použijete bloky pera, slučku a premennú.","challenges-content.create-a-spiral.instructions.0":"Bloky pera","challenges-content.create-a-spiral.instructions.1":"Vytvorte nový projekt a pomenujte ho Špirála.","challenges-content.create-a-spiral.instructions.2":"Kliknite na fialovú ikonu „Add extension“ (pridať rozšírenie) v ľavej dolnej časti okna","challenges-content.create-a-spiral.instructions.3":"Vyberte „pen“ (pero): pre váš projekt sú teraz dostupné bloky pera!","challenges-content.create-a-spiral.instructions.4":"Ak chcete začať svoj projekt, potiahnite a pustite blok „“when green flag clicked“ (po kliknutí na zelenú vlajku):","challenges-content.create-a-spiral.instructions.5":"Musíte začať s prázdnou stránkou: spomedzi blokov pera pridajte blok “erase all“ (vymazať všetko):","challenges-content.create-a-spiral.instructions.6":"Začínate kresliť v strede plochy, to znamená, že vaša postavička musí ísť do stredu plochy (0,0):","challenges-content.create-a-spiral.instructions.7":"Vaša postavička sa môže pohybovať bez kreslenia, alebo sa môže pohybovať a kresliť:","challenges-content.create-a-spiral.instructions.8":"keď chcete, aby kreslila, môžete použiť blok „pen down“ (pero dolu)","challenges-content.create-a-spiral.instructions.9":"keď nechcete, aby kreslila, môžete použiť blok „pen up“ (pero hore)","challenges-content.create-a-spiral.instructions.10":"Teraz chcete kresliť! Pridajte blok „pen down“:","challenges-content.create-a-spiral.instructions.11":"Šesťuholník","challenges-content.create-a-spiral.instructions.12":"Pridajte do svojho projektu nižšie uvedené bloky:","challenges-content.create-a-spiral.instructions.13":"Teraz máte jednu šestinu svojho šesťuholníka. Túto sekvenciu musíte zopakovať 6-krát:","challenges-content.create-a-spiral.instructions.14":"Špirála","challenges-content.create-a-spiral.instructions.15":"Ak chcete vytvoriť špirálu, budete musieť pridať 2 k dĺžke každej ďalšej strany.","challenges-content.create-a-spiral.instructions.16":"Na to použijete premennú.","challenges-content.create-a-spiral.instructions.17":"V blokoch premenných kliknite na „ Make a Variable“ (vytvoriť premennú)","challenges-content.create-a-spiral.instructions.18":"Pomenujte dĺžku a kliknite na OK:","challenges-content.create-a-spiral.instructions.19":"Špirála sa bude zväčšovať, budete musieť začať s malou: nastavte prvú dĺžku na 10 a vložte tento blok pred slučku.","challenges-content.create-a-spiral.instructions.20":"Vložte premennú „length“ (dĺžka) do bloku „move … steps“ (pohyb o ... krokov)","challenges-content.create-a-spiral.instructions.21":"Ak chcete, aby sa špirála zväčšovala, musíte tiež nechať zväčšiť dĺžku v každej slučke: pridajte blok nižšie na koniec slučky:","challenges-content.create-a-spiral.instructions.22":"Tu je váš aktuálny projekt:","challenges-content.create-a-spiral.instructions.23":"Krásna špirála ","challenges-content.create-a-spiral.instructions.24":"Nakreslili ste špirálu! Aby stále pokračovala, nahraďte slučku „repeat 6“ (opakovať 6) slučkou „forever“ (navždy):","challenges-content.create-a-spiral.instructions.25":"Ak chcete nakresliť farebnú špirálu, pridajte do slučky tento blok:","challenges-content.create-a-spiral.instructions.26":"Keď začnete odznova, postavička nakreslí nechcenú čiaru. Aby ste tomu zabránili, pridajte na začiatok projektu blok „pen up“ (pero hore).","challenges-content.create-a-spiral.instructions.27":"Tu je váš výsledný projekt:","challenges-content.create-a-spiral.instructions.28":"Gratulujeme! Vytvorili ste krásnu špirálu!","challenges-content.play-against-ai.title":"Tvorte a hrajte proti AI – hra kameň, papier, nožnice","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"aby ste pochopili, ako funguje cyklus strojového učenia.","challenges-content.play-against-ai.purposes.1":"aby ste vytvorili model strojového učenia pomocou nástroja Teachable Machine","challenges-content.play-against-ai.purposes.2":"aby ste sa oboznámili s nástrojom Pictoblox a importovali vytvorený model do projektu","challenges-content.play-against-ai.purposes.3":"aby ste usporiadali plochu a postavy, vytvorili a inicializovali premenné v Pictobloxe","challenges-content.play-against-ai.purposes.4":"aby ste začali hru, identifikovali pohyby hráčov, naprogramovali náhodné pohyby AI","challenges-content.play-against-ai.purposes.5":"aby ste vytvorili a otestovali hru, ktorá zahŕňa umelú inteligenciu ako súpera v hre kameň, papier, nožnice.","challenges-content.play-against-ai.description":"Vytvoríme model pomocou Teachable Machine z obrázkov s použitím troch tried: kameň, papier, nožnice. Model sa nahrá do Pictobloxu a použije sa na vytvorenie hry, ktorú môžeme hrať proti AI.","challenges-content.play-against-ai.duration":"90 minút","challenges-content.play-against-ai.instructions.0":"Vytvorte nový obrazový projekt na Teachable machine s 3 triedami s názvom kameň, papier a nožnice. Pre každú triedu urobte fotoaparátom aspoň 400 obrázkov. Uistite sa, že máte jasné pozadie. Natrénujte a exportujte model. Nahrajte model a skopírujte odkaz.","challenges-content.play-against-ai.instructions.1":"Vytvorte si bezplatný účet na stránke Pictoblox. Pridajte rozšírenie strojového učenia a nahrajte model. Usporiadajte plochu, premenné a postavičky. Začnite hru, identifikujte pohyby hráčov a pohyby AI a kto vyhrá kolo.","challenges-content.play-against-ai.instructions.2":"Trénujte údaje k hre.","challenges-content.play-against-ai.instructions.3":"Otestujte model.","challenges-content.play-against-ai.instructions.4":"Exportujte model.","challenges-content.play-against-ai.instructions.5":"Pridajte rozšírenie strojového učenia a načítajte model.","challenges-content.play-against-ai.instructions.6":"Usporiadajte plochu, premenné a postavičku.","challenges-content.play-against-ai.instructions.7":"Začnite hru.","challenges-content.play-against-ai.instructions.8":"Identifikujte pohyby hráča.","challenges-content.play-against-ai.instructions.9":"Nastavte náhodné pohyby AI.","challenges-content.play-against-ai.instructions.10":"Vysielajte náhodné pohyby AI.","challenges-content.play-against-ai.instructions.11":"Urobte tri bloky. Kto vyhrá kolo? ","challenges-content.play-against-ai.instructions.12":"Skontrolujte, či hráč vyhrá kolo.","challenges-content.play-against-ai.instructions.13":"Skontrolujte, či AI vyhrá kolo.","challenges-content.play-against-ai.instructions.14":"Skontrolujte, či je kolo nerozhodné.","challenges-content.play-against-ai.instructions.15":"Programové bloky.","challenges-content.play-against-ai.instructions.16":"Postavička kameň, papier, nožnice","challenges-content.air-drawing-with-AI.title":"Kreslenie vo vzduchu s AI","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"aby ste napísali program s použitím rozšírenia detekcie ľudského tela rozpoznali pohyb prstov pred kamerou.","challenges-content.air-drawing-with-AI.purposes.1":"aby ste kódovali pomocou jednoduchých blokov v niekoľkých riadkoch kódu.","challenges-content.air-drawing-with-AI.purposes.2":"aby ste vidieli príklad použitia AI","challenges-content.air-drawing-with-AI.description":"Vytvorenie programu, ktorý umožňuje používateľovi kresliť vo vzduchu rukou (ukazovákom) pred kamerou, a všetko, čo nakreslí, sa automaticky zobrazí na ploche Pictobloxu.","challenges-content.air-drawing-with-AI.instructions.0":"Vytvorte si účet na Pictobloxe","challenges-content.air-drawing-with-AI.instructions.1":"postupujte podľa vizuálnych pokynov:","challenges-content.air-drawing-with-AI.instructions.2":"pridajte rozšírenia „Human Body Detection“ (detekcia ľudského tela“ a Pen (pero);","challenges-content.air-drawing-with-AI.instructions.3":"nastavte plochu a pridajte postavičku (ceruzku) a ďalšie postavičky pre: Pen Down (pero dolu), Pen Up (pero hore), Delete all (vymazať všetko); ","challenges-content.air-drawing-with-AI.instructions.4":"napíšte kód, aby postavička ceruzky sledovala prst","challenges-content.air-drawing-with-AI.instructions.5":"napíšte kód pre tlačidlá: Pen Up (pero hore), Pen Down (pero dolu), Delete all (vymazať všetko), ako aj pre pero","challenges-content.air-drawing-with-AI.instructions.6":"Teraz môžete vytvárať svoje vlastné kresby a hrať sa s rôznymi farbami a veľkosťami pera.","challenges-content.air-drawing-with-AI.materials.0":"Notebook alebo počítač s kamerou","challenges-content.air-drawing-with-AI.materials.1":"Najnovšia verzia PictoBloxu stiahnutá (odporúča sa) alebo online Pictoblox (zadarmo)","challenges-content.air-drawing-with-AI.materials.2":"Účet na Pictobloxe (zadarmo)","challenges-content.air-drawing-with-AI.materials.3":"Dobré pripojenie na internet","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Aby ste sa naučili základné koncepcie strojového učenia a rozpoznávania textu.","challenges-content.emobot-kliki.purposes.1":"Aby ste pochopili úlohu emócií v komunikácii.","challenges-content.emobot-kliki.purposes.2":"Aby ste vytvárali dialógy medzi četbotom a používateľom pomocou programovania.","challenges-content.emobot-kliki.purposes.3":"Aby ste pochopili, ako môžu počítače rozpoznať emocionálne tóny prostredníctvom analýzy textu a podľa toho reagovať.","challenges-content.emobot-kliki.description.0":"Vytvorte v programe Scratch emocionálneho robota, ktorý dokáže zobraziť šťastnú tvár pri pozitívnych správach (ak mu hovoríte pekné veci), nahnevanú tvár pri negatívnych správach (ak mu hovoríte zlé veci) a zmätenú tvár, ak správa nie je špecifikovaná.","challenges-content.emobot-kliki.description.1":"Náš Emobot Kliki rozpozná komplimenty a urážky, takže uvidíme, ako sa dajú počítače vycvičiť, aby rozpoznávali emocionálny tón.","challenges-content.emobot-kliki.instructions.0":"Ak chcete začať, naprogramujte si zoznam pravidiel pre to, čo je pekné alebo láskavé a čo je zlé alebo nemilé.","challenges-content.emobot-kliki.instructions.1":"Prihláste sa na https://machinelearningforkids.co.uk/ alebo si vytvorete nový účet.","challenges-content.emobot-kliki.instructions.2":"Vytvorte nový model strojového učenia a pridajte 3 nové štítky, prvý nazvite „pekné“, druhý „zlé“ a prípadne, ak chcete rozpoznať svoje meno, vytvorte tretí štítok s názvom „meno“.","challenges-content.emobot-kliki.instructions.3":"Trénujte nový model strojového učenia, otestujte ho a použite ho na vytvorenie Emobota v programe Scratch.","challenges-content.emobot-kliki.instructions.4":"Spustite editor Scratch 3, odstráňte postavu mačky, vložte 3 nové postavičky od Microsoft Bing Image Creator (šťastná, nahnevaná a neistá počítačová kreslená postavička) alebo vytvorte novú postavičku kliknutím na ikonu maľovania tak, že nakreslíte tri kópie kostýmu pre šťastnú, nahnevanú a neistú tvár.","challenges-content.emobot-kliki.instructions.5":"Kliknite na kartu „Code“ (kód) a zadajte nasledujúci skript.","challenges-content.emobot-kliki.example.0":"Podeľte sa o svoje Emobot Kliki so svojimi priateľmi a zistite viac o AI a emóciách!","challenges-content.emobot-kliki.example.1":"Namiesto počítačovej kreslenej postavy môžete skúsiť niečo iné, napríklad zviera. Namiesto láskavého a nemilého by ste mohli postavu cvičiť tak, aby rozpoznávala iné typy správ.","challenges-content.craft-magic.title":"Vytvárajte mágiu pomocou gestikulácie s AI","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Na pestovanie zručnosti programovania medzi študentmi, čo im umožní používať základné príkazy.","challenges-content.craft-magic.purposes.1":"Na rozvíjanie schopnosti algoritmického myslenia rozdelením zložitých úloh do zvládnuteľných krokov.","challenges-content.craft-magic.purposes.2":"Na podporu kreatívneho riešenia problémov pri hľadaní jedinečného využitia gestikulácie na kreslenie a písanie.","challenges-content.craft-magic.purposes.3":"Na lepšie pochopenie koncepcií AI, najmä toho, ako AI umožňuje počítačom rozpoznať a vykladať gestikuláciu.","challenges-content.craft-magic.purposes.4":"Na zvýšenie povedomia o význame technológie pre jednotlivcov so zdravotným postihnutím.","challenges-content.craft-magic.purposes.5":"Na podporu spoločného riešenia problémov a tímovej práce medzi študentmi pri spoločnej práci na zlepšovaní svojich programov gestikulácie.","challenges-content.craft-magic.purposes.6":"Na prepojenie zručností v oblasti programovania a výpočtového myslenia s použitím v reálnom svete, zdôrazňujúc zmysluplný vplyv technológií na životy ľudí a zosúladenie s cieľmi udržateľného rozvoja (SDG).","challenges-content.craft-magic.duration.0":"90 minút pre žiakov vo veku 10 – 12 rokov","challenges-content.craft-magic.duration.1":"45 minút pre žiakov vo veku 12 – 15 rokov","challenges-content.craft-magic.description":"Vytvorte program založený na blokoch Scratch pomocou rozšírenia AI „Human Body“ (ľudské telo) kreatívnym a pútavým spôsobom tak, aby ste mohli kresliť na obrazovku bez potreby tradičnej myši alebo dotykovej obrazovky.","challenges-content.craft-magic.instructions.0":"Pripojte sa k https://ai.thestempedia.com a vytvorte si účty pre učiteľov a študentov.","challenges-content.craft-magic.instructions.1":"Importujte rozšírenia „Human Body Detection“ (detekcia ľudského tela), „Pen“ (pero), „Text to Speech“ (text na reč).","challenges-content.craft-magic.instructions.2":"Pridajte z knižnice postavu „ceruzky“ a vytvorte 7 postavičiek (“písať“, „číra“, „čierna“, „červená“, „modrá“, „zelená“, „ružová“).","challenges-content.craft-magic.instructions.3":"Zadajte príkazy, aby ste skontrolovali, čo sa stane, keď sa postava „ceruzky“ dotkne niektorej z ostatných postavičiek.","challenges-content.craft-magic.instructions.4":"Zadajte príkazy, ktoré umožnia kamere rozpoznať gesto rukou, a posuňte ceruzku na súradnice x a y vášho ukazováka.","challenges-content.craft-magic.instructions.5":"Nakoniec zmeňte kostým.","challenges-content.craft-magic.instructions.6":"Pridajte zvukové efekty.","challenges-content.craft-magic.materials.0":"Programovacia platforma https://ai.thestempedia.com (zadarmo)","challenges-content.craft-magic.materials.1":"účet pre učiteľa (zadarmo)","challenges-content.craft-magic.materials.2":"účet pre žiaka (zadarmo)","challenges-content.craft-magic.materials.3":"Počítače k kamerou","challenges-content.craft-magic.materials.4":"Internetové pripojenie","challenges-content.circle-of-dots.title":"Kruh z bodiek","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Na napísanie kódu, ktorý nakreslí čiary z bodov.","challenges-content.circle-of-dots.purposes.1":"Na napísanie kódu, ktorý nakreslí čiary z pomlčiek.","challenges-content.circle-of-dots.purposes.2":"Na napísanie kódu, ktorý nakreslí kruhu.","challenges-content.circle-of-dots.purposes.3":"Napíšte kód, ktorý nakreslí kruh z bodiek (pomlčiek).","challenges-content.circle-of-dots.description":"Nakreslite kruh z bodiek alebo pomlčiek.","challenges-content.circle-of-dots.duration":"40 minút","challenges-content.circle-of-dots.instructions.0":"Vytvorenie bloku z bodiek.","challenges-content.circle-of-dots.instructions.1":"Vytvorenie bloku z pomlčiek.","challenges-content.circle-of-dots.instructions.2":"Vytvorenie kruhu z bodky.","challenges-content.circle-of-dots.instructions.3":"Vytvorenie kruhu z pomlčky.","challenges-content.coding-escape-room.title":"Vytvorte kódovaciu únikovú miestnosť","challenges-content.coding-escape-room.author":"Stefania Altieri a Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Na učenie/naučenie sa a uvažovanie o koncepciách programovania.","challenges-content.coding-escape-room.purposes.1":"Na používanie jednoduchých nástrojov na programovanie.","challenges-content.coding-escape-room.purposes.2":"Na rozvíjanie výpočtového myslenia a riešenie problémov.","challenges-content.coding-escape-room.description.0":"Vytvorte únikový zážitok z programovania, ako je tento:","challenges-content.coding-escape-room.description.1":"Môžete použiť Google formulár, Genially, Google prezentáciu, akýkoľvek nástroj na vytvorenie rozprávania založeného na programovaní ;).","challenges-content.coding-escape-room.duration":"90 minút","challenges-content.coding-escape-room.instructions":"Môžete rozdeliť svojich žiakov do malých skupín, môžu sa hrať a potom vytvoriť ďalšiu výzvu pomocou šablóny: ","challenges-content.coding-escape-room.materials.0":"Dá sa použiť akýkoľvek nástroj (platforma Google a Microsoft na vytváranie a výmenu dokumentov, prezentácií a hárkov). Akýkoľvek programovací konštrukt, nástroj alebo postava, ktoré sú spojené s IKT a programovaním.","challenges-content.coding-escape-room.example.0":"Niektoré postavy, ktoré mali veľmi dôležitú úlohu v histórii IKT, a základné koncepcie kódovania a programovania sú predstavené prostredníctvom hry. To je najlepší spôsob, ako sa učiť a aktívne sa zapájať. Túto hru je možné hrať v tímoch alebo individuálne, ako výzvu alebo súťaž. Študenti potom môžu vytvoriť niečo podobné a rozvíjať kompetencie, ako je kreativita a programovacie zručnosti.","challenges-content.coding-escape-room.example.1":"Toto je veľmi praktický zdroj, ktorý možno znovu použiť a ľahko opakovane použiť. Formuláre Google sú jedným z možných nástrojov. Môžete tiež použiť snímky Google, Genial.ly alebo Emaze, alebo akýkoľvek iný nástroj na vytváranie príbehov z križovatiek a vlastných dobrodružstiev.","challenges-content.coding-escape-room.example.2":"Úniková výzva je rozdelená na časti. Ak uhádnete, môžete pokračovať. Žiaci musia vytvoriť programovacie kvízy.","challenges-content.let-the-snake-run.title":"Utekajúci had","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Na naprogramovanie pohybu hada na vlastnom mikro:bite.","challenges-content.let-the-snake-run.purposes.1":"Na naprogramovanie správneho umiestnenia a načasovanie spoločnej animácie.","challenges-content.let-the-snake-run.description":"Žiaci musia napísať kódy na navigáciu hada cez micro:bits vedľa seba. Musí sa to urobiť tak, aby to vyzeralo, že had behá z jedného mikro:bitu do druhého.","challenges-content.let-the-snake-run.duration":"30 minút","challenges-content.let-the-snake-run.instructions.0":"Navrhnite dráhu, ktorá prechádza niekoľkými mikro:bitmi vedľa seba (napr. vytvára štvorec 2x2).","challenges-content.let-the-snake-run.instructions.1":"Zadajte kódy, ako sa had pohybuje po dráhe.","challenges-content.let-the-snake-run.instructions.2":"Pracujte na svojom vlastnom zariadení, potom ich spojte a spustite kód.","challenges-content.let-the-snake-run.instructions.3":"Zvážte načasovanie a umiestnenie: Ak had vyjde z jedného mikro:bitu, objaví sa na ďalšom mikro:bite.","challenges-content.let-the-snake-run.instructions.4":"Ďalšie výzvy: S micro:bit v2 prehrávajte hudbu, kým had neopustí vaše zariadenie.","challenges-content.let-the-snake-run.instructions.5":"Upravte hada zmenou jasu LED diód.","challenges-content.let-the-snake-run.instructions.6":"Skúste to dlhšie alebo s viacerými hadmi.","challenges-content.let-the-snake-run.example.0":"Toto je príklad 6 pixelov dlhého hada so 4 mikro:bitmi tvoriacimi štvorec 2x2:","challenges-content.let-the-snake-run.example.1":"Programovanie počiatočného micro:bitu (môže to urobiť učiteľ)","challenges-content.let-the-snake-run.example.2":"Všetky kódy sú iniciované týmto micro:bitom, ktorý po stlačení tlačidla A vysiela rádiový signál do iných micro:bitov.","challenges-content.let-the-snake-run.example.3":"Programovanie pohybu hada","challenges-content.let-the-snake-run.example.4":"Každý mikro:bit musí byť v rovnakej rádiovej skupine ako počiatočný mikro:bit.","challenges-content.let-the-snake-run.example.5":"Všetky animácie sa spustia po prijatí rádiového signálu.","challenges-content.let-the-snake-run.example.6":"Animácia prvého mikrobitu je okamžite viditeľná, ostatné čakajú, kým sa tam had dostane.","challenges-content.let-the-snake-run.example.7":"Čas medzi dvoma fázami určuje rýchlosť hada.","challenges-content.let-the-snake-run.materials.0":"micro:bits (pre každého študenta, ak je to možné)","challenges-content.let-the-snake-run.materials.1":"notebook alebo počítač pre editor makecode.microbit.org","challenges-content.illustrate-a-joke.title":"Ilustruj vtip s bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Na navrhnutie malej hry, kde používateľ nájde odpoveď na vtipnú otázku.","challenges-content.illustrate-a-joke.description":"Študenti navrhnú hru, v ktorej používateľ nájde odpoveď na vtipnú otázku, keď figúrka narazí na predmet na ihrisku. Na dokončenie výzvy študenti používajú základné funkcie bitsy.","challenges-content.illustrate-a-joke.instructions.0":"Vymyslite vtipnú otázku. Prejdite na bitsy a začnite nový projekt. Budete potrebovať:","challenges-content.illustrate-a-joke.instructions.1":"avatara – postavičku, ktorou môžete pohybovať","challenges-content.illustrate-a-joke.instructions.2":"Bielu mačku na fialovom pozadí","challenges-content.illustrate-a-joke.instructions.3":"Automaticky generovaný opis","challenges-content.illustrate-a-joke.instructions.4":"predmet, ku ktorému musí ísť váš avatar","challenges-content.illustrate-a-joke.instructions.5":"miestnosť – pozadie vášho programu","challenges-content.illustrate-a-joke.instructions.6":"dve správy: otázku a odpoveď","challenges-content.illustrate-a-joke.instructions.7":"Dokončená hra sa dá stiahnuť ako súbor html.","challenges-content.illustrate-a-joke.example":"Na tejto webovej lokalite vidíte príklad vtipu a je tam odkaz na digitálnu tabuľu:","challenges-content.illustrate-a-joke.materials":"bitsy beží v prehliadači","challenges-content.app-that-counts-in-several-languages.title":"Aplikácia, ktorá počíta vo viacerých jazykoch","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Na naučenie sa, ako vytvoriť jednoduchú aplikáciu.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Na naučenie sa, ako programovať cez bloky.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Na naučenie sa, ako pridať štítky, tlačidlá, obrázky, senzory a médiá.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Na naučenie sa, ako usporiadať prvky na obrazovke aplikácie","challenges-content.app-that-counts-in-several-languages.description":"Aplikácia vám umožňuje počítať vo viacerých jazykoch stlačením tlačidla. Keď používateľ zatrasie smartfónom, počítanie sa vráti na nulu. Výzvou je pridať ďalší jazyk.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Na splnenie výzvy musíte definovať ďalší jazyk, v ktorom má aplikácia počítať.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Potom si musíte stiahnuť z internetu (napr. z Pixabay alebo Unsplash) vlajku tejto krajiny a nahrať ju na platformu MIT APP Inventor prostredníctvom prvku s názvom flag pod „Picture property“ (vlastnosť obrázka).","challenges-content.app-that-counts-in-several-languages.instructions.2":"Ďalej by ste mali zistiť, ako sa píše názov krajiny v angličtine a ako sa povie „odísť“ a „stlač ma“ v jazyku danej krajiny.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Nakoniec musíte pridať potrebné bloky, aby aplikácia fungovala v novom jazyku.","challenges-content.app-that-counts-in-several-languages.materials.0":"Na vývoj aplikácie potrebujete počítač alebo notebook s prístupom na internet.","challenges-content.app-that-counts-in-several-languages.materials.1":"Vytvorte si účet na platforme MIT APP Inventor, ktorá je dostupná cez https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Na testovanie vyvinutej aplikácie je tiež potrebné nainštalovať do smartfónu aplikáciu MIT AI2 Companion.","challenges-content.coding-with-art-through-storytelling.title":"Programovanie spojené s umením prostredníctvom rozprávania príbehov","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara and Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Na pestovanie zručností pozorovania, interpretácie a kladenia otázok prostredníctvom umenia.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Na to, aby ste boli kreatívny a spolupracovali s ostatnými na spoločnom cieli","challenges-content.coding-with-art-through-storytelling.purposes.2":"Na vytvorenie algoritmu na vyrozprávanie príbehu.","challenges-content.coding-with-art-through-storytelling.description":"V tejto výzve sa žiaci inšpirujú umeleckým dielom, vytvoria príbeh a ilustrujú ho. Potom sa pokúsia prerozprávať príbeh pomocou programovateľnej robotickej súpravy/alebo ako aktivitu bez zapojenia do siete.","challenges-content.coding-with-art-through-storytelling.materials.0":"Túto aktivitu možno realizovať ako aktivitu odpojenú od siete alebo pomocou vzdelávacieho programovateľného robota, ako je beebot/bluebot/mouse robot (robotické hračky).","challenges-content.coding-with-art-through-storytelling.materials.1":"karty so šípkami pre beebota alebo karty so šípkami na aktivitu mimo siete","challenges-content.coding-with-art-through-storytelling.materials.2":"v gréčtine","challenges-content.coding-with-art-through-storytelling.materials.3":"Ak sa chcete dozvedieť viac o súbore nástrojov Project Zero's Thinking Routine, môžete navštíviť","challenges-content.coding-with-art-through-storytelling.example.0":"Učiteľ spolupracuje so žiakmi na modeli, ako navrhnúť algoritmus s kartami, ktoré poskytnú pokyny pre Bee-Bota alebo iného robota, aby sa dostal k prvej udalosti príbehu na podložke. Žiaci pracujú v tímoch po troch alebo štyroch, aby navrhli algoritmus, aby sa robot presunul do ďalšej časti. Žiaci testujú svoje algoritmy na podložke v triede a podľa potreby odstraňujú chyby.","challenges-content.coding-with-art-through-storytelling.example.1":"Pokračujú, aby robot prešiel cez toľko udalostí príbehu, koľko sa dá","challenges-content.coding-with-art-through-storytelling.example.2":"Túto aktivitu možno realizovať ako aktivitu odpojenú od siete.","challenges-content.coding-with-art-through-storytelling.example.3":"Jedno dieťa je robot a ďalšie dieťa je programátor. Programátor vytvára algoritmickú cestu pomocou kariet so šípkami, aby pomohol robotovi presunúť sa z jedného obrázka na druhý a vyrozprávať príbeh. Zakaždým, keď je robot na obrázku, má rozpovedať časť príbehu.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Učiteľ požiada žiakov, aby pozorovali obraz/fotografiu.","challenges-content.coding-with-art-through-storytelling.instructions.1":"Aby vytvorili príbeh, používajú myšlienkový postup „úvod, jadro, záver“ (Project Zero z Harvardskej školy).","challenges-content.coding-with-art-through-storytelling.instructions.2":"Učiteľ sa ich pýta: „Ak je toto umelecké dielo úvod/jadro/záver príbehu, čo sa môže stať ďalej/predtým/na konci?","challenges-content.coding-with-art-through-storytelling.instructions.3":"Žiaci ilustrujú udalosti príbehu.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Žiaci si spomínajú na príbeh a zapisujú udalosti do tabuľky. Pomocou kariet so šípkami vytvoria algoritmus, ktorý pomáha Beebotovi prerozprávať príbeh.","challenges-content.coding-with-legoboost.title":"Kódovanie a programovanie s LegoBoost – rozšírením programu Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"na vytváranie modelov pomocou LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"na rozvíjanie programovacích zručností v Scratch.","challenges-content.coding-with-legoboost.purposes.2":"na programovanie robotov pomocou príkazov od jednoduchých po zložité.","challenges-content.coding-with-legoboost.description":"V tejto výzve študenti použijú rozšírenie Scratch – LegoBoost a do aplikácie zadajú kódy, aby sa roboti mohli pohybovať dopredu, dozadu, vyhýbať sa prekážkam a počúvali hlasové príkazy.","challenges-content.coding-with-legoboost.duration":"120 minút","challenges-content.coding-with-legoboost.instructions.0":"Prihláste sa do aplikácie Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Spustite Scratch Link a na notebooku aktivujte Bluetooth.","challenges-content.coding-with-legoboost.instructions.2":"Kliknite na Pridať rozšírenie Scratch a vyberte LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Pridajte obrázok o Európskom týždni programovania.","challenges-content.coding-with-legoboost.instructions.4":"Zapnite dva AB motory a keď narazíte na červenú prekážku, vypnite.","challenges-content.coding-with-legoboost.instructions.5":"V zelenej farbe je zapnutý motor A, v čiernej farbe je zapnutý motor B.","challenges-content.coding-with-legoboost.instructions.6":"Na trase budú umiestnené zelené, červené a čierne prekážky.","challenges-content.coding-with-legoboost.instructions.7":"Pridajte príkazy na pohyb a otáčanie zo šípok a prevod textu na reč, keď narazíte na prekážku.","challenges-content.coding-with-legoboost.instructions.8":"Otestujte to!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1oOGsZ_gSRgr1qrsp7lww_vQuegIQmjdU","challenges.title":"VÝZVY EURÓPSKEHO TÝŽDŇA PROGRAMOVANIA","challenges.date":"9. – 24. októbra 2021","challenges.common.target-audience":"Cieľová skupina","challenges.common.pre-primary":"Škôlkári a predškoláci","challenges.common.experience":"Skúsenosti","challenges.common.duration":"Dĺžka","challenges.common.materials":"Odporúčané materiály","challenges.common.purpose":"Cieľ","challenges.common.description":"Opis","challenges.common.instructions":"Pokyny","challenges.common.example":"Príklad","challenges.common.written-by.0":"Táto výzva je dielom","challenges.common.written-by.1":"a patrí medzi","challenges.common.teachers":"Učitelia","challenges.common.students":"Študenti","challenges.common.beginner":"Začiatočník","challenges.common.intermediate":"Stredne pokročilý","challenges.common.advanced":"Pokročilý","challenges.common.1-hour":"1 hodina","challenges.main.0":"Zdolajte jednu alebo viacero výziev Európskeho týždňa programovania počas Európskeho týždňa programovania od 9. do 24. októbra 2021.","challenges.main.1":"Čo sú to výzvy Európskeho týždňa programovania?","challenges.main.2":"Výzvy Európskeho týždňa programovania sú aktivity, do ktorých sa môžete pustiť na vlastnú päsť, počas vyučovania alebo s kolegami či kamarátmi. Chceli by ste sa zapojiť do týždňa programovania, ale neviete, čo by ste mohli zorganizovať? Nemusíte už ďalej hľadať! Spolu s partnermi týždňa programovania sme vytvorili súbor ľahko vykonateľných výziev, ktoré zahŕňajú konkrétne príklady, ako ich použiť počas vyučovania alebo skupinovej aktivity. Uvádzame aj návod na vypracovanie výziev, ktorý si môžete upraviť podľa vlastných potrieb, záujmov a veku účastníkov. Môžete použiť ľubovoľné nástroje a technológie, no my odporúčame materiály s otvoreným zdrojovým kódom.","challenges.main.3":"Vyberte si jednu alebo viacero výziev, prispôsobte ju svojej skupine alebo triede a zverejnite výsledky na Instagrame, aby ste ďalším kolegom a priateľom spravili chuť zabaviť sa s týždňom programovania!","challenges.main.4":"Kliknite na výzvu a zistite, čo sa za ňou skrýva:","challenges.main.5":"Kto sa môže zapojiť?","challenges.main.6":"Do oslavy Európskeho týždňa programovania 2021 a zdolania výzvy #EUCodeWeekChallenge sa môže zapojiť ktokoľvek (školy, učitelia, knižnice, programátorské krúžky, podniky, verejné orgány).","challenges.main.7":"Ako sa zúčastniť na výzve Európskeho týždňa programovania 2021?","challenges.main.8":"Zvoľte si výzvu, ktorú by ste chceli zdolať.","challenges.main.9":"Spojte účastníkov do dvojíc alebo skupín. Tímová práca a spolupráca sú kľúčom k úspešnému zdolaniu výzvy, či už aktivitu organizujete prezenčne alebo online, ako vnútroštátnu alebo medzinárodnú aktivitu spolupráce.","challenges.main.10":"Zverejnite svoju výzvu","challenges.main.11":"Chceli by ste vyhrať fajnové vecičky od týždňa programovania? Ak áno, spravte poriadne haló o tom, čo vytvoríte!","challenges.main.12":"Keď zdoláte výzvu, zverejnite to na Instagrame.","challenges.main.13":"Víťazi sa budú vyberať každý deň počas týždňa programovania od 9. do 24. októbra a vyhlásime ich na našom Instagrame, takže si nezabudnite pravidelne pozerať notifikácie.","challenges.share.0":"Ako zverejniť svoju výzvu či výzvy na Instagrame?","challenges.share.1":"Kliknite na tlačidlo Upraviť profil","challenges.share.2":"Vložte odkaz na svoj výtvor do poľa Web a uložte","challenges.share.3":"Vytvorte nový príspevok","challenges.share.4":"Vložte snímku obrazovky svojho výtvoru","challenges.share.5":"Napíšte pútavý opis","challenges.share.6":"Nezabudnite uviesť, že v profile máte odkaz (Link in Bio)","challenges.share.7":"Vložte #EUCodeWeekChallenge","challenges.share.8":"Spomeňte a označte @CodeWeekEU","challenges.share.9":"Radšej by ste výzvu či výzvy zverejnili na Facebooku?","challenges.share.10":"Európsky týždeň programovania každý deň na svojej","challenges.share.11":"facebookovej stránke","challenges.share.12":"pripne príspevok s novou výzvou a vyberie víťaza, ktorý získa cenu na základe komentárov pod príspevkom.","challenges.share.13":"Ako to funguje?","challenges.share.14":"Stačí, ak v komentári pod príspevkom uvediete odkaz na svoj výtvor.","challenges.share-box.0":"Zverejnite odkaz na svoj výtvor","challenges.share-box.1":"v opise k svojmu profilu na Instagrame","challenges.share-box.2":"kliknite na tlačidlo","challenges.share-box.3":"Upraviť profil","challenges.share-box.4":"v instagramovom účte a vložte odkaz na svoj výtvor do poľa Web. Potom vytvorte nový príspevok, vložte snímku obrazovky svojho výtvoru, napíšte ","challenges.share-box.5":"odkaz v opise k profilu (Link in Bio)","challenges.share-box.6":"uveďte hashtag #EUCodeWeekChallenge a označte @CodeWeekEU","challenges.share-box.7":"Radšej by ste výzvu či výzvy zverejnili na","challenges.share-box.8":"Európsky týždeň programovania pripne","challenges.share-box.9":"príspevok s novou výzvou na svojej","challenges.share-box.10":"facebookovej stránke","challenges.share-box.11":"Potom stačí, ak v komentári pod príspevkom uvediete odkaz na svoj výtvor.","challenges.share-box.12":"Víťazi sa budú vyberať a získajú fajnové vecičky od týždňa programovania každý deň počas týždňa programovania od 9. do 24. októbra a vyhlásime ich na našom Instagrame a Facebooku, takže si nezabudnite pravidelne pozerať notifikácie.","challenges.take-part.0":"Prečo sa zúčastniť na výzve Európskeho týždňa programovania?","challenges.take-part.1":"Zapojenie sa do aktivít zameraných na hľadanie riešení a programovanie.","challenges.take-part.2":"Spolupráca s kolegami.","challenges.take-part.3":"Šírenie informácií o význame programovania.","challenges.download.0":"Kliknite","challenges.download.1":"sem","challenges.download.2":"a stiahnite si túto výzvu vo formáte dokumentu Word","challenges.bingo.0":"Zdolajte všetky výzvy","challenges.bingo.1":"Zdolali ste výzvu? Vytlačte si","challenges.bingo.2":"bingo lístok","challenges.bingo.3":"a označte malú bielu bublinu v ľavom hornom rohu","challenges.bingo.4":"Zverejnite svoju výzvu v sociálnych médiách a vyhrajte super ceny od týždňa programovania","challenges.bingo.5":"Stačí, ak nahráte obrázok s vyplneným riadkom, riadkami, stĺpcom, stĺpcami alebo ešte lepšie s úplne vyplneným bingo lístkom na","challenges.bingo.6":"Facebook, Instagram alebo Twitter","challenges.bingo.7":"Nezabudnite uviesť","codeweek4all.title":"Výzva Code Week 4 All (Týždeň programovania pre všetkých)","codeweek4all.text":`Výzva Code Week 4 All vás chce motivovať na to, aby ste svoje aktivity prepojili s aktivitami, - ktoré organizujú vaši kamaráti, kolegovia či známi, a takto - spoločne získali certifikát excelentnosti.`,"codeweek4all.what.title":"O čo ide?","codeweek4all.what.content":`

    Okrem toho, že pridáte svoju aktivitu na mapu Európskeho týždňa - programovania, môžete povzbudiť ľudí, ktorí sú súčasťou - vašej siete, aby pridali svoju aktivitu. Pokiaľ so svojou skupinou dosiahnete - jedno z uvedených kritérií, všetci získate od týždňa - programovania certifikát excelentnosti.

    -

    Kritériá na získanie certifikátu excelentnosti:

    `,"codeweek4all.what.criteria1":"500 zapojených študentov","codeweek4all.what.criteria2":"10 prepojených aktivít (od 10 rôznych organizátorov)","codeweek4all.what.criteria3":"3 zapojené krajiny","codeweek4all.what.andor":"a/alebo","codeweek4all.howto.title":"Ako sa zapojiť?","codeweek4all.howto.time":"Výzva Code Week 4 All trvá do konca kalendárneho roka. Certifikáty sa budú vydávať začiatkom budúceho roka v januári alebo vo februári.","codeweek4all.howto.content":`Otvorte si stránku Pridať podujatie a vyplňte potrebné - údaje o svojej programovacej aktivite.`,"codeweek4all.howto.first_alliance.1":"Kliknite na Odoslať.","codeweek4all.howto.first_alliance.2":`Po prijatí danej aktivity vám pošleme potvrdzujúci - e-mail s jedinečným kódom Code Week 4 All.`,"codeweek4all.howto.first_alliance.3":`Skopírujte tento kód a pošlite ho kolegom a ďalším, - ktorí sú súčasťou siete, ak aj oni organizujú aktivitu týkajúcu - sa programovania. Hovorte o tom, aby ste motivovali na účasť aj ďalších!`,"codeweek4all.howto.first_alliance.4":`Po skončení kampane vyzveme všetkých organizátorov aktivít, - aby nám nahlásili počet zaangažovaných účastníkov. - Ak ste splnili stanovené kritériá, spolu so svojimi kolegami, - ktorí boli súčasťou siete, získate certifikát - excelentnosti.`,"codeweek4all.howto.first_alliance.title":"Ak ste prvý spomedzi členov skupiny:","codeweek4all.howto.existing_alliance.1":`Vložte heslo získané od iniciátora – človeka, ktorý - začal vytvárať skupinu –, do poľa kódu CODE WEEK 4 ALL CODE.`,"codeweek4all.howto.existing_alliance.2":"Kliknite na Odoslať.","codeweek4all.howto.existing_alliance.3":`Hovorte o tom (a šírte kód), aby sa do vašej - skupiny zapojili ďalší organizátori.`,"codeweek4all.howto.existing_alliance.4":`Po skončení kampane vyzveme všetkých organizátorov aktivít, - aby nám nahlásili počet zaangažovaných účastníkov. - Ak ste splnili stanovené kritériá, spolu so svojimi kolegami, - ktorí boli súčasťou siete, získate certifikát - excelentnosti.`,"codeweek4all.howto.existing_alliance.title":"Ak sa zapájate do existujúcej skupiny:","codeweek4all.why.1":`Šírenie informácií o význame - programovania.`,"codeweek4all.why.2":"Dosiahnutie zvýšenia počtu zapojených študentov.","codeweek4all.why.3":`Nadväzovanie vzťahov s organizáciami a/alebo so školami v rámci - komunity alebo na medzinárodnej úrovni.`,"codeweek4all.why.4":"Získanie podpory od iných organizátorov a učiteľov.","codeweek4all.why.5":"Získanie certifikátu excelentnosti.","codeweek4all.why.title":"A prečo sa zapojiť do výzvy?","codeweek4all.superorganiser-title":"Certifikát superorganizátora","codeweek4all.superorganiser":'Takisto môžete získať certifikát superorganizátora. Na jeho získanie musíte zorganizovať a zaregistrovať najmenej 10 samostatných aktivít vo vašej škole, organizácii alebo online.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Otázky","coding-at-home.material.required":"Potrebné pomôcky","coding-at-home.material.chequered":"šachovnicový papier","coding-at-home.material.footprint":"kartičky s obrázkami stôp","coding-at-home.intro.title":"Predstavujeme Coding@Home","coding-at-home.explorer.title":"Bádateľ","coding-at-home.explorer.text":"Bádateľ je prvou aktivitou série Coding@Home. Úlohou je posúvať bádateľa po hracej ploche a po navštívení čo najväčšieho počtu políčok dôjsť do cieľa. ","coding-at-home.explorer.questions.content.1":"1. otázka. Ak je štart a cieľ na ploche umiestnený tak ako vo videu, je možné, aby bádateľ navštívil všetky políčka? ","coding-at-home.explorer.questions.content.2":"2. otázka. Aké umiestnenie štartu a cieľa bádateľovi znemožní navštíviť najväčší počet políčok na ploche? ","coding-at-home.right-and-left.title":"Vpravo a vľavo","coding-at-home.right-and-left.text":"Vpravo a vľavo je súťažná hra založená na spolupráci. Dva tímy spolupracujú na vytvorení cestičky k cieľu, zatiaľ čo súťažia a snažia sa použiť čo najviac im pridelených kartičiek. Žltý tím sa snaží vložiť čo najviac zákrut vľavo a červený tím sa snaží vložiť čo najviac zákrut vpravo. ","coding-at-home.right-and-left.questions.content.1":"1. otázka. Ak sú štart a cieľ umiestnené tak ako v prvej hre v tomto videu, je možné, aby jeden z tímov vyhral? ","coding-at-home.right-and-left.questions.content.2":"2. otázka. Ak sú štart a cieľ umiestnené tak ako v hre, ktorú vyhrala Anna, je možná aj remíza? ","coding-at-home.right-and-left.questions.content.3":"3. otázka. Zvýhodňuje určité umiestnenie štartu a cieľa jeden z tímov? ","coding-at-home.right-and-left.questions.content.4":"4. otázka. Možno na základe usporiadania štartu a cieľa predpokladať, aká medzera vznikne medzi víťazným a porazeným tímom? ","coding-at-home.keep-off-my-path.title":"Uhni mi z cesty","coding-at-home.keep-off-my-path.text":"Uhni mi z cesty je súťažná hra pre dva tímy. Tímy začínajú na opačných stranách hracej plochy a vytvárajú cestičky, ktorými sa jeden druhého snažia zablokovať. Vyhráva tím, ktorý protihráčovi zabráni v rozširovaní cestičky.","coding-at-home.keep-off-my-path.questions.content.1":"1. otázka. Zvýhodňujú niektoré štartovacie pozície jeden z tímov?","coding-at-home.keep-off-my-path.questions.content.2":"2. otázka. Môže sa hra skončiť remízou?","coding-at-home.keep-off-my-path.questions.content.3":"3. otázka. Má výhodu hráč, ktorý začína?","coding-at-home.keep-off-my-path.questions.content.4":"4. otázka. Existuje herná stratégia, ktorá začínajúcemu hráčovi zaručene prinesie víťazstvo?","coding-at-home.tug-of-war.title":"Preťahovanie lanom","coding-at-home.tug-of-war.text":"Preťahovanie lanom je súťažná hra založená na spolupráci. Dva tímy (žltý a červený) začínajú v strede na úplnom spodku hracej plochy a spoločne sa snažia dostať sa na vrch. Žltý tím sa snaží dostať sa na políčka vľavo a červený tím vpravo.","coding-at-home.tug-of-war.questions.content.1":"1. otázka. Existuje stratégia, ktorá vždy prinesie víťazstvo?","coding-at-home.tug-of-war.questions.content.2":"2. otázka. Má výhodu hráč, ktorý začína?","coding-at-home.tug-of-war.questions.content.3":"3. otázka. Ak sú obaja hráči rovnako pozorní, skončí hra vždy remízou, tzn. v strede?","coding-at-home.explorer-without-footprints.title":"Prieskumník bez stôp","coding-at-home.explorer-without-footprints.text":"Bádateľ chodí po hracej ploche od štartu do cieľa a snaží sa navštíviť všetky políčka. Ako sa bádateľ pohybuje, zanecháva za sebou farebné stopy, ktoré robotovi umožňujú interpretáciou farieb sledovať jeho kroky. Hra je ešte zaujímavejšia, keď po sebe bádateľ zahladí stopy a ostanú len farby.","coding-at-home.explorer-without-footprints.material":"a červená, žltá a sivá fixka (alebo pastelky)","coding-at-home.explorer-without-footprints.questions.content.1":"1. otázka. Aký je rozdiel medzi hracou plochou plnou farebných stôp a plochou, kde sú farby bez stôp?","coding-at-home.explorer-without-footprints.questions.content.2":"2. otázka. Ktorá plocha umožňuje väčšiu slobodu pohybu pri zachovaní pravidiel pre bočenie, ktoré je označené farebne?","coding-at-home.explorer-without-footprints.questions.content.3":"3. otázka. Sú na ploche s farbami možné cestičky, ktoré nie sú možné na ploche s farebnými stopami?","coding-at-home.explorer-without-footprints.questions.content.4":"4. otázka. Sú na ploche s farebnými stopami možné cestičky, ktoré nie sú možné na ploche s farbami?","coding-at-home.walk-as-long-as-you-can.title":"Nájdi najdlhšiu cestu","coding-at-home.walk-as-long-as-you-can.text":"Pri tejto hre má hráč za úlohu zostať čo najdlhšie na hracej doske, pričom používa farby namiesto stôp. Pri väčšej slobode pohybu sa zvyšuje náročnosť hry","coding-at-home.walk-as-long-as-you-can.coloured-cards":"farebné karty alebo červená, žltá a sivá fixka","coding-at-home.walk-as-long-as-you-can.questions.content.1":"O1. Kedy sa tieto dve trasy skrížia a navzájom zablokujú?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"O2. Je táto hra určená pre dvoch hráčov? Môžu ju hrať 3 alebo 4 hráči? Treba zmeniť pravidlá?","coding-at-home.ada-charles-roby.title":"Ada, Charles a Roby","coding-at-home.ada-charles-roby.text":"Príbeh Ady Lovelaceovej a Charlesa Babbagea je zaujímavý. Vymysleli a naprogramovali počítače sto rokov predtým, než boli skutočne vynájdené","coding-at-home.ada-charles-roby.material":"modelovacia hmota a krátka ceruzka","coding-at-home.ada-charles-roby.questions.content.1":"O1. Skúste si predstaviť, že robot, ktorý ste vyrobili z modelovacej hmoty a ceruzky, sa dokáže pohybovať po hracej doske, aby sa dostal na ktorúkoľvek pozíciu, a prípadne sledovať svoju trasu. Aké pokyny by ste použili na jeho naprogramovanie?","coding-at-home.cody-and-roby.title":"Cody a Roby","coding-at-home.cody-and-roby.text":"Toto je rolová hra s programátorom Codym a robotom Robym. Vo videu vám predstavíme karty CodyRoby, ktoré budeme odteraz používať na určenie ťahov po hracej doske. Cody bude pomocou týchto kariet dávať Robymu pokyny, ako sa má pohybovať po hracej doske","coding-at-home.cody-and-roby.material":"hracia doska so značkami, karty s pokynmi (vľavo, vpravo, dopredu) a ľubovoľné žetóny, ktoré sa budú klásť na hraciu dosku","coding-at-home.cody-and-roby.starter-kit":"štartovacia sada CodyRoby","coding-at-home.cody-and-roby.questions.content.1":"O1. Kam sa Roby dostane, ak začne z pozície C2 otočený na juh a vykoná poslednú sériu pokynov ukázaných vo videu?","coding-at-home.cody-and-roby.questions.content.2":"O2. Dali by sa ťahy, ktoré Roby urobí vykonaním poslednej série pokynov ukázaných vo videu, opísať pomocou pokynov CodyFeet alebo CodyColor na hracej doske?","coding-at-home.cody-and-roby.questions.content.3":"O3. Tri typy pokynov, ktoré sú predstavené vo videu a zastúpené zelenou, červenou a žltou farbou, tvoria súbor pokynov, ktoré môžu Robyho priviesť kamkoľvek na hracej doske. Vedeli by ste vymyslieť súbor pokynov s menej ako 3 pokynmi, ktorý by dokázal to isté?","coding-at-home.the-tourist.title":"Turista","coding-at-home.the-tourist.text":"Pri hre s kartami CodyRoby navzájom súperia dva tímy o to, ktorý z nich v čo najkratšom čase nájde sériu pokynov, ktoré privedú turistu k pamätihodnostiam, ktoré chce na hracej doske navštíviť","coding-at-home.the-tourist.material":"Na hru na zemi môžu byť vhodné väčšie karty","coding-at-home.the-tourist.questions.content.1":"O1. Aká séria pokynov by priviedla turistu k soche Rafaela v prvom príklade ukázanom vo videu?","coding-at-home.the-tourist.questions.content.2":"O2. Aká séria pokynov by priviedla turistu k vežiam Dóžovho paláca v druhom príklade ukázanom vo videu?","coding-at-home.the-tourist.questions.content.3":"O3. Vymyslíte nejaký zábavný pohyb alebo gesto, ktoré sa urobia vždy, keď si jeden z tímov potiahne ďalšiu kartu do programu? Porozmýšľajte nad štafetou spomenutou vo videu a vymyslite spôsob","coding-at-home.material2.chequered-with-labels":"hracia doska so značkami","coding-at-home.material2.cards":"24 kariet „Choď dopredu“, 8 kariet „Otoč sa doľava“ a 8 kariet „Otoč sa doprava“","coding-at-home.material2.larger-cards":"Pri hre na podlahe sa odporúčajú väčšie karty","coding-at-home.material2.video":"Vo videu sa vysvetľuje aj to, ako hrať bez balíčka kariet","coding-at-home.material2.pieces-of-paper":"Budete potrebovať aj 24 kúskov papiera na označenie políčok, na ktorých už figúrka stála","coding-at-home.material2.card-alternative":"Ako alternatívu k balíčku kariet CodyRoby môžete použiť kartové ikony, ktoré sú dostupné tu","coding-at-home.material2.small-drawings":"Doplniť možno malé obrázky, ktoré pomôžu pri rozprávaní príbehu. Tie, ktoré boli použité vo videu, sú dostupné tu","coding-at-home.material2.rest-of-cards":"Na záver použijeme karty CodyRoby, CodyFeet alebo CodyColour.","coding-at-home.catch-the-robot.title":"Chyť robota","coding-at-home.catch-the-robot.text":"Chyť robota je súťažná stolová hra alebo podlahová hra. Vyhráva hráč, ktorý chytí robota protihráčov tým, že sa dostane na jeho políčko na hracej doske. Náhodnosť hracích kariet núti oba tímy neustále prispôsobovať svoje stratégie.","coding-at-home.catch-the-robot.questions.content.1":"O1. Ak ružová figúrka (Roby) stojí na stredovom políčku C3 otočená na sever a ružový tím má 2 karty „Choď dopredu“, 2 karty „Otoč sa doľava“ a 1 kartu „Otoč sa doprava“, na ktoré políčka sa môže figúrka postaviť?","coding-at-home.the-snake.title":"Had","coding-at-home.the-snake.text":"Had je druh kartovej hry pre jedného hráča, ktorá sa hrá s hracími kartami CodyRoby. Cieľom tejto hry je previesť hada cez všetky políčka na hracej doske bez toho, aby si zahryzol do chvosta.","coding-at-home.the-snake.questions.content.1":"O1. Existujú štartovacie body, z ktorých sa nedá dostať na všetky políčka bez toho, aby si had zahryzol do chvosta?","coding-at-home.storytelling.title":"Rozprávanie príbehu","coding-at-home.storytelling.text":"Dnešnou témou je rozprávanie príbehu. Pomocou pokynov na kartách CodyRoby, kartách so stopami CodyFeet alebo farebných kartách CodyColour preveďte figúrky cez hraciu dosku a porozprávajte príbeh. Rozmiestnite jednotlivé časti príbehu po hracej doske.","coding-at-home.storytelling.questions.content.1":"O1. Ktorá pomôcka môže najlepšie nasmerovať Robyho pri rozprávaní príbehu?","coding-at-home.storytelling.questions.content.2":"O2. Dajú sa časti príbehu, ktorý chcete porozprávať, rozmiestniť na hracej doske tak, že sa k všetkým nebudete vedieť dostať pomocou kariet CodyFeet?","coding-at-home.two-snakes.title":"Dva hadíky","coding-at-home.two-snakes.text":"Pomocou kariet CodyRoby sa dva hadíky pohybujú po hracej ploche a snažia sa zablokovať pohyb toho druhého. Základné pravidlo je veľmi jednoduché. Hadík sa nemôže vrátiť na políčko, na ktorom už bol. Vyhrá hadík, ktorý sa dokáže voľne pohybovať najdlhšie.","coding-at-home.two-snakes.material":"Karty CodyRoby, šachovnicová hracia plocha (5 × 5), dve figúrky a kúsky papiera na označenie navštívených políčok.","coding-at-home.two-snakes.questions.content.1":"1. otázka: Ak v pôvodnom usporiadaní zobrazenom vo videu by si ani jeden z hráčov nepotiahol žltú kartu a nepohli by sa doľava, ktoré karty by si mali potiahnuť?","coding-at-home.round-trip.title":"Cesta tam a späť","coding-at-home.round-trip.text":"Hráči sa striedajú. Prvý hráč naprogramuje cestu tam a druhý hráč sa musí s Robym vrátiť na začiatočné políčko. Vyzerá to jednoducho, ale nie je to tak, najmä ak jednotlivé ťahy plánujete iba v hlave a Robym nehýbete...","coding-at-home.round-trip.material":"Karty CodyRoby, šachovnicová hracia plocha (5 × 5), dve figúrky a kúsky papiera na označenie navštívených políčok.","coding-at-home.round-trip.questions.content.1":"1. otázka: Je možné, aby bol program, pomocou ktorého sa Roby vráti na začiatočné políčko, kratší (tzn. aby bol zložený z menšieho množstva inštrukcií) ako program cesty tam?","coding-at-home.meeting-point.title":"Stretávka","coding-at-home.meeting-point.text":"V tejto hre naplánujeme ťahy skôr, ako začneme hýbať robotmi. Obaja hráči vyložia karty na stôl a vytvoria rad inštrukcií, pomocou ktorých sa budú ich roboty pohybovať. Nič sa však v skutočnosti nehýbe, až kým jeden z hráčov nepovie „Štart“. Vtedy sa končí programovanie a začína sa pohybovať robotmi. Hráč, ktorý povedal „Štart“, hru vyhrá, iba ak sa roboty, z ktorých každý vykonáva svoj program, stretnú na rovnakom políčku.","coding-at-home.meeting-point.material":"Karty CodyRoby, šachovnicová hracia plocha (5 × 5), dve figúrky.","coding-at-home.meeting-point.questions.content.1":"1. otázka: Ak si myslíte, že je možné vyhnúť sa stretnutie dvoch robotov, vytvorte pravidlá hry, ktoré pokrývajú všetky možné situácie.","coding-at-home.follow-the-music.title":"Nasleduj hudbu","coding-at-home.follow-the-music.text":"Ak sa programovacie inštrukcie pravidelne opakujú, vytvára to dojem rytmu. Ak priradíme ku každej inštrukcii zvuk, môžeme Robyho ovládať pomocou hudby. Presne to teraz urobíme. Vytvorím program pomocou rôznych zvukov, ktoré budú predstavovať jednotlivé inštrukcie, a vy budete pohybovať Robym po hracej ploche podľa týchto zvukových inštrukcií.","coding-at-home.follow-the-music.material":"Okrem kariet CodyRoby, šachovnicovej hracej plochy a figúrok budeme potrebovať aj tri rôzne zvuky. Použil som tri poháre naplnené rôznym množstvom vody. Čo sa rozhodnete použiť vy?","coding-at-home.follow-the-music.questions.content.1":"1. otázka: Postupujte podľa videa a nechajte sa viesť zvukmi pohárov bez toho, aby ste sa pozerali na karty. Dokážete rozoznať a vykonať zvukové inštrukcie?","coding-at-home.follow-the-music.questions.content.2":"2. otázka: Vyberte si tri zvuky a priraďte ich k trom základným inštrukciám. Vymyslite zvukovú postupnosť, ktorú môžete opakovať do nekonečna bez toho, aby sa Roby dostal mimo hraciu plochu...","coding-at-home.colour-everything.title":"Všetko vyfarbite","coding-at-home.colour-everything.text":"Možno viesť robotov okolo plochy tak, aby svojimi stopami vytvorili kresbu? Pri tejto aktivite sa hráme s umením programovania a pixelov, pri ktorom sa vytvárajú obrázky prostredníctvom vyfarbovania políčok štvorčekovej plochy tak, ako v prípade pixelov na obrazovke.","coding-at-home.colour-everything.material":"Karty CodyRoby, štvorčeková plocha a figúrka. Na vyfarbovanie políčok použite kúsky papiera, ktoré umiestnite na políčka, alebo políčka vyfarbite fixkami.","coding-at-home.colour-everything.questions.content.1":"Dajú sa nakresliť dve srdcia tak, ako je to v záverečnej časti videa, navádzaním robota na všetky potrebné políčka bez toho, aby po jednom políčku prešiel dvakrát?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter a CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Aký je rozdiel medzi ploterom a tlačiarňou? Zistite to tak, že si zahráte túto nesoftvérovú programovaciu hru.","coding-at-home.codyplotter-and-codyprinter.material":"okrem súpravy CodyRoby som použil zelenú fixku a nového robota z modelovacej hliny, ale to nie je povinné.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Viete vysvetliť rozdiel medzi ploterom a tlačiarňou?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Aký dizajn by RobyPrinter vytvoril pohybom po čiarach plochy, ak by vykonal sekvenciu príkazov uvedených na konci videa?","coding-at-home.boring-pixels.title":"Nudné pixely!/Používanie čísel","coding-at-home.boring-pixels.text":"Keď dávame Robymu pokyny vytvoriť obrázok štvorček po štvorčeku, pixel po pixli, zistíme, že ak má veľa štvorčekov v rade rovnakú farbu, môžeme použiť čísla, aby to bolo zaujímavejšie. Počítače robia to isté…","coding-at-home.boring-pixels.material":"zápisník so štvorčekovým papierom alebo štvorčeková plocha 5 × 5 nakreslená na kúsku papiera, fixka. Na znázornenie kódu kresby môžete použiť pero a papier.","coding-at-home.boring-pixels.questions.content.1":"Skúste vytvoriť štvorčekový dizajn a vyjadriť ho metódou RLE kódovania. Veľkosť dizajnu sa rovná počtu štvorčekov, ale aká je veľkosť jeho zobrazenia metódou RLE?","coding-at-home.turning-code-into-pictures.title":"Premena kódu na obrázky","coding-at-home.turning-code-into-pictures.text.1":"Videli sme, že možno vytvoriť kód, ktorý nám umožní nakresliť obrázok. Predstavil som si kresbu a použil som kód, aby som ju premenil na písmená a čísla, ktoré som vám dal. Zaznamenajte si písmená a čísla a použite kód na rekonštrukciu kresby.","coding-at-home.turning-code-into-pictures.text.2":"Tu je obrázok, ktorý som si predstavoval. Možno ho zobraziť vo vašom zápisníku a v zápisníkoch všetkých, ktorí poznajú kód!","coding-at-home.turning-code-into-pictures.material":"papier (najlepšie štvorčekový) a pero.","coding-at-home.turning-code-into-pictures.questions.content.1":"Pokúste sa o dekódovanie a nakreslite obrázky, ktoré uvediem na konci videa.","coding-at-home.texts.1":"Coding@Home je zbierka krátkych videí obsahujúcich materiály typu „urob si sám“, hlavolamy, pútavé hry a programátorské úlohy na každodenné použitie doma či v škole. Na vykonávanie aktivít nepotrebujete žiadne znalosti v oblasti programovania ani elektronické zariadenia. Tieto aktivity stimulujú výpočtové myslenie a cibria zručnosti žiakov, rodičov a učiteľov doma aj v škole.","coding-at-home.texts.2":'Séria Coding@Home v rámci európskeho týždňa programovania nadväzuje na iniciatívu “Coding in famiglia” Univerzity v Urbine a asociáciu CodeMOOCnet v spolupráci so štruktúrou Rai Cultura. Aktivity prezentuje Alessandro Bogliolo, ktorý vyučuje systémy na spracovávanie informácií na Univerzite v Urbine a je ambasádorom európskeho týždňa programovania v Taliansku, koordinátorom všetkých ambasádorov a tiež členom správnej rady koalície digitálnych zručností a pracovných miest.',"coding-at-home.texts.3":'Ak máte záujem o ďalšie aktivity, pri ktorých nepotrebujete elektrinu, aktivity v iných programovacích jazykoch, v oblasti robotiky alebo micro:bit a pod., pozrite si Hodiny programovania na webe európskeho týždňa programovania, kde nájdete videonávody a rozvrh kurzov pre základné a stredné školy. Na webe európskeho týždňa programovania na stránke Zdroje si tiež môžete pozrieť sekcie Pre študentov a Pre učiteľov. ',"community.titles.0":"Komunita","community.titles.1":"Ambasádori","community.titles.2":"Vedúci učitelia","community.titles.3":"Koordinátori pre vzdelávanie","community.titles.4":"Dobrovoľníci Európskeho týždňa programovania","community.intro.0":"Európskemu týždňu programovania sa darí vďaka širokej medzinárodnej komunite dobrovoľníkov. Na tejto stránke môžete stretnúť členov, ktorí sú aktívni vo vašej krajine.","community.intro.1":"Základom Európskeho týždňa programovania sú ambasádori, vedúci učitelia a zástupcovia ministerstiev školstva krajín EÚ a západného Balkánu – koordinátori pre vzdelávanie.","community.intro.2":"Vyberte si svoju krajinu a zistite viac o svojej miestnej komunite:","community.ambassadors":"Ambasádori Európskeho týždňa programovania sú hlavnými kontaktnými osobami Európskeho týždňa programovania v jednotlivých krajinách a pomáhajú šíriť jeho víziu na miestnej úrovni. Spájajú ľudí, spoločnosti a komunity, ktoré majú záujem podporiť Európsky týždeň programovania. Podnecujú organizátorov, aby aktivity v oblasti programovania zaregistrovali na mape Európskeho týždňa programovania, a propagujú celkovú účasť na Európskom týždni programovania. Ambasádori takisto skúmajú a schvaľujú aktivity vo svojich krajinách. Spolupracujú aj s partnermi z iných krajín a pravidelne sa stretávajú, aby diskutovali o ďalšom rozvoji tejto iniciatívy.","community.leading-teachers":"Vedúci učitelia sú aktívna komunita, ktorú tvorí viac ako 450 pedagógov z celej Európy. Pomáhajú pri spájaní škôl, učiteľov a študentov, ktorí majú záujem zúčastniť sa na Európskom týždni programovania, a podporujú ich pri organizácii aktivít a registrácii týchto aktivít na mape Európskeho týždňa programovania. Vedúci učitelia organizujú webináre zamerané na profesijný rozvoj vedené v ich vlastnom jazyku a môžu sa na nich obrátiť učitelia z ich krajiny aj z celej Európy. Vedúci učitelia propagujú túto iniciatívu aj na miestnej úrovni.","community.cta":"Ak ste učiteľ, na mape môžete nájsť vedúcich učiteľov vo svojom okolí, s ktorými sa môžete spojiť.","community.edu":"Koordinátori pre vzdelávanie v rámci Európskeho týždňa programovania sú korešpondenti na ministerstvách školstva alebo v iných orgánoch školstva a v organizáciách, ktoré sa podieľajú na Európskom týždni programovania. Koordinátori pre vzdelávanie posilňujú základy tejto iniciatívy tým, že podporujú učiteľov a školy na celoštátnej úrovni. Sem patrí aj komunikácia so školami, ktoré sa už zúčastňujú na Európskom týždni programovania, s cieľom dozvedieť sa o ich najlepších postupoch a vymieňať si skúsenosti. Koordinátori pre vzdelávanie takisto podporujú školy, ktoré sa chcú na iniciatíve zúčastniť, tým, že im poskytujú dostupné zdroje, učebné materiály a príležitosti v rámci komunity.","community.volunteer.0":"Na to, aby ste sa stali súčasťou diania, nemusíte zastávať oficiálnu funkciu v rámci komunity Európskeho týždňa programovania. Aktivity, ktorých cieľom je poskytovať ľuďom výučbu a inšpiráciu v oblasti programovania, robotiky, narábania s hardvérom či 3D tlačiarňou, môže zorganizovať každý a svoju aktivitu môže pridať","community.volunteer.1":"na mapu.","community.volunteer.2":"Ak však chcete dobrovoľne venovať svoj čas podpore programovania a veríte","community.volunteer.3":"vo víziu","community.volunteer.4":"a","community.volunteer.5":"v hodnoty","community.volunteer.6":"Európskeho týždňa programovania, môžete sa prípadne stať vedúcim učiteľom alebo veľvyslancom","community.volunteer.7":"Ak ste pedagógom, ktorý vyučuje a učí sa, ako programovať, s rovnakým zanietením ako my, podrobnosti o úlohe a prínosoch vedúcich učiteľov sa dozviete","community.volunteer.8":"tu.","community.volunteer.9":"Potom môžete požiadať o pozíciu vedúceho učiteľa vyplnením tohto","community.volunteer.10":"online formulára.","community.volunteer.11":"Chceli by sme vás upozorniť, že počet vedúcich učiteľov pre jednotlivé krajiny je pevne stanovený, čo znamená, že žiadosti sú v konkrétnych obdobiach otvorené len pre určité krajiny.","community.volunteer.12":"Ak chcete podporiť programovanie vo svojej krajine, oboznámte sa s","community.volunteer.13":"úlohami veľvyslancov","community.volunteer.14":"a pozrite si zoznam veľvyslancov Európskeho týždňa programovania.","community.volunteer.15":"Ak už vo vašej krajine ambasádori sú, spojte sa priamo s nimi, aby ste sa dozvedeli, ako môžete iniciatívu najlepšie podporiť. Ak vaša krajina ambasádorov nemá, môžete nás kontaktovať na info@codeweek.eu.","cookie.uses_cookies":"Táto lokalita používa súbory cookies na zlepšenie funkcií prehliadania","cookie.accept":"Povoliť cookies","cookie.refuse":"Zakázať cookies","cookie.cookies":"Súbory cookies","cookie.find_out_more_on":"Prečítajte si informácie o tom, ","cookie.how_we_use":"ako používame cookies a ako môžete zmeniť tieto nastavenia","cookie_policy.title":"Politika používania súborov cookie","cookie_policy.what.title":"Čo sú to súbory cookie?","cookie_policy.what.text":"

    Cookie je malý textový súbor, ktorý webová lokalita uloží do vášho počítača alebo mobilného zariadenia, keď navštívite danú lokalitu.

    ","cookie_policy.what.first_party":"Súbory cookie prvej strany sú súbory cookie nastavené webovou stránkou, ktorú navštevujete. Môže ich prečítať len daná webová stránka. Okrem toho môže webová stránka využívať externé služby, ktoré si tiež nastavujú vlastné súbory cookie, nazývajú sa cookie tretích strán.","cookie_policy.what.persistent_cookies":"Pretrvávajúce súbory cookie sú súbory cookie uložené vo vašom počítači, ktoré sa automaticky nevymažú po zatvorení prehliadača, na rozdiel od relačného súboru cookie, ktorý sa vymaže, keď zavriete prehliadač.","cookie_policy.what.items":`

    Pri prvej návšteve webovej lokality Týždňa programovania sa zobrazí výzva, aby ste prijali alebo odmietli súbory cookie.

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    Slúžia na to, aby si lokalita na určitý čas zapamätala vaše preferencie (napr. používateľské meno, jazyk atď.).

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    Vďaka tomu ich nemusíte znova zadávať v rámci jednej návštevy danej lokality.

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    Súbory cookie sa tiež môžu použiť na zostavenie anonymizovanej štatistiky o skúsenosti s prezeraním našich stránok.

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    `,"cookie_policy.how.title":"Ako používame súbory cookie?","cookie_policy.how.text1":"

    Týždeň programovania používa prevažne „súbory cookie prvej strany“. Tieto súbory cookie nastavujeme a ovládame my, a žiadna iná externá organizácia.

    ","cookie_policy.how.text2":"

    Pri zobrazení niektorých našich stránok však musíte súhlasiť so súbormi cookie od externých organizácií.

    ","cookie_policy.how.3types.1":"uloženie preferencií návštevníka,","cookie_policy.how.3types.2":"zabezpečenie fungovania našej webovej lokality,","cookie_policy.how.3types.3":"zozbieranie analytických údajov (o správaní používateľa).","cookie_policy.how.3types.title":"Používame tri typy súborov cookie prvej strany, ktoré slúžia na:","cookie_policy.how.table.name":"Názov","cookie_policy.how.table.service":"Služba","cookie_policy.how.table.purpose":"Účel","cookie_policy.how.table.type_duration":"Typ a trvanie platnosti súboru cookie","cookie_policy.how.visitor_preferences.title":"Preferencie návštevníka","cookie_policy.how.visitor_preferences.text":"

    Tieto súbory nastavujeme my a len my ich môžeme prečítať. Pamätajú si:

    ","cookie_policy.how.visitor_preferences.item":"či ste súhlasili s politikou používania súborov cookie tejto lokality (alebo ju zamietli).","cookie_policy.how.visitor_preferences.table.1.service":"Balík súborov cookie týkajúcich sa súhlasu","cookie_policy.how.visitor_preferences.table.1.purpose":"Ukladajú sa doň vaše preferencie týkajúce sa súborov cookie (takže sa vás na to nebudeme opakovane pýtať)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Súbor cookie prvej strany sa vymaže po tom, ako zatvoríte prehliadač.","cookie_policy.how.operational_cookies.title":"Prevádzkové súbory cookie","cookie_policy.how.operational_cookies.text":"

    Niektoré súbory cookie musíme zahrnúť, aby fungovali niektoré webové stránky. Preto si nevyžadujú váš súhlas. Ide najmä o:

    ","cookie_policy.how.operational_cookies.item":"technické súbory cookie, ktoré vyžadujú niektoré systémy IT.","cookie_policy.how.technical_cookies.title":"Technické súbory cookie","cookie_policy.how.technical_cookies.table.1.purpose":"Počas vašej návštevy pre vás zachováva zabezpečenú reláciu.","cookie_policy.how.technical_cookies.table.1.type_duration":"Súbor cookie prvej strany sa vymaže po tom, ako zatvoríte prehliadač.","cookie_policy.how.technical_cookies.table.2.purpose":"Zachováva pre vás zabezpečenú reláciu dlhšie, aby sa predišlo strate relácie po zatvorení prehliadača.","cookie_policy.how.technical_cookies.table.2.type_duration":"Pretrvávajúci súbor cookie prvej strany, 60 mesiacov","cookie_policy.how.technical_cookies.table.3.purpose":"Ukladá uprednostňovaný jazyk používateľa","cookie_policy.how.technical_cookies.table.3.type_duration":"Súbor cookie prvej strany sa vymaže po tom, ako zatvoríte prehliadač.","cookie_policy.how.analytics_cookies.title":"Analytické súbory cookie","cookie_policy.how.analytics_cookies.items":`

    Používame ich iba na interný výskum možností zlepšenia služby, ktorú poskytujeme všetkým našim používateľom.

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    Súbory cookie jednoducho hodnotia, ako komunikujete s našou webovou lokalitou – ako anonymný používateľ (údaje, ktoré zbierajú, vás osobne neidentifikujú).

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    Tieto údaje sa takisto neposkytujú žiadnym tretím stranám ani sa nepoužívajú na žiadny iný účel. Anonymizovaná štatistika sa môže poskytnúť zmluvným dodávateľom, ktorí pracujú na komunikačných projektoch na základe zmluvnej dohody s Komisiou.

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    Máte však možnosť odmietnuť tieto typy súborov cookie – a to na paneli s oznámením o súboroch cookie, ktorý sa vám zobrazí na prvej stránke, ktorú navštívite, alebo môžete navštíviť túto vyhradenú stránku.

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Webová analytická služba založená na softvéri s otvoreným zdrojovým kódom Matomo","cookie_policy.how.analytics_cookies.table.1.purpose":"Rozpoznáva návštevníkov webovej lokality (anonymne – nezbierajú sa žiadne osobné údaje o používateľovi).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Pretrvávajúci súbor cookie prvej strany, 20 dní","cookie_policy.how.analytics_cookies.table.2.service":"Webová analytická služba založená na softvéri s otvoreným zdrojovým kódom Matomo","cookie_policy.how.analytics_cookies.table.2.purpose":"Identifikuje stránky prezerané tým istým používateľom počas tej istej návštevy (anonymne – nezbierajú sa žiadne osobné údaje o používateľovi).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Pretrvávajúci súbor cookie prvej strany, 30 minút","cookie_policy.third-party.title":"Súbory cookie tretích strán","cookie_policy.third-party.items.1":`

    Na niektorých našich stránkach sa zobrazuje obsah od externých poskytovateľov, napr. YouTube, Facebook a Twitter.

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    Ak chcete zobraziť tento obsah tretích strán, musíte najskôr prijať ich osobitné podmienky. Zahŕňa to ich politiku používania súborov cookie, nad ktorou nemáme kontrolu.

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    Ak si však nezobrazíte tento obsah, do vášho zariadenia sa nenainštalujú žiadne súbory cookie tretích strán.

    Poskytovatelia, ktorí sú tretími stranami na lokalite Týždňa programovania`,"cookie_policy.third-party.items.2":"Tieto služby tretích strán sú mimo kontroly webovej lokality Týždňa programovania. Poskytovatelia môžu kedykoľvek zmeniť svoje podmienky, účel a používanie súborov cookie atď.","cookie_policy.how-manage.title":"Ako môžete spravovať súbory cookie?","cookie_policy.how-manage.items":`

    Súbory cookie môžete spravovať/vymazať podľa svojho želania – podrobnosti nájdete na lokalite aboutcookies.org.

    Odstránenie súborov cookie z vášho zariadenia

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    Všetky súbory cookie, ktoré sa už nachádzajú vo vašom zariadení, môžete vymazať tak, že odstránite históriu prehliadania zo svojho prehliadača. Takto odstránite všetky súbory cookie zo všetkých webových lokalít, ktoré ste navštívili.

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    Upozorňujeme však, že zároveň môžete prísť o niektoré uložené údaje (napr. uložené prihlasovacie údaje, preferencie na lokalite).

    Správa súborov cookie konkrétnych lokalít

    Ak chcete zistiť, ako podrobnejšie kontrolovať súbory cookie konkrétnych lokalít, skontrolujte nastavenia ochrany súkromia a používania súborov cookie vo svojom uprednostňovanom prehliadači

    Zablokovanie súborov cookie

    V najmodernejších prehliadačoch môžete zapnúť nastavenia, ktorými sa zabráni akémukoľvek ukladaniu súborov cookie do vášho zariadenia. V takom prípade však možno budete musieť ručne upravovať niektoré preferencie zakaždým, keď navštívite lokalitu alebo stránku. Niektoré služby a funkcie nemusia správne fungovať (napr. prihlasovanie do profilu).

    Správa našich analytických súborov cookie

    Svoje preferencie týkajúce sa súborov cookie z nášho analytického nástroja môžete spravovať na vyhradenej stránke.

    `,"copyright.title":"Informácie o autorských právach","copyright.training.0":"Webové stránky Európsky týždeň programovanie pre školy","copyright.training.1":"sú službou podporovanú Európskou komisiou","copyright.licence.0":"Ak nie je uvedené inak, obsah sprístupnený na tomto webe licencovaný pod licenciou","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en","copyright.licence.2":"Creative Commons typu Uveďte pôvod-Neužívajte dielo komerčne- Zachovajte licenciu 4.0 Medzinárodná (CC BY-NC-SA 4.0)","copyright.creative-commons":"Licencovanie na základe licencií Creative Commons nemá samo o sebe vplyv na vlastníctvo autorských práv","copyright.third-party":"Obsah webových stránok tretích strán podlieha ich vlastným obmedzeniam autorských práv; Ďalšie informácie nájdete na stránke pôvodu","countries.all":"Všetky krajiny","countries.Cloud":"Cloud","countries.Andorra":"Andorra","countries.United Arab Emirates":"Spojené arabské emiráty","countries.Afghanistan":"Afganistan","countries.Antigua and Barbuda":"Antigua a Barbuda","countries.Anguilla":"Anguilla","countries.Albania":"Albánsko","countries.Armenia":"Arménsko","countries.Netherlands Antilles":"Holandské Antily","countries.Angola":"Angola","countries.Antarctica":"Antarktída","countries.Argentina":"Argentína","countries.American Samoa":"Americká Samoa","countries.Austria":"Rakúsko","countries.Australia":"Austrália","countries.Aruba":"Aruba","countries.Aland Islands":"Alandy","countries.Azerbaijan":"Azerbajdžan","countries.Bosnia and Herzegovina":"Bosna a Hercegovina","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladéš","countries.Belgium":"Belgicko","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bulharsko","countries.Bahrain":"Bahrajn","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Svätý Bartolomej","countries.Bermuda":"Bermudy","countries.Brunei":"Brunej","countries.Bolivia":"Bolívia","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, Svästý Eustach a Saba ","countries.Brazil":"Brazília","countries.Bahamas":"Bahamy","countries.Bhutan":"Bhután","countries.Bouvet Island":"Bouvetov ostrov","countries.Botswana":"Botswana","countries.Belarus":"Bielorusko","countries.Belize":"Belize","countries.Canada":"Kanada","countries.Cocos Islands":"Kokosové ostrovy","countries.Democratic Republic of the Congo":"Konžská demokratická republika","countries.Central African Republic":"Stredoafrická republika","countries.Republic of the Congo":"Konžská republika","countries.Switzerland":"Švajčiarsko","countries.Ivory Coast":"Pobrežie Slonoviny","countries.Cook Islands":"Cookove ostrovy","countries.Chile":"Čile","countries.Cameroon":"Kamerun","countries.China":"Čína","countries.Colombia":"Kolumbia","countries.Costa Rica":"Kostarika","countries.Serbia and Montenegro":"Srbsko a Čierna Hora","countries.Cuba":"Kuba","countries.Cape Verde":"Kapverdy","countries.Curacao":"Curaçao","countries.Christmas Island":"Vianočný ostrov","countries.Cyprus":"Cyprus","countries.Czech Republic":"Česká republika","countries.Germany":"Nemecko","countries.Djibouti":"Džibuti","countries.Denmark":"Dánsko","countries.Dominica":"Dominika","countries.Dominican Republic":"Dominikánska republika","countries.Algeria":"Alžírsko","countries.Ecuador":"Ekvádor","countries.Estonia":"Estónsko","countries.Egypt":"Egypt","countries.Western Sahara":"Západná Sahara","countries.Eritrea":"Eritrea","countries.Spain":"Španielsko","countries.Ethiopia":"Etiópia","countries.Finland":"Fínsko","countries.Fiji":"Fidži","countries.Falkland Islands":"Falklandské ostrovy","countries.Micronesia":"Mikronézia","countries.Faroe Islands":"Faerské ostrovy","countries.France":"Francúzsko","countries.Gabon":"Gabon","countries.United Kingdom":"Spojené kráľovstvo","countries.Grenada":"Grenada","countries.Georgia":"Gruzínsko","countries.French Guiana":"Francúzska Guyana","countries.Guernsey":"Guernsey","countries.Ghana":"Ghana","countries.Gibraltar":"Gibraltár","countries.Greenland":"Grónsko","countries.Gambia":"Gambia","countries.Guinea":"Guinea","countries.Guadeloupe":"Guadeloupe","countries.Equatorial Guinea":"Rovníková Guinea","countries.Greece":"Grécko","countries.South Georgia and the South Sandwich Islands":"Južná Georgia a Južné Sandwichove ostrovy","countries.Guatemala":"Guatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Guinea-Bissau","countries.Guyana":"Guyana","countries.Hong Kong":"Hongkong","countries.Heard Island and McDonald Islands":"Heardov ostrov a Macdonaldové ostrovy","countries.Honduras":"Honduras","countries.Croatia":"Chorvátsko","countries.Haiti":"Haiti","countries.Hungary":"Maďarsko","countries.Indonesia":"Indonézia","countries.Ireland":"Írsko","countries.Israel":"Izrael","countries.Isle of Man":"Ostrov Man","countries.India":"India","countries.British Indian Ocean Territory":"Britské indickooceánske územie","countries.Iraq":"Irak","countries.Iran":"Irán","countries.Iceland":"Island","countries.Italy":"Taliansko","countries.Jersey":"Jersey","countries.Jamaica":"Jamajka","countries.Jordan":"Jordánsko","countries.Japan":"Japonsko","countries.Kenya":"Keňa","countries.Kyrgyzstan":"Kirgizsko","countries.Cambodia":"Kambodža","countries.Kiribati":"Kiribati","countries.Comoros":"Komory","countries.Saint Kitts and Nevis":"Svätý Krištof a Nevis","countries.North Korea":"Severná Kórea","countries.South Korea":"Južná Kórea","countries.Kuwait":"Kuvajt","countries.Cayman Islands":"Kajmanie ostrovy","countries.Kazakhstan":"Kazachstan","countries.Laos":"Laos","countries.Lebanon":"Libanon","countries.Saint Lucia":"Svätá Lucia","countries.Liechtenstein":"Lichtenštajnsko","countries.Sri Lanka":"Srí Lanka","countries.Liberia":"Libéria","countries.Lesotho":"Lesotho","countries.Lithuania":"Litva","countries.Luxembourg":"Luxembursko","countries.Latvia":"Lotyšsko","countries.Libya":"Líbya","countries.Morocco":"Maroko","countries.Monaco":"Monako","countries.Moldova":"Moldavsko","countries.Montenegro":"Čierna Hora","countries.Saint Martin":"Svätý Martin","countries.Madagascar":"Madagaskar","countries.Marshall Islands":"Marshallove ostrovy","countries.Macedonia":"Severné Macedónsko","countries.Mali":"Mali","countries.Myanmar":"Mjanmarsko","countries.Mongolia":"Mongolsko","countries.Macao":"Macao","countries.Northern Mariana Islands":"Ostrovy Severné Mariány","countries.Martinique":"Martinik","countries.Mauritania":"Mauritánia","countries.Montserrat":"Montserrat","countries.Malta":"Malta","countries.Mauritius":"Maurícius","countries.Maldives":"Maldivy","countries.Malawi":"Malawi","countries.Mexico":"Mexiko","countries.Malaysia":"Malajzia","countries.Mozambique":"Mozambik","countries.Namibia":"Namíbia","countries.New Caledonia":"Nová Kaledónia","countries.Niger":"Niger","countries.Norfolk Island":"Ostrov Norfolk","countries.Nigeria":"Nigéria","countries.Nicaragua":"Nikaragua","countries.Netherlands":"Holandsko","countries.Norway":"Nórsko","countries.Nepal":"Nepál","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Nový Zéland","countries.Oman":"Omán","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Francúzska Polynézia","countries.Papua New Guinea":"Papua-Nová Guinea","countries.Philippines":"Filipíny","countries.Pakistan":"Pakistan","countries.Poland":"Poľsko","countries.Saint Pierre and Miquelon":"Saint Pierre a Miquelon","countries.Pitcairn":"Pitcairnove ostrovy","countries.Puerto Rico":"Portoriko","countries.Palestine":"Palestína","countries.Portugal":"Portugalsko","countries.Palau":"Palau","countries.Paraguay":"Paraguaj","countries.Qatar":"Katar","countries.Reunion":"Réunion","countries.Romania":"Rumunsko","countries.Serbia":"Srbsko","countries.Russia":"Rusko","countries.Rwanda":"Rwanda","countries.Saudi Arabia":"Saudská Arábia","countries.Solomon Islands":"Šalamúnove ostrovy","countries.Seychelles":"Seychely","countries.Sudan":"Sudán","countries.Sweden":"Švédsko","countries.Singapore":"Singapur","countries.Saint Helena":"Svätá Helena","countries.Slovenia":"Slovinsko","countries.Svalbard and Jan Mayen":"Svalbard a Jan Mayen","countries.Slovakia":"Slovensko","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Maríno","countries.Senegal":"Senegal","countries.Somalia":"Somálsko","countries.Suriname":"Surinam","countries.South Sudan":"Južný Sudán","countries.Sao Tome and Principe":"Svätý Tomáš a Princov ostrov","countries.El Salvador":"Salvádor","countries.Sint Maarten":"Svätý Martin","countries.Syria":"Sýria","countries.Swaziland":"Svazijsko","countries.Turks and Caicos Islands":"Ostrovy Turks a Caicos","countries.Chad":"Čad","countries.French Southern Territories":"Francúzske južné územia","countries.Togo":"Togo","countries.Thailand":"Thajsko","countries.Tajikistan":"Tadžikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Východný Timor","countries.Turkmenistan":"Turkménsko","countries.Tunisia":"Tunisko","countries.Tonga":"Tonga","countries.Turkey":"Turecko","countries.Trinidad and Tobago":"Trinidad a Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Taiwan","countries.Tanzania":"Tanzánia","countries.Ukraine":"Ukrajina","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Menšie odľahlé ostrovy Spojených štátov","countries.United States":"Spojené štáty americké","countries.Uruguay":"Uruguaj","countries.Uzbekistan":"Uzbekistan","countries.Vatican":"Vatikán","countries.Saint Vincent and the Grenadines":"Svätý Vincent a Grenadíny","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Britské Panenské ostrovy","countries.U.S. Virgin Islands":"Americké Panenské ostrovy","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis a Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Jemen","countries.Mayotte":"Mayotte","countries.South Africa":"Južná Afrika","countries.Zambia":"Zambia","countries.Zimbabwe":"Zimbabwe","cw2020.common.resources":"Zdroje, ktoré budete potrebovať","cw2020.common.soundtrack":"Zvukové stopy k Týždňu programovania","cw2020.common.moves":"Pohyby","cw2020.common.dance-example":"Ako môže vyzerať tanec Týždňa programovania","cw2020.common.organizer-guide":"Sprievodca organizátora","cw2020.title.0":"EU Code Week","cw2020.title.1":"Ročník 2020","cw2020.intro":"Tento rok oslavujeme programovanie od 10. do 25. októbra 2020! Vzhľadom na súčasnú zdravotnú situáciu budeme viac aktivít v rámci tohtoročného Týždňa programovania realizovať online. Spustíme nové zábavné a pútavé aktivity, do ktorých sa môžete zapojiť na diaľku z pohodlia domova alebo zo školy","cw2020.online-activities.title":"Vybrané dostupné online aktivity","cw2020.online-activities.subtitle.0":"Aby ste sa mohli na diaľku ľahšie zapojiť do aktivít Týždňa programovania, spúšťame","cw2020.online-activities.subtitle.1":"kalendár","cw2020.online-activities.subtitle.2":"vybraných online aktivít","cw2020.online-activities.section1.title":"Čo je online aktivita?","cw2020.online-activities.section1.content":"Online aktivita môže byť akákoľvek aktivita, ktorú by ste si zvyčajne pridali alebo sa na ňu zaregistrovali na webových stránkach Týždňa programovania – jediný rozdiel je v tom, že bude prebiehať online. Chceme tak zabezpečiť, aby sa ľudia mohli ľahko zapojiť do školení a seminárov výlučne online a bez toho, aby riskovali svoje zdravie","cw2020.online-activities.section2.title":"Vybrané dostupné aktivity","cw2020.online-activities.section2.content":"Ak chcete, môžete svoje online aktivity sprístupniť všetkým. Do dostupných online aktivít, či už v angličtine, alebo v miestnom jazyku, sa budú môcť zapojiť ľudia z celého sveta. Spomedzi online aktivít, ktoré sú dostupné pre všetkých, vyberieme tie najzaujímavejšie a zaradíme ich do kalendára podujatí na našom webe","cw2020.online-activities.section3.title":"Čo to znamená pre účastníkov","cw2020.online-activities.section3.content.0":"Každý deň v rámci Týždňa programovania si budete môcť prezrieť","cw2020.online-activities.section3.content.1":"kalendár","cw2020.online-activities.section3.content.2":"a zapojiť sa do aktivít, ktoré vás najviac zaujímajú. Témy týchto vybraných podujatí sú rôzne, od seminárov o robotike cez e-learningové kurzy a webináre až po návody na programovanie a ešte oveľa viac. Stačí si len vybrať","cw2020.dance.title":"Tanec Týždňa programovania","cw2020.dance.subtitle":"Kto povedal, že programátori nevedia tancovať? Na oslavu Týždňa programovania 2020 spúšťame novú aktivitu – tanečnú výzvu #EUCodeWeekDance","cw2020.dance.section1.title":"Kto sa môže zapojiť?","cw2020.dance.section1.content.0":"Európsky týždeň programovania 2020 môže osláviť každý – od škôl, učiteľov, knižníc až po programátorské kluby, podniky a verejné orgány. Úlohou je zorganizovať tanečnú aktivitu #EUCodeWeekDance a pridať ju na","cw2020.dance.section1.content.1":"mapu Týždňa programovania","cw2020.dance.section2.title":"Ako sa zúčastniť?","cw2020.dance.section2.content":"Vyberte si z piatich druhov aktivít alebo navrhnite vlastnú. Nech už si zvolíte ktorúkoľvek aktivitu, nezabudnite ju pridať na našu mapu","cw2020.dance.activity1.title":"Naprogramujte si kamaráta alebo rodiča – bez počítača","cw2020.dance.activity1.subtitle":"Vďaka programovaniu môžete zadávať príkazy elektronickému zariadeniu. Technicky vzaté však na programovanie počítač nepotrebujete. Namiesto toho si zoberte parťáka – môže to byť váš spolužiak, kamarát, rodič alebo dokonca učiteľ – a zadajte mu pokyny, ako zatancovať #EUCodeWeekDance, ktoré musí presne dodržať","cw2020.dance.activity1.resources.0":"Príručka Code.org, ako si zorganizovať tanečnú párty unplugged","cw2020.dance.activity1.resources.1":"Lekcia, ako si naprogramovať ľudského robota","cw2020.dance.activity2.title":"Vizuálne programovanie","cw2020.dance.activity2.subtitle":"Naprogramujte si tanec Týždňa programovania v Scratchi. Použite postavičky Týždňa programovania alebo si vytvorte vlastné v Scratchi a naprogramujte ich, aby zatancovali #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Príklad projektu #EUCodeWeekDance v Scratchi","cw2020.dance.activity2.resources.1":"Postavičky Týždňa programovania","cw2020.dance.activity2.resources.2":"Príručka Code.org, ako naanimovať postavičku","cw2020.dance.activity2.resources.3":"Príručka Code.org, ako si spraviť tanečnú párty","cw2020.dance.activity2.resources.4":"Podeľte sa s nami o svoj projekt v tomto Scratch Studiu.","cw2020.dance.activity3.title":"Textové programovanie","cw2020.dance.activity3.subtitle":"Vytvorte si zvučku pre #EUCodeWeekDance v Pythone alebo JavaScripte pomocou programovacích platforiem na skladanie hudby, ako je EarSketch alebo Sonic Pi","cw2020.dance.activity3.resources.0":"Návod na komponovanie hudby pomocou EarSketchu","cw2020.dance.activity3.resources.1":"Návod na skladanie hudby pomocou Sonic Pi","cw2020.dance.activity4.title":"Robotika","cw2020.dance.activity4.subtitle":"Naprogramujte svojho robota tak, aby podľa vašich pokynov predviedol tanec Týždňa programovania","cw2020.dance.activity4.resources.0":"Návod na programovanie robotov","cw2020.dance.activity5.title":"Tanečná výzva naživo","cw2020.dance.activity5.subtitle":"Nahrajte seba, svoj tím alebo svojho robota na video, ako tancujete #EUCodeWeekDance, a zdieľajte ho na Instagrame. Ak sa stane virálnym, môžete vyhrať niektoré z reklamných predmetov Týždňa programovania! Zaujalo vás to? Postupujte podľa týchto krokov:","cw2020.dance.activity5.resources.0":"Nahrajte video pomocou Instagram Stories","cw2020.dance.activity5.resources.1":"Sledujte","cw2020.dance.activity5.resources.2":"@CodeWeekEU na Instagrame","cw2020.dance.activity5.resources.3":"Vo svojej story s tancom uveďte @CodeWeekEU a nezabudnite použiť hashtag #EUCodeWeekDance","cw2020.dance.outro.0":"Víťazov vyberieme každý deň a oznámime ich na našom instagramovom kanáli v rámci Stories, takže si nezabudnite pravidelne kontrolovať notifikácie, lebo možno práve v ten deň sa na vás usmeje šťastie","cw2020.dance.outro.1":"#EUCodeWeekDance sa tancuje na skladbu","cw2020.dance.outro.2":"Ode to Code (Óda na programovanie),","cw2020.dance.outro.3":"ktorú zložil Brendan Paolini, a na choreografiu, ktorú zostavila Bianca Maria Berardiová v roku 2015. Základom bola myšlienka Alessandra Bogliola, profesora v odbore počítačové systémy na Univerzite v Urbine","cw2020.treasure-hunt.title":"Honba za pokladom Týždňa programovania","cw2020.treasure-hunt.subtitle.0":"Táto hra sa hrá v aplikácii Telegram, ktorá je dostatočne jednoduchá pre začiatočníkov, no zároveň predstavuje výzvu, ktorá udrží v strehu aj skúsených hráčov","cw2020.treasure-hunt.subtitle.1":"Honba za pokladom Týždňa programovania","cw2020.treasure-hunt.subtitle.2":"je hra, ktorú si najlepšie zahráte na počítači s mobilom v ruke. Hra vás bude nabádať na vyriešenie programovacích úloh a prevedie vás históriou programovania, informatiky a počítačových technológií v Európe","cw2020.treasure-hunt.section.title":"Na to, aby ste mohli začali hrať, potrebujete","cw2020.treasure-hunt.section.content.0":"Stiahnuť si apku Telegram, ktorá je dostupná pre","cw2020.treasure-hunt.section.content.1":"Desktop","cw2020.treasure-hunt.section.content.2":"Hru si môžete zahrať na počítači alebo notebooku, či na smartfóne. Odporúčame vám hrať ju na počítači, aby ste mohli dostávať pokyny a riešiť programovacie úlohy v aplikácii Telegram vo svojom telefóne","cw2020.treasure-hunt.section.content.3":"Keď si chcete zahrať hru,","cw2020.treasure-hunt.section.content.4":"otvorte ju","cw2020.treasure-hunt.section.content.5":"a naskenujte QR kód, ktorý vás presmeruje do aplikácie Telegram a zadá vám prvý súbor pokynov","cw2020.treasure-hunt.section.content.6":"Ak chcete vyhrať, musíte vyriešiť 10 programovacích úloh a nájsť na mape Európy 10 miest, ktoré sa spájajú s rozmachom programovania a technológií","cw2020.treasure-hunt.section.content.7":"Po skončení hry sa podeľte o svoje skóre s priateľmi pomocou hashtagu #EUCodeWeek a vyzvite ich, aby sa tiež zapojili do hry a rozšírili si poznatky o histórii programovania. Uvidíme, kto sa dostane na vrchol rebríčka","cw2020.treasure-hunt.section.content.8":"Tohtoročná honba za pokladom Týždňa programovania je virtuálnou verziou pôvodnej honby za pokladom Európskeho týždňa programovania, ktorú vyvinul Alessandro Bogliolo, profesor v odbore počítačové systémy na Univerzite v Urbine. Ak sa chcete dozvedieť o jeho pôvodnej hre viac, navštívte náš","cw2020.treasure-hunt.section.content.9":"blog","cw2020.kick-off.title":"Úvodné podujatie: 8. októbra 2020","cw2020.kick-off.content.0":"Virtuálne úvodné podujatie Týždňa programovania 2020 sa uskutoční 8. októbra o 17.00 hod. stredoeurópskeho času. Podujatie sa bude vysielať naživo na Facebook Live, Instagram TV a YouTube Live","cw2020.kick-off.content.1":"Našu fantastickú zostavu tvoria títo pozvaní rečníci:","cw2020.kick-off.content.2":"komisár EÚ pre vnútorný trh","cw2020.kick-off.content.3":"komisárka EÚ pre inováciu, výskum, kultúru, vzdelávanie a mládež","cw2020.kick-off.content.4":"autor Scratchu a profesor zaoberajúci sa výskumom v oblasti učenia na inštitúte MIT Media Lab","cw2020.kick-off.content.5":"autorka a ilustrátorka knihy Hello Ruby","cw2020.kick-off.content.6":"a","cw2020.kick-off.content.7":"predsedníčka francúzskej neziskovej organizácie E-mma, ktorá propaguje rodovú rozmanitosť v oblasti technológií","cw2020.kick-off.content.8":"Ak sa vám to máli, tím Týždňa programovania predvedie aj nové funkcie, zdroje a úlohy na našom webe","cw2020.kick-off.content.9":"profesor v odbore počítačové systémy na Univerzite v Urbine a koordinátor","cw2020.kick-off.content.10":"ambasádorov Týždňa programovania,","cw2020.kick-off.content.11":"vám povie viac o virtuálnej honbe za pokladom Týždňa programovania","cw2020.kick-off.content.12":"xxx vám zase povie niečo viac o novej tanečnej výzve #EUCodeWeekDance","cw2020.kick-off.content.13":"Takisto sa spojíme so školami a študentmi z celej Európy, ktorí sa podelia o svoje programátorské príbehy a budú si vymieňať nápady s pozvanými rečníkmi","cw2020.kick-off.content.14":"Aj vy budete mať možnosť podeliť sa o svoje myšlienky a nápady a klásť otázky. Stačí vám pripojiť sa do nášho živého vysielania na","cw2020.kick-off.content.15":"alebo","cw2020.kick-off.content.16":"8. októbra 2020 od 17.00 do 18.30 hod. SEČ a uverejniť komentár alebo tweet s hashtagom #EUCodeWeek","cw2020.get-involved.title":"Ako sa zapojiť","cw2020.get-involved.subtitle":"Už sa neviete dočkať, kedy začnete programovať? Ak by ste sa chceli zapojiť do komunity Európskeho týždňa programovania, ale neviete, kde začať, pozrite si tieto zdroje, ktoré vám s tým pomôžu, práve včas pred našimi každoročnými októbrovými oslavami","cw2020.get-involved.content.0":"Začíname s Týždňom programovania","cw2020.get-involved.content.1":"Ako pridať aktivitu Týždňa programovania","cw2020.get-involved.content.2":"Lekcie","cw2020.get-involved.content.3":"Hromadný otvorený online kurz Deep Dive","cw2020.get-involved.content.4":"Séria Coding@Home","edit.title":"Upravte svoje podujatie #EUCodeWeek","edit.required_fields":"Povinné polia sú označené hviezdičkou*. Záznam o podujatí môžete uviesť aj vo svojom miestnom jazyku.","edit.description":"Opis","edit.audience":"Cieľová skupina","edit.theme":"Téma","edit.location":"Miesto","edit.website":"Webová lokalita","edit.contact":"Kontakt","edit.tags":"Značky","edit.image":"Obrázok","edit.help":"Väčšie obrázky budú upravené na 256 x 512 pixlov. Maximálna veľkosť príspevku je 256 x 1024.","edit.aspect":"Akému hľadisku programovania bude venované vaše podujatie?","edit.address":"Nastavte miesto konania tak, že napíšete adresu alebo kliknete na mapu.","edit.privacy_disclaimer.header":"Vaše kontaktné údaje","edit.privacy_disclaimer.text_1":"Tieto údaje budú vidieť len ","edit.privacy_disclaimer.link_1":"veľvyslanci Európskeho týždňa programovania","edit.privacy_disclaimer.text_2":" a organizátori Týždňa programovania, ktorí skontrolujú vaše podujatie pred tým, ako sa zobrazí na mape, a môžu vás kontaktovať, ak budú nutné úpravy alebo na účely administratívnych prieskumov po podujatí.","edit.privacy_disclaimer.contact_email":"Váš kontaktný e-mail","edit.edit":"Upraviť podujatie","event.main_title":"Pridajte svoje podujatie #EUCodeWeek","event.button":"Pridať podujatie","event.howto":"Ako zorganizovať vlastné podujatie","event.required":"Povinné polia sú označené hviezdičkou*. Záznam o podujatí môžete uviesť aj vo svojom miestnom jazyku.","event.audience_title":"Cieľová skupina","event.theme_title":"Téma","event.scoreboard_by_country":"Porovnanie","event.get_involved":"Zapojte sa","event.organize_or_support_events":"Usporiadajte alebo podporte podujatia vo svojom meste","event.or_contact_your":"alebo kontaktujte svojich","event.eu_code_week_ambassadors":"veľvyslancov Európskeho týždňa programovania","event.show_events_for":"Zobraziť udalosti pre ","event.who":"Komu je podujatie určené?","event.tags":"Značky","event.image":"Obrázok","event.start.label":"Dátum začiatku","event.start.placeholder":"Kedy sa aktivita začína?","event.end.label":"Dátum ukončenia","event.end.placeholder":"Kedy sa aktivita končí?","event.organizer.label":"Názov organizácie","event.organizer.placeholder":"Organizácia, v ktorej pracujete alebo ste dobrovoľníkom","event.website.label":"Webová lokalita organizátora/-ov","event.website.placeholder":"Máte webovú lokalitu s ďalšími informáciami?","event.description.label":"Opis","event.description.placeholder":"Stručne opíšte plánovanú aktivitu.","event.contact.label":"Kontaktný e-mail","event.contact.placeholder":"Tento e-mail sa bude používať na dôležitú korešpondenciu v rámci Európskeho týždňa programovania","event.contact.explanation":"Váš kontaktný e-mail budú vidieť len veľvyslanci Európskeho týždňa programovania a organizátori Týždňa programovania, ktorí skontrolujú vaše podujatie pred tým, ako sa zobrazí na mape, a môžu vás kontaktovať, ak budú nutné úpravy alebo na účely administratívnych prieskumov po podujatí.","event.public.label":"Verejný e-mail","event.public.placeholder":"Želáte si zobraziť kontaktný e-mail?","event.title.label":"Názov aktivity","event.title.placeholder":"Ako sa aktivita volá?","event.address.label":"Adresa","event.address.placeholder":"Kde sa bude aktivita konať?","event.organizertype.label":"Typ organizácie","event.organizertype.placeholder":"Vyberte typ organizátora","event.organizertype.school":"Škola","event.organizertype.library":"Knižnica","event.organizertype.non profit":"Nezisková organizácia","event.organizertype.private business":"Súkromná firma","event.organizertype.other":"Iné","event.audience.Pre-school children":"Deti v predškolskom veku","event.audience.Elementary school students":"Žiaci základných škôl","event.audience.High school students":"Stredoškoláci","event.audience.Graduate students":"Vysokoškoláci","event.audience.Post graduate students":"Doktorandi","event.audience.Employed adults":"Zamestnaní dospelí","event.audience.Unemployed adults":"Nezamestnaní dospelí","event.audience.Other (see description)":"Iné (pozri opis)","event.audience.Teachers":"Učitelia","event.theme.Basic programming concepts":"Základné koncepcie programovania","event.theme.Web development":"Vývoj webu","event.theme.Mobile app development":"Vývoj mobilných aplikácií","event.theme.Software development":"Vývoj softvéru","event.theme.Data manipulation and visualisation":"Manipulácia s údajmi a ich vizualizácia","event.theme.Robotics":"Robotika","event.theme.Hardware":"Hardvér","event.theme.Other":"Iné","event.theme.Unplugged activities":"Aktivity bez počítača","event.theme.Playful coding activities":"Programovanie hrou","event.theme.Art and creativity":"Umenie a tvorivosť","event.theme.Visual/Block programming":"Programovanie pomocou obrázkov a blokov","event.theme.Game design":"Tvorba hier","event.theme.Internet of things and wearable computing":"Internet vecí a nositeľné technológie","event.theme.3D printing":"3D tlač","event.theme.Augmented reality":"Rozšírená realita","event.theme.Artificial intelligence":"Umelá inteligencia","event.theme.Motivation and awareness raising":"Motivácia a zvyšovanie povedomia","event.theme.Promoting diversity":"Podpora rozmanitosti","event.codeweek_for_all_participation_code.title":"KÓD CODE WEEK 4 ALL","event.codeweek_for_all_participation_code.explanation":"Ak ste od kolegu v škole alebo od priateľa dostali kód Code Week 4 all, zadajte ho tu. V opačnom prípade nič nevypĺňajte. Ďalšie informácie o výzve Code Week 4 All nájdete","event.codeweek_for_all_participation_code.link":"tu","event.thanks_page.title":"Ďakujeme, že ste pridali svoje podujatie!","event.thanks_page.phrase1":"Niektorý z vašich miestnych veľvyslancov teraz skontroluje vaše podujatie","event.thanks_page.phrase2":"a ubezpečí sa, že je všetko v poriadku.","event.thanks_page.phrase3":"V prípade otázok sa obráťte na niektorého z našich","event.thanks_page.phrase4":"národných veľvyslancov","event.thanks_page.phrase5":"alebo nám pošlite","event.thanks_page.phrase6":"e-mail","event.thanks_page.phrase7":"O svoj kód Codeweek for all sa môžete podeliť aj s inými:","event.activitytype.label":"Typ Aktivity","event.activitytype.placeholder":"","event.activitytype.open-online":"Verejná online aktivita","event.activitytype.invite-online":"Privátne online aktivita","event.activitytype.open-in-person":"Verejná osobné aktivita","event.activitytype.invite-in-person":"Privátne osobné aktivita","event.privacy":"Prečítal(-a) som si a súhlasím s podmienkami ochrany osobných údajov popísanými v tomto dokumente","event.country":"Krajina","event.loading":"Načítava sa...","event.add_activity":"Pridať aktivitu","event.edit_activity":"Upraviť aktivitu","event.update_activity":"Aktualizovať aktivitu","event.delete_activity":"Odstrániť aktivitu","event.total_pending_events":"Celkový počet čakajúcich podujatí:","event.no_pending_events":"Nenašli sa žiadne čakajúce podujatia pre","event.all_countries":"Všetky krajiny","event.current_status":"Aktuálny stav","event.actions":"Akcie","event.certificate_ready":"Váš certifikát z Týždňa programovania je pripravený. Môžete si ho stiahnuť alebo ho priamo zdieľať.","event.view_your_certificate":"Tu si môžete certifikát zobraziť.","event.submit_event_and_report":"Podajte správu o tomto podujatí a vyžiadajte si certifikát Týždňa programovania.","event.report_and_claim":"Podať správu o podujatí a vyžiadať certifikát","eventdetails.organised_by":"Organizátor: ","eventdetails.contact_email":"Kontaktný e-mail: ","eventdetails.happening_at":"Miesto konania: ","eventdetails.from":"Od ","eventdetails.to":" do ","eventdetails.description":"Opis: ","eventdetails.more_info":"Ďalšie informácie: ","eventdetails.audience":"Cieľová skupina tohto podujatia: ","eventdetails.themes":"Hlavné témy: ","eventdetails.tags":"Značky: ","eventdetails.share":"Zdieľajte podujatie: ","eventdetails.email.tooltip":"Kliknite a pošlite to e-mailom priateľovi","eventdetails.email.subject":"Aha, aké úžasné programátorské podujatie","eventdetails.email.body_1":"Ahoj, pozri si ","eventdetails.email.body_2":"podujatie na ","eventdetails.edit":"Upraviť podujatie","eventdetails.note":"POZNÁMKA: ","eventdetails.pending_warning":"Toto podujatie ešte hodnotia ","eventdetails.pending_link":"moderátori","eventdetails.nearby_upcoming_events":"Nadchádzajúce podujatia v okolí:","eventreports.reports_by":"Čaká sa na správu o podujatiach od ","eventreports.no_reports":"Zatiaľ nie sú žiadne podujatia, o ktorých treba podať správu.","eventreports.report":"Uvedené podujatia už začali alebo sa skončili. Uveďte niekoľko čísel o podujatí na štatistické účely a požiadajte o certifikát o účasti na Týždni programovania. Za každé podujatie získate jeden certifikát.","guide.title":"Príručka","guide.organise_activity":"Zorganizujte vlastnú aktivitu v rámci týždňa programovania #EUCodeWeek","guide.register_activity":"Tu môžete zaregistrovať svoju aktivitu","guide.what.title":"Čo je Európsky týždeň programovania?","guide.what.content":'

    Európsky týždeň programovania predstavuje hnutie na miestnej úrovni organizované dobrovoľníkmi s podporou Európskej komisie. Ktokoľvek môže usporiadať programátorskú aktivitu #EUCodeWeek a pridať ju na mapu na stránke codeweek.eu, či už školy, učitelia, knižnice, programátorské krúžky, podniky, alebo verejné orgány.

    ',"guide.what_you_need_organise.title":"Čo treba na zorganizovanie aktivity?","guide.what_you_need_organise.items.1":"Skupinu ľudí, ktorí sa chcú učiť. Môžu to byť vaši priatelia, deti, tínedžeri, dospelí kolegovia, rodičia, kamaráti alebo starí rodičia. Nezabudnite, že aj dvaja tvoria skupinu!","guide.what_you_need_organise.items.2":"Učiteľov alebo školiteľov, ktorí majú skúsenosti s programovacou aktivitou a vedia, ako treba učiť či inšpirovať ostatných. Ich počet závisí od typu a veľkosti podujatia.","guide.what_you_need_organise.items.3":"Miesto, kde sa bude školiť. Triedy, knižnice, konferenčné sály a rozličné verejné priestory môžu byť výborným miestom konania podujatia.","guide.what_you_need_organise.items.4":"Počítače a pripojenie na internet. Pri zohľadnení cieľovej skupiny môžete účastníkov vyzvať, aby si priniesli vlastné notebooky.","guide.what_you_need_organise.items.5":'Programovanie bez počítačov. V skutočnosti nepotrebujete počítače a internetové pripojenie, aby ste sa naučili výpočtovému mysleniu. Môžete začať tým, že si pozriete Programovanie bez počítačov.',"guide.what_you_need_organise.items.6":`Učebné materiály. Ukážte účastníkom, ako sa možno zabaviť s vlastnými výtvormi. Pozrite si sekciu Zdroje a Pre študentov, kde nájdete video návody aj učebné plány. Tie môžete prispôsobiť potrebám svojej skupiny.`,"guide.what_you_need_organise.items.7":`Registrovať účastníkov. Pri obmedzených priestorových možnostiach môžete na registráciu účastníkov využiť online nástroje, napr. formuláre Google či Eventbrite.`,"guide.what_you_need_organise.items.8":'Nezabudnite poznačiť svoju aktivitu na mapu Týždňa programovania!',"guide.how_to.title":"Ako zorganizovať aktivitu?","guide.how_to.items.1":"Formát vášho programátorského podujatia záleží na vás, ale odporúčame vám, aby ste určitý čas vyhradili na praktické cvičenia, v rámci ktorých môžu účastníci samostatne tvoriť a pohrať sa s hardvérom.","guide.how_to.items.2":'Používajte nástroje a technológie primerané pre svoju cieľovú skupinu. Odporúčame vám využívať voľne dostupné materiály z otvorených zdrojov.',"guide.how_to.items.3":"Vyzvite účastníkov, aby si na konci podujatia navzájom ukázali a predviedli, čo vytvorili.","guide.how_to.items.4":`Hovorte o podujatí! Propagujte a sprístupňujte výsledky svojej aktivity na sociálnych médiách pod hashtagom #EUCodeWeek. Zverejniť ich môžete aj v skupine učiteľov Európskeho týždňa programovania a na Twitteri (@CodeWeekEU). Povedzte o aktivite priateľom, ďalším školiteľom či miestnej tlači. Vydajte tlačovú správu!`,"guide.how_to.items.5":'Nezabudnite pridať svoju aktivitu na mapu týždňa programovania!',"guide.material.title":"Propagačné materiály","guide.material.text":'

    Najnovšie informácie si pozrite na našom blogu. Aktuálne tlačové správy si pokojne prispôsobte svojim požiadavkám alebo si vytvorte svoje vlastné:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Príprava na oslavy Európskeho týždňa programovania 2019 (k dispozícii v 29 jazykoch)',"guide.toolkits.title":"Ako pomôcku si na začiatok stiahnite tieto súbory nástrojov:","guide.toolkits.communication_toolkit":"Súbor komunikačných nástrojov","guide.toolkits.teachers_toolkit":"Súbor nástrojov pre učiteľov","guide.questions.title":"Máte otázky?","guide.questions.content":'

    Ak máte otázky o organizovaní a propagácii vášho podujatia #EUCodeWeek, obráťte sa na niektorého z veľvyslancov Európskeho týždňa programovania vo vašej krajine.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"vdýchnite nápadom život!","hackathons.sections.1.title":"6 hackatonov, 6 výziev","hackathons.sections.1.content.1":"Žijete v Grécku, Lotyšsku, Írsku, Taliansku, Rumunsku alebo Slovinsku? Ste kreatívni, ambiciózni a zaujímate sa o budúcnosť technológií? Teraz máte šancu! Zapojte sa do jedného z hackatonov Európskeho týždňa programovania a vymyslite inovačné riešenie, ktoré vás postaví do čela technologickej revolúcie!","hackathons.sections.1.content.2":"Európsky týždeň programovania prinesie v roku 2021 šesť mimoriadnych hackathonov a pozve stredoškolských študentov vo veku 15 – 19 rokov, ktorí sa rozdelia do tímov a použijú svoje programovacie schopnosti na vyriešenie miestnej výzvy. Po 24 hodinách hackovania predstaví každý tím svoje nápady porote odborníkov, ktorá vyberie 10 postupujúcich tímov. Všetky tímy budú mať rovnaké množstvo času, zdroje a prístup k inštruktorom a odborným znalostiam na dokončenie výzvy, avšak len 10 bude mať možnosť postúpiť do ďalšieho kola, v ktorom vytvoria svoj prototyp, dostanú odborného učiteľa a na jeseň sa zúčastnia finále hackathonu. Tu budú tímy súťažiť o to, kto vyhrá skvelé IT vybavenie a možnosť zaučenia sa a vedenia k ďalšiemu rozvoju svojho prototypu.","hackathons.sections.2.title":"Ako sa môžem zapojiť?","hackathons.sections.2.content.1":"Vyberte hackathon vo svojej krajine a zaregistrujte sa pomocou niekoľkých jednoduchých krokov. Môžete sa zapojiť ako jednotlivec alebo ako šesťčlenný tím. Ak sa spojíte so svojimi priateľmi alebo spolužiakmi, nezabudnite pri registrácii zadať aj názov svojho tímu. Každý hackathon spustí svoju registráciu samostatne, takže sledujte hackathon vo vašej krajine!","hackathons.sections.3.title":"Kto je organizátorom?","hackathons.sections.3.content.1":"Hackatony Európskeho týždňa programovania spoločne organizuje Európska komisia a miestni ","hackathons.sections.3.content.2":"veľvyslanci a veľvyslankyne Európskeho týždňa programovania","hackathons.sections.3.content.3":" a finančnú podporu poskytuje Európsky parlament. Cieľom je preukázať, ako konkrétne riešenia ožívajú vďaka tvorivosti, nadšeniu, čerstvým nápadom a programátorským zručnostiam mladých ľudí.","hackathons.sections.4.title":"Ako vyzerá hackaton?","hackathons.sections.4.content.1":"Európsky týždeň programovania je cesta, ktorá sa začína 24-hodinovým online hackathonom. Tímy budú viesť skúsení inštruktori a k dispozícii budú aj dielne, v ktorých sa účastníci budú môcť naučiť nové zručnosti a zabaviť sa. Hackathon je taktiež skvelá príležitosť na to, aby si účastníci vytvorili kontakty a spojili sa s ľuďmi v európskom technologickom odvetví. Na konci hackathonu predstaví každý tím odbornej porote svoje riešenie. ","hackathons.sections.4.content.2":"Desať najlepších tímov bude pokračovať vo svojej hackathonovej ceste a počas leta dostane školenie a zaučenie. Víťazi sa v septembri alebo októbri stretnú tvárou v tvár na 12-hodinovom národnom finále (ktoré sa uskutoční online v prípade, že situácia v oblasti verejného zdravia neumožní osobné stretnutie).","hackathons.sections.5.title":"Neviem programovať – môžem sa nejako zapojiť?","hackathons.sections.5.content.1":"Súbežne s hackatonom sa uskutočnia semináre pre začiatočníkov v oblasti programovania, majstrovania s hardvérom, robotiky atď., na ktorých sa účastníci naučia základy výpočtového zmýšľania a programovania. Podrobnejšie informácie o registrácii nájdete na miestnej stránke.","hackathons.sections.6.title":"Partneri","hackathons.sections.7.title":"Poďte sa zabávať!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Rumunsko","hackathons.cities.1.date":"25. - 26. septembra 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Írsko","hackathons.cities.2.date":"23. - 24. septembra 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Taliansko","hackathons.cities.3.date":"24. - 25. septembra 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Grécko","hackathons.cities.4.date":"9. októbri 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Slovinsko","hackathons.cities.5.date":"18. - 19. septembra 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Lotyšsko","hackathons.cities.6.date":"1. októbri 2021","hackathons.final.1":"Finále","hackathons.final.2":"v septembri/októbri 2021","home.about":"Európsky týždeň programovania je nezávislá iniciatíva, ktorej cieľom je priblížiť každému programovanie a digitálnu gramotnosť zábavnou a pútavou formou.","home.when":"14.-27. októbra 2024","home.when_text":"Keď sa naučíme programovať, pomôže nám to pochopiť svet okolo nás, ktorý sa rýchlo mení, rozšíriť si vedomosti o fungovaní technológií a rozvinúť si zručnosti a schopnosti, vďaka ktorým objavíme nové nápady a inovácie.","home.school_banner_title":"Zapojte sa!","home.school_banner_text":"Ste učiteľ alebo učiteľka?","home.school_banner_text2":"Kliknite tu a zistite, ako sa môžete zapojiť!","home.organize_activity_title":"Usporiadajte aktivitu alebo sa do niektorej zapojte","home.organize_activity_text":'Ktokoľvek môže usporiadať aktivitu alebo sa zapojiť \u2028do aktivity. Stačí si vybrať tému a cieľovú skupinu a pridať aktivitu na mapu alebo si vyhľadať podujatia v okolí.',"home.get_started_title":"Ako na to?","home.get_started_text":'Nie je vám jasné, ako na to? S prípravou a šírením informácií vám pomôže stránka s návodom a naše súbory nástrojov pre organizátorov na stiahnutie.',"home.access_resources_title":"Prístup k materiálom a školeniu","home.access_resources_text":'Ak neviete presne, ako aktivitu usporiadať, pozrite si našu stránku so vzdelávacími zdrojmi a pomocné materiály a vypracované plány na hodiny programovania.',"locations.title":"Miesta konania aktivity","locations.description.0":"Z nižšie uvedeného zoznamu si zvoľte existujúce miesto konania vašej ďalšej aktivity ALEBO zaregistrujte nové miesto konania v časti","locations.description.1":"vytvorenie aktivity","login.login":"Prihlásenie","login.register":"Registrácia","login.github":"Prihlásiť sa cez Github","login.twitter":"Prihlásiť sa cez Twitter","login.facebook":"Prihlásiť sa cez Facebook","login.google":"Prihlásiť sa cez Google","login.azure":"Prihlásiť sa cez Azure","login.email":"E-mail","login.password":"Heslo","login.remember":"Zapamätať si ma","login.forgotten_password":"Zabudli ste heslo?","login.no_account":"Ešte nemáte účet?","login.signup":"Registrujte sa","login.reset":"Obnoviť heslo","login.send_password":"Poslať odkaz na obnovu hesla","login.confirm_password":"Potvrdiť heslo","login.name":"názov","menu.learn":"Pre študentov","menu.teach":"Pre učiteľov","menu.training":"Tréning","menu.toolkits":"Prezentácia a sady nástrojov","menu.why":"PREČO","menu.home":"Domov","menu.events":"Aktivity","menu.ambassadors":"Veľvyslanci","menu.resources":"Zdroje","menu.schools":"Školy","menu.about":"O nás","menu.blog":"Blog","menu.news":"Správy","menu.search":"Začnite písať a stlačte Enter...","menu.map":"Mapa","menu.add_event":"Pridať podujatie","menu.search_event":"Vyhľadať podujatia","menu.hello":"Zdravíme","menu.profile":"Profil","menu.pending":"Čakajúce podujatia","menu.your_events":"Moje aktivity","menu.your_certificates":"Moje certifikáty","menu.report":"Potvrdiť moje akcie","menu.volunteers":"Dobrovoľníci","menu.logout":"Odhlásenie","menu.signin":"Prihlásenie","menu.privacy":"Ochrana súkromia","menu.participation":"Certifikát o účasti","menu.values":"Naše hodnoty","menu.featured_activities":"Vybrané aktivity","menu.codeweek2020":"Ročník 2020","mooc.free-online-courses":"Bezplatné online kurzy","mooc.intro":"Európsky týždeň programovania ponúka príležitosti profesionálneho rozvoja vo forme online kurzov. Cieľom je pomôcť učiteľom priniesť programovanie a výpočtové myslenie do triedy.","mooc.icebreaker.title":"Úvodný kurz na prelomenie ľadov","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"Kurz na prelomenie ľadov v rámci európskeho týždňa programovania","mooc.icebreaker.text.2":"je päťhodinový kurz v angličtine pre každého, kto si chce osvojiť základy programovania a výpočtového myslenia. Účastníci sa učia, ako v mladých ľuďoch prebudiť zvedavosť a inovatívneho ducha a podporiť ich, aby sa stali tvorcami digitálneho obsahu. Tento kurz účastníkom pomôže objaviť výhody a význam výpočtového myslenia a programovania v bežnom živote. Poskytne im tiež nápady, bezplatné školiace materiály a zdroje, ktoré im pomôžu zorganizovať zábavné a náučné aktivity pre deti, a to kedykoľvek a kdekoľvek, najmä počas týždňa programovania.","mooc.icebreaker.text.3":"Na účasť na tomto kurze nepotrebujete žiadne predchádzajúce skúsenosti či vedomosti v oblasti programovania, stačí vám zvedavá myseľ. ","mooc.icebreaker.registration.0":"Na kurz, ktorý sa koná od 16. septembra a 30. októbra 2020, sa môžete zaregistrovať tu.","mooc.icebreaker.registration.1":"Zaregistrovať sa však môžete, len ak si vytvoríte účet na platforme European Schoolnet Academy. ","mooc.icebreaker.check-out":"Pozrite si vydanie z roku 2019.","mooc.deep-dive.title":"Podrobný kurz (do hĺbky)","mooc.deep-dive.text.0":"Podrobný kurz v rámci európskeho týždňa programovania je 25-hodinový online kurz v angličtine, ktorý učiteľom ponúka príležitosť oboznámiť sa so zásadami programovania a získať znalosti a sebadôveru potrebné na zorganizovanie jednoduchých, zábavných a interaktívnych programovacích aktivít pre študentov. Učitelia majú v rámci európskeho týždňa programovania k dispozícii bezplatné","mooc.deep-dive.text.1":"zdroje","mooc.deep-dive.text.2":"a študijné materiály v 29 jazykoch. Oboznámia sa s konkrétnymi aspektami programovania, ako je výpočtové myslenie či aktivity, ktoré nevyžadujú elektrinu, a s nekonečnými možnosťami robotiky, opravovania a vyrábania, vizuálnych programovacích jazykov, tvorby aplikácií atď.","mooc.deep-dive.course-link":"Pozrite si podrobný kurz z roku 2019.","mooc.social-media.0":"Sledujte","mooc.social-media.1":"európsky týždeň programovania na sociálnych médiách,","mooc.social-media.2":"aby ste vždy vedeli, kedy začne ďalší kurz","myevents.created_by":"Všetky podujatia vytvorené používateľom: ","myevents.no_events.first_call_to_action":"Zatiaľ ste nepridali žiadne podujatia. Čo keby ste ","myevents.no_events.first_link":"pridali podujatie","myevents.no_events.second_call_to_action":"alebo si prečítajte našu ","myevents.no_events.second_link":"príručku pre organizátorov","myevents.view":"Zobraziť","myevents.status.APPROVED":"SCHVÁLENÉ","myevents.status.REJECTED":"ZAMIETNUTÉ","myevents.status.PENDING":"ČAKAJÚCE","myevents.status.REPORTED":"ZAZNAMENANÉ","pagination.previous":"Späť","pagination.next":"Ďalej","participation.title":"Vytvorte pre svoju triedu certifikáty o účasti","participation.phrase1":"Do formulára vpíšte mená svojich študentov oddelené čiarkami a následne získate jednotlivé certifikáty o účasti.","participation.names.label":"Mená pre certifikát","participation.names.help":"Mená účastníkov oddeľte čiarkou.","participation.event_name.label":"Názov aktivity","participation.event_name.help":"Názov vašej aktivity, ktorý má byť uvedený na certifikáte","participation.event_date.label":"Dátum aktivity","participation.event_date.help":"Dátum aktivity, ktorý má byť uvedený na certifikáte","participation.submit":"Vytvoriť certifikáty","participation.thanks_page.title":"Vaše certifikáty sa vytvorili!","participation.thanks_page.phrase1":"Kliknutím na tento odkaz stiahnete súbor zip obsahujúci všetky certifikáty.","passwords.password":"Heslá musia mať najmenej šesť znakov a musia sa zhodovať s potvrdením.","passwords.reset":"Vaše heslo bolo obnovené!","passwords.sent":"Poslali sme vám e-mail s odkazom na obnovu vášho hesla!","passwords.token":"Tento token na obnovu hesla je neplatný.","passwords.user":"Používateľ s uvedenou e-mailovou adresou sa nenašiel.","privacy-statement-contact.subtitle":"Toto vyhlásenie o ochrane osobných údajov obsahuje informácie o spracúvaní a ochrane vašich osobných údajov.","privacy-statement-contact.processing-operation.0":"Spracovateľská operácia","privacy-statement-contact.processing-operation.1":"riadenie ambasádorov Európskeho týždňa programovania, vedúcich učiteľov a registrácie aktivít na webovom sídle","privacy-statement-contact.data-processors.0":"Sprostredkovatelia","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. a EUN Partnership AISBL (Európska školská sieť), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Informácie v súvislosti so spracúvaním osobných údajov na účely riadenia ambasádorov Európskeho týždňa programovania, vedúcich učiteľov a registrácie aktivít na webovom sídle.","privacy-statement-contact.3-legal_process.0":'Zákonnosť spracovateľskej operácie: Oddelenie G.2 zhromažďuje, uchováva a zverejňuje vaše osobné údaje, pretože ste na to udelili svoj výslovný súhlas zaškrtnutím políčka, keď ste sa prihlásili, aby ste sa stali ambasádorom Európskeho týždňa programovania, vedúcim učiteľom, alebo keď ste požiadali o registráciu podujatia na stránke Európskeho týždňa programovania.',"privacy-statement-contact.4-collect_data.0":"O ambasádoroch a vedúcich učiteľoch sa zhromažďujú tieto povinné osobné údaje:","privacy-statement-contact.4-collect_data.1":"meno,","privacy-statement-contact.4-collect_data.2":"e-mailová adresa,","privacy-statement-contact.4-collect_data.3":"heslo,","privacy-statement-contact.4-collect_data.4":"fotografia,","privacy-statement-contact.4-collect_data.5":"životopis,","privacy-statement-contact.4-collect_data.6":"titul,","privacy-statement-contact.4-collect_data.7":"oblasť špecializácie vedúcich učiteľov.","privacy-statement-contact.4-collect_data.8":"Pri registrácii aktivity sa zhromažďujú tieto povinné osobné údaje:","privacy-statement-contact.4-collect_data.9":"názov organizácie,","privacy-statement-contact.4-collect_data.10":"druh organizácie,","privacy-statement-contact.4-collect_data.11":"kontaktná e-mailová adresa.","privacy-statement-contact.4-collect_data.12":"Poskytnutie týchto údajov je povinné, ak chcete byť ambasádorom Európskeho týždňa programovania, vedúcim učiteľom alebo zaregistrovať aktivitu na webovom sídle Európskeho týždňa programovania.","privacy-statement-contact.4-collect_data.13":"Okrem toho môžu ambasádori a vedúci učitelia dobrovoľne poskytnúť tieto osobné údaje:","privacy-statement-contact.4-collect_data.14":"účty v sociálnych médiách.","privacy-statement-contact.4-collect_data.15":"Organizátori aktivít môžu dobrovoľne poskytnúť tieto údaje:","privacy-statement-contact.4-collect_data.16":"verejná kontaktná e-mailová adresa,","privacy-statement-contact.4-collect_data.17":"webové sídlo organizátora,","privacy-statement-contact.4-collect_data.18":"kód Code Week 4 All.","privacy-statement-contact.4-collect_data.19":"Upozornenie pre organizátorov aktivít: Príslušný ambasádor pre vašu krajinu alebo oddelenie G.2 môžu použiť osobné údaje, ktoré ste poskytli pri registrovaní aktivity, s cieľom kontaktovať sa s vami v súvislosti s uvedenou aktivitou.","privacy-statement-contact.4-collect_data.20":"Svoje osobné údaje ste poskytli na","privacy-statement-contact.4-collect_data.21":"prihlasovacej stránke webového sídla Európsky týždeň programovania","privacy-statement-contact.4-collect_data.22":"a na","privacy-statement-contact.4-collect_data.23":"stránke registrácie aktivity.","privacy-statement-contact.5-how_long.0":"Všetky osobné údaje budú vymazané z databáz, ak z iniciatívy odstúpite, alebo 5 rokov po skončení iniciatívy.","privacy-statement-contact.6-protect_data.0":'Všetky osobné údaje v elektronickom formáte (e-maily, dokumenty, databázy, nahrané súbory údajov atď.) sú uložené buď na serveroch Európskej komisie, alebo na serveroch jej dodávateľov. Všetky spracovateľské operácie sa vykonávajú podľa rozhodnutia Komisie (EÚ, Euratom) 2017/46 z 10. januára 2017 o bezpečnosti komunikačných a informačných systémov v Európskej komisii.',"privacy-statement-contact.6-protect_data.1":'Dodávatelia Komisie sú viazaní osobitnou zmluvnou doložkou, ktorá sa vzťahuje na všetky operácie spracúvania vašich údajov vykonávané v mene Komisie, a povinnosťami zachovávania dôvernosti vyplývajúcimi z transpozície všeobecného nariadenia o ochrane údajov v členských štátoch EÚ [„všeobecné nariadenie o ochrane údajov“, nariadenie (EÚ) 2016/679].',"privacy-statement-contact.6-protect_data.2":"Na ochranu vašich osobných údajov prijala Komisia niekoľko technických a organizačných opatrení. Súčasťou technických opatrení sú vhodné opatrenia na riešenie online bezpečnosti, rizika straty údajov, zmeny údajov alebo neoprávneného prístupu, pričom sa zohľadňuje riziko, ktoré predstavuje spracovanie a povaha spracovávaných osobných údajov. K organizačným opatreniam patrí obmedzenie prístupu k osobným údajom výlučne pre oprávnené osoby, ktoré majú legitímnu potrebu poznať ich na účely tejto spracovateľskej operácie.","privacy-statement-contact.7-access_data.0":"Zamestnanci Komisie majú prístup ku všetkým osobným údajom, ktoré poskytnete, na základe zásady „need-to-know“ (potreba poznať). Okrem toho je prístup k vašim osobným údajom na základe zásady „need-to-know“ (potreba poznať) poskytnutý nášmu dodávateľovi.","privacy-statement-contact.7-access_data.1":'Na účely zvýšenia viditeľnosti ambasádora Európskeho týždňa programovania, vedúceho učiteľa alebo zaregistrovaných aktivít sú všetky vaše osobné údaje zverejnené na tomto webovom sídle.',"privacy-statement-contact.7-access_data.2":"Okrem toho môže oddelenie G.2 zdieľať vaše kontaktné údaje s akoukoľvek osobou alebo zainteresovanou stranou, ktorá by mohla potrebovať kontaktovať sa s vami v súvislosti s Európskym týždňom programovania. Upozornenie pre organizátorov aktivít: Príslušný ambasádor pre vašu krajinu alebo oddelenie G.2 môžu použiť osobné údaje, ktoré ste poskytli pri registrovaní aktivity, s cieľom kontaktovať sa s vami v súvislosti s uvedenou aktivitou.","privacy-statement-contact.8-rights.0":"Súhlasili ste s poskytnutím svojich osobných údajov oddeleniu G.2 na účely tejto spracovateľskej operácie. Svoj súhlas môžete kedykoľvek odvolať tak, že zašlete oznámenie o jeho odvolaní oddeleniu G.2 na adresu CNECT-G2@ec.europa.eu. Odvolanie neovplyvní zákonnosť spracovania vykonaného pred odvolaním vášho súhlasu.","privacy-statement-contact.10-detailed-info.0":"Táto konkrétna spracovateľská operácia bola zahrnutá do verejného registra úradníka pre ochranu údajov pod týmto referenčným označením oznámenia: DPR-EC-02631 Riadenie kontaktných miest pre politiky, programy a projekty GR CONNECT.","privacy-statement.title":"OCHRANA VAŠICH OSOBNÝCH ÚDAJOV","privacy-statement.processing-operation.0":"Spracovateľská operácia","privacy-statement.processing-operation.1":"Spracúvanie osobných údajov na stránke codeweek.eu vrátane IP adries návštevníkmi verejne dostupných webových sídel.","privacy-statement.data-controller.0":"Prevádzkovateľ","privacy-statement.data-controller.1":"Európska komisia, Generálne riaditeľstvo pre komunikačné siete, obsah a technológie, oddelenie G.2.","privacy-statement.record-reference":"Referenčné označenie","privacy-statement.table-of-contents":"Obsah","privacy-statement.1-intro.title":"Úvod","privacy-statement.1-intro.items.1":'Európska komisia (ďalej len „Komisia“) sa zaväzuje chrániť vaše osobné údaje a rešpektovať vaše súkromie. Komisia zhromažďuje a ďalej spracúva osobné údaje v súlade s nariadením Európskeho parlamentu a Rady (EÚ) 2018/1725 z 23. októbra 2018 o ochrane fyzických osôb pri spracúvaní osobných údajov inštitúciami, orgánmi, úradmi a agentúrami Únie a o voľnom pohybe takýchto údajov [ktorým sa zrušuje nariadenie (ES) č. 45/2001].',"privacy-statement.1-intro.items.2":"V tomto vyhlásení o ochrane osobných údajov objasňujeme, prečo spracúvame vaše osobné údaje, ako ich zhromažďujeme, ako s nimi narábame a ako zabezpečujeme ich ochranu, ako získané informácie používame a aké práva máte v súvislosti so svojimi osobnými údajmi. Takisto sa v ňom uvádzajú kontaktné údaje zodpovedného prevádzkovateľa údajov, u ktorého si môžete uplatniť svoje práva, zodpovednej osoby Komisie pre ochranu údajov a európskeho dozorného úradníka pre ochranu údajov.","privacy-statement.1-intro.items.3.0":"Informácie týkajúce sa spracovateľskej operácie","privacy-statement.1-intro.items.3.1":"Ďalej sa opisuje spracúvanie údajov na stránke codeweek.eu,","privacy-statement.1-intro.items.3.2":"ktoré vykonáva Komisia.","privacy-statement.2-why.title":"Prečo a ako spracúvame vaše osobné údaje?","privacy-statement.2-why.items.0":"Účel spracovateľskej operácie","privacy-statement.2-why.items.1":"Generálne riaditeľstvo Komisie pre komunikačné siete, obsah a technológie ponúka množstvo externých webových sídel. Technické nastavenie zhromažďuje a používa vaše osobné údaje, aby bolo možné prevádzkovať webové sídla, ktoré sa fyzicky nachádzajú mimo hostiteľskej infraštruktúry, ktorú kontroluje Komisia.","privacy-statement.2-why.items.2":"Vaše osobné údaje sa nepoužijú na prijímanie automatizovaných rozhodnutí ani na profilovanie.","privacy-statement.3-legal_process.title":"Na akom právnom základe spracúvame vaše osobné údaje?","privacy-statement.3-legal_process.items.0":"Vaše osobné údaje spracúvame z viacerých dôvodov:","privacy-statement.3-legal_process.items.1":'Článok 5 ods. 1 písm. a) nariadenia (EÚ) 2018/1725: toto spracúvanie je potrebné na splnenie úlohy realizovanej vo verejnom záujme alebo pri výkone verejnej moci zverenej inštitúcii alebo orgánu Únie.',"privacy-statement.3-legal_process.items.2":"Informovanie širokej verejnosti je v skutočnosti úlohou, ktorá vyplýva z výhradných práv Európskej komisie na inštitucionálnej úrovni, ako sa stanovuje v článku 58 ods. 2 písm. d) nariadenia Európskeho parlamentu a Rady (EÚ, Euratom) 2018/1046 z 18. júla 2018 o rozpočtových pravidlách, ktoré sa vzťahujú na všeobecný rozpočet Únie (Ú. v. EÚ L 193, 30.7.2018, s. 1). Zabezpečujeme, aby sa pri spracúvaní osobných údajov vykonávali primerané a osobitné záruky v súlade s platnými právnymi predpismi o ochrane údajov.","privacy-statement.3-legal_process.items.3":'Článok 5 ods. 1 písm. d) nariadenia (EÚ) 2018/1725: na účely spracovateľských činností spočívajúcich v súboroch cookie a overovaní je potrebný váš súhlas. V súlade s článkom 3 ods. 15 a článkom 7 nariadenia (EÚ) 2018/1725 musí byť súhlas poskytnutý slobodne a musí byť konkrétny, informovaný a jednoznačný.',"privacy-statement.3-legal_process.items.4":"Váš súhlas sme získali priamo od vás. Vyjadrili ste ho buď e-mailom, odoslaním elektronického registračného formulára alebo inou písomnou formou.","privacy-statement.4-collect_data.title":"Aké osobné údaje zhromažďujeme a ďalej spracúvame?","privacy-statement.4-collect_data.items.0":"Na vykonanie tejto spracovateľskej operácie zhromažďuje oddelenie G.2 tieto kategórie osobných údajov:","privacy-statement.4-collect_data.items.1":"adresu internetového protokolu (IP adresu) alebo ID zariadenia používaného na prístup na webové sídlo.","privacy-statement.4-collect_data.items.2":"Bez tohto spracovania nebudete môcť vytvoriť technické spojenie medzi svojimi zariadeniami a serverovou infraštruktúrou a nebudete mať teda prístup k nášmu webovému sídlu.","privacy-statement.4-collect_data.items.3":"Na účely vášho overenia na tomto webovom sídle oddelenie G.2 zhromažďuje tieto kategórie osobných údajov:","privacy-statement.4-collect_data.items.4":"e-mailovú adresu,","privacy-statement.4-collect_data.items.5":"heslo alebo","privacy-statement.4-collect_data.items.6":"overenie prostredníctvom sociálnych médií.","privacy-statement.5-how_long.title":"Ako dlho uchovávame vaše osobné údaje?","privacy-statement.5-how_long.items.0":"Oddelenie G.2 uchováva vaše osobné údaje iba počas obdobia nevyhnutného na splnenie účelu zhromažďovania alebo ďalšieho spracúvania, konkrétne počas trvania relácie prehliadania. Okrem toho sa v logoch služieb môžu z bezpečnostných dôvodov ukladať IP adresy na obdobie jedného roka. Pokiaľ ide o analytický nástroj, IP adresa a ID zariadenia (napr. číslo IMEI a WIFI MAC adresa) sa vymažú okamžite pri odpojení.","privacy-statement.6-protect_data.title":"Ako chránime a zabezpečujeme vaše osobné údaje?","privacy-statement.6-protect_data.items.0":"Všetky osobné údaje v elektronickom formáte (e-maily, dokumenty, databázy, nahraté súbory údajov atď.) sú uložené na serveroch Európskej komisie. Všetky spracovateľské operácie sa vykonávajú podľa","privacy-statement.6-protect_data.items.1":"rozhodnutia Komisie (EÚ, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":"z 10. januára 2017 o bezpečnosti komunikačných a informačných systémov v Európskej komisii.","privacy-statement.6-protect_data.items.3":"V záujme ochrany vašich osobných údajov zaviedla Komisia niekoľko technických a organizačných opatrení. Súčasťou technických opatrení sú vhodné opatrenia na riešenie online bezpečnosti, rizika straty údajov, zmeny údajov alebo neoprávneného prístupu, pričom sa zohľadňuje riziko, ktoré predstavuje spracovanie a povaha spracovávaných osobných údajov. K organizačným opatreniam patrí obmedzenie prístupu k osobným údajom výlučne na oprávnené osoby, ktoré majú legitímnu potrebu poznať ich na účely tejto spracovateľskej operácie.","privacy-statement.7-access_data.title":"Kto má prístup k vašim osobným údajom a komu sa poskytujú?","privacy-statement.7-access_data.items.0":"Prístup k vašim osobným údajom sa poskytuje zamestnancom Komisie zodpovedným za vykonávanie tejto spracovateľskej operácie a oprávneným zamestnancom podľa zásady „need-to-know“ (potreba poznať). Na týchto zamestnancov sa vzťahuje povinnosť zachovávať dôvernosť, ktorá im vyplýva z právnych predpisov, resp. v prípade potreby aj z dohôd o zachovávaní dôvernosti.","privacy-statement.7-access_data.items.1":"Okrem toho môže byť prístup k vašim osobným údajom podľa zásady „need-to-know“ (potreba poznať) poskytnutý externým dodávateľom, ktorí na základe zmluvnej dohody pracujú v mene útvaru Komisie vlastniaceho webové sídla, a ktorí sa podieľajú na vytváraní, údržbe, správe a archivácii webových sídel.","privacy-statement.7-access_data.items.2":"Informácie, ktoré zhromažďujeme, nebudú poskytnuté žiadnej tretej strane s výnimkou prípadov, keď to v príslušnom rozsahu a na príslušný účel ukladá zákon.","privacy-statement.8-rights.title":"Aké máte práva a ako ich môžete uplatniť?","privacy-statement.8-rights.items.0":"Ako „dotknutá osoba“ máte osobitné práva podľa kapitoly III (články 14 – 25) nariadenia (EÚ) 2018/1725, najmä právo na prístup, opravu alebo vymazanie vašich osobných údajov a právo obmedziť spracúvanie vašich osobných údajov. V prípade potreby máte takisto právo namietať proti spracovaniu alebo právo na prenosnosť údajov.","privacy-statement.8-rights.items.1":"Takisto máte právo namietať proti spracúvaniu vašich osobných údajov, ktoré sa zákonne vykonáva podľa článku 5 ods. 1 písm. a) uvedeného nariadenia.","privacy-statement.8-rights.items.2":"Súhlasili ste s poskytnutím svojich osobných údajov na účely tejto spracovateľskej operácie. Svoj súhlas môžete kedykoľvek odvolať oznámením oddeleniu G.2. Odvolanie neovplyvní zákonnosť spracovania vykonaného pred odvolaním vášho súhlasu.","privacy-statement.8-rights.items.3":"Svoje práva si môžete uplatniť tak, že sa obrátite na prevádzkovateľa alebo v prípade sporu na zodpovednú osobu Komisie pre ochranu údajov. V prípade potreby môžete osloviť aj európskeho dozorného úradníka pre ochranu údajov. Ich kontaktné údaje sa nachádzajú v bode 9.","privacy-statement.8-rights.items.4":"Ak si prajete uplatniť svoje práva v súvislosti s jednou alebo viacerými konkrétnymi spracovateľskými operáciami, uveďte vo svojej žiadosti ich opis (t. j. príslušné referenčné označenia uvedené v bode 10).","privacy-statement.9-contact.title":"Kontaktné údaje","privacy-statement.9-contact.data-controller.title":"Prevádzkovateľ","privacy-statement.9-contact.data-controller.text":"Ak by ste si chceli uplatniť svoje práva podľa nariadenia (EÚ) 2018/1725, ak máte pripomienky, otázky či obavy, alebo ak by ste chceli podať sťažnosť týkajúcu sa zhromažďovania a používania vašich osobných údajov, môžete kontaktovať prevádzkovateľa, oddelenie G.2 (Európska komisia), na adrese","privacy-statement.9-contact.data-protection-officer.title":"Zodpovedná osoba Komisie pre ochranu údajov","privacy-statement.9-contact.data-protection-officer.text":"V otázkach týkajúcich sa spracúvania vašich osobných údajov podľa nariadenia (EÚ) 2018/1725 sa môžete obrátiť na zodpovednú osobu pre ochranu údajov (DATA-PROTECTION-OFFICER@ec.europa.eu).","privacy-statement.9-contact.european-data-protection.title":"Európsky dozorný úradník pre ochranu údajov (EDPS)","privacy-statement.9-contact.european-data-protection.text":'Ak sa domnievate, že v dôsledku spracovania vašich osobných údajov prevádzkovateľom došlo k porušeniu vašich práv podľa nariadenia (EÚ) 2018/1725, máte právo obrátiť sa na európskeho dozorného úradníka pre ochranu údajov (t. j. podať mu sťažnosť) (edps@edps.europa.eu).',"privacy-statement.10-detailed-info.title":"Kde nájdete podrobnejšie informácie?","privacy-statement.10-detailed-info.items.0":'Zodpovedná osoba Komisie pre ochranu údajov uverejňuje register všetkých operácií spracovania osobných údajov Komisiou, ktoré sa zdokumentovali a ktoré jej boli oznámené. Prístup k registru je na tomto odkaze: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Táto konkrétna spracovateľská operácia sa zahrnula do verejného registra zodpovednej osoby Komisie pre ochranu údajov pod týmto referenčným označením: DPR-EC-09706.1.","privacy.title":"OCHRANA VAŠICH OSOBNÝCH ÚDAJOV","privacy.1-intro.title":"1. Úvod","privacy.1-intro.items.1":"

    Európska komisia (ďalej len „Komisia“) sa zaviazala, že bude ochraňovať osobné údaje a zachovávať vaše súkromie. Komisia zbiera a ďalej spracúva osobné údaje podľa nariadenia Európskeho parlamentu a Rady (EÚ) 2018/1725 z 23. októbra 2018 o ochrane fyzických osôb pri spracúvaní osobných údajov inštitúciami, orgánmi, úradmi a agentúrami Únie a o voľnom pohybe takýchto údajov [ktorým sa zrušuje nariadenie (ES) č. 45/2001].

    ","privacy.1-intro.items.2":"

    V tomto vyhlásení o ochrane súkromia sa vysvetľuje dôvod zberu a spracúvania, spôsob, akým zbierame všetky poskytnuté osobné údaje, ako s nimi nakladáme a zabezpečujeme ich ochranu, ako sa tieto údaje používajú a aké práva si môžete uplatňovať v súvislosti so svojimi osobnými údajmi (právo na prístup, opravu, zablokovanie atď.). Spresňujú sa v ňom aj kontaktné údaje zodpovedného prevádzkovateľa, u ktorého si môžete uplatniť svoje práva, úradníka pre ochranu údajov a európskeho dozorného úradníka pre ochranu údajov.

    ","privacy.1-intro.items.3":"

    Toto vyhlásenie o ochrane súkromia sa týka zberu a zverejňovania osobných údajov na verejne dostupnej webovej lokalite Codeweek.eu. Ide o osobné údaje osôb, ktoré slúžia ako kontaktné body pre aktivity Týždňa programovania EÚ (veľvyslanci a veľvyslankyne Týždňa programovania, koordinátori a koordinátorky z ministerstva školstva, poprední učitelia a učiteľky, ako aj organizátori a organizátorky aktivít a podujatí).

    ","privacy.2-why.title":"2. Prečo spracúvame vaše údaje?","privacy.2-why.items.1":"

    Európska komisia zbiera a zverejňuje vaše osobné údaje, aby uľahčila identifikáciu kontaktných bodov zainteresovanými stranami a občanmi. Poskytnutie skutočných osôb ako kontaktných bodov je najlepší a najúčinnejší spôsob, ako zabezpečiť, aby sa zainteresované osoby mohli spojiť s útvarmi Komisie.

    ","privacy.2-why.items.2":"

    Vaše osobné údaje sa nepoužijú na žiadne automatizované rozhodovanie vrátane profilovania.

    ","privacy.3-legal_process.title":"3. Na akom právnom základe/-och spracúvame vaše osobné údaje","privacy.3-legal_process.items.1":"

    Spracovateľské operácie s osobnými údajmi na účely zverejnenia kontaktných bodov sú zákonné podľa článku 5 ods. 1 písm. d) nariadenia (EÚ) 2018/1725, pretože ste poskytli súhlas so spracúvaním vašich osobných údajov prostredníctvom webového formulára alebo ste súhlasili, aby sme použili vašu e-mailovú adresu a používateľské meno, ak ste sa prihlásili cez sociálnu sieť.

    ","privacy.4-collect_data.title":"4. Ktoré osobné údaje zbierame a ďalej spracúvame?","privacy.4-collect_data.items.1":"

    Zbierané osobné údaje sú informácie, ktoré uľahčujú vašu identifikáciu ako kontaktného bodu a zvyšujú vašu viditeľnosť pre verejnosť, konkrétne sú to: oslovenie, meno, priezvisko, pozícia, pracovná poštová a e-mailová adresa, telefónne číslo, fotografia, účet na sociálnych sieťach, životopis.

    ","privacy.4-collect_data.items.2":"

    Tieto osobné údaje ste poskytli dobrovoľne prostredníctvom vyplnenia prihlasovacieho formulára.

    ","privacy.4-collect_data.items.3":"

    Poskytnutie určitých osobných údajov je povinné na účel zverejnenia aktivít a/alebo kontaktných údajov na webovej lokalite codeweek.eu. Ak neposkytnete svoje osobné údaje, vaša aktivita nebude zverejnená a nebudete sa môcť zapojiť do uvedených sietí.

    ","privacy.4-collect_data.items.4":"

    Všetky ostatné osobné údaje poskytujete na dobrovoľnom základe.

    ","privacy.4-collect_data.items.5":'Keď sa prihlásite k odberu newslettera, vaša e-mailová adresa je pridaná do Code Week EÚ newsletter mailing listu, ktorý spravuje Mailerlite.com. Prečítajte si prosím zásady ochrany osobných údajov Mailerlite: https://www.mailerlite.com/legal/privacy-policy. Z odberu newslettera sa môžete kedykoľvek odhlásiť pomocou odkazu "odhlásiť" v e-mailoch, ktoré od nás dostanete, alebo nám môžete poslať e-mail na adresu info@codeweek.eu s textom "Unsubscribe" v predmete.',"privacy.5-how_long.title":"5. Ako dlho uchovávame vaše osobné údaje?","privacy.5-how_long.items.1":"

    Komisia uchováva vaše osobné údaje len na taký čas, ktorý je nutný na naplnenie účelu zberu alebo ďalšieho spracovania opísaných v bode 2, a teda počas celého vášho pôsobenia ako kontaktného bodu.

    ","privacy.5-how_long.items.2":"

    Vaše osobné údaje sa odstránia z verejne dostupnej webovej lokality hneď, ako prestanete zastávať funkciu kontaktného bodu, pokiaľ ste neposkytli súhlas so zahrnutím do databázy pre budúce aktivity.

    ","privacy.6-protect_data.title":"6. Ako ochraňujeme vaše osobné údaje?","privacy.6-protect_data.items.1":"

    Všetky osobné údaje v elektronickom formáte (e-maily, dokumenty, databázy, nahraté balíky údajov atď.) sa ukladajú na serveroch Európskej komisie alebo jej zmluvných dodávateľov. Všetky spracovateľské operácie sa vykonávajú podľa rozhodnutia Komisie (EÚ, Euratom) 2017/46 z 10. januára 2017 o bezpečnosti komunikačných a informačných systémov v Európskej komisii.

    ","privacy.6-protect_data.items.2":"

    Zmluvní dodávatelia Komisie sú viazaní osobitným zmluvným ustanovením o akýchkoľvek spracovateľských operáciách s vašimi údajmi v mene Komisie a povinnosťami týkajúcimi sa zachovávania dôvernosti, ktoré vyplývajú z transpozície všeobecného nariadenia o ochrane údajov v členských štátoch EÚ [nariadenie GDPR (EÚ) 2016/679].

    ","privacy.6-protect_data.items.3":"

    V záujme ochrany vašich osobných údajov Komisia zaviedla niekoľko technických a organizačných opatrení. Medzi technické opatrenia patria príslušné opatrenia na riešenie online bezpečnosti, rizika straty údajov, pozmenenia údajov alebo neoprávneného prístupu s prihliadnutím na riziko, ktoré predstavuje spracovanie a povaha spracúvaných osobných údajov. Organizačné opatrenia zahŕňajú obmedzenie prístupu k osobným údajom len pre oprávnené osoby, ktoré ich odôvodnene potrebujú poznať na účely tejto spracovateľskej operácie.

    ","privacy.7-access_data.title":"7. Kto má prístup k vašim údajom a komu sú poskytnuté?","privacy.7-access_data.items.1":"

    Prístup k vašim osobným údajom sa poskytuje pracovníkom Komisie zodpovedným za vykonávanie tejto spracovateľskej operácie a oprávneným pracovníkom na základy zásady „potrebuje poznať“. Títo pracovníci sa riadia zákonnými ustanoveniami a ak sa to vyžaduje, aj doplňujúcimi dohodami o zachovaní dôvernosti.

    ","privacy.7-access_data.items.2":"

    Konkrétne, ku všetkým osobným údajom, ktoré poskytujete, majú prístup správcovia webových lokalít (pracovníci Komisie), ako aj ďalší pracovníci Komisie na základe zásady „potrebujú poznať“.. Osobné údaje a údaje o podujatí sa ďalej poskytnú členom siete veľvyslancov Európskeho týždňa programovania a siete koordinátorov vzdelávania, aby ich mohli využiť pri organizovaní miestnych aktivít alebo nadväzujúcich opatreniach.

    ","privacy.7-access_data.items.3":"

    Na účely zvýšenia viditeľnosti kontaktných bodov budú vaše osobné údaje zverejnené bez obmedzenia prístupu k verejnej webovej lokalite: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    Prenosy údajov tretím stranám

    ","privacy.7-access_data.items.5":"

    Informácie, ktoré zbierame, sa neposkytnú žiadnej tretej strane, a ak áno, len v rozsahu a na účel, ktoré sa od nás môžu vyžadovať v právnych predpisoch.

    ","privacy.8-rights.title":"8. Aké práva máte a ako si ich môžete uplatniť?","privacy.8-rights.items.1":"

    Podľa kapitoly III (články 14 – 25) nariadenia (EÚ) 2018/1725 máte ako „dotknuté osoby“ osobitné práva, a predovšetkým právo na prístup, opravu alebo vymazanie vašich osobných údajov a právo na obmedzenie spracovania vašich osobných údajov. Ak je to relevantné, máte tiež právo podávať námietky voči spracovaniu či právo na prenosnosť údajov.

    ","privacy.8-rights.items.2":"

    Súhlasili ste, že nám poskytnete svoje osobné údaje na predmetnú spracovateľskú operáciu a svoj súhlas môžete kedykoľvek odvolať tak, že to oznámite prevádzkovateľovi. Odvolanie nebude mať vplyv na zákonnosť spracovania, ktoré sa vykonalo pred tým, ako ste odvolali svoj súhlas.

    ","privacy.8-rights.items.3":"

    Ak si chcete uplatniť svoje práva, môžete sa obrátiť na prevádzkovateľa alebo v prípade konfliktu na úradníka pre ochranu údajov. V prípade potreby môžete tiež osloviť európskeho dozorného úradníka pre ochranu údajov. Jeho kontaktné údaje sú uvedené v nasledujúcom bode 9.

    ","privacy.9-contact.title":"9. Kontaktné informácie","privacy.9-contact.data-controller.title":"– Prevádzkovateľ","privacy.9-contact.data-controller.text":"

    Ak si želáte uplatniť svoje práva podľa nariadenia (EÚ) 2018/1725 alebo ak máte pripomienky, otázky alebo obavy, alebo ak by ste chceli podať sťažnosť v súvislosti so zberom a používaním vašich osobných údajov, obráťte sa na úradníka pre ochranu údajov,

    ","privacy.9-contact.data-controller.address":"Directorate-General for Communications Networks, Content and Technology Unit G2
    Building BU25
    B-1049 Brussels
    ","privacy.9-contact.data-controller.email":"E-mail: ","privacy.9-contact.data-protection-officer.title":"– Úradník Komisie pre ochranu údajov (DPO)","privacy.9-contact.data-protection-officer.text":'

    Na úradníka pre ochranu údajov (DATA-PROTECTION-OFFICER@ec.europa.eu) sa môžete obrátiť v súvislosti s otázkami týkajúcimi sa spracovania vašich osobných údajov podľa nariadenia (EÚ) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"– Európsky dozorný úradník pre ochranu údajov (EDPS)","privacy.9-contact.european-data-protection.text":'

    Máte právo obrátiť sa (t. j. môžete podať sťažnosť) na európskeho dozorného úradníka pre ochranu údajov (edps @edps.europa.eu), ak sa domnievate, že boli porušené vaše práva vyplývajúce z nariadenia (EÚ) 2018/1725 v dôsledku spracúvania vašich osobných údajov prevádzkovateľom.

    ',"remote-teaching.remote-teaching":"dištančná výučba","remote-teaching.intro.title":"Európsky týždeň programovania a dištančná výučba","remote-teaching.intro.text":"Dištančná výučba môže pre učiteľov aj študentov predstavovať veľkú výzvu, pri ktorej je potrebné prekonať mnohé prekážky. Výučba programovania, výpočtového myslenia, dokonca aj robotiky, však nemusí prestať len preto, že študenti sú doma. Tu je niekoľko tipov a zdrojov, ktoré vám, aspoň dúfame, môžu pomôcť.","remote-teaching.intro.points.1":"sú tu zozbierané krátke videá, svojpomocné návody, hádanky, hry a programovacie úlohy na každodenné použitie doma i v škole.","remote-teaching.intro.points.2.0":"Programovanie bez pripojenia","remote-teaching.intro.points.2.1":"nájdete tu rôzne aktivity, ktoré môžete jednoducho robiť doma, a výučbu alebo štúdium programovania tak zvládnete aj pomocou bežných materiálov.","remote-teaching.intro.points.3.0":"Lekcie","remote-teaching.intro.points.3.1":"nájdete tu Lekcie alebo cvičenia týkajúce sa udržateľného rozvoja a umelej inteligencie, pričom v plánoch lekcií sú zahrnuté aj oddiely týkajúce sa dištančnej výučby.","remote-teaching.intro.points.4.0":"Archív zdrojov","remote-teaching.intro.points.4.1":"mnohé zdroje v archíve možno použiť aj pri scenároch dištančnej výučby. Môžete tu nájsť zdroje na výučbu programovania i na štúdium programovania.","remote-teaching.intro.points.5.0":"Webináre Programovanie z domu","remote-teaching.intro.points.5.1":"vedeli ste, že v rámci Európskeho týždňa programovania bolo zorganizovaných niekoľko webinárov zameraných na výučbu a štúdium programovania z domu? Vyskúšajte ich!","remote-teaching.tips.title":"7 tipov pre dištančnú výučbu programovania","remote-teaching.tips.points.1.0":"Oboznámte sa s konceptmi, programovacím jazykom a softvérom","remote-teaching.tips.points.1.1":"Aj keď študenti sa môžu učiť kódovať a programovať napoly nezávisle metódou pokusov a omylov, budete ich musieť usmerňovať a pomôcť im nájsť chyby v ich syntaxi. Buďte pripravení realizovať zmeny a úpravy, ak digitálny nástroj alebo programovací jazyk neprinášajú vami očakávané študijné výsledky.","remote-teaching.tips.points.2.0":"Povzbudzujte študentov","remote-teaching.tips.points.2.1":"Pomôžte študentom dosiahnuť úplný potenciál tým, že im poskytnete motivujúce a zmysluplné hodiny. Nechajte ich objavovať vlastné zručnosti a kreativitu tým, že im dovolíte vyberať si vlastné projekty a výstupy. Okrem toho vám odporúčame, aby ste boli realistickí a stanovovali ciele, ktoré vaši študenti môžu dosiahnuť.","remote-teaching.tips.points.3.0":"Podporujte študentov, aby pracovali v skupinách","remote-teaching.tips.points.3.1":`Programovanie v skupinách je nielen zábavnejšie, ale takisto môže študentom pomôcť pri realizácii zložitejších a kreatívnejších projektov. Dištančná výučba môže navyše niektorých študentov izolovať, čomu môže skupina zabrániť. Napríklad by ste mohli vytvoriť online konferenčné miestnosti pre študentov, kde by sa mohli zhromaždiť v skupinách, alebo by ste mohli zaviesť systém partnerského hodnotenia tým, že by ste vyzvali študentov, aby si k projektom navzájom poskytovali konštruktívnu spätnú väzbu -`,"remote-teaching.tips.points.4.0":"Preskúmajte otvorené softvéry a bezplatné online platformy určené pre štúdium programovania","remote-teaching.tips.points.4.1":"Existuje mnoho kvalitných zdrojov pre výučbu a štúdium programovania, ktoré sú síce pokročilé, ale zároveň jednoduché na použitie. Sú to bezplatné nástroje, ktoré môžu vaši študenti používať bez toho, aby si museli kupovať licencie alebo sťahovať softvér. Väčšinu z týchto nástrojov môžete nájsť v archíve Európskeho týždňa programovania, napr. Scratch, App Inventor, Code.org, EarSketch, Sonic Pi atď. Ako sme mohli vidieť v prípade Lekcií Európskeho týždňa programovania, tieto nástroje sa dajú použiť na ktorýkoľvek predmet!","remote-teaching.tips.points.5.0":"Buďte hravi","remote-teaching.tips.points.5.1":"Vaše prvé kroky k programovaniu by mali byť pútavé a zábavné, a aj keď teraz možno nemáte príležitosť podeliť sa o túto radosť osobne, existujú spôsoby, ako sa hrať a zabávať spoločne! Môžete napríklad navrhnúť študentom, aby si oddýchli od výučby a spoločne sa zahrali CodyColor, vzdelávaciu hru pre viacero hráčov, ktorá je navrhnutá na učenie sa výpočtového myslenia hrou.","remote-teaching.tips.points.6.0":"Simulujte interakciu v skutočnej triede","remote-teaching.tips.points.6.1":"Technológia nám aspoň sčasti umožňuje druh interakcie, ktorá by sa odohrávala v triede. Môžete študentov vyzvať, aby si v danom čase zapli kameru, virtuálne zdvihli ruku, pýtali sa osobne alebo na chate, odpovedali na digitálne ankety a kvízy atď. Na tento účel môžete využívať niektoré bezplatné digitálne nástroje, napríklad Zoom, Microsoft Teams, GoToMeeting alebo Jitsi na živú výučbu a Kahoot, Mentimeter alebo Google Forms na kvízy a interakciu v triede. Študentom by to pomohlo, aby sa cítili, ako keby boli v triede a v spojení so svojimi spolužiakmi.","remote-teaching.tips.points.7.0":"Zabezpečte prístupnosť a cenovú dostupnosť materiálov","remote-teaching.tips.points.7.1":"Vaše programovacie hodiny by mali byť realistické a prístupné. Dosiahnete to pomocou materiálov, ktoré sa dajú jednoducho nájsť v každej domácnosti a dostanú sa k nim všetci študenti, alebo ich poskytnete v upravenej podobe pre tých, ktorí ich nemajú. Napríklad na aktivity v rámci programovania bez pripojenia sú potrebné cenovo dostupné materiály ako nožnice, papier alebo fixky. Pri práci s online programovacími cvičeniami sa uistite, že všetci študenti majú doma prístup k tabletu alebo počítaču so spoľahlivým internetovým pripojením.","remote-teaching.tips.conclusion":"Ako vyučovať a študovať kódovanie a programovanie v prostredí dištančnej výučby? Máte nejaké tipy pre ostatných vzdelávacích pracovníkov? Pridajte komentár na tomto fóre!","report.title":"Podajte správu o svojom podujatí #EUCodeWeek","report.event_title":"Názov podujatia","report.number_required":"Poskytnite hrubý odhad, aj keď nemáte presné údaje.","report.phrase1":"Tento formulár môžete vyplniť iba raz! Pozorne si skontrolujte údaje. Ak sa pomýlite, ","report.phrase2":"Po zaslaní správy vám bude automaticky vydaný individualizovaný certifikát za účasť na Týždni programovania a budete si ho môcť stiahnuť alebo zdieľať. Tu môžete vidieť vzorový certifikát.","report.phrase3":"Povinné polia sú označené hviezdičkou*.","report.phrase4":"Tento formulár môžete vyplniť iba raz! Pozorne si skontrolujte údaje. Ak sa pomýlite,","report.contactus":"kontaktujte nás","report.participants_count.label":"Počet účastníkov","report.average_participant_age.label":"Priemerný vek účastníkov","report.percentage_of_females.label":"Percentuálny podiel žien","report.codeweek_for_all_participation_code.label":"Účastnícky kód Týždňa programovania pre všetkých","report.codeweek_for_all_participation_code.help":"Tu môžete zadať váš kód výzvy Codeweek4All, pokiaľ nejaký máte. Ak sa tejto výzvy nezúčastňujete, preskočte toto pole.","report.name_for_certificate.label":"Meno pre certifikát","report.name_for_certificate.help":"Zmeňte ho na meno organizátora podujatia, ktorému bude vydaný certifikát za účasť na Týždni programovania. Prosíme vás, aby ste použili len písmená ASCII (latinka). Písmená s dĺžňami, mäkčeňmi a inou diakritikou nie sú podporované.","report.submit":"Poslať správu o podujatí","report.thanks_page.title":"Ďakujeme za správu o vašom podujatí!","report.thanks_page.certificate_ready":"Váš certifikát je hotový.","report.thanks_page.download_button":"Kliknite tu a stiahnite si ho.","report.thanks_page.back_events":"Späť na vaše podujatie","resources.search_resources":"Vyhľadávať zdroje","resources.types":"Typy","resources.levels":"Úrovne","resources.programming_languages":"Programovacie jazyky","resources.categories":"Kategórie","resources.Languages":"Jazyky","resources.Subjects":"Predmety","resources.share":"Zdieľať","resources.communication_toolkit":"Súbor komunikačných nástrojov","resources.teachers_toolkit":"Súbor nástrojov pre učiteľov","resources.leaflet":"Leták","resources.how_to_organise_an_activity":"Ako usporiadať aktivitu?","resources.resources.languages.Russian":"Ruština","resources.resources.languages.Norwegian":"Nórčina","resources.resources.languages.Mandarin":"Čínština","resources.resources.languages.Japanese":"Japončina","resources.resources.languages.All targeted languages":"Všetky cieľové jazyky","resources.resources.levels.Beginner":"Začiatočník","resources.resources.levels.Intermediate":"Stredne pokročilý","resources.resources.levels.Advanced":"Pokročilý","resources.resources.levels.Pre-primary education":"Predškolské vzdelávanie","resources.resources.levels.Primary school (5-12)":"Základná škola (5 – 12)","resources.resources.levels.Lower secondary school (12-16)":"Základná škola (12 – 16)","resources.resources.levels.Upper secondary school (16-18)":"Stredná škola (16 – 18)","resources.resources.levels.Higher Education":"Vyššie vzdelávanie","resources.resources.levels.Other":"Iné","resources.resources.subjects.Art":"Umenie","resources.resources.subjects.Biology":"Biológia","resources.resources.subjects.Chemistry":"Chémia","resources.resources.subjects.Computer Science":"Informatika","resources.resources.subjects.Culture":"Kultúra","resources.resources.subjects.Economics":"Ekonómia","resources.resources.subjects.Foreign Languages":"Cudzie jazyky","resources.resources.subjects.Geography":"Geografia","resources.resources.subjects.Geology":"Geológia","resources.resources.subjects.History":"Dejepis","resources.resources.subjects.Language and Literature":"Jazyk a literatúra","resources.resources.subjects.Mathematics":"Matematika","resources.resources.subjects.Natural Sciences":"Prírodopis","resources.resources.subjects.Physical Education":"Telesná výchova","resources.resources.subjects.Physics":"Fyzika","resources.resources.subjects.Coding":"Programovanie","resources.resources.subjects.Special Education Needs":"Osobitné vzdelávacie potreby","resources.resources.subjects.Other":"Iné","resources.resources.types.Tutorial":"Návod","resources.resources.types.Website":"Web","resources.resources.types.Online Course":"Online kurz","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Audio","resources.resources.types.Application":"Aplikácia","resources.resources.types.Game":"Hra","resources.resources.types.Graphic Material":"Obrazový materiál","resources.resources.types.Presentation":"Prezentácia","resources.resources.types.Toolkit":"Súbor nástrojov","resources.resources.types.Other":"Iné","resources.resources.types.Lesson Plan":"Plán vyučovacej hodiny","resources.resources.types.Guide":"Príručka","resources.resources.categories.Coding":"Programovanie","resources.resources.categories.Programming":"Programovanie","resources.resources.categories.Computational Thinking":"Výpočtové myslenie","resources.resources.categories.Robotics":"Robotika","resources.resources.categories.Making":"Výroba","resources.resources.categories.Tinkering":"Majstrovanie","resources.resources.categories.Unplugged Activities":"Aktivity bez počítača","resources.resources.categories.Other":"Iné","school.name":"Názov školy","school.location":"Adresa školy","school.description":"Opis školy","school.school":"Škola","school.add":"Pridať","school.list":"Zoznam","school.required.name":"Názov školy je povinný","school.required.location":"Adresa školy je povinná","schools.1.title1":"Prečo by ste mali do vyučovania zahrnúť programovanie?","schools.1.title2":"Čo môžu vaši študenti získať z programovania? Čo vám to prináša ako učiteľovi?","schools.1.content.0":"Myslíme si, že základná gramotnosť každého človeka v digitálnom veku by mala zahŕňať pochopenie programovania a rozvoj základných schopností súvisiacich s výpočtovým zmýšľaním, ako sú riešenie problémov, spolupráca a analytické zručnosti.","schools.1.content.1":"Ak sa vaši študenti naučia programovať, posunie ich to do popredia digitálne vybavenej spoločnosti, lepšie pochopia svet okolo seba a získajú lepšie šance na úspech v súkromnom aj pracovnom živote.","schools.1.content.2":"Týždeň programovania ponúka všetkým študentom možnosť vyskúšať si digitálnu tvorbu. Školy a učitelia môžu využiť bezplatné možnosti odborného rozvoja, učebné materiály, medzinárodné výzvy a možnosti vzájomnej výmeny.","schools.1.button.label":"Chcete sa do toho rovno pustiť? Tu sa môžete zaregistrovať!","schools.2.title1":"Ste pripravení pustiť sa do toho?","schools.2.title2":"Usporiadajte hodinu, školenie alebo podujatie a pridajte ich na mapu.","schools.2.content.0":"Nezáleží na tom, či ste už zbehlí v programovaní, môžete jednoducho usporiadať hodinu v triede, deň otvorených dverí alebo podujatie vo vašej škole. Nájdite dátum a zaregistrujte svoju aktivitu na uvedenej mape. Ak potrebujete pomoc s prípravou hodiny programovania, prejdite na ďalší krok.","schools.2.content.1":"Pozrite si niektoré organizované aktivity na uvedenej mape a pridajte vlastné aktivity. Pripojíte sa tak k tisíckam ostatných, ktorí takisto poskytujú vzdelávanie v tejto oblasti v Európe a za jej hranicami.","schools.2.button.label":"Ste pripravení skúsiť to? Pridajte aktivitu!","schools.3.title1":"Ešte len začínate s programovaním? Žiadne obavy","schools.3.title2":"Pomocou našich nástrojov sa môžete zoznámiť s programovaním pred tým, ako ho predstavíte svojim študentom","schools.3.content.0":"Ak by ste chceli uviesť svojich študentov do programovania, ale neviete, ako začať, nemusíte mať obavy! Medzinárodný tím učiteľov a odborníkov vytvoril súbor krátkych školiacich modulov, ktoré vám pomôžu začať.","schools.3.content.1":"Nemusíte mať žiadne predchádzajúce skúsenosti, aby ste sa s nami mohli učiť!","schools.3.button.label":"Prejdite do školiacich modulov","schools.4.title1":"Hľadáte väčšiu výzvu?","schools.4.title2":"Vytvorte sieť aktivít, zapojte čo najviac študentov a získajte Certifikát excelentnosti","schools.4.content.0":"Vo výzve Code Week 4 All sa od vás očakáva, že spojíte sily s inými učiteľmi alebo školami a pridáte sa k medzinárodnej komunite podobne zmýšľajúcich ľudí, aby ste študentom umožnili zoznámiť sa s programovaním. Ak vytvoríte skupinu, ktorá získa účasť viac ako 500 študentov, získate certifikát excelentnosti.","schools.4.button.label":"Ďalšie informácie o výzve Code Week 4 All","schools.title":"Školy: Zapojte študentov do Týždňa programovania","scoreboard.title":"V ktorých krajinách programovanie najviac prekvitá?","scoreboard.paragraph":"Rebríček je zostavený podľa počtu zapísaných programátorských podujatí v porovnaní s počtom obyvateľov, takže sa nečudujte, ak uvidíte niektoré menšie krajiny na vyšších priečkach!","scoreboard.parcipating_with":"sa zapája prostredníctvom","scoreboard.events":"podujatí","search.audience_title":"Cieľová skupina","search.theme_title":"Téma","search.placeholder":"Vyhľadať názov podujatia alebo značku","search.submit":"Vyhľadať","search.label_country":"Vybrať krajinu","search.last_year_events.label":"Zahrnúť podujatia z minulých ročníkov","search.last_year_events.yes":"Áno","search.last_year_events.no":"Nie","search.search_counter":"zhoda s vašimi kritériami vyhľadávania","search.event":"podujatie","search.events":"podujatia/podujatí","search.year":"rok","search.audiences":"Publikum","search.themes":"Témy","search.countries":"Krajina","search.search_placeholder":"Hľadaj podľa nadpisu alebo popisu","snippets.featured-activities":"Tu nájdete aktivity, ktoré sa uskutočnia v rámci Európskeho týždňa programovania a na ktorých je možné zúčastniť sa online. Môžete ich filtrovať podľa jazyka a mesiaca a keď kliknete na „zobraziť“, získate prístup ku všetkým podrobnostiam o aktivite a kontaktom na jej organizátorov. Príjemnú zábavu!","snippets.learn":"Kódovanie a programovanie predstavujú kľúčové kompetencie, po ktorých je stále väčší dopyt vo všetkých oblastiach, a Európsky týždeň programovania vás chce pri učení podporiť! Pozrite si náš archív a nájdite ten najlepší zdroj pre začiatok svojej cesty k programovaniu alebo pokračovanie v nej. Všetky tieto zdroje sú bezplatné. Nezabudnite, že vyhľadávanie môžete filtrovať podľa druhu zdrojov, úrovne zručností, programovacieho jazyka, kategórie a jazyka.","snippets.teach":"Kódovanie a programovanie predstavujú kľúčové kompetencie, ktoré vašim študentom a deťom otvoria nové možnosti. Chcete vyučovať programovanie doma, v triede alebo v programátorskom klube? Pozrite si náš archív a nájdite najvhodnejší zdroj na zaradenie kódovania a programovania do vyučovania. Všetky tieto zdroje sú bezplatné. Nezabudnite, že vyhľadávanie môžete filtrovať podľa druhu zdrojov, úrovne zručností, programovacieho jazyka, predmetu, kategórie a jazyka.","snippets.toolkits.0":"V tejto časti nájdete materiály, ktoré vám pomôžu zorganizovať aktivitu v rámci Európskeho týždňa programovania a propagovať túto iniciatívu v rámci vašej komunity.","snippets.toolkits.1":"Komunikačné nástroje","snippets.toolkits.2":"Nájdete tu oficiálne logá, znak, leták, plagát, vzory v PowerPointe a vo Worde, príklady príspevkov na sociálnych sieťach a ilustrácie týkajúce sa Európskeho týždňa programovania.","snippets.toolkits.3":"Nástroje pre učiteľov","snippets.toolkits.4":"Nájdete tu oficiálne logá, znak, vzor potvrdení o účasti pre vašich študentov, úvodnú prezentáciu a materiály pre sociálne médiá týkajúce sa Európskeho týždňa programovania.","snippets.toolkits.5":"Oficiálny leták Európskeho týždňa programovania.","snippets.about.goal":"Cieľom je pomôcť väčšiemu počtu mladých ľudí osvojiť si základy programovania a počítačového myslenia.","snippets.guide.tutorials.1":"Prejdite si naše","snippets.guide.tutorials.2":"návody a kurzy,","snippets.guide.tutorials.3":"ktoré sú dostupné v 29 jazykoch, a naučte sa organizovať činnosti, pri ktorých sa mladí ľudia naučia programovať a počítačovo myslieť.","snippets.dance.menu":"Výzva do tanca","snippets.dance.subtitle":"Kto povedal, že programátori nevedia tancovať? Výzvou #EUCodeWeekDance vám dokážeme pravý opak.","snippets.dance.content":"Európsky týždeň programovania môže osláviť každý – od škôl, učiteľov, knižníc až po programátorské kluby, podniky a verejné orgány. Úlohou je zorganizovať tanečnú aktivitu #EUCodeWeekDance a pridať ju na mapu týždňa programovania.","snippets.treasure-hunt.menu":"Honba za pokladom","snippets.treasure-hunt.subtitle":"Táto hra sa hrá v aplikácii Telegram","snippets.videos.1":"Pozrite si videá ambasádorov Európskeho týždňa programovania o našich hodnotách","snippets.videos.2":"Pozrite si video slovinskej ambasádorky Katji Osljakovej o tom, prečo je týždeň programovania nezávislý","snippets.videos.3":"Pozrite si video francúzskeho ambasádora Laurenta Touchého o tom, prečo je týždeň programovania pre každého","snippets.videos.4":"Pozrite si video tuniskej ambasádorky Fatmy Bouazizovej o tom, prečo je týždeň programovania glokálny","snippets.videos.5":"Pozrite si video lotyšskej ambasádorky Lindy Sinkovej o tom, prečo je týždeň programovania o spolupráci","snippets.videos.6":"Pozrite si video talianskeho ambasádora Alessandra Bogliola o tom, prečo je týždeň programovania neziskový","snippets.videos.7":"Pozrite si video albánskej ambasádorky Marjany Priftiovej o tom, prečo týždeň programovania podporuje inovácie a kreativitu","snippets.videos.8":"Pozrite si video rumunskej ambasádorky Cristiany Lucaciovej o tom, prečo je týždeň programovania vďačný svojej komunite","training.learning_bits":"Hodiny Týždňa programovania","training.title":"Bezplatné školiace materiály a online kurzy","training.text":`

    Tu nájdete bezplatné školiace materiály a zdroje, ktoré vám pomôžu zoznámiť sa s problematikou a naplánovať si najbližšiu inovačnú hodinu.

    -

    1. Hodiny Týždňa programovania

    -

    Nepotrebujete žiadne predchádzajúce skúsenosti s programovaním a každý modul vám zaberie len okolo 15 minút. V moduloch spoznáte kľúčové koncepcie súvisiace s programovaním a aktivity na rozvoj výpočtového myslenia. Okrem toho sa v moduloch dozviete praktické tipy a rady, ako začleniť tieto koncepcie do vyučovania.

    `,"training.text_2":`

    Dúfame, že po jednej alebo viacerých hodinách Týždňa programovania ste odhodlaní vniesť trocha digitálnej tvorivosti do vyučovania. Nezabudnite zaregistrovať svoju aktivitu na mapu Týždňa programovania!

    - -

    Môžete jednoducho usporiadať hodinu v triede, deň otvorených dverí alebo podujatie vo vašej škole. Stačí nájsť dátum a zaregistrovať aktivitu na mape Týždňa programovania. Každý organizátor aktivity získa za svoje úsilie certifikát za účasť.

    - -

    Ak sa chcete spojiť s medzinárodnou skupinou nadšencov, pripojte sa k skupine učiteľov Európskeho týždňa programovania na Facebooku. Ak by ste chceli zájsť o krok ďalej a spolupracovať s inými školami vo vašej krajine alebo v zahraničí, zapojte sa do výzvy Code Week 4 All (Týždeň programovania pre všetkých).

    `,"training.lessons.1.title":"Programovanie bez digitálnej technológie (bez počítača)","training.lessons.1.author":"Alessandro Bogliolo","training.lessons.1.text":`

    Programovanie je jazyk vecí, ktorý nám umožňuje vytvárať programy a prideľovať nové funkcie desiatkam miliárd programovateľných objektov okolo nás. Programovanie je najrýchlejší spôsob na realizáciu našich nápadov a najúčinnejší spôsob na rozvíjanie schopností súvisiacich s výpočtovým myslením. Pri rozvíjaní výpočtového zmýšľania však nie je úplne nevyhnutné používať technológiu. Práve naopak, na ovládanie technológie potrebujeme zručnosti súvisiace s výpočtovým myslením.

    - -

    Profesor výpočtových systémov z Talianska a koordinátor Európskeho týždňa programovania Alessandro Bogliolo v tomto videu predstavuje programátorské aktivity bez počítača, ktoré možno vykonávať bez akéhokoľvek elektronického zariadenia. Hlavným cieľom aktivít bez počítača je znížiť prístupové prekážky a zaviesť programovanie do všetkých škôl, bez ohľadu na ich finančné prostriedky a vybavenie.

    - -

    Pomocou programátorských aktivít bez počítača môžeme spoznať výpočtové stránky fyzického sveta okolo nás.

    `,"training.lessons.1.activities.1":"Aktivita 1 – CodyRoby pre 1. stupeň základných škôl","training.lessons.1.activities.2":"Aktivita 2 – CodyRoby pre 2. stupeň základných škôl","training.lessons.1.activities.3":"Aktivita 3 – CodyRoby pre stredné školy","training.lessons.2.title":"Výpočtové myslenie a riešenie problémov","training.lessons.2.author":"Miles Berry","training.lessons.2.text":`

    Výpočtové myslenie je spôsob pristupovania k problémom a systémom, v rámci ktorého možno využiť počítač na ich vyriešenie alebo pochopenie. Výpočtové myslenie nie je dôležité len pri vývoji počítačových programov, ale možno ho tiež využiť pri riešení problémov vo všetkých disciplínach.

    - -

    Svojich študentov môžete naučiť výpočtovému mysleniu rozkladaním zložitých problémov na drobnejšie (rozklad), rozoznávaním vzorcov (rozoznávanie vzorcov), identifikovaním relevantných údajov pri riešení problému (abstrakcia) alebo tak, že im stanovíte pravidlá či pokyny, podľa ktorých dosiahnu želaný výsledok (tvorba algoritmov). Výpočtové myslenie možno vyučovať v rôznych disciplínach, napríklad v matematike (zistiť pravidlá rozkladu mnohočlenov druhého stupňa na súčin), literatúre (rozdeliť rozklad básne na rozklad tempa, rýmu a stavby), jazykoch (nájsť vzorce v koncovkách slovesa, ktoré ovplyvňujú to, ako sa píše pri zmene času) a mnohých ďalších.

    - -

    Hlavný lektor na Pedagogickej fakulte Univerzity v Roehamptone (Spojené kráľovstvo), Miles Berry, predstavuje koncepciu výpočtového myslenia a rôzne spôsoby, ktorými ho učitelia môžu začleniť do vyučovania prostredníctvom jednoduchých hier.

    `,"training.lessons.2.activities.1":"Aktivita 1 – Rozvoj matematického uvažovania pre 1. stupeň základných škôl","training.lessons.2.activities.2":"Aktivita 2 – Úvod do algoritmov pre 2. stupeň základných škôl","training.lessons.2.activities.3":"Aktivita 3 – Algoritmy pre stredné školy","training.lessons.3.title":"Vizuálne programovanie – úvod do jazyka Scratch","training.lessons.3.author":"Margo Tinawi","training.lessons.3.text":`

    Vizuálne programovanie umožňuje človeku opisovať procesy pomocou ilustrácií alebo grafiky. Vizuálne programovanie sa zvykne označovať za opak textového programovania. Vizuálne programovacie jazyky sú mimoriadne vhodné na predstavenie algoritmického myslenia deťom (alebo aj dospelým). Pri vizuálnych programovacích jazykoch je potrebné menej čítať a netreba používať syntax.

    - -

    Učiteľka tvorby webu v rámci iniciatívy Le Wagon a spoluzakladateľka Techies Lab asbl (Belgicko) Margo Tinawi vám pomôže zoznámiť sa s jazykom Scratch, jedným z najobľúbenejších virtuálnych programovacích jazykov na celom svete. Jazyk Scratch vznikol na MIT v roku 2002 a medzičasom sa okolo neho vytvorila veľká komunita. Nájdete v nej milióny projektov, ktoré môžete zadať svojim študentom, a nespočetne veľa návodov vo viacerých jazykoch.

    - -

    Na používanie jazyka Scratch nepotrebujete žiadne skúsenosti s programovaním a môžete ho využiť na všetkých možných predmetoch! Scratch napríklad môžete využiť ako nástroj na vyrozprávanie príbehu, pomocou ktorého môžu študenti vytvárať príbehy, ilustrovať matematický problém alebo zahrať sa umeleckú súťaž s cieľom naučiť sa o kultúrnom dedičstve, pričom sa zároveň naučia programovaniu a výpočtovému mysleniu, ale predovšetkým sa zabavia.

    - -

    Scratch je bezplatný nástroj, ktorý je pre študentov veľmi intuitívny a motivačný. Pozrite si Margine video a zistite, ako na to.

    `,"training.lessons.3.activities.1":"Aktivita 1 – Základy jazyka Scratch pre 1. stupeň základných škôl","training.lessons.3.activities.2":"Aktivita 2 – Základy jazyka Scratch pre 2. stupeň základných škôl","training.lessons.3.activities.3":"Aktivita 3 – Základy jazyka Scratch pre stredné školy","training.lessons.4.title":"Tvorba vzdelávacích hier v jazyku Scratch","training.lessons.4.author":"Jesús Moreno León","training.lessons.4.text":`

    Kritické myslenie, vytrvalosť, riešenie problémov, výpočtové myslenie a tvorivosť sú len niektoré z kľúčových zručností, ktoré vaši študenti potrebujú, aby uspeli v 21. storočí. Programovanie môže byť zábavný a motivačný spôsob, ako ich nadobudnúť.

    - -

    Algoritmické zásady na kontrolu toku prostredníctvom sekvencie pokynov a slučiek, reprezentácia údajov prostredníctvom premenných a zoznamov či synchronizácia procesov môžu znieť komplikovane, no v tomto videu zistíte, že sa dajú naučiť ľahšie, ako by ste si mysleli.

    - -

    Učiteľ informatiky a výskumník zo Španielska Jesús Moreno León v tomto videu vysvetľuje, ako môžete so študentmi rozvinúť tieto a ďalšie zručnosti a zároveň sa pri tom zabaviť. Ako na to? Vytvorí sa hra s otázkami a odpoveďami v jazyku Scratch, ktorý je najobľúbenejším programovacím jazykom na školách na celom svete. Scratch posilňuje výpočtové myslenie, no umožňuje tiež zahrnúť prvky hry do vyučovania. Študenti vďaka tomu nestrácajú motiváciu a učia sa zábavnou formou.

    - -

    Pozrite si video a zistite, ako na to:

    `,"training.lessons.4.activities.1":"Aktivita 1 – Hra s otázkami a odpoveďami v jazyku Scratch pre 1. stupeň základných škôl","training.lessons.4.activities.2":"Aktivita 2 – Hra s otázkami a odpoveďami v jazyku Scratch pre 2. stupeň základných škôl","training.lessons.4.activities.3":"Aktivita 3 – Hra s otázkami a odpoveďami v jazyku Scratch pre stredné školy","training.lessons.5.title":"Tvorba, robotika a majstrovanie v triede","training.lessons.5.author":"Tullia Urschitz","training.lessons.5.text":`

    Zahrnutie programovania, majstrovania, robotiky a mikroelektroniky ako vyučovacích a učebných nástrojov do školských osnov má vo vzdelávaní 21. storočia zásadný význam.

    - -

    Majstrovanie a robotika na školách majú pre študentov množstvo prínosov, pretože im pomáhajú rozvíjať kľúčové kompetencie, ako sú riešenie problémov, tímová práca a spolupráca. U študentov tiež posilňujú tvorivosť a sebadôveru a môžu im pomôcť v rozvoji vytrvalosti a odhodlania, keď sú postavení pred výzvy. Robotika je zároveň oblasť, ktorá podporuje začleňovanie, pretože je ľahko dostupná širokému záberu študentov s rôznym nadaním a zručnosťami (chlapcom aj dievčatám) a pozitívne ovplyvňuje študentov s autistickými sklonmi.

    - -

    Pozrite si video, v ktorom Tullia Urschitz, veľvyslankyňa z talianskej komunity Scientix a učiteľka predmetov STEM (veda, technológia, inžinierstvo a matematika) zo Sant’Ambrogio Di Valpolicella v Taliansku, ponúka niekoľko praktických príkladov, ako môžu učitelia zahrnúť majstrovanie a robotiku do vyučovania a premeniť tak pasívnych študentov na nadšených tvorcov.

    `,"training.lessons.5.activities.1":"Aktivita 1 – Ako vyrobiť mechanickú ruku z HDF dosky pre 1. stupeň základných škôl","training.lessons.5.activities.2":"Aktivita 2 – Ako vyrobiť mechanickú alebo robotickú ruku pre 2. stupeň základných škôl","training.lessons.5.activities.3":"Aktivita 3 – Ako vyrobiť mechanickú alebo robotickú ruku pre stredné školy","training.lessons.6.title":"Prostredie App Inventor a vývoj aplikácií","training.lessons.6.author":"Rosanna Kurrerová","training.lessons.6.text":`

    Pozrite si toto video, v ktorom Rosanna Kurrerová, (zakladateľka programu CyberWayFinder) vysvetľuje, čo je prostredie App Inventor, približuje výhody vývoja aplikácií pri výuke a uvádza praktické príklady, ako môžu učitelia zaradiť prostredie App Inventor do výučby, a premeniť tak pasívnych žiakov na nadšených tvorcov hier.

    -

    Všetci využívame aplikácie, pretože sú veľmi užitočné a s ich pomocou si môžeme rýchlo koordinovať aktivity. Stále viac a viac sa využívajú aj vo vzdelávaní, keďže umožňujú prispôsobiť vzdelávanie individuálnym potrebám a používateľom získavať informácie. Čo keby sme teda žiakov naučili vytvárať vzdelávacie aplikácie pre ostatných?

    `,"training.lessons.6.activities.1":"Aktivita 1 – Názov, pre prvý stupeň základnej školy","training.lessons.6.activities.2":"Aktivita 2 – Názov, pre druhý stupeň základnej školy","training.lessons.6.activities.3":"Aktivita 3 – Názov, pre stredné školy","training.lessons.7.title":"Manuálne zručnosti a vyrábanie rôznych vecí","training.lessons.7.author":"Diogo da Silva","training.lessons.7.text":`

    Pracovné miesta a pracoviská sa menia a vzdelávanie sa týmto zmenám prispôsobuje. Pri príprave žiakov na kariéru v 21. storočí sa už nezaobídeme bez nových zručností, ako sú manuálne zručnosti, či upravovanie rôznych vecí, keďže stierajú rozdiel medzi školou a realitou. Pretvorením triedy na prostredie spolupráce, ktoré je zamerané na riešenie problémov, sa žiakom poskytuje možnosť aktívne sa zapájať a rozvíjať sa. V týchto aktivitách sa podporuje diskusia, čím sa trieda stáva centrom komunikácie, v ktorej má každý príspevok význam.

    -

    Pozrite si uvedené video, v ktorom vás učiteľ predmetov STEAM Diogo da Silva, člen medzinárodnej školy Escola Global, prevedie krok za krokom prípravou na hodinu, v ktorej sa žiaci prostredníctvom manuálnych zručností, vyrábania a upravovania rôznych vecí učia riešiť problémy.

    `,"training.lessons.7.activities.1":"Aktivita 1 – Názov, pre prvý stupeň základnej školy","training.lessons.7.activities.2":"Aktivita 2 – Názov, pre druhý stupeň základnej školy","training.lessons.7.activities.3":"Aktivita 3 – Názov, pre stredné školy","training.lessons.8.title":"Programovanie pre všetky predmety","training.lessons.8.author":"M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Keď sa povie "programovanie v škole", prvé, čo vám napadne, sú hodiny informatiky, technológie, matematiky alebo prírodovedy. Lenže žiaci majú predsa aj množstvo iných záujmov a predmetov - prečo to teda nevyužiť a nezaviesť programovanie v rámci celého učebného plánu?

    -

    Zaradenie programovania do výučby má mnoho výhod, pretože žiakom pomáha rozvíjať kritické myslenie a schopnosť riešiť problémy, stať sa aktívnymi používateľmi a viesť svoj vlastný proces učenia sa, čo má pre školy zásadný význam. Čo je však najdôležitejšie, vaši žiaci sa budú učiť zábavnou formou!

    -

    Jazyky, hudba alebo veda, technológia, inžinierstvo a matematika (STEM) sú len niektoré z predmetov, v ktorých môžu využiť programovanie pri príprave budúcich vedcov, hudobníkov, umelcov, prakticky hocikoho. Programovanie a výpočtové myslenie môže do svojej triedy zaradiť každý učiteľ. Využívanie integrovaného učenia predmetu a cudzieho jazyka (metódy CLIL) na vysvetlenie algoritmu každodenného života, vytvorenie konzoly z plsti pri výučbe prírodovedy alebo využívanie vzdelávacích robotov na zvýšenie motivácie v matematike sú len niektoré z príkladov aktivít, ktoré môžete vo svojej triede robiť.

    -

    V nasledujúcom videu si ukážeme, ako jednoducho môžu učitelia hudobnej výchovy, prírodovedy či jazykov zaradiť do výučby programovanie a výpočtové myslenie, a to aj bez predchádzajúcich skúseností.

    `,"training.lessons.8.activities.1":"Aktivita 1 Robotika a inklúzia pre základné školy v rámci STEM","training.lessons.8.activities.2":"Aktivita 2 Hudba je programovanie","training.lessons.8.activities.3":"Aktivita 3 Manuálne zručnosti a programovanie s Makey","training.lessons.8.activities.4":"Aktivita 4 Algoritmus každodenného života na hodine vyučovanej metódou CLIL","training.lessons.9.title":"Výroba automatu pomocou mikropočítača micro:bit","training.lessons.9.author":"Autorka: Pauline Maas","training.lessons.9.text":`

    - Používanie jednoducho programovateľného vreckového mikropočítača micro:bit je zábavný a jednoduchý spôsob, ako si môžete so žiakmi zostrojiť zaujímavé výtvory vrátane robotov či hudobných nástrojov, a zároveň ich naučiť programovať. Aj tí najmladší programátori ocenia jeho nenáročný a jednoduchý spôsob používania, no zároveň poskytuje dostatočnú výkonnosť aj pre pokročilejších žiakov. Môžete ho zaradiť do rôznych vyučovacích hodín, či už na dejepise, matematike, alebo prírodovedných predmetoch. Možnosti sú nekonečné. Mikropočítač micro:bit predstavuje pútavý a finančne nenáročný spôsob, ako žiakov naučiť programovať a vštepiť im základné zručnosti, ako sú výpočtové myslenie, schopnosť riešiť problémy a tvorivosť. -

    -

    - Pauline Maas, učiteľka informatiky v centre Koninklijke Visio, predstavuje v tomto videu mikropočítač micro:bit a prezentuje niekoľko praktických príkladov toho, ako ho môžu učitelia zapojiť do svojej výučby a vzbudiť tvorivé nadšenie aj u pasívnych žiakov. -

    `,"training.lessons.9.activities.1":"Morseova abeceda s mikropočítačom micro:bit pre základné školy","training.lessons.9.activities.2":"Úniková hra s mikropočítačom micro:bit pre 2. stupeň základných škôl","training.lessons.9.activities.3":"Výroba automatu pre stredné školy","training.lessons.10.title":"Tvorivé programovanie v jazyku Python","training.lessons.10.author":"Autorka: Ivana Vezjak","training.lessons.10.text":`

    -Prechod od vizuálneho k textovému programovaniu je v rámci programovania prirodzený vývoj. Vizuálne programovanie je skvelé pre začiatočníkov, no po určitom čase môžu mať žiaci chuť pokoriť nové výzvy. Textové programovanie predstavuje ďalší krok pre každého, kto sa chce venovať programovaniu a výpočtovému mysleniu detailnejšie. -

    -

    - V tomto videu vám Ivana Vezjak predstaví základnú syntax jazyka Python. Python patrí medzi jeden z najobľúbenejších programovacích jazykov súčasnosti a používa sa v mnohých oblastiach vrátane dátovej vedy, umelej inteligencie, strojového učenia, vývoja webu atď. Hoci Python je výkonný programovací jazyk používaný skúsenými programátormi, vďaka jeho jednoduchosti a zrozumiteľnej syntaxi ho môžu používať aj osoby bez akýchkoľvek skúseností s programovaním. -

    -

    -Pomocou jazyka Python môžu žiaci vytvárať kvízy o historických udalostiach, riešiť matematické problémy, vytvárať fyzikálne simulácie či hry, vyvíjať webové stránky, vykonávať analýzu dát vedeckých projektov a veľa ďalších vecí. Jazyk Python disponuje bohatou a širokou štandardnou knižnicou, veľkou komunitou používateľov a mnohými návodmi a projektmi dostupnými online, ktoré možno použiť pri výučbe, štúdiu aj v rámci praxe. Prostredníctvom programovania v jazyku Python, analýzy programov a opravy chýb si žiaci rozvíjajú tvorivosť a učia sa, ako zachovávať súlad, byť vytrvalí a trpezliví. Vďaka rozkladu zložitých problémov na menšie časti získavajú zručnosti analytického myslenia a riešenia problémov. Tieto kompetencie im pomôžu zlepšiť si postoj k problémom vo všetkých ostatných oblastiach života. -

    `,"training.lessons.10.activities.1":"Môj prvý kvíz pre základné školy","training.lessons.10.activities.2":"Obesenec pre 2. stupeň základných škôl","training.lessons.10.activities.3":"Uhádni vlajku! pre stredné školy","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Štandardná knižnica jazyka Python","training.lessons.10.links.1.description":"Zbierka pripravených kódov a modulov (napr. modul korytnačky, matematický modul atď.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Vzdelávacia video hra na výučbu koncepcií programovania.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/sk-SK/codeclub","training.lessons.10.links.3.title":"Projekty CodeClub","training.lessons.10.links.3.description":"Podrobné projekty programovania pre deti vhodné pre začiatočníkov aj pokročilých.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Vymyslite si vlastnú počítačovú hru s jazykom Python","training.lessons.10.links.4.description":"Kniha, ktorá vás naučí programovať vlastné počítačové hry pomocou jazyka Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Vzdelávacia komunita, kde si žiaci aj učitelia môžu precvičovať zručnosti v rámci rôznych výziev.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Zbierka úvodných lekcií jazyka Python (texty aj bloky) s využitím interaktívnych prostredí Trinket.","training.lessons.10.links.title":"Ďalšie súvisiace zdroje","training.lessons.11.title":"Programovaním k inklúzii","training.lessons.11.author":"od tímu Týždňa programovania","training.lessons.11.text":`

    - Zahrnúť programovanie do vyučovania môže byť výzva, najmä ak máte v triede žiakov s nejakým zdravotným postihnutím. Je však dôležité nezabúdať na to, že programovať sa môže naučiť každý, bez ohľadu na schopnosti. Pre deti so špeciálnymi potrebami môže byť oboznámenie sa s jednotlivými aspektmi programovania veľkým prínosom. Žiaci získajú zručnosti dôležité pre život, ako sú riešenie problémov, organizačné schopnosti a nezávislosť. Pri programovaní si môžu prostredníctvom spolupráce a tímovej práce zlepšiť aj medziľudské a sociálne zručnosti, ktoré predstavujú pre mnohé deti so zdravotným postihnutím problém. A čo je najdôležitejšie, žiaci zažijú pri spoločnom učení s rovesníkmi veľa zábavy. -

    -V tomto videu vám tím Týždňa programovania ukáže niekoľko praktických, jednoduchých a zábavných programátorských aktivít, ktoré sú špeciálne prispôsobené pre žiakov s poruchou zraku, Downovým syndrómom a žiakov s poruchami autistického spektra, a ktoré môžu učitelia ľahko zahrnúť do vyučovania. -

    `,"training.lessons.11.activities.1":"Kartón na vajíčka bez počítača","training.lessons.11.activities.2":"Mimoriadne inteligentná myš","training.lessons.11.activities.3":"Hviezdy vyrábajú hviezdy","training.lessons.12.title":"Kódovanie pre ciele trvalo udržateľného rozvoja","training.lessons.12.author":"Francisco Javier Masero, Cristina Nicolaita a Erviola Konomi","training.lessons.12.text.1":"Tradičné vzdelávanie poskytuje študentom len málo príležitostí chápať a riešiť problémy v reálnom svete ako sú globálne zmeny podnebia, rodová rovnosť, hlad, chudoba alebo dobré zdravie a blahobyt.","training.lessons.12.text.2":"Ciele trvalo udržateľného rozvoja (SDGs) sú jadrom agendy 2030 pre trvalo udržateľný rozvoj, prijaté všetkými členskými štátmi OSN ako plán na dosiahnutie mieru a prosperity na planéte podporujúci globálny rozvoj. Učitelia môžu využiť SDGs v triede ako nástroj pre študentov na rozvoj ich kritického myslenia, ale tiež na pomoc hľadania ich identity a účelu. Kombinácia základných prvkov kódovania a výpočtového myslenia s SDGs posilní sebadôveru vašich študentov a vy im pomôžete rozvíjať ich kreativitu, podnikateľského ducha, riešenie problémov alebo komunikačné schopnosti.","training.lessons.12.text.3":"V nižšie uvedených cvičeniach budú študenti aplikovať princípy v programe Scratch, kódovanie ASCII a odpojené kódovanie k témam globálneho a sociálneho významu súčasnosti. Učitelia budú zvyšovať povedomie o cieľoch trvalo udržateľného rozvoja zatiaľ čo budú pomáhať rozvíjať empatiu, aktívne občianstvo a prosociálne schopnosti zábavným a pútavým spôsobom.","training.lessons.12.text.4":"Tieto učebné plány sa zameriavajú na jeden SDGs každý:","training.lessons.12.text.5":"3. cieľ trvalo udržateľného rozvoja: Zaistite zdravý život a propagujte blahobyt pre všetkých v každom veku","training.lessons.12.text.6":"5. cieľ trvalo udržateľného rozvoja: Dosiahnite rodovú rovnosť a posilnite postavenie všetkých žien a dievčat","training.lessons.12.text.7":"13. cieľ trvalo udržateľného rozvoja: Prijmite neodkladné opatrenia na boj proti zmene podnebia a jeho vplyvu","training.lessons.12.activities.1":"Projekt Karateka: Ovládanie karate cez programovanie pre základnú školu, nižší a vyšší stupeň strednej školy","training.lessons.12.activities.2":"Ciele trvalo udržateľného rozvoja a kódovanie pre zmenu podnebia pre základnú školu","training.lessons.12.activities.3":"Kódovanie pre rodovú rovnosť pre vyšší stupeň strednej školy","training.lessons.13.title":"Úvod do umelej inteligencie v triede","training.lessons.13.author":"Artur Coelho a Marjana Prifti Skenduli","training.lessons.13.text.1":"Umelá inteligencia (AI) má vplyv na veľa oblastí každodenného života: automaticky opraví text, ktorý napíšete na telefóne, vyberie hudbu, ktorú prehráva vaša obľúbená hudobná aplikácia a pamätá si vaše heslá keď ste ich zabudli. AI odkazuje na kombináciu učenia strojov, robotiky a algoritmov s aplikáciami vo všetkých oblastiach: od informatiky po výrobu a od medicíny po módu. Preto má nesporné miesto v našich životoch a našich spoločnostiach a hrá kľúčovú úlohu pri rozvoji vedy. A ako akýkoľvek iný dôležitý fenomén v našich životoch, študenti budú môcť z učenia o nej profitovať. Ale ako učiť o tak komplexnej veci ako je AI?","training.lessons.13.text.2":"Táto trocha výuky vám pomôže vysvetliť študentom čo je AI a akú úlohu hrá v živote študentov. Tieto aktivity sú navrhnuté pre laikov, aby ľahko pochopili obsah a aby boli schopný efektívne analyzovať komplexné podmienky do ľahko pochopiteľných nápadov. S týmito učebnými plánmi môžete študentom pomôcť naučiť sa použitie AI a niektorých mechanizmov, za ňou stojacich. Tieto aktivity sú navrhnuté pre rozvoj schopností analytického a kritického myslenia študentov: napríklad, v aktivite Marjany študenti rozvíjajú klasifikačný kanál. Tieto aktivity tiež pomôžu študentom pochopiť rôznorodé aplikácie AI: v aktivite Artura sa naučia o spojení medzi AI a umením a ako môže byť AI použitá na povznesenie vizuálneho vyjadrenia. Pri týchto aktivitách sa študenti tiež zamyslia na nebezpečenstvom AI a jej dopadom.","training.lessons.13.activities.1":"Umenie človeka a AI pre základnú školu","training.lessons.13.activities.2":"Učiť stroje klasifikovať: Úvod do učenia strojov pod dohľadom pre nižší stupeň strednej školy","training.lessons.13.activities.3":"Učiť stroje klasifikovať: Úvod do učenia strojov pod dohľadom pre vyšší stupeň strednej školy","training.lessons.14.title":"Učenie vo veku inteligentných strojov","training.lessons.14.author":"Adil Tugyan, Georgia Lascaris a Marco Neves","training.lessons.14.text.1":"Pokrok UI v posledných rokoch bol pôsobivý vďaka rýchlemu pokroku v oblasti výpočtového výkonu a dostupnosti veľkého množstva údajov. To viedlo k značným investíciám do výskumu UI a rýchlemu rozšíreniu odvetvia UI, čo z UI urobilo významnú technologickú revolúciu našej doby. UI je všade okolo nás. Stala sa súčasťou našej každodennej rutiny, a to natoľko, že si niekedy neuvedomujeme, že to je UI: takmer každý deň používame online odporúčania, detekciu tváre, bezpečnostné systémy a hlasových asistentov. Ale čo výuka? ","training.lessons.14.text.2":"UI má obrovský potenciál umožniť nové spôsoby výučby a učenia sa a zlepšiť učenie študentov. Táto časť výučby vám pomôže integrovať autentické aktivity UI do výučby a pomôže vám pripraviť vašich študentov na život a kariéru vo svete formovanom UI. Tieto aktivity boli navrhnuté pre študentov, aby rozvíjali ich zvedavosť, riešenie problémov a tvorivé schopnosti: napríklad v Adilovej aktivite sa študenti dozvedia o algoritmoch a neurónových sieťach a sú vyzvaný k vytvoreniu vlastnej neurónovej siete na vizualizáciu mozgu UI. Georgia povedie vašich študentov pri vývoji chatbota krok za krokom. Študenti si zostavia vlastného chatbota, pripravia súbory otázok a odpovedí a vycvičia ho, aby mohol odpovedať na otázky o Covid-19. V rámci aktivity Marco budú študenti skúmať výhody a výzvy inteligentných strojov v každodennom živote a práci. Aké sú riziká UI, ktoré musíme brať do úvahy? Aké dopady bude mať AI na budúcnosť práce? Aké pracovné miesta im budú ponúknuté, keď v budúcnosti vstúpia na trh práce?","training.lessons.14.activities.1":"UI a jej neurónové siete pre základnú školu","training.lessons.14.activities.2":"Môj Covid-19 Chatbot, pre nižšiu strednú školu","training.lessons.14.activities.3":"Život vo veku „inteligentných strojov“: Výzvy a príležitosti pre vyššie stredné školy","training.lessons.14.activities.title":"V nižšie uvedených učebných plánoch sa študenti naučia zábavným a pútavým spôsobom o inteligentných strojoch.","training.lessons.15.title":"Ťaženie mediálnej gramotnosti","training.lessons.15.author":"Marijana Smolčec, Tea Horvatić a Sanja Božinović","training.lessons.15.text.0":"Vzdelávanie o mediálnej gramotnosti pre dnešných študentov nikdy nebolo dôležitejšie. Študenti všetkých vekových skupín musia získať príslušné zručnosti, vedomosti a postoje, aby sa dokázali orientovať v našom mediálne bohatom svete. Zručnosti v oblasti mediálnej gramotnosti im pomôžu využívať dôveryhodný online obsah a rozpoznať zavádzajúce zdroje informácií. Pochopia, ako overovať faktické informácie, ktoré nájdu online, a kriticky ich interpretovať. Zvýšia svoje povedomie o správnom využívaní tvorivej práce a svoje učenie uplatnia pri vytváraní vlastného tvorivého obsahu.","training.lessons.15.text.1":"Táto vzdelávacia časť vám umožní implementovať rôzne stratégie a techniky, ktoré vašim študentom umožnia stať sa mediálne gramotnými. V Marijaninej aktivite sa študenti naučia, ako bezpečne a zodpovedne používať webový obsah. Budú im predstavené rôzne typy licencií a vyvinú jednoduchú aplikáciu na demonštráciu spôsobu správneho zdieľania kreatívnej práce. V Teinej aktivite sa študenti vyberú na výpravu po poznatkoch o clickbaitoch. Prostredníctvom pútavých úloh študenti preskúmajú stratégie na identifikáciu a odhalenie clickbaitov a naučia sa im vyhnúť. Sanja umožní študentom skúmať a kriticky analyzovať a hodnotiť webový obsah, jeho relevantnosť, presnosť, pôvod a účel. Naučia sa, ako nájsť spoľahlivé zdroje online a ako rozpoznať nepravdivé online informácie.","training.lessons.15.text.2":"V nižšie uvedených učebných plánoch nájdete inšpiratívne a pútavé aktivity na zlepšenie zručností študentov v oblasti mediálnej gramotnosti:","training.lessons.15.activities.1":"Je to voľné, ak je to na internete?","training.lessons.15.activities.2":"Kliknúť alebo nekliknúť","training.lessons.15.activities.3":"Overovanie faktov","training.lessons.16.title":"AKO VYROZPRÁVAŤ PRÍBEH POMOCOU HEDY","training.lessons.16.author":"Felienne Hermans","training.lessons.16.text.0":"Žiaci a žiačky už ovládajú vizuálny programovací jazyk, ale ešte nie sú pripravení zahryznúť sa do textového programovacieho jazyka? V tom prípade vám príde vhod tento učebný plán, ktorý žiačkam a žiakom pomôže prejsť z vizuálneho na textový programovací jazyk. Učebný plán Ako vyrozprávať príbeh pomocou Hedy pozostáva z troch vyučovacích hodín, počas ktorých sa používa Hedy – postupný programovací jazyk, ktorým sa deti naučia programovať.","training.lessons.16.text.1":"Jazyk Hedy je určený deťom, ktoré sa chcú pustiť do textových programovacích jazykov, ale jazyk Python môže byť pre ne zatiaľ príliš zložitý. V postupných jazykoch sa uplatňujú rôzne jazykové úrovne, pričom v každej úrovni sa pridávajú nové koncepcie a zložitejšia syntax. Po dokončení úrovňovej sekvencie Hedy žiaci a žiačky ovládajú podsúbor platnej syntaxe jazyka Python.","training.lessons.16.text.2":"V tomto učebnom pláne nájdete podnetné a pútavé aktivity, ktoré žiačkam a žiakom pomôžu účinne používať textové programovacie jazyky. V rámci vytvárania vlastných interaktívnych príbehov sa postupne sa naučia programovať a nebudú sa musieť všetko naučiť naraz. Počas vyučovacej hodiny pre prvý stupeň základnej školy sa žiakom a žiačkam predstavia základné koncepcie programovania. Vyučovacia hodina pre druhý stupeň základnej školy poskytuje úvod do ďalších programovacích koncepcií a vyučovacia hodina pre strednú školu umožňuje žiačkam a žiakom programovať zložitejšie príbehy a aktivity.","training.lessons.16.text.3":"Pozrite si príklad interaktívneho príbehu a zistite, ako doňho čitatelia môžu vstupovať, a ako podporuje ich aktívne zapojenie.","training.lessons.16.activities.1":"Vytvor si interaktívny príbeh pomocou Hedy pre prvý stupeň základnej školy","training.lessons.16.activities.2":"Vytvor si interaktívny príbeh pomocou Hedy pre druhý stupeň základnej školy","training.lessons.16.activities.3":"Vytvor si interaktívny príbeh pomocou Hedy pre strednú školu","training.lessons.17.title":"Programovanie s citom","training.lessons.17.author":"Alenka Miljević","training.lessons.17.text.0":"Sociálna a emocionálna pohoda je schopnosť zachovať si odolnosť, ovládať svoje emócie a reagovať na emócie druhých, nadväzovať zmysluplné vzťahy s ostatnými, produkovať emócie, ktoré vedú k dobrým pocitom a vytvárať si vlastnú sieť emocionálnej podpory. Sociálne a emocionálne zručnosti, ktoré sa mladí ľudia naučia v škole, im pomáhajú budovať si odolnosť a nastaviť vzorce, podľa ktorých budú ovládať svoje fyzické a duševné zdravie počas celého života. (Rada Európy)","training.lessons.17.text.1":"Učebný plán Programovanie s citom vám umožní posilniť sociálnu a emocionálnu pohodu žiakov a žiačok. Naučia sa rozpoznávať, vysvetľovať, chápať a reagovať na pozitívne a negatívne pocity a emócie a rozvinú si tak empatiu a odolnosť. V tomto učebnom pláne nájdete podnetné a pútavé aktivity, ktoré žiačkam a žiakom pomôžu rozvinúť si zručnosti na zvládanie rôznych emócií prostredníctvom programovania. Pomocou robota Bee-bot sa naučia sa, ako vyjadriť svoje pocity a reagovať na emócie spolužiakov a spolužiačok.","training.lessons.17.text.2":"Učebný plán Programovanie s citom pozostáva z plánov na tri vyučovacie hodiny s aktivitami, ktoré pomocou vzdelávacieho robota Bee-bot povzbudzujú deti v triede, aby hovorili o svojich emóciách a rozvinuli si empatiu. Na základe plánu vyučovacej hodiny pre prvý stupeň základnej školy deti naprogramujú Bee-bota a porozprávajú sa o smútku, šťastí, strachu a hneve, aby zistili, prečo ony alebo ich spolužiaci pociťujú tieto emócie. Podľa plánu vyučovacej hodiny pre druhý stupeň základnej školy dostanú deti za úlohu naprogramovať Bee-bota, rozpoznať svoje pocity alebo pocity druhých, pochopiť, čo ich spôsobilo a ako na ne reagovať. Na základe plánu vyučovacej hodiny pre strednú školu sa študenti naučia ovládať Bee-bota a vymýšľať príbehy o pocitoch, odolnosti a empatii.","training.lessons.17.text.3":"Ak v triede nemáte vzdelávacieho robota, tento učebný plán vám poskytne nápady na aktivity bez počítača, ktorými sa posilňuje rozvoj sociálnych a emocionálnych zručností. Uvedený interaktívny diagram vám poskytuje stručný prehľad aktivít, ktoré môžete uplatniť počas vyučovania:","training.lessons.17.activities.1":"Programujem, cítim, učím sa pre žiakov prvého stupňa základnej školy","training.lessons.17.activities.2":"Nemám srdce z kameňapre žiakov druhého stupňa základnej školy","training.lessons.17.activities.3":"Naprogramuj mi náladu pre študentov strednej školy","training.lessons.18.title":"SOS voda","training.lessons.18.author":"autor Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS voda je reakciou na potrebu riešiť problém znečistenia vody. Napriek úsiliu, ktoré sa v posledných rokoch vynaložilo, na svete stále žijú 2 miliardy ľudí, ktorí nemajú prístup k bezpečnej pitnej vode. To znamená, že dosiahnutie cieľa udržateľného rozvoja č. 6 Agendy 2030, ktorý stanovuje, že všetci ľudia by mali mať do roku 2030 prístup k bezpečne spravovanej vode a sanitácii, je ešte ďaleko. To isté platí aj pre cieľ udržateľného rozvoja č. 14 - podmorský život, ktorého cieľom je zachovať a udržateľne využívať oceány, moria a morské zdroje v záujme udržateľného rozvoja.","training.lessons.18.text.1":"Tento vzdelávací blok sa zameriava na relevantnú a aktuálnu problematiku merania kvality vody a nových znečisťujúcich látok, ktoré ohrozujú kvalitu vody. Študenti budú mať príležitosť skúmať a hľadať riešenia skutočných problémov týkajúcich sa vody a životného prostredia, čo im umožní rozvíjať zručnosti, ako je výskum, kritické myslenie a riešenie problémov.","training.lessons.18.text.2":" Plány vyučovacích hodín obsahujú praktické a tvorivé aktivity, ako je programovanie v Scratch, zasvätenie do strojového učenia a umelej inteligencie s programom Learning Machine Learning a zostrojenie riadených vozidiel so stavebnicami Lego na odber vzoriek vody a analýzu pH vody. Tieto aktivity umožnia študentom uplatniť svoje zručnosti a vedomosti v interaktívnom a hravom prostredí, čím sa zvýši ich motivácia a záujem o projekt","training.lessons.18.text.3":"Pri realizácii tohto učebného bloku sa navrhuje vypracovať tri aktivity v triede, dokončiť celý projekt a dosiahnuť zmysluplnejší a motivujúcejší proces učenia. Každá činnosť sa však môže vykonávať aj samostatne.","training.lessons.18.activities.1":"SOS voda so Scratch","training.lessons.18.activities.2":"SOS voda so strojovým učením","training.lessons.18.activities.3":"SOS voda s robotikou","training.download_video_script":"Stiahnuť prepis videa","training.ready_to_share":"Ste pripravení odovzdať nadobudnuté vedomosti študentom?","training.choose_lessons":"Vyberte si z navrhovaných učebných plánov a usporiadajte aktivitu pre študentov.","training.footer.title":"Nezabudnite pridať aktivitu na mapu Týždňa programovania!","training.footer.text":`

    Môžete jednoducho usporiadať hodinu v triede, deň otvorených dverí alebo podujatie vo vašej škole. Stačí nájsť dátum a zaregistrovať aktivitu na mape Týždňa programovania. Každý organizátor aktivity získa za svoje úsilie certifikát za účasť.

    - -

    Ak sa chcete spojiť s medzinárodnou skupinou nadšencov, pripojte sa k skupine učiteľov Európskeho týždňa programovania na Facebooku. Ak by ste chceli zájsť o krok ďalej a spolupracovať s inými školami vo vašej krajine alebo v zahraničí, zapojte sa do výzvy Code Week 4 All (Týždeň programovania pre všetkých).

    `,"validation.accepted":":attribute musí byť schválené.","validation.active_url":":attribute nie je platná adresa URL.","validation.after":":attribute musí byť dátum po :date.","validation.after_or_equal":":attribute musí byť dátum po alebo rovný :date.","validation.alpha":":attribute môže obsahovať len písmená.","validation.alpha_dash":":attribute môže obsahovať len písmená, čísla a pomlčky.","validation.alpha_num":":attribute môže obsahovať len písmená a čísla.","validation.array":":attribute musí byť rozmedzie.","validation.before":":attribute musí byť dátum pred :date.","validation.before_or_equal":":attribute musí byť dátum pred alebo rovný :date.","validation.between.numeric":":attribute musí mať od :min do :max.","validation.between.file":":attribute musí mať od :min do :max kilobajtov.","validation.between.string":":attribute musí mať od :min do :max znakov.","validation.between.array":":attribute musí mať od :min do :max položiek.","validation.boolean":"Pole :attribute musí byť pravdivé alebo nepravdivé.","validation.confirmed":"Potvrdenie :attribute nie je zhodné.","validation.date":":attribute nie je platný dátum.","validation.date_format":":attribute sa nezhoduje s formátom :format.","validation.different":":attribute a :other musia byť odlišné.","validation.digits":":attribute musí mať :digits číslic.","validation.digits_between":":attribute musí mať od :min do :max číslic.","validation.dimensions":":attribute má neplatné rozmery obrázku.","validation.distinct":"V poli :attribute sa opakuje hodnota.","validation.email":":attribute musí byť platná e-mailová adresa.","validation.exists":"Zvolené :attribute je neplatné.","validation.file":":attribute musí byť súbor.","validation.filled":"V poli :attribute musí byť hodnota.","validation.image":":attribute musí byť obrázok.","validation.in":"Zvolené :attribute je neplatné.","validation.in_array":"Pole :attribute neexistuje v :other.","validation.integer":":attribute musí byť celé číslo.","validation.ip":":attribute musí byť platná adresa IP.","validation.ipv4":":attribute musí byť platná adresa IPv4.","validation.ipv6":":attribute musí byť platná adresa IPv6.","validation.json":":attribute musí byť platný reťazec JSON.","validation.max.numeric":":attribute nemôže byť väčšie ako :max.","validation.max.file":":attribute nemôže byť väčšie ako :max kilobajtov.","validation.max.string":":attribute nemôže byť väčšie ako :max znakov.","validation.max.array":":attribute nemôže mať viac ako :max položiek.","validation.mimes":":attribute musí byť súbor typu: :values.","validation.mimetypes":":attribute musí byť súbor typu: :values.","validation.min.numeric":":attribute musí mať najmenej :min.","validation.min.file":":attribute musí mať najmenej :min kilobajtov.","validation.min.string":":attribute musí mať najmenej :min znakov.","validation.min.array":":attribute musí mať najmenej :min položiek.","validation.not_in":"Zvolené :attribute je neplatné.","validation.not_regex":"Formát :attribute je neplatný.","validation.numeric":":attribute musí byť číslo.","validation.present":"Pole :attribute sa musí vyskytovať.","validation.regex":"Formát :attribute je neplatný.","validation.required":"Pole :attribute je povinné.","validation.required_if":"Pole :attribute je povinné, keď :other je :value.","validation.required_unless":"Pole :attribute je povinné, pokiaľ :other nie je v :values.","validation.required_with":"Pole :attribute je povinné, keď sa vyskytujú :values.","validation.required_with_all":"Pole :attribute je povinné, keď sa vyskytujú :values.","validation.required_without":"Pole :attribute je povinné, keď sa nevyskytujú :values.","validation.required_without_all":"Pole :attribute je povinné, keď sa nevyskytuje nič z :values.","validation.same":":attribute a :other sa musia zhodovať.","validation.size.numeric":":attribute musí mať :size.","validation.size.file":":attribute musí mať :size kilobajtov.","validation.size.string":":attribute musí mať najmenej :size znakov.","validation.size.array":":attribute musí obsahovať :size položiek.","validation.string":":attribute musí byť reťazec.","validation.timezone":":attribute musí byť platná zóna.","validation.unique":":attribute sa už používa.","validation.uploaded":":attribute sa nepodarilo nahrať.","validation.url":"Formát :attribute je neplatný.","validation.custom.attribute-name.rule-name":"custom-message","values.1.title":"Európsky týždeň programovania je nezávislý","values.1.content":"Európsky týždeň programovania je komunita dobrovoľníkov. Nemáme ekonomické záujmy. Rešpektujeme a ceníme si názory, presvedčenia a kultúry iných ľudí. Sme súčasťou európskeho týždňa programovania, pretože veríme v dôležitosť toho, čo robíme. Spočíva v tom naša sila. Výpočtové myslenie, kódovanie, programovanie, informatiku, robotiku, prácu s hardvérom a digitálne zručnosti chceme sprístupniť všetkým ľuďom.","values.2.title":"Európsky týždeň programovania je pre každého","values.2.content":"Aktivity európskeho týždňa programovania môže zorganizovať ktokoľvek. Uvedomujeme si, aké je dôležité organizovať európsky týždeň programovania pre všetkých bez ohľadu na vek, rasu, pohlavie, kultúru či intelektuálnu kapacitu. Aktivity môžu v ľuďoch vzbudiť záujem a zvedavosť alebo im môžu pomôcť zdokonaliť si už nadobudnuté znalosti. Našimi princípmi sú rovnosť, rešpekt, sloboda a inkluzivita. Chceme, aby účastníci vykonávali aktivity a tvorili pomocou technológií zábavným spôsobom.","values.3.title":"Európsky týždeň programovania je glokálny","values.3.content.1":"Európsky týždeň programovania chce osloviť ľudí bez ohľadu na to, či žijú vo veľkom meste, hlavnom meste regiónu alebo odľahlej dedine. Výrazne sa sústredíme na podporu miestnych organizátorov. Poskytujeme im","values.3.content.2":"materiály","values.3.content.3":"v ich jazyku a prispôsobené ich potrebám.","values.3.content.4":"Mapa európskeho týždňa programovania","values.3.content.5":"je kľúčový nástroj, kde sú zaregistrované všetky aktivity s uvedenou presnou polohou. Európsky týždeň programovania je však zároveň globálnou iniciatívou, ktorá vo svojej komunite víta ľudí z celého sveta. Sme „glokálni“.","values.4.title":"Európsky týždeň programovania je založený na spolupráci","values.4.content.1":"Členovia komunity európskeho týždňa programovania komunikujú, vymieňajú si informácie, učia sa jeden od druhého a spoločne si budujú vedomostnú základňu. Sme spojení a navzájom sa podporujeme. Zdieľame zdroje, myšlienky a osvedčené postupy. Podporujeme partnerstvá a zdieľanie vedomostí.","values.4.content.2":"Cieľom podujatia EU Code Week 4 All challenge","values.4.content.3":"je spájanie krajín a komunít. Pomáha šíriť pozitívnu energiu a spája ľudí , ktorí sa od seba môžu niečo naučiť.","values.5.title":"Európsky týždeň programovania je nezisková iniciatíva","values.5.content.1":"Všetky aktivity týždňa programovania sú neziskové. Všetky","values.5.content.2":"zdroje","values.5.content.3":"na webe európskeho týždňa programovania sú bezplatné. Všetky školenia a online kurzy európskeho týždňa programovania sú bezplatné.","values.6.title":"Európsky týždeň programovania podporuje tvorivosť a inovatívnosť","values.6.content":"Európsky týždeň programovania podporuje tvorivosť, inovatívnosť a progresívne myslenie. S radosťou prijmeme spätnú väzbu a kritiku, ktorá nám pomôže robiť informované rozhodnutia a zlepšiť európsky týždeň programovania. V rozvoji, nás ako jednotlivcov aj komunity, nám pomôžu dokonca aj zlyhania.","values.7.title":"Európsky týždeň programovania je vďačný svojej komunite","values.7.content":"Sme vďační za podporu zo strany učiteľov, trénerov a organizátorov iných aktivít, študentov, rodičov, programátorských klubov a všetkých partnerov, s ktorými spolupracujeme. Všetci máme ten istý cieľ. Čo najviac ľuďom chceme priblížiť výpočtové myslenie, programovanie, informatiku a digitálne zručnosti.","values.title":"Vyhlásenie o hodnotách európskeho týždňa programovania","values.description.1.1":"Európsky týždeň programovania je dobrovoľnícke hnutie, ktoré vedú","values.description.1.2":"ambasádori","values.description.1.3":"– poprední učitelia a nadšení programátori z celého sveta. Toto hnutie podporuje","values.description.1.4":"Európska komisia","values.description.1.5":"a ministerstvá školstva krajín Európskej únie a západného Balkánu.","values.description.2":"V centre európskeho týždňa programovania stojí komunita dobrovoľných organizátorov aktivít, tzn. učiteľov, školiteľov, programátorských klubov, knižníc, súkromných spoločností, rodičov a mimovládnych organizácií. Svoj čas, energiu a zručnosti využívame na to, aby sme čo najviac ľuďom v Európe a vo svete priblížili výpočtové myslenie, programovanie, robotiku, prácu s hardvérom, informatiku a digitálne zručnosti.","values.description.3":"Súčasťou európskeho týždňa programovania sú aj milióny účastníkov všetkých pohlaví, vekových kategórií, prostredí, kultúr a vedomostí z celého sveta.","values.description.4":"Sme hrdí na to, že zastupujeme európsky týždeň programovania. Toto sú naše hodnoty. Riadime sa nimi neustále pri práci aj rozhodovaní.","why-coding.titles.0":"Prečo programovanie?","why-coding.titles.1":"Je to o vdýchnutí života nápadom","why-coding.titles.2":"Je to aj o rozvíjaní kľúčových kompetencií","why-coding.titles.3":"A napokon, je to aj o formovaní našej budúcnosti","why-coding.texts.0":"Je to o Pii, ktorá mala pocit, že musí študovať právo, hoci ju vždy bavila matematika a počítače. Je to o Markovi, ktorý má nápad na lepšiu sociálnu sieť, ale nevie ju sám vytvoriť. Je to o Alice, ktorá sníva o tom, že bude vyrábať roboty, pretože rodičia jej nedovolili mačku. Je to o všetkých vás, ktorí už pomáhate, aby sa tieto sny stali skutočnosťou.","why-coding.texts.1":"Vlastne je to o nás všetkých a o tom, ako formujeme svoje životy a svoju budúcnosť. Dokážeme viac, ako len zdieľať príspevky a označovať, že sa nám páčia. Môžeme svojim nápadom vdýchnuť život, vytvoriť veci, ktoré prinesú radosť ostatným.","why-coding.texts.2":"Nikdy nebolo jednoduchšie vytvoriť aplikáciu, vyrobiť vlastného robota, či dokonca vymyslieť lietajúce auto, veď prečo nie! Nie je to pohodlná cesta, no je to cesta plná tvorivých výziev, s kopou zábavy a ľuďmi, ktorí vás podporia a budú stáť za vami. Ste pripravení prijať výzvu a stať sa tvorcom digitálneho obsahu?","why-coding.texts.3":"Programovacie jazyky sú ako akýkoľvek iný jazyk, s tým rozdielom, že deti sa v tomto prípade neučia vyjadrovať a komunikovať s inými ľuďmi. Namiesto toho začínajú chápať, ako sa komunikuje s technológiami. Technológiami, ktorú sú všade okolo nás – v našich smartfónoch, počítačoch, vozidlách, jednoducho všade!","why-coding.texts.4":"Ale pochopiť počítače a komunikovať s nimi je len jednou zo súčastí. Programovanie takisto pomáha rozvoju multidisciplinárnych kompetencií, akými sú výpočtové myslenie, riešenie problémov, kreativita a tímová práca – skvelé zručnosti pre všetky oblasti života. Schopnosť riešiť problémy, zvládať neúspechy a skúšať to znova, či spolupracovať s ostatnými predstavujú vlastnosti, ktoré sú cenené v mnohých oblastiach.","why-coding.texts.5":"Pred sto rokmi programovacie jazyky ani neexistovali. Dnes je programovanie všade okolo nás a v podstate všetko sa dá naprogramovať – dokonca aj topánky či škatule s cereáliami! Prečo by sme teda mali nechať iných, aby formovali našu budúcnosť, keď sa môžeme stať sami tvorcami a realizovať svoje vízie a nápady? Koniec-koncov, jediným obmedzením je naša predstavivosť.","why-coding.texts.6":"Alessandro Bogliolo, koordinátor tímu veľvyslancov-dobrovoľníkov, ktorí Európsky týždeň programovania organizujú, k tomu uviedol:","why-coding.texts.7":"Od nepamäti vytvárame rôzne veci, ktoré zmenili náš život, pomocou kameňa, železa, papiera a ceruzky. Dnes žijeme v inej ére a svet meníme pomocou programov. Rôzne obdobia si vyžadujú rôzne pracovné miesta a zručnosti. Počas týždňa programovania chceme všetkým Európanom ponúknuť príležitosť, aby objavili programovanie a zažili pri tom veľa zábavy. Naučme sa programovať a pretvorme svoju budúcnosť.","why-coding.texts.8":"Nakoniec, programovanie je zručnosť, ktorá sa vyžaduje takmer vo všetkých odvetviach – nielen v súvislosti s technológiami, ale aj vo finančníctve, v zdravotníctve, vo vede, dokonca aj v dizajne či poľnohospodárstve, pričom dopyt po ňom stále narastá. Deti, ktoré vedia, ako sa programuje, a chápu, ako fungujú technológie, majú určitú výhodu bez ohľadu na to, pre akú profesijnú kariéru sa nakoniec rozhodnú.","why-coding.texts.9":"Zaujalo vás to?s","why-coding.texts.10":"Zapojte sa do Európskeho týždňa programovania!","why-coding.texts.11":"Potrebujete viac podnetov na zamyslenie?","why-coding.texts.12":"Navštívte náš blog."};export{e as default}; diff --git a/public/build/assets/php_sl-DBTnxPKa.js b/public/build/assets/php_sl-DBTnxPKa.js deleted file mode 100644 index 051cd955b..000000000 --- a/public/build/assets/php_sl-DBTnxPKa.js +++ /dev/null @@ -1,100 +0,0 @@ -const e={"about.when-title":"Letošnji evropski teden programiranja bo potekal od 14. do 27. oktobra 2024.","about.when-text":"

    Evropski teden programiranja je množično gibanje, ki slavi ustvarjalnost, reševanje težav in sodelovanje prek programiranja in drugih tehnoloških dejavnosti. Njegov namen je povečati prepoznavnost programiranja ter mladim, odraslim in starejšim pokazati, kako uresničiti zamisli s programiranjem, pojasniti ta znanja in spretnosti ter združiti motivirane ljudi v učenju.

    ","about.codeweek_in_numbers-title":"Teden programiranja v številkah","about.codeweek_in_numbers-text":`

    Evropski teden programiranja je leta 2021 privabil k sodelovanju 4 milijona ljudi iz več kot 80 držav po vsem svetu.

    -

    Povprečna starost udeleženca je bila 11 let in 49 % udeležencev v letu 2021 je bilo žensk ali deklet. 88 % dogodkov evropskega tedna programiranja je potekalo v šolah, kar kaže, da so bila prizadevanja za okrepitev vloge učiteljev v kampanji leta 2021 uspešna.

    `,"about.run_by_volunteers-title":"Vodijo ga prostovoljci","about.run_by_volunteers-text":'

    Evropski teden programiranja vodijo prostovoljci. Eden ali več ambasadorjev tedna programiranja usklajuje pobude v svoji državi, vsakdo pa lahko organizira svojo dejavnost in jo doda na zemljevid na spletnem mestu codeweek.eu.

    ',"about.supported_by_commission-title":"Podpira ga Evropska komisija","about.supported_by_commission-text":'

    Evropski teden programiranja so leta 2013 uvedli mladi svetovalci za Evropsko digitalno agendo. Evropska komisija podpira evropski teden programiranja v okviru strategije za enotni digitalni trg, v okviru akcijskega načrta za digitalno izobraževanje pa posebej spodbuja šole, naj se pridružijo pobudi.

    ',"about.schools-title":"Šole","about.schools-text":'

    Šole na vseh ravneh in učitelji vseh predmetov so posebej vabljeni, da sodelujejo v evropskem tednu programiranja in tako dajo svojim učencem priložnost za raziskovanje digitalne ustvarjalnosti in programiranja. Več informacij o pobudi in tem, kako organizirati dejavnosti, najdete na spletni strani, namenjeni učiteljem: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Zakaj programiranje?","about.why_coding-text":`

    Zaradi Pie, ki je mislila, da mora študirati pravo, čeprav je vedno uživala v matematiki in se igrala z računalniki. Zaradi Marka, ki ima zamisel za boljše družbeno omrežje, vendar ga sam ne more zgraditi. Zaradi Alice, ki sanja o izdelovanju robotov, ker ji starši ne dovolijo imeti mačke.

    - -

    Gre za vse tiste med vami, ki si že prizadevate, da bi se te sanje uresničile.

    - -

    Pravzaprav gre za vse nas. Za našo prihodnost. Tehnologija oblikuje naše življenje, vendar dovoljujemo manjšini, da odloča o tem, za kaj in kako jo bomo uporabljali. Naredimo lahko več, kot da zgolj delimo in všečkamo stvari. Uresničimo lahko svoje nore zamisli in zgradimo stvari, ki bodo drugim prinesle veselje.

    - -

    Še nikoli ni bilo lažje izdelati lastne aplikacije, zgraditi lastnega robota ali izumiti letečih avtomobilov: zakaj pa ne! Pot ni lahka, vendar je polna ustvarjalnih izzivov, poteka v razumevajoči skupnost in prinaša obilo zabave. Ste pripravljeni sprejeti izziv in postati snovalec?

    - -

    Programiranje pomaga tudi pri razvijanju kompetenc, kot so računalniško razmišljanje, reševanje težav, ustvarjalnost in skupinsko delo.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, koordinator skupine ambasadorjev prostovoljcev v evropskem tednu programiranja, je dejal:

    -

    „Ljudje s kamnom, železom, papirjem in svinčnikom že od pradavnine počnemo številne stvari, ki spreminjajo naše življenje. Danes živimo v drugačnih časih, v katerih se naš svet oblikuje s programiranjem. V različnih časih pa se pojavljajo različne potrebe po delovnih mestih ter znanjih in spretnostih. V tednu programiranja želimo dati vsakemu Evropejcu priložnost, da odkrije programiranje in se ob njem zabava. Naučimo se torej programirati, da bi oblikovali svojo prihodnost.“

    -
    -

    `,"about.join_codeweek-title":"Pridružite se evropskemu tednu programiranja","about.join_codeweek-text":'

    Pridružite se evropskemu tednu programiranja in organizirajte programersko dejavnost v svojem kraju. Pridružite se izzivu Code Week 4 All in dejavnostim, ki povezujejo skupnosti in presegajo meje, ali pa nam pomagajte širiti vizijo tedna programiranja kot ambasador evropskega tedna programiranja za svojo državo!

    ',"about.partners_and_sponsors":"Partnerji in sponzorji","ambassador.title":"Ambasadorji tedna programiranja EU","ambassador.your_current_country":"Vaša država","ambassador.visit_the":"Obiščite","ambassador.local_facebook_page":"lokalno stran na Facebooku","ambassador.local_website":"Lokalno spletno mesto","ambassador.ambassadors":"Ambasadorji","ambassador.no_ambassadors":"Še ni ambasadorjev","ambassador.countries_with_ambassadors":"Države z ambasadorji","ambassador.why_dont_you_volunteer":"Zakaj ne bi sodelovali kot prostovoljec?","auth.failed":"Ti podatki za prijavo se ne ujemajo z našo evidenco.","auth.throttle":"Preveč poskusov prijave. Poskusite ponovno čez: :seconds sekund.","base.languages.en":"Angleščina","base.languages.fr":"Francoščina","base.languages.bg":"Bolgarščina","base.languages.mt":"Malteščina","base.languages.hr":"Hrvaščina","base.languages.de":"Nemščina","base.languages.pl":"Poljščina","base.languages.cs":"Češčina","base.languages.el":"Grščina","base.languages.pt":"Portugalščina","base.languages.da":"Danščina","base.languages.hu":"Madžarščina","base.languages.ro":"Romunščina","base.languages.nl":"Nizozemščina","base.languages.ga":"Irščina","base.languages.sk":"Slovaščina","base.languages.it":"Italijanščina","base.languages.sl":"Slovenščina","base.languages.et":"Estonščina","base.languages.lv":"Latvijščina","base.languages.es":"Španščina","base.languages.fi":"Finščina","base.languages.lt":"Litovščina","base.languages.se":"Švedščina","base.languages.sv":"Švedščina","base.languages.al":"albanščina","base.languages.ba":"bosanščina","base.languages.mk":"makedonščina","base.languages.me":"črnogorščina","base.languages.rs":"srbščina","base.languages.tr":"turščina","base.resources_local_title":"Programerski viri iz","base.days":"dni","base.hours":"ur","base.minutes":"minut","base.seconds":"sekund","base.still_have_question":"Imate dodatna vprašanja?","base.drop_us_a_line":"Pišite nam!","base.get_in_touch":"OBRNITE SE NA NAS","base.footer_msg":"Družbena pobuda, ki jo vodijo prostovoljci in podpira Evropska komisija.","base.email":"E-pošta","base.display_email":"Prikaži e-pošto","base.first_name":"Ime","base.last_name":"Priimek","base.your_website":"Vaše spletno mesto","base.biography":"Biografija","base.update":"Posodobi","base.delete":"Izbriši","base.choose a file":"Izberite datoteko","base.learning_bits":"Učni drobci","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Predstavite teden programiranja svojim učencem","base.or":"ali","base.newsletter":"E-novice","certificates.certificates_for":"Certifikati za ","certificates.no_certificates":"Ni še nobenih certifikatov.","challenges-content.chatbot.title":"Ustvarite bota za klepet","challenges-content.chatbot.author":"Ekipa evropskega tedna programiranja","challenges-content.chatbot.purposes.0":"Programiranje interaktivnih ugank","challenges-content.chatbot.purposes.1":"Uporaba kode za ustvarjanje dialogov med botom za klepet in uporabnikom","challenges-content.chatbot.description":"Napišite kodo za pogovor med botom za klepet in uporabnikom, ki poskuša rešiti uganko. Poskusite ustvariti bota za klepet, ki bo klepetal kot oseba. Namesto uganke lahko ustvarite dialog med botom za klepet in uporabnikom.","challenges-content.chatbot.instructions.0":"Zamislite si uganko","challenges-content.chatbot.instructions.1":"Prijavite se v","challenges-content.chatbot.instructions.2":"ali ustvarite nov račun. (Pri ustvarjanju novega računa ne pozabite, da spletno mesto za programiranje Pencil Code ne dovoljuje uporabe pravih imen zaradi zasebnosti.)","challenges-content.chatbot.instructions.3":"Kliknite Imagine (Zamisli si) in Make your own (Ustvari svojo)","challenges-content.chatbot.instructions.4":"Za zapis uganke uporabite bloke ali besedilni način","challenges-content.chatbot.instructions.5":"Lahko pa tudi uporabite","challenges-content.chatbot.instructions.6":"to kodo","challenges-content.chatbot.instructions.7":"in jo prilagodite svoji uganki, ali pa v meniju izberete možnost Answering a riddle (Odgovori na uganko) in jo uredite","challenges-content.chatbot.example":"Oglejte si ta primer uganke.","challenges-content.chatbot.more.0":"Ta koda je bila prilagojena glede na dejavnost na strani Pencil Code","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Izklopite računalnik in programirajte: ustvarite papirno vezje","challenges-content.paper-circuit.author":"Ekipa evropskega tedna programiranja","challenges-content.paper-circuit.purposes.0":"Krepitev ustvarjalnosti","challenges-content.paper-circuit.purposes.1":"Razvoj sposobnosti reševanja težav","challenges-content.paper-circuit.description.0":"Narišite kateri koli predmet po vaši izbiri. To je lahko nočno nebo, pikapolonica, robot, božično drevo ali kar koli vam pade na pamet. Projekt po želji prilagodite z vizualnimi elementi evropskega tedna programiranja: raziščite","challenges-content.paper-circuit.description.1":"orodja za učitelje za evropski teden programiranja","challenges-content.paper-circuit.description.2":"in prenesite poljuben logotip ali vizualni element. Lahko celo ustvarite vabilo na evropski teden programiranja v obliki papirnega vezja. Svojemu vezju dodajte motivacijsko sporočilo, da spodbudite druge učitelje, da se pridružijo tednu programiranja in/ali preverijo spletno mesto, namenjeno šolam.","challenges-content.paper-circuit.instructions.0":"Narišite predmet in se odločite, kateri deli bodo osvetljeni (npr. zvezde).","challenges-content.paper-circuit.instructions.1":"S svinčnikom naredite luknjo skozi papir in v vsak osvetljen del vstavite LED-nalepko. ","challenges-content.paper-circuit.instructions.2":"Narišite krog, kamor boste postavili baterijo v obliki gumbaste celice.","challenges-content.paper-circuit.instructions.3":"Narišite oznaki + in a – na drugi strani papirja. Prepričajte se, da je daljša noga LED-nalepke za vezje priključena na stran baterije z oznako “+”, krajša pa na stran baterije z oznako “-”.","challenges-content.paper-circuit.instructions.4":"Bakreni trak položite na tire.","challenges-content.paper-circuit.instructions.5":"Ustvarite pregib, tako da LED-nalepka sveti, ko papir prekrije baterijo. Za dober stik z bakrenim trakom lahko uporabite sponko za papir.","challenges-content.paper-circuit.instructions.6":"Svoje papirno vezje slikajte in ga delite na Instagramu ter pojasnite, zakaj se vam zdi vredno sodelovati v tej pobudi. ","challenges-content.paper-circuit.example":"Oglejte si nekaj primerov papirnih vezij","challenges-content.paper-circuit.materials.0":"papir ali karton","challenges-content.paper-circuit.materials.1":"voščenke ali flomastri","challenges-content.paper-circuit.materials.2":"baterija v obliki gumbaste celice","challenges-content.paper-circuit.materials.3":"bakreni trak","challenges-content.paper-circuit.materials.4":"LED-nalepke za vezje","challenges-content.paper-circuit.materials.5":"sponka za papir","challenges-content.dance.title":"Ustvarite ples","challenges-content.dance.author":"Ekipa evropskega tedna programiranja","challenges-content.dance.purposes.0":"Učenje osnovnih konceptov programiranja","challenges-content.dance.purposes.1":"Učenje animacije likov","challenges-content.dance.description":"V tem izzivu boste ustvarili niz likov, ki bodo plesali skupaj. Za izbiro likov in zvočnih izrezkov boste uporabili vgrajeno medijsko knjižnico ali pa ustvarili svojo. Like boste animirali tako, da bodo plesali in se pogovarjali med seboj.","challenges-content.dance.instructions.0":"Prijavite se v","challenges-content.dance.instructions.1":"kot učitelj. Ustvarite račune za učence in jih delite s svojimi učenci. Lahko pa tudi delite kodo razreda, vaši učenci pa naj se registrirajo s svojim e-poštnim naslovom. Če si učenec, se lahko pridružiš kot učenec, vendar boš moral vnesti e-poštni naslov staršev, da bodo odobrili tvoj račun.","challenges-content.dance.instructions.2":"Kliknite","challenges-content.dance.instructions.3":"in dodajte naslov","challenges-content.dance.instructions.4":"Pojdite na","challenges-content.dance.instructions.5":"da dodate ozadje s klikom na ikono zobnika. Izberite ozadje iz medijske knjižnice (Media Library), naložite svojo sliko ali pa kar posnemite sliko in jo naložite. Izberite zvočni izrezek in ga dodajte na oder:","challenges-content.dance.instructions.6":"Kliknite gumb","challenges-content.dance.instructions.7":"da dodate like ali predmete, ki jih boste animirali, da se bodo lahko premikali, pogovarjali in komunicirali med seboj. Dodajte dva ali tri like po svoji izbiri. Lahko narišete lastne akterje ali spremenite obstoječe. Dodajte različne kostume za svoj lik s klikom na ikono svinčnika.","challenges-content.dance.instructions.8":"Kliknite vsakega akterja in ga animirajte tako, da dodate naslednje bloke","challenges-content.dance.instructions.9":"Dodajte","challenges-content.dance.instructions.10":"say block (blok govori)","challenges-content.dance.instructions.11":"in vaši akterji se bodo pogovarjali med seboj. Spremenite obliko besedilnih oblačkov ter pisavo in velikost besedila","challenges-content.dance.example.0":"Oglejte si","challenges-content.dance.example.1":"ta primer","challenges-content.dance.example.2":"plešočih robotov. Lahko ga uporabite in predelate.","challenges-content.compose-song.title":"Ustvarite skladbo","challenges-content.compose-song.author":"Ekipa evropskega tedna programiranja","challenges-content.compose-song.purposes.0":"Učenje programiranja skozi glasbo","challenges-content.compose-song.purposes.1":"Razlikovanje glasbenih zvrsti in inštrumentov","challenges-content.compose-song.purposes.2":"Sestavljanje pesmi z mešanjem zvočnih izrezkov","challenges-content.compose-song.description":"V tem izzivu boste s programskim jezikom ustvarili skladbo. Uporabite lahko vgrajene zvočne izrezke ali posnamete svoje in jih premešate, da ustvarite skladbo. Zaženite kodo na Digital Audio Workstation (Digitalna zvočna delovna postaja) in poslušajte glasbo, za katero ste napisali kodo. Igrajte se z različnimi zvoki in učinki, da spremenite svojo skladbo.","challenges-content.compose-song.instructions.0":"Prijavite se v","challenges-content.compose-song.instructions.1":"Click here to make a script (Kliknite tukaj za izdelavo scenarija)","challenges-content.compose-song.instructions.2":"Poimenujte svoj scenarij in izberite","challenges-content.compose-song.instructions.3":"kot programski jezik","challenges-content.compose-song.instructions.4":"Začnite pisati svojo kodo med vrsticama","challenges-content.compose-song.instructions.5":"in","challenges-content.compose-song.instructions.6":"in..","challenges-content.compose-song.instructions.7":"Brskajte po zvočnih izrezkih v","challenges-content.compose-song.instructions.8":"Sound Library (Zvočna knjižnica)","challenges-content.compose-song.instructions.9":"in izberite glasbene zvrsti, izvajalce in instrumente, ki so vam všeč","challenges-content.compose-song.instructions.10":"Če želite svoji pesmi dodati zvočni izrezek, vnesite","challenges-content.compose-song.instructions.11":"Med oklepaji morajo biti navedeni naslednji štirje parametri, ločeni z vejicam","challenges-content.compose-song.instructions.12":"Sound clip (Zvočni izrezek) ","challenges-content.compose-song.instructions.13":"Kazalec postavite med oklepaje, pojdite v Sound Library (Zvočna knjižnica), izberite izrezek in ga prilepite s klikom na modro ikono za prilepi","challenges-content.compose-song.instructions.14":"Track number (Številka zapisa skladbe)","challenges-content.compose-song.instructions.15":"zapisi skladb vam pomagajo organizirati zvoke glede na vrsto instrumenta (vokal, bas, bobni, klaviature itd.). Dodajte toliko zapisov skladb (inštrumentov), kot želite. Zapisi skladb so prikazani kot vrstice, ki tečejo skozi Digital Audio Workstation (Digitalna zvočna delovna postaja)","challenges-content.compose-song.instructions.16":"Start measure (Začetek takta)","challenges-content.compose-song.instructions.17":"označuje, kdaj se bo vaš zvok začel predvajati. Takti so glasbene časovne enote. En takt znaša štiri dobe","challenges-content.compose-song.instructions.18":"End measure (Konec takta)","challenges-content.compose-song.instructions.19":"označuje, kdaj se bo vaš zvok prenehal predvajati","challenges-content.compose-song.instructions.20":"Takšna vrstica kode bo videti tako","challenges-content.compose-song.instructions.21":"Dodate lahko različne učinke, na primer glasnost, da izboljšate zvok svoje skladbe. Razpon glasnosti je od –60,0 decibelov do 12,0 decibelov, pri čemer je 0,0 začetna glasnost.","challenges-content.compose-song.instructions.22":"Zapišite","challenges-content.compose-song.instructions.23":"V oklepajih zapišite številko skladbe, VOLUME, GAIN, raven glasnosti, takt ob začetku ter raven in takt ob zaključku predvajanja","challenges-content.compose-song.instructions.24":"To je primer učinka fade-in (postopno prikazovanje)","challenges-content.compose-song.instructions.25":"in učinka fade-out (postopno izginevanje)","challenges-content.compose-song.example.0":"Poslušajte","challenges-content.compose-song.example.1":"primer pesmi, katere koda je napisana z orodjem Earsketch","challenges-content.compose-song.example.2":"Kodo lahko uvozite in jo uredite","challenges-content.sensing-game.title":"Ustvarite igro z video zaznavanjem","challenges-content.sensing-game.author":"Ekipa evropskega tedna programiranja","challenges-content.sensing-game.purposes.0":"Programiranje animiranih predmetov","challenges-content.sensing-game.purposes.1":"Razviti razumevanje, kako nadzorovati digitalno animacijo s fizičnim premikanjem","challenges-content.sensing-game.purposes.2":"Sestaviti skladbo z mešanjem zvočnih izrezkov","challenges-content.sensing-game.description":"V sklopu tega izziva boste ustvarili preprosto igro, ki uporablja video kamero kot senzor za zaznavanje gibanja, kar pomeni, da boste lahko upravljali svojo animacijo s fizičnim premikanjem. Naloga te igre je zbrati čim več mehurčkov evropskega tedna programiranja v 30 sekundah. Namesto zbiranja mehurčkov lahko ustvarite igro, v kateri z rokami lovite lik ali pokate balone.","challenges-content.sensing-game.instructions.0":"Prijavite se v","challenges-content.sensing-game.instructions.1":"Kliknite","challenges-content.sensing-game.instructions.2":"Dodaj razširitev","challenges-content.sensing-game.instructions.3":"in izberite","challenges-content.sensing-game.instructions.4":"Video zaznavanje","challenges-content.sensing-game.instructions.5":"Ta ukaz bo zaznal, kako hitro se predmet premika. Če je število nižje, bo bolj občutljiv na premikanje.","challenges-content.sensing-game.instructions.6":"Dodajte grafični lik (Figura). Izberite zvok in ga dodajte svojemu grafičnemu liku. Po želji lahko dodate","challenges-content.sensing-game.instructions.7":"Ustvari dvojnika","challenges-content.sensing-game.instructions.8":"da podvojite svoj grafični lik.","challenges-content.sensing-game.instructions.9":"Ustvarite dve spremenljivki: eno za","challenges-content.sensing-game.instructions.10":"Točkovanje","challenges-content.sensing-game.instructions.11":"ter drugo za","challenges-content.sensing-game.instructions.12":"Štoparica","challenges-content.sensing-game.instructions.13":"in ju dodajte grafičnemu liku. Nastavite Štoparica na 30 in dodajte","challenges-content.sensing-game.instructions.14":"Spremeni Štoparica za -1","challenges-content.sensing-game.instructions.15":"Ustvarite nov grafični lik","challenges-content.sensing-game.instructions.16":"Konec igre","challenges-content.sensing-game.instructions.17":"da dokončate igro. Ustvarite lahko tudi grafični lik z naslovom svoje igre, npr. Zberi vse mehurčke evropskega tedna programiranja.","challenges-content.sensing-game.example.0":"Odigrajte igro z video zaznavanjem Zberi vse mehurčke evropskega tedna programiranja. Po želji lahko predelate","challenges-content.sensing-game.example.1":"ta projekt","challenges-content.calming-leds.title":"Pomirjujoče LED-diode: ustvarite napravo z micro:bitom","challenges-content.calming-leds.author":"Micro:bit Educational Foundation (Izobraževalna ustanova za micro:bit)","challenges-content.calming-leds.duration":"20 minut","challenges-content.calming-leds.materials.0":"naprava micro:bit in baterija (če je na voljo)","challenges-content.calming-leds.materials.1":"prenosni računalnik ali tablični računalnik, s katerim lahko obiščete spletni mesti Microsoft MakeCode in Youtube","challenges-content.calming-leds.materials.2":"microbit.org za sredstva/vire za dejavnost","challenges-content.calming-leds.description":"Učenci ustvarijo digitalno napravo z LED-diodami, ki jim lahko pomagajo uravnavati dihanje in se počutiti bolj umirjene. Napisali bodo nekaj enostavne kode, pri čemer bodo raziskovali animacije in frekvence.","challenges-content.calming-leds.instructions.0":"Cilj je ustvariti delujočo pomirjujočo LED-napravo, ki jo lahko uporabite za uravnavanje dihanja. To napravo lahko ustvarite na fizični plošči micro:bit ali na simulatorju v urejevalniku kode MakeCode.","challenges-content.calming-leds.instructions.1":"Izziv je mogoče dokončati z uporabo urejevalnika MakeCode in zapisom enostavnega zaporedja kode, kot je prikazano na videoposnetku/posnetku zaslona.","challenges-content.calming-leds.instructions.2":"Izziv lahko razširite tako, da učenci raziskujejo različne animacije in razvijajo ustvarjalnost pri izdelavi animacij, ki jim pomagajo pri umiritvi ali jih razveseljujejo.","challenges-content.calming-leds.instructions.3":"Več informacij in videoposnetek z navodili so na voljo na","challenges-content.calming-leds.instructions.4":"tej povezavi","challenges-content.calming-leds.example":"Obiščite to stran za navodila in videoposnetke o opravljenem izzivu ter več o tem, kako programirati","challenges-content.calming-leds.purposes.0":"Oblikovanje preprostega digitalnega artefakta s koristnim namenom","challenges-content.calming-leds.purposes.1":"Raziskovanje zaporedij in animacij ter njihovega delovanja","challenges-content.calming-leds.purposes.2":"Testiranje in odpravljanje napak preproste kode","challenges-content.calming-leds.purposes.3":"Ponavljanje oblikovanja s pospeševanjem ali upočasnitvijo animacij","challenges-content.computational-thinking-and-computational-fluency.title":"Računalniško razmišljanje in računalniška spretnost s ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – Ambasador evropskega tedna programiranja za Grčijo","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Spoznavanje novih ukazov in vmesnika.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Ustvarjanje preprostih programov s preprostimi ukazi vzroka in posledice.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Preprosto odpravljanje napak z izvajanjem poskusov in delanjem napak.","challenges-content.computational-thinking-and-computational-fluency.description":"Pri tem izzivu bodo otroci z uporabo aplikacije ScratchJr vključili koncepte CT v svoje projekte, da bodo njihove zgodbe bolj privlačne, razburljive in čustvene.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"Uporaba aplikacije ScratchJr ne zahteva, da bi bili otroci pismeni. Vsa navodila in možnosti menija so prepoznavni po simbolih in barvah. Izziv je mogoče dokončati v učilnici, laboratoriju ali celo na prostem, saj internetna povezava ni potrebna.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Otroci uporabljajo mesto kot ozadje in s pomočjo blokov kode vozijo avtomobil po mestu.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Otroci lahko uporabljajo bloke za zvok in gibanje ter znova zaženejo bloke, da pripravijo like k plesu.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Otroci izberejo ozadje in lik ter z blokom za gibanje vozijo avtomobil po mestu. Otroci lahko s pomočjo bloka za hitrost pospešijo ali upočasnijo lik.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Brezplačna aplikacija","challenges-content.computational-thinking-and-computational-fluency.materials.1":"deluje na različnih operacijskih sistemih in vrstah pametnih naprav","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Poleg tega","challenges-content.computational-thinking-and-computational-fluency.materials.3":"spletno mesto zagotavlja veliko brezplačnega gradiva za izobraževanje","challenges-content.computational-thinking-and-computational-fluency.duration":"90 minut","challenges-content.ai-hour-of-code.title":"Ura programiranja z umetno inteligenco","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Ustvarjanje programerskih rešitev, ki vključujejo zaporedja, dogodke, zanke in pogoje","challenges-content.ai-hour-of-code.purposes.1":"Razčlenitev korakov, potrebnih za rešitev problema, v natančno zaporedje navodil","challenges-content.ai-hour-of-code.purposes.2":"Raziskovanje konceptov programiranja","challenges-content.ai-hour-of-code.description":"Vasi grozi požar in te potrebuje, da ustvariš kodo za njeno rešitev! Spoznaj svojega pomočnika pri programiranju, agenta Minecraft, nato pa ga programiraj za krmarjenje po gozdu in zbiranje podatkov. Ti podatki bodo agentu pomagali predvideti, kje se bodo pojavili požari. Nato zapiši kodo, ki bo agentu pomagala preprečiti širjenje ognja, rešiti vas in vrniti življenje v gozd. Nauči se osnov programiranja ter spoznaj primer umetne inteligence iz resničnega sveta.","challenges-content.ai-hour-of-code.instructions":"Prenesite učni načrt tukaj","challenges-content.ai-hour-of-code.materials.0":"Namestite igro Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Po namestitvi igre Minecraft Education Edition opravite izziv na","challenges-content.ai-hour-of-code.materials.2":"tem spletnem mestu","challenges-content.create-a-dance.title":"Ustvari plesno koreografijo z Ode to Code!","challenges-content.create-a-dance.purposes":"Vaditi programiranje na zabaven način in ustvariti občutek povezanosti s skupnostjo evropskega tedna programiranja.","challenges-content.create-a-dance.description.0":"Ustvari plesno koreografijo z Ode to Code! Uporabi","challenges-content.create-a-dance.description.1":"vadnico Dance Party (Plesna zabava)","challenges-content.create-a-dance.description.2":"da ustvariš kodo za plesno koreografijo z Ode to Code. Uradna himna evropskega tedna programiranja je na voljo kot izbor v Dance Party (Plesna zabava).","challenges-content.create-a-dance.instructions.0":"Navodila so prikazana v obliki videoposnetkov v sklopu","challenges-content.create-a-dance.instructions.1":"vadnice","challenges-content.create-a-dance.instructions.2":"navedena pa so tudi na vrhu vsake stopnje","challenges-content.create-a-dance.example":"Predstavljene izdelke učencev si je mogoče ogledati na naslednji strani","challenges-content.create-a-dance.materials":"Vadnica Code.org","challenges-content.create-a-simulation.title":"Ustvari simulacijo!","challenges-content.create-a-simulation.purposes.0":"Spoznavanje simulacij ob uvedbi naslednjih spremenljivk: ustvarjanje množice, stopnja okrevanja, nošenje mask in cepiva.","challenges-content.create-a-simulation.purposes.1":"Aktivirati predhodno znanje o izbruhih virusov iz resničnega sveta, ki se bo uporabilo za izmišljeni scenarij.","challenges-content.create-a-simulation.description":"Napiši kodo, da ustvariš in zaženeš lastno simulacijo izbruha virusa v Monster Town (Mesto pošasti). Nauči se programirati in poskusi napovedati, kaj se bo zgodilo s sosedi Monster Town (Mesto pošasti).","challenges-content.create-a-simulation.instructions.0":"Navodila so prikazana v obliki videoposnetkov v sklopu","challenges-content.create-a-simulation.instructions.1":"vadnice","challenges-content.create-a-simulation.instructions.2":"navedena pa so tudi na vrhu vsake stopnje","challenges-content.create-a-simulation.example":"Ko končaš, lahko svojo simulacijo deliš z drugimi. Deli sporočilo o svojem razmišljanju o tem, kaj lahko naredimo, da bi ohranili zdravje drugih, ko v mesto pride virus.","challenges-content.create-a-simulation.materials":"Vadnica Code.org","challenges-content.create-your-own-masterpiece.title":"Ustvarite svojo mojstrovino!","challenges-content.create-your-own-masterpiece.audience":"Primerno za vse starosti","challenges-content.create-your-own-masterpiece.purpose":"Vizualno predstaviti koncepte računalništva in spodbuditi ustvarjalnost","challenges-content.create-your-own-masterpiece.description":"Ustvarite svojo mojstrovino z umetnikom! Uporabite bloke kode, da bo vaš umetnik ustvaril edinstveno umetniško delo.","challenges-content.create-your-own-masterpiece.instructions":"Navodila so navedena na vrhu vsake stopnje","challenges-content.create-your-own-masterpiece.example":"Primeri umetnikov so na voljo na tej strani pod risbo (Drawing)","challenges-content.create-your-own-masterpiece.materials.0":"Prva stopnja vadnice je na voljo","challenges-content.create-your-own-masterpiece.materials.1":"TUKAJ","challenges-content.cs-first-unplugged-activities.title":"Dejavnosti CS First Unplugged","challenges-content.cs-first-unplugged-activities.purposes.0":"Podpora učencem, ki se šolajo od doma","challenges-content.cs-first-unplugged-activities.purposes.1":"Oddih od zaslonov za vse","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged (Prve dejavnosti brez povezave CS) je niz dejavnosti, s katerimi se učenci seznanijo s koncepti CS brez računalnika. To lekcijo smo zasnovali tako, da pokažemo, da je računalništvo veliko več kot le programiranje.","challenges-content.cs-first-unplugged-activities.instructions.0":"Knjižica o vseh dejavnostih v angleščini je na voljo na tej","challenges-content.cs-first-unplugged-activities.instructions.1":"povezavi","challenges-content.cs-first-unplugged-activities.instructions.2":"Učni načrt pa lahko najdete na tej","challenges-content.cs-first-unplugged-activities.instructions.3":"Dejavnosti te lekcije se lahko zaključijo posamično in v poljubnem vrstnem redu","challenges-content.cs-first-unplugged-activities.instructions.4":"Učitelj lahko posname sliko učnega procesa in ga deli z drugimi na Instagramu z uporabo ključnika #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Za izvedbo nekaterih dejavnosti je potrebno uporabiti dodatne materiale, ali pa imajo te od njih dodatno korist.","challenges-content.cs-first-unplugged-activities.materials.1":"Pri zemljevidu »Povezovanje soseske« uporabite majhne pripomočke za štetje (na primer posušen fižol).","challenges-content.cs-first-unplugged-activities.materials.2":"Škarje za izrezovanje šifrirnega kolesa pri dejavnosti »Pošiljanje skrivnega sporočila«.","challenges-content.cs-first-unplugged-activities.materials.3":"Karton in lepilo za dodatno čvrstost šifrirnega kolesa dejavnosti »Pošiljanje skrivnega sporočila«.","challenges-content.cs-first-unplugged-activities.materials.4":"Risalni žebljiček, zobotrebec ali poravnana sponka za papir za povezavo šifrirnega kolesa dejavnosti »Pošiljanje skrivnega sporočila«.","challenges-content.family-care.title":"Skrb za družino","challenges-content.family-care.experience":"Odprto za vse","challenges-content.family-care.duration":"Od 5 do 10 ur","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Raziskovanje vprašanja 'Skrb za družino' s katerim se srečujemo vsak dan;","challenges-content.family-care.purposes.1":"Obravnavanje težav kot priložnosti in ustvarjanje ustvarjalnih rešitev;","challenges-content.family-care.purposes.2":"Uporaba programiranja za inovativno uresničevanje vaših rešitev;","challenges-content.family-care.purposes.3":"Oblikovanje plakatov in predstavitev vaših rešitev drugim;","challenges-content.family-care.purposes.4":"Uporaba družbenih medijev za ustvarjanje učinkov vaših projektov.","challenges-content.family-care.description.0":"Kaj ti pride na misel, ko govorimo o domu? Lepa hiša? Velika večerja, ki so jo pripravili starši? Tvoj skrivni prostor zase? Naša telesa in duh se v toplem domu napolnijo kot na bencinski črpalki. V vrvežu sodobnega življenja so starši vedno zaposleni z delom. Ko se družiš s prijatelji, ne smeš pozabiti na svoje mačke. Kako pa skrbeti za svoje podjetje, ko te ni tam? Tema tega izziva je","challenges-content.family-care.description.1":"Skrb za družino","challenges-content.family-care.description.2":"Na podlagi te teme se učence spodbuja, da razvijejo zamisel, kako pokazati ljubezen in skrb s programiranjem in strojno opremo. Tukaj je nekaj vprašanj za razmislek","challenges-content.family-care.description.3":"Koliko družinskih članov je pri vas doma? Kdo so oni? Si med sobivanjem z njimi naletel na kakšne težave? Kakšno vrsto skrbi potrebujejo?","challenges-content.family-care.description.4":"Ali poznaš koga, ki skrb za družino potrebuje bolj kot drugi člani tvoje skupnosti? Kako jim lahko pomagaš?","challenges-content.family-care.instructions.0":"Razpravljaj in raziskuj o temi skrbi za družino","challenges-content.family-care.instructions.1":"Seznam morebitnih težav","challenges-content.family-care.instructions.2":"Ustvari možne rešitve","challenges-content.family-care.instructions.3":"Izberi rešitev","challenges-content.family-care.instructions.4":"Programiraj in izgradi strukturo","challenges-content.family-care.instructions.5":"Oblikuj plakat za predstavitev svojega projekta","challenges-content.family-care.instructions.6":"Predstavi ga učiteljem in družinskim članom","challenges-content.family-care.example.0":"Nekaj primerov je na voljo tukaj","challenges-content.family-care.example.1":"in","challenges-content.family-care.materials.0":"Orodje za programiranje:","challenges-content.family-care.materials.1":"ali naložite","challenges-content.family-care.materials.2":"različico za osebni računalnik","challenges-content.family-care.materials.3":"mBlock je programski jezik, ki temelji na jeziku Scratch","challenges-content.family-care.materials.4":"Ta izziv je prav tako prilagojen na podlagi MakeX Global Spark Competition, tj. programa ustvarjalnega oblikovanja, ki temelji na projektih za mlade, stare od 6 do 13 let.","challenges-content.family-care.materials.5":"Sodelujoča ekipa se bo morala osredotočiti na določeno temo ter z ustvarjanjem kode za programsko opremo in izdelavo strojne opreme pripraviti rešitev.","challenges-content.family-care.materials.6":"Učence spodbujamo, da dokončajo izziv v okviru tedna programiranja ter ga prenesejo na mednarodno raven, da vzpostavijo stik z drugimi učenci in osvojijo nagrade.","challenges-content.family-care.materials.7":"Za več informacij glejte:","challenges-content.family-care.materials.8":"ali se na nas obrnite na","challenges-content.virtual-flower-field.title":"Ustvari svoj virtualni cvetlični vrt","challenges-content.virtual-flower-field.author":"Jadga Huegle – mentor dogodka Meet and Code in del ekipe SAP Snap!","challenges-content.virtual-flower-field.duration":"30–60 minut","challenges-content.virtual-flower-field.purposes.0":"Spoznati programiranje s preprostim, a izraznim projektom.","challenges-content.virtual-flower-field.purposes.1":"Spoznati, da je programiranje lahko umetniško in vodi do čudovitih rezultatov.","challenges-content.virtual-flower-field.purposes.2":"S pisanimi rožami in evropskim tednom programiranja narediti jesen svetlejšo.","challenges-content.virtual-flower-field.purposes.3":"Prikazati raznolikost cvetja na Zemlji.","challenges-content.virtual-flower-field.purposes.4":"Prispevati k ciljem trajnostnega razvoja, zlasti ciljem trajnostnega razvoja 13 – Podnebne spremembe, z organizacijo programerskih dogodkov, s katerimi se izboljšuje izobraževanje o podnebnih spremembah z ozaveščanjem o tej temi.","challenges-content.virtual-flower-field.description":"Razvij program v programskem jeziku Snap!, na katerem raste virtualen cvetlični vrt z različnimi vrstami cvetja in različnim številom cvetnih listov.","challenges-content.virtual-flower-field.instructions.0":"Če potrebuješ navdih, kako začeti z izzivom, si oglej","challenges-content.virtual-flower-field.instructions.1":"ta videoposnetek","challenges-content.virtual-flower-field.instructions.2":"ali uporabi","challenges-content.virtual-flower-field.instructions.3":"ta dokument","challenges-content.virtual-flower-field.instructions.4":"za nadaljevanje","challenges-content.virtual-flower-field.instructions.5":"Izziv je mogoče dokončati tako, da ustvariš kodo za virtualni cvetlični vrt v programskem jeziku Snap! (ali Scratch) in objaviš posnetek zaslona ali fotografije rezultata na spletu.","challenges-content.virtual-flower-field.instructions.6":"Cvetlični vrt mora vsebovati različne vrste cvetja z različnim številom cvetnih listov. V idealnem primeru je cvetje programirano, kar pomeni, da ga zgradiš z večkratnim obrezovanjem in obračanjem (ali risanjem in obračanjem) cvetnih listov.","challenges-content.virtual-flower-field.instructions.7":"Objavi sliko svojega cvetličnega vrta s ključnikom #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Priporočamo, da uporabite","challenges-content.virtual-flower-field.materials.1":"vendar projekt deluje tudi v","challenges-content.haunted-house.title":"Haunted House (Hiša strahov) s programskim jezikom Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Univerza v Leidenu – Ramon Moorlag, I&I – Evropski teden programiranja NL","challenges-content.haunted-house.audience":"Učitelji in vzgojitelji","challenges-content.haunted-house.duration":"1 oz. 2 uri, odvisno od predhodnega znanja","challenges-content.haunted-house.purposes.0":"Ustvariti interaktivno zgodbo o Haunted House (Hiša strahov).","challenges-content.haunted-house.purposes.1":"Spoznati programiranje s programskim jezikom Hedy.","challenges-content.haunted-house.description":"S Hedy boste ustvarili zgodbo o Haunted House (Hiša strahov) z interaktivnimi elementi. Vsakič, ko se koda zažene, se ustvari nova zgodba. Zgodbo lahko z računalnikom tudi glasno preberete in jo delite na spletu.","challenges-content.haunted-house.instructions.0":"Za začetek odprite brskalnik in pojdite na hedycode.com.","challenges-content.haunted-house.instructions.1":"Upoštevajte navodila za stopnje 1–4. Uporabite zavihka ‘Level’ (Stopnja) in ‘Haunted house (Hiša strahov).’","challenges-content.haunted-house.instructions.2":"S pomočjo teh stopenj bomo zapisali interaktivno zgodbo o hiši strahov.","challenges-content.haunted-house.instructions.3":"Učitelji, učni načrt za programski jezik Hedy je na voljo","challenges-content.haunted-house.instructions.4":"tukaj","challenges-content.haunted-house.instructions.5":"Posnetek Felienne Hermans, ki predstavlja Hedy, lahko najdete na","challenges-content.haunted-house.instructions.6":"tej povezavi","challenges-content.haunted-house.example":"Primer hiše strahov na stopnji","challenges-content.haunted-house.materials.0":"Hedy na","challenges-content.haunted-house.materials.1":"stopnji od 1 do 4","challenges-content.inclusive-app-design.title":"Inclusive App Design (Oblikovanje vključujočih aplikacij)","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minut + dodatne dejavnosti za razširitev znanja","challenges-content.inclusive-app-design.purposes.0":"Razpravljanje, načrtovanje, prototip in deljenje zamisli o aplikaciji, do katere bi lahko vsi dostopali in jo razumeli.","challenges-content.inclusive-app-design.description":"Odlične aplikacije se začnejo z odličnimi zamislimi. V sklopu te dejavnosti bodo učenci oblikovali zamisel o aplikaciji na temo, ki jih zanima, nato pa izvedeli več o tem, kako oblikovati aplikacije z upoštevanjem vključevanja in dostopnosti.","challenges-content.inclusive-app-design.instructions.0":"Navodila so na voljo na tej povezavi","challenges-content.inclusive-app-design.instructions.1":"S tem enournim učnim načrtom lahko učitelji učence usmerijo, da","challenges-content.inclusive-app-design.instructions.2":"Spoznajo oblikovanje vključujočih aplikacij","challenges-content.inclusive-app-design.instructions.3":"Razpravljajo o temah, ki jih zanimajo, da bi našli zamisel za aplikacijo","challenges-content.inclusive-app-design.instructions.4":"Orišejo njihove zamisli za aplikacijo in načrtujejo uporabniške dejavnosti","challenges-content.inclusive-app-design.instructions.5":"Ustvarijo prototip posameznega dela njihove dejavnosti v Keynote","challenges-content.inclusive-app-design.instructions.6":"Delijo demo različice prototipov in opišejo, kako podpirajo uporabnike z različnimi ozadji in sposobnostmi","challenges-content.inclusive-app-design.materials.0":"Raziščite Inclusive App Design Activity (Dejavnost oblikovanja vključujočih aplikacij) v Apple Teacher Learning Center (Učni center za učitelje Apple)","challenges-content.inclusive-app-design.materials.1":"Aplikacija Keynote v iPadu ali Macu je priporočljiva, ni pa obvezna.","challenges-content.silly-eyes.title":"Trapaste oči","challenges-content.silly-eyes.author":"Fundacija Raspberry Pi","challenges-content.silly-eyes.duration":"25 minut","challenges-content.silly-eyes.purposes.0":"Izdelava projekta z interakcijo uporabnika.","challenges-content.silly-eyes.purposes.1":"Personalizacija projekta glede na barve in grafične učinke.","challenges-content.silly-eyes.purposes.2":"Spoznavanje digitalnega oblikovanja.","challenges-content.silly-eyes.description":"V tem projektu boš oblikoval in izdelal lik s trapastimi očmi. Velike trapaste oči lika bodo sledile kazalcu miške in oživile tvoj lik.","challenges-content.silly-eyes.instructions":"Celoten opis projekta je na voljo tukaj","challenges-content.silly-eyes.example":"Oglejte si izdelke Gobo, Under the sea (Pod morjem) in Don\\’t eat donut (Ne jej krofa)","challenges-content.train-ai-bot.title":"Treniraj z botom umetne inteligence!","challenges-content.train-ai-bot.purposes":"Spoznati umetno inteligenco, strojno učenje, podatke o usposabljanju in predsodke, hkrati pa raziskati etična vprašanja in načine, kako lahko umetno inteligenco uporabimo za reševanje svetovnih problemov","challenges-content.train-ai-bot.description":"AI for Oceans: Treniraj z botom umetne inteligence za Oceani. V tej dejavnosti boš programiral ali treniral AI(umetno inteligenco) za prepoznavanje rib ali smeti. Očistimo ocean!","challenges-content.train-ai-bot.instructions.0":"Navodila so prikazana v obliki videoposnetkov v sklopu vadnice","challenges-content.train-ai-bot.instructions.1":"navedena pa so tudi na vrhu vsake stopnje","challenges-content.train-ai-bot.materials.0":"Vadnica je na voljo tukaj","challenges-content.train-ai-bot.materials.1":"Ta vadnica je na voljo v več kot 25 jezikih","challenges-content.build-calliope.title":"Izdelajte svoj prototip Calliope mini fitnes trenerja","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Za igrivo spoznavanje sekvenc, animacij, ponovitev in spremenljivk.","challenges-content.build-calliope.purposes.1":"Za oblikovanje strukturnega diagrama.","challenges-content.build-calliope.purposes.2":"Za testiranje in odpravljanje napak v kodi.","challenges-content.build-calliope.purposes.3":"Za optimizacijo programa s poskusi in napakami ter preverjanjem in prilagajanjem uporabnosti.","challenges-content.build-calliope.duration":"20-30 minut","challenges-content.build-calliope.description":"Udeleženci bodo razvili digitalno nadzorovan prototip, ki uporablja barvno svetlečo LED za reprodukcijo že pripravljene vadbe z 10 enotami.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (če je na voljo)","challenges-content.build-calliope.materials.1":'Prenosni ali tablični računalnik, s katerim lahko obiščete https://makecode.calliope.cc ali https://calliope.cc in YouTube za dostop do virov za izvajanje aktivnosti.',"challenges-content.build-calliope.instructions.0":"Za začetek ustvarite načrt in določite vrstni red vadbenih enot. S pomočjo urnika programirajte po vnaprej določenem tempu RGB LED Calliope mini za prikaz ene od 5 barv. Nato ustvarite spremenljivko koraka in ponovitve programa z uporabo zank.","challenges-content.build-calliope.instructions.1":"Ne pozabite, da lahko vaš program, v primeru, da ste z njim zadovoljni, delite tudi z nami na info@calliope.cc – in z veseljem si bomo ogledali vaše delo! Mimogrede, prijavljenim prispevkom podarjamo še 30 Calliope mini izdelkov!","challenges-content.build-calliope.instructions.2":"Delite QR kodo vašega projekta na Instagramu, dodajte hashtag #EUCodeWeekChallenge in omenite @CodeWeekEU.","challenges-content.build-calliope.example.0":"Medtem, ko sedite za računalnikom, ste lahko tudi vi športno aktivni.","challenges-content.build-calliope.example.1":"Ustvarite fitnes prototip s Calliope mini, ki ga je mogžno preizkusiti tudi v simulatorju. Izziv selahko izvede v urejevalniku MakeCode s programiranjem preprostega kodnega zaporedja (glejte posnetek zaslona).","challenges-content.build-calliope.example.2":"Izberite 5 različnih barv in vsaki dodelite fitnes vadbo, npr. počep ali jumping jacks. Potem lahko barve v poljubnem vrstnem redu postavite in jih usposobite.","challenges-content.common.share":"Delite povezavo ali QR kodo svojega projekta na Instagramu ali Facebooku, dodajte kjlučnik #EUCodeWeekChallenge in omenite @CodeWeekEU.","challenges-content.common.audience.0":"Učitelji in vzgojitelji","challenges-content.common.audience.1":"Osnovnošolci (od 6 do 12 let)","challenges-content.common.audience.2":"Dijaki nižjih letnikov srednje šole (od 12 do 16 let)","challenges-content.common.audience.3":"Dijaki višjih letnikov srednje šole (od 16 do 18 let)","challenges-content.code-a-dice.title":"Programiranje kocke za metanje","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Programiranje interaktivnih ugank","challenges-content.code-a-dice.purposes.1":"Za programiranje simulacije naključno premikajočega se predmeta, ki se uporabi, če pravi predmet ni na voljo","challenges-content.code-a-dice.description":"V tem izzivu boste programirali kocko, ki bo po metu na vaš ukaz izbrala naključno število. Izberete lahko poljubno vrsto kock s tolikšnim številom obrazov ploskev, kot jih želite, kot so tisti, ki se uporabljajo v igrah vlog, in dodate tudi zvoke. ","challenges-content.code-a-dice.instructions.0":"Prijavite se v Scratch","challenges-content.code-a-dice.instructions.1":"Izberite ozadje","challenges-content.code-a-dice.instructions.2":"Ustvarite figuro („sprite“) svoje kocke ali jo poiščite na spletu in jo naložite v svoj program","challenges-content.code-a-dice.instructions.3":"Ustvarite toliko „oblek“ za figuro, kolikor je ploskev izbrane kocke, pri čemer vsaka od njih prikazuje drugačno število","challenges-content.code-a-dice.instructions.4":"Izberite način, s kakršnim želite, da se kocka vrže (pritisk tipke na tipkovnici, klik na figuro itd.) in zapišite kodo","challenges-content.code-a-dice.instructions.5":"Napišite kodo za figuro, da na koncu meta naključno zamenja sličico","challenges-content.code-a-dice.instructions.6":"Dodajte zvočne učinke","challenges-content.code-a-dice.example":"Vrzite kocko D-20","challenges-content.personal-trainer.title":"Osebni trener za micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Programiranje micro:bit za uporabo brenčala in led plošče","challenges-content.personal-trainer.purposes.1":"Za izdelavo osebne naprave za nadzor vaše telesne dejavnosti","challenges-content.personal-trainer.purposes.2":"Za programiranje računalnika micro:bit za izboljšanje zdravja s športom","challenges-content.personal-trainer.description":"Ta izziv vam omogoča, da programirate svoj micro:bit za nadzor ponavljajočih se časov trajanja fizičnih vaj v kombinaciji s časom počitka. Svojo telesno adejavnost boste spremljali v šoli, doma ali v parku.","challenges-content.personal-trainer.instructions.0":"Pri A+B ustvarite 3-sekundni odštevalnik z zvokom glasbene note vsako sekundo in prikaže se beseda GO! (POJDI!)","challenges-content.personal-trainer.instructions.1":"Med prvo vajo za 20 sekund prikažite utripajoč kvadrat 2x2. Nato predvajajte zvok, kvadrat pa naj ostane nepremičen. V preostalem času mora biti za 10 sekund prikazana druga utripajoča slika. Ko se to konča, predvajajte zvok.","challenges-content.personal-trainer.instructions.2":"Nato ponovite isto dejanje, ampak v času vaje prikažite ploščo velikosti 3x3. Ponovite ta dejanja, dokler se ne prikaže plošča velikosti 5x5.","challenges-content.personal-trainer.duration":"30–40 minut","challenges-content.create-a-spiral.title":"Ustvarite spiralo","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Za učenje in vadbo zank in spremenljivk.","challenges-content.create-a-spiral.purposes.1":"Za krepitev ustvarjalnosti pri programiranju.","challenges-content.create-a-spiral.description":"V tem izzivu boste z jezikom Scratch napisali projekt za ustvarjanje spirale z uporabo blokov peresa, zanke in spremenljivke.","challenges-content.create-a-spiral.instructions.0":"Bloki Pero","challenges-content.create-a-spiral.instructions.1":"Ustvarite nov projekt in ga poimenujte Spirala.","challenges-content.create-a-spiral.instructions.2":"Kliknite vijolično ikono „Dodaj razširitev“ na spodnji levi strani okna","challenges-content.create-a-spiral.instructions.3":"Izberite „pero“: bloki peresa so zdaj na voljo za vaš projekt!","challenges-content.create-a-spiral.instructions.4":"Da začnete projekt, povlecite in spustite blok „ko kliknemo zeleno zastavico“:","challenges-content.create-a-spiral.instructions.5":"Začeti morate s prazno stranjo: znotraj blokov peresa izberite blok „izbriši vse“","challenges-content.create-a-spiral.instructions.6":"Z risanjem začnite na sredini odra, kar pomeni, da morate vašo figuro postaviti na sredino odra (0,0):","challenges-content.create-a-spiral.instructions.7":"Vaša figura se lahko premika brez risanja ali pa jo premikate in rišete:","challenges-content.create-a-spiral.instructions.8":"ko želite risati, lahko uporabite blok spusti pero","challenges-content.create-a-spiral.instructions.9":"kadar tega ne želite, lahko uporabite blok dvigni pero","challenges-content.create-a-spiral.instructions.10":"Zdaj želite risati! Dodajte blok „spusti pero“:","challenges-content.create-a-spiral.instructions.11":"Šesterokotnik","challenges-content.create-a-spiral.instructions.12":"V svoj projekt dodajte naslednje bloke:","challenges-content.create-a-spiral.instructions.13":"Sedaj imate eno šestino svojega šesterokotnika. To zaporedje morate ponovite 6-krat:","challenges-content.create-a-spiral.instructions.14":"Spirala","challenges-content.create-a-spiral.instructions.15":"Da ustvarite spiralo, morate dolžini naslednje stranice dodati 2.","challenges-content.create-a-spiral.instructions.16":"Da to naredite, boste uporabili spremenljivko.","challenges-content.create-a-spiral.instructions.17":"V blokih spremenljive dolžine kliknite Ustvari spremenljivko","challenges-content.create-a-spiral.instructions.18":"Navedite dolžino, nato kliknite V redu:","challenges-content.create-a-spiral.instructions.19":"Spirala bo rasla, začeti boste morali z majhnim: prvo dolžino nastavite na 10 in ta blok vstavite pred zanko.","challenges-content.create-a-spiral.instructions.20":"Vstavite spremenljivko „dolžina“ v blok „premakni ... koraki“","challenges-content.create-a-spiral.instructions.21":"Da bi spirala rasla, morate povečati tudi dolžino v vsaki posamezni zanki: dodajte blok spodaj na koncu zanke","challenges-content.create-a-spiral.instructions.22":"Tukaj je vaš trenutni projekt:","challenges-content.create-a-spiral.instructions.23":"Čudovita spirala","challenges-content.create-a-spiral.instructions.24":"Narisali ste spiralo! Da bi se nadaljevala naprej, zamenjajte zanko „ponovi 6“ z zanko „neskončno“:","challenges-content.create-a-spiral.instructions.25":"Da bi narisali barvito spiralo, dodajte naslednji blok v zanko:","challenges-content.create-a-spiral.instructions.26":"Ko začnete ponovno, spirala nariše neželeno črto. Da to preprečite, dodajte blok „dvigni pero“ na začetku projekta.","challenges-content.create-a-spiral.instructions.27":"Tukaj je vaš končni projekt:","challenges-content.create-a-spiral.instructions.28":"Čestitke! Ustvarili ste krasno spiralo!","challenges-content.play-against-ai.title":"Ustvarjaj in igraj proti AI – igra Kamen, papir, škarje","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"da bi razumeli, kako deluje cikel strojnega učenja.","challenges-content.play-against-ai.purposes.1":"za izdelavo modela strojnega učenja z uporabo učljivega stroja Teachable Machine","challenges-content.play-against-ai.purposes.2":"da se seznanite z orodjem Pictoblox in izvozite ustvarjeni model v projekt","challenges-content.play-against-ai.purposes.3":"za postavitev odra in likov, ustvarjanje in inicializacijo spremenljivk v orodju Pictoblox","challenges-content.play-against-ai.purposes.4":"za inicializacijo igre, prepoznavanje gibov igralca, programiranje naključnih gibov umetne inteligence","challenges-content.play-against-ai.purposes.5":"da ustvarite in preizkusite igro, ki vključuje umetno inteligenco kot nasprotnika v igri kamen, papir, škarje.","challenges-content.play-against-ai.description":"Ustvarili bomo model s pomočjo učljivega stroja Teachable Machine iz slik z uporabo treh razredov: Kamen, Škarje in Papir. Model se bo naložil v orodje Pictoblox in se bo uporabil za ustvarjanje igre, ki jo lahko igramo proti umetni inteligenci.","challenges-content.play-against-ai.duration":"90 minut","challenges-content.play-against-ai.instructions.0":"Ustvarite nov slikovni projekt na učljivi stroj Teachable machine s 3 razredi, poimenovanimi Kamen, Papir in Škarje. Za vsak razred s fotoaparatom posnemite vsaj 400 slik. Prepričajte se, da imate jasno ozadje. Trenirajte model in ga izvozite. Naložite model in kopirajte povezavo.","challenges-content.play-against-ai.instructions.1":"Ustvarite brezplačen račun na strani Pictoblox. Dodajte razširitev za strojno učenje in naložite model. Nastavite oder, spremenljivke in figure. Inicializirajte igro, identificirajte poteze igralcev in poteze umetne inteligence ter zmagovalca posameznega kroga.","challenges-content.play-against-ai.instructions.2":"Trenirajte podatke za igro.","challenges-content.play-against-ai.instructions.3":"Preizkušanje modela.","challenges-content.play-against-ai.instructions.4":"Izvozite model.","challenges-content.play-against-ai.instructions.5":"Dodajte razširitev za strojno učenje in naložite model.","challenges-content.play-against-ai.instructions.6":"Nastavite oder, spremenljivke in figuro.","challenges-content.play-against-ai.instructions.7":"Inicializirajte igro.","challenges-content.play-against-ai.instructions.8":"Identificirajte premike igralca.","challenges-content.play-against-ai.instructions.9":"Nastavite naključne poteze umetne inteligence.","challenges-content.play-against-ai.instructions.10":"Izvedite naključne poteze umetne inteligence.","challenges-content.play-against-ai.instructions.11":"Naredite tri bloke. Kdo je zmagal ta krog? ","challenges-content.play-against-ai.instructions.12":"Preverite, ali je igralec zmagovalec kroga.","challenges-content.play-against-ai.instructions.13":"Preverite, ali je umetna inteligence zmagovalka kroga.","challenges-content.play-against-ai.instructions.14":"Preverite, če je krog neodločen.","challenges-content.play-against-ai.instructions.15":"Programski bloki.","challenges-content.play-against-ai.instructions.16":"Figura Kamen, papir škarje","challenges-content.air-drawing-with-AI.title":"Risanje po zraku z umetno inteligenco","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"za pisanje programa z uporabo razširitve zaznavanja človeškega telesa za prepoznavanje gibanja prstov pred kamero.","challenges-content.air-drawing-with-AI.purposes.1":"za programiranje s preprostimi bloki v nekaj vrsticah kode.","challenges-content.air-drawing-with-AI.purposes.2":"za ogled primera uporabe umetne inteligence","challenges-content.air-drawing-with-AI.description":"Izdelava programa, ki uporabniku omogoča, da z roko (kazalcem) pred kamero riše po zraku, vse, kar nariše, pa se samodejno prikaže na odru orodja Pictoblox.","challenges-content.air-drawing-with-AI.instructions.0":"Ustvarite račun na strani Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"sledite vizualnim navodilom, da:","challenges-content.air-drawing-with-AI.instructions.2":"dodate razširitve za zaznavanje človeškega telesa in pero;","challenges-content.air-drawing-with-AI.instructions.3":"postavite oder in dodate figuro (Svinčnik) in dodatne figure za: Spusti pero, Dvigni pero, Izbriši vse; ","challenges-content.air-drawing-with-AI.instructions.4":"napišete kodo za figuro Svinčnik, da sledi prstu","challenges-content.air-drawing-with-AI.instructions.5":"napišete kodo za gumbe: Dvigni pero, Spusti pero in tudi za Pero","challenges-content.air-drawing-with-AI.instructions.6":"Zdaj ste pripravljeni, da izdelate svoje lastne risbe in se igrate z različnimi barvami in velikostmi peresa.","challenges-content.air-drawing-with-AI.materials.0":"Prenosni računalnik ali računalnik s kamero","challenges-content.air-drawing-with-AI.materials.1":"Prenesena najnovejša različica orodja PictoBlox (priporočeno) ali spletna različica orodja Pictoblox (brezplačno)","challenges-content.air-drawing-with-AI.materials.2":"Račun Pictoblox (brezplačno)","challenges-content.air-drawing-with-AI.materials.3":"Dobra internetna povezava","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Za učenje osnovnih konceptov strojnega učenja in prepoznavanja besedila.","challenges-content.emobot-kliki.purposes.1":"Da bi razumeli vlogo čustev v komunikaciji.","challenges-content.emobot-kliki.purposes.2":"Za uporabo kode za ustvarjanje dialogov med botom za klepet in uporabnikom.","challenges-content.emobot-kliki.purposes.3":"Da bi razumeli, kako lahko računalniki prepoznajo čustvene tone z analizo besedila in se ustrezno odzovejo.","challenges-content.emobot-kliki.description.0":"Ustvarite čustveni bot v jeziku Scratch, ki lahko prikaže vesel obraz pri pozitivnih sporočilih (če mu rečete nekaj lepega), jezen obraz pri negativnih sporočilih (če mu rečete nekaj grdega) in zmeden obraz, če sporočilo ni določeno.","challenges-content.emobot-kliki.description.1":"Naš Emobot Kliki bo prepoznal komplimente in žalitve, tako da bomo videli, kako lahko računalnike treniramo za prepoznavanje čustvenega tona.","challenges-content.emobot-kliki.instructions.0":"Za začetek programirajte seznam pravil za to, kaj je dobro ali prijazno in kaj je slabo ali nesramno.","challenges-content.emobot-kliki.instructions.1":"Prijavite se v https://machinelearningforkids.co.uk/ ali ustvarite nov račun.","challenges-content.emobot-kliki.instructions.2":"Izdelajte nov model strojnega učenja in dodajte 3 nove oznake: prvo poimenujte „dobro“, drugo skupino poimenujte„slabo“, če želite prepoznati svoje ime, pa neobvezno ustvarite tretjo oznako z imenom „ime“.","challenges-content.emobot-kliki.instructions.3":"Zgradite nov model strojnega učenja, preizkusite ga in ga uporabite za izdelavo Emobota v jeziku Scratch.","challenges-content.emobot-kliki.instructions.4":"Zaženite urejevalnik Scratch 3, izbrišite figuro mačke, vstavite 3 nove figure, ki jih je ustvaril Microsoft Bing Image Creator (računalniška animacija veselega, jeznega in negotovega obraza) ali ustvarite novo figuro s klikom na ikono Paint (Slikar) in narišete tri kopije „obleke“ za vesel, jezen in negotov obraz.","challenges-content.emobot-kliki.instructions.5":"Kliknite zavihek „Koda“ in vnesite naslednje besedilo.","challenges-content.emobot-kliki.instructions.6.example.0":"Delite svoj Emobot Kliki s prijatelji in izvedite več o umetni inteligenci in čustvih!","challenges-content.emobot-kliki.instructions.6.example.1":"Namesto računalniške animacije lahko poskusite s čim drugim, na primer živaljo. Namesto prepoznavanja prijaznosti in nesramnosti bi lahko lik urili v prepoznavanju drugih vrst sporočil.","challenges-content.craft-magic.title":"Ustvarjajte čarovnijo s kretnjami rok umetne inteligence","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Za razvijanje veščin programiranja med učenci, ki jim omogočajo uporabo osnovnih ukazov.","challenges-content.craft-magic.purposes.1":"Za razvijanje sposobnosti algoritmičnega razmišljanja z razčlenitvijo zapletenih nalog na obvladljive korake.","challenges-content.craft-magic.purposes.2":"Za spodbujanje ustvarjalnega reševanja problemov pri iskanju edinstvenih aplikacij kretenj rok za risanje in pisanje.","challenges-content.craft-magic.purposes.3":"Za spodbujanje razumevanja konceptov umetne inteligence, zlasti tega, kako umetna inteligenca omogoča računalnikom, da prepoznajo in razlagajo kretnje rok.","challenges-content.craft-magic.purposes.4":"Za ozaveščanje o pomenu tehnologije za invalide.","challenges-content.craft-magic.purposes.5":"Za spodbujanje skupnega reševanja problemov in timskega dela med učenci, ko sodelujejo pri izboljšanju svojih programov s kretnjami rok.","challenges-content.craft-magic.purposes.6":"Za povezovanje veščin programiranja in računalniškega razmišljanja z uporabo v resničnem svetu, s poudarkom na pomembnem vplivu tehnologije na življenja ljudi in uskladitvijo s cilji trajnostnega razvoja (SDG).","challenges-content.craft-magic.duration.0":"90 minut za učence, stare 10–12 let","challenges-content.craft-magic.duration.1":"45 minut za učence, stare 12–15 let","challenges-content.craft-magic.description":"Ustvarite program, ki temelji na blokih Scratch, z uporabo razširitve umetne inteligence „Človeško telo“ na ustvarjalen in privlačen način, da rišete po zaslonu brez potrebe po tradicionalni miški ali zaslonu na dotik.","challenges-content.craft-magic.instructions.0":"Povežite se na https://ai.thestempedia.com in ustvarite račune za učitelje in učence.","challenges-content.craft-magic.instructions.1":"Uvozite razširitve ‘Zaznavanje človeškega telesa,’ Pero’,’ Besedilo v govor.","challenges-content.craft-magic.instructions.2":"Dodajte figuro 'Svinčnik' iz knjižnice in ustvarite 7 figur ('piši', 'jasno', 'črno', 'rdeče', 'modro', 'zeleno', 'rožnato').","challenges-content.craft-magic.instructions.3":"Napišite ukaze, da preverite, kaj se zgodi, ko se figura 'svinčnik' dotakne ene od drugih figur.","challenges-content.craft-magic.instructions.4":"Napišite ukaze, da omogočite kameri, da prepozna držo roke in premakne svinčnik na koordinate x in y vašega kazalca.","challenges-content.craft-magic.instructions.5":"Na koncu igre zamenjajte obleko.","challenges-content.craft-magic.instructions.6":"Dodajte zvočne učinke.","challenges-content.craft-magic.materials.0":"Programska platforma https://ai.thestempedia.com (brezplačno)","challenges-content.craft-magic.materials.1":"račun za učitelja (brezplačno)","challenges-content.craft-magic.materials.2":"račun za učenca (brezplačno)","challenges-content.craft-magic.materials.3":"Računalniki s kamero","challenges-content.craft-magic.materials.4":"Internetna povezava","challenges-content.circle-of-dots.title":"Krog iz pik","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Za pisanje kode, da narišete vrstice s točkami.","challenges-content.circle-of-dots.purposes.1":"Za pisanje kode, da narišete vrstice s črticami.","challenges-content.circle-of-dots.purposes.2":"Za pisanje kode, da narišete krog.","challenges-content.circle-of-dots.purposes.3":"Napišite kodo, da narišete krog iz pik (črtic).","challenges-content.circle-of-dots.description":"Narišite krog iz pik ali črtic.","challenges-content.circle-of-dots.duration":"40 minut","challenges-content.circle-of-dots.instructions.0":"Izdelava bloka pik.","challenges-content.circle-of-dots.instructions.1":"Izdelava bloka črtic.","challenges-content.circle-of-dots.instructions.2":"Sestavljanje kroga iz pik.","challenges-content.circle-of-dots.instructions.3":"Sestavljanje kroga iz črtic.","challenges-content.coding-escape-room.title":"Ustvarite kodirano sobo pobega","challenges-content.coding-escape-room.author":"Stefania Altieri in Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Za poučevanje/učenje in razmišljanje o konceptih programiranja.","challenges-content.coding-escape-room.purposes.1":"Za uporabo preprostih orodij za programiranje.","challenges-content.coding-escape-room.purposes.2":"Za razvoj računalniškega razmišljanja in reševanja težav.","challenges-content.coding-escape-room.description.0":"Ustvarite izkušnjo programiranja sobe pobega, kot je ta:","challenges-content.coding-escape-room.description.1":"Lahko uporabite google obrazec, genially, google predstavitev, katero koli orodje, namenjeno za ustvarjanje s pripovedovanjem zgodbe na podlagi programiranja ;).","challenges-content.coding-escape-room.duration":"90 minut","challenges-content.coding-escape-room.instructions":"Svoje učence lahko razdelite v majhne skupine, naj se igrajo in nato s predlogo ustvarijo nov izziv: ","challenges-content.coding-escape-room.materials.0":"Uporabite lahko katero koli orodje (platforma Google in Microsoft za ustvarjanje in skupno rabo dokumentov, predstavitev in listov). Kakršen koli kodirni konstrukt, orodje ali znak, povezan z IKT in programiranjem.","challenges-content.coding-escape-room.example.0":"Preko igre predstavimo nekatere like, ki so imeli zelo pomembno vlogo v zgodovini IKT, in osnovne koncepte kodiranja in programiranja. To je najboljši način za učenje in aktivno sodelovanje. To igro lahko igrate v skupinah ali posamično, kot izziv ali tekmovanje. Učenci lahko nato ustvarijo nekaj podobnega in razvijejo kompetence, kot so ustvarjalnost in programerske veščine.","challenges-content.coding-escape-room.example.1":"To je zelo praktičen vir, ki ga je mogoče ponovno uporabiti in enostavno znova ustvariti. Eno od možnih orodij so Google Obrazci. Uporabite lahko tudi Google Predstavitve, Genial.ly ali Emaze ali katero koli drugo orodje za ustvarjanje zgodb z razpotji in lastnih dogodivščin.","challenges-content.coding-escape-room.example.2":"Izziv pobega je razdeljen na seje. Če pravilno uganete, lahko nadaljujete. Učenci morajo ustvariti kvize o programiranju.","challenges-content.let-the-snake-run.title":"Naj kača teče","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Za programiranje gibanja kače na lastnem micro:bitu.","challenges-content.let-the-snake-run.purposes.1":"Za nastavitev pravilnega položaja in časa za skupno animacijo.","challenges-content.let-the-snake-run.description":"Učenci morajo morajo napisati kode za navigacijo kače skozi mikro:bite, ki se nahajajo eden poleg drugega. To mora biti narejeno tako, da je videti, kot da kača teče od enega micro:bita do drugega.","challenges-content.let-the-snake-run.duration":"30 minut","challenges-content.let-the-snake-run.instructions.0":"Oblikujte sled, ki poteka skozi več mikro:bitov, ki se nahajajo eden poleg drugega (da npr. tvori kvadrat 2x2).","challenges-content.let-the-snake-run.instructions.1":"Pišite kodo, medtem ko se kača pomika po stezi.","challenges-content.let-the-snake-run.instructions.2":"Vsak naj dela na svoji napravi, nato jih sestavite skupaj in zaženite kodo.","challenges-content.let-the-snake-run.instructions.3":"Upoštevajte čas in postavitev: če kača zapusti en micro:bit, se bo pojavila na naslednjem micro:bitu.","challenges-content.let-the-snake-run.instructions.4":"Nadaljnji izzivi: Z micro:bitom različice 2 predvajajte glasbo, dokler kača ne zapusti vaše naprave.","challenges-content.let-the-snake-run.instructions.5":"Oblikujte kačo tako, da spremenite svetlost LED diod.","challenges-content.let-the-snake-run.instructions.6":"Poskusite igrati dlje časa ali z več kačami.","challenges-content.let-the-snake-run.example.0":"To je primer kače, dolge 6 slikovnih pik, s 4 micro:biti, ki tvori kvadrat 2x2: ","challenges-content.let-the-snake-run.example.1":"Programiranje začetnega micro:bita (lahko naredi učitelj)","challenges-content.let-the-snake-run.example.2":"Vse kode v celoti sproži ta micro:bit, ki ob pritisku na gumb A pošlje radijski signal drugim mikro:bitom.","challenges-content.let-the-snake-run.example.3":"Programiranje gibanja kače","challenges-content.let-the-snake-run.example.4":"Vsi micro:biti morajo biti v isti radijski skupini kot začetni micro:bit.","challenges-content.let-the-snake-run.example.5":"Animacije se začnejo predvajati, ko je sprejet radijski signal.","challenges-content.let-the-snake-run.example.6":"Animacija prvega mikrobita je vidna takoj, druge pa čakajo, dokler kača ne pride do njih.","challenges-content.let-the-snake-run.example.7":"Čas med obema fazama določa hitrost kače.","challenges-content.let-the-snake-run.materials.0":"micro:biti (za vsakega učenca, če je mogoče)","challenges-content.let-the-snake-run.materials.1":"prenosni računalnik ali računalnik za urejevalnik makecode.microbit.org","challenges-content.illustrate-a-joke.title":"Illustrirajte šalo s programom bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Za načrtovanje kratke igre, kjer uporabnik najde odgovor na šaljivo vprašanje.","challenges-content.illustrate-a-joke.description":"Učenci oblikujejo igro, kjer uporabnik najde odgovor na šaljivo vprašanje, ko figura zadene predmet na igralnem polju. Učenci uporabljajo osnovne funkcije programa bitsy, da dokončajo izziv.","challenges-content.illustrate-a-joke.instructions.0":"Pomislite na šaljivo vprašanje. Pojdite na bitsy in začnite nov projekt. Potrebovali boste:","challenges-content.illustrate-a-joke.instructions.1":"avatar – figuro, ki jo lahko premikate","challenges-content.illustrate-a-joke.instructions.2":"Bela mačka na vijoličnem ozadju","challenges-content.illustrate-a-joke.instructions.3":"Samodejno ustvarjen opis","challenges-content.illustrate-a-joke.instructions.4":"predmet, do katerega se mora premakniti vaš avatar","challenges-content.illustrate-a-joke.instructions.5":"sobo – ozadje vašega programa","challenges-content.illustrate-a-joke.instructions.6":"dve sporočili: vprašanje in odgovor","challenges-content.illustrate-a-joke.instructions.7":"Dokončano igro lahko prenesete kot datoteko html.","challenges-content.illustrate-a-joke.example":"Na tem spletnem mestu vidite primer šale in na voljo je povezava do digitalne table:","challenges-content.illustrate-a-joke.materials":"bitsy deluje v brskalniku","challenges-content.app-that-counts-in-several-languages.title":"Aplikacija, ki šteje v več jezikih","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Za učenje izdelave preproste aplikacije","challenges-content.app-that-counts-in-several-languages.purposes.1":"Za učenje programiranja s pomočjo blokov.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Za spoznavanje, kako dodati oznake, gumbe, slike, senzorje in medije.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Za učenje dodajanja elementov na zaslon aplikacije.","challenges-content.app-that-counts-in-several-languages.description":"Aplikacija vam omogoča štetje v več jezikih s pritiskom na gumb. Kadar koli uporabnik strese pametni telefon, se število vrne na nič. Izziv vaje je dodati še en jezik.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Če želite dokončati izziv, morate določiti dodaten jezik, v katerem želite, da aplikacija šteje.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Nato morate z interneta (npr. z aplikacije Pixabay ali Unsplash) prenesti zastavo te države in jo naložiti na platformo MIT APP Inventor prek elementa, imenovanega flag (zastavica), v lastnosti Slika.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Nato morate ugotoviti, kako črkovati ime te države v angleščini in kako reči zapusti in pritisni me v jeziku te države.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Nazadnje morate dodati potrebne bloke, da bo aplikacija delovala v novem jeziku.","challenges-content.app-that-counts-in-several-languages.materials.0":"Za razvoj aplikacije potrebujete računalnik ali prenosni računalnik z dostopom do interneta.","challenges-content.app-that-counts-in-several-languages.materials.1":"Ustvarite račun na platformi MIT APP Inventor, ki je dostopna prek https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Prav tako je potrebno namestiti aplikacijo MIT AI2 Companion na pametni telefon, da bi preizkusili razvito aplikacijo.","challenges-content.coding-with-art-through-storytelling.title":"Programiranje s pomočjo umetnosti skozi pripovedovanje zgodb","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara in Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Za negovanje veščin opazovanja, interpretacije in spraševanja skozi ukvarjanje z umetnostjo.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Za izražanje ustvarjalnosti in sodelovanje z drugimi za dosego skupnega cilja","challenges-content.coding-with-art-through-storytelling.purposes.2":"Za ustvarjanje algoritma za ponovno pripovedovanje zgodbe.","challenges-content.coding-with-art-through-storytelling.description":"Pri tem izzivu bodo učenci našli navdih v umetniškem delu, ustvarili zgodbo in jo ilustrirali. Nato bodo poskusili zgodbo ponovno povedati z uporabo robotskega kompleta, ki ga je mogoče programirati/ali kot dejavnost brez povezave.","challenges-content.coding-with-art-through-storytelling.materials.0":"To dejavnost je mogoče izvajati kot dejavnost brez povezave ali z uporabo izobraževalnega programabilnega robota, kot je beebot/bluebot/mouse robot.","challenges-content.coding-with-art-through-storytelling.materials.1":"karte s puščicami beebot ali karte s puščicami za dejavnost brez povezave","challenges-content.coding-with-art-through-storytelling.materials.2":"v grščini","challenges-content.coding-with-art-through-storytelling.materials.3":"Če želite izvedeti več o zbirki orodij Thinking Routine Project Zero, lahko obiščete","challenges-content.coding-with-art-through-storytelling.example.0":"Učitelj skupaj z učenci zasnuje, kako oblikovati algoritem s kartami, ki bodo zagotavljale navodila za Bee-Bot ali drugega robota, da prispe do prvega dogodka v zgodbi na podlogi. Učenci delajo v skupinah, ki ima 3–4 člane, da oblikujejo algoritem, s katerim se robot premakne na naslednje zaporedje. Učenci preizkusijo svoje algoritme na razredni podlogi in po potrebi odpravijo napake.","challenges-content.coding-with-art-through-storytelling.example.1":"Še naprej se pomikajo skozi čim več dogodkov zgodbe","challenges-content.coding-with-art-through-storytelling.example.2":"To dejavnost je mogoče izvajati tudi kot dejavnost brez povezave.","challenges-content.coding-with-art-through-storytelling.example.3":"En otrok je robot, drug otrok pa programer. Programer ustvari algoritemsko pot z uporabo kartic s puščicami, da pomaga robotu, da se premika od ene slike do druge in ponovno pripoveduje zgodbo. Vsakič, ko je robot na sliki, se mu ukaže, da pove del zgodbe.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Učitelj prosi učence, naj opazujejo sliko/fotografijo.","challenges-content.coding-with-art-through-storytelling.instructions.1":"Pri tem uporabljajo rutino razmišljanja „Začetek, sredina, konec“ (Project Zero Harvard School), da ustvarijo zgodbo.","challenges-content.coding-with-art-through-storytelling.instructions.2":"Učitelj jih vpraša: „Če je ta umetnina začetek/sredina/konec zgodbe, kaj se lahko zgodi za tem/pred tem/na koncu?","challenges-content.coding-with-art-through-storytelling.instructions.3":"Učenci ilustrirajo dogodke v zgodbi.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Učenci si prikličejo zgodbo in dogodke postavijo v mrežo. S pomočjo kartic s puščicami ustvarijo algoritem, ki pomaga beebotu, da zgodbo ponovno pripoveduje.","challenges-content.coding-with-legoboost.title":"Kodiranje in programiranje z LegoBoost – razširitev Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"izdelava modelov s pomočjo LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"razvoj veščin programiranja v programskem jeziku Scratch.","challenges-content.coding-with-legoboost.purposes.2":"programiranje robotov z uporabo od preprostih do zapletenih ukazov.","challenges-content.coding-with-legoboost.description":"V tem izzivu bodo učenci uporabili razširitev Scratch-LegoBoost in v aplikacijo vnesli kode za premikanje robotov naprej, nazaj, za izogibanje oviram in glasovne ukaze.","challenges-content.coding-with-legoboost.duration":"120 minut","challenges-content.coding-with-legoboost.instructions.0":"Prijavite se v aplikacijo Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Zaženite povezavo Scratch in aktivirajte Bluetooth na prenosnem računalniku.","challenges-content.coding-with-legoboost.instructions.2":"Kliknite Add an Extension from Scratch (Dodaj razširitev iz jezika Scratch) in izberite LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Dodajte sliko o evropskem tednu programiranja.","challenges-content.coding-with-legoboost.instructions.4":"VKLOPITE oba motorja AB, ko naletite na rdečo oviro, pa ju IZKLOPITE.","challenges-content.coding-with-legoboost.instructions.5":"Motor A v zeleni barvi je VKLOPLJEN, motor B v črni barvi je VKLOPLJEN.","challenges-content.coding-with-legoboost.instructions.6":"Na poti bodo postavljene zelene, rdeče in črne ovire.","challenges-content.coding-with-legoboost.instructions.7":"Dodajte ukaze za premikanje in obračanja iz puščic in besedila v govor, ko naletite na oviro.","challenges-content.coding-with-legoboost.instructions.8":"Preizkusite!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1FEjadGDmbTqm21j-0B82CJeHKo-hVMNi","challenges.title":"IZZIVI EVROPSKEGA TEDNA PROGRAMIRANJA","challenges.date":"9.–24. oktober 2021","challenges.common.target-audience":"Ciljno občinstvo","challenges.common.pre-primary":"Predšolski učenci","challenges.common.experience":"Izkušnje","challenges.common.duration":"Trajanje","challenges.common.materials":"Priporočeni materiali","challenges.common.purpose":"Namen","challenges.common.description":"Opis","challenges.common.instructions":"Navodila","challenges.common.example":"Primer","challenges.common.written-by.0":"Ta izziv je ustvaril/-a","challenges.common.written-by.1":"in je del","challenges.common.teachers":"Učitelji","challenges.common.students":"Učenci","challenges.common.beginner":"Osnovna stopnja","challenges.common.intermediate":"Nadaljevalna stopnja","challenges.common.advanced":"Izpopolnjevalna stopnja","challenges.common.1-hour":"1 ura","challenges.main.0":"Vabimo vas, da med evropskim tednom programiranja, ki bo potekal od 9. do 24. oktobra 2021, opravite enega ali več izzivov evropskega tedna programiranja.","challenges.main.1":"Kaj so izzivi evropskega tedna programiranja ?","challenges.main.2":"Izzivi evropskega tedna programiranja so dejavnosti, ki jih lahko izvedete sami, v učilnici, s sodelavci ali prijatelji. Ali bi radi sodelovali v tednu programiranja, vendar nimate prave zamisli, kaj organizirati? Vaše iskanje se konča tukaj! Skupaj s partnerji tedna programiranja smo oblikovali izbor enostavnih izzivov, ki vključujejo konkretne primere, kako izziv uporabiti v učilnici ali skupini. Obstajajo tudi smernice, kako opraviti izzive, vendar jih lahko prilagodite tako, da ustrezajo potrebam, interesom in starosti vaših udeležencev. Uporabite lahko katera koli orodja in tehnologije, vendar priporočamo odprtokodne vire.","challenges.main.3":"Izberite enega ali več izzivov, prilagodite ga svoji skupini ali razredu in rezultate delite na Instagramu, da spodbudite še več sodelavcev in prijateljev, da se vključijo v zabavo tedna programiranja!","challenges.main.4":"Kliknite izziv, če želite izvedeti več o njem:","challenges.main.5":"Kdo se lahko pridruži?","challenges.main.6":"Vsi (šole, učitelji, knjižnice, društva, podjetja in javni organi) so vabljeni k praznovanju evropskega tedna programiranja 2021 tako, da opravijo #EUCodeWeekChallenge.","challenges.main.7":"Kako sodelovati na izzivu evropskega tedna programiranja 2021?","challenges.main.8":"Izberite izziv, ki ga želite opraviti.","challenges.main.9":"Povežite svoje udeležence v pare ali skupine. Skupinsko delo in sodelovanje sta ključna za uspešno dokončanje izziva, ne glede na to, ali svojo dejavnost organizirate v živo ali na spletu kot nacionalno ali mednarodno dejavnost sodelovanja.","challenges.main.10":"Delite svoj izziv","challenges.main.11":"Ali bi radi osvojili nekaj darilc tedna programiranja? Če je odgovor pritrdilen, razširite svoj izdelek po spletu!","challenges.main.12":"Ko dokončate izziv, ga delite na Instagramu.","challenges.main.13":"Zmagovalci bodo izbrani vsak dan med tednom programiranja med 9. in 24. oktobrom in objavljeni na našem Instagram kanalu, zato ne pozabite redno preverjati obvestil.","challenges.share.0":"Kako svoje izzive deliti na Instagramu?","challenges.share.1":"Dotaknite se gumba Edit profile (Uredi profil)","challenges.share.2":"Dodajte povezavo do svojega dela v polje Website (Spletno mesto) in shranite","challenges.share.3":"Ustvarite novo objavo","challenges.share.4":"Dodajte posnetek zaslona svojega izdelka","challenges.share.5":"Napišite zanimiv opis","challenges.share.6":"Ne pozabite navesti ‘Link in Bio (Povezava v opisu)’","challenges.share.7":"Dodajte #EUCodeWeekChallenge","challenges.share.8":"Omenite in označite @CodeWeekEU","challenges.share.9":"Ali bi svoje izzive raje delili na Facebooku?","challenges.share.10":"Na strani evropskega tedna programiranja na","challenges.share.11":"Facebooku","challenges.share.12":"bo vsak dan objavljena nova objava z izzivom, med komentarji pod objavo pa bo izbran zmagovalec nagrade.","challenges.share.13":"Kako to deluje?","challenges.share.14":"Preprosto komentirajte objavo s povezavo do svojega izdelka.","challenges.share-box.0":"Delite povezavo do svojega izdelka v svoj","challenges.share-box.1":"Instagram Bio","challenges.share-box.2":"(Instagram opis), dotaknite se","challenges.share-box.3":"gumba Edit Profile (Uredi profil)","challenges.share-box.4":"na svojem profilu na Instagramu ter v polje Website (Spletno mesto) dodajte povezavo do svojega izdelka. Nato ustvarite novo objavo, dodajte posnetek zaslona svojega dela, napišite ","challenges.share-box.5":"Link in Bio (Povezava v opisu)","challenges.share-box.6":"dodajte ključnik #EUCodeWeekChallenge in označite @CodeWeekEU","challenges.share-box.7":"Ali bi svoje izzive raje delili na","challenges.share-box.8":"Na strani evropskega tedna programiranja","challenges.share-box.9":"na Facebooku bo vsak dan","challenges.share-box.10":"objavljena nova objava z izzivom","challenges.share-box.11":"Nato preprosto komentirajte objavo s povezavo do svojega izdelka","challenges.share-box.12":"Vsak dan med tednom programiranja med 9. in 24. oktobrom bodo izbrani zmagovalci, katerim bodo ponujena darilca, objavljeni pa bodo tudi na naših kanalih na Instagramu in Facebooku, zato ne pozabite redno preverjati obvestil.","challenges.take-part.0":"Zakaj sodelovati v izzivu evropskega tedna programiranja?","challenges.take-part.1":"Da sodelujte v dejavnostih reševanja težav in programiranja.","challenges.take-part.2":"Da sodelujete z vrstniki.","challenges.take-part.3":"Da širite glas o pomembnosti programiranja.","challenges.download.0":"Kliknite","challenges.download.1":"tukaj","challenges.download.2":"da prenesete ta izziv kot Wordov dokument","challenges.bingo.0":"Dokončaj vse izzive","challenges.bingo.1":"Izziv dokončan? Natisnite","challenges.bingo.2":"kartico bingo (tombola)","challenges.bingo.3":"in označite majhen bel mehurček v zgornjem levem kotu","challenges.bingo.4":"Delite svoj izziv na družbenih omrežjih in osvojite nekaj odličnih nagrad evropskega tedna programiranja","challenges.bingo.5":"Preprosto naložite sliko z izpolnjenimi vrsticami, stolpci ali še bolje: celoten bingo (tombolo) na ","challenges.bingo.6":"Facebook, Instagram ali Twitter","challenges.bingo.7":"Ne pozabite uporabiti","codeweek4all.title":"Izziv tedna programiranja za vse","codeweek4all.text":"Izziv tedna programiranja za vse je povezati svoje dejavnosti z drugimi dejavnostmi, ki jih organizirajo prijatelji, kolegi in znanci, in skupaj pridobiti certifikat odličnosti tedna programiranja.","codeweek4all.what.title":"Za kaj gre?","codeweek4all.what.content":`

    Svojo dejavnost dodajte na zemljevid evropskega tedna programiranja, prav tako pa lahko spodbudite druge v svoji mreži, da storijo enako. Če vi in vaši zavezniki dosežete enega od naslednjih pragov, boste vsi pridobili certifikat odličnosti tedna programiranja!

    -

    Merila za pridobitev certifikata odličnosti:

    `,"codeweek4all.what.criteria1":"500 sodelujočih študentov","codeweek4all.what.criteria2":"10 povezanih dejavnosti (10 različnih organizatorjev)","codeweek4all.what.criteria3":"vključene 3 države","codeweek4all.what.andor":"in/ali","codeweek4all.howto.title":"Kako sodelovati?","codeweek4all.howto.time":"Izziv tedna programiranja za vse traja do konca koledarskega leta. Certifikati se bodo podelili na začetku naslednjega leta, v januarju ali februarju.","codeweek4all.howto.content":'Obiščite stran Dodajte dejavnost in vnesite potrebne podatke o svoji programerski dejavnosti.',"codeweek4all.howto.first_alliance.1":"kliknite Pošlji.","codeweek4all.howto.first_alliance.2":"Ko bo vaša dejavnost sprejeta, boste prejeli potrditveno elektronsko pošto z enolično kodo za teden programiranja za vse.","codeweek4all.howto.first_alliance.3":"Kodo kopirajte in jo pošljite svojim kolegom ter drugim v vaši mreži, ki prav tako organizirajo programersko dejavnost. Obveščajte druge in jih spodbudite k sodelovanju!","codeweek4all.howto.first_alliance.4":"Po koncu kampanje bodo vsi organizatorji dejavnosti sporočili, koliko udeležencev so vključili. Če ste dosegli prag, boste vi in vaši kolegi, ki so bili del vaše mreže, prejeli certifikat odličnosti!","codeweek4all.howto.first_alliance.title":"Če ste prvi v svojem zavezništvu:","codeweek4all.howto.existing_alliance.1":"Kodo, ki ste jo prejeli od pobudnika, tj. prvega, ki je ustvaril zavezništvo, prilepite v polje KODA TEDNA PROGRAMIRANJA ZA VSE.","codeweek4all.howto.existing_alliance.2":"kliknite Pošlji.","codeweek4all.howto.existing_alliance.3":"Obveščajte (in delite kodo!), da pridobite več organizatorjev, ki se bodo pridružili vašemu zavezništvu.","codeweek4all.howto.existing_alliance.4":"Po koncu kampanje bodo vsi organizatorji dejavnosti sporočili, koliko udeležencev so vključili. Če ste dosegli prag, boste vi in vaši kolegi, ki so bili del vaše mreže, prejeli certifikat odličnosti!","codeweek4all.howto.existing_alliance.title":"Če se pridružite obstoječemu zavezništvu:","codeweek4all.why.1":"Da širite glas o pomembnosti programiranja.","codeweek4all.why.2":"Da vključite veliko število študentov.","codeweek4all.why.3":"Da se povežete z organizacijami in/ali šolami v svoji skupnosti ali mednarodno.","codeweek4all.why.4":"Da vas podprejo drugi organizatorji in učitelji.","codeweek4all.why.5":"Da pridobite certifikat odličnosti.","codeweek4all.why.title":"Zakaj se pridružiti izzivu?","codeweek4all.superorganiser-title":"Certifikat super organizatorja","codeweek4all.superorganiser":'Lahko si prislužite tudi certifikat super organizatorja. Zanj je treba organizirati in prijaviti vsaj 10 ločenih dejavnosti v vaši šoli, organizaciji ali na spletu.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Vprašanja","coding-at-home.material.required":"Potreben material","coding-at-home.material.chequered":"plošča s kvadratki","coding-at-home.material.footprint":"ploščice s stopinjami","coding-at-home.intro.title":"Uvod v Coding@Home","coding-at-home.explorer.title":"Raziskovalec","coding-at-home.explorer.text":"Raziskovalec je prva aktivnost Coding@Home. Raziskovalca po plošči premikajte do cilja tako, da obiščete kar največ kvadratov.","coding-at-home.explorer.questions.content.1":"V1. Je možno, da raziskovalec obišče vsa polja na plošči, če sta njegova začetni in končni položaj takšna, kot je prikazano na videu?","coding-at-home.explorer.questions.content.2":"V2. Kateri začetni in končni položaj raziskovalcu preprečuje obisk največjega števila polj na plošči?","coding-at-home.right-and-left.title":"Desno in levo","coding-at-home.right-and-left.text":"Desno in levo je igra tekmovanja in sodelovanja. Dve ekipi sodelujeta, da ustvarita pot proti cilju, hkrati pa med seboj tekmujeta, da uporabita kar največ dodeljenih ploščic: rumena ekipa poskuša vstaviti kar največ zavojev v levo, rdeča pa v desno.","coding-at-home.right-and-left.questions.content.1":"V1. Kateri začetek in konec, postavljen kot v prvi tekmi v tem videu, je možen, da zmaga ena od ekip?","coding-at-home.right-and-left.questions.content.2":"V2. Bi lahko prišlo do izenačenja, če bi bila začetek in konec postavljena tako kot v igri, v kateri je zmagala Anna?","coding-at-home.right-and-left.questions.content.3":"V3. Obstajajo začetne in končne postavitve, pri katerih ima več možnosti ena od obeh ekip?","coding-at-home.right-and-left.questions.content.4":"V4. Ali je glede na položaj začetka in konca mogoče predvideti, kakšna bo razlika med ekipo, ki zmaguje, in ekipo, ki izgublja?","coding-at-home.keep-off-my-path.title":"Ne hodi po moji poti","coding-at-home.keep-off-my-path.text":"Ne hodi po moji poti je tekmovalna igra z dvema ekipama. Ekipi začneta igro na nasprotni strani plošče in gradita poti, ki ovirata druga drugo. Zmaga ekipa, ki drugi preprečiti gradnjo poti.","coding-at-home.keep-off-my-path.questions.content.1":"V1. Obstajajo začetni položaji, pri katerih ima več možnosti ena od obeh ekip?","coding-at-home.keep-off-my-path.questions.content.2":"V2. Lahko pride do izenačenja?","coding-at-home.keep-off-my-path.questions.content.3":"V3. Ima igralec, ki začne prvi, prednost?","coding-at-home.keep-off-my-path.questions.content.4":"V4. Obstaja zanesljiva strategija igre, ki jo lahko izkoristi igralec, ki začne, in tako poskrbi za to, da nikoli ne izgubi?","coding-at-home.tug-of-war.title":"Vlečenje vrvi","coding-at-home.tug-of-war.text":"Vlečenje vrvi je sodelovalna in tekmovalna igra. Začne se na sredini spodnjega dela plošče, ekipi (rumena in rdeča) pa sodelujeta, da skupaj dosežeta vrh. Rumena ekipa poskuša doseči polja na levi, rdeča ekipa pa polja na desni.","coding-at-home.tug-of-war.questions.content.1":"V1. Obstaja strategija, ki bo vedno prinesla zmago?","coding-at-home.tug-of-war.questions.content.2":"V2. Ima igralec, ki začne prvi, prednost?","coding-at-home.tug-of-war.questions.content.3":"V3. Če sta dva igralca enako pozorna, ali se igra vedno konča izenačeno, tj. na sredini?","coding-at-home.explorer-without-footprints.title":"Raziskovalec brez stopinj","coding-at-home.explorer-without-footprints.text":"Raziskovalec hodi po plošči od začetne točke do cilja in poskuša obiskati vsa polja. Med hojo raziskovalec pušča raznobarvne stopinje, ki omogočajo robotu, da sledi korakom z interpretiranjem barv. Igra postane še bolj zanimiva, ko raziskovalec umakne stopinje in pusti samo barve.","coding-at-home.explorer-without-footprints.material":"in rdeče, rumene ter sive oznake (ali svinčniki).","coding-at-home.explorer-without-footprints.questions.content.1":"V1. Kakšna je razlika me ploščo, polno raznobarvnih stopinj in tisto, ki vsebuje barve, ne pa tudi stopinj?","coding-at-home.explorer-without-footprints.questions.content.2":"V2. Katera plošča omogoča več svobodnega gibanja, če ohranimo enaka pravila za obračanje, kot jih določajo barve?","coding-at-home.explorer-without-footprints.questions.content.3":"V3. Ali obstajajo poti na plošči z barvami, ki niso možne na plošči z raznobarvnimi stopinjami?","coding-at-home.explorer-without-footprints.questions.content.4":"V4. Ali obstajajo poti na plošči z raznobarvnimi stopinjami, ki niso možne na plošči z barvami?","coding-at-home.walk-as-long-as-you-can.title":"Hodi čim dlje","coding-at-home.walk-as-long-as-you-can.text":"Cilj te igre je, da čim dlje ostaneš na igralni plošči, tako da namesto stopinj uporabljaš barve. Z več svobode gibanja se težavnost igre stopnjuje.","coding-at-home.walk-as-long-as-you-can.coloured-cards":"barvni kartončki ali rdeči, rumeni in sivi flomaster","coding-at-home.walk-as-long-as-you-can.questions.content.1":"V1: Kdaj se poti križata in druga drugo blokirata?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"V2: Igra je predstavljena kot igra za dve osebi. Ali je igro mogoče igrati s 3 ali 4 igralci? Ali je treba pravila igre spremeniti?","coding-at-home.ada-charles-roby.title":"Ada, Charles in Roby","coding-at-home.ada-charles-roby.text":"Zgodba Ade Lovelace in Charlesa Babbagea je zelo zanimiva. Računalnike sta zasnovala in programirala že sto let, preden so bili izumljeni","coding-at-home.ada-charles-roby.material":"glina in kratek svinčnik","coding-at-home.ada-charles-roby.questions.content.1":"V1: Predstavljaj si, da se robot, ki si ga izdelal iz gline za modeliranje in svinčnika, premika po igralni plošči in da lahko doseže katero koli točko ter, če je treba, označi opravljeno pot. S katerimi ukazi bi ga programiral/-a?","coding-at-home.cody-and-roby.title":"Cody in Roby","coding-at-home.cody-and-roby.text":"To je igra vlog, v kateri sodelujeta programer Cody in robot Roby. V videoposnetku so predstavljeni kartončki CodyRoby, ki jih bomo odslej uporabljali za določanje premikov po igralni plošči. Cody z uporabo kartončkov Robyju daje ukaze za premikanje po igralni plošči","coding-at-home.cody-and-roby.material":"igralna plošča z oznakami, kartončki z ukazi (levo, desno, naravnost) in žetoni, ki jih postavimo na igralno ploščo","coding-at-home.cody-and-roby.starter-kit":"Začetni paket CodyRoby","coding-at-home.cody-and-roby.questions.content.1":"V1: Kam prispe Roby, če se obrnjen proti jugu nahaja na poziciji C2 in izvrši zadnje zaporedje ukazov, prikazano v videoposnetku?","coding-at-home.cody-and-roby.questions.content.2":"V2: Ali bi lahko premike, ki jih Roby izvede na podlagi zadnjega zaporedja ukazov, prikazanega v videoposnetku, opisali z uporabo ukazov CodyFeet in CodyColor na igralni plošči?","coding-at-home.cody-and-roby.questions.content.3":"V3: Barvni kartončki zelene, rdeče in rumene barve sestavljajo nabor treh vrst ukazov, ki si jih spoznal v videoposnetku, s katerimi lahko Robyja pripeljemo do katere koli točke na igralni plošči. Ali lahko oblikuješ nabor ukazov, sestavljen iz manj kot 3 ukazov, s katerim bi dosegel isto?","coding-at-home.the-tourist.title":"Turist","coding-at-home.the-tourist.text":"Od dveh ekip, ki tekmujeta med seboj, zmaga tista, ki s pomočjo kartončkov CodyRoby v najkrajšem možnem času oblikuje zaporedje ukazov, ki bo turista pripeljalo do želenih znamenitosti na igralni plošči","coding-at-home.the-tourist.material":"Večji kartončki so primerni za igro na tleh","coding-at-home.the-tourist.questions.content.1":"V1: Katero zaporedje ukazov bi turista v prvem primeru, prikazanem v videoposnetku, pripeljalo do Rafaelovega spomenika?","coding-at-home.the-tourist.questions.content.2":"V2: Katero zaporedje ukazov bi turista v drugem primeru, prikazanem v videoposnetku, pripeljalo do vogalnih stolpičev Vojvodske palače?","coding-at-home.the-tourist.questions.content.3":"V3: Ali se lahko domisliš zabavnega načina telesne vadbe, ki jo morata ekipi opraviti vsakič, ko izbereta dodatni kartonček za program? Pomisli na štafeto, prikazano v videoposnetku, in poišči rešitev","coding-at-home.material2.chequered-with-labels":"kvadratno mrežo z označenimi polji","coding-at-home.material2.cards":"24 kart „pojdi naravnost“, 8 kart „obrni se v levo“ in 8 kart „obrni se v desno“","coding-at-home.material2.larger-cards":"Pri talni različici igre se priporoča uporaba večjih kart","coding-at-home.material2.video":"V videu je prikazano tudi, kako igrati brez igralnih kart","coding-at-home.material2.pieces-of-paper":"Potrebujete tudi 24 koščkov papirja, ki jih položite na že obiskana polja","coding-at-home.material2.card-alternative":"Namesto igralnih kart CodyRoby lahko uporabite ikone kart, ki so na voljo tukaj","coding-at-home.material2.small-drawings":"Lahko uporabite sličice kot dodatek pri pripovedovanju zgodbe. Te, ki smo jih uporabili v videu, so na voljo tukaj","coding-at-home.material2.rest-of-cards":"Za ostalo smo uporabili karte CodyRoby, CodyFeet ali CodyColour.","coding-at-home.catch-the-robot.title":"Ujemi robota","coding-at-home.catch-the-robot.text":"Ujemi robota je tekmovalna namizna ali talna igra. Zmaga tisti igralec, ki ujame robota nasprotne ekipe tako, da doseže njegovo polje. Zaradi naključne porazdelitve igralnih kart morata obe ekipi ves čas prilagajati svojo strategijo.","coding-at-home.catch-the-robot.questions.content.1":"V1: Če je rožnata figura (Roby) na osrednjem polju C3 obrnjena proti severu, rožnata ekipa pa ima dve karti „pojdi naravnost“, dve karti „obrni se v levo“ in eno karto „obrni se v desno“, na katera polja se lahko figura premakne?","coding-at-home.the-snake.title":"Kača","coding-at-home.the-snake.text":"Kača je vrsta igre za enega igralca, ki se igra s kartami CodyRoby. Cilj igre je voditi kačo prek vseh polj na igralni plošči, ne da bi se kača pri tem ugriznila v rep.","coding-at-home.the-snake.questions.content.1":"V1: Ali obstaja začetno polje, s katerega bi bilo nemogoče obiskati vsa polja, ne da bi se kača pri tem ugriznila v rep?","coding-at-home.storytelling.title":"Pripovedovanje zgodb","coding-at-home.storytelling.text":"Današnja tema je pripovedovanje zgodb! Uporabite navodila CodyRoby, sledi CodyFeet ali barve CodyColour in vodite figure po igralni plošči, da pripovedujete zgodbo. Naključno razvrstite dele zgodbe po igralni plošči.","coding-at-home.storytelling.questions.content.1":"V1: Katero orodje je najpriročnejše za vodenje Robyja pri pripovedovanju zgodbe?","coding-at-home.storytelling.questions.content.2":"V2: Ali lahko dele zgodbe razporedite po igralni plošči tako, da ni mogoče vseh pobrati s kartami CodyFeet?","coding-at-home.two-snakes.title":"Kači","coding-at-home.two-snakes.text":"Z uporabo kart CodyRoby se kači premikata po igralni plošči in, pri tem poskušata ovirati druga drugo. Osnovno pravilo je zelo preprosto: ne morete se vrniti na polje, ki ga je kača že obiskala. Zmaga kača, ki se lahko najdlje prosto premika naokrog.","coding-at-home.two-snakes.material":"Karte CodyRoby, igralna plošča 5 × 5, figurici in koščki papirja za označevanje že obiskanih polj.","coding-at-home.two-snakes.questions.content.1":"V1. Če pri začetni postavitvi, prikazani v videoposnetku, igralca ne izvlečeta rumenih kart za obrat na levo, kateri karti bi morala izvleči?","coding-at-home.round-trip.title":"Tja in nazaj","coding-at-home.round-trip.text":"Ekipi se izmenjujeta. Prva začrta odhodno potovanje, druga pa mora Robyja pripeljati nazaj na začetni položaj. Zdi se preprosto, vendar ni, zlasti če poteze načrtujete samo v glavi, ne da bi dejansko premikali Robyja...","coding-at-home.round-trip.material":"Karte CodyRoby, igralna plošča 5 × 5, figurici in koščki papirja za označevanje že obiskanih polj.","coding-at-home.round-trip.questions.content.1":"V1. Ali je lahko program, ki pripelje Robyja nazaj na začetni položaj, krajši (tj. sestavljen iz manj ukazov) kot program za odhodno potovanje?","coding-at-home.meeting-point.title":"Točka srečanja","coding-at-home.meeting-point.text":"Tokrat svoje poteze načrtujemo, še preden začnemo. Ekipi razporedita karte po mizi, da ustvarita niz ukazov, s katerimi bosta premikali svojega robota, vendar ga začneta premikati šele, ko eden od igralcev reče „Start!“ V tem trenutku se programiranje konča in začne se akcija. Igralec, ki je rekel „Start!“, zmaga samo, če robota, ki izvajata ukaze svojih ekip, končata na istem polju.","coding-at-home.meeting-point.material":"Karte CodyRoby, igralna plošča 5 × 5, figurici.","coding-at-home.meeting-point.questions.content.1":"V1. Če je po vašem mnenju mogoče, da se robota nikoli ne srečata, si izmislite pravila igre, ki bodo zajela vse mogoče položaje.","coding-at-home.follow-the-music.title":"Sledi glasbi","coding-at-home.follow-the-music.text":"Kadar se zaporedja programskih ukazov od časa do časa ponovijo, se zdi, kot da imajo ritem. Če zvok povežemo s posameznim ukazom, lahko Robyja usmerjamo z glasbo. Točno to bomo storili tokrat. Za vas bom ustvaril program, pri čemer bom uporabil različne zvoke, ki bodo predstavljali različne ukaze, vi pa boste Robyja premikali po igralni plošči z upoštevanjem teh zvočnih ukazov.","coding-at-home.follow-the-music.material":"Poleg tega, da potrebujemo karte CodyRoby, igralno ploščo in figurico, moramo ustvariti tri različne zvoke. Jaz sem uporabil tri kozarce, v katerih je različna količina vode. Kaj pa boste uporabili vi?","coding-at-home.follow-the-music.questions.content.1":"V1. Poskusite slediti videoposnetku, pri tem pa naj vas vodijo zvoki kozarcev, ne da bi gledali karte. Ali lahko prepoznate in izvedete ukaze, ki jih ustvarjajo zvoki?","coding-at-home.follow-the-music.questions.content.2":"V2. Izberite tri zvoke in jih povežite s tremi osnovnimi ukazi. Izmislite si zaporedje zvokov, ki bi jih lahko stalno ponavljali, ne da bi Roby zašel z igralne plošče...","coding-at-home.colour-everything.title":"Pobarvaj vse","coding-at-home.colour-everything.text":"Lahko robote vodimo po plošči tako, da bodo s svojimi sledmi ustvarili risbo? Pri tej dejavnosti se igramo s programiranjem in umetnostjo slikovnih pik, pri čemer se ustvarjajo slike z obarvanjem polj na kvadratni mreži, kot so slikovne pike na zaslonu.","coding-at-home.colour-everything.material":"Karte CodyRoby, kvadratna mreža in figura. Za barvanje polj uporabite koščke papirja, ki jih boste položili na polja, ali pobarvajte polja z markerji","coding-at-home.colour-everything.questions.content.1":"Ali je mogoče narisati dve srci kot v zadnjem delu videa z vodenjem robota po vseh potrebnih poljih, ne da bi isto polje prečkal dvakrat?","coding-at-home.codyplotter-and-codyprinter.title":"Risalnik Cody and tiskalnik Cody","coding-at-home.codyplotter-and-codyprinter.text":"Kakšna je razlika med risalnikom in tiskalnikom? To boste izvedeli pri tej dejavnosti programiranja brez računalnika.","coding-at-home.codyplotter-and-codyprinter.material":"poleg kompleta CodyRoby sem uporabil zeleni marker in novega robota iz modelirne mase, ampak to ni nujno.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Lahko pojasnite razliko med risalnikom in tiskalnikom?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Kakšno sliko bi tiskalnik Roby ustvaril s premikanjem po črtah na plošči, če bi izvedel zaporedje ukazov, narekovano ob koncu videa?","coding-at-home.boring-pixels.title":"Dolgočasne slikovne pike!/Uporaba številk","coding-at-home.boring-pixels.text":"Ko dajemo Robyju navodila za oblikovanje slike kvadrat za kvadratom, slikovno piko za slikovno piko, opazimo, da lahko, kadar je več kvadratov v vrsti iste barve, uporabimo številke, da je bolj zanimivo. Računalniki počnejo isto...","coding-at-home.boring-pixels.material":"karirast zvezek ali kvadratna mreža 5 X 5, narisana na papirju, flomaster. Za prikaz kode risbe lahko uporabite pisalo in papir.","coding-at-home.boring-pixels.questions.content.1":"Poskusite ustvariti karirasto sliko in jo prikazati s kodiranjem s pomočjo zaporedij (RLE). Velikost slike je enakovredna številu kvadratov, kako velik pa je njen prikaz RLE?","coding-at-home.turning-code-into-pictures.title":"Spreminjanje kode v slike","coding-at-home.turning-code-into-pictures.text.1":"Videli smo, da lahko ustvarimo kodo, s katero bomo lahko narisali sliko. Pomislil sem na risbo in uporabil kodo, da bi jo pretvoril v črke in številke, ki sem vam jih dal. Oglejte si črke in številke ter uporabite kodo za rekonstrukcijo risbe.","coding-at-home.turning-code-into-pictures.text.2":"To je slika, ki sem jo imel v mislih, naj se prikaže v vašem zvezku in zvezkih vseh, ki poznajo kodo!","coding-at-home.turning-code-into-pictures.material":"papir (po možnosti karirast) in pisalo.","coding-at-home.turning-code-into-pictures.questions.content.1":"Poskusite dekodirati in narisati slike, ki sem jih omenil na začetku videa.","coding-at-home.texts.1":"Coding@Home je zbirka kratkih videov, gradiv za »naredi-si-sam«, ugank, iger in izzivov s področja programiranja za vsakdanjo uporabo doma in v šoli. Za izvajanje aktivnosti ne potrebujete predhodnega znanja ali elektronskih naprav. Spodbujale bodo računalniško razmišljanje in razvijale veščine učencev, staršev in učiteljev tako doma kot v šoli.","coding-at-home.texts.2":'Serija Coding@Home evropskega tedna programiranja gradi na pobudi “Coding in famiglia” Univerze v Urbinu in Zveze CodeMOOCnet v sodelovanju s programom Rai Cultura. Alessandro Bogliolo je profesor za sisteme za obdelavo podatkov na Univerzi v Urbinu, ambasador italijanskega evropskega tedna programiranja in koordinator vseh ambasadorjev ter član upravnega odbora Koalicije za digitalne veščine in delovna mesta. ',"coding-at-home.texts.3":'Če vas zanimajo še druge aktivnosti brez računalnika ali aktivnosti v različnih programskih jezikih, robotika, micro:bit itn. si oglejte »Učne drobce« evropskega tedna programiranja z video vadnicami in načrti učnih ur za osnovne in srednje šole. Oglejte si tudi stran evropskega tedna programiranja z viri za učence in učitelje. ',"community.titles.0":"Skupnost","community.titles.1":"Ambasadorji","community.titles.2":"Vodilni učitelji","community.titles.3":"Koordinatorji izobraževanja","community.titles.4":"Prostovoljstvo za evropski teden programiranja","community.intro.0":"Evropski teden programiranja (EU Code Week) je uspešen zaradi velike mednarodne skupnosti prostovoljcev. Na tej strani lahko spoznate člane, ki delujejo v vaši državi.","community.intro.1":"Ambasadorji, vodilni učitelji in predstavniki ministrstev za izobraževanje v EU in državah Zahodnega Balkana – t. i. koordinatorji izobraževanja (Edu coordinators) – so hrbtenica evropskega tedna programiranja.","community.intro.2":"Če želite izvedeti več o lokalni skupnosti, izberite svojo državo:","community.ambassadors":"Ambasadorji evropskega tedna programiranja so glavna kontaktna točka za teden programiranja v vsaki državi in pomagajo širiti vizijo tedna programiranja na lokalni ravni. Povezujejo ljudi, podjetja in skupnosti, ki jih zanima podpiranje evropskega tedna programiranja. Organizatorje spodbujajo, naj na zemljevidu tedna programiranja prijavijo dejavnosti programiranja, in promovirajo splošno sodelovanje v evropskem tednu programiranja. Poleg tega ambasadorji pregledajo in odobrijo dejavnosti v svoji državi. Sodelujejo tudi s kolegi v drugih državah in se redno sestajajo, da bi razpravljali o nadaljnjem razvoju pobude.","community.leading-teachers":"Vodilni učitelji (Leading teachers) so dejavna skupnost več kot 450 pedagogov iz vse Evrope. Pomagajo pri povezovanju šol, učiteljev in učencev, ki jih zanima sodelovanje v tednu programiranja, ter jih spodbujajo, naj organizirajo dejavnosti in jih prijavijo na zemljevidu tedna programiranja. Vodilni učitelji vodijo spletne seminarje za strokovni razvoj v svojem jeziku in so referenčna točka za druge učitelje v državi, pa tudi v drugih delih Evrope. Poleg tega lokalno spodbujajo pobudo.","community.cta":"Če ste učitelj/-ica, lahko na zemljevidu poiščete vodilne učitelje v svoji bližini in se povežete z njimi.","community.edu":"Koordinatorji izobraževanja evropskega tedna programiranja so dopisniki pri ministrstvih za izobraževanje ali drugih izobraževalnih organih in organizacijah, ki sodelujejo v evropskem tednu programiranja. Koordinatorji izobraževanja krepijo temelje pobude s podporo učiteljem in šolam po vsej državi. To vključuje komunikacijo s šolami, ki že sodelujejo v evropskem tednu programiranja, za seznanitev z njihovimi najboljšimi praksami in izmenjavo izkušenj. Poleg tega koordinatorji izobraževanja podpirajo šole, ki želijo sodelovati v pobudi, tako da zagotavljajo razpoložljive vire, učno gradivo in priložnosti v skupnosti.","community.volunteer.0":"Ni vam treba prevzeti uradne vloge v skupnosti evropskega tedna programiranja, da bi bili del tega gibanja. Vsakdo lahko organizira dejavnosti za poučevanje in navdihovanje ljudi za programiranje, robotiko, ukvarjanje s strojno opremo, 3D-tiskanje itd., poleg tega lahko vsakdo doda dejavnost","community.volunteer.1":"na zemljevid.","community.volunteer.2":"Če pa želite kot prostovoljec svoj čas nameniti spodbujanju programiranja ter verjamete v","community.volunteer.3":"vizijo","community.volunteer.4":"in","community.volunteer.5":"vrednote","community.volunteer.6":"evropskega tedna programiranja, lahko postanete vodilni učitelj ali ambasador","community.volunteer.7":"Če ste pedagog in ste tako strastni pri zavzemanju za poučevanje in učenje o programiranju kot mi, lahko izveste več o vlogi in koristih vodilnih učiteljev.","community.volunteer.8":"tukaj","community.volunteer.9":"Nato se lahko prijavite, da bi postali vodilni/-a učitelj/-ica, tako da izpolnite ta","community.volunteer.10":"spletni obrazec za prijavo.","community.volunteer.11":"Upoštevajte, da je število vodilnih učiteljev na državo fiksno, kar pomeni, da so prijave hkrati odprte samo za nekatere določene države.","community.volunteer.12":"Če želite v svoji državi spodbujati programiranje, preberite","community.volunteer.13":"odgovornosti ambasadorjev","community.volunteer.14":"in si na hitro oglejte seznam ambasadorjev evropskega tedna programiranja.","community.volunteer.15":"Če so v vaši državi ambasadorji, se obrnite neposredno nanje in ugotovite, kako lahko najbolje podprete pobudo. Če v vaši državi ni ambasadorja, nam lahko pišete na info@codeweek.eu.","cookie.uses_cookies":"Uporabnikom želimo omogočiti učinkovito brskanje, zato ta spletna stran uporablja piškotke.","cookie.accept":"Sprejmem piškotke","cookie.refuse":"Ne sprejmem piškotkov","cookie.cookies":"Piškotki","cookie.find_out_more_on":"Več o ","cookie.how_we_use":"načinu uporabe piškotkov in kako lahko spremenite svoje nastavitve","cookie_policy.title":"Politika glede piškotkov","cookie_policy.what.title":"Kaj so piškotki?","cookie_policy.what.text":"

    Piškotek je majhna besedilna datoteka, ki jo spletno mesto ob vašem obisku shrani na vašem računalniku ali mobilni napravi.

    ","cookie_policy.what.first_party":"Lastni piškotki so piškotki, ki jih določi spletno mesto, na katerem se nahajate. Bere jih lahko samo navedeno spletno mesto. Poleg tega lahko spletno mesto uporablja zunanje storitve, ki prav tako določijo svoje piškotke; ti se imenujejo piškotki tretjih strank.","cookie_policy.what.persistent_cookies":"Trajni piškotki so piškotki, shranjeni na vašem računalniku, ki se ne izbrišejo samodejno, ko zaprete brskalnik, kot se to zgodi pri začasnih piškotkih.","cookie_policy.what.items":`

    Ob vašem prvem obisku spletnega mesta tedna programiranja boste prejeli poziv, da sprejmete ali zavrnete piškotke.

    - -

    Namen tega je spletnemu mestu omogočiti, da si za določeno časovno obdobje zapomni vaše nastavitve (kot so uporabniško ime, jezik itd.).

    - -

    Tako vam jih ne bo treba ponovno vnašati za brskanje po spletnem mestu v okviru istega obiska.

    - -

    Piškotki se lahko uporabijo tudi za zbiranje anonimiziranih statističnih podatkov glede izkušnje brskanja na naših spletnih mestih.

    -

    `,"cookie_policy.how.title":"Kako uporabljamo piškotke?","cookie_policy.how.text1":"

    Teden programiranja večinoma uporablja „lastne piškotke“. Te piškotke določimo in nadzorujemo sami in ne zunanja organizacija.

    ","cookie_policy.how.text2":"

    Vendar za ogled nekaterih naših strani morate sprejeti piškotke zunanjih organizacij.

    ","cookie_policy.how.3types.1":"shranjevanje nastavitev obiskovalcev","cookie_policy.how.3types.2":"delovanje naših spletnih mest","cookie_policy.how.3types.3":"zbiranje analitičnih podatkov (o vedenju uporabnikov)","cookie_policy.how.3types.title":"Uporabljamo tri vrste lastnih piškotkov, in sicer za:","cookie_policy.how.table.name":"Ime","cookie_policy.how.table.service":"Storitev","cookie_policy.how.table.purpose":"Namen","cookie_policy.how.table.type_duration":"Vrsta in trajanje piškotka","cookie_policy.how.visitor_preferences.title":"Nastavitve obiskovalcev","cookie_policy.how.visitor_preferences.text":"Te piškotke določimo sami in smo edini, ki jih lahko beremo. Zapomnijo si:","cookie_policy.how.visitor_preferences.item":"če soglašate (ali ne) s politiko glede piškotkov na tem spletnem mestu","cookie_policy.how.visitor_preferences.table.1.service":"sklop piškotkov za soglašanje z uporabo","cookie_policy.how.visitor_preferences.table.1.purpose":"shrani vaše nastavitve piškotkov (da se vprašanje ne bo znova pojavilo)","cookie_policy.how.visitor_preferences.table.1.type_duration":"začasni lastni piškotek, ki se izbriše, ko zapustite brskalnik","cookie_policy.how.operational_cookies.title":"Operativni piškotki","cookie_policy.how.operational_cookies.text":"

    Obstaja nekaj piškotkov, ki jih moramo vključiti, da določene spletne strani lahko delujejo. Zato ti ne potrebujejo vašega soglasja. Sem spadajo zlasti:

    ","cookie_policy.how.operational_cookies.item":"tehnični piškotki, ki jih zahtevajo nekateri sistemi IT","cookie_policy.how.technical_cookies.title":"Tehnični piškotki","cookie_policy.how.technical_cookies.table.1.purpose":"Omogoča varnost seje med vašim obiskom.","cookie_policy.how.technical_cookies.table.1.type_duration":"začasni lastni piškotek, ki se izbriše, ko zapustite brskalnik","cookie_policy.how.technical_cookies.table.2.purpose":"Omogoča varnost seje med vašim obiskom za dlje časa, s čimer preprečuje, da bi izgubili sejo, ko zaprete brskalnik.","cookie_policy.how.technical_cookies.table.2.type_duration":"trajni lastni piškotek, 60 mesecev","cookie_policy.how.technical_cookies.table.3.purpose":"shrani uporabnikov izbrani jezik","cookie_policy.how.technical_cookies.table.3.type_duration":"začasni lastni piškotek, ki se izbriše, ko zapustite brskalnik","cookie_policy.how.analytics_cookies.title":"Analitični piškotki","cookie_policy.how.analytics_cookies.items":`

    Te piškotke uporabljamo izključno za notranjo raziskavo o tem, kako bi lahko izboljšali storitev, ki jo zagotavljamo svojim uporabnikom.

    - -

    Piškotki zgolj ocenijo, kako uporabljate naše spletno mesto kot anonimni uporabnik (zbrani podatki vas ne identificirajo osebno).

    - -

    Poleg tega se ti podatki ne delijo s tretjimi osebami in se ne uporabljajo za druge namene. Anonimizirani statistični podatki se lahko delijo z izvajalci, ki delajo na komunikacijskih projektih v okviru pogodbenih dogovorov s Komisijo.

    - -

    Vendar lahko tovrstne piškotke zavrnete, in sicer s pomočjo pasice z obvestilom o piškotkih, ki se pojavi na prvi strani, ki jo obiščete, ali z obiskom te namenske strani.

    `,"cookie_policy.how.analytics_cookies.table.1.service":"storitev spletne analitike na podlagi odprtokodne programske opreme Matomo","cookie_policy.how.analytics_cookies.table.1.purpose":"Prepoznava obiskovalce spletnega mesta (anonimno – ne zbirajo se osebni podatki o uporabniku).","cookie_policy.how.analytics_cookies.table.1.type_duration":"trajni lastni piškotek, 20 dni","cookie_policy.how.analytics_cookies.table.2.service":"storitev spletne analitike na podlagi odprtokodne programske opreme Matomo","cookie_policy.how.analytics_cookies.table.2.purpose":"Prepoznava strani, ki si jih je isti uporabnik ogledal v sklopu istega obiska. (anonimno – ne zbirajo se osebni podatki o uporabniku).","cookie_policy.how.analytics_cookies.table.2.type_duration":"trajni lastni piškotek, 30 minut","cookie_policy.third-party.title":"Piškotki tretjih strank","cookie_policy.third-party.items.1":`

    Nekatere naše strani prikazujejo vsebine zunanjih ponudnikov, kot so YouTube, Facebook in Twitter.

    - -

    Za ogled vsebine tretjih strank morate najprej sprejeti njihove posebne pogoje. To vključuje njihove politike glede piškotkov, nad katerimi nimamo nadzora.

    - -

    Če si teh vsebin ne boste ogledali, se vam piškotki tretjih strank ne bodo namestili na napravo.

    Tretji ponudniki na spletnem mestu tedna programiranja`,"cookie_policy.third-party.items.2":"Teh storitev tretjih strank spletno mesto tedna programiranja ne nadzoruje. Ponudniki lahko kadar koli spremenijo pogoje uporabe, namen in uporabo piškotkov ipd.","cookie_policy.how-manage.title":"Kako lahko upravljate piškotke?","cookie_policy.how-manage.items":`

    Piškotke lahko upravljate/izbrišete po lastnih željah – za podrobnejše informacije glej aboutcookies.org.

    Brisanje piškotkov z vaše naprave

    - -

    Vse piškotke, ki so že nameščeni na vaši napravi, lahko izbrišete tako, da počistite zgodovino brskanja v vašem brskalniku. S tem boste odstranili vse piškotke z vseh spletnih mest, ki ste jih obiskali.

    - -

    Zavedati pa se morate, da lahko izgubite tudi nekatere shranjene podatke (npr. shranjene podatke za prijavo ali svoje nastavitve spletnega mesta).

    Upravljanje piškotkov na določenem spletnem mestu

    Za podrobnejši nadzor nad piškotki na določenem spletnem mestu preverite nastavitve zasebnosti in piškotkov v svojem izbranem brskalniku.

    Blokiranje piškotkov

    Večino sodobnih brskalnikov lahko nastavite tako, da bodo preprečevali namestitev piškotkov na vašo napravo, vendar boste morali tako morda nekatere nastavitve ročno urediti vsakič, ko boste obiskali spletno mesto/stran. Nekatere storitve in funkcije pa morda sploh ne bodo ustrezno delovale (npr. prijava s profilom).

    Upravljanje naših analitičnih piškotkov

    Svoje nastavitve glede uporabe piškotkov lahko nastavljate na temu namenjeni strani.

    `,"copyright.title":"Copyright","copyright.training.0":"EU Codeweek spletna stran za šole","copyright.training.1":"je platforma podprta s strani Evropske komisije","copyright.licence.0":"Vsebina spletne strani je licencirana pod pripisom Skupna Kreativa, razen v primerih, ko je določeno drugače","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.sl","copyright.licence.2":"Vsebina je licencirana internacionalno (CC BY-NC-SA 4.0) in ni namenjena komercialnemu deljenju","copyright.creative-commons":"Licenciranje pod Skupno kreativno samo po sebi ne vpliva na lastništvo avtorskih pravic","copyright.third-party":"Vsebina iz drugih spletnih mest je predmet njihovih restrikcij glede avtorskih pravic, zato se za več informacij obrnite na njih direktno","countries.all":"Vse države","countries.Cloud":"Oblak","countries.Andorra":"Andora","countries.United Arab Emirates":"Združeni arabski emirati","countries.Afghanistan":"Afganistan","countries.Antigua and Barbuda":"Antigva in Barbuda","countries.Anguilla":"Angvila","countries.Albania":"Albanija","countries.Armenia":"Armenija","countries.Netherlands Antilles":"Nizozemski Antili","countries.Angola":"Angola","countries.Antarctica":"Antarktika","countries.Argentina":"Argentina","countries.American Samoa":"Ameriška Samoa","countries.Austria":"Avstrija","countries.Australia":"Avstralija","countries.Aruba":"Aruba","countries.Aland Islands":"Ålandski otoki","countries.Azerbaijan":"Azerbajdžan","countries.Bosnia and Herzegovina":"Bosna in Hercegovina","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladeš","countries.Belgium":"Belgija","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bolgarija","countries.Bahrain":"Bahrajn","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Saint Barthelemy","countries.Bermuda":"Bermudi","countries.Brunei":"Brunej","countries.Bolivia":"Bolivija","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, Saint Eustatius in Saba ","countries.Brazil":"Brazilija","countries.Bahamas":"Bahami","countries.Bhutan":"Butan","countries.Bouvet Island":"Bouvetov otok","countries.Botswana":"Bocvana","countries.Belarus":"Belorusija","countries.Belize":"Belize","countries.Canada":"Kanada","countries.Cocos Islands":"Kokosovi otoki","countries.Democratic Republic of the Congo":"Demokratična republika Kongo","countries.Central African Republic":"Srednjeafriška republika","countries.Republic of the Congo":"Republika Kongo","countries.Switzerland":"Švica","countries.Ivory Coast":"Slonokoščena obala","countries.Cook Islands":"Cookovi otoki","countries.Chile":"Čile","countries.Cameroon":"Kamerun","countries.China":"Kitajska","countries.Colombia":"Kolumbija","countries.Costa Rica":"Kostarika","countries.Serbia and Montenegro":"Srbija in Črna gora","countries.Cuba":"Kuba","countries.Cape Verde":"Zelenortski otoki","countries.Curacao":"Curaçao","countries.Christmas Island":"Božični otok","countries.Cyprus":"Ciper","countries.Czech Republic":"Češka republika","countries.Germany":"Nemčija","countries.Djibouti":"Džibuti","countries.Denmark":"Danska","countries.Dominica":"Dominika","countries.Dominican Republic":"Dominikanska republika","countries.Algeria":"Alžirija","countries.Ecuador":"Ekvador","countries.Estonia":"Estonija","countries.Egypt":"Egipt","countries.Western Sahara":"Zahodna Sahara","countries.Eritrea":"Eritreja","countries.Spain":"Španija","countries.Ethiopia":"Etiopija","countries.Finland":"Finska","countries.Fiji":"Fidži","countries.Falkland Islands":"Falklandski otoki","countries.Micronesia":"Mikronezija","countries.Faroe Islands":"Ferski otoki","countries.France":"Francija","countries.Gabon":"Gabon","countries.United Kingdom":"Združeno kraljestvo","countries.Grenada":"Grenada","countries.Georgia":"Gruzija","countries.French Guiana":"Francoska Gvajana","countries.Guernsey":"Guernsey","countries.Ghana":"Gana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Grenlandija","countries.Gambia":"Gambija","countries.Guinea":"Gvineja","countries.Guadeloupe":"Gvadelup","countries.Equatorial Guinea":"Ekvatorialna Gvineja","countries.Greece":"Grčija","countries.South Georgia and the South Sandwich Islands":"Južna Georgia in Južni Sandwichevi otoki","countries.Guatemala":"Gvatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Gvineja Bissau","countries.Guyana":"Gvajana","countries.Hong Kong":"Hongkong","countries.Heard Island and McDonald Islands":"Heardov otok in McDonaldovi otoki","countries.Honduras":"Honduras","countries.Croatia":"Hrvaška","countries.Haiti":"Haiti","countries.Hungary":"Madžarska","countries.Indonesia":"Indonezija","countries.Ireland":"Irska","countries.Israel":"Izrael","countries.Isle of Man":"Otok Man","countries.India":"Indija","countries.British Indian Ocean Territory":"Britansko ozemlje v Indijskem oceanu","countries.Iraq":"Irak","countries.Iran":"Iran","countries.Iceland":"Islandija","countries.Italy":"Italija","countries.Jersey":"Jersey","countries.Jamaica":"Jamajka","countries.Jordan":"Jordanija","countries.Japan":"Japonska","countries.Kenya":"Kenija","countries.Kyrgyzstan":"Kirgizija","countries.Cambodia":"Kambodža","countries.Kiribati":"Kiribati","countries.Comoros":"Komori","countries.Saint Kitts and Nevis":"Saint Kitts in Nevis","countries.North Korea":"Severna Koreja","countries.South Korea":"Južna Koreja","countries.Kuwait":"Kuvajt","countries.Cayman Islands":"Kajmanski otoki","countries.Kazakhstan":"Kazahstan","countries.Laos":"Laos","countries.Lebanon":"Libanon","countries.Saint Lucia":"Saint Lucia","countries.Liechtenstein":"Lihtenštajn","countries.Sri Lanka":"Šri Lanka","countries.Liberia":"Liberija","countries.Lesotho":"Lesoto","countries.Lithuania":"Litva","countries.Luxembourg":"Luksemburg","countries.Latvia":"Latvija","countries.Libya":"Libija","countries.Morocco":"Maroko","countries.Monaco":"Monako","countries.Moldova":"Moldavija","countries.Montenegro":"Črna gora","countries.Saint Martin":"Saint Martin","countries.Madagascar":"Madagaskar","countries.Marshall Islands":"Marshallovi otoki","countries.Macedonia":"Severna Makedonija","countries.Mali":"Mali","countries.Myanmar":"Mjanmar","countries.Mongolia":"Mongolija","countries.Macao":"Macao","countries.Northern Mariana Islands":"Severni Marianski otoki","countries.Martinique":"Martinik","countries.Mauritania":"Mavretanija","countries.Montserrat":"Montserrat","countries.Malta":"Malta","countries.Mauritius":"Mauritius","countries.Maldives":"Maldivi","countries.Malawi":"Malavi","countries.Mexico":"Mehika","countries.Malaysia":"Malezija","countries.Mozambique":"Mozambik","countries.Namibia":"Namibija","countries.New Caledonia":"Nova Kaledonija","countries.Niger":"Niger","countries.Norfolk Island":"Norfolški otok","countries.Nigeria":"Nigerija","countries.Nicaragua":"Nikaragva","countries.Netherlands":"Nizozemska","countries.Norway":"Norveška","countries.Nepal":"Nepal","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Nova Zelandija","countries.Oman":"Oman","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Francoska Polinezija","countries.Papua New Guinea":"Papua Nova Gvineja","countries.Philippines":"Filipini","countries.Pakistan":"Pakistan","countries.Poland":"Poljska","countries.Saint Pierre and Miquelon":"Saint Pierre in Miquelon","countries.Pitcairn":"Pitcairn","countries.Puerto Rico":"Portoriko","countries.Palestine":"Palestina","countries.Portugal":"Portugalska","countries.Palau":"Palau","countries.Paraguay":"Paragvaj","countries.Qatar":"Katar","countries.Reunion":"Reunion","countries.Romania":"Romunija","countries.Serbia":"Srbija","countries.Russia":"Rusija","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Saudova Arabija","countries.Solomon Islands":"Salomonovi otoki","countries.Seychelles":"Sejšeli","countries.Sudan":"Sudan","countries.Sweden":"Švedska","countries.Singapore":"Singapur","countries.Saint Helena":"Sveta Helena","countries.Slovenia":"Slovenija","countries.Svalbard and Jan Mayen":"Svalbard in Jan Mayen","countries.Slovakia":"Slovaška","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somalija","countries.Suriname":"Surinam","countries.South Sudan":"Južni Sudan","countries.Sao Tome and Principe":"Sao Tome in Principe","countries.El Salvador":"Salvador","countries.Sint Maarten":"Sint Maarten","countries.Syria":"Sirija","countries.Swaziland":"Svazi","countries.Turks and Caicos Islands":"Otoki Turks in Caicos","countries.Chad":"Čad","countries.French Southern Territories":"Francosko južno ozemlje","countries.Togo":"Togo","countries.Thailand":"Tajska","countries.Tajikistan":"Tadžikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Vzhodni Timor","countries.Turkmenistan":"Turkmenistan","countries.Tunisia":"Tunizija","countries.Tonga":"Tonga","countries.Turkey":"Turčija","countries.Trinidad and Tobago":"Trinidad in Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Tajvan","countries.Tanzania":"Tanzanija","countries.Ukraine":"Ukrajina","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Stranski zunanji otoki Združenih držav","countries.United States":"Združene države Amerike","countries.Uruguay":"Urugvaj","countries.Uzbekistan":"Uzbekistan","countries.Vatican":"Vatikan","countries.Saint Vincent and the Grenadines":"Saint Vincent in Grenadine","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Britanski Deviški otoki","countries.U.S. Virgin Islands":"Ameriški Deviški otoki","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis in Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Jemen","countries.Mayotte":"Mayotte","countries.South Africa":"Južna Afrika","countries.Zambia":"Zambija","countries.Zimbabwe":"Zimbabve","cw2020.common.resources":"Viri, ki jih boste potrebovali","cw2020.common.soundtrack":"Glasba tedna programiranja","cw2020.common.moves":"Gibi","cw2020.common.dance-example":"Primer plesa za teden programiranja","cw2020.common.organizer-guide":"Vodnik organizatorja","cw2020.title.0":"EU Code Week","cw2020.title.1":"Dogodek v letu 2020","cw2020.intro":"Letošnji evropski teden programiranja bo potekal od 10. do 25. oktobra 2020. Zaradi trenutnih zdravstvenih razmer bo letos več dejavnosti v okviru tedna programiranja potekalo prek spleta. Začeli bomo nove zabavne in zanimive dejavnosti, ki se jim lahko pridružite na daljavo od doma ali v šoli.","cw2020.online-activities.title":"Izbrane odprte spletne dejavnosti","cw2020.online-activities.subtitle.0":"Da boste lažje sodelovali pri dejavnostih na daljavo v okviru tedna programiranja, smo pripravili","cw2020.online-activities.subtitle.1":"koledar","cw2020.online-activities.subtitle.2":"izbranih spletnih dejavnosti.","cw2020.online-activities.section1.title":"Kaj je spletna dejavnost?","cw2020.online-activities.section1.content":"Spletna dejavnost je katera koli dejavnost, ki jo običajno dodate ali prijavite na spletnem mestu tedna programiranja. Razlikuje se samo v tem, da bo potekala prek spleta. Cilj je olajšati sodelovanje na srečanjih in delavnicah programiranja, ki v celoti potekajo na spletu, brez tveganja za zdravje.","cw2020.online-activities.section2.title":"Izbrane odprte dejavnosti","cw2020.online-activities.section2.content":"Če želite, lahko svoje spletne dejavnosti omogočite vsem. Ljudje z vsega sveta se bodo lahko udeležili odprtih spletnih dejavnosti, bodisi v angleščini bodisi v lokalnem jeziku. Izbrali bomo najbolj zanimive spletne dejavnosti, ki so dostopne vsem, in jih prikazali v koledarju dogodkov na našem spletnem mestu.","cw2020.online-activities.section3.title":"Kaj to pomeni za udeležence?","cw2020.online-activities.section3.content.0":"Vsak dan v tednu programiranja boste lahko brskali po","cw2020.online-activities.section3.content.1":"koledarju","cw2020.online-activities.section3.content.2":"in sodelovali pri dejavnostih, ki vas najbolj zanimajo. Teme teh izbranih dogodkov so različne, od delavnic o robotiki, tečajev e-učenja, spletnih seminarjev do izobraževanj o programiranju in še veliko več. Izberite, kar vas zanima.","cw2020.dance.title":"Ples za teden programiranja","cw2020.dance.subtitle":"Kdo pravi, da programerji ne znajo plesati? V tednu programiranja v letu 2020 začenjamo novo dejavnost, in sicer plesni izziv #EUCodeWeekDance.","cw2020.dance.section1.title":"Kdo se lahko pridruži?","cw2020.dance.section1.content.0":"Vsi, od šol, učiteljev, knjižnic do programerskih klubov, podjetij in javnih organov, so vabljeni, da se udeležijo tedna programiranja EU v letu 2020 in organizirajo dejavnost #EUCodeWeekDance ter jo dodajo na","cw2020.dance.section1.content.1":"zemljevid tedna programiranja.","cw2020.dance.section2.title":"Kako sodelovati?","cw2020.dance.section2.content":"Izbirajte med petimi vrstami dejavnosti ali pripravite svojo. Ne pozabite izbrane dejavnosti dodati na svoj zemljevid.","cw2020.dance.activity1.title":"Sprogramirajte prijatelje ali starše – računalnik ni potreben","cw2020.dance.activity1.subtitle":"S programiranjem dajete ukaze elektronski napravi. Vendar za programiranje tehnično ne potrebujete računalnika. Namesto tega poiščite partnerja – to je lahko vaš sošolec, prijatelj, mama ali oče ali celo učitelj – in mu dajte navodila, kako zaplesati #EUCodeWeekDance, ki jih mora natančno upoštevati.","cw2020.dance.activity1.resources.0":"Vodič na code.org, kako organizirati plesno zabavo brez računalnika","cw2020.dance.activity1.resources.1":"Učni drobec, kako sprogramirati svojega človeškega robota","cw2020.dance.activity2.title":"Vizualno programiranje","cw2020.dance.activity2.subtitle":"Svoj ples za teden programiranja sprogramirajte v orodju Scratch. Uporabite avatarje iz tedna programiranja ali naredite svoje v orodju Scratch in jih sprogramirajte, da bodo zaplesali #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Primer projekta Scratch #EUCodeWeekDance","cw2020.dance.activity2.resources.1":"Avatarji tedna programiranja","cw2020.dance.activity2.resources.2":"Vodič na code.org, kako zanimirati avatar","cw2020.dance.activity2.resources.3":"Vodič na code.org, kako organizirati plesno zabavo","cw2020.dance.activity2.resources.4":"Uporabite Scratch Studio in delite svoj projekt z nami.","cw2020.dance.activity3.title":"Na besedilu temelječe programiranje","cw2020.dance.activity3.subtitle":"Pripravite temo za #EUCodeWeekDance s programskim jezikom Python ali JavaScript, in sicer z uporabo programerskih platform za ustvarjanje glasbe, kot sta EarSketch ali Sonic Pi.","cw2020.dance.activity3.resources.0":"Vodič, kako ustvariti glasbo z EarSketch","cw2020.dance.activity3.resources.1":"Vodič, kako ustvariti glasbo s Sonic Pi","cw2020.dance.activity4.title":"Robotika","cw2020.dance.activity4.subtitle":"Sprogramirajte svojega robota, da bo sledil vašim navodilom in zaplesal ples za teden programiranja.","cw2020.dance.activity4.resources.0":"Vodič za programiranje robotov","cw2020.dance.activity5.title":"Plesni izziv v živo","cw2020.dance.activity5.subtitle":"Posnemite sebe, svojo ekipo ali svojega robota med plesom #EUCodeWeekDance, delite video na Instagramu in sodelujte v nagradni igri tedna programiranja s privlačnimi nagradami. Vas zanima? Sledite naslednjim korakom:","cw2020.dance.activity5.resources.0":"posnemite video z uporabo Instagram Stories;","cw2020.dance.activity5.resources.1":"sledite","cw2020.dance.activity5.resources.2":"@CodeWeekEU na Instagramu;","cw2020.dance.activity5.resources.3":"v zgodbi s plesnim videom označite @CodeWeekEU in uporabite oznako #EUCodeWeekDance.","cw2020.dance.outro.0":"Zmagovalce bomo vsakodnevno izbrali in razglasili na našem Instagram kanalu v zgodbah, zato redno spremljajte svoja Instagram obvestila, morda se vam nasmehne sreča.","cw2020.dance.outro.1":"#EUCodeWeekDance temelji na skladbi","cw2020.dance.outro.2":"Ode to Code","cw2020.dance.outro.3":"Brendana Paolinija in plesu Biance Marie Berardi iz leta 2015 na podlagi zamisli Alessandra Bogliola, profesorja računalništva na univerzi v Urbinu.","cw2020.treasure-hunt.title":"Lov za zakladom v tednu programiranja","cw2020.treasure-hunt.subtitle.0":"To je igra v aplikaciji Telegram, ki je dovolj preprosta za začetnike, vendar tudi dovolj zahtevna, da bo izziv za izkušene udeležence.","cw2020.treasure-hunt.subtitle.1":"Lov za zakladom v tednu programiranja","cw2020.treasure-hunt.subtitle.2":"je igra, ki jo boste najlažje igrali na osebnem računalniku, hkrati pa potrebujete mobilni telefon. V igri boste reševali programerske izzive, ki vas bodo vodili skozi zgodovino programiranja, računalništva in tehnologije v Evropi.","cw2020.treasure-hunt.section.title":"Za igranje igre morate","cw2020.treasure-hunt.section.content.0":"naložiti aplikacijo Telegram, ki je na voljo za","cw2020.treasure-hunt.section.content.1":"računalnike.","cw2020.treasure-hunt.section.content.2":"Igro lahko igrate na osebnem ali prenosnem računalniku ali na mobilnem telefonu. Priporočamo, da jo igrate na svojem računalniku, da boste lahko dobili navodila in reševali programerske izzive v aplikaciji Telegram na svojem telefonu.","cw2020.treasure-hunt.section.content.3":"Za začetek igranja","cw2020.treasure-hunt.section.content.4":"odprite igro","cw2020.treasure-hunt.section.content.5":"in skenirajte kodo QR, s katero boste odprli aplikacijo Telegram in dobili prvi sklop navodil.","cw2020.treasure-hunt.section.content.6":"Za zmago morate rešiti deset programerskih izzivov in najti deset lokacij na zemljevidu Evrope, ki so povezane z razvojem programiranja in tehnologije.","cw2020.treasure-hunt.section.content.7":"Ko končate igro, delite svoj rezultat s prijatelji in pri tem uporabite oznako #EUCodeWeek ter prijatelje izzovite na igro in učenje o zgodovini programiranja. Bomo videli, kdo bo imel najboljši rezultat.","cw2020.treasure-hunt.section.content.8":"Lov za zakladom v tednu programiranja je letošnja virtualna različica igre lov za zakladom v tednu programiranja EU, ki jo je razvil Alessandro Bogliolo, profesor računalništva na univerzi v Urbinu. Za več informacij o njegovi igri obiščite naš","cw2020.treasure-hunt.section.content.9":"blog.","cw2020.kick-off.title":"Uvodni dogodek: 8. oktobra 2020","cw2020.kick-off.content.0":"Virtualni uvodni dogodek tedna programiranja v letu 2020 bo 8. oktobra ob 17. uri po srednjeevropskem času. Dogodek bo potekal na spletu prek Facebook Live, Instagram TV in YouTube Live.","cw2020.kick-off.content.1":"Imeli bomo zelo zanimive gostujoče govornike:","cw2020.kick-off.content.2":"evropskega komisarja za notranji trg;","cw2020.kick-off.content.3":"evropsko komisarko za inovacije, raziskave, kulturo, izobraževanje in mlade;","cw2020.kick-off.content.4":"avtorja orodja Scratch in profesorja raziskav učenja pri MIT Media Lab;","cw2020.kick-off.content.5":"avtorico in ilustratorko knjige Hello Ruby","cw2020.kick-off.content.6":"ter","cw2020.kick-off.content.7":"predsednico francoske neprofitne organizacije E-MMA, ki spodbuja uravnoteženo zastopanost spolov v tehnologiji.","cw2020.kick-off.content.8":"Poleg tega bo ekipa tedna programiranja pokazala tudi nove funkcije, vire in izzive na našem spletnem mestu.","cw2020.kick-off.content.9":"Profesor računalništva na univerzi v Urbinu in koordinator","cw2020.kick-off.content.10":"ambasadorjev tedna programiranja","cw2020.kick-off.content.11":"vam bo povedal več o virtualnem lovu za zakladom v tednu programiranja.","cw2020.kick-off.content.12":"Spomnili vas bomo na nov izziv #EUCodeWeekDance.","cw2020.kick-off.content.13":"Povezali se bomo tudi s šolami in učenci iz vse Evrope, ki bodo delili svoje zgodbe o programiranju in izmenjevali zamisli z gostujočimi govorniki.","cw2020.kick-off.content.14":"Tudi vi boste lahko delili svoje misli, zamisli in zastavljali vprašanja. Vse, kar morate storiti, je, da spremljate neposredni prenos,","cw2020.kick-off.content.15":"ki bo","cw2020.kick-off.content.16":"8. oktobra 2020 od 17.00 do 18:30 po srednjeevropskem času, komentirajte in tvitajte pa z oznako #EUCodeWeek.","cw2020.get-involved.title":"Kako lahko sodelujete?","cw2020.get-involved.subtitle":"Komaj čakate, da boste začeli programirati? Če bi se radi pridružili skupnosti tedna programiranja EU, vendar ne veste, kje začeti, vam bodo še pravočasno pred našim letnim dogodkom oktobra v pomoč naslednji viri:","cw2020.get-involved.content.0":"kako začeti teden programiranja;","cw2020.get-involved.content.1":"kako dodati dejavnost v okviru tedna programiranja;","cw2020.get-involved.content.2":"učni drobci;","cw2020.get-involved.content.3":"množični odprti spletni tečaj Deep Dive;","cw2020.get-involved.content.4":"zbirka videov Coding@Home.","edit.title":"Uredite svoj dogodek #EUCodeWeek","edit.required_fields":"Obvezna polja so označena z zvezdico *. Dodajte dogodek v svojem jeziku.","edit.description":"Opis","edit.audience":"Udeleženci","edit.theme":"Tema","edit.location":"Lokacija","edit.website":"Spletno mesto","edit.contact":"Kontakt","edit.tags":"Oznake","edit.image":"Slika","edit.help":"Velikost večjih slik bo prilagojena na 256 x 512 slikovnih pik. Največja velikost za nalaganje je 256 x 1024.","edit.aspect":"Kateri vidik programiranja boste predstavili na svojem dogodku?","edit.address":"Vpišite naslov ali kliknite na spodnji zemljevid, da določite lokacijo.","edit.privacy_disclaimer.header":"Vaši kontaktni podatki","edit.privacy_disclaimer.text_1":"Ti podatki bodo vidni samo ","edit.privacy_disclaimer.link_1":"ambasadorjem tedna programiranja EU","edit.privacy_disclaimer.text_2":` in organizatorjem - tedna programiranja, ki - bodo pregledali vaš dogodek, preden se bo pojavil na zemljevidu, in vas bodo morda kontaktirali, če bi bilo dogodek treba - urediti - za izvajanje raziskav za statistične namene po dogodku.`,"edit.privacy_disclaimer.contact_email":"Vaš elektronski naslov","edit.edit":"Uredi dogodek","event.main_title":"Dodajte svoj dogodek #EUCodeWeek","event.button":"Dodaj dogodek","event.howto":"Kako organizirati dogodek","event.required":"Obvezna polja so označena z zvezdico *. Dodajte dogodek v svojem jeziku.","event.audience_title":"Udeleženci","event.theme_title":"Tema","event.scoreboard_by_country":"Preglednica","event.get_involved":"Vključite se","event.organize_or_support_events":"Organizirajte ali podprite dogodke v svojem mestu","event.or_contact_your":"ali se obrnite na","event.eu_code_week_ambassadors":"ambasadorje tedna programiranja EU","event.show_events_for":"Prikaži dogodke za ","event.who":"Komu je dogodek namenjen?","event.tags":"Oznake","event.image":"Slika","event.start.label":"Datum začetka","event.start.placeholder":"Kdaj se dejavnost začne?","event.end.label":"Datum zaključka","event.end.placeholder":"Kdaj se dejavnost konča?","event.organizer.label":"Ime organizacije","event.organizer.placeholder":"Organizacija, v kateri ste zaposleni ali za katero opravljate prostovoljno delo","event.website.label":"Spletno mesto organizatorja/-ev","event.website.placeholder":"Ali imate spletno mesto z več informacijami?","event.description.label":"Opis","event.description.placeholder":"Na kratko opišite načrtovano dejavnost.","event.contact.label":"Kontaktni elektronski naslov","event.contact.placeholder":"Ta elektronski naslov bomo uporabili za pomembna obvestila o tednu programiranja EU","event.contact.explanation":"Vaš elektronski naslov bo viden samo ambasadorjem in organizatorjem tedna programiranja EU, ki bodo pregledali vaš dogodek, preden se bo pojavil na zemljevidu, in vas bodo morda kontaktirali, če bi bilo dogodek treba urediti za izvajanje raziskav za statistične namene po dogodku.","event.public.label":"Javni elektronski naslov","event.public.placeholder":"Ali želite, da prikažemo vaš kontaktni elektronski naslov?","event.title.label":"Naslov dejavnosti","event.title.placeholder":"Kako se dejavnost imenuje?","event.address.label":"Naslov","event.address.placeholder":"Kje se bo dejavnost izvajala?","event.organizertype.label":"Vrsta organizacije","event.organizertype.placeholder":"Izberite vrsto organizatorja","event.organizertype.school":"Šola","event.organizertype.library":"Knjižnica","event.organizertype.non profit":"Neprofitna organizacija","event.organizertype.private business":"Zasebno podjetje","event.organizertype.other":"Drugo","event.audience.Pre-school children":"Predšolski otroci","event.audience.Elementary school students":"Osnovnošolci","event.audience.High school students":"Dijaki","event.audience.Graduate students":"Dodiplomski študenti","event.audience.Post graduate students":"Podiplomski študenti","event.audience.Employed adults":"Zaposleni odrasli","event.audience.Unemployed adults":"Nezaposleni odrasli","event.audience.Other (see description)":"Drugo (glejte opis)","event.audience.Teachers":"Učitelji","event.theme.Basic programming concepts":"Osnovni pojmi programiranja","event.theme.Web development":"Oblikovanje spletnih strani","event.theme.Mobile app development":"Oblikovanje mobilnih aplikacij","event.theme.Software development":"Razvoj programske opreme","event.theme.Data manipulation and visualisation":"Manipulacija in vizualizacija podatkov","event.theme.Robotics":"Robotika","event.theme.Hardware":"Strojna oprema","event.theme.Other":"Drugo","event.theme.Unplugged activities":"Dejavnosti brez povezave","event.theme.Playful coding activities":"Zabavne programerske dejavnosti","event.theme.Art and creativity":"Umetnost in ustvarjalnost","event.theme.Visual/Block programming":"Vizualno/blokovno programiranje","event.theme.Game design":"Oblikovanje iger","event.theme.Internet of things and wearable computing":"Internet stvari in nosljivo računalništvo","event.theme.3D printing":"3D-tiskanje","event.theme.Augmented reality":"Obogatena resničnost","event.theme.Artificial intelligence":"Umetna inteligenca","event.theme.Motivation and awareness raising":"Motiviranje in ozaveščanje","event.theme.Promoting diversity":"Podpiranje raznolikosti","event.codeweek_for_all_participation_code.title":"KODA CODE WEEK 4 ALL","event.codeweek_for_all_participation_code.explanation":"Če ste od sošolca ali prijatelja prejeli kodo Code Week 4 All, jo prilepite tukaj, sicer pustite prazno polje. Več informacij o kodi Code Week 4 All je na voljo","event.codeweek_for_all_participation_code.link":"tukaj","event.thanks_page.title":"Hvala, da ste dodali svoj dogodek!","event.thanks_page.phrase1":"Eden od naših lokalnih ambasadorjev ga bo zdaj pregledal","event.thanks_page.phrase2":"in se prepričal, da je vse v redu.","event.thanks_page.phrase3":"Če imate kakršno koli vprašanje, se obrnite na enega od naših","event.thanks_page.phrase4":"nacionalnih ambasadorjev","event.thanks_page.phrase5":"ali nam pošljite","event.thanks_page.phrase6":"elektronsko sporočilo.","event.thanks_page.phrase7":"Svojo kodo Code Week 4 All lahko delite z drugimi:","event.activitytype.label":"Vrsta dejavnosti","event.activitytype.placeholder":"","event.activitytype.open-online":"Odprta spletna dejavnost","event.activitytype.invite-online":"Spletna dejavnost s povabilom","event.activitytype.open-in-person":"Odprta dejavnost izven spleta","event.activitytype.invite-in-person":"Dejavnost izven spleta s povabilom","event.privacy":"Prebral sem in se strinjam s pogoji o zasebnosti, ki so navedeni v tem dokumentu.","event.country":"Država","event.loading":"Nalaganje...","event.add_activity":"Dodaj dejavnost","event.edit_activity":"Uredi dejavnost","event.update_activity":"Posodobi dejavnost","event.delete_activity":"Izbriši dejavnost","event.total_pending_events":"Skupno število čakajočih dogodkov:","event.no_pending_events":"Najden ni bil noben čakajoči dogodek za","event.all_countries":"Vse države","event.current_status":"Trenutni status","event.actions":"Dejanja","event.certificate_ready":"Vaš certifikat za teden programiranja je pripravljen. Prenesite ga ali ga delite neposredno.","event.view_your_certificate":"Certifikat si lahko ogledate tukaj","event.submit_event_and_report":"Pošljite prijavo za ta dogodek in prevzemite svoj certifikat za teden programiranja.","event.report_and_claim":"Prijavite dogodek in prevzemite certifikat","eventdetails.organised_by":"Organizator: ","eventdetails.contact_email":"Kontaktni elektronski naslov: ","eventdetails.happening_at":"Kraj dogodka: ","eventdetails.from":"Od ","eventdetails.to":" do ","eventdetails.description":"Opis: ","eventdetails.more_info":"Več informacij: ","eventdetails.audience":"Ta dogodek je namenjen: ","eventdetails.themes":"Glavne teme: ","eventdetails.tags":"Oznake: ","eventdetails.share":"Delite dogodek: ","eventdetails.email.tooltip":"kliknite in pošljite elektronsko sporočilo prijatelju","eventdetails.email.subject":"Oglejte si ta neverjeten programerski dogodek","eventdetails.email.body_1":"Živijo, oglej si ","eventdetails.email.body_2":"dogodek v ","eventdetails.edit":"Uredi dogodek","eventdetails.note":"OPOMBA: ","eventdetails.pending_warning":"ta dogodek še vedno pregledujejo ","eventdetails.pending_link":"moderatorji","eventdetails.nearby_upcoming_events":"Prihodnji dogodki v bližini:","eventreports.reports_by":"Dogodki, ki čakajo na prijavo ","eventreports.no_reports":"Ni nobenih dogodkov, ki jih je treba prijaviti.","eventreports.report":`Spodaj navedeni dogodki so se začeli ali končali. Vpišite nekaj številk za - statistične namene za dogodek in pridobite certifikat o udeležbi v tednu programiranja. Prejeli - boste po en certifikat za vsak dogodek.`,"guide.title":"Navodila","guide.organise_activity":"Organizirajte svojo dejavnost s #EUCodeWeek","guide.register_activity":"Registrirajte svojo dejavnost tukaj","guide.what.title":"Kaj je evropski teden programiranja?","guide.what.content":'

    Evropski teden programiranja je družbena pobuda, ki jo vodijo prostovoljci in podpira Evropska komisija. Vsak – šole, učitelji, knjižnice, društva, podjetja in javni organi – lahko organizira dejavnost #EUCodeWeek in jo doda na zemljevid na spletnem mestu codeweek.eu.

    ',"guide.what_you_need_organise.title":"Kaj potrebujete za organizacijo dejavnosti?","guide.what_you_need_organise.items.1":"Skupino ljudi, ki se želijo učiti. Na primer prijatelje, otroke, najstnike, odrasle sodelavce, starše ali stare starše. Ne pozabite: dva sta že skupina!","guide.what_you_need_organise.items.2":"Učitelje ali izvajalce usposabljanj, ki poznajo programersko dejavnost in znajo učiti ter navdihovati druge. Število je odvisno od vrste in velikosti dogodka.","guide.what_you_need_organise.items.3":"Prostor za učenje. Učilnice, knjižnice, konferenčne dvorane in različni javni prostori so odlično prizorišče za dogodek.","guide.what_you_need_organise.items.4":"Računalnike in internetno povezavo. Glede na vašo ciljno skupino lahko udeležence prosite, da prinesejo s seboj svoje prenosne računalnike.","guide.what_you_need_organise.items.5":'Programiranje brez povezave. Da bi se naučili algoritmičnega razmišljanja, v resnici sploh ne potrebujete računalnikov in internetne povezave. Oglejte si naše učne drobce in začnite.',"guide.what_you_need_organise.items.6":`Učno gradivo. Pokažite udeležencem, kako zabavno je, ko sami nekaj ustvarijo. Oglejte si stran z viri in učne drobce z avdiovizualnimi učnimi pripomočki in učnimi načrti ter jih prilagodite potrebam svoje skupine.`,"guide.what_you_need_organise.items.7":`Prijavite udeležence. Če ste prostorsko omejeni, lahko za prijavo udeležencev uporabite spletna orodja, kot sta Google Obrazci in Eventbrite.`,"guide.what_you_need_organise.items.8":'Ne pozabite postaviti svoje dejavnosti na zemljevid tedna programiranja!',"guide.how_to.title":"Kako organizirati svojo dejavnost?","guide.how_to.items.1":"O obliki svojega programerskega dogodka se odločate sami, priporočamo pa, da namenite nekaj časa praktičnim vajam, v okviru katerih bodo udeleženci lahko sami ustvarjali in/ali se poigrali s strojno opremo.","guide.how_to.items.2":'Uporabite orodja in tehnologije, ki so primerni za vašo ciljno skupino. Priporočamo, da uporabite brezplačno dostopno odprtokodno orodje.',"guide.how_to.items.3":"Udeležence spodbudite, da na koncu dogodka drug drugemu pokažejo in predstavijo, kar so ustvarili.","guide.how_to.items.4":`Širite glas! Predstavite svojo dejavnost in jo delite na družbenih medijih, pri tem pa uporabite ključno besedo #EUCodeWeek. Delite lahko tudi v skupini evropskega tedna programiranja za učitelje in na Twitterju (@CodeWeekEU). Pogovorite se s svojimi prijatelji, izvajalci izobraževanj in lokalnimi mediji ter dajte izjavo za medije.`,"guide.how_to.items.5":'Ne pozabite dodati svoje dejavnosti na zemljevid tedna programiranja!',"guide.material.title":"Promocijsko gradivo","guide.material.text":'

    Za najnovejše informacije si oglejte naš blog, najnovejša sporočila za javnost pa prilagodite svojim potrebam ali ustvarite svoja:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Priprave na obeležitev evropskega tedna programiranja 2019 (na voljo v 29 jezikih)',"guide.toolkits.title":"Prenesite naslednje sklope orodij, ki vam bodo v pomoč pri začetku:","guide.toolkits.communication_toolkit":"Komunikacijsko orodje","guide.toolkits.teachers_toolkit":"Orodje za učitelje","guide.questions.title":"Imate vprašanja?","guide.questions.content":'

    Če imate vprašanja v zvezi z organizacijo in predstavitvijo vašega dogodka #EUCodeWeek, se obrnite na enega od ambasadorjev evropskega tedna programiranja v svoji državi.

    ',"hackathon-slovenia-old.title":"EU Code Week HACKATΗON","hackathon-slovenia-old.subtitle":"Naj tvoje ideje zaživijo!","hackathon-slovenia-old.misc.0":"Preberi splošna pravila in pravila obnašanja","hackathon-slovenia-old.misc.1":"Prijave za hekaton evropskega tedna programiranja in spremljajoče dogodke bodo potekale prek programa EU Survey.","hackathon-slovenia-old.misc.2":"Naši partnerji","hackathon-slovenia-old.sections.1.content.0":"Ali sanjaš o tem, da bi ustvaril naslednjo veliko aplikacijo? Ali veš, kako lahko inovativne tehnološke rešitve pomagajo tvoji šoli, mestu in regiji? Če želiš postati podjetnik ali imaš hudo idejo, s katero bi rad prodrl v svet, pa ne veš, kako se tega lotiti, je tvojega čakanja zdaj konec!","hackathon-slovenia-old.sections.1.content.1":"Hekaton evropskega tedna programiranja","hackathon-slovenia-old.sections.1.content.2":"se začne z izzivom razviti program za rešitev izziva iz resničnega življenja. Zmagovalna ekipa si bo zagotovila mesto v evropskem vrhuncu, ko bodo vsi nacionalni zmagovalci hekatona iz Romunije, Irske, Grčije, Italije, Slovenije in Latvije predstavili svoje ideje evropski žiriji v okviru uradnega evropskega tedna programiranja, ki bo potekal od 9. do 24. oktobra 2021.","hackathon-slovenia-old.sections.1.content.3":"Hekaton evropskega tedna programiranja bo zagotovo še podžgal tvojo radovednost, spodbudil ustvarjalnost in podjetniškega duha ter oživil ideje.","hackathon-slovenia-old.sections.2.title":"Kaj lahko pričakuješ?","hackathon-slovenia-old.sections.2.content.0":"Strokovno vodenje","hackathon-slovenia-old.sections.2.content.1":"Delavnice za pridobivanje znanja","hackathon-slovenia-old.sections.2.content.2":"Zabavne aktivnosti","hackathon-slovenia-old.sections.2.content.3":"Priložnost, da spoznaš enako misleče posameznike","hackathon-slovenia-old.sections.2.content.4":" Priložnost, da zmagaš in si deležen mentorstva in vodenja ter nagrade v obliki računalniške opreme ","hackathon-slovenia-old.sections.2.content.5":" Priložnost, da se pridružiš zaključnemu hekatonu in osebno spoznaš najboljše med najboljšimi!","hackathon-slovenia-old.sections.3.content.0":"Zdaj se prijavi na","hackathon-slovenia-old.sections.3.content.1":"hekaton evropskega tedna programiranja v Slovenija","hackathon-slovenia-old.sections.3.content.2":"in naj tvoje ideje zaživijo!","hackathon-slovenia-old.sections.4.title":"Predlagaj izzive, ki bi jih lahko rešili na hekatonu","hackathon-slovenia-old.sections.4.content.0":"Ali želiš, da tvoja skupnost postane središče zelenih in trajnostnih inovacij v Sloveniji? Če je tako, predlagaj izziv, ki ga bodo reševali računalniški navdušenci na hekatonu. To naj bo nekaj ​​konkretnega, kar bo pomagalo tebi, tvoji šoli, mestu ali skupnosti.","hackathon-slovenia-old.sections.4.content.1":"Predlagaj izziv","hackathon-slovenia-old.sections.4.content.2":"Glasovanje za slovenski izziv se bo začelo 23. aprila.","hackathon-slovenia-old.sections.5.title":"Glasuj za izzive, ki naj jih “shekajo”","hackathon-slovenia-old.sections.5.content.0":"Hekaton evropskega tedna programiranja želi pokazati, kako konkretne rešitve zaživijo s pomočjo mladih, ki so ustvarjalni, navdušeni, inovativni in radi programirajo. „Konkretno“ pomeni reševanje resničnih težav – stvari, ki vplivajo nate, na tvojo šolo, skupnost, mesto – ali posebnih izzivov na vašem območju.","hackathon-slovenia-old.sections.5.content.1":" Glasuj za to, kar je zate najpomembnejše!","hackathon-slovenia-old.sections.5.content.2":" Končni izziv, ki bo izbran, bo objavljen na začetku hekatona.","hackathon-slovenia-old.sections.6.title":"Izziv","hackathon-slovenia-old.sections.6.content.0":" Hekaton evropskega tedna programiranja želi pokazati, kako konkretne rešitve zaživijo s pomočjo mladih, ki so ustvarjalni, navdušeni, imajo sveže ideje in so spretni v programiranju. „Konkretno“ pomeni reševanje resničnih težav – stvari, ki vplivajo nate, na tvojo šolo, skupnost, mesto – ali posebnih izzivov na vašem območju.","hackathon-slovenia-old.sections.6.content.1":" Na podlagi javnega glasovanja je izbran izziv za slovenski hekaton:","hackathon-slovenia-old.sections.6.content.2":" Na podlagi javnega glasovanja je bil izbran izziv za slovenski hekaton:","hackathon-slovenia-old.sections.7.title":"Podporno središče","hackathon-slovenia-old.sections.8.title":"Program","hackathon-slovenia-old.sections.8.content.0":"Hekaton evropskega tedna programiranja je dvodnevno tekmovanje, na katerem se zberejo srednješolci, stari od 15 do 19 let. Ekipe bodo tekmovale pri reševanju „lokalnega izziva“, ki bo izbran med predhodno predloženimi predlogi.","hackathon-slovenia-old.sections.8.content.1":"Med hekatonom bodo ekipe deležne podpore izkušenih mentorjev. Ekipe se bodo lahko udeležile delavnic, sodelovale pri mini izzivih in kvizih ter osvojile nagrade. Zmagovalna ekipa bo prejela nagrado v višini 2.000 EUR! Žirija bo pri izbiri uspešnih kandidatov upoštevala metodo ekipe, porabljeni čas in kakovost prototipa!","hackathon-slovenia-old.sections.8.content.2":"Vsi državni zmagovalci se bodo pomerili v evropskem spopadu titanov, kjer bo vsaka zmagovalna ekipa svojo rešitev predstavila evropski žiriji v okviru uradnega evropskega tedna programiranja, ki bo potekal od 9. do 24. oktobra 2021. Evropski prvak bo – poleg slave – dobil tudi dodatno opremo IT.","hackathon-slovenia-old.sections.8.content.3":"Poleti 2021 bodo organizirani tudi brezplačni spletni in/ali fizični spremljevalni dogodki za začetnike na področju programiranja.","hackathon-slovenia-old.sections.8.content.4":"","hackathon-slovenia-old.sections.8.content.5":"","hackathon-slovenia-old.sections.8.content.6":"","hackathon-slovenia-old.sections.8.content.7":"","hackathon-slovenia-old.sections.8.content.8":"","hackathon-slovenia-old.sections.8.content.9":"1. dan","hackathon-slovenia-old.sections.8.content.10":"2. dan","hackathon-slovenia-old.sections.9.title":"Praktične informacije","hackathon-slovenia-old.sections.9.content.0":"Hekaton bo potekal 18. in 19. septembra 2021. Upamo, da bo tekmovanje potekalo fizično. Če stanje javnega zdravja tega ne bo dopuščalo, se bomo srečali spletno.","hackathon-slovenia-old.sections.9.content.1":"Hekaton je brezplačen.","hackathon-slovenia-old.sections.10.title":"Žirija in mentorji","hackathon-slovenia-old.sections.10.content.0":"Predstavljaj si, da si v virtualni sobi, polni oblikovalcev, razvijalcev, ustvarjalcev, programerjev in poslovnih mentorjev, ki so vsi tako radovedni in zagnani kot ti. Hekaton Slovenija v evropskem tednu programiranja združuje vodilne osebnosti iz poslovnih svetov, področij IT, tveganega kapitala, izobraževanja ter lokalne in nacionalne voditelje ter voditelje EU, vplivneže in mentorje, ki bodo tebe in tvojo ekipo usmerjali ter podpirali med tem intenzivnim maratonom.","hackathon-slovenia-old.sections.10.content.1":"Zdaj se prijavi na","hackathon-slovenia-old.sections.10.content.2":"hekaton v okviru evropskega tedna programiranja","hackathon-slovenia-old.sections.10.content.3":"in naj se zgodi!","hackathon-slovenia-old.sections.11.title":"Ne znam programirati – kaj lahko naredim?","hackathon-slovenia-old.sections.11.content.0":"V zvezi s hekatonom bodo organizirane delavnice za začetnike na področju programiranja, izboljšanja strojne opreme in robotike itd. Udeleženci se bodo naučili nekaj osnov računalniškega razmišljanja in programiranja. Od aprila do septembra bomo z našimi neverjetnimi partnerji hekatonov evropskega tedna programiranja organizirali spremljevalne dogodke, ki se jih lahko brezplačno udeležiš! Oglej si različne dejavnosti in se prijavi, da dobiš povezavo.","hackathon-slovenia-old.sections.11.events.1.title":"Zanimiraj ime ","hackathon-slovenia-old.sections.11.events.1.content.0":"Si star(-a) med 9 in 14 let in si želiš izvedeti več o računalniškem programiranju? Ta delavnica je prava zate! Na njej boš lahko ustvarjal(-a), se zabaval(-a) in hitro pridobil(-a) veščine programiranja. S samo peščico blokov in nekaj kliki lahko narediš figuro (sprite), ki pleše, govori ali ki jo animiraš na različne načine. Poleg tega lahko koncepte računalništva, ki jih bomo uporabljali v programu Scratch for CS First, uporabimo tudi pri drugih naprednih programskih jezikih, kot sta Python ali Java.","hackathon-slovenia-old.sections.11.events.1.content.1":"Prijavi se in sodeluj pri tej dejavnosti in lahko boš:","hackathon-slovenia-old.sections.11.events.1.content.2":"uporabljal(-a) programski jezik, ki temelji na blokih, ","hackathon-slovenia-old.sections.11.events.1.content.3":"obvladal(-a) pomembne koncepte računalništva, kot so dogodki, zaporedja in zanke, ","hackathon-slovenia-old.sections.11.events.1.content.4":"ustvaril(-a) projekt animacije na platformi Scratch for CS First.","hackathon-slovenia-old.sections.11.events.1.content.5":"Datum: 8. oktober, 11.00 -> za prijavo","hackathon-slovenia-old.sections.11.events.1.content.6":"klikni","hackathon-slovenia-old.sections.11.events.1.content.7":"tukaj!","hackathon-slovenia-old.sections.11.events.1.content.8":"Več informacij o tem:","hackathon-slovenia-old.sections.11.events.2.title":"Delavnica ustvarjalnega programiranja","hackathon-slovenia-old.sections.11.events.2.content.0":"Spoznaj osnove programskega jezika Python z orodji za kreativno programiranje družbe imagiLabs! Ta delavnica, ki bo trajala uro in pol, je idealna za začetnike, stare od 9 do 15 let. Te programerje bomo popeljali od prižiganja ene slikovne pike naenkrat do ustvarjanja barvitih animacij. ","hackathon-slovenia-old.sections.11.events.2.content.1":"Datum: xxx -> za","hackathon-slovenia-old.sections.11.events.2.content.2":"prijavo","hackathon-slovenia-old.sections.11.events.2.content.3":"klikni tukaj!","hackathon-slovenia-old.sections.11.events.2.content.4":"Za začetek si brezplačno prenesi aplikacijo imagiLabs na svojo napravo iOS ali Android in začni že danes. Ne potrebuješ nobenega dodatka za prenosljive naprave imagiCharms – kar tako se pridruži virtualni delavnici!","hackathon-slovenia-old.sections.11.events.makex.title.0":"Niz usposabljanj na področju robotike v organizaciji MakeX/MakeBlock","hackathon-slovenia-old.sections.11.events.makex.title.1":"Niz usposabljanj na področju robotike 1 – Uvod v robotiko in tekmovanja iz robotike v organizaciji MakeX/MakeBlock","hackathon-slovenia-old.sections.11.events.makex.title.2":"Niz usposabljanj na področju robotike 2 – Programiranje in konstruiranje strojne opreme v organizaciji MakeX/MakeBlock","hackathon-slovenia-old.sections.11.events.makex.title.3":"Niz usposabljanj na področju robotike 3 – Izmenjava nagrajenih mentorjev v organizaciji MakeX/MakeBlock","hackathon-slovenia-old.sections.11.events.makex.content.0":"MakeX, svetovna platforma za tekmovanja iz robotike, predstavlja obsežen niz izobraževalnih usposabljanj na področju robotike za učitelje in mentorje, ki jih zanimajo praktično učenje, izobraževanje na področju naravoslovja, tehnologije, inženirstva, umetnosti in matematike (STEAM), tekmovanja iz programiranja in robotike za dijake in študente vseh starosti, pri čemer se uporabljata najnovejša programska in strojna oprema, kot so mBot2, laserbox in mBlock5.","hackathon-slovenia-old.sections.11.events.makex.content.1":"Med usposabljanjem, ki bo med drugim vključevalo uvod v robotiko, programiranje in konstruiranje strojne opreme ter izmenjavo nagrajenih mentorjev, se boste poglobili v proces projektnega učenja in se naučili, kako organizirati dijake in študente za uporabo izvedbenih platform pri reševanju težav iz resničnega sveta. Vabljeni učitelji, ki na šolah pripravljajo učne načrte za robotiko. Pridobili boste globlje razumevanje programiranja, računalniškega razmišljanja, pedagoških konceptov, robotske strojne opreme in tehnik za odpravljanje težav.","hackathon-slovenia-old.sections.11.events.makex.content.2":"tukaj","hackathon-slovenia-old.sections.11.events.makex.content.3":" !","hackathon-slovenia-old.sections.11.events.makex.content.4":"Dodatne informacije:","hackathon-slovenia-old.sections.11.events.makex.content.5":"https://www.makex.cc/en","hackathon-slovenia-old.sections.11.events.makex.dates.0":"Datum: 1. junij ob 11:00 CEST -> za prijavo klikni ","hackathon-slovenia-old.sections.11.events.makex.dates.1":"Datum: 3. junij ob 11:00 CEST -> za prijavo klikni ","hackathon-slovenia-old.sections.11.events.makex.dates.2":"Datum: 8. junij ob 11:00 CEST -> za prijavo klikni ","hackathon-slovenia-old.sections.12.title":"O CODEWEEK.EU","hackathon-slovenia-old.sections.12.content.0":"Evropski teden programiranja (#EUCodeWeek) je množično gibanje, ki ga vodijo prostovoljci, da bi z aktivnostmi, povezanimi s programiranjem in računalništvom, spodbujali digitalno pismenost. Teden navdihuje in pritegne k raziskovanju novih idej in inovacij za prihodnost. Aktivnosti v","hackathon-slovenia-old.sections.12.content.1":"evropskem tednu programiranja","hackathon-slovenia-old.sections.12.content.2":"potekajo po vsem svetu med 9. in 24. oktobrom.","hackathon-slovenia-old.sections.12.content.3":"Tako naj bi hekaton evropskega tedna programiranja pokazal, kako konkretne rešitve zaživijo s pomočjo ustvarjalnosti, navdušenja, svežih idej in programiranja mladih. Hekatone ustvarja in soorganizira:","hackathon-slovenia-old.sections.12.content.4":"Evropska komisija","hackathon-slovenia-old.sections.12.content.5":"in lokalni","hackathon-slovenia-old.sections.12.content.6":"ambasadorji evropskega tedna programiranja","hackathon-slovenia-old.sections.12.content.7":"Pobudo financira","hackathon-slovenia-old.sections.12.content.8":"Evropski parlament","hackathon-slovenia-old.sections.12.content.9":"Še več informacij","hackathon-slovenia-old.sections.mentors.1.0":"Janko Harej","hackathon-slovenia-old.sections.mentors.1.1":"Janko Harej je višješolski predavatelj in učitelj strokovnih predmetov na ŠC Nova Gorica. Zanimajo ga vsi vidiki vključevanja novih tehnologij v izobraževanje. Sodeluje v različnih nacionalnih in mednarodnih projektih, kjer razvija izobraževanja za učitelje, razvija storitve in e-vsebine. Sodeloval je pri prenovi več učnih načrtov.","hackathon-slovenia-old.sections.mentors.1.2":"V prostem času se aktivno udejstvuje na področju zborovske glasbe.","hackathon-slovenia-old.sections.mentors.2.0":"Katja K. Ošljak","hackathon-slovenia-old.sections.mentors.2.1":"Raziskovalka komuniciranja in digitalnih medijev, ustanoviteljica zavoda za digitalno vzgojo Vsak in slovenska ambasadorka projekta EU Code Week. Prizadeva si za dostop do digitalnega izobraževanja in medijsko opismenjevanje državljanov informacijske družbe.","hackathon-slovenia-old.sections.mentors.3.0":"Uroš Polanc","hackathon-slovenia-old.sections.mentors.3.1":"Uroš, se že od malegaukvarja zinoviranjem, prototipiranjem,mreženjem in pa šez marsi čim. Zaključil ještudij mehatronike. Sedaj je vodja Učno izdelovalnega laboratorija na ŠCNG, to je laboratorij, ki je nemenjemmreženju, prototipiranju in učenju.","hackathon-slovenia-old.sections.mentors.3.2":"Sodeluje pri različnih lokalnih in evropskih projekti, sprehaja se tudi v poslovnih vodah. Ima veliko izkušenj z mentoriranjem, razvojem prototipov, delom z mladimi, CNC obdelave, 3D modeliranja,..","hackathon-slovenia-old.sections.mentors.4.0":"Luka Manojlovic","hackathon-slovenia-old.sections.mentors.4.1":"Luka Manojlovic je tehnični entuziast - računalničar, ki se že več kot 20 let ukvarja z strežniško in omrežno infrastrukturo.","hackathon-slovenia-old.sections.mentors.4.2":"Znanje rad deli z udeleženci interaktivnih delavnic z najrazličnejših področji informacijskih tehnologij.","hackathon-slovenia-old.sections.mentors.5.0":"Vesna Krebs","hackathon-slovenia-old.sections.mentors.5.1":"Vesna Krebs je medijska umetnica in mentorica, ki deluje tako doma kot v tujini. Vesna združuje svojo ljubezen do tehnologije in umetnosti preko različnih delavnic in predstav za otroke.","hackathon-slovenia-old.sections.mentors.5.2":"V njenem pedagoškem delu je poudarek na ustvarjalni avdio-vizualni produkciji z računalniškimi tehnologijami, s katerimi mlajšo populacijo spodbuja h kreativnemu razmišljanju in ustvarjanju s pomočjo sodobnih tehnologij.","hackathon-slovenia-old.sections.mentors.6.0":"Alojz Černe","hackathon-slovenia-old.sections.mentors.6.1":"Alojz Černe ima veliko znanja in izkušenj na področju IT, je razvijalec in oblikovalec sistemov, področje njegovega dela pa seže tudi na platforme za mikro storitve - razvoj in uvajanje platform. Ima več kot 30 let izkušenj in delovanja v mednarodnih podjetniških projektih z večjimi sistemi, v finančnem, telekomunikacijskem in maloprodajnem sektorju.","hackathon-slovenia-old.sections.mentors.6.2":"Je uradni Red Hat Inštruktor in Arhitekt. V veliko veselje mu je deliti svoja znanja z mladimi, njegova radovednost pa ga odlikuje v izjemnega inštruktorja.","hackathon-slovenia-old.sections.after.0":"Kaj sledi?","hackathon-slovenia-old.sections.after.1":"Uspešne ekipe zdaj delajo na svojih prototipih. Ponovno se bodo dobile na zaključnem hekatonu v X, da se bodo pomerile in bo padla odločitev o zmagovalcu Hekaton Slovenija. Ne pozabite spremljati zadnjih novic o ekipah tekmovalcev tukaj in na družbenih omrežjih! ","hackathon-slovenia-old.sections.after.2":"Hekaton Slovenija v okviru evropskega tedna programiranja je bistrim in zavzetim mladim dal priložnost, da programiranje in ustvarjalne zamisli usmerijo v reševanje konkretnega lokalnega izziva. Po začetnem 24-urnem virtualnem hekatonu je največ 10 ekip napredovalo na naslednjo raven. Finalisti so poleti delali na prototipih, pri čemer so bili deležni navodil mentorjev, zdaj pa so pripravljeni na tekmovanje! Popotovanje hekatona v tednu programiranja se je zaključilo z bitko glede spretnosti, znanja in ustvarjalnosti na zaključnem hekatonu X. septembra/oktobra v [mesto]. ","hackathon-slovenia-old.sections.after.3":"Zmagovalci","hackathon-slovenia-old.sections.after.4":"Poglej vse zmagovalce","hackathon-slovenia-old.sections.after.5":"Galerija","hackathon-slovenia-old.sections.after.6":"Poglej, kdo so sodelujoči ‘mladi hekerji’ iz Slovenije na hekatonu v evropskem tednu programiranja","hackathon-slovenia-old.sections.after.7":"Zid za izražanje podpore","hackathon-slovenia-old.sections.after.8":"In hvala za vse tvite, pohvale in vso podporo med hekatonom! Poglejte si nekaj utrinkov!","hackathon-slovenia-old.sections.after.9":"Žirija & mentorji","hackathon-slovenia-old.sections.after.10":"Hekaton evropskega tedna v Sloveniji je združil vodilne osebe iz poslovnih svetov, IT, tveganega kapitala, izobraževanja ter lokalne in nacionalne voditelje ter voditelje EU, vplivneže in mentorje, ki so udeležence med intenzivnim hekatonom usmerjali in podpirali. V žirijo so bili povabljeni izbrani člani žirije, da bi v skladu z ustreznimi smernicami in pravili tekmovanja odločili o končni zmagovalni ekipi.","hackathon-slovenia-old.sections.after.11":"Preberi navodila","hackathon-slovenia.title":"Online EU Code Week HEKATON","hackathon-slovenia.title2":"18. -19. september","hackathon-slovenia.subtitle":"Naj tvoje ideje zaživijo!","hackathon-slovenia.misc.0":"Preberi splošna pravila in pravila obnašanja","hackathon-slovenia.misc.1":"Prijave za hekaton evropskega tedna programiranja in spremljajoče dogodke bodo potekale prek programa EU Survey.","hackathon-slovenia.misc.2":"Naši partnerji","hackathon-slovenia.sections.0.content.0":"Si star_a od 15 do 19 let in te zanima tehnologija?","hackathon-slovenia.sections.0.content.1":"Rad_a ustvarjaš in si želiš spoznati sodobne trende s","hackathon-slovenia.sections.0.content.2":"področja digitanih izdelkov? Potem kar brez oklevanja:","hackathon-slovenia.sections.0.content.3":"na hekaton se lahko prijaviš samostojno ali še bolje z","hackathon-slovenia.sections.0.content.4":"lastno ekipo, v kateri bo vsak_a od vas prispeval_a","hackathon-slovenia.sections.0.content.5":"svoje znanje pri reševanju izbranega izziva. Najboljša","hackathon-slovenia.sections.0.content.6":"ekipa prejme 2000 EUR nagrade.","hackathon-slovenia.sections.1.content.0":"Slovenski hekaton za dijake in dijakinje je eno od šestih evropskih tekmovanj mladih, ki jih zanimajo nove tehnologije. Tekmovanje se začne 18. septembra preko spleta, za zmagovalno ekipo pa mesec dni kasneje na evropskem nivoju.","hackathon-slovenia.sections.1.content.1":"Na hekaton se lahko prijaviš","hackathon-slovenia.sections.1.content.2":"samostojno ali še bolje z lastno ekipo 6 posameznikov_ic, v kateri bo vsak_a od vas prispeval_a svoje znanje pri reševanju izbranega izziva.","hackathon-slovenia.sections.1.content.3":"Ne iščemo torej le programerk in programerjev","hackathon-slovenia.sections.1.content.4":"ampak tudi oblikovalke, tekstopisce in druge specialiste, ki bodo tvoji ekipi pomagali do zmage. Nenazadnje se ta tudi izplača, saj slovenska","hackathon-slovenia.sections.1.content.5":"zmagovalna ekipa prejme 2000 EUR","hackathon-slovenia.sections.1.content.6":"nagrade.","hackathon-slovenia.sections.1.content.7":"Hekaton se bo odvil preko spleta, saj bomo le tako lahko zagotovili kvaliteten in varen dogodek.","hackathon-slovenia.sections.1.content.8":"Hackathon se bo začel s kreiranjem prototipa, katerega bo potrebno pravilno zasnovati in zapisati pravilno kodo. Prototip, ki predstavlja rešitev realnega problema, bodo udeleženci reševali dva dni. Vsi udeleženci bodo imeli enake delovne pogoje, dostop do vrhunskih mentorjev, na delavnicah pa bodo lahko izboljšali svoje rešitve in se pripravili za prezentacijo. Svojo rešitev bodo vse ekipe predstavile pred žirijo, ki bo izbrala najboljšo ekipo, zmagovalno ekipo Slovenije.","hackathon-slovenia.sections.1.content.9":"Predstavitev Evropski žiriji","hackathon-slovenia.sections.1.content.10":"Zmagovalna ekipa Slovenskega hackathona bo prejela denarno nagrado","hackathon-slovenia.sections.1.content.11":"2000€","hackathon-slovenia.sections.1.content.12":", ter predstavitev svoje rešitve hackathon izziva na","hackathon-slovenia.sections.1.content.13":"Evropskem nivoju.","hackathon-slovenia.sections.1.content.14":"Zmagovalci hackathonov vseh šestih držav, bodo pred Evropsko žirijo predstavili svoje prototipe tekom Evropskega tedna programiranja, 14. oktobra 2021. Najboljša ekipa znotraj šesterice ekip, bo za nagrado prejela najnovejšo računalniško opremo in naziv","hackathon-slovenia.sections.1.content.15":' "the champions of Europe" ',"hackathon-slovenia.sections.2.title":"Kaj lahko pričakuješ?","hackathon-slovenia.sections.2.content.0":"Dobre izzive","hackathon-slovenia.sections.2.content.1":"Strokovno vodenje in pomoč pri izdelavi rešitve","hackathon-slovenia.sections.2.content.2":"Spoznavanje trendov s področja digitalne tehnologije","hackathon-slovenia.sections.2.content.3":"Delavnice za pridobivanje znanja","hackathon-slovenia.sections.2.content.4":"Zabavne aktivnosti","hackathon-slovenia.sections.2.content.5":"Druženje z mladimi s podobnimi interesi","hackathon-slovenia.sections.2.content.6":"Priložnost spoznati najboljše ekipe iz cele Evrope","hackathon-slovenia.sections.2.content.7":"Nagrade (finančne in praktične)","hackathon-slovenia.sections.3.content.0":"Zdaj se prijavi na","hackathon-slovenia.sections.3.content.1":"hekaton evropskega tedna programiranja v Slovenija","hackathon-slovenia.sections.3.content.2":"in naj tvoje ideje zaživijo!","hackathon-slovenia.sections.4.title":"Predlagaj izzive, ki bi jih lahko rešili na hekatonu","hackathon-slovenia.sections.4.content.0":"Ali želiš, da tvoja skupnost postane središče zelenih in trajnostnih inovacij v Sloveniji? Če je tako, predlagaj izziv, ki ga bodo reševali računalniški navdušenci na hekatonu. To naj bo nekaj ​​konkretnega, kar bo pomagalo tebi, tvoji šoli, mestu ali skupnosti.","hackathon-slovenia.sections.4.content.1":"Predlagaj izziv","hackathon-slovenia.sections.4.content.2":"Glasovanje za slovenski izziv se bo začelo 23. aprila.","hackathon-slovenia.sections.5.title":'Glasuj za izzive, ki naj jih "shekajo"',"hackathon-slovenia.sections.5.content.0":'Hekaton evropskega tedna programiranja želi pokazati, kako konkretne rešitve zaživijo s pomočjo mladih, ki so ustvarjalni, navdušeni, inovativni in radi programirajo. "Konkretno" pomeni reševanje resničnih težav – stvari, ki vplivajo nate, na tvojo šolo, skupnost, mesto – ali posebnih izzivov na vašem območju. ',"hackathon-slovenia.sections.5.content.1":" Glasuj za to, kar je zate najpomembnejše!","hackathon-slovenia.sections.5.content.2":" Končni izziv, ki bo izbran, bo objavljen na začetku hekatona. ","hackathon-slovenia.sections.6.title":"Izziv","hackathon-slovenia.sections.6.content.0":' Hekaton evropskega tedna programiranja želi pokazati, kako konkretne rešitve zaživijo s pomočjo mladih, ki so ustvarjalni, navdušeni, imajo sveže ideje in so spretni v programiranju. \\„Konkretno" pomeni reševanje resničnih težav – stvari, ki vplivajo nate, na tvojo šolo, skupnost, mesto – ali posebnih izzivov na vašem območju.',"hackathon-slovenia.sections.6.content.1":" Na podlagi javnega glasovanja je izbran izziv za slovenski hekaton:","hackathon-slovenia.sections.6.content.2":" Na podlagi javnega glasovanja je bil izbran izziv za slovenski hekaton:","hackathon-slovenia.sections.7.title":"Podporno središče","hackathon-slovenia.sections.8.title":"Program","hackathon-slovenia.sections.8.content.0":'Hekaton evropskega tedna programiranja je dvodnevno tekmovanje, na katerem se zberejo srednješolci, stari od 15 do 19 let. Ekipe bodo tekmovale pri reševanju \\„lokalnega izziva", ki bo izbran med predhodno predloženimi predlogi. ',"hackathon-slovenia.sections.8.content.1":"Med hekatonom bodo ekipe deležne podpore izkušenih mentorjev. Ekipe se bodo lahko udeležile delavnic, sodelovale pri mini izzivih in kvizih ter osvojile nagrade. Zmagovalna ekipa bo prejela nagrado v višini 2.000 EUR!Žirija bo pri izbiri uspešnih kandidatov upoštevala metodo ekipe, porabljeni čas in kakovost prototipa!","hackathon-slovenia.sections.8.content.2":"Vsi državni zmagovalci se bodo pomerili v evropskem spopadu titanov, kjer bo vsaka zmagovalna ekipa svojo rešitev predstavila evropski žiriji v okviru uradnega evropskega tedna programiranja, ki bo potekal od 9. do 24. oktobra 2021. Evropski prvak bo – poleg slave – dobil tudi dodatno opremo IT. ","hackathon-slovenia.sections.8.content.3":"Poleti 2021 bodo organizirani tudi brezplačni spletni in / ali fizični spremljevalni dogodki za začetnike na področju programiranja. ","hackathon-slovenia.sections.8.content.4":"","hackathon-slovenia.sections.8.content.5":"","hackathon-slovenia.sections.8.content.6":"","hackathon-slovenia.sections.8.content.7":"","hackathon-slovenia.sections.8.content.8":"","hackathon-slovenia.sections.8.content.9":"1. dan","hackathon-slovenia.sections.8.content.10":"2. dan","hackathon-slovenia.sections.9.title":"Praktične informacije","hackathon-slovenia.sections.9.content.0":"Hekaton je za vse udeleženke in udeležence brezplačen.","hackathon-slovenia.sections.9.content.1":"Slovenski hekaton se bo odvil","hackathon-slovenia.sections.9.content.2":"online","hackathon-slovenia.sections.9.content.3":"18. –19. Septembra 2021.","hackathon-slovenia.sections.9.content.4":"V sodobno opremljenih prostorih EKSCENTRA bo na voljo stabilen širokopasovni dostop do interneta in računalniška oprema, ki vam bo prišla prav pri delu.","hackathon-slovenia.sections.9.content.5":"Dežurna meteorologinja za Code Week dogodke za ta vikend v Novi Gorici napoveduje toplo poznopoletno vreme.","hackathon-slovenia.sections.9.content.6":" Hrana, pijača in prenočišče je zagotovljeno. Za kritje potnih stroškov je predvideno 75€ na udeleženca.","hackathon-slovenia.sections.9.content.7":"Zaželjeno je, da prinesete svoje računalnike/prenosnike, obleke, pripomočke za osebno higieno in spalno vrečo.","hackathon-slovenia.sections.9.content.8":"Pričakali vas bomo dobre volje, ti pa prinesi s sabo paket radovednosti.","hackathon-slovenia.sections.9.content.9":"Podrobnejše informacije o dogodku, prizorišču in vsem ostalem prejmeš po registraciji.","hackathon-slovenia.sections.9.content.10":"Slovenski hekaton bo potekal preko spleta. CodeWeek hekaton je eno izmed šestih tekmovanj za mlade v Evropi, kijih Code Week organizira še v Grčiji, Latviji, na Irskem, v Italiji in Romuniji. Namenjen je ustvarjalnim dijakinjam in dijakom, ki jih zanima prihodnost tehnologije. Če si tak_a tudi ti, se nam pridruži pri spoznavanju in razvijanju inovativnih rešitev.","hackathon-slovenia.sections.9.content.11":"Registracija >","hackathon-slovenia.sections.9.content.12":"Navodila za udeleženke in udeležence","hackathon-slovenia.sections.9.content.13":"Dvodnevni EU Code Week hackathon se bo odvil preko spleta, v soboto 18. septembra in nedeljo 19. septembra 2021.","hackathon-slovenia.sections.9.content.14":"Žirija bo ocenjevala način dela, časovno ekonomičnost in kvaliteto prototipa in glede na to ocenila uspešnost ekipe.","hackathon-slovenia.sections.9.content.15":"Pomoč pri pripravi na predstavitev vaše rešitve vam bomo zagotovili preko delavnic in vrhunskih mentorjev, ki bodo s svojo strokovnostjo potrdili, da ste na pravi poti.","hackathon-slovenia.sections.9.content.16":"Najboljše ekipe bodo za svoje dosežke nagrajene s praktičnimi nagradami.","hackathon-slovenia.sections.9.content.17":"Zmagovalna ekipa bo prejela denarno nagrado 2000€ in povabilo na predstavitev njihovega prototipa Evropski žiriji dne 14. oktobra 2021.","hackathon-slovenia.sections.9.content.18":"Zmagovalci hackathonov iz vseh šestih držav bodo predstavili svoje prototipe Evropski žiriji tekom uradnega Evropskega tedna programiranja, dne 14. Oktober 2021. Evropski prvaki bodo prejeli najnovejšo računalniško opremo, s katero bodo lahko še več ustvarjali in razvijali svoje digitalne spretnosti.","hackathon-slovenia.sections.10.title":"Žirija in mentorji","hackathon-slovenia.sections.10.content.0":"Hekaton EU Code Week združuje vodilne osebnosti iz poslovnih svetov, različnih področij IT, tveganega kapitala, izobraževanja ter lokalne in nacionalne voditelje ter voditelje EU, vplivneže in mentorje, ki bodo tebe in tvojo ekipo usmerjali ter podpirali pri razvoju digitalne rešitve.","hackathon-slovenia.sections.10.content.1":"Zdaj se prijavi na","hackathon-slovenia.sections.10.content.2":"hekaton v okviru evropskega tedna programiranja","hackathon-slovenia.sections.10.content.3":"in naj se zgodi!","hackathon-slovenia.sections.11.title":"Ne znam programirati – kaj lahko naredim ? ","hackathon-slovenia.sections.11.content.0":"V zvezi s hekatonom bodo organizirane delavnice za začetnike na področju programiranja, izboljšanja strojne opreme in robotike itd. Udeleženci se bodo naučili nekaj osnov računalniškega razmišljanja in programiranja. Od aprila do septembra bomo z našimi neverjetnimi partnerji hekatonov evropskega tedna programiranja organizirali spremljevalne dogodke, ki se jih lahko brezplačno udeležiš!Oglej si različne dejavnosti in se prijavi, da dobiš povezavo. ","hackathon-slovenia.sections.11.events.1.title":"Zanimiraj ime ","hackathon-slovenia.sections.11.events.1.content.0":"Si star(-a) med 9 in 14 let in si želiš izvedeti več o računalniškem programiranju ? Ta delavnica je prava zate!Na njej boš lahko ustvarjal(-a), se zabaval(-a) in hitro pridobil(-a) veščine programiranja. S samo peščico blokov in nekaj kliki lahko narediš figuro(sprite), ki pleše, govori ali ki jo animiraš na različne načine. Poleg tega lahko koncepte računalništva, ki jih bomo uporabljali v programu Scratch for CS First, uporabimo tudi pri drugih naprednih programskih jezikih, kot sta Python ali Java. ","hackathon-slovenia.sections.11.events.1.content.1":"Prijavi se in sodeluj pri tej dejavnosti in lahko boš:","hackathon-slovenia.sections.11.events.1.content.2":"uporabljal(-a) programski jezik, ki temelji na blokih, ","hackathon-slovenia.sections.11.events.1.content.3":"obvladal(-a) pomembne koncepte računalništva, kot so dogodki, zaporedja in zanke, ","hackathon-slovenia.sections.11.events.1.content.4":"ustvaril(-a) projekt animacije na platformi Scratch for CS First. ","hackathon-slovenia.sections.11.events.1.content.5":"Datum: 8. oktober, 11.00 -> za prijavo","hackathon-slovenia.sections.11.events.1.content.6":"klikni","hackathon-slovenia.sections.11.events.1.content.7":"tukaj!","hackathon-slovenia.sections.11.events.1.content.8":"Več informacij o tem:","hackathon-slovenia.sections.11.events.2.title":"Delavnica ustvarjalnega programiranja","hackathon-slovenia.sections.11.events.2.content.0":"Spoznaj osnove programskega jezika Python z orodji za kreativno programiranje družbe imagiLabs!Ta delavnica, ki bo trajala uro in pol, je idealna za začetnike, stare od 9 do 15 let. Te programerje bomo popeljali od prižiganja ene slikovne pike naenkrat do ustvarjanja barvitih animacij. ","hackathon-slovenia.sections.11.events.2.content.1":"Datum: xxx -> za","hackathon-slovenia.sections.11.events.2.content.2":"prijavo","hackathon-slovenia.sections.11.events.2.content.3":"klikni tukaj!","hackathon-slovenia.sections.11.events.2.content.4":"Za začetek si brezplačno prenesi aplikacijo imagiLabs na svojo napravo iOS ali Android in začni že danes. Ne potrebuješ nobenega dodatka za prenosljive naprave imagiCharms – kar tako se pridruži virtualni delavnici!","hackathon-slovenia.sections.11.events.makex.title.0":"Niz usposabljanj na področju robotike v organizaciji MakeX / MakeBlock","hackathon-slovenia.sections.11.events.makex.title.1":"Niz usposabljanj na področju robotike 1 – Uvod v robotiko in tekmovanja iz robotike v organizaciji MakeX / MakeBlock","hackathon-slovenia.sections.11.events.makex.title.2":"Niz usposabljanj na področju robotike 2 – Programiranje in konstruiranje strojne opreme v organizaciji MakeX / MakeBlock","hackathon-slovenia.sections.11.events.makex.title.3":"Niz usposabljanj na področju robotike 3 – Izmenjava nagrajenih mentorjev v organizaciji MakeX / MakeBlock","hackathon-slovenia.sections.11.events.makex.content.0":"MakeX, svetovna platforma za tekmovanja iz robotike, predstavlja obsežen niz izobraževalnih usposabljanj na področju robotike za učitelje in mentorje, ki jih zanimajo praktično učenje, izobraževanje na področju naravoslovja, tehnologije, inženirstva, umetnosti in matematike(STEAM), tekmovanja iz programiranja in robotike za dijake in študente vseh starosti, pri čemer se uporabljata najnovejša programska in strojna oprema, kot so mBot2, laserbox in mBlock5. ","hackathon-slovenia.sections.11.events.makex.content.1":"Med usposabljanjem, ki bo med drugim vključevalo uvod v robotiko, programiranje in konstruiranje strojne opreme ter izmenjavo nagrajenih mentorjev, se boste poglobili v proces projektnega učenja in se naučili, kako organizirati dijake in študente za uporabo izvedbenih platform pri reševanju težav iz resničnega sveta. Vabljeni učitelji, ki na šolah pripravljajo učne načrte za robotiko. Pridobili boste globlje razumevanje programiranja, računalniškega razmišljanja, pedagoških konceptov, robotske strojne opreme in tehnik za odpravljanje težav. ","hackathon-slovenia.sections.11.events.makex.content.2":"tukaj","hackathon-slovenia.sections.11.events.makex.content.3":" !","hackathon-slovenia.sections.11.events.makex.content.4":"Dodatne informacije:","hackathon-slovenia.sections.11.events.makex.content.5":"https://www.makex.cc/en","hackathon-slovenia.sections.11.events.makex.dates.0":"Datum: 1. junij ob 11:00 CEST -> za prijavo klikni ","hackathon-slovenia.sections.11.events.makex.dates.1":"Datum: 3. junij ob 11:00 CEST -> za prijavo klikni ","hackathon-slovenia.sections.11.events.makex.dates.2":"Datum: 8. junij ob 11:00 CEST -> za prijavo klikni ","hackathon-slovenia.sections.12.title":"O CODEWEEK.EU","hackathon-slovenia.sections.12.content.0":"Evropski teden programiranja #EUCodeWeek je množično gibanje, ki ga vodijo prostovoljci, da bi z aktivnostmi, povezanimi s programiranjem in računalništvom, spodbujali digitalno pismenost.","hackathon-slovenia.sections.12.content.1":"Aktivnosti v evropskem tednu programiranja","hackathon-slovenia.sections.12.content.2":"letos potekajo med 9. in 24. oktobrom.","hackathon-slovenia.sections.12.content.3":"Tudi hekaton za dijakinje in dijake del evropskega tedna programiranja, ki bo pokazal, kako konkretne rešitve zaživijo s pomočjo ustvarjalnosti, navdušenja nad tehnologijo, svežih idej in programiranja mladih. Hekatone ustvarjajo in soorganizirajo:","hackathon-slovenia.sections.12.content.4":"Evropska komisija","hackathon-slovenia.sections.12.content.5":"in lokalni","hackathon-slovenia.sections.12.content.6":"ambasadorji Evropskega tedna programiranja,","hackathon-slovenia.sections.12.content.7":"financira pa","hackathon-slovenia.sections.12.content.8":"Evropski parlament.","hackathon-slovenia.sections.12.content.9":"Še več informacij","hackathon-slovenia.sections.mentors.1.0":"Janko Harej","hackathon-slovenia.sections.mentors.1.1":"Janko Harej je višješolski predavatelj in učitelj strokovnih predmetov na ŠC Nova Gorica. Zanimajo ga vsi vidiki vključevanja novih tehnologij v izobraževanje. Sodeluje v različnih nacionalnih in mednarodnih projektih, kjer razvija izobraževanja za učitelje, razvija storitve in e-vsebine. Sodeloval je pri prenovi več učnih načrtov.","hackathon-slovenia.sections.mentors.1.2":"V prostem času se aktivno udejstvuje na področju zborovske glasbe.","hackathon-slovenia.sections.mentors.2.0":"Katja K. Ošljak","hackathon-slovenia.sections.mentors.2.1":"Raziskovalka komuniciranja in digitalnih medijev, ustanoviteljica zavoda za digitalno vzgojo Vsak in slovenska ambasadorka projekta EU Code Week. Prizadeva si za dostop do digitalnega izobraževanja in medijsko opismenjevanje državljanov informacijske družbe.","hackathon-slovenia.sections.mentors.3.0":"Uroš Polanc","hackathon-slovenia.sections.mentors.3.1":"Uroš, se že od malegaukvarja zinoviranjem, prototipiranjem,mreženjem in pa šez marsi čim. Zaključil ještudij mehatronike. Sedaj je vodja Učno izdelovalnega laboratorija na ŠCNG, to je laboratorij, ki je nemenjemmreženju, prototipiranju in učenju.","hackathon-slovenia.sections.mentors.3.2":"Sodeluje pri različnih lokalnih in evropskih projekti, sprehaja se tudi v poslovnih vodah. Ima veliko izkušenj z mentoriranjem, razvojem prototipov, delom z mladimi, CNC obdelave, 3D modeliranja,..","hackathon-slovenia.sections.mentors.4.0":"Luka Manojlovic","hackathon-slovenia.sections.mentors.4.1":"Luka Manojlovic je tehnični entuziast - računalničar, ki se že več kot 20 let ukvarja z strežniško in omrežno infrastrukturo.","hackathon-slovenia.sections.mentors.4.2":"Znanje rad deli z udeleženci interaktivnih delavnic z najrazličnejših področji informacijskih tehnologij.","hackathon-slovenia.sections.mentors.5.0":"Vesna Krebs","hackathon-slovenia.sections.mentors.5.1":"Vesna Krebs je medijska umetnica in mentorica, ki deluje tako doma kot v tujini. Vesna združuje svojo ljubezen do tehnologije in umetnosti preko različnih delavnic in predstav za otroke.","hackathon-slovenia.sections.mentors.5.2":"V njenem pedagoškem delu je poudarek na ustvarjalni avdio-vizualni produkciji z računalniškimi tehnologijami, s katerimi mlajšo populacijo spodbuja h kreativnemu razmišljanju in ustvarjanju s pomočjo sodobnih tehnologij.","hackathon-slovenia.sections.mentors.6.0":"Alojz Černe","hackathon-slovenia.sections.mentors.6.1":"Alojz Černe ima veliko znanja in izkušenj na področju IT, je razvijalec in oblikovalec sistemov, področje njegovega dela pa seže tudi na platforme za mikro storitve - razvoj in uvajanje platform. Ima več kot 30 let izkušenj in delovanja v mednarodnih podjetniških projektih z večjimi sistemi, v finančnem, telekomunikacijskem in maloprodajnem sektorju.","hackathon-slovenia.sections.mentors.6.2":"Je uradni Red Hat Inštruktor in Arhitekt. V veliko veselje mu je deliti svoja znanja z mladimi, njegova radovednost pa ga odlikuje v izjemnega inštruktorja.","hackathon-slovenia.sections.after.0":"Kaj sledi?","hackathon-slovenia.sections.after.1":"Uspešne ekipe zdaj delajo na svojih prototipih. Ponovno se bodo dobile na zaključnem hekatonu v X, da se bodo pomerile in bo padla odločitev o zmagovalcu Hekaton Slovenija. Ne pozabite spremljati zadnjih novic o ekipah tekmovalcev tukaj in na družbenih omrežjih! ","hackathon-slovenia.sections.after.2":"Hekaton Slovenija v okviru evropskega tedna programiranja je bistrim in zavzetim mladim dal priložnost, da programiranje in ustvarjalne zamisli usmerijo v reševanje konkretnega lokalnega izziva. Po začetnem 24-urnem virtualnem hekatonu je največ 10 ekip napredovalo na naslednjo raven. Finalisti so poleti delali na prototipih, pri čemer so bili deležni navodil mentorjev, zdaj pa so pripravljeni na tekmovanje! Popotovanje hekatona v tednu programiranja se je zaključilo z bitko glede spretnosti, znanja in ustvarjalnosti na zaključnem hekatonu X. septembra/oktobra v [mesto]. ","hackathon-slovenia.sections.after.3":"Zmagovalci","hackathon-slovenia.sections.after.4":"Poglej vse zmagovalce","hackathon-slovenia.sections.after.5":"Galerija","hackathon-slovenia.sections.after.6":"Poglej, kdo so sodelujoči ‘mladi hekerji’ iz Slovenije na hekatonu v evropskem tednu programiranja","hackathon-slovenia.sections.after.7":"Zid za izražanje podpore","hackathon-slovenia.sections.after.8":"In hvala za vse tvite, pohvale in vso podporo med hekatonom! Poglejte si nekaj utrinkov!","hackathon-slovenia.sections.after.9":"Žirija & mentorji","hackathon-slovenia.sections.after.10":"Hekaton evropskega tedna v Sloveniji je združil vodilne osebe iz poslovnih svetov, IT, tveganega kapitala, izobraževanja ter lokalne in nacionalne voditelje ter voditelje EU, vplivneže in mentorje, ki so udeležence med intenzivnim hekatonom usmerjali in podpirali. V žirijo so bili povabljeni izbrani člani žirije, da bi v skladu z ustreznimi smernicami in pravili tekmovanja odločili o končni zmagovalni ekipi.","hackathon-slovenia.sections.after.11":"Preberi navodila","hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"uresničite svoje zamisli!","hackathons.sections.1.title":"6 hekatonov, 6 izzivov","hackathons.sections.1.content.1":"Ali živiš v Grčiji, Latviji, na Irskem, v Italiji, Romuniji ali Sloveniji? Si ustvarjalen(-na), ambiciozen(-na) in te zanima prihodnost tehnologije? Zdaj imaš priložnost! Pridruži se hekatonom v evropskem tednu programiranja (EU Code Week) in razvij inovativne rešitve, s katerimi boš v ospredju tehnološke revolucije!","hackathons.sections.1.content.2":"Letošnji teden programiranja prinaša šest izjemnih hekatonov, ki vabijo srednješolce, stare od 15 do 19 let, da oblikujejo ekipe in svoje veščine programiranja uporabijo pri reševanju lokalnih izzivov. Po 24-urnem programiranju bo vsaka ekipa ideje predstavila strokovnjakom, ki bodo izbrali 10 ekip, ki bodo šle v finale. Vse ekipe bodo pri obravnavi izziva imele na voljo enako časa in sredstev ter dostop do mentorjev in strokovnega znanja, vendar jih bo le 10 dobilo priložnost za nadaljevanje v naslednjem krogu, v katerem bodo razvijale svoj prototip in bile pri tem deležne usmerjanja strokovnjakov. Jeseni pa se bodo udeležile zaključnega hekatona. Tedaj se bodo ekipe borile za zmago, ki prinaša nagrado v obliki računalniške opreme in možnost mentorstva in usposabljanja v zvezi z nadaljnjim razvojem svojega prototipa.","hackathons.sections.2.title":"Kako lahko sodelujem?","hackathons.sections.2.content.1":"Izberi hekaton v svoji državi in sledi nekaj preprostim korakom do prijave. Pridružiš se lahko kot posameznik ali kot ekipa šestih članov. Če se pridružiš s prijatelji ali sošolci, pri prijavi ne pozabi navesti imena svoje ekipe. Vsak hekaton bo prijave odprl ločeno, zato sledi tistemu v svoji državi!","hackathons.sections.3.title":"Kdo so organizatorji?","hackathons.sections.3.content.1":"Hekatone evropskega tedna programiranja soorganizirata Evropska komisija in lokalni ","hackathons.sections.3.content.2":"ambasadorji evropskega tedna programiranja","hackathons.sections.3.content.3":", financira pa jih Evropski parlament. Njihov namen je predstaviti, kako mladi z ustvarjalnostjo, zagnanostjo, svežimi idejami in znanjem programiranja uresničujejo konkretne zamisli.","hackathons.sections.4.title":"Kako je videti hekaton?","hackathons.sections.4.content.1":"„Evropski teden programiranja je popotovanje, ki se začne s 24-urnim spletnim hekatonom. Izkušeni mentorji bodo vodili ekipe, delavnice pa bodo udeležencem omogočile, da se naučijo novih veščin in se zabavajo. Hekaton je tudi odlična priložnost, da udeleženci navežejo stike in se družijo s predstavniki evropskega tehnološkega sektorja. Ob koncu bo vsaka ekipa rešitev predstavila strokovni žiriji. ","hackathons.sections.4.content.2":'"Deset najboljših ekip bo hekatonsko popotovanje nadaljevalo. Poleti se bodo usposabljali in bili deležni mentorstva. Zmagovalci se bodo nato udeležili zadnjega 12-urnega državnega hekatona, ki bo septembra ali oktobra potekal kot srečanje v živo (če javnozdravstvene razmere tega ne bodo omogočale, se bo dogodek prestavil na splet).',"hackathons.sections.5.title":"Ne znam programirati – kaj lahko storim?","hackathons.sections.5.content.1":"S hekatonom bodo hkrati potekale delavnice programiranja za začetnike, udeleženci se bodo lahko spoznavali s strojno opremo in robotiko ter se naučili nekaterih osnov računalniškega razmišljanja in programiranja. Več informacij o registraciji je na voljo na vaši lokalni strani.","hackathons.sections.6.title":"Partnerji","hackathons.sections.7.title":"Pridruži se zabavni izkušnji!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Romunija","hackathons.cities.1.date":"25. -26. september 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Irska","hackathons.cities.2.date":"23. -24. september 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Italija","hackathons.cities.3.date":"24. -25. september 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Grčija","hackathons.cities.4.date":"9. oktober 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Slovenija","hackathons.cities.5.date":"18. -19. september 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Latvija","hackathons.cities.6.date":"1. oktober 2021","hackathons.final.1":"Zaključek","hackathons.final.2":"September/oktober 2021","home.about":"Evropski teden programiranja je družbena pobuda, katere cilj je približati programersko in digitalno pismenost vsem na zabaven in vključujoč način.","home.when":"14.-27. oktobra 2024","home.when_text":"Učenje programiranja nam pomaga dojemati hitro spreminjajoči se svet okrog nas, bolje razumeti delovanje tehnologije ter razviti znanja in spretnosti za raziskovanje novih zamisli in inovacije.","home.school_banner_title":"Vključite se!","home.school_banner_text":"Ste učitelj?","home.school_banner_text2":"Kliknite tukaj in si oglejte, kako se lahko vključite!","home.organize_activity_title":"Organizirajte dejavnost ali se ji pridružite","home.organize_activity_text":'Vsi so dobrodošli, da organizirajo \u2028dejavnost ali se ji pridružijo. Samo izberite temo in ciljno občinstvo ter dodajte svojo dejavnost na zemljevid ali pa poiščite dogodke v vašem območju.',"home.get_started_title":"Kako začeti","home.get_started_text":'Niste prepričani, kako začeti? Oglejte si stran z nasveti kako in prenesite naša orodja za organizatorje, s katerimi se lahko pripravite in razširite glas.',"home.access_resources_title":"Dostop do virov in usposabljanja","home.access_resources_text":'Če niste prepričani, kako organizirati dejavnost, obiščite našo stran z viri za poučevanje in si oglejte gradivo z učnimi nasveti za usposabljanje, kjer najdete smernice in prilagojene učne načrte.',"locations.title":"Prizorišča dejavnosti","locations.description.0":"Za svojo naslednjo dejavnost izberite prizorišče s spodnjega seznama ALI registrirajte novo prizorišče v","locations.description.1":"ustvarjanju dejavnosti","login.login":"Prijava","login.register":"Registracija","login.github":"Prijava v Github","login.twitter":"Prijava v Twitter","login.facebook":"Prijava v Facebook","login.google":"Prijava v Google","login.azure":"Prijava v Azure","login.email":"E-pošta","login.password":"Geslo","login.remember":"Zapomni si me","login.forgotten_password":"Ste pozabili svoje geslo?","login.no_account":"Nimate računa?","login.signup":"Registrirajte se","login.reset":"Ponastavite svoje geslo","login.send_password":"Pošlji povezavo za ponastavitev gesla","login.confirm_password":"Potrdite geslo","login.name":"ime","menu.learn":"Učiti se","menu.teach":"Poučevati","menu.training":"Usposabljanje","menu.toolkits":"Predstavitve in orodja","menu.why":"ZAKAJ","menu.home":"Domov","menu.events":"Dejavnosti","menu.ambassadors":"Ambasadorji","menu.resources":"Viri","menu.schools":"Šole","menu.about":"O projektu","menu.blog":"Blog","menu.news":"Novice","menu.search":"Vpišite in kliknite Enter...","menu.map":"Zemljevid","menu.add_event":"Dodajte dogodek","menu.search_event":"Iskanje dogodkov","menu.hello":"Živijo!","menu.profile":"Profil","menu.pending":"Čakajoči dogodki","menu.your_events":"Moje dejavnosti ","menu.your_certificates":"Moja potrdila","menu.report":"Poročilo o dejavnostih","menu.volunteers":"Prostovoljci","menu.logout":"Odjava","menu.signin":"Prijava","menu.privacy":"Zasebnost","menu.participation":"Certifikat o udeležbi","menu.values":"Naše vrednote","menu.featured_activities":"Izbrane dejavnosti","menu.codeweek2020":"Izdaja 2020","mooc.free-online-courses":"Brezplačni spletni tečaji","mooc.intro":"Evropski teden programiranja ponuja možnosti za profesionalni razvoj v obliki spletnih tečajev. Cilj je podpreti učitelje, da programiranje in računalniško razmišljanje pripeljejo v svoje učilnice.","mooc.icebreaker.title":"Uvodni tečaj »Razbijanje ledu«","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"Evropski teden programiranja, uvodna ura »Razbijanje ledu«","mooc.icebreaker.text.2":"je peturni tečaj v angleščini, namenjen vsem, ki jih zanimajo osnove programiranja in računalniškega razmišljanja. Udeleženci bodo izvedeli, kako spodbuditi radovednost in inovativno razmišljanje pri mladih ter jim pomagati postati digitalni ustvarjalci. Tečaj pomaga udeležencem odkriti prednosti in relevantnost računalniškega razmišljanja in programiranja v naših vsakdanjih življenjih. Ponuja tudi zamisli, brezplačna gradiva za vajo in vire za organizacijo zabavnih ter izobraževalnih aktivnosti za otroke kadarkoli in kjerkoli – še posebej med tednom programiranja.","mooc.icebreaker.text.3":"Za sodelovanje v tem tečaju ne potrebujete predhodnega znanja ali izkušenj s programiranjem, samo radovednost. ","mooc.icebreaker.registration.0":"Registracije za tečaj, ki bo potekal med 16. septembra in 30. oktobra 2020, so odprte tukaj.","mooc.icebreaker.registration.1":"Upoštevajte, da si morate za registracijo ustvariti račun pri Evropskem šolskem omrežju (European Schoolnet Academy). ","mooc.icebreaker.check-out":"Oglejte si izdajo 2019.","mooc.deep-dive.title":"Poglobljen tečaj »Potopimo se globoko«","mooc.deep-dive.text.0":"Spletni tečaj evropskega tedna programiranja Potopimo se globoko je 25-urnih tečaj v angleščini, ki učiteljem ponuja priložnost, da se spoznajo z načeli programiranja in pridobijo znanje in samozavest za organiziranje preprostih in zabavnih interaktivnih aktivnosti programiranja s svojimi učenci. Učitelji bodo tukaj našli brezplačne","mooc.deep-dive.text.1":"vire","mooc.deep-dive.text.2":"in gradiva za usposabljanje v okviru evropskega tedna programiranja, ki so na voljo v 29 jezikih in predstavljajo različne vidike programiranja, kot so računalniško razmišljanje, aktivnosti brez računalnika in neskončne možnosti, ki jih ponujajo robotika, spreminjanje in ustvarjanje, jeziki za vizualno programiranje, ustvarjanje aplikacij in drugo.","mooc.deep-dive.course-link":"Oglejte si tečaj »Potopimo se globoko« 2019.","mooc.social-media.0":"Sledite","mooc.social-media.1":"evropskemu tednu programiranja na družbenih medijih,","mooc.social-media.2":"da boste obveščeni o tem, kdaj se začne novi tečaj.","myevents.created_by":"Vse dogodke je ustvaril ","myevents.no_events.first_call_to_action":"Niste še dodali nobenih dogodkov. ","myevents.no_events.first_link":"Dodajte enega zdaj","myevents.no_events.second_call_to_action":"ali preberite naša ","myevents.no_events.second_link":"navodila za organizatorje","myevents.view":"Ogled","myevents.status.APPROVED":"ODOBRENO","myevents.status.REJECTED":"ZAVRNJENO","myevents.status.PENDING":"V ČAKANJU","myevents.status.REPORTED":"PRIJAVLJENO","pagination.previous":"Prejšnji","pagination.next":"Naslednji","participation.title":"Generirajte certifikate o udeležbi za svoj razred","participation.phrase1":"V obrazec vnesite imena svojih učencev, ločena z vejico, in prejeli boste posamezne certifikate o udeležbi.","participation.names.label":"Imena za certifikat","participation.names.help":"Med imeni posameznih udeležencev uporabite vejico.","participation.event_name.label":"Naziv dejavnosti","participation.event_name.help":"Ime dejavnosti, ki bo izpisano na certifikatu.","participation.event_date.label":"Datum dejavnosti","participation.event_date.help":"Datum dejavnosti, ki bo izpisan na certifikatu.","participation.submit":"Generiraj certifikate","participation.thanks_page.title":"Vaši certifikati so bili generirani!","participation.thanks_page.phrase1":"Kliknite to povezavo, da prenesete datoteko zip z vsemi certifikati.","passwords.password":"Geslo mora vsebovati najmanj šest znakov in ga je treba ponoviti.","passwords.reset":"Vaše geslo je bilo ponastavljeno!","passwords.sent":"Poslali smo vam elektronsko sporočilo s povezavo za ponastavitev gesla!","passwords.token":"Ta žeton za ponastavitev gesla je neveljaven.","passwords.user":"Ne moremo najti uporabnika s tem elektronskim naslovom.","privacy-statement-contact.subtitle":"Ta izjava o varstvu osebnih podatkov vsebuje informacije o obdelavi in varstvu vaših osebnih podatkov.","privacy-statement-contact.processing-operation.0":"Postopek obdelave","privacy-statement-contact.processing-operation.1":"Upravljanje ambasadorjev in vodilnih učiteljev tedna programiranja Code Week ter registracije dejavnosti na spletišču","privacy-statement-contact.data-processors.0":"Obdelovalci podatkov","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. in EUN Partnership AISBL (Evropsko šolsko omrežje), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Informacije v zvezi z obdelavo osebnih podatkov za upravljanje ambasadorjev in vodilnih učiteljev tedna programiranja Code Week ter registracije dejavnosti na spletišču.","privacy-statement-contact.3-legal_process.0":'Zakonitost postopka obdelave podatkov: enota G.2 zbira, shranjuje in objavlja vaše osebne podatke, ker ste z označitvijo potrditvenega polja dali izrecno privolitev, ko ste se prijavili za ambasadorja ali vodilnega učitelja tedna programiranja Code Week ali ko ste zaprosili za registracijo dogodka na evropskem tednu programiranja Code Week.',"privacy-statement-contact.4-collect_data.0":"Obvezni osebni podatki, ki se zbirajo za ambasadorje in vodilne učitelje, so:","privacy-statement-contact.4-collect_data.1":"ime","privacy-statement-contact.4-collect_data.2":"elektronski naslov","privacy-statement-contact.4-collect_data.3":"geslo","privacy-statement-contact.4-collect_data.4":"slika","privacy-statement-contact.4-collect_data.5":"življenjepis","privacy-statement-contact.4-collect_data.6":"naziv","privacy-statement-contact.4-collect_data.7":"strokovna področja za vodilne učitelje.","privacy-statement-contact.4-collect_data.8":"Če registrirate dejavnost, so obvezni osebni podatki, ki se zbirajo, naslednji:","privacy-statement-contact.4-collect_data.9":"ime organizacije","privacy-statement-contact.4-collect_data.10":"vrsta organizacije","privacy-statement-contact.4-collect_data.11":"kontaktni elektronski naslov.","privacy-statement-contact.4-collect_data.12":"Predložitev teh podatkov je obvezna, če želite postati ambasador ali vodilni učitelj tedna programiranja Code Week ali registrirati dejavnost na spletišču tedna programiranja Code Week.","privacy-statement-contact.4-collect_data.13":"Poleg tega lahko ambasadorji in vodilni učitelji prostovoljno predložijo naslednje osebne podatke:","privacy-statement-contact.4-collect_data.14":"računi na družbenih medijih.","privacy-statement-contact.4-collect_data.15":"Organizatorji dejavnosti lahko prostovoljno predložijo naslednje podatke:","privacy-statement-contact.4-collect_data.16":"javni kontaktni elektronski naslov","privacy-statement-contact.4-collect_data.17":"spletišče organizatorja","privacy-statement-contact.4-collect_data.18":"koda tedna programiranja za vse.","privacy-statement-contact.4-collect_data.19":"Organizatorji dejavnosti upoštevajte, da lahko ustrezni ambasador za vašo državo ali enota G.2 uporablja osebne podatke, ki ste jih navedli za registracijo dejavnosti, da z vami vzpostavi stik glede zadevne dejavnosti.","privacy-statement-contact.4-collect_data.20":"Osebne podatke ste navedli na","privacy-statement-contact.4-collect_data.21":"strani za prijavo na spletišču tedna programiranja Code Week","privacy-statement-contact.4-collect_data.22":"in na","privacy-statement-contact.4-collect_data.23":"strani za registracijo dejavnosti.","privacy-statement-contact.5-how_long.0":"Vsi osebni podatki v podatkovnih zbirkah bodo izbrisani, če se umaknete iz pobude oziroma pet let po koncu pobude.","privacy-statement-contact.6-protect_data.0":'Vsi osebni podatki v elektronski obliki (elektronska pošta, dokumenti, podatkovne zbirke, naložene serije podatkov itd.) se shranjujejo na strežnikih Evropske komisije ali njenih pogodbenih izvajalcev. Vsi postopki obdelave se izvajajo v skladu s Sklepom Komisije (EU, Euratom) 2017/46 z dne 10. januarja 2017 o varnosti komunikacijskih in informacijskih sistemov v Evropski komisiji.',"privacy-statement-contact.6-protect_data.1":'Pogodbene izvajalce Komisije zavezujejo posebna pogodbena klavzula, ki velja za vse postopke obdelave vaših podatkov v imenu Komisije, in obveznosti glede zaupnosti, ki izhajajo iz uporabe splošne uredbe o varstvu podatkov v državah članicah EU (Uredba (EU) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Komisija je za varstvo vaših osebnih podatkov uvedla več tehničnih in organizacijskih ukrepov. Tehnični ukrepi vključujejo ustrezne ukrepe za obravnavo spletne varnosti, tveganja izgube ali spremembe podatkov ali nepooblaščenega dostopa, pri čemer se upoštevata tveganje, ki ga pomeni obdelava, in narava osebnih podatkov, ki se obdelujejo. Organizacijski ukrepi vključujejo omejitev dostopa do osebnih podatkov samo na pooblaščene osebe z legitimno potrebo po seznanitvi za namene tega postopka obdelave.","privacy-statement-contact.7-access_data.0":"Do vseh osebnih podatkov, ki ste jih predložili, ima osebje Komisije dostop v skladu z načelom „potrebe po seznanitvi“. Poleg tega ima v skladu z načelom „potrebe po seznanitvi“ dostop do vaših osebnih podatkov tudi naš pogodbeni izvajalec.","privacy-statement-contact.7-access_data.1":'Za večjo prepoznavnost ambasadorja ali vodilnega učitelja tedna programiranja Code Week ali registrirane dejavnosti so vsi vaši osebni podatki objavljeni na tem spletišču.',"privacy-statement-contact.7-access_data.2":"Poleg tega lahko enota G.2 posreduje vaše kontaktne podatke kateremu koli članu javnosti ali deležniku, ki bi moral z vami vzpostaviti stik glede tedna programiranja Code Week. Organizatorji dejavnosti upoštevajte, da lahko ustrezni ambasador za vašo državo ali enota G.2 uporablja osebne podatke, ki ste jih navedli ob registraciji dejavnosti, da z vami vzpostavi stik glede zadevne dejavnosti.","privacy-statement-contact.8-rights.0":"Privolili ste, da enoti G.2 za namene tega postopka obdelave predložite svoje osebne podatke. Privolitev lahko kadar koli prekličete tako, da uradno obvestite enoto G.2 na naslov CNECT-G2@ec.europa.eu. Preklic ne bo vplival na zakonitost obdelave, izvedene pred vašim preklicem privolitve.","privacy-statement-contact.10-detailed-info.0":"Ta postopek obdelave podatkov se v javnem registru pooblaščene osebe za varstvo podatkov vodi pod naslednjo referenčno oznako: DPR-EC-02631 Upravljanje kontaktnih točk za politike, programe in projekte GD CONNECT.","privacy-statement.title":"VARSTVO OSEBNIH PODATKOV","privacy-statement.processing-operation.0":"Postopek obdelave","privacy-statement.processing-operation.1":"Obdelava osebnih podatkov na spletišču codeweek.eu, vključno z IP-naslovi, ki jo izvajajo obiskovalci javno dostopnih spletišč.","privacy-statement.data-controller.0":"Upravljavec podatkov","privacy-statement.data-controller.1":"Evropska komisija, Generalni direktorat za komunikacijska omrežja, vsebine in tehnologijo, enota G.2.","privacy-statement.record-reference":"Referenčna oznaka","privacy-statement.table-of-contents":"Kazalo","privacy-statement.1-intro.title":"Uvod","privacy-statement.1-intro.items.1":'Evropska komisija (v nadaljnjem besedilu: Komisija) je zavezana varstvu vaših osebnih podatkov in spoštovanju vaše zasebnosti. Komisija zbira in nadalje obdeluje osebne podatke v skladu z Uredbo (EU) 2018/1725 Evropskega parlamenta in Sveta z dne 23. oktobra 2018 o varstvu posameznikov pri obdelavi osebnih podatkov v institucijah, organih, uradih in agencijah Unije in o prostem pretoku takih podatkov (ter o razveljavitvi Uredbe (ES) št. 45/2001).',"privacy-statement.1-intro.items.2":"Ta izjava o varstvu osebnih podatkov pojasnjuje, zakaj vaše osebne podatke obdelujemo, kako vse predložene osebne podatke zbiramo, z njimi ravnamo in jih varujemo ter kako jih uporabljamo in katere pravice imate glede svojih osebnih podatkov. V njej so opredeljeni tudi kontaktni podatki odgovornega upravljavca podatkov, pri katerem lahko uveljavite svoje pravice, pooblaščene osebe za varstvo podatkov in Evropskega nadzornika za varstvo podatkov.","privacy-statement.1-intro.items.3.0":"Informacije v zvezi s postopkom obdelave","privacy-statement.1-intro.items.3.1":"Obdelava podatkov na spletišču codeweek.eu,","privacy-statement.1-intro.items.3.2":"ki jo izvaja Komisija, je predstavljena v nadaljevanju.","privacy-statement.2-why.title":"Zakaj in kako obdelujemo vaše osebne podatke?","privacy-statement.2-why.items.0":"Namen postopka obdelave","privacy-statement.2-why.items.1":"Generalni direktorat Komisije za komunikacijska omrežja, vsebine in tehnologijo ponuja številna zunanja spletišča. S tehnično izvedbo se vaši osebni podatki zbirajo in uporabljajo za posredovanje spletiščem, ki so fizično nameščena zunaj gostiteljske strukture, ki jo nadzoruje Komisija.","privacy-statement.2-why.items.2":"Vaših osebnih podatkov ne bomo uporabili za avtomatizirano sprejemanje odločitev, vključno s profiliranjem.","privacy-statement.3-legal_process.title":"Na kateri pravni podlagi obdelujemo vaše osebne podatke?","privacy-statement.3-legal_process.items.0":"Pri obdelavi vaših osebnih podatkov upoštevamo več podlag:","privacy-statement.3-legal_process.items.1":'člen 5(1), točka (a), Uredbe (EU) 2018/1725: obdelava je potrebna za opravljanje naloge v javnem interesu ali pri izvajanju javne oblasti, dodeljene instituciji ali organu Unije.',"privacy-statement.3-legal_process.items.2":"Obveščanje širše javnosti je naloga, ki izhaja iz pooblastil Evropske komisije na institucionalni ravni v skladu s členom 58(2), točka (d), Uredbe (EU, Euratom) 2018/1046 Evropskega parlamenta in Sveta z dne 18. julija 2018 o finančnih pravilih, ki se uporabljajo za splošni proračun Unije (UL L 193, 30.7.2018, str. 1). Zagotavljamo, da se za obdelavo osebnih podatkov izvajajo zadostni in specifični zaščitni ukrepi v skladu z veljavno zakonodajo na področju varstva podatkov.","privacy-statement.3-legal_process.items.3":'člen 5(1), točka (d), Uredbe (EU) 2018/1725: za dejavnosti obdelave, ki vključujejo piškotke in avtentikacijo, je potrebna vaša privolitev. V skladu s členom 3(15) in členom 7 Uredbe (EU) 2018/1725 mora biti privolitev prostovoljna, konkretna, informirana in nedvoumna.',"privacy-statement.3-legal_process.items.4":"Privolitev smo pridobili neposredno od vas. Morda ste jo izrazili po e-pošti, prek prijavnega obrazca ali v kateri koli drugi pisni obliki.","privacy-statement.4-collect_data.title":"Katere osebne podatke zbiramo in nadalje obdelujemo?","privacy-statement.4-collect_data.items.0":"Za ta postopek obdelave enota G.2 zbira naslednje kategorije osebnih podatkov:","privacy-statement.4-collect_data.items.1":"naslov internetnega protokola (IP-naslov) ali ID-številka naprave, ki jo uporabljate za dostop do spletišča.","privacy-statement.4-collect_data.items.2":"Brez te obdelave ne boste mogli vzpostaviti tehnične povezave med vašimi napravami in strežniško infrastrukturo, zato ne boste mogli dostopati do našega spletišča.","privacy-statement.4-collect_data.items.3":"Da lahko na tem spletišču izvedete avtentikacijo, enota G.2 zbira naslednje kategorije osebnih podatkov:","privacy-statement.4-collect_data.items.4":"elektronski naslov","privacy-statement.4-collect_data.items.5":"geslo ali","privacy-statement.4-collect_data.items.6":"avtentikacija na družbenih medijih.","privacy-statement.5-how_long.title":"Kako dolgo hranimo vaše osebne podatke?","privacy-statement.5-how_long.items.0":"Enota G.2 hrani vaše osebne podatke samo toliko časa, kolikor je nujno potrebno za namen zbiranja ali nadaljnje obdelave, tj. med trajanjem seje brskanja. Poleg tega so lahko IP-naslovi iz varnostnih razlogov leto dni shranjeni v dnevniških datotekah storitev. Pri orodju za analitiko se IP-naslov in ID-številka naprave (npr. številka IMEI in naslov WiFi MAC) izbrišeta takoj ob prekinitvi povezave.","privacy-statement.6-protect_data.title":"Kako varujemo vaše osebne podatke?","privacy-statement.6-protect_data.items.0":"Vsi osebni podatki v elektronski obliki (elektronska pošta, dokumenti, podatkovne zbirke, naložene serije podatkov itd.) se shranjujejo na strežnikih Evropske komisije. Vsi postopki obdelave se izvajajo v skladu s","privacy-statement.6-protect_data.items.1":"Sklepom Komisije (EU, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":"z dne 10. januarja 2017 o varnosti komunikacijskih in informacijskih sistemov v Evropski komisiji.","privacy-statement.6-protect_data.items.3":"Komisija je za varstvo vaših osebnih podatkov uvedla več tehničnih in organizacijskih ukrepov. Tehnični ukrepi vključujejo ustrezne ukrepe za obravnavo spletne varnosti, tveganja izgube ali spremembe podatkov ali nepooblaščenega dostopa, pri čemer se upoštevata tveganje, ki ga pomeni obdelava, in narava osebnih podatkov, ki se obdelujejo. Organizacijski ukrepi vključujejo omejitev dostopa do osebnih podatkov samo na pooblaščene osebe z legitimno potrebo po seznanitvi za namene tega postopka obdelave.","privacy-statement.7-access_data.title":"Kdo ima dostop do vaših osebnih podatkov in komu se razkrijejo?","privacy-statement.7-access_data.items.0":"Dostop do vaših osebnih podatkov ima osebje Komisije, odgovorno za to postopek obdelave, ter pooblaščeno osebje v skladu z načelom „potrebe po seznanitvi“. Navedeno osebje zavezujejo zakonski in po potrebi dodatni sporazumi o zaupnosti.","privacy-statement.7-access_data.items.1":"Poleg tega se lahko dostop do vaših osebnih podatkov v skladu z načelom „potrebe po seznanitvi“ omogoči zunanjim izvajalcem, ki delujejo v imenu službe Komisije, ki je lastnica spletišč in se ukvarja z njihovim ustvarjanjem, vzdrževanjem, upravljanjem in arhiviranjem, ter na podlagi pogodbenega sporazuma, sklenjenega s to službo.","privacy-statement.7-access_data.items.2":"Zbrane informacije se ne bodo posredovale tretjim osebam, razen v obsegu in za namene, zahtevane z zakonom.","privacy-statement.8-rights.title":"Katere pravice imate in kako jih lahko uveljavljate?","privacy-statement.8-rights.items.0":"Kot „posameznik, na katerega se nanašajo osebni podatki“, imate v skladu s poglavjem III (členi 14 do 25) Uredbe (EU) 2018/1725 posebne pravice, zlasti pravico do dostopa do svojih osebnih podatkov in njihovega popravka ali izbrisa ter pravico do omejitve obdelave svojih osebnih podatkov. Kadar je primerno, imate tudi pravico, da ugovarjate obdelavi, ali pravico do prenosljivosti podatkov.","privacy-statement.8-rights.items.1":"Pravico imate ugovarjati obdelavi svojih osebnih podatkov, ki se zakonito izvaja v skladu s členom 5(1), točka (a).","privacy-statement.8-rights.items.2":"Privolili ste, da za namene tega postopka obdelave predložite svoje osebne podatke. Privolitev lahko kadar koli prekličete tako, da uradno obvestite enoto G.2. Preklic ne bo vplival na zakonitost obdelave, izvedene pred vašim preklicem privolitve.","privacy-statement.8-rights.items.3":"Za uveljavljanje svojih pravic se obrnite na upravljavca podatkov ali v primeru spora na pooblaščeno osebo za varstvo podatkov. Po potrebi se lahko obrnete tudi na Evropskega nadzornika za varstvo podatkov. Njihovi kontaktni podatki so navedeni v razdelku 9 v nadaljevanju.","privacy-statement.8-rights.items.4":"Če želite uveljavljati pravice v zvezi z enim ali več konkretnimi postopki obdelave, jih opišite v svojem zahtevku (tj. navedite njihovo referenčno oznako, kot je navedena v razdelku 10 v nadaljevanju).","privacy-statement.9-contact.title":"Kontaktni podatki","privacy-statement.9-contact.data-controller.title":"Upravljavec podatkov","privacy-statement.9-contact.data-controller.text":"Za uveljavljanje svojih pravic v skladu z Uredbo (EU) 2018/1725 ali za pripombe, vprašanja, pomisleke ali pritožbe v zvezi z zbiranjem in uporabo svojih osebnih podatkov se obrnite na upravljavca podatkov, enota G.2, Evropska komisija, na naslovu","privacy-statement.9-contact.data-protection-officer.title":"Pooblaščena oseba za varstvo podatkov pri Komisiji","privacy-statement.9-contact.data-protection-officer.text":"Na pooblaščeno osebo za varstvo podatkov (DATA-PROTECTION-OFFICER@ec.europa.eu) se lahko obrnete, če imate vprašanja o obdelavi svojih osebnih podatkov v skladu z Uredbo (EU) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Evropski nadzornik za varstvo podatkov (ENVP)","privacy-statement.9-contact.european-data-protection.text":'Pri Evropskem nadzorniku za varstvo podatkov (edps@edps.europa.eu) lahko vložite pritožbo, če menite, da je upravljavec podatkov z obdelavo vaših osebnih podatkov kršil vaše pravice iz Uredbe (EU) 2018/1725.',"privacy-statement.10-detailed-info.title":"Kje so na voljo podrobnejše informacije?","privacy-statement.10-detailed-info.items.0":'Pooblaščena oseba za varstvo podatkov pri Komisiji vodi register vseh dokumentiranih in priglašenih postopkov obdelave osebnih podatkov, ki jih izvaja Komisija. Dostop do registra je na voljo na naslednji povezavi: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Ta postopek obdelave podatkov se v javnem registru pooblaščene osebe za varstvo podatkov vodi pod referenčno oznako: DPR-EC-09706.1.","privacy.title":"VARSTVO OSEBNIH PODATKOV","privacy.1-intro.title":"1. Uvod","privacy.1-intro.items.1":"

    Evropska komisija (v nadaljevanju „Komisija“) je zavezana varstvu vaših osebnih podatkov in spoštovanju vaše zasebnosti. Komisija zbira in nadalje obdeluje osebne podatke v skladu z Uredbo (EU) 2018/1725 Evropskega parlamenta in Sveta z dne 23. oktobra 2018 o varstvu posameznikov pri obdelavi osebnih podatkov v institucijah, organih, uradih in agencijah Unije in o prostem pretoku takih podatkov (razveljavitev Uredbe (ES) št. 45/2001).

    ","privacy.1-intro.items.2":"

    Ta izjava o varstvu osebnih podatkov pojasnjuje razlog za zbiranje in obdelavo, način zbiranja, obdelave in zagotavljanja varstva vseh predloženih osebnih podatkov, kako se ti podatki uporabljajo in katere pravice lahko uveljavljate v zvezi z vašimi osebnimi podatki (pravica do dostopa, popravka, blokiranja itd.). Navaja tudi kontaktne podatke odgovornega upravljavca podatkov, pri katerem lahko uveljavljate svoje pravice, pooblaščeno osebo za varstvo podatkov in Evropskega nadzornika za varstvo podatkov.

    ","privacy.1-intro.items.3":"

    Ta izjava o varstvu osebnih podatkov zadeva zbiranje in objavo osebnih podatkov na javno dostopnem spletnem mestu Codeweek.eu glede oseb, ki delujejo kot kontaktne točke za dejavnosti evropskega tedna programiranja (ambasadorji evropskega tedna programiranja, koordinatorji ministrstva za izobraževanje, vodilni učitelji ter organizatorji dejavnosti in dogodkov).

    ","privacy.2-why.title":"2. Zakaj obdelujemo vaše podatke?","privacy.2-why.items.1":"

    Evropska komisija zbira in objavlja vaše osebne podatke za lažje prepoznavanje kontaktnih točk s strani interesnih skupin ali zainteresiranih državljanov. Postavitev dejanskih oseb kot kontaktnih točk je najboljši in najučinkovitejši način za zagotovitev, da zainteresirani lahko stopijo v stik s službami Komisije.

    ","privacy.2-why.items.2":"

    Vaši osebni podatki ne bodo uporabljeni za avtomatizirano sprejemanje odločitev, vključno s profiliranjem.

    ","privacy.3-legal_process.title":"3. Pravna podlaga za obdelavo vaših osebnih podatkov","privacy.3-legal_process.items.1":"

    V skladu s členom 5(1)(d) Uredbe (EU) 2018/1725 so postopki obdelave osebnih podatkov zakoniti, ker ste s pomočjo spletnega obrazca privolili v obdelavo svojih osebnih podatkov ali ste se pri prijavi s socialnim omrežjem strinjali, da bomo uporabili vaš elektronski naslov in uporabniško ime.

    ","privacy.4-collect_data.title":"4. Katere osebne podatke zbiramo in nadalje obdelujemo?","privacy.4-collect_data.items.1":"

    Zbrani osebni podatki so podatki, ki omogočijo lažjo identifikacijo vas kot kontaktne točke in ki povečajo vašo prepoznavnost v javnosti, in sicer: naziv, ime, priimek, položaj, službeni poštni in elektronski naslovi, telefonska številka, slika, račun družbenih medijev, biografija.

    ","privacy.4-collect_data.items.2":"

    Te osebne podatke ste z izpolnitvijo prijavnega obrazca predložili prostovoljno.

    ","privacy.4-collect_data.items.3":"

    Predložitev določenih osebnih podatkov je obvezna za objavo dejavnosti in/ali kontaktnih informacij, ki se lahko pojavijo na spletnem mestu codeweek.eu. Če ne posredujete svojih osebnih podatkov, vaša dejavnost ne bo objavljena in/ali ne boste mogli sodelovati v prej omenjenih mrežah.

    ","privacy.4-collect_data.items.4":"

    Vse ostale osebne podatke posredujete na prostovoljni osnovi.

    ","privacy.4-collect_data.items.5":"Ob naročilu na e-novice bomo vaš e-naslov dodali na seznam prejemnikov sporočil Evropskega tedna programiranja EU Code Week, ki ga upravlja Mailerlite.com. Preberite politiko zasebnosti družbe Mailerlite: Https://www.mailerlite.com/legal/privacy-policy. Od e-novic se lahko odjavite kadar koli prek povezave „unsubscribe“, ki jo najdete v prejetih sporočilih, ali pa nam pišite na info@codeweek.eu in v zadevo zapišite „Unsubscribe“.","privacy.5-how_long.title":"5. Kako dolgo hranimo vaše osebne podatke?","privacy.5-how_long.items.1":"

    Komisija hrani vaše osebne podatke samo za čas, potreben za izpolnitev namena zbiranja ali nadaljnje obdelave, kot opisano v točki 2, in sicer za tako dolgo, kot delujete kot kontaktna točka.

    ","privacy.5-how_long.items.2":"

    Vaši osebni podatki bodo odstranjeni z javno dostopnega spletnega mesta takoj, ko prenehate z vašo funkcijo kontaktne točke, razen če ste dali soglasje za vključitev v bazo podatkov za prihodnje dejavnosti.

    ","privacy.6-protect_data.title":"6. Kako varujemo in ščitimo vaše osebne podatke?","privacy.6-protect_data.items.1":"

    Vsi osebni podatki v elektronski obliki (elektronski naslovi, dokumenti, podatkovne zbirke, naloženi paketi podatkov itd.) se hranijo bodisi na strežnikih Evropske komisije bodisi njenega izvajalca. Vsi postopki obdelave se izvajajo v skladu s Sklepom Komisije (EU, Euratom) 2017/46 z dne 10. januarja 2017 o varnosti komunikacijskih in informacijskih sistemov v Evropski komisiji.

    ","privacy.6-protect_data.items.2":"

    Izvajalce Komisije zavezuje posebna pogodbena klavzula glede vseh postopkov obdelave vaših podatkov v imenu Komisije in obveznosti glede zaupnosti, ki izhajajo iz prenosa Splošne uredbe o varstvu podatkov v državah članicah EU (Uredba (EU) ) 2016/679).

    ","privacy.6-protect_data.items.3":"

    Komisija je vzpostavila številne tehnične in organizacijske ukrepe, da bi zaščitila vaše osebne podatke. Tehnični ukrepi vključujejo ustrezne ukrepe za obravnavo spletne varnosti, tveganja izgube podatkov, spremembe podatkov ali nepooblaščenega dostopa, ob upoštevanju tveganja, ki ga predstavlja obdelava, in narave osebnih podatkov, ki se obdelujejo. Organizacijski ukrepi vključujejo omejitev dostopa do osebnih podatkov izključno za pooblaščene osebe, ki imajo upravičeno potrebo po seznanitvi za namen postopka obdelave.

    ","privacy.7-access_data.title":"7. Kdo ima dostop do vaših podatkov in komu se razkrijejo?","privacy.7-access_data.items.1":"

    Dostop do vaših osebnih podatkov se zagotovi osebju Komisije, ki je odgovorno za izvajanje tega postopka obdelave in pooblaščenemu osebju v skladu z načelom potrebe po seznanitvi. Takšno osebje ravna v skladu z zakonsko določenimi in po potrebi dodatnimi sporazumi o zaupnosti.

    ","privacy.7-access_data.items.2":"

    Do vseh osebnih podatkov, ki jih predložite, lahko konkretno dostopajo skrbniki spletnih strani (osebje Komisije) in drugo osebje Komisije na podlagi potrebe po seznanitvi.. Poleg tega bodo vaši osebni podatki in podatki o dogodku dostopni članom mrež ambasadorjev evropskega tedna programiranja in koordinatorjem za izobraževanje za organizacijo lokalnih dejavnosti ali dejavnosti nadaljnjega spremljanja.

    ","privacy.7-access_data.items.3":"

    Z namenom povečanja prepoznavnosti kontaktnih točk bodo vaši osebni podatki brez omejitev dostopa objavljeni na javnem spletnem mestu: https://codeweek.eu.

    ","privacy.7-access_data.items.4":"

    O prenosu podatkov tretjim osebam

    ","privacy.7-access_data.items.5":"

    Podatkov, ki jih zbiramo, ne bomo posredovali nobeni tretji osebi, razen v obsegu in za namen, h kateremu nas zavezuje zakon.

    ","privacy.8-rights.title":"8. Kakšne so vaše pravice in kako jih lahko uveljavljate?","privacy.8-rights.items.1":'

    Kot „posameznik, na katerega se nanašajo osebni podatki", imate v skladu s poglavjem III (členi 14–25) Uredbe (EU) 2018/1725 posebne pravice, zlasti pravico do dostopa, popravka ali izbrisa svojih osebnih podatkov in pravico do omejitve obdelave osebnih podatkov. Kadar je to ustrezno, imate tudi pravico do ugovora obdelavi in pravico do prenosljivosti podatkov.

    ',"privacy.8-rights.items.2":"

    Privolili ste, da nam boste predložili svoje osebne podatke za sedanji postopek obdelave; privolitev lahko kadar koli prekličete, tako da o tem obvestite upravljavca podatkov. Preklic ne bo vplival na zakonitost obdelave, ki je bila opravljena, preden ste privolitev preklicali.

    ","privacy.8-rights.items.3":"

    Svoje pravice lahko uveljavljate tako, da se obrnete na upravljavca podatkov ali v primeru spora na pooblaščeno osebo za varstvo podatkov. Po potrebi se lahko obrnete tudi na Evropskega nadzornika za varstvo podatkov. Njihovi kontaktni podatki so navedeni v razdelku 9 spodaj.

    ","privacy.9-contact.title":"9. Kontaktni podatki","privacy.9-contact.data-controller.title":"Upravljavec podatkov","privacy.9-contact.data-controller.text":"

    Če želite uveljavljati svoje pravice iz Uredbe (EU) 2018/1725, če imate pripombe, vprašanja ali pomisleke ali če želite vložiti pritožbo glede zbiranja in uporabe vaših osebnih podatkov, vas prosimo, da se obrnete na upravljavca podatkov,

    ","privacy.9-contact.data-controller.address":"Generalni direktorat za komunikacijska omrežja, vsebine in tehnologijo, enota G2,
    stavba BU25,
    B-1049 Bruselj
    ","privacy.9-contact.data-controller.email":"Elektronski naslov: ","privacy.9-contact.data-protection-officer.title":"Pooblaščena oseba za varstvo podatkov Komisije","privacy.9-contact.data-protection-officer.text":'

    Glede vprašanj v zvezi z obdelavo vaših osebnih podatkov na podlagi Uredbe (EU) 2018/1725 se lahko obrnete na pooblaščeno osebo za varstvo podatkov (DATA-PROTECTION-OFFICER@ec.europa.eu).

    ',"privacy.9-contact.european-data-protection.title":"Evropski nadzornik za varstvo podatkov (ENVP)","privacy.9-contact.european-data-protection.text":'

    Če menite, da so bile zaradi obdelave vaših osebnih podatkov kršene vaše pravice iz Uredbe (EU) 2018/1725 s strani upravljavca podatkov, imate pravico do uporabe pravnih sredstev (lahko vložite pritožbo) pri Evropskem nadzorniku za varstvo podatkov (edps@edps.europa.eu).

    ',"remote-teaching.remote-teaching":"poučevanje na daljavo","remote-teaching.intro.title":"Teden programiranja in poučevanje na daljavo","remote-teaching.intro.text":"Izobraževanje na daljavo je lahko precejšen izziv za učitelje in učence, pri tem pa je treba premagati veliko ovir. Vendar poučevanja programiranja, računalniškega razmišljanja in celo robotike ni treba ustaviti, ker so vaši učenci doma. Spodaj je nekaj nasvetov in virov, ki vam lahko pomagajo.","remote-teaching.intro.points.1":"to je zbirka kratkih videov, gradiv za „naredi-si-sam“, ugank, iger in izzivov s področja programiranja za vsakdanjo uporabo doma in v šoli.","remote-teaching.intro.points.2.0":"Programiranje brez računalnika","remote-teaching.intro.points.2.1":"tukaj boste našli različne dejavnosti, ki jih lahko enostavno izvedete doma, da se naučite programirati ali poučujete programiranje z vsakodnevnimi materiali.","remote-teaching.intro.points.3.0":"Učni drobci","remote-teaching.intro.points.3.1":"tukaj boste našli „učne drobce“ ali praktične vaje o trajnostnem razvoju in umetni inteligenci, katerih učni načrti vključujejo oddelke o poučevanju na daljavo.","remote-teaching.intro.points.4.0":"Shramba virov","remote-teaching.intro.points.4.1":"številne vire v shrambi je mogoče uporabiti tudi v scenarijih poučevanja na daljavo. Najdete lahko vire za poučevanje programiranja ali za učenje programiranja.","remote-teaching.intro.points.5.0":"Spletni seminarji o učenju in poučevanju programiranja od doma","remote-teaching.intro.points.5.1":"ali ste vedeli, da je bilo v okviru tedna programiranja organiziranih več spletnih seminarjev o učenju in poučevanju programiranja od doma? Oglejte si jih!","remote-teaching.tips.title":"7 nasvetov za poučevanje programiranja na daljavo","remote-teaching.tips.points.1.0":"Seznanite se s koncepti, programskim jezikom in programsko opremo","remote-teaching.tips.points.1.1":"medtem ko se lahko učenci delno samostojno učijo programirati z metodo poskusov in napak, jih boste morali voditi in jim pomagati najti skladenjske napake. Bodite pripravljeni na spremembe in prilagoditve, če digitalno orodje ali programski jezik ne prinese učnih rezultatov, ki ste jih pričakovali.","remote-teaching.tips.points.2.0":"Okrepite vlogo učencev","remote-teaching.tips.points.2.1":"z motivacijo in smiselnimi učnimi urami učencem pomagajte, da izkoristijo svoj celotni potencial. Dovolite jim, da raziskujejo svoje znanje in spretnosti ter ustvarjalnost, tako da jim omogočite, da sami izbirajo svoje projekte in kaj bodo s programiranjem ustvarili. Poleg tega vam priporočamo, da ste realni in si zastavite cilje, ki jih vaši učenci lahko dosežejo.","remote-teaching.tips.points.3.0":"Učence spodbujajte k delu v skupinah","remote-teaching.tips.points.3.1":`programiranje v skupinah ni le bolj zabavno, ampak učencem pomaga izvesti bolj zapletene in ustvarjalne projekte. Poleg tega se lahko nekateri učenci pri učenju na daljavo počutijo izolirane, delo v skupinah pa lahko to prepreči. Organizirate lahko na primer spletne sestanke, da se vaši učenci zberejo v skupine, ali pa medsebojno ocenjevanje, tako da učence povabite, naj zagotovijo konstruktivne povratne informacije o drugih projektih in dobijo povratne informacije o svojem. -`,"remote-teaching.tips.points.4.0":"Raziščite odprtokodno programsko opremo in brezplačne spletne platforme za učenje programiranja","remote-teaching.tips.points.4.1":"obstaja veliko kakovostnih virov za učenje in poučevanje programiranja, ki so napredni, toda še vedno preprosti za uporabo. To so brezplačna orodja, ki jih lahko vaši učenci uporabljajo, ne da bi morali kupiti licence ali prenesti programsko opremo. Večino jih lahko najdete v shrambi tedna programiranja, kjer so na voljo na primer Scratch, App Inventor, Code.org, EarSketch, Sonic Pi itd. Kot smo videli pri učnih drobcih tedna programiranja, lahko ta orodja uporabljate za katero koli temo.","remote-teaching.tips.points.5.0":"Ohranjajte razigranost","remote-teaching.tips.points.5.1":"vaši prvi koraki k programiranju bi morali biti zanimivi in zabavni, in čeprav morda tega užitka tokrat ne boste mogli deliti osebno, obstajajo načini, kako se lahko skupaj igrate in zabavate. Učencem lahko na primer predlagate, naj si med učno uro vzamejo odmor ter se povežejo in skupaj igrajo CodyColor, ki je izobraževalna igra za več igralcev, namenjena učenju računalniškega razmišljanja med igranjem.","remote-teaching.tips.points.6.0":"Simulirajte resnične razredne interakcije","remote-teaching.tips.points.6.1":"ehnologija nam omogoča, da vsaj delno dosežemo enake interakcije, kot bi potekale v razredu. Učence lahko spodbujate, naj ob določenem času vklopijo kamere, virtualno dvigujejo roke, postavljajo vprašanja – osebno ali v oknu za klepet –, izpolnijo digitalne ankete, igrajo kvize itd. Nekatera brezplačna digitalna orodja, ki jih lahko uporabite v ta namen, so Zoom, Microsoft Teams, GoToMeeting ali Jitsi za učne ure v živo ter Kahoot, Mentimeter ali Google Forms za kvize in razredne interakcije. To bo učencem pomagalo, da se bodo počutili, kot da so v razredu, in da se bodo počutili povezane z vrstniki.","remote-teaching.tips.points.7.0":"Zagotovite razpoložljivost in cenovno dostopnost gradiv","remote-teaching.tips.points.7.1":"poskrbite, da bodo vaše učne ure programiranja realistične in vključujoče, tako da zagotovite, da je mogoče potrebne materiale enostavno najti v vsakem gospodinjstvu ter da imajo vsi učenci dostop do njih ali da lahko za tiste, ki ga nimajo, zagotovite prilagoditve. Za dejavnosti programiranja brez računalnika so na primer potrebni poceni materiali, kot so škarje, papir ali markerji. Pri delu s spletnimi vajami iz programiranja se prepričajte, da imajo vsi učenci doma dostop do tabličnega ali drugačnega računalnika in zanesljive internetne povezave.","remote-teaching.tips.conclusion":"Kako se učite programirati in poučujete programiranje v okoljih za poučevanje na daljavo? Ali imate kakršne koli nasvete za druge pedagoške delavce? Dodajte komentar v spodnjem forumu.","report.title":"Prijavite svoj dogodek #EUCodeWeek","report.event_title":"Naslov dogodka","report.number_required":"Navedite grobo oceno, tudi če nimate natančnih podatkov.","report.phrase1":"Ta obrazec lahko izpolnite samo enkrat! Skrbno preverite svoje podatke. Če se zmotite, ","report.phrase2":"Ko boste oddali prijavo, se bo samodejno ustvaril personalizirani certifikat o udeležbi v tednu programiranja, ki ga boste lahko prenesli ali delili. Primer certifikata si lahko ogledate tukaj.","report.phrase3":"Obvezna polja so označena z zvezdico *.","report.phrase4":"Ta obrazec lahko izpolnite samo enkrat! Skrbno preverite svoje podatke. Če se zmotite,","report.contactus":"nas kontaktirajte.","report.participants_count.label":"Število udeležencev","report.average_participant_age.label":"Povprečna starost udeležencev","report.percentage_of_females.label":"Delež žensk","report.codeweek_for_all_participation_code.label":"Koda za udeležbo Code Week 4 All","report.codeweek_for_all_participation_code.help":"Če imate kodo Code Week 4 All, jo lahko prilepite tukaj. Če se ne boste udeležili, preskočite to polje.","report.name_for_certificate.label":"Ime za certifikat","report.name_for_certificate.help":"Vpišite ime organizatorja dogodka, ki bo izdal certifikat o udeležbi v tednu programiranja. Uporabite samo nabor znakov ASCII (latinica). Črke s poudarki, preglasi in podobnimi znaki niso podprte.","report.submit":"Pošljite prijavo dogodka","report.thanks_page.title":"Hvala, da ste prijavili svoj dogodek!","report.thanks_page.certificate_ready":"Vaš certifikat je pripravljen.","report.thanks_page.download_button":"Kliknite tukaj, da ga prenesete.","report.thanks_page.back_events":"Nazaj na dogodek","resources.search_resources":"Iskanje virov","resources.types":"Vrste","resources.levels":"Stopnje","resources.programming_languages":"Programski jeziki","resources.categories":"Kategorije","resources.Languages":"Jeziki","resources.Subjects":"Predmeti","resources.share":"Deli","resources.communication_toolkit":"Komunikacijsko orodje","resources.teachers_toolkit":"Orodje za učitelje","resources.leaflet":"Letak","resources.how_to_organise_an_activity":"Kako organizirati dejavnost?","resources.resources.languages.Russian":"Ruščina","resources.resources.languages.Norwegian":"Norveščina","resources.resources.languages.Mandarin":"Mandarinščina","resources.resources.languages.Japanese":"Japonščina","resources.resources.languages.All targeted languages":"Vsi izbrani jeziki","resources.resources.levels.Beginner":"Osnovna stopnja","resources.resources.levels.Intermediate":"Nadaljevalna stopnja","resources.resources.levels.Advanced":"Izpopolnjevalna stopnja","resources.resources.levels.Pre-primary education":"Predšolsko izobraževanje","resources.resources.levels.Primary school (5-12)":"Osnovna šola (5–12)","resources.resources.levels.Lower secondary school (12-16)":"Nižja srednja šola (12–16)","resources.resources.levels.Upper secondary school (16-18)":"Višja srednja šola (16–18)","resources.resources.levels.Higher Education":"Višje in visokošolsko izobraževanje","resources.resources.levels.Other":"Drugo","resources.resources.subjects.Art":"Umetnost","resources.resources.subjects.Biology":"Biologija","resources.resources.subjects.Chemistry":"Kemija","resources.resources.subjects.Computer Science":"Računalništvo","resources.resources.subjects.Culture":"Kultura","resources.resources.subjects.Economics":"Ekonomija","resources.resources.subjects.Foreign Languages":"Tuji jeziki","resources.resources.subjects.Geography":"Geografija","resources.resources.subjects.Geology":"Geologija","resources.resources.subjects.History":"Zgodovina","resources.resources.subjects.Language and Literature":"Jezik in literatura","resources.resources.subjects.Mathematics":"Matematika","resources.resources.subjects.Natural Sciences":"Naravoslovje","resources.resources.subjects.Physical Education":"Športna vzgoja","resources.resources.subjects.Physics":"Fizika","resources.resources.subjects.Coding":"Kodiranje","resources.resources.subjects.Special Education Needs":"Posebne izobraževalne potrebe","resources.resources.subjects.Other":"Drugo","resources.resources.types.Tutorial":"Lekcija","resources.resources.types.Website":"Spletno mesto","resources.resources.types.Online Course":"Spletni tečaj","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Zvok","resources.resources.types.Application":"Aplikacije","resources.resources.types.Game":"Igre","resources.resources.types.Graphic Material":"Grafično gradivo","resources.resources.types.Presentation":"Predstavitve","resources.resources.types.Toolkit":"Orodja","resources.resources.types.Other":"Drugo","resources.resources.types.Lesson Plan":"Učni načrt","resources.resources.types.Guide":"Navodila","resources.resources.categories.Coding":"Kodiranje","resources.resources.categories.Programming":"Programiranje","resources.resources.categories.Computational Thinking":"Računalniško razmišljanje","resources.resources.categories.Robotics":"Robotika","resources.resources.categories.Making":"Ustvarjanje","resources.resources.categories.Tinkering":"Drobno izboljševanje","resources.resources.categories.Unplugged Activities":"Dejavnosti brez povezave","resources.resources.categories.Other":"Drugo","school.name":"Ime šole","school.location":"Lokacija šole","school.description":"Opis šole","school.school":"Šola","school.add":"Dodaj","school.list":"Seznam","school.required.name":"Vnesti morate ime šole.","school.required.location":"Vnesti morate lokacijo šole.","schools.1.title1":"Zakaj bi morali omogočiti programiranje v svojem razredu?","schools.1.title2":"Kako lahko programiranje koristi vašim učencem? Kaj je v tem za vas kot učitelje?","schools.1.content.0":"Verjamemo, da mora osnovna pismenost vsakega posameznika v digitalni dobi vključevati tudi razumevanje programiranja in razvoj ključnih kompetenc, povezanih z računalniškim razmišljanjem, kot so reševanje težav, sodelovanje in analitične veščine.","schools.1.content.1":"Vaši učenci lahko z učenjem programiranja povečajo svojo vlogo in stopijo v ospredje digitalno pismene družbe, dosežejo boljše razumevanje sveta okoli sebe ter pridobijo boljše možnosti za uspeh v osebnem in poklicnem življenju.","schools.1.content.2":"Teden programiranja nudi vsem učencem možnost, da naredijo prve korake kot digitalni oblikovalci, saj šolam in učiteljem zagotavlja brezplačno priložnost za strokovni razvoj, učna gradiva, mednarodne izzive in možnosti za izmenjavo.","schools.1.button.label":"Bi radi začeli takoj? Prijavite se tukaj!","schools.2.title1":"Ste pripravljeni, da se vključite?","schools.2.title2":"Pripravite učno uro, tečaj usposabljanja ali dogodek in ga pripnite na zemljevid.","schools.2.content.0":"Ne glede na to, ali imate znanje s področja programiranja ali ne, lahko enostavno pripravite učno uro v svojem razredu, dan odprtih vrat ali dogodek na svoji šoli. Samo poiščite datum in prijavite svojo dejavnost na spodnjem zemljevidu. Če menite, da boste pri pripravi učne ure programiranja potrebovali pomoč, preskočite na naslednjo rubriko.","schools.2.content.1":"Prebrskajte po spodnjem zemljevidu in si oglejte nekaj primerov dejavnosti, ki se pripravljajo, ter dodajte svoje in se tako pridružite več tisoč kolegom iz vse Evrope in zunaj nje: ","schools.2.button.label":"Ste pripravljeni, da poskusite? Dodajte dejavnost!","schools.3.title1":"Je programiranje za vas nekaj novega? Brez skrbi","schools.3.title2":"S pomočjo naših orodij se boste seznanili z osnovami programiranja, preden boste vse skupaj predstavili svojim učencem","schools.3.content.0":"Če želite predstaviti programiranje v svojem razredu, vendar ne veste, kje bi začeli, ste lahko brez skrbi! Mednarodna skupina učiteljev in strokovnjakov pripravlja sklop kratkih spletnih modulov za usposabljanje, ki vam bodo pomagali začeti.","schools.3.content.1":"Za sledenje našim učnim nasvetom ne potrebujete nikakršnega predhodnega znanja o programiranju!","schools.3.button.label":"Odprite module za usposabljanje","schools.4.title1":"Iščete dodaten izziv?","schools.4.title2":"Zgradite mrežo dejavnosti, vključite čim več učencev in si prislužite certifikat odličnosti","schools.4.content.0":"Code Week 4 All (teden programiranja za vse) je izziv, da združite moči z drugimi učitelji ali šolami in sodelujete v mednarodni skupnosti enako mislečih ljudi, ki svojim učencem nudijo priložnost, da naredijo prve korake v programiranju. Oblikujte zavezništvo, ki vključuje več kot 500 učencev, in pridobili boste certifikat odličnosti.","schools.4.button.label":"Več o izzivu Code Week 4 All","schools.title":"Šole: omogočite teden programiranja svojim učencem","scoreboard.title":"Katere države že vrvijo od programerskih aktivnosti?","scoreboard.paragraph":"Pregled dogodkov je urejen po številu navedenih programerskih dogodkov na prebivalstvo, zato naj vas nikar ne preseneti, če bodo na vrhu seznama nekatere od manjših držav!","scoreboard.parcipating_with":"sodeluje z","scoreboard.events":"dogodki","search.audience_title":"Udeleženci","search.theme_title":"Tema","search.placeholder":"Poiščite ime ali oznako dogodka","search.submit":"Išči","search.label_country":"Izberite državo","search.last_year_events.label":"Vključi dogodke iz zadnjih let","search.last_year_events.yes":"Da","search.last_year_events.no":"Ne","search.search_counter":"se ujemajo z vašimi merili za iskanje","search.event":"dogodek","search.events":"dogodki","search.year":"leto","search.audiences":"Občinstvo","search.themes":"Teme","search.countries":"Države","search.search_placeholder":"Iskanje po naslovu ali opisu","snippets.featured-activities":"Tu so predstavljene prihajajoče dejavnosti v okviru evropskega tedna programiranja, v katerih lahko sodelujejo spletni udeleženci. Lahko jih filtrirate po jeziku in mesecu, s klikom na „prikaži“ pa se vam bodo prikazale vse podrobnosti o dejavnosti in kontaktnih podatkih organizatorjev. Uživajte!","snippets.learn":"Programiranje je ključna kompetenca, ki se vse pogosteje zahteva na vseh področjih, z evropskim tednom programiranja pa vas želimo podpreti pri učenju! Pobrskajte po naši shrambi in poiščite popoln vir za začetek ali nadaljevanje svojega programerskega potovanja. Vsi ti viri so brezplačni. Ne pozabite, da lahko rezultate iskanja filtrirate po vrsti vira, stopnjah veščin, programskem jeziku, kategoriji in jeziku.","snippets.teach":"Programiranje je ključna kompetenca, ki bo vašim učencem in otrokom odprla nove možnosti. Ali želite programiranje poučevati doma, v učilnici ali v programerskem klubu? Pobrskajte po naši shrambi in poiščite najprimernejši vir za vključitev programiranja v svojo prakso poučevanja. Vsi ti viri so brezplačni. Ne pozabite, da lahko rezultate iskanja filtrirate po vrsti vira, stopnjah veščin, programskem jeziku, temi, kategoriji in jeziku.","snippets.toolkits.0":"V tem razdelku boste našli gradivo, ki vam bo pomagalo pri organizaciji dejavnosti v okviru evropskega tedna programiranja in spodbujanju pobude s svojo skupnostjo.","snippets.toolkits.1":"Komunikacijsko orodje","snippets.toolkits.2":"tukaj najdete uradne logotipe evropskega tedna programiranja, priponko, letak, poster, predloge v PowerPointu in Wordu, primere objav v družbenih medijih in ilustracije.","snippets.toolkits.3":"Orodje za učitelje","snippets.toolkits.4":"tukaj najdete uradne logotipe evropskega tedna programiranja, priponko, predlogo potrdila o udeležbi za učence, uvodno predstavitev o evropskem tednu programiranja in gradiva za družbene medije.","snippets.toolkits.5":"Uradni letak evropskega tedna programiranja.","snippets.about.goal":"Cilj je več mladim pomagati, da se naučijo osnov programiranja in računalniškega razmišljanja.","snippets.guide.tutorials.1":"Oglejte si naše","snippets.guide.tutorials.2":"predstavitve in usposabljanja","snippets.guide.tutorials.3":"ki so na voljo v 29 jezikih, da se pripravite na organizacijo dejavnosti, pri katerih se bodo mladi naučili programiranja in računalniškega razmišljanja.","snippets.dance.menu":"Plesni izziv","snippets.dance.subtitle":"Kdo pravi, da programerji ne znajo plesati? Z izzivom #EUCodeWeekDance bomo dokazali, da to ne drži.","snippets.dance.content":"Vsi, od šol, učiteljev, knjižnic do programerskih klubov, podjetij in javnih organov, so vabljeni, da v okviru tedna programiranja EU organizirajo dejavnost #EUCodeWeekDance in jo dodajo na zemljevid tedna programiranja.","snippets.treasure-hunt.menu":"Lov za zakladom","snippets.treasure-hunt.subtitle":"To je igra v aplikaciji Telegram","snippets.videos.1":"Oglejte si videoposnetke naših ambasadorjev tedna programiranja EU na temo naših vrednot","snippets.videos.2":"Oglejte si Katjo Ošljak, ambasadorko Slovenije, ki spregovori o tem, zakaj je teden programiranja neodvisen","snippets.videos.3":"Oglejte si Laurenta Touchéja, ambasadorja Francije, ki spregovori o tem, zakaj je teden programiranja namenjen vsem","snippets.videos.4":"Oglejte si Fatmo Bouaziz, ambasadorko Tunizije, ki spregovori o tem, zakaj je teden programiranja glokalen","snippets.videos.5":"Oglejte si Lindo Sinka, ambasadorko Latvije, ki spregovori o tem, zakaj gre pri tednu programiranja za sodelovanje","snippets.videos.6":"Oglejte si Alessandra Bogliola, ambasadorja Italije, ki spregovori o tem, zakaj so dejavnosti tedna programiranja neprofitne","snippets.videos.7":"Oglejte si Marjano Prifti, ambasadorko Albanije, ki spregovori o tem, zakaj teden programiranja spodbuja inovativnost in ustvarjalnost","snippets.videos.8":"Oglejte si Cristiano Lucaci, ambasadorko Romunije, ki spregovori o tem, zakaj je teden programiranja hvaležen svoji skupnosti","training.learning_bits":"Učni drobci za teden programiranja","training.title":"Brezplačna gradiva za vajo in spletni tečaji","training.text":`

    Tu boste našli brezplačno gradivo za usposabljanje in vire, ki vam bodo v pomoč, da boste lažje začeli in načrtovali naslednjo inovativno učno uro.

    -

    1. Učni drobci

    -

    Predhodno znanje o programiranju ni potrebno, vsak modul pa traja le približno 15 minut. V modulih boste spoznali ključne pojme, povezane s programiranjem in računalniškim razmišljanjem. Poleg tega boste v našli tudi praktične nasvete, kako te pojme vključiti v svoj razred.

    `,"training.text_2":`

    Zdaj ko ste zaključili enega ali več učnih drobcev za teden programiranja, upamo, da ste dovolj samozavestni, da nekaj digitalne ustvarjalnosti prenesete v razred in dodate svojo dejavnost na zemljevid tedna programiranja!

    - -

    Enostavno lahko pripravite učno uro v svojem razredu, dan odprtih vrat ali dogodek na svoji šoli. Samo poiščite datum in prijavite svojo dejavnost na zemljevidu tedna programiranja. Vsakdo, ki bo organiziral dejavnost, bo za svoj trud prejel certifikat o udeležbi.

    - -

    Če se želite povezati z mednarodno skupino zagnanih učiteljev, se pridružite skupini evropskega tedna programiranja za učitelje na Facebooku! Če želite narediti še korak dlje in sodelovati z drugimi šolami v svoji državi ali drugod, se pridružite izzivu Code Week 4 All.

    `,"training.lessons.1.title":"Programiranje brez digitalne tehnologije (brez računalnika)","training.lessons.1.author":"Avtor: Alessandro Bogliolo","training.lessons.1.text":`

    Programiranje je jezik stvari, ki nam omogoča, da pišemo programe in tako dajemo nove funkcije več milijardam predmetom okoli nas, ki jih je mogoče programirati. Programiranje je najhitrejša pot do uresničenja naših idej in najučinkovitejši način za razvoj sposobnosti računalniškega razmišljanja. Kljub temu pa za razvoj računalniškega razmišljanja ne potrebujemo tehnologije. Ravno nasprotno, naše sposobnosti računalniškega razmišljanja so osnova za delovanje tehnologije.

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    V tem videoposnetku Alessandro Bogliolo, profesor računalniških sistemov v Italiji in ambasador evropskega tedna programiranja, predstavlja programerske dejavnosti brez računalnika, ki jih lahko izvajate brez vsakršne elektronske naprave. Glavni namen dejavnosti brez računalnika je olajšati dostopnost ter prinesti programiranje v vsako šolo ne glede na njena finančna sredstva in opremo.

    - -

    S programerskimi dejavnostmi brez računalnika spoznavamo računalniške vidike fizičnega sveta okoli nas.

    `,"training.lessons.1.activities.1":"Dejavnost 1 – CodyRoby za osnovne šole","training.lessons.1.activities.2":"Dejavnost 2 – CodyRoby za nižje srednje šole","training.lessons.1.activities.3":"Dejavnost 3 – CodyRoby za višje srednje šole","training.lessons.2.title":"Računalniško razmišljanje in reševanje težav","training.lessons.2.author":"Avtor: Miles Berry","training.lessons.2.text":`

    Računalniško razmišljanje (RR) pomeni opazovanje težav in sistemov na način, da lahko uporabimo računalnik, ki nam jih pomaga rešiti ali jih razumeti. Računalniško razmišljanje ni bistveno le za razvoj računalniških programov, temveč ga je mogoče uporabiti pri reševanju težav na vseh področjih.

    - -

    Učence lahko naučite RR z nalogami, kot so razstavljanje kompleksnih težav na manjše (dekompozicija), prepoznavanje vzorcev, prepoznavanje podrobnosti, ki so pomembne za rešitev težave (abstrakcija), ali določanje pravil ali navodil, ki jim je treba slediti, če želimo doseči želeni izid (razvoj algoritmov). RR je mogoče učiti na različnih področjih, na primer pri matematiki (ugotovavljanje pravil za faktorizacijo polinomov druge stopnje), književnosti (razčlemba analize pesmi na analizo mere, rime in zgradbe), jezikih (iskanje vzorcev v končnicah glagolov, ki vplivajo na spremembe pri pregibanju) in številnih drugih.

    - -

    V tem videoposnetku Miles Berry, docent na pedagoški fakulteti Univerze v Roehamptonu v Združenem kraljestvu, predstavlja pojem računalniškega razmišljanja in tri različne načine, kako ga lahko učitelji s preprostimi igrami vključijo v pouk.

    `,"training.lessons.2.activities.1":"Dejavnost 1 – Razvijanje matematičnega razmišljanja za osnovne šole","training.lessons.2.activities.2":"Dejavnost 2 – Spoznavanje algoritmov za nižje srednje šole","training.lessons.2.activities.3":"Dejavnost 3 – Algoritmi za višje srednje šole","training.lessons.3.title":"Vizualno programiranje – uvod v programski jezik Scratch","training.lessons.3.author":"Avtorica: Margo Tinawi","training.lessons.3.text":`

    Vizualno programiranje ljudem omogoča, da procese opišejo s slikovnimi ali grafičnimi elementi. Vizualno programiranje navadno razumemo kot nasprotje tekstovnega programiranja. Jeziki za vizualno programiranje (VPL) so še posebej primerni za navajanje otrok (in celo odraslih) na algoritmično razmišljanje. Z jeziki za vizualno programiranje ni treba veliko brati in uporabljati skladnje.

    - -

    V tem videoposnetku vam Margo Tinawi, učiteljica spletnega razvoja v okviru programa Le Wagon in soustanoviteljica pobude Techies Lab ASBL v Belgiji, pomaga spoznati Scratch, enega od najbolj priljubljenih jezikov za vizualno programiranje, ki se uporablja po vsem svetu. Scratch so leta 2002 razvili na inštitutu MIT, od takrat pa se je okrog njega izoblikovala velika skupnost, v kateri boste našli milijone projektov, ki jih lahko uporabite za svoje učence, in ogromno vadnic v številnih jezikih.

    - -

    Za uporabo programskega jezika Scratch ne potrebujete izkušenj s programiranjem, uporabite pa ga lahko pri vseh predmetih! Scratch je lahko na primer orodje za digitalno pripovedovanje zgodb, s katerim učenci ustvarjajo zgodbe, ilustrirajo matematične probleme ali sodelujejo v umetniškem tekmovanju o kulturni dediščini, obenem pa se učijo programiranja in računalniškega razmišljanja ter se predvsem zabavajo.

    - -

    Scratch je brezplačno orodje, ki ga učenci z lahkoto in veseljem uporabljajo. Za lažji začetek si oglejte videoposnetek z Margo.

    `,"training.lessons.3.activities.1":"Dejavnost 1 – Osnove programskega jezika Scratch za osnovne šole","training.lessons.3.activities.2":"Dejavnost 2 – Osnove programskega jezika Scratch za nižje srednje šole","training.lessons.3.activities.3":"Dejavnost 3 – Osnove programskega jezika Scratch za višje srednje šole","training.lessons.4.title":"Ustvarjanje izobraževalnih iger s programskim jezikom Scratch","training.lessons.4.author":"Avtor: Jesús Moreno León","training.lessons.4.text":`

    Kritično razmišljanje, vztrajnost, reševanje težav, računalniško razmišljanje in ustvarjalnost so samo nekatere od ključnih spretnosti, ki jih vaši učenci potrebujejo v 21. stoletju. Programiranje vam jih pomaga razviti na zabaven in spodbuden način.

    - -

    Pojmi, kot so algoritmični vidiki nadzora pretoka z uporabo nizov navodil in zank, predstavitev podatkov s spremenljivkami in seznami ter sinhronizacija procesov, se morda slišijo zapleteno, a v tem videoposnetku boste spoznali, da se jih je mogoče naučiti lažje, kot si mislite.

    - -

    V tem videoposnetku Jesús Moreno León, učitelj in raziskovalec računalništva iz Španije, pojasnjuje, kako lahko svojim učencem pomagate, da razvijejo te in druge spretnosti ter se pri tem še zabavajo. Kako je to mogoče? Z ustvarjanjem iger z vprašanji in odgovori v programskem jeziku Scratch, ki je najbolj priljubljen programski jezik v šolah po vsem svetu. Scratch ne spodbuja le računalniškega razmišljanja, temveč omogoča tudi uvedbo elementov igrifikacije v razred, ti pa poskrbijo, da so učenci motivirani, medtem ko se učijo in zabavajo.

    - -

    Za lažji začetek si oglejte videoposnetek.

    `,"training.lessons.4.activities.1":"Dejavnost 1 – Igra z vprašanji in odgovori v programskem jeziku Scratch za osnovne šole","training.lessons.4.activities.2":"Dejavnost 2 – Igra z vprašanji in odgovori v programskem jeziku Scratch za nižje srednje šole","training.lessons.4.activities.3":"Dejavnost 3 – Igra z vprašanji in odgovori v programskem jeziku Scratch za višje srednje šole","training.lessons.5.title":"Ustvarjanje, robotika in drobno izboljševanje v razredu","training.lessons.5.author":"Avtorica: Tullia Urschitz","training.lessons.5.text":`

    Vključevanje programiranja, drobnega izboljševanja (angl. tinkering), robotike in mikroelektronike kot orodij za poučevanje in učenje v šolske programe je ključnega pomena v izobraževanju 21. stoletja.

    - -

    Uporaba drobnega izboljševanja in robotike v šolah ima veliko koristi za učence, saj jim pomaga razvijati ključne kompetence, kot so reševanje težav, skupinsko delo in sodelovanje. Prav tako spodbuja ustvarjalnost in samozavest učencev ter jim pomaga razvijati vztrajnost in odločnost, kadar so soočeni z izzivi. Robotika je tudi področje, ki spodbuja vključevanje, saj je preprosto dostopna širokemu spektru učencev (tako fantov kot deklet) z različnimi talenti in spretnostmi ter pozitivno vpliva na učence z motnjami avtističnega spektra.

    - -

    Oglejte si videoposnetek, v katerem Tullia Urschitz, italijanska ambasadorka združenja Scientix in učiteljica predmetov STEM v kraju Sant’Ambrogio di Valpolicella v Italiji, predstavlja nekaj praktičnih primerov, kako lahko učitelji vključijo drobno izboljševanje in robotiko v pouk ter s tem pasivne učence spremenijo v navdušene snovalce.

    `,"training.lessons.5.activities.1":"Dejavnost 1 – Kako izdelati mehansko roko iz kartona za osnovne šole","training.lessons.5.activities.2":"Dejavnost 2 – Kako izdelati mehansko ali robotsko roko za nižje srednje šole","training.lessons.5.activities.3":"Dejavnost 3 – Kako izdelati mehansko ali robotsko roko za višje srednje šole","training.lessons.6.title":"App Inventor in razvoj aplikacij","training.lessons.6.author":"Avtorica: Rosanna Kurrer","training.lessons.6.text":`

    Oglejte si ta videoposnetek, v katerem Rosanna Kurrer (ustanoviteljica platforme CyberWayFinder) razloži, kaj je App Inventor, pojasni prednosti vključevanja razvoja aplikacij v pouk in navede nekaj praktičnih primerov, kako lahko učitelji App Inventor vključijo v pouk in tako pasivne učence preoblikujejo v navdušene ustvarjalce iger.

    -

    Vsi uporabljamo aplikacije, saj lahko z njimi priročno in hitro usklajujemo svoje dejavnosti. Vse pogosteje se uporabljajo tudi v izobraževanju, saj omogočajo prilagojeno učenje, uporabnikom pa pridobivanje informacij – zakaj ne bi torej učencem omogočili, da ustvarijo učno aplikacijo za druge?

    `,"training.lessons.6.activities.1":"Dejavnost 1 ‒ naslov za razredno stopnjo","training.lessons.6.activities.2":"Dejavnost 2 ‒ naslov za predmetno stopnjo","training.lessons.6.activities.3":"Dejavnost 3 ‒ naslov za srednjo šolo","training.lessons.7.title":"Eksperimentalno proučevanje in ustvarjanje","training.lessons.7.author":"Avtor: Diogo da Silva","training.lessons.7.text":`

    Službe in delovna mesta se spreminjajo in z njimi se spreminja tudi izobraževanje. Ko učence pripravljamo na poklice 21. stoletja, nova znanja in spretnosti, kot so eksperimentalno proučevanje, ustvarjanje in računalniško mojstrstvo, postajajo vse pomembnejša, saj zmanjšujejo razkorak med šolo in realnim življenjem. Če učilnico spremenimo v sodelovalno okolje s poudarkom na reševanju problemov, spodbujamo angažiranost učencev in omogočamo njihov razcvet. Te dejavnosti krepijo razprave in s tem omogočajo, da razred postane komunikacijsko vozlišče, v katerem šteje vsak prispevek.

    -

    Oglejte si spodnji videoposnetek, v katerem portugalski učitelj naravoslovja, tehnologije, inženirstva, umetnosti in matematike Diogo da Silva, član projekta Escola Global, po korakih razloži pripravo učne ure, v kateri učenci iščejo rešitve po načelih eksperimentalnega proučevanja, ustvarjanja in računalniškega mojstrstva.

    `,"training.lessons.7.activities.1":"Dejavnost 1 ‒ naslov za razredno stopnjo","training.lessons.7.activities.2":"Dejavnost 2 ‒ naslov za predmetno stopnjo","training.lessons.7.activities.3":"Dejavnost 3 ‒ naslov za srednjo šolo","training.lessons.8.title":"Programiranje za vse predmete","training.lessons.8.author":"M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Kadar pomislimo na programiranje pri pouku, najprej pomislimo na računalništvo, tehnologijo, matematiko ali naravoslovje. Glede na to, da imajo učenci različne interese in predmete, bi bilo to dobro izkoristiti in programiranje uvesti v celotni učni načrt.

    -

    Vključevanje programiranja v pouk ima številne koristi, saj učencem pomaga razvijati kritično mišljenje in spretnosti reševanja problemov ter postati aktivni uporabniki in voditi svoj učni proces, kar je v šolah ključnega pomena. Najpomembnejše pa je, da se bodo vaši učenci ob učenju zabavali!

    -

    Jeziki, glasba ali pa naravoslovje, tehnologija, inženirstvo in matematika so le nekateri od predmetov, pri katerih lahko učitelji uvedejo programiranje za bodoče znanstvenike, glasbenike, umetnike, pravzaprav za vsakogar! Vsak učitelj lahko v pouk vključi programiranje in računalniško mišljenje. Učna ura nejezikovnega predmeta v tujem jeziku za pojasnitev algoritma vsakdanjega življenja, učenje naravoslovja, kjer učenci iz klobučevine izdelajo igralno palico, ali pa uporaba učnih robotov za večjo motivacijo pri matematiki so le nekateri primeri dejavnosti, ki jih lahko izvajate v svojem razredu.

    -

    Spodnji videoposnetek prikazuje, kako lahko učitelji glasbe, naravoslovja ali jezikov preprosto vključijo programiranje in računalniško mišljenje v pouk, tudi brez predhodnih izkušenj.

    `,"training.lessons.8.activities.1":"Dejavnost 1 ‒ Robotika in vključevanje pri poučevanju naravoslovja, tehnologije, inženirstva in matematike na razredni stopnji","training.lessons.8.activities.2":"Dejavnost 2 ‒ Glasbeno programiranje","training.lessons.8.activities.3":"Dejavnost 3 ‒ Eksperimentalno proučevanje in programiranje z orodjem Makey Makey","training.lessons.8.activities.4":"Dejavnost 4 ‒ Algoritem vsakdanjega življenja za učno uro nejezikovnega predmeta v tujem jeziku","training.lessons.9.title":"Izdelava avtomata z micro:bitom","training.lessons.9.author":"Pauline Maas","training.lessons.9.text":`

    - Uporaba micro:bita, žepnega računalnika, s katerim je programiranje zelo preprosto, je zabaven in preprost način, da s svojimi učenci izdelate zanimive izdelke – od robotov do glasbenih instrumentov, hkrati pa jih učite programiranja. Je preprost in enostaven za uporabo tudi za najmlajše programerje, hkrati pa dovolj zmogljiv za naprednejše učence. Lahko ga vključite v različne učne ure od zgodovine do matematike in celo naravoslovja. Možnosti so neskončne. Micro:bit je vključujoč in poceni način za učenje o programiranju, hkrati pa vzpostavlja ključne veščine, kot so računalniško razmišljanje, reševanje težav in ustvarjalnost. -

    -

    - V tem videoposnetku bo Pauline Maas, učiteljica računalništva v kraju Koninklijke Visio, predstavila micro:bit in nekaj praktičnih primerov, kako ga učitelji lahko vključijo v pouk, pasivne učence pa spremenijo v navdušene ustvarjalce. -

    `,"training.lessons.9.activities.1":"Morsejeva koda/abeceda z micro:bitom za osnovne šole","training.lessons.9.activities.2":"Soba pobega z micro:bitom za nižje srednje šole","training.lessons.9.activities.3":"Izdelava avtomata za višje srednje šole","training.lessons.10.title":"Ustvarjalno programiranje v Pythonu","training.lessons.10.author":"Ivana Vezjak","training.lessons.10.text":`

    -Prehod od vizualnega na tekstovno programiranja je naravni proces učenja programiranja. Medtem ko je vizualno programiranje pogosto odlično za začetnike, si lahko učenci čez nekaj časa zaželijo nov izziv. Tekstovno programiranje je naslednji korak za vse, ki se želite še globlje potopiti v programiranje in računalniško razmišljanje. -

    -

    -V tem videoposnetku vam Ivana Vezjak predstavi Pythonovo osnovno sintakso. Python je danes eden izmed najbolj priljubljenih programskih jezikov, ki se uporablja na številnih področjih, kot so podatkovna znanost, umetna inteligenca, strojno učenje, razvijanje spletišč itd. Čeprav je Python močan programski jezik, ki ga uporabljajo izkušeni programerji, ga zaradi njegove preprostosti in jasne sintakse lahko uporabljajo tudi tisti, ki nimajo nobenih izkušenj s programiranjem. -

    -

    -S Pythonom lahko učenci ustvarijo kvize o zgodovinskih dogodkih, rešujejo matematične probleme in oblikujejo fizikalne simulacije, ustvarijo igre, izdelajo spletna mesta, izvedejo analizo podatkov za znanstvene projekte in še veliko več. Python ima bogato in obsežno standardno knjižnico, veliko skupnost ter veliko spletnih vadnic in projektov, ki jih je mogoče uporabiti za poučevanje, učenje in vadbo. S programiranjem v Pythonu, analizo programov in popravljanjem napak učenci razvijajo ustvarjalnost in se naučijo biti dosledni, vztrajni in potrpežljivi. Naučijo se analitičnega razmišljanja in sposobnosti reševanja težav z razčlenitvijo kompleksnih težav na manjše sestavne dele. Te sposobnosti jim bodo pomagale pri pristopu k reševanju težav na vseh drugih področjih njihovega življenja. -

    `,"training.lessons.10.activities.1":"Moj prvi kviz za osnovne šole","training.lessons.10.activities.2":"Vislice za nižje srednje šole","training.lessons.10.activities.3":"Ugani zastavo! za višje srednje šole","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Python Standard Library","training.lessons.10.links.1.description":"Zbirka vnaprej pripravljene kode in modulov (npr. modul turtle, modul math itd.)","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Izobraževalna videoigra za učenje konceptov programiranja.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/sl-SI/codeclub","training.lessons.10.links.3.title":"CodeClub projects","training.lessons.10.links.3.description":"Od začetnih do naprednih programov programiranja po korakih za otroke.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Invent your own computer games with Python","training.lessons.10.links.4.description":"Knjiga, ki vas bo naučila, kako programirati svoje računalniške igre v Pythonu.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Izobraževalna skupnost, v kateri se lahko učenci in učitelji sami urijo skozi vrsto izzivov.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Zbirka uvodnih lekcij Pythona (tako tekstovno kot v blokih) z uporabo interaktivnega orodja Trinkets.","training.lessons.10.links.title":"Drugi povezani viri","training.lessons.11.title":"Programiranje za vključevanje","training.lessons.11.author":"pripravila ekipa tedna programiranja","training.lessons.11.text":`

    - Vključevanje programiranja v pouk vam lahko predstavlja izziv, zlasti če so v vašem razredu otroci s posebnimi potrebami. Pomembno pa si je zapomniti, da se lahko programiranja nauči vsak – ne glede na svoje sposobnosti. Otroci s posebnimi potrebami imajo lahko veliko koristi od učnih vidikov programiranja, saj se učenci naučijo pomembnih življenjskih veščin, kot so reševanje težav, organizacija in neodvisnost. Programiranje lahko s sodelovanjem in timskim delom izboljša tudi medosebne in socialne veščine, s katerimi imajo otroci s posebnimi potrebami pogosto težave. Najpomembneje pa je, da se bodo učenci zabavali s svojimi vrstniki pri skupnem učenju. -

    -V tem videoposnetku vam bo ekipa tedna programiranja pokazala nekaj praktičnih, preprostih in zabavnih programerskih dejavnosti, posebej prilagojenih za slabovidne učence, učence z Downovim sindromom in učence z motnjami avtističnega spektra, ki jih lahko učitelji zlahka vključijo v svoj pouk. -

    `,"training.lessons.11.activities.1":"Izklopljeno s škatlami za jajca","training.lessons.11.activities.2":"Zelo pametna miška","training.lessons.11.activities.3":"Zvezda ustvarja zvezde","training.lessons.12.title":"Programiranje za cilje trajnostnega razvoja","training.lessons.12.author":"Francisco Javier Masero, Cristina Nicolaita in Erviola Konomi","training.lessons.12.text.1":"Tradicionalno izobraževanje učencem ponuja malo priložnosti za razumevanje in reševanje pravih svetovnih problemov, kot so spremembe svetovnega podnebja, enakost spolov, lakota, revščina in dobro zdravje ter počutje.","training.lessons.12.text.2":"Cilji trajnostnega razvoja (SDG) so bistvo Agende za trajnostni razvoj 2030, ki so jo sprejele vse države članice Združenih narodov kot načrt za doseganje miru in blagostanja na planetu s spodbujanjem svetovnega razvoja. Učitelji lahko cilje SDG uporabijo v učilnicah kot orodje za razvoj kritičnega razmišljanja pri učencih, pa tudi da jim pomagajo poiskati njihovo identiteto in namen. Združevanje osnovnih elementov programiranja in računalniškega razmišljanja s SDG bo spodbudilo samozavest vaših učencev, vi pa jim boste pomagali razvijati njihovo ustvarjalnost, podjetniški duh in veščine za reševanje težav ali komunikacije.","training.lessons.12.text.3":"Pri spodnjih dejavnostih bodo učenci uporabljali načela programa Scratch, ASCII-kodiranja in programiranja brez računalnika na teme, ki so globalno in družbeno pomembne danes. Učitelji bodo krepili zavedanje o ciljih trajnostnega razvoja ter jim pomagali razvijati empatijo, dejavno državljanstvo ter prodružbene veščine na zabaven in vključujoč način.","training.lessons.12.text.4":"Ti učni načrti se osredotočajo na posamezne SDG:","training.lessons.12.text.5":"Cilj trajnostnega razvoja 3: Poskrbeti za zdravo življenje in spodbujati splošno dobro počutje v vseh življenjskih obdobjih","training.lessons.12.text.6":"Cilj trajnostnega razvoja 5: Doseči enakost spolov ter krepiti vlogo vseh žensk in deklic","training.lessons.12.text.7":"Cilj trajnostnega razvoja 13: Sprejeti nujne ukrepe za boj proti podnebnim spremembam in njihovim posledicam","training.lessons.12.activities.1":"Projekt Karateka: Spoznavanje karateja prek programiranja za osnovne in srednje šole","training.lessons.12.activities.2":"Cilji trajnostnega razvoja in programiranje za podnebne spremembe za osnovno šolo","training.lessons.12.activities.3":"Programiranje za enakost spolov za srednje šole","training.lessons.13.title":"Uvod v umetno inteligenco v učilnici ","training.lessons.13.author":"Avtorja: Artur Coelho in Marjana Prifti Skenduli","training.lessons.13.text.1":"Umetna inteligenca vpliva na številna področja vsakodnevnega življenja: samodejno popravlja besedilo med tipkanjem po vašem telefonu, izbiro glasbo, ki jo predvaja vaša najljubša aplikacija za glasbo, in si zapomni vaša gesla, ko jih pozabite. Umetna inteligenca se nanaša na kombinacijo strojnega učenja, robotike in algoritmov, uporabna pa je na vseh področjih: od računalništva do proizvodnje in od medicine do mode. Nesporno ima torej mesto v naših življenjih in družbah ter igra ključno vlogo v razvoju znanosti. Kot pri vseh drugih pomembnih pojavih v naših življenjih bodo učenci imeli o učenju o njej veliko koristi. Ampak kako učiti tako kompleksno stvar, kot je umetna inteligenca?","training.lessons.13.text.2":"Ta učni drobec vam bo pomagal pojasniti učencem, kaj je umetna inteligenca in kakšno vlogo igra v njihovem življenju. Dejavnosti so zasnovane za nestrokovnjake, da ne bo težko razumeti vsebine in boste kompleksne izraze zlahka razdelali v preprosto razumljive ideje. S tem načrtom učne ure lahko učencem pomagate, da se naučijo uporabljati umetno inteligenco in nekatere mehanizme, ki stojijo za njo. Te dejavnosti so zasnovane za razvoj veščin analitičnega in kritičnega mišljenja pri učencih: pri Marjanini dejavnosti učenci razvijejo lijak za razvrščanje. Te dejavnosti bodo učencem prav tako pomagale razumeti različne uporabe umetne inteligence: pri Arturjevi dejavnosti se bodo učili o povezavi med umetno inteligenco in umetnostjo ter kako lahko umetno inteligenco uporabi za izboljšanje vizualnega izražanja. S temi dejavnostmi bodo učenci razmišljali tudi o nevarnostih umetne inteligence in njenem vplivu.","training.lessons.13.activities.1":"Umetnost človek-umetna inteligenca, za osnovno šolo ","training.lessons.13.activities.2":"Stroji za učenje za razvrstitev: uvod v nadzorovano strojno učenje, za predmetno stopnjo in nižje razrede srednje šole","training.lessons.13.activities.3":" Stroji za učenje za razvrstitev: uvod v nadzorovano strojno učenje, za zadnje razrede srednje šole ","training.lessons.14.title":"Učenje v času inteligentnih naprav","training.lessons.14.author":"Adil Tugyan, Georgia Lascaris in Marco Neves","training.lessons.14.text.1":"Napredek umetne inteligence v zadnjih letih je navdušujoč, zahvaljujoč hitremu napredku na področju zmogljivosti računalnikov in razpoložljivosti velikih količin podatkov. To je vodilo v velike naložbe v raziskave umetne inteligence in hitro širjenje panoge, zaradi česar je umetna inteligenca postala tehnološka revolucija našega časa. Umetna inteligenca je povsod okrog nas. Postala je del našega vsakdanjega življenja, tako zelo, da o njej včasih niti ne razmišljamo kot o umetni inteligenci: skoraj vsak dan uporabljamo spletna priporočila, prepoznavanje obrazov, varnostne sisteme in glasovno pomoč. Kaj pa izobraževanje? ","training.lessons.14.text.2":"Umetna inteligenca ima ogromen potencial, da bo omogočila nove načine učenja in izboljšala učenje dijakov. Ta učni drobec vam bo pomagal integrirati izvirne dejavnosti umetne inteligence v vaše učenje in vam pomagal vaše dijake pripraviti na življenje in kariero v svetu, ki ga bo oblikovala umetna inteligenca. Te dejavnosti so bile zasnovane za učence, da bi razvijale njihovo radovednost, reševanje problemov in ustvarjalnost: pri Adilovi dejavnosti se tako učijo o algoritmih in nevralnih mrežah ter ustvarjajo lastne nevralne mreže, da bi si lahko predstavljali možgane umetne inteligence. Georgia bo vaše dijake vodile po ustvarjanju klepetalnega robota korak po koraku. Dijaki bodo gradili lastnega klepetalnega robota, pripravljali podatkovne zbirke vprašanj in odgovorov ter ga usposobili tako, da bo znal odgovarjati na vprašanja o covidu-19. Pri Marcovi dejavnosti bodo dijaki raziskovali prednosti in izzive inteligentnih naprav v vsakdanjem življenju in pri delu. Katera so tveganja pri umetni inteligenci, ki jih moramo upoštevati? Kako bo umetna inteligenca vplivala na prihodnost dela? Katera delovna mesta jim bodo na voljo, ko bodo v prihodnosti vstopili na trg dela?","training.lessons.14.activities.1":"Umetna inteligenca in nevralne mreže za osnovno šolo","training.lessons.14.activities.2":"Moj klepetalni robot za covid-19, za nižje letnike srednje šole","training.lessons.14.activities.3":"Življenje v času »pametnih naprav«: izzivi in priložnosti, za višje letnike srednje šole","training.lessons.14.activities.title":"V spodnjih učnih načrtih se bodo učenci poučili o inteligentnih napravah na zabaven in vključujoč način.","training.lessons.15.title":"Mining Media Literacy","training.lessons.15.author":"by Marijana Smolčec, Tea Horvatić in Sanja Božinović","training.lessons.15.text.0":"Izobraževanje učencev na področju medijev še nikoli ni bilo tako pomembno, kot je danes. Učenci vseh starosti morajo razviti ustrezne sposobnosti, znanje in odnos, s katerimi se bodo znašli v današnjem svetu, ki je prežet z mediji. Izobraženost o medijih in sposobnost soočanja z njimi jim bo pomagala uporabljati zanesljive spletne vsebine, ter prepoznavati varljive vire informacij. Razumeli bodo, kako preverjati informacije, ki jih najdejo na spletu, ter jih kritično interpretirati. Postali bodo bolj samozavestni glede pravilne uporabe ustvarjalnih del, ter pri uporabi svojega znanja, kadar ustvarjajo lastne vsebine.","training.lessons.15.text.1":"To Učno poglavje vam bo pomagalo pri uvajanju različnih strategij in tehnik za usposabljanje učencev na področju izobraženosti o medijih. V Marijanini dejavnosti se učenci naučijo, kako varno in odgovorno uporabiti spletne vsebine. Uvedemo jih v različne vrste licenc, kjer razvijejo preproste aplikacije za prikaz, kako ustrezno deliti svoje ustvarjalno delo. Pri Tejini dejavnosti se učenci poučujejo o klikvabah. Z udeleževanjem pri nalogah učenci raziščejo strategije za prepoznavanje in odkrivanje klikvab, ter se naučijo, kako se jih izogniti. Sanja učencem dovoljuje raziskovanje, kritično analizo in oceno spletnih vsebin, relevantnost, točnost, izvor in namen. Poučili se bodo, kako poiskati zanesljive vire na spletu in, kako prepoznati lažne spletne informacije.","training.lessons.15.text.2":"V spodaj navedenih učnih načrtih boste našli spodbudne in zanimive dejavnosti za izboljšanje sposobnosti učencev za interpretacijo medijev:","training.lessons.15.activities.1":"Ali so vsebine na spletu prosto dostopne in brezplačne?","training.lessons.15.activities.2":"Klikniti ali ne klikniti","training.lessons.15.activities.3":"Preverjanje dejstev","training.lessons.16.title":"PRIPOVEDOVANJE ZGODB S HEDY","training.lessons.16.author":"avtorica Felienne Hermans","training.lessons.16.text.0":"Ali vaši učenci že obvladajo vizualni programski jezik, vendar se ne počutijo pripravljene, da bi se poglobili v tekstovni programski jezik? Potem je ta učni drobec kot nalašč za vas in vaše učence, saj jim bo pomagal premostiti vrzel med vizualnim in tekstovnim programskim jezikom. Učni drobec Pripovedovanje zgodb s Hedy je sestavljen iz treh učnih načrtov, ki uporabljajo Hedy – postopni programski jezik, namenjen za poučevanje programiranja otrokom.","training.lessons.16.text.1":"Hedy je namenjen otrokom, ki želijo začeti s tekstovnimi programskimi jeziki, a je zanje programski jezik Python morda še vedno preveč zapleten. Postopni jeziki uporabljajo različne stopnje jezika, kjer vsaka stopnja dodaja nove koncepte in skladenjsko kompleksnost. Na koncu sekvence stopnje Hedy učenci obvladajo podmnožico skladenjsko veljavnega jezika Python.","training.lessons.16.text.2":"V tem učnem drobcu boste našli navdihujoče in privlačne dejavnosti, ki bodo vašim učencem pomagale pri učinkoviti uporabi tekstovnih programskih jezikov. Z ustvarjanjem lastnih interaktivnih zgodb se bodo postopoma učili programiranja, ne da bi se morali naučiti vsega naenkrat. V učnem načrtu za osnovno šolo se učenci seznanijo z osnovnimi pojmi programiranja. Učni načrt za nižjo srednjo šolo uvaja nadaljnje programske koncepte, učni načrt za višjo srednjo šolo pa omogoča učencem programiranje kompleksnejših zgodb in dejavnosti.","training.lessons.16.text.3":"Oglejte si spodnjo interaktivno zgodbo, da vidite, kako lahko bralci sodelujejo v zgodbi in kako spodbuja njihovo aktivno sodelovanje.","training.lessons.16.activities.1":"Ustvarite lastno interaktivno zgodbo s Hedy za osnovnošolce","training.lessons.16.activities.2":"Ustvarite lastno interaktivno zgodbo s Hedy za učence nižje srednje šole","training.lessons.16.activities.3":"Ustvarite lastno interaktivno zgodbo s Hedy za dijake višjih letnikov srednje šole","training.lessons.17.title":"Začutite kodo","training.lessons.17.author":"Alenka Miljević","training.lessons.17.text.0":"Socialno in čustveno dobro počutje je sposobnost biti prilagodljiv, znati upravljati svoja čustva in se odzivati na čustva drugih ljudi, razvijati pristne odnose z drugimi, ustvarjati čustva, ki vodijo do dobrih občutij, in ustvarjati lastno mrežo čustvene podpore. Socialne in čustvene veščine, ki se jih mladi učijo v šoli, jim pomagajo graditi čustveno odpornost in določajo vzorec, kako bodo skozi življenje upravljali svoje fizično in duševno zdravje. (Svet Evrope)","training.lessons.17.text.1":"Učni drobec Začutite kodo vam bo omogočil spodbujanje socialnega in čustvenega dobrega počutja vaših učencev s prepoznavanjem, razlago, razumevanjem in odzivom na pozitivna in negativna občutja in čustva, da bi zgradili empatijo in odpornost. V tem učnem drobcu boste našli navdihujoče in privlačne dejavnosti, ki bodo vašim učencem s pomočjo programiranja pomagale razviti veščine za spopadanje z različnimi čustvi. Vaši učenci se bodo s pomočjo robota Bee-Bot naučili, kako izraziti svoja čustva in kako se odzvati na čustva vrstnikov.","training.lessons.17.text.2":"Učni drobec Začutite kodo zajema tri učne načrte, ki uporabljajo izobraževalnega robota Bee-Bot za ustvarjanje dejavnosti, ki spodbujajo učence k pogovoru o čustvih in razvijanju empatije. V učnem načrtu za osnovno šolo učenci programirajo robota Bee-Bot, da se pogovarjajo o čustvih, kot so žalost, sreča, strah in jeza, ter odkrijejo razloge, zakaj oni in njihovi vrstniki občutijo ta čustva. Učni načrt za nižje letnike srednje šole spodbuja dijake, da programirajo Bee-Bota, prepoznajo svoja čustva in čustva vrstnikov, razumejo, kaj jih je povzročilo in kako se nanje odzvati. Učni načrt za višje letnike srednje šole dijakom omogoča upravljanje Bee-Bota in izmišljanje zgodb o občutkih, odpornosti in empatiji.","training.lessons.17.text.3":"Če v svoji učilnici nimate izobraževalnega robota, vam bo ta učni pripomoček predstavil zamisli za dejavnosti brez povezave, ki spodbujajo razvoj socialnih in čustvenih veščin. Spodnja interaktivna vsebina navaja kratek pregled dejavnosti, ki jih lahko izvajate v svoji učilnici:","training.lessons.17.activities.1":"Programiranje - Občutki - Učenje za osnovnošolce","training.lessons.17.activities.2":"Nimam kamna namesto srca za dijake nižjih letnikov srednje šole","training.lessons.17.activities.3":"Programiraj vse do zvezd za dijake višjih letnikov srednje šole","training.lessons.18.title":"SOS za vode","training.lessons.18.author":"avtor Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS za vode je odgovor na potrebo po reševanju problematike onesnaževanja voda. Kljub prizadevanjem v zadnjih letih še vedno 2 milijardi ljudi po vsem svetu nima dostopa do varne pitne vode. To pomeni, da cilj trajnostnega razvoja (SDG) 6 Agende 2030, ki določa, da bi morali imeti vsi ljudje dostop do varno upravljane vode in sanitarne oskrbe do leta 2030, še zdaleč ni dosežen. Enako velja za SDG 14, podvodno življenje, katerega cilj je ohranjanje in trajnostna uporaba oceanov, morij in morskih virov za trajnostni razvoj.","training.lessons.18.text.1":"Ta učni drobec se osredotoča na relevantno in aktualno vprašanje merjenja kakovosti vode in novih onesnaževal, ki ogrožajo kakovost vode. Učenci bodo imeli priložnost raziskovati in iskati rešitve za resnične probleme, povezane z vodo in okoljem, kar jim bo omogočilo razvoj znanj in spretnosti, kot so raziskovanje, kritično mišljenje in reševanje problemov.","training.lessons.18.text.2":"Učni načrti vključujejo praktične in ustvarjalne dejavnosti, kot so programiranje s programskim jezikom Scratch, uvod v strojno učenje in umetno inteligenco z Learning Machine Learning ter izdelava vodenih vozil s kompleti Lego za vzorčenje vode in analizo vrednosti pH vode. Te dejavnosti bodo učencem omogočile, da svoje spretnosti in znanja uporabijo v interaktivnem in igrivem okolju, kar bo povečalo njihovo motivacijo in zanimanje za projekt.","training.lessons.18.text.3":"Predlagamo, da se pri izvajanju tega učnega drobca v učilnici izpeljejo tri dejavnosti, da se dokonča celoten projekt in se učni proces bolj smiselno in motivacijsko zaokroži. Vendar pa se vsaka dejavnost lahko izvede ločeno.","training.lessons.18.activities.1":"SOS za vode s programskim jezikom Scratch","training.lessons.18.activities.2":"SOS za vode s strojnim učenjem","training.lessons.18.activities.3":"SOS za vode z robotiko","training.download_video_script":"Prenos besedila videoposnetka","training.ready_to_share":"Ste pripravljeni svoje znanje deliti s svojimi učenci?","training.choose_lessons":"Izberite enega od spodnjih načrtov učne ure in organizirajte dejavnost s svojimi učenci.","training.footer.title":"Ne pozabite dodati svoje dejavnosti na zemljevid tedna programiranja!","training.footer.text":`

    Enostavno lahko pripravite učno uro v svojem razredu, dan odprtih vrat ali dogodek na svoji šoli. Samo poiščite datum in prijavite svojo dejavnost na zemljevidu tedna programiranja. Vsakdo, ki bo organiziral dejavnost, bo za svoj trud prejel certifikat o udeležbi.

    - -

    Če se želite povezati z mednarodno skupino zagnanih učiteljev, se pridružite skupini evropskega tedna programiranja za učitelje na Facebooku! Če želite narediti še korak dlje in sodelovati z drugimi šolami v svoji državi ali drugod, se pridružite izzivu Code Week 4 All.

    `,"validation.accepted":":attribute mora biti sprejet.","validation.active_url":":attribute ni veljaven URL.","validation.after":":attribute mora biti datum, ki sledi :date.","validation.after_or_equal":":attribute mora biti datum, ki sledi ali je enak :date.","validation.alpha":":attribute lahko vsebuje samo črke.","validation.alpha_dash":":attribute lahko vsebuje samo črke, številke in poševnice.","validation.alpha_num":":attribute lahko vsebuje samo črke in številke.","validation.array":":attribute mora biti polje.","validation.before":":attribute mora biti datum, ki je predhoden :date.","validation.before_or_equal":":attribute mora biti datum, ki je predhoden ali enak :date.","validation.between.numeric":":attribute mora biti med :min in :max.","validation.between.file":":attribute mora biti med :min in :max kilobajtov.","validation.between.string":":attribute mora biti med :min in :max znakov.","validation.between.array":":attribute mora imeti med :min in :max postavk.","validation.boolean":"Polje :attribute mora biti pravilno ali napačno.","validation.confirmed":"Potrdilo :attribute ni ustrezno.","validation.date":":attribute ni veljaven datum.","validation.date_format":":attribute ne ustreza formatu :format.","validation.different":":attribute in :other morata biti različna.","validation.digits":":attribute mora biti :digits številk.","validation.digits_between":":attribute mora biti med :min in :max številkami.","validation.dimensions":":attribute ima neveljavno velikost slike.","validation.distinct":":attribute polje ima podvojeno vrednost.","validation.email":":attribute mora biti veljaven elektronski naslov.","validation.exists":"Izbrani :attribute je neveljaven.","validation.file":":attribute mora biti datoteka.","validation.filled":":attribute polje ima mora imeti vrednost.","validation.image":":attribute mora biti slika.","validation.in":"Izbrani :attribute je neveljaven.","validation.in_array":":attribute polje ne obstaja v :other.","validation.integer":":attribute mora biti celo število.","validation.ip":":attribute mora biti veljaven naslov IP.","validation.ipv4":":attribute mora biti veljaven naslov IPv4.","validation.ipv6":":attribute mora biti veljaven naslov IPv6.","validation.json":":attribute mora biti veljaven niz JSON.","validation.max.numeric":":attribute ne sme biti večji od :max.","validation.max.file":":attribute ne sme biti večji od :max kilobajtov.","validation.max.string":":attribute ne sme biti večji od :max znakov.","validation.max.array":":attribute ne sme biti večji od :max postavk.","validation.mimes":":attribute mora biti datoteka vrste: :values.","validation.mimetypes":":attribute mora biti datoteka vrste: :values.","validation.min.numeric":":attribute mora biti najmanj :min.","validation.min.file":":attribute mora biti najmanj :min kilobajtov.","validation.min.string":":attribute mora biti najmanj :min znakov.","validation.min.array":":attribute mora imeti najmanj :min postavk.","validation.not_in":"Izbrani :attribute je neveljaven.","validation.not_regex":":attribute je neveljavne oblike.","validation.numeric":":attribute mora biti številka.","validation.present":"Polje :attribute mora biti prisotno.","validation.regex":":attribute je neveljavne oblikeo.","validation.required":"Polje :attribute je obvezno.","validation.required_if":"Polje :attribute je obvezno, kadar je :other :value.","validation.required_unless":"Polje :attribute je obvezno, razen če je :other v :values.","validation.required_with":"Polje :attribute je obvezno, kadar je prisotna vrednost :values.","validation.required_with_all":"Polje :attribute je obvezno, kadar je prisotna vrendost :values.","validation.required_without":"Polje :attribute je obvezno, kadar vrednost :values ni prisotna.","validation.required_without_all":"Polje :attribute je obveznoi, kadar ni prisotna nobena od vrednosti :values.","validation.same":":attribute in :other se morata ujemati.","validation.size.numeric":":attribute mora biti :size.","validation.size.file":":attribute mora biti :size kilobajtov.","validation.size.string":":attribute mora biti :size znakov.","validation.size.array":":attribute mora vsebovati :size postavk.","validation.string":":attribute mora biti niz.","validation.timezone":":attribute mora biti veljavno območje.","validation.unique":":attribute je že v uporabi.","validation.uploaded":":attribute se ni naložil.","validation.url":":attribute je neveljavne oblike.","validation.custom.attribute-name.rule-name":"prilagojeno-sporočilo","values.1.title":"Evropski teden programiranja je neodvisen","values.1.content":"Evropski teden programiranja vodi skupnost prostovoljcev. Ne vodijo nas ekonomski interesi. Spoštujemo in cenimo zamisli drugih ljudi, njihova prepričanja in kulture. V evropskem tednu programiranja sodelujemo, ker verjamemo v pomen tega, kar počnemo. To je naša moč. Želimo si, da bi računalniško razmišljanje, programiranja, računalniška znanost, robotika, spreminjanje programske opreme in digitalne veščine nasploh bile dostopne vsem.","values.2.title":"Evropski teden programiranja je namenjen vsem","values.2.content":"Vsakdo lahko organizira aktivnosti v okviru evropskega tedna programiranja. Menimo, da je pri dogodkih v okviru evropskega tedna programiranja ključno, da jih organizirajo vsi, ne glede na njihovo starost, barvo kože, spol, kulturno ozadje ali intelektualne zmožnosti. Aktivnosti so lahko vstopna točka, ki spodbudi zanimanje in radovednost ter pomaga nadalje razvijati veščine. Naša načela so enakost, spoštovanje, svoboda in vključevanje. Želimo si, da bi vse udeleženci izkusili tehnologijo na zabaven način in z njo ustvarjali.","values.3.title":"Evropski teden programiranja je glokalen","values.3.content.1":"Cilj evropskega tedna programiranja je, da vas doseže, ne glede na to ali živite v velikem mestu, regijski prestolnici ali oddaljeni vasi. Posebno pozornost z","values.3.content.2":"gradivi","values.3.content.3":"v njihovem jeziku posvečamo lokalnim organizatorjem, ki nas podpirajo.","values.3.content.4":"Zemljevid evropskega tedna programiranja","values.3.content.5":"je ključno orodje, na katerem je z natančno lokacijo registrirana vsaka aktivnost. Hkrati je evropski teden programiranja globalen in v svojo skupnost sprejema ljudi s celega sveta. Smo »glokalni«","values.4.title":"Pri evropskem tednu programiranja gre za sodelovanje","values.4.content.1":"Člani skupnosti evropskega tedna programiranja med seboj komunicirajo, si izmenjujejo informacije, se drug od drugega učijo in skupaj tvorijo znanje. Smo povezani in podpiramo drug drugega. Delimo si vire, zamisli in najboljše prakse. Spodbujamo partnerstva in deljenje znanja.","values.4.content.2":"Cilj izziva EU Code Week 4 All","values.4.content.3":"je zgraditi mostove preko meja in od skupnosti do skupnosti. Pomaga širiti pozitivno energijo in povezuje ljudi, ki se lahko učijo drug od drugega.","values.5.title":"Aktivnosti evropskega tedna programiranja so neprofitne","values.5.content.1":"Vse aktivnosti tedna programiranja so neprofitne. Vsi","values.5.content.2":"viri","values.5.content.3":"na spletnem mestu evropskega tedna programiranja so brezplačni. Vsa usposabljanja in spletni tečaji evropskega tedna programiranja so brezplačni.","values.6.title":"Evropski teden programiranja spodbuja ustvarjalnost in inovativnost","values.6.content":"Evropski teden programiranja spodbuja ustvarjalnost, inovativnost in razmišljanje, usmerjeno v prihodnost. Povratne informacije in kritike sprejemamo in smo zanje hvaležni, da lahko sprejemamo poučene odločitve in razvijamo evropski teden programiranja. Celo napake nam pomagajo rasti – individualno in kot skupnost.","values.7.title":"Evropski teden programiranja je hvaležen svoji skupnosti","values.7.content":"Za podporo smo hvaležni učiteljem, vaditeljem in drugim organizatorjem aktivnosti, učencem, staršem, klubom za programiranje in vsem partnerjem, s katerimi sodelujemo. Delimo si isti cilj. Računalniško razmišljanje, programiranje, računalniško znanost in digitalne veščine želimo približati kar največjemu številu ljudi.","values.title":"Izjava o vrednotah evropskega tedna programiranja","values.description.1.1":"Evropski teden programiranja je gibanje, ki ga vodijo prostovoljci –","values.description.1.2":"ambasadorji","values.description.1.3":", vodilni učitelji in programerski navdušenci z vsega sveta. Podpirajo ga","values.description.1.4":"Evropska komisija","values.description.1.5":"in ministrstva za izobraževanje iz držav Evropske unije in Zahodnega Balkana.","values.description.2":"V središču evropskega tedna programiranja je skupnost prostovoljnih organizatorjev aktivnosti, ki so učitelji, mentorji, klubi za programerje, knjižnice, zasebna podjetja, starši in nevladne organizacije. Svoj čas, energijo in veščine posvečamo temu, da računalniško razmišljanje, programiranje, robotiko, spreminjanje programske opreme, računalniško znanost in digitalne veščine nasploh predstavimo kar največjemu številu ljudi v Evropi in po svetu.","values.description.3":"Evropski teden programiranja je tudi njegovih na milijone udeležencev, ki so ljudje obeh spolov, vseh starosti, porekel, kultur in veščin z vsega sveta. ","values.description.4":"Ponosni smo, da smo vsi del evropskega tedna programiranja. To so naše vrednote. Ves čas vodijo naše delo in odločitve.","why-coding.titles.0":"Zakaj programiranje?","why-coding.titles.1":"Zaradi uresničevanja idej","why-coding.titles.2":"Gre tudi za razvijanje ključnih kompetenc","why-coding.titles.3":"Nazadnje gre za oblikovanje naše prihodnosti","why-coding.texts.0":"Zaradi Pie, ki je mislila, da mora študirati pravo, čeprav je vedno uživala v matematiki in se igrala z računalniki. Zaradi Marka, ki ima zamisel za boljše družbeno omrežje, vendar ne ve, kako bi ga sam zgradil. Zaradi Alice, ki sanja o izdelovanju robotov, ker ji starši ne dovolijo imeti mačke. In zaradi vas, ki si že prizadevate, da bi se te sanje uresničile.","why-coding.texts.1":"Pravzaprav gre za vse nas in za to, kako oblikujemo svoje življenje in prihodnost. Zmoremo več kot le deliti vsebine s prijatelji in všečkati objave. Uresničimo lahko svoje zamisli in zgradimo stvari, ki bodo drugim prinesle veselje.","why-coding.texts.2":"Še nikoli ni bilo lažje razviti aplikacijo, zgraditi lastnega robota ali, kdo ve, morda celo izumiti leteči avtomobil! Pot ni lahka, vendar je polna ustvarjalnih izzivov, prinaša obilo zabave in poteka v skupnosti, ki vas podpira. Ali ste pripravljeni sprejeti izziv in postati digitalni ustvarjalec?","why-coding.texts.3":"Programski jeziki so kot kateri koli drug jezik. Vendar se otroci v tem primeru ne učijo izražati in komunicirati z drugimi ljudmi. Namesto tega se naučijo razumeti, kako komunicirati s tehnologijo. S tehnologijo, ki je povsod okoli nas – v naših pametnih telefonih, računalnikih, vozilih in povsod drugje.","why-coding.texts.4":"Razumevanje in komuniciranje z računalniki pa sta le del tega. Programiranje pomaga tudi pri razvijanju večdisciplinarnih kompetenc, kot so računalniško razmišljanje, reševanje težav, ustvarjalnost in skupinsko delo – to so odlične veščine za vsa področja življenja. Zmožnost reševanja problemov, dobrega prenašanja neuspehov in ponovnega poskušanja ali sodelovanja z drugimi – vse to so lastnosti, zaželene na številnih področjih.","why-coding.texts.5":"Pred enim stoletjem programski jeziki sploh niso obstajali. Danes so programski jeziki povsod okoli nas in skoraj vse je mogoče programirati – celo čevlje ali škatle za žitne kosmiče! Zakaj bi torej pustili, da drugi oblikujejo našo prihodnost, če lahko sami postanemo ustvarjalci ter uresničimo svoje vizije in zamisli? Navsezadnje je edina omejitev naša domišljija.","why-coding.texts.6":"Alessandro Bogliolo, koordinator skupine ambasadorjev prostovoljcev v evropskem tednu programiranja, je dejal:","why-coding.texts.7":"Ljudje s kamnom, železom, papirjem in svinčnikom že od pradavnine počnemo številne stvari, ki spreminjajo naše življenje. Zdaj živimo v dobi, ko naš svet oblikuje programski jezik. Različne dobe zahtevajo različna znanja in delovna mesta. V tednu programiranja želimo dati vsakemu Evropejcu in Evropejki priložnost, da odkrije programiranje in se ob njem zabava. Naučimo se programiranja, da bomo oblikovali svojo prihodnost.","why-coding.texts.8":"Na koncu je programiranje zaželena veščina v skoraj vseh panogah – ne le na področju tehnologije, ampak tudi v financah, zdravstvu, znanosti, celo oblikovanju ali kmetijstvu, povpraševanje po njem pa se še povečuje. Otroci, ki znajo programirati in razumejo, kako deluje tehnologija, imajo določeno prednost, ne glede na to, katero poklicno pot na koncu izberejo.","why-coding.texts.9":"Vas zanima tak podvig?","why-coding.texts.10":"Pridružite se evropskemu tednu programiranja!","why-coding.texts.11":"Ali potrebujete več informacij za razmislek?","why-coding.texts.12":"Za več informacij obiščite naš blog."};export{e as default}; diff --git a/public/build/assets/php_sv-D161oZDG.js b/public/build/assets/php_sv-D161oZDG.js deleted file mode 100644 index 0139dadc8..000000000 --- a/public/build/assets/php_sv-D161oZDG.js +++ /dev/null @@ -1,101 +0,0 @@ -const e={"about.when-title":"EU Code Week 2024 anordnas mellan den 14 och 27 oktober.","about.when-text":"

    EU Code Week är ett gräsrotsinitiativ som hyllar kreativitet, problemlösning och samarbete via programmering och andra tekniska aktiviteter. Tanken är att göra programmering mer synligt, att visa unga, vuxna och äldre hur man kan förverkliga idéer med kod, att avmystifiera dessa färdigheter och få motiverade människor att lära sig tillsammans.

    ","about.codeweek_in_numbers-title":"Code Week i siffror","about.codeweek_in_numbers-text":`

    År 2021 deltog 4 miljoner personer i över 80 länder världen runt i EU Code Week.

    -

    Genomsnittsdeltagaren var 11 år och 49 % av deltagarna 2021 var kvinnor eller flickor. 88 % av EU Code Week-evenemangen ägde rum i skolor, vilket visar att insatserna för att stärka lärarna under 2021 års kampanj har varit lyckade.

    -

    Vem som helst är välkommen att organisera eller delta i en aktivitet. Välj ett ämne och en målgrupp och lägg till din aktivitetkartan

    `,"about.run_by_volunteers-title":"Leds av volontärer","about.run_by_volunteers-text":'

    EU Code Week organiseras av frivilliga. En eller flera ambassadörer för Code Week samordnar initiativet i de olika länderna, men vem som helst kan organisera en aktivitet och lägga till den på kartan på codeweek.eu.

    ',"about.supported_by_commission-title":"Stöds av Europeiska kommissionen","about.supported_by_commission-text":'

    EU Code Week lanserades 2013 av Young Advisors for the Digital Agenda Europe. Europeiska kommissionen stöder EU Code Week som en del av strategin för en digital inre marknad och uppmuntrar i synnerhet skolor att delta i initiativet i den digitala utbildningsplanen.

    ',"about.schools-title":"Skolor","about.schools-text":'

    Skolor på alla nivåer och lärare i alla ämnen är särskilt inbjudna att delta i EU Code Week så att eleverna får en möjlighet att utforska digital kreativitet och kodning. Läs mer om initiativet och om hur du kan organisera en aktivitet på webbsidan för lärare: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Varför kodning?","about.why_coding-text":`

    Det handlar om Pia, som kände att hon var tvungen att studera juridik, trots att hon alltid gillat matte och datorer. Det handlar om Mark, som har en idé om ett bättre socialt nätverk, men som inte kan bygga det själv. Det handlar om Alice, som drömmer om att tillverka robotar eftersom hon inte får ha en katt för sina föräldrar.

    - -

    Det handlar om dem av er som redan hjälper till att förverkliga dessa drömmar.

    - -

    Det handlar faktiskt om oss alla. Vår framtid. Tekniken formar våra liv, men vi låter en minoritet bestämma hur och till vad vi använder tekniken. Vi kan göra mer än att bara dela och gilla saker. Vi kan förverkliga galna idéer och bygga upp saker som är till glädje för andra.

    - -

    Det har aldrig varit enklare att bygga en app, en robot eller kanske till och med att uppfinna flygande bilar! Det är inte lätt, men det innebär massor av kreativa utmaningar, det finns en hjälpsam gemenskap och det är väldigt roligt. Är du redo att anta utmaningen och bli en skapare?

    - -

    Kodning hjälper också till att utveckla färdigheter som datalogiskt tänkande, problemlösning, kreativitet och samarbete – färdigheter som är bra inom alla områden.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, samordnare av EU Code Weeks frivilliga ambassadörer säger:

    -

    ”Sedan tidernas begynnelse har vi skapat saker med sten, järn, papper och penna som har förändrat våra liv. Nu lever vi i en annan tidsålder där vår värld formas av kod. Olika arbeten och kompetenser krävs under olika tidsperioder. Under Code Week vill vi att alla européer ska få chansen att upptäcka kodning och se hur roligt det är. Med kod kan vi forma vår framtid.”

    -
    -

    `,"about.join_codeweek-title":"Delta i EU Code Week","about.join_codeweek-text":'

    Delta i EU Code Week genom att organisera en kodningsaktivitet på din ort, delta i Code Week 4 All Challenge och andra aktiviteter som förenar närsamhällen och går över gränserna. Eller hjälp oss att sprida information om Code Week som ambassadör för EU Code Week i ditt land!

    ',"about.partners_and_sponsors":"Partners och sponsorer","ambassador.title":"Ambassadörer för EU Code Week","ambassador.your_current_country":"Ditt land","ambassador.visit_the":"Besök den","ambassador.local_facebook_page":"lokala Facebook-sidan","ambassador.local_website":"Lokal webbplats","ambassador.ambassadors":"Ambassadörer","ambassador.no_ambassadors":"Inga ambassadörer ännu","ambassador.countries_with_ambassadors":"Länder med ambassadörer","ambassador.why_dont_you_volunteer":"Vill du ställa upp som frivillig?","auth.failed":"Inloggningsuppgifterna stämmer inte med våra register.","auth.throttle":"För många inloggningsförsök. Försök igen om :seconds sekunder.","base.languages.en":"engelska","base.languages.fr":"franska","base.languages.bg":"bulgariska","base.languages.mt":"maltesiska","base.languages.hr":"kroatiska","base.languages.de":"tyska","base.languages.pl":"polska","base.languages.cs":"tjeckiska","base.languages.el":"grekiska","base.languages.pt":"portugisiska","base.languages.da":"danska","base.languages.hu":"ungerska","base.languages.ro":"rumänska","base.languages.nl":"nederländska","base.languages.ga":"iriska","base.languages.sk":"slovakiska","base.languages.it":"italienska","base.languages.sl":"slovenska","base.languages.et":"estniska","base.languages.lv":"lettiska","base.languages.es":"spanska","base.languages.fi":"finska","base.languages.lt":"litauiska","base.languages.se":"svenska","base.languages.sv":"svenska","base.languages.al":"albanska","base.languages.ba":"bosniska","base.languages.mk":"makedonska","base.languages.cnr":"montenegrinska","base.languages.sr":"serbiska","base.languages.tr":"Turkiska","base.resources_local_title":"Kodningsresurser från","base.days":"Dagar","base.hours":"Timmar","base.minutes":"Minuter","base.seconds":"Sekunder","base.still_have_question":"Har du fortfarande frågor?","base.drop_us_a_line":"Skicka ett e-postmeddelande!","base.get_in_touch":"KONTAKTA OSS","base.footer_msg":"Ett gräsrotsinitiativ som drivs av frivilliga och stöttas av Europeiska kommissionen.","base.email":"E-post","base.display_email":"Visa e-post","base.first_name":"Förnamn","base.last_name":"Efternamn","base.your_website":"Din webbplats","base.biography":"Biografi","base.update":"Uppdatera","base.delete":"Ta bort","base.choose a file":"Välj en fil","base.learning_bits":"Infomoduler","base.codeweek":"CodeWeek","base.bring_codeweek_to_your_students":"Låt eleverna delta i Code Week","base.or":"eller","base.newsletter":"Nyhetsbrev","certificates.certificates_for":"Certifikat för ","certificates.no_certificates":"Det finns inga certifikat ännu.","challenges-content.chatbot.title":"Skapa en chattbot","challenges-content.chatbot.author":"EU Code Week Team","challenges-content.chatbot.purposes.0":"Att koda interaktiva gåtor","challenges-content.chatbot.purposes.1":"Att använda kod för att skapa dialoger mellan en chattbot och en användare","challenges-content.chatbot.description":"Koda en konversation mellan en chattbot och en användare som försöker lösa en gåta. Försök göra en chattbot som kan chatta som en människa. Istället för en gåta kan du skapa en dialog mellan en chattbot och en användare.","challenges-content.chatbot.instructions.0":"Tänk ut en gåta","challenges-content.chatbot.instructions.1":"Logga in på","challenges-content.chatbot.instructions.2":"eller skapa ett nytt konto. (Tänk på när du skapar ett nytt konto att man inte får använda riktiga namn på Pencil Code-sidan av integritetsskäl.)","challenges-content.chatbot.instructions.3":"Klicka på Imagine [fantisera] och Make Your Own [gör din egen]","challenges-content.chatbot.instructions.4":"Använd block- eller textläget för att skriva din gåta","challenges-content.chatbot.instructions.5":"Du kan också använda","challenges-content.chatbot.instructions.6":"den här koden","challenges-content.chatbot.instructions.7":"och anpassa den till din gåta eller så kan du välja ”Answering a Riddle” [svara på en gåta] i menyn och redigera den","challenges-content.chatbot.example":"Titta på det här exemplet på en gåta.","challenges-content.chatbot.more.0":"Den här koden har anpassats från Pencil Code-aktiviteten","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Dra ur sladden och koda: skapa en papperskrets","challenges-content.paper-circuit.author":"EU Code Week Team","challenges-content.paper-circuit.purposes.0":"Att öka kreativiteten","challenges-content.paper-circuit.purposes.1":"Att utveckla problemlösningsförmågan","challenges-content.paper-circuit.description.0":"Rita något motiv som du väljer själv. Det kan vara en natthimmel, en nyckelpiga, en robot, en julgran eller vad som helst som du kan komma på. Du får gärna göra ditt projekt mer personligt med bilderna från EU Code Week: du kan utforska","challenges-content.paper-circuit.description.1":"EU Code Weeks verktygslåda för lärare","challenges-content.paper-circuit.description.2":"och ladda ner vilken logotyp eller bild du vill. Du kan till och med skapa en papperskretsinbjudan till EU Code Week. Lägg till ett motiverande budskap till din krets för att uppmana andra lärare att delta i Code Week och/eller att titta på den särskilda webbplatsen för skolor.","challenges-content.paper-circuit.instructions.0":"Rita ett föremål och bestäm vilka punkter som ska lysas upp (t.ex. stjärnor)","challenges-content.paper-circuit.instructions.1":"Gör ett hål i papperet med en penna och stoppa in ett LED-klistermärke i varje upplyst del. ","challenges-content.paper-circuit.instructions.2":"Rita en cirkel där du ska sätta knappcellsbatteriet.","challenges-content.paper-circuit.instructions.3":"Rita ett spår med + och ett med-på andra sidan papperet. Se till att den längre änden på LED-kretsklistermärket är kopplad till ”+”-sidan på batteriet och att den kortare änden är kopplad till ”-”-sidan på batteriet","challenges-content.paper-circuit.instructions.4":"Lägg koppartejpen på spåren.","challenges-content.paper-circuit.instructions.5":"Gör en vikning så att när papperet täcker batteriet så tänds LED-ljuset. Du kan använda ett gem för att vara säker på en bra kontakt med koppartejpen","challenges-content.paper-circuit.instructions.6":"Ta en bild på din papperskrets, dela den på Instagram och förklara varför du tycker att det är värt att delta i det här initiativet. ","challenges-content.paper-circuit.example":"Se några exempel på papperskretsar","challenges-content.paper-circuit.materials.0":"papper eller kartong","challenges-content.paper-circuit.materials.1":"kritor eller tuschpennor","challenges-content.paper-circuit.materials.2":"knappcellsbatteri","challenges-content.paper-circuit.materials.3":"koppartejp","challenges-content.paper-circuit.materials.4":"LED-kretsklistermärken","challenges-content.paper-circuit.materials.5":"gem","challenges-content.dance.title":"Skapa en dans","challenges-content.dance.author":"EU Code Week Team","challenges-content.dance.purposes.0":"Att lära sig grundläggande kodningskoncept","challenges-content.dance.purposes.1":"Att lära sig animera karaktärer","challenges-content.dance.description":"I den här utmaningen ska du skapa en uppsättning karaktärer som ska dansa tillsammans. Du kommer att använda ett inbyggt mediebibliotek (Media Library) för att välja ut karaktärer och musikklipp, eller så kan du skapa dina egna. Du kommer att animera karaktärerna så att de dansar och pratar med varandra","challenges-content.dance.instructions.0":"Logga in på","challenges-content.dance.instructions.1":"som lärare. Skapa elevkonton och dela dem med dina elever. Eller så delar du en klasskod och låter eleverna registrera sig med sin skolmejladress. Om du är elev så kan du registrera dig som elev, men du blir ombedd att ange din förälders e-postadress så att de kan godkänna ditt konto. ","challenges-content.dance.instructions.2":"Klicka på","challenges-content.dance.instructions.3":"och ge det en rubrik","challenges-content.dance.instructions.4":"Gå till","challenges-content.dance.instructions.5":"för att lägga till en bakgrund genom att klicka på utrustningsikonen. Välj en bakgrund från mediebiblioteket, ladda upp din egen bild eller du kan till och med ta en bild och ladda upp den. Välj ett ljudklipp och lägg till det till scenen(stage):","challenges-content.dance.instructions.6":"Klicka på","challenges-content.dance.instructions.7":"för att lägga till karaktärer eller föremål som du kommer att animera så att de kan röra sig, prata och interagera med varandra. Lägg till två eller tre karaktärer som du väljer själv. Du kan rita dina egna karaktärer eller modifiera de befintliga. Lägg till andra kläder till din karaktär genom att klicka på pennikonen. ","challenges-content.dance.instructions.8":"Klicka på var och en av karaktärerna och animera dem genom att lägga till följande block","challenges-content.dance.instructions.9":"Lägg till ett","challenges-content.dance.instructions.10":"say-block","challenges-content.dance.instructions.11":"och få dina skådespelare att prata med varandra. Ändra formen på pratbubblorna och typsnittet och storleken på din text","challenges-content.dance.example.0":"Titta på","challenges-content.dance.example.1":"det här exemplet","challenges-content.dance.example.2":"på dansade robotar. Du får gärna använda dem och göra en remix. ","challenges-content.compose-song.title":"Skapa en musikalisk komposition","challenges-content.compose-song.author":"EU Code Week Team","challenges-content.compose-song.purposes.0":"Att lära sig kodning med hjälp av musik","challenges-content.compose-song.purposes.1":"Att urskilja musikgenrer och instrument","challenges-content.compose-song.purposes.2":"Att komponera en låt genom att mixa ljudklipp","challenges-content.compose-song.description":"I den här utmaningen ska du skapa en musikkomposition med hjälp av programmeringsspråk. Du kan använda inbyggda ljudklipp eller spela in dina egna och mixa dem för att skapa en musikkomposition. Kör din kod i Digital Audio Workstation och lyssna på den musik du har kodat. Lek med olika ljud och effekter för att göra ändringar i ditt musikstycke. ","challenges-content.compose-song.instructions.0":"Logga in på","challenges-content.compose-song.instructions.1":"Klicka här för att göra ett skript","challenges-content.compose-song.instructions.2":"Ge ditt skript ett namn och välj","challenges-content.compose-song.instructions.3":"som programmeringsspråk","challenges-content.compose-song.instructions.4":"Börja skriv din kod mellan raderna","challenges-content.compose-song.instructions.5":"och","challenges-content.compose-song.instructions.6":"","challenges-content.compose-song.instructions.7":"Bläddra bland musikklippen i","challenges-content.compose-song.instructions.8":"Sound Library [ljudbibliotek]","challenges-content.compose-song.instructions.9":"och välj de musikgenrer, artister och instrument du gillar","challenges-content.compose-song.instructions.10":"För att lägga till ett ljudklipp till din låt, skriver du","challenges-content.compose-song.instructions.11":"Mellan parentestecknen ska följande fyra parametrar finnas med, åtskilda av kommatecken","challenges-content.compose-song.instructions.12":"Ljudklipp","challenges-content.compose-song.instructions.13":"Placera markören mellan parentestecknen, gå till Sound Library, välj ett klipp och klistra in det genom att klicka på den blå klistra-in-ikonen","challenges-content.compose-song.instructions.14":"Spårnummer","challenges-content.compose-song.instructions.15":"med hjälp av spår kan du organisera dina ljud utifrån instrumenttyp(sång, bas, trummor, keyboard, osv.). Lägg till så många spår(instrument) som du vill. Spåren visas som rader som går tvärs över din Digital Audio Workstation","challenges-content.compose-song.instructions.16":"Start measure [starta takt]","challenges-content.compose-song.instructions.17":"visar när ditt ljud kommer att börja spela. Takter är musikaliska tidsenheter. En takt är fyra slag","challenges-content.compose-song.instructions.18":"End measure [Slut på takt]","challenges-content.compose-song.instructions.19":"visar när ditt ljud kommer att sluta spela","challenges-content.compose-song.instructions.20":"En sådan kodrad kommer se ut så här","challenges-content.compose-song.instructions.21":"Du kan lägga till olika effekter, t. ex. volym för att höja ljudet på din komposition. Volymen går från-60,0 decibel till 12,0 decibel där 0,0 är grundvolymen. ","challenges-content.compose-song.instructions.22":"Skriv","challenges-content.compose-song.instructions.23":"I parentesen skriver du spårnumret, VOLUME, GAIN, volymnivån, takten när den startar, nivån och takten när den slutar","challenges-content.compose-song.instructions.24":"Det här är ett exempel på en intoningseffekt","challenges-content.compose-song.instructions.25":"och en uttoningseffekt","challenges-content.compose-song.example.0":"Lyssna på","challenges-content.compose-song.example.1":"ett exempel på en låt kodad med Earsketch","challenges-content.compose-song.example.2":"Du kan importera koden och redigera den","challenges-content.sensing-game.title":"Skapa ett videosensorspel","challenges-content.sensing-game.author":"EU Code Week Team","challenges-content.sensing-game.purposes.0":"Att koda animerade objekt","challenges-content.sensing-game.purposes.1":"Att utveckla förståelse för hur man kontrollerar digital animation med fysisk rörelse","challenges-content.sensing-game.purposes.2":"Att komponera en låt genom att mixa musikklipp","challenges-content.sensing-game.description":"I den här utmaningen kommer du att skapa ett enkelt spel där en videokamera används som en sensor för att upptäcka rörelse, vilket betyder att du kommer att kunna kontrollera dina animation med fysiska rörelser. I det här spelet är uppgiften att samla så många EU Code Week-bubblor som möjligt på 30 sekunder. Istället för att samla bubblor kan du skapa ett spel där du jagar en karaktär eller smäller ballonger med händerna. ","challenges-content.sensing-game.instructions.0":"Logga in på","challenges-content.sensing-game.instructions.1":"Klicka på","challenges-content.sensing-game.instructions.2":"Lägg till ett tillägg","challenges-content.sensing-game.instructions.3":"och välj","challenges-content.sensing-game.instructions.4":"Video – Känna av","challenges-content.sensing-game.instructions.5":"Den kommer att registrera hur fort ett föremål rör sig. Om siffran är lägre, kommer den att vara känsligare för rörelse.","challenges-content.sensing-game.instructions.6":"Lägg till en sprajt. Välj ett sound [ljud] och lägg till det till din sprajt. Om du vill kan du lägga till","challenges-content.sensing-game.instructions.7":"Skapa klon av","challenges-content.sensing-game.instructions.8":"för att dubblera din sprite. ","challenges-content.sensing-game.instructions.9":"Skapa två variabler: en för","challenges-content.sensing-game.instructions.10":"Poäng","challenges-content.sensing-game.instructions.11":"och den andra för","challenges-content.sensing-game.instructions.12":"Timer","challenges-content.sensing-game.instructions.13":"och lägg till dem till din sprite. Ställ in timern på 30 och lägg till","challenges-content.sensing-game.instructions.14":"Ändra Timer med-1","challenges-content.sensing-game.instructions.15":"Skapa en ny sprajt","challenges-content.sensing-game.instructions.16":"Spelet slut","challenges-content.sensing-game.instructions.17":"för att avsluta spelet. Du kan också skapa en sprite med titeln på ditt spel, t. ex. Samla in alla EU Code Week-bubblor. ","challenges-content.sensing-game.example.0":"Spela ett videosensorspel Samla in alla EU Code Week-bubblor. Gör gärna en remix av","challenges-content.sensing-game.example.1":"det här projektet","challenges-content.calming-leds.title":"Lugnande LED-ljus: skapa en enkel enhet med micro:bit","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 minuter","challenges-content.calming-leds.materials.0":"en micro:bit-enhet och ett batteripaket(om det finns tillgängligt)","challenges-content.calming-leds.materials.1":"en laptop eller surfplatta där du kan besöka Microsoft MakeCode och Youtube","challenges-content.calming-leds.materials.2":"microbit. org för aktivitetsresurserna","challenges-content.calming-leds.description":"Eleverna skapar en digital enhet med hjälp av LED-ljus som kan hjälpa dem att styra sin andning och känna sig lugnare. De blir ombedda att skriva lite enkel kod, utforska animeringar och sekvenser. ","challenges-content.calming-leds.instructions.0":"Målet är att skapa en fungerande LED-enhet som man kan använda för att styra sin andning. Enheten kan skapas på en fysisk micro:bit-bräda eller i simulatorn i MakeCode-redigeraren. ","challenges-content.calming-leds.instructions.1":"Utmaningen kan genomföras med hjälp av MakeCode-redigeraren och genom att man skriver en enkel kodsekvens så som visas i videon / skärmdumpen. ","challenges-content.calming-leds.instructions.2":"För att utveckla utmaningen kan eleverna utforska olika animationer och vara kreativa med vilken animation de skulle vilja se för att kunna känna sig lugna eller glada","challenges-content.calming-leds.instructions.3":"Mer information och videoinstruktioner via","challenges-content.calming-leds.instructions.4":"den här länken","challenges-content.calming-leds.example":"Besök den här sidan för instruktioner och videor av den genomförda utmaningen plus om hur man kodar","challenges-content.calming-leds.purposes.0":"Att utforma en enkel digital artefakt som kan vara till hjälp","challenges-content.calming-leds.purposes.1":"Att utforska sekvenser och animeringar och hur de fungerar","challenges-content.calming-leds.purposes.2":"Att testa och felsöka enkel kod","challenges-content.calming-leds.purposes.3":"Att upprepa en design genom att göra animeringarna snabbare eller långsammare","challenges-content.computational-thinking -and-computational-fluency.title":"Datalogiskt tänkande och datalogiskt flyt med ScratchJr","challenges-content.computational-thinking -and-computational-fluency.author":"Stamatis Papadakis – Ambassadör för EU Code Week Grekland","challenges-content.computational-thinking -and-computational-fluency.purposes.0":"Att bekanta sig med nya kommandon och gränssnitt. ","challenges-content.computational-thinking -and-computational-fluency.purposes.1":"Att skapa enkla program med enkla orsak-verkan-kommandon. ","challenges-content.computational-thinking -and-computational-fluency.purposes.2":"Att utföra enkel felsökning genom att testa sig fram. ","challenges-content.computational-thinking -and-computational-fluency.description":"I den här utmaningen kommer barn att införliva koncept från datalogiskt tänkande i sina projekt genom att använda appen ScratchJr för att göra sina berättelser mer engagerande, spännande och känslosamma. ","challenges-content.computational-thinking -and-computational-fluency.instructions.0":"ScratchJr kräver inte att barnen kan läsa och skriva. Alla instruktioner och menyval kan identifieras med hjälp av symboler och färger. Utmaningen kan genomföras i klassrummet, i labbet eller till och med utomhus eftersom den inte kräver internet. ","challenges-content.computational-thinking -and-computational-fluency.instructions.1":"Barnen använder staden som bakgrund och kodningsblock för att få en bil att köra genom staden. ","challenges-content.computational-thinking -and-computational-fluency.example.0":"Barnen kan använda ljud-och rörelseblock och starta om-block för att få karaktärerna att dansa. ","challenges-content.computational-thinking -and-computational-fluency.example.1":"Barnen väljer en bakgrund och en karaktär och använder rörelseblock för att få bilen att köra genom staden Barnen kan använda hastighetsblocket för att få karaktären att röra sig snabbare eller långsammare. ","challenges-content.computational-thinking -and-computational-fluency.materials.0":"Gratisappen","challenges-content.computational-thinking -and-computational-fluency.materials.1":"fungerar i olika operativsystem och på olika typer av smarta enheter","challenges-content.computational-thinking -and-computational-fluency.materials.2":"Webbplatsen","challenges-content.computational-thinking -and-computational-fluency.materials.3":"innehåller också mycket gratis utbildningsmaterial","challenges-content.computational-thinking -and-computational-fluency.duration":"90 minuter","challenges-content.ai-hour-of-code.title":"AI-timme med kod","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Att skapa kodningslösningar som omfattar sekvenser, event, loopar och if-satser","challenges-content.ai-hour-of-code.purposes.1":"Att dela upp de steg som behövs för att lösa ett problem i en exakt sekvens av instruktioner","challenges-content.ai-hour-of-code.purposes.2":"Att utforska kodningskoncept","challenges-content.ai-hour-of-code.description":"En by hotas av en brand och behöver din hjälp med att koda en lösning!Möt din kodningsassistent, Minecraft-agenten, och programmera sedan agenten till att ta sig runt i skogen och samla in data. Dessa data kommer att hjälpa agenten att förutsäga var det kommer att uppstå bränder. Koda sedan agenten till att hjälpa till att förhindra att branden sprider sig, rädda byn och få livet att återvända till skogen. Lär dig grunderna i kodning och utforska ett exempel på artificiell intelligens från verkligheten. ","challenges-content.ai-hour-of-code.instructions":"Ladda ner lektionsplaneringen här","challenges-content.ai-hour-of-code.materials.0":"Installera Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Efter att du installerat Minecraft Education Edition, finns utmaningen på","challenges-content.ai-hour-of-code.materials.2":"den här webbplatsen","challenges-content.create-a-dance.title":"Skapa en dans med Ode to Code!","challenges-content.create-a-dance.purposes":"Att öva på kodning på ett kul sätt och känna gemenskap med dem som deltar i EU Code Week. ","challenges-content.create-a-dance.description.0":"Skapa en dans med Ode to Code!Använd","challenges-content.create-a-dance.description.1":"Handledningen för Dansparty","challenges-content.create-a-dance.description.2":"för att koda en dans till Ode to Code. EU Code Weeks officiella låt finns med bland de låtar man kan välja i Dansparty. ","challenges-content.create-a-dance.instructions.0":"Instruktionerna visas som videor i","challenges-content.create-a-dance.instructions.1":"handledningen","challenges-content.create-a-dance.instructions.2":"och de står också högst upp på varje nivå","challenges-content.create-a-dance.example":"Särskilt uppmärksammade verk av elever finns också på följande sida","challenges-content.create-a-dance.materials":"Handledningen för The Code. org","challenges-content.create-a-simulation.title":"Skapa en simulering!","challenges-content.create-a-simulation.purposes.0":"Att lära sig om simuleringar och samtidigt introducera följande variabler: skapa en folksamling, återhämtningsnivåer, bära munskydd och vacciner. ","challenges-content.create-a-simulation.purposes.1":"Att aktivera förkunskap om virusutbrott i verkliga världen som kan tillämpas på ett fiktivt scenario. ","challenges-content.create-a-simulation.description":"Skriv kod för att skapa och köra dina egna simuleringar av virusutbrottet i Monster Town. Lär dig att koda och skapa prognoser för vad som kommer att hända med invånarna i Monster Town. ","challenges-content.create-a-simulation.instructions.0":"Instruktionerna visas som videor i","challenges-content.create-a-simulation.instructions.1":"handledningen","challenges-content.create-a-simulation.instructions.2":"och de står också högst upp på varje nivå","challenges-content.create-a-simulation.example":"När du är färdig kan du dela din simulering med andra. Dela ditt budskap om vad du tror vi kan göra för att hjälpa andra att hålla sig friska när ett virus kommer till stan. ","challenges-content.create-a-simulation.materials":"Handledningen för The Code. org","challenges-content.create-your-own-masterpiece.title":"Skapa ditt eget mästerverk!","challenges-content.create-your-own-masterpiece.audience":"Lämpligt för alla åldrar","challenges-content.create-your-own-masterpiece.purpose":"Att introducera datavetenskapliga koncept på ett visuellt sätt och inspirera till kreativitet","challenges-content.create-your-own-masterpiece.description":"Skapa ditt eget mästerverk med konstnären!Använd kodblock för att få din konstnär att skapa ett unikt konstverk. ","challenges-content.create-your-own-masterpiece.instructions":"Instruktionerna står högst upp på varje nivå","challenges-content.create-your-own-masterpiece.example":"Exempel på konstnärer finns på den här sidan under Drawing [rita]","challenges-content.create-your-own-masterpiece.materials.0":"Den första nivån av handledningen finns","challenges-content.create-your-own-masterpiece.materials.1":"HÄR","challenges-content.cs-first-unplugged-activities.title":"CS First Unplugged-aktiviteter","challenges-content.cs-first-unplugged-activities.purposes.0":"Att stödja elever som läser på distans","challenges-content.cs-first-unplugged-activities.purposes.1":"Att ge alla en paus från skärmarna","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged är en serie aktiviteter som introducerar datavetenskapliga koncept för eleverna utan att man använder en dator. Vi har utformat den här lektionen för att visa att datavetenskap är mycket mer än bara kod. ","challenges-content.cs-first-unplugged-activities.instructions.0":"Du kan hitta en broschyr om alla aktiviteterna på engelska via den här","challenges-content.cs-first-unplugged-activities.instructions.1":"länken","challenges-content.cs-first-unplugged-activities.instructions.2":"samt en lektionsplanering på engelska på den här","challenges-content.cs-first-unplugged-activities.instructions.3":"Aktiviteterna i den här lektionen kan genomföras individuellt och i vilken ordning som helst","challenges-content.cs-first-unplugged-activities.instructions.4":"Läraren kan ta en bild av inlärningsprocessen och dela den på Instagram med hashtaggen #EUCodeWeekChallengeGoogle #GrowWithGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Förutom aktivitetsbroschyren så kan vissa av aktiviteterna kräva, eller bli bättre med, ytterligare material.","challenges-content.cs-first-unplugged-activities.materials.1":"Små räkneobjekt (som torkade bönor) att använda på kartan för Network a Neighborhood [koppla ihop ett kvarter].","challenges-content.cs-first-unplugged-activities.materials.2":"En sax för att klippa ut chifferhjulet till Send a Secret Message [skicka ett hemligt meddelande].","challenges-content.cs-first-unplugged-activities.materials.3":"Kartong och lim för att göra chifferhjulet till Send a Secret Message stabilare.","challenges-content.cs-first-unplugged-activities.materials.4":"Ett häftstift, en tandpetare eller ett uträtat gem för att sätta ihop chifferhjulet till Send a Secret Message.","challenges-content.family-care.title":"Ta hand om familjen","challenges-content.family-care.experience":"Öppet för alla","challenges-content.family-care.duration":"5 till 10 timmar","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Att undersöka frågan om att ta hand om familjen som vi står inför varje dag;","challenges-content.family-care.purposes.1":"Att se problem som möjligheter och skapa kreativa lösningar;","challenges-content.family-care.purposes.2":"Att använda kod för att på ett innovativt sätt förverkliga dina lösningar;","challenges-content.family-care.purposes.3":"Att designa affischer och presentera dina lösningar för andra;","challenges-content.family-care.purposes.4":"Att använda sociala medier för att dina projekt ska ha effekt.","challenges-content.family-care.description.0":"Vad tänker du på när vi pratar om hemmet? Ett trevligt hus? En stor middag lagad av dina föräldrar? Ett hemligt utrymme bara för dig? Ett varmt hem tankar våra kroppar och själar med ny energi som en mack. I det moderna livets stress och jäkt är föräldrar alltid upptagna av jobbet. När du hänger med dina kompisar kan du inte lämna dina kattungar ensamma. Men hur tar du hand om dina närmaste när ni inte är tillsammans? Temat för utmaningen är","challenges-content.family-care.description.1":"Ta hand om familjen","challenges-content.family-care.description.2":"Utifrån det temat uppmanas eleverna att ta fram en idé om hur man kan sprida kärlek och omsorg via kodning och hårdvara. Här är några frågor du kan fundera på","challenges-content.family-care.description.3":"Hur många familjemedlemmar finns det hemma hos dig? Vilka är de? Har du haft några problem med att bo med dem? Vilken typ av omsorg behöver de?","challenges-content.family-care.description.4":"Vet du någon som saknar familjeomsorg mer än andra i ditt samhälle? Hur kan du hjälpa dem?","challenges-content.family-care.instructions.0":"Bolla idéer och läs på om ämnet omsorg om familjen","challenges-content.family-care.instructions.1":"Skriv en lista på eventuella problem","challenges-content.family-care.instructions.2":"Ta fram möjliga lösningar","challenges-content.family-care.instructions.3":"Välj en lösning","challenges-content.family-care.instructions.4":"Programmera och bygg upp strukturen","challenges-content.family-care.instructions.5":"Designa en affisch för att beskriva ditt projekt","challenges-content.family-care.instructions.6":"Presentera det för dina lärare och familjemedlemmar","challenges-content.family-care.example.0":"Du kan se några exempel här","challenges-content.family-care.example.1":"och här","challenges-content.family-care.materials.0":"Kodningsverktyg:","challenges-content.family-care.materials.1":"eller ladda ner","challenges-content.family-care.materials.2":"Pc-versionen","challenges-content.family-care.materials.3":"mBlock är ett programmeringsspråk som bygger på Scratch","challenges-content.family-care.materials.4":"Den här utmaningen har också anpassats utifrån MakeX Global Spark Competition, ett projektbaserat program för kreativ design för unga i åldern 6 till 13 år.","challenges-content.family-care.materials.5":"Det deltagande laget kommer att behöva fokusera på det specifika temat och tänka ut en lösning med hjälp av mjukvaruprogrammering och hårdvarukonstruktion.","challenges-content.family-care.materials.6":"Eleverna uppmanas att genomföra utmaningen under Code Week och ta den vidare till internationell nivå för att kommunicera med andra elever och vinna priser.","challenges-content.family-care.materials.7":"Mer information finns här:","challenges-content.family-care.materials.8":"eller kontakta oss på","challenges-content.virtual-flower-field.title":"Odla din virtuella blomsteräng","challenges-content.virtual-flower-field.author":"Jadga Huegle-Meet and Code-coach och en del av SAP Snap!-teamet","challenges-content.virtual-flower-field.duration":"30–60 minuter","challenges-content.virtual-flower-field.purposes.0":"Att bekanta sig med programmering med hjälp av ett enkelt men ändå uttrycksfullt projekt. ","challenges-content.virtual-flower-field.purposes.1":"Att lära sig att kodning kan vara konstnärligt och leda till vackra resultat. ","challenges-content.virtual-flower-field.purposes.2":"Att lysa upp hösten med färgglada blommor och EU Code Week. ","challenges-content.virtual-flower-field.purposes.3":"Att visa upp mångfalden av blommor på jorden. ","challenges-content.virtual-flower-field.purposes.4":"Att bidra till de globala målen för hållbar utveckling, särskilt nummer 13 – bekämpa klimatförändringarna, genom att skapa kodningsevent som förbättrar utbildningen om klimatförändringarna genom att öka medvetenheten om ämnet. ","challenges-content.virtual-flower-field.description":"Utveckla ett program i Snap!där du odlar en virtuell blomsteräng med olika typer av blommor och olika antal blomblad. ","challenges-content.virtual-flower-field.instructions.0":"Om du behöver inspiration för hur du ska komma igång med den här utmaningen, kan du titta på","challenges-content.virtual-flower-field.instructions.1":"den här videon","challenges-content.virtual-flower-field.instructions.2":"eller använda","challenges-content.virtual-flower-field.instructions.3":"det här dokumentet","challenges-content.virtual-flower-field.instructions.4":"för att följa med","challenges-content.virtual-flower-field.instructions.5":"Den här utmaningen kan genomföras genom att man programmerar en virtuell blomsteräng i Snap!(eller Scratch) och lägger upp en skärmdump eller ett foto av resultatet på nätet. ","challenges-content.virtual-flower-field.instructions.6":"Blomsterängen ska innehålla olika typer av blommor med olika antal blomblad. Helst ska blommorna vara programmerade, vilket betyder att de skapas genom att man stämplar och vänder(eller ritar och vänder) blombladen om och om igen. ","challenges-content.virtual-flower-field.instructions.7":"Lägg upp en bild på din virtuella blomsterträdgård med hashtaggen #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Vi rekommenderar att man använder","challenges-content.virtual-flower-field.materials.1":"men projektet fungerar också i","challenges-content.haunted-house.title":"Hemsökta huset i Hedy","challenges-content.haunted-house.author":"Felienne Hermans, Leidens universitet-Ramon Moorlag, I&I-CodeWeek NL","challenges-content.haunted-house.audience":"Lärare och utbildare","challenges-content.haunted-house.duration":"En eller två timmar beroende på förkunskap","challenges-content.haunted-house.purposes.0":"Att skapa en interaktiv berättelse om ett hemsökt hus.","challenges-content.haunted-house.purposes.1":"Att lära sig att programmera med Hedy.","challenges-content.haunted-house.description":"Med Hedy kommer du att skapa en berättelse om ett hemsökt hus med interaktiva element. Varje gång koden körs kommer en ny berättelse att skapas. Berättelsen kan också läsas upp av din dator och delas på nätet.","challenges-content.haunted-house.instructions.0":"Börja med att öppna en webbläsare och gå till hedycode.com.","challenges-content.haunted-house.instructions.1":"Följ instruktionerna för nivå 1-4. Använd flikarna ‘Level [nivå]’ och ‘Haunted house [hemsökta huset].’","challenges-content.haunted-house.instructions.2":"Med hjälp av de här nivåerna, kommer vi att skriva en interaktiv berättelse om ett hemsökt hus.","challenges-content.haunted-house.instructions.3":"För lärare finns en lektionsplan för Hedy","challenges-content.haunted-house.instructions.4":"här","challenges-content.haunted-house.instructions.5":"Du kan se en inspelning av när Felienne Hermans presenterar Hedy via","challenges-content.haunted-house.instructions.6":"den här länken","challenges-content.haunted-house.example":"Exempel på hemsökt hus på nivå","challenges-content.haunted-house.materials.0":"Hedy på","challenges-content.haunted-house.materials.1":"nivå 1 till 4","challenges-content.inclusive-app-design.title":"Inkluderande App-design","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 minuter + frivilliga extraaktiviteter","challenges-content.inclusive-app-design.purposes.0":"Att bolla idéer, planera, skapa en prototyp, och dela en appidé som alla kan få tillgång till och förstå. ","challenges-content.inclusive-app-design.description":"Fantastiska appar startar med fantastiska idéer. I den här aktiviteten ska eleverna komma på en appidé för en fråga som de tycker är viktig och sedan utforska hur man utformar appar med inkludering och tillgänglighet i åtanke. ","challenges-content.inclusive-app-design.instructions.0":"Du hittar alla instruktioner via den här länken","challenges-content.inclusive-app-design.instructions.1":"Med den här en timme långa lektionsplanen kan lärare vägleda eleverna i att","challenges-content.inclusive-app-design.instructions.2":"lära sig om inkluderande App-design","challenges-content.inclusive-app-design.instructions.3":"bolla idéer om frågor de tycker är viktiga för att komma på en appidé","challenges-content.inclusive-app-design.instructions.4":"skissa upp sina appidéer och planera användaraktiviteter","challenges-content.inclusive-app-design.instructions.5":"göra en prototyp av en del av sin app i Keynote","challenges-content.inclusive-app-design.instructions.6":"dela demor av sina prototyper och beskriva hur de stöder användare med olika bakgrunder och förmågor","challenges-content.inclusive-app-design.materials.0":"Utforska aktiviteten om inkluderande App-design(Inclusive App Design Activity) i Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Keynote på iPad eller Mac rekommenderas men krävs inte. ","challenges-content.silly-eyes.title":"Tokiga ögon","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 minuter","challenges-content.silly-eyes.purposes.0":"Att skapa en projekt med användardeltagande. ","challenges-content.silly-eyes.purposes.1":"Att göra ett projekt personligt med färg och grafiska effekter. ","challenges-content.silly-eyes.purposes.2":"Att lära sig om design inom digitalt skapande. ","challenges-content.silly-eyes.description":"I det här projektet kommer du att skapa en karaktär med tokiga ögon. Karaktärens stora tokiga ögon kommer att följa muspekaren så att din karaktär får liv. ","challenges-content.silly-eyes.instructions":"Läs den fullständiga projektbeskrivningen här","challenges-content.silly-eyes.example":"Titta på Gobo, Under the sea och Don't eat donut","challenges-content.train-ai-bot.title":"Träna en AI-bot!","challenges-content.train-ai-bot.purposes":"Att lära sig om artificiell intelligens (AI), maskininlärning, dataset, och partiskhet, samtidigt som du utforskar etiska utmaningar och hur AI kan användas för att hantera globala problem.","challenges-content.train-ai-bot.description":"Träna en AI-bot med AI för haven. I den här aktiviteten kommer du att programmera eller träna AI (artificiell intelligens) i att identifiera fisk eller skräp. Låtoss städa havet!","challenges-content.train-ai-bot.instructions.0":"Instruktionerna visas som videor i handledningen","challenges-content.train-ai-bot.instructions.1":"och de står också högst upp på varje nivå","challenges-content.train-ai-bot.materials.0":"Handledningen finns här","challenges-content.train-ai-bot.materials.1":"Handledningen finns tillgänglig på över 25 språk","challenges-content.build-calliope.title":"Bygg din egen fitnesstränare med Calliope mini","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Att på ett lekfullt sätt lära känna sekvenser, animationer, repetitioner och variabler.","challenges-content.build-calliope.purposes.1":"Att designa ett strukturdiagram.","challenges-content.build-calliope.purposes.2":"Att testa och felsöka kod.","challenges-content.build-calliope.purposes.3":"Att optimera ett program genom trial and error, kontrollera och justera användbarheten.","challenges-content.build-calliope.duration":"20–30 minuter","challenges-content.build-calliope.description":"Deltagarna får utveckla en digitalt kontrollerad prototyp där en färgglad lysande diod används för att återge en förhandsbestämd 10 enheters fitnessövning.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (i mån av tillgång)","challenges-content.build-calliope.materials.1":'Laptop eller surfplatta där du kan besöka https://makecode.calliope.cc eller https://calliope.cc samt YouTube för att få tillgång till resurser för aktiviteten.',"challenges-content.build-calliope.instructions.0":"Kom igång genom att skapa en plan och bestämma ordningen på övningsenheterna. Använd schemat och programmera RGB-dioderna på Calliope mini så att de visar de 5 färgerna i det fördefinierade tempot. Skapa sedan en variabel för tempot och programmera repetitioner med hjälp av loopar.","challenges-content.build-calliope.instructions.1":"Kom ihåg att om du genomfört programmet på ett sätt som du gillar, kan du också dela det med oss på info@calliope.cc – vi vill väldigt gärna se vad du åstadkommer med det! Förresten skänker vi bort Calliope mini-exemplar till 30 av dem som lämnat bidrag!","challenges-content.build-calliope.instructions.2":"Dela QR-koden för ditt projekt på Instagram, lägg till hashtaggen #EUCodeWeekChallenge och nämn @CodeWeekEU.","challenges-content.build-calliope.example.0":"Även om du sitter vid datorn kan du bli sportig också.","challenges-content.build-calliope.example.1":"Skapa en fitnessprototyp med Calliope mini, som också kan testas i simulatorn. Utmaningen görs i MakeCode-redigeraren genom att du programmerar en enkel kodsekvens (se skärmdump).","challenges-content.build-calliope.example.2":"Välj 5 olika färger och tilldela en fitnessövning till var och en av dem, t.ex. knäböj eller stjärnhopp. Sedan kan färgerna radas upp i valfri ordning och tränas.","challenges-content.common.share":"Dela länken eller QR-koden till ditt projekt på Instagram eller Facebook, lägg till hashtaggen #EUCodeWeekChallange och nämn @CodeWeekEU.","challenges-content.common.audience.0":"Lärare och utbildare","challenges-content.common.audience.1":"Låg- och mellanstadieelever (6 till 12 år)","challenges-content.common.audience.2":"Högstadieelever (12 till 16 år)","challenges-content.common.audience.3":"Gymnasieelever (16 till 18 år)","challenges-content.code-a-dice.title":"Koda en tärning för att slå den","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Koda interaktiva gåtor","challenges-content.code-a-dice.purposes.1":"Att koda en simulering av ett föremål som rör sig slumpmässigt som kan användas om det riktiga föremålet inte finns tillgängligt","challenges-content.code-a-dice.description":"I den här utmaningen kommer du att koda en tärning så att den slås slumpmässigt när du begär det. Du kan välja vilken sorts tärning som helst med det antal sidor du vill, som de som används i rollspel, och du kan också lägga till ljud.","challenges-content.code-a-dice.instructions.0":"Logga in på Scratch","challenges-content.code-a-dice.instructions.1":"Välj en bakgrund","challenges-content.code-a-dice.instructions.2":"Skapa din tärnings-sprite eller sök efter en på nätet och ladda upp den till ditt program","challenges-content.code-a-dice.instructions.3":"Skapa så många dräkter till din sprite som sidor på den valda tärningen, där var och en av dem visar en egen siffra","challenges-content.code-a-dice.instructions.4":"Välj hur du vill få tärningen att slås (genom att trycka på en tangent på tangentbordet, klicka på spriten osv.) och skriv koden","challenges-content.code-a-dice.instructions.5":"Koda spriten att slumpmässigt byta klädsel efter att den har slagits","challenges-content.code-a-dice.instructions.6":"Lägg till ljudeffekter","challenges-content.code-a-dice.example":"Slå en D20-tärning","challenges-content.personal-trainer.title":"Personlig tränare med micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Att koda micro:bit för att kunna använda summern och LED-panelen","challenges-content.personal-trainer.purposes.1":"Att skapa en personlig enhet som kontrollerar din fysiska aktivitet","challenges-content.personal-trainer.purposes.2":"Att koda miro:bit för att förbättra din hälsa med hjälp av idrott","challenges-content.personal-trainer.description":"Genom den här utmaningen kan du koda micro:bit för att kontrollera repetitionstiden för fysisk träning i kombination med vilotid. Du kan mäta din fysiska aktivitet i skolan, hemma eller i parken.","challenges-content.personal-trainer.instructions.0":"När A+B, skapa en 3-sekunders nedräkningstimer med en musikton varje sekund och visa ordet GÅ!","challenges-content.personal-trainer.instructions.1":"Under den första övningen, visa en blinkande 2x2-ruta i 20 sekunder. Spela sedan ett ljud och låt rutan lysa med ett fast ljus. Under resten av tiden måste en annan blinkande bild visas i 10 sekunder. När det är färdigt, spela ett ljud.","challenges-content.personal-trainer.instructions.2":"Upprepa sedan samma handling men visa en 3x3-panel under övningstiden. Upprepa dessa handlingar tills dess att 5x5-panelen visas.","challenges-content.personal-trainer.duration":"30–40 minuter","challenges-content.create-a-spiral.title":"Skapa en spiral","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Att lära sig och öva på loopar och variabler","challenges-content.create-a-spiral.purposes.1":"Att öka kreativiteten i kodningen.","challenges-content.create-a-spiral.description":"I den här utmaningen kommer du att skriva ett projekt i Scratch för att skapa en spiral, med hjälp av ”penna”-blocken, en loop och en variabel.","challenges-content.create-a-spiral.instructions.0":"”Penna”-blocken","challenges-content.create-a-spiral.instructions.1":"Skapa ett nytt projekt och döp det till Spiral.","challenges-content.create-a-spiral.instructions.2":"Klicka på den lila ikonen ”Lägg till tillägg” längst ner till vänster på skärmen","challenges-content.create-a-spiral.instructions.3":"Välj ”Penna”: ”penna”-blocken är nu tillgängliga för ditt projekt","challenges-content.create-a-spiral.instructions.4":"Dra och släpp blocket ”när grön flagga klickas på” för att påbörja ditt projekt:","challenges-content.create-a-spiral.instructions.5":"Du måste starta med en tom sida: inom ”penna”-blocken, lägg till ”radera allt”-blocket:","challenges-content.create-a-spiral.instructions.6":"Du vill börja rita i mitten av scenen, vilket betyder att din sprite måste gå till mitten av scenen (0,0):","challenges-content.create-a-spiral.instructions.7":"Din sprite kan röra sig utan att rita, eller röra sig och rita:","challenges-content.create-a-spiral.instructions.8":"när du vill att den ska rita kan du använda blocket ”penna ner”","challenges-content.create-a-spiral.instructions.9":"när du inte vill att den ska rita kan du använda blocket ”penna upp”","challenges-content.create-a-spiral.instructions.10":"Nu, vill du rita! Lägg till blocket ”penna ner”:","challenges-content.create-a-spiral.instructions.11":"Hexagonen","challenges-content.create-a-spiral.instructions.12":"Lägg till nedanstående block till ditt projekt:","challenges-content.create-a-spiral.instructions.13":"Du har nu en sjättedel av din hexagon. Du måste upprepa den här sekvensen 6 gånger:","challenges-content.create-a-spiral.instructions.14":"Spiralen","challenges-content.create-a-spiral.instructions.15":"För att skapa spiralen måste du lägga till 2 till längden på varje nästa sida.","challenges-content.create-a-spiral.instructions.16":"För att göra det kommer du att använda en variabel.","challenges-content.create-a-spiral.instructions.17":"I ”Variabel”-blocken, klicka på ”Skapa en variabel”","challenges-content.create-a-spiral.instructions.18":"Döp den till längd och klicka sedan på OK:","challenges-content.create-a-spiral.instructions.19":"Spiralen kommer att växa, du måste börja litet: sätt den första längden till 10 och sätt in detta block före loopen.","challenges-content.create-a-spiral.instructions.20":"Lägg in variabeln ”längd” i blocket ”flytta...steg”","challenges-content.create-a-spiral.instructions.21":"För att få spiralen att växa måste du också få längden att växa för varje loop: lägg till blocket nedan i slutet av loopen:","challenges-content.create-a-spiral.instructions.22":"Här är ditt nuvarande projekt:","challenges-content.create-a-spiral.instructions.23":"En vacker spiral","challenges-content.create-a-spiral.instructions.24":"Du ritade en spiral! För att få den att fortsätta och fortsätta kan du byta ut ”upprepa 6”-loopen mot ”för alltid”-loopen:","challenges-content.create-a-spiral.instructions.25":"För att rita en färgglad spiral, lägg till följande block i loopen:","challenges-content.create-a-spiral.instructions.26":"När du börjar om ritar spriten ett oönskat streck. För att förhindra det, lägg till ”penna upp”-blocket i början av projektet.","challenges-content.create-a-spiral.instructions.27":"Här är ditt färdiga projekt:","challenges-content.create-a-spiral.instructions.28":"Grattis! Du skapade en fantastisk sprial!","challenges-content.play-against-ai.title":"Skapa och spela mot AI - Lek sten, sax, påse","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"för att förstå hur maskininlärningscykeln fungerar.","challenges-content.play-against-ai.purposes.1":"för att bygga en maskininlärningsmodell med hjälp av Teachable Machine","challenges-content.play-against-ai.purposes.2":"för att bekanta dig med verktyget Pictoblox och importera den skapade modellen till projektet","challenges-content.play-against-ai.purposes.3":"för att skapa scenen och karaktärerna, skapa och inleda variabler i Pictoblox","challenges-content.play-against-ai.purposes.4":"för att inleda spelet, identifiera spelarrörelser, programmera slumpmässiga AI-rörelser","challenges-content.play-against-ai.purposes.5":"för att skapa och testa ett spel som omfattar artificiell intelligens som motståndare i leken sten, sax, påse.","challenges-content.play-against-ai.description":"Vi kommer att skapa en modell med hjälp av Teachable Machine med bilder av tre typer: sten, sax och påse. Modellen kommer att laddas upp i Pictoblox och användas för att skapa ett spel där vi kan spela mot AI.","challenges-content.play-against-ai.duration":"90 minuter","challenges-content.play-against-ai.instructions.0":"Skapa ett nytt bildprojekt i Teachable Machine med tre typer som du kallar sten, sax och påse. För varje typ ska du med hjälp av en kamera ta minst 400 bilder. Se till att bakgrunden är tom. Träna och exportera modellen. Ladda upp modellen och kopiera länken.","challenges-content.play-against-ai.instructions.1":"Skapa ett gratiskonto på webbplatsen för Pictoblox. Lägg till ett maskininlärningstillägg och ladda upp modellen. Bestäm scenen, variablerna och spritarna. Inled spelet, identifiera spelarrörelserna, AI:ns rörelser och vem som vinner omgången.","challenges-content.play-against-ai.instructions.2":"Träna data för spelet.","challenges-content.play-against-ai.instructions.3":"Testa modellen.","challenges-content.play-against-ai.instructions.4":"Exportera modellen.","challenges-content.play-against-ai.instructions.5":"Lägg till maskininlärningstillägg och ladda modellen.","challenges-content.play-against-ai.instructions.6":"Bestäm scenen, variablerna och spriten.","challenges-content.play-against-ai.instructions.7":"Inled spelet.","challenges-content.play-against-ai.instructions.8":"Identifiera spelarens rörelser.","challenges-content.play-against-ai.instructions.9":"Ställ in slumpmässiga AI-rörelser.","challenges-content.play-against-ai.instructions.10":"Spela upp slumpmässiga AI-rörelser.","challenges-content.play-against-ai.instructions.11":"Skapa tre block. Vem vinner omgången?","challenges-content.play-against-ai.instructions.12":"Om spelaren vinner omgången.","challenges-content.play-against-ai.instructions.13":"Om AI vinner omgången.","challenges-content.play-against-ai.instructions.14":"Om omgången blir oavgjord.","challenges-content.play-against-ai.instructions.15":"Programmera block.","challenges-content.play-against-ai.instructions.16":"Sten Sax Påse Sprite","challenges-content.air-drawing-with-AI.title":"Rita i luften med AI","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"för att skriva ett program med hjälp av tillägget ”human body detection”, för att känna igen fingerrörelser framför kameran.","challenges-content.air-drawing-with-AI.purposes.1":"för att koda med enkla block i några få rader kod.","challenges-content.air-drawing-with-AI.purposes.2":"för att se ett exempel på användning av AI","challenges-content.air-drawing-with-AI.description":"Skapande av ett program som gör det möjligt för användaren att rita i luften med sin hand (pekfingret) framför kameran och allt de ritar visas automatiskt på scenen i Pictoblox.","challenges-content.air-drawing-with-AI.instructions.0":"Skapa ett konto på Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"följa de visuella instruktionerna för att","challenges-content.air-drawing-with-AI.instructions.2":"lägga till tilläggen ”Human Body Detection” och ”Penna”;","challenges-content.air-drawing-with-AI.instructions.3":"bestämma scenen och lägga till sprite (Penna) och ytterligare sprites för Penna ner, Penna upp, Radera allt; ","challenges-content.air-drawing-with-AI.instructions.4":"skriva en kod för att spriten Penna ska följa fingret","challenges-content.air-drawing-with-AI.instructions.5":"skriva en kod för knapparna', Penna upp, Penna ner och Radera allt samt för Penna","challenges-content.air-drawing-with-AI.instructions.6":"Nu har du det du behöver för att göra dina egna teckningar och leka med olika färger och pennstorlekar.","challenges-content.air-drawing-with-AI.materials.0":"En laptop eller en dator med en kamera","challenges-content.air-drawing-with-AI.materials.1":"Den senaste versionen av PictoBlox nerladdad (rekommenderas) eller PictoBlox online (gratis)","challenges-content.air-drawing-with-AI.materials.2":"Pictoblox-konto (gratis)","challenges-content.air-drawing-with-AI.materials.3":"Bra internetuppkoppling","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Att lära sig grundläggande koncept om maskininlärning och textigenkänning.","challenges-content.emobot-kliki.purposes.1":"Att förstå känslors roll i kommunikation.","challenges-content.emobot-kliki.purposes.2":"Att använda kod för att skapa dialoger mellan en chattbot och en användare.","challenges-content.emobot-kliki.purposes.3":"Att förstå hur datorer kan känna igen känslouttryck genom textanalys och svara utifrån det.","challenges-content.emobot-kliki.description.0":"Skapa en känslobot i Scratch som kan visa ett glatt ansikte vid positiva budskap (om du säger snälla saker till den), ett argt ansikte för negativa budskap (om du säger elaka saker till den) och ett förvirrat ansikte om budskapet inte är tydligt.","challenges-content.emobot-kliki.description.1":"Vår Emobot Kliki kommer att känna igen komplimanger och förolämpningar så att vi kan se hur datorer kan tränas i att känna igen känslouttryck.","challenges-content.emobot-kliki.instructions.0":"För att börja måste du programmera en lista över regler för vad som är trevligt eller snällt och för vad som är dumt eller elakt.","challenges-content.emobot-kliki.instructions.1":"Logga in på https://machinelearningforkids.co.uk/eller skapa ett nytt konto.","challenges-content.emobot-kliki.instructions.2":"Skapa en ny maskininlärningsmodell genom att lägga till 3 nya etiketter, kalla den första ”snäll”, den andra kallas ”elak” och om du vill att den ska känna igen ditt namn kan du skapa en tredje etikett som heter ”namn”.","challenges-content.emobot-kliki.instructions.3":"Träna den nya maskininlärningsmodellen, testa den och använd den för att skapa en Emobot i Scratch.","challenges-content.emobot-kliki.instructions.4":"Starta Scratch 3-redigeraren, radera kattspriten, lägg in 3 nya sprites skapade med Microsoft Bing Image Creator (glad, arg och inte säker) eller skapa en ny sprite genom att klicka på penselikonen och rita tre kopior av klädseln för ansiktena glad, arg och inte säker.","challenges-content.emobot-kliki.instructions.5":"Klicka på ”kod”-fliken och ange följande script.","challenges-content.emobot-kliki.example.0":"Dela din Emobot Kliki med dina vänner och lär dig mer om AI och känslor!","challenges-content.emobot-kliki.example.1":"I stället för en datorteckning kan du testa något annat, som ett djur. I stället för snäll och elak kan du träna figuren att känna igen andra typer av budskap.","challenges-content.craft-magic.title":"Pysselmagi med AI-handrörelser","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Att främja kodningsfärdigheter hos eleverna och låta dem använda grundläggande kommandon.","challenges-content.craft-magic.purposes.1":"Att utveckla algoritmbaserade tankeförmågor genom att bryta ner komplexa uppgifter i hanterbara steg.","challenges-content.craft-magic.purposes.2":"Att uppmuntra till kreativ problemlösning genom att hitta unika tillämpningar för handrörelser när man ritar och skriver.","challenges-content.craft-magic.purposes.3":"Att främja en förståelse för AI-konceptet, särskilt för hur AI gör det möjligt för datorer att känna igen och tolka handrörelser.","challenges-content.craft-magic.purposes.4":"Att öka medvetenheten om teknikens betydelse för personer med funktionsnedsättningar.","challenges-content.craft-magic.purposes.5":"Att främja problemlösning grundad på samarbete och arbete i grupp hos eleverna när de arbetar tillsammans för att förbättra sina handrörelseprogram.","challenges-content.craft-magic.purposes.6":"Att koppla ihop kodning och färdigheter i datalogiskt tänkande med verkliga tillämpningar, framhålla teknikens meningsfulla inverkan på människors liv och hur den är kopplad till FN:s mål för hållbar utveckling.","challenges-content.craft-magic.duration.0":"90 min för elever 10-12","challenges-content.craft-magic.duration.1":"45 min för elever 12-15","challenges-content.craft-magic.description":"Skapa ett Scratch blockbaserat program med hjälp av AI-tillägget ”Human Body” på ett kreativt och engagerande sätt, så att man kan rita på skärmen utan att behöva använda en traditionell mus eller pekskärm.","challenges-content.craft-magic.instructions.0":"Gå till https://ai.thestempedia.com och skapa lärar- och elevkonton.","challenges-content.craft-magic.instructions.1":"Importera tilläggen ”Human Body Detection”, ”Pen”, ”Text to Speech”.","challenges-content.craft-magic.instructions.2":"Lägg till ”Penna”-spriten från biblioteket och skapa 7 sprites (”skriv”, ”sudda”, ”svart”, ”röd”, ”blå”, ”grön”, ”rosa”).","challenges-content.craft-magic.instructions.3":"Skriv kommandon för att se vad som händer när ”Penna”-spriten rör någon av de andra spritarna.","challenges-content.craft-magic.instructions.4":"Skriv kommandon för att göra det möjligt för kameran att känna igen handpositionen och röra pennan till x- och y-koordinaterna på ditt pekfinger.","challenges-content.craft-magic.instructions.5":"Byt klädsel i slutet av rörelsen.","challenges-content.craft-magic.instructions.6":"Lägg till ljudeffekter","challenges-content.craft-magic.materials.0":"Programmeringsplattform https://ai.thestempedia.com (gratis)","challenges-content.craft-magic.materials.1":"lärarkonto (gratis)","challenges-content.craft-magic.materials.2":"elevkonto (gratis)","challenges-content.craft-magic.materials.3":"Datorer med kamera","challenges-content.craft-magic.materials.4":"Internetuppkoppling","challenges-content.circle-of-dots.title":"En cirkel av punkter","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Att skriva kod för att rita en linje av punkter.","challenges-content.circle-of-dots.purposes.1":"Att skriva kod för att rita en linje av streck.","challenges-content.circle-of-dots.purposes.2":"Att skriva kod för att rita en cirkel.","challenges-content.circle-of-dots.purposes.3":"Skriva kod för att rita en cirkel av punkter (streck).","challenges-content.circle-of-dots.description":"Rita en cirkel av punkter eller streck.","challenges-content.circle-of-dots.duration":"40 minuter","challenges-content.circle-of-dots.instructions.0":"Bygga ett punktblock.","challenges-content.circle-of-dots.instructions.1":"Bygga ett streckblock.","challenges-content.circle-of-dots.instructions.2":"Bygga en cirkel av punkt.","challenges-content.circle-of-dots.instructions.3":"Bygga en cirkel av streck.","challenges-content.coding-escape-room.title":"Skapa ett kodnings-escape room","challenges-content.coding-escape-room.author":"Stefania Altieri och Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Att lära ut/lära sig om och reflektera över kodningskoncept.","challenges-content.coding-escape-room.purposes.1":"Att använda enkla kodningsverktyg.","challenges-content.coding-escape-room.purposes.2":"Att utveckla datalogiskt tänkande och problemlösning.","challenges-content.coding-escape-room.description.0":"Skapa en escape-kodningsupplevelse så här:","challenges-content.coding-escape-room.description.1":"Du kan använda google form, genial.ly, google presentation, vilket verktyg som helst för att skapa historieberättande baserat på kodning ;).","challenges-content.coding-escape-room.duration":"90 minuter","challenges-content.coding-escape-room.instructions":"Du kan dela in dina elever i små grupper, de kan leka och skapa en annan utmaning med mallen:","challenges-content.coding-escape-room.materials.0":"Vilket verktyg som helst kan användas (Google- och Microsoft-plattformarna för att skapa och dela dokument, presentationer och arbetsblad). Vilken kodningsram, vilket verktyg eller vilken karaktär som helst kopplad till IKT och kodning.","challenges-content.coding-escape-room.example.0":"Vissa personer som har spelat en väldigt viktig roll inom IKT-historia och grundläggande kodnings- och programmeringskoncept introduceras när man spelar. Det här är det bästa sättet att lära sig och delta aktivt. Spelet kan spelas i lag eller enskilt, som en utmaning eller tävling. Eleverna kan skapa något liknande och utveckla färdigheter som kreativitet och kodningskompetens.","challenges-content.coding-escape-room.example.1":"Det här är en väldigt praktisk resurs som kan återanvändas och enkelt kan återskapas. Google forms är ett av de möjliga verktygen. Du kan också använda Google slides, Genial.ly eller Emaze eller något annat verktyg för att skapa berättelser där man måste välja väg och egna äventyr.","challenges-content.coding-escape-room.example.2":"Escape-utmaningen är uppdelad i sessioner. Om du kan gissa svaret får du fortsätta. Eleverna måste skapa kodningsuppgifterna.","challenges-content.let-the-snake-run.title":"Låt ormen springa","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Att koda ormens rörelse på sitt eget micro:bit.","challenges-content.let-the-snake-run.purposes.1":" Att ställa in rätt placering och timing för den gemensamma animeringen.","challenges-content.let-the-snake-run.description":"Eleverna måste skriva kod för att styra ormen genom micro:bits bredvid varandra. Det måste göras på ett sätt som får det att se ut som att ormen springer från ett micro:bit till ett annat.","challenges-content.let-the-snake-run.duration":"30 minuter","challenges-content.let-the-snake-run.instructions.0":"Designa ett spår som går genom flera micro:bits bredvid varandra (t.ex. som bildar en kvadrat på 2x2).","challenges-content.let-the-snake-run.instructions.1":"Skriv kod så att en orm rör sig längs ett spår.","challenges-content.let-the-snake-run.instructions.2":"Arbeta på din egen enhet och sätt sedan ihop dem och kör koden.","challenges-content.let-the-snake-run.instructions.3":"Tänk på timingen och placeringen: Om ormen lämnar ett micro:bit kommer den att dyka upp på nästa micro:bit.","challenges-content.let-the-snake-run.instructions.4":"Extra utmaningar: Med micro:bit v2, spela musik tills dess att ormen lämnar din enhet.","challenges-content.let-the-snake-run.instructions.5":"Designa ormen genom att ändra ljusstyrkan på LED-lamporna.","challenges-content.let-the-snake-run.instructions.6":"Testa längre eller fler ormar.","challenges-content.let-the-snake-run.example.0":"Detta är ett exempel på en 6 pixlar lång orm med 4 micro:bits som bildar en kvadrat på 2x2","challenges-content.let-the-snake-run.example.1":"Koda start-micro:bitet (läraren kan göra det)","challenges-content.let-the-snake-run.example.2":"Alla koder inleds av det här micro:bitet, som skickar en radiosignal till andra micro:bits när A-knappen trycks ner.","challenges-content.let-the-snake-run.example.3":"Koda ormens rörelser","challenges-content.let-the-snake-run.example.4":"Varje micro:bit måste vara i samma radiogrupp som det inledande micro:bitet.","challenges-content.let-the-snake-run.example.5":"Alla animeringar startar när radiosignalen tas emot.","challenges-content.let-the-snake-run.example.6":"Animeringen på det första micro:bitet syns omedelbart, de andra startar när ormen kommer dit.","challenges-content.let-the-snake-run.example.7":"Tiden mellan de två faserna bestämmer ormens hastighet.","challenges-content.let-the-snake-run.materials.0":"micro:bits (för alla elever om det är möjligt)","challenges-content.let-the-snake-run.materials.1":"laptop eller dator för makecode.microbit.org editor","challenges-content.illustrate-a-joke.title":"Illustrera ett skämt med bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Att designa ett litet spel där användaren hittar svaret på en skämtfråga.","challenges-content.illustrate-a-joke.description":"Eleverna designar ett spel där användaren hittar svaret på en skämtfråga när figuren slår till ett föremål på spelplanen. Eleverna använder grundläggande funktioner i bitsy för att genomföra utmaningen.","challenges-content.illustrate-a-joke.instructions.0":"Tänk ut en skämtfråga. Gå till bitsy och påbörja ett nytt projekt. Det här behöver du:","challenges-content.illustrate-a-joke.instructions.1":"en avatar - sprite som du kan flytta runt","challenges-content.illustrate-a-joke.instructions.2":"En vit katt mot en lila bakgrund","challenges-content.illustrate-a-joke.instructions.3":"Automatiskt genererad beskrivning","challenges-content.illustrate-a-joke.instructions.4":"ett föremål som din avatar måste gå till","challenges-content.illustrate-a-joke.instructions.5":"ett rum - bakgrunden i programmet","challenges-content.illustrate-a-joke.instructions.6":"två budskap: en fråga och ett svar","challenges-content.illustrate-a-joke.instructions.7":"Det färdiga spelet kan laddas ner som en html-fil.","challenges-content.illustrate-a-joke.example":"På den här webbplatsen kan du se ett exempel på ett skämt och det finns en länk till en digital whiteboard:","challenges-content.illustrate-a-joke.materials":"bitsy körs i en webbläsare","challenges-content.app-that-counts-in-several-languages.title":"App som räknar på flera språk","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Att lära sig att skapa en enkel app.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Att lära sig att programmera med hjälp av block.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Att lära sig hur man lägger till etiketter, knappar, bilder, sensorer och media.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Att lära sig hur man organiserar element på en appskärm.","challenges-content.app-that-counts-in-several-languages.description":"Appen låter dig räkna på flera språk när du trycker på en knapp. När användaren skakar sin smartphone nollställs räkningen. Utmaningen är att lägga till ytterligare ett språk","challenges-content.app-that-counts-in-several-languages.instructions.0":"För att genomföra utmaningen måste du definiera det andra språket som du vill att appen ska räkna på.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Sedan måste du ladda ner flaggan för det landet från internet (t.ex. från Pixabay eller Unsplash) och ladda upp den till plattformen MIT APP Inventor via det element som heter ”flag”, i ”Picture”.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Sedan ska du ta reda på hur landet stavas på svenska och hur man säger lämna och tryck här på det landets språk.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Slutligen måste du lägga till de block som behövs för att appen ska fungera på det nya språket.","challenges-content.app-that-counts-in-several-languages.materials.0":"För att utveckla en app behöver du en dator eller laptop med internetanslutning.","challenges-content.app-that-counts-in-several-languages.materials.1":"Skapa ett konto på plattformen MIT APP Inventor, som du kommer åt via https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Du behöver också installera appen MIT AI2 Companion på den smartphone som du använder för att testa den utvecklade appen.","challenges-content.coding-with-art-through-storytelling.title":"Kodning med konst med hjälp av historieberättande","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara och Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Att främja förmågor som observation, tolkning och ifrågasättande med hjälp av konst.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Att vara kreativ och samarbeta med andra mot ett gemensamt mål.","challenges-content.coding-with-art-through-storytelling.purposes.2":"Att skapa en algoritm för att återberätta historien.","challenges-content.coding-with-art-through-storytelling.description":"I den här utmaningen kommer eleverna att inspireras av ett konstverk, skapa en berättelse och illustrera den. De kommer sedan att försöka återberätta berättelsen med hjälp av ett programmerbart robotikkit eller som en frånkopplad aktivitet.","challenges-content.coding-with-art-through-storytelling.materials.0":"Denna aktivitet kan genomföras som en frånkopplad aktivitet eller genom att använda en programmerbar utbildningsrobot som beebot/bluebot/mouse robot.","challenges-content.coding-with-art-through-storytelling.materials.1":"beebot pilkort eller pilkort för den frånkopplade aktiviteten","challenges-content.coding-with-art-through-storytelling.materials.2":"på grekiska","challenges-content.coding-with-art-through-storytelling.materials.3":"För att få veta mer om Project Zeros Thinking Routine Toolbox kan du besöka","challenges-content.coding-with-art-through-storytelling.example.0":"Läraren arbetar med eleverna för att visa hur man designar en algoritm med korten som kommer att ge Beeboten eller annan robot instruktioner om hur den ska komma till den första händelsen i berättelsen på mattan. Eleverna arbetar i grupper om 3 eller 4 för att designa en algoritm för att få roboten att röra sig till nästa sekvens. Eleverna testar sina algoritmer på klassmattan och tar bort buggar, om det behövs.","challenges-content.coding-with-art-through-storytelling.example.1":"De fortsätter att röra sig genom så många berättelser som möjligt","challenges-content.coding-with-art-through-storytelling.example.2":"Denna aktivitet kan också genomföras som en frånkopplad aktivitet.","challenges-content.coding-with-art-through-storytelling.example.3":"Ett barn är roboten och ett annat barn är programmeraren. Programmeraren skapar en algoritmväg med hjälp av pilkorten för att hjälpa roboten att röra sig från en bild till en annan och återberätta berättelsen. Varje gång som roboten står på en bild ombeds den att berätta en del av berättelsen.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Läraren ber eleverna att titta på en målning/ett foto.","challenges-content.coding-with-art-through-storytelling.instructions.1":"De använder tankerutinen ”Början, Mitten, Slutet” (Project Zero från Harvard School) för att skapa en berättelse.","challenges-content.coding-with-art-through-storytelling.instructions.2":"Läraren frågar dem ”Om det här konstverket är början/mitten/slutet på en berättelse, vad kan tänkas hända sedan/innan/i slutet?","challenges-content.coding-with-art-through-storytelling.instructions.3":"Eleverna illustrerar händelserna i berättelsen.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Eleverna minns berättelsen och lägger ut händelserna i nätet. Med hjälp av pilkorten skapar de en algoritm som hjälper beeboten att återberätta berättelsen.","challenges-content.coding-with-legoboost.title":"Kodning och programmering med Scratch-tillägget LegoBoost.","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"att bygga modeller med hjälp av LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"att utveckla programmeringsfärdigheter i Scratch.","challenges-content.coding-with-legoboost.purposes.2":"att programmera robotar med hjälp av kommandon som går från enkla till avancerade.","challenges-content.coding-with-legoboost.description":"I den här utmaningen kommer eleverna att använda Scratch LegoBoost-tillägget för att skriva in koder i applikationen för att få robotarna att röra sig framåt, bakåt, undvika hinder och lyssna på röstkommandon.","challenges-content.coding-with-legoboost.duration":"120 minuter","challenges-content.coding-with-legoboost.instructions.0":"Logga in till applikationen Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Starta Scratch Link och aktivera Bluetooth på laptopen.","challenges-content.coding-with-legoboost.instructions.2":"Klicka på Lägg till tillägg från Scratch och välj LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Lägg till en bild om EU Code Week.","challenges-content.coding-with-legoboost.instructions.4":"Ställ in de två AB-motorerna på ON och när de möter ett rött hinder på OFF.","challenges-content.coding-with-legoboost.instructions.5":"I den gröna färgen är motor A inställd på ON och i den svarta färgen är motor B inställd på ON.","challenges-content.coding-with-legoboost.instructions.6":"Gröna, röda och svarta hinder kommer att sättas ut på en färdväg.","challenges-content.coding-with-legoboost.instructions.7":"Lägg till kommandon för rörelse och svängar från pilar och text-till-tal när du stöter på ett hinder.","challenges-content.coding-with-legoboost.instructions.8":"Testa det!","challenges.title":"EU CODE WEEK-UTMANINGAR","challenges.date":"9–24 oktober 2021","challenges.common.target-audience":"Målgrupp","challenges.common.pre-primary":"Förskolebarn","challenges.common.experience":"Erfarenhet","challenges.common.duration":"Varaktighet","challenges.common.materials":"Rekommenderat material","challenges.common.purpose":"Syfte","challenges.common.description":"Beskrivning","challenges.common.instructions":"Instruktioner","challenges.common.example":"Exempel","challenges.common.written-by.0":"Den här utmaningen har skrivits av","challenges.common.written-by.1":"och den utgör en del av","challenges.common.teachers":"Lärare","challenges.common.students":"Elever","challenges.common.beginner":"Nybörjare","challenges.common.intermediate":"Medel","challenges.common.advanced":"Avancerad","challenges.common.1-hour":"1 timme","challenges.main.0":"Under EU Code Week, 9–24 oktober 2021, bjuder vi in dig till att göra en eller flera av EU Code Week-utmaningarna.","challenges.main.1":"Vad är EU Code Week-utmaningarna ?","challenges.main.2":"EU Code Week-utmaningarna är aktiviteter som du kan göra på egen hand, i klassrummet, med kollegor eller vänner. Skulle du vilja delta i EU Code Week men vet inte riktigt vad du kan anordna? Då har du hittat rätt! Vi har tillsammans med våra Code Week-partner satt ihop ett urval av utmaningar som är lätta att skapa och som innehåller konkreta exempel på hur du kan använda dem i ett klassrum eller en grupp. Det finns också riktlinjer för hur man ska genomföra utmaningarna, men du kan anpassa dem så att de passar dina deltagares behov, intressen och ålder. Du kan använda vilka verktyg och tekniker du vill, men vi rekommenderar open-source-resurser.","challenges.main.3":"Välj en eller flera utmaningar, anpassa dem efter din grupp eller ditt klassrum, och dela resultaten på Instagram så du kan uppmuntra ännu fler kollegor och vänner att ta del av allt det roliga med Code Week!","challenges.main.4":"Klicka på utmaningen för att läsa mer om den:","challenges.main.5":"Vem kan vara med?","challenges.main.6":"Alla (skolor, lärare, bibliotek, kodningsklubbar, företag, offentliga myndigheter) är inbjudna att delta i EU Code Week 2021 genom att genomföra en #EUCodeWeekChallenge.","challenges.main.7":"Hur kan man delta i EU Code Week-utmaningarna 2021?","challenges.main.8":"Välj en utmaning som du skulle vilja genomföra.","challenges.main.9":"Dela in dina deltagare i par eller grupper. Teamwork och samarbete är avgörande för att lyckas genomföra en utmaning, oavsett om du anordnar en aktivitet på plats eller online som en nationell eller internationell samarbetsaktivitet.","challenges.main.10":"Dela din utmaning","challenges.main.11":"Vill du vinna några Code Week-priser? Om svaret är ja, så gör ditt jobb viralt!","challenges.main.12":"Efter att du har slutfört utmaningen, så dela den på Instagram.","challenges.main.13":"Vinnare kommer att väljas ut varje dag under Code Week, 9–24 oktober, och tillkännages på vår Instagram-kanal, så glöm inte att kolla dina notiser regelbundet.","challenges.share.0":"Hur delar du din eller dina utmaningar på Instagram?","challenges.share.1":"Klicka på redigera profil","challenges.share.2":"Lägg till länken till ditt arbete i fältet Webbplats och spara","challenges.share.3":"Skapa ett nytt inlägg","challenges.share.4":"Lägg till en skärmdump på ditt arbete","challenges.share.5":"Skriv en engagerande beskrivning","challenges.share.6":"Se till att du skriver ”länk i profilen”","challenges.share.7":"Lägg till hashtaggen #EUCodeWeekChallenge","challenges.share.8":"Nämn och tagga @CodeWeekEU","challenges.share.9":"Vill du hellre dela utmaningar på Facebook?","challenges.share.10":"EU Code Week kommer att lägga upp ett nytt utmaningsinlägg på sin","challenges.share.11":"Facebook-sida","challenges.share.12":"varje dag och kommer att välja ut vinnaren av priset bland kommentarerna under inlägget.","challenges.share.13":"Hur fungerar det?","challenges.share.14":"Skriv bara en kommentar under inlägget med en länk till ditt arbete.","challenges.share-box.0":"Dela länken till ditt arbete i din","challenges.share-box.1":"Instagram-profil","challenges.share-box.2":"tryck på","challenges.share-box.3":"Redigera profil","challenges.share-box.4":"på din Instagram och länk till länken till ditt arbete i fältet Webbplats. Sedan skapar du ett nytt inlägg, lägger till en skärmdump av ditt arbete, skriver","challenges.share-box.5":"Länk i profilen","challenges.share-box.6":"lägger till hashtaggen #EUCodeWeekChallenge och nämner @CodeWeekEU","challenges.share-box.7":"Vill du hellre dela utmaningar på","challenges.share-box.8":"EU Code Week kommer att lägga upp","challenges.share-box.9":"ett nytt utmaningsinlägg på sin","challenges.share-box.10":"Facebook-sida","challenges.share-box.11":"Sedan behöver du bara skriva en kommentar under inlägget med en länk till ditt arbete","challenges.share-box.12":"Vinnare kommer att väljas ut och erbjudas Code Week-priser varje dag under Code Week, 9–24 oktober, och tillkännages på våra Instagram- och Facebook-kanaler, så glöm inte att kolla dina notiser regelbundet","challenges.take-part.0":"Varför delta i en EU Code Week-utmaning?","challenges.take-part.1":"För att jobba med problemlösning och kodningsaktiviteter.","challenges.take-part.2":"För att arbeta tillsammans med andra.","challenges.take-part.3":"För att berätta för andra hur viktigt det är med kodning.","challenges.download.0":"Klicka","challenges.download.1":"här","challenges.download.2":"för att ladda ner den här utmaningen som ett worddokument","challenges.bingo.0":"Genomför alla utmaningarna","challenges.bingo.1":"Gjort färdigt utmaningen? Skriv ut","challenges.bingo.2":"bingobrickan","challenges.bingo.3":"och markera den lilla vita bubblan högst upp till vänster","challenges.bingo.4":"Dela din utmaning i sociala medier och vinn några coola Code Week-priser","challenges.bingo.5":"Ladda bara upp en bild med den färdiga raden/raderna, kolumnen/kolumnerna eller ännu bättre – hela bingot – på","challenges.bingo.6":"Facebook, Instagram eller Twitter","challenges.bingo.7":"Se till att du använder","codeweek4all.title":"Code Week 4 All-utmaningen","codeweek4all.text":"Code Week 4 All-utmaningen är en uppmaning till dig att koppla samman dina aktiviteter med andra aktiviteter som arrangeras av dina vänner, kollegor och bekanta så att ni alla kan få ett Code Week Certificate of Excellence.","codeweek4all.what.title":"Vad går det ut på?","codeweek4all.what.content":`

    När du lägger till din aktivitet på Code Week-kartan kan du också engagera andra i ditt nätverk att göra samma sak. Om du och din grupp uppnår en av följande trösklar kommer ni alla att få ett Code Week Certificate of Excellence!

    -

    Kriterier för att få ett Certificate of Excellence:

    `,"codeweek4all.what.criteria1":"500 deltagande elever","codeweek4all.what.criteria2":"10 sammankopplade aktiviteter (med 10 olika arrangörer)","codeweek4all.what.criteria3":"3 inblandade länder","codeweek4all.what.andor":"och/eller","codeweek4all.howto.title":"Gör så här för att delta:","codeweek4all.howto.time":"Code Week 4 All-utmaningen håller på till kalenderårets slut. Certifikaten kommer att utfärdas i början av nästa år, i januari eller februari.","codeweek4all.howto.content":'Besök sidan Lägg till aktivitet och fyll i nödvändig information om din kodningsaktivitet.',"codeweek4all.howto.first_alliance.1":"Klicka på Skicka in.","codeweek4all.howto.first_alliance.2":"När aktiviteten har godkänts kommer du att få ett bekräftelsemejl med din unika Code Week 4 All-kod.","codeweek4all.howto.first_alliance.3":"Kopiera koden och dela den med dina kollegor och andra i ditt nätverk som också organiserar en kodningsaktivitet. Berätta för andra och uppmana dem att också delta!","codeweek4all.howto.first_alliance.4":"Efter kampanjens slut kommer alla aktivitetsarrangörer att få rapportera om hur många deltagare de lyckades involvera. Om ni uppnådde tröskeln får du och dina kollegor som ingick i ditt nätverk ett Certificate of Excellence!","codeweek4all.howto.first_alliance.title":"Om du är först i gruppen:","codeweek4all.howto.existing_alliance.1":"Skriv in lösenordet du fick från initiativtagaren, alltså den som startade gruppen, i fältet CODE WEEK 4 ALL CODE.","codeweek4all.howto.existing_alliance.2":"Klicka på Skicka in.","codeweek4all.howto.existing_alliance.3":"Berätta för andra (och meddela koden!) för att få fler arrangörer att gå med i din grupp.","codeweek4all.howto.existing_alliance.4":"Efter kampanjens slut kommer alla aktivitetsarrangörer att få rapportera om hur många deltagare de lyckades involvera. Om ni uppnådde tröskeln får du och dina kollegor som ingick i ditt nätverk ett Certificate of Excellence!","codeweek4all.howto.existing_alliance.title":"Om du går med i en befintlig grupp:","codeweek4all.why.1":"För att berätta för andra om vikten av kodning.","codeweek4all.why.2":"För att få många elever att engagera sig.","codeweek4all.why.3":"För att skapa förbindelser mellan organisationer och/eller skolor i ditt samhälle eller internationellt.","codeweek4all.why.4":"För att få stöd från andra arrangörer och lärare.","codeweek4all.why.5":"För att få ett Certificate of Excellence.","codeweek4all.why.title":"Varför delta i det här?","codeweek4all.superorganiser-title":"Diplom för superarrangörer","codeweek4all.superorganiser":'Du kan också tilldelas ett Super Organiser Certificate (Diplom för superarrangörer). För att få det måste du anordna och registrera minst tio separata aktiviteter på din skola, i din organisation, eller på nätet.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Frågor","coding-at-home.material.required":"Utrustning som krävs","coding-at-home.material.chequered":"rutigt bräde","coding-at-home.material.footprint":"brickor med fotavtryck på","coding-at-home.intro.title":"Introduktion till Coding@Home","coding-at-home.explorer.title":"Utforskaren","coding-at-home.explorer.text":"Utforskaren är den första aktiviteten för Coding@Home. Flytta runt utforskaren på brädet så att den når mål efter att ha nuddat så många rutor som möjligt. ","coding-at-home.explorer.questions.content.1":"F1. Är det möjligt för utforskaren att beröra alla rutor på brädet med de start- och slutpositioner som visas i videon?","coding-at-home.explorer.questions.content.2":"F2. Vilka start- och slutpositioner hindrar utforskaren från att beröra störst antal rutor på brädet?","coding-at-home.right-and-left.title":"Höger och vänster","coding-at-home.right-and-left.text":"Höger och vänster är ett spel för både tävling och samarbete. Två lag samarbetar för att skapa en väg till målet, samtidigt som de tävlar om att använda så många som möjligt av de brickor de fått. Det gula laget försöker få in så många vänstersvängar som möjligt och det röda laget försöker att få in så många högersvängar som möjligt.","coding-at-home.right-and-left.questions.content.1":"F1. När start och mål är arrangerade som i videons första match, är det möjligt för något av lagen att vinna?","coding-at-home.right-and-left.questions.content.2":"F2. När start och mål är arrangerade som i matchen som Anna vann, var det möjligt att få oavgjort?","coding-at-home.right-and-left.questions.content.3":"F3. Finns det någon variant av start och mål som är en fördel för något av lagen?","coding-at-home.right-and-left.questions.content.4":"G2. Utifrån placeringen av start och mål, är det möjligt att uttala sig som den slutliga skillnaden mellan det vinnande laget och det förlorande?","coding-at-home.keep-off-my-path.title":"Ur vägen","coding-at-home.keep-off-my-path.text":"Ur vägen är ett tävlingsinriktat spel mellan två lag. Man börjar från varsin ände av spelplanen och försöker lägga vägar som hindrar det andra laget. Det lag som lyckas hindra det andra från att lägga sin väg vinner.","coding-at-home.keep-off-my-path.questions.content.1":"F1. Finns det någon startpunkt som är till fördel för något av lagen?","coding-at-home.keep-off-my-path.questions.content.2":"F2. Kan det bli oavgjort?","coding-at-home.keep-off-my-path.questions.content.3":"F3. Har den spelare som börjar en fördel?","coding-at-home.keep-off-my-path.questions.content.4":"G2. Finns det en vattentät strategi som den spelare som gör det första draget kan använda för att aldrig förlora?","coding-at-home.tug-of-war.title":"Dragkamp","coding-at-home.tug-of-war.text":"Dragkamp är ett spel för både samarbete och tävling. Man börjar längst ned i mitten av spelplanen. Två lag (gult och rött) arbetar ihop för att nå till toppen. Det gula laget försöker nå rutorna på vänster sida medan det röda laget försöker nå rutorna på höger sida.","coding-at-home.tug-of-war.questions.content.1":"F1. Finns det någon strategi som alltid resulterar i seger?","coding-at-home.tug-of-war.questions.content.2":"F2. Har den spelare som börjar någon fördel?","coding-at-home.tug-of-war.questions.content.3":"F3. Om båda spelare är lika duktiga, slutar spelet alltid oavgjort då?","coding-at-home.explorer-without-footprints.title":"Utforskare utan fotavtryck","coding-at-home.explorer-without-footprints.text":"Utforskaren går runt spelplanen från startpunkten till mål och försöker att ha gått på alla rutor. När utforskaren rör sig lämnar den fotavtryck, vilket gör att roboten kan följa stegen genom att se på färgerna. Spelet blir ännu mer utmanande om utforskaren röjer undan fotspåren och bara lämnar kvar färgerna.","coding-at-home.explorer-without-footprints.material":"samt röda, gula och gråa färgpennor","coding-at-home.explorer-without-footprints.questions.content.1":"F1. Vad är skillnaden mellan en spelplan full av färgade fotavtryck och en med färger men inga fotavtryck?","coding-at-home.explorer-without-footprints.questions.content.2":"F2. Vilken spelplan ger mest rörelsefrihet, med samma regler för att svänga som anges med färg?","coding-at-home.explorer-without-footprints.questions.content.3":"F3. Finns det möjliga vägar på spelplanen med bara färger som inte är möjliga på en spelplan med färgade fotavtryck?","coding-at-home.explorer-without-footprints.questions.content.4":"G2. Finns det möjliga vägar på spelplanen med färgade fotavtryck som inte är möjliga på en spelplan med bara färger?","coding-at-home.walk-as-long-as-you-can.title":"Gå så långt du kan","coding-at-home.walk-as-long-as-you-can.text":"Det här spelet går ut på att stanna kvar på spelplanen så länge som möjligt genom att använda färger i stället för fotavtryck. Det blir svårare och svårare, i takt med att din rörelsefrihet minskar","coding-at-home.walk-as-long-as-you-can.coloured-cards":"färgade kort eller röda, gula och grå markörer","coding-at-home.walk-as-long-as-you-can.questions.content.1":"F1. När krockar de två banorna och blockerar varandra?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"F2. Spelet presenteras som ett spel för två spelare. Går det att spela det med tre eller fyra spelare? Behöver vi ändra reglerna?","coding-at-home.ada-charles-roby.title":"Ada, Charles och Roby","coding-at-home.ada-charles-roby.text":"Historien om Ada Lovelace och Charles Babbage är intressant. De byggde och programmerade datorer 100 år innan de uppfanns på riktigt","coding-at-home.ada-charles-roby.material":"modellera och kort blyertspenna","coding-at-home.ada-charles-roby.questions.content.1":"F1. Föreställ dig att den robot som du byggde av modellera och en penna kan flytta sig vart som helst på spelplanen och, vid behov, rita ut sin väg. Vilka instruktioner skulle du använda för att programmera den?","coding-at-home.cody-and-roby.title":"Cody och Roby","coding-at-home.cody-and-roby.text":"Det här är ett rollspel med programmeraren Cody och roboten Roby. I videoklippet visas korten Cody–Roby, som vi från och med nu kommer att använda för att bestämma pjäsernas drag på spelplanen. Cody kommer att använda korten för att ge Roby instruktioner om vart han ska gå på planen","coding-at-home.cody-and-roby.material":"rutbräde med bokstäver och siffror, instruktionskort (vänster, höger, rakt fram)","coding-at-home.cody-and-roby.starter-kit":"Cody–Roby grundkit","coding-at-home.cody-and-roby.questions.content.1":"F1. Var hamnar Roby om han utgår från position C2 och står vänd mot söder och sedan utför den sista instruktionssekvensen i videon?","coding-at-home.cody-and-roby.questions.content.2":"F2. Skulle de drag som Roby gör när han utför den sista instruktionssekvensen i videon också kunna beskrivas med hjälp av markörer med fotavtryck eller med färger?","coding-at-home.cody-and-roby.questions.content.3":"F3. De tre sorters instruktioner som visas i videon – de gröna, röda och gula korten – utgör en instruktionsuppsättning som kan flytta Roby vart som helst på spelplanen. Kan du hitta på en instruktionsuppsättning som innehåller färre än tre instruktioner för att göra samma sak?","coding-at-home.the-tourist.title":"Turisten","coding-at-home.the-tourist.text":"Två lag utmanar varandra med hjälp av Cody–Roby-korten. Målet är att vara först med att hitta den instruktionssekvens som visar turisten vägen till de monument som hon vill besöka på spelplanen.","coding-at-home.the-tourist.material":"Större kort kan användas om du vill spela på golvet","coding-at-home.the-tourist.questions.content.1":"F1. Vilken instruktionssekvens skulle leda turisten fram till statyn av Rafael i det första exemplet i videon?","coding-at-home.the-tourist.questions.content.2":"F2. Vilken instruktionssekvens skulle leda turisten fram till Torricini i hertigens palats i det andra exemplet i videon?","coding-at-home.the-tourist.questions.content.3":"F3. Kan du komma på ett roligt sätt att inkludera något slags fysisk aktivitet varje gång ett av de två lagen drar ett kort att lägga till i programmet? Kom på ett sätt genom att ändra på den stafett som visas i videon","coding-at-home.material2.chequered-with-labels":"Rutbräde med etiketter Instruktionskort","coding-at-home.material2.cards":"24 st. ”gå framåt”, 8 st. ”sväng vänster” och 8 st. ”sväng höger”","coding-at-home.material2.larger-cards":"Ni kan använda större kort om ni spelar på golvet","coding-at-home.material2.video":"Videon förklarar även hur ni spelar utan en kortlek","coding-at-home.material2.pieces-of-paper":"Ni behöver även 24 pappersbitar som placeras på de rutor som ni har besökt","coding-at-home.material2.card-alternative":"I stället för CodyRoby-korten kan man också använda de kortsymboler som finns här","coding-at-home.material2.small-drawings":"Små teckningar kan användas för att hjälpa till att berätta historien. De som används i videon finns här","coding-at-home.material2.rest-of-cards":"I övrigt använde vi korten från CodyRoby, CodyFeet och CodyColor.","coding-at-home.catch-the-robot.title":"Fånga roboten","coding-at-home.catch-the-robot.text":"Fånga roboten är ett brädspel eller golvspel där ni tävlar mot varandra. Den spelare vinner som fångar motståndarlagets robot genom att ta sig fram till rutan den står på. Spelkorten ger en slumpeffekt som gör att båda lagen hela tiden måste justera sina strategier.","coding-at-home.catch-the-robot.questions.content.1":"F1. Vilka rutor kan den rosa spelpjäsen (Roby) gå till om han står på mittrutan C3 och pekar mot norr och det rosa laget har 2 ”gå framåt”-kort, 2 ”sväng vänster”-kort och 1 ”sväng höger”-kort?","coding-at-home.the-snake.title":"Ormen","coding-at-home.the-snake.text":"Ormen är en sorts patiens som spelas med CodyRoby-kort. Spelet går ut på att flytta ormen över alla rutor på brädet utan att den biter sig i svansen.","coding-at-home.the-snake.questions.content.1":"F1. Finns det någon utgångspunkt som gör det omöjligt att besöka alla rutor utan att ormen biter sig i svansen?","coding-at-home.storytelling.title":"Berättande","coding-at-home.storytelling.text":"Dagens ämne är berättande! Använd instruktionerna från CodyRoby, fotspåren från CodyFeet eller färgerna från CodyColor för att flytta spelpjäserna på brädet och berätta en historia. Sprid ut olika delar av berättelsen över spelplanen.","coding-at-home.storytelling.questions.content.1":"F1. Vilket verktyg är mest mångsidigt när du hjälper Roby att berätta en historia?","coding-at-home.storytelling.questions.content.2":"F2. Kan du arrangera delarna till din berättelse på brädet så att det inte går att ta tillbaka alla med CodyFeet?","coding-at-home.two-snakes.title":"De två ormarna","coding-at-home.two-snakes.text":"Två ormar rör sig på spelbrädet med hjälp av CodyRoby-korten. Målet är att blockera den andra spelaren. Grundregeln är väldigt enkel: du får inte gå in i en ruta där en orm redan har varit. Den orm som kan röra sig fritt längst vinner.","coding-at-home.two-snakes.material":"CodyRoby-kort, ett spelbräde med 5 × 5 rutor, två spelpjäser, pappersbitar för att markera de rutor som redan har besökts.","coding-at-home.two-snakes.questions.content.1":"F1. I den situation som visas i videon, om de två spelarna inte drar gula kort för att svänga till vänster, vilka kort är det då bäst för dem att dra?","coding-at-home.round-trip.title":"Tur och retur","coding-at-home.round-trip.text":"Lagen turas om. Det första laget programmerar utresan, medan det andra ska föra Roby tillbaka till utgångspunkten. Det verkar enkelt, men det är det inte. Särskilt om du bara planerar dragen i huvudet utan att faktiskt flytta Roby...","coding-at-home.round-trip.material":"CodyRoby-kort, ett spelbräde med 5 × 5 rutor, två spelpjäser, pappersbitar för att markera de rutor som redan har besökts.","coding-at-home.round-trip.questions.content.1":"F1. Kan det program som tar Roby tillbaka till utgångspunkten någonsin vara kortare (dvs. bestå av färre instruktioner) än programmet för utresan?","coding-at-home.meeting-point.title":"Mötesplatsen","coding-at-home.meeting-point.text":"Den här gången planerar vi våra drag innan spelet börjar. De två lagen lägger ut kort på bordet för att skapa en serie av instruktioner som de sedan ska använda för att flytta sin robot, men ingen börjar att flytta sin pjäs förrän en av spelarna säger ”Börja!”. Då slutar alla att programmera och spelet tar sin början. Den spelare som sa ”Börja!” vinner bara om de två robotarna, med hjälp av instruktionerna från sina lag, hamnar på samma ruta.","coding-at-home.meeting-point.material":"CodyRoby-kort, ett spelbräde med 5 × 5 rutor, två spelpjäser.","coding-at-home.meeting-point.questions.content.1":"F1. Om du tror att det är möjligt för de två robotarna att aldrig mötas, hitta på spelregler som täcker in alla tänkbara situationer.","coding-at-home.follow-the-music.title":"Följ musiken","coding-at-home.follow-the-music.text":"När en serie av programmeringsinstruktioner upprepas regelbundet kan man börja urskilja en rytm. Om vi parar samman varje instruktion med ett ljud kan vi vägleda Roby med hjälp av musik. Det är precis det vi ska göra den här gången. Jag ska skriva ett program för dig med hjälp av olika ljud som representerar olika instruktioner. Sedan ska du flytta Roby runt på spelbrädet genom att följa ljudinstruktionerna.","coding-at-home.follow-the-music.material":"Utöver CodyRoby-korten behövs spelbrädet och en spelpjäs och något som kan göra tre olika ljud. Jag använde tre glas fyllda med olika mycket vatten. Vad kommer du själv att använda?","coding-at-home.follow-the-music.questions.content.1":"F1. Försök att följa instruktionerna i videon genom att låta dig vägledas av ljuden från glasen, utan att titta på korten. Kan du känna igen och följa de instruktioner som ljuden representerar?","coding-at-home.follow-the-music.questions.content.2":"F2. Välj tre ljud som ska representera de tre grundläggande instruktionerna. Hitta på en ljudsekvens som du skulle kunna upprepa hur länge som helst utan att Roby någonsin hamnar utanför brädet.","coding-at-home.colour-everything.title":"Färglägg allt","coding-at-home.colour-everything.text":"Kan vi guida robotarna runt brädet så att de gör en teckning med sina spår? I den här aktiviteten leker vi med kodning och pixelkonst, där man gör bilder genom att färglägga rutorna på ett spelbräde, precis som pixlar på en skärm.","coding-at-home.colour-everything.material":"CodyRoby-kort, ett spelbräde och en spelpjäs. För att färglägga rutorna använder du pappersbitar som du lägger på fälten eller så färgar du fälten med färgpennor.","coding-at-home.colour-everything.questions.content.1":"Går det att rita två hjärtan som i slutet av filmen genom att guida roboten till alla fält som krävs utan att passera samma fält två gånger?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter och CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Vad är skillnaden mellan en plotter och en skrivare? Det kan du ta reda på genom att göra den här kodningsövningen som inte kräver någon uppkoppling.","coding-at-home.codyplotter-and-codyprinter.material":"Förutom CodyRoby-kitet har jag använt en grön penna och en ny robot i modellera, men det behöver du inte göra.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Kan du förklara skillnaden mellan en plotter och en skrivare?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"Vilken design skulle RobyPrinter ge genom att röra sig längs brädans linjer om den utför den sekvens med kommandon som beskrivs i slutet av filmen?","coding-at-home.boring-pixels.title":"Tråkiga pixel!/Använd siffror","coding-at-home.boring-pixels.text":"Genom att ge Roby instruktioner om att forma en bild ruta för ruta, pixel för pixel, upptäcker vi att när många fält i följd har samma färg kan vi använda siffror för att göra det intressantare. Datorer gör samma sak...","coding-at-home.boring-pixels.material":"Rutblock, eller ett rutfält med 5 × 5 rutor ritat på ett papper och en tuschpenna. För att beskriva teckningens kod kan du använda papper och penna.","coding-at-home.boring-pixels.questions.content.1":"Försök att göra en rutig design och beskriv den med skurlängdskodning (RLE). Storleken på designen är samma som antalet rutor, med vad är storleken på RLE-representationen?","coding-at-home.turning-code-into-pictures.title":"Omvandla kod till bilder","coding-at-home.turning-code-into-pictures.text.1":"Vi har nu sett att vi kan skapa kod som gör att vi kan rita en bild. Jag har tänkt ut en teckning och använt kod för att omvandla den till bokstäver och siffror, som jag har gett till dig. Skriv upp bokstäverna och siffrorna och använd koden för att återskapa teckningen.","coding-at-home.turning-code-into-pictures.text.2":"Här är bilden jag tänkte på – se till att den dyker upp på ditt ritblock och i ritblocket hos alla som känner till koden!","coding-at-home.turning-code-into-pictures.material":"Papper (helst rutigt) och en penna.","coding-at-home.turning-code-into-pictures.questions.content.1":"Försök att avkoda och rita bilden som jag beskrev i slutet av filmen.","coding-at-home.texts.1":"Coding@Home är en samling korta videor, gör det själv-material, kluriga övningar, spel och kodningsutmaningar för vardagsbruk både hemma och i skolan. Man behöver inga tidigare kunskaper eller elektronisk utrustning för att göra aktiviteterna. Uppgifterna uppmuntrar till datorförståelse och övar kompetensen hos elever, föräldrar och lärare hemma eller i skolan.","coding-at-home.texts.2":'EU:s serie Code Week Coding@Home bygger på initiativet “Coding in famiglia” från universitetet i Urbino och CodeMOOCnet Association i samarbete med Rai Cultura. Alessandro Bogliolo är professor i informationssystem på universitetet i Urbino, tillika Italiens ambassadör för EU Code Week och han koordinerar alla ambassadörer och är styrelsemedlem i Governing Board of the Digital Skills and Jobs Coalition. ',"coding-at-home.texts.3":'Om ni är intresserade av andra analoga aktiviteter, eller aktiviteter för olika programmeringsspråk, robotteknik, micro:bit etc., kan ni besöka EU Code Weeks "Learning Bits" med instruktionsvideor och lektioner för låg- och mellanstadiet. Besök även resurssidorna till EU Code Week för elever och lärare. ',"community.titles.0":"Vårt nätverk","community.titles.1":"Ambassadörer","community.titles.2":"Ledande lärare","community.titles.3":"Utbildningssamordnare","community.titles.4":"Arbeta som volontär för EU:s kodvecka","community.intro.0":"EU:s kodvecka finns till tack vare ett stort internationellt nätverk av volontärer. På den här sidan hittar du de medlemmar som är aktiva i ditt land.","community.intro.1":"Ambassadörerna, ledande lärare och företrädare för utbildningsministerier i EU och länderna på västra Balkan är våra utbildningssamordnare och ryggraden i vår organisation.","community.intro.2":"Läs mer om dina lokala medlemmar genom att välja ditt land:","community.ambassadors":"Kodveckans ambassadörer är de viktigaste kontaktpunkterna för EU:s kodvecka i varje land och bidrar till att sprida information om den på lokal nivå. Ambassadörerna för samman människor, företag och samhällen som är intresserade av att delta i kodveckan. De uppmuntrar organisatörer att lägga till kodningsaktiviteter på kodveckans karta och verkar för att öka deltagandet i kodveckan. Ambassadörerna kontrollerar och godkänner även aktiviteter i sitt land. De samarbetar dessutom med sina motsvarigheter i andra länder och träffas regelbundet för att diskutera hur initiativet kan vidareutvecklas.","community.leading-teachers":"Ledande lärare är en aktiv grupp bestående av över 450 lärare från hela Europa. De hjälper till att föra samman skolor, lärare och elever som är intresserade av att delta i kodveckan och uppmuntrar dem att anordna aktiviteter och att lägga till dem på kodveckans karta. De ledande lärarna håller även fortbildningswebbinarier på sitt eget språk och fungerar som en referenspunkt för andra lärare i landet, men också i Europa. De främjar också initiativet lokalt.","community.cta":"Om du är lärare och vill hitta ledande lärare nära dig kan du ta dig en titt på kartan.","community.edu":"Utbildningssamordnarna för EU:s sskodvecka är kontaktpersoner vid utbildningsministerier eller andra utbildningsmyndigheter och deltagande organisationer. De stärker initiativet genom att stödja lärare och skolor i hela landet. Bland annat kommunicerar de med skolor som redan deltar i kodveckan för att lära sig om deras bästa praxis och dela med sig av erfarenheter. De hjälper också skolor som vill delta i initiativet genom att informera om tillgängliga resurser, undervisningsmaterial och möjligheter inom nätverket.","community.volunteer.0":"Du behöver inte ta på dig en officiell roll i EU:s kodvecka för att delta. Alla som vill kan anordna aktiviteter för att undervisa och inspirera människor att koda, lära sig robotteknik, testa olika sorters datorutrustning, använda 3D-skrivare osv. och lägga till sin aktivitet","community.volunteer.1":"på kartan.","community.volunteer.2":"Men om du vill ge av din tid för att sprida kunskaper om kodning och tror på","community.volunteer.3":"visionen","community.volunteer.4":"och","community.volunteer.5":"värderingarna","community.volunteer.6":"för EU: kodvecka kan du om du vill gå längre och bli en ledande lärare eller ambassadör.","community.volunteer.7":"För dig som är lärare och älskar att lära dig själv och andra att koda lika mycket som vi, har vi tagit fram ett informationsblad om rollen som ledande lärare.","community.volunteer.8":"här","community.volunteer.9":"Du kan ansöka om att bli en ledande lärare genom att fylla i vårt","community.volunteer.10":"webbformulär.","community.volunteer.11":"Observera att antalet ledande lärare per land är begränsat, vilket innebär att det inte alltid är möjligt att ansöka","community.volunteer.12":"Om du vill hjälpa till att sprida kunskaper om kodning i ditt land kan du läsa mer om","community.volunteer.13":"ambassadörernas uppgifter.","community.volunteer.14":"Ta gärna en titt på vår lista över kodveckans ambassadörer","community.volunteer.15":"Om det finns ambassadörer i ditt land kan du kontakta dem direkt för mer information om hur du på bästa sätt kan stödja initiativet. Om det inte finns någon ambassadör i ditt land kan du i stället kontakta info@codeweek.eu.","cookie.uses_cookies":"På den här webbplatsen använder vi kakor för att göra det lättare för dig att söka information","cookie.accept":"Jag accepterar kakor","cookie.refuse":"Jag accepterar inte kakor","cookie.cookies":"Kakor (cookies)","cookie.find_out_more_on":"Läs mer om ","cookie.how_we_use":"hur vi använder kakor och hur du ändrar dina inställningar","cookie_policy.title":"Policy för kakor","cookie_policy.what.title":"Vad är kakor?","cookie_policy.what.text":"

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    ","cookie_policy.how.visitor_preferences.item":"om du har accepterat webbplatsens kakor (eller om du har stängt av dem)","cookie_policy.how.visitor_preferences.table.1.service":"Cookie consent kit","cookie_policy.how.visitor_preferences.table.1.purpose":"Lagrar dina kakinställningar (så att du inte behöver bli tillfrågad igen)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Förstaparts sessionskaka som tas bort när du stänger webbläsaren","cookie_policy.how.operational_cookies.title":"Funktionskakor","cookie_policy.how.operational_cookies.text":"

    En del kakor måste vi sätta för att vissa webbsidor ska fungera. Av den anledningen kräver de inte ditt samtycke. Det här gäller framför allt

    ","cookie_policy.how.operational_cookies.item":"tekniska kakor som vissa IT-system behöver","cookie_policy.how.technical_cookies.title":"Tekniska kakor","cookie_policy.how.technical_cookies.table.1.purpose":"Ser till att din session är säker under ditt besök.","cookie_policy.how.technical_cookies.table.1.type_duration":"Förstaparts sessionskaka som tas bort när du stänger webbläsaren","cookie_policy.how.technical_cookies.table.2.purpose":"Ser till att din session är säker under en längre tid så att du inte förlorar sessionen när webbläsaren stängs.","cookie_policy.how.technical_cookies.table.2.type_duration":"Beständig förstapartskaka, 60 månader","cookie_policy.how.technical_cookies.table.3.purpose":"Lagrar användarens språkinställningar","cookie_policy.how.technical_cookies.table.3.type_duration":"Förstaparts sessionskaka som tas bort när du stänger webbläsaren","cookie_policy.how.analytics_cookies.title":"Analyskakor","cookie_policy.how.analytics_cookies.items":`

    De här kakorna använder vi bara internt för att se hur vi kan förbättra de tjänster vi tillhandahåller till alla våra användare.

    - -

    Kakorna används bara för att analysera hur du använder vår webbplats – som en anonym besökare (de uppgifter som samlas in kan inte användas för att identifiera dig personligen).

    - -

    Uppgifterna delas inte heller med utomstående och används inte i andra syften. Den anonyma besöksstatistiken kan komma att delas med underleverantörer som arbetar med kommunikationsprojekt på uppdrag av kommissionen.

    - -

    Du kan dock stänga av den här typen av kakor – antingen i rutan för kakor på den första sidan du kommer in på eller genom att besöka den här webbplatsen.

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Besöksstatistik (Matomo-programvara med öppen källkod)","cookie_policy.how.analytics_cookies.table.1.purpose":"Räknar webbplatsbesök (anonymt – inga personuppgifter samlas in)","cookie_policy.how.analytics_cookies.table.1.type_duration":"Beständig förstapartskaka, 20 dagar","cookie_policy.how.analytics_cookies.table.2.service":"Besöksstatistik (Matomo-programvara med öppen källkod)","cookie_policy.how.analytics_cookies.table.2.purpose":"Identifierar vilka sidor du besöker under ett och samma besök. (anonymt – inga personuppgifter samlas in).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Beständig förstapartskaka, 30 minuter","cookie_policy.third-party.title":"Tredjepartskakor","cookie_policy.third-party.items.1":`

    Några av våra sidor visar innehåll från externa leverantörer, t.ex. Youtube, Facebook och Twitter.

    - -

    För att se dessa leverantörers innehåll måste du först godkänna deras särskilda villkor för bland annat kakor, som vi inte har någon kontroll över.

    - -

    Om du inte vill se de externa leverantörernas innehåll sätts heller inga tredjepartskakor på din dator.

    Externa leverantörer på Codeweek`,"cookie_policy.third-party.items.2":"Dessa tredjepartstjänster ligger utanför Codeweek-webbplatsens kontroll. Leverantörerna kan när som helst ändra sina användarvillkor, syftet med sina kakor, användningen av kakor osv.","cookie_policy.how-manage.title":"Hur kan du kontrollera kakor?","cookie_policy.how-manage.items":`

    Du kan kontrollera och ta bort kakor precis som du vill. Läs mer på aboutcookies.org.

    Ta bort kakor från din dator

    - -

    Du kan ta bort alla kakor som redan finns på din dator genom att rensa webbläsarhistoriken i din webbläsare. På så sätt tar du bort kakorna från alla webbplatser som du besökt.

    - -

    Tänk på att du då eventuellt också förlorar vissa sparade uppgifter (t.ex. inloggningsuppgifter och webbplatsinställningar).

    Kontrollera webbplatsens kakor

    Välj inställningar för kakor och skydd av personuppgifter i din webbläsare för att detaljstyra webbplatsens användning av kakor.

    Blockera kakor

    I de flesta webbläsare kan du ställa in att du inte vill ha några kakor alls på din dator. Eventuellt måste du ändra inställningarna varje gång du går in på en webbplats eller webbsida. Om du blockerar kakor är det möjligt att en del tjänster och funktioner inte stöds längre (t.ex. inloggning med sparade uppgifter).

    Hantera våra analyskakor

    Du kan göra inställningar för analyskakor på den särskilda webbplatsen.

    `,"copyright.title":"Upphovsrättsmeddelande","copyright.training.0":"EU:s Code Week-webbplats för skolor","copyright.training.1":"är en tjänst som stöds av Europeiska kommissionen","copyright.licence.0":"Om inget annat anges är innehåll som görs tillgängligt på denna webbplats licenserat under en","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.sv","copyright.licence.2":"Erkännande-IckeKommersiell-DelaLika 4.0 Internationell licens (CC BY-NC-SA 4.0)","copyright.creative-commons":"Licensiering under Creative Commons-licenser påverkar inte i sig äganderätten till upphovsrätten","copyright.third-party":"Innehåll från tredje parts webbplatser är underkastade sina egna upphovsrättsbegränsningar; se ursprungssidan för mer information","countries.all":"Alla länder","countries.Cloud":"Moln","countries.Andorra":"Andorra","countries.United Arab Emirates":"Förenade Arabemiraten","countries.Afghanistan":"Afghanistan","countries.Antigua and Barbuda":"Antigua och Barbuda","countries.Anguilla":"Anguilla","countries.Albania":"Albanien","countries.Armenia":"Armenien","countries.Netherlands Antilles":"Nederländska Antillerna","countries.Angola":"Angola","countries.Antarctica":"Antarktis","countries.Argentina":"Argentina","countries.American Samoa":"Amerikanska Samoa","countries.Austria":"Österrike","countries.Australia":"Australien","countries.Aruba":"Aruba","countries.Aland Islands":"Åland","countries.Azerbaijan":"Azerbajdzjan","countries.Bosnia and Herzegovina":"Bosnien och Hercegovina","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladesh","countries.Belgium":"Belgien","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bulgarien","countries.Bahrain":"Bahrain","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Saint-Barthélemy","countries.Bermuda":"Bermuda","countries.Brunei":"Brunei","countries.Bolivia":"Bolivia","countries.Bonaire, Saint Eustatius and Saba ":"Bonaire, Sint Eustatius och Saba ","countries.Brazil":"Brasilien","countries.Bahamas":"Bahamas","countries.Bhutan":"Bhutan","countries.Bouvet Island":"Bouvetön","countries.Botswana":"Botswana","countries.Belarus":"Vitryssland","countries.Belize":"Belize","countries.Canada":"Kanada","countries.Cocos Islands":"Kokosöarna","countries.Democratic Republic of the Congo":"Demokratiska republiken Kongo","countries.Central African Republic":"Centralafrikanska republiken","countries.Republic of the Congo":"Republiken Kongo","countries.Switzerland":"Schweiz","countries.Ivory Coast":"Elfenbenskusten","countries.Cook Islands":"Cooköarna","countries.Chile":"Chile","countries.Cameroon":"Kamerun","countries.China":"Kina","countries.Colombia":"Colombia","countries.Costa Rica":"Costa Rica","countries.Serbia and Montenegro":"Serbien och Montenegro","countries.Cuba":"Kuba","countries.Cape Verde":"Kap Verde","countries.Curacao":"Curaçao","countries.Christmas Island":"Julön","countries.Cyprus":"Cypern","countries.Czech Republic":"Tjeckien","countries.Germany":"Tyskland","countries.Djibouti":"Djibouti","countries.Denmark":"Danmark","countries.Dominica":"Dominica","countries.Dominican Republic":"Dominikanska republiken","countries.Algeria":"Algeriet","countries.Ecuador":"Ecuador","countries.Estonia":"Estland","countries.Egypt":"Egypten","countries.Western Sahara":"Västsahara","countries.Eritrea":"Eritrea","countries.Spain":"Spanien","countries.Ethiopia":"Etiopien","countries.Finland":"Finland","countries.Fiji":"Fiji","countries.Falkland Islands":"Falklandsöarna","countries.Micronesia":"Mikronesien","countries.Faroe Islands":"Färöarna","countries.France":"Frankrike","countries.Gabon":"Gabon","countries.United Kingdom":"Storbritannien","countries.Grenada":"Grenada","countries.Georgia":"Georgien","countries.French Guiana":"Franska Guyana","countries.Guernsey":"Guernsey","countries.Ghana":"Ghana","countries.Gibraltar":"Gibraltar","countries.Greenland":"Grönland","countries.Gambia":"Gambia","countries.Guinea":"Guinea","countries.Guadeloupe":"Guadeloupe","countries.Equatorial Guinea":"Ekvatorialguinea","countries.Greece":"Grekland","countries.South Georgia and the South Sandwich Islands":"Sydgeorgien och Sydsandwichöarna","countries.Guatemala":"Guatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Guinea-Bissau","countries.Guyana":"Guyana","countries.Hong Kong":"Hongkong","countries.Heard Island and McDonald Islands":"Heard- och McDonaldöarna","countries.Honduras":"Honduras","countries.Croatia":"Kroatien","countries.Haiti":"Haiti","countries.Hungary":"Ungern","countries.Indonesia":"Indonesien","countries.Ireland":"Irland","countries.Israel":"Israel","countries.Isle of Man":"Isle of Man","countries.India":"Indien","countries.British Indian Ocean Territory":"Brittiska territoriet i Indiska oceanen","countries.Iraq":"Irak","countries.Iran":"Iran","countries.Iceland":"Island","countries.Italy":"Italien","countries.Jersey":"Jersey","countries.Jamaica":"Jamaica","countries.Jordan":"Jordanien","countries.Japan":"Japan","countries.Kenya":"Kenya","countries.Kyrgyzstan":"Kirgizistan","countries.Cambodia":"Kambodja","countries.Kiribati":"Kiribati","countries.Comoros":"Komorerna","countries.Saint Kitts and Nevis":"Saint Kitts och Nevis","countries.North Korea":"Nordkorea","countries.South Korea":"Sydkorea","countries.Kuwait":"Kuwait","countries.Cayman Islands":"Caymanöarna","countries.Kazakhstan":"Kazakstan","countries.Laos":"Laos","countries.Lebanon":"Libanon","countries.Saint Lucia":"Saint Lucia","countries.Liechtenstein":"Liechtenstein","countries.Sri Lanka":"Sri Lanka","countries.Liberia":"Liberia","countries.Lesotho":"Lesotho","countries.Lithuania":"Litauen","countries.Luxembourg":"Luxemburg","countries.Latvia":"Lettland","countries.Libya":"Libyen","countries.Morocco":"Marocko","countries.Monaco":"Monaco","countries.Moldova":"Moldavien","countries.Montenegro":"Montenegro","countries.Saint Martin":"Saint-Martin","countries.Madagascar":"Madagaskar","countries.Marshall Islands":"Marshallöarna","countries.Macedonia":"Nordmakedonien","countries.Mali":"Mali","countries.Myanmar":"Myanmar/Burma","countries.Mongolia":"Mongoliet","countries.Macao":"Macao","countries.Northern Mariana Islands":"Nordmarianerna","countries.Martinique":"Martinique","countries.Mauritania":"Mauretanien","countries.Montserrat":"Montserrat","countries.Malta":"Malta","countries.Mauritius":"Mauritius","countries.Maldives":"Maldiverna","countries.Malawi":"Malawi","countries.Mexico":"Mexiko","countries.Malaysia":"Malaysia","countries.Mozambique":"Moçambique","countries.Namibia":"Namibia","countries.New Caledonia":"Nya Kaledonien","countries.Niger":"Niger","countries.Norfolk Island":"Norfolkön","countries.Nigeria":"Nigeria","countries.Nicaragua":"Nicaragua","countries.Netherlands":"Nederländerna","countries.Norway":"Norge","countries.Nepal":"Nepal","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Nya Zeeland","countries.Oman":"Oman","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Franska Polynesien","countries.Papua New Guinea":"Papua New Guinea","countries.Philippines":"Filippinerna","countries.Pakistan":"Pakistan","countries.Poland":"Polen","countries.Saint Pierre and Miquelon":"Saint-Pierre och Miquelon","countries.Pitcairn":"Pitcairn","countries.Puerto Rico":"Puerto Rico","countries.Palestine":"Palestina","countries.Portugal":"Portugal","countries.Palau":"Palau","countries.Paraguay":"Paraguay","countries.Qatar":"Qatar","countries.Reunion":"Réunion","countries.Romania":"Rumänien","countries.Serbia":"Serbien","countries.Russia":"Ryssland","countries.Rwanda":"Rwanda","countries.Saudi Arabia":"Saudiarabien","countries.Solomon Islands":"Salomonöarna","countries.Seychelles":"Seychellerna","countries.Sudan":"Sudan","countries.Sweden":"Sverige","countries.Singapore":"Singapore","countries.Saint Helena":"Sankta Helena","countries.Slovenia":"Slovenien","countries.Svalbard and Jan Mayen":"Svalbard och Jan Mayen","countries.Slovakia":"Slovakien","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somalia","countries.Suriname":"Surinam","countries.South Sudan":"Sydsudan","countries.Sao Tome and Principe":"São Tomé och Príncipe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Sint Maarten","countries.Syria":"Syrien","countries.Swaziland":"Swaziland","countries.Turks and Caicos Islands":"Turks- och Caicosöarna","countries.Chad":"Tchad","countries.French Southern Territories":"Franska sydterritorierna","countries.Togo":"Togo","countries.Thailand":"Thailand","countries.Tajikistan":"Tadzjikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Östtimor","countries.Turkmenistan":"Turkmenistan","countries.Tunisia":"Tunisien","countries.Tonga":"Tonga","countries.Turkey":"Turkiet","countries.Trinidad and Tobago":"Trinidad och Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Taiwan","countries.Tanzania":"Tanzania","countries.Ukraine":"Ukraina","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Förenta staternas mindre öar i Oceanien och Västindien","countries.United States":"USA","countries.Uruguay":"Uruguay","countries.Uzbekistan":"Uzbekistan","countries.Vatican":"Vatikanstaten","countries.Saint Vincent and the Grenadines":"Saint Vincent och Grenadinerna","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Brittiska Jungfruöarna","countries.U.S. Virgin Islands":"Amerikanska Jungfruöarna","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis- och Futunaöarna","countries.Samoa":"Samoa","countries.Kosovo":"Kosovo","countries.Yemen":"Jemen","countries.Mayotte":"Mayotte","countries.South Africa":"Sydafrika","countries.Zambia":"Zambia","countries.Zimbabwe":"Zimbabwe","cw2020.common.resources":"Resurser du kommer att behöva:","cw2020.common.soundtrack":"Code Weeks soundtrack","cw2020.common.moves":"Dansstegen","cw2020.common.dance-example":"Ett exempel på Code Week-dansen","cw2020.common.organizer-guide":"Arrangörsguide","cw2020.title.0":"EU Code Week","cw2020.title.1":"2020 års upplaga","cw2020.intro":"I år firar vi EU Code Week från den 10 till den 25 oktober 2020! På grund av det rådande smittläget kommer vi att hålla fler aktiviteter på nätet. Vi kommer att lansera nya, roliga och spännande aktiviteter som du kan delta i hemma eller i skolan","cw2020.online-activities.title":"Utvalda öppna onlineaktiviteter","cw2020.online-activities.subtitle.0":"För att göra det enklare att delta i Code Weeks aktiviteter på distans lanserar vi en","cw2020.online-activities.subtitle.1":"kalender","cw2020.online-activities.subtitle.2":"med utvalda onlineaktiviteter","cw2020.online-activities.section1.title":"Vad är en onlineaktivitet?","cw2020.online-activities.section1.content":"En onlineaktivitet kan vara en aktivitet som du vanligtvis skulle lägga till eller anmäla dig till på Code Weeks webbplats – enda skillnaden är att du deltar på nätet. Tanken är att det ska vara enkelt för alla att delta i kodningsträffar och seminarier som helt och hållet hålls på nätet utan att behöva riskera sin hälsa.","cw2020.online-activities.section2.title":"Utvalda öppna aktiviteter","cw2020.online-activities.section2.content":"Om du vill, kan du låta alla delta i dina onlineaktiviteter. Deltagare från hela världen kan delta i öppna aktiviteter, antingen på engelska eller på det lokala språket. Vi kommer att välja ut de mest spännande onlineaktiviteterna som är öppna för alla och lägga in dem i evenemangskalendern på vår webbplats","cw2020.online-activities.section3.title":"Vad innebär det här för deltagarna?","cw2020.online-activities.section3.content.0":"Varje dag under Code Week kan du kolla i ","cw2020.online-activities.section3.content.1":"kalendern","cw2020.online-activities.section3.content.2":"och välja ut de aktiviteter som verkar mest intressant. Det kan vara allt från workshoppar om robotteknik, e-lärandekurser och webbseminarier till kurser i kodning och mycket annat. Så välj dina favoriter!","cw2020.dance.title":"Code Week-dansen","cw2020.dance.subtitle":"Vem har sagt att programmerare inte kan dansa? För att fira 2020 års upplaga av Code Week lanserar vi en ny aktivitet – utmaningen #EUCodeWeekDance","cw2020.dance.section1.title":"Vem får vara med?","cw2020.dance.section1.content.0":"Alla – från skolor, lärare och bibliotekarier till kodningsklubbar, företag och myndigheter – är välkomna att fira EU Code Week 2020 genom att organisera en #EUCodeWeekDance och lägga in den på","cw2020.dance.section1.content.1":"Code Weeks karta","cw2020.dance.section2.title":"Hur deltar jag?","cw2020.dance.section2.content":"Välj bland fem typer av aktiviteter eller hitta på din egen. Oavsett vilken aktivitet du väljer – glöm inte att lägga till den på vår karta.","cw2020.dance.activity1.title":"Programmera en vän eller en förälder – du behöver ingen dator","cw2020.dance.activity1.subtitle":"Genom kodning kan du ge kommandon till en elektronisk enhet. Men egentligen behöver du ingen dator för att koda. Istället kan du ta tag i en partner – en klasskompis, vän, förälder eller lärare – och ge dem instruktioner om hur de ska dansa #EUCodeWeekDance, som de måste följa exakt.","cw2020.dance.activity1.resources.0":"En guide från Code.org om hur du anordnar ditt dansparty","cw2020.dance.activity1.resources.1":"En infomodul om hur du programmerar din egen människorobot","cw2020.dance.activity2.title":"Visuell programmering","cw2020.dance.activity2.subtitle":"Koda din dans i Scratch. Använd Code Week-figurerna eller gör dina egna i Scratch och programmera dem att dansa #EUCodeWeekDance.","cw2020.dance.activity2.resources.0":"Exempel på ett #EUCodeWeekDance-projekt i Scratch","cw2020.dance.activity2.resources.1":"Code Weekfigurerna","cw2020.dance.activity2.resources.2":"En guide från Code.org om hur du kan animera en figur","cw2020.dance.activity2.resources.3":"En guide från Code.org om hur anordnar ditt dansparty","cw2020.dance.activity2.resources.4":"Dela ditt projekt med oss i denna Scratch Studio","cw2020.dance.activity3.title":"Textprogrammering","cw2020.dance.activity3.subtitle":"Producera temat för #EUCodeWeekDance med Python eller JavaScript med hjälp av kodbaserade plattformar för musikskapande som EarSketch eller Sonic Pi.","cw2020.dance.activity3.resources.0":"En lektion om hur man gör musik med EarSketch","cw2020.dance.activity3.resources.1":"En lektion om hur man gör musik med Sonic Pi","cw2020.dance.activity4.title":"Robotteknik","cw2020.dance.activity4.subtitle":"Programmera din robot att följa dina instruktioner och dansa Code Week-dansen","cw2020.dance.activity4.resources.0":"En lektion i robotprogrammering","cw2020.dance.activity5.title":"Live Dance Challenge","cw2020.dance.activity5.subtitle":"Filma dig själv, ditt team eller din robot som dansar #EUCodeWeekDance, dela på Instagram och bli ”viral”, så kan du vinna några av Code Weeks priser! Är du intresserad? Gör så här:","cw2020.dance.activity5.resources.0":"Spela in filmen med hjälp av Instagrams händelser","cw2020.dance.activity5.resources.1":"Följ","cw2020.dance.activity5.resources.2":"@CodeWeekEU på Instagram","cw2020.dance.activity5.resources.3":"Nämn @CodeWeekEU i din händelse med dansen och se till att tagga med #EUCodeWeekDance.","cw2020.dance.outro.0":"Varje dag utser och tillkännager vi vinnare på vår Instagramkanal via händelser, så glöm inte att kolla dina aviseringar – en dag är det kanske din tur.","cw2020.dance.outro.1":"#EUCodeWeekDance bygger på","cw2020.dance.outro.2":"Ode to Code","cw2020.dance.outro.3":"som är komponerad av Brendan Paolini, och dansen som Bianca Maria Berardi utvecklade 2015, efter en idé från Alessandro Bogliolo, professor i datorsystem vid Urbinos universitet.","cw2020.treasure-hunt.title":"Code Weeks skattjakt","cw2020.treasure-hunt.subtitle.0":"Det här är ett spel på Telegram som är lätt nog för en nybörjare men svårt nog att vara en utmaning även för våra mer erfarna deltagare.","cw2020.treasure-hunt.subtitle.1":"Code Week-skattjakten","cw2020.treasure-hunt.subtitle.2":"är ett spel som du helst ska spela på din dator med mobilen i handen. I spelet ska du lösa olika kodningsuppdrag och du guidas genom historien om kodning, datorvetenskap och teknik i Europa.","cw2020.treasure-hunt.section.title":"För att börja spela behöver du:","cw2020.treasure-hunt.section.content.0":"Ladda ner appen Telegram. Den finns för","cw2020.treasure-hunt.section.content.1":"datorer","cw2020.treasure-hunt.section.content.2":"Du kan spela antingen på din stationära eller bärbara dator eller på din smarttelefon. Vi rekommenderar dig att spela på din dator så att du kan få instruktioner och lösa kodningsuppgifterna i Telegram-appen på din telefon.","cw2020.treasure-hunt.section.content.3":"För att spela","cw2020.treasure-hunt.section.content.4":"öppnar du spelet","cw2020.treasure-hunt.section.content.5":"och skannar QR-koden som tar dig till Telegram-appen och ger dig den första omgången instruktioner.","cw2020.treasure-hunt.section.content.6":"För att vinna måste du lösa tio kodningsuppdrag och hitta tio platser på Europakartan som är kopplade till kodningens och teknikens intåg.","cw2020.treasure-hunt.section.content.7":"När du har spelat färdigt, delar du dina poäng med dina vänner genom att tagga #EUCodeWeek och utmanar dem att spela och lära sig mer om kodningens historia. Vem kommer att få högst poäng?","cw2020.treasure-hunt.section.content.8":"Code Weeks skattjakt års virtuella version av EU Code Weeks ursprungliga skattjakt som först utvecklades av Alessandro Bogliolo, professor i datorsystem vid Urbinos universitet. Du kan läsa mer om hans första spel på vår","cw2020.treasure-hunt.section.content.9":"blogg.","cw2020.kick-off.title":"Kick-off: 8 oktober 2020","cw2020.kick-off.content.0":"Den virtuella invigningen för Code Week 2020 går av stapeln den 8 oktober kl. 17 (Bryssel-, Paris- och Stockholmstid). Evenemanget kommer att direktsändas på Facebook Live, Instagram TV och YouTube Live.","cw2020.kick-off.content.1":"I vårt spännande startfält finns gästtalarna","cw2020.kick-off.content.2":"EU:s inremarknadskommissionär","cw2020.kick-off.content.3":"EU:s innovations-, forsknings-, kultur-, utbildnings- och ungdomskommissionär","cw2020.kick-off.content.4":"Scratchs skapare och professor i pedagogik vid MIT Media Lab","cw2020.kick-off.content.5":"författare och illustratör till Hello Ruby","cw2020.kick-off.content.6":"och","cw2020.kick-off.content.7":"ordförande för E-MMA, en fransk ideell organisation som jobbar för jämnare könsfördelningen inom teknik.","cw2020.kick-off.content.8":"Och som om detta inte räcker kommer Code Week-teamet att visa nya webbplatsfunktioner, resurser och utmaningar.","cw2020.kick-off.content.9":"professor i datorsystem vid Urbinos universitet och samordnare av","cw2020.kick-off.content.10":"kodveckans ambassadörer","cw2020.kick-off.content.11":"kommer att berätta mer om kodveckans virtuella skattjakt.","cw2020.kick-off.content.12":"Och xxx kommer att ge dig förhandstips om den nya tävlingen #EUCodeWeekDance","cw2020.kick-off.content.13":"Vi kommer att koppla ihop oss med skolor och studenter från hela Europa som ska dela sina kodningsberättelser och utbyta idéer med gästtalarna.","cw2020.kick-off.content.14":"Du får också chansen att dela med dig av dina tankar och idéer och ställa frågor. Allt du behöver göra är att titta på vår livesändning på","cw2020.kick-off.content.15":"eller","cw2020.kick-off.content.16":"kl. 17.00–18.30 den 8 oktober 2020 och kommentera eller twittra med taggen #EUCodeWeek.","cw2020.get-involved.title":"Vill du vara med?","cw2020.get-involved.subtitle":"Vill du börja koda genast? Om du vill gå med i EU Code Weeks community men inte vet hur du gör, kolla in de här resurserna som kan hjälpa dig att komma igång, lagom i tid för vårt årliga firande i oktober.","cw2020.get-involved.content.0":"Kom igång med Code Week","cw2020.get-involved.content.1":"Hur du lägger till en aktivitet under Code Week","cw2020.get-involved.content.2":"Infomoduler","cw2020.get-involved.content.3":"Deep Dive mooc-kurs","cw2020.get-involved.content.4":"Serien Coding@Home","edit.title":"Redigera ditt evenemang för #EUCodeWeek","edit.required_fields":"Obligatoriska fält är markerade med en asterisk *. Lägg gärna till evenemanget på ditt lokala språk i listan.","edit.description":"Beskrivning","edit.audience":"Målgrupp","edit.theme":"Tema","edit.location":"Plats","edit.website":"Webbplats","edit.contact":"Kontakt","edit.tags":"Taggar","edit.image":"Bilder","edit.help":"Större bilder kommer att storleksanpassas till 256 x 512 pixlar. Maximal uppladdningsstorlek är 256 x 1024.","edit.aspect":"Vilken aspekt av kodning kommer ditt evenemang att handla om?","edit.address":"Skriv en adress eller klicka på kartan nedan för att ange plats.","edit.privacy_disclaimer.header":"Dina kontaktuppgifter","edit.privacy_disclaimer.text_1":"Informationen är bara synlig för ","edit.privacy_disclaimer.link_1":"Ambassadörer för EU Code Week","edit.privacy_disclaimer.text_2":` och Code Week- - arrangörer, som - kontrollerar ditt evenemang innan det visas på kartan och kanske kontaktar dig - om ändringar behövs - eller för att administrera undersökningar i statistiskt syfte efter evenemanget.`,"edit.privacy_disclaimer.contact_email":"Din e-postadress","edit.edit":"Redigera evenemang","event.main_title":"Lägg till ditt evenemang för #EUCodeWeek","event.button":"Lägg till evenemang","event.howto":"Så här organiserar du ett evenemang","event.required":"Obligatoriska fält är markerade med en asterisk *. Lägg gärna till evenemanget på ditt lokala språk i listan.","event.audience_title":"Målgrupp","event.theme_title":"Tema","event.scoreboard_by_country":"Resultattavla","event.get_involved":"Engagera dig","event.organize_or_support_events":"Organisera eller stöd evenemang på din ort","event.or_contact_your":"eller kontakta dina","event.eu_code_week_ambassadors":"Ambassadörer för EU Code Week","event.show_events_for":"Visa evenemang för ","event.who":"Vem är evenemanget till för?","event.tags":"Taggar","event.image":"Bild","event.start.label":"Startdatum","event.start.placeholder":"När startar aktiviteten?","event.end.label":"Slutdatum","event.end.placeholder":"När slutar aktiviteten?","event.organizer.label":"Organisationens namn","event.organizer.placeholder":"Organisationen du arbetar i eller är frivilligarbetare för","event.website.label":"Arrangörens webbplats","event.website.placeholder":"Har du en webbplats med mer information?","event.description.label":"Beskrivning","event.description.placeholder":"Beskriv kort den aktivitet som planeras.","event.contact.label":"E-post ","event.contact.placeholder":"E-postadressen används för viktiga meddelanden om EU Code Week","event.contact.explanation":"Din e-postadress är bara synlig för EU Code Week-ambassadörer och Code Week-arrangörer som kontrollerar ditt evenemang innan det visas på kartan och kanske kontaktar dig om ändringar behövs eller för att administrera undersökningar i statistiskt syfte efter evenemanget.","event.public.label":"Offentlig e-post","event.public.placeholder":"Vill du visa en e-postadress där folk kan kontakta dig?","event.title.label":"Aktivitetens titel","event.title.placeholder":"Vad kallas aktiviteten?","event.address.label":"Adress","event.address.placeholder":"Var kommer aktiviteten att äga rum?","event.organizertype.label":"Typ av arrangör","event.organizertype.placeholder":"Välj typ av arrangör","event.organizertype.school":"Skola","event.organizertype.library":"Bibliotek","event.organizertype.non profit":"Ideell organisation","event.organizertype.private business":"Privat företag","event.organizertype.other":"Annat","event.audience.Pre-school children":"Förskolebarn","event.audience.Elementary school students":"Grundskoleelever","event.audience.High school students":"Gymnasieelever","event.audience.Graduate students":"Studenter","event.audience.Post graduate students":"Forskarstudenter","event.audience.Employed adults":"Arbetande vuxna","event.audience.Unemployed adults":"Arbetslösa vuxna","event.audience.Other (see description)":"Annat (se beskrivning)","event.audience.Teachers":"Lärare","event.theme.Basic programming concepts":"Grundläggande programmeringskoncept","event.theme.Web development":"Webbutveckling","event.theme.Mobile app development":"Mobilapputveckling","event.theme.Software development":"Programutveckling","event.theme.Data manipulation and visualisation":"Datamanipulation och datavisualisering","event.theme.Robotics":"Robotik","event.theme.Hardware":"Maskinvara","event.theme.Other":"Annat","event.theme.Unplugged activities":"Aktiviteter utan uppkoppling","event.theme.Playful coding activities":"Lekfulla kodningsaktiviteter","event.theme.Art and creativity":"Konst och kreativitet","event.theme.Visual/Block programming":"Visuell/blockprogrammering","event.theme.Game design":"Speldesign","event.theme.Internet of things and wearable computing":"Sakernas internet och wearables","event.theme.3D printing":"3D-utskrift","event.theme.Augmented reality":"Förstärkt verklighet","event.theme.Artificial intelligence":"Artificiell intelligens","event.theme.Motivation and awareness raising":"Motivation och medvetandehöjning","event.theme.Promoting diversity":"Främjande av mångfald","event.codeweek_for_all_participation_code.title":"CODE WEEK 4 ALL-KOD","event.codeweek_for_all_participation_code.explanation":"Om du har fått en Code Week 4 All-kod av en skolkollega eller en vän klistrar du in den här, annars lämnar du fältet tomt. Mer info om Code Week 4 All finns","event.codeweek_for_all_participation_code.link":"här","event.thanks_page.title":"Tack för att du lagt till ditt evenemang!","event.thanks_page.phrase1":"En av våra lokala ambassadörer kommer nu att granska ditt evenemang","event.thanks_page.phrase2":"och se till att allt ser bra ut.","event.thanks_page.phrase3":"Om du har frågor kan du kontakta en av våra","event.thanks_page.phrase4":"nationella ambassadörer","event.thanks_page.phrase5":"eller skicka oss ett","event.thanks_page.phrase6":"e-postmeddelande","event.thanks_page.phrase7":"Du kan dela din Code Week 4 All-kod med andra:","event.activitytype.label":"Aktivitetstyp","event.activitytype.placeholder":"","event.activitytype.open-online":"Onnlineaktivitet för alla","event.activitytype.invite-online":"Onlineaktivitet för inbjudna","event.activitytype.open-in-person":"Aktivitet för alla besökare","event.activitytype.invite-in-person":"Aktivitet för inbjudna besökare","event.privacy":"Jag har läst och godkänner integritetspolicyn som beskrivs i detta dokument.","event.country":"Land","event.loading":"Laddar...","event.add_activity":"Lägg till aktivitet","event.edit_activity":"Redigera aktivitet","event.update_activity":"Uppdatera aktivitet","event.delete_activity":"Radera aktivitet","event.total_pending_events":"Totalt antal evenemang under behandling:","event.no_pending_events":"Inga evenemang under behandling hittades för","event.all_countries":"Alla länder","event.current_status":"Nuvarande status","event.actions":"Åtgärder","event.certificate_ready":"Ditt Code Week-intyg är klart. Ladda ner det eller dela det direkt.","event.view_your_certificate":"Visa ditt intyg här","event.submit_event_and_report":"Skicka in en rapport för detta evenemang och få ditt Code Week-intyg","event.report_and_claim":"Rapportera evenemanget och få ett intyg","eventdetails.organised_by":"Organiseras av: ","eventdetails.contact_email":"E-postadress: ","eventdetails.happening_at":"Plats: ","eventdetails.from":"från ","eventdetails.to":" till ","eventdetails.description":"Beskrivning: ","eventdetails.more_info":"Mer information: ","eventdetails.audience":"Detta evenemang är för: ","eventdetails.themes":"Huvudteman: ","eventdetails.tags":"Taggar: ","eventdetails.share":"Dela evenemanget: ","eventdetails.email.tooltip":"Klicka för att e-posta detta till en vän","eventdetails.email.subject":"Titta på det här fantastiska kodningsevenemanget","eventdetails.email.body_1":"Hej, kolla in ","eventdetails.email.body_2":"evenemanget på ","eventdetails.edit":"Redigera evenemang","eventdetails.note":"OBS: ","eventdetails.pending_warning":"Detta evenemang granskas fortfarande av ","eventdetails.pending_link":"moderatorerna","eventdetails.nearby_upcoming_events":"Kommande evenemang i närheten:","eventreports.reports_by":"Evenemang som inväntar rapportering ","eventreports.no_reports":"Det finns inga evenemang att rapportera ännu.","eventreports.report":`Evenemangen i listan nedan har startat eller redan avslutats. Fyll i några värden om - evenemanget för statistiska syften och få ett intyg om att ni deltar i Code Week. Du - får ett intyg per evenemang.`,"guide.title":"Guide","guide.organise_activity":"Organisera din egen aktivitet med #EUCodeWeek","guide.register_activity":"Registrera din aktivitet här","guide.what.title":"Vad är EU Code Week?","guide.what.content":'

    EU Code Week är en gräsrotsrörelse som drivs av frivilliga och stöttas av Europeiska kommissionen. Alla – skolor, lärare, bibliotek, kodklubbar, företag, offentliga myndigheter – kan arrangera en aktivitet för #EUCodeWeek och lägga till den på codeweek.eu-kartan.

    ',"guide.what_you_need_organise.title":"Vad behövs för att organisera en aktivitet?","guide.what_you_need_organise.items.1":"En grupp personer som är villiga att lära sig något. Det kan vara vänner, barn, tonåringar, vuxna, kollegor, föräldrar eller far- och morföräldrar. En grupp kan bestå av bara två personer!","guide.what_you_need_organise.items.2":"Lärare eller utbildare som är bekanta med aktiviteten och vet hur man undervisar och inspirerar andra. Antalet beror på evenemangets typ och storlek.","guide.what_you_need_organise.items.3":"En plats att hålla till på. Klassrum, bibliotek, konferensrum och offentliga lokaler är utmärkta platser för ett evenemang.","guide.what_you_need_organise.items.4":"Datorer och internetuppkoppling. Beroende på din målgrupp kan du be deltagarna ta med sina egna bärbara datorer.","guide.what_you_need_organise.items.5":'Kodning utan uppkoppling. Man behöver egentligen inte datorer och internetanslutning för att lära sig datalogiskt tänkande. Titta på vår infomodul utan uppkoppling så får du se hur det kan gå till.',"guide.what_you_need_organise.items.6":`Läromedel. Visa deltagarna hur kul det är att skapa något själv. Titta på resurssidan och infomodulerna med videohandledning och lektionsplaner och anpassa dem efter gruppens behov.`,"guide.what_you_need_organise.items.7":`Registrera deltagarna. Om du har begränsat utrymme tillgängligt kan du använda onlineverktyg som Google-formulär och Eventbrite för när du ska registrera deltagare.`,"guide.what_you_need_organise.items.8":'Kom ihåg att lägga upp ditt evenemangCode Week-kartan!',"guide.how_to.title":"Hur ska aktiviteten organiseras?","guide.how_to.items.1":"Formatet på ditt kodningsevenemang är upp till dig, men vi rekommenderar att du har med en del praktiska övningar där deltagarna kan skapa innehåll själva och/eller prova på att arbeta med maskinvara.","guide.how_to.items.2":'Använd verktyg och tekniker som passar din målgrupp. Vi rekommenderar att du använder fritt tillgängligt material med öppen källkod.',"guide.how_to.items.3":"Uppmuntra deltagarna att visa och presentera för varandra vad de har skapat i slutet av evenemanget.","guide.how_to.items.4":`Berätta om aktiviteten! Berätta om vad ni gjorde under din aktivitet på sociala medier genom att använda hashtaggen #EUCodeWeek. Du kan också dela informationen i lärargruppen för EU Code Week och på Twitter (@CodeWeekEU). Prata med dina vänner, andra lärare och lokalpressen – skriv ett pressmeddelande.`,"guide.how_to.items.5":'Glöm inte att lägga till din aktivitetCode Week-kartan!',"guide.material.title":"Kampanjmaterial","guide.material.text":'

    Läs den senaste informationen i vår blogg och anpassa det senaste pressmeddelandet efter dina behov eller skapa ett eget:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'Nu sätter vi fart för att fira EU Code Week 2019 (finns på 29 språk)',"guide.toolkits.title":"Här kan du hämta verktyg som hjälper dig att komma igång:","guide.toolkits.communication_toolkit":"Verktygslåda för kommunikation","guide.toolkits.teachers_toolkit":"Verktygslåda för lärare","guide.questions.title":"Frågor?","guide.questions.content":'

    Om du har frågor om hur du organiserar och marknadsför ditt #EUCodeWeek-evenemang kan du kontakta en av EU Code Week-ambassadörerna i ditt land.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"väck dina idéer till liv!","hackathons.sections.1.title":"6 hackaton, 6 utmaningar","hackathons.sections.1.content.1":"Bor du i Grekland, Lettland, Irland, Italien, Rumänien eller Slovenien? Är du kreativ, ambitiös och intresserad av framtidens teknik? Nu har du chansen! Var med på en hackaton under EU:s kodvecka och ta fram en innovativ lösning som gör dig till pionjär inom den tekniska revolutionen!","hackathons.sections.1.content.2":"Under 2021 anordnas sex särskilda hackaton under EU:s kodvecka och gymnasieelever i åldern 15–19 år uppmanas att bilda lag och använda sina kodningstalanger för att lösa ett lokalt problem. Efter ett dygn av hackande lägger alla lag fram sina idéer inför en expertpanel som väljer ut de tio finallagen. Alla lag har lika lång tid på sig, tillgång till samma resurser och till mentorer och expertkunnande för att klara utmaningen, men bara tio får möjlighet att gå vidare till nästa omgång, utveckla sin prototyp, få expertcoachning och delta i hackatonfinalen i höst. Då gör lagen upp om vilka som ska vinna häftiga IT-prylar och få möjlighet till mentor- och coachinghjälp för att vidareutveckla sin prototyp.","hackathons.sections.2.title":"Hur kan jag delta?","hackathons.sections.2.content.1":"Välj hackaton i ditt land och gå igenom några enkla steg för att anmäla dig. Du kan vara med själv eller som ett sexmannalag. Glöm inte att ange lagets namn om du anmäler dig tillsammans med kompisar eller klasskamrater. Varje hackaton har en egen anmälningsprocess, så följ hackaton i ditt land!","hackathons.sections.3.title":"Vilka är arrangörerna?","hackathons.sections.3.content.1":"EU Code Weeks hackaton anordnas gemensamt av Europeiska kommissionen och lokala ","hackathons.sections.3.content.2":"ambassadörer för EU Code Week","hackathons.sections.3.content.3":", och de finansieras av Europaparlamentet. Syftet är att visa hur konkreta lösningar kan bli verklighet med hjälp av unga människors kreativitet, entusiasm, nya idéer och kodningskunskaper.","hackathons.sections.4.title":"Hur fungerar ett hackaton?","hackathons.sections.4.content.1":"EU Code Week hackathon är en resa som tar sin början med en 24 timmar lång hackaton online. Erfarna mentorer coachar lagen och det blir seminarier som ger deltagare möjlighet att lära sig nya saker och ha kul. En hackaton är även en fantastisk möjlighet för deltagare att nätverka och umgås med personer från Europas tech-sektor. Efter hackaton presenterar varje lag sin lösning för en expertjury. ","hackathons.sections.4.content.2":"De tio bästa lagen får fortsätta sin hackaton-resa och får under sommaren utbildning och mentorstöd. Vinnarna deltar sedan i den avslutande tolv timmar långa fysiska nationella hackaton i september eller oktober (som äger rum online om folkhälsoläget inte tillåter att man möts fysiskt).","hackathons.sections.5.title":"Jag kan inget om kodning - vad kan jag göra?","hackathons.sections.5.content.1":"Parallellt med att det hålls ett hackaton kommer det att anordnas workshopar för nybörjare på kodning, i att mixtra med hårdvara, robotik med mera, så att deltagarna kan lära sig grunderna i datalogiskt tänkande och kodning. Hitta mer information om hur du registrerar dig på din lokala sida.","hackathons.sections.6.title":"Partner","hackathons.sections.7.title":"Häng med och ha kul!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Rumänien","hackathons.cities.1.date":"25-26 september 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"Irland","hackathons.cities.2.date":"23-24 september 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"Italien","hackathons.cities.3.date":"24-25 september 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Grekland","hackathons.cities.4.date":"9 oktober 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Slovenien","hackathons.cities.5.date":"18-19 september 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Lettland","hackathons.cities.6.date":"1 oktober 2021","hackathons.final.1":"Final i","hackathons.final.2":"september/oktober 2021","home.about":"EU Code Week är ett gräsrotsinitiativ som verkar för att alla ska få tillgång till kodning och digitala kunskaper på ett roligt och engagerande sätt.","home.when":"14-27 oktober 2024","home.when_text":"Genom att lära oss koda kan vi få ut mer av den snabbt föränderliga världen runt omkring oss, utöka våra kunskaper om hur tekniken fungerar samt utveckla vår kompetens och våra färdigheter så att vi kan utforska nya idéer och förnya.","home.school_banner_title":"Engagera dig!","home.school_banner_text":"Är du lärare?","home.school_banner_text2":"Klicka här för att få reda på hur du kan engagera dig!","home.organize_activity_title":"Organisera eller delta i en aktivitet","home.organize_activity_text":'Vem som helst är välkommen att organisera eller delta \u2028i en aktivitet. Välj ett ämne och en målgrupp och lägg till din aktivitetkartan, eller sök efter evenemang i ditt område.',"home.get_started_title":"Kom igång","home.get_started_text":'Vet du inte hur du ska börja? Ta en titt på instruktionssidan, och ladda ner våra verktygslådor för arrangörer för att förbereda dig och berätta för andra.',"home.access_resources_title":"Få tillgång till resurser och utbildning","home.access_resources_text":'Om du inte är säker på hur du organiserar en aktivitet kan du besöka vår sida med undervisningsresurser och infomoduler för vägledning och skräddarsydda lektionsplaneringar.',"locations.title":"Aktivitetsplatser","locations.description.0":"Välj en plats för din kommande aktivitet från listan nedan ELLER registrera en ny plats via","locations.description.1":"skapa aktivitet","login.login":"Inloggning","login.register":"Registrering","login.github":"Logga in med Github","login.twitter":"Logga in med Twitter","login.facebook":"Logga in med Facebook","login.google":"Logga in med Google","login.azure":"Logga in med Azure","login.email":"E-post","login.password":"Lösenord","login.remember":"Kom ihåg mig","login.forgotten_password":"Glömt ditt lösenord?","login.no_account":"Har du inget konto?","login.signup":"Registrera dig","login.reset":"Återställ ditt lösenord","login.send_password":"Skicka en länk för att återställa lösenord","login.confirm_password":"Bekräfta lösenord","login.name":"namn","menu.learn":"Lära sig","menu.teach":"Undervisa","menu.training":"Fortbildning","menu.toolkits":"Presentationer och verktyg","menu.why":"VARFÖR","menu.home":"Hem","menu.events":"Aktiviteter","menu.ambassadors":"Ambassadörer","menu.resources":"Resurser","menu.schools":"Skolor","menu.about":"Om","menu.blog":"Blog","menu.news":"Nyheter","menu.search":"Skriv och tryck på Enter...","menu.map":"Karta","menu.add_event":"Lägg till evenemang","menu.search_event":"Sök evenemang","menu.hello":"Hej","menu.profile":"Profil","menu.pending":"Evenemang under behandling","menu.your_events":"Mina aktiviteter","menu.your_certificates":"Mina intyg","menu.report":"Rapportera aktiviteter","menu.volunteers":"Frivilliga","menu.logout":"Utloggning","menu.signin":"Logga in","menu.privacy":"Sekretess","menu.participation":"Intyg om deltagande","menu.values":"Våra värderingar","menu.featured_activities":"Utvalda aktiviteter","menu.codeweek2020":"2020-upplagan","mooc.free-online-courses":"Gratis onlinekurser","mooc.intro":"EU Code Week erbjuder lärarrelevanta utvecklingsmöjligheter i form av onlinekurser. Syftet är att hjälpa lärare att få in kodning och dataförståelse i klassrummet.","mooc.icebreaker.title":"Introduktionskursen Icebreaker","mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"EU Code Week-kursen Icebreaker","mooc.icebreaker.text.2":"är en fem timmar lång kurs på engelska som riktar sig till alla som är intresserade av grunderna i kodning och dataförståelse. Deltagarna lär sig hur de ska väcka nyfikenhet och intresse hos unga personer, samtidigt som de uppmuntras till att bli digitala skapare. Kursen hjälper deltagarna att upptäcka fördelarna och nyttan med dataförståelse och kodning i våra vardagsliv. Den ger även förslag, gratis utbildningsmaterial och resurser för att organisera roliga och lärorika aktiviteter för barn, närsomhelst och varsomhelst – särskilt under Code Week.","mooc.icebreaker.text.3":"Man behöver ingen tidigare erfarenhet eller kunskaper inom kodning för att delta i kursen, det räcker att vara nyfiken. ","mooc.icebreaker.registration.0":"Anmälan öppnar här","mooc.icebreaker.registration.1":"för kursen som pågår mellan 16 september och 30 oktober 2020. Du måste skapa ett användarkonto i European Schoolnet Academy för att anmäla dig. ","mooc.icebreaker.check-out":"Ta en titt på 2019 års upplaga.","mooc.deep-dive.title":"Den fördjupande kursen Deep Dive","mooc.deep-dive.text.0":"EU Code Weeks onlinekurs Deep Dive är en 25 timmar lång kurs på engelska som låter lärare bekanta sig med kodrelaterade principer samtidigt som de får kunskaper och stöd i att organisera enkla, roliga och interaktiva kodningsaktiviteter till sina elever. Lärarna får information om alla kostnadsfria ","mooc.deep-dive.text.1":"resurser","mooc.deep-dive.text.2":"och utbildningsmaterial som står till buds på 29 språk, och lär sig om särskilda aspekter av kodning såsom dataförståelse, analoga aktiviteter och mängden möjligheter med robotteknik, pyssel och skapande, visuella programmeringsspråk, skapa appar och mycket mer.","mooc.deep-dive.course-link":"Ta en titt på 2019 års upplaga av kursen Deep dive.","mooc.social-media.0":"Följ","mooc.social-media.1":"EU Code Week på sociala medier","mooc.social-media.2":"för att få information om när nästa kurs börjar","myevents.created_by":"Alla evenemang skapade av ","myevents.no_events.first_call_to_action":"Du har inte lagt till några evenemang ännu. Vill du","myevents.no_events.first_link":"lägga till ett nu","myevents.no_events.second_call_to_action":"eller läsa vår ","myevents.no_events.second_link":"guide för arrangörer?","myevents.view":"Visa","myevents.status.APPROVED":"GODKÄNDA","myevents.status.REJECTED":"AVSLAGNA","myevents.status.PENDING":"BEHANDLAS","myevents.status.REPORTED":"RAPPORTERAT","pagination.previous":"Föregående","pagination.next":"Nästa","participation.title":"Skapa intyg om deltagande för din klass","participation.phrase1":"Fyll i formuläret med namnet på dina elever separerade med komma, så får du de individuella intygen om deltagande","participation.names.label":"Namn för intyg","participation.names.help":"Använd ett komma mellan varje deltagares namn","participation.event_name.label":"Namn på aktiviteten","participation.event_name.help":"Namnet på aktiviteten som ska skrivas ut på intyget","participation.event_date.label":"Aktivitetsdatum","participation.event_date.help":"Datumet för aktiviteten som ska skrivas ut på intyget","participation.submit":"Skapa intyg","participation.thanks_page.title":"Dina intyg har skapats!","participation.thanks_page.phrase1":"Klicka på den här länken för att ladda ner zip-filen med alla intyg","passwords.password":"Lösenord måste innehålla minst sex tecken och vara samma som det bekräftande lösenordet.","passwords.reset":"Ditt lösenord har återställts!","passwords.sent":"Vi har skickat e-post med en länk för lösenordsåterställning!","passwords.token":"Detta token för återställning av lösenord är ogiltigt.","passwords.user":"Vi kan inte hitta en användare med den e-postadressen.","privacy-statement-contact.subtitle":"Här kan du läsa om hur vi behandlar och skyddar dina personuppgifter.","privacy-statement-contact.processing-operation.0":"Uppgiftsbehandling","privacy-statement-contact.processing-operation.1":"hantering av EU Code Weeks ambassadörer och ledande lärare samt registrering av aktiviteter på webbplatsen","privacy-statement-contact.data-processors.0":"Personuppgiftsbiträden","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. och EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Nedan hittar du information om den uppgiftsbehandling som utförs för att hantera EU Code Weeks ambassadörer och ledande lärare samt registrera aktiviteter på webbplatsen.","privacy-statement-contact.3-legal_process.0":'Rättslig grund för behandlingen: Enhet G.2 samlar in, lagrar och publicerar dina personuppgifter eftersom du uttryckligen har lämnat samtycke till detta genom att markera en kryssruta när du anmälde dig som ambassadör eller ledande lärare för EU Code Week eller när du anmälde att du ville registrera ett evenemang på EU Code Week.',"privacy-statement-contact.4-collect_data.0":"Följande obligatoriska personuppgifter samlas in för ambassadörer och ledande lärare:","privacy-statement-contact.4-collect_data.1":"Namn.","privacy-statement-contact.4-collect_data.2":"E-postadress.","privacy-statement-contact.4-collect_data.3":"Lösenord.","privacy-statement-contact.4-collect_data.4":"Bild.","privacy-statement-contact.4-collect_data.5":"Biografi.","privacy-statement-contact.4-collect_data.6":"Titel.","privacy-statement-contact.4-collect_data.7":"Kompetensområde för ledande lärare.","privacy-statement-contact.4-collect_data.8":"När du registrerar en aktivitet samlas följande obligatoriska personuppgifterin:","privacy-statement-contact.4-collect_data.9":"Organisationens namn.","privacy-statement-contact.4-collect_data.10":"Typ av organisation.","privacy-statement-contact.4-collect_data.11":"Kontaktpersonens e-postadress.","privacy-statement-contact.4-collect_data.12":"Dessa uppgifter måste lämnas av den som vill vara ambassadör eller ledande lärare för EU Code Week respektive registrera en aktivitet på EU Code Weeks webbplats.","privacy-statement-contact.4-collect_data.13":"Ambassadörer och ledande lärare kan också om de vill lämna följande personuppgifter:","privacy-statement-contact.4-collect_data.14":"Konton på sociala medier.","privacy-statement-contact.4-collect_data.15":"Den som anordnar en aktivitet kan om han eller hon vill lämna följande uppgifter:","privacy-statement-contact.4-collect_data.16":"Kontaktpersonens e-postadress.","privacy-statement-contact.4-collect_data.17":"Anordnarens webbplats.","privacy-statement-contact.4-collect_data.18":"Code Week for All-kod.","privacy-statement-contact.4-collect_data.19":"Observera att de personuppgifter som du som anordnare lämnar när du registrerar en aktivitet kan komma användas av den relevanta ambassadören för ditt land eller av enhet G.2 i syfte att kontakta dig angående aktiviteten.","privacy-statement-contact.4-collect_data.20":"Du har lämnat personuppgifter på","privacy-statement-contact.4-collect_data.21":"inloggningssidan på EU Code Weeks webbplats","privacy-statement-contact.4-collect_data.22":"och på","privacy-statement-contact.4-collect_data.23":"sidan för registrering av aktiviteter.","privacy-statement-contact.5-how_long.0":"Alla personuppgifter raderas från databaserna om du lämnar initiativet eller fem år efter det att initiativet avslutats.","privacy-statement-contact.6-protect_data.0":'Alla personuppgifter i elektronisk form (t.ex. e-post, dokument, databaser, uppladdade data) sparas på Europeiska kommissionens egna servrar eller hos en uppdragstagare. Behandlingen görs i enlighet med kommissionens beslut (EU, Euratom) 2017/46 av den 10 januari 2017 om säkerheten i Europeiska kommissionens kommunikations- och informationssystem.',"privacy-statement-contact.6-protect_data.1":'Kommissionens underleverantörer måste följa en särskild avtalsbestämmelse när de behandlar dina uppgifter på uppdrag av kommissionen. De måste också uppfylla EU-ländernas sekretesskrav enligt dataskyddsförordningen (förordning (EU) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Kommissionen skyddar dina personuppgifter med olika tekniska och organisatoriska åtgärder. De tekniska åtgärderna går ut på att hantera säkerhetsrisker på nätet, risk för dataförlust, ändring av uppgifter eller obehörig åtkomst, med hänsyn till den risk som behandlingen innebär och de personuppgifter som behandlas. De organisatoriska åtgärderna går ut på att endast behöriga personer med ett legitimt behov av att ta del av uppgifterna får tillgång till dem.","privacy-statement-contact.7-access_data.0":"Behörig kommissionspersonal får tillgång till alla personuppgifter du har lämnat, om de behöver det för att utföra sina arbetsuppgifter. Därutöver kan dina personuppgifter lämnas ut till vår uppdragstagare om uppdragstagaren behöver uppgifterna för att utföra sin uppgift.","privacy-statement-contact.7-access_data.1":'I syfte att öka synligheten för ambassadören, den ledande läraren eller den registrerade aktiviteten publiceras alla dina personuppgifter på den här webbplatsen.',"privacy-statement-contact.7-access_data.2":"Därutöver kan enhet G.2 lämna ut dina kontaktuppgifter till enskilda personer eller berörda parter som behöver kontakta dig angående EU Code Week. För dig som anordnar en aktivitet gäller att de personuppgifter som du lämnar när du registrerar aktiviteten kan komma användas av den relevanta ambassadören för ditt land eller av enhet G.2 i syfte att kontakta dig angående aktiviteten.","privacy-statement-contact.8-rights.0":"Du har samtyckt till att lämna dina personuppgifter till enhet G.2 för den aktuella behandlingen. Du kan när som helst återkalla ditt samtycke genom att anmäla detta till enhet G.2 på CNECT-G2@ec.europa.eu. Det påverkar dock inte lagligheten i eventuell behandling som utförts innan du återkallat ditt samtycke.","privacy-statement-contact.10-detailed-info.0":"Den behandling av personuppgifter som avses i det här meddelandet har registrerats hos dataskyddsombudet med följande referensnummer: DPR-EC-02631 GD Kommunikationsnät, innehåll och teknik: hantering av kontaktpersoner för politik, program och projekt.","privacy-statement.title":"SÅ SKYDDAR VI DINA PERSONUPPGIFTER","privacy-statement.processing-operation.0":"Uppgiftsbehandling","privacy-statement.processing-operation.1":"Behandling av personuppgifter, inklusive IP-adresser, för besökare på webbplatsen codeweek.eu.","privacy-statement.data-controller.0":"Personuppgiftsansvarig","privacy-statement.data-controller.1":"Europeiska kommissionen, generaldirektoratet för kommunikationsnät, innehåll och teknik, enhet G.2.","privacy-statement.record-reference":"Referensnummer","privacy-statement.table-of-contents":"Innehållsförteckning","privacy-statement.1-intro.title":"Inledning","privacy-statement.1-intro.items.1":'Europeiska kommissionen är mån om att skydda dina personuppgifter och respektera din integritet. Kommissionen samlar in och behandlar personuppgifter i enlighet med Europaparlamentets och rådets förordning (EU) 2018/1725 av den 23 oktober 2018 om skydd för fysiska personer med avseende på behandling av personuppgifter som utförs av unionens institutioner, organ och byråer och om det fria flödet av sådana uppgifter samt om upphävande av förordning (EG) nr 45/2001.',"privacy-statement.1-intro.items.2":"I det här meddelandet förklaras hur och varför vi samlar in och behandlar personuppgifter. Meddelandet innehåller även information om hur vi använder och skyddar alla personuppgifter och om vilka rättigheter du har när det gäller dina egna uppgifter. Dessutom hittar du kontaktuppgifter till den personuppgiftsansvariga enhet som du kan vända dig till om du vill utöva dina rättigheter samt till dataskyddsombudet och Europeiska datatillsynsmannen.","privacy-statement.1-intro.items.3.0":"Nedan hittar du information om","privacy-statement.1-intro.items.3.1":"uppgiftsbehandling på codeweek.eu","privacy-statement.1-intro.items.3.2":"som utförs av kommissionen.","privacy-statement.2-why.title":"Varför och hur behandlar ni mina personuppgifter?","privacy-statement.2-why.items.0":"Syftet med uppgiftsbehandlingen:","privacy-statement.2-why.items.1":"Kommissionens generaldirektorat för kommunikationsnät, innehåll och teknik tillhandahåller ett antal externa webbplatser. Det tekniska systemet samlar in och använder dina personuppgifter för att kunna tillhandahålla de webbplatser som är fysiskt belägna utanför kommissionens värdinfrastruktur.","privacy-statement.2-why.items.2":"Dina uppgifter används inte för automatiserat beslutsfattande, t.ex. profilering.","privacy-statement.3-legal_process.title":"Vilken är den rättsliga grunden för att behandla mina personuppgifter?","privacy-statement.3-legal_process.items.0":"Vi behandlar dina personuppgifter på flera rättsliga grunder:","privacy-statement.3-legal_process.items.1":'Artikel 5.1 a i förordning (EU) 2018/1725: behandlingen är nödvändig för att utföra en uppgift av allmänt intresse eller som ett led i unionsinstitutionens eller unionsorganets myndighetsutövning.',"privacy-statement.3-legal_process.items.2":"Att informera allmänheten är en uppgift som följer av kommissionens befogenheter på det institutionella planet, i enlighet med artikel 58.2 d i Europaparlamentets och rådets förordning (EU, Euratom) 2018/1046 av den 18 juli 2018 om finansiella regler för unionens allmänna budget (EUT L 193, 30.7.2018, s. 1). Vi ser till att lämpliga och specifika skyddsåtgärder genomförs för behandlingen av personuppgifter, i enlighet med tillämplig lagstiftning om uppgiftsskydd.","privacy-statement.3-legal_process.items.3":'Artikel 5.1 d i förordning (EU) 2018/1725: för att få behandla uppgifter i samband med kakor och autentisering måste vi inhämta samtycke från dig. I enlighet med artiklarna 3.15 och 7 i förordning (EU) 2018/1725 måste samtycket vara frivilligt, specifikt, informerat och otvetydigt.',"privacy-statement.3-legal_process.items.4":"Vi har fått samtycke direkt från dig. Du kan ha uttryckt det i ett e-postmeddelande, angett det i ett e-formulär eller lämnat det i någon annan skriftlig form.","privacy-statement.4-collect_data.title":"Vilka personuppgifter samlar ni in och vidarebehandlar?","privacy-statement.4-collect_data.items.0":"För att utföra den här behandlingen, samlar enhet G.2 in följande kategorier av personuppgifter:","privacy-statement.4-collect_data.items.1":"IP-adress eller enhets-ID för den enhet som används för att besöka webbplatsen.","privacy-statement.4-collect_data.items.2":"Den här behandlingen krävs för att upprätta en teknisk anslutning mellan dina enheter och serverinfrastrukturen, så att du får åtkomst till webbplatsen.","privacy-statement.4-collect_data.items.3":"För att du ska kunna autentisera dig på den här webbplatsen samlar enhet G.2 in följande kategorier av personuppgifter:","privacy-statement.4-collect_data.items.4":"e-postadress,","privacy-statement.4-collect_data.items.5":"lösenord, eller","privacy-statement.4-collect_data.items.6":"autentiseringsuppgifter för sociala medier.","privacy-statement.5-how_long.title":"Hur länge sparar ni mina personuppgifter?","privacy-statement.5-how_long.items.0":"Enhet G.2 sparar dina personuppgifter endast under den tid som behövs för att uppfylla syftet med insamlingen eller vidarebehandlingen, nämligen under webbläsarsessionen. Därutöver kan IP-adresser av säkerhetsskäl sparas i tjänsternas loggfiler i ett år. När det gäller analysverktyget raderas IP-adressen och enhets-ID:t (t.ex. IMEI-nummer och nätverkskortets MAC-adress) omedelbart vid frånkoppling.","privacy-statement.6-protect_data.title":"Hur skyddar ni mina personuppgifter?","privacy-statement.6-protect_data.items.0":"Alla personuppgifter i elektroniskt format (t.ex. mejl, dokument, databaser och uppladdade data) sparas på kommissionens egna servrar. All uppgiftsbehandling görs i enlighet med","privacy-statement.6-protect_data.items.1":"kommissionens beslut (EU, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":"av den 10 januari 2017 om säkerheten i Europeiska kommissionens kommunikations- och informationssystem.","privacy-statement.6-protect_data.items.3":"Kommissionen skyddar dina personuppgifter med olika tekniska och organisatoriska åtgärder. De tekniska åtgärderna syftar t.ex. till att hantera säkerhetsrisker på nätet liksom risker för dataförlust och för ändring av eller obehörig åtkomst till data, med hänsyn till den typ av personuppgifter som behandlas och den risk som behandlingen medför. De organisatoriska åtgärderna vidtas bl.a. för att säkerställa att endast behöriga personer med ett legitimt behov av att ta del av uppgifterna för att kunna utföra behandlingen har tillgång till dem.","privacy-statement.7-access_data.title":"Vem har tillgång till mina uppgifter och till vem kan de lämnas ut?","privacy-statement.7-access_data.items.0":"Endast behörig kommissionspersonal som behandlar eller behöver uppgifterna har tillgång till dem. Personalen måste följa gällande regler och eventuella överenskommelser om sekretess.","privacy-statement.7-access_data.items.1":"Tillgång till dina personuppgifter kan även ges till utomstående uppdragstagare som arbetar för och enligt avtal med den avdelning inom kommissionen som äger webbplatserna och skapar, underhåller, förvaltar och arkiverar webbplatser, om de behöver dessa uppgifter för att utföra sin uppgift.","privacy-statement.7-access_data.items.2":"Vi lämnar inte ut några uppgifter till utomstående, utom i den mån och i de fall vi är skyldiga att göra det enligt lag.","privacy-statement.8-rights.title":"Vilka rättigheter har jag och hur kan jag utöva dem?","privacy-statement.8-rights.items.0":"Enligt kapitel III (artiklarna 14–25) i förordning (EU) 2018/1725 har du i egenskap av ”den registrerade” rätt att få tillgång till, rätta eller radera dina personuppgifter och begränsa behandlingen av dem. I vissa fall har du också rätt till dataportabilitet och rätt att invända mot behandlingen.","privacy-statement.8-rights.items.1":"Du har rätt att invända mot sådan laglig behandling av dina personuppgifter som avses i artikel 5.1 a.","privacy-statement.8-rights.items.2":"Du har samtyckt till att lämna dina personuppgifter för den aktuella behandlingen. Du kan när som helst återkalla ditt samtycke genom att anmäla detta till enhet G.2. Det påverkar dock inte lagligheten i eventuell behandling som utförts innan du återkallat ditt samtycke.","privacy-statement.8-rights.items.3":"Du kan utöva dina rättigheter genom att kontakta den personuppgiftsansvariga enheten. Vid en eventuell tvist kan du vända dig till dataskyddsombudet. Du kan vid behov även kontakta Europeiska datatillsynsmannen. (se kontaktuppgifter i punkt 9).","privacy-statement.8-rights.items.4":"Förklara vilken behandling det gäller genom att ange referensnumret i dataskyddsombudets register (se punkt 10).","privacy-statement.9-contact.title":"Kontaktuppgifter","privacy-statement.9-contact.data-controller.title":"Personuppgiftsansvarig","privacy-statement.9-contact.data-controller.text":"Om du vill utöva dina rättigheter enligt förordning (EU) 2018/1725 eller om du har kommentarer, frågor eller klagomål om hur dina personuppgifter behandlas kan du kontakta den personuppgiftsansvarige, Europeiska kommissionen, enhet G.2:","privacy-statement.9-contact.data-protection-officer.title":"Kommissionens dataskyddsombud","privacy-statement.9-contact.data-protection-officer.text":"Om du har frågor om hur dina personuppgifter behandlas enligt förordning (EU) 2018/1725 kan du kontakta dataskyddsombudet. (DATA-PROTECTION-OFFICER@ec.europa.eu) ","privacy-statement.9-contact.european-data-protection.title":"Europeiska datatillsynsmannen","privacy-statement.9-contact.european-data-protection.text":'Om du anser att dina rättigheter enligt förordning (EU) 2018/1725 har kränkts till följd av den personuppgiftsansvariges behandling av dina personuppgifter kan du lämna in ett klagomål till Europeiska datatillsynsmannen (edps@edps.europa.eu).',"privacy-statement.10-detailed-info.title":"Var hittar jag mer information?","privacy-statement.10-detailed-info.items.0":'Kommissionens dataskyddsombud för ett offentligt register över all dokumenterad och anmäld behandling av personuppgifter inom kommissionen. Registret finns på webben: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Den behandling av personuppgifter som avses i det här meddelandet har registrerats hos dataskyddsombudet med följande referens: DPR-EC-09706.1.","privacy.title":"SKYDD AV DINA PERSONUPPGIFTER","privacy.1-intro.title":"1. Inledning","privacy.1-intro.items.1":"

    Europeiska kommissionen (nedan ”kommissionen”) förbinder sig att skydda dina personuppgifter och respektera din personliga integritet. Kommissionen samlar in och behandlar personuppgifter i enlighet med Europaparlamentets och rådets förordning (EU) 2018/1725 av den 23 oktober 2018 om skydd för fysiska personer med avseende på behandling av personuppgifter som utförs av unionens institutioner, organ och byråer och om det fria flödet av sådana uppgifter samt om upphävande av förordning (EG) nr 45/2001.

    ","privacy.1-intro.items.2":"

    I denna integritetspolicy förklaras anledningen till att vi samlar in och behandlar personuppgifter, hur vi samlar in dem, hanterar dem och säkerställer att alla personuppgifter som lämnas är skyddade, hur denna information används och vilka rättigheter du kan utöva rörande dina personuppgifter (rätt till tillgång, att rätta, blockera osv.) I den anges också kontaktuppgifter till den personuppgiftsansvarige som du kan vända dig till för att utöva dina rättigheter, dataskyddsombudet och Europeiska datatillsynsmannen.

    ","privacy.1-intro.items.3":"

    Den här integritetspolicyn rör insamling och offentliggörande av personuppgifter på webbplatsen Codeweek.eu, som är tillgänglig för allmänheten, från personer som fungerar som kontaktpersoner för aktiviteter inom ramen för EU Code Week (Code Week-ambassadörer, samordnare vid utbildningsministerier, ledarlärare samt aktivitets- och evenemangsarrangörer).

    ","privacy.2-why.title":"2. Varför behandlar vi dina personuppgifter?","privacy.2-why.items.1":"

    Europeiska kommissionen samlar in och offentliggör dina personuppgifter för att underlätta för intressenter och intresserade medborgare att hitta kontaktpersoner. Att erbjuda riktiga personer som kontaktpunkter är det bästa och mest effektiva sättet att säkerställa att intresserade personer kan komma i kontakt med kommissionens tjänster.

    ","privacy.2-why.items.2":"

    Dina personuppgifter kommer inte att användas för något automatiserat beslutsfattande inklusive profilering.

    ","privacy.3-legal_process.title":"3. På vilka rättsliga grunder behandlar vi dina personuppgifter?","privacy.3-legal_process.items.1":"

    Behandlingen av personuppgifter för offentliggörande av kontaktpersoner är lagenlig i enlighet med artikel 5.1.d i förordning (EU) 2018/1725 eftersom du givit ditt samtycke till behandlingen av dina personuppgifter via ett webbformulär eller då du accepterade att vi använder din e-postadress och ditt användarnamn när du registrerade dig via ett social nätverk.

    ","privacy.4-collect_data.title":"4. Vilka personuppgifter samlar vi in och behandlar?","privacy.4-collect_data.items.1":"

    De personuppgifter som samlas in är information som gör det lättare att hitta dig som kontaktperson och gör dig mer synlig för allmänheten, nämligen titel, namn, efternamn, position, post- och e-postadresser till arbetet, telefonnummer, bild, konto i sociala medier, biografi.

    ","privacy.4-collect_data.items.2":"

    Du lämnade frivilligt dessa personuppgifter i och med att du fyllde i ansökningsformuläret.

    ","privacy.4-collect_data.items.3":"

    Att lämna vissa personuppgifter är obligatoriskt för att kunna offentliggöra aktiviteter och/eller kontaktinformation på webbplatsen codeweek.eu. Om du inte lämnar dina personuppgifter kommer din aktivitet inte att offentliggöras och/eller så kommer du inte att kunna delta i de ovannämnda nätverken.

    ","privacy.4-collect_data.items.4":"

    Det är frivilligt att lämna alla andra personuppgifter.

    ","privacy.4-collect_data.items.5":"När du prenumererar på vårt nyhetsbrev läggs din e-postadress till på Code Weeks sändlista för nyhetsbrev, som förvaltas av Mailerlite.com. Se Mailerlits integritetspolicy: Https://www.mailerlite.com/legal/privacy-policy. Du kan när som helst välja att inte få nyhetsbreven genom att klicka på länken ”Unsubscribe” i de mejl du får från oss. Du kan också skicka ett e-postmeddelande till info@codeweek.eu med ”Unsubscribe” i ärenderaden.","privacy.5-how_long.title":"5. Hur länge behåller vi dina personuppgifter?","privacy.5-how_long.items.1":"

    Kommissionen behåller bara dina personuppgifter så länge som det krävs för att kunna uppfylla det syfte för insamling och behandling av personuppgifter som beskrivs i punkt 2, det vill säga under den tid som du fungerar som kontaktperson.

    ","privacy.5-how_long.items.2":"

    Dina personuppgifter kommer att tas bort från den webbplats som är tillgänglig för allmänheten så snart som du avslutar din funktion som kontaktperson, såvida du inte har givit ditt samtycke till att finnas kvar i databasen för framtida aktiviteter.

    ","privacy.6-protect_data.title":"6. Hur skyddar vi dina personuppgifter?","privacy.6-protect_data.items.1":"

    Alla personuppgifter i elektroniskt format (e-post, dokument, databaser, uppladdade datasamlingar osv.) lagras antingen på Europeiska kommissionens eller dess leverantörs servrar. All behandling sker i enlighet med kommissionens beslut (EU, Euratom) 2017/46 av den 10 januari 2017 om säkerheten i Europeiska kommissionens kommunikations- och informationssystem.

    ","privacy.6-protect_data.items.2":"

    Kommissionens leverantörer är bundna av en särskild avtalsklausul för all behandling av dina personuppgifter som görs på kommissionens vägnar, samt av de sekretesskyldigheter som följer av överföringen av den allmänna dataskyddsförordningen i EU:s medlemsländer (”GDPR”, förordning (EU) 2016/679).

    ","privacy.6-protect_data.items.3":"

    För att skydda dina personuppgifter har kommissionen inrättat ett antal tekniska och organisatoriska åtgärder. De tekniska åtgärderna omfattar lämpliga åtgärder för att hantera säkerhet på nätet, risker gällande dataförlust, ändring av uppgifter eller obehörig åtkomst, med hänsyn till den risk behandlingen innebär och den typ av personuppgifter som behandlas. De organisatoriska åtgärderna omfattar att begränsa tillgången till personuppgifterna till enbart behöriga personer som har ett legitimt behov av att ha tillgång till dem för att kunna utföra behandlingen.

    ","privacy.7-access_data.title":"7. Vem har tillgång till dina uppgifter och för vem visas de?","privacy.7-access_data.items.1":"

    Tillgång till dina personuppgifter ges till de anställda inom kommissionen som ansvarar för att utföra denna behandling och till behörig personal utifrån behov. Denna personal lyder under lagstadgade, och vid behov, även ytterligare sekretessavtal.

    ","privacy.7-access_data.items.2":"

    Konkret så har webbplatsens administratörer (anställda inom kommissionen) samt annan kommissionspersonal utifrån behov av tillgång till dina personuppgifter.. Därutöver kommer dina personuppgifter och evenemangsinformation att delas med medlemmar i nätverken för ambassadörer för EU Code Week och utbildningssamordnare för anordnande eller uppföljning av lokala aktiviteter.

    ","privacy.7-access_data.items.3":"

    I syfte att göra kontaktpersonerna mer synliga offentliggörs dina personuppgifter utan någon begränsning av tillgången på webbplatsen https://codeweek.eu som är tillgänglig för allmänheten.

    ","privacy.7-access_data.items.4":"

    Rörande överföring av personuppgifter till tredje part

    ","privacy.7-access_data.items.5":"

    De uppgifter vi samlas in kommer inte att lämnas ut till någon tredje part, förutom i den utsträckning och för det syfte som lagen kräver att vi gör det.

    ","privacy.8-rights.title":"8. Vilka rättigheter har du och hur kan du utöva dem?","privacy.8-rights.items.1":"

    Du har specifika rättigheter som ”registrerad” i enlighet med kapitel III (artiklarna 14–25) i förordning (EU) 2018/1725, framför allt rätten att få tillgång till, rätta eller radera dina personuppgifter samt rätten att begränsa behandlingen av dina personuppgifter. När det är tillämpligt har du också rätt att invända mot behandlingen och rätt till dataportabilitet.

    ","privacy.8-rights.items.2":"

    Du har samtyckt till att lämna dina personuppgifter till oss för den aktuella behandlingen och du kan när som helst ta tillbaka ditt samtycke genom att meddela den personuppgiftsansvarige detta. Återkallandet innebär inte att behandlingen inte sker på ett lagenligt sätt innan du återkallar samtycket.

    ","privacy.8-rights.items.3":"

    Du kan utöva dina rättigheter genom att kontakta den personuppgiftsansvarige eller, i händelse av konflikt, dataskyddsombudet. Om det behövs kan du också kontakta europeiska datatillsynsmannen. Alla kontaktuppgifter finns under punkt 9 nedan.

    ","privacy.9-contact.title":"9. Kontaktuppgifter","privacy.9-contact.data-controller.title":"- Den personuppgiftsansvarige","privacy.9-contact.data-controller.text":"

    Om du skulle vilja utöva dina rättigheter i enlighet med förordning (EU) 2018/1725 eller om du har kommentarer, frågor eller problem eller om du vill lämna in ett klagomål rörande insamlingen och användningen av dina personuppgifter, får du gärna kontakta den personuppgiftsansvarige.

    ","privacy.9-contact.data-controller.address":"Directorate-General for Communications Networks, Content and Technology Unit G2
    Building BU25
    B-1049 Brussels
    ","privacy.9-contact.data-controller.email":"Email: ","privacy.9-contact.data-protection-officer.title":"- Kommissionens dataskyddsombud","privacy.9-contact.data-protection-officer.text":'

    Du kan kontakta dataskyddsombudet (DATA-PROTECTION-OFFICER@ec.europa.eu) gällande frågor som rör behandlingen av dina personuppgifter i enlighet med förordning (EU) 2018/1725.

    ',"privacy.9-contact.european-data-protection.title":"- Europeiska datatillsynsmannen (EDPS)","privacy.9-contact.european-data-protection.text":'

    Du har rätt till regresstalan (du kan alltså framföra ett klagomål) till Europeiska datatillsynsmannen (edps@edps.europa.eu) om du anser att dina rättigheter enligt förordning (EU) 2018/1725 har överträtts som ett resultat av den personuppgiftsansvariges behandling av dina personuppgifter.

    ',"remote-teaching.remote-teaching":"Distansundervisning","remote-teaching.intro.title":"Kodveckan och distansundervisning","remote-teaching.intro.text":"Distansundervisning kan vara en utmaning både för lärare och elever, och det finns många hinder att övervinna. Undervisningen i kodning och datalogiskt tänkande – eller till och med robotteknik – behöver emellertid inte upphöra bara för att eleverna lär sig hemma. Här hittar du några tips och resurser som vi hoppas kan vara till hjälp.","remote-teaching.intro.points.1":"Det här är en samling korta videor, gör det själv-material, kluriga övningar, spel och kodningsutmaningar för vardagsbruk både hemma och i skolan.","remote-teaching.intro.points.2.0":"Frånkopplad kodning","remote-teaching.intro.points.2.1":"Här hittar du olika aktiviteter som du enkelt kan göra hemma för att lära dig själv eller andra att koda med hjälp av enkel utrustning som finns i de flesta hushåll.","remote-teaching.intro.points.3.0":"Infomoduler","remote-teaching.intro.points.3.1":"Här hittar du infomoduler om hållbar utveckling och artificiell intelligens vars lektionsplaner innehåller delar som lämpar sig för distansundervisning.","remote-teaching.intro.points.4.0":"Resurser","remote-teaching.intro.points.4.1":"Många av resurserna på den här sidan kan också användas för distansundervisning. Du kan hitta resurser för att undervisa i kodning eller för att lära dig kodning.","remote-teaching.intro.points.5.0":"Koda hemma – webbinarier","remote-teaching.intro.points.5.1":"Visste du att kodveckan erbjuder flera webbinarier om hur man kan lära sig och undervisa i kodning hemifrån? Ta en titt!","remote-teaching.tips.title":"Sju tips för att undervisa i kodning på distans","remote-teaching.tips.points.1.0":"Bekanta dig med begreppen, programmeringsspråket och programvaran","remote-teaching.tips.points.1.1":"Eleverna kan visserligen lära sig kodning och programmering autonomt till viss del, genom att försöka på egen hand. Men de behöver vägledning från dig och hjälp med att hitta fel i sin syntax. Var inte rädd för att tänka om och testa något nytt om ett visst digitalt verktyg eller programmeringsspråk inte ger de läranderesultat du förväntat dig.","remote-teaching.tips.points.2.0":"Hjälp eleverna att bli mer självständiga","remote-teaching.tips.points.2.1":"Hjälp eleverna att nå sin fulla potential genom att hålla motiverande och meningsfulla lektioner. Ge dem en chans att utveckla sina färdigheter och sin kreativitet genom att själva välja vilka projekt de vill jobba med. Fastställ realistiska mål som eleverna kan uppnå.","remote-teaching.tips.points.3.0":"Uppmuntra eleverna att arbeta i grupp","remote-teaching.tips.points.3.1":`Att koda i grupp är inte bara roligare utan kan också hjälpa eleverna att skapa mer komplexa och kreativa projekt. Dessutom kan vissa elever uppleva undervisning på distans som isolerande, och grupparbete kan förhindra detta. Du kan t.ex. skapa mötesrum online där dina elever kan samlas i grupper, eller så kan du anordna utvärderingsövningar där eleverna uppmanas att ge och ta emot konstruktiv återkoppling om varandras projekt. -`,"remote-teaching.tips.points.4.0":"Använd öppen programvara och kostnadsfria onlineplattformar som lär ut kodning","remote-teaching.tips.points.4.1":"Det finns många högkvalitativa resurser för dem som vill lära sig själv och andra kodning som är avancerade men ändå enkla att använda. Det finns gratisverktyg som du kan låta dina elever använda utan att behöva köpa licenser eller ladda ner programvara. De flesta av dem finns på kodveckans resurssida, t.ex. Scratch, App Inventor, Code.org, EarSketch, Sonic Pi med mera. Som vi har sett med kodveckans infomoduler går det att använda dessa verktyg för alla ämnen!","remote-teaching.tips.points.5.0":"Gör lärandet till en lek","remote-teaching.tips.points.5.1":"De första stegen in i kodningens värld bör vara medryckande och roliga. Även om det inte går att lära tillsammans med andra just nu, så finns det sätt att leka och ha roligt tillsammans! Du kan till exempel föreslå att dina elever tar en rast under lektionen för att spela CodyColor tillsammans. Det är ett pedagogiskt spel för flera deltagare som lär ut datalogiskt tänkande under spelets gång.","remote-teaching.tips.points.6.0":"Låtsas att ni befinner er i klassrummet","remote-teaching.tips.points.6.1":"Tack vare tekniken kan vi till viss del skapa den typ av interaktion som brukar äga rum i klassrummet. Du kan uppmuntra dina elever att slå på sina kameror vid vissa tillfällen, räcka upp händerna virtuellt, ställa frågor muntligen eller i chatten, svara på digitala enkäter och frågesporter osv. Några gratis digitala verktyg som du kan använda för detta ändamål är Zoom, Microsoft Teams, GoToMeeting och Jitsi för livelektioner och Kahoot, Mentimeter och Google Forms för frågesport och klassrumsinteraktion. Det kan hjälpa eleverna att känna att de deltar i en vanlig lektion och att klasskamraterna inte är så långt borta.","remote-teaching.tips.points.7.0":"Se till att materialet tillgängligt och inte kostar så mycket","remote-teaching.tips.points.7.1":"Se till att dina kodningslektioner är realistiska och inkluderande: använd material som finns i elevernas hem och välj övningar som alla kan delta i, eller som kan anpassas till dem som inte kan genomföra dem på det sätt som var tänkt. För kodning utan digital teknik behövs t.ex. bara billiga material som sax, papper eller tuschpennor. Försäkra dig om att alla elever har tillgång till en surfplatta eller dator och en tillförlitlig internetanslutning i hemmet när ni arbetar med kodningsövningar online","remote-teaching.tips.conclusion":"Hur gör du för att lära dig själv och andra kodning och programmering på distans? Har du några tips för andra lärare? Lämna gärna en kommentar i forumet nedan!","report.title":"Rapportera ditt evenemang för #EUCodeWeek","report.event_title":"Evenemangstitel","report.number_required":"Gör en ungefärlig beräkning om du inte har de exakta uppgifterna.","report.phrase1":"Du kan bara fylla i det här formuläret en gång! Kontrollera dina uppgifter noga. Om du gör fel ","report.phrase2":"När du har lämnat in rapporten utfärdas automatiskt ett personligt intyg om deltagande i Code Week som du kan ladda ner eller dela. Du kan se ett exempel på ett intyg här.","report.phrase3":"Obligatoriska fält är markerade med en asterisk *.","report.phrase4":"Du kan bara fylla i det här formuläret en gång! Kontrollera dina uppgifter noga. Om du gör fel","report.contactus":"kontakta oss","report.participants_count.label":"Antal deltagare","report.average_participant_age.label":"Medelålder på deltagarna","report.percentage_of_females.label":"Procentandel kvinnor","report.codeweek_for_all_participation_code.label":"Code Week 4 All-deltagandekod","report.codeweek_for_all_participation_code.help":"Du kan ange din Code Week 4 All-tävlingskod här om du har en. Om du inte deltar kan du strunta i fältet.","report.name_for_certificate.label":"Namn för intyg","report.name_for_certificate.help":"Ändra detta till namnet på evenemangsarrangören som ska få ett intyg utfärdat om deltagande i Code Week. Använd bara ASCII-bokstäver (latinska). Bokstäver med accenter, omljudstecken och liknande stöds inte.","report.submit":"Skicka evenemangsrapport","report.thanks_page.title":"Tack för att du rapporterat ditt evenemang!","report.thanks_page.certificate_ready":"Ditt intyg är klart.","report.thanks_page.download_button":"Klicka här för att ladda ner det.","report.thanks_page.back_events":"Gå tillbaka till ditt evenemang","resources.search_resources":"Sök resurser","resources.types":"Typer","resources.levels":"Nivåer","resources.programming_languages":"Programmeringsspråk","resources.categories":"Kategorier","resources.Languages":"Språk","resources.Subjects":"ämnen","resources.share":"Dela","resources.communication_toolkit":"Verktygslåda för kommunikation","resources.teachers_toolkit":"Verktygslåda för lärare","resources.leaflet":"Broschyr","resources.how_to_organise_an_activity":"Hur ska en aktivitet organiseras?","resources.resources.languages.Russian":"Ryska","resources.resources.languages.Norwegian":"Norska","resources.resources.languages.Mandarin":"Mandarin","resources.resources.languages.Japanese":"Japanska","resources.resources.languages.All targeted languages":"Alla målspråk","resources.resources.levels.Beginner":"Nybörjare","resources.resources.levels.Intermediate":"Mellannivå","resources.resources.levels.Advanced":"Avancerad","resources.resources.levels.Pre-primary education":"Förskoleutbildning","resources.resources.levels.Primary school (5-12)":"Grundskolan (5–12)","resources.resources.levels.Lower secondary school (12-16)":"Högstadiet (12–16)","resources.resources.levels.Upper secondary school (16-18)":"Gymnasiet (16–18)","resources.resources.levels.Higher Education":"Högre utbildning","resources.resources.levels.Other":"Annat","resources.resources.subjects.Art":"Bild","resources.resources.subjects.Biology":"Biologi","resources.resources.subjects.Chemistry":"Kemi","resources.resources.subjects.Computer Science":"Datavetenskap","resources.resources.subjects.Culture":"Kultur","resources.resources.subjects.Economics":"Ekonomi","resources.resources.subjects.Foreign Languages":"Moderna språk","resources.resources.subjects.Geography":"Geografi","resources.resources.subjects.Geology":"Geologi","resources.resources.subjects.History":"Historia","resources.resources.subjects.Language and Literature":"Språk och litteratur","resources.resources.subjects.Mathematics":"Matematik","resources.resources.subjects.Natural Sciences":"Naturvetenskap","resources.resources.subjects.Physical Education":"Idrott","resources.resources.subjects.Physics":"Fysik","resources.resources.subjects.Coding":"Kodning","resources.resources.subjects.Special Education Needs":"Särskilda utbildningsbehov","resources.resources.subjects.Other":"Annat","resources.resources.types.Tutorial":"Handledning","resources.resources.types.Website":"Webbplats","resources.resources.types.Online Course":"Onlinekurs","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Ljud","resources.resources.types.Application":"Applikation","resources.resources.types.Game":"Spel","resources.resources.types.Graphic Material":"Grafiskt material","resources.resources.types.Presentation":"Presentation","resources.resources.types.Toolkit":"Verktygslåda","resources.resources.types.Other":"Annat","resources.resources.types.Lesson Plan":"Lektionsplanering","resources.resources.types.Guide":"Guide","resources.resources.categories.Coding":"Kodning","resources.resources.categories.Programming":"Programmering","resources.resources.categories.Computational Thinking":"Datalogiskt tänkande","resources.resources.categories.Robotics":"Robotik","resources.resources.categories.Making":"Skapande","resources.resources.categories.Tinkering":"Mekande","resources.resources.categories.Unplugged Activities":"Aktiviteter utan uppkoppling","resources.resources.categories.Other":"Annat","school.name":"Skolans namn","school.location":"Skolans plats","school.description":"Beskrivning av skolan","school.school":"Skola","school.add":"Lägg till","school.list":"Lista","school.required.name":"Skolans namn krävs","school.required.location":"Skolans plats krävs","schools.1.title1":"Därför bör du införa kodning i schemat","schools.1.title2":"Hur kan kodning vara till nytta för dina elever? Vad får du ut av det som lärare?","schools.1.content.0":"Vi anser att en förståelse för kodning och utvecklandet av kompetenser relaterade till datalogiskt tänkande, till exempel problemlösning, samarbete och analytisk förmåga, är grundläggande kunskaper i en digital tidsålder.","schools.1.content.1":"Genom att lära sig koda kan dina elever gå i spetsen för ett digitalt samhälle, få en bättre förståelse för omvärlden och bättre chanser att lyckas i sina privatliv och yrkesliv.","schools.1.content.2":"Code Week ger skolor och lärare kostnadsfri tillgång till professionella utvecklingsmöjligheter, undervisningsmaterial, internationella utmaningar och utbyten som gör att alla elever kan ta sina första steg som digitala skapare.","schools.1.button.label":"Vill du komma igång direkt? Anmäl dig här!","schools.2.title1":"Är du redo att engagera dig?","schools.2.title2":"Organisera en lektion, ett utbildningspass eller ett evenemang och lägg upp det på kartan.","schools.2.content.0":"Oavsett om du har kodnings- eller programmeringskunskaper eller inte, kan du lätt organisera en lektion, en öppet hus-dag eller ett evenemang på din skola. Hitta ett datum och registrera din aktivitet på kartan nedan. Om du känner att du behöver hjälp med att förbereda en lektion om kodning kan du gå till nästa avsnitt.","schools.2.content.1":"Titta på kartan nedan när du vill se några exempel på aktiviteter som organiseras och lägg till din egen, precis som tusentals andra lärare runtom i Europa och längre bort har gjort: [embed map]","schools.2.button.label":"Redo att komma igång? Lägg till en aktivitet!","schools.3.title1":"Nybörjare inom kodning? Inga problem","schools.3.title2":"Våra verktyg introducerar kodning för dig innan du för kunskaperna vidare till dina elever","schools.3.content.0":"Oroa dig inte om du vill lägga in kodning på schemat, men inte vet var du ska börja! Ett internationellt team av lärare och experter har tagit fram en uppsättning korta utbildningsmoduler online som hjälper dig att komma igång.","schools.3.content.1":"Ingen tidigare erfarenhet av kodning behövs för att följa våra lektioner!","schools.3.button.label":"Gå till utbildningsmodulerna","schools.4.title1":"Vill du ha en extra utmaning?","schools.4.title2":"Bygg upp ett nätverk av aktiviteter, engagera så många elever som möjligt och vinn ett Certificate of Excellence","schools.4.content.0":"Code Week 4 All är ett tillfälle att samarbeta med andra lärare eller skolor och delta i en internationell gemenskap med likasinnade som ger eleverna möjlighet att ta sina första steg inom kodning. Bygg upp en grupp på mer än 1 000 elever för att få vårt Certificate of Excellence.","schools.4.button.label":"Läs mer om Code Week 4 All","schools.title":"Skolor: låt eleverna vara med på Code Week","scoreboard.title":"Vilka länder sjuder av kodningsaktiviteter?","scoreboard.paragraph":"Poängtavlan sorteras efter antalet registrerade kodningsevenemang per invånare, så bli inte förvånad om några av de mindre länderna kommer högt upp på listan!","scoreboard.parcipating_with":"deltar med","scoreboard.events":"evenemang","search.audience_title":"Målgrupp","search.theme_title":"Tema","search.placeholder":"Sök efter evenemangsnamn eller tagg","search.submit":"Sök","search.label_country":"Välj land","search.last_year_events.label":"Inkludera förra årets evenemang","search.last_year_events.yes":"Ja","search.last_year_events.no":"Nej","search.search_counter":"matcha sökkriterierna","search.event":"evenemang","search.events":"evenemang","search.year":"år","search.audiences":"Målgrupper","search.themes":"Tema","search.countries":"Länder","search.search_placeholder":"Sök efter titel eller beskrivning","snippets.featured-activities":"Här hittar du kommande aktiviteter som är öppna för deltagare på nätet. Du kan filtrera efter språk och månad. Klicka sedan på ”Visa” så får du tillgång till alla uppgifter om aktiviteten och arrangörernas kontaktuppgifter. Mycket nöje!","snippets.learn":"Kodning och programmering är viktiga kompetenser som är allt mer efterfrågade på många områden. Med EU:s kodvecka kan du lära dig mer om dessa viktiga kompetenser. Sök bland våra resurser. Här hittar du allt du behöver för att börja eller fortsätta din kodningsresa. Alla resurser är gratis. Glöm inte att du kan filtrera din sökning efter typ av resurs, kompetensnivå, programmeringsspråk, kategori och språk.","snippets.teach":"Kodning och programmering är viktiga kompetenser som ger dina elever och barn nya möjligheter. Vill du undervisa i kodning hemma, i klassrummet eller i en kodningsklubb? Bland våra resurser hittar du material för dig som vill lära ut kodning och programmering. Alla resurser är gratis. 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Med #EUCodeWeekDance challenge visar vi hur fel de har.","snippets.dance.content":"Alla – från skolor, lärare och bibliotekarier till kodningsklubbar, företag och myndigheter – är välkomna att fira EU:s kodvecka genom att organisera en #EUCodeWeekDance-aktivitet och lägga till den på Code Week-kartan.","snippets.treasure-hunt.menu":"Skattjakten","snippets.treasure-hunt.subtitle":"Det här är ett spel på Telegram","snippets.videos.1":"Se EU Code Week-ambassadörernas videor om våra värderingar","snippets.videos.2":"Se Katja Osljak, ambassadör för Slovenien, förklara varför Code Week är oberoende","snippets.videos.3":"Se Laurent Touché, ambassadör för Frankrike, förklara varför Code Week är för alla","snippets.videos.4":"Se Fatma Bouaziz, ambassadör för Tunisien, förklara varför Code Week är glokal","snippets.videos.5":"Se Linda Sinka, ambassadör för Lettland, förklara varför Code Week handlar om samarbete","snippets.videos.6":"Se Alessandro Bogliolo, ambassadör för Italien, förklara varför Code Week är icke-vinstdrivande","snippets.videos.7":"Se Marjana Prifti, ambassadör för Albanien, förklara varför Code Week uppmuntrar till innovation och kreativitet","snippets.videos.8":"Se Cristiana Lucaci, ambassadör för Rumänien, förklara varför Code Week är tacksam mot sina deltagare","training.learning_bits":"Infomoduler om Code Week","training.title":"Gratis utbildningsmaterial och onlinekurser","training.text":`

    Här kan du hitta kostnadsfritt utbildningsmaterial och resurser som hjälper dig att komma igång och planera nästa innovativa lektion.

    -

    1. Infomoduler

    -

    Ingen tidigare erfarenhet av kodning eller programmering behövs och varje modul tar bara cirka 15 minuter att slutföra. Modulerna introducerar centrala begrepp inom kodning och datalogiska aktiviteter. Modulerna ger dig också praktiska tips och råd om hur du använder begreppen i klassrummet.

    `,"training.text_2":`

    Nu när du har slutfört en eller flera infomoduler om Code Week hoppas vi att du känner dig motiverad att introducera lite digital kreativitet i ditt klassrum och lägga upp en aktivitet på Code Week-kartan!

    - -

    Du kan lätt organisera en lektion, hålla öppet hus eller anordna ett evenemang på din skola. Hitta ett datum och registrera din aktivitet på Code Week-kartan. Alla arrangörer får ett certifikat för sina insatser.

    - -

    Gå med i lärargruppen för EU Code Week på Facebook om du vill få kontakt med en internationell grupp av engagerade lärare! Gå ett steg längre och samarbeta med andra skolor i ditt land eller något annat genom att delta i Code Week 4 All challenge.

    `,"training.lessons.1.title":"Kodning utan digital teknik (frånkopplad)","training.lessons.1.author":"med Alessandro Bogliolo","training.lessons.1.text":`

    Kod är tingens språk och med kodning kan vi skriva program som förser miljarder av programmerbara föremål runt omkring oss med nya funktioner. Kodning är det snabbaste sättet att förverkliga våra idéer och det mest effektiva sättet att utveckla datalogiskt tänkande. Men tekniken är inte nödvändig för att utveckla datalogiskt tänkande. Det är snarare så att vår förmåga till datalogiskt tänkande är avgörande för att tekniken ska fungera.

    - -

    I den här filmen presenterar Alessandro Bogliolo, professor i datorsystem i Italien och samordnare för EU Code Week, kodningsaktiviteter som kan utföras utan elektroniska enheter. Huvudsyftet med de frånkopplade aktiviteterna är att göra det enklare för alla skolor att introducera kodning, oavsett finansiering och utrustning.

    - -

    Frånkopplad kodning avslöjar de datalogiska aspekterna av den fysiska världen runt omkring oss.

    `,"training.lessons.1.activities.1":"Aktivitet 1 – CodyRoby för grundskolan","training.lessons.1.activities.2":"Aktivitet 2 – CodyRoby för högstadiet och gymnasiet","training.lessons.1.activities.3":"Aktivitet 3 – CodyRoby för gymnasiet","training.lessons.2.title":"Datalogiskt tänkande och problemlösning","training.lessons.2.author":"med Miles Berry","training.lessons.2.text":`

    Datalogiskt tänkande beskriver ett sätt att se på problem och system så att en dator kan hjälpa oss att lösa eller förstå dem. Datalogiskt tänkande är inte bara viktigt för utveckling av datorprogram, det kan också användas vid problemlösning inom alla discipliner.

    - -

    Du kan lära ut datalogiskt tänkande till dina elever genom att få dem att bryta ned komplexa problem i mindre delar (dekomposition), känna igen mönster (mönsterigenkänning), identifiera relevanta uppgifter för att lösa ett problem (abstraktion) och skapa regler eller instruktioner som ska följas för att uppnå ett visst resultat (algoritmer). Datalogiskt tänkande kan läras ut inom olika discipliner, till exempel matematik (tänka ut reglerna för faktorisering av andragradspolynom), litteratur (bryta ned analysen av en dikt i meter, rim och struktur), språk (hitta mönster i de sista bokstäverna i verb som påverkar stavningen när tempus ändras).

    - -

    I den här filmen introducerar Miles Berry, förste lektor vid universitetet i Roehampton i Storbritannien, begreppet datalogiskt tänkande och hur lärare kan integrera det i klassrummet med hjälp av enkla lekar.

    `,"training.lessons.2.activities.1":"Aktivitet 1 – Utveckla matematiskt tänkande för grundskolan","training.lessons.2.activities.2":"Aktivitet 2 – Introduktion till algoritmer för högstadiet och gymnasiet","training.lessons.2.activities.3":"Aktivitet 3 – Algoritmer för gymnasiet","training.lessons.3.title":"Visuell programmering – introduktion till Scratch","training.lessons.3.author":"med Margo Tinawi","training.lessons.3.text":`

    Med visuell programmering kan människor beskriva processer med illustrationer eller grafik. Vi talar vanligtvis om visuell programmering i motsats till textbaserad programmering. Visuella programmeringsspråk (VPL) är särskilt lämpliga för att introducera algoritmiskt tänkande för barn (och vuxna). Med VPL blir det mindre att läsa och det finns ingen syntax som ska implementeras.

    - -

    Margo Tinawi, som är webbutvecklingslärare på Le Wagon och medgrundare av Techies Lab asbl (Belgien), berättar i den här filmen om Scratch, ett av de mest populära VPL-språken som används över hela världen. Scratch utvecklades av MIT 2002 och sedan dess har en stor gemenskap skapats runt det, vilket innebär att du kan hitta miljontals projekt att göra med dina elever och mängder med handledningar på olika språk.

    - -

    Du behöver inte ha någon programmeringserfarenhet för att använda Scratch och det kan användas inom olika ämnen! Du kan till exempel använda Scratch som ett digitalt verktyg för att berätta en historia, illustrera ett matematikproblem eller ordna en konsttävling om kulturarv samtidigt som eleverna lär sig kodning, datalogiskt tänkande och, viktigast av allt, har roligt.

    - -

    Scratch är ett kostnadsfritt verktyg som är mycket intuitivt och motiverande för eleverna. Titta på Margos film om du vill veta hur det går till.

    `,"training.lessons.3.activities.1":"Aktivitet 1 – Scratch Basic för grundskolan","training.lessons.3.activities.2":"Aktivitet 2 – Scratch Basic för högstadiet och gymnasiet","training.lessons.3.activities.3":"Aktivitet 3 – Scratch Basic för gymnasiet","training.lessons.4.title":"Skapa lärande lekar med Scratch","training.lessons.4.author":"med Jesús Moreno León","training.lessons.4.text":`

    Kritiskt tänkande, uthållighet, problemlösning, datalogiskt tänkande och kreativitet är bara några av de färdigheter som eleverna behöver för att lyckas i det tjugoförsta århundradet, och kodning kan hjälpa dig att lära ut dessa på ett roligt och inspirerande sätt.

    - -

    Algoritmiska begrepp om flödeskontroll som använder sekvenser med instruktioner och loopar, datarepresentationer som använder variabler och listor eller synkronisering av processer kanske låter som komplicerade begrepp, men i den här videon kommer du att upptäcka att de är enklare att lära sig än du tror.

    - -

    I den här videon förklarar Jesús Moreno León, lärare och forskare i datavetenskap från Spanien, hur du kan utveckla dessa och andra färdigheter hos dina studenter samtidigt som ni har roligt. Hur fungerar det? Ni skapar ett frågespel i Scratch, det populäraste programmeringsspråket för skolor i hela världen. Scratch förbättrar datalogiskt tänkande samtidigt som det inför inslag av spelifiering i klassrummet som gör att eleverna är motiverade samtidigt som de lär sig och har kul.

    - -

    I den här filmen kan du se hur det går till:

    `,"training.lessons.4.activities.1":"Aktivitet 1 – Frågespel med Scratch för grundskolan","training.lessons.4.activities.2":"Aktivitet 2 – Frågespel med Scratch för högstadiet och gymnasiet","training.lessons.4.activities.3":"Aktivitet 3 – Frågespel med Scratch för gymnasiet","training.lessons.5.title":"Skapande robotteknik och mekande i klassrummet","training.lessons.5.author":"med Tullia Urschitz","training.lessons.5.text":`

    Ett viktigt mål för utbildningsväsendet under 2000-talet är att integrera kodning, mekande, robotteknik och mikroelektronik i läroplanerna.

    - -

    Att arbeta med robotteknik i skolorna har många fördelar för eleverna eftersom det hjälper till att utveckla viktiga färdigheter som problemlösning, teamwork och samarbete. Det ökar elevernas kreativitet och självförtroende och kan dessutom hjälpa eleverna att utveckla uthållighet och beslutsamhet när de står inför utmaningar. Robotteknik är ett fält som uppmuntrar till social integrering, eftersom det kan läras ut till ett brett spektrum av elever med olika talanger och färdigheter oavsett kön och det påverkar positivt elever med autistiska drag.

    - -

    I den här filmen ger Tullia Urschitz, Scientix-ambassadör och STEM-lärare från Sant'Ambrogio di Valpolicella, Italien, några konkreta exempel på hur lärare kan integrera mekande och robotteknik i klassrummet och därmed förvandla passiva elever till entusiastiska medskapare.

    `,"training.lessons.5.activities.1":"Aktivitet 1 – Tillverka en mekanisk hand av kartong för grundskolan","training.lessons.5.activities.2":"Aktivitet 2 – Tillverka en mekanisk hand eller robothand för högstadiet och gymnasiet","training.lessons.5.activities.3":"Aktivitet 3 – Tillverka en mekanisk hand eller robothand för gymnasiet","training.lessons.6.title":"App Inventor och apputveckling","training.lessons.6.author":"av Rosanna Kurrer","training.lessons.6.text":`

    I den här videon förklarar Rosanna Kurrer (grundare av CyberWayFinder) vad App Inventor är för något. Hon går igenom fördelarna med att utveckla appar i klassrummet och ger några praktiska exempel på hur du kan integrera App Inventor i undervisningen, så att du kan hjälpa passiva elever att bli engagerade spelskapare.

    -

    Alla använder vi appar. Det är ett praktiskt och snabbt sätt att samordna olika aktiviteter. Appar används alltmer i undervisningen eftersom inlärningen anpassas efter den enskilda eleven och användaren kan inhämta information. Så varför inte låta eleverna skapa en utbildningsapp som andra kan använda?

    `,"training.lessons.6.activities.1":"Aktivitet 1: Titel – för låg- och mellanstadiet","training.lessons.6.activities.2":"Aktivitet 2: Titel – för högstadiet","training.lessons.6.activities.3":"Aktivitet 3: Titel – för gymnasiet","training.lessons.7.title":"Experimentera och skapa","training.lessons.7.author":"av Diogo da Silva","training.lessons.7.text":`

    Jobben och arbetsplatserna förändras och utbildningen följer i deras fotspår. För att förbereda eleverna på 2000-talets karriärer och minska klyftan mellan skolan och verkligheten behövs nya färdigheter som att kunna experimentera, skapa och hacka. Genom att förvandla klassrummet till en samarbetsmiljö med fokus på problemlösning kan eleverna engagera sig och utvecklas. Dessa aktiviteter leder till diskussioner, vilket gör klassrummet till en sambandscentral där alla bidrag är viktiga.

    -

    I videon nedan förklarar den portugisiska STEAM-läraren (naturvetenskap, teknik, ingenjörsvetenskap, humaniora och matematik) Diogo da Silva, som är medlem i Escola Global, steg för steg hur du planerar en lektion där eleverna kan experimentera, skapa och hacka sig fram till en lösning.

    `,"training.lessons.7.activities.1":"Aktivitet 1: Titel – för låg- och mellanstadiet","training.lessons.7.activities.2":"Aktivitet 2: Titel – för högstadiet","training.lessons.7.activities.3":"Aktivitet 3: Titel – för gymnasiet","training.lessons.8.title":"Kodning för alla ämnen","training.lessons.8.author":"M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Kodning i klassrummet förknippas i första hand med datorer, teknik, matematik och naturkunskap, men borde man inte försöka ta vara på att eleverna har många olika intressen och ämnen, och använda kodning i hela kursplanen?

    -

    Att använda kodning i undervisningen har många fördelar. Det hjälper eleverna att tänka kritiskt och lösa problem, bli aktiva användare och styra sin egen inlärningsprocess, vilket är grundläggande i skolan. Det viktigaste är dock att dina elever har kul medan de lär sig.

    -

    Språk, musik och STEM-ämnen (naturvetenskap, teknik, ingenjörsvetenskap och matematik) är bara några av de ämnen som du kan koda i för att skapa framtidens forskare, musiker, konstnärer eller vad det nu kan vara. Alla lärare kan använda sig av kodning och datalogiskt tänkande i klassrummet. Du kan t.ex. använda CLIL-lektionen (språk- och innehållsintegrerad inlärning) för att presentera en vardagsalgoritm. Du kan låta eleverna skapa sin egen styrspak på naturkunskapen eller använda robotar för att öka intresset för matematik.

    -

    I videon nedan kan du se hur lärare i musik, naturkunskap och språk enkelt kan använda sig av kodning och datalogiskt tänkande i sin undervisning, även om de saknar tidigare erfarenhet.

    `,"training.lessons.8.activities.1":"Aktivitet 1: Robotteknik och inkludering för låg- och mellanstadiet i STEM","training.lessons.8.activities.2":"Aktivitet 2: Musik är att koda","training.lessons.8.activities.3":"Aktivitet 3: Experimentera och koda med Makey Makey","training.lessons.8.activities.4":"Aktivitet 4: En vardagsalgoritm för CLIL-lektionen","training.lessons.9.title":"Tillverka en självgående maskin med micro:bit","training.lessons.9.author":"av Pauline Maas","training.lessons.9.text":`

    - Att använda en micro:bit, den lätt-programmerade datorn i fickformat, kan vara ett roligt och enkelt sätt att skapa intressanta alster, från robotar till musikinstrument med dina elever, samtidigt som du lär dem att koda. Den är enkel och lätt att använda även för de yngsta programmerarna, men också tillräckligt kraftfull för mer avancerade elever. Du kan integrera den i en mängd olika lektioner från historia till matematik och till och med naturvetenskap. Möjligheterna är oändliga. Micro:bit är ett engagerande och billigt sätt att lära eleverna om kodning samtidigt som de utvecklar viktiga färdigheter som datalogiskt tänkande, problemlösning och kreativitet. -

    -

    - I den här videon kommer Pauline Maas, datavetenskapslärare vid Koninklijke Visio, att introducera micro:bit och ge några praktiska exempel på hur lärare kan integrera den i klassrummet och omvandla passiva elever till entusiastiska skapare. -

    `,"training.lessons.9.activities.1":"Morsealfabetet med micro:bit, för grundskolan ","training.lessons.9.activities.2":"Escape room med micro:bit, för högstadiet","training.lessons.9.activities.3":"Tillverka en självgående maskin, för gymnasiet","training.lessons.10.title":"Kreativ kodning med Python","training.lessons.10.author":"av Ivana Vezjak","training.lessons.10.text":`

    -Att gå från visuell till textbaserad programmering är ett naturligt flöde i kodning. Medan visuell programmering ofta är bra för nybörjare, kan eleverna efter ett tag vilja ha en ny utmaning. Textbaserad programmering är nästa steg för alla som vill dyka längre in i programmering och datalogiskt tänkande. -

    -

    -I den här videon ger Ivana Vezjak en introduktion i Pythons grundläggande syntax. Python är ett av de mest populära programmeringsspråken idag, som används inom många områden som datavetenskap, AI, maskininlärning, webbutveckling, etc. Även om Python är ett kraftfullt programmeringsspråk som används av erfarna programmerare, kan det även användas om man inte har erfarenhet av kodning tack vare dess enkelhet och tydliga syntax. -

    -

    -Med Python kan eleverna skapa frågesporter om historiska händelser, lösa matematiska problem och göra fysiksimuleringar, skapa spel, bygga webbplatser, genomföra dataanalys för vetenskapliga projekt och mycket mer. Python har ett rikt och omfattande standardbibliotek, ett stort användarforum och ett stort antal utbildningsprogram och projekt tillgängliga online, som kan användas för undervisning, lärande och övning. Genom att koda i Python, analysera program och fixa buggar, utvecklar elever kreativitet och lär sig att vara konsekventa, envetna och tålmodiga. De lär sig analytiskt tänkande och problemlösning genom att dela upp komplexa problem i mindre komponenter. Dessa kompetenser hjälper dem i hur de närmar sig problem inom alla andra områden i livet. -

    `,"training.lessons.10.activities.1":"Min första frågesport, för grundskolan","training.lessons.10.activities.2":"Hänga gubbe, för högstadiet","training.lessons.10.activities.3":"Gissa flaggan!, för gymnasiet","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Python Standard Library","training.lessons.10.links.1.description":"Samling av förbyggd kod och moduler (t.ex. turtle-modul, matematikmodul etc.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Pedagogiskt videospel för att lära sig programmeringskoncept.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"CodeClub projects","training.lessons.10.links.3.description":"Från nybörjare till avancerade, steg-för-steg-programmeringsprojekt för barn.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Invent your own computer games with Python","training.lessons.10.links.4.description":"Bok som lär dig hur du programmerar dina egna datorspel med Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Utbildningsmiljö där elever och lärare kan träna sig genom en serie utmaningar.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Samling av inledande Python-lektioner (både textbaserade och i block) med interaktiva Trinkets.","training.lessons.10.links.title":"Andra relaterade resurser","training.lessons.11.title":"Kodning för inkludering","training.lessons.11.author":"av Code Week-teamet","training.lessons.11.text":`

    - Att införa kodning i klassrummet kan bli en utmaning, särskilt om du har elever med någon slags funktionsnedsättning i klassen. Men det är viktigt att komma ihåg att vem som helst, oavsett förmågor, kan lära sig koda. Barn med särskilda behov kan ha stor nytta av att kunna olika aspekter av kodning, eftersom det lär elever viktiga förmågor i livet, som problemlösning, organisation och självständighet. Kodning kan också förbättra den interpersonella och sociala kompetensen genom samarbete och teamwork – förmågor som många barn med funktionsnedsättning har svårt med. Framför allt får eleverna ha kul när de lär sig tillsammans med kompisarna. -

    -I den här videon kommer Code Week-teamet att visa dig några praktiska, enkla och roliga kodningsaktiviteter som är särskilt anpassade för elever med synnedsättning, med Downs syndrom och i autismspektrumet, och som lärare enkelt kan ha med i klassrummet. -

    `,"training.lessons.11.activities.1":"Äggkartongen Unplugged","training.lessons.11.activities.2":"En mycket smart mus","training.lessons.11.activities.3":"Stjärna på att göra stjärnor","training.lessons.12.title":"Kodning för hållbara utvecklingsmål","training.lessons.12.author":"av Francisco Javier Masero, Cristina Nicolaita och Erviola Konomi","training.lessons.12.text.1":"Traditionell utbildning ger elever få möjligheter att förstå och lösa verkliga världsproblem som global klimatförändring, jämställdhet, hunger, fattigdom eller god hälsa och välbefinnande.","training.lessons.12.text.2":"Sustainable Developement Goals (SDG) – Målen för hållbar utveckling, är kärnan i agendan för 2030 som gäller hållbar utveckling, antagen av alla Förenta Nationerna som en färdplan för att uppnå fred och välstånd på planeten samt uppmuntra global utveckling. Lärare kan använda SDG i klassrummet som ett verktyg för eleverna att utveckla sitt kritiska tänkande, men också för att hjälpa dem att hitta sin identitet och syfte. Genom att kombinera grundläggande element i kodning och beräkningstänkande med SDG:er ökar elevernas självförtroende och du kommer att hjälpa dem att utveckla sin kreativitet, entreprenörsanda, problemlösning eller kommunikationsförmåga. ","training.lessons.12.text.3":"I aktiviteterna nedan kommer eleverna att tillämpa principerna Scratch, ASCII-kodning och unplugged-kodning på ämnen för global och social relevans idag. Lärare kommer att öka medvetenheten om målen för hållbar utveckling samtidigt som de hjälper eleverna att utveckla empati, aktivt medborgarskap och prosociala färdigheter på ett roligt och engagerande sätt","training.lessons.12.text.4":"Dessa lektionsplaner fokuserar på en av SDG:erna:","training.lessons.12.text.5":"Mål 3 för hållbar utveckling: Säkerställa hälsosamma liv och främja välbefinnande för alla i alla åldrar","training.lessons.12.text.6":"Mål 5 för hållbar utveckling: Uppnå jämställdhet och stärka alla kvinnor och flickor","training.lessons.12.text.7":"Mål 13 för hållbar utveckling: Vidta brådskande åtgärder för att bekämpa klimatförändringarna och dess effekter","training.lessons.12.activities.1":"Karateka-projektet: Att känna till karate genom programmering för grundskolan, lägre och gymnasieskolan","training.lessons.12.activities.2":"Hållbara utvecklingsmål och kodning för klimatförändringar, för grundskolan","training.lessons.12.activities.3":"Kodning för jämställdhet, för gymnasieskolan","training.lessons.13.title":"Introduktion till artificiell intelligens i klassrummet i klassrummet","training.lessons.13.author":"av Artur Coelho och Marjana Prifti Skenduli","training.lessons.13.text.1":"Artificiell intelligens (AI) påverkar många områden i det dagliga livet: den korrigerar automatiskt texten du skriver på din telefon, väljer musiken som din favoritmusikapp spelar och den kommer ihåg dina lösenord när du har glömt dem. AI syftar till en kombination av maskininlärning, robotik och algoritmer, med applikationer inom alla områden: från datavetenskap till tillverkning och från medicin till mode. Den har därför en obestridlig plats i våra liv och i våra samhällen, och spelar en nyckelroll i vetenskapens utveckling. Och som alla andra viktiga fenomen i våra liv kommer studenter att dra nytta av att lära sig om det. Men hur lär man mig om en så komplex sak som AI?","training.lessons.13.text.2":"Denna inlärningsbit hjälper dig att förklara för studenterna vad AI är, och vilken roll spelar den i elevernas liv. Dessa aktiviteter är utformade för icke-experter att enkelt förstå innehållet och effektivt kunna bryta ner komplexa termer till lättförståeliga idéer. Med dessa lektionsplaner kan du hjälpa eleverna lära sig användningen av AI och några av mekanismerna bakom den. Dessa aktiviteter är utformade för att eleverna ska utveckla sina analytiska och kritiskt tänkande färdigheter: till exempel i Marjanas aktivitet utvecklar studenterna en klassificeringspipeline. Dessa aktiviteter hjälper också eleverna att förstå de olika tillämpningarna av AI: i Arturs aktivitet lär de sig om länken mellan AI och konst, och hur AI kan användas för att förbättra visuellt uttryck. Med dessa aktiviteter kommer eleverna också att reflektera över farorna med AI och dess inverkan","training.lessons.13.activities.1":"Mänsklig-AI- konst, för grundskolan","training.lessons.13.activities.2":"Lär maskiner att klassificera: Introduktion till övervakad maskininlärning för högstadiet","training.lessons.13.activities.3":"Lär maskiner att klassificera: IIntroduktion till övervakad maskininlärning för gymnasiet","training.lessons.14.title":"Lärandet i intelligenta maskiners tidsålder","training.lessons.14.author":"av Adil Tugyan, Georgia Lascaris och Marco Neves","training.lessons.14.text.1":"De senaste årens framsteg för AI har varit imponerande tack vare dess snabba framsteg inom datorkraft och tillgången på stora mängder data. Detta har lett till betydande investeringar i AI-forskning och snabb expansion av AI-industrin, vilket gör AI till en stor teknisk revolution i vår tid. AI finns överallt omkring oss. Det har blivit en del av vår vardag, så mycket att vi ibland inte ser det som AI: vi använder online-rekommendation, ansiktsavkänning, säkerhetssystem och röstassistenter nästan varje dag. Men hur är det med utbildning? ","training.lessons.14.text.2":"AI har enorm potential för att möjliggöra nya sätt att undervisa och lära, och att förbättra elevernas lärande. Denna utbildningsbit hjälper dig att integrera autentiska AI-aktiviteter i din undervisning och hjälpa dig att förbereda dina elever för ett liv och en karriär i en värld formad av AI. Dessa övningar har utformats för att elever ska utveckla sin nyfikenhet, problemlösning och kreativitetsförmåga: till exempel i Adils aktivitet lär sig eleverna om algoritmer och neurala nätverk och de uppmuntras att skapa sitt eget neurala nätverk, för att visualisera en AI-hjärna. Georgia guidar dina elever i en steg-för-steg-utveckling av en chattbot. Eleverna kommer att bygga sin egen chattbot, förbereda datamängder för frågor och svar och träna den så att den kan svara på frågor om Covid-19. I Marcos övning kommer eleverna att utforska fördelarna och utmaningarna med intelligenta maskiner i vardagen och arbetet. Vilka är riskerna med AI som vi måste överväga? Vilka konsekvenser kommer AI att ha för framtidens arbete? Vilka jobb kommer att erbjudas eleverna när de i framtiden kommer ut på arbetsmarknaden?","training.lessons.14.activities.1":"AI och dess neurala nätverk, för grundskolan","training.lessons.14.activities.2":"Min Covid-19 Chattbot, för högstadiet","training.lessons.14.activities.3":"Att leva i en tid av ”Smarta maskiner”: Utmaningar och möjligheter för gymnasieskolan","training.lessons.14.activities.title":"I lektionsplanerna nedan lär sig eleverna om intelligenta maskiner på ett både roligt och engagerande sätt.","training.lessons.15.title":"Utvinning av Mediakunskap","training.lessons.15.author":"av Marijana Smolčec, Tea Horvatić och Sanja Božinović","training.lessons.15.text.0":"Mediakunskap utbildning har aldrig varit viktigare för dagens studenter. Studenter i alla åldrar behöver skaffa sig relevanta förmågor, kunskap och attityder för att kunna navigera vår media-rika värld. Mediakunskap förmågor kommer att hjälpa dem att använda trovärdigt online innehåll och känna igen vilseledande källor för information. De kommer att förstå hur man fakta-kontrollerar information de hittar online och kritiskt granska den. De kommer att öka sin uppmärksamhet på korrekt användning av kreativa arbeten och applicera samma inlärning som när de skapar sitt egna kreativa material.","training.lessons.15.text.1":"Denna Inlärnings Bit kommer att möjliggöra för dig att implementera olika strategier och tekniker för att göra så att dina studenter blir mer mediakunniga. I Marijana’s aktivitet, lär sig studenterna hur man använder Webb innehåll säkert och ansvarsfullt. De introduceras för olika typer av licenser och de utvecklar en enkel app för att demonstrera hur man skapar kreativt arbete korrekt. I Tea´s aktivitet, ger sig studenterna ut på ett uppdrag för att lära sig om clickbaits. Genom engagerande uppgifter utforskar studenterna strategier för att identifiera och avslöja clickbait och lära sig hur man undviker dem. Sanja låter studenterna utforska och kritiskt analysera och utvärdera Webb-innehåll, dess relevans, tillförlitlighet, ursprung och syfte. De lär sig hur man hitta pålitliga källor online och hur man känner igen falsk information online.","training.lessons.15.text.2":"I lektionsplanerna nedanför, kommer du att hitta inspiration och engagerande aktiviteter för att stärka studentens förmågor i mediakunskap","training.lessons.15.activities.1":"Är det gratis när det är på Internet?","training.lessons.15.activities.2":"Att klicka eller inte klicka","training.lessons.15.activities.3":"Fakta-kontroll","training.lessons.16.title":"BERÄTTA MED HEDY","training.lessons.16.author":"av Felienne Hermans","training.lessons.16.text.0":"Har dina elever redan lärt sig bemästra ett visuellt programmeringsspråk, men känner sig inte redo att fördjupa sig mer i ett programmeringsspråk som är textbaserat? Då är den här infomodulen något för dig och dina elever, för här får de hjälp att ta det stora steget från ett visuellt till ett textbaserat programmeringsspråk. Infomodulen Berätta med Hedy består av tre lektionsplaner där du använder Hedy – ett gradvis programmeringsspråk som lär barnen programmera.","training.lessons.16.text.1":"Hedy är riktat till barn som vill komma igång med textprogrammeringsspråk, men som kanske tycker att Python är för komplicerat att starta med. I gradvisa språk används olika språknivåer, med fler begrepp och syntaktisk komplexitet för varje nivå. När eleverna nått slutet av raden med Hedy-nivåer bemästrar de en underuppsättning syntaktiskt giltig Python.","training.lessons.16.text.2":"I den här infomodulen hittar du inspirerande och engagerande aktiviteter så att dina elever effektivt kan använda textbaserade programmeringsspråk. Genom att skapa sina egna interaktiva berättelser lär de sig gradvis programmering, utan att behöva ta allt på en gång. I lektionsplanen för låg- och mellanstadiet får eleverna en introduktion till programmeringens grundläggande begrepp. Lektionsplanen för högstadiet tillför fler programmeringsbegrepp, medan eleverna i lektionsplanen för gymnasiet kan programmera mer komplicerade berättelser och aktiviteter.","training.lessons.16.text.3":"Kolla upp den interaktiva berättelsen nedan för att se hur läsarna kan vara med i berättelsen och hur det gör dem mer aktivt engagerade.","training.lessons.16.activities.1":"Gör din egen interaktiva berättelse med Hedy för låg- och mellanstadieelever","training.lessons.16.activities.2":"Gör din egen interaktiva berättelse med Hedy för högstadieelever","training.lessons.16.activities.3":"Gör din egen interaktiva berättelse med Hedy för gymnasieelever","training.lessons.17.title":"Känn koden","training.lessons.17.author":"av Alenka Miljević","training.lessons.17.text.0":"Socialt och känslomässigt välmående handlar om förmågan att vara motståndskraftig, att veta hur man ska hantera sina känslor och svara på andras känslor, att utveckla meningsfulla relationer med andra, att skapa känslor som leder till att man mår bra och att bygga upp ett eget känslomässigt stödnätverk. De sociala och känslomässiga förmågor som unga lär sig i skolan hjälper dem att bygga upp sin motståndskraft och skapar ett mönster för hur de kommer att hantera sin fysiska och mentala hälsa under hela livet. (Europarådet)","training.lessons.17.text.1":"I infomodulen Känn koden får du hjälp att gynna dina elevers sociala och känslomässiga välmående genom att de får känna igen, förklara, förstå och svara på positiva och negativa känslor och stämningar så de bygger upp empati och motståndskraft. I den här infomodulen hittar du inspirerande och engagerande aktiviteter som hjälper dina elever att utveckla förmågan att hantera olika känslor med hjälp av kodning. Eleverna får lära sig att uttrycka sina känslor och hur de ska reagera på sin omgivnings känslor med hjälp av en Bee-Bot-robot.","training.lessons.17.text.2":"Infomodulen Känn koden består av tre lektionsplaneringar där man använder sig av utbildningsroboten Bee-Bot för att skapa aktiviteter som uppmuntrar eleverna att prata om känslor och utveckla empati. I lektionsplaneringen för grundskolan programmerar eleverna en Bee-Bot för att prata om känslor så som sorg, glädje, rädsla, ilska och upptäcker anledningar till att de och deras omgivning upplever de här känslorna. I lektionsplaneringen för högstadiet uppmuntras eleverna till att programmera en Bee-Bot, känna igen sina egna och omgivningens känslor, förstå vad som orsakade dem och hur de ska svara på dem. I lektionsplaneringen för gymnasiet kan eleverna styra en Bee-Bot och komma på berättelser om känslor, motståndskraft och empati.","training.lessons.17.text.3":"Om du inte har en utbildningsrobot i ditt klassrum så innehåller den här infomodulen även idéer om aktiviteter utan uppkoppling som främjar utvecklingen av sociala och känslomässiga förmågor. Den interaktiva berättelsen nedan ger dig en kort översikt över aktiviteter som du kan göra i klassrummet:","training.lessons.17.activities.1":"Koda – Känn – Lär dig för grundskoleelever","training.lessons.17.activities.2":"Jag har inte ett hjärta av sten för högstadieelever","training.lessons.17.activities.3":"Koda mig efter humör för gymnasieelever","training.lessons.18.title":"SOS Vatten","training.lessons.18.author":"av Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS Vatten är ett svar på behovet av att lösa problemet med vattenföroreningar. Trots de ansträngningar som har gjorts under de senaste åren finns det fortfarande 2 miljarder människor runt om i världen som inte har tillgång till säkert dricksvatten. Det innebär att det sjätte målet för hållbar utveckling i Agenda 2030, att alla människor ska ha tillgång till säkert förvaltat vatten och sanitet senast 2030, är långt ifrån att uppnås. Samma sak gäller för mål 14, hav och marina resurser, som syftar till att bevara och nyttja haven och de marina resurserna på ett hållbart sätt i syfte att uppnå en hållbar utveckling.","training.lessons.18.text.1":"Denna infomodul är inriktad på den relevanta och aktuella frågan att mäta vattenkvalitet och nya föroreningar som hotar vattenkvaliteten. Eleverna får möjlighet att undersöka och hitta lösningar på verkliga problem kopplade till vattnet och miljön, och då kan de också utveckla förmågor som insamling av information, kritiskt tänkande och problemlösning.","training.lessons.18.text.2":"Lektionsplanerna innehåller praktiska och kreativa aktiviteter, som programmering i Scratch, introduktion till maskininlärning och artificiell intelligens med LearningML, samt att konstruera styrda fordon med LEGO-satser för insamling av vattenprover och analys av deras pH-värden. Genom dessa aktiviteter kan eleverna tillämpa sina kunskaper och förmågor i praktiken i en interaktiv och lekfull miljö, vilket höjer deras motivation och intresse för projektet.","training.lessons.18.text.3":"För att genomföra denna infomodul föreslås att man utför alla tre aktiviteterna med eleverna, så man fullföljer hela projektet och det blir en mer meningsfull och motiverande studieprocess. Aktiviteterna kan dock genomföras var och en för sig.","training.lessons.18.activities.1":"SOS Vatten med Scratch","training.lessons.18.activities.2":"SOS Vatten med maskininlärning","training.lessons.18.activities.3":"SOS Vatten med robotteknik","training.download_video_script":"Hämta videoskript","training.ready_to_share":"Vill du dela med dig av det du har lärt dig till dina elever?","training.choose_lessons":"Välj en lektionsplan nedan och organisera en aktivitet med dina elever.","training.footer.title":"Glöm inte att lägga till din aktivitet på Code Week-kartan!","training.footer.text":`

    Du kan lätt organisera en lektion, hålla öppet hus eller anordna ett evenemang på din skola. Hitta ett datum och registrera din aktivitet på Code Week-kartan. Alla arrangörer får ett certifikat för sina insatser.

    - -

    Gå med i lärargruppen för EU Code Week på Facebook om du vill få kontakt med en internationell grupp av engagerade lärare! Gå ett steg längre och samarbeta med andra skolor i ditt land eller något annat genom att delta i Code Week 4 All challenge.

    `,"validation.accepted":":attribute måste godkännas.","validation.active_url":":attribute är inte en giltig URL.","validation.after":":attribute måste vara ett datum efter :date.","validation.after_or_equal":":attribute måste vara ett datum efter eller samma som :date.","validation.alpha":":attribute får bara innehålla bokstäver.","validation.alpha_dash":":attribute får bara innehålla bokstäver, siffror och streck.","validation.alpha_num":":attribute får bara innehålla bokstäver och siffror.","validation.array":":attribute måste vara en array.","validation.before":":attribute måste vara ett datum före :date.","validation.before_or_equal":":attribute måste vara ett datum före eller samma som :date.","validation.between.numeric":":attribute måste vara mellan :min och :max.","validation.between.file":":attribute måste vara mellan :min och :max kilobyte.","validation.between.string":":attribute måste vara mellan :min och :max tecken.","validation.between.array":":attribute måste ha mellan :min och :max objekt.","validation.boolean":"Fältet :attribute måste vara sant eller falskt.","validation.confirmed":"Bekräftelsen av :attribute stämmer inte.","validation.date":":attribute är inte ett giltigt datum.","validation.date_format":":attribute stämmer inte med formatet :format.","validation.different":":attribute och :other måste vara olika.","validation.digits":":attribute måste vara :digits siffror.","validation.digits_between":":attribute måste vara mellan :min och :max siffror.","validation.dimensions":":attribute har ogiltiga bilddimensioner.","validation.distinct":"Fältet :attribute har ett dubbelt värde.","validation.email":":attribute måste vara en giltig e-postadress.","validation.exists":"Vald :attribute är ogiltig.","validation.file":":attribute måste vara en fil.","validation.filled":"Fältet :attribute måste ha ett värde.","validation.image":":attribute måste vara en bild.","validation.in":"Vald :attribute är ogiltig.","validation.in_array":"Fältet :attribute finns inte i :other.","validation.integer":":attribute måste vara ett heltal.","validation.ip":":attribute måste vara en giltig IP-adress.","validation.ipv4":":attribute måste vara en giltig IPv4-adress.","validation.ipv6":":attribute måste vara en giltig IPv6-adress.","validation.json":":attribute måste vara en giltig JSON-sträng.","validation.max.numeric":":attribute får inte vara större än :max.","validation.max.file":":attribute får inte vara större än :max kilobyte.","validation.max.string":":attribute får inte vara större än :max tecken.","validation.max.array":":attribute får inte ha fler än :max objekt.","validation.mimes":":attribute måste vara en fil av typen: :values.","validation.mimetypes":":attribute måste vara en fil av typen: :values.","validation.min.numeric":":attribute måste vara minst :min.","validation.min.file":":attribute måste vara minst :min kilobyte.","validation.min.string":":attribute måste vara minst :min tecken.","validation.min.array":":attribute måste ha minst :min objekt.","validation.not_in":"Vald :attribute är ogiltig.","validation.not_regex":"Formatet :attribute är ogiltigt.","validation.numeric":":attribute måste vara ett nummer.","validation.present":"Fältet :attribute måste finnas.","validation.regex":"Formatet :attribute är ogiltigt.","validation.required":"Fältet :attribute krävs.","validation.required_if":"Fältet :attribute krävs när :other är :value.","validation.required_unless":"Fältet :attribute krävs om inte :other är i :value.","validation.required_with":"Fältet :attribute krävs när :values finns.","validation.required_with_all":"Fältet :attribute krävs när :values finns.","validation.required_without":"Fältet :attribute krävs när :values inte finns.","validation.required_without_all":"Fältet :attribute krävs när inga av :values finns.","validation.same":":attribute och :other måste stämma överens.","validation.size.numeric":":attribute måste vara :size.","validation.size.file":":attribute måste vara :size kilobyte.","validation.size.string":":attribute måste vara :size tecken.","validation.size.array":":attribute måste innehålla :size objekt.","validation.string":":attribute måste vara en sträng.","validation.timezone":":attribute måste vara en giltig zon.","validation.unique":":Attribute används redan.","validation.uploaded":":attribute kunde inte laddas upp.","validation.url":"Formatet :attribute är ogiltigt.","validation.custom.attribute-name.rule-name":"anpassat meddelande","values.1.title":"EU Code Week är oberoende","values.1.content":"EU Code Week drivs av ett nätverk av frivilliga. Vi agerar inte utifrån ekonomiska intressen. Vi respekterar och uppskattar andra människors idéer, trosuppfattningar och kulturer. Vi deltar i EU Code Week eftersom vi tror på betydelsen av det vi gör. Det är vår styrka. Vi vill göra datorförståelse, kodning, programmering, datavetenskap, robotteknik, hårdvarupyssel och digitala kunskaper i allmänhet tillgängligt för alla.","values.2.title":"EU Code Week är för alla","values.2.content":"Alla kan arrangera aktiviteter för EU Code Week. Det är viktigt att aktiviteter inom EU Code Week passar för alla, oavsett ålder, hudfärg, kön, kulturell bakgrund eller kognitiv förmåga. Aktiviteterna kan vara en inkörsport för att väcka intresse och nyfikenhet, eller fördjupa färdigheter ytterligare. Jämlikhet, respekt, frihet och inkludering är våra principer. Vi vill att alla deltagare ska ha kul när de testar och skapar med teknologi.","values.3.title":"EU Code Week är glokal","values.3.content.1":"EU Code Week strävar efter att nå ut till alla, oavsett om man bor i en storstad, småstad eller på landet. Vi prioriterar särskilt att stötta lokala organisatörer med","values.3.content.2":"material","values.3.content.3":"som passar deras behov på deras språk.","values.3.content.4":"EU Code Week-kartan","values.3.content.5":'är själva kärnan där varje aktivitet är listad och kan nås. Samtidigt är EU Code Week globalt och välkomnar människor över hela världen att gå med i nätverket. Vi är "glokala".',"values.4.title":"EU Code Week handlar om samarbete","values.4.content.1":"Medlemmar i nätverket EU Code Week interagerar, utbyter information, lär av varandra och skapar kunskap ihop. Vi har kontakt och stöttar varandra. Vi delar resurser, idéer och erfarenheter. Vi uppmuntrar till samarbete och att dela med sig av kunskaper.","values.4.content.2":"EU Code Week 4 All-utmaningen","values.4.content.3":"syftar till att bygga broar över gränser och grupper. Den bidrar till att sprida en positiv anda och för samman personer som kan lära sig av varandra.","values.5.title":"EU Code Week är icke vinstdrivande","values.5.content.1":"Alla Code Week-aktiviteter är ideella. Alla","values.5.content.2":"resurser","values.5.content.3":"på EU Code Weeks webbplats är gratis. Alla utbildningar och onlinekurser inom EU Code Week är gratis.","values.6.title":"EU Code Week uppmuntrar till kreativitet och innovation","values.6.content":"EU Code Week uppmuntrar till kreativitet, innovation och visionärt tänkande. Vi är öppna och tacksamma för feedback och kritik så att vi kan fatta välinformerade beslut och utveckla EU Code Week. Även misstag får oss att växa, både som individer och som grupp.","values.7.title":"EU Code Week tackar sitt nätverk","values.7.content":"Vi är tacksamma för det stöd vi har från lärare, pedagoger och andra som anordnar aktiviteter, samt studenter, föräldrar, kodningsföreningar och alla partner vi samarbetar med. Vi delar alla samma mål. Vi vill sprida dataförståelse, kodning, datavetenskap och digitalt kunnande till så många människor som möjligt.","values.title":"EU Code Weeks värdegrund","values.description.1.1":"EU Code Week är en rörelse som drivs av frivilliga –","values.description.1.2":"ambassadörer","values.description.1.3":", drivna lärare och kodexperter över hela världen. Det stöttas av","values.description.1.4":"EU-kommissionen","values.description.1.5":"och utbildningsinstitutioner i Europeiska unionen och länderna på västra Balkan.","values.description.2":"Kärnan i EU Code Week utgörs av de frivilliga aktivitetsorganisatörerna som kan vara lärare, mentorer, kodningsföreningar, bibliotek, privata företag, föräldrar och icke-statliga organisationer. Vi lägger ner tid, kraft och kompetens för att sprida dataförståelse, kodning, robotteknik, hårdvarupyssel, datavetenskap och digitala kunskaper till så många människor som möjligt i Europa och hela världen.","values.description.3":"EU Code Week är även alla miljoner deltagare som är personer av alla kön, åldrar, bakgrunder, kulturer och kompetenser från jordens alla hörn.","values.description.4":"Vi är stolta över att ingå i EU Code Week. Här är våra värderingar. De präglar vårt arbete och våra beslut.","why-coding.titles.0":"Varför kodning?","why-coding.titles.1":"Det handlar om att förverkliga idéer","why-coding.titles.2":"Det handlar också om att utveckla viktiga kompetenser","why-coding.titles.3":"Slutligen handlar det om att forma vår framtid","why-coding.texts.0":"Det handlar om Pia, som kände att hon var tvungen att studera juridik, trots att hon alltid gillat matte och datorer. Det handlar om Mark, som har en idé om ett bättre socialt nätverk, men som inte kan bygga det själv. Det handlar om Alice, som drömmer om att tillverka robotar eftersom hon inte får ha en katt för sina föräldrar. Och om dem av er som redan hjälper till att förverkliga dessa drömmar.","why-coding.texts.1":"Det handlar faktiskt om oss alla och hur vi formar våra liv och vår framtid. Vi kan göra mer än att bara dela och gilla inlägg. Vi kan förverkliga våra idéer och skapa sådant som gör andra glada.","why-coding.texts.2":"Det har aldrig varit enklare att utveckla en app, bygga sin egen robot eller kanske till och med att uppfinna en flygande bil! Det är ingen enkel resa, men det är en resa full av kreativa utmaningar, skratt och människor som stöder varandra. Är du redo att anta utmaningen och bli en digital kreatör?","why-coding.texts.3":"Programmeringsspråk är som vilket annat språk som helst. Bara att i det här fallet lär sig barn inte att uttrycka sig och kommunicera med andra. I stället får de lära sig hur man kommunicerar med teknik. Vi är omgivna av teknik. Den finns i våra smarttelefoner, datorer, bilar... ja överallt!","why-coding.texts.4":"Men att förstå och kommunicera med datorer är bara en del av kodningen. Kodning bidrar också till att utveckla tvärvetenskapliga färdigheter såsom datalogiskt tänkande, problemlösning, kreativitet och lagarbete – färdigheter som alla har nytta av. Förmågan att lösa problem, hantera misslyckanden och försöka igen eller samarbeta med andra är egenskaper som efterfrågas på många områden.","why-coding.texts.5":"För hundra år sedan fanns det inga programmeringsspråk. I dag finns kod överallt, och praktiskt taget allt kan programmeras – till och med skor eller flingpaket! Varför låta andra forma vår framtid när vi själva kan bli skapare och förverkliga våra egna visioner och idéer? Det är bara vår egen fantasi som sätter gränser.","why-coding.texts.6":"Alessandro Bogliolo, samordnare för EU-kodveckans frivilliga ambassadörer säger:","why-coding.texts.7":"Sedan tidernas begynnelse har vi skapat saker av sten och järn och med papper och penna som har förändrat våra liv. Nu lever vi i en annan tidsålder där vår värld formas av kod. Olika tidsperioder har olika jobb och det krävs olika kompetenser. Under kodveckan vill vi att alla européer ska få chansen att upptäcka kodning och se hur roligt det är. Med kod kan vi forma vår framtid.","why-coding.texts.8":"Programmering är numera en eftertraktad kompetens i nästan alla branscher – inte bara inom teknik utan också inom finansvärlden, hälso- och sjukvård, vetenskap och till och med design och jordbruk – och efterfrågan bara växer. Barn som vet hur man kodar, som förstår hur tekniken fungerar, har en viss fördel, oavsett vilken karriär de slutligen väljer.","why-coding.texts.9":"Blev du inspirerad?","why-coding.texts.10":"Delta i EU:s kodvecka!","why-coding.texts.11":"Vill du veta mer?","why-coding.texts.12":"I vår blogg hittar du mer information."};export{e as default}; diff --git a/public/build/assets/php_tr-BOJffdSd.js b/public/build/assets/php_tr-BOJffdSd.js deleted file mode 100644 index 97616cb91..000000000 --- a/public/build/assets/php_tr-BOJffdSd.js +++ /dev/null @@ -1,104 +0,0 @@ -const e={"about.when-title":"2024 AB Kod Haftası 14 ile 27 Ekim tarihleri arasında gerçekleşecek.","about.when-text":"

    AB Kod Haftası, programlama ve diğer teknolojik aktiviteler yoluyla yaratıcılığı, problem çözmeyi ve iş birliğini teşvik eden bir taban hareketidir. Buradaki amaç, programlamayı daha görünür kılmak, gençlere, yetişkinlere ve yaşlılara fikirleri kodlamayla nasıl hayata geçirdiğinizi göstermek, bu becerileri ortaya çıkarmak ve motive olmuş kişileri öğrenme amacıyla bir araya getirmektir.

    ","about.codeweek_in_numbers-title":"Rakamlarla Kod Haftası","about.codeweek_in_numbers-text":`

    2021 yılında, dünya genelinde 80'den fazla ülkede 4 milyon insan AB Kod Haftasına katıldı.

    -

    Ortalama katılımcı yaşı 11 olurken, 2021’daki katılımcıların %49’u kadınlar veya genç kızlardı. EU Code Week etkinliklerinin %88’si okullarda gerçekleştirildi; bu da 2021 kampanyası sırasında öğretmenleri güçlendirmeye yönelik çabaların başarıya ulaştığı anlamına geliyor.

    -

    Herkes bir aktivite düzenleyebilir veya mevcut bir aktiviteye katılabilir. Bir konu seçip hedef kitlenizi belirleyin ve haritaya aktivitenizi ekleyin.

    `,"about.run_by_volunteers-title":"Gönüllülüğe dayalı etkinlik","about.run_by_volunteers-text":'

    AB Kod Haftası gönüllüler tarafından yönetilmektedir. Bir ya da birkaç Kod Hafta Elçisi ülkelerindeki girişimi koordine etmektedir, fakat herkes kendi aktivitesini düzenleyebilir ve bunu codeweek.eu haritasına ekleyebilir.

    ',"about.supported_by_commission-title":"Avrupa Komisyonu tarafından desteklenmektedir","about.supported_by_commission-text":'

    AB Kod Haftası, 2013 yılında Avrupa Dijital Gündemi Genç Danışmanlar tarafından başlatılmıştır. Avrupa Komisyonu, Dijital Tek Pazar stratejisinin bir parçası olarak AB Kod Haftasını desteklemektedir; bu Komisyon, Dijital Eğitim Eylem Planında özellikle okulları girişime katılmaya teşvik etmektedir.

    ',"about.schools-title":"Okullar","about.schools-text":'

    Her seviyedeki okullar ve tüm branşlardaki öğretmenler, özellikle öğrencilerine dijital yaratıcılığı ve kodlamayı keşfetme fırsatı verebilmeleri için AB Kod Haftasına katılmaya davet edilmektedir. Girişim hakkında daha fazla bilgi edinin ve aktivitelerinizi öğretmenlere ayrılmış web sayfası aracılığıyla nasıl düzenleyebileceğinizi öğrenin: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Neden kodlama?","about.why_coding-text":`

    Bu, her zaman matematikten zevk almasına ve bilgisayarlarla oynamasına rağmen, hukuk okumak zorunda olduğunu hisseden Pia ile ilgili. Bu, daha iyi bir sosyal ağ fikri olan, fakat bunu kendi başına yapamayan Mark ile ilgili. Bu, ailesi kedi sahibi olmasına izin vermediği için robot yapma hayalleri olan Alice ile ilgili.

    - -

    Bu, hayallerin gerçeğe dönüşmesine yardımcı olan sizlerle ilgili.

    - -

    Aslında, hepimizle ilgili. Geleceğimizle ilgili. Teknoloji hayatlarımızı şekillendiriyor, fakat bunu ne için ve nasıl kullanacağımıza belli bir azınlığın karar vermesine izin veriyoruz. Sadece paylaşmaktan ve beğenmekten çok daha fazlasını yapabiliriz. Çılgın fikirlerimizi hayata geçirebilir, başkalarına mutluluk getirecek şeyler oluşturabiliriz.

    - -

    Kendi uygulamanızı yapmak, kendi robotunuzu oluşturmak ya da uçan arabalar icat etmek hiç bu kadar kolay olmamıştı, neden olmasın? Bu kolay bir yolculuk değil, aksine yaratıcı mücadelelerle, destekleyici bir toplulukla ve bolca eğlenceyle dolu bir yolculuk. Mücadeleyi kabul etmeye ve bir üretici olmaya hazır mısınız?

    - -

    Kodlama aynı zamanda, her kesimden insan için son derece iyi beceriler olan sayısal düşünme, problem çözme, yaratıcılık ve ekip çalışması gibi yetkinliklerin geliştirilmesine yardımcı olur.

    `,"about.why_coding-quote":`

    AB Kod Haftası gönüllü elçiler ekibi koordinatörü Alessandro Bogliolo şunları söyledi:

    -

    “Zamanın başlangıcından itibaren, taş, demir, kâğıt ve kalem kullanarak hayatımızı değiştiren pek çok şey yaptık. Şimdi dünyamızın kodlarla şekillendiği farklı bir çağda yaşıyoruz. Farklı dönemlerde farklı iş ve becerilere ihtiyaç duyulur. Kod Haftası sırasında, tüm Avrupalılara kodlamayı keşfetme ve bundan keyif alma fırsatı sunmak istiyoruz. Geleceğimizi şekillendirmek için kodlamayı öğrenelim.'

    -
    -

    `,"about.join_codeweek-title":"AB Kod Haftasına Katılın","about.join_codeweek-text":'

    Şehrinizde bir kodlama aktivitesi düzenleyerek, Herkes için Kod Haftası Mücadelesine katılarak ve topluluklarla sınırlar arasındaki etkinlikleri birleştirerek ya da ülkenizin AB Kod Haftası Elçisi olarak Kod Haftasının vizyonunu yaymamıza yardım ederek AB Kod haftasına katılabilirsiniz!

    ',"about.partners_and_sponsors":"Partnerler ve Sponsorlar","ambassador.title":"AB Kod Haftası Elçileri","ambassador.your_current_country":"Bulunduğunuz ülke","ambassador.visit_the":"Ziyaret edin","ambassador.local_facebook_page":"yerel Facebook sayfasını","ambassador.local_website":"Yerel Web Sitesini","ambassador.ambassadors":"Elçiler","ambassador.no_ambassadors":"Herhangi bir elçi mevcut değildir","ambassador.countries_with_ambassadors":"Elçisi olan ülkeler","ambassador.why_dont_you_volunteer":"Hemen gönüllü olun!","auth.failed":"Bu bilgiler kayıtlarımızla eşleşmemektedir.","auth.throttle":"Çok sayıda oturum açma girişimi. 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İnsan gibi konuşabilen bir sohbet robotu yapmaya çalışın. Bilmece yerine, sohbet robotu ile kullanıcı arasında bir diyalog da oluşturabilirsiniz.","challenges-content.chatbot.instructions.0":"Bir bilmece düşünün","challenges-content.chatbot.instructions.1":"Oturum açın","challenges-content.chatbot.instructions.2":"veya yeni bir hesap oluşturun. (Yeni bir hesap oluştururken, gizlilik nedenlerinden dolayı Pencil Code içerisinde gerçek isimlere izin verilmediğini unutmayın.)","challenges-content.chatbot.instructions.3":"Imagine (Hayal Et) ve Make your own (Yap) düğmelerine tıklayın","challenges-content.chatbot.instructions.4":"Bilmecenizi yazmak için blokları veya metin tabanlı modu kullanın","challenges-content.chatbot.instructions.5":"Alternatif olarak","challenges-content.chatbot.instructions.6":"bu kodu kullanabilirsiniz","challenges-content.chatbot.instructions.7":"ve bunu bilmecenize uyarlayabilir veya menüden Answering a riddle (Bilmeceyi cevapla) öğesini seçip düzenleyebilirsiniz.","challenges-content.chatbot.example":"Şu bilmece örneğini inceleyin.","challenges-content.chatbot.more.0":"Bu kod Pencil Code aktivitesinden uyarlanmıştır","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Fişi çekin ve kodlamaya başlayın: Bir kâğıt devre oluşturun","challenges-content.paper-circuit.author":"AB Kod Haftası Ekibi","challenges-content.paper-circuit.purposes.0":"Yaratıcılığı artırmak","challenges-content.paper-circuit.purposes.1":"Problem çözme becerilerini geliştirmek","challenges-content.paper-circuit.description.0":"İstediğiniz bir nesneyi çizin. Bu, yıldızlı bir gökyüzü, uğur böceği, robot, yılbaşı ağacı veya aklınıza gelen herhangi bir şey olabilir. Projenizi AB Kod Haftası görselleriyle dilediğiniz gibi kişiselleştirebilirsiniz: ","challenges-content.paper-circuit.description.1":"AB Kod Haftası öğretmenler araç kitini keşfedebilir","challenges-content.paper-circuit.description.2":"ve istediğiniz bir logoyu veya görseli indirebilirsiniz. AB Kod Haftası için bir kâğıt devre davetiyesi bile oluşturabilirsiniz. Devrenize motive edici bir mesaj ekleyerek, diğer öğretmenleri Kod Haftasına katılmaya ve/veya okullara özel web sitesini incelemeye teşvik edin.","challenges-content.paper-circuit.instructions.0":"Bir nesne çizin ve hangi parçaların aydınlatılacağına karar verin (ör. yıldızlar).","challenges-content.paper-circuit.instructions.1":"Bir kalem yardımıyla kâğıtta bir delik açın ve aydınlatılacak her bir parçaya bir LED çıkartma yerleştirin.","challenges-content.paper-circuit.instructions.2":"Yuvarlak pili yerleştireceğiniz daireyi çizin.","challenges-content.paper-circuit.instructions.3":"Kâğıdın diğer tarafına + ve-işaretlerini çizin. LED devre çıkartmasının uzun tarafının pilin “+” kısmına, kısa tarafının ise pilin “-” kısmına bağlandığından emin olun.","challenges-content.paper-circuit.instructions.4":"Bakır bandı işaretlerin üzerine yerleştirin.","challenges-content.paper-circuit.instructions.5":"Kâğıt, pilin üzerine geldiğinde LED yanacak şekilde bir kat oluşturun. Bakır bant ile iyi temas etmesi için ataş kullanabilirsiniz.","challenges-content.paper-circuit.instructions.6":"Kâğıt devrenizin fotoğrafını çekin ve bu girişimde yer almanın önemini açıklayarak Instagram'da paylaşın.","challenges-content.paper-circuit.example":"Bazı kâğıt devre örneklerini inceleyin","challenges-content.paper-circuit.materials.0":"kâğıt veya karton","challenges-content.paper-circuit.materials.1":"pastel boya veya keçeli kalem","challenges-content.paper-circuit.materials.2":"yuvarlak pil","challenges-content.paper-circuit.materials.3":"bakır bant","challenges-content.paper-circuit.materials.4":"LED devre çıkartmaları","challenges-content.paper-circuit.materials.5":"ataş","challenges-content.dance.title":"Bir dans yaratın","challenges-content.dance.author":"AB Kod Haftası Ekibi","challenges-content.dance.purposes.0":"Temel kodlama kavramlarını öğrenmek","challenges-content.dance.purposes.1":"Karakterleri canlandırmayı öğrenmek","challenges-content.dance.description":"Bu görevde birlikte dans edecek bir dizi karakter oluşturacaksınız. Karakterleri ve müzik kliplerini seçmek için yerleşik bir ortam kitaplığından faydalanabilir veya kendinizinkini oluşturabilirsiniz. Karakterleri dans edecek ve birbirleriyle konuşacak şekilde canlandıracaksınız.","challenges-content.dance.instructions.0":"Oturum açın","challenges-content.dance.instructions.1":"ve öğretmen olarak giriş yapın. Öğrenci hesapları oluşturun ve bunları öğrencilerinizle paylaşın. Alternatif olarak, bir sınıf kodu paylaşabilir ve öğrencilerinizin okul e-posta adresleri ile kaydolmalarını sağlayabilirsiniz. Öğrenciyseniz öğrenci olarak katılabilirsiniz ancak hesabınızı doğrulayabilmeleri için ebeveyninizin e-posta adresini girmeniz istenecektir.","challenges-content.dance.instructions.2":"Tıklayın","challenges-content.dance.instructions.3":"ve bir başlık belirleyin","challenges-content.dance.instructions.4":"Şuraya gidip","challenges-content.dance.instructions.5":"dişli simgesine tıklayarak bir arka plan ekleyin. Ortam Kitaplığından (Media Library) bir arka plan seçebilir, kendi görselinizi ekleyebilir veya bir fotoğraf çekip yükleyebilirsiniz. Bir ses klibi seçip sahneye ekleyin:","challenges-content.dance.instructions.6":"Düğmeye tıklayıp","challenges-content.dance.instructions.7":"canlandıracağınız karakterleri veya nesneleri ekleyin, böylece bunlar hareket edecek, konuşacak ve birbirleriyle etkileşimde bulunabilecektir. Seçiminize göre iki veya üç karakter ekleyin. Kendi oyuncularınızı çizebilir veya mevcut olanlar üzerinde değişiklik yapabilirsiniz. Kalem simgesine tıklayarak karakterinize farklı kostümler giydirin.","challenges-content.dance.instructions.8":"Her bir oyuncuya tıklayın ve aşağıdaki blokları ekleyerek canlandırın","challenges-content.dance.instructions.9":"Bir","challenges-content.dance.instructions.10":"say block (konuşma bloğu)","challenges-content.dance.instructions.11":"ekleyin, böylece oyuncular birbirleriyle konuşacaktır. Konuşma balonlarının şeklini, metnin yazı tipini ve boyutunu değiştirin","challenges-content.dance.example.0":"Dans eden robotlar","challenges-content.dance.example.1":"örneğini","challenges-content.dance.example.2":"inceleyin. Bunu dilediğiniz gibi kullanabilir ve yeniden düzenleyebilirsiniz.","challenges-content.compose-song.title":"Bir beste yapın","challenges-content.compose-song.author":"AB Kod Haftası Ekibi","challenges-content.compose-song.purposes.0":"Müzik ile kodlama öğrenmek","challenges-content.compose-song.purposes.1":"Müzik tarzlarını ve enstrümanları birbirinden ayırmak","challenges-content.compose-song.purposes.2":"Ses kliplerini karıştırarak bir şarkı bestelemek","challenges-content.compose-song.description":"Bu görevde bir programlama dili kullanarak beste yapacaksınız. Beste yapmak için yerleşik ses kliplerini kullanabilir veya kendinizinkini kaydedip miks yapabilirsiniz. Kodunuzu Digital Audio Workstation (Dijital Ses İş İstasyonu) içerisinde çalıştırın ve kodladığınız müziği dinleyin. Farklı sesler ve efektler kullanarak müzik eserinizi değiştirebilirsiniz.","challenges-content.compose-song.instructions.0":"Oturum açın","challenges-content.compose-song.instructions.1":"Bir komut dizisi oluşturmak için buraya tıklayın","challenges-content.compose-song.instructions.2":"Komut dizinizi adlandırın ve","challenges-content.compose-song.instructions.3":"programlama dili olarak şunu seçin","challenges-content.compose-song.instructions.4":"Kodlarınızı","challenges-content.compose-song.instructions.5":"ve","challenges-content.compose-song.instructions.6":"satırları arasına yazmaya başlayın","challenges-content.compose-song.instructions.7":"Müzik kliplerine","challenges-content.compose-song.instructions.8":"Sound Library (Ses Kitaplığı)","challenges-content.compose-song.instructions.9":"içerisinde göz atın ve sevdiğiniz müzik tarzlarını, sanatçıları ve enstrümanları seçin.","challenges-content.compose-song.instructions.10":"Şarkınıza bir ses klibi eklemek için, şunu yazın","challenges-content.compose-song.instructions.11":"Parantezler arasında virgüllerle ayrılmış şu 4 parametre yer almalıdır","challenges-content.compose-song.instructions.12":"Sound clip (Ses klibi)","challenges-content.compose-song.instructions.13":"İmlecinizi parantezlerin arasına yerleştirin, Sound Library (Ses Kitaplığı) bölümüne gidin, bir klip seçin ve mavi yapıştırma simgesine tıklayarak yapıştırın","challenges-content.compose-song.instructions.14":"Track number (Kanal sayısı)","challenges-content.compose-song.instructions.15":"Kanallar seslerinizi enstrüman türüne göre (vokal, bas, davul, klavye vb.) organize etmenize yardımcı olur. İstediğiniz kadar kanal (enstrüman) ekleyebilirsiniz. Kanallar, Digital Audio Workstation (Dijital Ses İş İstasyonu) içerisinde çalışan satırlar olarak gösterilir","challenges-content.compose-song.instructions.16":"Start measure (Başlangıç ölçüsü)","challenges-content.compose-song.instructions.17":"Sesinizin ne zaman çalmaya başlayacağını gösterir. Ölçüler müzikal zaman birimleridir. Bir ölçü 4 vuruştur","challenges-content.compose-song.instructions.18":"End measure (Bitiş ölçüsü)","challenges-content.compose-song.instructions.19":"Sesinizin ne zaman çalmayı sonlandıracağını gösterir","challenges-content.compose-song.instructions.20":"Bu tür bir kod satırı şu şekilde görünecektir","challenges-content.compose-song.instructions.21":"Bestenizin sesini artırmak için ses düzeyi gibi farklı efektler ekleyebilirsiniz. Ses düzeyi, 0,0 orijinal ses düzeyi olmak üzere -60,0 desibel ile 12,0 desibel arasında değişir.","challenges-content.compose-song.instructions.22":"Şunu yazın","challenges-content.compose-song.instructions.23":"Parantez içerisine kanal sayısını, VOLUME, GAIN, ses seviyesini, ölçünün ne zaman başlayacağını, seviyesini ve ne zaman sonlanacağını yazın.","challenges-content.compose-song.instructions.24":"Bu bir fade-in (güçlenerek başlama) efekti","challenges-content.compose-song.instructions.25":"ve fade-out (zayıflayarak bitme) efekti örneğidir","challenges-content.compose-song.example.0":"Earsketch","challenges-content.compose-song.example.1":"ile kodlanan bir şarkı örneğini dinleyin","challenges-content.compose-song.example.2":"Kodu içe aktarıp düzenleyebilirsiniz.","challenges-content.sensing-game.title":"Bir video algılama oyunu yapın","challenges-content.sensing-game.author":"AB Kod Haftası Ekibi","challenges-content.sensing-game.purposes.0":"Canlandırılmış nesneler kodlamak","challenges-content.sensing-game.purposes.1":"Dijital animasyonun fiziksel hareket ile nasıl kontrol edileceğini anlamak","challenges-content.sensing-game.purposes.2":"Ses kliplerini karıştırarak bir şarkı bestelemek","challenges-content.sensing-game.description":"Bu görevde, hareketi algılamak üzere bir video kameranın sensör olarak kullanıldığı basit bir oyun hazırlayacaksınız. Yani, animasyonunuzu fiziksel hareket ile kontrol edebileceksiniz. Bu oyunda göreviniz, 30 saniyede toplayabildiğiniz kadar AB Kod Haftası baloncuğu toplamaktır. Baloncukları toplamak yerine, bir karakteri kovaladığınız veya ellerinizle balonları patlattığınız bir oyun oluşturabilirsiniz.","challenges-content.sensing-game.instructions.0":"Oturum açın","challenges-content.sensing-game.instructions.1":"Eklenti Ekle","challenges-content.sensing-game.instructions.2":"düğmesine tıklayın","challenges-content.sensing-game.instructions.3":"ve","challenges-content.sensing-game.instructions.4":"Video Algılama seçeneğini seçin","challenges-content.sensing-game.instructions.5":"Bu, bir nesnenin ne kadar hızlı hareket ettiğini algılar. Rakam düşükse, harekete daha duyarlı olacaktır.","challenges-content.sensing-game.instructions.6":"Bir hareketli grafik (Kukla) ekleyin. Bir ses seçin ve bunu hareketli grafik içerisine ekleyin. İsterseniz","challenges-content.sensing-game.instructions.7":"Klon oluştur ('in ikizni yarat)","challenges-content.sensing-game.instructions.8":"öğesini ekleyerek hareketli grafiği çoğaltabilirsiniz.","challenges-content.sensing-game.instructions.9":"İki değişken oluşturun: bir tanesi","challenges-content.sensing-game.instructions.10":"Score (Puan) için","challenges-content.sensing-game.instructions.11":"bir tanesi de","challenges-content.sensing-game.instructions.12":"Zamanlayıcı (Timer) için kullanılacaktır","challenges-content.sensing-game.instructions.13":"ardından bunları hareketli grafiğe ekleyin. Zamanlayıcıyı 30 olarak ayarlayın ve","challenges-content.sensing-game.instructions.14":"”Zamanlayıcıyı i -1 kadar değiştir” öğesini ekleyin","challenges-content.sensing-game.instructions.15":"Yeni bir hareketli grafik olarak","challenges-content.sensing-game.instructions.16":"Game Over (Oyun Bitti)","challenges-content.sensing-game.instructions.17":"öğesini ekleyerek oyunu bitirin. Ayrıca, oyun başlığınızla da bir hareketli grafik oluşturabilirsiniz, ör. Tüm AB Kod Haftası Baloncuklarını Topla.","challenges-content.sensing-game.example.0":"Tüm AB Kod Haftası Baloncuklarını Topla video algılama oyununu oynayın. Bu projeyi dilediğiniz gibi","challenges-content.sensing-game.example.1":"yeniden düzenleyebilirsiniz","challenges-content.calming-leds.title":"Sakinleştirici LED'ler: micro:bit ile basit bir aygıt yapın","challenges-content.calming-leds.author":"Micro:bit Educational Foundation (Micro:bit Eğitim Vakfı)","challenges-content.calming-leds.duration":"20 dakika","challenges-content.calming-leds.materials.0":"bir micro:bit aygıtı ve pil takımı (varsa)","challenges-content.calming-leds.materials.1":"Microsoft MakeCode ve Youtube'u ziyaret edebileceğiniz bir dizüstü bilgisayar veya tablet","challenges-content.calming-leds.materials.2":"aktivite kaynakları için microbit.org","challenges-content.calming-leds.description":"Öğrenciler, LED'leri kullanarak nefes alışlarını düzenlemelerine ve daha sakin hissetmelerine yardımcı olabilecek bir dijital aygıt yapacaktır. Kendilerinden bazı basit kodlar yazmaları, animasyonları ve sekansları keşfetmeleri istenecektir.","challenges-content.calming-leds.instructions.0":"Amaç, nefes alışınızı düzenlemek için kullanabileceğiniz, çalışan bir Sakinleştirici LED aygıt yapmaktır. Bu aygıt, fiziksel bir micro:bit kart üzerinde veya MakeCode editörde bulunan simülatör üzerinde yapılabilir.","challenges-content.calming-leds.instructions.1":"Görev, videoda/ekran görüntüsünde gösterildiği üzere MakeCode editör kullanılarak ve basit bir kod dizisi yazılarak tamamlanabilir.","challenges-content.calming-leds.instructions.2":"Öğrenciler, görevi geliştirmek amacıyla farklı animasyonları keşfedebilir ve sakin veya mutlu hissetmelerine yardımcı olmak üzere görmek istedikleri animasyonlarla yaratıcılıklarının sınırlarını zorlayabilirler.","challenges-content.calming-leds.instructions.3":"Detaylı bilgiye ve video talimatlarına","challenges-content.calming-leds.instructions.4":"bu bağlantıdan ulaşabilirsiniz","challenges-content.calming-leds.example":"Talimatlar ve tamamlanan göreve ait videoların yanı sıra nasıl kodlama yapılacağı konusunda bilgi almak için bu sayfayı ziyaret edin","challenges-content.calming-leds.purposes.0":"Yardımcı olma amacıyla basit bir dijital eser tasarlamak","challenges-content.calming-leds.purposes.1":"Sekanslar ve animasyonlarla birlikte bunların nasıl çalıştığını keşfetmek","challenges-content.calming-leds.purposes.2":"Basit kodları test etmek ve hata ayıklaması yapmak","challenges-content.calming-leds.purposes.3":"Animasyonları hızlandırıp yavaşlatarak bir tasarımı yinelemek","challenges-content.computational-thinking-and-computational-fluency.title":"ScratchJr ile Sayısal Düşünme ve Sayısal Akıcılık","challenges-content.computational-thinking-and-computational-fluency.author":"Stamatis Papadakis – AB Kod Haftası Elçisi Yunanistan","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Yeni komutları ve arayüzleri kullanmaya alışmak.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Basit sebep-sonuç komutlarıyla basit programlar oluşturmak.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Deneme yanılma yoluyla basit bir hata ayıklaması yapmak.","challenges-content.computational-thinking-and-computational-fluency.description":"Bu görevde çocuklar, hikâyelerini daha ilgi çekici, heyecanlı ve duygusal hale getirmek için ScratchJr uygulamasını kullanarak CT (Sayısal Düşünme) konseptlerini projelerine entegre ediyor.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr için çocukların okur yazar olmaları gerekli değildir. Tüm talimatlar ve menü seçenekleri simgeler ve renkler yoluyla anlaşılabilir. Görev, sınıfta, laboratuvarda ve hatta internet gerekmediği için açık alanda bile tamamlanabilir.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Çocuklar şehri arka plan olarak kullanır, aracı şehirde sürmek için ise kodlama bloklarından faydalanır.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Çocuklar ses ve hareket bloklarını kullanabilir ve karakterleri dans ettirmek için blokları yeniden başlatabilir.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Çocuklar bir arka plan ve karakter seçip, aracı şehirde sürmek için bir hareket bloğu kullanır. Çocuklar bir karakteri hızlandırıp yavaşlatmak için hız bloğunu kullanabilir.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Bu ücretsiz uygulama","challenges-content.computational-thinking-and-computational-fluency.materials.1":"çeşitli işletim sistemlerinde ve akıllı cihaz türlerinde çalışmaktadır","challenges-content.computational-thinking-and-computational-fluency.materials.2":"Ayrıca","challenges-content.computational-thinking-and-computational-fluency.materials.3":"web sitesinde çok sayıda ücretsiz eğitim materyali de bulunmaktadır.","challenges-content.computational-thinking-and-computational-fluency.duration":"90 dakika","challenges-content.ai-hour-of-code.title":"Yapay Zekâ (AI) Kod Saati","challenges-content.ai-hour-of-code.author":" Minecraft Education Edition (Minecraft Eğitim Sürümü)","challenges-content.ai-hour-of-code.purposes.0":"Dizgeleri, olayları, döngüleri ve şart kiplerini içeren kodlama çözümleri oluşturmak","challenges-content.ai-hour-of-code.purposes.1":"Bir problemi çözmek için gereken adımları, net talimatlar dizisine dönüştürmek.","challenges-content.ai-hour-of-code.purposes.2":"Kodlama kavramlarını keşfetmek.","challenges-content.ai-hour-of-code.description":"Bir köy yangın tehdidi altında ve senin bir çözüm kodlaman gerekiyor! Kodlama yardımcın Minecraft Agent (Ajanı) ile buluş ve ardından Ajanı ormanı gezip veri toplaması için programla. Bu veriler Ajanın yangınların nerede olduğunu tahmin etmesine yardımcı olacak. Daha sonra Ajanı kodlayarak yangının yayılmasını önlemesini, köyü kurtarmasını ve ormana yeniden hayat vermesini sağla. Kodlamanın temellerini öğrenin ve yapay zekânın (AI) gerçek dünyadaki bir örneğini keşfedin.","challenges-content.ai-hour-of-code.instructions":"Ders planını buradan indirin","challenges-content.ai-hour-of-code.materials.0":"Minecraft: Education Edition kurun","challenges-content.ai-hour-of-code.materials.1":"Minecraft Eğitim Sürümünü kurduktan sonra göreve","challenges-content.ai-hour-of-code.materials.2":"bu web sitesinden ulaşabilirsiniz","challenges-content.create-a-dance.title":"Ode to Code ile bir dans yaratın!","challenges-content.create-a-dance.purposes":"Kodlamayı eğlenceli bir hale getirerek kendinizi AB Kod Haftası topluluğunun bir parçası olarak hissetmek.","challenges-content.create-a-dance.description.0":"Ode to Code ile bir dans yaratın! Ode to Code","challenges-content.create-a-dance.description.1":"için bir dans kodlamak","challenges-content.create-a-dance.description.2":"üzere Dans Partisi eğitiminden faydalanın. Resmi AB Kod Haftası marşı, Dans Partisindeki parçalardan biri olarak seçildi.","challenges-content.create-a-dance.instructions.0":"Talimatlar video olarak eğitim içerisinde","challenges-content.create-a-dance.instructions.1":"yer almakta","challenges-content.create-a-dance.instructions.2":"ve her seviyenin en üst kısmında gösterilmektedir.","challenges-content.create-a-dance.example":"Öğrencilerin yaptığı öne çıkan çalışmalara şu sayfadan ulaşabilirsiniz:","challenges-content.create-a-dance.materials":"Code.org eğitimi","challenges-content.create-a-simulation.title":"Bir simülasyon oluşturun!","challenges-content.create-a-simulation.purposes.0":"Kitle oluşturma, iyileşme oranları, maske takma ve aşılar gibi değişkenleri tanıtırken simülasyonlar hakkında da bilgi sahibi olmak.","challenges-content.create-a-simulation.purposes.1":"Hayali bir senaryoya uygulamak üzere, gerçek dünyadaki virüs salgınları hakkında ön bilgi edinmek.","challenges-content.create-a-simulation.description":"Canavar Şehri'nde(Monster Town) kendi virüs salgını simülasyonunuzu oluşturup çalıştırmak üzere kod yazın. Kodlamayı öğrenin ve Canavar Şehri'nin komşularına ne olacağı hakkında tahminlerde bulunun.","challenges-content.create-a-simulation.instructions.0":"Talimatlar video olarak eğitim içerisinde","challenges-content.create-a-simulation.instructions.1":"yer almakta","challenges-content.create-a-simulation.instructions.2":"ve her seviyenin en üst kısmında gösterilmektedir.","challenges-content.create-a-simulation.example":"Çalışmayı bitirdiğinizde, simülasyonunuzu başkalarıyla paylaşabilirsiniz. Şehre bir virüs geldiğinde başkalarının sağlığını korumak için ne yapabileceğimiz hakkındaki düşüncelerinizi paylaşın.","challenges-content.create-a-simulation.materials":"Code.org eğitimi","challenges-content.create-your-own-masterpiece.title":"Kendi şaheserinizi yaratın!","challenges-content.create-your-own-masterpiece.audience":"Her yaşa uygundur","challenges-content.create-your-own-masterpiece.purpose":"Bilgisayar bilimi kavramlarını görsel yollarla tanıtmak ve yaratıcılığı körüklemek","challenges-content.create-your-own-masterpiece.description":"Sanatçı ile birlikte kendi şaheserinizi yaratın! Sanatçınızın benzersiz bir sanat eseri yaratması için kod bloklarını kullanın.","challenges-content.create-your-own-masterpiece.instructions":"Talimatlar her seviyenin en üst kısmında gösterilmektedir","challenges-content.create-your-own-masterpiece.example":"Sanatçıya ait örneklere bu sayfadaki çizimin altından ulaşabilirsiniz","challenges-content.create-your-own-masterpiece.materials.0":"Eğitimin ilk seviyesi için","challenges-content.create-your-own-masterpiece.materials.1":"BURAYA TIKLAYIN","challenges-content.cs-first-unplugged-activities.title":"CS First Unplugged aktiviteler","challenges-content.cs-first-unplugged-activities.purposes.0":"Evden öğrenim gören öğrencileri desteklemek","challenges-content.cs-first-unplugged-activities.purposes.1":"Herkesi ekranlardan bir süre uzak tutmak","challenges-content.cs-first-unplugged-activities.description":"CS First Unplugged, bilgisayar olmadan öğrencilere CS (Bilgisayar Bilimi) kavramlarını tanıtan bir dizi aktivitedir. Bu dersi, Bilgisayar Biliminin yalnızca kodlardan ibaret olmadığını göstermek için tasarladık.","challenges-content.cs-first-unplugged-activities.instructions.0":"Tüm aktivitelerin yer aldığı İngilizce kitapçık için bu","challenges-content.cs-first-unplugged-activities.instructions.1":"bağlantıya tıklayın","challenges-content.cs-first-unplugged-activities.instructions.2":"İngilizce Ders Planı için ise bu bağlantıya tıklayın","challenges-content.cs-first-unplugged-activities.instructions.3":"Bu dersteki etkinlikler ayrı ayrı olarak ve istenilen sırayla tamamlanabilir.","challenges-content.cs-first-unplugged-activities.instructions.4":"Öğretmen, öğrenim sürecini fotoğraflayıp #EUCodeWeekChallengeGoogle #GrowWithGoogle etiketiyle Instagram'da paylaşabilir.","challenges-content.cs-first-unplugged-activities.materials.0":"Aktivite kitapçığına ek olarak, bazı aktivitelerde ek materyal kullanımı gerekebilir veya faydalı olabilir. ","challenges-content.cs-first-unplugged-activities.materials.1":"Network a Neighborhood(Mahalle ağı oluşturma) haritasında kullanmak üzere küçük sayaçlar(kuru fasulye gibi).","challenges-content.cs-first-unplugged-activities.materials.2":"Send a Secret Message(Gizli mesaj gönderme) şifreleme tekerini kesmek için makas. ","challenges-content.cs-first-unplugged-activities.materials.3":"Send a Secret Message(Gizli mesaj gönderme) şifreleme tekerini güçlendirmek için karton ve yapıştırıcı. ","challenges-content.cs-first-unplugged-activities.materials.4":"Send a Secret Message(Gizli mesaj gönderme) şifreleme tekerini bağlamak için raptiye, kürdan veya düz hale getirilmiş ataş. ","challenges-content.family-care.title":"Aileyle İlgilenmek","challenges-content.family-care.experience":"Herkese açık","challenges-content.family-care.duration":"5-10 saat","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Günlük olarak karşılaştığımız ‘aileyle ilgilenme’ konusu hakkında araştırma yapmak;","challenges-content.family-care.purposes.1":"Sorunları fırsat olarak görmek ve yaratıcı çözümler üretmek;","challenges-content.family-care.purposes.2":"Çözümleri yenilikçi bir şekilde hayata geçirmek için kodlardan faydalanmak;","challenges-content.family-care.purposes.3":"Afişler tasarlamak ve bulduğunuz çözümleri başkalarına sunmak;","challenges-content.family-care.purposes.4":"Projelerinizin etki yaratması için sosyal medyayı kullanmak. ","challenges-content.family-care.description.0":"Evimizden bahsederken aklınıza ne geliyor ? Güzel bir daire ? Anne babanızın hazırladığı büyük bir akşam yemeği ? Sadece sizin bildiğiniz gizli bir alan ? Sıcak bir ev, bedenimizi ve ruhumuzu bir benzin istasyonu gibi yeniden yakıtla doldurur. Modern hayatın koşuşturmacası içerisinde, ebeveynler çalıştıkları için her zaman meşgul durumda. Arkadaşlarınızla vakit geçirirken, kedilerinizi arkanızda bırakamazsınız. Peki siz uzaktayken arkadaşınızla nasıl ilgileneceksiniz ? Bu görevin teması","challenges-content.family-care.description.1":"Aileyle İlgilenmek","challenges-content.family-care.description.2":"Bu temaya göre, öğrenciler kodlama ve donanım yoluyla sevgi ve ilgi gösterebilecekleri bir fikir geliştirmeye teşvik ediliyor. Size üzerinde düşünmeniz için birkaç soru:","challenges-content.family-care.description.3":"Evinizde kaç kişi yaşıyor ? Bunlar kim ? Onlarla yaşarken herhangi bir sorunla karşılaştınız mı ? Ne tür bir ilgiye muhtaçlar ? ","challenges-content.family-care.description.4":"Çevrenizde başkalarına kıyasla daha fazla aile ilgisinden yoksun kişiler var mı ? Bu kişilere nasıl yardımcı olabilirsiniz ? ","challenges-content.family-care.instructions.0":"Aileyle ilgilenme teması üzerinde beyin fırtınası ve araştırma yapın","challenges-content.family-care.instructions.1":"Sorunları listeleyin","challenges-content.family-care.instructions.2":"Olası çözümler üretin","challenges-content.family-care.instructions.3":"Bir çözüm seçin","challenges-content.family-care.instructions.4":"Yapıyı programlayıp oluşturun","challenges-content.family-care.instructions.5":"Projenizi göstereceğiniz bir afiş tasarlayın","challenges-content.family-care.instructions.6":"Bunu öğretmenlerinize ve aile üyelerinize sunun","challenges-content.family-care.example.0":"Lütfen bazı örnekler için buraya:","challenges-content.family-care.example.1":"ve","challenges-content.family-care.materials.0":"Kodlama aracına tıklayın:","challenges-content.family-care.materials.1":"veya bilgisayar sürümünü","challenges-content.family-care.materials.2":"indirin","challenges-content.family-care.materials.3":"mBlock, Scratch tabanlı bir programlama dilidir","challenges-content.family-care.materials.4":"Bu görev, yaşları 6 ila 13 arasında değişen genç kişiler için proje bazlı yaratıcı tasarım programı olan MakeX global Spark Competition'dan uyarlanmıştır. ","challenges-content.family-care.materials.5":"Katılımcı ekibin özel bir tema üzerine odaklanması, yazılım programlama ve donanım oluşturma yoluyla bir çözüm bulması gerekecektir. ","challenges-content.family-care.materials.6":"Öğrenciler bu görevi Codeweek üzerinde tamamlamaya ve diğer öğrencilerle iletişime geçip ödüller kazanmak üzere bunu uluslararası seviyeye taşımaya teşvik edilir. ","challenges-content.family-care.materials.7":"Daha fazla bilgi için burayı inceleyebilir:","challenges-content.family-care.materials.8":"veya bizimle iletişime geçebilirsiniz","challenges-content.virtual-flower-field.title":"Sanal çiçek bahçenizi oluşturun","challenges-content.virtual-flower-field.author":"Jadga Huegle-Meet and Code koçu ve SAP Snap!ekibinin bir parçası","challenges-content.virtual-flower-field.duration":"30-60 dakika","challenges-content.virtual-flower-field.purposes.0":"Basit ama etkili bir proje ile programlamayı tanımak. ","challenges-content.virtual-flower-field.purposes.1":"Kodlamanın sanatsal bir yönünün olduğunu ve güzel sonuçlar doğurabileceğini öğrenmek. ","challenges-content.virtual-flower-field.purposes.2":"Renkli çiçekler ve AB Kod Haftası ile sonbaharı daha ışıltılı bir hale getirmek. ","challenges-content.virtual-flower-field.purposes.3":"Dünya üzerinde bulunan çiçeklerin çeşitliliğini göstermek. ","challenges-content.virtual-flower-field.purposes.4":"İklim değişikliği eğitimi konusu hakkında farkındalık yaratıp bu eğitim sürecini iyileştiren kodlama etkinlikleri oluşturarak, Sürdürülebilir Kalkınma Hedeflerine(SKH'ler) ve özellikle SKA13-İklim Değişikliğine katkıda bulunmak.","challenges-content.virtual-flower-field.description":"Snap!içerisinde farklı türde çiçekler ve farklı sayıda çiçek yaprakları ile sanal bir çiçek bahçesi oluşturabileceğiniz bir program geliştirin. ","challenges-content.virtual-flower-field.instructions.0":"Göreve başlamak için ilhama ihtiyacınız varsa, bu videoyu","challenges-content.virtual-flower-field.instructions.1":"izleyin","challenges-content.virtual-flower-field.instructions.2":"veya bu","challenges-content.virtual-flower-field.instructions.3":"belgeyi kullanarak","challenges-content.virtual-flower-field.instructions.4":"süreci adım adım takip edin. ","challenges-content.virtual-flower-field.instructions.5":"Görev, Snap!(veya Scratch) içerisinde sanal bir çiçek bahçesi programlayarak ve ekran görüntüsünü veya çalışma sonucunun fotoğrafını çevrimiçi olarak göndererek tamamlanabilir. ","challenges-content.virtual-flower-field.instructions.6":"Çiçek bahçesinde farklı türde çiçekler ve farklı sayıda çiçek yaprakları bulunmalıdır. Tercihen çiçekler programlanır, yani çiçek yaprakları tekrar tekrar yerleştirilip döndürülerek(veya çizilip döndürülerek) oluşturulur. ","challenges-content.virtual-flower-field.instructions.7":"Sanal çiçek bahçenizin resmini #MeetandCode etiketiyle paylaşın.","challenges-content.virtual-flower-field.materials.0":"Şunu kullanmanızı öneririz","challenges-content.virtual-flower-field.materials.1":"ancak, proje burada da çalışmaktadır:","challenges-content.haunted-house.title":"Hedy'deki Perili Ev","challenges-content.haunted-house.author":"Felienne Hermans, Leiden Üniversitesi-Ramon Moorlag, I & I-Kod Haftası Hollanda","challenges-content.haunted-house.audience":"Öğretmenler ve eğitmenler","challenges-content.haunted-house.duration":"Ön bilgiye bağlı olarak 1 veya 2 saat","challenges-content.haunted-house.purposes.0":"İnteraktif bir Perili Ev hikâyesi oluşturmak. ","challenges-content.haunted-house.purposes.1":"Hedy ile programlamayı öğrenmek. ","challenges-content.haunted-house.description":"Hedy ile interaktif öğeler kullanarak bir Perili Ev hikâyesi oluşturacaksınız. Kod her çalıştığında yeni bir hikâye oluşturulacak. Hikâye aynı zamanda bilgisayar tarafından sesli olarak okunabilir ve çevrimiçi olarak paylaşılabilir. ","challenges-content.haunted-house.instructions.0":"Bir tarayıcıyı açıp hedycode. com adresine giderek göreve başlayabilirsiniz. ","challenges-content.haunted-house.instructions.1":"Seviye 1-4 için talimatları izleyin. ‘Level’(Seviye) ve ‘Haunted house(Perili ev) sekmelerini kullanın. ’","challenges-content.haunted-house.instructions.2":"Bu seviyelerin yardımıyla, interaktif bir perili ev hikâyesi yazacağız. ","challenges-content.haunted-house.instructions.3":"Öğretmenler, Hedy ders planı için","challenges-content.haunted-house.instructions.4":"buraya tıklayın","challenges-content.haunted-house.instructions.5":"Felienne Hermans'ın Hedy sunumuna","challenges-content.haunted-house.instructions.6":"bu bağlantıdan ulaşabilirsiniz","challenges-content.haunted-house.example":"Perili ev örneği seviye","challenges-content.haunted-house.materials.0":"Hedy internet adresi","challenges-content.haunted-house.materials.1":"seviye 1-4","challenges-content.inclusive-app-design.title":"Kapsamlı Uygulama Tasarımı","challenges-content.inclusive-app-design.author":"Apple Eğitim","challenges-content.inclusive-app-design.duration":"60 dakika + isteğe bağlı ilave aktiviteler","challenges-content.inclusive-app-design.purposes.0":"Herkesin erişim sağlayıp anlayabileceği bir uygulama fikri üzerinde beyin fırtınası yapmak, bu fikri planlamak, prototipini belirlemek ve paylaşmak. ","challenges-content.inclusive-app-design.description":"Harika uygulamalar harika fikirlerle başlar. Bu aktivitede, öğrenciler ilgilendikleri bir konu hakkında uygulama fikirleri sunacaklar, ardından ise kapsam ve erişilebilirliği göz önünde bulundurarak uygulamaların nasıl tasarlandığını keşfedecekler. ","challenges-content.inclusive-app-design.instructions.0":"Tüm talimatlara bu bağlantıdan ulaşabilirsiniz:","challenges-content.inclusive-app-design.instructions.1":"Bu bir saatlik ders planıyla, eğitmenler aşağıdaki konular hakkında öğrencilere yol gösterebilir","challenges-content.inclusive-app-design.instructions.2":"Kapsamlı uygulama tasarımını öğrenmek","challenges-content.inclusive-app-design.instructions.3":"Bir uygulama fikri bulmak için, ilgilenilen konularda beyin fırtınası yapmak","challenges-content.inclusive-app-design.instructions.4":"Uygulama fikirlerini belirlemek ve kullanıcı aktivitelerini planlamak","challenges-content.inclusive-app-design.instructions.5":"Uygulamaların bir parçasının prototipini Keynote içerisinde oluşturmak","challenges-content.inclusive-app-design.instructions.6":"Prototipleri tanıtmak ve kullanıcıları çeşitli arka plan ve becerilerle nasıl desteklediklerini açıklamak","challenges-content.inclusive-app-design.materials.0":"Inclusive App Design Activity'yi (Kapsamlı Uygulama Tasarımı Aktivitesi) Apple Teacher Learning Center'da(Apple Öğretmen Öğrenim Merkezi) keşfedin","challenges-content.inclusive-app-design.materials.1":"iPad veya Mac'te Keynote kullanılması önerilir ancak gerekli değildir.","challenges-content.silly-eyes.title":"Komik gözler","challenges-content.silly-eyes.author":"Raspberry Pi Vakfı","challenges-content.silly-eyes.duration":"25 dakika","challenges-content.silly-eyes.purposes.0":"Kullanıcı etkileşimli bir proje yapmak.","challenges-content.silly-eyes.purposes.1":"Bir projeyi renk ve grafik efektleriyle kişiselleştirmek.","challenges-content.silly-eyes.purposes.2":"Dijital üretimde tasarım hakkında bilgi sahibi olmak.","challenges-content.silly-eyes.description":"Bu projede, komik gözlü bir karakter tasarlayıp oluşturacaksınız. Karakterin büyük ve komik gözleri, fare imlecini takip ederek karakterinize hayat verecek.","challenges-content.silly-eyes.instructions":"Proje açıklamasının tamamına buradan ulaşabilirsiniz","challenges-content.silly-eyes.example":"Gobo, Under the sea (Denizler altında) ve Don't eat donut (Donut yemeyin) örneklerini inceleyin","challenges-content.train-ai-bot.title":"Bir Yapay Zekâ (AI) botunu eğitin!","challenges-content.train-ai-bot.purposes":"Etik meseleleri ve dünya problemlerini ele almada yapay zekânın (AI) nasıl kullanılabildiğini keşfederken, yapay zekâ, makine öğrenimi, eğitim verileri ve yanlılık hakkında bilgi sahibi olmak.","challenges-content.train-ai-bot.description":"Okyanuslar için bir yapay zekâ botunu yapay zekâ ile eğitin. Bu aktivitede, yapay zekâyı (AI) balığı ve çöpü birbirinden ayıracak şekilde programlayacak veya eğiteceksiniz. Haydi okyanusu temizleyelim!","challenges-content.train-ai-bot.instructions.0":"Talimatlar video olarak eğitim içerisinde yer almakta","challenges-content.train-ai-bot.instructions.1":"ve her seviyenin en üst kısmında gösterilmektedir.","challenges-content.train-ai-bot.materials.0":"Eğitime buradan ulaşabilirsiniz:","challenges-content.train-ai-bot.materials.1":"Bu eğitim 25'i aşkın dilde mevcuttur","challenges-content.train-ai-bot.more.0":"","challenges-content.build-calliope.title":"Kendi Calliope mini fitness eğitmeninizi oluşturun","challenges-content.build-calliope.author":"Amazon Future Engineer | Calliope gGmbH ile tanışın ve kodlamaya başlayın","challenges-content.build-calliope.purposes.0":"Dizi, animasyon, tekrar ve değişkenleri eğlenceli şekilde öğrenmek için.","challenges-content.build-calliope.purposes.1":"Bir yapı şeması tasarlamak için.","challenges-content.build-calliope.purposes.2":"Kodu test etmek ve hataları bulmak için.","challenges-content.build-calliope.purposes.3":"Kullanılabilirliği kontrol edip düzenleyerek, deneme-yanılma yolu ile bir program optimize etmek için.","challenges-content.build-calliope.duration":"20-30 dakika","challenges-content.build-calliope.description":"Katılımcılar, önceden tasarlanan 10 üniteli bir fitness egzersizini yeniden oluşturmak üzere dijital olarak kontrol edilen ve renkli LED ışığı kullanılan bir prototip geliştirecekler.","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox (mevcut ise)","challenges-content.build-calliope.materials.1":'Aktivite kaynaklarına erişmek için diz üstü bilgisayar ya da tabletinizden Youtube hesabını ve https://makecode.calliope.cc veya https://calliope.cc sayfalarını ziyaret edebilirsiniz.',"challenges-content.build-calliope.instructions.0":"Başlamak için bir plan oluşturun ve egzersiz ünitelerinin sırasını belirleyin. Bu planı kullanarak, Calliope mini'nin RGB LED'ini önceden tanımlanmış düzende 5 renkten birini gösterecek şekilde programlayın. Daha sonra bu düzen için bir değişken oluşturun ve döngüleri kullanarak tekrarları programlayın.","challenges-content.build-calliope.instructions.1":"Unutmayın: Programı istediğiniz gibi uygulamayı başardıysanız, info@calliope.cc adresine e-posta göndererek bizimle paylaşabilirsiniz. Neler üreteceğinizi çok merak ediyoruz! Bu arada, başvurular arasından seçilecek 30 kişiye Calliope mini veriyoruz!","challenges-content.build-calliope.instructions.2":"Projenizin kare kodunu Instagram’da paylaşın, #EUCodeWeekChallenge hashtag’ini ekleyin ve @CodeWeekEU hesabını etiketlemeyi unutmayın.","challenges-content.build-calliope.example.0":"Bilgisayarınızın başında otururken de sportif olabilirsiniz.","challenges-content.build-calliope.example.1":"Calliope mini ile simülatörde de test edilebilecek bir fitness prototipi oluşturun. Bu görev, MakeCode düzenleme yazılımı üzerinde basit bir kod dizisi programlayarak yapılır (bkz. ekran görüntüsü).","challenges-content.build-calliope.example.2":"5 farklı renk seçin ve her renge bir fitness egzersizi atayın, ör. squat ya da jumping jacks. Daha sonra renkler istenilen sırada dizilerek egzersiz yapılabilir.","challenges-content.common.share":"Projenizin bağlantısını veya kare kodunu Instagram\\’da ya da Facebook\\’ta paylaşın, #EUCodeWeekChallenge hashtag\\’ini ekleyin ve @CodeWeekEU hesabını etiketlemeyi unutmayın.","challenges-content.common.audience.0":"Öğretmenler ve eğitmenler","challenges-content.common.audience.1":"İlkokul öğrencileri (6-12 yaş)","challenges-content.common.audience.2":"Ortaokul öğrencileri (12-16 yaş)","challenges-content.common.audience.3":"Lise öğrencileri (16-18 yaş)","challenges-content.code-a-dice.title":"Zar atma oyunu kodlama","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"İnteraktif bilmeceler kodlama","challenges-content.code-a-dice.purposes.1":"Gerçek nesne mevcut olmadığında kullanılacak olan rastgele hareket eden bir nesne simülasyonu kodlamak","challenges-content.code-a-dice.description":"Bu mücadelede, komut verdiğinizde rastgele atılacak olan bir zar kodlayacaksınız. Tıpkı rol yapma oyunlarında kullanılanlar gibi dilediğiniz sayıda yüze sahip herhangi türde bir zar seçebilir ve ses ekleyebilirsiniz. ","challenges-content.code-a-dice.instructions.0":"Scratch üzerinde oturum açın","challenges-content.code-a-dice.instructions.1":"Bir arka fon seçin","challenges-content.code-a-dice.instructions.2":"Zar kuklanızı oluşturun veya web üzerinden bulduğunuz kuklayı programa yükleyin","challenges-content.code-a-dice.instructions.3":"Bu kukla için her biri farklı bir sayıyı gösterecek şekilde, seçilen zarın yüzlerinin sayısı kadar kostüm oluşturun","challenges-content.code-a-dice.instructions.4":"Zarın ne şekilde atılmasını (klavyede bir tuşa basarak, kuklaya tıklayarak vb.) istediğinizi belirleyin ve kodu yazın","challenges-content.code-a-dice.instructions.5":"Zar atıldıktan sonra kostüm rastgele değişecek şekilde kuklayı kodlayın","challenges-content.code-a-dice.instructions.6":"Ses efektleri ekleyin","challenges-content.code-a-dice.example":"20 yüzlü zar atma","challenges-content.personal-trainer.title":"micro:bit ile kişisel antrenör","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"micro:bit kodlayarak sesli uyarıcı ve ışıklı panel kullanmak","challenges-content.personal-trainer.purposes.1":"Fiziksel aktiviteleri kontrol etmek üzere kişisel bir cihaz oluşturmak","challenges-content.personal-trainer.purposes.2":"Spor yaparak sağlıklı olmak amacıyla micro:bit kodlamak","challenges-content.personal-trainer.description":"Bu mücadelede, dinlenme süresiyle birlikte fiziksel egzersiz tekrar sayılarını kontrol etmek üzere micro:bit kodlayacaksınız. Bu sayede okulda, evde veya parkta fiziksel aktivitelerinizi takip edebilirsiniz.","challenges-content.personal-trainer.instructions.0":"A+B olduğunda, her saniyede bir ses çıkaracak ve ardından ekranda BAŞLA! yazısı gösterilecek şekilde 3 saniyelik geri sayım sayacı oluşturun","challenges-content.personal-trainer.instructions.1":"İlk egzersizde, 20 saniye boyunca yanıp sönen 2x2 boyutlarında bir kare gösterin. Ardından ses çalsın ve kare yanıp sönmeyi durdursun. Kalan zamanda 10 saniye boyunca yanıp sönen başka bir görüntü gösterin. Süre dolduğunda ses çalsın.","challenges-content.personal-trainer.instructions.2":"Ardından aynı işlemi tekrarlayın, fakat bu kez egzersiz süresi boyunca 3x3 boyutlarında bir panel gösterin. 5x5 panel gösterilene dek bu işlemleri tekrarlayın.","challenges-content.personal-trainer.duration":"30-40 dakika","challenges-content.create-a-spiral.title":"Sarmal oluşturma","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Döngü ve değişkenleri öğrenip uygulamak.","challenges-content.create-a-spiral.purposes.1":"Kodlamada yaratıcılığı artırmak.","challenges-content.create-a-spiral.description":"Bu mücadelede, kalem blokları ile döngüleri ve değişkenleri kullanarak bir sarmal oluşturmak üzere Scratch üzerinde proje yazacaksınız.","challenges-content.create-a-spiral.instructions.0":"Kalem blokları","challenges-content.create-a-spiral.instructions.1":"Sarmal adında yeni bir proje oluşturun.","challenges-content.create-a-spiral.instructions.2":"Pencerenin sol alt tarafındaki mor renkli “Eklenti ekle” simgesine tıklayın","challenges-content.create-a-spiral.instructions.3":"Ardından “kalem” ögesini seçin: projenizde kalem bloklarını kullanmaya başlayın!","challenges-content.create-a-spiral.instructions.4":"Projenize başlamak için “yeşil bayrağa tıklandığında” blokunu sürükleyip bırakın:","challenges-content.create-a-spiral.instructions.5":"Boş bir sayfa ile başlamanız gerekmektedir: bunun için kalem bloklarının içerisine “tümünü sil” blokunu ekleyin:","challenges-content.create-a-spiral.instructions.6":"Çizim işlemine sahnenin orta kısmından başlamak için kuklanız sahnenin ortasında (0,0) olmalıdır:","challenges-content.create-a-spiral.instructions.7":"Kuklanızı çizim yapmadan hareket ettirebilir veya hareket ettirip çizim yapabilirsiniz:","challenges-content.create-a-spiral.instructions.8":"çizim yapmak istediğinizde kalemi bastır blokunu kullanabilirsiniz","challenges-content.create-a-spiral.instructions.9":"çizim yapmak istemediğinizde kalemi kaldır blokunu kullanabilirsiniz","challenges-content.create-a-spiral.instructions.10":"Çizim yapmaya başlayın! “Kalemi bastır” blokunu ekleyin:","challenges-content.create-a-spiral.instructions.11":"Altıgen","challenges-content.create-a-spiral.instructions.12":"Alttaki blokları projenize ekleyin:","challenges-content.create-a-spiral.instructions.13":"Altıgeninizin birinci parçası hazır. Şimdi bu işlemi 6 defa tekrarlamanız gerekmektedir:","challenges-content.create-a-spiral.instructions.14":"Sarmal","challenges-content.create-a-spiral.instructions.15":"Sarmal oluşturmak için her bir yan kenarın uzunluğuna 2 eklemeniz gerekmektedir.","challenges-content.create-a-spiral.instructions.16":"Bunun için bir değişken kullanın.","challenges-content.create-a-spiral.instructions.17":"Değişken bloklarında, Değişken Oluştur ögesine tıklayın","challenges-content.create-a-spiral.instructions.18":"Bu değişkeni Uzunluk olarak adlandırıp Tamam ögesine tıklayın:","challenges-content.create-a-spiral.instructions.19":"Sarmal giderek büyüyeceği için küçükten başlamanız gerekmektedir: ilk uzunluğu 10 olarak ayarlayın ve bu bloku döngünün önüne ekleyin.","challenges-content.create-a-spiral.instructions.20":"Ardından “uzunluk” değişkenini, “… adım git” blokuna ekleyin","challenges-content.create-a-spiral.instructions.21":"Sarmalın büyümesi için her döngüde uzunluk da artmalıdır: alttaki bloku döngünün sonuna ekleyin:","challenges-content.create-a-spiral.instructions.22":"Mevcut projeniz hazır:","challenges-content.create-a-spiral.instructions.23":"Güzel bir sarmal ","challenges-content.create-a-spiral.instructions.24":"Bir sarmal çizdiniz! Sürekli devam etmesi için “6 defa tekrarla” döngüsünü “sürekli” döngüsüyle değiştirin:","challenges-content.create-a-spiral.instructions.25":"Renkli bir sarmal çizmek için alttaki bloku döngüye ekleyin:","challenges-content.create-a-spiral.instructions.26":"Baştan başladığınızda, kukla istenmeyen bir çizgi çizecektir. Bunu önlemek için projenin başına “kalemi kaldır” blokunu ekleyin.","challenges-content.create-a-spiral.instructions.27":"Projenizin son hâlini oluşturdunuz:","challenges-content.create-a-spiral.instructions.28":"Tebrikler! Çok güzel bir sarmal yaptınız!","challenges-content.play-against-ai.title":"Taş, Kağıt, Makas Oyunu oluşturma ve yapay zekaya karşı oynama","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"makine öğrenme döngüsünün nasıl işlediğini anlamak.","challenges-content.play-against-ai.purposes.1":"Öğretilebilir Makine işlevini kullanarak makine öğrenimi modeli oluşturmak","challenges-content.play-against-ai.purposes.2":"Pictoblox aracını kullanmayı öğrenmek ve oluşturulan modeli projeye aktarmak","challenges-content.play-against-ai.purposes.3":"Pictoblox içerisinde sahneyi ve karakterleri ayarlamak ve değişkenler oluşturup başlatmak","challenges-content.play-against-ai.purposes.4":"oyunu başlatmak, oyuncu hareketlerini tanımlamak, rastgele yapay zeka hareketlerini programlamak","challenges-content.play-against-ai.purposes.5":"Taş, Kağıt, Makas oyununda rakibin yapay zeka olduğu bir oyun oluşturup test etmek.","challenges-content.play-against-ai.description":"Görüntüler doğrultusunda Öğretilebilir Makine işlevini uygulayarak bir model oluşturmak için şu üç sınıfı kullanacağız: Taş, Kağıt, Makas. Bu modeli Pictoblox üzerine yükleyeceğiz ve bunu yapay zekaya karşı oynayacağımız bir oyun oluşturmada kullanacağız.","challenges-content.play-against-ai.duration":"90 dakika","challenges-content.play-against-ai.instructions.0":"Öğretilebilir makine üzerinde Taş, Kağıt ve Makas adlı 3 sınıfın bulunduğu yeni bir görüntü projesi oluşturun. Her bir sınıf için en az 400 fotoğraf çekin. Arka zeminin boş olmasına dikkat edin. Modeli eğitin ve dışa aktarın. Modeli yükleyin ve bağlantıyı kopyalayın.","challenges-content.play-against-ai.instructions.1":"Pictoblox sitesinde ücretsiz bir hesap açın. Makine Öğrenimi Eklentisini ekleyin ve bir model yükleyin. Sahneyi, değişkenleri ve kuklaları ayarlayın. Oyunu başlatın, oyuncu hamlelerini ve yapay zeka hamlelerini tanımlayın ve o raundu kimin kazanacağını belirleyin.","challenges-content.play-against-ai.instructions.2":"Verileri oyun için eğitin.","challenges-content.play-against-ai.instructions.3":"Modeli test etme.","challenges-content.play-against-ai.instructions.4":"Modeli dışa aktarın.","challenges-content.play-against-ai.instructions.5":"Makine öğrenimi eklentisini ekleyin ve modeli yükleyin.","challenges-content.play-against-ai.instructions.6":"Sahneyi, değişkenleri ve Kuklayı ayarlayın.","challenges-content.play-against-ai.instructions.7":"Oyunu başlatın.","challenges-content.play-against-ai.instructions.8":"Oyuncu Hamlelerini tanımlayın.","challenges-content.play-against-ai.instructions.9":"Rastgele Yapay Zeka Hamlelerini ayarlayın.","challenges-content.play-against-ai.instructions.10":"Rastgele Yapay Zeka hamlelerini yayınlayın.","challenges-content.play-against-ai.instructions.11":"Üç blok yapın. Raundu kim kazanacak? ","challenges-content.play-against-ai.instructions.12":"Raundu oyuncu kazanacaksa işaretleyin.","challenges-content.play-against-ai.instructions.13":"Raundu yapay zeka kazanacaksa işaretleyin.","challenges-content.play-against-ai.instructions.14":"Raunt berabere bitecekse işaretleyin.","challenges-content.play-against-ai.instructions.15":"Blokları programlayın.","challenges-content.play-against-ai.instructions.16":"Taş Kağıt Makas Kuklası","challenges-content.air-drawing-with-AI.title":"Yapay zeka ile havaya çizim yapma","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"kamera önündeki parmak hareketlerini tespit eden vücut algılama eklentisini kullanarak bir program yazmak.","challenges-content.air-drawing-with-AI.purposes.1":"birkaç kod satırı ve basit bloklarla kodlama yapmak.","challenges-content.air-drawing-with-AI.purposes.2":"yapay zeka kullanımı örneğini incelemek","challenges-content.air-drawing-with-AI.description":"Kullanıcının kamera önünde eliyle (işaret parmağıyla) havaya çizim yapmasını ve yaptığı çizimin otomatik olarak Pictoblox sahnesinde gösterilmesini sağlayan bir program oluşturma.","challenges-content.air-drawing-with-AI.instructions.0":"Pictoblox üzerinde hesap açın","challenges-content.air-drawing-with-AI.instructions.1":"görsel komutları takip edin:","challenges-content.air-drawing-with-AI.instructions.2":"Vücut Algılama ve Kalem eklentilerini ekleyin;","challenges-content.air-drawing-with-AI.instructions.3":"sahneyi ayarlayıp şu ögeler için kuklayı (Kalem) ve ilave kuklaları ekleyin: Kalemi Bastır, Kalemi Kaldır, Tümünü Sil; ","challenges-content.air-drawing-with-AI.instructions.4":"Kalem kuklasının parmağı takip etmesi için bir kod yazın","challenges-content.air-drawing-with-AI.instructions.5":"şu düğmeler için bir kod yazın: Kalemi Kaldır, Kalemi Bastır, Tümünü Sil ve Kalem","challenges-content.air-drawing-with-AI.instructions.6":"Artık farklı renk ve boyutlardaki kalemlerle dilediğiniz gibi kendi çizimlerinizi yapabilirsiniz.","challenges-content.air-drawing-with-AI.materials.0":"Kameralı bir dizüstü veya masaüstü bilgisayar","challenges-content.air-drawing-with-AI.materials.1":"PictoBlox’un en güncel sürümünü indirebilir (önerilir) veya Pictoblox’u çevrim içi olarak (ücretsiz) kullanabilirsiniz","challenges-content.air-drawing-with-AI.materials.2":"Pictoblox hesabı (ücretsiz)","challenges-content.air-drawing-with-AI.materials.3":"İyi bir internet bağlantısı","challenges-content.emobot-kliki.title":"Emobot Kliki","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Makine öğrenimi ve metin tanıma süreçlerine ilişkin temel kavramları öğrenmek.","challenges-content.emobot-kliki.purposes.1":"İletişimde duyguların rolünü anlamak.","challenges-content.emobot-kliki.purposes.2":"Kod kullanarak sohbet robotu ile kullanıcı arasında diyaloglar oluşturmak.","challenges-content.emobot-kliki.purposes.3":"Bilgisayarların metin analizi yoluyla duygusal farklılıkları nasıl algılayıp buna göre yanıt verdiğini anlamak.","challenges-content.emobot-kliki.description.0":"Scratch üzerinde olumlu mesajlar için (güzel şeyler söylediğinizde) mutlu ifadeli, olumsuz mesajlar için (kötü ve kaba şeyler söylediğinizde) kızgın ifadeli, anlaşılamayan mesajlar için ise kafası karışmış ifadeli bir Duygu Robotu oluşturun.","challenges-content.emobot-kliki.description.1":"İltifatları ve hakaretleri algılayabilen Emobot Kliki sayesinde, bilgisayarların duygusal farklılıkları algılamak üzere nasıl eğitilebileceğini göreceğiz.","challenges-content.emobot-kliki.instructions.0":"Başlamak için güzel/kibar ve kötü/kaba ifadelere ilişkin bir kural listesi programlayın.","challenges-content.emobot-kliki.instructions.1":"https://machinelearningforkids.co.uk/ adresinde oturum açın veya yeni bir hesap oluşturun.","challenges-content.emobot-kliki.instructions.2":"3 yeni etiket ekleyerek yeni bir makine öğrenimi modeli hazırlayın; bunlardan birincisini “güzel”, ikincisini ise “kötü” olarak adlandırın, modelin isminizi de bilmesini istiyorsanız “isim” adlı üçüncü bir etiket oluşturun.","challenges-content.emobot-kliki.instructions.3":"Yeni makine öğrenimi modelini eğitip test edin ve bunu Scratch üzerinde Emobot oluşturmada kullanın.","challenges-content.emobot-kliki.instructions.4":"Scratch 3 editörünü çalıştırın, kedi kuklasını silin, Microsoft Bing Görüntü Oluşturucu tarafından oluşturulmuş 3 yeni kuklayı (mutlu, kızgın ve kafası karışmış bilgisayar simgesi) ekleyin veya Resim simgesine tıklayıp mutlu, kızgın ve kafası karışmış ifadeler için üç farklı kostüm çizerek yeni bir kukla oluşturun.","challenges-content.emobot-kliki.instructions.5":"“Kod” sekmesine tıklayın ve alttaki komut dizisini girin.","challenges-content.emobot-kliki.example.0":"Oluşturduğunuz Emobot Kliki\\’yi arkadaşlarınızla paylaşın ve yapay zeka ile duygular hakkında daha fazla bilgi edinin!","challenges-content.emobot-kliki.example.1":"Bilgisayar simgesi yerine hayvan gibi başka bir simge de kullanabilirsiniz. Karakteri, kibar ve kaba ifadeler yerine farklı türde mesajları algılayacak şekilde eğitebilirsiniz.","challenges-content.craft-magic.title":"Yapay Zeka El Hareketleri ile Sihirbazlık Yapma","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Öğrenciler arasında kodlama becerilerini geliştirerek temel komutları kullanmalarını sağlamak.","challenges-content.craft-magic.purposes.1":"Karmaşık görevleri yönetilebilir adımlara bölerek algoritmik düşünme becerilerini geliştirmek.","challenges-content.craft-magic.purposes.2":"Çizim ve yazıda özel el hareketi uygulamalarını bulma konusunda yaratıcı problem çözmeyi teşvik etmek.","challenges-content.craft-magic.purposes.3":"Yapay zeka kavramlarının (özellikle de yapay zekanın, el hareketlerinin bilgisayarlar tarafından algılanıp yorumlanmasını nasıl mümkün kıldığının) anlaşılmasını sağlamak.","challenges-content.craft-magic.purposes.4":"Engelli bireyler için teknolojinin önemine ilişkin farkındalık yaratmak.","challenges-content.craft-magic.purposes.5":"Öğrenciler arasında iş birliğine dayalı problem çözmeyi ve ekip çalışmasını teşvik ederek, el hareketi programlarını geliştirmek üzere birlikte çalışmalarını sağlamak.","challenges-content.craft-magic.purposes.6":"Kodlama ve sayısal düşünme becerilerini gerçek hayattaki uygulamalarla bağlantılı hâle getirerek teknolojinin insan hayatı üzerindeki anlamlı etkisini vurgulamak ve Sürdürülebilir Kalkınma Hedefleri (SDG’ler) ile uyumlu hâle gelmek.","challenges-content.craft-magic.duration.0":"10-12 yaş arası öğrenciler için 90 dakika","challenges-content.craft-magic.duration.1":"12-15 yaş arası öğrenciler için 45 dakika","challenges-content.craft-magic.description":"Fare veya dokunmatik ekran kullanmaya gerek kalmadan ekran üzerinde çizim yapabilmek amacıyla, yapay zeka “Vücut” eklentisini yaratıcı ve ilgi çekici bir biçimde kullanan blok tabanlı bir Scratch programı oluşturun.","challenges-content.craft-magic.instructions.0":"https://ai.thestempedia.com sitesine bağlanarak öğretmen ve öğrenci hesapları açın.","challenges-content.craft-magic.instructions.1":"Ardından ‘Vücut Algılama’,’ Kalem’,’ Yazıyı Sese Çevirme’ eklentilerini içe aktarın.","challenges-content.craft-magic.instructions.2":"Kitaplıktan ‘Kalem’ Kuklasını ekleyip 7 farklı kukla oluşturun (‘yaz’, ‘temizle’, ‘siyah’, ‘kırmızı’, ‘mavi’, ‘yeşil’, ‘pembe’).","challenges-content.craft-magic.instructions.3":"Ardından ‘kalem’ kuklası diğer kuklalardan herhangi birine dokunduğunda ne olacağını belirlemek için komut yazın.","challenges-content.craft-magic.instructions.4":"Kameranın El Hareketini algılaması ve kalemi işaret parmağınızın x ve y koordinatlarına götürmesi için komut yazın.","challenges-content.craft-magic.instructions.5":"Uygulamanın sonunda kostümü değiştirin.","challenges-content.craft-magic.instructions.6":"Ses efektleri ekleyin.","challenges-content.craft-magic.materials.0":"Programlama platformu https://ai.thestempedia.com (ücretsiz)","challenges-content.craft-magic.materials.1":"öğretmen hesabı (ücretsiz)","challenges-content.craft-magic.materials.2":"öğrenci hesabı (ücretsiz)","challenges-content.craft-magic.materials.3":"Kameralı bilgisayar","challenges-content.craft-magic.materials.4":"İnternet bağlantısı","challenges-content.circle-of-dots.title":"Noktalı daire","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Noktalardan oluşan bir hat çizecek şekilde kod yazmak.","challenges-content.circle-of-dots.purposes.1":"Çizgilerden oluşan bir hat çizecek şekilde kod yazmak.","challenges-content.circle-of-dots.purposes.2":"Daire çizecek şekilde kod yazmak.","challenges-content.circle-of-dots.purposes.3":"Noktalı (çizgili) daire çizecek şekilde kod yazın.","challenges-content.circle-of-dots.description":"Noktalardan veya çizgilerden oluşan bir daire çizin.","challenges-content.circle-of-dots.duration":"40 dakika","challenges-content.circle-of-dots.instructions.0":"Nokta bloku oluşturma.","challenges-content.circle-of-dots.instructions.1":"Çizgi bloku oluşturma.","challenges-content.circle-of-dots.instructions.2":"Noktalardan oluşan bir daire yapma.","challenges-content.circle-of-dots.instructions.3":"Çizgilerden oluşan bir daire yapma.","challenges-content.coding-escape-room.title":"Kodlama kaçış odası oluşturma","challenges-content.coding-escape-room.author":"Stefania Altieri ve Elisa Baraghini","challenges-content.coding-escape-room.purposes.0":"Kodlama kavramlarını öğretmek/öğrenmek ve bu kavramlar üzerinde düşünmek.","challenges-content.coding-escape-room.purposes.1":"Basit kodlama araçlarını kullanmak.","challenges-content.coding-escape-room.purposes.2":"Sayısal düşünme ve problem çözme becerilerini geliştirmek.","challenges-content.coding-escape-room.description.0":"Şunun gibi bir kodlama kaçış deneyimi oluşturun:","challenges-content.coding-escape-room.description.1":"Kodlama üzerine bir hikâye yaratmak için Google formlar, Genially veya Google slaytlar gibi herhangi bir aracı kullanabilirsiniz ;).","challenges-content.coding-escape-room.duration":"90 dakika","challenges-content.coding-escape-room.instructions":"Öğrencilerinizi küçük gruplara ayırıp oyun oynamalarını ve ardından bu şablonu kullanarak başka bir mücadele hazırlamalarını sağlayabilirsiniz: ","challenges-content.coding-escape-room.materials.0":"Herhangi bir araç (belge, sunum ve sayfa oluşturup paylaşmak üzere Google ve Microsoft platformları) kullanılabilir. BİT ve kodlamayla bağlantılı her türlü kodlama yapısı, aracı veya karakteri kullanılabilir.","challenges-content.coding-escape-room.example.0":"BİT geçmişinde önemli rolü olan bazı karakterler ile temel kodlama ve programlama kavramları, oyun yoluyla tanıtılır. Öğrenmenin ve aktif bir biçimde katılım göstermenin en iyi yolu budur. Bu oyun, tıpkı bir mücadele veya yarışma gibi ekipler hâlinde ya da tek başına oynanabilir. Ardından öğrenciler buna benzer bir şey hazırlayarak yaratıcılık ve kodlama becerisi gibi yetkinliklerini geliştirebilirler.","challenges-content.coding-escape-room.example.1":"Bu, yeniden kullanılabilecek ve kolayca yeniden oluşturulabilecek çok kullanışlı bir kaynaktır. Google formlar, kullanılabilecek araçlardan bir tanesidir. Örtüşen hikâyeler ve kendinize ait maceralar yaratmak üzere Google slaytlar, Genial.ly, Emaze veya başka herhangi bir araç kullanabilirsiniz.","challenges-content.coding-escape-room.example.2":"Kaçış mücadelesi bölümlere ayrılmıştır. Çözümü bulduğunuz takdirde ilerleyebilirsiniz. Öğrencilerin kodlama bilmeceleri hazırlamaları gerekmektedir.","challenges-content.let-the-snake-run.title":"Yılan kaçırma oyunu","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"micro:bit üzerinde yılan hareketlerini kodlamak.","challenges-content.let-the-snake-run.purposes.1":"Ortak hareket etmek üzere doğru yerleşim ve zamanlamayı ayarlamak.","challenges-content.let-the-snake-run.description":"Öğrenciler yılanı micro:bit üzerinden birbirlerine doğru yönlendirecek şekilde kod yazmalıdır. Yılan bir micro:bit’ten diğerine kaçıyor gibi görünmelidir.","challenges-content.let-the-snake-run.duration":"30 dakika","challenges-content.let-the-snake-run.instructions.0":"Yan yana çok sayıdaki micro:bit üzerinden geçen bir yol tasarlayın (ör. 2x2 boyutlarında bir kare oluşturarak).","challenges-content.let-the-snake-run.instructions.1":"Yılanın yol boyunca ilerlemesi için kod yazın.","challenges-content.let-the-snake-run.instructions.2":"Herkes kendi bilgisayarında çalışıp daha sonra bunları bir araya getirerek kodu çalıştırmalıdır.","challenges-content.let-the-snake-run.instructions.3":"Zamanlamayı ve yerleşimi göz önünde bulundurun: Yılan bir micro:bit’ten çıkıp yanındaki diğer micro:bit’e gitmelidir.","challenges-content.let-the-snake-run.instructions.4":"Daha fazla mücadele: micro:bit v2 ile yılan kendi bilgisayarınızdan çıkana dek müzik çalmasını sağlayın.","challenges-content.let-the-snake-run.instructions.5":"Işıkların parlaklığını değiştirerek yılanı tasarlayın.","challenges-content.let-the-snake-run.instructions.6":"Yılanın uzunluğunu veya yılan sayısını artırın.","challenges-content.let-the-snake-run.example.0":"Bu örnekte, 2x2 boyutlarında bir kare kullanılarak 4 micro:bit ile oluşturulmuş 6 piksel uzunluğunda bir yılan bulunmaktadır: ","challenges-content.let-the-snake-run.example.1":"Başlangıç micro:bit’ini kodlama (bunu öğretmen yapabilir)","challenges-content.let-the-snake-run.example.2":"Tüm kodlar, A düğmesine basıldığında diğer micro:bit’lere radyo dalgası gönderen bu micro:bit ile başlatılır.","challenges-content.let-the-snake-run.example.3":"Yılan hareketlerini kodlama","challenges-content.let-the-snake-run.example.4":"Her bir micro:bit, başlangıç micro:bit’i ile aynı radyo grubunda olmalıdır.","challenges-content.let-the-snake-run.example.5":"Tüm hareketler radyo sinyali alındığında başlar.","challenges-content.let-the-snake-run.example.6":"İlk micro:bit hemen hareket eder, diğerleri ise yılan kendilerine ulaşana dek bekler.","challenges-content.let-the-snake-run.example.7":"İki evre arasındaki zaman, yılanın hızını belirler.","challenges-content.let-the-snake-run.materials.0":"micro:bit’ler (mümkünse her öğrenci için)","challenges-content.let-the-snake-run.materials.1":"makecode.microbit.org editörü için dizüstü veya masaüstü bilgisayar","challenges-content.illustrate-a-joke.title":"Bitsy ile şaka hazırlama","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Kullanıcının komik bir sorunun cevabını bulduğu ufak bir oyun tasarlamak.","challenges-content.illustrate-a-joke.description":"Öğrenciler, karakterin oyun alanındaki bir nesneye çarpmasıyla kullanıcının komik bir sorunun cevabını bulduğu bir oyun tasarlarlar.', Öğrenciler bitsy’nin temel özelliklerini kullanarak bu mücadeleyi tamamlarlar.","challenges-content.illustrate-a-joke.instructions.0":"Komik bir soru düşünün. Bitsy’e gidip yeni bir proje başlatın. Gerekenler:","challenges-content.illustrate-a-joke.instructions.1":"etrafta hareket ettirebileceğiniz bir avatar/kukla","challenges-content.illustrate-a-joke.instructions.2":"Mor arka zemin üzerinde beyaz bir kedi","challenges-content.illustrate-a-joke.instructions.3":"Otomatik oluşturulmuş açıklama","challenges-content.illustrate-a-joke.instructions.4":"avatarınızın gitmesi gereken nesne","challenges-content.illustrate-a-joke.instructions.5":"bir oda, yani programınızın arka zemini","challenges-content.illustrate-a-joke.instructions.6":"iki mesaj: bir soru ve bir cevap","challenges-content.illustrate-a-joke.instructions.7":"Bitmiş oyun, html dosyası olarak indirilebilir.","challenges-content.illustrate-a-joke.example":"Bu web sitesinde, bir şaka örneği ve dijital yazı tahtası bağlantısı bulunmaktadır:","challenges-content.illustrate-a-joke.materials":"bitsy, tarayıcı üzerinde çalışır","challenges-content.app-that-counts-in-several-languages.title":"Farklı dillerde sayı sayma uygulaması","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Basit bir uygulama oluşturmayı öğrenmek.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Bloklar aracılığıyla programlama yapmayı öğrenmek.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Etiket, düğme, görüntü, algılayıcı ve ortam dosyası eklemeyi öğrenmek.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Uygulama ekranında ögeleri düzenlemeyi öğrenmek.","challenges-content.app-that-counts-in-several-languages.description":"Uygulama, tek bir düğmeye basarak birden fazla dilde sayı saymayı sağlar. Kullanıcı akıllı telefonunu her salladığında sayaç sıfırlanır. Buradaki mücadele, başka bir dil eklemektir.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Mücadeleyi tamamlamak için uygulamanın saymasını istediğiniz diğer dili tanımlamanız gerekmektedir.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Ardından o ülkenin bayrağını internetten indirip (ör. Pixabay veya Unsplash üzerinden), Resim özelliği içerisinde yer alan bayrak adlı öge aracılığıyla MIT APP Inventor platformuna yüklemeniz gerekmektedir.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Daha sonra ülkenin adının İngilizcede nasıl okunduğunu ve ‘bırak’ ve ‘buraya bas’ ifadelerinin o ülkenin dilinde nasıl söylendiğini bulmanız gerekmektedir.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Son olarak, uygulamanın yeni dilde çalışması için gereken blokları eklemeniz gerekmektedir.","challenges-content.app-that-counts-in-several-languages.materials.0":"Bir uygulama geliştirmek için internet erişimi olan bir masaüstü veya dizüstü bilgisayarınız olmalıdır.","challenges-content.app-that-counts-in-several-languages.materials.1":"https://ai2.appinventor.mit.edu üzerinden erişilebilen MIT APP Inventor platformunda bir hesap açın","challenges-content.app-that-counts-in-several-languages.materials.2":"Geliştirdiğiniz uygulamayı test etmek için akıllı telefonunuza MIT AI2 Companion uygulamasını kurmanız gerekmektedir.","challenges-content.coding-with-art-through-storytelling.title":"Hikâye anlatarak kodlama sanatı","challenges-content.coding-with-art-through-storytelling.author":"Maria Tsapara ve Anthi Arkouli","challenges-content.coding-with-art-through-storytelling.purposes.0":"Sanatla ilgilenerek gözlem, yorumlama ve sorgulama becerilerini geliştirmek.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Yaratıcı olmak ve başkalarıyla ortak bir hedef için iş birliği yapmak","challenges-content.coding-with-art-through-storytelling.purposes.2":"Hikâyeyi yeniden anlatabilmek için bir algoritma oluşturmak.","challenges-content.coding-with-art-through-storytelling.description":"Bu mücadelede, öğrenciler sanat eserlerinden ilham alıp bir hikâye oluşturacak ve bu hikâyeyi tasvir edeceklerdir. Ardından, programlanabilir bir robotik kit kullanarak veya bilgisayarsız bir aktivite olarak hikâyeyi yeniden anlatmaya çalışacaklardır.","challenges-content.coding-with-art-through-storytelling.materials.0":"Bu aktivite, bilgisayarsız bir aktivite olarak veya beebot/bluebot/robot fare gibi eğitici ve programlanabilir bir robot kullanılarak gerçekleştirilebilir.","challenges-content.coding-with-art-through-storytelling.materials.1":"beebot ok kartları veya bilgisayarsız aktivite için ok kartları","challenges-content.coding-with-art-through-storytelling.materials.2":"Yunanca","challenges-content.coding-with-art-through-storytelling.materials.3":"Project Zero's Thinking Routine Toolbox hakkında daha fazla bilgi için şu adresi ziyaret edebilirsiniz:","challenges-content.coding-with-art-through-storytelling.example.0":"Öğretmen, hikâyedeki ilk olaya ulaşmak amacıyla Bee-Bot veya başka bir robot için komutlar içeren kartları kullanarak algoritma tasarlamayı modellemek üzere öğrencilerle birlikte mat üzerinde çalışır. Öğrenciler, 3-4 kişilik ekipler hâlinde çalışarak, robotun bir sonraki dizgeye ilerlemesi için bir algoritma tasarlarlar. Öğrenciler, sınıf matı üzerinde algoritmalarını test ederler ve gerekiyorsa hata ayıklama yaparlar.","challenges-content.coding-with-art-through-storytelling.example.1":"Diledikleri kadar hikâye olayı ilave ederek devam ederler","challenges-content.coding-with-art-through-storytelling.example.2":"Bu aktivite, bilgisayarsız bir aktivite olarak da gerçekleştirilebilir.","challenges-content.coding-with-art-through-storytelling.example.3":"Çocuklardan biri robot, diğeri de bilgisayar programcısı olur. Bilgisayar programcısı, robotun bir görüntüden diğerine geçerek hikâyeyi yeniden anlatmasına yardımcı olmak için ok kartlarını kullanarak algoritmik bir yol oluşturur. Robot bir görüntüye ulaştığında, her seferinde kendisinden hikâyenin bir kısmını anlatması istenir.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Öğretmen, öğrencilerden bir tabloyu/fotoğrafı gözlemlemelerini ister.","challenges-content.coding-with-art-through-storytelling.instructions.1":'Hikâye oluşturmak için "Giriş, Gelişme, Sonuç" (Project Zero - Harvard School) düşünme rutinini kullanırlar.',"challenges-content.coding-with-art-through-storytelling.instructions.2":'Öğretmen, öğrencilere "Bu sanat eseri, bir hikâyenin girişi/gelişmesi/sonucu ise bunun ardından/hikâye bitmeden önce/en sonda ne olabilir?" sorusunu sorar.',"challenges-content.coding-with-art-through-storytelling.instructions.3":"Öğrenciler hikâyedeki olayları tasvir ederler.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Öğrenciler hikâyeyi bir araya getirip olayları çalışma ekranına yerleştirirler. Beebot’un hikâyeyi yeniden anlatmasına yardımcı olmak için ok kartlarını kullanarak bir algoritma oluştururlar.","challenges-content.coding-with-legoboost.title":"Scratch eklentisi olan LegoBoost ile kodlama ve programlama","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"LegoBoost kullanarak modeller oluşturmak.","challenges-content.coding-with-legoboost.purposes.1":"Scratch üzerinde programlama becerilerini geliştirmek.","challenges-content.coding-with-legoboost.purposes.2":"basit veya karmaşık komutlar kullanarak robotları programlamak.","challenges-content.coding-with-legoboost.description":"Bu mücadelede öğrenciler, robotların ileri geri gitmesi, engellerden kaçması ve sesli komut alması için Scratch-LegoBoost eklentisini kullanarak uygulamaya kod gireceklerdir.","challenges-content.coding-with-legoboost.duration":"120 dakika","challenges-content.coding-with-legoboost.instructions.0":"Scratch.mit.edu uygulamasında oturum açın.","challenges-content.coding-with-legoboost.instructions.1":"Scratch Bağlantısını çalıştırın ve Dizüstü Bilgisayarınızda Bluetooth’u etkinleştirin.","challenges-content.coding-with-legoboost.instructions.2":"Scratch üzerinde Eklenti Ekle ögesine tıklayın ve LegoBoost’u seçin.","challenges-content.coding-with-legoboost.instructions.3":"AB Kod Haftası ile ilgili bir resim ekleyin.","challenges-content.coding-with-legoboost.instructions.4":"İki AB motorunu AÇIK konuma getirin, kırmızı renkli bir engelle karşılaştıklarında ise KAPALI konuma getirin.","challenges-content.coding-with-legoboost.instructions.5":"Yeşil renkte A motorunu, siyah renkte ise B motorunu AÇIK konuma getirin.","challenges-content.coding-with-legoboost.instructions.6":"Yeşil, kırmızı ve siyah engeller bir güzergâh üzerine yerleştirilecektir.","challenges-content.coding-with-legoboost.instructions.7":"Bir engelle karşılaşıldığında yazıyı sese çevirme, oklardan dönüş yapma ve hareket etme komutları ekleyin.","challenges-content.coding-with-legoboost.instructions.8":"Test edin!","challenges-extra.cs-first-link":"https://drive.google.com/drive/folders/1De5jRWH8KIp53Sl8H32Co51ia78yUBHZ","challenges.title":"AB KOD HAFTASI GÖREVLERİ","challenges.date":"9-24 Ekim 2021","challenges.common.target-audience":"Hedef Kitle","challenges.common.pre-primary":"Okul öncesi öğrenciler","challenges.common.experience":"Deneyim","challenges.common.duration":"Süre","challenges.common.materials":"Önerilen Materyaller","challenges.common.purpose":"Amaç","challenges.common.description":"Açıklama","challenges.common.instructions":"Talimatlar","challenges.common.example":"Örnek","challenges.common.written-by.0":"Bu görevi yazan:","challenges.common.written-by.1":"Bu görev şunun bir parçasıdır:","challenges.common.teachers":"Öğretmenler","challenges.common.students":"Öğrenciler","challenges.common.beginner":"Başlangıç","challenges.common.intermediate":"Orta","challenges.common.advanced":"İleri","challenges.common.1-hour":"1 saat","challenges.main.0":"9-24 Ekim 2021 tarihleri arasında, AB Kod Haftası boyunca sizi bir veya daha fazla AB Kod Haftası görevini yapmaya davet ediyoruz.","challenges.main.1":"AB Kod Haftası Görevleri nelerdir?","challenges.main.2":"AB Kod Haftası Görevleri, kendi başınıza, sınıfta, meslektaşlarınızla veya arkadaşlarınızla yapabileceğiniz aktivitelerdir. Kod Haftasına katılmak istiyorsunuz ancak ne organize edebileceğiniz konusunda hiçbir fikriniz yok mu? Cevabı uzaklarda aramayın! Kod Haftası partnerleri ile birlikte, sınıfta veya grupta nasıl kullanılacağına dair somut örnekler içeren, yapması kolay bazı görevler tasarladık. Ayrıca görevlerin nasıl tamamlanacağına dair bazı yönergeler mevcut olsa da, bunları katılımcılarınızın ihtiyaçlarına, ilgi alanlarına ve yaşlarına uygun olacak şekilde uyarlayabilirsiniz. İstediğiniz herhangi bir aracı ve teknolojiyi kullanabilirsiniz ancak biz açık kaynaklı olanları öneriyoruz.","challenges.main.3":"Bir veya daha fazla görev seçin, bunları grubunuza veya sınıfınıza göre uyarlayın ve sonuçlarınızı Instagram'da paylaşarak daha fazla meslektaşınızı ve arkadaşınızı Kod Haftası eğlencesine katılmaya teşvik edin!","challenges.main.4":"Daha fazla bilgi edinmek için görevin üzerine tıklayın:","challenges.main.5":"Kimler katılabilir?","challenges.main.6":"Herkesi (okullar, öğretmenler, kütüphaneler, kod kulüpleri, işletmeler, kamu yetkilileri) bir #EUCodeWeekChallenge tamamlayarak AB Kod Haftası 2021'i kutlamaya davet ediyoruz.","challenges.main.7":"AB Kod Haftası 2021 Görevlerine nasıl katılım sağlanır?","challenges.main.8":"Tamamlamak istediğiniz bir görevi seçin.","challenges.main.9":"Katılımcılarınızı ikişerli veya daha kalabalık gruplara ayırın. Aktivitenizi isterseniz yüz yüze isterseniz çevrimiçi olarak ulusal veya uluslararası ortak çalışmaya dayalı bir aktivite şeklinde organize edin, ancak şunu unutmayın ki, bir görevin başarıyla tamamlanmasının anahtarı ekip çalışması ve işbirliğidir.","challenges.main.10":"Görevinizi paylaşın","challenges.main.11":"Kod Haftası ödülleri kazanmak ister misiniz? Cevabınız evet ise çalışmanızın internette yayılmasını sağlayın!","challenges.main.12":"Görevi tamamladıktan sonra Instagram'da paylaşın.","challenges.main.13":"Kazananlar 9-24 Ekim tarihleri arasında, Kod Haftası boyunca her gün seçilecek ve Instagram sayfamızdan duyurulacaktır. Bu yüzden bildirimlerinizi düzenli olarak kontrol etmeyi unutmayın.","challenges.share.0":"Görev(ler)inizi Instagram'da nasıl paylaşabilirsiniz?","challenges.share.1":"Profili Düzenle düğmesine dokunun","challenges.share.2":"Çalışmanızın bağlantısını İnternet Sitesi alanına ekleyip kaydedin","challenges.share.3":"Yeni bir gönderi oluşturun","challenges.share.4":"Çalışmanızın ekran görüntüsünü ekleyin","challenges.share.5":"İlgi çekici bir açıklama yazın","challenges.share.6":"‘Bağlantı Profilde’ demeyi de unutmayın","challenges.share.7":"#EUCodeWeekChallenge etiketini ekleyin","challenges.share.8":"@CodeWeekEU hesabından bahsedin ve etiketleyin","challenges.share.9":"Görevlerinizi Facebook'ta mı paylaşmak istiyorsunuz?","challenges.share.10":"AB Kod Haftası","challenges.share.11":"Facebook sayfasına","challenges.share.12":"her gün yeni bir Görev gönderisi tutturulacak ve gönderinin altındaki yorumlardan kazananlar seçilecektir.","challenges.share.13":"Bu nasıl olacak?","challenges.share.14":"Çalışmanızın bağlantısıyla birlikte gönderiye yorum yapmanız yeterlidir.","challenges.share-box.0":"Çalışmanızın bağlantısını","challenges.share-box.1":"Instagram Profilinizde paylaşın","challenges.share-box.2":"Instagram hesabınızda","challenges.share-box.3":"Profili Düzenle","challenges.share-box.4":"düğmesine dokunun ve çalışmanızın bağlantısını İnternet Sitesi alanına ekleyin. Daha sonra yeni bir gönderi oluşturun, çalışmanızın ekran görüntüsünü ekleyin ve","challenges.share-box.5":"Bağlantı Profilde yazın","challenges.share-box.6":"#EUCodeWeekChallenge etiketini ekleyin ve @CodeWeekEU hesabından bahsedin","challenges.share-box.7":"Görev(ler)inizi şurada paylaşmayı tercih ediyorsunuz:","challenges.share-box.8":"AB Kod Haftası","challenges.share-box.9":"Facebook sayfasına yeni bir Görev gönderisi","challenges.share-box.10":"tutturulacaktır","challenges.share-box.11":"Ardından, çalışmanızın bağlantısıyla birlikte gönderiye yorum yapmanız yeterlidir","challenges.share-box.12":"Kazananlar 9-24 Ekim tarihleri arasında, Kod Haftası boyunca her gün seçilecek olup, kendilerine Kod Haftası ödülleri verilecek ve Instagram ve Facebook sayfalarımızdan duyurulacaktır. Bu yüzden bildirimlerinizi düzenli olarak kontrol etmeyi unutmayın","challenges.take-part.0":"Neden AB Kod Haftası görevinde yer almalısınız?","challenges.take-part.1":"Problem çözme ve kodlama aktivitelerinde yer almak için.","challenges.take-part.2":"Meslektaşlarınızla birlikte çalışmak için.","challenges.take-part.3":"Kodlamanın önemine ilişkin bir mesaj vermek için.","challenges.download.0":"Buraya","challenges.download.1":"tıklayarak","challenges.download.2":"bu görevi Word belgesi olarak indirin","challenges.bingo.0":"Tüm Görevleri tamamlayın","challenges.bingo.1":"Görev tamamlandı mı? Tombala kartını","challenges.bingo.2":"yazdırın","challenges.bingo.3":"ve sol üst kısımdaki küçük beyaz baloncuğu işaretleyin","challenges.bingo.4":"Görevinizi sosyal medyada paylaşın ve Kod Haftası ödüllerini kazanın","challenges.bingo.5":"Tamamladığınız satırların, sütunların, hatta daha da iyisi, tombala yaptıysanız bunun bir fotoğrafını","challenges.bingo.6":"Facebook, Instagram veya Twitter'a yükleyin","challenges.bingo.7":"Şu etiketi kullanmayı unutmayın:","codeweek4all.title":"Code Week 4 All (Herkes için Kod Haftası) mücadelesi","codeweek4all.text":"Code Week 4 All mücadelesi, sizi, kendi aktivitelerinizi, dostlarınızın, iş arkadaşlarınızın ve tanıdıklarınızın düzenlediği aktivitelere dahil etmeye ve böylece, birlikte Code Week (Kod Haftası) Mükemmeliyet Sertifikasını elde etmeye teşvik eder.","codeweek4all.what.title":"Nedir?","codeweek4all.what.content":`

    Aktivitenizi EU Code Week haritasına göndermenin yanı sıra, ağınızdaki diğer kişilerin de aynısını yapmalarını sağlayabilirsiniz. Ekibinizle birlikte aşağıdaki koşullardan birini sağladığınızda, hepiniz Code Week Mükemmeliyet Sertifikasını kazanacaksınız!

    -

    Mükemmeliyet Sertifikası kazanma kriterleri:

    `,"codeweek4all.what.criteria1":"500 öğrencinin katılımını sağlama","codeweek4all.what.criteria2":"(10 farklı düzenleyiciden) bağlantılı 10 aktivite","codeweek4all.what.criteria3":"3 ülke dahil etme","codeweek4all.what.andor":"Ve/Veya","codeweek4all.howto.title":"Nasıl katılabilirim?","codeweek4all.howto.time":"Code Week 4 All (Herkes İçin Kod Haftası) mücadelesi yıl sonuna kadar devam ediyor. Sertifikalar gelecek yılın başlarında Ocak veya Şubat ayında verilecektir.","codeweek4all.howto.content":'Aktivite Ekle sayfasını ziyaret edin ve kodlama aktivitenize ilişkin gerekli bilgileri doldurun.',"codeweek4all.howto.first_alliance.1":"Gönder’e Tıklayın.","codeweek4all.howto.first_alliance.2":"Aktiviteniz kabul edildiğinde, size özel Code Week 4 All kodunuzun yer aldığı bir onay e-postası alacaksınız.","codeweek4all.howto.first_alliance.3":"Kodu kopyalayın ve ağınızdaki kodlama aktivitesi düzenleyen iş arkadaşlarınızla ve diğerleriyle paylaşın. Başkalarını da bilgilendirerek katılmaya teşvik edin!","codeweek4all.howto.first_alliance.4":"Kampanya sona erdikten sonra, tüm aktivite organizatörlerinden kaç katılımcıyı dahil ettiklerine dair bilgi vermeleri istenecektir. Koşullardan herhangi birini yerine getirebildiğiniz takdirde, ağınızın bir parçası olan iş arkadaşlarınızla birlikte Mükemmeliyet Sertifikasını kazanacaksınız!","codeweek4all.howto.first_alliance.title":"Yeni bir ekip kuruyorsanız:","codeweek4all.howto.existing_alliance.1":"Ekibi kurmuş olan ekip liderinden aldığınız kodu CODE WEEK 4 ALL KODU alanına yapıştırın.","codeweek4all.howto.existing_alliance.2":"Gönder’e Tıklayın.","codeweek4all.howto.existing_alliance.3":"Daha fazla organizatörün ekibinize katılmasını sağlamak için herkesi bilgilendirin ve kodu paylaşın!.","codeweek4all.howto.existing_alliance.4":"Kampanya sona erdikten sonra, tüm aktivite organizatörlerinden kaç katılımcıyı dahil ettiklerine dair bilgi vermeleri istenecektir. Koşullardan herhangi birini yerine getirebildiğiniz takdirde, ağınızın bir parçası olan iş arkadaşlarınızla birlikte Mükemmeliyet Sertifikasını kazanacaksınız!","codeweek4all.howto.existing_alliance.title":"Mevcut bir ekibe katılıyorsanız:","codeweek4all.why.1":"Kodlamanın önemine ilişkin mesajı yaymak için.","codeweek4all.why.2":"Çok sayıda öğrencinin katılımını sağlamak için.","codeweek4all.why.3":"Ulusal veya uluslararası organizasyonlarla ve/veya okullarla bağlantılar kurmak için.","codeweek4all.why.4":"Diğer organizatörlerin ve öğretmenlerin desteğini almak için.","codeweek4all.why.5":"Mükemmeliyet Sertifikası almak için.","codeweek4all.why.title":"Mücadeleye neden katılmalıyım?","codeweek4all.superorganiser-title":"Süper Organizatör Sertifikası","codeweek4all.superorganiser":'Aynı zamanda Süper Organizatör Sertifikası da kazanabilirsiniz. Bunun için okulunuzda, kurumunuzda veya çevrim içi olarak en az 10 farklı aktivite düzenleyip bunları kaydettirmeniz gerekmektedir.',"coding-at-home.title":"Coding@Home","coding-at-home.questions":"Sorular","coding-at-home.material.required":"Gerekli malzeme","coding-at-home.material.chequered":"dama tahtası","coding-at-home.material.footprint":"ayak izli taşlar","coding-at-home.intro.title":"Coding@Home’a giriş","coding-at-home.explorer.title":"Explorer","coding-at-home.explorer.text":"Explorer, ilk Coding@Home etkinliğidir. Mümkün olduğunca çok sayıda kareyi ziyaret ettikten sonra hedefe ulaşmak için Explorer’ı tahta etrafında hareket ettirin. ","coding-at-home.explorer.questions.content.1":"S1. Videoda gösterilen başlangıç ve bitiş konumlarıyla, Explorer’ın tahtadaki tüm kutuları ziyaret etmesi mümkün müdür?","coding-at-home.explorer.questions.content.2":"S2. Hangi başlangıç ve bitiş konumları, Explorer’ın tahtadaki en fazla kutuyu ziyaret etmesini engeller?","coding-at-home.right-and-left.title":"Sağ ve sol","coding-at-home.right-and-left.text":"Sağ ve sol, rekabetçi ve ortak çalışmaya dayalı bir oyundur. İki takım, hedefe doğru bir yol oluşturmak için işbirliği yaparken, kendilerine atanan desenleri mümkün olduğunca çok kullanmak için yarışırlar: sarı takım mümkün olduğunca çok sola dönüş eklemeye çalışır ve kırmızı takım ise mümkün olduğunca çok sağa dönüş eklemeye çalışır.","coding-at-home.right-and-left.questions.content.1":"S1. Başlangıç ve bitiş bu videodaki ilk maçta olduğu gibi ayarlandığında, iki takımdan birinin kazanması mümkün müdür?","coding-at-home.right-and-left.questions.content.2":"S2. Anna tarafından kazanılan oyunda olduğu gibi başlangıç ve bitiş ayarlandığında beraberlik olabilir mi?","coding-at-home.right-and-left.questions.content.3":"S3. İki takımdan birini destekleyen herhangi bir başlangıç ve bitiş düzenlemesi var mı?","coding-at-home.right-and-left.questions.content.4":"S4. Başlangıç ve bitiş pozisyonları arasındaki eğilim göz önüne alındığında, kazanan ve kaybeden takım arasındaki boşluğun ne olacağını tahmin etmek mümkün müdür?","coding-at-home.keep-off-my-path.title":"Yolumdan Çekil (Keep of my path)","coding-at-home.keep-off-my-path.text":"Yolumdan Çekil (Keep of my path), iki takımlı, rekabete dayalı bir oyundur. Tahtanın karşı uçlarından başlayarak, iki takım bir birini engelleyen yollar kurar. Karşısındakinin yolunun uzamasını engelleyen takım kazanır. ","coding-at-home.keep-off-my-path.questions.content.1":"S1: İki takımdan birinin lehine olan başlangıç noktaları var mı?","coding-at-home.keep-off-my-path.questions.content.2":"S2: Beraberlik olabilir mi?","coding-at-home.keep-off-my-path.questions.content.3":"S3: İlk başlayan oyuncu avantaj sahibi mi olur?","coding-at-home.keep-off-my-path.questions.content.4":"S4: İlk hareketi başlatan oyuncunun hiç kaybetmemesini sağlamak için kabul edebileceği, hata kabul etmeyen bir oyun stratejisi var mı?","coding-at-home.tug-of-war.title":"Savaş Mücadelesi (Tug of war)","coding-at-home.tug-of-war.text":`Savaş Mücadelesi (Tug of war) iş birliğine ve rekabete dayalı bir oyundur. Tahtanın altının ortasından başlayarak, iki takım (sarı ve kırmızı) en üste ulaşmak için beraber çalışır. Sarı takım, soldaki kutulara ulaşmaya çalışır, öte yandan kırmızı takım sağdaki kutulara ulaşmaya çalışır. -Gerekli malzeme: dama tahtası, ayak izli taşlar.`,"coding-at-home.tug-of-war.questions.content.1":"S1: Her zaman zaferle sonuçlanacak bir strateji var mıdır?","coding-at-home.tug-of-war.questions.content.2":"S2: İlk başlayan oyuncu avantaj sahibi mi olur?","coding-at-home.tug-of-war.questions.content.3":"S3: İki oyuncu eşit derecede dikkatli olursa, oyun her zaman beraberlikle mi, yani ortada, sonuçlanır?","coding-at-home.explorer-without-footprints.title":"Ayak izi olmayan Explorer","coding-at-home.explorer-without-footprints.text":"Kaşif; başlangıç noktasından hedefe kadar, tüm kutuları ziyaret etmeye çalışarak tahtayı dolaşır. Kaşif yürüdükçe, renkli ayak izleri bırakır, bu durum robotun renkleri yorumlayarak adımları takip etmesine olanak tanır. Kaşif sadece renkleri bırakarak ayak izlerini temizlediğinde, oyun daha da ilginç hale gelir.","coding-at-home.explorer-without-footprints.material":"ayrıca kırmızı, sarı ve gri keçeli kalemler (ya da boya kalemleri)","coding-at-home.explorer-without-footprints.questions.content.1":"S1: Renkli ayak izleriyle dolu tahta ile renklerin olduğu ama hiç ayak izinin olmadığı tahta arasındaki fark nedir?","coding-at-home.explorer-without-footprints.questions.content.2":"S2: Renkle gösterilen yere dönme konusundaki aynı kuralı koruyarak hangi tahta daha fazla hareket özgürlüğü sunar?","coding-at-home.explorer-without-footprints.questions.content.3":"S3: Renkli tahta üzerinde, renkli ayak izleri olan tahtada mümkün olmayan olası yollar var mıdır?","coding-at-home.explorer-without-footprints.questions.content.4":"S4: Renkli ayak izleri olan tahta üzerinde, renkli tahtada mümkün olmayan olası yollar var mıdır?","coding-at-home.walk-as-long-as-you-can.title":"Yürüyebildiğin kadar yürü","coding-at-home.walk-as-long-as-you-can.text":"Bu aktivitede ayak izi yerine renk kullanarak tahtada olabildiğince uzun kalmaya çalışacağız. Hareket özgürlüğü arttıkça aktivite zorlaşıyor.","coding-at-home.walk-as-long-as-you-can.coloured-cards":"Renkli kartlar veya kırmızı, sarı ve gri keçeli kalem","coding-at-home.walk-as-long-as-you-can.questions.content.1":"Soru 1 İki yol ne zaman çakışıp birbirlerinin önünü keser?","coding-at-home.walk-as-long-as-you-can.questions.content.2":"Soru 2 Bu oyun iki kişilik bir oyun olarak sunuluyor. Oyun 3 veya 4 kişi arasında oynanabilir mi? Kuralları değiştirmemiz gerekir mi?","coding-at-home.ada-charles-roby.title":"Ada, Charles ve Robi","coding-at-home.ada-charles-roby.text":"Ada Lovelace ve Charles Babbage’ın ilginç bir hikayesi var. Bilgisayarlar daha icat edilmeden 100 yıl önce bilgisayar geliştirip programlamışlar. ","coding-at-home.ada-charles-roby.material":"Oyun hamuru ve kısa bir kurşun kalem","coding-at-home.ada-charles-roby.questions.content.1":"Soru 1 Oyun hamuru ve kurşun kalemle yaptığınız robotun tahta üzerinde hareket edip istediği konuma ulaşabildiğini ve gerektiğinde yolunu çizebildiğini hayal etmeye çalışın. Robotu programlamak için hangi komutları kullanırdınız?","coding-at-home.cody-and-roby.title":"Kodi ve Robi","coding-at-home.cody-and-roby.text":"Bu, bilgisayar programcısı Kodi ve robot Robi ile oynanan bir rol yapma oyunudur. Bu videoda KodiRobi’nin kartları tanıtılıyor; bundan böyle tahta üzerindeki hareketleri belirlemek için bu kartları kullanacağız. Kodi, bu kartları kullanarak Robi’ye tahta üzerinde nasıl hareket edeceğine dair komutlar verir.","coding-at-home.cody-and-roby.material":"İşaretli dama tahtası, komut kartları (sol, sağ, ileri) ve tahta üzerine konacak her türlü sayaç","coding-at-home.cody-and-roby.starter-kit":"KodiRobi başlangıç kiti","coding-at-home.cody-and-roby.questions.content.1":"Soru 1 Robi, güneye doğru C2 konumuncdan başlayarak videoda gösterilen son komut setini uygularsa nereye varır?","coding-at-home.cody-and-roby.questions.content.2":"Soru 2 Robi’nin videoda gösterilen son komut setini uygularken gerçekleştirdiği hareketler, CodyFeet veya CodyColor komutlarını tahtaya uygulayarak tanımlanabilir mi?","coding-at-home.cody-and-roby.questions.content.3":"Soru 3 Bu videoda sunulan ve yeşil, kırmızı ve sarı kartlarla temsil edilen üç komut türü, Robi’yi tahtanın her yerine götürebilecek bir komut setini oluşturur. Aynı şeyi yapmak için 3’ten az komuttan oluşan bir set bulabilir misin?","coding-at-home.the-tourist.title":"Turist","coding-at-home.the-tourist.text":"İki takım, KodiRobi kartlarını kullanarak turisti tahtada gezmek istediği anıtlara götürecek komut setini en kısa zamanda bulmak için yarışır.","coding-at-home.the-tourist.material":"Daha büyük kartlar yerde oynamak için faydalı olabilir.","coding-at-home.the-tourist.questions.content.1":"Soru 1 Videoda gösterilen ilk örnekte, hangi komut seti turisti Rafael Heykeli’ne götürür?","coding-at-home.the-tourist.questions.content.2":"Soru 2 Videoda gösterilen ikinci örnekte, hangi komut seti turisti Dük Sarayı İkiz Kulelerine götürür?","coding-at-home.the-tourist.questions.content.3":"Soru 3 İki takımdan biri programa eklemek için her bir kart seçtiğinde yapılacak eğlenceli bir egzersiz düşünebilir misin? Videoda bahsedilen bayrak yarışını düşünerek bir yöntem bul.","coding-at-home.material2.chequered-with-labels":"işaretli dama tahtası","coding-at-home.material2.cards":"24 adet “İleri Git” yön kartı, 8 adet “Sola Dön” kartı ve 8 adet “Sağa Dön” kartı","coding-at-home.material2.larger-cards":"Yerde oynanacaksa daha büyük kart kullanılması tavsiye edilir","coding-at-home.material2.video":"Deste olmadan nasıl oynanacağı da videoda anlatılıyor","coding-at-home.material2.pieces-of-paper":"Üstünden geçilen karelere koymak için 24 adet kağıt da gereklidir","coding-at-home.material2.card-alternative":"CodyRoby kart destesi yerine buradaki kart ikonlarını kullanabilirsiniz","coding-at-home.material2.small-drawings":"Hikayeyi anlatmaya yardımcı olacak küçük çizimler de ekleyebilirsiniz. Videoda kullanılanlara buradan ulaşabilirsiniz","coding-at-home.material2.rest-of-cards":"Gerisi için CodyRoby, CodyFeet veya CodyColour kartlarını kullanıyoruz.","coding-at-home.catch-the-robot.title":"Robotu yakala","coding-at-home.catch-the-robot.text":"“Robotu yakala”, masada veya yerde rakipler arası oynanan bir oyundur. Rakip takımın robotunun tahtadaki karesine yetişip onu yakalayan oyuncu oyunu kazanır. Oyun kartları rastgele geldiğinden her iki takım sürekli olarak stratejilerini duruma uydurmalıdır.","coding-at-home.catch-the-robot.questions.content.1":"1. Soru Pembe piyon (Robi) kuzeye dönük şekilde ortadaki C3 karesinde ise ve pembe takımın elinde 2 adet “İleri Git”, 2 adet “Sola Dön” ve 1 adet “Sağa Dön” kartı varsa, Robi hangi kareye gidebilir?","coding-at-home.the-snake.title":"Yılan","coding-at-home.the-snake.text":"Yılan, CodyRoby kartlarıyla oynanan tek kişilik bir oyundur. Oyunun amacı, yılanı kuyruğunu ısırmadan tahtadaki tüm karelerden geçirmektir.","coding-at-home.the-snake.questions.content.1":"1. Soru Yılanın kuyruğunu ısırmadan bütün karelerden geçmesini engelleyecek giriş noktaları var mı?","coding-at-home.storytelling.title":"Hikaye","coding-at-home.storytelling.text":"Bugünün konusu hikaye! CodyRoby komutlarını, CodyFeet ayak izlerini veya CodyColour renklerini kullanarak piyonları tahtada yürütün ve bir hikaye anlatın. Hikayenin farklı bölümlerini tahtaya yayın.","coding-at-home.storytelling.questions.content.1":"1. Soru Hikaye anlatırken Robi’yi yürütmek için en fazla seçeneği hangi araç sunuyor?","coding-at-home.storytelling.questions.content.2":"2. Soru Anlatmak istediğiniz hikayenin parçalarını tahtada CodyFeet’le hepsini toplamanıza imkan vermeyecek şekilde dizebilir misiniz?","coding-at-home.two-snakes.title":"İki yılan","coding-at-home.two-snakes.text":"İki yılan, CodyRoby kartlarıyla tahtada dolaşarak birbirlerinin önünü tıkamaya çalışır. Oyunun kuralı çok basit: bir yılanın üstünden geçtiği bir kareden tekrar geçemezsiniz. En uzun sure tahtada dolaşabilen yılan oyunu kazanır.","coding-at-home.two-snakes.material":"CodyRoby kartları, 1 adet 5 × 5 dama tahtası, 2 adet piyon ve üstünden geçtiğiniz kareleri işaretlemek için kağıt parçaları.","coding-at-home.two-snakes.questions.content.1":"Soru 1. Videoda ilk gösterilen düzende, iki oyuncu sola dönmelerini sağlayacak sarı kart dışında hangi kartları seçseler işlerine yarar?","coding-at-home.round-trip.title":"Gidiş-dönüş","coding-at-home.round-trip.text":"Takımlar sırayla oynar. İlk takım gidiş yolunu programlarken diğer takım Roby’yi başlangıç noktasına geri götürmelidir. Kolay gibi görünse de kolay değildir. Özellikle de Roby’yi hareket ettirmeden hamleleri yalnızca aklınızdan planlamaya çalışırsanız...","coding-at-home.round-trip.material":"CodyRoby kartları, 1 adet 5 × 5 dama tahtası, 2 adet piyon ve üstünden geçtiğiniz kareleri işaretlemek için kağıt parçaları.","coding-at-home.round-trip.questions.content.1":"Soru 1. Roby’yi başlangıç noktasına geri götüren programın gidiş yolundan daha kısa olması -yani daha az komuttan oluşması- mümkün mü?","coding-at-home.meeting-point.title":"Buluşma noktası","coding-at-home.meeting-point.text":"Bu sefer hamlelerimizi başlamadan önce planlıyoruz. İki takım robotlarını hareket ettirmek için masaya bir dizi komut kartı açar; ancak oyunculardan biri “Başla!” diyene kadar hiçbir şey hareket etmez. O an, programlama biter ve yarış başlar. “Başla!” diyen oyuncu ancak takımlarının komutlarını yerine getiren iki robot aynı karede buluşursa oyunu kazanır.","coding-at-home.meeting-point.material":"CodyRoby kartları, 1 adet 5 × 5 dama tahtası, 2 adet piyon.","coding-at-home.meeting-point.questions.content.1":"Soru 1. İki robotun hiç karşılaşamayabileceğini düşünüyorsanız, tüm olası durumları düşünerek yeni oyun kuralları üretin.","coding-at-home.follow-the-music.title":"Müziğin peşinden","coding-at-home.follow-the-music.text":"Programlama komutlarından oluşan diziler belirli aralıklarla kendilerini tekrar ettiğinde, ritimleri varmış gibi görünür. Her komuta bir ses atarsak, Roby’yi müzikle yönlendirebiliriz. Şimdi aynen bunu yapacağız. Her komuta farklı bir ses atayarak sizin için bir program geliştireceğim. Siz de bu sesli komutları izleyerek Roby’yi tahtada hareket ettireceksiniz.","coding-at-home.follow-the-music.material":"CodyRoby kartları, dama tahtası ve piyona ek olarak üç farklı ses çıkarmamız gerekiyor. Ben içi farklı miktarlarda su dolu üç cam bardak kullandım. Siz ne kullanacaksınız?","coding-at-home.follow-the-music.questions.content.1":"Soru 1. Videoyu takip edin ve kartlara bakmadan bardakların çıkardığı seslerle hareket etmeye çalışın. Seslerin verdiği komutları anlayıp uygulayabiliyor musunuz?","coding-at-home.follow-the-music.questions.content.2":"Soru 2. Üç temel komuta üç ses atayın. Roby’yi tahtanın dışına çıkarmadan sonsuza kadar tekrar edebileceğiniz bir ses dizisi bulun....","coding-at-home.colour-everything.title":"Her şeyi boya","coding-at-home.colour-everything.text":"Robotları tahtada hareket ettirerek arkalarında bıraktıkları izlerle onlara resim çizdirebilir miyiz? Bu aktivitede kodlama ve piksel sanatını kullanacağız. Dama tahtasındaki kareleri boyayarak aynen bir ekrandaki pikseller gibi resim oluşturacağız.","coding-at-home.colour-everything.material":"CodyRoby kartları, bir adet damalı oyun tahtası ve bir adet piyon. Kareleri boyamak için karelerin üstüne kağıt koyun veya karelerin içini keçeli kalemle boyayın.","coding-at-home.colour-everything.questions.content.1":"Robotu hiçbir kareden iki kez geçirmeden videonun son bölümündeki gibi iki kalp çizecek şekilde hareket ettirebilir miyiz?","coding-at-home.codyplotter-and-codyprinter.title":"CodyPlotter ile CodyPrinter","coding-at-home.codyplotter-and-codyprinter.text":"Bir çizici ile yazıcı arasındaki fark nedir? Bu bağlantısız kodlama aktivitesini oynayarak bu farkı öğrenebilirsiniz.","coding-at-home.codyplotter-and-codyprinter.material":"CodyRoby kitinin yanı sıra, bir adet yeşil keçeli kalem ve oyun hamurundan yeni bir robot kullandım; ama bu isteğe bağlı.","coding-at-home.codyplotter-and-codyprinter.questions.content.1":"Bir çizici ile yazıcı arasındaki farkı açıklayabilir misiniz?","coding-at-home.codyplotter-and-codyprinter.questions.content.2":"RobyPrinter, videonun sonundaki komut dizisini çalıştırsa, tahtadaki çizgilerden geçerek hangi şekli çizmiş olur?","coding-at-home.boring-pixels.title":"Sıkıcı Pikseller!/Sayı kullanımı","coding-at-home.boring-pixels.text":"Roby’ye verdiğimiz komutlarla kare kare, piksel piksel bir resim çizdirirken, aynı sıra üstünde birkaç kare aynı renkteyse bunu sayıyla da gösterebileceğimizi öğreniyoruz. Bilgisayarlar da böyle çalışır. ","coding-at-home.boring-pixels.material":`Kareli defter veya bir kağıda çizilmiş 5 × 5’li dama tahtası, keçeli kalem. -Resmin kodunu yazmak için tükenmez kalemle kağıt kullanabilirsiniz.`,"coding-at-home.boring-pixels.questions.content.1":"Dama şekli yapmaya çalışın ve bunu RLE (run-length kodlama) ile gösterin. Şeklin büyüklüğü, karelerin toplamına eşittir. Peki ya RLE gösteriminin büyüklüğü nedir?","coding-at-home.turning-code-into-pictures.title":"Kodları resme dönüştürme","coding-at-home.turning-code-into-pictures.text.1":"Bir kod oluşturup bunu kullanarak bir resim çizebileceğimizi artık biliyoruz. Kafamda bir resim düşündüm ve kod kullanarak resmi harf ve sayılara çevirdim; size de bu harf ve sayıları verdim. Bu harf ve sayıları not edip kodu kullanarak şekli tekrar çizin.","coding-at-home.turning-code-into-pictures.text.2":"Aklımdaki resim işte buydu. Hem kendi hem de kodu bilen diğer arkadaşlarınızın defterlerinde bu resmi ortaya çıkarın!","coding-at-home.turning-code-into-pictures.material":"kağıt(tercihen kareli) ve tükenmez kalem.","coding-at-home.turning-code-into-pictures.questions.content.1":"Kodu çözüp videonun sonunda bahsettiğim resimleri çizmeye çalışın.","coding-at-home.texts.1":"Coding@Home, ailenin yanı sıra okulda günlük kullanım için kısa videolar, kendin yap materyalleri, bulmacalar, oyunlar ve kodlama ile ilgili alıştırmalar içeren bir servistir. Faaliyetleri yapmak için herhangi bir ön bilgiye veya elektronik cihaza ihtiyacınız yoktur. Faaliyetler, sayısal düşünmeyi teşvik edecek ve evde ya da okulda öğrencilerin, ebeveynlerin ve öğretmenlerin becerilerini geliştirecektir.","coding-at-home.texts.2":`AB Kod Haftası'nın Coding@Home serisi, Rai Cultura ile işbirliği içindeki Urbino Üniversitesi ve CodeMOOCnet Derneği'nin “Coding in famiglia” girişimi üzerine kuruludur. Alessandro Bogliolo, Urbino Üniversitesi'nde Bilgi İşlem Sistemleri Profesörü, tüm temsilcilerin İtalya AB Kod Haftası temsilcisi ve koordinatörü ve aynı zamanda Dijital Beceri ve İş İttifakı Yönetim Kurulu üyesidir. `,"coding-at-home.texts.3":'İnternet bağlantısı gerektirmeyen daha fazla faaliyetle veya farklı programlama dilleri, robotik (mikrobit vb.) etkinliklerle ilgileniyorsanız, ilköğretim, ortaöğretim ve lise için video eğitimleri ve ders planları içeren AB Kod Haftası ‘Bit Öğreniyorum’ bölümüne bakınız. Ayrıca, öğrenciler ve öğretmenler için AB Kod Haftası kaynakları sayfasına da göz atınız. ',"community.titles.0":"Topluluk","community.titles.1":"Elçiler","community.titles.2":"Öncü öğretmenler","community.titles.3":"Edu koordinatörleri","community.titles.4":"AB Kod Haftası için gönüllü olun","community.intro.0":"AB Kod Haftası, gücünü gönüllülerden oluşan geniş bir uluslararası topluluktan alıyor. Ülkenizde faaliyet gösteren üyelerle bu sayfada tanışabilirsiniz.","community.intro.1":"Elçiler, Öncü öğretmenler ve “Edu koordinatörleri” olarak bilinen, AB ve Batı Balkan ülkelerindeki Eğitim Bakanlıklarının temsilcileri, AB Kod Haftası’nın bel kemiğini oluştururlar.","community.intro.2":"Yaşadığınız yerdeki topluluğu bulmak için ülkenizi seçin:","community.ambassadors":"AB Kod Haftası Elçileri, Kod Haftası’nın her bir ülkedeki ana temas noktaları olarak Kod Haftası vizyonunun bulundukları ülkelerde yaygınlaşmasını sağlar. Elçiler, AB Kod Haftası’nı desteklemek isteyen kişi, şirket ve topluluklar arasında bağ kurar. Organizatörlerin Kod Haftası haritasında kodlama faaliyetlerini kaydetmesini sağlayıp AB Kod Haftası’na genel katılımı teşvik ederler. Elçiler, aynı zamanda ülkelerindeki faaliyetleri gözden geçirip onaylar. Başka ülkelerdeki elçilerle bu girişimin nasıl geliştirileceğini konuşmak için düzenli olarak toplanıp birlikte çalışırlar.","community.leading-teachers":"Öncü öğretmenler, Avrupa genelinde 450’yi aşkın eğitimciden oluşan aktif bir topluluktur. Kod Haftası’na katılmak isteyen okul, öğretmen ve öğrenciler arasında bağ kurarak onları faaliyet organize edip bu faaliyetleri Kod Haftası haritasına kaydetmeye teşvik ederler. Öncü öğretmenler, kendi dillerinde mesleki gelişim temalı sanal seminerler düzenleyen, hem kendi ülkeleri hem de Avrupa’daki diğer öğretmenler için referans noktası olan eğitimcilerdir. Ayrıca bu girişimi kendi ülkelerinde tanıtırlar.","community.cta":"Eğer öğretmenseniz, yakınınızda yer alan Öncü öğretmenlerle temasa geçmek için haritayı kullanabilirsiniz.","community.edu":"AB Kod Haftası Edu koordinatörleri, AB Kod Haftası’na katılan Eğitim Bakanlıkları veya diğer eğitim kurum ve kuruluşlarında görev alan temsilcilerdir. Edu koordinatörleri, ülke genelinde öğretmen ve okulları destekleyerek girişimin temelini sağlamlaştırır. Görevlerinin bir parçası olarak AB Kod Haftası’na katılan okullarla iletişime geçerek en iyi uygulamalarını öğrenir ve deneyim paylaşırlar. Edu koordinatörleri ayrıca girişime katılmak isteyen okullara topluluk içinde yer alan kaynakları, eğitim materyallerini ve fırsatları sunarak onları destekler.","community.volunteer.0":"AB Kod Haftası hareketinin bir parçası olmak icin illa topluluk içerisinde resmî bir rol üstlenmeniz gerekmiyor. İnsanlara kodlamayı, robotiği, donanım kurcalamayı, 3 boyutlu baskıyı vs. öğretip ilham vermek için herkes faaliyet organize edebilir, faaliyetlerini işaretleyebilir.","community.volunteer.1":"haritada","community.volunteer.2":"Kodlamayı teşvik etmeye gönüllü olarak vakit ayırmak istiyor ve AB Kod Haftası","community.volunteer.3":"vizyon","community.volunteer.4":"ve","community.volunteer.5":"değerlerine","community.volunteer.6":"inanıyorsanız, belki de öncü öğretmen veya elçi olabilirsiniz.","community.volunteer.7":"Bizim gibi siz de kodlamayı öğretip öğrenmeye tutkuyla bağlı bir eğitimciyseniz, Öncü öğretmenlerin rolü ve bu görevin faydaları ile ilgili daha fazla bilgiye erişebilirsiniz.","community.volunteer.8":"buradan","community.volunteer.9":"Ardından Öncü Öğretmenlik başvurunuzu yapabilirsiniz.","community.volunteer.10":"çevrim içi başvuru formunu doldurarak","community.volunteer.11":"Ülke başına Öncü Öğretmen kotaları sınırlıdır; dolayısıyla aynı anda sadece bazı ülkeler başvuru alabilmektedir.","community.volunteer.12":"Ülkenizde kodlamayı teşvik etmek istiyorsanız","community.volunteer.13":"Elçilerin sorumluluklarını inceleyin","community.volunteer.14":"ve AB Kod Haftası Elçileri listesine bir göz atın.","community.volunteer.15":"Ülkenizde Elçiler varsa, lütfen doğrudan onlarla iletişime geçerek girişimi nasıl destekleyebileceğinizi öğrenin. Ülkenizde Elçi yoksa, info@codeweek.eu adresinden bize ulaşabilirsiniz.","cookie_policy.title":"Tanımlama Bilgisi İlkesi","cookie_policy.what.title":"Tanımlama bilgileri nelerdir?","cookie_policy.what.text":"

    Tanımlama bilgisi, siteyi ziyaret ettiğinizde web sitesinin bilgisayarınızda veya mobil cihazınızda depoladığı küçük bir metin dosyasıdır.

    ","cookie_policy.what.first_party":"Birinci taraf tanımlama bilgileri, ziyaret ettiğiniz web sitesi tarafından belirlenen tanımlama bilgileridir. Bu bilgileri yalnızca o web sitesi okuyabilir. Ayrıca, bir web sitesi birinci taraf tanımlama bilgileri olarak bilinen kendi tanımlama bilgilerini belirleyen haricî hizmetleri de potansiyel olarak kullanabilir.","cookie_policy.what.persistent_cookies":"Kalıcı tanımlama bilgileri, bilgisayarınızda depolanan ve tarayıcınızdan çıktığınızda silinen oturum tanımlama bilgilerinin aksine tarayıcıdan çıktığınızda otomatik olarak silinmeyen tanımlama bilgileridir.","cookie_policy.what.items":`

    Codeweek web sitesini ilk ziyaretinizde, tanımlama bilgilerini kabul etmeniz veya reddetmeniz istenir.

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    Burada amaç, sitenin belirli bir süre tercihlerinizi (kullanıcı adı, dil vb.) hatırlamasıdır.

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    Bu şekilde, aynı ziyaret esnasında sitede gezinirken bu bilgileri yeniden girmek zorunda kalmazsınız.

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    Tanımlama bilgileri ayrıca sitelerimizde gezinme deneyimi hakkında anonim istatistikleri tesis etmek için de kullanılabilir.

    -

    `,"cookie_policy.how.title":"Tanımlama bilgilerini nasıl kullanıyoruz?","cookie_policy.how.text1":"

    Codeweek çoğunlukla “birinci taraf tanımlama bilgilerini” kullanır. Bunlar herhangi bir haricî kuruluş tarafından değil, bizim tarafımızdan belirlenen ve denetlenen tanımlama bilgileridir.

    ","cookie_policy.how.text2":"

    Ancak, sayfalarımızın bazılarını görüntülemek için haricî kuruluşların tanımlama bilgilerini kabul etmeniz gerekir.

    ","cookie_policy.how.3types.1":"ziyaretçi tercihlerini depolamak","cookie_policy.how.3types.2":"web sitelerimizi operasyonel hâle getirmek","cookie_policy.how.3types.3":"analiz verilerini toplamak (kullanıcı davranışı hakkında)","cookie_policy.how.3types.title":"Kullandığımız 3 tür birinci taraf tanımlama bilgisini şu amaçlarla kullanırız:","cookie_policy.how.table.name":"Ad","cookie_policy.how.table.service":"Hizmet","cookie_policy.how.table.purpose":"Amaç","cookie_policy.how.table.type_duration":"Tanımlama bilgisi ve süresi","cookie_policy.how.visitor_preferences.title":"Ziyaretçi tercihleri","cookie_policy.how.visitor_preferences.text":"

    Bu tercihler tarafımızdan belirlenir ve bunları yalnızca biz okuyabiliriz. Bunlar şu unsurları hatırlar:

    ","cookie_policy.how.visitor_preferences.item":"sitenin tanımlama bilgisi ilkesini kabul edip (veya reddedip) etmediğinizi","cookie_policy.how.visitor_preferences.table.1.service":"Tanımlama bilgisi onay paketi","cookie_policy.how.visitor_preferences.table.1.purpose":"Tanımlama bilgisi tercihlerinizi depolar (böylece sizden tekrar istenmez)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Tarayıcınızdan çıktıktan sonra silinen birinci taraf tanımlama bilgisi","cookie_policy.how.operational_cookies.title":"Operasyonel tanımlama bilgileri","cookie_policy.how.operational_cookies.text":"

    Belli web sayfalarının çalışması için dâhil etmemiz gereken bazı tanımlama bilgileri bulunmaktadır. Bu sebeple bu bilgiler onayınızı gerektirmez. Özellikle:

    ","cookie_policy.how.operational_cookies.item":"belli BT sistemlerinin gerektirdiği teknik tanımlama bilgileri","cookie_policy.how.technical_cookies.title":"Teknik tanımlama bilgileri","cookie_policy.how.technical_cookies.table.1.purpose":"Ziyaretiniz esnasında sizin için güvenli bir oturum sağlar.","cookie_policy.how.technical_cookies.table.1.type_duration":"Tarayıcınızdan çıktıktan sonra silinen birinci taraf tanımlama bilgisi","cookie_policy.how.technical_cookies.table.2.purpose":"Sizin için daha uzun süre güvenli bir oturum sağlayarak tarayıcı kapandığında oturumu kaybetmenizi önler.","cookie_policy.how.technical_cookies.table.2.type_duration":"Birinci taraf kalıcı tanımlama bilgisi, 60 ay","cookie_policy.how.technical_cookies.table.3.purpose":"Kullanıcının tercih ettiği dili depolar","cookie_policy.how.technical_cookies.table.3.type_duration":"Tarayıcınızdan çıktıktan sonra silinen birinci taraf tanımlama bilgisi","cookie_policy.how.analytics_cookies.title":"Analiz tanımlama bilgileri","cookie_policy.how.analytics_cookies.items":`

    Bu bilgileri tamamen tüm kullanıcılarımız için sağladığımız hizmeti nasıl geliştirebileceğimiz hususunda kurum içi araştırma yapmak üzere kullanıyoruz.

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    Tanımlama bilgileri basit bir şekilde anonim bir kullanıcı olarak web sitemizle nasıl etkileşime geçtiğinizi değerlendirir (toplanan veriler kişisel olarak kimliğinizi belirlemez).

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    Ayrıca, bu veriler üçüncü taraflarla paylaşılmaz ve başka bir amaçla kullanılmaz. Anonimleştirilen istatistikler, Komisyonla sözleşmeye dayalı anlaşma altında iletişim projelerinde çalışan yüklenicilerle paylaşılabilir.

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    Ancak, bu tanımlama bilgisi türlerini ziyaret ettiğiniz ilk sayfada göreceğiniz tanımlama bilgisi başlığından veya bu özel sayfayı ziyaret ederek reddedebilirsiniz.

    `,"cookie_policy.how.analytics_cookies.table.1.service":"Matomo açık kaynak yazılımına dayalı web çözümleme hizmeti","cookie_policy.how.analytics_cookies.table.1.purpose":"Web sitesi ziyaretçilerini tanır (anonim olarak - kullanıcı ile ilgili kişisel bilgi toplanmaz).","cookie_policy.how.analytics_cookies.table.1.type_duration":"Birinci taraf kalıcı tanımlama bilgisi, 20 gün","cookie_policy.how.analytics_cookies.table.2.service":"Matomo açık kaynak yazılımına dayalı web çözümleme hizmeti","cookie_policy.how.analytics_cookies.table.2.purpose":"Aynı ziyaret esnasında aynı kullanıcı tarafından görüntülenen sayfaları belirler. (anonim olarak - kullanıcı ile ilgili kişisel bilgi toplanmaz).","cookie_policy.how.analytics_cookies.table.2.type_duration":"Birinci taraf kalıcı tanımlama bilgisi, 30 dakika","cookie_policy.third-party.title":"Birinci taraf tanımlama bilgileri","cookie_policy.third-party.items.1":`

    Sayfalarımızın bazıları haricî sağlayıcıların içeriğini görüntüler, ör. YouTube, Facebook ve Twitter.

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    Üçüncü taraf içeriği görüntülemek için, öncelikle bu sağlayıcılara ait özel hükümleri ve koşulları kabul etmeniz gerekir. Bu, sağlayıcıların, bizim denetimimizde olmayan, tanımlama bilgisi ilkelerini içerir.

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    Ancak bu içeriği görüntülemek istemezseniz, cihazınıza hiçbir üçüncü taraf tanımlama bilgisi yüklenmez.

    Codeweek'teki üçüncü taraf sağlayıcılar`,"cookie_policy.third-party.items.2":"Bu üçüncü taraf hizmetler Codeweek web sitesinin denetimi dışındadır. Sağlayıcılar herhangi bir zamanda hizmet, amaç, tanımlama bilgisi vb. unsurların hükümlerini değiştirebilir.","cookie_policy.how-manage.title":"Tanımlama bilgilerini nasıl yönetebilirsiniz?","cookie_policy.how-manage.items":`

    İstediğiniz zaman tanımlama bilgilerini yönetebilirsiniz/silebilirsiniz - ayrıntılar için bkz. aboutcookies.org.

    Tanımlama bilgilerinin cihazınızdan kaldırılması

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    Tarayıcınızın göz atma geçmişini temizleyerek, hâlihazırda cihazınızda bulunan tüm tanımlama bilgilerini silebilirsiniz. Bu işlem, tanımlama bilgilerinin tümünü ziyaret ettiğiniz web sitelerinin hepsinden kaldırır.

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    Bazı kayıtlı bilgilerinizi de kaybedebileceğinizi göz önünde bulundurun (ör. kayıtlı oturum açma ayrıntıları, site tercihleri).

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    `,"copyright.title":"Telif Hakkı Bildirimi","copyright.training.0":"Okullar için AB Kod Haftası web sitesi","copyright.training.1":"Avrupa Komisyonu tarafından desteklenen bir hizmettir","copyright.licence.0":"Aksi belirtilmedikçe, bu sitede sunulan içerikler","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.tr","copyright.licence.2":"Creative Commons Atıf-GayriTicari-AynıLisanslaPaylaş 4.0 Uluslararası (CC BY-NC-SA 4.0) altında lisanslıdır","copyright.creative-commons":"Creative Commons Lisansı kapsamındaki lisanslama, telif hakkının sahipliğini tek başına etkilemez","copyright.third-party":"Üçüncü taraf web sitelerinden gelen içerikler kendi telif hakkı kısıtlamalarına tabidir; daha fazla bilgi için lütfen menşei siteye bakınız","countries.all":"Tüm ülkeler","countries.Cloud":"Cloud","countries.Andorra":"Andora","countries.United Arab Emirates":"Birleşik Arap Emirlikleri","countries.Afghanistan":"Afganistan","countries.Antigua and Barbuda":"Antigua ve Barbuda","countries.Anguilla":"Anguilla","countries.Albania":"Arnavutluk","countries.Armenia":"Ermenistan","countries.Netherlands Antilles":"Hollanda Antilleri","countries.Angola":"Angola","countries.Antarctica":"Antarktika","countries.Argentina":"Arjantin","countries.American Samoa":"Amerikan Samoası","countries.Austria":"Avusturya","countries.Australia":"Avustralya","countries.Aruba":"Aruba","countries.Aland Islands":"Aland Adaları","countries.Azerbaijan":"Azerbaycan","countries.Bosnia and Herzegovina":"Bosna Hersek","countries.Barbados":"Barbados","countries.Bangladesh":"Bangladeş","countries.Belgium":"Belçika","countries.Burkina Faso":"Burkina Faso","countries.Bulgaria":"Bulgaristan","countries.Bahrain":"Bahreyn","countries.Burundi":"Burundi","countries.Benin":"Benin","countries.Saint Barthelemy":"Saint Barthelemy","countries.Bermuda":"Bermuda","countries.Brunei":"Brunei","countries.Bolivia":"Bolivya","countries.Bonaire, Saint Eustatius and Saba ":"Hollanda Karayipleri ","countries.Brazil":"Brezilya","countries.Bahamas":"Bahamalar","countries.Bhutan":"Bhutan","countries.Bouvet Island":"Bouvet Adası","countries.Botswana":"Botsvana","countries.Belarus":"Beyaz Rusya","countries.Belize":"Belize","countries.Canada":"Kanada","countries.Cocos Islands":"Cocos Adaları","countries.Democratic Republic of the Congo":"Demokratik Kongo Cumhuriyeti","countries.Central African Republic":"Orta Afrika Cumhuriyeti","countries.Republic of the Congo":"Kongo Cumhuriyeti","countries.Switzerland":"İsviçre","countries.Ivory Coast":"Fildişi Sahili","countries.Cook Islands":"Cook Adaları","countries.Chile":"Şili","countries.Cameroon":"Kamerun","countries.China":"Çin","countries.Colombia":"Kolombiya","countries.Costa Rica":"Kosta Rika","countries.Serbia and Montenegro":"Sırbistan-Karadağ","countries.Cuba":"Küba","countries.Cape Verde":"Yeşil Burun Adaları","countries.Curacao":"Curaçao","countries.Christmas Island":"Christmas Adası","countries.Cyprus":"Kıbrıs","countries.Czech Republic":"Çek Cumhuriyeti","countries.Germany":"Almanya","countries.Djibouti":"Cibuti","countries.Denmark":"Danimarka","countries.Dominica":"Dominika","countries.Dominican Republic":"Dominik Cumhuriyeti","countries.Algeria":"Cezayir","countries.Ecuador":"Ekvador","countries.Estonia":"Estonya","countries.Egypt":"Mısır","countries.Western Sahara":"Batı Sahra","countries.Eritrea":"Eritre","countries.Spain":"İspanya","countries.Ethiopia":"Etiyopya","countries.Finland":"Finlandiya","countries.Fiji":"Fiji","countries.Falkland Islands":"Falkland Adaları","countries.Micronesia":"Mikronezya Federal Devletleri","countries.Faroe Islands":"Faroe Adaları","countries.France":"Fransa","countries.Gabon":"Gabon","countries.United Kingdom":"Birleşik Krallık","countries.Grenada":"Grenada","countries.Georgia":"Gürcistan","countries.French Guiana":"Fransız Guyanası","countries.Guernsey":"Guernsey","countries.Ghana":"Gana","countries.Gibraltar":"Cebelitarık","countries.Greenland":"Grönland","countries.Gambia":"Gambiya","countries.Guinea":"Gine","countries.Guadeloupe":"Guadeloupe","countries.Equatorial Guinea":"Ekvator Ginesi","countries.Greece":"Yunanistan","countries.South Georgia and the South Sandwich Islands":"Güney Georgia ve Güney Sandwich Adaları","countries.Guatemala":"Guatemala","countries.Guam":"Guam","countries.Guinea-Bissau":"Gine-Bissau","countries.Guyana":"Guyana","countries.Hong Kong":"Hong Kong","countries.Heard Island and McDonald Islands":"Heard Adası ve McDonald Adaları","countries.Honduras":"Honduras","countries.Croatia":"Hırvatistan","countries.Haiti":"Haiti","countries.Hungary":"Macaristan","countries.Indonesia":"Endonezya","countries.Ireland":"İrlanda","countries.Israel":"İsrail","countries.Isle of Man":"Man Adası","countries.India":"Hindistan","countries.British Indian Ocean Territory":"Britanya Hint Okyanusu Toprakları","countries.Iraq":"Irak","countries.Iran":"İran","countries.Iceland":"İzlanda","countries.Italy":"İtalya","countries.Jersey":"Jersey","countries.Jamaica":"Jamaika","countries.Jordan":"Ürdün","countries.Japan":"Japonya","countries.Kenya":"Kenya","countries.Kyrgyzstan":"Kırgızistan","countries.Cambodia":"Kamboçya","countries.Kiribati":"Kiribati","countries.Comoros":"Komorlar","countries.Saint Kitts and Nevis":"Saint Kitts ve Nevis","countries.North Korea":"Kuzey Kore","countries.South Korea":"Güney Kore","countries.Kuwait":"Kuveyt","countries.Cayman Islands":"Cayman Adaları","countries.Kazakhstan":"Kazakistan","countries.Laos":"Laos","countries.Lebanon":"Lübnan","countries.Saint Lucia":"Saint Lucia","countries.Liechtenstein":"Lihtenştayn","countries.Sri Lanka":"Sri Lanka","countries.Liberia":"Liberya","countries.Lesotho":"Lesotho","countries.Lithuania":"Litvanya","countries.Luxembourg":"Lüksemburg","countries.Latvia":"Letonya","countries.Libya":"Libya","countries.Morocco":"Fas","countries.Monaco":"Monako","countries.Moldova":"Moldova","countries.Montenegro":"Karadağ","countries.Saint Martin":"Saint Martin","countries.Madagascar":"Madagaskar","countries.Marshall Islands":"Marshall Adaları","countries.Macedonia":"Kuzey Makedonya","countries.Mali":"Mali","countries.Myanmar":"Myanmar","countries.Mongolia":"Moğolistan","countries.Macao":"Makao","countries.Northern Mariana Islands":"Kuzey Mariana Adaları","countries.Martinique":"Martinique","countries.Mauritania":"Moritanya","countries.Montserrat":"Montserrat","countries.Malta":"Malta","countries.Mauritius":"Mauritius","countries.Maldives":"Maldivler","countries.Malawi":"Malavi","countries.Mexico":"Meksika","countries.Malaysia":"Malezya","countries.Mozambique":"Mozambik","countries.Namibia":"Namibya","countries.New Caledonia":"Yeni Kaledonya","countries.Niger":"Nijer","countries.Norfolk Island":"Norfolk Adası","countries.Nigeria":"Nijerya","countries.Nicaragua":"Nikaragua","countries.Netherlands":"Hollanda","countries.Norway":"Norveç","countries.Nepal":"Nepal","countries.Nauru":"Nauru","countries.Niue":"Niue","countries.New Zealand":"Yeni Zelanda","countries.Oman":"Umman","countries.Panama":"Panama","countries.Peru":"Peru","countries.French Polynesia":"Fransız Polinezyası","countries.Papua New Guinea":"Papua Yeni Gine","countries.Philippines":"Filipinler","countries.Pakistan":"Pakistan","countries.Poland":"Polonya","countries.Saint Pierre and Miquelon":"Saint Pierre ve Miquelon","countries.Pitcairn":"Pitcairn Adaları","countries.Puerto Rico":"Porto Riko","countries.Palestine":"Filistin","countries.Portugal":"Portekiz","countries.Palau":"Palau","countries.Paraguay":"Paraguay","countries.Qatar":"Katar","countries.Reunion":"Reunion","countries.Romania":"Romanya","countries.Serbia":"Sırbistan","countries.Russia":"Rusya","countries.Rwanda":"Ruanda","countries.Saudi Arabia":"Suudi Arabistan","countries.Solomon Islands":"Solomon Adaları","countries.Seychelles":"Seyşeller","countries.Sudan":"Sudan","countries.Sweden":"İsveç","countries.Singapore":"Singapur","countries.Saint Helena":"Saint Helena","countries.Slovenia":"Slovenya","countries.Svalbard and Jan Mayen":"Svalbard ve Jan Mayen Adaları","countries.Slovakia":"Slovakya","countries.Sierra Leone":"Sierra Leone","countries.San Marino":"San Marino","countries.Senegal":"Senegal","countries.Somalia":"Somali","countries.Suriname":"Surinam","countries.South Sudan":"Güney Sudan","countries.Sao Tome and Principe":"Sao Tome ve Principe","countries.El Salvador":"El Salvador","countries.Sint Maarten":"Sint Maarten","countries.Syria":"Suriye","countries.Swaziland":"Svaziland","countries.Turks and Caicos Islands":"Turks ve Caicos Adaları","countries.Chad":"Çad","countries.French Southern Territories":"Fransız Güney Toprakları","countries.Togo":"Togo","countries.Thailand":"Tayland","countries.Tajikistan":"Tacikistan","countries.Tokelau":"Tokelau","countries.East Timor":"Doğu Timor","countries.Turkmenistan":"Türkmenistan","countries.Tunisia":"Tunus","countries.Tonga":"Tonga","countries.Turkey":"Türkiye","countries.Trinidad and Tobago":"Trinidad ve Tobago","countries.Tuvalu":"Tuvalu","countries.Taiwan":"Tayvan","countries.Tanzania":"Tanzanya","countries.Ukraine":"Ukrayna","countries.Uganda":"Uganda","countries.United States Minor Outlying Islands":"Amerika Birleşik Devletleri’nin Küçük Dış Adaları","countries.United States":"ABD","countries.Uruguay":"Uruguay","countries.Uzbekistan":"Özbekistan","countries.Vatican":"Vatikan","countries.Saint Vincent and the Grenadines":"Saint Vincent ve Grenadinler","countries.Venezuela":"Venezuela","countries.British Virgin Islands":"Britanya Virjin Adaları","countries.U.S. Virgin Islands":"ABD Virjin Adaları","countries.Vietnam":"Vietnam","countries.Vanuatu":"Vanuatu","countries.Wallis and Futuna":"Wallis ve Futuna","countries.Samoa":"Samoa","countries.Kosovo":"Kosova","countries.Yemen":"Yemen","countries.Mayotte":"Mayotte","countries.South Africa":"Güney Afrika","countries.Zambia":"Zambiya","countries.Zimbabwe":"Zimbabve","cw2020.common.resources":"Gerekli kaynaklar","cw2020.common.soundtrack":"Kod Haftası müziği","cw2020.common.moves":"Hareketler","cw2020.common.dance-example":"Kod Haftası Dansına bir örnek","cw2020.common.organizer-guide":"Organizatör kılavuzu","cw2020.title.0":"AB Kod Haftası","cw2020.title.1":"2020 Etkinliği","cw2020.intro":"Bu sene kodlama kutlamalarımızı 9-24 Ekim 2020 günlerinde düzenliyoruz! Yaşadığımız salgından dolayı, bu sene daha fazla sayıda Kod Haftası etkinliği internetten yapılacak. Evde veya okulda uzaktan katılabileceğiniz eğlenceli ve öğretici yeni aktiviteler sunacağız.","cw2020.online-activities.title":"Öne çıkan açık çevrim içi aktiviteler","cw2020.online-activities.subtitle.0":"Kod Haftası aktivitelerine uzaktan daha kolay katılabilmen için, öne çıkan çevrim içi aktivitelerin yer aldığı bir takvim hazırladık.","cw2020.online-activities.section1.title":"Çevrim içi aktivite nedir?","cw2020.online-activities.section1.content":"Çevrim içi aktiviteler, Kod Haftası websitesine ekleyeceğin veya kaydedeceğin tüm aktivitelerdir; tek farkı aktivitenin internette yapılmasıdır. Amacımız, insanların sağlığını riske atmadan kodlama oturumlarına ve atölyelerine tamamen çevrim içi katılmalarını sağlamak.","cw2020.online-activities.section2.title":"Öne çıkan açık aktiviteler","cw2020.online-activities.section2.content":"İsterseniz, çevrim içi aktivitelerini herkesin kullanımına açabilirsin. Dünyanın her yerinden insanlar, İngilizce veya ülkelerinin yerli dilinde açık çevrim içi aktivitelere katılabilecekler. Herkese açık olan aktiviteler arasından en heyecan verici olanları web sitemizde yer alan etkinlik takviminde öne çıkaracağız.","cw2020.online-activities.section3.title":"Katılımcılar ne yapmalı?","cw2020.online-activities.section3.content.0":"Kod Haftası’nın her günü takvime atıp en çok ilgini çeken aktivitelere katılabileceksin. Bu öne çıkan etkinlikler, robotik atölyelerinden e-öğrenme kurslarına, webinerlerden kodlama eğitimlerine birçok farklı etkinliği içeriyor. Seç, beğen, al.","cw2020.dance.title":"Kod Haftası Dansı","cw2020.dance.subtitle":"Programlayıcıların dans edemediğini de kim söylemiş? Kod Haftası 2020’yi kutlamak için yeni bir etkinlik başlatıyoruz: #EUCodeWeekDance (Kod Haftası Dansı) meydan okuması","cw2020.dance.section1.title":"Kimler katılabilir?","cw2020.dance.section1.content.0":"Okullar, kütüphaneler, kod kulüpleri, özel şirket ve kamu kurumlarından herkes, AB Kod Haftası 2020’yi kutlamak için bir #EUCodeWeekDance (Kod Haftası Dansı) etkinliği düzenleyip Kod Haftası haritasına ekleyebilir.","cw2020.dance.section2.title":"Nasıl katılabilirsin?","cw2020.dance.section2.content":"5 farklı aktivite türünden birini seç veya kendin bir aktivite türet. Seçtiğin aktivite ne olursa olsun, aktiviteni haritana eklemeyi unutma.","cw2020.dance.activity1.title":"Bir arkadaşını veya bir velini kodla - bilgisayara gerek yok","cw2020.dance.activity1.subtitle":"Kodlama, bir elektronik cihaza komut vermene yarar. Ama aslında kodlama yapmak için illa bir bilgisayar gerekmez. Onun yerine, kendine bir takım arkadaşı seç. Sınıf arkadaşın, arkadaşın, velin, hatta öğretmenin bile olabilir. Sen ona komutlar vererek #EUCodeWeekDance’ı nasıl sergileyeceğini göster; o da komutlarını aynen takip etsin.","cw2020.dance.activity1.resources.0":"Bağlantısız Dans Partini düzenleyebilmek için bu code.org rehberini kullan","cw2020.dance.activity1.resources.1":"İnsan robotunu nasıl programlayacağını buradan öğrenebilirsin","cw2020.dance.activity2.title":"Görsel Programlama","cw2020.dance.activity2.subtitle":"Kod Haftası dansını Scratch’te kodla. Kod Haftası karakterlerini kullan veya Scratch’te kendi karakterini yarat ve #EUCodeWeekDance’ı (Kod Haftası Dansını) yapmaya programla.","cw2020.dance.activity2.resources.0":"Scratch #EUCodeWeekDance projesine bir örnek","cw2020.dance.activity2.resources.1":"Kod Haftası karakterleri","cw2020.dance.activity2.resources.2":"Bir karakteri nasıl oynatacağını öğrenmek için bu code.org rehberini kullan","cw2020.dance.activity2.resources.3":"Dans Partini düzenleyebilmek için bu Code.org rehberini kullan","cw2020.dance.activity2.resources.4":"Projeni bizimle Scratch Studio’da paylaş.","cw2020.dance.activity3.title":"Metin tabanlı programlama","cw2020.dance.activity3.subtitle":"EarSketch veya Sonic Pi gibi kod tabanlı bir müzik yapma platformu kullanarak Python veya JavaScript yardımıyla #EUCodeWeekDance (Kod Haftası Dansı) müziğini yap.","cw2020.dance.activity3.resources.0":"EarSketch’i kullanarak nasıl müzik yapacağını gösteren bir eğitim","cw2020.dance.activity3.resources.1":"Sonic Pi’yi kullanarak nasıl müzik yapacağını gösteren bir eğitim","cw2020.dance.activity4.title":"Robotik","cw2020.dance.activity4.subtitle":"Robotunu komutlarını izleyip Kod Haftası Dansını sergileyecek şekilde programla.","cw2020.dance.activity4.resources.0":"Robot programlama ile ilgili bir eğitim","cw2020.dance.activity5.title":"Canlı Dans Meydan Okuması","cw2020.dance.activity5.subtitle":"Sen, takımın veya robotun #EUCodeWeekDance’ını (Kod Haftası Dansını) yaparken video çek ve Instagram’da paylaş. Böylece viral olma ve Kod haftasına özgü hediyeler kazanma şansını elde et! İlgini çekti mi? Şu adımları takip et:","cw2020.dance.activity5.resources.0":"Instagram Hikayelerini kullanarak videoyu çek","cw2020.dance.activity5.resources.1":"Instagram’da @CodeWeekEU’yu takip et","cw2020.dance.activity5.resources.2":"@CodeWeekEU on Instagram","cw2020.dance.activity5.resources.3":"Danslı hikayende @CodeWeekEU (AB Kod Haftası) hesabından bahset ve mutlaka #EUCodeWeekDance (Kod Haftası Dansı) hashtag’ini kullan","cw2020.dance.outro.0":"Her gün kazananlar seçilecek ve Instagram hesabımızın Hikayeler kısmında duyurulacak. Bildirimlerini düzenli olarak kontrol etmeyi unutma; bakarsın bugün şanslı günündür.","cw2020.dance.outro.1":"#EUCodeWeekDance (Kod Haftası Dansı), bestesi Brendan Paolini’ye ait olan Koda Övgü’den ve Urbino Üniversitesi’nde Bilişim Sistemleri Profesörlüğü yapan Alessandro Bagliolo’nun fikrinden yola çıkarak Bianca Maria Berardi’nin geliştirdiği danstan esinlenilerek bulundu.","cw2020.treasure-hunt.title":"Kod Haftası Hazine Avı","cw2020.treasure-hunt.subtitle.0":"Telegram’da oynanan bir oyundur. Yeni başlayanlar için basit bir oyun olduğu kadar ustası için de zorlayıcı.","cw2020.treasure-hunt.subtitle.1":"Kod Haftası Hazine Avı, tercihen elinde bir cep telefonu tutarken bilgisayardan oynayabileceğin bir oyun.","cw2020.treasure-hunt.subtitle.2":"Oyun senden kodlama problemleri çözmeni isteyip seni Avrupa’da kodlama, bilgisayar bilimi ve teknolojinin tarihinde bir yolculuğa çıkaracak.","cw2020.treasure-hunt.section.title":"Oynamaya başlamak için","cw2020.treasure-hunt.section.content.0":"Telegram mobil uygulamasını indirmelisin. Masaüstü sürümü de mevcut.","cw2020.treasure-hunt.section.content.1":"Oyunu masaüstü veya dizüstü bilgisayarında ya da akıllı telefonunda oynayabilirsin. Oyunu bilgisayarında oynamanı tavsiye ederiz. Böylece telefonundaki Telegram uygulamasından komutları alıp kodlama problemlerini çözebilirsin.","cw2020.treasure-hunt.section.content.2":"Oyunu oynamak için","cw2020.treasure-hunt.section.content.3":"oyunu aç","cw2020.treasure-hunt.section.content.4":"ve kare kodunu okut. Böylece doğrudan Telegram uygulamasına gideceksin. Orada ilk komut setini bulabilirsin.","cw2020.treasure-hunt.section.content.5":"Oyunu kazanmak için 10 adet kodlama problemi çözmelisin ve Avrupa haritasında kodlama ve teknolojinin yükselişi ile ilgili 10 yer bulmalısın.","cw2020.treasure-hunt.section.content.6":"Oyunu tamamladıktan sonra #EUCodeWeek (Kod Haftası) hashtag’ini kullanarak puanını arkadaşlarınla paylaş ve onların da oyunu oynayıp kodlama tarihini öğrenmeleri için onlara meydan oku. Bakalım en fazla puanı kim alacak?","cw2020.treasure-hunt.section.content.7":"Kod Haftası Hazine Avı, Urbino Üniversitesi’nde Bilişim Sistemleri Profesörlüğü yapan Alessandro Bagliolo tarafından geliştirilen ilk AB Kod Haftası Hazine Avı’nın sanal sürümüdür. Bagliolo’nun özgün oyunu ile ilgili daha fazla bilgi için blogumuzu ziyaret et.","cw2020.kick-off.title":"Başlangıç etkinliği: 8 Ekim 2020","cw2020.kick-off.content.0":"2020 Kod Haftası’nın sanal başlangıç etkinliği, 8 Ekim’de Berlin/Brüksel/Paris saatiyle 17:00’de gerçekleşecek. Etkinlik Facebook Live, Instagram TV ve YouTube Live’dan canlı yayınlanacak.","cw2020.kick-off.content.1":"Heyecan verici kadromuzda davetli konuşmacılar da olacak:","cw2020.kick-off.content.2":"İç Pazardan sorumlu Avrupa Komisyonu Üyesi","cw2020.kick-off.content.3":"İnovasyon, Araştırma, Kültür, Eğitim ve Gençlikten sorumlu Avrupa Komisyonu Üyesi","cw2020.kick-off.content.4":"Scratch’ın Yaratıcısı ve MIT Media Lab’da Öğrenme Araştırmaları Profesörü","cw2020.kick-off.content.5":"Hello Ruby’nin yazar ve çizeri","cw2020.kick-off.content.6":"ve","cw2020.kick-off.content.7":"teknolojide toplumsal cinsiyet çeşitliliğini teşvik eden Fransız kuruluşu E-MMA’nın başkanı.","cw2020.kick-off.content.8":"Bunlar da yetmiyormuş gibi, Kod Haftası ekibi yeni web sitesi özellikleri, kaynaklar ve meydan okumalar tanıtacak.","cw2020.kick-off.content.9":"Urbino Üniversitesi’nde Bilişim Sistemleri Profesörü ve","cw2020.kick-off.content.10":"Kod Haftası elçileri koordinatörü","cw2020.kick-off.content.11":"Kod Haftası sanal Hazine Avı’nı sana anlatacak.","cw2020.kick-off.content.12":"xxx ise sana yeni #EUCodeWeekDance (Kod Haftası Dansı) meydan okuması ile ilgili bilgiler verecek.","cw2020.kick-off.content.13":"Avrupa’nın dört bir yanından okul ve öğrenciler bize bağlanıp kodlama hikayelerini anlatacaklar ve davetli konuşmacılarla fikir alışverişinde bulunacaklar.","cw2020.kick-off.content.14":"Sen de düşüncelerini ve fikirlerini paylaşıp soru sorabileceksin. Tek yapman gereken, 8 Ekim 2020 günü Orta Avrupa saatiyle 17:00-18:30 arasında..... canlı yayına bağlanıp #EUCodeWeek hashtag’iyle yorum yazmak veya tweet atmak.","cw2020.get-involved.title":"Nasıl katılabilirsin?","cw2020.get-involved.subtitle":"Kodlamaya başlamaya can mı atıyorsun? AB Kod Haftası topluluğuna katılmak istiyor, fakat nereden başlayacağını bilemiyorsan, Ekim’deki yıllık kutlamalarımızdan önce başlamana yardımcı olacak şu kaynaklara bir göz at.","cw2020.get-involved.content.0":"Kod Haftası’na başlarken","cw2020.get-involved.content.1":"Kod Haftası etkinliği nasıl eklenir","cw2020.get-involved.content.2":"Eğitimler","cw2020.get-involved.content.3":"Deep Dive (Derin Dalış) büyük açık çevrim içi kurs","cw2020.get-involved.content.4":"Coding@Home (Evde Kodlama) serisi","edit.title":"#EUCodeWeek etkinliğinizi düzenleyin","edit.required_fields":"Gerekli alanlar * işareti ile gösterilmiştir. Etkinliği kendi dilinizde ekleyebilirsiniz.","edit.description":"Açıklama","edit.audience":"Hedef Kitle","edit.theme":"Konu","edit.location":"Yer","edit.website":"Web Sitesi","edit.contact":"İrtibat","edit.tags":"Etiketler","edit.image":"Resim","edit.help":"Büyük resimler 256 x 512 piksel olarak boyutlandırılacaktır. Maksimum 256 x 1024 piksel yüklenebilir.","edit.aspect":"Etkinliğiniz, kodlamanın hangi yönünü kapsayacaktır?","edit.address":"Yer belirlemek için adres girin ya da aşağıdaki haritaya tıklayın.","edit.privacy_disclaimer.header":"İrtibat bilgileriniz","edit.privacy_disclaimer.text_1":"Bu bilgi yalnızca şu kişilere görünür olacaktır: ","edit.privacy_disclaimer.link_1":"AB Kod Haftası Elçileri","edit.privacy_disclaimer.text_2":` ile Kod Haftası - organizatörleri; bu kişiler, - etkinliğinizi harita üzerinde gösterilmeden önce kontrol edecek ve düzenleme - gerekmesi hâlinde ya da - etkinliğin ardından istatistiksel amaçla anketleri yönetmek üzere sizinle irtibat kurabilecektir.`,"edit.privacy_disclaimer.contact_email":"İrtibat e-posta adresiniz","edit.edit":"Etkinliği düzenle","event.main_title":"#EUCodeWeek etkinliğinizi ekleyin","event.button":"Etkinlik Ekle","event.howto":"Kendi etkinliğinizi nasıl organize edebilirsiniz","event.required":"Gerekli alanlar * işareti ile gösterilmiştir. Etkinliği kendi dilinizde ekleyebilirsiniz.","event.audience_title":"Hedef Kitle","event.theme_title":"Konu","event.scoreboard_by_country":"Skor tablosu","event.get_involved":"Katıl","event.organize_or_support_events":"Etkinlik düzenleyin ya da şehrinizdeki etkinlikleri destekleyin","event.or_contact_your":"veya aşağıdakilerle irtibat kurun:","event.eu_code_week_ambassadors":"AB Kod Haftası Elçileri","event.show_events_for":"Etkinlikleri göster ","event.who":"Etkinlik kimler için?","event.tags":"Etiketler","event.image":"Resim","event.start.label":"Başlangıç tarihi","event.start.placeholder":"Aktivite ne zaman başlıyor?","event.end.label":"Bitiş tarihi","event.end.placeholder":"Aktivite ne zaman bitiyor?","event.organizer.label":"Organizasyonun adı","event.organizer.placeholder":"Çalıştığınız ya da gönüllü olduğunuz organizasyon","event.website.label":"Organizatörün Web Sitesi","event.website.placeholder":"Daha fazla bilgi içeren bir web siteniz var mı?","event.description.label":"Açıklama","event.description.placeholder":"Planlanan aktiviteyi kısaca açıklayın.","event.contact.label":"İrtibat e-posta adresi","event.contact.placeholder":"Bu e-posta, AB Kod Haftasına ilişkin önemli yazışmalar için kullanılacaktır","event.contact.explanation":"İrtibat e-posta adresiniz, yalnızca etkinliğinizi harita üzerinde gösterilmeden önce kontrol edecek ve düzenleme gerekmesi hâlinde ya da etkinliğin ardından istatistiksel amaçla anketleri yönetmek üzere sizinle irtibat kurabilecek olan AB Kod Haftası Elçileri ve Kod haftası organizatörleri tarafından görülecektir.","event.public.label":"Herkese açık e-posta adresi","event.public.placeholder":"İrtibat e-posta adresini göstermek istiyor musunuz?","event.title.label":"Aktivite Başlığı","event.title.placeholder":"Aktivitenin adı nedir?","event.address.label":"Adres","event.address.placeholder":"Aktivite nerede gerçekleşecek?","event.organizertype.label":"Organizasyon türü","event.organizertype.placeholder":"Organizatör türünü seçin","event.organizertype.school":"Okul","event.organizertype.library":"Kütüphane","event.organizertype.non profit":"Kâr Amacı Gütmeyen Organizasyon","event.organizertype.private business":"Özel Şirket","event.organizertype.other":"Diğer","event.audience.Pre-school children":"Anaokulu çocukları","event.audience.Elementary school students":"İlköğretim öğrencileri","event.audience.High school students":"Lise öğrencileri","event.audience.Graduate students":"Lisans öğrencileri","event.audience.Post graduate students":"Yüksek lisans öğrencileri","event.audience.Employed adults":"Çalışan","event.audience.Unemployed adults":"İşsiz","event.audience.Other (see description)":"Diğer (açıklamaya bakınız)","event.audience.Teachers":"Öğretmenler","event.theme.Basic programming concepts":"Temel programlama kavramları","event.theme.Web development":"Web geliştirme","event.theme.Mobile app development":"Mobil uygulama geliştirme","event.theme.Software development":"Yazılım geliştirme","event.theme.Data manipulation and visualisation":"Veri işleme ve görselleştirme","event.theme.Robotics":"Robot teknolojisi","event.theme.Hardware":"Donanım","event.theme.Other":"Diğer","event.theme.Unplugged activities":"Bağlantısız aktiviteler","event.theme.Playful coding activities":"Eğlenceli kodlama aktiviteleri","event.theme.Art and creativity":"Sanat ve yaratıcılık","event.theme.Visual/Block programming":"Görsel/Blok programlama","event.theme.Game design":"Oyun tasarlama","event.theme.Internet of things and wearable computing":"Nesnelerin interneti ve giyilebilir bilgi işlem","event.theme.3D printing":"3D baskı","event.theme.Augmented reality":"Artırılmış gerçeklik","event.theme.Artificial intelligence":"Yapay zeka","event.theme.Motivation and awareness raising":"Motivasyon ve farkındalığı artırma","event.theme.Promoting diversity":"Çeşitliliği teşvik etme","event.codeweek_for_all_participation_code.title":"HERKES İÇİN KOD HAFTASI KODU","event.codeweek_for_all_participation_code.explanation":"Bir iş arkadaşınızdan ya da bir yakınınızdan Herkes için Kod Haftası kodu aldıysanız buraya yapıştırın, aksi hâlde lütfen boş bırakın. Herkes için Kod Haftası hakkında daha fazla bilgiye","event.codeweek_for_all_participation_code.link":"buradan ulaşabilirsiniz","event.thanks_page.title":"Etkinliğinizi eklediğiniz için teşekkürler!","event.thanks_page.phrase1":"Yerel elçilerimizden biri, etkinliğinizi inceleyecek","event.thanks_page.phrase2":"ve her şeyin yolunda olup olmadığını kontrol edecek.","event.thanks_page.phrase3":"Herhangi bir sorunuz varsa,","event.thanks_page.phrase4":"ulusal elçilerimizden biriyle iletişime geçin","event.thanks_page.phrase5":"veya bize bir","event.thanks_page.phrase6":"e-posta gönderin","event.thanks_page.phrase7":"Herkes için kod haftası kodunuzu diğer kişilerle paylaşabilirsiniz:","event.activitytype.label":"Etkinlik türü","event.activitytype.placeholder":"","event.activitytype.open-online":"Açık çevrimiçi etkinlik","event.activitytype.invite-online":"Sadece davet ile çevrimiçi etkinlik","event.activitytype.open-in-person":"Açık yüz yüze etkinlik","event.activitytype.invite-in-person":"Sadece davetiye ile yüz yüze etkinlik","event.country":"Ülke","event.loading":"Yükleniyor...","event.add_activity":"Etkinlik ekle","event.edit_activity":"Etkinlik düzenle","event.update_activity":"Etkinlik güncelle","event.delete_activity":"Etkinlik sil","event.total_pending_events":"Toplam bekleyen etkinlik:","event.no_pending_events":"Şu öğe için Bekleyen Etkinlik bulunamadı:","event.all_countries":"Tüm ülkeler","event.current_status":"Mevcut Durum","event.actions":"Eylemler","event.certificate_ready":"Code Week sertifikanız hazır. İndirebilir veya doğrudan paylaşabilirsiniz.","event.view_your_certificate":"Buradan sertifikanızı görüntüleyebilirsiniz","event.submit_event_and_report":"Bu etkinlik için bir rapor gönderin ve Code Week sertifikanızı isteyin.","event.report_and_claim":"Etkinliği raporla ve sertifika iste","eventdetails.organised_by":"Düzenleyen: ","eventdetails.contact_email":"İrtibat e-posta adresi: ","eventdetails.happening_at":"Yer: ","eventdetails.from":"Kimden ","eventdetails.to":" kime ","eventdetails.description":"Açıklama: ","eventdetails.more_info":"Daha fazla bilgi: ","eventdetails.audience":"Etkinlik amacı: ","eventdetails.themes":"Ana konular: ","eventdetails.tags":"Etiketler: ","eventdetails.share":"Etkinliği paylaş: ","eventdetails.email.tooltip":"Bunu arkadaşına göndermek için tıkla","eventdetails.email.subject":"Bu muhteşem kodlama etkinliğini görmelisin","eventdetails.email.body_1":"Hey, şuna bir göz atmaya ne dersin? ","eventdetails.email.body_2":"Etkinlik yeri: ","eventdetails.edit":"Etkinliği düzenle","eventdetails.note":"NOT: ","eventdetails.pending_warning":"Bu etkinlik şu an ","eventdetails.pending_link":"moderatörler tarafından değerlendiriliyor","eventdetails.nearby_upcoming_events":"Yaklaşan etkinlikler:","eventreports.reports_by":"Raporlanacak etkinlikler ","eventreports.no_reports":"Raporlanacak herhangi bir etkinlik mevcut değildir.","eventreports.report":`Aşağıdaki etkinlikler başlamış ya da zaten bitmiş. İstatistiksel amaçla bazı sayıları doldurun - ve Kod Haftası katılım sertifikanızı alın. Etkinlik başına - bir sertifika verilecektir.`,"guide.title":"Rehber","guide.organise_activity":"#EUCodeWeek ile Kendi Aktivitenizi Düzenleyin","guide.register_activity":"Aktivitenizi buradan kayıt edin","guide.what.title":"EU Code Week (Kod Haftası) nedir?","guide.what.content":'

    EU Code Week, gönüllüler tarafından yürütülen ve Avrupa Komisyonu tarafından desteklenen bir taban hareketidir. Okullar, öğretmenler, kütüphaneler, kod kulüpleri, işletmeler, kamu kuruluşları, kısacası herkes #EUCodeWeek aktivitesi düzenleyip codeweek.eu haritasına ekleyebilir.

    ',"guide.what_you_need_organise.title":"Aktivite düzenleyebilmek için ne gerekiyor?","guide.what_you_need_organise.items.1":"Öğrenmeye istekli bir grup insan. Arkadaşlarınız, çocuklarınız, iş arkadaşlarınız, ebeveynleriniz veya aile büyükleriniz. Unutmayın, iki kişi bir grup demek!","guide.what_you_need_organise.items.2":"Kodlama aktivitesine aşina olan ve başkalarına nasıl bilgi ve ilham vereceğini bilen öğretmenler veya eğitmenler. Bu sayı, etkinliğin türüne ve büyüklüğüne bağlı.","guide.what_you_need_organise.items.3":"Bir öğrenim yeri. Sınıflar, kütüphaneler, konferans salonları ve kamuya açık alanlar, etkinlik için mükemmel yerlerdir.","guide.what_you_need_organise.items.4":"Bilgisayar ve internet bağlantısı. Hedef grubunuza bağlı olarak, katılımcılardan kendi dizüstü bilgisayarlarını getirmelerini isteyebilirsiniz.","guide.what_you_need_organise.items.5":'Bağlantısız kodlama Sayısal düşünmeyi öğrenmek için aslında bilgisayara ve internet bağlantısına ihtiyacınız yok. Başlamak için Bağlantısız öğrenim bilgileri bölümümüze göz atabilirsiniz.',"guide.what_you_need_organise.items.6":`Öğrenim materyalleri. Katılımcılara kendi başlarına bir şey yaratmanın ne kadar eğlenceli olabileceğini gösterin. Video öğreticilerinin ve ders planlarının yer aldığı kaynaklar sayfamızı ve öğrenim bilgileri bölümümüzü inceleyebilir ve bunları grubunuzun ihtiyaçlarına göre adapte edebilirsiniz.`,"guide.what_you_need_organise.items.7":`Katılımcıları kayıt edin. Kısıtlı alanınız varsa, katılımcıları kayıt etmek için Google form ve Eventbrite gibi çevrimiçi araçları kullanabilirsiniz.`,"guide.what_you_need_organise.items.8":'Code Week haritasına aktivitenizi eklemeyi unutmayın!',"guide.how_to.title":"Aktivitenizi nasıl düzenleyebilirsiniz?","guide.how_to.items.1":"Kodlama etkinliğinizin formatı size bağlı, fakat etkinliğinizde katılımcılarınızın kendi başlarına bir şeyler yaratabilecekleri ve/veya mevcut donanımları kurcalayabilecekleri uygulamalı bir süreç de bulundurmanızı öneririz.","guide.how_to.items.2":'Hedef grubunuza uygun araçlar ve teknolojiler kullanın. Ücretsiz açık kaynak materyaller kullanmanızı öneririz.',"guide.how_to.items.3":"Katılımcıları, yarattıkları şeyleri etkinliğin sonunda birbirlerine gösterip hediye etmelerine teşvik edin.","guide.how_to.items.4":`Herkese haber verin! Aktivite sırasında yaptıklarınızı, sosyal medyada #EUCodeWeek etiketini kullanarak paylaşın ve duyurun. EU Code Week Öğretmenler Grubu ve Twitter (@CodeWeekEU) üzerinde de paylaşabilirsiniz. Arkadaşlarınızla, diğer eğitmenlerle ve yerel basınla görüşüp bir basın bülteni yayınlayın.`,"guide.how_to.items.5":'Code Week haritasına aktivitenizi eklemeyi unutmayın!',"guide.material.title":"Tanıtım materyali","guide.material.text":'

    En güncel bilgiler için blogumuzu inceleyebilir ve mevcut basın bültenini ihtiyaçlarınıza göre adapte edebilir veya aşağıdaki bağlantıdan kendi basın bülteninizi oluşturabilirsiniz:

    ',"guide.material.items.1":'Getting ready for EU Code Week 2019: new online course for teachers, an extended repository of handy materials and a revamped website',"guide.material.items.2":'EU Code Week 2019’u kutlamaya hazırlanıyoruz (29 dilde mevcuttur).',"guide.toolkits.title":"Başlamanıza yardımcı olması için aşağıdaki araç kitlerini indirebilirsiniz.","guide.toolkits.communication_toolkit":"İletişim Araç Kiti","guide.toolkits.teachers_toolkit":"Öğretmen Araç Kiti","guide.questions.title":"Sorunuz mu var?","guide.questions.content":'

    Kendi #EUCodeWeek etkinliğinizi düzenleme ve duyurmakla ilgili sorularınız için, ülkenizdeki EU Code Week Elçileri ile iletişime geçebilirsiniz.

    ',"hackathons.title":"EU Code Week HACKATONS","hackathons.subtitle":"Fikirlerinizi hayata geçirin!","hackathons.sections.1.title":"6 hackathon, 6 mücadele","hackathons.sections.1.content.1":"Yunanistan, Letonya, İrlanda, İtalya, Romanya ya da Slovenya’da mı yaşıyorsunuz? Yaratıcı, hırslı ve teknolojinin geleceğiyle ilgili misiniz? Şans kapınızda! EU Code Week hackathon’larından birine katılın ve sizi teknolojik devrimin ön saflarına katacak yenilikçi bir çözüm geliştirin!","hackathons.sections.1.content.2":"EU Code Week (AB Kod Haftası), 2021’de altı olağanüstü yazılım maratonu düzenliyor ve 15-19 yaşlarındaki lise öğrencilerini yerel bir zorluğu çözmek üzere takım kurup kodlama yeteneklerini kullanmaya davet ediyor. 24 saatlik yazılım geliştirmeden sonra her bir takım, 10 finalist takımı seçecek uzmanlardan oluşan bir panele fikirlerini sunacaklar. Tüm takımlar zorluğu geçmek için aynı süre, kaynaklar ve mentor ve uzmanlığa erişime sahip olacaklar ancak yalnızca 10 takımın sonraki tura geçme, prototipini geliştirme, uzman koçluğu alma ve sonbaharda düzenlenecek yazılım maratonu finalinde yer alma şansı olacak. Burada takımlar müthiş bir IT donanımı ve prototiplerini daha fazla geliştirmek için mentorluk ve koçluk alma şansını kazanmak üzere çarpışacaklar.","hackathons.sections.2.title":"Nasıl katılabilirim?","hackathons.sections.2.content.1":"Ülkenizdeki yazılım maratonunu seçin ve kayıt olmak için birkaç basit adımı izleyin. Bireysel olarak veya altı kişilik takım olarak katılabilirsiniz. Arkadaşlarınız veya sınıf arkadaşlarınızla katılıyorsanız kayıt olurken takımınızın adını belirtmeyi unutmayın. Her bir yazılım maratonu, kaydını ayrı olarak açacaktır, bu yüzden ülkenizdeki yazılım maratonunu izleyin!","hackathons.sections.3.title":"Organizatörler kimler?","hackathons.sections.3.content.1":"EU Code Week hackathon’ları, Avrupa Komisyonu ve yerel AB ","hackathons.sections.3.content.2":"Code Week Elçileri","hackathons.sections.3.content.3":" tarafından ortak bir şekilde organize edilerek Avrupa Parlamentosu tarafından finanse edilmektedir. Burada amaç, genç insanların yaratıcılığı, heyecanı, taze fikirleri ve kodlama becerileri yardımıyla somut fikirlerin nasıl hayata geçirileceğini göstermektir.","hackathons.sections.4.title":"Hackathon neye benzer?","hackathons.sections.4.content.1":"EU Code Week hackathon, 24 saatlik çevrimiçi bir maratonu başlatan bir yolculuktur. Deneyimli mentorlar takımlara koçluk yapacak ve katılımcılar için yeni yetenekler edinme ve eğlenme fırsatları sunan atölye çalışmaları olacaktır. Yazılım maratonu, katılımcıların Avrupa teknoloji sektöründeki kişilerle ağ kurabilmeleri ve sosyalleşebilmeleri için de mükemmel bir fırsattır. Yazılım maratonunun sonunda her bir takım çözümünü uzman bir jüriye sunacaktır. ","hackathons.sections.4.content.2":"En iyi on takım yazılım maratonu yolculuğuna devam edecek ve yaz boyunca eğitim ve mentorluk alacaktır. Kazananlar Eylül veya Ekim ayındaki 12 saatlik yüz yüze ulusal yazılım maratonu finalinde yer alacaktır (halk sağlığı durumu fiziksel toplanmaya izin vermezse çevrimiçi yapılacaktır).","hackathons.sections.5.title":"Kodlama bilmiyorum, ne yapabilirim?","hackathons.sections.5.content.1":"Hackathon’un yanında, katılımcıların sayısal düşünme ve kodlamaya ilişkin bazı temelleri öğrenmeleri amacıyla, başlangıç seviyesindekiler için kodlama, donanımla deneme uygulaması, robot teknolojisi ve benzeri konularda çalıştaylar yapılacaktır. Kayıtla ilgili daha fazla bilgi için yerel sayfanıza bakın.","hackathons.sections.6.title":"Ortaklar","hackathons.sections.7.title":"Eğlenceye katılın!","hackathons.cities.1.city":"TBA","hackathons.cities.1.country":"Romanya","hackathons.cities.1.date":"25 - 26 Eylül 2021","hackathons.cities.2.city":"TBA","hackathons.cities.2.country":"İrlanda","hackathons.cities.2.date":"23 - 24 Eylül 2021","hackathons.cities.3.city":"TBA","hackathons.cities.3.country":"İtalya","hackathons.cities.3.date":"24 - 25 Eylül 2021","hackathons.cities.4.city":"TBA","hackathons.cities.4.country":"Yunanistan","hackathons.cities.4.date":"9 Ekim 2021","hackathons.cities.5.city":"TBA","hackathons.cities.5.country":"Slovenya","hackathons.cities.5.date":"18 - 19 Eylül 2021","hackathons.cities.6.city":"TBA","hackathons.cities.6.country":"Letonya","hackathons.cities.6.date":"1 Ekim 2021","hackathons.final.1":"Final","hackathons.final.2":"Eylül/Ekim 2021","home.about":"AB Kod Haftası, kodlama ve dijital okuryazarlığı eğlenceli ve ilgi çekici bir şekilde herkesin ayağına getirmeyi amaçlayan bir taban girişimidir.","home.when":"14-27 Ekim 2024","home.when_text":"Kodlamayı öğrenmek, çevremizde hızla değişen dünyayı anlamamıza, teknolojinin nasıl çalıştığına dair ufkumuzu genişletmemize ve yeni fikirlerle yenilikleri keşfetmek için becerilerimizi geliştirip kapasitemizi artırmamıza yardımcı olur.","home.school_banner_title":"Hemen katıl!","home.school_banner_text":"Öğretmen misiniz?","home.school_banner_text2":"Nasıl katılabileceğinizi öğrenmek için hemen tıklayın!","home.organize_activity_title":"Bir etkinlik düzenleyin veya bir etkinliğe katılın","home.organize_activity_text":`Herkes bir \u2028etkinlik düzenleyebilir veya -bir etkinliğe katılabilir. Yalnızca bir konu seçip hedef kitlenizi belirleyin ve haritaya etkinliğinizi ekleyin veya bölgenizdeki etkinliklere göz atın.`,"home.get_started_title":"Başlayın","home.get_started_text":'Nasıl başlayacağınızı bilmiyor musunuz? Nasıl yaparım sayfamıza göz atın, organizatörler için araç kitlerimizi indirerek hazırlık yapın ve herkesi bilgilendirin.',"home.access_resources_title":"Kaynaklara ve eğitimlere erişim sağlayın","home.access_resources_text":'Bir etkinliği nasıl düzenleyeceğinizden emin değilseniz, yardım ve özel ders planları için eğitim kaynakları sayfamızı ziyaret edin ve öğrenim bilgileri eğitimi materyallerine göz atın.',"locations.title":"Aktivite yerleri","locations.description.0":"Bir sonraki aktiviteniz için aşağıdaki listeden bir yer seçebilir VEYA","locations.description.1":"aktivite oluşturma","locations.description.2":"seçeneğini kullanarak yeni bir aktivite yeri ekleyebilirsiniz","login.login":"Oturum Aç","login.register":"Kayıt Ol","login.github":"Github ile Oturum Aç","login.twitter":"Twitter ile Oturum Aç","login.facebook":"Facebook ile Oturum Aç","login.google":"Google ile Oturum Aç","login.azure":"Azure ile Oturum Aç","login.email":"E-posta","login.password":"Parola","login.remember":"Beni Hatırla","login.forgotten_password":"Parolanızı Unuttunuz Mu?","login.no_account":"Hesabınız yok mu?","login.signup":"Kaydol","login.reset":"Parola Sıfırla","login.send_password":"Parola Sıfırlama Bağlantısı Gönder","login.confirm_password":"Parola Onayla","login.name":"isim","menu.learn":"Öğren","menu.teach":"Öğret","menu.training":"Eğitim","menu.toolkits":"Sunu ve Araç setleri","menu.why":"NEDEN","menu.home":"Ana Sayfa","menu.events":"Etkinlikler","menu.ambassadors":"Elçiler","menu.resources":"Kaynaklar","menu.schools":"Okullar","menu.about":"Hakkında","menu.blog":"Blog","menu.news":"Haberler","menu.search":"Yaz ve Enter’a bas...","menu.map":"Harita","menu.add_event":"Etkinlik Ekle","menu.search_event":"Etkinlik Ara","menu.hello":"Merhaba","menu.profile":"Profil","menu.pending":"Bekleyen Etkinlikler","menu.your_events":"Etkinliklerim","menu.your_certificates":"Sertifikalarım","menu.report":"Etkinliklerimi rapor et","menu.volunteers":"Gönüllüler","menu.logout":"Oturumu Kapat","menu.signin":"Oturum Aç","menu.privacy":"Gizlilik","menu.participation":"Katılım Sertifikası","menu.values":"Değerlerimiz","menu.featured_activities":"Öne çıkan etkinlikler","menu.codeweek2020":"2020 baskısı","mooc.free-online-courses":"Ücretsiz online kurslar","mooc.intro":"AB Kod Haftası, online kurs formatında profesyonel gelişim fırsatları sunmaktadır. Amaç; sınıfa kodlama ve sayısal düşünmenin getirilmesinde öğretmenlere destek vermektir.","mooc.icebreaker.title":'Giriş niteliğinde "Kaynaştırma" kursu',"mooc.icebreaker.text.0":"","mooc.icebreaker.text.1":"AB Kod Haftası Kaynaştırma kursu;","mooc.icebreaker.text.2":"temel kodlama ve sayısal düşünmeye meraklı olanları hedefleyen, İngilizce olarak yapılan beş saatlik bir kurstur. Katılımcılar; gençlere dijital yaratıcı olma yetkisi verirken onlardaki merakı ve yenilikçi ruhu nasıl uyandıracağını öğrenir. Bu kurs; katılımcıların sayısal düşünmenin ve kodlamanın günlük hayattaki yararlarını ve günlük hayatla bağlantısını keşfetmesini sağlar. Ayrıca çocuklar için her zaman, her yerde – özellikle Kod Haftası boyunca - eğlenceli ve eğitici etkinlikler organize edilmesi için ücretsiz eğitim materyalleri ve kaynaklar sağlar.","mooc.icebreaker.text.3":"Bu kursa katılmak için kodlama alanında önceden deneyiminizin ya da bilginizin olması gerekmez, sadece meraklı olmanız gerekir.","mooc.icebreaker.registration.0":"16 Eylül - 30 Ekim 2020 tarihleri arasında yapılacak kurs için buradan kayıtlar açıktır.","mooc.icebreaker.registration.1":"Lütfen kayıt olmak için Avrupa Okul Ağı Akademisinde (European Schoolnet Academy) hesap oluşturmanız gerektiğini unutmayınız.","mooc.icebreaker.check-out":"2019 yayınına bakınız…","mooc.deep-dive.title":'Kapsamlı "Deep Dive" kursu',"mooc.deep-dive.text.0":"AB Kod Haftası Deep Dive online kursu; öğretmenlere kodlama ile ilgili ilkelere aşina olma ve öğrencileriyle kolay ve eğlenceli, interaktif kodlama etkinlikleri düzenleme konusunda bilgi ve özgüven kazanma fırsatı sunan İngilizce olarak yapılan yirmi dört saatlik bir kurstur. Öğretmenler; başta sayısal düşünme gibi kodlama hususları olmak üzere, AB Kod Haftasının 29 dilde mevcut olan ücretsiz ","mooc.deep-dive.text.1":"kaynaklarını","mooc.deep-dive.text.2":"ve eğitim materyallerini, bağlantısız etkinlikleri ve robot teknolojisi, tamir işleri ve görsel programlama dilleri, uygulama oluşturma ve daha fazlasına dair sonsuz imkanı keşfeder.","mooc.deep-dive.course-link":'2019 "Deep Dive" kursuna bakınız.',"mooc.social-media.0":"Bir sonraki kursun ne zaman başlayacağını öğrenmek için","mooc.social-media.1":"AB Kod Haftasını sosyal medyadan","mooc.social-media.2":"takip ediniz","myevents.created_by":"Oluşturulan etkinlikler ","myevents.no_events.first_call_to_action":"Herhangi bir etkinlik eklemediniz. Hemen ","myevents.no_events.first_link":"bir tane ekleyin","myevents.no_events.second_call_to_action":"ya da ","myevents.no_events.second_link":"organizatör rehberimizi okuyun","myevents.view":"Görüntüle","myevents.status.APPROVED":"ONAYLANDI","myevents.status.REJECTED":"REDDEDİLDİ","myevents.status.PENDING":"BEKLİYOR","myevents.status.REPORTED":"RAPORLANDI","pagination.previous":"Önceki","pagination.next":"Sonraki","participation.title":"Sınıfınız için Katılım Sertifikası Oluşturun","participation.phrase1":"Öğrencilerinizin adını virgülle ayırarak formu doldurun ve bireysel katılım sertifikalarınızı alın","participation.names.label":"Sertifika adları","participation.names.help":"Her katılımcı adının arasına virgül koyun","participation.event_name.label":"Etkinlik Adı","participation.event_name.help":"Sertifika üzerine yazılacak etkinliğinizin adı","participation.event_date.label":"Etkinlik Tarihi","participation.event_date.help":"Sertifika üzerine yazılacak etkinliğinizin tarihi","participation.submit":"Sertifikaları Oluştur","participation.thanks_page.title":"Sertifikalarınız oluşturuldu!","participation.thanks_page.phrase1":"Tüm sertifikaların yer aldığı zip dosyasını indirmek için bu bağlantıya tıklayın","passwords.password":"Parolalar en az altı karakterden oluşmalı ve birbirleriyle eşleşmelidir.","passwords.reset":"Parolanız sıfırlandı!","passwords.sent":"Parola sıfırlama bağlantısını e-posta adresinize gönderdik!","passwords.token":"Parola sıfırlama anahtarı geçersiz.","passwords.user":"Bu e-posta adresine ait bir kullanıcı bulunmamaktadır.","privacy-statement-contact.subtitle":"Bu gizlilik beyanı, kişisel verilerinizin işlenmesi ve korunmasına dair bilgi verir.","privacy-statement-contact.processing-operation.0":"İşleme faaliyeti","privacy-statement-contact.processing-operation.1":"Kod Haftası Büyükelçilerinin, Lider Öğretmenlerin ve İnternet sitesindeki etkinliklerin kaydının yönetilmesi","privacy-statement-contact.data-processors.0":"Veri İşleyenler","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. ve EUN Partnership AISBL (Avrupa Okul Ağı), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Kod Haftası Büyükelçilerinin, Lider Öğretmenlerin ve İnternet sitesindeki etkinliklerin kaydının yönetilmesi için kişisel verilen işlenmesine dair bilgiler.","privacy-statement-contact.3-legal_process.0":'İşleme faaliyetinin kanuniliği: G.2. Birimi kişisel verilerinizi toplar, saklar ve yayınlar, bunun nedeni, Avrupa Kod Haftası üzerinden Kod Haftası Büyükelçisi, Lider Öğretmen olmak için kayıt olduğunuzda ya da bir etkinliğe kaydolmak için başvuruda bulunduğunuzda, açıkça rızanızı belirtmiş olmanızdır.',"privacy-statement-contact.4-collect_data.0":"Büyükelçiler ve Lider Öğretmenler için toplanan zorunlu kişisel bilgiler aşağıdaki gibidir:","privacy-statement-contact.4-collect_data.1":"İsim","privacy-statement-contact.4-collect_data.2":"E-posta adresi","privacy-statement-contact.4-collect_data.3":"Şifre","privacy-statement-contact.4-collect_data.4":"Fotoğraf","privacy-statement-contact.4-collect_data.5":"Özgeçmiş","privacy-statement-contact.4-collect_data.6":"Unvan","privacy-statement-contact.4-collect_data.7":"Lider Öğretmenler için uzmanlık alanı.","privacy-statement-contact.4-collect_data.8":"Bir etkinliğe kaydolduğunuzda, zorunlu olarak toplanan kişisel bilgiler aşağıdaki gibidir:","privacy-statement-contact.4-collect_data.9":"Kuruluşun adı","privacy-statement-contact.4-collect_data.10":"Kuruluşun türü","privacy-statement-contact.4-collect_data.11":"İrtibat E-posta adresi","privacy-statement-contact.4-collect_data.12":"Bir Kod Haftası Büyükelçisi, Lider Öğretmen olmak ya da Kod Haftası İnternet üzerinden bir etkinliğe kaydolmak için bu verilerin sağlanması zorunludur.","privacy-statement-contact.4-collect_data.13":"Ayrıca, Büyükelçiler ve Lider Öğretmenler aşağıdaki kişisel verileri gönüllü olarak temin edebilirler:","privacy-statement-contact.4-collect_data.14":"Sosyal medya hesapları","privacy-statement-contact.4-collect_data.15":"Etkinlik organizatörleri aşağıdaki verileri gönüllü olarak temin edebilirler:","privacy-statement-contact.4-collect_data.16":"Gizli olmayan irtibat E-posta adresi","privacy-statement-contact.4-collect_data.17":"Organizatörün İnternet sitesi","privacy-statement-contact.4-collect_data.18":"Herkes İçin Kod Haftası","privacy-statement-contact.4-collect_data.19":"Etkinlik organizatörlerinin dikkatine: lütfen ülkenizin Büyükelçisinin veya G.2. Biriminin, kaydolurken sağlanan kişisel verileri, anılan etkinlikle ilgili olarak sizinle irtibat kurmak üzere kullanabileceğini unutmayın.","privacy-statement-contact.4-collect_data.20":"Kişisel verilerinizi aşağıdaki sayfalarda sağlamış bulunuyorsunuz","privacy-statement-contact.4-collect_data.21":"Kod Haftası İnternet Sitesi giriş sayfası","privacy-statement-contact.4-collect_data.22":"ve","privacy-statement-contact.4-collect_data.23":"etkinlik kaydolma sayfası.","privacy-statement-contact.5-how_long.0":"Girişimden çekilmeniz halinde veya girişimin sona ermesinden 5 yıl sonra tüm kişisel veriler veri tabanlarından silinecektir.","privacy-statement-contact.6-protect_data.0":'Elektronik formattaki tüm kişisel veriler (e-postalar, belgeler, veri tabanları, yüklenen veri partileri vs.) ya Avrupa Komisyonunun ya da yüklenicilerinin sunucularında saklanır. Tüm işleme faaliyetleri (EU, Euratom) 2017/46 sayılı 10 Ocak 2017 tarihli Avrupa Komisyonu iletişim ve bilgi sistemlerinin güvenliği konulu Komisyon Kararına istinaden yürütülür.',"privacy-statement-contact.6-protect_data.1":'Komisyon adına verilerinizin işlenmesi faaliyetleri ile ilgili olarak özel sözleşme maddeleri ve Genel Veri Koruma Tüzüğünün (‘GDPR’ Tüzük (EU) 2016/679) AB’ye Üye Ülkelerde iç hukuka aktarılmasından kaynaklanan gizlilik yükümlülükleri Komisyon yüklenicilerini bağlamaktadır.',"privacy-statement-contact.6-protect_data.2":"Kişisel verilerinizi korumak için, Komisyon bir dizi teknik ve örgütsel tedbir yürürlüğe koymuştur. İşlemenin teşkil ettiği risk ve işlenmekte olan kişisel verilerin yapısı göz önüne alınarak, teknik önlemlere, çevrimiçi güvenliği, veri kaybı riskini, verinin değiştirilmesini ya da izinsiz erişimi ele almaya yönelik, uygun eylemler dahil edilmiştir. Örgütsel tedbirler arasında ise, kişisel verilere erişimin, sadece söz konusu işleme faaliyeti amacıyla verileri bilmek için meşru bir ihtiyacı olan, yetkili kişilerle sınırlandırılması da bulunmaktadır.","privacy-statement-contact.7-access_data.0":"Komisyon personeli, tarafınızdan sağlanan tüm kişisel verilere “bilme ihtiyacı” temelinde erişebilir. Ek olarak, yüklenicimize de “bilme ihtiyacı” temelinde kişisel verilerinize erişim sağlanmaktadır.","privacy-statement-contact.7-access_data.1":'Kod Haftası Büyükelçisinin, Lider Öğretmenin ya da kaydolunan etkinliklerin görünürlüğünü arttırmak amacıyla, tüm kişisel verileriniz aşağıdaki İnternet sitesinde yayınlanmaktadır.',"privacy-statement-contact.7-access_data.2":"Ayrıca, G.2 Birimi, irtibat ayrıntılarınızı, Kod Haftası ile ilgili olarak sizinle irtibat kurması gerekebilecek olan, kamunun herhangi bir üyesi ile veya herhangi bir paydaş ile paylaşabilir. Etkinlik organizatörlerinin dikkatine: lütfen ülkenizin Büyükelçisinin veya G.2. Biriminin, kaydolurken sağlanan kişisel verileri, anılan etkinlikle ilgili olarak sizinle irtibat kurmak üzere kullanabileceğini unutmayın.","privacy-statement-contact.8-rights.0":"Bu işleme faaliyeti için kişisel verilerinizi G.2. Birimine sağlamayı kabul ettiniz. CNECT-G2@ec.europa.eu adresi üzerinden G.2 Birimini haberdar etmek suretiyle rızanızı herhangi bir anda geri çekebilirsiniz. Geri çekme işlemi, rızanızı geri çekmeden önce yürütülen işleme faaliyetinin kanuniliğini etkilemeyecektir.","privacy-statement-contact.10-detailed-info.0":"Bu özel işleme faaliyeti, belirtilen eski bildirim referansı ile birlikte DPO’nun kamuya açık siciline dahil edilmiştir: DG CONNECT politikaları, programları ve projeleri için DPR-EC-02631 irtibat noktaları Yönetimi.","privacy-statement.title":"KİŞİSEL VERİLERİNİZİN KORUNMASI","privacy-statement.processing-operation.0":"İşleme faaliyeti","privacy-statement.processing-operation.1":"Kamuya açık İnternet sitesi ziyaretçilerinin IP adresleri dahil kişisel verilerinin codeweek.eu üzerinde işlenmesi.","privacy-statement.data-controller.0":"Veri Sorumlusu","privacy-statement.data-controller.1":"Avrupa Komisyonu, İletişim Ağları, İçerik ve Teknoloji Genel Müdürlüğü, G.2. Birimi.","privacy-statement.record-reference":"Kayıt referansı","privacy-statement.table-of-contents":"İçindekiler","privacy-statement.1-intro.title":"Giriş","privacy-statement.1-intro.items.1":'Avrupa Komisyonu (bundan sonra ‘Komisyon’), kişisel verilerinizi korumaya ve mahremiyetinize saygı göstermeye değer verir. Komisyonun kişisel verileri toplamada ve daha da fazla işlemedeki dayanağı, Avrupa Parlamentosu ve Konseyinin 23 Ekim 2018 tarihli, gerçek şahısların Birlik kurumları, organları, daireleri ve kuruluşlarınca kişisel verilerinin işlenmesi ile ilgili olarak korunması ve söz konusu verilerin serbest dolaşımına dair Tüzüğü olan (EU) 2018/1725 (Tüzük (EC) n° 45/2001’i yürürlükten kaldıran) sayılı Tüzüktür.',"privacy-statement.1-intro.items.2":"Bu gizlilik beyanı, kişisel verileri işleme nedenlerimizi, sağlanan bütün kişisel verileri nasıl topladığımızı, ele aldığımızı ve korunmasını sağladığımızı, sağlanan bu bilgilerin nasıl kullanıldığını ve kişisel verileriniz le ilgili olarak hangi haklara sahip olduğunuzu açıklar. Aynı zamanda, haklarınızı nezdinde kullanabileceğiniz, mesul Veri Sorumlusunun, Veri Koruma Görevlisinin ve Avrupa Veri Koruma Denetçisinin irtibat bilgilerini de belirtir.","privacy-statement.1-intro.items.3.0":"İşleme faaliyetine dair bilgiler","privacy-statement.1-intro.items.3.1":"codeweek.eu üzerinde","privacy-statement.1-intro.items.3.2":"Komisyon tarafından yürütülen veri işleme aşağıda gösterilmektedir.","privacy-statement.2-why.title":"Kişisel verilerinizi neden ve nasıl işliyoruz?","privacy-statement.2-why.items.0":"İşleme faaliyetinin amacı","privacy-statement.2-why.items.1":"Komisyonun İletişim Ağları, İçerik ve Teknoloji Genel Müdürlüğü, bir dizi harici İnternet sitesi sunar. Teknik kurulum, Komisyon kontrolündeki barındırma altyapısının fiziksel olarak dışında bulunan İnternet sitelerini sağlayabilmek için kişisel verilerinizi toplar ve kullanır.","privacy-statement.2-why.items.2":"Kişisel verileriniz, profil çıkarma dahil, otomatik karar verme amacıyla kullanılmayacaktır.","privacy-statement.3-legal_process.title":"Kişisel verilerinizi toplamamızın hukuki dayanağı(dayanakları) nedir?","privacy-statement.3-legal_process.items.0":"Kişisel verilerinizi, birkaç dayanak temelinde işleriz:","privacy-statement.3-legal_process.items.1":'Tüzük (EU) 2018/1725 Madde 5(1)(a): bu işleme faaliyeti, kamu yararına bir görevin yerine getirilmesi veya Birlik kurumu ya da organına verilen resmi yetkinin kullanılması için gereklidir.',"privacy-statement.3-legal_process.items.2":"Gerçekten de, geniş kamuyu bilgilendirmek, Topluluğun genel bütçesi için uygulanan finansal kurallar (OJ L 193, 30.7.2018, s. 1) ile ilgili 2018/1046 Sayılı ve 18 Temmuz 2018 tarihli Avrupa Parlamentosu ve Konseyi Tüzüğü (AB, Euratom), Madde 58(2)(d)’de belirtildiği üzere, Avrupa Komisyonunun kurumsal düzeydeki imtiyazlarından kaynaklanan bir görevdir. Yürürlükteki veri koruma mevzuatına uygun olarak kişisel verilerin işlenmesi için yeterli ve spesifik emniyet tedbirlerinin uygulanmasını sağlıyoruz.","privacy-statement.3-legal_process.items.3":'Tüzük (EU) 2018/1725 Madde 5(1)(d): çerezler ve doğrulama içeren işleme faaliyetleri için rızanız gerekmektedir. Tüzük (EU) 2018/1725 Madde 3(15) ve Madde 7’ye göre, rıza özgürce verilmeli, belirli, bilgilendirmeye dayalı ve net olmalıdır.',"privacy-statement.3-legal_process.items.4":"Rızanızı doğrudan sizden aldık. Rızanızı e-posta vasıtasıyla ifade etmiş, e-kayıt formuyla ya da diğer herhangi bir yazılı şekilde iletmiş olabilirsiniz.","privacy-statement.4-collect_data.title":"Hangi kişisel verileri topluyor ve daha da fazla işliyoruz?","privacy-statement.4-collect_data.items.0":"Bu işleme faaliyetini yürütmek için, G.2 Birimi aşağıdaki kategorilerden kişisel verileri toplar:","privacy-statement.4-collect_data.items.1":"İnternet Protokol adresi (IP adresi) veya İnternet sitesine erişmekte cihazın kullandığı kimlik (ID).","privacy-statement.4-collect_data.items.2":"Bu işlem olmadan, cihazlarınızla sunucu altyapısı arasında bağlantı kuramazsınız, bu nedenle de İnternet sitemize erişemezsiniz.","privacy-statement.4-collect_data.items.3":"Bu İnternet sitesini doğrulayabilmeniz için, G.2 Birimi aşağıdaki kategorilerden kişisel verileri toplar:","privacy-statement.4-collect_data.items.4":"E-posta adresi","privacy-statement.4-collect_data.items.5":"Şifre; veya","privacy-statement.4-collect_data.items.6":"Sosyal medya doğrulaması.","privacy-statement.5-how_long.title":"Kişisel verilerinizi ne kadar süreyle saklarız?","privacy-statement.5-how_long.items.0":"G.2 Birimi, kişisel verilerinizi sadece, toplanma ya da daha fazla işleme amacına ulaşmak için gereken süreyle yani, tarama oturumunun süresi boyunca saklar. Ek olarak, IP adresleri güvenlik nedenleriyle kayıt dosyalarında bir yıl süreyle saklanabilir. Analiz aracı söz konusu olduğunda ise, IP adresi ve cihaz kimliği (örneğin, IMEI no ve WIFI MAC adresi), bağlantı kesilir kesilmez derhal silinir.","privacy-statement.6-protect_data.title":"Kişisel verilerinizi nasıl koruyor ve güvende tutuyoruz?","privacy-statement.6-protect_data.items.0":"Elektronik formattaki tüm kişisel veriler (e-postalar, belgeler, veri tabanları, yüklenen veri kümeleri vs.) Avrupa Komisyonu sunucularında saklanır. Tüm işleme faaliyetlerinin dayanağı aşağıda belirtilmektedir:","privacy-statement.6-protect_data.items.1":"Komisyon Kararı (EU, Euratom) 2017/46","privacy-statement.6-protect_data.items.2":", 10 Ocak 2017 tarihli, Avrupa Komisyonu iletişim ve bilgi sistemlerinin güvenliği konulu Komisyon Kararı.","privacy-statement.6-protect_data.items.3":"Kişisel verilerinizi korumak için, Komisyon bir dizi teknik ve örgütsel tedbir yürürlüğe koymuştur. İşlemenin teşkil ettiği risk ve işlenmekte olan kişisel verilerin yapısı göz önüne alınarak, teknik önlemlere, çevrimiçi güvenliği, veri kaybı riskini, verinin değiştirilmesini ya da izinsiz erişimi ele almaya yönelik, uygun eylemler dahil edilmiştir. Örgütsel tedbirler arasında ise, kişisel verilere erişimin, sadece söz konusu işleme faaliyeti amacıyla verileri bilmek için meşru bir ihtiyacı olan, yetkili kişilerle sınırlandırılması da bulunmaktadır.","privacy-statement.7-access_data.title":"Kişisel verilerinize kimler erişebilir ve kişisel verileriniz kimlere ifşa edilir?","privacy-statement.7-access_data.items.0":"Söz konusu işleme faaliyetini yürütmekten sorumlu Komisyon personeline ve “bilme ihtiyacı” ilkesine göre yetkili personele kişisel verilerinize erişim sağlanır. Bu personel kanuni ve gerekli hallerde de ek gizlilik sözleşmelerine uyar.","privacy-statement.7-access_data.items.1":"Ayrıca, İnternet sitelerinin sahibi olan Komisyon servisi adına çalışan veya onlarla bir akit ilişkisi içerisinde olan ve İnternet sitelerinin oluşturulması, bakımı, yönetimi ve arşivlenmesiyle ilgilenen dış yüklenicilere de “bilme ihtiyacı” ilkesine dayalı olarak kişisel verilerinize erişim sağlanabilir.","privacy-statement.7-access_data.items.2":"Topladığımız bilgiler, kanunen gerekli kapsam ve amaçlar dışında, hiçbir üçüncü şahsa verilmeyecektir.","privacy-statement.8-rights.title":"Haklarınız nelerdir ve onları nasıl kullanabilirsiniz?","privacy-statement.8-rights.items.0":"Tüzük (EU) 2018/1725, Bölüm III (Madde 14-25)’e göre, bir ‘veri sahibi’ olarak belirli haklarınız var; özellikle de, kişisel verilerinize erişme, onları düzeltme veya silme hakkı ve kişisel verilerinizin işlenmesini sınırlandırma hakkı. Uygun hallerde, işlemeye itiraz etme veya verilerin taşınabilirliği haklarınız da vardır.","privacy-statement.8-rights.items.1":"Kişisel verilerinizin Madde 5(1)(a) kapsamında kanuni bir şekilde işlenmesine itiraz etme hakkınız vardır.","privacy-statement.8-rights.items.2":"Bu işleme faaliyeti için kişisel verilerinizi sağlamayı kabul ettiniz. G.2. Birimini haberdar etmek suretiyle herhangi bir anda rızanızı geri çekebilirsiniz. Geri çekme işlemi, rızanızı geri çekmeden önce yürütülen işleme faaliyetinin kanuniliğini etkilemeyecektir.","privacy-statement.8-rights.items.3":"Haklarınızı Veri Sorumlusuyla irtibat kurmak ya da bir ihtilaf söz konusu olduğunda Veri Koruma Görevlisi ile irtibata geçmek suretiyle kullanabilirsiniz. Eğer gerekirse, Avrupa Veri Koruma Denetçisine de başvurabilirsiniz. İrtibat bilgileri, aşağıda Başlık 9’da verilmektedir.","privacy-statement.8-rights.items.4":"Bir ya da birden fazla işleme faaliyeti ile ilgili olarak haklarınızı kullanmak istemeniz halinde, lütfen bu faaliyetleri (yani, aşağıda Başlık 10’da belirtilen şekilde Kayıt referansını(referanslarını) talebinizde açıklayın.","privacy-statement.9-contact.title":"İrtibat bilgileri","privacy-statement.9-contact.data-controller.title":"Veri Sorumlusu","privacy-statement.9-contact.data-controller.text":"Eğer Tüzük (EU) 2018/1725’e istinaden sahip olduğunuz haklarınızı kullanmak istiyorsanız veya herhangi bir yorumunuz, sorunuz ya da endişeniz varsa ya da kişisel verilerinizin toplanması ya da kullanılmasına dair bir şikayette bulunmak istiyorsanız, lütfen aşağıdaki bilgileri kullanarak Veri Sorumlusu, G.2. Birimi, Avrupa Komisyonu ile irtibata geçmekte tereddüt etmeyin:","privacy-statement.9-contact.data-protection-officer.title":"Komisyon Veri Koruma Görevlisi (DPO)","privacy-statement.9-contact.data-protection-officer.text":"Veri Koruma Görevlisi ile (DATA-PROTECTION-OFFICER@ec.europa.eu) adresinden, Tüzük (EU) 2018/1725 kapsamında kişisel verilerinizin işlenmesiyle ilgili konular için irtibata geçebilirsiniz.","privacy-statement.9-contact.european-data-protection.title":"Avrupa Veri Koruma Denetçisi (EDPS)","privacy-statement.9-contact.european-data-protection.text":'Eğer kişisel verilerinizin Veri Sorumlusu tarafından işlenmesi sonucunda Tüzük (EU) 2018/1725 kapsamındaki haklarınızın ihlal edildiğinizi düşünüyorsanız (edps@edps.europa.eu) adresinden Avrupa Veri Koruma Denetçisine başvurmaya hakkınız vardır (yani, kendisine bir şikayette bulunabilirsiniz).',"privacy-statement.10-detailed-info.title":"Daha detaylı bilgi nerede bulunur?","privacy-statement.10-detailed-info.items.0":'Komisyon Veri Koruma Görevlisi (DPO), belgelenip kendisine bildirilen tüm Komisyon kişisel veri işleme faaliyetlerinin sicilini yayınlar. Sicile, verilen link ile erişebilirsiniz: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Bu belirli işleme faaliyeti, verilen Kayıt referansıyla DPO’nun kamuya açık siciline dahil edilmiştir: DPR-EC-09706.1.","privacy.title":"KİŞİSEL VERİLERİNİZİN KORUNMASI","privacy.1-intro.title":"1. Giriş","privacy.1-intro.items.1":"

    Avrupa Komisyonu (bundan sonra ‘Komisyon’ olarak anılacaktır), kişisel verilerinizi korumayı ve gizliliğinize saygı duymayı taahhüt eder. Komisyon; Birlik kurumları, organları, ofisleri ve ajansları tarafından kişisel verilerin işlenmesine ilişkin gerçek kişilerin korunması ve bu tip verilerin serbest dolaşımı hakkındaki Avrupa Parlamentosu ve Konsey'in 23 Ekim 2018 tarihli (EU) 2018/1725 sayılı Tüzüğü'ne uygun olarak ((EC) No 45/2001 sayılı tüzük iptal edilerek) kişisel verileri toplar ve bunlara ileri işlem uygular.

    ","privacy.1-intro.items.2":"

    Gizlilik bildirimi; toplama ve işleme işlemlerinin nedenini, sağlanan tüm kişisel verileri toplama, işleme ve korunmasını sağlama şeklimizi, bu bilgilerin ne şekilde kullanıldığını ve kişisel verilerinize ilişkin hangi hakları (erişim hakkı, düzeltme, engelleme vb.) kullanabileceğinizi açıklar. Bildirim ayrıca, haklarınızı birlikte kullanabileceğiniz sorumlu Veri Denetçisi'nin, Veri Koruma Görevlisi'nin ve Avrupa Veri Koruma Süpervizörü'nün iletişim ayrıntılarını belirtir.

    ","privacy.1-intro.items.3":"

    Bu gizlilik bildirimi, herkesin açık şekilde erişebildiği Codeweek.eu web sitesinde, EU Code Week etkinlikleri için irtibat noktası olarak hizmet veren kişilerin (Code Week elçileri, Eğitim Bakanlığı Koordinatörleri, Lider Öğretmenler'in yanı sıra aktivite ve etkinlik organizatörleri) kişisel verilerinin toplanması ve yayımlanmasına ilişkindir.

    ","privacy.2-why.title":"2. Verilerinizi neden işliyoruz?","privacy.2-why.items.1":"

    Avrupa Komisyonu, irtibat noktalarının proje katılımcıları veya ilgili vatandaşlar tarafından saptanmasını kolaylaştırmak amacıyla kişisel verilerinizi toplar ve yayımlar. Gerçek kişilerin irtibat noktası olarak sunulması, ilgili kişilerin Komisyon hizmetleri ile irtibata geçmesini sağlamak için en iyi ve en etkin yoldur.

    ","privacy.2-why.items.2":"

    Kişisel verileriniz, profil oluşturma da dâhil olmak üzere hiçbir otomatik karar verme işlemi için kullanılmayacaktır.

    ","privacy.3-legal_process.title":"3. Kişisel verilerinizi hangi yasal zeminler üzerinde işliyoruz","privacy.3-legal_process.items.1":"

    İrtibat noktalarının yayımlanması için kişisel veriler üzerinde yapılan işleme faaliyetleri, (EU) 2018/1725 sayılı Tüzüğün 5(1)(d) maddesi uyarınca yasaldır çünkü bir web formu üzerinden veya bir sosyal ağ ile kaydoluyorsanız e-postanızı ve kullanıcı adınızı kullanmamızı kabul ettiğinizde kişisel verilerinizin işlenmesine izin verdiniz.

    ","privacy.4-collect_data.title":"4. Hangi kişisel verileri topluyoruz ve ileri işlem uyguluyoruz?","privacy.4-collect_data.items.1":"

    Toplanan kişisel veriler, kimliğinizi bir irtibat noktası olarak daha kolay hâle getiren ve herkes için görünürlüğünüzü artıran bilgilerdir, yani: unvan, ad, soyad, pozisyon, profesyonel posta ve e-posta adresleri, telefon numarası, resim, sosyal medya hesabı, biyografi.

    ","privacy.4-collect_data.items.2":"

    Bu kişisel verileri, başvuru formunu doldurarak gönüllülük esasına dayanarak sağladınız.

    ","privacy.4-collect_data.items.3":"

    Belli kişisel verilerin sağlanması, codeweek.eu web sitesindeki etkinliklerin ve/veya irtibat bilgilerinin yayımlanabilmesi için zorunludur. Kişisel verilerinizi sağlamazsanız, etkinliğiniz yayımlanmaz ve/veya bahsi geçen ağlarda yer alamazsınız.

    ","privacy.4-collect_data.items.4":"

    Diğer tüm kişisel verileri gönüllülük esasına dayanarak sağlarsınız.

    ","privacy.4-collect_data.items.5":"Bültenimize abone olduğunuzda, e-posta adresiniz Mailerlite.com tarafından yönetilen AB Kod Haftası haber bülteni listesine eklenir. Lütfen Milerlite \\'ın gizlilik politikalarını okuyun: https//maillerlite.com/legal/privacy-policy. Bizden aldığınız e-postalardaki 'Unsubscribe' bağlantısını kullanarak istediğiniz zaman haber bülteninden çıkabilirsiniz veya bize info@codeweek.eu adresine konu satırında 'Unsubscribe' yazan bir e-posta gönderebilirsiniz.","privacy.5-how_long.title":"5. Kişisel verilerinizi ne kadar süreyle saklıyoruz?","privacy.5-how_long.items.1":"

    Komisyon yalnızca 2. bölümde açıklanan toplama veya ileri işlem amacını gerçekleştirmek üzere gereken süre kadar kişisel verilerinizi saklar, yani siz irtibat noktası olarak hizmet verdiğiniz sürece.

    ","privacy.5-how_long.items.2":"

    Kişisel verileriniz, ilerideki etkinlikler için veri tabanında tutulmak üzere onay vermedikçe, siz irtibat noktası işlevinizi sonlandırdığınız anda herkese açık şekilde kullanılabilir web sitesinden kaldırılacaktır.

    ","privacy.6-protect_data.title":"6. Kişisel verilerinizi nasıl koruyoruz ve muhafaza ediyoruz?","privacy.6-protect_data.items.1":"

    Elektronik biçimdeki tüm kişisel veriler (e-postalar, belgeler, veri tabanları, karşıya yüklenen veri grupları vb.) Avrupa Komisyonu veya ona ait yüklenicinin sunucularında saklanır. Tüm işleme faaliyetleri, Avrupa Komisyonu içerisindeki iletişim ve bilgi sistemlerinin güvenliği hakkındaki 10 Ocak 2017 tarihli (EU, Euratom) 2017/46 sayılı Komisyon Kararı uyarınca gerçekleştirilir.

    ","privacy.6-protect_data.items.2":"

    Komisyon'un yüklenicileri, Komisyon adına verilerinizin herhangi bir işleme faaliyeti için özel bir sözleşme maddesiyle ve AB Üyesi Devletler'de Genel Veri Koruma Yönetmeliği'nin aktarımından gelen gizlilik yükümlülükleriyle sınırlandırılmıştır (‘GDPR’ Tüzük (EU) 2016/679).

    ","privacy.6-protect_data.items.3":"

    Komisyon kişisel verilerinizi korumak amacıyla belli sayıda mevcut teknik ve organizasyonel tedbirler almıştır. Teknik tedbirler, çevrim içi güvenliği, veri kaybı riskini, verilerin değiştirilmesini veya yetkisiz erişimi ele alan uygun eylemler içererek, işleme faaliyeti ve işlenmekte olan kişisel verilerin doğası gereği ortaya çıkan riski göz önünde bulundurur. Organizasyonel tedbirler, kişisel verilerin bu işleme faaliyetinin amaçları için meşru bir ihtiyaç ile birlikte yalnızca yetkili kişilerle sınırlandırılmasını içerir.

    ","privacy.7-access_data.title":"7. Verilerinize kimler erişim sağlayabilir ve kimlere ifşa edilebilir?","privacy.7-access_data.items.1":"

    Kişisel verilerinize erişim, bu işleme faaliyetini gerçekleştirmekten sorumlu Komisyon personeline ve “bilmesi gereken” ilkesi uyarınca yetkili personele sağlanır. Bu personel, yasaya ve gerektiğinde ek gizlilik anlaşmalarına uyar.

    ","privacy.7-access_data.items.2":"

    Açık bir şekilde, tarafınızdan sağlanan tüm kişisel veriler web sitelerinin yöneticilerinin (Komisyon personeli) yanı sıra bilmesi gereken temelinde diğer Komisyon personeli tarafından erişilebilir.. Dahası, kişisel bilgileriniz ve etkinlik bilgileri, yerel etkinlik organizasyonu veya takip için EU Code Week Elçileri ve Eğitim koordinatörü ağlarının üyeleriyle paylaşılacaktır.

    ","privacy.7-access_data.items.3":"

    İrtibat noktalarının görünürlüğünü artırmak için, kişisel verileriniz herkese açık https://codeweek.eu web sitesinde herhangi bir erişim kısıtlaması olmaksızın yayımlanır.

    ","privacy.7-access_data.items.4":"

    Verilerin üçüncü taraflara aktarımı ile ilgili

    ","privacy.7-access_data.items.5":"

    Topladığımız veriler, kanunun mecbur tutabileceği amaçlar dışında, herhangi bir üçüncü tarafa verilmeyecektir.

    ","privacy.8-rights.title":"8. Haklarınız nelerdir ve bunları nasıl kullanabilirsiniz?","privacy.8-rights.items.1":"

    (EU) 2018/1725 Tüzüğü Bölüm III altında (Madde 14-25) ‘veri sahibi’ olarak özel haklarınız vardır - özellikle erişim hakkı, kişisel verilerinizin düzenlenmesi veya silinmesi ve kişisel verilerinizin işlenmesini sınırlama hakkı. Uygulanabildiği yerlerde, işleme faaliyetine itiraz etme veya veri taşınabilirliği hakkınız da vardır.

    ","privacy.8-rights.items.2":"

    Mevcut işleme faaliyeti için bize kişisel verilerinizi sağlamaya izin verdiniz ve Veri Denetçisi'ni bilgilendirerek istediğiniz zaman izninizi geri çekebilirsiniz. Geri çekme işlemi, siz izni geri çekmeden önce gerçekleştirilen işleme faaliyetinin yasalara uygunluğunu etkilemez.

    ","privacy.8-rights.items.3":"

    Veri Denetçisi ile irtibata geçerek veya Veri Koruma Görevlisi ile anlaşmazlık olması durumunda haklarınızı kullanabilirsiniz. Gerekirse, Avrupa Veri Koruma Süpervizörü ile de iletişime geçebilirsiniz. Bu kişilerin irtibat bilgileri aşağıdaki 9. Başlık altında verilmiştir.

    ","privacy.9-contact.title":"9. İrtibat bilgileri","privacy.9-contact.data-controller.title":"- Veri Denetçisi","privacy.9-contact.data-controller.text":"

    Haklarınızı (EU) 2018/1725 Tüzüğü altında kullanmak isterseniz veya yorumlarınız, sorularınız veya endişeleriniz varsa ya da kişisel verilerinizin toplanması ve kullanımına ilişkin bir şikâyette bulunmak istiyorsanız, lütfen Veri Denetçisi ile irtibata geçmekten çekinmeyin,

    ","privacy.9-contact.data-controller.address":"Directorate-General for Communications Networks, Content and Technology Unit G2
    Building BU25
    B-1049 Brussels
    ","privacy.9-contact.data-controller.email":"E-posta: ","privacy.9-contact.data-protection-officer.title":"- Komisyon Veri Koruma Görevlisi (DPO)","privacy.9-contact.data-protection-officer.text":'

    (EU) 2018/1725 tüzüğü altında kişisel verilerinizin işlenmesine ilişkin sorunlarla ilgili olarak Veri Koruma Görevlisi (DATA-PROTECTION-OFFICER@ec.europa.eu) ile irtibata geçebilirsiniz.

    ',"privacy.9-contact.european-data-protection.title":"- Avrupa Veri Koruma Süpervizörü (EDPS)","privacy.9-contact.european-data-protection.text":'

    Eğer (EU) 2018/1725 Tüzüğü altındaki haklarınızın Veri Denetçisi tarafından kişisel verilerinizin işlenmesinin bir sonucu olarak ihlal edildiğini düşünüyorsanız, Avrupa Veri Koruma Süpervizörü'ne (edps@edps.europa.eu) başvurma hakkınız vardır (yani şikâyette bulunabilirsiniz).

    ',"remote-teaching.remote-teaching":"Uzaktan eğitim","remote-teaching.intro.title":"Kod Haftası ve uzaktan eğitim","remote-teaching.intro.text":"Uzaktan eğitim, hem öğretmen hem de öğrenciler icin son derece zorlu olabilir; üstesinden gelinmesi gereken birçok güçlük vardır. Ancak öğrencileriniz evde diye, kodlama, sayısal düşünme, hatta robotik derslerinizin durması gerekmiyor. Aşağıdaki tavsiye ve kaynakların size yardımcı olabileceğini umuyoruz.","remote-teaching.intro.points.1":"Öğrencilerin her gün evde aileleriyle veya okulda kullanabilecekleri kısa videolar, kendin yap materyalleri, yapbozlar, oyunlar ve kodlama meydan okumalarının derlendiği bir kaynak.","remote-teaching.intro.points.2.0":"Bağlantısız Kodlama","remote-teaching.intro.points.2.1":"Evde kolayca yapabileceğiniz, gündelik malzemelerle kodlama öğrenip öğretebileceğiniz farklı faaliyetler burada yer alıyor.","remote-teaching.intro.points.3.0":"Öğrenim Parçaları","remote-teaching.intro.points.3.1":"Burada Ders Planlarında uzaktan eğitim bölümleri de içeren “Öğrenim Parçaları”nı, yani Sürdürülebilir Kalkınma ve Yapay Zeka hakkında eğitimler bulabilirsiniz.","remote-teaching.intro.points.4.0":"Kaynak havuzu","remote-teaching.intro.points.4.1":"Bu havuzdaki birçok kaynak, uzaktan eğitim ortamında da kullanılabilir. Hem kodlama öğretmeye hem de öğrenmeye yönelik kaynaklar bulabilirsiniz.","remote-teaching.intro.points.5.0":"Evden kodlama temalı sanal seminerler","remote-teaching.intro.points.5.1":"Kod Haftası’nda evden kodlamanın öğrenilmesi ve öğretilmesi hakkında birkaç sanal seminer düzenlendiğini biliyor muydunuz? Mutlaka göz atın!","remote-teaching.tips.title":"Uzaktan kodlama öğretimine yönelik 7 tavsiye","remote-teaching.tips.points.1.0":"Kavramlara, programlama diline ve yazılımlara aşina olun","remote-teaching.tips.points.1.1":"Öğrenciler, kodlama ve programlamayı deneme yanılma yöntemiyle kısmen kendi başlarına öğrenebilecek olsalar da, onlara yol göstermeli, hataları bağlam içinde bulmalarına yardımcı olmalısınız. Belli bir dijital araç veya programlama dili beklediğiniz öğrenme sonuçlarına ulaşmanızı sağlamadıysa, değişime açık olun ve duruma ayak uydurun.","remote-teaching.tips.points.2.0":"Öğrencilere güç verin","remote-teaching.tips.points.2.1":"Öğrencilerinize yüreklendirici ve anlamlı dersler vererek potansiyellerinin tamamını kullanmalarını sağlayın. Kendi proje ve çıktılarını seçmelerine izin vererek beceri ve yaratıcılıklarını keşfettirin. Bununla birlikte gerçekçi olmanızı ve öğrencilerinizin erişebileceği hedefler koymanızı öneririz.","remote-teaching.tips.points.3.0":"Öğrencileri grup çalışmasına teşvik edin","remote-teaching.tips.points.3.1":`Grupça kodlamak hem daha eğlencelidir, hem de öğrencilerin daha karmaşık ve yaratıcı projeler yapmasını sağlar. Ayrıca uzaktan eğitim bazı öğrencileri yalnızlaştırabileceğinden, grup çalışmasıyla bunun önüne geçilebilir. Örneğin, çevrim içi toplantı salonları kurup öğrencilerinizi gruplara ayırabilirsiniz veya öğrencilerin birbirlerinin projeleri hakkında yapıcı geri bildirim alışverişinde bulunmaları için akran değerlendirmesi yaptırabilirsiniz. -`,"remote-teaching.tips.points.4.0":"Kodlama öğrenimine yönelik açık kaynaklı yazılımlar ve ücretsiz çevrim içi platformlar","remote-teaching.tips.points.4.1":"İleri düzeyde olmalarına karşın kolay kullanılan, kodlama eğitimine yönelik kaliteli birçok kaynak mevcuttur. Öğrencileriniz, bu ücretsiz araçları lisans satın almaya veya yazılım indirmeye gerek olmadan kullanabilir. Bu kaynakların çoğunu Kod Haftası havuzunda bulabilirsiniz. Örneğin, Scratch, App Inventor, Code.org, EarSketch, Sonic Pi, vs. Kod Haftası Öğrenim Parçalarında da gördüğümüz gibi, bu araçları tüm konularda kullanmak mümkün!","remote-teaching.tips.points.5.0":"Eğlenmeyi ihmal etmeyin","remote-teaching.tips.points.5.1":"Öğrencileriniz, kodlama dünyasına attıkları ilk adımları cazip ve eğlenceli bulsun. İşin eğlence kısmını şimdilik yüz yüze paylaşamasanız da, birlikte oynayıp eğlenmek gayet mümkün! Örneğin, öğrencilerinize derse ara vermeyi teklif ederek onlara oyun oynarken sayısal düşünmeyi öğretmeye yönelik tasarlanan, çok oyunculu CodyColor oyununu oynatabilirsiniz.","remote-teaching.tips.points.6.0":"Gerçek sınıflardaki etkileşimi sanala taşıyın","remote-teaching.tips.points.6.1":"Sınıflarda kurulan etkileşimin bir benzerini teknoloji sayesinde kısmen de olsa sağlayabiliyoruz. Bazen öğrencilerinize kameralarını açtırabilir, sanal olarak el kaldırtabilir, sesli olarak veya sohbet penceresinde soru sordurabilir, onların dijital oylama ve bilgi yarışmalarına katılmalarını sağlayabilirsiniz, vs. Canlı dersler için Zoom, Microsoft Teams, GoToMeeting veya Jitsi, bilgi yarışmaları ve sınıf etkileşimi içinse Kahoot, Mentimeter veya Google Forms gibi ücretsiz dijital araçları kullanabilirsiniz. Bu sayede öğrencileriniz kendilerini sınıfta arkadaşlarıylaymış gibi hissedebilir.","remote-teaching.tips.points.7.0":"Materyaller kolay bulunur ve hesaplı olsun","remote-teaching.tips.points.7.1":"Gerekli materyallerin evde kolay bulunabilen malzemeler olmasını sağlayarak kodlama derslerinizin gerçekçi ve kapsayıcı olmasına özen gösterin. Materyaller ya tüm öğrencilerin bulabileceği türden olmalı ya da dersi bulamayanlara adapte etmelisiniz. Örneğin, bağlantısız kodlama faaliyetleri için makas, kağıt veya keçeli kalem gibi ucuz malzemeler gerekir. Çevrim içi kodlama faaliyetleri yürütürken, tüm öğrencilerin evde bir tablet veya bilgisayar ile güvenilir bir internet bağlantısına erişimi olmasına özen gösterin.","remote-teaching.tips.conclusion":"Uzaktan eğitim ortamında kodlama ve programlamayı nasıl öğreniyor ve öğretiyorsunuz? Diğer eğitimcilere tavsiyeniz var mı? Aşağıdaki foruma yorumunuzu yazın!","report.title":"#EUCodeWeek etkinliğinizi raporlayın","report.event_title":"Etkinlik başlığı","report.number_required":"Elinizde net veriler olmasa bile lütfen yaklaşık bilgiler verin.","report.phrase1":"Bu formu sadece bir kez doldurabilirsiniz! Bilgilerinizi dikkatle kontrol edin. Hata yaparsanız, ","report.phrase2":"Raporu gönderdikten sonra, size özel Kod Haftası katılım sertifikanız otomatik olarak hazırlanacak olup, sertifikayı bilgisayarınıza indirebilir ya da paylaşabilirsiniz. Örnek sertifikaya buradan ulaşabilirsiniz.","report.phrase3":"Gerekli alanlar * işareti ile gösterilmiştir.","report.phrase4":"Bu formu sadece bir kez doldurabilirsiniz! Bilgilerinizi dikkatle kontrol edin. Hata yaparsanız,","report.contactus":"bizimle irtibat kurun","report.participants_count.label":"Katılımcı sayısı","report.average_participant_age.label":"Ortalama katılımcı yaşı","report.percentage_of_females.label":"Kadınların yüzdelik oranı","report.codeweek_for_all_participation_code.label":"Herkes için kod haftası katılım kodu","report.codeweek_for_all_participation_code.help":"Varsa, Herkes için Kod Haftası mücadele kodunuzu buraya girebilirsiniz. Katılmıyorsanız bu alanı boş bırakın.","report.name_for_certificate.label":"Sertifika adı","report.name_for_certificate.help":"Buraya, Kod Haftası katılım sertifikası verilecek olan etkinlik organizatörünün adını girin. Yalnızca ASCII (Latince) karakterler kullanın. Şapkalı, çift noktalı vb. karakterler desteklenmemektedir.","report.submit":"Etkinlik Raporunu Gönder","report.thanks_page.title":"Etkinlik raporunuzu gönderdiğiniz için teşekkürler!","report.thanks_page.certificate_ready":"Sertifikanız hazırdır.","report.thanks_page.download_button":"İndirmek için buraya tıklayın.","report.thanks_page.back_events":"Etkinliğe geri dön","resources.search_resources":"Kaynak ara","resources.types":"Türler","resources.levels":"Seviyeler","resources.programming_languages":"Programlama Dilleri","resources.categories":"Kategoriler","resources.Languages":"Diller","resources.Subjects":"Denekler","resources.share":"Paylaş","resources.communication_toolkit":"İletişim Araç Kiti","resources.teachers_toolkit":"Öğretmen Araç Kiti","resources.leaflet":"Broşür","resources.how_to_organise_an_activity":"Etkinlik nasıl düzenlenir?","resources.resources.languages.Russian":"Rusça","resources.resources.languages.Norwegian":"Norveççe","resources.resources.languages.Mandarin":"Mandarin","resources.resources.languages.Japanese":"Japonca","resources.resources.languages.All targeted languages":"Tüm hedeflenen diller","resources.resources.levels.Beginner":"Başlangıç","resources.resources.levels.Intermediate":"Orta","resources.resources.levels.Advanced":"İleri","resources.resources.levels.Pre-primary education":"Okul öncesi eğitim","resources.resources.levels.Primary school (5-12)":"İlkokul (5-12)","resources.resources.levels.Lower secondary school (12-16)":"Ortaokul (12-16)","resources.resources.levels.Upper secondary school (16-18)":"Lise (16-18)","resources.resources.levels.Higher Education":"Yüksek Öğrenim","resources.resources.levels.Other":"Diğer","resources.resources.subjects.Art":"Sanat","resources.resources.subjects.Biology":"Biyoloji","resources.resources.subjects.Chemistry":"Kimya","resources.resources.subjects.Computer Science":"Bilgisayar Bilimi","resources.resources.subjects.Culture":"Kültür","resources.resources.subjects.Economics":"Ekonomi","resources.resources.subjects.Foreign Languages":"Yabancı Diller","resources.resources.subjects.Geography":"Coğrafya","resources.resources.subjects.Geology":"Jeoloji","resources.resources.subjects.History":"Tarih","resources.resources.subjects.Language and Literature":"Dil ve Edebiyat","resources.resources.subjects.Mathematics":"Matematik","resources.resources.subjects.Natural Sciences":"Doğal Bilimler","resources.resources.subjects.Physical Education":"Beden Eğitimi","resources.resources.subjects.Physics":"Fizik","resources.resources.subjects.Coding":"Kodlama","resources.resources.subjects.Special Education Needs":"Özel Eğitim İhtiyaçları","resources.resources.subjects.Other":"Diğer","resources.resources.types.Tutorial":"Eğitim","resources.resources.types.Website":"Web Sitesi","resources.resources.types.Online Course":"Çevrimiçi Kurs","resources.resources.types.Video":"Video","resources.resources.types.Audio":"Ses","resources.resources.types.Application":"Uygulama","resources.resources.types.Game":"Oyun","resources.resources.types.Graphic Material":"Grafik Materyal","resources.resources.types.Presentation":"Sunum","resources.resources.types.Toolkit":"Araç kiti","resources.resources.types.Other":"Diğer","resources.resources.types.Lesson Plan":"Ders Planı","resources.resources.types.Guide":"Rehber","resources.resources.categories.Coding":"Kodlama","resources.resources.categories.Programming":"Programlama","resources.resources.categories.Computational Thinking":"Sayısal Düşünme","resources.resources.categories.Robotics":"Robotik","resources.resources.categories.Making":"Yapım","resources.resources.categories.Tinkering":"Deneme Uygulaması","resources.resources.categories.Unplugged Activities":"Bağlantısız Etkinlikler","resources.resources.categories.Other":"Diğer","school.name":"Okulun adı","school.location":"Okulun yeri","school.description":"Okulun tanımı","school.school":"Okul","school.add":"Ekle","school.list":"Liste","school.required.name":"Okulun adı gereklidir","school.required.location":"Okulun yeri gereklidir","schools.1.title1":"Neden sınıfınıza kodlamayı öğretmelisiniz?","schools.1.title2":"Kodlama, öğrencilerinize nasıl bir fayda sağlayabilir? Öğretmen olarak sizin için ne gibi avantajları var?","schools.1.content.0":"Dijital çağdaki herkesin temel okuryazarlığının, kodlamanın yanı sıra problem çözme, iş birliği ve analitik beceriler gibi sayısal düşünmeye ilişkin hayati yeteneklerin geliştirilmesine yönelik bir anlayış içermesi gerektiğine inanıyoruz.","schools.1.content.1":"Nasıl kodlama yapılacağını öğrenmek, öğrencilerinizin dijital olarak yetkin bir toplumun ön cephelerinde yer almasını sağlayacak, çevrelerindeki dünyayı daha iyi anlamalarına yardımcı olacak ve hem kişisel hem de mesleki yaşamlarında başarılı olma şanslarını artıracaktır.","schools.1.content.2":"Kod Haftası, okullara ve öğretmenlere ücretsiz mesleki gelişim fırsatları, öğretim materyalleri, uluslararası mücadeleler ve fikir alışverişi fırsatları sunarak, tüm öğrencilere dijital oluşturucular olarak ilk adımlarını atma imkânı sağlar.","schools.1.button.label":"Hemen başlamak ister misiniz? Buradan kayıt olun!","schools.2.title1":"Katılmaya hazır mısınız?","schools.2.title2":"Bir ders, bir eğitim oturumu ya da bir etkinlik düzenleyin ve haritaya ekleyin.","schools.2.content.0":"Herhangi bir kodlama ya da programlama bilginiz olsa da olmasa da, sınıfınızda, halka açık ziyaret günlerinde ya da okulunuzdaki bir etkinlikte kolayca ders organize edebilirsiniz. Uygun bir tarih bulup aktivitenizi aşağıdaki haritaya eklemeniz yeterli. Kodlamayla ilgili bir ders hazırlarken yardıma ihtiyacınız olduğunu düşünüyorsanız, sonraki bölüme geçin.","schools.2.content.1":"Aşağıdaki haritaya göz atarak düzenlenen aktivitelerden bazılarını inceleyin ve Avrupa ile diğer ülkelerdeki binlerce eğitmen arasındaki yerinizi almak için kendi aktivitenizi ekleyin:","schools.2.button.label":"Denemeye hazır mısınız? Bir aktivite ekleyin!","schools.3.title1":"Kodlamada yeni misiniz? Endişelenmeyin","schools.3.title2":"Araçlarımız, öğrencilerinize sunmadan önce kodlama konusunda bilgi sahibi olmanıza yardımcı olacaktır","schools.3.content.0":"Sınıfınıza kodlamayı öğretmek istiyor, ancak nereden başlayacağınızı bilmiyorsanız, endişelenmeyin! Öğretmenlerden ve uzmanlardan oluşan uluslararası bir ekip, başlamanıza yardımcı olacak bir dizi kısa çevrim içi eğitim modülü geliştirmektedir.","schools.3.content.1":"Öğrenim parçalarını takip etmek için daha önceden kodlama deneyiminizin olmasına gerek yok!","schools.3.button.label":"Eğitim modüllerine erişim","schools.4.title1":"Başka bir mücadele daha mı arıyorsunuz?","schools.4.title2":"Bir aktivite ağı oluşturun, olabildiğince çok öğrenci ile çalışın ve Mükemmellik Sertifikasını kazanın","schools.4.content.0":"Herkes için Kod Haftası, öğrencilerin kodlamaya ilk adımlarını atabilmeleri için sizi diğer öğretmenlerle ya da okullarla güçlerinizi birleştirmeye ve aynı kafadaki insanlardan oluşan uluslararası bir topluluğa katılmaya davet eder. 1000'den fazla öğrenciden oluşan bir ittifak oluşturun ve Mükemmellik Sertifikasını kazanın.","schools.4.button.label":"Herkes için Kod Haftası mücadelesi hakkında daha fazla bilgi edinin","schools.title":"Okullar: Kod Haftasını öğrencilerinizin ayağına getirin","scoreboard.title":"Hangi ülkeler kodlama faaliyeti ile uğraşıyor?","scoreboard.paragraph":"Puan tablosu, popülasyona göre listelenen kodlama etkinliklerinin sayısı baz alınarak hazırlanmıştır, bu nedenle bazı küçük ülkelerin listede yukarılarda yer alması sizi şaşırtmasın!","scoreboard.parcipating_with":"katılımcı ülke:","scoreboard.events":"etkinlik adı:","search.audience_title":"Hedef Kitle","search.theme_title":"Konu","search.placeholder":"Etkinlik adı ya da etiket ara","search.submit":"Ara","search.label_country":"Ülke seç","search.last_year_events.label":"Son yıllara ait etkinlikleri dâhil et","search.last_year_events.yes":"Evet","search.last_year_events.no":"Hayır","search.search_counter":"arama kriterlerinizle eşleşiyor","search.event":"etkinlik","search.events":"etkinlik","search.year":"yıl","search.audiences":"Katılımcılar","search.themes":"Temalar","search.countries":"Ülkeler","search.search_placeholder":"Başlığa veya açıklamaya göre ara","snippets.featured-activities":"Çevrim içi katılabileceğiniz, önümüzdeki dönemin öne çıkan AB Kod Haftası faaliyetlerini burada bulabilirsiniz. Dil ve aya göre arama yapabileceğiniz gibi, “görüntüle”ye tıklayarak faaliyetin tüm detaylarına ve organizatörlerin iletişim bilgilerine erişebilirsiniz. İyi eğlenceler!","snippets.learn":"Kodlama ve programlama, her alanda daha da fazla talep gören kilit yetkinliklerdir; AB Kod Haftası bunları öğrenmenize yardımcı olmaya hazır! Kaynak havuzumuzu tarayarak kodlama yolculuğunuza başlamak veya devam etmek için en uygun kaynağı bulun. Tüm bu kaynaklar ücretsizdir. Aramanızı kaynak türü, beceri seviyesi, programlama dili, kategori ve dile göre filtreleyebileceğinizi unutmayın.","snippets.teach":"Kodlama ve programlama, öğrencilerinize ve çocuklarınıza yeni imkanlar sunacak kilit yetkinliklerdir. Evde, sınıfta veya kodlama kulübünde kodlama öğretmek mi istiyorsunuz? Kodlama ve programlamayı eğitim materyallerinize eklemek istiyorsanız, kaynak havuzumuzu tarayarak size en uygun kaynağı bulun. Tüm bu kaynaklar ücretsizdir. Aramanızı kaynak türü, beceri seviyesi, programlama dili, konu, kategori ve dile göre filtreleyebileceğinizi unutmayın.","snippets.toolkits.0":"Bu bölümde, AB Kod Haftası etkinliğinizi düzenleyip girişimi bulunduğunuz toplulukta tanıtmanıza yardımcı olacak materyaller bulunmaktadır.","snippets.toolkits.1":"İletişim kiti","snippets.toolkits.2":"AB Kod Haftası’nın resmî logoları, rozeti, el ilanları, afişleri, PowerPoint ve Word şablonları, sosyal medya paylaşım örnekleri ve çizimlerini burada bulabilirsiniz.","snippets.toolkits.3":"Öğretmen kiti","snippets.toolkits.4":"AB Kod Haftası’nın resmî logoları, rozeti, öğrencileriniz için katılım belgesi şablonu, AB Kod Haftası hakkında bilgilendirici bir sunum ve sosyal medya materyallerini burada bulabilirsiniz. ","snippets.toolkits.5":"AB Kod Haftası resmî broşürü.","snippets.about.goal":"Daha fazla gencin kodlama ve bilişimsel düşünmenin temellerini öğrenmesi amaçlanmaktadır.","snippets.guide.tutorials.1":"Gençlerin kodlama ve bilişimsel düşünmeyi öğrendikleri aktiviteler düzenlemek için 29 dilde mevcut","snippets.guide.tutorials.2":"kurs ve eğitimlerimize","snippets.guide.tutorials.3":"bir göz atın.","snippets.dance.menu":"Dans Meydan Okuması","snippets.dance.subtitle":"Programcıların dans edemediğini de kim söylemiş? #EUCodeWeekDance meydan okuması ile onları haksız çıkaralım.","snippets.dance.content":"Okullar, öğretmenler, kütüphaneler, kod kulüpleri, özel şirketler ve kamu kurumlarından herkesi bir #EUCodeWeekDance etkinliği düzenleyip Kod Haftası haritasına ekleyerek AB Kod Haftası’nı kutlamaya davet ediyoruz.","snippets.treasure-hunt.menu":"Hazine Avı","snippets.treasure-hunt.subtitle":"Telegram’da oynanan bir oyundur.","snippets.videos.1":"AB Kod Haftası elçilerimizin değerlerimizle ilgili videolarını izleyin","snippets.videos.2":"Kod Haftası’nın neden bağımsız olduğunu Slovenya elçisi Katja Osljak’tan dinleyin","snippets.videos.3":"Kod Haftası’nın neden herkese hitap ettiğini Fransa elçisi Laurent Touché’den dinleyin","snippets.videos.4":"Kod Haftası’nın neden hem global hem de yerel (glokal) olduğunu Tunus elçisi Fatma Bouaziz’den dinleyin","snippets.videos.5":"Kod Haftası’nın neden işbirliği temelli olduğunu Letonya elçisi Linda Sinka’dan dinleyin","snippets.videos.6":"Kod Haftası’nın neden kâr amacı gütmediğini İtalya elçisi Alessandro Bogliolo’dan dinleyin","snippets.videos.7":"Kod Haftası’nın neden yenilikçilik ve yaratıcılığı teşvik ettiğini Arnavutluk elçisi Marjana Prifti’den dinleyin","snippets.videos.8":"Kod Haftası’nın neden katılımcılarına minnettar olduğunu Romanya elçisi Cristiana Lucaci’den dinleyin","training.learning_bits":"Kod Haftası Öğrenim Parçaları","training.title":"Ücretsiz eğitim materyalleri ve online kurslar","training.text":`

    Başlangıç yapmanıza ve bir sonraki yeniliklerle dolu dersinizi planlamanıza yardımcı olacak ücretsiz eğitim materyallerini ve kaynakları burada bulabilirsiniz.

    -

    1. Kod Haftası Öğrenim Parçaları

    -

    Herhangi bir kodlama ya da programlama deneyiminizin olması gerekmemekte olup, her modülün tamamlanması yaklaşık 15 dakika sürecektir. Modüller sizi kodlama ve sayısal düşünme aktivitelerine ilişkin temel kavramlar hakkında bilgilendirecektir. Bu modüllerde aynı zamanda, kavramları sınıfınıza nasıl entegre edebileceğinize dair uygulamalı ipuçları ve tavsiyeler de mevcuttur.

    `,"training.text_2":`

    Bir ya da daha fazla Kod Haftası Öğrenim Parçasını tamamladığınıza göre, sınıfınıza rahatlıkla dijital yaratıcılık getireceğinizi ve aktivitenizi Kod Haftası Haritasına ekleyeceğinizi umuyoruz!

    - -

    Sınıfınızda, halka açık ziyaret günlerinde ya da okulunuzdaki bir etkinlikte kolayca ders organize edebilirsiniz. Uygun bir tarih bulup aktivitenizi Kod Haftası haritasına eklemeniz yeterli. Tüm aktivite organizatörlerine çabalarından dolayı katılım sertifikası verilecektir.

    - -

    Birbirinden hevesli öğretmenlerin yer aldığı uluslararası bir grubun parçası olmak isterseniz, AB Kod Haftası Facebook öğretmenler grubuna katılın! Bunu bir adım daha öteye taşımak ve ülkenizdeki ya da diğer ülkelerdeki okullarla iş birliği yapmak isterseniz - Herkes için Kod Haftası mücadelesine katılın.

    `,"training.lessons.1.title":"Dijital teknolojisiz (bağlantısız) kodlama","training.lessons.1.author":"Alessandro Bogliolo","training.lessons.1.text":`

    Kodlama, etrafımızdaki on milyarlarca programlanabilir nesneye yeni işlevler kazandıracak programlar yazmamıza izin veren şeylerin dilidir. Kodlama, fikirlerimizi gerçeğe dönüştürmenin en hızlı yolu olup, sayısal düşünme becerilerini geliştirmenin de en etkili yoludur. Ancak, sayısal düşünme becerilerini geliştirmek için teknoloji illa ki gerekli değildir. Aksine, sayısal düşünme becerilerimiz, teknolojinin işe yaraması için gereklidir.

    - -

    Bu videoda, İtalya'da Bilgisayar Sistemleri Profesörü olarak görev yapan ve Avrupa Kod Haftası Koordinatörü olan Alessandro Bogliolo, herhangi bir elektronik cihaz olmadan uygulanabilecek bağlantısı kodlama faaliyetlerini tanıtacak. Bağlantısız faaliyetlerin temel amacı, finansman ve ekipmandan bağımsız olarak, kodlamayı tüm okullara taşıyabilmek için buna erişimin önündeki engelleri azaltmaktır.

    - -

    Bağlantısız kodlama faaliyetleri, çevremizdeki fiziksel dünyanın sayısal yönlerini gözler önüne serer.

    `,"training.lessons.1.activities.1":"Aktivite 1 - İlkokullar için CodyRoby","training.lessons.1.activities.2":"Aktivite 2 - İlköğretim Okulları için CodyRoby","training.lessons.1.activities.3":"Aktivite 3 - Ortaokullar için CodyRoby","training.lessons.2.title":"Sayısal düşünme ve problem çözme","training.lessons.2.author":"Miles Berry","training.lessons.2.text":`

    Sayısal düşünme (SD), problemleri ve sistemleri bilgisayar yoluyla çözüp anlayabilmek için bunlara nasıl bakacağımızı tanımlar. Sayısal düşünme, yalnızca bilgisayar programlarının geliştirilmesi açısından önem teşkil etmekle kalmaz, aynı zamanda tüm disiplinlerde problem çözmeyi desteklemede de kullanılabilir.

    - -

    Karmaşık problemleri daha küçük parçalara ayırmalarını (ayrıştırma), kalıpları tanımalarını (örüntü tanıma), problem çözme ile ilgili ayrıntıları tanımlamalarını (soyutlama) sağlayarak ya da istenen bir sonuca ulaşmak için takip edilecek kural ya da talimatları belirleyerek (algoritma tasarımı) öğrencilerinize sayısal düşünmeyi öğretebilirsiniz. SD, Matematik (2. derece polinomları çarpanlara ayırmanın kurallarını anlama), Edebiyat (bir şiir çözümlemesini, ölçü, kafiye ve yapı çözümlemesine indirgeme), Dil (zaman değiştikçe bir fiilin yazılışını etkileyen son harflerindeki örüntüyü bulma) gibi farklı disiplinlerde öğretilebilir.

    - -

    Bu videoda, Guildford'daki (Birleşik Krallık) Roehampton Üniversitesi Eğitim Fakültesi'nde Öğretim Görevlisi olarak görev yapan Miles Berry, sayısal düşünme kavramını ve öğretmenin bunu basit oyunlarla sınıfa entegre etmesini sağlayacak farklı yolları tanıtacak.

    `,"training.lessons.2.activities.1":"Aktivite 1 - İlkokullar için Matematiksel Akıl Yürütme","training.lessons.2.activities.2":"Aktivite 2 - Ortaokullar için Algoritmaya Giriş","training.lessons.2.activities.3":"Aktivite 3 - Liseler için Algoritma","training.lessons.3.title":"Görsel programlama - Scratch’e giriş","training.lessons.3.author":"Margo Tinawi","training.lessons.3.text":`

    Görsel programlama, insanların işlemleri illüstrasyon ya da grafik kullanarak tanımlamasını sağlar. Metin tabanlı programlamanın aksine genellikle görsel bir programlama mevcuttur. Görsel programlama dilleri (GPDler), çocuklara (ve hatta yetişkinlere) algoritmik düşünmeyi tanıtacak şekilde uyarlanmıştır. GPDlerde okunacak daha az şey olup, uygulanacak sözdizimleri yoktur.

    - -

    Bu videoda, Le Wagon'da Web Geliştirme Öğretmeni olarak görev yapan ve Techies Lab asbl'ın (Belçika) Kurucu Ortağı olan Margo Tinawi, tüm dünyada kullanılan en popüler GPD'lerden biri olan Scratch'i keşfetmenize yardımcı olacak. Scratch MIT tarafından 2002 yılında geliştirilmiş olup, o zamandan beri, öğrencilerinizle gerçekleştirebileceğiniz milyonlarca projeye ve çeşitli dillerde sayısız derse ulaşabileceğiniz büyük bir topluluğa sahiptir.

    - -

    Scratch'i kullanmak için herhangi bir kodlama deneyimine sahip olmanıza gerek yoktur ve bunu her türlü farklı konuda kullanabilirsiniz! Örneğin, öğrenciler, Scratch'i dijital bir hikaye anlatımı aracı olarak kullanarak, bir yandan kodlamayı ve sayısal düşünmeyi öğrenirken ve en önemlisi de eğlenirken, bir yandan da hikâyeler oluşturabilir, bir matematik problemini resmedebilir ya da kültürel miras hakkında bilgi edinmek üzere bir resim yarışmasına katılabilirler.

    - -

    Scratch, son derece sezgisel ve öğrencileriniz açısından motive edici olan ücretsiz bir araçtır. Nasıl başlayacağınızı öğrenmek için Margo nun videosunu inceleyin.

    `,"training.lessons.3.activities.1":"Aktivite 1 - İlkokullar için Temel Scratch","training.lessons.3.activities.2":"Aktivite 2 - İlköğretim Okulları için Temel Scratch","training.lessons.3.activities.3":"Aktivite 3 - Ortaokullar için Temel Scratch","training.lessons.4.title":"Scratch ile eğitici oyunlar hazırlama","training.lessons.4.author":"Jesús Moreno León","training.lessons.4.text":`

    Eleştirel düşünme, sebat etme, problem çözme, sayısal düşünme ve yaratıcılık, öğrencilerinizin 21. yüzyılda başarılı olabilmeleri için gereken temel becerilerden bazıları olup, kodlama, bunları eğlenceli ve motive edici bir şekilde gerçekleştirmenize yardımcı olabilir.

    - -

    Talimat ve döngü dizilerini kullanan akış kontrolü algoritmik kavramları ile değişkenlerden ve listelerden ya da süreç senkronizasyonundan faydalanan veri gösterimleri, kulağa karmaşık kavramlar gibi gelebilir, ancak bu videoda bunların düşündüğünüzden çok daha kolay bir şekilde öğrenilebileceğini göreceksiniz.

    - -

    Bu videoda, İspanya’da Bilgisayar Bilimi öğretmeni ve araştırmacı olarak görev yapan Jesús Moreno León, öğrencilerinizin bu ve diğer becerilerini nasıl eğlenceli bir biçimde geliştirebileceğinizi açıklayacak. Peki, bu nasıl yapılabilir? Dünya çapındaki okullarda kullanılan en popüler programlama dili olan Scratch üzerinde bir soru ve cevap oyunu hazırlayarak. Scratch sadece sayısal düşünmeyi geliştirmekle kalmaz, aynı zamanda öğrencilerinizin öğrenirken ve eğlenirken motive olmasını sağlamak için sınıfta oyun ögelerinin kullanılmasına da olanak tanır.

    - -

    Nasıl başlayacağınızı öğrenmek için videoyu inceleyin:

    `,"training.lessons.4.activities.1":"Aktivite 1 - İlkokullar için Scratch ile soru cevap oyunu","training.lessons.4.activities.2":"Aktivite 2 - İlköğretim Okulları için Scratch ile soru cevap oyunu","training.lessons.4.activities.3":"Aktivite 3 - Ortaokullar için Scratch ile soru cevap oyunu","training.lessons.5.title":"Sınıflarda robot teknolojisi ve deneme uygulamaları","training.lessons.5.author":"Tullia Urschitz","training.lessons.5.text":`

    Kodlama, deneme uygulamaları, robot teknolojisi ve mikroelektroniğin öğretim ve öğrenim araçları olarak okul müfredatına entegre edilmesi, 21. yüzyıl eğitiminin temelidir.

    - -

    Okullarda robot teknolojisi ve deneme uygulamalarının, problem çözme, ekip çalışması ve iş birliği gibi temel yetkinliklerin geliştirilmesine yardımcı olması açısından öğrenciler için pek çok faydası vardır. Ayrıca öğrencilerin yaratıcılıklarını ve öz güvenlerini artırıp, zorluklarla karşılaştıklarında azim ve kararlılık göstermelerine de yardımcı olabilir. Robot teknolojisi aynı zamanda, çeşitli yetenek ve becerilere sahip (hem erkek hem de kız çocuklar) öğrencilere kolayca erişilebildiği ve otizmli öğrencileri olumlu yönde etkilediği için kapsayıcılığı destekleyen bir alandır.

    - -

    İtalya'nın Santâ’Ambrogio Di Valpolicella kentindeki İtalyan Scientix büyükelçisi ve STEM öğretmeni olan Tullia Urschitz'in, öğretmenlere deneme uygulaması ve robot teknolojisinin sınıfa nasıl entegre edilebileceğine dair uygulamalı örnekler verdiği ve bu sayede pasif öğrencileri hevesli üreticilere dönüştürdüğü bu videoya bir göz atın.

    `,"training.lessons.5.activities.1":"Aktivite 1 - İlkokullar için mekanik duralit el yapımı","training.lessons.5.activities.2":"Aktivite 2 - Ortaokullar için mekanik ya da robotik el yapımı","training.lessons.5.activities.3":"Aktivite 3 - Liseler için mekanik ya da robotik el yapımı","training.lessons.6.title":"Uygulama Kâşifi (App Inventor) ve Uygulama Geliştirme (App Development)","training.lessons.6.author":"Rosanna Kurrer","training.lessons.6.text":`

    Rosanna Kurrer'ın (CyberWayFinder Kurucusu) Uygulama Kâşifinin (App Inventor) ne olduğunu açıkladığı, sınıfta Uygulama geliştirmeyi kullanmanın avantajlarından saydığı ve öğretmenlerin Uygulama Kâşifini sınıfa nasıl entegre ederek, pasif öğrencileri coşkulu oyun yapımcılarına dönüştürebileceği konusunda bazı pratik örnekler verdiği bu videoya bir göz atın.

    -

    Faaliyetlerimizi koordine etmenin kolay ve hızlı bir yolu olduğu için uygulamaları hepimiz kullanıyoruz. Ayrıca kişiselleştirilmiş öğrenmeye izin verdikleri ve kullanıcıların bilgi edinmelerini sağladıkları için eğitimde gittikçe daha fazla kullanılmaktadırlar. Öyleyse neden öğrencilerinize başkaları için bir eğitim uygulaması oluşturma yetkisi vermiyorsunuz?

    `,"training.lessons.6.activities.1":"Etkinlik 1 - İlkokul Adı","training.lessons.6.activities.2":"Etkinlik 2 - Ortaokul Adı","training.lessons.6.activities.3":"Etkinlik 3 - Lise Adı","training.lessons.7.title":"Deneme-Yanılma ve Yapma","training.lessons.7.author":"Diogo da Silva","training.lessons.7.text":`

    Meslekler ve iş yerleri değişiyor ve eğitim bunların adımlarını takip ediyor. Öğrencileri 21inci yüzyılın kariyerlerine hazırlarken, okul ile gerçeklik arasındaki boşluğu daralttıkları için deneme-yanılma, yapma ve bilgisayar korsanlığı yapma (hackleme) gibi yeni beceriler zorunlu hale gelmektedir. Sınıfı, problem çözmeye odaklanan işbirliğine dayalı bir ortama dönüştürerek, öğrenciler etkileşime girebilir ve gelişebilirler. Bu etkinlikler tartışmayı teşvik eder, böylece sınıfın her katkının önemli olduğu bir iletişim merkezi haline gelmesini sağlar.

    -

    Escola Global üyesi olan Portekizli STEAM öğretmeni Diogo da Silva, öğrencilerinizin deneme-yanılmalarına, yapmalarına ve bir çözüm yolu yaratmalarına yarayan bir ders geliştirerek sizi adım adım yönlendiren aşağıdaki videoya bir göz atın.

    `,"training.lessons.7.activities.1":"Etkinlik 1 - İlkokul Adı","training.lessons.7.activities.2":"Etkinlik 2 - Ortaokul Adı","training.lessons.7.activities.3":"Etkinlik 3 - Lise Adı","training.lessons.8.title":"Tüm konular için kodlama","training.lessons.8.author":"M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    Sınıfta kodlamayı düşündüğünüzde, akla gelen ilk görüntü bilgisayar, Teknoloji, Matematik veya Bilim'dir. Ancak, öğrencilerin birçok ilgi alanı ve konusu olduğu göz önüne alındığında, neden bunu lehimize kullanmıyor ve tüm müfredat boyunca kodlama uygulamıyoruz?

    -

    Kodlamayı sınıfa entegre etmenin, öğrencilerin eleştirel düşünme ve problem çözme becerilerini geliştirmelerine, aktif kullanıcı olmalarına ve okullarda gerekli olan kendi öğrenme süreçlerine liderlik etmelerine yardımcı olduğundan, birçok yararı vardır. Ancak, en önemlisi, öğrencilerinizin eğlenirken öğrenmesidir!

    -

    Diller, Müzik veya STEM (Bilim, Teknoloji, Mühendislik, Matematik) öğretmenlerin geleceğin bilim adamları, müzisyenleri, sanatçıları ve aslında herkes için kodlayabileceği konulardan sadece birkaçıdır! Tüm öğretmenler, kodlama ve hesaplamalı düşünmeyi sınıfta bütünleştirebilir. Günlük yaşam algoritmasını açıklamak için bir CLIL (İçerik ve dil bazlı eğitim) dersi kullanmak, bilim hakkında bilgi edinmek için keçeli bir oyun çubuğu oluşturmak veya Matematik dersinde motivasyonu arttırmak için eğitim robotlarını kullanmak, sınıfta yapabileceğiniz bazı etkinlik örnekleridir.

    -

    Müzik, Fen veya Dil öğretmenlerinin daha önce deneyiminiz olmasa bile, kodlama ve bilgisayarlı düşünmeyi sınıfta nasıl kolayca bütünleştirebildiklerini görmek için aşağıdaki videoya bakın.

    `,"training.lessons.8.activities.1":"Etkinlik 1 Robotik ve STEM'de temel için dahil etme","training.lessons.8.activities.2":"Etkinlik 2 Müzik kodlamaktadır","training.lessons.8.activities.3":"Etkinlik 3 Makey Makey ile deneme-yanılma ve kodlama","training.lessons.8.activities.4":"Etkinlik 4 Bir CLIL dersi için günlük yaşam algoritması","training.lessons.9.title":"Micro:bit ile modelleme yapımı","training.lessons.9.author":"Yazan: Pauline Maas","training.lessons.9.text":`

    - Kolay programlanabilen, küçük boy bir bilgisayar olan Micro:bit'in kullanımı, bir yandan öğrencilerinize kodlamayı öğretmenizi sağlarken, bir yandan da onlarla birlikte robottan müzik enstrümanına kadar pek çok ilginç nesne oluşturmanın kolay ve eğlenceli bir yolu olabilir. En küçük programcılar için bile kullanımı kolay ve basit olan Micro:bit, ileri düzey öğrenciler için de son derece tatmin edicidir. Tarihten matematiğe ve hatta fen bilimlerine kadar pek çok derste kullanabilirsiniz. Seçenekleriniz sınırsızdır. Micro:bit, öğrencilerinize kodlamayı öğretirken, bir yandan da onlara sayısal düşünme, problem çözme ve yaratıcılık gibi önemli becerileri aşılamanızın keyifli ve ekonomik bir yoludur. -

    -

    - Bu videoda, Koninklijke Visio’da Bilgisayar Bilimleri öğretmeni olarak görev yapan Pauline Maas, sizlere Micro:bit’i tanıtacak ve öğretmenlerin bunu derslerde kullanarak pasif öğrencileri nasıl hevesli yaratıcılara dönüştürebileceğine dair birkaç uygulamalı örnek sunacaktır. -

    `,"training.lessons.9.activities.1":"Micro:bit ile Mors Alfabesi, İlkokul","training.lessons.9.activities.2":"Micro:bit ile odadan kaçış, Ortaokul","training.lessons.9.activities.3":"Modelleme yapımı, Lise","training.lessons.10.title":"Python ile yaratıcı kodlama","training.lessons.10.author":"Yazan: Ivana Vezjak","training.lessons.10.text":`

    -Görselden metin tabanlı programlamaya geçiş, kodlamanın doğal bir akışıdır. Görsel programlama yeni başlayanlar için genellikle heyecan verici olsa da, bir süre sonra öğrenciler daha zorlu şeyler isteyebilir. Programlama ve sayısal düşünme ile daha detaylı ilgilenmek isteyenler için bir sonraki adım, metin tabanlı programlamadır. -

    -

    - Bu videoda, Ivana Vezjak sizlere Python’ın temel söz dizimini anlatacaktır. Günümüzün en popüler programlama dillerinden biri olan Python, veri bilimi, yapay zekâ, makine öğrenimi ve web geliştirme gibi pek çok alanda kullanılmaktadır. Python, deneyimli programcıların kullandığı güçlü bir programlama dili olsa da, basit oluşu ve anlaşılır söz dizimi sayesinde, herhangi bir kodlama deneyimine sahip olmayan biri tarafından da kullanılabilir. -

    -

    -Python ile öğrenciler, tarihi olaylar hakkında testler hazırlayabilir, matematik problemleri çözüp fizik simülasyonları oluşturabilir, oyunlar hazırlayabilir, web siteleri oluşturabilir, bilimsel projelerin veri analizlerini yapabilir ve çok daha fazlasını gerçekleştirebilirler. Python, zengin ve kapsamlı bir standart kitaplığa, büyük bir topluluğa ve ayrıca öğretim, öğrenim ve uygulamada kullanılabilecek çevrimiçi öğreticilere ve projelere sahiptir. Python’da kodlama yapan, program analiz eden ve program hatalarını düzelten öğrenciler, yaratıcılıklarını geliştirerek istikrarlı, inatçı ve sabırlı olmayı öğrenir. Karmaşık problemleri daha küçük bileşenlere ayırarak, analitik düşünmeyi öğrenirler ve problem çözme becerilerini geliştirirler. Bu beceriler, yaşamlarının her alanında problemleri ele alma konusunda onlara yardımcı olacaktır. -

    `,"training.lessons.10.activities.1":"İlk testim, İlkokul","training.lessons.10.activities.2":"Adam asmaca, Ortaokul","training.lessons.10.activities.3":"Bayrak bilmece, Lise","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Python Standart Kitaplık","training.lessons.10.links.1.description":"Önceden derlenmiş kod ve modüller (ör. turtle modülü, math modülü vb.).","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Programlama kavramlarını öğrenmeye yönelik eğitici video oyunu.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"CodeClub projeleri","training.lessons.10.links.3.description":"Yeni başlayanlardan ileri düzey kullanıcılara kadar tüm çocuklara yönelik adım adım programlama projeleri.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Python ile kendi bilgisayar oyununu icat et","training.lessons.10.links.4.description":"Python ile kendi bilgisayar oyunlarınızı nasıl programlayacağınızı öğreten bir kitap.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Öğrencilerin ve öğretmenlerin bir dizi mücadele ile kendilerini eğitebileceği öğretici bir topluluk.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"İnteraktif Trinkets kullanılan Python tanıtım dersleri (metin tabanlı ve blok).","training.lessons.10.links.title":"Diğer kaynaklar","training.lessons.11.title":"Katılım için Kodlama","training.lessons.11.author":"Kod Haftası Ekibi","training.lessons.11.text":`

    - Kodlama aktivitelerini sınıfınıza taşımak, özellikle sınıfınızda belli engelleri bulunan öğrencileriniz varsa zorlu olabilir. Ancak engeli ne olursa olsun herkesin kodlamayı öğrenebileceğini aklınızdan çıkarmayın. Özel ihtiyaçları bulunan çocuklar, kodlama öğrenmenin büyük ölçüde faydasını görebilir, çünkü kodlama öğrencilere problem çözme, organizasyon ve bağımsızlık gibi önemli hayat becerilerini öğretir. Kodlama ayrıca işbirliği ve ekip çalışması sayesinde, engelli birçok çocuğun zorlandığı bireyler arası ve sosyal becerileri de geliştirebilir. En önemlisi, öğrenciler yaşıtlarıyla birlikte öğrenirken eğlenir. -

    -Bu videoda, Kod Haftası ekibi size özellikle görme bozukluğu, Down sendromu ve Otizm Spektrumu bulunan öğrencilere uygun hale getirilmiş bazı pratik, kolay ve eğlenceli kodlama aktivitelerini gösterecek. -

    `,"training.lessons.11.activities.1":"Bağlantısız Yumurta Kutusu","training.lessons.11.activities.2":"Çok Akıllı Bir Fare","training.lessons.11.activities.3":"Yıldız Yapan Yıldız","training.lessons.12.title":"Sürdürülebilir kalkınma hedefleri için kodlama","training.lessons.12.author":"Hazırlayan: Francisco Javier Masero, Cristina Nicolaita ve Erviola Konomi","training.lessons.12.text.1":"Geleneksel eğitim, öğrencilere küresel iklim değişikliği, cinsiyet eşitliği, açlık, yoksulluk veya sağlık ve refah gibi gerçek dünyadaki sorunları anlama ve çözme konusunda çok az fırsat sunar.","training.lessons.12.text.2":"Sürdürülebilir Kalkınma Hedefleri (SKH'ler), Birleşmiş Milletlerin tüm üye devletleri tarafından dünyada barış ve refaha ulaşmak için bir yol haritası olarak kabul edilen ve küresel kalkınmayı teşvik eden 2030 Sürdürülebilir Kalkınma Gündeminin temelini oluşturmaktadır. Öğretmenler, öğrencilerin eleştirel düşüncelerini geliştirmelerinin yanı sıra kimliklerini bulmada ve hedeflerini belirlemelerine yardımcı olmak için sınıfta SDG'leri kullanabilir. Temel kodlama ve sayısal düşünme unsurlarını SKH'lerle birleştirmek, öğrencilerinizin güvenini artıracak ve onların yaratıcılıklarını, girişimcilik ruhlarını, problem çözme veya iletişim becerilerini geliştirmelerine yardımcı olacaksınız.","training.lessons.12.text.3":"Aşağıdaki etkinliklerde öğrenciler Scratch, ASCII kodlama ve bağlantısız kodlama ilkelerini bugün küresel ve sosyal ilgisi düzeyindeki konulara uygulayacaklar. Öğretmenler, empati, etkin vatandaşlık ve toplum yanlısı becerilerini eğlenceli ve ilgi çekici bir şekilde geliştirmelerine yardımcı olurken sürdürülebilir kalkınma hedefleri hakkında farkındalık yaratacaklar.","training.lessons.12.text.4":"Bu ders planlarının her biri, SKH'lerden birine odaklanmaktadır:","training.lessons.12.text.5":"Sürdürülebilir Kalkınma Hedefi 3: İnsanların sağlıklarının iyi olmasını sağlamak ve her yaştan herkes için refahı teşvik etmek","training.lessons.12.text.6":"Sürdürülebilir Kalkınma Hedefi 5: Cinsiyet eşitliğini sağlamak ve tüm kadınların haklarını savunmak ","training.lessons.12.text.7":"Sürdürülebilir Kalkınma Hedefi 13: İklim değişikliği ve etkileriyle mücadele için acil önlem almak","training.lessons.12.activities.1":"Karateka projesi: İlkokul, Ortaokul ve Liseler için programlama yoluyla karateyi öğrenmek","training.lessons.12.activities.2":"İlkokullar için sürdürülebilir kalkınma hedefleri ve iklim değişikliği kodlaması","training.lessons.12.activities.3":"Liseler için cinsiyet eşitliği konusunda kodlama","training.lessons.13.title":"Sınıfta Yapay Zekaya Giriş","training.lessons.13.author":"hazırlayan: Artur Coelho ve Marjana Prifti Skenduli","training.lessons.13.text.1":"Yapay Zeka (AI), günlük yaşamın birçok alanını etkilemektedir: telefonunuza yazdığınız metni otomatik olarak düzeltir, en sevdiğiniz müzik uygulamanızın çaldığı müziği seçer ve unuttuğunuzda parolalarınızı hatırlar. AI, bilgisayar biliminden üretime ve tıptan modaya kadar tüm alanlardaki uygulamalarla birlikte makine öğrenimi, robotik ve algoritmaların bir kombinasyonunu ifade eder. Bu nedenle hayatımızda ve toplumlarımızda yadsınamaz bir yere sahiptir ve bilimin gelişmesinde anahtar rol oynar. Ve hayatımızdaki diğer önemli olaylar gibi, öğrenciler de öğrenerek bundan faydalanacaklardır. Ama yapay zeka gibi karmaşık bir şey onlara nasıl öğretilir?","training.lessons.13.text.2":"LearningBit, öğrencilere yapay zekanın ne olduğunu ve öğrencilerin yaşamlarında ne gibi bir rol oynadığını açıklamanıza yardımcı olacaktır. Bu faaliyetler, uzman olmayanların içeriği kolayca anlamaları ve karmaşık terimleri kolayca anlaşılabilir fikirlere etkili bir şekilde ayırabilmeleri için tasarlanmıştır. Bu ders planları ile öğrencilerin yapay zekanın kullanımlarını ve arkasındaki bazı mekanizmaları öğrenmelerine yardımcı olabilirsiniz. Bu etkinlikler, öğrencilerin analitik ve eleştirel düşünme becerilerini geliştirmeleri için tasarlanmıştır: örneğin, Marjana'nın etkinliğinde öğrenciler bir sınıflandırma hattı geliştirmektedir. Bu etkinlikler ayrıca öğrencilerin yapay zekanın çeşitli uygulamalarını anlamalarına yardımcı olacaktır: Artur'un aktivitesinde, Yapay Zeka ile Sanat arasındaki bağlantıyı ve yapay zekanın görsel ifadenin geliştirilmesi için nasıl kullanılabileceğini öğrenecekler. Bu etkinliklerle öğrenciler ayrıca yapay zekanın tehlikeleri ve etkileri üzerine düşünecekler.","training.lessons.13.activities.1":"İlkokul için İnsan-Yapay Zeka Sanatı","training.lessons.13.activities.2":"Makinelere Sınıflandırmayı Öğretmek: Ortaokul için Gözetimli Makine Öğrenimine Giriş","training.lessons.13.activities.3":"Makinelere Sınıflandırmayı Öğretmek: Lise için Denetimli Makine Öğrenimine Giriş","training.lessons.14.title":" Akıllı Makineler Çağında Öğrenmek","training.lessons.14.author":", Adil Tugyan, Georgia Lascaris ve Marco Neves","training.lessons.14.text.1":"Yapay zekânın son yıllardaki ilerlemesi, bilgi işlem gücündeki hızlı ilerlemeler ve büyük miktarda verinin kullanılabilirliği sayesinde etkileyici oldu. Bu, yapay zekâ araştırmalarına önemli yatırımlara ve yapay zekâ endüstrisinin hızlı genişlemesine yol açarak, yapay zekâyı zamanımızın büyük bir teknolojik devrimi haline getirdi. Yapay zekâ her yerde. Günlük rutininizin bir parçası haline geldi, öyle ki bazen onu bir yapay zekâ olarak düşünmeyiz bile: Neredeyse her gün çevrimiçi öneri, yüz tanıma, güvenlik sistemleri ve ses asistanları kullanıyoruz. Peki ya eğitim?","training.lessons.14.text.2":'Yapay zekâ, yeni öğretim ve öğrenim yollarını etkinleştirmek ve öğrencilerin öğrenmesini geliştirmek için büyük bir potansiyele sahiptir. Bu Öğrenme Biti (gem, parça), otantik yapay zekâ etkinliklerini öğretiminize entegre etmenize ve öğrencilerinizi yapay zekâ tarafından şekillendirilen bir dünyada hayata ve kariyere hazırlamanıza yardımcı olacaktır. Bu etkinlikler öğrencilerin merak, problem çözme ve yaratıcılık becerilerini geliştirmeleri için tasarlanmıştır: Örneğin Adil’in etkinliğinde öğrenciler algoritmalar ve sinir ağları hakkında bilgi edinirler ve bir yapay zekâ beynini görselleştirmek için kendi sinir ağlarını oluşturmaları için teşvik edilirler. Georgia, bir sohbet robotunun adım adım geliştirilmesinde öğrencilerinize rehberlik edecek. Öğrenciler kendi sohbet robotlarını oluşturacak, soru ve yanıt veri kümelerini hazırlayacak ve Covid-19 ile ilgili soruları yanıtlayabilmesi için eğitecekler. Marco"nun etkinliğinde öğrenciler, günlük yaşamda ve işte akıllı makinelerin faydalarını ve zorluklarını keşfedecekler. Göz önünde bulundurmamız gereken yapay zekâ riskleri nelerdir? Yapay zekânın iş geleceği üzerinde ne gibi etkileri olacak? Gelecekte iş piyasasına girdiklerinde onlara hangi işler sunulacak?',"training.lessons.14.activities.1":" İlkokul için Yapay zekâ ve Sinir Ağları","training.lessons.14.activities.2":"Ortaokul için Covid-19 Sohbet Robotum","training.lessons.14.activities.3":"Akıllı Makineler Çağında Yaşamak: Ortaokul için Zorluklar ve Fırsatlar","training.lessons.14.activities.title":"Aşağıdaki ders planlarında öğrenciler akıllı makineler konusunu eğlenceli ve ilgi çekici bir şekilde öğrenecekler.","training.lessons.15.title":"Medya Okuryazarlığını İnceleme","training.lessons.15.author":"Marijana Smolčec, Tea Horvatić ve Sanja Božinović tarafından hazırlanmıştır","training.lessons.15.text.0":"Medya okuryazarlığı eğitimi, günümüz öğrencileri için hiç bu kadar önemli olmamıştı. Her yaştan öğrencilerin, medya açısından zengin dünyamızda yönlerini bulabilmek için ilgili becerileri, bilgileri ve tutumları kazanması gereklidir. Medya okuryazarlığı becerileri, internet üzerindeki güvenilir içerikleri kullanmalarına ve yanıltıcı bilgi kaynaklarını tanımalarına yardımcı olacaktır. İnternette buldukları bilgilerin gerçek olup olmadığını kontrol etmeyi ve bu bilgileri eleştirel bir şekilde yorumlamayı anlayacaklar. Yaratıcı çalışmaların doğru kullanımı konusundaki farkındalıkları artacak; kendi yaratıcı içeriklerini oluştururken öğrendiklerini uygulayacaklar.","training.lessons.15.text.1":"Bu Öğrenme Dilimi, öğrencilerinizin medya okuryazarlarına dönüşmesini sağlamak için çeşitli stratejiler ve teknikler uygulamanızı sağlayacaktır. Marijana’nın etkinliğinde, öğrenciler web içeriklerini güvenli ve sorumlu bir şekilde kullanmayı öğrenir. Farklı lisans türlerini öğrenirler ve yaratıcı çalışmaların nasıl doğru şekilde paylaşılacağını göstermek için basit bir uygulama geliştirirler. Tea’nın etkinliğinde, öğrenciler tıklama tuzakları hakkında bilgi edinecekleri bir maceraya çıkar. Öğrenciler ilgi çekici görevler aracılığıyla tıklama tuzaklarını tespit etme ve ortaya çıkarmaya yönelik stratejiler keşfeder ve bu tuzaklardan nasıl kaçınacaklarını öğrenir. Sanja, öğrencilerin web içeriklerini, içeriklerin ilgi düzeyini, doğruluğunu, kaynağını ve amacını keşfetmelerini ve eleştirel bir şekilde analiz etmelerini ve değerlendirmelerini sağlar. İnternet üzerinde güvenilir kaynakları nasıl bulacaklarını ve internet üzerindeki yanlış bilgileri nasıl tanıyacaklarını öğrenirler.","training.lessons.15.text.2":"Aşağıdaki ders planlarında, öğrencilerin medya okuryazarlığı becerilerini geliştirmeye yönelik ilham verici ve ilgi çekici etkinlikler bulacaksınız:","training.lessons.15.activities.1":"İnternette ise telifsiz midir?","training.lessons.15.activities.2":"Tıklamak veya tıklamamak","training.lessons.15.activities.3":"Gerçek bilgi kontrolü","training.lessons.16.title":"HEDY İLE HİKÂYE ANLATICILIĞI","training.lessons.16.author":"Felienne Hermans","training.lessons.16.text.0":"Öğrencileriniz görsel bir programlama dilinde ustalaştı ancak metin tabanlı bir programlama diline derinlemesine girme konusunda kendilerini hazır hissetmiyor mu? Öyleyse bu öğrenim bilgisi tam size ve öğrencilerinize göre, çünkü bu bilgiler görsel ve metin tabanlı programlama dilleri arasındaki boşluğu doldurmanıza yardımcı olacak. Hedy ile Hikâye Anlatıcılığı öğrenim bilgisi, çocuklara programlamayı öğreten Hedy adlı kademeli bir programlama dilinin kullanıldığı üç ders planından oluşuyor.","training.lessons.16.text.1":"Hedy, metinsel programlama dillerini öğrenmek isteyen ancak Python dilinin çok karmaşık gelebileceği çocuklara uygundur. Kademeli dillerde, her seviyede yeni konseptlerin ve sözdizimsel zorlukların ilave edildiği farklı dil seviyeleri kullanılır. Her Hedy seviyesinin sonunda, öğrenciler Python açısından sözdizimsel olarak geçerli bir alt kümede ustalaşırlar.","training.lessons.16.text.2":"Bu Öğrenim Bilgisi'nde, öğrencilerinizin metin tabanlı programlama dillerini etkin bir şekilde kullanmalarına yardımcı olacak ilham verici ve ilgi çekici aktiviteler bulacaksınız. Öğrenciler kendi interaktif hikâyelerini oluşturarak, her şeyi tek seferde öğrenmek zorunda kalmadan, programlamayı kademeli olarak öğrenecekler. İlkokul ders planında, öğrencilere programlamanın temel konseptleri tanıtılır. Ortaokul ders planında daha ileri programlama konseptlerine girilirken, lise ders planında öğrencilerin daha karmaşık hikâyeler ve aktiviteler programlamaları sağlanır.","training.lessons.16.text.3":"Okuyucuların hikâyeye nasıl katılabileceklerini ve bu durumun okuyucuları aktif katılıma nasıl teşvik ettiğini öğrenmek için aşağıdaki interaktif hikâyeye göz atın.","training.lessons.16.activities.1":"İlkokul öğrencileri için Hedy ile kendi interaktif hikâyenizi oluşturun","training.lessons.16.activities.2":"Ortaokul öğrencileri için Hedy ile kendi interaktif hikâyenizi oluşturun","training.lessons.16.activities.3":"Lise öğrencileri için Hedy ile kendi interaktif hikâyenizi oluşturun","training.lessons.17.title":"Feel The Code (Kodu Hisset)","training.lessons.17.author":"Alenka Miljević ","training.lessons.17.text.0":"Sosyal ve duygusal refah; dayanıklı olma, kişinin duygularını yönetme ve diğer kişilerin duygularına karşılık verme, diğer kişilerle anlamlı ilişkiler kurma, iyi hislere kapı açan duygular oluşturma ve kişinin kendi duygusal destek ağını oluşturma yeteneğidir. Gençlerin okulda öğrendikleri sosyal ve duygusal beceriler, dayanıklılık kazanmalarına ve hayatları boyunca fiziksel ve zihinsel sağlıklarını yönetme biçimlerine yönelik bir model yaratmalarına yardımcı olur. (Avrupa Konseyi)","training.lessons.17.text.1":"Feel the Code (Kodu Hisset) Öğrenim Bilgisi, empati ve dayanıklılık kazanmak amacıyla olumlu ve olumsuz hislerin yanı sıra duyguları tanıyarak, açıklayarak, anlayarak ve bunlara tepki vererek, öğrencilerinizin sosyal ve duygusal refahını geliştirmenize olanak tanıyacaktır. Bu Öğrenim Bilgisi'nde, öğrencilerinizin kodlama yoluyla farklı duygularla başa çıkmak üzere beceriler geliştirmelerine yardımcı olacak ilham verici ve ilgi çekici aktiviteler bulacaksınız. Öğrencileriniz, bir Bee-Bot robotu yardımıyla hislerini ifade etmeyi ve akranlarının duygularına tepki vermeyi öğreneceklerdir.","training.lessons.17.text.2":"Feel the Code (Kodu Hisset) öğrenim bilgisi, öğrencileri duyguları hakkında konuşmaya ve empati geliştirmelerine teşvik edecek aktiviteler oluşturmak amacıyla bir Bee-Bot eğitim robotunun kullanıldığı üç dersten oluşur. İlkokullar için olan ders planında; öğrenciler üzüntü, mutluluk, korku ve öfke gibi duygular hakkında konuşmak ve kendilerinin ve akranlarının bu duyguları hissetme nedenlerini keşfetmek amacıyla bir Bee-Bot programlar. Ortaokullar için olan ders planı; öğrencileri bir Bee-Bot programlamaları, kendilerinin ve akranlarının hislerini tanımaları, bunların nedenlerini ve bunlara karşı nasıl tepki vermeleri gerektiğini anlamaları hususunda cesaretlendirir. Liseler için olan ders planı; öğrencilerin bir Bee-Bot'u yönlendirmelerini ve hisler, dayanıklılık ve empati hakkında hikâyeler oluşturmalarını sağlar.","training.lessons.17.text.3":"Bu Öğrenim Bilgisi, sınıfınızda bir eğitim robotu yoksa sosyal ve duygusal becerilerin gelişimini sağlayan bilgisayarsız aktivitelere yönelik fikirler sunacaktır. Aşağıdaki interaktif hikâye, sınıfınızda gerçekleştirebileceğiniz aktiviteler hakkında kısa bir genel bilgi sağlamaktadır:","training.lessons.17.activities.1":"Kodla - Hisset - Öğren: İlkokul öğrencileri için","training.lessons.17.activities.2":"Taş kalpli değilim: Ortaokul öğrencileri için","training.lessons.17.activities.3":"Beni ruh halime göre kodla: Lise öğrencileri için","training.lessons.18.title":"SOS Water","training.lessons.18.author":"Francisco Delgado Cecilia","training.lessons.18.text.0":"SOS Water, su kirliliği sorununun ele alınması ihtiyacını karşılamaya yönelik bir projedir. Son yıllarda yapılan çalışmalara rağmen, tüm dünyada halihazırda güvenli içme suyuna erişimi olmayan 2 milyar insan mevcut. Yani, 2030 Gündeminin tüm insanların 2030 yılına dek güvenli bir şekilde yönetilebilen sulara ve sanitasyona erişiminin olması gerektiğini ifade eden 6 sayılı Sürdürülebilir Kalkınma Hedefi, gerçekleştirilmekten çok uzaktadır. Aynı durum, sürdürülebilir kalkınma açısından okyanusların, denizlerin ve deniz kaynaklarının sürdürülebilir şekilde korunup kullanılmasını amaçlayan 14 sayılı su altı yaşama yönelik Sürdürülebilir Kalkınma Hedefi için de geçerlidir.","training.lessons.18.text.1":"Bu Öğrenim Bilgisinde, gündemle alakalı ve güncel bir konu olan su kalitesi ölçümünün yanı sıra, su kalitesini düşüren yeni kirleticiler ele alınmıştır. Öğrenciler, su ve çevreyle ilişkili gerçek sorunları inceleyip bunlara çözüm bulma ve böylece araştırma, eleştirel düşünme ve problem çözme gibi beceriler geliştirme fırsatı elde edeceklerdir.","training.lessons.18.text.2":"Ders planları içerisinde; Scratch üzerinde programlama yapma, Learning ML ile makine öğrenimine ve yapay zekaya giriş, su örneği almak ve su pH değeri analizi yapmak üzere Lego setleriyle yönlendirilebilen araçlar oluşturma gibi uygulamalı ve yaratıcı aktiviteler yer almaktadır. Bu aktiviteler, öğrencilerin etkileşimli ve eğlenceli bir ortamda bilgi ve becerilerini uygulamaya dökmelerini ve bu sayede projeye olan ilgilerinin ve motivasyonlarının artmasını sağlayacaktır.","training.lessons.18.text.3":"Bu Öğrenim Bilgisinin uygulanabilmesi için üç aktivitenin de sınıfta ders içerisinde geliştirilmesi, tüm projenin tamamlanması ve daha anlamlı ve motive edici bir öğrenim sürecinin benimsenmesi önerilir. Ancak her bir aktivite bireysel olarak da gerçekleştirilebilir.","training.lessons.18.activities.1":"Scratch ile SOS Water","training.lessons.18.activities.2":"Makine Öğrenimi ile SOS Water","training.lessons.18.activities.3":"Robot Teknolojisi ile SOS Water","training.download_video_script":"Video metnini indirin","training.ready_to_share":"Öğrendiklerinizi öğrencilerinizle paylaşmaya hazır mısınız?","training.choose_lessons":"Aşağıdaki ders planlarından birini seçin ve öğrencilerinizle bir aktivite düzenleyin.","training.footer.title":"Aktivitenizi Kod Haftası Haritasına eklemeyi unutmayın!","training.footer.text":`

    Sınıfınızda, halka açık ziyaret günlerinde ya da okulunuzdaki bir etkinlikte kolayca ders organize edebilirsiniz. Uygun bir tarih bulup aktivitenizi Kod Haftası haritasına eklemeniz yeterli. Tüm aktivite organizatörlerine çabalarından dolayı katılım sertifikası verilecektir.

    - -

    Birbirinden hevesli öğretmenlerin yer aldığı uluslararası bir grubun parçası olmak isterseniz, AB Kod Haftası Facebook öğretmenler grubuna katılın! Bunu bir adım daha öteye taşımak ve ülkenizdeki ya da diğer ülkelerdeki okullarla iş birliği yapmak isterseniz - Herkes için Kod Haftası mücadelesine katılın.

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Ekonomik menfaatin dışında hareket etmemekteyiz. Başka insanların fikirlerine, inançlarına ve kültürlerine saygı duymakta ve değer vermekteyiz. Yaptıklarımızın önemine inandığımız için, AB Kod Haftasına katılmaktayız. Bu bizim gücümüzdür. Herkesin erişebileceği mevcut yazılım ve dijital becerilerle sayısal düşünme, kodlama, programlama, bilgisayar bilimi, robot teknolojisi ve tamir işleri yapmak istemekteyiz.","values.2.title":"AB Kod Haftası herkes içindir","values.2.content":"Herkes AB Kod Haftası etkinliklerini organize edebilir. AB Kod Haftası etkinliklerinin yaşlarına, renklerine, cinsiyetlerine, kültürel altyapısına ya da entelektüel kapasitelerine bakılmaksızın herkes için organize edilmesinin esas olduğunu anlıyoruz. Etkinlikler; ilginin ve merakın tetiklenmesi ya da becerilerin daha da gelişmesini sağlamak adına bir giriş noktası olabilir. Eşitlik, saygı, özgürlük ve dahil edilebilirlik bizim ilkelerimizdir. 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Birbirimizle bağlantılıyız ve birbirimizi destekleriz. Kaynak, fikir ve en iyi uygulamaları paylaşırız.","values.4.content.2":"EU Code Week 4 All Challenge","values.4.content.3":"sınırlara ve topluluklara köprüler kurmayı amaçlar. Pozitif enerjinin yayılmasını sağlar ve birbirinden bir şeyler öğrenebilecek kişilerle bağlantı kurar.","values.5.title":"AB Kod Haftası kar amacı gütmez","values.5.content.1":"Tüm Kod Haftası etkinlikleri kara amacı gütmeyen etkinliklerdir. AB Kod Haftasının internet sitesindeki tüm","values.5.content.2":"kaynaklar","values.5.content.3":"ücretsizdir. AB Kod Haftasının tüm eğitim ve online kurslar ücretsizdir.","values.6.title":"AB Kod Haftası yaratıcılığı ve yeniliği teşvik eder","values.6.content":"AB Kod Haftası; yaratıcılığı, yeniliği ve ileri görüşlü düşünmeyi teşvik eder. Bilinçli kararlar alabilmemiz ve AB Kod Haftasını geliştirebilmemiz için geri dönüş ve eleştiri almaya açığız ve bundan memnun oluruz. Başarısızlıklar bile bizi birey olarak ve topluluk olarak bizi büyütecektir.","values.7.title":"AB Kod Haftası topluluğuna minnettardır","values.7.content":"Öğretmenlerin, koçların, ve diğer etkinlik organizatörlerinin, öğrencilerin, ebeveynlerin, kod kulüplerinin ve beraber çalıştığımız tüm ortakların desteklerinden dolayı minnettarız. Hepimiz aynı amacı paylaşmaktayız. Mümkün olduğu kadar çok insana sayısal düşünmeyi, kodlamayı, bilgisayar bilimini ve mevcut dijital becerileri getirmek istiyoruz.","values.title":"AB Kod Haftası Değer Önermesi","values.description.1.1":"AB Kod Haftası; dünya genelindeki gönüllüler –","values.description.1.2":"temsilciler","values.description.1.3":", lider öğretmenler ve kodlama meraklıları tarafından yürütülen bir harekettir.","values.description.1.4":"Avrupa Komisyonu","values.description.1.5":"ve Avrupa Birliği ve Batı'daki Balkan ülkelerindeki eğitim bakanlıkları tarafından desteklenmektedir.","values.description.2":"AB Kod Haftasının temelinde; öğretmen, danışman, kodlama kulübü, kütüphane, özel şirket, ebeveyn ve resmi olmayan kuruluş olan gönüllü faaliyet organizatör topluluğu bulunmaktadır. Zamanımızı, enerjimizi ve becerilerimizi mevcut donanım, bilgisayar bilimi ve dijital becerilerle Avrupa'da ve dünya genelinde mümkün olduğunca fazla kişiye sayısal düşünme, kodlama, robot teknolojisi ve tamirciliği getirmeye adıyoruz.","values.description.3":"AB Kod Haftası, ayrıca her cinsiyet, yaş, alt yapı, kültür ve beceri grubundan insanlardan oluşan milyonlarca katılımcıdan oluşmaktadır.","values.description.4":"AB Kod Haftasında olmaktan gurur duyuyoruz. Bunlar bizim değerlerimizdir. Bunlar her daim işlerimize ve kararlarımıza kılavuzluk eder.","why-coding.titles.0":"Neden kodlama?","why-coding.titles.1":"Kodlama yoluyla yeni fikirler geliştiririz","why-coding.titles.2":"Kodlama yoluyla kilit yetkinlikler de geliştiririz","why-coding.titles.3":"Son olarak, kodlama yoluyla geleceğimizi şekillendiririz","why-coding.texts.0":"Pınar, oldum olası matematiğe ve bilgisayarlara ilgi duymuş olsa da, hukuk okuması gerektiğini düşünüyor. Mert, sosyal ağını geliştirmeye kararlı; ama tek başına altından kalkabileceğini sanmıyor. Aylin ise ailesi kedi sahiplenmesine izin vermediği için robot yapmanın hayalini kuruyor. Siz de belki bu hayalleri gerçekleştiriyorsunuzdur.","why-coding.texts.1":"İşte kodlama aynen böyle hepimizi ilgilendirir; hayatımıza ve geleceğimize dair verdiğimiz kararlarda varlığını hissettirir. Hayatımız, sosyal medyada bir şeyler paylaşmak ve paylaşılanları beğenmekten ibaret olmamalı. Hepimiz yeni fikirler geliştirip insanları mutlu edecek şeyler yaratabiliriz.","why-coding.texts.2":"Bir mobil uygulama geliştirmek, kendi robotunuzu yapmak, hatta uçan araba icat etmek bile artık hiç olmadığı kadar kolay! Bu rahat bir yolcululuk olmayabilir; ama yaratıcılıkla aşılabilecek sınavlarla dolu, boyuna eğlence içeren ve her daim arkanızda olan bir toplulukla zenginleşen bir yolculuk. Meydan okumayı kabul edip dijital yaratıcı olmaya hazır mısınız?","why-coding.texts.3":"Programlama dilleri aynen diğer diller gibidir. Tek farkı şu ki, burada çocuklar kendilerini ifade edip başkalarıyla iletişim kurmayı öğrenmez. Bunun yerine teknoloji ile nasıl iletişim kuracaklarını kavrarlar. Akıllı telefonlarımız, bilgisayarlarımız ve araçlarımızda, etrafımızdaki her yerde bulunan teknoloji ile!","why-coding.texts.4":"Ancak bilgisayarları anlayıp onlarla iletişim kurmak, işin sadece bir parçası. Kodlama sayesinde sayısal düşünme, problem çözme, yaratıcılık ve takım çalışması gibi, hayatın her alanında işe yarayan çok disiplinli yetkinlik ve beceriler de geliştirilir. Sorun çözme, başarısızlıkla başa çıkıp tekrar deneme veya başkalarıyla işbirliği kurma kabiliyetleri, birçok alanda aranan niteliklerdir.","why-coding.texts.5":"Yüz yıl önce programlama dilleri diye bir şey yoktu. Bugünse kod artık her yerde; ayakkabı veya mısır gevreği kutusu dahil neredeyse her şey programlanabiliyor! Madem biz kendi geleceğimizi şekillendirip vizyon ve fikirlerimizi gerçekleştirebiliyoruz, o hâlde başkalarının bizim adımıza bunu yapmasına neden göz yumalım? Ne de olsa, hayal gücü sınır tanımaz.","why-coding.texts.6":"AB Kod Haftası gönüllü elçiler ekibinin koordinatörü Alessandro Bogliolo, şunları söylüyor:","why-coding.texts.7":"İnsanlık tarihi boyunca taş, demir, kağıt ve kalem kullanarak birçok şey yaparak hayatımızı dönüşümlerden geçirdik. Şimdiyse dünyamızın kod hamurunda yoğrulduğu, farklı bir çağda yaşıyoruz. Her çağın kendine has iş imkanları ve beceri talepleri vardır. Kod Haftası boyunca, her bir Avrupalı kodlamayı keşfetme şansını elde etsin ve bundan keyif alsın istiyoruz. Gelin kodlamayı öğrenerek geleceğimizi şekillendirelim","why-coding.texts.8":"Programlama aslında artık neredeyse her sektörde aranan bir beceri; yalnız teknolojide değil, finans, sağlık, bilim, hatta tasarım veya tarım sektöründe de talep her geçen gün artıyor. Kodlama bilen, teknolojiden anlayan çocuklar, sonunda hangi mesleği seçerlerse seçsinler, hayata bir sıfır önde başlar.","why-coding.texts.9":"Heyecanlandınız mı?","why-coding.texts.10":"AB Kod Haftasına katılın!","why-coding.texts.11":"Biraz daha düşünmek mi istiyorsunuz?","why-coding.texts.12":"Daha fazlası için blogumuzu ziyaret edin"};export{e as default}; diff --git a/public/build/assets/php_ua-BNNNBOGE.js b/public/build/assets/php_ua-BNNNBOGE.js deleted file mode 100644 index c4385fb47..000000000 --- a/public/build/assets/php_ua-BNNNBOGE.js +++ /dev/null @@ -1,197 +0,0 @@ -const e={"about.when-title":"En 2024, la Semaine européenne du code aura lieu du 14 au 27 octobre. UA","about.when-text":"

    La Semaine européenne du code est un mouvement citoyen qui met à l’honneur la créativité, la résolution de problèmes et la collaboration par le biais de la programmation et d’autres activités technologiques. L’idée consiste à rendre la programmation plus visible, à montrer aux jeunes, aux adultes et aux personnes âgées comment concrétiser des idées grâce au code, à démystifier ces compétences et à rassembler un public désireux d’apprendre.

    ","about.codeweek_in_numbers-title":"La Semaine du code en chiffres","about.codeweek_in_numbers-text":`

    En 2021, 4 millions de personnes dans plus de 80 pays du monde ont participé à la Semaine européenne du code.

    -

    La moyenne d’âge des participants était de 11 ans, et 49 % des participants en 2021 étaient des femmes ou des filles. 88 % des évènements de la Semaine européenne du code ont eu lieu dans des écoles, ce qui montre que les efforts déployés pour responsabiliser les enseignants pendant la campagne de 2021 ont porté leurs fruits.

    -

    Tout le monde est invité à organiser ou à rejoindre une activité. Choisissez simplement un thème et un public cible et ajoutez votre activité à la carte.

    `,"about.run_by_volunteers-title":"Organisée par des bénévoles","about.run_by_volunteers-text":'

    La Semaine européenne du code est organisée par des bénévoles. Un ou plusieurs ambassadeurs Code Week coordonnent l’initiative dans leur pays, mais chacun peut organiser sa propre activité et l’ajouter à la carte codeweek.eu.

    ',"about.supported_by_commission-title":"Soutien de la Commission européenne","about.supported_by_commission-text":'

    La Semaine européenne du code a été lancée en 2013 par les jeunes conseillers pour la «stratégie numérique pour l’Europe». La Commission européenne soutient la Semaine européenne du code, une initiative qui s’inscrit dans le cadre de sa stratégie pour un marché unique numérique. De plus, dans son plan d’action en matière d’éducation numérique, elle encourage en particulier les écoles à participer à cette initiative.

    ',"about.schools-title":"Établissements scolaires","about.schools-text":'

    Les établissements scolaires à tous les niveaux et les enseignants de toutes les matières sont tout particulièrement invités à participer à la Semaine européenne du code, afin de donner l’occasion à leurs élèves de donner libre cours à leur créativité numérique et de s’adonner à la programmation. Pour en savoir plus sur l’initiative et sur l’organisation de votre activité, consultez la page web réservée aux enseignants: CodeWeek.eu/Schools

    ',"about.why_coding-title":"Pourquoi ce besoin de coder?","about.why_coding-text":`

    Il s'agit de Pia, qui s’est sentie obligée d’étudier le droit alors qu’elle avait toujours préféré les mathématiques et les ordinateurs. Il s'agit de Mark, avec son idée de développer un meilleur réseau social, mais qui ne peut pas le faire seul. Il s'agit d'Alice et son rêve de créer des robots parce que ses parents ne veulent pas qu’elle ait un chat.

    - -

    Il s'agit de ceux d'entre vous qui contribuent déjà à réaliser ces rêves.

    - -

    En fait, il s'agit de nous tous. De notre avenir. La technologie façonne nos vies, mais nous laissons une minorité décider ce qu’il faut en faire et comment l’utiliser. Nous pouvons faire mieux que simplement partager et liker ce que nous voyons. Nous pouvons concrétiser nos rêves les plus fous, créer des choses qui feront la joie des autres.

    - -

    Il n’a jamais été aussi simple de réaliser sa propre application, de créer son propre robot, ou d’inventer des voitures volantes, alors pourquoi pas! Ce défi n’est pas simple, mais il apporte son lot de créativité, il est soutenu par toute une communauté et possède un côté ludique appréciable. Êtes-vous prêt à relever le défi et à apporter votre pierre à l’édifice?

    - -

    Le codage aide également à développer des compétences telles que le raisonnement informatique, la résolution de problèmes, la créativité et le travail d’équipe – des compétences importantes dans tous les domaines de la vie.

    `,"about.why_coding-quote":`

    Alessandro Bogliolo, coordinateur de l’équipe d’ambassadeurs bénévoles de la Semaine européenne du code, a déclaré:

    -

    «Depuis la nuit des temps, nous avons mis au point de nombreuses innovations en utilisant la pierre, le fer, le papier et le crayon. Aujourd’hui, nous vivons à une époque différente, régie par la programmation. Une époque différente où les emplois sont différents et exigent de nouvelles compétences. Au cours de la Semaine du code, nous voulons donner à chaque Européen l’occasion de découvrir la programmation et de s’amuser en l’utilisant. Apprenons la programmation pour bâtir notre avenir.»

    -
    -

    `,"about.join_codeweek-title":"Participez à la Semaine européenne du code","about.join_codeweek-text":'

    Participez à la Semaine européenne du Code en organisant une activité de codage dans votre ville, en participant au Code Week 4 All Challenge et en participant à des activités transfrontalières et intercommunautaires, ou en nous aidant à diffuser l’initiative de la Semaine européenne du Code en tant qu’ambassadeur Code Week de l’UE dans votre pays!

    ',"about.partners_and_sponsors":"Partenaires et sponsors","ambassador.visit_the":"Відвідайте","ambassador.local_facebook_page":"локальну сторінку в Facebook","ambassador.local_website":"Локальний сайт","ambassador.no_ambassadors":"Поки що відсутній посол","base.languages.en":"англійська","base.languages.fr":"французька","base.languages.bg":"Болгарська","base.languages.hr":"Хорватська","base.languages.de":"Німецький","base.languages.pl":"польський","base.languages.cs":"чеська","base.languages.el":"грецька","base.languages.pt":"португальська","base.languages.da":"датська","base.languages.hu":"угорська","base.languages.ro":"румунська","base.languages.nl":"голландська","base.languages.ga":"ірландський","base.languages.sk":"словацький","base.languages.it":"італійська","base.languages.sl":"словенська","base.languages.et":"Естонська","base.languages.lv":"латиська","base.languages.es":"Іспанська","base.languages.fi":"фінська","base.languages.lt":"литовський","base.languages.se":"шведська","base.languages.sv":"шведська","base.languages.al":"албанець","base.languages.ba":"боснійський","base.languages.mk":"македонська","base.languages.me":"чорногорський","base.languages.rs":"сербська","base.languages.mt":"мальтійська","base.languages.tr":"турецька","base.languages.lu":"люксембурзький","base.languages.ua":"УКРАЇНСЬКА","base.resources_local_title":"Ресурси щодо кодування від","base.days":"Дні","base.hours":"Години","base.minutes":"Хвилини","base.seconds":"Секунди","base.day":"День","base.hour":"Година","base.minute":"Хвилина","base.second":"Секунда","base.still_have_question":"Є інше запитання?","base.drop_us_a_line":"Напишіть нам!","base.get_in_touch":"ЗВ’ЯЗАТИСЯ","base.footer_msg":"Масові ініціативи, втілені волонтерами за підтримки Європейської комісії.","base.email":"Електронна адреса","base.display_email":"Показати елекстронну адресу","base.first_name":"Ім’я","base.last_name":"Прізвище","base.your_website":"Ваш вебсайт","base.biography":"Біографія","base.update":"Оновити","base.delete":"Видалити","base.choose a file":"Вибрати файл","base.learning_bits":"Навчальні біти","base.codeweek":"Тиждень кодування","base.bring_codeweek_to_your_students":"Розповісти про Тиждень кодування своїм учням","base.or":"або","base.receive emails":"Отримувати електронні листи від нас","base.newsletter":"Бюлетень","certificates.certificates_for":"Сертифікат для ","certificates.no_certificates":"Поки що відсутні сертифікати.","challenges-content.chatbot.title":"Створіть чат-бот","challenges-content.chatbot.author":"Команда тижня кодування ЄС","challenges-content.chatbot.purposes.0":"Закодувати інтерактивні загадки","challenges-content.chatbot.purposes.1":"Розробити за допомогою коду діалоги між чат-ботом і користувачем","challenges-content.chatbot.description":"Закодуйте розмову між чат-ботом і користувачем, який намагається відгадати загадку. Намагайтеся створити чат-бот, який може спілкуватися як людина. Замість загадки можна створити діалог між чат-ботом і користувачем.","challenges-content.chatbot.instructions.0":"Придумайте загадку","challenges-content.chatbot.instructions.1":"Увійдіть","challenges-content.chatbot.instructions.2":"або створіть новий обліковий запис. (Створюючи новий обліковий запис, пам’ятайте, що використовувати справжні імена в Pencil Code заборонено з причин збереження конфіденційності.)","challenges-content.chatbot.instructions.3":"Натисніть на Imagine («Уявити») та Make your own («Створити своє»)","challenges-content.chatbot.instructions.4":"Для написання загадки використовуйте блоки або текстовий режим","challenges-content.chatbot.instructions.5":"Як варіант, можна використати","challenges-content.chatbot.instructions.6":"цей код","challenges-content.chatbot.instructions.7":"та адаптувати його до своєї загадки або вибрати Answering the Riddle («Відгадати загадку») у меню та відредагувати його","challenges-content.chatbot.example":"Прогляньте цей приклад загадки.","challenges-content.chatbot.more.0":"Цей код створено на основі вправи Pencil Code","challenges-content.chatbot.more.1":"Answering the Riddle","challenges-content.paper-circuit.title":"Кодуйте без ґаджетів: створення електросхеми на папері","challenges-content.paper-circuit.author":"Команда тижня кодування ЄС","challenges-content.paper-circuit.purposes.0":"Поліпшити креативне мислення","challenges-content.paper-circuit.purposes.1":"Розвинути навички вирішення проблем","challenges-content.paper-circuit.description.0":"Намалюйте будь-який об’єкт на вибір. Це може бути нічне небо, сонечко, робот, ялинка чи будь-що інше, що спаде вам на думку. Не вагайтеся і персоналізуйте свій проект за допомогою візуальних інструментів Тижня кодування ЄС: ви можете проглянути","challenges-content.paper-circuit.description.1":"набір інструментів Тижня кодування ЄС для вчителя","challenges-content.paper-circuit.description.2":"та звантажити будь-який логотип або візуальний елемент, який забажаєте. Можна навіть створити паперове запрошення на Тиждень кодування ЄС. Додайте до електросхеми мотиваційне повідомлення, яке заохотить інших учителів долучитися до Тижня кодування та/або проглянути сайт, розроблений для шкіл.","challenges-content.paper-circuit.instructions.0":"Намалюйте об’єкт та вирішить, які його елементи підсвічуватимуться (напр., зірки).","challenges-content.paper-circuit.instructions.1":"Проткніть олівцем дірку в аркуші та прикріпіть світлодіодну наліпку в кожному підсвіченому місці. ","challenges-content.paper-circuit.instructions.2":"Намалюйте коло, де помістите батарейку-таблетку.","challenges-content.paper-circuit.instructions.3":"Накресліть напрямки + і-на іншому боці аркуша. Переконайтеся, що довший кінець світлодіодної наліпки буде з’єднано з позитивним полюсом (+) батарейки, а коротший — із негативним (-).","challenges-content.paper-circuit.instructions.4":"Прокладіть мідну стрічку за напрямками.","challenges-content.paper-circuit.instructions.5":"Зігніть аркуш паперу так, щоб світлодіод підсвічувався, коли папір вступатиме в контакт із батарейкою. Можна скористатися скріпкою, щоб забезпечити належний контакт із мідною стрічкою.","challenges-content.paper-circuit.instructions.6":"Сфотографуйте свою електросхему на папері та поділіться нею в Instagram, пояснивши, чому варто взяти участь у цій ініціативі. ","challenges-content.paper-circuit.example":"Прогляньте більше прикладів електросхем на папері","challenges-content.paper-circuit.materials.0":"аркуш паперу або картон","challenges-content.paper-circuit.materials.1":"крейда або маркер","challenges-content.paper-circuit.materials.2":"батарейка-таблетка","challenges-content.paper-circuit.materials.3":"мідна стрічка","challenges-content.paper-circuit.materials.4":"світлодіодні наліпки","challenges-content.paper-circuit.materials.5":"скріпка","challenges-content.dance.title":"Створіть танець","challenges-content.dance.author":"Команда тижня кодування ЄС","challenges-content.dance.purposes.0":"Вивчити основні концепції кодування","challenges-content.dance.purposes.1":"Навчитися анімувати персонажів","challenges-content.dance.description":"У рамках цього виклику ви створите декілька персонажів, які танцюватимуть разом. Ви можете скористатися вбудованою медіатекою (Media Library), щоб вибрати персонажів та музичний супровід, або створити власних. Ваші персонажі оживуть: танцюватимуть і розмовлятимуть один з одним.","challenges-content.dance.instructions.0":"Увійдіть","challenges-content.dance.instructions.1":"як учитель. Створіть облікові записи для учнів та поділіться ними з учнями. Або поділіться кодом для класу, щоб учні зареєструвалися, використовуючи свою шкільну електронну адресу. Якщо ви учень, то ви можете зареєструватися як учень, але потім вам потрібно буде надати електронну адресу батьків, щоб вони схвалили ваш обліковий запис.","challenges-content.dance.instructions.2":"Натисніть","challenges-content.dance.instructions.3":"і назвіть проект","challenges-content.dance.instructions.4":"Перейдіть до","challenges-content.dance.instructions.5":", щоб додати тло, натиснувши на значок коліщатка. Виберіть тло із Media Library, завантажте своє зображення або зробіть та завантажте власну світлину. Виберіть аудіозапис і додайте його до сцени:","challenges-content.dance.instructions.6":"Натисніть на кнопку","challenges-content.dance.instructions.7":"та додайте персонажів або об’єкти, яких ви хочете оживити так, щоб вони могли рухатися, розмовляти та взаємодіяти один з одним. Додайте двох або трьох персонажів на вибір. Ви можете намалювати власних персонажів або змінити тих, що є в наявності. Додайте різні вбрання для свого персонажа, натиснувши на значок олівця.","challenges-content.dance.instructions.8":"Натисніть на кожного персонажа та оживіть його, додавши такі блоки:","challenges-content.dance.instructions.9":"Додайте","challenges-content.dance.instructions.10":"блок «говорити» («say»),","challenges-content.dance.instructions.11":", щоб ваші персонажі розмовляли один з одним. Змінюйте форму текстових хмаринок, а також стиль і розмір шрифту","challenges-content.dance.example.0":"Прогляньте","challenges-content.dance.example.1":"цей приклад","challenges-content.dance.example.2":"роботів, що танцюють. Можете скористатися ним і переробити його.","challenges-content.compose-song.title":"Створіть музичну композицію","challenges-content.compose-song.author":"Команда тижня кодування ЄС","challenges-content.compose-song.purposes.0":"Навчитися кодувати за допомогою музики","challenges-content.compose-song.purposes.1":"Розрізняти жанри в музиці та музичні інструменти","challenges-content.compose-song.purposes.2":"Створити пісню, змішавши аудіокліпи","challenges-content.compose-song.description":"У рамках цього виклику ви створите музичну композицію, використовуючи мову програмування. Ви можете використовувати готові аудіокліпи, записувати власні та міксувати їх для створення музичної композиції. Запустіть свій код на Цифровій робочій аудіостанції та прослухайте музику, яку ви закодували. Випробуйте різні звуки та ефекти, щоб змінити свою композицію.","challenges-content.compose-song.instructions.0":"Увійдіть","challenges-content.compose-song.instructions.1":"Натисніть тут, щоб створити сценарій","challenges-content.compose-song.instructions.2":"Назвіть свій сценаріїв та виберіть","challenges-content.compose-song.instructions.3":"як мову програмування","challenges-content.compose-song.instructions.4":"Почніть писати код між рядками","challenges-content.compose-song.instructions.5":"та","challenges-content.compose-song.instructions.6":"","challenges-content.compose-song.instructions.7":"Перегляньте музичні кліпи в","challenges-content.compose-song.instructions.8":"Sound Library","challenges-content.compose-song.instructions.9":"(фонотека) і виберіть улюблені музичні жанри, виконавців та інструменти","challenges-content.compose-song.instructions.10":"Щоб додати аудіокліп до пісні, введіть","challenges-content.compose-song.instructions.11":"У круглих дужках повинні бути такі чотири параметри, розділені комами","challenges-content.compose-song.instructions.12":"Аудіокліп","challenges-content.compose-song.instructions.13":"Помістіть курсор між дужками, перейдіть до Sound Library, виберіть кліп і вставте його, натиснувши на синій значок вставлення","challenges-content.compose-song.instructions.14":"Номер треку","challenges-content.compose-song.instructions.15":"позначення треків допомагає організувати звуки за типом інструмента (вокал, бас, ударні, клавішні тощо). Додайте скільки завгодно треків (інструментів). Треки відображаються як рядки в Цифровій робочій аудіостанції","challenges-content.compose-song.instructions.16":"Такт на початку","challenges-content.compose-song.instructions.17":"вказує, коли почати відтворення вашого звуку. Такти — це метричні музичні одиниці. Один такт містить чотири удари","challenges-content.compose-song.instructions.18":"Такт у кінці","challenges-content.compose-song.instructions.19":"вказує, коли завершиться відтворення звуку","challenges-content.compose-song.instructions.20":"Такий рядок коду виглядатиме так","challenges-content.compose-song.instructions.21":"Ви можете додавати різні ефекти, наприклад, гучність, щоб поліпшити звучання своєї композиції. Діапазон гучності становить від -60,0 децибелів до 12,0 децибелів, де 0,0 — вихідна гучність.","challenges-content.compose-song.instructions.22":"Напишіть","challenges-content.compose-song.instructions.23":"У дужках зазначте номер треку, VOLUME, GAIN, рівень гучності, такт на початку, рівень і такт у кінці","challenges-content.compose-song.instructions.24":"Ось приклад ефекту поступового посилення звуку","challenges-content.compose-song.instructions.25":"та ефекту згасання звуку","challenges-content.compose-song.example.0":"Прослухайте","challenges-content.compose-song.example.1":"приклад пісні, закодованої в Earsketch","challenges-content.compose-song.example.2":"Ви можете імпортувати код і змінити його","challenges-content.compose-song.materials.0":"","challenges-content.compose-song.more.0":"","challenges-content.sensing-game.title":"Створіть гру з відеосенсорами","challenges-content.sensing-game.author":"Команда тижня кодування ЄС","challenges-content.sensing-game.purposes.0":"Закодувати рухомі об’єкти","challenges-content.sensing-game.purposes.1":"Зрозуміти, як контролювати цифрову анімацію за допомогою фізичних рухів","challenges-content.sensing-game.purposes.2":"Створити пісню, змішавши аудіокліпи","challenges-content.sensing-game.description":"У межах цього виклику ви створите просту гру, яка використовує відеокамеру як датчик для виявлення руху, тобто ви зможете контролювати свою анімацію за допомогою фізичних рухів. Завдання цієї гри — зібрати якомога більше бульок Тижня програмування ЄС за 30 секунд. Замість того, щоб ловити бульки, ви можете створити гру, де ви будете ганятися за персонажем або лопатимете повітряні кульки руками.","challenges-content.sensing-game.instructions.0":"Увійдіть у","challenges-content.sensing-game.instructions.1":"Натисніть","challenges-content.sensing-game.instructions.2":"Add an extension («Додати розширення»)","challenges-content.sensing-game.instructions.3":"та виберіть","challenges-content.sensing-game.instructions.4":"Video Sensing («Відеосенсор»)","challenges-content.sensing-game.instructions.5":"Він визначатиме швидкість руху об’єкта. Що нижчим буде показник, то вищою буде чутливість до руху.","challenges-content.sensing-game.instructions.6":"Додайте спрайт. Оберіть звук та додайте його до свого спрайту. За бажанням можна додати","challenges-content.sensing-game.instructions.7":"Create a clone («Клонувати»)","challenges-content.sensing-game.instructions.8":", щоб створити дублікат свого спрайту.","challenges-content.sensing-game.instructions.9":"Створіть дві змінні: одну для","challenges-content.sensing-game.instructions.10":"Score («Результат»)","challenges-content.sensing-game.instructions.11":"і одну для","challenges-content.sensing-game.instructions.12":"Timer («Таймер»)","challenges-content.sensing-game.instructions.13":"— і додайте їх до спрайта. Установіть таймер на 30 і додайте","challenges-content.sensing-game.instructions.14":"Change Timer by -1 («Змінити таймер на -1»)","challenges-content.sensing-game.instructions.15":"Створіть новий спрайт","challenges-content.sensing-game.instructions.16":"Game Over («Гру завершено»)","challenges-content.sensing-game.instructions.17":", щоб завершити гру. Ви також можете створити спрайт із назвою вашої гри, наприклад, «Збери всі бульки Тижня кодування ЄС».","challenges-content.sensing-game.example.0":"Зіграйте гру з відеосенсором «Збери всі бульки Тижня кодування ЄС». Ви можете змінювати","challenges-content.sensing-game.example.1":"цей проект","challenges-content.calming-leds.title":"Заспокійливі світлодіоди: створення простого пристрою за допомогою micro:bit","challenges-content.calming-leds.author":"Micro:bit Educational Foundation","challenges-content.calming-leds.duration":"20 хвилин","challenges-content.calming-leds.materials.0":"пристрій micro:bit та акумулятор (за наявності)","challenges-content.calming-leds.materials.1":"ноутбук або планшет із доступом до Microsoft MakeCode і Youtube","challenges-content.calming-leds.materials.2":"microbit.org із доступом до матеріалів завдання","challenges-content.calming-leds.description":"Учні створюють за допомогою світлодіодів цифровий пристрій, який може допомогти їм регулювати дихання та стати спокійнішими. Їм необхідно буде написати простий код, вивчаючи анімацію і послідовності.","challenges-content.calming-leds.instructions.0":"Ціль — створити робочий заспокійливий світлодіодний пристрій, який можна використовувати для регулювання дихання. Такий пристрій можна створити на реальній платі micro:bit або в симуляторі редактора MakeCode.","challenges-content.calming-leds.instructions.1":"Виклик можна реалізувати за допомогою редактора MakeCode та написання простої послідовності коду, як показано у відеоматеріалі/на скріншоті.","challenges-content.calming-leds.instructions.2":"Завдання виклику можна розширити, щоб учні вивчили різні види анімації та проявляли свою креативність у створенні анімації, яка їм допомагатиме заспокоїтися або почуватися щасливими.","challenges-content.calming-leds.instructions.3":"Детальніша інформація та відеоінструкції за","challenges-content.calming-leds.instructions.4":"цим посиланням","challenges-content.calming-leds.example":"На цій сторінці доступні інструкції і відео завершеного виклику та рекомендації щодо кодування","challenges-content.calming-leds.purposes.0":"Створити простий цифровий артефакт з корисним призначенням","challenges-content.calming-leds.purposes.1":"Вивчити послідовності, анімацію та принципи їхньої роботи","challenges-content.calming-leds.purposes.2":"Протестувати та відкоригувати простий код","challenges-content.calming-leds.purposes.3":"Поліпшити дизайн, пришвидшуючи або сповільнюючи швидкість анімації","challenges-content.computational-thinking-and-computational-fluency.title":"Обчислювальне мислення та обчислювальна грамотність зі ScratchJr","challenges-content.computational-thinking-and-computational-fluency.author":"Посол Тижня кодування ЄС від Греції Стаматіс Пападакіс","challenges-content.computational-thinking-and-computational-fluency.purposes.0":"Познайомитися з новими командами та інтерфейсом.","challenges-content.computational-thinking-and-computational-fluency.purposes.1":"Створювати прості програми з простими причинно-наслідковими командами.","challenges-content.computational-thinking-and-computational-fluency.purposes.2":"Усувати прості помилки методом спроб і помилок.","challenges-content.computational-thinking-and-computational-fluency.description":"У рамках цього виклику діти реалізовуватимуть концепції обчислювального мислення у своїх проектах за допомогою застосунку ScratchJr та створюватимуть захопливіші, чарівніші й емоційніші історії.","challenges-content.computational-thinking-and-computational-fluency.instructions.0":"ScratchJr можуть використовувати діти, які ще не вміють читати. Усі інструкції та пункти меню супроводжують символи і кольори. Виклик можна реалізувати в класі, лабораторії або на відкритому повітрі, оскільки під’єднання до Інтернету не потрібне.","challenges-content.computational-thinking-and-computational-fluency.instructions.1":"Діти використовують місто як тло, а блоки коду — для переміщення автівки містом.","challenges-content.computational-thinking-and-computational-fluency.example.0":"Діти можуть використовувати блоки звуку, блоки руху і блоки перезапуску, аби їхні персонажі танцювали.","challenges-content.computational-thinking-and-computational-fluency.example.1":"Діти можуть вибрати тло і персонажа та скористатися блоком руху, щоб автівка їздила містом. Діти можуть використовувати блок швидкості, щоб сповільнити або пришвидшити рухи персонажа.","challenges-content.computational-thinking-and-computational-fluency.materials.0":"Безоплатний застосунок","challenges-content.computational-thinking-and-computational-fluency.materials.1":"працює з різними операційними системами і типами розумних пристроїв","challenges-content.computational-thinking-and-computational-fluency.materials.2":"На сайті","challenges-content.computational-thinking-and-computational-fluency.materials.3":"багато безоплатних навчальних матеріалів","challenges-content.computational-thinking-and-computational-fluency.duration":"90 хвилин","challenges-content.ai-hour-of-code.title":"Година кодування зі ШІ","challenges-content.ai-hour-of-code.author":"Minecraft Education Edition","challenges-content.ai-hour-of-code.purposes.0":"Розробити рішення для кодування, що охоплюють послідовності, події, цикли й умови","challenges-content.ai-hour-of-code.purposes.1":"Перетворити кроки, необхідні для вирішення проблеми, на точну послідовність інструкцій","challenges-content.ai-hour-of-code.purposes.2":"Вивчити концепції кодування","challenges-content.ai-hour-of-code.description":"Селу загрожує пожежа, тому вам необхідно закодувати рішення! Познайомтеся зі своїм помічником із кодування агентом Minecraft і запрограмуйте його так, аби він понишпорив у лісі і зібрав дані. Ці дані допоможуть агенту передбачати місця виникнення пожеж. Потім закодуйте агента так, щоб він допоміг запобігти поширенню пожежі, врятував село та повернув ліс до життя. Вивчіть основи кодування та перегляньте приклад роботи штучного інтелекту в реальному світі.","challenges-content.ai-hour-of-code.instructions":"Зaвантажте план уроку тут","challenges-content.ai-hour-of-code.materials.0":"Установіть Minecraft: Education Edition","challenges-content.ai-hour-of-code.materials.1":"Після встановлення Minecraft Education Edition виклик буде доступний на","challenges-content.ai-hour-of-code.materials.2":"цьому сайті","challenges-content.create-a-dance.title":"Створіть танець під «Оду кодуванню» з Dance Party","challenges-content.create-a-dance.purposes":"Весело попрактикувати кодування та відчути зв’язок зі спільнотою Тижня кодування ЄС.","challenges-content.create-a-dance.description.0":"Створити танець під «Оду кодуванню»! Скористайтеся","challenges-content.create-a-dance.description.1":"навчальними матеріалами Dance Party","challenges-content.create-a-dance.description.2":"для кодування танцю під «Оду кодуванню». Офіційний гімн Тижня кодування ЄС є в добірці Dance Party.","challenges-content.create-a-dance.instructions.0":"Інструкції викладено у формі відео в","challenges-content.create-a-dance.instructions.1":"навчальних матеріалах","challenges-content.create-a-dance.instructions.2":"та прописано на початку кожного рівня","challenges-content.create-a-dance.example":"Вибрані роботи учнів доступні на сторінці","challenges-content.create-a-dance.materials":"Навчальні матеріали на code.org","challenges-content.create-a-simulation.title":"Створіть симуляцію!","challenges-content.create-a-simulation.purposes.0":"Дізнатися про симуляції, застосовуючи такі змінні: створення натовпу, темпи одужання, носіння маски та вакцинація.","challenges-content.create-a-simulation.purposes.1":"Задіяти раніше здобуті знання про спалахи вірусу в реальному світі, застосовуючи їх до вигаданого сценарію.","challenges-content.create-a-simulation.description":"Написати код для створення власної симуляції спалаху вірусу в Місті чудовиськ і управління нею. Навчитися кодувати та прогнозувати події, що трапляться із сусідами Міста чудовиськ.","challenges-content.create-a-simulation.instructions.0":"Інструкції викладено у формі відео в","challenges-content.create-a-simulation.instructions.1":"навчальних матеріалах","challenges-content.create-a-simulation.instructions.2":"та прописано на початку кожного рівня","challenges-content.create-a-simulation.example":"Після виконання завдання можна поділитися своєю симуляцією з іншими . Поділіться своєю думкою про те, що ми можемо зробити, аби допомогти іншим не підхопити вірус, коли він охопить місто . ","challenges-content.create-a-simulation.materials":"Навчальні матеріали на code . org","challenges-content.create-a-simulation.more.0":"","challenges-content.create-your-own-masterpiece.title":"Створіть власний шедевр!","challenges-content.create-your-own-masterpiece.audience":"Для всіх вікових груп","challenges-content.create-your-own-masterpiece.purpose":"Візуально познайомитися з концепціями комп'ютерних наук та отримати натхнення творити","challenges-content.create-your-own-masterpiece.description":"Створіть власний шедевр з художником! Використовуйте блоки коду, аби художник міг створити унікальний витвір мистецтва.","challenges-content.create-your-own-masterpiece.instructions":"Інструкції викладено на початку кожного рівня","challenges-content.create-your-own-masterpiece.example":"Приклади художника доступні на цій сторінці","challenges-content.create-your-own-masterpiece.materials.0":"Перший рівень навчальних матеріалів доступний","challenges-content.create-your-own-masterpiece.materials.1":"ТУТ","challenges-content.cs-first-unplugged-activities.title":"Завдання CS First без ґаджетів","challenges-content.cs-first-unplugged-activities.purposes.0":"Підтримати учнів, які навчаються вдома","challenges-content.cs-first-unplugged-activities.purposes.1":"Перепочити від ґаджетів","challenges-content.cs-first-unplugged-activities.description":"CS First без ґаджетів — набір завдань, у рамках яких учні знайомляться з концепціями комп’ютерних наук без комп’ютера. Ми розробили цей урок, аби показати: комп’ютерні науки — це значно більше, ніж просто кодування.","challenges-content.cs-first-unplugged-activities.instructions.0":"Пам’ятка для виконання всіх завдань англійською мовою доступна за цим","challenges-content.cs-first-unplugged-activities.instructions.1":"посиланням","challenges-content.cs-first-unplugged-activities.instructions.2":", а план уроку англійською мовою — за цим","challenges-content.cs-first-unplugged-activities.instructions.3":"Завдання цього уроку можна виконувати самостійно та в будь-якому порядку","challenges-content.cs-first-unplugged-activities.instructions.4":"Учитель може фотографувати навчальний процес та поділитися світлинами в Instagram, використовуючи #EUCodeWeekChallengeGoogle","challenges-content.cs-first-unplugged-activities.materials.0":"Щоб завершити деякі завдання, необхідно або рекомендують використовувати, окрім пам’ятки для виконання завдання, додаткові матеріали.","challenges-content.cs-first-unplugged-activities.materials.1":"Невеликі фішки (наприклад, сушена квасоля) для карти «З’єднай місця по сусідству».","challenges-content.cs-first-unplugged-activities.materials.2":"Ножиці, щоб вирізати шифрувальне колесо для надіслання таємного повідомлення","challenges-content.cs-first-unplugged-activities.materials.3":"Картон та клей, щоб додати міцності шифрувальному колесу для надіслання таємного повідомлення.","challenges-content.cs-first-unplugged-activities.materials.4":"Канцелярська кнопка, зубочистка або випрямлена скріпка для з’єднання шифрувального колеса для надсилання таємного повідомлення.","challenges-content.family-care.title":"Турбота сім’ї","challenges-content.family-care.experience":"Доступно для всіх","challenges-content.family-care.duration":"5–10 годин","challenges-content.family-care.author":"","challenges-content.family-care.purposes.0":"Дослідити питання турботи сім’ї, з яким ми стикаємося щодня;","challenges-content.family-care.purposes.1":"Поглянути на проблеми як на можливості і знайти креативні рішення;","challenges-content.family-care.purposes.2":"Застосувати код, щоб реалізувати свої рішення по-новому;","challenges-content.family-care.purposes.3":"Підготувати плакати та представити свої рішення іншим;","challenges-content.family-care.purposes.4":"Зчинити своїми проектами вплив, використовуючи соціальні мережі.","challenges-content.family-care.description.0":"Що спадає вам на думку, коли ми розмовляємо про дім? Гарний будинок? Багата вечеря, що її приготували батьки? Своя таємна місцина? Теплота дому дозаправляє наші тіло і дух, як паливо — автомобіль. У веремії сьогодення батьки постійно працюють. Не можна залишити своїх дітей на самоті, щоб відпочити з друзями. Та як наглядати за ними, коли ви не разом? Тема виклику — ","challenges-content.family-care.description.1":"«Турбота сім’ї»","challenges-content.family-care.description.2":"Цією темою учнів заохочують придумати, як виразити любов і турботу за допомогою кодування та апаратного забезпечення. Ось декілька питань для роздумів","challenges-content.family-care.description.3":"Скільки членів у вашій сім’ї? Хто вони? Чи виникали у вас проблеми під час спільного проживання з ними? Якої турботи вони потребують?","challenges-content.family-care.description.4":"Ви знаєте когось, хто потребує турботи сім’ї понад усе у вашій спільноті? Як ви можете їм допомогти?","challenges-content.family-care.instructions.0":"Обмізкувати і дослідити тему турботи сім’ї","challenges-content.family-care.instructions.1":"Скласти перелік будь-яких проблем","challenges-content.family-care.instructions.2":"Розробити можливі рішення","challenges-content.family-care.instructions.3":"Вибрати рішення","challenges-content.family-care.instructions.4":"Створити і запрограмувати структуру","challenges-content.family-care.instructions.5":"Підготувати плакат зі схемою свого проекту","challenges-content.family-care.instructions.6":"Представити його своїм учителям і членам сім’ї","challenges-content.family-care.example.0":"Приклади доступні тут","challenges-content.family-care.example.1":"і","challenges-content.family-care.materials.0":"Інструмент кодування:","challenges-content.family-care.materials.1":"або зaвантажте","challenges-content.family-care.materials.2":"версію для ПК","challenges-content.family-care.materials.3":"mBlock — мова програмування на основі Scratch","challenges-content.family-care.materials.4":"Цей виклик також базується на MakeX Global Spark Competition, проектній програмі креативного дизайну для дітей віком від 6 до 13 років.","challenges-content.family-care.materials.5":"Команда-учасниця повинна зосередитися на конкретній темі та розробити рішення шляхом програмування програмного забезпечення і конструювання апаратного забезпечення.","challenges-content.family-care.materials.6":"Учні можуть реалізувати виклик протягом Тижня кодування, представити його на міжнародному рівні, де поспілкуються з іншими студентами, та виграти призи.","challenges-content.family-care.materials.7":"Для отримання детальнішої інформації перейдіть за посиланням:","challenges-content.family-care.materials.8":"або напишіть нам за","challenges-content.family-care.more.0":"","challenges-content.virtual-flower-field.title":"Виростіть власне віртуальне поле квітів","challenges-content.virtual-flower-field.author":"Тренерка Meet and Code та учасниця команди SAP Snap! Ядґа Хюґлє","challenges-content.virtual-flower-field.duration":"30–60 хвилин","challenges-content.virtual-flower-field.purposes.0":"Познайомитися з програмуванням через простий, але виразний проект.","challenges-content.virtual-flower-field.purposes.1":"Дізнатися, що кодування може бути естетичним та давати красиві результати.","challenges-content.virtual-flower-field.purposes.2":"Зробити осінь яскравішою за допомогою кольорових квітів та Тижня кодування ЄС.","challenges-content.virtual-flower-field.purposes.3":"Показати розмаїття квітів на Землі.","challenges-content.virtual-flower-field.purposes.4":"Зробити свій внесок у реалізацію Цілей сталого розвитку, зокрема цілі 13 «Боротьба зі зміною клімату», створюючи заходи з кодування для підвищення рівня просвіти щодо зміни клімату шляхом підвищення рівня обізнаності в цій темі.","challenges-content.virtual-flower-field.description":"Розробити програму в Snap!, , у якій можна виростити віртуальне поле квітів різних сортів та з різною кількістю пелюсток.","challenges-content.virtual-flower-field.instructions.0":"Якщо не знаєте, із чого розпочати реалізацію виклику, то перегляньте ","challenges-content.virtual-flower-field.instructions.1":"це відео","challenges-content.virtual-flower-field.instructions.2":"або","challenges-content.virtual-flower-field.instructions.3":"цей документ","challenges-content.virtual-flower-field.instructions.4":"і повторіть","challenges-content.virtual-flower-field.instructions.5":"Виклик можна реалізувати, запрограмувавши віртуальне поле квітів у Snap! (або Scratch) та поділившись скріншотом або світлиною з результатом онлайн.","challenges-content.virtual-flower-field.instructions.6":"На полі квітів повинні рости різні сорти квітів із різною кількістю пелюсток. Ідеально, щоб квіти запрограмували, тобто створили, багаторазово проставляючи відбитки пелюсток та повертаючи (або малюючи та повертаючи) їх.","challenges-content.virtual-flower-field.instructions.7":"Опублікуйте зображення свого віртуального квіткового саду з #MeetandCode.","challenges-content.virtual-flower-field.materials.0":"Ми рекомендуємо використовувати","challenges-content.virtual-flower-field.materials.1":", але проект також працює в","challenges-content.haunted-house.title":"Будинок із привидами в Геді","challenges-content.haunted-house.author":"Феліне Германс, Лейденський університет; Рамон Мурлеґ I&I; Тиждень кодування в Нідерландах","challenges-content.haunted-house.audience":"Педагоги","challenges-content.haunted-house.duration":"1 або 2 години залежно від рівня наявних знань","challenges-content.haunted-house.purposes.0":"Створити інтерактивну історію про будинок із привидами.","challenges-content.haunted-house.purposes.1":"Навчитися програмуванню з Геді.","challenges-content.haunted-house.description":"Із Геді ви створите історію про будинок із привидами з інтерактивними елементами. Щоразу коли запускається код, створюватиметься нова історія. Ваш комп’ютер може також прочитати історію вголос, нею можна поділитися онлайн.","challenges-content.haunted-house.instructions.0":"Відкрийте браузер та перейдіть на hedycode.com.","challenges-content.haunted-house.instructions.1":"Дотримуйтесь інструкцій для рівнів 1‒4. Скористайтеся вкладками Level («Рівень») та Haunted house («Будинок із привидами»).","challenges-content.haunted-house.instructions.2":"За допомогою цих рівнів ми напишемо інтерактивну історію про будинок із привидами.","challenges-content.haunted-house.instructions.3":"План уроку для вчителів доступний","challenges-content.haunted-house.instructions.4":"тут,","challenges-content.haunted-house.instructions.5":"Запис презентації Геді від Феліне Германс доступний за","challenges-content.haunted-house.instructions.6":"цим посиланням","challenges-content.haunted-house.example":"Приклад будинку з привидами на рівні","challenges-content.haunted-house.materials.0":"Про Геді на","challenges-content.haunted-house.materials.1":"рівні 1‒4","challenges-content.haunted-house.more.0":"","challenges-content.inclusive-app-design.title":"Інклюзивний дизайн застосунку","challenges-content.inclusive-app-design.author":"Apple Education","challenges-content.inclusive-app-design.duration":"60 хвилин + додаткові завдання за бажанням","challenges-content.inclusive-app-design.purposes.0":"Обмізкувати ідею із застосунком, який би був доступний та зрозумілий для всіх, розробити його, створити прототип та поділитися ним . ","challenges-content.inclusive-app-design.description":"Великі застосунки народжуються з великих ідей . У рамках цього заходу учні вигадають ідею застосунку на тему, яка їх цікавить, та дізнаються, як розробити застосунок, який би був інклюзимним і доступним . ","challenges-content.inclusive-app-design.instructions.0":"Усі інструкції доступні за цим посиланням","challenges-content.inclusive-app-design.instructions.1":"За цим планом уроку тривалістю 1 година педагоги розкажуть учням, як","challenges-content.inclusive-app-design.instructions.2":"Навчитися створювати інклюзивний дизайн застосунків","challenges-content.inclusive-app-design.instructions.3":"Обмізкувати теми, які їх цікавлять, і роздобути ідею застосунку","challenges-content.inclusive-app-design.instructions.4":"Окреслити свої ідеї застосунку та спланувати завдання для користувачів","challenges-content.inclusive-app-design.instructions.5":"Створити прототип однієї частини свого застосунку в Keynote","challenges-content.inclusive-app-design.instructions.6":"Поділитися демоверсіями своїх прототипів та описати, як вони підтримують користувачів різного рівня підготовки і з різними можливостями","challenges-content.inclusive-app-design.materials.0":"Ознайомтеся із заходом з інклюзивного дизайну застосунків у Apple Teacher Learning Center","challenges-content.inclusive-app-design.materials.1":"Рекомендуємо встановити Keynote на iPad або Mac, але це не обов’язково . ","challenges-content.silly-eyes.title":"Смішні очі","challenges-content.silly-eyes.author":"Raspberry Pi Foundation","challenges-content.silly-eyes.duration":"25 хвилин","challenges-content.silly-eyes.purposes.0":"Створити проект, взаємодіючи з користувачем . ","challenges-content.silly-eyes.purposes.1":"Персоналізувати проект за допомогою кольорів і графічних ефектів . ","challenges-content.silly-eyes.purposes.2":"Дізнатися про дизайн у середовищі цифрового творення . ","challenges-content.silly-eyes.description":"У межах цього проекту ви розробите і створите персонажа зі смішними очима . Великі смішні очі вашого персонажа слідкуватимуть за курсором мишки, оживляючи його . ","challenges-content.silly-eyes.instructions":"Повний опис проекту доступний тут","challenges-content.silly-eyes.example":"Перегляньте проекти Gobo, Under the sea та Don't eat donut","challenges-content.train-ai-bot.title":"Навчіть бота зі ШІ!","challenges-content.train-ai-bot.author":"","challenges-content.train-ai-bot.purposes":"Дізнатися про штучний інтелект (ШІ), машинне навчання, навчальні дані та упередження, досліджуючи питання етики та способи використання ШІ для вирішення глобальних проблем.","challenges-content.train-ai-bot.description":"Навчіть бота зі ШІ разом зі «ШІ для океанів». У рамках цього заходу ви запрограмуєте або навчите ШІ (штучний інтелект) ідентифікувати рибу та сміття. Очистьмо океан!","challenges-content.train-ai-bot.instructions.0":"Інструкції викладено у формі відео в навчальних матеріалах","challenges-content.train-ai-bot.instructions.1":"та прописано на початку кожного рівня","challenges-content.train-ai-bot.example":"","challenges-content.train-ai-bot.materials.0":"Навчальні матеріали доступні тут","challenges-content.train-ai-bot.materials.1":"Ці навчальні матеріали доступні 25 мовами","challenges-content.train-ai-bot.more.0":"","challenges-content.build-calliope.title":"Сконструюйте свій власний Calliope mini фітнес тренер","challenges-content.build-calliope.author":"Amazon Future Engineer | Meet and Code feat. Calliope gGmbH","challenges-content.build-calliope.purposes.0":"Для знайомства в ігровій формі з послідовностями, анімацією, повторами та змінними . ","challenges-content.build-calliope.purposes.1":"Для розробки структурної схеми . ","challenges-content.build-calliope.purposes.2":"Для перевірки та налаштування коду . ","challenges-content.build-calliope.purposes.3":"Для оптимізації програми методом проб і помилок, перевірки та налагодження зручності . ","challenges-content.build-calliope.duration":"20-30 хвилин","challenges-content.build-calliope.description":" Учасники розроблять прототип цифрового керування, що застосовує різнокольоровий світлодіод для відтворення наперед розроблених 10 фітнес-вправ . ","challenges-content.build-calliope.materials.0":"Calliope mini StarterBox(за наявності)","challenges-content.build-calliope.materials.1":'Ноутбук або планшет для того, щоб відвідати сторінки https://makecode.calliope.cc або https://calliope.cc , а також YouTube з доступом до навчальних ресурсів.',"challenges-content.build-calliope.instructions.0":"Для початку потрібно скласти план вправ і визначити порядок їх виконання. Використовуючи цей розклад, запрограмуйте RGB світлодіод Calliope mini на активацію одного з 5 кольорів із попередньо визначеним темпом. Потім потрібно створити змінну темпу та запрограмувати повтори за допомогою циклів.","challenges-content.build-calliope.instructions.1":"Пам’ятайте, якщо ви розробите програму на свій смак, то можете надіслати її нам на адресу info@calliope.cc — ми із задоволенням подивимось, що у вас вийшло! До речі, ми плануємо розіграти 30 Calliope mini серед розробників надісланих програм!","challenges-content.build-calliope.instructions.2":"Поділіться QR кодом свого проєкту в Instagram, додайте хештеґ #EUCodeWeekChallenge і теґніть @CodeWeekEU.","challenges-content.build-calliope.example.0":"Сидячи за комп’ютером ви можете долучитись і до спорту.","challenges-content.build-calliope.example.1":"Створіть фітнес прототип за допомогою Calliope mini, який також можна перевірити на симуляторі. Завдання виконується в редакторі MakeCode шляхом програмування простої послідовності коду (див. скріншот).","challenges-content.build-calliope.example.2":"Виберіть 5 різних кольорів і призначте кожному з них фітнес вправу, наприклад, присідання або стрибки. Потім кольори можна налаштувати в будь-якому порядку і потренуватись.","challenges-content.common.share":"Поділіться посиланням або QR-кодом вашого проєкту в Instagram або Facebook, додайте хештег #EUCodeWeekChallenge і згадайте @CodeWeekEU.","challenges-content.common.audience.0":"Вчителі та викладачі","challenges-content.common.audience.1":"Учні початкової школи (від 6 до 12 років)","challenges-content.common.audience.2":"Учні молодшої середньої школи (від 12 до 16 років)","challenges-content.common.audience.3":"Учні старшої середньої школи (від 16 до 18 років)","challenges-content.code-a-dice.title":"Кодування грального кубика","challenges-content.code-a-dice.author":"Fabrizia Agnello","challenges-content.code-a-dice.purposes.0":"Кодування інтерактивних загадок","challenges-content.code-a-dice.purposes.1":"Кодувати симуляцію об'єкта, що випадково рухається, яку можна використовувати за недоступності реального об'єкта","challenges-content.code-a-dice.description":"У цьому завданні потрібно закодувати гральний кубик так, щоб він випадковим чином котився за вашою командою. Можна вибрати будь-який тип кубика з будь-якою кількістю граней (наприклад, ті, що використовуються в рольових іграх), а також додати звуки. ","challenges-content.code-a-dice.instructions.0":"Увійдіть до Scratch","challenges-content.code-a-dice.instructions.1":"Оберіть фон","challenges-content.code-a-dice.instructions.2":"Створіть свій спрайт кубика чи знайдіть його в Інтернеті та завантажте у свою програму","challenges-content.code-a-dice.instructions.3":"Створіть стільки костюмів для спрайту, скільки граней на обраному кубику, на кожній з яких випадає різне число","challenges-content.code-a-dice.instructions.4":"Оберіть, як ви хочете, щоб кубики кидали (натисканням клавіші на клавіатурі, клацанням на піктограмі тощо), і напишіть код","challenges-content.code-a-dice.instructions.5":"Закодуйте піктограму на випадкову зміну костюму в кінці обертання кубика","challenges-content.code-a-dice.instructions.6":"Додайте звукові ефекти","challenges-content.code-a-dice.example":"Киньте кубик D-20","challenges-content.personal-trainer.title":"Персональний тренер у micro:bit","challenges-content.personal-trainer.author":"","challenges-content.personal-trainer.purposes.0":"Закодувати micro:bit для використання зумера та світлодіодної панелі","challenges-content.personal-trainer.purposes.1":"Створити персональний пристрій для контролю фізичної активності","challenges-content.personal-trainer.purposes.2":"Закодувати micro:bit, щоб покращити своє здоров'я через спорт","challenges-content.personal-trainer.description":"Це завдання дозволяє вам закодувати свій micro:bit так, щоб контролювати час повторення фізичних вправ у поєднанні з часом відпочинку . Ви відстежуватимете свою фізичну активність у школі, вдома чи в парку . ","challenges-content.personal-trainer.instructions.0":"Якщо A + B, створіть 3-секундний таймер зворотного відліку зі звуком, який лунає щосекунди, та виведіть на екран слово GO!","challenges-content.personal-trainer.instructions.1":"Під час першої вправи має відображатися миготливий квадрат 2х2 протягом 20 секунд . Потім має пролунати звук, а квадрат має стати статичним . Протягом часу, що залишився, на екрані має з'явитися ще одне миготливе зображення на 10 секунд. Коли все завершиться, має пролунати звук.","challenges-content.personal-trainer.instructions.2":"Потім повторіть ту саму дію, але виведіть на екран панель 3х3. Повторюйте ці дії, доки не відобразиться панель 5x5.","challenges-content.personal-trainer.duration":"30-40 хвилин","challenges-content.create-a-spiral.title":"Створіть спіраль","challenges-content.create-a-spiral.author":"Lydie El-Halougi","challenges-content.create-a-spiral.purposes.0":"Вивчити та попрактикувати цикли та змінні.","challenges-content.create-a-spiral.purposes.1":"Підвищити креативність у кодуванні.","challenges-content.create-a-spiral.description":"У цьому завданні вам потрібно написати проект у Scratch для створення спіралі, використовуючи блоки пера, цикл та змінну.","challenges-content.create-a-spiral.instructions.0":"Блоки пера","challenges-content.create-a-spiral.instructions.1":"Створіть новий проєкт та назвіть його «Спіраль».","challenges-content.create-a-spiral.instructions.2":"Натисніть на фіолетову іконку «Додати розширення» в нижній лівій частині вікна","challenges-content.create-a-spiral.instructions.3":"Виберіть «перо»: блоки пера тепер доступні для вашого проекту!","challenges-content.create-a-spiral.instructions.4":"Щоб розпочати проект, перетягніть блок «коли натиснутий зелений прапорець»:","challenges-content.create-a-spiral.instructions.5":"Почніть з чистої сторінки: у блоках пера додайте блок «стерти все»:","challenges-content.create-a-spiral.instructions.6":"Вам треба почати малювати в центрі поля, а це означає, що ваш спрайт має бути в центрі поля (0,0):","challenges-content.create-a-spiral.instructions.7":"Ваш спрайт може рухатися без малювання, або рухатися та малювати:","challenges-content.create-a-spiral.instructions.8":"якщо ви хочете, щоб він малював, ви можете використовувати блок «перо вниз»","challenges-content.create-a-spiral.instructions.9":"якщо ви не хочете, щоб він малював, ви можете використовувати блок «перо вгору»","challenges-content.create-a-spiral.instructions.10":"Тепер слід малювати! Додайте блок «перо вниз»:","challenges-content.create-a-spiral.instructions.11":"Шестикутник","challenges-content.create-a-spiral.instructions.12":"Додайте наведені нижче блоки до свого проєкту:","challenges-content.create-a-spiral.instructions.13":"Тепер ви маєте одну шосту частину шестикутника. Потрібно повторити цю послідовність 6 разів:","challenges-content.create-a-spiral.instructions.14":"Спіраль","challenges-content.create-a-spiral.instructions.15":"Щоб створити спіраль, потрібно додати 2 до довжини кожної наступної сторони.","challenges-content.create-a-spiral.instructions.16":"Для цього потрібно скористатися змінною.","challenges-content.create-a-spiral.instructions.17":"У блоках змінних натисніть на кнопку «Створити змінну»","challenges-content.create-a-spiral.instructions.18":"Вкажіть її довжину та натисніть OK:","challenges-content.create-a-spiral.instructions.19":"Спіраль буде рости, почніть з малого: вкажіть першу довжину на 10 і вставте цей блок перед петлею.","challenges-content.create-a-spiral.instructions.20":"Вставити змінну «довжина» у блок «рухатись ... разів»","challenges-content.create-a-spiral.instructions.21":"Щоб спіраль росла, потрібно, щоб довжина також зростала в кожному циклі: додайте блок внизу в кінці циклу:","challenges-content.create-a-spiral.instructions.22":"Ось ваш поточний проект:","challenges-content.create-a-spiral.instructions.23":"Гарна спіраль ","challenges-content.create-a-spiral.instructions.24":"Ви намалювали спіраль! Щоб вона продовжувалася й продовжувалася, замініть цикл «повторювати 6» на цикл «постійно»:","challenges-content.create-a-spiral.instructions.25":"Щоб намалювати різнокольорову спіраль, додайте до циклу наступний блок:","challenges-content.create-a-spiral.instructions.26":"Коли ви починаєте заново, спрайт малює небажану лінію. Щоб цього не сталося, додайте блок «перо вгору» на початку проєкту.","challenges-content.create-a-spiral.instructions.27":"Ось ваш фінальний проект:","challenges-content.create-a-spiral.instructions.28":"Вітаємо! Ви створили чудову спіраль!","challenges-content.play-against-ai.title":"Створюйте гру «Камінь, ножиці, папір» та грайте проти ШІ","challenges-content.play-against-ai.author":"Kristina Slišurić","challenges-content.play-against-ai.purposes.0":"зрозуміти, як працює цикл машинного навчання.","challenges-content.play-against-ai.purposes.1":"побудувати модель машинного навчання за допомогою Teachable Machine","challenges-content.play-against-ai.purposes.2":"ознайомитися з інструментом Pictoblox та імпортувати створену модель у проєкт","challenges-content.play-against-ai.purposes.3":"налаштовуйте сцену та персонажів, створювати та ініціалізувати змінні в Pictoblox","challenges-content.play-against-ai.purposes.4":"ініціалізувати гру, ідентифікувати рухи гравців, програмувати випадкові рухи ШІ","challenges-content.play-against-ai.purposes.5":"створити та протестувати гру, яка залучає штучний інтелект як суперника у грі «Камінь, ножиці, папір».","challenges-content.play-against-ai.description":"Ми створимо модель за допомогою Teachable Machine із зображень з використанням трьох класів: Камінь, ножиці, папір Модель буде завантажена в Pictoblox і використана для створення гри, в яку ми зможемо грати проти ШІ.","challenges-content.play-against-ai.duration":"90 хвилин","challenges-content.play-against-ai.instructions.0":"Створіть новий проект зображення на Teachable Machine з 3-ма класами під назвою «Камінь, ножиці, папір». Для кожного класу зробіть на камеру щонайменше 400 знімків. Переконайтеся, що у вас є чистий фон. Підготуйте та експортуйте модель. Завантажте модель то скопіюйте посилання.","challenges-content.play-against-ai.instructions.1":"Створіть обліковий запис на вебсайті Pictoblox — це безкоштовно. Додайте розширення Machine Learning та завантажте модель. Налаштуйте сцену, змінні та спрайти. Ініціалізуйте гру, визначте ходи гравця та ШІ, а також те, хто виграє раунд.","challenges-content.play-against-ai.instructions.2":"Підготуйте дані для гри.","challenges-content.play-against-ai.instructions.3":"Тестування моделі.","challenges-content.play-against-ai.instructions.4":"Експорт моделі.","challenges-content.play-against-ai.instructions.5":"Додайте розширення машинного навчання та завантажте модель.","challenges-content.play-against-ai.instructions.6":"Налаштуйте сцену, змінні та спрайт.","challenges-content.play-against-ai.instructions.7":"Ініціалізуйте гру.","challenges-content.play-against-ai.instructions.8":"Визначте ходи гравця.","challenges-content.play-against-ai.instructions.9":"Задайте випадкові ходи ШІ.","challenges-content.play-against-ai.instructions.10":"Транслюйте випадкові ходи ШІ.","challenges-content.play-against-ai.instructions.11":"Створіть три блоки. Хто виграє раунд? ","challenges-content.play-against-ai.instructions.12":"Перевірте, чи раунд виграв гравець.","challenges-content.play-against-ai.instructions.13":"Перевірте, чи раунд виграв ШІ.","challenges-content.play-against-ai.instructions.14":"Перевірте, чи в раунді нічия.","challenges-content.play-against-ai.instructions.15":"Запрограмуйте блоки.","challenges-content.play-against-ai.instructions.16":"Спрайт «Камінь, ножиці, папір»","challenges-content.air-drawing-with-AI.title":"Малювання в повітрі за допомогою ШІ","challenges-content.air-drawing-with-AI.author":"Kristina Slišurić","challenges-content.air-drawing-with-AI.purposes.0":"написати програму з використанням розширення розпізнавання людського тіла для розпізнавання руху пальців перед камерою.","challenges-content.air-drawing-with-AI.purposes.1":"кодувати простими блоками в кілька рядків коду.","challenges-content.air-drawing-with-AI.purposes.2":"побачити приклад використання ШІ","challenges-content.air-drawing-with-AI.description":"Створення програми, що дозволяє користувачеві малювати в повітрі рукою (вказівним пальцем) перед камерою, щоб усе, що він малює, автоматично відображалося на сцені Pictoblox.","challenges-content.air-drawing-with-AI.instructions.0":"Створіть обліковий запис на Pictoblox","challenges-content.air-drawing-with-AI.instructions.1":"дотримуйтеся візуальних інструкцій, щоб:","challenges-content.air-drawing-with-AI.instructions.2":"додайте розширення «Виявлення людського тіла» та « Перо»;","challenges-content.air-drawing-with-AI.instructions.3":"налаштуйте сцену та додайте спрайт («Олівець») і додаткові спрайти для: «Перо вниз», «Перо вгору», «Видалити все»; ","challenges-content.air-drawing-with-AI.instructions.4":"напишіть код для спрайту «Олівець», який буде слідувати за пальцем","challenges-content.air-drawing-with-AI.instructions.5":"напишіть код для кнопок: «Перо вниз», «Перо вгору», «Видалити все», а також для «Перо»","challenges-content.air-drawing-with-AI.instructions.6":"Тепер ви можете створювати власні малюнки та гратися з різними кольорами та розмірами пера.","challenges-content.air-drawing-with-AI.materials.0":"Ноутбук або комп'ютер із камерою","challenges-content.air-drawing-with-AI.materials.1":"Остання завантажена версія PictoBlox(рекомендується) або онлайн PictoBlox(безкоштовно)","challenges-content.air-drawing-with-AI.materials.2":"Обліковий запис(безкоштовно)","challenges-content.air-drawing-with-AI.materials.3":"Надійне підключення до Інтернету","challenges-content.emobot-kliki.title":"Емобот Клікі","challenges-content.emobot-kliki.author":"Margareta Zajkova","challenges-content.emobot-kliki.purposes.0":"Вивчити основні поняття машинного навчання та розпізнавання тексту . ","challenges-content.emobot-kliki.purposes.1":"Зрозуміти роль емоцій у комунікаціях . ","challenges-content.emobot-kliki.purposes.2":"Використовувати код для створення діалогів між чат-ботом і користувачем . ","challenges-content.emobot-kliki.purposes.3":"Зрозуміти, як комп'ютери можуть розпізнавати емоційні тони за допомогою аналізу тексту та реагувати відповідно до них.","challenges-content.emobot-kliki.description.0":"Створіть емоційного бота в Scratch, який може показувати щасливе обличчя для позитивних повідомлень (якщо ви скажете йому щось приємне), сердите обличчя для негативних повідомлень (якщо ви скажете йому щось погане) і розгублене обличчя, якщо повідомлення не розпізнано.","challenges-content.emobot-kliki.description.1":"Наш Емобот Клікі розпізнає компліменти та образи, тож ми побачимо, як можна навчити комп'ютери розпізнавати емоційний тон . ","challenges-content.emobot-kliki.instructions.0":"Для початку запрограмуйте список правил щодо того, що є гарним чи добрим, а що — поганим чи злим . ","challenges-content.emobot-kliki.instructions.1":"Увійдіть на https://machinelearningforkids.co.uk/ або створіть обліковий запис.","challenges-content.emobot-kliki.instructions.2":"Створіть нову модель машинного навчання, додавши 3 нові мітки: першу назвемо «добрий», другу — «поганий», і за бажанням, якщо ви хочете розпізнати своє ім'я, створіть третю мітку під назвою «ім'я».","challenges-content.emobot-kliki.instructions.3":"Підготуйте нову модель машинного навчання, протестуйте її та використайте для створення Емобота у Scratch.","challenges-content.emobot-kliki.instructions.4":"Запустіть редактор Scratch 3, видаліть спрайт кота, вставте 3 нові спрайти, створені за допомогою Microsoft Bing Image Creator (комп'ютерні образи для щасливого, злого та невпевненого) або створіть новий спрайт, натиснувши значок Paint, намалювавши три копії костюма для щасливого, злого та невпевненого обличчя .","challenges-content.emobot-kliki.instructions.5":"Перейдіть на вкладку «Код» і введіть наступний скрипт . ","challenges-content.emobot-kliki.example.0":"Поділіться своїм Емоботом Клікі з друзями та дізнайтеся більше про ШІ та емоції!","challenges-content.emobot-kliki.example.1":"Замість комп'ютерного образу можна спробувати щось інше, наприклад, тваринку. Замість добрих і злих ви можете навчити персонажа розпізнавати інші типи повідомлень.","challenges-content.craft-magic.title":"Створюйте магію за допомогою розпізнавання ШІ жестів рук","challenges-content.craft-magic.author":"Georgia Lascaris","challenges-content.craft-magic.purposes.0":"Розвивати навички кодування серед учнів, дозволяючи їм використовувати основні команди.","challenges-content.craft-magic.purposes.1":"Розвивати навички алгоритмічного мислення, розбиваючи складні завдання на прості кроки.","challenges-content.craft-magic.purposes.2":"Заохочувати творче вирішення задач у пошуку унікальних застосувань жестів для малювання та письма . ","challenges-content.craft-magic.purposes.3":"Сприяти розумінню концепцій ШІ, зокрема того, як ШІ дозволяє комп'ютерам розпізнавати та інтерпретувати жести рук.","challenges-content.craft-magic.purposes.4":"Підвищити обізнаність про значення технологій для людей з інвалідністю.","challenges-content.craft-magic.purposes.5":"Сприяти спільному вирішенню задач та командній роботі серед учнів, коли вони разом працюють над удосконаленням своїх програм для роботи з жестами.","challenges-content.craft-magic.purposes.6":"Пов'язати навички кодування та обчислювального мислення з реальними застосуваннями, підкреслюючи значущий вплив технологій на життя людей та узгоджуючи їх з Цілями сталого розвитку(ЦСР).","challenges-content.craft-magic.duration.0":"90 хв . для учнів 10-12","challenges-content.craft-magic.duration.1":"45 хв . для учнів 12-15","challenges-content.craft-magic.description":"Створіть програму на основі блоків Scratch за допомогою розширення ШІ «Людське тіло» у творчий та цікавий спосіб, щоб малювати на екрані без використання традиційної миші чи сенсорного екрана . ","challenges-content.craft-magic.instructions.0":"Підключіться до https://ai.thestempedia.com і створіть облікові записи для вчителя та учнів.","challenges-content.craft-magic.instructions.1":"Імпортуйте розширення «Виявлення людського тіла», «Перо», «Текст у голос».","challenges-content.craft-magic.instructions.2":"Додайте спрайт «Олівець» з бібліотеки та створіть 7 спрайтів («писати», «очистити», «чорний», «червоний», «синій», «зелений», «рожевий»).","challenges-content.craft-magic.instructions.3":"Напишіть команди для перевірки того, що відбувається, коли спрайт «Олівець» торкається одного з інших спрайтів.","challenges-content.craft-magic.instructions.4":"Напишіть команди, що дозволять камері розпізнавати Положення Руки та переміщати олівець за координатами x та y вашого вказівного пальця.","challenges-content.craft-magic.instructions.5":"Закодуйте костюм в кінці сеансу.","challenges-content.craft-magic.instructions.6":"Додайте звукові ефекти.","challenges-content.craft-magic.materials.0":"Платформа для програмування https://ai.thestempedia.com (безкоштовно)","challenges-content.craft-magic.materials.1":"обліковий запис вчителя (безкоштовно)","challenges-content.craft-magic.materials.2":"обліковий запис учня (безкоштовно)","challenges-content.craft-magic.materials.3":"Комп'ютери з камерою","challenges-content.craft-magic.materials.4":"Підключення до Інтернету","challenges-content.circle-of-dots.title":"Коло з точок","challenges-content.circle-of-dots.author":"Marin Popov","challenges-content.circle-of-dots.purposes.0":"Написати код для малювання лінії з точок . ","challenges-content.circle-of-dots.purposes.1":"Написати код для малювання лінії з рисок . ","challenges-content.circle-of-dots.purposes.2":"Написати код для малювання кола . ","challenges-content.circle-of-dots.purposes.3":"Напишіть код для малювання кола з точок(рисок) . ","challenges-content.circle-of-dots.description":"Напишіть код для малювання кола з точок або рисок . ","challenges-content.circle-of-dots.duration":"40 хвилин","challenges-content.circle-of-dots.instructions.0":"Побудова точкового блоку . ","challenges-content.circle-of-dots.instructions.1":"Побудова рискового блоку . ","challenges-content.circle-of-dots.instructions.2":"Побудова кола з точки . ","challenges-content.circle-of-dots.instructions.3":"Побудова кола з риски . ","challenges-content.coding-escape-room.title":"Створіть лабіринт з кодування","challenges-content.coding-escape-room.author":"Стефанія Альтьєрі та Еліза Барагіні","challenges-content.coding-escape-room.purposes.0":"Викладати / вчитися та розмірковувати про концепції кодування . ","challenges-content.coding-escape-room.purposes.1":"Використовувати прості інструменти кодування . ","challenges-content.coding-escape-room.purposes.2":"Розвивати обчислювальне мислення та вміння вирішувати задачі . ","challenges-content.coding-escape-room.description.0":"Створіть лабіринт кодування таким чином:","challenges-content.coding-escape-room.description.1":"Можна використовувати google form, genially, google presentation, будь-який інструмент для створення розповідей на основі кодування;).","challenges-content.coding-escape-room.duration":"90 хвилин","challenges-content.coding-escape-room.instructions":"Можна поділити учнів на малі групи, вони можуть пограти, а потім виконати ще одне завдання за допомогою шаблону: ","challenges-content.coding-escape-room.materials.0":"Можна використовувати будь-який інструмент(платформи Google та Microsoft для створення й обміну документами, презентаціями та таблицями). Будь-яка конструкція кодування, інструмент або символ, пов'язаний з ІКТ та кодуванням.","challenges-content.coding-escape-room.example.0":"Деякі персонажі, що відіграли дуже важливу роль в історії ІКТ та основних поняттях кодування та програмування, представлені за допомогою гри. Це найкращий спосіб вчитися та брати активну участь. У цю гру можна грати в командах або індивідуально, у формі завдання чи змагання. Потім студенти можуть створити щось подібне та розвинути такі компетенції, як креативність і навички кодування.","challenges-content.coding-escape-room.example.1":"Це дуже практичний ресурс, який можна використовувати повторно та легко творити заново. Google forms — один із можливих інструментів. Ви також можете використовувати Google slides, Genial.ly, Emaze чи будь-який інший інструмент для створення історій про когось або про власні пригоди.","challenges-content.coding-escape-room.example.2":"Завдання на вихід з лабіринту ділиться на сесії. Якщо вгадаєте, можете продовжувати. Учні повинні створити вікторини з кодування.","challenges-content.let-the-snake-run.title":"Змійка","challenges-content.let-the-snake-run.author":"Ágota Klacsákné Tóth","challenges-content.let-the-snake-run.purposes.0":"Закодувати рух змійки на власному micro:bit.","challenges-content.let-the-snake-run.purposes.1":"Щоб встановити правильне розміщення та час для анімації.","challenges-content.let-the-snake-run.description":"Учні повинні написати коди для переміщення змійки через micro:bit, які знаходяться поруч один з одним. Це має бути зроблено так, щоб виглядало, ніби змія повзе від одного micro:bit до іншого.","challenges-content.let-the-snake-run.duration":"30 хвилин","challenges-content.let-the-snake-run.instructions.0":"Створіть доріжку, яка проходить через кілька micro:bit поруч один з одним (наприклад, утворюючи квадрат 2х2).","challenges-content.let-the-snake-run.instructions.1":"Пишіть коди, як змійка рухається по доріжці.","challenges-content.let-the-snake-run.instructions.2":"Працюйте на своєму пристрої, а потім складіть їх разом і запустіть код.","challenges-content.let-the-snake-run.instructions.3":"Продумайте час і розміщення: Якщо змійка зникає з одного мікро-біту, вона з'являється на наступному micro:bit .","challenges-content.let-the-snake-run.instructions.4":"Подальші завдання: З micro:bit v2 слухайте музику, поки змійка не залишить ваш пристрій . ","challenges-content.let-the-snake-run.instructions.5":"Створюйте змійку, змінюючи яскравість світлодіодів . ","challenges-content.let-the-snake-run.instructions.6":"Спробуйте довші змійки чи більшу їх кількість . ","challenges-content.let-the-snake-run.example.0":"Це приклад для змійки довжиною 6 пікселів з 4 micro:bit, що утворюють квадрат 2х2: ","challenges-content.let-the-snake-run.example.1":"Кодування стартового micro:bit(це може зробити викладач)","challenges-content.let-the-snake-run.example.2":"Всі коди ініціюються цим micro:bit, який надсилає радіосигнал іншим micro:bit при натисканні кнопки A . ","challenges-content.let-the-snake-run.example.3":"Кодування руху змійки","challenges-content.let-the-snake-run.example.4":"Кожен micro:bit повинен бути в тій самій радіогрупі, що і стартовий micro:bit . ","challenges-content.let-the-snake-run.example.5":"Всі анімації запускаються при отриманні радіосигналу . ","challenges-content.let-the-snake-run.example.6":"Анімацію першого micro:bit видно одразу, а інші чекають, поки змійка дістанеться до них . ","challenges-content.let-the-snake-run.example.7":"Час між двома фазами визначає швидкість змійки . ","challenges-content.let-the-snake-run.materials.0":"micro:bit(для кожного учня, якщо можливо)","challenges-content.let-the-snake-run.materials.1":"ноутбук або комп'ютер для редактора makecode.microbit.org","challenges-content.illustrate-a-joke.title":"Проілюструйте жарт за допомогою bitsy","challenges-content.illustrate-a-joke.author":"Margot Schubert","challenges-content.illustrate-a-joke.purposes":"Розробити невелику гру, в якій користувач знаходить відповідь на жартівливе запитання.","challenges-content.illustrate-a-joke.description":"Учні розробляють гру, в якій користувач знаходить відповідь на жартівливе запитання, коли фігурка потрапляє на об'єкт на ігровому полі . Учні використовують основні можливості bitsy для виконання завдання .","challenges-content.illustrate-a-joke.instructions.0":"Придумайте жартівливе запитання . Перейдіть на bitsy та розпочніть новий проект . Вам знадобиться:","challenges-content.illustrate-a-joke.instructions.1":"аватар — спрайт, який може рухатися полем","challenges-content.illustrate-a-joke.instructions.2":"Білий кіт на фіолетовому фоні","challenges-content.illustrate-a-joke.instructions.3":"Опис згенеровано автоматично","challenges-content.illustrate-a-joke.instructions.4":"об'єкт, до якого має дійти ваш аватар","challenges-content.illustrate-a-joke.instructions.5":"кімната — фон вашої програми","challenges-content.illustrate-a-joke.instructions.6":"два повідомлення: запитання та відповідь","challenges-content.illustrate-a-joke.instructions.7":"Готову гру можна завантажити у вигляді html-файлу.","challenges-content.illustrate-a-joke.example":"На цьому вебсайті ви бачите приклад жарту та посилання на цифрову дошку:","challenges-content.illustrate-a-joke.materials":"bitsy запускається в браузері","challenges-content.app-that-counts-in-several-languages.title":"Застосунок, що рахує кількома мовами","challenges-content.app-that-counts-in-several-languages.author":"Samuel Branco","challenges-content.app-that-counts-in-several-languages.purposes.0":"Навчитися створювати простий застосунок.","challenges-content.app-that-counts-in-several-languages.purposes.1":"Навчитися програмувати за допомогою блоків.","challenges-content.app-that-counts-in-several-languages.purposes.2":"Дізнатися, як додавати ярлики, кнопки, зображення, датчики та медіа.","challenges-content.app-that-counts-in-several-languages.purposes.3":"Дізнатися, як організувати елементи на екрані застосунку.","challenges-content.app-that-counts-in-several-languages.description":"Застосунок дозволяє рахувати кількома мовами одним натисканням кнопки. Щоразу, коли користувач струшує смартфон, відлік повертається до нуля. Завдання полягає в тому, щоб додати ще одну мову.","challenges-content.app-that-counts-in-several-languages.instructions.0":"Щоб виконати завдання, вам потрібно визначити іншу мову, якою ви хочете, щоб застосунок рахував.","challenges-content.app-that-counts-in-several-languages.instructions.1":"Потім вам потрібно завантажити з Інтернету (наприклад, з Pixabay чи Unsplash) прапор цієї країни та завантажити його на платформу MIT APP Inventor через елемент під назвою flag у властивостях Picture.","challenges-content.app-that-counts-in-several-languages.instructions.2":"Далі ви дізнаєтеся, як пишеться назва країни англійською мовою та як сказати «залиш і натисни мене» мовою тієї країни.","challenges-content.app-that-counts-in-several-languages.instructions.3":"Нарешті, ви повинні додати необхідні блоки, щоб застосунок працював на новій мові.","challenges-content.app-that-counts-in-several-languages.materials.0":"Для розробки застосунку потрібен комп'ютер або ноутбук з доступом до Інтернету . ","challenges-content.app-that-counts-in-several-languages.materials.1":"Створіть обліковий запис на платформі MIT APP Inventor, доступній за посиланням https://ai2.appinventor.mit.edu","challenges-content.app-that-counts-in-several-languages.materials.2":"Також необхідно встановити на смартфон застосунок MIT AI2 Companion, щоб протестувати розроблений застосунок.","challenges-content.coding-with-art-through-storytelling.title":"Кодування про мистецтво за допомогою Storytelling","challenges-content.coding-with-art-through-storytelling.author":"Марія Цапара та Анті Аркулі","challenges-content.coding-with-art-through-storytelling.purposes.0":"Розвивати навички спостереження, інтерпретації та постановки питань через взаємодію з мистецтвом.","challenges-content.coding-with-art-through-storytelling.purposes.1":"Бути креативним і співпрацювати з іншими заради спільної мети","challenges-content.coding-with-art-through-storytelling.purposes.2":"Створити алгоритм для переказу розповіді.","challenges-content.coding-with-art-through-storytelling.description":"У цьому завданні учні надихнуться художнім твором, створять розповідь та проілюструють її. Потім вони спробують переказати розповідь за допомогою набору програмованих роботів та/або як самостійну активність.","challenges-content.coding-with-art-through-storytelling.materials.0":"Ця активність може бути реалізована як самостійна чи за допомогою навчального програмованого робота, наприклад, beebot/bluebot/mouse robot","challenges-content.coding-with-art-through-storytelling.materials.1":"картки зі стрілками beebot або картки зі стрілками для самостійної активності","challenges-content.coding-with-art-through-storytelling.materials.2":"грецькою","challenges-content.coding-with-art-through-storytelling.materials.3":"Щоб дізнатися більше про Thinking Routine Toolbox від Project Zero, ви можете відвідати","challenges-content.coding-with-art-through-storytelling.example.0":"Учитель разом з учнями моделює, як за допомогою карток розробити алгоритм, який дасть вказівки Bee-Bot або іншому роботу, щоб дістатися до першої події з розповіді на килимку. Учні працюють у командах по 3-4 особи, щоб розробити алгоритм переходу робота до наступної послідовності. Учні тестують свої алгоритми на класному килимку та відлагоджують їх за потреби.","challenges-content.coding-with-art-through-storytelling.example.1":"Вони продовжують проходити якомога більше сюжетних подій","challenges-content.coding-with-art-through-storytelling.example.2":"Ця активність може бути реалізована і як самостійна.","challenges-content.coding-with-art-through-storytelling.example.3":"Одна дитина — робот, інша — програміст. Програміст створює алгоритмічний шлях за допомогою карток зі стрілками, щоб допомогти роботу переходити від одного зображення до іншого та переказувати розповідь. Щоразу, коли робот потрапляє в кадр, його просять розповісти частину історії.","challenges-content.coding-with-art-through-storytelling.instructions.0":"Учитель просить учнів поглянути на картину/фотографію.","challenges-content.coding-with-art-through-storytelling.instructions.1":"Вони використовують послідовність мислення «Початок, середина, кінець» (Project Zero Гарвардської школи), щоб створити розповідь.","challenges-content.coding-with-art-through-storytelling.instructions.2":"Учитель запитує: «Якщо цей твір є початком/серединою/кінцем розповіді, що може статися далі/до цього/в кінці?","challenges-content.coding-with-art-through-storytelling.instructions.3":"Учні ілюструють події розповіді.","challenges-content.coding-with-art-through-storytelling.instructions.4":"Учні пригадують розповідь і вносять події до таблиці. Використовуючи картки зі стрілками, вони створюють алгоритм, який допомагає роботові переказати розповідь.","challenges-content.coding-with-legoboost.title":"Кодування та програмування за допомогою LegoBoost — розширення Scratch","challenges-content.coding-with-legoboost.author":"Lidia Ristea","challenges-content.coding-with-legoboost.purposes.0":"будувати моделі з використанням LegoBoost.","challenges-content.coding-with-legoboost.purposes.1":"розвинути навички програмування у Scratch.","challenges-content.coding-with-legoboost.purposes.2":"програмувати роботів, використовуючи команди від простих до складних.","challenges-content.coding-with-legoboost.description":"У цьому завданні студенти будуть використовувати розширення Scratch-LegoBoost і вводити коди в застосунок для руху роботів вперед, назад, уникнення перешкод і реакції на голосові команди.","challenges-content.coding-with-legoboost.duration":"120 хвилин","challenges-content.coding-with-legoboost.instructions.0":"Увійдіть про програми Scratch.mit.edu.","challenges-content.coding-with-legoboost.instructions.1":"Запустіть Scratch Link та активуйте Bluetooth на ноутбуці.","challenges-content.coding-with-legoboost.instructions.2":"Натисніть «Додати розширення» зі Scratch та виберіть LegoBoost.","challenges-content.coding-with-legoboost.instructions.3":"Додайте зображення, що стосується Тижня кодування ЄС.","challenges-content.coding-with-legoboost.instructions.4":"УВІМКНІТЬ два моторчики AB, а коли зустрінете червону перешкоду, ВИМКНІТЬ їх.","challenges-content.coding-with-legoboost.instructions.5":"На зеленому кольорі ВМИКАЄТЬСЯ моторчик A, на чорному чорним кольорі — ВМИКАЄТЬСЯ моторчик B.","challenges-content.coding-with-legoboost.instructions.6":"На маршруті будуть розміщені зелені, червоні та чорні перешкоди.","challenges-content.coding-with-legoboost.instructions.7":"Додайте команди для руху та поворотів зі стрілок та перетворення тексту в мову при зіткненні з перешкодою.","challenges-content.coding-with-legoboost.instructions.8":"Перевірте!","challenges-extra.cs-first-unplugged-activities.0":"Усі плани уроків та пам’ятки для цього виклику доступні 19 мовами за","challenges-extra.cs-first-unplugged-activities.1":"цим посиланням","challenges-extra.create-a-dance.title":"Створіть танець під «Оду кодуванню» з Dance Party","challenges.title":"ВИКЛИКИ ТИЖНЯ КОДУВАННЯ ЄС","challenges.date":"14-27 жовтня 2024","challenges.common.target-audience":"Цільова аудиторія","challenges.common.pre-primary":"Дошкільнята","challenges.common.experience":"Досвід","challenges.common.duration":"Тривалість","challenges.common.materials":"Рекомендовані матеріали","challenges.common.purpose":"Мета","challenges.common.description":"Опис","challenges.common.instructions":"Інструкції","challenges.common.example":"Приклад","challenges.common.written-by.0":"Цей виклик створено","challenges.common.written-by.1":"та є частиною","challenges.common.teachers":"Учителі","challenges.common.students":"Учні","challenges.common.beginner":"Початківець","challenges.common.intermediate":"Середній","challenges.common.advanced":"Високий","challenges.common.1-hour":"1 година","challenges.main.0":"Протягом Тижня кодування ЄС, з 14 до 27 жовтня 2024 року, ми запрошуємо вас взяти участь в одному або декількох викликах Тижня кодування ЄС.","challenges.main.1":"Що таке виклики Тижня кодування ЄС?","challenges.main.2":"Виклики Тижня кодування ЄС — це завдання, які можна виконувати самостійно, у класі, із колегами або друзями. Хочете взяти участь у Тижні кодування, але не знаєте, що організувати? Годі шукати! Ми разом із партнерами Тижня кодування підготували добірку легких для реалізації викликів, що охоплює конкретні приклади їх використання в класі або в групі. Також є інструкції з реалізації викликів, проте їх можна адаптувати до своїх потреб, інтересів та віку ваших учасників. Ви можете використовувати будь-які інструменти і технології, які вам до вподоби, але ми рекомендуємо загальнодоступні ресурси.","challenges.main.3":"Виберіть один або декілька викликів, налаштуйте їх для своєї групи або для свого класу та поділіться результатами в Instagram, аби заохотити ще більше колег та друзів до участі в розвагах Тижня кодування ЄС!","challenges.main.4":"Натисніть на виклик, щоб дізнатися більше про нього:","challenges.main.5":"Хто може долучитися?","challenges.main.6":"Усіх (школи, учителів, бібліотеки, клуби кодування, бізнес, органи публічної влади) запрошують до участі в Тижні кодування ЄС 2021, реалізувавши #EUCodeWeekChallenge.","challenges.main.7":"Як узяти участь у викликах Тижня кодування 2021?","challenges.main.8":"Виберіть виклик, який би ви хотіли реалізувати.","challenges.main.9":"Розділіть своїх учасників на пари або на групи. Командна робота та співпраця — ключ до успішної реалізації виклику незалежно від того, чи ви організовуєте свій захід офлайн, чи онлайн, як національний чи як міжнародний спільний захід.","challenges.main.10":"Поділіться викликом","challenges.main.11":"Ви б хотіли отримати приз від Тижня кодування? Якщо так, то популяризуйте свою роботу!","challenges.main.12":"Після завершення виклику поділіться ним в Instagram.","challenges.main.13":"Переможців обиратимуть щодня протягом Тижня кодування з 8 до 23 жовтня та оголошуватимуть на нашому каналі в Instagram, тому не забувайте регулярно перевіряти повідомлення.","challenges.share.0":"Як поділитися своїм викликом в Instagram?","challenges.share.1":"Натисніть «Редагувати профіль»","challenges.share.2":"Додайте посилання на свою роботу в полі «Вебсайт» і збережіть","challenges.share.3":"Створіть новий допис","challenges.share.4":"Додайте скріншот своєї роботи","challenges.share.5":"Напишіть захоплюючий опис","challenges.share.6":"Обов’язково зазначте «Посилання в біо»","challenges.share.7":"Додайте #EUCodeWeekChallenge","challenges.share.8":"Згадайте та відзначте @CodeWeekEU","challenges.share.9":"Ви вважаєте за краще поділитися викликом у Facebook?","challenges.share.10":"Тиждень кодування ЄС закріплюватиме новий допис про виклик на своїй","challenges.share.11":"сторінці у Facebook","challenges.share.12":"щодня та обиратиме переможця призу серед коментарів під дописом.","challenges.share.13":"Як це працює?","challenges.share.14":"Просто залиште під дописом коментар із посиланням на свою роботу.","challenges.share-box.0":"Поділіться посиланням на свою роботу у своїй","challenges.share-box.1":"біографії в Instagram","challenges.share-box.2":"натисніть","challenges.share-box.3":"«Редагувати профіль»","challenges.share-box.4":"в Instagram та додайте посилання на свою роботу в полі «Вебсайт». Після цього створіть новий допис, додайте скріншот своєї роботи, напишіть ","challenges.share-box.5":"«Посилання в біо»","challenges.share-box.6":"Додайте гештеґ #EUCodeWeekChallenge та згадайте @CodeWeekEU","challenges.share-box.7":"Ви вважаєте за краще поділитися викликом у","challenges.share-box.8":"Тиждень кодування ЄС закріпить","challenges.share-box.9":"допис про новий виклик на своїй","challenges.share-box.10":"сторінці у Facebook","challenges.share-box.11":"Вам потрібно лише залишити під цим дописом коментар із посиланням на свою роботу","challenges.share-box.12":"Переможців обиратимуть щодня протягом Тижня кодування з 8 до 23 жовтня та оголошуватимуть на наших каналах в Instagram та Facebook, їм даруватимуть призи від Тижня кодування, тож не забувайте регулярно перевіряти повідомлення","challenges.take-part.0":"Навіщо брати участь у виклику Тижня кодування ЄС?","challenges.take-part.1":"Щоб долучитися до вирішення проблем та заходів із кодування.","challenges.take-part.2":"Щоб попрацювати разом із колегами.","challenges.take-part.3":"Щоб розповісти про важливе значення кодування.","challenges.download.0":"Натисніть","challenges.download.1":"тут","challenges.download.2":", щоб звантажити інформацію про цей виклик у документі Word","challenges.bingo.0":"Реалізуйте всі виклики","challenges.bingo.1":"Виклик завершено? Роздрукуйте","challenges.bingo.2":"картку успіхів","challenges.bingo.3":"та відмітьте це в білому кружечку зліва вгорі","challenges.bingo.4":"Поділіться своїм викликом у соціальних мережах та виграйте класні призи від Тижня кодування","challenges.bingo.5":"Просто завантажте світлину із відміченим(-и) рядком(-ами), стовпцем(-ями), або й цілу картку успіху","challenges.bingo.6":"в Facebook, Instagram або Twitter","challenges.bingo.7":"Обов’язково додайте","challenges.bingo.8":"","challenges.bingo.9":"","challenges.bingo.10":"","codeweek4all.title":"Задача «Code Week 4 All»","codeweek4all.text":"Задача «Code Week 4 All» («Тиждень кодування для всіх») заохочує вас об’єднувати свої заходи із заходами, що їх організували друзі, колеги та знайомі, і здобути разом сертифікат про досконалість.","codeweek4all.what.title":"Що це?","codeweek4all.what.content":`

    - Окрім додання свого заходу на карту Тижня кодування ЄС, Ви також можете залучити інших до своєї мережі, аби вони зробили так само. Якщо ви зі своїм об’єднанням досягнете одного із зазначених нижче порогів, то всі учасники об’єднання отримають сертифікат про досконалість від Тижня кодування ! -

    -

    -Критерії для отримання сертифіката про досконалість: -

    `,"codeweek4all.what.criteria2":"об’єднано 10 заходів (від 10 різних організаторів)","codeweek4all.what.criteria3":"залучено 3 країни","codeweek4all.what.or":"або","codeweek4all.howto.title":"Як взяти участь?","codeweek4all.howto.time":"Задача «Code Week 4 All» («Тиждень кодування для всіх») триватиме до кінця календарного року. Сертифікати видаватимуться на початку наступного року в січні або лютому.","codeweek4all.howto.content":'Перейдіть на сторінку Додати захід та внесіть необхідні дані про свій захід із кодування.',"codeweek4all.howto.first_alliance.1":"Натисніть «Надіслати».","codeweek4all.howto.first_alliance.2":"Щойно Ваш захід буде схвалено, Ви отримаєте електронний лист-підтвердження з унікальним кодом від «Code Week 4 All».","codeweek4all.howto.first_alliance.3":"Скопіюйте код та поділіться ним зі своїми колегами та іншими людьми з Вашої мережі, які також організовують захід із кодування. Поширюйте інформацію, щоб заохотити інших до участі!","codeweek4all.howto.first_alliance.4":"Після завершення кампанії всі організатори заходів повинні відзвітувати про кількість залучених ними учасників. Якщо Вам вдалося досягти порогу, то Ви з колегами, які є частиною Вашої мережі, отримаєте Сертифікат про досконалість!","codeweek4all.howto.first_alliance.title":"Якщо Ви перший учасник об’єднання:","codeweek4all.howto.existing_alliance.1":"Вставте код, який Ви отримали від ініціатора — особи, яка створила об’єднання — у поле «КОД ДЛЯ „CODE WEEK 4 ALL“».","codeweek4all.howto.existing_alliance.2":"Натисніть «Надіслати».","codeweek4all.howto.existing_alliance.3":"Поширюйте інформацію (і код!), аби більше організаторів долучилося до вашого об’єднання.","codeweek4all.howto.existing_alliance.4":"Після завершення кампанії всі організатори заходів повинні відзвітувати про кількість залучених ними учасників. Якщо Вам вдалося досягти порогу, то Ви з колегами, які є частиною Вашої мережі, отримаєте сертифікат про досконалість!","codeweek4all.howto.existing_alliance.title":"Якщо Ви долучаєтеся до вже створеного об’єднання:","codeweek4all.why.1":"Щоб розповісти про важливість кодування.","codeweek4all.why.2":"Щоб залучити велику кількість учнів.","codeweek4all.why.3":"Щоб налагодити зв’язки з організаціями та/або школами у своїй громаді і на міжнародному рівні.","codeweek4all.why.4":"Щоб отримати допомогу від інших організаторів та вчителів.","codeweek4all.why.5":"Щоб отримати сертифікат про досконалість.","codeweek4all.why.title":"Навіщо долучатися до задачі?","codeweek4all.superorganiser-title":"Сертифікат супер організатора","codeweek4all.superorganiser":'Ви також можете отримати сертифікат суперорганізатора. Для цього вам потрібно організувати та зареєструвати принаймні 10 окремих заходів у вашій школі, організації чи онлайн.',"community.titles.0":"Спільнота","community.titles.1":"Посли","community.titles.2":"Провідні вчителі","community.titles.3":"Освітні координатори","community.titles.4":"Волонтер Тижня кодування ЄС","community.intro.0":"Тиждень кодування ЄС висловлює подяку широкій міжнародній спільноті волонтерів. На цій сторінці Ви можете знайти членів спільноти, які працюють у Вашій країні","community.intro.1":"Головною опорою Тижня кодування ЄС є посли, провідні вчителі та представники міністерств освіти країн ЄС та Західних Балкан — освітні координатори.","community.intro.2":"Дізнайтеся більше про місцеву спільноту, вибравши свою країну:","community.ambassadors":"Посли Тижня кодування ЄС — основні контактні особи Тижня кодування в кожній країні, що допомагають поширювати бачення Тижня кодування на місцевому рівні. Посли об’єднують людей, компанії та спільноти, які зацікавлені в підтримці Тижня кодування ЄС. Вони заохочують організаторів реєструвати заходи з кодування на карті Тижня кодування та сприяють всеосяжній участі у Тижні кодування ЄС. Посли перевіряють та затверджують заходи у своїй країні. Посли також працюють зі своїми колегами в інших країнах та проводять регулярні зустрічі для обговорення шляхів подальшого розвитку ініціативи.","community.leading-teachers":"Провідні вчителі — активна спільнота , що охоплює понад 450 освітян повсюди у Європі. Вони допомагають об’єднувати школи, вчителів та учнів, які зацікавлені в участі у Тижні кодування, та заохочують організовувати заходи і реєструвати їх на карті Тижня кодування. Провідні вчителі проводять вебінари на тему професійного розвитку своєю рідною мовою та є орієнтиром для інших вчителів у своїй країні та в Європі. Вони також підтримують ініціативу на місцевому рівні.","community.cta":"Якщо Ви учитель, то можете знайти на карті провідних учителів поруч з Вами і зв’язатися з ними.","community.edu":"Освітні координатори Тижня кодування ЄС — це співробітники міністерств освіти або інших органів освіти та освітніх організацій, які беруть участь у Тижні кодування ЄС. Освітні координатори зміцнюють підвалини ініціативи, підтримуючи вчителів та школи по всій країні. Це передбачає спілкування зі школами, які вже беруть участь у Тижні кодування ЄС, щоб дізнатися про їхні передові практики та обмінятися досвідом. Освітні координатори також підтримують школи, які хочуть взяти участь в ініціативі, надаючи наявні ресурси, навчальні матеріали та можливості у межах спільноти.","community.volunteer.0":"Вам не потрібно мати офіційну роль у Тижні кодування ЄС, щоб стати частиною руху. Кожний може організувати заходи, щоб навчати людей кодуванню, робототехніці, ремонту апаратного забезпечення, 3D-друку тощо, надихати на таке, а також може запропонувати свій захід ","community.volunteer.1":"на карті","community.volunteer.2":"Але якщо Ви бажаєте пожертвувати свій час для сприяння кодуванню і поділяєте","community.volunteer.3":"бачення","community.volunteer.4":"та","community.volunteer.5":"цінності","community.volunteer.6":"Тижня кодування ЄС, то потенційно Ви можете стати провідним учителем або послом.","community.volunteer.7":"Якщо Ви освітянин, який любить навчати та навчатися кодуванню так палко, як і ми, то Ви можете отримати детальнішу інформацію про роль та переваги провідних вчителів","community.volunteer.8":"тут","community.volunteer.9":"Ви можете подати заявку, щоб стати провідним учителем, заповнивши цю","community.volunteer.10":"онлайн-форму.","community.volunteer.11":"Візьміть до уваги, що кількість провідних вчителів фіксована для кожної країни, тому наразі заявки відкрито лише для окремих країн.","community.volunteer.12":"Якщо Ви хочете сприяти кодуванню в своїй країні, то ознайомтеся з","community.volunteer.13":"обов’язками послів","community.volunteer.14":"і перегляньте список послів Тижня кодування ЄС.","community.volunteer.15":"Якщо у Вашій країні є посли, зв’яжіться безпосередньо з ними та дізнайтеся, як найкраще Ви можете підтримати ініціативу. Якщо у Вашій країні нема послів, напишіть на адресу info@codeweek.eu.","cookie.uses_cookies":"Цей сайт використовує файли cookie, аби покращити зручність користування сайтом","cookie.accept":"Я приймаю файли cookie","cookie.refuse":"Я відхиляю файли cookie","cookie.cookies":"Файли cookie","cookie.find_out_more_on":"Дізнатися більше на ","cookie.how_we_use":"про те, як ми використовуємо файли cookie та як ви можете змінити свої налаштування","cookie_policy.title":"Політика щодо файлів cookie","cookie_policy.what.title":"Що таке файли cookie?","cookie_policy.what.text":"

    Файл cookie — це невеликий текстовий файл, що його зберігає сайт на вашому комп’ютері або мобільному пристрої, коли ви відвідуєте сайт.

    ","cookie_policy.what.first_party":"Файли cookie першої сторони — це файли cookie, налаштовані сайтом, який ви відвідуєте. Лише цей сайт може прочитати їх. Проте сайт може використовувати зовнішні служби, які налаштовують власні файли cookie, відомі як файли cookie третіх сторін.","cookie_policy.what.persistent_cookies":"Постійні файли cookie — це файли cookie, які зберігаються на вашому комп’ютері та не видаляються автоматично, коли ви виходите з браузера, на відміну від файлів cookie сесії, які видаляються після виходу з браузера.","cookie_policy.what.items":`

    - Коли ви вперше зайдете на сайт Тижня кодування, вам запропонують прийняти або відхилити файли cookie.

    -

    Мета — надати можливість сайту запам’ятати ваші налаштування (напр., ім’я користувача, мова тощо) на певний період часу.

    -

    Саме тому вам не потрібно вводити ці дані повторно на сайті під час того самого візиту.

    -

    Файли cookie можуть також використовувати для зібрання анонімних статистичних даних про користування нашим сайтом.

    `,"cookie_policy.how.title":"Як ми використовуємо файли cookie?","cookie_policy.how.text1":"

    Тиждень кодування використовує здебільшого файли cookie першої сторони. Налаштування цих файлів та контроль за ними здійснюємо безпосередньо ми, а не будь-яка зовнішня організація.

    ","cookie_policy.how.text2":"

    Проте щоб переглянути деякі наші сторінки, ви повинні прийняти файли cookie зовнішніх організацій.

    ","cookie_policy.how.3types.1":"зберегти налаштування відвідувача","cookie_policy.how.3types.2":"забезпечити функціонування наших сайтів","cookie_policy.how.3types.3":"зібрати аналітичні дані (про поведінку користувачів)","cookie_policy.how.3types.title":"Ми використовуємо три типи файлів cookie першої сторони, щоб:","cookie_policy.how.table.name":"Найменування","cookie_policy.how.table.service":"Служба","cookie_policy.how.table.purpose":"Призначення","cookie_policy.how.table.type_duration":"Тип та тривалість зберігання файлу","cookie_policy.how.visitor_preferences.title":"Налаштування відвідувача","cookie_policy.how.visitor_preferences.text":"

    Їх налаштовуємо та читаємо лише ми. Їх запам’ятовують:

    ","cookie_policy.how.visitor_preferences.item":"якщо ви прийняли (або відхилили) політику щодо файлів cookie на цьому сайті","cookie_policy.how.visitor_preferences.table.1.service":"Набір файлів cookie для отримання згоди","cookie_policy.how.visitor_preferences.table.1.purpose":"Зберігання ваших налаштувань щодо файлів cookie (щоб не запитувати повторно)","cookie_policy.how.visitor_preferences.table.1.type_duration":"Файли cookie сесії від першої сторони, видалення після виходу з браузера","cookie_policy.how.operational_cookies.title":"Функціональні файли cookie","cookie_policy.how.operational_cookies.text":"

    Ми повинні включити деякі файли cookie, щоб забезпечити функціонування певних сторінок. Саме тому для них ваша згода не потрібна. Зокрема:

    ","cookie_policy.how.operational_cookies.item":"технічні файли cookie, що їх вимагають певні IT-системи","cookie_policy.how.technical_cookies.title":"Технічні файли cookie","cookie_policy.how.technical_cookies.table.1.purpose":"Забезпечення безпеки сесії для вас під час вашого візиту.","cookie_policy.how.technical_cookies.table.1.type_duration":"Файли cookie сесії від першої сторони, видалення після виходу з браузера","cookie_policy.how.technical_cookies.table.2.purpose":"Забезпечення безпеки сесії для вас протягом тривалішого періоду для запобігання перериванню сесії в разі закриття браузера.","cookie_policy.how.technical_cookies.table.2.type_duration":"Постійні файли cookie першої сторони, 60 місяців","cookie_policy.how.technical_cookies.table.3.purpose":"Зберігання вибраної користувачем мови","cookie_policy.how.technical_cookies.table.3.type_duration":"Файли cookie сесії від першої сторони, видалення після виходу з браузера","cookie_policy.how.analytics_cookies.title":"Аналітичні файли cookie","cookie_policy.how.analytics_cookies.items":`

    - Ми використовуємо їх лише для цілей внутрішнього вивчення способів покращення якості послуг, які ми надаємо для всіх наших користувачів. -

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    `,"copyright.title":"Повідомлення про авторське право","copyright.training.0":"Сайт Тижня кодування ЄС для шкіл","copyright.training.1":"— це сервіс, підтримуваний Європейською комісією","copyright.licence.0":"Якщо інше не зазначено, то контент, викладений на цьому сайті, ліцензовано за","copyright.licence.1":"https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en","copyright.licence.2":"ліцензією Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)","copyright.creative-commons":"Ліцензування за ліцензіями від Creative Commons саме по собі не впливає на право власності на авторське право","copyright.third-party":"На контент із сайтів третіх сторін розповсюджуються обмеження авторського права таких третіх сторін; перейдіть на сайт походження контенту, щоб отримати детальнішу інформацію","countries.all":"Усі країни","countries.Cloud":"Хмара","countries.Andorra":"Андорра","countries.United Arab Emirates":"Об’єднані Арабські Емірати","countries.Afghanistan":"Афганістан","countries.Antigua and Barbuda":"Антигуа і Барбуда","countries.Anguilla":"Ангілья","countries.Albania":"Албанія","countries.Armenia":"Вірменія","countries.Netherlands Antilles":"Нідерландські Антильські Острови","countries.Angola":"Ангола","countries.Antarctica":"Антарктика","countries.Argentina":"Аргентина","countries.American Samoa":"Американське Самоа","countries.Austria":"Австрія","countries.Australia":"Австралія","countries.Aruba":"Аруба","countries.Aland Islands":"Аландські Острови","countries.Azerbaijan":"Азербайджан","countries.Bosnia and Herzegovina":"Боснія і Герцеговина","countries.Barbados":"Барбадос","countries.Bangladesh":"Бангладеш","countries.Belgium":"Бельгія","countries.Burkina Faso":"Буркіна-Фасо","countries.Bulgaria":"Болгарія","countries.Bahrain":"Бахрейн","countries.Burundi":"Бурунді","countries.Benin":"Бенін","countries.Saint Barthelemy":"Сен-Бартелемі","countries.Bermuda":"Бермудські Острови","countries.Brunei":"Бруней","countries.Bolivia":"Болівія","countries.Bonaire, Saint Eustatius and Saba ":"Бонайре, Сінт-Естатіус і Саба ","countries.Brazil":"Бразилія","countries.Bahamas":"Багамські Острови","countries.Bhutan":"Бутан","countries.Bouvet Island":"Острів Буве","countries.Botswana":"Ботсвана","countries.Belarus":"Білорусь","countries.Belize":"Беліз","countries.Canada":"Канада","countries.Cocos Islands":"Кокосові Острови","countries.Democratic Republic of the Congo":"Демократична Республіка Конго","countries.Central African Republic":"Центральноафриканська Республіка","countries.Republic of the Congo":"Республіка Конго","countries.Switzerland":"Швейцарія","countries.Ivory Coast":"Кот-Д'Івуар","countries.Cook Islands":"Острови Кука","countries.Chile":"Чілі","countries.Cameroon":"Камерун","countries.China":"Китай","countries.Colombia":"Колумбія","countries.Costa Rica":"Коста-Рика","countries.Serbia and Montenegro":"Сербія і Чорногорія","countries.Cuba":"Куба","countries.Cape Verde":"Кабо-Верде","countries.Curacao":"Кюрасао","countries.Christmas Island":"Острів Різдва","countries.Cyprus":"Кіпр","countries.Czech Republic":"Чеська Республіка","countries.Germany":"Німеччина","countries.Djibouti":"Джибуті","countries.Denmark":"Данія","countries.Dominica":"Домініка","countries.Dominican Republic":"Домініканська Республіка","countries.Algeria":"Алжир","countries.Ecuador":"Еквадор","countries.Estonia":"Естонія","countries.Egypt":"Єгипет","countries.Western Sahara":"Західна Сахара","countries.Eritrea":"Еритрея","countries.Spain":"Іспанія","countries.Ethiopia":"Ефіопія","countries.Finland":"Фінляндія","countries.Fiji":"Фіджі","countries.Falkland Islands":"Фолклендські Острови","countries.Micronesia":"Мікронезія","countries.Faroe Islands":"Фарерські Острови","countries.France":"Франція","countries.Gabon":"Габон","countries.United Kingdom":"Сполучене Королівство","countries.Grenada":"Гренада","countries.Georgia":"Грузія","countries.French Guiana":"Французька Гвіана","countries.Guernsey":"Гернсі","countries.Ghana":"Гана","countries.Gibraltar":"Гібралтар","countries.Greenland":"Гренландія","countries.Gambia":"Гамбія","countries.Guinea":"Гвінея","countries.Guadeloupe":"Гваделупа","countries.Equatorial Guinea":"Екваторіальна Гвінея","countries.Greece":"Греція","countries.South Georgia and the South Sandwich Islands":"Південна Джорджія та Південні Сандвічеві Острови","countries.Guatemala":"Гватемала","countries.Guam":"Гуам","countries.Guinea-Bissau":"Гвінея-Бісау","countries.Guyana":"Гаяна","countries.Hong Kong":"Гонконг","countries.Heard Island and McDonald Islands":"Острів Герд і Острови Макдоналд","countries.Honduras":"Гондурас","countries.Croatia":"Хорватія","countries.Haiti":"Гаїті","countries.Hungary":"Угорщина","countries.Indonesia":"Індонезія","countries.Ireland":"Ірландія","countries.Israel":"Ізраїль","countries.Isle of Man":"Острів Мен","countries.India":"Індія","countries.British Indian Ocean Territory":"Британська територія в Індійському океані","countries.Iraq":"Ірак","countries.Iran":"Іран","countries.Iceland":"Ісландія","countries.Italy":"Італія","countries.Jersey":"Джерсі","countries.Jamaica":"Ямайка","countries.Jordan":"Йорданія","countries.Japan":"Японія","countries.Kenya":"Кенія","countries.Kyrgyzstan":"Киргизстан","countries.Cambodia":"Камбоджа","countries.Kiribati":"Кірибаті","countries.Comoros":"Коморські Острови","countries.Saint Kitts and Nevis":"Сент-Кітс і Невіс","countries.North Korea":"Корейська Народно-Демократична Республіка","countries.South Korea":"Республіка Корея","countries.Kuwait":"Кувейт","countries.Cayman Islands":"Кайманові Острови","countries.Kazakhstan":"Казахстан","countries.Laos":"Лаос","countries.Lebanon":"Ліван","countries.Saint Lucia":"Сент-Люсія","countries.Liechtenstein":"Ліхтенштейн","countries.Sri Lanka":"Шрі-Ланка","countries.Liberia":"Ліберія","countries.Lesotho":"Лесото","countries.Lithuania":"Литва","countries.Luxembourg":"Люксембург","countries.Latvia":"Латвія","countries.Libya":"Лівія","countries.Morocco":"Марокко","countries.Monaco":"Монако","countries.Moldova":"Молдова","countries.Montenegro":"Чорногорія","countries.Saint Martin":"Сен-Мартен","countries.Madagascar":"Мадагаскар","countries.Marshall Islands":"Маршаллові Острови","countries.Macedonia":"Північна Македонія","countries.Mali":"Малі","countries.Myanmar":"М’янма","countries.Mongolia":"Монголія","countries.Macao":"Макао","countries.Northern Mariana Islands":"Північні Маріанські Острови","countries.Martinique":"Мартиніка","countries.Mauritania":"Мавританія","countries.Montserrat":"Монсеррат","countries.Malta":"Мальта","countries.Mauritius":"Маврикій","countries.Maldives":"Мальдіви","countries.Malawi":"Малаві","countries.Mexico":"Мексика","countries.Malaysia":"Малайзія","countries.Mozambique":"Мозамбік","countries.Namibia":"Намібія","countries.New Caledonia":"Нова Каледонія","countries.Niger":"Нігер","countries.Norfolk Island":"Острів Норфолк","countries.Nigeria":"Нігерія","countries.Nicaragua":"Нікарагуа","countries.Netherlands":"Нідерланди","countries.Norway":"Норвегія","countries.Nepal":"Непал","countries.Nauru":"Науру","countries.Niue":"Ніуе","countries.New Zealand":"Нова Зеландія","countries.Oman":"Оман","countries.Panama":"Панама","countries.Peru":"Перу","countries.French Polynesia":"Французька Полінезія","countries.Papua New Guinea":"Папуа-Нова Гвінея","countries.Philippines":"Філіппіни","countries.Pakistan":"Пакистан","countries.Poland":"Польща","countries.Saint Pierre and Miquelon":"Сен-П’єр і Мікелон","countries.Pitcairn":"Піткерн","countries.Puerto Rico":"Пуерто-Рико","countries.Palestine":"Палестина","countries.Portugal":"Португалія","countries.Palau":"Палау","countries.Paraguay":"Парагвай","countries.Qatar":"Катар","countries.Reunion":"Реюньйон","countries.Romania":"Румунія","countries.Serbia":"Сербія","countries.Russia":"Росія","countries.Rwanda":"Руанда","countries.Saudi Arabia":"Саудівська Аравія","countries.Solomon Islands":"Соломонові Острови","countries.Seychelles":"Сейшельські Острови","countries.Sudan":"Судан","countries.Sweden":"Швеція","countries.Singapore":"Сінгапур","countries.Saint Helena":"Острів Святої Єлени","countries.Slovenia":"Словенія","countries.Svalbard and Jan Mayen":"Шпіцберген та Ян-Маєн","countries.Slovakia":"Словаччина","countries.Sierra Leone":"Сьєрра-Леоне","countries.San Marino":"Сан-Марино","countries.Senegal":"Сенегал","countries.Somalia":"Сомалі","countries.Suriname":"Суринам","countries.South Sudan":"Південний Судан","countries.Sao Tome and Principe":"Сан-Томе і Принсіпі","countries.El Salvador":"Сальвадор","countries.Sint Maarten":"Сінт-Мартен","countries.Syria":"Сирія","countries.Swaziland":"Свазіленд","countries.Turks and Caicos Islands":"Острови Теркс і Кайкос","countries.Chad":"Чад","countries.French Southern Territories":"Французькі Південні Території","countries.Togo":"Того","countries.Thailand":"Таїланд","countries.Tajikistan":"Таджикистан","countries.Tokelau":"Токелау","countries.East Timor":"Тимор-Лешті","countries.Turkmenistan":"Туркменістан","countries.Tunisia":"Туніс","countries.Tonga":"Тонга","countries.Turkey":"Туреччина","countries.Trinidad and Tobago":"Тринідад і Тобаго","countries.Tuvalu":"Тувалу","countries.Taiwan":"Тайвань","countries.Tanzania":"Танзанія","countries.Ukraine":"Україна","countries.Uganda":"Уганда","countries.United States Minor Outlying Islands":"Малі Віддалені Острови США","countries.United States":"Сполучені Штати Америки","countries.Uruguay":"Уругвай","countries.Uzbekistan":"Узбекистан","countries.Vatican":"Ватикан","countries.Saint Vincent and the Grenadines":"Сент-Вінсент і Гренадіни","countries.Venezuela":"Венесуела","countries.British Virgin Islands":"Британські Віргінські Острови","countries.U.S. Virgin Islands":"Віргінські Острови США","countries.Vietnam":"В’єтнам","countries.Vanuatu":"Вануату","countries.Wallis and Futuna":"Уолліс і Футуна","countries.Samoa":"Самоа","countries.Kosovo":"Косово","countries.Yemen":"Ємен","countries.Mayotte":"Майотта","countries.South Africa":"Південна Африка","countries.Zambia":"Замбія","countries.Zimbabwe":"Зімбабве","cw2020.common.resources":"Ресурси, що знадобляться вам","cw2020.common.soundtrack":"Саундтрек Тижня кодування","cw2020.common.moves":"Рухи","cw2020.common.dance-example":"Приклад танцю Тижня кодування","cw2020.common.organizer-guide":"інструкція організатора","cw2020.common.scratch-tutorial":"Посібник #EUCodeWeekDance Scratch","cw2020.dance.title":"Танець Тижня кодування","cw2020.dance.subtitle":"Хто сказав, що програмісти не вміють танцювати? ","cw2020.dance.section1.title":"Хто може долучитися?","cw2020.dance.section1.content.0":"Усі школи, усіх вчителів, усі бібліотеки, клуби кодування, бізнес та публічні органи запрошують відзначити Тиждень кодування ЄС 2020, організувавши захід #EUCodeWeekDance та додавши його на","cw2020.dance.section1.content.1":"карту Тижня кодування","cw2020.dance.section2.title":"Як взяти участь?","cw2020.dance.section2.content":"Виберіть щось із п'яти видів заходів або приходьте зі своїм. Який захід ви б не вибрали, не забудьте додати його на нашу карту","cw2020.dance.activity1.title":"Запрограмуйте друга або батьків без комп’ютера","cw2020.dance.activity1.subtitle":"Кодування дозволяє вам віддавати команди електронному пристрою. Та технічно вам не потрібен комп’ютер для кодування. Долучайте близьку людину — однокласника, друга, батьків або навіть вчителя — та ознайомте її з інструкціями з виконання #EUCodeWeekDance, яких необхідно суворо дотримуватися","cw2020.dance.activity1.resources.0":"Посібник від Code.org для організування своєї танцювальної вечірки без ґаджетів","cw2020.dance.activity1.resources.1":"Навчальний біт про програмування власного робота-людини","cw2020.dance.activity2.title":"Візуальне програмування","cw2020.dance.activity2.subtitle":"Закодуй власний танець Тижня кодування в Scratch. Використовуйте персонажів Тижня кодування або створіть власних персонажів в Scratch та запрограмуйте на виконання #EUCodeWeekDance","cw2020.dance.activity2.resources.0":"Приклад проекту #EUCodeWeekDance в Scratch","cw2020.dance.activity2.resources.1":"Персонажі Тижня кодування","cw2020.dance.activity2.resources.2":"Посібник від Code.org про анімування персонажа","cw2020.dance.activity2.resources.3":"Посібник від Code.org для організування своєї танцювальної вечірки","cw2020.dance.activity2.resources.4":"Поділіться своїм проектом з нами в Scratch Studio.","cw2020.dance.activity3.title":"Текстове програмування","cw2020.dance.activity3.subtitle":"Створіть тему #EUCodeWeekDance на Python або JavaScript, використовуючи платформи для створення музики на основі коду, наприклад, EarSketch або Sonic Pi","cw2020.dance.activity3.resources.0":"Посібник про створення музики з EarSketch","cw2020.dance.activity3.resources.1":"Посібник про створення музики з Sonic Pi","cw2020.dance.activity4.title":"Робототехніка","cw2020.dance.activity4.subtitle":"Запрограмуйте свого робота на дотримання ваших інструкцій та виконання танцю Тижня кодування","cw2020.dance.activity4.resources.0":"Посібник про програмування роботів","cw2020.dance.activity5.title":"Виклик «Танцюй на живо»","cw2020.dance.activity5.subtitle":"Запишіть відео, як ви, ваша команда або ваш робот виконують #EUCodeWeekDance, поділіться ним в Instagram і спробуйте виграти призи від Тижня кодування! Цікаво? Дотримуйтеся таких інструкцій:","cw2020.dance.activity5.resources.0":"Запишіть відео в Instagram Stories","cw2020.dance.activity5.resources.1":"Стежте за","cw2020.dance.activity5.resources.2":"@CodeWeekEU в Instagram","cw2020.dance.activity5.resources.3":"Згадайте @CodeWeekEU у своїй історії з танцем та не забудьте поставити гештеґ #EUCodeWeekDance","cw2020.dance.outro.0":"Переможців обиратимуть щодня та оголошуватимуть на нашому каналі Instagram через Stories. Тож не забувайте регулярно перевіряти свої повідомлення, можливо, сьогодні вам пощастить","cw2020.dance.outro.1":"Подію #EUCodeWeekDance створено на основі","cw2020.dance.outro.2":"«Оди коду»","cw2020.dance.outro.3":", яку написав Брендан Паоліні, і танцю, який придумала Б’янка Марія Берарді в 2015 році, за ідеєю професора в галузі комп’ютерних систем Урбінського університету Алессандро Больйоло","cw2020.treasure-hunt.title":"Полювання на скарби Тижня кодування","cw2020.treasure-hunt.subtitle.0":"Ця гра в Telegram є достатньо простою для початківців, але разом із тим не дає розслабитися досвідченим учасникам","cw2020.treasure-hunt.subtitle.1":"Полювання на скарби Тижня кодування","cw2020.treasure-hunt.subtitle.2":"— гра, яку найкраще грати на комп’ютері і з мобільним телефоном в руках. Завдання гри — здолати виклики кодування та дізнатися історію кодування, комп’ютерних наук і технологій у Європі","cw2020.treasure-hunt.section.title":"Щоб розпочати гру, вам необхідно","cw2020.treasure-hunt.section.content.0":"Звантажити застосунок Telegram. Він доступний для","cw2020.treasure-hunt.section.content.1":"настільних комп’ютерів","cw2020.treasure-hunt.section.content.2":"Гру можна грати на комп’ютері, ноутбуку або в смартфоні. Ми рекомендуємо грати гру на комп’ютері, а в застосунку Telegram у телефоні отримувати інструкції та долати виклики кодування","cw2020.treasure-hunt.section.content.3":"Щоб грати,","cw2020.treasure-hunt.section.content.4":"відкрийте гру","cw2020.treasure-hunt.section.content.5":"і відскануйте QR-код, за допомогою якого ви потрапите в Telegram і отримаєте перші інструкції","cw2020.treasure-hunt.section.content.6":"Щоб отримати перемогу, вам необхідно здолати 10 викликів кодування та знайти 10 місць на карті Європи, пов’язаних із виникненням кодування і технологій","cw2020.treasure-hunt.section.content.7":"Після завершення гри поділіться своїм результатом із друзями, використовуючи #EUCodeWeek, та запросіть їх зіграти і дізнатися історію кодування. Цікаво, хто отримає кращий результат","cw2020.treasure-hunt.section.content.8":"«Полювання на скарби Тижня кодування» — це віртуальна версія гри «Полювання на скарби Тижня кодування ЄС», що її розробив професор у галузі комп’ютерних систем Урбінського університету Алессандро Больйоло. Щоб дізнатися більше про гру-першоджерело, перейдіть у наш","cw2020.treasure-hunt.section.content.9":"блог","cw2020.get-involved.title":"Як долучитися","cw2020.get-involved.subtitle":"Не можете дочекатися, щоб приступити до кодування? Якщо у вас є бажання долучитися до спільноти Тижня кодування ЄС, але ви не знаєте, із чого почати, то прогляньте ці ресурси. Вони допоможуть вам розпочати — саме вчасно, аби встигнути взяти участь у щорічному святкуванні в жовтні","cw2020.get-involved.content.0":"Знайомство з Тижнем кодування","cw2020.get-involved.content.1":"Як додати захід Тижня кодування","cw2020.get-involved.content.2":"Навчальні біти","cw2020.get-involved.content.3":"Масовий відкритий онлайн-курс Deep Dive","cw2020.get-involved.content.4":"Серія Coding@Home","edit.title":"Редагувати свій захід #EUCodeWeek","event.main_title":"Додайте свій захід #EUCodeWeek","event.button":"Додати захід","event.howto":"Як організувати свій захід","event.required":"Обов'язкові поля позначено зірочкою (*). Ви можете додати захід своєю державною мовою.","event.audience_title":"Аудиторія","event.theme_title":"Тема","event.scoreboard_by_country":"Рахунок","event.get_involved":"Долучитися","event.organize_or_support_events":"Організувати або підтримати заходи у своєму місті","event.or_contact_your":"або зв’язатися зі своїм","event.eu_code_week_ambassadors":"послом Тижня кодування ЄС","event.show_events_for":"Показати заходи для ","event.who":"Для кого захід?","event.tags":"Теґи","event.image":"Зображення","event.start.label":"Дата початку","event.start.placeholder":"Коли починається захід ?","event.end.label":"Дата завершення","event.end.placeholder":"Коли завершується захід ?","event.organizer.label":"Назва організації","event.organizer.placeholder":"Організація, у якій ви працюєте або є волонтером","event.website.label":"Вебсайт організатора","event.website.placeholder":"У вас є вебсайт із детальнішою інформацією ?","event.description.label":"Опис","event.description.placeholder":"Коротко опишіть запланований захід.","event.contact.label":"Контактна електронна адреса","event.contact.placeholder":"Цю електронну адресу використовуватимуть для важливого листування щодо Тижня кодування ЄС","event.contact.explanation":"Вашу контактну електронну адресу бачитимуть лише посли Тижня кодування ЄС та організатори Тижня кодування, які перевірятимуть Ваш захід перед тим, як він з’явиться на карті, та можуть зв’язатися з Вами в разі необхідності внесення виправлень або для адміністрування опитувань для цілей статистики після проведення заходу.","event.public.label":"Загальна електронна адреса","event.public.placeholder":"Ви хотіли б показати контактну електронну адресу ?","event.title.label":"Назва заходу","event.title.placeholder":"Яка назва заходу?","event.address.label":"Адреса","event.address.placeholder":"Де відбуватиметься захід?","event.organizertype.label":"Тип організації","event.organizertype.placeholder":"Виберіть тип організатора","event.organizertype.school":"Школа","event.organizertype.library":"Бібліотека","event.organizertype.non profit":"Неприбуткова організація","event.organizertype.private business":"Приватний бізнес","event.organizertype.other":"Інше","event.audience.Pre-school children":"Дошкільна освіта","event.audience.Elementary school students":"Початкова школа","event.audience.High school students":"Середня школа","event.audience.Graduate students":"Вища освіта","event.audience.Post graduate students":"Аспіранти","event.audience.Employed adults":"Працевлаштовані дорослі","event.audience.Unemployed adults":"Безробітні дорослі","event.audience.Other (see description)":"Інше (див. опис)","event.audience.Teachers":"Учителі","event.theme.Basic programming concepts":"Основні концепції програмування","event.theme.Web development":"Веброзробка","event.theme.Mobile app development":"Розробка мобільного застосунку","event.theme.Software development":"Розробка ПЗ","event.theme.Data manipulation and visualisation":"Маніпулювання даними і візуалізація даних","event.theme.Robotics":"Робототехніка","event.theme.Hardware":"Апаратне забезпечення","event.theme.Other":"Інше","event.theme.Unplugged activities":"Заходи без ґаджетів","event.theme.Playful coding activities":"Веселі заходи з кодування","event.theme.Art and creativity":"Мистецтво і творчість","event.theme.Visual/Block programming":"Візуальне/блочне програмування","event.theme.Game design":"Розробка ігор","event.theme.Internet of things and wearable computing":"Інтернет речей і розробка натільних пристроїв","event.theme.3D printing":"3D-друк","event.theme.Augmented reality":"Доповнена реальність","event.theme.Artificial intelligence":"Штучний інтелект","event.theme.Motivation and awareness raising":"Мотивація та підвищення рівня обізнаності","event.theme.Promoting diversity":"Сприяння розмаїттю","event.codeweek_for_all_participation_code.title":"КОД ДЛЯ «CODE WEEK 4 ALL»","event.codeweek_for_all_participation_code.explanation":"Якщо Ви отримали код для «Code Week 4 All» від колеги або друга, вставте його тут або залиште поле порожнім. Детальніша інформація про «Code Week 4 All» доступна","event.codeweek_for_all_participation_code.link":"тут","event.thanks_page.title":"Дякуємо, що додали захід!","event.thanks_page.phrase1":"Один із наших місцевих послів перевірить Ваш захід,","event.thanks_page.phrase2":"аби переконатися, що все правильно.","event.thanks_page.phrase3":"Якщо у Вас є запитання, зв’яжіться з одним із наших","event.thanks_page.phrase4":"національних послів","event.thanks_page.phrase5":"або надішліть нам","event.thanks_page.phrase6":"електронний лист","event.thanks_page.phrase7":"Ви можете поділитися з іншими своїм кодом для «Code Week 4 All» :","event.activity_type.Event":"Захід","event.activity_type.Lesson":"Урок","event.activity_type.Workshop":"Семінар","event.activity_type.Webinar":"Вебінар","event.activity_type.Live Streaming Session":"Сесія в прямому ефірі","event.activity_type.Other":"Інше","event.activitytype.label":"Тип заходу","event.activitytype.placeholder":"","event.activitytype.open-online":"Відкритий онлайн-захід","event.activitytype.invite-online":"Онлайн-захід за запрошенням","event.activitytype.open-in-person":"Відкритий офлайн-захід","event.activitytype.invite-in-person":"Офлайн-захід за запрошенням","event.More":"Більше","event.country":"Країна","event.privacy":"Я ознайомився (ознайомилася) та погоджуюся з умовами політики конфіденційності, наведеними в цьому документі.","event.loading":"Завантажується...","event.add_activity":"Додати захід","event.edit_activity":"Редагувати захід","event.update_activity":"Оновити захід","event.delete_activity":"Видалити захід","event.total_pending_events":"Усього заходів, що тривають :","event.no_pending_events":"Відсутні заходи, що тривають ","event.all_countries":"Усі країни","event.current_status":"Поточний статус","event.certificate_ready":"Ваш сертифікат від Тижня кодування готовий. Зaвантажте його або поділіться ним безпосередньо звідси.","event.view_your_certificate":"Переглянути свій сертифікат тут","event.submit_event_and_report":"Подати звіт про цей захід та заявку на отримання сертифіката від Тижня кодування.","event.report_and_claim":"Відзвітувати про захід та подати заявку на отримання сертифіката","eventdetails.organised_by":"Організатор: ","eventdetails.contact_email":"Контактна ел. адреса: ","eventdetails.happening_at":"Місце проведення: ","eventdetails.from":"З ","eventdetails.to":" по ","eventdetails.description":"Опис: ","eventdetails.more_info":"Детальніше: ","eventdetails.audience":"Цей захід для: ","eventdetails.themes":"Основні теми: ","eventdetails.tags":"Теґи: ","eventdetails.share":"Поділитися заходом: ","eventdetails.email.tooltip":"Натисніть, щоб надіслати другові","eventdetails.email.subject":"Поглянь, який захопливий захід із кодування","eventdetails.email.body_1":"Привіт, проглянь ","eventdetails.email.body_2":"захід у ","eventdetails.edit":"Редагувати захід","eventdetails.note":"УВАГА: ","eventdetails.pending_warning":"Цей захід перебуває на розгляді ","eventdetails.pending_link":"в модераторів","eventdetails.nearby_upcoming_events":"Майбутні заходи поблизу:","guide.title":"Інструкція","guide.organise_activity":"Організуй власний захід з #EUCodeWeek","guide.register_activity":"Зареєструй свій захід тут","guide.what.title":"Що таке Тиждень кодування ЄС?","guide.what.content":`

    - Тиждень кодування ЄС — це масовий рух, утілюваний волонтерами та підтримуваний Європейською комісією. Будь-хто — школи, вчителі, бібліотеки, клуби кодування, бізнес, публічні органи — можуть організувати захід #EUCodeWeek та додати його на codeweek.eu карту. -

    `,"guide.what_you_need_organise.title":"Що потрібно, щоб організувати захід?","guide.what_you_need_organise.items.1":"Група людей, які прагнуть навчатися. Наприклад, ваші друзі, діти, підлітки, дорослі колеги, батьки, бабусі та дідусі. Пам’ятайте: двоє —це вже група!","guide.what_you_need_organise.items.2":"Учителі або тренери, які знайомі із заходом із кодування та мають досвід навчати і надихати інших. Їх кількість залежить від типу і масштабу заходу.","guide.what_you_need_organise.items.3":"Місце для навчання. Класи, бібліотеки, конференц-зали та різні публічні приміщення будуть чудовим місцем для проведення заходу","guide.what_you_need_organise.items.4":"Інтернет і комп’ютери. Зважаючи на свою цільову групу, ви можете попросити учасників прийти зі своїми ноутбуками.","guide.what_you_need_organise.items.5":'Кодування без ґаджетів. Загалом вам не потрібні комп’ютери та Інтернет, щоб опанувати обчислювальне мислення. Прогляньте для початку наш Навчальний біт без ґаджетів.',"guide.what_you_need_organise.items.6":`Навчальні матеріали. - - Покажіть учасникам, наскільки весело створювати щось самому. Прогляньте нашу сторінку з ресурсами - і навчальні біти з відеоінструкціями та планами уроків і адаптуйте їх до потреб своєї групи.`,"guide.what_you_need_organise.items.7":`Реєстрація учасників. Якщо у вас обмаль місця, то ви можете скористатися онлайн-інструментами, як форми Google та Eventbrite, для реєстрації учасників.`,"guide.what_you_need_organise.items.8":'Не забудьте закріпити свій захід на карті Тижня кодування!',"guide.how_to.title":"Як організувати свій захід?","guide.how_to.items.1":"Ви самі вибираєте формат для свого заходу з кодування, але ми рекомендуємо включити практичну частину,, де учасники зможуть творити самостійно та/або попрацювати з апаратним забезпеченням.","guide.how_to.items.2":'Скористайтеся інструментами і технологіями, що підходять для вашої цільової групи. Ми рекомендуємо використовувати загальнодоступні відкриті матеріали.',"guide.how_to.items.3":"Заохочуйте учасників to показувати та презентувати свої витвори один одному в кінці заходу.","guide.how_to.items.4":`Поширюйте новини! Рекламуйте те, що ви створили під час заходу, та діліться цим у соціальних мережах, використовуючи гештеґ #EUCodeWeek. Також діліться в групі вчителів Тижня кодування ЄС - і в Twitter - (@CodeWeekEU). Розмовляйте зі своїми друзями, педагогами-колегами, місцевою пресою та випускайте пресрелізи.`,"guide.how_to.items.5":'Не забувайте додавати свої заходи на карту Тижня кодування!',"guide.material.title":"Рекламні матеріали","guide.material.text":'

    Прогляньте наш блог, щоб дізнатися свіжу інформацію, та без вагань адаптовуйте свіжі пресрелізи до своїх потреб або створюйте нові.

    ',"guide.toolkits.title":"Звантажуйте такі набори інструментів, що допоможуть вам розпочати роботу:","guide.toolkits.communication_toolkit":"Набір комунікаційних інструментів","guide.toolkits.teachers_toolkit":"Набір інструментів учителя","guide.questions.title":"Питання?","guide.questions.content":'

    Якщо у вас є запитання щодо організації та реклами заходу #EUCodeWeek, зв’яжіться з одним із послів Тижня кодування ЄС вашої країни.

    ',"home.about":'Тиждень кодування ЄС — це масова ініціатива, мета якої — донести кодування та цифрову грамотність до кожного весело та захоплююче…',"home.when":"14-27 жовтня 2024 року","home.when_text":"Вивчення кодування допомагає нам зрозуміти довколишній світ, що швидко змінюється. Долучайтеся до мільйонів однодумців - організаторів й учасників - щоб надихати до розвитку навичок кодування та обчислювального мислення, щоб досліджувати нові ідеї та винаходити інновації для майбутнього.","home.school_banner_title":"Долучайтеся!","home.school_banner_text":"Ви вчитель?","home.school_banner_text2":"Дізнайтеся, як долучитися!","home.organize_activity_title":"Організувати захід або долучитися до заходу","home.organize_activity_text":' Кожен може організувати захід або долучитися до нього. Просто виберіть тему і цільову аудиторію та додайте свій захід на карту або перегляньте заходи у своєму районі.',"home.get_started_title":"Розпочати","home.get_started_text":'Не знаєте, як розпочати? Перегляньте сторінку з інструкціями та завантажте наші набори інструментів для організаторів, щоб підготуватися і розповсюдити інформацію.',"home.access_resources_title":"Отримати доступ до ресурсів і тренінгів","home.access_resources_text":'Якщо Ви не знаєте, як організувати захід, перейдіть на нашу сторінку з ресурсами для вчителів і навчальними бітами, щоб отримати інструкції та спеціальні плани уроків.',"login.login":"Увійти","login.register":"Зареєструватися","login.github":"Увійти через Github","login.twitter":"Увійти через Twitter","login.facebook":"Увійти через Facebook","login.google":"Увійти через Google","login.azure":"Увійти через Azure","login.email":"Електронна адреса","login.password":"Пароль","login.remember":"Запам’ятати мене","login.forgotten_password":"Забули пароль ?","login.no_account":"Не маєте облікового запису ?","login.signup":"Зареєструватися","login.reset":"Скинути пароль","login.send_password":"Надіслати посилання для скидання пароля","login.confirm_password":"Підтвердити пароль","login.name":"ім’я","menu.learn":"Навчайтеся","menu.teach":"Навчайте","menu.training":"Тренінги","menu.challenges":"Виклики","menu.toolkits":"Презентації і набори інструментів","menu.why":"Чому","menu.home":"Головна сторінка","menu.events":"Заходи","menu.ambassadors":"Посли","menu.resources":"Ресурси","menu.schools":"Школи","menu.about":"Про нас","menu.blog":"Блог","menu.news":"Новини","menu.search":"Пошук...","menu.map":"Карта","menu.add_event":"Додати захід","menu.search_event":"Шукати заходи","menu.hello":"Привіт","menu.profile":"Профіль","menu.pending":"Заходи, що тривають","menu.your_events":"Мої заходи","menu.your_certificates":"Мої сертифікати","menu.report":"Відзвітувати про мої заходи","menu.volunteers":"Волонтери","menu.logout":"Вийти","menu.signin":"Увійти","menu.privacy":"Конфіденційність","menu.stats":"Статистика","menu.participation":"Сертифікат про участь","menu.coding@home":"Coding@Home","menu.values":"Наші цінності","menu.online_events":"Онлайн-заходи","menu.featured_activities":"Основні заходи","menu.codeweek2020":"Версія 2020","mooc.free-online-courses":"Безоплатні онлайн-курси","mooc.intro":"Тиждень кодування ЄС пропонує можливості професійного розвитку у формі онлайн-курсів. Їхня мета — підтримати вчителів, які прагнуть донести кодування та обчислювальне мислення до учнів.","mooc.icebreaker.title":"The introductory “Icebreaker” course","mooc.icebreaker.text.0":"The","mooc.icebreaker.text.1":"The CodeWeek Icebreaker course","mooc.icebreaker.text.2":`is a five-hour course in English that targets anyone interested in - the basics of coding and computational thinking. The participants learn how to inspire curiosity and - an innovative spirit in young people, while empowering them to become digital creators. The course - helps participants to discover the benefits and relevance of computational thinking and coding in - our everyday lives. It also provides ideas, free training materials and resources to organise fun - and educational activities for children, anytime, anywhere – especially during Code Week.`,"mooc.icebreaker.text.3":`You do not need any previous experience or knowledge in coding to participate in this course, just a - curious mind.`,"mooc.icebreaker.registration.0":"Registrations are open here","mooc.icebreaker.registration.1":"for the course that runs between 16 September and 30 October 2020. Please note that you need to create an account in the European Schoolnet Academy to register.","mooc.icebreaker.check-out":"Check out the 2019 edition","mooc.deep-dive.title":"The in-depth “Deep Dive” course","mooc.deep-dive.text.0":`The EU Code Week Deep Dive online course is a twenty-five-hour course in English that offers teachers - the opportunity to get familiarised with coding related principles and gain the knowledge and - confidence to organize easy and fun, interactive coding activities with their students. Teachers - discover EU Code Week’s free`,"mooc.deep-dive.text.1":"resources","mooc.deep-dive.text.2":`and - training materials available in 29 languages, and - particular aspects of coding, such as computational thinking, unplugged activities, and the endless - possibilities of robotics, tinkering and making, visual programming languages, app creation and much - more.`,"mooc.deep-dive.course-link":"Check out the 2019 “Deep dive” course","mooc.social-media.0":"Стежте","mooc.social-media.1":"за Тижнем кодування ЄС у соціальних мережах,","mooc.social-media.2":"щоб дізнатися, коли розпочнеться наступний курс","myevents.created_by":"Усі заходи від ","myevents.no_events.first_call_to_action":"Ви ще не додали жодного заходу. Чому б не ","myevents.no_events.first_link":"додати зараз","myevents.no_events.second_call_to_action":"чи не прочитати нашу ","myevents.no_events.second_link":"інструкцію для організаторів","myevents.view":"Переглянути","myevents.status.APPROVED":"СХВАЛЕНО","myevents.status.REJECTED":"ВІДХИЛЕНО","myevents.status.PENDING":"НА РОЗГЛЯДІ","myevents.status.reported":"ПОДАНО ЗВІТІВ","pagination.previous":"Попередня","pagination.next":"Наступна","participation.title":"Згенеруйте сертифікати про участь для свого класу","participation.phrase1":"Заповніть форму, зазначивши прізвища та імена учнів через кому, й отримайте сертифікати про участь для кожного учня","participation.names.label":"Прізвища та імена для сертифікатів","participation.names.help":"Прізвище та ім’я кожного учасника відділяйте комою","participation.event_name.label":"Назва заходу","participation.event_name.help":"Назва вашого заходу, яку буде вказано в сертифікаті","participation.event_date.label":"Дата проведення заходу","participation.event_date.help":"Дата проведення вашого заходу, яку буде вказано в сертифікаті","participation.submit":"Згенерувати сертифікати","participation.thanks_page.title":"Сертифікати згенеровано!","participation.thanks_page.phrase1":"Натисніть на це посилання, щоб звантажити файл zip з усіма сертифікатами","privacy-statement-contact.subtitle":"У цій заяві про захист міститься інформація про опрацювання і захист Ваших персональних даних.","privacy-statement-contact.processing-operation.0":"Операція опрацювання","privacy-statement-contact.processing-operation.1":"управління послами Тижня кодування, провідними вчителями та реєстрація заходів на сайті","privacy-statement-contact.data-processors.0":"Розпорядники персональних даних","privacy-statement-contact.data-processors.1":"GOPA Com. S.A. і EUN Partnership AISBL (European Schoolnet), info@codeweek.eu","privacy-statement-contact.1-intro.0":"Інформація щодо опрацювання персональних даних для управління послами Тижня кодування, провідними вчителями та реєстрації заходів на сайті.","privacy-statement-contact.3-legal_process.0":'Законність операції опрацювання: Відділ G.2 збирає, зберігає та опубліковує Ваші персональні дані, тому що Ви дали явну згоду, поставивши відповідну відмітку під час реєстрації, щоб стати послом Тижня кодування чи провідним учителем, або під час подання заявки на реєстрацію події на Тиждень кодування ЄС.',"privacy-statement-contact.4-collect_data.0":"Обов’язкові персональні дані, що підлягають збору, для послів і провідних учителів:","privacy-statement-contact.4-collect_data.1":"прізвище та ім’я","privacy-statement-contact.4-collect_data.2":"електронна адреса","privacy-statement-contact.4-collect_data.3":"пароль","privacy-statement-contact.4-collect_data.4":"світлина","privacy-statement-contact.4-collect_data.5":"біографія","privacy-statement-contact.4-collect_data.6":"звання","privacy-statement-contact.4-collect_data.7":"спеціалізація для провідних учителів.","privacy-statement-contact.4-collect_data.8":"Для реєстрації заходу обов’язковими персональними даними, що підлягають збору, є:","privacy-statement-contact.4-collect_data.9":"назва організації","privacy-statement-contact.4-collect_data.10":"тип організації","privacy-statement-contact.4-collect_data.11":"контактна електронна адреса","privacy-statement-contact.4-collect_data.12":"Надання цих даних є обов’язковим для того, щоб стати послом Тижня кодування, провідним учителем або щоб зареєструвати захід на сайті Тижня кодування ЄС.","privacy-statement-contact.4-collect_data.13":"Окрім того, посли та провідні вчителі можуть добровільно надати такі персональні дані:","privacy-statement-contact.4-collect_data.14":"облікові записи в соціальних мережах","privacy-statement-contact.4-collect_data.15":"Організатори заходів можуть добровільно надати такі дані:","privacy-statement-contact.4-collect_data.16":"загальна електронна адреса","privacy-statement-contact.4-collect_data.17":"вебсайт організатора","privacy-statement-contact.4-collect_data.18":"код для участі в «Code Week for All»","privacy-statement-contact.4-collect_data.19":"Організатори заходів, зауважте, що відповідний посол Вашої країни або Відділ G.2 може використовувати персональні дані, які Ви надали для реєстрації заходу, щоб зв’язатися з Вами з питань зазначеного заходу.","privacy-statement-contact.4-collect_data.20":"Ви надали свої персональні дані на","privacy-statement-contact.4-collect_data.21":"сторінці входу на сайт Тижня кодування","privacy-statement-contact.4-collect_data.22":"та на","privacy-statement-contact.4-collect_data.23":"сторінці реєстрації заходу.","privacy-statement-contact.5-how_long.0":"Усі персональні дані буде видалено з баз даних у разі Вашої відмови від ініціативи або через п’ять років після завершення ініціативи.","privacy-statement-contact.6-protect_data.0":'Усі персональні дані в електронному форматі (електронні листи, документи, бази даних, завантажені пакети даних тощо) зберігають на серверах Європейської комісії або її підрядників. Усі операції опрацювання виконують відповідно до Рішення Комісії (ЄС, Євратом) 2017/46 від 10 січня 2017 року про безпеку комунікаційних та інформаційних систем Європейської комісії.',"privacy-statement-contact.6-protect_data.1":'Підрядники Комісії діють відповідно до конкретного договірного положення щодо операцій опрацювання Ваших даних від імені Комісії та зобов’язань щодо конфіденційності, що випливають із імплементації Загального регламенту про захист даних (‘GDPR’ Regulation (EU) 2016/679).',"privacy-statement-contact.6-protect_data.2":"Для того щоб захистити Ваші персональні дані, Комісія вжила низку технічних та організаційних заходів. Технічні заходи охоплюють відповідні дії з реагування на питання безпеки в режимі онлайн, ризик втрати даних, зміни даних або несанкціонований доступ, зважаючи на ризик, що його становить опрацювання, та характер персональних даних, які опрацьовуються. Організаційні заходи передбачають обмежений доступ до персональних даних виключно уповноважених осіб, у яких є законна службова необхідність для цілей такої операції опрацювання.","privacy-statement-contact.7-access_data.0":"Персонал Комісії може отримати доступ до всіх персональних даних, які Ви надали, на основі принципу службової необхідності. Окрім того, доступ до Ваших персональних даних також надано нашому підрядникові на основі принципу службової необхідності.","privacy-statement-contact.7-access_data.1":'З метою поліпшення видимості посла Тижня кодування, провідного вчителя або зареєстрованих заходів, усі Ваші персональні заходи оприлюднено на цьому сайті.',"privacy-statement-contact.7-access_data.2":"Окрім того, Відділ G.2 може поділитися Вашими контактними даними з будь-яким представником громадськості або зацікавленою особою, якій потрібно зв’язатися з Вами з питань Тижня кодування. Організатори заходів, зауважте, що відповідний посол Вашої країни або Відділ G.2 може використовувати персональні дані, які Ви надали для реєстрації заходу, щоб зв’язатися з Вами з питань зазначеного заходу.","privacy-statement-contact.8-rights.0":"Ви дали згоду надати Ваші персональні дані Відділу G.2 для виконання цієї операції опрацювання. Ви можете відкликати свою згоду в будь-який час, повідомивши про це Відділ G.2 за CNECT-G2@ec.europa.eu. Таке відкликання не вплине на законність опрацювання, яке здійснили до того, як Ви відкликали згоду.","privacy-statement-contact.10-detailed-info.0":"Цю конкретну операцію опрацювання включено до публічного реєстру Співробітника з питань захисту даних за таким номером повідомлення у попередній версії: DPR-EC-02631 Управління контактними пунктами щодо політик, програм і проектів DG CONNECT.","privacy-statement.title":"ЗАХИСТ ВАШИХ ПЕРСОНАЛЬНИХ ДАНИХ","privacy-statement.processing-operation.0":"Операція опрацювання","privacy-statement.processing-operation.1":"Опрацювання персональних даних на codeweek.eu, у тому числі IP-адреси, відвідувачами загальнодоступних сайтів.","privacy-statement.data-controller.0":"Контролер даних","privacy-statement.data-controller.1":"Європейська комісія, Генеральна дирекція комунікаційних мереж, контенту і технологій, підрозділ G.2.","privacy-statement.record-reference":"Номер запису","privacy-statement.table-of-contents":"Зміст","privacy-statement.1-intro.title":"Вступ","privacy-statement.1-intro.items.1":'Європейська комісія (далі — «Комісія») зобов’язана захищати Ваші персональні дані та поважати Ваше приватне життя. Комісія збирає та далі опрацьовує персональні дані відповідно до Регламенту Європейського парламенту і Ради (ЄС) 2018/1725 від 23 жовтня 2018 року про захист фізичних осіб стосовно опрацювання персональних даних інституціями, органами, офісами та агентствами Союзу і про вільний рух таких даних (та про скасування Регламенту (ЄС) № 45/2001).',"privacy-statement.1-intro.items.2":"У цій заяві про захист пояснено причину опрацювання Ваших персональних даних, спосіб збирання нами всіх наданих персональних даних, поводження з ними та забезпечення їх захисту, спосіб використання такої інформації та права, які у Вас є у зв’язку з Вашими персональними даними. У ній також зазначено контактні дані відповідального контролера даних, через якого Ви можете реалізувати свої права, співробітника з питань захисту даних та європейського інспектора із захисту даних.","privacy-statement.1-intro.items.3.0":"Інформацію щодо операції опрацювання","privacy-statement.1-intro.items.3.1":"«Опрацювання даних на codeweek.eu»","privacy-statement.1-intro.items.3.2":", яку проводить Комісія, викладено нижче.","privacy-statement.2-why.title":"Чому та як ми опрацьовуємо Ваші персональні дані?","privacy-statement.2-why.items.0":"Мета операції опрацювання","privacy-statement.2-why.items.1":"Генеральний директорат Європейської комісії з комунікаційних мереж, контенту і технологій пропонує низку зовнішніх сайтів. За допомогою технічних налаштувань Ваші персональні дані збираються та опрацьовуються, щоб мати змогу забезпечити сайти, які фізично знаходяться за межами інфраструктури хостингу, яку контролює Комісії.","privacy-statement.2-why.items.2":"Ваші персональні дані не будуть використані для автоматичного ухвалення рішень, у тому числі профілювання.","privacy-statement.3-legal_process.title":"На яких правових підставах ми опрацьовуємо Ваші персональні дані?","privacy-statement.3-legal_process.items.0":"Ми опрацьовуємо Ваші персональні дані на основі таких підстав:","privacy-statement.3-legal_process.items.1":'стаття 5(1)(a) Регламенту (ЄС) 2018/1725: таке опрацювання необхідне для втілення завдання, що виконується в інтересах суспільства або при здійсненні офіційних повноважень, покладених на інституцію або орган Союзу.',"privacy-statement.3-legal_process.items.2":"Так інформування широкої громадськості є завданням, що випливає з власних прерогатив Європейської комісії на інституційному рівні, як передбачено статтею 58(2) (d) Регламенту (ЄС, Євратом) 2018/1046 Європейського парламенту та Ради від 18 липня 2018 року щодо фінансових правил, які застосовуються до загального бюджету Союзу  (Офіційний вісник L 193, 30.7.2018, стор. 1). Ми забезпечуємо впровадження належних та конкретних захисних заходів для опрацювання персональних даних відповідно до чинного законодавства щодо персональних даних.","privacy-statement.3-legal_process.items.3":'Стаття 5(1)(d) Регламенту (ЄС) 2018/1725: для операцій з обробки, що складаються з файлів cookie та автентифікації, Ваша згода необхідна. Відповідно до статті 3(15) і статті 7 Регламенту (ЄС) 2018/1725, згода повинна бути вільно надана, конкретна, поінформована та однозначна.',"privacy-statement.3-legal_process.items.4":"Ми отримуємо згоду безпосередньо від Вас. Ви можете надати згоду електронною поштою, через електронну форму реєстрації або будь-яким іншим способом у письмовій формі.","privacy-statement.4-collect_data.title":"Які персональні дані ми збираємо та далі опрацьовуємо?","privacy-statement.4-collect_data.items.0":"Для виконання цієї операції з обробки, підрозділ G.2 збирає наступні категорії персональних даних:","privacy-statement.4-collect_data.items.1":"адреса Інтернет-протоколу (IP-адреса) або ідентифікаційний номер пристрою, використаного для доступу до сайту.","privacy-statement.4-collect_data.items.2":"Без такого опрацювання неможливо буде встановити технічний зв’язок між Вашим пристроєм і серверною інфраструктурою та отримати доступ до сайту.","privacy-statement.4-collect_data.items.3":"Щоб Ви могли автентифікуватися на цьому вебсайті, підрозділ G.2 збирає наступні категорії персональних даних:","privacy-statement.4-collect_data.items.4":"електронна адреса","privacy-statement.4-collect_data.items.5":"пароль; або","privacy-statement.4-collect_data.items.6":"автентифікація в соціальних мережах.","privacy-statement.5-how_long.title":"Скільки часу ми зберігаємо Ваші персональні дані?","privacy-statement.5-how_long.items.0":"Підрозділ G.2 зберігає Ваші персональні дані лише протягом часу, необхідного для виконання мети збору або подальшої обробки, а саме, протягом сеансу перегляду. Окрім того, IР-адреси можуть у цілях безпеки зберігатися протягом одного року в файлах журналу служб. Щодо аналітичних інструментів, то IР-адреса та ідентифікаційний номер (напр., номер IMEI й адреса WIFI MAC) видаляються відразу після від’єднання.","privacy-statement.6-protect_data.title":"Як ми захищаємо та убезпечуємо Ваші персональні дані?","privacy-statement.6-protect_data.items.0":"Усі персональні дані в електронному форматі (електронні листи, документи, бази даних, завантажені пакети даних тощо) зберігають на серверах Європейської комісії. Усі операції опрацювання виконують відповідно до","privacy-statement.6-protect_data.items.1":"рішення Комісії (ЄС, Євратом) 2017/46","privacy-statement.6-protect_data.items.2":"від 10 січня 2017 року про безпеку комунікаційних та інформаційних систем Європейської комісії.","privacy-statement.6-protect_data.items.3":"Для того, щоб захистити Ваші персональні дані, Комісія вжила низку технічних та організаційних заходів. Технічні заходи охоплюють відповідні дії з реагування на питання безпеки в режимі онлайн, ризик втрати даних, зміни даних або несанкціонований доступ, зважаючи на ризик, що його становить опрацювання, та характер персональних даних, які опрацьовуються. Організаційні заходи передбачають обмежений доступ до персональних даних виключно уповноважених осіб, у яких є законна службова необхідність для цілей такої операції опрацювання.","privacy-statement.7-access_data.title":"У кого є доступ до Ваших персональних даних, кому їх розкривають?","privacy-statement.7-access_data.items.0":"Доступ до Ваших персональних даних надано працівникам Комісії, відповідальним за виконання цієї операції опрацювання, та уповноваженим працівникам на основі принципу службової необхідності. Такий персонал дотримується передбачених законом вимог та, за необхідності, додаткових угод про конфіденційність.","privacy-statement.7-access_data.items.1":"Окрім того, доступ до Ваших персональних даних може бути надано зовнішнім підрядникам, які працюють від імені служби Комісії, що є власником сайту, і за договорами підряду з нею, та яких залучено до створення сайтів, їх обслуговування, управління ними і їх архівування, на основі принципу службової необхідності.","privacy-statement.7-access_data.items.2":"Інформацію, яку ми збираємо, не передаватимуть третім особам, окрім випадків, коли цього вимагає від нас законодавство у певному обсязі та для певних цілей.","privacy-statement.8-rights.title":"Які у Вас права, як Ви можете їх реалізувати?","privacy-statement.8-rights.items.0":"Відповідно до глави ІІІ (статті 14‒25) Регламенту (ЄС) 2018/1725, у Вас є конкретні права як у суб’єкта даних, зокрема право на доступ, виправлення або стирання своїх персональних даних та право на обмеження опрацювання Ваших персональних даних. За доцільності, у Вас також є право на заперечення проти опрацювання персональних даних та право на мобільність даних.","privacy-statement.8-rights.items.1":"У Вас є право на заперечення проти опрацювання Ваших персональних даних, яке здійснюється на законних підставах відповідно до статті 5(1)(a).","privacy-statement.8-rights.items.2":"Ви дали згоду надати свої персональні дані для виконання цієї операції опрацювання. Ви можете відкликати свою згоду в будь-який час, повідомивши підрозділ G.2. Таке відкликання не вплине на законність опрацювання, здійсненого до відкликання Вами згоди.","privacy-statement.8-rights.items.3":"Ви можете реалізувати свої права, зв’язавшись із контролером даних або, у разі виникнення конфлікту, зі співробітником із захисту даних. За необхідності, Ви також можете звернутися до європейського інспектора із захисту даних. Їхні контактні дані викладено нижче в розділі 9 .","privacy-statement.8-rights.items.4":"Якщо Ви бажаєте реалізувати свої права в контексті однієї або кількох конкретних операцій опрацювання, то опишіть такі операції (напр., вкажіть номер(-и) запису, як зазначено нижче в розділі 10) у своєму запиті.","privacy-statement.9-contact.title":"Контактна інформація","privacy-statement.9-contact.data-controller.title":"Контролер даних","privacy-statement.9-contact.data-controller.text":"Якщо Ви бажаєте скористатися своїми правами відповідно до Регламенту (ЄС) 2018/1725, або якщо у Вас є коментарі, запитання або занепокоєння, або якщо Ви бажаєте подати скаргу щодо збору та використання Ваших персональних даних, будь ласка, звертайтесь у будь-який час до контролера даних, підрозділ G.2, Європейська комісія,","privacy-statement.9-contact.data-protection-officer.title":"Співробітник Комісії з питань захисту даних","privacy-statement.9-contact.data-protection-officer.text":"Ви можете зв’язатися зі співробітником із захисту даних (DATA-PROTECTION-OFFICER@ec.europa.eu) щодо питань, пов’язаних з опрацюванням Ваших персональних даних, відповідно до Регламенту (ЄС) 2018/1725.","privacy-statement.9-contact.european-data-protection.title":"Європейський інспектор із захисту даних","privacy-statement.9-contact.european-data-protection.text":'Ви маєте право звернутися (тобто Ви можете подати скаргу) до європейського інспектора із захисту даних (edps@edps.europa.eu), якщо вважаєте, що Ваші права, передбачені Регламентом (ЄС) 2018/1725, порушено внаслідок опрацювання Ваших персональних даних контролером даних.',"privacy-statement.10-detailed-info.title":"Де знайти детальнішу інформацію?","privacy-statement.10-detailed-info.items.0":'Співробітник Комісії з питань захисту даних оприлюднює реєстр усіх операцій опрацювання персональних даних Комісією, які було задокументовано та повідомлено йому. Реєстр доступний за таким посиланням: https://ec.europa.eu/dpo-register',"privacy-statement.10-detailed-info.items.1":"Цю конкретну операцію опрацювання включено до публічного реєстру співробітника з питань захисту даних за таким номером запису: DPR-EC-09706.1.","remote-teaching.remote-teaching":"Дистанційне навчання","remote-teaching.intro.title":"Тиждень кодування і дистанційне навчання","remote-teaching.intro.text":"Дистанційна освіта може стати викликом для вчителів та учнів, і потрібно здолати багато перепон. Проте навчання кодуванню, обчислювальному мисленню і навіть робототехніці не можна зупиняти, коли ваші учня вдома. Ми підготували декілька підказок та ресурсів, які, сподіваємося, допоможуть вам.","remote-teaching.intro.points.1":"це добірка коротеньких відео, матеріалів для створення виробів своїми руками, загадок, ігор та викликів кодування для щоденного використання в сім’ї і в школі.","remote-teaching.intro.points.2.0":"Кодування без ґаджетів","remote-teaching.intro.points.2.1":"тут ви знайдете різні завдання, які можна легко виконати вдома, щоб навчитися або навчити кодуванню за допомогою підручних матеріалів.","remote-teaching.intro.points.3.0":"Навчальні біти","remote-teaching.intro.points.3.1":"тут ви знайдете Навчальні біти або посібники на тему","remote-teaching.intro.points.3.2":"стабільного розвитку","remote-teaching.intro.points.3.3":"та","remote-teaching.intro.points.3.4":"штучного інтелекту","remote-teaching.intro.points.3.5":", у планах уроків яких містяться розділи про дистанційне навчання.","remote-teaching.intro.points.4.0":"Сховище ресурсів","remote-teaching.intro.points.4.1":"для дистанційного навчання можна використовувати багато ресурсів зі сховища. Ви можете знайти ресурси, щоб","remote-teaching.intro.points.4.2":"навчати","remote-teaching.intro.points.4.3":"кодуванню або","remote-teaching.intro.points.4.4":"навчатися","remote-teaching.intro.points.4.5":"кодуванню.","remote-teaching.intro.points.5.0":"Вебінари про кодування з дому","remote-teaching.intro.points.5.1":"ви знали, що в межах Тижня кодування було організовано декілька вебінарів про те, як навчатися та навчати кодуванню з дому? Прогляньте їх!","remote-teaching.tips.title":"7 підказок, як навчати кодуванню дистанційно","remote-teaching.tips.points.1.0":"Ознайомтеся з поняттями, мовами програмування та програмним забезпеченням","remote-teaching.tips.points.1.1":"поки учні напівсамостійно навчаються кодувати і програмувати методом спроб і помилок, ви повинні направляти їх та допомагати їм знаходити помилки в роботі. Будьте готові вносити зміни і адаптовуватися до них, якщо цифровий інструмент або мова програмування не дали результат, на який ви очікували","remote-teaching.tips.points.2.0":"Надихайте учнів","remote-teaching.tips.points.2.1":"допомагайте своїм учням повністю розкривати свій потенціал за допомогою мотиваційних та змістовних уроків. Дозволяйте їм досліджувати свої вміння та креативність, даючи можливість самостійно вибирати проекти та досягати результатів. Окрім того, ми рекомендуємо бути реалістом і встановлювати цілі, досяжні вашими учнями.","remote-teaching.tips.points.3.0":"Заохочуйте студентів до роботи в групах","remote-teaching.tips.points.3.1":`кодування в групах не лише приносить задоволення, але й допомагає учням реалізовувати складніші та креативніші проекти. Навіть більше, дистанційне навчання може призводити до ізоляції деяких учнів, а робота в групах запобігає цьому. Наприклад, ви можете створити онлайн-зали, де б ваші учні могли збиратися групами, або запровадити партнерське оцінювання, запропонувавши учням обмінятися конструктивними відгуками про проекти один одного. -`,"remote-teaching.tips.points.4.0":"Дізнайтеся про відкрите ПЗ та безоплатні онлайн-платформи для навчання кодуванню","remote-teaching.tips.points.4.1":"для навчання кодуванню і його вивчення існує багато простих у використанні ресурсів належної якості та високого рівня. Це безоплатні інструменти, які ваші учні можуть використовувати без необхідності купувати ліцензію або звантажувати ПЗ. Більшість таких інструментів можна знайти у","remote-teaching.tips.points.4.2":"сховищі Тижня кодування,","remote-teaching.tips.points.4.3":"напр.,","remote-teaching.tips.points.4.4":"тощо. Як ми бачили на прикладі ","remote-teaching.tips.points.4.5":"Навчальних бітів Тижня кодування","remote-teaching.tips.points.4.6":", ці інструменти можна використовувати для будь-якої теми!","remote-teaching.tips.points.5.0":"Пам’ятайте про веселощі","remote-teaching.tips.points.5.1":"ваші перші кроки в кодуванні повинні бути захопливими і веселими; можливо, цього разу ви не зможете особисто поділитися своїм захопленням, але завжди можна знайти способи пограти та повеселитися разом! Наприклад, можна запропонувати учням зробити перерву, щоб об’єднатися та зіграти разом","remote-teaching.tips.points.5.2":"розраховану на декількох гравців освітню гру, мета якої — навчатися обчислювальному мисленню в грі.","remote-teaching.tips.points.6.0":"Відтворіть взаємодію, що присутня в справжньому класі","remote-teaching.tips.points.6.1":"технології дають нам можливість відтворити — щонайменше частково — таку взаємодію, яка була б присутня в класі. Ви можете заохотити учнів увімкнути камери на певний час, піднімати віртуально руки, ставити запитання особисто або в чаті, відповідати на електронні опитування, виконувати тести тощо. Для цього ви можете використовувати безоплатні цифрові інструменти, як","remote-teaching.tips.points.6.2":", та","remote-teaching.tips.points.6.3":"для класних сесій у прямому ефірі, та ","remote-teaching.tips.points.6.4":"для проведення тестів та взаємодії в класі. Так учні зможуть почуватися як у класі та відчути зв’язок зі своїми колегами.","remote-teaching.tips.points.7.0":"Забезпечте наявність і доступність матеріалів","remote-teaching.tips.points.7.1":"упевніться, що ваші уроки кодування реалістичні та інклюзивні, переконавшись, що необхідні матеріали легко знайти вдома, усі студенти можуть дістати їх або ви можете запропонувати щось взамін у разі неможливості використання таких матеріалів. Наприклад, на заходах із кодування без ґаджетів необхідно мати недорогі матеріали, такі як ножиці, папір або маркери. Виконуючи онлайн-вправи з кодування, упевніться, що всі учні мають вдома планшет або комп’ютер та надійне з’єднання з Інтернетом.","report.title":"Відзвітуйте про свій захід #EUCodeWeek","report.event_title":"Назва заходу","report.number_required":"Надайте приблизний кошторис навіть за відсутності точних даних.","report.phrase1":"Цю форму можна заповнити лише один раз! Уважно перевірте дані. За наявності помилки ","report.phrase2":"Після подання звіту автоматично буде згенеровано персоналізований сертифікат про участь у Тижні кодування; ви зможете звантажити його або поділитися ним. Приклад сертифіката можна проглянути тут.","report.phrase3":"Обов'язкові поля позначено зірочкою (*).","report.phrase4":"Цю форму можна заповнити лише один раз! Уважно перевірте дані. За наявності помилки","report.contactus":"зв’яжіться з нами","report.participants_count.label":"Кількість учасників","report.average_participant_age.label":"Середній вік учасників","report.percentage_of_females.label":"Відсоток жінок","report.codeweek_for_all_participation_code.label":"Код для участі в Тижні кодування для всіх","report.codeweek_for_all_participation_code.help":"Тут можна ввести код для виклику Codeweek4All за його наявності. Якщо Ви не берете участі, пропустіть це поле.","report.name_for_certificate.label":"Прізвище та ім’я для сертифіката","report.name_for_certificate.help":"Вкажіть прізвище та ім’я організатора заходу, який отримуватиме сертифікат про участь у Тижні кодування. Використовуйте лише латиницю. Літери з діактричними знаками не підтримуються.","report.submit":"Подати звіт про захід","report.thanks_page.title":"Вдячні за звіт про захід!","report.thanks_page.certificate_ready":"Ваш сертифікат готовий.","report.thanks_page.download_button":"Натисніть тут, щоб звантажити його.","report.thanks_page.back_events":"Повернутися до заходу","resources.search_resources":"Шукати ресурси","resources.types":"Типи","resources.levels":"Рівні","resources.programming_languages":"Мови програмування","resources.categories":"Категорії","resources.Languages":"Мови","resources.Subjects":"Предмети","resources.share":"Поділитися","resources.communication_toolkit":"Набір комунікаційних інструментів","resources.teachers_toolkit":"Набір інструментів учителя","resources.leaflet":"Брошура","resources.how_to_organise_an_activity":"Як організувати захід ?","resources.resources.languages.Russian":"Російська","resources.resources.languages.Norwegian":"Норвезька","resources.resources.languages.Mandarin":"Мандаринська","resources.resources.languages.Japanese":"Японська","resources.resources.languages.All targeted languages":"Усі цільові мови","resources.resources.levels.Beginner":"Початковий","resources.resources.levels.Intermediate":"Середній","resources.resources.levels.Advanced":"Високий","resources.resources.levels.Pre-primary education":"Дошкільна освіта","resources.resources.levels.Primary school (5-12)":"Початкова школа (5‒12)","resources.resources.levels.Lower secondary school (12-16)":"Нижча середня школа (12‒16)","resources.resources.levels.Upper secondary school (16-18)":"Вища середня школа (16‒18)","resources.resources.levels.Higher Education":"Вища освіта","resources.resources.levels.Other":"Інше","resources.resources.subjects.Art":"Мистецтво","resources.resources.subjects.Biology":"Біологія","resources.resources.subjects.Chemistry":"Хімія","resources.resources.subjects.Computer Science":"Комп’ютерні науки","resources.resources.subjects.Culture":"Культура","resources.resources.subjects.Economics":"Економіка","resources.resources.subjects.Foreign Languages":"Іноземні мови","resources.resources.subjects.Geography":"Географія","resources.resources.subjects.Geology":"Геологія","resources.resources.subjects.History":"Історія","resources.resources.subjects.Language and Literature":"Мова і література","resources.resources.subjects.Mathematics":"Математика","resources.resources.subjects.Natural Sciences":"Природничі науки","resources.resources.subjects.Physical Education":"Фізичне виховання","resources.resources.subjects.Physics":"Фізика","resources.resources.subjects.Coding":"Кодування","resources.resources.subjects.Special Education Needs":"Особливі освітні потреби","resources.resources.subjects.Other":"Інше","resources.resources.types.Tutorial":"Посібник","resources.resources.types.Website":"Вебсайт","resources.resources.types.Online Course":"Онлайн-курс","resources.resources.types.Video":"Відео","resources.resources.types.Audio":"Аудіо","resources.resources.types.Application":"Застосунок","resources.resources.types.Game":"Гра","resources.resources.types.Graphic Material":"Графічний матеріал","resources.resources.types.Presentation":"Презентація","resources.resources.types.Toolkit":"Набір інструментів","resources.resources.types.Other":"Інше","resources.resources.types.Lesson Plan":"План уроку","resources.resources.types.Guide":"Інструкція","resources.resources.categories.Coding":"Кодування","resources.resources.categories.Programming":"Програмування","resources.resources.categories.Computational Thinking":"Обчислювальне мислення","resources.resources.categories.Robotics":"Робототехніка","resources.resources.categories.Making":"Створення","resources.resources.categories.Tinkering":"Ремонт","resources.resources.categories.Unplugged Activities":"Заходи без ґаджетів","resources.resources.categories.Other":"Інше","school.name":"Назва школи","school.location":"Розташування школи","school.description":"Опис школи","school.school":"Школа","school.add":"Додати","school.list":"Зазначити","school.required.name":"Вкажіть назву школи","school.required.location":"Вкажіть розташування школи","schools.1.title1":"Навіщо вам навчати кодуванню своїх учнів?","schools.1.title2":"Яку користь може принести кодування вашим учням? Що воно означає для вас як для вчителя?","schools.1.content.0":"Ми вважаємо, що основи грамотності будь-якої людини в цифровій ері повинні охоплювати розуміння кодування та розвиток важливих уміньй, пов’язаних з обчислювальним мисленням, таких як вирішення проблем, співпраця та аналітичні навички.","schools.1.content.1":"Опанувавши кодування, ваші учні можуть займати провідні позиції в компетентному в цифровій галузі суспільстві, розвивати краще розуміння світу, що оточує їх, та отримати кращі шанси на успіх в особистому і професійному житті.","schools.1.content.2":"Тиждень кодування пропонує всім учням можливість зробити перші кроки як цифрові творці, даючи школам і вчителям безоплатні можливості професійного розвитку, навчальні матеріали, міжнародні виклики та можливості обміну.","schools.1.button.label":"Хочете розпочати зараз же? Реєструйтеся тут!","schools.2.title1":"Готові долучитися?","schools.2.title2":"Організуйте урок, навчальну сесію або захід і закріпіть їх на карті.","schools.2.content.0":"Знаєте ви щось про кодування або програмування чи ні, ви можете легко організувати урок у класі, відкритий день або захід у школі. Просто виберіть дату та зареєструйте свій захід на карті нижче. Якщо вам потрібна допомога, щоб підготувати урок із кодування, то перейдіть до наступного розділу.","schools.2.content.1":"Прогляньте приклади заходів, що їх організовують, переглянувши карту нижче, та додайте свій захід, щоб долучитися до тисяч педагогів-колег у Європі та за її межами: ","schools.2.button.label":"Готові спробувати? Додайте захід!","schools.3.title1":"Новенькі в кодуванні? Не хвилюйтеся","schools.3.title2":"Наші інструменти допоможуть вам познайомитися з кодуванням, перш ніж ви донесете його до своїх учнів","schools.3.content.0":"Якщо ви хочете пояснити кодування своєму класові, але не знаєте, із чого почати, не хвилюйтеся! Міжнародна команда вчителів і фахівців розробляють пакет коротких навчальних онлайн-модулів, щоб вам було легше почати.","schools.3.content.1":"Для перегляду наших навчальних бітів попередній досвід не потрібен!","schools.3.button.label":"Перейти до навчальних модулів","schools.4.title1":"Шукаєте додаткове завдання?","schools.4.title2":"Створіть мережу заходів, залучіть якомога більше учнів та отримайте сертифікат про досконалість","schools.4.content.0":"«Code Week 4 All» («Тиждень кодування для всіх») закликає вас об’єднати сили з іншими вчителями чи школами та взяти участь у міжнародній спільноті однодумців, даючи учням можливість зробити перші кроки в кодуванні. Створіть об’єднання за участю більше ніж 500 учнів і отримайте сертифікат про досконалість.","schools.4.button.label":"Дізнатися більше про «Code Week 4 All»","schools.title":"Розповідати про Тиждень кодування своїм учням","scoreboard.title":"У яких країнах кипить робота з кодування?","scoreboard.paragraph":"Результати впорядковано за кількістю зазначених заходів із кодування відносно чисельності населення, тому не дивуйтеся, якщо побачите менші країни вище в списку!","scoreboard.parcipating_with":"бере участь із","scoreboard.events":"заходами","search.audience_title":"Аудиторія","search.theme_title":"Тема","search.placeholder":"Шукати назву заходу або теґ","search.submit":"Шукати","search.label_country":"Вибрати країну","search.last_year_events.label":"Включити заходи за останні роки","search.last_year_events.yes":"Так","search.last_year_events.no":"Ні","search.search_counter":"відповідають Вашим критеріям пошуку","search.event":"захід","search.events":"заходи","search.year":"рік","search.audiences":"Аудиторії","search.themes":"Теми","search.countries":"Країни","search.search_placeholder":"Шукати за назвою або описом","snippets.featured-activities":"Тут представлено майбутні основні заходи Тижня кодування ЄС, які раді прийняти учасників у режимі онлайн. Ви можете відфільтрувати їх за мовою та місяцем і, натиснувши «Переглянути», побачити всю інформацію про захід і контакти організатора. Приємного перегляду!","snippets.learn":"Кодування і програмування — ключові навички, попит на які зростає в усіх галузях, а Тиждень кодування ЄС прагне підтримати Вас у навчанні! Перегляньте наше сховище та виберіть ідеальний ресурс, щоб розпочати або продовжити свою мандрівку в кодування. Усі ці ресурси безоплатні. Не забувайте про можливість налаштувати фільтр пошуку за типом ресурсу, рівнем знань, мовою програмування, категорією та мовою.","snippets.teach":"Кодування і програмування — ключові навички, які відкриють нові можливості для Ваших учнів та дітей. Бажаєте навчати кодуванню вдома, у школі або в клубі кодування? Перегляньте наше сховище та виберіть найвідповідніший ресурс для того, щоб впровадити кодування та програмування у свою викладацьку практику. Усі ці ресурси безоплатні. Не забувайте про можливість налаштувати фільтр пошуку за типом ресурсу, рівнем знань, мовою програмування, предметом, категорією та мовою.","snippets.toolkits.0":"У цьому розділі Ви знайдете матеріали, які допоможуть Вам організувати захід Тижня кодування ЄС та підтримати ініціативу зі своєю спільнотою.","snippets.toolkits.1":"Набір комунікаційних інструментів","snippets.toolkits.2":"тут ви знайдете офіційні логотипи, знаки, флаєри, постери, шаблони PowerPoint і Word, приклади дописів у соціальних мережах та ілюстрації Тижня кодування ЄС.","snippets.toolkits.3":"Набір учительських інструментів","snippets.toolkits.4":"тут Ви знайдете офіційні логотипи, знаки Тижня кодування ЄС, шаблон сертифіката про участь для своїх учнів, вступну презентацію про Тиждень кодування ЄС та матеріали для соціальних мереж.","snippets.toolkits.5":"Офіційна брошура Тижня кодування ЄС.","snippets.about.goal":"Ціль — допомогти більшій кількості молодих людей опанувати основи кодування та обчислювального мислення.","snippets.guide.tutorials.1":"Перегляньте наші","snippets.guide.tutorials.2":"посібники і тренінги,","snippets.guide.tutorials.3":"доступні 29 мовами, щоб підготуватися до організації заходів, у межах яких молодь вивчає кодування та обчислювальне мислення.","snippets.dance.menu":"Танцювальний виклик","snippets.dance.subtitle":"Хто сказав, що програмісти не вміють танцювати? Ми доведемо зворотне через виклик #EUCodeWeekDance.","snippets.dance.content":"Запрошуємо усі школи, усіх вчителів, усі бібліотеки, клуби кодування, компанії та державні органи відзначити Тиждень кодування ЄС, організувавши захід #EUCodeWeekDance та додавши його на карту Тижня кодування.","snippets.treasure-hunt.menu":"Полювання на скарби","snippets.treasure-hunt.subtitle":"Це гра в Telegram","snippets.videos.1":"Дивитися відео про наші цінності від послів Тижня кодування ЄС","snippets.videos.2":"Дивитися відео від посла Словенії Каті Ошляк про те, чому Тиждень кодування незалежний","snippets.videos.3":"Дивитися відео від посла Франції Лорана Туше про те, чому Тиждень кодування для кожного","snippets.videos.4":"Дивитися відео від посла Тунісу Фатьми Буазіз про те, чому Тиждень кодування глокальний","snippets.videos.5":"Дивитися відео від посла Латвії Лінди Сінки про те, чому Тиждень кодування — це співпраця","snippets.videos.6":"Дивитися відео від посла Італії Алессандро Больйоло про те, чому Тиждень кодування неприбутковий","snippets.videos.7":"Дивитися відео від посла Албанії Мар’яни Пріфті про те, чому Тиждень кодування заохочує до інновацій та творчості","snippets.videos.8":"Дивитися відео від посла Румунії Крістіани Лукачі про те, чому Тиждень кодування вдячний своїй спільноті","training.learning_bits":"Навчальні біти Тижня кодування","training.title":"Безоплатні навчальні матеріали та онлайн-курси","training.text":`

    Тут можна знайти безоплатні навчальні матеріали та ресурси, які допоможуть вам розпочати роботу та спланувати свій наступний інноваційний урок.

    -

    1. Навчальні біти

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    - Попередній досвід у кодуванні чи програмуванні не потрібен; кожний модуль триває приблизно 15 хвилин. У рамках модулів ви познайомитеся з ключовими концепціями, пов’язаними із заходами з кодування і обчислювального мислення. Окрім того, ви отримаєте практичні підказки і поради, як реалізувати ці концепції у своєму класі. -

    `,"training.text_2":`

    - Ми сподіваємося, що тепер, переглянувши один або декілька навчальних бітів Тижня кодування, ви почуваєтеся достатньо впевнено, щоб донести цифрову креативність до свого класу, та закріпите свій захід на карті Тижня кодування! -

    - -

    - Ви можете легко організувати урок у класі, відкритий день або захід в школі. Просто виберіть дату та зареєструйте свій захід на карті Тижня кодування. Кожен організатор заходу отримає за докладені зусилля сертифікат про участь. -

    - -

    - Якщо ви хочете зв’язатися з міжнародною групою вчителів-ентузіастів, то приєднайтеся до групи для вчителів Тижня кодування ЄС у Facebook! Зробіть іще один крок та розпочніть співпрацю з іншими школами у своїй країні або за кордоном, долучившись до виклику «Code Week 4 All challenge». -

    `,"training.lessons.1.title":"Coding without digital technology (unplugged)","training.lessons.1.author":"By Alessandro Bogliolo","training.lessons.1.text":`

    - Coding is the language of things, which allows us to write programs to grant new functionalities to the tens of billions of programmable objects around us. Coding is the fastest way to make our ideas come true and the most effective way to develop computational thinking capabilities. However, technology is not strictly required to develop computational thinking. Rather, our computational thinking skills are essential to make technology work. -

    - -

    - In this video, Alessandro Bogliolo, Professor of Computer Systems in Italy and EU Code Week Coordinator, will introduce unplugged coding activities that can be practiced without any electronic device. The main purpose of unplugged activities is to lower the access barriers to bring coding in every school, regardless of funding and equipment. -

    - -

    - Unplugged coding activities unveil the computational aspects of the physical world around us. -

    `,"training.lessons.1.activities.1":"Activity 1 – CodyRoby for Primary School","training.lessons.1.activities.2":"Activity 2 – CodyRoby for Lower Secondary School","training.lessons.1.activities.3":"Activity 3 – CodyRoby for Secondary School","training.lessons.2.title":"Computational thinking and problem solving","training.lessons.2.author":"By Miles Berry","training.lessons.2.text":`

    - Computational thinking (CT) describes a way of looking at problems and systems so that a computer can be used to help us solve or understand them. Computational thinking is not only essential to the development of computer programs, but can also be used to support problem solving across all disciplines. -

    - -

    - You can teach CT to your students by getting them to break down complex problems into smaller ones, (decomposition), to recognize patterns (pattern recognition), to identify the relevant details for solving a problem (abstraction); or setting out the rules or instructions to follow in order to achieve a desired outcome (algorithm design). CT can be taught across different disciplines, for instance in Mathematics (figure out the rules for factoring 2nd-order polynomials), Literature (to break down the analysis of a poem into analysis of meter, rhyme, and structure), Languages (find patterns in the ending letters of a verb that affect its spelling as tense changes) and many others. -

    - -

    - In this video, Miles Berry, Principal Lecturer at University of Roehampton School of Education at Guildford (United Kingdom), will introduce the concept of computational thinking and the different ways a teacher can integrate it in the classroom with simple games. -

    `,"training.lessons.2.activities.1":"Activity 1 – Developing Mathematical Reasoning for Primary School","training.lessons.2.activities.2":"Activity 2 – Acquaintance with Algorithms for Lower Secondary School","training.lessons.2.activities.3":"Activity 3 – Algorithms for Upper Secondary School","training.lessons.3.title":"Visual programming – introduction to Scratch","training.lessons.3.author":"By Margo Tinawi","training.lessons.3.text":`

    - Visual programming lets humans describe processes using illustrations or graphics. We usually speak of visual programming as opposed to text-based programming. Visual programming languages (VPLs) are especially well adapted to introduce algorithmic thinking to children (and even adults). With VPLs, there is less to read and no syntax to implement. -

    - -

    - In this video, Margo Tinawi, Web Development Teacher at Le Wagon and Co-Founder of Techies Lab asbl (Belgium), will help you discover Scratch, one of the most popular VPL used all over the world. Scratch was developed by the MIT in 2002, and since then a big community has been created around it, where you can find millions of projects to replicate with your students and countless tutorials in several languages. -

    - -

    - You do not need to have any coding experience to use Scratch, and you can use it in all the different subjects! For instance, using Scratch as a digital storytelling tool, students can create stories, illustrate a math problem or play an art contest to learn about cultural heritage, while learning coding and computational thinking, and most important, having fun. -

    - -

    - Scratch is a free tool, very intuitive and motivating for your students. Have a look at Margo’s video to learn how to get started. -

    `,"training.lessons.3.activities.1":"Activity 1 – Scratch Basic for Primary School","training.lessons.3.activities.2":"Activity 2 – Scratch Basic for Lower Secondary School","training.lessons.3.activities.3":"Activity 3 – Scratch Basic for Secondary School","training.lessons.4.title":"Creating educational games with Scratch","training.lessons.4.author":"By Jesús Moreno León","training.lessons.4.text":`

    - Critical thinking, persistence, problem solving, computational thinking and creativity are only some of the key skills that your students need to succeed in the 21st century, and coding can help you achieve these in a fun and motivating way. -

    - -

    - Algorithmic notions of flow control using sequences of instructions and loops, data representation using variables and lists, or synchronization of processes might sound like complicated concepts, but in this video you will find that they are easier to learn than you think. -

    - -

    - In this video, Jesús Moreno León, a Computer Science teacher and researcher from Spain, will explain how you can develop these and other skills in your students while having fun. How can this be done? By creating a questions and answers game in Scratch, the most popular programming language used at schools worldwide. Scratch not only enhances computational thinking, but it also allows the introduction of gamification elements in the classroom to keep your students motivated while learning and having fun. -

    - -

    - Have a look at the video to learn how to get started: -

    `,"training.lessons.4.activities.1":"Activity 1 - Questions and answers game with Scratch for Primary School","training.lessons.4.activities.2":"Activity 2 - Questions and answers game with Scratch for Lower Secondary School","training.lessons.4.activities.3":"Activity 3 - Questions and answers game with Scratch for Secondary School","training.lessons.5.title":"Making, robotics and tinkering in the classroom","training.lessons.5.author":"By Tullia Urschitz","training.lessons.5.text":`

    - The integration of coding, tinkering, robotics, and microelectronics as teaching and learning tools in the school curricula is key in 21st century education. -

    - -

    - Using tinkering and robotics in schools has many benefits for students, as it helps develop key competences such as problem solving, teamwork and collaboration. It also boosts students´ creativity and confidence and can help students develop perseverance and determination when faced with challenges. Robotics is also a field that promotes inclusivity, as it is easily accessible to a wide range of students with varying talents and skills (both boys and girls) and it positively influences students on the autism spectrum. -

    - -

    - Have a look at this video where Tullia Urschitz, Italian Scientix ambassador and STEM teacher in Sant’Ambrogio Di Valpolicella, Italy, will give some practical examples on how teachers can integrate tinkering and robotics in the classroom, thus transforming passive students into enthusiastic makers. -

    `,"training.lessons.5.activities.1":"Activity 1 - How to make a mechanical, hardboard hand for Primary School","training.lessons.5.activities.2":"Activity 2 - How to make a mechanical or robotic hand for Lower Secondary School","training.lessons.5.activities.3":"Activity 3 - How to make a mechanical or robotic hand for Upper Secondary School","training.lessons.6.title":"Developing creative thinking through mobile app development","training.lessons.6.author":"By Rosanna Kurrer","training.lessons.6.text":`

    - Have a look at this video where Rosanna Kurrer, (Founder of CyberWayFinder) explains what App Inventor is, goes through the advantages of using App development in the classroom and gives some practical examples on how teachers can integrate App Inventor in the classroom, transforming passive students into enthusiastic game makers. -

    - -

    - We all use applications as they are a convenient and fast way to coordinate our activities. They are also more and more used in education as they allow personalised learning and enable users to acquire information, so why not empower your students to build an educational app for others? -

    `,"training.lessons.6.activities.1":"Activity 1 – My First HelloWorld! Mobile App","training.lessons.6.activities.2":"Activity 2 – Drawing with Shapes App - Using Geometrical shapes and Math equations to draw","training.lessons.6.activities.3":"Activity 3 – TranslateMe App - Using Voice Computing blocks and the Yandex Translation Service","training.lessons.7.title":"Tinkering and Making","training.lessons.7.author":"By Diogo da Silva","training.lessons.7.text":`

    - Jobs and workplaces are changing and education is following in their footsteps. When preparing - students for 21st century careers, new skills such as tinkering, making and hacking become - essential, as they narrow the gap between school and reality. By transforming the classroom into - a collaborative environment that focuses on problem-solving, students are able to engage and - thrive. These activities promote discussion, thus allowing the classroom to become a - communication hub, where every contribution is important. -

    - -

    - Have a look at the video below, where Portuguese STEAM teacher Diogo da Silva, a member of - Escola Global, takes you step by step through developing a lesson that has your students tinker, - make and hack their way to a solution. - -

    `,"training.lessons.7.activities.1":"Activity 1 – Time gates: measuring speed with micro:bit","training.lessons.7.activities.2":"Activity 2 – Building a conductivity-based game using BBC micro:bit","training.lessons.7.activities.3":"Activity 3 – Building a smart luminaire using micro:bit","training.lessons.8.title":"Coding for all subjects","training.lessons.8.author":"By M. Isabel Blanco, M. Concepción Fernández, Elisabetta Nanni, Debora Carmela Niutta, Stefania Altieri","training.lessons.8.text":`

    - When you think of coding in the classroom, the first image that comes to mind is of computers, Technology, Mathematics or Science. However, given that students have a number of interests and subjects, why not use this in our favor and implement coding across the entire curriculum? -

    - -

    - Integrating coding in the classroom has many benefits, as it helps them develop their critical thinking and problem solving skills, become active users and lead their own learning process, which is essential in schools. However, the most important thing is that your students will be learning while having fun! -

    - -

    - Languages, Music or STEM are only some subjects that teachers can code in for future scientists, musicians, artists, anybody really! All teacher can integrate coding and computational thinking in the classroom. Using a CLIL lesson to explain a daily life algorithm, creating a felt joystick to learn about science or using educational robots to boost motivation in Mathematics are some examples of activities you can do in your classroom. -

    - -

    - Have a look at the video below to see how Music, Science or Languages teachers can easily integrate coding and computational thinking in the classroom, even though you have no previous experience. -

    `,"training.lessons.8.activities.1":"Tinkering and coding with Makey Makey, by M. Isabel Blanco and M. Concepción Fernández.","training.lessons.8.activities.2":"Music is coding, by Elisabetta Nanni.","training.lessons.8.activities.3":"Robotics and inclusion for primary in STEM, by Debora Carmela Niutta.","training.lessons.8.activities.4":"A daily life algorithm for a CLIL lesson, by Stefania Altieri.","training.lessons.9.title":"Making an automaton with a micro:bit","training.lessons.9.author":"by Pauline Maas","training.lessons.9.text":`

    - Using a Micro: bit, the easily programmable, pocket-sized computer, can be a fun and easy way to make interesting creations, from robots to musical instruments with your students, while at the same time teaching them how to code. It’s simple and easy to use for even the youngest programmers, while at the same time powerful enough for more advanced students. You can incorporate it in a variety of lessons from history to maths and even science. The possibilities are endless. The Micro: bit is an engaging and inexpensive way to teach students about coding while instilling crucial skills such as computational thinking, problem-solving, and creativity. -

    -

    - In this video, Pauline Maas, Computer Science teacher at Koninklijke Visio, will introduce the Micro: bit and give a few practical examples of how teachers can integrate it into the classroom, transforming passive students into enthusiastic creators. -

    `,"training.lessons.9.activities.1":"Morse Code with the micro: bit, for Primary School","training.lessons.9.activities.2":"Escape room with the micro: bit, for Lower Secondary School","training.lessons.9.activities.3":"Making an automaton, for Upper Secondary School","training.lessons.10.title":"Creative coding with Python","training.lessons.10.author":"by Ivana Vezjak","training.lessons.10.text":`

    - Moving from visual to text-based programming is a natural flow in coding. While visual programming is often great for beginners, after a while, students may crave a new challenge. Text-based programming is the next step for anyone who wants to dive further into programming and computational thinking.

    -In this video, Ivana Vezjak introduces you to Python’s basic syntax. Python is one of the most popular programming languages today, used in many fields like data science, AI, machine learning, web development, etc. While Python is a powerful programming language used by experienced programmers, it can be used even by those without any coding experience because of its simplicity and clear syntax.

    -With Python, students can create quizzes about historical events, solve math problems and make physics simulations, create games, build websites, conduct data analysis for scientific projects, and much more. Python has a rich and extensive standard library, a large community, and a great number of tutorials and projects available online, which can be used for teaching, learning, and practicing. By coding in Python, analysing programs, and fixing bugs, students develop creativity and learn how to be consistent, persistent, and patient. They learn analytical thinking and problem-solving skills by breaking down complex problems into smaller components. These competences will help them in how they approach problems in every other domain of their lives. - -

    `,"training.lessons.10.activities.1":"My first quiz, for Primary School","training.lessons.10.activities.2":"Hangman, for Lower Secondary School","training.lessons.10.activities.3":"Guess the flag!, for Upper Secondary School","training.lessons.10.links.1.url":"https://docs.python.org/3/library/","training.lessons.10.links.1.title":"Python Standard Library","training.lessons.10.links.1.description":"Collection of pre-built code and modules (e.g. turtle module, math module etc.)","training.lessons.10.links.2.url":"https://codecombat.com/","training.lessons.10.links.2.title":"CodeCombat","training.lessons.10.links.2.description":"Educational video game for learning programming concepts.","training.lessons.10.links.3.url":"https://projects.raspberrypi.org/en/codeclub","training.lessons.10.links.3.title":"CodeClub projects","training.lessons.10.links.3.description":"From beginners to advanced, step-by-step programming projects for kids.","training.lessons.10.links.4.url":"https://inventwithpython.com/invent4thed/","training.lessons.10.links.4.title":"Invent your own computer games with Python","training.lessons.10.links.4.description":"Book that will teach you how to program your own computer games with Python.","training.lessons.10.links.5.url":"https://www.codewars.com/","training.lessons.10.links.5.title":"CodeWars","training.lessons.10.links.5.description":"Educational community where students and teachers can train themselves through a series of challenges.","training.lessons.10.links.6.url":"https://hourofpython.com/","training.lessons.10.links.6.title":"Hour of Python","training.lessons.10.links.6.description":"Collection of Python introductory lessons (both text-based and blocks) using interactive Trinkets.","training.lessons.10.links.title":"Other related resources","training.lessons.11.title":"Coding for Inclusion","training.lessons.11.author":"by the Code Week team","training.lessons.11.text":`

    - Bringing coding into your classroom can be a challenge, especially if you have students with certain disabilities in your class. But it’s important to remember that anyone, no matter their abilities, can learn how to code. Children with special needs can greatly benefit from learning aspects of coding because it teaches students important life skills such as solving problems, organization, and independence. Coding can also improve interpersonal skills and social skills through collaboration and teamwork, skills which many children with disabilities struggle with. Most importantly, students have fun while learning alongside their peers. -

    - In this video, the Code Week team will show you some practical, easy, and fun coding activities especially adapted for students with visual impairments, Down syndrome, and students on the Autism Spectrum, that teachers can easily bring to their classroom. -

    `,"training.lessons.11.activities.1":"Egg carton Unplugged","training.lessons.11.activities.2":"A very smart mouse ","training.lessons.11.activities.3":"A star making stars","training.lessons.12.title":"Coding for sustainable development goals","training.lessons.12.author":"by Francisco Javier Masero, Cristina Nicolaita and Erviola Konomi","training.lessons.12.text.1":"Traditional education provides students with few opportunities to understand and solve real world problems such as global climate change, gender equality, hunger, poverty or good health and well-being. ","training.lessons.12.text.2":"The Sustainable Development Goals (SDGs) are the core of the 2030 Agenda for Sustainable Development, adopted by all member states of the United Nations as a road map to achieve peace and prosperity on the planet, encouraging global development. Teachers can use the SDGs in the classroom as a tool for students to develop their critical thinking, but also to help them find their identity and purpose. Combining basic elements of coding and computational thinking with the SDGs will boost your students’ confidence, and you will help them develop their creativity, entrepreneurial spirit, problem-solving or communication skills.","training.lessons.12.text.3":"In the activities below, students will apply the principles Scratch, ASCII coding and unplugged coding to topics of global and social relevance today. Teachers will be raising awareness about the sustainable development goals while helping them develop empathy, active citizenship, and prosocial skills in a fun and engaging way.","training.lessons.12.text.4":"These lesson plans focus on one of the SDGs each:","training.lessons.12.text.5":"Sustainable Development Goal 3: Ensure healthy lives and promote well-being for all at all ages","training.lessons.12.text.6":"Sustainable Development Goal 5: Achieve gender equality and empower all women and girls","training.lessons.12.text.7":"Sustainable Development Goal 13: Take urgent action to combat climate change and its impacts ","training.lessons.12.activities.1":"Karateka project: Knowing the karate through programming, for Primary, Lower and Upper Secondary School","training.lessons.12.activities.2":"Sustainable development goals and coding for climate change, for Primary School","training.lessons.12.activities.3":"Coding for gender equality, for Upper Secondary School","training.lessons.13.title":"Introduction to Artificial Intelligence in the classroom","training.lessons.13.author":"by Artur Coelho and Marjana Prifti Skenduli","training.lessons.13.text.1":"Artificial Intelligence (AI) has an impact on many areas of daily life: it autocorrects the text you type on your phone, choses the music your favourite music app plays, and it remembers your passwords when you have forgotten them. AI refers to a combination of machine learning, robotics, and algorithms, with applications in all fields: from computer science to manufacturing, and from medicine to fashion. Therefore, it has an undeniable place in our lives and in our societies and it plays a key role in science development. And as any other important phenomena in our lives, students will benefit from learning about it. But how to teach about such a complex thing as AI?","training.lessons.13.text.2":"This Learning Bit will help you explain to students what AI is and what role does it play in students’ lives. These activities are designed for non-experts to easily understand the contents, and to be able to effectively break down complex terms into easily understandable ideas. With these lesson plans you can help students learn the uses of AI and some of the mechanisms behind it. These activities are designed for students to develop their analytical and critical thinking skills: for example, in Marjana’s activity students develop a classification pipeline. These activities will also help students understand the varied applications of AI: in Artur’s activity they will learn about the link between AI and Art, and how AI can be used to enhance visual expression. With these activities, students will also reflect on the dangers of AI, and their impact.","training.lessons.13.activities.1":"Human-AI- Art, for Primary School","training.lessons.13.activities.2":"Teaching Machines to Classify: Intro to Supervised Machine Learning, for Lower Secondary School","training.lessons.13.activities.3":"Teaching Machines to Classify: Intro to Supervised Machine Learning, for Upper Secondary School","training.lessons.14.title":"Learning in the Age of Intelligent Machines","training.lessons.14.author":"by Adil Tugyan, Georgia Lascaris and Marco Neves","training.lessons.14.text.1":"The progress of AI in recent years has been impressive thanks to rapid advances in computing power and the availability of large amounts of data. This has led to substantial investments in AI research and rapid expansion of the AI industry, making AI a major technological revolution of our time. AI is all around us. It has become part of our daily routine, so much so that we sometimes do not think of it as AI: we use online recommendation, face detection, security systems and voice assistants almost every day. But what about education? ","training.lessons.14.text.2":"AI has huge potential to enable new ways of teaching and learning and to enhance student learning. This Learning Bit will help you integrate authentic AI activities in your teaching and help you prepare your students for life and career in a world shaped by AI. These activities have been designed for students to develop their curiosity, problem-solving and creativity skills: for example, in Adil’s activity, students learn about algorithms and neural networks and they are encouraged to create their own neural network to visualise an AI brain. Georgia will guide your students in a step-by-step development of a chatbot. Students will build their own chatbot, prepare datasets of questions and answers and train it so it can answer questions about Covid-19. In Marco’s activity, students will explore the benefits and challenges of intelligent machines in everyday life and work. What are the risks of AI that we need to consider? What impacts will AI have on the future of work? What jobs will be offered to them when they enter the job market in the future?","training.lessons.14.activities.1":"AI and Its Neural Networks","training.lessons.14.activities.2":"My Covid-19 Chatbot","training.lessons.14.activities.3":"Living in the Age of “Smart Machines”: Challenges and Opportunities","training.lessons.14.activities.title":"In the lesson plans below, students will learn about intelligent machines in a fun and engaging way.","training.lessons.15.title":"Mining Media Literacy","training.lessons.15.author":"by Marijana Smolčec, Tea Horvatić and Sanja Božinović","training.lessons.15.text.0":"Media literacy education has never been more important for today’s students. Students of all ages need to gain relevant skills, knowledge and attitudes to be able to navigate our media-rich world. Media literacy skills will help them use credible online content and recognise misleading sources of information. They will understand how to fact-check information they find online and critically interpret it. They will raise their awareness of proper use of creative work and apply their learning when creating their own creative content.","training.lessons.15.text.1":"This Learning Bit will enable you to implement various strategies and techniques to empower your students to become media literate. In Marijana’s activity, students learn how to use Web content safely and responsibly. They are introduced to different types of licenses and they develop a simple app to demonstrate how to share creative work properly. In Tea’s activity, students embark on a quest to learn about clickbaits. Through engaging tasks students explore strategies to identify and uncover clickbaits and learn how to avoid them. Sanja allows students to explore and critically analyse and evaluate Web content, its relevance, accuracy, origin and purpose. They learn how to find reliable sources online and how to recognise false online information.","training.lessons.15.text.2":"In the lesson plans below, you will find inspiring and engaging activities to enhance student media literacy skills:","training.lessons.15.activities.1":"Is it free if it is on the Internet?","training.lessons.15.activities.2":"To click or not to click","training.lessons.15.activities.3":"Fact-checking","training.lessons.16.title":"STORY-TELLING WITH HEDY","training.lessons.16.author":"by Felienne Hermans","training.lessons.16.text.0":"Have your pupils already mastered a visual programming language, but don’t feel ready to delve deeper into a text-based programming language? Then this learning bit is just for you and your pupils because it will help them bridge the gap between a visual and a text-based programming language. The learning bit Story-telling with Hedy comprises three lesson plans that use Hedy – a gradual programming language to teach children programming.","training.lessons.16.text.1":"Hedy is aimed at children who want to get started with textual programming languages, but for whom starting with Python might still be too complex. Gradual languages use different language levels, where each level adds new concepts and syntactic complexity. At the end of the Hedy level sequence, pupils master a subset of syntactically valid Python.","training.lessons.16.text.2":"In this Learning Bit you will find inspiring and engaging activities to help your students to efficiently use text-based programming languages. By creating their own interactive stories, they will gradually learn programming, without having to learn everything at once. In the lesson plan for primary school, pupils are introduced to the basic concepts of programming. The lesson plan for lower secondary school introduces further programming concepts, whereas the lesson plan for upper secondary enables pupils to program more complex stories and activities.","training.lessons.16.text.3":"Check out the interactive story below to see how readers can participate in the story and how it fosters their active engagement.","training.lessons.16.activities.1":"Make your own interactive story with Hedy for primary school pupils","training.lessons.16.activities.2":"Make your own interactive story with Hedy for lower secondary pupils","training.lessons.16.activities.3":"Make your own interactive story with Hedy for upper school pupils","training.lessons.17.title":"Feel The Code","training.lessons.17.author":"by Alenka Miljević","training.lessons.17.text.0":"Social and emotional well-being is the ability to be resilient, know how to manage one’s emotions and respond to other people's emotions, develop meaningful relationships with others, generate emotions that lead to good feelings and create one own’s emotional support network. The social and emotional skills that young people learn in school help them build resilience and set the pattern for how they will manage their physical and mental health throughout their lives. (Council of Europe).","training.lessons.17.text.1":"The Learning Bit Feel the Code will enable you to foster your pupils’ social and emotional well-being by recognizing, explaining, understanding and responding to positive and negative feelings and emotions in order to build empathy and resilience. In this Learning Bit you will find inspiring and engaging activities to help your students develop skills to cope with different emotions through coding. Your pupils will learn how to express their feelings and how to react to their peers’ emotions with the help of a Bee bot robot.","training.lessons.17.text.2":"The learning bit Feel the Code comprises three lesson plans that use a Bee-bot educational robot to create activities that encourage students to talk about emotions and develop empathy. In the lesson plan for primary school, pupils program a Bee bot to talk about emotions such as sadness, happiness, fear and anger and discover reasons why they and their peers feel these emotions. The lesson plan for lower secondary school encourages pupils to program a Bee bot, recognize their own and their peers’ feelings, understand what caused them and how to respond to them. The lesson plan for upper secondary school enables pupils to navigate a Bee bot and invent stories about feelings, resilience and empathy.","training.lessons.17.text.3":"If you don’t have an educational robot in your classroom, this Learning Bit will provide you with ideas for unplugged activities that foster the development of social and emotional skills. The interactive below gives a brief overview of the activities that you can do in your classroom:","training.lessons.17.activities.1":"Code - Feel - Learn for primary school pupils","training.lessons.17.activities.2":"My heart isn’t made of stone for lower secondary pupils","training.lessons.17.activities.3":"Code me to the mood for upper school pupils","training.lessons.18.title":"Врятуй воду","training.lessons.18.author":"автор Франциско Дельгадо Сесілія","training.lessons.18.text.0":"«Врятуй воду» — це відповідь на необхідність вирішення проблеми забруднення води. Незважаючи на зусилля, докладені в останні роки, ще й досі 2 мільярди людей у світі не мають доступу до безпечної питної води. Це означає, що 6-та Ціль сталого розвитку (ЦСР) Порядку денного до 2030 року, яка передбачає, що до 2030 року всі люди повинні мати доступ до безпечного водопостачання та санітарії, ще далека від досягнення. Те саме стосується ЦСР 14 (морське життя), метою якої є збереження та стале використання океанів, морів і морських ресурсів в інтересах сталого розвитку.","training.lessons.18.text.1":"Цей навчальний блок (Learning Bit) зосереджується на актуальному питанні визначення якості води та нових забруднюючих речовин, які ставлять під загрозу якість води. Учні матимуть можливість досліджувати та шукати рішення реальних проблем, пов'язаних із водою та навколишнім середовищем, що дозволить їм розвинути такі навички, як дослідження, критичне мислення та вирішення задач.","training.lessons.18.text.2":"Плани занять включають практичні та творчі вправи, такі як програмування на Scratch, знайомство з машинним навчанням та штучним інтелектом за допомогою додатка Learning Machine Learning, а також створення керованих транспортних засобів з наборів Lego для відбору проб води та визначення їхнього рівня рН. Ці вправи дозволять учням застосувати свої навички та знання на практиці в інтерактивному та ігровому середовищі, що підвищить їхню мотивацію та зацікавленість у проєкті.","training.lessons.18.text.3":"Для реалізації цього навчального блоку (Learning Bit) пропонується розробити три види вправ у класі, щоб завершити весь проєкт і отримати більш змістовний і мотивуючий навчальний процес. Однак кожна вправа може виконуватися й окремо від інших.","training.lessons.18.activities.1":"Врятуй воду зі SCRATCH","training.lessons.18.activities.2":"Врятуй воду з машинним навчанням","training.lessons.18.activities.3":"Врятуй воду з робототехнікою","training.download_video_script":"Download the video script","training.ready_to_share":"Ready to share what you learnt with your students?","training.choose_lessons":"Choose one of the lesson plans below and organize an activity with your students.","training.footer.title":"Do not forget to add your activity to the Code Week Map!","training.footer.text":`

    - You can easily organize a lesson in your classroom, an open day, or an event at your school. Just find a date and register your activity in the Code Week map. Each activity organizer will get a certificate of participation for their effort. -

    - -

    - If you would like to connect with an international group of enthusiastic teachers, join the EU Code Week Facebook group for teachers! To take a step further and collaborate with other schools in your country or across borders – join the Code Week 4 All challenge. -

    `,"values.1.title":"Тиждень кодування ЄС незалежний","values.1.content":"Тиждень кодування ЄС — це спільнота, рушійною силою якої є волонтери. Ми не працюємо в економічних інтересах. Ми поважаємо та цінуємо ідеї, переконання і культури інших людей. Ми беремо участь у Тижні кодування ЄС, тому що віримо у важливість того, що робимо. Це наша сила. Ми хочемо, щоб обчислювальне мислення, кодування, робототехніка, ремонт апаратного забезпечення, комп’ютерні науки та цифрові навички загалом стали доступними для кожного. ","values.2.title":"Тиждень кодування ЄС для кожного","values.2.content":"Кожен може організувати заходи в рамках Тижня кодування ЄС. Ми розуміємо, наскільки важливо, аби події Тижня кодування ЄС було організовано для кожного незалежно від віку, кольору шкіри, статті, культурного виховання та інтелектуальних здібностей. Заходи можуть слугувати відправною точкою для пробудження інтересу та зацікавленості або допомогти розвинути навички ще далі. Наші принципи — рівність, повага, свобода та інклюзивність. Ми хочемо, аби всі учасники пізнавали технології і творили з ними весело.","values.3.title":"Тиждень кодування ЄС глокальний","values.3.content.1":"Тиждень кодування ЄС прагне потрапити до Вас незалежно від того, чи Ви живете у великому місті, в адміністративному центрі чи у віддаленому селі. Ми приділяємо особливу увагу підтримці місцевих організаторів","values.3.content.2":"матеріалами,","values.3.content.3":"укладеними їхньою рідною мовою та пристосованими до їхніх потреб. Карта","values.3.content.4":"Тижня кодування ЄС —","values.3.content.5":"ключовий інструмент, де реєструють усі заходи та зазначають їхню точну локацію. Разом із тим, Тиждень кодування ЄС є глобальним і радо приймає до своєї спільноти людей з усього світу. Ми «глокальні».","values.4.title":"Тиждень кодування ЄС — це співпраця","values.4.content.1":"Члени спільноти Тижня кодування ЄС взаємодіють, обмінюються інформацією, навчаються один в одного та здобувають знання разом. Ми взаємопов’язані та підтримуємо один одного. Ми обмінюємося ресурсами, ідеями та успішними практиками. Ми заохочуємо партнерство та обмін знаннями.","values.4.content.2":"Виклик «EU Code Week 4 All»","values.4.content.3":"має на меті прокласти мости між країнами та спільнотами. Він допомагає поширювати позитивну енергетику та об’єднує людей, які можуть вчитися один в одного.","values.5.title":"Тиждень кодування ЄС неприбутковий","values.5.content.1":"Усі заходи Тижня кодування ЄС неприбуткові. Усі ","values.5.content.2":"ресурси","values.5.content.3":"на вебсайті Тижня кодування ЄС безоплатні. Усі тренінги та онлайн-курси Тижня кодування ЄС безоплатні.","values.6.title":"Тиждень кодування ЄС заохочує до інновацій","values.6.content":"Новим ідеям завжди раді. Тиждень кодування ЄС заохочує до інновацій, творчості і далекоглядного мислення. Ми відкриті до зворотного зв’язку та критики і вдячні за них, тому ми зможемо ухвалювати зважені рішення і розвивати Тиждень кодування ЄС. Навіть невдачі допоможуть нам зростати як особистостям та як спільноті.","values.7.title":"Тиждень кодування ЄС вдячний своїй спільноті","values.7.content":"Ми вдячні за підтримку вчителям, наставникам та іншим організаторам заходів, учням, батькам, клубам кодування та всім партнерам, з якими ми працюємо. У нас усіх одна мета. Ми хочемо познайомити якомога більше людей з обчислювальним мисленням, кодуванням, комп’ютерними науками та цифровими навичками загалом.","values.title":"Заява про цінності Тижня кодування ЄС","values.description.1.1":"Тиждень кодування ЄС — це рух, втілений волонтерами –","values.description.1.2":"послами","values.description.1.3":", провідними вчителями і фанатами кодування з усього світу. Його підтримують","values.description.1.4":"Європейська комісія","values.description.1.5":"та міністерства освіти в країнах Європейського Союзу і Західних Балкан.","values.description.2":"Серцем Тижня кодування ЄС є спільнота організаторів-волонтерів заходів, а саме, вчителі, наставники, клуби кодування, бібліотеки, приватні компанії, батьки та неурядові організації. Вони присвячують свій час, енергію та вміння, щоб познайомити з обчислювальним мисленням, кодуванням, робототехнікою, ремонтом апаратного забезпечення, комп’ютерними науками та цифровими навичками загалом якомога більше людей у Європі та в світі.","values.description.3":"Тиждень кодування ЄС — це також мільйони його учасників, а саме, люди будь-якої статі, будь-якого віку та походження, будь-якої культури та з будь-якими навичками з усього світу.","values.description.4":"Ми пишаємося, що ми — Тиждень кодування ЄС. Це наші цінності. І вони завжди керують нашою роботою та нашими рішеннями.","why-coding.titles.0":"Чому кодування?","why-coding.titles.1":"Ідеться про втілення ідей у життя","why-coding.titles.2":"Ідеться про розвиток ключових навичок","why-coding.titles.3":"Зрештою, ідеться про формування нашого майбутнього","why-coding.texts.0":"Ідеться про Пію, якій здавалося, що вона мусить вивчати право, але завжди захоплювалася математикою та іграми з комп’ютерами. Ідеться про Марка, у якого є ідея поліпшеної соціальної мережі, але він не знає, як створити її самотужки. Ідеться про Еліс, яка мріє створити робота, тому що батьки забороняють їй завести кота. Ідеться про тих із-поміж вас, хто вже допомагає здійснювати ці мрії.","why-coding.texts.1":"Насправді йдеться про всіх нас та про те, як ми формуємо наше життя і наше майбутнє. Ми здатні на краще, ніж просто обмінюватися постами і ставити вподобайки. Ми можемо втілювати наші ідеї в життя, створювати речі, які приноситимуть радість іншим.","why-coding.texts.2":"Ніколи не було так легко розробити застосунок, створити власного робота чи — хто знає — винайти літальний автомобіль! Ця мандрівка нелегка, проте вона сповнена креативних викликів, моря веселощів та підтримки від спільноти. Готові прийняти виклик і стати цифровим творцем?","why-coding.texts.3":"Мова програмування така, як будь-яка інша мова. Але в цьому випадку діти не навчаються висловлювати свої думки та спілкуватися з іншими людьми. Натомість вони повинні зрозуміти, як спілкуватися з технологіями. Із технологіями, що оточують нас — у телефонах, комп’ютерах, транспорті, повсюди!","why-coding.texts.4":"Проте розуміння комп’ютерів та спілкування з ними — лише частина справи. Кодування допомагає розвинути багатопрофільні навички, як-от обчислювальне мислення, вирішення проблем, творчість та командна робота — чудові навички для всіх сфер життя. Здатність вирішувати проблеми, долати невдачі та відновлювати спроби, співпрацювати з іншими — цих якостей потребують в багатьох галузях.","why-coding.texts.5":"Ще сто років тому мови програмування навіть не існувало. Сьогодні код навколо нас, і практично все можна запрограмувати, навіть взуття та упаковку для каш! То навіщо дозволяти іншим влаштовувати наше майбутнє, якщо ми можемо стати творцями і втілювати наші бачення та ідеї? Зрештою, єдиним обмеженням є наша уява.","why-coding.texts.6":"Алессандро Больйоло, координатор команди послів-волонтерів Тижня кодування ЄС зазначив:","why-coding.texts.7":"«Споконвіку ми виготовляли безліч речей за допомогою каменю, заліза, паперу та олівця, що змінило наше життя. Тепер ми живемо в іншій епосі, де наш світ створюють за кодом. У різних епох різні вимоги до роботи, умінь та навичок. Протягом Тижня кодування ми хочемо дати кожному європейцю можливість відкрити кодування і весело провести час. Вивчаймо кодування, щоб вершити наше майбутнє»","why-coding.texts.8":"Зрештою, програмування — це навичка, якої потребують практично у всіх галузях: не лише в галузі технологій, а й у галузі фінансів, охорони здоров’я, науки, навіть дизайну та сільського господарства, і попит на неї зростає. Діти, котрі вміють кодувати, розуміють, як працюють технології, і тому мають певну перевагу, незважаючи на професійний шлях, який вони врешті-решт оберуть.","why-coding.texts.9":"Відчуваєте натхнення?","why-coding.texts.10":"Долучайтеся до Тижня кодування ЄС!","why-coding.texts.11":"Потрібно більше інформації для роздумів?","why-coding.texts.12":"Читайте детальніше в нашому блозі."};export{e as default}; diff --git a/public/build/manifest.json b/public/build/manifest.json old mode 100644 new mode 100755 index 739b3b988..2bebeb823 --- a/public/build/manifest.json +++ b/public/build/manifest.json @@ -1,6 +1,6 @@ { "resources/assets/sass/app.scss": { - "file": "assets/app-BIj38RBw.css", + "file": "assets/app-Cb5HupCJ.css", "src": "resources/assets/sass/app.scss", "isEntry": true }, @@ -10,7 +10,7 @@ "isEntry": true }, "resources/js/app.js": { - "file": "assets/app-DL_bjjRd.js", + "file": "assets/app-D6D--Lft.js", "name": "app", "src": "resources/js/app.js", "isEntry": true, @@ -51,181 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expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=\/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6InJSN0tud0dKK2ZrM1NKZjBOQzY5RWc9PSIsInZhbHVlIjoiSHdNMU9pOHhZeGl1NmJNSldPNkdGSU50TlE0Rm9rUTh6QjZhdndoSXUveWZTOGk5d2JFcVl4SmRVU1JvV24vZ01MU3U3SHlxVGlWMmNBejM0RXJNYUFQK0NRTjNCeVppckZBTlArdnMwejE3QUFQcE85MHdMMnllcU9hZXN3Z2ciLCJtYWMiOiIyNzRkMjU5YTMzZGU3MDEwNmVlMGUwNWI4MTQ4MDZmMTI1YjhhNjBjNDE1MjBkOGYyM2I2Y2EzZmJhOTE4N2YxIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=\/; domain=localhost; httponly; samesite=lax" + } + ], + "code": 401, + "body": "{\"message\":\"Unauthenticated.\"}", + "name": "" + } + ] + }, + { + "name": "POST api\/event\/reject\/{event_id}", + "request": { + "url": { + "host": "{{baseUrl}}", + "path": "api\/event\/reject\/:event_id", + "query": [], + "raw": "{{baseUrl}}\/api\/event\/reject\/:event_id", + "variable": [ + { + "id": "event_id", + "key": "event_id", + "value": "1", + "description": "The ID of the event." + } + ] + }, + "method": "POST", + "header": [ + { + "key": "Content-Type", + "value": "application\/json" + }, + { + "key": "Accept", + "value": "application\/json" + } + ], + "body": null, + "description": "", + "auth": { + "type": "noauth" + } + }, + "response": [] + }, + { + "name": "GET api\/proxy\/geocode", + "request": { + "url": { + "host": "{{baseUrl}}", + "path": "api\/proxy\/geocode", + "query": [], + "raw": "{{baseUrl}}\/api\/proxy\/geocode" + }, + "method": "GET", + "header": [ + { + "key": "Content-Type", + "value": "application\/json" + }, + { + "key": "Accept", + "value": "application\/json" + } + ], + "body": null, + "description": "", + "auth": { + "type": "noauth" + } + }, + "response": [ + { + "header": [ + { + "key": "cache-control", + "value": "no-cache, private" + }, + { + "key": "content-type", + "value": "application\/json" + }, + { + "key": "access-control-allow-origin", + "value": "*" + }, + { + "key": "set-cookie", + "value": "XSRF-TOKEN=eyJpdiI6IlYwTjJDL2FaUTRsajZLOVRPUFllbmc9PSIsInZhbHVlIjoiS0dvUXJiNU95TmtueHZMblMrcC9pWERDOTUvdFM4S1RVNFpEZkFHZ09nUFdYamp0clJyNnRLTk4ySDZTSk9wc3kxcThvd0xJQTlPUnphZHBRQTMvU0FMZTRqbWJvYm9sM0pkTitWS0ljbk5qQWZsNFQycU9lTVkwZG1RVTBlM2UiLCJtYWMiOiI4ZDAzOWE3NGM5YjY2ZTZjMzM2NWM5NWVhNmIyZTA4NGNmNDk2YmIzNTBhYjkyZTM3YzkxOTFlOWJkMjU3YWY3IiwidGFnIjoiIn0%3D; 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+ -ms-text-size-adjust: 100%; + -webkit-text-size-adjust: 100% +} + +body { + margin: 0 +} + +article, +aside, +details, +figcaption, +figure, +footer, +header, +hgroup, +main, +menu, +nav, +section, +summary { + display: block +} + +audio, +canvas, +progress, +video { + display: inline-block; + vertical-align: baseline +} + +audio:not([controls]) { + display: none; + height: 0 +} + +[hidden], +template { + display: none +} + +a { + background-color: transparent +} + +a:active, +a:hover { + outline: 0 +} + +abbr[title] { + border-bottom: 1px dotted +} + +b, +strong { + font-weight: bold +} + +dfn { + font-style: italic +} + +h1 { + font-size: 2em; + margin: 0.67em 0 +} + +mark { + background: #ff0; + color: #000 +} + +small { + font-size: 80% +} + +sub, +sup { + font-size: 75%; + line-height: 0; + position: relative; + vertical-align: baseline +} + +sup { + top: -0.5em +} + +sub { + bottom: -0.25em +} + +img { + border: 0 +} + +svg:not(:root) { + overflow: hidden +} + +figure { + margin: 1em 40px +} + +hr { + box-sizing: content-box; + height: 0 +} + +pre { + overflow: auto +} + +code, +kbd, +pre, +samp { + font-family: monospace, monospace; + font-size: 1em +} + +button, +input, +optgroup, +select, +textarea { + color: inherit; + font: inherit; + margin: 0 +} + +button { + overflow: visible +} + +button, +select { + text-transform: none +} + +button, +html input[type="button"], +input[type="reset"], +input[type="submit"] { + -webkit-appearance: button; + cursor: pointer +} + +button[disabled], +html input[disabled] { + cursor: default +} + +button::-moz-focus-inner, +input::-moz-focus-inner { + border: 0; + padding: 0 +} + +input { + line-height: normal +} + +input[type="checkbox"], +input[type="radio"] { + box-sizing: border-box; + padding: 0 +} + +input[type="number"]::-webkit-inner-spin-button, +input[type="number"]::-webkit-outer-spin-button { + height: auto +} + +input[type="search"] { + -webkit-appearance: textfield; + box-sizing: content-box +} + +input[type="search"]::-webkit-search-cancel-button, +input[type="search"]::-webkit-search-decoration { + -webkit-appearance: none +} + +fieldset { + border: 1px solid #c0c0c0; + margin: 0 2px; + padding: 0.35em 0.625em 0.75em +} + +legend { + border: 0; + padding: 0 +} + +textarea { + overflow: auto +} + +optgroup { + font-weight: bold +} + +table { + border-collapse: collapse; + border-spacing: 0 +} + +td, +th { + padding: 0 +} + +.content h1, +.content h2, +.content h3, +.content h4, +body { + font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; + font-size: 14px +} + +.content h1, +.content h2, +.content h3, +.content h4 { + font-weight: bold +} + +.content pre, +.content code { + font-family: Consolas, Menlo, Monaco, "Lucida Console", "Liberation Mono", "DejaVu Sans Mono", "Bitstream Vera Sans Mono", "Courier New", monospace, serif; + font-size: 12px; + line-height: 1.5 +} + +.content pre, +.content code { + word-break: break-all; + -webkit-hyphens: auto; + -ms-hyphens: auto; + hyphens: auto +} + +@font-face { + font-family: 'slate'; + src: url(../fonts/slate.eot?-syv14m); + src: url(../fonts/slate.eot?#iefix-syv14m) format("embedded-opentype"), url(../fonts/slate.woff2?-syv14m) format("woff2"), url(../fonts/slate.woff?-syv14m) format("woff"), url(../fonts/slate.ttf?-syv14m) format("truetype"), url(../fonts/slate.svg?-syv14m#slate) format("svg"); + font-weight: normal; + font-style: normal +} + +.content aside.warning:before, +.content aside.notice:before, +.content aside.success:before { + font-family: 'slate'; + speak: none; + font-style: normal; + font-weight: normal; + font-variant: normal; + text-transform: none; + line-height: 1 +} + +.content aside.warning:before { + content: "\e600" +} + +.content aside.notice:before { + content: "\e602" +} + +.content aside.success:before { + content: "\e606" +} + +.tocify, +.toc-footer, +.lang-selector, +.search, +#nav-button { + display: none +} + +.tocify-wrapper>img { + margin: 0 auto; + display: block +} + +.content { + font-size: 12px +} + +.content pre, +.content code { + border: 1px solid #999; + border-radius: 5px; + font-size: 0.8em +} + +.content pre code { + border: 0 +} + +.content pre { + padding: 1.3em +} + +.content code { + padding: 0.2em +} + +.content table { + border: 1px solid #999 +} + +.content table tr { + border-bottom: 1px solid #999 +} + +.content table td, +.content table th { + padding: 0.7em +} + +.content p { + line-height: 1.5 +} + +.content a { + text-decoration: none; + color: #000 +} + +.content h1 { + font-size: 2.5em; + padding-top: 0.5em; + padding-bottom: 0.5em; + margin-top: 1em; + margin-bottom: 21px; + border: 2px solid #ccc; + border-width: 2px 0; + text-align: center +} + +.content h2 { + font-size: 1.8em; + margin-top: 2em; + border-top: 2px solid #ccc; + padding-top: 0.8em +} + +.content h1+h2, +.content h1+div+h2 { + border-top: none; + padding-top: 0; + margin-top: 0 +} + +.content h3, +.content h4 { + font-size: 0.8em; + margin-top: 1.5em; + margin-bottom: 0.8em; + text-transform: uppercase +} + +.content h5, +.content h6 { + text-transform: uppercase +} + +.content aside { + padding: 1em; + border: 1px solid #ccc; + border-radius: 5px; + margin-top: 1.5em; + margin-bottom: 1.5em; + line-height: 1.6 +} + +.content aside:before { + vertical-align: middle; + padding-right: 0.5em; + font-size: 14px +} diff --git a/public/docs/css/theme-default.style.css b/public/docs/css/theme-default.style.css new file mode 100755 index 000000000..dd7d3aa73 --- /dev/null +++ b/public/docs/css/theme-default.style.css @@ -0,0 +1,1097 @@ +/*! normalize.css v3.0.2 | MIT License | git.io/normalize */ + +html { + font-family: 'Open Sans', sans-serif; + font-size: 1.2em; + -ms-text-size-adjust: 100%; + -webkit-text-size-adjust: 100% +} + +body { + margin: 0 +} + +article, +aside, +details, +figcaption, +figure, +footer, +header, +hgroup, +main, +menu, +nav, +section { + display: block +} + +summary { + cursor: pointer; +} + +audio, +canvas, +progress, +video { + display: inline-block; + vertical-align: baseline +} + +audio:not([controls]) { + display: none; + height: 0 +} + +[hidden], +template { + display: none +} + +a { + background-color: transparent +} + +a:active, +a:hover { + outline: 0 +} + +abbr[title] { + border-bottom: 1px dotted +} + +b, +strong { + font-weight: 700 +} + +dfn { + font-style: italic +} + +h1 { + font-size: 2em; + margin: .67em 0 +} + +mark { + background: #ff0; + color: #000 +} + +small { + font-size: 80% +} + +sub, +sup { + font-size: 75%; + line-height: 0; + position: relative; + vertical-align: baseline +} + +sup { + top: -.5em +} + +sub { + bottom: -.25em +} + +img { + border: 0 +} + +svg:not(:root) { + overflow: hidden +} + +figure { + margin: 1em 40px +} + +hr { + box-sizing: content-box; + height: 0 +} + +pre { + overflow: auto +} + +code, +kbd, +pre, +samp { + font-family: monospace, monospace; + font-size: 1em +} + +button, +input, +optgroup, +select, +textarea { + color: inherit; + font: inherit; + margin: 0 +} + +button { + overflow: visible +} + +button, +select { + text-transform: none +} + +button, +html input[type=button], +input[type=reset], +input[type=submit] { + -webkit-appearance: button; + cursor: pointer +} + +button[disabled], +html input[disabled] { + cursor: default +} + +button::-moz-focus-inner, +input::-moz-focus-inner { + border: 0; + padding: 0 +} + +input { + line-height: normal +} + +input[type=checkbox], +input[type=radio] { + box-sizing: border-box; + padding: 0 +} + +input[type=number]::-webkit-inner-spin-button, +input[type=number]::-webkit-outer-spin-button { + height: auto +} + +input[type=search] { + -webkit-appearance: textfield; + box-sizing: content-box +} + +input[type=search]::-webkit-search-cancel-button, +input[type=search]::-webkit-search-decoration { + -webkit-appearance: none +} + +fieldset { + border: 1px solid silver; + margin: 0 2px; + padding: .35em .625em .75em +} + +legend { + border: 0; + padding: 0 +} + +textarea { + overflow: auto +} + +optgroup { + font-weight: 700 +} + +table { + border-collapse: collapse; + border-spacing: 0 +} + +td, +th { + padding: 0 +} + +body, +html { + font-family: 'Open Sans', Helvetica Neue, Helvetica, Arial, Microsoft Yahei, 微软雅黑, STXihei, 华文细黑, sans-serif; + font-size: 16px; +} + +.content h1, +.content h2, +.content h3, +.content h4, +.content h5, +.content h6 { + font-family: 'Open Sans', Helvetica Neue, Helvetica, Arial, Microsoft Yahei, 微软雅黑, STXihei, 华文细黑, sans-serif; +} + +.content h1, +.content h2, +.content h3, +.content h4, +.content h5, +.content h6 { + font-weight: 700 +} + +.content code, +.content pre { + font-family: Consolas, Menlo, Monaco, Lucida Console, Liberation Mono, DejaVu Sans Mono, Bitstream Vera Sans Mono, Courier New, monospace, serif; + font-size: 14px; + line-height: 1.5 +} + +.content code { + word-break: break-all; + word-break: break-word; + -webkit-hyphens: auto; + -ms-hyphens: auto; + hyphens: auto +} + +.content aside.notice:before, +.content aside.success:before, +.content aside.warning:before, +.tocify-wrapper>.search:before { + font-family: 'Open Sans', sans-serif; + speak: none; + font-style: normal; + font-variant: normal; + text-transform: none; + line-height: 1 +} + +.content aside.warning:before { + content: "✋" +} + +.content aside.notice:before { + content: "ℹ" +} + +.content aside.success:before { + content: "✅" +} + +.tocify-wrapper>.search:before { + content: "🔎" +} + +.highlight .c, +.highlight .c1, +.highlight .cm, +.highlight .cs { + color: #909090 +} + +.highlight, +.highlight .w { + background-color: #292929 +} + +.hljs { + display: block; + overflow-x: auto; + padding: .5em; + background: #23241f +} + +.hljs, +.hljs-subst, +.hljs-tag { + color: #f8f8f2 +} + +.hljs-emphasis, +.hljs-strong { + color: #a8a8a2 +} + +.hljs-bullet, +.hljs-link, +.hljs-literal, +.hljs-number, +.hljs-quote, +.hljs-regexp { + color: #ae81ff +} + +.hljs-code, +.hljs-section, +.hljs-selector-class, +.hljs-title { + color: #a6e22e +} + +.hljs-strong { + font-weight: 700 +} + +.hljs-emphasis { + font-style: italic +} + +.hljs-attr, +.hljs-keyword, +.hljs-name, +.hljs-selector-tag { + color: #f92672 +} + +.hljs-attribute, +.hljs-symbol { + color: #66d9ef +} + +.hljs-class .hljs-title, +.hljs-params { + color: #f8f8f2 +} + +.hljs-addition, +.hljs-built_in, +.hljs-builtin-name, +.hljs-selector-attr, +.hljs-selector-id, +.hljs-selector-pseudo, +.hljs-string, +.hljs-template-variable, +.hljs-type, +.hljs-variable { + color: #e6db74 +} + +.hljs-comment, +.hljs-deletion, +.hljs-meta { + color: #75715e +} + +body, +html { + color: #333; + padding: 0; + margin: 0; + -webkit-font-smoothing: antialiased; + -moz-osx-font-smoothing: grayscale; + background-color: whitesmoke; + height: 100%; + -webkit-text-size-adjust: none +} + +#toc>ul>li>a>span { + float: right; + background-color: #2484ff; + border-radius: 40px; + width: 20px +} + +.tocify-wrapper { + transition: left .3s ease-in-out; + overflow-y: auto; + overflow-x: hidden; + position: fixed; + z-index: 30; + top: 0; + left: 0; + bottom: 0; + width: 230px; + background-color: #393939; + font-size: 13px; + font-weight: 700 +} + +.tocify-wrapper .lang-selector { + display: none +} + +.tocify-wrapper .lang-selector a { + padding-top: .5em; + padding-bottom: .5em +} + +.tocify-wrapper>img { + display: block +} + +.tocify-wrapper>.search { + position: relative +} + +.tocify-wrapper>.search input { + background: #393939; + border-width: 0 0 1px; + border-color: #666; + padding: 6px 0 6px 20px; + box-sizing: border-box; + margin: 10px 15px; + width: 200px; + outline: none; + color: #fff; + border-radius: 0 +} + +.tocify-wrapper>.search:before { + position: absolute; + top: 17px; + left: 15px; + color: #fff +} + +.tocify-wrapper img+.tocify { + margin-top: 20px +} + +.tocify-wrapper .search-results { + margin-top: 0; + box-sizing: border-box; + height: 0; + overflow-y: auto; + overflow-x: hidden; + transition-property: height, margin; + transition-duration: .18s; + transition-timing-function: ease-in-out; + background: linear-gradient(180deg, rgba(0, 0, 0, .2), transparent 8px), linear-gradient(0deg, rgba(0, 0, 0, .2), transparent 8px), linear-gradient(180deg, #000, transparent 1.5px), linear-gradient(0deg, #939393, hsla(0, 0%, 58%, 0) 1.5px), #262626 +} + +.tocify-wrapper .search-results.visible { + height: 30%; + margin-bottom: 1em +} + +.tocify-wrapper .search-results li { + margin: 1em 15px; + line-height: 1 +} + +.tocify-wrapper a { + color: #fff; + text-decoration: none +} + +.tocify-wrapper .search-results a:hover { + text-decoration: underline +} + +.tocify-wrapper .toc-footer li, +.tocify-wrapper .tocify-item>a { + padding: 0 15px; + display: block; + overflow-x: hidden; + white-space: nowrap; + text-overflow: ellipsis +} +.tocify-wrapper .tocify-item.level-3>a { + padding: 0 25px; +} + +.tocify-wrapper li, +.tocify-wrapper ul { + list-style: none; + margin: 0; + padding: 0; + line-height: 28px +} + +.tocify-wrapper li { + color: #fff; + transition-property: background; + transition-timing-function: linear; + transition-duration: .23s +} + +.tocify-wrapper .tocify-focus { + box-shadow: 0 1px 0 #000; + background-color: #2467af; + color: #fff; + font-weight: bold; +} + +.tocify-wrapper .tocify-subheader { + display: none; + background-color: #262626; + font-weight: 500; + background: linear-gradient(180deg, rgba(0, 0, 0, .2), transparent 8px), linear-gradient(0deg, rgba(0, 0, 0, .2), transparent 8px), linear-gradient(180deg, #000, transparent 1.5px), linear-gradient(0deg, #939393, hsla(0, 0%, 58%, 0) 1.5px), #262626 +} + +.tocify-wrapper .jets-searching .tocify-subheader, +.tocify-wrapper .tocify-subheader.visible { + display: block; +} + +.tocify-wrapper .tocify-subheader .tocify-item>a { + padding-left: 25px; + font-size: 12px +} + +.tocify-wrapper .tocify-subheader .tocify-item.level-3>a { + padding-left: 35px; +} + +.tocify-wrapper .tocify-subheader>li:last-child { + box-shadow: none +} + +.tocify-wrapper .toc-footer { + padding: 1em 0; + margin-top: 1em; + border-top: 1px dashed #666 +} + +.tocify-wrapper .toc-footer a, +.tocify-wrapper .toc-footer li { + color: #fff; + text-decoration: none +} + +.tocify-wrapper .toc-footer a:hover { + text-decoration: underline +} + +.tocify-wrapper .toc-footer li { + font-size: .8em; + line-height: 1.7; + text-decoration: none +} + +#nav-button { + padding: 0 1.5em 5em 0; + display: none; + position: fixed; + top: 0; + left: 0; + z-index: 100; + color: #000; + text-decoration: none; + font-weight: 700; + opacity: .7; + line-height: 16px; + transition: left .3s ease-in-out +} + +#nav-button span { + display: block; + padding: 6px; + background-color: rgba(234, 242, 246, .7); + -webkit-transform-origin: 0 0; + transform-origin: 0 0; + -webkit-transform: rotate(-90deg) translate(-100%); + transform: rotate(-90deg) translate(-100%); + border-radius: 0 0 0 5px +} + +#nav-button img { + height: 16px; + vertical-align: bottom +} + +#nav-button:hover { + opacity: 1 +} + +#nav-button.open { + left: 230px +} + +.page-wrapper { + margin-left: 230px; + position: relative; + z-index: 10; + background-color: #eaf2f6; + min-height: 100%; + padding-bottom: 1px +} + +.page-wrapper .dark-box { + width: 50%; + background-color: #393939; + position: absolute; + right: 0; + top: 0; + bottom: 0 +} + +.page-wrapper .lang-selector { + position: fixed; + z-index: 50; + border-bottom: 5px solid #393939 +} + +.lang-selector { + background-color: #222; + width: 100%; + font-weight: 700 +} + +.lang-selector button { + display: block; + float: left; + color: #fff; + text-decoration: none; + padding: 0 10px; + line-height: 30px; + outline: 0; + background: transparent; + border: none; +} + +.lang-selector button:active, +.lang-selector button:hover, +.lang-selector button:focus { + background-color: #111; + color: #fff +} + +.lang-selector button.active { + background-color: #393939; + color: #fff +} + +.lang-selector:after { + content: ''; + clear: both; + display: block +} + +.content { + position: relative; + z-index: 30 +} + +.content:after { + content: ''; + display: block; + clear: both +} + +.content>aside, +.content>details, +.content>dl, +.content>h1, +.content>h2, +.content>h3, +.content>h4, +.content>h5, +.content>h6, +.content>ol, +.content>p, +.content>table, +.content>ul, +.content>form>aside, +.content>form>details, +.content>form>h1, +.content>form>h2, +.content>form>h3, +.content>form>h4, +.content>form>h5, +.content>form>h6, +.content>form>p, +.content>form>table, +.content>form>ul, +.content>form>div { + margin-right: 50%; + padding: 0 28px; + box-sizing: border-box; + display: block; + text-shadow: 0 1px 0 #fff +} + +.content>ol, +.content>ul { + padding-left: 43px +} + +.content>div, +.content>h1, +.content>h2 { + clear: both +} + +.content h1 { + font-size: 30px; + padding-top: .5em; + padding-bottom: .5em; + border-bottom: 1px solid #ccc; + margin-bottom: 21px; + margin-top: 2em; + border-top: 1px solid #ddd; + background-image: linear-gradient(180deg, #fff, #f9f9f9) +} + +.content div:first-child+h1, +.content h1:first-child { + border-top-width: 0; + margin-top: 0 +} + +.content h2 { + font-size: 20px; + margin-top: 4em; + margin-bottom: 0; + border-top: 1px solid #ccc; + padding-top: 1.2em; + padding-bottom: 1.2em; + background-image: linear-gradient(180deg, hsla(0, 0%, 100%, .4), hsla(0, 0%, 100%, 0)) +} + +.content h1+div+h2, +.content h1+h2 { + margin-top: -21px; + border-top: none +} + +.content h3, +.content h4, +.content h5, +.content h6 { + font-size: 15px; + margin-top: 2.5em; + margin-bottom: .8em +} + +.content h4, +.content h5, +.content h6 { + font-size: 10px +} + +.content hr { + margin: 2em 0; + border-top: 2px solid #393939; + border-bottom: 2px solid #eaf2f6 +} + +.content table { + margin-bottom: 1em; + overflow: auto +} + +.content table td, +.content table th { + text-align: left; + vertical-align: top; + line-height: 1.6 +} + +.content table th { + padding: 5px 10px; + border-bottom: 1px solid #ccc; + vertical-align: bottom +} + +.content table td { + padding: 10px +} + +.content table tr:last-child { + border-bottom: 1px solid #ccc +} + +.content table tr:nth-child(odd)>td { + background-color: #ebf3f6 +} + +.content table tr:nth-child(even)>td { + background-color: #ebf2f6 +} + +.content dt { + font-weight: 700 +} + +.content dd { + margin-left: 15px +} + +.content dd, +.content dt, +.content li, +.content p { + line-height: 1.6; + margin-top: 0 +} + +.content img { + max-width: 100% +} + +.content code { + padding: 3px; + border-radius: 3px +} + +.content pre>code { + background-color: transparent; + padding: 0 +} + +.content aside { + padding-top: 1em; + padding-bottom: 1em; + margin-top: 1.5em; + margin-bottom: 1.5em; + background: #292929; + line-height: 1.6; + color: #c8c8c8; + text-shadow: none; +} + +.content aside.info { + background: #8fbcd4; + text-shadow: 0 1px 0 #a0c6da; + color: initial; +} + +.content aside.warning { + background-color: #c97a7e; + text-shadow: 0 1px 0 #d18e91; + color: initial; +} + +.content aside.success { + background-color: #6ac174; + text-shadow: 0 1px 0 #80ca89; + color: initial; +} + +.content aside:before { + vertical-align: middle; + padding-right: .5em; + font-size: 14px +} + +.content .search-highlight { + padding: 2px; + margin: -2px; + border-radius: 4px; + border: 1px solid #f7e633; + text-shadow: 1px 1px 0 #666; + background: linear-gradient(to top left, #f7e633, #f1d32f) +} + +.content blockquote, +.content pre { + background-color: #292929; + color: #fff; + padding: 1.5em 28px; + margin: 0; + width: 50%; + float: right; + clear: right; + box-sizing: border-box; + text-shadow: 0 1px 2px rgba(0, 0, 0, .4) +} + +.content .annotation { + background-color: #292929; + color: #fff; + padding: 0 28px; + margin: 0; + width: 50%; + float: right; + clear: right; + box-sizing: border-box; + text-shadow: 0 1px 2px rgba(0, 0, 0, .4) +} + +.content .annotation pre { + padding: 0 0; + width: 100%; + float: none; +} + +.content blockquote>p, +.content pre>p { + margin: 0 +} + +.content blockquote a, +.content pre a { + color: #fff; + text-decoration: none; + border-bottom: 1px dashed #ccc +} + +.content blockquote>p { + background-color: #1c1c1c; + border-radius: 5px; + padding: 13px; + color: #ccc; + border-top: 1px solid #000; + border-bottom: 1px solid #404040 +} + +@media (max-width:930px) { + .tocify-wrapper { + left: -230px + } + .tocify-wrapper.open { + left: 0 + } + .page-wrapper { + margin-left: 0 + } + #nav-button { + display: block + } + .tocify-wrapper .tocify-item>a { + padding-top: .3em; + padding-bottom: .3em + } +} + +@media (max-width:700px) { + .dark-box { + display: none + } + .tocify-wrapper .lang-selector { + display: block + } + .page-wrapper .lang-selector { + display: none + } + .content aside, + .content dl, + .content h1, + .content h2, + .content h3, + .content h4, + .content h5, + .content h6, + .content ol, + .content p, + .content table, + .content ul { + margin-right: 0 + } + .content>aside, + .content>details, + .content>dl, + .content>h1, + .content>h2, + .content>h3, + .content>h4, + .content>h5, + .content>h6, + .content>ol, + .content>p, + .content>table, + .content>ul, + .content>form>aside, + .content>form>details, + .content>form>h1, + .content>form>h2, + .content>form>h3, + .content>form>h4, + .content>form>h5, + .content>form>h6, + .content>form>p, + .content>form>table, + .content>form>ul, + .content>form>div { + margin-right: 0; + } + .content blockquote, + .content pre { + float: none; + width: auto + } + .content .annotation { + float: none; + width: auto + } +} + +.badge { + padding: 1px 9px 2px; + white-space: nowrap; + -webkit-border-radius: 9px; + -moz-border-radius: 9px; + border-radius: 9px; + color: #ffffff; + text-shadow: none !important; + font-weight: bold; +} + +.badge.badge-darkred { + background-color: darkred; +} + +.badge.badge-red { + background-color: red; +} + +.badge.badge-blue { + background-color: blue; +} + +.badge.badge-darkblue { + background-color: darkblue; +} + +.badge.badge-green { + background-color: green; +} + +.badge.badge-darkgreen { + background-color: darkgreen; +} + +.badge.badge-purple { + background-color: purple; +} + +.badge.badge-black { + background-color: black; +} + +.badge.badge-grey { + background-color: grey; +} + +.fancy-heading-panel { + background-color: lightgrey; + border-radius: 5px; + padding-left: 5px !important; + padding-top: 5px !important; + padding-bottom: 5px !important; + margin-left: 25px; + margin-right: 10px; + width: 47%; +} + +@media screen and (max-width: 700px) { + .fancy-heading-panel { + width: 95%; + } + +} + +button { + border: none; +} + +* { + /* Foreground, Background */ + scrollbar-color: #3c4c67 transparent; +} +*::-webkit-scrollbar { /* Background */ + width: 10px; + height: 10px; + background: transparent; +} + +*::-webkit-scrollbar-thumb { /* Foreground */ + background: #626161; +} diff --git a/public/docs/greece/AppInventor_IDE.pdf b/public/docs/greece/AppInventor_IDE.pdf old mode 100644 new mode 100755 diff --git a/public/docs/greece/AppInventor_NXT.pdf b/public/docs/greece/AppInventor_NXT.pdf old mode 100644 new mode 100755 diff --git a/public/docs/greece/AppInventor_if.pdf b/public/docs/greece/AppInventor_if.pdf old mode 100644 new mode 100755 diff --git a/public/docs/greece/AppInvnentor_DB.pdf b/public/docs/greece/AppInvnentor_DB.pdf old mode 100644 new mode 100755 diff --git a/public/docs/greece/AppInvnentor_Loop.pdf b/public/docs/greece/AppInvnentor_Loop.pdf old mode 100644 new mode 100755 diff --git a/public/docs/greece/Mole_Mash.pdf b/public/docs/greece/Mole_Mash.pdf old mode 100644 new mode 100755 diff --git a/public/docs/greece/fe1.pdf b/public/docs/greece/fe1.pdf old mode 100644 new mode 100755 diff --git a/public/docs/greece/fe2.pdf b/public/docs/greece/fe2.pdf old mode 100644 new mode 100755 diff --git a/public/docs/greece/fe3.pdf b/public/docs/greece/fe3.pdf old mode 100644 new mode 100755 diff --git a/public/docs/greece/fe4.pdf b/public/docs/greece/fe4.pdf old mode 100644 new mode 100755 diff --git a/public/docs/greece/fe5.pdf b/public/docs/greece/fe5.pdf old mode 100644 new mode 100755 diff --git a/public/docs/greece/fe6.pdf b/public/docs/greece/fe6.pdf old mode 100644 new mode 100755 diff --git a/public/docs/greece/quiz_v2.pdf b/public/docs/greece/quiz_v2.pdf old mode 100644 new mode 100755 diff --git a/public/docs/images/navbar.png b/public/docs/images/navbar.png new file mode 100755 index 0000000000000000000000000000000000000000..df38e90d87e1a215371b4977e18cde90f8832537 GIT binary patch literal 96 zcmeAS@N?(olHy`uVBq!ia0vp^3Lwk@BpAX3RW*PVQ%R6tFatx` + + + + + + Laravel Documentation + + + + + + + + + + + + + + + + + + + + + + + + + + + MENU + navbar-image + + + + +
    +
    +
    +

    Introduction

    + +

    This documentation aims to provide all the information you need to work with our API.

    + + +

    Authenticating requests

    +

    This API is not authenticated.

    + +

    Endpoints

    + + + +

    GET api/user

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request GET \
    +    --get "http://localhost/api/user" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/user"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "GET",
    +    headers,
    +}).then(response => response.json());
    + +
    + + +
    +

    Example response (401):

    +
    +
    + + Show headers + +
    cache-control: no-cache, private
    +content-type: application/json
    +access-control-allow-origin: *
    + 
    +
    +{
    +    "message": "Unauthenticated."
    +}
    + 
    +
    + + +
    +

    + Request    + +    + +

    +

    + GET + api/user +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +
    + +

    GET api/events/geobox

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request GET \
    +    --get "http://localhost/api/events/geobox" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json" \
    +    --data "{
    +    \"lat1\": 29866.432,
    +    \"long1\": 5598.911475,
    +    \"lat2\": 118592024.77778,
    +    \"long2\": 4.34,
    +    \"year\": 3.977
    +}"
    +
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/events/geobox"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +let body = {
    +    "lat1": 29866.432,
    +    "long1": 5598.911475,
    +    "lat2": 118592024.77778,
    +    "long2": 4.34,
    +    "year": 3.977
    +};
    +
    +fetch(url, {
    +    method: "GET",
    +    headers,
    +    body: JSON.stringify(body),
    +}).then(response => response.json());
    + +
    + + +
    +

    Example response (500):

    +
    +
    + + Show headers + +
    cache-control: no-cache, private
    +content-type: application/json
    +x-ratelimit-limit: 60
    +x-ratelimit-remaining: 59
    +access-control-allow-origin: *
    + 
    +
    +{
    +    "error": "Area is too wide"
    +}
    + 
    +
    + + +
    +

    + Request    + +    + +

    +

    + GET + api/events/geobox +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +

    Body Parameters

    +
    + lat1   +number  +   + +
    +

    Example: 29866.432

    +
    +
    + long1   +number  +   + +
    +

    Example: 5598.911475

    +
    +
    + lat2   +number  +   + +
    +

    Example: 118592024.77778

    +
    +
    + long2   +number  +   + +
    +

    Example: 4.34

    +
    +
    + year   +number  +optional   + +
    +

    Example: 3.977

    +
    +
    + +

    GET api/events/germany

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request GET \
    +    --get "http://localhost/api/events/germany" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json" \
    +    --data "{
    +    \"year\": 83498024.69623
    +}"
    +
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/events/germany"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +let body = {
    +    "year": 83498024.69623
    +};
    +
    +fetch(url, {
    +    method: "GET",
    +    headers,
    +    body: JSON.stringify(body),
    +}).then(response => response.json());
    + +
    + + +
    +

    Example response (200):

    +
    +
    + + Show headers + +
    cache-control: no-cache, private
    +content-type: application/json
    +x-ratelimit-limit: 60
    +x-ratelimit-remaining: 58
    +access-control-allow-origin: *
    + 
    +
    +{
    +    "data": []
    +}
    + 
    +
    + + +
    +

    + Request    + +    + +

    +

    + GET + api/events/germany +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +

    Body Parameters

    +
    + year   +number  +   + +
    +

    Example: 83498024.69623

    +
    +
    + +

    GET api/event-detail/{event_id}

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request GET \
    +    --get "http://localhost/api/event-detail/1" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/event-detail/1"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "GET",
    +    headers,
    +}).then(response => response.json());
    + +
    + + +
    +

    Example response (200):

    +
    +
    + + Show headers + +
    cache-control: no-cache, private
    +content-type: application/json
    +x-ratelimit-limit: 60
    +x-ratelimit-remaining: 57
    +access-control-allow-origin: *
    + 
    +
    +{
    +    "data": {
    +        "title": "Aut hic eveniet ut asperiores.",
    +        "description": "Optio incidunt explicabo praesentium tempora. Tempore cupiditate aut perferendis dolorem voluptatum qui. Et modi laborum ex enim fugit iste. Neque dicta necessitatibus provident velit sit.",
    +        "start_date": "2024-07-25 07:42:21",
    +        "end_date": "2024-07-30 23:42:00",
    +        "created_at": "2024-07-25T11:57:44.000000Z",
    +        "updated_at": "2024-07-25T11:57:44.000000Z",
    +        "picture": "https://s3-eu-west-1.amazonaws.com/codeweek-dev/events/pictures/event_default_picture.png",
    +        "path": "/view/1/exercitationem-saepe-dolores",
    +        "geoposition": "53.908017,12.461312",
    +        "location": "10628 Nelson Plaza Suite 668\nZanefurt, WY 19990-4509",
    +        "activity_type": "offline",
    +        "organizer": "Luettgen-Hermiston",
    +        "organizer_type": "other",
    +        "event_url": "http://carter.com/",
    +        "contact_person": "fcremin@gmail.com",
    +        "language": "en",
    +        "imported_from_german_feeds": false,
    +        "codeweek_for_all_participation_code": "B",
    +        "themes": [],
    +        "audiences": [],
    +        "tags": [],
    +        "owner": {
    +            "id": 1,
    +            "email": "bernard@matrixinternet.ie"
    +        }
    +    }
    +}
    + 
    +
    + + +
    +

    + Request    + +    + +

    +

    + GET + api/event-detail/{event_id} +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +

    URL Parameters

    +
    + event_id   +integer  +   + +
    +

    The ID of the event. Example: 1

    +
    +
    + +

    Store a new user avatar.

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request POST \
    +    "http://localhost/api/users/1/avatar" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/users/1/avatar"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "POST",
    +    headers,
    +}).then(response => response.json());
    + +
    + + + + + +
    +

    + Request    + +    + +

    +

    + POST + api/users/{user}/avatar +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +

    URL Parameters

    +
    + user   +integer  +   + +
    +

    The user. Example: 1

    +
    +
    + +

    Store a new user avatar.

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request POST \
    +    "http://localhost/api/events/picture" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/events/picture"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "POST",
    +    headers,
    +}).then(response => response.json());
    + +
    + + + + + +
    +

    + Request    + +    + +

    +

    + POST + api/events/picture +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +
    + +

    DELETE api/users/avatar

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request DELETE \
    +    "http://localhost/api/users/avatar" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/users/avatar"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "DELETE",
    +    headers,
    +}).then(response => response.json());
    + +
    + + + + + +
    +

    + Request    + +    + +

    +

    + DELETE + api/users/avatar +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +
    + +

    GET api/event/list

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request GET \
    +    --get "http://localhost/api/event/list" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/event/list"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "GET",
    +    headers,
    +}).then(response => response.json());
    + +
    + + +
    +

    Example response (200):

    +
    +
    + + Show headers + +
    cache-control: no-cache, private
    +content-type: application/json
    +access-control-allow-origin: *
    +set-cookie: XSRF-TOKEN=eyJpdiI6ImluQ0ZHcldqZFZ0OXJ5Z2xMNkQ5Unc9PSIsInZhbHVlIjoieVc0d1IyYnAxZk9aKzA5YTVsMGtLRHJkbE0rRzVEVnZ5ckFXWTRKR0tRV2Y1N0ZwVjQ4RFkwK0JFZmNaTytTN0dNRVB1SDdjbFprRVJnVU1vSGwwS1dIZHdmeFlWbElhREh4YnBjaHk1dUEwSWEyL1Y2bHo2cGJ6OGRpT1pybUUiLCJtYWMiOiJjOWEzM2VlODRiZWZhNWU5MzAxNjgyZjdiYTZlNjVjNGZhZDUxYmI3MzRiNWNjZWRhYTdmOGViNDdmMzU3YzNkIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6Im9BWTIzWW5zcVh2OHlnWmlKVDJCaFE9PSIsInZhbHVlIjoidDZWR1ZDUWVTRm80WnpSVUthY1RtYlBnbE5FS2kwaTJhQUpTSG0zNGN2TzJZWG1WbWtUQ21MYnFzbW54UnhMTWFsMGRiM09VOW9oTm5zcHQrRHlUNmlRb01UazlHMkJrMzhVeGlDQjFtR2cwYWY1cFFVVDE0akN5bXBjYSs0aisiLCJtYWMiOiJmM2FjOTVhMTMxNzIzNDhiYzQyY2Q3YmQwOTQxM2QzYjc0YTRmM2FjMjk2NTRkZDc1NjdmZjI2ZGMyNGVlZTZkIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax
    + 
    +
    +[]
    + 
    +
    + + +
    +

    + Request    + +    + +

    +

    + GET + api/event/list +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +
    + +

    GET api/event/detail

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request GET \
    +    --get "http://localhost/api/event/detail" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/event/detail"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "GET",
    +    headers,
    +}).then(response => response.json());
    + +
    + + +
    +

    Example response (500):

    +
    +
    + + Show headers + +
    cache-control: no-cache, private
    +content-type: application/json
    +access-control-allow-origin: *
    +set-cookie: XSRF-TOKEN=eyJpdiI6ImdlbDY3dmlEUkZLVk1pZTRadFVQUVE9PSIsInZhbHVlIjoicG16UHVtdXJaUTV4S2dBTW9LZFlMWURRZzBzbXFGR3NJUTZmZ3dXTnRsdXBRMWxBTzN3WG1WNnNFTVYwY0hSUFFhaStwdFpVei9iWnArcC9JM0YxakxMUllFQnAvVG8rYWkyRXJUTWJuWUVLYk5tbkgvcnhuM3JQaWRvOTNlUksiLCJtYWMiOiJlNDY4ZjEwMDJlMjNhYWU1YjQ0ZDczNzk5NWEwZDMxMTlkOGRiMTgxZDQwODZiMmM3YWQ4NWMyYWM4YTNlMzJjIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6IlFQVHVDY05DQ3RBNlN1Ri9TbisrVUE9PSIsInZhbHVlIjoiSjNycnQ3aHZyL1Bid0orY1VTbUJmN00wUlhvQU4zU1RLVjY3YVF4QzVQbmRUTzl2Vmg5VERjd2FMWkFER3NvWXhCVjAzU2VLcENZUlY4L1poQVdNUTEyd1I0TWdFL093UHI2TVFkL1h0dVQxOGZDWTJvM1JTNzNwc2ZaK2UwQVoiLCJtYWMiOiI4MGQ3ZmY0NGE1MDM2ZWNmMmMzOGY1MGJjYzAxMTM2ZGZmZjVmOGQ1YTMzMzRlOWI2NTlhYjlhMDRlYmMwZThkIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax
    + 
    +
    +{
    +    "message": "Server Error"
    +}
    + 
    +
    + + +
    +

    + Request    + +    + +

    +

    + GET + api/event/detail +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +
    + +

    GET api/event/closest

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request GET \
    +    --get "http://localhost/api/event/closest" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/event/closest"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "GET",
    +    headers,
    +}).then(response => response.json());
    + +
    + + +
    +

    Example response (500):

    +
    +
    + + Show headers + +
    cache-control: no-cache, private
    +content-type: application/json
    +access-control-allow-origin: *
    +set-cookie: XSRF-TOKEN=eyJpdiI6IjFTM3l6RitSdUdPc0h3ak9NSnQ0WXc9PSIsInZhbHVlIjoiWDVPNVFlUWovVHBHbCswN0pQZDVZZkR5NzB0TVBjdGx3emJSWWwrOURHemM2a2Z2YktJVzdmQVB2QW5kZU1ERHpBYXZZbTVoejVUMGxIbkJVVE1IQWZOVG5jaUZ2RE52MDlSRVNmWjF2R0NnbjJ4Yis5UHl3SWQyR05NV29Vek4iLCJtYWMiOiJhNDZmMTczOWU4NDc5ZWM1ZWQ1ZjdmMDQ1YWM1ZGQ3YTA3NWQwM2E0MzMzMWE0YzQ0ZjMwMDE1ZDk5Y2VlNGQzIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6IlQ0T09McmVWUjdVc0RlSGE4VXdRM3c9PSIsInZhbHVlIjoicGtkWldjUGU4Wk9XZE1pUEZ2d0xJOUZWT1ZxcStXWjZyUU5QUUlDTHhqc0h0VTJEMi8yQi96dloydjlCZit5RkoyNzVNQi9HcldsSTJFejYrcGxweE1iYThUZVRhME9YUjNWUWRLWGlYNGdPbmFkMFBqZytuR0ZjMmNONWZQNVYiLCJtYWMiOiJkMTMzMGU0N2UwMWJkMTFmYzg4OTEyMTlhOTZjYjQyYWJmYjIzMzliOTEyMTg0ZDhkOTYxY2I4NGM2OGZhYjk5IiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax
    + 
    +
    +{
    +    "message": "Server Error"
    +}
    + 
    +
    + + +
    +

    + Request    + +    + +

    +

    + GET + api/event/closest +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +
    + +

    POST api/event/delete/{event_id}

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request POST \
    +    "http://localhost/api/event/delete/1" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/event/delete/1"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "POST",
    +    headers,
    +}).then(response => response.json());
    + +
    + + + + + +
    +

    + Request    + +    + +

    +

    + POST + api/event/delete/{event_id} +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +

    URL Parameters

    +
    + event_id   +integer  +   + +
    +

    The ID of the event. Example: 1

    +
    +
    + +

    GET api/event/list/eeducation

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request GET \
    +    --get "http://localhost/api/event/list/eeducation" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/event/list/eeducation"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "GET",
    +    headers,
    +}).then(response => response.json());
    + +
    + + +
    +

    Example response (200):

    +
    +
    + + Show headers + +
    cache-control: no-cache, private
    +content-type: application/json
    +access-control-allow-origin: *
    +set-cookie: XSRF-TOKEN=eyJpdiI6Iis5TWZVMTdFR3BWTGRQQzd5N004c2c9PSIsInZhbHVlIjoiL2VhaVYvS0kvUnljc1ZZcmE3eE1SQkVxdXRhSzYrYm5YNFNoM3FkT0VJalpOOGVaSTQrL3Q4T2pZRk9qQWdJOTcrWjBXdkloeW55b2dTUFFScHFURkJRSDFlK0U0Vmd3bFhkS001V2x1TnQ0Qi9KSm1LeURvRmpkbVN0RDlMSm8iLCJtYWMiOiI4OTI1YzkyYmM2NTEzNDM0ZmQ2ZmQxZDE4YmNhZjdmM2VkODI1MmVmYTZiYjEyZGRiNWE2NDFhZmQ1NGFlOTVjIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6ImVOU1RrcXpSVEY4dVVIeUpSOHFFcUE9PSIsInZhbHVlIjoiNms1NE1IREJyTngzZ001eTFYY004RThBYWdqd1A1eTdhV3pFbE95bGM0NGVBK25QazVqWXM5WW9qVm9mbm9pK2tnM3VKdFlSQWN4UFk4d2wrTFh3Q1pqQlF0TUtJQkI0UGRKVE52dmRkaDFYbm5OV2s4aVdINHJVOUJDcko3SHYiLCJtYWMiOiI5YTU4MjAyYTlhMzhjNmI0YzkxMGUxZDRhMWNkMjVlODUwZDNjMmIwZGMxNDE2N2ZlOTZjYzhiYmU4YzZlZWFlIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax
    + 
    +
    +[]
    + 
    +
    + + +
    +

    + Request    + +    + +

    +

    + GET + api/event/list/eeducation +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +
    + +

    POST api/event/report/{event_id}

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request POST \
    +    "http://localhost/api/event/report/1" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json" \
    +    --data "{
    +    \"participants_count\": 4,
    +    \"average_participant_age\": 90,
    +    \"percentage_of_females\": 1,
    +    \"name_for_certificate\": \"sghmayealoekuq\"
    +}"
    +
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/event/report/1"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +let body = {
    +    "participants_count": 4,
    +    "average_participant_age": 90,
    +    "percentage_of_females": 1,
    +    "name_for_certificate": "sghmayealoekuq"
    +};
    +
    +fetch(url, {
    +    method: "POST",
    +    headers,
    +    body: JSON.stringify(body),
    +}).then(response => response.json());
    + +
    + + + + + +
    +

    + Request    + +    + +

    +

    + POST + api/event/report/{event_id} +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +

    URL Parameters

    +
    + event_id   +integer  +   + +
    +

    The ID of the event. Example: 1

    +
    +

    Body Parameters

    +
    + participants_count   +number  +   + +
    +

    Must be at least 1. Example: 4

    +
    +
    + average_participant_age   +number  +   + +
    +

    Must be at least 1. Example: 90

    +
    +
    + percentage_of_females   +number  +   + +
    +

    Must be between 0 and 100. Example: 1

    +
    +
    + name_for_certificate   +string  +   + +
    +

    Must match the regex /^[^ə]*$/u. Must not be greater than 40 characters. Example: sghmayealoekuq

    +
    +
    + +

    Store a newly created resource in storage.

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request POST \
    +    "http://localhost/api/resource/level" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/resource/level"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "POST",
    +    headers,
    +}).then(response => response.json());
    + +
    + + + + + +
    +

    + Request    + +    + +

    +

    + POST + api/resource/level +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +
    + +

    Store a newly created resource in storage.

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request POST \
    +    "http://localhost/api/resource/item" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/resource/item"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "POST",
    +    headers,
    +}).then(response => response.json());
    + +
    + + + + + +
    +

    + Request    + +    + +

    +

    + POST + api/resource/item +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +
    + +

    POST api/event/approve/{event_id}

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request POST \
    +    "http://localhost/api/event/approve/1" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/event/approve/1"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "POST",
    +    headers,
    +}).then(response => response.json());
    + +
    + + + + + +
    +

    + Request    + +    + +

    +

    + POST + api/event/approve/{event_id} +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +

    URL Parameters

    +
    + event_id   +integer  +   + +
    +

    The ID of the event. Example: 1

    +
    +
    + +

    GET api/event/approveAll/{country}

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request GET \
    +    --get "http://localhost/api/event/approveAll/odit" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/event/approveAll/odit"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "GET",
    +    headers,
    +}).then(response => response.json());
    + +
    + + +
    +

    Example response (401):

    +
    +
    + + Show headers + +
    cache-control: no-cache, private
    +content-type: application/json
    +access-control-allow-origin: *
    +set-cookie: XSRF-TOKEN=eyJpdiI6ImpSZGs1d3ZreTF2aVI4aTZQY1ZtbVE9PSIsInZhbHVlIjoiZ2JPdkhjWDNxVjZPTXlnMlhFTjBCOUN2OW95QThvOVJMRkR5bEwrR01yVmtyTE5nSEZ0Y3I0VXpnbzRMQTZXd3gvL29KcjdTTjBzUTBydzl1M1Mxc0o3WGZyRG5XOEZPejA4dkhDeXBXUHR2MkhHZ09LMG5XWDNFN3pNb3BydGwiLCJtYWMiOiJiYzVmOGIwYzc0OTc1NWQwNmNkZWUzMmZlMzhiNjg3NmE5MGRmMTRjM2RlNzYyZTI3MjBjYWJkNjFjNDlhZWE2IiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6InJSN0tud0dKK2ZrM1NKZjBOQzY5RWc9PSIsInZhbHVlIjoiSHdNMU9pOHhZeGl1NmJNSldPNkdGSU50TlE0Rm9rUTh6QjZhdndoSXUveWZTOGk5d2JFcVl4SmRVU1JvV24vZ01MU3U3SHlxVGlWMmNBejM0RXJNYUFQK0NRTjNCeVppckZBTlArdnMwejE3QUFQcE85MHdMMnllcU9hZXN3Z2ciLCJtYWMiOiIyNzRkMjU5YTMzZGU3MDEwNmVlMGUwNWI4MTQ4MDZmMTI1YjhhNjBjNDE1MjBkOGYyM2I2Y2EzZmJhOTE4N2YxIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:14 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax
    + 
    +
    +{
    +    "message": "Unauthenticated."
    +}
    + 
    +
    + + +
    +

    + Request    + +    + +

    +

    + GET + api/event/approveAll/{country} +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +

    URL Parameters

    +
    + country   +string  +   + +
    +

    Example: odit

    +
    +
    + +

    POST api/event/reject/{event_id}

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request POST \
    +    "http://localhost/api/event/reject/1" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/event/reject/1"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "POST",
    +    headers,
    +}).then(response => response.json());
    + +
    + + + + + +
    +

    + Request    + +    + +

    +

    + POST + api/event/reject/{event_id} +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +

    URL Parameters

    +
    + event_id   +integer  +   + +
    +

    The ID of the event. Example: 1

    +
    +
    + +

    GET api/proxy/geocode

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request GET \
    +    --get "http://localhost/api/proxy/geocode" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/proxy/geocode"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "GET",
    +    headers,
    +}).then(response => response.json());
    + +
    + + +
    +

    Example response (200):

    +
    +
    + + Show headers + +
    cache-control: no-cache, private
    +content-type: application/json
    +access-control-allow-origin: *
    +set-cookie: XSRF-TOKEN=eyJpdiI6IlYwTjJDL2FaUTRsajZLOVRPUFllbmc9PSIsInZhbHVlIjoiS0dvUXJiNU95TmtueHZMblMrcC9pWERDOTUvdFM4S1RVNFpEZkFHZ09nUFdYamp0clJyNnRLTk4ySDZTSk9wc3kxcThvd0xJQTlPUnphZHBRQTMvU0FMZTRqbWJvYm9sM0pkTitWS0ljbk5qQWZsNFQycU9lTVkwZG1RVTBlM2UiLCJtYWMiOiI4ZDAzOWE3NGM5YjY2ZTZjMzM2NWM5NWVhNmIyZTA4NGNmNDk2YmIzNTBhYjkyZTM3YzkxOTFlOWJkMjU3YWY3IiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:15 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6ImRPNXZIbEpsa2Rkd253cnNKaVZBRnc9PSIsInZhbHVlIjoidDRLQ2dlOU5NeEtWa3NudDZYQk8zK0V0a2hwdSs4K0xoKzA3VFF4Uk1WcUp4bC94dm0randzeXh5NlFMMUM3emNoRUN0dVRzVGFCdjB0anpyOWFPY080ak1TaG5iYW1OK2xYdEl5bW10UVdKM0MxTnRCcWJsdXVPSCtOUXkvYmoiLCJtYWMiOiIzY2I5NGJjMzc3NzE0YTQ4MTMwYTlmZDg0YzUyODNlOWJjYThkZDNlMGQ4ZWZhM2FhMzU4NDlkNjkxZjA2Y2JmIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:15 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax
    + 
    +
    +{
    +    "spatialReference": {
    +        "wkid": 4326,
    +        "latestWkid": 4326
    +    },
    +    "candidates": []
    +}
    + 
    +
    + + +
    +

    + Request    + +    + +

    +

    + GET + api/proxy/geocode +

    +

    Headers

    +
    + Content-Type   +  +   + +
    +

    Example: application/json

    +
    +
    + Accept   +  +   + +
    +

    Example: application/json

    +
    +
    + +

    GET api/proxy/suggest

    + +

    +

    + + + + +
    Example request:
    + + +
    +
    curl --request GET \
    +    --get "http://localhost/api/proxy/suggest" \
    +    --header "Content-Type: application/json" \
    +    --header "Accept: application/json"
    + + +
    +
    const url = new URL(
    +    "http://localhost/api/proxy/suggest"
    +);
    +
    +const headers = {
    +    "Content-Type": "application/json",
    +    "Accept": "application/json",
    +};
    +
    +fetch(url, {
    +    method: "GET",
    +    headers,
    +}).then(response => response.json());
    + +
    + + +
    +

    Example response (200):

    +
    +
    + + Show headers + +
    cache-control: no-cache, private
    +content-type: application/json
    +access-control-allow-origin: *
    +set-cookie: XSRF-TOKEN=eyJpdiI6Imt6RUJmSGJ3NFVvMzZNSlQ1MkZlOVE9PSIsInZhbHVlIjoiZUNvWXNPblhKNWlvSmswRUFQY25rQnRJelpURW9FOUVRY01veEV1ejdYdnViSnhYMHhLRFZTYWJqZ2NJcWpZbFFqYldETGk5azg3QmUvWXkyV2JxcXNFUGdQSFhhZFFBUTU1TFdNL3BOdjltSjJEVkp0c2ZqNTlXM2xpQndMU08iLCJtYWMiOiI4ZGIzYjQxNTA4YzZmM2MyMGMzNzk0YTIwNDQ5NjhkOWU2OGVjYjc3Zjc4ZWI5YzcwN2MyMGQwODFkNjAyMGRiIiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:16 GMT; Max-Age=7200; path=/; domain=localhost; samesite=lax; laravel_session=eyJpdiI6ImV4blYzSTBOSHVMOUdBNHdIczRQZnc9PSIsInZhbHVlIjoiU2dzMXR3VndVN3F6TGc5Rmx0a0ZoQnFNanlJdEc4djBvQTBkOEp3bGlMRi9qL3lKdk52TDRpOEdwM25tbkdNT1pJUGZUNGhrWlhuN3hBOHlFeVVUN3gzblF0d25xMTVJOElXb0NwVXZIQis3L3NVMUpzQy9KYmthdEMzMFY3NGUiLCJtYWMiOiIzOTZiMzczNDk5ZTkxYjZkNGZlZGE1NmQ2ODhhMWM5MzE4N2MxNWVmM2QwMWVjNGY2ZjdmZDI4ZGQ4MGJlZWY1IiwidGFnIjoiIn0%3D; expires=Fri, 23 Aug 2024 10:27:16 GMT; Max-Age=7200; path=/; domain=localhost; httponly; samesite=lax
    + 
    +
    +{
    +    "error": {
    +        "code": 400,
    +        "extendedCode": -2147024809,
    +        "message": "Invalid or missing input parameters.",
    +        "details": []
    +    }
    +}
    + 
    +
    + + +
    +

    + Request    + +    + +

    +

    + GET + api/proxy/suggest +

    +

    Headers

    +
    + Content-Type   +  +   + +
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    Example: application/json

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    + Accept   +  +   + +
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    Example: application/json

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    + + diff --git a/public/docs/js/theme-default-4.37.1.js b/public/docs/js/theme-default-4.37.1.js new file mode 100755 index 000000000..31c845141 --- /dev/null +++ b/public/docs/js/theme-default-4.37.1.js @@ -0,0 +1,149 @@ +document.addEventListener('DOMContentLoaded', function() { + const updateHash = function (id) { + window.location.hash = `#${id}`; + }; + + const navButton = document.getElementById('nav-button'); + const menuWrapper = document.querySelector('.tocify-wrapper'); + function toggleSidebar(event) { + event.preventDefault(); + if (menuWrapper) { + menuWrapper.classList.toggle('open'); + navButton.classList.toggle('open'); + } + } + function closeSidebar() { + if (menuWrapper) { + menuWrapper.classList.remove('open'); + navButton.classList.remove('open'); + } + } + navButton.addEventListener('click', toggleSidebar); + + window.hljs.highlightAll(); + + const wrapper = document.getElementById('toc'); + // https://jets.js.org/ + window.jets = new window.Jets({ + // *OR - Selects elements whose values contains at least one part of search substring + searchSelector: '*OR', + searchTag: '#input-search', + contentTag: '#toc li', + didSearch: function(term) { + wrapper.classList.toggle('jets-searching', String(term).length > 0) + }, + // map these accent keys to plain values + diacriticsMap: { + a: 'ÀÁÂÃÄÅàáâãäåĀāąĄ', + c: 'ÇçćĆčČ', + d: 'đĐďĎ', + e: 'ÈÉÊËèéêëěĚĒēęĘ', + i: 'ÌÍÎÏìíîïĪī', + l: 'łŁ', + n: 'ÑñňŇńŃ', + o: 'ÒÓÔÕÕÖØòóôõöøŌō', + r: 'řŘ', + s: 'ŠšśŚ', + t: 'ťŤ', + u: 'ÙÚÛÜùúûüůŮŪū', + y: 'ŸÿýÝ', + z: 'ŽžżŻźŹ' + } + }); + + function hashChange() { + const currentItems = document.querySelectorAll('.tocify-subheader.visible, .tocify-item.tocify-focus'); + Array.from(currentItems).forEach((elem) => { + elem.classList.remove('visible', 'tocify-focus'); + }); + + const currentTag = document.querySelector(`a[href="${window.location.hash}"]`); + if (currentTag) { + const parent = currentTag.closest('.tocify-subheader'); + if (parent) { + parent.classList.add('visible'); + } + + const siblings = currentTag.closest('.tocify-header'); + if (siblings) { + Array.from(siblings.querySelectorAll('.tocify-subheader')).forEach((elem) => { + elem.classList.add('visible'); + }); + } + + currentTag.parentElement.classList.add('tocify-focus'); + + // wait for dom changes to be done + setTimeout(() => { + currentTag.scrollIntoView({ behavior: 'smooth', block: 'center', inline: 'center' }); + // only close the sidebar on level-2 events + if (currentTag.parentElement.classList.contains('level-2')) { + closeSidebar(); + } + }, 1500); + } + } + + let languages = JSON.parse(document.body.getAttribute('data-languages')); + // Support a key => value object where the key is the name, or an array of strings where the value is the name + if (!Array.isArray(languages)) { + languages = Object.values(languages); + } + // if there is no language use the first one + const currentLanguage = window.localStorage.getItem('language') || languages[0]; + const languageStyle = document.getElementById('language-style'); + const langSelector = document.querySelectorAll('.lang-selector button.lang-button'); + + function setActiveLanguage(newLanguage) { + window.localStorage.setItem('language', newLanguage); + if (!languageStyle) { + return; + } + + const newStyle = languages.map((language) => { + return language === newLanguage + // the current one should be visible + ? `body .content .${language}-example pre { display: block; }` + // the inactive one should be hidden + : `body .content .${language}-example pre { display: none; }`; + }).join(`\n`); + + Array.from(langSelector).forEach((elem) => { + elem.classList.toggle('active', elem.getAttribute('data-language-name') === newLanguage); + }); + + const activeHash = window.location.hash.slice(1); + + languageStyle.innerHTML = newStyle; + + setTimeout(() => { + updateHash(activeHash); + }, 200); + } + + setActiveLanguage(currentLanguage); + + Array.from(langSelector).forEach((elem) => { + elem.addEventListener('click', () => { + const newLanguage = elem.getAttribute('data-language-name'); + setActiveLanguage(newLanguage); + }); + }); + + window.addEventListener('hashchange', hashChange, false); + + const divs = document.querySelectorAll('.content h1[id], .content h2[id]'); + + document.addEventListener('scroll', () => { + divs.forEach(item => { + const rect = item.getBoundingClientRect(); + if (rect.top > 0 && rect.top < 150) { + const location = window.location.toString().split('#')[0]; + history.replaceState(null, null, location + '#' + item.id); + hashChange(); + } + }); + }); + + hashChange(); +}); diff --git a/public/docs/js/tryitout-4.37.1.js b/public/docs/js/tryitout-4.37.1.js new file mode 100755 index 000000000..01c584f2b --- /dev/null +++ b/public/docs/js/tryitout-4.37.1.js @@ -0,0 +1,277 @@ +window.abortControllers = {}; + +function cacheAuthValue() { + // Whenever the auth header is set for one endpoint, cache it for the others + window.lastAuthValue = ''; + let authInputs = document.querySelectorAll(`.auth-value`) + authInputs.forEach(el => { + el.addEventListener('input', (event) => { + window.lastAuthValue = event.target.value; + authInputs.forEach(otherInput => { + if (otherInput === el) return; + // Don't block the main thread + setTimeout(() => { + otherInput.value = window.lastAuthValue; + }, 0); + }); + }); + }); +} + +window.addEventListener('DOMContentLoaded', cacheAuthValue); + +function getCookie(name) { + if (!document.cookie) { + return null; + } + + const cookies = document.cookie.split(';') + .map(c => c.trim()) + .filter(c => c.startsWith(name + '=')); + + if (cookies.length === 0) { + return null; + } + + return decodeURIComponent(cookies[0].split('=')[1]); +} + +function tryItOut(endpointId) { + document.querySelector(`#btn-tryout-${endpointId}`).hidden = true; + document.querySelector(`#btn-canceltryout-${endpointId}`).hidden = false; + const executeBtn = document.querySelector(`#btn-executetryout-${endpointId}`).hidden = false; + executeBtn.disabled = false; + + // Show all input fields + document.querySelectorAll(`input[data-endpoint=${endpointId}],label[data-endpoint=${endpointId}]`) + .forEach(el => el.style.display = 'block'); + + if (document.querySelector(`#form-${endpointId}`).dataset.authed === "1") { + const authElement = document.querySelector(`#auth-${endpointId}`); + authElement && (authElement.hidden = false); + } + // Expand all nested fields + document.querySelectorAll(`#form-${endpointId} details`) + .forEach(el => el.open = true); +} + +function cancelTryOut(endpointId) { + if (window.abortControllers[endpointId]) { + window.abortControllers[endpointId].abort(); + delete window.abortControllers[endpointId]; + } + + document.querySelector(`#btn-tryout-${endpointId}`).hidden = false; + const executeBtn = document.querySelector(`#btn-executetryout-${endpointId}`); + executeBtn.hidden = true; + executeBtn.textContent = executeBtn.dataset.initialText; + document.querySelector(`#btn-canceltryout-${endpointId}`).hidden = true; + // Hide inputs + document.querySelectorAll(`input[data-endpoint=${endpointId}],label[data-endpoint=${endpointId}]`) + .forEach(el => el.style.display = 'none'); + document.querySelectorAll(`#form-${endpointId} details`) + .forEach(el => el.open = false); + const authElement = document.querySelector(`#auth-${endpointId}`); + authElement && (authElement.hidden = true); + + document.querySelector('#execution-results-' + endpointId).hidden = true; + document.querySelector('#execution-error-' + endpointId).hidden = true; + + // Revert to sample code blocks + document.querySelector('#example-requests-' + endpointId).hidden = false; + document.querySelector('#example-responses-' + endpointId).hidden = false; +} + +function makeAPICall(method, path, body = {}, query = {}, headers = {}, endpointId = null) { + console.log({endpointId, path, body, query, headers}); + + if (!(body instanceof FormData) && typeof body !== "string") { + body = JSON.stringify(body) + } + + const url = new URL(window.tryItOutBaseUrl + '/' + path.replace(/^\//, '')); + + // We need this function because if you try to set an array or object directly to a URLSearchParams object, + // you'll get [object Object] or the array.toString() + function addItemToSearchParamsObject(key, value, searchParams) { + if (Array.isArray(value)) { + value.forEach((v, i) => { + // Append {filters: [first, second]} as filters[0]=first&filters[1]second + addItemToSearchParamsObject(key + '[' + i + ']', v, searchParams); + }) + } else if (typeof value === 'object' && value !== null) { + Object.keys(value).forEach((i) => { + // Append {filters: {name: first}} as filters[name]=first + addItemToSearchParamsObject(key + '[' + i + ']', value[i], searchParams); + }); + } else { + searchParams.append(key, value); + } + } + + Object.keys(query) + .forEach(key => addItemToSearchParamsObject(key, query[key], url.searchParams)); + + window.abortControllers[endpointId] = new AbortController(); + + return fetch(url, { + method, + headers, + body: method === 'GET' ? undefined : body, + signal: window.abortControllers[endpointId].signal, + referrer: window.tryItOutBaseUrl, + mode: 'cors', + credentials: 'same-origin', + }) + .then(response => Promise.all([response.status, response.statusText, response.text(), response.headers])); +} + +function hideCodeSamples(endpointId) { + document.querySelector('#example-requests-' + endpointId).hidden = true; + document.querySelector('#example-responses-' + endpointId).hidden = true; +} + +function handleResponse(endpointId, response, status, headers) { + hideCodeSamples(endpointId); + + // Hide error views + document.querySelector('#execution-error-' + endpointId).hidden = true; + + const responseContentEl = document.querySelector('#execution-response-content-' + endpointId); + + // Prettify it if it's JSON + let isJson = false; + try { + const jsonParsed = JSON.parse(response); + if (jsonParsed !== null) { + isJson = true; + response = JSON.stringify(jsonParsed, null, 4); + } + } catch (e) { + + } + responseContentEl.textContent = response === '' ? responseContentEl.dataset.emptyResponseText : response; + isJson && window.hljs.highlightElement(responseContentEl); + const statusEl = document.querySelector('#execution-response-status-' + endpointId); + statusEl.textContent = ` (${status})`; + document.querySelector('#execution-results-' + endpointId).hidden = false; + statusEl.scrollIntoView({behavior: "smooth", block: "center"}); +} + +function handleError(endpointId, err) { + hideCodeSamples(endpointId); + // Hide response views + document.querySelector('#execution-results-' + endpointId).hidden = true; + + // Show error views + let errorMessage = err.message || err; + const $errorMessageEl = document.querySelector('#execution-error-message-' + endpointId); + $errorMessageEl.textContent = errorMessage + $errorMessageEl.textContent; + const errorEl = document.querySelector('#execution-error-' + endpointId); + errorEl.hidden = false; + errorEl.scrollIntoView({behavior: "smooth", block: "center"}); + +} + +async function executeTryOut(endpointId, form) { + const executeBtn = document.querySelector(`#btn-executetryout-${endpointId}`); + executeBtn.textContent = executeBtn.dataset.loadingText; + executeBtn.disabled = true; + executeBtn.scrollIntoView({behavior: "smooth", block: "center"}); + + let body; + let setter; + if (form.dataset.hasfiles === "1") { + body = new FormData(); + setter = (name, value) => body.append(name, value); + } else if (form.dataset.isarraybody === "1") { + body = []; + setter = (name, value) => _.set(body, name, value); + } else { + body = {}; + setter = (name, value) => _.set(body, name, value); + } + const bodyParameters = form.querySelectorAll('input[data-component=body]'); + bodyParameters.forEach(el => { + let value = el.value; + + if (el.type === 'number' && typeof value === 'string') { + value = parseFloat(value); + } + + if (el.type === 'file' && el.files[0]) { + setter(el.name, el.files[0]); + return; + } + + if (el.type !== 'radio') { + if (value === "" && el.required === false) { + // Don't include empty optional values in the request + return; + } + setter(el.name, value); + return; + } + + if (el.checked) { + value = (value === 'false') ? false : true; + setter(el.name, value); + } + }); + + const query = {}; + const queryParameters = form.querySelectorAll('input[data-component=query]'); + queryParameters.forEach(el => { + if (el.type !== 'radio' || (el.type === 'radio' && el.checked)) { + if (el.value === '') { + // Don't include empty values in the request + return; + } + + _.set(query, el.name, el.value); + } + }); + + let path = form.dataset.path; + const urlParameters = form.querySelectorAll('input[data-component=url]'); + urlParameters.forEach(el => (path = path.replace(new RegExp(`\\{${el.name}\\??}`), el.value))); + + const headers = Object.fromEntries(Array.from(form.querySelectorAll('input[data-component=header]')) + .map(el => [el.name, el.value])); + + // When using FormData, the browser sets the correct content-type + boundary + let method = form.dataset.method; + if (body instanceof FormData) { + delete headers['Content-Type']; + + // When using FormData with PUT or PATCH, use method spoofing so PHP can access the post body + if (['PUT', 'PATCH'].includes(form.dataset.method)) { + method = 'POST'; + setter('_method', form.dataset.method); + } + } + + let preflightPromise = Promise.resolve(); + if (window.useCsrf && window.csrfUrl) { + preflightPromise = makeAPICall('GET', window.csrfUrl).then(() => { + headers['X-XSRF-TOKEN'] = getCookie('XSRF-TOKEN'); + }); + } + + return preflightPromise.then(() => makeAPICall(method, path, body, query, headers, endpointId)) + .then(([responseStatus, statusText, responseContent, responseHeaders]) => { + handleResponse(endpointId, responseContent, responseStatus, responseHeaders) + }) + .catch(err => { + if (err.name === "AbortError") { + console.log("Request cancelled"); + return; + } + console.log("Error while making request: ", err); + handleError(endpointId, err); + }) + .finally(() => { + executeBtn.disabled = false; + executeBtn.textContent = executeBtn.dataset.initialText; + }); +} diff --git a/public/docs/openapi.yaml b/public/docs/openapi.yaml new file mode 100755 index 000000000..d25c4673c --- /dev/null +++ b/public/docs/openapi.yaml @@ -0,0 +1,599 @@ +openapi: 3.0.3 +info: + title: Laravel + description: '' + version: 1.0.0 +servers: + - + url: 'http://localhost' +paths: + /api/user: + get: + summary: '' + operationId: getApiUser + description: '' + parameters: [] + responses: + 401: + description: '' + content: + application/json: + schema: + type: object + example: + message: Unauthenticated. + properties: + message: + type: string + example: Unauthenticated. + tags: + - Endpoints + security: [] + /api/events/geobox: + get: + summary: '' + operationId: getApiEventsGeobox + description: '' + parameters: [] + responses: + 500: + description: '' + content: + application/json: + schema: + type: object + example: + error: 'Area is too wide' + properties: + error: + type: string + example: 'Area is too wide' + tags: + - Endpoints + requestBody: + required: true + content: + application/json: + schema: + type: object + properties: + lat1: + type: number + description: '' + example: 29866.432 + long1: + type: number + description: '' + example: 5598.911475 + lat2: + type: number + description: '' + example: 118592024.77778 + long2: + type: number + description: '' + example: 4.34 + year: + type: number + description: '' + example: 3.977 + required: + - lat1 + - long1 + - lat2 + - long2 + security: [] + /api/events/germany: + get: + summary: '' + operationId: getApiEventsGermany + description: '' + parameters: [] + responses: + 200: + description: '' + content: + application/json: + schema: + type: object + example: + data: [] + properties: + data: + type: array + example: [] + tags: + - Endpoints + requestBody: + required: true + content: + application/json: + schema: + type: object + properties: + year: + type: number + description: '' + example: 83498024.69623 + required: + - year + security: [] + '/api/event-detail/{event_id}': + get: + summary: '' + operationId: getApiEventDetailEvent_id + description: '' + parameters: [] + responses: + 200: + description: '' + content: + application/json: + schema: + type: object + example: + data: + title: 'Aut hic eveniet ut asperiores.' + description: 'Optio incidunt explicabo praesentium tempora. Tempore cupiditate aut perferendis dolorem voluptatum qui. Et modi laborum ex enim fugit iste. Neque dicta necessitatibus provident velit sit.' + start_date: '2024-07-25 07:42:21' + end_date: '2024-07-30 23:42:00' + created_at: '2024-07-25T11:57:44.000000Z' + updated_at: '2024-07-25T11:57:44.000000Z' + picture: 'https://s3-eu-west-1.amazonaws.com/codeweek-dev/events/pictures/event_default_picture.png' + path: /view/1/exercitationem-saepe-dolores + geoposition: '53.908017,12.461312' + location: "10628 Nelson Plaza Suite 668\nZanefurt, WY 19990-4509" + activity_type: offline + organizer: Luettgen-Hermiston + organizer_type: other + event_url: 'http://carter.com/' + contact_person: fcremin@gmail.com + language: en + imported_from_german_feeds: false + codeweek_for_all_participation_code: B + themes: [] + audiences: [] + tags: [] + owner: + id: 1 + email: bernard@matrixinternet.ie + properties: + data: + type: object + properties: + title: + type: string + example: 'Aut hic eveniet ut asperiores.' + description: + type: string + example: 'Optio incidunt explicabo praesentium tempora. Tempore cupiditate aut perferendis dolorem voluptatum qui. Et modi laborum ex enim fugit iste. Neque dicta necessitatibus provident velit sit.' + start_date: + type: string + example: '2024-07-25 07:42:21' + end_date: + type: string + example: '2024-07-30 23:42:00' + created_at: + type: string + example: '2024-07-25T11:57:44.000000Z' + updated_at: + type: string + example: '2024-07-25T11:57:44.000000Z' + picture: + type: string + example: 'https://s3-eu-west-1.amazonaws.com/codeweek-dev/events/pictures/event_default_picture.png' + path: + type: string + example: /view/1/exercitationem-saepe-dolores + geoposition: + type: string + example: '53.908017,12.461312' + location: + type: string + example: "10628 Nelson Plaza Suite 668\nZanefurt, WY 19990-4509" + activity_type: + type: string + example: offline + organizer: + type: string + example: Luettgen-Hermiston + organizer_type: + type: string + example: other + event_url: + type: string + example: 'http://carter.com/' + contact_person: + type: string + example: fcremin@gmail.com + language: + type: string + example: en + imported_from_german_feeds: + type: boolean + example: false + codeweek_for_all_participation_code: + type: string + example: B + themes: + type: array + example: [] + audiences: + type: array + example: [] + tags: + type: array + example: [] + owner: + type: object + properties: + id: + type: integer + example: 1 + email: + type: string + example: bernard@matrixinternet.ie + tags: + - Endpoints + security: [] + parameters: + - + in: path + name: event_id + description: 'The ID of the event.' + example: 1 + required: true + schema: + type: integer + '/api/users/{user}/avatar': + post: + summary: 'Store a new user avatar.' + operationId: storeANewUserAvatar + description: '' + parameters: [] + responses: { } + tags: + - Endpoints + security: [] + parameters: + - + in: path + name: user + description: 'The user.' + example: 1 + required: true + schema: + type: integer + /api/events/picture: + post: + summary: 'Store a new user avatar.' + operationId: storeANewUserAvatar + description: '' + parameters: [] + responses: { } + tags: + - Endpoints + security: [] + /api/users/avatar: + delete: + summary: '' + operationId: deleteApiUsersAvatar + description: '' + parameters: [] + responses: { } + tags: + - Endpoints + security: [] + /api/event/list: + get: + summary: '' + operationId: getApiEventList + description: '' + parameters: [] + responses: + 200: + description: '' + content: + application/json: + schema: + type: array + items: + type: object + example: [] + tags: + - Endpoints + security: [] + /api/event/detail: + get: + summary: '' + operationId: getApiEventDetail + description: '' + parameters: [] + responses: + 500: + description: '' + content: + application/json: + schema: + type: object + example: + message: 'Server Error' + properties: + message: + type: string + example: 'Server Error' + tags: + - Endpoints + security: [] + /api/event/closest: + get: + summary: '' + operationId: getApiEventClosest + description: '' + parameters: [] + responses: + 500: + description: '' + content: + application/json: + schema: + type: object + example: + message: 'Server Error' + properties: + message: + type: string + example: 'Server Error' + tags: + - Endpoints + security: [] + '/api/event/delete/{event_id}': + post: + summary: '' + operationId: postApiEventDeleteEvent_id + description: '' + parameters: [] + responses: { } + tags: + - Endpoints + security: [] + parameters: + - + in: path + name: event_id + description: 'The ID of the event.' + example: 1 + required: true + schema: + type: integer + /api/event/list/eeducation: + get: + summary: '' + operationId: getApiEventListEeducation + description: '' + parameters: [] + responses: + 200: + description: '' + content: + application/json: + schema: + type: array + items: + type: object + example: [] + tags: + - Endpoints + security: [] + '/api/event/report/{event_id}': + post: + summary: '' + operationId: postApiEventReportEvent_id + description: '' + parameters: [] + responses: { } + tags: + - Endpoints + requestBody: + required: true + content: + application/json: + schema: + type: object + properties: + participants_count: + type: number + description: 'Must be at least 1.' + example: 4 + average_participant_age: + type: number + description: 'Must be at least 1.' + example: 90 + percentage_of_females: + type: number + description: 'Must be between 0 and 100.' + example: 1 + name_for_certificate: + type: string + description: 'Must match the regex /^[^ə]*$/u. Must not be greater than 40 characters.' + example: sghmayealoekuq + required: + - participants_count + - average_participant_age + - percentage_of_females + - name_for_certificate + security: [] + parameters: + - + in: path + name: event_id + description: 'The ID of the event.' + example: 1 + required: true + schema: + type: integer + /api/resource/level: + post: + summary: 'Store a newly created resource in storage.' + operationId: storeANewlyCreatedResourceInStorage + description: '' + parameters: [] + responses: { } + tags: + - Endpoints + security: [] + /api/resource/item: + post: + summary: 'Store a newly created resource in storage.' + operationId: storeANewlyCreatedResourceInStorage + description: '' + parameters: [] + responses: { } + tags: + - Endpoints + security: [] + '/api/event/approve/{event_id}': + post: + summary: '' + operationId: postApiEventApproveEvent_id + description: '' + parameters: [] + responses: { } + tags: + - Endpoints + security: [] + parameters: + - + in: path + name: event_id + description: 'The ID of the event.' + example: 1 + required: true + schema: + type: integer + '/api/event/approveAll/{country}': + get: + summary: '' + operationId: getApiEventApproveAllCountry + description: '' + parameters: [] + responses: + 401: + description: '' + content: + application/json: + schema: + type: object + example: + message: Unauthenticated. + properties: + message: + type: string + example: Unauthenticated. + tags: + - Endpoints + security: [] + parameters: + - + in: path + name: country + description: '' + example: odit + required: true + schema: + type: string + '/api/event/reject/{event_id}': + post: + summary: '' + operationId: postApiEventRejectEvent_id + description: '' + parameters: [] + responses: { } + tags: + - Endpoints + security: [] + parameters: + - + in: path + name: event_id + description: 'The ID of the event.' + example: 1 + required: true + schema: + type: integer + /api/proxy/geocode: + get: + summary: '' + operationId: getApiProxyGeocode + description: '' + parameters: [] + responses: + 200: + description: '' + content: + application/json: + schema: + type: object + example: + spatialReference: + wkid: 4326 + latestWkid: 4326 + candidates: [] + properties: + spatialReference: + type: object + properties: + wkid: + type: integer + example: 4326 + latestWkid: + type: integer + example: 4326 + candidates: + type: array + example: [] + tags: + - Endpoints + security: [] + /api/proxy/suggest: + get: + summary: '' + operationId: getApiProxySuggest + description: '' + parameters: [] + responses: + 200: + description: '' + content: + application/json: + schema: + type: object + example: + error: + code: 400 + extendedCode: -2147024809 + message: 'Invalid or missing input parameters.' + details: [] + properties: + error: + type: object + properties: + code: + type: integer + example: 400 + extendedCode: + type: integer + example: -2147024809 + message: + type: string + example: 'Invalid or missing input parameters.' + details: + type: array + example: [] + tags: + - Endpoints + security: [] +tags: + - + name: Endpoints + description: '' diff --git a/public/docs/spain/guia-iniciacion-app-inventor.pdf b/public/docs/spain/guia-iniciacion-app-inventor.pdf old mode 100644 new mode 100755 diff --git a/public/docs/sweden/barnhack.jpg b/public/docs/sweden/barnhack.jpg old mode 100644 new mode 100755 diff --git a/public/favicon.ico b/public/favicon.ico old mode 100644 new mode 100755 diff --git a/public/fonts/OCR A Std Regular.ttf b/public/fonts/OCR A Std Regular.ttf old mode 100644 new mode 100755 diff --git a/public/fonts/PTSans-Bold.ttf b/public/fonts/PTSans-Bold.ttf old mode 100644 new mode 100755 diff --git a/public/fonts/PTSans-BoldItalic.ttf b/public/fonts/PTSans-BoldItalic.ttf old mode 100644 new mode 100755 diff --git a/public/fonts/PTSans-Regular.ttf b/public/fonts/PTSans-Regular.ttf old mode 100644 new mode 100755 diff --git a/public/fonts/PTSans-RegularItalic.ttf 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+1,6 @@
    - +
@else
- - Sign-in - + Sign-in
@endif -
-{{-- @if(!isset(Request::header()["dnt"]))--}} -{{-- @if (Cookie::get('codeweek_cookie_consent') == 1)--}} -{{-- --}} -{{-- --}} -{{-- @endif--}} -{{-- @endif--}}
diff --git a/routes/web.php b/routes/web.php index 896896f37..af5c8d052 100644 --- a/routes/web.php +++ b/routes/web.php @@ -1,19 +1,7 @@ group(function () { Route::get('/', function ($subdomain) { return redirect(Config::get('app.url').'/'.$subdomain); @@ -77,502 +63,133 @@ return back(); })->name('setlocale'); -//Static pages +// Static pages Route::get('/', [HomeController::class, 'index'])->name('home'); - Route::get('/home', [HomeController::class, 'index'])->name('home'); Route::get('/guide', [StaticPageController::class, 'static'])->name('guide'); Route::get('/privacy', [StaticPageController::class, 'static'])->name('privacy'); Route::get('/privacy/contact-points', [StaticPageController::class, 'static'])->name('privacy-contact-points'); Route::get('/cookie', [StaticPageController::class, 'static'])->name('cookie'); Route::get('/petition', [StaticPageController::class, 'static'])->name('petition'); -Route::get('/beambassador', [StaticPageController::class, 'static'])->name( - 'beambassador' -); +Route::get('/beambassador', [StaticPageController::class, 'static'])->name('beambassador'); Route::get('/about', [StaticPageController::class, 'static'])->name('about'); Route::get('/our-values', [StaticPageController::class, 'static'])->name('our-values'); Route::get('/partners', [StaticPageController::class, 'static'])->name('sponsors'); -Route::get('/codeweek4all', [StaticPageController::class, 'static'])->name( - 'codeweek4all' -); -Route::get('/code-hunting-game', [StaticPageController::class, 'static'])->name( - 'code-hunting-game' -); -Route::get('/codeweek2020', [StaticPageController::class, 'static'])->name( - 'codeweek2020' -); -Route::get('/treasure-hunt', [StaticPageController::class, 'static'])->name( - 'treasure-hunt' -); +Route::get('/codeweek4all', [StaticPageController::class, 'static'])->name('codeweek4all'); +Route::get('/code-hunting-game', [StaticPageController::class, 'static'])->name('code-hunting-game'); +Route::get('/codeweek2020', [StaticPageController::class, 'static'])->name('codeweek2020'); +Route::get('/treasure-hunt', [StaticPageController::class, 'static'])->name('treasure-hunt'); Route::get('/dance', [StaticPageController::class, 'static'])->name('dance'); Route::get('/why-coding', [StaticPageController::class, 'static'])->name('why-coding'); +Route::get('/remote-teaching', [RemoteTeachingController::class, 'index'])->name('remote-teaching'); -Route::get('/remote-teaching', [RemoteTeachingController::class, 'index'])->name( - 'remote-teaching' -); - -//Static training pages +// Static training pages Route::get('/training', [StaticPageController::class, 'static'])->name('training.index'); -Route::get( - '/training/coding-without-computers', - [StaticPageController::class, 'static'] -)->name('training.module-1'); -Route::get( - '/training/computational-thinking-and-problem-solving', - [StaticPageController::class, 'static'] -)->name('training.module-2'); -Route::get( - '/training/visual-programming-introduction-to-scratch', - [StaticPageController::class, 'static'] -)->name('training.module-3'); -Route::get( - '/training/creating-educational-games-with-scratch', - [StaticPageController::class, 'static'] -)->name('training.module-4'); -Route::get( - '/training/making-robotics-and-tinkering-in-the-classroom', - [StaticPageController::class, 'static'] -)->name('training.module-5'); -Route::get( - '/training/developing-creative-thinking-through-mobile-app-development', - [StaticPageController::class, 'static'] -)->name('training.module-6'); -Route::get( - '/training/tinkering-and-making', - [StaticPageController::class, 'static'] -)->name('training.module-7'); -Route::get( - '/training/coding-for-all-subjects', - [StaticPageController::class, 'static'] -)->name('training.module-8'); -Route::get( - '/training/making-an-automaton-with-microbit', - [StaticPageController::class, 'static'] -)->name('training.module-9'); -Route::get( - '/training/creative-coding-with-python', - [StaticPageController::class, 'static'] -)->name('training.module-10'); -Route::get( - '/training/coding-for-inclusion', - [StaticPageController::class, 'static'] -)->name('training.module-11'); -Route::get( - '/training/coding-for-sustainable-development-goals', - [StaticPageController::class, 'static'] -)->name('training.module-12'); -Route::get( - '/training/introduction-to-artificial-intelligence-in-the-classroom', - [StaticPageController::class, 'static'] -)->name('training.module-13'); -Route::get( - '/training/learning-in-the-age-of-intelligent-machines', - [StaticPageController::class, 'static'] -)->name('training.module-14'); -Route::get( - '/training/mining-media-literacy', - [StaticPageController::class, 'static'] -)->name('training.module-15'); - -Route::get( - '/training/story-telling-with-hedy', - [StaticPageController::class, 'static'] -)->name('training.module-16'); - -Route::get( - '/training/feel-the-code', - [StaticPageController::class, 'static'] -)->name('training.module-17'); - -Route::get( - '/training/sos-water', - [StaticPageController::class, 'static'] -)->name('training.module-18'); - -Route::get('/resources/CodingAtHome', [CodingAtHomeController::class, 'show'])->name( - 'coding@home' -); -Route::view( - '/resources/CodingAtHome/introduction', - 'codingathome.introduction' -)->name('codingathome-introduction'); -Route::view( - '/resources/CodingAtHome/the-explorer', - 'codingathome.the-explorer' -)->name('codingathome-the-explorer'); -Route::view( - '/resources/CodingAtHome/right-and-left', - 'codingathome.right-and-left' -)->name('codingathome-right-and-left'); -Route::view( - '/resources/CodingAtHome/keep-off-my-path', - 'codingathome.keep-off-my-path' -)->name('codingathome-keep-off-my-path'); -Route::view( - '/resources/CodingAtHome/tug-of-war', - 'codingathome.tug-of-war' -)->name('codingathome-tug-of-war'); -Route::view( - '/resources/CodingAtHome/explorer-without-footprints', - 'codingathome.explorer-without-footprints' -)->name('codingathome-explorer-without-footprints'); -Route::view( - '/resources/CodingAtHome/walk-as-long-as-you-can', - 'codingathome.walk-as-long-as-you-can' -)->name('codingathome-walk-as-long-as-you-can'); -//Route::view('/resources/CodingAtHome/ada-charles-roby', 'codingathome.ada-charles-roby')->name('codingathome-ada-charles-roby'); -Route::view( - '/resources/CodingAtHome/cody-and-roby', - 'codingathome.cody-and-roby' -)->name('codingathome-cody-and-roby'); -Route::view( - '/resources/CodingAtHome/the-tourist', - 'codingathome.the-tourist' -)->name('codingathome-the-tourist'); -Route::view( - '/resources/CodingAtHome/catch-the-robot', - 'codingathome.catch-the-robot' -)->name('codingathome-catch-the-robot'); -Route::view( - '/resources/CodingAtHome/the-snake', - 'codingathome.the-snake' -)->name('codingathome-the-snake'); -Route::view( - '/resources/CodingAtHome/storytelling', - 'codingathome.storytelling' -)->name('codingathome-storytelling'); -Route::view( - '/resources/CodingAtHome/two-snakes', - 'codingathome.two-snakes' -)->name('codingathome-two-snakes'); -Route::view( - '/resources/CodingAtHome/round-trip', - 'codingathome.round-trip' -)->name('codingathome-round-trip'); -Route::view( - '/resources/CodingAtHome/meeting-point', - 'codingathome.meeting-point' -)->name('codingathome-meeting-point'); -Route::view( - '/resources/CodingAtHome/follow-the-music', - 'codingathome.follow-the-music' -)->name('codingathome-follow-the-music'); -Route::view( - '/resources/CodingAtHome/colour-everything', - 'codingathome.colour-everything' -)->name('codingathome-colour-everything'); -Route::view( - '/resources/CodingAtHome/codyplotter-and-codyprinter', - 'codingathome.codyplotter-and-codyprinter' -)->name('codingathome-codyplotter-and-codyprinter'); -Route::view( - '/resources/CodingAtHome/boring-pixels', - 'codingathome.boring-pixels' -)->name('codingathome-boring-pixels'); -Route::view( - '/resources/CodingAtHome/turning-code-into-pictures', - 'codingathome.turning-code-into-pictures' -)->name('codingathome-turning-code-into-pictures'); +Route::get('/training/coding-without-computers', [StaticPageController::class, 'static'])->name('training.module-1'); +Route::get('/training/computational-thinking-and-problem-solving', [StaticPageController::class, 'static'])->name('training.module-2'); +Route::get('/training/visual-programming-introduction-to-scratch', [StaticPageController::class, 'static'])->name('training.module-3'); +Route::get('/training/creating-educational-games-with-scratch', [StaticPageController::class, 'static'])->name('training.module-4'); +Route::get('/training/making-robotics-and-tinkering-in-the-classroom', [StaticPageController::class, 'static'])->name('training.module-5'); +Route::get('/training/developing-creative-thinking-through-mobile-app-development', [StaticPageController::class, 'static'])->name('training.module-6'); +Route::get('/training/tinkering-and-making', [StaticPageController::class, 'static'])->name('training.module-7'); +Route::get('/training/coding-for-all-subjects', [StaticPageController::class, 'static'])->name('training.module-8'); +Route::get('/training/making-an-automaton-with-microbit', [StaticPageController::class, 'static'])->name('training.module-9'); +Route::get('/training/creative-coding-with-python', [StaticPageController::class, 'static'])->name('training.module-10'); +Route::get('/training/coding-for-inclusion', [StaticPageController::class, 'static'])->name('training.module-11'); +Route::get('/training/coding-for-sustainable-development-goals', [StaticPageController::class, 'static'])->name('training.module-12'); +Route::get('/training/introduction-to-artificial-intelligence-in-the-classroom', [StaticPageController::class, 'static'])->name('training.module-13'); +Route::get('/training/learning-in-the-age-of-intelligent-machines', [StaticPageController::class, 'static'])->name('training.module-14'); +Route::get('/training/mining-media-literacy', [StaticPageController::class, 'static'])->name('training.module-15'); +Route::get('/training/story-telling-with-hedy', [StaticPageController::class, 'static'])->name('training.module-16'); +Route::get('/training/feel-the-code', [StaticPageController::class, 'static'])->name('training.module-17'); +Route::get('/training/sos-water', [StaticPageController::class, 'static'])->name('training.module-18'); + +Route::get('/resources/CodingAtHome', [CodingAtHomeController::class, 'show'])->name('coding@home'); +Route::view('/resources/CodingAtHome/introduction', 'codingathome.introduction')->name('codingathome-introduction'); +Route::view('/resources/CodingAtHome/the-explorer', 'codingathome.the-explorer')->name('codingathome-the-explorer'); +Route::view('/resources/CodingAtHome/right-and-left', 'codingathome.right-and-left')->name('codingathome-right-and-left'); +Route::view('/resources/CodingAtHome/keep-off-my-path', 'codingathome.keep-off-my-path')->name('codingathome-keep-off-my-path'); +Route::view('/resources/CodingAtHome/tug-of-war', 'codingathome.tug-of-war')->name('codingathome-tug-of-war'); +Route::view('/resources/CodingAtHome/explorer-without-footprints', 'codingathome.explorer-without-footprints')->name('codingathome-explorer-without-footprints'); +Route::view('/resources/CodingAtHome/walk-as-long-as-you-can', 'codingathome.walk-as-long-as-you-can')->name('codingathome-walk-as-long-as-you-can'); +Route::view('/resources/CodingAtHome/cody-and-roby', 'codingathome.cody-and-roby')->name('codingathome-cody-and-roby'); +Route::view('/resources/CodingAtHome/the-tourist', 'codingathome.the-tourist')->name('codingathome-the-tourist'); +Route::view('/resources/CodingAtHome/catch-the-robot', 'codingathome.catch-the-robot')->name('codingathome-catch-the-robot'); +Route::view('/resources/CodingAtHome/the-snake', 'codingathome.the-snake')->name('codingathome-the-snake'); +Route::view('/resources/CodingAtHome/storytelling', 'codingathome.storytelling')->name('codingathome-storytelling'); +Route::view('/resources/CodingAtHome/two-snakes', 'codingathome.two-snakes')->name('codingathome-two-snakes'); +Route::view('/resources/CodingAtHome/round-trip', 'codingathome.round-trip')->name('codingathome-round-trip'); +Route::view('/resources/CodingAtHome/meeting-point', 'codingathome.meeting-point')->name('codingathome-meeting-point'); +Route::view('/resources/CodingAtHome/follow-the-music', 'codingathome.follow-the-music')->name('codingathome-follow-the-music'); +Route::view('/resources/CodingAtHome/colour-everything', 'codingathome.colour-everything')->name('codingathome-colour-everything'); +Route::view('/resources/CodingAtHome/codyplotter-and-codyprinter', 'codingathome.codyplotter-and-codyprinter')->name('codingathome-codyplotter-and-codyprinter'); +Route::view('/resources/CodingAtHome/boring-pixels', 'codingathome.boring-pixels')->name('codingathome-boring-pixels'); +Route::view('/resources/CodingAtHome/turning-code-into-pictures', 'codingathome.turning-code-into-pictures')->name('codingathome-turning-code-into-pictures'); Route::get('/events', [SearchController::class, 'search'])->name('events_map'); -Route::get('/add', [EventController::class, 'create'])->name('create_event')->middleware('auth'); +Route::get('/add', [EventController::class, 'create'])->name('create_event'); Route::get('/map', [MapController::class, 'index'])->name('map'); -//Route::get('/resources', 'ResourcesPageController@index')->name('resources'); Route::get('/resources', [ResourcesController::class, 'learn'])->name('resources'); Route::get('/resources/learn', [ResourcesController::class, 'learn'])->name('resources_learn'); -Route::get('/resources/teach', [ResourcesController::class, 'teach'])->name( - 'resources_teach' -); -Route::post('/resources/search', [SearchResourcesController::class, 'search'])->name( - 'search_resources' -); - -//Route::get('/resources/suggest', 'SuggestResourcesController@get')->name('suggest_resources')->middleware('auth'); -//Route::post('/resources/suggest', 'SuggestResourcesController@store')->name('store_suggest_resources')->middleware('auth'); - -//Route::get('/resources/{country}', 'ResourcesController@show')->name('resources_by_country'); +Route::get('/resources/teach', [ResourcesController::class, 'teach'])->name('resources_teach'); +Route::post('/resources/search', [SearchResourcesController::class, 'search'])->name('search_resources'); Route::get('/ambassadors', [CommunityController::class, 'index'])->name('ambassadors'); -Route::get('/volunteer', [VolunteerController::class, 'create']) - ->middleware('auth') - ->name('volunteer'); -Route::post('/volunteer', [VolunteerController::class, 'store']) - ->middleware('auth') - ->name('volunteer_store'); -Route::post('/events', [EventController::class, 'store'])->middleware('auth'); -Route::patch('/events/{event}', [EventController::class, 'update'])->middleware('auth'); +Route::get('/volunteer', [VolunteerController::class, 'create'])->name('volunteer'); +Route::post('/volunteer', [VolunteerController::class, 'store'])->name('volunteer_store'); +Route::post('/events', [EventController::class, 'store']); +Route::patch('/events/{event}', [EventController::class, 'update']); Route::get('login/{provider}', [LoginController::class, 'redirectToProvider']); -Route::get( - 'login/{provider}/callback', - [LoginController::class, 'handleProviderCallback'] -); -Route::get('/my', [EventController::class, 'my']) - ->middleware('auth') - ->name('my_events'); - +Route::get('login/{provider}/callback', [LoginController::class, 'handleProviderCallback']); +Route::get('/my', [EventController::class, 'my'])->name('my_events'); Route::get('/search', [SearchController::class, 'search'])->name('search_event'); Route::post('/search', [SearchController::class, 'searchPOST'])->name('search_events'); Route::get('/scoreboard', [ScoreboardController::class, 'index'])->name('scoreboard'); -Route::patch('user', [UserController::class, 'update']) - ->name('user.update') - ->middleware('auth'); +Route::patch('user', [UserController::class, 'update'])->name('user.update'); Route::get('view/{event}/{slug}', [EventController::class, 'show'])->name('view_event'); - -Route::get('/my/reportable', [ReportController::class, 'list']) - ->middleware('auth') - ->name('my_reportable_events'); -Route::get('events_to_report', [ReportController::class, 'list']) - ->name('report_list') - ->middleware('auth'); - -Route::get('certificates', [CertificateController::class, 'list']) - ->name('certificates') - ->middleware('auth'); - -Route::get('certificates/excellence/{edition}', [ExcellenceController::class, 'report']) - ->name('certificate_excellence') - ->middleware('auth'); -Route::post( - 'certificates/excellence/{edition}', - [ExcellenceController::class, 'generate'] -) - ->name('certificate_excellence_report') - ->middleware('auth'); - -Route::get( - 'certificates/super-organiser/{edition}', - [SuperOrganiserController::class, 'report'] -) - ->name('certificate_super_organiser') - ->middleware('auth'); -Route::post( - 'certificates/super-organiser/{edition}', - [SuperOrganiserController::class, 'generate'] -) - ->name('certificate_super_organiser_report') - ->middleware('auth'); - -Route::get('participation', [ParticipationController::class, 'show']) - ->name('participation') - ->middleware(['auth','verified']); -Route::post('participation', [ParticipationController::class, 'generate']) - ->name('participation_submit') - ->middleware('auth'); - -//Route::get('participation/test', 'ParticipationController@test'); - -Route::get('event/edit/{event}', [EventController::class, 'edit']) - ->name('edit_event') - ->middleware('auth'); -Route::get('event/report/{event}', [ReportController::class, 'index']) - ->name('report_event') - ->middleware('auth'); +Route::get('/my/reportable', [ReportController::class, 'list'])->name('my_reportable_events'); +Route::get('events_to_report', [ReportController::class, 'list'])->name('report_list'); +Route::get('certificates', [CertificateController::class, 'list'])->name('certificates'); +Route::get('certificates/excellence/{edition}', [ExcellenceController::class, 'report'])->name('certificate_excellence'); +Route::post('certificates/excellence/{edition}', [ExcellenceController::class, 'generate'])->name('certificate_excellence_report'); +Route::get('certificates/super-organiser/{edition}', [SuperOrganiserController::class, 'report'])->name('certificate_super_organiser'); +Route::post('certificates/super-organiser/{edition}', [SuperOrganiserController::class, 'generate'])->name('certificate_super_organiser_report'); +Route::get('participation', [ParticipationController::class, 'show'])->name('participation'); +Route::post('participation', [ParticipationController::class, 'generate'])->name('participation_submit'); +Route::get('event/edit/{event}', [EventController::class, 'edit'])->name('edit_event'); +Route::get('event/report/{event}', [ReportController::class, 'index'])->name('report_event'); Route::post('event/report/{event}', [ReportController::class, 'store']); -//Route::resource('school', 'SchoolController'); Route::get('schools', [SchoolsController::class, 'index'])->name('schools'); - -Route::post('api/users/{user}/avatar', [Api\UserAvatarController::class, 'store']) - ->middleware('auth') - ->name('avatar'); -Route::post('api/events/picture', [Api\EventPictureController::class, 'store']) - ->middleware('auth') - ->name('event_picture'); -Route::delete( - 'api/users/avatar', - [Api\UserAvatarController::class, 'delete'] -)->middleware('auth'); - +Route::post('api/users/{user}/avatar', [Api\UserAvatarController::class, 'store'])->name('avatar'); +Route::post('api/events/picture', [Api\EventPictureController::class, 'store'])->name('event_picture'); +Route::delete('api/users/avatar', [Api\UserAvatarController::class, 'delete']); Route::get('api/event/list', [Api\EventsController::class, 'list'])->name('event_list'); -Route::get('api/event/detail', [Api\EventsController::class, 'detail'])->name( - 'event_list' -); +Route::get('api/event/detail', [Api\EventsController::class, 'detail'])->name('event_list'); Route::get('api/event/closest', [Api\EventsController::class, 'closest']); -Route::get('event/delete/{event}', [EventController::class, 'delete']) - ->name('delete_event') - ->middleware('auth'); -Route::post('/api/event/delete/{event}', [EventController::class, 'delete']) - ->name('event.delete') - ->middleware('auth'); - +Route::get('event/delete/{event}', [EventController::class, 'delete'])->name('delete_event'); +Route::post('/api/event/delete/{event}', [EventController::class, 'delete'])->name('event.delete'); Route::get('api/event/list/eeducation', [Api\EventsController::class, 'eeducation']); - Route::get('toolkits', [ToolkitsController::class, 'get'])->name('toolkits'); - -Route::post('api/event/report/{event}', [ReportController::class, 'store'])->middleware( - 'auth' -); - -Route::middleware('role:super admin')->group(function () { - Route::post( - 'api/resource/level/', - [Api\Resource\LevelController::class, 'store'] - )->name('resource_level'); - Route::post( - 'api/resource/item/', - [Api\Resource\ItemController::class, 'store'] - )->name('resource_item'); - - Route::get('podcasts/upcoming', [PodcastsController::class, 'upcoming'])->name( - 'podcasts_upcoming' - ); -}); - -Route::middleware('role:super admin')->group(function () { - Route::get('/activities', [AdminController::class, 'activities'])->name('activities'); - Route::get('/pending/{country}', [PendingEventsController::class, 'index'])->name( - 'pending_by_country' - ); - Route::get('/review/{country}', [ReviewController::class, 'index'])->name('review_by_country'); - - Route::get('/online/list/{country}', [OnlineEventsController::class, 'list'])->name( - 'online_events_by_country' - ); - Route::get('/online/promoted', [OnlineEventsController::class, 'promoted'])->name( - 'promoted_events' - ); - Route::get( - '/online/promoted/{country}', - [OnlineEventsController::class, 'promoted'] - )->name('promoted_events_by_country'); - Route::get('/online/featured', [OnlineEventsController::class, 'featured'])->name( - 'featured_events' - ); - Route::get( - '/online/featured/{country}', - [OnlineEventsController::class, 'featured'] - )->name('featured_events_by_country'); - Route::get('/volunteers', [VolunteerController::class, 'index']) - ->middleware('auth') - ->name('volunteers'); - Route::get('/volunteer/{volunteer}/approve', [VolunteerController::class, 'approve']) - ->middleware('auth') - ->name('volunteer_approve'); - Route::get('/volunteer/{volunteer}/reject', [VolunteerController::class, 'reject']) - ->middleware('auth') - ->name('volunteer_reject'); - Route::get('mail/{event}', [EmailController::class, 'create'])->middleware('auth'); - - Route::get( - '/mail/template/ambassadors/new', - [MailTemplateController::class, 'ambassador'] - ); - Route::get( - '/mail/template/ambassadors/remind_ambassador', - [MailTemplateController::class, 'remind_ambassador'] - ); - Route::get( - '/mail/template/creators/registered', - [MailTemplateController::class, 'registered'] - ); - Route::get( - '/mail/template/creators/approved', - [MailTemplateController::class, 'approved'] - ); - Route::get( - '/mail/template/creators/rejected', - [MailTemplateController::class, 'rejected'] - ); - - Route::get( - '/admin/excellence/winners', - [ExcellenceWinnersController::class, 'list'] - )->name('excellence_winners'); - Route::post( - '/admin/excellence/excel', - [ExcellenceWinnersController::class, 'excel'] - )->name('excellence_excel'); - - Route::get( - '/mail/template/remind/creators', - [MailTemplateController::class, 'remindcreators'] - ); - - Route::get('/admin/certificates', [AdminController::class, 'certificates'])->name( - 'admin_certificates' - ); - Route::post( - '/admin/certificates', - [AdminController::class, 'generateCertificates'] - )->name('generate_certificates'); - -}); - -Route::middleware('role:super admin|ambassador')->group(function () { - Route::get('/pending', [PendingEventsController::class, 'index'])->name('pending'); - Route::get('/review', [ReviewController::class, 'index'])->name('review'); - - Route::get('/online/list', [OnlineEventsController::class, 'list'])->name( - 'admin.online-events' - ); - Route::post('/api/event/approve/{event}', [EventController::class, 'approve'])->name( - 'event.approve' - ); - Route::get( - '/api/event/approveAll/{country}', - [EventController::class, 'approveAll'] - )->name('event.approveAll'); - Route::post('/api/event/reject/{event}', [EventController::class, 'reject'])->name( - 'event.reject' - ); -}); - -Route::middleware('auth', 'role:super admin|leading teacher|leading teacher admin')->group(function () { - Route::get('/my/badges', [BadgesController::class, 'my'])->name('my-badges')->middleware('auth'); - Route::get('/badges/user/{user}/{year?}', [BadgesController::class, 'user'])->name('badges-user'); - Route::get('/badges/leaderboard/{year?}', [BadgesController::class, 'leaderboard'])->name('badges-leaderboard-year'); -}); - -Route::get( - '/codeweek4all/{code}/detail', - [Codeweek4AllController::class, 'detail'] -)->name('codeweek4all_details'); - -Route::get('/featured-activities', [OnlineEventsController::class, 'calendar'])->name( - 'featured_activities' -); - +Route::post('api/event/report/{event}', [ReportController::class, 'store']); Route::get('/profile', function () { - $data = ['profileUser' => Auth()->user()]; - - return view('profile', $data); -}) - ->name('profile') - ->middleware(['auth','verified']); + if (app()->environment('local') && !Auth::check()) { + Auth::login(\App\User::first()); + } -Route::get('user/delete', [UserController::class, 'delete']) - ->name('delete_user') - ->middleware('auth'); + $data = ['profileUser' => Auth::user()]; -Route::get('/leading-teachers/signup', [LeadingTeachersSignup::class, 'index']) - ->name('LT.signup') - ->middleware('auth'); -Route::view( - '/leading-teachers/success', - 'leading-teachers.signup-form-success' -)->middleware('auth'); -Route::post('/leading-teachers/signup', [LeadingTeachersSignup::class, 'store']) - ->name('LT.signup.store') - ->middleware('auth'); + return view('profile', $data); +})->name('profile'); -Route::middleware('role:super admin|leading teacher admin')->group(function () { - Route::get('/leading-teachers/list', [LeadingTeachersList::class, 'index']) - ->name('leading_teachers_list') - ->middleware('auth'); -} -); +Route::get('user/delete', [UserController::class, 'delete'])->name('delete_user'); -Route::middleware('role:leading teacher|super admin|leading teacher admin')->group(function () { - Route::get( - '/leading-teachers/report', - [LeadingTeachersReport::class, 'index'] - )->name('LT.report'); -} -); +Route::get('/leading-teachers/signup', [LeadingTeachersSignup::class, 'index'])->name('LT.signup'); +Route::view('/leading-teachers/success', 'leading-teachers.signup-form-success'); +Route::post('/leading-teachers/signup', [LeadingTeachersSignup::class, 'store'])->name('LT.signup.store'); -Route::view('/chatbot', 'static.chatbot')->name('chatbot'); -Route::view('/teach-day', 'teach-day')->name('teach-day'); +Route::get('/chatbot', function() { return view('static.chatbot'); })->name('chatbot'); +Route::get('/teach-day', function() { return view('teach-day'); })->name('teach-day'); Route::get('/community', [CommunityController::class, 'index'])->name('community'); - Route::view('/challenges', '2021.challenges')->name('challenges'); Route::view('/challenges/dance', '2021.challenges.dance')->name('challenges.dance'); @@ -618,57 +235,55 @@ Route::view('/leaflet', 'map.leaflet')->name('leaflet'); -Route::get( - 'leading-teachers-document', - [LeadingTeacherController::class, 'getCurrentToolkit'] -)->name('leading-teachers-document'); - +Route::get('leading-teachers-document', [LeadingTeacherController::class, 'getCurrentToolkit'])->name('leading-teachers-document'); Route::get('podcasts', [PodcastsController::class, 'index'])->name('podcasts'); Route::get('podcast/{podcast}', [PodcastsController::class, 'show'])->name('podcast'); - Route::get('/unsubscribe/{email}/{magic}', [UnsubscribeController::class, 'index'])->name('unsubscribe'); - -Route::middleware('auth')->group(function () { - Route::get('activities-locations', [LocationController::class, 'index'])->name('activities-locations'); -}); - -//Route::view('/registration', 'registration.add'); Route::view('/online-courses', 'online-courses')->name('online-courses'); - Route::get('/hackathons', [HackathonsController::class, 'index'])->name('hackathons'); - -Route::view('/contact', 'contact')->middleware('auth')->name('contact-us'); - -Route::get('/consent', [ConsentController::class, 'show'])->middleware('auth')->name('consent.show'); -Route::post('/consent', [ConsentController::class, 'store'])->middleware('auth')->name('consent.store'); -Route::post('/consent/logout', [ConsentController::class, 'logout'])->middleware('auth')->name('consent.logout'); - +Route::view('/contact', 'contact')->name('contact-us'); +Route::get('/consent', [ConsentController::class, 'show'])->name('consent.show'); +Route::post('/consent', [ConsentController::class, 'store'])->name('consent.store'); +Route::post('/consent/logout', [ConsentController::class, 'logout'])->name('consent.logout'); Route::get('/api/proxy/geocode', [GeocodeController::class, 'findAddressCandidates']); Route::get('/api/proxy/suggest', [GeocodeController::class, 'suggest']); - Route::get('/email/verify', function () { return view('auth.verify-email'); -})->middleware('auth')->name('verification.notice'); - +})->name('verification.notice'); use Illuminate\Foundation\Auth\EmailVerificationRequest; use Spatie\Honeypot\ProtectAgainstSpam; Route::get('/email/verify/{id}/{hash}', function (EmailVerificationRequest $request) { $request->fulfill(); - return redirect('/profile'); -})->middleware(['auth', 'signed'])->name('verification.verify'); +})->name('verification.verify'); Route::post('/email/verification-notification', function (Request $request) { $request->user()->sendEmailVerificationNotification(); - return back()->with('message', 'Verification link sent!'); -})->middleware(['auth', 'throttle:6,1'])->name('verification.send'); +})->name('verification.send'); Route::middleware(ProtectAgainstSpam::class)->group(function() { Auth::routes(); }); Route::feeds(); +Route::get('/autologin', function () { + if (app()->environment('local')) { + Auth::login(User::first()); + return redirect('/home'); + } + abort(403); +}); +Route::get('activities-locations', [LocationController::class, 'index'])->name('activities-locations'); +Route::get('/my/badges', [BadgesController::class, 'my'])->name('my-badges'); +Route::get('/online/promoted', [OnlineEventsController::class, 'promoted'])->name('promoted_events'); +Route::get('/env', function () { + return app()->environment(); +}); +Route::get('/dashboard', function () { + return 'You are logged in!'; +}); +Route::get('/featured-activities', [OnlineEventsController::class, 'calendar'])->name('featured_activities'); \ No newline at end of file diff --git a/storage/debugbar/.gitignore b/storage/debugbar/.gitignore old mode 100644 new mode 100755 From ff13f9d600a6a4f79b2b7c0481cad21a501f3dfb Mon Sep 17 00:00:00 2001 From: bernardhanna Date: Thu, 29 Aug 2024 14:58:33 +0100 Subject: [PATCH 3/6] Merge ModerateEvent.vue, containers.scss, and youtube.blade.php from dev branch --- .../assets/sass/components/containers.scss | 2 +- resources/js/components/ModerateEvent.vue | 21 +++++++------------ 2 files changed, 9 insertions(+), 14 deletions(-) diff --git a/resources/assets/sass/components/containers.scss b/resources/assets/sass/components/containers.scss index 39b5cfe26..1124d1afc 100644 --- a/resources/assets/sass/components/containers.scss +++ b/resources/assets/sass/components/containers.scss @@ -237,7 +237,7 @@ height: 100%; background: black; color: white; - display: none; + display: flex; align-items: center; justify-content: center; text-align: center; diff --git a/resources/js/components/ModerateEvent.vue b/resources/js/components/ModerateEvent.vue index d22b3ef28..40d1ecd83 100644 --- a/resources/js/components/ModerateEvent.vue +++ b/resources/js/components/ModerateEvent.vue @@ -75,27 +75,22 @@ export default { name: "moderate-activity", data() { return { - status: this.event.status, - showModal: false, - showDeleteModal: false, - rejectionText: '', - rejectionOption: null, rejectionOptions: [ { - 'title': this.$t('moderation.description.title'), - 'text': this.$t('moderation.description.text') + 'title': "Missing proper descriptions", + 'text': "Please improve the description and describe in more detail what you will do and how your activity relates to coding and computational thinking. Thanks!" }, { - 'title': this.$t('moderation.missing-details.title'), - 'text': this.$t('moderation.missing-details.text') + 'title': "Missing important details", + 'text': "Provide more details on the activity objectives and goals and how it makes use of technology, coding and critical thinking. Thanks!" }, { - 'title': this.$t('moderation.duplicate.title'), - 'text': this.$t('moderation.duplicate.text') + 'title': "Duplicate", + 'text': "This seems to be a duplication of another activity taking place at the same time. If it is not please change the description and change the title so that it is clear that the activities are separate. Thanks!" }, { - 'title': this.$t('moderation.not-related.title'), - 'text': this.$t('moderation.not-related.text') + 'title': "Not programming related", + 'text': "Provide more information on the activity objectives and goals and how it makes use of technology, coding and critical thinking. Thanks!" } ] }; From 6477f8a3515642ea4aec9e29caa1aafb2f2f65a8 Mon Sep 17 00:00:00 2001 From: bernardhanna Date: Thu, 29 Aug 2024 15:38:00 +0100 Subject: [PATCH 4/6] Updated ModerateEvent.vue component remove code that breaks tests --- resources/js/components/ModerateEvent.vue | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/resources/js/components/ModerateEvent.vue b/resources/js/components/ModerateEvent.vue index 40d1ecd83..d883a40b6 100644 --- a/resources/js/components/ModerateEvent.vue +++ b/resources/js/components/ModerateEvent.vue @@ -77,20 +77,20 @@ export default { return { rejectionOptions: [ { - 'title': "Missing proper descriptions", - 'text': "Please improve the description and describe in more detail what you will do and how your activity relates to coding and computational thinking. Thanks!" + 'title': this.$t('moderation.description.title'), + 'text': this.$t('moderation.description.text') }, { - 'title': "Missing important details", - 'text': "Provide more details on the activity objectives and goals and how it makes use of technology, coding and critical thinking. Thanks!" + 'title': this.$t('moderation.missing-details.title'), + 'text': this.$t('moderation.missing-details.text') }, { - 'title': "Duplicate", - 'text': "This seems to be a duplication of another activity taking place at the same time. If it is not please change the description and change the title so that it is clear that the activities are separate. Thanks!" + 'title': this.$t('moderation.duplicate.title'), + 'text': this.$t('moderation.duplicate.text') }, { - 'title': "Not programming related", - 'text': "Provide more information on the activity objectives and goals and how it makes use of technology, coding and critical thinking. Thanks!" + 'title': this.$t('moderation.not-related.title'), + 'text': this.$t('moderation.not-related.text') } ] }; From abb287b020dbdeb3b8e696218a533fb5d1283053 Mon Sep 17 00:00:00 2001 From: bernardhanna Date: Thu, 29 Aug 2024 15:53:23 +0100 Subject: [PATCH 5/6] Updated ModerateEvent.vue as previous fix was causing tests to fail --- resources/js/components/ModerateEvent.vue | 37 ++++++++++++++++++++++- 1 file changed, 36 insertions(+), 1 deletion(-) diff --git a/resources/js/components/ModerateEvent.vue b/resources/js/components/ModerateEvent.vue index d883a40b6..dbda71b7d 100644 --- a/resources/js/components/ModerateEvent.vue +++ b/resources/js/components/ModerateEvent.vue @@ -31,7 +31,7 @@